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Messages - Zetesofos

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License to Improvise / Re: Expert Class (Avenger) *Divine Hunter
« on: February 11, 2011, 12:15:41 PM »
so, I pretty much abandoned remaking that 4E converstion class.  Below is a new vision of the class, more simply as a favored soul/avenging angel/divine paragon esque deal.  I'm pretty solid now on most of the class, yet, I can't seem to come up with a good Core ability, or A slot ability.  I would love input on any of these.

(Edit)  Think I thought of one.  Check em.

Requirements: Miracles campaign quality, Alignment, Wisdom 13+, Sense Motive 4+ ranks, Angelic Heritage feat
Favored Attributes: Strength, Wisdom
Caster: Each level in this class increases your Casting Level by 1.
Class Skills: Impress, Intimidate, Medicine, Notice, Resolve, Sense Motive, Alignment skills
Skill Points: 6 + Int modifier per level    Vitality: 9 + Con modifier per level

Base Attack Bonus: High      Fortitude: Medium   Reflex: Medium      Will: Medium
Defense: High         Initiative: Medium   Lifestyle: Low      Legend: Low

Divine Guidance: At level one, At Level 1 and for each Class Level thereafter, you gain 1 additional skill point that must be spent on Tactics or Intimidate.  Also, your Wisdom score increases by 1.


Angelic Presence: At level 1, you can sense the higher powers converge on you, and imbue your with their divine majesty.  You may make a Browbeat or Outmaneuver check as a free action a number of times per session equal to your starting action dice.

Oath of Enmity I: You are the conduit for your patron's ire.  At level 2, You gain the Black Cat feat, and each time you use it, you gain a bonus action die that can only be spent on checks related to the target.  This action die is lost at the end of the scene if not used.

Path of the Avenger:
At Levels 3, 5, 7, and 9, you take a Step along any 1 of your Alignment’s Paths. All Steps from this ability must be taken along a single Path until you complete it, at which point you gain a basic combat feat instead.
Oath of Emnity II: At level 7, you gain the Jinx feat, and each time you use your Black Cat feat, you instead gain two bonus action die that can only be spent on checks related to the target.  These action die are lost at the end of the scene if not used.

Angelic Legacy: You transcend the limits of your mortal kin. At Level 4, you gain a Angelic Legacy feat.

Masks of God: At Levels 4 and 8, you may choose 1 of the Priest's Masks of God abilities (see Fantasy Craft, page 45), with the same restrictions.

Fortunes of War I: You stand fast in battle, especially when the pressure’s on. At Level 2, you gain Damage Reduction 1. During dramatic scenes, this DR increases to 2.

Astral Champion: At Level 8, your Chance feats count as Basic Combat feats and your Basic Combat feats count as Chance feats when fulfilling prerequisites and requirements or determining the effects of any ability.

Celestial Harbinger: You become an embodiment of your deity's retribution, granting you sublime powers of protection and wrath against their foes.  At level 10, when you target a character with your Black Cat feat, that target treats you as having the Horror type, as well as the Tough and Spell Defense 30 NPC qualities. Also, your attacks against the target inflict divine damage instead of their normal damage.  

License to Improvise / Expert Class (Avenger) *Divine Hunter
« on: February 05, 2011, 10:26:15 AM »
Hello Forum Goers.  Another submission from myself, feedback always welcome.

For those who might be curious, yes, this classes namesake is from 4th Edition, a system I had been playing regularly before this year.  I'm looking to convert one of my previous campaigns into Fantasy Craft.  It's been a little tricky, mostly because the group is just very resistant to change.  For one player, she was very wedded to her Avenger, specifically the basic Oath Power granted by the class (roll twice for attacks, take better).  In an attempt to convert, I ended up making her my own homebrewed version of the class.  

For a quick synoposis, An Avenger is considered a divine warrior, but unlike a paladin, serving as a shield and a champion of their cause, Avengers are more purely instruments of Wrath and retribution, born and trained for the sole purpose of hunting one's foes.

Requirements: Miracles campaign quality, Alignment, Strength 15+, Angelic Heritage
Favored Attributes: Strength, Wisdom
Caster: Each level in this class increases your Casting Level by 1.
Class Skills: Impress, Intimidate, Medicine, Notice, Resolve, Sense Motive, Alignment skills
Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level

Base Attack Bouns: High      Fortitude: Medium      Reflex: Medium      Will: Medium
Defense: High      Initiative: Medium             Lifestyle: Low      Legend: Low

Astral Poise: At level one, and every level after, you gain one additional skill point that must be spent either on Sense Motive or Resolve.  Also, your Wisdom increases by 1.

Oath of Emnity I:The wicked can never truly escape your wrath.  At level 1, you may spend a full action declaring an Oath of Emnity against an adversary.  While under this effect, you always know the direction of your target.  This lasts until the end of the scene, or you declare an oath against a different target.  You may use this ability a number of times per scene equal to your starting action dice.  Also, you gain a trick. 
Oath Strike (Attack Trick): If you make attack check against a target subject to your Oath of Emnity, you may roll twice, and take the better result.  You may use this trick once per round.

Oath of Emnity II: At level 6, you only need to take a half action to declare an Oath of Emnity, and your threat range against that target increases by 1.

Oath of Enmity III: At level 10, you may declare an Oath of Emnity as a free action on your turn.  In addition, if you kill or knock an Oathed adversary unconscious, you may regain one spell granted to you by a Step you’ve taken.

Armor of Faith: Your faith serves as your shield as well as your sword.  At Level 2, you gain Damage Reduction 2/Opposing Alignment.  
   At level 7, this increases to Damage Reduction 4/Opposing Alignment

Path of the Zealot: At Levels 3, 5, 7, and 9, you take a Step along any 1 of your Alignment’s Paths. All Steps from this ability must be taken along a single Path until you complete it, at which point you gain a Basic Combat feat instead.

Angelic Legacy: At Level 4, you gain the Angelic Legacy Feat (see Fantasy Craft, page 100).

Masks of God: At Levels 4 and 8, you may choose 1 of thev Priest's Masks of God abilities (see Fantasy Craft, page 45), with the same restrictions.

Holy Weapon: At level 8, each of your attacks become blessed by your god.  You may convert your attack damage to divine damage without penalty (see Fantasy Craft, page 210).

Oh, those ones (don't have books, just saw them for sale).   *Wonders how more specific they are,

Anyways, I have newer players, so right now, a single caster class might be good for them.  Maybe later I'll get them.

Where are those base arcane classes that you mentioned.  I thought spellbound wasn't released yet?

As a follow up, here is my redone version. (Decided to keep the skills separate for now).


Class Features
Favored Attributes: Intelligence, Wisdom, Charisma.
Requirements: Psionic campaign quality
Psion: Each level in this class increases your Psion Level by 1.
Class Skills: Bluff, Crafting, Impress, Intimidate, Medicine, Notice, Resolve, Search, Sense Motive, Tactics
Skill Points: 6 + Int modifier per level
Vitality: 9 + Con modifier per level
Starting Proficiencies: 4

Base Attack: Low   
Reflex: Medium   
Will: Medium
Defense: Medium      
Initiative: High   
Legend: Medium

Core Ability
Insightful: Each time you spend 1 action die to boost a Psionic skill check, you roll and add the results of 2 dice (e.g. at Career Level 1, 1d4 becomes 2d4).

Class Abilities
Psionic Powers: At Level 1, you may select up to three psionic skills of your choice to become class skills, and may purchase ranks in them. You may also learn up to three powers from either of these skills.
At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you may either gain a +1 bonus to all your checks of one of these skills, or learn a new power.

Force of Will I: At Level 2, once per scene with a free action, you gain a psionic bonus to any one attribute score equal to your starting action dice. This bonus lasts 10 rounds and can be ended with a free action. When the bonus ends, you are fatigued I for every 3 full rounds the bonus lasted.
Force of Will II: At Level 11, the bonus applies to two attributes instead of one.
Force of Will III: At Level 19, the bonus applies to three attributes.
Bonus Feat: At Levels 4, 8, 12, 16, and 20, you gain an additional Skill or Psionic feat.

Psychic Mantle: At Levels 6, 9, 12, 15, and 18, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.

Captivating: Your Charisma score rises by 1

Adaptive Consciousness:
Choose any 1 skill.  That skill becomes a Psion class skill, and you gain 5 ranks in that skill. (You may choose another Psionic Skill)

Masterpiece: At the beginning of an adventure, you may instantly create one magic item, without spending silver or reputation, that lasts until the end of the adventure. This item's value cannot exceed 30 Reputation or 300 Silver, can­not be sold nor exchanged, and work only you.

Clarity of Mind: Your error range with Psionic skill checks decreases by 2 (minimum 0)

Always Ready: You always act during surprise rounds

Beguiling: When you success-fully Taunt a standard character,you may decline the standard result to have your target become fixated on you for a number of rounds equal to your Charisma score. If you gain this benefit from multiple sources you may also damage the target once without interrupting his fixation (you may do this only once, no matter how many times you gain the benefit).

Mental Bastion: You gain stress resistance 4.

Invisible Hand: You gain a minor form of telekinesis and may handle un-attendend items within close quarters.

Complete Focus: At Level 10, once per scene, you may decrease the vitality cost of one of your power checks to 0.
At Level 20, you may use this ability up to twice per scene.

Bioadaptation: At Level 14, the vitality cost of each of your power checks decreases by 2 (mini­mum 1).  

Merging into one seems like it meshes well with the rest of the system (the wizard sorcerer and perhaps even cleric all are under 'Mage' the arcane caster.   The Mage, Priest, and in this possible case, Psion, would be one class that each uses magic differently.  

And yeah, by merging, you would remove some of the dullness.

The biggest thing I consider about meging these classes is making just one general Psionic skill, rather than one skill for each subdiscipline (It's skill unique in that you spend Vitality, and roll to detirmine the power, unlike a static caster level.

The biggest thing a class like this needs is a variable feature similar to Bag of Tricks, Mask of Gods, etc.  At 6, 9,12, 15, and 18.

This is awesome, thank you very much.

The one thing I was considering though, perhaps to keep things more...symmetrical, was to convert and have one base psionic class, and a couple expert classes that build on them.   Thoughts?

Fantasy Craft / Problem Scenarios
« on: January 20, 2011, 02:40:01 PM »
So, maybe this thread will be taken over by other people with other 'problems', but for now, I'm looking for some advice.

In my most recent game, I had a severe case of play by the rules vs.  make it up.  Short story, PC's recieve important magic item only to have it stolen the second they walk outside.  Point was not to take it, but make it known people like to steal things, place is dangerous, etc.  In anycase, chase commences, and I realize that with the rules for running don't go so when in combat when you need to 'catch' someone.  I had them roll initative, and went turn by turn placing their speeds vs. a cutpurse (TL3).  They caught up with push limit checks, but going by the rules, there wasn't a way to grapple without losing an action, thus allowing the runner to slip away free.  More importantly, there wasn't really rules for tackling I seems silly now but.

What would be a much simpler way to run that little scenario, and avoid all the math of people gaining/falling behind, and the eventual capture.

Ah, ok.  I didn't see where you were limited to spending vitality equal to your psion level.  Thanks for clarifying that. 

I think I like this setup Aegis (a bit of a pain to translate with programs...and then decode some more).  The basic idea seems to be A: pick a psionic class, gain competances (schools of psychic power, each has it's own skill rank catagory.  You then gain powers associated with each competance, and when you use one, you spend the action, vitality, and make a psi check to cast it (like spell points and spell casting).  However, each power allows you to burn more vitality to up the anty of the power. 

The one crucial thing I don't get from the article is that how do you know if you fail a competance check - you crit fail is you spend the vitality, and nothing happens.  But is their failure inbetween - I didn't see a DC listed.  This is also confusing with their first feat tree that allows for eruption - I don't quite get how that feat works.  If you could clarify that bit, that would be extremely helpful. 

I suppose, but it doesn't have the ability to stop the caster from casting.....the tension with shaken is that during a fight, you could end up taking your self out by casting too much.  Maybe just 5 grades of a new condition that doesn't effect to much else, but has the same effect of ending casting when limit is reached.

so far, I picked stress because it would seem to be the least used....and made sense in that manifesting psychic powers was...straining.   As planned, there would be no spell crafting roll, just make a will save before you 'cast the spell'.  Yes, problems with chugging spirits did pose a problem, no solution to that yet.  However, the main idea I think stemmed from rather than pulling the power from a diminishing resource - rather your sources was more unlimited....but you suffered more the harder you used it; in this case, you eventually collapsed into unconsciousness.  I also liked stress because it was already an established system, where as developing a new one leaves it without as much support.

So, spellbound isn't out yet, and I may need to convert another campaign (4E Darksun specifically) depending on circumstances.

In any case, one of things that may need to be converted is psionic classes.  Rather than make a seperate class like 4E, I have plans for 1 base class with several options to replicate several psionic options.   In any case, before I do anything else, I want to make sure that I get the spellcasting idea somewhat solid. 

So far, my original idea was to create something not 1/scene (priest), or spell points (mage).  The idea would giving the class a limited number of spells, and rather than spend points; the caster takes a proportionate amount of stress damage with each casting.  current ideas are either 1d6 per spell level stress damage, or 1d6 + twice spell level stress damage.   

Thoughts so far.

Fantasy Craft / Re: 3.5/Pathfinder feats with Fantasy Craft?
« on: January 12, 2011, 09:13:28 PM »
Basically, it's a bit of art.

Take whatever feat you like from 3.5/PF and then consider what it does mechanically and flavor wise. Then look for similar things in FC and build from there.

Many 3.5 ones are underpowered in some way or are dealing with considerations that FC does not have. Most PF ones are better, but again typically deal with issues FC doesn't have or systems it does differently.

Coming from those other systems, read the 'trap' feats over carefully. The save boosters and the skill boosting feats in particular. :)

Like I said, All Out Attack is the equivalent of Power Attack. Now, it limits you to only taking a -4, but it give you double that magnitude as a bonus. The penalty though, applies to all skill checks in addition to all attacks, and if you miss you're flat footed.

FC (and it's ancestor Spycraft 2.0) are among the best balanced systems I've played with, but it's balance can be subtle at times. Best advice to an new player or DM is to forget D&D, things work different here.

All that said, it's your game. If you want to use 3.5 or Pathfinder or d20 Modern or any other d20 variant's feats, have at it.

Edit: Oh, also as a new FC GM read the GM chapter, it has a lot of good advice and discussion of the game. Also check out the Guidance and Errata document, even if you have the second printing. The first three pages are a discussion of the game's design principles.

just as an ad-hoc question, why does All out attack give twice bonus as hit penalty, where as bullseye only gives a 1:1 ratio.  Is there some balancing factor I'm missing?

Fantasy Craft / 101 ways to explain loss of prizes
« on: January 12, 2011, 02:56:56 PM »
As a disclaimer, I don't consider myself a mean GM that plans on taking away every good reward given to my players.   I love the prizes system of fantasy craft, having always hated the christmas trees in 'that other game'.   

But, that being said, i imagine with my playinig style, that prizes may be swapping in and out alot during levels, and I was looking more in story reasons as to why certain prizes (particularly magic items) might be removed from the players, if only temporary.  Things to keep in mind I though of were taking away some prizes and not others, and limiting it to just loss of prize, and not an adventure or combat.

So, to the forums, just give a post with a plausible explination as to why a prize of any time would be removed from a player (either with or without their 'character consent', as well if it would be temporary or permanently.

1. Collectors from (Insert Organization Name) have targeted the player upon discover that they have an item that is too dangerous to be held by them

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