Veiled Palm
Shadow-walker who neutralizes threats from darkness and brokers peace between worlds.
Pick Tree
17 picks along the Veiled Palm path. Pair them with the general Silent class picks.
Level 2
One With The Shadow
Choosing this locks Veiled Palm as your Specialization. Spend a Bonus Action to teleport from one area of dim light or darkness to another within 20 meters. Using this ability doesn't break Stealth and Unseen and can be used as a Defensive Action to avoid being hit.
Details →Shrouded Strike
Requires: Pick: One With The Shadow
Spend a ½ Action and make an attack against a creature. The attack counts as an Unseen Attack.
Details →Phantom Form
Requires: Pick: One With The Shadow
When you move on your turn, you can spend 3 Harmony to become invisible until the start of your next turn or until you attack or cast a spell.
Details →Deceitful Shadows
Requires: Pick: One With The Shadow
Your movement creates faint traces when Feinting. On a successful Feint, the target also becomes Dazed(1).
Details →Level 3
Void Step
Requires: Pick: One With The Shadow
You've learned to briefly step through the spaces between spaces. On your turn, spend a Bonus Action and 3 Harmony to teleport up to a distance equal to your Base Speed. You must either see your destination or have been there before.
Details →Shadowmeld
Requires: Pick: One With The Shadow
Spend 1 Action to temporarily become one with the darkness. As a Free Action on your turn, spend 2 Harmony to merge with shadows or areas of darkness. Roll Stealth with a bonus of +5 when merging. While merged, you gain Physical Resistance(3), and can move at half speed and enemies must succeed a Perception Check against your initial Stealth Check to spot you or attack. Attacking, casting a spell or using an ability breaks the merge and you become visible. You can remain merged for minutes equal to your level.
Details →Nerve Strike
Requires: Pick: One With The Shadow
Your precision attacks can temporarily disable limbs. When you hit with an unarmed attack, you can spend 1 Harmony to force the target to make a RES Save against your FCS Check. On a failure, one of the target's limbs (your choice) becomes numb and unusable for 1d4 rounds. When targeting Arms, the target cannot hold items in that arm, dropping anything they are holding. If targeting legs, the target's speed is halved for the duration.
Details →Level 4
Grasping Darkness
Requires: Pick: One With The Shadow
Spend 1 Action to manipulate shadows to entangle and hinder your enemies. Spend 3 Harmony to animate shadows within 10 meters. Up to three creatures of your choice in that area must succeed on an AGI save against your INT Check or become Immobilized for two turns. Affected creatures can use 1 Action in attempt to break free with a STR Save against your INT Check on their turn.
Details →Eclipse Stance
Requires: Pick: One With The Shadow
Spend Free Action and 4 Harmony to move with such speed and precision that you seem to be in multiple places at once. You create 3 illusory duplicates of yourself within 10 meters. These duplicates mimic your actions but cannot affect the world. When attacked, you can use a Bonus Action to switch places with a duplicate, causing the attack to miss. Duplicates disappear when switching places, changing stances, or after 5 rounds.
Details →Level 5
Between Worlds
Requires: Pick: One With The Shadow
Spend a Half Action to pull the space between worlds into the physical realm. For 3 rounds, a 10m radius zone of liminal space emanates from you and moves with you. Reality within the zone becomes unstable - light bends at wrong angles, shadows fall in impossible directions, and the boundaries between solid and empty blur. All creatures within the zone exist simultaneously in the physical and ethereal planes. Enemies within the zone suffer -3 to all attack and defense rolls. You choose which creatures may pass through walls and solid obstacles within the zone - for those you permit, walls and obstructions become Difficult Terrain rather than impassable barriers. The liminal state affects horizontal surfaces only - floors and ground remain fully solid for all creatures. You may move through any wall or obstacle within the zone freely without spending additional movement. Selective phasing is declared when a creature attempts to move through an obstacle - the Veiled Palm permits or denies. Denying costs nothing and requires no action. Permitting is a Free Action with no limit per round. When Between Worlds ends, anyone mid-phase is gently pushed to the nearest unoccupied space on whichever side they're closest to.
Details →Level 6
Shadow's Edge
Requires: Pick: One With The Shadow
Your first attack each round gains +5 to hit and +5 to damage. Strike once, strike decisively.
Details →Void Gaze
Requires: Pick: One With The Shadow
You see in natural and magical darkness perfectly up to a distance in meters equal to your level, and an additional distance equal to your level as if in dim light. This extends to all forms of darkness - environmental, allied, or enemy-created. Your senses in darkness are not limited to sight alone; hearing, spatial awareness, and Harmony intuition combine to give you total perception in the absence of light.
Details →Level 7
Liminal Rend
Requires: Pick: One With The Shadow, Between Worlds
While Between Worlds is active, your attacks partially phase through the material plane. Your attacks ignore 3 armor. Additionally, enemies within the zone cannot use Block or Parry defense actions against your attacks - only Dodge.
Details →Level 8
Veiled Palm Technique
Requires: Pick: One With The Shadow
Spend a Bonus Action to enter a state of flickering presence for 3 rounds. Once per turn, when you hit an enemy with a melee attack, you may spend 1 Harmony to become invisible until your next attack or until the end of your turn. The invisibility breaks after your next attack or when your turn ends, whichever comes first.
Details →Level 9
Touch of Night
Requires: Pick: One With The Shadow
From darkness or invisibility, lunge at an enemy up to your Move Speed away. Make a melee attack that deals extra AGI Bonus Psychic Damage (WP damage). On hit, the enemy must make a FCS Save against your AGI Check. On failure, the target becomes Immobilized and Stunned for 3 rounds as they desperately grasp at a reality that's crumbling around them. On success, the target becomes Dazed for 3 rounds instead.
Details →Night Mother's Dismay
Requires: Pick: One With The Shadow
Your next attack hit this turn deals Psychic Damage instead of its normal damage type. You regain WP equal to half the WP lost by the target.
Details →Level 10
Umbral Covenant
Requires: Pick: One With The Shadow
Activate as a Bonus Action. For this turn, all your attacks deal WP damage instead of physical damage. Additionally, each attack you make this turn returns 1 Harmony.
Details →