Shadowdancer (4e Paragon Path)

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Shadowdancer

I dance in the flickering shadows under the moonlight. None can see me unless I wish it; for my dance is the dance of light and shadow, a dance faster than your eyes can see.
A Shadowdancer.

For most, shadow is merely the absence of light. It may even be thought of as a synonym for evil. You know better. You can conceal yourself in mere shadow and dance where nobody sees unless you wish it. Your knowledge of shadows enables you to summon a friend for yourself from your shadow, and dance from darkness to darkness, always too fast to be seen. You understand the significance of light and its necessity; for neither shadow nor light can exist without the other. Sometimes, when others cast you out for your knowledge of shadow, you seem to be alone. But you know that while shadows surround you, you will never be truly alone.

Prerequisite: Trained in Acrobatics

Shadowdancer Path Features

Hide in Plain Sight (11th Level): You can use the stealth skill to hide even while being observed. So long as you are in an area of dim light or darkness, you can hide even if you are not in cover or concealment.
Summon Spiritshadow (11th Level): You gain the ranger's beast companion class feature, with the following exceptions;
  • The spiritshadow is called from the astral sea rather than the natural world, so it is an immortal magical beast.
  • The spiritshadow occupies it's master's shadow, so while you have a spiritshadow, you have no natural shadow.
  • The spiritshadow has the form of a three-dimesnsional solid shadow in the shape of an animal.
  • The spiritshadow is reliant on light to exist; in darkness it takes a -2 penalty to its defenses, attack rolls and damage rolls. In order to use a healing surge, it must be near some form of light.
  • You or your spiritshadow can deal the extra damage from your sneak attack class feature, but only one of you can deal the extra damage each round.
Darkvision (16th Level): You gain darkvision. You can see through supernatural darkness which even darkvision cannot normally penetrate, such as that caused by cloud of darkness.

Shadowstrike Shadowdancer 4e Power Type::Attack 11
You step back into the darkness, then flit behind your foe, so fast that they see only flickering shadow before your blade finds them.
4e Power Usage::Encounter  Arcane, Weapon, Teleportation
4e Power Action Type::Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity Vs. Reflex
Hit: 2[W] + Dexterity modifier damage.
Effect: Teleport 4 squares before you attack. This teleportation must begin and end in an area of dim light or darkness.

Shadow Jump Shadowdancer 4e Power Type::Utility 12
Stepping into the shadow, you dance past your foes into the darkness behind them, so fast that all they see is a shadow flitting from darkness to darkness.
4e Power Usage::Encounter  Arcane, Teleportation
4e Power Action Type::Move Action Personal
Effect: Teleport up to 6 squares. This teleportation must begin and end in an area of dim light or darkness.
Special: You can use this power any number of times per encounter, with the limitation that you can only use this power to teleport a maximum of 12 squares per encounter. The numbers of times that you can use this power is equal to your best modifier.

Flickering Shadows Shadowdancer 4e Power Type::Attack 20
You dance so fast that your foe sees only a flickering shadow. You and your spiritshadow strike him down before he sees the shadows assail him.
4e Power Usage::Daily  Arcane, Beast, Weapon, Teleportation
4e Power Action Type::Standard Action Melee Weapon (beast 1)
Requirement: You must be weilding a light blade.
Primary Target: One creature
Attack: Dexterity Vs. Reflex
Hit: 2[W] + Dexterity modifier damage. Make a secondary attack.
Miss: Make a secondary attack.
Secondary Target: The primary target
Secondary Attack: Beast's attack bonus Vs. Reflex.
Hit: 2[B] + Beast's Dexterity modifier damage.
Effect: You and your beast can teleport a combined distance of up to 4 squares. This teleportation must begin and end in an area of dim light or darkness. You can divide this distance between you and your beast as you choose.



Back to Main Page 4e Homebrew Classes, Paragon Paths, and Epic Destinies Paragon Paths
Back to Main Page 4e Homebrew Sourcebooks Arachonomicon; the Book of Spiderkind Classes.

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