Thanee said:Ok, question has been answered... should have looked into the errata...
FRCS p. 288 lists ECL for Shades as +2, Errata changes this to +5.
Bye
Thanee
Pax said:
but worth absolutely ZIP when not in darkness ...).
gfunk said:Considering they can adjust the ambient light *at will* this will hardly be a problem.
Pax said:
It has to already be "dark" for them to exhibit that ability.
IOW, not above torchlight / candle light / (single) lamp or lantern light.
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.
"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:

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.