Shadowdancer

Require Grandmaster of Flowers 3 or Legendary Dreadnought 3 or Fatesinger 4

autogrants
 * Shadow Training I (required 0): (Passive) +1 sneak die for each level of Shadowdancer
 * Shadow Training II (required 4): (Active Cooldown: 5mins) activate this ability to gain temporary full movement and use of jump when stealthed for 30 seconds
 * Shadow Training III (required 8): (Active Cooldown: 2secs) Toggle: generate 20% less melee and ranged threat
 * Shadow Training IV (required 12): (Active Cooldown: 1min) activate this ability to use shadow walk up to 5 times per rest. Also, while using weapons that qualify for weapon finesse, you gain 3% profane bonus to your chance to doublestrike. This doublestrike bonus applies to attacks made by a dagger, handaxe, kama, kukri, light hammer, light mace, light pick, rapier, shortsword, sickle, or when unarmed or in druid animal form.
 * Shadow Training V (required 16): (Active Cooldown: 1min) activate this ability to use Dimension Door 5 times per rest. The cooldown for Shadow Training II ability is reduced to 3 minutes.
 * Dark Elusion (required 20): (Passive) You now have evasion. In addition, when you roll a natural 20 on a melee or ranged attack, you envelop the target in shadow, granting it 5% vulnerability to physical damage and removing its immunity to sneak attack for a short duration, if applicable

Destinies

Tier 1
(0 points required)

Stealthy (min level: 20) (3 ranks - 1 AP): (Passive) +2 Hide and move silently. +2 Assassinate DC. Third rank gives Hide in Plain Sight.

Shadow Lance (min level: 20) (3 ranks - 1 AP): (Active Cooldown: 30secs) Throws 3 spears, each dealing 6d6 unholy damage and has a chance to blind target (Fort DC 14 + Half character level + Intelligence modifier) if you have Dark Shrouding charges

Acrobatic (min level: 20) (3 ranks - 1 AP): (Passive) +2 balance, jump and tumble and a +3 bonus to reflex while tumbling

Technician (min level: 20) (3 ranks - 1 AP): (Passive) +[2/4/6] search, spot, disable device, open lock and flanking bonus to attack

Dexterity/Intelligence (min level: 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Intelligence

Tier 2
(4 points required)

Escape (min level: 20) (1 ranks - 2 AP): (Active Cooldown: 1min) Triggers a Diplomacy effect that uses the hide skill instead of the diplomacy skill

Lithe (min level: 20) (3 ranks - 1 AP): (Passive) +2 reflex, AC and light armor Max Dex Bonus

Skill Mastery (min level: 20 - Prereq: Technician) (1 ranks - 1 AP): (Passive) +1 stacking to all skills.

Dexterity/Intelligence (min level: 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Intelligence

Tier 3
(8 points required)

Cloak of Shadows (min level: 20 - Requires: Shrouding strike/shot) (1 ranks - 2 AP): (Active Cooldown: 2mins) Spend a Shadow Charge to cloak in darkness, granting immunity to light and negative damage for 5 minutes, or until 120 damage have been absorbed

Shrouding Strike/Shot (min level: 20) (3 ranks - 1 AP): (Active Cooldown: 15secs) Melee or ranged attack: Perform an attack with +[1/2/3][W] damage. On hit: Mark target. It if dies within the next [6/8/10] seconds, gain a Shadow Charge. Max +[3/5/7] stacks of Shadow Charge (at this tier)

Meld Into Darkness (min level: 20) (3 ranks - 1 AP): (Active Cooldown: 2min) +100% Enhancement bonus to dodge for 6 seconds

Grim Precision (min level: 20) (3 ranks - 1 AP): (Passive) Bypass 5% enemy fortification and 1% enemy dodge

Dexterity/Intelligence (min level: 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Intelligence

Tier 4
(12 points required)

Improved Invisibility (min level: 20 - Prereq: Shrouding strike/shot) (3 ranks - 1 AP): (Active Cooldown: 4min) Turn invisible for [10/20/30]seconds. Attacking does not break this effect. After it wears off, you retain partial concealment for a time (grants displacement for 1min30).

Pierce the Gloom (min level: 20 - Prereq: Grim precision) (1 ranks - 2 AP): (Active Cooldown: 2min) Gain +100% to your attack bonus for 30 seconds.

Dexterity/Intelligence (min level: 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Intelligence

Tier 5
(16 points required)

Shadow Manipulation (min level: 20 - Prereq: Cloak of shadow) (1 ranks - 2 AP): (Active Cooldown: 2min) Spend a Shadow Charge to dominate the target for 1 minute (DC 14 + character level + int modifier), after which it is subject to instant death if it fails a fort save (DC 14 + character level + Int modifier)

Untouchable (min level: 20 - Prereq: Improved invisibility) (1 ranks - 1 AP): (Passive) Gain 1% extra dodge for each Shadow Charge you hold.

Executioner's Strike/Shot (min level: 20) (3 ranks - 1 AP): (Active Cooldown: 30secs) Melee or ranged attack: Perform an attack with +1[W] damage, +1 critical threat range and +1 critical damage multiplier. On hit: if you have Shadow Charges, this attack has a chance to kill a living target instantly (fort save DC 14 + character level + dex modifier). Even on successful save target takes an additional 75 damage from this attack. The chance to occur is higher the more Shadow Charges you have.

Sealed Soul (min level: 20) (1 ranks - 2 AP): (Passive) Grant you immunity to energy drain

Dexterity/Intelligence (min level: 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Intelligence

Tier 6
(20 points required)

Consume (min level: 20 - Prereq: Shadow manipulation) (1 ranks - 2 AP): (Active Cooldown: 2min) Spend a Shadow Charge to crate a field around you for 10 seconds. Every 2 seconds the aura causes one nearby corporal enemy to be devoured by its own shadow and die (save negates), or take 80-120 damage. You are free to perform other action while the aura is active.

Shadow Form (min level: 20 - Prereq: Untouchable) (1 ranks - 2 AP): (Active Cooldown: 1min) Spend a shadow charge to gain 25% incorporeality (and ignore incorporeal miss chance), float as if affected by featherfall, have bonuses to hide and move silently and deal strength damage on all melee and ranged attacks. You also take double damage from light effects.

Oncoming Darkness (min level: 20 - Prereq: Shadow form) (1 ranks - 2 AP): (Active Cooldown: 4min) Each time an enemy affected by your Dark Shrouding mark dies, you gain 1 charge. When you have accumulated 20 of these charges, you can expend them to enchant your melee and ranged attacks with shadowy energy. You deal an extra 2d6 unholy damage with every strike, the effective range of your melee attacks increases dramatically, and your ranged attacks have a 30% chance to explode, dealing 10d6 unholy damage to all enemies in a large radius around your target

Dexterity/Intelligence (min level: 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Intelligence