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PATHS OF WAR

~PATHS OF WAR~
PATHS OF SHADOW
FOR SHADOW OF THE DEMON LORD
WRITING AND DESIGN:
Ronny Anderssen & Jarred Caldwell
ART:
CPTJackieDaniels (Spell Guardian & Striker)
Ronny Anderssen (The demon fight and the Gunblade Orc)
Maksim Bugrimov (3D assets used for the demon fight and gunblade orc)
All other images used are in Public domain and was mainly found at Wikimedia
Commons and the Gladiatoria Manuscript.
Paths of War is ©2020 Ra Press. All rights reserved.

This product was created under license. Shadow of the Demon Lord is a trademark of Schwalb Entertainment, LLC.

This work contains material that is copyright Schwalb Entertainment, LLC. Such material is used with permission under the
Community Content Agreement for the Disciples of the Demon Lord CC.
All other original material in this work is copyright ©2020 by Ra Press and published under the Community Content Agreement for the
Disciples of the Demon Lord CC.

contact@ra-press.com
www.ra-press.com

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NOVICE PATHS
Catch Your Breath You can use an action or a triggered
BANNERMAN action on your turn, to heal damage equal to your healing
rate. Once you use this talent, you must wait until you
The Bannerman is the man or woman who complete a rest before you can use it again.
holds the symbol of hope and courage for their Rally the Troops When you plant the banner, each
creature of your choice within short range of the banner
allies on the field of battle. So can immediately use a triggered action to remove the
long as the banner stands tall, hope frightened condition. Affected creatures also gain one
is not lost. Traditionally, the boon to resist becoming frightened for 1 minute.
bannerman carries a military unit’s
Defend the Banner When someone attacks or tries to
remove the banner, you can use a triggered action to move
colors, standards, or guidons both your speed and make a driving attack with 1 boon.
to act as a rally point for troops and
to mark the location of the WAR BANNER
commander. As armies became
Size 1 object
trained and adopted set forma- Defense 5; Health 10;
tions, each regiment’s ability to keep its Plant the Banner If you are holding the banner, then you can
formation was critical to its success. In the use an action to plant the banner into the ground within
chaos of battle, soldiers needed to be able reach.
Remove Banner Any creature within reach can use an action to
to determine where their regiment was remove the War Banner, which also ends any active War
located. Banner effects.
Regiments tended to adopt guards of Area of Effect The War Banner affects all allies that are within
short range.
the colors, composed of experienced or Hard to Hit Ranged weapons gain 3 banes on attack rolls
elite soldiers. As such, the bannerman against the banner and deal only half damage.
was a respected position and the cap-
ture of an enemy’s standard was con- LEVEL 2 BANNERMAN
sidered a great feat of arms. Characteristics Health +4
Those who adopt the Bannerman Inspire Courage Add the following to the list of afflictions
path take their charge seriously and that can be removed with Rally the Troops: charmed,
have even developed tactics to imp- compelled, dazed, fatigued, impaired, slowed, or stunned
afflictions.
rove the combat potential of their Inspire Prowess While the banner is planted, creatures of
allies, encouraging the troops to your choice within short range of the banner gain 1 boon
press forward or stand firm. So long on all attack and challenge rolls.
as the banner stands tall, hope is not LEVEL 5 EXPERT BANNERMAN
lost.
Characteristics Health +4
LEVEL 1 BANNERMAN Inspire Strength While the banner is planted, creatures of
your choice within short range of the banner deal 1d6
Attributes Increase two by 1 extra damage.
Characteristics Health +4 Improved Rally the Troops You can use an action or a
Professions and Languages Either add militiaman to your triggered action to Plant the Banner.
list of professions or add another language to the list of
languages you can speak. LEVEL 8 MASTER BANNERMAN
War Banner You can create or commission a war banner Characteristics Health +4
with a symbol of your choice for 5 ss. If you have a patron Grit You can use Catch Your Breath twice between rests.
or are in service to a military regiment, the symbol may be Improved War Banner War Banner effects increase to
chosen for you. You can also reinforce your banner for an medium range and the banner's health increases to 20.
additional 5 ss, increasing its Health to 20.

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Through practice and study, the Spell Guardians weave skill
WARRIORS OF THE at arms spiked with potent spells. While the tradition learned
can be as varied as the personality of the soldier, all Spell
TOWER ARCANE Guardians know how to use their magic to produce magical
Centuries ago, the Tower Arcane started training soldiers to shields and barriers to stop enemy attacks or oncoming
defend their mages, both within and afar. The soldiers have spells.
learned to weave magic with martial skill. Some were trained LEVEL 1 SPELL GUARDIAN
for defense, called Spell Guardians. Some were trained for
offense, called Spell Strikers.
Attributes Increase two by 1
Characteristics Health +3, Power, +1
Since then, other peoples have developed their own, Professions and Languages You add scholar of magic or
whether they independently created their own, captured and scholar of theology to your list of professions, or add
tortured a Spell Guardian, Spell Striker, or a tower wizard for another language, or learn to read one language you
already know.
the knowledge, or simply just traded for the knowledge. Magic You discover one tradition and learn two additional
spells from that tradition.
Spell Guardian Defense As an action, you can expend the
casting of a spell to create a magical barrier on one
creature within short range for 1 round. This barrier
provides 1 or more banes on attack rolls made against the
creature or boons to challenge rolls made to resist an
attack. The number of boons and banes provided equals
the rank of the spell expended (minimum 1). On your turn,
you can use a triggered action to extend the duration of
the barrier for 1 round.
LEVEL 2 SPELL GUARDIAN
Characteristics Health +3
Magic You learn one spell from a tradition you have
discovered.
Weapon Training When you attack with a weapon, you
make the attack roll with one boon.
Battle Recovery You can use an action to heal damage
equal to your healing rate and regain one expended
casting of a spell you have learned. Once you use this
talent, you must wait until you complete a rest before you
can use it again.
LEVEL 5 EXPERT SPELL GUARDIAN
Characteristics Health +3, Power, +1
Magic You learn one spell from a tradition you have
discovered.
Spell Guardian Expertise When you use an action to
attack with a weapon, you either deal 1d6 extra damage
with that attack or move an active barrier to a creature
within medium range.
LEVEL 8 MASTER SPELL GUARDIAN
SPELL GUARDIAN Characteristics Health +3
The Tower Arcane has always maintained a regiment of Spell Guardian Mastery When you use Spell Guardian
soldiers practiced in magic to help protect their members at Defense, you create two barriers. You can extend the
duration of both barriers with one triggered action.
home and abroad. These soldiers specialize in using magic to
defend their wards from all danger.

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SPELL GUARDIAN & STRIKER BACKGROUND LEVEL 5 EXPERT SPELL STRIKER
You can use this table by rolling or choosing a background Characteristics Health +3, Power +1
event, or just come up with your own story. Magic You learn one spell from a tradition you have
discovered.
d6 Story Development Combat Expertise Your weapon attacks deal 1d6 extra
Your ancestor was a soldier for the Tower Arcana and the damage.
1 power awoke in you. You have to discover your powers on Expert Spell Striker When you use an action to attack with
your own. a weapon, you can use a triggered action to cast a spell at
You were taken in by the Woad, who taught you how to any point before the end of the round.
2
blend magic and might. LEVEL 8 MASTER SPELL STRIKER
You visited the Holy Creche of the Naga and came away with
3
strange powers. Characteristics Health +3
You discovered an ancient text with instructions on how to Magic You either discover a tradition or learn one spell.
4
weave magic with martial combat. Improved Battle Recovery When you use Battle Recovery,
A troll captured you. During your captivity, it started to see you regain two castings instead of one.
5 you as a pet rather than a prisoner and eventually taught you
how to use magic.
A genie on the edge of madness managed to retain just
enough sanity to impart the knowledge upon you, but you
6
didn't walk away without some mental damage. Gain 1d6
insanity.

SPELL STRIKER
Opposite of the Spell Guardian, the Spell Striker fuses
martial skill with magic to strike at the heart of an enemy.
Through practice and study, the Spell Strikers weave skill
at arms spiked with potent spells. While the tradition learned
can be as varied as the personality of the soldier, all Spell
Strikers know how to weave their magic around their weapon
strikes, wielding both to deadly effect.

LEVEL 1 SPELL STRIKER


Attributes Increase two by 1
Characteristics Health +3, Power +1
Professions and Languages You either add one
profession, learn another language, or learn to read one
language you already know.
Magic You discover one tradition. Then make a choice:
Discover two traditions
Discover one tradition and learn one spell
Learn two spells
Battle Recovery You can use an action to heal damage
equal to your healing rate and regain one expended
casting of a spell you have learned. Once you use this
talent, you must wait until you complete a rest before you
can use it again.
LEVEL 2 SPELL STRIKER
Characteristics Health +3
Magic You learn one tradition or one spell from a tradition
you have discovered.
Spell Striker Training Your attacks with weapons and spells
are made with 1 boon, and creatures make challenge rolls
to resist your spells with 1 bane.

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LEVEL 5 EXPERT WUXIA WARRIOR
WUXIA WARRIOR Characteristics Health +4, Power +1
Wuxia, or martial heroes, are extraordinary practitioners The Dragon Flies With Divine Speed Whenever you
known for their inner power, known as Qi, and martial rush, charge, or retreat with The Snake Avoids the
Mongoose, you can move as if you were flying.
prowess. They combine this almost magical inner power with Wuxia Choose one Wuxia talent from the ones listed below.
their physical martial arts to great effect.
Wuxia Warriors dedicate their lives to the cultivation of LEVEL 8 MASTER WUXIA WARRIOR
their inner power with the ultimate goal to become an Characteristics Health +4
immortal soul. This is usually done through many years of Qi Gong When you use Circulate Qi, you heal damage
equal to twice your healing rate.
meditation and physical training, although some are born Wuxia Choose one Wuxia talent from the ones listed below.
with greater Qi than others.
WUXIA TALENTS
WUXIA WARRIOR TRAINING Soaring Wood Lays Armies to Waste When you attack
d6 Training with an unarmed strike or a weapon with the finesse
You have always felt like you were more balanced than others property, you deal 1d6 extra damage.
1 and stronger of will. You were born with strong Qi and you've Stretching Dragon Splits the Earth When you use an
used this in your martial training to become a martial hero! action to attack with a finesse weapon, you either deal 1d6
A lot of your early life was spent living in a monastery, extra damage with that attack or can make another attack
2
training both your body and mind. with an unarmed strike against a different target at any
point before the end of your turn.
After a near-death experience, you discover this power inside With a Touch the Mountain Cracks in Two! When the
3
you that suddenly makes you into a more powerful warrior.
total of your attack with an unarmed strike or a weapon
The ultimate goal of your life is to become an immortal soul. with the finesse property is 20 or higher and beats the
4 And you will achieve this through the cultivation of your Qi target number by 5 or more, your target
and your martial prowess.
becomes impaired for 1 round. While
5 The world needs heroes and you have stepped up to the task! a target is impaired in this way, it
You stumbled upon a monk that was being attacked by can not use triggered actions.
several brigands. The monk was handling himself quite well,
6 but they were too many, so you stepped in and saved him. As
thanks, the monk applied acupressure on your body and
opened up your chakras, enabling you to circulate your Qi.
LEVEL 1 WUXIA WARRIOR
Attributes Increase two by 1
Characteristics Health +4, Power +1
Languages and Professions Either add scholar of magic,
philosophy, theology, or war to your list of professions or
add another language to the list of languages you can
speak.
Fists of the Flashing Blade When you attack with an
unarmed strike or a weapon with the finesse property, you
make the roll with 1 boon. In addition, your unarmed
strike’s damage die becomes 1d3 unless it is already higher.
The Stream Flows Around the Mountain While you’re
not wearing armor or wielding a shield, you have a bonus
to Defense equal to your Power score (minimum 0).
Circulate Qi You can use an action to heal damage equal to
your healing rate. Until the end of the next round, you
make attack rolls and challenge rolls with 1 boon. Once
you use this talent, you cannot use it again until you
complete a rest.
LEVEL 2 WUXIA WARRIOR
Characteristics Health +4
The Snake Avoids the Mongoose You can use the retreat
action with a triggered action and you move up to your
Speed while retreating. Until the end of the round, when
an attack targets your Defense or Agility, you make
challenge rolls to resist the attack with 1 boon and you
impose 1 bane on the attack roll.
Wuxia Choose one Wuxia talent from the ones listed below. 66
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The Blossom Flowers From Within Discover either the When your attack would deal damage, you can expend
Battle or Soul tradition. Then you either discover the other your attunement to deal additional damage equal to your
tradition and learn one spell from a tradition you have Power.
discovered. Or you learn two spells from a tradition you You can use this talent a number of times equal to 1 +
have discovered. your Power score, regaining expended uses when you
Eight Trigrams Disrupt the Dragon's Approach Discover complete a rest.
either the Battle or Soul tradition or learn one spell from a Disruption of the Inner Qi When the total of your attack
tradition you have discovered. Also, when you make a with an unarmed strike or a weapon with the finesse
challenge roll to resist or reduce the amount of damage property is 20 or higher and beats the target number by 5
you would take, you take half the damage on a failure or or more, your target becomes stunned until the end of the
no damage on a success. next round.
Transcendence to the Heavenly Palace You can use an The Dragon Retreats While Thrashing Its Tail Whenever
action or triggered action to attune your Qi. Your Qi you use the retreat action or The Snake Avoids the
remains attuned for 1 minute until you expend it or until Mongoose, you can make an attack with an unarmed strike
you use this talent again. or a weapon with the finesse property at any one point
While attuned, if you can make an attack roll as part of during your movement. You make the attack roll with 1
casting a spell, you may choose to use an unarmed strike bane.
or a finesse weapon for the attack. A Snake Exploits The Weakness of Their Prey Your
attacks against targets with at least one affliction gain 1
boon and deal 1d6 extra damage.

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EXPERT PATHS
LEVEL 6 GUNBLADE
GUNBLADE Characteristics Health +3
Some rely on their blade or ax, others rely on their bows, or Lock and Load You can reload a weapon with the reload
crossbows, or firearm. You have mastered both the blade and property with a triggered action instead of an action.
the firearm! Wielding specially crafted blades or axes
Gunsmith You can repair a misfire with an action instead of
spending 1 minute.
integrated with a firearm, you both slash and stab your
enemies and riddle them with bullets. LEVEL 9 EXPERT GUNBLADE
The Gunblade has access to one-handed and two-handed Characteristics Health +3
blades and axes with an integrated pistol or rifle. Allowing Deadshot Your ranged attacks with the gunblade are made
with 1 boon and the gun deals 1d6 extra damage.
them to do massive damage to their enemies. The path also
offers improved melee fighting and precision shooting talents
as well as faster reloading of their integrated firearms.

GUNBLADE STORY DEVELOPMENT


d6 Story Development
You inherited the Gunblade from your father, who was a
1
Gunblade before you.
A local turns out to be a retired Gunblade who decides that
2
you should carry on his legacy.
You stumble upon a Gunblade and start wielding it in
3 combat. You quickly adapt and learn to master this strange
weapon.
Experience has taught you that you need both a ranged and
melee weapon to succeed in combat, so you decided to
4
combine the two into a single weapon. With help from the
local blacksmith, you fashion a Gunblade for yourself.
You have been training to become a Gunblade your entire
5 life. Now the time has finally come to craft your very own and
become a Gunblade of renown!
Deciding to become the best and most versatile warrior, you
6
pick up the skills needed to be a Gunblade!
LEVEL 3 GUNBLADE
Attributes Increase two by 1
Characteristics Health +3
Professions and Languages You learn the Gunsmith
profession. If you already know it, you instead learn a new
language or read and write one you already know.
Equipment You gain a Gunblade. Replacing your Gunblade
takes 1 week and requires materials worth half the listed
cost.
Gunblade Training You are trained in the use of gunblades
and ignore their unwieldy property.
Squeeze the Trigger When attacking with a gunblade and
you hit your target, you can use a triggered action to fire
the integrated gun. Subtract 1d6 from the gun's listed
damage and add it to the melee attack's damage. If you
dual wield gunblades, you can use your triggered action to
fire both integrated guns.
Gunblade Savvy Your melee attacks with the gunblade are
made with 1 boon. Additionally, misfires with your
gunblade never make the gun explode.
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LEVEL 9 EXPERT UNSTOPPABLE
UNSTOPPABLE Characteristics Health +6
"RAAAAAWR!!! I AM UNSTOPPABLE!" Improved Strength From Injury The extra damage from
There are stories about warriors who keep fighting even Strength From Injury increases to 3d6, or 4d6 while you
Defy Death.
when they should be dying. Driven by their sheer power of Death Won't Stop Me! The duration of Defy Death
will, they never stop! When the going gets tough, they keep increases to a number of rounds equal to twice your Will
going, even until death! modifier. You gain 1 boon on Will challenge rolls made to
Place one such warrior in a doorway, on a bridge, or some prevent incapacitation during Defy Death.
other narrow passageway, and they are known to take down
entire armies by themselves!
Like the legend of Kar. Who held a bridge against 200 men,
slaughtering them by the dozens, until they sent their
spearmen below the bridge and managed to maim him
enough to take him down. Legend has it that he still kept
fighting without his legs.

UNSTOPPABLE STORY DEVELOPMENT


d6 Story Development
1 You were cursed to keep fighting, even when you would die.
Your mind has broken to the point where you no longer care
2
about pain. You revel in it!
Your ancestors have filled you with their power to keep
3
going, no matter what happens.
You have been wronged and won't rest until you have set it
4
right.
You are on a quest to prove that your will is greater than that
5
of Father Death.
You're a stubborn bastard! Even death won't stop you when
6
you have set yourself a goal!
LEVEL 3 UNSTOPPABLE
Attributes Increase two by 1
Characteristics Health +6
Defy Death When your damage equals your health, you do
not become incapacitated; instead, you ignore all damage
for a number of rounds equal to your Will modifier. At the
end of each following round, you must make a Will
challenge roll or become incapacitated.
You can spend an action and make a Will challenge roll
to end Defy Death. On a success, you heal 1 damage and
become impaired for 1 minute. On a failure, you become
incapacitated.
Once you use this talent, you must wait until you
complete a rest before you can use it again.
Strength From Injury While injured, your melee attacks
deal 1d6 extra damage. While you Defy Death, you instead
deal 2d6 extra damage.
LEVEL 6 UNSTOPPABLE
Characteristics Health +6
Just a Flesh Wound! While injured, you make all attack
rolls with 1 boon. While you Defy Death, you ignore any
banes gained from afflictions.

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MASTER PATHS
EXTERMINATOR FIELD MARSHAL
The world must burn! All armies need a chain of command and the highest
You are the exterminator and you must cleanse the world authority of any battle is the Field Marshal. They have been
with fire! trained in warfare, tactics, and the psychology of both their
soldiers and the enemy.
LEVEL 7 EXTERMINATOR The Field Marshal can inspire their allies and demoralize
Attributes Increase three by 1 their enemies just with the voice of authority.
Characteristics Health +4
Professions and Languages You can speak another LEVEL 7 FIELD MARSHAL
language or add a profession to your list of professions.
Equipment You gain a flamethrower and tank which takes Attributes Increase three by 1
up 2 slots of encumbrance. Characteristics Health +4
Trained With Flamethrower You ignore the unwieldy Professions and Languages Add officer to your list of
property on flamethrowers. professions or add another language to the list of
Create Fuel You can spend 1 hour to create 1d6 units of fuel. languages you can speak.
Your tank can hold a maximum of 6 units of fuel at any Authority You gain 1 boon on all social interactions.
time. Spout Tactics You can use a triggered action to choose any
Overload You can spend an extra unit of fuel to give all number of creatures that can hear and understand you
targets 1 bane on their Agility challenge roll to avoid the and give them 1 boon or 1d6 extra damage on their next
flames, and the flames deal 1d6 extra damage. When using attack.
overload, a misfire occurs if the attack roll is 5 or less.
LEVEL 10 FIELD MARSHAL
LEVEL 10 EXTERMINATOR Characteristics Health +4
Characteristics Health +4 Tactical Superiority When you spout tactics, you give 2
Fuel Economy When creating fuel, you can create 2d6 units boons or 2d6 extra damage instead.
in one hour. Demoralize the Enemy When you spout tactics, you can
Improved Flame When using a flamethrower, the range choose any number of creatures that can hear you.
increases to a 10-yard cone. Affected creatures must make a Will challenge roll with 1
Exterminate Your overload damage increases to 2d6. bane; add another bane if the Field Marshal is spouting in
a language they can understand. On a failure, they make
attack rolls with 1 bane and do half damage for 1 round.

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NEW WEAPONS
SWIFT GUNBLADE (REQUIRES AGILITY 11+)
Name Damage Hands Properties Price Avail .

Small gunblade, knifegun 1d6 One Integrated pistol, finesse, unwieldy 6 gc E

MILITARY GUNBLADE (REQUIRES STRENGTH 11+ & AGILITY 10+)


Name Damage Hands Properties Price Avail .

Gunblade, Axegun, Gunspear 1d6+2 One Integrated pistol, unwieldy 6 gc E

HEAVY GUNBLADE (REQUIRES STRENGTH 13+ & AGILITY 10+)


Name Damage Hands Properties Price Avail .

Axerifle, Riflespear 2d6 Two Integrated rifle, reach + 1, cumbersome, unwieldy 12 gc E


RANGED WEAPONS
Name Damage Hands Properties Price Avail .

Flamethrower 3d6 Two Misfire, burn, uses fuel, range (cone, 5 yards), unwieldy 10 gc E

FLAMETHROWER
Using a flamethrower doesn't require an Attack roll. Instead,
the target must make an Agility challenge roll. On a success,
they take half damage and don't start to burn.

NEW PROPERTIES
Burn A creature or object that takes damage from this
weapon also starts burning. At the end of each round, the
burning object or creature takes 1d6 damage. Any creature
within reach can use an action to stop the burning.
Unwieldy Untrained attack rolls with this weapon are done
with 1 bane.
Integrated pistol or rifle The weapon has an integrated
pistol or rifle which uses the stats listed in Shadows, page
103.

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WE HAVE MORE SOURCEBOOKS FOR SHADOW OF THE DEMON LORD FOR YOU!

EVEN THE DOOMED NEEDS TO REST!


Rest & Recuperation details rules for playing out the downtime between adventures.
The characters' lifestyle is no longer a one-off thing but is carried over to, and
modified during each downtime.
Each downtime might modify your relations to the community where you spend
your downtime.
Before each week of downtime, the GM can generate a random event to make the
downtime even more interesting.
You can go to therapy to remove quirks, rest to heal lasting damage and diseases.
And you can earn, or lose, coin by working, gambling or fighting.
And much much more!

FLEXIBLE, BUT DANGEROUS MAGIC!


Catastrophic Magic details a more flexible magic system where there's no more need
to keep track of the number of castings per spell. Instead, it introduces a casting roll.
Fail the roll and you might face catastrophic consequences.
This supplement also details modified rules for the existing magic rules, a new set
of talents for magicians that want to embrace the nature of catastrophic magic, new
spells to force the catastrophe onto others, and new trinkets and relics.

NO ONE IS SAFE!
Ghoulish Endeavours is an EXPERT adventure by Jarred Caldwell.

A madman has been stealing people from


the streets to perform horrific experiments
on them. Can he be stopped?
Will his secrets be uncovered?

GOBLIN TREACHERY!
A NOVICE adventure by Jarred Caldwell.

Dry Gulch has maintained a beneficial A SPECIAL THANK YOU TO MY NEW PATRONS!
trade deal with the Stink Fist goblin KA-PRIESTS Albert Nakano
tribe for years. However, others are
looking to cut in on the deal. FOLLOW ME ON PATREON!
All patrons gain access to my discord server
where I share previews and playtest copies
of everything I write.
If you want to check it out, head on over to
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