The nightmage is the master of blending guile, wit, and stealth with the arcane arts. She pities the common rogue for his mundane limitations, while condemning the arrogance of the wizard for thinking that magic alone is enough to succeed in the world.
The nightmage is an archetype of the rogue class.
To learn, prepare, or cast a spell, the nightmage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a nightmage’s spell is 10 + the spell level + the nightmage’s Intelligence modifier.
A nightmage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a Ranger of the same level. In addition, he receives bonus spells per day if he has a high Intelligence score.
A nightmage may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the nightmage decides which spells to prepare.
This ability replaces the Rogue Talents gained at 4th level and every 2 levels thereafter.
Through 3rd level, a nightmage has no caster level. At 4th level and higher, his caster level is equal to his rogue level -3.
spellbook containing one 1st-level spell of his choice. The nightmage also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new nightmage level, he gains one new spell of any spell level that he can cast (based on his new nightmage level) for his spellbook. At any time, a nightmage can also add spells found in other spellbooks to his own, just as a wizard can.
Advanced Archetypes II © 2014, Flaming Crab Games; Authors: Tanner Wahlin, C.J. Withers, and Alex Abel