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Shadowdancer's "Shadow Jump" Ability
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<blockquote data-quote="rowport" data-source="post: 2827664" data-attributes="member: 9729"><p>Hey, ENWorlders! I am currently playing a Scout (the class, not just the role- heh) in Age of Worms. I am building him as a classic Skirmisher (the role, *and* the class ability- heh), with Expeditious Dodge and Mobility heading towards Spring Attack and Shot on the Run.</p><p></p><p>Here is my question: how does the Shadowdancer's "Shadow Jump" ability work in-play? I am planning to go Scout/Swashbuckler/Shadowdancer but am confused about the Shadow Jump interacting with my other abilities. Specifically:</p><p>1. If I move 10'+ with Shadow Jump, does that count for Skirmish (since I do not cover the intervening space as with normal movement)?</p><p>2. If I move 40'+ with Shadow Jump, does that count for Expeditious Dodge?</p><p>3. Can I use Spring Attack along with Shadow Jump, or does breaking the Jump in two pieces count as two actions?</p><p>4. If #3 is allowed, then can I attack, or do I have to stop because using Shadow Jump is a Standard Action?</p><p></p><p>I guess I am mostly confused because I have seen several discussions about Sneak Attacking as a Shadowdancer that did not reference the above details. Is that because most Shadowdancers just use normal movement combined with Hide in Plain Sight? If that is the case, then:</p><p>1. Could you use Hide in Plain Sight combined with Spring Attack to attack from hiding, and if so, would the Hide rule from Complete Adventurer let you then Hide again at -20?</p><p>2. Could you use Hide in Plain Sight combined with Shot on the Run to attack from hiding, and if so, would the Sniping rule let you Hide again at -20?</p><p></p><p>Help! THANKS! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Shadow Jump (Su)</p><p>At 4th level, a shadowdancer 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 shadowdancer 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 shadowdancer 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. </p><p></p><p>Dimension Door</p><p>Conjuration (Teleportation)</p><p>Level: Brd 4, Sor/Wiz 4, Travel 4 </p><p>Components: V </p><p>Casting Time: 1 standard action </p><p>Range: Long (400 ft. + 40 ft./level) </p><p>Target: You and touched objects or other touched willing creatures </p><p>Duration: Instantaneous </p><p>Saving Throw: None and Will negates (object) </p><p>Spell Resistance: No and Yes (object) </p><p></p><p>You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. </p><p></p><p>If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. </p><p></p><p>If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails. </p><p></p><p></p><p></p><p></p><p>EDIT: Added ability description from SRD</p></blockquote><p></p>
[QUOTE="rowport, post: 2827664, member: 9729"] Hey, ENWorlders! I am currently playing a Scout (the class, not just the role- heh) in Age of Worms. I am building him as a classic Skirmisher (the role, *and* the class ability- heh), with Expeditious Dodge and Mobility heading towards Spring Attack and Shot on the Run. Here is my question: how does the Shadowdancer's "Shadow Jump" ability work in-play? I am planning to go Scout/Swashbuckler/Shadowdancer but am confused about the Shadow Jump interacting with my other abilities. Specifically: 1. If I move 10'+ with Shadow Jump, does that count for Skirmish (since I do not cover the intervening space as with normal movement)? 2. If I move 40'+ with Shadow Jump, does that count for Expeditious Dodge? 3. Can I use Spring Attack along with Shadow Jump, or does breaking the Jump in two pieces count as two actions? 4. If #3 is allowed, then can I attack, or do I have to stop because using Shadow Jump is a Standard Action? I guess I am mostly confused because I have seen several discussions about Sneak Attacking as a Shadowdancer that did not reference the above details. Is that because most Shadowdancers just use normal movement combined with Hide in Plain Sight? If that is the case, then: 1. Could you use Hide in Plain Sight combined with Spring Attack to attack from hiding, and if so, would the Hide rule from Complete Adventurer let you then Hide again at -20? 2. Could you use Hide in Plain Sight combined with Shot on the Run to attack from hiding, and if so, would the Sniping rule let you Hide again at -20? Help! THANKS! :) Shadow Jump (Su) At 4th level, a shadowdancer 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 shadowdancer 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 shadowdancer 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. Dimension Door Conjuration (Teleportation) Level: Brd 4, Sor/Wiz 4, Travel 4 Components: V Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails. EDIT: Added ability description from SRD [/QUOTE]
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Shadowdancer's "Shadow Jump" Ability
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