Talk:Epic Path

From Epic Path
Revision as of 23:03, 21 June 2016 by Reese (talk | contribs)
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Highest Priority Things To Do

  • finish cleaning up senses pages
  • add senses list to all monster templates (see CR 1/2)
  • finish writing Heartsense page
  • templates:
    • update spell template to pass info to master list (components)
    • update magic item template to pass info to master list (cost, short desc)
  • Redo analysis pass for all character classes
    • I'd like to revisit the Brawler's restriction on magic weapons (e.g. Amulet of Mighty Fists). Why? (I forgot)
  • Fix references to profession skill being based only on Wisdom (now "Varies")
  • Monsters
    • write Mid-level monsters (CR's 17 to 20)
    • Move existing monsters to the new Monster template (started! done through CR 3)
  • Vehicles & Siege Weapons
    • template for vehicles?
    • template for siege weapons?
    • Finish Vehicle Combat Rules
      • page for PC vehicles (pre-made, make your own, customization/upgrade rules)
      • page for NPC vehicles (make your own, table of specials)
      • page for special vehicle upgrades
  • Create dweomermetal properties for implements, and add dweomermetals as an option for Implement creation
  • Need to re-write Baffled condition (refers to old Ability Damage rules)
  • 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)
  • Skills
    • 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.
    • Update the skills pages with the new Skills template
    • replace "fly" and "swim" (and "climb"?) skills with a "Movement (Str)" skill ("Kinesthetics"?). Also pull the "move into/through someone's space" aspect of Acrobatics' tumble ability into this, though tumbling to avoid AOO's in threatened squares would still be acrobatics.


  • 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.
  • new feats needed:
    • Warlord - more formation dice
    • Ranger - more quarry dice
    • Ranger - better traps (better action economy, use against an occupied space)


Lower Priority Things To Do

  • 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