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===Shadow jump===
 
===Shadow jump===
 
At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
 
At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
 
===Defensive Roll===
 
Starting at 5th level, once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.
 
 
===Slippery Mind===
 
At 7th level, if a shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.
 
   
 
==Pre-release notes==
 
==Pre-release notes==

Revision as of 00:58, 23 December 2005

Obsidian has confirmed that the shadowdancer prestige class will be included in NWN2.

DMG35 PG195 WEB

Shadowdancer

DnD 3.5 Shadowdancer

Description: Shadowdancers operate in the border between light and darkness. These nimble artists of deception are never completely trusted but always induce wonder when met. Many use their abilities to infiltrate past defenses and dupe others. Rogues and bards are the most common shadowdancers.

Requirements

Skills: Move silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks.

Feats: Combat reflexes, Dodge, Mobility

Class features progression

Hit die: d8

Proficiencies: club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor

Skill points: 6 + Int modifier

Class skills: Balance, Bluff, Decipher script, Diplomacy, Disguise, Escape artist, Hide, Jump, Listen, Move silently, Perform, Profession, Search, Sleight of hand, Spot, Tumble and Use rope.

Base attack bonus progression: Medium

Primary saving throw(s): Reflex

Additional progressions

Level  Features gained
 1 Hide in plain sight
 2 Evasion, darkvision, uncanny dodge
 3 Shadow illusion, summon shadow
 4 Shadow jump 20 ft
 5 Defensive roll, improved uncanny dodge
 6 Shadow jump 40 ft, summon shadow (+2 hit dice)
 7 Slippery mind
 8 Shadow jump 80 ft
 9 Summon shadow (+4 hit dice)
10 Shadow jump 160 ft, improved evasion

Hide in plain sight restriction

Shadowdancers can only use hide in plain sight while within 10 feet of some sort of shadow. He cannot, however, hide in his own shadow.

Darkvision

At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell.

Shadow Illusion

When a shadowdancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

Summon Shadow

At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.

If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Shadow jump

At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Pre-release notes

  • NWN2 will not include teleportation, so the shadow jump ability is unlikely to be included.

See also

  • NWNWiki:Shadowdancer