Adversary

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Role: Controller.

Power Source: Shadow. You have bound your soul to the Shadowfell and become a being of darkness.

Key Abilities: Wisdom, Charisma, Constitution

Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged
Implements: Scythes
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Stealth.
From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Thievery (Dex)

Class Features: Apprenticeship, Shadow Cloak, Shadow Rend

Adversary Class Features

Apprenticeship

Adversaries gain their abilities by being trained by an individual master, and once they have finished their training they will eventually find and train an apprentice of their own. Each master follows a particular style they have honed over the years.

Choose one of the following options. The choice you make gives you the benefit below and also provides bonuses to certain adversary powers, as detailed in those powers.

Forgotten Student: When you hit an enemy with a shadow encounter or daily attack power, you gain total concealment from that target until you hit that target with another attack.
This training style is based around becoming so in tune with the shadows that you become as transient and as noticeable as they are, allowing you to strike and fade away.
Reflection Apprentice: When you use a shadow encounter or daily attack power on your turn, you gain a bonus to the damage roll equal to 1 for each enemy you attack with the power.
This particular training style requires the apprentice to stare deep into a mirror and understand the link between shadows and reflections, allowing them to better assert their influences over great numbers.

Shadow Cloak

You gain the shadow cloak power. When you gave part of your soul to the Shadowfell, the power of that dark realm fused with your material form. As a result, you can wrap your own shadow around you to protect yourself from harm.

Shadow Rend

You gain the shadow rend power. Using your scythe, you can tear a portal to the Shadowfell for your own personal use.

Implements

Adversaries use scythes to rip the fabric of the world and create portals to the Shadowfell, portals that are the origin of their powers. When you wield a magic scythe, you can add its enhancement bonus to the attack rolls and the damage rolls of adversary attack powers and adversary paragon path powers that have the implement keyword. Without an implement you can still use these powers.

Any scythe can function as an adversary implement. However, you don't gain a scythe's proficiency bonus when using the scythe as an implement.

Adversary Powers

Class Features

Shadow Cloak Adversary Feature
You grab hold of your own shadow and wrap it around yourself, cloaking your body in protective darkness.
Encounter   ✦   Shadow
Minor Action Personal
Effect: You assume a shadowy form that lasts until you take damage, or until the end of your next turn. While in this form, you gain a +2 bonus to AC, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden.
Sustain Minor: The form persists.

 

Shadow Rend Adversary Feature
You tear a shadow across the world and leap inside, traversing the Shadowfell to emerge elsewhere.
Encounter   ✦   Shadow
Move Action Personal
Effect: You teleport a number of squares equal to one-half your speed + your Wisdom modifier.
 

Level 1 At-Will Hexes

Shadow Displacement Adversary Attack 1
You send out a wave of shadow that engulfs everything in its path.
At-Will   ✦   Implement, Shadow, Teleport
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 damage, and the target is pushed 1 square.
Level 11: 2d6 damage, and the target is pushed 2 squares.
Level 21: 3d6 damage, and the target is pushed 2 squares.

 

Withering Darkness Adversary Attack 1
Your foes find their shadows crawling up their bodies, sapping the strength from their bodies.
At-Will   ✦   Implement, Shadow
Standard Action Area burst 1 within 10
Target: Each creature in burst
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier damage.
Level 11: 2d6 + Charisma modifier damage.
Level 21: 3d6 + Charisma modifier damage.

Level 1 Encounter Hexes

Level 1 Daily Hexes

Level 2 Utility Hexes

Level 3 Encounter Hexes

Level 5 Daily Hexes

Level 6 Utility Hexes

Level 7 Encounter Hexes

Level 9 Daily Hexes

Level 10 Utility Hexes

Level 13 Encounter Hexes

Level 15 Daily Hexes

Level 16 Utility Hexes

Level 17 Encounter Hexes

Level 19 Daily Hexes

Level 22 Utility Hexes

Level 23 Encounter Hexes

Consuming Gloom Adversary Attack 23
You cause a shadow to open up and swallow its owner, dragging them down into the Shadowfell.
Encounter   ✦   Implement, Shadow, Teleport
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 damage, and the target disappears until the start of your next turn. Any creature in the square the target is returning to is pushed to the nearest unoccupied square.
 

Level 25 Daily Hexes

Level 27 Encounter Hexes

Level 29 Daily Hexes

Paragon Paths

Adversary Feats