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Shade Hunter

(Champions of Ruin variant, p. 58)

The shade hunter is a breed of adventurer who lives for the thrill of finding lost treasure, defeating ancient traps, and surviving deadly curses laid by the priests of dead gods.

Requirements

Alignment: Any evil

Skills: Climb 4 ranks , Decipher Script 4 ranks , Disable Device 5 ranks , Jump 4 ranks , Knowledge (dungeoneering) 6 ranks , Knowledge (history) 2 ranks , Search 8 ranks , Speak Language (Netherese) 1 ranks , Survival 6 ranks , Use Magic Device 5 ranks

Feats: Track

Special: Shades as a favored enemy, trapfinding class feature.


Hit die

d8

Skill points

8 + Int

Class Features

Spellcasting: When you take up this class, you gain the ability to cast a number of arcane spells. To cast a spell, you must have an Intelligence score of 10 + the spell's level. Your bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + your Intelligence bonus. When you get 0 spells per day, you gain only the bonus spells you would be entitled to based on your intelligence score for that spell level. You cast spells just as a sorcerer does.

Upon reaching 6th level, and at every even-numbered level after that, you can choose to learn a new spell in place of one you already know. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level shade hunter spell you can cast.

Trap Sense (Ex): Your expertise with dungeons gives you an intuitive sense that alerts you to danger from traps, providing you with a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by 1 every other level, up to +5 at 9th level. Trap sense bonuses gained from multiple sources stack.

Tricks of the Trade (Ex): The experiences and dangers that you have encountered in your travels begin to coalesce into a practical body of knowledge when you enter the shade hunter class. This knowledge grants you a bonus equal to your class level that can be used each day to augment ability checks, skill checks, or attack rolls. The points of bonus do not need to be applied to the same roll, and you can divide them up however you like throughout the day. You must decide whether or not to use a bonus, and if so how large the bonus will be, before you roll the die.

For example, a 3rd-level shade hunter has a total bonus of +3 to distribute throughout the day. If he finds himself in mortal combat, he could apply the entire bonus to a single attack roll, hoping to fell his enemy. Alternatively, he could apply a +1 bonus to an Open Lock check, then another +1 to a Spot check later that day, and his final +1 bonus to a Strength check to dislodge a coffer from its resting place.

Low-Light Vision (Ex): At 2nd level, you gain low-light vision. If you already have low-light vision, its effective distance is doubled, so you can now see four times as far as a human in conditions of low light.

Sense Ancient Magic (Su): Starting at 2nd level, you can detect the magical aura radiated by items of Netherese creation. This ability functions like detect magic, except that it is always active unless you consciously suppress it, and it can only detect the auras of magic items that have been in the same location for at least one hundred years.

Expert Packer: Starting at 3rd level, you have learned how to get every last bit of utility out of your backpack, belt, and bandoleer. Reduce the weight of your gear by 10% for purposes of figuring your load.

Sneak Attack (Ex): At 4th level and higher, you deal extra damage when you catch a foe flat-footed or flank a foe, as the rogue class feature described on page 50 of the Player's Handbook. Sneak-attack dice attained from multiple sources stack.

Tools of the Trade: By 4th level, you have picked up so many knickknacks and strange tools on your travels that you've lost track of everything you own. Once per day, you can "find" any mundane piece of equipment (other than weapons or armor) worth up to 10 gp per class level somewhere on your person, having forgotten completely about it. When you do so, you must subtract an equivalent amount of gold (or other treasure – gems, jewelry, art, etc.) from your savings. If you do not have enough gold to cover the cost of the item you want, you might not find the item with this ability.

Darkvision (Ex): At 5th level, you gain darkvision out to 60 feet. If you already have darkvision, its effective distance extends by an additional 60 feet instead.

Special Ability (Ex): At 6th level, you can choose one of the following rogue special abilities: defensive roll, improved evasion, or skill mastery (see Player's Handbook page 51).

Locate Ancient Magic (Su): When you reach 7th level, your ability to sense the lost magic of Netheril has grown stronger. You can now locate any magic items that have been in the same location for at least one hundred years as if you had cast a locate object spell and were familiar with the items in question. Activating this ability is a standard action, and you can locate multiple auras by concentrating for continuous rounds.

Improved Favored Enemy (Ex): Starting at 8th level, your favored enemy bonuses against shades increase by 2. No other favored enemy bonuses can be increased with this ability.

Blindsight (Ex): At 10th level your ability to function in the deepest, darkest dungeons grants you the ability to sense your surroundings using every available sensory input. You gain blindsight out to 30 feet.

Advancement

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +0 +2 +2 +0 Trap sense +1, tricks of the trade 0
2nd +1 +3 +3 +0 Low-light vision, sense ancient magic 1
3rd +2 +3 +3 +1 Trap sense +2, expert packer 2 0
4th +3 +4 +4 +1 Sneak attack +1d6, tools of the trade 3 1
5th +3 +4 +4 +1 Trap sense +3, darkvision 60 ft. 3 2 0
6th +4 +5 +5 +2 Special ability 3 3 1
7th +5 +5 +5 +2 Trap sense +4, locate ancient magic 3 3 2 0
8th +6 +6 +6 +2 Sneak attack +2d6, improved favored enemy 3 3 3 1
9th +6 +6 +6 +3 Trap sense +5 3 3 3 2
10th +7 +7 +7 +3 Blindsight 30 ft. 3 3 3 3

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Climb STR no yes
Concentration CON no no
Decipher Script INT yes no
Disable Device INT yes no
Disguise CHA no no
Gather Information CHA no no
Hide DEX no yes
Jump STR no yes
Knowledge (arcana) INT yes no
Knowledge (dungeoneering) INT yes no
Knowledge (geography) INT yes no
Knowledge (history) INT yes no
Knowledge (local) INT yes no
Listen WIS no no
Move Silently DEX no yes
Open Lock DEX yes no
Profession WIS yes no
Ride DEX no no
Search INT no no
Spot WIS no no
Survival WIS no no
Swim STR no yes
Tumble DEX yes yes
Use Magic Device CHA yes no
Use Rope DEX no no

Spells for Shade Hunter