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- [[Category:Epic Path]] ...y character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not ind1 KB (174 words) - 18:48, 28 May 2021
- [[Category:Epic Path]] ...even though it would seem like those would be 'monster types'. But in Epic Path we have defined the 'nuts and bolts' of monsterhood in great detail in the6 KB (987 words) - 19:16, 28 May 2021
- [[Category:Epic Path]] * ''Go back to the [[Epic Path]] page.''3 KB (472 words) - 03:38, 1 July 2014
- [[Category:Epic Path]] ...do not have concealment from a creature with Perfect Smell. If a creature is stealthing, the creature with Perfect Smell must make a Perception check to2 KB (339 words) - 17:39, 16 June 2020
- | PlusCost|+6 (epic) ...ement bonus on all modes of movement for 1 round. While active, the wearer is considered to have a [[Hover]] movement type, [[Greater Climb]] movement ty1 KB (187 words) - 15:04, 23 December 2020
- [[Category:Epic Path]] A word is in order on the design philosophy being applied to Epic Path.6 KB (996 words) - 19:55, 31 July 2018
- | PlusCost|+7 (epic) ...ement bonus on all modes of movement for 1 round. While active, the wearer is considered to have a [[Hover]] movement type, [[Greater Climb]] movement ty1 KB (188 words) - 15:03, 23 December 2020
- [[Category:Epic Path]] ...10 foot range. A successful check reveals the square the smelled creature is in, but the detected creature has total concealment (automatically miss on2 KB (347 words) - 14:41, 1 February 2022
- [[Category:Epic Path]] * '''Prone:''' If a creature with ''greater climb'' is knocked [[Prone]], he falls to the ground, taking normal [[Falling Down|Fal1 KB (199 words) - 20:11, 12 July 2018
- [[Category:Epic Path]] ...with a ''jet'' move speed does not provoke [[attacks of opportunity]], and is often a very high speed of movement. Creatures with ''jet'' cannot use the1 KB (196 words) - 15:47, 9 July 2017
- | PlusCost|+8 (epic) ...ement bonus on all modes of movement for 1 round. While active, the wearer is considered to have a [[Greater Flight]] movement type, [[Hover]] movement t1 KB (192 words) - 15:03, 23 December 2020
- [[Category:Epic Path]] If Epic Path is your first foray into Table-top Roleplaying Games, you might be a bit confu7 KB (1,070 words) - 15:54, 30 August 2020
- | PlusCost|+9 (epic) ...ement bonus on all modes of movement for 1 round. While active, the wearer is considered to have a [[Greater Teleport]] movement type, [[Greater Flight]]1 KB (197 words) - 15:02, 23 December 2020
- [[Category:Epic Path]] ...e line of sight or line of effect. Any non-stealthed creature within range is detected.1 KB (175 words) - 14:12, 28 December 2017
- [[Category:Epic Path]][[Category:Pariah]][[Category:Pact Affinity]]__NOTOC__ __NOEDITSECTION__ ...ne, you can target one additional enemy creature, as long as that creature is also within the range of the Bane's area of effect.1 KB (169 words) - 21:44, 10 May 2018
- [[Category:Epic Path]][[Category:Magic Items]] ...r magic. Unlike normal, slotted items that must be worn or wielded, there is no limit to the number of slotless items a character can own and use.2 KB (172 words) - 13:00, 28 September 2019
- [[Category:Epic Path]] ...ough a portcullis, or over a bottomless chasm. The distance of a teleport is measured using the straightest line between the starting point and the desi3 KB (431 words) - 15:25, 29 March 2019
- In Epic Path, the passage of Time is a complex topic. See [[Spells#Duration|Spell Durations]] for details on how In Epic Path, 'time' is of primary interest in combat at very short intervals, or for spell duratio5 KB (885 words) - 02:29, 29 March 2022
- [[Category:Epic Path]] * ''Go back to the [[Epic Path]] page.''3 KB (539 words) - 16:28, 6 August 2019
- [[Category:Epic Path]] ...ration as walking, so the creature can attack or cast spells normally. The path a ''tunneling'' creature takes through the earth does not collapse behind i3 KB (436 words) - 19:20, 15 February 2019