Advantages
(Shadow Only)
(Source: Hand of Shadow)
The following advantages are a way to balance out the members of a Shadow party, which may have several players whose race incurs a high Level Modifier (LM). Instead of using disadvantages to reduce LM penalties, advantages can boost 0 LM characters to an equitable level with their more powerful companions. Each advantage provides an LM that, while not actually increasing the character's level or HD, provides a minor or substantial in-game benefit. When choosing them, you need not pick just one method. A goblin character that needs to be on the same footing as an orc might benefit from an ability score increase as well as a rank increase. Work with your DM to determine the best suite of abilities to optimize your character for play alongside more powerful or weaker characters.
Beast Handler
In addition to the servitor races that sell their souls and lives to the dark god, the forces of Shadow make use of a variety of beasts. These creatures are used for scouting, tracking, and pulling down fugitives. The larger and deadlier beasts, though, are used for warfare.
The most common beasts employed are canines, since thay are the easiest to train and the most loyal. Wolves and riding dogs are common among all races except orcs, who inherently see any smaller animal as meat. Some goblin-kincontrol breeding stock for more powerful and intelligent creatures, like worgs and krenshar. The first are most often seen in the care of goblins, though it is likely in this case that the worg is the true master and the goblin the "pet," even if the goblin doesn't realize it. Krenshar, on the other hand, tend to travel with bugbears, while hobgoblins breed hell hounds as guard animals (treat as normal hell hounds, but their type is considered magical beast rather than outsider).
Beasts are completely loyal to their masters and never attack them unless magically compelled. Animals know a number of tricks equal to 3x their Intelligence score. It is assumed that the character has access to breeding stock to replace fallen beasts, such that a new creature will be available to replace a fallen one withing 1d4 weeks, assuming the PC is in occupied territory; however, a character who makes a habit of getting his beasts killed may find his beast-breeding contact becoming surlier and surlier each time, eventually demanding payment, favors, or even refusing to supply a new beast at all.
The table below lists the effect of having a beast on a character's level modifier. Multiple beasts may be selected, adding the listed increase to the character's LM for each beast chosen. Beasts other than those described above may be trained and used, but since they are less common and less accepting of the Shadow's foul minions, they are more difficult to acquire.
| LM | Beast Gained |
|---|---|
| -1 | Riding dog, wolf, or any unlisted CR 1/2 animal or magical beast |
| -2 | Krenshar, worg, or any unlisted CR 1 animal or magical beast |
| -3 | Hell hound or any unlisted CR 2 animal or magical beast |
Benefactor
From time to time, powerful servants of the Shadow acquire proteges. They use these lackeys to further their interests, train them to become more useful minions, and shelter them from the dangers inherent in serving the dark god. The benefactor might be a mid-rank legate or commander, or a significant power such as a Night King, powerful orc general, or traitor prince. The DM should work out all the details about the sponsor including the LM modifier, statistics, goals, and resources of the benefactor, as well as the reasons this figure took on the PC as an agent in the first place.
The character is subject to the commands of his master, undertaking a variety of missions on his behalf. The master likely has bigger plans for the minion, so these rasks will not be automatic suicide; those orders are best given to the PCs as a whole to test their mettle. Still, the agent's master will not in any way pamper or coddle him, exposing him to danger as much to test him as out of necessity. In exchange, the master protects his agent as best he can and provides what resources he thinks the agent might need. Should the agent be caught in possession of reading materials or illegal magics, for instance, the master might lessen the punishments he suffers, or if his home community is scheduled for a visit from a hungry orcish patrol looking to fill their cook pots with fresh flesh, the master would warn his agent to absent himself. Likewise, if the character needs a new sword, a special poison, access to another agent with specific skills or knowledge, or some other benefit within the power of the master, the character gets it.
Cavalry
Skilled cavalry have an immense advantage on the battlefield: Speed, mobility, and the advantages of height enable these warriors to rip through ranks of infantry.
Human and hobgoblin characters can increase their LM in exchange for cavalry training and a free mount. For an LM increase of +1, the character gains Mounted Combat as a bonus feat and begins play with a light warhorse with light barding and tack. An LM increase of +2 grants the character Mounted Combat, a +2 competence bonus to Ride checks, and a Sarcosan-bred light warhorse with a quirk of his choice and medium barding and tack. Finally, an LM increase of +3 grants the character Mounted Combat, a +4 competence bonus to Ride checks, and either a Sarcosan-bred heavy warhorse with a quirk of his choice, light barding, and tack or a standard heavy warhorse with medium barding and tack. If the character is a legate, he may exchange the benefits gained for a +2 LM increase to instead gain the service of a hadukar.
Connections
Who you know makes all the difference. A good contact can keep you in the know about political undercurrents, keep you abreast of battle plans, and even track developments in the resistance. A character who invests in connections has an established pool of informants and spies scattered throughout the region. For every +1 added to the character's LM, he gains one contact who acts as a spy, informant, or a dealer in hard-to-get goods. Each contact should be tied to a particular part of the dark god's infratructure, such as the Order of Shadow, military, or a traitor prince. The player and DM should work together to define this character, coming up with a name, history, class, race, and role the NPC will play in the character's career. This contact should be a useful ally, providing the PC with a steady supply of good information that specifically benefits him rather than just acting as a plot hook or aiding the entire party. Mechanically, a character with a contact may add his class level to Gather Information and Knowledge (local) checks made in the area where the contact operates and pertaining to the contact's area of expertise. As well, the contact should provide some other benefits, such as procuring hard-to-acquire poisons and other equipment or to open doors for the character to access powerful NPCs.
Fell
The Shadow makes extensive use of undead. If a soldier falls and then rises once more, is he not still useful? As a result, the armies of orcs and men are buttressed by legions of the walking dead--the Fell. For an LM increase of +2, a character may begin play with the ungral template. It's assumed the character has consumed enough flesh to keep him from sliding into the faengral template, but he must be vigilant in his feasting throughout play to prevent from degenerating into a ravening beast. More than any other advantage, this one is a double-edged sword.
Rank Increase
NOTE: Rank is an optional rule.
When increasing a character's LM through a rank increase, you should first consider the organization of which the character is a part. Obviously, legates would gain a religious rank increase, while fighters and barbarians would see a military rank increase. Others' authority depend entirely on thier concept. For instance, a goblin rogue might have a civil rank or military one, though likely not a religious one. If he did, he;d be an anomaly, a unique servant who gained a place in the Order because of some special connection to the dark god, which is exactly the sort of thing that should set evil characters apart from the regular minions who serve the evil one. For every +2 increase to the character's rank modifier, his LM increases by +1.
Civil Rank
Admninistrative characters who advance in rank become lesser bureaucrats or acquire petty noble titles.
Military Rank
Characters starting out with a higher rank have circumvented the normal system of advancement, perhaps by saving the life of a commander on the battlefield or acting courageously in the face of almost certain death. Commanders watch for those who distinguish themselves since the demand for quality officers is always high--elven snipers pick off officers first.
Religious Rank
An increased rank in the religious arm of the Shadow's forces can occur through countless methods: a pure bloodline, prodigious talent, clever politicking, merciless assassination, or simply luck.
Spy
If a character opts to play a spy, he must decide where his true loyalties lie, either with the Shadow or the resistance. The character might be a double agent, working as a spy for the resistance, but in truth really using his ties to the resistance to benefit his legate contact. In any event, this information should be kept from the other players to keep the character's identity a secret.
For each +1 to the character's LM, he gains a +4 bonus to any social skill check or Will saving throw that would force him to give away his true allegiance. For instance, the bonus would apply to a Shadow operative's Bluff or Disguise check when attempting to sneak into a resistance camp, or to a resistance spy's attempts to resist a zone of truth or detect thoughts spell cast by a spy-hunting legate. This bonus only applies when the character's loyalties are being questioned or his cover is at risk of being blown; for instance, it would never apply to a Hide or Move Silently check, nor to a Bluff check made while haggling or a Will save made to resist a mind-affecting spell during combat.
