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Shadow and Stealth (Su): Beginning at 2nd level, the shadows that engulf your unseen weapon cover you as well, granting you a circumstance bonus equal to half your class level (round down) on Hide and Move Silently checks.

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You gain this choice at 9th level.Īt 10th level, you can use your unseen weapon abilities as a free action, though you are still limited to one use per day per class level. You gain this ability at 7th level.įar Shadow: Your melee reach is increased by 10 feet for 1 round. Shadowy Strike: Your next melee attack is resolved as a melee touch attack, ignoring armor and natural armor. You gain this ability at 3rd level.Įphemeral Weapon: Your next melee attack deals an extra 2d6 points of damage, as extraplanar darkness momentarily replaces portions of your opponent's body. Unexpected Strike: Your opponent is denied its Dexterity bonus against your next melee attack. Unerring Strike: Your next melee attack ignores any miss chance because of concealment or total concealment. Multiple uses of the same ability do not stack on a single attack. When you activate your unseen weapon, choose one of the available abilities. As you gain levels in the class, you acquire additional choices when activating your unseen weapon, as indicated on Table 2-6. At 1st level, you have the power to make an unerring strike (see below). Once per day per shadowblade level, you can activate one of the powers of your unseen weapon as a swift action.

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You can dismiss the effect with a free action dropping or sheathing the weapon also ends the effect. Your weapon must be in hand and ready to use for you to draw upon this power. This causes the weapon to darken, become less distinct, and leave a trail of shadow behind it as it moves. Unseen Weapon (Su): As a standard action, you can wrap any melee weapon you wield in a layer of shifting shadows.











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