Epic Path: Difference between revisions

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[[Category:Epic Path]]
[[Category:Epic Path]]
__TOC__
__TOC__
== Introduction ==
== Introduction ==
* [[Right, What's All This, Then?]]
* [[Right, What's All This, Then?]]


== Core Rules and New Rules ==
== Core Rules and New Rules ==
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* [[Money and Merchants]]
* [[Money and Merchants]]
* [[Status Conditions]]
* [[Status Conditions]]


== To Do ==
== To Do ==
[[Things That Still Need More Development]]
[[Things That Still Need More Development]]


== Campaign Settings ==
== Campaign Settings ==
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* [[The Windward Marches]] - Monday Night Game
* [[The Windward Marches]] - Monday Night Game
* <Unknown> - Sunday Game
* <Unknown> - Sunday Game


== Races ==
== Races ==
These are races for Todd's Celegia campaign, and are not playable in Reese's Fane campaign. However, we're putting them on this page to keep all the Epic Path stuff in one place, and to also garner feedback. Please let us know what you think.
All core races and most "other" races are permitted in Epic Path. The GM should be consulted before selecting an "Other" race, or any alternative racial traits.
 
* [http://www.d20pfsrd.com/races d20pfsrd Race Page]
* [[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.
The base Human race has been modified for Epic Path. This write-up replaces the Human race listing on d20pfsrd.
* [[Human (Epic Path)|Human]] - Humans are the dominant race, and have been tweaked to be more competitive with the other races.
* [[Human (Epic Path)|Human]] - Humans are the dominant race, and have been tweaked to be more competitive with the other races.


== Classes ==
== Classes ==
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* [[Warlord]]: Simple to design and simple to play, though nuanced play is rewarded.
* [[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.
* [[Wizard]]: Moderately complex to design, but very challenging to play. Anticipating and preparing the right spells is tough.


== New and Modified Spells ==
== New and Modified Spells ==
* [[ Spells ]]
* [[ Spells ]]


== Weapons, Armor and Equipment ==
== Weapons, Armor and Equipment ==
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** [[Armor and Shields]]
** [[Armor and Shields]]
** [[Equipment]]
** [[Equipment]]


== Magic Items ==
== Magic Items ==
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* [[Dweomermetals And Other Special Materials]]
* [[Dweomermetals And Other Special Materials]]
* [[New Magic Items]]
* [[New Magic Items]]


== Bestiary ==
== Bestiary ==
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** [[Blank Monster Blueprints]]
** [[Blank Monster Blueprints]]
** [[New Templates]]
** [[New Templates]]


== Statistical Nerdery ==
== Statistical Nerdery ==

Revision as of 17:52, 22 April 2014


Introduction


Core Rules and New Rules


To Do

Things That Still Need More Development


Campaign Settings


Races

All core races and most "other" races are permitted in Epic Path. The GM should be consulted before selecting an "Other" race, or any alternative racial traits.

  • d20pfsrd Race Page
  • 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.

The base Human race has been modified for Epic Path. This write-up replaces the Human race listing on d20pfsrd.

  • Human - Humans are the dominant race, and have been tweaked to be more competitive with the other races.


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.


New and Modified Spells


Weapons, Armor and Equipment


Magic Items


Bestiary


Statistical Nerdery