Tuesday, September 30, 2014

Day 32 - Deaths Final Embrace. (to be continued...)

Day 19-32 - Deaths Final Embrace.

Journal Entry of Tyson Harcord.
Day of Penance, Mycius 13th - Year 867;


     The Morning was fresh, I was feeling spry and plucky, like a spring chicken. With a renewed vigor I gather the team up, we were going to go get that Warriors Guild contract, go clear out some cultist and makes some money. Money always made me feel better.

     My enthusiasm must have been contagious because as soon as I got to the Warriors Guild and commenced with my typical bartering they awarded the contract  to our team and even gave us a forward that I asked for!

     With the money secured I went to my team to gather them and scout out for the cheapest method on getting to Sworn. To my dismay the Ranger stopped me, from the look in his eye I could see he had been planning this for some time. He wanted to renegotiate our contract! He started out by stuttering out something about more money for the team, weapons, armor, staying alive, etc I walked circles around his logic with my finely tuned negotiating skills. But then he said something that gave me pause, He reminded me that I had a blood burden to pay, for him saving my life. It was about that time that another member of the party began bartering again, this time I acquiesced, I would give them another 10%.

     We had just reached a consensus and turned to exit the Warriors Guild when we ran smack dab into the Fuzz. Some slack-jaw lackey of the church was bringing charges against the entire team for Murder, Illegal Magic use in the Streets of Alaspar, and Apostasy. I could feel the tensions rising, some members of the team immediately started looking for a method of escape, some attempted to negotiate feebly, and my pet quarter-orc started shaking badly (I could tell he wanted to eat one or more of the guards). I was about to speak up for the team and try to strike a deal with Sergeant when the Rogueling Twin Aura stepped up to the Sergeant. She batted her eyes and started talking, shortly the sergeant was all but agreeing with her about letting them all go.

     The sergeant looked up at the party, and I swear, he was about to do it, but then he looked back at his response team and seemed to realize that he wouldn't be able to do that. He reluctantly told us that, with the exception of Leyla, Gwenyth, and Balerion, the party was free to go. With that said tensions grew even more. I could see the team wrestling with ethical and moral decisions, at which point in time the rogue-scout Owla attempted to take something from Leyla (presumably to prevent her from getting in further trouble). Unfortunately, two of the guards surrounding us saw her do so and they immediately pointed it out. the situation escalated and Mik stepped forward to diffuse the situation, at which point in time he blurted out "Listen, we don't mean any harm. There is just an Evil Magical Relic inside that pouch that could possibly kill everyone here". Apparently this wasn't the right things to say as we were all being arrested again. Eventually they had us all stripped of our gear, except for Zahara, she had a weird smile and the eye of some blushing guard. I'm not sure what she did, but i'm sure that won't sit for long.

     We were quickly transported to the courthouse and I pretty much knew what was going to happen. We were going to be convicted and shipped off, my goal was to make it so we got shipped off to Sworn. I could work with my Entrepreneurs Guild Contacts later to get our records "Expunged". When it was our time, I took the opportunity to try and be an example for the group, hopefully they would follow suite. I took to the stand and told the judges that I was guilty of the charges against me, and due to my experience as a warrior, that i would be best put to task helping the church clear the Dead Lands and reclaim the land that belonged to the Kingdom of Men.

     The courts heard my plea and decreed to send me to the deadlands. I could only hope that team would do something similar. I was led back into the Jails and made to change into prison scrubs, the remainder of my guild was collected and placed into a chest that I was sure would be redistributed to the guards after we were shipped of, it was a shame to loose so much money.

     I was probably sitting there for 10 minutes or so when the first of my group was led into the dungeons. One by one they trickled on, most of them being deposited into my cell. I witness Balarion come in, and get deposited into a different cell, but it wasn't until Leyla was dragged in kicking and screaming that I realized the plan hadn't kicked off as perfectly as I thought it would have.

     It turned out that Leyla had been sentenced to a lifetime of servitude in the mines to the north while Gwenyth and Balarion had been sentenced to be executed at dawn, not exactly the ideal scenario.

     Some time had passed since the sentencing and I was sitting on one of the benches trying to figure out what what we were going to do when the Jailer admitted a small group of Church Paladins into the Jailhouse. They came up to our shared cell and began speaking to Mik. They told him they wanted to reinstate him to the Paladinhood, to his place of honor, but I had an uneasy feeling when they told him they were going to get him out of "here".

     They had just locked our cell again when the first one struck Mik. They quickly ganged up on him striking him over and over. He fought back, almost whooping for joy when one of the paladins crumpled to the ground in an unconscious heap. We were all yelling and screaming at the Paladins as they beat him, but it wasn't until Mik really started to bleed that we realized they weren't just there to beat him up. With that Realization Gwenyth and I attempted to reach through the bars and grab the guards, but were unable to get ahold of any of them, while Roth attempted to strike them through the bars, possibly breaking his hand in the process. Eventually Altus managed to strike their leader with some pole-like device that had managed to sneak into the Jailhouse, knocking the leader to the ground. Unfortunately the intervention came just too late, the blows landed over and over on Mik and he eventually fell, unconscious to the ground.

     We all hoped and prayed that the deed was done, that the Paladins would put Mik beaten and bruised back into the cell and leave, but they didn't, The leader got up, brushed himself off, walked over to Mik and sunk a blade into the spine at the back of his neck. Just like that Mik was gone, murdered in the darkness of a Jailhouse, all delusions of grandeur and importance gone. We watched as the leader dropped his lifeless husk to the ground with naught but a sneer.

Our companion, friend, and protector was dead.

(to be continued...)



“Once more into the fray. Into the last good fight I’ll ever know. Live and die on this day. Live and die on this day.” ~The Grey



A Warrior’s Open Letter To Death


Dear Grim Reaper, I’d like to warn

That I won’t run like most

I will not flee, I will not hide

This is not a proud boast


It’s not a threat or challenge

Just a promise what’s to come

When we are face to face, this Warrior

Will not succumb


To fear, to doubt or regret ‘cause

For years I have now walked

The path that so many have only

Dreamed and wished and talked


I know you wait until some are

Breaking down and quite old

Know regardless of my grey

I’ll always be this bold


Come for me while I’m still strong

In muscle and in mind

Come for me before my ears

Go deaf and eyes go blind


And though the outcome’s definite

I only have one goal

When I do battle with you, it’s

To exact a great toll


I do not doubt your victory

But I assure one truth

If you come for me while I am

Still in my years of youth


When you are finished, you will have

To stop and take a breath

You’ll know it was a Warrior

That has just battled Death


See you somewhere down the road

On that cold, lonely night

I’m not afraid for I know it

Will be my last good fight


                                             -Michael "Mik" Rawlins

Wednesday, September 24, 2014

Leyla's Dream

Leyla's Dream



     Her vision swam, everything seemed out of sorts. She was also somewhere she hadn't ever been to before, yet it was familiar, kind of like visiting a place you've seen a photo of.

     The dream seemed visceral and real, and while she was used to dreams of that caliber (having a natural magical aptitude typically has side effects due to that individual's special relationship with The Arcanum; a special plane of existence that lays across the other planes and is the source of all magic) she felt that this dream was something different, a premonition of some sort. 

     She could see herself standing in the middle of a broad room next to a large bronze and copper altar, shaped like a huge basin and blackened from fire it rests on six legs 1 foot above the floor. The basin 8 feet in diameter, is filled with charcoal and bits of blackened bone. The vessel is dented and cut, a single chain dangles over it from the ceiling.

     She could feel herself channeling intense arcane magics, and chanting words she had never heard before her voice ululating with abandon, her hands gesturing in wild, drastic motions. She could sense the magic with every sense she had, she could see the white brightness of the abjuration magics, smell the dark muskiness of necromancy, hear the groan of transmutation, taste the sweetness of divination, and even feel the tingle of evocation. She also experienced the mind opening sensation of Chronomancy, tapping directly into the temporal prime, drawing into the present both everything that once was, and might have been. At the culmination of the spell she saw herself reach into a pouch dangling at her side, drawing forth a black skull and holding it out towards the basin on the altar. She could feel the power of the skull pulsing, rhythmically with the arcane torrent filling the room.

     All at once, as if planned, several things happened in concordance with each other. First a gout of dark black flames erupted from the basin next to her, erupting forth with such force that it expelled a shockwave which then blew out everything loose that was in the surrounding area, dust and debris alike. Second the bronze doors leading into the altar room burst open, and in stumbled a large group of people who she recognized as her compatriots. Subconsciously she urged to shout out to them, warn them of the surging magics in the room, but she found she could not give voice to her thoughts.

     She could see Roth and Gwyneth next to each of the two massive doors, temporarily thrown off balance, after just bursting them open. She could see the Rogueling twins move into the room, splitting up and heading to the sides of the room. Into the middle of the room strode three figures. Altus, standing confidently, bow at the ready, arrow knocked, with his pet coiled near his feet, ready to leap. Owla, crouched, bow drawn, a growl upon her lips, and rage in her eyes. And Ranvier, breathing hard, bow also drawn, arrow cackling with energy.

     Behind these three she could make out Varion, Balarion, and several other people she did not know, everyone looking war-ragged, bruised, and battered. In their midst she caught sight of one last person... the... mage? She recognized the female mage they had fought earlier almost instantly, and while she did not see her deadly compatriots (the Marksman and Chain fighter) anywhere, she could see the mage clear as day, standing with her friends... as if they had allied with the other mage. She was cloaked, he hands already forming the gestures she recognized as an offensive spell.

     She couldn't understand what was going on, why were they with her, why did they come into this altar room where she was performing a magic ritual looking like that were ready for a fight. It was at that time that she spoke the last word of the ritual, and the three ranged attackers loosed their arrows. One crackling with energy streaked forth catching her in her chest. One bursting with flame streaked forward catching her in the neck. The final arrow, loosed from the halfling rogue found her heart and stopped it short of it's last beat.

     Her confusion only intensified as she felt herself dying, her blood draining from her wounds, her heart still - unmoving -  in her chest. She heard herself mutter quietly "forgive me... if I'm wrong...". Born on by the fury of arcane magic around her she stretched her arm out just a little further and let the skull roll out of her hand and into the basin. With the skull, fled the last of her life force, and she felt herself die.

Her vision faded quickly, as she lay there - her last sight the dirty ceiling above her as she felt herself slipping away into nothingness...

Half-Forged (3.5e Template)


The Half-Forged

These are humanoids that have been given some "forged" parts.

Creating a Half-Forged

This template is acquired after a humanoid loses a limb or requires it for some other reason. This can only affect humanoids as any other creatures are either not-able to accept it or are too bizarre to be made for. There are multiple types of Half-Forged:
Full Adaption: This is a creature where the main organs of their body has been put into a forged body.
Head Adaption: This is used to repair severe head trauma.
Torso Adaption: This is a chest plate that is used if they get a hole in their chest or some other major wound. This comes in half and full versions.
Arm Adaption: This is for characters who have lost an arm or a hand.
Leg Adaption: This is for characters that have lost either one or two legs.
The Half-Forged may have any number of these adaptions.

Size and Type

All types of Half-Forged are the same size as their base race but their type changes to living construct.
  • Vulnerabilities:
    • Spells and effects that only affect constructs also affect living constructs
    • Spells that affect metal like rusting grasp or heat metal deal an aditional 2d6 damage to living constructs
  • As living constructs half-forged with the full adaptation only heal half of the normal amount of hp per day and get only half of the benefit from cure spells. However they gain full benefit from repair damage spells. Half forged with partial adaptation get the full amount of hp from cure spells and rest but half from repair damage spells
    • Half forged are treated as having the golem body feat due to their warforged body.

Hit Dice

Same as the base creature.

Speed

Half forged with 2 legs adaptation or full adaptation have their speed increased by 10ft

Armor Class

A Half-Forged with a full adaption receives a +2 natural armor bonus and can take warforged feats. A torso adaption Half-Forged gets a +2 natural armor bonus and with a half torso adaption the get +1 natural armor.

Attack

Half-forged with arm or full adaptation gains a slam attack that deals 1d4 points of damage

Full Attack

Same as the base creature.

Special Attacks

Same as the base creature

Special Qualities

  • Light fortification(ex): Critical hits and sneak attacks have a 25% chance to be negated when the half forged has full body adaptation
  • Half-forged with certain adaptations get varying bonus:
    • - full adaptation : +2 saves against energy drain
    • - head adaptation : +2 saves against mind affecting effects
    • - half torso adaptation : +2 saves a against poison effects
    • - full torse adaptation : +2 saves against disease
    • - leg adaptation : +2 saves agaist fatigue and exhaustion effects

Abilities[edit]

A half-forged body modification often unsettle people of the general public having them take a -2 charisma penality bonuses vary depending on the extent of adaptations :
Full Adaption: +2 Strength, +2 Dexterity, +2 Constitution
Torso Adaption: +2 Constitution
Arm Adaption: +2 Dexterity
Leg Adaption: +2 Strength

Skills

No skills are changed.

Feats

No feats are gained but the full adaption Half-Forged may take warforged feats.

Environment

These creatures normally stay with the creature that made this for them, usually gnomes.

Organization

This don't have a society of their own but can relate to their base race and the warforged.

Challenge Rating

A full adaption Half-Forged has a +1 CR.

Treasure

They have the same amount of treasure as their base creature, their suit may be valuable however.

Alignment

The alignment is usually the same as the base creature.

Advancement

They advance by character class.

Level Adjustment

+0

Half-Dragon (3.5e Template)

Half-Dragon (3.5e Template)


Creating a Half-Dragon
Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature—scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings.
“Half-dragon” is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
A half-dragon uses all the base creature’s statistics and special abilities except as noted here.

Size and Type

Size and Type: The creature’s type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves.

Hit Dice

Increase base creature’s racial HD by one die size, to a maximum of d12. Do not increase class HD.

Speed

A half-dragon that is Large or larger has wings and can fly at twice its base land speed (maximum 120 ft.) with average maneuverability. A half-dragon that is Medium or smaller does not have wings.

Armor Class

Natural armor improves by +2.

Attack

A half-dragon has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-dragon retains this ability. A half-dragon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.

Full Attack

A half-dragon fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
Damage: Half-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
SizeBite DamageClaw Damage
Fine1-
Diminutive1d21
Tiny1d31d2
Small1d41d3
Medium1d61d4
Large1d81d6
Huge2d61d8
Gargantuan3d62d6
Colossal4d63d6

Special Attack

A half-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety (see the table below), usable once per day. A half-dragon’s breath weapon deals 2d8 points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon’s racial HD + half-dragon’s Con modifier) reduces damage by half.
Dragon VarietyBreath Weapon
Black40-foot line of acid
Blue40-foot line of lightning
Green20-foot cone of corrosive (acid) gas
Red20-foot cone of fire
White20-foot cone of cold
Brass40-foot line of fire
Bronze40-foot line of lightning
Copper40-foot line of acid
Gold20-foot cone of fire
Silver20-foot cone of cold

Special Qualities

A half-dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light vision. A half-dragon has immunity to sleep and paralysis effects. A half-dragon takes only 50% damage from a particular element, based on its dragon variety.
Dragon VarietyResistanceDragon VarietyResistance
BlackAcidBrassFire
BlueElectricityBronzeElectricity
GreenAcidCopperAcid
RedFireGoldFire
WhiteColdSilverCold

Abilities

Increase from the base creature as follows: Str +4, Con +1, Int +1, Cha +1.

Skills

A half-dragon gains skill points as a dragon and has skill points equal to (2 + Int modifier) x (HD + 1). Do not include Hit Dice from class levels in this calculation—the half-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Environment

Same as either the base creature or the dragon variety.

Challenge Rating

Same as the base creature + 1 (minimum 3).

Alignment

Same as the dragon variety.

Level Adjustment

Same as base creature +2

Thursday, September 18, 2014

Shadowdancer

Shadowdancer


*FAQ/Errata
If a prestige class requires 5 ranks in a skill and I have 6 ranks in that skill, do I still meet the requirements?
Yes, because skill ranks are inclusive: if you have 6 ranks in a skill, then you have 5 ranks in that skill, and therefore meet the "have 5 ranks in [this] skill" requirement.
In the same way, if you have a BAB of +6, then you have a BAB of +5, and therefore meet the "have BAB +5" requirement.
In the same way, if you have Str 15, then you have Str 13, and therefore meet the "Str 13" feat prerequisite for Power Attack.
However, spellcasting ability is not inclusive: it is possible (mainly through the use of spell-like abilities) to be able to cast 3rd-level spells but not 2nd-level spells. If you can only cast 3rd-level spells, that does not meet the requirement of "able to cast 2nd-level spells."
Likewise, feat prerequisites are not inclusive, as it is possible for a creature to have a feat without meeting that feat's prerequisites. For example, a ranger can select Precise Shot as a ranger bonus feat without having the Point Blank Shot feat; she does not meet the prerequisites for Far Shot (which has Point Blank Shot as a prerequisite) because she doesn't actually have the Point Blank Shot feat, even though she has a feat that lists Point Blank Shot as a prerequisite.
Civilized folk have always feared the night, barring themselves behind doors or comforting themselves with bonfires when the shadows grow long, rightfully wary of the creatures that prowl the darkness. Yet long ago, some learned that the best way to conquer an enemy is to embrace it. These were the first shadowdancers.
Shadowdancers exist in the boundary between light and darkness, where they weave together the shadows to become half-seen artists of deception. Unbound by any specified morality or traditional code, shadowdancers encompass a wide variety of adventuring types who have seen the value of the dark. Spellcasters use their abilities to safely cast spells from hiding and then move quickly away, while classes devoted to hand-to-hand combat enjoy the ability to attack foes with the element of surprise. Some even take the name of their kind quite literally, becoming eerie and mysterious performers and dancers, though more often the temptation presented by their talents with deception and infiltration causes shadowdancers to turn to lives of thievery.
Role: Shadowdancers adventure for a wide variety of reasons. Many adventuring parties find shadowdancers valuable members of their teams due to their incredible stealth and ability to surprise enemies with lightning-quick attacks where they're least expected. For this reason, their services are often sought out by those groups in need of scouts or spies.
Alignment: Because of their nature as visually duplicitous tricksters, shadowdancers do not fit comfortably into the lawful category, as many use their talents to avoid the eyes of legitimate authority. Yet though they are allies of darkness, shadowdancers are neither inherently evil nor predisposed to good. To them, the darkness is simply the darkness, without any of the usual moral connotations made by the unenlightened.
Hit Die: d8.

Requirements

To qualify to become a shadowdancer, a character must fulfill all the following criteria.
SkillsMove Silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks.

Class Skills

The shadowdancer's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha),Disguise (Cha), Escape Artist (Dex), Perception (Wis), Perform (Cha), Sleight of Hand (Dex), and Stealth (Dex).
Skill Ranks at Each Level: 6 + Int modifier.

Table: Shadowdancer

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0+0+1+0Hide in plain sight
2nd+1+1+1+1Evasiondarkvisionuncanny dodge
3rd+2+1+2+1Rogue talentshadow illusionsummon shadow
4th+3+1+2+1Shadow callshadow jump 40 ft.
5th+3+2+3+2Defensive rollimproved uncanny dodge
6th+4+2+3+2Rogue talentshadow jump 80 ft.
7th+5+2+4+2Slippery mind
8th+6+3+4+3Shadow jump 160 ft., shadow power
9th+6+3+5+3Rogue talent
10th+7+3+5+3Improved evasionshadow jump 320 ft., shadow master

Class Features

All of the following are features of the shadowdancer prestige class.
Weapon and Armor Proficiency: Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.

Hide in Plain Sight (Su)

A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Evasion (Ex)

At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.

Darkvision (Ex)

At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.

Uncanny Dodge (Ex)

At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexteritybonus to AC if immobilized. A shadowdancer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodgeinstead.

Rogue Talent

At 3rd level, and every three levels thereafter, a shadowdancer gains a special ability that allows her to confound her foes. This functions as the rogue talent class feature. A shadowdancer cannot select an individual talent more than once. If a shadowdancer has the advanced talents rogue class feature, she can chose from the advanced talents list instead.

Shadow Illusion (Sp)

When a shadowdancer reaches 3rd level, she can create visual illusions. This ability functions as silent image, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma-based.

Summon Shadow (Su)

At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer's total. The shadow uses the shadowdancer's base attack bonus and base save bonuses.
If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Shadow Call (Sp)

At 4th level, a shadowdancer can create creatures and effects out of raw shadow. This ability functions as shadow conjuration, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day at 4th level, plus one additional time per day for every two levels attained beyond 4th (2/day at 6th level, 3/day at 8th level, and 4/day at 10th level). Upon reaching 10th level, this ability functions as greater shadow conjuration. The DC for this ability is Charisma-based.

Shadow Jump (Su)

At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Defensive Roll (Ex)

Starting at 5th level, once per day, a shadowdancer can attempt to avoid a lethal blow. This functions as the rogue'sadvanced talent of the same name.

Improved Uncanny Dodge (Ex)

At 5th level and higher, shadowdancer can no longer be flanked. This defense denies a rogue the ability to sneak attackthe shadowdancer by flanking her, unless the attacker has at least four more rogue levels than the target has shadowdancer levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Slippery Mind (Ex)

At 7th level, a shadowdancer becomes resilient to enchantment spells. This functions as the rogue's advanced talent of the same name.

Shadow Power (Sp)

At 8th level, a shadowdancer can use raw shadow to damage her foes. This ability functions as shadow evocation, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day at 8th level, and one additional time per day upon reaching 10th level. The DC for this ability is Charisma-based.

Improved Evasion (Ex)

This ability, gained at 10th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What's more, she takes only half damage even if she fails her saving throw.

Shadow Master (Su)

At 10th level, whenever a shadowdancer is in an area of dim light, she gains DR 10/— and a +2 luck bonus on all saving throws. In addition, whenever she successfully scores a critical hit against a foe who is in an area of dim light, that foe is blinded for 1d6 rounds.