Thanks for all the feedback!
It seems, at most, like the path an NPC "Blood Cultist" might follow.
That's pretty much what it's for, yeah. Not really meant for PCs in your typical heroic fantasy campaign, but more for blood cultists and vampires and such as antagonists in a typical campaign or PCs in a dark/evil campaign.
Path of Courage
because people didn't already have a hard enough time deciding how to best stat Link as a PC, heh. Iron Will's a good start, second step is interesting, but I wonder about "never outnumbered". It always felt like a pretty powerful ability to me, since it completely, uncounterably shuts down all numerical-advantage abilities the opponents may have. And that's radical, but also seems pretty powerful, specifically to give to a PC. Not sure if it needs to be changed, but I'm wary about it. Battleplanning seems like an odd pick for courage, but I guess it kinda works as an "inspiring presence" type of effect, considering the bonus is morale. Courage IV seems real good, but protection IV is very similar, so it's probably fine. definitely sweet that everyone can reroll twice. I'm surprised that courage has no resistance to shaken or frightened, except kinda the stress resistance. Other than that, pretty cool.
I see what you mean about never outnumbered, but I'm not sure it's realy that big an issue considering that the only things that care about numerical advantage outside of Morale are the Bushwhack and Horde feat chains. And out of the pregen statblocks in the books, only velociraptors, goons, and (if you're playing in Cloak & Dagger) Hykosian conscripts have any of those feats. Never outnumbered is a strong benefit when it does come up, but it's pretty niche.
Regarding Battle Planning, "inspiring presence" is exactly what I was aiming for, yes
On the topic of resistance to frightened
, come to think of it that would actually fit in the Step IV slot in place of Heroism II. Which would help alleviate the issue of so many Paths using Heroism spells as you mention later.
Path of Hope
is awesome. I think it's a really good fit that fills a void between the more beneficial paths. Abilities are all really solid and varied picks that emphasize the theme well and seem useful and evocative. My only thought is maybe there should be a "who can see or hear you" clause on step V, but that's just nitpicking, really.
Glad you like it! You're quite right, Step V definitely should have a "who can see or hear you" caveat. Missed that one!
Path of Influence
Right out the gate a fantastically useful ability, though I do wonder if it's too good. 2/4/6/8/10 reputation off of EVERY favour you buy always, to a minimum of half seems pretty righteous, and kinda bonkers. I think it would probably be best as just 1x your step, and maybe throw in a second step 1 effect as a sweetener. Other than that, Influence looks real cool. Definitely a good path to offset Deceit/Secrets in the Social Paths.
Yeah, I was a little unsure about the Step I discount myself. The last couple Steps get into pretty buff territory, but making the discount simply equal to the Step seemed to me a bit too little unless you're going really deep in.
I like Morgenstern's suggestion though; I'll probably go with that.
Path of Leadership
another cool Social Path with gret Backer potential. Real solid pick of abilities, definitely works well as a religious leader/support. I wonder if there might be a better spell for step IV in place of Heroism, since both path of Heroism and Path of Hope now use Heroism spells, and I think leadership would benefit from a group-affecting spell rather than just a single-target one. again, just a minor note, overall a really nice path.
Yeah, I'm not terribly keen on Heroism at Leadership IV myself. I'd prefer it be a mass buff, but the only ones at the right spell level for a Step IV are Mass Brawn/Wit, which don't really feel right. It'd be neat if there were something like a Prayer II at level 5 or 6...maybe when Spellbound comes out there'll be something better to put in there?
The other thought would be to give a feat at Leadership IV instead, though in that case I'd also want to change Leadership II so the Path isn't just granting one lone attribute increase. Extra Mile is one I'd actually considered for Leadership I before deciding on Followers instead, so I could put that at Leadership IV instead of the Cha boost + spell. Then I could change Leadership II to give Bless I + Command I.
this is another path i hesitated on the idea of at first, but after checking the Monk paths, I realize this doesn't really do any toe-stepping there, so cool. The +5 Resolve as first step does duplicate Discipline's Step I though, so I wonder if there might be a better-suited ability, to prevent first-step overlap. Tranquility III is a neat idea, but Calm and Relax feel very weak, just given how Stress depletes pretty effectively over time, or resets entirely upon a failed save. dedicating so many class features to recovering Stress out of combat feels lackluster; the biggest impediment to this is the grueling minute-long check required to calm. I think maybe turn the Step III into the ability to make Calm checks as a full round action, and suddenly Tranquility feels really solid as a stress-oriented 'healer' path, without really clashing with, say, Courage too much. Doing so also makes Soothing Presence more enticing, because otherwise the ability to remove Frightened feels odd; I've never encountered a character staying Frightened long enough that they could be attended to for the full duration of a standard Calm check, so with the standard 1-minute calm, being able to remove Frightened feels rather moot. Tranquility V is excellent and I wholeheartedly approve.
I definitely take your point about overlap with Discipline I, but honestly I feel that I'd be hard-pressed to find anything more appropriate for this Path. It's certainly the skill for being chill and unperturbed, particularly with it being the one used for Relax checks, Morale checks, and shaking off enraged
Excellent point about the time needed for Calm checks though. I really like the suggestion about making it a full action. That should fit in Tranquility III along with the extra Calm per day effect without being too much for the Step, right?
For the Path of Blood, it actually feels a lot like a good path for Vampires. I am a bit confused about the use of Death Knell, however. The Path feels strong once you reach the 5th Step, but a bit underpowered until then.
Death Knell is basically meant to represent a sort of blood sacrifice or vampiric boost. It...well, mostly it's in there because there's actually not all that much that really fits well for the Path. I was kind of stretching to come up with suitable stuff. Blood is a Path I made as an attempt to fulfill a request from someone else for that specific Path, as opposed to the rest which were ideas I personally had of things that seemed like open niches. Actually, now that I think of it, the guy who requested the Path might have specifically requested that Death Knell be in it.
For Courage, I think that Never Outnumbered would work better at Step 3, and the Stress Resistance being shunted down to Step 2.
Did you mean the Battle Planning should be put at Courage II? Though, either way, it doesn't exactly fit at that Step; Resistance to major damage types doesn't come any earlier than Step IV in official Paths, and Battle Planning is established as a Step III effect in Path of Heroism, so neither would work at Courage II.