(Your mystic double misses, but your true attack might hit.) If you use the lower die result, or if both die results are the same, your attack deals an extra 1d6 points of cold damage as both the mystic double’s attack and your true weapon strike home. If you use the higher die result, resolve your attack as normal. Unlike on a normal attack, you roll 2d20 and select which of the two die results to use. In this case, the shadow blade discharges its magic and imbues your attack with cold energy.Īs part of this maneuver, you make a single melee attack against an opponent. In most cases, the illusory weapon distracts your foe and allows your true attack to hit. As you attack, your foe must decide which weapon to defend against. This maneuver allows you to create a mystical double of your weapon. As you make your attack, both your true weapon and the illusion slash at your foe. See in Darkness (Su): At 7th level, you can see perfectly in darkness of any kind, even that created by a deeper darkness spell.You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. Thus, you can see up to 40 feet clearly in the illumination provided by a torch (which gives off bright illumination in a 20-foot radius and shadowy illumination for 40 feet beyond that), or twice that if you have low-light vision. Next round, make a Free Feint on another opponent to catch them flat-footed, use a Swift Action to activate Dancing Mongoose, and make 9 attacks with all of the bonuses and 13 Sneak Attack Dice each. Shadow Vision (Su): Beginning at 3rd level, you are able to see clearly in shadowy illumination. Optimal Execution: Shadow Blink behind something and make a full-round attack for 7 attacks, each adding Dex, Str, Int, and 13 Sneak Attack dice. It also stacks with the ephemeral weapon ability of the unseen weapon class feature. The extra damage from sudden strike stacks with the extra damage from sneak attack whenever both would apply to the same target. Sudden strike functions identically to sneak attack in all other respects. Ranged attacks can count as sudden strike attacks only if the target is within 30 feet. You can't use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC. This extra damage increases by 1d6 for every two levels thereafter. Whenever your target is denied a dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), you deal an extra 1d6 points of damage with your attack. Sudden Strike (Ex): Beginning at 2nd level, if you can catch an opponent when she is unable to defend herself effectively from your attack, you can strike a vital spot for extra damage. Shadow and Stealth (Su): Beginning at 2nd level, the shadows that engulf your unseen weapon cover you as well, granting you a circumstance bonus equal to half your class level (round down) on Hide and Move Silently checks. You gain this choice at 9th level.Īt 10th level, you can use your unseen weapon abilities as a free action, though you are still limited to one use per day per class level. You gain this ability at 7th level.įar Shadow: Your melee reach is increased by 10 feet for 1 round. Shadowy Strike: Your next melee attack is resolved as a melee touch attack, ignoring armor and natural armor. You gain this ability at 3rd level.Įphemeral Weapon: Your next melee attack deals an extra 2d6 points of damage, as extraplanar darkness momentarily replaces portions of your opponent's body. Unexpected Strike: Your opponent is denied its Dexterity bonus against your next melee attack. Unerring Strike: Your next melee attack ignores any miss chance because of concealment or total concealment. Aim to refresh it before Shadow Dance windows. Maintain Rupture on your primary target and any targets that live over 12 seconds. Multiple uses of the same ability do not stack on a single attack. Aim to refresh it before Shadow Dance windows. When you activate your unseen weapon, choose one of the available abilities. As you gain levels in the class, you acquire additional choices when activating your unseen weapon, as indicated on Table 2-6. At 1st level, you have the power to make an unerring strike (see below). Once per day per shadowblade level, you can activate one of the powers of your unseen weapon as a swift action. You can dismiss the effect with a free action dropping or sheathing the weapon also ends the effect. Your weapon must be in hand and ready to use for you to draw upon this power. This causes the weapon to darken, become less distinct, and leave a trail of shadow behind it as it moves. Unseen Weapon (Su): As a standard action, you can wrap any melee weapon you wield in a layer of shifting shadows.
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