Glossary of Terms: Difference between revisions

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=== Gaze ===
=== Gaze ===
:* '''AKA:''' Gaze Attack
:* '''AKA:''' Gaze Attack
A gaze special attack takes effect when foes look at the attacking creature. The attack can have any sort of effect, see each writeup for details.  While the gaze attack power is active, each opponent within the range of that gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.
: A gaze special attack takes effect when foes look at the attacking creature. The attack can have any sort of effect, see each writeup for details.  While the gaze attack power is active, each opponent within the range of that gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.


: '''Averting Eyes:''' The opponent avoids looking directly at the creature, instead looking at it out of the corner of the eyes in fleeting glimpses, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains partial concealment (20 percent miss chance) against that opponent.
:: '''Averting Eyes:''' The opponent avoids looking directly at the creature, instead looking at it out of the corner of the eyes in fleeting glimpses, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains partial concealment (20 percent miss chance) against that opponent.


: '''Wearing a Blindfold:''' The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment (50 percent miss chance) against the opponent.
:: '''Wearing a Blindfold:''' The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment (50 percent miss chance) against the opponent.


A creature with a gaze attack activates the power as described in the ability.  
: A creature with a gaze attack activates the power as described in the ability.  


Since they are based on vision, gaze attacks can affect creatures with line of sight but not line of effect, even including beings that are ethereal, [[Cloistered]], [[Displaced]], or [[Exiled]].  The creature with the gaze attack does not need to know an enemy is near: the saving throw is based upon the actions of the enemy creatures, not the actions of the creature with the gaze attack.   
: Since they are based on vision, gaze attacks can affect creatures with line of sight but not line of effect, even including beings that are ethereal, [[Cloistered]], [[Displaced]], or [[Exiled]].  The creature with the gaze attack does not need to know an enemy is near: the saving throw is based upon the actions of the enemy creatures, not the actions of the creature with the gaze attack.   


A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature's allies are usually considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round.
: A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature's allies are usually considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round.


=== Hardened ===
=== Hardened ===  
:* '''AKA:'''
: A creature which is hardened against something takes half damage from it.  Many creatures are only hardened against precision damage, for example, rather than being completely immune to it (e.g. oozes, incorporeal creatures, elementals, etc.).
A creature which is hardened against something takes half damage from it.  Many creatures are only hardened against precision damage, for example, rather than being completely immune to it (e.g. oozes, incorporeal creatures, elementals, etc.).


=== [[Hit Dice]] ===
=== [[Hit Dice]] ===
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:* '''AKA:''' HP, hp, hits
:* '''AKA:''' HP, hp, hits


Hit Points are a numerical representation of how tough a creature is. In Epic Path, the only way to defeat a monster, player, or any other creature, is to reduce their hit points to zero or less.  
: Hit Points are a numerical representation of how tough a creature is. In Epic Path, the only way to defeat a monster, player, or any other creature, is to reduce their hit points to zero or less.  


Hit points are depleted by damage rolls, and replenished by cures, heals, and fast healing (aka, regeneration). In combat, skill challenges, or due to falls, collisions, bad environmental conditions, and lots of other things, damage is rolled and applied to creatures hit points. This is a core mechanic which imparts risk to players and pretty much everybody else. If your hit points are reduced to zero or less, creatures generally die immediately (unless the GM says otherwise) and players get the joy of being helpless and making death saves. If you die, you are dead, which is bad. But fear not! Unlike real life, mortality can be purchased in-game.
: Hit points are depleted by damage rolls, and replenished by cures, heals, and fast healing (aka, regeneration). In combat, skill challenges, or due to falls, collisions, bad environmental conditions, and lots of other things, damage is rolled and applied to creatures hit points. This is a core mechanic which imparts risk to players and pretty much everybody else. If your hit points are reduced to zero or less, creatures generally die immediately (unless the GM says otherwise) and players get the joy of being helpless and making death saves. If you die, you are dead, which is bad. But fear not! Unlike real life, mortality can be purchased in-game.


Hit points are only applicable to creatures, not objects. Golems, despite being made things, are creatures. Doors, despite being made things, are objects. Hitting a door with a sword and doing a thousand hit points will not damage that door in the slightest. See [[Breaking Objects]] for how to deal with that pesky door.
: Hit points are only applicable to creatures, not objects. Golems, despite being made things, are creatures. Doors, despite being made things, are objects. Hitting a door with a sword and doing a thousand hit points will not damage that door in the slightest. See [[Breaking Objects]] for how to deal with that pesky door.


=== Holding an Action ===
=== Holding an Action ===
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=== Illumination ===
=== Illumination ===
* [[Types_of_Senses#Light_and_Darkness|Epic Path Light and Darkness Rules]]
:* [[Types_of_Senses#Light_and_Darkness|Epic Path Light and Darkness Rules]]


=== [[Immediate Action]] ===
=== [[Immediate Action]] ===
:* '''AKA:'''


=== Immunity ===
=== Immunity ===
:* '''AKA:''' Immune
:* '''AKA:''' Immune
A creature which is immune to something takes no damage from it. (See also: Hardened)  Creatures with no discernible anatomy are often immune to flanking, for example. Immunity is a VERY strong defense, and is usually narrow in scope or limited in duration.  GM's can also levy immunity to creatures that are important to the story but not pugnacious, so that their players (who are often famously aggressive murder-hobo's) don't accidentally derail important story arcs.  For example, the King on his throne may have Immunity to all damage as long as he stays there while court is in session. In no cases should any creature ever have comprehensive immunity and any significant ability to harm the players in combat.  That's just unfair.  
: A creature which is immune to something takes no damage from it. (See also: Hardened)  Creatures with no discernible anatomy are often immune to flanking, for example. Immunity is a VERY strong defense, and is usually narrow in scope or limited in duration.  GM's can also levy immunity to creatures that are important to the story but not pugnacious, so that their players (who are often famously aggressive murder-hobo's) don't accidentally derail important story arcs.  For example, the King on his throne may have Immunity to all damage as long as he stays there while court is in session. In no cases should any creature ever have comprehensive immunity and any significant ability to harm the players in combat.  That's just unfair.  


As an example of 'blanket immunity' that shouldn't exist, few creatures should ever be always-immune to precision damage (unless that is their schtick), since it essentially takes several classes out of the fight entirely.  Similarly, immunity to magic should probably be represented by Spell Resistance instead of immunity.
: As an example of 'blanket immunity' that shouldn't exist, few creatures should ever be always-immune to precision damage (unless that is their schtick), since it essentially takes several classes out of the fight entirely.  Similarly, immunity to magic should probably be represented by Spell Resistance instead of immunity.


=== Improvised Weapon ===
=== Improvised Weapon ===
:* '''AKA:'''
 


=== [[Initiative]] ===
=== [[Initiative]] ===
:* '''AKA:'''


=== [[Injury,_Death_and_Dying#Instantaneous_Healing|Instantaneous Healing]] ===
=== [[Injury,_Death_and_Dying#Instantaneous_Healing|Instantaneous Healing]] ===
:* '''AKA:'''  
:* '''AKA:''' Cure spells, Heal Spell, curing, healing


=== [[Spells#.5BDescriptor.5D|Language-Dependent]] ===
=== [[Spells#.5BDescriptor.5D|Language-Dependent]] ===
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=== Lay Magic ===
=== Lay Magic ===
:* '''AKA:'''
 


=== Lays a Charge ===
=== Lays a Charge ===
:* '''AKA:'''
:* '''AKA:'''
{{:Lays a charge}}
: {{:Lays a charge}}


=== [[Line of Effect]] ===
=== [[Line of Effect]] ===
:* '''AKA:'''  
:* '''AKA:''' Line area, line attack


=== [[Line of Sight]] ===
=== [[Line of Sight]] ===
:* '''AKA:'''
 


=== [[Maneuver Offense]] ===  
=== [[Maneuver Offense]] ===  
:* '''AKA:'''
 


=== [[Maneuver Defense]] ===
=== [[Maneuver Defense]] ===
:* '''AKA:'''
 


=== Melee Attack ===
=== Melee Attack ===
:* '''AKA:'''  
:* '''AKA:''' Melee combat, melee fighting, melee


=== Melee Touch Attack ===
=== Melee Touch Attack ===
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=== Metagaming ===
=== Metagaming ===
:* '''AKA:'''  
:* '''AKA:''' Being super boring at the table


=== [[Spells#.5BDescriptor.5D|Mind Affecting]] ===
=== [[Spells#.5BDescriptor.5D|Mind Affecting]] ===
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=== Minute ===
=== Minute ===
:* '''AKA:'''  
:* '''AKA:''' five minutes, an hour, undefined time, between combats, between encounters


=== Monster Blueprint ===
=== Monster Blueprint ===
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=== Monster Role ===
=== Monster Role ===
:* '''AKA:'''  
:* '''AKA:''' Role, Roles, Heavies, Threats


=== [[Move Action]] ===
=== [[Move Action]] ===
:* '''AKA:'''  
:* '''AKA:''' Moving, Movement


=== Multiplier ===
=== Multiplier ===
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=== Natural 1 ===
=== Natural 1 ===
:* '''AKA:''' Ah, crud.
:* '''AKA:''' Ah, crud.
A natural 1 is when the actual die roll turns up the lowest possible result, or, a 1. In Epic Path, a natural 1 is always bad. In combat, it is always a miss.  A 1 on a skill roll always fails, no matter how good you are. There is no fumble mechanic in Epic Path. We find that an automatic failure is plenty of punishment for a bad roll. If your GM imposes a fumble mechanic, then that's on them.   
: A natural 1 is when the actual die roll turns up the lowest possible result, or, a 1. In Epic Path, a natural 1 is always bad. In combat, it is always a miss.  A 1 on a skill roll always fails, no matter how good you are. There is no fumble mechanic in Epic Path. We find that an automatic failure is plenty of punishment for a bad roll. If your GM imposes a fumble mechanic, then that's on them.   


Natural 1's and their beloved cousins, natural 20's, function as hard randomizers and bypass bands. The core mechanic of this game is the D20 roll, and no matter how much you try, there is always a chance, with every roll, that things will go very well, or, very poorly. This is why we play, after all!
: Natural 1's and their beloved cousins, natural 20's, function as hard randomizers and bypass bands. The core mechanic of this game is the D20 roll, and no matter how much you try, there is always a chance, with every roll, that things will go very well, or, very poorly. This is why we play, after all!


=== Natural 20 ===
=== Natural 20 ===
:* '''AKA:''' A TWENTY!
:* '''AKA:''' A TWENTY!
A 'natural result' is the actual number rolled on the die, before any modifiers. Natural 20's in Epic Path are always good. In combat, a natural 20 always hits, for example. Natural 20's are related to but different than the threat range (or critical range) of a weapon. A natural 20 always hits, and usually threatens a crit, as well, but crits must still be confirmed, and it is possible to roll a natural 20, hit, but then miss the confirmation roll.  it is also common for the threat range to be wider than just a 20, and if you roll a number inside the threat range of your weapon (say, a 19), but that result still mosses your target, then that is just a plain miss, with no extra result.  
: A 'natural result' is the actual number rolled on the die, before any modifiers. Natural 20's in Epic Path are always good. In combat, a natural 20 always hits, for example. Natural 20's are related to but different than the threat range (or critical range) of a weapon. A natural 20 always hits, and usually threatens a crit, as well, but crits must still be confirmed, and it is possible to roll a natural 20, hit, but then miss the confirmation roll.  it is also common for the threat range to be wider than just a 20, and if you roll a number inside the threat range of your weapon (say, a 19), but that result still mosses your target, then that is just a plain miss, with no extra result.  


If you are using an electronic die roller, a natural 20 is the base result coming up as a 20 before any modifiers are added or removed. If your die roller won't report the base result, than you cannot claim the sweet, sweet rewards of that lucky roll, so buy some dice.
: If you are using an electronic die roller (see 'Dice', above), a natural 20 is the base result coming up as a 20 before any modifiers are added or removed. If your die roller won't report the base result, than you cannot claim the sweet, sweet rewards of that lucky roll, so buy some dice.


=== Natural Attack ===
=== Natural Attack ===
:* '''AKA:'''  
:* '''AKA:''' Bite attack, claw attack, wing buffet, tail slap, bash, claw/claw/bite 
Many creatures use natural attacks instead of weapons during combat, relying on their teeth, claws, and other parts of their own body to inflict harm on their foes without the use of weapons or magic.  Such monster attacks are defined in their Monster blueprint, and will have the unique effects described for each monster.  If a player character is granted a natural attack by an ability, spell, or other effect, it is resolved as an unarmed strike unless otherwise defined, and does not normally provoke an attack of opportunity.
: Many creatures use natural attacks instead of weapons during combat, relying on their teeth, claws, and other parts of their own body to inflict harm on their foes without the use of weapons or magic.  Such monster attacks are defined in their Monster blueprint, and will have the unique effects described for each monster.  If a player character is granted a natural attack by an ability, spell, or other effect, it is resolved as an unarmed strike unless otherwise defined, and does not normally provoke an attack of opportunity.


=== Natural Talent ===
=== Natural Talent ===
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=== Non-Player Character ===
=== Non-Player Character ===
:* '''AKA:''' NPC
:* '''AKA:''' NPC, Constituent Monster


=== Non-Proficiency ===
=== Non-Proficiency ===
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:* '''AKA:''' Requirements, qualifications, 'pre-req's'
:* '''AKA:''' Requirements, qualifications, 'pre-req's'


Many, many features of gameplay in Epic Path have prerequisites, which is a fancy word that says you have to have thing 'A' before you can legally take thing 'B'. This is a very common thing in class features, feats, and skills.  Note that in Epic Path, all prerequisites are INCLUSIVE. This means that you must have the thing required, or more. If you want a feat that requires you to have Level 6 to get, that does not mean you must take that feat at exactly level 6, and if you don't then you can never take it.  If you are level 23, then your character level INCLUDES level 6 automatically, as well as every other level up to 23. You may always take a game feature that has a pre-req as long as you are that good, or better.
: Many, many features of game play in Epic Path have prerequisites, which is a fancy word that says you have to have thing 'A' before you can legally take thing 'B'. This is a very common thing in class features, feats, and skills.  Note that in Epic Path, all prerequisites are INCLUSIVE. This means that you must have the thing required, or more. If you want a feat that requires you to have Level 6 to get, that does not mean you must take that feat at exactly level 6, and if you don't then you can never take it.  If you are level 23, then your character level INCLUDES level 6 automatically, as well as every other level up to 23. You may always take a game feature that has a pre-req as long as you are that good, or better.


=== Primal Damage ===
=== Primal Damage ===
:* '''AKA:'''
:* '''AKA:'''
irresistible energy damage
irresistible damage


=== Primary Attack ===
=== Primary Attack ===
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=== [[Spells#Ray|Ray]] ===
=== [[Spells#Ray|Ray]] ===
:* '''AKA:'''  
:* '''AKA:''' Ray Attack, Rays, spelly-kill-o-zaps


=== Readying an Action ===
=== Readying an Action ===
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===Saving Throw===
===Saving Throw===
:* '''AKA:''' Save, Fort Save, Reflex Save, Will Save
:* '''AKA:''' Save, Fort Save, Reflex Save, Will Save
 
:


 
:


=== Secondary Attack ===
=== Secondary Attack ===
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=== Size ===
=== Size ===
:* '''AKA:'''  
:* '''AKA:''' Doesn't matter




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=== Skill Ranks ===
=== Skill Ranks ===
:* '''AKA:'''  
:* '''AKA:''' Ranks, Skill level


=== Spell ===
=== Spell ===
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=== Spell-Like Ability ===
=== Spell-Like Ability ===
:* '''AKA:''' Sp
:* '''AKA:''' Sp
''Spell-like abilities'' are magical abilities that work much like spells, except that they are ''not'' spells and so have no verbal, somatic, focus, or material [[components]]). They can replicate nearly any effect that a spell could produce, and typically require a standard action to activate.  Refer to the ability's description for details.
: ''Spell-like abilities'' are magical abilities that work much like spells, except that they are ''not'' spells and so have no verbal, somatic, focus, or material [[components]]). They can replicate nearly any effect that a spell could produce, and typically require a standard action to activate.  Refer to the ability's description for details.


Spell-like abilities, like spells, immediately end when in an area without magic, such as an [[Antimagic Field (Sorcerer/Wizard Spell)]], and cannot be reactivated until the non-magical area is left, or the effect preventing magic is ended.  ''Spell-like abilities'' are subject to [[Spell Resistance (SR)]], unless specifically noted otherwise in the ability's description.  Just like spells, ''spell-like abilities'' provoke attacks of opportunity from threatening enemies unless the creature activating it makes a [[caster check]] to cast defensively  (DC 10 + (spell level x 4)).   
: Spell-like abilities, like spells, immediately end when in an area without magic, such as an [[Antimagic Field (Sorcerer/Wizard Spell)]], and cannot be reactivated until the non-magical area is left, or the effect preventing magic is ended.  ''Spell-like abilities'' are subject to [[Spell Resistance (SR)]], unless specifically noted otherwise in the ability's description.  Just like spells, ''spell-like abilities'' provoke attacks of opportunity from threatening enemies unless the creature activating it makes a [[caster check]] to cast defensively  (DC 10 + (spell level x 4)).   


Monsters with ''spell-like abilities'' are considered to be spell casters outside of combat, able to cast nearly any spell appropriate to their CR that the GM feels the creature might know.  Inside of combat, monsters rely solely on their listed ''spell-like abilities'' to produce the equivalent of spell effects.  That is, even though they may know a wide variety of spells that they can use outside of combat, they can '''only''' use the ''spell-like abilities'' listed in their special abilities section during combat.  Monster ''spell-like abilities'' always list the caster check information at the beginning of the ability's description, including the target DC of the check.
: Monsters with ''spell-like abilities'' are considered to be spell casters outside of combat, able to cast nearly any spell appropriate to their CR that the GM feels the creature might know.  Inside of combat, monsters rely solely on their listed ''spell-like abilities'' to produce the equivalent of spell effects.  That is, even though they may know a wide variety of spells that they can use outside of combat, they can '''only''' use the ''spell-like abilities'' listed in their special abilities section during combat.  Monster ''spell-like abilities'' always list the caster check information at the beginning of the ability's description, including the target DC of the check.


=== Stabilize ===
=== Stabilize ===
:* '''AKA:'''  
:* '''AKA:''' Death roll, death save


=== Stacking ===
=== Stacking ===
:* '''AKA:'''  
:* '''AKA:''' Bonus stacking


=== Stance ===
=== Stance ===
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=== Supernatural Ability ===
=== Supernatural Ability ===
:* '''AKA:''' Su
:* '''AKA:''' Su
Supernatural abilities are special abilities which rely on a magical component to operate, but they are not 'cast' like a spell, or spell-like ability. Supernatural abilities can vary wildly in effect, providing offensive, defensive, and/or utilitarian capabilities.  They can be passive, always-on, type effects, or triggered by an action. They can have an instantaneous effect, or a sustained effect.  Refer to the special ability's description for details.
: Supernatural abilities are special abilities which rely on a magical component to operate, but they are not 'cast' like a spell, or spell-like ability. Supernatural abilities can vary wildly in effect, providing offensive, defensive, and/or utilitarian capabilities.  They can be passive, always-on, type effects, or triggered by an action. They can have an instantaneous effect, or a sustained effect.  Refer to the special ability's description for details.


Unlike spells and spell-like abilities, Supernatural abilities do not provoke attacks of opportunity from threatening creatures when activated, and they are not subject to spell resistance.  However, Supernatural abilities cannot be activated or maintained in areas lacking magic, such as an [[Antimagic Field (Sorcerer/Wizard Spell)]].  In such an area, the ability immediately ends, and is not able to be reactivated until the creature leaves the non-magical area, or the effect preventing magic is ended.
: Unlike spells and spell-like abilities, Supernatural abilities do not provoke attacks of opportunity from threatening creatures when activated, and they are not subject to spell resistance.  However, Supernatural abilities cannot be activated or maintained in areas lacking magic, such as an [[Antimagic Field (Sorcerer/Wizard Spell)]].  In such an area, the ability immediately ends, and is not able to be reactivated until the creature leaves the non-magical area, or the effect preventing magic is ended.


=== [[Swift Action]] ===
=== [[Swift Action]] ===
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=== Synergy ===
=== Synergy ===
A synergy is a special kind of bonus attack, most often caused by spells (but sometimes from other sources, such as the Monk's Rattling Fist class feature), that must be triggered by removing a status condition from an affected monster.  If a spell or ability has a synergy effect, it will always list it in the spell or ability's description.  If no synergy effect is described, that spell or ability does not have a synergy.
: A synergy is a special kind of bonus attack, most often caused by spells (but sometimes from other sources, such as the Monk's Rattling Fist class feature), that must be triggered by removing a status condition from an affected monster.  If a spell or ability has a synergy effect, it will always list it in the spell or ability's description.  If no synergy effect is described, that spell or ability does not have a synergy.


The way synergies work is the spell (or ability) that lays it is cast on the target monster.  In nearly all cases, this will apply a condition to the monster, though it might also inflict some damage.  Assuming the monster doesn't resist the condition, the synergy can be triggered by any player action that causes that condition to be removed prematurely.  In many cases, the easiest way to do this is to apply a new condition.  Since monsters cannot be affected by more than one condition at a time, the new condition replaces the old one.  Now that the old one has been removed through a player action, the synergy is triggered.  Most synergies just inflict damage, but they can be quite significant amounts of damage, so it can be very advantageous to try to trigger them.
: The way synergies work is the spell (or ability) that lays it is cast on the target monster.  In nearly all cases, this will apply a condition to the monster, though it might also inflict some damage.  Assuming the monster doesn't resist the condition, the synergy can be triggered by any player action that causes that condition to be removed prematurely.  In many cases, the easiest way to do this is to apply a new condition.  Since monsters cannot be affected by more than one condition at a time, the new condition replaces the old one.  Now that the old one has been removed through a player action, the synergy is triggered.  Most synergies just inflict damage, but they can be quite significant amounts of damage, so it can be very advantageous to try to trigger them. Synergy interactions can be complex, and the GM is the final say on any unusual circumstances.  


Note that the character who applies an effect that includes a synergy does not have to be the character that triggers the synergy.  Teamwork is encouraged.
: Note that the character who applies an effect that includes a synergy does not have to be the character that triggers the synergy.  Teamwork is encouraged.


If the monster is able to remove the condition through their own actions, or the condition expires on its own, the synergy is not triggered.
: If the monster is able to remove the condition through their own actions, or the condition expires on its own, the synergy is not triggered.


=== Take 10 ===
=== Take 10 ===
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=== Tier ===
=== Tier ===
:* '''AKA:''' Experience Tier, Class Tier
:* '''AKA:''' Experience Tier, Class Tier
A tier is a 5-level progression within a character class.  Each character class is divided into seven tiers: Courageous Tier (levels 1-5), Intrepid Tier (levels 6-10), Heroic Tier (levels 11-15), Undaunted Tier (levels 16-20), Valorous Tier (levels 21-25), Mythic Tier (levels 26-30), and Legendary Tier (levels 31-35).   
: A tier is a 5-level progression within a character class.  Each character class is divided into seven tiers: Courageous Tier (levels 1-5), Intrepid Tier (levels 6-10), Heroic Tier (levels 11-15), Undaunted Tier (levels 16-20), Valorous Tier (levels 21-25), Mythic Tier (levels 26-30), and Legendary Tier (levels 31-35).   


Multi-classing can only occur between the tiers. That is, you can only change classes when you are transitioning from one tier to another (i.e., as you are leveling up to 6th, 11th, 16th, 21st, 26th, or 31st levels).  Because of this, a character is said to 'possess' a tier of a character class as soon as they take the first level of that tier.  Once you have taken a tier of a character class, you are committed to that class for the full five-levels of the tier.  You cannot change out of it, except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|Reselection]] process.   
: Multi-classing can only occur between the tiers. That is, you can only change classes when you are transitioning from one tier to another (i.e., as you are leveling up to 6th, 11th, 16th, 21st, 26th, or 31st levels).  Because of this, a character is said to 'possess' a tier of a character class as soon as they take the first level of that tier.  Once you have taken a tier of a character class, you are committed to that class for the full five-levels of the tier.  You cannot change out of it, except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|Reselection]] process.   


Class features gained during a tier cannot be gained outside of that tier.  That is, if you multi-class into Sorcerer at 16th level, skipping levels 1-15, you do not gain any of the class features listed in those earlier tiers.  Each tier explicitly lists the class features you gain when you take that tier.  In many cases, the essential class features, such as a Sorcerer's ability to cast spells, are listed in each experience tier, thus it, too, is explicitly listed for that tier.  Even if you get a class feature that was carried forward from an earlier tier, you still only get the new things from that class feature, relevant to the levels you are now taking.  That is, even though you get Sorcerer spells as a new 16th level Sorcerer, you only get the spells listed for level 16.  Similarly, while a Sorcerer's Bloodline class feature is explicitly listed at level 16, you don't get any of the level 1 through 15 powers, spells, or feats, for that bloodline, if this is the first level of Sorcerer you are taking.  See Multi-Classing for details.
: Class features gained during a tier cannot be gained outside of that tier.  That is, if you multi-class into Sorcerer at 16th level, skipping levels 1-15, you do not gain any of the class features listed in those earlier tiers.  Each tier explicitly lists the class features you gain when you take that tier.  In many cases, the essential class features, such as a Sorcerer's ability to cast spells, are listed in each experience tier, thus it, too, is explicitly listed for that tier.  Even if you get a class feature that was carried forward from an earlier tier, you still only get the new things from that class feature, relevant to the levels you are now taking.  That is, even though you get Sorcerer spells as a new 16th level Sorcerer, you only get the spells listed for level 16.  Similarly, while a Sorcerer's Bloodline class feature is explicitly listed at level 16, you don't get any of the level 1 through 15 powers, spells, or feats, for that bloodline, if this is the first level of Sorcerer you are taking.  See Multi-Classing for details.


If an ability refers to the number of tiers you possess in a given character class, you are considered to possess a tier as soon as you take even 1 level in that tier.  That is, you 'have' that tier as soon as you begin leveling into it.  This means that at 1st level, you possess 1 tier in that class. If you have 6 class levels of the same class, you have 2 tiers in that class.  If you have 11 class levels in a given class, you have 3 tiers.  16 class levels in the same class equal 4 tiers; 21 class levels in the same class equal 5 tiers; 26 class levels in the same class equals 6 tiers; and 31 class levels in the same class equals 7 tiers.
: If an ability refers to the number of tiers you possess in a given character class, you are considered to possess a tier as soon as you take even 1 level in that tier.  That is, you 'have' that tier as soon as you begin leveling into it.  This means that at 1st level, you possess 1 tier in that class. If you have 6 class levels of the same class, you have 2 tiers in that class.  If you have 11 class levels in a given class, you have 3 tiers.  16 class levels in the same class equal 4 tiers; 21 class levels in the same class equal 5 tiers; 26 class levels in the same class equals 6 tiers; and 31 class levels in the same class equals 7 tiers.


=== [[Total Defense]] ===
=== [[Total Defense]] ===
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=== Total Party Kill ===
=== Total Party Kill ===
:* '''AKA:''' TPK, Wipe
:* '''AKA:''' TPK, Wipe, Wipeout, Disaster
This is an encounter which Goes Bad. Needless to say, this is a difficult situation for most GM's, but it is a scenario which can often arise.  After all, being an Adventurer is a risky lifestyle, to put it mildly.
: This is an encounter which Goes Bad. Needless to say, this is a difficult situation for most GM's, but it is a scenario which can often arise.  After all, being an Adventurer is a risky lifestyle, to put it mildly.


Most TPK's are accidental. The GM sets up a situation, and through some combination of bad luck, bad decisions, and bad circumstances, things get WAY out of hand. Many difficult encounters are designed 'as close to the edge' as possible, because the existence of risk is a powerful way to make gameplay more exciting. Unfortunately, if the GM is pushing their table using this mechanic, every now and then, things go badly.
: Most TPK's are accidental. The GM sets up a situation, and through some combination of bad luck, bad decisions, and bad circumstances, things get WAY out of hand. Many difficult encounters are designed 'as close to the edge' as possible, because the existence of risk is a powerful way to make gameplay more exciting. Unfortunately, if the GM is pushing their table using this mechanic, every now and then, things go badly.


TPK's often develop with shocking speed, as a single key player drops unexpectedly, or an action has consequences WAY worse than anticipated. Spellcasters accidentally hitting their own party with a heavy-damage spell attack is a common and terrible way for TPK's to develop, or a key melee player positioning themselves in an unexpected way, allowing dangerous monsters access to less durable characters.
: TPK's often develop with shocking speed, as a single key player drops unexpectedly, or an action has consequences WAY worse than anticipated. Spellcasters accidentally hitting their own party with a heavy-damage spell attack is a common and terrible way for TPK's to develop, or a key melee player positioning themselves in an unexpected way, allowing dangerous monsters access to less durable characters.
    
    
The first thing to do when you are faced with a TPK is to try and catch it before it gets too bad. If the GM sees a wipe developing, this is the time to 'put your thumb on the scale'. Have the ceiling suddenly collapse on the bad guys, a flash flood burst through the wall and sweep everyone away, a monster burrows up through the floor and falls upon the bad guys from behind, anything, to deflect the momentum of the combat and preserve at least a few survivors. Player characters are famously tricky and resourceful, if you can get the combat over with some survivors, they will generally patch themselves up.
: The first thing to do when you are faced with a TPK is to try and catch it before it gets too bad. If the GM sees a wipe developing, this is the time to 'put your thumb on the scale'. Have the ceiling suddenly collapse on the bad guys, a flash flood burst through the wall and sweep everyone away, a monster burrows up through the floor and falls upon the bad guys from behind, anything, to deflect the momentum of the combat and preserve at least a few survivors. Player characters are famously tricky and resourceful, if you can get the combat over with some survivors, they will generally patch themselves up.


That said, wipes can occur with STUNNING quickness. (Boy, do we know about that....) Watching five players all fail a saving throw at once and drop unconscious or dead in the space of ten seconds is when you earn your chops as a GM.  
: That said, wipes can occur with STUNNING quickness. (Boy, do we know about that....) Watching five players all fail a saving throw at once and drop unconscious or dead in the space of ten seconds is when you earn your chops as a GM.  


First, break character and talk to your table. The odds are, they are as surprised as you are. Call a bathroom break, give yourself a moment to think.
: First, break character and talk to your table. The odds are, they are as surprised as you are. Call a bathroom break, give yourself a moment to think.


Now, you can simply have everyone make new characters and start again. There's nothing wrong with that if it's a pickup game. But if the characters are well-established and you're two-thirds of the way through an elaborate campaign, this is less than good.
: Now, you can simply have everyone make new characters and start again. There's nothing wrong with that if it's a pickup game. But if the characters are well-established and you're two-thirds of the way through an elaborate campaign, this is less than good.


Ask your table if they want to continue. If so, make them all ghosts.  Or have them wake up in chains, on the way to the slave market. Or have them wake up in a temple, five years later, after their bodies were recovered by questing knights. Just because you've killed the party doesn't mean that the story ends, after all.  Give them amnesia, toss in some kick-ass scars, let them know that they owe a 'favor' to an unsavory sort, etc.  There are many ways to recover from a TPK that doesn't mean rolling up a new set of characters and allows your campaign, the shared story you are telling with your table, to continue. A few dents and scars build character, after all.
: Ask your table if they want to continue. If so, make them all ghosts.  Or have them wake up in chains, on the way to the slave market. Or have them wake up in a temple, five years later, after their bodies were recovered by questing knights. Just because you've killed the party doesn't mean that the story ends, after all.  Give them amnesia, toss in some kick-ass scars, let them know that they owe a 'favor' to an unsavory sort, etc.  There are many ways to recover from a TPK that doesn't mean rolling up a new set of characters and allows your campaign, the shared story you are telling with your table, to continue. A few dents and scars build character, after all.


Above all, don't let it shake you! Trust us, killing your whole table by mistake is no fun, but it happens to everybody, sooner or later. The key isn't that there was a wipe, the key is how the GM and their players recover from it.
: Above all, don't let it shake you! Trust us, killing your whole table by mistake is no fun, but it happens to everybody, sooner or later. The key isn't that there was a wipe, the key is how the GM and their players recover from it.


=== Turn ===
=== Turn ===
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===Vulnerable===
===Vulnerable===
:* '''AKA:'''  
:* '''AKA:'''  
A creature which is vulnerable to something takes 1.5x damage from it.  For example, many undead are vulnerable to positive energy.  Fey are nearly always vulnerable to cold iron.   
: A creature which is vulnerable to something takes 1.5x damage from it.  For example, many undead are vulnerable to positive energy.  Fey are nearly always vulnerable to cold iron.   


: <small>''See also: [[#Defenseless|Defenseless]]''</small>
:: <small>''See also: [[#Defenseless|Defenseless]]''</small>


===Weapon Feature===
===Weapon Feature===
[[Weapons]] in Epic Path have many, many distinguishing characteristics, to reflect a small amount of the incredible complexity of real weaponry. Now, we're certainly not going to get into the intricacies of Oakeshott typology or anything, but we think that every weapon should be interesting, unique, and fun.
: [[Weapons]] in Epic Path have many, many distinguishing characteristics, to reflect a small amount of the incredible complexity of real weaponry. Now, we're certainly not going to get into the intricacies of Oakeshott typology or anything, but we think that every weapon should be interesting, unique, and fun.


A Weapon write-up has a LOT of information in it, and we have divided that information into three main categories, Features, Qualities, and Properties. (Yes, and there's also [[dweomermetals]], reforging, and feat support for various weapons, but we have to leave SOME stuff for the players to discover.)
: A Weapon write-up has a LOT of information in it, and we have divided that information into three main categories, Features, Qualities, and Properties. (Yes, and there's also [[dweomermetals]], reforging, and feat support for various weapons, but we have to leave SOME stuff for the players to discover.)


A Weapon Feature is the basic 'nuts and bolts' of what a weapon IS. It includes the name of the weapon, the size and handedness of the weapon, the amount of damage it does in small, medium, and large versions of that weapon, the type of damage it does, and a very broad sorting of that weapon into a weapon group, such as Heavy Blades.  
: A Weapon Feature is the basic 'nuts and bolts' of what a weapon IS. It includes the name of the weapon, the size and handedness of the weapon, the amount of damage it does in small, medium, and large versions of that weapon, the type of damage it does, and a very broad sorting of that weapon into a weapon group, such as Heavy Blades.  


Yes, that's a huge amount of detail, but trust us, compared to the Real World details of weaponry, we've really simplified things a lot!
: Yes, that's a huge amount of detail, but trust us, compared to the Real World details of weaponry, we've really simplified things a lot!


===Weapon Property===
===Weapon Property===
[[Magic Weapons]] in Epic Path have many, many distinguishing characteristics, to reflect a small amount of the incredible complexity of real weaponry.  But Epic Path is a game of EPIC FANTASY, and thus, 'real weapons' are just the starting point for all the incredibly awesome things you can do with weapons.
: [[Magic Weapons]] in Epic Path have many, many distinguishing characteristics, to reflect a small amount of the incredible complexity of real weaponry.  But Epic Path is a game of EPIC FANTASY, and thus, 'real weapons' are just the starting point for all the incredibly awesome things you can do with weapons.


If weapon features are what a weapon IS, and weapon Qualities are what a weapon DOES, then weapon Properties are what a magically enhanced weapon CAN BE.
: If weapon features are what a weapon IS, and weapon Qualities are what a weapon DOES, then weapon Properties are what a magically enhanced weapon CAN BE.


Weapon Properties are magical enhancements that can be added onto the amazing weapons that exist in Epic Path, and they can turn the intensity of those weapons up to about fourteen, never mind a measly eleven. Flaming swords, vibrating death-blades, swords that decapitate you if you're lucky, all the way up to swords that literally cut holes in reality...all that and lots more can be yours.
: Weapon Properties are magical enhancements that can be added onto the amazing weapons that exist in Epic Path, and they can turn the intensity of those weapons up to about fourteen, never mind a measly eleven. Flaming swords, vibrating death-blades, swords that decapitate you if you're lucky, all the way up to swords that literally cut holes in reality...all that and lots more can be yours.


Now, how Epic is that?
: Now, how Epic is that?


===[[Weapon Qualities]]===
===[[Weapon Qualities]]===
[[Weapons]] in Epic Path have many, many distinguishing characteristics, to reflect a small amount of the incredible complexity of real weaponry.
: [[Weapons]] in Epic Path have many, many distinguishing characteristics, to reflect a small amount of the incredible complexity of real weaponry.


If Weapon Features are the basic nuts and bolts of what a weapon IS, then Weapon Qualities are the details of what a weapon DOES. Different weapons are good at different things, just like a hammer is good at breaking rocks, but is terrible at turning screws. Some weapons don't have any special Qualities, while others have a whole list. All the Qualities of a given 'base' weapon are listed in its weapon write-up.   
: If Weapon Features are the basic nuts and bolts of what a weapon IS, then Weapon Qualities are the details of what a weapon DOES. Different weapons are good at different things, just like a hammer is good at breaking rocks, but is terrible at turning screws. Some weapons don't have any special Qualities, while others have a whole list. All the Qualities of a given 'base' weapon are listed in its weapon write-up.   


Every weapon is unique and interesting, and a lot of that interesting-ness comes from the Qualities the various weapons have.  Don't just look for the weapon that has the biggest damage die!  We promise, EVERY weapon is pretty amazing. Try something new! You'll like it!
: Every weapon is unique and interesting, and a lot of that interesting-ness comes from the Qualities the various weapons have.  Don't just look for the weapon that has the biggest damage die!  We promise, EVERY weapon is pretty amazing. Try something new! You'll like it!

Revision as of 14:12, 24 April 2020