Old Nightblazer
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Archetypes of Power
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Not every threat can be dealt with using weapons alone. When dark evils need to be eliminated, a specialist is needed who can fight and think, using whatever metal or magic is needed to dispatch the problem. The nightblazer is a necessary evil, who uses his keen mind to unravel the unfathomable, and then whatever tools are necessary to solve the problem. And for him, solving a problem means killing it. He studies his target, strips away lies and deception and reveals weaknesses to exploit. His spellcraft is potent and precise, destroying the souls of his enemies magically and physically.

Casting: A nightblazer may combine spheres and talents to create magical effects. A nightblazer is considered a Mid-Caster, and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces alchemy.

Spell Pool: A nightblazer gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Intelligence modifier (minimum 1).

Magic Talents: A nightblazer gains a magic talent every time he gains a caster level.

Bad Habit: No one runs the night and stays clean. Habits develop, including ways of getting through the tougher days. At 1st level, the nightblazer chooses a vice, such as smoking, drinking, or gambling. This is something inexpensive or that requires a small amount of time. The nightblazer must indulge his vice for at least one hour each day (though not necessarily all at once). If he does not, he can not regain inspiration until he does.

Studied Strike: The nightblazer gains the studied combat and studied strike abilities at 2nd level. Studied strike does 1d6 damage at 2nd level, and an additional 1d6 every 2 levels thereafter, up to a maximum of 10d6 at 20th level.

This modifies studied combat and studied strike.

Noir Instincts: At 2nd level, the nightblazer may choose one skill that uses Dexterity, Wisdom or Charisma, and use Intelligence with that skill instead. They may choose additional skills at 5th, 8th, and 11th level.

This replaces poison lore, poison resistance, and poison immunity.

Danger Sense: At 3rd level, the nightblazer receives danger sense as an unchained rogue of equal level.

This modifies trap sense. This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Ensorcelled Strike: At 3rd level, whenever the nightblazer uses studied strike, he may spend a spell point to increase the damage to 1d6 per class level.

This replaces keen recollection.

Studied Casting: At 4th level, when the nightblazer uses a sphere ability that targets his studied combat target, he may use his studied strike when he delivers the sphere ability. If he does, the DC of any saving throw made by the target receives a +1 insight bonus for every 4 class levels the nightblazer possess, but does no additional damage.

This replaces swift alchemy.

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