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A modified Pathfinder campaign, set in the iron city of Fane.
A modified Pathfinder campaign, set in the iron city of Fane.


== [[Core Rules|Core Rules and New Rules]] ==
== Core Rules and New Rules ==
(moved to the [[Core Rules]] page).
* [[Core Rules]]


[[ Money and Merchants ]]
* [[ Money and Merchants ]]


* [[Heroic Feats]]


== Classes ==
* [[New Feats]]


All classes are complete and playable from level one to level 35+.  Yes, we're serious.


All fifteen classes below have been run through a mathematical model to assure they fall into the desired performance band.  All of them do great, and none of them will completely overshadow any of the others.
== Classes ==
 
Not all classes were ported over, but some elements from the un-ported classes were (selectively) rolled into our classes. For example, the Alchemist's mutagen form is similar to the Summoner's Eidolon, except they're more like a single player character now, instead of a full-party equivalentA lot of the core functionality of the Cavalier was integrated into the Warlord.  Witches, inquisitors and oracles are all mechanically similar to many existing classes, with a lot of role-playing flavor thrown on top. We recommend playing a druid, cleric or sorcerer (etc.) and role-playing them with suitably appropriate quirks. Gunslingers don't really fit the swords and sorcery meme very well, in our opinion. If you need to see what happens when you introduce guns to a medieval fantasy setting, go watch Kurosawa's Seven Samurai. (Spoiler: It doesn't end well for the sword-swingers.)
No, not all classes were ported over. We're not out to sell anybody any 'splat books', we just want a great game.  Instead, we judiciously integrated and expanded roles, so the fifteen classes below should offer at a minimum as many play options as all the classes out there.   
 
Some examples: The core functionality of the Summoner was rolled into the Alchemist, which is a cooler class in our humble opinion.  We didn't find the Oracle to be different enough from a Cleric to justify.  The core functionality of the Cavalier was integrated into the Warlord.  Inquisitors are pretty interesting but we found them to be a bit derivative. Many classes (especially the new Ranger, Bard, or Prowler) could play as an Inquisitor just fine. Witches are pretty darn interesting, but the 'hex' class feature just wasn't enough to differentiate them from a creepy Druid, Bard, or Sorcerer. Etc, etc.


If you disagree with any of these assessments, well, that's perfectly your right.  But we think almost everyone will find something to love in these classes. Take a look!
Anyway, there should be something here for everyone. If you just can't live without some particular class, talk to your GM.




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* [[ Exotic Ranged Weapons ]] - And ammo listings.
* [[ Exotic Ranged Weapons ]] - And ammo listings.
* [[ Exotic Armor and Shields ]]
* [[ Exotic Armor and Shields ]]
== [[ Heroic Feats ]] ==
(moved to the [[Heroic Feats]] of Heroic Heroism page.)
This is the comprehensive list of all feats available pre-epic.
== New Feats ==
(Moved to the [[New Feats]] page.)
== Epic Feats ==
(Moved to the [[Epic Feats]] page.)




== New Epic Rules ==
== New Epic Rules ==
; [[ Bonus Spell Slots ]]
* [[ Bonus Spell Slots ]] - For high ability scores. Really high, in fact.
For high ability scores. Really high, in fact.
 


* [[Epic Feats]]




== Statistical Nerdery ==
== Statistical Nerdery ==
These are some tables I've been using for reference when tweaking the character classes.  
These are some tables I've been using for reference when tweaking the character classes.  




=== [[Monster Stat Comparison]] ===
=== [[Monster Stat Comparison]] ===
The monster analysis was created by selecting five relatively random monsters from each CR and averaging the resulting numbers. In some cases, I avoided monsters which relied on special attacks or spells for their primary damage.  I also avoided swarms, since they autohit and have lower damage. As you can see, I'll almost certainly need to do a bit of tweaking to monsters to make them more interesting to fight, given the class changes (primarily more HPs, but I'll also be reviewing damage. AC will remain unchanged, I expect.)
The monster analysis was created by selecting five relatively random monsters from each CR and averaging the resulting numbers. In some cases, I avoided monsters which relied on special attacks or spells for their primary damage.  I also avoided swarms, since they autohit and have lower damage. As you can see, I'll almost certainly need to do a bit of tweaking to monsters to make them more interesting to fight, given the class changes (primarily more HPs, but I'll also be reviewing damage. AC will remain unchanged, I expect.)




=== [[Gear Estimations By Level]] ===
=== [[Gear Estimations By Level]] ===
 
This is a broad estimate of the bonuses the various classes would get from gear, broken out by level, and loosely based on the wealth-by-level table in Pathfinder. This is by no means meant to represent anyone's real gear, just a general baseline for how big the to-hit, damage and AC bonuses get as PC's level up.
 
This is a broad estimate of the bonuses the various classes would get from gear, broken out by level, and loosely based on the wealth-by-level table in Pathfinder. This is by no means meant to represent anyone's real gear, or suggest that I would ever actually allow you guys to get decent gear. Seriously, why would I do that?
 
 




=== PC Class Damage Comparison ===
=== PC Class Damage Comparison ===
I've got a giant Excel spreadsheet with all of the classes worked out to level 20, showing how much damage they do based on average gear, and a reasonable feat build-out. If anyone wants to see it, I can throw it up onto a server somewhere for people to download.


In general, non-caster classes have been boosted a LOT over RAW Pathfinder, though they're still doing about 1/3rd the damage of a pure caster class, presuming the caster has spells to burn. This is up from about 10:1 in RAW Pathfinder. The general attitude has been to buff weak classes rather than nerf strong classes. The only nerfs that have occurred in the above classes are:
- Limiting smite to no more than 4 attacks per round (at high levels), and removing smite's AC boost. (We did, however, give Paladins more uses of smite, and it affects pretty much anything now, instead of just evil things.)
- Removing all occurrences of Pounce or Pounce-like abilities
- Removing all versions and variants of the Vital Strike feat
- Removed a bunch of the extra super bonus attacks that ranged weapons got, since they replicated Pounce (full attacks every round without wasting actions on moving), which skewed damage way too high. Bows are competitive with melee, but melee is slightly better, to make up for the fact that melee folks get hit a lot more.


The character class damage analysis uses a straightforward stat array for base numbers, a common weapon the class would use, and no feats. A flat bonus to attack and damage was given at higher levels to account for magic items. While I fully expect these numbers to increase due to feats, I was more focused on leveling the playing field, and assume that feat bloat will be a comparative wash across the classes.
In all of these cases, the nerfs were a direct result of giving all weapons more dice at 8th and 15th levels. This allowed us to balance all the weapon classes (as opposed to pure caster classes) without having to worry about some of the extreme burst damage possible from abilities like the Barbarian's pounce attack from the Bestial Rage path. Under RAW Pathfinder, Barbarians were the kings of damage. Under these house rules, melee rogues are the kings (since they have the crappiest defenses of all the weapon classes).  
 
As you can see, the caster classes have a clear damage advantage (in core PF rules, it's about 10:1), however, I felt that, to really achieve balance between melee and spell damage, I'd need to rewrite the whole game. Instead, I basically tripled melee damage so the ratio is closer to 3:1.
 


Again, if anyone wants to see the numerical basis for all the changes, I can make that available.




=== [[ Monster Roles ]] ===
=== [[ Monster Roles ]] ===
Monsters need a little class, too, and these roles should give you a good idea of just how much more powerful the base classes are, after all our tweaking. Roles are generic sets of abilities that are applied AFTER templates, and stack WITH templates.  These guys will keep the players wishing they had even more dice than the 30d6 the rogue rolls on his first sneak attack of the fight.
Monsters need a little class, too, and these roles should give you a good idea of just how much more powerful the base classes are, after all our tweaking. Roles are generic sets of abilities that are applied AFTER templates, and stack WITH templates.  These guys will keep the players wishing they had even more dice than the 30d6 the rogue rolls on his first sneak attack of the fight.




=== Campaign Milieus ===
=== Campaign Milieus ===
(Moved to [[Campaign Milieus]].)
(Moved to [[Campaign Milieus]].)

Revision as of 18:17, 26 July 2013

A modified Pathfinder campaign, set in the iron city of Fane.

Core Rules and New Rules


Classes

Not all classes were ported over, but some elements from the un-ported classes were (selectively) rolled into our classes. For example, the Alchemist's mutagen form is similar to the Summoner's Eidolon, except they're more like a single player character now, instead of a full-party equivalent. A lot of the core functionality of the Cavalier was integrated into the Warlord. Witches, inquisitors and oracles are all mechanically similar to many existing classes, with a lot of role-playing flavor thrown on top. We recommend playing a druid, cleric or sorcerer (etc.) and role-playing them with suitably appropriate quirks. Gunslingers don't really fit the swords and sorcery meme very well, in our opinion. If you need to see what happens when you introduce guns to a medieval fantasy setting, go watch Kurosawa's Seven Samurai. (Spoiler: It doesn't end well for the sword-swingers.)

Anyway, there should be something here for everyone. If you just can't live without some particular class, talk to your GM.


  • Alchemist -- Added fetishes and tweaking. Revamped mutagens to be much more Hyde-like.
  • Barbarian -- Minimal changes. Added a few new Rage abilities, removed some others.
  • Bard -- Massive overhaul. See 'Harmony' for starters.
  • Brawler -- New unarmed non-Oriental class. Hits seldom but hard.
  • Cleric -- Major upgrades. See 'Castigate' and 'Channel Divinity'.
  • Druid -- Adjusted hitpoints down a bit, otherwise no changes.
  • Fighter -- Massive overhaul. See 'Warrior's Challenge' and 'Tactics' for starters.
  • Monk -- Improved damage, adjusted Flurry of Blows.
  • Paladin -- Moderate adjustments, mostly buffs, with the occasional nerf. Now any lawful alignment. Added more Smite.
  • Prowler -- A class for the cat burglar types. Charges and spring attacks.
  • Ranger -- Extensive rebuild and large buffs. Reduced number of required stats. Merged combat styles. Replaced spells with poultices. Added wolfpack tactics.
  • Rogue -- Updated daggers, crits and sneak attack. Added a few Rogue Talents. MASSIVE damage boost.
  • Sorcerer -- Bumped hit points down, other than that, no changes. No, seriously, not one.
  • Warlord -- A defensive pseudo-healer (temp hp's instead of healing) who buffs adjacent allies.
  • Wizard -- Added 'powerful cantrips',bumped hitpoints down a bit. Otherwise, unchanged.


New Exotic Weapons


New Epic Rules


Statistical Nerdery

These are some tables I've been using for reference when tweaking the character classes.


Monster Stat Comparison

The monster analysis was created by selecting five relatively random monsters from each CR and averaging the resulting numbers. In some cases, I avoided monsters which relied on special attacks or spells for their primary damage. I also avoided swarms, since they autohit and have lower damage. As you can see, I'll almost certainly need to do a bit of tweaking to monsters to make them more interesting to fight, given the class changes (primarily more HPs, but I'll also be reviewing damage. AC will remain unchanged, I expect.)


Gear Estimations By Level

This is a broad estimate of the bonuses the various classes would get from gear, broken out by level, and loosely based on the wealth-by-level table in Pathfinder. This is by no means meant to represent anyone's real gear, just a general baseline for how big the to-hit, damage and AC bonuses get as PC's level up.


PC Class Damage Comparison

I've got a giant Excel spreadsheet with all of the classes worked out to level 20, showing how much damage they do based on average gear, and a reasonable feat build-out. If anyone wants to see it, I can throw it up onto a server somewhere for people to download.

In general, non-caster classes have been boosted a LOT over RAW Pathfinder, though they're still doing about 1/3rd the damage of a pure caster class, presuming the caster has spells to burn. This is up from about 10:1 in RAW Pathfinder. The general attitude has been to buff weak classes rather than nerf strong classes. The only nerfs that have occurred in the above classes are: - Limiting smite to no more than 4 attacks per round (at high levels), and removing smite's AC boost. (We did, however, give Paladins more uses of smite, and it affects pretty much anything now, instead of just evil things.) - Removing all occurrences of Pounce or Pounce-like abilities - Removing all versions and variants of the Vital Strike feat - Removed a bunch of the extra super bonus attacks that ranged weapons got, since they replicated Pounce (full attacks every round without wasting actions on moving), which skewed damage way too high. Bows are competitive with melee, but melee is slightly better, to make up for the fact that melee folks get hit a lot more.

In all of these cases, the nerfs were a direct result of giving all weapons more dice at 8th and 15th levels. This allowed us to balance all the weapon classes (as opposed to pure caster classes) without having to worry about some of the extreme burst damage possible from abilities like the Barbarian's pounce attack from the Bestial Rage path. Under RAW Pathfinder, Barbarians were the kings of damage. Under these house rules, melee rogues are the kings (since they have the crappiest defenses of all the weapon classes).

Again, if anyone wants to see the numerical basis for all the changes, I can make that available.


Monster Roles

Monsters need a little class, too, and these roles should give you a good idea of just how much more powerful the base classes are, after all our tweaking. Roles are generic sets of abilities that are applied AFTER templates, and stack WITH templates. These guys will keep the players wishing they had even more dice than the 30d6 the rogue rolls on his first sneak attack of the fight.


Campaign Milieus

(Moved to Campaign Milieus.)