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Shadar-kai enhancements
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Shadar-kai enhancements[edit]
Core abilities[edit]
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Shadar-kai Grit: You gain +1 to your Fortitude saves. In addition, when you are unconscious and have stabilized, you get up ten seconds faster than normal.
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AP Cost: 1 | Ranks: 1 | Progression: 0 | No requirements | |
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Shadar-kai Dex/Int/Wis: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 1 | Requires: Shadar-kai Grit | |
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Shadow Phase: You become invisible and are able to move through monsters as if you were ethereal for six seconds. (Cooldown: 1 minute)
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AP Cost: 2 | Ranks: 1 | Progression: 3 | Requires: Shadar-kai Dex/Int/Wis | |
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Shadow Jaunt: You become invisible and charge forward. During the jaunt, you are able to move through monsters as if you were ethereal. These effects last for six seconds. (Cooldown: 1 minute) This ability also places Dire Charge into the same 1 minute cooldown.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Shadow Phase | |
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Empowered Jaunt: The cooldown of your Shadow Jaunt and Shadow Phase abilities is reduced to 30 seconds. In addition, when you use either ability, nearby allies become partially incorporeal for six seconds.
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AP Cost: 2 | Ranks: 1 | Progression: 7 | Requires: Shadow Jaunt |
Tier One[edit]
Requires Shadar-kai Grit
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Vicious Chain: Your Spiked Chain Attack* now has a 33% chance to cause enemies to bleed, taking 1d6 damage every 2 seconds for 15 seconds. Some enemies are immune to bleeding. Bleeding scales with 200% Melee Power.
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AP Cost: 1 | Ranks: 1 | Progression: 1 | No requirements | |
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Keen Senses: +1/+2/+3 Listen, Search, and Spot
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Bold: You overcome fear quickly - fear and shaken effects are removed from you after 12/6/3 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Student of Pain: When you take damage, you have a 5%/10%/15% chance to gain a +10 bonus to AC for 12 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Stealthy: +1/+2/+3 Hide and Move Silently. Tier 3: Throw attacks you perform while sneaking deal +1[W] damage.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
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Forceful Chain: Your Spiked Chain Attack now has a 5% chance to knock non-boss enemies down with no save for 6 seconds. Every 2 seconds, they make a Balance save of (17 + DEX Mod + Trip DCs) to get up again.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | No requirements | |
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Improved Dodge: +1%/+2%/+3% Dodge when wearing light or no armor.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Dodge | |
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Ghostly Essence: When you are below 50% hit points and get hit by an attack, you gain 25% incorporeality for 6/12/18 seconds. This can occur once every two minutes.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Guile: +1 Sneak Attack die.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | No requirements | |
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Shadow Smoke: Use an Action Boost charge. All nearby allies gain +5/+10/+15 to Hide and Move Silently for twenty seconds. (Cooldown: 30 seconds)
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Stealthy |
Tier Three[edit]
Requires 10 APs spent in tree
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Ghastly Chain: When you use your Spiked Chain Attack, you gain 5% dodge for 6 seconds. This ignores dodge cap.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | No requirements | |
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Displacement: Spell Like Ability: Displacement (activation cost: 0 spell points, cooldown: 3 seconds)
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AP Cost: 1 | Ranks: 1 | Progression: 10 | No requirements | |
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Improved Ghostly Essence: When your Ghostly Essence triggers, all nearby allies becomes partially incorporeal for 6/12/18 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Ghostly Essence | |
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Guile: +1 Sneak Attack die.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Guile |
Tier Four[edit]
Requires 15 APs spent in tree
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Greater Spiked Chain Attack: Light Melee Weapon Attack: Using a Spiked Chain (but the stats from your main-hand weapon), perform 3 AOE melee attacks with +3[W], +2 Critical Threat Range, and +2 Critical Multiplier. All abilities that enhance Spiked Chain Attack also apply to this enhancement. In addition, when you vorpal with this attack, you knock (non-boss) enemies down with no save for 6 seconds. Every 2 seconds, they make a Balance save of (17 + Dexterity Modifier + Trip DCs) to get up again. (18 second cooldown)
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AP Cost: 2 | Ranks: 1 | Progression: 15 | No requirements | |
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Assassin's Mark: Non-boss enemies caught in your Spiked Chain Attacks have a 33% chance to gain a stack of Dizzying Spiked Chain on each of the three hits (-10% Damage per stack, -5% Attack speed per stack, -2 Concentration per stack, stacks up to 8 times. 20 sec duration per stack).
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AP Cost: 1 | Ranks: 1 | Progression: 15 | No requirements | |
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Nothing is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12/-8/-4 penalty.
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AP Cost: 1 | Ranks: 3 | Progression: 15 | No requirements | |
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Winter Favored: Toggle: Your sneak attacks deal 1d12 extra Cold damage, and you gain 5 Cold resistance. Scales with Melee Power.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | No requirements | |
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Gloom Stalker: While sneaking, your melee weapons gain the ability to envelop their targets in darkness, making them briefly vulnerable to sneak attacks. Your weapons also have a chance to blind their targets for a short time.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | No requirements |