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Shadow of Chaos




Brawler 6/Shadowdancer 10












Common, Abyssal, Protean

Strength 24
Dexterity 22
Constitution 14
Intelligence 14
Wisdom 16
Charisma 22

About Shadow of Chaos

Male Fetchling Brawler 6/Shadowdancer 10
CE Medium Outsider (Native)
Init +2; Senses Perception +19; see in darkness, darkvision 210 ft., low-light vision 180 ft., scent
AC 30, touch 17, flat-footed 23 (+9 armor, +6 dex, +1 dodge, +4 natural)
hp 132
Fort +15, Ref +21, Will +13
Defensive Abilities Shadow Blending, Shadow Blend, Freedom of Movement, Entropic Shield DR 20/magic; Resist cold 35, electricity 35; SR 31
Speed 30 ft.

Melee Claws +24/19/14 (2d6+11) +1d6 (Fort DC 24 negates)
Flurry +22/22/17/17/12/12 (2d6+11) +1d6 (Fort DC 24 negates)

Critical Effects Blinded 1d6 rounds
1 Con Damage (Fort DC 24 negates)
Permanent Confusion (Will DC 20 Negates)
Str 24, Dex 22, Con 14, Int 14, Wis 16, Cha 22
Base Atk +13; CMB +20 (+21 trip); CMD 35 (36 trip)
Traits Axe to Grind, Dirty Fighter, Bullied
Drawbacks Umbral Unmasking
Feats Improved Unarmed Strike, Power Attack, Combat Reflexes, Dodge, Mobility, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Improved Critical (Unarmed Strike), Critical Focus
Skills (110 points; 20 brawler, 60 shadowdancer, 30 INT)
ACP -2
(5) Acrobatics +14
(5) Bluff +14
(5) Diplomacy +14
(10) Disguise +19
(5) Escape Artist +12
(5) Heal +11
(5) Intimidate +14
(5) Knowledge (Arcana) +10
(5) Knowledge (Dungeoneering) +10
(5) Knowledge (Local) +10
(5) Knowledge (Nature) +10
(5) Knowledge (Planar) +10
(5) Knowledge (Religion) +10
(5) Perception +11
(5) Sense Motive +11
(5) Sleight of Hand +14
(5) Spellcraft +10
(15) Stealth +32
(5) Use Magic Device +14
Non-Standard Skill Bonuses
+8 Perception (racial)
+8 Stealth (racial)
Languages Common, Abyssal, Protean

Special Abilities:

Shadow Blending Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Shadowy Resistance Fetchlings have cold resistance 5 and electricity resistance 5.

Shadow Magic Fetchlings who spend their time studying the subtle magic of their adopted plane gain arcane insights on the use of shadow spells. These fetchlings gain a +1 racial bonus to the DC of any illusion (shadow) spells they cast.

Spell-Like Abilities A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.

Darkvision Fetchlings can see perfectly in the dark up to 60 feet.

Low-Light Vision In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Axe to Grind You gain a +1 trait bonus on damage against foes who are threatened by only you.

Dirty Fighter When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Bullied You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.

Umbral Unmasking You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Martial Flexibility A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

Brawler's Flurry Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.

Maneuver Training (Trip) At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

AC Bonus At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD.

Knockout At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.

Brawler's Strike At 5th level, a brawler's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.

Close Weapon Mastery At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

Hide in Plain Sight 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.

Evasion 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.

Darkvision At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.

Uncanny Dodge 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.

Rogue Talent At 3rd level, and every three levels thereafter, a shadowdancer gains a special ability that allows her to confound her foes. This functions as the rogue talent class feature. A shadowdancer cannot select an individual talent more than once. If a shadowdancer has the advanced talents rogue class feature, she can chose from the advanced talents list instead.

Master of Disguise Once per day, a rogue with this talent gains a +10 bonus on a single Disguise check.

Redirect Attack Once per day, when a rogue with this talent is hit with a melee attack, she can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit the rogue, and the creature that made the attack against the rogue must make a new attack roll against the new target.

Hard Minded A rogue with this talent is hard to fool with mind-affecting effects. At the start of her turn, if she is still subject to any mind-affecting spells or effects, she can make a Will saving throw with a standard DC for the effect’s level, and if she succeeds at the check, she is no longer subject to the mind-affecting effect. She can make this saving throw even against mind-affecting effects that normally don’t allow a saving throw. In those cases, generate the saving throw as if the spell or effect did allow a saving throw.

Shadow Illusion 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 Charisma-based.

Summon Shadow 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 points equal to half the shadowdancer's total. The shadow uses the shadowdancer's base attack bonus and base save bonuses.

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 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 Jump At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. 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 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Defensive Roll Starting at 5th level, once per day, a shadowdancer can attempt to avoid a lethal blow. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Improved Uncanny Dodge 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.

Slippery Mind At 7th level, a shadowdancer becomes resilient to enchantment spells. If a shadowdancer with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Shadow Power At 8th level, a shadowdancer can use raw shadow to damage her foes. This ability functions as shadow evocation, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day at 8th level, and one additional time per day upon reaching 10th level. The DC for this ability is Charisma-based.

Improved Evasion This ability, gained at 10th 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 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.

Beast of Chaos

Senses The creature gains darkvision out to a range of 60 feet as well as the scent ability.

AC Natural armor improves by +4. If the base creature does not have a natural armor bonus, it gains a +4 bonus.

Hit Dice All current and future Hit Dice become d10s.

Defensive Abilities Beasts of chaos gain immunity to confusion, fear, hold animal, hold monster, and slow. In addition, they gain spell resistance equal to 11 + CR (maximum 25).

Frightful Presence When a beast of chaos growls, roars, hisses, or makes any other similar noise, all creatures within 30 feet that hear it and those with fewer HD than the beast of chaos must succeed on a Will save (DC 10 + 1/2 the beast of chaos’ HD + the beast of chaos’ Charisma modifier) or become shaken for 5d6 rounds.

Rage In the presence of bright light (a daylight spell, continual flame, but not actual sunlight), a beast of chaos flies into a berserk rage, attacking until either it or its opponent is dead. It gains +4 Strength and –4 AC while enraged. It cannot end its rage voluntarily. If the source of light is removed, the creature’s rage ends 1d4 rounds later. The beast is fatigued (–2 to Strength and Dexterity) for the remainder of the encounter.

Shadow Creature

Senses As the base creature plus darkvision 60 feet and low-light vision.

Defensive Abilities A shadow creature gains DR and resistance to cold and electricity based on its Hit Dice.

Shadow Blend In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.

Spell Resistance A shadow creature gains spell resistance equal to the base creature's CR + 6.

Shadow Lord

Senses A shadow lord gains the see in darkness ability.

Energy Resistance and Damage Reduction A shadow lord gains damage reduction and resistance to cold and electricity based on its Hit Dice. This replaces the energy resistance and damage reduction granted by the shadow creature template.

Incorporeal Step When a shadow lord moves, it gains the incorporeal subtype and quality, including a deflection bonus to AC equal to its Charisma bonus. It loses the incorporeal subtype and special ability when it stops moving.

Attacks A shadow lord gains a melee touch attack that deals 1d6 points of damage (Fort negates). The save DC is equal to 10 + 1/2 the shadow lord's Hit Dice + the shadow lord's Charisma modifier. On a critical hit, the shadow lord's touch attack also deals 1 point of Constitution damage (also negated by the saving throw).

Special Attacks A shadow lord gains the following special attacks. Their saving throw DCs for these attacks are equal to 10 + 1/2 the shadow lord's Hit Dice + the shadow lord's Charisma modifier, unless otherwise noted.

Cloying Gloom Blast Three times per day, the shadow lord can unleash a 30-foot cone of cloying gloom. On a failed Fortitude saving throw, creatures in the cone are affected by a slow spell (caster level equal to the shadow lord's Hit Dice) and are blinded for the duration of the slow effect.

Spell-Like Abilities A shadow lord gains the following spell-like abilities, with a caster level equal to its Hit Dice:

At willray of sickening

3/dayshadow conjuration, shadow step

1/daygreater shadow conjuration, shadow walk

A creature created with shadow conjuration or greater shadow conjuration that would normally have a celestial or fiendish template (such as a bear) instead gains the shadow creature template.

Special Qualities A shadow lord gains the following special quality.

Planar Thinning Once per day as a full-round action, a shadow lord can thin the barriers between the Material Plane and Shadow Plane, making it considerably easier for creatures to cross between the two. This functions like the planar travel aspect of the gate spell (caster level equal to the shadow lord's Hit Dice). This planar thinning is immediately dispelled if in an area of normal or bright light.


Carrying Capacity
Light 0-233 lb. Medium 234-466 lb. Heavy 467-700 lb.
Current Load Carried 25 lb.

Money 0 GP 0 SP 0 CP
+4 Menacing Shadow Energy Talons of Leng (1 lb.)
Abyssal Armor (20 lb.)
Longarm Bracers (1 lb.)
Belt of Physical Might +4 (1 lb.)
Boots of Speed (1 lb.)
Cloak of Resistance +5 (1 lb.)
Ring of Freedom of Movement
Ring of Counterspells (Dimensional Anchor)
Orb of Utter Chaos
Iridescent Spindle (Ioun Stone)
Clear Spindle (Ioun Stone)
Western Star (Ioun Stone)

Disguise Self 1/day DC 24
Shadow Walk 2/day DC 25
Plane Shift 1/day DC 24
Martial Flexibility 6/day
Knockout 1/day DC 20
Silent Image 5/day DC 24
Greater Shadow Conjuration 5/day DC 25
Shadow Jump 320 ft./day
Shadow Evocation 2/day DC 25

Master of Disguise 1/day
Redirect Attack 1/day
Defensive Roll 1/day

Cloying Gloom Blast 3/day DC 25
Ray of Sickening At will DC 24
Shadow Conjuration 3/day DC 25
Shadow Step 3/day
Planar Thinning 1/day DC 24