Talk:Epic Path

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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.

Highest Priority Things To Do

  • Finish Races
    • Race write-ups still needed: Grippli, Ifrit, Kitsune, Tengu, Tiefling, Undine
    • 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 List
  • Vehicle Combat Rules
  • Re-balance dweomermetals
  • Mid-level monsters
  • Cromlech character class
  • Build/flesh-out basic rules pages
  • 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+)


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.