Path of Faith

The essential d20 System resource for clerics, druids, and paladins

This definitive sourcebook provides players and DMs alike with everything they need to expand and improve characters of faith in their d20 System game. Path of Faith includes:

* 13 new prestige classes, including the dervish, the inquisitor, and the daughter of storms
* 10 new legendary classes, high-level character options for characters of truly legendary ability, skill, and renown
* New faith disciplines, such as the everlasting warriors of the phoenix
* New organizational templates, including the fanatical Ashen Circle, a company of druids who will do anything in their power to protect their woodland home
* Rules for building cults, expanded rules for small gods disciples, unique holy symbols, positive and negative energy, powerful racial ceremonies, and much more
 

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I picked this book up because I tend to play religious characters, and wanted another resource to use. The following is a breakdown of what I thought of the book.

Chapter 1 - The Faithful
Prestige Classes
Child of the Wood - interesting druid based class that has the character become a semi-dryad
Daughter of Storms - class focused on storms
Dervish - fighter type class based more on speed than brute force
Exorcist - name says it all
Faith Guardian - dedicated to protection and healing
Hound Master - dedicated to the training of hounds (dogs, wolf, blink dog, dire wolf, hell hound, etc)
Inquisitor - church investigator
Keeper of the Black Flame - dedicated in bringing back their dark god
Priest of the Djinn - worshippers of djinn, uses cult rules in Chapter 3 (discussed later)
Sin Eater - gains power by destroying "sin" (as defined by their religion)
Succedaneum - tries to shield people from the whimsical nature of the gods
True Crusader - super paladin
The Valore - unarmored warrior diplomat

Legendary Classes
Avatar - a mortal agent of their god
Beacon of Faith - "...a messiah to the faithful and desparate...."
Divine Channel - a living conduit of their god's power
Divine Forger - a divine dwarf armor/black/weaponsmith
Knight Lord - uber paladin
Mystic - keeper of ancient knowledge
Paragon - another paladin class
Soul Tamer - focuses on converting others to their religion
The Plague - livine emodiment of disease
Wild Master - uber druid

Variant Classes
Faith Caster - a sorcerer-like cleric; doesn't prepare spells
Thaumaturage - a wizard-like cleric; no domains, no turning, greater spellcasting, bonus item creation and meta-magic feats

Chapter 2 - Tools of Faith
This chapter detailed numerous new feats, which were rather interesting; some required 2 turn uses to power. My favorite was Divine Sustenance, which lets a character use a turning attempt to not need to eat, drink and sleep for 24 hours. The downside is temporary Con damage.

This chapter also discussed different holy symbols that a character can have. Greater and Legendary holy symbols can have innate powers. The table was nice to see how to build these.

Finally, a new type of channeling was brought up; Principled (lawful) and Entropic (chaotic). One of the feats allowed a cleric to gain a new channeling type in addition to their Positive (good) or Negative (evil) ability.

Chapter 3 - Cults and Small Gods
This chapter dealt with Small Gods (low-power gods with few followers) and cults. This was a GM section, as it detailed how to build cults and small gods and how to implement them in a campaign; very useful in fleshing out minor deities and religious groups in a campaign. The Divine Avatar template was nice, as it gives an OGC method of creating an avatar.

Chapter 4 - Faith Organizations
Disciplines of Faith
Like Path of the Sword, this chapter detailed some acadamies that character can attend to increase some of their abilities.
Black Wood Herbalists - focused on herbs and their uses
Arnath Naturalists - focuses on nature; mostly, IMO, for druids and rangers
Moonrunners - an organization that runs messages between various faiths
Warriors of the Phoenix - this group focuses on emulating the phoenix
The Skeptics of Rath - dedicated to rooting out sham religions
Voices of Soluvo - teaches one how to speak well
Healers of the White Hand - a healing grou
Lionguard - focuses on inspiring others when times are tough
Dreamseekers - teaches how to use dreams
The Golden Shield - this group seeks out planetouched to protect and teach them

Spreading the Word
A nice GM section on how to implement missionaries into a campaign

Organizational Templates
Another GM section that lays out how to create faith-based organizations in a campaign

Chapter 5 - Gifts of the Divine
The first part of this chapter dealt with more information on how to use Positive, Negative, Principled and Entropic energies. Also explained why Cha is used in turn attempts.

Racial Faith Ceremonies
This section detailed a faith ceremony for each of the PHB races.

Special Mounts
This section detailed how a Paladin or Blackguard can bolster their special mount, and gave some new mounts that can be used as special mounts.



The Good, The Bad and the Ugly.
I really enjoyed this book. Granted, I'm slightly biased towards this type of book as I prefer to play religious based creatures. My only true gripe with this book was that there were a couple typos in the book that threw off my flow as I read it. Not all aspects of this book were of use to me, but I thought the entire book was good.
 

By Bruce Boughner, Staff Reviewer, d20 Magazine Rack and Co-host of Mortality Radio

Sizing Up the Target
Path of Faith is a 172-page hardcover accessory published by Fantasy Flight Games in their Legends & Lairs series. The authors are Wil Upchurch, Lizard, Shawn Cashman, James Maliszewski, Brian Patterson and Sam Witt. The cover is done by Brian Schomburg and is done in the faux-tome cover style and is available for $24.95

First Blood
The fourth of the Legends & Lairs series dealing with the core classes and sub-classes. Fantasy Flight’s consistent quality is a hallmark of accessory products. This makes their line is one of my favorite purchases. Path of Faith focuses on the priestly classes and this one is for Clerics, Druids and Paladins.

This series does not go into a huge amount of topics; they have only five chapters in the book, much like the rest of the series. Like the previous books, they concentrate on building better characters through use of the tools of the trade, more prestige classes, better organization and divine providence.

Thirty-two new classes are presented in the first chapter, thirteen are prestige classes, ten are Legendary classes and two are Variant core classes. Legendary classes are unique to this series of books, allowing a character to become a paragon of legend rising far above others in his base class.

Each of the Prestige classes is accompanied by an example of an organization typical to the class itself. Some of the classes are limited by gender, Daughters of the Storm and the Furies are two examples of such classes. Some are obviously meant for Druids, like the Child of the Wood, Hound Master and Daughters of the Storm. Clerical Prestige class’s feature things like an Exorcist, Inquisitor and Faith Guardian. The Dervish, True Crusader and Valore are the Paladin entries. While the Avatar, Beacon of Faith and Knight Lord were intriguing; it was the Mystic legendary class that really caught my fancy. Of the two variants, the Thaumaturge was an interesting class, described as the priestly version of a wizard it was challenging to see a cleric in armor throwing divine spells with acumen of a mage.

Tools of the Faith is the title of the second chapter and while it introduces feats (like the previous books) it also brings up something near and dear to most priests, Holy Items. The feats are based on channeling energy from either the Positive or Negative Planes such as Divine Competence and Fuel Spell are part of the seventeen new feats here. The Holy Symbols discuss the importance and variety of Holy symbols used by priests to cast spell or repel undead. The symbols are divided into the type Normal, Greater and Legendary. Special and Unusual types are also described like symbols made out of wood or tattoos. Charts and descriptions of special powers to be ascribed to the Holy symbol are given such as strength “the bull” (which grants an additional 40 lbs carrying power to it’s bearer) before a couple of Legendary examples are given.

Cults and Small Gods is the header of the third chapter. Obviously not every god can be a Zeus or Thor so this section gives a divine avatar template to assist in building lower level deities. It also defines types of lesser gods in terms like ancestor spirit and deified hero. After this, the deity’s followers, disciples and such are discussed. How often and why the deity would intercede on behalf of a disciple, drawbacks of serving a lesser god and a couple of samples of lesser deities before moving onto cults.

Cults are given a short explanation prior to talking about the formation and growth of the cult. The correlation between the power of and size of a cult is given a table and how it relates to the permanent power and available power for use. The anatomy of, break-up of and benefit of a cult are then laid out. The actions of the cult and its effect on the power index and results of success and failure to the cult round out the chapter.

The fourth chapter talks about Faith Organizations. This doesn’t mean just the church of or temple of a deity but things like traveling masters and academies. For example, the Black Wood Herbalists are one of the many groups described here. The set up of their school, who their traveling masters are and a good definition of what their lesson plan looks like, leading from basic herblore to plant mastery.

The chapter then moves into methods of spreading the faith, imagine that, priest that preach, who’d thunk it? Methods of the missionary priest and reasons for spreading the word are outlined. The activities of a missionary a Convert check chart with relational modifiers is given. Organizational templates are then talked about, giving a DM the chance to design and build his own church, replete with several samples. There is also a pantheon template to design a whole polytheistic religion.

The last chapter is about divine gifts. Describing faith ceremonies that define a priest’s powers outside of spells and turning undead. Ceremonies like the dwarven ceremony to detect the flow of lava or the elven ceremony to move into shadow. The chapter ends with several listings of special mounts for paladins, feats and enhancement spells as well as examples like the shadow elk or rock dragon.

Critical Hits
Path of Faith is the endcap of the four core classes covered in this series. As in the previous books, it bring many new and useful ideas on ways to enhance your game and character beyond the pen and paper and make them more three dimensional.

The artwork of the book is Fantasy Flight's usual capable renditions, fitting nicely in the best area to cite visual examples to the text.

Critical Misses
One might ask why should they get this over Green Ronin’s Book of the Righteous when the topics are obviously the same? Not all religion is the same but a lot of the same ground is covered.

Coup de Grace
Despite the similarities between this and other products, many of the books topics are clean and well thought out, making the book stand out in comparison to other products as unique in its own right. Owning Path of Faith and a product like Book of the Righteous can only enhance, not detract from a DM’s repertoire.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

" One might ask why should they get this over Green Ronin's Book of the Righteous when the topics are obviously the same? Not all religion is the same but a lot of the same ground is covered."

This is a TOTALLY different sort of book that Book of the Righteous. BotR is a complete new panteon with supporting material. Path of Faith is more psuedo-generic tack-ons for your campaign.
 

Path of Faith by Fantasy Flight Games

Path of Faith is the class book for Clerics, Paladins, and Druids done by Fantasy Flight Games. This 172 page hard cover book features the best art in the series and some of the best black and white art I’ve seen in quite a while. Like the rest of the class books by Fantasy Flight Games this book follows a rather rigid structure. There are a few new things added in here like cult and small god rules, but for the most part it has the staples of the Path series.

The first chapter is all classes. There are new prestige classes, legendary classes, and core classes. Legendary classes are prestige classes that are harder to get into. One usually has to be at least 12th level to enter them. The classes are only five levels in length, and the abilities are versatile. There are prestige classes like Child of the Wood. They are blessed by a dryad and get abilities of the fey as well as of the trees. There’s the Hound Master, the master of all types of canine creatures from the normal dogs to the hounds of hell. The Sin Eater destroys sins and sinners. Then there are the Legendary Classes like the Divine Forger that can get good bones to create and destroy. There is also the Wild Master that gets bonuses for all of his animal companions. Then there are the two core classes. The first is the Faith Caster, a spontaneously casting cleric. They cast fewer spells per day and have a lower HD and BAB progression, but I think even that isn’t enough to balance out a cleric getting to cast spontaneously. Then there is the Thaumaturge, a core class that focuses more on casting. They don’t get domains but are able to cast many more spells per day.

Chapter two is called Tools of the Faith. It covers new feats and allowing holy symbols to have abilities dependant on domains. There are many new feats that rely on channeled energy. There are feats like Holy Glow that radiate light that effects undead. As well as more mundane feats like Mounted Spellcasting that allows casting while mounted at no penalty. There are rules for making holy symbols out of other materials like wood and having it as a tattoo. Holy symbols can also give additional abilities based on domains. For instance the domain of strength grants the ability to carry an additional 40lbs without penalty. Lastly there are 6 legendary holy symbols. Each has a descriptions as well as special abilities. Over all it is some good stuff but I feel the Druid was very underrepresented in this chapter.

Chapter three is called Cults and Small Gods. Within this chapter has the very interesting idea of worshiping gods that are not full gods. I really like what’s presented here. Owners of Spells and Spellcraft will recognize this idea, but it is greatly expanded upon in this book.

Chapter Four is called Faith Organizations. Like all the books in the Path series it allows characters to spend experience to gain abilities. These are presented as schools and one must get the lower abilities before the powerful ones. I’m a fan of this even though it does go outside the traditional rules a little far for some people.

Chapter Five is called Gifts of the Divine. It deals with alternate ways to use channeled energy, spell rituals, and mounts for the Paladin. This is a good chapter that has great ways to expand the PHB rules.

Overall this is another good Path of book. I think it spent too much time on the Cleric and Paladin and not enough on the Druid. The art is simply great and it’s another book that everyone will get some use out of.
 

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