Path of Shadow

Path of Shadow is the third book in Fantasy Flight's new line of character class sourcebooks for the d20 System. The bestselling Traps & Treachery gave DMs plenty of tricks to spring on Rogue characters, and now it's time to turn the tables in the player's favor! Path of Shadow presents a host of new and exciting options for rogue characters, including new class abilities, rogue organizations, new uses for core skills, new feats, prestige classes, high-level legendary classes, and rogue equipment and magic items.
 

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By Bruce Boughner, Staff Reviewer d20 Magazine Rack

Sizing Up the Target
Path of Shadow is a 172-page hardcover accessory published by Fantasy Flight Games in their Legends & Lairs series. The authors are Mark Chance, David Chart, David Lyons, Michelle Lyons, James Maliszewski, Mike Mearis, Rick Neal and Brian Patterson. The cover is done by Brian Schomburg and is done in the faux-tome cover style and is available for $24.95.

First Blood
The final book in a series for core classes, Path of Shadow is the fourth of Fantasy Flight Games' foray into Class-specific Prestige Handbooks. This tome is intended for Rogues. The Prestige classes listed here contain not only the class itself but an immediate organization of that class for game play.

This series is not big on having a lot of chapters, only five in this one; Prestige Classes, Legendary Classes, Core Classes, Rogues Tools and Schools and Organizations.

This book has 19 new prestige classes for rogues. Each class has a sample group the class can belong to. The classes range from gamblers (Acolytes of Chance) to tumblers (Aerialists) to Halfling Clanwardens. Seekers of magical items (Mystes), beast tamers (falconers), lycanthrope slayers (Night Hunters) and church sponsored assassins (Ossorus) lead the pack of uniquely interesting niches filled in this volume.

The Legendary Classes number more than a dozen. They also range across the gamut of rogues, from burglars on the Abyssal Plane (Abyssal Infiltrator) to the vampire-like Blood Thief to the devil-may-care Fortune’s Fool. It only makes sense that the final book of the series would have the better classes. More of these are more useful in a wider variety of game milieus than in the previous tomes.

As in the past books, a number of Variant core classes are delineated here. They include the masters of disguise Chameleons, the Con Artist, the dungeon-seeking Delver and the Psychic Thief.
Chapter four deals with Rogue’s Tools, starting with new equipment, it features equipment that thief’s use but also that are a thief’s bane such as Burglar’s Bane, an alchemical creation that is undetectable but can start a magical glow that will make stolen loot hard to fence and call attention to those seeking to avoid it. But also things like Gossamer Line, a thin strong rope or the Hanging Man’s Harness used for horizontal work. There are also a couple of weapons but nothing terribly exotic.

The new magic items however are. Cipher Rings used to create unbreakable codes. Gossamer Cloaks that transform into wings are just some of the examples. But the new skill uses are where they really show how to be a rogue. The section takes a number of Bard/Rogue skills and puts them to new use. For example, Decipher Script, normally used for translating ancient archaic text now used for cryptography to make codes. How to the Use Magic Device skill, to run a con, and pass a thief off as a mage or sorcerer, credit has to be given for the creative new use of these skills.

This section also offers some new feats. Things like Desperate Interrupt used to attack to interrupt an attack prior to it happening. Magical Savant giving unusual insight to the nature and use of magic items. Hamstring to cause a devastating attack to a backstab strike. Again, these are maneuvers that have been discussed before but never really explored in any official use text. All of the feats were designated OGL.

As with Path of the Sword, the Schools and Organizations section gives specialization and characterization for your characters. Each school codifies and simplifies skills into ten lessons to give a harried DM or a confused player, not only game stats, but also plot hooks and adventure twists. Lessons can take as little as a day to master and cost 100 GP to lasting a month and costing 5500 GP, provided a rogue can find a willing teacher.

Samples of the schools include the Blade Dancers, rogues who rely on skill and speed rather than steel and armor to avoid being struck during combat but getting in close to deliver a devastating strike. Masters of Venom, who are experts at administering toxins in both apparent and subtle ways. And the Razorfiends, knife fighters who use the terrible skills developed in the Underdark by the Drow to slice up opponents. And the Unfettered Falcons, who are masters of breaking into secure areas or out of dungeons and prisons. Bounty Hunters, trapspringers and explorers all have schools in this chapter, this is a very well developed section.

Critical Hits
Path of Shadow takes rogues, not necessarily into new areas, but fleshes out places we always knew existed through novels and film but didn’t really translate into the game. While most of this isn’t really new, it is undeveloped and uncharted territory for the D20/D&D world. This being the fourth book of the series, it has had the luxury to have time to develop this format and turn it into an art form. Well thought out classes, new uses for old feats rather than just adding to an already burdensome list.

Critical Misses
This entire series looks like it was meant for a specific world, but Fantasy Flight hasn’t published one as yet. The organizations are a little too specific to just drop into Faerun or the Flanesses, but could be easily put into homegrown worlds. Some of the classes are a little top-heavy or bizarre but most are pretty usable.

Coup de Grace
Last of the series, I have to wonder what’s next for Fantasy Flight along this line, their Legends & Lairs series has really enhanced a lot of the adventures I have designed or at least given me ideas to pursue in the future.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

Path of Shadows by Fantasy Flight Games

Fantasy Flight Games has some of the best class books in their Path series. Path of Shadow is no different. It has all the new options that make the Path series great as well as catering to both the DM and PC. The book is 172 pages and hardback. The art in this book is very good. It’s all black and white and there are many different artists (Mitch Cotie, David Griffith, Eric Lofgren, Hian Rodriguez, and Tyler Walpole), but there is not a single bad picture in the book. The layout is also very good and well organized. The table of contents is a little on the light side, but the index is very well done making things easy to find.

The first chapter is all about prestige classes. Seventy four pages in length, this chapter not only describe many interesting classes but also organizations for each of them making them really easy to fit into anyone campaign. One of the highlights is the Psychic Interloper. This is a rogue prestige class that uses the psionics. The best thing about it is it’s not in an appendix or an add one. It’s treated like the rest of the classes. It’s good to see psionics getting support as well as not being treated as special cases. My favorite class is the Shadow Hunter. It is a good aligned class of evil hunters. They have good defenses and abilities to help against undead as well as spells. There are simple sounding classes like the Noble Decoy. The ideas that a class like this can set off are amazing.

The second chapter deals with Legendary Classes. Legendary Classes are prestige classes that one has to quest for and be at least 12 the level to achieve. The abilities of the classes are very versatile. All the classes are five levels in length and the later ability is selected the more powerful it becomes. There are classes like the Blood Thief that steal life, Fortune’s Fool for a character that goes beyond lucky, the Incantor that can steal spells from the air, Jack O Green the leader of a rebellion, and my favorite the Savant, a diviner of secrets.

The third chapter introducers a few new core classes. Each of them is defined from level one to level 20 and is an interesting look at different versions of the rogue standard class. The first is the Chameleon, a master of disguise. They get a bonus to disguise, can disguise faster then most, a much slower sneak attack, and spells. They have a smaller spell list then a wizard, only go up to 6th level spells, but do use a spellbook and prepare spells like a Wizard. The Con Artist is what one would expect. This class assesses a mark and gets certain bonuses against them. The class does appear to be a little on the weak side, especially when away from its element. The Delve is more of a scholar then a rogue. They get an ability similar to Bardic Knowledge, uncanny dodge, and bonus feats. This class also seems to be a little on the weak side. The psychic Thief is not weak. They have many of the good parts of the rogue as well as a good amount psionic abilities like the psychic warrior. There are even a few new psionic powers presented in the book.

The fourth chapter deals with new equipment and weapons, new magical items, new uses for old skills (always a personal favorite area of mine), and new feats. The mundane items are interesting, but I had hoped for a few more. There is some simple stuff like the listening cone to more complex things like the thief’s perfume. Magical items are great like the Book of Useful Items, the Gloves of Filching, and the Sound Catcher. The new uses for old skills are always good as it adds new options to things the characters already have. There some interesting feats like Desperate Interrupt for when you have to act right now, and Monkeywrencher allowing you to have a person use a magical device they normally could not use.

The fifth chapter is about schools and organizations. These are ways for the characters to spend experience and time to get small bonuses to their characters. The idea of spending experience is rather controversial as some people really like it and some people do not. It’s well done here and probably the best I’ve seen. And the section is not so large that people against using this type of thing will be missing much of the book.

Overall, this is a very good class book. It’s focuses on the prestige classes and there are so many good ones here I could create characters for the next decade on them. The book is all about rogues and the many different types. A book like this really shows the versatility of that class and really is a must have for people who prefer this type of character.
 

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