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 == | ||
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
- Fane
- The Windward Marches - Monday Night Game
- <Unknown> - Sunday Game
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
- Magic Item Crafting Rules
- Magic Item Level Restrictions
- Magic Item Properties
- Dweomermetals And Other Special Materials
- New Magic Items
Bestiary