SHADE
FREQUENCY: Very rare (rare)
FREQUENCY: Uncommon ([Dungeon Level VIII])
FREQUENCY: Uncommon ([Dungeon Level IX])
FREQUENCY: Very rare
([Cold Civilized Mountains], [Cold Civilized Swamp])
FREQUENCY: Very rare
([Cold Civilized Plains], [Cold Civilized Desert])
FREQUENCY: Very rare
([Cold Wilderness Mountains], [Cold Wilderness Swamp])
FREQUENCY: Very rare
([Cold Wilderness Desert])
FREQUENCY: Very rare ([Temperate Civilized
Mountains], [Temperate Civilized Swamp])
FREQUENCY: Very rare ([Temperate Civilized
Plains], [Temperate Civilized Desert])
FREQUENCY: Very rare ([Temperate Wilderness
Mountains], [Temperature Wilderness Swamp])
FREQUENCY: Very rare ([Temperature Wilderness
Plains], [Temperature Wilderness Desert]
FREQUENCY: Very rare
([Tropical Civilized Mountains], [Tropical Civilized Swamp])
FREQUENCY: Very rare
([Tropical Civilized Plains], [Tropical Civilized Desert])
FREQUENCY: Very rare
([Tropical Wilderness Mountains], [Tropical Wilderness Swamp],
FREQUENCY: Very rare
([Tropical Wilderness Plains], [Tropical Wilderness Desert])
NO. APPEARING: Typically 1-2
ARMOR CLASS: As original creature
MOVE: As original creature
HIT DICE: As original class and level
% IN LAIR: Variable
TREASURE TYPE: Variable
NO. OF ATTACKS: As original class and level
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: Variable (see below)
INTELLIGENCE: Low to genius
ALIGNMENT: Any (except good)
SIZE: As original creature
PSIONIC ABILITY: As original creature
Attack/Defense Modes:
As original creature
LEVEL/X.P. VALUE: Variable
All knowledgeable authorities agree that shades
are,
or were,
normal humans
<> who
through arcane magic || dark
science
have traded their souls
|| spirits for the essence of shadowstuff.
While still retaining the shape and abilities
of their original species,
they have grown in power by joining with
this shadowstuff.
The true native shade is unknown,
and no one knows if shades are connected
with the shadow (q.v.), <>
or some substance from The
Plane of Shadow. <1>
Any human
or demihuman,
if the formula is rediscovered,
can become a shade. <2>
Dwarves,
elves,
gnomes,
half-elves,
halflings,
humans,
and an occasional half-orc,
are known to have forsaken goodness for
the
dark lure of shadowstuff.
Becoming a shade does not alter species
limitations of ability,
class,
or level (except as noted hereafter).
The stuff of shadow most certainly prolongs
the life of shades,
for unless they meet with an accident or
are killed,
they are undying.
Disease
has no effect on them once they enter shadow,
and they may regrow lost body parts lost
in combat (save the head) in 1-4 weeks.
This unnatural vitality also manifests
itself in the regeneration of HP,
allowing them to regain them at 1 HP
per turn.
Because of changing light
on the PMP,
shades live in The
Plane of Shadow whenever possible (where they are rare).
They do not leave that plane unless sufficiently
motivated,
such as by treasure,
enforced servitude,
revenge,
etc.
Shades wield great power in shadows,
but as shadows diminish,
whether from increase in light
or darkness,
so to wanes the power of these shadow-beings.
The exact power of a shade in varying
light
conditions is detailed below:
Light Conditions | Ability Scores | Magic Resistance | Hit Points | Special Abilities |
Bright light; sunlight | -2 | Standard; saves at -4 | -2 per die | None |
Average light | -1 | 5% per level | -1 per die | None |
Twilight | Normal | 5% per level | Normal | Shadow walk |
Shadowy light | +2 | 5% per level | +1 per die | Shadow walk; shadow images |
Night/dark | +1 | 5% per level | Normal | Shadow walk |
Complete darkness | Normal | Standard | Normal | None |
<shadow walk is incorrectly hyphenated
in the text : corrected above>
<some work could be done on the shading,
above, and throughout the page>
Light
Conditions: A shade's power varies
according to the amount of shadow available.
They are most vulnerable in cases of total
light and total darkness.
Ability
Scores: Light
affects the ability scores of the shade.
Bonuses will exceed normal species maximums
with the exception of strength.
Each +1 adds 10% to 18 [strength],
and STR
scores over 18/00 are treated as 19 strength. <make
link>
Penalties lower STR
by a full point.
(an 18/00
strength drops to 17 at -1 and 16 at -2) <alt punctuation>
Magic Resistance:
Check the basic ability of the shade to resist spells vs. the light
conditions.
Magic resistance of a shade will never
exceed 60%.
(a 13th-level
shade [fighter] in twilight <make link> will have a 60% magic resistance,
not 65%) <alt punctuation>
Hit
Points: Penalties and bonuses
are per hit die.
No hit die may be less than 1 point.
Special Abilities:
All shades have the following special spell-like abilities,
depending on local light
conditions.
Shadow-walk: This
is the ability to gather shadows around itself and use them to transport
itself to [The Plane of Shadow].
The transport requires
1 full round. <link to shadow walk spell>
Shadow images: This
is the ability to form exact duplicates of itself out of shadow and cause
the duplicates to act as if they were living entities.
A shade can create 2-5
shadow images and can control their actions as long as they remain within
30 feet of their creator.
They may only be dispelled
by altering the lighting conditions around the shade.
Note that shadow images
have no material substance (so they do no damage in their attacks),
and the shade must draw
from surrounding shadow to create them.
Other Abilities: All shades may hide
in shadows in conditions of twilight,
shadowy light,
and night/dark.
They hide as a [thief] of the same level.
<or, make a direct link to the table>
Shades with thieving ability gain 2% per
level in shadowy conditions,
and 5% per level in night/dark
conditions.
As mentioned before,
becoming a shade does not change the basic
characteristics of the individual.
Those having psionic abilities may have
those power enhanced,
but psionic ability may not be gained by
becoming a shade.
Shades with psionic ability will lose all
mastery in disciplines of invisibility <link> and [etherealness] but
will gain 2 levels in dimension walking [link] when in shadows.
Shades with psionic abilities usually gain
the ability of shape alteration [make link] (10% chance per year as a shade),
if they do not already have this power.
The psionic strength of gifted shades will
alter upon attaining shadehood because ability scores will be changed.
New power and discipline gained by such
a shade will operate only on [The Plane of Shadow].
Finally,
it is nearly impossible to detect a shade,
for its appearance does not differ greatly
from its mortal form.
A shade's eyes show no white,
however,
just a dark grey || purple iris and pupil,
and its skin tone becomes dusky and grey.
They prefer garb of grey or black and will
rarely wear brightly-colored clothes.
The transformation to shade has some evil
in it,
for the shade becomes gloomy and brooding.
They are generally solitary due to this
fact,
as they cannot trust other shades,
nor can they deal with normal creatures
without dominating or exploiting them.
<1: alt cap. on the
The>
<2: any --> this would
incl. PCs, no?>
<some work could be done on the shading, above, and throughout the page>