Lost Paths: Voltaic (PFRPG) PDF

5.00/5 (based on 2 ratings)

Our Price: $7.99

Add to Cart
Facebook Twitter Email

A new ally enters the fray to serve the City! Enter... the Voltaic!

Cover of Lost Spheres: Voltaic by Dionisis Milonas

Experience the spark of battle!

The Lost Paths series will further explore the martial initiator classes introduced for the Pathfinder Roleplaying Game by Dreamscarred Press. While possessing those products will expand the experience of playing with this product they are not required. Marrying the power of martial maneuvers with the Stamina mechanics introduced in Pathfinder Roleplaying Game: Pathfinder Unchained the Voltaic and Sparking subsystem brings exciting combat action to your table!

Included are:

  • The Voltaic - A new base class that gains maneuvers in the heat of battle through moments of inspiration!
  • The Sparking subsystems and advice on how to incorporate it into your game as an alternate rule.
  • The Spark of Battle — A new discipline of maneuvers specifically inspired by the voltaic and rules introduced in this book.
  • 3 Archetypes for other classes to make use of the Sparking system.
  • NPCs of the City of 7 Seraphs setting that might prove mentors or enemies to the PCs.
  • Reference to allow a greater range of playability to those who don't have martial initiator products.

Thank you for your continued support of Lost Spheres and the City!

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

LSPLP01E


See Also:

Average product rating:

5.00/5 (based on 2 ratings)

Sign in to create or edit a product review.

An Endzeitgeist.com review

5/5

This class-supplement clocks in at 53 pages, 1 page front cover, 1 page editorial, 1 page ToC, 9 pages of SRD, 1 page back cover, leaving us with 40 pages of content, so let’s take a look!

This review was moved up in my reviewing queue as a prioritized review at the request of my patreon supporters.

This class uses the initiator system featured in Dreamscarred Press’ Path of War-books, but does not necessarily require them – as a nice courtesy that avoids book-flipping, we get all reference material herein; this includes the Eternal Guardian, Solar Wind and Thrashing Dragon disciplines, as well as Pathfinder Unchained’s Stamina-engine.

If you do not like Path of War’s design decisions, you might want to read this review in its entirety nonetheless; there is a good chance that the voltaic might work for you and your table, even if Path of War is generally not deemed suitable for the type of game you’re playing.

In case you are new to Path of War, it should be noted that the sub-system assumes a power-level beyond what PFRPG-classes usually offer; it is closer to a power-fantasy than other subsystems released for PFRPG, and operates under different design-paradigms than standard-PFRPG. I strongly encourage you familiarizing yourself with the system in depth before introducing it in your game. In can be a godsend for some tables, but it can also break the game for others. That being said, I review materials supplementing sub-systems within the context of their respective sub-systems, so please bear that in mind – this review takes a look at the voltaic in the context of a game that has determined that Path of War works for them.

Okay, that out of the way, let’s take a look at the voltaic! The class gets d10 HD, 4 + Int skills per level, proficiency with simple and martial weapons as well as all armor and shields, including tower shields. The voltaic has full BAB-progression, good Fort- and Ref-saves, and begins with 3 maneuvers readied, and increases that up to 12, though it should be noted that the voltaic is pretty different from other initiators, which are tied to new feats, so let’s talk about two feats here.

The first of these would be Spark of Inspiration, which requires a BAB of +1 and no levels in a martial initiator class or martial maneuvers from another source, preventing abuse there. This feat nets you a stamina pool and the ability to spark in combat; the feat lets you spark when an enemy critically fails to hit you, or when you critically hit an enemy, and also nets you the Eye of the Storm stance – more on that later. If you dislike this, or have one player who just seems to be too lucky (in spite of what the laws of probability dictate!) there is an XP-based variant as well. Good! Why? Well, two sessions ago, one of my players, for the first time in over 20 years, failed to roll at least 2 crits in a single session.

Anyhow, the basic idea of sparking is using a new maneuver bia a kind of stress-unduced mid-battle insight, treating their BAB as the initiator level, but still needing to meet all other prerequisites. When a character rolls a natural 20 on an attack roll, they can choose to replace the critical confirmation roll with an Intelligence check vs. DC 10 + the level of the maneuver to be learned. On a success, the character learns a single strike or boost they qualify for, from any discipline that counts the weapon that scored the critical hit as a discipline weapon. The maneuver is then placed into the character’s suite of maneuvers as a readied maneuvers. Alternatively, when an enemy rolls a natural 1 on an attack roll versus the target, the character may attempt to spark, learning a counter instead. If the check is successful in the latter check, the counter is automatically triggered in response. Finally, when performing a skill check in combat and rolls a natural 20, the character can attempt to spark and learn a boost, with the skill corresponding to that of the discipline. The CR of the creature thus used must be at least equal to the character’s class level, avoiding abuse there. A hard cap is imposed to prevent abuse: A character may only spark 1 + Intelligence modifier times per level, not including temporary increases to Intelligence. The list of maneuvers readied via sparking can include up to 2 + ½ BAB (minimum 1), with a total possible maximum of BAB + primary initiation modifier. An excess can be used to replace a previously learned maneuver with a new one. This may also be done via 15 minutes of uninterrupted rest.

Psionic and spellcasting character takes a penalty to Intelligence checks made to spark equal to their highest level spell or power or SP; racial SPs are not counted for the purposes of this limitation, and interestingly enough, akashic options are accounted for as well, using the total number of binds unlocked as the equivalent of the highest spell level known. This is an elegant take. Once a maneuver has been learned, the sparking character does not use the usual recovery methods; instead, the character has a stamina pool equal to character level + Constitution modifier, and using a maneuver expends points equal to the level of the activated maneuver. A character with 0 stamina is fatigued, and the character gets to recover Constitution modifier points such points by taking the total defense action, and the pool is fully replenished after 15 minutes of rest. But what of Stances? Well, stances are learned via the Learn Stance combat feat, which has a similar exclusivity-cause that prevents other initiators from taking it, and the feat may be taken multiple times.

Now, this engine might look pretty simple on paper, but it actually creates a rather unique experience in play – in many ways, it could be likened akin to a more anime-esque way of treating how maneuvers are learned (which is perfectly in line with Path of War’s aesthetics), and it feels, as a whole, very organic; sufficiently so that I can see some groups generally preferring it to a sufficient degree to make a switch to this variant initiation in its entirety. In an interesting manner, the engine inherently rewards exposing the martial character to risk, learning new maneuvers as a consequence of being exposed to danger – the whole angle feels surprisingly right when employing it, and makes the engine feel more martial. I seriously like it.

But let us get back to the class at hand: The voltaic begins play with martial flexibility, allowing them to take a move action to gain the benefits of a combat feat for 1 minute, with 3 + ½ class level (minimum 1) uses per day, and feats with limited daily use take their assortment of daily uses from this array as well, so no cheesing there. At 6th level, two feats may be thus retained at a given time, with one available as a swift action, two as a move action; one may be used as prerequisite for the other. 10th level improves that to three at a time: 1 feat as a free action, 2 as a swift action, three as a move action; at 12th level, one combat feat may be gained as an immediate action, three as a swift action; at 20th level, any number of combat feats may be gained as a swift action, but in all instances, each feat counts as a daily ability use. The voltaic begins play with Spark of Inspiration. 2nd level nets Learn Stance, with 5th level and every 4 levels thereafter netting an additional Learn Stance.

At 3rd level, we get the high voltage ability, which adds +1d4 electricity damage to the voltaic’s natural attacks, unarmed attacks and manufactured weapon strikes, which explicitly stacks with shock et al. This die roll is also added to the Intelligence checks made when sparking in a rather cool way. At 7th level and every 4 levels thereafter, the die size of this die increases by one step according to a well laid-out progression in die-sizes. This bonus damage may be suppressed or reactivated as a free action taken once per round.

At 4th level, the voltaic chooses one of 4 paths of the storm, which proceed to grant scaling benefits every 4 levels, including the capstone, so this one should be well-contemplated. The path of the echoing thunder lets the voltaic retain one feat from martial flexibility until the class feature is reactivated, with 12th and 20th level increasing that by +1 feat, and 8th and 16th level netting Extra Stamina as a bonus feat. The path of focused strikes nets Weapon Focus, and when martial flexibility is used, the voltaic may select one additional feat, but loses them all during any round they make an attack with anything other than the Weapon Focus weapon. 12th level nets an additional martial flexibility bonus feat; 8th level nets Improved Critical with the focus’d weapon, and 16th level Critical Focus. 20th level provides the option to manifest said weapon as a weapon of pure lightning, which is treated as a +5 weapon dealing electricity damage.

The path of the rolling thunderhead nets additional bonus combat feats, making this the most prosaic of the paths. Path of storm’s flurry, finally, is my favorite, as martial flexibility increases the high voltage die size while active (two die-sizes at 16th level), and the voltaic, when making a full attack with a single weapon, gets a 30-ft.-range ranged touch attack as part of that attack, dealing high voltage as bonus damage, with a -2 to atk as a payoff for such flurries. The range of these increases at 8th level to 60 feet, and 12th and 20th level provide iterative attacks here. This is a very cool core engine, and it could be justifiably be used to build a whole class around it.

At 14th level, the voltaic gets static shield: The first time each round that the voltaic deals electricity damage to a target with high voltage, they add the number rolled on that die as a deflection bonus to AC for 1 round. At 18th level, half that amount is added as an insight bonus to saves for the same duration. Electricity damage reduced to 0 does not trigger this effect. Once more, the static shield ability is a compelling one, and could justifiably carry an entire archetype with a finer differentiation and flexibility – I genuinely like it. The class comes with favored class options for ceptu, elfves, gnomes, humans, oread, sylphs and wolgers.

If the above weird races were no indicator, and in case the logo meant nothing to you: The voltaic comes with a whole page of unique characters for the context of the phenomenal City of 7 Seraphs campaign setting, including anon-binary oread, mirrorkin, rhyzala…the flavor-centric write-ups are genuinely great, and I wish we got full stats for them. Really nice and flavorful, and I’m happy to see that we get more material for C7S!

I got a big chuckle out of the header for the “sparketypes” – love me some unobtrusive humor to lighten up crunch! These archetypes are intended to allow other characters make use of the sparking engine. The unlimited warrior fighter loses heavy armor and tower shield proficiency in favor of 4 + Intelligence modifier skill points and an expanded class skill list. Spark of Inspiration is the first-level feat, and 10th level’s bonus feat is replaced with the ability to use stamina as a buffer to prevent falling to 0 or fewer hp: I like that one. The capstone presents a delimiter for sparking.

The deathseeker rogue gets simple weapon proficiency as well as a single exotic or martial weapon of their choice; trapfinding is replaced with Spark of Inspiration, and the archetype uses class level as BAB for maneuvers readied. 4th level and every 4 levels thereafter, the rogue talents gained then are replaced with target weakness. This ability allows the rogue to decrease the size of their sneak attack damage die to gain ghost touch, increase them, but make the attack mind.affecting, set the damage to 2 per die and transform it to force damage, or reduce sneak attack damage die amount to impose negative levels on a failed save. These all are interesting, and could conceivably carry a more complex design as well. As an aside: A moderately talented designer or GM can make this archetype work easily with variant rogues such as the legendary rogue – just saying.

Finally, the volt dancer unchained monk must be chaotic, and gets Spark of Inspiration at 1st level as the bonus feat. Ki strike’s DR-overcoming abilities are replaced at 3rd level with storm strike, which allows the monk to use ki as a swift action to change damage types to cold, electricity or sonic. 10th level’s ki power is replaced with average maneuverability fly speed equal to fast movement bonus, with 12th and 15th level improving maneuverability.

Now, the pdf also presents a whole new discipline, the spark of battle, which has Acrobatics as the associated skill, and the weapon groups heavy blades light blades and close weapons. We begin with the customary list of maneuvers by level, and then proceed to list the maneuvers in alphabetical order, which is slightly different from the level-based presentation in the reference material, but that is a purely aesthetic gripe. One unique property of the discipline, unsurprisingly, is that many maneuvers have a Special-line that allows for unique tricks if the initiator has the Spark of Inspiration feat. Take the very first ones, Aerial Dash – it’s a boost as a swift action that increases speed and lets the initiator walk through air, falling if not reaching solid ground…though the use of stamina can keep them aloft! Aerial Step is a lower level version that allows for controlled descents. The Backfist level 1 strike lets you execute a weapon and unarmed attack at the same time, with -2 to atk for both…and here, the use of the Spark of Inspiration angle is perhaps more interesting, as it lets you 5-foot-step between these attacks, even if you have already!

Bladestrike, the level 1 counter, is also exciting – it is one of the counter that let you, unsurprisingly, counter an attack by targeting an enemy weapon with a…sunder attempt! Yeah, I know! I expected to read about an easily-cheesed skill check as a substitution attack roll here, as that has always been my primary issue with the whole Path of War engine….but no skill check here. In fact, the discipline is wholly BEREFT of the more glaring core problem of Path of War’s martial discipline-engine, in that it does not substitute skill checks for attack rolls. Not once. Instead, it uses skill checks with the associated skill in order to ENHANCE the benefits of the respective maneuvers, or to determine the extent of their effectiveness; in the latter case, the discipline shows a strong awareness of how easy it is too boost skills via items etc.

To give you an example: Soaring Falcon Flurry is a level 7 strike that is initiated as a standard action. The initiator jumps into the air, and makes a DC 20 Acrobatics check, making a single ranged touch attack versus a foe within 30 ft., who takes 5d6 sonic damage, and is staggered for 1d4 rounds on a failed save. For every 5 points by which you beat the DC, you get an additional such attack against a different target, up to a maximum of 6 total attacks versus 6 targets. If you have Spark of Inspiration, you can spend a stamina point to treat the result of the Acrobatics roll as a 15. This has a proper cap, a potentially devastating damage output, and yet can’t be cheesed. It has this awesome anime/WuXia-aesthetic that I love, is appropriately powerful, and yet won’t break the game. Or take Skyscream, which increases the damage die size it causes if you make your Acrobatics check. Grounding Rod lets you use Acrobatics in lieu of a saving throw, but only versus electricity damage, which might sound lame at first…but you get to redirect the attack!

I absolutely adore this discipline. I mean it. Did I mention that the strikes, boosts, etc. are consistently typed with descriptors? Heck yes.

The pdf closes with the aforementioned reference material, which takes up 22 pages, with a general recap of the martial initiator system’s rules taking up another 2.5 pages.

The conclusion of my review can be found here!


A different approach

5/5

DISCLAIMER: This review is based on a free PDF provided by the author and the publisher, which in no way had an influence on the final score.

The Voltaic is a classbook by Lost Spheres Publishing, written by some of the authors of the City of Seven Seraphs. While it builds on materials from other books, namely the Path of War initiator system by Dreamscarred Press fueled by the Stamina rules from Pathfinder Unchained, it presents a different approach to combat but, is it any good? Read on!

Before going to the contents of the book, I have to mention that I come from The Tome of Battle, the D&D 3.5 predecessor of the Path of War. I have both books, but have no experience neither playing nor mastering a Pathfinder initiator. Also, while I have experience with some parts of Pathfinder Unchained, the Stamina system is not one of them. I, however, have the Beyond Monks 3.5 books, which used stunning fist as a kind of currency to power special attacks, so the idea is the same. If you have no idea what I’m talking about, Tome of Battle/Path of War present a special maneuver system similar to spells, but for martials; in short, it is a way to give cool toys for warriors so they don’t full attack all the time. The Stamina system is similar, giving old feats combat tricks empowered by stamina points, thus presenting more options for warriors in general but specifically for fighters.

What’s inside?
40 pages of content for x, which include:

-The Voltaic base class. This class looks like a Frankenstein monster on paper, having the Martial Flexibility of Brawlers, the maneuvers of initiators, and the Stamina rules intended for Fighters, but they strangely blend really well with the theme of the class, a sum greater than its parts. Like all initiators, it has a powerful chassis, having d10 HD, good BAB, 4 skill points per level, 2 good saves, and the proficiencies of a fighter, including tower shields. Strangely enough, the Path of War includes a new Knowledge specialty, martial, which is not a class skill of Voltaics.

They gain Stamina via the free Spark of Inspiration new feat, which not only gives them a free Eye of the Storm stance from the new discipline, but also a Stamina pool and the ability to “spark”, which I will cover later. There is a slight glitch here, since under the bonus feat it is mentioned that you cannot take Voltaic levels if you don’t meet the prerequisites, but the feat has a +1 BAB as one of them, so RAW it means you have to have a +1 BAB to take a Voltaic level.

Speaking of stances, the Voltaic gets some free ones over their careers, 5 over the free Eye of the Storm. They also get to add some electricity damage to their attacks, which goes up from 1d4 to 1d12 over the levels and stacks with shocking enhancement and the like, and also can add the first roll to their AC and even their saves at very high levels. Finally, they get a built-in archetype called Path of the Storm, which covers 4 archetypical warrior roles for a variety of builds and dictates the class’ capstone. Overall, a very powerful, versatile class when compared to a vanilla Fighter, but in the context of the Path of War it feels balanced.

After the class there are several favored class bonuses for a couple of races, some core, some from the Co7S and one from Akashic Realms 2. Unlike other books where Michael Sayre has worked on, this one doesn’t include the role of the class within the race’ society (bummer).

-8 NPCs. Following FCBs, we get a whole page dedicated to Co7S Voltaic NPCs, 8 to be precise, with enough information to build them and customize them for your games. My favorite are the mirrorkin whose names are palindromes.

-The Sparking System (variant initiation). The star of the book, sparking is a cool, innovative way to learn martial maneuvers. Sparkers have, like all initiators, maneuvers known (Initiator ability modifier + lvl) and maneuvers readied (2+½ lvl). However, you start your career with 0 maneuvers, and when you roll a 20 in an attack roll or a skill check in combat, or a foe fails with a 1, you get a chance to “spark”. What is that? When you spark, you learn a maneuver from a level you have access to and get it readied, coming to you as a flash of inspiration. If you would like to learn a new maneuver, you will have to leave some of your readied maneuvers empty. The other difference is that, unlike standard initiators, your maneuvers are never spent; instead of spending maneuvers, you power them by using Stamina points (1 per maneuver level), which you get from the Spark of Initiation.

This approach addresses one of my least liked parts of the Initiation system, which is the lack of tactical differentiation of using your highest level maneuver instead of a lower one. Do I start with the big guns and risk running low of steam? Or do I use my low level tricks over and over to always have something cool to do? This replaces the highest maneuver cycling that I saw happening in my Tome of Battle days (100 fire damage? again?). This system also works better as a story telling device, giving plenty of options for a good Game Master to describe why John the Voltaic learned X maneuver when Z happened. Heck, maybe Voltaics are the first initiators, inventing maneuvers from circumstances, which later could be codified and taught to more traditional initiators.

There are a couple of things I don’t agree with, though. One, is that there is no mention of what disciplines can Voltaics or other Sparkers can learn maneuvers from, and second, Stamina gauge starts full; something I really like from other systems where you use your most powerful maneuvers to close a fight after building up some kind of gauge or pool, which could be easily house ruled by having the Stamina pool start at half and then letting users get an extra point or two every round by doing or not doing certain actions.
EDIT: There is, in fact, rules for disciplines accessible. Basically, uf you can leaen a maneuver from any discipline associated with the weapon wielded.

-3 Spark Feats: Two are the foundations of the Sparking system (free for Voltaics), while the other expands upon it. Perfect to dip in the system or jump on the boat for existing characters. However, the base Spark of Inspiration feat, in the context of what a feat gives you access to, is really powerful and game changing. Any kind of access to the feat should be considered beforehand.

-3 archetypes, covering the fighter, the rogue and the unchained monk, all of them “sparkers” who get Spark of Inspiration as a bonus feat. The Unlimited Warrior archetype for the fighter gets more skillpoints, an ability to prevent a deadly attack with Stamina points, and can spark at will and piggyback a combat maneuver when sparking with a strike. Deathseeker rogues have a kind of meta-sneak attack, where they can change the damage to do cool things like changing d6s for d4s to ghost touch, or d6s to d10s but dealing mind-affecting damage. Finally, Volt Dancer monks seem pulled out straightly from a Manhua (Chinese comic), being able to deal stormy damage (cold, electricity or sonic) with their attacks instead of physical, and can even fly!

-The Spark of Battle martial discipline. It is associated with the Acrobatics skill, and with close weapons and heavy and light blades. Apart from that, Initiators who have the Spark of Inspiration feat can spend Stamina on some maneuvers to empower them! How cool is that? Anyway, it has 33 maneuvers, and I will cover the lowest and highest level stance, plus one maneuver of each type. Eye of the Storm is the 1st level stance and it just let you “spark” easier, plus it is a freebie when you get the Spark of Inspiration feat. Stance of Storms let you “airwalk”, with the possibility to spend Stamina to walk faster (airjog?).

Electric Slide is the lowest boost, letting you move through an occupied space, making an opposed Acrobatics check against your opponent’s CMD to knock him down, with Stamina increasing the movement. Volt Dance is one of the few counters this discipline has (4 I think?), of 3rd level, which lets you teleport to the origin of an electrical attack if within 60 ft., and giving you a free attack if within 30 ft., doubling both distances with the expenditure of a Stamina point. Stigmata of Storm is the highest maneuver in the discipline, a 9th level strike, that gives you five attacks, beginning at full and adding a -2 to each subsequent attack. Each successful attack does normal weapon dmg plus 5d6 sonic AND 5d6 electricity damage, plus extra effects depending on the number of successful attacks, including bleed damage, blindness, deafness, and these two can be permanent… AND you can spend an extra Stamina point (why wouldn’t you if you are already spending 9?) to change the bonus damage dice from d6 to d10. Woe to the one at the receiving end of this one LOL. To be fair, we are talking about 18th level adventuring and you would be spending a lot of resources, which takes us back to my preferences of “sparking” over normal Initiation because of maneuver cycling.

In Tome of Battle some of the higher level maneuver had pre-requisites, normally a certain number of maneuvers from the same discipline, but I noticed none here, and I don’t know about Path of War, but that will let the cherry picking of maneuvers via feats.

We also get references to the Initiating system for people who don’t own any of those books, including everything you have to know to play initiators, including 3 other disciplines, being Eternal Guardian, Thrashing Dragon and Solar Wind. The formatting of these 3 disciplines’ maneuvers’ lists differ, as do the presentation of the maneuvers themselves compared to how Spark of Battle presents them alphabetically while the other three are by level. While it’s mostly a cosmetic difference, in the lists each maneuver includes its type (stance, boost, strike or counter), which is very handy.

Of Note: The Voltaic is an interesting class, as is the Spark of Battle discipline, but the real gem of the book is the sparking system as I mentioned.

Anything wrong?: The formatting differences of the disciplines is a bit grating, but not too bad. Also, the power and fantasy level of martials is going way up, which may not be suitable for some tables.

What I want: While I’m not the biggest fan of the Path of War, I would like a system that works like the Momentum engine which slowly fills a pool; so, do you rock now? Or do you own later? I mentioned an option before, so I may fiddle with that to fine-tune Sparking to my personal tastes.

What cool things did this inspire?: As always, great design inspires great stories and characters. I will try to convince my group to try Path of War in PF but with sparkers, to avoid the old 9th level maneuver cycling. The storytelling possibilities of Sparking and its unstable nature will surely be game changer.

Do I recommend it?: IMHO, this book is for people who want to add more oomph and mysticism to martials, or want to introduce the Path of War in a different way, or for users of PoW that want to try new things. If you are in one of those groups, I can recommend it 100%. I would give this book 4 and a half electrical stars, because of the things I mentioned; however, this book has really, really good art and layout and the maneuvers visuals are just plain cool, so I will add half a star to that, for the full 5.


Scarab Sages Organized Play Developer

Why, hello there!


1 person marked this as a favorite.

Hello... REVIEWED!

Scarab Sages Organized Play Developer

1 person marked this as a favorite.
the xiao wrote:
Hello... REVIEWED!

Thank you for the review!


1 person marked this as a favorite.

Yes, thanks for the review, as someone who has noticed this book, the extra detail was most welcome.

I saw your comment about combat stamina.

Well I can't help you there, but I am aware of a book with limit break options that would be usable with this class.

Feats of Legend Limit Break has feats that are available to classes with martial flexibility when they are down to their last quarter of hit points or less.

Scarab Sages Organized Play Developer

1 person marked this as a favorite.
the xiao wrote:
Hello... REVIEWED!

Just wanted to mention one thing from the review:

the xiao wrote:
There are a couple of things I don’t agree with, though. One, is that there is no mention of what disciplines can Voltaics or other Sparkers can learn maneuvers from [...]

That bit is in the sparking rules themselves.

"[...] If this check is successful, they may learn a single martial strike or boost they qualify for from any discipline that counts the weapon they scored the critical threat with as a discipline weapon."

Since sparking has more limitations than standard initiating and it's about coming up with a move based on the moment, voltaics and other sparkers don't have additional limitations on the disciplines they can access.


Michael Sayre wrote:
the xiao wrote:
Hello... REVIEWED!

Just wanted to mention one thing from the review:

the xiao wrote:
There are a couple of things I don’t agree with, though. One, is that there is no mention of what disciplines can Voltaics or other Sparkers can learn maneuvers from [...]

That bit is in the sparking rules themselves.

"[...] If this check is successful, they may learn a single martial strike or boost they qualify for from any discipline that counts the weapon they scored the critical threat with as a discipline weapon."

Since sparking has more limitations than standard initiating and it's about coming up with a move based on the moment, voltaics and other sparkers don't have additional limitations on the disciplines they can access.

Noted. I edited my review and rating accordingly. Thanks for pointing it out!


1 person marked this as a favorite.
StSword wrote:

Yes, thanks for the review, as someone who has noticed this book, the extra detail was most welcome.

I saw your comment about combat stamina.

Well I can't help you there, but I am aware of a book with limit break options that would be usable with this class.

Feats of Legend Limit Break has feats that are available to classes with martial flexibility when they are down to their last quarter of hit points or less.

Thanks for the recomendation!

Scarab Sages Organized Play Developer

the xiao wrote:


Noted. I edited my review and rating accordingly. Thanks for pointing it out!

Thank you for the review and update!


1 person marked this as a favorite.

The conclusion of my review:

Conclusion:
Editing and formatting are top-notch on both a rules-language and formal level; I noticed no significant issues in this book. Layout adheres to an elegant, nice-looking two-column full-color standard with awesome full-color artworks. The pdf comes fully bookmarked for your convenience, with nested bookmarks and all.

Christen N. Sowards and Michael Sayre have done it; they achieved a vision that I had since the beginning, since Path of War first hit digital shelves: They have used the powerful engine, the amazing anime/WuXia-esque aesthetics of the system, and stripped it of the things that can be easily used to break the game, cheese attacks, etc. I am incapable of crying due to joy (I instead enter a flabbergasted mode of stammering where my usual eloquence falls by the wayside), but if I were capable of it, this might well have done it; in many ways, it showcases what I’ve been saying all along: Path of War doesn’t need any of its broken components, of the aspects that needlessly limit it, to work, be fun, or succeed at its design goal. In the future, I’ll just point at this masterpiece and rest my case.

Power-level-wise, and regarding the playing experience, the voltaic is a potent class – it’s not intended for gritty low fantasy, obviously – but it works within the design paradigms of the upper end of the game. If your game tends to favor lower powered characters, I have a little suggestion for you that anybody can implement: Limit the voltaic to the new discipline. Done. You’ll have a powerful character, but not one that’ll break your game.

The balancing employed here is sublime, and if anything, being set against the reference material herein, which is btw. not close to the highest power-level you can get with Path of War, this difference in quality will be evident.

In short: The Voltaic is Path of War, thoroughly – it breathes the aesthetic, it is exciting to play, and showcases how well you can use the system… all without Path of War’s more problematic parts. And we get a novel, fun alternate initiation engine that you can customize to boot! I frickin’ adore this book. I’d recommend it even to people like yours truly that limit Path of War use to certain types of games, but love e.g. akasha, psionics or pact magic. I really found myself wishing that we had a whole revision of Path of War to the standards set herein – such a book would been all but mandatory in my games. This is absolutely phenomenal. 5 stars + seal of approval, recommended not only to fans of Path of War. This also gets my "Best of"-tag, as it's imho the best Path of War-design to date.

Reviewed first on endzeitgeist.com, then submitted to the usual places.

Endzeitgeist out.


2 people marked this as a favorite.

I had just been thinking that it was a shame that the book didn't go into more depth, myself.

I would have loved a system for converting all the classes and prestige classes into voltaic style initiators.

Scarab Sages Organized Play Developer

1 person marked this as a favorite.

Goodness, thank you for the review and kind words Endzeitgeist!

Community / Forums / Paizo / Product Discussion / Lost Paths: Voltaic (PFRPG) PDF All Messageboards

Want to post a reply? Sign in.