Level Advancement - Shadow Walker (WRR)

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Shadow walkers advance according to the normal table for rogues and bards. For ease of reference, this table is presented in the next column.
 Shadow Walker Experience Levels
Level	XP Total 	Hit Dice
1 	0 	1
2 	1,250 	2
3 	2,500 	3
4 	5,000 	4
5 	10,000 	5
6 	20,000 	6
7 	40,000 	7
8 	70,000 	8
9 	110,000 	9
10 	160,000 	10
11 	220,000 	10+2
12 	440,000 	10+4
13 	660,000 	10+6
14 	880,000 	10+8
15 	1,110,000	10+10
16 	1,320,000	10+12
17 	1,540,000	10+14
18 	1,760,000	10+16
19 	1,980,000	10+18
20 	2,200,000	10+20
==Hit Points==
Like other members of the rogue class, shadow walkers roll six-sided dice when determining their hit points. They continue to roll for additional hit points until they attain 10th level. Upon reaching the 11th or subsequent levels, they receive 2 hit points with each level increase. In addition, they no longer receive hit point bonuses for high Constitution scores after passing the 10th level.
==Attack Rolls==
The strict regimen required to master the mystical aspects of the shadow walker class leaves little time for combat training. Characters of this class make all attack rolls using the same table as wizards. While this can be a serious detriment to the combat ability of the class, their powers of concealment and subterfuge often make up for any disadvantage.
==Saving Throws==
Depending upon the type of special attack directed at them, shadow walkers make their saving throws as either rogues or wizards. DMs and players alike must take special care to make sure the correct saving throw number is determined in each situation.
Shadow walkers make their saving throws vs. paralysis, poison, or death magic, petrification or polymorph, and breath weapons as rogues. They make saves to resist attacks by a rod, staff, or wand, and those vs. a magical spell as if they were wizards.