About this project
The New Paths series began as a few humble magazine articles by Marc Radle--articles which proved extremely popular! Over time, the series became first a battle-tested set of base classes and then a well-regarded softcover book for the Pathfinder Roleplaying Game. From the White Necromancer to the Spell-Less Ranger, the New Paths classes have made a LOT of players happy.
When we put the series into print, we could not afford a hardcover--and several of the new classes didn't even exist yet! This new edition will be revised, expanded, and updated in every way.
The expanded edition includes almost everything from the original book (we dropped the somewhat unplayable/difficult Savant after our developer tore out his beard in despair). It also includes the new trickster and priest classes that currently exist only in PDF, because they appeared after the first compendium.
If we meet our goals this new Compendium will also include three all-new New Paths classes: the mystic archer, the tinkerer, and the warlock! It will feature complete integration with Deep Magic and the Advanced Races Compendium, and will provide some guidance on using these classes with the Midgard campaign setting.
This book also features a sleek full-color layout and new art from Bryan Syme, Marcel Mercado, and Claudio Pozas, among others.
This hardcover edition of the New Paths Compendium starts with 8 new classes, and could easily go to 11 new classes if we hit a few stretch goals. Most of the classes in the book have several years of actual play and refinement, and even the newest classes have seen hundreds of hours of playtest and development. These are well-honed options for either player or GM, presented in a professional, readable layout with high standards of editing and design.
The New Paths Compendium expanded edition is available in three forms:
- a standard edition with the cover art as shown
- a leatherette limited edition with a foil stamp cover and ribbon bookmark, and
- a handbound leather edition in full leather with all the tricks of the bookmaker's art, from gold foil stamps to multiple bookmarks and the amazing feel of real leather in your hand.
And it includes a wide range of classes to appeal to all kinds of players.
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.
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.
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.
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.
Given the years of development and refinement that have already gone into this book, we decided to hand it off to the best. Kobold Press hired RPG legend Kim Mohan to edit and develop the text, which he did this past winter and spring.
This means we have a final, edited manuscript and almost all the final art in hand. Better yet, we can pursue a quick timeline for final layout and print, so this book will be ready by the end of October, just 3 months after the Kickstarter ends! That's as close as we care to cut it, but we're confident in this title, so there will be minimal wait time between funding and shipment.
There's always room to add something awesome! Here's our first set of stretch goals.
Risks and challenges
This book is the closest to done we've ever been with a hardcover before a Kickstarter, so we're assuming a fair bit of risk here. However, this means the risk for backers is much reduced!
At the same time, we do have a second Kickstarter in progress, and that one is due for fulfillment later this year. We are moving to finalize the Midgard setting hardcovers and ship them a few months after this title. While that title is shipping *after* New Paths, issues with Midgard might throw us off track. We consider it unlikely with the New Paths extended edition so far along in production.
In an abundance of caution, though, and because we are well aware of Murphy's Law, the kobolds have lined up two shipping/logistics companies rather than one to handle fulfillment. Even in the worst case, if both sets of books arrived from the printer in the same week, they will not interfere with each other at the logistical level, because the rewards will be handled, boxed, and shipped from different warehouses.
Although severe health troubles among the Kobold team or a disaster at the printing plant are always possible, they are unlikely. Based on our current position in the production cycle, this title is low risk.Learn about accountability on Kickstarter
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