This is it, the final path. Well for now anyways. The Primal Path was a lot of fun and boy unlike the others, this one had a different set of challenges that made me realize some mistakes of other abilities for the mage and priest (and it’s a good thing this is all free use!)ContinueContinue reading “The Call of the Primal: Primal Path”
Tag Archives: HeroicCodex
Where there is a Will: the Mystic Path
Hello Everyone! Today’s path is the Mystic, a master of Ki and Psionic powers. What is the difference? Psionics involve powers similar to magic that allow users to move, attack, or even sense things, while Ki is channeling that power through the user’s body, improving their physical prowess. After taking forever on the Priest Path,ContinueContinue reading “Where there is a Will: the Mystic Path”
Heroes of Divinity, the Priest Path
Holy Moley! (pun intended) This one was tougher than I expected, but then again, I jam-packed SOOOO much into this path’s major branches, the Oath of the Sacred and Divine Dogma. But, after waiting two weeks, here is the Priest’s Path! For your holy warrior or simply divine caster powers for your Project ARS Game!ContinueContinue reading “Heroes of Divinity, the Priest Path”
It’s Magic, Friend!
OOOOOOKAY this was the longest path for me to write up, simply because of ALL the options I put in for this path. That’s right, the Mage’s Path, home for all your general magical powers and abilities! From the Patron to School mastery to special abilities that reduce the cost and difficulty of casting spells.ContinueContinue reading “It’s Magic, Friend!”
Academic Adventurers: The Scholar’s Path
We’ve had warriors, rogues, envoys, and techs, and all those awesome abilities that make them unique and awesome. Well the last of the non magic paths I have ready for you is the Scholar, a student and learned expert. The scholar path allows you pulling out knowledge or where to find the knowledge with ease,ContinueContinue reading “Academic Adventurers: The Scholar’s Path”
Mechanical Mastery of the Tech Path
I’M BACK FROM VACATION! Whew, now that’s done, lets get some fun abilities from the new Tech Path! The Tech path is designed with the most flavor possible, as crazy inventors are found throughout most of history in the shape of advance scifi and space operas as roboticists, ship mechanics, or simply junkcrafters, in steampunkContinueContinue reading “Mechanical Mastery of the Tech Path”
A Rogue of Ability
Hey everyone! I’m posting a day early for this one, mostly because I’ll be on vacation for the week! I’ve got the Rogue Path for player options, which specialize in the arts of deception, thievery, forgery, and stealth. The Rogue path can be easily broken down into three sub-paths: spy, thief, and scout. The abilitiesContinueContinue reading “A Rogue of Ability”
Let’s Talk About This
Hey Everyone! New player option: the Envoy Path! This path is designed to show off the face character, those who use charisma, diplomacy, or deception to get what they want. Envoys aren’t unskilled combatants, they just try to use their charm and wit to take advantage of their foes. But their true specialty lies inContinueContinue reading “Let’s Talk About This”
Paths: Abilties of ARS
Paths are a way to build class abilities for Project ARS, these are abilities that are specific to a style of play. Currently, like all things in Project ARS, everything is in playtest mode, so things will shift. Paths are an optional feature in ARS, and are designed to be specializations for your games. BelowContinueContinue reading “Paths: Abilties of ARS”
Seven Spheres and Pathfinder
Last time, I talked about converting Seven Spheres over to Pathfinder Second Edition, and what I wanted to show off was some things already made for this setting, including some new skills, two new feats associated with one of the skills, and the groundwork of the Necryl and Asyr ancestry. Converting to a Modern SettingContinueContinue reading “Seven Spheres and Pathfinder”