Epic Path: Difference between revisions
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== Classes == | == Classes == | ||
* [[ Alchemist ]] | * [[ Alchemist ]] -- | ||
* [[ Barbarian ]] -- No changes. Added a few new Rage abilities. | |||
* [[ Barbarian ]] | * [[ Bard ]] -- Massive overhaul. See 'Harmony' for starters. | ||
* [[ Brawler ]] -- New unarmed non-ninja class. Hits seldom but hard. | |||
* [[ Bard ]] | * [[ Cleric ]] -- Moderate adjustments. See 'Castigate' and 'Channel Divinity'. | ||
* [[ Druid ]] -- No changes. | |||
* [[ Brawler ]] | * [[ Fighter ]] -- Massive overhaul. See 'Warrior's Challenge' for starters. | ||
* [[ Monk ]] -- Improved damage, adjusted Flurry of Blows. | |||
* [[ Cleric ]] | * [[ Paladin ]] -- Moderate adjustments. Now any lawful alignment. Added more Smite. | ||
* [[ Prowler ]] -- A class for the cat burglar types. Movement and spring attacks. | |||
* [[ Druid ]] | * [[ Ranger ]] -- Reduced number of required stats. Merged combat styles. Poultices. | ||
* [[ Rogue ]] -- Largely unchanged. Updated a few Rogue Talents. | |||
* [[ Fighter ]] | * [[ Sorcerer ]] -- No changes. | ||
* [[ Warlord ]] -- A defensive pseudo-healer (temp hp's instead of healing) who buffs adjacent allies. | |||
* [[ Monk ]] | * [[ Wizard ]] -- Added 'powerful cantrips'. Otherwise, unchanged. | ||
* [[ Paladin ]] | |||
* [[ Prowler ]] | |||
* [[ Ranger ]] | |||
* [[ Rogue ]] | |||
* [[ Sorcerer ]] | |||
* [[ Warlord ]] | |||
* [[ Wizard ]] | |||
== New Rules == | == New Rules == |
Revision as of 19:37, 30 April 2013
- A modified Pathfinder campaign, set in the iron city of Fane.
Character Creation
All of the core classes and races are available. If anyone wants to select a class or race outside of core rules, please let me know, and we can look it over to ensure it is balanced with the rest of the classes or races. That said, I will not allow ECL races, and I strongly discourage the truly weird races. If you really have to play a half-grell, and have some compelling reason why you think having tentacles instead of thumbs is a good idea, we can discuss it, but you should expect me to say no.
Do not create a backstory for your character. Instead, please focus on personality traits and quirks, as these will be far more useful to you. All will be explained once we start the campaign.
Stat generation will use a point buy system, with 28 points. Stat costs are:
Stat 8 9 10 11 12 13 14 15 16 17 18 Cost -2 -1 0 1 2 3 5 7 10 13 17
No more than one stat may be below a 10, and no stat may exceed an 18 without a racial mod. For those of you who would like to use a calculator, this web page has a fairly useful one: http://tools.digitalightbulb.com/pbcalc.html (use the first one on the page; the second one uses different numbers).
Starting gold for all characters will be zero.
Classes
- Alchemist --
- Barbarian -- No changes. Added a few new Rage abilities.
- Bard -- Massive overhaul. See 'Harmony' for starters.
- Brawler -- New unarmed non-ninja class. Hits seldom but hard.
- Cleric -- Moderate adjustments. See 'Castigate' and 'Channel Divinity'.
- Druid -- No changes.
- Fighter -- Massive overhaul. See 'Warrior's Challenge' for starters.
- Monk -- Improved damage, adjusted Flurry of Blows.
- Paladin -- Moderate adjustments. Now any lawful alignment. Added more Smite.
- Prowler -- A class for the cat burglar types. Movement and spring attacks.
- Ranger -- Reduced number of required stats. Merged combat styles. Poultices.
- Rogue -- Largely unchanged. Updated a few Rogue Talents.
- Sorcerer -- No changes.
- Warlord -- A defensive pseudo-healer (temp hp's instead of healing) who buffs adjacent allies.
- Wizard -- Added 'powerful cantrips'. Otherwise, unchanged.
New Rules
- CMB Calculations
Small creatures may use DEX instead of STR when calculating CMB. Pathfinder core rules allow tiny creatures to do this, but it makes sense for small creatures as well.
- Melee Weapon Damage
Beginning at 8th level, base weapon dice damage is doubled. This does not double STR, feat, precision or other modifiers to the base weapon damage, just the die of the weapon. This does not apply to classes with fixed damage, such as the monk or brawler unarmed damage. For example, a longsword deals 2d8 base weapon damage after 8th level. This bonus increases to triple weapon dice damage at 15th level and beyond. This change was made after looking over rough damage comparisons between melee and spell classes. If anyone wants to see how these numbers were arrived at, I can provide the data.
- Starting Hit Points
Level 1 characters get full CON SCORE plus max hit die for HP's at level 1. Hit dice are restored to old (lower) values.
- Multiclassing
Multiclassing is permitted, but you must have at least 5 levels in a class before you can change to a new one. If this completely horks up your plan for a particular prestige class, let me know, and I might make an exception. This is primarily to prevent 'class dipping' and saving throw min-maxing.