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This extra damage is 1d6 at 1st level, and it doubles every 4 levels thereafter. The Shadow Mind's attack deals extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Shadow mind flanks their target. Sneak Attack: If a Shadow Mind can catch an opponent when he is unable to defend himself effectively from her attack, they can strike a vital spot for extra damage. The area casts a shadow away from light sources like it was a solid sphere of the same diameter. Since it is not magical darkness, nothing can see through this area, but they can see the bright point in the center. will get sucked into that point for 1d4 rounds, 1 round after they cast it, making the area pitch black. The light in a range of their level * 10 ft. It takes a round to cast, and the Shadow Mind cannot do anything in that round. + 10 ft./level of their current location. Shadow Vortex: Upon attaining level 7, the Shadow Mind can literally suck the light out of a given area. A black fog starts to surround the blade, getting darker each round as pieces of it fall off. Shadow Sword: A 5th level Shadow Mind can reach into a shadow and break off a piece of it to form a weapon with the shape and size determined by their imagination (DMs, you might want to limit this a bit). They can bring along 1 other willing creature of same size or smaller. This amount can be split among many jumps, but each one, no matter how small, counts as a 5-foot increment.
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Every two levels higher than 4th, the distance a Shadow Mind can jump each day doubles (50 feet at 7th, 100 feet at 9th, and so on).
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A Shadow Mind can jump up to a total of 25 feet each day in this way this may be a single jump of 25 feet or five jumps of 5 feet each. The limitation is that the magical transport must begin and end in an area with at least some shadow that can completely cover them. Shadow Shift: At 3rd level, a Shadow Mind gains the ability to travel between shadows as if by means of a dimension door spell. Trauma: At level 1, a Shadow Mind must choose which trauma they went through. Shadow Minds are proficient with light armor, but not with shields.
#Shadow fight 3 shadow mind plus
Weapon and Armor Proficiency: Shadow Minds are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Sneak attack +16d6, Shadow Shift (3,200 ft.)Ĭlass Skills (8 + Int modifier per level, ×4 at 1st level)īalance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).Īll of the following are class features of the Shadow Mind Improved Uncanny Dodge, Shadow Shift (1,600 ft.) Sneak attack +8d6, Shadow Shift (800 ft.) Sneak attack +4d6, Shadow Shift (200 ft.) Shadow Sword, Sneak attack +2d6, Shadow Shift (50 ft.) Trauma, Hide in plain sight, Sneak attack + 1d6 They aren't always Chaotic, but neither are they always Neutral.
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If you really want to kill them, lure them out of the shadows, or overpower them with numbers, just never loose sight of them, and always strike first.Ībilities: They primarily use Dexterity, Intelligence, and Constitution in that order.Īlignment: Shadow Minds tend to be more devious and avoid the laws. They are typically those of whom who have experienced a loss or trauma well beyond our comprehensions, forcing their minds to develop a twisted sense of reality and become the backstabbing, shifty scum that most know them to be. Most Shadow Minds come from dark corners of the earth and usually act as hired assassins for those who are desperate and cowardly.