Talk:Epic Path: Difference between revisions

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* Helleskrieg True Lord 41
* Helleskrieg True Lord 41
* Helleskrieg Majestic Lord 42
* Helleskrieg Majestic Lord 42
== Races ==
===Core Races===
* Dwarf - '''Done!'''
* Elf - '''Done!'''
* Gnome - '''Done!'''
* Halfling - '''Done!'''
* Half-Elf - '''Done!'''
* Human - '''Done!'''
===Exotic Races===
* Arborian - '''Done!'''
* Barani
* Changeling - '''Done!'''
* Gata
* Grippli
* Half-Orc - '''Done!'''
* Ifrit
* Kitsune
* Mallori
* Nagdyr
* Oread
* Sylph - '''Done!'''
* Tengu
* Tiefling
* Undine
* Vanx - '''Done!'''
* Vishkanya

Revision as of 21:25, 19 March 2015

Using this page for our "Things that still need to be done" notes. I recommend we delete some stuff if we're confident it has been implemented to our satisfaction.

Playtests

  • Fane Campaign (Level 5, to date) - Characters play-tested:
    • cleric
    • brawler
    • prowler
    • alchemist
    • wizard
  • Windward Marches campaign (level 8 to date) - Characters play-tested:
    • fighter
    • paladin
    • warlord
    • rogue (clever)
    • alchemist
  • The Golden Portal campaign (level 6 to date) - Characters play-tested:
    • prowler
    • bard
    • brawler
    • sorcerer
    • rogue (finesse)
    • cleric
    • barbarian (levels 1-4)
    • ranger (levels 5-6)
    • fighter (levels 6+)

Equipment

  • rebalance and redesign a standard weapons list - Done!
  • rebalance and redesign a standard armors and shields list - Done!
  • add shields, add weapon categories - Done!
  • balance pass on thrown weapons - Done!
  • normalize non-proficiency penalties

as a comment, the non-proficiency penalties really need a home, and we have a distinct lack of rules pages, to date.

Magic Items

  • Clean up and integrate magic item creation rules - Done!

See Skills below for more info

  • create new magic items attuned to the new class features (e.g. a shield which grants +1 to combat edge)
  • create rules for creating magic items which grant bonuses to the new class features (quarry, encroachment, combat edge, etc.)

General comment - not sure if we really want to create new enchant types for class-specific features. My fear is it will force us to rebalance monsters.

Character Classes

  • Re-balance Epic Class Damage - Done!
  • Adjust monster stat comparison (epic) as needed - Done!
  • Re-balance Epic class defenses - Done!
  • move alchemist discoveries - Done!
  • move barbarian rage powers - Done!
  • move rogue talents - Done!
  • move fighter tactics - Done!
  • re-work Bards:
    • Add 1 square of forced move to Harmony
    • Maybe re-look Bard feats? Prolly not needed....
    • Add 'Jarring Performance', a sonic-based non-mind affecting attack that gets a second attack at 8th and a third attack at 15th. Does NOT get forced move.
    • Like Rogues, Bards must choose to be 'Harmonious' or 'Jarring' at first level. Once chosen, you don't get to go back.
    • Look at stacking Bard songs in Epic levels (yikes!)
  • Re-tinker the Barbarian Class to all-superstition theme - Not Going To Happen
  • Physical Adept class - arcane-powered melee, re-tool eidolon-style abilities as self-buffs
  • Mentat Warsage Storm Knight class - intelligence-based melee and thrown weapons user.
  • Warden class (Sentinel? Guardian?) (stance-based, lots of forced movement, gets tougher the longer they stay in the same square)
  • When wardens stance, they create a warded zone around them
  • Enemies in the zone are considered marked
  • The zone gets bigger every round
  • Marked enemies can be pulled as a swift action
  • the warded zone starts as a 3x3, but the warden does not have to be in the center of it.
  • feats make the warded zone bigger, and higher level wardens have larger zones
  • warden pulls can knock things prone, applied staggered, shaken, etc
  • wardens can make terrain difficult for enemies only
  • get bonuses against prone foes
  • Warlock class - arcane-powered pact magic, movement and close attacks
  • Fanatic class - divine melee/unarmed, low heals, light armor, no spells. Lay on Hands that does damage; touch attacks.
  • Gambler class - uses a deck of fate, with variant of hi/lo.
  • draws a card at start of session. Prior to each attack, calls 'high' or 'low' and draws a new card. If card is as called, gets a bonus of some kind on the attack. If the call is wrong, gets a penalty of some kind. May also declare a flat draw to replace the card, for no buff or penalty.
  • gets powers which are only usable based on the card currently in play, depending on elements like value, suit, even/odd/face
  • class is primarily a controller/buffer/debuffer, but capable of doing damage via some basic "Harmony" (bard) style attack. The interesting part of the class comes from their options based on the hi/lo card draw for the round.
  • Toxotes - high damage ranged attacks, trick shots (possibly just create via new rogue talents?)
  • warcraft
  • fighter
  • brawler
  • warlord
  • spycraft
  • rogue
  • bard
  • prowler
  • gambler
  • spellcraft
  • wizard
  • sorcerer
  • bard
  • reason
  • alchemist
  • monk
  • storm knight
  • naturalism
  • ranger
  • druid
  • barbarian
  • divinity
  • cleric
  • paladin
  • fanatic

Bestiary

Monster Changes

  • Work out conversions for pathfinder - Done!
  • Work out conversions for 4e (ouch) - Done!
  • Refine Monster Blueprints for CR's 1-40 - Done!
    • Add 25% to all monster hit points - Done!
    • Update monster damage (claw/claw/bite damage is wrong) - Done!
  • Work up sample monster conversions for all CR's - in progress
  • Work up a basic set of low level EP monsters out of the playtest - Done!
  • Rebalance Gricks?
  • Work up a basic set of mid-level monsters

NOTES:

Zombie, Putrid, Corrupted, Void, Starlight, Starburned, Salt, Cavernous, Twitching, Darkened, Leaping, Frostburned, Wretched, Vile, Tenebrous, Drowned, Sodden, Zombie types

Troll, Cave Troll, Mountain Troll, Stone Troll, Star-Blinded Troll, Giant troll, Jagged Troll, Swamp Troll,

Ogre Mountain Ogre

Giant Beast Giant


Dragon Notes

All dragons have fear auras (Terrible Majesty, Will saves), see drakes for prototype (must playtest drakes!)

All dragons have a sonic PBAOE attack (Terrible Roar, Fort saves) with a large aoe.

All dragons have breath weapons (Reflex saves) that have an immediate effect and change terrain (except Blacks, which use illusion/conjuration).

All dragons can do claw/claw/bite/wing/wing/tail on full melee.

Claw/claw/bite = standard attack routine Wing/Wing/Tail = Standard attack routine against an area of effect (2x2 adjacent squares up to 4x4 AOE)


  • White Dragons - (betrayal) cold cone, creates (and ignores) rough terrain (ice), Melee attacks do forced movement only on rough terrain, chance to slow and even freeze-solid those in blast (torpid - entangled - petrified), rez effect is white out blizzard
  • Black Dragons - (deception) negative energy cone. Use illusions, conjuration (create pit, spiked pit, etc), confusion and compulsion, rez effect is Swarm of Darkness
  • Green Dragons - (corrosion) acid cone, provides lingering concealment as fog cloud, dragon ignores it, stealth and regen within cloud, sneak attack damage, realllly long tail (tail attack is ranged attack) rez effect is gas blowout
  • Blue Dragons - (storm) lightning line, creates a 'wall of static' which does damage if you walk through it, teleport (ride the lightning) with pbaoe thunderclaps (sonic) at destination, rez effect is tornado
  • Red Dragons - (destruction) fire cone, sets area on fire and lays down a wall of fire with each breath, PBAOE melee, regular melee deals extra fire damage, claws and bite do siege damage and free sunders. Rez effect is volcanic eruption


Mid level bad guys

Done!

  • Hill Giant Scrounger CR10 Weaker, younger, driven out to explore
  • Hill Giant CR11 Solid citizen
  • Hill Giant Warrior CR13 Tough fighter
  • Hill Giant Brute CR14 High damage tough fighter
  • Hill giant Beasttamer CR15 Has pets, good fighter
  • Hill Giant Shaman CR16 Ranged buff/debuff/damage
  • Hill Giant Chieftain CR17 Best fighter, also buffer


  • Stone Giant Mapper CR13 Weaker, younger, out looking for treasure
  • Stone Giant CR14 Solid citizen
  • Stone Giant Herder CR15 Animates stones and makes caves
  • Stone Giant Warrior CR17 TOUGH FIGHTER
  • Stone Giant Defender CR18 Very tough, defensive attacks and counterattacks
  • Stone Giant Sorceror CR19 Ranged debuff/damage
  • Stone Giant Ordinate CR20 Best fighter, also buffer


  • Forest Giant Gatherer CR14 Weaker, younger, out looking for food/money
  • Forest Giant CR15 Solid citizen
  • Forest Giant Raider CR16 Fast sneaky scout, ranged attacks
  • Forest Giant Savage CR18 Fast, strong fighter
  • Forest Giant Artisan CR19 Ranged attacks with debuffs, throws nets and stick-traps
  • Forest Giant Tree Tamer CR20 Animates trees as pets
  • Forest Giant Matriarch CR21 Strongest debuffer and buffer/healer


Issue challenges

  • Frost Giant Scout CR15 Sneaky, looking for victims/plunder
  • Frost Giant CR16 Solid citizen
  • Frost Giant Reaver CR17 Fast, high damage melee attacker
  • Frost Giant Berserker CR19 Fast, very tough, melee attacker/tank
  • Frost Giant Scald CR20 Ranged buffer/debuffer(bard)
  • Frost Giant Glacierborn CR21 Animates ice (as pets)
  • Frost Giant Despot CR22 Best fighter, best buffer.


Issue challenges

  • Fire Giant Picker CR17 Out looking for coal and metal
  • Fire Giant CR18 Solid citizen
  • Fire Giant Soldier CR19 Tough fighter, melee and ranged
  • Fire Giant Champion CR21 Really tough, high damage
  • Fire Giant Firebringer CR22 Animates fires as pets
  • Fire Giant Vulcanist CR23 Throws lava, fire aura, tough fighter
  • Fire Giant Thane CR24 Best fighter, best debuffer


Issue Smites

  • Cloud Giant Scudder CR19 Younger, weaker, random wanderer
  • Cloud Giant CR20 Misty citizen
  • Cloud Giant Tornado CR21 Very fast, high damage, aura
  • Cloud Giant Thunderhead CR23 Throws lightning, peals of thunder
  • Cloud Giant Lightstruck CR24 Aura of lightning, good melee
  • Cloud Giant Aerialist CR25 VERY fast, good damage, forced movement
  • Cloud Giant Parhelion CR26 Insubstantial, does light damage, best melee and buffer


Issue Smites

  • Storm Giant Squall CR21 Younger, weaker, random wanderer
  • Storm Giant CR22 Misty citizen
  • Storm Giant Hurricane CR23 proning aura, windwall, melee attacks have aoe wind, lots of pushes
  • Storm Giant Wracker CR25 Strong melee, creates floods(aura), causes avalanches
  • Storm Giant Destroyer CR26 Ranged AOE blasts of wind, very high damage, does siege damage
  • Storm Giant Stormcaller CR27 Has storms as pets
  • Storm Giant Kahn CR28 Most powerful, huge melee and ranged attacks


Issue Judgements

  • Death Giant Precursor CR24 Goes around trying to find dying people
  • Death Giant CR25 Solid citizen
  • Death Giant Measurer CR26 Cuts lives to 'proper length'. Very strong melee
  • Death Giant Quieter CR28 Drainer/debuffer, strong ranged attacks(needles of darkness)
  • Death Giant Peacegiver CR29 AOE drainer/debuffer, strong melee
  • Death Giant Gravedigger CR30 Attacks from underground, entombs, very strong melee
  • Death Giant Noble CR31 Strong ranged and melee


Issue Judgements

  • Fomaorian CR27 The worst of the worst
  • Fomaorian Slaver CR28 Ranged debuffs/captures, subdual damage
  • Fomaorian Skindancer CR29 Stealth, disguise, sneak attacks. Ridiculously sneaky for their size. Shapeshifter
  • Fomaorian Whisperer CR31 Invisible, ranged debuffs, backstabs, flanks, buffs allies
  • Fomaorian Jailer CR32 Very tough, forced movement (pulls), high damage, lots of subdual
  • Fomaorian Headman CR34 massive melee with beheading axe. massive
  • Fomaorian Sightless CR35 The Boss.


High level bad guys:

  • Helleskrieg Flockling 26
  • Helleskrieg Superior Flockling 27
  • Helleskrieg True Flockling 28
  • Helleskrieg Majestic Flockling 29
  • Helleskrieg Separator 27
  • Helleskrieg Superior Separator 28
  • Helleskrieg True Separator 29
  • Helleskrieg Majestic Separator 30
  • Helleskrieg Manipulator 28
  • Helleskrieg Superior Manipulator 29
  • Helleskrieg True Manipulator 30
  • Helleskrieg Majestic Manipulator 31
  • Helleskrieg Taiga 29
  • Helleskrieg Superior Taiga 30
  • Helleskrieg True Taiga 31
  • Helleskrieg Majestic Taiga 32
  • Helleskrieg Verdant 30
  • Helleskrieg Superior Verdant 31
  • Helleskrieg True Verdant 32
  • Helleskrieg Majestic Verdant 33
  • Helleskrieg Frostbound 31
  • Helleskrieg Superior Frostbound 32
  • Helleskrieg True Frostbound 33
  • Helleskrieg Majestic Frostbound 34
  • Helleskrieg Inferno 32
  • Helleskrieg Superior Inferno 33
  • Helleskrieg True Inferno 34
  • Helleskrieg Majestic Inferno 35
  • Helleskrieg Juggernaut 33
  • Helleskrieg Superior Juggernaut 34
  • Helleskrieg True Juggernaut 35
  • Helleskrieg Majestic Juggernaut 36
  • Helleskrieg Denizen 34
  • Helleskrieg Superior Denizen 35
  • Helleskrieg True Denizen 36
  • Helleskrieg Majestic Denizen 37
  • Helleskrieg Pinioned 35
  • Helleskrieg Superior Pinioned 36
  • Helleskrieg True Pinioned 37
  • Helleskrieg Majestic Pinioned 38
  • Helleskrieg Slumberer 36
  • Helleskrieg Superior Slumberer 37
  • Helleskrieg True Slumberer 38
  • Helleskrieg Majestic Slumberer 39
  • Helleskrieg Wormking 37
  • Helleskrieg Superior Wormking 38
  • Helleskrieg True Wormking 39
  • Helleskrieg Majestic Wormking 40
  • Helleskrieg Worldshadow 38
  • Helleskrieg Superior Worldshadow 39
  • Helleskrieg True Worldshadow 40
  • Helleskrieg Majestic Worldshadow 41
  • Helleskrieg Lord 39
  • Helleskrieg Superior Lord 40
  • Helleskrieg True Lord 41
  • Helleskrieg Majestic Lord 42

Races

Core Races

  • Dwarf - Done!
  • Elf - Done!
  • Gnome - Done!
  • Halfling - Done!
  • Half-Elf - Done!
  • Human - Done!

Exotic Races

  • Arborian - Done!
  • Barani
  • Changeling - Done!
  • Gata
  • Grippli
  • Half-Orc - Done!
  • Ifrit
  • Kitsune
  • Mallori
  • Nagdyr
  • Oread
  • Sylph - Done!
  • Tengu
  • Tiefling
  • Undine
  • Vanx - Done!
  • Vishkanya