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Author Topic: Paths!  (Read 4377 times)
MugMug
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« on: August 15, 2009, 01:36:22 AM »

I figure to harness the collaborative power of the forums to do some conversion work for me. Plus, this can be a depository for fan-created paths. This might be more appropriately placed in License to Improvise, but is FC-specific for now so I'm throwing it here.

I'm looking for suggested powers for the following paths:

Path of Civilization
Path of Dreams (or Sleep)
Path of Future (or Destiny/Foresight/Oracle)
Path of Technology

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« Last Edit: August 15, 2009, 04:26:47 PM by MugMug » Logged
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« Reply #1 on: August 15, 2009, 05:10:30 PM »

Can the Path of Metal swap in for Technology, or take only minor tweaks to get there?

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« Reply #2 on: August 15, 2009, 09:51:00 PM »

Something I was messing around with today, one of the "Additional" Domains in the SRD.

Path of Liberation
I: You gain the Iron Will feat. You may also cast knock once a scene.
II: You may remove the frightened, paralyzed, and shaken conditions from your allies once per scene.
III: You may cast Freedom of Movement and Remove Curse II once per scene.
IV: Your team mates who can see and hear you benefit from your Iron Will feat.
V: You may cast Mind Blank and Protection form Spells once per scene.
« Last Edit: August 16, 2009, 09:58:07 AM by Krensky » Logged

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MugMug
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« Reply #3 on: August 15, 2009, 11:29:27 PM »

Can the Path of Metal swap in for Technology, or take only minor tweaks to get there?

Path of Metal seems more about God of the Forge, or similar. I figure Technology ought to be the path (pun entirely intended) to creation of the Unborn.

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Agent 333
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« Reply #4 on: August 16, 2009, 12:08:26 AM »

Lemme take a crack at it...

Path of Technology
Technology I: You gain the Crafting Basics feat.
Technology II: You may cast Repair II and Locate Object once
per scene.
Technology III: You gain the bright idea class ability.
Technology IV: You may roll twice when making a Crafting check, keeping the result you prefer.
Technology V: Your Prudence rises by 2 and you gain a 20% discount on all items from the latest Era available in play.


You may want to throw in a few Seer spells instead, lots more Artifice to throw at it...
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« Reply #5 on: August 16, 2009, 06:53:20 PM »

I figured that a Path of Civilization would be somewhat counter to path of wilderness, somewhat mirroring the relationship that the Paths of Good/Evil have the issue being I don't know of a feat chain with a "civilization" feel.  Save Sid Meier jokes until after the post, please.  Wink

Path of Civilization
Civilization I: You gain +1 Lifestyle and the ability to cast Mage Scribe I once per scene.
Civilization II: You may cast Arcane Lock once per scene and you gain your choice of a Gear feat.
Civilization III: Your intelligence or charisma increases by 1 and gain the ability to handle item as a free action once per turn.
Civilization IV: You may use the best of the best class ability (see p. 47) three times per scene and may cast Mantle of the Mundane once per scene.
Civilization V:  Your intelligence or charisma score increases by 1 and you gain the ability to cast Wit I, Mass once per scene.

I think the emphasis on choice makes this path a little more versatile but possibly a little less powerful than some of the others, but again their alignment would likely allow them to access craft, which benefits from these options while leaving room for craft-oriented talents and specialties. 
Civilization also (to me) emphasizes the importance of teamwork, and possibly as a variation you might emphasize skepticism towards magic and as a result focus on "No, that's not possible" negation magic.
The additional handle action per turn may be useful for gunners, alchemists and crossbowmen but it may be a bit overpowered. (It still takes a full action to reload the fastest black powder with bandolier+quick draw, the hand crossbow becomes a more expensive hand bow)
The three step-commitment to me seems a sufficient curb since Priests can't take weapon feats as a bonus and this path has no damaging spells.
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LordKruelos
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« Reply #6 on: August 20, 2009, 02:46:49 PM »

I figured that a Path of Civilization would be somewhat counter to path of wilderness, somewhat mirroring the relationship that the Paths of Good/Evil have the issue being I don't know of a feat chain with a "civilization" feel.  Save Sid Meier jokes until after the post, please.  Wink

Personally, I was going to go with a Leonard Nemoy joke...
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« Reply #7 on: August 21, 2009, 10:25:33 AM »

I find myself in need of a Path of Minotaurs. I can tell the maze spell is in it, and probably a Brawn spell or two. Any other suggestions?
« Last Edit: August 21, 2009, 10:29:33 AM by Morgenstern » Logged

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« Reply #8 on: August 21, 2009, 10:48:34 AM »

Perhaps some combat bonuses?  Like to Bull Rush/Charge and attacks with Axes? 
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« Reply #9 on: August 21, 2009, 10:54:25 AM »

I find myself in need of a Path of Minotaurs. I can tell the maze spell is in it, and probably a Brawn spell or two. Any other suggestions?

  • Rage feats
  • Something with Intimidate (bonus, enlightened, etc)
  • Glint of Madness feat
  • Gain a Gore attack
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Morgenstern
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« Reply #10 on: August 21, 2009, 10:55:38 AM »

Nice. That'll make it much easier to fill it all in. Good thoughts there Cheesy.
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« Reply #11 on: August 21, 2009, 12:17:38 PM »

I'll be converting my gods from my home campaign over and may post some of their Paths if they do not exist as I would see them.
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« Reply #12 on: August 21, 2009, 12:35:41 PM »

I gotta theorize some myself here after a while.  None of my players have decided to tackle the priest yet, so I've got some time.  We'll see.

Here's what I'm thinking so far:

Path of Radiation (Godzilla)
Path of Terror (King Ghidorah)
Path of Radiance (Mothra)
Path of Legions (Legion)
Path of Acid/Plants (Biollante)
Path of Machines (Mechagodzilla)
Path of Toxins

And Im sure more will come depending on what deities they decide to follow
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« Reply #13 on: August 21, 2009, 11:14:52 PM »

I find myself in need of a Path of Minotaurs. I can tell the maze spell is in it, and probably a Brawn spell or two. Any other suggestions?

Path of the Minotaur
Minotaur I: You gain a +5 bonus with Tactics checks.
Minotaur II: You may cast Orient Self a number of times per scene equal to your Path.
Minotaur III: Once per scene you may cast a Brawn spell that grants a bonus equal to your Path.
Minotaur IV: You may never roll an error on checks made to navigate.
Minotaur V: Once per adventure you may spend 2 action dice to cast a version of Phase Door. However, instead of a corridor with a terminus at either end this creates a single entrance corridor that enters into the extra-dimensional space described by the Maze spell. This Phase Maze is otherwise governed by the effects of both spells and has a duration of days equal to your starting action dice.
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« Reply #14 on: September 13, 2009, 06:28:01 PM »

I tought i had seen some kind of home rule for adapting Eberron DragonMarks somewhere in the forum, but i'm unable to find them. Would it be viable to make a version using Paths?
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