New Paths 9: The Priest (PFRPG) PDF

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Your Faith Shall Be Your Weapon.

Like a cleric, a priest is called to serve divine powers. But unlike a cleric, a priest enters the field of battle armed only with the divine might of her god. A priest’s connection to her deity forms the very core of her being—and through this unwavering reverence, she gains her power and her strength.

New Paths 9: The Priest brings a non-battle, caster-only servant of the divine to the Pathfinder Roleplaying Game! Designed by Marc Radle, this class includes:

  • New class features including Divine Gift, Orisons, and Sacred Bond
  • Two new feats, Extra Divine Gift and Powerful Channel
  • A new archetype: Chosen of Nature, who protects and preserves the natural world

Let clerics have their hierarchies and temples: a priest ultimately answers only to her god. It is both a freedom and a heavy burden—but with it comes great power!

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Mechanically too strong, but so much flavor!

3/5

Note: this is a review of the original priest version, which I got as a copy from Marc Radle. Depending on if there has been an update in the meantime, some of my points might have become obsolete. Just so you know.

So I've been sitting on a review of the priest class for... way too long. Marc Radle, bless him, out of the goodness of his heart provided me with a PDF ages ago and is probably still waiting for something in return. Problem is, I really really want to say it's a 5-star installment and give it a rave review, but I can't, and that makes me sad.

Since both Endzeitgeist and Ssalarn already delivered comprehensive and solid reviews on this class, I won't go into all the mechanical details because there's nothing left to say on that. The Priest is a Wisdom-based divine full caster, d6 Hit Dice and a number of abilities, most of which are aimed at supporting a 'healer/buffer' theme.

My problem with the priest is that it's simply too good. Like, way too good. In a standard party (if there's such a thing) featuring Core Rulebook characters, a priest will stand head and shoulders above a cleric in terms of divine casting, and even if other base/hybrid classes and advanced races are allowed, I believe the priest still stands strong, Sure, he loses martial capabilities and is less of an allrounder compared to a cleric, but he is SAD (single-ability dependent) and gains a lot of flexibility with three domains and the divine gift class feature in particular. Having an answer to all kinds of situations is cool, but if you can almost constantly pull off the absolute best solution of the entire party, something's wrong.

I've played a priest character in a small Pathfinder game running from 3rd to 6th level, featuring a group of four characters (we had a fifth player for a while but she dropped out). I saw this game as an opportunity to playtest the priest a bit since our GM thankfully was open to 3rd party material. Our party consisted of a human spell-less ranger (another spectacular class created by Marc Radle, and one I've used several times in my own games) who did double duty as archer and melee combatant, a dwarf elemental wizard (earth) focusing on conjuration, a sylph unchained rogue doing the standard sneaky stuff and my samsaran priest (I didn't use the Mystic Past Life alternate trait, so no extra spell shenanigans) who was the dedicated healer of the group. Every player was experienced with Pathfinder, some for many years. I'm only mentioning the party setup since I guess it informed my opinion of the priest class quite a bit, and someone else, in another situation, might come to different conclusions.

With three domains (Healing (Restoration), Luck, and Travel (Exploration)), I had access to a variety of special abilities and all sorts of useful domains spells. Sure, a priest casts less spells per day than a cleric, but I felt the spontaneous casting of my prepared spells more than made up for the loss. Also, with a decent Wisdom score and a perl of power or two it's not even really an issue.

What became an issue though was the divine gift ability. Since you can select any gift when you use the ability, you can cherry-pick the entire list every single time according to your current needs. And with things like Ascetic's Blessing (apply any metamagic feat for free), Anointed Spell (add half your Wisdom modifier to CL and spell DC) or Supplant Spell (exchange one of your prepared spells for another one of the same level), there are super powerful options available. It introduces a nova capability (the ability to unleash limited daily resources in a single burst for great effect) to a character class that frankly doesn't need one. Compared to a wizard, and especially the elemental wizard in our group (even though he was pretty optimized and used the updated spell lists from Planes of Power since the APG's list is so badly dated), I constantly felt that I had more and better options available without even trying to push the game's limits.

In the end I toned things down considerably on my end. I enjoyed being good at my 'job', don't get me wrong, but as someone who's played a number of clerics over the years, this felt crazy powerful to me. I had fun, lots of it, but I also keenly felt the untapped power of the class souring the game for me.

Since a single, low-level game hardly qualifies for an absolute verdict on the priest class, I don't think I can (or want) to end this review with a 'buy this' or 'avoid this' comment. The priest is a really good take on a non-martial cleric, a divine caster who doesn't run around in plate armor, swinging morningstars. I like the theme. And all the problems I mentioned, maybe you don't feel them the same way in your game. If I were to run a game and a player wanted to play a priest, I'd allow it - after dropping the third domain and doing something do divine gift, maybe making it a move action or something like that.

In the end I'd say: give this one a cautious try. Be wary, and keep a close eye on the group dynamics, but it might just be the divine class you've been looking for.


Review from DriveThruRPG

5/5

Review posted over on DriveThru RPG by Tyler E. [Verified Purchaser]

Coming in at about 8 pages of content, the Priest is a divine dynamo of scholastic theme and design, with class abilities that evoke the vibe and style of not just the scholastic priest but the raw might of the gods issued from humble hands. For the cost of your armor proficiencies, weapon proficiencies, and a Wizards BAB players gain access to more domains, a whole new system of casting, and miracles. Now the first two are pretty self explanatory, with the extra domain, extra domain spell slot at each spell level, and the new spont prep casting fusion lending a new and unique style to the Priest class in terms of play but the real star here is the miracles. A new mechanic reminiscent of smite in terms of power and progression, miracles are the divine favor of the Priest's god acted out large, allowing the priest to summon up powerful boons upon his companions and himself in order to carry the them to victory. These miracles run the gamut from anointing a spell with holy power to boost the save DC and calling down holy auras of protection upon the priest allies to literal divine interventions that allow players to re-roll saves, become invisible to their enemies, or even grow wings for short periods of time. The whole thing reads like a dream and feels amazing to play out on the table, with your priest channeling their gods powers to defeat enemies one minute and then shouting out prayers of safety that literally wrap their allies in protective wards or bend fate to turn mortal wounds into near misses. The whole thing makes you feel like an utter bad ass and honestly makes you wonder how the hell no one thought of this sooner.

The Priest has become one of my favorite new classes going forward and sets a high mark for whatever Paizo or other 3rd party publishers attempt within the realm of both divine scholar and the cleric itself. From a focus on skill points, domains, and more divine agent like class abilities to the just sheer fun of throwing a miracle on a friend and watching the GM have to suddenly pivot as that miss becomes a critical hit or that NPC dying of the black plague suddenly gets a second chance at that last save stave off his affliction or throwing fireballs imbued with holy energy at a pile of fiends, the Priest class as a whole feels like a marked improvement over both the divine scholar concept in specific and the vanilla cleric as a whole.

Read the entire review:
http://www.drivethrurpg.com/product_reviews.php?products_id=193416&test _epoch=0


The Divine Caster You've Been Looking For?

3/5

If you're anything like me, you've always found the Cleric class to be a little weird. Where other than media that specifically springs from D&D do you see this divine, "godly" character who prays for spells and runs around in a breastplate eviscerating opponents with their deity's preferred weapon? Aren't most of the divine spellcaster type tropes out there of robe and cloister types, or at least your duster and tie types like John Constantine? Even the evil divine types are always portrayed in heavy black robes with deep hoods or something of the like, preferring darksome spells and magically enhanced minions to wearing metal armor and beating people with their own two hands. The cleric we have is kind of a weird design artifact, born from the wargaming roots of D&D and oddly unchanged since its conception.

The Priest attempts to address that gap between the more commonly seen trope of the berobed and scholarly divine petitioner and the mechanical need for a spellcaster who can provide magical healing and support while surviving the rigors of an adventuring life, so let's take a look at how it does, hmmm?

The Priest has a d6 hit die, 1/2 BAB, Will as its only Good save, and 4+Int skill points off a skill list fairly similar to the cleric's. The priest is proficient with all simple weapons, but not any armors or shields.

The priest, as one might expect given the class chassis, is a full 9 level Wisdom-based divine caster drawing from the cleric spell list, with a spellcasting mechanic somewhat similar to the arcanist's, which is actually the first point that I'm not entirely sure how to feel about. To elaborate - the priest gains the same number of spell slots per day as a wizard, and prepares the same number of spells as a cleric (slightly more from 5th level on including domain spells), casting freely from it's prepared spells using its slots. So, for example, if the priest has chosen cure light wounds, bless, and divine favor as their prepared spells for the day at 2nd level, they can cast any combination of those three spells from their 3 slots for the day. Obviously, the priest's flexibility in how it spends its slots is a powerful factor, particularly considering that unlike virtually every other caster with spontaneous flexibility it gains new spell levels at the same rate as the wizard, and the priest automatically gains either cure or inflict spells as bonus prepared spells, giving him a de facto version of the cleric's spontaneous casting. This flexible casting may mean the priest has fewer spells per day than the cleric, but I think he's clearly the superior caster, even before we move into its other class features, which can further modify and enhance the priest's spellcasting power.

In addition to its spellcasting class feature, the priest gains a selection of bonus languages, domains, a new class feature called divine gift, channel energy, a sacred bond, 3 bonus feats, and a capstone ability called hallowed vessel. I'll talk a bit about of each these, including what the provide and how they fit into the overall class.

The priest's selection of bonus languages (Abyssal, Celestial, and Infernal) is a nice little fluffy mechanic whose actual value will depend on starting race. Since this merely modifies the starting options without actually providing any additional languages, it will be essentially a dead class feature without any real benefit to races with open bonus language lists, like humans, and multiclass characters, but ensures that your priest has at least the option of conferring with whatever divine powers they worship in their preferred tongue. This might have been better implemented as an option that specifically granted the priest a bonus language based on their alignment, so it isn't a wasted ability for many of the characters who might take the class.

The domain class feature works, essentially, exactly like the cleric domain class feature, but the priest gains three domains to the cleric's two. This actually is a huge boon with more impact than one might expect, because not only does it grant an additional set of domain abilities for the priest to utilize, but it's also where the priest's potential spell list gains a big leg up compared to the cleric's; that extra domain is potentially a whole set of thematic spells levels 1-9 that the priest has access to over the cleric. This advantage is bolstered a bit by the fact that starting at 5th level and every odd numbered level thereafter, the priest gains an additional domain spell option in its prepared spells shoring up the power of its flexible casting.

The priest's divine gift class feature can be used 1/day at 1st level, scaling up to 7/day at 19th level. Divine gifts are typically activated as a swift action, and the priest can select any of the divine gifts available each time he uses the ability. The gifts themselves include direct offensive abilities like Smiting Burst, which deals 2d8 + 1d8/ 2 levels to enemies within a 20-foot burst or 1d8/class level to a single enemy and causes them to be shaken on a failed Will save, support options like Divine Intervention which the priest can use as an immediate action to allow an ally to reroll one d20 roll adding 1/2 the priest's class level to the result, or more technical options like Ascetic's Blessing and Supplant Spell. Ascetic's Blessing and Supplant Spell actually need to be called out as being fairly exceptional abilities and things a GM should really be aware of. Ascetic Blessing has a minor verbage issue ( It states: "The priest is treated as having any one metamagic feat of her choosing when casting her next divine spell. This does not alter the casting time of the spell.[...]" The intent here seems to pretty obviously be that the priest can apply any metamagic feat of her choosing to a spell without increasing its casting time, but the actual rules language doesn't actually cover applying the feat to the spell. Aside from the hiccup in the rules structure, this is a "holy-s#%~-are-you-kidding-me-this-is-mythic-level-crazy" ability. Any metamagic feat? Not "any metamagic feat the priest knows"? Add to that the other ability I mentioned, Supplant Spell, which allows the priest to swap out any one of her prepared spells with another spell on her list of the same level, and the Priest's spellcasting is officially vaulted to "substantially better than the cleric's". Divine gifts are powerful modifiers of the priest's abilities, even with their limited uses per day, ensuring that even priest's who've made some poor choices in their feat and/or spell selection will always have the potential to pluck out a winning play.

The priest's sacred bond ability is similar to the wizard's arcane bond in that loss or destruction of the item (typically a holy symbol) imposes some steep penalties on the priest's ability to execute their spells. Unlike the arcane bond, the sacred bond doesn't affect spell recall (already well covered by the priest's semi-spontaneous casting and divine gifts), but instead allows the priest to cast any cure or inflict spell with a range of touch that they've prepared at close range instead. I'm... actualy not a huge fan of this ability. While being able to cast cure/inflict spells at range is a nice boon, it presupposes that the priest is actually going to be spending his in combat actions on cure/inflict spells. For priests who may no longer rely (or never relied at all) on the cure/inflict line to cover their in-combat healing, this is actually a huge and worthless liability. I would have loved to see this option expanded with some additional choices, whether that be a divine companion option (angelic or undead familiars/companions would be awesome), a sacred/favored weapon option, or even just some variants on the benefits available to the sacred bond. As it is, I find that a mandatory class feature with the potential to all but completely shut the priest down, whose only benefit applies to a tiny subset of the spells available which the priest may not (and in many builds arguably should not) even utilize in a situation where the benefit is actually a benefit, is a strict mark against the class as a whole.

The priest also gains Channel Energy at a reduced rate from the cleric, starting at 1d6 at 2nd level and capping at 7d6 at 20th level... Which begs the question "Why?" Channel Energy is a mediocre class feature that requires investment just to be usable in combat, and the reduced progression makes that investment somewhat questionable. Now, the plus sides to this ability lie in its variations from the version the cleric gets; first, it gets free action economy upgrades, bumping up to move action activation at 7th level and swift action activation at 14th level. The verbage leads me to believe that similarly to bardic performance, these action economy changes are inclusive and the priest can still use the larger action expenditure if they wish, meaning that their Channel Energy uses need not conflict with other swift action options like their Divine Gift or Quickened spells. The other big perk here is that the priest doesn't end up with increased MADness due to this ability; the priest's Channel Energy is Wisdom-based, just like its spellcasting, rather than Charisma-based like the cleric's. Ultimately, I believe that the beneficial variations of this ability outweigh the negative effects of the ability's slower scaling, but I can't help feeling that both Channel Energy and Sacred Bond are somewhat lazy class features. That's not to deride the author; it's possible that word counts or deadlines or both impacted his ability to implement more robust options, but Sacred Bond is mediocre at best, and Channel Energy is a class feature that demands investment to be of real use. Now granted, the 3 bonus feats the priest gets are all intended to help alleviate the required investment since they're all channel-focused feats, including the essential Selective Channeling feat, but the first bonus feat doesn't kick in until 6th level and the feature lacks the verbage found in classes that intend you to have some easy feat swapping, like the vigilante, to swap in another feat you qualified for at the level you gained it. Given that retraining is both an optional rule and time-consuming, this imposes an awkward burden on the class, and renders the benefit of being able to gain Selective Channeling as a bonus feat essentially moot.

The priest's capstone ability, Hallowed Vessel, renders the priest immune to death attacks and negative levels, ensures that ability damage and drain cannot reduce the priest below 1 in any ability score, and makes it so that the priest does not die until its negative hit point total is in excess of twice its Constitution score, all handy benefits for a squishy caster with a poor Fort save and a d6 hit die.

In addition to the base class, The Priest includes two new feats and an archetype.

The feats include the almost mandatory and entirely expected Extra Divine Gift for extra uses of the priest's Divine Gift ability, and Powerful Channel, which allows you to boost your channel dice to d10s by channeling as a full round action that provokes an AoO and becoming fatigued for a number of rounds equal to the number of dice in your channel (so, if your channel is 5d6, you can bump to 5d10 in exchange for 5 rounds of fatigue). I don't really like either of these feats. Extra Divine Gift (which refers to itself as "Extra Divine Boon" in its text), is ridiculously good, specifically because Divine Gift is so ridiculously good. I'm not going to take any metamagic feat other than Quicken Spell when I can spend a swift action to pluck whatever metamagic feat I need out of the air, and many other potential bonuses or situations are covered by the wider umbrella of the many other Divine Gift options. Paizo recognized that the vigilante didn't need an "Extra Vigilante Talent" because they had created talents that were actually better than a feat, and I feel like some of that same reasoning applies here. There are very few feats that I would choose over getting additional uses of Divine Gift. Powerful Channel suffers from kind of the opposite problem. While yes, I called out the slower scaling of the priest's channel energy as a negative, it's not a negative I'm going to pay a full round action and up to 7 rounds of fatigue (and the accompanying risk of exhaustion if another source that would fatigue me hits) for. As an example: a 5th level priest would go from 2d6 channeled energy (average 7 points of damage/healing) to 2d10 (average 10 points of damage/healing). In exchange for that extra 3 points, you're foregoing the option to move, potentially provoking an AoO, and for the next 2 rounds you take a -1 penalty to AC, Reflex saves, melee and ranged attack rolls, CMB, and a -2 penalty to CMD (meaning that things are extra scary if an opponent decides the right move is to grapple the caster). The cleric spell list, even with the addition of three domains, simply doesn't have the flexibility that the wizard spell list does, so the danger these penalties impose is much more immediate than it might be for an arcane caster who would take the same penalties without blinking. More than that, 5th level is one of the last points where there might be any reason to use this feat at all. Come 7th level, you can use a Divine Gift, cast a spell, and channel energy normally for the same action economy without taking any penalty, which leads one to ask "Why risk an AoO and take all those penalties for a nominal 'benefit' that doesn't approximate what I could do anyways? Why spend a feat to do so in the first place?" I could potentially see this feat as being okay for channeling done out of combat, but only if I had no other feats I qualified for or even kind of wanted at that point.

The archetype included herein is the "Chosen of Nature", and the name pretty much spells this one out. You get some nature-themed modifications to your skill list, cast from the druid spell list instead of the cleric spell list, and you gain scaling beast shape / plant shape SLAs in exchange for all your Channel Energy increases from 6th level on. I, personally, consider this a bad archetype. Firstly, Channel Energy goes from a mediocre class feature with some interesting class-specific tweaks to a dead feature. Why not just replace it entirely and bring the SLAs online earlier? We're essentially talking about a weaker version of the druid's wildshape, so it would just make more sense to have a smooth flow of progression along your abilities than to have you be a channeler for 3 levels and then a shapeshifter for the rest of your career. Second, this archetype all but dumps channel energy and yet the bonus feats you get at 6, 12, and 18 are all still dedicated to improving Channel Energy, meaning that these bonus feats are basically as dead as the class feature they modify. Finally, this is a class that gets three domains. If I want to play a nature priest, I can grab the Animal and Plant domains and not give up my Channel Energy, while still getting access to some of the beast shape spells. So, I could take this archetype and essentially murder two of my class features in exchange for some SLAs that don't mesh with the rest of my class (you can't use Natural Spell to complete verbal and somatic spell components without actually having the wildshape class feature), or I could keep all of my class features and play a nature caster by grabbing appropriate domains.

So, how to sum up...? While it may seem like I had quite a number of negative things to say about the priest, the majority of these boiled down to things I wanted it to do better, or things that I wanted it to do more of. All the key components of a great class are here, but they feel unpolished, or maybe unfinished, to me. I feel like this class is undeniably better constructed and fits more tropes from outside the immediate D&D/PF franchise than the cleric, but it just doesn't quite fulfill the promise and potential that it hints at.


An Endzeitgeist.com review

5/5

This installment of the New Paths-series clocks in at 12 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 2/3 of a page SRD, leaving us with 8 1/3 pages of content, so let's take a look!

The priest class receives d6 HD, 4 + Int skills per level and gets 1/2 BAB-progression, good Will-saves and proficiency in only simple weapons. The class begins play with an aura as per the cleric's default and bonus languages include the respective languages of the alignment-related outer planes. Similarly, the restrictions we know regarding opposed alignment spells still apply. A priest draws her spells from the cleric spell list and must prepare them in advance; however, they are not expended upon being cast, instead consuming a spell slot available. The governing spellcasting attribute for the priest would be Wisdom and the priest begins with 1 + 1 spells of first level prepared, +4 orisons. Obviously, as a full caster, she progresses to learn up to 9th level spells and the maximum spells per day per spell level clock in at unmodified 4, with prepared spells capping at 4 + 2 per spell level.

The pluses in the list refer obviously to the domain spells; a priest selects 3 domains from her deity and she gains all domain powers of the chosen domains. The priest's spellcasting is also tied to her holy symbol, with which she shares a sacred bond - much like an arcane bond, casting without it becomes problematic, but here's the kicker: The priest may use the holy (or unholy) symbol to cast cure or inflict spells as though they had a range of close instead of touch - which is a huge boon. Back in 3.X literally EVERY cleric in my games had the feat to do just that.

Also at first level, the priest receives a so-called divine gift that can be used 1/day as a swift action. 10 such gifts are provided and all are available - you don't have to choose. The priest may use the ability, as mentioned, 1/day, but may use it +1/day for every 3 levels beyond first. If a gift enhances a spell, it may only enhance cleric spells and only one gift may enhance each spell. The gifts include CL and DC-increases of the next spell cast, invisibility (that scales up to greater invisibility at 7th level), metamagic enhancements, immediate action rerolls, wings at 5th level, Ac and save bonuses with DR and SR or bursts of raw, divine power...or, well, spell-swapping.

The priest also receives access to channel energy at 2nd level, though it is governed by Wisdom for the class and 7th level decreases activation action to move, 14th to swift. Personally, I think the ability should have a catch here to prevent the priest from executing multiple channel energy uses per round - in spite of the limitations in daily uses, three channels in one round can be pretty devastating. 6th level and every 6 levels thereafter net a bonus feat from a nice selection and, as a capstone, the class becomes immune to death attacks and negative levels and may never reduced below 1 in any ability score. Additionally, she remains alive until 2 x negative Constitution score.

The pdf provides two feats: +1/day divine gift use and the option to channel energy as a full-round action, but instead roll d10s, but at the cost of being fatigues for a number of rounds equal to the channel dice rolled. I LOVE the visuals of this feat!

We also receive a brief archetype, the chosen of nature: These guys get an expanded class skills list(but oddly lose none) and draw their spells from the druid list instead of the cleric's. The archetype replaces the channel energy progression beyond 6th level with progressively better beast shape and plant shape SPs. Decent, but honestly, not that cool - the archetype feels a bit like an afterthought.

Conclusion:

Editing and formatting are top-notch, I noticed no glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf features gorgeous full-color artworks. The pdf comes fully bookmarked for your convenience.

Marc Radle's priest addresses a very crucial need I always felt: The need for a divine adherent that feels like a caster. I mean, when you think about agents of the divine in the context of our world, you probably won't think of mace-wielding, armor-clad quasi-crusaders. You'll think about men and women of the cloth. The priest fills this niche rather well. Divine gift also represents a cool mechanic, though frankly, I would have loved to see the whole thing go one step further; divine spells never really felt that "divine" to me and while the priest does a great job of emphasizing this component, I think the engine could carry more.

But I am rambling. Frankly, I feel that this should be the base class, with the more martially inclined cleric being something of a specialist. In my games, most clerics tend to not be too martially inclined (except when adventuring or when the background/deity fits), so the priest is guaranteed to see a lot of use. The divine gifts and at range cure/inflict casting also make for great balancing tools to offset the loss of the decent 2nd-line fighting options of the cleric. In short: I really, really like the class. Deceptively simple, fun and elegant. Similarly, the feat provided is nice and while I think channel spamming should be prevented with a cap, that operation's pretty simple to perform. The one thing that left me somewhat disinterested herein would be the archetype, perhaps the space would have been better served with FCOs. Oh well, this is certainly a cool class for the fair asking price - my final verdict will clock in at 5 stars.

Endzeitgeist out.


Wonderful New Class

5/5

A lot of players find the cleric boring and it is a bit bland. Having had a chance to review the Priest, this is the class I want to play if I am not playing a cleric. Using a souped up version of the arcanist spell casting engine. I highly recommend this class to anyone who want to play a full caster instead of playing a cleric or warpriest.


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Liberty's Edge

1 person marked this as a favorite.

Just got the "This Week at Paizo" e-mail today ....

The Priest is #1 on Paizo's Top Downloads From Other Companies list again this week!

Can't tell you how happy that makes me! :)

The Exchange Kobold Press

2 people marked this as a favorite.

It is glorious to be the king. Or the priestly power behind the king.

What I'm saying is, congrats, the Priest is a bona-fide hit!

Liberty's Edge

Wolfgang Baur wrote:
What I'm saying is, congrats, the Priest is a bona-fide hit!

Woo hoo!

Liberty's Edge

The Gods truly smile today! :)

The Priest is #1 on Paizo's Top Downloads From Other Companies list again this week!

That is insanely awesome!!!! :)

Now, if only we might get a few more reviews ... :)

Liberty's Edge

The Priest is on Paizo's Top Downloads From Other Companies list once again this week! It dropped one slot to #2, but I think I can live with that :)


That's great, it is really a well written class.

Liberty's Edge

Saint Bernard wrote:
That's great, it is really a well written class.

Thank you - that's very much appreciated!


It truly is. I rolled one up as an NPC adversary to my party in a recent game and things went really well. It completely lived up to all the reviews (even mine) and held its own (with support from its goons, of course. I had 7 players). It even escaped to fight my players another day. So again, kudos on a great class.

Now, how about that Chronomancer I mentioned the other day? :)


Any chance of a New Paths Compendium II or an expanded New Paths Compendium?

Liberty's Edge

1 person marked this as a favorite.
Saint Bernard wrote:
Any chance of a New Paths Compendium II or an expanded New Paths Compendium?

An expanded New Paths Compendium? You mean like, maybe an all-new, updated, expanded hardcover version with all the New Paths classes plus, oh, 3 or 4 all new classes?

Wow, that DOES sound like a fantastic idea!

Dark Archive

3 people marked this as a favorite.

To be perfectly honest, Expanded New Paths Compendium would need to be something along the lines of Advanced Races Compendium in order for me to buy it. That would mean significantly increasing the material on existing new path classes and adding rather more than 3-4 completely new ones. I would want to see more archetypes and more specific feats for the new path classes. I know that this is perhaps to big of a thing to be asking for, but the original New Paths Compendium is such a good book that you'd need to make an extraordinary one to make me consider buy it only for the 3-4 new classes.

The Exchange Kobold Press

1 person marked this as a favorite.

Fair enough. And as a you say, rather a bigger lift.

Liberty's Edge

1 person marked this as a favorite.

Fortunately kobolds are suprisingly strong for thier size! :)

In all seriousness, if such a book did happen at some point, it would absolutely have new feats, new archetypes, probably new spells etc., in addition to new classes!

Shadow Lodge

Don't forget the hero-lab files.

Liberty's Edge

catman123456 wrote:
Don't forget the hero-lab files.

Oh, I think that would be a no-brainer! :)

Shadow Lodge

Well I didn't want to assume...

Liberty's Edge

catman123456 wrote:
Well I didn't want to assume...

No worries! Always good to ask!

Liberty's Edge

The Priest was on Paizo's Top Downloads From Other Companies list again this week!

I think that makes it something like the 5th or 6th week now?

Insanely awesome, whatever the number :)


Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

The Exchange Kobold Press

1 person marked this as a favorite.

Thank you for the review, EZG!

Liberty's Edge

Agreed! Thanks so much for taking the time to do this review End (and, glad you like it! :)


On the known spells table, it says 4+2 spells of 8th level at 19th level yet 4+1 at 20th; is this correct? Also, shouldn't this class have 4+2 spells known at 20th level, just to make it 4+2 across the board?

Liberty's Edge

Caligastia wrote:
On the known spells table, it says 4+2 spells of 8th level at 19th level yet 4+1 at 20th; is this correct? Also, shouldn't this class have 4+2 spells known at 20th level, just to make it 4+2 across the board?

Good catch - the 4+1 8th-level spells at 20th should definitely be 4+2. We'll see about getting that corrected asap!

Scarab Sages

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So, I have posted my review of The Priest. I feel a little bad, because I didn't end up feeling quite as unambiguously positive about the class as the other reviewers so far. I feel like the idea of the priest is really good; as Endz said, this berobed, unarmored caster is something that I think comes closer to what the base cleric should be than the "armored quasi-martial whose spells transform him into a super-martial" default.

I did feel like there were a lot of places where it didn't quite hit the mark though. I'm not at all a fan of the archetype (again, I like the idea of the archetype, but I think the execution is lacking) or the feats, and I think that the Bonus Feats and Channel Energy could have been tweaked to work better than they do out of the box. Sacred Bond was a class feature where I liked the option it provided, but wasn't a fan of the actual execution.

As noted in my review, my own biases and expectations could certainly be impacting my opinion, but it was really hard for me not to feel like there were a lot of "almost"s that could have simply been "amazing"s with maybe a little bit more put into them. I couldn't help thinking that the priest could have used maybe an extra page or two to expand the options it has and make them a little more robust and flexible.


I really loved your well-reasoned review, Sslarn - I did indeed fail to catch the "any" metamagic glitch...that has bound to be a glitch...right? Oo Mea Culpa!

Anyways, two things I'd love to add:

1) I totally get your reasoning; while I think the priest's a step, flavorwise in the right direction and may be the class a lot of people wanted, I would have loved for it to go one step further. And yep, the archetype's lame. I couldn't give it my seal due to these two aspects.

2) The one component I'd disagree on would pertain channel energy. With the right build, channel energy can quite literally be one of the most powerful resources for an adventuring group. At one point, my group had a channel specialist who was insanely good at keeping everyone alive and, if you flip it...well, then you can dish out nasty negative energy damage. The only reason I managed to kill that character (and in the process almost TPK'd my group) was a brain fart of the player, who went alone through a decontamination room (with sealed doors and timer) and stumbled right into the BBEG of the dungeon and the entourage. I wouldn't consider the class feature to be mediocre. If anything, the priest's potential to triple channel is imho OP when handled properly and needs a nerf.

That being said, do not take this as criticism of your review - it is well-reasoned and reasonable in its observations. :)

The Exchange Kobold Press

This is why I like having multiple reviews; they inform each other, and it's always good to see two takes or more takes on a design.

Thank you for your review, Sslarn! If it didn't quite hit the mark for you, that's fine: sometimes a design evolves over time, and (reasonable, solid) critique is just as important as (reasonable, earned) praise.


Any hints about what's coming next?

Dark Archive

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I still haven't bought the Priest, although I'll certainly add it to my collection. Right now the primary healer in my Midgard party is an Oracle of Life.

To be perfectly honest, right now I'd prefer some Old Paths :) What I mean by that is more material for already published classes. Perhaps something along the lines of RGG's More X Talents products for their Talented line. I would gladly pay for additional info on Spell-less Ranger, for instance. Perhaps several new archetypes and ten-ish feats would be appropriate for a $3 priced product?

Liberty's Edge

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Interesting questions/comments DungeonmasterCal and nightflier! I just might be able to address at the same time ...

I'm actually working on some new stuff right now for a number of the existing classes, including the Spell-less Ranger. Some new archetypes, new feats, etc.

Liberty's Edge

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Hey!

Just learned that The Priest jumped back into the Top Downloads From Other Companies list this past week at Number 8

Pretty cool :)

Dark Archive

I'm about to buy the Priest, to be used in my Midgard game instead of Oracle of Life. Is there any possibility of a text about specialty priests of Midgard? What are the differences between priests who worship Svarog and Perun, for instance. Stuff like that.

Liberty's Edge

nightflier wrote:
I'm about to buy the Priest, to be used in my Midgard game instead of Oracle of Life. Is there any possibility of a text about specialty priests of Midgard? What are the differences between priests who worship Svarog and Perun, for instance. Stuff like that.

Hey there! Excellent - hope the class adds lots of extra divine fun to your game!

My apologies, but I'm not quite sure what you mean by 'a text about specialty priests of Midgard'. If I remember correctly, 2E did something like specialty priests of one kind or another ... is that what you're looking for?

Typically, one of the big ways to show differences between classes focused on divine worship like the cleric or priest (short of creating different specific archetypes or prestige classes for specific gods of course) is by the domains your god grants.

The Midgard Campaign Setting does offer new domains (like Apocalypse and Prophecy) in Divine Favor: the Cleric - you could check that out maybe?

Does that answer your question at all?

Dark Archive

Yeah, I wasn't quite clear, I realize that. The thing I was implying is that you could perhaps do something similar to 2E specialty priests by creating archetypes that would be deity-specific. I really feel that divine servants of different deities should be different in some way. Now, your class (Priest) allows me something that I wanted to do in my games for the longest time - to have Clerics fulfill the role of temple knights, crusaders and martial arm of the church in question (and paladins should be more rare and something akin to modern-day special forces, in my opinion, but that is not related to this topic), and for priest to fulfill the dominant role in the clergy. Now, I'd like to see more archetypes (just as a list of suggestions for you) to handle various society roles, such as cloistered priest, to better reflect the themes of Catholic and Eastern Orthodox monks, as opposed to Monk class, wandering beggar-priests (who had a duty to beg for alms for their specific monastic orders) and healer priests, working as hospitalers in various hospitals in Midgard, especially alongside the path of pilgrimage to Mavros. Archetypes should be used to better define priest of specific gods, in my opinion, especially for the gods of the Crossroads. This should be done along the lines of 2E specialty priests.

Now, these are just suggestions for you to think upon (or not :) ) and by no means a list of demands.

A player of mine bought the pdf yesterday, so we'll talk about the class today and see if the guy who plays oracle of life would like to try it.


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I'm still reading through the PDF, and although I feel a bit hesitant towards yet another divine caster class and also some of the priest's mechanics, I really really like what I see. This will definitely go into the folder of 3rd party classes allowed at my table.

A review is on its way.

Liberty's Edge

Antariuk wrote:

I'm still reading through the PDF, and although I feel a bit hesitant towards yet another divine caster class and also some of the priest's mechanics, I really really like what I see. This will definitely go into the folder of 3rd party classes allowed at my table.

A review is on its way.

Sounds great!

Liberty's Edge

Hey everyone! Just a quick note to say I've finished a big update to the Chosen of Nature archetype, based on feedback.

I think it's a big improvement and a much better archetype now, so thank you to everyone who offered their comments!!!


Is it available for download yet?


Marc, maybe it's because I'm not feeling well but I'm not really seeing the changes. Can you help point them out?


Bump.

Liberty's Edge

Hey there! Sorry if I wasn't clear!

I have the revised Chosen of Nature archetype finished, but it hasn't made it into the the actual Priest PDF yet.

It will get updated soon, but since the Kobolds are all in the middle of the wildly successful Midgard Campaign Setting: Dark Roads & Deep Magic. it might take a wee bit of time before that happens :)


Ok. That's good news. I thought I was losing it there for a moment. Thanks for letting me know!

Liberty's Edge

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DungeonmasterCal wrote:
Ok. That's good news. I thought I was losing it there for a moment. Thanks for letting me know!

Well, I can't speak to if you're losing it or not :P

Heck, I'm still not sure if *I've* lost it! :)

As for the revised and improved Chosen of Nature archetype, I'll definitely make sure it gets into the PDF as soon as possible!


So I finally got to write a review, of some sorts. Got to play a priest for a while and had a lot of fun with it, but in the end it was too powerful for my liking. Still, with a few adjustments, I can see this become another addition to the roster of 3rd party classes allowed at my table.

Liberty's Edge

Saint Bernard wrote:
Any chance of a New Paths Compendium II or an expanded New Paths Compendium?

Just in case anyone missed it, The Kickstarter for the revised, updated, and expanded New Paths Compendium hardcover ends this Friday, July 28th!

It's been quite a success so far, and the book is going to be something special! We’ve hit a bunch of stretch goals, including new Death Feats, new spells, combat divinations, new archetypes, and a ton of additional art. We also added 3 brand-new classes - the Tinkerer, Mystic Archer, and Warlock, making a total of 11 awesome new classes for your Pathfinder game!

AND, although 11 new classes for your Pathfinder RPG game is a pretty great thing, there's just something special about an even dozen. So, we want to add the Savant class back into the book!

That's right, the Kobolds have been working behind the scenes with the awesome Ryan Costello, Jr. (designer of the original Savant class) to bring a newly revised, refined, and easier to play version of the Savant to the book.

There's not much time though! Can we hit this extra special stretch goal and add the Savant to the New Paths Compendium? We think so, and we thank you in advance for helping to spread the word.

Oh, and guess what? The next stretch goal coming up is ... you guessed it - a brand new Priest Archetype! :)

If you’ve already become a backer - thank you so much!! If you haven’t yet, please check it out and consider backing today!

We’re so excited about this book and we can’t wait to get it into as many people’s hands as possible!

Liberty's Edge

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And, with a divine BOOM - another stretch goal and the additional Priest archetype is now in the book!


How close are you to adding the revised Savant?

The Exchange Kobold Press

DungeonmasterCal wrote:
How close are you to adding the revised Savant?

As of this moment, we are about 3 backers short of adding the revised Savant to the book.


Damn, I wish I could afford to be a backer. I'm so excited about this book.

Come on, those of you who can! Let's get the Savant into the book!

Liberty's Edge

Next Goal Achieved! The Savant Class is in the Book!

That makes an even dozen new Pathfinder classes!!!

Next up, with just over 24 hours to go, is a brand-new Warlock archetype, and then ... a NEW STRETCH GOAL JUST ANNOUNCED :)

The Exchange Kobold Press

And the Warlock archetype just got added to the book. Down to the last 90 minutes!

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