Chapter 2: Archetypes and Options
The Stygian Striker Magus Archetype
Note: So due to the limited amount of pictures to draw from and my rather detailed explanations, this post ended up becoming a wall of text. I don't know if the readers in this thread mind or not, but I can make future posts shorter and more concise if there's demand for it.
For those of you are unfamiliar with Pathfinder, the game introduced an aspect to 3.X/D20 known as an archetype. Basically its a kit for an existing class meant to be in line with a certain theme, trading out existing features in exchange for new ones. Many borrow from existing classes, such as an Arcane Healer bard archetype being able to channel positive energy and spend bardic music for healing, but some are new features entirely.
Archetypes, both official and third party, are becoming a more popular option than prestige classes. As most can be taken at early levels without having to worry about restrictive prerequisites, they are more accepting to newcomers and low-level games and require less book-keeping. As for Path of Shadow, the archetypes cover not just the nightblade, but existing Pathfinder classes from the core books and expansions. Along with that, this chapter also contains new options for classes, such as alchemist discoveries.
The ten new
Alchemist Discoveries include stuff like the ability to create powder to snuff out nonmagical light sources at will, a shadowy darkness bomb which fatigues the target and saps away the surrounding light source, darkvision enhancement and blindness immunity, and even a bottled assistant who can be poured out to do various tasks!
Thoughts: They're all neat and flavorful, and none of them really strike me as useless or underpowered.
The anti-paladin's
Warrior of Unholy Darkness archetype focuses on the corrupting powers in darkness. In exchange for trading away their spellcasting abilities in exchange for the Power of Corruption, which emanates a 30 foot radius of unholy darkness which imposes penalties on enemies' AC, halves the effectiveness of healing spells, lowers the light level, and at higher levels can deal ability damage and lowering energy resistance to those caught within.
At 14th level they replace aura of sin (treat weapons as evil for Damage Reduction purposes) with Darkest Shadows, an area of effect attack which harms good-aligned creatures and blinds them but heals evil creatures and grants them bonuses on d20 rolls.
Thoughts: A very nice archetype overall.
Barbarians get new
Rage Powers, including the Lunar Totem tree of powers (can bite and gain DR/Silver like a lycanthrope, bonuses vs. shapechanging and curses), the Shadow Blood tree of powers (bonus cold damage, weapon's treated as magic, silver, and eventually cold iron, and bonuses vs. illusion and fear), and the Shadow Totem tree (weapon deals Strength damage, gain darkvision, and can turn incorporeal and have ghost touch weapon property for duration).
Thoughts: Lunar Totem's good if you're a multi-weapon barbarian due to the bite attack, but Shadow Blood and Shadow Totem are quite versatile. Being able to get through a lot of common DR types is a boon, and turning incorporeal while still being able to hit one's enemies is a great deal.
Bloodragers are a class introduced in Paizo's Advanced Class Guide. Basically they're barbarian/sorcerer hybrids, with spontaneous paladin-level (4th level max) casting progression. Like sorcerers they gain access to bloodlines, which grant them bonus abilities as they level. Path of Shadows introduces the
Shadow Bloodline, and in comparison to the existing ones (especially Aberrant, Celestial, and Arcane), its properties feel a bit limiting. For comparison, the Aberrant bloodline grants increased reach, Celestial a fly speed, Arcane free spell buffs (such as haste and blur) while raging without expending existing spell slots.
Thoughts: Shadow replicates a lot of the earlier barbarian rage powers listed, minus the cool incorporealness. At higher levels you get some nice stuff such as blindness immunity or the entangled condition to people within 5 feet due to your aura of
deeper darkness, but it doesn't really stack well to the official ones I just mentioned.
The Cleric gets the
Shadow Priest archetype, where in lieu of gaining a 2nd domain they must select the Darkness domain, or Loss or Night subdomain. In exchange, they add darkness-themed spells to their cleric spell list (including existing ones and new Path of Shadow magic), and instead of channeling positive or negative energy (Pathfinder's equivalent to Turn Undead) they can create a burst of darkness which damages living creatures and staggers undead ones (no save) for 1 round. It can also cancel out mundane and magical light sources, the latter depending on how high the Cleric level is to affect said spell.
Additionally, Shadow Priests cast all spells at +1 Caster Level when casting in an area of dim or nonexistent light, and reduces the spell level adjustment on metamagic feats by 1 when applied to spells with the [darkness] and [shadow] descriptors.
Thoughts: This is a pretty powerful archetype, especially in light of the many ways this book offers to lower the level of light in an area.
Druids get
Lunar Guardian, devotees of the moon who go out to defend their homes under the cover of night. In exchange for removing all light-themed spells from their spell list, they gain access to new darkness and cold-themed spells. They must choose a nocturnal animal as an animal companion or the Darkness domain in place of nature bond. In exchange for woodland stride they gain low-light vision, darkvision if they already have that, or enhanced darkvision by 30 feet if they have that. Instead of Resist Nature's Lure (saving throw bonus vs. fey and plant-targeting spells) they instead apply their bonus to spells of the light, darkness, or shadow descriptors. Instead of poison immunity they gain disease immunity, and instead of A Thousand Faces (alter self at will) they can see perfectly in any mundane or magical darkness.
Thoughts: Discounting 3rd party books,
druids do not have many light-themed spells, and darkness-themed magic in my experience is more common than fey spells. Being able to see in darkness is very useful, so this is a pretty good archetype if you don't mind less versatility in potential domain or animal companion options.
The Magus gains access to the
Stygian Striker archetype, arcane warriors who use shadow magic to gain the upper hand on foes. They gain Stealth as a class skill and lose Knowledge (Dungeoneering), use the saving throw progression of a bard instead of the base cleric-like one they have (good fort and will), and in lieu of spell recall (swift action to regain one spell already cast) they can spend a swift action to become invisible for 1 round/level instead with an expenditure from their Arcane Pool. The Stealth trade-off is great, but losing spell recall in exchange for one spell effect isn't very good.
Instead of medium and heavy armor proficiency Stygian Strikers gain Evasion and Improved Evasion. They can also learn nightblade Arts as though they were Magus Arcana, using their magus level as effective nightblade levels, but may only learn Arts which require a shadow surge to use. They can spend points from their arcane pool as though they were shadow surges. They can also Hide in Plain Sight instead of gaining Fighter Training (which treats 1/2th the magus levels as Fighter levels for feat prerequisites).
Thoughts: Overall, I feel that this is not a good trade. The magus is first and foremost a melee warrior, so losing access to medium and heavy armor casting at higher levels is a big loss for them. Gaining access to nightblade arts is nifty, although this archetype feels kind of superfluous when a properly-built nightblade can fill much the same role as a sneaky gish.
Monks of the Eclipsing Moon prefer to train and meditate under the night sky to obtain physical and spiritual perfection, and cannot be Lawful Good. They use a modified list of bonus feats which includes things such as
Nightmare Fist and
Moonlight Stalker lines of feat trees. Instead of still mind they gain saving throw bonuses vs. spells with the emotion, pain, or fear descriptors (an overall downgrade from enchantment spells), darkvision (and enhanced potentially) instead of slow fall, and instead of gaining improved speed or dodge bonuses when spending a ki point can double their darkvision or cast faerie fire.
As you can tell, these monks aren't really movement-based, and instead of high jump (can jump better on Acrobatics checks) they can instead cast darkness or deeper darkness by spending points from their ki pool. Their Abundant Step teleportation must begin and end in an area of dim light or darkness, and instead of gaining universal language speech with Tongue of the Sun and Moon they can see perfectly in any form of darkness.
Thoughts: The Pathfinder Monk was already a weak class, but I feel that this archetype is slightly more restrictive than a standard monk. The
Qinggong Monk can grant a more diverse set of spell-like effects. Additionally, given the large list of monk bonus feats in Pathfinder rulebooks, limiting their selection to a small list isn't a good idea. Darkness effects might make for good battlefield control, but it doesn't really give much in comparison to classes which can already do this.
The Nightblade, naturally, has five archetypes.
The
Dark Conjurer specializes in summoning forth semi-real hordes of ravening monsters made out of shadowstuff. In exchange for their limited-use path power they gain the
Summoner class progression of Summon Monster, except they cast Summon Horror (a new spell in this book) instead. They gain a shadow familiar (as in the Dark Fortress Path) instead of their 1st level technique, can add all summon monster or summon horror spells to her list of spells known, in exchange for her 3rd level nightblade art. Finally, they can see through their familiar's senses a limited amount of time per day instead of a 9th level nightblade art.
Thoughts: Summoning monsters is a very good use of the action economy, in that the more actions one side can perform in battle the likelier their chances are of winning. As the limited-use Path Powers aren't the end-all be all of the Paths, this is a worthy trade.
The
Shadowstriker prefers to focus more on martial pursuits in exchange for more limited magical capabilities. They gain one fewer spell per day at each spell level, must take Path of the Darkened Fortress and a bonded weapon as their arcane bond, and replace their Evasion/Improved Evasion and 6th level nightblade arts with Weapon Focus/Specialization/Greater Weapon Focus; this last alternative a rather shitty trade-off.
They replace most of their path techniques, hide in plain sight, and triple surge for the ability to cast spells in medium and heavy armor, can apply their Dark Fortress weapon enhancements at an earlier level and eventually to any held weapon at 9th level, treat their Nightblade level as effective Fighter levels -3, and can shapeshift their shadow armament into any kind of weapon (gaining its new properties and restrictions).
Thoughts: The versatility of applying a wide variety of magical weapon properties to any wielded weapon is pretty good, but the rest of the alternate class features are rather meh. The reduced movement penalties and armor check penalties of heavy armor aren't well-suited for the stealthy nightblade, and a lot of Fighter-exclusive feats aren't very swell even in Pathfinder.
The
Shadow Agent is a more assassin-like nightblade, who prefer to hone their killing arts. They trade in their limited-use path power and 1st level path technique for very limited sneak attack progression (1d6 plus 1d6 every 6 levels), inability to accidentally poison themselves and an incremental level-based bonus on Craft (alchemy) bonuses. In exchange for their 3rd level nightblade art they can apply poison to a weapon as a move action (or swift action at 6th level). They gain uncanny dodge for free at 4th level, and at 10th level they gain a change of applying a Save or Die as an assassination technique versus flat-footed, unaware opponents they studied for 1 round in exchange for their 10th level technique. At 16th level they can assassinate targets without the 1 round limit.
Thoughts: Shadow Agents are pretty much assassinations but can be of any alignment. It's superior to the Prestige Class IMO due to the Nightblade's features. That said, it eliminates some of the early-level Path techniques and powers which can be really nice, so it's really useful for poison-focused debuffer builds.
The
Traveller of Two Paths are nightblades who prefer a more diverse skillset. In exchange for fewer per-day path powers, fewer spells known, and can only ever have up to two shadow surges active at once, they can gain access to the limited-use powers, shadow surges, and path techniques of two Paths instead of one.
Thoughts: This is a pretty swell archetype in spite of the restrictions, because a few of the Paths have some nice abilities which can be useful to many nightblade types.
Finally the
Veiled Infiltrator prefers to learn more mundane forms of stealth and trickery to fall back on just in case. They pretty much gain rogue abilities such as Trapfinding, Trapsense, and access to Rogue Talents in place of a 1st level Path technique. They gain an ability called Infiltrator's Veil, which on the surface looks really nice: it's a level-scaling ability which grants new stuff at increments, from the Disgusing Veil (as disguise self) nightblade art plus the ability to remain undetected by extraordinary senses such as tremorsense/scent/etc, and some constant anti-divination stuff like
nondetection and the ability to even fool
true seeing with a caster level check.
So, what do they have to give up in exchange for this swank alternate class feature? Shadow surges, all of them. They can never gain shadow surges, nor utilize tricks or abilities which have them.
Thoughts: Since so many nightblade arts rely upon this, you really need to plan out your character build in advance if you choose this, plus the really neat stuff only comes into play at the later levels.
Oracles gain access to the
Darkness Mystery and
Forgotten Curse. In short, the Darkness Mystery grants Bluff/Intimidate/Perception/Stealth as class skills, various darkness-themed spells to spells known (go figure), and gain a host of new Revelations. Such revelations include the ability to conjure multiple 10 foot cubes of freezing darkness (cold damage and Strength damage), a cloak of dark armor (armor and Stealth bonus), the Blind-Fight feat tree, a cold fatiguing touch attack, and the ability to sprout Wings of Darkness which can grant the effects of a 1 minute/level fly speed and
overland flight at 11th level. The Final Revelation grants a host of immunities, the ability to cast
shades as a spell-like ability, and 20% more real shadow illusions.
Thoughts: Overall a fine list. Flight's always nice, and strength-draining darkness cubes double as good battlefield control.
The Forgotten Curse makes it so that people have trouble acknowledging or remembering the Orcale, imposing a -4 penalty on Charisma-based skill checks except for Disguise. In exchange they get access to spells such as
disguise self, modify memory, misdirection, and the like and constant
nondetection at 15th level.
Thoughts: Forgotten's pretty good trade-off in comparison to other curses as the Oracle's a Charisma-based caster, so a sufficient score and skill ranks can offset this penalty.
The Paladin gains access to
Shadow Banisher, a scion of light dedicated to taking the fight to evil in the dark corners of the earth. They get a modified smite evil which doesn't deal double damage vs. dragons and outsiders, but instead to undead. It also applies faerie fire to the target and the wielded weapon gains ghost touch property for smite attempts. Instead of channeling positive energy, they may channel light instead to deal damage to undead and dispel darkness and shadow spells. In exchange for Aura of Resolve (allies within 10 ft. gain +4 saves vs. charm), the paladin becomes immune to aging and adds her Charisma bonus to her touch AC and to the touch AC of allies within 10 feet.
Thoughts: Shadow Banisher's a good archetype. Undead are more common enemies than dragons, and AC bonuses are always welcome. The inability to use channeling to heal might be a downside, but they can still lay on hands and cast spells.
A
Scourge of Shadows is a rogue who delves into research of shadow magic, able to replicate some nightblade abilities. In exchange for trap sense and the sneak attack increase gained at 3rd level, they can shadow surge. They can also select nightblade Arts which utilize shadow surge in place of a rogue talent, but can only select one Art at 4th level and every 6 levels thereafter. In exchange for their sneak attack increase at 7th level they can gain
Shadow Strike (surprisingly not a new feat in this book) as a bonus feat, which allows them to Sneak Attack opponents with concealment.
Thoughts: The loss of trap sense and 2d6 sneak attack is more than worth gaining access to nightblade arts and the ability to do so vs. enemies who benefit from concealment.
Our final class, the
Shaman, can call upon the entities of night and shadow as a new Spirit. Honestly I haven't looked at this class closely, so I can't really compare its features as well as I did the previous ones. I'll still try my best, and anyone with a better working knowledge can inform me of any mistakes (this applies to other aspects of my review, too).
The Darkness Spirit grants a series of related spells such as
dust of twilight, shadow conjuration, etc, most of which are surprisingly not new spells found within this book. The hexes they can learn are not exactly eye-catching, such as the Blind-Fight feat tree as bonus feats, the ability to scry through areas of darkness into other shadowy places (
clairaudience/clairvoyance), the ability to replicate a
memory lapse spell as darkness clouds the target's mind, and the dark armor cloak basically repeated from the Oracle ability.
Shamans who choose Darkness as their spirit or wandering spirit gain improved darkness, improved miss chance with concealment, a fatiguing cold-damage touch, the ability to take the form of a shadow as per shadow form (spell found later in this book), and a 20th-level capstone ability which is the same as the Oracle's.
Thoughts: The Shaman feels like a cut-and-paste job of previous features as opposed to more unique things.
Thoughts so far: This chapter's been a mixed bag for me. Archetypes tend to vary widely in usefulness and power level. In spite of the underpowered ones, the options which are good add neat things to class repertoires, both primary and non-primary spellcasters.
Next post we'll be covering the new feats in Chapter 3.