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KH D&D Conversion

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Apr 14th, 2017
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  1. How to convert Heartless to D&D (and homebrew your own).
  2.  
  3. 1.
  4. Read https://www.khwiki.com/Heartless You can skip story and read from Nature downwards. Bare in mind the 2D images are from a browser game, so they have "seasonal" variants on some Heartless.
  5.  
  6. 2.
  7. Look up some videos of the Heartless you want to use. This can help you when you need to give them feats similar to the attacks they can perform.
  8.  
  9. 3.
  10. Choose a D&D monster that is similar (i.e. Shadows to Goblins, Large Bodies to Orcs, etc). There is an example further down.
  11.  
  12. 4.
  13. Conversion. Modify & add the following the Monster. (Going from how http://www.d20srd.org/srd/monsters/goblin.htm lays out a Monster sheet)
  14. Type: Outsider (Evil)
  15.  
  16. Special Attacks: Steal Heart, (Any other custom special attacks, or existing special attacks that act similar to what you need)
  17. Special Qualities: Blindsense, Damage Reduction: Evil, Damage Reduction: Neutral, Damage Weakness: Good, Darkvision 60 ft.,
  18. Resistance to Energy (Dark), Vulnerability to Energy (Light), (Any other custom special attacks, or existing
  19. special qualities that act similar to what you need)
  20.  
  21. Abilities: Int 0, Cha (lower. -5?)
  22.  
  23. Feats: Corridors of Darkness, (any other custom Feats, or existing Feats that act similar to what you need)
  24. Environment: (Most Heartless can function in any environment, but some of the Emblem Heartless seem to prefer certain environments,
  25. i.e. Heartless that appear in Agrabah will prefer Deserts, warm tombs & caves, etc)
  26.  
  27. Alignment: Neutral Evil / Chaotic Evil [not sure what applies better. Whatever the case, this applies to all Heartless]
  28.  
  29. > Special Feats & Traits:
  30. - Corridors of Darkness.
  31. At Will: Treat as though it was Plane Shift (but accurate on where you land). Heartless will monitor an area from another plane as though they were standing in it, then jump into that Plane. CoD cannot be treated as Teleport, Greater. [Heartless must enter the CoD if they wish to teleport large distances on a plane. I.e. they could go from a shop, into the CoD, then to the home in another street- but not from the shop straight to the home. See tactics below to see how & when they'll use this.]
  32.  
  33. - Steal Heart:
  34. Once Per Day: The Heartless attacks a target that is unconscious or otherwise unable to physically fight back or resist (may use Steal Heart on recently Dead targets At Will) AND has a Heart (or anything similar i.e. a Soul). Treat as though it was Slay Living (http://www.dandwiki.com/wiki/SRD:Slay_Living) with Good Aligned characters having + 1 Fort to this saving throw, and Evil characters having -1 Fort to this saving throw. A being killed by Steal Heart has their heart (or anything similar) erased, and they cannot be brought back to life or communicated with, even through epic spells or powers. They are not sent to any afterlife, or anything similar. The corpse fades away.
  35.  
  36. - This Monster leaves no corpse when it dies.
  37. - This Monster cannot become unconscious.
  38.  
  39. > Additional Traits:
  40. This Monster is a Heartless (Pureblood/Emblem), this gives it the following traits:
  41. - Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  42. - Blind (but have the blindsense ability), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  43. - Immunity to poison, sleep effects, paralysis and polymorph. [but not Stun]
  44. - Proficient with its natural weapons/specific class of weapon only.
  45. - Proficient with no armor/specific class of armor only.
  46. - Does not eat, breathe, or sleep.
  47.  
  48. > Tactics:
  49. Heartless fight until death.
  50.  
  51. Heartless attempt to kill their prey, and will use Steal Heart on an unconscious, restrained or even recently dead target.
  52.  
  53. Heartless use Corridors of Darkness to lie in wait, monitoring an area. When prey enters this area, they will teleport in to make their targets flat-footed (without an intelligent leader they do not ambush surrounding the target- rather just as they get close to the middle of the room/area).
  54. If their target flees, they will pursue until the prey has left the room, is further than 100 ft away in an open space, or if the closest party member is a distance greater than 30 ft and is running from it. At this time, they will use Corridors of Darkness to return to their original spot. Shadows will never use Corridors of Darkness to pursue prey (unless instructed to by an intelligent leader) or to avoid dying.
  55.  
  56. If Heartless cannot succeed in attempting to break or escape from restraints/grapple, they will use Corridors of Darkness to escape- but will return Flat-Footed next round.
  57.  
  58. ---
  59.  
  60. When you do all this, remember to adjust Armor Class & Weapon based on what they wield & wear. Most Heartless are naked, or their "clothes" are part of them. However, some Heartless have dropped their weapons on rare occasions in the past (Shields & Staves for Goofy & Donald) so if you want your Heartless to drop stuff, make it rare (and by proxy, decent). Feel free to adjust anything for balance or accuracy.
  61.  
  62. Don't forget you are converting to an Outsider, so remove the racial bonuses the prefab monster currently has then add the bonuses Outsiders get (with modification):
  63. - 8-sided Hit Dice.
  64. - Base attack bonus equal to total Hit Dice (as fighter).
  65. - Good Fortitude, Reflex, and Will saves.
  66. - Skill points equal to (8 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. (Ignore or
  67. treat the Heartless as though it had this Int- purely for the Skill points but not in any other way).
  68. - Traits
  69. - Darkvision out to 60 feet.
  70. - Unlike most other living creatures, a Heartless does not have a dual nature—its soul and body form one unit. When a Heartless
  71. is slain, it's Heart is purified and let loose, returning to Kingdom Hearts or finding it's original body (or the nearest body
  72. with no heart). Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection,
  73. don’t work on a Heartless. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to
  74. restore it to "life".
  75. - Proficient with whatever type of weapon (simple, martial, natural, etc) it is desribed as wearing.
  76. - Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing. Heartless not indicated as wearing
  77. armor are not proficient with armor.
  78. - Heartless do not need to breathe, eat or sleep (although they can do so if they wish).
  79.  
  80. The Class is the most important thing, many Feats similar to what a Heartless can do come from other D&D Classes.
  81.  
  82. D&D Comparisons for KH1 FM + COM Heartless.
  83. Feel free to adapt based on other classes you find from other sources, or to steal single feats you need. I have not included bosses, or Heartless with a specific "gimmick" to kill in a mini-game like fashion.
  84. Any use of "Warrior" can be omitted for Fighter and vice versa.
  85.  
  86. General (Traverse Town / Any other location):
  87. Shadow - Goblin Warrior/Rogue/Shadow Dancer (They move silently and can sink into the ground like a shadow. Need a large group
  88. to overpower anyone.)
  89.  
  90. Soldier - Halfling Warrior/Rogue (They attack with scratches, spinning kicks, and a mighty flying roundhouse kick)
  91.  
  92. Large Body - Orc (Large) Warrior/Paladin (Lazy and sluggish, they flail their arms around, hop on the spot to make a shock-wave, and
  93. occasionally charge forward. Their stomach acts as a shield deflecting all non-magical or energy attacks. When they're
  94. "bloodied", they fly into a rage and charge around more).
  95.  
  96. Air Soldier- Halfling Warrior/Rogue (Despite the fact they look clumsy when flying, they fly just out of reach, then charge in with
  97. mighty kicks & punches)
  98.  
  99. Red Nocturne- Sprite (Grig) Sorcerer (A small floating spell-caster that is healed by it's own element. This one shoots fireballs, or
  100. charges at targets while covered in flame. Ice stuns it.)
  101.  
  102. Blue Rhapsody- Sprite (Nixie) Sorcerer (A small hopping spell-caster that is healed by it's own element. This prefers to spin and
  103. lash out with an ice-covered cap. Fire stuns it.)
  104.  
  105. Yellow Opera - Sprite (Grig) Sorcerer (A small fast-flying spell-caster that is healed by it's own element. It drops small lightning
  106. bolts, or coats itself in electricity and dive-bombs targets.)
  107.  
  108. Green Requiem- Sprite (Grig) Sorcerer/Cleric (A small floating spell-caster that is healed by major magical "elements". It slowly
  109. floats around healing itself and allies. Can be stunned by strong gravity magic or "the power of the stars".)
  110.  
  111.  
  112. General - More Powerful (Hollow Bastion / Any other location)
  113. Stealth Soldier- Halfling Warrior/Rogue/ShadowDancer (A fast version of the Soldier that can turn invisible until it is "bloodied". It
  114. prefers to attack by running into/past targets, and can even disarm target's weapons.)
  115.  
  116. Darkball - Aberration (Large) (A floating ball of dark energy. It can flail on the spot, like a balloon
  117. letting out air. It can charge forward while chomping like pacman. Or it can "deflate" before rapidly inflating to harm
  118. those around it. However it attacks, it is always sudden).
  119.  
  120. Wyvern - Wyvern (Minus Poison Sting attack) (This thing has Perfect Flight- or perhaps levitation, as it wings never flap to keep
  121. it in the air. It can soar high out of characters reach, then come crashing down- narrowly avoiding the ground by
  122. gracefully pulling up into a backwards spin. It can also spin like a corkscrew while ramming to attack horizontally, or
  123. unleash a series of "bicycle kicks" with it's talons.)
  124.  
  125. Defender - Half Orc Paladin/Fighter (It usually moves slow & sluggishly, but it's magic shield does most of the work. The Shield
  126. can bite and unleash breath attacks- both a cone of cold and fireballs. However, the Defender can hop and spin 180 quite
  127. quickly, and spin with it's shield outstretched to knock back anyone too close)
  128.  
  129. Wizard - Gnome Sorcerer (A "master of magic"- it can absorb all spells cast on it to heal, usually prompting it to cast a spell of
  130. the same element back. Alon with Fireballs & homing ice crystals, it can summon a barrage of lightning bolts- all the
  131. while energizing itself with electricity so no physical attacks can harm it. It can also teleport over short distances-
  132. even "faking out" a teleport by creating all the light & fancy arm movements of it's teleport, only to "reappear" in
  133. exactly the same spot.)
  134.  
  135.  
  136. Weird (Wonderland - Alice In Wonderland):
  137. Creeper Plant - Plant (Small) (Rooted to the ground, it can spit seeds, tangle up targets with it's roots, or lash out with those roots)
  138.  
  139. Crescendo - Aberration (small) Bard (No damn clue what to compare this to. It can summon allies by honking, and heal those
  140. allies by honking. It can ram and tackle as well. If you stomp on it under the right conditions, you can make it's honk
  141. heal you & your allies instead)
  142.  
  143. Tornado Step - Gnome Fighter (A small weak creature, but it's long arms can smack you about).
  144.  
  145.  
  146. Jungle (Deep Jungle - Tarzan):
  147. Powerwild - Ape (Medium) Monk/Fighter/Rogue (Attacks in a pack. Circles prey, then charges in with sliding kicks, a flurry of swiping
  148. claws or jumping high into the air and swiping as it falls. Can combo it's attacks together. Can also dodge with a simple
  149. hop the left or right.
  150.  
  151. Bouncywild - Ape (Medium) Rogue/Ranger (Acts as support for Powerwilds. They pepper targets with slingshots shooting energy. If
  152. someone gets close, they run away and drop a banana peel. This peel can make you drop money if you slip on it. However,
  153. Bouncywilds can also slip on their on peels and drop their money. If a Bouncywild is on it's own, it might call in
  154. other Powerwilds to protect it. Or it might be one of the few Heartless that use Corridors or Darkness to flee- though
  155. they will re-appear in that area once they have enough time to lick their wounds).
  156.  
  157.  
  158. Desert (Agrabah - Aladdin):
  159. Bandit- Halfling Fighter/Rogue (They can throw their scimitar and have it magically reform in their hands. They can also
  160. somersault through the air like a buzzsaw.)
  161.  
  162. Fat Bandit- Orc (large) Warrior/Rogue (Same as the Large Body, but they can turn much quicker. Instead of charging it has a fire
  163. breath weapon. It can shoot it as a constant stream, or a series of fireballs. Fire does not hurt them, though parrying
  164. their fireballs back into their face does & stuns them. Amazingly, Ice is no more effective than other magic.)
  165.  
  166.  
  167. Mimics (Found in Agrabah & Monstro)
  168. Pot Spider- Animated Object (Pot/Vase) (Hides with normal pots, then reveals itself when it's prey is near. They run around or charge
  169. into prey, trying to run it over. They occasionally jump, dive-bomb, then explode. Only drops money- most likely where
  170. ner-do-wells stuffed stolen money in the past hoping to pick it up later.)
  171.  
  172. Barrel Spider- Animated Object (Barrel) (A gun-powder barrel version of the above. While they do ram targets, they also explode- even if
  173. not "bloodied". Any spark or fire can make them blow-up, including other Barrel Spiders. Their explosions harm it's
  174. allies).
  175.  
  176.  
  177. Underwater (Atlantis - Little Mermaid):
  178. Sea Neon- Jellyfish (http://paizo.com/pathfinderRPG/prd/bestiary2/jellyfish.html) (Small)
  179. (A small heartless with no remarkable skills. Basically an aquatic Shadow, minus the fancy stuff Shadows can do. Usually
  180. works with at least one Sheltering Zone)
  181.  
  182. Sheltering Zone- Jellyfish (http://paizo.com/pathfinderRPG/prd/bestiary2/jellyfish.html) (Large)
  183. (Just touching it hurts. It is pretty docile until attacked. If it is killed with anything but magic, it splits into 3
  184. Sea Neons on death)
  185.  
  186. Screwdiver- Sahuagin (Trident) (They hit & run, and lightning heals & invigorates them to move even faster & hit harder.)
  187.  
  188. Aquatank- Animal (Aquatic, large) (Always appears with 3 Screwdivers attached underneath it, helping it move around faster- and causing
  189. more damage as it rams into stuff. They are docile until attacked. They can cast lightning to heal other Screwdivers &
  190. itself.)
  191.  
  192.  
  193. Haunted/Undead Favored (Halloween Town - Nightmare Before Christmas)
  194. Search Ghost - Human Ghost (They project a search-light with their eye, moving slowly. If they see a target, they will float & use
  195. Draining Touch to heal themselves, they can also teleport over short distances, deliberately taking a long time to re-appear.
  196. They also appear in Monstro and Atlantis)
  197.  
  198. Wight Knight- Elf Mummy Rogue (Uber long limbs and spindly, it moves around jerkily and using it's long arms to slash enemies in a wide area)
  199.  
  200. Gargoyle - Gargoyle (Despite the obvious inspiration, Gargoyle- the Heartless- cannot turn to stone, but do often appear on top of
  201. statues & tomb stones. They fly around pretty effortlessly, diving in to slash, kick, or stab with their wing tips. They have
  202. 2 magic or magic-like abilities. The first, they spew a ball of blue fire from it's mouth that moves slowly, but tracks. It
  203. eventually burns out or can be attacked. The second, the Gargoyle turns into an ethereal version of the blue flame, and flits
  204. around, eventually re-materializing right next to a target for a sneak attack)
  205.  
  206.  
  207. Sea-faring & Aerial (Neverland)
  208. Pirate- Halfling Rogue/Fighter (I would have made it human, but the Pirate fights very clumsily- aside from some decent dodging. Nearly
  209. every swing has some wind-up to it, and sends it staggering if blocked or deflected. Kind of like if a Halfling tried to wield a
  210. human broadsword or two-handed sword.)
  211.  
  212. Air Pirate- Halfling Monk/Fighter (It glides around with great skill, before charging in and unleashing a flurry of punches & kicks. In
  213. KH2FM- there is a more powerful recolour called an Aerial Viking)
  214.  
  215. Battleship - Construct (Large) (A flying battleship, complete with cannons. It can ram into foes, fly high into the sky and rain bombs on
  216. them, or launch it's cannons straight-up, sending homing shots down. Each piece of the ship (sail, bow, and the cannons) each
  217. have their own Health and can be destroyed to limit it's abilities. You could also stat it like an animated object pirate
  218. ship model- but a little sturdier)
  219.  
  220. Jet Balloon - Animal (Aerial Large) (OK, this is a bonus boss in KH1FM- but it only drops money and has no special gimmicks. It is an
  221. aerial version of the Aqua Tank. However, they are very aggressive and can move around as swiftly as though they had
  222. "assistance" like it's aquatic counterpart needed. It "targets those with a lot of money". It uses "Corridors of Darkness" to
  223. summon aerial versions of Screwdivers - Missile Divers. They act like a projectile, flying out at top speed attempting to ram
  224. into & explode on contact with targets. If any of these hit, the target will drop money. When the Jet Balloon becomes
  225. "bloodied" it constantly avoids close-quarters, summoning a constant stream of Missile Divers. It does not share the Aqua
  226. Tank's healing from electricity, but it is resistant to magic)
  227.  
  228.  
  229. True Darkness (End of the World)
  230. NeoShadow - Human Warrior/Rogue/ShadowDancer (A miniboss in KHFM a regular- but powerful- enemy in the sequel. This thing retains all the
  231. tricks regular shadows had, but made worse by being competent.
  232. - They can attack while leaping out of their "sink into shadows". Such as creating a shockwave as they rise out, and/or
  233. going straight into a dive kick or spinning like a pin-wheel horizontally.
  234. - While they can sink into the ground and make dizzying orbiting movements, they can also create dark "portals" to move
  235. around with as well, just to make them even harder to track. They can even make fake portals, usually the portal they
  236. intend to use mixed in.
  237. - They work better as a team as well. One will jump into a portal, half-emerge on the ground and grab someone by the
  238. legs, while it's allies attack. Or they'll wait for their allies to attack first so they can follow up while your still
  239. reeling.
  240. Basically, they attack with dive-kicks, slashes, dirty tricks, any movement based deception dark powers can utilize and
  241. teamwork.)
  242.  
  243. Angel Star - Outsider (Medium) Cleric/Paladin (Or Construct Medium with some holy stuff on it. While Angel Stars have the same good/light
  244. weakness as other Heartless, this thing can also use light magic or magic-like abilities. They can summon tornadoes, shoot
  245. thunderballs, or blast targets with a pillar of light- which can summon another Angel Star from it. They can use their wings
  246. like a shield to protect themselves. Magic does less damage to them, and Lightning will heal them.)
  247.  
  248. Invisible - Outsider (Medium) Fighter/Paladin/Ranger (Basically a devil. They can fly around slashing with their sword, or shoot dark fire. They have an attack where they plunge their sword into the ground, and turn into blue fire. This fire then orbits the closest enemy to it. After a short pause, the ring suddenly contracts, and the fire explodes. The Invisible returns to their blade soon after. You can dodge it if you're fast, but in the games you can't dislodge the sword during this time.)
  249.  
  250.  
  251. Example:
  252. Shadow to Goblin http://www.d20srd.org/srd/monsters/goblin.htm
  253.  
  254. Anything with a * I'm not sure if it needs adjust because I converted from Humanoid to Outsider, and I gave it some Rogue stuff.
  255. http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType
  256. Feel free to omit some of the Special Abilities and Qualities until they reach higher levels.
  257. [Anything in square brackets is stuff I'm unsure on, or other notes.]
  258.  
  259. > Stats
  260. Shadow, * 1st-Level Warrior + 1st-Level Rogue
  261. Size/Type: Small Outsider (Evil)
  262. * Hit Dice: 1d8+1 (5 hp)
  263. Initiative: +1
  264. Speed: 30 ft. (6 squares)
  265. *Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
  266. *Base Attack/Grapple: +1/-3
  267. *Attack: Claws +2 melee (1d6)
  268. *Full Attack: Claws +2 melee (1d6)
  269. Space/Reach: 5 ft./5 ft.
  270. * Special Attacks: Steal Heart, Charge, Rake, Pounce
  271. * Special Qualities: Blindsense, Damage Reduction: Evil, Damage Reduction: Neutral, Damage Weakness: Good, Darkvision 60 ft.,
  272. Movement Mode: Climb, Natural Weapon: Claws, Resistance to Energy (Dark), Vulnerability to Energy (Light)
  273. * Saves: Fort +3, Ref +1
  274. * Abilities: Str 11, Dex 13, Con 12, Int 0, Wis 9, Cha 6 [Lower Cha?]
  275. * Skills: Hide +5, Listen +4, Move Silently +5, Spot +4
  276. Feats: Alertness, Stealthy, Corridors of Darkness, Sink into Shadows
  277. Environment: Any
  278. * Organization: Gang (4-9),
  279. Band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 Shadows and 1 leader of 4th-6th level),
  280. Warband , or tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of
  281. 4th or 5th level, 1 leader of 6th-8th level).
  282. Can omit Sergeants for Soldier Heartless (or it's equivalent in Heartless rankings).
  283. Can omit leader for Large Body Heartless (or it's equivalent or higher in Heartless rankings)
  284. * Challenge Rating: 1/3
  285. Treasure: Standard
  286. Alignment: Neutral Evil / Chaotic Evil [not sure what applies better. Whatever the case, this applies to all Heartless]
  287. Advancement: By character class
  288. Level Adjustment: +0
  289.  
  290.  
  291. > Special Feats & Traits:
  292. - Corridors of Darkness.
  293. At Will: Treat as though it was Plane Shift (but accurate on where you land). Shadows will monitor an area from another plane as though they were standing in it, then jump into that Plane. CoD cannot be treated as Teleport, Greater. [Shadows must enter the CoD if they wish to teleport large distances on a plane. I.e. they could go from a shop, into the CoD, then to a home- but from the shop straight to the home. See tactics below to see how & when they'll use this.]
  294.  
  295. - Sink into Shadows:
  296. At Will: The Shadow must be in contact with the floor or another non-living surface. The Shadow sinks into the floor as though it was an actual shadow. It becomes Incorporeal in this state, and cannot attack until it has fully reformed (they cannot attack ''while'' exiting Sink into Shadows). The darker it is, the faster it can move- moving double it's speed in pitch darkness, and half it's speed in blinding light (if a Shadow would move less than it's normal speed when using Sink into Shadows, it will only use it to avoid damage, or if it is not being observed). Shadows may also act as though they had Spider Climb while in this state. They are also without mass or size, and pass through thin gaps providing their image can fit through at ''some''' angle [A vertical crack that is as tall as a Shadow, or a horizontal crack as wide as a Shadow. They couldn't crawl through a hole the size of a pen- as it would compromise the shape of the flattened Shadow].
  297.  
  298. - Steal Heart:
  299. Once Per Day: The Shadow attacks a target that is unconscious or otherwise unable to physically fight back or resist (may use Steal Heart on recently Dead targets At Will) AND has a Heart (or anything similar). Treat as though it was Slay Living (http://www.dandwiki.com/wiki/SRD:Slay_Living) with Good Aligned characters having + 1 Fort to this saving throw, and Evil characters having -1 Fort to this saving throw. A being killed by Steal Heart has their heart (or anything similar) erased, and they cannot be brought back to life or communicated with, even through epic spells or powers. They are not sent to any afterlife, or anything similar. The corpse fades away.
  300.  
  301. - This Monster leaves no corpse when it dies.
  302. - This Monster cannot become unconscious.
  303.  
  304.  
  305. > Additional Traits:
  306. This Monster is a Heartless (Pureblood), this gives it the following traits:
  307. - Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  308. - Blind (but have the blindsight special quality [blindsense sounded more appropriate for this creature]), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  309. - Immunity to poison, sleep effects, paralysis and polymorph. [but not Stun]
  310. - Proficient with its natural weapons only.
  311. - Proficient with no armor.
  312. - Does not eat, breathe, or sleep.
  313.  
  314.  
  315. > Additional Feats:
  316. At higher levels Shadows may take these Feats (and others, your choice):
  317. > Warrior
  318. Combat Expertise: Improved Feint, Combat Expertise: Improved Trip, Dodge, Mobility, Spring Attack, Improved Initiative, Improved
  319. Unarmed Strike, Power Attack, Weapon Finesse: Natural, Weapon Focus: Natural.
  320.  
  321. [I'd also use some of these, but I'm not sure if dual-classing it makes it to powerful, or you need to alter some of the above:]
  322. > Rogue
  323. Sneak Attack, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Crippling Strike, Evasion, Improved Evasion, Opportunist, Skill Mastery
  324.  
  325. > Shadowdancer:
  326. Hide in Plain Sight, Shadow Jump
  327.  
  328. > General
  329. Climb, Jump, Tumble. [Already possesses Hide, Listen, Move Silently, and Spot]
  330.  
  331.  
  332. > Fluff
  333. ''Heartless that emerge from various places. They sneak up to their enemies and strike them with sharp claws. They are extremely tenacious, often chasing their prey to the end. These Heartless are easy to defeat on their own, but their habit of attacking in large swarms can be quite overwhelming.''
  334.  
  335.  
  336. > Tactics:
  337. Shadows fight until death.
  338.  
  339. Shadows attempt to kill their prey, and will use Steal Heart on an unconscious, restrained or even recently dead target.
  340.  
  341. Heartless use Corridors of Darkness to lie in wait, monitoring an area. When prey enters this area, they will teleport in to make their targets flat-footed (without an intelligent leader they do not ambush surrounding the target- rather just as they get close to the middle of the room/area).
  342. If their target flees, they will pursue until the prey has left the room, is further than 100 ft away in an open space, or if the closest party member is a distance greater than 30 ft and is running from it. At this time, they will use Corridors of Darkness to return to their original spot. Shadows will never use Corridors of Darkness to pursue prey (unless instructed to by an intelligent leader) or to avoid dying.
  343.  
  344. Shadows will use Sink into Shadows to prevent damage, or when it is unnoticed to sneak around and get Sneak Attack.
  345.  
  346. Shadows work with other Shadows & Heartless and gang-up on targets- possibly even using Overrun, Trample or Grapple even on targets larger than themselves when working together. [What the hell is the group equivalents of those Feats?]
  347.  
  348. Shadows will not Balance or Swim, instead they will Sink into Shadows and crawl along the surface.
  349. Shadows not use Escape Artist, instead they will use Sink into Shadows if possible. If they cannot, they will use Corridors of Darkness- but will return Flat-Footed next round.
  350. Shadows prefer to use Sink into Shadows or Jump over Climb or Use Rope.
  351.  
  352.  
  353. > Notes for DMs:
  354. Shadows are cannon fodder. They'll nick a few HP here and there when teamed up with other monsters, taking advantage of Opportunist, Sneak Attack, and the like. They should be "tricky"- but not hard to kill. Do not give them Defensive Roll (except at high levels)- put more Shadows in the room instead. They are like a Goblin - a challenge at first, a hindrance later.
  355.  
  356. You can also give them a few extra levels in Jump, or give them a feat that lets them act as though they had the Jump spell cast upon them so they can leap onto people or perform a leaping attack (unless that's Pounce)- Shadows either scratch, perform a 1-2 scratch, or jumping scratch. In one game they could do a sliding kick, but I'd rework that to be Trip. Soldiers and Power Wilds are more about kicks and sliding kicks.
  357.  
  358. Feel free to rework Steal Heart so it takes a round uninterrupted to pull off or the like. Depends on how often your party goes unconscious/dead. Characters who have lost their heart ''have'' been brought back- one by exposing the Heartless the original Heart into to pure light + someone who had a "piece" of that Heart (i.e. when we meet people, they all gain a piece of heart via memories and the like, so you can give someone back their heart via those pieces with enough people + power of friendship)
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