Talk:Epic Path: Difference between revisions

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* Need to make an edit pass on the Paladin to define good/evil acts, powers and spells
* Need to make an edit pass on the Paladin to define good/evil acts, powers and spells
* Need to discuss save DC's on pre-built items (see Ring of Shooting Stars -- a 50,000 gp ring with save DC's of 13) - should we adjust, at least a little?
* Need to discuss save DC's on pre-built items (see Ring of Shooting Stars -- a 50,000 gp ring with save DC's of 13) - should we adjust, at least a little?
* rewrite 'types of damage' entry for energy types and ER (fundamental and esoteric energy damage types)
* rewrite forced movement rules to account for 3-D movement
* rewrite forced movement rules to account for 3-D movement
* add 'feats of strength' combat maneuver
* add 'feats of strength' combat maneuver

Revision as of 19:33, 19 November 2015

Highest Priority Things To Do

  • Need to talk about loot. Current loot in Sunday game is double what it should be for our level. Strangely enough, I feel like it's almost exactly the right amount, despite this. I don't have enough to buy even close to everything I want, but I don't feel starved of wealth either. Maybe we need to revisit wealth by level?
    • I think the reason this happened is because you've been running encounters instead of giving quest xp. I think our original math had quest xp not giving treasure, and accounting for around half the xp each level.
  • Mid-level monsters (CR's 11 to 20)
  • Need to make an edit pass on the Paladin to define good/evil acts, powers and spells
  • Need to discuss save DC's on pre-built items (see Ring of Shooting Stars -- a 50,000 gp ring with save DC's of 13) - should we adjust, at least a little?
  • rewrite forced movement rules to account for 3-D movement
  • add 'feats of strength' combat maneuver
  • Finish 'breaking objects' page
  • Finish Equipment descriptions
  • Pre-Made Magic Items List
  • rename "move 5-feet through difficult terrain" as a full round action. something different from 'difficult terrain' which just means it costs double movement to move through. It obviously wouldn't let you move through blocked terrain, but needs to be clearer. Agree, needs a better name. "Severe" terrain? hrrm


Lower Priority Things To Do

  • Vehicle Combat Rules
  • Cromlech character class
  • Gambler character class = Witch/Gypsy vibe? (see tengu) - sure, witch/gypsy would work, but also riverboat gambler, southern gentleman kinda thing could work
  • Build/flesh-out basic rules pages
    • Ability Scores page
    • How to Combat page
    • Glossary of Terms page
  • Sorcerer Bloodlines page
  • Cleric Domains page
  • Import spells to page
  • Redo sample builds for all classes
  • Auramancy
  • True Dweomers
  • Alphabetize the Master Feats List page


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
    • barbarian (left game at level 6)
  • The Golden Portal campaign (level 9 to date) - Characters play-tested:
    • prowler
    • bard
    • brawler
    • sorcerer
    • rogue (finesse)
    • cleric
    • barbarian (levels 1-4) ranger (levels 5-6) fighter


Character Classes

  • Physical Adept class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs
  • Mentat Warsage Storm Knight class - intelligence-based melee and thrown weapons user.
  • Cromlech (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

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)


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