Shadow (expert class)

{{page |text= While many use the ways of stealth for petty larceny or espionage, a few have honed the ability to attack from the darkness into a deadly art. Shadows move without being seen, making them masters of tactical repositioning and striking at the enemy's weakest side. Their single-minded pursuit of the perfect kill pushes them into obsessively training with their weapon of choice, and it is this training - together with a masterful understanding of ambush tactics - that makes the Shadow seem like an almost supernatural specter of death. A fair fight is the last thing a Shadow wants - when her work is done, she fades as quickly as she arrived, a trail of bodies the only trace of her being there.

Depending on your campaign, a Shadow could be...
 * A master ninja who excels at getting into places where nobody expects her
 * A hired killer with a flair for misdirection and soft footsteps
 * An adventurer who has returned from the deepest dungeons with a little something extra
 * A cutting-edge covert operative whose sufficiently advanced technology is indistinguishable from magic

= Standard Version =

Party Role
Combatant. Your ability to reposition and inflict grievous damage on a single target, even in the middle of a throng of enemies, allows you to selectively take out the biggest threats to your party while remaining elusive.

Class Features

 * Requirements: Proficiency (Edged), Sneak 6 ranks, Ambush Basics
 * Class Skills: Acrobatics, Athletics, Blend, Impress, Intimidate, Notice, Resolve, Sneak, Survival, Tactics
 * Skill Points: 6 + Int modifier per level
 * Vitality: 9 + Con modifier per level

Core Ability
Ghost Mastery: At level 1 you gain the Ghost Mastery feat. Unless you possess Ghost Basics, you may only benefit from it as long as you're not in direct sunlight.

All Alone In The Night
At levels 1, 3, 5, 7, and 9, you may take a step along the Path of Fleeting Shadows or else gain a bonus Covert or Melee Combat feat. If you gain the ability to cast a spell from The Path of Fleeting Shadows, your caster level is considered equal to your Shadow Class Level only, ignoring any other caster levels you may have.

Shadowstrike I
At level 2, you gain a stance. Shadowstrike (Stance): To enter this stance, you must select a target and be hidden from them; if they become aware of you, you are ejected from the stance. Whenever you make a successful ambush check against your target, you automatically run as a half action to become adjacent to them, ignoring all terrain modifiers to movement, and immediately initiate your surprise round. While in this stance, the action die cost to activate a threat on your attack checks increases by 1 and you begin each round flatfooted, but provided you aren't in direct sunlight you may ignore adjacency when making move actions.

Shadowstrike II
At level 7, provided you don't roll an error on your Ambush check, you remain hidden from your target until the end of the round although the cost to activate any error on the check is reduced by 1 die. Additionally, the time required to make an Ambush check is halved.

Electric Slash II
At Level 4, you gain an action. Electric Slash (advanced attack action): Make a full round attack with a single 1-handed edged weapon. Instead of your standard damage, you deal 2d8 electrical damage in a 30 ft. cone. This attack ignores all cover, but any character caught in the Slash may make a Reflex save (DC 10 + your Class Level + your Covert feats) to reduce the damage to 1/2 (rounded down). Additionally, you immediately become flatfooted. You may only use this action once every 3 rounds.

Electric Slash III
At Level 8, the damage resulting from your action gains a blast radius of 1, and standard characters failing their save also becomes sprawled.

Shadowed
At level 4, your Sneak and Tactics checks are flawless.

Weapon Specialist
Your knowledge of weapons in which you're trained is expansive and precise. At level 6, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.
 * Certainty: Your error range with proficient attacks decreases by 2 (minimum 0).
 * Charged Strike: When a proficient melee or unarmed damage rolls inflict sneak attack damage you may choose to change all of the damage to electrical. This is not damage conversion and does not suffer an attack check penalty or reduce the damage inflicted.
 * Decisive Attack: Once per round when holding a weapon in which you're proficient, you may make 1 free attack against a standard character.
 * Killer Instinct: You inflict 2 additional damage with proficient attacks.
 * Most Deadly: It costs you 1 fewer action dice to activate critical hits with proficient attacks (minimum 0).
 * One Step Ahead: You gain a +1 dodge bonus to Defence and DR 1 against attacks with weapons in which you're proficient.
 * Rugged Weapons: When you’re holding a weapon in which you're proficient and it must make a Damage save, you may roll twice, keeping the result you prefer.
 * Shrewd Buyer: You receive a 20% discount when purchasing weapons in which you’re proficient.
 * Sneak Attack: You gain an additional die of sneak attack damage with proficient attacks.

Obfuscated
At level 8, the minimum DC of your Shadowed ability increases to your Career Level + 20, and your error range with both skills decreases by 1 (minimum 0).

Soul Strike
At level 10, you gain a trick. Soulstrike (Edged Attack trick): When attacking a flatfooted opponent, your attack gains the Supernatural Attack (Soul draining) quality, with a save DC equal to 20 + your Covert feats (see Fantasy Craft pg 237-239). This trick may only be used once per round.

Class Progression
= New Pie Version =

Class Features

 * Requirements: Proficiency (Edged), Stealth 6 ranks, Ambush Basics
 * Favoured Attributes: Determination, Fitness
 * Class Skills: Stunts, Athletics, Blend, Appeal, Intimidate, Vigilence, Focus, Stealth, Survival, Tactics
 * Skill Points: 6 + Guile modifier per level
 * Morale: 9 + Determination modifier per level

Shadowed
At level 4, your Stealth and Tactics checks are flawless. }}