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Blood of Shadows gives dark-loving players what they want!

4/5

Thisis a 2016 release from Paizo Publishing as part of its Pathfinder Player Companion series. The cover of this one is by Kiki Moch Rizky and, as is usual in this series, there are several authors.

Presentation
This one is available as both a pdf and a 32 page softcover. I'll be focusing on the print version which is staplebound with thick covers. The entire volume is on glossy paper and in full color. The editing is generally top-notch and the artwork and layout are excellent.

Content
The theme of this tome is shadows and darkness; more specifically it focuses on providing new options to characters who spend (or have spent) a lot of time in the shadows. It mentions some of the creatures you'd expect, but it's really focused more on what happens when races who normally live in the light must instead live in the dark places of the world.

Predictably, it starts out with an introduction which lays out most of what I said in the previous paragraph. It also includes the standard rules index for new rules in this volume. There are a handful of archetypes, about 20 feats, and about 20 other rules options.

The first chapter talks about alternate racial traits available to those who have lived in shadows or light. There are traits for each of the main races of the core rulebook and they are provided with both replacement traits and points for those using the point build system.

Transformed by Shadow covers new traits and feats for Fetchlings and provides new rogue talents usable by fetchlings and by other thieves and the chapter ends with a new archetype for fetchling rogues.

The next chapter is a bit of a reversal and covers the Wayang, creatures from the plane of shadow who are now trapped here. There are new racial traits, feats, favorite classes, and even spells. There's a new eidolon subtype called Shadow. There's also information on Shadow Ink Tattoos and a new path for Oracles: Shadow.

Transformed by Darklands introduces Dro and Half-Drow characters. It provides new racial traits, favored class options, feats, spells, and rules for Shadow as a bloodrage bloodline, psychic discipline, weapon blessings and subdomain.

Shadowy Archetypes provide new Archetypes for shadowy paladins, alchemists, and sorcerers with appropriate ability changes for each.

Fighting in the Dark provides some general and specific tactics for fighting in the dark. It ends up with a selection of magical items which provide light in a variety of ways.

The next few sections provide a couple of pages each on Shadow weapons, shadowy feats, magic items with a shadowy theme, and spells with a penumbral and a shadow theme.

Evaluation
I've never read a Drizzt book, so I may not be the core audience for this supplement, but that doesn't matter. I think a lot of people think about what it would be like to be a shadowy man from a shadowy plane(t), and this book gives you the chance to do just that. There are plenty of options for standard races to be just a little different than their light-loving peers.

I think there are a lot of neat ideas here and the book is nice and thorough with shadowy touches for nearly every class and every race in the core rulebook. If you want to be Drizzt or a medieval Riddick, this is your chance.


Full Name

Dame Alorah Dawnsong

Race

Aasimar (Idyllkin)

Classes/Levels

Sorceress (Celestial Bloodline) 8/ Archmage 2| HP: 59/64 | AC: 13(17) Touch:13 FF: 11(15) | CMB +5, CMD 19 | F:+6 R:+6 W:+10| Init: +2 | Perc: +4 (Darkvision),| Speed 30ft | Mythic Power 4/5|Heavenly fire 5/8 | resist acid 5, cold 5, electricity 5

Gender

F

Deity

Irez (agathion Empyreal lord)

About Alorah

Max HP:64 (8d6+16+10+8) Current HP:59 Non Lethal:
STR 13(+1) DEX 14(+2) CON 14(+2) INT 14(+2) WIS 10(+0) CHA 24(+7)

Defense
Ring of Protection +1

AC: 13 (17) (10+ Dex 2+ Ring 1 ) (+4 / Mage Armor)
Touch: 13
Flat footed: 11 (15)
Resistance: Acid 5, Electricity 5, Cold 5 , acid 5 and resist cold 5

Speed: 30

Saves:
Fort: +6 Reflex: +6 Will: +10(+12 Confusion/Insanity)

Offense
BAB:+4 CMB:+5 CMD:19 Concentration: +12 Initiative +2

Combat:
Melee: +1 Cold Iron heavy mace +5 1d8+2
Melee: Battle Aspergillium +1 +5 1d8+2
Ranged: Light Crossbow +6 (+7) 1d8 19-20/x2
Ranged: Light Crossbow (Arcane strike) +7 (+8) 1d8+1 (Magic) 19-20/x2
Ranged: Light Crossbow (Arcane strike/Bullseye shot) +11 (+12) 1d8+1 (Magic) 19-20/x2 25 Cold Iron bolts/ 35 regular bolts.
Ranged (touch): Heavenly fire (8/day: Used 0 ) +7 (+11 w bullseye) 1d4+4 (If target is good heal 1d4+4)

Special Abilities

Spoiler:

Darkvision 60ft
corruption resistance 1/day
Cantrips
Hard to kill (Auto stabilize/ Death threshold -28)
Mythic Power 5x/day
Surge +1d6
Amazing Initiative
Archmage Arcana: Wild Arcana (Cast any Arcane spell of appropriate level on Sorceror’s spell list at CL+2 as Swift action)
Mythic Spellcasting : Cast Mythic spells.
Mythic Path Ability- Deep Understanding.
Immediately identify any spell cast within 60ft if on my list/level. Identify any non-artifact using Detect Magic, learn all properties/command words on round 1 without needing spellcraft.

Languages: Common, Celestial, Draconic, Dwarven, Infernal, Abyssal, Sylvan, Elven, Necril

Skills: 2+ Int = 4 per level

Spoiler:

*Appraise +
*Bluff +6
*Craft (Calligraphy) +8
Diplomacy +9
*Fly +
*Intimidate +15
Linguistics +7
*Knowledge Arcana +10
Knowledge Planes +10
*Perception +5
Sense motive +2
*Spellcraft +12
Stealth +3
Swim +1
*UMD +9

Feats:

Spoiler:

Selected: Toughness, Arcane strike, *Point blank shot, Precise shot,
Bonus: Eschew Materials (class), Bullseye shot (spend move action to gain+4 to ranged attack), Extend Spell (Bloodline)

Traits:

Spoiler:

Riftwarden Orphan: You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks. Associated Mythic Path: Archmage. Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing parents. Your parents could even be foster parents.

Martyr's Blood (Aasimar)
As long as your current hit point total is less than half of your maximum hit points possible, you gain a +1 trait bonus on attack rolls against evil foes

Racial
Like their agathion ancestors, idyllkin seek to spread good in its purest form, unconcerned with the trivialities of chaos and law. They often travel from place to place to spread their righteous wisdom, and recruit both intelligent creatures and animals to their cause.

Idyllkin often possess bestial qualities such as dragon scales, fish scales, fur, manes, or talons. Slit pupils, pronounced canines, and furry ears are all common indicators of an aasimar’s agathion background. Just as agathions take on different traits depending on their animal aspect, so too do idyllkin.
• Ability Score Racial Traits: Agathion blooded Aasimars are tough, confident, and personable.Ability Modifiers +2 Con, +2 Cha
• Type: Aasimars are outsiders with the native subtype.
• Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Aasimars have a base speed of 30 feet.
• Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
• Incorruptible Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistanceagainst evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.

. Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
• Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
• Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Spells & Bloodline

Spoiler:

O level: Known:8 Unlimited per day
Detect Magic, Read Magic, Dancing Lights, Ray of Frost (1d3+1 cold), Mage Hand, Prestidigitation, Light, Detect Poison, Disrupt Undead
1st level: Known: 5 Per Day: 8 Cast: 2
Mage Armor, Magic Missile, *Bless, Ear piercing scream, Gravity bow, True Strike
2nd level: Known: 3 Per Day :7 Cast:1
Protection from Evil (communal), *Resist Energy, Burst of Radiance, Acid arrow (2d4 damage for 1 round + 1 round/three levels)
3rd level: Known: 2 Per Day :5 Cast:
Summon monster 3 (Lantern Archon/ Silvanshee Agathion) Gains DR 3/Evil, Dispel Magic, Magic circle against evil*
4th level: Known: 1 Per day: 3 Cast:
Greater positive pulse

Mythic spells:
Mythic Bless: (The +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws. Once during the spell’s duration, an affected creature can roll an attack roll or saving throw twice and take the higher result. The target must decide to use this ability before the first roll is attempted.)
Mythic Magic Missile: (4 missiles)
The damage dealt by each missile increases to 2d4+1. The missiles bypass the shield spell and similar effects that block the non-mythic version of this spell.

Augmented (4th): If you expend two uses of mythic power, the spell creates double the normal number of missiles (affecting up to 10 creatures), its range increases to line of sight, and it bypasses the targets’ spell resistance and spell immunity.

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Class Skill: Heal.
Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).
Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain:
• Immunity to acid, cold, and petrification
• Resist electricity 10
• Resist fire 10
• +4 racial bonus on saves against poison
• Unlimited use of the Wings of Heaven ability
• the ability to speak with any creature that has a language (as per the tongues spell).

Equipment (lbs)

Spoiler:

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.

Magic items:
HEAD:
HEADBAND:
EYES:
NECK:
SHOULDERS:Cloak of Resistance +2
CHEST:
BODY:
RINGS: Ring of Protection +1
WRIST:
HANDS:
BELT:
FEET:

Miscellaneous magic:
Silver scale of Terendelev Cloudwalking: Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target’s altitude. This pillar is 5 feet in diameter (regardless of the target’s size) and provides concealment (20% miss chance) to any creature or object wholly contained within.
2 books of Extended Summoning, Lesser
Wand of Shield. 50 charges
Vial of Powdered Silver

Medals:
Medal of Clairity: As a swift action, the wearer of the Medal of Clairity can gain a +2 sacred bonus to Intelligence for 1 minute (once a day).
In addition, this medal grants a constant +2 sacred bonus on saves against insanity or confusion effects.

Medal of Valor: As a swift action, the wearer of the Medal of Valor can gain a +2 sacred bonus to Strength for 1 minute (once a day).
In addition, this medal grants a constant +2 sacred bonus to CMD

Scrolls:
arcane scroll of ray of enfeeblement (CL 1)
arcane scroll of gust of wind (CL 3)
arcane scroll of protection from chaos (CL 1)
arcane scroll of corrosive touch (CL 1)
arcane scroll of summon monster 1 (CL 1)
arcane scroll of expeditious retreat (CL 1)
arcane scroll of identify (CL 1)
arcane scroll of true strike (CL 1)
arcane scroll of enlarge person (CL 1)
arcane scroll of shocking grasp (CL 1)
arcane scroll of mage armor (CL 1)
arcane scroll of silent image (CL 1)
arcane scroll of corrosive touch (CL 1)
arcane scroll of blur (CL 3)
arcane scroll of sleep (CL 1)
arcane scroll of secure shelter (CL 7)
arcane scroll of keen edge (CL 5)
arcane scroll of summon monster 4 (CL 7)

Capacity:

Spoiler:

Light: lbs
Medium: lbs
Heavy: lbs

Appearance

Spoiler:

Alorah

Alora’s’s appearance is one of a subtle yet overwhelming beauty. Her beautifully proportioned figure, reflects the near perfection of her celestial lineage, her flawless tanned skin possessing an unusual irridescent sheen when viewed in sunlight, displaying tiny draconic like scales at her shoulders, elbows, hips, and the backs of her hands.

Sharp jewel-like eyes reflect a multitude of shifting colors, thier pupils slit vertically, peering from a face devoid of any signs of age, yet still weary. Her elegant fingers and toes end in nails the color of burnished copper, her hair as black as midnight and soft as silk.
Perhaps her most notable feature is the eerie iridescent blue birthmark in the centre of her forehead, an intricate sequence of swirling runic spirals, the symbol of the Seeker’s Spiral, has adorned her body from birth, a feature she proudly displays.

Background

Spoiler:

Less than a month after her birth, Alorah was delivered to a family in Kenebres to be kept safe. Her parents, both highly respected Riftwardens, left no information, leaving for a secretive mission into the heart of the Worldwound. With her was the child of another couple, also Riftwardens, and friends of her parents.

The child of such gifted parents could not go unnoticed, even in the most mundane of settings, and with her unique bloodline, coming to the attention of the crusaders was all but inevitable. From her father she carried the blood of angels, the spark of the divine passed down from a half-celestial great grandparent, while from her mother she gained a trace of a rare heritage, the lasting influence of a martyred ancestor devoted to the cause of defending the Worldwound. Yet for both of these powerful influences, it was the power of her parents that marked her as truly different. On her forehead, was an eerie birthmark, the Sign of the Seeker’s Spiral, a rune associated with the Riftwardens. Known to have appeared on children of Riftwardens exposed to unusual planar energies.

Marked as she was and gifted with magic, she spent much of her time researching the markings on her as well as seeking out the Riftwardens. Though unable to discover what happened to her parents, she did manage to endear herself to those who knew them, ingratiating herself to the magical community amongst the crusaders.

Though mostly self-taught, she has proven herself valuable to those in charge and seeks to one day be assigned to the World wound itself in the hopes of discovering how her parents might have met their end, and secretly, to seek vengeance on whatever took their lives. Deep down, she knows that whatever it was, still prowls the darkness, awaiting that day.

Spoiler:

Saturday 5:00 - 5:30 7:38
Tuesday 1:00 -2:30pm (Laptop support) 5:18-5:48 7:38
Wednesday
Thursday
Friday

Wealth

Spoiler:

pp 293gp 66sp cp
gems

xp

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Next level: