Shadow Techniques
Shadow techniques are a collection of maneuvers that utilize the Plane of Shadow in order to accomplish powerful feats.
Most of these techniques take many years to fully master. A majority of these techniques only skim the surface of the plane of shadow, so there is very little danger of attracting the attention of the denizens of the plane of shadow.
These are some of the known Shadow Techniques
Shadow Jaunt-Allows instant non-dimensional travel over a range of 50 feet. There must be line of effect between the start
and the endpoint. This maneuver takes a standard action to perform.
Shadow Pounce-This is an improved version of Shadow Jaunt. It functions in much the same way, except is it possible to attack at the end point. If the attacker is wielding a double weapon, or 2 weapons, they may take an attack with each side/offhand.
Hex Portal-This creates 2 free-standing portals that are put in positions that the caster can see at the time of casting.
Anyone and anything can freely pass through the portals, so it is possible to attack and cast spells through them.
It is also possible to use the portals to redirect a projectile attack, provided the caster readies an action for
such an occasion. The portals are subject to some restrictions:
-There can only be one "in" portal and one "out" portal in existance at any given time.
-It is possible to keep an original "in" or out" portal from a previous casting of hex portal, but creating a new portal counts as an additional use of the ability.
-The portals have a radius of 1 foot per bonus point of intellect, and remain for 1 minute per level, unless dismissed.
-The portals have a maximum range between each other. They must be within 10ft + 10ft/bonus point of intellect. If the caster attempts to place a portal somewhere beyond this range, it will manifest at the extent of range.
-The portals can still exist within a dimensionally locked area, but nothing can pass through either end as long as the
dimensional lock is in place.
-Casting the portals is a standard action, and dismissing is a swift action. If something is partially through the
portals when they are dismissed, it is ejected to the closest side.
Dimensional Hack-Dimensional hack allows the caster to project an emanation that affects dimensional travel. In this case, it allows the
caster to either turn on a dimensional lock-like effect, or to turn off currently existing dimensional lock effects.
In order to turn off currently existing effects, the caster makes an open lock check against the source of the
dimensional lock, similar to if he was trying to dispel it. If the check is successful, effects that hamper
dimensional travel are suppressed in an emanation around the caster.
The range for this is 10ft + 10ft/bonus point of intellect. A similar mechanic is used if someone else tried to dispel
the dimensional lock effect coming from the caster. In this case, use the caster's open lock check as an opposed roll.
If the caster loses, the effect is lost, and another use of the ability much be used to recreate the field.
Portal Hack-This technique allows the user to change the destination of a given portal using a dimensional sextant, or similar equipment. In order to go to a specific plane, 2 things are required, a physical object from that plane, and a location that the user can visualize. It is possible to travel to a plane without a location memorized, but the destination on that plane will be completely random. In order to determine if the user can change the destination of a portal, an Open Lock check must be made. The specific DC's are up to the DM, but in general, the following DC's apply:
20:Most normal portals
20+Caster Level:Portals that are made by a given caster
40+:Divine or other highly secured portals
Ghost Step-This technique can be used as an immediate action. When used, it grants the user in corporeality for 1 round. During this time, the normal 50% miss chance applies to attacks made on the user, and by the user. It is also possible to attempt to phase through solid objects while in this state. If this ability is not used as an immediate action, the same bonuses are conferred, but the user may also make attacks as well.
Shadow Duplicate-This technique allows the user to create a copy of themself made out of shadow stuff by expending hit points to animate it. These lost hit points cannot be healed while a duplicate is still active. The original may reabsorb the duplicates. If this is done, then any hit points the duplicate may still have are transferred back to the original, as well as anything the duplicate may have seen or heard while it was active. The duplicates follow your commands, and are mostly indistinguishable from the original. The duplicates do not have the same equipment as the original, but can be made to wield replicas made of shadow stuff. These weapons are treated as mundane versions of themselves. The duplicates have access to any passive feats and abilities that the original had that were granted from classes.
When the user expends hit points, for each duplicate created, every hit point expended grants the duplicate the following:
- +1 to hit
- +1 hit point
- +1 to saves
- +1 to physical skills(ride, tumble, etc)
These amounts may not be higher than those of the original.
The duplicates are not subject to mental effects, due to the fact that they are considered constructs. They are still subject to sneak attacks and critical hits, and do not have any inherent ability to see through darkness and illusions unless these abilities are possessed by the original.