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Shadow Archer [Tomeish]

Posted: Fri Mar 20, 2026 11:08 pm
by Kaelik
Shadow Archer
"Nah man, if you make the light really bright that makes the shadows actually way less dark. I don't know why everyone keeps saying that. Basic refraction and reflection from other objects is just going to light up your shadow more."

Shadow Archers are planner types who's best abilities reward predicting how an entire fight will go from the start. The more a Shadow Archer is surprised by the way a fight plays out, the less impressive they will be. So for thematic reasons I cave them Int Based Saving throws and attack rolls.

Hit Die: d8
Base Attack Bonus: Full
Good Saving Throws: Good Ref and Will, Bad Fort
Skill Points: 8+Int
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Level:Abilities:
1:Shadow Bow (Basic), Marking, Least Finishers
2:Shadow Sight (See In Darkness), Shadow Movement (Standard)
3:Shadow Bow (Int to Attack)
4:Transmuting Shadow, Shadow Movement (Move)
5:Lesser Finishers
6:Shadow Movement (Swift), Marking (Tracking)
7:Shadow Bow (Int to Damage)
8:Shadow Sight (Shadows Have Eyes)
9:Shadow Movement (Immediate)
10:Great Finishers
11:Shadow Movement (Dusk to Dawn)
12:Shadow Clone (Backup)
13:Shadow Sight (Shadows of the Past)
14:Shadow Bow (Blinding Shadow)
15:Final Finishers
16:Shadow Clone (Assistant)
17:Shadow Sight (See All As It Is)
18:Shadow Bow (Int adds to instead of replaces stats)
19:
20:Shadow Apotheosis

====Class Features====

All of the following are class features of the Shadow Archer.

Weapon and Armor Proficiency: Shadow Archers are proficient with Simple Weapons, Light Armor, and all Bows and Crossbows.

Shadow Bow (Ex): The Shadow Archer can form a bow made of their own shadow and then fire arrows made of their own shadow at people. This functions like a Composite Bow equal to their size and strength rating, except that it has a range increment of 500ft.

A Shadow Archer is always treated as having the Point Blank Shot and Piercing Shot feats for pre reqs. They also don't take any penalty for shooting into melee. They can also Rapid Shot or Greater Many Shot as the Rapid Shot and Greater Manyshot feats with their bow as long as they have more Shadow Archer levels then levels in all other classes combined.

At level 3 the Shadow Archer can use Intelligence modifier in place of Dexterity for their attack rolls with their Shadow Bow.

At level 7 the Shadow Archer can use Intelligence in place Strength for their Damage on their Shadow Bow, and the Shadow Bow is treated as Composite equal to their Int when they would prefer.

At level 14 every attack that hits with the Shadow Bow forces a Reflex Save or Blinds for one minute. If someone can see through magical darkness, this does nothing. The DC is 10+1/2 character level+Int Mod.

At level 18 the Shadow Archer can use Strength and Dexterity as normal for using a bow, and if they do, they can add their Intelligence Modifier as a bonus to attack and damage on attacks with their Shadow Bow.

Marking (Sp): Every attack with a Shadow Arrow that hits it's target Marks the target. This includes attacks at empty squares. The Mark itself comes in the form of the arrow of shadow sticking out of someone or something. If an enemy removes a Shadow Arrow it continues to cling to the creature or location it marked until removed or until the Shadow Archer Sets Up a Finisher. If a Marked creature dies, then the corpse becomes a Marked object.

Marks are considered spells with a caster level equal to the number of levels in the Shadow Archer class. They have a spell level equal to 2 plus one half of the Shadow Archer's level. Level 2 at 1, level 5 at 6, ect. This is relevant because as Shadow spells they can be removed with some Light effects. Additionally, as spells one mark may be removed by an area of effect dispel, or all of them by a targeted dispel with sufficient caster level checks.

Enemies may or may not know to attempt to remove Marks, but if detect magic is used to concentrate on a Mark, a spellcraft check to identify the school will reveal Transmutation. Spending a standard action to analyze a Mark and making a DC 20+spell level Spellcraft check will reveal all the effects of a Mark.

At level 1 Marks do nothing except help trigger Finishers.

At level 6 a Shadow Archer knows the location of all Marks no matter where they go, knowing the plane if they are on another plane, or knowing the exact distance and direction if they are on the same plane.

Finishers (Ex): The first time a Shadow Archer takes an action in a fight, they Set Up a Finisher as a Non Action as part of that action. This means they have to choose immediately what Finisher they are going to use based on their current information. Once chosen this cannot be changed.

They can only Set Up a new Finisher after they spend at least one minute analyzing the last fight. Technically, this can be accomplished by running away or hiding and meditating for 1 minute, but usually it will happen as introspection while discussing, looting, or walking around between fights.

Once a Finisher is Set Up it can be activated at any time as a swift action, exactly once. Once activated, the Finisher is no longer Set Up and the Shadow Archer cannot Set Up another Finisher until they have done the requisite analysis.

Finishers come in grades, and a Shadow Archer can only Set Up Finishers of the grade they have access to based on their levels in the Shadow Archer class according to the table above.

Generally speaking, Finishers trigger in some way based on Marks. Using them to define targets, area, effect strength, ect. The Base DC of Finishers is 10+1/2 Character Level+Int Mod. This Base DC is sometimes modified by the Finishers in question.

Shadow Sight (Ex): Starting at level 2 Shadow Archers can See In Darkness, seeing with perfect color and clarity in any darkness including magical darkness.

At level 8 Shadow Archers can see and hear out of any Shadow within 1000ft, and they get the effect of their Shadow Sight out of those eyes. They can only see out of any one shadow at a time, and when they do a pair of eyes opens in that shadow, potentially letting someone notice.

Changing the shadow they see out of requires “line of sight” to that shadow, but is a Free Action that can be taken an infinite number of times on the Shadow Archers turn. They can use their current view from a shadow to get line of sight to another shadow. Functionally, this means they can potentially see, on their turn, around corners and past doors that have any significant portal or crack out to 1000ft. In general you can just tell them everything they will be able to see, but sometimes it will become important that enemies take light based countermeasures, or that enemies are alerted to being watched by eyes in the shadows opening up.

When a Shadow Archer is attempting to be stealthy with this ability, roll a Hide check for the Shadow Archer vs Spot for the creatures that might detect the eyes to determine how effectively the Shadow Archer has hidden their eyes behind objects or out of view. If the Shadow Archer rolls higher then the eyes remain hidden. The Shadow Archer is created as a Tiny Object for the purpose of this hide check.

Total Darkness is considered a Shadow for this ability and all future parts of this ability.

At level 13 the Shadow Archer can enter a meditative trance seeing all the shadows within 1000ft of them, and then seeing where all shadows were in the past as well. They can see 10 rounds of shadows in 1 round of meditating and they can skip to a specific time if they want.

But whenever they look, they see only shadows. This means a lot of the time they see just all shadow and can gain no useful information, but if for example, a person walked through a dark hallway with a lantern they would know when that happened and could see the silhouette of the person carrying the lantern, and potentially gain useful information about objects that were in the hallway.

At level 17 the Shadow Archer gets True Seeing at all times and has the same True Seeing effect from their Shadow Eyes and when viewing past shadows.

Shadow Movement (Ex): At level 2 a Shadow Archer can step into a shadow and come out of another as a Standard Action. This can bypass the intervening space or objects. When used this way it has a range of 30ft and tells the Shadow Archer where every shadow within 30ft is so they can properly target. Marks are also shadows, ones that can be placed even in areas of otherwise complete light.

Shadow Archers also get a +6 Shadow bonus to Initiative.

At level 4 this can be done as a Move Action.

At level 6 this can be done as a Swift Action.

At level 9 this can be done as an Immediate Action. This decision can be made after any attack role is made but before the effects of that attack roll happen. Same for Area spells defined but before resolution. However, this effect does not dodge targeted spells that just defined a specific target unless you leave line of sight/effect or the range of the spell.

At level 11 the range of the short range shadow movement increases to 60ft, and the Initiative bonus becomes +12.

Additionally, the Shadow Archer can meditate for 10 minutes and then step into a shadow, picking a direction. The Shadow Archer then steps out of the first shadow more then 25 miles in that direction. Usually this is 25 miles and a very small number of feet because shadows are pretty prevalent, but on certain planes this might be really messed up and take you a very very far distance.

As usual for the Shadow Archer, total darkness is considered a shadow for all aspects of this ability.

Transmuting Shadow (Ex): Starting at level 4 at every Dawn or Dusk the Shadow Archer can shift their own shadow to emulate a specific material. This makes Shadow Arrows bypass DR as if they are that element and also has the following effects:

Adamantine: You can enclose yourself in your shadow giving yourself DR 10/-, but you look very spooky because you are a giant black monster.

Shadowsilk: You can cast Invisibility at will.

Darkwood: You gain Fast Healing 1.

Dragonhide: You gain Energy Resistance to all energies equal to your Shadow Archer level.

Cold Iron: You gain SR equal to your Shadow Archer level+10.

Mithral: You have no weight and float in place like you are levitating. It's a free action to start or end this effect.

Silver: You can use Int in place of Dex or Cha for any skill checks.

Shadow Clone (Ex): At level 12 a Shadow Archer can spend 24 hours crafting a shadow clone of themselves. When they die, their soul travels instantly through the shadows to their Shadow Clone and they wake up and are alive again. Like the Clone spell.

At level 16 a Shadow Archer can move both themselves and their Shadow Clone at the same time. Functionally they just get two sets of actions and have two bodies that are identical (though they might need a second set of magical items). Anything that is Mind Affecting effects both at the same time.

Additionally, the Shadow Archer and the Clone can both Set Up a different Finisher at the start of a fight, allowing the Shadow Archer to have two Finishers per fight.

Shadow Apotheosis (Ex): Whenever you activate a Finisher, you can just Set Up another one as a non action.



====Least Finishers====

Fear The Shadow (Ex): When activated you may target any number of creatures all of whom must be within 10ft of a Mark. They must all make a Will Save. Failure causes Panicked state for 10 minutes, being terrified of all Marks. Success causes Shaken. This is a Mind Affecting Fear Effect.

Grasping Shadows (Ex): Any four Marks can define a quadrilateral on the ground. Everywhere within the quadrilateral shadows reach out of the ground up to a height of 10ft, grappling any Marked creature as the Entangle spell. Non Marked Creatures do not treat this as difficult terrain, do not have to make saves, and do not in any other way suffer the effects of the tentacles.

Go For The Eyes (Ex): Each Mark attached to a creature moves towards the eyes, stabbing into the eyes. This forces a Fort Save or permanent Blindness. This does effect objects that see from their eyes. But doesn't effect any creature that doesn't use eyes to see. On a successful save, they are still blinded for one round just fighting off the effect.

Join The Fallen (Ex): All Marks not attached to a creature converge on the creature with the most Marks. That creature must make a Fort Save or they die as a Poison and Death Effect and take 5 damage per Mark. The Save DC is increased by 1 for every Mark that does this to a maximum of +10 over the Base DC. If the save is passed, they still take 5 damage per Mark. This is Piercing Damage of the Material type of your Shadow Bow and each separate mark's damage applies individually (DR/Hardness gets to apply to each Mark).


====Lesser Finishers====

Strangling Shadows (Ex): Every Marked creature has the Mark move to their neck and start strangling them. This causes them to have to make a Reflex save or be Suffocating (like Drown but without water) falling unconscious at zero HP and then progressing from there. Any creature that doesn't need to Breathe doesn't need to make a save.

Paralyzing Mist (Ex): Any three Marks can define a Cylinder. One is height, one is center, one is radius. Within that area shadows mist around. This blocks sight like Fog Cloud, but only for Marked creatures. Everyone else can see through just fine. Additionally, any Marked creature inside the mist must make a Fort save or take 4 Dex Damage. This effect repeats each round they remain in the Cylinder and for 2 rounds after they leave.

Shadow Puppets (Ex): Each Marked creature must make a Will save as their shadow attempts to take them over. On a failed save they must always perform the Attack Nearest Creature effect on the Confusion chart. On a successful save they are Confused for one round. This is a Mind Effecting Compulsion that Grants Ongoing Control (to the shadow).

This failed save effect lasts until the Mark ceases to exist.

Shadow Possession (Ex): The creature with the most Marks has all Marks converge on them and use their Shadow to Possess them. This is not Mind Effecting, but it is a Possession. If they succeed on the Will Save then nothing happens for that round but they must save again the next round. If they fail the Will Save then the Shadow Archer controls all their physical actions and movement for 10 rounds and then they get another save.

Each Save attempt, successful or failed, destroys one Mark. Once all the Marks are destroyed this effect ends.


====Great Finishers====

Crushing Shadow (Ex): You designate 5 or 6 Marks. Each Mark is a Wall or Ceiling (optionally, a Floor). The most obvious cube forms based on this analysis. Each pane is like a Wall of Force in what can and can't effect it, but is entirely opaque shadow. If you can see through magical shadow, they aren't opaque to you though.

Any creature in the squares the Walls/Ceiling/Floor appear in makes a Reflex save to decide if they should be in or out. But they also all kind of get the feeling they want to be out. If they fail the save they are in. If they make the save they CAN choose to be in. They don't get a Reflex Save to be “out” in the Floor/Ceiling direction unless they can move that way, IE, Earthglide, the Floor appears in the air, it's on a hill, they can Fly up from the Ceiling, ect.

If something isn't in the squares the Walls form in, they get no save and are just inside our out, defined by the boundary.

Once created. Each Round after activation you can spend a swift action to cause all the Walls that are not Floor or Ceiling to move 10ft. Anyone inside gets pushed along with the movement. When the two opposite walls meet, everyone inside takes 20d6 crushing damage (bludgeoning) this can happen a second time or twice at the same time for a total of 40d6 depending on if you created a rectangular prism or a cube. Because it's a Force effect it crushes incorporeal or Ethereal creatures as well.

Once all the walls have been compressed to against each other and everyone has taken 40d6 damage, the effect ends and anyone still alive inside is released.

Taste of Shadow (Ex): Everyone you designate within 20ft of a Mark must make a Fortitude Save as their own shadow climbs down their through. On a successful save they are Nauseated for one round and sickened for 10 minutes. On a failed save they are Nauseated for 2 minutes.

If anyone either doesn't cast a shadow or isn't touching their shadow (such as by being airborne in a LIT location) they do not have to save and this has no effect. If they are in a location with no light, then everyone is touching their shadow.

Stunned Shadow (Ex): Each Marked creature must make a Will Save or be Stunned for 10 rounds.

Slaying Arrow (Ex): As a swift action as part of activating this Finisher the Shadow Archer makes an attack roll against a target. They get a bonus equal to the number of Marks the creature has to attack and damage on the attack. If the attack hits, the enemy must make a Fort Save with a DC increase equal to the number of Marks they have, uncapped. This is a Death Effect, and if they fail the save, they die instantly.

Shadow Ropes (Ex): Every Marked Creature must make a Reflex save or be bound in ropes that Paralyze and Immobilize it. Additionally every Mark in an object can be connected to one other Mark in an object creating a line of shadow. Anyone touching that Shadow Line must make a Fort Save or be Paralyzed and Immobilized.

Shadow Arrow Storm (Ex): Each Mark flies to the creature that has the most Marks. They can path around objects and creatures to strike true. The Shadow Archer is treated as making a number of attacks with their Shadow Bow as there are Marks moving to the creature with the most. The Shadow Archer is treated as taking 10 on the attack roll for every Mark. Damage is separate instances for the purposes of any DR or resistance.

If the target has any immediate action defenses, they can trigger “after” the attack roll, preventing the pathfinding ability of the Marks from applying, either dodging them all with an immediate action teleport, or blocking all attacks from a specific direction if using obstructions.

At the end of this effect. That creature has as many Marks as successfully struck them, plus the number they started with.

====Final Finishers====

Shadow Clone Army (Ex): Every Marked creature who fails a Will Save has their Shadow rise from them as a Mirror of Opposition Clone of them but distinctively made of shadow, and then it tries to kill them as best as possible. This may include shouting useful information, like the location of their Phylactery, or just what spells they prepared in addition to personally stabbing. Despite that, this is not a Mind Affecting effect.

The Clones cease to exist when the Shadow Archer or their Shadow Clone (whichever Activated this Finisher) Sets Up another Finisher.

One Thousand Shadows (Ex): Each Mark rolls 1d4+1 like Mirror Image. It creates that many images of the Shadow Archer, like the Mirror Image spell, but in that location. As an Immediate Action the Shadow Archer can switch places with any image.

Any time the Shadow Archer attacks, each image will also attack the same target as if it was an attack from the Shadow Archer. This can be an awful lot of attacks!

Shadow Kill (Ex): Every Marked creature must make a Fortitude save or die as a non Death Effect every round until they die or they are no longer Marked.

Maze of Shadow (Ex): Every Marked Creature is subject to the Maze spell, but while they are in the Maze, the Shadow Archer can attack them from the walls of the Maze and can track their progress. This doesn't give more attacks, so if you Maze 30 enemies, you probably aren't going to be shooting more then a few unless they take forever.

World's Shadow (Ex): The creature with the most Marks must make a Reflex save as the planet's own Shadow attempts to punch them. This actually causes zero damage, but, if they fail the Reflex save to dodge the punch they are thrown off into space 300,000 miles away. On Archon this might not be fatal, but on the Prime Material Plane it will be fatal to most people.