About Scaffold KaneCharacter Stat Block:
Character Name N Male Race Class 1 Init +; Senses; Perception +, Sense Motive + [Special Senses] -------------------- Defense -------------------- AC , touch , flat-footed (10 base, + dex, + armor, +0 shield, +0 deflection, +0 natural, +0 dodge) Hp (1dx + y) Fort + [+ base + ability] Ref + [+ base + ability] Will + [+ base + ability] -------------------- Offense -------------------- Speed 30 ft. Melee Ranged --------------------
Base Attack +0; CMB +0; CMD 10
Acrobatics________________+ (+ (rank) + (ability) + (class skill) + (misc))
Languages
--------------------
Slots
------
Hello! I'm posting this here for both reference and if anyone has feedback or questions, just post here. I'd love a discussion about any part of what I have. Shadowdancer Fluff:
SHADOWDANCER
Civilized folk have always feared the night, barring themselves behind doors or comforting themselves with bonfires when the shadows grow long, rightfully wary of the creatures that prowl the darkness. Yet long ago, some learned that the best way to conquer an enemy is to embrace it. These were the first shadowdancers.
Role: Shadowdancers adventure for a wide variety of reasons. Many adventuring parties find shadowdancers valuable members of their teams due to their incredible stealth and ability to surprise enemies with lightning-quick attacks where they're least expected. For this reason, their services are often sought out by those groups in need of scouts or spies. Alignment: Because of their nature as visually duplicitous tricksters, shadowdancers do not fit comfortably into the lawful category, as many use their talents to avoid the eyes of legitimate authority. Yet though they are allies of darkness, shadowdancers are neither inherently evil nor predisposed to good. To them, the darkness is simply the darkness, without any of the usual moral connotations made by the unenlightened. Shadowdancer Mechanics:
Hit Die: d8. Base Attack Progression: Medium Fortitude Progression: Poor Reflex Progression: Good Will Progression: Good Requirements
Class Skills
TABLE: SHADOWDANCER
Class Features
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. Darkvision (Ex): A shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet. Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 1st level and every three levels thereafter (4th, 7th, and 10th). If a shadowdancer gets a sneak attack bonus from another source, the bonuses on damage stack. Shadow Jump (Su): A shadowdancer can teleport to a nearby space as a move action as if using dimension door provided both the starting and ending locations are areas of dim light (her own shadow does not count as an area of dim light). The shadowdancer may still take actions after this movement. This movement does not provoke an attack of opportunity. The shadowdancer must be able to see the space she is moving into. The shadowdancer may not take other creatures with her when she uses this ability. The shadowdancer may move 5 feet for every class level she possesses each time she uses this ability. The shadowdancer may use this ability a number of times per day equal to 3 + her charisma modifier. At 10th level, the shadowdancer may use this ability as a swift action. Dancing Shadow (Ex): A shadowdancer adds half her class level (minimum 1) on all stealth and perform (dance) checks and may make perform (dance) checks in place of acrobatics checks. Shadow’s Grace (Ex): Beginning at 2nd level, a shadowdancer may make a perform (dance) check to replace a saving throw or her AC as an immediate action, even after the results of her original saving throw or the enemy’s attack roll have been revealed. She may use this ability once per day at second level and an additional time per day every four levels thereafter (for a maximum of three times per day at 10th level). 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. Uncanny Dodge (Ex): At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to ACif immobilized. An shadowdancer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Hide in Plain Sight (Su): At 3rd level, 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. Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions. This ability functions as silent image, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is equal to ½ the shadowdancer’s class level + her charisma modifier. Shadow Call (Sp): At 4th level, a shadowdancer can create creatures and effects out of raw shadow. This ability functions as shadow conjuration, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day at 4th level, plus one additional time per day for every two levels attained beyond 4th (2/day at 6th level, 3/day at 8th level, and 4/day at 10th level). Upon reaching 10th level, this ability functions as greater shadow conjuration. The DC for this ability is Charisma-based. Shadow Dancing: At 4th level, a shadowdancer gains the ability to use bardic performances as if her bard level were equal to her class level–3. Levels in this ability stack with levels in any other class that grants a similar ability to determine her bard level. The shadowdancer also gains one additional performance type. Inspire Cowardice (Su): A shadowdancer can use her performance to inspire fear in her enemies, deteriorating their will and weakening their morale. To be affected, an enemy must be within 30 feet of the shadowdancer and be aware of the shadowdancer’s presence but not necessarily be able to see her. An affected enemy takes a -1 penalty on saving throws against fear and figment illusions, attack rolls, and damage rolls. This penalty increases by -1 when the shadowdancer reaches an effective bard level of 5 and every 6 levels thereafter, to a maximum of -4 at 17th level. Inspire Cowardice is a mind-affecting ability. Inspire Cowardice can only use visual components. 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 him, unless the attacker has at least four more rogue levels than the target has shadowdancer levels. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Slippery Mind (Ex): At 6th level, a shadowdancer becomes resilient to enchantment spells. This functions as the rogue's advanced talent of the same name. Shadow Walker (Sp): At 8th level, a shadowdancer gains the ability to cast Shadow Walk as a spell-like ability once per day, treating her class level as her caster level. 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. 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. In addition, whenever she successfully scores a critical hit against a foe who is in an area of dim light, that foe is blinded for 1d6 rounds. ------------------------- Pathfinder Superheroes:
Forget everything you know... -- Double HP
"Races"
Alien - Roll 4d6 and drop the lowest 7 times plus one guaranteed 18. +8 to spread around to your stats in multiples of +2 (but no more than +4 to any one). Modified Human - Roll 4d6 and drop the lowest 8 times. Gain three Mythic abilities. +2 to any 2 stats. Human - Roll 1d12 + 6 eight times. Physical stats cannot go over 14 for any reason other than equipment or magic or some such. +4 to one mental stat. Gain 5 mythic abilities and one class ability from a class other than one of your gestalt classes. Cyborg/Robot - Roll 4d6 and drop the lowest 8 times. Gain one Mythic ability. +2 to any 2 stats. [Rules to come] Perhaps the most interesting truth about life... is how much smaller it seems when you look behind you and how impossibly huge it seems when it's before you. |