This
freshman offering of Ascension Games clocks in at 81 pages, 1 page front cover,
2 pages of editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us
with a massive 75 pages of content, so let's take a look, shall we?
Disclaimer:
This book went up in my review-queue do to me receiving a dead tree copy and
not having to print everything out. My review's verdict was in no way
influenced by receiving this copy.
Ah, shadow
magic - scarcely a concept in 3.X has been so prominent and yet so utterly
ill-defined and mechanically sucky. Thankfully, 3pps have a knack for singling
out such systems and then developing them
-take a look at Radiance House's Pact Magic, Interjection Games'
Truenaming or Dreamscarred Press' Akashic Mysteries, for examples. In the
meanwhile, Interjection Games has provided us with two classes, which, in
theme, oscillate between light and darkness, the edgewalker and the antipodist,
but that's it, to my knowledge. One massive issue of the original shadowmagic
was its exceedingly restrictive nature and the balancing just...well. Not
working, at all.
So can this
pdf remedy this much maligned, but utterly stylish power-source? The pdf kicks
off with a massive introduction, including explanations for the reference
abbreviations used and then dives into the Nightblade base class - the
nightblade receives d8, 6+Int skills, proficiency with simple weapons,
longsword, scythe, rapier, short sword, shortbow and spiked chain and light
armors, but not shields. Shields and armor heavier than light incurs arcane
spell failure chances. Nightblades also receive spontaneous spellcasting via
Charisma of up to 6th level, drawn from their own spell-list. The class also
receives 3/4 BAB-progression and good ref- and will-saves. Evasion is gained at
second level and this level also provides access to the so-called shadow surge
- this is an expendable resource that can be gained as a standard action that
provokes attacks of opportunity. Several nightblade abilities require the
expenditure of a shadow surge - think of it as the class's analog of the
psionic focus. with the additional caveat that a nightblade may expend shadow
surges to reroll Stealth checks - for actually competent sneaking. At 8th and
17th level, the nightblade can store +1 surge, so that's a deviation from
psionic focus. Abilities like increasing darkvision (with worthwhile alternate
benefits if you already have it!), hide in plain sight at 8th level (where I
can stomach it!) and yes, dimension door
hopping - with caveats for feat-qualification etc. High level nightblades may
see perfectly in the dark and when they cast shadow conjurations etc., they increase the real component of their
shadows.
At 3rd
level, the nightblade receives a nightblade art, +1 every three levels
thereafter - think of these as the nightblade's talents; when applicable, the
save scales via the plus half level + cha-mod-formula. Now while you can get
combat and metamagic feats via these talents, they actually provide very unique
benefits for the discerning gamer -benefits that significantly deviate from
rogue talents etc. and help enforce a unique identity - while effects like full
speed stealth plus miss chance upgrade for concealment gained from darkness to
total concealment-levels, increases to touch attack AC and higher level options
to expend shadow surges to attack against touch AC would pretty much all be
options I'd somewhat expect a shadow-themed character to be able to pull off. On
paper, attacking versus touch attack by expending shadow surges may look pretty
nasty, but the 1/round limit imposed by action economy and the need to regain
shadow surges means that this option is powerful, but thanks to the
level-prereq and the requirement for set-up, in game actually worked rather
well. It should be noted that tank-y creatures, dragons and similar creatures
with bad touch ACs should take heed around nightblades, but that is something
that is just as true for magi and similar characters, so no balance complaints
there.
However,
beyond these more conservative ones, there are some talents that can be
considered ambitious from a mechanical point of view: Take force teleporting
foes or shifting shadow/darkness-related spells from target to target - these
are not simply concepts to translate into crunch, much less crunch that is
concise enough to withstand my nitpicking of terminology and looking for
loop-holes. Kudos where kudos are due - I consider tackling such complex
options in a freshman offering, with this level of competence, nonetheless, an
impressive feat!
Obviously,
now, the defining feature of shadow magic back in the day was the structure of
paths, which required some planning, yes, but also provided a feeling of
organic development. Nightblades must select a path at 1st level - but within
each path techniques loom: One is gained at first level, one at 5th and every 5
levels thereafter -these can be likened to the linear gain of order or
bloodline abilities. They are also more than just the addition of techniques -
each path comes with a path power, modifies the shadow surge to sport
additional options AND modifies the list of available nightblade arts by adding
exclusive arts to the list available, providing an element of player agenda
that is absent from the linear ability progressions of cavaliers, sorcerors
etc.. So yes, the choice of one of the 5 paths is the most important one for
the nightblade and radically changes the way in which the given classes play -
this extends to the point where the paths offer a more distinct variety in
playing experience than most archetypes offer over the base classes they
modify. It should also be noted that e.g. path powers scale in their potency
and the paths also determine the capstone ability gained.
So what are
the paths about? The path of the Bloodied Chain offers the option to conjure
forth umbral shackles that entangle creatures, while also adding fear-based
effects at higher levels - i.e. you receive some rather powerful and unique
terrain-control options. The theme of fear-based debuffs also is represented in
the shadow surge ability, which allows you to extend the fear-based conditions
on your adversaries. This and the fear-themed techniques gained render this
path a good friend to Dreamscarred Press's Dread-class; in my playtests, the
two worked together as a nasty double-team that could actually offset the lack
of a primary melee class. And no, I do not consider this one to be broken,
though combining the dread's immunity-breaker with the nightblade proved to be
very efficient. It should also be noted that intimidate can cause full-blown
"frightened" as a condition for this path. The exclusive arts here
provide for some awesome visuals - beyond detecting fear, adding bleed damage
to the umbral chains at 9th level or centering the chains on the nightblade,
rendering the effect mobile at 15th level.
The second
path, the path of the darkened fortress, can be likened to shadow magic's
kind-of-but-not-really magus, blended with duelist-tricks: For example, weapons
can be conjured forth and enhanced with special abilities, but they remain
shadowy. The shadow surge can be used as an immediate action for a significant
self-buff that starts as being applied only to a single attack (GOOD!) and then
scales up to lasting a turn at 10th level. The path abilities net you arcane
bond, but with a variant - both object and familiar-choices can be blended with
your form - which can be rather significant in the context of infiltrations.
The path also helps with the crafting of magic items, allowing the nightblade
to ignore progressing amounts of spell prerequisites. Fortification-style
effects are also part of the deal and high level nightblades with this path
receive their own pocket dimension in the plane of shadows. The arts available
allow for the extension of weapon qualities and also sport e.g. the option to
enhance the bonded object/familiar with unique benefits. Extending the ability
to create shadow armament to ranged and dual weapons should also be considered
pretty interesting, especially since the latter (one playtest candidate, btw.)
sport a balancing mechanic that is simple, yet efficient.
The path of
eternal night provides you with a means of creating a short-range energy vortex
of negative energy that may not heal, but frighten undead. The shadow surge use
here requires a standard action to enforce a reroll of a d20, but can only
target a creature once per 24 hours. The path abilities of this rather sinister
path allows the nightblade to destroy creatures that are dying and use them to
power himself - think of it as a powerful, death
knell like effect. This ability would be very strong, especially since the
action economy scales and goes down from standard action to swift action -
however, the smart choice of a daily limite rendered this a viable ability in
game. Interesting would be an immunity not gained by most classes - the path
renders immune to negative energy damage, which renders these folks exceedingly
effective at killing hostile clerics - interesting! The path also sports an
option to make a foe's shadow rise up against the adversary. The arts allow for
additional means of enhancing corruption, with e.g. damage upon leaving the
aura etc. All in all, an interesting path as well.
The path of
the ravaging void gets a very interesting path power, which allows you to
change the energy type of energy spells - which is pretty much an awesome trick
and though it extends to supernatural abilities, the wording covers those. So
far, this has been pretty much a homerun, but alas, the shadow surge herein
imho can require a more distinct scaling mechanism - the shadow surge is a
ranged touch attack with a range of 30 ft. that deals 1d6 cold damage, +1d6 per
2 levels +cha-mod. While the damage itself is not impressive when thinking
about the fact how shadow surges etc. eat actions, the scaling feels a bit off
still - perhaps I'm spoiled by Interjection Games' ethermagic, but as far as
warlock-y blasts go, this, while not bad or broken due to the limited range,
could have imho used some more versatility. The path techniques provide
elemental resistances and allow you to suffuse your elemental spells with
shadow energy, adding debuff effect insults to the elemental injury - I really
like this idea-wise! Now where things become very interesting would be the
option to expend spell-slots to duplicate elemental energy damage dealing
spells, which, however, only remain partially real. A handy table spares you
making calculations or the like, so kudos. All in all, this can be considered
the battle mage among the paths, with severe distortion effects that play well
with damage-casters and psionics.
The final
path would be the path of the twilight veil and I LOVE the path power - based
on HD of the target, the spatial distortions caused by the shadows can provide devastating
debuffs to the target creatures and 2nd level nightblades of this path can
additionally turn invisible via
shadow surges. Where the ravaging void is the sledgehammer, the twilight veil
would be the scalpel - several illusion-themed techniques and arts allow for
serious customization of illusion tricks. Furthermore, the power-enhancing arts
are pretty cool here, allowing you to affect creatures usually immune to your
distortions. This is kind of the oddball, the one among the paths that imho requires
the most investment, but in the hands of a capable player, it may very well be
the most rewarding - the exceedingly nasty distortion power can cover somewhat
the terrain control and the almost unlimited invisibility are powerful indeed when handled correctly. Why am I
not shrieking for the nerfbat? Easy -
the invisibility can't be
stacked/prolonged, keeping the character from staying out of sight ALL the
time. Still, this enables a nasty guerilla style gameplay that has found its
fans at my table. The class also sports FCOs for aasimar, dhampir, drow,
fetchling, tiefling, wayang and core races.
The next
chapter is devoted to a plethora of archetypes and new class options with
shadow magic, obviously, as a unifying theme. Alchemists can e.g. modify their
body to benefit from the nightblade's enhanced concealment efficiency or craft
bombs that duplicate effects of darkness and better sight etc. are part of the
deal. There is also an antipaladin who receives a potent, scaling aura of
darkness that allows himself and his allies to see through the, later damaging
blackness. Barbarians can choose from two totem power trees (and an unaligned
one), wherein an already existing bite is enhanced or add str-damage to her
attacks while also receiving defenses versus certain conditions. Both have in
common that they require certain build types and enhance them and both, to me,
feel a bit on the strong end - dice increase + crit x3 for a bite via one rage
power is a tad bit too nasty in my book, especially seeing how this also nets
full Str-bonus when using bites in conjunction with other natural attacks...And
yes, I do have such a claw/bite-barbarian in my game and if they do not need
one thing, then it's a way to deal even more damage...
Shadow
priests channeling darkness instead of regular energy, bloodragers with a new
custom bloodline, anti-disease lunar guardian druids - all pretty solid. The
stygian striker magus can be envisioned as the nightblade crossover - less
frontlines, for skirmishing (with evasion etc. and modified saves to back this
up) and the monk archetype provided is also one that should be considered
relatively solid, with ki allowing for more flurry attacks. Oracles can suffer
from a curse that makes people forget them and choose a new mystery, while
paladins can opt to channel light to dispel and suppress all those nasty
effects. Rogues may wilder in nightblade arts and shamans may choose the new
darkness spirit.
Nightblades,
thankfully, also can join the archetype-fun: Caster/summon-themed Dark Conjurors,
a more martially-inclined one (thankfully with path restriction to avoid
warlock-y abuse),a rogue-crossover with
sneak attack et. al and an infiltration-specialist can also be found. Finally,
there is an archetype that pays for the access to two paths at once with a
crippled progression of the shadow surges, paying for an increased array of
options with less on-the-fly-flexibility and spells.
Fans of
shadow-themed races like fetchlings and wayangs may enjoy the feat-section
particularly - there are quite a few racial feats for them to set them apart,
with generally a fitting theme of shadows, darkness-enhancing, etc. - modifying
a summon-list's half-celestial/fiendish creatures to instead be shadow
creatures would be an example here. Overall, these feats felt solid, but didn't
blow me away per se. Good craftsmanship.
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.
You can get this impressive book here on OBS and here on d20pfsrd.com's shop!
Endzeitgeist
out.
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