Shadowkind Species

Morrus

Well, that was fun
Staff member
Each Shadowkind entry consists of a description of the species, including appearance and general disposition. It also provides insight into how the species generally interacts with the mundane world. Following the descriptive text is a summary of general traits and special qualities.

Size: The species’ size. Shadowkind that are exceptionally large or small receive modifiers to their Defense, attack rolls, grapple checks, and Hide skill checks.
Ability Modifiers: These modifiers adjust the ability scores of every member of the species.
Base Speed: The distance an average member of the species can move (in feet) during a move action. In general, Medium and Large characters have a base speed of 30 feet, while Small characters have a base speed of 20 feet. Dwarves, though Medium, are slower due to their stockiness.
Special Qualities: Special qualities include species bonuses to skill checks and saving throws, bonus feats, and natural armor bonuses to Defense (if any). This section also describes any special abilities of the species, including special combat bonuses, the ability so see in low light or utter darkness, and the ability to resist magic.
Free Language Skills: Shadowkind species receive a certain number of Read/Write Language and Speak Language skills for free, without spending any skill points. These free language skills are listed here.
Other Languages: Other Shadow languages commonly known to members of the species. Shadowkind may learn additional languages, following the rules presented under the Speak Language and Read/Write Language skill descriptions.


[h=5]SMALL CHARACTERS[/h]
  • Small characters (such as gnomes, goblins, and halflings) gain a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They suffer a –4 penalty on grapple checks.
  • Small characters’ lifting and carrying limits are three-quarters of those of Medium characters.
  • Small characters generally move about two-thirds as fast as Medium characters (goblins are exceptions).
  • Small characters must use smaller weapons than Medium characters. They must use two hands to wield a weapon of Medium, and a weapon must be of Tiny size or smaller for them to consider it as a light weapon.
  • Armor for Small characters can be chopped down from extant protective outfits. It costs the same as Medium armor and weighs half as much. A Medium or larger creature cannot wear armor sized for a Small character.
[h=4]DWARF[/h] Size: Medium. Dwarves have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Constitution, –2 Charisma.
Base Speed: 20 feet. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium and heavy load (unlike other creatures, whose speed is reduced in such situations).
Special Combat Bonuses: Dwarves gain a +1 species bonus on attack rolls against bugbears, goblins, orcs, and other goblinoids. Dwarves also gain a +4 dodge bonus to Defense against creatures of giants (including giants, trolls, and ogres). If a dwarf loses his positive Dexterity bonus to Defense (such as when flat-footed), this dodge bonus is lost.
Stability: Dwarves gain a +4 species bonus on ability checks to resist bull rush and trip attempts when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function with no light at all.
Saving Throw Bonuses: Dwarves are highly resistant to toxins and innately resistant to magic. They gain a +2 species bonus on saving throws against poisons, spells, and spell-like abilities.
Skill Bonuses: Dwarves gain a +2 species bonus on Search checks to notice unusual stonework, new construction, unsafe surfaces, ceilings, and the like. A dwarf who merely passes within 10 feet of such exceptional construction can, as a free action, make a Search check (DC 15) as though he were actively searching for such.
Dwarves are naturally skilled mechanics and engineers. They gain a +2 species bonus on Craft (mechanical), Craft (structural), and Repair checks.
Bonus Feat: Dwarves gain the bonus feat Archaic Weapons Proficiency. Dwarves may treat dwarven urgroshes and dwarven waraxes as archaic weapons instead of exotic weapons.
Free Language Skills: Read/Write Common (or local language), Read/Write Dwarven, Speak Common (or local language), Speak Dwarven.
Other Languages: Giant, Gnome, Goblin, Orc, Terran.


[h=4]ELF[/h] Size: Medium. Elves have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Dexterity, –2 Constitution.
Base Speed: 30 feet.
Low-Light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Spell Immunities: Elves are immune to sleep spells and effects, and they gain a +2 species bonus on saves against Enchantment spells or effects.
Skill Bonuses: Elves gain a +2 species bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.
Bonus Feat: Elves gain the bonus feat Archaic Weapons Proficiency.
Free Language Skills: Read/Write Common (or local language), Read/Write Elven, Speak Common (or local language), Speak Elven.
Other Languages: Draconic, Gnoll, Gnome, Goblin, Halfling, Orc, Sylvan.


[h=4]GNOME[/h] Size: Small. Gnomes gain a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They suffer a –4 size penalty on grapple checks. Gnomes must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Ability Modifiers: –2 Strength, +2 Constitution.
Base Speed: 20 feet.
Special Combat Bonuses: Gnomes gain a +1 species bonus on attack rolls against bugbears, goblins (and other goblinoids), and kobolds. Gnomes also gain a +4 dodge bonus to their Defense against giant creatures (such as ogres and trolls); this bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a gnome loses his positive Dexterity bonus to Defense, such as when he’s caught flat-footed, he loses this dodge bonus, too.
Illusion Mastery: Add +1 to the Difficulty Class for all saving throws against Illusion spells cast by gnomes.
Speak with Animals: Once per day, a gnome can use speak with animals to speak with a burrowing mammal (a mole, gopher, ground hog, and so forth). It has a duration of 1 minute, and the gnome is considered a 1st-level caster when he uses this spell-like ability, regardless of his actual level.
Low-Light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Saving Throw Bonus: Gnomes gain a +2 species bonus on saving throws against illusions.
Skill Bonuses: Gnomes gain a +2 species bonus on Listen checks. Gnomes who have one or more ranks in the Craft (pharmaceutical) skill also gain a +2 species bonus on Craft (pharmaceutical) checks.
Bonus Feat: Gnomes gain the bonus feat Archaic Weapons Proficiency. They may treat gnome hooked hammers (see Chapter Two: Equipment) as archaic weapons instead of exotic weapons.
Gnomes with Charisma scores of 10 or higher gain the bonus feat Magical Heritage.
Free Language Skills: Read/Write Common (or local language), Read/Write Gnome, Speak Common (or local language), Speak Gnome.
Other Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.


[h=4]GOBLIN[/h] Size: Small. Goblins gain a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They suffer a –4 size penalty on grapple checks. Goblins must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character. See the Small Characters sidebar for more information.
Ability Modifiers: –2 Strength, +2 Dexterity, –2 Charisma.
Base Speed: 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function with no light at all.
Skill Bonuses: Goblins gain a +4 species bonus on Move Silently checks.
Bonus Feat: Goblins are keenly aware of their surroundings and gain the bonus feat Alertness.
Free Language Skills: Read/Write Goblin, Speak Goblin.
Other Languages: Common (or local language), Giant.


[h=4]HALF-ELF[/h] Size: Medium. Half-elves have no special bonuses or penalties due to their size.
Ability Modifiers: None.
Base Speed: 30 feet.
Elven Blood: For all effects related to species, a half-elf is considered an elf. Half-elves, for example, are just as susceptible to special effects that affect elves as their elven ancestors are, and they can use magic items that are only usable by elves.
Spell Immunities: Half-elves are immune to sleep spells and effects, and they gain a +2 species bonus on saves against Enchantment spells or effects.
Low-Light Vision: Half-elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Skill Bonuses: Half-elves gain a +1 species bonus on Listen, Search, and Spot checks. They gain a +2 species bonus on Diplomacy and Gather Information checks.
Bonus Feat: Half-elves gain the bonus feat Archaic Weapons Proficiency.
Free Language Skills: Read/Write Common (or local language), Read/Write Elven, Speak Common (or local language), Speak Elven.
Other Languages: Draconic, Dwarven, Gnome, Halfling, Sylvan.


[h=4]HALF-ORC[/h] Size: Medium. Half-orcs have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Strength, –2 Intelligence, –2 Charisma.
Base Speed: 30 feet.
Orc Blood: For all special abilities and effects, a half-orc is considered as an orc. Half-orcs, for example, are just as susceptible to special effects that affect orcs as their orcish ancestors are, and they can use magic items that are only usable by orcs.
Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and drow can function with no light at all.
Bonus Feat: Half-orcs gain the bonus feat Archaic Weapons Proficiency.
Free Language Skills: Read/Write Common (or local language), Read/Write Orc, Speak Common (or local language), Speak Orc.
Other Languages: Abyssal, Draconic, Giant, Gnoll, Goblin.


[h=4]HALFLING[/h] Size: Small. Halflings gain a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They suffer a –4 size penalty on grapple checks. Halflings must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Ability Modifiers: –2 Strength, +2 Dexterity.
Base Speed: 20 feet.
Special Combat Bonuses: Halflings gain a +1 species bonus on attacks with thrown weapons and slings.
Saving Throw Bonuses: Halflings gain a +1 species bonus on all saving throws. In addition, they gain an additional +2 morale bonus on saving throws against fear.
Skill Bonuses: Halflings gain a +2 species bonus on Climb, Jump, Listen, and Move Silently checks.
Bonus Feat: Halflings gain the bonus feat Archaic Weapons Proficiency.
Free Language Skills: Read/Write Common (or local language), Read/Write Halfling, Read/Write Language (any one), Speak Common (or local language), Speak Halfling, Speak Language (any one).
Other Languages: Dwarven, Elven, Gnome, Goblin, Orc.


[h=4]ORC[/h] Size: Medium. Orcs have no special bonuses or penalties due to their size.
Ability Modifiers: +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma.
Base Speed: 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function with no light at all.
Light Sensitivity: Orcs suffer a –1 penalty to attack rolls in bright sunlight or within the radius of effects or spells that duplicate bright sunlight (such as daylight).
Bonus Feat: Orcs receive the bonus feats Archaic Weapons Proficiency, Armor Proficiency (light), and Armor Proficiency (medium). They may treat orc double axes as archaic weapons instead of exotic weapons.
Free Language Skills: Read/Write Orc, Speak Orc.
Other Languages: Common (or local language), Goblin, Giant.


[h=4]SHADOWKIND HUMAN[/h] Size: Medium. Shadowkind humans have no special bonuses or penalties due to their size.
Ability Modifiers: None.
Base Speed: 30 feet.
Saving Throw Bonuses: Shadowkind humans gain a +1 species bonus on all saving throws.
Bonus Feat: Shadowkind humans receive a bonus feat at 1st level. Unlike normal humans, this extra feat must be chosen from the following list:
Acrobatic, Alertness, Archaic Weapons Proficiency, Athletic, Attentive, Builder, Cautious, Confident, Creative, Deceptive, Divine Heritage, Educated, Exotic Weapon Proficiency (any one), Focused, Gearhead, Guide, Magical Heritage, Medical Expert, Meticulous, Nimble, Stealthy, Studious, Trustworthy.
Free Language Skills: Read/Write Common (or local language), Speak Common (or local language).
Other Languages: Draconic, Dwarven, Elven, Giant, Gnome, Halfling.
 

log in or register to remove this ad

Remove ads

Top