| YLMstring |
Shadow Chains (Sp): At 3rd level, an Umbral Court agent can use his touch of darkness ability one additional time per day. When using the touch of darkness ability, the Umbral Court agent manifests shadowy chains that increase the reach of his melee touch attack by 5 feet. A creature struck by these chains must succeed at a Reflex save (DC 10 + the Umbral Court agent’s level + the Umbral Court agent’s Wisdom modifier) or be entangled for 1d4 rounds in addition to the normal effects of the ability.
Grasping Darkness (Sp): At 6th level, an Umbral Court agent can use his touch of darkness ability an additional time per day, and the reach provided by his shadow chains ability increases by 5 feet (to a total 10 foot increase). In place of entangling the target, the Umbral Court agent can attempt to grapple the target without provoking an attack of opportunity, using his Wisdom modifier in place of his Strength modifier for the purpose of determining his CMB. If both the Umbral Court agent and his target are in an area of dim or darker light, he gains a +5 bonus on this grapple check. The Umbral Court agent does not gain the grappled condition when using his shadow chains this way. He may make combat maneuver checks to maintain the grapple for as long as the effect of his touch of darkness ability persists.
Thankee
| Mysterious Stranger |
Most attacks have some mechanism to allow the target to resist the effect. Typically it is either the attacker has to make some sort of attack roll, or the defender makes a saving throw or something similar to avoid or resist the attack. It is rare that both methods are used at the same time. When that is the case it is usually because the attack is extremely powerful for its situation.
For example Ray of Enfeeblement requires a touch attack but also allows a saving throw for half. Ray of Enfeeblement is actually a pretty powerful spell for a 1st level spell, especially when cast by a high level caster. A fighter or other STR based martial class taking a -10 to STR for 10 rounds really reduces their effectiveness. By requiring both a ranged touch attack and a fortitude save to halve the penalty it makes it, so it is not completely overwhelming.