Discussion on the flaws of the current system.


Pathfinder First Edition General Discussion

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Silver Crusade

This is a discussion of the current flaws of the system such as.

1: The Magic Item Creation system.

2: Traits (Some are just too good).

3: Spells such as Simulacrum, Charm Person, and Planar Binding just to name a few.

4: The wording of some things are just not clear.

5: WBL and how it works with some gaming styles and not others, including the default.

Now the thread doesn't have to focus on just those, there are others out there so post them here.

Odaude: To continue our earlier discussion. I see what your saying about Skill Focus and you are right but I still think getting a class skill and a bonus to it is a bit much for a trait.


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Yar.

off topic but important for everyone:
I'm actually going to defend shallowsoul in this case. He obviously has no interest in discussing this in the many previous threads anymore (and indeed I can see he is only making comments in them now as off topic replies to other off topic posts). At least - in this instance - he has taken the advice of Gary and other posters in that he has just created a thread with a non-aggressive title, the contents of which are simply stating what he wishes to discuss in a civil and non-aggressive manner.

While I am sad and annoyed that there are so many threads on this now (there really only needed to be one, regardless of where it ended up being relocated to), I do say props to shallowsoul for listening to the moderating staff and following their posting guidelines.

Perhaps this time, if we allow it to happen, we may actually see a good, insightful discussion about the flaws of the current system.

~P

Paizo Employee PostMonster General

Removed some off-topic posts. Let's not derail this right out of the gate. If you don't have anything useful to say about the topic at hand you can just skip the thread.

Dark Archive

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Pirate:
We are far more likely to see complaints about the fifth incarnation of this thread.

On-topic: I have no problem with 1, 2, 3, or 5. The CRB could use some cleaning though. I would prefer to not have to look at three different chapters to get the whole picture on a rules query.


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The thing is these flaws are mostly a matter of opinion. And like opinions everyone has one. Mine is that 4 is the only legitimate one.

In fact naming the thread what it is is a little on the arrogant side. Implying that your opinion is somehow fact.


I don't find the title of the thread at all arrogant. Sure, it's subjective, but really all the OP said was the game isn't perfect.

I have my own list of things I don't care for, but one place where the OP and I agree is #4. Much of the CRB is needlessly wordy -- to the point of being unclear. I have long maintained that 10% of the word count could be cut without changing a single rule, and the book would be better for it.


I don't use WBL (or any magic items, actually) in my games, and find it silly when I PC in other people's games. I wouldn't say it's a "problem" so much as it's something quirky I'd rather have nothing to do with, but I can see how it could help some GMs, and it doesn't bother me as a PC.

I think a huge flaw is that magic is still always better than not having magic. I dislike that I have to give that as advice to people. Spells are better than no spells 100% of the time. It's bothersome.

Obviously this is not a deal breaker or I wouldn't be playing at all.


Here'another one: Someone wearing a necklace of fireballs might have them detonated if they fail a saving throw vs. fire...but not if they're cooked by, say, a ray of fire.

This underscores a larger problem -- there are too many ways of resolving what a given sequence of events. I suppose some may see several different ways for the rules to handle, say, being hit by fire as a feature...I do not.


THe big ones form another thread.

WBL and magic item creation rules are related. The big problems with Pathfinder. WBL and MIC can be abused but it depends on do your players even try and does the DM let them?
1. Game more or less totally fails at higher level play.

2. Assumed levels of magic mart/item creation. Popular with players, potential headaches for DMs. RAW gives the players a large amount of power to create items DMs may not even want in the game. Also contributes to....

3. Rocket tag. The game starts to break down a the higher levels. Big problems start at level 7 with certain spells, but escalating amounts of damage for martial types make things difficult.

4. Not exactly DM friendly at higher levels. About the only thing 4th ed got right was it was easy to DM.

1, 2 and 3 are all related IMHO. Certain spells are broken, damage becomes to big to fast even something basic like Keen+ Power attack can be nuts. Spell DCs, Certain spells, power attack feat and variants (Piranha Strike), magic mart, rapid shot are the big offenders.

Individually none of them are really broken in a game wrecking way except maybe for certain spells. Added together they the game can't handle them at higher levels.


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Pathfinder Rulebook Subscriber

I think the only really glaring problem with Pathfinder is how difficult it is to actually track down everything relevant about a rule. When there are important clarifying factors listed as footnotes of tables in a seemingly unrelated section, it makes it very difficult to figure out the correct ruling.

While not really a flaw, per se, I think it would be beneficial if there was a section discussing the assumptions made when calculating CRs (especially how WBL and magic items interact with it) and how to adjust CRs to work better with lower magic settings. I really feel like a lot of the recent threads about magic item creation are primarily a disagreement between Pathfinder's design and individual DMs/players about how powerful and ubiquitous magic should be. Essentially, it's a setting problem that is in some ways built into the system.


I think there are a few unresolved issues with giants being switched to a subtype of humanoids. Namely there should be a line giving them proficiency with some group of weapons or at least a line about them being proficient with whatever they are listed as having. Or perhaps make them monstrous humanoids.

I can think of many issues with the game that date back to 3.5 or even AD&D, but Pathfinder did a great job pushing things in the right direction while still maintaining compatibility with older material. I can't really fault them for some of the issues with high level play. There seems to be a general push over the decades to give the players control over more of the game system, which is probably a good thing, although I probably would have had the AD&D players handbook and DMG switch sizes, not combine completely.

Shadow Lodge

I do think there are flaws to the current system.

1.) updating some of the core material to be on par with the APG material

2.) I agree with Traits, but it also extends to Feats, Spells, and kind of everything to similar extents.

3.) In my experience, Rocket-tag starts at level 1, where winning the Init basically wins the fight.

4.) A lot, and I mean a lot of things are not clear. Pathfinder also has a big issue with not explaining things to help DMs to make a better ruling int he grey areas like 3E did.

5.) I don't like Pathfinder's Undead.

6.) Except for Druids, Wizards, (and other Int based classes), make 4+Int the base for Skill Points.

7.) A lot of relevent material to a rules topic is just all over the place.

8.) DR is too easily overcome.

9.) Alignment is too vague, and Nuetral Alignments need to have a mechanical drawback.

10.) Summoner

11.) Archery (and most Ranged combat) needs to take a nerf hit.


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1.) Alignment is incoherent. The definition the game provides for what alignment is is incompatible with objective morals but conforms to subjective morals. The mechanics that dictate how alignment interacts with the game however, treat alignment as objective forces. This is contradictory to the definitions it used to initially introduce us to the concept.

2.) Higher BAB classes still require a greater investment of resources for much smaller returns. As your level increases, your relevance outside of combat decreases. And since creatures who can fill the combat schtick can be bought, summoned, gated, bound, crafted, dominated, raised, transmuted, etc. That makes your ability to kill things irrelevant except to serve as a meat shield and pack mule for those characters who have abilities that effect the setting in meaningful ways. At the point in which your characters role can be replicated entirely by another classes features or with expendable resources you have become expendable yourself (and boring). If the justification for your existence is that you are slightly better at killing things than summoned creatures, simulacrums, dominated creatures, etc. (which you may or may not be) than the game has failed you.


bugleyman wrote:

Here'another one: Someone wearing a necklace of fireballs might have them detonated if they fail a saving throw vs. fire...but not if they're cooked by, say, a ray of fire.

This underscores a larger problem -- there are too many ways of resolving what a given sequence of events. I suppose some may see several different ways for the rules to handle, say, being hit by fire as a feature...I do not.

You'd perfer that Necklace acted like Helm of Brillance

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/helm- of-brilliance

"If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate."


It is impossible to make everything “clear” as to their intent. Folks come from different backgrounds, even nations so they will read things differently. Other guys- and there are far too many of them- will read & twist a rules sections so that (to them) it reads how they WANT it to read.

The only way to make things 100% is to have lawyers draw it all up in boilerplate, which means the Core handbook would cost $500 and be in ten volumes- and most here couldn’t read it.

Try writing a set of rules, and then have someone else play & interpret them sometimes. It’s way harder than it looks, trust me.

Other than some issues endemic to D&D as a whole (Spellcasters being much more powerful that warriors at high levels), PF is doing just fine. Sure there are a few stumbles, but what is nice is that they actually TRY.


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DrDeth wrote:


The only way to make things 100% is to have lawyers draw it all up in boilerplate, which means the Core handbook would cost $500 and be in ten volumes- and most here couldn’t read it.

The whole point of having lawyers write stuff is so that it can't be understood by anything but more lawyers.

Seriously though, the olde books had sections explaining the intent of the rules, and those sections are almost non-existent nowadays. Often a few lines of context help clarify things a lot.

The Exchange

The one thing though I don't really see it as a flaw is the magic item creation. In that I think maybe it is too easy with the DC for crafting or that there isn't as much a tax for doing it like in 3.5 D&D where you had to spend XP to make magic items. Magic item creation can take the difficulty intended for a campaign and throw it out the window and watch the PCs roll over any enemy. Though some of these I can see a simple rule 0 and just not allow them.


1) The expectation that players should have to somehow "pay" to play their character. Exhibit A: most rangers. Most rangers that aren't two handed weapon style or possibly mounted combat style have to suffer through level 1 before they can use their combat style. Exhibit B: Finesse Rogues. To avoid wasting a feat on what a talent can do they have to go through level 1 unable to hit the broad side of a barn. Exhibit C: feat trees that hide the feats that allow you to do something behind feat taxes. The combat maneuvers are worst about this, though they're not alone.

2) Magic is limited in access and powerful. Either magic needs to get weaker or the concept of a non-casting class needs to be discarded.


Fergie wrote:
DrDeth wrote:


The only way to make things 100% is to have lawyers draw it all up in boilerplate, which means the Core handbook would cost $500 and be in ten volumes- and most here couldn’t read it.

The whole point of having lawyers write stuff is so that it can't be understood by anything but more lawyers.

Seriously though, the olde books had sections explaining the intent of the rules, and those sections are almost non-existent nowadays. Often a few lines of context help clarify things a lot.

Or us bureaucrats.

But still, what sections are you talking about? What book, chapters?

Shadow Lodge

D&D 3E and D&D 3.5


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I'm in agreement that the game falls apart at higher levels, it starts around level 7 and by level 12 it's a monster to play, by 15th it's basically unplayable.

Spell like abilities are my pet peeve, its mental takes no physical actions and yet still provoked Attacks of Opportunity, that makes no sense to me.

The Exchange RPG Superstar 2010 Top 16, Contributor

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Meh.

I can deal with most of the stuff you guys are complaining about, it's easy enough to deal with magic item crafting and much of the rest. The two parts of the (core book) system that come up in my mind as seriously off whack are stealth and class power disparity.

Stealth is brain hurtingly broken, filled with contradictions and subject to so much interpretation the skill is essentially unviable. The way stealth is used by different groups varies massively and debates are often paired with historical references that date back to second edition AD&D. Paizo has made an effort to resolve it, but I think they determined the changes needed were way beyond the scope of an errata type update and have shelved it for the moment (which IMO is a similar situation to crafting).

Class disparity is pretty crazy also. The rogue is thoroughly out-classed in almost every way by nearly every class. Maybe if stealth worked the rogue would make a bit more sense. It's not just the rogue, but they are the poster child of classes that need some major work. There are also some classes which rear their ugly heads in the opposite direction.

These are things which dwarf the problems with creating magic items because you can't easily work around them with a simple house rule.

I'd love to see these things, and a lot of the other things mentioned here fixed, but the overwhelming majority of the fixes essentially require a major re-write of the core rules and that's pretty unlikely at this point. A lot of people complain about the various issues with Pathfinder, but there is a huge amount of pushback from the community anytime a new version is mentioned. People have libraries of source material and they don't want to risk that being invalidated by a big rules change.

Shadow Lodge

I agree. I don't really have much issue with WBL or Magic Items in general. Class disparity, while I agree exists, is pretty subjective, and 10 different people asked will give 5 - 10 different issues with it. One person will go off of spreadsheet theorycraft, another character optimization builds/guides, another their gaming experience, and yet another what the internet says, and no one will agree what the issues are, much less how to fix it.

Way too many core rules being less than clear really hurt this as well.


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Parts of the game I consider problematic and worthy of extensive discussion:

1.) High level play

2.) Magic item crafting rules, especially the cost reduction they provide and the multiple areas which are imbalanced or negatively affected in other ways due to it.

3.) Some classes, specifically the Gunslinger and Summoner.

4.) Long resting periods and APs which seem to presume that parties will take out a whole dungeon in one rush-through vs. the "limited use" design philosophy of pretty much all the new Paizo core classes.

5.) Christmas tree effect of magic items.

6.) General design philosophy of Pathfinder/D&D questions, like that argument SKR opened a few weeks ago, questioning the very necessity of a component cost for Raise Dead.

Shadow Lodge

magnuskn wrote:
. . . questioning the very necessity of a component cost for Raise Dead.

Could you post me a link, I'd like to read that.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Here you go. There are some follow-up downthread, so keep reading after his post.


shallowsoul wrote:

This is a discussion of the current flaws of the system such as.

1: The Magic Item Creation system.

I've never had an issue with the MICS and I don't see where all the complaints stem from.

shallowsoul wrote:


2: Traits (Some are just too good).

I don' think some are too good, I think most are so unbearably bad or restricted to such a specific set of character types/alignments/deity worships/what have you that the ones that aren't restricted and are worth taking are amazing by comparison.

shallowsoul wrote:


3: Spells such as Simulacrum, Charm Person, and Planar Binding just to name a few.

I understand Simulacrum and Planar Binding...but what's the issue with Charm Person?

shallowsoul wrote:


4: The wording of some things are just not clear.

100% agreed.

shallowsoul wrote:


5: WBL and how it works with some gaming styles and not others, including the default.

What do you mean?

IMO the WBL is slightly unreasonable (it seems to want the players to have more wealth than is given out over the course of a standard AP, which is odd to say the least), but how does it not work with various gaming styles?

I'd like to add one about alignment and other wholly subjective issues: I believe these things should be either 100% codified or left completely subjective. No more of this rocking the boat with random, out of left field rulings on what is/is not an evil act and such that kind of stick out as "icebergs" of clarity among the undefined morass of the rest of the alignment issues.

Grand Lodge

I actually dislike the current magic item creation rule...but unfortunately, there is no way to actually fix that short of a full re-write. Asking for things like a pre-reqs to be real pre-reqs don't work when the current pre-reqs for all the items are kinda wacked for a system that does this. The same with the caster level. Changing the % kinda reduces the impact of course...but I don't know...that just doesn't really sit right with me still. I posted this before, but my house rule that I like for item creation is that creation costs is 100% the market value...but you can salvage magic items of same type to enchant the new magic item at 100% costs (minus MW item cost). It's the best fix I could come up with without a full re-write of the system.

Rynjin, the issue SS has with those spells is that the effects are DM dependent as the exact effects are not spelled out in legalese. Quite frankly I do not what that. If I wanted perfectly scripted effects, I'd play a freaking video game, not a table top RPG.

As far as clarifications...yeah, we need more official ones. Because honestly the not official ones kinda contradict each other (some from even the same dev) and all it does is just muddle the water. I mean in all honesty, it really doesn't matter because GMs will run how they will...but it would be nice.


Since we're apparently having this thread, I'd like to throw in that some skills are just broken, in the not-quite-working-at-all sense.

Nobody seems to actually use the stealth skill as written and it creates some truly weird dcs.

GMs are probably better off just making you pay 1/2 the cost of an item and spends an arbitrary length of time than actually using the craft skill.

Silver Crusade

Cold Napalm wrote:

I actually dislike the current magic item creation rule...but unfortunately, there is no way to actually fix that short of a full re-write. Asking for things like a pre-reqs to be real pre-reqs don't work when the current pre-reqs for all the items are kinda wacked for a system that does this. The same with the caster level. Changing the % kinda reduces the impact of course...but I don't know...that just doesn't really sit right with me still. I posted this before, but my house rule that I like for item creation is that creation costs is 100% the market value...but you can salvage magic items of same type to enchant the new magic item at 100% costs (minus MW item cost). It's the best fix I could come up with without a full re-write of the system.

Rynjin, the issue SS has with those spells is that the effects are DM dependent as the exact effects are not spelled out in legalese. Quite frankly I do not what that. If I wanted perfectly scripted effects, I'd play a freaking video game, not a table top RPG.

As far as clarifications...yeah, we need more official ones. Because honestly the not official ones kinda contradict each other (some from even the same dev) and all it does is just muddle the water. I mean in all honesty, it really doesn't matter because GMs will run how they will...but it would be nice.

With regards to certain spells.

I think the problem here is we are assuming they are left open to DM adjudication when in fact they are not. Usually, if something is purposely left open then it will actually state it but I think some people are slapping Rule 0 on things to quickly and assume that was what the designers meant the whole time.

Charm Person is a very tricky one to rule.

My reasons for having specific rules be clear in their intention is to make sure that everyone is on the same page. It creates less work for the DM because he/she knows that he/she can sit down, crack open the books, and know that general everyone will be singing off the same hymm sheet without having to scour the books for rules which are inadvertently vague when they weren't meant to be.

Silver Crusade

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I would say that the Skill system itself is a bit wonky because let's face it, when do you ever need a +40 on your skill?

For example: I made an 11th level Fletchling Shadow Sorcerer who has a + 41 to Stealth before any spells are cast such as Invisibility or any other Stealth enhancing ability.

It's too easy to cause skills to skyrocket.

Shadow Lodge

magnuskn wrote:
Here you go. There are some follow-up downthread, so keep reading after his post.

Many thanks. It sounds interesting.


shallowsoul wrote:

I would say that the Skill system itself is a bit wonky because let's face it, when do you ever need a +40 on your skill?

For example: I made an 11th level Fletchling Shadow Sorcerer who has a + 41 to Stealth before any spells are cast such as Invisibility or any other Stealth enhancing ability.

It's too easy to cause skills to skyrocket.

Could you break that down so we can see how you got +41 as the way you have written suggets that its just by adding skill point, the class bonus and the ability score bonus and nothing else.

If that was the case (depending on point buy I guess)
18 for dex and +2 for fletchling is 20 at level 1 maybe, add in the ability upgrades which are 2 so that gives you 22 so

Ability +6
max skill points allocated can only be the same as level so that's +11
class skill +3
fletching class bonus to stealth +2
the +4 bonus for shadow sorcerer is +4 but only used if casting darkness spells so dosn't count.

+6, +11, +3 and +2 is +22 as far as I can see IF you are not using spells and any stealth enhancing ability (which im taking is equipment as well that will boost dex etc)

Im sure you are correct but if thats the case can you be a bit more specific as to how you got such a high number?


Very easy indeed.


probably is but just wanted to see the breakdown as he seems to suggest its without any spells, ability mods for stealth. if you by just adding skill points and the ability mod you cant get +41 as far as i can see.

Silver Crusade

ferrinwulf wrote:
shallowsoul wrote:

I would say that the Skill system itself is a bit wonky because let's face it, when do you ever need a +40 on your skill?

For example: I made an 11th level Fletchling Shadow Sorcerer who has a + 41 to Stealth before any spells are cast such as Invisibility or any other Stealth enhancing ability.

It's too easy to cause skills to skyrocket.

Could you break that down so we can see how you got +41 as the way you have written suggets that its just by adding skill point, the class bonus and the ability score bonus and nothing else.

If that was the case (depending on point buy I guess)
18 for dex and +2 for fletchling is 20 at level 1 maybe, add in the ability upgrades which are 2 so that gives you 22 so

Ability +6
max skill points allocated can only be the same as level so that's +11
class skill +3
fletching class bonus to stealth +2
the +4 bonus for shadow sorcerer is +4 but only used if casting darkness spells so dosn't count.

+6, +11, +3 and +2 is +22 as far as I can see IF you are not using spells and any stealth enhancing ability (which im taking is equipment as well that will boost dex etc)

Im sure you are correct but if thats the case can you be a bit more specific as to how you got such a high number?

Ranks (11) + Class Skill (3) + Fletchling (2) + 20 Dex (5) + Masterwork Tool (Stealth) (2) + Skill Focus (6) + Improved Shadow Silken Ceremonial Robe + 1 (10) + Stealthy feat (4) = 43

43 actually. I forgot that Stealthy increases to +4 when you have 10 or more ranks in Stealth.

Silver Crusade

ferrinwulf wrote:

probably is but just wanted to see the breakdown as he seems to suggest its without any spells, ability mods for stealth. if you by just adding skill points and the ability mod you cant get +41 as far as i can see.

No, I was saying before any spells were cast my score would be in the 40's. If I rolled a natural 20 we are looking at a 63. Hell, even rolling a 10 would give me a 53.

I haven't even gotten into the bonus from being a shadow sorcerer.

I will post the PC.

The Shadowman:
11th level fletchling infiltrator Sorcerer “The Shadowman”

Str: 7
Dex: 20
Con: 12
Int: 12
Wis: 12
Cha: 24

HP: 11d6 + 11

AC: 17
Touch: 17
Flat: 12

Spd: 30ft

Init: + 5

Fort: + 8 (+13 vs Traps)
Ref: + 13 (+18 vs Traps)
Will: + 13 (+18 vs Traps)

Traits: Eyes and Ears of the City, Gold Finger

Feats: Light Armor Proficiency, Skill Focus (Stealth), Stealthy, Weapon Finesse (Touch Spells), Silent Spell, Skill Focus (Perception), Arcane Blast

Racial “Fletchling”: Native Outsider, Darkvision 120, Low-light vision, Skilled, Shadow Blending, Shadowy Resistance, Spell-like abilities.

Sorcerer “Shadow Bloodline”: Class Skill (Stealth), Bonus Spells “Ray of Enfeeblement, Darkvision, Deeper Darkness, Shadow Conjuration, Shadow Evocation”, Eschew Materials, Cantrips, Bloodline Arcana, Bloodline Powers “Shadowstrike, Nighteye, Shadow Well”.

Headband of Alluring Charisma + 4, Belt of Incredible Dexterity + 4, Improved Shadow Silken Ceremonial Robe + 1, Ring of Spell Knowledge II (Silence), Gloves of Reconnaissance, Minor Burglar Boots, Cloak of Resistance + 4, Masterwork Tool (Padding added to boots to add +2 to Stealth), Masterwork Tool (Extra layered spectacle lenses grant +2 to Perception), Masterwork Tool (Rune Bracelet grants +2 to Use Magic Device), Masterwork Tool (Arcane Focus Earring grants +2 to Spellcraft), Masterwork Tool (Mystic Tuning Fork grants +2 to Knowledge Arcana), Masterwork Tool (Shiny coin grants + 2 to Bluff), Masterwork Thieves Tools, Eyes of the Eagle,

Skills: Stealth: + 43, Use Magic Device: + 17, Perception: + 29, Spellcraft: + 10, Knowledge(Arcana): + 10, Bluff: + 18, Disable Device: + 14, Acrobatics: +5, Knowledge (Planes): + 3

Spells Per Day: 6/8/8/7/5

Spells Known:

0 lvl: Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Disrupt Undead, Read Magic, Acid Splash, Touch of Fatigue, Open/Close.

1st level: Shield, Ray of Sickening, Vocal Alteration, Forced Quiet, Ray of Enfeeblement, Disguise Self,

2nd level: Rope Trick, Create Pit, Locate Object, Darkvision, Spectral Hand, Dust of Twilight

3rd level: Suggestion, Marionette Possession, Deeper Darkness, Gloomblind Bolts, Silence, Dispel Magic

4th level: Shadow Projection, Shadow Conjuration, Greater Invisibility, Charm Monster,

5th level: Shadow Evocation, Dominate Person, Undead Anatomy II

Shadowstrike: Melee touch attack for 1d4 + 5 Nonlethal damage + Dazzled for 1 minute. Dazzle doesn’t work against creatures with low-light or darkvision. 10/day.

Nighteye: 120 ft darkvision.

Shadow Well: Can use the Stealth skill even while being observed as long as he is 10ft away from a shadow. Once per day, can switch places with a willing ally that is within 60ft.
Shadow Blending: 50% miss chance as long as fletching is in dim light.
Shadow Resistance: Resist 5 to Cold and Electricity.
Disguise Self: 1/day.
Shadow Walk: 1/day.

I love this character.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

The problem with "Shadowman" is, in my opinion that the Skill Focus and the Stealthy feats provide untyped bonuses. I think they should be competence bonuses. In fact, I think there should be no untyped bonuses at all in the game.

On the other hand, I find "Masterwork Tools (Stealth)" questionable. What's that supposed to be?

Silver Crusade

Zaister wrote:

The problem with "Shadowman" is, in my opinion that the Skill Focus and the Stealthy feats provide untyped bonuses. I think they should be competence bonuses.

On the other hand, I find "Masterwork Tools (Stealth)" questionable. What's that supposed to be?

Soft insoles that go in his shoes. Masterwork Tool will give you +2 to a skill so I imagine it being a soft bit of leather that enables him to be a bit quieter.

Silver Crusade

Zaister wrote:

The problem with "Shadowman" is, in my opinion that the Skill Focus and the Stealthy feats provide untyped bonuses. I think they should be competence bonuses. In fact, I think there should be no untyped bonuses at all in the game.

I agree 100%. There are just too many things that stack.

Silver Crusade

Now I could have added the favored class bonus to Stealth and made it into a + 54.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
shallowsoul wrote:
Zaister wrote:
On the other hand, I find "Masterwork Tools (Stealth)" questionable. What's that supposed to be?
Soft insoles that go in his shoes. Masterwork Tool will give you +2 to a skill so I imagine it being a soft bit of leather that enables him to be a bit quieter.

On the other hand that won't help him not being seen. Stealth is too variable a skill, in my opinion, for there to be a simple good-for-every-use masterwork tool, and the rule text even indicates that not every skill should have one.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
shallowsoul wrote:
Now I could have added the favored class bonus to Stealth and made it into a + 54.

You only get +1 per two levels, and it only applies under certain circumstances.

By the way: it's "fetchling", not "fletchling". :)

Silver Crusade

Zaister wrote:
shallowsoul wrote:
Zaister wrote:
On the other hand, I find "Masterwork Tools (Stealth)" questionable. What's that supposed to be?
Soft insoles that go in his shoes. Masterwork Tool will give you +2 to a skill so I imagine it being a soft bit of leather that enables him to be a bit quieter.
On the other hand that won't help him not being seen. Stealth is too variable a skill, in my opinion, for there to be a simple good-for-every-use masterwork tool, and the rule text even indicates that not every skill should have one.

Well unfortunately, the CRB doesn't point those out but what you could say that the tool is a set of soft insoles and a black cloak.

Even if we took that away it's still a + 41 before I roll or cast any spells.

Silver Crusade

Zaister wrote:
shallowsoul wrote:
Now I could have added the favored class bonus to Stealth and made it into a + 54.

You only get +1 per two levels, and it only applies under certain circumstances.

By the way: it's "fetchling", not "fletchling". :)

From the CRB page 31: Whenever a character gains a level

in his favored class, he receives either + 1 hit point or + 1
skill rank.

Every time you gain a level in your favored class (Sorcerer) or get 1 hit point or 1 skill rank.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
shallowsoul wrote:


Whenever a character gains a level
in his favored class, he receives either + 1 hit point or + 1
skill rank.

Every time you gain a level in your favored class (Sorcerer) or get 1 hit point or 1 skill rank.

Favord class bonuses don't work that way. You already figured in 11 skill ranks. A level 11 character can have no more than 11 ranks in a given skill, no matter if he got them as part of his regular allotment or as a bonus from his favored class. This is not a skill bonus, these are simply additional ranks to spend.

On the other hand a fetchling rogue has the option to take as the bonus for his favored class a +1/2 bonus to his Stealth and Sleight of Hand skills each level (rule from ARG).

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