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Unapproachable East.pdf - The Forgotten Realms

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Illustration by Matt Faulkner<br />

<strong>The</strong> Shadow-Walker<br />

Template<br />

“Shadow-walker” is a template that can be applied to any humanoid<br />

(referred to hereafter as the “base character”). It uses<br />

all of the base character’s statistics and special abilities except<br />

as noted here.<br />

Special Attacks: A shadow-walker retains all the special attacks<br />

of the base character. <strong>The</strong> shadow-walker also gains the<br />

ability to manipulate shadows, granting her access to various<br />

spell-like abilities based on her character level, as shown in the<br />

table below. <strong>The</strong>se spell-like abilities are as the spells cast by<br />

a sorcerer of the base character’s level.<br />

Level Abilities<br />

1–2 Shadow mask 3/day (FRCS)<br />

3–4 Dimension door 1/day (self only)<br />

5–6 Darkness 3/day<br />

7–8 Dimension door 2/day<br />

9–10 Shadow spray 3/day (FRCS)<br />

11–12 Shadow walk 1/day<br />

13–14 Displacement 2/day<br />

15–16 Dimension door 3/day<br />

17–18 Evard’s black tentacles 1/day<br />

19+ Shadow walk 3/day<br />

A shadow-walker cannot use any of her spell-like abilities in an<br />

area of bright light (sunlight or the radius of a daylight spell).<br />

Special Qualities: A shadow-walker retains all the base character’s<br />

special qualities, and also gains those special qualities<br />

listed below.<br />

Light Blindness (Ex): Abrupt exposure to bright light (such<br />

as sunlight or a daylight spell) blinds a shadow-walker for 1<br />

round. In addition, she takes a –1 penalty on all attack rolls,<br />

saves, and checks when operating in bright light.<br />

Darkvision (Ex): <strong>The</strong> character gains darkvision with a 60foot<br />

range if she does not have darkvision already.<br />

Abilities: Adjust from the base character as follows: Dex +2,<br />

Con –2.<br />

Skills: Shadow-walkers gain a +4 racial bonus on Hide checks.<br />

Challenge Rating: Same as the base character +1.<br />

Level Adjustment: Same as the base character +1.<br />

Shadow-Walker<br />

Characters<br />

Because of her special abilities, a shadow-walker PC’s effective<br />

character level (ECL) is equal to her class level + 1. Thus, the<br />

5th-level human rogue shadow-walker listed above has an ECL<br />

of 6 and is the equivalent of a 6th-level character.<br />

MONSTERS OF THE EAST<br />

71<br />

Spirit Folk<br />

Spirit Folk<br />

Medium-Size Humanoid (Spirit) War1<br />

Hit Dice: 1d8 (4 hp)<br />

Initiative: +0<br />

Speed: 30 ft., swim 30 ft. (river), climb 30 ft. (mountain)<br />

AC: 14 (+4 chain shirt), touch 10, flat-footed 14<br />

Base Attack/Grapple: +1/+1<br />

Attack: Longsword +2 melee; or shortbow +1 ranged<br />

Full Attack: Longsword +2 melee; or shortbow +1 ranged<br />

Damage: Longsword 1d8/19–20; shortbow 1d6/×3<br />

Face/Reach: 5 ft./5 ft.<br />

Special Qualities: Low-light vision, spirit folk traits<br />

Saves: Fort +2, Ref +0, Will +0<br />

Abilities: Str 10, Dex 11, Con 10, Int 10, Wis 11, Cha 11<br />

Skills: Listen +2, Spot +2<br />

Feats: Weapon Focus (longsword)<br />

Climate/Terrain: Temperate and cold aquatic (river);<br />

temperate and cold mountains (mountain)<br />

Organization: Solitary or band (2–10)<br />

Challenge Rating: 1/2<br />

Level Adjustment: +0<br />

Treasure: Standard<br />

Alignment: Usually neutral good<br />

Advancement: By character class

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