More Powerful Shadowkind

Morrus

Well, that was fun
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[h=5]LARGE CHARACTERS[/h] Large characters take a –1 size penalty to Defense, a –1 size penalty on attack rolls, and a –4 size penalty on Hide checks.
Large characters gain a +4 bonus on grapple checks.
Large characters’ lifting and carrying limits are twice of those of Medium characters.
Large characters generally move as fast as Medium characters.
Large characters may use larger weapons than Medium characters. A Large character may wield a weapon of Large size in one hand and a Huge weapon in two hands. A Large character treats a weapon of Medium or smaller as a light weapon.
Armor for Large creatures must be custom-made and weighs twice as much as Medium armor of similar type. Increase the purchase DC of Large armor by +2.

[h=5]LEVEL ADJUSTMENT AND CHALLENGE RATING[/h] Particularly powerful Shadowkind species have a Level Adjustment, which reflects how much more powerful these species are compared to “baseline” species (such as elves, dwarves, and humans). When you add this Level Adjustment to a character’s total class levels (or character level), the result is a character’s Challenge Rating (CR). The formula for determining a character’s Challenge Rating (CR) is as follows: CR = Character Level + Level Adjustment.
CR is used to determine a character’s relative power compared to other characters.
A character’s CR is never used to determine how or when a character gains new skills and feats, nor does it have any effect on talents, spells, and abilities that use character levels. However, a character’s CR is used to determine how many experience points the character needs to advance in level (see Experience, below).
[h=5]EXPERIENCE[/h] Characters with a Level Adjustment of +1 or higher do not begin play with 0 XP, as humans and other “baseline” characters do. As representatives of more powerful Shadowkind species, they are assumed to have amassed XP before taking their first class level. Powerful Shadowkind use their CR instead of level when determining the experience they start with and the amount needed to gain a level.
[h=4]AASIMAR[/h] Size: Medium. Aasimars have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Wisdom, +2 Charisma.
Base Speed: 30 feet.
Outsider Traits: As outsiders, aasimars cannot be raised from the dead.
Darkvision: Aasimars can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and aasimars can function with no light at all.
Energy Resistance: Aasimars have acid, cold and electricity resistance 5.
Spell-Like Abilities: Aasimars can use the light spell once per day, as cast by an Acolyte of the assimar’s character level.
Allegiance: Aasimars must begin play with an allegiance to good.
Skill Bonuses: Aasimars gain a +2 species bonus on Listen and Spot checks.
Bonus Feat: Aasimars receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.
Free Language Skills: Read/Write Celestial, Read/Write Language (any one), Speak Celestial, Speak Language (any one).
Other Languages: Any Shadow or Earth-based languages.
Level Adjustment:


[h=4]BUGBEAR[/h] Size: Medium. Bugbears have no special bonuses or penalties due to their size.
Ability Modifiers: +4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
Extra Starting Hit Dice: A bugbear gains 3 Hit Dice (3d8 hit points). The bugbears’s Constitution modifier applies to each Hit Die when determining hit points.
Base Speed: 30 feet.
Natural Armor Bonus: Bugbears have tough hides and gain a +3 natural armor bonus to Defense.
Attack Bonus: Bugbears gain a +2 species bonus on attack rolls.
Darkvision: Bugbears can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and bugbears can function with no light at all.
Scent: Bugbears may use their keen sense of smell to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Allegiance: Bugbears must begin play with an allegiance to chaos, evil, or both.
Skill Bonuses: Bugbears gain a +4 species bonus on Move Silently checks.
Bonus Feat: Bugbears gain the bonus feat Simple Weapons Proficiency.
Free Language Skills: Read/Write Goblin (or local language), Speak Goblin (or local language).
Other Languages: Giant, Gnoll, Orc, Undertongue.
Level Adjustment: +2


[h=4]DRAGONBLOODED HUMAN[/h] Size: Medium. Dragonblooded humans have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Strength, +2 Constitution, +2 Charisma.
Base Speed: 30 feet.
Natural Weapon (Claw): Dragonblooded humans may use their sharp claws to deal lethal (slashing) damage instead of nonlethal damage with an unarmed attack. Attacks made with natural weapons do not provoke attacks of opportunity. Feats such as Combat Martial Arts may increase the amount of damage dealt.
Low-Light Vision: Draconic humans 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.
Darkvision: Dragonblooded humans can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dragonblooded humans can function with no light at all.
Saving Throw Bonuses: Dragonblooded humans gain a +4 species bonus on saves against sleep and paralysis.
Skill Bonuses: Dragonblooded humans gain a +2 species bonus on Intimidate and Spot skill checks.
Bonus Feat: Dragonblooded humans receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.
Free Language Skills: Read/Write Draconic, Read/Write Language (any one), Speak Draconic, Speak Language (any one).
Other Languages: Any Shadow or Earth-based languages.
Level Adjustment: +1


[h=4]DROW (DARK ELF)[/h] Size: Medium. Drow have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Dexterity, –2 Constitution, +2 Intelligence,+2 Charisma.
Base Speed: 30 feet.
Darkvision: Drow can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and drow can function with no light at all.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. In addition, drow take a –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light. Sunglasses and tinted visors can negate light blindness.
Spell Immunities: Drow are immune to sleep spells and effects, and they gain a +2 species bonus on saves against Enchantment spells or effects. They also gain a +2 species bonus on Will saves against spells and spell-like abilities.
Spell Resistance: A drow gains spell resistance equal to 11 + the drow’s character level (if any).
Skill Bonuses: Drow gain a +2 species bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check (as a free action) to notice it as if she were actively looking for the door.
Bonus Feat: Drow receive Archaic Weapons Proficiency as a bonus feat.
Free Language Skills: Read/Write Elven, Read/Write Language (any one), Speak Elven, Speak Language (any one).
Other Languages: Abyssal, Aquan, Common, Draconic, Drow Sign Language, Gnome, Goblin, Kuo-toan, Undertongue.
Level Adjustment: +2


[h=4]GNOLL[/h] Size: Medium. Gnolls have no special bonuses or penalties due to their size.
Ability Modifiers: +4 Strength, +2 Constitution, –2 Intelligence, –2 Charisma.
Extra Starting Hit Dice: A gnoll gains 2 Hit Dice (2d8 hit points). The gnoll’s Constitution modifier applies to each Hit Die when determining hit points.
Base Speed: 30 feet.
Natural Armor Bonus: Gnolls have tough hides and gain a +1 natural armor bonus to Defense.
Attack Bonus: Gnolls gain a +1 species bonus on attack rolls.
Darkvision: Gnolls can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gnolls can function with no light at all.
Allegiance: Gnolls must begin play with an allegiance to chaos, evil, or both.
Bonus Feat: Gnolls gain the bonus feat Simple Weapons Proficiency.
Free Language Skills: Read/Write Gnoll (or local language), Speak Gnoll (or local language).
Other Languages: Common, Goblin, Orc.
Level Adjustment: +1


[h=4]HALF-DRAGON[/h] Size: Medium. Half-dragons have no special bonuses or penalties due to their size.
Ability Modifiers: +8 Strength (+4 Strength if half-dragon has wings), +2 Constitution, +2 Intelligence, +2 Charisma.
Base Speed: 30 feet. Weaker half-dragons have wings and can fly 30 feet (average maneuverability).
Natural Armor Bonus: Half-dragons have scaly hides and gain a +4 natural armor bonus to Defense.
Natural Weapons (Bite, Claw): A half-dragon can replace an unarmed attack with a bite attack (1d3 points of lethal piercing damage) or claw attack (1d3 points of lethal slashing damage). Using natural weapons to deal lethal damage does not provoke attacks of opportunity. Feats such as Combat Martial Arts may increase the amount of damage dealt.
Breath Weapon: A half-dragon can use its breath weapon once per day. A half-dragon may also spend an action point to use its breath weapon, but each extra use of its breath weapon costs 1 action point. The type of breath weapon depends on the color of the half-dragon, as shown in Table: Half-Dragons. The save DC against the halfdragon’s breath weapon equals 10 + 1/2 the half-dragon’s character level (rounded down) + the half-dragon’s Constitution modifier.
Low-Light Vision: Half-dragons 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.
Darkvision: Half-dragon humans can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-dragon humans can function with no light at all.
Immunities: Half-dragons are immune to sleep, paralysis, and one type of energy (see Table 1–5: Half-Dragons).
Free Language Skills: Read/Write Draconic, Read/Write Language (any one), Speak Draconic, Speak Language (any one).
Other Languages: Any Shadow or Earth-based languages.
Level Adjustment: +3


TABLE: HALF-DRAGONS
TypeBreath Weapon1Energy Immunity
Black60-foot line of acid
(6d4 points of acid damage; Reflex half)
Acid
Blue60-foot line of electricity
(6d8 points of electricity damage; Reflex half)
Electricity
Brass30-foot cone of sleep gas
(fall asleep for 1d6 rounds; Will negates)
Fire2
Bronze30-foot cone of repulsion gas
(move away for 1d6 rounds; Will negates)
Electricity
Copper30-foot cone of slow gas
(slowed, as the spell, for 1d6 rounds; Will negates)
Acid
Gold30-foot cone of weaknening gas
(1d2 temporary Str damage; Fortitude negates)
Fire2
Green30-foot cone of corrosive gas
(6d6 points of acid damage; Reflex half)
Acid
Red30-foot cone of fire
(6d10 points of fire damage; Reflex half)
Fire2
Silver30-foot cone of paralyzing gas
(paralyzed for 1d6 rounds; Fortitude negates)
Cold3
White30-foot cone of cold
(6d6 points of cold damage; Reflex half)
Cold3
1 All lines are 5 feet high, 5 feet wide, and 60 feet long. All cones are 30 feet long and 30 feet wide at the base.
2 Dragons with fire immunity take 50% more damage against cold-based attacks.
3 Dragons with cold immunity take 50% more damage against fire-based attacks.
[h=4]HALF-OGRE[/h] Size: Medium. Half-ogres have no special bonuses or penalties due to their size.
Ability Modifiers: +4 Strength, –2 Dexterity, +2 Constitution, –2 Intelligence, –2 Charisma.
Extra Starting Hit Dice: A half-ogre gains 2 Hit Dice (2d8 hit points). The half-ogre’s Constitution modifier applies to each Hit Die when determining hit points.
Base Speed: 30 feet.
Natural Armor Bonus: Half-ogres have thick hides and gain a +3 natural armor bonus to Defense.
Attack Bonus: Half-ogres gain a +1 species bonus on attack rolls.
Low-Light Vision: Half-ogres 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.
Bonus Feat: Half-ogres gain the bonus feat Simple Weapons Proficiency.
Free Language Skills: Speak Giant (or local language).
Other Languages: Common, Gnoll, Goblin, Orc, Undertongue.
Level Adjustment: +1


[h=4]OGRE[/h] Size: Large. Ogres take a –1 size penalty to Defense and a –1 size penalty on attack rolls. They gain a +4 size bonus on grapple checks and suffer a –4 size penalty on Hide checks.
Ability Modifiers: +10 Strength, –2 Dexterity, +4 Constitution, –4 Intelligence, –4 Charisma.
Extra Starting Hit Dice: An ogre gains 4 Hit Dice (4d8 hit points). The ogre’s Constitution modifier applies to each Hit Die when determining hit points.
Base Speed: 30 feet.
Natural Armor Bonus: Ogres have thick hides and gain a +5 natural armor bonus to Defense.
Attack Bonus: Ogres gain a +3 species bonus on attack rolls.
Fighting Space: As Large creatures, ogres occupy a 10-foot-by-10-foot fighting space.
Reach: As Large creatures, ogres have a 10-foot reach.
Low-Light Vision: Ogres 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.
Allegiance: Ogres must begin play with an allegiance to chaos, evil, or both.
Bonus Feat: Ogres gain either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.
Free Language Skills: Speak Giant (or local language).
Other Languages: Common, Gnoll, Goblin, Orc, Undertongue.
Level Adjustment: +3


[h=4]TIEFLING[/h] Size: Medium. Tieflings have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Dexterity, +2 Intelligence, –2 Charisma.
Base Speed: 30 feet.
Outsider Traits: As outsiders, tieflings can’t be raised from the dead.
Darkvision: Tieflings can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and tieflings can function with no light at all.
Energy Resistance: Tieflings have cold, electricity, and fire resistance 5.
Spell-Like Abilities: A tiefling can use the darkness spell once per day, as cast by an Acolyte of the tiefling’s character level.
Allegiance: Tieflings must begin play with an allegiance to evil.
Skill Bonuses: Tieflings gain a +2 species bonus on Bluff and Hide checks.
Bonus Feat: Tieflings receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.
Free Language Skills: Read/Write Abyssal or Infernal, Read/Write Language (any one), Speak Abyssal or Infernal, Speak Language (any one).
Other Languages: Any Shadow or Earth-based languages.
Level Adjustment: +1
 

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