| quest-master |
The thread focuses on the design of the shadow dancer's shade companion.
What are your thoughts and how would you like this feature changed if at all?
I would like to see the following changes, all made together for balance:
1. The shade has HP equal to the shadow dancer, being a true shadow of the character.
2. The shade's BAB and saving throw values are equal to the BAB and saving throw values of the shadow dancer, "dancing" parallel in combat just as a true shadow would.
3. The shadow dancer can dismiss the shade as a free action, summoning it back as a swift action. No Fortitude save (I always felt that was ridiculous since the shade is actually absorbed back into your shadow, making you feel more whole.).
4. If the shade is destroyed, the shadow dancer makes a DC 15 Fortitude save or takes 1d6 points of damage per level of shadow dancer, symbolizing the growing bond between the shadow dancer and the shade.
5. The shade must remain within 10 feet of the shadow dancer. A later feat can improve this range. At the end of each round that the shade moves outside the limit, the shadow dancer must make a DC 15 Fortitude save or take 1 point of damage per level of shadow dancer, representng the mental and physical strain on the shadow dancer.
DmRrostarr
|
The thread focuses on the design of the shadow dancer's shade companion.
What are your thoughts and how would you like this feature changed if at all?
I would like to see the following changes, all made together for balance:
1. The shade has HP equal to the shadow dancer, being a true shadow of the character.
2. The shade's BAB and saving throw values are equal to the BAB and saving throw values of the shadow dancer, "dancing" parallel in combat just as a true shadow would.
3. The shadow dancer can dismiss the shade as a free action, summoning it back as a swift action. No Fortitude save (I always felt that was ridiculous since the shade is actually absorbed back into your shadow, making you feel more whole.).
4. If the shade is destroyed, the shadow dancer makes a DC 15 Fortitude save or takes 1d6 points of damage per level of shadow dancer, symbolizing the growing bond between the shadow dancer and the shade.
5. The shade must remain within 10 feet of the shadow dancer. A later feat can improve this range. At the end of each round that the shade moves outside the limit, the shadow dancer must make a DC 15 Fortitude save or take 1 point of damage per level of shadow dancer, representng the mental and physical strain on the shadow dancer.
I like number 4 but the DC seems way too low. After all Pathfinder is much more powerful. A DC 15 seems way weak. I would suggest DC 20+shadow dancer level. It should be kinda tramatic to lose your shade.
| TreeLynx |
I'd like to link to the discussion we are having in the other Shadowdancer thread, where my personal preference, cribbed heavily from Ruemere and Dorje Sylas's ideas, is this, mostly because when playing a shadowdancer, I never considered Spooky a valid combatant for anything but helpless enemies:
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Summon Shades (su): At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn.
The summoned shadow cannot be turned, rebuked, or commanded by any third party. In addition, the shadow can transfer itself at will to the Plane of Shadow as a spell-like ability. The shadow can transfer back to the material plane within an area of shadow within 10 ft of the shadowdancer. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer, even from the Plane of Shadow.
Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.
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 negative level until the shadow is replaced. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 1 week.
While the shadow is within the Plane of Shadow, the shadowdancer can, as a swift action usable 1 time/day per 2 HD of the shadow, elect to forgo use of the shadow for the remainder of the day, and wreathe their melee attacks in material from the Plane of Shadow, to slip her attack in the shadows between her opponent's defenses. The shadowdancer can treat her melee attacks for one turn as incorporeal touch attacks that do damage as normal.
This is follow up to Improving shadow companion above
I would like to propose playtested solution to Shadow Companion Shadowdancer class feature. The solution has been used for several years now and seems to be good enough to survive various sticky situations.
Please keep in mind that the solution does not address other problems with this class, chiefly, decreased combat ability (as compared to Rogue or Fighter) and somewhat ineffective other class features.
Shadowdancer class features
Level 1 ........... Shadow Companion I
Level 3 ........... Shadow Companion II
Level 5 ........... Shadow Companion III
Level 7 ........... Shadow Companion IV
Level 9 ........... Shadow Companion VShadow Companion I (Su): At 1st level, a shadowdancer can summon shadow companion, an undead shade. Unlike a normal shadow, shadow companion possesses a number of unique features:
- its alignment matches that of shadowdancer,
- it cannot create spawn,
- it also cannot be turned, rebuked or controlled by third party,
- it can communicate with shadowdancer using shadowdancer's preferred language,
- if slain, it will reform within 2d4 days. Until it reforms, shadowdancer has one negative energy level,
- it may, as a move action, travel between plane of Shadow and shadowdancer's plane using shadowdancer's own shadow,
- it may hide in shadowdancer's shadow, and, when hidden in shadowdancer's shadow, it may become invisible as a free action,
- unless otherwise specified, no ability (including special attacks gained during growth) of Shadow Companion affects shadowdancer.Shadow Companion II, III, IV, V (Su): At 3rd level, and every two levels thereafter, Shadow Companion grows gaining +4d12 hitpoints, +2 attack bonus, +4+Intelligence bonus skill points (the bonuses already include ability increases from improved hit dice).
At Shadow Companion III, increase Strength drain from 1d6 to 1d8. At Shadow Companion V, increase Strength drain from 1d8 to 2d6.
Also, each time it grows, it gains one of the following abilities (Save DC: 10 + 1/2 Shadow Companion's HD + Shadow Companion's Charisma Modifier):- Corrupting Gaze (Su): Range: 30 feet. Gaze attack. Fortitude save or take 2d10 points of damage.
- Corrupting Touch (Su): Deal 1d6+Charisma bonus damage with successful Incorporeal Touch attack. This is in addition to Strength drain.
- Frightful Moan (Su): Range 30 feet. Sonic Mind-affecting Fear attack. Will save or become panicked for 2d4 rounds. Successful save renders targets immune for 24 hours.
- Horrifc Appearance (Su): Range 60 feet. Gaze Mind-affecting attack. Fortitude save or take 1d4 damage to Strength, Dexterity and Constitution. Successful save renders targets immune for 24 hours.
- Malevolence (Su): Must enter the same space as Medium-sized or smaller target (subject to attack of opportunity). Incorporeal Touch attack. Will save to resist. Successful save renders target immune for 24 hours.
Failed save results in subject being possessed as per Magic Jar spell for. The Malevolence lasts until target is slain, 1 hour per Shadow Companion's hitdie passes, Shadow Companion leaves target body voluntarily or Shadow Companion is driven off by use of ability which targets possessed creatures or Undead (Shadow Companion loses immunity to control, turning or rebuking upon successfully possessing target).- Animate Object (Su): Must enter the same space as Medium-sized or smaller object (subject to attack of opportunity). Creates animated object of appropriate size, with Shadow Companion Intelligence, Wisdom, Charisma, hitpoints, feats and skills. Lasts until object is destroyed, Shadow Companion leaves target object voluntarily or Shadow Companion is driven off by use of ability which targets possessed creatures or Undead (Shadow Companion loses immunity to control, turning or rebuking upon successfully possessing target).
- Telekinesis (Su): As Telekinesis spell. Usable once per minute. Caster level equal to Shadow Companion's hitdice.
- Darkness (Su): As Darkness spell. Caster level equal to Shadow Companion's hitdice.
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For those worried about balance: compare to spellcaster abilities of similar level.
| minkscooter |
I'd like an option to instead add a special shade template onto an existing animal companion.
I like your idea for a standalone shade though, but I agree with the need for the DC increase.
The DC is taken from the Shadowdancer description. I think it was low because the effect is so severe: a permanent negative level! Probably the OP is trying to soften the penalty a little, although d6 damage per shadowdancer level could be deadly, so I'm not sure how much the penalty is softened, unless you'd rather be dead than lose a level.
As for turning an animal companion into a shade, it sounds like animal cruelty to me and certainly no way to treat a companion :-)
Character: Stand still, I'm going to turn you into a mere shadow of yourself.
I love the OP's idea of making it a true shadow of the character. This idea singlehandedly makes the PrC compelling.
| Lang Lorenz |
The thread focuses on the design of the shadow dancer's shade companion.
What are your thoughts and how would you like this feature changed if at all?
I would like to see the following changes, all made together for balance:
1. The shade has HP equal to the shadow dancer, being a true shadow of the character.
2. The shade's BAB and saving throw values are equal to the BAB and saving throw values of the shadow dancer, "dancing" parallel in combat just as a true shadow would.
3. The shadow dancer can dismiss the shade as a free action, summoning it back as a swift action. No Fortitude save (I always felt that was ridiculous since the shade is actually absorbed back into your shadow, making you feel more whole.).
4. If the shade is destroyed, the shadow dancer makes a DC 15 Fortitude save or takes 1d6 points of damage per level of shadow dancer, symbolizing the growing bond between the shadow dancer and the shade.
5. The shade must remain within 10 feet of the shadow dancer. A later feat can improve this range. At the end of each round that the shade moves outside the limit, the shadow dancer must make a DC 15 Fortitude save or take 1 point of damage per level of shadow dancer, representng the mental and physical strain on the shadow dancer.
I like the idea of the shadow being more /the/ shadow of the SD.
But it should be more like animal companion or familiar in mechanics.1. I'd start with 3 HD from Shadow and add 1 HD per SD above 3rd level.
The HD are d12 of course. They improve BAB, saves, skills,
and grant feats...
2. Add +1 at each even SD level to Dex, Cha, and Natural Armor
3. Dismiss ok. Summon should be standard first, maybe swift later at 7th
or 9th level?
4. Like Familiars and Animal companions it's bad enough to lose it,
I'd vote for no penalty at all. Regain it with a 24 hour ritual.
5. Good point. I'd simply make that 10 feet per SD level.
Here I like the option of moving away and suffering damage.
The shadow should get Evasion or Improved Evasion
just like the SD and be able to accompany him when
Shadow Jumping for free.
BTW, shouldn't /all/ Shadows ignore the SD once he obtains the
Shadow Companion., i.e. not attack him,
unless commanded by some third party?
LL
| nighttree |
The thread focuses on the design of the shadow dancer's shade companion.
What are your thoughts and how would you like this feature changed if at all?
I may be alone in this, but I actually always felt the ability to summon an undead just didn't jive with the class in the first place.
One idea we have toyed with is a slightly adjusted version of the Hexblades "Dark companion" ability.
Shadow Double (Su): A Shadowdancer may create an illusionary double made completely of shadows. Once created, the shadow double stands with her in battle, hindering her enemies' defenses.
Any enemy adjacent to the shadow double takes a -2 penalty to its saves and to its AC. The double's speed is equal to that of the Shadowdancer (including all modes of movement she possesses) and it acts during her turn every round. It follows the shadowdancer's mental commands perfectly - in effect, it is merely an extension of her will.
The shadow double has no real substance, and thus cannot attack, threaten, or otherwise affect creatures or objects. It occupies a 5-foot space, but that space may be shared with others at no penalty. It is immune to all damage and effects that might harm creatures, but it may be dispelled or suppressed just like a spell effect (treat the double as a spell of your shadowdancerlevel.) If it is dispelled, it automatically reforms at the Shadowdancer's side 24 hours later.
Beyond that, allowing the Shadowdancer to make one melee attack after a Shadow jump.....and I'd be good with the class.
| minkscooter |
I may be alone in this, but I actually always felt the ability to summon an undead just didn't jive with the class in the first place.
I agree. That's why I liked the suggestion of a true shadow double. But I see your point that a summoned combatant of any kind doesn't jive well.
If you want the Shadowdancer to manipulate shadows in a way that distracts opponents, why bother with a double at all? Just say that the Shadowdancer manipulates shadows, possibly making it seem like multiple shadows are dancing around the opponent. The exact number is less important than the effect of the distraction. If it's going to be a double, then I think it ought to be able to fight.
Beyond that, allowing the Shadowdancer to make one melee attack after a Shadow jump.....and I'd be good with the class.
If I understand correctly, Shadow Jump is by default a standard action, so making it a move action would allow an attack at the end of the jump. I agree that's a great idea.