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1  Products / Fantasy Craft / Re: Cloak and Dagger on: Today at 02:09:08 PM
You could always release the Courtier-Mage Hybrid Expert class as a Call to Arms. I wonder if Magister would work as a name?

It sounds good.  Why not have a go at making it on the License to Improvise boards, though?
2  Community / License to Improvise / Re: A Boatload of Feats on: Today at 01:28:41 PM
I like lots of these.  One tiny suggestion:

Inspired Skill Mastery
Prerequisites: Basic Skill Mastery
Benefit: Choose one of your skill pairs granted by Basic Skill Mastery. When you score a threat with either of these skills, you may request a hint from the GM as a free action. If he refuses, you gain 1 bonus action die. You may use this ability once per skill per session.
Special: You may take this feat multiple times, choosing a different skill pair each time.

This feels like it's gone from giving too much to giving too little.  Also, the bonus might not be appropriate for all situations.  How about:

Inspired Skill Mastery
Prerequisites: Basic Skill Mastery
Benefit: Choose one of your skill pairs granted by Basic Skill Mastery. When you score a threat with either of these skills, you may choose to either:
1) Request a hint from the GM as a free action. If he refuses, you gain 1 bonus action die.
2) Gain a +2 morale bonus to your next action.
You may use this ability once per skill per session scene (?)
Special: You may take this feat multiple times, choosing a different skill pair each time.[/quote]
3  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: Today at 01:22:23 PM
Thank you!
4  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: Today at 01:11:21 PM
I see this as the kind of spell that can play into the nation-building / -wrecking plans of PCs.  Bringing feast or famine, or creating an area that may act as sanctuary, trap, fortress, or simple personal imprint on the land.

- Dividing a country in two with a jagged and forbidding mountain range.
- Raising an island paradise, or indeed a small archipelago, from the seas
- Creating a high plateau, with its own unique ecosystem.
- Lush, verdant fields of crops in the desert
- Twisting mazes, populated by venomous beasts, surmounted by a high and forbidding peak (for your mage's tower)
- All the buildings of a new city, plus water sources, harbour, surrounding fields, links to neighbouring roads.... everything but inhabitants.

And if we went with a strict "seven days" analogy, this would also allow the creation of people to occupy said land... but that could really be going too far.

Mechanical benefits your character could get from this land... perhaps while on it, you could gain bonuses to survival checks and ambush checks?  Or you could have a free pathfinder basics feat for the terrain type?

Mechanical representations of the general features: perhaps in addition to declaring the terrain type, you could add a selection from "up to half your caster level" of the following, with a script allowing others at the discretion of the GM, e.g.:
- Land of plenty: [Bonus to foraging checks, crop production, may not be combined with Barren wastes]
- Barren wastes: [penalty to same, may not be combined with Land of plenty]
- Maze: [penalty to navigation checks]
- Signposts: [bonus to navigation checks]
- Ample cover:
- Scarce cover:
- Adverse weather:
- Benign weather:
- Hidden tunnels:
- Savage beasts: (bonus to Nature's Ally spells)
- Easy summoning: (bonus to Call From Beyond spells)
- Hard summoning: (penalty to Call From Beyond spells)
- Easy casting: (bonus to spells in general)
- Hard casting: (penalty to spells in general... possibly excluding your character?)
- Sacred land: (bonus to those who share your alignment, penalty to opposing alignments; requires alignment)

Some of these are more potent than others, and might have to count as multiple picks...

Apologies if I've gone overboard with this.  It's mainly just a load of ideas with little critical analysis.
5  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: Today at 08:27:32 AM
Good news indeed :-)
6  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: Today at 08:22:11 AM
Hey.  Just posting to apologise for being away so long.  Can't promise when I will be around, happy for you to do with Drin whatever you like.  With medical school finals coming up, then a spot of running around the jungle on elective and then being a junior doctor, I can't really commit to this long-haul at all.  Sorry to bail as well :S
7  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?
8  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.
9  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.

10  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.
11  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.
12  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.
13  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.
14  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?)
15  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.
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