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24 posts. Alias of Jonne Karila.




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 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?


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?


My player was wondering was there any feat that could overcome the problem of low level spells - at some point they stop advancing (For example burning hands is maxed out at 5d4). If there already is something like this, let me know. I made couple of versions of my own:

1. version:

Breaking the limit [general]

You only know how to push forward and the same method applies to your magic

Prerequisites: Caster lvl 6, Spellcraft 6 ranks

Benefit: You can use your full caster level when determining spells's effect. For example a 10th level cleric could heal someone for 1d8+10 hitpoints with a cure light wounds spell.

2. version:

Limitless spell [metamagic]

You can advance your spells beyond their limit

Prerequisites: Caster lvl 6, Spellcraft 6 ranks

Benefit: You can use your full caster level when determining spells's effect.A limitless spell uses up a spell slot one lever higher than the spell's actual level.

3. version:

Limitless spell [general]

By focusing your magical talent you have broken through limits

Prerequisites: Caster lvl 6, Spell focus

Benefit: You can use your full caster level when determining spells's effect. The spell must be from the school you have spell focus.

Which of these feats do you think is the most balanced? Or is it an absurd idea to begin with?


"INSERT UNDEAD SNAKE MONSTER NAME HERE"
CE Large undead animal
Init +7; Senses darkvision 60 ft, scent; Perception +13
Defense
AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, –1 size)
hp 119 (14d8+56); fast healing 5 Fort +8, Ref +7, Will +12 DR 5/magic and silver
Immune Undead traits
Offense
Speed 30 ft., climb 30 ft., swim 30 ft.
Special Channel negative energy (3d6, Will DC 17 to half)/ 7 day
Melee bite +17 (2d6+9 plus poison); Constrict (2d6+9)
Space 10 ft.; Reach 10 ft.
Spell-like abilities
Fear 1/day (DC 18)
Animate dead 3/ day
Statistics
Str 22, Dex 16, Con -, Int -, Wis 17, Cha 18
Base Atk +10; CMB +17; CMD 30 (can’t be tripped)
Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite), Improved natural armor, Improved natural attack (bite), Snatch
Skills Acrobatics +10 (+6 jump), Climb +14, Perception +13,Stealth +11, Swim +14;
Racial Modifiers Acrobatics+8, +4 Perception, +4 Stealth

Special Abilities
Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Con; cure 2 consecutive saves.

Lifesense (Su) This monster notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.

Channel Negative Energy (Su) As a standard action, this monster can channel negative energy in a 30-foot burst as a 6th-level evil cleric. This ability requires no divine focus. The save DC is Charisma-based.

Life-Draining Coils (Su) Every time a creature takes constriction damage from constriction this monster gains 5 hit points.


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?


I have a love/hate relationship with HP-based systems. I like it because it's fast to use and scales with experience. On the other hand I hate it because it doesn't really model real battle wounds and such. So this is what I came up with:

The current HP is split into 2 different pieces. Those would be EP and HP. SP stands for Skill points. They could also be called exhaustion points or battle points, it really doesn't matter.

HP would always be CON X2(+toughness feat+ amulet of health etc.)
For an example a fighter would have CON 18 X2+10 toughness=46HP

EP would measure the skill, exhaustion and that kind of stuff during the battle. So when you lose EP it means you get more tired and do mistakes. Those things that are not really wounds. EP would be the class HD+lvl, so our fighter at level 10 would have 10d10+10 EP (plus possible favored class)

This is how it works in battle: If you get hit and take damage, the damage goes to EP. When EP goes to 0 the damage goes to HP. When HP goes to 0 you're dead.

When you start losing HP, you also roll Fortitude-save DC 10+ damage taken. If you fail, you pass out. Endurance and Orc gives bonuses to this.
Also each time you take a HP hit, you roll a wound from a table (1-10HP minor wounds 11-20HP Moderate wounds 21HP-40HP Serious wounds 41HP+ Deadly wounds)

Also when it comes down to healing, only Heal, Breath of life, and Regeneration heal HP wounds on top of natural healing (lvl/night of rest) Other healing spells would only heal EP (heal exhaustion). Clerics with healing domain could also heal HP

Critical hits would deal HP damage and EP damage. The base damage would go to EP and the critical extra would go to HP. For an example an axe wielding barbarian scores a critical hit, so 1d12+X would go to EP and 2d12+2X would go to HP. Sneak attacks would also go straight to HP, although only the sneak attack dice.

This slows down the gameplay a bit, but not as much as other more realistic systems. It also makes the game more grim'n gritty, where healing is a basic skill for every one.

What do you think?


Vital strike is a standard action, which means you can take a move action in addition to vital strike. If a character has multiple attacks (from having a high BAB), he cannot use them with vital strike.

Attacking multiple times is a full-round action.

It's the same thing with cleave (and no, they cannot be combined)


I simply loved the rules for combat stunts in the tome of mysteries,
and I begun to wonder how many of you actually use them in their game?

And what kind of stunts have you come up with (combos or otherwise)?

I instantly came up with this:

Shadowdance (Stealth, Acrobatics, Perform(dance) +3 stunt points)
Prereq. Hide in plain sight
"It doesn't matter if you're all tough and mighty. If you can't see me,
than you're as good as dead."


I just bought my copy of Tome of Secrets, and when I was going through
the new classes, the swashbuckler got my attention with his Find the
mark ability.

While it is clear that keen weapons and improved critical don't stack
anymore, Find the mark is a different matter. Because it doesn't double
the threat range, but adds the increment by one (or two), I'm not sure
do you add them before or after the keen/improved critical.

For an example we have a rapier, with 18-20/X2 threat range. Then we
have +1 keen rapier with 15-20/X2 threat range. If this +1 keen rapier
would be used by a lvl 16 swashbuckler, would the threat range be
11-20/X2 (Add the points from find the mark first, and then double it)
or would it be 13-20/X2 (double first, and then add the points from find
the mark)?


I'm currently playing in a PF campaign, and I made this epic backstory for my character, but now I'm wondering what feats/skills I should pick
for my character to make him like I've imagined him.

I'm currently at level 7 (Fighter6/Rogue1) and I'm planning on getting 3 more rogue levels, and then start my career as a shadowdancer (Presuming of course I find a suitable teacher before that)

My stats are following (I happened to roll real lucky)
STR 20 (Belt of giant strength +2)
DEX 17 (+1 on 8th lvl, after that everything to STR)
CON 18 (Amulet of Life +2)
INT 14
WIS 14
CHA 12

HP: 90 Saves - Fort 12 (5+4+2+1)Reflex 9(4+3+2)Will 6(2+2+2)(+2vs fear)

BAB +6/+1

Feats: Power Attack, Cleave, Toughness, Dodge, Mobility, Spring Attack, Combat Expertise, Vital Strike (Haven't picked the one for 7th level)

Special abilities & traits: Bravery 2, Armor Training 1, Weapon training 1 (Heavy blades), Lone wolf (+1 fort, 50% stabilize)

I'm using a greatsword +2 as my weapon, and it's an intelligent bastard. It only uses it's abilities when I'm near death or something similar. So far I know it can cast darkness and use frost.

I counted that I get 5 feats upon reaching 15th lvl, and a bonus combat feat from rogue. My plan is to be able to jump into the fray, strike at the most dangerous foe, and retreat asap. Rinse and repeat.

We're only using the feats from PF core rulebook and PF campaign materials, and here's a list of feats I've thought of:
Blind fight, Fleet(x2), Improved critical(Greatsword), Iron will, Lunge, Nimble Moves -> Acrobatic Steps, Skill Focus (Stealth), Step Up
and Improved Vital Strike.

What do you think?