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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:{| class="ep-default" style="text-align:left" width="75%"
:{| class="ep-default" style="text-align:left" width="75%"
|-  
|-  
! width="15%" align="center" | Core Race ||  width="15%" align="center" | Size ||  width="15%" align="center" | Base Speed || Notes
! width="15%" align="center" | Exotic Race ||  width="15%" align="center" | Size ||  width="15%" align="center" | Base Speed || Notes
|-
|-
| [[Arborian]]
| [[Arborian]]
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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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==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 [[Crafting_Consumable_Magic_Items#Creating_Potions|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==
Determine your character's Armor Class, Touch AC and Flat-Footed AC.  At character creation, this step is fairly straightforward, but as you accumulate magic items, it can grow more complex to keep track of which bonus affects which type of armor class.  All of the different bonus types which affect armor class are listed below for your reference.
Determine your character's Armor Class, and Touch AC.  At character creation, this step is fairly straightforward, but as you accumulate magic items, it can grow more complex to keep track of which bonus affects which type of armor class.  All of the different bonus types which affect armor class are listed below for your reference.


:; Armor Class
:; 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 + 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)
! 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)
|}
|}
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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 + Dexterity modifier + Size Modifier + other modifiers (Armor Enhancement bonus + Deflection bonus + Dodge bonus + Natural Armor Enhancement bonus + Shield Enhancement bonus)
! 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>
:; Flat-Footed Armor Class
: Sometimes you can't use your Dexterity bonus (if you have one) when defending yourself. If you can't react to a blow, you can't use your Dexterity bonus to AC. This is tracked with the Flat-Footed AC value.  If you don't have a Dexterity bonus, your AC does not change.
<div style="padding-top:1em; padding-bottom:1em;">
::{| style="border: 1px solid; padding: 0.5em 2em 0.5em 2em;"
! 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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:{| class="ep-default" style="text-align:center; height:100px;" width="95%"
:{| class="ep-default" style="text-align:center; height:100px;" width="95%"
|-  
|-  
! align="left" width="10%" | Bonus || width="5%" | AC? || width="5%" | Flat-Footed AC? || width="5%" | Touch AC? || width="5%" | Stacks With Itself? || Notes
! align="left" width="10%" | Bonus || width="5%" | AC? || width="5%" | Touch AC? || width="5%" | Stacks With Itself? || Notes
|-  
|-  
| 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 || - || - || 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
| 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.
| 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
| Yes || - || Yes || - || align="left" | Your dexterity modifier adds to your AC to represent your ability to actively avoid attacks.  If you are surprised, or have not yet acted in the round, you may not apply your Dexterity modifier to your AC. Furthermore, most armor limits the maximum Dexterity modifier you may apply to your AC while wearing that armor.  If your Dexterity modifier is greater than the Max Dex listed for the armor you are wearing, you may only add up to the Max Dex number to your AC.  The additional benefit from your high dexterity is lost unless you remove the armor (or purchase a masterwork or mithril version of the armor, which raises the Max Dex of the armor). It is not possible to have more than one source for your Dexterity modifier. Even if you somehow could, you could only use the highest value.
| Yes || Yes || - || align="left" | Your dexterity modifier adds to your AC to represent your ability to actively avoid attacks.  If you are surprised, or have not yet acted in the round, you may not apply your Dexterity modifier to your AC. Furthermore, most armor limits the maximum Dexterity modifier you may apply to your AC while wearing that armor.  If your Dexterity modifier is greater than the Max Dex listed for the armor you are wearing, you may only add up to the Max Dex number to your AC.  The additional benefit from your high dexterity is lost unless you remove the armor (or purchase a masterwork or mithril version of the armor, which raises the Max Dex of the armor). It is not possible to have more than one source for your Dexterity modifier. Even if you somehow could, you could only use the highest value.
|-  
|-  
| align="left" | Deflection Bonus
| align="left" | Deflection Bonus
| Yes || Yes || Yes || - || align="left" | Magical deflection effects ward off attacks and improve your AC.  If you have multiple items providing a Deflection bonus to AC, only the highest Deflection bonus applies.
| Yes || Yes || - || align="left" | Magical deflection effects ward off attacks and improve your AC.  If you have multiple items providing a Deflection bonus to AC, only the highest Deflection bonus applies.
|-  
|-  
| 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. Unlike all other bonuses to AC, if you have multiple items providing a Dodge bonus to AC, they stack with each other.
|-  
|-  
| align="left" | Martial Bonus
| align="left" | Martial Bonus
| Yes || Yes || - || - || align="left" | Warlords can grant a martial bonus to AC to adjacent characters using their Hold the Line stance.  This represents the tactical direction and positioning provided by the warlord's leadership.  If you have multiple effects providing a Martial bonus to AC, only the highest Martial bonus applies.
| Yes || - || - || align="left" | Warlords can grant a martial bonus to AC to adjacent characters using their Hold the Line stance.  This represents the tactical direction and positioning provided by the warlord's leadership.  If you have multiple effects providing a Martial bonus to AC, only the highest Martial bonus applies.
|-  
|-  
| align="left" | Natural Armor Bonus
| align="left" | Natural Armor Bonus
| Yes || Yes || - || - || align="left" | A [[natural armor bonus]] [[Natural armor bonus]]es stack with all other bonuses to armor class (even with armor bonuses) except other [[natural armor bonus]]es. A [[natural armor bonus]]
bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses
|-  
|-  
| align="left" | Natural Armor Enhancement Bonus
| align="left" | Natural Armor Enhancement Bonus
| Yes || Yes || Yes || - || align="left" | Some magical effects (such as the [[Barkskin (Spell)]]) grant an [[enhancement bonus]] [[natural armor bonus]]
| Yes || Yes || - || align="left" | Some magical effects (typically magic items
|-  
|-  
| align="left" | Shield Bonus
| align="left" | Shield Bonus
| Yes || Yes || - || - || align="left" | A shield bonus to AC comes from the physical shield you are wearing.  If you have multiple items or effects providing a Shield bonus to AC, only the highest Shield bonus applies (i.e. you can't wear two shields at once).
| Yes || - || - || align="left" | A shield bonus to AC comes from the physical shield you are wearing.  If you have multiple items or effects providing a Shield bonus to AC, only the highest Shield bonus applies (i.e. you can't wear two shields at once).
|-  
|-  
| align="left" | Shield Enhancement Bonus
| align="left" | Shield Enhancement Bonus
| Yes || Yes || Yes || - || align="left" | A shield which has been magically enchanted (e.g. a +2 heavy shield) adds its enhancement bonus to the AC of the shield's wearer.  If you have multiple items or effects providing a Shield Enhancement bonus to AC, only the highest Shield Enhancement bonus applies.
| Yes || Yes || - || align="left" | A shield which has been magically enchanted (e.g. a +2 heavy shield) adds its enhancement bonus to the AC of the shield's wearer.  If you have multiple items or effects providing a Shield Enhancement bonus to AC, only the highest Shield Enhancement bonus applies.
|-  
|-  
| align="left" | [[Size Modifier]]
| align="left" | [[Size Modifier]]
| Yes || Yes || - || - || align="left" | You receive a bonus or penalty to your AC based on your size.  Size modifiers are not lost when you are flat footed, and also apply to touch AC.  It is not possible to have more than one source for your Size modifier. Even if you somehow could, you could only use the highest value.
| Yes || - || - || align="left" | You receive a bonus or penalty to your AC based on your size.  Size modifiers also apply to touch AC.  It is not possible to have more than one source for your Size modifier. Even if you somehow could, you could only use the highest value.
|}
|}


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{{:Maneuver Offense}}
{{:Maneuver Offense}}
{{:Maneuver Damage}}


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


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

Revision as of 12:50, 6 June 2019