Shadow

ShadowClasses

All Shadows possess an intimate understanding of shadow magic, a mystical and esoteric art. They harness the power of darkness itself, shaping it into deceptive and mesmerizing abilities that set them apart as true masters of the shadowy arts. From the darkest of shadows, they weave illusions that confound both the minds and senses of their foes.

Shadows are born infiltrators, experts in the art of stealth and subterfuge. They move through the world as whispers in the night, their footsteps masked by the very shadows they command. With a mere thought, they can slip from sight, vanishing into the inky abyss and reappearing in a different shadowy sanctuary. Their silent presence is felt only when it’s too late, as they strike from the shadows with unmatched precision.

In the hands of a Shadow, illusions are more than mere tricks of the mind; they are powerful tools of manipulation. Shadows can create phantasmal threats from the very substance of darkness, distracting and disorienting their enemies. With their mastery over illusory arts, they can craft convincing duplicates of themselves from tangible shadows, leaving foes to grapple with uncertainty.

Base Class Requirements : Brawler, Hex-binder, Thief, Thug, or Scout

HD : d6

Skills : base 6

Phantom Threat - Once per day the Shadow can distract a target within 30’ as a Swift Action.  The target is considered Flanked until their next turn, Will negates DC 10 + Class Level + Int.  Gain an additional use every three levels.

\*Extra Phantom Threat feat

Shadow Slide - Swift Action teleport 5’ per level.

Shadow Double - Once per day as a standard action, you can create an exact duplicate of yourself up to 30 feet away. You can control this simulacrum's movements as a free action. The image becomes more "real" as you advance in level. This ability is usable up to a maximum of 1 minute per level each day. The simulacrum combines the characteristics of the major image (PH 252) and unseen servant (PH 297) spells. Its hit points are equal to 6 + your character level. It ignores terrain effects and moves like an unseen servant, making no noise in the process, though it makes normal motions while traveling. If you have a fly speed, the image appears to fly when not in contact with the ground; otherwise, it walks on open air. You can do anything with this image that you could do with the unseen servant spell and are under the same limitations. As long as the simulacrum remains within 5 feet of your position, you can perform a Bluff check in combat as a swift action. You gain a +4 bonus on this check, which is opposed by your opponents' Sense Motive checks. If you are successful, your foes believe the image is you (and vice versa) for 1 round. You can spend a swift action to transfer your perceptions to the simulacrum and perceive the world from its point of view rather than your own. You can move the image as if it were your own body, using the simulacrum's movement characteristics (ignoring terrain, "flying, " and the like). You can also perform any skill and ability checks using the simulacrum, as long as they do not require a Strength score higher than 2. The image has phantom versions of all your equipment (such as lockpicks), but any such items that lose direct contact with it immediately dissipate. The image can become more "real" at your command. It gains a Strength score equal to one-half your own and can perform combat actions using phantom versions of your gear. Any of these items that lose contact with the image dissipate immediately. Thus, the image can wield a sword, but if it shoots a bow, the arrow disappears as soon as it is fired. Equipment that extends more than 5 feet from the image (such as a length of rope) also disappears beyond that distance.