Time to get this thread chugging again. I'm starting work on a new project titles Rush to Epic. The end goal is a short guide to playing one of the most over the top styles of Pathfinder you are likely to ever try. Inspired by a series games from my own past (and recounted here on Gaia enough times to make me look senile), Rush to Epic should leave you going "this is just crazy, why would anyone even think of playing this way." My target is to work on one section a day, and present it here for comment/critique/discussion... beginning with the forward.
Rush to Epic
A guide to Fast Epic Fantasy Gestalt play with Monstrous Races
Forward
Back in 2002 my mates and I were had a rip roaring time playing in a D&D game that came to be known as “The Rush to Epic.” This came about when one of your gaming group members got a copy of the Epic Level Handbook, a rather thick volume dedicated to playing characters and running games beyond 20th level.
The first iteration of “Rush to Epic” did take the party all the way past 20th level and a bit beyond before outside circumstances forced its end. A few years later we had a chance to try it again but this time the DM who started this rather super powered style of play wanted to up things another notch. In between the first “Rush to Epic” and this second go the books Savage Species and Unearthed Arcana books had been published. These introduced two new elements, playing monsters as classes and advancing two classes at once (also know as gestalt).
The second “Rush to Epic” did not last quite as long as the first, but was even crazier in terms of challenges and battles that the DM could, and did, throw at the party. The most mind blowing character of the group was an Orc Half-Minotaur True Weretiger Vampire Warshaper who was angling to become the undisputed champion of Orc’s primary god. If you are trying to wrap your head around how this was even done I will advise you to stop— unless you have copies of Dragon Magazine 313, Savage Species, Unearthed Arcana, Complete Warrior, two web articles from Sean Reynolds Savage Progressions series, and about 5 hours.
If that wasn’t enough there was even a 3rd attempted at a “Rush to Epic” where things got even more monstrous. Unfortunately this didn’t last very long as real life generally has a bit of dragging even the best gaming groups down eventually. However the sprit of the Rush to Epic lures those who have sampled its madness.
This handbook is intended to help shepherd Gamemasters and Players alike in a Rush to Epic using the Pathfinder Roleplaying Game with various tools, tricks, and guidelines.
Section 1: The Materials
There are two main pieces that make a Rush to Epic the beast it is, playing two classes at once and playing a monster race.
The first is a set of guidelines originally published in Unearthed Arcana called Gestalt Characters. Gestalt characters combined two standard character classes into a single progression that took the best aspects of both. Many players who enjoy powerful play try to use these guidelines in many different ways. The simplest method is to lock players into a single pair of classes. The most extreme attempt include something similar to normal multiclassing, if anything in gestalt play can be considered “normal.” The complexity trying to track multiclassing gestalt can quickly get out of hand and definitely requires a certain level of system mastery. Chapter 2 offers a modified version of gestalt guidelines which streamlines the process and takes advantage of various features that Pathfinder introduced. Appendix 1 contains the original OGC version for those who interested in trying a less structured approach.
The second are rules for playing as monster races and slowly progressing them during the course of play. This guide suggests adapting one of two different sets of existing rules in various Pathfinder supplements. The Advanced Races book by Paizo includes a chapter on building your own races using existing monsters a guides. This is the bases for the “standard” method in chapter 3 which references rules from chapter 4 of the Advanced Races book, and I strongly recommend that you obtain a copy (I have no interest in reprinting and formatting 20 odd pages worth of rules when you can support Paizo with a minimum of 10 USD PDF). The “monstrosity” method on the other hand references rules from the Advanced Player’s Guide (again, buy the PDF at least) that covers the Summoner class’ Eidolon companion.
You will need:
• the modified Gestalt in chapter 2 of this guide
• a copy of Advanced Races or the Advanced Player’s Guide
Section 2: The Method
While the following chapters will provide the full details of the exact rules and guidelines, I will provide a short overview here.
Rush to Epic does exactly what its name says, rush player characters to epic (post-20) levels of play as quickly as possible. Characters are substantially more powerful then normal Pathfinder characters. The game runs best on the Fast experience track, using Epic ability score purchase (25 points), and maximum hit points. There is a sidebar for players and GMs who like more randomized character generation.
The fast advancement, outrageous ability scores, monster race, and two class worth of abilities are all intended to allow the Gamemaster throw absolutely brutal challenges at the characters from the start. Why send one Grick (PRPG, Bestiary 2, pg. 146) when you can swarm a full cluster (5) or even five full clusters. However it is not intended to open season on killing player characters. Even in something as over the top as Rush to Epic there are guidelines to help a GM from pushing a party too far. One of the first guidelines is the general goal of making sure the characters get enough experience to gain at least one level every time you end a gaming session, preferably two. Dealing with this kind of balance is covered in chapter 5
Once characters have been “rushed” to 20th level the game can begin to slow down and take on a more normal speed. Chapter 6 presents one method for handling post-20 play and advancement. The original Epic Level Handbook used a system of continual growth, which lead to its own problems. This guide instead uses a system similar to some prior editions of Dungeons and Dragons, as well some as fan created systems, where characters stop gaining power powerful options but instead gain a breath options. Gamemasters who wish to explore other post-20 play options are free to do so, and suggestion on how to link those rules to these will be discussed as well.
Section 3: The Madness
If this whole idea seems crazy to you at this point, you're not alone. I think this is crazy. It is insane. It is tends to color so far outside of what’s considered “normal” it tends to go off the page. It is also a great deal of fun. While the overpowered combat aspect will appeal to a certain segment of the player base, that isn’t all this kind of play has to offer.
Events and adventure options are also grander in scope. Characters will often be able to participate in just about every kind of encounter because they have far more resources to call on. The two class nature of gestalt play alone allows players to take on two different roles at once. This means that encounters can be more diverse and inclusive. For example in a normal dungeon crawl the party will lag behind the trap finder (often a rogue) as he or she checks each floor stone and key hole for traps. In a Rush to Epic every party member could have such skills, meaning a GM can fill every 5 foot square with a trap and not have to worry about focusing too much on a single player. Better still the GM can feel save in creating such evil things as trapped traps which require two or more characters to use those skills in overcoming the challenge.
From combat, to dungeon crawling, through social encounters, virtually everyone will have something to contribute.
It is also a great way to explore new classes while having something familiar to fall back on. The fast advancement allows a player to have a taste of each level of play and just enough time to become familiar with the different options along the way.
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Chapter 1: Gestalt
Chapter 2: Monster Race
Chapter 3: Game Mastering
Chapter 4: Post 20