Shadowdancer Synergy

"There are things that are known, and things that are unknown - and between them, there are doors."

Shadows are a liminal concept, caught between light and darkness, day and night. Shadowdancer entities are those fascinated by liminality - the property of existing between two opposing concepts. They reach toward opposite extremes, seeking to reconcile them into a single cohesive framework in the way that organic entities seem able to do. Their rapid movement between these opposite concepts reflects the humanoid concept of "dancing," thus their common moniker. Ordinators bonded to a Shadowdancer are similarly intrigued by opposing forces, often moving between groups or factions to try out different points of view.

Synergy Techs

Ordinator Level Techs

1st Hit Scan, Shut Down

3rd Satellite Laser, Thermal Laser

5th Medical Nanite Swarm, Tactical Swag

7th Aura of Life, Greater Cloaking

9th Protection Field, Holographic Decoy

Bonus Proficiencies

At 1st level, you gain proficiency with military weapons and heavy armor.

Night Vision

Starting at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a tech slot of any level to share it again.

Vigilance Subroutine

At 1st level, your ability to split your consciousness between your own mind and that of your A.I. synergy can grant greater vigilance. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

A.I. Assistance: Liminal Sanctuary

At 2nd level, you can use your A.I. Assistance to refresh your allies with soothing energies.

As an action, you present your righteous symbol, and a sphere of shimmering light emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die.

Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

• You grant it temporary hit points equal to 1d6 plus your ordinator level.

• You end one effect on it causing it to be charmed or frightened.

Hovertech

Starting at 6th level, you can draw on liminal energies to rise into the air. As a bonus action when you are in dim light or darkness, you can give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Neon Strike

At 8th level, you gain the ability to infuse your weapon strikes with Neon energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 neon damage. When you reach 14th level, the extra damage increases to 2d8.

Liminal Shroud

At 17th level, the liminality that you summon offers a protective aura: you and your allies have half cover while in the sphere created by your Liminal Sanctuary.

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