Nightsoul Mirror

"You talk about inner demons… let me introduce you to mine."

Prerequisite: Duskblade

All sentient beings are tempted by the whispers of darkness which call out from the depths of their souls, urging them to surrender to their baser natures. People speak of inner demons or dark sides, and act as if these terms are metaphysical entities or poetic contrivances. You know better. You have stared into the darkness in your own soul, and your soul has stared back at you with burning malice and a desire to destroy those who stand in your way. Your Mark of Woe is no longer just a feeling of dread or an intangible darkening of your emotions, it is a palpable force which has grown strong enough to manifest itself by cloaking its mass of hate and darkness in the shadows which cling to you.
Your Dark Companion appears before you to destroy those who oppose you, and you have found its power intoxicating, but perhaps a little frightening. After all, this monster is really you… it is your hate, your fear, your sorrow. It is everything you embraced when you surrendered to the dark power of the Shadowfell, and it is hungry. You can control it now; for the time being its goals are compatible with yours. But you know more than anyone the dark intelligence which whispers to you when your Dark Companion is present, it has its own agenda, and perhaps some day your current self will no longer be a part of it.
Do you fight with your inner beast? Do you try to master it, or allow it to persuade you to more and more evil acts. The choice, and the will, is yours, but your soul… which side your soul belongs to remains to be seen.

Path Features

Dark Companion (Level 11): You gain a Dark Companion, which is a medium shadow beast with a physical appearance based on all the negative aspects of your soul.
Your dark companion is considered an ally of you and your allies. It can be affected by powers in the same way as any other creature can be. You can communicate telepathically with your dark companion as long as it is within 20 squares of you. You do not need line of sight or line of effect to do so. Your dark companion has a level of intelligence equal to yours, but may be either brutal and savage or calculating and manipulative, depending on your darker nature. Your dark companion may be capable of conversing with other creatures in any language you know, or it may merely communicate in bestial grunts, growls, and so forth (this is up to you and your DM).
Your dark companion's level is equal to yours, and its hit points, defenses, and attacks are determined by your level, as noted in its stat block. Your dark companion shares your healing surge total. Whenever an effect requires your dark companion to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your dark companion also regains hit points equal to your healing surge value. At the end of a short rest, your dark companion regains all its hit points. If you die or your dark companion drops to 0 hit points, its physical form disappears and its essence is reabsorbed into your soul. You have two ways of calling your companion back: you can take a minor action and lose a healing surge. Doing so causes your dark companion to appear in the nearest unoccupied space, with hit points equal to your healing surge value. Alternatively, you can lose a healing surge at the end of a rest. Doing so causes your dark companion to appear in the nearest unoccupied space, with full hit points.
As a creature under your control, your dark companion relies on your will to keep it under control while you are within 20 squares of it. You take actions so that it can act, and its initiative is the same as yours during an encounter. Your dark companion can take free actions without you taking an action to command it to do so, but for any other type of action you must command it to do so using the corresponding type of action; however, when you take a move action you may allow your dark companion to take a move action.
In situations where you can't give commands to your dark companion, it acts independently (For example, if you are unconscious or if you are more than 20 squares away from your companion). It can be dangerous to allow your dark companion to act independently, because without your mental control it is free to indulge in its evil nature, committing whatever evil acts are within its capability and preference. The dark companion is still an extension of you, so it will not intentionally act against you or your interests, but it may do you "favors" which may cause you grief (for example; tracking down the family of an enemy or rival and slaughtering them, or stealing some item you wanted but could not have).
A dark companion acting independently can take either a standard, a move, or a minor action on its turn. It can also take opportunity actions and free actions, but it cannot take immediate actions.

Dark Companion

Medium shadow beast

HP: your bloodied value Initiative: equal to yours
AC: 15 Fort: 13 Reflex: 11 Will: 14 Perception: equal to yours
(Add your level to each defense)
Speed 8 Darkvision


Mark of Woe

When an enemy marked by your dark companion makes an attack that doesn't include it as a target, your dark companion may trigger your Mark of Woe's immediate interrupt on that enemy. You must use your immediate interrupt to command it to do so.

Standard Actions

Darkling Claw • At-will

Melee 1 (one creature); your level + 5 vs. AC; 2d6 + one-half your level damage and the target is marked by your Dark Companion.
Level 21: 3d6 + one-half your level damage.
Special: You may use this power as a melee basic attack.

Str: 14 Dex: 20 Wis: 8
Con: 12 Int: 10 Cha: 18

Nightslip Action (Level 11): When you spend an action point to take an extra action, you and your Dark Companion (if present) can teleport up to 5 squares as a free action.

Shadow Companion (Level 16): Your Dark Companion becomes large instead of medium and gains insubstantial and phasing. It also gains immunity to poison, necrotic resistance equal to one-half your level and vulnerability to radiant damage equal to the same amount.

Mirrored Strikes Nightsoul Mirror Attack 11

"Your Dark Companion rises up behind your enemy as you strike, and savages them before they even know its there."

Encounter • Shadow, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC; before the attack you and your Dark Companion can shift 2 squares.

Hit: 1[W] + Charisma modifier damage and the target grants combat advantage until the end of your next turn.

Effect Your Dark Companion makes a melee basic attack as a free action.

Fade Out Nightsoul Mirror Attack 12

"Your Darker side has no qualms about leaving you to take the fall."

Encounter • Shadow
Immediate Interrupt Close Burst 10
Trigger: Your Dark Companion would be reduced to 0 hit points by an attack

Effect: You take the damage of the triggering attack instead, and your dark companion can teleport up to its speed.

Curse of the Demon Within Nightsoul Mirror Attack 20

"Your Dark Companion is a physical embodiment of your Mark of Woe, and like your mark, it harries your foe wherever it goes."

Daily • Shadow, Teleport, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage and your Dark Companion may teleport adjacent to the target as a free action once per round(save ends).

Effect Until the end of the encounter or until you end the effect as a free action, when an enemy marked by your Mark of Woe makes an attack that doesn't include you as a target, your Dark Companion can make a melee basic attack against that enemy, even if it is outside its melee reach.

rating: 0+x

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