Epic Path: Difference between revisions
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* [[Cromlech]] | * [[Cromlech]] | ||
* [[Druid]] | * [[Druid]] | ||
** [[Animal Companions]] | |||
* [[Fighter]] | * [[Fighter]] | ||
** [[ Fighter Tactics ]] | ** [[ Fighter Tactics ]] |
Revision as of 21:39, 11 October 2014
Introduction
Player's Guide
Classes
- Alchemist
- Barbarian
- Bard
- Brawler
- Cleric
- Cromlech
- Druid
- Fighter
- Monk
- Paladin
- Prowler
- Ranger
- Rogue
- Sorcerer
- Warlord
- Wizard
Races
- New Races
- Arrakanza - A race of savage nomads living in the grass sea, known for their speed and fondness for pain.
- Fane Dar - Humans whose ancestors commingled with Spirits (think Princess Mononoke), powerfully strong, with a matriarchal society.
- Vanx - River dwelling sentient lizards, the Vanx are the most common non-humanoid race in the Celegian Empire.
- Human - Replaces the Human writeup in the core Pathfinder rules.
Skills
Feats
Spells
Weapons, Armor and Equipment
Magic Items
- Magic Item Crafting Rules
- Magic Item Properties
- Dweomermetals And Other Special Materials
- New Magic Items
Combat
- Types of Actions
- Types of Movement
- Types of Damage
- Combat Maneuvers
- Types of Senses
- Status Conditions
- Injury, Death and Dying
Game Master's Guide
Bestiary
Campaign Settings
- Fane - Reese's Monday Night Game
- The Windward Marches - Todd's Monday Night Game
- The Golden Portal - Todd's Sunday Game
- Campaign Milieus - The PC's path to greatness, from peasant to god.