Shadowdancer
“If you thought you saw something in the
corner of your eye, then I am ashamed for doing such a poor job.”
The
threats of the Shadowfell are varied, so much so that the regular methods of
defence are sometimes rendered useless. How does one defend a small city
against a numberless zombie horde?
A
grudging truth that the Doomguard brotherhoods will admit is that their numbers
are not great enough to launch an all-out war against the undead of the
Shadowfell. Sometimes, more subtle means are needed.
A
Shadowdancer is a being who has mastered the art of manipulating shadows to
find the most advantageous position on the battlefield. Some rely solely on
stealth, using the shadows as portals to assassinate a target and slip away.
Others take a more direct approach, charging headlong into battle to cause
mayhem amongst enemy lines, before teleporting away for another assault.
Whatever
their method, a Shadowdancer’s greatest asset is their Shadow. Their Shadow is
alive, and, although silent, will often reflect their owner’s emotional state,
or steal things of their own accord. With it, they can perform daring acts of
acrobatics, turn a gentle caress into a gut-slashing stroke, and escape from
impossible situations.
Although
there are others that can act quicker or run faster than them, a Shadowdancer’s
manoeuvrability is unrivalled. It only takes one Shadowdancer to create a
problem for single enemies or massed forces, and that problem will be abused
maliciously by any Doomguard entering the fray.
Class Traits
¨ Role: Shadowdancers
teleport around the battlefield, sending enemies into states of disarray. They
are one of the most mobile classes, matched only by the Speedster Rogue.
¨ Alignment: Any
¨ Power Source: Shadow
¨ Key Abilities: Strength, Dexterity, Intelligence, Charisma
¨ Armour Proficiencies: Light Armour
¨ Weapon Proficiencies: Simple ranged, Dagger, Shortsword.
¨ Bonuses to Defence: +2 Reflex
¨ Hit Points at 1st level: 2d6+ Constitution score
¨ Hit Points per level gained: d6+ Constitution modifier
¨ Healing Surges per day: 7+ Constitution Modifier
¨ Skill Points at 1st level: (6 + Intelligence Modifier) x4
¨ Skill Points per level: 6 + Intelligence Modifier
¨ Attack Growth: 6
¨ Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape
Artist, Intimidate, Jump, Knowledge (Dungeoneering), Knowledge (Planes),
Linguistics, Perception, Perform, Profession, Sense Motive,
Stealth, Swim, Thievery, Use Magic Device.
Class Features
Shadow of the Shadowfell (1st level)
Your Shadow is alive. It shares your
space on the board, your defences, and has 1hp. Your Shadow cannot be targeted
by single target enemy attacks. If you are attacked by an area, burst or blast
attack, your Shadow is targeted by the attack as well. A missed attack never
damages your Shadow. Your Shadow cannot exist in engulfing light where there is
no shadow, such as a desert or an open courtyard at midday. Your Shadow counts
as destroyed if you enter such light. If your Shadow is destroyed for whatever
reason, you can reconstitute it by spending one minute in meditation.
If your Shadow is active, you access
key abilities;
v
You can perform one minor action, such as a mid-combat observation skill
check, or drawing or stowing an item, as a free action once per turn.
v
Your Shadow can lift 15lb of items, but can never use the items as
weapons.
v
Once per turn, as part of an advanced attack or full attack action, your
Shadow attacks one target you hit. The shadow deals 1d6 damage, and deals an
additional 1d6 damage for every 5 levels of Shadowdancer you have.
Shadowdance (1st level)
You know how to Shadowdance. Whilst
Shadowdancing, you gain a +1 bonus to speed per tier. As a move action whilst
Shadowdancing, you may teleport up to half your speed so long as there is a
shadow adjacent to you that is not your own. You can perpetuate your dance for
as many rounds per day as your Acrobatics skill +4.
Schools of Darkness (1st level)
Choose one of the following schools.
Once this choice has been made, it cannot be changed.
Banshee: You gain proficiency with the Longsword. Whilst you are Shadowdancing,
enemies adjacent to you suffer a penalty to attack rolls equal to your CHR
modifier. When you make an attack with your Shadow, you deal extra damage equal
to your STR modifier.
Ghost: Your Shadow
counts as an independent creature. It can glide your current speed, and has HP
equal to your bloodied value, although missed attacks can now harm it. It heals
to maximum health during a short rest. Your Shadow can now carry 30lb of
equipment, and shares your skill list. It is an insubstantial creature, and
gains an additional Resist Force equal to your CHR modifier. You must be
adjacent to your Shadow or an enemy your Shadow is adjacent to in order to activate
Shadow attacks. Your Shadow acts when you act, and cannot travel more than 20
squares away from you.
Poltergeist: When you fall from a height, you treat the fall as if it were 10 feet
shorter than it actually is. Whilst Shadowdancing, your base movement is
reduced by 3, but you may walk on air as if it were solid ground, and the maximum distance of your teleport
remains unhindered. If you are stunned, dazed, or rendered unconscious whilst
standing or fighting in midair, you plummet to the ground at a rate of 60 feet
per round. If you regain your mental faculties before you hit the ground, you
can spend a move action to resume Shadowdancing and stop falling. When you
attack with your Shadow, you may re-roll the damage die for your Shadow attack
only.
Raven: You gain the
Raven Queen's Blessing Channel Divinity power. Whilst Shadowdancing, you can
move over surfaces that would not otherwise support your weight, such as water,
acid, or lava, and difficult terrain, but you cannot run over air. You do not
suffer damage from running over these surfaces, but ending your turn over these surfaces
means you fall into them. There is an exception; you can, if you make a double
move action to Run twice, continue to run over a period of several turns
without stopping, allowing you to cross things such as a body of water. When
you make an attack with your Shadow against a bloodied target, you gain a bonus
to your attack rolls equal to your INT modifier.
Spectre: The critical threat range of Daggers
you wield increases by 1. While you Shadowdance, any teleport move you make
turns you insubstantial until the end of your next turn. When you make a full
attack action with your Shadow, your Shadow attack deals an additional INT
modifier damage on a critical hit for every Shadow damage die you have.
Scorpion: You gain proficiency with the Rapier. You Mark targets you attack with
your Shadow. Whilst Shadowdancing, you gain a bonus to AC equal to your CHR
modifier. If a marked target damages you, you may teleport to a square adjacent
to the target as a free action.
Spider: You gain Two
Weapon fighting as a bonus feat. While you Shadowdance, you gain Spider Climb
equal to your INT modifier. When you make a full attack action with your
Shadow, you can slow the target you hit.
Wraith: You can hide in
plain sight, so long as there is sufficient shadow near you, excluding your
own. Whilst Shadowdancing, when you make a successful Stealth check to hide,
you become invisible until you move. Like other forms of invisibility, this
grants you a +10 bonus to Stealth checks to remain hidden. When you attack with
your Shadow, the target of the attack suffers ongoing bleed damage equal to
your STR modifier.
Dance Steps (2nd level)
At 2nd level, and every 2nd level
thereafter, you may choose a Dance Step from the following list. Unless
otherwise mentioned, you can only take a Step once.
Advancing Footsteps: Increase your Speed by 1 whilst Shadowdancing. You can take this Step
multiple times to a maximum of 3 times.
Attunement: Increase the number of rounds you can perpetuate your Shadowdance by 2.
You can take this Step without limit.
Breakneck Charge: Increase your speed whilst charging and Shadowdancing by your STR
modifier.
Bend Distance: When you are hit with an attack that deals damage on a miss, you only
take 1/4 damage instead of 1/2 damage.
Catch the Edge: When you throw a Dagger as part of a ranged attack, you can catch it
with the hand you threw it.
Combat Dilettante: You gain a Combat Feat you meet the prerequisite for.
Dancer's Finesse: You gain the Weapon Finesse feat.
Dark Adept: Add another damage dice your Shadow attack.
Dark Destiny: Your Shadow attacks deal an additional 1 point of damage per damage
die.
Dark Destroyer: Your Shadow damage die size rises by 1.
Dark Reaping: Your Shadow attacks gain the Brutal 1 trait.
Defending Shadow: If you are hit by a single target attack, and your Shadow is adjacent
to you if you belong to the Ghost school, you can opt to have your Shadow
become the target of the attack instead.
Evade the Light: You gain a +2 bonus to Reflex. You
can take this step multiple times, each one adds +1 Reflex.
Fast Stealth: Whilst Shadowdancing, you suffer no penalty to Stealth checks to move
at full speed.
Freedom of Form: As part of your teleport action, you can stand up or fall prone.
Graveyard Stand: If you recover from the dying status, you may stand up as a free
action as soon as you regain consciousness.
Harrowing: If your Shadow is destroyed for whatever reason, you gain a +2 bonus to
your attack and damage rolls until the end of your next turn.
Kill the Light: As a minor action whilst Shadowdancing, you can snuff out all minor
sources of light in the room you currently stand in, but not magical light.
Lightwalker: The environmental requirements to activate your abilities are
reversed; to summarise, you work at your best in bright light instead of pitch
darkness.
Multidirectional Defence: Whilst Shadowdancing, you do not grant combat advantage to one pair
that is flanking you.
Nighteyes: You gain Low-Light vision. If your race choice already has that, you
gain Darkvision instead.
Retaliate!: You gain a bonus to your Initiative roll equal to your INT modifier if
you are ambushed.
Rogue Relations: You gain a Rogue talent you qualify for from the Rogue Talent list.
Shadow Mending: As a free action, you can destroy your Shadow to spend a healing surge.
Shadow Stitching: Requires Shadow Mending. After you use Shadow Mending, you gain
Regeneration equal to your STR modifier.
Single Edge Slaying: Whilst you wield a Light Blade in one hand and your other hand is free,
the critical threat of the weapon rises by 1.
Single Edge Parry: As part of an advanced attack action, you gain a +2 bonus to AC while
you wield a light blade in one hand and your other hand is free.
Steady Skills: When you spend a standard action to make a skill check, you may take 10
for the check, even if you would be distracted.
Trap Training: You gain the Trap Finding Feat from the Rogue feat list.
Twin Blade Attack: Whilst wielding two Daggers, you gain a +1 bonus to all melee damage
rolls.
Twin Sword Dervish: Whilst wielding two Shortswords, you gain a +1 bonus to AC and
opportunity attack rolls.
Underhanded Jump: When you teleport to leave a square adjacent to an enemy, enemies adjacent
to the square you left suffers a penalty to their next attack roll equal to
your INT modifier.
Vestige of Faith: You learn either Lolth's Strike, Olidammara's Jump, or Sehanine's
Retrbution as a Channel Divinity power. You do not have to worship the God in
question, but your alignment must be one step from that of the god's.
Wisp Dodge: Whilst Shadowdancing, the first single target ranged attack against
you in the encounter, weapon or magical, suffers a penalty to hit equal to 2x
DEX your modifier.
Advanced Steps
At 10th level, you add the following
list to the steps you can learn.
Advanced Single Edge Slaying: Whilst you wield a Light Blade in one hand and your other hand is free,
the critical threat of the weapon rises by 1.
Advanced Single Edge Parry: As part of an advanced attack action, you gain a +2 bonus to AC while
you wield a light blade in one hand and your other hand is free.
Advanced Twin Blade Attack: Whilst wielding two Daggers, you gain a +1 bonus to all melee damage
rolls.
Advanced Twin Sword Dervish: Whilst wielding two Shortswords, you gain a +1 bonus to AC and
opportunity attack rolls.
Blood and Wit: You gain Skill Focus as a bonus feat. You may take this step multiple
times, with no limit.
Break the Light: Requires Kill the Light. As a minor action whilst Shadowdancing, you
can snuff out all minor sources of light in the room you currently stand in,
including magical light.
Enduring Shade: Once per encounter, when your Shadow is destroyed by an attack, it survives
with 1 hit point.
Fallingdown: Whilst Shadowdancing, you fall from great heights at a rate of 60ft per
round, and you suffer no damage when you land.
Gloaming Cut: As an advanced attack action, you can inflict ongoing damage to the
target equal to your INT modifier.
Lethal Jump: When you teleport to leave a square adjacent to an enemy, enemies
adjacent to the square you left grant combat advantage until the beginning of
their next turn.
Ranged Legerdemain: You can perform Thievery and Disable Device checks from 6 squares
away. Your Shadow must be active for you to use this ability, and you cannot
take 10 or 20 for these skill checks. Any object manipulated must be able to be
carried by your Shadow.
Resist Blindness: If an effect Blinds you, you may make an immediate saving throw against
the effect.
Ride the Twilight: You can destroy your Shadow to gain a +20 bonus on your next
Acrobatics or Jump check, and your jump distance is not limited by your speed.
Shadow Image: As a standard action, you can destroy your Shadow to create false
images of yourself. The number of false images is equal to the number of Shadow
damage die you have. Your images move in your turn, and may move as you are
able to. The images have your defences -5, but disappear if struck. They cannot
attack. The images are only visual effects. They make no sound or offer no
smell, and leave no traces. Enemies suffer a -5 penalty to Perception checks
for every image you have active for attempts to spot you.
Slaughter: Once per day as a full attack action whilst Shadowdancing, you can
teleport, if able, to an enemy within teleport range and make one of your
attacks per round against it. You may keep teleporting and attacking with this
action, so long as there is at least one enemy remaining and you have unused
attacks per round.
Trick the Trap: If you trigger a single target trap, you can redirect the attack to
your shadow before the attack is rolled.
Voracious Edge: If you score a critical hit with a melee attack, you can use your
Shadow attacks on the target of the critical hit, even if you didn't make an
advanced attack action or a full attack action.
At 20th level, you may choose one of
these three steps to learn instead of one from the previous lists. You can only ever learn one of these 20th level steps.
Perfect Darkness: As a standard action, you can extinguish all light from a room you
currently occupy, even magical light. If something is aflame, such as an Efreet
or a burning item, the subject still burns, but emits no light. Whilst
Shadowdancing, any target you strike in total darkness becomes blinded and
rattled (save ends).
Perfect Janus: Your Shadow cannot be destroyed by bright light. It now takes one full
round action to reactivate your shadow instead of one minute of meditation. The
amount of weight your shadow can carry rises by 5lb, and the damage die size of
your shadow attacks rises by 1. When you score a critical hit, the maximum
damage is also applied to your Shadow attacks.
Perfect Shadowjump: Whilst Shadowdancing, you can teleport up to your original movement
speed. You do not have to see where you
want to teleport to in order to make the move so long as you have seen it
before, however, if you try and the space is occupied, the move fails, but the
action is still consumed. If you grab a target, ally or enemy, while you teleport
that target teleports with you.
[Kudos to mineworker.deviantart.com for the picture]
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