Re: Pathfinder in the Mists
Posted: Wed Sep 25, 2013 2:30 am
Shadows
Shadows are spirits from the Plane of Shadows, twisted projections of the living from a twisted mockery of the Material Plane. Their origins are poorly understood; they may be native creatures of the plane parodying the living, spirits of the dead trapped in the darkened netherworld, or even fragments of souls splintered away from repressed psyches upon death. Whatever their origins, shadows are creatures maddened by the suppressed truths and hidden half-lies of their Plane, any intellects they once had worn away by a corrosive hunger for life and a desperate but impossible need for acceptance and belonging in the world of the light.
Shadows are known for their abilities to create others like themselves through draining the life force from the living. Most horrifyingly, however, is their ability to absorb the souls of those they kill, melding spirits in an unholy union of pain and despair and longing.
Shadows appear quite differently on the Plane of Shadows and the Material Plane. To the living, the weakest are nothing more than shadows cast by invisible creatures; to planeswalkers, they appear as bleached spectres. The more powerful they are, the more tortured they appear in their home plane—forming bizarre animalistic totems of hundreds of screaming faces, or things even more horrific—while in the material world, they gain increased solidity, with forms that only tangentially resemble their true forms.
The Shadow Template
Creating a Shadow
“Shadow” is an acquired template that can be added to any living creature that has a Charisma score of at least 4 (see below). A shadow retains all the base creature’s statistics and special abilities except as noted below.
Rank Dex
mod. Int
mod. Wis
mod. Cha
mod. Min.
Cha Senses CR Salient abilities
1 +2 -4 +2 +2 4 Darkvision 60 ft. +2 1/4 HD
2 +4 -2 +2 +2 6 Lifesense 60 ft. +3 1/4 HD
3 +4 +0 +4 +4 8 Low light vision, improved lifesense +4 1/3 HD
4 +6 +2 +4 +6 10 Darksense 60 ft. +5 1/3 HD
5 +8 +4 +6 +8 12 - +6 1/3 HD
Challenge Rating: Same as the base creature, modified as above.
Alignment: Any evil; usually chaotic.
Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. Shadows of ranks 1 to 3 gain the incorporeal subtype.
Armour Class: Against material foes, an incorporeal shadow gains a deflection bonus equal to its Charisma modifier. It loses the base creature’s natural armour bonus, as well as all armour and shield bonuses not from force effects or shadow touch items. These bonuses still apply to foes on the Plane of Shadows, however.
A corporeal shadow gains a natural armour bonus equal to its Charisma modifier (minimum +1). It can wear armour as usual.
Hit Dice: Change all of the creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. Shadows use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Note that some deaths are so traumatic that shadows gain extra racial Hit Dice. Base save bonuses granted by racial Hit Dice are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2. The base attack bonus is equal to 3/4 its racial Hit Dice.
Defensive Abilities: A shadow retains all of the defensive abilities of the base creature save those that rely on a corporeal form to function (if incorporeal). Shadows gain channel resistance +2, improved senses as shown in the table above, the incorporeal ability (but see corporeal below), and all of the immunities granted by its undead traits.
Darksense (Su): The shadow gains true seeing in dim light and darkness.
Improved Lifesense (Su): The shadow can sense the strength as well as the presence of any lifeforces in its presence, gaining permanent deathwatch. This can be prevented by mind blank and nondetection.
Lifesense (Su): The shadow can detect living creatures within 60 ft, as though it possesses the blindsight ability. This can be prevented by mind blank and nondetection.
Speed: Incorporeal shadows lose their previous speeds and gain a fly speed of equal to its previous base speed +10 with good manoeuvrability, unless the base creature has a higher fly speed. Corporeal shadows retain their previous speeds.
Melee and Ranged Attacks: An incorporeal shadow loses all of the base creature’s attacks against material foes (although not against ethereal foes). If it could wield weapons in life, it can wield shadow touch weapons as a shadow.
Corporeal shadows retain all of the base creature’s attacks, and gain 2 natural attacks depending on their form.
Special Attacks: A shadow retains all the special attacks of the base creature, but any relying on physical contact do not function (if incorporeal and attacking material foes). It also gains the create spawn, damaging touch and gestalt abilities below.
A shadow gains salient abilities as shown in the table above.
The save DC against a shadow’s special attack is equal to 10 + 1/2 shadow’s HD + shadow’s Charisma modifier unless otherwise noted. Additional shadow abilities beyond these can be designed at the GM’s discretion.
Create Spawn (Su): Any creature of the same type as the base creature that is killed by a shadow’s ability damage becomes a rank 1 shadow under the control of its killer in 1d4 rounds.
Damaging Touch (Su): The shadow gains a touch attack that deals 1d6 ability damage from any one ability score on a hit (typically Str or Con). On each such successful attack, the shadow heals 5 points of damage to itself. If the ability score is reduced to 0, the victim dies.
Gestalt (Su): Any shadow of rank 2 or greater is able to absorb the life force of those it kills, including any other shadows it encounters, trapping their spirits within itself and growing strong off their energy. As a full round action, whenever the shadow kills a creature, it can gain a growth point. Each growth point adds another Hit Dice and AC bonus; either recalculate the shadow’s statistics, or use the quick rules below. For every 4 growth points, it increases in size by one category and gains a feat. The shadow also gains an extra salient ability for every 4 (ranks 1 or 2) or 3 (ranks 3 to 5) growth points. For every 2 growth points, its CR increases by 1.
Quick Rules: It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point, and its AC, CMD, save DCs and caster level for spell-like abilities increases by 1.
Special Qualities: Shadows of ranks 4 or 5 gain the shade special quality.
Shade (Ex): The most powerful and corrupt shadows become shades. Unlike their weaker brethren, they are able to give their shadowy vessels on the Material Plane corporeality, although the price for this is the loss of its channel resistance, damaging touch and gaining an aversion to sunlight (see salient weaknesses). Shades gain damage reduction 15/good and silver, and SR equal to 11 + their CR. They gain 2 natural attacks (usually slams or claws) which deal damage according to their size plus 4d6 cold. Alternatively, the shade gains 1 natural attack with the vicious salient ability. They also gain the ability to channel negative energy as a cleric of a level equal to its base CR, and a desecrating aura. This aura has a 30-foot radius emanation equivalent to a desecrate spell centred on a shrine of evil power. Undead within this radius (including the shade) gain a +2 profane bonus on attack and damage rolls and saving throws, as well as +2 hit points per die, and the save DC of channelled negative energy is increased by +6. This aura can be negated by dispel evil, but the shadow can reactivate it on its turn as a free action. A desecrating aura suppresses and is suppressed by consecrate or hallow; both effects are negated within any overlapping area of effect.
Abilities: As shown in table above; as an incorporeal undead creature, a shadow has no Constitution score and no Strength score against creatures not on the Plane of Shadow.
Skills: Rank 1 to 3 shadows gain a +4 racial bonus to Stealth in dim light, and a -4 racial penalty to Stealth in bright light. Shades suffer no penalty to Stealth in bright light and gain a +8 Stealth bonus in dim light and darkness. A shadow always treats Fly, Intimidate, Knowledge (arcana), Knowledge (planes), Knowledge (religion), Perception, Sense Motive, Spellcraft and Stealth as class skills. Otherwise, skills are the same as the base creature.
Shadows are spirits from the Plane of Shadows, twisted projections of the living from a twisted mockery of the Material Plane. Their origins are poorly understood; they may be native creatures of the plane parodying the living, spirits of the dead trapped in the darkened netherworld, or even fragments of souls splintered away from repressed psyches upon death. Whatever their origins, shadows are creatures maddened by the suppressed truths and hidden half-lies of their Plane, any intellects they once had worn away by a corrosive hunger for life and a desperate but impossible need for acceptance and belonging in the world of the light.
Shadows are known for their abilities to create others like themselves through draining the life force from the living. Most horrifyingly, however, is their ability to absorb the souls of those they kill, melding spirits in an unholy union of pain and despair and longing.
Shadows appear quite differently on the Plane of Shadows and the Material Plane. To the living, the weakest are nothing more than shadows cast by invisible creatures; to planeswalkers, they appear as bleached spectres. The more powerful they are, the more tortured they appear in their home plane—forming bizarre animalistic totems of hundreds of screaming faces, or things even more horrific—while in the material world, they gain increased solidity, with forms that only tangentially resemble their true forms.
The Shadow Template
Creating a Shadow
“Shadow” is an acquired template that can be added to any living creature that has a Charisma score of at least 4 (see below). A shadow retains all the base creature’s statistics and special abilities except as noted below.
Rank Dex
mod. Int
mod. Wis
mod. Cha
mod. Min.
Cha Senses CR Salient abilities
1 +2 -4 +2 +2 4 Darkvision 60 ft. +2 1/4 HD
2 +4 -2 +2 +2 6 Lifesense 60 ft. +3 1/4 HD
3 +4 +0 +4 +4 8 Low light vision, improved lifesense +4 1/3 HD
4 +6 +2 +4 +6 10 Darksense 60 ft. +5 1/3 HD
5 +8 +4 +6 +8 12 - +6 1/3 HD
Challenge Rating: Same as the base creature, modified as above.
Alignment: Any evil; usually chaotic.
Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. Shadows of ranks 1 to 3 gain the incorporeal subtype.
Armour Class: Against material foes, an incorporeal shadow gains a deflection bonus equal to its Charisma modifier. It loses the base creature’s natural armour bonus, as well as all armour and shield bonuses not from force effects or shadow touch items. These bonuses still apply to foes on the Plane of Shadows, however.
A corporeal shadow gains a natural armour bonus equal to its Charisma modifier (minimum +1). It can wear armour as usual.
Hit Dice: Change all of the creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. Shadows use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Note that some deaths are so traumatic that shadows gain extra racial Hit Dice. Base save bonuses granted by racial Hit Dice are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2. The base attack bonus is equal to 3/4 its racial Hit Dice.
Defensive Abilities: A shadow retains all of the defensive abilities of the base creature save those that rely on a corporeal form to function (if incorporeal). Shadows gain channel resistance +2, improved senses as shown in the table above, the incorporeal ability (but see corporeal below), and all of the immunities granted by its undead traits.
Darksense (Su): The shadow gains true seeing in dim light and darkness.
Improved Lifesense (Su): The shadow can sense the strength as well as the presence of any lifeforces in its presence, gaining permanent deathwatch. This can be prevented by mind blank and nondetection.
Lifesense (Su): The shadow can detect living creatures within 60 ft, as though it possesses the blindsight ability. This can be prevented by mind blank and nondetection.
Speed: Incorporeal shadows lose their previous speeds and gain a fly speed of equal to its previous base speed +10 with good manoeuvrability, unless the base creature has a higher fly speed. Corporeal shadows retain their previous speeds.
Melee and Ranged Attacks: An incorporeal shadow loses all of the base creature’s attacks against material foes (although not against ethereal foes). If it could wield weapons in life, it can wield shadow touch weapons as a shadow.
Corporeal shadows retain all of the base creature’s attacks, and gain 2 natural attacks depending on their form.
Special Attacks: A shadow retains all the special attacks of the base creature, but any relying on physical contact do not function (if incorporeal and attacking material foes). It also gains the create spawn, damaging touch and gestalt abilities below.
A shadow gains salient abilities as shown in the table above.
The save DC against a shadow’s special attack is equal to 10 + 1/2 shadow’s HD + shadow’s Charisma modifier unless otherwise noted. Additional shadow abilities beyond these can be designed at the GM’s discretion.
Create Spawn (Su): Any creature of the same type as the base creature that is killed by a shadow’s ability damage becomes a rank 1 shadow under the control of its killer in 1d4 rounds.
Damaging Touch (Su): The shadow gains a touch attack that deals 1d6 ability damage from any one ability score on a hit (typically Str or Con). On each such successful attack, the shadow heals 5 points of damage to itself. If the ability score is reduced to 0, the victim dies.
Gestalt (Su): Any shadow of rank 2 or greater is able to absorb the life force of those it kills, including any other shadows it encounters, trapping their spirits within itself and growing strong off their energy. As a full round action, whenever the shadow kills a creature, it can gain a growth point. Each growth point adds another Hit Dice and AC bonus; either recalculate the shadow’s statistics, or use the quick rules below. For every 4 growth points, it increases in size by one category and gains a feat. The shadow also gains an extra salient ability for every 4 (ranks 1 or 2) or 3 (ranks 3 to 5) growth points. For every 2 growth points, its CR increases by 1.
Quick Rules: It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point, and its AC, CMD, save DCs and caster level for spell-like abilities increases by 1.
Special Qualities: Shadows of ranks 4 or 5 gain the shade special quality.
Shade (Ex): The most powerful and corrupt shadows become shades. Unlike their weaker brethren, they are able to give their shadowy vessels on the Material Plane corporeality, although the price for this is the loss of its channel resistance, damaging touch and gaining an aversion to sunlight (see salient weaknesses). Shades gain damage reduction 15/good and silver, and SR equal to 11 + their CR. They gain 2 natural attacks (usually slams or claws) which deal damage according to their size plus 4d6 cold. Alternatively, the shade gains 1 natural attack with the vicious salient ability. They also gain the ability to channel negative energy as a cleric of a level equal to its base CR, and a desecrating aura. This aura has a 30-foot radius emanation equivalent to a desecrate spell centred on a shrine of evil power. Undead within this radius (including the shade) gain a +2 profane bonus on attack and damage rolls and saving throws, as well as +2 hit points per die, and the save DC of channelled negative energy is increased by +6. This aura can be negated by dispel evil, but the shadow can reactivate it on its turn as a free action. A desecrating aura suppresses and is suppressed by consecrate or hallow; both effects are negated within any overlapping area of effect.
Abilities: As shown in table above; as an incorporeal undead creature, a shadow has no Constitution score and no Strength score against creatures not on the Plane of Shadow.
Skills: Rank 1 to 3 shadows gain a +4 racial bonus to Stealth in dim light, and a -4 racial penalty to Stealth in bright light. Shades suffer no penalty to Stealth in bright light and gain a +8 Stealth bonus in dim light and darkness. A shadow always treats Fly, Intimidate, Knowledge (arcana), Knowledge (planes), Knowledge (religion), Perception, Sense Motive, Spellcraft and Stealth as class skills. Otherwise, skills are the same as the base creature.