Talk:Epic Path: Difference between revisions

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** update spell template to pass info to master list (components)
** update spell template to pass info to master list (components)
** update magic item template to pass info to master list (cost, short desc)
** update magic item template to pass info to master list (cost, short desc)
** create a skills template, pass info to summary table (same page)
 
* Move existing monsters to the new Monster template
 
* Update the skills pages with the new Skills template


* Redo analysis pass for all character classes
* Redo analysis pass for all character classes

Revision as of 13:05, 31 May 2016

Highest Priority Things To Do

  • templates:
    • update spell template to pass info to master list (components)
    • update magic item template to pass info to master list (cost, short desc)
  • Move existing monsters to the new Monster template
  • Update the skills pages with the new Skills template
  • Redo analysis pass for all character classes
  • write Mid-level monsters (CR's 17 to 20)
  • Need to make an edit pass on the Paladin to define good/evil acts, powers and spells
    • If we go the route of "spells aren't evil, actions are evil", I think we should make a similar language pass on the Cleric as well.
    • Need to update Detect Ethos to permit a saving throw from its target (Hard DC based on the paladin's level)
  • I'd like to revisit the Brawler's restriction on magic weapons (e.g. Amulet of Mighty Fists). Why? (I forgot)
  • Finish 'breaking objects' page
  • Create dweomermetal properties for implements, and add dweomermetals as an option for Implement creation
  • 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.
  • 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.
  • Need to review all skills to update Target DC's using new skill check DC's table, if appropriate.
    • Should also review epic skill uses for the same thing.
    • Intimidate skill is done.
  • Adjust language of damage done by combat maneuvers to call out that things like bard songs, spell damage bonus, etc. can be added. The attacking character deals only base damage plus weapon enhancement bonus (?) if any.


Lower Priority Things To Do

  • Vehicle Combat Rules
  • Epic Bloodline (archaic bloodline) writeups
  • 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
  • If we ever allow multiclassing, we need to create feats for each character class akin to the Shaping Focus (Feat).
  • Create master list of allowable spells for spell effects for magic item creations (optional?)
  • add 'feats of strength' combat maneuver (optional?)


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 11 to date) - Characters play-tested:
    • prowler
    • bard
    • brawler
    • sorcerer
    • rogue (clever)
    • cleric
    • 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

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