Talk:Epic Path
Revision as of 01:30, 12 November 2015 by Tbolling (talk | contribs) (→Highest Priority Things To Do)
Highest Priority Things To Do
Write up the Undine racial backgroundDone! Yay!
- Mid-level monsters (CR's 11 to 20)
- Need to make an edit pass on the Paladin to define good/evil acts, powers and spells
- Re-balance dweomermetals
- Armor - Done!
- Weapons - First pass done
- rewrite 'types of damage' entry for energy types and ER (fundamental and esoteric energy damage types)
- rewrite Fighter Tactics that reduce fear and other statuses (heroic tactic should reduce moderate to minor, advanced tactic should reduce strong to minor)
- rewrite forced movement rules to account for 3-D movement
- add 'feats of strength' combat maneuver
- idea for magic item sets (attuned sets) - instead of extra abilities with x number if pieces to the set, the effective caster level of items in the set go up, improving the existing effects
- Fortifications, Structures and Objects
- Siege Damage rules = Sunder
- Finish Equipment descriptions
- The "move 5-feet through difficult terrain" as a full round action needs renaming in my opinion. I think it should be "move 5 feet through impassable terrain" or something different from 'difficult terrain' which just means it costs double movement to move through. It obviously wouldn't let you move through blocked terrain, but I think it makes it clearer. Pls validate. Agree, needs a better name. "Severe" terrain? hrrm
Lower Priority Things To Do
- Pre-Made Magic Items List
- Vehicle Combat Rules
- 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
- Ability Scores page
- How to Combat page
- Sorcerer Bloodlines page
- Cleric Domains page
- Import spells to page
- Redo sample builds for all classes
- Prestige Classes or their replacement (feat trees?)
- Auramancy
- True Dweomers
- Alphabetize the Master Feats List page
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 9 to date) - Characters play-tested:
- prowler
- bard
- brawler
- sorcerer
- rogue (finesse)
- cleric
barbarian (levels 1-4)ranger (levels 5-6)fighter
Character Classes
- Physical Adept class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs
MentatWarsageStorm Knight class - intelligence-based melee and thrown weapons user.
- Warden class (Sentinel? Guardian?) 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?)
- 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
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)
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