Danse Macabre

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ugly child wrote:
What point buys are other DMs using or going to be using for campaigns? Do you think a low point buy is a bad move? Would you go even lower for a truly everyman (but lethal) campaign?
I think 10 is really good. Pathfinder is, when compared to standard 3.5, a bit more powerful. By keeping the point buy low you can still feel heroic, but not godlike.

Besides, I've found in most of my Ravenloft games statistics tend to give way to pure role playing pretty quickly. Stats become almost incidental until combat begins - if it does.

That being said, by keeping the point buy low, you make combat something to be feared, as it should be.

Here are a few combat options I've used over various games to through the years...

Quote:


New Combat Option: Lowered Damage Threshold
If you ever sustain a single attack deals more points of damage than your Constitution Attribute and it doesn’t kill you outright, you must make a DC 15 Fortitude save. If this saving throw fails, you immediately drop to zero hit points and are Dying. If you take your Constitution score in points of damage or more from multiple attacks, no one of which dealt your Constitution score or more points of damage itself, the massive damage rule does not apply.

New Combat Option: Keeping Your Weapon Trained on a Target
If in a non-combat situation you keep a bow, crossbow, or firearm trained on a target (i.e. the weapon is constantly aimed at them and you follow their movements, ready to fire at a moment’s notice), you must declare under what circumstances you fire your weapon. If these circumstances come to pass, you receive +20 on your initiative roll once combat has been initiated.

New Combat Option: Easy Firearms
Using this optional rule all firearms function exactly as any other missile weapon and the attacker must exceed the target’s total armor class in order to damage the target. In addition, firearms take a full-round action to reload using this rule.

New Combat Option: Realistic Firearms
Using these rules firearms is a bit more complex than normal. A character wielding a firearm may, when he is within the first range increment of his target, ignore up to four points of armor or shield bonus that the target is receiving to his armor class. At the second range increment, the shooter may ignore two points of armor or shield bonus that their target is receiving. At third range increment the shooter does not ignore shield or armor bonuses.
When maximum damage is rolled on the damage die of any firearm, a second die of the same type is rolled and added to the damage. If the second die rolled is the maximum damage possible a third die is rolled. This continues until a damage die does not cause maximum damage.
All firearms take one minute (10 rounds) to reload. Characters with the Rapid Reload feat may reload a firearm in half this time. While reloading a firearm the character may not move more than a five foot step, each round of reloading is considered to be a full-round action.

New Character Option: Standardized Hit Points
Characters no longer roll for increasing hit points as they level. Instead they are given a standard amount each level. This total is kept intentionally low to keep the grim feel of Ravenloft present. For particularly morbid games where combat is meant to be deadly and death is a hare’s breath away, combine this with the Lowered Damage Threshold option.

Hit Die Type: d6
Hit Points at 1st Level: 6 (plus Con modifier)
Hit Points at Other Levels: 3 (plus Con modifer)

Hit Die Type: d8
Hit Points at 1st Level: 8 (plus Con modifier)
Hit Points at Other Levels: 4 (plus Con modifer)

Hit Die Type: d10
Hit Points at 1st Level: 10 (plus Con modifier)
Hit Points at Other Levels: 5 (plus Con modifer)

Hit Die Type: d12
Hit Points at 1st Level: 12 (plus Con modifier)
Hit Points at Other Levels: 6 (plus Con modifer)

New Character Option: Lifting the Veil
Characters who are Dying do not always fall unconscious. Each round they may make a Fortitude or Will save (character's choice) with a DC equal to (15 + number of points of damage below zero they currently have suffered.) If they succeed, their senses shift to that of the ethereal plane. The character can now see the restless dead and the fallen spirits around him, as he is about to join them. While the in this state a Dying character may take actions that affect creatures and beings who exist on the ethereal plane as if they themselves were ethereal. You can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after the completing the act.


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This is a class I wrote years ago for an old 3.5 Ravenloft game at the request of my wife. I refined and revised it and eventually submitted it to the The Le Games, where it saw publication as "The Gyria." Some time later, I contacted my editor, who kindly returned the rights to the material for whatever use I desired. After revising some of the revisions that my editor had done in its conversion to the "Gyria", I wrote the class as I wished it to be. I have also included below the Gypsy a prestige class called "The Dagger Dancer".

The Confessor wrote:


THE GYPSY

Often called a vagabond, thief or worse, the gypsy is an ever-traveling drifter who comes from a heritage and traditions of nomadic entertainers and performers known as the Vistani. Gypsies have zest for life and love every aspect of their nomadic lifestyle. A gypsy often seeks to bring song, dance, merriment, chaos, and even a little wisdom to all whom she encounters. Masters of local gossip and hear-say as well as secret manipulators of arcane magic of deception and truth, the gypsy is an enigmatic companion who offers something new to everyone they meet.

Adventures: Gypsies are perfectly suited the adventurer's lifestyle; some would even say they are born into it. They have a curious nature coupled with some diverse abilities to make them excellent scouts and investigators. Gypsies also make magnificent social liaisons for adventuring parties. Their combination of charm and keen social eye often leads them to uncover subtle social clues that often go unobserved by others in an adventuring party.

Characteristics: Gypsies does not possess the combat abilities of a swordsman, nor the arcane mastery of a magus. They are not welcomed like minstrels, but neither are they reviled, as would be a thief. Such is the life of a gypsy, to never quite fit in wherever they go. But what gypsies do possess is a tenacity and zeal that allows them to draw upon an ancient and often under-estimated heritage to develop several unique and surprising abilities. Many warriors have let their bravado get the best of them, only to find a gypsy dagger between the plates of their armor. Gypsies live, first and for most by their wits. Magical or mundane, they always find a way to survive and even prosper.

Alignment: Because of their nomadic lifestyle and jovial nature, gypsies favor chaos over law. While gypsies are known as tricksters and charlatans, few are particularly philanthropic or malicious, so they tend to favor neutrality over good or evil.

Religion: While many gypsies acknowledge and offer some small tribute to the gods of travel and luck, most gypsies forgo devout religious conviction and instead pay respect to the spirits of their ancestors.

Background: Almost all gypsies were born and raised into their lifestyle. Very few, if any, outsiders are ever allowed into the inner circles of gypsy lie and never learn the secrets necessary to take up the title of gypsy. Most gypsies spend their youth among their family, traveling across the world offering entertainment and exotic beauty and in return taking whatever the area has to offer. Most gypsies who join adventuring parties do so because they are curious about other cultures or societies and are firm believers in learning by doing. A few, more bitter, gypsies are cast out of their tribes or among the only survivors of their families and adopt an adventuring party as a surrogate family.

Races: Humans make up the vast majority of gypsies, though other races are not unknown. A large number of half-elves are taken in by gypsy tribes and find a home and a family there. Halflings, with their free spirited personality and love of the wild sometimes become gypsies, as do some rare nomadic elves. Dwarf and gnome gypsies are almost unheard of and Caliban gypsies are extrodinarily rare – though it is not unheard of for a clan of the wandering folk to take in one given their terrible lot in life.

Other Classes: Gypsies get along well with bards and rogues, whom with they share a freewheeling nature. They have a great respect for rangers and druids, whom they believe have a special connection with nature. They are fascinated by the sorcerer's innate ability to weave magic, but believe wizards to be staunch and arrogant for the most part. Paladins and monks tend to have difficulties with the gypsy's ne'er-do-well philosophies and this can often lead to conflict or even hostility.

GAME RULE INFORMATION:

Gypsies have the following game statistics.

Abilities: Of key importance to a gypsy are the attributes of Dexterity and Charisma. These two attributes affect the skills most commonly used by a gypsy as well as helping them to either avoid incoming blows or talk their way out of being struck in the first place. Also of importance is Wisdom, which helps them draw upon ancestral knowledge to learn greater magical powers. Intelligence and Constitution can also be useful for the gypsy's broad skill list and their nomadic lifestyle.

Alignment: Despite their transient nature and free-spirited life-style, many gypsies hold to an odd code of honor. This paradoxical combination makes for an almost infinite variety in personalities and moral outlooks, but it prohibits them from been too tied down to any single staunch code of ethics. As such a gypsy may be any alignment except Lawful Good.

Hit Dice: d8

LEVEL BAB F R W Special
LEVEL BAB F R W Special
1st +0 +0 +2 +0 Gypsy Lore, Knife Fighting, Cantrips
2nd +1 +0 +3 +0 Spells
3rd +2 +1 +3 +1 Knife Fighting
4th +3 +1 +4 +1 Luck of the Rom 1/day
5th +3 +1 +4 +1
6th +4 +2 +5 +2 Knife Fighting
7th +5 +2 +5 +2
8th +6/+1 +2 +6 +2 Luck of the Rom 2/day
9th +6/+1 +3 +6 +3 Knife Fighting
10th +7/+2 +3 +7 +3
11th +8/+3 +3 +7 +3
12th +9/+4 +4 +8 +4 Knife Fighting, Luck of the Rom 3/day
13th +9/+4 +4 +8 +4
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5 Knife Fighting
16th +12/+7/+2 +5 +10 +5 Luck of the Rom 4/day
17th +12/+7/+2 +5 +10 +5
18th +13/+8/+3 +6 +11 +6 Knife Fighting
19th +14/+9/+4 +6 +11 +6
20th +15/+10/+5 +6 +12 +6 Luck of the Rom 5/day

SPELLS PER DAY
Level: 1st 2nd 3rd 4th 5th

1st -- -- -- -- --
2nd 0 -- -- -- --
3rd 1 -- -- -- --
4th 1 -- -- -- --
5th 2 -- -- -- --
6th 2 0 -- -- --
7th 2 1 -- -- --
8th 2 1 -- -- --
9th 3 2 -- -- --
10th 3 2 0 -- --
11th 3 2 1 -- --
12th 3 2 1 -- --
13th 3 3 2 -- --
14th 3 3 2 0 --
15th 3 3 2 1 --
16th 3 3 2 1 --
17th 3 3 3 2 --
18th 3 3 3 2 0
19th 3 3 3 2 1
20th 3 3 3 2 1

SPELLS KNOWN
Level: 0th 1st 2nd 3rd 4th 5th

1st 2 -- -- -- -- --
2nd 3 2 -- -- -- --
3rd 4 3 -- -- -- --
4th 4 3 -- -- -- --
5th 4 4 -- -- -- --
6th 4 4 2 -- -- --
7th 4 4 3 -- -- --
8th 4 4 3 -- -- --
9th 4 4 4 -- -- --
10th 4 4 4 2 -- --
11th 4 4 4 3 -- --
12th 4 4 4 3 -- --
13th 4 4 4 4 -- --
14th 4 4 4 4 -- --
15th 4 4 4 4 2 --
16th 4 4 4 4 3 --
17th 4 4 4 4 3 --
18th 4 4 4 4 4 2
19th 4 4 4 4 4 3
20th 4 4 4 4 4 3

Gypsy Spell-List:
0th:
Dancing Lights, Detect Magic, Ghost Sound, Guidance, Light, Mage Hand, Message, Open/Close, Read Magic, Detect Poison, Prestigitation

1st: Comprehend Languages, Obscuring Mists, Detect Law/Chaos/Good/Evil, Comprehend Languages, Detect Secret Doors, Hypnotism, Color Spray, Disguise Self, Charm Person, Ventriloquism

2nd: Augury, Locate Object, See Invisible, Hypnotic Pattern, Magic Mouth, Cat's Grace, Eagle's Splendor, Glitterdust, See Invisible, Zone of Truth, Enthrall

3rd: Dispel Magic, Glibness, Bestow Curse, Arcane Sight, Clairaudience/Clairvoyance, Tongues, Confusion, Suggestion

4th: Arcane Eye, Discern Lies, Solid Fog, Emotion, Divination, Detect Scrying, Rainbow Pattern, Modify Memory

5th: Dream, Nightmare, Mind Fog, Break Enchantment, Scrying, Legend Lore, Mislead, Prying Eyes, True Seeing

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Knowledge (Local) (Int), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Int), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Use Magic Device (Cha).

Skill Ranks per Level: 6 + Intelligence modifier
Starting Gold: 4d6 x 10 gold pieces

Weapon and Armor Proficiencies: Gypsies are proficient in all simple weapons and light armor, but not shields.

Gypsy Lore (Ex): Because they are so widely traveled and different caravans of gypsies so freely exchange information, Gypsies are able to keep up to date on the local events in most areas. This network of communication allows the Gypsy to use the Knowledge (Local) skill in any area they travel as if they were a local to that area once they have been in that area for at least one hour and gotten a feel for the populous.

Knife Fighting: Though not combative by nature, Gypsies are never the less known for their seductive and often deadly prowess with daggers. At 1st, 3rd, 6th, 9th, 12th, 15th, & 18th levels the Gypsy receives a free Knife Fighting special ability chosen from the list below. A gypsy may use their collective Knife Fighting abilities a number of times equal to their (Charisma Modifier +1) per day.

1. Insulting Strike: The gypsy my elect to only do a single point of damage with her next attack and make an insulting strike, such as a cut to the cheek or something similar. If the attack is successful and the damage is inflicted the gypsy's opponent must make a Will save (DC 10 + 1/2 Gypsy's level + Gypsy's Charisma Mod) or become enraged. An opponent in such a state will completely focus on attacking the gypsy with reckless abandon. Such opponents tend not to think reasonably and suffer a -4 to all Concentration skill checks and -2 to their armor class for a number of rounds equal to the Gypsy's Charisma modifier. This may affect only opponents who are not immune to mind-affects and have with an intelligence of 3.

2. Swaying Body, Whirling Blades: By moving in a deceptively simple manner a gypsy may attempt to lull her opponent into a false sense of security. By making a successful Bluff check (DC 20), the gypsy may actually turn the tables on any opponent who attempts to make an attack of opportunity against them with a melee weapon. While using this ability any opponent who attempts such an attack must succeed in a Reflex save (DC 20), or find their attack ineffective and they themselves be subjected to an attack of opportunity. This attack of opportunity counts against the gypsy's number of attacks of opportunity for the round.

3. Bloodied Blade: One round after inflicting at least one point of damage on their opponent the gypsy may choose to taste their opponent's blood and get a feel for their soul as a swift action. Doing so causes the gypsy to get a sense of her opponent's soul. That opponent suffers a penalty equal to the gypsy's Wisdom modifier to all saving throw against that gypsy's spells for a number of rounds equal to the Gypsy's class level. This ability may only be used on opponents who actually have blood. This leaves oozes, undead and the like immune. It may only be used once per day on any given opponent.

4. Seductive Strike: By moving seductively and making disarmingly slow strikes the gypsy appears to not only be harmless, but also enticing. The Gypsy may allocate their Charisma modifier as a penalty in any way to a single opponent's AC, Initiative, Attack roll, and damage for a number of rounds equal to her gypsy level. An opponent immune to mind-affecting spells and abilities is unaffected by this ability. In addition, it may only be used on creatures of the opposite sex who have an intelligence of three or more.

5. Dance of Flashing Knives: The gypsy may, while going on a full defense, may make a Bluff check (DC 15) to move her blades with such speed and panache as to distract her opponent, automatically gaining the initiative over their opponent the next round and receiving a +4 to their next strike against that opponent. Their initiative for that round is effectively one higher than their opponent's. This change initiative allows the Gypsy to preempt their opponent's action the next round, but has no effect on their initiative in regards to any other participant in the combat.

6. Performance Throw: The gypsy may, as a full-round action, attempt to disarm an opponent with a thrown dagger instead of a melee attack. If the attempt is successful and within ten feet of the gypsy, they may catch the disarmed weapon if they have a free hand available. Only one-handed weapons of a size category no greater than the gypsy may be caught in this fashion. A gypsy who actually possesses the Improved Disarm feat receives +4 to their Combat Maneuver Bonus when using this ability.

7. Steal a Kiss: By making a successful Bluff check (DC equal to opponent's armor class), the Gypsy is able lock their weapons for just an instant and kiss them right on the lips. This startling maneuver leaves their opponent flat-footed for a number of rounds equal to the gypsy's charisma modifier. Each round after the first, the victim of this ability may make a Will saving throw (DC 10 + Gypsy’s Charisma modifier) to stop being flat-footed. This may affect only opponents who are not immune to mind-affects and have with an intelligence of 3.

8. Ricocheting Throw: The gypsy may, as a full-round action, attempt to ricochet a thrown dagger off a nearby solid surface (including the ground) in order to bypass a chosen target’s cover and/or concealment bonus if the Gypsy knows where their chosen target is. This may only be done with a thrown dagger and requires a minimum range of 10 feet to be effective. The gypsy suffers a –2 to their attack roll, but ignores any cover or concealment bonuses their target would normally receive from their surroundings.

Luck of the Rom (Ex): Beginning at 4th level the gypsy taps into the mythic luck that seems to follow them in their travels. But this luck does not come without a price. The Gypsy may, as a free action, choose to re-roll any failed (or critically failed) d20 roll. This second roll receives an additional luck bonus equal to the gypsy's Charisma modifier. But this windfall of luck has a price, and Lady Luck always calls in her debts. Skilled gypsies have even learned to draw this tribute from their enemies, while young and reckless gypsies often save themselves but end up cursing their friends.
At 4th level when the Gypsy uses this ability all of her allies within 60 feet suffer a penalty equal to the Gypsy's Charisma modifier on their next saving throw.
At 8th level the gypsy has gained more control over this karmic retribution and the only allies within 10 feet of the gypsy suffer this penalty.
By the time a Gypsy reaches 8th level, they have garnered kismet's favor and their allies suffer no penalty.
At 12th level the gypsy has learned to turn his dire luck on their enemies and all enemies within 10 feet of the gypsy suffer a penalty on their next saving throw equal to the gypsy's charisma modifier. At 16th level the range of this affect expands to 30 feet.
Finally at 20th level it reaches its full range and affects all enemies within 60 feet. If an ally or enemy is still subjected to a saving throw penalty because of Luck of the Rom and a gypsy makes use of this ability a second time, then the penalty to that being's penalties continue to stack.

So for example, Natalya, a 16th level gypsy with a Charisma of 18 decides to use her Luck of the Rom ability. She has just failed an attack roll and may now re-roll it with a +4 bonus. The three goblins next to her now suffer a -4 for to their next saving throw. If Natalya were to use her Luck of the Rom ability a second time before the goblins needed to make a saving throw, this penalty would increase to –8.

Spells: Beginning at second level a gypsy begins to tap into the mystical aspect of her heritage. She may cast a number of spells per day as listed on the chart above. These spells are cast in a similar fashion to a sorcerer with the following exceptions. The DC to resist these saves is (10 + spell level + Gypsy's Charisma modifier). The gypsy receives bonus spells based on her Wisdom modifier. A gypsy must rest 8 hours each evening in order to refresh herself and regain lost spells.

Cantrips: At 1st level Gypsies learn a number of cantrips, or 0-level spells, as noted on Spells Known Table. These spells are cast like any other spell, but they do not consume any slots and may be used again.

The Confessor wrote:


Dagger Dancer

Legends say that those who have gypsy blood in their veins possess a gift for dance. There are some who take this gift and turn to the art of combat, learning to weave the rhythms of their own body and the razor’s edge of a blade. These are known as Dagger Dancers. Though not as deadly fighters who are trained with these weapons, the elusive, almost magical abilities they bring to bear against their foes can often be as deadly as any trained warrior.

Requirements:
To become a Dagger Dancer, a character must fulfill all of the following criteria:
Base Attack Bonus: +3
Feats: Weapon Focus (Dagger), Dodge
Skills: Acrobatics 5 ranks, Perform (Dance) 5 ranks
Special: Must have at least two Knife Fighting special abilities.

Hit Dice: d10
Skill Ranks per Level: 4 + Intelligence Modifier
Skill List: Acrobatics (Dex), Bluff (Cha), Craft (Int), Knowledge (Local) (Int), Linguistics (Int), Perform (Cha), Profession (Int), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis).

Level BAB F R W Special Abilities
1st +1 +0 +2 +0 Dagger Dance (Waltz of Elusive Steel)
2nd +2 +0 +3 +0 Knife Fighting
3rd +3 +1 +3 +1 Dagger Dance (Fandango of Swift Deception)
4th +4 +1 +4 +1 Knife Fighting
5th +5 +1 +4 +1 Dagger Dance (Tango of Blood Repaid)
6th +6 +2 +5 +2 Knife Fighting
7th +7 +2 +5 +2 Dagger Dance (Moresca of Crossed Blades)
8th +8 +2 +6 +2 Knife Fighting
9th +9 +3 +6 +3 Dagger Dance (Malaguena of the Shattered Soul)
10th +10 +3 +7 +3 Master Dancer

Weapon and Armor Proficiency: The Dagger Dancer gains no new weapon or armor proficiencies.

Dagger Dance: While it appears to most onlookers to be little more than a dance involving swaying hips and slithering blades, the Dagger Dance is in-fact a complex series of precise cuts and elusive dodges disguised as simple dance maneuvers. As the Dagger Dancer becomes more skilled, they learn new dance techniques and their performance grows more complex and deadly.

In order to enter the Dagger Dance the character must take a full-round action to make a Perform (Dance) check. The DC for this check is determined by what type of Dagger Dance the character is attempting to perform. If there is someone actively using a Perform skill to create music of reasonable quality (DC 15 or higher) when the Dagger Dancer attempts to begin her dance, she receives a +2 to her own Perform (Dance) check.
If the dancer is successful, the character receives all of the benefits of the that Dagger Dance for a number of rounds equal to their (Dexterity modifier +1). The character may use this ability a number of times each day equal to their Dagger Dancer level.

This ability may only be used while the Dagger Dancer is unarmored or wearing light armor and may not be done if the Dagger Dancer is using a shield.

Waltz of Elusive Steel: This dance is slow and deceptively simple, making the dancer appear sluggish and easy to strike. The truth is that the dancer is luring his “partner” into a falsehood in order to gain advantage over them. While engaged in the Waltz of Elusive Steel, the Dagger Dance receives the following benefits: They may add their Charisma modifier to their Armor Class when fighting defensively or engaging in a full defense. In addition, they also receive the benefits of the Mobility feat while engaged in the Waltz of Elusive Steel.
The Waltz of Elusive Steel has a Perform (Dance) DC of 15.

Fandango of Swift Deception: This dance rises in tempo and as it does, so too does the dancer move faster and faster. A dance built on fearless speed, Dagger Dancers typically use the Fandango to move up quickly on an unsuspecting foe and engage them in melee before they can react. While engaged in the Fandango of Swift Deception the dancer receives the following benefits: The Dancer receives a bonus of +10 feet to their movement as well as provoking no attacks of opportunity for moving through threatened areas. Finally, the Dagger Dancer is considered to have the Improved Overrun feat while engaged in the Fandango of Swift Deception.
The Fandango of Swift Deception has a Perform (Dance) DC of 18

Tango of Blood Repaid: This reckless, fast dance is typically performed for an audience as a sensual performance or used against a foe that has driven the dancer into a mad passion. The dancer constantly moves while performing this dance, behind a series of paralyzing slashes and cuts, so that their foe lay broken and beaten – to be punished or dispatched as the dancer wills it. While engaged in the Tango of Blood Repaid the dancer receives the following benefits: Each time the dancer strikes their target, they may choose to make a paralytic strike instead of inflicting damage. If this is done, the target must make a Fortitude save (DC = Dagger Dancer’s total Perform (Dance) skill.) If this save is failed then the target suffers only a single point of damage, but they find their base movement reduced by 10 feet. If a target’s base movement is reduced to zero, they are immobilized. Finally, while engaged in this dance and wielding a dagger the Dagger Dancer receives the benefits of the Combat Reflexes feat
The Tango of Blood Repaid has a Perform (Dance) DC of 20

Moresca of Crossed Blades: This swift-tempo dance is typically used to overwhelm opponents with a series of quick and brutal slashes and stabs. To the typical onlooker, it appears as though the dancer is caught in some epic rhythm they can’t escape. While engaged in the Moresca of Crossed Blades the dancer receives the following benefits: They receive an additional attack each round, though this and all other attacks in that round suffer a –2 penalty. In addition, the threat range for the dagger wielded during this dance is doubled, as if the dancer possessed the Improved Critical feat. (Characters who already possess this feat receive no additional benefit). As a final benefit, all critical threats rolled during the Moresca of Crossed Blades are automatically considered to be confirmed as critical hits without the necessity of a confirmation roll.
The Moresca of Crossed Blades has a Perform (Dance) DC of 25.

Malaguena of Shattered Souls: The dancer singing a single melancholy note typically begins this dark and mournful dance. Then with a calm, almost blank look in their eyes, the sway and move towards their opponent, their intent obvious as they sway to the silent music of death. The sad truth is that this dance can often be as deadly to the dancer as it is to the target. While engaged in the Malaguena of Shattered Souls the Dagger Dance designates a single target as their “dance partner” for the duration of the dance. The target knows when he has been chosen by the icy gaze of the Dagger Dancer and must make a Will save (DC 10 + Dagger Dancer’s Class Level + Dagger Dancer’s Charisma Modifier) or become shaken. When attacking this target, the Dagger Dancer is considered to be wielding a dagger with the appropriate Bane enchantment to use against their foe. They also ignore any Damage Reduction their chosen foe might possess. In addition, they receive the benefits of the following feats for the duration of the dance: Improved Critical (Dagger), Weapon Specialization (Dagger) and Diehard. But, the Malaguena of Shattered Souls is not without its price. After the Dagger Dancer finishes this dance, she must make a Will saving throw (DC 10 + previous Dance Partner’s level). If this saving throw is failed, the Dagger Dancer suffers a permanent two points of ability drain to either their Constitution or Wisdom scores, as the sheer magnitude of this dance begins to take its toll on either body or their soul.
The Malaguena of Shattered Souls has a Perform (Dance) DC of 30.

Knife Fighting: At 2nd, 4th, 6th, and 8th level the Dagger Dancer receives a new Knife Fighting ability, as per the Gypsy class.

Master Dancer: At 10th level the Dagger Dancer has become a master of blade dancing. The Dagger Dancer may choose to Take 10 on any Perform (Dance) check made to activate their Dagger Dance ability. Also, activating their Dagger Dance is now considered to be a move-equivalent action and not a full-round action. This allows the Dagger Dancer to more freely and fluidly switch between dances during combat.


I really like the Order of the Misty Border and plan on encorporating it into my next RL game, but it gives me an the idea of converting the Knight of the Shadow (from Van Richten's Arsenal) into an Order for the Cavalier.


If you're interested, I have been converting a lot of my house rule for Ravenloft over to Pathfinder. I've three new Core Classes (Gypsy, Scholar, Noble) and am converting several Sorcerer feats into bloodlines.

They were based around the four elements of Ravenloft (an idea based on certain Ravenloft Golems from 2nd edition): Mist Born, Pyre Blooded, Grave Marked and Blood Damned (Mist/Air, Pyre/Fire, Grave/Earth, Blood/Water, respectively.)


I am going to be running the old WotC D&D 3.5 Edition "Expedition to Castle Ravenloft" adventure very soon for a group of players. We are using Pathfinder instead of the original rules.

I was wondering two things:

1) If anyone has done this before and if so what effect it had on the game/adventure.

2) Those who are familiar with the adventure and Pathfinder could offer some ideas, insight or general observations about the virtues and pitfalls of choosing to run this adventure using Pathfinder.


I've never done a PbP game before, but would love to get a chance to play Pathfinder Beta. Still got room?

I've got 20 years gaming experience and even a lil' writing to my name, just never done it over message boards before.

Thanks.


Krome wrote:

WAIT A MINUTE!

Does Swashbuckling Adventures keep the same 7th Sea setting? If so that would be just freaking awesome!

In fact it does. At the moment my party consists of a Montaugine Wanderer, a Vendel Spy, Two Castillian Pirates and a Swashbuckler/Rogue from the Cresent Empire. They've broken free from a Castillian prison and are making their way across the Frothing Sea to Avalon, to honor the dying wish a child-prisoner who gave them a Syrneth artifact with her dying breath.


My group is running a "Swashbuckling Adventures" game. For those who've never heard of it, it's AEG's attempt to adapt their 7th Sea RPG to d20 and while most people are more fond of the AEG original, my group is very familiar with d20 and finds SA to work just find for our tastes.

Except for one thing. "Standard" SRD classes pale in comparison to the classes presented in the SA core. However, the classes presented in PF offer a great alternative. In the course of playing, I've integrated alot of the rules changes from PF into the game. Basically if anyone has a rules question, instead of defaulting to the SRD Core Rule books, we look to the PF Beta.

The "Race Determines Bonus Hit Points at 1st level" rule is my new favorite. In games of high-adventure and swashbuckling this leads to character willing to be a bit more heroic at low levels. Leaping from a high window to make a narrow escape is no longer something people refuse to do for fear of a meager 1d6 or 2d6 falling damage.

Also, the Rogue is more of a Swashbuckler or a Dex-Focused combatant, and my group loves it.

Also, new Multi-Classing options and condensed skill lists are playing out great. Makes combat quite a bit more cinematic.

That being said, not everything is Peaches n Cream. Grapple still seems particularly awkward. This has slowed down many a drunken pirate brawls.

In short, based on the playtesting I plan on using Pathfinder as my "default" d20 Fantasy. Whether I run 7th Sea, Ravenloft, Dark Sun or any other fantasy d20 games, Pathfinder will serve as my core.

I'll keep everyone up to date as the game continues.


I'd be interested, though I know nothing about Evernight as a setting.