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Xuldarinar
2013-09-21, 11:22 PM
SHADOW PALADIN (ALTERNATE CLASS)

Champions of shadow and keepers of balance, shadow paladins don't seek to epitomize an alignment but rather the nature of shadow itself. Reactive as shadows are, they move to aid those in need, regardless of their alignment. In times and realms evil has the upper hand, they stand as heroes, but when evil begins to fall they just as quickly turn to aid such forces. Their attitudes remain true when it comes to freedom as opposed to order. Their ties to shadow make them poor healers, tied rather to the plane of shadow and thus, by extension, the negative energy plane itself. Because of this they have become associated with, and many even have a slight tendency towards, evil and chaos.


Alignment: Neutral
Hit Die: d10

CLASS SKILLS
The shadow paladin's class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Disable Device (Dex), Handle Animal (Cha), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
Skill Ranks per Level: 2 + Int modifier.

Table 1-1: The Shadow Paladin
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|+1|+2|+0|+2|Aura of Absence, Detect Extremist, Smite Extremist 1/day|-|-|-|-
2nd|+2|+3|+0|+3|Shadowy Grasp, Shadowy Grace|-|-|-|-
3rd|+3|+3|+1|+3|Aura of Cowardice, Shadow of Health, Entropy|-|-|-|-
4th|+4|+4|+1|+4|Channel Negative Energy, Smite Extremist 2/day|0|-|-|-
5th|+5|+4|+1|+4|Shadow-Wrought Blessing|1|-|-|-
6th|+6/+1|+5|+2|+5|Entropy|1|-|-|-
7th|+7/+2|+5|+2|+5|Smite Extremist 3/day|1|0|-|-
8th|+8/+3|+6|+2|+6|Aura of Despair|1|1|-|-
9th|+9/+4|+6|+3|+6|Entropy|2|1|-|-
10th|+10/+5|+7|+3|+7|Smite Extremist 4/day|2|1|0|-
11th|+11/+6/+1|+7|+3|+7|Aura of Retaliation|2|1|1|-
12th|+12/+7/+2|+8|+4|+8|Entropy|2|2|1|-
13th|+13/+8/+3|+8|+4|+8|Smite Extremist 5/day|3|2|1|0
14th|+14/+9/+4|+9|+4|+9|Aura of Reflection|3|2|1|1
15th|+15/+10/+5|+9|+5|+9|Entropy|3|2|2|1
16th|+16/+11/+6/+1|+10|+5|+10|Smite Extremist 6/day|3|3|2|1
17th|+17/+12/+7/+2|+10|+5|+10|Aura of Sympathy|4|3|2|1
18th|+18/+13/+8/+3|+11|+6|+11|Entropy|4|3|2|2
19th|+19/+14/+9/+4|+11|+6|+11|Smite Extremist 7/day|4|3|3|2
20th|+20/+15/+10/+5|+12|+6|+12|Shadow-Wrought Champion|4|4|3|3


CLASS FEATURES
All of the following are class features of the shadow paladin.
Weapon and Armor Proficiency: Shadow paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light), and with shields (except tower shields).
Aura of Absence (Ex): When ever a detection spell is used on the shadow paladin that would otherwise be able to detect their presence, if the shadow paladin's class levels are at least that of the caster level of the spell, the detection spell ignores the presence of the shadow paladin. As far as the detection spell is concerned, the shadow paladin does not exist.
Detect Extremist (Sp): At will, a shadow paladin can use detect extremist. This functions identically to detect evil, except that it detects creatures of the following alignments and alignment subtypes: Lawful good, lawful evil, chaotic good, and chaotic evil. A shadow paladin can, as a move action, concentrate on a single item or individual within 60 feet and determines if it of an extreme alignment, learning the strength of it's auras if having studied it for 3 rounds. While focusing on one individual or object, the shadow paladin does not detect in any other object or individual within range.
Smite Extremist (Sp): Once per day, a shadow paladin can call out to the powers of shadow to aid him in his struggle to maintain balance. As a swift action, the shadow paladin chooses one target within sight to smite. If the target is lawful good, lawful evil, chaotic good, or chaotic evil, the shadow paladin adds his Intelligence bonus (if any) to his attack rolls and adds his paladin level to all damage rolls made against the target of his smite. If the target of smite extremist is an outsider with two non-opposed alignment subtypes, the bonus to damage increases to 2 points of damage per level the shadow paladin possesses. Regardless of the target, smite extremist attacks automatically bypass any DR the creature might possess.
In addition, while smite extremist is in effect, the shadow paladin gains a deflection bonus equal to his Intelligence modifier (if any) to his AC against attacks made by the target of the smite. If the shadow paladin targets a creature that has a neutral alignment, the smite is wasted with no effect.
The smite extremist effect remains until the target of the smite is dead or the next time the shadow paladin rests and regains his uses of this ability. At 4th level, and every three levels thereafter, the shadow paladin may smite extremist one additional time per day, as indicated on Table 1-1, to a maximum of seven times per day at 19th level.
Shadowy Grasp (Su): Beginning at 2nd level, a shadow paladin's hand fades as if within deep darkness, causing his touch to inflict terrible wounds. Each day he can use this ability a number of times equal to 1/2 his shadow paladin level + his Intelligence modifier. As a touch attack, a shadow paladin can cause 1d6 points of damage for every two shadow paladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, a shadow paladin can use his power to heal undead creatures, restoring 1d6 hit points for every two levels the shadow paladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants a shadow paladin 2 additional uses of the shadowy grasp class feature.
Shadowy Grace (Su): At 2nd level, a shadow paladin gains a bonus equal to his Intelligence bonus (if any) on all saving throws.
Aura of Cowardice (Su): At 3rd level, a shadow paladin radiates a palpably daunting aura that causes all enemies with n10 feet to take a -4 penalty on saving throws against saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a shadow paladin with this ability. This ability functions only while a shadow paladin remains conscious, not if he is unconscious or dead.
Shadow of Health (Ex): At 3rd level, a shadow paladin becomes immune to the effects of all diseases, including supernatural and magical diseases. he can still contract diseases, but he is otherwise immune to their effects.
Channel Negative Energy(Su): When a shadow paladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his shadowy grasp ability. A shadow paladin uses his level as his effective cleric level when channeling negative energy. This is a Intelligence-based ability.
Spells: Beginning at 4th level, a shadow paladin gains the ability to cast a small number of divine spells which are drawn from the shadow paladin spell list. A shadow paladin must choose and prepare his spells in advance. To prepare or cast a spell, as shadow paladin must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shadow paladin's spell is 10 + the spell level + the shadow paladin's Intelligence modifier. Like other spellcasters, a shadow paladin can cast only a certain number of spells of each spell level per day. His base daily allotment is the same as that of a paladin and is given on Table 1-1. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table 1-1 indicates that the shadow paladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
A shadow paladin must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. A shadow paladin may prepare and cast any spell on the shadow paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a shadow paladin has no caster level. At 4th level and higher, his caster level is equal to his shadow paladin level -3.
Entropy (Su): At 3rd level, and every three levels there after, a shadow paladin can select one entropy. Each entropy adds an effect to the shadow paladin's shadowy grasp ability. Whenever the shadow paladin uses shadowy grasp to deal damage to one target, the target also receives the additional effects from one of the entropies possessed by the shadow paladin. This choice is made when the grasp is used. If the save is successful, the target takes the damage as normal, but not the effects of the entropy. The DC of this save is equal to 10 + 1/2 the shadow paladin's level + the shadow paladin's Intelligence modifier. At 3rd level, the shadow paladin can select from one of the following initial entropies.

Fatigued: The target is fatigued.
Shaken: The target is shaken for 1 round per level of the shadow paladin.
Sickened: The target is sickened for 1 round per level of the shadow paladin.

At 6th level, a shadow plain adds the following entropies to the list of those that can be selected

Dazed: The target is dazed for 1 round.
Staggered: The target is staggered for 1 round per two levels of the shadow paladin.

At 9th level, a shadow paladin adds the following entropies to the list of those that can be selected

Cursed: The target is cursed, as if the shadow paladin had cast bestow curse using his shadow paladin level as his caster level.
Exhausted: The target is exhausted. The shadow paladin must have the fatigue entropy before selecting this entropy
Frightened The target is frightened for 1 round per two levels of the shadow paladin. The shadow paladin must have the shaken entropy before selecting this entropy
Nauseated: The target is nauseated for 1 round per three levels of the shadow paladin. The shadow paladin must have the shaken entropy before selecting this entropy

At 12th level, a shadow paladin adds the following entropies to the list of those that can be selected.

Blinded: The target is blinded for 1 round per level of shadow paladin.
Paralyzed: The target is paralyzed for 1 round.
Stunned: The target is stunned for 1 round per four levels of the shadow paladin

These abilities are not cumulative.Once an entropy is chosen, it can't be changed.
Shadow-Wrought Blessing (Sp): Upon reaching 5th level, a shadow paladin forms a bond with shadow. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the shadow paladin to enhance his weapon as a standard action by calling upon the aid of a shadowy spirit for 1 minute per shadow paladin level. When called, the spirit causes the weapon to absorb light, creating darkness in a 20-foot radius and decreasing the light level by one step for an additional 20 feet beyond that area (Bright light becomes normal light, normal light becomes dim light and dim light becomes darkness). At 5th level, this spirit grants the wagon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. This bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: frost, ghost touch, icy burst, keen, speed, vicious, vorpal, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties added by the spirit are determined when the spirit is called and cannot be changed until the sprite is called again. THe shadowy spirit imparts no bonuses if the weapon is held by anyone other than the shadow paladin but resumes giving bonuses if returned to the shadow paladin. These bonuses apply to only one end of a double weapon. A shadow paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a shadowy spirit is destroyed, the shadow paladin loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the shadow paladin takes a -1 penalty on attack and weapon damage rolls.
The second type of bond allow a paladin of shadow to gain the service of a dark servant. This functions as summon monster III, except the duration is permanent and the shadow paladin can only gain the service of a single creature and it must be selected from the list below, or be a dark creature. Once selected, the choice is set, but it may be changed whenever the shadow paladin gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level.
Once per day, as a full-round action, a shadow paladin may magically call his servant to his side. This ability is the equivalent of a spell of a level equal to one-third the shadow paladin's level. The servant immediately appears adjacent to the shadow paladin. A shadow paladin can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.
At 11th level, the servant gains the advanced template. At 15th level, a shadow paladin's servant gains spell resistance equal to the shadow paladin's level + 11.
Should the shadow paladin's dark servant die or be banished, the shadow paladin may not summon another servant for 30 days or until he gains a shadow paladin level, whichever comes first. During this 30-day period, the shadow paladin takes a -1 penalty on attack and weapon damage rolls.
Table 1-2
{table=head] Summon Monster|Available Dark Servants
I|Dark Creatures of this list only
II|Zoogs
III|Augur kytons
IV|Allips, gloom wings, and shadows
V|Shadow mastiffs, and shae
VI|Cloakers
VII|Greater shadows
VIII|Derghodaemons, and young umbral dragons
IX|Interlocker kytons and nightwings [/table]
Note: If you are in a campaign in which shadow elementals exist, you may summon shadow elementals equivalent to the elementals summonable via summon monster spells. This applies to both this class feature and the shadow paladin's summon monster spells.
Aura of Despair (Su): At 8th level, enemies within 10 feet of a shadow paladin take a -2 penalty on all saving throws. This ability does not stack with the penalty from aura of cowardice.
This ability functions only while the shadow paladin is conscious, not if he is unconscious or dead.
Aura of Retaliation(Su): At 11th level, a shadow paladin can expend two uses of his smite extremist ability to grant the ability to smite extremist to all allies within 10 feet, using his bonuses. Allies must use this smite extremist ability by the start of the shadow paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Lawful good, lawful evil, chaotic good, and chaotic evil creature gain no benefit from this ability.
Aura of Reflection (Su): At 14th level, a shadow paladin's weapons are treated as the opposite alignment of the creature you last made an attack against for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of him is treated that alignment for the purposes of overcoming damage reduction.
This ability functions only while the shadow paladin is conscious, not if he is unconscious or dead.
Aura of Sympathy (Su): At 17th level, a shadow paladin gains DR 5/*. The alignment component of your damage reduction is opposite of the alignment your aura of reflection currently reflects. For example, if you last made an attack against an evil creature, you possess DR 5/evil.
Further more, each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects, and he gains immunity to compulsion spells and spell-like abilities.
This ability functions only while the shadow paladin is conscious, not if he is unconscious or dead
Shadow-Wrought Champion (Su): At 20th level, a shadow paladin becomes a conduit for the power of shadow. His DR increases to 10. Whenever he uses smite extremist and successfully strikes an outsider with two non-opposing alignment subtypes, the outsider is also subject to a banishment, using his shadow paladin level as the caster level (his weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever he channels negative energy or uses shadowy grasp to do damage to a creature, he deals the maximum possible amount.
Code of Conduct: A shadow paladin must be of neutral alignment and revere shadow or he loses all class features except proficiencies.
Additionally, a shadow paladin's code requires that he act in the best interest of balance (within the context of their own conduct as well as the balance between external forces), help those in need (provided they do not use the help to upset the balance) and punish those who harm or threaten the balance between opposing forces.
Associates: A shadow paladin may adventure with allies of any alignment. A shadow paladin avoids working with characters of extreme alignments or anyone who consistently offends his moral code.

EX-SHADOW PALADINS
A shadow paladin who ceases to be neutral, who willfully commits an act that upsets balance, or who violates the code of conduct loses all shadow paladin spells and class features (not including weapon, armor, and shield proficiencies). He may no progress any further in levels as a shadow paladin. He regains his abilities and advancement potential if he atones for his violations, as appropriate.

SHADOW PALADIN SPELLS
1st-Level Shadow Paladin Spells
Cause Fear
Chill Touch
Detect Poison
Doom
Endure Elements
Inflict Light Wounds
Magic Weapon
Obscuring Mist
Read Magic
Ray of Frost
Summon Monster 1: (Summon dark creatures (http://www.realmshelps.net/monsters/templates/dark.shtml) instead of celestial or fiendish)
2nd-Level Shadow Paladin Spells
Blindness/deafness: (Blindness only)
Bull's Strength
Cat's Grace
Corruption Resistance
Darkness
Darkvision
Eagle's Splendor
Resist Energy
Summon Monster II: (Zoogs and dark creatures only)
Undetectable Alignment
3rd-Level Shadow Paladin Spells
Deeper Darkness
Dispel Magic
Inflict Moderate Wounds
Magic Circle against Chaos/Evil/Good/Law
Magic Weapon, Greater
Summon Monster III: (Augur kytons and dark creatures only)
Vampiric Touch
4th-Level Shadow Paladin Spells
Dispel Chaos
Dispel Evil
Dispel Good
Dispel Law
Fear
Ice Storm
Inflict Serious Wounds
Shadow Conjuration
Summon Monster IV: (Allips, gloomwings, shadows, and dark creatures only)

Xuldarinar
2013-09-22, 11:32 PM
While this may still need some adjustments, I've now removed [WiP], considering this simply PEACH. Further adjustments will primarily be made by request via comment. I'd very much like feed back on this one.

Thank You.

Amnoriath
2013-09-22, 11:46 PM
The flavor and a couple of the abilities seem to suggest an arbiter of shadow but you have abilities utterly identical to the Antipaladin. Also the example on the Aura of Sympathy is wrong.
In general you need to make it more utilitarian than the others probably at the sacrifice of support abilities. A start would be to make it Intelligence based rather than charisma and add a couple of skills.

Xuldarinar
2013-09-23, 12:09 AM
The flavor and a couple of the abilities seem to suggest an arbiter of shadow but you have abilities utterly identical to the Antipaladin. Also the example on the Aura of Sympathy is wrong.
In general you need to make it more utilitarian than the others probably at the sacrifice of support abilities. A start would be to make it Intelligence based rather than charisma and add a couple of skills.

Shall I make it entirely intelligence based or keep some uses for Charisma? (I've now replaced all mentions of Charisma, besides from skills, and replaced them with Intelligence)

Any skills you feel i should look at adding or do you think I should decide that for myself?

How do you suggest I adjust Aura of Sympathy, or at least the example?
Edit: Aura of Reflection presents the opposite alignment of the creature you last attacked. Aura of Sympathy, the alignment portion of your DR is the opposite of the alignment your aura of reflection currently reflects. If you attack an evil creature, your aura of reflection becomes good, so your DR is then 5/evil. Unless I'm missing something, my example is correct.

How do you suggest I further separate this from the anti-paladin? I know in some areas it is, even in the names, identical.
edit/elaboration: The only ability, off the top of my head, that I can think that should remain as is for the time being is the ability to channel negative energy. This is based on the cosmology of pathfinder. Where as the material plane was born from and envelops the positive energy plane, the plane of shadow was born from and envelops the negative energy plane. If, aside from that, it should change then by all means i'll accept any suggestions for a substitution.

Amnoriath
2013-09-23, 12:51 AM
Shall I make it entirely intelligence based or keep some uses for Charisma? (I've now replaced all mentions of Charisma, besides from skills, and replaced them with Intelligence)

Any skills you feel i should look at adding or do you think I should decide that for myself?

How do you suggest I adjust Aura of Sympathy, or at least the example?
Edit: Aura of Reflection presents the opposite alignment of the creature you last attacked. Aura of Sympathy, the alignment portion of your DR is the opposite of the alignment your aura of reflection currently reflects. If you attack an evil creature, your aura of reflection becomes good, so your DR is then 5/evil. Unless I'm missing something, my example is correct.

How do you suggest I further separate this from the anti-paladin? I know in some areas it is, even in the names, identical.
edit/elaboration: The only ability, off the top of my head, that I can think that should remain as is for the time being is the ability to channel negative energy. This is based on the cosmology of pathfinder. Where as the material plane was born from and envelops the positive energy plane, the plane of shadow was born from and envelops the negative energy plane. If, aside from that, it should change then by all means i'll accept any suggestions for a substitution.
1. No, all intelligence based, the concept does not lend to the idea of a leader or party-face even though they will have more skills.
2. I would say Acrobatics, Perception, and possibly Disable Device.
3. If it isn't a mistake you do realize at that level those creatures will consider their attacks as their alignment to bypass DR. It becomes a useless ability against competent opponents.
4. It should do more with actual things with shadow. Distraction, control, and teleport like abilities. Let the support and damage be left with the Paladin and Antipaladin respectively.

Xuldarinar
2013-09-23, 01:00 AM
1. No, all intelligence based, the concept does not lend to the idea of a leader or party-face even though they will have more skills.
2. I would say Acrobatics, Perception, and possibly Disable Device.
3. If it isn't a mistake you do realize at that level those creatures will consider their attacks as their alignment to bypass DR. It becomes a useless ability against competent opponents.
4. It should do more with actual things with shadow. Distraction, control, and teleport like abilities. Let the support and damage be left with the Paladin and Antipaladin respectively.

1: Done.
2: Done.
3: In retrospect, yes. Do you have any suggestions for changes/replacements?
4: I agree. I'll come up with things, look to other classes and such for inspiration. If you have any more specific suggestions however, i'd love to hear them.

Edit: Idea for potential alternative entropy [WiP]:
Entropy (Su): At 3rd level, and every three levels there after, a shadow paladin can select one entropy. Each entropy alters the shadow paladin in some way. Unless the entropy says other wise, you may take one more than once, gaining an increased effect from it.


Entropic Sight: Each time a shadow paladin takes this entropy, their darkvision increases by 30 feet. Upon the fourth time taking this ability, the shadow paladin gains See in Darkness out to 120 feet.
Entropic Sustenance: The first time a shadow paladin selects this entropy, they only need a single meal a week to sustain themselves. The second time a shadow paladin selects this entropy, they only need a single hour of sleep a day, however they still need 8 hours of rest to regain their spells and uses of abilities. The third time a shadow paladin selects this entropy, they gain an immunity to poisons. The fourth time the shadow paladin selects this ability, they no longer need to eat, sleep, or breath.

AttilaTheGeek
2013-09-25, 07:29 PM
I really love Paladin spin-offs, but this seems too much like the antipaladin, especially with channel negative energy.

What if, instead, Channel Energy was renamed Entropy, the current Entropies were renamed something else, and the channel energy/ Shadowy Grasp works a little differently. Instead of healing undead and damaging living, it promotes entropy, chaos, and health difference. Anyone above half health is healed, but anyone below half health takes damage.

It's the opposite of bringing the totals together, and it helps an encounter reach "equilibrium" with one victorious side and one side dead.

Xuldarinar
2013-09-25, 07:44 PM
I really love Paladin spin-offs, but this seems too much like the antipaladin, especially with channel negative energy.

What if, instead, Channel Energy was renamed Entropy, the current Entropies were renamed something else, and the channel energy/ Shadowy Grasp works a little differently. Instead of healing undead and damaging living, it promotes entropy, chaos, and health difference. Anyone above half health is healed, but anyone below half health takes damage.

It's the opposite of bringing the totals together, and it helps an encounter reach "equilibrium" with one victorious side and one side dead.

I like this idea. Im away from my pathfinder books at the moment but later I certainly will make those changes.

Initially i wasn't going to use channel negative energy, but for simplicity and based on the cosmology of pathfinder it made sense to do at the time.

NosferatuZodd
2013-09-26, 03:40 AM
I like this class, but I find myself to be conflicted about the flavor.

The plane of shadows in pathfinder is the home to negative energy plane, and it's the home to Zon-Kuthon and his servants. It's a particularly evil place with a lawful bent, and the class doesn't really seem to capture that.

Xuldarinar
2013-09-26, 12:01 PM
I like this class, but I find myself to be conflicted about the flavor.

The plane of shadows in pathfinder is the home to negative energy plane, and it's the home to Zon-Kuthon and his servants. It's a particularly evil place with a lawful bent, and the class doesn't really seem to capture that.

Hmm, that is a good point.

When it comes to pathfinder, a shadow paladin would then be best reflected as something similar to the paladin of tyranny and despot of 3.5, as the anti-paladin is similar to the paladin of slaughter and anti-paladin of 3.5

My approach was a little more in line with 3.5 in fluff, but some of the abilities hold truer to the plane of shadow's nature in pathfinder. So the question falls to the direction to go in.