Showing posts with label Path of Shadows. Show all posts
Showing posts with label Path of Shadows. Show all posts

Saturday, 30 May 2020

Nightblade GM’s Notes

The major advantage of using 3PP material as dm is that players are likely to be less familiar with it. This allows you to surprise them with unusual and unexpected opponents and problems.

The great versatility of the nightblade means you can create an entire group of nightblades that are clearly different while still being similar. Or create faraway places or planes where there are no rogues, magi or sorcerers, only nightblades with different paths.


Along a rarely used trade road, in the shadow of a lonely mountain stands a small inn. While The Shadowed Rest seems ordinary at first glance anyone who stays the night soon notices that the place has two entrances. The second entrance opens to an open field along a remote road, and though always dark there are no stars there.

The PCs are asked for help by a small trading company. Their main trading partner has recently fallen silent, and they need help in figuring out what happened. They should prepare for a difficult adventure, for the Sunlit World is a dangerous place for natives of The Shadow Realm.

A shadowy figure is seen outside the PCs camp several nights in a row. The figure follows them wherever they go, and tries to communicate in cryptic ways.

Thursday, 28 May 2020

Nightblade Player’s Notes

The nightblade is a versatile class, each of the paths gives another specialization in playstyles. All nightblades are fundamentally rogues with some spellcasting however. The lack of sneak attack or a similar class feature means that you need to make good use of the spells and path power to be a useful member of the party.

When it comes to multiclassing or gestalt sneaky classes like rogue have a lot of overlap, so look at improving either spellcasting or martial abilities. Charisma based casters are always useful. On the martial side there are plenty of classes who also make good use of charisma, like the swashbuckler.

There are a lot of shadow based 3pp classes, mostly because Paizo never made their own. Interjection Games made Ultimate Antipodism that holds several light and dark based classes. The Shadow Weaver is a shadow caster. If you want to make a darkness based wizard or sorcerer take a look at 101 Shadow and Darkness Spells.
The dread is a similar class that uses psionics instead of darkness.

Most who wield the magic of shadow seek to remain hidden. Not so for Duke Ezravor al’ Argentange! He is a widely renowned knave, womanizer and master of the rapier! He is the greatest symbol of hope for those suffering under the tyranny of Governor of La Barajah.

Dreadful Shadows
You know well how to use your enemies fear of darkness against them.
Prerequisites: Devastating Touch, Shadow Surge
Benefit: You can expend a shadow surge part the same action as using your devastating touch. If you do so can can use your devastating touch as a ranged touch attack with 60 ft. range.

Bugbears are known for being surprisingly stealthy. The bugbears in the icy forest realm of Snowbough in particular are talented at disappearing into the shadows.

Wednesday, 27 May 2020

Nightblade Class Features

The nightblade can best be summed up as a rogue with shadow magic. They are proficient in the use of simple weapons and a limited selection of martial weapons, and the spiked chain. They are also proficient in light armor and can cast their spells in such armor.
Nightblade spells range from level 1 to 6, including cantrips and use the same progression as that of the bard. The strength of the nightblade’s spells and powers depend on their force of personality.

At level one a path is selected, each path gives it’s own path power, a way to use the shadow surge, path techniques at levels 1, 5, 10, 15 and 20, as well as access to a few nightblade arts. The chosen path has a major effect on how the class plays.
The five paths are:
  • The Path of the Bloodied Chain, which creates areas filled with shadowy chains that hinder and frighten all who are caught within.
  • The Path of the Darkened Fortress, nightblades who follow this path learn to create weapons, items, an arcane bond and even a dark citadel in their own corner of the shadow plane.
  • Path of the Eternal Night, these nightblades create a shoud of negative energy around themselves. They devour the life force of dying enemies to empower themselves.
  • Path of the Ravaging Void, whose specialization lies in shadow evocations. Any evocation spell can be cast using half-real shadowstuff.
  • Path of the Twilight Veil, those who follow this path use shadow magic to deceive their enemies with the unreal. Their illusions can hide the nighblade and her allies, or leave her opponents sick disoriented and lost.
Nightblades quickly gain evasion, and learn to store shadow energies into their own shadows with a standard action. This energy can be expended in a shadow surge to power a wide range of abilities. At level 2 all Nightblades can expend a surge to gain advantage on a Stealth roll, and also gain the surge ability of their path at the same level.
A second and third surge can be stored at level 8 and 17.

At third level and every three levels thereafter a nightblade arts can be chosen, amongst other things these give new ways to use shadow surges. Nightblade arts can also be exchanged for rogue talents and combats feats.
At the same time nightblades learn to see in the dark, gaining darkvision 30 and Blind-Fight from level 3. This is improved to darkvision 60 at level 9. At level 14 the ability to see perfectly in both natural and magical darkness.
At eighth level hide in plain sight is gained.

Experienced Nightblades can shadow shift, this allows teleportation like dimension door up to 30 feet per level per day. This counts as the ability to use dimension door for feats like Dimensional Agility.

The penultimate class feature is shadowy realism, which ads 20% reality to shadow spells, though this sadly does not stack with other such abilities.
Finally the capstone is gained from the nightblade’s path.

The Diarchs of the sun and the moon prefer honesty and openness in their dealings. But for those times where subterfuge and even a blade in the dark is truly needed the shadowbolts are called upon. These operatives are personally blessed by the diarch of to moon with great powers over shadows and darkness.

Kress Frestings believes that if she kills and devours enough of the living she can return to life herself. For this purpose she as been stalking and devouring the life of people in the city. After decades of of murders she is becoming impatient, and now she seeks to create a cult dedicated to a diety of disease and release a plague to create thousands of dead to feast upon.

Deepshadow Gates, or their natural occuring counterparts Deepshadow Caves allow practitioners of shadow magic to travel rapidly between them. A rare ritual allows one to temporarily destroy these places of power to gain the ability to shadow shift yourself.

Monday, 25 May 2020

Nightblade Intro

For most adventurers darkness is an enemy. In the dark dungeons and shadowed ruins they most commonly explore it is ever-present, hiding trap and enemy alike. Their enemies on the other hand can almost universally see in the dark, making being detected and ambushed almost unavoidable.
It is hardly strange that players have wanted to wield the darkness for themselves. Since the very first editions of D&D the Thief and Assassin have skulked in the darkness, and already in AD&D the wizard could take the Shadow Mage kit to use darkness based magic.

The Nightblade is the centerpiece class of The Book of Shadows. It uses the basic chassis of the rogue, with shadow magic instead of sneak attacking. Their spellcasting follows the bard’s progression, with Charisma as their spellcasting modifier. The spell list is varied, with mostly utility and evocations. It obviously contains a large number of shadow and darkness spells.

The class is impressively customizable. Every nightblade must select a specialization called a path at level 1. A path provides a series of unique powers and abilities with a central theme spread out over the nightblade’s levels, as well as access to several distinct nightblade arts. Nightblade Arts are the talents of the class, and among other things allow the nightblade to expand upon their class features and can be exchanged one to one for combat feats or rogue talents.

Role: Nightblades are skill monkeys and stealth specialists. Their shadow spells add versatility both in and out of combat. Their chosen Path and nightblade arts determine their exact role in combat, but their place is always on the side of the battle.

HD: 8
BAB: 3/4
High Saves: Ref, Will
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (planes), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Points: 6 + int mod

When the denizens of Calignos first fled underground to escape the Earthfall the local thieves guild fled with them. These assassins and thieves were the most eager students of the Forsaken, and when the owbs first showed themselves to the Dark Folk they hid themselves away from these new overlords. To this day their decedents worship the Forsaken on the edges of Dark Folk society, stealing away and training any Caligni throwbacks they can take.

A dwarven hold in in turmoil since the leader of the mining guild has been found assassinated in his private office. In the weeks since more high ranked miners have been found muredered in ever more guarded rooms. Rumors say a shadowy figure has been seen moving through stone walls, and that the murders are connected to a large new mining operation that was being planned.

Yami stalks the Chasm to Shadow, preferring to take the fight to the enemies of life over playing the guiding role his fellow manasaputras favor. He has learned to wield the shadows he casts as a deadly weapon.

Saturday, 2 May 2020

Ascension Games’s Path of … Series

Because the third book by Ascension Games was just brought out despite a sadly failed kickstarter I though it made sense to start the blog with their books. These are some of my favorite third party books, with high production values and well designed and balanced crunch.

The three books, starting with Path of Shadows focus on a single theme, and present classes, archetypes, feats, spells and magic items build around said theme.The first book focused on Shadow magic and presented a single new class, the Nightblade. A sneaky class with highly varied specializations.


Path of Iron is the second book, focusing on metal and on artifice and has three new base classes. The Archivist who uses a new Rune Magic system where previously cast spells can empower the next spell. The Saboteur is a rogue with a lot of new tricks, from spell-like traps to rapid trap breaking to selecting marks against which she gains various bonuses. The third is a pet class with a customizable golem. Every augmentation the Vanguard builds into his golem comes with a Resonance that can be activated to gives them both powerful advantages.


And the just released Path of the Wilds is of course centered on nature, with options for characters who work with the wild parts of the world. This book again has three new base classes. Starting with the Elementer, a 6th level caster who uses the power of cast elemental spells to temporarily become a deadly warrior. The Invoker is a sort of reverse pet class. Normally the pet is sent forward to take the hit, but in the case of the Invoker the summoned spirit of nature is the one who provides ranged support via spells and magical attacks. Last is the Warden, a defensive warrior who can place wards, areas that grant various defenses to the Warden and his allies.

Over the coming posts I’ll be going over the content of the books, beginning with the new classes. So come back tomorrow for the first of the classes: The rune casting Archivist!