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===Forgotten Realmss=== [[File:Shades.jpg|thumb|350px]] In the [[Forgotten Realms]], shades descend from the Shadovar, a branch of the ancient [[Netheril]] empire which escaped the destruction of their cousins by fleeing into the [[Plane of Shadow]], where they ultimately mutated to gain innate [[Shadow Magic]] abilities. Faerun shades were presented as a PC races in the [[Dungeons & Dragons 3rd Edition]] splatbook "Races of Faerun". In [[Dungeons & Dragons 4th Edition]], stats for true shades would not appear until the release of the Essentials splatbook "Heroes of Shadow", but the article "A Legacy in Shadow" in [[Dragon Magazine]] #391 would state that shades after the [[Spellplague]] sometimes give birth to [[shadar-kai]] offspring, with the unique feat "Shade Heritage" to represent this distinct subrace. Shades are also responsible for creating the [[Krinth]], a race of [[Shadow Demon]] [[Half-Fiend]]s they use as slave-warriors. ====Races of Faerun Fluff==== {{NotFunny Sourcebook}} Over two thousand years ago, the ruler of a Netherese flying city transported his entire city onto the Plane of Shadow in order to explore that dim and perilous plane. For thousands of years, the City of Shade was lost to human knowledge, but in 1372 DR it abruptly returned to Faerûn above the Dire Wood. Today it soars above the deserts of Anauroch, land that was once a fertile part of the Empire of Netheril. Why the Netherese - now known as the Shadovars - returned, and what they are planning, are two mysteries that trouble the rulers of every nation in Faerûn. Most fear that solving these vital riddles will provide them with answers they will not care to hear. Until then, the Shadovars scheme in secret, their true goals a mystery to all but their ruler, the High Prince Telamont, and his twelve sons, the Princes of Shade. Not all Shadovars are shades. The Princes of Shade decide who is to be given such a blessing, and they are stingy with their favors, careful to only empower those who are sure to be loyal to them and their causes. Prospective candidates are stringently tested for ability, loyalty, and resourcefulness. Shades look just like normal humanoids, although their skin is gray to inky black, as are their eyes. They are thinner than most humans, and they prefer to dress in dark-hued clothes or armor. Human Shadovars are never made into shades until after they have reached the age of majority. There are no such things as young shades, and shades who marry produce normal offspring. Shades have extraordinarily long lifespans. By trading some portion of their souls for the stuff of shadow, they extend their lifespans tenfold. Shades live to serve the High Prince and their fellow Shadovars. Most have grown up in the City of Shade as loyal champions of the High Prince's regime. While individual shades may have personal agendas, few conflict with the purposes of Shade's rulers, since disobedient or disloyal Shadovars are not likely to have been transformed into shades in the first place. Shades consider themselves superior to all nonshades around them. After all, that's what they've been raised to believe from birth. Only the most worthy Shadovars are chosen to become shades. Most shades go adventuring only at the behest of their superiors. They are normally given specific orders about what they are to do on such missions. Shades rarely share their true reasons for adventuring with any non-Shadovar allies they may temporarily make. They do not trust those outside Shade, and any relationships they strike up with strangers are sure to be temporary. Life in the City of Shade fits into a strictly controlled hierarchy. The High Prince sits at the top of the hierarchy's pyramid, with his sons - the Twelve Princes of Shade - right below him. Beneath them, the arcanists (Shadovar sorcerers and wizards) stand, with the military next down in importance. At the base of the pyramid, there are four levels of commoners. In descending order, these are the crafters (skilled laborers), the merchants (those who distribute necessary goods throughout the City of Shade and import and export needed materials), the servants (those who work as personal servants to people above them), and the slaves (who do the worst of the society's grunt work). At the age of ascension (13 years old), every citizen is tutored in basic spellcraft and subjected to a battery of tests to determine how his skills can best serve the City of Shade. Then, at the age of majority (18 years old) each person embarks upon the job for which he was trained. Unless the person suddenly displays a new aptitude, he works at his designated career until the day he dies. Those citizens who prove to be especially important and loyal are transformed into shades. This is one of the greatest honors a Shadovar can receive. Only a small percentage of Shadovars are transformed, and commoners and low-ranking military officers are never chosen for transformation. Outside the City of Shade, most shades keep to themselves. They may travel singly or in small groups, but any alliances they make with non-Shadovars - which are rare - are sure to be alliances of convenience. Only a Prince of Shade or a Shadovar officer of captain's rank or higher can leave the City of Shade without an escort, and such a person had better have a defensible reason for doing so. ====3e PC Stats==== [[File:Leevoth.jpg|thumb]] All shades have the following powers when within shadows or darkness. In well-lit surroundings (daylight or the radius of a daylight spell) none of these powers function. ::Ability Scores: A shade's Constitution and Charisma scores increase by +2. ::Speed: Increases by 20 ft. (or 15 ft., if the character wears medium or heavy armor). ::Armor Class: The shade gains a +4 deflection bonus to AC. ::Attacks and Damage: The shade gains a +2 competence bonus on attacks and damage. ::Saves: The shade gains a +4 luck bonus on all saving throws. ::Skills: The character gains a +4 racial bonus on Listen and Spot checks, and a +8 racial bonus on Hide and Move Silently checks. He does not suffer skill check penalties due to darkness. ::Control Light (Sp): The shade can decrease the levels of light within a 100-foot radius by a factor of 10% per level. For characters and creatures dependent on light to see, this decreases the effective range of vision for them by the same percentage. For each 25% decrease in light, anyone within the area gains a +1 circumstance bonus on Hide checks. ::Fast Healing 2. ::Invisibility (Sp): The shade can use this ability once per round as a sorcerer of his level. ::Shadesight (Sp): The shade has 60-foot darkvision. He can see normally through any darkness effects but not through fog, invisibility, obscurement, and so on. ::Shadow Image (Sp): Three times per day, the shade can use this spell-like ability (similar to the mirror image spell) as a sorcerer of his level. This creates 1d4 figments of the shade, +1 per three levels. ::Shadow Stride (Sp): As often as once every 2 rounds, a shade of 8th level or higher can vanish from his current location and reappear in any shadowy area within 300 feet. This is a move-equivalent action. ::Shadow Travel (Sp): If the shade is 12th level or higher, then he can use teleport without error to reach a shadowy locale on the same world or plane shift to access the Plane of Shadows. A shade can shadow travel once per day. ::Spell Resistance: 11 + character level. ::Level Adjustment: +4. Shades are more powerful and gain levels more slowly than the common races of Faerûn. Their many bonuses and powers are hindered only by the fact that they do not work in bright light. Shadovars do not create shades from characters who are less than 5th level.
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