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Chains of
Shadow
Eighteen umbral feats for ghosts
Requires the use of the Dungeons & Dragons, hird Edition
Core Books, published by Wizards of the Coast, Inc.
his product utilizes updated material from the v.3.5 revision.
Some ghosts are not content to lurk in the shadows as mere haunts and
corrupters. hey peer deep into a twilight world, one that conceals
mysteries and powers beyond the knowledge or ability of the corpo-
real.
Chains of Shadow provides eighteen new feats specifically designed for
such ghosts; those who desire to dwell between light and dark, take and
shape the shadows around them, and master umbral powers of both
creation and destruction.
Copyright © 2005-2006 Dire Press
Written by Doug Rau
Artwork Copyright © 2005 A.M. Downs
‘d20 System’ and the ‘d20 System’ logo are
trademarks of Wizards of the Coast, Inc. and
are used according to the terms of the d20
System License version 6.0. A copy of this
License can be found at
he following items are hereby designated as
Product Identity: Dire Press and the Dire
Press logo, Chains of Shadow, the names of
other Dire Press products, and all artwork,
illustrations, and trade dress.
www.wizards.com/d20
Dungeons & Dragons and Wizards of the
Coast are trademarks of Wizards of the
Coast, Inc. in the United States and other
countries and are used with permission.
Subject to the above, the full text of all ghost
feats is designated Open Game Content.
Chains of Shadow 1
Chains of Shadow
he following feats possess the [Ghost] descriptor, and may only be taken by ghosts or other
appropriate incorporeal creatures. Where applicable and unless otherwise noted, these are su-
pernatural abilities. Using a supernatural ability is usually a standard action which cannot be
disrupted, does not require concentration, and does not provoke attacks of opportunity.
Counter Fire [Ghost]
You are surrounded by a shadowy aura which can counter magical fire.
Prerequisites:
Lesser Shadow Form, Shadow Form.
Benefit:
Your counter aura is 30 ft. in radius. A spellcaster attempting to cast a fire spell
(a spell with the fire descriptor) within or into this area must succeed on a Spellcraft check
(DC 15 + your Charisma modifier + the level of the spell). If the check fails, then the spell is
negated. A spell whose area of effect overlaps your aura may also be affected, but only the area
of overlap is negated.
Craft Shadow [Ghost]
You can create equipment from shadow.
Benefit:
You can craft shadow into non-magical, non-living, non-mineral materials, such as
clothing, rope, leather, or wood. Items created out of shadow are obviously made of shadow,
but otherwise function exactly like their normal counterparts. hey possess the
ghost touch
ability, and can be picked up, moved, and used by corporeal and incorporeal creatures.
Creating an item out of shadow takes 1 full round per pound of weight. For example,
creating a greatclub takes 8 rounds. Items which
weigh less than 1 pound can be created as a
standard action. You must make an appropriate
Craft skill check to create complex items or those
that require a high degree of craftsmanship, such
as armor or weapons.
Crafted shadow items last for a number of
minutes equal to your Hit Dice before dissolv-
ing back into shadow.
Darkvision [Ghost]
You can see even in total darkness.
Prerequisites:
Lesser Shadow Form.
Benefit:
You gain the ability to see 60 feet
even in total darkness. Darkvision is black and
white only but otherwise like normal sight.
Darkvision does not grant you the ability to see
in magical darkness.
Chains of Shadow 2
Dire Gloom Strike [Ghost]
You can deal precision-based damage against your opponent’s shadow.
Prerequisites:
Lesser Shadow Form, Shadow Form, Gloom Strike.
Benefit:
When you attack your opponent’s shadow using any Gloom Strike ability, you can
deal precision-based damage (such as a sneak attack) normally.
Forge Shadow [Ghost]
You can create durable equipment from shadow.
Prerequisites:
Int 13, Craft Shadow.
Benefit:
As the Craft Shadow feat, except that you can also forge shadow into mineral
materials such as stone, crystal, or metal (but not rare metals such as adamantine or cold iron).
Your shadow items last for a number of minutes equal to your Hit Dice x 10 before dissolving
back into shadow.
Gloom Strike [Ghost]
You can make touch attacks against your opponent’s shadow.
Prerequisites:
Lesser Shadow Form, incorporeal touch attack.
Benefit:
You can make any incorporeal touch attack (such as corrupting touch) against the
shadow cast by your opponent. If your attack hits, you deal damage to or affect your oppo-
nent normally. You cannot score a critical hit or deal precision-based damage (such as a sneak
attack) using this ability. A corporeal creature standing in an area of bright light casts a shadow.
he shadow occupies the same space as the creature casting it, and is prone.
Greater Gloom Strike [Ghost]
You can attack your opponent’s shadow with a weapon.
Prerequisites:
Lesser Shadow Form, Shadow Form, Gloom Strike.
Benefit:
You can use a weapon to make a gloom strike attack against an opponent’s shadow.
he attack is made as a melee touch attack, ignoring material armor, including natural armor
and shields, unless it is made of force (such as
mage armor
or
bracers of armor
) or has the
ghost touch
ability.
Chains of Shadow 3
Lesser Shadow Form [Ghost]
Your ghost form is shadowy and indistinct.
Benefit:
In any condition of illumination other than bright light, you can disappear into
the shadows, gaining concealment (20% miss chance).
Mirror Shades [Ghost]
You can create phantasmal decoys of yourself from shadow.
Prerequisites:
Lesser Shadow Form, Shadow Form.
Benefit:
You create 1d4 images plus one image per three Hit Dice (maximum eight images
total), as the spell
mirror image
. Unless dismissed or destroyed, the images persist for a number
of minutes equal to your Hit Dice. You may use this ability up to three times per day.
Special:
You may take this feat multiple times, each time it grants three uses of the ability
per day.
Morph Shadowcraft [Ghost]
You can change a crafted shadow item into another type of item.
Prerequisites:
Craft Shadow.
Benefit:
You can change a crafted shadow item which you are holding into another type
of item, of the same or lesser type of material and of equal or lesser weight. For example,
you could morph a greatsword (metal, 8 lbs.) into a greatclub (wood, 8 lbs.), or a greatsword
(metal, 8 lbs.) into a warhammer (metal, 5 lbs.), but not vice versa.
Morphing a shadow item is a standard action. You must make an appropriate Craft skill
check to create complex items or those that require a high degree of craftsmanship, such as
armor or weapons.
Permanent Shadowcraft [Ghost]
You can create permanent equipment from shadow.
Prerequisites:
Cha 13, Craft Shadow.
Benefit:
Your shadow items can be made permanent, never dissolving back into shadow.
Permanent shadow items brought into an area of antimagic wink out, reappearing only if the
antimagic goes away. To create a permanent shadow item, you must spend 40 XP.
Chains of Shadow 4
Rebuke Shadows [Ghost]
You can rebuke or command shadows and shadow creatures.
Benefit:
You can rebuke shadows as a cleric of level equal to your Hit Dice. his ability
affects shadow undead or shadow creatures only.
A rebuked shadow creature cowers as if in awe. he effect lasts 10 rounds.
A commanded shadow creature is under your mental control. You must take a standard
action to give mental orders to a commanded shadow creature. At any one time, you can
command any number of shadow creatures whose total Hit Dice do not exceed your own Hit
Dice. You may voluntarily relinquish command on any commanded shadow creature or crea-
tures in order to command new ones.
Shadow Cloak [Ghost]
You can cloak yourself or an object in shadows.
Prerequisites:
Lesser Shadow Form.
Benefit:
You can cause yourself or an unattended object to radiate magical shadowy illu-
mination out to a 20 ft. radius, as the spell
darkness
. Unless dismissed or negated, the shadow
cloak persists for a number of minutes equal to your Hit Dice. You may use this ability up to
three times per day.
Special:
You may take this feat multiple times, each time it grants three uses of the ability
per day.
Shadow Form [Ghost]
Your ghost form possesses properties of shadow.
Prerequisites:
Lesser Shadow Form.
Benefit:
In any condition of illumination other than full daylight, you can disappear into
the shadows, gaining total concealment (50% miss chance). Artificial illumination, even
magical, does not negate this ability. A
daylight
spell, however, will.
Shadow Missile [Ghost]
You can quickly create missile ammunition from shadow.
Prerequisites:
Dex 13, Craft (weaponsmith) 5 ranks, Craft Shadow.
Benefit:
You can craft shadow into any type of normal weapon ammunition, such as arrows,
crossbow bolts, or shuriken. Ammunition created out of shadow is obviously made of shadow,
but otherwise functions exactly like its normal counterpart. It possesses the
ghost touch
ability,
and can be picked up, moved, and used by corporeal and incorporeal creatures.
Shadow ammunition can be created as a free part of any attack or reload action, or as a swift
action. If not used immediately, shadow ammunition lasts for a single round (until the end of
your next turn).
Chains of Shadow 5
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