The nightblade wasn’t my first attempt at making Pathfinder content. I had done quite a lot of homebrew before then, but like most people new to the hobby, my homebrew was a hodgepodge of existing rules, like a rogue with extra poison abilities or an alchemist with a 0-9 spell list. The nightblade started much the same way. In fact, it was initially a wizard/rogue hybrid class, like the other hybrids found in the Advanced Class Guide. Or rather, it was a rogue/wizard/shadowdancer in one class. Sneak attack, trapfinding, shadow jump, 4th-level wizard spells…it certainly worked, I suppose, but it was incredibly unoriginal. I absolutely needed to make this class more interesting, and went through several revisions attempting to do so.
A few months ago in the vanguard update, I mentioned one of my weaknesses as a designer is letting the design “get away from me”; that is, I iterate and iterate upon concepts until I lose sight of the original goal. That happened A LOT with the nightblade, whose basic concept was “a stealthy rogue-type that focuses on shadow magic”. I recall one design where the nightblade’s core feature was an “aspect of terror” and the whole class focused on fear effects. Another design had a literal “night blade”, where the character summoned a weapon of darkness to perform special tricks with (reminiscent of the Soulknife from D&D psionics). I really liked that design, too, but when I stepped back and looked at it, it had completely missed the mark of the nightblade’s purpose. So back to the drawing board I went.
I want to say the version of nightblade that I stuck with was the…sixth version? This is the one that finally dropped the sneak attack or sneak attack-adjacent abilities (I had made a “dusk strike” that only worked on flat-footed opponents or when you were concealed, and only once per round) in favor of the nightblade’s “Paths”. The paths were directly inspired by the Shadowcaster from 3.5e’s Tome of Magic, but I stuck with traditional spellcasting instead of adopting the actual rules for the shadowcaster. I wanted each path to cover both a thematic and mechanical conceit within shadow magic as a whole, and also had the urge to make them sound really edgy (hey I like it, sue me). The initial paths were as follows:
Bloodied Chain (fear effects)
Darkened Fortress (shadow conjuration, weapons)
Eternal Night (death effects + negative energy)
Frozen Star (evocations, specifically cold + darkness)
Hidden Step (teleportation and mobility)
Lurking Shadow (summons)
Twilight Veil (illusions + invisibility)
As you can see, a few of these didn’t make it into the final book. Frozen Star was deemed useful but too focused (and also a bit boring), and was broadened to work with a more general evocation flair, becoming the Ravaging Void path. Hidden Step was too niche to build around, and its powers were stripped out and made into general nightblade arts or abilities (shadow jump used to be exclusive to this path, instead of a core feature). Lurking Shadow was repurposed into the Dark Conjuror archetype, and its shadow familiar was instead given to Darkened Fortress, whose theme was broadened to all conjurations, not just weapons and armor.
Supporting mechanics came next. Some were obvious to me from the get-go: innate darkvision was a must (I didn’t want it to feel mandatory to play a race with darkvision), as was the ability to see in supernatural darkness. Shadow jump and hide in plain sight were also obvious choices, and given it was a lightly-armored class, evasion was also included. I originally gave it trapfinding, too, as well as a few bonus feats from a fixed list (with choices like Moonlight Stalker and Improved Blind Fight), but removed them since they felt a tad excessive. The Shadow Surge mechanic is what, I feel, gave the class its true mechanical identity. Even if the surges were limited and not used all that often, having an “infinite” resource helped separate it from the normal designs within Pathfinder, and felt far more interesting than another “1/2 your level + Stat” resource pool.
Despite the progress made, I was nervous about the quality of the class, especially it being the first one I was trying to actually put out there for the world to see; I was even considering just dropping the project due to my anxiety. After all, there were already a lot of big names in the 3PP scene; who says anything I made was good enough to matter?
At the time, a few of my friends from college had a LOT more experience with Pathfinder than I did, so I bought them all lunch and asked them to do a read-through of the class. Their positive feedback really encouraged me to keep at it; I still clearly remember one of them saying “you’ve got something special, here”, so I chose to stick with Path of Shadows and see it through to the end. And now, a bit over six years later with Paths of Magic on the horizon, I’m really glad I did.