Shadow People Statistics

From Traykon Campaign Setting - Pathfinder
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Though most shadow people treat the Shadowlands as home, they often trade and deal with creatures of Material Traykon. Some shadow people go so far as to create enclaves in order to establish alliances and trade routes in areas where the boundary between worlds is less distinct. The shadow people are cut off from their racial home in the Shadow Plane and have accepted their life on the boundries between Traykon's world of the living and the world of the dead.

Common Races Uncommon Races
Teligrir (Naga) Giant Races
Fey Races Monstrous Races
Random Fetchling Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
20 Years +1D6 years
(21 – 26 years)
+2D6 years
(22 – 32 years)
+3D6 years
(23 – 38 years)
  1. This category includes barbarians, oracles, rogues, and sorcerers.
  2. This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3. This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Random Fetchling Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5 Ft. 4 in. +2D6 in.
(5 ft. 6 in. – 6 ft. 4 in.)
90 Lbs. +(2D6×3 lbs.)
(96 – 126 lbs.)
Female 5 Ft. 2 in. +2D6 in.
(5 ft. 4 in. – 6 ft. 2 in.)
80 Lbs. +(2D6×3 lbs.)
(86 – 116 lbs.)

Fetchling Heritage: Descended from humans trapped on the Shadow Plane, fetchlings are creatures of darkness and light intertwined. Generations of contact with that strange plane and its denizens have made fetchlings a race apart from humanity. While fetchlings acknowledge their origins, they exhibit little physical or cultural resemblance to their ancestors on the Material Plane, and are often insulted when compared to humans. Some members of the race also take offense at the name fetchling, as it was given to them by humans who saw them as little more than fetchers of rare materials from the Shadow Plane. Most fetchlings instead prefer to be called kayal, a word borrowed from Aklo that roughly translates to “shadow people” or “dusk dwellers.” Infused with the essence of the Shadow Plane and possessing human blood commingled with that of the Shadow Plane’s natives, fetchlings have developed traits and abilities that complement their native plane’s bleak and colorless terrain.

Physical Description: Superficially, shadow people resemble unnaturally lithe—bordering on fragile—humans. Their adopted home has drained their skin and hair of bright colors. Their complexion ranges from stark white to deep black, and includes all the various shades of gray between those two extremes. Their eyes are pupilless and pronounced, and they typically glow a luminescent shade of yellow or greenish yellow, though rare individuals possess blue-green eyes. While their hair tends to be stark white or pale gray, many shadow people dye their hair black. Some members of higher station or those who dwell on the Material Plane dye their hair with more striking colors, often favoring deep shades of violet, blue, and crimson.

Society: Shadow People are adaptable creatures, and as such display no singular preference for moral philosophy or the rule of law. Most mimic the cultural norms and governmental structures of those they live near or the creatures they serve. Above all, shadow people are survivors. Their tenacity, versatility, and devious pragmatism have helped them survive the harsh environs of the Shadowlands and plots of the powerful creatures dwelling within it. On the Material Plane, especially if unable to return to their home plane at will, shadow people tend to cluster in small, insular communities of their own kind, mimicking the cultural norms and political structures of those they trade with.

Relations: Because of their shared ancestry, shadow people interact most easily with humans, though they also find kinship with fey types and other races that were cut off from their home planes or are not native to Traykon. Their pragmatism and adaptable nature put them at odds with warlike or destructive races, and when they do have to deal with gnoll, goblinoids, or other savage cultures, shadow people will often play the part of the fawning sycophant. Strangely, their relationship with dwarves and elves are rather strained. Dwarves find shadow people duplicitous and creepy, while the tension with elves is so subtle and inexplicable that both races find it difficult to explain.

Alignment and Religion: Shadow People worship a wide variety of gods. A small number of evil shadow people worship demon lords of darkness and lust.

Adventurers: The Shadowlands' ever-present hazards pose great danger to Shadow People adventurers, but also great opportunity. Because of their servile status on their home plane, however, most shadow people prefer to adventure on the Material Plane, which often offers more freedom and trading opportunities. Shadow People make excellent ninjas, oracles, rangers, rogues, and summoners.

Standard Racial Traits

  • Ability Score Racial Traits: Shadow People are quick and forceful, but often strange and easily distracted by errant thoughts.They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
  • Type: Shadow People are outsiders with the native subtype.
  • Size: Shadow People are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Shadow People have a base speed of 30 feet.
  • Languages: Shadow People begin play speaking Common. Shadow People with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, Ignan, Terran, and any regional human tongue.

Defense Racial Traits

  • Shadow Blending (Su): Attacks against Shadow People in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
  • Shadowy Resistance: Shadow People have cold resistance 5 and electricity resistance 5.

Feat and Skill Racial Traits

  • Skilled: Shadow People have a +2 racial bonus on Knowledge (planes) and Stealth checks.

Magical Racial Traits

  • Spell-Like Abilities (Sp): Shadow People can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. Shadow People’s caster level is equal to his total Hit Dice. When a shadow person reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A shadow person’s caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadowlands or the Material Plane only) usable once per day as a spell-like ability. Shadow Peoples caster level is equal to his total Hit Dice.

Senses Racial Traits

  • Darkvision: Shadow People can see perfectly in the dark up to 60 feet.
  • Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, shadow people have low-light vision, allowing them to see twice as far as humans in conditions of dim light.