Epic Path: Difference between revisions
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=== Skills === | === Skills === | ||
* [[Skills]] | * [[Skills]] | ||
** | |||
*** | |||
** | ; New or Modified Skills | ||
*** [[Languages]] | * Diplomacy | ||
* Divinity | |||
* Knowledge (Deep History) | |||
* Knowledge (Logic) | |||
* Linguistics | |||
* Naturalism | |||
* Reason | |||
* Spellcraft | |||
* Spycraft | |||
* Stealth | |||
* Warfare | |||
; Skill-Related Pages | |||
* [[Languages]] | |||
* [[Money and Merchants]] | |||
Revision as of 19:43, 29 December 2014
Introduction
Player's Guide
Classes
- Alchemist
- Barbarian
- Bard
- Brawler
- Cleric
- Cromlech
- Druid
- Fighter
- Monk
- Paladin
- Prowler
- Ranger
- Rogue
- Sorcerer
- Warlord
- Wizard
Races
- New Races
- Arrakanza - A race of savage nomads living in the grass sea, known for their speed and fondness for pain.
- Fane Dar - Humans whose ancestors commingled with Spirits (think Princess Mononoke), powerfully strong, with a matriarchal society.
- Vanx - River dwelling sentient lizards, the Vanx are the most common non-humanoid race in the Celegian Empire.
- Human - Replaces the Human writeup in the core Pathfinder rules.
Skills
- New or Modified Skills
- Diplomacy
- Divinity
- Knowledge (Deep History)
- Knowledge (Logic)
- Linguistics
- Naturalism
- Reason
- Spellcraft
- Spycraft
- Stealth
- Warfare
- Skill-Related Pages
Feats
Spells
Weapons, Armor and Equipment
Magic Items
- Magic Item Crafting Rules
- Magic Item Properties
- Dweomermetals And Other Special Materials
- New Magic Items
Combat
- Types of Actions
- Types of Movement
- Types of Damage
- Combat Maneuvers
- Types of Senses
- Status Conditions
- Injury, Death and Dying
Game Master's Guide
Bestiary
Campaign Settings
- Fane - Reese's Monday Night Game
- The Windward Marches - Todd's Monday Night Game
- The Golden Portal - Todd's Sunday Game
- Campaign Milieus - The PC's path to greatness, from peasant to god.