Aldern Foxglove

Seginus's page

106 posts. No reviews. No lists. No wishlists.




(Previous Thread Here)

With the end of the Kickstarter, I wanted to start a fresh thread for the Path of the Wilds playtest. Unfortunately, we did not reach our funding goal. Despite that, I have no desire to give up on the book and fully intend to see it finished. So, let's continue on with the playtest!

The playtest document includes:

-The elementalist base class, a spellsword that has mastered the forces of air, earth, fire, and water. They can absorb latent energy from their spells to form a powerful planar aegis, letting them switch between spell focus and combat focus at a moment’s notice. They can also convert elemental spells into simplified “twists” for more utility, or combine their spell slots together to reach greater heights of arcane potency.
-The invoker base class, a mystical warrior that bonds with the spirits of nature. Unlike most “pet” classes like the druid or summoner, the roles for the invoker and his spirit companion are reversed: the invoker players the front-line combatant while his companion casts spells to support him from afar. He can also invoke over a dozen lesser spirits like Tempests Herald and Oncoming Storm and Depths Beckon With Silent Murmurs to grant him unparalleled adaptability in his approach to combat.
-The warden base class, a verdant protector of nature. The warden is the first line of defense for both nature and his companions, gaining a slew of defensive and support oriented abilities. He creates magical wards that shield allies from harm, and can improve them with natural facets like summer’s heat or river of life to shield against specific threats. His remedy feature grants him a slow-but-steady healing stream, while his mastery of nature’s close-kept secrets gives him new methods of support and further control over his environment.

You can find copies of the playtest from the following places:

-Google Drive
-Paizo Store
-DriveThruRPG
-The Ascension Games Store

I'll also be keeping a list of major updates for convenient reading, found in this Google Doc. I'll make a new post in this thread when major updates are made as notification, but the actual change log will be kept in one place.

Feel free to make suggestions in this thread, or by leaving comments on the public google document.

Thanks for your support and your interest in Path of the Wilds!

Christopher Moore
Ascension Games, LLC


Ascension Games is back, with a playtest for our newly-announced product, Path of the Wilds! This product launches alongside our Kickstarter, which runs until November 15th, 2019.

Feel free to share your thoughts and feedback here, or join us over at the Kickstarter and discussion thread over in the Third-Party forums.


After a long hiatus, Ascension Games is back, with our next product in the “Path” series, Path of the Wilds!

As with the rest of the Path series, Path of the Wilds focuses on a specific area of magic, in this case, nature. Harnessing elemental spells, plants, animals, weather, terrain, you name it. Spells that chain foes with living storms, erode away artifice, and conjure toxic blooms are just a sampling of what's in store for Path of the Wilds. And just like with Path of Shadows and Path of Iron, this book will cover all aspects of Pathfinder. Archetypes, class features, feats, magic items, you name it: we want to make sure there’s plenty of options for any master of the wilds.

Here's an overview of what you can expect in Path of the Wilds:

  • -The elementalist base class, a spellsword that has mastered the forces of air, earth, fire, and water. They can absorb latent energy from their spells to form a powerful planar aegis, letting them switch between spell focus and combat focus at a moment’s notice. They can also convert elemental spells into simplified “twists” for more utility, or combine their spell slots together to reach greater heights of arcane potency.
  • -The invoker base class, a mystical warrior that bonds with the spirits of nature. Unlike most “pet” classes like the druid or summoner, the roles for the invoker and his spirit companion are reversed: the invoker players the front-line combatant while his companion casts spells to support him from afar. He can also invoke over a dozen lesser spirits like Tempests Herald and Oncoming Storm and Depths Beckon With Silent Murmurs to grant him unparalleled adaptability in his approach to combat.
  • -The warden base class, a verdant protector of nature. The warden is the first line of defense for both nature and his companions, gaining a slew of defensive and support oriented abilities. He creates magical wards that shield allies from harm, and can improve them with natural facets like summer’s heat or river of life to shield against specific threats. His remedy feature grants him a slow-but-steady healing stream, while his mastery of nature’s close-kept secrets gives him new methods of support and further control over his enviroment.
  • -New archetypes and options for existing classes. Play archetypes like the Animist barbarian to summon ancestral totems, or an Elemental Savant sorcerer to learn a wide selection of elemental spells from other classes. Options include new kineticist talents and a new selection of six “primal spirits” for the medium class.
  • -Spells for casters that want to evoke nature’s benevolence - or its fury. Turn into a being of light with the solar body spell, or tap into your wild side with the primal fury spell. Gather foes together with a watery vortex, then poison them with a toxic nettle burst.
  • -Feats that let you truly master the wilds. Use wild empathy to impart magical suggestion effects on creatures with the Mystic Empathy feat, and track down impossible quarries with the Skilled Tracker feat. Call out your foe’s weaknesses with the Spotter’s Call and take them down with a single Mountain Strike. There of course will be feats to support the new classes, as well, such as Latent Remedy to let wardens grant contingent healing effects and Aegis Strike to give elementalists and extra arcane edge while using their aegis form.
  • -A plethora of new magic items and equipment properties. Always have the right element at hand with the cycling weapon property, and entangle foes that attack you with miring armor. Fly upon the wind with the stormlord’s raiment and freeze foes solid with the rimeflower bow.

Kickstarter and Playtest for Path of the Wilds

As with Path of Iron, we want to ensure the best quality for the Path series. Ascension Games always uses commissioned art in our books, and we take a painstakingly long time to ensure the rules text is clear, balanced, and - most importantly - fun. In order to make this book come to life, we’re excited to announce that we are launching a Kickstarter for the book today! The campaign will run from October 16th until November 15th. You can find the Kickstarter here.

To go along with the Kickstarter, we are also simultaneously releasing a playtest for the three new classes (elementalist, invoker, and warden). These classes have many atypical mechanics, so thorough testing is a must. You can download the playtest from:

You can use this thread to discuss the playtest document, or send us feedback directly on the Ascension Games website.

Thank you for your support, and I hope you are as excited as I am for Path of the Wilds!

Christopher Moore,
Ascension Games, LLC


Path of Shadows is the Deal of the Day for TODAY ONLY over on DriveThruRPG! Get the PDF for 50% off and the print version for 33% off!

Click here to check it out!


Ascension Games is branching out to 5th edition, starting with a conversion of Path of Shadows!

Path of Shadows - For D&D 5e adds the wonders shadow magic to 5th Edition. It has a new class - the nightblade - which focuses on using shadow magic to its fullest, and will have spells, feats, and magic items for just about everyone.

To make sure the balance is on-point, I've made a playtest document featuring the new nightblade class and several spells. Many of the spells are from the original Path of Shadows, such as banish light and deathwings, but classic spells like shadow conjuration and darkbolt are also included.

Any feedback is appreciated! I don't have as much experience playing 5th edition as I do Pathfinder, so I want to make sure the balance is kept while still keeping the ideas of shadow magic intact. Suggestions for improving the quality, as well as spells and abilities you'd like to see added, are always welcome.

You can download the playtest here.

Thanks!

Chris Moore
Ascension Games, LLC


Hey there!

Ascension Games may not have as many titles to its name as most of the other 3PP, but that doesn't mean sales can't happen! To both celebrate the release of our newest title, Path of Iron, and to provide a deal for holiday shoppers, you can get our first book Path of Shadows for 20% off!

You can find both of these products on any of these stores:


This thread is for feedback, discussion, and any questions concerning Path of Iron by Ascension Games.

What I'm looking for:

  • What aspects you enjoyed, and why
  • Parts you did not like, and why
  • Any errors you find
  • Rules clarifications you feel are necessary
  • How the "Path" series of books can be improved going forward


Now available! Path of Iron is the second book of the "Path" series by Ascension Games, focused on construct-, metal-, and weapon-based options. With archetypes, spells, feats, magic items, new classes, and more, there's something for every player at your table!


The Path of Iron playtest is now live!

For those that aren't already familiar with it, Path of Iron is a continuation of the "Path" series by Ascension Games, each one focusing on a theme of magic. This book's theme is "Iron", or more specifically, metal, constructs, traps, or object- and material-based magic.

The document includes the following:

  • The archivist, a scholarly mage that uses the new runic magic system.
  • The saboteur, a sneaky infiltrator that is a master of traps and tricks.
  • The vanguard, a support-oriented caster that teams up with a construct.
  • The rune magic system, along with 120 "scripts", feats, and magic items.

You can download it from the Paizo store or directly from the Ascension Games website.

This thread is for feedback and discussion on the material presented in the playtest document, as well as to give suggestions on how to expand upon the classes for the final release. Any feedback is welcome, but as always actual experience playing and using the material is the most valuable. The download will be updated periodically to reflect feedback and fixes within the document.

If you find the material interesting, consider checking out the Path of Iron Kickstarter, which will be closing on August 9, 2015. I hope you like what's in store for Path of Iron!

Christopher Moore,
Ascension Games, LLC


1 person marked this as a favorite.

The Kickstarter campaign for Path of Iron is now live! Create constructs, make deadly traps, and delve into ancient rune magic with Ascension Game's latest Pathfinder Roleplaying Game book. Ascension Games is a relatively new contender in the Pathfinder Roleplaying Game market, aimed at bringing fun, balanced, and intriguing material to your gaming table. Well, with my first book, Path of Shadows being so well received, I want to continue forward with an even better product!

Path of Iron Kickstarter Page

A quick sampling of what you'll find within Path of Iron's 150+ pages of content:


  • Three new base classes: the construct-controlling vanguard, the trap master saboteur, and the rune-casting archivist.
  • Dozens of archetypes and options for your favorite classes. Use flurry of blows with a firearm as a Zen Marksman, utilize Spell Combat with a two-handed weapon as the Arcane Marauder magus, or tap into the mysterious souls of iron with the Metal spirit for shamans.
  • Several feats to support all kinds of play styles, as well as brand-new Technique feats to learn specialized methods of combat. Use the Archon Technique to master the tower shield, or the Titan Technique to wield massive weapons against your foes.
  • Over 80 spells for practically every magic user. Conjure innumerable weapons with the field of blades spell, animate a shield to defend you with dancing steel, and steal the power of magic items with the siphon enchantment spell.
  • New magic weapons, armor, wondrous items, and more. Destroy any barrier with the gatecrasher or keep your favorite equipment in good repair with the apprentice's whetstone.
  • Rune magic, a brand new form of magic casting where every spell grants the caster lingering power to strengthen his next spell.

You can check out previous discussion and announcements both here on the Paizo forums and on the Ascension Games website.

Still not sure? Check here for a sample of the book featuring the vanguard base class.

The campaign will run for 30 days. With your help, we can make this massive book a reality!


4 people marked this as a favorite.

A few short months ago, I released my first book Path of Shadows out to the Pathfinder community (which you can find on DriveThruRPG, the Open Gaming Store, Paizo.com, and the Ascension Games website). The book was a huge undertaking and quite the challenge, but at the end of the day the book has been praised across the board for its design and construction. Now, I want to continue on with the "Path" line of books, aiming to meet and exceed the expectations the community has after Path of Shadows with my newest book, Path of Iron!

Much like my last book, Path of Iron focuses on a specific area of magic, in this case, metal. Now, metal is a bit vague compared to shadows and darkness, which are already clearly defined schools and descriptors in the Pathfinder Roleplaying Game. So, what exactly is metal magic? In this case, I'm focusing on spells and abilities that utilize physical objects and materials, or more specifically, objects made of metal. Spells that conjure storms of blades, powerful constructs, or turn an opponent's armor to slag are just a sampling of what's in store for Path of Iron. I'll also be including options built around combat and warfare, much like Ultimate Combat does at the moment for the Pathfinder Roleplaying Game. And just like with Path of Shadows, this book will cover all aspects of Pathfinder: three new base classes, dozens of spells and feats, new magic items, a brand new magic system, plus archetypes and options for plenty of existing classes all will be found within the book.

Of course, the details are what's important, right? Here's an overview of what you can expect in Path of Iron:

  • The archivist base class, a scholarly magician who taps into the ancient art of rune magic, a brand new form of magic casting where every spell serves to strengthen the next. Choose from one of six specializations within rune magic, such as Creation and Revelation, to further enhance your powers in a given area.
  • The saboteur base class, a roguish-type that blends arcane spells with clever tricks and traps. The saboteur is an expert of trap making, able to create deadly devices nearly instantly while bypassing those laid by foes with ease. Fooling divinations, assasination, and reading people's minds are just a few of the tricks the saboteur can master to take on any job.
  • The vanguard base class, a martial-magic hybrid whose innate talent and eldritch power manifests through the animation and control of a powerful construct. Create resonances between your construct's magical power and your own to support your allies or hinder foes, and imbue spells into yourself and your companion to come into effect at a later time.
  • Dozens of new archetypes and options for existing classes. Play archetypes like the Zen Marksman monk to flurry with a firearm, or an Arcane Marauder magus to (finally) use spell combat with a two-handed weapon. Options include new ranger combat styles like Quarterstaff, Spear, and Firearm, or choices like the new Metal spirit for shamans.
  • Spells for casters of all stripes. Shapeshift your greatsword into a halberd with the alter weapon spell, or steal magical enhancements from your opponent's armor with the siphon enhancement spell. Strike all nearby enemies with a single blade spiral or have your weapons and armor act on their own with dancing steel. Included is an alternate rule for adding the "metal" descriptor to these spells and to existing Pathfinder spells like iron body, heart of the metal, and molten orb, of which archetypes, feats, and magic items within this book will support.
  • Feats to support a variety of play styles. Who needs a belt of mighty hurling when you can take the Powerful Throwing feat and use your Strength bonus on attack rolls with thrown weapons? This book will also be introducing new Technique feat chains, which are like Style feats for various weapons and wielding styles. Tear your opponent's armor asunder with the Bebilth Technique, or smash your opponents with a tower shield when using the Archon Technique.
  • New magic equipment, weapon and armor properties, and magic items abound. Use the gatecrasher to destroy any barricade, magical or mundane, or create magic items with ease with the aid of the hammer of the forgemaster.
  • Rune magic, a new form of magic casting that is pioneered by the archivist base class. Each spell leaves lingering power in the form of intricate runes upon the caster, which the caster can then consume to supercharge his next spell. This isn't just an extra feature placed on top of the already-existing spells, this is an all-new list of spells built for this system, with abilities, feats, and magic items to support it.

Kickstarter and Playtest for Path of Iron

A project of this size is certainly a daunting one considering I'm the only author, but rest assured that I intend to deliver a consistent, balanced, and high-quality product, as anyone that has read through Path of Shadows can attest to. However, unlike with Path of Shadows, I can't do it alone.

A book of this size and scale needs more input and funding than just one guy, and as such I will be launching a Kickstarter two weeks from today to fund the project on July 10th, 2015. Of course, feedback and input is just as important. A public playtest of the material will be made available once the Kickstarter is complete, which will include all three base classes and the new rune magic system so the community can give their opinion on the design, strengths, and flaws of the book.

In the meantime, feel free to ask questions about the book or my previous work. Every few days leading up to the Kickstarter launch date I'll be posting teasers for each section and class within the book, going into more detail on each (along with some sweet art by lead artist Danielle Sands). Check back every once in a while leading up to the Kickstarter to find out more!

Thanks for your support and I hope you are as excited as I am for Path of Iron!

Christopher Moore,
Ascension Games, LLC


Hey everyone!

My name is Christopher Moore, designer and creator of Ascension Games, LLC. I've been doing game design for several years, including plenty of homebrew for Pathfinder. I recently decided to put my skills to test and take the next step to creating and publishing my own material for Pathfinder. After six long months of work, Path of Shadows was created! The book is a little over 80 pages when including the cover/credits/etc., and focuses on shadow magic and darkness magic. The book's been out for a while on other sites, but now that it's available on Paizo's store, I wanted to make an announcement here.

Shadow magic as a spell subschool has always been a favorite of mine, but it's spell list is rather small at just over 20 spells among Pathfinder Roleplaying Game material. This book doubles the number of shadow spells and triples the number of darkness spells in Pathfinder, with spells such as shadow necromancy, curse of the lightless, grasp of darkness, and illusory strike. It also adds a new, in-depth class called the Nightblade which showcases the numerous capabilities of shadow magic.

Path of Shadows has several features, including:


  • The nightblade, a new 20-level base class that focuses on shadow and darkness magic. Choose from several specializations to cater the class to your liking, such as the deceptive Twilight Veil or the destructive Ravaging Void.
  • Variants and options for a dozen existing Pathfinder Roleplaying Game classes, such as the new Darkness mystery for oracles, the stygian striker magus, or the monk of the eclipsing moon.
  • Twenty-five new feats for characters of all stripes such as Terrifying Ambush and Lingering Shadows, including new racial feats for Fetchlings and Wayangs, the playable races that hail from the Plane of Shadow.
  • Nearly seventy new spells for almost every spell caster, from the lowly grasp of darkness and shadow necromancy to the terrifyingly powerful maw of the nightwave and entropic storm.
  • Several new magic items and weapon and armor properties, such as the necrotic weapon property or the mighty twilight reaver

And it's all for just $10! You can find it here on the Paizo store.

Hope everyone here likes it! If you have any comments or questions about the book post it here. Thanks a bunch!

Chris Moore
Ascension Games, LLC