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Shadow Hand

Never show an adversary what he expects to see. The Shadow Hand discipline emphasizes deception, misdirection, and surprise. The most effective blow is one struck against an enemy who does not even know he is in danger. Because the study of deceit as a philosophy often leads into darker practices, some Shadow Hand maneuvers employ the supernatural cold and darkness of pure shadow.

Associated Icons: The Shadow Prince is rumored to be the patron, the founder, the grand master, the ancient enemy or the most preposterous impostor if this style. What price are you willing to pay to know the truth?

1st: Roll twice and take the better result on skill checks to Stealth.

5th: Shadow minions. While in a Shadow Hand stance, you can summon small animated shadows to do your bidding, with an effect similar to the Arcane Mark, Mage Hand and Prestidigitation cantrips. They can also create small zones of darkness as an opposite to the Light spell.

10th: You gain a +1 bonus to hit against enemies who are dazed, stunned, weakened or hampered, ot hit by any condition from your Shadow Hand maneuvers.

15th: Shadow Dagger. When you score a critical hit with a Shadow Hand maneuver, deal triple instead of double damage.


1st-Level Maneuvers

Child of Shadow Stance—You gain concealment as long as you move.
Clinging Shadow Strike Strike—Foe suffers 20% miss chance on attacks.
Island of Blades Stance—You and allies flank all adjacent foes.
Shadow Blade Technique Strike—Roll two attacks, use lower result to deal bonus cold damage.

2nd-Level Maneuvers

  • Shadowshatter: Stance [X-Discipline] — Ignore hardness and deal double damage to objects
Cloak of Deception Boost—Turn invisible until the end of your turn.
Drain Vitality Strike—Attack deals 2 points of Constitution damage.
Shadow Jaunt Teleport 50 ft. through shadows as standard action.

3rd-Level Maneuvers

  • Seen but Unseen: Counter — Creature who would have seen you fails to do so.
Assassin's Stance Stance—Gain sneak attack +2d6.
Dance of the Spider Stance—You climb walls like a spider.
Shadow Garrote Strike—Ranged touch attack deals 5d6 points of damage.
Strength Draining Strike Strike—Your attack deals 4 points of Strength damage.

4th-Level Maneuvers

  • Stalking Shadow: Rush — As Creeping shadow, plus +2d6 sneak attack for one round.
Hand of Death Strike—Touch renders foe paralyzed for 1d3 rounds.
Obscuring Shadow Veil Strike—Deal +5d6 damage and foe has 50% miss chance on attacks for 1 round.

5th-Level Maneuvers

  • Brutal Murder: Strike [Death, X-Discipline] — If your enemy is stupid enough to stay within reach, they will suffer dearly.
Bloodletting Strike Boost—Strike deals 4 Constitution damage.
Shadow Stride Teleport 50 ft. through shadows as move action.
Step of the Dancing Moth Stance—Ignore terrain, walk over liquid.

6th-Level Maneuvers

Ghost Blade Strike—Target becomes flat-footed.
Shadow Noose Strike—Ranged touch attack deals 8d6 damage and might stun f lat-footed target.
Stalker in the Night Strike—Move and attack while remaining hidden.

7th-Level Maneuvers

  • Bad Analogy: Strike [Mind-Affecting, X-Discipline, Language-Dependent] — Compare enemy to thing. Beat up thing. Enemy dies.
Death in the Dark Strike—Deal +15d6 damage to surprised target.
Shadow Blink Teleport 50 ft. through shadows as swift action.

8th-Level Maneuvers

Balance on the Sky Stance—Walk on air.
Enervating Shadow Strike Strike—Target of strike gains 1d4 negative levels.
One With Shadow Counter—Become incorporeal for 1 round.

9th-Level Maneuvers

Five-Shadow Creeping Ice Enervation Strike Strike—Channel shadow into target, causing hp damage, ability damage, other effects.

1st-Level Maneuvers


2nd-Level Maneuvers


3rd-Level Maneuvers


5th-Level Maneuvers


6th-Level Maneuvers


7th-Level Maneuvers


8th-Level Maneuvers


9th-Level Maneuvers

Bad AnalogyEloquent Speech, Shadow Hand (Strike) [Mind-Affecting, X-Discipline, Language-Dependent]
Level: 7
Prerequisite: Three Eloquent Speech Maneuvers, Three Shadow Hand Maneuvers
Initiation Action: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Targets: One creature and one object in their possession
Duration: 1 round/level
Saving Throw: Will negates


"You are like your sword. Violent and stupid." With that, you bind the existence of the two together in shadow.

Choose one creature and an object in their possession. If the creature fails its Will save, any damage dealt to the creature or object during the duration is also dealt to the other.

This maneuver is supernatural.
Brutal MurderShadow Hand, Tiger Claw (Strike) [Death, X-Discipline]
Level: 5
Prerequisite: Two Shadow Hand Maneuvers, One Tiger Claw Maneuver
Initiation Action: 1-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial


You dramatically raise your scythe above your cowering foe. Rooted to the spot in their panic, they simply crouch there as you slice their head off.

Make a melee attack against the target. You automatically roll a natural 20 on the attack roll, but must roll normally to confirm the critical hit. In addition, the target must make a Fortitude save (DC 15 + Dexterity modifier) or die.

Only the Fortitude save to avoid death is a Death effect; immunity to Death effects does not protect against the automatic hit.

Note that Brutal Murder is a 1-round action, not a full-round action: the target has an entire turn to get out of reach and make your maneuver effectively wasted.
Creeping ShadowShadow Hand (Rush)
Level: 1
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: One Round
Saving Throw: None



As part of this maneuver, you may move up to your base land speed. You do not take penalties to hiding for this motion. You may keep hiding for one round even without concealment or cover.
Shadow in the DarkShadow Hand (Counter)
Level: 3
Initiation Action: 1 immediate action
Range: Line of Sight
Target: One creature
Duration: Instantaneous
Saving Throw: None
Now you see me, now you don't.

You may initiate this maneuver when you are hidden, and a creature successfully spots you. That creature no longer successfully spots you, and you remain hidden against that creature.
ShadowshatterDomestic Tarrasque, Shadow Hand (Stance) [X-Discipline]
Level: 2
Prerequisite: One Domestic Tarrasque Maneuver, One Shadow Hand Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: None


Your attacks flicker through the plane of shadow, destroying the objects' potentials before flickering back to reality to finish the job.

While in this stance, your attacks against objects ignore hardness and deal double damage.

This maneuver is supernatural.
Stalking ShadowShadow Hand (Rush)
Level: 4
Prerequisite: One Shadow Hand Maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: One Round
Saving Throw: None



As part of this maneuver, you may move up to your base land speed. You do not take penalties to hiding for this movement. You may continue hiding for one without concealment or cover. Furthermore, you gain +2d6 sneak attack damage until the beginning of your next turn.
Unwary HarassmentShadow Hand (Rush)
Level: 1
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None


Do you ever feel like you're being watched?

Pick an adjacent creature. Move normally. As long as you stay adjacent to your target, you do not provoke attacks of opportunity from that creature.

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