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1  Community / License to Improvise / Re: New Species Feat: Landscale on: August 31, 2014, 02:54:36 AM
Mole-like was rather a poor description in the original text... I was really more thinking burrowing lizard than mole, where the burrow doubles as a lair.  Edited. 

And if you enable climbing, that enables lair entrances midway up cliffs, use of the lair's walls and ceiling for motion, etc.  Still, I take the point, climbing might not be iconic for a burrowing drake.  Any better ideas?  +1 Con or Thick Hide 2 to go with being a "rock" drake?
2  Community / License to Improvise / Re: New Species Feat: Landscale on: August 27, 2014, 12:27:09 PM
Hm... based on those numbers, the Greyscale feat I came up with for burrowing rock dragons could use an upgrade.  Maybe Superior Climber I - it makes sense that if you can dig through solid ground with your claws, you can also use them to climb up stuff.
3  Community / License to Improvise / Re: New Species: Revenant on: August 15, 2014, 04:06:28 AM
I also like those feats and specialities. Mulling over how ghosts might work too... Maybe at the start of a scene they take a resolve check to determine how many rounds (or minutes of non-combat time, which we could treat as less taxing) they can act on corporeal things except in a very limited fashion, and can then choose during the scene when those rounds take place? So for much of a fight, they'd be positioning themselves in the ideal place to act in the limited time they'd have available. It would suck to be out of rounds well before end-of-scene, though.

4  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft - Bow Crossbow discussion on: August 08, 2014, 06:30:24 AM
I have a few simple house rules that pertain to this discussion, so I thought it appropriot to share:

-Bows, Longarms, and Hurled weapon attacks suffer a -4 penalty to attack adjacent opponents. Since AoO's are not a thing in FC, I thought this was a good way to make it a viable strategy to close in on ranged combatants to take away their advantages. This also makes crossbows and sidearms a good ranged option to have around when fighting in close-quarters.


-Bow Supremacy's Multi-shot trick can only be used once per round. I noticed that the bow is crazy powerful when focused on, so this nerf makes it less broken but still powerful. This also makes it still a useful feat tree for crossbow users. The only real advantage bows have now is the angry hornet and blackened sky feats, along with no load quality, which I think emulates the pros and cons between bows and crossbows.

As someone who's stumbled upon just how good bows are with their very first character (again, easily outperforming the other characters in combat aside from the Mage, after he leveled a few times... and this was starting as a Burglar Adventurer, rather than, say, a Soldier Archer), I approve of both of these house rules, with one caveat.  I think the -4 penalty should only apply when an opponent is not flat-footed.  Getting the drop on someone or sweeping their legs out from under them before, say, discharging a fire lance into their face is the kind of play I'd like to encourage.

-Crossbows have their load qualities reduced by 2, and their damage is doubled when shooting a target in the first range increment.

Here, I'd prefer the customisation option previously suggested (basic crossbows should be slow to reload; fancy ones, not so much).  And I'd like to suggest an alternative damage boost: +2 sneak attack damage.  Gives them a nice roguish feel, and a good role in ambushes etc.  Plus doubling damage stacks up with other boosts very powerfully, whereas an arithmetic boost is more manageable.

Some earlier mention was made of the lack of use of crossbows in fiction.  Some of the examples I can think of: William Tell, of course; Madmartigan in Willow prepping a pile of fire-and-forget crossbows; the guardsmen in Discworld, from Vimes downwards; various assassins, in Discworld and elsewhere; and quite a number of vampire hunters, for whom it doubles as a cross and a stake-launcher.
5  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: July 27, 2014, 08:00:30 AM
Yep, Surge of Speed doesn't do anything about that limit. For that you'd need Double Cast, which stacks up with it nicely.
6  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: July 25, 2014, 05:52:58 AM
Sorry to have been so absent.  Just finished my two weeks of exams and recovering now - will try and get Drin all caught up before I head off to go hiking in Norway on Thursday next week.
7  Products / Fantasy Craft / Re: Damage reduction in rage stance on: July 20, 2014, 07:30:03 AM
I think you may be thinking of the Wrath of Nature gamebreaker ability from the Force of Nature expert class?  While in Berserk stance it grants damage defiance (among other bonuses), which seems like a similar idea.
8  Products / Fantasy Craft / Re: Question about XP on: July 20, 2014, 07:25:22 AM
Assuming the ravenbacks were standard characters they should have been priced per mob, with mob size equal to your own party size (e.g. 2), and so should have been worth a total of 830 XP between the 20 (!) of them.  It's possible that your GM was basing his calculations off an example based on a party of 5 characters... but really, putting you up against 20 of anything, especially flyers with frenzy, is just horrible.  (I'm guessing you managed to position yourself in a safe corner where you couldn't be mobbed?)
9  Community / License to Improvise / Re: Warlock (base class) on: July 19, 2014, 02:47:05 PM
The only spellcasting-related thing it really interacts with is Casting B/M/S, so...yeah, doesn't exactly make sense.

Well, not really.  It could easily interact with Double Cast and also, at a small stretch, Hidden Casting.  If you had a source of spell points, e.g. the Spell Power feat, you could also go for Spell Conversion feats and the tricks they grant (e.g. Reaching Spell), but you don't get much return on your investment that way.
10  Community / License to Improvise / Re: Warlock (base class) on: July 17, 2014, 01:59:33 PM
Up to potentially 9d6+18 Fire Damage (Archer Soldier with Bow B/M/S and Angry Hornet. The fifth feat they would get is applied elsewhere, rather than on another archery feat) , using Flaming arrows.

Archery Master [AC] wants up to 9d4 words with you.
11  Products / Fantasy Craft / Re: Buying feats with Reputation on: July 17, 2014, 11:20:52 AM
Feat essence requires magic if I am not mistaken? Which does not exist in the world we are playing in.
All those are just temporary ones, is there no system to permanently buy them?

Nope.  Although magic items could always be refluffed as granting the abilities they do by other means, if you get creative.

If you're feeling feat starved, about the only other options are to (a) try and interest your GM in the Fast Feats campaign property (p 323; note that this is often read as also giving a feat as normal at level 1, although it doesn't say that it does specifically), or (b) go for a class with a lot of bonus feats of the type you want.  (The Soldier offers about the best total number & range of options for feats, iirc).
12  Community / License to Improvise / Re: Warlock (base class) on: July 17, 2014, 02:22:28 AM
What he said.

Also, TOG's warlock had a tad more casting options than this one would get from this class' level 0 spells plus limited paths. This could use a little more along those lines too.
13  Products / Fantasy Craft / Re: Question about shapeshifting on: July 15, 2014, 11:46:11 AM
If you put the feats up on the License to Improvise board, we may be able to give you better feedback on how they might work.  And if you're looking to switch Species/Talent with a feat or prize along the lines of Mr A's idea, may I suggest having a look at SilvercatMoonpaw's work on Animal Species for some ideas?

14  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: July 14, 2014, 05:33:46 PM
"Entertain yourself as you please, but I must go over the accounts upstairs from yesterday's trading." Having thus responded to Barden's invitation, Drin heads upstairs.

On my way, he whispers to Creamor.
15  Products / Fantasy Craft / Re: Question about shapeshifting on: July 14, 2014, 03:00:26 PM
Well, the XP costs for building things are part of the NPC system, and you're looking to build a PC, so it does matter.

To build a PC with these abilities, you're going to have to use homebrew.  But there's a few ways to do it via this route: either (a) you want to try and squeeze these abilities into the character's origin, i.e. their Species and/or Speciality, or (b) you can obtain them later as part of a feat chain or class, or (c) a little of both (e.g. a Species with supporting feats).  And one of the main ways to choose between these options would be what level you want these abilities at.  I'm guessing you'd be looking at (a) or (c) based on how you've described your character, but it would be good to be clear on this.
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