Talk:Epic Path: Difference between revisions

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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.
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.
==Highest Priority Things To Do==
* Finish Races
** Race write-ups still needed for: Grippli, Ifrit, Kitsune, Tengu, Tiefling, Undine, Vishkanya
** Finish Writing Major Racial Traits
*** Replace all traits which grant a bonus attack of some kind; bonus damage is fine
*** Finish Balancing Race Traits against each other
* Write/Replace All Racial Feats
==Lower Priority Things To Do==
* Equipment List
* Pre-Made Magic Items
* Vehicle Combat Rules
* Re-balance dweomermetals
* Mid-level monsters
* Finish Cromlech
* Import Rules Pages from d20pfsrd
* Import Skills Pages from d20pfsrd
* Prestige Classes or their replacement (feat trees?)
* Auramancy
* True Dweomers


== Playtests ==
== Playtests ==
* Fane Campaign (Level 5, to date) - Characters play-tested:
* Fane Campaign (Level 5, to date) - Characters play-tested:
** cleric
** cleric
Line 25: Line 50:
** cleric
** cleric
** <strike>barbarian (levels 1-4)</strike> <strike>ranger (levels 5-6)</strike> fighter (levels 6+)
** <strike>barbarian (levels 1-4)</strike> <strike>ranger (levels 5-6)</strike> fighter (levels 6+)


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


* 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 ==
== Magic Items ==
 
* new 'labor saving devices' below
* 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.
 
 
 
*new 'labor saving devices' below




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Requires a purify food and drink cantrip, a create water cantrip, and a detect poison cantrip
Requires a purify food and drink cantrip, a create water cantrip, and a detect poison cantrip


== Character Classes ==
== 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
* '''Physical Adept''' class - arcane-powered melee, re-tool eidolon-style abilities as self-buffs
* <strike>Mentat</strike> <strike>Warsage</strike> '''Storm Knight''' class - intelligence-based melee and thrown weapons user.
* <strike>Mentat</strike> <strike>Warsage</strike> '''Storm Knight''' class - intelligence-based melee and thrown weapons user.
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:* fanatic
:* 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 ==
== Races ==


===Core Races===
===Core Races===
* Dwarf - '''Done!'''
* Dwarf - '''First Draft Done!'''
* Elf - '''Done!'''
* Elf - '''First Draft Done!'''
* Gnome - '''Done!'''
* Gnome - '''First Draft Done!'''
* Halfling - '''Done!'''
* Halfling - '''First Draft Done!'''
* Half-Elf - '''Done!'''
* Half-Elf - '''First Draft Done!'''
* Human - '''Done!'''
* Human - '''First Draft Done!'''


===Exotic Races===
===Exotic Races===
* Arborian - '''Done!'''
* Arborian - '''First Draft Done!'''
* Barani
* Barani - '''First Draft Done!'''
* Changeling - '''Done!'''
* Changeling - '''First Draft Done!'''
* Gata
* Gata - '''First Draft Done!'''
* Grippli
* Grippli
* Half-Orc - '''Done!'''
* Half-Orc - '''First Draft Done!'''
* Ifrit
* Ifrit
* Kitsune
* Kitsune
* Mallori
* Mallori - '''First Draft Done!'''
* Nagdyr
* Nagdyr - '''First Draft Done!'''
* Oread
* Oread - '''First Draft Done!'''
* Sylph - '''Done!'''
* Sylph - '''First Draft Done!'''
* Tengu
* Tengu
* Tiefling
* Tiefling
* Undine
* Undine
* Vanx - '''Done!'''
* Vanx - '''First Draft Done!'''
* Vishkanya
* Vishkanya


== Skills ==
== Skills ==
* Review all knowledge skills
* Review all knowledge skills
* Create epic rules for skills - better uses for skills at higher level (e.g. crouching tiger, hidden dragon stuff from acrobatics/climb)
* Import rules for all skills from d20pfsrd


* add new skills (classes listed use their best stat): '''Done!''
** Spellcraft - wiz/sorc - review/update - usable as substitute for Knowledge Arcana? Grants Caster Level equal to Class level for item creation.
** Divinity - cleric/paladin - recognize spells cast, counterspell - usable as substitute for Knowledge Religion? Substitute for saves versus opposite ethos, substitute for Heal checks,
** Spycraft - rogue/bard/prowler - aid self on stealth checks, trapsense - usable as substitute for Knowledge Local? Substitute for perception checks for certain things, used to feint, used to forge things
** Warcraft - fighter/warlord/barbarian/brawler - break grapples, use siege engines, avoid ambushes - usable as substitute for Knowledge Engineering? Substitute for initiative x times per day?
** Naturalism - druid/ranger - monster lore, identify poisons and diseases.  usable as a save versus poison/disease x times per day - usable as substitute for Knowledge Nature?
** Mentalism - alchemist/psionics/monk - identify items (psychometry) - usable as substitute for Knowledge: Chakra. Rumination?  Contemplation?  Self-reflection?  Fleshcraft?  Skincraft? Scrutiny?  Need a non-spell smart-guy skill.  Can substitute for a Will save x times per day.  Usable against Bluff, Sense Motive, and Intimidate. 
** Knowledge: Chakra?  Knowledge: Ki?  Knowledge: Spirit?  Know Self?
* All of the above skills are used to craft magic items relevant to their respective classes (e.g. warcraft to make a magic breastplate, etc.)
* get rid of 'craft magic <blah>' feats.  Replace them all with 'Creator' feat which anyone can have.  Creator grants you an Effective Caster Level for Item creation equal to your skill level in the above skills, max is your highest class level.  ECL is sed as Caster Level for everything about item crafting.  NEVER makes you an actual caster.
* those outside the listed classes cannot learn these skills. Instead, they must rely on the knowledge skill it replaces.
:* Divinity: Assess hitpoints of PC's
:* Warcraft: Assess CR ofenemies.  If roll and beat the mob's AC, can read the non-description sections.
:* Spycraft: Know the remaining hitpoints of mobs under half hitpoints.
:* Naturism: ??
:* Spellcraft: ??
:* Reason: Predict the 'programming' of mindless mobs.  Read the In Combat section.
* Create epic rules for skills - better uses for skills at higher level (e.g. crouching tiger, hidden dragon stuff from acrobatics/climb)


== New Systems ==
== New Systems ==
* Prestige-class replacement system (feat trees?)
* Prestige-class replacement system (feat trees?)
* True Dweomers - data compilation begun
* True Dweomers - data compilation begun


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But as these frequencies diminish, as one travels away from the First Veil, an interesting side effect occurs - Geomantic Auras. Blood magic, aura magic.
But as these frequencies diminish, as one travels away from the First Veil, an interesting side effect occurs - Geomantic Auras. Blood magic, aura magic.


== Feats ==
== Feats ==
* Run through all heroic feats to re-add all the 'removed from game' feats, calling out that they were 'removed from game'. - '''Done!'''
* Run through all heroic feats to re-add all the 'removed from game' feats, calling out that they were 'removed from game'. - '''Done!'''
* Run through all the racial feats to remove races no longer in game, and rebuild feats for remaining and new races.
* Run through all the racial feats to remove races no longer in game, and rebuild feats for remaining and new races.

Revision as of 18:30, 16 April 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.

Highest Priority Things To Do

  • Finish Races
    • Race write-ups still needed for: Grippli, Ifrit, Kitsune, Tengu, Tiefling, Undine, Vishkanya
    • Finish Writing Major Racial Traits
      • Replace all traits which grant a bonus attack of some kind; bonus damage is fine
      • Finish Balancing Race Traits against each other
  • Write/Replace All Racial Feats


Lower Priority Things To Do

  • Equipment List
  • Pre-Made Magic Items
  • Vehicle Combat Rules
  • Re-balance dweomermetals
  • Mid-level monsters
  • Finish Cromlech
  • Import Rules Pages from d20pfsrd
  • Import Skills Pages from d20pfsrd
  • Prestige Classes or their replacement (feat trees?)
  • Auramancy
  • True Dweomers


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

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


Magic Items

  • new 'labor saving devices' below


Household Chest of Comfort

Household Chests are simple magical devices that perform various magical effects when you either open or close them.

Listed below are some of the most common of these devices:


Cleaning Chest

Place dirty clothes inside, close chest. After one minute, open chest and all clothes are clean, repaired to a new state, perfumed, and neatly folded. Other versions allow you to stand inside them, which cleans both you and your clothes.

To create, requires a prestidigitation cantrip, mage hand cantrip, and a mending cantrip.


Breeze Box

Open the box to fill a room with gentle, cooling breezes.

To create, requires a breeze cantrip.


Light Box

Open the box to light up a room or even several rooms.

To create, requires a dancing lights cantrip.


Music box

Open the box to play pretty music at a comfortable volume

Requires a Ghost Sound cantrip


Fire Extingisher

Open this small chest to pour water on fires anywhere in the dwelling or within a fifty foot circle centered on the chest

Requires a drench cantrip.


Home Defense Chest

Open this heavy chest to kill intruders in your home, as everything they touch gives off deadly electricity

Requires a Jolt cantrip


Whisper Box

When you whisper into this box others will hear you.


Requires a message cantrip to make.


Compass Box

When you open the box, you instantly know which way north is.

Requires a Know Direction cantrip to create.


Box of Restful Repose Open this box to be soothed into sleep.

Requires a lullaby cantrip to create.


Box of Health

When you open the box in the room where you lay down to sleep, you gain +1 hp from any hit points you gain from rest.

Requires a Simple bed cantrip to create.


Magnifying Glass This chest has a glass bottom. Open it and look through to closely examine objects from up to 30 feet away.

Requires a Sift cantrip to create.


Spice Box Open this tiny box when you sit down to eat and your food is delicious.

Requires an Alter taste cntrip to create.


Clock Box This box, when opened, makes you aware of the exact time.

Requires a Timer cantrip to create.


Box of Trifles This box, when opened, always has a new, different picture of somehting interesting. Landscapes, buildings, people, animals, creatures, there's an unlimited number of these images.

Requires a Trifling Image cantrip to create.


Chest of Servants Opening this chest in a room of your house cleans and tidies the room immediately, and places any debris outside the closest door.

Requires an Unseen Attendant cantrip to create.


Food Chest Place cooked food in this chest to keep it fresh and edible forever. Also will fill up any container placed inside with fresh drinking water and warn if any dangerous food or drink is placed inside.

Requires a purify food and drink cantrip, a create water cantrip, and a detect poison cantrip


Character Classes

  • 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


Races

Core Races

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

Exotic Races

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


Skills

  • Review all knowledge skills
  • Create epic rules for skills - better uses for skills at higher level (e.g. crouching tiger, hidden dragon stuff from acrobatics/climb)
  • Import rules for all skills from d20pfsrd


New Systems

  • Prestige-class replacement system (feat trees?)
  • True Dweomers - data compilation begun

10th Corrupt Dweomers: Target a foe, any items they have no longer give them a bonus until the end of the encounter. If the items have a CL of 20 or below, there is no roll. If the items have a CL of 21 or higher, make a caster level check vs a target of 10+ the CL of each item. If it succeeds, the item no longer gives a bonus until the end of the encounter. If it fails, there is no effect.

11th

12th

13th Accursed Dweomers: As Corrupt Dweomers, except any affected items inflict a penalty equal to their normal bonus until the end of the encounter.

14th


Truemagic Feats
    • Truemagic Scribe - learn one new true dweomer of 10th level
    • Truemagic Supplicant - learn two new true dweomers of 10th or 11th levels
    • Truemagic Ordained - learn three new true dweomers of 10th thru 12th levels
    • Truemagic Nominate - learn four new true dweomers of 10th thru 13th levels
    • Truemagic Magus - learn five new true dweomers of 10th thru 14th levels


  • Auramancy - basic system defined, early stages of conversion


The Celestial Interlace

In the lands around a Veil, there is no longer a Celestial Cascade in the purest sense. Long, long ago, in the First Realm, the Northern Sorcerers sought to take the power of the Celestial Sphere and channel it into themselves, stealing the power of the gods and taking it for themselves.

They failed.

As they watched their efforts begin to unravel, those age-ago geniuses quickly redirected their rapidly-unwinding magical travesty and stood up the First Veil, a chaotic destructive force, in which a shattered Celestial Sphere competes with a mirror of itself, a Geomantic Sphere, in unceasing, high-frequency resonance. The First Veil stands to this day, seeming eternal. All other Veils are gentler, tamer copies of it, more tractable, more controllable, but terrible nonetheless.

The Northern Sorcerers had dared to pluck a perfect string - the Celestial Sphere, and the string had shattered in twain. Two opposing, infinite, strands of resonating force, perfectly out of sync with one another, but always mirrors. The vibrating frequencies, strongest at the Veil, are too intense for life to exist.

But as these frequencies diminish, as one travels away from the First Veil, an interesting side effect occurs - Geomantic Auras. Blood magic, aura magic.


Feats

  • Run through all heroic feats to re-add all the 'removed from game' feats, calling out that they were 'removed from game'. - Done!
  • Run through all the racial feats to remove races no longer in game, and rebuild feats for remaining and new races.