Character Creation: Difference between revisions

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[[Category:Epic Path]]
[[Category:Epic Path]]
<div style="clear:right; float:right; padding-left:0.5em; padding-top:0.5em">__TOC__</div>
<div style="clear:right; float:right; font-size:85%; padding-left:0.5em; padding-top:0.5em">__TOC__</div>
Here are a few different versions of the Epic Path character sheet:
* [[:File:EP_Character_Sheet_Print_Only_v1.pdf|Print and Play]] {{Smaller|(PDF)}} &mdash; Use this one if you want to play at the table without having to stare at a computer the whole time. 


Here is a quick outline of the character creation process:
* [https://drive.google.com/open?id=1FYBSSJZIVVYFumTmVFFEXYeZWjk9dtVrYK_XdJkgjRI Sharable Spreadsheet] {{Smaller|(Google)}} &mdash; Make a copy of this one for yourself (so you can edit; it's read-only), and share it with your GM and friends. Access it from any computer.
 
:* If you intend to play a spellcaster, you will want to make multiple copies of the "Spellbook" page (or tab, if a spreadsheet) before you start.  Epic Path spells go to 17th level, potentially, so make up to 5 copies of the page, if you think your campaign might go on that long.
 
:* If you intend to play a character who carries more than two weapons, you will want to make additional copies of the "Weapons & To-Hit" page (or tab, if a spreadsheet).
 
: Making copies of these pages before you start filling in data can save you a lot of pain in the future.  Do it now!
 
Don't be intimidated by how many pages the character sheet has.  You'll mostly be using the first two pages during the game.  The remaining pages are worksheets you can use to ensure you are calculating everything correctly, to track your progress after each game session, help you level up, or to just generally flesh out your character's details.
 
= Making a New Character =
Now that you have a character sheet, it's time to create a character.  The goal here isn't just to get all those boxes filled in, but to try to make someone memorable and fun to play.  Even if your game is nothing but hack and slash, having a character who is known for snappy comebacks, or who is always drunk at the worst possible times (where does he even get booze in a dungeon?), you and your friends will enjoy yourselves all the more for it. 
 
Try new things. Take risks. Have fun.


==Choose a Name==
==Choose a Name==
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:; Favored Class
:; Favored Class
: Each character begins play with a single favored class of his choosing.  Typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Prestige classes (see Prestige Classes) can never be a favored class.
: Each character begins play with a single favored class of his choosing.  Typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level.  
 
: Additional race- or class-specific favored class bonuses are '''not''' available, and may not be selected at level-up. After the classes were rebuilt the need for the favored classes bonuses are greatly reduced, and including them makes maintaining balance much more difficult. Players must suffer through the stifling choice between an extra hit point or an extra skill point if they level up in their favored class.
 
:; Multiclassing and Prestige Classes
: Because play-testing and class balancing is still ongoing, multi-classing is not allowed at this time.  Much work was expended to make all the classes balanced and interesting to play at all levels.  Allowing multi-classing makes balance much harder to maintain.  Every referee may, of course, allow whatever they wish.  If multi-classing IS ruled to be acceptable, it is strongly recommended that players be required to take a minimum of five levels in any selected class.  You Have Been Warned.


===Available Character Classes===
:{| class="ep-default" style="text-align:center"  
:{| class="ep-default" style="text-align:center"  
|-  
|-  
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| align="left" | [[Alchemist]] || Damage || Support || INT, DEX or STR || Moderate || Moderate  
| align="left" | [[Alchemist]] || Damage || Support || INT, DEX or STR || Moderate || Moderate  
|-
|-
| align="left" | [[Barbarian]] || Damage || Tank || CON, STR || Moderate || Simple
| align="left" | [[Barbarian]] || Damage || Tank || CON, STR || Moderate || Moderate
|-
|-
| align="left" | [[Bard]] || Support || Healing || CHA, DEX || Moderate || Complex
| align="left" | [[Bard]] || Support || Healing || CHA, DEX || Moderate || Complex
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|-
|-
| align="left" | [[Paladin]] || Damage || Tank, Healer || CHA, STR || Moderate || Simple  
| align="left" | [[Paladin]] || Damage || Tank, Healer || CHA, STR || Moderate || Simple  
|-
| align="left" | [[Partisan]] || Tank || Support || WIS, CON, STR || Simple || Moderate
|-
|-
| align="left" | [[Prowler]] || Damage || Support || STR, DEX || Simple || Moderate
| align="left" | [[Prowler]] || Damage || Support || STR, DEX || Simple || Moderate
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| align="left" | [[Wizard]] || Support || Damage || INT, DEX || Complex || Complex
| align="left" | [[Wizard]] || Support || Damage || INT, DEX || Complex || Complex
|}
|}
{{:Changing Classes}}


==Choose a Race==
==Choose a Race==
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Each stat may only be modified once, either positively or negatively, by the bonuses in the racial stat arrays.  Some referees may choose to use only the 'standard' racial stat bonus array in their campaigns in order to simplify character creation.
Each stat may only be modified once, either positively or negatively, by the bonuses in the racial stat arrays.  Some referees may choose to use only the 'standard' racial stat bonus array in their campaigns in order to simplify character creation.


===Racial Traits===
Each race begins with one or two traits that are standard to the race, as well as a list of major and minor traits available.  At character creation, the player chooses one major racial trait and one minor racial trait when selecting their race.  Once selected, these benefits may not be changed.
Each race begins with one or two traits that are standard to the race, as well as a list of major and minor traits available.  At character creation, the player chooses one major racial trait and one minor racial trait when selecting their race.  Once selected, these benefits may not be changed.


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:{| class="ep-default" style="text-align:center" width="95%"
:{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
|-  
! Stat || width="7.5%" | 7 || width="7.5%" | 8 || width="7.5%" | 9 || width="7.5%" | 10 || width="7.5%" | 11 || width="7.5%" | 12 || width="7.5%" | 13 || width="7.5%" | 14 || width="7.5%" | 15 || width="7.5%" | 16 || width="7.5%" | 17 || width="7.5%" | 18  
! Stat || width="7.5%" | 7 || width="7.5%" | 8 || width="7.5%" | 9 || width="7.5%" | 10 || width="7.5%" | 11 || width="7.5%" | 12 || width="7.5%" | 13 || width="7.5%" | 14 || width="7.5%" | 15 || width="7.5%" | 16 || width="7.5%" | 17 || width="7.5%" | 18  
|-
|-
! style="Background:#DEB887;" | Cost  
! Cost  
| -4 || -2 || -1 || 0 || 1 || 2 || 3 || 5 || 7 || 10 || 13 || 17  
| -4 || -2 || -1 || 0 || 1 || 2 || 3 || 5 || 7 || 10 || 13 || 17  
|}
|}
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:{| class="ep-default" style="text-align:center" width="95%"
:{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
|-  
! Stat || width="7.5%" | 0-1 || width="7.5%" | 2-3 || width="7.5%" | 4-5 || width="7.5%" | 6-7 || width="7.5%" | 8-9 || width="7.5%" | 10-11 || width="7.5%" | 12-13 || width="7.5%" | 14-15 || width="7.5%" | 16-17 || width="7.5%" | 18-19 || width="7.5%" | 20-21 || width="7.5%" | 22-23  
! Stat || width="7.5%" | 0-1 || width="7.5%" | 2-3 || width="7.5%" | 4-5 || width="7.5%" | 6-7 || width="7.5%" | 8-9 || width="7.5%" | 10-11 || width="7.5%" | 12-13 || width="7.5%" | 14-15 || width="7.5%" | 16-17 || width="7.5%" | 18-19 || width="7.5%" | 20-21 || width="7.5%" | 22-23  
|-
|-
! style="Background:#DEB887;" | Modifier
! Modifier
| -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5 || +6
| -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5 || +6
|}
|}
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== Starting Languages ==
== Starting Languages ==
All player characters can speak, read, and write the Common language at "native" familiarity, regardless of the race chosen, or their intelligence score. Some races provide an additional language to starting characters, regardless of their intelligence score.  Characters with secondary languages from their race can speak, read and write these languages at "native" familiarity as well.
All player characters can speak, read, and write the Common language at [[Linguistics#Native|native]] familiarity, regardless of the race chosen, or their intelligence score. Some races provide an additional language to starting characters, regardless of their intelligence score.  Characters with secondary languages from their race can speak, read and write these languages at [[Linguistics#Native|native]] familiarity as well.


In addition to the starting language(s), however, characters with a positive Intelligence modifier gain one bonus language per +1 of their modifier.  That is, a character with a 14 intelligence (which grants a +2 INT modifier) would learn 2 bonus languages.  These bonus languages are selected from the list of bonus languages available to their chosen character race.  Bonus languages are always learned at the "fluent" level of familiarity.
In addition to the starting language(s), characters with a positive Intelligence modifier gain one bonus language per +1 of their modifier.  That is, a character with a 14 intelligence (which grants a +2 INT modifier) would learn 2 bonus languages.  These bonus languages are selected from the list of bonus languages available to their chosen character race.  Bonus languages are always learned at the [[Linguistics#Fluent|fluent]] level of familiarity.


If a character improves their Intelligence through a permanent source (such as a magic item, a manual, or through level advancement), sufficient to increase their INT modifier, they gain an additional bonus language, chosen from the same list of their chosen race.  If a character's INT modifier increases to the point where they could gain more bonus languages than those offered by their race, they no longer gain bonus languages for increasing their Intelligence (though they still gain additional skill ranks each level; see below).
If a character improves their Intelligence through a permanent source (such as a magic item, a manual, or through level advancement), sufficient to increase their INT modifier, they gain an additional bonus language, chosen from the same list of their chosen race.  If a character's INT modifier increases to the point where they could gain more bonus languages than those offered by their race, they no longer gain bonus languages for increasing their Intelligence (though they still gain additional skill ranks each level; see below).
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==Choose Feats==
==Choose Feats==
Determine how many feats your character receives, based on his class and level, and select them from those listed in the [[Master Feats List]].
Determine how many feats your character receives, based on his class and level, and select them from those listed in the [[Feats]] page.


* All 1st level characters begin with 1 feat, and one additional feat at every odd level (e.g. 3rd, 5th, 7th, etc.).
* All 1st level characters begin with 1 feat, and one additional feat at every odd level (e.g. 3rd, 5th, 7th, etc.).
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The armor or other protective devices you purchase may affect your starting Armor Class (AC), so once you have purchased armor or other protective devices you can determine your Armor Class (AC).
The armor or other protective devices you purchase may affect your starting Armor Class (AC), so once you have purchased armor or other protective devices you can determine your Armor Class (AC).


Normal equipment may be purchased, but masterwork items and magic items are not available. At the GM's discretion, minor alchemical items (e.g. Alchemist's Fire or Tanglefoot bags) and minor potions (e.g. Cure Light Wounds) may be available.
Typically, magic items are not available for purchase at character creation. However, at the GM's discretion (and depending upon the campaign setting), some [[Lay Magic]] items, [[Alchemical Creations]] (e.g. Alchemist's Fire or Tanglefoot bags) and [[Consumables|potions]] (e.g. Cure Light Wounds) may be available. Campaigns in which magic is rare, or heavily controlled, should not allow such items to be purchased at character creation.
 




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:* [[Weapons]]
:* [[Weapons]]
:* [[Armor and Shields]]
:* [[Armor and Shields]]
:* [[Equipment, Goods and Services]]
:* [[Equipment]]


==Determine Armor Class Values==
==Determine Armor Class Values==
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<div style="padding-top:1em; padding-bottom:1em;">
<div style="padding-top:1em; padding-bottom:1em;">
::{| style="border: 1px solid; padding: 0.5em 2em 0.5em 2em;"
::{| style="border: 1px solid; padding: 0.5em 2em 0.5em 2em; text-align:left"
! style="color:#7B68EE;" | 10 + Armor bonus + Deflection bonus + Dexterity modifier + Dodge bonus + Enhancement bonus + Martial bonus + Natural Armor bonus + Shield bonus + Size Modifier
! style="color:#7B68EE;" | 10 + Armor bonus + Dexterity modifier + Natural Armor bonus + Shield bonus + Size Modifier + other modifiers (Armor Enhancement bonus + Deflection bonus + Dodge bonus + Martial bonus + Natural Armor Enhancement bonus + Shield Enhancement bonus)
|}
|}
</div>
</div>


:* '''Max Dex Bonus:''' Most armor limits the maximum amount of your Dexterity bonus that you can apply to your AC (see Table: Armor and Shields).  If your dexterity modifier is greater than the max dex value for your armor or shield, you may only add up to the maximum value listed for your armor to your armor class.
:* '''Max Dex Bonus:''' Most armor limits the maximum amount of your Dexterity bonus that you can apply to your AC (see Table: Armor and Shields).  If your dexterity modifier is greater than the max dex value for your armor or shield, you may only add up to the maximum value listed for your armor to your armor class.
:* '''Natural Armor:''' A [[natural armor bonus]] improves armor class resulting from a creatures naturally tough hide. [[Natural armor bonus]]es stack with all other bonuses to armor class (even with armor bonuses) except other [[natural armor bonus]]es. Some magical effects (such as the [[Barkskin (Spell)]]) grant an [[enhancement bonus]] to the creatures existing [[natural armor bonus]], which has the effect of increasing the natural armors overall bonus to armor class. A [[natural armor bonus]] doesnt apply against touch attacks.


:; Touch Armor Class
:; Touch Armor Class
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<div style="padding-top:1em; padding-bottom:1em;">
<div style="padding-top:1em; padding-bottom:1em;">
::{| style="border: 1px solid; padding: 0.5em 2em 0.5em 2em;"
::{| style="border: 1px solid; padding: 0.5em 2em 0.5em 2em; text-align:left"
! style="color:#7B68EE;" | 10 + Deflection bonus + Dexterity modifier + Dodge bonus + Enhancement bonus (but not base Armor) + Shield Enhancement bonus (but not base Shield) + Size Modifier
! style="color:#7B68EE;" | 10 + Dexterity modifier + Size Modifier + other modifiers (Armor Enhancement bonus + Deflection bonus + Dodge bonus + Natural Armor Enhancement bonus + Shield Enhancement bonus)
|}
|}
</div>
</div>
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<div style="padding-top:1em; padding-bottom:1em;">
<div style="padding-top:1em; padding-bottom:1em;">
::{| style="border: 1px solid; padding: 0.5em 2em 0.5em 2em;"
::{| style="border: 1px solid; padding: 0.5em 2em 0.5em 2em; text-align:left"
! style="color:#7B68EE;" | 10 + Deflection bonus + Enhancement bonus + Martial bonus + Natural Armor bonus + Shield bonus + Size Modifier
! style="color:#7B68EE;" | 10 + Armor bonus + Natural Armor bonus + Shield bonus + Size Modifier + other modifiers (Armor Enhancement bonus + Deflection bonus + Martial bonus + Natural Armor Enhancement bonus + Shield Enhancement bonus)
|}
|}
</div>
</div>
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| align="left" | Armor Bonus
| align="left" | Armor Bonus
| Yes || Yes || - || - || align="left" | An armor bonus to AC comes from the physical armor you are wearing.  It can be enchanted to grant additional AC via an Armor Enhancement bonus (see below).  If you have multiple items providing an Armor bonus to AC, only the highest Armor bonus applies (i.e. you can't wear two sets of armor).
| Yes || Yes || - || - || align="left" | An armor bonus to AC comes from the physical armor you are wearing.  It can be enchanted to grant additional AC via an Armor Enhancement bonus (see below).  If you have multiple items providing an Armor bonus to AC, only the highest Armor bonus applies (i.e. you can't wear two sets of armor).
|-
| align="left" | Armor Enhancement Bonus
| Yes || Yes || Yes || - || align="left" | Armor which has been magically enchanted (e.g. +2 leather armor) adds its enhancement bonus to the AC of the wearer. If you have multiple items providing an Armor Enhancement bonus to AC, only the highest Armor Enhancement bonus applies.
|-  
|-  
| align="left" | Dex Modifier
| align="left" | Dex Modifier
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| align="left" | Dodge Bonus
| align="left" | Dodge Bonus
| Yes || - || Yes || Yes || align="left" | Dodge bonuses represent actively avoiding blows. Any situation (such as being surprised or being flat-footed) that denies you your Dexterity bonus also denies you dodge bonuses. Unlike all other bonuses to AC, if you have multiple items providing a Dodge bonus to AC, they stack with each other.
| Yes || - || Yes || Yes || align="left" | Dodge bonuses represent actively avoiding blows. Any situation (such as being surprised or being flat-footed) that denies you your Dexterity bonus also denies you dodge bonuses. Unlike all other bonuses to AC, if you have multiple items providing a Dodge bonus to AC, they stack with each other.
|-
| align="left" | Enhancement Bonus
| Yes || Yes || Yes || - || align="left" | Armor which has been magically enchanted (e.g. +2 leather armor) adds its enhancement bonus to the AC of the wearer. If you have multiple items providing an Armor Enhancement bonus to AC, only the highest Armor Enhancement bonus applies.
|-  
|-  
| align="left" | Martial Bonus
| align="left" | Martial Bonus
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|-  
|-  
| align="left" | Natural Armor Bonus
| align="left" | Natural Armor Bonus
| Yes || Yes || - || - || align="left" | If your race has a tough hide, scales, or thick skin you receive a natural armor bonus to your AC. If you have multiple effects providing a Natural Armor bonus to AC, only the highest Natural Armor bonus applies.  A creature without natural armor has an effective Natural armor bonus of +0.
| Yes || Yes || - || - || align="left" | A natural armor bonus improves armor class resulting from a tough hide
|-
| align="left" | Natural Armor Enhancement Bonus
, which has the effect of increasing the natural bonus to armor class. If you have multiple effects providing a Natural Armor bonus to AC, only the highest Natural Armor bonus applies.
|-  
|-  
| align="left" | Shield Bonus
| align="left" | Shield Bonus
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{{:Maneuver Offense}}
{{:Maneuver Offense}}
{{:Maneuver Damage}}


{{:Maneuver Defense}}
{{:Maneuver Defense}}


{{:Concentration Check}}
{{:Caster Check}}
 
{{:Caster Level Check}}

Revision as of 17:37, 18 August 2018