RPG Resource: Click here for home page
 
 
Main Menu
 What's New
 Reviews
 Genre Resources
 Master System List
 Complete Product List
 Shared Campaigns
 Community Content
 General Resources
 Game Companies
 Journals
 Inspirations
 Board & other games
 Copyright Statement

Search



Pathfinder RPG: New Paths Compendium

New Paths Compendium

Whether or not you have been collecting the 'New Paths' series, if the idea of being something just that little bit different appeals this is well worth a look... and there is new content as well as an efficient reorganisation of the material to make this a very useful reference, be you a player looking for a novel character or the GM who has to handle him in play.

The first chapter looks at the new base classes introduced in this series: Battle Scion, Elven Archer, Savant, Shaman, Spell-less Ranger, Theurge and White Necromancer. Each comes with a dramatic full-page illustration of a member of that class and extensive game mechanical and flavour details about what it is like to follow this profession and all the rules you need to do so. As well as the Class Features and necessary tables, there are also notes on how best to play one, role-playing ideas to help you bring the character to life, and a sample character - use it straight off if you are in a hurry, or as a template to build your own.

The next section provides a whole bunch of archetypes for each of the new classes as well as for the existing ones. Excellent for those of you who like to plot each and every element of your advancement - and if some of my players are anything to go by, this is something that is growing in popularity. So even if you are not looking to play one of the new base classes, there are still plenty of ideas for new and fascinating directions in which to take your Gunslinger or Monk or... and of course, if you are willing to take levels in more than one class it can get even more interesting.

This is followed by a mammoth collection of new Feats and Traits - put it this way, the one-line summary chart runs to 3 pages before you even get to the detailed write-ups. Again, this is well worth looking over whatever class you play, there's bound to be something that will give that tailor-made twist to your character.

The next chapter has a selection of new spells. Many are referenced in the spell lists available to the new classes, but most can be used by anyone with the necessary casting abilities. Finally, there is a catalogue of new magic items and magic gear for anyone who has the shopping (or crafting) urge. The highest level group of my players has just started to get into magical item crafting big style - they even asked that I held off the next adventure for a couple of weeks game-time so that they could finish making what they wanted! - and this can be an exciting angle to develop as characters get to sufficiently high levels. Even if you are not so much into the magic, there are some new weapons and other items of equipment to consider.

OK, you now have all these exciting abilities at your disposal, so you may find the bunch of Tracking Sheets provided of use to, well, keep track of them - everything from tracking your arrow use to keeping a tab on what your summoned creatures are up to.

If you like pushing the limits and trying out new character concepts and ideas, this is recommended.

Return to New Paths Compendium page.

Reviewed: 5 February 2014