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Community => License to Improvise => Topic started by: Big_Jim on December 14, 2010, 04:55:14 PM

Title: A few new specialties
Post by: Big_Jim on December 14, 2010, 04:55:14 PM
I've been working on a few projects and I wanted to get some feedback on these specialties.

Bodyguard
To serve and protect… mostly protect.
•   Bonus Feat: Aggro Basics
•   Heroism: You gain a +1 bonus with all attack and skill checks you make during Dramatic scenes.
•   Paired Skills: Each time you gain 1 or more ranks in the Blend skill, you gain equal ranks in the Tactics skill. This may not increase your Tactics skill beyond its maximum rank.
•   Step In: Once per combat you may choose to receive all of 1 attack’s damage on an adjacent character. Your Damage Reduction and Damage Resistance apply normally.

Daredevil
Others merely take risks. You embrace them.
•   Bonus Feat: Fortunate
•   Agile Defense: Your base Defense increases by 1.
•   Chance Expert: You’re considered to have 2 additional Chance feats for any ability based on the number of Chance feats you have.
•   Practiced Acrobatics: If you spend an action die to boost a Acrobatics check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
•   Glory-Bound: You may purchase Heroic Renown for 20 Reputation per Rank (see Fantasy Craft, page 187).

Artillerist
You’re gruff and always complaining, but the walls still fall before you.
•   Bonus Feat: Siege Basics
•   Attribute Training: The lower of your Strength or Wisdom scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
•   Commissioned: You may purchase military renown for 20 Reputation per Rank (see Fantasy Craft, page 187).
•   Inquisitive Mind: You gain 2 additional Interests.
•   Siege Weapons Forte: You gain the Siege Weapons proficiency and forte.

Any ideas or improvements?

Edit: Changed Grognard to Artillerist. Cleaned up text.
Title: Re: A few new specialties
Post by: Doublebond on December 14, 2010, 05:42:13 PM
Fortune Favors the bold seems much more fitting for daredevil.
Title: Re: A few new specialties
Post by: SilvercatMoonpaw on December 14, 2010, 06:07:37 PM
Shouldn't these go in License to Improvise?
Title: Re: A few new specialties
Post by: Big_Jim on December 14, 2010, 06:28:17 PM
Fortune Favors the bold seems much more fitting for daredevil.
Only in name, really. I see "More action dice = more chances to do crazy things", is more daredevilish than "bonus to action dice = less crazy things being done, but being done well."

Shouldn't these go in License to Improvise?
Yeah.. I goofed. this should be in LtI.
Title: Re: A few new specialties
Post by: pawsplay on December 14, 2010, 09:04:17 PM
I dunno. Spectacular successes, but then running out of luck, seems pretty daredevilish to me.
Title: Re: A few new specialties
Post by: Krensky on December 14, 2010, 10:14:23 PM
Grognard seems off.

Probably because nothing in it says elite veteran assault infantry.



Title: Re: A few new specialties
Post by: Big_Jim on December 15, 2010, 01:19:23 PM
I dunno. Spectacular successes, but then running out of luck, seems pretty daredevilish to me.

Sure, but does it promote the concept and encourage the player to be a daredevil? or does it mean the player plays it even more safe after he's burned his few precious dice? I know the GM is supposed to award you AD for doing cool stuff, but after a while, what was once "cool stuff" is pretty mundane... and then you're out of dice.

Grognard seems off.

Probably because nothing in it says elite veteran assault infantry.

You're right. I had it stuck in my head that the famed grognards were Napoleon's Cannoneers... but no, it was his Grenadiers. Change the name to Artillerist. Does it fit now?
Title: Re: A few new specialties
Post by: Desertpuma on December 17, 2010, 06:28:29 PM
Is Siege Basics a home brewed feat?
Title: Re: A few new specialties
Post by: Foghorn on December 17, 2010, 09:08:03 PM
Siege Weapon Basics/Mastery/Supremacy can be found in the Adventure Companion
Title: Re: A few new specialties
Post by: Desertpuma on December 17, 2010, 09:23:31 PM
Found it...just kept looking right past it.
Title: Re: A few new specialties
Post by: pawsplay on December 20, 2010, 03:47:14 PM
I dunno. Spectacular successes, but then running out of luck, seems pretty daredevilish to me.

Sure, but does it promote the concept and encourage the player to be a daredevil? or does it mean the player plays it even more safe after he's burned his few precious dice?

Well, if you're a real daredevil, there is no "after." Either you succeeded or you're dead. :)
Title: Re: A few new specialties
Post by: paddyfool on December 22, 2010, 03:32:06 AM
I'd say that either way is fine for the concept.

Incidentally, was putting Chance Expert and Fortunate in the same specialty deliberate?  Because handing out three action dice seems very powerful indeed...
Title: Re: A few new specialties
Post by: Sletchman on December 22, 2010, 07:17:10 AM
Chance Expert strikes me as significantly more powerful then any other feat chain expert ability.
Title: Re: A few new specialties
Post by: Deral on December 22, 2010, 09:45:42 AM
Chance Expert strikes me as significantly more powerful then any other feat chain expert ability.

I'd say Spellcasting Expert at least gives it a run for it's money, but yeah, Chance Expert is pretty significant, coupled with another chance feat it becomes a bit much for a single specialty.
Title: Re: A few new specialties
Post by: Big_Jim on December 22, 2010, 12:35:56 PM
Just like the cultist specialty in the adventurer's companion?
Title: Re: A few new specialties
Post by: Deral on December 22, 2010, 12:50:51 PM
Just like the cultist specialty in the adventurer's companion?

I get that there's precedent, but I misspoke a little, it's the combination of Fortunate and Chance Expert that doesn't sit well with people. Cultist gives Black Cat, which still benefits from additional chance feats but not in as familiar a way as Fortunate. It's definitely pretty similar, but I wouldn't say just like it.
Title: Re: A few new specialties
Post by: Crafty_Alex on December 22, 2010, 02:23:18 PM
Just like the cultist specialty in the adventurer's companion?

I get that there's precedent, but I misspoke a little, it's the combination of Fortunate and Chance Expert that doesn't sit well with people. Cultist gives Black Cat, which still benefits from additional chance feats but not in as familiar a way as Fortunate. It's definitely pretty similar, but I wouldn't say just like it.

/agree. 3 free action dice a session for what...2 build points? Even at d4s, that combo's busted IMO, particularly when you consider More than Luck costs 3 build points and gives 1 starting AD.
Title: Re: A few new specialties
Post by: Big_Jim on December 22, 2010, 10:56:25 PM
Well, with cultist, the cat's out of the bag, so to speak. Any cultist who doesn't take fortunate asap is pretty much inconceivable. In face, I haven't met a player who didn't look at me like I was crazy when I asked them if they would follow up cultist with fortunate. As far as there were concerned, it was a no-brainer.
Title: Re: A few new specialties
Post by: Sletchman on December 22, 2010, 11:10:15 PM
Well, with cultist, the cat's out of the bag, so to speak. Any cultist who doesn't take fortunate asap is pretty much inconceivable. In face, I haven't met a player who didn't look at me like I was crazy when I asked them if they would follow up cultist with fortunate. As far as there were concerned, it was a no-brainer.

I agree 100% - anyone who has Chance Expert and doesn't take Fortunate might well be crazy.

However, with Cultist, you have to spend one of your precious level feats, rather then having all the goodness handed to you.  If you want to start with the free action dice then you have no feats - you get black cat and grab fortunate and that's it.
Title: Re: A few new specialties
Post by: Crafty_Alex on December 23, 2010, 07:44:59 AM
Well, with cultist, the cat's out of the bag, so to speak. Any cultist who doesn't take fortunate asap is pretty much inconceivable. In face, I haven't met a player who didn't look at me like I was crazy when I asked them if they would follow up cultist with fortunate. As far as there were concerned, it was a no-brainer.

I agree 100% - anyone who has Chance Expert and doesn't take Fortunate might well be crazy.

However, with Cultist, you have to spend one of your precious level feats, rather then having all the goodness handed to you.  If you want to start with the free action dice then you have no feats - you get black cat and grab fortunate and that's it.

Exactly. I thought there was another Chance Expert instance out there, so I don't know we can blame Cultist for that. I will give it to you that Chance Expert is quite powerful for its price...will keep that in mind.
Title: Re: A few new specialties
Post by: Desertpuma on December 23, 2010, 10:33:16 AM
Chance Expert? Are you just talking about taking as many Chance feats in a row?
Title: Re: A few new specialties
Post by: Dhampire on December 23, 2010, 10:49:15 AM
Chance Expert? Are you just talking about taking as many Chance feats in a row?

It's the Feat Tree Expert benefit for a Specialty, where you count as having 2 more feats in that tree, applied to Chance Feats.

I play an Action Die exploiter character (Sage 1, Priest # with Path of Fortune), and from experience, Chance Expert combined with Fortunate is very powerful.
Title: Re: A few new specialties
Post by: Desertpuma on December 23, 2010, 10:57:20 AM
Ah, ok
Title: Re: A few new specialties
Post by: Golden Dragon on December 23, 2010, 11:04:31 AM
I play an Action Die exploiter character (Sage 1, Priest # with Path of Fortune), and from experience, Chance Expert combined with Fortunate is very powerful.

Let me add that having Ase Forrester on your side is a great benefit! On d4 action dice, he scores a 10 or 11 at least once every session. Giving him more action dice is a GM nightmare.
Title: Re: A few new specialties
Post by: Dhampire on December 23, 2010, 01:09:06 PM
Let me add that having Ase Forrester on your side is a great benefit! On d4 action dice, he scores a 10 or 11 at least once every session. Giving him more action dice is a GM nightmare.

To be fair, the average was about 8-9, until I hit 6th level.  Now, it's about a 12, I think.

Ase has 4d6 + 5d4 AD, with each adding +7 to result, exploding on top 2 rolled, and +1 AD for everybody in a dramatic scene.  (coupled with 5 free hints, each of which could mean more AD)

One of those AD could go to make a rolled 1 a hit, and another to add to damage.

I'm actually debating, at this point, taking a non-Chance feat.

However, with Cultist, you have to spend one of your precious level feats, rather then having all the goodness handed to you.  If you want to start with the free action dice then you have no feats - you get black cat and grab fortunate and that's it.

Exactly. I thought there was another Chance Expert instance out there, so I don't know we can blame Cultist for that. I will give it to you that Chance Expert is quite powerful for its price...will keep that in mind.

I don't know of another FantasyCraft instance of Chance Expert, even in Wyrmstone.

It could get quite bad...

Hypothetical broken Specialty:
[1] Bonus Feat: Fortunate
[1] Chance Expert
[3] More than Luck
and if you really want to fill in the remaining points...
[1] Free Hint
[1] Trick: Return the Favor

4 additional Action dice please (5, if you take a Chance Feat as your level 1 feat).  Ugh.
Title: Re: A few new specialties
Post by: Morgenstern on December 23, 2010, 02:45:49 PM
Before people get too wrapped around the axle about 'Chance Expert', keep in mind how powerful ALL feat tree experts are. An extra two d4 action dice are adorable (pats fluffy dice on the head) compared to having 2 extra parries and two extra shield blocks per combat. I'm sorry, but a (typically) +3 bonus to two rolls per session is small potatoes compared to an extra 4 'save to ignore an attack per combat'. You can earn extra action dice by making the game fun. You cannot earn extra parries that way. Chance and spell casting both count feats in fairly direct ways, and are aguably the most powerful of the 'feat tree experts' primarily because how you leverage those two trees is more obvious than the others, but not by much. Terrain tree expert + Animal Companion blows Chance Tree Expert + Fortunate out of the water for raw power. Ditto for any combination that feeds an extra 10 XP value to Personal Lieutenant.

It comes down to ANY Origin gets lopsided if it piles on too many interconnected benefits. If you include a Feat Tree Expert bonus, avoid granting things that directly apply the bonus in the same package. simple as that.
Title: Re: A few new specialties
Post by: SilvercatMoonpaw on December 23, 2010, 02:51:16 PM
Before people get too wrapped around the axle about 'Chance Expert', keep in mind how powerful ALL feat tree experts are.
Well, I don't think Species Tree Expert has enough impact yet.
Title: Re: A few new specialties
Post by: Morgenstern on December 23, 2010, 02:55:17 PM
Before people get too wrapped around the axle about 'Chance Expert', keep in mind how powerful ALL feat tree experts are.
Well, I don't think Species Tree Expert has enough impact yet.

Play a Drake yet?
Title: Re: A few new specialties
Post by: SilvercatMoonpaw on December 23, 2010, 03:44:36 PM
Play a Drake yet?
Missed that.
Title: Re: A few new specialties
Post by: Big_Jim on December 23, 2010, 03:45:54 PM
Ok.. so the consensus is that Fortunate is too powerful as the bonus feat when coupled with Chance Expert in the Speciality. Doublebond suggested replacing Fortunate with Fortune Favors the Bold as being more daredevil-y. So let's replace it. Now to isn't broken out of the box, but it does encourage the daredevil to be a total chance monkey, which was what I envision a daredevil being to start with. How does that sit with everybody?

Daredevil
Others merely take risks. You embrace them.
•   Bonus Feat: Fortune Favors the Bold
•   Agile Defense: Your base Defense increases by 1.
•   Chance Expert: You’re considered to have 2 additional Chance feats for any ability based on the number of Chance feats you have.
•   Practiced Acrobatics: If you spend an action die to boost a Acrobatics check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
•   Glory-Bound: You may purchase Heroic Renown for 20 Reputation per Rank (see Fantasy Craft, page 187).
Title: Re: A few new specialties
Post by: Morgenstern on December 23, 2010, 04:00:01 PM
Ok.. so the consensus is that Fortunate is too powerful as the bonus feat when coupled with Chance Expert in the Speciality. Doublebond suggested replacing Fortunate with Fortune Favors the Bold as being more daredevil-y. So let's replace it. Now to isn't broken out of the box, but it does encourage the daredevil to be a total chance monkey, which was what I envision a daredevil being to start with. How does that sit with everybody?

Works for me, but... I would look through the feat trees again and see if you can't find something fitting/flavorful/cool that is not from the Chance tree at all. Having Chance tree mastery is going to push folks towards Fortunate all by itself - having any other Chance feat built in means that Fortunate is going to show up granting 4 dice (minimum). Basically, if you can find a feat from another tree it'll put a little more dynamic opposition into the package and pull Chance tree expert + fortunate's fangs just a little bit more and allieviate all concerns I think.

Is there a skill, covert, or basic combat feat that says "indestructible nut-ball" to you :)?
Title: Re: A few new specialties
Post by: Morgenstern on December 23, 2010, 04:05:08 PM
/agree. 3 free action dice a session for what...2 build points? Even at d4s, that combo's busted IMO, particularly when you consider More than Luck costs 3 build points and gives 1 starting AD.

Technically it's only 2 extra dice comeing from Chance Tree Expert. The third die is from the feat itself (anyone would get that).

I still think More than Luck is craaazy powerful for only 3 points :). Starting action dice are on a whole different plane than extra action dice in terms of cascading advantage.

Title: Re: A few new specialties
Post by: Gentry on December 23, 2010, 04:17:20 PM

Is there a skill, covert, or basic combat feat that says "indestructible nut-ball" to you :)?


You might consider the ol' standby, Lightning Reflexes. Or, if you want to be in the vein of doing lots of things at once (or having extra actions to attempt certain things), Surge of Speed, or maybe Contempt.
Title: Re: A few new specialties
Post by: Desertpuma on December 23, 2010, 04:51:22 PM
not necessarily indestructible but what about Gear, Species, style, Terrain, etc
Title: Re: A few new specialties
Post by: Foghorn on December 23, 2010, 09:08:43 PM
I think Guts would also be a nice non-Chance feat to give a daredevil Specialty. Gives him more survivability and the Cheat Death bonus would probably entice someone to take a few extra risks here and there
Title: Re: A few new specialties
Post by: Morgenstern on December 24, 2010, 12:01:43 AM
And it sounds awesome :).

"That guy's got guts!"
Title: Re: A few new specialties
Post by: Desertpuma on December 24, 2010, 01:27:24 AM
Depending on how combat oriented he is, Combat Instincts is a solid feat choice. Getting a free attack on an adjacent opponent who misses you in melee or unarmed combat. Why wouldn't you want that?
Title: Re: A few new specialties
Post by: Big_Jim on December 24, 2010, 11:29:15 AM
Hmm. I was thinking Mobility Basics so the daredevil can rush around to get in the most trouble.  Guts is thematically appropriate too, though...
Title: Re: A few new specialties
Post by: Mister Andersen on December 24, 2010, 05:01:51 PM
Daredevil
Others merely take risks. You embrace them.
•   Bonus Feat: Veteran Adventurer
•   Agile Defense: Your base Defense increases by 1.
•   Chance Expert: You’re considered to have 2 additional Chance feats for any ability based on the number of Chance feats you have.
•   Paired Skills: Each time you gain 1 or more ranks in the Resolve skill, you also gain an equal number of ranks in the Acrobatics skill. This may not increase your Acrobatics skill beyond its maximum rank.
•   Glory-Bound: You may purchase Heroic Renown for 20 Reputation per Rank (see Fantasy Craft, page 187).
Title: Re: A few new specialties
Post by: Desertpuma on December 24, 2010, 05:18:38 PM
If you wanted to stick to Chance feats, look in the AC. Both Fortune's Fool and Bloodied, Bold, and Resolute work well. Getting a D4 AD when you've suffered a Crit Fail or an Insight bonus based on how much Vitality you are currently at are both good ideas without being overpowering.
Title: Re: A few new specialties
Post by: Doublebond on December 31, 2010, 12:58:58 PM
Since we're already talking about specialities, anyone mind commenting on some of my own creation?

   Glory Seeker

You come from humble beginnings, seeking adventure and fame beyond your wildest dreams!

• Bonus Feat - Fortune Favors The Bold (1)

• Encouragement – 1/scene you may grant a team mate +1 morale bonus with saving throws (1)

• Glory-Bound – You may purchase heroic renown for 20 Reputation per Rank (2)

• Heroism – During dramatic scenes you gain a +1 bonus to all attack and skill checks (1)

• Tenacious Spirit – You gain 1 additional vitality per level. (2)


   Hermit

Until recently you lived alone out in the wilderness, contemplating and meditating on the nature of the world.

• Bonus Feat - Depth of Study (1)

• Animal Empathy – the Disposition of non-adversary animals increase by 5 (1)

• Free Hint – 1/session you may request a free hint from the GM If he refuses you gain an AD (1)

• Sharp Mind – you gain 1 additional skill point per level. (2)

• Surival - you gain Survival as an origin skill (1)

• Trackless Step – the DCs of tracking checks to follow your trail increase by 10 (1)




   Knight

You are a protector of the people, dedicated to serving king and country.

• Bonus Feat - Greatsword Basics (1)

• Riding Mount Focus: You gain the Ride skill’s riding mount focus. (1)

• Celebrated – Your Legend rises by 2 (2)

• Melee Combat Expert - You’re considered to have 2 additional melee combat feats for any ability based on their number. (1)

• Commissioned - You may purchase military renown for 20 Reputation per Rank (2)



   Amnesiac

Your memory of your previous life is fragmented and leaves you with only vague clues as to who you were or what you did. Your past may be unknown, but your future will be of nought but your own making.

• Bonus Feat - I can swim (1)

• More than Luck – You gain an additional starting AD (2)

• Free Hint – Once Per session you may request a free hint from the GM. If he refuses you gain an AD. (1)

• Extra Proficiency – you gain one extra proficiency (1)

• Origin Skill - Choose 1 additional Origin skill (1)




Man are specialties easier than classes.
Title: Re: A few new specialties
Post by: veector on December 31, 2010, 02:20:41 PM
I would just love for all of these to get added to the Fantasy Craft Database (http://www.fantasycraftdb.com/).
Title: Re: A few new specialties
Post by: Big_Jim on December 31, 2010, 05:16:57 PM
Well, Guts won't fit into Daredevil thanks to it being a species feat and too expensive, but Mr Andersen's suggestion of Veteran Adventurer as the feat and trading out the Practiced Acrobatics for Paired Skills: Resolve/Acrobatics are a good fit and thematically appropriate.

If nobody can shoot any major holes in the balance of this one within the next few days (Say... by Wednesday the 5th) we'll call this one done and ready for the Fantasy Craft Database.

Daredevil
Others merely take risks. You embrace them.
•   Bonus Feat: Veteran Adventurer
•   Agile Defense: Your base Defense increases by 1.
•   Chance Expert: You’re considered to have 2 additional Chance feats for any ability based on the number of Chance feats you have.
•   Paired Skills: Each time you gain 1 or more ranks in the Resolve skill, you also gain an equal number of ranks in the Acrobatics skill. This may not increase your Acrobatics skill beyond its maximum rank.
•   Glory-Bound: You may purchase Heroic Renown for 20 Reputation per Rank (see Fantasy Craft, page 187).
Title: Re: A few new specialties
Post by: Doublebond on December 31, 2010, 06:01:42 PM
At the rate veector's going he'll have a higher post count than me by the end of the week, and it's going to consist entirely of plugs for the database ;)

He did manage to anticipate my intent in finally putting up those specialties of mine for review, though.  :)
Title: Re: A few new specialties
Post by: aegis on December 31, 2010, 10:23:00 PM
Since we're already talking about specialities, anyone mind commenting on some of my own creation?
'like them all, particularly Amnesiac. :)
Title: Re: A few new specialties
Post by: Doublebond on January 01, 2011, 05:42:13 AM
Since we're already talking about specialities, anyone mind commenting on some of my own creation?
'like them all, particularly Amnesiac. :)

Thanks, Jack Nicholson. I really appreciate it.  ;)
Title: Re: A few new specialties
Post by: Big_Jim on January 01, 2011, 11:58:30 AM
I like the design of them all, but I think Knight needs a new name. I asked several people in the shop "What weapon does a knight use?" and no one picked greatsword right off the bat. Really, sword and board was what most went with, but that's been ingrained in popular culture as a "Knight"'s armiment.

Is there a name that's more focused on the inclusion of that feat? Something that says "I'm all about the two-hander"? All I've come up with in a quick and dirty search was Doppelsöldner, which were 16th century soldiers who wielded the Dopplehänder/Bidenhänder in combat and received double pay for their troubles. Would that be a suitable replacement?
Title: Re: A few new specialties
Post by: Doublebond on January 01, 2011, 12:07:01 PM
I like the design of them all, but I think Knight needs a new name. I asked several people in the shop "What weapon does a knight use?" and no one picked greatsword right off the bat. Really, sword and board was what most went with, but that's been ingrained in popular culture as a "Knight"'s armiment.

Is there a name that's more focused on the inclusion of that feat? Something that says "I'm all about the two-hander"? All I've come up with in a quick and dirty search was Doppelsöldner, which were 16th century soldiers who wielded the Dopplehänder/Bidenhänder in combat and received double pay for their troubles. Would that be a suitable replacement?

I think it'd be all-around better to simply get a new feat. I initially made that specialty well before the AC came out; now that I have it, Lionheart Basics or Combat Rider seem to me rather appropriate.
Title: Re: A few new specialties
Post by: Big_Jim on January 01, 2011, 12:14:01 PM
That is a good fit.
Title: Re: A few new specialties
Post by: aegis on January 01, 2011, 07:31:16 PM
Ooooh, indeed! Lionheart Basics is excellent for a Knight! :)

Edit: and you can easily edit your content on the DB. Just submit the corrections and veector will do the changes.
Title: Re: A few new specialties
Post by: Doublebond on January 01, 2011, 08:07:09 PM
Ooooh, indeed! Lionheart Basics is excellent for a Knight! :)

Edit: and you can easily edit your content on the DB. Just submit the corrections and veector will do the changes.

Already done, actually. :)

veector is quite the bro.
Title: Re: A few new specialties
Post by: pawsplay on January 01, 2011, 10:45:33 PM
I like the design of them all, but I think Knight needs a new name. I asked several people in the shop "What weapon does a knight use?" and no one picked greatsword right off the bat. Really, sword and board was what most went with, but that's been ingrained in popular culture as a "Knight"'s armiment.

During the high medieval period, knights were mostly associated with the longsword. Greatswords are more closely linked with doppelsoldners, highlands, and late period knights (particularly the Spanish and Italians, contemperous with the spread of the rapier).
Title: Re: A few new specialties
Post by: veector on January 02, 2011, 04:43:14 AM
Ooooh, indeed! Lionheart Basics is excellent for a Knight! :)

Edit: and you can easily edit your content on the DB. Just submit the corrections and veector will do the changes.

Already done, actually. :)

veector is quite the bro.

Awh shucks  :-[
Title: Re: A few new specialties
Post by: Doublebond on January 02, 2011, 07:08:04 AM
Ooooh, indeed! Lionheart Basics is excellent for a Knight! :)

Edit: and you can easily edit your content on the DB. Just submit the corrections and veector will do the changes.

Already done, actually. :)

veector is quite the bro.

Awh shucks  :-[


Wait, what?
Title: Re: A few new specialties
Post by: veector on January 02, 2011, 07:47:18 AM
Ooooh, indeed! Lionheart Basics is excellent for a Knight! :)

Edit: and you can easily edit your content on the DB. Just submit the corrections and veector will do the changes.

Already done, actually. :)

veector is quite the bro.

Awh shucks  :-[


Wait, what?

Sorry. Let me express in words what my failed attempt at using a smiley tried to do.

I am embarrassed and humbled by the recognition and trust from the community. I appreciate it greatly. :)
Title: Re: A few new specialties
Post by: jameswllorimer on January 02, 2011, 03:42:17 PM
I don't know if these will be any good, as they're more flavourful than mechanically sound; and I kinda did these as an exercise to see if I could create some. But anyway, your thoughts please..

Fence
You always know someone who can get what you want.
Bonus Feat: Extra Contact
Attribute Training: The lower of your Wisdom or Charisma increases by 1 (your choice in the case of a tie).
Charming: 1/session you may improve the disposition of a non-adversary NPC by 5.
Practiced Haggle: If you spend an AD on a Haggle check and the check still fails, you gain your AD back.
Thrifty: Your Prudence rises by 2.

Lothario
You're a master of the arts of seduction, and the bedroom is your battlefield.
Bonus Feat: Repartee Basics
Celebrated: Your Legend rises by 2.
Charming: 1/session you may improve the disposition of a non-adversary NPC by 5
Natural Elegance: Your Appearance bonus increases by 1.
Paired Skills: Each time you gain one or more ranks in Impress, you gain equal ranks in the Bluff skill.

Mentor
A guiding hand, or a stern rebuke. Both are your tools to help others.
Bonus Feat: Co-ordinated Attack
Encouragement: 1/scene you may grant one of your teammates a +1 morale bonus to saving throws.
More than luck: You gain an additional starting AD.
Stand Together: You gain +2 morale bonus to Defense and all saves when at least 2 adjacent characters share a species.

Ninja
Your best work is done in the shadows and discovered in the morning.
Bonus Feat: Ghost Basics
Agile Defense: Your base defense increases by 1.
Extra Trick: You gain the Venom Master trick.
Paired Skills: Each time you gain one or more ranks in Acrobatics, you gain equal ranks in the Athletics skill.
Practiced Sneak: If you spend an AD on a Sneak check and the check still fails, you gain your AD back.

Pressganger
You hit first and they ask questions later.
Bonus Feat: Club Basics
Crunch!: You Strength based damage rolls inflict 1 additional damage.
Extra Trick: You gain the Merciful Strike trick.
Harsh Beating: The Fortitude save DC's of subdual you inflict increase by 4.
Terrifying Look: The Will save DC's of stress damage you inflict increase by 4.

Sailor
You are happiest with your bow to the horizon.
Bonus Feat: Pathfinder Basics (Aquatic)
Linguist: You gain 2 additional languages.
Paired Skills: Each time you gain one or more ranks in Ride, you gain equal ranks in the Athletics skill.
Tenacious Spirit: You gain 1 additional vitality per level.
Water Vehicle Focus. You gain the Ride skill's Water Vehicles focus

Tinker
You are a jack-of-all-trades, and a master of a few more.
Bonus Feat: Well-rounded.
Attribute Training: The lower of your Dexterity or Intelligence increases by 1 (your choice in the case of a tie).
Broad Learning: You gain 2 additional studies.
Crafting focus: You gain 1 Crafting skill focus.
Inquisitive Mind: You gain 2 additional interests.
Sharp Mind: You gain 1 additional skill point per level.

EDIT: For spelling and a change in a trick
Title: Re: A few new specialties
Post by: Big_Jim on January 05, 2012, 02:40:29 PM
Ok... I watched Under Siege at a good-bad movie night recently... So I just had to make this.

COOK
Everybody knows the cook is harmless… until he gets his hands on the knives.
•   Bonus Feat: Knife Basics
•   Attribute Training: The lower of your Dexterity or Intelligence scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
•   Cooking Focus: You gain the Crafting skill’s Cooking focus.
•   Contagion Sense: You may roll twice when making Fortitude saves prompted by disease and poison, keeping the result you prefer.
•   Edged Proficiency: You gain the Edged proficiency.
•   Field Cookery: You are always considered to have a cook’s kit (see Fantasy Craft, page 159).
Title: Re: A few new specialties
Post by: Bill Whitmore on January 05, 2012, 02:43:40 PM
COOK
Everybody knows the cook is harmless… until he gets his hands on the knives.

Or an AA gun.

(http://4.bp.blogspot.com/-AgCU11tj9Pk/TVbm2pvxqeI/AAAAAAAAEkk/r1fouJnJMc0/s400/dorie%2Bmiller%2Bcuba%2Bgooding.jpg)
Title: Re: A few new specialties
Post by: snake on January 08, 2012, 05:35:51 AM
Some great ideas in this thread.

I've been working on a few Nautical specialties for my FC:Conan campaign and would like to throw them into the pot for comments:

Marine
 
You are a soldier stationed aboard a ship, ready to repel boarders and kill pirates.
 
• Bonus feat: Combat Instincts (1.0)
 • Attribute Training: The lower of your Strength or Constitution increases by 1 (your choice in the case of a tie). This bonus is applied after any attribute modifiers from your Species or Talent. (1.0)
 • Extra Proficiency: You gain one extra proficieny. (1.0)
 • Practiced Athletics: If you spend an action die to boost an Athletics check and the check still fails, you gain the action die back after the action is resolved. (2.0)
 •Tenacious Spirit: You gain 1 additional Vitality per level (2.0)


Smuggler
 
You make your living as a transporter of goods, highly skilled at avoiding tax duties and running the odd blockade or two.
 
• Bonus feat: Ghost Basics (1.0)
 • Attribute Training: The lower of your Dexterity or Charisma increases by 1 (your choice in the case of a tie). This bonus is applied after any attribute modifiers from your Species or Talent. (1.0)
 • Paired Skills: Bluff and Disguise. Every time you gain skill ranks in Bluff you also gain ranks in Disguise but not beyond your max rank. (2.0)
 • Practiced Sneak: If you spend an action die to boost a Sneak check and the check still fails, you gain the action die back after the action is resolved. (2.0)
 •Skill Focus: You gain the Water Vehicles focus in the Ride Skill (1.0)

I've tried to keep them generic enough for use in different genres eg Fantasy, Pulp, sci-fi.

I was also thinking of creating a Sailor type (Merchant or Naval). I like Mister Andersons Mariner and think it is great for modern of future genres but I was trying to come up with something for Pulp or Fantasy, where the Sailor might pick up more exotic languages etc. Just noticed your Sailor, Jameswllorimer, and that seem to fit the bill more.  :)
Title: Re: A few new specialties
Post by: Foghorn on January 08, 2012, 06:44:48 AM
COOK
Everybody knows the cook is harmless… until he gets his hands on the knives.
•   Bonus Feat: Knife Basics

I've worked at a few places where Rage Basics would be a good option here, too
Title: Re: A few new specialties
Post by: Mister Andersen on July 30, 2012, 10:56:41 AM
Thread: Rise.

Just to keep threadcount down, figured I'd join the party with something that's been gnawing at me the last couple of days:

Exemplar
You are the very model of a modern, erm, whatever you are.
·   [2.0] Bonus feat: Any species feat.
·   [1.0] Devotee: You gain 1 Alignment and a Study related to that Alignment. You may not have more than 1 Alignment.
·   [2.0] Going Places: Choose a single renown track. You may purchase ranks in this track for only 20 reputation.
·   [1.0] Heroism: You gain a +1 bonus with all attack and skill checks you make during dramatic scenes.
·   [1.0] Species Empathy: The Disposition of non-adversary characters who share your Species increases by 5.
Title: Re: A few new specialties
Post by: Catodon on July 31, 2012, 04:48:43 AM
Nice.
I can see a bunch of characters I want to make with it.