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<blockquote data-quote="ElectricDragon" data-source="post: 7868530" data-attributes="member: 10778"><p><strong><span style="font-size: 22px">SHADOWY ASSASSIN</span></strong></p><p><span style="font-size: 22px"><strong>MALE HUMAN</strong></span></p><p><span style="font-size: 22px"><strong>ROGUE 6/SHADOWDANCER 6</strong></span></p><p><strong><span style="font-size: 22px">Twilight, “Twin Death”</span></strong></p><table style='width: 100%'><tr><td></td><td><em>Medium Undead</em> (Incorporeal)</td></tr><tr><td><strong>Hit Dice:</strong></td><td>12d12 (78 hp)</td></tr><tr><td><strong>Initiative:</strong></td><td>+5 (+5 Dex)</td></tr><tr><td><strong>Speed:</strong></td><td>30 ft. (6 squares)</td></tr><tr><td><strong>Armor Class:</strong></td><td>26 (+5 Dex, +4 armor [force], +6 natural, +1 deflection), touch 16, flat-footed 21//vs. Incorporeal touch 20</td></tr><tr><td><strong>Base Attack/Grapple:</strong></td><td>+8/+9</td></tr><tr><td><strong>Attack:</strong></td><td><em>+2 short sword</em> +15 melee (1d6+3) or touch attack +13 melee touch (1d8+5) or <em>+1 short bow</em> +14 ranged (1d6+1) or <em>shadow blade</em> +13 melee (1d3+1)</td></tr><tr><td><strong>Full Attack:</strong></td><td><em>+2 short sword </em> +13/+8 melee (1d6+3) and touch attack +11 melee touch (1d8+5) or <em>+2 short sword</em> +13/+8 melee (1d6+3) and <em>shadow blade</em> +11 melee (1d3) or touch attack +11 melee touch (1d8+5) and <em>shadow blade</em> +11 melee (1d3) or touch attack +13 melee touch (1d8+5) or <em>+1 short bow</em> +14/+9 ranged (1d6+1) or <em>shadow blade</em> +11/+6 melee (1d3+1) and touch attack +11 melee touch (1d8+5)</td></tr><tr><td><strong>Space/Reach:</strong></td><td>5 ft./5 ft.</td></tr><tr><td><strong>Special Attacks:</strong></td><td><em>Death blade</em>, <em>fear</em> <em>aura</em>, sneak attack +3d6, touch attack</td></tr><tr><td><strong>Special Qualities:</strong></td><td>Corporeal form, darkvision, <em>death touch</em>, defensive roll, DR 15/magic and good, evasion, hide in plain sight, immortality, immunities, improved uncanny dodge, <em>magic jar</em> 1/day, shadow illusion 1/day, shadow jump (40 ft.), shape shadows, summon shadow (+2 HD), trap sense +2, trapfinding, +4 turn resistance, uncanny dodge</td></tr><tr><td><strong>Saves:</strong></td><td>Fort +4, Ref +14, Will +5</td></tr><tr><td><strong>Abilities:</strong></td><td>Str (12) —, Dex 18 (20), Con —, Int 10, Wis 13, Cha 14</td></tr><tr><td><strong>Skills:</strong></td><td>Disable Device +9, Gather Information +11, Hide +36, Listen +16, Move Silently +36, Open Lock +14, Perform (dance) +8, Search +15, Spot +16</td></tr><tr><td><strong>Feats:</strong></td><td>Combat Reflexes, Dodge, Mobility, Two-Weapon Fighting, Weapon Finesse</td></tr><tr><td><strong>Environment:</strong></td><td>Any</td></tr><tr><td><strong>Organization:</strong></td><td>Solitary or with guards (Twilight + Arrow + 2d4 “Joes” shadesteel shadows armed with shadesteel long swords and shadesteel light shields)</td></tr><tr><td><strong>Challenge Rating:</strong></td><td>14</td></tr><tr><td><strong>Treasure:</strong></td><td><em>Amulet of natural armor +1</em>, <em>bracers of armor +4</em>, <em>gloves of dexterity +2</em>, <em>long bow +1</em>, <em>short sword +2</em>, <em>ring of protection +1, shadow blade</em>; 350,000 gp, large sack with 19 large black gems (3 obsidians, 5 jet, 1 jasper, 3 black star sapphires, 7 tourmalines)</td></tr><tr><td><strong>Alignment:</strong></td><td>Neutral evil</td></tr><tr><td><strong>Advancement:</strong></td><td>By character class</td></tr><tr><td><strong>Level Adjustment:</strong></td><td>+4</td></tr></table><p>Twilight was born, the second of a set of twins, in ancient days. He was banished to the plane of shadows many times and so he knows how to rebuild his Shadow Blade in only 50 years. He lost touch with his sister nearly an eon ago. In the present era, he has amassed a huge hoard of treasure comparable to a dragon’s hoard since his last banishment. He has peopled his lair with shadesteel creatures from the plane of shadows, as well as a cadre of shadesteel shadows (including 2 maximum advanced ones) as roving guards. His lair is a twisting set of tunnels on several levels purposefully made to confuse mappers. In the center of the lair is a shrine to Nethrancor, complete with an obsidian altar prepared with <em>unhallow</em> and <em>deeper darkness</em>. The whole structure is an unholy site and is thus protected by a <em>protection from good</em> effect and turning undead suffers a -4 penalty in the lair, with <em>deeper darkness </em>hiding the altar. Behind the altar, but still in darkness is a trap door (locked DC 25 to open and trapped to fire a loaded balista hidden inside the wall behind the altar and aimed at chest height at the trap door, Attack +10, Damage 2d6 peircing, Search DC 25 to find and Disable Device DC 22 to mess up the trap, DC 32 to bypass, the trap must be manually reset and takes 3 rounds). The trap door leads to Twilight’s treasure room where he stores his gems and gold.</p><p></p><p><strong>COMBAT</strong></p><p>Twilight prefers to strike from hiding or ambush in order to employ his sneak attack (also possibly with <em>Death Blade</em>). Ranged opponents find no corporeal target, until Twin Death has moved to a hiding place and becomes corporeal with concealment or cover. Using his incorporeal movement very few creatures can outrun him, so prey rarely get away. Twilight has been known to use Shadow Jump to position himself for an easy sneak attack. He is fond of using <em>shadow illusion</em> to mimic more shadows when his shadows attack in lighted conditions.</p><p><strong> </strong></p><p><strong>Weapon and Armor Proficiency: </strong>Twilight is proficient with all simple weapons, crossbows (all), rapier, sap, short bow, short sword, and with light armor, but not with shields.</p><p><strong> </strong></p><p><strong>Corporeal Form:</strong> At will, as a standard action, Twilight can change from his incorporeal form to his corporeal form or vice versa. In incorporeal form, Twilight moves at Fly 60 feet and his damage reduction does not change. Further, Twilight in incorporeal form gains a +2 deflection bonus to his AC. Items carried and clothes worn change with the shadowy assassin; but are unusable while incorporeal for anything other than appearance (and then only to those that can see invisible creatures).</p><p><strong> </strong></p><p><strong>Darkvision (Su): </strong>Twilight can see in the dark as though he were permanently under the effect of a <em>darkvision </em>spell.</p><p><strong> </strong></p><p><strong>Death Blade (Su):</strong> Only usable with sneak attack and his Shadow Blade imbued with <em>Death Touch</em>. A successful sneak attack requires the victim to make a <strong>Fortitude save (DC 18)</strong> or die. Successful saves still suffer <em>sneak attack</em> damage. This ability cannot be used when incorporeal.</p><p><strong><em> </em></strong></p><p><strong><em>Death Touch</em> (Sp):</strong> 1/round as a free action, if hidden, Twilight can activate this ability to imbue his Shadow Blade (in his hand) with <em>Death Touch </em>for one successful (sneak) attack. The blade remains enchanted for up to 1 minute or until Twilight scores a successful sneak attack, whichever comes first. This ability cannot be used while incorporeal.</p><p><strong> </strong></p><p><strong>Defensive Roll (Ex):</strong> When Twilight would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), he can attempt to roll with the damage. He makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. He must be aware of the attack and able to react to it in order to execute his defensive roll. If he is in a situation that would deny him any Dexterity bonus to AC, he can’t attempt a defensive roll.</p><p></p><p><strong>Evasion (Ex): </strong>If Twilight makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Twilight is wearing light armor or no armor. If helpless, Twilight does not gain the benefit of evasion.</p><p><strong><em> </em></strong></p><p><strong><em>Fear</em> <em>Aura</em> (Su):</strong> Twilight is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a <strong>Will save (DC 18)</strong> or be affected as though by a <em>fear </em>spell from a th level sorcerer. A creature that successfully saves cannot be affected again by Twilight’s aura for 24 hours.</p><p><strong> </strong></p><p><strong>Hide in Plain Sight (Su):</strong> Twilight can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, Twilight can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.</p><p><strong> </strong></p><p><strong>Immortality (Ex):</strong> Twilight is not permanently killed as long as his Shadow Blade survives. He revives, next to his Shadow Blade 1d10 days later.</p><p><strong> </strong></p><p><strong>Immunities (Ex):</strong> Twilight has immunity to cold, electricity, polymorph, and mind-affecting attacks.</p><p><strong> </strong></p><p><strong>Improved Uncanny Dodge (Ex):</strong> Twilight can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking it, unless the attacker has at least levels of rogue.</p><p><strong><em> </em></strong></p><p><strong><em>Magic Jar</em> (Sp):</strong> Once per day, Twilight can use <em>magic jar</em> as a 12th level caster on anyone foolish enough to touch his Shadow Blade; <strong>Will save (DC 18) </strong>negates.</p><p><strong><em> </em></strong></p><p><strong><em>Shadow Illusion </em>(Sp):</strong> Twilight 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><strong> </strong></p><p><strong>Summon Shadow (Su):</strong> Twilight can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of Twilight, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party (but it can still be destroyed). This shadow serves as a companion to Twilight and can communicate intelligibly with the him. This shadow companion has +2 HD (and the requisite base attack and base save bonus increases).</p><p>If a shadow companion is destroyed, or Twilight chooses to dismiss it, he must attempt a DC 15 Fortitude save. If the saving throw fails, Twilight loses 1,200 experience points. A successful saving throw reduces the loss by half, to 600 XP. Twilight’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.</p><p><strong> </strong></p><p><strong>Shadow Jump (Su):</strong> Twilight has the ability to travel between shadows as if by means of a <em>dimension door </em>spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. Twilight can jump up to a total of 40 feet each day; this may be a single jump of 40 feet or two jumps of 20 feet each or even 4 jumps of 10 feet each. 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>Shape Shadows (Su): </strong>At will while in shadows, a shadowy assassin can create a shadowy version of a creature that it has seen that has substance in only 1 hour + the size modifier. Items and creatures can be made according to their size: T or smaller: 1 minute; Small: 5 minutes; Medium: 10 minutes; Large: 15 minutes; Huge: 30 minutes; Gargantuan: 1 hour; Colossal: 2 hours; Colossal+: 3 hours; Awesome (large castles, towns, small and large cities, and other large structures): 10 hours. Having 5 or more ranks in a Craft skill allows the shadowy assassin to make masterwork versions of those kinds of items. Only one item or creature can be made at a time. Creatures will have some skills and some personality traits of whomever they copy (60% of skill ranks). Items that are masterwork can be enchanted. Creating an item or creature using the Shape Shadows ability gives the item the shadesteel property, and gives the creature the shadesteel subtype.</p><p><strong> </strong></p><p><strong>Spell-Like Abilities (Sp): </strong><em>Death touch </em>1/round, <em>magic jar</em> (Will DC 18) 1/day, <em>shadow illusion</em> 1/day.</p><p><strong> </strong></p><p><strong>Touch Attack (Su): </strong>Twilight has a touch attack that he can use once per round. The touch attack uses negative energy to deal 1d8+5 points of damage to living creatures; a <strong>Will save (DC 18)</strong> halves the damage.</p><p><strong> </strong></p><p><strong>Trap Sense (Ex):</strong> Twilight gains an intuitive sense that alerts him to danger from traps, giving him a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.</p><p><strong> </strong></p><p><strong>Trapfinding (Ex):</strong> Twilight can use the Search skill to locate traps when the task has a DC higher than 20.</p><p>Twilight can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.</p><p>If Twilight beats a trap’s DC by 10 or more with a Disable Device check; he can study a trap, figure out how it works, and bypass it (with his group) without disarming it.</p><p><strong> </strong></p><p><strong>Uncanny Dodge (Ex):</strong> Twilight can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.</p><p></p><p></p><p><strong>Shadow Companion</strong></p><table style='width: 100%'><tr><td></td><td><strong>“Arrow”</strong></td></tr><tr><td></td><td>Medium Undead (Incorporeal)</td></tr><tr><td><strong>Hit Dice:</strong></td><td>5d12 (32 hp)</td></tr><tr><td><strong>Initiative:</strong></td><td>+2</td></tr><tr><td><strong>Speed:</strong></td><td>Fly 40 ft. (good) (8 squares)</td></tr><tr><td><strong>Armor Class:</strong></td><td>14 (+2 Dex, +2 deflection), touch 14, flat-footed 12</td></tr><tr><td><strong>Base Attack/Grapple:</strong></td><td>+2/—</td></tr><tr><td><strong>Attack:</strong></td><td>Incorporeal touch +4 melee (1d6 Str)</td></tr><tr><td><strong>Full Attack:</strong></td><td>Incorporeal touch +4 melee (1d6 Str)</td></tr><tr><td><strong>Space/Reach:</strong></td><td>5 ft. x 5 ft.</td></tr><tr><td><strong>Special Attacks:</strong></td><td>Strength damage</td></tr><tr><td><strong>Special Qualities:</strong></td><td>Darkvision 60 ft.; immune to turning, rebuking or commanding; incorporeal traits; +2 turn resistance (vs. destroy); undead traits</td></tr><tr><td><strong>Saves:</strong></td><td>Fort + 1, Ref +3, Will +5</td></tr><tr><td><strong>Abilities:</strong></td><td>Str —, Dex 14, Con —, Int 6, Wis 12, Cha 14</td></tr><tr><td><strong>Skills:</strong></td><td>Hide +9*, Listen +8, Search +5, Spot +8</td></tr><tr><td><strong>Feats:</strong></td><td>Alertness, Dodge</td></tr><tr><td><strong>Environment:</strong></td><td>Plane of Shadow</td></tr><tr><td><strong>Organization:</strong></td><td>Companion</td></tr><tr><td><strong>Challenge Rating: </strong></td><td>3</td></tr><tr><td><strong>Alignment: </strong></td><td>Neutral evil</td></tr><tr><td><strong>Level Adjust: </strong></td><td>—</td></tr></table><p>Arrow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.</p><p></p><p>Arrow is 6 feet tall and is weightless. This shadow cannot speak intelligibly, except to Twilight.</p><p></p><p>COMBAT</p><p>Arrow lurks in dark places, waiting for living prey to happen by.</p><p><strong>Strength Damage (Su):</strong> The touch of Arrow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by Arrow dies. This is a negative energy effect.</p><p><strong> </strong></p><p><strong>Skills:</strong> Arrow has a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *Arrow 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></p><p></p><p></p><table style='width: 100%'><tr><td></td><td><strong>Shadesteel Shadow <br /> [All Twilight’s shadesteel shadows <br /> are known as “Joe”]</strong></td></tr><tr><td></td><td>Medium Undead (Incorporeal, shadesteel)</td></tr><tr><td><strong>Hit Dice:</strong></td><td>3d12 (19 hp)</td></tr><tr><td><strong>Initiative:</strong></td><td>+2</td></tr><tr><td><strong>Speed:</strong></td><td>Fly 40 ft. (good) (8 squares)</td></tr><tr><td><strong>Armor Class:</strong></td><td>16 (+2 Dex, +1 deflection, +1 shield, +2 concealment), touch 15, flat-footed 14</td></tr><tr><td><strong>Base Attack/Grapple:</strong></td><td>+1/—</td></tr><tr><td><strong>Attack:</strong></td><td>Incorporeal touch +3 melee (1d6 Str), or shadesteel longsword +5 melee (1d8+2)</td></tr><tr><td><strong>Full Attack:</strong></td><td>Incorporeal touch +3 melee (1d6 Str) or shadesteel longsword +5 melee (1d8+2)</td></tr><tr><td><strong>Space/Reach:</strong></td><td>5 ft./5 ft.</td></tr><tr><td><strong>Special Attacks:</strong></td><td>Create spawn, strength damage</td></tr><tr><td><strong>Special Qualities:</strong></td><td>Darkvision 60 ft., ghost touch ability, incorporeal traits, shadesteel weapons, +2 turn resistance, undead traits</td></tr><tr><td><strong>Saves:</strong></td><td>Fort +1, Ref +3, Will +4</td></tr><tr><td><strong>Abilities:</strong></td><td>Str —, Dex 14, Con —,Int 6, Wis 12, Cha 13</td></tr><tr><td><strong>Skills:</strong></td><td>Hide +8*, Listen +7, Search +4, Spot +7</td></tr><tr><td><strong>Feats:</strong></td><td>Alertness, Dodge</td></tr><tr><td><strong>Environment:</strong></td><td>Any</td></tr><tr><td><strong>Organization:</strong></td><td>Troop (2d4)</td></tr><tr><td><strong>Challenge Rating:</strong></td><td>3</td></tr><tr><td><strong>Treasure:</strong></td><td>Shadesteel longsword, shadesteel light shield</td></tr><tr><td><strong>Alignment:</strong></td><td>Always chaotic evil</td></tr><tr><td><strong>Advancement:</strong></td><td>4-9 HD (Medium)</td></tr><tr><td><strong>Level Adjustment:</strong></td><td>—</td></tr></table><p>A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.</p><p></p><p>A shadow is 5 to 6 feet tall and is weightless. A shadow cannot speak intelligibly.</p><p>The shadesteel light shield radiates <em>darkness</em> in a 5-ft. radius, giving the wielding shadow a +2 concealment bonus to AC.</p><p>COMBAT</p><p>Shadows lurk in dark places, waiting for living prey to happen by.</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><strong>Create Spawn (Su):</strong> Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.</p><p><strong>Ghost Touch: </strong>Shadesteel shadows can pick up and use up to 10 pounds of physical gear. Weapons made of <strong>Shadesteel Weapons: S</strong>hadesteel weapons provide a +2 bonus to attack and damage while wielded by an incorporeal creature.</p><p><strong>Skills:</strong> Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *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></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7868530, member: 10778"] [B][SIZE=6]SHADOWY ASSASSIN[/SIZE][/B] [SIZE=6][B]MALE HUMAN ROGUE 6/SHADOWDANCER 6[/B][/SIZE] [B][SIZE=6]Twilight, “Twin Death”[/SIZE][/B] [TABLE] [TR] [TD][/TD] [TD][I]Medium Undead[/I] (Incorporeal)[/TD] [/TR] [TR] [TD][B]Hit Dice:[/B][/TD] [TD]12d12 (78 hp)[/TD] [/TR] [TR] [TD][B]Initiative:[/B][/TD] [TD]+5 (+5 Dex)[/TD] [/TR] [TR] [TD][B]Speed:[/B][/TD] [TD]30 ft. (6 squares)[/TD] [/TR] [TR] [TD][B]Armor Class:[/B][/TD] [TD]26 (+5 Dex, +4 armor [force], +6 natural, +1 deflection), touch 16, flat-footed 21//vs. Incorporeal touch 20[/TD] [/TR] [TR] [TD][B]Base Attack/Grapple:[/B][/TD] [TD]+8/+9[/TD] [/TR] [TR] [TD][B]Attack:[/B][/TD] [TD][I]+2 short sword[/I] +15 melee (1d6+3) or touch attack +13 melee touch (1d8+5) or [I]+1 short bow[/I] +14 ranged (1d6+1) or [I]shadow blade[/I] +13 melee (1d3+1)[/TD] [/TR] [TR] [TD][B]Full Attack:[/B][/TD] [TD][I]+2 short sword [/I] +13/+8 melee (1d6+3) and touch attack +11 melee touch (1d8+5) or [I]+2 short sword[/I] +13/+8 melee (1d6+3) and [I]shadow blade[/I] +11 melee (1d3) or touch attack +11 melee touch (1d8+5) and [I]shadow blade[/I] +11 melee (1d3) or touch attack +13 melee touch (1d8+5) or [I]+1 short bow[/I] +14/+9 ranged (1d6+1) or [I]shadow blade[/I] +11/+6 melee (1d3+1) and touch attack +11 melee touch (1d8+5)[/TD] [/TR] [TR] [TD][B]Space/Reach:[/B][/TD] [TD]5 ft./5 ft.[/TD] [/TR] [TR] [TD][B]Special Attacks:[/B][/TD] [TD][I]Death blade[/I], [I]fear[/I] [I]aura[/I], sneak attack +3d6, touch attack[/TD] [/TR] [TR] [TD][B]Special Qualities:[/B][/TD] [TD]Corporeal form, darkvision, [I]death touch[/I], defensive roll, DR 15/magic and good, evasion, hide in plain sight, immortality, immunities, improved uncanny dodge, [I]magic jar[/I] 1/day, shadow illusion 1/day, shadow jump (40 ft.), shape shadows, summon shadow (+2 HD), trap sense +2, trapfinding, +4 turn resistance, uncanny dodge[/TD] [/TR] [TR] [TD][B]Saves:[/B][/TD] [TD]Fort +4, Ref +14, Will +5[/TD] [/TR] [TR] [TD][B]Abilities:[/B][/TD] [TD]Str (12) —, Dex 18 (20), Con —, Int 10, Wis 13, Cha 14[/TD] [/TR] [TR] [TD][B]Skills:[/B][/TD] [TD]Disable Device +9, Gather Information +11, Hide +36, Listen +16, Move Silently +36, Open Lock +14, Perform (dance) +8, Search +15, Spot +16[/TD] [/TR] [TR] [TD][B]Feats:[/B][/TD] [TD]Combat Reflexes, Dodge, Mobility, Two-Weapon Fighting, Weapon Finesse[/TD] [/TR] [TR] [TD][B]Environment:[/B][/TD] [TD]Any[/TD] [/TR] [TR] [TD][B]Organization:[/B][/TD] [TD]Solitary or with guards (Twilight + Arrow + 2d4 “Joes” shadesteel shadows armed with shadesteel long swords and shadesteel light shields)[/TD] [/TR] [TR] [TD][B]Challenge Rating:[/B][/TD] [TD]14[/TD] [/TR] [TR] [TD][B]Treasure:[/B][/TD] [TD][I]Amulet of natural armor +1[/I], [I]bracers of armor +4[/I], [I]gloves of dexterity +2[/I], [I]long bow +1[/I], [I]short sword +2[/I], [I]ring of protection +1, shadow blade[/I]; 350,000 gp, large sack with 19 large black gems (3 obsidians, 5 jet, 1 jasper, 3 black star sapphires, 7 tourmalines)[/TD] [/TR] [TR] [TD][B]Alignment:[/B][/TD] [TD]Neutral evil[/TD] [/TR] [TR] [TD][B]Advancement:[/B][/TD] [TD]By character class[/TD] [/TR] [TR] [TD][B]Level Adjustment:[/B][/TD] [TD]+4[/TD] [/TR] [/TABLE] Twilight was born, the second of a set of twins, in ancient days. He was banished to the plane of shadows many times and so he knows how to rebuild his Shadow Blade in only 50 years. He lost touch with his sister nearly an eon ago. In the present era, he has amassed a huge hoard of treasure comparable to a dragon’s hoard since his last banishment. He has peopled his lair with shadesteel creatures from the plane of shadows, as well as a cadre of shadesteel shadows (including 2 maximum advanced ones) as roving guards. His lair is a twisting set of tunnels on several levels purposefully made to confuse mappers. In the center of the lair is a shrine to Nethrancor, complete with an obsidian altar prepared with [I]unhallow[/I] and [I]deeper darkness[/I]. The whole structure is an unholy site and is thus protected by a [I]protection from good[/I] effect and turning undead suffers a -4 penalty in the lair, with [I]deeper darkness [/I]hiding the altar. Behind the altar, but still in darkness is a trap door (locked DC 25 to open and trapped to fire a loaded balista hidden inside the wall behind the altar and aimed at chest height at the trap door, Attack +10, Damage 2d6 peircing, Search DC 25 to find and Disable Device DC 22 to mess up the trap, DC 32 to bypass, the trap must be manually reset and takes 3 rounds). The trap door leads to Twilight’s treasure room where he stores his gems and gold. [B]COMBAT[/B] Twilight prefers to strike from hiding or ambush in order to employ his sneak attack (also possibly with [I]Death Blade[/I]). Ranged opponents find no corporeal target, until Twin Death has moved to a hiding place and becomes corporeal with concealment or cover. Using his incorporeal movement very few creatures can outrun him, so prey rarely get away. Twilight has been known to use Shadow Jump to position himself for an easy sneak attack. He is fond of using [I]shadow illusion[/I] to mimic more shadows when his shadows attack in lighted conditions. [B] Weapon and Armor Proficiency: [/B]Twilight is proficient with all simple weapons, crossbows (all), rapier, sap, short bow, short sword, and with light armor, but not with shields. [B] Corporeal Form:[/B] At will, as a standard action, Twilight can change from his incorporeal form to his corporeal form or vice versa. In incorporeal form, Twilight moves at Fly 60 feet and his damage reduction does not change. Further, Twilight in incorporeal form gains a +2 deflection bonus to his AC. Items carried and clothes worn change with the shadowy assassin; but are unusable while incorporeal for anything other than appearance (and then only to those that can see invisible creatures). [B] Darkvision (Su): [/B]Twilight can see in the dark as though he were permanently under the effect of a [I]darkvision [/I]spell. [B] Death Blade (Su):[/B] Only usable with sneak attack and his Shadow Blade imbued with [I]Death Touch[/I]. A successful sneak attack requires the victim to make a [B]Fortitude save (DC 18)[/B] or die. Successful saves still suffer [I]sneak attack[/I] damage. This ability cannot be used when incorporeal. [B][I] Death Touch[/I] (Sp):[/B] 1/round as a free action, if hidden, Twilight can activate this ability to imbue his Shadow Blade (in his hand) with [I]Death Touch [/I]for one successful (sneak) attack. The blade remains enchanted for up to 1 minute or until Twilight scores a successful sneak attack, whichever comes first. This ability cannot be used while incorporeal. [B] Defensive Roll (Ex):[/B] When Twilight would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), he can attempt to roll with the damage. He makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. He must be aware of the attack and able to react to it in order to execute his defensive roll. If he is in a situation that would deny him any Dexterity bonus to AC, he can’t attempt a defensive roll. [B]Evasion (Ex): [/B]If Twilight makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Twilight is wearing light armor or no armor. If helpless, Twilight does not gain the benefit of evasion. [B][I] Fear[/I] [I]Aura[/I] (Su):[/B] Twilight is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a [B]Will save (DC 18)[/B] or be affected as though by a [I]fear [/I]spell from a th level sorcerer. A creature that successfully saves cannot be affected again by Twilight’s aura for 24 hours. [B] Hide in Plain Sight (Su):[/B] Twilight can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, Twilight can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow. [B] Immortality (Ex):[/B] Twilight is not permanently killed as long as his Shadow Blade survives. He revives, next to his Shadow Blade 1d10 days later. [B] Immunities (Ex):[/B] Twilight has immunity to cold, electricity, polymorph, and mind-affecting attacks. [B] Improved Uncanny Dodge (Ex):[/B] Twilight can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking it, unless the attacker has at least levels of rogue. [B][I] Magic Jar[/I] (Sp):[/B] Once per day, Twilight can use [I]magic jar[/I] as a 12th level caster on anyone foolish enough to touch his Shadow Blade; [B]Will save (DC 18) [/B]negates. [B][I] Shadow Illusion [/I](Sp):[/B] Twilight 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] Summon Shadow (Su):[/B] Twilight can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of Twilight, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party (but it can still be destroyed). This shadow serves as a companion to Twilight and can communicate intelligibly with the him. This shadow companion has +2 HD (and the requisite base attack and base save bonus increases). If a shadow companion is destroyed, or Twilight chooses to dismiss it, he must attempt a DC 15 Fortitude save. If the saving throw fails, Twilight loses 1,200 experience points. A successful saving throw reduces the loss by half, to 600 XP. Twilight’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. [B] Shadow Jump (Su):[/B] Twilight has the ability to travel between shadows as if by means of a [I]dimension door [/I]spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. Twilight can jump up to a total of 40 feet each day; this may be a single jump of 40 feet or two jumps of 20 feet each or even 4 jumps of 10 feet each. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. [B]Shape Shadows (Su): [/B]At will while in shadows, a shadowy assassin can create a shadowy version of a creature that it has seen that has substance in only 1 hour + the size modifier. Items and creatures can be made according to their size: T or smaller: 1 minute; Small: 5 minutes; Medium: 10 minutes; Large: 15 minutes; Huge: 30 minutes; Gargantuan: 1 hour; Colossal: 2 hours; Colossal+: 3 hours; Awesome (large castles, towns, small and large cities, and other large structures): 10 hours. Having 5 or more ranks in a Craft skill allows the shadowy assassin to make masterwork versions of those kinds of items. Only one item or creature can be made at a time. Creatures will have some skills and some personality traits of whomever they copy (60% of skill ranks). Items that are masterwork can be enchanted. Creating an item or creature using the Shape Shadows ability gives the item the shadesteel property, and gives the creature the shadesteel subtype. [B] Spell-Like Abilities (Sp): [/B][I]Death touch [/I]1/round, [I]magic jar[/I] (Will DC 18) 1/day, [I]shadow illusion[/I] 1/day. [B] Touch Attack (Su): [/B]Twilight has a touch attack that he can use once per round. The touch attack uses negative energy to deal 1d8+5 points of damage to living creatures; a [B]Will save (DC 18)[/B] halves the damage. [B] Trap Sense (Ex):[/B] Twilight gains an intuitive sense that alerts him to danger from traps, giving him a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps. [B] Trapfinding (Ex):[/B] Twilight can use the Search skill to locate traps when the task has a DC higher than 20. Twilight can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If Twilight beats a trap’s DC by 10 or more with a Disable Device check; he can study a trap, figure out how it works, and bypass it (with his group) without disarming it. [B] Uncanny Dodge (Ex):[/B] Twilight can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. [B]Shadow Companion[/B] [TABLE] [TR] [TD][/TD] [TD][B]“Arrow”[/B][/TD] [/TR] [TR] [TD][/TD] [TD]Medium Undead (Incorporeal)[/TD] [/TR] [TR] [TD][B]Hit Dice:[/B][/TD] [TD]5d12 (32 hp)[/TD] [/TR] [TR] [TD][B]Initiative:[/B][/TD] [TD]+2[/TD] [/TR] [TR] [TD][B]Speed:[/B][/TD] [TD]Fly 40 ft. (good) (8 squares)[/TD] [/TR] [TR] [TD][B]Armor Class:[/B][/TD] [TD]14 (+2 Dex, +2 deflection), touch 14, flat-footed 12[/TD] [/TR] [TR] [TD][B]Base Attack/Grapple:[/B][/TD] [TD]+2/—[/TD] [/TR] [TR] [TD][B]Attack:[/B][/TD] [TD]Incorporeal touch +4 melee (1d6 Str)[/TD] [/TR] [TR] [TD][B]Full Attack:[/B][/TD] [TD]Incorporeal touch +4 melee (1d6 Str)[/TD] [/TR] [TR] [TD][B]Space/Reach:[/B][/TD] [TD]5 ft. x 5 ft.[/TD] [/TR] [TR] [TD][B]Special Attacks:[/B][/TD] [TD]Strength damage[/TD] [/TR] [TR] [TD][B]Special Qualities:[/B][/TD] [TD]Darkvision 60 ft.; immune to turning, rebuking or commanding; incorporeal traits; +2 turn resistance (vs. destroy); undead traits[/TD] [/TR] [TR] [TD][B]Saves:[/B][/TD] [TD]Fort + 1, Ref +3, Will +5[/TD] [/TR] [TR] [TD][B]Abilities:[/B][/TD] [TD]Str —, Dex 14, Con —, Int 6, Wis 12, Cha 14[/TD] [/TR] [TR] [TD][B]Skills:[/B][/TD] [TD]Hide +9*, Listen +8, Search +5, Spot +8[/TD] [/TR] [TR] [TD][B]Feats:[/B][/TD] [TD]Alertness, Dodge[/TD] [/TR] [TR] [TD][B]Environment:[/B][/TD] [TD]Plane of Shadow[/TD] [/TR] [TR] [TD][B]Organization:[/B][/TD] [TD]Companion[/TD] [/TR] [TR] [TD][B]Challenge Rating: [/B][/TD] [TD]3[/TD] [/TR] [TR] [TD][B]Alignment: [/B][/TD] [TD]Neutral evil[/TD] [/TR] [TR] [TD][B]Level Adjust: [/B][/TD] [TD]—[/TD] [/TR] [/TABLE] Arrow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. Arrow is 6 feet tall and is weightless. This shadow cannot speak intelligibly, except to Twilight. COMBAT Arrow lurks in dark places, waiting for living prey to happen by. [B]Strength Damage (Su):[/B] The touch of Arrow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by Arrow dies. This is a negative energy effect. [B] Skills:[/B] Arrow has a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *Arrow 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. [TABLE] [TR] [TD][/TD] [TD][B]Shadesteel Shadow [All Twilight’s shadesteel shadows are known as “Joe”][/B][/TD] [/TR] [TR] [TD][/TD] [TD]Medium Undead (Incorporeal, shadesteel)[/TD] [/TR] [TR] [TD][B]Hit Dice:[/B][/TD] [TD]3d12 (19 hp)[/TD] [/TR] [TR] [TD][B]Initiative:[/B][/TD] [TD]+2[/TD] [/TR] [TR] [TD][B]Speed:[/B][/TD] [TD]Fly 40 ft. (good) (8 squares)[/TD] [/TR] [TR] [TD][B]Armor Class:[/B][/TD] [TD]16 (+2 Dex, +1 deflection, +1 shield, +2 concealment), touch 15, flat-footed 14[/TD] [/TR] [TR] [TD][B]Base Attack/Grapple:[/B][/TD] [TD]+1/—[/TD] [/TR] [TR] [TD][B]Attack:[/B][/TD] [TD]Incorporeal touch +3 melee (1d6 Str), or shadesteel longsword +5 melee (1d8+2)[/TD] [/TR] [TR] [TD][B]Full Attack:[/B][/TD] [TD]Incorporeal touch +3 melee (1d6 Str) or shadesteel longsword +5 melee (1d8+2)[/TD] [/TR] [TR] [TD][B]Space/Reach:[/B][/TD] [TD]5 ft./5 ft.[/TD] [/TR] [TR] [TD][B]Special Attacks:[/B][/TD] [TD]Create spawn, strength damage[/TD] [/TR] [TR] [TD][B]Special Qualities:[/B][/TD] [TD]Darkvision 60 ft., ghost touch ability, incorporeal traits, shadesteel weapons, +2 turn resistance, undead traits[/TD] [/TR] [TR] [TD][B]Saves:[/B][/TD] [TD]Fort +1, Ref +3, Will +4[/TD] [/TR] [TR] [TD][B]Abilities:[/B][/TD] [TD]Str —, Dex 14, Con —,Int 6, Wis 12, Cha 13[/TD] [/TR] [TR] [TD][B]Skills:[/B][/TD] [TD]Hide +8*, Listen +7, Search +4, Spot +7[/TD] [/TR] [TR] [TD][B]Feats:[/B][/TD] [TD]Alertness, Dodge[/TD] [/TR] [TR] [TD][B]Environment:[/B][/TD] [TD]Any[/TD] [/TR] [TR] [TD][B]Organization:[/B][/TD] [TD]Troop (2d4)[/TD] [/TR] [TR] [TD][B]Challenge Rating:[/B][/TD] [TD]3[/TD] [/TR] [TR] [TD][B]Treasure:[/B][/TD] [TD]Shadesteel longsword, shadesteel light shield[/TD] [/TR] [TR] [TD][B]Alignment:[/B][/TD] [TD]Always chaotic evil[/TD] [/TR] [TR] [TD][B]Advancement:[/B][/TD] [TD]4-9 HD (Medium)[/TD] [/TR] [TR] [TD][B]Level Adjustment:[/B][/TD] [TD]—[/TD] [/TR] [/TABLE] A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. A shadow is 5 to 6 feet tall and is weightless. A shadow cannot speak intelligibly. The shadesteel light shield radiates [I]darkness[/I] in a 5-ft. radius, giving the wielding shadow a +2 concealment bonus to AC. COMBAT Shadows lurk in dark places, waiting for living prey to happen by. [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]Create Spawn (Su):[/B] Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. [B]Ghost Touch: [/B]Shadesteel shadows can pick up and use up to 10 pounds of physical gear. Weapons made of [B]Shadesteel Weapons: S[/B]hadesteel weapons provide a +2 bonus to attack and damage while wielded by an incorporeal creature. [B]Skills:[/B] Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *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. [/QUOTE]
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