Shadow Tamer (GIVE BALANCE PASS)

Shadow Tamer Req. must be at least part styx or have learned from one. 1. Shadow Meld: Passive When out of combat and a shadow is present, the Shadow Tamer may step onto the shadow plane to recover HP at a rate of ΒΌ an hour, you may Shadow walk. If used in combat this ability becomes a Daily^10 and counts as an action. 2. I Was Born In It, Molded By It: Passive The Shadow Tamer can see in the dark as if it were day as well as gaining bonus melee damage equal to your level , and those who oppose him find their senses dulled while they are in the shadows, reducing their accuracy by 3. 3. Shadow Walk: Daily Action The Shadow Tamer can pass into the shadow stream and swim to a new location provided it has some kind of shadow and he can see or remember it. . If the destination is traveled by memory roll a d20 and add DEX mod, if over 15 the travel is successful, if not you exit 2d20 spaces away in a random direction determined by a scatter die. 4. Without a Sound: Passive Your time in the shadows has taught you the value of silence, you move quieter naturally and are completely silent while in shadows. 5. The Unseen Blade: Daily Action You meditate in the shadows and offer up a weapon, it becomes imbued with shadows and does bonus damage equal to your DEX stat+ your STR mod, if in a shadowed area the weapon cannot be seen and the bonus damage becomes true damage 6. Shade: EOT Action You summon a Shade of yourself that obeys your will, you can shadow walk to a Shade. One shade out will share half your stats and bonuses, but each additional shade is weaker down to an eighth of your power. You can have a maximum of three shades out at once 7. Shadow Dash: Daily^20 Attack You instantly dash to a target and attempt to quietly execute them, dealing your STR + DEX halved as bonus physical damage, if the target is in shadowed space, double the bonus damage dealt. Killing an enemy with this skill refreshes this skills cooldown. 8. Return to the Shadows: Daily Interrupt A foolish warrior has stepped forward to oppose you, but before the final blow can be struck you meld into the shadows. If someone would make an attack on you that would put you below 0hp, you can attempt to slip into the shadows. Roll a d20 and add your dex mod, if the result is over 23 you succeed. 9. Daaaaaaarkneeess Tho: Daily action The whole encounter is blanketed in darkness, night vision and vision enhancing spells fail while inside the veil This effect lasts for 1+1d4 turns.

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