Paladin / Shadowdancer?


Advice


I was partially inspired to this character concept thanks to a certain person on these boards playing this combination (I forgot who it was) and the fact that I had the idea of my Tiefling Paladin having the blood of a Shadow Demon in him. So what I wanted to ask was...

1) How much do I lose by taking this class instead of going pure Paladin?

2) Aside from the RP experiences of playing this combo, what abilities do I gain?

3) How would I go about taking my feats, assuming I take four levels of Shadowdancer as soon as possible?


Interesting idea from the flavor point.
Mechanically-wise it's a bit problematic because you lose on BAB and the feats required to becomes shadowdancer are not the best picks for the paladin. Well, Dodge is nice, and Combat Reflexes can be useful assuming you have decent Dexterity score but Mobility is nothing I have ever seen on any paladin.

You will also lose development of lay on hands, channel energy, mercies, spells, divine bond.

There is also possible problem - conservative interpretation of Paladin code (virtuous knight, etc.) wouldn't mesh well with the shadowdancer's focus on hiding, so it is something you would have check with the GM if he allow being paladin of a deity that accepts hiding and stealth as tools in the fight against evil. Not to mention the fact that most paladins have chronic problem with undeads... Such as your new pal the summonable shadow.

The strong point of such build would be combing paladin's insane saving throw potential with Evasion. Rogue talents could be used to pick combat feat and weapon focus partly reducing the impact of using three feats to become shadowdancer in the first place.


Flavor wise? Perfectly doable. Any Lawful Good incarnation of Batman easily fits (Minus embezzling WayneCorp assets but you don't have to deal with that).

Mechanics wise? No, purely because Shadow Dancer is a bad class (it somehow got WORSE from the 3.5 version thanks to the changes to how the Shadow Companion worked)

I'd recommend taking Eldritch Heritage: Shadow (or Umbral) instead. A Paladin has the charisma for it and gives everything worth taking from Shadowdancer for the same feat tax.


Or maybe Eldritch Heritage: Abyssal... Oh, look, inherent Strength bonus! :P

I disagree with notion that 3.5 shadow companion was better than than Pathfinder:
In Pathfinder it gets the shadowdancer character's BAB and saving throws and half his total hit points. In 3.5 it had BAB of +1 plus 1 more per three shadowdancer levels (i.e. a grand total of +4 for a 10th level rogue/10th level shadowdancer), 3d12 hp plus 2d12 per three shadowdancer's levels (i.e. a maximum of 9d12 hp for rogue 10th/shadowdancer 10th).


Drejk wrote:
Not to mention the fact that most paladins have chronic problem with undeads... Such as your new pal the summonable shadow.

While true, every undead I've seen is also Evil. Like Juju zombies made by certain Oracles, the shadow's alignment matches its creators. This means the shadow is a Lawful Good intelligent being. This could easily be flavored to be a sign of favor from one's deity, who has given you a little extra help in your fight against undead.


He is a worshipper of Ragathiel, who is associated with fire.

Even the brightest flame casts a shadow, and that works for him well.

As for the stealth parts, I doubt a DM would say "good = dumb" in this case.

My main reason for wanting those four levels would be the flavourful (and cool) Shadow Jump.

I don't know how useful it is, though. I was supposed to ask about that in the opening post, but forgot...


EH:Shadow/Umbral gives you the same ability at lower cost.

Drejk wrote:
snip

It lost one key thing though: Feats (and the useful but less important skills). The companion is a terrible combatant in both editions, but the stuff it can pick up with feats can be a huge boon (check out Shadowdancer in Iron Chef to see some things it could be used for, though my personal favorite is the one that stole buildings).


Something I always wanted to do was Paladin/Ninja. The code could be a problem but Mmmmm that Charisma.

Also, play a ranged paladin or another Dex based character concept for the Paladin. Not ALL paladins are shield wielding living tanks in full plate.


I'm playing a paladin/rogue, soon to be shadowdancer. It's been a fun and potent combo so far. I'm doing it mostly for RP reason. The character's family has long had a powerful patron from the plane of shadow, and he is basically the family's champion.

I think it's kinda dumb that they specifically called the shadow undead. Nothing else about shadowdancer is related to undeath. It really should have just been a native of the plane of shadow (which is not what undead shadows are)

How do you figure it's terrible at combat? +12 vs touch is pretty much auto hit on 90% of CR appropriate critters.


I recently built a paladin 6/monk 3/shadowdancer 2; alternatively paladin 7/monk 2/shadowdancer 2. That obviously does not go for shadowdancer as quickly as possible, but it's one way to do it.
The requirements for shadowdancer are fairly easy, you can basically reach it at level 5 and go into it at level 6.

I think it's pretty cool flavor-wise, and adding evasion, darkvision etc. to hit is really cool. In my example, monk allows for extra bonus feats, further boosts to saves, unarmed combat, stunning abilities and more.

I think if you accept that you do not need the paladin spells, higher auras etc. it can work out quite well. Particularly with some of the oaths like oath of charity you gain a lot of flexibility in your mercies, oath of vengeance gives you lots of extra smites, and silver smite bracelet improves your smites.

By increasing your charisma, your saves go up, but so do your shadow powers later.

I have not decided if I want the shadow, but I see no problems from the paladin code. It has your alignment, thus it's LG - maybe the "cosmic forces of law and good" sent an ancient knight to "shadow" you and assist you? :-P

Have fun with it :-)


Icyshadow wrote:

My main reason for wanting those four levels would be the flavourful (and cool) Shadow Jump.

I don't know how useful it is, though. I was supposed to ask about that in the opening post, but forgot...

As a short range in-combat teleportation that requires shadow it works decently assuming there are shadows to exploit.

Depending upon how much you want this of flavor reasons: possible alternative could be Fetchling Paladin - he gets racial shadow walk at 9th character level, can get more uses per day by spending feats on it and can get a feat that allows him to spend shadow walks to duplicate dimension door between shadowed spaces. If you could negotiate with the GM exchanging racial disguise self spell-like ability for something more suitable for shadow demon-descendant it could be what you are looking for.


No, I'm not changing his race. That's something I cannot compromise here. XD

RPG Superstar 2012 Top 32

i've played this combo before. he was a worshiper of pelor and part of a semi-secret society with that same basic attitude- the sun casts shadows, that makes them a tool that can be used against evil. i built him as a human with Cha highest and dex right behind- fought with 2 short swords at first and eventually a sunblade and short sword. i think i took the prestige class late though... i started with 2-wpn fighting and wpn finesse, so it must have been 8th level i took my first SD level. in 'typical combat' my damage output wasn't as high as the party barbarian, but when i got to smite i was definitely ahead of him (the bonus to hit more than offset the -2 from 2wpn, and the -1 BAB from SD; and the bonus damage and bypassing DR made up for having a relatively low Str). he was a fun character to play, but that was before we were using Ultimate Magic and, honestly, i think you would be better off taking the Eldritch Heritage route (which also makes more sense with your backstory, i think).


I think the ones suggesting Eldritch Heritage have proven their point here.

So that's Eldritch Heritage and Improved Eldritch Heritage so I can get Shadow Well?

RPG Superstar 2012 Top 32

yeah. the 9th level power (which you get at 11th) mimics HiPS and gives you a teleport ability. it costs the same number of feats but one of them is skill focus [stealth] (which isn't a bad feat to pick up if you're making a sneaky paladin), and it saves you from losing the BAB/Hp (and slowing down pally abilities) with SD levels. you do lose the shadow pet, but you still get your pally pet (if you want it), and you could always take leadership (if its not PFS play)


nate lange wrote:
yeah. the 9th level power (which you get at 11th) mimics HiPS and gives you a teleport ability. it costs the same number of feats but one of them is skill focus [stealth] (which isn't a bad feat to pick up if you're making a sneaky paladin), and it saves you from losing the BAB/Hp (and slowing down pally abilities) with SD levels. you do lose the shadow pet, but you still get your pally pet (if you want it), and you could always take leadership (if its not PFS play)

You also push back all the cool shadowy stuff much later. The SD gets HiPS at 6, and teleport at 10. Eldritch doesn't get HiPS til 9th, and teleport til 15th. Most games are over by then.

People really overstate the pain of the loss of a couple BaB. 3/4 classes get by just fine, and at 10, my rogue/pal/SD will be one bab ahead of 3/4 class. I snatched spring attack (had the prereqs, so why not), and between greatsword, sneak attack and smite, he's been one of the higher damage dealers of the party. Pal/SD will get you more smite damage and more healing, but I hate unskilled characters, so I went for the rogue angle...


Well, the Shadow fighting with the Paladin would seem flavourful too, given his shadow actually LOOKS like a Shadow Demon...


nate lange wrote:
yeah. the 9th level power (which you get at 11th) mimics HiPS and gives you a teleport ability. it costs the same number of feats but one of them is skill focus [stealth] (which isn't a bad feat to pick up if you're making a sneaky paladin), and it saves you from losing the BAB/Hp (and slowing down pally abilities) with SD levels. you do lose the shadow pet, but you still get your pally pet (if you want it), and you could always take leadership (if its not PFS play)

There are a few things shadow dancer has going for it:

The shadow companion, evasion, dark vision. These can be replaced by leadership and items.

The SLAs are nice with a pally cha to back it up.

The feats are the prerequisites for combat patrol.

You get HiPS at 6th rather than 11th (7th for hellcat stealth)

Otherwise go heritage,

James


My Shadow Dancer has taken some paladin, still trying to figure out how to fit that into the story though.

She is:
2 Levels Lore Warden
2 Levels Paladin
2 Levels Master of Many Styles/Sohei Monk
1 Level Shadow Dancer

This is mostly to net her all that i require of her to be an effective spring attacker now that she has hit 7.

This is what I have going

Fetchling Shadowdancer:

Feats:
1 - Weapon Finesse
Bonus (Lord Warden 1) - Dodge
Bonus (Lore Warden 2) - Combat Reflexes
Bonus (Lore Warden 2) - Combat Expertise
Bonus (MoMS/Sohei 1) - Improved Unarmed Strike
3 - Crane Style
Bonus (MOMS/Sohei 1) - Crane Wing
Bonus (MOMS/Sohei 2) - Crane Riposte
Bonus (MOMS/Sohei 2) - Evasion
5 - Mobility
7 - Spring Attack

Now my characters 2 main stats are Dexterity and Charisma. This was the main reason i decided to dip paladin, for the saves. I am also in the situation where my GM is incredibly generous with stats. So it has allowed me to to have stats of 18 and 17 in dex and cha respectively before I apply fetchling modifiers. The shadow dancer has taken some time to get into but I find is incredibly strong. She sort of acts as the front line defence for the party as she has such high saves, and AC.

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