The Antipodist: Radiant Shadowsage (PFRPG) PDF

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Interjection Game's 12th base class, the antipodist is a full caster base class that specializes in the use of diametrically opposing forces, light and darkness, as two sides of the same coin. Fueled by a radiance pool and a shadow pool, the antipodist must carefully balance her expenditure of magic in each of these two halves, lest she lose access to half of her tricks halfway through the day. Those antipodists who scoff at such balancing acts can act contrary to their colleagues (thus becoming antipodists for a totally different reason!) and choose to throw their lot in with light or darkness, to the exclusion of the other side of the coin, thus ensuring that all of her power is concentrated in a single pool.

Designed to be a fun and fairly simple spellcasting experience, perfect for first-time spellcasters, but refreshingly different for veterans, the antipodist's design is predicated on fun combos, the ability to create wildly different characters based on limited spell selection, and some of the most wickedly difficult advancement decisions ever found in an Interjection Games product. Though no single advancement choice will cripple a character, every choice is tracked by the class itself, spitting out different opportunities and passive bonuses based on the road the antipodist has chosen to take. To get the full experience of this class, starting at level 1 and moving on up is recommended. As any wanderer will tell you, it's not the destination that matters. It's the journey.

Contents:

  • The Antipodist
  • 135 loci in 9 philosophies
  • 3 new feats
  • A guide to roleplaying dramatic shifts in philosophical alignment

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An Endzeitgeist.com review

5/5

This base-class clocks in at 28 pages of content, 1 page front cover, 1 page ToC, 1 page SRD, leaving us with 25 pages of content, so let's take a look, shall we?

The antipodist base class receives d6,1/2 BAB-progression, no good saves and a locus-progression of level 1 to level 4 and 2+Int skills per level. Antipodists are proficient with simple weapons, but not any armor or shields - no here's an interesting cincher - they double the point costs of their loci when wearing armor they're not proficient in, but are otherwise not hindered by them - meaning that you're only a feat away from armored casting with these guys - sans penaltes.

The Antipodist receives two pools - a radiance pool equal to class level + wis-mod and a shadow pool equal to class level + int mod. These replenish after 8 hours of consecutive rest. If you're familiar with Interjection Games classes, you'll notice a similarity with the edgewalker here - and thankfully, multiclass-information is provided. Now an antipodist's career is called "Journey through Light and Shadow" for a good reason - the antipodist learns so-called loci, which range from passive extraordinary abilities to supernatural and spell-like tricks. Loci are broken into two subtypes - light and dark and within these subtypes, there are different philosophies further providing variance/sub-subtypes if you will. Now antipodists surprisingly have no caster level per se, but for interaction purposes, they treat their class level as caster level. Additionally, though some of the antipodist's loci are treated as spell-like abilities, they do NOT count as spells for e.g. PrC etc. purposes. Catching this one and covering it properly is rather impressive. For the purpose of concentration, a locus is treated as locus level + 1/4 antipodist class level, rounded down. It should be noted that supernatural and extraordinary loci cannot be identified via spellcraft. In order to activate a locus, the antipodist requires a key attribute (wis or int) of 10 + 2x level of the locus and save DCs, if required, are 10 + 1/2 class level + key attribute modifier.

An antipodist begins the game with 3 loci and she receives +1 locus every class level. However, within each philosophy, an antipodist can never know more loci of a higher level than of a lower one - in order to e.g. learn a second locus of the 3rd level of a philosophy, the antipodist needs to know at least 2 loci of the second level of the philosophy - essentially a pyramid rule. The antipodist may replace a locus with a new one at 6th level and every 3 levels thereafter, but must maintain the level of the retrained locus - but NOT the philosophy, allowing you to "cheat" the pyramid rule to some extent. Like the edgewalker, some loci require the use of the antipodist's shadow and thus, only one of them can be in effect for a certain time.

Got that? Well, that's not all - unlike the edgewalker, the antipodist can have different philosophical leaning - radiance, shadow or twilight. Twilight maintains the duality between light and darkness, whereas light and shadow, whereas the specialists in either light or darkness may not be able to utilize the other's tricks, but instead receive a slightly (+2) increased pool and, more importantly, may choose to ignore aforementioned pyramid rule to compensate their decreased versatility - anyways, all choices further modify what an antipodist receives bonus-wise - which is nice. At 3rd level and every 3 levels thereafter, the philosophical leaning also provides further bonuses - increased pool size and minor bonus to one of the three saves. It should also be noted, that extensive advice for the DM and player to handle the transition of philosophies are provided - and that both light and dark are not tied to an alignment - playing CE radiance specialists or LG shadow specialisits is very much possible. Now interesting in this seeming dichotomy would be the "drawn from experience" ability gained at 4th level and every 4 levels thereafter, choosing a philosphy and increasing its potency - the trick here being that the very progression of the class can be used to mirror the moral development of the character and the preferences chosen. The extensive advice for philosophy-changing goes above and beyond, providing detailed guidance for the turnfrom one leaning to another, both in the crunch AND in the fluff departments.

At 2nd, 7th and every 6 levels thereafter, the antipodist may also choose one 1st level locus to become "well-travelled", reducing the cost of said locus to 0, but at the cost of treating a level-dependent effect as half the actual antipodist level, with the exception of DCs and saving throws. At 11th level, the antipodist may 1/day cause a 3rd level or lower locus to be spontaneously treated as well-travelled, +1/day for every 3 levels. Finally, at 20th level, three different capstones loom, depending on the philosophy chosen - these include turning one 4th level dark locus into a light-locus (and vice versa) or a third pool, the twilight pool, which can exclusively be used to pay for loci of the twilight philosophy.

The class also comes with favored class options for the core-races plus drow, aasimar, tiefling, kobold, orc, hobgoblin, puddling (with the one for elves referring to edgewalker instead of antipodist) and 3 feats for the class: Increased pool-sizes (including variance between twilight and the extreme leanings), making a 1st level locus well-travelled and +1 first level locus are possible here - solid, especially since the latter feat becomes rather important for pyramid rule-planning.

Now a total of 4 philosophies for radiance and shadow are provided and additionally, there is the twilight philosophy, which counts as either. Got that? All right, so I'll give you a brief run-down of the philosophies (If I mention every locus, the review would bloat...): Anima allows you to animate your shadow to execute close range reposition maneuvers, have your shadow record a locus (and execute it at your command) or stretch and peek around corners or even invade a target, potentially slaying it via fear. Other tricks of anima allow you to animate other's shadows, commanding them to help or hinder target creatures and passive bonuses to AC when not utilizing your shadow actively can also be found herein

The Beacon philosophy can help you cancel out ongoing fear-effects. on yourself and allies and perfect, short-burst flight alongside buff/debuff-effects, fast healing and healing (the latter with a 2 round delay-mechanism - interesting!) as well as beneficial mood lighting. Reflexive damage + dazzle when targets of a locus are hit by attacks and eliminating diseases and poisons also make for interesting choices. Now the coruscation locus is more combat-centric - duplicating color spray, unleashing deadly blasts of atomizing light and blinding light make for interesting choices. On a design paradigm level interesting, one locus allows you to regain limited radiance points of spent loci when reducing foes below 0 hp, meaning that the ability can't be cheesed or kitten'd via well-travelled loci - nice way of preventing abuse there. Dazzling and blinding of foes are often accompanying effects of this, and the negation of concealment as well as causing "catching fire" (akin to alchemist's fire) with coruscation loci can mean a nasty drain on an enemy's action economy. Interesting.

The illumination locus allows you to e.g. charge and increase the damage-output of the next damage-dealing locus you cast, net yourself darkvision, infuse texts with appropriate bonuses to skills or even "store" a d20 roll and later substitute it. The Manipulator philosophy has some truly unique options as well - take for example the possibility of subverting and hijacking summoning spells - damn cool! Subverting enemy morale also makes for a cool idea - as does intensifying conditions - making the relatively useless dazzle-condition blinded instead, upping entangled to staggered - really cool, especially since the save varies on the condition intensified! Also rather unique - clouding the minds of foes, causing them to treat all targets as if subject to concealment. Ignoring the immunity of mind-affecting effects at the cost of shadow points also makes for a cool idea, somewhat analogue to DSP's dread class. Also rather nasty - one high-level locus that is the equivalent of mass-haste for allies and mass-slow for adversaries. Causing the shaken-condition via images of "spiders, mothers-in-law" and similar horrific images made me chuckle and manipulating weapon-hands is interesting - a word of warning, though - if a target's HD exceed those of the antipodist, they may instead receive a buff! Now while this may look like an strange design decision, it also opens an uncommon way of using the class - cohorts and similar followers may actually end up as buff-specialists for their masters, with minor manipulation thrown in the mix. Interesting!

Now the Obscurity philosophy, of course, is the go-to toolbox of stealth-focused tricks - from turning into smoke and instantly moving 5 ft. per class level (to e.g. escape from the guts of a huge creature that has swallowed you whole), entangling globs of greasy darkness, dual short-term reflexive shaken/blindness - so far, so good. What about beginning an insurrection of shadows, resulting in a target receiving additional weapon damage when hit by a target for the first time in a given round? This philosophy has also perhaps one of the most powerful passive abilities of the whole class - once per day, your shadow dies instead of you when first reduced by something that required an attack roll reduces you below 0 hp. (Of course, the shadow regenerates, rendering this a neat type of life-insurance, though your shadow's absence may severely limit some of your options...) Shadow evasion and granting a weak sneak attack can be considered rather cool options as well, rendering this philosophy probably one of the go-to choices for thieves and those versed in the lore of the underworld - tag-teaming with your shadow to ignore the movement-penalty of difficult terrain does make for cool imagery.

The Refraction philosophy allows for 1st level invisibility via bend light, with the added caveat that taken items (up to 10 ft. sticking away from your body) also become invisible. Now while the mechanics of parabolic dishes may not be particularly elegant (not a fan of opposed rolls in PFRPG), it works mathematically here - d20+BAB+Wis-mod+deflection bonus to AC (e.g. granted from the hovering parabolic dish) against incoming rays - if you win, you can catch and return the ray to its sender, destroying the dish. Generally, this one can be thought as the most defense-focused of the philosophies, with quite an array of e.g. AC-bonus netting and even mirror image-like loci. An abuse-safe retribution-spear can also be found among the loci here. The Umbral Embrace philosophy is probably the most sinister of the respective philosophies - a lot of the loci impose negative levels and e.g. darkness rising even further penalizes saves against the ability depending on the amount of negative levels accumulated. One of the more iconic loci would e.g. allow you to conjure forth the literal sandman to put your foes to sleep and another generates an anti-duplicate of the target that crashes into it for massive damage.

The Twilight philosophy is rather peculiar in its general versatility, allowing you to increase the potency of loci when alternating between light and dark loci. Increasing the point cost of loci in order to have them apply to additional targets also makes for versatile options and adding swift action dimension doors to the casting of 4th level loci also offers some unique tactical tricks. A sneaking, auto-flanking weapon of shadow, a bolt that can be modified as belonging to any type of philosophy - the twilight philosophy is probably the most versatile and diverse of the philosophies.

Conclusion:

Editing and formatting are very good, I noticed no glaring glitches. Layout adheres to Interjection Games' two-column b/w-standard with fitting stock art and the pdf comes fully bookmarked for your convenience - with actual, nested bookmarks, rendering navigation easier than in many IG-pdfs.

The Antipodist was a surprisingly tough pdf to properly take apart - and this is mostly due to the pyramid rule and the slight modifications one may apply to its progression via retraining. Now shadow magic, as introduced back in the 3.X days of old, was a high-concept idea, flawed in its execution, and the antipodist provides a distinct array of tools that are significantly better balanced. While generally defense-friendly due to the option to go armored caster, the bad saves and otherwise subpar base stats of the class maintain and enforce one basic concept - the antipodist is what I'd call a trick-class. That means both that it is somewhat tricky in that you should carefully consider your advancement through it, but also that it lets you pull off interesting tricks beyond the capability of other classes. Much like the (scarce) good parts of shadow magic of days gone by, the antipodist offers some very unique options, cool imagery and goes beyond the original, tight focus, by adding in the concept of duality and specialization.

More interesting, though, would be the option to radically change philosophies mid-game and essentially reboot the character and choices made throughout the PC's career. This flexibility is in my book the most impressive component of the class alongside the cool twilight tricks. Now if I were to complain about one component of this pdf, it probably would be the antipodist's so far limited (though by no means TOO limited) selection of foci when compared to full casters, but then again, there's always the chance there'll be expansions for this guy down the line. The pyramid rule and whole theme of the class, blending mechanics with the proverbial metaphysical journey also proves to be gold for roleplaying - in the hands of a capable player, these guys can really, really shine, tying the acquisition of powers on level ups to key moments in the campaign.

The handling of one or two pools remains a relatively simple affair, so apart from planning for cool combos (especially with twilight-antipodists), the class is relatively simple to wrap your head around when compared to other IG-releases. So how to rate this latest piece by Bradley Crouch then? Well, to cut a long ramble short in its tracks - this is the shadowcaster class I always wanted.

Its odd options more often than not go a step beyond what can be done with spells and quite a few loci have this cool "see what I did there"-flair. Add to that the cool condition dispersal/identification-options and we have a winner, though one that imho misses one damn cool option - as written, edgewalkers and antipodists, while thematically similar, have no overlap apart from their pools. Some sort of synergy between waypoints and loci would have been damn cool and made the whole system much more modular (and rewarded those who have both books) - perhaps something to consider for a future expansion? After all, the system per se is similar and the other way round, using loci as waypoints, would have been interesting as well. Now yes, this probably would have been a nightmare to balance, but still - if it's not done some day, I'll probably do it myself to render the shadow magic as intangible and unpredictable as possible. Now consider this a the spoiled whining of one jaded reviewer, though - this class is still a damn fun option and quite simply the shadow magic we always wanted. Hence, my final verdict will clock in at 5 stars.

Endzeitgeist out.


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So I bought the Edgewalker and I really like the flavor of it. I just didn't like the execution.

Besides that being a martial class, and this being a spell caster class what other notable differences exist between the two?

Does this class have multiple casting modifiers? Like the Edge walker did with certain way points?

Does the Antipodist Radiant Shadowmage have its own unique spell list?

And can we get a fun combo or two we might be able to pull off?


Pathfinder Rulebook Subscriber

I just bought this and I really like it like all the Interjection Games classes but this seems to be missing an entry for weapon and armor proficiencies.


The themes of the two are very close. Instead of focusing on any martial ability the antipodist gets much, much larger pools of radiant and shadow to play with. They can also choose to specialize in one or the other if they want (making an effectively shadow or radiant specialist).

Yes, two stats. Wisdom and Intelligence, unless you specialize in shadow or radiant, then you only use one or the other.

Yes to unique 'spell list'. They are called Loci and there are something like 135 of them spread out among 9 philosophies.

There is a silly amount of combos. Both within a given discipline and between them, especially twilight which is all about making the radiant and shadow stuff work better together. Here is a really easy example from the manipulation philosophy, one of the dark.

Quote:

Fear Itself (Sp; Dark) [mindaffecting]

Philosophy: Manipulation; Locus Level: 1
Counterspelling School: necromancy
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: 1 round + 1 round/2 levels
Spell Resistance: yes
Cost: 1 Shadow Point
You send out a wave of negative emotions as a standard
action, causing the subject to become shaken with a Will
save to negate. Starting at 11th level, this locus can be
used as a swift action.
Quote:

Intensify (Sp; Dark)

Philosophy: Manipulation; Locus Level: 3
Counterspelling School: enchantment
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round
Spell Resistance: yes
Cost: 1 Shadow Point
You intensify various debilitating conditions as a standard
action. If the subject is dazzled, it is blinded for 1 round
with a Fortitude save to negate. If it is entangled, it is
staggered for 1 round with a Reflex save to negate. If it is
shaken, it is frightened for 1 round with a Will save to
negate. The frightening effect is considered mindaffecting,
while the rest of the locus is not.


sten terrent wrote:
I just bought this and I really like it like all the Interjection Games classes but this seems to be missing an entry for weapon and armor proficiencies.

So it is. I'm on it! :)

Weapon and Armor Proficiency: Antipodists are proficient with all simple weapons, but not with any kind of armor or shield. Use of armor or a shield with which an antipodist is not proficient doubles the radiance point and shadow point cost of her activated loci, but does not otherwise hinder their activation.


SACplayin wrote:

So I bought the Edgewalker and I really like the flavor of it. I just didn't like the execution.

Besides that being a martial class, and this being a spell caster class what other notable differences exist between the two?

Does this class have multiple casting modifiers? Like the Edge walker did with certain way points?

Does the Antipodist Radiant Shadowmage have its own unique spell list?

And can we get a fun combo or two we might be able to pull off?

A Twilight antipodist is dependent upon Intelligence and Wisdom.

A Radiance antipodist is dependent upon Wisdom.
A Shadow antipodist is dependent upon Intelligence.

The antipodist has a unique spell list containing 135 "loci". About a third of these loci are passives you can load up on, granting you everything from ways to get more spellpoints to passively-generating temporary hit points and making all damage-dealing loci of a specific philosophy light creatures on fire. The other 2/3s are actual spells. Of these 135 abilities, about 10-15 of them are drawn directly from the edgewalker, while the other 120-125 are newly-developed.

As for a combo, sure.

Conservation of Light - Regain 1 radiance point when you finish something off with a coruscation locus.
Coruscating Overstimulation - Deal +1d4 damage with coruscation loci to dazzled enemies.
The Magnifying Glass Effect - Coruscation loci light things on fire as alchemist's fire.
Drawn from Experience class feature (coruscation variant) - +1 damage to coruscation
Double Locus - Activate two 1st-level loci as a full-round action.
Dazzling Delivery (made well-traveled so it's free to cast) - Swift action dazzle for X rounds.
Ubiquibolt - Twilight ray locus deals 1d4 per level and can be treated as any locus level or philosophy for the purpose of picking up bonuses. Treat it as a 1st-level coruscation and double cast it with double locus to nuke the everliving snot out of something.

It's incredibly expensive to do this (total cost of 9 points out of the pools to do the combo), but it hits heavily, has no saving throw against the damage itself, and sets up plenty of status effects to boot. I'd expect a max level character to be able to do it ten times a day, then be utterly out of gas to do anything else.

Another, simpler combo is this.

Flashing Darkness - Dimension door 15 feet whenever you cast a 4th-level locus.
Any 4th-level locus.

Another combo.

There is a class feature called drawn from experience that grants a bonus every four levels based on the philosophy with the most loci known. It's like passing out a bonus if you focus in evocation as a wizard. The coruscation bonus is +1 damage to coruscation loci. If you combine this with the locus for +1d4 damage to coruscation loci when the target is dazzled, the locus that makes all coruscation loci light things on fire as alchemist's fire, activate the coruscation locus that gives you the equivalent of dazzling snapdragon fireworks, and maybe throw in a coruscation damage over time. These slower, less nukey effects suddenly deal considerably more damage as the loci are picking up all of these +damage effects every single time they "tick".

A 4th-level locus deals 2d6 per round for rounds equal to your level. Getting this up to 2d6+1d4+5 makes the ability considerably more dangerous, and as it's untyped "light" damage, fancy resistances aren't a problem for this sort of playstyle.


Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.


I have to admit it, but when I first glanced at the product title, I thought it said The Antipodian.

Strewth! Grab another beer!


Friends don't let friends drink and philosophize.


After picking this up in the caster bundle, I noticed that a few of the loci (Night Terror, Eye Strain, Insult to Injury, and Nightbreak) are missing their counterspelling schools.


Hmm, I assumed they had no counterspelling schools. Eye strain has pretty conservative benefits, Night terror has a lot of descriptors people can be immune to; Insult to injury pretty much is just a ray, nightbreak an AoE and not as powerful as the arsenal of many straight casters, so I thought that was intentional... I *assumed* that would be part of the balancing, but in case you want them counterspell'd, I'd go for:

Eye Strain = Conjuration
Nightbreak & Insult to Injury = Evocation
Night terror = Illusion

Hope that helps, Tyjoba!

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