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Speed[edit]

In shadows, increase base speed by 50% of the original base speed. For example, a human shade
has a base speed of 45 ft in shadows, while a halfling shade has a base speed of 30 ft in shadows.
Calculate after changes due to a medium or heavy load or for restrictive armor. for example, a
human wearing a full plate would have a base speed of 30 ft in shadows. Round down to the
nearest 5 if necessary.

Armor Class[edit]

The shade gains a Deflection Bonus to AC equal to the base creature's HD/4 (minimum +1,
round down) while in shadows.

Attack[edit]

The shade, while in shadows, gains a bonus to all attack rolls equal to the base creature's HD/4
(minimum +1, round down).

Special Attacks[edit]

All existing Extraordinary, Supernatural, and Spell-like abilities remain unchanged. Add the
following to the base creature's Spell like abilities:

Darkness: 1/day, caster level equal to 1/2 the Base creature's HD (round down)

Special Qualities[edit]

Add the following to the base creature's special qualities:

No Metabolism(Ex):a shade doesn't have a metabolism and doesn't need to eat, sleep, or
breathe, nor does it age. A shade gains all the appropriate immunities one would have for not
having a metabolism, such as immunity to fatigue, exhaustion, ingested poisons, death from
aging, etc.

Regeneration (Ex): The shade gains regeneration to the base creature's HD/4 (minimum +1,
round down). This fast healing only applies when the shade is in a shadowy area.

Shadow Jump(Ex): The shade can travel through the essence of shadow, pulling him through an
entirely different dimension to instantaneously arrive at its destination. While in a shadowy area,
the shade may teleport, with nothing more than a thought, to another shadowy area it sees within
120 ft of its current location. The Shade must have line of sight to the destination to use this
ability, and it is activated as a move action. This can be used once per day per four HD of the
base creature (Minimum 1, round down)
Vision Inversion(Ex):Shades can see normally in conditions where darkvision would normally
apply. As darkvision this does not penetrate magical darkness

Flight(Ex):A shade can fly at its base land speed (newly adjusted one if in shadows) with perfect
maneuverability. The shade loses this ability out of shadowy conditions, if this would cause the
shade to fall, reduce the damage to 1d6 max.

Light Sensitivity(Ex):The shade, a being melded of the essence of shadow, does not react well
to being placed in light. It takes a -2 penalty to its Strength, Constitution, Dexterity while in
lighting conditions brighter than shadowy. Also, The shade has a vision range limited to 120 ft
under these lighting conditions. The shade cannot see anything past 120 ft while in bright light,
and instead of seeing the sky or horizon, as one normally would, the shade sees nothing but black
beyond this vision border. However, if a shade is capable of casting Wish (or Miracle), it can
wish for this ability to be removed. This wish costs the shade experience pints sufficient to lower
its HD by two and put its experience total at the minimum for its current level. For example, a
17th level shade casts the wish to remove this flaw, and it loses Exp sufficient enough to place its
total at the minimum required for 15th level. A shade must do this for himself, he cannot cast
wish out of a scroll or other item, nor can it have another creature cast wish for it. A shade may
still make other wishes, but for most shades, their primary goal in their pursuit of power is to
remove this burden from themselves.

Light and Fire Vulnerability(Ex):A shade takes double damage from attacks and spells with
light and fire descriptors/damage. This effect may not be removed, and any magical item that
grants resistance to fire attacks grants only half its resistance to the shade(round down).

Light and Fire Aversion(Ex):Shades are not able to cast spells with the 'fire' or 'light'
descriptors, this can still be avoided by effects such as Energy_Substitution. Spells that allow
you to choose the energy created can still be cast (such as SRD:Energy_Ball), but fire and light
options are prohibited still.

Abilities[edit]

In shadows, the shade gains +4 to Strength, +4 to Dexterity, and +2 to Constitution. In addition,


the shade gains +2 to Charisma no matter the lighting situation.

Skills[edit]

The shade gains +4 to hide and move silently while in shadows.

Also, while in lighting brighter than shadowy, a shade takes a -2 penalty to all Strength and
Dexterity based Skill Checks.

Special Qualities: A shadow creature retains all the special qualities of the base
creature, and also gains the following:
Resistance to cold equal to 5 + 1 per Hit Die, to a maximum of 15.

Darkvision out to 60 feet.

Low-light vision.

Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can
disappear into the shadows, giving it total concealment. Artificial illumination, even a
light or continual flame spell, does not negate this ability, but a daylight spell will.

Shadow creatures also have one additional special ability for every 4 Hit Dice they
possess (minimum of one additional ability) chosen from the following list:

 +2 luck bonus on all saving throws.

 Cause Fear (Sp): 1/day. Caster level 5th. The save DC is Charisma-
based.

 Damage reduction 5/magic.

 Evasion, as the rogue class feature.

 Fast healing 2.

 Mirror Image (Sp): 1/day. Caster level 5th.

 Plane Shift (Sp): 1/day, to or from the Plane of Shadow only. Caster level
15th.

 If the base creature already has one or more of these special qualities,
use the better value.

 Environment: Plane of Shadow

Shadow Elf

 -4 Strength, +5 Charisma, +9 Dexterity. A Shadow elf isn't very strong when it


comes to physical strength but they use their good looks to their advantage to gather any
kind of information to help them, they are also highly skilled with their hands and can do
more things with them, they also have a better health then most elves since they have
been forced to adapt themselves to how they have been treated.
 Fast Healing: The Shadow Elf gains fast healing equal to HD/3 (minimum +1,
round down). This fast healing only applies when the elf is in a shadowy area.

 Humanoid (Augmented,Elf) The Shadow elves are augmented on a mental level


due to their past and able to over come most problems that concerns them

 Medium: A Shadow Elf does not gain a AC bonus due to their size

 Shadow Elf base land speed is 40 feet: 30 feet swim

 Hunters of the shadow (Su): When there are shadows that occur naturally or at
night the shadow they gain +4 to hide and move silently they also gain a sneak attack
from their weapons of choice and catch their target by surprise so the enemy is counted as
flat-footed.

 Light Sensitivity (Ex): A shadow elf is rather sensitive to bright light. It takes a -2
penalty to its Strength, Dexterity, and Constitution while in lighting conditions brighter
than shadowy.

 Master bow user (Ex): Shadow Elves get +2 to accuracy when using a bow and to
damage as well as the ability to fire a secondary arrow with poison or a element of choice
but it needs to be able to be handled firstly.

 Elf Traits (Ex): A Shadow Elf gains Immunity to Magic sleep effect, +2 racial
saving throws against enchantment spells or effects, +2 racial bonus on Listen, Search,
and Spot checks, they also have Low-Light vision and Darkvision and gain weapon
proficiency for Longbow (composite longbow) Shortbow (composite shortbow).

 Automatic Languages: Common, Elven, Spirit tongue. Bonus Languages:


Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan and any class specific language but most
be of that Class.

 Favored Class: Rogue

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