Path of Shadows (PFRPG) PDF

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What path will you walk?

Step into the dark with Path of Shadows, the first Pathfinder Roleplaying Game supplement by Ascension Games! Inside you’ll find several shadow- and darkness-based options for your favorite base and core classes, along with a brand-new shadow-based class, the nightblade!

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.

Path of Shadows is a full-color PDF, 81 pages in length including cover pages, designed and written by Christopher Moore of Ascension Games, LLC.

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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4.90/5 (based on 10 ratings)

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Excellent Combo of Flavor and Mechanics

5/5

Count me a fan. What we have here is a new class, a class with original abilities designed to give us an excellent version of the oft attempted Shadow Warrior. The spell-list has excellent choices from core Paizo options and a good selection of original spells that turn the shadow knob up to eleven. A load of feats great for the class itself or if you want to just use them for Wayang or Fetchling characters. Of of course a great selection of archetypes if you just want to dip your toe in the inky blackness. One of the better 3pp sources for a new class as it includes all the trimmings needed to play the class not just once but several times, with each time through being new.


A Path Worth Travelling

5/5

The other reviewers have done a wonderful job in providing analysis for this product. I will keep mine brief.

After reading the product description, it made me remember my love of the shadow magic from 3.5E. I read through the PDF over a week and I was surprised at how well everything meshed.

A very interesting new base class; Check.
Archetypes for existing classes; Check.
Feats, Spells, Magic Items; Check.

When it comes to the editing, this is top notch and the art is fantastic as well.


Carried Away by a Moonlight Shadow

5/5

I was sent a review copy of this book, having already seen some of the other reviews, which promises a new base class, the Nightblade, for use in your games.

The Good
I try to only cover a limited amount of "good" things in these reviews, picking the best that jump out at me, and that's actually really hard with this book. In a good way. There is just so much to like. Well, here goes...

Shadow stuff! An absolute metric tonne of shadow-related feats, spells, items, archetypes. I can't even begin to scratch the surface of these, there's so much, it's all good stuff, well-written, well-balanced, and on-theme. Oh, okay, a nice 5th level Nightblade, Sor/Wiz spell called Shadow Field catches my eye when I look through the spells: a 20-ft high, 20-ft radius spread (perhaps it should be a cylinder?) which sets the light level to darkness, and does Str damage to creatures in it. For 1 minute per level. What's not to like?

The Nightblade. Really the entire purpose of this book, this class is a sort of combination Rogue, Shadowdancer, Magus-esque Sorcerer mashup, with not less than 5 archetypes presented in the book as well as the base class. All of the class abilities are very shadow-related, fit in nicely with existing classes, and are not overpowering. See in Darkness at 14th level is a brilliant touch (there are so few ways for PCs to get this!), and the class has a veritable plethora of selectable options as it levels up (called Nightblade Arts, these are functionally similar to rogue talents, but very shadow-based, and include the utterly wicked Dusk Strike which lets the Nightblade make a weapon or natural weapon attack against touch AC by partially shifting the weapon in the Plane of Shadow). Oh, yes, I mentioned Magus-esque Sorcerer: the class is a 6th level spontaneous caster with a restricted (shadow-themed - I know you're surprised) spell list.

The Bad
Advanced-plus Class! Now, this may well be me, but I think this class has to be one of the most (if not the single most) complex classes I've ever seen. You pick a Path, you pick spells, you pick Nightblade Arts, and as you level up you get Path Powers, Path Techniques, Nightblade Arts, new spells, and a smattering of other automatic abilities, and you have Shadow Surges to spend on the Surge Ability your Path gives you and on the Nightblade Arts you selected. My head was swimming as I was trying to work my way through it. I managed it, eventually, but no other class I've read has had quite the same effect. (Disclaimer: now that I've worked out how it all fits together, OMG it's awesome!)

Cover/Iconic Art. Okay, this is definitely me being super-nitpicky, and I know it, but I find the image on the cover and the class iconic image in the book to be a little too "comicy" for my taste. Don't get me wrong - they're truly beautiful pieces of work, the colouring in particular is stunning, and I'd love to own the originals, but I favour realism on the front of books.

The Conclusion
This book is top-notch quality-wise, the material presented is well-written, nicely balanced, and is very much what the Shadowdancer Prestige Class should have been. I absolutely love it and the options it presents.

I know I mentioned that I don't like the comicy feel to the cover and the iconic, but I really, really, really like the pictures, and I want to know more about this grey-haired woman in black with the "don't mess with me" eyes. She's a brilliant representation of the class and the concepts in this book - all credit to Danielle Sands for the imagery.

I almost want to overstate the issues I have with the complexity of the Nightblade class, so that this doesn't turn into a 5-star love-fest, but honesty compels me to admit that I overcame those issues on carefully reading through the class with one of my players, and "it doesn't say it's an advanced class" along with my art preferences are not a good enough reason to knock a star off an otherwise utterly perfect product.

And just a final point - this is Ascension Games' first book. Someone forgot to tell Chris Moore that first products are usually less than stellar.


Shadows and Steel

5/5

You'll have to forgive me for the brevity of this review, but this product deserves a review and I haven't had a lot of time to get one posted.

Path of Shadows presents the Nightblade class, a combination rogue/shadowcaster with a variety of interesting and unique paths available. With everything from miasmic clouds of umbral energy to chains of pure shadow, the nightblade wields shadows as weapons in ways that are refreshingly original and absolutely fun to play.

Alongside the nightblade are a variety of shadow-based archetypes for the core classes and an excellent array of new shadow-themed spells.

The mechanics aren't the only thing interesting in this work though; the art presents an interesting blending of classic fantasy and modern anime giving Path of Shadows a visual look that perfectly matches the edgy but familiar mechanics of the supplement.


Though I walk through the Shadows

5/5

First of all, I was given a copy of this product in exchange for a review just to be up front about this. Secondly, when it comes to magic I have a weakness for three types, mostly because of my extensive reading of fantasy literature. Those three are, in no particular order, truename magic, magic cast by or augmented by music or done as a function of music, and shadow magic. My favorite character in all my years of gaming was the 28th level straight progression shadowcaster from Tome of Magic. So, preliminaries aside, let’s get into the meat of this product.

The Path of Shadows is an 81 page pdf, with a front and back cover, a credits page, an OGL page, a compatibility notice page and a table of contents, leaving a whopping 75 pages of content. The book is broken into five chapters, one covering the new class, the Nightblade, one for new archetypes and class options, one for feats, one for spells and one for new magic items and equipment. Options and references to other Pathfinder core rule books are clearly notated in the text, making it easy to backtrack to already existing content. The Nightblade is a 20th level mixed martial/limited caster with a medium BAB, poor Fortitude saves and good Reflex and Will saves. They have simple weapon proficiencies plus a few additional weapons to give them more combat options. The Nightblade can wear light armor without incurring any arcane spell failure, but medium and heavy armor is a limiting factor for this. From a casting perspective, the Nightblade has everything from cantrips to sixth level spells. Now what makes the Nightblade really interesting is the abilities that they are granted at each level. It is also nice to note that there are no dead levels across any of the levels, so kudos to the designer in that regard.
At first level, the Nightblade chooses a Path and once chosen remains in that path for the duration. The designer gave us five paths with such evocative names as, the Path of the Bloodied Chain, Path of the Darkened Fortress, Path of the Eternal Night, Path of the Ravaging Void, and Path of the Twilight Veil. Each path gives a unique set of abilities tied to the theme of the path, with powers increasing periodically over the twenty levels.

Additionally the Nightblade gains Nightblade Arts. These appear to me to function much like the rogue talents and are offered every third level. There are a core set of them and then each path offers additional choices that are again centered around the theme of each Path. Further, the Nightblade gains a Path power, much like the Sorcerer’s Bloodline power, that improves over the course of the levels.

Another power that the Nightblade gains is the Shadow Surge which functions similarly to a ki pool, but there is not a maximum number of times that it can be used per day. The Nightblade starts with the ability to hold one shadow surge and uses it to fuel the surge ability designated within the Path. Finally, there are the Path Techniques that are again tied to the Path selected that provide another very cool mechanic to affect the environment around them. The nightblade at 20th level can hold up to three surges and again use them to fuel their path surge ability.

As the Nightblade progresses in level, the dark stops withholding secrets from them, granting abilities such as Evasion, Hide in Plain Sight, Nighteye and See in Darkness Spells. What to say about them. While they do have a limited custom spell list, the author has drawn spells from all the major core source books, in addition to adding his own take on new spells. The spells are largely geared around the shadow subschool, and the Darkness descriptor. There is a whole chapter totaling some seventy new spells designed to maximize the use of shadows for all classes.

Many core and base classes are also offered new archetypes or new bloodlines, rage powers, a mystery or curse, including several archetypes for the Nightblade. Each one presents a new and interesting option for the class in question. 15 new feats are given to enhance the use of shadows for classes taking these shadow abilities and 10 new racial feats for fetchlings and wayangs.

The last chapter is devoted to new magical gear and equipment to again augment the users of shadow, from weapons to wondrous items.
Two final thoughts on this book, one is that it is nicely bookmarked and wonder of wonders, contains an index.

Now to provide a summary and rating. Bottom line is that I could go on for several more pages talking in more depth about what this PDF provides for lovers of shadow magic because frankly it is that good. I have not done a playtest on this, but compared it against my 28th level shadowcaster from Tome of Magic, again, my favorite character ever, and was not left wanting. Ok, that technically isn’t quite true. I’d like more Paths. What the author has done here is offered us a hand out and a step up in a major way from the Tome of Magic Shadowcaster and really any of the base classes from the Shadow Magic chapter and given us a way to move forward. Kudos on a job well done. If you are a fan of shadow magic, this is a must, and really if you are a fan of superb, well thought out design, you owe yourself a favor to pick this up. I give this a five star rating. Now I just need to find a campaign where I can play one.


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Webstore Gninja Minion

Now available—and welcome Ascension Games!

Grand Lodge

Welcome.

Now the questions:

Who is the designer(s) of the book. What is the page count?


Hello to you too, Garnath! The designer would be me. My name's Christopher Moore, founder and sole designer for Ascension Games, LLC. While I am the only "designer" of the material within, I had feedback and review from several experienced Pathfinder players, many of whom are professional game designers and writers themselves.

Path of Shadows comes out to 81 pages when including cover pages, OGL, and such, making 75 pages of full-color content within. I've contacted the webmaster to update the description with this information.

I hope you find Path of Shadows to your liking! If you have any questions you can also post to the announcement thread here.

Sovereign Court

I don't know if this is a good place in which to ask, but do you have other products in development that you are willing to discuss? I am eager to see more of your work.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Hmm...


Seginus,

Sent a question over to ya on the announcement thread.


2 people marked this as a favorite.
Lorathorn wrote:
I don't know if this is a good place in which to ask, but do you have other products in development that you are willing to discuss? I am eager to see more of your work.

Sure thing, it's no secret. I've got at least three more themes that I want to tackle in the "Path" series, which should be similar in scope to Path of Shadows, if not larger than it: Iron, Elements, and Blood.

The next one I'm currently working on Path of Iron. So far I've planned out three base classes and probably a few prestige classes. I don't want to give out too much info since it's in the early stages, but at least one of the base classes will focus on the creation and control of a construct companion. I plan on adding several new metal-based spells, along with a new "metal" descriptor which will be added to spells such as molten orb, chill metal, and iron body.

I also want to include more martial options than there were in Path of Shadows, such as archetypes around firearms or creating traps. One of my definite goals is to give new wielding styles to the Magus class, letting it use ranged weapons, two-weapon fighting, or a two-handed weapon.

And much like Path of Shadows, I don't plan on releasing it in several bite-sized chunks. The book will be released in one piece when it's done; no earlier.


My friend was really happy with this though it is still on my list to pick up so far.

I do have to ask, who did the cover art? It's gorgeous! Do they take commissions? Probably some of the nicest art I've seen in a third party supplement.


Aleron wrote:

My friend was really happy with this though it is still on my list to pick up so far.

I do have to ask, who did the cover art? It's gorgeous! Do they take commissions? Probably some of the nicest art I've seen in a third party supplement.

The artist is Danielle Sands, and yes she does commissions. Here's a link to her website. She did a number of great pieces in the book, including the "iconic" nightblade (which is the same woman on the cover).


Started a thread on this a while back...link

Nice to see it's here on the store now!


Dunno why he didn't link it here, but here's Endzeitgeist's review:
Linky


1 person marked this as a favorite.

Part II of my review:

The spell-chapter does provide a cool rules-clarification for spells utilizing the shadow of the caster and provide, obviously, a significant means of providing shadow/light-control. Interesting for other classes - there are spells herein which interact with e.g. shadow surges, making the latter not just an isolated class feature. Interesting would be terrain control spells to confine targets in e.g. areas of darkness, while shadowy wings that can also be used to attack foes and furthermore, allows for channeling 1/cast - nasty and versatile, but I like it. From the ageing capstone, there are other interesting effects - for example, a complex spell which alters an illusion to allow for the execution of quasi-real attacks via the infusion of shadow stuff - as such area attacks, attacks, energy etc. are covered with unique benefits. There are also lunar prophecies or the option to conjure forth the all-consuming maw of the nightwave. Ways to suppress extraordinary senses would also be an interesting move for spells. However, there also are minor modifications/improved versions, like e.g. a darkness/cold-based variant of flaming sphere. Shadow-based necromancy spell-duplication is also covered, as are chaotic overlaps between planes. I also like the concise definition of shadow length for attacks on a shadow, which reflects its damage to the origin of the caster. A new spell-class to summon evil, horrific creatures also can be found herein. There is also a highly complex class of spells that allows for the conjuration of umbral servants for the nightblades, which essentially act on their own after a nightblade's turn -these are fun, allowing e.g. a called magician to freely apply metamagic to certain spells cast close to it, etc.

The final chapter provides ample new magical weapon/armor qualities and specific items - with artworks depicting them that are downright inspired and rank among the best such I have ever seen in any given supplement - WOW. The twilight reaver scythe looks so badass, I just NEED to show this picture to my players, even without knowing that it's a +2 cold iron keen greater umbral scythe that allows for surge storage on crits...

The pdf also sports a handy two-page index and artist-credits.

Conclusion:

Editing and formatting are excellent - I noticed no significant issues while reading this - none. The 2-column full-color layout used in this book is GORGEOUS. I mean it. This is one of the most beautiful roleplaying book I've seen any 3pp produce, an impression also underlined by the GLORIOUS original full-color artwork by Jasmine Mackey, Bryon Oshihiro, Danielle Sands, Al Savell, Nicoleta Stavarache and Trevor Verges - the artworks, from vistas to spells to characters adhere to a glorious style that is uniform and concise. I am not engaging in hyperbole when I'm saying that this book, in visual, aesthetic quality, could have been a Paizo-book. It's that beautiful. The pdf comes fully bookmarked for your convenience, but I'd sincerely advise you to get this in print - unlike quite a few PODs, there is no big chance of an errata invalidating this book. This book looks better than quite a few kickstarted books I could name. Yes, THAT beautiful.

What a furious first offering! This is quite frankly the best first offering of crunch I've seen a novice designer produce in ages. Last year saw plenty of adventures of newcomers providing an extremely high quality, but new crunch tends to require most designers some time to get right. Well, this is Ascension Games' first product and it does NOT require any leniency on my part. Author (and layout/editor!) Christopher Moore seems to not only be able to edit his own texts, quite a feat, imho, he also provides a level of professionalism with regards to rules-language one sees scarcely, almost never among novices. The language is so precise, it can be considered on par with the errata'd, good Paizo-books. Beyond that, this pdf offered a level of system-mastery and a level of awareness of obscurer rules I quite frankly almost never get to see. While I have some personal gripes against one component or another herein, none really hold up on a professional level and boil down to personal preferences; number-wise, including extensive playtests, this book held up admiringly well. Few books can claim to withstand this level of deep scrutiny to such an extent, especially considering the level of interaction with obscure and complex elements among the design elements. I was positively surprised to see all of this - but where the book shines most is with the material that takes chances and provides things to do that no other spell or system can achieve - it is the unique effects, which stand out and while I absolutely adore the coverage of just about anything one could ask for in sucha context, I still would have loved to see even more of the inspired, unique effects that can be found herein.

Remember, this is just me being an utterly spoiled bastard of a reviewer - this book is, without engaging in hyperbole, up to the level of crunch-mastery exhibited usually only by established, experienced crunch-masters and blends this with production-values out of this world, visually more on par with Paizo than what you'd expect from a 3pp, much less a new one sans a KS providing the funds. This is a hugely impressive book that catapulted Ascension Games to the landscape of my table and to my radar; I can't help but be excited about the things to come and more such supplements and I certainly hope we'll see more material for the Nightblade - the class is inspired and fun and clearly, its potential is not yet tapped. My final verdict will clock in at 5 stars + seal of approval, given without the slightest hesitation, falling short of becoming a candidate for my top ten of 2015 only by a tiny margin. Still, this is thoroughly, exceedingly, impressive. Congratulations to the Ascension Games-team - you have impressed a jaded reviewer.

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

@Kryzbyn: My reviews ALWAYS hit endzeitgeist.com before any other site - after all, I have to provide an incentive for people to take a look at my site, right? And personally, I loathe: "Here's a blurb, click here to check my review"-reviews, so that felt fairest to me - no hassle if one doesn't want to wait, quickest access to reviews if you check my site. :)

Also: Thanks for the linkage!

Endzeitgeist out.


Wow. That's some positive review End!


Ever since Direlock V.2 I haven't seen this good a crunch-offering as first product, so yeah. I am impressed. If Ascension Games becomes a teeny bit more experimental, I'll truly be out of things to complain about.


3 people marked this as a favorite.

This week the Nightblade gets a character sheet! Please download a copy at: https://www.dropbox.com/s/jvk3mhtqhzizej7/nightblade_sheet.zip?dl=0

Included a roomier version of the spell sheet, since my players always complain about the original one being way too tiny.

Remember to check my profile for all my other third-party sheets, now neatly organized!


Love your work, The Ragi! You're doing the community a great service!


1 person marked this as a favorite.

WOW! I don't really know how to respond to your review. I'm ecstatic, to say the least, to receive such a glowing recommendation. I'm glad that all that effort came through in the final product, and I definitely need to let my artists know about your love for their work. Now that the bar has been set for my next books, I have to make the next one even better!

Endzeitgeist wrote:
Ever since Direlock V.2 I haven't seen this good a crunch-offering as first product, so yeah. I am impressed. If Ascension Games becomes a teeny bit more experimental, I'll truly be out of things to complain about.

Well, let's hope I can get to that point somewhere in the next few books. One of my classes in the next book has its own magic system involving runes, so that should be interesting. Now to make sure the other two classes have equally interesting designs!

Also, that character sheet is pretty sweet. If my group didn't already have a character sheet we use frequently I'd definitely recommend it to our nightblade player.


All the praise is well-deserved - this is definitely impressive! Consider me stoked for the follow-ups! I am definitely looking forward to seeing a custom magic system - at this point, I'm pretty adept at analyzing them. :)


Received a review copy and will be posting a review in the next couple of weeks, but initial reaction is...wow!

Just comparing it to my 28th level shadowcaster from Tome of Magic, which is my favorite character ever in several decades of gaming, and still...wow!


I have to agree. This book was on my 'maybe' pile because regardless of how good a product is, it doesn't go on my priority list unless I need it for something and the theme of 'shadows' wasn't on my list of campaign making themes. But really this goes a long way. It looks good, reading and understanding the crunch was painless and really brings the concepts to life. I cant wait for Path of Iron, particularly since a construct-based base class is always interesting.


Sethvir & Malwing - from what I can glean, you folks know your crunch. So yeah, I'm not surprised you like this book. PoS is very impressive as far as freshman offerings are concerned.

I've been homebrewing ToM-shadow magic for a long time and this book really made me wish for more content in that vein.


I absolutely love the spells offered in PoS. I specifically picked up PoS to acquire a larger selection of Illusion (Shadow) spells for the Wizards I play ... and I was not disappointed. From both a game mechanics and balance perspective, the spells were pretty much faultless in execution. But the real clincher for me was how creative, non-formulaic & outside-the-box these spells turned out to be. You can actually build some really intriguing and different spellcaster characters completely around some of these spell sub-categories. All while avoiding broken mechanics and power creep. Just great, great spells across the board.

Rest assured, these arcane spells will get significant game play in my gaming group amongst both the player contingent and DM NPCs.

Sovereign Court

I've posted a review. Well done.


Oh...true! Sorry if I messed up a time table or anything.


I'd be interested in more path options...


Reviewed and Kryzbyn that was what I was left with. Wanting more path options and I am looking forward to what he comes up with next, which I think is constructs, which I am not a big fan of, but to each his own. If he upholds this level of design, I think he has a fantastic career as a designer/publisher ahead of him.


how would a dhampir work with the path of eternal darkness? they first become immune to negative energy and then they are healed like undead... but they are already healed like undead!


the xiao wrote:
how would a dhampir work with the path of eternal darkness? they first become immune to negative energy and then they are healed like undead... but they are already healed like undead!

The 10th level ability Death Attunement makes you immune to negative energy damage, so you would still be healed by it. However, if some ability effect would cause you to be harmed by negative energy and healed by positive energy like a typical human, then the damage immunity would apply.

The capstone of being healed by negative energy like an undead provides no benefit to a dhampir unless in the aforementioned circumstance. You would not receive additional healing from the ability.


thought so but I like to have an expert's opinion


I'd like to see an animated shadow herder-like path.


Kryzbyn wrote:

I'd like to see an animated shadow herder-like path.

Can you clarify? If you mean something that summons creatures, that was the intent of the Dark Conjuror archetype.

Dark Archive

Hi, Seginus.

Is there anywhere a complete list of Shadow sub-school spells, including those published by you and those published by Paizo?


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
nightflier wrote:

Hi, Seginus.

Is there anywhere a complete list of Shadow sub-school spells, including those published by you and those published by Paizo?

You can easily turn up all the Paizo shadow subschool spells (not to be confused with spells with the shadow descriptor) using Nethy's Custom Spell Search.

For this book...

Spoiler:
Shadow Subschool: dark confinement, illusory edge, illusory strike, illusory vestment, night armor, night shield, shadow ammunition, shadow binding, shadow binding (mass), shadow conjuration (lesser), shadow courier, shadow evocation (lesser), shadow gate, shadow necromancy, shadow necromancy (greater), shadow necromancy (lesser), shadow space, shadow structure, shadow terrain, spectres, umbral assistant, umbral berserker, umbral defender, umbral informant, umbral magician, and umbral nightblade.


Sorry for the Necro...

Shadow surge:

Shadow Surge (Su): ... The shadow surge is an expendable resource that the nightblade can use to fuel her various abilities. She cannot have more than one surge at a time, but there is otherwise no limitation on how many times a day the nightblade can create or use shadow surges. The nightblade has these surges indefnitely until she expends them, though she loses her surges if she is ever unconscious, asleep, or killed. ...

and yet

Dark Resurgence (Su): The nightblade can quickly recover her shadow powers. Once per day as a free action, the nightblade can gain all of her shadow surges back, up to her maximum amount. The nightblade must be at least 6th level before selecting this art.

^ it sounds kinda contradicting.


Guy St-Amant wrote:

Sorry for the Necro...

** spoiler omitted **

Normally, regaining a single shadow surge is a standard action, whereas gaining back more than 1 point takes a full-round action. The Dark Resurgence art allows you to, once per day, gain back surges as a free action instead.


Seginus wrote:
Guy St-Amant wrote:

Sorry for the Necro...

** spoiler omitted **

Normally, regaining a single shadow surge is a standard action, whereas gaining back more than 1 point takes a full-round action. The Dark Resurgence art allows you to, once per day, gain back surges as a free action instead.

Shouldn't it be level 9 then? since Twin Surges come into play at level 8.


Guy St-Amant wrote:
Seginus wrote:
Guy St-Amant wrote:

Sorry for the Necro...

** spoiler omitted **

Normally, regaining a single shadow surge is a standard action, whereas gaining back more than 1 point takes a full-round action. The Dark Resurgence art allows you to, once per day, gain back surges as a free action instead.
Shouldn't it be level 9 then? since Twin Surges come into play at level 8.

A free action is still faster than the Standard Action for 1 point, so it is still useful when you only have 1 surge (though it obviously becomes better the more you can have at once).


Seginus wrote:
Kryzbyn wrote:

I'd like to see an animated shadow herder-like path.

Can you clarify? If you mean something that summons creatures, that was the intent of the Dark Conjuror archetype.

Sorry it took so long...but I don't even remember what I was talking about. I could've meant the undead shadow...maybe(?)


Seginus wrote:
Guy St-Amant wrote:
Seginus wrote:
Guy St-Amant wrote:

Sorry for the Necro...

** spoiler omitted **

Normally, regaining a single shadow surge is a standard action, whereas gaining back more than 1 point takes a full-round action. The Dark Resurgence art allows you to, once per day, gain back surges as a free action instead.
Shouldn't it be level 9 then? since Twin Surges come into play at level 8.
A free action is still faster than the Standard Action for 1 point, so it is still useful when you only have 1 surge (though it obviously becomes better the more you can have at once).

But you still need a surge to activate the ability to start with.


Guy St-Amant wrote:
Seginus wrote:
Guy St-Amant wrote:
Seginus wrote:
Guy St-Amant wrote:

Sorry for the Necro...

** spoiler omitted **

Normally, regaining a single shadow surge is a standard action, whereas gaining back more than 1 point takes a full-round action. The Dark Resurgence art allows you to, once per day, gain back surges as a free action instead.
Shouldn't it be level 9 then? since Twin Surges come into play at level 8.
A free action is still faster than the Standard Action for 1 point, so it is still useful when you only have 1 surge (though it obviously becomes better the more you can have at once).
But you still need a surge to activate the ability to start with.

Dark Resurgence does not require a shadow surge to use; you can use it when totally empty.

If a nightblade art does not explicitly state that it takes a shadow surge in its description, then it does not require having one to use. There's actually quite a few nightblade arts that do not require the use of a shadow surge (Combat/Casting/Flexible art, Disguising Veil, Void Sight, etc.).


Seginus wrote:
Guy St-Amant wrote:
Seginus wrote:
Guy St-Amant wrote:
Seginus wrote:
Guy St-Amant wrote:

Sorry for the Necro...

** spoiler omitted **

Normally, regaining a single shadow surge is a standard action, whereas gaining back more than 1 point takes a full-round action. The Dark Resurgence art allows you to, once per day, gain back surges as a free action instead.
Shouldn't it be level 9 then? since Twin Surges come into play at level 8.
A free action is still faster than the Standard Action for 1 point, so it is still useful when you only have 1 surge (though it obviously becomes better the more you can have at once).
But you still need a surge to activate the ability to start with.

Dark Resurgence does not require a shadow surge to use; you can use it when totally empty.

If a nightblade art does not explicitly state that it takes a shadow surge in its description, then it does not require having one to use. There's actually quite a few nightblade arts that do not require the use of a shadow surge (Combat/Casting/Flexible art, Disguising Veil, Void Sight, etc.).

Ha, OK then.

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