Epic Path: Difference between revisions
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== Weapons, Armor and Equipment == | == Weapons, Armor and Equipment == | ||
* [[ | * [[Weapons]] | ||
* | ** [[Unarmed and Light Melee Weapons]] | ||
* [[Unarmed and Light Melee Weapons]] | ** [[1-Hand Melee Weapons]] | ||
* [[1-Hand Melee Weapons]] | ** [[2-Hand Melee Weapons]] | ||
* [[2-Hand Melee Weapons]] | ** [[Ranged and Thrown Weapons]] - and ammo | ||
* [[Ranged and Thrown Weapons]] - and ammo | |||
* [[Armor and Shields]] | * [[Armor and Shields]] | ||
* [[Equipment]] | * [[Equipment]] | ||
** [[New Rules for Weapons]] | |||
** [[Weapon Properties]] | |||
Revision as of 16:54, 19 July 2014
Introduction
Character Creation
Skills
Feats
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.
- Human - Replaces the Human writeup in the core Pathfinder rules.
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.
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
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