People might find it odd that a path all about
Richard B Riddick leaves out the eyeshine stuff, but when you look at it, that augmentation actually came fairly late into things and just
enhanced his already formidable levels of scary badass
Fear not -- or maybe you should -- because the Path of Night is there for those looking to become one with the dark.
And then there's the Path of the Bat, for those who realise that criminals are a cowardly and superstitious lot
Path of RiddickThis path is for those seeking physical mastery of inner truth
Riddick I: You gain the Iron Will feat.
Riddick II: Each time you fail an Athletics or Tactics check and don't suffer an error, you still succeed as long as the check DC (or your opponent's check result) is equal to or less than 20 + your levels in all class granting you steps along Paths. If several grades of success are possible, you achieve only the lowest possible positive result.
Riddick III: You gain the Assassin's
Cold read 1/session ability.
Riddick IV: You may cast Divine Power and Haste each 1/scene, and your caster level is increased by your Charisma modifier (minimum 1).
Riddick V: You gain the Captain's
Take Measure ability.
Path of NightThis path is for those seeking the essence of that which humanity dreads.
Night I: You gain the Elemental Heritage (Darkness) feat.
Night II: Each time you fail an Intimidate or Sneak check and don't suffer an error, you still succeed as long as the check DC (or your opponent's check result) is equal to or less than 20 + your levels in all class granting you steps along Paths. If several grades of success are possible, you achieve only the lowest possible positive result.
Night III: In dim, faint or no ambient light, add your Step to your Wisdom when determining your listening, scent & visual range increments.
Night IV: You gain the
dread quality, and in dim, faint or no ambient lighting you gain the
horror type.
Night V: You gain a stance.
Terror of the Night (Stance): With a successful attack, you may
frighten an opponent for a number of rounds equal to your Charisma modifier instead of inflicting damage (minimum 1 round). However, you automatically fail all saves vs. flash damage. You leave this stance any time you are in an area with more than than dim ambient light.
Path of the BatThis is a path for someone looking to direct their sense of loss and anger in a meaningful direction
Bat I: You gain the Rage Basics feat.
Bat II: Each time you fail an Acrobatics or Intimidate check and don't suffer an error, you still succeed as long as the check DC (or your opponent's check result) is equal to or less than 20 + your levels in all class granting you steps along Paths. If several grades of success are possible, you achieve only the lowest possible positive result.
Bat III: You may cast Scare II and Wit I each 1/scene, and your caster level is increased by your Charisma modifier (minimum 1).
Bat IV: You may spend an Action Die as a free action to lose or gain the
horror type until the end of the scene. Further, you may ignore any attempt to turn you a number of times per session equal to your step.
Bat V: You gain ability the Scout's
Master Tracker ability.