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[Arcanum of the Stars] "Dragonstarfinder"
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<blockquote data-quote="Shayuri" data-source="post: 7327685" data-attributes="member: 4936"><p>That's the one I was referring to, yep. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Here's a sample writeup of Silhouette, using the Charisma reflavoring option in that PDF, where the 'guild' features are more like innate abilities. There's a few parts that would need GM adjudication, such as the number of skill points, and possible changes to Guild-centric abilities like Charlatan Cant and so on; these are noted on the sheet. It does give a sense of what's possible though.</p><p></p><p>Most of Silhouette's 3.5e inventory doesn't translate to Pathfinder, so I just started from scratch with it, keeping the same 56,000gp starting cash.</p><p></p><p>I might take a level of Shadow Adept instead of a 14th Beguiler level...but then again, might just start Shadow Adept with future levels. </p><p></p><p>[sblock]Name: Silhouette</p><p>Race: Fetchling</p><p>Class/Level: Beguiler 14</p><p>Gender: Female</p><p>Exp: 0</p><p></p><p>Strength (STR) 8</p><p>Dexterity (DEX) 18 (5) +2 racial, +2 magic</p><p>Constitution (CON) 14 (5)</p><p>Intelligence (INT) 16 (7) +1 lvl</p><p>Wisdom (WIS) 12 (5)</p><p>Charisma (CHA) 22 (10) +2 racial +2 lvl +2 magic</p><p></p><p>Alignment: </p><p>AC: 21 (10 + 4 dex + 7 armor)</p><p>Hit Points: 13d8+8</p><p>Movement: 30'</p><p></p><p>Init: +4</p><p>Base Attack Bonus: +10/+5</p><p>Fort: +9</p><p>Reflex: +16</p><p>Will: +13</p><p></p><p>Race Abilities</p><p>Fetchling</p><p>+2 Dex, +2 Cha, -2 Wis</p><p>Low-Light Vision</p><p>Darkvision 60'</p><p>Shadow Resistance: Resist cold 5, electricity 5</p><p>Shadow Magic: +1 DC to Illusion (Shadow) spells</p><p>Shadow Blending: Concealment from dim light gives 50% miss chance instead of 20%</p><p>Recluse: Modifies list of SLAs</p><p>Spell Like Abilities:</p><p>- Sanctuary 1/day</p><p>- Nondetection (self only; DC29) 1/day</p><p>- Veil (self only) 1/day</p><p>Favored Class: Beguiler</p><p>- +1/3rd level DC to Illusion (Shadow) spells</p><p></p><p>Class Abilities:</p><p>Proficiencies - Simple, all crossbows, rapier, Sawtooth sabre, shortbow, short sword; Light armor</p><p>Cantrips</p><p>Spellcasting</p><p>Order: </p><p>- Skills: Knowledge (Dungeoneering), Knowledge (Planes)</p><p>- Powers</p><p>* - Stygian Step: 3+Chamod/day, Blink as part of move action, 2 'uses' to become incorporeal instead</p><p>* - Wraith Strike: 3d4 as sneak attack, 3d6 if delivered via morithil or shadow effect, max range 55'</p><p>* - Shadow Trickery: Dusk Aura (1 stygian use, treat caster as being in Darkness spell that does not impede her vision, 3rnds)</p><p>Charlatan's Cant (convey simple messages secretly) MAY CHANGE</p><p>Trapfinding (+1/2 lvl Disable Device checks; gains Trap Spotter as per rogue talent)</p><p>Surprise Casting (feinting denies victim Dex bonus to AC from next attack or next spell)</p><p>Cloaked Casting (gain +2 spell DC, +2 vs Spell Penetration, when target is denied Dex AC)</p><p>Hidden Signs (gain benefits of Concealed Casting but not metamagic, use Intelligence, spells cast with no components aren't noticed)</p><p>Savvy Preparation (can prepare 1 spell on list but not known per spell level, cast with slots as normal, 15 min prep)</p><p>Muddling Aegis (reduce lingering magic auras in area by 1, 1min/lvl/day)</p><p>Improved Feint (feint as move action)</p><p>Swift Feint (feint as swift action)</p><p>Calculated Coercion (use Int instead of Cha to compel charmed creatures to do opposed action) NOPE</p><p>Silent Spell</p><p>Still Spell</p><p></p><p>Skills: 6+int? 4+int?</p><p>Acrobatics </p><p>Bluff </p><p>Craft </p><p>Diplomacy </p><p>Disable Device </p><p>Disguise </p><p>Escape Artist </p><p>Knowledge: Arcana </p><p>Knowledge: Local </p><p>Knowledge: Planes </p><p>Knowledge: Dungeoneering</p><p>Perception </p><p>Profession </p><p>Sense Motive </p><p>Sleight of Hand </p><p>Spellcraft </p><p>Stealth </p><p>Use Magic Device </p><p></p><p>Traits</p><p>- Focused Mind (+2 concentration)</p><p>- Adaptable Flatterer (+1 Bluff and attacks vs targets denied Dex to AC)</p><p></p><p>Feats</p><p>1 Arcane Strike (swft action to give weapon attacks +3 dmg, magic, for round)</p><p>3 Weapon Finesse</p><p>5 Spell Penetration</p><p>7 Shadow Weave Caster (+1 DC to Enchantment, +2 vs SR Enchantment, counts as Spell Focus; -1 DC and -2 vs SR for Evocation/Transmutation)</p><p>9 Greater Spell Focus: Enchantment</p><p>B Leadership</p><p>11 Arcane Blast (Convert spell slots into 30' ranged touch ray, 2d6+1d6/lvl, Su ability)</p><p>13 Arcane Shield (Immediate action, convert spell slots into deflection bonus for 1 round, +1/lvl)</p><p></p><p>Languages - Common, </p><p></p><p>Spells (caster level 14 (16 vs SR), Base DC 16, 18 enchantment, 21 shadow)</p><p>Slots 1 - 6, 2 - 6, 3 - 6, 4 - 6, 5 - 6, 6 - 5, 7 - 3</p><p></p><p>Known</p><p>0 - Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Message, Prestidigitation, Shadowy Heist, Sift</p><p>1 - Identify, Windy Escape, Comprehend Languages, Telempathic Projection, Handy Grapnel, Illusion of Calm, Vocal Alteration, Sow </p><p></p><p>Thought, Shadow Weapon, Negate Aroma, Silent Image</p><p>Prepared: ?, ?</p><p>2 - Glitterdust, Hidden Presence, Mirror Image, See Invisibility, Calm Emotions, Focused Scrutiny, Knock, Spider Climb, Pilfering Hand, </p><p></p><p>Pass Without Trace, Web</p><p>Prepared: ?</p><p>3 - Displacement, Haste, Invisibility Sphere, Sculpt Sound, Suggestion, Zone of Silence, Deeper Darkness, Glibness, Cloak of Wind, Slow</p><p>Prepared: Mental Block</p><p>4 - Charm Monster, Freedom of Movement, Greater Invisibility, Solid Fog, Stay the Hand, Complex Hallucination, Fear, Hypercognition, </p><p></p><p>Shadow Step</p><p>Prepared: Phantasmal Conduit</p><p>5 - Shadow Evocation, Hold Monster, Modify Memory, Persistant Image, Sending, Dance of 100 cuts, Hostile Juxtaposition, Mind Probe</p><p>Prepared: Flynn's Halcyon Veil</p><p>6 - Greater Dispel Magic, Mislead, Mass Suggestion, Greater Illusion of Treachery, True Seeing, Shadow Walk, Lightfinger's Last Resort</p><p>Prepared: Move Heavens</p><p>7 - Ethereal Jaunt, Greater Arcane Sight, Phase Door, Spell Turning, Greater create mindscape, Project Image</p><p>Prepared: Power Word (Blind)</p><p></p><p>Money - 135</p><p></p><p>Weapons -</p><p>Agile Morithil Sawtooth Sabre +1, +15, 1d8+5, 19-20/x2, 9,335gp</p><p>Shortbow, +14, 1d6-1 dmg, 60', 20/x3, 30gp</p><p></p><p>Armour -</p><p>Glamered Breastplate of the Deciever +1, +7 AC, Max Dex +5, ACP -1, 12,500gp, counts as Light armor, ACP doesn't reduce Stealth or </p><p></p><p>Sleight of Hand</p><p></p><p>Gear -</p><p>Headband of Charisma +2, 4000</p><p>Belt of Dexterity +2, 4000</p><p>Cloak of Resistance +3, 9000</p><p>Spellguard Bracers (+2 Concentration to cast defensively, 3/day cast defensively w/adv), 5000</p><p>Decoy Ring (turn invisible, spawn 4 decoys when withdrawing or helpless), 12000[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 7327685, member: 4936"] That's the one I was referring to, yep. :) Here's a sample writeup of Silhouette, using the Charisma reflavoring option in that PDF, where the 'guild' features are more like innate abilities. There's a few parts that would need GM adjudication, such as the number of skill points, and possible changes to Guild-centric abilities like Charlatan Cant and so on; these are noted on the sheet. It does give a sense of what's possible though. Most of Silhouette's 3.5e inventory doesn't translate to Pathfinder, so I just started from scratch with it, keeping the same 56,000gp starting cash. I might take a level of Shadow Adept instead of a 14th Beguiler level...but then again, might just start Shadow Adept with future levels. [sblock]Name: Silhouette Race: Fetchling Class/Level: Beguiler 14 Gender: Female Exp: 0 Strength (STR) 8 Dexterity (DEX) 18 (5) +2 racial, +2 magic Constitution (CON) 14 (5) Intelligence (INT) 16 (7) +1 lvl Wisdom (WIS) 12 (5) Charisma (CHA) 22 (10) +2 racial +2 lvl +2 magic Alignment: AC: 21 (10 + 4 dex + 7 armor) Hit Points: 13d8+8 Movement: 30' Init: +4 Base Attack Bonus: +10/+5 Fort: +9 Reflex: +16 Will: +13 Race Abilities Fetchling +2 Dex, +2 Cha, -2 Wis Low-Light Vision Darkvision 60' Shadow Resistance: Resist cold 5, electricity 5 Shadow Magic: +1 DC to Illusion (Shadow) spells Shadow Blending: Concealment from dim light gives 50% miss chance instead of 20% Recluse: Modifies list of SLAs Spell Like Abilities: - Sanctuary 1/day - Nondetection (self only; DC29) 1/day - Veil (self only) 1/day Favored Class: Beguiler - +1/3rd level DC to Illusion (Shadow) spells Class Abilities: Proficiencies - Simple, all crossbows, rapier, Sawtooth sabre, shortbow, short sword; Light armor Cantrips Spellcasting Order: - Skills: Knowledge (Dungeoneering), Knowledge (Planes) - Powers * - Stygian Step: 3+Chamod/day, Blink as part of move action, 2 'uses' to become incorporeal instead * - Wraith Strike: 3d4 as sneak attack, 3d6 if delivered via morithil or shadow effect, max range 55' * - Shadow Trickery: Dusk Aura (1 stygian use, treat caster as being in Darkness spell that does not impede her vision, 3rnds) Charlatan's Cant (convey simple messages secretly) MAY CHANGE Trapfinding (+1/2 lvl Disable Device checks; gains Trap Spotter as per rogue talent) Surprise Casting (feinting denies victim Dex bonus to AC from next attack or next spell) Cloaked Casting (gain +2 spell DC, +2 vs Spell Penetration, when target is denied Dex AC) Hidden Signs (gain benefits of Concealed Casting but not metamagic, use Intelligence, spells cast with no components aren't noticed) Savvy Preparation (can prepare 1 spell on list but not known per spell level, cast with slots as normal, 15 min prep) Muddling Aegis (reduce lingering magic auras in area by 1, 1min/lvl/day) Improved Feint (feint as move action) Swift Feint (feint as swift action) Calculated Coercion (use Int instead of Cha to compel charmed creatures to do opposed action) NOPE Silent Spell Still Spell Skills: 6+int? 4+int? Acrobatics Bluff Craft Diplomacy Disable Device Disguise Escape Artist Knowledge: Arcana Knowledge: Local Knowledge: Planes Knowledge: Dungeoneering Perception Profession Sense Motive Sleight of Hand Spellcraft Stealth Use Magic Device Traits - Focused Mind (+2 concentration) - Adaptable Flatterer (+1 Bluff and attacks vs targets denied Dex to AC) Feats 1 Arcane Strike (swft action to give weapon attacks +3 dmg, magic, for round) 3 Weapon Finesse 5 Spell Penetration 7 Shadow Weave Caster (+1 DC to Enchantment, +2 vs SR Enchantment, counts as Spell Focus; -1 DC and -2 vs SR for Evocation/Transmutation) 9 Greater Spell Focus: Enchantment B Leadership 11 Arcane Blast (Convert spell slots into 30' ranged touch ray, 2d6+1d6/lvl, Su ability) 13 Arcane Shield (Immediate action, convert spell slots into deflection bonus for 1 round, +1/lvl) Languages - Common, Spells (caster level 14 (16 vs SR), Base DC 16, 18 enchantment, 21 shadow) Slots 1 - 6, 2 - 6, 3 - 6, 4 - 6, 5 - 6, 6 - 5, 7 - 3 Known 0 - Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Message, Prestidigitation, Shadowy Heist, Sift 1 - Identify, Windy Escape, Comprehend Languages, Telempathic Projection, Handy Grapnel, Illusion of Calm, Vocal Alteration, Sow Thought, Shadow Weapon, Negate Aroma, Silent Image Prepared: ?, ? 2 - Glitterdust, Hidden Presence, Mirror Image, See Invisibility, Calm Emotions, Focused Scrutiny, Knock, Spider Climb, Pilfering Hand, Pass Without Trace, Web Prepared: ? 3 - Displacement, Haste, Invisibility Sphere, Sculpt Sound, Suggestion, Zone of Silence, Deeper Darkness, Glibness, Cloak of Wind, Slow Prepared: Mental Block 4 - Charm Monster, Freedom of Movement, Greater Invisibility, Solid Fog, Stay the Hand, Complex Hallucination, Fear, Hypercognition, Shadow Step Prepared: Phantasmal Conduit 5 - Shadow Evocation, Hold Monster, Modify Memory, Persistant Image, Sending, Dance of 100 cuts, Hostile Juxtaposition, Mind Probe Prepared: Flynn's Halcyon Veil 6 - Greater Dispel Magic, Mislead, Mass Suggestion, Greater Illusion of Treachery, True Seeing, Shadow Walk, Lightfinger's Last Resort Prepared: Move Heavens 7 - Ethereal Jaunt, Greater Arcane Sight, Phase Door, Spell Turning, Greater create mindscape, Project Image Prepared: Power Word (Blind) Money - 135 Weapons - Agile Morithil Sawtooth Sabre +1, +15, 1d8+5, 19-20/x2, 9,335gp Shortbow, +14, 1d6-1 dmg, 60', 20/x3, 30gp Armour - Glamered Breastplate of the Deciever +1, +7 AC, Max Dex +5, ACP -1, 12,500gp, counts as Light armor, ACP doesn't reduce Stealth or Sleight of Hand Gear - Headband of Charisma +2, 4000 Belt of Dexterity +2, 4000 Cloak of Resistance +3, 9000 Spellguard Bracers (+2 Concentration to cast defensively, 3/day cast defensively w/adv), 5000 Decoy Ring (turn invisible, spawn 4 decoys when withdrawing or helpless), 12000[/sblock] [/QUOTE]
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