Pathfinder Player Companion: Blood of Shadows (PFRPG)

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Pathfinder Player Companion: Blood of Shadows (PFRPG)
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Rule the Dark!

Embrace the shadows! Whether from the subterranean wilds of the Darklands or otherworldly realms of absolute shadow, heroes can rise from the darkest places. Pathfinder Player Companion: Blood of Shadows explores the strange paths and subtle abilities empowered by darkness. Discover the secrets of drow, fetchlings, and wayangs—races infused with lightless powers. Within this player-friendly volume are options and secrets for characters of every class, including a penumbral psychic discipline, shadowy rogue talents, and an oracle mystery that plumbs the depths of darkness.

Inside this book, you'll find:

  • Expanded favored class options and alternate racial traits for three races with strong ties to darkness and shadow: drow, fetchlings, and wayangs.
  • Shadow-themed archetypes, including the dusk knight, the gloom chymist, the shadow walker, and the umbral scion, as well as shadowy feats, spells, and magic items.
  • Shadowborn traits available to members of many races, representing characters with just a trace of shadow in their blood.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-820-5

Note: This product is part of the Pathfinder Player Companion Subscription.

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3.70/5 (based on 3 ratings)

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Cool, but ...

2/5

There are a lot of nice options here, but I can't bring myself to give this a higher rating because of uncorrected mistakes. It reflects poorly on the entire work to have a non existent feat listed as a prerequisite for this long without an official correction to the content. I understand that mistakes will be made, but for this to have been out for a full year and still not see the prerequisites for Blinded Master fixed in any way. No errata, blog post, or FAQ entry. Mistakes happen, but I can't believe this has not been mentioned before with the amount of time it's been out and the number of rules lawyer people who play this game.


Blood of Shadows gives dark-loving players what they want!

4/5

Thisis a 2016 release from Paizo Publishing as part of its Pathfinder Player Companion series. The cover of this one is by Kiki Moch Rizky and, as is usual in this series, there are several authors.

Presentation
This one is available as both a pdf and a 32 page softcover. I'll be focusing on the print version which is staplebound with thick covers. The entire volume is on glossy paper and in full color. The editing is generally top-notch and the artwork and layout are excellent.

Content
The theme of this tome is shadows and darkness; more specifically it focuses on providing new options to characters who spend (or have spent) a lot of time in the shadows. It mentions some of the creatures you'd expect, but it's really focused more on what happens when races who normally live in the light must instead live in the dark places of the world.

Predictably, it starts out with an introduction which lays out most of what I said in the previous paragraph. It also includes the standard rules index for new rules in this volume. There are a handful of archetypes, about 20 feats, and about 20 other rules options.

The first chapter talks about alternate racial traits available to those who have lived in shadows or light. There are traits for each of the main races of the core rulebook and they are provided with both replacement traits and points for those using the point build system.

Transformed by Shadow covers new traits and feats for Fetchlings and provides new rogue talents usable by fetchlings and by other thieves and the chapter ends with a new archetype for fetchling rogues.

The next chapter is a bit of a reversal and covers the Wayang, creatures from the plane of shadow who are now trapped here. There are new racial traits, feats, favorite classes, and even spells. There's a new eidolon subtype called Shadow. There's also information on Shadow Ink Tattoos and a new path for Oracles: Shadow.

Transformed by Darklands introduces Dro and Half-Drow characters. It provides new racial traits, favored class options, feats, spells, and rules for Shadow as a bloodrage bloodline, psychic discipline, weapon blessings and subdomain.

Shadowy Archetypes provide new Archetypes for shadowy paladins, alchemists, and sorcerers with appropriate ability changes for each.

Fighting in the Dark provides some general and specific tactics for fighting in the dark. It ends up with a selection of magical items which provide light in a variety of ways.

The next few sections provide a couple of pages each on Shadow weapons, shadowy feats, magic items with a shadowy theme, and spells with a penumbral and a shadow theme.

Evaluation
I've never read a Drizzt book, so I may not be the core audience for this supplement, but that doesn't matter. I think a lot of people think about what it would be like to be a shadowy man from a shadowy plane(t), and this book gives you the chance to do just that. There are plenty of options for standard races to be just a little different than their light-loving peers.

I think there are a lot of neat ideas here and the book is nice and thorough with shadowy touches for nearly every class and every race in the core rulebook. If you want to be Drizzt or a medieval Riddick, this is your chance.


Strong, thematic new options

5/5

I really enjoyed this one. It provides good options for select dark/shadow focused races, shadow options for classes (oracle mystery, alchemist archetype, rogue archetype, psychic discipline), theoretical guidance on using and defending against darkness as an environmental weapon, and new gear and spells that provide fun, creative new options.

Highly recommended to flesh out existing character concepts or inspire a shadow themed party or campaign.


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Scarab Sages Developer

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CorvusMask wrote:
So just to check this stupid question: Shadow Smite still works only on evil targets right?

Yep. Dusk knights are still paladins, smite evil is still about fighting evil.

Just, you know, duskily.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Gisher wrote:
Slithery D wrote:
David knott 242 wrote:
Slithery D wrote:
Has no one commented yet on Dumbledore's lighter being in the book?

I missed the reference. Which thing in the book is that?

Rod of Delumination, page 26. It's "spoon sized and utterly featureless," i.e. a small cylinder like a lighter. You point it at light sources and say a command word to extinguish them. With a second command word you can reignite something you extinguished.
And it's even called the Deluminator in the HP books. That's really funny. Nice catch.

That's why I didn't catch it. I only saw the movies.


Curious what people are doing with Gloom Chymist. I like the archetype and it's got some nice debuffs it can apply, but because of its design it doesn't really lend itself to traditional bomb or mutagen themed builds.

A finesse build using a dex based mutagen and a light weapon maybe? Or something with inspired chemist? Or a construct rider/winged marauder build?


Squiggit wrote:

Curious what people are doing with Gloom Chymist. I like the archetype and it's got some nice debuffs it can apply, but because of its design it doesn't really lend itself to traditional bomb or mutagen themed builds.

A finesse build using a dex based mutagen and a light weapon maybe? Or something with inspired chemist? Or a construct rider/winged marauder build?

The part that leaves me scratching my head is that you can't take "Precise Bombs" for it, which really limits its use in combat.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Kersic wrote:

Was there an intent in the "Transformed by the Darklands" section to offer less restrictive options for half-drow?

** spoiler omitted **

I haven't seen any responses to this, so I'll clarify:

  • The new Half-Elf alternate racial trait Lesser Spell-Like Abilities is identical (RAW) to the Half-Elf alternate racial trait Drow Magic, previously published in the Advanced Race Guide.
  • The new Half-Elf alternate racial trait Drow Heritage is very similar to the wording of the Half-Elf feat Half-Drow Paragon, also in the ARG.
My question is regarding the prerequisites for the Drow feat Drow Nobility in the ARG -

Q: Assuming a Half-Elf has taken either Lesser Spell-Like Abilities or Drow Magic, does taking Drow Heritage meet the prerequisites for Drow Nobility?

I'm uncertain due to the more general wording in Drow Heritage versus the specific wording of Half-Drow Paragon, as it relates to the specific wording of Drow Nobility.

By RAW, Drow have Spell-Like Abilities defined by racial trait.
If a Half-Elf counts as a drow, and is able to use the same Spell-Like Abilities as a drow, then they qualify for Drow Nobility, no?

Drow Heritage: wrote:
"Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites."

Scarab Sages Developer

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Note that this is RAI and my view of RAW, not an official errata or faq.

Drow Noble requires not "spell-like abilities" or even a specific list of spell-like abilities, but "Able to use drow spell-like abilities."

Neither Drow Magic nor Lesser Spell-Like Abilities gives you the ability to use "drow spell-like abilities." The are, at best, drow-like.

So no they fail to meet the prerequisite, regardless of whether Drow Heritage would qualify them as drow for the prerequisite.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Owen K. C. Stephens wrote:

Note that this is RAI and my view of RAW, not an official errata or faq.

Drow Noble requires not "spell-like abilities" or even a specific list of spell-like abilities, but "Able to use drow spell-like abilities."

Neither Drow Magic nor Lesser Spell-Like Abilities gives you the ability to use "drow spell-like abilities." The are, at best, drow-like.

So no they fail to meet the prerequisite, regardless of whether Drow Heritage would qualify them as drow for the prerequisite.

Fair enough, now I know the intent.

Thank you for the quick response!

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

So let's consider shadowcraft weapons in comparison to other magic weapon special abilities;

Adaptive +1000 gp (composite bows only) - However, not explicitly stated. GM could rule shadowcraft composites are always +0.
Endless Ammunition +2 (normally bows & crossbows only, shadowcraft is for all projectiles)
Transformative +10,000 gp (normally melee only in light/one-handed/two-handed categories, shadowcraft is melee light/one-handed/two-handed OR ranged one-handed/two-handed)

Shadowcraft 12,500 gp - All of the above plus drawback of minimum damage if target makes a will save and +1/-1 to attack and save DC based on light level.

Melee: Since Adaptive and Endless Ammunition are ranged only, melee shadowcraft weapons basically seem to come out as a more expensive version of Transformative with the possible minimum damage drawback and the +1/-1 light level adjustment. Overall, not a great deal. However, the 'Advanced' and 'Divine' shadowcraft weapons provide additional benefits which could make this more worthwhile... and all of those presented work with melee weapons.

Ranged: Get Transformative (which isn't normally available for ranged weapons), possibly Adaptive, and can either get Endless Ammunition (including for weapons that don't normally allow it) OR use regular ammunition and thus bypass the possible minimum damage drawback. These benefits seem well worth the cost. However, the only Advanced/Divine shadowcraft option provided which applies to ranged weapons is the 'Enervative' ability.


@CBDunkerson

Here is a (slightly edited) post of mine from a different thread. I was inspired by your earlier posts here. Hopefully I'll get more feedback than in the other thread.

------------------

Conversations in the Blood of Shadows thread have made me upgrade the value of the ranged Shadowcraft weapons. Composite bows can come in a range of strength ratings, and since the Shadowcraft weapons can become any masterwork weapon in its category it can become a composite bow with any strength rating. So functionally it has the Adaptive special ability.

So we have a weapon with the unique ability to transform into a host of ranged weapons. When in the form of a projectile weapon it can be used with real ammunition or it can generate its own, quasi-real, ammunition. When making shadow ammunition it eliminates your reloading time. When in bow form it can be chosen so as to take advantage of your current strength. That's not bad.

I've been trying to figure out which ranged weapons would count as one-handed and which would be two-handed (aside from firearms, which are already labelled). I've come up with the following lists. I'm not certain that all of these weapons have been correctly placed, and would appreciate any feedback regarding this.

One-handed Ranged Weapons
amentum, atlatl, blowgun, bolas, boomerang, chakram, crystal chakram, dart, flask thrower, halfling sling staff, hand crossbow, hunga munga, hurlbat, javelin, jolting dart, kestros, phaleros, pilum, poisoned sand tube, repeating hand crossbow, shrillshaft javelin, shuriken, sling, sling glove, stingchuck, throwing arrow cord, throwing shield, and tube arrow shooter.

Two-handed Ranged Weapons
composite longbow, composite shortbow, crank crossbow (heavy), crank crossbow (light), dire bolas, double crossbow, gastraphetes, grappling hook, heavy crossbow, lasso, launching crossbow, light crossbow, longbow, net, repeating heavy crossbow, repeating light crossbow, rope dart, shortbow, slaver's crossbow (heavy), slaver's crossbow (light), snag net, spear-sling, stonebow, thorn bow, underwater heavy crossbow, and underwater light crossbow

They are pretty extensive lists. A few on the one-handed list can even be used as melee weapons in a pinch. Presumably the throwing shield could also be used defensively. Some of these, like the stingchuck, really don't make much sense.

I left the Halfling Double Sling off the lists. The description says it can be used either one-handed or as a two-handed double weapon. So I am at a loss as to where to put it.


I agree, ranged composite bows are the only good reason for shadowcraft weapons.

Eclipsed Spell metamagic and Motes of Dusk and Dawn give pretty much all arcane and psychic classes access to a flexible, mobile, but only 1 minute duration Deeper Darkness or Daylight. Or both, although how they overlap works confuses me.

An interesting combo for those with appropriate vision capabilities.

Dark Archive

Question: Can paladins have poison minion trait without a problem? <_< I mean, technically it doesn't mean they are using poison even if enemy gets poisoned xD


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CorvusMask wrote:
Question: Can paladins have poison minion trait without a problem? <_< I mean, technically it doesn't mean they are using poison even if enemy gets poisoned xD

Not in any game I run.

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber
Owen KC Stephens wrote:
CorvusMask wrote:
Question: Can paladins have poison minion trait without a problem? <_< I mean, technically it doesn't mean they are using poison even if enemy gets poisoned xD
Not in any game I run.

Given that the fluff suggests it wasn't acquired willingly, I'd allow it... if they did whatever possible to prevent it from coming up. If they're trying to take advantage of it, they're in trouble.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Gisher wrote:
I've been trying to figure out which ranged weapons would count as one-handed and which would be two-handed (aside from firearms, which are already labelled).

This has always been a problem because many of the ranged weapons don't even specify the hands needed in their descriptive texts. Can you wind an amentum with one-hand while doing something else with the other? I'd assume not, but the rules don't mention hands at all... maybe NONE are required. The whole thing thus falls under the realm of GM fiat. My approach would be to use the number of hands which seem likely required to attack with (not load / prepare) the weapon normally without penalty... which looks like it lines up with everything on your list except the grappling hook. I'd expect that to be thrown one-handed.

Quote:
Some of these, like the stingchuck, really don't make much sense.

Yeah, I wonder if 'thrown' vs 'projectile' wouldn't have made more sense as categories for the ranged shadowcraft weapons than 'hands'. That said, the hands configuration allows you to do wacky things like toss a shadowcraft net on your ally... so they can grab it and start firing it as a shadowcraft bow.

Quote:
I left the Halfling Double Sling off the lists. The description says it can be used either one-handed or as a two-handed double weapon. So I am at a loss as to where to put it.

I'd put it as two-handed because that's what you need to fully operate the weapon. You CAN use it one-handed... but the same is true of the various (non hand) crossbows. Two-handed is the normal / full operation.


CBDunkerson wrote:
Gisher wrote:
I've been trying to figure out which ranged weapons would count as one-handed and which would be two-handed (aside from firearms, which are already labelled).
This has always been a problem because many of the ranged weapons don't even specify the hands needed in their descriptive texts. Can you wind an amentum with one-hand while doing something else with the other? I'd assume not, but the rules don't mention hands at all... maybe NONE are required. The whole thing thus falls under the realm of GM fiat. My approach would be to use the number of hands which seem likely required to attack with (not load / prepare) the weapon normally without penalty... which looks like it lines up with everything on your list except the grappling hook. I'd expect that to be thrown one-handed.

Hmm. I was thinking it was more like the lasso where you threw with one hand but held the rope with the other.

CBDunkerson wrote:
Quote:
Some of these, like the stingchuck, really don't make much sense.
Yeah, I wonder if 'thrown' vs 'projectile' wouldn't have made more sense as categories for the ranged shadowcraft weapons than 'hands'. That said, the hands configuration allows you to do wacky things like toss a shadowcraft net on your ally... so they can grab it and start firing it as a shadowcraft bow.

It isn't so much that it is thrown (lots of other item are also thrown) as it is that it is a skull filled with living vermin that bursts on impact. I don't think a Shadowcraft Weapon should be able to transform into a swarm-in-a-skull. Plus it would be destroyed after one use.

CBDunkerson wrote:
Quote:
I left the Halfling Double Sling off the lists. The description says it can be used either one-handed or as a two-handed double weapon. So I am at a loss as to where to put it.
I'd put it as two-handed because that's what you need to fully operate the weapon. You CAN use it one-handed... but the same is true of the various (non hand) crossbows. Two-handed is the normal / full operation.

That seems reasonable. Light and Heavy Crossbows had a similar issue, but their penalty for being used one-handed made it easier to classify them as two-handed.

Dark Archive

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Owen KC Stephens wrote:
CorvusMask wrote:
Question: Can paladins have poison minion trait without a problem? <_< I mean, technically it doesn't mean they are using poison even if enemy gets poisoned xD
Not in any game I run.

Trait implies character was born as having poison in their body(because drows and whatever heritage darkborns have). And the poison only applies if enemy bites them. So is it impossible for character to be paladin if they are born like that? And its not like many characters would intentionally let enemy bit them :P

Basically, will paladin who has poison in their vein fall if they unintentionally poison someone?

If they can't, that would also imply that some gripplis can't be paladins at all since some gripplis have toxic skin trait.

Kalindlara wrote:
Owen KC Stephens wrote:
CorvusMask wrote:
Question: Can paladins have poison minion trait without a problem? <_< I mean, technically it doesn't mean they are using poison even if enemy gets poisoned xD
Not in any game I run.
Given that the fluff suggests it wasn't acquired willingly, I'd allow it... if they did whatever possible to prevent it from coming up. If they're trying to take advantage of it, they're in trouble.

I think people in general try to not let themselves be bitten. Unless you mean stuff like "I'll tell every enemy that I have poison in my veins" in which case, how do you tell that to animals?


Can the new spells "Dancing Darkness" and "Motes of Dusk and Dawn" create areas of supernatural darkness?

The spells lack the restriction the the darkness spell includes so it seems like they should, but at the same time, it seems slightly odd that a level 1 spell could do what a level 2 spell could not.

These spells also lack the wording in the darkness spell that prevent them from stacking with each other, so what happens in the following circumstance

Dancing darkness is cast and all 4 orbs are concentrated in the same area,does the light level drop multiple steps (one for each orb)?

Motes of Dusk and Dawn is cast with some of the motes shedding light and some shedding darkness, since the orbs have to be kept so close together that they will always overlap, do two light motes and two darkness motes negate each other causing the spell to do nothing?

Lastly, since light shedding motes increase illumination by up to two stages rather than shedding light as a torch, can they create areas of bright light?


Paladins can't use poison? Is that specified in their Code of Conduct?


Barachiel Shina wrote:
Paladins can't use poison? Is that specified in their Code of Conduct?

Yep.

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.


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Avadriel wrote:

Can the new spells "Dancing Darkness" and "Motes of Dusk and Dawn" create areas of supernatural darkness?

The spells lack the restriction the the darkness spell includes so it seems like they should, but at the same time, it seems slightly odd that a level 1 spell could do what a level 2 spell could not.

These spells also lack the wording in the darkness spell that prevent them from stacking with each other, so what happens in the following circumstance

Dancing darkness is cast and all 4 orbs are concentrated in the same area,does the light level drop multiple steps (one for each orb)?

Motes of Dusk and Dawn is cast with some of the motes shedding light and some shedding darkness, since the orbs have to be kept so close together that they will always overlap, do two light motes and two darkness motes negate each other causing the spell to do nothing?

Lastly, since light shedding motes increase illumination by up to two stages rather than shedding light as a torch, can they create areas of bright light?

1. I don't think they can create supernatural darkness. The only way to do it is if it's explicitly stated. The only things that do that off the top of my head are Deeper Darkness, Hungry Darkness, and the new Eclipsed Spell metamagic if it flips a +2 light levels spell to darkness.

2. I think they don't stack. Player Companion issues don't seem to get the sort of "big picture" editing and review that bigger books do, and whether for that reason or size constraints spells tend to overlook issues or have briefer descriptions. I think they just left out the "don't stack" language but you should assume they act like normal/default darkness spells.

3. The multi-orb spells definitely don't stack anymore than multiple torches stack.

4. For overlapping Motes of light and dark, there's two possibilities. One is that they cancel at the mid point, so half of their area is +2 light, the other half is +2 dark. That's how I would play it. The other possibility is that it works like Daylight vs. Deeper Darkness, and the darkness is completely nullified where they overlap, so only a slender crescent on the far side of the light is still dark.

5. Yes, you can get bright light if you have dim light conditions or better and pick +2 light levels. It's basically Daylight without the "negates supernatural darkness" clause.

Note as I said in an earlier post that Motes of Dusk and Dark combos well with the Eclipsed Spell metamagic. That lets you flip a +2 light effect for supernatural darkness, or a +2 darkness effect for Daylight equivalent light (so you can cancel supernatural darkness). Motes of Dusk and Dawn lets you choose either, so it's a mobile short duration Deeper Darkness/Daylight in one spell.


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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Valantrix1 wrote:
Barachiel Shina wrote:
Paladins can't use poison? Is that specified in their Code of Conduct?

Yep.

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

So then the question would be whether somebody whose flesh was made poisonous to those who bite him is considered to be using poison when a foe does or potentially could bite him, since there is basically nothing he can do to avoid poisoning his foe. You may consider this to be a jerk move on the part of the player, but the character he is playing has no control over the poisoning effect unless he deliberately tries to induce a foe to bite him.

This would be in stark contrast to the poisonous saliva of a vishkanya, which cannot be used to harm a foe in the absence of deliberate actions on the part of the vishkanya -- so a vishkanya could be a paladin by refraining from using a couple of racial abilities.


Valantrix1 wrote:
Barachiel Shina wrote:
Paladins can't use poison? Is that specified in their Code of Conduct?

Yep.

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Amazing how someone can go over a rule in a TTRPG a few times during their gaming years and STILL miss something in the text. I totally never caught that. Thanks.

Dark Archive

David knott 242 wrote:
Valantrix1 wrote:
Barachiel Shina wrote:
Paladins can't use poison? Is that specified in their Code of Conduct?

Yep.

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

So then the question would be whether somebody whose flesh was made poisonous to those who bite him is considered to be using poison when a foe does or potentially could bite him, since there is basically nothing he can do to avoid poisoning his foe. You may consider this to be a jerk move on the part of the player, but the character he is playing has no control over the poisoning effect unless he deliberately tries to induce a foe to bite him.

This would be in stark contrast to the poisonous saliva of a vishkanya, which cannot be used to harm a foe in the absence of deliberate actions on the part of the vishkanya -- so a vishkanya could be a paladin by refraining from using a couple of racial abilities.

Ye got the reason why I was wondering about it :D

Also, hey, maybe its a jerk move, but I sure find idea of poisonous paladin funny ;D Also objecting to idea that if race has natural venom, they would consider it dishonorable to use their natural abilities. Because snakes are most beautiful and awesome animals on planet.

Dark Archive

I have to correct myself though, noticed Toxin skin just allows you to poison your weapon or smear poison on your body, so you have to activate it <_<

So Poison Minion is unique in that its only inborn trait that can't be turned off. Which makes me even more curious about whether Paladin thing is legal or not xD


I would like to know if the Dancing Darkness spell counts as magical darkness for purposes of Nightmare Fist. (And should it be called Dancing Shadows? At the end of the description it mentions that Dancing Shadows works with Permanency.)


Well, as it came up in another thread, Paizo seems to believe that the prohibition on Lying is not TOTAL, but rather Lying is banned insofar as it is an example (sub-set of) Dishonorable behavior... Lying and Poison Use are treated equivalently in the Code, in fact both inside exactly the same set of parentheses, so it would stand to reason that Poison Use is likewise not under a TOTAL ban, but only insofar as it falls under Dishonorable Behavior.

I would contrast slipping Poison in somebody's drink to leave them to waste away slowly... to coating a Greatsword in CON poison basically doing HP damage faster... to using Stinking Cloud spell... to using a Pseudodragon with Sleep Poison... to your body naturally being Poisonous to attackers.

Paizo Employee Designer

Quandary wrote:

Well, as it came up in another thread, Paizo seems to believe that the prohibition on Lying is not TOTAL, but rather Lying is banned insofar as it is an example (sub-set of) Dishonorable behavior... Lying and Poison Use are treated equivalently in the Code, in fact both inside exactly the same set of parentheses, so it would stand to reason that Poison Use is likewise not under a TOTAL ban, but only insofar as it falls under Dishonorable Behavior.

I would contrast slipping Poison in somebody's drink to leave them to waste away slowly... to coating a Greatsword in CON poison basically doing HP damage faster... to using Stinking Cloud spell... to using a Pseudodragon with Sleep Poison... to your body naturally being Poisonous to attackers.

Just as a heads up, Ross is a cool guy, but he doesn't work at Paizo (and also posts by staff members are personal opinions even if he did), so it wouldn't be accurate to characterize that post as "Paizo seems to believe".


Gisher wrote:
I would like to know if the Dancing Darkness spell counts as magical darkness for purposes of Nightmare Fist. (And should it be called Dancing Shadows? At the end of the description it mentions that Dancing Shadows works with Permanency.)

If "magical" darkness is the same as "supernatural darkness" (when darkvision stops working), then no. But I'm not sure that "magical" darkness is defined anywhere or that its used consistently in Paizo products.


Mark Seifter wrote:
Quandary wrote:
...Lying/Poison...
Just as a heads up, Ross is a cool guy, but he doesn't work at Paizo (and also posts by staff members are personal opinions even if he did), so it wouldn't be accurate to characterize that post as "Paizo seems to believe".

Thanks for the clarification of my mistake... That's probably a FAQ-worthy topic IMHO.


So what is the Will save supposed to be on the oracle's shadow weapon ability? It says the enemies get a shadow weapon but it doesn't say what the DC is. Im assuming that its the normal 10+1/2 Caster Level+ Charisma but given that Im making this character for PFS I kind of want to be certain.


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I am probably late to the game with this, but I just want to say that I am very glad to see support for the Ninja, Slayer, and Shadowdancer.

Scarab Sages

How does the Swirling Smoke Tattoo work? It triggers off an immediate action when the bearer is hit by an attack or fails a reflex save. Do the benefits of the tattoo (reroll a reflex save or get a 20% miss chance against attacks) apply to the attack/save that triggered it? What is the duration? Does it apply to a single attack/save, and just the one that triggered it? The way it's worded it sounds like it applies to that save, but when it talks about attacks, it says, "This imposes a 20% miss chance on attacks made against the bearer." Is that attacks for the rest of the round? It doesn't say it imposes a 20% miss chance against the attack that hit. So does that attack still hit, and the miss chance applies to subsequent attacks?

It's a very cool item, and I'd like to eventually buy it on my Wayang. I'm just a little confused about which attacks and how many it applies to.


Still waiting on a way for ninjas or rogues to get shadow step as a Supernatural ability...


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Quick minor question: Is there any point at all, mechanically, to the Shadow Eidolon getting its Darkvision increased to 120 feet several levels AFTER getting See In Darkness? My impression was that See In Darkness is Darkvision Without Range Limitations And Possibly Even Somehow Being Able To Tell What Color Things Are.


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See in Darkness is always Su, Darkvision is sometimes Ex. So it could matter in an antimagic field. Which is pretty fringe.


Ah, I suppose that's something at least. If nothing else, it's not the only ability it gets at 20, so the other stuff is good.


Would Blinded Master's blindsight upgrade to Blinded Competence's blindsense help with a room's layout? Walls, furniture, rug, door, broken glass on floor, someone creating a pit right in front of the blind PC, dead body on a bed, a bear trap laid out on the floor for all to see, etc? Or is it only to be used on creatures?


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It only says target or creatures, so no support for making it Daredevil's radar sense.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Owen KC Stephens wrote:
Alexander Augunas wrote:
Barachiel Shina wrote:

There's something up with the Blinded Master feat.

It lists Blinded Blade Precision as a prerequisite feat only there is no such feat as Blinded Blade Precision listed in the book or elsewhere in Pathfinder?

I assume that was meant to say Blinded Competence instead?

Yeah, probably. When I wrote the feats, they were all called Blinded Blade [Noun]. Since names were changed in development, I'm guessing that this is a small hiccup of that.
Yep, the change was made so the feats are listed alphabetically in the order you can take them, which makes parsing them easier, but I missed a prereq when we did it.

Figured I'd give this post a nudge for those wondering about the Blinded Master feat.

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