Shadow Born (3.5e Race)
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Never has a race inspired such controversy. Originated from ancient Elven spells, a Shadow Born usually despises their creation. A Shadow Born likes to hide in shadows and the darkness waiting for the right moment. A Shadow Born never really die, but disband and form later. The recreation of a shadow may take thousands of years. Though they are called a shadow they do not disappear in light. The Shadow Born may change their form from a shadow to manifest a human body, though they loose some sneaking abilities they gain shadow magic.
Shadow Born at a glance look like evil creatures, but if given time they will explain that they are in truth creatures who hate evil with all their souls. Mostly laid back and slow to conflict, Shadow Born are good observers and can figure out when a situation has taken a turn for the worse quicker than most. Though not much of a leader, Shadow Born are very influential and smooth talkers. Very quiet and stealthy, Shadow Born can use these traits as terrific spies and thieves.
Shadow Born are figures that look like they are composed of shadows, and in human form a light shade of tan flesh, and in truth they are full shadow able to stay together for means unknown by any mortal. They stand about 5 1/2 to 6 1/2 feet tall, pitch black and have Crimson slits for their eyes and they also have Long Red and Black Hair.
Shadow Born can get along with other good aligned races and will if given the chance to explain themselves, but they are usually rejected and attacked because others assume they are evil from their physical attributes. Elves and Shadow Born have a longstanding amicable history. Elves will often treat Shadow Born as one of their own.
Any Good: Shadow Born are always good and hate evil with every fiber of their being, Unless they are an arch-shadow. An arch-shadow is demonic, usually not finding interest in alignment.
Shadow Born live in all lands, never really finding a home but are welcome in any Elven society. First being cast from Elven spells, Shadow Born have been known to wander and roam the earth, fulfilling its drive to purify evil with the aide of night/darkness.
Most Shadow Born worship Notte, God of the Night. However some will worship Corellon Larethian.
Shadow Born speak Dronalianuss, the language of shadows, as well as Elven (Perfect) & may have Draconic as a bonus language.
Shadow Born are given names in Common with good meanings such as Hope, Prosperity, and Joy while others follow a dark meaning referring
to Night, Darkness, and Ghost.
Shadow Born are tough to kill and very fast, but being composed of shadow makes them not too strong. +2 Attack/+2 AC while in shadow/darkness/night. -2 Attack/-2 AC outside of shadow/during day/light.
- -4 Strength, +8 Dexterity, +4 Intelligence , +4 Charisma:
- Medium: A Shadow Born does not gain any bonuses for being a medium creature.
- Infinite Darkvision, 120 feet Low-light vision
- Shadow Born base land speed is 40 feet.
- +2 bonus to armor class.
- Hide in Plain Sight: A Shadow Born can hide in plain sight when within 30 feet of shadows or darkness and are always hidden at night, they can also hide when being observed.
- Freedom of Movement: Shadow Born can move about freely as if under the affect of the Freedom of Movement spell. This functions as a continuous supernatural ability.
- Endure Elements: Shadow Born can exist comfortably in any environment as if under the affects of the Endure Elements spell and can survive survive on the Elemental Planes indefinitely. Like their Freedom of Movement special ability, this functions as a continuous supernatural ability.
- Automatic Languages: Common, Abyssal, Dronalianuss, Elven(perfect). Bonus Languages: Draconic, Sylvan, Halfling, Gnome, Celestial, Auran, Ignan, Terran, and Aquan.
- Favored Class: Rogue
- Fast Healing (Ex):A Shadow Born can heals 7 points of damage each round so long as it has at least 1 hit point
- Teleport: can use Greater Teleport at will, as the spell(Caster Level 14). The Shadar-Kai can only transport himself and his equipment, and is incorporeal for 1d4 rounds after the teleport. Recharges for 1d4 rounds. (supernatural ability)
- Invisibility: can use Greater Invisibility at will, as the spell(Caster Level 6). Spell can be applied to any party member. Recharges for 1d4 rounds. (supernatural ability)
- Shadow Flight (Su) : As a full round action the Shadow grows wings made of shadows which grant her Flight with Good maneuverability and a speed of 80. This ability is usable 3 times per day with a duration of 1 minute per level per use. This ability cannot be used in direct sunlight or during an effect that mimics the sun. The wings can support the Shadow and their belongings but is not strong enough to take any Small or larger creatures with them.
- Shadow Armor (Su) : As a Full round action the Shadow cloaks themselves in shadows giving them a deflection bonus to AC equal to the highest armor they could wear, and grants full concealment in low light areas. This ability is usable a number of times per day equal to your charisma modifier. This ability cannot be used in direct sunlight or during an effect that mimics the sun.
- Shadow Storage (Ex) : The Shadow can store her belongings in her shadow. Her shadow is considered a pocket dimension with no limit to how much it can contain though the object must fit through her shadow and as such cannot exceed their own size at the time, even should they increase the size of the shadow using the lighting. Living beings cannot be put in their shadow against their will, willing living beings cannot exit without assistance from the Shadow, should the Shadow die those in their shadow cannot escape. Shadow Resistance: +6 racial bonus on saving throws against negative energy and death effects. If no saving throw is normally allowed, such as in the case of the Energy Drain spell, then the Shadowkin gain a saving throw against the effect, albeit at a -6 penalty. Shadowkin are naturally resistant against the powers of negative energy.
Weapon Familiarity: Shadowkin may treat the longbow, shortspear, Wakizashi, Kodachi, and Katana (Shadowkin shortsword, longsword, and bastard sword, respectively) as simple weapons in the case of the first, including the first two swords, and martial in regard to the last, rather than martial and exotic weapons. Clear Thoughts: Shadowkin gain a +1 bonus on saving throws against mind-affecting effects. Kin are trained to have ordered, focused minds, and thus can more easily resist mental invasions. Telepathy: Shadowkin have the ability to communicate telepathically with any living creature within 100 feet. This communication can consist of words (whose meanings transcend language barriers, eliminating confusion. Each being instantly translates what one person says into their most familiar tongue, without conscious thought or requiring knowledge of the original language), feelings, or sensory perceptions. If the target is unwilling, they can attempt a Will saving throw to block the establishment of a link. This save DC is the same as for a 0-level spell, Intelligence based. This ability does work on intelligent undead, but not mindless beings, constructs, plants, plant creatures, or any animal with an intelligence of less than 3. Shadow Influence: Shadowkin are considered to be Native Outsiders in regard to all effects affecting such creatures, and Humanoids in regard to those relevant effects, such as charm person. They also show up on a detect shadow or detect magic effect, and can be harmed by a dispel shadow effect. Shadowkin are mortal, but are permanently touched by the powers and aura of the Shadow Plane, thus rendering them vulnerable to effects harming both outsiders and humanoids. They also have arcane energies in their very beings, and thus have a faint magical aura. Soulcasting: Shadowkin have an innate arcane spellcasting ability unlike that of any other race. Having spent so long in an area of high energy influence, and having used magic to defend themselves for such a long time, the Shadowkin have evolved to become infused with arcane energies: it is born into their very souls. Soulcasting is different from other methods of casting, however. Soulcasters do not have spells per day, but instead “Aura Points”, which represent the energy remaining in the Soulcaster’s mind each day, similar to psionics, but different from it as well. Soulcasters must have a full night’s sleep (8 hours), and then meditate for thirty minutes to draw energy from their souls each day. All Shadowkin, regardless of class, posses 5 aura points. Unless they have levels in a Soulcasting class, however, this number never goes up. This is also separate from any spells gained from other spellcasting classes. It is not uncommon for a Kin to become a Wizard or Bard in order to gain new spells and cast differently, and they are the only race that can choose to be a Sorcerer. All other races are born with the talent for Sorcery, and develop it eventually as they learn to be more efficient in dividing up their power for the day; Kin may choose this path as a different way of casting, a different “magic philosophy”, so to speak. Thus, both a Shadowkin Fighter and a Shadowkin Wizard have 5 aura points and the following spells in addition to (and separate from) all regular class features: light, detect magic, mage hand, mending, detect undead, hide from undead. Each 0-level spell costs 1 Aura Point (AP), and each 1-level spell costs 2. Unless they are of a Soulcasting class, they never gain more AP or more spells other than those listed here; these abilities represent inborn power and childhood training to control said power that all Kin have. A Soulcaster who runs out of AP becomes fatigued until at least one point is regained. Points are regenerated by sleeping 8 hours, which fully restores all Aura Points, or by spending time in any consecrated, desecrated, hallowed, or unhallowed area, at the rate of one per hour. The alignment of any such area does not have to match yours, as these areas are ones of intense spiritual power, and strengthen all such abilities. Soulcasting spells posses no verbal, somatic, or material components (they are cast in the same way as spell-like abilities.)They do have displays similar to those of Psionics, allowing Spellcraft to identify the ability being used, however. The default display is a visual glow of silver light that provides no illumination around the hand or Arcane Focus of the Kin. Casting time is one standard action unless a longer casting time is mentioned in the spell descriptor. However, if a spell calls for an XP component, a unique or costly arcane material component (such as the gem for Trap the Soul) or an arcane focus (or divine focus, in the case of divine spells cast in this arcane form), they must provide it. The default Arcane Focus for Soulcasting spells requiring Divine Focuses is a Shadowkin rune or symbol; this is usually the tribal marking tattooed on the Kin’s body, often a small mark over the heart, or on the arm. These marks, which are standard Darken runes, can be written on a nearby object and then used, if no mark is available.
- Immune to diseases, even magical diseases
- Immune to poison
- Immune to mind-affecting spells and fear
Shadow Born do not physically age and can only be killed by swords and the like during battle.
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||5' 6"||+1d12||0 lb.||× 0 lb.|
|Female||5' 6"||+1d10||0 lb.||× 0 lb.|