|Skills||6 + INT|
|Proficiencies||Simple Weapons, Light Armor|
|Class Skills||Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (All), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Rope|
|Skills||Hide 10, Move Silently 8, Perform, Dance 5|
Source: Dungeon Master's Guide, p. 195
- "Operating in the border between light and darkness, Shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. Rogues, bards, and monks make excellent shadowdancers. Fighters, barbarians, rangers, and paladins also find that shadowdancer abilities allow them to strike at their opponents with surprise and skill. Wizard, sorcerer, cleric, and druid shadowdancers employ the defensive capabilities inherent in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their link with shadows and trickery, shadowdancers are as often good as evil." -- Dungeon Master's Guide
|1||+0||+0||+2||+0||Hide in Plain Sight|
|2||+1||+0||+3||+0||Evasion, Darkvision, Uncanny Dodge|
|3||+2||+1||+3||+1||Shadow Daze, Summon Shadow|
|4||+3||+1||+4||+1||Shadow Evade I|
|5||+3||+1||+4||+1||Defensive Roll, Improved Uncanny Dodge|
|6||+4||+2||+5||+2||Shadow Evade II*|
|8||+6/+1||+2||+6||+2||Shadow Evade III*|
|10||+7/+2||+3||+7||+3||Improved Evasion, Shadow Evade IV*|
Hide in Plain Sight
At 1st level, a shadowdancer may attempt to enter stealth mode even while being observed. If the attempt fails, the shadowdancer may try again in 6 seconds (1 round).
At 2nd level, the shadowdancer gains darkvision, as the dwarf racial ability.
At 2nd level, whenever a shadowdancer succeeds on a Reflex save against any effect which allows a save for half damage (such as a fireball spell), the shadowdancer takes no damage.
At 2nd level, the shadowdancer always retains their Dexterity bonus to AC, even if caught flat-footed.
Once per day, a 3rd-level shadowdancer can summon a shadow as a spell-like ability.
Once per day, a 3rd-level shadowdancer may inflict an illusory daze upon a target. This daze lasts for 5 rounds.
Three times per day, a 4th-level shadowdancer may conceal themselves in shadow. For 3 rounds, the shadowdancer has a 5% concealment bonus, 5/magic damage reduction, and +1 dodge bonus to AC. At 6th level, the bonus becomes 10% concealment, 5/alchemical silver damage reduction, and +2 dodge bonus. At 8th level it becomes 15% concealment, 10/alchemical silver damage reduction, and +3 dodge bonus. At 10th level, Shadow Evade grants 20% concealment, 10/adamantine damage reduction and +4 dodge bonus.
At 5th level, when a shadowdancer suffer damage from an attack that would put them below 1 hit point, they may make a Reflex save to suffer only half damage. This ability is used automatically, but only works once per day.
Improved Uncanny Dodge
At 5th level, the shadowdancer can no longer be sneak attacked except by a character with 4 or more total levels in classes that grant sneak attack than the class levels of the shadowdancer.
At 7th level, the shadowdancer becomes so cunning and elusive that even their mind is hard to pin down. Whenever the shadowdancer fails a saving throw against an enchantment spell or effect, they may immediately reroll the saving throw once, keeping the better of the two results.
At 10th level, the shadowdancer's evasion ability improves. Now, they take only half damage even on failed Reflex saves.