gfunk said:
Good point, but this was a major problem in a one-shot adventure we ran with a Shade PC. What constitutes dark? And besides, since most adventures (IMC anyway) tend to be subterranean dark is almost a given.
The template defines this, actually. FRCS page 314, in the Shade Template's opening section (
emphasis mine):
"Shade" is a template that can be added to any humanoid creature (referred to hereafter as the "character"). It's type changes to "outsider." It uses all the character's statistics and special abilities as a starting point. In well-lit surroundings (a daylight spell, outside on a sunny day, or in a brightly lit room), shades have the exact abilities of the character. In darker surroundings, shades gain the following abilities:
So.
A Daylight spell, or brighter, will nerf a Shade. An encounter in daylight, on a "sunny day" either outdoors, or in (say) a greenhouse or the like, away from dense cover (i.e. out of a deep, virgin forest). Basically, anything brighter than one or two torches (or one or two Light spells, which cast light comparable to a torch) ... and the Shade loses their abilities.
I'd say, for standard adventuring, that should be about 1/4 to 1/5 of the time. IOW, without going out of his way, a GM can deny the player of a Shade PC all template benefits, every fourth or fifth fight.
...
All that being said, I
absolutely DO agree, ECL +2 is way underpriced. There's precious little reason to NOT take the Shade template, at that price. At +3, there's little reason for a Sorceror not to take it (if only for that +2 Charisma, which is a DIFFICULT attribute bonus to find on a PC race). At +4, it seems pricey, expensive, a "gee, I dunno, 4 levels is kinda a lot" ...
... which IMO makes a +4 seem about right.
NOW ... if the GM is running a game that will almost exclusively be run in dark areas (RavenLoft, for example; or maybe purely underground), a +5 or even +6 might work. But normally ... I'd call those grossly overpriced, IMO.