Epic Path
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Introduction
Character Creation
Skills
The Diplomacy, Linguistics and Stealth skills have been updated for Epic Path. Other skills are listed here for reference.
Feats
Races
All core races and most "other" races are permitted in Epic Path. GM approval is required before selecting any of the non-standard races, or any alternative racial traits.
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.
The base Human race has been modified for Epic Path. This write-up replaces the Human race listing on d20pfsrd.
- Human - Humans are the dominant race, and have been tweaked to be more competitive with the other races.
Classes
- Alchemist: Fairly complex to design, fairly complex to play. Alchemists have a huge array of abilities, and you have to choose where to spend your resources.
- Barbarian: Modestly complex to design, stone-simple to play.
- Bard: Simple to design, complex to play.
- Brawler: Intentionally designed as a simple class to play, but a challenging class to play well.
- Cleric: Fairly simple to design, but complex to play, like all casters, and has a much stronger melee focus as well.
- Druid: Can be very complex to design and very complex to play.
- Fighter: By far the most complex melee class to design and quite challenging to play, but can accommodate almost any play-style.
- Monk: A simple class to design, there's very little beyond feats and skills to pick out.
- Paladin: Fairly simple to play and run, and can even serve as a capable backup healer.
- Prowler: Fairly simple to design, but challenging to play.
- Ranger: Moderately complex to design, but easy to play.
- Rogue: Complex to design, and moderately challenging to play.
- Sorcerer: Modestly complex to design, but challenging to play. Resource rationing is key.
- Warlord: Simple to design and simple to play, though nuanced play is rewarded.
- Wizard: Moderately complex to design, but very challenging to play. Anticipating and preparing the right spells is tough.
New and Modified Spells
Weapons, Armor and Equipment
- Unarmed and Light Melee Weapons
- 1-Hand Melee Weapons
- 2-Hand Melee Weapons
- Ranged and Thrown Weapons - and ammo
- Armor and Shields
- Equipment
Combat
- Types of Actions
- Types of Movement
- Types of Damage
- Combat Manuevers
- Types of Senses
- Injury, Death and Dying
- Status Conditions
Magic Items
Bestiary
Campaign Settings
- Fane - Reese's Monday Night Game
- The Windward Marches - Todd's Monday Night Game
- The Golden Portal - Todd's Sunday Game
To Do
Things That Still Need More Development