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A copy of this License can be found at www. Copyright Fantasy Flight Publishing, Inc. All Rights Reserved. This work, or parts thereof, may not be copied without permission. County Rd. B2 Roseville, MN Clerics and paladins have always been my favorite character choices, so it was great fun to work on ways to enhance these classes within the d20 System. Druids, too, are great fun to play and hopefully some of the new rules found in this book will help druid players of all stripes.
Within this book you will find all the usual trappings of the Path series, including the usual assortment of legendary classes, prestige classes, and organizations to help you fit them into your campaign world. We also discuss the role of faith in your campaign, the many ways a deity can help his followers, and new types of divine power that can be tapped by the player characters to aid them on their adventures.
So, for all you characters that know there is something greater to fight for than just ale and Wil Upchurch Fantasy Flight, Inc. Finally, several variant core classes are presented. Chapter 2 details nearly two dozen new feats, as well as a plethora of new holy symbols and rules for greater and legendary symbols of the gods. Chapter 3 includes a section on cults and how they acquire and use their power, as well as a discussion of small gods, minor divinities that nevertheless can grant their followers power and prestige.
Chapter 4 presents information on disciplines of faith, schools that can strengthen the abilities of any faith-based character, from novice paladin to elder priest. A discussion about missionary work and spreading the faith follows. Then a variety of new organizations are presented that can help give context to your character and life to your campaign world.
Chapter 5 details divine ceremonies used by the different races to give them an advantage over their foes, and finishes with a section on new types of channeled energy as well as new ideas on how to use such energy.
The OGL allows us to use the d20 System core rules and to publish gaming material derived from those rules. Material that is strictly rules related is Open Content.
Not everything in this book is Open Content, however. The names of races, feats, skills, equipment, spells, magic items, and rules derived from the d20 SRD are designated as Open Content.
Descriptive text, unless otherwise noted, is closed content and cannot be republished, copied, or distributed without the consent of Fantasy Flight Games.
A note at the beginning of each section describes the open and closed content found within. All illustrations, pictures, and diagrams in this book are Product Identity and the property of Fantasy Flight Games, The Open Game License is printed in its entirety at the end of this book. For further information, please visit the Open Gaming Foundation website at www.
Path of Faith brings together a host of information for those characters whose faith is their ultimate weapon. Chapter 1 contains more than 20 new classes for use by characters that worship powers greater than they.
Thirteen new prestige classes, including the mysterious priest of the djinn and the vengeful daughter of storms, are presented. Most of the prestige classes are accompanied by a new organization, designed to fit into any campaign world. A new concept is also presented, the legendary class, for char-.
The Faithful This chapter contains more than 20 new classes for use by characters who call faith their protector rather than steel or shadow. Thirteen new prestige classes, including the diplomatic valore and the mysterious priest of the djinn, are presented. Most of the prestige classes are accompanied by a new organization, designed to fit into any campaign world to provide a context for the prestige classes presented in this book. A new concept is also brought to life, the legendary class, for characters that are above and beyond the norm.
Legendary classes have a high bar for entry, but those who follow the path of destiny are rewarded well for their troubles. Finally, an offering of alternate core classes are presented. These are variants of core classes that may be taken from 1st to 20th level, just like a normal class. All of the text describing rules for prestige classes, legendary classes, and alternate classes is considered Open Game Content.
All background text for these classes and text describing organizations is designated as closed content. Prestige Classes Child of the Wood The children of the wood are often thought to be half dryad because of their beauty and supernatural affinity with the trees and plants of the forest. Perhaps there is some truth to this belief, for it is only through the friendship and blessings of a dryad that a character can become a child of the wood.
If nature is a boat floating gently in the water, then one could easily call the children of the wood the wind that blows the boat where they wish it to go. They are shepherds of the forest, gently watching over their flock with fierce protection.
The power of nature lies in their fingertips, and they are a dangerous force when angered. The first step to becoming a child of the wood begins on a cold night among the flowers of a sacred grotto. A dryad mixes.
The character who drinks this sap now has the capacity to become a child of the wood, thus dryads only give this honor to those they deem worthy. Hit Die: d8. Requirements To become a child of the wood, a character must fulfill the following requirements. Alignment: Any neutral. Race: Human, elf, half-elf, halfling or gnome. Feats: Alertness, Track. Special: A character must have befriended a dryad and be given the title of friend of the forest in order take this class.
The character must be able to wild shape. Class Features The following are class features of the child of the wood prestige class. Weapon and Armor Proficiency: Children of the wood are proficient with the following weapons: staff, club, sling, whip, and net.
They are prohibited from using any weapons or armor that employ metal as it goes against the natural order of the forest. As such, they may only wear light armor and share the prohibitions used by druids.
Spells: The child of the wood continues to grow in her knowledge of magic throughout her spiritual growth. Thus when a new child of the wood level is gained, the character gains new spells per day as if she had also gained a level in a divine spellcasting class that she belonged to before adding the prestige class. If a character had more than one divine spellcast-. Special Claws, fey beauty Lifespeak Springs touch, plant transformation Control plants Path of roots Improved claws, spirit guide Oakskin Blood of life Tree meld Force of nature, fey perfection.
Claws Su : At will, a child of the wood can morph her hands into sharp, serrated claws that resemble the gnarled branches of a tree. However, the claws maintain the shape of hands and can be used to manipulate objects as normal.
The claws are supernatural in nature and cause slashing damage, and a child of the wood is considered armed when fighting with these claws. When fighting one handed, a child of the wood can make an unarmed strike as an offhand weapon, but suffers the standard penalty for two weapon fighting.
At 6th level, a child of the wood gains the ability to extend her claws, increasing the area they threaten to 10 ft. Fey Beauty: A child of the wood enjoys a supernatural beauty. Lifespeak Ex : At 2nd level, a child of the wood learns how to speak freely with all plants and animals, as if they shared a common language. This does not give her any power over these creatures or grant them heightened intel-.
Springs Touch Sp : Upon reaching 3rd level, a child of the wood gains the ability to cast plant growth once per day. Plant Transformation Su : At 3rd level, a child of the wood gains the ability to wild shape into a plant in addition to any normal forms she is allowed. This transformation uses the same rules as a druids wild shape ability, and does not grant her any extra uses per day, merely a new possible form.
Control Plants Sp : At 4th level, a child of the wood can cast control plants once per day. Path of Roots Su : The dryads influences on the powers of the children of the wood truly reveal themselves at 5th level, when the character gains the supernatural ability to transport herself between trees. As a move-equivalent action, she can step into a tree within five feet that is at least one size category larger than herself and emerge at another tree within a distance of 60 ft.
The child chooses the direction she wishes to travel but cannot pick the exact tree from which to exit. Both trees must be alive and roughly the same type and age. If no second tree matches this description, the character emerges on the other side of the starting tree.
When exiting, the character chooses an open adjacent square in which to appear. Sentient trees can deny the entry or exit. Objects carried or worn by the child travel with her but she cannot transport any other creature. She can use this ability three times per day, and it counts as having only moved five feet.
Spirit Guide Ex : A change in the air, a new scent, an unexpected soundthese are all small clues that can alert a character to danger. At 6th level, a child of the wood gains a supernatural sense of all that goes on around her. As a result, she can never be surprised when in woodland terrain, and she gains the benefit of the BlindFight feat when in such surroundings.
Oakskin Ex : At 7th level, a child of the wood no longer needs to eat or drink, for she gains her sustenance from the air she breathes, the sun she sees, and from the land where she walks.
Unfortunately, this strong tie with nature has a downside as well. A child of the wood cannot go without the sun for more than a week without becoming weary and stressed.
Regardless of whether or not she eats, for every day after that first week, she is considered fatigued suffering a 2 penalty to Strength and Dexterity and unable to run or charge. Standing in direct sunlight for at least one hour restores her to full energy. Blood of Life Ex : Upon achieving 8th level, the blood of a child of the wood turns bright gold. This change in color also reflects a change in quality, for now her blood heals wounds and protects the child from poison. As a result, the character automatically heals one hit point per hour and is immune to all poisons.
Tree Meld Su : At 9th level, a child of the wood develops the supernatural power to hide inside trees once per day. This ability works exactly like a meld into stone spell, except the character may only hide in trees or wooden structures.
Legends & Lairs - Path of Faith (OCR)
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Legends and Lairs: Path of Faith (Legends & Lairs)