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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3211942" data-attributes="member: 2795"><p><strong>Oswild Iommi</strong></p><p></p><p>[sblock=Oswild Iommi; CR 12</p><p>Advanced ghast bard 4/shadowdancer 4]</p><p>CE Medium undead</p><p><strong>Init</strong> +5; <strong>Senses</strong> darkvision 60 ft., Listen +2, Spot +13</p><p><strong>Languages</strong> Common, Elven, Orc, Undercommon</p><p>-----</p><p><strong>AC</strong> 21 (+5 Dex, +1 armor, +1 deflection, +4 natural), touch 16, flat-footed 21; Dodge, Mobility, uncanny dodge</p><p><strong>hp</strong> 107 (16 HD); <strong>turn resistance</strong> +2</p><p><strong>Immune</strong> ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, <em>sleep</em>, stunning</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +15, <strong>Will</strong> +13; evasion</p><p>-----</p><p><strong>Spd</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> bite +13 (1d8+3 plus paralysis) and 2 claws +11 (1d4+1 plus paralysis), or</p><p><strong>Ranged</strong> masterwork light crossbow +16/+11 (1d8+1 plus 1d6 cold/19-20, 80 ft. range increment), or</p><p><strong>Ranged</strong> masterwork light crossbow +17/+12 (1d8+2 plus shaken [Will 14], 80 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +10; <strong>Grp</strong> +13</p><p><strong>Atk Options</strong> Combat Reflexes (6 AoO/round), ghoul fever, paralysis, stench, summon shadow</p><p><strong>Combat Gear</strong> <em>potion of haste, potion of inflict serious wounds</em></p><p><strong>Special Actions</strong> bardic music 4/day (countersong, <em>fascinate</em>, inspire competence, inspire courage), hide in plain sight, shadow jump 20 ft./day</p><p><strong>Spell-Like Ability (CL 4th):</strong></p><p>1/day - <em>shadow illusion</em> (Will 16)</p><p><strong>Bard Spells Known (CL 4th):</strong></p><p>2nd (1/day) - <em>alter self, mirror image</em></p><p>1st (4/day) - <em>animate rope, expeditious retreat, undetectable alignment</em></p><p>0 (3/day) - <em>detect magic, ghost sound (Will 15), lullaby (Will 15), mage hand, message, read magic</em></p><p>-----</p><p><strong>Abilities</strong> Str 16, Dex 20, Con --, Int 17, Wis 14, Cha 21</p><p><strong>SQ</strong> bardic knowledge +9</p><p><strong>Skills</strong> Balance +16, Bluff +13, Climb +18, Concentration +9, Diplomacy +17, Disguise +13 (+15 when acting in character), Gather Information +13, Hide +16, Intimidate +7, Jump +14, Knowledge (history) +9, Knowledge (local) +9, Move Silently +16, Perform (dance) +9, Perform (sing) +13, Sense Motive +8, Spot +13</p><p><strong>Feats</strong> Combat Reflexes, Dodge, Mobility, Multiattack, Rapid Reload (light crossbow), Toughness</p><p><strong>Possessions</strong> 10 <em>+1 frost crossbow bolts</em>, 10 <em>screaming bolts, bracers of armor +1, ring of protection +1, wand of detect secret doors</em> (40 charges), <em>wand of summon monster I</em> (CL 3rd) (35 charges), masterwork light crossbow</p><p>-----</p><p><strong>Countersong (Su):</strong> A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.</p><p></p><p><strong>Fascinate (Sp):</strong> A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become <em>fascinated</em> with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.</p><p></p><p>To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to <em>fascinate</em> that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level).</p><p></p><p>While <em>fascinated</em>, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. <em>Fascinate</em> is an enchantment (compulsion), mind-affecting ability.</p><p></p><p><strong>Ghoul Fever (Su):</strong> Disease - bite, Fortitude DC 19, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity. The save DC is Charisma-based.</p><p></p><p><strong>Inspire Courage (Su):</strong> A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.</p><p></p><p><strong>Inspire Competence (Su):</strong> A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.</p><p></p><p>The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mindaffecting ability.</p><p></p><p><strong>Hide in Plain Sight (Su):</strong> A shadowdancer can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a shadowdancer can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.</p><p></p><p><strong>Paralysis (Ex):</strong> Those hit by a ghast’s bite or claw attack must succeed on a DC 19 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.</p><p></p><p><strong>Shadow Illusion (Sp):</strong> When a shadowdancer reaches 3rd level, he can create visual illusions. This ability’s effect is identical to that of the arcane spell <em>silent image</em> and may be employed once per day.</p><p></p><p><strong>Shadow Jump (Su):</strong> At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.</p><p></p><p><strong>Stench (Ex):</strong> The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 19 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A <em>delay poison</em> or <em>neutralize poison</em> spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.</p><p></p><p><strong>Summon Shadow (Su):</strong> At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to his shadow companion.</p><p></p><p>If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.[/sblock]</p><p>[sblock=Summoned Shadow]</p><p>CE Medium undead (incorporeal)</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., Listen +10, Spot +6</p><p><strong>Languages</strong> The summoned shadow communicates intelligbly with Oswild.</p><p>-----</p><p><strong>AC</strong> 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12; Dodge</p><p><strong>hp</strong> 32 (5 HD)</p><p><strong>Immune</strong> ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), electricity, energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning</p><p><strong>Fort</strong> +1, <strong>Ref</strong> +3, <strong>Will</strong> +5</p><p>-----</p><p><strong>Spd</strong> Fly 40 ft. (good) (8 squares)</p><p><strong>Melee Touch</strong> incorporeal touch +4 melee (1d6 Str damage)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +2; <strong>Grp</strong> --</p><p>-----</p><p><strong>Abilities</strong> Str --, Dex 14, Con --, Int 6, Wis 12, Cha 14</p><p><strong>Skills</strong> Hide +7*, Listen +10, Search +3, Spot +6 (*A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.)</p><p><strong>Feats</strong> Alertness, Dodge</p><p>-----</p><p><strong>Strength Damage (Su):</strong> The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.</p><p></p><p><strong>Skills:</strong> Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3211942, member: 2795"] [b]Oswild Iommi[/b] [sblock=Oswild Iommi; CR 12 Advanced ghast bard 4/shadowdancer 4] CE Medium undead [b]Init[/b] +5; [b]Senses[/b] darkvision 60 ft., Listen +2, Spot +13 [b]Languages[/b] Common, Elven, Orc, Undercommon ----- [b]AC[/b] 21 (+5 Dex, +1 armor, +1 deflection, +4 natural), touch 16, flat-footed 21; Dodge, Mobility, uncanny dodge [b]hp[/b] 107 (16 HD); [b]turn resistance[/b] +2 [b]Immune[/b] ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, [i]sleep[/i], stunning [b]Fort[/b] +4, [b]Ref[/b] +15, [b]Will[/b] +13; evasion ----- [b]Spd[/b] 30 ft. (6 squares) [b]Melee[/b] bite +13 (1d8+3 plus paralysis) and 2 claws +11 (1d4+1 plus paralysis), or [b]Ranged[/b] masterwork light crossbow +16/+11 (1d8+1 plus 1d6 cold/19-20, 80 ft. range increment), or [b]Ranged[/b] masterwork light crossbow +17/+12 (1d8+2 plus shaken [Will 14], 80 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +10; [b]Grp[/b] +13 [b]Atk Options[/b] Combat Reflexes (6 AoO/round), ghoul fever, paralysis, stench, summon shadow [b]Combat Gear[/b] [i]potion of haste, potion of inflict serious wounds[/i] [b]Special Actions[/b] bardic music 4/day (countersong, [i]fascinate[/i], inspire competence, inspire courage), hide in plain sight, shadow jump 20 ft./day [b]Spell-Like Ability (CL 4th):[/b] 1/day - [i]shadow illusion[/i] (Will 16) [b]Bard Spells Known (CL 4th):[/b] 2nd (1/day) - [i]alter self, mirror image[/i] 1st (4/day) - [i]animate rope, expeditious retreat, undetectable alignment[/i] 0 (3/day) - [i]detect magic, ghost sound (Will 15), lullaby (Will 15), mage hand, message, read magic[/i] ----- [b]Abilities[/b] Str 16, Dex 20, Con --, Int 17, Wis 14, Cha 21 [b]SQ[/b] bardic knowledge +9 [b]Skills[/b] Balance +16, Bluff +13, Climb +18, Concentration +9, Diplomacy +17, Disguise +13 (+15 when acting in character), Gather Information +13, Hide +16, Intimidate +7, Jump +14, Knowledge (history) +9, Knowledge (local) +9, Move Silently +16, Perform (dance) +9, Perform (sing) +13, Sense Motive +8, Spot +13 [b]Feats[/b] Combat Reflexes, Dodge, Mobility, Multiattack, Rapid Reload (light crossbow), Toughness [b]Possessions[/b] 10 [i]+1 frost crossbow bolts[/i], 10 [i]screaming bolts, bracers of armor +1, ring of protection +1, wand of detect secret doors[/i] (40 charges), [i]wand of summon monster I[/i] (CL 3rd) (35 charges), masterwork light crossbow ----- [b]Countersong (Su):[/b] A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds. [b]Fascinate (Sp):[/b] A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become [i]fascinated[/i] with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to [i]fascinate[/i] that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While [i]fascinated[/i], a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. [i]Fascinate[/i] is an enchantment (compulsion), mind-affecting ability. [b]Ghoul Fever (Su):[/b] Disease - bite, Fortitude DC 19, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity. The save DC is Charisma-based. [b]Inspire Courage (Su):[/b] A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability. [b]Inspire Competence (Su):[/b] A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mindaffecting ability. [b]Hide in Plain Sight (Su):[/b] A shadowdancer can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a shadowdancer can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow. [b]Paralysis (Ex):[/b] Those hit by a ghast’s bite or claw attack must succeed on a DC 19 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based. [b]Shadow Illusion (Sp):[/b] When a shadowdancer reaches 3rd level, he can create visual illusions. This ability’s effect is identical to that of the arcane spell [i]silent image[/i] and may be employed once per day. [b]Shadow Jump (Su):[/b] At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. [b]Stench (Ex):[/b] The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 19 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A [i]delay poison[/i] or [i]neutralize poison[/i] spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based. [b]Summon Shadow (Su):[/b] At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to his shadow companion. If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.[/sblock] [sblock=Summoned Shadow] CE Medium undead (incorporeal) [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft., Listen +10, Spot +6 [b]Languages[/b] The summoned shadow communicates intelligbly with Oswild. ----- [b]AC[/b] 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12; Dodge [b]hp[/b] 32 (5 HD) [b]Immune[/b] ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), electricity, energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning [b]Fort[/b] +1, [b]Ref[/b] +3, [b]Will[/b] +5 ----- [b]Spd[/b] Fly 40 ft. (good) (8 squares) [b]Melee Touch[/b] incorporeal touch +4 melee (1d6 Str damage) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +2; [b]Grp[/b] -- ----- [b]Abilities[/b] Str --, Dex 14, Con --, Int 6, Wis 12, Cha 14 [b]Skills[/b] Hide +7*, Listen +10, Search +3, Spot +6 (*A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.) [b]Feats[/b] Alertness, Dodge ----- [b]Strength Damage (Su):[/b] The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect. [b]Skills:[/b] Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks.[/sblock] [/QUOTE]
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Old School Nefarium - Road to Adventure Link (1/20/16)
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