PDA

View Full Version : Pathfinder Pathfinder Rebuild: Shadow Stalker [PEACH]



Aergoth
2016-08-05, 12:38 PM
It's still not quite finished, I haven't been able to suss out a reasonable name for this class, which borrows (in case it isn't obvious enough already) from the shadowdancer and spellthief. I've been working to update some prestige classes in PF to base class material, and patching holes in the classes themselves with material from existing base classes.

The Shadow Stalker (https://docs.google.com/document/d/1AYQVGJM95QYZ7xkOugoAjINYF5tiz3YOcDTHYatVTHY/edit?usp=sharing)

It's worth noting that this class fits in with some of the magic adjustments I haven't posted yet. Among them, shadow conjuration and shadow evocation do not exist nor their related spells (shades, etc). Removing them does remove a lot of teeth from the illusion school, but the ability to emulate an entire school of magic with a single spell strikes me as a poorly thought out one.

Also included (and reposted from the rebuild monk (http://www.giantitp.com/forums/showthread.php?447103-Pathfinder-Rebuild-Monk)) and rebuild fighter (http://www.giantitp.com/forums/showthread.php?442682-Pathfinder-Rebuild-Fighter) are some of the feat reworks used in this update, as well as a handful of feats specific to this class. Feel free to take a look at those two though!

Sonic Boom
Pre-requisites: Invoke Silence
Benefit: When you use Invoke Silence, at the end of the duration you may choose to have the absorbed sound release in a burst of damaging sound. For each creature affected when you first use invoke silence, deal 1d4 points of sonic damage to all creatures within the radius of your invocation when it ends.

Reflect Casting
Pre-requisites: Absorb Spell
Benefit: You can turn an absorbed spell back on its caster as an immediate action. Upon successfully absorbing a spell, if the caster is a valid target you may immediately cast the absorbed spell back at its caster as an immediate action. Doing so prevents you from using your steal spell ability for 3 rounds.

Martial Spell Theft
Pre-requisites: Two-Weapon Fighting or BAB +6, Steal Spell
Benefit: You can treat an attempt to steal a spell as though it was an off-hand light weapon when you make an attack for full attack. You take standard penalties for two-weapon fighting when using martial spell theft, and your attempt to steal the spell is no longer a touch attack.

Clinging Shadows
Pre-requisites: Invoke Shadows
Benefit: When you use your Invoke Shadows or Shadow Jump ability, you temporarily gain concealment (20% miss chance) from shadows clinging to your form. This concealment lasts for one round following the use of either ability, and does not stack with other spells or abilities that grant a miss chance.

Deflect Arrows
Prerequisites: Dex 14, Combat Reflexes
Benefit: Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by firearms, natural attacks or spell effects can't be deflected.

Deflect Ray
Prerequisites Dex 16, Deflect Arrows
Benefit: Once per round when you would normally be hit by a ranged touch attack from a spell with the [ray] descriptor, you may deflect it with your weapon, causing it to have no effect. You must be aware of the attack and not flat-footed. Attempting to deflect a ray does not count as an action. Other ranged touch attacks which do not produce a visible ray, and attacks that merely use a line, such as dragon’s breath weapons cannot be deflected.

Snatch Arrows
Prerequisites Dex 16, Deflect Arrows, Improved Unarmed Strike
Benefit:When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Weapons and ammunition caught this way can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use. Arrows, bolts and sling bullets fired in this way can be thrown as a dart. Firearm bullets cannot be caught.
You must have at least one hand free (holding nothing) to use this feat.

Mobility
Prerequisites: Dodge, 3 Ranks in Acrobatics
Benefit: You gain a +4 bonus to AC against attacks of opportunity. When you use Acrobatics to move through an opponent's threatened area or space without provoking an attack of opportunity from that opponent, you gain a +2 circumstance bonus on your next melee attack roll against that opponent and that opponent is denied its Dexterity bonus to AC, as long as you make that attack before the start of your next turn.

Spring Attack
Prerequisites Dodge, BAB +6
Benefit: As a full-round action, you can move up to your speed and make a single melee attack or combat maneuver without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Slow Fall
Prerequisites: Acrobatics 8 Ranks
Benefit:So long as you are within arm’s reach of a wall, you can slow your fall by a factor equal to half your total move speed.

Abundant Step
Prerequisites: Martial Pool, Wis 16 or Cha 16
Benefit:By expending two points from their martial pool, a character can slip between spaces, as if using the spell dimension door. Using this ability is a move action that does not provoke attacks of opportunity. The caster level for this effect is equal to their level in classes which grant a martial pool. A character with this feat cannot take other creatures with him when he uses this ability.

Taken from the fighter rebuild notes.
I've borrowed a couple cues and alterations from this (http://theworldissquare.com/feat-taxes-in-pathfinder/) post over at The World is Square.

Among other things Combat Expertise, Deadly Aim and Power Attack are all simply combat options available at +1 BAB and any feats that require them as pre-reqs now require +1 BAB. I haven't implemented any of the other changes from TWiS yet.

For the sake of legibility the Deft Maneuvers and Powerful Maneuvers are feats republished here.


Deft Maneuvers
Benefit:You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
This feat replaces the following: Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal


Powerful Maneuvers
Benefit:You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
This feat replaces the following: Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder


I've also revamped the Cleave and Great Cleave chain to make them a little more ammenable to martial characters. A caster is capable of dropping spells that manage more than one enemy at first level, I think improving great cleave to drop the penalty to AC is also worth it. Dropping the strength requirement also means that these feats are now more available to builds that don't rely on strength, and to races that take a strength penalty.

Cleave
Prerequisite: BAB +1
BenefitOn your turn as a standard action you may attempt to strike an enemy at your highest attack bonus, forgoing any other attacks you may have. If this attack lands, you may attempt to strike another enemy adjacent to you at your highest attack bonus -2 (min 0). When using cleave, you take a -2 penalty to AC for the rest of the turn.

Great Cleave:
Prerequisite: Cleave, BAB +5
Benefit: On your turn as a standard action you may attempt to strike an enemy at your highest attack bonus, forgoing any other attacks you may have. If your attack hits, you deal damage normally and may attempt to strike another enemy adjacent to you, at your highest attack bonus, you may attempt to strike other adjacent enemies at your highest attack bonus for each successful hit. You may not strike the same enemy more than once during this attack action.