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  1. - Top - End - #1
    Ogre in the Playground
     
    Xuldarinar's Avatar

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    Default [Pathfinder Adaptation] Tome of Magic: Shadow Magic

    BESTIARY

    ELEMENTAL, SHADOW

    Shadow Elemental
    Languages None
    Ecology
    Enviornment Plane of Shadow
    Organization solitary, pair, or gang (3-8)
    Treasure none
    Special Abilities
    Shadow Mastery (Ex) A shadow elemental gains a +1 bonus on attack rolls and damage rolls if both it and its foe are in an area of darkness or shadowy illumination. While in an area of bright light, shadow elementals take a -4 penalty on attack rolls and damage rolls.
    Dusk and Dawn (Su) Three times per day, a shadow elemental can use dusk and dawn, as the mystery. It has a caster level equal to one-half its HD.

    Small Shadow Elemental
    XP 400
    NE Small outsider (elemental, extraplanar, incorporeal)
    init +4; Senses blindsight 60 ft.; Perception +4
    Defense
    AC 12, touch 12 ( +1 deflection, +1 size)
    hp 13 (2d10+2)
    Fort +4, Ref +3, Will +0
    Defensive Abilities shadow mastery, incorporeal; Immune elemental traits
    Offensive
    Speed fly 40 ft. (perfect)
    Melee corrupting touch +6 (1d6, fort. DC 14 half)
    Special Attacks dusk and dawn
    Statistics
    Str -, Dex 10, Con 12, Int 4, Wis 11, Cha 11
    Base Atk +2; CMB +2; CMD 15
    Skills Flyby Attack, Improved Initiative, Weapon Finesse
    Skills Acrobatics +4, Escape Artist +4, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +8

    Medium Shadow Elemental
    XP 800
    NE Medium outsider (elemental, extraplanar, incorporeal)
    init +5; Senses blindsight 60 ft.; Perception +7
    Defense
    AC 13, touch 12 (+1 Dex, +1 dodge, +1 deflection)
    hp 30 (4d10+8)
    Fort +6, Ref +7, Will +1
    Defensive Abilities shadow mastery, incorporeal; Immune elemental traits
    Offensive
    Speed fly 40 ft. (perfect)
    Melee corrupting touch +9 (3d6, fort. DC 16 half)
    Special Attacks dusk and dawn
    Statistics
    Str -, Dex 12, Con 14, Int 4, Wis 11, Cha 11
    Base Atk +4; CMB +6; CMD 22
    Feats Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
    Skills Acrobatics +7, Escape Artist +5, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +7

    Large Shadow Elemental
    XP 1600
    NE Large outsider (elemental, extraplanar, incorporeal)
    init +6; Senses blindsight 60 ft.; Perception +11
    Defense
    AC 14, touch 12 (+2 Dex, +1 deflection, +1 dodge, -1 size)
    hp 68 (8d10+24)
    Fort +9, Ref +9, Will +2
    Defensive Abilities shadow mastery, incorporeal;DR 5/-;Immune elemental traits
    Offensive
    Speed fly 40 ft. (perfect)
    Melee 2 corrupting touches +14 (5d6, fort. DC 18 half)
    Space 10 ft.; Reach 10 ft.
    Special Attacks dusk and dawn
    Statistics
    Str -, Dex 14, Con 16, Int 6, Wis 11, Cha 11
    Base Atk +8; CMB +13; CMD 31
    Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse
    Skills Acrobatics +10, Escape Artist +10, Fly +21, Knowledge (planes) +5, Perception +11, Stealth +6

    Huge Shadow Elemental
    XP 3200
    NE Huge outsider (elemental, extraplanar, incorporeal)
    init +8; Senses blindsight 60 ft.; Perception +13
    Defense
    AC 14, touch 11 (+4 Dex, +1 deflection, +1 dodge. -2 size)
    hp 95 (10d10+40)
    Fort +11, Ref +11, Will +5
    Defensive Abilities shadow mastery, incorporeal;DR 5/-;Immune elemental traits
    Offensive
    Speed fly 40 ft. (perfect)
    Melee 2 corrupting touches +17 (5d6, fort. DC 18 half)
    Space 15 ft.; Reach 15 ft.
    Special Attacks dusk and dawn
    Statistics
    Str -, Dex 18, Con 18, Int 6, Wis 11, Cha 11
    Base Atk +10; CMB +18; CMD 38
    Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron WIll, Mobility, Weapon Finesse
    Skills Acrobatics +13, Escape Artist +13, Fly +23, Knowledge (planes) +7, Perception +13, Stealth +4

    Greater Shadow Elemental
    XP 6400
    NE Huge outsider (elemental, extraplanar, incorporeal)
    init +14; Senses blindsight 60 ft.; Perception +16
    Defense
    AC 15, touch 11 (+5 Dex, +1 deflection, +1 dodge, -2 size)
    hp 123 (13d10+52)
    Fort +12, Ref +13, Will +6
    Defensive Abilities shadow mastery, incorporeal;DR 5/-;Immune elemental traits
    Offensive
    Speed fly 40 ft. (perfect)
    Melee 2 corrupting touches +21 (9d6, fort. DC 23 half)
    Space 15 ft.; Reach 15 ft.
    Special Attacks dusk and dawn
    Statistics
    Str -, Dex 20, Con 18, Int 8, Wis 11, Cha 11
    Base Atk +13; CMB +22; CMD 43
    Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Weapon Finesse
    Skills Acrobatics +20, Escape Artist +18, Fly +27, Knowledge (planes) +12, Perception +16, Stealth +10

    Elder Shadow Elemental
    XP 12800
    NE Huge outsider (elemental, extraplanar, incorporeal)
    init +10; Senses blindsight 60 ft.; Perception +19
    Defense
    AC 16, touch 11 (+6 Dex, +1 deflection, +1 dodge, -2 size)
    hp 152 (16d10+64)
    Fort +14, Ref +16, Will +7
    Defensive Abilities shadow mastery, incorporeal;DR 10/-;Immune elemental traits
    Offensive
    Speed fly 40 ft. (perfect)
    Melee 2 corrupting touches +21 (11d6, fort. DC 23 half)
    Space 15 ft.; Reach 15 ft.
    Special Attacks dusk and dawn
    Statistics
    Str -, Dex 22, Con 18, Int 10, Wis 11, Cha 11
    Base Atk +16; CMB +27; CMD 49
    Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Weapon Finesse
    Skills Acrobatics +25, Escape Artist +25, Fly +34, Knowledge (planes) +19, Perception +19, Stealth +17



    __________________________________________________ _____________
    More is to come, Im doing one creature at a time. Im not the most familiar with Pathfinder, so forgive any errors and please post/message me to inform me of them. If you have any requested content to be adapted from the book, say so and I'll get to it sooner. My main focus will be the monsters, but if people want other parts adapted then I'll gladly do so.
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  2. - Top - End - #2
    Bugbear in the Playground
     
    NecromancerGirl

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    Default Re: [Pathfinder Adaptation] Tome of Magic: Shadow Magic

    Do you accept collaborations?
    If so would you prefer present my work on this thread or on another?
    I have rewritten mysteries to their pathfinder equivalents. I could post them here since this seems to be a general effort.
    If not, would a PM be acceptable?

    On elementals:
    Outsiders now have darkvision 60', this should be noted on senses.
    Why corrupting touch? Shouldn't be incorporeal touch (+ cold damage)?
    Language should be shadowspeak (only), since by PF standards it is the language of the natives of the plane of shadow.
    Escape artist is useless for an incorporeal creature. More sense would make to put Sense motive on them (Outsider class skill).
    Incorporeal creatures never have extraordinary damage reduction since they lose any extraordinary abilities they might have. DR x / - should be supernatural, if you decide to keep it, and it should be noted as such.
    Last edited by peacenlove; 2013-05-29 at 02:41 PM.

    Complete Shadow Magic! for Pathfinder Rules. (Google Docs PDF)
    Newest: Shadowcaster Archetypes
    WIP:Wordcasting Shadowcaster

    Previous games: Life in Hell
    as Moira

  3. - Top - End - #3
    Ogre in the Playground
     
    Xuldarinar's Avatar

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    Default Re: [Pathfinder Adaptation] Tome of Magic: Shadow Magic

    Quote Originally Posted by peacenlove View Post
    Do you accept collaborations?
    If so would you prefer present my work on this thread or on another?
    I have rewritten mysteries to their pathfinder equivalents. I could post them here since this seems to be a general effort.
    If not, would a PM be acceptable?

    On elementals:
    Outsiders now have darkvision 60', this should be noted on senses.
    Why corrupting touch? Shouldn't be incorporeal touch (+ cold damage)?
    Language should be shadowspeak (only), since by PF standards it is the language of the natives of the plane of shadow.
    Escape artist is useless for an incorporeal creature. More sense would make to put Sense motive on them (Outsider class skill).
    Incorporeal creatures never have extraordinary damage reduction since they lose any extraordinary abilities they might have. DR x / - should be supernatural, if you decide to keep it, and it should be noted as such.
    I would be interested in a collaboration. As for location though, I'm not certain. I'll leave that to you.

    Im aware that normally darkvision would be granted, but shadow elementals lack eyes. It wouldn't make sense to give them darkvision now, when elementals always had darkvision but shadow elements did not.

    Corrupting touch, I hadn't seen an incorporeal touch in the monster manual, so I played off the ghost ability.
    I hadn't realized that in regards to DR.
    Extended Signature

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  4. - Top - End - #4
    Bugbear in the Playground
     
    NecromancerGirl

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    Default Re: [Pathfinder Adaptation] Tome of Magic: Shadow Magic

    Quote Originally Posted by Xuldarinar View Post
    Im aware that normally darkvision would be granted, but shadow elementals lack eyes. It wouldn't make sense to give them darkvision now, when elementals always had darkvision but shadow elements did not.
    Shadow elementals lack darkvision entry because it is covered by elemental traits, and they used the old statblock (No "senses" entry). Nowhere in their description contradicts that.
    It is logical to assume that they are blind but by RAW they aren't. In fact many eyeless creatures have darkvision, granted by the creature type.

    Complete Shadow Magic! for Pathfinder Rules. (Google Docs PDF)
    Newest: Shadowcaster Archetypes
    WIP:Wordcasting Shadowcaster

    Previous games: Life in Hell
    as Moira

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