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Kregen
2013-10-18, 07:28 PM
Anyone bored and want to create a high level npc for my game? I am trying to create them but I keep making stuff specific to counter the pc's without realizing it.

Stats are base stats and need to be adjusted for level and race.
Each NPC has 400,000 gp for equipment.
NPC's should be 18th level (PC's are 19th).

I am creating an Anti-Paladin.
These can be a sub-class also.
Most races are available.

Arcane caster: 18, 10, 8, 15, 11, 12

Fighter: 12, 16, 17, 12, 15, 11

Cleric: 15, 13, 13, 14, 9, 14

Whatever class: 13, 10, 15, 15, 15, 16

Whatever class: 16, 14, 9, 10, 14, 16

Thanks for the help.

rockdeworld
2013-10-18, 08:09 PM
Optimized, or non?

Kregen
2013-10-18, 10:07 PM
Whichever way you want. The players got to make their characters at high level so it is a powerful group.

The Insanity
2013-10-18, 10:34 PM
High level doesn't necessarily mean great power.

Craft (Cheese)
2013-10-18, 11:16 PM
I keep making stuff specific to counter the pc's without realizing it.

What's wrong with that? So long as you're still giving the players a fighting chance, targeting the party's weaknesses is generally considered good encounter design.


Stats are base stats and need to be adjusted for level and race.
Each NPC has 400,000 gp for equipment.
NPC's should be 18th level (PC's are 19th).

I am creating an Anti-Paladin.
These can be a sub-class also.
Most races are available.

Arcane caster: 18, 10, 8, 15, 11, 12

Fighter: 12, 16, 17, 12, 15, 11

Cleric: 15, 13, 13, 14, 9, 14

Whatever class: 13, 10, 15, 15, 15, 16

Whatever class: 16, 14, 9, 10, 14, 16

Thanks for the help.

A few questions. Since these are for NPCs, how do you feel about homebrew/houserules being used? If you want to build them "by the books", what content is up on the table? If you want us to build high-CR BBEGs for you that's fine, but any particular reason you want these particular classes and stat arrangements used?

Kregen
2013-10-19, 12:05 PM
I rolled the stats.
Homebrews are fine.
I use all resources on the PRD site but any other Pathfinder sources are fione also.
"What's wrong with that? So long as you're still giving the players a fighting chance, targeting the party's weaknesses is generally considered good encounter design."
I can still target weaknesses but I found myself specifically designing NPC's against them and countering many of their special abilities. I want this main battle to be challenging but it would have ended as a wipe if I had kept going with the npc's.
And the 3 classes listed are just suggestions. Actually it might be refreshing to have a chaotically set up group since they will be evil and mostly chaotic anyway :)
I just starting making a Gunslinger. Fun class that I hope to play soon.

I really do appreciate the help.

Ravens_cry
2013-10-19, 12:24 PM
Do the ability scores include the increases from level ups?

Korahir
2013-10-19, 01:33 PM
A rather lazy build. On his own a he is a social encounter at best, but he is versatile and in combat best with some friends.
Here we go:

Insert name here
Männlich Human antipaladin 8 / shadowdancer 10
CE medium humanoid (human)
Init +9; Senses Darkvision (60 ft.), Perception +21,
Aura Aura of Cowardice, Aura of Despair, Aura of Evil,
Languages Common
AC 27, touch 16, flat-footed 27
hp 142 (18 HD)
Fort +16, Ref +17, Will +14
Speed 30 ft. (6 squares), Shadow Jump (160 ft)
Melee greatsword +1 (adamantine/keen/merciful) (two handed) +26/+21/+16 ((two handed) 2d6+14/17-20)
Melee gauntlet +24/+19/+14 (1d3+9)
Face 5 ft. Reach 5 ft.
Base Atk +15; Combat Manuever Bonus +24
Atk Options Power Attack, Positioning Attack,
Special Actions Channel Negative Energy (4d6, DC 19), Dazed, Shadow Power, Shaken,
Class Prepared Spell List
Antipaladin (CL 8th):
Prepared Spells Prepared Spell List
Antipaladin (CL 8th): 1st - disguise self (DC ) , litany of sloth (DC 16) , protection from good (DC 16) 2nd - silence , undetectable alignment (DC 17)
Magic Item Spell-Like Abilities: freedom of movement ( DC 10, at will) invisibility ( DC 10, at will)
Abilities Str 28, Dex 21, Con 15, Int 12, Wis 10, Cha 21
Special Qualities Aura of Cowardice, Aura of Despair, Aura of Evil, Bonus Feat, Defensive Roll, Defensive Roll, Detect Good, Enhance Weapon, Fast Stealth, Hide in Plain Sight, Improved Evasion, Improved Uncanny Dodge, Plague Bringer, Shadow Call, Shadow Illusion, Shadow Jump (160 ft), Shadow Master, Skilled, Slippery Mind, Smite Good, Summon Shadow, Touch of Corruption, Uncanny Dodge,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Betrayer, Combat Reflexes, Dodge, Furious Focus, Improved Initiative, Martial Weapon Proficiency, Mobility, Persuasive, Power Attack, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Spring Attack, Weapon Focus (Greatsword)
Skills Acrobatics +19, Acrobatics (Jump/Underground) +5, Appraise +1, Bluff +26, Climb +8, Craft (Untrained) +1, Diplomacy +27, Disguise +26, Escape Artist +4, Fly +4, Handle Animal +11, Intimidate +18, Perception +21, Perform (Dance) +10, Perform (Untrained) +5, Ride +4, Stealth +35, Swim +8,
Possessions hat of disguise; headband of alluring charisma +6; ring of freedom of movement; ring of invisibility; belt of physical might (str/dex) +6; breastplate +5 (mithral/shadow (improved)/undead controlling); cloak of displacement, major; boots, winged; figurine of wondrous power, ivory goats; figurine of wondrous power, silver raven; potion of cure serious wounds (x4); potion of haste (x2); potion of heroism (x2); potion of resist energy 30 (electricity); greatsword +1 (adamantine/keen/merciful); gauntlet (x0);
Aura of Cowardice (Su) You radiate a palpably daunting aura that causes all enemies within 10 feet to take a -4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of you. This ability functions only while you remain conscious, not if you are unconscious or dead.

Aura of Despair (Su) Enemies within 10 feet of you take a -2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice. This ability functions only while you remain conscious, not if you are unconscious or dead.

Aura of Evil (Ex)

Bonus Feat Humans select one extra feat at 1st level.

Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 4d6 points of negative energy damage to living creatures or to heal undead creatures of 4d6 points of damage. Creatures that take damage from channeled energy receive a DC 19 Will save to halve the damage. Using this ability consumes two uses of your touch of corruption ability.

Dazed (Su) Whenever you use Touch of Corruption to deal damage to one target, the target is also dazed for 1 round.

Defensive Roll (Ex) You can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll - if you are denied your Dexterity bonus to AC, you can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, your evasion ability does not apply to the defensive roll.

Defensive Roll (Ex) Starting at 5th level, once per day, a shadowdancer can attempt to avoid a lethal blow. This functions as the rogue's advanced talent of the same name.

Detect Good (Sp) At will, you can use Detect Good, as the spell. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect good in any other object or individual within range.

Enhance Weapon Your fiendish boon allows you to enhance your weapon as a standard action by calling upon the aid of a fiendish spirit for 0 minutes. When called, the spirit causes the weapon to shed unholy light as a torch. This spirit grants the weapon a +0 enhancement bonus. This bonus 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: flaming, keen, vicious (+1), anarchic, flaming burst, unholy, wounding (+2), speed (+3), and vorpal (+5). 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 granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 0 times per day. If a weapon bonded with a fiendish spirit is destroyed, you lose the use of this ability for 30 days, or until you gains a level, whichever comes first. During this 30-day period, you take a 1 penalty on attack and weapon damage rolls.

Fast Stealth (Ex) This ability allows you to move at full speed using Stealth without penalty.

Hide in Plain Sight (Su) A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Improved Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 14.

Plague Bringer (Ex) The powers of darkness make you a beacon of corruption and disease. You do not take any damage or from diseases. You can still contract diseases and spread them to others, but You are otherwise immune to their effects.

Positioning Attack (Ex) Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.

Shadow Call (Sp) At 4th level, a shadowdancer can create creatures and effects out of raw shadow. This ability functions as shadow conjuration, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day at 4th level, plus one additional timeper day for every two levels attained beyond 4th (2/day at 6th level, 3/day at 8th level, and 4/day at 10th level). Upon reaching 10th level, this ability functions as greater shadow conjuration. The DC for this ability is Charisma-based.

Shadow Illusion (Sp) When a shadowdancer reaches 3rd level, she can create visual illusions. This ability functions as silent image, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma-based.

Shadow Jump (Su) At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Shadow Master (Su) At 10th level, whenever a shadowdancer is in an area of dim light, she gains DR 10/- and a +2 luck bonus on all saving throws. In addition, whenever she successfully scores a critical hit against a foe who is in an area of dim light, that foe is blinded for 1d6 rounds.

Shadow Power (Sp) At 8th level, a shadowdancer can use raw shadow to damage her foes. This ability functions as shadow evocation, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day at 8th level, and one additional time per day upon reaching 10th level. The DC for this ability is Charisma-based.

Shaken (Su) Whenever you use Touch of Corruption to deal damage to one target, the target is also shaken for 8 rounds.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Slippery Mind (Ex) This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fails your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

Smite Good (Su) You can call out to the dark powers to crush the forces of good 3 times per day. As a swift action, you choose one target within sight to smite. If this target is good, you add +5 to your attack rolls and +8 on all damage rolls made against the target of your smite. If the target of Smite Good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to +16. Regardless of the target, Smite Good attacks automatically bypass any DR the creature might possess. In addition, while Smite Good is in effect, you gains a +5 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not good, the smite is wasted with no effect. The Smite Good effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

Summon Shadow (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 receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer's total. The shadow uses the shadowdancer's base attack bonus and base save bonuses. Otherwise, this shadow is identical to the shadow found in the Pathfinder RPG Bestiary. 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 permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Touch of Corruption (Su) You surrounds your hand with a fiendish flame, causing terrible wounds to open on those you touch. You can use this ability 9 times per day. As a touch attack, you can cause 4d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, you can use this power to heal undead creatures, restoring 4d6 hit points. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Kregen
2013-10-19, 05:57 PM
Do the ability scores include the increases from level ups?

Nope. They are just the base stats before any racial, leveling or equipment advances.

Kregen
2013-10-19, 06:02 PM
A rather lazy build. On his own a he is a social encounter at best, but he is versatile and in combat best with some friends.
Here we go:

Insert name here
Männlich Human antipaladin 8 / shadowdancer 10
CE medium humanoid (human)
Init +9; Senses Darkvision (60 ft.), Perception +21,
Aura Aura of Cowardice, Aura of Despair, Aura of Evil,
Languages Common
AC 27, touch 16, flat-footed 27
hp 142 (18 HD)
Fort +16, Ref +17, Will +14
Speed 30 ft. (6 squares), Shadow Jump (160 ft)
Melee greatsword +1 (adamantine/keen/merciful) (two handed) +26/+21/+16 ((two handed) 2d6+14/17-20)
Melee gauntlet +24/+19/+14 (1d3+9)
Face 5 ft. Reach 5 ft.
Base Atk +15; Combat Manuever Bonus +24
Atk Options Power Attack, Positioning Attack,
Special Actions Channel Negative Energy (4d6, DC 19), Dazed, Shadow Power, Shaken,
Class Prepared Spell List
Antipaladin (CL 8th):
Prepared Spells Prepared Spell List
Antipaladin (CL 8th): 1st - disguise self (DC ) , litany of sloth (DC 16) , protection from good (DC 16) 2nd - silence , undetectable alignment (DC 17)
Magic Item Spell-Like Abilities: freedom of movement ( DC 10, at will) invisibility ( DC 10, at will)
Abilities Str 28, Dex 21, Con 15, Int 12, Wis 10, Cha 21
Special Qualities Aura of Cowardice, Aura of Despair, Aura of Evil, Bonus Feat, Defensive Roll, Defensive Roll, Detect Good, Enhance Weapon, Fast Stealth, Hide in Plain Sight, Improved Evasion, Improved Uncanny Dodge, Plague Bringer, Shadow Call, Shadow Illusion, Shadow Jump (160 ft), Shadow Master, Skilled, Slippery Mind, Smite Good, Summon Shadow, Touch of Corruption, Uncanny Dodge,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Betrayer, Combat Reflexes, Dodge, Furious Focus, Improved Initiative, Martial Weapon Proficiency, Mobility, Persuasive, Power Attack, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Spring Attack, Weapon Focus (Greatsword)
Skills Acrobatics +19, Acrobatics (Jump/Underground) +5, Appraise +1, Bluff +26, Climb +8, Craft (Untrained) +1, Diplomacy +27, Disguise +26, Escape Artist +4, Fly +4, Handle Animal +11, Intimidate +18, Perception +21, Perform (Dance) +10, Perform (Untrained) +5, Ride +4, Stealth +35, Swim +8,
Possessions hat of disguise; headband of alluring charisma +6; ring of freedom of movement; ring of invisibility; belt of physical might (str/dex) +6; breastplate +5 (mithral/shadow (improved)/undead controlling); cloak of displacement, major; boots, winged; figurine of wondrous power, ivory goats; figurine of wondrous power, silver raven; potion of cure serious wounds (x4); potion of haste (x2); potion of heroism (x2); potion of resist energy 30 (electricity); greatsword +1 (adamantine/keen/merciful); gauntlet (x0);
Aura of Cowardice (Su) You radiate a palpably daunting aura that causes all enemies within 10 feet to take a -4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of you. This ability functions only while you remain conscious, not if you are unconscious or dead.

Aura of Despair (Su) Enemies within 10 feet of you take a -2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice. This ability functions only while you remain conscious, not if you are unconscious or dead.

Aura of Evil (Ex)

Bonus Feat Humans select one extra feat at 1st level.

Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 4d6 points of negative energy damage to living creatures or to heal undead creatures of 4d6 points of damage. Creatures that take damage from channeled energy receive a DC 19 Will save to halve the damage. Using this ability consumes two uses of your touch of corruption ability.

Dazed (Su) Whenever you use Touch of Corruption to deal damage to one target, the target is also dazed for 1 round.

Defensive Roll (Ex) You can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll - if you are denied your Dexterity bonus to AC, you can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, your evasion ability does not apply to the defensive roll.

Defensive Roll (Ex) Starting at 5th level, once per day, a shadowdancer can attempt to avoid a lethal blow. This functions as the rogue's advanced talent of the same name.

Detect Good (Sp) At will, you can use Detect Good, as the spell. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect good in any other object or individual within range.

Enhance Weapon Your fiendish boon allows you to enhance your weapon as a standard action by calling upon the aid of a fiendish spirit for 0 minutes. When called, the spirit causes the weapon to shed unholy light as a torch. This spirit grants the weapon a +0 enhancement bonus. This bonus 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: flaming, keen, vicious (+1), anarchic, flaming burst, unholy, wounding (+2), speed (+3), and vorpal (+5). 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 granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 0 times per day. If a weapon bonded with a fiendish spirit is destroyed, you lose the use of this ability for 30 days, or until you gains a level, whichever comes first. During this 30-day period, you take a 1 penalty on attack and weapon damage rolls.

Fast Stealth (Ex) This ability allows you to move at full speed using Stealth without penalty.

Hide in Plain Sight (Su) A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Improved Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 14.

Plague Bringer (Ex) The powers of darkness make you a beacon of corruption and disease. You do not take any damage or from diseases. You can still contract diseases and spread them to others, but You are otherwise immune to their effects.

Positioning Attack (Ex) Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.

Shadow Call (Sp) At 4th level, a shadowdancer can create creatures and effects out of raw shadow. This ability functions as shadow conjuration, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day at 4th level, plus one additional timeper day for every two levels attained beyond 4th (2/day at 6th level, 3/day at 8th level, and 4/day at 10th level). Upon reaching 10th level, this ability functions as greater shadow conjuration. The DC for this ability is Charisma-based.

Shadow Illusion (Sp) When a shadowdancer reaches 3rd level, she can create visual illusions. This ability functions as silent image, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma-based.

Shadow Jump (Su) At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Shadow Master (Su) At 10th level, whenever a shadowdancer is in an area of dim light, she gains DR 10/- and a +2 luck bonus on all saving throws. In addition, whenever she successfully scores a critical hit against a foe who is in an area of dim light, that foe is blinded for 1d6 rounds.

Shadow Power (Sp) At 8th level, a shadowdancer can use raw shadow to damage her foes. This ability functions as shadow evocation, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day at 8th level, and one additional time per day upon reaching 10th level. The DC for this ability is Charisma-based.

Shaken (Su) Whenever you use Touch of Corruption to deal damage to one target, the target is also shaken for 8 rounds.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Slippery Mind (Ex) This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fails your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

Smite Good (Su) You can call out to the dark powers to crush the forces of good 3 times per day. As a swift action, you choose one target within sight to smite. If this target is good, you add +5 to your attack rolls and +8 on all damage rolls made against the target of your smite. If the target of Smite Good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to +16. Regardless of the target, Smite Good attacks automatically bypass any DR the creature might possess. In addition, while Smite Good is in effect, you gains a +5 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not good, the smite is wasted with no effect. The Smite Good effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

Summon Shadow (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 receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer's total. The shadow uses the shadowdancer's base attack bonus and base save bonuses. Otherwise, this shadow is identical to the shadow found in the Pathfinder RPG Bestiary. 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 permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Touch of Corruption (Su) You surrounds your hand with a fiendish flame, causing terrible wounds to open on those you touch. You can use this ability 9 times per day. As a touch attack, you can cause 4d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, you can use this power to heal undead creatures, restoring 4d6 hit points. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.



Thanks Korahir. I hadn't looked at Shadowdancer before. Nice class.

Der_DWSage
2013-10-20, 12:39 PM
Well, I may as well throw a trickster Sorcerer in the mix.



HP:18d6+36 (Avg. 90)

STR:8
DEX:12
CON:14
INT:21
WIS:10
CHA:36

AC:11

Saves
Fort:+14
Ref:+13
Will:+16

Skills
Appraise:18 ranks + 3 class + 5 Intelligence = +26
Bluff:18 ranks + 3 class + 6 skill focus + 13 Charisma = +40
Fly:18 ranks + 3 class + 1 Dex = +21
Knowledge(Arcana):18 Ranks + 3 class + 5 Intelligence = +26
Spellcraft:18 ranks + 3 class + 5 intelligence = +26
Use Magic Device:18 ranks + 3 class + 13 Charisma = +34
Sense Motive:18 ranks = +18

Spells cast are at DC 23+Spell level, with an additional +2 for Illusion and [Compulsion] spells.
Spells known: (Additional 18 spells known from Human Favored Class bonus)
0th
Detect Magic, Read Magic, Detect Poison, Light, Dancing Lights, Ghost Sound, Message, Prestidigitation, Mending, Mage Hand, Arcane Mark, Spark

1st
Entangle, Charm Person, Keep Watch, Disguise Self, Identify, Magic Aura, Memory Lapse, Silent Image

2nd
Hideous Laughter, Invisibility, Minor Image, Misdirection, Blindness/Deafness, Knock, Web, Darkness

3rd
Deep Slumber, Dispel Magic, Major Image, Tongues, Suggestion, Fly, Haste, Illusory Script

4th
Poison, Dimension Door, Charm Monster, Confusion, Shadow Conjuration, Hallucinatory Terrain

5th
Tree Stride, Dominate Person, Shadow Evocation, Wall of Force, Teleport, Hold Monster

6th
Mislead, True Seeing, Mass Suggestion, Getaway, Cloak of Dreams, Greater Dispel Magic

7th
Phase Door, Greater Shadow Conjuration, Project Image, Mass Hold Person, Greater Arcane Sight, Simulacrum

8th
Irresistable Dance, Greater Shadow Evocation, Mass Charm Monster, Polymorph Any Object

9th
Shades


Feats (2 Bloodline, 1 Human, 9 levels)
Improved Initiative, Quicken Spell, Spell Focus(Illusion), Greater Spell Focus(Illusion), Still Spell, Silent Spell, Run, Spell Penetration, Greater Spell Penetration, Spell Perfection(Shadow Evocation), Spell Perfection(Shadow Conjuration), Skill Focus(Bluff)

Equipment
Sorcerer's Robe (5000)
Glove of Storing (10000)
Headband of Mental Prowess (Intelligence, Charisma +6) (90000)
Cloak of Resistance +5 (25000)
Ring of Freedom of Movement (40000)
Ring of Evasion (25000)
Staff of Many Rays (57200)
Manual of Leadership (Already read) (137500)
Belt of +2 Con (4000)
Misc. small items


Strategies
Bill isn't really a combatant, preferring instead to use his Bluff to convince people he's innocent, possibly backed up with a quick Suggestion or two. He enjoys scamming people with Magic Aura, selling 'magic' items to those that look like they can afford it, using his own illusions to make it seem as though they actually do things.

If pressed into combat however, he'll typically try to use a Mass Suggestion (DC 31) to convince people to leave him alone, and use a Quickened Shadow Evocation to cast Resilient Sphere, allowing him to cast normally but others require a DC 30 will save to disbelieve the illusion. After that, he'll rely on Shadow Conjuration and Shades to create things to fight for him, typically using Quickened Shadow Evocation to try and make quick work of those that come after him. (Using Spell Perfection rather than higher spell slots, of course.) If someone particularly disgruntles him, he'll use the Disintegrate spell in his Staff of Many Rays on that individual.

Kregen
2013-10-20, 12:44 PM
Sweet. Thank you very much. A different type of sorcerer than they will expect.