Prodigy Class Features (DRS)
Table of Contents
Prodigy Imbue Sequence
The following are new or reworked prodigy imbue sequences.
Dark
Shadows (imbue): The prodigy radiates a 10-foot aura of darkness that lowers the light level by 2 steps (to a maximum of darkness). This aura is treated as a darkened area, and the prodigy can see through this darkness as though they possessed darkvision.
If the prodigy possesses the gloom ability, this aura is treated as a gloom and the prodigy is unaffected by this gloom (as though affected by the clearsight option). While this imbuement is active, as a move action the prodigy may add a single (blot) or (darkness) to this gloom, paying any additional spell point costs for the chosen option as appropriate; adding a new (blot) or (darkness) removes a previously added option.
Army of Shadows (finisher) (requires Living Darkness): As a full-round action, the prodigy creates a single empowered shadow lurk (of the prodigy) for each other enemy within a radius of 10 feet, +5 feet per link in the prodigy’s active sequence. Each shadow lurk appears in a square adjacent to the target, makes a single, standard action attack against the creature it is summoned adjacent to, and then is dismissed. If the sequence is at least 3 links, the finisher can be used as a standard action. If the sequence is at least 5 links, the prodigy may choose to teleport into a square adjacent to a creature and make a single attack action against that target creature (instead of creating a shadow lurk). If the sequence is at least 9 links, shadow lurks created this way last for 1 round per 3 links in the active sequence (but must spend each turn attacking or moving to attack the creature they are summoned for).
Void (finisher) (requires gloom): As a move action, each other creature within a radius of up to 5 feet, +5 feet per link in the prodigy’s active sequence is affected by a single (blot) or (darkness) (Will negates); the prodigy must pay any additional spell point costs for the chosen option as appropriate. A creature affected this way is treated as being within a gloom with the chosen option for a number of rounds equal to the length of the sequence (minimum 1); creatures affected this way are entitled to a Will save as a free action each round at the end of its turn to end this effect.