Ghost of Eventide

"Netheril means to enslave us. I have something to say about that. I think I’ll let my blade do the talking."

Prerequisite: Rogue from Cormyr, the Dalelands, Elturgard, Evereska, Gray Vale, Luruar, or Sembia

You thrive in the time between sundown and night. The shadows of twilight are all that keep you alive. They are a shroud even the Shadovar cannot pierce, from which you strike at their foul hearts. And long before the Netherese can find you, you’ve returned to the twilight shroud.
    You are a silent blade in the mists, a trained killer whose skill at stealth foils even those foes who live in shadow and illusion. You are a ghost of eventide, a vengeful spirit fighting against an ancient foe whose tyranny has long laid a crushing yoke upon your race. It is only through wit, skill, and perseverance that anyone could survive against such dread foes. You repay their evil with death, and your training makes you the very best and bravest of any knife-wielding rogue or shadow warrior. You live on the knife’s edge, tempting fate and inviting the wrath of some of the most powerful and vile enemies in all of Toril.

GHOST OF EVENTIDE PATH FEATURES

    Shadowed Action (11th level): When you spend an action point to take an extra action, you also become shrouded in shadows, gaining concealment until the start of your next turn.
    Twilight Accuracy (11th level): Your melee attacks deal 1d6 extra damage when you have concealment or total concealment from the target.
    Twilight Vision (16th level): Your melee attack rolls against targets that have concealment don’t take the normal -2 penalty.

Ghost of Eventide Attack 11Shadow Hand Attack

Your blade is everywhere and nowhere at once, and your enemy dies without knowing what hit it.

Encounter        Martial, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Dexterity vs. AC

Special: When you make this attack, also roll a Thievery check opposed by the target’s Perception check. If either the opposed check or the attack roll is successful, you hit.

Hit: 2[W] + Dexterity modifier damage. If both the attack roll and the Thievery check succeeded, increase the damage to 4[W] + Dexterity modifier.


Addition (1/21/2009)
In the Hit line, add “+ Dexterity modifier” to the end of the sentence.

Ghost of Eventide Utility 12Twilight Escape

The enemy approaches you, but only shadows await its murderous blow. You’re long gone.

Encounter        Martial
Immediate Reaction      Personal

Trigger: When an enemy enters a square adjacent to you

Effect: Shift up to your speed.


Ghost of Eventide Attack 20Robed in Shadow

You summon a cloak of velvet shadow to hide you from sight. To your foes, you seem to disappear like a wisp of smoke in the wind.

Daily        Martial, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 4[W] + Dexterity modifier damage.

Effect: Until the end of the encounter, whenever you end your turn adjacent to an enemy, you become invisible to that enemy until the start of your next turn.


Published in Forgotten Realms Player's Guide, page(s) 55.