Class Skills: An oracle with the darkness mystery adds Bluff, Intimidate, Perception, and Stealth to her list of class skills.

Bonus Spells: shadow stream (2nd), dust of twilight (4th), deeper darkness (6th), shadow conjuration (8th), vampiric shadow shield (10th), shadow walk (12th), greater shadow conjuration (14th), greater shadow evocation (16th), polar midnight (18th).


An oracle with the darkness mystery can choose from any of the following revelations.

Blackest Night (Su): You conjure an area of intense shadows, the mixture of darkness and negative energy ravaging creatures within. You can create one 10-foot cube of darkness per oracle level. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another and one must be adjacent to you. Any creature caught in the darkness when you use this ability takes 1d8 points of cold damage per oracle level plus an additional 1d6 points of Strength damage as the destructive energy tears at them. A Fortitude save halves both the cold damage and Strength damage. In addition, the area becomes pitch black after the initial burst, treating the entire area as if under the effects of banish light. The banish light effect lasts for a number of rounds equal to your Charisma modifier, but the damage only occurs once (when the shadows are created). At 15th level, the Strength damage increases to 2d6. You can use this ability once per day. You must be at least 11th level to select this revelation.

Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Defy Darkness (Ex):You gain a +2 insight bonus on saves against blindness, fear, and pain effects. At 7th level, this bonus also applies on saves against death effects and energy drain. At 11th level, the bonus increases to +4.

Hide in Plain Sight (Su): You can use the Stealth skill even while being observed. As long as you are within 10 feet of an area of dim light, you can hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow. You must be at least 7th level before selecting this revelation.

Pierce the Veil (Su): Your time spent within the shadows allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell.

Shade Sight (Sp): You gain a bonus on Perception checks to locate invisible or incorporeal creatures equal to half your oracle level (minimum 1). At 7th level, as a standard action, you can look into shadows to see out of another area of darkness nearby. This functions as clairaudience/clairvoyance, but only for sight (not hearing). You must be in an area of dim light or darkness to use this ability, and can only scry upon another area of dim light or darkness. A creature’s shadow counts as dim light for this purpose, but if the creature moves from its current space the effect ends. Unlike with clairaudience/clairvoyance, your low-light vision, darkvision, and see in darkness abilities function through the sensor (if you have them). You can use this ability for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.

Shadow Resistance (Ex): You gain resist cold 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to cold.

Sight Unseen (Ex): You gain Blind-Fight as a bonus feat. At 8th level, you gain Improved Blind-Fight as a bonus feat. At 15th level, you gain Greater Blind-Fight as a bonus feat. You do not need to meet the prerequisites to receive these feats.

Touch of the Void (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess. At 7th level, the touched creature must also make a Fortitude saving throw or be fatigued for a number of rounds equal to 1/2 your oracle level. This has no effect on a creature that is already fatigued. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Wings of Darkness (Su): As a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 11th level, you can use these wings to fly as if with overland flight once per day. Used in this way, the ability lasts for up to 1 hour per level, and counts as your total use of this ability for the day. You must be at least 7th level to select this revelation.

Final Revelation

Upon reaching 20th level, you become a master over darkness. You become immune to blind, dazzle, death effects, and energy drain. When you use shadow conjuration or shadow evocation spells, your creations are 20% more real, and any creatures you create gain the benefits of the Augment Summoning feat. Once per day, you may cast shades as a spell-like ability, using your oracle level as your caster level.

Section 15: Copyright Notice

Path of Shadows, © 2015, Ascension Games, LLC; Author Christopher Moore

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