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* [[Arrakanza (Epic Path)|Arrakanza]] - A race of savage nomads living in the grass sea, known for their speed and fondness for pain.
* [[Arrakanza (Epic Path)|Arrakanza]] - A race of savage nomads living in the grass sea, known for their speed and fondness for pain.
* [[Fane Dar (Epic Path)|Fane Dar]] - Humans whose ancestors commingled with Spirits (think Princess Mononoke), powerfully strong, with a matriarchal society.
* [[Fane Dar (Epic Path)|Fane Dar]] - Humans whose ancestors commingled with Spirits (think Princess Mononoke), powerfully strong, with a matriarchal society.
* [[Vanx (Epic Path)|Vanx]] - River dwelling sentient lizards, the Vanx are the most common non-humanoid race.  
* [[Vanx (Epic Path)|Vanx]] - River dwelling sentient lizards, the Vanx are the most common non-humanoid race in the Celegian Empire.  
* [[Human (Epic Path)|Human]] - Replaces the Human writeup in the core Pathfinder rules.
* [[Human (Epic Path)|Human]] - Replaces the Human writeup in the core Pathfinder rules.




== Classes ==
== 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.
* [[Alchemist]]
** [[ Alchemist Discoveries ]]
** [[ Alchemist Discoveries ]]
* [[Barbarian]]: Modestly complex to design, stone-simple to play.
* [[Barbarian]]
** [[ Barbarian Rage Powers ]]
** [[ Barbarian Rage Powers ]]
* [[Bard]]: Simple to design, complex to play.
* [[Bard]]
* [[Brawler]]: Intentionally designed as a simple class to play, but a challenging class to play well.
* [[Brawler]]
* [[Cleric]]: Fairly simple to design, but complex to play, like all casters, and has a much stronger melee focus as well.
* [[Cleric]]
* [[Druid]]: Can be very complex to design and very complex to play.
* [[Druid]]
* [[Fighter]]: By far the most complex melee class to design and quite challenging to play, but can accommodate almost any play-style.
* [[Fighter]]
** [[ Fighter Tactics ]]
** [[ Fighter Tactics ]]
* [[Monk]]: A simple class to design, there's very little beyond feats and skills to pick out.
* [[Monk]]
* [[Paladin]]: Fairly simple to play and run, and can even serve as a capable backup healer.
* [[Paladin]]
* [[Prowler]]: Fairly simple to design, but challenging to play.
* [[Prowler]]
* [[Ranger]]: Moderately complex to design, but easy to play.
* [[Ranger]]
* [[Rogue]]: Complex to design, and moderately challenging to play.
* [[Rogue]]
** [[ Rogue Talents ]]
** [[ Rogue Talents ]]
* [[Sorcerer]]: Modestly complex to design, but challenging to play. Resource rationing is key.
* [[Sorcerer]]
* [[Warlord]]: Simple to design and simple to play, though nuanced play is rewarded.
* [[Warlord]]
* [[Wizard]]: Moderately complex to design, but very challenging to play. Anticipating and preparing the right spells is tough.
* [[Wizard]]





Revision as of 14:07, 31 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 in the Celegian Empire.
  • Human - Replaces the Human writeup in the core Pathfinder rules.


Classes


Spells


Weapons, Armor and Equipment


Magic Items


Combat


Bestiary


Campaign Settings


To Do

Things That Still Need More Development


Statistical Nerdery