Epic Path

From Epic Path
Revision as of 01:28, 9 July 2013 by 96.231.147.33 (talk)
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A modified Pathfinder campaign, set in the iron city of Fane.

Character Creation

All of the core classes and races are available. If anyone wants to select a class or race outside of core rules, please let me know, and we can look it over to ensure it is balanced with the rest of the classes or races. That said, I will not allow ECL races, and I strongly discourage the truly weird races. If you really have to play a half-grell, and have some compelling reason why you think having tentacles instead of thumbs is a good idea, we can discuss it, but you should expect me to say no.

Do not create a backstory for your character. Instead, please focus on personality traits and quirks, as these will be far more useful to you. All will be explained once we start the campaign.

Stat generation will use a point buy system, with 28 points. Stat costs are:

Stat 8 9 10 11 12 13 14 15 16 17 18
Cost -2 -1 0 1 2 3 5 7 10 13 17

No more than one stat may be below a 10, and no stat may exceed an 18 without a racial mod. For those of you who would like to use a calculator, this web page has a fairly useful one: Point Buy Calculator (use the first one on the page; the second one uses different numbers).

Starting gold for all characters will be zero.

Classes

  • 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.

Core Rules and New Rules

New Exotic Weapons

New Feats

(Moved to the New Feats page.)

Epic Feats

(Moved to the Epic Feats page.)

New Epic Rules

Bonus Spell Slots

For high ability scores. Really high, in fact.

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, or suggest that I would ever actually allow you guys to get decent gear. Seriously, why would I do that?

PC Class Damage Comparison

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.

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.

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.)