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24 posts. Alias of Jonne Karila.


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Thanks for the feedback ^^


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
You are trained to know there's more to combat than just swinging your sword.

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
"I can move while swinging my sword?"

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
Feats: Combat Reflexes, Dodge, Mobility.
Skills: Stealth 5 ranks

Class Skills
The shadowdancer's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knoledge (Planes) (Int), Perception (Wis), Perform (Cha), Sleight of Hand (Dex), and Stealth (Dex).

Skill Ranks at Each Level: 6 + Int modifier.
BAB +3/4, Good saves: Ref

Level Special
1st Hide in Plain Sight, Shadowstrike +1d6, See in Darkness

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)
A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Shadowstrike (Ex)
This is exactly like the rogue ability sneak attack. The extra damage dealt increases by +1d6 every 4th level (1st, 5th, and 9th). If a shadowdancer gets a sneak attack bonus from another source, the bonuses on damage stack.

See in Darkness (Su)
At 1st level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet. At 4th level, a shadowdancer can also see in magical darkness. At 6th level, a shadowdancer gains blindsense out to a range of 60 feet. At 8th level, a shadowdancer gains blindsight out to a range of 30 feet.

Evasion (Ex)
At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor. If a shadowdancer already has evasion from a different class, he automatically gains improved evasion instead.

Uncanny Dodge (Ex)
At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A shadowdancer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Shadow Feat
At 2nd level, and every two levels thereafter, a shadowdancer gains a special ability that allows her to confound her foes. This ability manifests in the form of bonus feats at 2nd, 4th, 6th, 8th, and 10th level. He can choose feats from a special shadow feat list, even if he does not have the normal prerequisites.

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
At 3rd level, a shadowdancer gains a pool of shadow points, supernatural energy she can use to accomplish amazing feats. The number of points in the shadowdancer’s shadow pool is equal to 3 + her Charisma modifier. At each level after the 3rd a shadowdancer gains 2 additional shadow points. As long as she has at least 1 point in her shadow pool, she gains +4 luck bonus to Stealth skill.

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.
The Shadow pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Shadow Illusion (Sp)
When a shadowdancer reaches 3rd level, she can create visual illusions by spending a point from her shadow pool. This ability functions as silent image, using the shadowdancer's HD - 3 as the caster level. At 5th level, this ability becomes Minor Image. At 8th level, this ability becomes Major Image. The DC for this ability is Charisma-based.

Evoke Darkness (Sp)
When a shadowdancer reaches 3rd level, she can manipulate the surrounding shadows by spending a point from her shadow pool. This ability functions as darkness, using the shadowdancer's HD - 3 as the caster level. At 5th level, a shadowdancer can also use this ability as deeper darkness. The DC for this ability is Charisma-based.

Summon Shadow (Su)
At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit dice (d8) equal to shadowdancer’s HD - 3. The shadow gains bonus hit points equal to its charisma modifier. The shadow uses the shadowdancer's base attack bonus and base save bonuses. At 9th level, the shadow turns into a greater shadow, as presented in the bestiary 1 p. 245. It receives a +8 bonus on Will saves made to halve the damage from positive channeled energy. If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Shadow Call (Sp)
At 4th level, a shadowdancer can create creatures and effects out of raw shadow by spending 2 points from her shadow pool. This ability functions as shadow conjuration, using the shadowdancer's HD - 3 as the caster level. Upon reaching 7th level, this ability functions as greater shadow conjuration. The DC for this ability is Charisma-based.

Shadow Jump (Su)
At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. Using the shadow jump is a move action. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 20 feet by spending a point from her shadow pool. At 6th level, a shadowdancer gains improved shadow jump, allowing her to jump up to a total of 30 feet by spending a point from her shadow pool. In addition, a shadowdancer can swap places with an ally that is within the shadow jump’s range. At 8th level, a shadowdancer gains greater shadow jump, allowing her to jump up to a total of 40 feet by spending a point from her shadow pool. In addition, a shadowdancer can jump as a swift action by spending an additional point from her shadow pool.

Defensive Roll (Ex)
Starting at 5th level, once per day, a shadowdancer can attempt to avoid a lethal blow. This functions as the rogue's advanced talent of the same name.

Improved Uncanny Dodge (Ex)
At 5th level and higher, shadowdancer can no longer be flanked. This defense denies a rogue the ability to sneak attack the shadowdancer by flanking her, unless the attacker has at least four more rogue levels than the target has shadowdancer levels.
If a character already has improved uncanny dodge, they gain a bonus shadow feat.

Dimensional Dervish
At 6th level, a shadowdancer gains dimensional dervish as a bonus feat.

Slippery Mind (Ex)
At 7th level, a shadowdancer becomes resilient to enchantment spells. This functions as the rogue's advanced talent of the same name.

Dimensional Savant
At 8th level, a shadowdancer gains dimensional savant as a bonus feat.

Shadow Power (Sp)
At 8th level, a shadowdancer can use raw shadow to damage her foes by spending 2 points from her shadow pool. This ability functions as shadow evocation, using the shadowdancer's HD - 3 as the caster level. Upon reaching 10th level, this ability functions as greater shadow evocation. The DC for this ability is Charisma-based.

Improved Evasion (Ex)
This ability, gained at 9th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What's more, she takes only half damage even if she fails her saving throw.
If a shadowdancer already has improved evasion, she gains +2 bonus on all reflex saves.

Shadow Master (Su)
At 10th level, whenever a shadowdancer is in an area of dim light, she gains DR 10/— and a +2 luck bonus on all saving throws. They may also use the Evoke Darkness class feature as a swift action, and add +1 to the Difficulty Class for all saving throws against spell-like abilities gained from the shadowdancer class. In addition whenever she successfully scores a critical hit against a foe that is in an area of dim light, that foe is blinded for 1d6 rounds.

Feedback? Too much?


I feel that fumbles should be a plot device, not a regular thing.


Yes, one doesn't have to meet the prequisites in this case. It's the same thing with basic ranger and bonus feats from a fighting style


I was planning to introduce a new combat rule for my gaming group - If one's roll to hit is equal to the opponent's AC, they deal half the damage.

It would represent barely hitting the target, but in exchange they would know the target's AC.

What do you think?


Intimidation prowess adds strength modifier on top of the possible charisma modifier, it doesn't replace it.


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
NE Large outsider (Behemoth, Evil, Extraplanar)
Init -2; Senses Blindsense 60ft; Perception +8

DEFENSE
AC 28, touch 7, flat-footed 28 (+11 armor, +10 natural armor, -2 dex, -1 size)
hp 149 (13d10+78) regeneration 10 (good & decapitation)
Fort +8, Ref +4, Will +8 DR 10/adamantium SR 21
Immune Fire; Cold; Behemoth traits

OFFENSE
Speed 15 ft
Melee +2 Great Maul of Impact +24/+19/+14 (4d6+15/x3) or +20/+15/+10 (4d6+27/x3)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 28, Dex 6, Con 20, Int 10, Wis 12, Cha 6
Base Atk +13/+8/+3; CMB +23 (+27 to bull rush & +25 to sunder); CMD 31
Feats Power Attack, Awesome blow, Improved Bull Rush, Improved Sunder, Greater Sunder, Vital Strike, Toughness
Skills Climb +19, Intimidate +14, Knowledge (Planes) +16, Perception +18, Sense motive +18, Swim +13

ECOLOGY
Environment dungeons
Organization solitary, pair
Language Aklo (Cannot speak)
Treasure +2 Great maul of impact (large weapon, 30 lbs), Moloch armor ( +11 armor, dex bonus 0,armor check penalty -10, Arcane spell failure 50%, 150 lbs)

SPECIAL ABILITIES
Regeneration (Ex) Molochs are almost impossible to kill but it can be done with a good-aligned attack and decapitation.
Juggernaut (Su) A Moloch is immune to the spell slow, entangle and similar effects that hamper movement.
Hulking step (Ex) As a full-round action, a moloch can stomp the ground with all its might. Everybody within 10ft of moloch must make a reflex save (DC 19) or fall prone. I addition the ground beneath a moloch is turned into difficult terrain. The DC is strength-based.
Ruinous (Su) A Moloch’s attacks penetrate damage reduction as if they were +5 and magic, and ignore up to 20 points of hardness on objects struck. As a swift action, whenever it strikes a creature or object with a spell effect in place, it can attempt to dispel one randomly determined spell effect on that creature as if with a dispel magic (CL 13th)


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
CN Small fey
Init +9; Senses low-light vision; Perception +8

DEFENSE
AC 20, touch 18, flat-footed 12 (+2 armor, +5 Dexterity, +2 size, +1 dodge)
hp 17 (5d6)
Fort +0, Ref +10, Will +6

OFFENSE
Speed 65 ft
Melee Mwk Kukri +9/+9 (1d3 /18-20x2)
Ranged Mwk Shortbow +9/+9 (1d4/x3)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 10, Dex 20, Con 10, Int 10, Wis 14, Cha 12
Base Atk +2; CMB -1; CMD
Feats Weapon finesse, Improved initiative, Deadly Aim
Skills Acrobatics +11 Climb +11, Perception +8, Stealth +11

ECOLOGY
Environment temperate or warm plains
Organization solitary, pair, swarm (10-15), or a tree (100+)
Treasure masterwork equipment

SPECIAL ABILITIES
Quickling Speed (Su) A quickling has speed unlike any other creature, similar to the spell haste.
Fast Movement (Ex) A Quickling is fast for its size by +10ft.
Agile (EX) Their lithe bodies allow them to climb effortlessly and use their dexterity instead of strength when making climb checks.
Nimble Bodies (Ex) Quicklings can squeeze through the smallest of holes and avoid hits in combat due to their nimble bodies. Treat quicklings as one size smaller for AC and movement.
Swarming (Ex) Up to two quicklings can share the same square at the same time. If two quicklings in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

What do you think?


There's always the trustworthy Beginner's box, with simplified rules and a ready-to-play adventure. It's probably the best choice for 1st time GM's and players.

http://paizo.com/products/btpy8osv?Pathfinder-Roleplaying-Game-Beginner-Box


Tacticslion wrote:
Ryuugan wrote:

I was thinking of playtesting a following skill system:

Every class gets 6+int+etc. amount of skill points but the classes themselves have limitations to how they can use them. For example a wizard must spend 2 skill points for every rank in physical skills. This represents that they use most of their time reading books and studying.

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.

What's the "etc" mean? Does that mean their base class skills (i.e. 2 for fighter, 8 for rogue, etc)?

One of the difficulties with giving a solid number to a class like fighter is that at ten skills, if they have six skill points (seven as a human) plus their INT bonus, they're going to have all but two of their class skills known.

Are you changing class skills to give all classes access to all skills except as defined above?

And how do you plan on separating "physical" skills from "mental" ones? Are "social" skills a separate category?

It sounds like an interesting base idea, and I'd love to hear more.

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:
Every class gets 6+int+etc. amount of skill points but the classes themselves have limitations to how they can use them. For example a wizard must spend 2 skill points for every rank in physical skills. This represents that they use most of their time reading books and studying.

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.


Bruunwald and others, this is just for my friends and me, so the math isn't that important. I just want the encounter to be tough for my PCs but not impossible (4 x lvl 6 PC's). Mplindustries, thanks for the tip!


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.


I'm thinking something along the lines:

Able Learner [Feat]
General
Benefit: You've always had the knack for knowledge, and therefore you gain +1 skill point per level. This feat stacks with racial abilities, such as Skilled.


This is not an optimized build, I warn ya, it's just a fun swashbuckler kind of character.

Half-elf
STR 13 +1 (4th lvl boost)
DEX 18 +4 (+2 racial)
CON 8 -1
INT 12 +1
WIS 8 -1
CHA 14 +2

Skillpoints 20
Acrobatics 5+4=9
Bluff 5+3(Skill Focus)=8
Climb 2+1+3=6
Swim 3+1+3=7
Profession (Sailor) 2+3-1=4
Knowledge (Engineering) 3+1+3=7

Feats
Two Weapon fighting
Two weapon Defense
Dodge
Quick Draw
Fighting Finesse
Agile Maneuvers


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.


Even though there's no RAW rules to confirm this, the amulet of mighty fists is so overpriced that it would only suck more if it _didn't_ overcome DR. Think about it.


I weakened the thing a bit

Gnarki CR6
Tiny magical beast swarm
Darkvision 60ft
HP 52 (8d10+8)
Init +10 AC: 20 (+6 Dex,+2 natural,+2 size)Touch 18, flat-footed 12
Skills: Climb +12 Swim +8

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:
Swarm 2d6 + Gnarki poison + grapple (Fortitude save DC 15 (constitution
based))

Speed 35ft Space 10ft Reach 0ft

Special
Gnarkis get +4 racial bonus to grabble and climb checks

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


The party consists of a rogue, monk and a druid. They all are at 5th level.

The idea behind the grabble is kind of a special attack. Gnarkis' combat strategy is pretty much to hunt down their prey, attach themselves to it and wait till it dies.

Maybe I should add bleed damage if the grabble holds?


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
Tiny magical beast swarm
Darkvision 60ft
HP 65 (10d10+10)
Init +10 AC: 20 (+6 Dex,+2 natural,+2 size)Touch 18, flat-footed 12
Skills: Climb +16 Swim +8

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:
Swarm 3d6 + Gnarki poison + grapple (Fortitude save DC 16 (constitution
based))

Speed 35ft Space 10ft Reach 0ft

Special
Gnarkis get +8 racial bonus to grabble and climb checks

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.