Talk:Epic Path: Difference between revisions

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* Redo sample builds for all classes
* Redo sample builds for all classes
* Mid-level monsters (CR's 14 to 20)
* Mid-level monsters (CR's 14 to 20)
* Edit pass on Bard to address internal balance and ad a possible melee song.  The Blade Dancer/Acrobat lives!
* Edit pass on Bard to address internal balance and ad a possible melee song.  The Blade Dancer/Acrobat lives! Done!
* 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
* Edit pass on the Rogue to create the Clever(Int) rogue vs Callous (Str) (Daring, Ruthless/Tenacious/Coercive/Hard-Boiled) rogue paths. Main thing: Allow Callous rogues to use sneak attack with 1 hand and 2 hand weapons, possible other bonuses. This makes the re-write pass easier, as we don;t have to re-write EVERY flippin' Talent...again.  Thought: Massive brutality becomes a Callous Rogue ability
* Edit pass on the Rogue to create the Clever(Int) rogue vs Ruthless (Str) rogue paths. Main thing: Allow Ruthless rogues to use sneak attack with 1 hand and 2 hand weapons, possible other bonuses. Thought: Massive brutality becomes a Callous Rogue ability
* Need to discuss UMD rolls, allowable spells for spell effects, and use/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? My vote is, NO DC's should ever be fixed. It should always be 'base' plus 'something' plus 'modifier'.  Any of these might be zero, but all DC's should scale.
* Need to discuss UMD rolls, allowable spells for spell effects, and use/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? My vote is, NO DC's should ever be fixed. It should always be 'base' plus 'something' plus 'modifier'.  Any of these might be zero, but all DC's should scale.
* rewrite forced movement rules to account for 3-D movement
* rewrite forced movement rules to account for 3-D movement, discuss mixed-mode movement (fly usable underwater?), discuss what Prone does under water, under ground, and flying
* add 'feats of strength' combat maneuver(?)
* add 'feats of strength' combat maneuver(?)
* Finish 'breaking objects' page
* Finish 'breaking objects' page
* Finish Equipment descriptions
* Finish Equipment descriptions
* Pre-Made Magic Items List : "Acculturate" magic items so that there is a courageous, heroic, epic, and mythic version on every item for every slot.  
* Pre-Made Magic Items List : "Acculturate" magic items so that there is a courageous, heroic, epic, and mythic version on every item for every slot.  
* 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? "Impeded" terrain.  Array would be "Difficult" -> "Impeded" -> "Blocked".
* rename "move 5-feet through difficult terrain" as a full round action.  "Impeded" terrain.  Array would be "Difficult" -> "Impeded" -> "Blocked".
* Re-write "what is epic path" page.
* Re-write "what is epic path" page. (Started)
* Deal with "banners" for warlord and others
* Deal with "banners" for warlord and others.  Bard changes make this much easier, still need to look at it.


==Feats Review==
==Feats Review==

Revision as of 06:19, 21 January 2016

Highest Priority Things To Do

  • Redo sample builds for all classes
  • Mid-level monsters (CR's 14 to 20)
  • Edit pass on Bard to address internal balance and ad a possible melee song. The Blade Dancer/Acrobat lives! Done!
  • Need to make an edit pass on the Paladin to define good/evil acts, powers and spells
  • Edit pass on the Rogue to create the Clever(Int) rogue vs Ruthless (Str) rogue paths. Main thing: Allow Ruthless rogues to use sneak attack with 1 hand and 2 hand weapons, possible other bonuses. Thought: Massive brutality becomes a Callous Rogue ability
  • Need to discuss UMD rolls, allowable spells for spell effects, and use/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? My vote is, NO DC's should ever be fixed. It should always be 'base' plus 'something' plus 'modifier'. Any of these might be zero, but all DC's should scale.
  • rewrite forced movement rules to account for 3-D movement, discuss mixed-mode movement (fly usable underwater?), discuss what Prone does under water, under ground, and flying
  • add 'feats of strength' combat maneuver(?)
  • Finish 'breaking objects' page
  • Finish Equipment descriptions
  • Pre-Made Magic Items List : "Acculturate" magic items so that there is a courageous, heroic, epic, and mythic version on every item for every slot.
  • rename "move 5-feet through difficult terrain" as a full round action. "Impeded" terrain. Array would be "Difficult" -> "Impeded" -> "Blocked".
  • Re-write "what is epic path" page. (Started)
  • Deal with "banners" for warlord and others. Bard changes make this much easier, still need to look at it.

Feats Review

  • Important Note for Todd: All feats now use "{{Template:Feats}}" as the first part of their header, replacing most of the original header boilerplate. See any epic feat for an example.
    • Using a template for this will allow us to easily change it in the future, without having to touch the individual pages.
  • Update any feats with Bailiwick skills (e.g. Spellcraft) as prerequisites, so that other classes can still qualify if appropriate.
    • For example, all metamagic feats should probably also support Divinity and Naturalism as prerequisites, in addition to Spellcraft
  • Need to do a review of all epic feats to ensure they have at least one prerequisite which requires level 21+ to achieve.
  • Rename all "improved x", "greater x", "epic x" type feats to "x, improved", "x, greater", "x, epic", etc. (This makes it much easier to find all the spell focus feats, for bull rush feats, etc.)
  • Alphabetize the Master Feats List page
  • Eventually, I'd like to get rid of all of the feat-listing pages except for the Master Feats List page. Prior to that:
    • Make sure each feat has been reviewed
    • Make sure that categories have been added to any feats on these list pages allowing them to be sorted similarly (e.g. all metamagic feats should have a metamagic category added to them).


Lower Priority Things To Do

  • Vehicle Combat Rules
  • Finish Siege Weapons
  • 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
    • How to gaming page
    • Ability Scores page
    • Finish Character Advancement page
    • How to Combat page
    • Glossary of Terms page
  • Sorcerer Bloodlines page
  • Cleric Domains page
  • Import spells to page - started!
  • 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
    • 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?)


  • spycraft
  • gambler


  • reason
  • storm knight


  • divinity
  • 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


Dice Roller

All electronica baby!

http://www.anydice.com/


Things to find and replace

Found some of these:

‘ -- Fixed