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Help me design the fortress of shadow...
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<blockquote data-quote="Shallown" data-source="post: 1519985" data-attributes="member: 1368"><p>Here's A half shadow template I used ina recent game. It might be useful. Makes for nasty sneak and ranged attack foes.</p><p></p><p></p><p></p><p>No matter the form, half-shadows are always shrouded in shadows. They radiate an aura of cold and menace that unnerves most animals and common people.</p><p>CREATING A HALF-SHADOW</p><p>"Half-Shadow" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nongood alignment (referred to hereafter as the base creature).</p><p>A half-shadow uses all the base creature's statistics and special abilities except as noted here.</p><p>Size and Type: The creature's type changes to outsider. Do not recalculate the creature's base attack bonus, or saves. Size is unchanged. Half-shadows are normally native outsiders.</p><p>Hit Dice: Increase base creature's racial HD by one die size, to a maximum of d12. Do not increase class HD.</p><p>Speed: A half-shadow has shadow bat-like wings and can fly at the base creature's base land speed (perfect maneuverability). If the base creature has a fly speed, use that instead. This ability is Su.</p><p>Armor Class: Their deflection bonus improves by +1 (this stacks with any defection bonus the base creature has).</p><p>Special Attacks: A half-shadow retains all the special attacks of the base creature and also gains the following special abilities. </p><p>Deeper Darkness at will up to 1+ char mod times a day as if caster level equal to HD.</p><p></p><p>Spell-Like Abilities: A half-Shadow with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative</p><p>Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. (Where two spell-like abilities are listed choose one when gaining that level/HD)</p><p>1-2 Cause Fear / Sleep</p><p>3-4 Blur / Mirror Image</p><p>5-6 Displacement / Dark Bolt</p><p>7-8 Confusion / Deep Slumber</p><p>9-10 Dimension Door / Shadow Conjuration</p><p>11-12 Shadow Evocation</p><p>13-14 Shadow Walk</p><p>15-16 Shadow Conjuration, Greater</p><p>17-18 Shadow Evocation, Greater</p><p>19-20 Energy Drain / Shades</p><p></p><p></p><p>Special Qualities: A half-shadow has all the special qualities of the base creature, plus the following special qualities.</p><p>-- Dark vision 90 feet. Can see in Magical darkness created by half shadow creatures. </p><p>-- immunity to poison and disease</p><p>-- Resistance to cold, acid and fire at 10</p><p>-- Dr 5/magic if less than 11 HD, DR 10/magic if 11 or more HD</p><p>-- Natural weapons are treated as magic for purposes of DR.</p><p>-- Spell resistance equal to 10 + HD max of 20</p><p>-- They are Light vulnerable, If base creature is light vulnerable double the penalties.</p><p></p><p>Abilities: Increase from the base creature as follows: Str +2, Dex +6, Con +2, Int +2, Wis +4, Cha +4.</p><p>Skills: A half-shadow gains skill points as an outsider and has skill points equal to (6 + Int modifier) x (HD +3). Do not include Hit</p><p>Dice from class levels in this calculation—the half-shadow gains outsider skill points only for its racial Hit Dice, and gains the</p><p>normal amount of skill points for its class levels. Treat skills from the base creature's list as class skills, adding hide, move silent,</p><p>intimidate and bluff (always considered class skills) and other skills as cross-class. </p><p>Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.</p><p>Alignment: Always non-good (any).</p><p>Level Adjustment: Same as base creature +4.</p><p></p><p></p><p>Hope it helps. May not be perfectly balanced I modeled it after the 1/2 celestial and fiend.</p><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1519985, member: 1368"] Here's A half shadow template I used ina recent game. It might be useful. Makes for nasty sneak and ranged attack foes. No matter the form, half-shadows are always shrouded in shadows. They radiate an aura of cold and menace that unnerves most animals and common people. CREATING A HALF-SHADOW "Half-Shadow" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nongood alignment (referred to hereafter as the base creature). A half-shadow uses all the base creature's statistics and special abilities except as noted here. Size and Type: The creature's type changes to outsider. Do not recalculate the creature's base attack bonus, or saves. Size is unchanged. Half-shadows are normally native outsiders. Hit Dice: Increase base creature's racial HD by one die size, to a maximum of d12. Do not increase class HD. Speed: A half-shadow has shadow bat-like wings and can fly at the base creature's base land speed (perfect maneuverability). If the base creature has a fly speed, use that instead. This ability is Su. Armor Class: Their deflection bonus improves by +1 (this stacks with any defection bonus the base creature has). Special Attacks: A half-shadow retains all the special attacks of the base creature and also gains the following special abilities. Deeper Darkness at will up to 1+ char mod times a day as if caster level equal to HD. Spell-Like Abilities: A half-Shadow with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. (Where two spell-like abilities are listed choose one when gaining that level/HD) 1-2 Cause Fear / Sleep 3-4 Blur / Mirror Image 5-6 Displacement / Dark Bolt 7-8 Confusion / Deep Slumber 9-10 Dimension Door / Shadow Conjuration 11-12 Shadow Evocation 13-14 Shadow Walk 15-16 Shadow Conjuration, Greater 17-18 Shadow Evocation, Greater 19-20 Energy Drain / Shades Special Qualities: A half-shadow has all the special qualities of the base creature, plus the following special qualities. -- Dark vision 90 feet. Can see in Magical darkness created by half shadow creatures. -- immunity to poison and disease -- Resistance to cold, acid and fire at 10 -- Dr 5/magic if less than 11 HD, DR 10/magic if 11 or more HD -- Natural weapons are treated as magic for purposes of DR. -- Spell resistance equal to 10 + HD max of 20 -- They are Light vulnerable, If base creature is light vulnerable double the penalties. Abilities: Increase from the base creature as follows: Str +2, Dex +6, Con +2, Int +2, Wis +4, Cha +4. Skills: A half-shadow gains skill points as an outsider and has skill points equal to (6 + Int modifier) x (HD +3). Do not include Hit Dice from class levels in this calculation—the half-shadow gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature's list as class skills, adding hide, move silent, intimidate and bluff (always considered class skills) and other skills as cross-class. Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3. Alignment: Always non-good (any). Level Adjustment: Same as base creature +4. Hope it helps. May not be perfectly balanced I modeled it after the 1/2 celestial and fiend. later [/QUOTE]
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