Jeux de r�le Qu�bec - MoonZar
 
MoonZar
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Danseuse de la nuit

Description
Introduction
Ordre religieux dans le clergé de Alashra. Inspiré du shadow dancer dans le dmg.
D� de vie
(d8)
Alignement
Pour devenir une dangeuse de la nuit il faut avoir un alignement bon.
Pr�requis
To qualify to become a nightdancer, a character must fulfill all the following criteria.
Skills: Perform 5 ranks (dance), Hide 5 ranks, Move Silently 5 ranks.
Feats: Combat Reflexes, Dodge, Mobility
Spells : Able to cast 3rd level divine spells.
Patron Deity: Alashra Special: Must be female
Skills
The nightdancer class skills (and the key ability for each skill) are Balance (Dex), Bluff (Dex), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (religion)(Wis), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Spot (Wis) and Tumble (Dex). See chapter 4 of the Player's Handbook for skill descriptions.

Nombre de skills par niveau: 4 + Modificateur d'Intelligence

Danseuse de la nuit
NiveauBase AttackFortitudeR�flexeVolont�Habilit�s de classe
1+0+0+2+2Hide in plain sight
2+1+0+3+3darkvision, Evasion, uncanny dodge
3+2+1+3+3Shadow illusion, summon shadow
4+3+1+4+4Shadow jump 20 ft
5+3+1+4+4Defensive roll, improved uncanny dodge
6+4+2+5+5Shadow jump 40 ft, summon shadow
7+5+2+5+5Slippery mind
8+6+2+6+6Shadow jump 80 ft
9+6+3+6+6Summon Shadow
10+7+3+7+7improved evasion, Shadow jump 160 ft

Habilet�s de classe
Weapon and armor proficiency
The nightdancer gain no proficiency with any weapon or armor
Hide in plain sight
A nightdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a nightdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
darkvision
At 2nd level, a nightdancer can see in the dark as though she were permanently under the effect of a darkvision spell.
Evasion
At 2nd level, a nightdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
uncanny dodge
Starting at 2nd level, a nightdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).
Shadow illusion
When a nightdancer 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 nightdancer can summon a shadow, a shade compagnion from the world of the deity Alashra. 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 nightdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the nightdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Shadow jump 20 ft
At 4th level, a nightdancer 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 nightdancer 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 nightdancer 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 nightdancer 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.
improved uncanny dodge
At 5th level, a nightdancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her).If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Slippery mind
At 7th level, if a nightdancer 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.
improved evasion
This ability, gained at 10th level, works like evasion (see above). A nightdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.
Spells per day
When a new nightdancer level is gained, the character gains new spells per day as if he had also gained a level in any one divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.
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