Two Roads Diverged in a Yellow Wood!

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New Hardcover from Kobold Press Available!

Shadows are falling across the land: monstrous things stir in the depths, schemers spin their plots in the towers of the powerful, and unholy threats rise from the grave to menace the living. It's an age of terrors and wonders…and heroes!

The New Paths Compendium: Expanded Edition provides players with all-new options to create their new favorite character. Inside are 12 new and expanded Pathfinder RPG classes from level 1 through 20—plus feats, spells, archetypes, and resources to build and play a character to challenge anything the GM throws at it!

The New Paths Compendium: Expanded Edition also includes:

  • All-new Warlock, Tinkerer, Priest, and Trickster base classes, with favored class options
  • Totally revamped Savant and Archer classes
  • Death feats, available to heroes who have been raised from the dead
  • New battle feats and new spells
  • And much more!

There's a big world of adventure and peril out there—make a hero that it won't soon forget! And don't forget other great new releases from Rogue Genius Games, Legendary Games, The Knotty-Works, TPK Games, Rite Publishing, Straight Path Games, Mystical Throne Games, Necromancers of the Northwest, Ennead Games Raging Swan Press, and Pathfinder Paper Minis!

More Blog.
Liberty's Edge

Woo Hoo!

Hope everyone checks this out - a TON of work went into it and we are extremely proud of the book! :)

Scarab Sages

1 person marked this as a favorite.

Whose woods these are I think I know...

Scarab Sages

Is there a contents list available to post here?

I'm curious which classes made the cut.

And those death feats sound like the kind of thing a devious GM like me would get some use out of...

Or 'amend' them, and give them out as 'bonuses'...bwahahaha!

Liberty's Edge

3 people marked this as a favorite.

Sure! Here are the 12 classes in the book:

Skin-Changer: skin‑changers truly embrace the untamed, animalistic aspects of nature. Rather than bonding with an animal companion, the skin‑changer actually assumes the form of animals and fights with the fury of nature itself.

Warlock: a warlock gains power, spells, and the ability to fire dread bolts of arcane force through contact with mysterious and forbidden forces, using his intelligent bond weapon as a conduit.

Spell-less Ranger: instead of spells, the spell-less ranger relies on a host of specialized abilities, including ranger talents, nature’s healing, and a deadly stealth attack that can be used in any of his various favored terrains or against his many favored enemies.

Spirit Shaman: spirit shamans form deep connections with the spirits of nature, have a host of nature oriented abilities, and gain the guidance and aid of a powerful animal spirit guide.

Battle Scion: king of sword and spell, a heavily armed and armored warrior who can sling combat-centric spells when necessary.

White Necromancer: potent healers as well as powerful spellcasters, white necromancers embrace the the full necromantic triad, which involves tapping the essence of life as well as that of death and undeath.

Mystic Archer: dedicated to mastery of the bow, a mystic archer seamlessly blends the damage-dealing potential of the arcane with the deadly skills of an archer, using spells to enhance her natural abilities.

Theurge: supreme spellcaster whose strength lies in the ability to draw upon, combine, and manipulate the powers of magic in all its forms, whether arcane or divine.

Priest: 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.

Trickster: merging arcane magic, roguish skills, and a special forte ability to perform incredible acrobatics, summon a magical familiar to act as an accomplice, beguile enemies, or steal spells as they're being cast.

Tinkerer: master inventors, builders and engineers, tinkerers are experts with all manner of mechanical contraptions, clockworks, mechanical traps, and explosives, who always keep their clockwork companions close by.

Savant: able to weave stories into reality, and actually assume the guise of the figures in those stories!

Hope everyone checks the book out :)

Liberty's Edge

Oh, and you can see the TOC, along with a few other sample pages, here:

New Paths Compendium Expanded Hardcover

Yeah, those death feats are pretty awesome!! :)

Scarab Sages

Those classes look just what I was looking for.

The White Necromancer is famous on the forums, for those GMs who want to run games where necromancy doesn't have to be evil.

Archer, Theurge and Trickster sound like an attempt to transform some of the core prestige classes into base classes.
If you pull that off successfully, you solve the perennial problem prestige classes have suffered from day one, namely, halting progression in your original class(es), and having lacklustre PrC abilities that don't scale as expected for any given character level.

Liberty's Edge

Snorter wrote:

Those classes look just what I was looking for.

The White Necromancer is famous on the forums, for those GMs who want to run games where necromancy doesn't have to be evil.

Archer, Theurge and Trickster sound like an attempt to transform some of the core prestige classes into base classes.

If you pull that off successfully, you solve the perennial problem prestige classes have suffered from day one, namely, halting progression in your original class(es), and having lacklustre PrC abilities that don't scale as expected for any given character level.

Excellent!!

If you decide to pick up the book, please consider doing a review :)

Thanks!


1 person marked this as a favorite.
Marc Radle wrote:
Snorter wrote:

Those classes look just what I was looking for.

The White Necromancer is famous on the forums, for those GMs who want to run games where necromancy doesn't have to be evil.

Archer, Theurge and Trickster sound like an attempt to transform some of the core prestige classes into base classes.

If you pull that off successfully, you solve the perennial problem prestige classes have suffered from day one, namely, halting progression in your original class(es), and having lacklustre PrC abilities that don't scale as expected for any given character level.

Excellent!!

If you decide to pick up the book, please consider doing a review :)

Thanks!

I got my book today. Planning on a review. Two classes made me want to start new characters, just to play them. Can't think of higher praise for a class book.

Liberty's Edge

High praise indeed!
Thanks so much for the planned review - really looking forward to reading it!


Any archetypes for some of the re-printed classes? I really like the Theurge's spell casting design; it is the most elegant approach to single-class multi-list casting I've seen. However, their class features are kinda meh. (Except for spell synthesis which is all sorts of cool).

Incidentally, I think that the theurge's ability to learn spells off of 4/9 and 6/9 lists is a bad idea. It's super strong (hello level 2 haste) but most of its power is hidden from casual players and it is very table and GM dependent.

Liberty's Edge

2 people marked this as a favorite.
Knight Magenta wrote:

Any archetypes for some of the re-printed classes? I really like the Theurge's spell casting design; it is the most elegant approach to single-class multi-list casting I've seen. However, their class features are kinda meh. (Except for spell synthesis which is all sorts of cool).

Incidentally, I think that the theurge's ability to learn spells off of 4/9 and 6/9 lists is a bad idea. It's super strong (hello level 2 haste) but most of its power is hidden from casual players and it is very table and GM dependent.

Absolutely! There's an entire chapter of archetypes, many of which are for the 12 classes in this book! There are even brand new, never-before-published archetypes, including the Wild Scion (Battle Scion); Guarded Priest and Chosen of Nature (Priest); Shadow Stalker (Spell-Less Ranger); Dimensional Traveler (Warlock); and Death Warden (White Necromancer)

To your points about the Theurge - awesome to hear you like the class! Regarding class features, since it's a full caster able to cast both arcane and divine spells, the spells really are the class's main focus. Having said that, I can tell you that the Theurge DID get an addition class feature :)

Oh, and I kind of agree that the Theurge's ability to learn spells from 4/9 and 6/9 lists could be a tad problematic ... so you'll be happy to hear it's no longer a part of the class.

The Exchange Kobold Press

So many improvements and such a strong book! Very happy to see it out in the world.

Scarab Sages

Marc Radle wrote:
Oh, and I kind of agree that the Theurge's ability to learn spells from 4/9 and 6/9 lists could be a tad problematic ... so you'll be happy to hear it's no longer a part of the class.

I recall there was a similar issue with the Archivist in D&D 3.5; though I dabbled in a PbP, I never took one to high enough level to go all the way to crazytown with it.

That said, it's not something that should automatically cause cries of "OMG! Unofficial content is overpowered, over official!", since Paizo were happy enough for the Hunter to do this, albeit off only two lists, both divine, and with a level 6 cap.

Scarab Sages

Have you asked for the new or revised material to be added to the ongoing fan list of 3rd party classes?

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