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The shadow is a ninja trained in mystic arts beyond the mastery of ki and poisons, creating an assassin-spellcaster who combines secrecy with magic and mind-over-matter techniques to become an arcane killer and scout. Because they must master both the very physical arts of ninja stealth and the mystic arts of spellcasters, shadows are often seen as being particularly clever, and are sometimes referred to as “monkeys” by other ninja.

The shadow is an archetype of the ninja class.

Archetype Main Ability Scores:
The shadow mainly focuses on DEX for martial combat and INT for their class features and spells.

Archetype Feature Replacements:
1st – Class Skills, Ninjutsus. 5th – Death Mark. 17th – Certain Demise.

Class Skills

The shadow adds Knowledge (Arcana) to his list of class skills. This replaces Knowledge (Local) as class skills.

Mystic Brilliance (Ex)

The shadow uses his Intelligence modifier for the purpose of ninja class features that use Wisdom modifier.

Spells and Cantrips

Beginning at 1st level, a shadow gains the ability to cast black magic spells, which are drawn from the black mage spell list. A shadow begins play with 3 1st level black mage spells of his choice. The shadow also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to his list of spells. Each time a character attains a new ninja level, he gains two spells of his choice to add to his list of spells. The two free spells must be of spell levels he can cast. Like most spellcasters, a shadow can find or purchase scrolls with spells to add to his repertoire.

To learn or cast a spell, the shadow must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a shadow’s spell is 10 + the spell level + the shadow’s Intelligence modifier. In addition, a shadow gains additional MP for having a high attribute (Intelligence).

Table: 3/4th MP Progression

LevelBase MPSpell Level
1st21st
2nd31st
3rd41st
4th52nd
5th62nd
6th82nd
7th103rd
8th133rd
9th163rd
10th204th
11th244th
12th294th
13th345th
14th395th
15th455th
16th516th
17th576th
18th646th
19th716th
20th796th

In addition, a shadow learn a number of cantrips, or 0-level black magic spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Shadows begin with 2 0-level spells and gain an additional 0-level spell every three levels after 1st level.

This ability replaces ninjutsus.

Ki Powers

A shadow gains access to new ki powers, outlined below.

Arcane Assassin (Su): The shadow can spend a ki point whenever he casts a spell with a range of “touch” or “ranged touch” from his spell list to deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, the shadow can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Prerequisite: The shadow must be at least 12th level to select this ki power.

Cannibalize Magic (Su): A shadow has learned how to renew his own ki pool by draining off the mystic energy of his spells. Once per day, the shadow may expend MP to regain a number of ki points equal to the MP spent (to a maximum equal to the spell level he can cast). This cannot allow the shadow to regain ki points above his maximum pool size, however.

Ki Spell (Su): By spending one ki point, when casting a spell, a shadow casts without needing its somatic component.

Shadow Spell (Su): The shadow can use his ki to cast dark spells of a higher level. By expending one ki point, the shadow may cast a 2nd level or higher dark spell using a 1 less MP than normal.

Clear Mind (Ex)

At 5th level, a shadow can regain his MP quicker. The shadow must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. For example, he could be riding in the back of a carriage and benefit from this ability. The shadow does not gain this recovery if he is asleep or unconscious. The shadow regains 1 MP per hour. This increases by 1 for every five ninja levels after 5th.

This ability replaces death mark.

Surprise Spells (Ex)

At 17th level, a shadow can add her sneak attack damage to any spell that deals damage, even if it doesn’t have an attack roll. This only applies against targets that are denied their Dexterity bonus to AC. This additional damage only applies to spells that deal hit point damage. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage. If the spell has multiple missiles (such as the ruin spell), the sneak attack only applies to the first missile.

This ability replaces certain demise.

Shadow