No replies? I am dissappoint =P To elaborate the meaning of the fix, is to simply make the shadowdancer a viable option for players looking for more mobility in combat. I have a rogue in my group (that I GM) that aims to become a shadowdancer, and I don't want her to suffer for that choice. Only problem is that I haven't played pathfinder that much on higher levels, so I don't know if this is too much or just right.
Combat Maneuver Training
Prerequisite: Str 13, Int 13, base attack bonus +1. Benefit: You do not provoke an attack of opportunity when performing a bull rush, disarm, feint, grapple, overrun, trip or sunder combat maneuver. Normal: You provoke an attack of opportunity when performing a combat maneuver. Special: Fighters, barbarians, rangers and paladins (etc. martial classes) get combat maneuver training as a bonus feat at 1st level. Improved Combat Maneuver Training
Prerequisite: Str 13, Int 13, base attack bonus +2, Combat Maneuver Training Benefit: You receive a +4 bonus on checks to bull rush, disarm, feint, grapple, overrun, trip or sunder. You also receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to use these maneuvers on you. + Greater bull rush, greater disarm etc. stay as they were
Shadowdancer Hit Die: d8. Requirements
Class Skills
Skill Ranks at Each Level: 6 + Int modifier.
Level Special
2nd Evasion, Uncanny dodge, Shadow Feat 3rd Shadow Illusion, Evoke Shadows, Shadow Pool, Summon Shadow 4th Shadow Call, Shadow Jump, Shadow Feat 5th Defensive roll, Improved Uncanny Dodge, Shadowstrike +2d6 6th Dimensional Dervish, Improved Shadow Jump, Shadow Feat 7th Slippery mind, Greater Shadow Call 8th Dimensional Savant, Greater Shadow Jump, Shadow power, Shadow feat 9th Greater summon shadow, Improved evasion, Shadowstrike +3d6 10th Greater Shadow Power, Shadow feat, Shadow Master Weapon and Armor Proficiency: Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields. Hide in Plain Sight (Su)
Shadowstrike (Ex)
See in Darkness (Su)
Evasion (Ex)
Uncanny Dodge (Ex)
Shadow Feat
Shadow feats: Cartwheel Dodge, Deepsight, Dimensional Maneuvers, Dimensional Maneuvers, Extra Rogue Talent, Light Step, Shadow Dodge, Twist Away, Blinding Sneak Attack, Following Step, Hellcat Pounce, Landing Roll, Pin Down, Shadow Strike, Spring Attack, Step Up and Strike Shadow Pool
By spending 1 point from her shadow pool, a shadowdancer can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a shadowdancer can spend 1 point from her shadow pool to give herself a +4 insight bonus on Acrobatics or Stealth checks for 1 round. Each of these powers is activated as a swift action. A shadodancer gains additional powers that consume points from her shadow pool as she advances to higher levels.
Shadow Illusion (Sp)
Evoke Darkness (Sp)
Summon Shadow (Su)
Shadow Call (Sp)
Shadow Jump (Su)
Defensive Roll (Ex)
Improved Uncanny Dodge (Ex)
Dimensional Dervish
Slippery Mind (Ex)
Dimensional Savant
Shadow Power (Sp)
Improved Evasion (Ex)
Shadow Master (Su)
Feedback? Too much?
At least in my games, I've divided the perception into passive and active categories: Ambushes, pickpockets, noticing stealthy characters etc. is a passive perception roll which everybody rolls. Looking for secret doors, traps etc. is active perception which requires players to be active and announce they're looking for something. Not strictly RAW, but works great for my group.
Here's another one, The Moloch: MOLOCH CR 10 9,600 XP
DEFENSE
OFFENSE
STATISTICS
ECOLOGY
SPECIAL ABILITIES
Hi y'all! I'm just starting out my project to convert the world of Drakalor Chain to Pathfinder. I'm not planning to convert the game, it's plot or anything like that - "only" the world, monsters, artefacts, NPC's, classes and races. Has any one of you done anything like this? I mean have you played or run a game that was set in the Drakalor Chain? What did you convert? I'll probably post my conversions here for feedback from time to time, and here's the first: The Quickling. As one can deduce from the name, these monsters are fast. A blur of color and a hint of movement are the only clues most people have of the existence of the quickling. Great speed and small size make it difficult to find and focus on these swift beings. QUICKLING CR 3 XP 800
DEFENSE
OFFENSE
STATISTICS
ECOLOGY
SPECIAL ABILITIES
What do you think?
Tacticslion wrote:
Etc. means skill point bonuses from being a human or favored class. So it doesn't mean the base class skills because it replaces that system. All classes would have access to all of the skills (except UMD and similar restricted skills) Physical skills are the skills that use Str- or Dex-modifier, mental skills are the skills that use Int or Wis-modifier and social skills are the ones that use Cha-modifier. For classes that normally have more skill points (ie. Rogue) would get a class ability which grants them two more skill points to be used in their class skills.
I was thinking of playtesting a following skill system:
Fighters would have a similar limitation to mental skills (except class skills and so on. As OP pointed out, skills are an important part of fleshing out any character, even the dumb ones.
The +2 strength modifier only means that your rogue/ranger can use up to +2 of their strength modifier as bonus damage. As Hawkson explained earlier, you multiply all the damage, except for sneak attack di(c)e. Therefore your base damage is d8+4+d6 and critical is 3d8+12+d6, so your original calculation was correct.
This is not an optimized build, I warn ya, it's just a fun swashbuckler kind of character. Half-elf
Skillpoints 20
Feats
I also play several different RPG's, notably the Pathfinder, WoD and Call of Cthulhu. Since I'm usually the GM, I have a pretty clear picture what kind of system I want for a certain story. Pathfinder and D&D are in my eyes meant for light roleplaying with lots of math involved. I'm always a bit uneasy if I have to run a pathfinder session to a group of first timers, since learning the rules takes too much time and concentration from roleplaying itself. WoD and Cthulhu on the other hand are easier systems and give more space to roleplaying. I think the main reason for this is the fact, that once you've done your character that's pretty much it. No treasure hoarding, no XP counting, no leveling. Only the necessary data to roleplay. I guess in the end it really depends on the group. Some groups more theatrical are naturally talented at playing WoD and Cthulhu, while people who like tabletop games, MMORPG's and number crunching are the target audience for Pathfinder. At least with my GMing style.
I weakened the thing a bit Gnarki CR6
STR 6 DEX 22 CON 12 INT 6 WIS 14 CHA 2 BAB +8 CMB +8 CMD 20 Fort +7 Ref +12 Will +4 Offense:
Speed 35ft Space 10ft Reach 0ft Special
Gnarki poison effects immediately for 4 rounds with 1d3 point strength damage each round. DC 15 to save Feats: Improved grabble, Improved natural armour,Improved initiative, Fleet
I have a game starting next wednesday and I still need to figure out stats for one of my own critters. I call them gnarkis, and they're tiny magical beast swarms. One gnarki is like a black ball of fur, with poisonous teeth (str-damage), and several limbs to grab effectively. I was thinking that the swarm should be CR 6 and be mostly annoying to the characters. This is what I've come up this far: Gnarki CR6
STR 6 DEX 22 CON 12 INT 6 WIS 14 CHA 2 BAB +10 CMB +16 CMD 22 Fort +8 Ref +13 Will +5 Offense:
Speed 35ft Space 10ft Reach 0ft Special
Gnarki poison effects immediately for 6 rounds with d3 strength damage each round. DC 16 to save Feats Improved grabble, Improved natural armour, improved natural attack, Improved initiative, Fleet What do you think? Too much for a CR 6?
1st party (9th level): Human Fighter 6/Rogue 3 CG - Aiming to become a shadowdancer to best his father and avenge his death. Wanted criminal in Magnimar for a while. Half-elf Cleric 9 LN - devoted follower of Sarenrae. He often struggles with the choices other party members do, and tries to steer them to the right path. Dice hate him. Halfling Rogue 9 CG - Halfling who rides a medium sized shocker lizard he tamed below fort Rannick. Lost half of his face in the foxglove manor. 2nd party (1st level): Human rogue - Street child from Korvosa, trying to find the right path for him. Elf druid - Acts more like an animal, and often her tiger is the wiser one. Half-orc bard - Young half-orc who already has had her heart broken. Gnome cleric - Follower on Phantasma, and always scavenging dead bodies. Takes anything that she can rip off. |