3.5 Shadar-Kai Help


3.5/d20/OGL

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Okay, before anyone says anything, yes I know there is a version of the Shadar-Kai in the Fiend Folio. I even have it. However, I would like to have a 3.5 version of the Shadar-Kai that is closer in both flavor and mechanics to what is found in 4E. I had a camaign all planned out using the Shadar-Kai in 4E, but my players have decided that they like PFRPG better. Since they all died last week, I was going to start my new campaign idea this weekend, but now I'm stuck either coming up with a whole new campaign idea on the fly, or trying to convert the Shadar-Kai. I think the later will be easier, but any help you can give would be greatly appreciated.


Ask and ye shall recieve:

Shadar-kai
Outsider (native)
+2 Dex, +2 Int, -2 Con
Size: Medium
Speed: 30ft
Feyblood: Shadar-kai are considered Fey for all effects that target creature type.
Shadow Origin: Shadar-kai are native to the Shadowfell and so are considered a shadow creature for the purpose of effects that relate to creature origin.
Superior Lowlight Vison: Shadar-kai see four times as far as humans in conditions of dim light.
Weapon Familiarity: Shadar-kai treat the Spiked Chain as a martial weapon.
Sneaky: Shadar-kai recieve a +4 racial bonus to Stealth checks.
Winterkin: Shadar-kai gain cold resistance 10. They also gain a +1 racial bonus to Fortitude saves and a +2 racial bonus to death saving throws and saving throws against the unconscious condition.
Shadow Blending (Su): Attacks made against a Shadar-kai while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance.
Languages: Common, Bonus Languages: Abyssal, Draconic, Infernal


This doesnt follow the 4e version very well at all. Where does the spiked chain come from anyway? I have got the impression from my own search that 4e and 3.x shaderkai are quite different. Hence my suggestion based mostly on 4e, with not much 3.x baggage.

Reasons for some changes from above,
These people are constantly fighting and go through ritualistic scarring, neither results in a weak constitution, however, they aren't very diplomatic and the need to bind themselves to their bodies taxing their will makes cha or wis more logical for the weak stat. Cold resist only five to keep in line with other playable outsider races, though technically an addition over 4e, it still fits the theme and background, and compensates for the fort save being much less important (I think I've rolled 7 fort saves in all my gaming years and 3 of them were in one campaign from being sleep deprived)

So for an alternative closer to 4e,

Shadar-Kai
Outsider (native)
+2 Dex, +2 Int, -2 wis
Size Medium
Speed 30'
Senses Lowlight vision
Stealthy, +2 to hide and move silently (stealth and acrobatics for PF)
Shadowy, in areas of shadowy illumination your miss chance increases to 50%
Winterkin, resist cold 5, +1 fort saves
Shadow jump (su) As a move action you can teleport up to 15' and you are ethereal till the beginning of your next turn. You must have line of sight to the destination. You must wait five minutes before using this ability again.
Languages, common
Bonus languages, undercommon, drow sign, elven, draconic, celestial, infernal, abyssal
Ht and wt, as human
Lifespan and aging as dwarves

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