What are the Shadowdancers strengths/Weaknesses?

The_Dood

First Post
I'm currently running a Rogue 3/Ranger 2 and am planning on taking ten levels of Shadowdancer down the track. I was just wondering what their strengths and weakness were and if anybody has nasty tactics with using them?
 

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When I look around I can never find ours...That may count as a con for some people...I think of it as a Pro...

And, don’t let your Shadow get killed...that really sucks...
 

Another question I had was, Since I am taking so many levels of shadowdancer, how long before my 4d6 points of sneak attack damage (remember two weapons) becomes ineffectual and is there a way to combat this?
 

The biggest str/weakness is the HIPS. If you play in a game where when you HIPS, players and DM alike say al you have to do is roll about a bunch of light stones so there are no shadows it basically sucks. Because apparently the shadowdancers decided to put n ful page adds in the enwspaper, put up billboards, and employ town criers to advertise thier weakness. If yor group doesn't metagame things like this, then it is a strong benefit.
 

Shard O'Glase said:
The biggest str/weakness is the HIPS. If you play in a game where when you HIPS, players and DM alike say al you have to do is roll about a bunch of light stones so there are no shadows it basically sucks.

That would be so easy for the Shadowdancer to work around its not even funny.
 


Shard O'Glase said:


Moderetly easy, but when you have d6hp one full round of being made a target is usally all anyone needs to stop you as a threat.

Light spells give off the same amount of light as a torch. Anyone who thinks that throwing a handful of rocks imbued with Light will eliminate all shadows is just plain wrong.

But let's say the Shadowdancer is a target for 1 round. That usually means very little to someone with Improved Evasion, Defensive Roll, Slippery Mind, Shadow Companion support, and the means to Shadowjump to safety.
 

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