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| #1zousha_omenohuNov 02, 2008 18:28:51 | As it's been discussed in other threads, the people of Netheril are predominately human, as are the majority of the Shadovar (citizens of Shade). Having purchased the Forgotten Realms Campaign Guide, I confess to being intrigued by Netheril. The thing is, I have an interest in playing a Shadovar. The book indicates that in Shade, worship of any deity other than Shar is illegal. Worshiping a nihlistic deity that seeks to destroy the world doesn't sit right with my naturally Lawful Good tendencies. Furthermore, it doesn't look like it's possible to become a Shade, generally considered the pinnacle for a Netherese, without being a fanatical devotee of evil. I'm all for playing a Netherese character as a patriot, but I don't want to be out and out evil. Are all Shadovar and Shades evil? Is it even possible for a character to become a Shade, or is that something restricted to NPCs only? |
| #2lord_karsusNov 02, 2008 21:28:51 | -By and large, all Shadovar Shades are evil. Of note, however, not all Shades have to be from the Shade Enclave. There are a bunch of Shades out there that are in no way related to the Shades from the Shade Enclave. Erevis Cale, of the Sembia series, and of the Erevis Cale and Twilight War trilogies is a good example. Midway through the Erevis Cale trilogy, Cale is transformed from a Human to a Shade, because of meddling by his deity (Mask). Cale did not participate in this very willingly. Nor, again, was he involved (at the time) in or with the Shades from Netheril. Thus, this demonstrates that there are ways that an individual can become a Shade that is not related to the Shade Enclave. That is to say, they don't have a monopoly on the "Shade Making Business". -From a game perspective, this means that, you can play a Shade without being evil. Not having the 4e rules, I can't tell you if there are actual stats for Shades or anything (I don't think there are, but I could be wrong), but, if you were looking for a way for it to be justified in-setting, there you go. -Does that cover all the bases? |
| #3zousha_omenohuNov 02, 2008 21:50:35 | Looking at the Forgotten Realms Campaign Guide, it looks like Shade is a template, but I don't know how templates are applied, or if PCs can use them. What about vanilla Shadovar that aren't Shades? Are they all evil? Netheril really seems to have the whole "evil empire" vibe, especially since the ostensibly "good" nations, like Cormyr, Myth Drannor, Evereska and the Dalelands have some kind of coalition and are in a sort of cold war against Netheril. |
| #4lord_karsusNov 02, 2008 21:57:40 | Looking at the Forgotten Realms Campaign Guide, it looks like Shade is a template, but I don't know how templates are applied, or if PCs can use them. -Not being familiar with the 4e rules, or the RPGA guidelines (As I remember you were playing a game in accordance to what they say), I can't tell you for certain. That said, in 3e, templates were available to PCs in generic D&D games. You simply added the 'whatever' template to your character, and added whatever bonuses/penalties it told you. For example, the Lich Template made you 'Undead' instead of 'Humanoid'. So, you were now 'Undead', and no longer 'Humanoid'. What about vanilla Shadovar that aren't Shades? Are they all evil? -No, not necessarily. During Hitler's reign, not all Germans were evil, Jew-killing Nazis. -That said, I would describe the average Shadovar citizen (non-Shade, Human, worker-types) as fiercely nationalistic, who wouldn't categorize their nation as evil. Rather, they'd see everyone else ganging up on them, preventing them from regaining what is clearly theirs, their birthright. -If I had to make up a ratio, I'd say that the ratio of good (D&D alignment) to evil (D&D alignment) to unaligned (D&D alignment) is probably something like 10-60-30. |
| #5zousha_omenohuNov 02, 2008 22:43:49 | Of course the average Netherese doesn't consider Netheril evil. I'm just asking about Netheril in a broad context when compared with the other nations of Faerun. Thay, for example, is unequivocally evil. Cormyr, on the other hand, seems to be portrayed as the Realms's version of Camelot. I'm just wondering where Netheril, as a whole, fits in the national alignment spectrum. |
| #6ChrisTheSNov 03, 2008 0:15:25 | A lawful good character is quite capable of supporting an evil government as long as they aren't convinced that the government is evil (or that the alternative is worse). Really, what's the most apparent bad thing about Netheril? They occasionally send out forces to terrorize their neighbors into providing tribute, which is typical behavior for any expansionist country regardless of the morality of its rulers. By contrast, Cormyr has taken to throwing anyone suspected of being a Sharran sympathiser into a lawless penal colony. I imagine that just as Cormyr propagandizes its populace into demonizing the Netherese, Netheril's leaders portray themselves as the bastions of civilization in a sea of barbarism. It's all in the spin. An easy comparison is the Galactic Empire from Star Wars: for every Tarkin, there's a Pellaeon, for every Raith Sienar there's a Soontir Fel. Evil governments provide more fertile soil for evil individuals to grow, but it doesn't really stifle the growth of good ones either. I'd consider Netheril as a nation to be solidly Unaligned. The Princes of Shade may be unequivocably evil, so the nation may be used to promote an evil agenda, but any Netherese or Shadovar who isn't actually aware of that agenda (or believes that it can be turned to good) can quite happily play along with it and still be Good. Of course, once they know better, things may change... |
| #7StiggerNov 03, 2008 1:13:57 | Pretty much what ChrisTheS said... |
| #8zousha_omenohuNov 03, 2008 1:14:25 | I'm thinking of playing a Shadovar who starts adventuring thinking to serve as a sort of "Netherese ambassador to the world", showing people what (he thinks) Netheril is all about. He'd start out being somewhat naive, believing that Netheril's leaders genuinely want what's best for the world and such, and after seeing them for what they truly are vows to change Netheril from within, to the extent that he can. I don't know how to reconcile compulsory Shar worship with that kind of outlook though, and I doubt he'd be able to take on the Twelve Princes and the Most High. |
| #9StiggerNov 03, 2008 1:25:52 | Shar worship? Well, depends on how the doctrine is spun... if you change the word 'good' to 'other' from her dogma as listed in Faiths and Pantheons, you're mostly left with a secretive religion that seeks to preserve the sanctity of the church and those who follow it, that advocates stealth and subtlety in their dealings, and which promotes a rigid social heirarchy, not unlike a caste system. Even the follow hope or promises of success could be interpreted as getting ideas above your station, or to succumb to the temptations of the evil that is portrayed to exist outside of the Church and State. With the shades of gray that 4e introduces, it wouldn't be that hard to hide the evil nature of the Church or Netheril from the average citizen if information about the outside world was kept at least somewhat controlled. So, in short, not that much conflict with a good alignment and compulsory Shar worship if the clergy was of a mind to flavor it a bit to more easily pacify and draw-out those who might oppose them if they knew the Church's real secrets. Add in something like 'levels of initiation' as one rose through the church's ranks of laity and it gets even more plausible. Given the scarcity of lore on the structure of the churches in general, its at least somewhat plausible. If its for LFR, well, depends on how they choose to interpret the level of 'active evil' in the church... I'd guess it won't work with LFR though from what I've heard about it. |
| #10zousha_omenohuNov 03, 2008 2:29:24 | And what have you heard about it? |
| #11StiggerNov 03, 2008 3:00:14 | Well, the whole drow from Luskan thing would indicate that they have some bias against characters coming from certain places, its reasonable to conclude that if they won't allow a good character to come out of evil Luskan, then they are not terribly likely to smile fondly on a good character coming out of a place where Shar is the state religion. If not one, then there's little reason to allow the other, since they essentially amount to the same thing. |
| #1218DELTANov 03, 2008 7:48:00 | -You gotta love it when "Game Mechanics trump Lore"! :P 18DELTA ![]() |
| #13ChrisTheSNov 03, 2008 8:42:42 | From reading Shar's entry in the Player's Guide, it would be very easy to spin her as the patroness of the wronged and downtrodden. True, part of her patronage is in inciting the wronged and downtrodden to vengeance, which is not exactly a Good frame of mind, but a Good-minded character could temper vengeance with mercy - pursuing wrongdoers until satisfied that the cause of justice has been served rather than pushing well past the original slight. |
| #14suin_bahhar_02Nov 03, 2008 10:04:05 | My my. Being a Shadovar as a PC aye? Not in my campaigns. Unless its a highlevel one. Shadovar are no 1st level adventurers. They have gone long past those adventuring days to even earn the ritual to become a shade. Wasn't there a conversion of the ritual to become a shade in the new books already? Whats the cost? |
| #15rinonalyrna_fathomlinNov 03, 2008 11:10:28 | Not sure how it is in 4E, but in 3E a being with the Shade template could be neutral as well as evil (not good, though). As always, you could tweak whatever you want, though. |
| #16rinonalyrna_fathomlinNov 03, 2008 11:11:10 | My my. Being a Shadovar as a PC aye? Not in my campaigns. Unless its a highlevel one. Remember, not all Shadovar are Shades. |
| #17tancreadNov 03, 2008 11:55:24 | And what have you heard about it? Characters in LFR can't worship evil dieties. See the player creation guide. Shar is evil so if the PC is a happy Netherise Shar Worshiper they won't be legal for LFR. It is restrictive of player creativity, but I sympathize with the rule after playing with several who stretched 'unaligned' pretty far to the evil side. It really does screw with the scenarios and make a semi-coherent campaign that much harder to pull off in a global game. That said, for a home game, go for it. |
| #18rinonalyrna_fathomlinNov 03, 2008 12:38:11 | Remember, just because worshipping any other deity besides Shar might be illegal in Netheril doesn't mean some people won't worship other deities in secret (heh, maybe Shar herself could in fact appreciate that?). Somehow I doubt that your PC will be forced to disclose the deity you put on your character sheet in public (although I don't know how they do things in LFR, so...). |
| #19keverasNov 03, 2008 12:56:59 | Wasn't there a conversion of the ritual to become a shade in the new books already? Whats the cost? There wasn't even one in 3e. Just that Shar told Shadow how to transform people into shades. Obviously, other deities know that secret as well (Mask). |
| #20zousha_omenohuNov 03, 2008 13:02:56 | Remember, just because worshipping any other deity besides Shar might be illegal in Netheril doesn't mean some people won't worship other deities in secret (heh, maybe Shar herself could in fact appreciate that?). I'm not really planning this for LFR. I've already got a character for that. This is more something on my own personal time. And I'm gonna forget about being a shade for now. Shades aren't level 1 characters. Becoming a shade's supposed to be a reward. |
| #21rinonalyrna_fathomlinNov 03, 2008 13:57:13 | I'm not really planning this for LFR. I've already got a character for that. This is more something on my own personal time. And I'm gonna forget about being a shade for now. Shades aren't level 1 characters. Becoming a shade's supposed to be a reward. Well, it might just work out better that way. And if this isn't for LFR, then you can truly do what you want. |
| #2218DELTANov 03, 2008 15:16:13 | -I would make getting "The Shade Template" available after 5th level (When one could get it in 3E), or at 11th level. I do agree that "The Shade Template" is something to be earned. ![]() 18DELTA :evillaugh |
| #23crooky82Nov 04, 2008 15:35:58 | Zousha Omenohu I think the best way for you to play a shadovar without needing to worry about the npc only shade template would be to play a shadar-Kai character. In Netheril shadar-Kai are considered miracles from Shar by Prince Rivalen and form a privileged class in Netheril under the shades (see FRCG pages 261 and 262). Shadar-Kai are generally given jobs as outside agents for Netheril. Your character could have been given one of these jobs and subsequently used this opportunity to escape the clutches of the shades because you wanted a different life for yourself away from Shar and the Shades. This would solve your alignment worries while giving your character a Netherese background as a well to do member of that society. There is a mostly complete shadar-Kai pc write up in the monster manual. If you feel the shadar-Kai needs a few more racial features balance what you add against the eladrin race. Both races have the same attribute bonuses, low-light vision, two skill bonuses, a teleport encounter power and a defence bonus to offset the fact that their attribute bonuses add to the same defence. |
| #24suin_bahhar_02Nov 05, 2008 15:45:09 | Oh, and be sure to remove the custum Shadarkai made nosebones, leathers and skulljewelry and give the guy some stylish shadowsilken robes, a Netherese Spellstoringstaff (his spellbook) and Smokeglass goggles (sunglasses for those bright travels by day). If you're planning on wielding weapons Netherese favor quality heavy melee weapons, namely ranseur polearms and greatswords. Or you can try for the tricky double shortswords or daggers. If ambassador he needs a hat, for those dramatic removals. ![]() |
| #25tallric_kruushNov 30, 2008 19:46:49 | I've stumbled upon this thread a bit late, it seems. I just finished my first Shadovar PC for a 4E game we will hopefully be starting within the next two weeks. Since I wasn't overly familiar with Netherese history, I did a lot of digging into that particular Realms-lore. The Shadovar aren't "Netheril Returned", but I think many of it's citizens think of themselves in just that fashion. As such, an understanding of ancient Netheril seemed a must. (As an aside, if anyone has friends in Cormanthyr, Evereska, Cormyr, or the Dales: Someone should let them know Lord Karsus isn't dead, he's in Brooklyn, gods help us!! And operating quite openly since 2003!) My PC is an Male Shadar-kai Swordmage native of Shade Enclave. Overall, he's a decent guy (I'm still undecided whether "unaligned" or "good"); he's also a believer in the Empire's "Manifest Destiny" to rule all Faerun. The rest of the world couldn't help but benefit from "enlightened Netherese rule", after all. His time outside Shade Enclave will no doubt teach him much about the greater world, and also about his people's patron deity, I'm sure. My DM seems excited at the roleplaying prospects of my PC's transformation, and that bodes well for the game as a whole. As to someone playing a Shade, the 4E templates seem primarily designed for the DM's use in creating NPCs. As a whole, they don't seem very well suited to PCs, in my opinion. Shade would be one of the least broken, but could still pose problems. The prerequisites, NPC or otherwise, are: Humaoid, level 11. In an evil (or at least non-good) campaign, or in one with a "Empire of Shade" theme, becoming a Shade could be a pretty nifty reward for a PC's exceptional service to the empire. |
| #26rauricNov 30, 2008 21:39:28 | The shade template turns the npc into an elite though so it would do the same to a PC. Thus making the PC more powerful than other PCs and normal enemies that the group encountered. So there is a power balance issue there. A pc playing an average citizen of Netheril though should be no problem. As for religion, just fake it. Worship another deity if you like but say you worship Shar. Hmmm, perhaps another shadow deity... |
| #27lord_karsusDec 01, 2008 19:11:47 | (As an aside, if anyone has friends in Cormanthyr, Evereska, Cormyr, or the Dales: Someone should let them know Lord Karsus isn't dead, he's in Brooklyn, gods help us!! And operating quite openly since 2003!) -Some know, some don't. As for religion, just fake it. Worship another deity if you like but say you worship Shar. Hmmm, perhaps another shadow deity... -If it's a "Living Forgotten Realms" game, you can't do that (officially). I've seen people get berated for wanting/planning to do that, but with Lolth instead of Shar. |
| #28Mr_MiscellanyDec 02, 2008 2:01:31 | I'm thinking of playing a Shadovar who starts adventuring thinking to serve as a sort of "Netherese ambassador to the world", showing people what (he thinks) Netheril is all about. I would love to be your DM, because you've hit on an awesome character concept. Total invitation for everyone to have fun if you ask me. Adventure hooks aplenty. |
| #29StiggerDec 02, 2008 3:02:42 | Kind of reminds me of Khalia, that thayan Red Wizard ambassador they mentioned in the FRCS actually... she seemed to have a similar concept as I recall. I was rather fond of her, even if I did hate the idea of enclaves. |
| #30zousha_omenohuDec 02, 2008 14:34:51 | I would love to be your DM, because you've hit on an awesome character concept. Total invitation for everyone to have fun if you ask me. Adventure hooks aplenty. A pity. I'd love to play a game run by you. |
| #31gargoyle117Dec 05, 2008 17:04:50 | I think that Shade could make an appearence as a Paragon Path. I have begun working up something to that effect, but gave up when our game vaporized. The intention was to mimic some of the abilities found in other Paragon Paths, while pulling some of the basic abilities of the Shade. I was working on designing Encounter and Utilitiy powers that would be appropriate. The other possibilitie for Shade is as a Multi-Class only Class (like plague touched). Shade is easily possible in 4e, but it requires a lot of work and some cooperation from a willing/eager DM. -Dom |
| #32resserolexSep 24, 2010 1:59:12 | For anybody that can still find this thread.The city of Shade is no more or less evil then cormyr in its time before traversing to the shadow plane or before it left among the other cities of neithril.if you where to ask an elf in this period it would be to ask an american indian if the cheif white man and his people where evil in the colonization of the states..shade like cormyr like any reasonably non fiction or fiction based empire or people that are wrorth writing about that is a growing nation are opertunist at best,more likely theivies and oppressors if not just plain evil.In my campaign the elves have a pure hatred for all humans and thus can never be trusted,in fact are murdered even in the open country.I thought this would only make sence for a oppressed people much smaller in population then humans,also with longevity that any human could never acheive would sertainly lead to war.As far as a peridox for the shade enclave i would say compare them to the builderburgs or the massons or all politions.Shade evil???Shure..Along with Baldures gate neverwinter thay and waterdeep when it suites them. |
| #33DiffanSep 24, 2010 7:34:46 | Becoming a Shade is as easy as adding the template onto your character (with the DMs approval). The template is found in the FRCG on page 260. Whether or not it's suitable for a PC is, again, up to the DM but I don't really see a problem with it, but you could easily use the template instead of taking a Paragon Path. Though I did re-created the Shadow Adept from 3.5 to a Paragon Path AND the Netherese Arcanist epic PrC into a Epic Destiny so you can freely use them as well. |
| #34paulstraitNov 04, 2010 20:46:25 | Hi-- One of my players plays a shade. Basically, he was a wizard, and he wanted to focus on the shadow weave, so we homebrewed and modified an appropriate set of powers, and then we created a paragon path and feats that dealt with his conversion to shade-dom. Some of this stuff is borrowed from other homebrewers, and at this point I don't remember who I borrowed what from, so I apologize for not giving others credit-- but anything I borrowed I modified to make it fit with this concept. html_removed html_removed @page { margin: 0.79in } P { margin-bottom: 0.08in } --> Shadow Arcanist Paragon Path
“If you only knew the power of the dark side…”
Prerequisites: Wizard or Warlock (dark pact) Shadow adept feat Mastery of the Shadow Portal or Shadow Passage ritual
You have delved where few practitioners of your art have dared. You are no stranger to the Shadowfell, where the dark mirror of this world twists and turns, seeking a way to seep into and overtake the counterpart it mimics. Many practitioners of arcane power are unaware that the Shadowfell contains a source of magic on par with the traditional source derived from the Feywild, but you have discovered this and have learned how to tap it. As a result, you have gained new insights into the power of death and shadow, but a darkness has seeped into your soul, tainting everything you do, and you have embraced it whole-heartedly.
Study of the Shadow (11th level Path Feature)
You may retrain any ‘arcane’ power (level 10 or below), replacing it with a ‘shadow’ power of the same or lower level that has the word ‘shadow’ in the title (below). Doing so does not count against the usual limit of 1 retraining per level.
Shadow Arcanist’s Action (11th level Path Feature)
When you spend an action point to take an extra ction, you also gain an extra move action for that turn. You can use that move action to teleport 10 squares, but the destination square must be dark or dimly lit.
Shade Transformation (16th level)
Your origin type changes to shadow. Your appearance takes on a dim, shadowy cast, and your eyes become slightly luminous. You no longer need to eat or sleep (but still must take an extended rest to recover powers, hit points, and healing surges), and your aging slows to a crawl. As you grow older, your appearance becomes darker and more monstrous, with strange features such as sharp teeth.
A dark mist, like smoke, rises off any exposed skin below your neck and dissipates in the air, extending darkness around you in every direction for ten feet. Magical light producing effects within the aura whose level is lower than yours can create only dim light.
You gain Vulnerability 10 to radiant damage. You also gain regeneration 5. If you take radiant damage, regeneration does not function on your next turn. Regeneration does not function if you are illuminated by bright light (either direct sunlight or magical light).
Shadow Arcanist Spells
Bonds of Darkness (11th Level Attack) Nearby shadows become animate, reaching out and grasping your foe and siphoning off its life force. Encounter Shadow, Illusion, Implement, Necrotic Standard Action Ranged 10
Target: One Creature not standing in bright light (direct sunlight or magical light). Attack: Intelligence +2 vs. Will Hit: 2d6 + Intelligence modifier necrotic damage, and the target is restrained until the end of your next turn.
Shadow Healing (12th Level Utility) You consume the surrounding shadows, empowering yourself or an ally. Encounter Shadow, Healing Standard Action Ranged 5
Target: One ally or personal. If the target is an ally, he or she must not be standing in bright light (direct sunlight or magical light) Effect: Target gains temporary hit points as if they had spent a healing surge (but without spending a surge). Your charisma modifier is added to the total number of temporary hit points gained.
Animate Shadow (20th Level Attack) You pour part of yourself into your shadow, animating it to attack your enemies. Daily Shadow, Illusion, Implement Minor Action Ranged 5
Effect: You animate your shadow, which rises and fills one square in range. You can move the shadow to any square in range and attack a single creature as a move action. The shadow lasts until the end of your next turn. Target: One Creature adjacent to the created shadow. Attack: Intelligence vs. Reflex Hit: 3d6 + Intelligence modifier psychic damage. Sustain (minor): The shadow persists.
Shadow related feats:
Heroic
Shadow adept [Heroic]: You may learn spells with the ‘shadow’ power source. You may also use implements that have been enchanted with the ‘shadow’ power source.
Shadow Killer [Heroic]: Whenever you cast a spell with the ‘shadow’ keyword that deals necrotic damage, you deal an extra 1 hp of damage.
Paragon
Coalescing Darkness [Paragon]: If you move 3 or more squares by any means, you are cloaked with supernatural darkness, gaining total concealment. Prerequisites: Shadow Arcanist paragon path, level 16.
Shadow Implement Mastery [Paragon]: You specialize in the use of one kind of shadow implement to gain extra abilities. Wand, orb, and staff: as per PHB. Also, Anathema (dagger): once per encounter as a free action, you can grant any summoned creature a bonus to a single attack roll equal to your intelligence modifier. You must wield your anathema to benefit from this feature.
Shadow’s Restoration [Paragon]: When you hit with a spell with the ‘shadow’ and illusion keywords, you gain temporary hit points equal to your charisma modifier. Prerequisite: Shadow Arcanist paragon path.
Stealthy Shade [Paragon]: Gain a +5 bonus to Stealth checks. Prerequisites: Shadow Arcanist paragon path, level 16.
Substantial Shadow [Paragon]: When you hit with a spell with the ‘shadow’ and illusion keywords, you deal half damage to creatures normally immune to illusion. Spells which already contain this ability deal full damage on a hit. Prerequisite: Shadow Arcanist paragon path.
Epic
Enhanced Regeneration [Epic]: Shade regeneration becomes regeneration 10. Prerequisite: Shadow Arcanist paragon path.
Ghostken [Epic]: Your attacks against insubstantial creatures deal normal (rather than half) damage.
Shadows of death [Epic]: Whenever you cast a spell with the ‘shadow’ keyword that deals damage, you may add the necrotic keyword to the damage type. Prerequisite: Shadow adept feat.
Shadowfell affinity [Epic]: You may use the shadow passage ritual without components, and your casting time is reduced in half. Prerequisites: Shadow Arcanist paragon path.
Shadowvison [Epic]: Gain darkvision. Prerequisite: Shadow Arcanist paragon path.
‘Shadow’ spells:
Shadowy Illumination Cantrip
As per light, except instead of bright light, you create shadowy illumination.
Shadow’s Reach Attack 1 At will shadow, illusion, implement, psychic Standard action Close blast 5
Your shadow stretches outward, allowing you to strike at opponent at a distance.
Target: One creature in blast Attack: Intelligence +2 vs. Reflex Hit: 1d8 + intelligence modifier psychic damage and the target is slowed until the end of your next turn. Increase damage to 2d6 + intelligence modifier at 21st level.
Strike At Shadow Attack 1 Encounter shadow, illusion, implement, psychic Standard action Ranged 10
You strike at your foe’s shadow, harming its owner.
Target: One creature Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier psychic damage and the target is immobilized until the end of your next turn.
Taint the Blood Attack 1 Encounter shadow, implement, necrotic Standard action Ranged 15
You point at the target and utter a foul curse, filling its blood with taint from the shadowfell
Target: one creature Attack: Intelligence vs. Will Hit: 1d10 + Intelligence modifier necrotic damage, and target takes a -2 penalty to Fortitude, attack rolls, and saving throws until the end of your next turn.
Shadow Minion Utility 2 Encounter Shadow, conjuration Standard action area 1 square within 10
With a single thought, you create a shadowy minion that obeys your every command.
Effect: You create a shadowy creature of up to medium size. As a move action, you can move the illusion up to 6 squares and have it make an attack. The creature persists until destroyed or until the end of your next turn. Sustain (standard): The creature persists until the end of your next turn. You can sustain the creature up to 5 minutes.
Shadow Minion (level 2 minion) Medium Shadow Init: +5 Senses: Perception +3 HP: 1;a missed attack never damages a minion. AC: 18; Fortitude 14, Reflex 14, Will 14 Speed: 6 Shadowy Attack (standard; at-will); +5 vs. will; 1d6+3 damage Alignment: unaligned Languages: As creator Strength 15 (+3); Dexterity 14 (+3); Wisdom 14 (+3); Constitution 10 (+1); Intelligence 10 (+1); Charisma 10 (+1)
Spider Scuttle Utility 2 Encounter Shadow Free Action Personal
As you casually scale the wall, onlookers catch glimpses of hundreds of shadowy legs and pieces of spider-selves that couldn’t possibly match the real you.
Effect: Until the end of your next turn, you have a climb speed equal to your speed and can move at your normal speed even while prone.
Dark Ambush Attack 3 Encounter Shadow, Illusion, Implement Standard Action Close blast 5
You utter a dark incantation, animating nearby shadows. The shadows reach out and grab their owners, restricting their movement.
Target: Each creature in blast Attack: Intelligence +2 vs. Reflex Hit: 1d6 + Intelligence modifier psychic damage and the target is restrained until the end of your next turn.
Shadow Strike Attack 5 Daily Shadow, Illusion, Implement Standard Action Close blast 5
You blast your enemy with pure shadow.
Target: Each creature in blast. Attack: Intelligence vs. Fortitude. Hit: 2d8 + Intelligence modifier psychic damage and the target is slowed (save ends). Miss: Half damage and the target is slowed until the end of your next turn.
Dancing Shadows Utility 6 Daily Shadow, Illusion Standard Action Close burst 2
You draw the shadows around yourself or other subjects, where they waver and shift, partially obscuring form.
Target: Yourself and any allies within the burst Effect: You create a field of dancing shadows that obscure vision that lasts until the end of your next turn. While within the burst, you and your allies gain concealment and can make Stealth checks to become hidden.
Face of the Dead Utility 6 Daily Shadow, Illusion Minor Action Melee (touch)
You touch a fallen foe, and your features twist to match it in life.
Effect: By touching a deceased creature, you copy their appearance, including build, size, and apparent gear. You gain neither the abilities nor mannerisms of the chosen form, though you sound like the creature you take the appearance of – though you do not gain access to any languages the creature knew. The illusion lasts for one hour, although you can end it as a minor action. You must keep the same appearance for the entire duration. Anyone who attempts to see through your ruse makes an insight check opposed by your arcana check.
Shadow Door Utility 6 Daily Shadow, Teleportation Move action Personal
You step into a shadow, and emerge elsewhere.
Effect: Teleport 10 squares. You cannot take other creatures with you. Neither the starting nor ending squares may contain bright illumination.
Enfolding Shadows Attack 7 Encounter Shadow, Illusion, Implement Standard Action Area burst 3 within 10 squares
You surround your opponent in inescapable darkness.
Target: Each creature in burst. Attack: Intelligence vs. Fortitude Hit: 2d6 + Intelligence modifier psychic damage and the target is blinded until the end of your next turn. Special: A creature immune to illusions takes half damage on a successful hit.
Deathboon Attack 7 Encounter Shadow, Implement, Necrotic Standard action Ranged 10
At your bidding, a Shadowfell patron extends a thread through the target’s lifeline. If the line snaps, some of the power returns to you.
Target: One creature. Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier necrotic damage. If this attack drops the target to zero hit points, you do the remainder + 1d8 extra damage with an attack you make before the end of your next turn.
Shadow Rend Attack 9 Daily Shadow, Illusion, Implement Standard Action Ranged 10
You tear your opponent’s shadow to shreds, harming him or her.
Target: One creature Attack: Intelligence + 2 vs. reflex Hit: 2d12 + intelligence modifier psychic damage and target is stunned (save ends) Miss: Half damage, and target is dazed (save ends).
Darkest Mirror Utility 10 Encounter Shadow Standard action Personal
A dark membrane snaps shut over your eyes. They reflect another world now, filled with shadows and spectral foes.
Effect: Until the end of the encounter, you can see invisible creatures as if they were not invisible. All other creatures, including your allies, are invisible to you. You can end this effect as a minor action.
Shadow Walk Utility 10 Daily Shadow, Teleportation Minor action Ranged 20
You open a dimensional rift connecting two nearby locations.
Target: Two unoccupied squares. Both squares must be in shadowy illumination or darkness. Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if another creature occupies either square. Sustain (minor): The rift persists.
Persistent Shadow Minion Utility 10 Encounter Shadow, conjuration Standard action area 1 square within 10
With a single thought, you create a shadowy minion that obeys your every command.
Effect: You create a shadowy creature of up to medium size. As a move action, you can move the illusion up to 6 squares and have it make an attack. The creature persists until destroyed or until the end of your next turn. Sustain (standard): The creature persists until the end of your next turn. You can sustain the creature up to one hour.
Shadow Minion (level 10 minion) Medium Shadow Init: +11 Senses: Perception +9 HP: 1;a missed attack never damages a minion. AC: 26; Fortitude 22, Reflex 22, Will 22 Speed: 6 Shadowy Attack (standard; at-will); +15 vs. will; 2d6+5 damage Alignment: unaligned Languages: As creator Strength 18 (+9); Dexterity 18 (+9); Wisdom 18 (+9); Constitution 10 (+5); Intelligence 10 (+5); Charisma 10 (+5)
Claws of the Shadow Beast Attack 13 Encounter Shadow, Illusion, Implement Standard action Close burst 10
Your hands cover over with dark shadows that can be stretched to strike a distant foe.
Target: One creature in burst Attack: Intelligence +2 vs. Reflex Hit: 4d6 + intelligence modifier psychic damage and the target is slowed until the end of your next turn. Special: A creature immune to illusions takes half damage on a successful hit.
Shadow Noose Attack 15 Daily Shadow, Illusion, Implement Standard Action Close blast 5
You hang your opponent by a shadowy coil.
Target: Each enemy in blast Attack: Intelligence vs. Reflex Hit: 6d6 + Intelligence modifier illusion damage, and the target is restrained (save ends). Miss: Half damage, and the opponent is immobilized until the end of your next turn.
Consume the Dying Utility 16 Encounter Shadow, Healing Immediate reaction Close burst 10
You devour the soul of the dying enemy to heal your own wounds.
Trigger: One creature within the burst is slain. Effect: You regain hit points as if you had spent a healing surge plus additional hit points equal to your intelligence modifier.
Major Shadow Minion Utility 16 Daily Shadow, conjuration Standard action area 1 square within 10
With a single thought, you create a shadowy minion that obeys your every command.
Effect: You create a shadowy creature of up to medium size. As a move action, you can move the illusion up to 6 squares and have it make an attack. The creature persists until destroyed or until the end of your next turn. Sustain (standard): The creature persists until the end of your next turn. You can sustain the creature up to one hour.
Major Shadow Minion (level 16 minion) Medium Shadow Init: +19 Senses: Perception +12 HP: 1;a missed attack never damages a minion. AC: 32; Fortitude 28, Reflex 28, Will 28 Speed: 6 Shadowy Attack (standard; at-will); +21 vs. will; 2d8+7 damage Alignment: unaligned Languages: As creator Strength 21 (+13); Dexterity 21 (+13); Wisdom 21 (+13); Constitution 10 (+8); Intelligence 10 (+8); Charisma 10 (+8)
Shade Utility 16 Encounter Shadow, Polymorph Immediate interrupt Personal
You take on a dark, translucent quality like a ghostly shadow.
Trigger: A ranged or melee attack hits you. Effect: The attacker must reroll the attack roll. Wraithform Utility 16 Encounter Shadow, Polymorph Minor action Personal
You shed your mortal form, becoming pure shadow.
Effect: You become insubstantial, allowing you to pass through obstacles and ignore difficult terrain. You cannot end your movement in an obstacle. In addition, you gain concealment, and if you are in dim or lesser light, you gain total concealment. This power lasts until the end of your next turn. It can be dismissed as a minor action.
Slink into Shadows Utility 16 Daily Shadow, Polymorph Immediate Reaction Personal
While the opponent is distracted, you slip into the shadows and out of sight.
Trigger: An ally hits an opponent you are adjacent to. Effect: You can shift two squares and make a stealth check with a +3 bonus to attempt to hide.
Shadowfire Attack 17 Encounter Shadow, Illusion, Implement, Necrotic Standard action Area burst 2 within 20 squares
Leaping black shadows engulf your opponents, devouring them.
Target: Each creature in burst. Attack: Intelligence vs. Reflex Hit: 5d6 + Intelligence modifier necrotic damage. Special: A creature immune to illusions takes half damage on a successful hit.
Blackfire Attack 19 Encounter Shadow, Implement, Necrotic Standard action Ranged 5
You fling your hand towards the enemy, and a ray of dark energy springs from your palm. The enemy is engulfed by cold, black flames that feed off of its life force.
Hit: The target loses a healing surge, becomes nauseated, and is engulfed in blackfire. This damage continues every round unless the target makes a successful saving throw. On a successful saving throw, the target is nauseated, but does not lose a healing surge. After the third consecutive successful throw, the blackfire is extinguished. Blackfire may also be extinguished by magical means, such as dispel magic, an antimagic field, remove curse, or break enchantment, but is unaffected by smothering or immersion in water. If the target fails a saving throw but has no remaining healing surges, it turns into a dried out husk and crumbles into a pile of black ash. Because the blackfire burns off of the target’s life force, only the target’s body is affected by the spell; all items and possessions are unaffected. A creature destroyed by blackfire can only be returned to life by true resurrection or wish, and the caster must succeed on a DC 30 caster level check. Creatures protected by death ward or similar effects are immune to blackfire.
Permanent Shadow Minion Utility 22 Daily Shadow, conjuration Standard action area 1 square within 10
With a single thought, you create a shadowy minion that obeys your every command.
Effect: You create a shadowy creature of up to large size. As a move action, you can move the illusion up to 6 squares and have it make an attack. The creature persists for one day or until destroyed.
Permanent Shadow Minion (level 22 minion) Medium or Large Shadow Init: +20 Senses: Perception +18 HP: 1; a missed attack never damages a minion. AC: 38; Fortitude 34, Reflex 34, Will 34 Speed: 6 Shadowy Attack (standard; at-will); +27 vs. will; 3d6+8 damage Alignment: unaligned Languages: As creator Strength 24 (+18); Dexterity 24 (+18); Wisdom 24 (+18); Constitution 10 (+11); Intelligence 10 (+11); Charisma 10 (+11)
Blades of Vanquished Armies Attack 23 Encounter Shadow, Implement, Necrotic Standard Close burst 1
Foully animated darkness swirls around you, becoming a bodyguard of shadowy blades crafted in ancient styles.
Target: Each creature in burst. Attack: Intelligence vs. will Hit: 2d6 necrotic damage and target is weakened until the end of your next turn. In addition, until the end of your next turn, all creatures that hit you with a melee weapon take necrotic damage equal to your charisma modifier.
Shadow Evocation Attack 23 Encounter Shadow, Illusion, Implement Standard Close blast 5
With small concentration, you create a blast of shadowy flame engulfing your enemies.
Target: Each creature in blast Attack: Intelligence vs. reflex Hit: 4d6 + Intelligence modifier psychic damage Special: A creature immune to illusion damage takes half damage on a successful hit.
Annihilating Sphere Attack 25 Daily Shadow, Implement, Necrotic, Zone Standard action Area burst 1 within 20 squares
You draw out part of the dark heart of the Shadowfell, depositing it in front of your enemies.
Target: All creatures in burst. Attack: Intelligence vs. Fortitude. Hit: 6d6 + intelligence modifier damage and target is pulled into the sphere’s origin square. Miss: Half damage and no pull. Effect: The attack’s origin becomes a sphere of Shadowfell darkness that remains until the end of your next turn. Any creature that is pulled into the sphere is drawn into the Shadowfell for 3 turns, in which they take ongoing 10 damage. While trapped in the shadowfell, the target cannot see, move, or affect the world in any way. Similarly, no one can see or attack the creature. After 3 turns, the creature returns to the battlefield 10 squares in any direction from the sphere, prone and dazed until the start of your next turn. Sustain (Standard): The zone persists and any creature in the zone is attacked as per above. As a move action you can move the zone up to 5 squares. If you pass over a creature’s space as a part of the sphere’s movement, the creature can make a saving throw to avoid being pulled into the sphere.
Shadow Conjuration Attack 25 Daily Shadow, Conjuration, Implement Standard action Ranged 10
You give life to your thoughts.
Effect: You create a shadowy creature that fills a single square. You can move the shadow conjuration up to 6 squares and make it attack as a move action. The shadow conjuration lasts until the end of your next turn. Target: One adjacent creature Attack: Intelligence vs. Reflex Hit: 3d8 + intelligence modifier Sustain Minor: The shadow conjuration persists.
Greater Shadow Evocation Attack 27 Encounter Shadow, Illusion, Implement Standard Area burst 3 within 20 squares.
With small concentration, you create a massive fireball hurling at your enemies.
Target: Each creature in burst Attack: Intelligence vs. reflex Hit: 6d6 + Intelligence modifier psychic damage Special: A creature immune to illusions takes half damage on a successful hit.
Greater Shadow Conjuration Attack 29 Daily Shadow, Conjuration, Implement Standard action Ranged 10
You give life to your nightmares.
Effect: You create a shadowy creature that fills a single square. You can fly the shadow conjuration up to 6 squares and make it attack as a move action. The shadow conjuration has threatening reach 1. The shadow conjuration lasts until the end of your next turn. Target: One adjacent creature Attack: Intelligence vs. Reflex Hit: 3d8 + intelligence modifier Sustain Minor: The shadow conjuration persists.
Shadow Mirror Opposite Attack 29 Daily Shadow, Conjuration, Implement Standard action Ranged 10
You transform your foe’s shadow into his or her greatest enemy
Target: One creature Attack: Intelligence vs. Fortitude Effect: You conjure a reverse-mirror image of the target within range. The image takes up the same number of squares as the original and the same stats as the original with a minion template applied. As a move action, you can move the image its speed and make an attack with the image. The image persists until the end of your next turn or until destroyed
Rituals:
Shadow Portal (10th Level Ritual)
After scribing a circle of glowing runes on the ground, you tear a hole in the fabric of reality, creating a gateway of swirling blackness. You step through, and enter a shadowy reflection of the place you just left behind.
Category: Travel Component Cost: 500 GP Time: 10 minutes Market Price: 3500 GP Duration: Special Key Skill: Arcana
You rip open a hole in the fabric of reality, opening a path to the Shadowfell. When you perform this ritual, you create an opening to a corresponding location in the Shadowfell, or from the Shadowfell to a corresponding location in Toril. You remain in the Shadowfell until you leave by another means or you perform this ritual again.
At the completion of this ritual, make an Arcana Check. The result determines the duration that the portal stays open.
Arcana Check Result Portal Duration 19 or lower 1 round 20-39 3 rounds 40 or higher 5 rounds
You can use a permanent teleportation circle or a shadow crossing as the point of this ritual, making minor temporary modifications as part of the ritual. Doing this reduces the cost to 50 gp of reagents and grants you a +5 bonus to your Arcana check. Casting this ritual in a very dim area grants a +2 bonus to your Arcana Check, while attempting to cast it in a brightly lit area confers a -2 penalty. If the area is lit with a Light spell or other magical light, take a -5 penalty. While the portal is open, any creature that enters the circle at the origin point instantly appears at the other location, along with anything the creature holds or carries. The creature can even finish the rest of its move. Any number of creatures of any size can use an open portal; the only limitation is the number that can reach the circle before it ends. Anyone standing in the vicinity of the end of the portal in the Shadowfell can see a haze-infused vision of the other end of the connection, as well as the environment 60 feet beyond it. Effectively, everything at the destination within this area of visibility has concealment, and the area beyond is completely fogged out (Naturally, portals that last longer give you a better opportunity to study the place you’re going to before you step into the circle.). Environmental effects at one end of the connection don’t affect the other end. Vision from the end of the portal in Toril, however, is restricted to 30 feet, due to the pervasive Gloom effect of the Shadowfell on light sources. This ritual can only transport you to and from the Shadowfell, in and out of the reflection of the place in which the ritual is cast. It does not allow you to travel far distances as Linked Portal does, but does not require you to cast it at a shadow crossing, like Shadow Passage.
You must have the ‘shadow adept’ feat in order to master this ritual.
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| #35omegaphallicMar 19, 2011 16:50:44 | No need for templates or pps as HOS has shades as a race. |
| #36paulstraitMar 20, 2011 23:28:44 | No need for templates or pps as HOS has shades as a race. That's nice, and I'm excited to see what they've done with it. I made this a couple years ago though. |