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1  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: Today at 05:40:42 AM
I like the sleeping rule, and the limitation to cooperative checks.

I agree with TKDB on immunity to being flat-footed being a bit much as just one portion of a level 6 spell's bonus, though.

Also, in terms of it being there / not there, what if it only exists as an entity for purposes of party numbers (being outnumbered etc)?
2  Community / License to Improvise / Re: Slayer feats on: Today at 04:40:00 AM
Edited the construct smashing tree in line with comments, and with what seemed like a better supremacy trick.  Two questions:

- Is the Basics stance too much / should it have the 5' movement limit?
- Should the Supremacy bonus maybe reference any/all Electricity Resistance, and/or specify melee only?
3  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: December 20, 2014, 06:56:17 PM
I tend to only feel comfortable downscaling weapons for small characters, or upscaling them for large ones, and more so for shields than for most other cases. A downscaled shield shouldn't provide the same protection as its larger counterpart by very virtue of it's covering a smaller area.
4  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 20, 2014, 08:17:51 AM
I can see Notice, but why Blend? (Did you mean Notice vs Blend?)

Possibly the level 0 spell could specifically be a long-lasting +1 to Notice and to defensive Tactics rolls (to represent the Guardian looking out for your character). Limiting it to +1 seems in line with other level 0 spells, such as Know Direction or Magic Vestment (harder to compare this to the rather potent Polar Ray, Whispers, or Water Walking).

The level 3 spell could then offer a slow-scaling bonus to the same, plus being possible to end the spell to add d6 to your DR as a response to an incoming attack.

And the level 6 spell could give bonuses to the same skills, plus a single other skill of choice, plus a higher degree of sacrificial protection (2d6?) and also being difficult to flank. Alternatively, a Mass version of the level 3 spell that summons guardians for a few of your allies might be tempting.
5  Community / License to Improvise / Re: New Expert Class: The Animator on: December 20, 2014, 06:25:53 AM
There are some very fun and evocative abilities here. I particularly like Sorcerer's Apprentice, and the sheer versatility of Path of Summoning. Path of Partnership is interesting, but I think the final step could give more. And I was looking into how this class might not work with two very different types of minion, but I can't see anywhere it doesn't. You could potentially even have a third option, Path of Leadership, focusing on the Followers feats and party buffs.

Not quite sold on the core ability or game breaker, though. The latter in particular could give more.
6  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 20, 2014, 04:58:09 AM
Would it be too much if the higher level versions allowed you to treat a single skill in which you aren't trained as trained? (For one focus only for Crafting and Ride?)

As for the damage prevention aspect, what if these had a long initial casting time, but also: "as a free action, you may cancel this spell to gain (X short-lived temp vitality)." Not sure how to balance the amount given, though.

And for flanking prevention, how about taking a leaf out of the Two Heads feat and saying "you cannot be flanked unless you are adjacent to at least three opponents".
7  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: December 18, 2014, 01:49:13 PM
The simple answer to the ammo issue is "more quivers". Bow users don't need any options to increase their arrow output - with Bow BMS and Blackened Sky, you're already operating a machine gun.

Otoh, we did look at building a feat allowing limited fire-through capacities for weapons with Load on the LtI board. That seems to me something that could be done cautiously, and even have small minigame potential for players looking to line two opponents up.
8  Community / License to Improvise / Re: Slayer feats on: December 17, 2014, 06:15:33 PM
Erg, that'll need fixing.  Nice idea about objects, very fitting.
9  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: December 17, 2014, 09:10:32 AM
Query regarding Turning: it seems very "heads you lose, tails I win". If an opponent fails their save vs turning, they have to move away from the person Doung the Turning, fine... but if they succeed, they still become frightened? Success seems even worse than failure, unless I'm reading it wrong?
10  Community / License to Improvise / Slayer feats on: December 17, 2014, 06:38:55 AM
Inspired by Giant Slayer BMS (AC), and Claire Redfield's Ghost Hunting feats, here are a few more Basic Combat feats for specific opponents:

Anything that is made can be unmade
Prerequisites: None
Benefit: Any abilities you have that reference objects may also be applied to constructs.
Also, you gain a stance:
Wreck it: You may freely convert subdual damage from melee or unarmed attacks to lethal while in this stance.

This statement is a lie.
Prerequisites: Construct Smashing Basics
Benefit: Your attacks may bypass any immunity to Sneak Attack damage possessed by Constructs.
Also, you gain a trick
Logic Loop (Taunt trick): Take a -2 penalty to this Taunt trick (-5 if the opponent is not a Construct).  On success, they are also Slowed for one round.

Destroy all robots
Prerequisites: Construct Smashing Mastery
Benefit: When you deal electricity damage, you may ignore any electricity resistance from your opponent's gear.
Also, you gain a trick:
Weak spot (attack trick): You may deal an additional 2d6 sneak attack damage against a flat-footed Construct with this attack.  You may use this trick once per round.

[Edited following comments]

You've seen and despatched your fair share of unnatural things.
Prerequisites: None
Benefit: You are immune to any specific reduction of either your Will save or the threat range of your attacks.

You guard the very plane's stability from otherworldly threats.
Prerequisites: Ability to turn Outsiders or Elementals
Benefit: Your attacks gain +1 damage vs Outsiders or Elementals, and you also gain a trick:
Words of warding (threaten trick): The error rate of this action by 1.  On a success against an Outsider or Elemental, they also become Frightened of your character.
Words of dismissal (turning trick): If any standard characters with the Outsider or Elemental type fail their save vs Turning by 5 or more, they also fail a damage save.

Crush them.  See them driven before you.
Prerequisites: None
Benefit: Select a type from the following list: Undead, Spirit, Horror, Outsider, Elemental, or Fey.  You gain the Favoured Enemy ability and the Turning ability for this type.  However, the disposition of any members of this type who are aware of your identity reduces by 10.
11  Community / License to Improvise / Re: New Expert Class: The Aegis (Henshin Hero) on: December 17, 2014, 04:25:02 AM
Yet another alternative suggestion: have the version for someone who's already a construct transform them into a construct that's downright terrifying and nigh-indestructible; an unstoppable mechanical force.

In other words, have it grant the Horror type.  

(EDIT: I may have been channelling Neon Genesis Evangelion a little here).

Also, to balance out the fact you're handing out such powerful things, maybe slap some extra restriction on both versions of the stance, e.g. a time limit linked to Aegis class level on how many rounds you can stay in the stance per scene.  EDIT: or a fixed time limit which a later class ability strips away.
12  Products / Fantasy Craft / Re: New to Fantasy Craft on: December 17, 2014, 03:17:43 AM
One issue with this build is that any of the classes make pretty good one-level dips, depending on what you're going for. Mage 1 gives utility Spellcasting, Courtier 1 effortless style, Martial Artist 1 gives Martial arts w/o the attribute prereq, Burglar plenty of skill points and all the fun of flawless acrobatics. It's harder to think of a class that wouldn't work; and you can base the choice on what character development story you'd like to build as much as anything else.
13  Products / Fantasy Craft / Re: New to Fantasy Craft on: December 17, 2014, 01:50:57 AM
The medicine focus also leads nicely into Paladin. It particularly works well with the requirements and core ability, which means a 1-level dip is also fine.

One of these days I'd really like to flesh out my Renaissance-man Assassin 1 / Keeper 1 / [something 1] / [something 1] / Paladin idea. The being bad-to-terrible at hitting standards but good at dealing with specials part of said build could be RP'ed as being something of a reluctant combatant; you generally don't want to brutalise hordes of inferior combatants, but are still grimly resolved to take down their leaders.
14  Community / License to Improvise / Re: New Expert Class: The Aegis (Henshin Hero) on: December 16, 2014, 04:55:25 PM
Looking at the Living Weapons feat options, it seems to me that each could also stand to grant a trick that helps enable a fitting combat style to the modifications given, e.g. some form of total defense trick for spines, some limited form of Rend to shearing jaw, etc.

(Apologies for going off on a tangent, btw).
15  Products / Fantasy Craft / Re: New to Fantasy Craft on: December 16, 2014, 04:13:21 AM
3. Never played a Sage or had one in a group, but it seems to me that the way to play them most effectively is as a Chance feat monster. Snag all the Chance feats you can, and maybe go Path of Fortune via cross-training. Then you can simply make whatever you'd like to happen happen.

(Priest can also do this v effectively, especially if they dip Sage 1)
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