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Path of Faith
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<blockquote data-quote="Messageboard Golem" data-source="post: 2010675" data-attributes="member: 18387"><p>Path of Faith by Fantasy Flight Games</p><p></p><p> 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.</p><p></p><p> 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. </p><p></p><p> 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. </p><p></p><p> 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.</p><p></p><p> 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. </p><p></p><p> 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.</p><p></p><p> 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.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2010675, member: 18387"] 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. [/QUOTE]
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