Path of Shadow

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illithid
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Path of Shadow

Unread post by illithid »

From Lampir's Teleportation sticky:
Shadow Walk/Path of Shadow
Level 5 (Bard) Level 6 (Sorcerer/Wizard) Level 9 (Dark Warlock)
Cost: 850 gold
Use: Teleport (Uses a rune I think). You can bring others with you (1 medium creature per 3 caster levels). Can get around some magical blocks but is more dangerous.
Is this in the pipeline for warlocks? I can't seem to choose it on level up, and I am actually a follower of Shar in the UD
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Rasael
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Re: Path of Shadow

Unread post by Rasael »

I think its pending QC approval)
Kanada
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Re: Path of Shadow

Unread post by Kanada »

So was this denied in the end? Info is hard to come by. It's still listed on the server wiki
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Rasael
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Re: Path of Shadow

Unread post by Rasael »

Nothing has been decided. It hinges on how to give Warlocks access to an equivalent of Mark Rune, so that they can use the invocation.
Kanada
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Re: Path of Shadow

Unread post by Kanada »

Ahh, good point.
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Kanada
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Re: Path of Shadow

Unread post by Kanada »

Have you guys considered making it an epic spell feat for warlocks since we only get 3 invocations? Make it have like cl 25 / spellcraft 28 requirement so it's not some splash
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Styxwash
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Re: Path of Shadow

Unread post by Styxwash »

Well Warlocks can already use UMD teleport pretty well in my expirience, so having it as an invocation would just be a gold saver for those teleport scrolls, which aren't to expensive.
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Eclypticon
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Re: Path of Shadow

Unread post by Eclypticon »

It is my personal opinion that warlocks should easily teleport so they have no reason to dip Shadow Dancer. I always take SD, because I cannot reappear in another spot like in PnP. I think its pre-activation effect should simply be an area location (circular where line of sight breaks it from hopping and if a break in the walkmesh occurs, it also keeps it from hopping. This would prevent exploiting) with a cool down like HiPS (maybe 10 seconds).
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