The Hand of Shadow recovery method is unique By spending a standard action, the Hand can regain a number of expended maneuvers equal to their Intelligence Bonus but not exceeding their Class Level, or by spending an entire round focusing, they can regain all of their expended maneuvers. At 5th, 8th, 11th, 14th, 17th and 20th levels, you gain an additional maneuver readied per day. You can ready all 3 maneuvers you know at 1st level, but as you gain power, you must choose which maneuvers to prepare. You add your full Hand Of Shadow class level to your initiator level to determine your total initiator level and your highest-level maneuvers known. You must meet a maneuver’s prerequisites to learn it. At 2nd, 4th, 8th, 10, 14th, 16th and 20th level, you gain an additional new maneuver known from any of these schools, and at 6th, 12th, and 18th level, you learn two new maneuvers, chosen from these disciplines. Maneuvers: At first level, you learn three maneuvers, chosen from the Diamond Mind, Iron Heart or Shadow Hand Disciplines. They are proficient with light armor, but not with shields. Weapon and Armor Proficiency: Hands of Shadow are proficient with all simple weapons, plus the bastard sword, hand crossbow, rapier, sai, sap, siangham, scimitar, shortbow, short sword and spiked chain. Perfect Twin Shadow, Perfect Shadow Style, Cloaked Casting (Overcomes SR), Skirmish +3d6/+3Ĭlass Skills (4 + Int modifier per level.)Īppraise ( Int), Balance ( Dex), Bluff ( Cha), Climb ( Str), Concentration ( Con), Craft ( Int), Decipher Script ( Int), Diplomacy ( Cha), Disable Device ( Int), Disguise ( Cha), Escape Artist ( Dex), Forgery ( Int), Gather Information ( Cha), Hide ( Dex), Intimidate ( Cha), Jump ( Str), Listen ( Wis), Martial Lore ( Int), Move Silently ( Dex), Open Lock ( Dex), Perform ( Cha), Search ( Int), Sense Motive ( Wis), Sleight of Hand ( Dex), Speak Language (None), Spellcraft ( Int), Spot ( Wis), Survival ( Wis), Swim ( Str), Tumble ( Dex), Use Magic Device ( Cha), Use Rope ( Dex).Īll of the following are class features of the Hand of Shadow. Skirmish +3d6/+2, Shadow Channeling (Full attack) Pouncing Shadow, Cloaked Casting (+2 to overcome SR) Shadow Jump 20ft, Springing Shadow, Surprise Casting (Move Action) Uncanny Dodge, Mobile Shadow, Shadow Channeling (Standard attack) Skirmish +1d6/+1, Poison Use, Surprise Casting Sneak Attack +1d6, Trapfinding, Shadowblade Style, Dodging Shadow, Cunning Shadow, Shadow FlurryĮvasion, Twin Shadow, Cloaked Casting (+1 DC) Races: Any race can become a Hand of Shadow, but Drow and Tieflings are by far the most common to walk this dark path. Strength and Charosma are good secondary ability scores. Finally, they can also cast spells, granting themselves or their allies boosts.Ībilities: Dexterity and Intelligence are the Hand of Shadow's primary ability scores, as they govern their armor class, save DCs, spellcasting and other things. They can deal with traps and locks, as well as being a mobile force on the battlefield to be reckoned with via their maneuvers. Hands Of Shadow are very good at filling the Scout role, getting in and out without being noticed. 1.1.3 Tiefling Hand Of Shadow Starting PackageĬombining training in the Shadow Hand discipline with shadow magic and trickery, the Hands of Shadow focus on well-placed blows and agility.
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