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LetumLux
 
PostPosted: Fri, Nov 30 2012, 8:51 AM 

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Joined: 31 May 2007
Location: Amia IKEA

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Civilized folk have always feared the night, barring themselves behind doors
or comforting themselves with bonfires when the shadows grow long,
rightfully wary of the creatures that prowl the darkness.
Yet long ago, some learned that the best way
to conquer an enemy is to embrace it.

These were the first shadowdancers.


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Shadowdancer Requirements :
Feats: Dodge, Mobility
Skills: Hide 10 ranks, Move Silently 8 ranks, Tumble 5 ranks

Shadowdancer Class Abilities : {{Click to go directly to selection}}

:!:

The Mechanics of Stealth & Detection : {{Click to go directly to selection}}


An IC resource :


Shadowdancer Description :

Shadowdancers exist in the boundary between light and darkness, where they weave together the shadows to become half-seen artists of deception. Unbound by any specified morality or traditional code, shadowdancers encompass a wide variety of adventuring types who have seen the value of the dark. Spellcasters use their abilities to safely cast spells from hiding and then move quickly away, while classes devoted to hand-to-hand combat enjoy the ability to attack foes with the element of surprise. Some even take the name of their kind quite literally, becoming eerie and mysterious performers and dancers, though more often the temptation presented by their talents with deception and infiltration causes shadowdancers to turn to lives of thievery.

Shadowdancers adventure for a wide variety of reasons. Many adventuring parties find shadowdancers valuable members of their teams due to their incredible stealth and ability to surprise enemies with lightning-quick attacks where they're least expected. For this reason, their services are often sought out by those groups in need of scouts or spies.

Because of their nature as visually duplicitous tricksters, shadowdancers do not always fit comfortably into the lawful category, as many use their talents to avoid the eyes of legitimate authority. Yet though they are allies of darkness, shadowdancers are neither inherently evil nor predisposed to good. To them, the darkness is simply the darkness, without any of the usual moral connotations made by the unenlightened.

Shadowdancers are said to often work in troupes, and rarely stay in one place too long. On Amia, they have the opportunity to attend the Three Steps Academy, where shadowdancers have become an open and approachable institution.

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Last edited by LetumLux on Mon, Nov 23 2015, 5:40 AM, edited 3 times in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 0:46 AM 

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Joined: 31 May 2007
Location: Amia IKEA

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Each ability has been marked with (Su) or (Ex). These designate whether the Shadowdancer's ability in Supernatural or Extraordinary in nature, and are provide with the traditional D&D classification to assist in depth and flavor of role-playing the abilities. None of the standard Shadowdancer's special abilities are Spell-Like (Sp).

However, due to the differences between traditional D&D and NWN mechanics, abilities marked Supernatural might be treated as "partially Spell-Like" in the sense that they may be subject to being dispelled, such as Shadow Evade.


The definition of what these terms mean is provided below:


    Extraordinary Abilities (Ex)

    In NWN mechanics:
      An extraordinary effect is an effect that cannot be removed by dispelling but is removed by resting and death. It represents the result of a natural (non-magical) cause, such as barbarian rage.
      Source: NWNWiki: Extraordinary Effect

    Full D&D description:
      Extraordinary abilities are nonmagical, though they may break the laws of physics. They are not something that just anyone can do or even learn to do without extensive training.

      These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field.

      Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Those extraordinary abilities that are actions are standard actions unless otherwise noted.
      Source: d20 SRD: Special Abilities - Extraordinary Abilities


    Supernatural Abilities (Su)

    In NWN Mechanics:
      A supernatural effect is an effect that cannot be removed by dispelling or resting; only death will remove it. It represents the result of an ability that exceeds "natural" abilities, but that is not magical in the same sense that a magical effect is. Supernatural effects are also used in some spells, like weird and phantasmal killer, to circumvent death immunity.
      Source: NWNWiki: Supernatural Effect

    Full D&D description:
      Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance, counterspells, or to being dispelled by dispel magic. Using a supernatural ability is a standard action unless noted otherwise. Supernatural abilities may have a use limit or be usable at will, just like spell-like abilities. However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks. Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature’s Hit Dice. The saving throw (if any) against a supernatural ability is: 10 + ½ the creature’s HD + the creature’s ability modifier (usually Charisma).
      Source: d20 SRD: Special Abilities - Extraordinary Abilities


    Spell-Like Abilities (Sp)

    In NWN Mechanics:
      A magical effect is an effect that can be removed by dispelling, resting, and death. It is the default type of most effects and represents the result of a spell or spell-like ability.
      Source: NWNWiki: Magical Effect

    Full D&D description:


Last edited by LetumLux on Wed, Mar 12 2014, 7:52 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 0:56 AM 

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    Gained at Shadowdancer 6.

    A shadowdancer can use the Hide skill even while being observed. As long as they are within 10 feet of a shadow at least half their size, a shadowdancer can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadow.

  • This feat is gained at level 6, rather than level 1.
  • There is a cool-down on Hide in Plain Sight. When stealth mode is deactivated, Hide in Plain Sight will not function for another six seconds.
  • Observe the traditional PnP rules that govern the use of the Hide in Plain Sight feat. i.e., Using it only when within 10 feet of a shadow (that isn’t your own).



    Hide in Plain Sight Q&A

      Q: What is the minimum size a shadow within 10 feet has to be to use HiPS?
      A: Half the size of your body.

      Q: Can a shadow of sufficient size have "holes" in it and still be usable for HiPS, or must it be a "solid" shadow? (Ex. a large shadow cast from a lattice/tree branches)
      A. Yes. Imagine the required half the size of your body as a square area - if there are holes in it, it will need to be a larger shadow to make up for the missing pieces.

      Q: Can HiPS be used if the shadowdancer has Light cast on them, but there are still objects to cast shadows within 10 feet of them?
      A. Yes, though bear in mind that Light has a radius of 20 feet; twice that of the range a Shadowdancer needs to HiPS.

      Q: Can HiPS be used in Darkness even if the shadowdancer has Light cast on them?
      A. Yes.

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Last edited by LetumLux on Wed, Mar 12 2014, 7:54 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 0:58 AM 

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    Eligible at Shadowdancer 4.

    This enables a shadowdancer to effectively teleport from shadow to shadow, four times per day. Shadow Jump is limited to line of sight, and may not be used to pass through barriers such as walls and doors (including barred gates and portcullises).

  • You must have at least 4 SD levels and received tutoring from a fellow shadowdancer of level 10 or above. You may request the feat to use this ability from the DMs after sufficient training with your tutor has been done.
  • The granting of this feat is an acceptance of the terms of its use, and it is subject to removal if it is abused in its ways which are prohibited, such as to bypass doors.

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        Eligible at Shadowdancer 10.

        This enables a shadowdancer to perform the Shadow Jump ten times per day, instead of four.

      • You must have at least 10 SD levels and the feat to use this ability may be requested from the DMs, at their discretion. The same stipulations of its use still apply.



    Shadow Jump Q&A

      Q: What is the minimum size an entry shadow has to be to Shadow Jump through it?
      A: Half your body, same as with HiPS.

      Q: What is the minimum size a destination shadow has to be to Shadow Jump through it?
      A: Half your body, same as with HiPS.

      Q: Can a shadow of sufficient size have "holes" in it and still be usable for Shadow Jump, or must it be a "solid" shadow? (Ex. a large shadow cast from a lattice/tree branches)
      A. It can have holes. Same situation as the Hide in Plain Sight example.

      Q: Can Shadow Jump be used if the shadowdancer has Light cast on them?
      A. Yes, same situation as with HiPS.

      Q: Can a Shadowdancer Shadow Jump in to or out of Darkness?
      A. Yes.

      Q: Can a Shadowdancer Shadow Jump in complete mundane darkness, such as certain regions of the Underdark or a pitch black room?
      A. Yes.

      Q: Can Shadow Jump be used on Planes other than the Plane of Shadow, such as the Abyss?
      A: Yes, with the exception of the Ethereal Plane as it does not touch the Plane of Shadow.

      Q: Are shadows considered to be everywhere during night time hours for the purposes of Shadow Jump, essentially "freeing" it from having to be a Jump from object-to-object?
      A: Yes, with the caveat that artificially created light sources (such as torches and lamps) will still prevent Shadow Jump.

      Q: Can a PC who is blind or blinded still Shadow Jump?
      A: Yes, a shadowdancer has the proficiency to feel out the presence of shadows without the necessity of sight.

      Q: Can one shadowdancer carry another shadowdancer capable of Shadow Jump through a Jump?
      A: Yes, as long as the passenger has shadowdancer levels, they may be carried through a Jump.

      Q: Does a shadowdancer have to be standing exactly in a shadow in order to Shadow Jump, or is there leniency for being close enough?
      A. There's leniency, especially with the vagueness of NWN shadows; some shadows are there when they shouldn't be, some aren't there when they should.

      Q: Can a Shadowdancer Shadow Jump while being grappled? Wrist-bound? Chained to the wall?
      A. They must have at least enough control of their body in order to perform a 'real' jump. Wrist-bound is fine; grappled or chained likely not.

      Q: Is the Shadow Jump Feat automatically upgraded to Greater Shadow Jump at Shadowdancer 10?
      A: No, a DM must be asked. It is free of charge and requires no request as long as you already have the Lesser variant.

      Q: Does a PC have to be an instructor at the Three Steps Academy to tutor another PC and teach them Shadow Jump?
      A: No, they do not have to be a Three Steps Academy instructor to be a tutor; all that is mechanically required is 10 levels of the shadowdancer PrC. At level 10 SD you are able (with accompanying roleplay and DM discretion) to teach other shadowdancers the Shadow Jump.

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Last edited by LetumLux on Wed, Mar 12 2014, 7:56 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 0:59 AM 

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    Gained at Shadowdancer 3.

    A shadowdancer can summon a special type of a shadow, also called a shade. Unlike a normal shadow, the shadowdancer's shade is an Outsider. This shade serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Only the shadowdancer that summoned it may communicate with their shade in this way. However, the shade is able to communicate with others through other means, such as hand signs and other forms of non-verbal communication.

    A shadowdancer's shade is an extraplanar undead-type. Therefore, the shade is not affected by spells with the healing descriptor, and is affected by banishment spells and spells with the negative energy descriptor.

    Shades drain a certain ability on hit (either Strength or Constitution, depending on type). When the enemy reaches 3 in that ability score or less from being hit by this, they are instantly killed.

    Duration: 1 Turn / Shadowdancer (SD) Level

        Shadow progression
        • SD 3 - 6 : Shade
        • SD 7 - 9 : Greater Shade
        • SD 10+0 : Shade Lord

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      Taking the Epic Shadow Lord feat bestows the shadowdancer with a more powerful summon - the Epic Shade Lord. This summon boasts additional hit dice over the Shade Lord, scaling in power according to the shadowdancer's level.

          Creature Armor progression
          • SD 14 : +1 AC, +1 Saves
          • SD 15 : +1 AC, +1 Saves, 10% Slashing/Bludgeoning Immunity
          • SD 16 : +2 AC, +2 Saves, 10% Slashing/Bludgeoning Immunity
          • SD 17 : +2 AC, +2 Saves, 20% Slashing/Bludgeoning Immunity
          • SD 18 : +3 AC, +3 Saves, 20% Slashing/Bludgeoning Immunity
          • SD 19 : +3 AC, +3 Saves, 30% Slashing/Bludgeoning Immunity
          • SD 20 : +6 AC, +6 Saves, 50% Slashing/Bludgeoning Immunity

          Creature Claw progression
          • SD 13 : Drain 1d4 Con: DC 36
          • SD 14 : Drain 1d4 Con: DC 36
          • SD 15 : Drain 1d4 Con: DC 38
          • SD 16 : Drain 1d6 Con: DC 38
          • SD 17 : Drain 1d6 Con: DC 40
          • SD 18 : Drain 1d6 Con: DC 40
          • SD 19 : Drain 1d2 Str, Drain 1d6 Con: DC 40
          • SD 20 : Drain 1d2 Str, Drain 1d8 Con: DC 42



    Summoned Shadow Q&A

      Q: Is the Shade an undead?
      A: No.

      Q: Is the Shade incorporeal?
      A: Yes.

      Q: Can the Shade communicate with anyone other than the shadowdancer that summoned it?
      A: No, only the shadowdancer may communicate with their Shade.
      However, the Shade is able to communicate in other means, if possible (such as hand signs and other forms of non-verbal communication).

      Q: Is the nature (creature type, etc) of the summoned Shade considered common knowledge?
      A: Among common populace, no, it would not be a known thing, especially given how similar their appearance is to the undead Shadow Fiend creature.
      But, anyone who spends enough time at the Three Steps Academy to educate themselves (or simply knows a shadowdancer who can tell them) would be able to discover their nature easily enough. It is not secret knowledge.

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Last edited by LetumLux on Wed, Mar 12 2014, 7:57 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 1:01 AM 

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    Gained at Shadowdancer 3.

    An illusionary daze. This is a mind-affecting ability with a long (40 meters) range.

  • Instead of being 1 use per day, Shadow Daze has been changed to instead work from a cool-down dependent on Shadowdancer level.
  • The base cool-down is 5 turns (or 300 seconds). For every Shadowdancer level past 5, the cool-down is decreased by 3 rounds (or 18 seconds). For example, a level 10 Shadowdancer has a cool-down of 210 seconds. A level 20 Shadowdancer has a cool-down of 30 seconds.

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Last edited by LetumLux on Wed, Mar 12 2014, 8:00 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 1:03 AM 

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    Gained at Shadowdancer 4. Improves at Shadowdancer 6, 8, 10, 15, and 20.

    Three times per day the shadowdancer can call upon the shadows in the area to help conceal them. They gain a damage reduction of 5/+1, 5% concealment bonus, and a +1 Dodge AC bonus.

      Shadow Evade progression
      • SD 40 : DR 5/+1,00 5% Concealment, +1 AC
      • SD 60 : DR 5/+2,0 10% Concealment, +2 AC
      • SD 80 : DR 10/+2, 15% Concealment, +3 AC
      • SD 10 : DR 10/+3, 20% Concealment, +4 AC
      • SD 15 : DR 12/+4, 20% Concealment, +4 AC
      • SD 20 : DR 14/+5, 20% Concealment, +4 AC

  • This feat's duration has been changed to 1 round per Shadowdancer level, rather than a flat 5 rounds.

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Last edited by LetumLux on Wed, Mar 12 2014, 8:01 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 1:05 AM 

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    Gained at Shadowdancer 2.

    This feat grants a shadowdancer the ability to see clearly to a distance of 60 feet even in total darkness.
    This vision is black and white only, but is otherwise like normal sight.
    It does not confer the ability to see in magical darkness, such as the spell Darkness.
    This ability negates the +5 increase to Spot DCs at night, even if the spotter does not have a source of light.

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Last edited by LetumLux on Wed, Mar 12 2014, 8:02 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 1:06 AM 

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    Gained at Shadowdancer 5.

    If the shadowdancer is struck by a potentially lethal blow, he makes a reflex saving throw (DC = damage dealt).
    If successful, he takes only half damage from the blow.
    Damage from on-hit properties, such as from Darkfire or Flame Weapon, is not recognized by Defensive Roll, so such damage is not reduced.

    Its use is automatic, but limited to one use per day. Defensive Roll cannot be made while Flat-footed.

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Last edited by LetumLux on Wed, Mar 12 2014, 8:04 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 1:07 AM 

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    Gained at Shadowdancer 2.

    Whenever a Reflex save is allowed for half damage, the shadowdancer instead takes no damage if they succeed at the save.

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      Gained at Shadowdancer 10.

      As Evasion, except that even if the shadowdancer fails the save, they take only half damage.

      This ability does not work in combination with Defensive Roll.
      That is, the Reflex save allowed by Defensive Roll is still for half damage — not for no damage — and full damage is dealt if a Defensive Roll save is failed.

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Last edited by LetumLux on Wed, Mar 12 2014, 8:06 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 1:09 AM 

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    Gained at Shadowdancer 7.

    If the shadowdancer fails their Will save versus Mind-Affecting spells, they get an automatic reroll.

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Last edited by LetumLux on Wed, Mar 12 2014, 8:07 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 1:10 AM 

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    Gained at Shadowdancer 2. Improves at Shadowdancer 5 and again at Shadowdancer 10.

    The shadowdancer retains their Dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
    Contrary to its name, Uncanny Dodge does not allow a shadowdancer to retain Dodge bonuses to AC when flat-footed, only the Dexterity bonus.

    At Shadowdancer 5, Uncanny Dodge grants a +1 bonus on Reflex saving throws made to avoid traps. This improves to +2 at Shadowdancer 10.
    This bonus to Reflex saves versus traps is subject to the +20 saving throw cap.

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Last edited by LetumLux on Wed, Mar 12 2014, 8:08 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 1:45 AM 

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Various factors beyond gear can determine how well one can avoid detection. From relative position, to time of day, to spells and effects, situations can add to or detract from your skills in ways that are invisible on your character sheet, but still knowable and calculable to those who know they exist. While these are applicable to any class that utilizes Move Silently, Hide, Spot, and Listen, the mechanics have been compiled here for the convenience of Shadowdancer players to easily access and familiarize themselves with.



Last edited by LetumLux on Wed, Mar 12 2014, 8:08 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 2:29 AM 

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    Stealth mode is the state of using the hide and move silently skills in an attempt to remain undetected. These skills are opposed by each creature's spot and listen checks (respectively), with significant penalties to the opposition unless the other creature is in detect mode. It is toggled on and off with the "Stealth" option (leftmost) from the "Special Abilities" submenu (leftmost) in the radial menu (speed dial: 044). Characters in stealth mode cannot run, and move slower than a normal walk if also encumbered or in detect mode.

      Player detects stealth: 5 times per second
      Player rolls for hide/move silently/spot/listen: 6 seconds
      NPC detects stealth: 4 seconds
      NPC rolls for hide/move silently/spot/listen: 6 seconds


    Mechanics

      While stealth mode does not require anything to hide behind (it is possible to hide in the middle of an empty room, for example), it does not interrupt a creature's sight of the hider. That is, a creature that could see the hider at the moment of entering stealth mode continues to see the hider despite stealth mode, as does a creature that succeeds in any of the opposed spot rolls. (An exception is made in the former case if the hider has the hide in plain sight feat.) This does not, though, preclude other factors from interrupting sight; if line-of-sight is broken between the spotter and the hider, stealth mode can begin to (or again) apply. Also, this applies to sight, not hearing; neither being able to hear the hider at the moment of entering stealth mode, nor success in a listen roll, has any effect on the success of future stealth checks.

      Stealth rolls are made every six seconds, but are checked more often than that because there are several situational modifiers to the rolls. (For these factors, see the listen and spot articles.) When a player character is doing the detecting, the opposed rolls (with current modifiers) are checked five times per second, while a detecting non-player character makes these checks every four seconds.

      Stealth mode is not canceled by any conditions the character might become subject to other than death. This includes conditions that make a character merely uncontrollable (such as fear) as well as conditions that are "almost death" such as petrification. Even a dying player character (less than 1 hit point but more than -10) will remain in stealth mode.


    Consequences

      If both skill checks (hide and move silently) are successful—and if stealth is not negated by Bioware True Seeing—then the hiding character is undetected. Undetected by a player character (PC) means the hiding character is not rendered on that player's screen. Undetected by a non-player character (NPC) means the AI is not informed that the hiding character is nearby. If the hide check fails, then the hiding character is rendered on the player's screen normally, and the AI receives an OnPerception event for being seen, which is generally the main trigger for an NPC reacting to others. If the hide check succeeds but the move silently check fails, then the hiding character is rendered translucently on the player's screen, and the AI receives an OnPerception event for being heard, which is often ignored (to prevent NPCs from reacting to creatures on the other side of walls and doors). If the hiding creature is a PC (or the associate of a PC), then there are no skill checks for that player; instead the PC is always rendered translucently to represent being in stealth mode. Associates of a PC are similarly rendered translucently when first entering stealth mode, but sometimes they get rendered normally after being out of visual range (such as during an area transition).

      The degree of success of stealth has implications for targeting. Perhaps the most obvious is that when a creature is not rendered on a player's screen, it becomes rather difficult for that player to target that creature with attacks, spells, special abilities, etc. Less obvious is that a partially detected (heard but not seen) creature has limitations on what can target it; it can be attacked (with a penalty for not being seen), and it can be targeted by some spells cast from a quickslot, but it cannot be targeted by spells cast from the radial menu (its "Spells" submenu is disabled).

      Unlike players, the AI is capable of targeting undetected creatures. While this is usually not apparent (most of the time, the AI will not take advantage of this, causing stealth mode to usually work as expected), there are some instances where an NPC may ignore another creature's stealth mode. One of the more common cases where this happens is when an event other than perception triggers an NPC's reaction. In addition, the standard AI often ignores events related to a creature disappearing, so it might continue to pursue a creature that has run around a corner to enter stealth mode, with the result being that it acts as if the now-hidden creature can still be seen.

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Last edited by LetumLux on Wed, Mar 12 2014, 8:10 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 2:33 AM 

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    Detect mode represents a creature actively trying to find something that is hidden, using the listen, search, and spot skills. (When not using this mode, a creature is considered to be passively noticing things that are hidden, represented by halving their detection skills.) It is not possible to run in this mode, and if combined with other situations that prohibit running, the creature's movement rate is reduced below a normal walk. It is toggled on and off with the "Detect" option (rightmost) from the "Special Abilities" submenu (leftmost) in the radial menu (speed dial: 046).

    Elves receive the keen sense feat, which causes them to be permanently in detect mode, but without a movement speed decrease.

    A creature that is standing still gains the benefits of detect mode, even if not actually in that mode.

    Passive (default) mode
    Always operating without the need for activation.

      Trap detection radius: 3.33m (~11ft)
      Trap detection rate: 6 seconds (every round)
      Trap detection roll: d20 + full skill (in version 1.68, probably a bug)
      Spot/listen roll: d10 + half skill


    Active (detect) mode
    This mode operates only when activated. It is not possible to run in this mode.

      Trap detection radius: 6.66m (~22ft)
      Trap detection rate: 3 seconds (twice per round)
      Trap detection roll: d20 + full skill
      Spot/listen roll: d20 + full skill

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Last edited by LetumLux on Wed, Mar 12 2014, 8:11 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 2:37 AM 

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    Modifiers:
      • +10 DC if the spotter is in combat.
      • +5 DC if the target is standing still.
      • -5 DC if the spotter is standing still.
      • Size modifiers (tiny: +8, small: +4, medium: 0, large: -4, huge: -8 ).
      • Area spot check modifiers.
      • +5 DC for stealthed players (only), if they are in the back arc.
      • +5 DC at night if the spotter does not have a light (or darkvision).
      • -10 DC at night if the target has a light on them.

        Cannot spot invisible creatures.
        Cannot spot anything while blind.

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Last edited by LetumLux on Wed, Mar 12 2014, 8:12 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Wed, Feb 26 2014, 2:40 AM 

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    Modifiers:
      • +10 DC if the listener is in combat.
      • +5 DC if the target is standing still.
      • -5 DC if the listener is standing still.
      • +1 DC for every 3 meters between listener and target.
      • Size modifiers (tiny: +8, small: +4, medium: 0, large: -4, huge: -8 ).
      • +5 DC for every 40cm of object (including creatures) between listener and target in outdoor areas.
      • +2 DC in indoor areas if the line of sight is blocked and the target is within 4 tiles.
      • Area listen check modifiers.

        Cannot hear silenced creatures.
        Cannot hear creatures in Sanctuary.
        Can only hear invisible creatures within the max attack range.
        Can only hear creatures within the max attack range when listener is blind.
        Both silenced or deafened creature can hear others creatures normally however. This is probably a bug.

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Last edited by LetumLux on Wed, Mar 12 2014, 8:13 AM, edited 1 time in total.

 
      
LetumLux
 
PostPosted: Tue, Mar 04 2014, 0:39 AM 

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Joined: 31 May 2007
Location: Amia IKEA

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While this thread will remain unlocked for the purposes of updating, please do not post here.

To suggest additional questions or clarifications about the mechanics and lore of Shadowdancers on Amia, make your query in the SD Lore Thread. When doing so, please address your questions as concisely as possible to the DMs for an official answer. These official answers will be collected periodically and added to this thread in their appropriate section. Help us keep it tidy and clear!

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