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Satyr
2008-12-08, 10:47 AM
Originally, we planned to use Gestalt rules, to make characters more versatile and multidimensional. The problem with this was that it alowed to create characters with very differentiating power levels and not necessarily more interesting character traits.

So we came to the conclusion that the aspect of a gestalt game that was interestting for usa would be a selected number of class traits, that add an additional layer of depth to a character, but does not contort the power structure of the classes.

This was the base idea ehind the paths. Every character chose one path during character creation, which gives him several additional abilities or features when he advances in level. Unlike a class, a path cannot be changed and most path features are less significant than class features for the game play. They are not meant to be as dominant, only to add an additional line of features to round-up the character's personality and potential.

The idea of the additional Paths is not only a way to increase a character’s power – it is also meant as a guideline to create more versatile, more well-rounded and generally less stereotypic characters. The first commandment for the choice of Path and background should be based on the question "What makes the most interesting character?", Not "How can I become extra powerful?"

The whole path concept is very similar to the bloodlines found in UA, but I have stolen borrowed the from the excellent midnight campaign setting. Characters receive path abilities on 2nd level at first and every three levels later (5, 8, 11, 14, 17 and 20).

The following houserule is relevant for several paths. It is a god houserule that has survived several xyears of trial and error and greatly increases the suspense of combats:

Houserule: Damage Thesholds and Wounds

The more a character is injured the harder it gets for him to fight on. There are four different damage steps which brings penalties to all attack roles, damage roles, skill checks and ability roles throws, checks and saves based upon the relation of total hitpoints to suffered damage. In addition, heavily injured characters move more slowly. Move Penalties are valid for all forms of moving.

injury penalties
{table=head]Damage Steps|Injury penalty| Base Move Penalty

Full Hitpoints (unharmed)|
None|
None

75% of Hitpoints left (Hurt)|
-1|
-5'

50% of Hitpoints left (Wounded)|
-2|
-10'

25% of Hitpoints left (Mauled)|
-3|
-15'[/table]

Example: A knight with 40 total hitpoints takes a heavy hit by an ogre’s club, dealing him 11 points of net damage. His Hipoints sink under the ¾ margin, and he suffers a –1 injury penalty to his throws.

Injury penalties disappear as soon as the damage is healed. Creatures that are immune against critical hits do not suffer from injury penalties.

The massive damage rule is not used. Instead, there are crippling strikes:
Whenever a creature suffers more than 50% of its total hitpoints or loses hitpoints equal to its Constitution score, which ever is lower, through a single hit, it must make a Fortitude save against a DC of 15. If the Save fails, the creature is nauseated from the pain until healing magic or first aid can be applied and at least 8 hipoints are healed. If the save succeeds, the victim of the attack is sickened from the pain for 1 turn.

Insignificant NPC are automatically killed when they fail the save to resist the effect of crippling strikes. Creatures that are immune against critical hits are also immune against crippling strikes.

I know that this concept is very cool - and there is a reason for this. It was no my idea, it originates in the extremely well made (as in 'best') D20 setting Midnight. This is only a condensed form of this original, simplified and adjusted to a more general background.

Satyr
2008-12-08, 10:48 AM
Path of Adaptation
The followers of this path are Jacks of all trades, who can easily adapt to new and strange situations and have a great number of versatile abilities and tools.
Prerequisites: None

{table=head]Level|Ability

1st|Master of Many Skills

2nd|Bonus Feat

5th|Save boost

8th|Skill boost

11th|Ability boost

14th|Bonus feat

17th|Skill boost

20th|Ability Boost[/table]

Master of Many Skills: The character gains four additional skill points at first level and one additional skill point on all following level. Besides, he can use any skill as a trained skill, no matter if he has ranks in it or not.
Bonus Feat: The adaptive hero gains a bonus feat from the following list: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus or Stealthy. The normal rules for feats apply, so the only bonus feat you can select more than once is Skill Focus.
Save Boost: The adaptive hero gains a +1 competence bonus to all saving throws.
Skill Boost: The path of adaptation grants a +4 competence bonus to a skill of his choice. The character may not choose the same skill twice.
Ability Boost: The adaptive hero gains a +2 inherent bonus to an ability score of his choice. He may not choose the same ability score twice.

Path of the Augur
Some mortals are granted a small blink in the future. Those who are gifted with the second sight can sometimes see the future, but rarely change it, making the followers of this path either very desperate or very stoic.
Prerequisites: Wisdom 14+

{table=head]Level|Ability

1st|Augury 1/day

2nd|Second sight (day/level)

5th|Speak with dead 1/day

8th|Divination 1/day

11th|Second sight (month/level)

14th|Legend lore 1/day

17th|Second sight (year/level)

20th|Vision 1/day[/table]

Special: At his discretion, the DM may activate one of the augur’s spell-like abilities in order to convey useful story information to the party. Additionally, because the augur’s powers do not actually rely on communication with a divine entity, all of her spell-like abilities convey information using sight, sound, smell, and other sensory information, rather than actual words. For instance, augury would provide a positive or negative feeling when the augur thinks about a particular course of action, rather than the words "weal" or "woe." Likewise, when using speak with dead, a seer can experience what the body saw, felt, heard, etc. about specific events or topics, but cannot ask it actual questions.

Second Sight (Su): The augur can divine information from an object, place, or person that she is touching. She can see all events that occurred to or near the target, as far back into the past as the listed amount of time. Using this ability requires uninterrupted concentration, during which the information is transferred to her as a series of quick flashes in her mind. The seer may choose to look back several days, several months, or several years. If looking back over days, the seer gains a detailed understanding of all of the day’s events. If looking back over months, the seer gains a comprehensive understanding of events of each week, with dramatic events being highlighted. If looking back over years, the seer gains a general understanding of events of each season, with dramatic events being highlighted. Each day, month, or hour observed requires one minute of concentration. After using this ability, the seer becomes automatically fatigued if they fail a fortitude or will check (whichever is higher) against a DC of 15, they become exhausted instead. Like the spell-like abilities, the DM may trigger the second sight.

Path of the Beast
Refusing the possibilities of civilization, the followers of this path strive to become like the beast in the fields. The followers of the path become more beastlike and less dependant of anything but themselves.
Prerequisites: Strength 13+, Constitution 13+

{table=head]Level|Ability

1st|Sense of the Wild

2nd|Beast Claws

5th|Animalistic Instincts

8th|Beast claws

11th|Rage 1/day

14th|Beast claws

17th|Rage 2/day

20th|Vicious Assault[/table]

Sense of the Wild: The beast grants its followers exceptional sharp senses. As long as the character is in a rural environment, he receives a +2 Bonus to all Spot, Search and Listen checks.
Beast Claws: The followers of the Path of the Beast are so vicious and aggressive that they can tear enemies to pieces with his bare hands. They gain two claw attacks. At 8th level and 14th level, the Beast Claws deal greater damage as shown on the chart below. Because these are natural attacks, these characters may make both claw attacks at their normal BAB.

{table=head]Level|Small|Medium
2nd|
1d3|
1d4

8th|
1d4|
1d6

14th|
1d6|
1d8[/table]

Animalistic Instincts: At 5th level, the followers of the Path of the Beast can add their wisdom bonus (if any) to their initiative rolls.
Rage: Like the Barbarian ability. The abilities stack. All class traits or feats that influence the Barbarian’s rage also influence the Rage trait gained by this path.
Vicious Assault: The Followers of the Path of the Beast receive the Pounce ability.

Path of the Blade
Not all fighters have the same talent. There always those who are less gifted and those who excel in the struggle and are true masters of their weapons. The followers of this path are excellent fighters and masters of devastating attacks.
Prerequisites: Proficiency with martial melee weapons

{table=head]Level|Ability

1st|Bonus Feat

2nd|Offensive Warrior +2

5th|Bonus Feat

8th|Combat Sense +2

11th|Bonus Feat

14th|Offensive Warrior +4

17th|Bonus Feat

20th|Combat Sense +4[/table]

Offensive Warrior: Whenever the Blade character uses the full attack action or charges an enemy, he gains the listed bonus either to his attack or damage rolls. The Blade must chose whether to apply the bonus to attack or to damage before any rolls are made.
Bonus Feat: Blades receive a Bonus Feat from the fighter feat list on1st, 5th, 11th and 17th level.
Combat Sense: the Blade has an innate knack for fighting. The character gains the listed bonus as a bonus to all initiative checks and to AC against attacks of opportunity.

Path of the Brute
There are always those people who are bigger, stronger and more muscled than the rest. Said to have the blood of giants, those of impressing size always stands apart from the crowd. The followers of this path are strong and big.
Prerequisites: Medium or Larger Sized Creature, STR 15+

{table=head]Level|Ability

1st|Brute Strength +1

2nd|Intimidating Strength

5th|Brute Strength +3

8th|Fearsome Charge +1

11th|Brute Strength +5

14th|Rock Throwing

17th|Fearsome Charge +2

20th|Powerful Built[/table]

Brute Strength: The Brute can perform acts of terrific strength due to her great muscular endurance and power. The character adds his Brute Strength bonus to all Strength checks, grapple checks, and strength-based skill checks.
Intimidating Strength: The Brute may add his Strength Bonus to all intimidate checks.
Fearsome Charge: The Brute can use his sheer force and site to add power and leverage to her charges. When using the charging option, the Brute may voluntarily suffer voluntarily an additional –1 penalty to her defense for every 10 ft. traveling during the charge; if she successfully hits her target, she can add the listed bonus to her damage for every additional point of penalty to her defense.
Rock Throwing: Enough strength provided, and a Brute becomes a living siege engine, throwing rocks lesser men couldn’t even lift. So long as the Brute has loose boulders, broken masonry or the bodies of his slain foes about him, he will never lack for ammunition. Treat the rocks as simple, two-handed thrown weapon with a range increment of 10 foot. The rocks inflict damage based on their size.
{table=head]Stone Size|Damage
Tiny|1d2
Small|1d4
Medium|1d6
Large|2d6
Huge|3d6
Gargantuan|4d6
Colossal |5d6[/table]

Powerful Built: the bulk and physical power of a 20th level Brute grants him the Powerful Built Feature.


Path of the Earth
This is a path for those who descent from the races of earth and stone, and who have an intuitive understanding about earth and stone. The followers of this path can read the walls of a cave like an opened book and hear the whispers from the earth.
Prerequisite: no requirements for Gnomes Dwarves or Earth Genasi, other characters need CON 13+, WIS 13+

{table=head]Level|Ability

1st|Earth Affinity +1

2nd|Stonecunning

5th|Earth Affinity +3

8th|Greater Stonecunning

11th|Tremorsense +30 ft

14th|Earth Affinity +5

17th|Stone Tell 1/day

20th|Tremorsense +60 ft.[/table]

Earth Affinity: The follower of the Path of the Earth receives the listed bonus to social skills when dealing with all creatures with a link to the Elemental Plane of Earth.
Stonecunning: As the dwarves’ ability. If the character already has stonecunning, he receives an additional +2 bonus to the skill checks and increases the range to detect unusual stone stonework by 10 ft.
Greater Stonecunning: The character is automatically treated as if he were searching actively when he merely passes usual stonework within his stonecunning reach.
Tremorsense: At 11th level, the character gains the tremorsense ability with a reach of 30 ft. At 20th level, the reach is doubled.
Stone Tell: At 17th level, the character gains Stone Tell as a spell-like ability.


Path of Frost
Born in the icy wind of the frozen wastes and tundras of the high north, the followers of this path have adapt to the harsh and cold climate and can survive in temperatures where others just sit down and freeze.
Prerequisites: Constitution 13+

{table=head]Level|Ability

1st|Northborn

2nd|Cold Resistance 5

5th|Howling Winds 1/day

8th|Frost Weapon 1/day

11th|Cold Resistance 10

14th|Howling Winds 2/day

17th|Frost Weapon 2/day

20th|Cold Resistance 15[/table]

Northborn: The frost character is familiar with the wind and cold of the frigid northern tundras. He is immune to any non-lethal damage resulting from cold weather or exposure and is considered to have the Wild Empathy trait when dealing with animals native to cold environments. Finally, he receives a +2 Bonus to Survival checks in cold environments.
Cold Resistance: Self-explanatory.
Howling Winds (Su): The cold, howling wind of the northlands can bring portents of boon and danger when heard by those who understand the wind’s whispers. Once per day at 5th and twice at 14th level, the frost character can listen to the winds and determine information as if he had cast commune with nature with a caster level equal to his character level. The ability only works under an open sky when the wind is blowing.
Frost Weapon: A frost character can temporarily enchant a weapon with the frost enchantment. This imbuement is not an action. The enchantment is active for a number of rounds equal to the character’s constitution bonus. On 17th level, the ability can be used twice per day. Both uses per day can be used to enchant the weapon with the icy burst ability instead.

Path of the Guardian
Not all warriors seek out to conquer- some just wants to protect their loved ones and hinder the conquerors to achieve their aims. The followers of this path are excellent defenders and protectors.
Requirements: Constitution 13+, Proficiency with medium armor

{table=head]Level|Ability

1st|Shieldwall

2nd|Bulwark +1

5th|Counter Attack+1

8th|Bulwark +3

11th|Counter Attack+2

14th|Bulwark +5

17th|Counter Attack+3

20th|Ignore Wounds[/table]

Shieldwall: When the Guardian uses the help another action and has a shield, he can transfer the shield’s defense bonus to his ally. Additionally, he can sacrifice one of his attacks in the next round to roll a defense roll to defend an adjacent ally.
Bulwark: When fighting defensively, use the total defense action or use combat expertise, you receive the listed bonus additionally to your defense.
Counter Attack: Whenever the margin of your defense roll is ten points or greater than your opponent’s attack roll or your opponent rolls a natural 1 on the attack, you get the listed bonus to all attack rolls against this target for your next cycle of attacks.
Ignore wounds: You never suffer from penalties from hit point loss or crippling strikes.

Path of the Iron Skin
The Iron Skin can withstand almost any blows. The followers of this path are those who can resist even the harshest punishments and still keep going.
Requirements: Constitution 15+

{table=head]Level|Ability

1st|Incredible Resilience

2nd|DR 1/-

5th|Improved Healing (Hitpoints)

8th|Ignore Wounds

11th|DR 2/-

14th|Indefatigable

17th|Improved Healing (Ability Damage)

20th|DR 3/-[/table]

Incredible Resilience: The Character gains one additional Hitpoint per Level.
Damage Reduction: Self explanatory. The DR from this paths stacs with any other Damage reduction from other sources.
Improved Healing: At 5th level, the Ironskinned character regenerates hitpoints with incredible speed: He regains hit points equal to his constitution bonus per hour (in addition to any hitpoints regained from bed rest or a full night’s sleep). At 17th level, he also regains ability score damage at a rate of 1 per hour.
Ignore Wounds: The character does not suffer from the negative effects of lost hitpoints anymore.
Indefatigable: The character becomes immune to effects that would cause him to be fatigued, and effects that would cause him to be exhausted instead cause him to be fatigued instead.

Path of Kings
This path represents the bloodline of the true kings, whose rule was sanctified by the gods. They represent the pinnacle of their species, the greatest among the people. Even if their dynasty was overthrown centuries ago, the people – and the land itself – still remember.
Requirements: Charisma 13+

{table=head]Level|Ability

1st|Divine Right +1

2nd|Blood of Kings +2

5th|Royal Privilege

8th|Divine Right +2

11th|Blood of Kings +4

14th|Sovereign Strike

17th|Divine Right +3

20th|Blood of Kings +6
[/table]

Special: The true king’s abilities are based on his attendance to fulfill the role as a leader. When the true king becomes a mere tyrant or despot, he loses the path abilities until he atones.
Divine Right: The true king is beloved by the gods. The character gains the listed bonus to all saves.
Blood of Kings: Leadership is innate to those who follow this path and those of lower birth are eager to serve the king. The character gains the listed Bonus to all Charisma-based skill checks and his leadership score.
Royal Privilege: The character may add his Cha modifier +1 as a generic bonus to her AC for one round per two character levels per day.
Sovereign Strike: Once per day, the True King can make an especially powerful and impressive melee attack, gaining +4 to hit and dealing +(character level) bonus damage. The victim of the attack must make a Will save (DC 10 + / 1/2 level + cha mod) or be stunned for 1 round.

Path of Luck
Some adventurers trust their luck more than their skills, and if this can be foolish to an extreme, there is a lucky few who does rightly so; these are the followers of the path of luck, whose privileges are based on pure coincidences.
Prerequisites: None. Everyone can be lucky.

{table=head]Level|Ability

1st|Stroke of Luck +1

2nd|Fate is on my side 1/day

5th|Surprising Deadliness

8th|Stroke of Luck +2

11th|Fate is on my side 2/ day

14th|Dodge the certain death

17th|Stroke of Luck +3

20th|Fate is on my side 3 /day
[/table]

Stroke of Luck: Somehow, you are rarely hit with the full effect of negative events. You gain the listed Bonus as a Luck bonus to all Saving throws.
Fate is on my side: The Lucky character has a knack for turning a failure into a success by sheer coincidence and as such gains the listed uses of additional ‘luck dice for the listed times per day. The Lucky character can roll a d6 and add its result to any D20 but he has to do this before he knows whether the result of the of the result s a success or a failure.
Surprising Deadliness: While a Lucky character is not necessarily a better fighter, sometimes he may have the extraordinary luck to hit in the right moment or find a weak spot per chance. The character gains a +4 bonus to confirm critical hits.
Dodge the certain Death: This ability works like rogue's special ability defensive roll.

Path of the Martyr
Sometimes it is necessary to suffer to further a great aim. The followers of the path of the martyr are willing to suffer greatly to achieve their personal goals and have developed an unmatched resistance against pain.
Prerequisites: Wisdom 13+. Constitution 13+

{table=head]Level|Ability

1st|Resigned to Death

2nd|Sacrificial Dodge (attacks)

5th|Ignore Wounds

8th|Transfer Wounds

11th|Martyr’s Resilience

14th|Sacrificial Dodge (spells and powers)

17th|Transfer Hindrances

20th|Greater Martyr’s Resilience
[/table]

Resigned to Death: You gain a +4 bonus to saving throws against all fear effects, fear-based spells or powers and all forms of intimidation. Further, any fear effect you suffer from is lessened by one step. For instance, if you would normally be panicked, you are instead frightened; if you would normally be frightened, you are instead shaken; and if you would normally by shaken, you suffer no ill effects.
Sacrificial Dodge: If the Martyr stands adjacent to an ally, who is the target of an attack or effect, the Marty may put himself in the line of the attack and suffer the damage instead. On 2nd level, the Martyr may only use this ability to take mundane attacks instead of an ally, but on 11th level, the ability is expanded to cover spells and supernatural powers as well.
Ignore Wounds: The Martyr never suffers from penalties due to hit point loss or crippling strikes.
Transfer Wounds: As a standard action that does not provoke an attack of opportunity, the Marty can heal allies through a touch by taking the damage up for himself. The Martyr may transfer hitpoints on a 1:1 ratio with an ally he touches, up to an amount of HP equal to his constitution score per turn.
Martyr’s Resilience: The Martyr gain fast healing 1 that stacks with fast healing from any other source.
Transfer Hindrances: The Martyr may not only transfer hit points, but can also take other effects onto him, relieving the original victim from it. The Hindrances that the Marty can transfer include Ability Damage, Blinded, Deafened, Exhausted, Fatigued, Nauseated, Sickened, Staggered and Stunned.
Greater Martyr’s Resilience: On 20th level, the Fast Healing ability of the Martyr increases to his Constitution bonus (if any).

Path of Mercury
There are those who depend more on grace and quick reflexes than on brutish strength. The followers of the path of mercury are graceful and elegant in their movements and have the reflexes of an angry mongoose.
Prerequisites: Dexterity 15+

{table=head]Level|Ability

1st|+2 bonus to Initiative

2nd|+1 dodge bonus to defense

5th|Fast Movement +10’

8th|Burst of Speed

11th|+4 bonus to Initiative

14th|+2 dodge bonus to defense

17th|Fast Movement +20’

20th|Greater Burst of Speed
[/table]

Initiative Bonus: The Mercury Hero gains the listed bonus to her Initiative checks.
Dodge Bonus: The Mercury Hero gains the listed bonus to her Defense as a Dodge Bonus that stack with other dodge bonuses from feats, etc.
Fast Movement: The Mercury hero’s base speed is faster than the norm for her race by the listed bonus. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load.
Burst of Speed: The Mercury character can activate a burst of speed as a free action. While Using the Burst of Speed, she may use an additional Move action per round either before or after her regular actions. A burst of speed last at most for a number of rounds equal to 3 + the Character’s Constitution Modifier. After the Burst of Speed, the Character makes a Fortitude Save (DC= 20). If the save fails, the character becomes fatigued until he rests. The burst of sped ability can not be used when the character is fatugued, is wearing no armor, light armor, or medium armor and not carrying a heavy load.
Greater Burst of Speed: As above, but with the exception that the Mercury character gains an additional attack per turn.

Path of the Mountain
The mountain does not move. Those who live in or under the mountains have adapted to this unique and sometimes very deadly environment. The followers of this path know how to survive in a hostile environment and are excellent mountaineers.
Prerequisites: Constitution 14+ and Strength 14+

{table=head]Level|Ability

1st|Master of the mountain ranges

2nd|Ambush (5 Rounds)

5th|Rallying Cry

8th|Ambush (+2 attacks)

11th|Rock throwing devil

14th|Ambush (1 Round)

17th|Pass without Traces

20th|Ambush (Sniping)
[/table]

Master of the Mountain Ranges: The Follower of the Path of the Mountain may add his Constitution Bonus to all Climb, Balance and Jump Checks and all Survival checks made in a mountainous terrain.
Ambush: The character may use the Hide skill to layout very effective ambushes, a prime tactic in the rough and rocky terrains of the mountains. On 2nd level, the character may use his Hide skill to conceal allies, which takes the listed amount of rounds per ally (each size category over medium doubles the required time). Effectively, this ability allows other party members to use the Hide skill of the Follower of the path of the mountain.
On 8th level, the character and all other characters he has concealed gain a +2 bonus to all attacks against flat-footed enemies within 30 feet. This benefit only applies during the surprise round and the first regular round of combat.
On 14th level, the Character needs only one round to successfully hide another character, and on 20th level, the Mountainman and all his allies may use the Sniping Variety of the hide skill, they only suffer a –10 penalty instead of the regular –20.
Rallying Cry: In the Mountains, communication between the members of a hunting or war party is the key to not being surprised by foes. As a standard action, the character may raise a powerful alert that helps to warn and coordinate his allies, granting them a +4 bonus to all rolls to avoid being surprised. The Character himself gains no bonus fro this ability.
Rock throwing devil: The character can hurl rocks with unerring accuracy and may treat any rock as a simple two handed ranged weapon with a ten foot range increment. The stones inflict damage based on their size.

{table=head]Stone Size|Damage
Tiny|1d2
Small|1d4
Medium|1d6
Large|2d6
Huge|3d6
Gargantuan|4d6
Colossal|5d6[/table]

Path of the Scholar
Some heroes are blessed with uncannily sharp minds. Capable of feats of reason and intellect far beyond that of the common man, these individuals have an aptitude for many difficult tasks. A warrior may be disarmed, and a wizard may burn all his spell energies, but no one can take you your mind.
Prerequisites: Intelligence: 15+

{table=head]Level|Ability

1st|Quick Learner +1

2nd|Sharp as a knife +2

5th|Battleplan 1/day

8th|Quick Learner +2

11th|Sharp as a knife +4

14th|Battleplan 2/day

17th|Library of Knowledge

20th|Sharp as a knife +4
[/table]


Quick Learner: The scholar gains an additional skill point every level. On level 11 this bonus increases to two additional skill points per level, this increase is not retroactive.
Sharp as a knife: The scholar can solve puzzles and problems with a speed and finesse that befuddles those of lesser intellect. He gains the listed roll on all Appraise, Decipher Script and Forgery checks, as well as any rolls to solve puzzles or riddles.
Battleplan: The scholar can see tactical advantages, spot weaknesses and lay clever plans for combat with breathtaking speed. Starting on level 8 he may once per day as a free action activate the Battleplan ability. He may then add his wisdom or intelligence modifier to attack, damage or defense for a number of turns equal to the used ability bonus.
At 17th level, the scholar gains an additional use of this ability, for the cost of the additional use, the scholar may add the bonus to more than one type of roll. Adding the bonus to both attack and damage for example would take both uses for the day.
Library of knowledge: The scholar’s ability to soak up knowledge everywhere has now resulted in a general understanding of almost all things. The scholar may make any knowledge skill roll untrained, even for difficult questions. The scholar gains a +2 bonus on all knowledge checks.

Unrelenting Path
Some heroes have an inner drive that pushes them forward through pain and difficulty. They able to pull off feats of planning and persistence that other mere mortals deemed impossible. Such people do not flag under duress, do not tire as normal people do, and seem to be able to constantly go beyond the limits set by others.
Prerequisites: CON 13+

{table=head]Level|Ability

1st|tough

2nd|Unflagging Endurance (1 day)

5th|Ignore Exposure

8th|Focus (4->1)

11th|Unflagging Endurance (2 days)

14th|Unflagging Drive

17th|Focus (3->1)

20th|Unflagging Endurance (2 days)
[/table]

Tough (Ex): RThe character gains an additional hitpoint per level.
Unflagging Endurance (Ex): Starting from 2nd level, the character may act without any penalty for not having rested in the past 1 day, provided that at the end of the effect they take a double rest (sleep for sixteen hours) Characters still regain hit points as though they had slept a full 8 hours, regardless of the actual time spent sleeping (if any) but are not able to refill their spell points.At 11th, and 17th levels, this effect increases in duration by a full day (e.g. at 17th level, a character can go 3 days without rest.
Ignore Exposure (Su): Functions like the spell Endure Elements, but is effective continuously, and only affects the character, but not his equipment.
Focus (Ex): At 4th level, the character may push their body to the limit of its endurance to focus on a particular action. The character may add a +1 to any action, attack or skill check, at the cost of 4 points of non-lethal damage. A character may only add a total bonus equal to their character level each day. The bonuses can be divided up any way the character chooses (i.e. 4 +1 bonuses, 2 +2 bonuses, 1 +4 bonus, etc). At 17th level, the cost is reduced to 3 points of non-lethal damage for each +1 bonus.
Unflagging Drive (Su): At 14th level, the character may use this ability once per day as though it were the spell Freedom of Movement. For these purposes, the caster level of the spell is equal to the character’s constitution bonus. The ability affects only the character (i.e. spell range of 'personal' only).

These aren't all paths. Because of massive houseruling in the area of spellcasting, all paths that primary deal with spells and magic are ledt out in this summary. Likewise, there are at least 7 paths which aren't complete yet. I will add these paths as soon as they are done, as I will do with all additional paths.

Athaniar
2008-12-08, 02:02 PM
I'm no good at determining balance and such, but I really like the idea. Keep more paths coming! May I suggest a Path of the Bow?

The Glyphstone
2008-12-08, 02:16 PM
Very cool, do you mind if I yoink some of these for my own game? I'll probably swap the Crippling Strike/injury rules for something involving massive damage or saves vs. death effects, but most if it can be stolen intact.

I'd also be curious as to see a sample of the spellcasting paths, to judge their potential for reverse-engineering back into more traditional spellcasting systems.

*Nitpick: A possible typo in the Path of the Mountain lists "Pass without Races", but doesn't mention it in the ability list. Is that Pass Without Trace as the spell?

MeklorIlavator
2008-12-08, 02:43 PM
Very nice, very nice. If I was a better Dm, I'd yoink this, but as I'm not I'll just have to ask Dm's if this can be used. My only reservation so far is the Crippling Strike rule, as it could get nasty fast, but that might be more of a rule that fits different settings better.

Satyr
2008-12-08, 04:23 PM
It should be mentioned that we paly with armor as DR rules and effecvtively the Crippling Strike rule leads to situation where characters drop out rfrom combat before they are near death, what reduces their long time participation but increases the survivability of combats - at least the way I normally play monsters so that they face the greatest threat - which normally excludes the wincing peopelwith the large bleeding wounds.

There are more paths in progress, and as i said a number of paths which specifically target magic practice. It wouldn't have much significance to present the latter ones, because the amount of houseruling that went into spellcasting makes them mostly imcompatible to traditional D&D rules (It would be easier to adapt to the psionics rules, I guess).


I'm no good at determining balance and such, but I really like the idea. Keep more paths coming! May I suggest a Path of the Bow?

Admittedly, Balance is not necessarily a primary motive of these paths and most surely not as important as character diversity and mood;and since the greatest imbalances are almost all the time based n spellcasting (which is only relevant for a very few paths and hen with hardly abusable spells - I haven't seen yet the secret power behind Stone Tell, for example). We have determined balance exactly like WotC - it's based on gut feeling and trial and error. Personally, I find the paths easier to balance than base classes and since many aspects are just stolen from better authors we always have the excuse that gross imbalances wasn't our faullt. We used to play with these paths (the campaign is currently on hiatus because we are in the test run of 4th edition) and whenever we find a trait that is significantly weaker or streonger than the comparalbel rest, they aere adapted quite quickly after a round of discussion.


Very cool, do you mind if I yoink some of these for my own game? I'll probably swap the Crippling Strike/injury rules for something involving massive damage or saves vs. death effects, but most if it can be stolen intact.

Plagiarism is the highest compliment for authors. :smalltongue: Actually, this is only the simplified version. You'll probably have more from the original path system (and adapting it to your campaign and specific rules, the same way we did). The paths can be found in Midnight D20 (which is also a absolutely great setting for all people who like a bit darker or more mysterious fantasy. Or asked themselves what would have happened if Sauron had won i the Lord of the Rings), and here, getting D20 /3.5 stuff has bevcome extremely cheap. A copy of those paths can actually be found via google. I am not linking that page, because I think it's a copyright infringement.

insecure
2008-12-08, 04:31 PM
Those are simply awesome. Keep up the good work!

alchemyprime
2008-12-08, 04:43 PM
I like this. After my 4e campaign is done, I'm doing a 3.5 campaign and I'm making this a house rule!:smallbiggrin:

MeklorIlavator
2008-12-08, 05:37 PM
Hmm, another quick question: does losing Temp Hp trigger either Damage Thesholds or crippling strikes?

Satyr
2008-12-08, 05:42 PM
No, Temporary HP are treated as completely virtual and the loss of them does ot trigger any penalties. Only theloss real hitpoints has an influence on the heavy injury rules.

Satyr
2008-12-10, 10:28 AM
Two new paths (or at least two now completed ones). In opposite to the paths posted above, those ones were not yet tested in an actual game.


Path of Nature
While the followers of the path of the beast shuns away from civilization, the path of nature is about to live in harmony with the natural world. The followers of this path have a rare connection to the inhabitants of the wild, and a deep understanding about them.
Prerequisites: Charisma 13+, Wisdom 13+

{table=head]Level|Ability

1st|Natural Bond

2nd|Speak with Animals

5th|Animal Friend

8th|Animal Companion

11th|Plant Friend

14th|Summon nature’s ally IV 1/day

17th|Elemental Friend

20th|One with Nature[/table]

Natural Bond: The nature character has an instinctive connection with the natural world. She gains wild empathy (as the druid ability of the same name) and gains Knowledge (nature) and Survival as class skills. If the nature character already has these abilities or class skills or gains them as a class feature or class skill later, she gains a +2 bonus when using them.
Speak with animals: The follower of the path of nature may use Speak with animals as a spell–like ability at will. The spell only works on natural animals.
Animal Friend (Su): Starting at 5th level, animals must make Will saves (DC 10 + character's Cha modifier) each round in order to attack the character, as long as the character does not attack the animal. In addition, the character gains a +4 bonus to all Handle Animal checks.
Animal Companion: The nature character gains the Wild Cohort feat as a bonus feat.
Plant Friend (Su): Starting at 11th level, plant creatures must make Will saves (DC 10 + character's Cha modifier) each round in order to attack the naturefriend as long as the character does not attack the plant creature. In addition, the character gains a +4 bonus to all Diplomacy checks against intelligent plant creatures.
Summon Nature’s Ally: The character may use Summon nature’s ally IV as a spell-like ability once per day. Burt may only summon animals, which are native to the region. The summoned creature will take 1d4+1 turn until they appear.
Elemental Friend (Su): Starting at 17th level, elementals must make Will saves (DC 10 + character's Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Diplomacy checks involving elementals.
One With Nature: At 20th level, the nature character becomes intrinsically tied with nature. She may use Commune with Nature as a spell-like ability at will.

Path of the Professional
At all times there were people who seem able to handle every task set upon them. These people are born with an innate understanding of how to make things work, and they excel in almost every mundane art invented.
Requirements: Dexterity 13+, Intelligence 13+

{table=head]Level|Ability

1st|Master of Improvisation

2nd|Bonus Feat

5th|Steel Nerves

8th|Bonus Feat

11th|Generalist

14th|Bonus Feat

17th|Skill Mastery

20th|Bonus Feat[/table]

Master of Improvisation (ex): The Professional may ignore up to a –5 penalty to skill roles or up to an increase of 5 points of the DC of a task caused by improvised tools, improper material or inappropriate circumstances.
Bonus Feat (Ex): The character may select a bonus feat from the following list: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Stealthy or Track. The normal rules for feats apply, so the only bonus feat you can select more than once is Skill Focus.
Steel Nerves (Ex): Whenever the Professional uses a skill in which he has at least one skill rank, he may always teke 10 in that skill, no matter of the circumstances.
Generalist (Ex): The characters mind is so receptive to learning that they count every craft skill as a class-skill, regardless of the classes they have.
Skill Mastery (Ex): The character select a skill with at least rank 5. The time the skill takes to use is halved, minimum one round. It’s even possible to Take 20 with the skill at 10 times the regular time instead of 20.

DracoDei
2008-12-10, 12:05 PM
You messed up the formatting for the rock-thowing table... only the "Tiny" line is readable, and it only has two lines.

Satyr
2008-12-10, 12:55 PM
I have my difficulties with the laayout of those tables, but now the wholetable should be visiable.

Satyr
2008-12-13, 06:06 AM
And the next two. Those weren't playtested as well, but at least the first one is quite well balanced. The second one is a bit on the weak side, as it has little active powers and is almost completely anti, only focused on one specific group of enemies and has significant disadvantages, so it is quite likely to be tuned up in the near future.

Path of the fell-handed
Not all warriors focus on elegance and quick movements – many are much more content to trust in a heavy armor and hard, strong blows with their weapons. The followers of this path are no beautiful, elegant battle dancers, they are often slow moving and hard hitting warriors that would always prefer a trusty heavy mace instead of a rapier.
Prerequisites: Strength 13+, Constitution 13+

{table=head]Level|Ability

1st|Melee Smash +1

2nd|Strong Back

5th|Ignore Hardness 2

8th|Melee Smash +2

11th|Extreme Effort

14th|Ignore Hardness 4

17th|Improved Power Attack

20th|Devastating Blow[/table]

Melee Smash: The fell-handed Hero gains the listed bonus to all damage rolls which profits from the hero’s strength ability bonus.
Strong Back: The fell-handed Hero can add his constitution bonus to his strength score to calculate the character’s lifting strength and carrying capacities.
Ignore Hardness: The fell-handed hero can ignore as many hardness points as listed when he try to attack objects.
Extreme Effort: The fell-handed Hero can prepare himself for extreme shows of strength. As a full round action that does not provoke an attack of opportunity, the fell-handed hero can add a +4 bonus to his strength score for a number of rounds equal to 3 + Constitution Bonus rounds. Afterwards, the character must make a Fortitude Save (DC 20) or become fatigued.
Improved power Attack: When using the Power Attack feat, the Strong hero may treat a one handed weapon as a two handed weapon for the calculation of the bonus damage from the power attack and may double the bonus when he uses a two-handed weapon.
Devastating blows: Whenever the strong hero attacks an opponent in melee with a full attack weapon, the target is automatically knocked back as if he was the target of a bull rush when the total damage is higher than the target’s strength score +/- 4 for every step of size.


Path of the Magic Void
Some people are like wounds in the structure of magic – the supernatural forces do not affect them, but their mere presence alone suffices to interrupt the flow of magic, let spells fizzle and magical items stutter and fail. For some people, this gift is a curse, but for the canny ones, those who can master this ability, it is a constant source of power.
Prerequisites: None.

{table=head]Level|Ability

1st|Antimagic Saving Throws +2

2nd|Spell Resistence 11+ Character Level

5th|Doom of Mages

8th|Disrupt Magic

11th|Magic Mettle

14th|Anti-magic field 10’

17th|Anti-Magic Saving Throws +5

20th|Antimagic field 30’[/table]

Special: The character may not take any levels in a spellcasting class. When she uses magical items, these have a 10% chance per encounter) to not function at all.
Antimagic Saving Throws: At 1st level, the character gains a +2 bonus to all saving throws against spells and supernatural powers. This bonus increases to +5 at 17th level.
Spell Resistance: Self explanatory
Doom of Mages: Spellcasters who are threatened by a Magic Void character can not cast defensively. All their spells will lead to an attack of opportunity, both from the Magic Void and all of her allies who also threaten the spellcaster.
Disrupt Magic: The Magic Void character can use Disrupt Magic with a caster level equal to his character level, but the range of the spell is reduced to touch or a 20‘ radius around her in case of an area dispel. The ability can be used at will, but is very exhausting – the Magic Void must make a Will or Fortitude Save (whatever is higher) against a DC of 15 or become fatigued.
Magic Mettle: At 11th level and higher, a Magic Void can avoid magical and unusual attacks with great effectiveness. If she makes a successful Fortitude of Will saving throw against a spell or supernaturally attack that normally deals half damage or a reduced effect on a successful save, she instead takes no damage or other negative results. This ability has no influence on completely mundane effects.
Anti-Magic Field: The Magic Void can radiate an antimagic field with a radius of 10’ around her. This ability can be switched on or off, but takes serious concentration to hold it up – the character must dedicate her move action to the antimagic field every turn or it disappears. On 20th level, the radius of the field increases to 30’.

Satyr
2009-01-10, 07:06 AM
Three new paths: The Path of Shadows is a good addendum to all thieves, sneaks and backstabbers with a great emphasis on stealth, the Tactitian's path is very helpful for those who want to lead and assist their comrades and the path of the wave may be very situational, but is also very powerful in its specific environment.

Path of Shadows
Some walk more easily at night, hidden from the light and the suspicious eyes of their brethren. Some even have learned to move without noise or leaving any trace and to hide in the darkness. Those who are best in it are the followers of the Path of Shadows.
Prerequisites: Dex 15+

{table=head]Level|Ability

1st|Veil of the Night +2

2nd|Blindsense 10 ft

5th|Veil of the Night +4

8th|Blindsense 30 ft.

11th|Veil of the Night +6

14th|Hide in Plain Sight

17th|Veil of the Night +8

20th|Blindsight 30’[/table]


Blindsense: For those who live and move in darkness, sensing the environment without seeing it is invaluable. At 2nd level, a hero on the path of Shadows gains Blindsense with a range of 10ft. This range increase to 30ft. on 8th level and replaces the Blindsense with Blindsight on 20th level.
Veil of the Night: The shadowed character can easily blend into the darkness and disappear in it. The character gains the listed bonus to all Hide and Move Silently checks.

Path of the Tactician
There are always those warriors who understand an old but eternally valid concept: A good plan is more important than pure force. An army of sheep led by a lion is a hundred times more dangerous than an army of lions led by a sheep. The followers of this path are these lions and their minds are often as sharp as their blades.
Prerequisites: Intelligence 13+

{table=head]Level|Ability

1st|Aid another +1

2nd|Combat Overview

5th|Aid another +2

8th|Coordinated Initiative

11th|Aid another +3

14th|Coordinated Attack

17th|Aid another +4

20th|Directed Attack[/table]

Aid another: The tactician can perform the aid another combat action as a move action instead of a standard action. Characters assisted this way gains the listed bonus as an additional bonus to their attacks or defenses for this turn, whichever option the Tactician choses.
Combat overview: As a full round action that provokes an attack of opportunity, the tactician is able to prevent an attack of opportunity against one of his allies within 30’ range. The tactician may use this ability outside of his turn, but uses his next turn’s action for it.
Coordinated Initiative: All allies within 30’ range can use the Tactician’s initiative score instead of their own.
Coordinated Attack: As a full round action, the tactician may make a touch attack against a foe. If the attack succeeds, any ally of the Tactician within 30’ gains a +1 bonus to all attacks and damage rolls against this foe for every ally involved, up to a maximum of +5. To profit from this ability, the characters must delay their own actions until the Tactician has made his touch attack.
Directed Attack: as a full round action that does not provoke an attack of opportunity, the Tactician may grant an ally within 30’ range a bonus equal to half the Tactician’s BAB to the ally’s next single attack.

Path of the Waves
The sea can entice the heart of men, and some become their willingly servants. The followers of this path are the sea-legged sailors and fishermen who cross the oceans and listen to the whispers of the waves.
Prerequisites: Con 13, Wis 13

{table=head]Level|Ability

1st|Swim like a fish (20’)

2nd|Hold Breath (3 times)

5th|Aquatic Blindsense 40’

8th|Aquatic Ally

11th|Aquatic Emissary

14th|Call the Creatures of the sea I

17th|Swim like a fish (40’)

20th|Call the creatures of the sea II[/table]

Swim like a fish: The character gains a swim speed of 20’. She need not making swim checks to pass calm water, but if she must make a swim check, she gains +8 bonus to it At 8th level, the Swim speed increases to 40’. Characters who already have a swim speed increase their swim speed by 20’ respectively 40’ when they gain these path features.
Hold Breath: The character can hold her breath for much longer than usual. She can hold its breath for a number of rounds equal to three times its Constitution score before it risks drowning. If the character already has a similar feature, she may use the higher amount of time and increase the multilier by one.
Aquatic Blindsense: The character gains the Blindsense ability with a range of 40’ when she is in the water and 10' on the dry land.
Aquatic Ally: The character gains the wild cohort feat and therefore an animal companion. The chosen companion must be a maritime creature.
Aquatic Emissary: the character can understand and communicate with any creature of the sea or the rivers. She may talk to any aquatic creature using its native tongue and may speak freely (or cast spells with a verbal component) under water. All such communication is limited by the creature’s intelligence.
Call the Creatures of the Sea I: This ability works as Summmon Monster V or Summon Nature's ally V, but may be used only in or next to an aquatic environment and the summoned creature is always a maritime creature or a creature with the water subtype. The ability may be used at will, but it takes 1d4+2 rounds untill the summoned creature appears.
Call the Creatures of the Sea II: As above, but instead of Summon Monster / Nature's Ally V, the power is based on Summon Monster / Nature's Ally VIII.

Stycotl
2009-01-10, 06:04 PM
real cool stuff. i think i'm going to replace the death-by-massive-damage rule now that i've seen this variation you have of the midnight rules. nice.

the paths are very nice, though there are quite a few different levels of power in them; some are merely flavorable, while some are almost like taking a prestige class. that won't be hard to balance though, and i realize that for individual campaigns, it might be just right.

either way, good work, and quite prolific too, i might add.