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<blockquote data-quote="kingpaul" data-source="post: 2009963" data-attributes="member: 1477"><p>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.</p><p></p><p>Chapter 1 - The Faithful</p><p>Prestige Classes</p><p>Child of the Wood - interesting druid based class that has the character become a semi-dryad</p><p>Daughter of Storms - class focused on storms</p><p>Dervish - fighter type class based more on speed than brute force</p><p>Exorcist - name says it all</p><p>Faith Guardian - dedicated to protection and healing</p><p>Hound Master - dedicated to the training of hounds (dogs, wolf, blink dog, dire wolf, hell hound, etc)</p><p>Inquisitor - church investigator</p><p>Keeper of the Black Flame - dedicated in bringing back their dark god</p><p>Priest of the Djinn - worshippers of djinn, uses cult rules in Chapter 3 (discussed later)</p><p>Sin Eater - gains power by destroying "sin" (as defined by their religion)</p><p>Succedaneum - tries to shield people from the whimsical nature of the gods</p><p>True Crusader - super paladin</p><p>The Valore - unarmored warrior diplomat</p><p></p><p>Legendary Classes</p><p>Avatar - a mortal agent of their god</p><p>Beacon of Faith - "...a messiah to the faithful and desparate...."</p><p>Divine Channel - a living conduit of their god's power</p><p>Divine Forger - a divine dwarf armor/black/weaponsmith</p><p>Knight Lord - uber paladin</p><p>Mystic - keeper of ancient knowledge</p><p>Paragon - another paladin class</p><p>Soul Tamer - focuses on converting others to their religion</p><p>The Plague - livine emodiment of disease</p><p>Wild Master - uber druid</p><p></p><p>Variant Classes</p><p>Faith Caster - a sorcerer-like cleric; doesn't prepare spells</p><p>Thaumaturage - a wizard-like cleric; no domains, no turning, greater spellcasting, bonus item creation and meta-magic feats</p><p></p><p>Chapter 2 - Tools of Faith</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Chapter 3 - Cults and Small Gods</p><p>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.</p><p></p><p>Chapter 4 - Faith Organizations</p><p>Disciplines of Faith</p><p>Like Path of the Sword, this chapter detailed some acadamies that character can attend to increase some of their abilities.</p><p>Black Wood Herbalists - focused on herbs and their uses</p><p>Arnath Naturalists - focuses on nature; mostly, IMO, for druids and rangers</p><p>Moonrunners - an organization that runs messages between various faiths</p><p>Warriors of the Phoenix - this group focuses on emulating the phoenix</p><p>The Skeptics of Rath - dedicated to rooting out sham religions</p><p>Voices of Soluvo - teaches one how to speak well</p><p>Healers of the White Hand - a healing grou</p><p>Lionguard - focuses on inspiring others when times are tough</p><p>Dreamseekers - teaches how to use dreams</p><p>The Golden Shield - this group seeks out planetouched to protect and teach them</p><p></p><p>Spreading the Word</p><p>A nice GM section on how to implement missionaries into a campaign</p><p></p><p>Organizational Templates</p><p>Another GM section that lays out how to create faith-based organizations in a campaign</p><p></p><p>Chapter 5 - Gifts of the Divine</p><p>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.</p><p></p><p>Racial Faith Ceremonies</p><p>This section detailed a faith ceremony for each of the PHB races.</p><p></p><p>Special Mounts</p><p>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.</p><p></p><p></p><p></p><p>The Good, The Bad and the Ugly.</p><p>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.</p></blockquote><p></p>
[QUOTE="kingpaul, post: 2009963, member: 1477"] 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. [/QUOTE]
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