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1  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: May 26, 2015, 12:01:31 PM
No. Sorry. Still working. Swing back again later.
It's okay, guys: some of us have tried to write good RPG stuff for personal use and it's not easy to come up with great stuff even then.  Can't imagine how hard it is to do what you do and have it come out fantastic.
2  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 19, 2015, 03:51:57 PM
Okay I just created a crack-ton of Rogue Templates for the Beasts.  People should check them out.
3  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 18, 2015, 12:33:55 PM
The Main Factions

The Solar Empire
The SE is considered the epitome of goodness and freedom in the known world.  Overall.  It is, after all, inhabited by people, and there are always people anywhere who will be nasty to other people.  Problems like hatred and poverty can’t help but exist in any nation as big as the Empire.  The Empire wins out by the fact that many of its people work hard to try and fix these problems.

There is an Emperor.  But their power is basically gone: they exist to be a show-piece before the rest of the world by giving a theatrical flourish to the goings on of the Imperial government.  Oh, and award meaningless titles.  The real work is done by official directly elected by SE citizens.  Some think the nation should change its name to better reflect its status.  There was once an aristocracy, but that was finally abolished by certain political reforms around 50 years ago.

The Empire is vast, covering a wide range of terrains and cultures drawn from both many kinds of pan and species of beast.


Othure
If the SE is the sunny happy good-guys then Othure is the perpetual gloom of bad-guy country.  This perpetually dim and foggy nation of moors, craggy mountains, and sooty cities has been the Empire’s enemy and rival for decades, possibly due to the fact that they are the only nation that can match the SE in military technology.  It’s ruled over by Lady Goth, a brutal unicorn who has a talent for necromancy and a fetish for black eyeshadow.
4  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 18, 2015, 08:33:15 AM
Bestiary

Creature Type Changes
Construct (+5 XP, 6 build points): The NPC is inorganic or manufactured. It is immune to poison and disease, and takes only half damage from attribute, sneak attack, stress, and subdual damage (rounded down, minimum 0) and never gains the bleeding condition. It ignores a total number of instances per session of the fatigued and shaken conditions equal to the standard number of starting action dice according to its threat or career level. When determining critical injuries, it uses a d10 instead of a d20. It regains vitality normally but does not naturally heal wounds, though it may be Mended with a successful Crafting check using the Medicine rules (see page 77). It becomes inert when reduced below 0 wounds is considered banished when destroyed (i.e. reduced to at least –25 wounds). A construct doesn’t age and doesn't need to eat, sleep, or breathe.  (Developed by Mister Andersen.)
Plant (+2 XP, 1.5 build points): The NPC is an animate plant.  It gains the aquatic I and light sleeper NPC qualities and is immune to certain rare poisons and diseases that cannot affect plants.  A plant ages and must eat, sleep, and breathe.

Fey Type: Natural animals have no compunction about attacking Fey.
Undead Type: All instances of Undead should be changed to Construct.


New NPC qualities
--Magic Glow (+1 XP per grade): The NPC can handle, manipulate, and wield items without being considered touching them.  The NPC is considered to have one "hand" per grade.
--Trackless Step (+1 XP): The DCs of Tracking checks to follow the NPCs trail increase by 10.


Rogue Templates
Feral (+7 XP): One of the NPCs attribute scores rises by 2 and they gain darkvision I and 2 Natural attacks at grade I.

Unicorn (+9 XP): The NPC’s Type changes to Beast, their Base Speed increases by +10 ft, and they become Large (1x2) size.  Their Wisdom decreases by 2, and they gain darkvision I, superior runner I, improved sense (hearing), and magic glow I.  They also gain the Gore I and Kick I natural attack.

Griffin (+10 XP): The NPC’s becomes a Large (1x2) Beast Flyer with a winged flight speed of 40 ft, and their Health increases by +1 grade.  They also gain improved sense (sight) and the Bite I and Talon I natural attack.

Pegasus (+10 XP): The NPC’s becomes a Large (1x2) Beast Walker with a winged flight speed of 40 ft, and their Base Speed increases by +10 ft.  They also gain darkvision I, superior runner I, improved sense (hearing), and a Kick I natural attack.

Sphinx (+10 XP): The NPC becomes a Large (1x2) Beast Walker with a winged flight speed of 40 ft.  They gain the darkvision I and light sleeper qualities.

Warg (+11 XP): The NPC’s Type becomes Beast and their Base Speed increases by 10 ft.  They also gain Bite II and the Dreadful Howl ability (stress damage attack II: 30 ft aura; dmg 1d6 stress per 2 TL, Will DC 15 for 1/2 damage).

Jiva (+6 XP): The NPC’s Type changes to Construct and their Defense, Health, and Resilience each increase by 1 grade.  They also gain magic glow II, Achilles heel (electrical), and lumbering.

Ape (+6 XP): The NPC gains the Beast Type (in addition to the default Folk type) and a +2 increase to their Strength and Constitution.  They also gain the superior climber I and sterner stuff qualities, and a Bite I natural attack.  In most cases you should avoid Kick attacks, Swim and Disable actions.

Bear (+15 XP): The NPC’s Type changes to Beast, and their Strength and Constitution increase by 2.  They gain the grappler, superior runner I, sterner stuff, improved sense (smell), and Fearless I qualities, and both a Bite I and Claw I natural attack.

Grizzly (+2 XP): The Bear becomes Large size and gains +2 to their Strength score.

Ceratopsian (+17 XP): The NPC becomes a Large Beast and gains +2 to their Strength and Constitution.  They also gain damage reduction 2, improved sense (smell), sterner stuff, and superior runner I.  They also gain a Gore I and Trample I natural attack.  In most cases you should avoid the Jump, Mask, and Sneak actions.

Tyrannosaur (+15 XP): The NPC becomes a Large Beast and gains +2 to their Strength.  They also gain damage reduction 2, improved sense (smell), superior runner I, and fatal falls.  They also gain a Bite I natural attack.

Velociraptor (+10 XP): The NPC’s Type changes to Beast and their Dexterity score increases by 2 and their Base Speed by +10 ft.  They also gain the improved sense (scent), superior jumper I, and superior runner I qualities, and a Bite I and Talon I natural attack.

Eagle (+6 XP): The NPC becomes a Tiny Beast Flyer with a winged flight speed of 40 ft and a ground speed of 20 ft.  They gain Achilles heel (blunt), improved sense (sight), and a Bite I and Talon I natural attack.  In general you should avoid Kick trick and  Jump and Swim actions.
 
Giant Eagle (+2 XP): The Eagle becomes Large Size and gains a +2 bonus to their Wisdom score.

Elephant (+15 XP): The NPC becomes a Large Beast  and their Strength and Constitution rise by 2.  They also gain lumbering, fatal falls, damage reduction 2, improved stability, superior runner II, sterner stuff, improved sense (smell), and a Trample I natural attack.  In general you should avoid Jump, Mask, and Sneak actions.

Donkey (+7 XP): The NPC becomes a Medium Beast, and their Constitution rises by 2.  They also gain darkvision I, improved stability, and the Kick I natural attack.

Horse (+8 XP): The NPC becomes a Large Beast and +1 to their Initiative grade.  They also gain +10 ft to their ground speed, darkvision I, improved sense (hearing), superior runner I, superior traveler I, and the Kick I natural attack.

Bison (+15 XP): The NPC becomes a Large Beast and their Strength and Constitution rise by 2.  They also gain +10 ft to their ground speed, darkvision I, damage defiance (cold), damage reduction 1, and the Gore I and Trample I natural attacks.  However their Charisma drops by 2.

Cattle/Oxen (+8 XP): The NPC becomes a Large Beast and their Strength rises by 2.  They gain darkvision I, improved stability, and a Gore I natural attack.  However their Intelligence and Charisma both drop by 2.

Cervine (+7 XP): The NPC becomes a Large Beast and their Initiative rises by 1 grade.  They also gain +10 ft to their ground speed, darkvision I, improved sense (hearing), superior runner I, and Gore I (if male) or Kick I (if female) natural attack.

Goat (+8 XP): The NPC becomes a Small Beast and either their Constituion or Dexterity rises by 2.  They also gain superior runner I, darkvision I, superior climber I, and a Slam I or Gore I natural attack.

Llama (+11 XP): The NPC becomes a Medium Beast and their Constitution rises by 2.  They also gain damage defiance (cold), Pathfinder Basics (caverns/mountains), superior traveler I, improved stability, and the Bite I natural attack.

Rhino (+14 XP): The NPC becomes a Large Beast and their Strength increases by 2, though their Charisma decreases by 2.  They also gain damage reduction 2, improved sense (hearing), sterner stuff, and the Gore I and Trample I natural attacks

Giant Hunting Spider (+11 XP): The NPC becomes a Small Beast  and their Constitution rises by 2, though their Intelligence and Charisma drop by 2.  They also gain cold blooded, superior climber II, superior jumper III, always ready, and a Bite I (venomous — weakening poison) natural attack.

Giant Scorpion (+10 XP): The NPC becomes a Small Beast,  They also gain always ready, cold blooded, superior climber I, grappler, damage reduction 1, and the Squeeze I and Sting/Tail Slap I (venomous — weakening poison) natural attacks.

Squirrel (+6 XP): The NPC becomes a Diminutive Beast.  They also gain superior jumper I, superior climber II, darkvision I, and a Bite I natural attack.

Fox (+6 XP): The NPC becomes a Tiny Beast and their ground speed rises by 10 ft.  They also gain darkvision I, superior runner I, superior jumper I, and the Bite I natural attack.

Cat (+10 XP): The NPC becomes a Tiny Beast.  They also gain +1 grade of the Acrobatic signature skill, darkvision I, improved sense (hearing), grappler, superior climber I, superior jumper I, superior runner I, and a Bite I natural attack.

Big Cat (+10 XP): The NPC becomes a Medium Beast.  They also gain chameleon I (caverns/mountains, desert, forest/jungle, or plains), darkvision I, improved sense (hearing), superior jumper I, superior runner I, grappler, and the Bite I natural attack.

Grand Cat (+9 XP): The NPC becomes a Large Beast.  They also gain chameleon I (caverns/mountains, desert, forest/jungle, or plains), darkvision I, improved sense (hearing), superior runner I, grappler, and the Bite I natural attack.
5  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 18, 2015, 08:29:51 AM
Specialties and Classes

Specialty Changes
* Cleric: The Alignment requirement changes to a Study in a specific religion.
* Shaman: Change the bonus feat to Land Power.
* Peasant: Choice of Edged or Blunt proficiency.

Scholar
* Bonus Feat: Perfect Memory
* Inquisitive Mind: You gain 2 additional Interests.
* Inscription Focus: You gain the Crafting (Inscription) focus.
* Sharp Mind: You gain 1 additional skill point per level.
* Publish or Perish: You may purchase Scholastic Renown for 20 Reputation per Rank.

--Scholastic Title
Undergraduate Student (a distraction, best ignored)
Masters Student (better paying distraction)
Doctorate Student (unpaid peon)
Research Fellow (aka post-doc, or a paid peon)
Lecturer
Senior Lecturer
Reader
Professor (aka Chair)
Departmental Head (aka Dean)
University Director (aka Archchancellor)
--Specific Favors: Event, Harassment, Invitation, Rumor

Grand Specimen
 You are unusual, and that gets you noticed.
* Bonus Feat: Any 1 Species feat
* Attribute Training: The lower of your Strength or Charisma scores increases by 1 (your choice if a tie).  Apply this bonus after any modifiers from your Species or Talent.
* Celebrated: Your Legend increases by 2.
* Natural Elegance: Your Appearance bonus increases by 1.
* Noble Blood: You may purchase Noble Renown for 20 Reputation per rank.

Wild
You just focus on being you.
* Bonus Feat: Any 1 Species feat
* Attribute Training: The lower of your Constitution or Charisma scores rises by 1.
* Inquisitive Mind: You gain 2 additional Interests.
* Origin Skill: You gain an additional Origin skill.
* Species Feat Expert: You’re considered to have 2 additional Species feats for any ability based on the number of Species feats you have.
* Unarmed Proficiency: You gain the Unarmed weapon proficiency.


Class Changes
Assassin: Unspoken Name’s Intimidate bonus need not be based on kills, merely any exploits suitable for the class’s function.
6  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 18, 2015, 08:21:27 AM
Species Feats

Species Feats that Lose Species-specific Prerequisites:
Angelic Legacy, Devilish Legacy, Hart Nation, Hill-Born, Jungle Clutch, Lava-Born, Make Me Stone, Northern Horde (Pre: “darkvision I”), Quick-Finger Folk, Sea Brave, Southern Horde, Stone Brave, Swamp Clutch
Bear Nation, Cliff-Born, Cool-River Folk, Dark-Earth Folk, Deep-Born (Pre: “darkvision I”), Desert Clutch (Desert Crest becomes “Prerequisite: Desert Clutch, Bite natural attack type”), Dragon-Tailed, Dune-Born, Glacier-Born (Pre: “darkvision I”), Horse Nation, Jewel-Born, Lost Horde, Night Horde, Raven Nation, Rock Clutch, Steel Brave, Tiger Nation, Toxin Sacs, Two-Headed, Wolf Nation

Species Feat that are Unavailable:
Draconic Legacy, Elemental Legacy, Special Construction (Brass, Clockwork, Living Metal)

Species feat changes:
Angelic Heritage/Legacy: Change Acid Resistance to Electricity Resistance.
Devilish Legacy: Change Electricity Resistance to Acid Resistance.
Cliff-Born: Change to “and either Swim checks are no longer restricted actions for you or you gain a +5 gear bonus to Swim checks”.
Crag-Born: Change to “either Jump checks are no longer restricted actions for you or you gain a +5 gear bonus to Jump checks”.
River Clutch: Add Prerequisite “Bite I, Tail Slap I”.

Special Construction
* Bone: A complete skeleton -- or perhaps more than one -- your reflexes and dead appearance give opponents pause.  You gain Bow Resistance 5, lose lumbering, and each time an opponent attacks you and misses he suffers 2 stress damage.  However, your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips.
* Crystal: You gain Spell Defense 20.
* Earth: As Elemental Heritage.
* Ice: As Elemental Heritage.
* Lava: As Elemental Heritage.
* Mist/Smoke: As Elemental Heritage.
* Water: As Elemental Heritage.
* Wood: As Elemental Heritage.  You may also select New Leaf as if you were a Rootwalker (Ironwood only grants thick hide 2).
In addition Dust/Sand, Mud, and Stone/Metal from Spirit Power also qualify.


New Species Feats

Amphibious
You are as at home in water as you are on land.
Type: Species
Prerequisites: Level 1 only.
Benefit: You gain the aquatic II and superior swimmer II NPC qualities.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Arboreal
Branches are as good as ground to you.
Type: Species
Prerequisites: Level 1 only.
Benefit: You gain a +1 bonus with Climb and Jump checks, the superior climber I and superior jumper I NPC qualities, and are always considered to have climber’s gear.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Four-Armed
The extras come in very handy.
Type: Species
Prerequisites: Non-Beast, Level 1 only.
Benefit: You may simultaneously hold and arm up to four 1-handed, two 1-handed and one 2-handed, or two 2-handed weapons or objects.  You also gain a +1 bonus with skill checks made as part of a Grapple action if two or more of your hands are free, and a +2 bonus to Balance, Climb, and Disable checks.
Special: When you take this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement "Level 1 only".  Also, if you gain the Many-Armed feat, you lose the weapon holding and Grapple bonus gained from Four-Armed (but not Many-Armed) and the lower of your Strength of Dexterity rises by 1.

Four-Foot Body
Below your waist you have the form of a wild runner -- whether clawed or hoofed -- instead of a pair of sluggish stilts.
Type: Species
Prerequisites: Non-Beast, Level 1 only.
Benefit: Your size category increases by one step (maximum Large size) but not for the purposes of space, handling items, or natural attack damage.  You also gain an increase of +5 ft to ground speed and one of the following options:
* Run Claw: Additional +5 ft ground speed, superior traveler I, and a +5 bonus on Push Limit checks.
* Grab Claw: Claw I natural attack and a +2 bonus to Grapple.
* Heavy Hoof: Kick I natural attack and a 50% increase in carrying capacity.
* Light Hoof: Kick I natural Attack and the superior runner I NPC quality.
However your Break Fall, Climb, and Tumble checks are always considered untrained and you suffer double the Speed penalty from broken leg critical injuries.

Land Power
Somehow you have power derived from the world around.
Type: Species
Benefit: Choose a spirit type.
* Arctic: You gain Cold Resistance 5, superior traveler II, and any weapon you ready gains the grip customization at no extra cost.
* Cave: You gain darkvision II and light sensitive, a +5 bonus to Ambush checks, and a +5 bonus on checks made to navigate.  Also you gain either the Crafting skill’s Stonecutting focus or are considered to always have a stonecutter’s kit (choose one).
* City: You gain a +5 bonus to Canvass checks, 2 Interests, and the hearty appetite Species trait.
* Decay: Your unarmed attacks gain bleed, and you gain a +2 bonus to Medicine checks and a +5 bonus on Dismantle and Repair checks.
* Desert: You gain a +5 bonus on Stash checks and grueling combatant.
* Dust/Sand: (As Elemental Heritage, change Charisma reduction to “However, your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips.”.)
* Forest/Jungle: You are always considered to have a actor's props and you ignore Species and Size penalties to Disguise checks, you have a +2 bonus to Blend checks, and the Disposition of non-adversary animals increases by 5.  However, you also gain Achilles heel (fire).
* Grassland: You gain superior runner I, a +2 bonus to Survival checks, and you gain a +2 bonus on attack rolls for a number of rounds equal to damage taken after taking fire damage.
* Herd: You count as 3 additional characters when determining numerical advantage, you suffer exactly 1 point per damage die when making a Push Limit check, and you gain the Trample I natural attack and a +2 bonus to Initiative checks.  However, you also take a -2 penalty on Will saves.
* Ice: You gain thick hide 2 and may convert your unarmed damage to Cold damage without suffering the normal -4 attack penalty.  However, you also gain Achilles heel (fire).
* Lava: (As Elemental Heritage (fire).)
* Mountain: You gain a +2 bonus to Resolve, a +5 bonus to Climb checks, and Electrical Resistance 5, and are always considered to have climber's gear.  However, you also take a -2 penalty on Reflex saves.
* Mud: You count as 1 size category smaller for the purposes of squeezing, gain a +4 bonus on Grapple checks, and are always considered to have actors’ props.  However, you also gain Achilles heel (fire).
* River/Waterfall: You gain a +2 bonus on Athletics checks, a +5 bonus on Break Fall checks, and the Trample I natural attack.
* Sea/Lake: You calculate your Wounds as if you were 1 size larger, you gain Cold Resistance 5, and any weapon you ready gains the trip customization at no additional cost.
* Stone: You gain DR2/Blunt and a +2 bonus on Resolve checks.  However you take a -2 penalty to Reflex saves.
* Storm: You gain a +2 bonus with Intimidate checks and on saves against fear, and may convert your unarmed damage to Electrical damage without suffering the normal -4 attack penalty.  However your Wisdom decreases by 1.
* Wetland: You are always considered to have a doctor’s bag and you ignore Cross-Species penalties to Medicine checks, and each time you suffer 10 or more damage from a melee attack you may attempt to Disarm the attacker as a free action.  However you suffer a -2 Appearance penalty.

Nocturnal
You are well adapted for the night.
Type: Species
Prerequisites: Level 1 only.
Benefit: You gain darkvision I and light sensitive, light sleeper, and your hearing range increments are equal to your Wisdom score x10 ft, and you may always act during a surprise round unless deafened.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Scorpion Body
The body of a scorpion scuttles beneath you.
Type: Species
Prerequisites: Non-Beast, Level 1 only
Benefit: Your size category increases by 1 (maximum Large size) but you still count as your original size category for the purposes of handling items.  You gain Stinger I, Pincer I (functions as Squeeze I, except only when grappling using the front claws), and thick hide 2.  Kick attacks, as well as Break Fall, Jump, and Tumble checks you make, are always considered untrained, and you are cold-blooded.
Note: Scorpion Body’s stinger natural attack qualifies for the Toxin Sacs feat (Adventure Companion, p 137).

Small
Blame it on genetics.
Type: Species
Prerequisites: Non-Unborn, Level 1 only
Benefit: Your Size decreases by one step (minimum Small); if you are already Small you instead gain a +2 bonus on Sneak checks and count as 1 size category smaller squeezing into or through confined spaces.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.”

Spider Body
You are a spider down below......and above, when you’re hanging from the ceiling.
Type: Species
Prerequisites: Non-Beast, Level 1 only
Benefit: Your size category increases by 1 (maximum Large size) but you still count as your original size category for the purposes of handling items.  The DC of your Climb checks decrease by 1/2 normal (rounded up).  Additionally you may produce spider webbing, allowing you to create the equivalent of binding rope and climbing gear that may be used by one additional person.  Kick attacks, as well as Break Fall, Jump, and Tumble checks you make, are always considered untrained.
7  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 18, 2015, 07:46:55 AM
Why would you want them armless?  Arms mean they can hold more lasers! Evil
8  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 18, 2015, 05:59:50 AM
Yes, but that gets generalized to "healing" in lots of modern works.  The same way people conveniently forget that unicorns were considered pretty vicious (owing to the fact they started out as misinterpreted rhinos).

I'm aware of classical unicorns, hence the description of them as something other than a horse with a horn.
9  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 17, 2015, 05:35:56 PM
My decision thus far has been that I don't want a unicorn that heals by default.  I may change my mind in the future, but right now I'm thinking of going with the telekinetic unicorns found in the online webcomic Phoebe and Her Unicorn (formerly Heavenly Nostrils).  Though I could have both by giving unicorns healing and creating a deer species that uses TK.
10  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 17, 2015, 05:03:40 PM
I might nitpick that it should have darkvision I instead of an extra grade of Bite (dogs have good nightvision).  Though maybe it has to trade that for color vision.  But it's slightly more creative then I would have done so why do all the work myself.  Wink

I should note the Unicorn may not be done, and neither the Elephant.
11  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 17, 2015, 11:07:29 AM
Abbreviated Beast Stats

Ape: [7]
Medium Beast Folk [ 0 ]
Str +2, Con +2 [4]
Restricted Actions: Kick attacks, Swim and Disable actions [-1]
Enlightened Athletics [1]
Enlightened Intimidate [1]
superior climber I [0.5]
sterner stuff [0.5]
Bite I [1]

Bear: [7]
Medium Beast [-2]
Str +2, Dex -2, Con +2 [3]
Enlightened Intimidate [1]
grappler [0.5]
superior runner I [0.5]
sterner stuff [0.5]
+4 scent-related Awareness and Perception [1]
Fearless I [0.5]
Bite I [1]
Claw I [1]

Grizzly (Species feat): [3]
Large [+1]
Str +2 [+2.5]
Aloof [-0.5]

Ceratopsian: [7]
Large Beast [-1]
Str +2, Dex -2, Con +2, Int -2 [2]
Thick hide 3 [2]
Improved sense (scent) [2]
Sterner stuff [0.5]
Gore I [1]
Trample I [1]
Restricted Actions: Jump, Mask, Sneak [-1]
superior runner I [0.5]

Tyrannosaur: [7]
Large Beast [-1]
+2 Str [2.5]
Spd 30 [ 0 ]
Enlightened Search [1]
Thick hide 3 [2]
Improved sense (scent) [2]
Superior runner I [0.5]
Fatal falls [-0.5]
Aloof [-0.5]
Bite I [1]

Velociraptor: [7]
Medium Beast [-2]
Dex +2 [2.5]
Spd 40 [1]
improved sense (scent) [2]
superior jumper I [1]
superior runner I [0.5]
Bite I [1]
Talon I [1]

Eagle: [7]
Tiny Beast [-1]
+2 lower of Dex or Wis [2]
Spd 20 [-0.5]
Winged flight 40 [2.5]
Restricted Actions: Kick tricks, Jump and Swim [-0.5]
Enlightened Search [1]
improved sense (sight) [2]
Bite I [1]
Talon I [1]
Achilles heel (blunt) [-0.5]

Giant Eagle (Species feat): [2.5]
Large [+0]
Wis +2 [+2.5]

Elephant: [7]
Large Beast [-1]
Str +1, Dex -1, Con +1 [1]
Restricted Actions: Jump, Mask, Sneak [-1]
Lumbering [-1]
Fatal Falls [-0.5]
thick hide 3 [2]
improved stability [1]
superior runner II [1]
sterner stuff [0.5]
Trample I [1]
Bloodhound [2]
Trunk: You are considered to have one hand for the purposes of handling items and weapons. [1]

Donkey [7]
Medium Beast [-2]
+2 Con [2.5]
Low-light vision [1]
Enlightened Resolve [1]
Enlightened Notice [1]
Improved Stability [1]
Iron Gut [1]
Lean Season [0.5]
Kick I [1]

Horse [7]
Large Beast [-1]
+1 to the lower of Str or Dex [1]
40 ft [1]
Low-light vision [1]
Enlightened Athletics [1]
Sharp Hearing [2]
superior runner I OR superior traveler I (choose one) [0.5]
+2 racial bonus to Initiative [0.5]
Kick I [1]

Bison: [7]
Large Beast [-1]
Str +2, Con +2, Int -2, Cha -2 [2]
Spd 40 [1]
Low-light vision [1]
Cold Resistance 5 [1]
thick hide 2 [1]
Gore I [1]
Trample I [1]

Cattle/Oxen: [7]
Large Beast [-1]
Str +4, Dex -2, Int -2, Cha -2 [2]
Low-light vision [1]
improved stability [1]
Gore I [1]
Yeoman’s Work [3]

Cervine: [7]
Large Beast [-1]
+1 Wis [1]
Spd 40 [1]
Low-light vision [1]
Sharp Hearing [2]
superior runner I [0.5]
Gore I (male) or Kick I (female) [1]
Enlightened Acrobatics [1]
+2 Initiative [0.5]

Goat: [7]
Small Beast [-1]
+3 to lower of Con & Dex, -1 Str [2]
Enlightened Investigate [1]
superior runner I [0.5]
iron gut [1]
low light vision [1]
+5 Climb [0.5]
Slam or Gore I [1]
Enlightened Acrobatics [1]

Llama: [7]
Medium Beast [-2]
Con +2 [2.5]
Cold Resistance 5 [1]
Pathfinder Basics (caverns/mountains) [3]
superior traveler I [0.5]
Bite I [1]
Improved Stability [1]

Rhino: [7]
Large Beast [-1]
Str +2, Cha -2 [1]
Aloof [-0.5]
thick hide 3 [2]
Sharp Hearing [2]
sterner stuff [0.5]
Gore I [1]
Trample I [1]
Enlightened Notice [1]

Giant Hunting Spider: [7]
Small Beast [-1]
Con +2, Int -2, Cha -2 [ 0 ]
Cold Blooded [-0.5]
Aloof [-0.5]
Enlightened Sneak [1]
superior climber II [1]
superior jumper III [3]
Always ready [2]
Bite I (venomous — weakening poison) [2]

Giant Scorpion [7]
Small Beast [-1]
+1 Con, -1 Int [0.5]
Aloof [-0.5]
Always Ready [2]
Cold Blooded [-0.5]
Enlightened Sneak [1]
superior climber I [0.5]
Grappler [0.5]
Squeeze I, Sting/Tail Slap I (venomous — weakening poison) [2]
Thick Hide 2 [1]
Limited Tremorsense: You are aware of the presence and general location of any moving object touching the same surface you are on.  However the target(s) still retain any bonuses, and you take all penalties, for the hidden or invisible conditions. [1.5]

Squirrel: [7]
Diminutive Beast [ 0 ]
Superior jumper I [1]
Superior climber II [1]
Enlightened Acrobatics [1]
Enlightened Athletics [1]
+1 Prudence [1]
Bite I [1]
Low-light vision [1]

Fox [7]
Tiny Beast [-1]
+1 Int [1]
40 ft [1]
+1 Prudence [1]
Low-light vision [1]
Enlightened Stealth [1]
+1 Interest [0.5]
superior runner I [0.5]
superior jumper I [1]
Bite I [1]

Cat [7]
Tiny Beast [-1]
+5 Balance [0.5]
Low-light vision [1]
Improved Sense (hearing) [2]
Bite I [1]
Retractable Claws: +2 grapple, +5 Climb [1]
Superior Jumper I [1]
Superior Runner I [0.5]
Enlightened Stealth [1]

Big Cat [7]
Medium Beast [-2]
Camouflage (caverns/mountains, desert, forest/jungle, or plains) [2]
Low-light vision [1]
Enlightened Stealth [1]
Improved Sense (hearing) [2]
Superior Jumper I [1]
Superior Runner I [0.5]
Bite I [1]
+2 grapple [0.5]

Grand Cat [7]
Large Beast [-1]
Camouflage (caverns/mountains, desert, forest/jungle, or plains) [2]
Low-light vision [1]
Enlightened Stealth [1]
Improved Sense (hearing) [2]
Superior Runner I [0.5]
Bite I [1]
+2 grapple [0.5]
12  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 17, 2015, 11:06:56 AM
Heroic Species

Pan: As Human, with the following new Talent choices:
(NOTE: Unless stated otherwise in the Species Feat section you must have the talent that corresponds to a Species to take feats with that Species listed as a prerequisite.)
* Stout: Your bred-in toughness and tenacity compensates for the short jokes.
--(As Dwarf, replace “Darkvision I” with “Hearty Appetite” and “Enlightened Crafting” with “Enlightened Resolve”.)
* Undergrounder:
--(As Dwarf, replace "Enlightened Crafting" with "Enlightened Search".)
* Elite: You are so much better than everyone it’s disheartening.
--(As Elf, type is Folk instead of Fey.)
* Titan: Your size is the thing that worries you the most.
--(As Giant, replace “Hurled Proficiency” with “Crunch!”.)
* Gutsy: You’d have a complex about your size if you dared to care.
--(As Goblin, change -2 Charisma to -2 Wisdom, replace “Darkvision I” + “light sensitive” with “Fearless I” and “Ambush Basics” with “Aggro Basics”.)
* Nightstalker:
--(As Goblin.)
* Brute: All that violence is to protect a vulnerable core.
--(As Ogre.)
* Hot-blooded: You have no patience for description.
--(As Orc.)
* Petite: You do have a complex about your size but no one notices.
--(As Pech, change “Enlightened Resolve” to “Enlightened Blend”, replace “Hurled Proficiency” with “Called Shot trick”.)
* Feral: You’re some kind of throwback.
--(As Saurian, remove “+2 Dexterity, -2 Any” and “Cold-Blooded”.  Natural Attack types may be changed at GM discretion.)
Additional Talents may be found here (ignore Half-Elven).

Unicorn
A horse with a shorter head, the legs of a deer, a lion’s tail, and a spiral horn growing from the forehead.
Type: Large (1x2) quadruped beast with a Reach of 1.  Your maximum wounds equal your Constitution score x1.5 (rounded down).
Attributes: -2 Wisdom
Base Speed: 40 ft.
Darkvision I: You ignore the effects of dim and faint light.
Enlightened Acrobatics: Your maximum Acrobatics rank increases to your Career Level+5.  Only the highest bonus from any enlightened ability may apply to each skill.
Fast Runner: You gain the superior runner I NPC quality.
Improved Sense (hearing): Your hearing range is doubled and you gain a +4 bonus on hearing-related Awareness and Perception checks.
Magic Glow I: You count as having one hand for the purposes of determining which items and weapons you may use.  In addition when you manipulate items or wield weapons you may chose to not be considered physically interacting with them. [2]
Natural Attacks: You gain the Gore I and Kick I natural attacks.

Griffin
Type: Large (1x2) quadruped beast with a Reach of 1.  Your maximum wounds equal your Constitution score x1.5 (rounded down).
Attributes: None
Base Speed: 30 ft.
Aloof: Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.
Improved Sense (sight): Your sight range is doubled and you gain a +4 bonus on sight-related Awareness and Perception checks.
Natural Attacks: You gain the Bite I and Talon I natural attacks.
Tenacious Spirit: You gain 1 additional Vitality per level.
Winged Flight: You may fly with a Speed of 40 ft.

Pegasus
Type: Large (1x2) quadruped beast with a Reach of 1.  Your maximum wounds equal your Constitution score x1.5 (rounded down).
Attributes: None
Base Speed: 40 ft.
Darkvision I: You ignore the effects of dim and faint light.
Fast Runner: You gain the superior runner I NPC quality.
Improved Sense (hearing): Your hearing range is doubled and you gain a +4 bonus on hearing-related Awareness and Perception checks.
Natural Attacks: You gain the Kick I natural attack.
Winged Flight: You may fly with a Speed of 40 ft.

Sphinx
A large, hairless cat with feathered wings and a ruff of feathers at the shoulder.
Type: Large (1x2) quadruped beast with a Reach of 1.  Your maximum wounds equal your Constitution score x1.5 (rounded down).
Attributes: +1 Intelligence, -2 Wisdom
Base Speed: 30 ft.
Darkvision I: You ignore penalties for dim or faint light.
Inquisitive Mind: You gain 2 additional Interests.
Light Sleeper: Sleep is never a terminal situation for you.
Natural Attacks: You gain the Bite I and Claw I natural attacks.
Winged Flight: You may fly with a Speed of 40 ft.

Warg

Jiva (Note: Jiva count as Unborn for the purposes of feats.)
A spirit bound to a body of matter.  At times to may reach out of your physical body and move objects with your spirit form.
Type: You are a Medium construct (see Bestiary for new version) with a Reach of 1.  Your Wounds are equal to your Constitution score.
Attributes: None
Base Speed: 30 ft
Achilles Heel (Electricity): When you suffer electricity damage, you also suffer an equal amount of lethal damage.
Enlightened Skill: Chose one skill in Chapter 2.  Your maximum rank in that skill increases to your Career Level+5.  Only the highest bonus from any enlightened ability may apply to each skill.
Limited Proficiencies: You begin with 2 fewer proficiencies (min 0).
Lumbering: You suffer a -2 penalty with all Reflex saves and become flanked any time two opponents are adjacent to you.
Magic Glow: When you manipulate items or wield weapons you may chose to not be considered physically interacting with them. [2]
13  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 16, 2015, 09:00:58 AM
What Is The Spirit of Your Game?
Simplistic white v black conflict, preferably with some comedic banter.  I'm too straightforward right now to figure out complicated motivations.

What is Your Game's Genre?
Fantastic fantasy: the world is full of unusual places and creatures rather than those being rare.  Technology is anachronistic and exists more on Rule of Cool than logic.

Inspirations
He-Man, Bravestarr, My Little Pony: Friendship is Magic

Era
All over the place: the cities of the Empire contain tech beyond the Industrial area, but things drop off once you go rural, and beyond the Empire's borders it can get pretty primitive.

What Do People Believe?
Due to the fact that I struggle with the concept of belief I can't really grant anything official to the setting.  There might be general belief in "the gods", "the spirits", "the heavens", "the land", etc, and magic definitely takes the place of a "higher power" for some people, but most of the setting is rather agnostic for one reason or another.  Miracles are not real, and any "gods" that show up are just sufficiently powerful mortals.

Can People Cast Spells?
Everyone has the potential to learn spellcasting.  Casting always has a noticeable sign: a partial transformation of the caster into another form, often bestial, monstrous, or occasionally environmental.

What Species Exist in Your Game?
A variety of Folk species were created by the Ancients, but through interbreeding they have become one.  Or maybe they were always one (which one it is often depends on one's level of racism).  That one species is known as the Pan.  PC-wise they use all the core Folk options, as well as a few special ones.

Many different beasts exist, too: unicorns, sphinxes, griffins, pegasi, and wargs are some of the more common ones, though rare are many kinds of talking animals.  And these are only the start.

One of the more unusual of the kinds of people in the world are the Jiva: spirits, or perhaps just energy beings, who have come to inhabit bodies formed of environmental matter in a semblance of life.


Campaign Qualities
Adventure Insurance: The fans love heroics even when fate does not.
Bold Heroes
Flexible Magic Items
Iron Heroes
Plentiful Magic Items
Sorcery

New Qualities
Force of Personality: Charisma modifier is added to Will instead of Wisdom
Eye for Business: Wisdom modifier is added to Lifestyle instead of Charisma.
Ridiculous Healing: Special characters heal half maximum Vitality at the end of every scene, 1 Wound per hour of rest, wake from unconsciousness in 1d4 hours, and heal critical injuries in 1d4 days.
Bow Equality: Making a ranged attack with bows (but not crossbows) while adjacent to an enemy requires a Concentration check.  Failure means no bow attack can be made and the bow user is flat-footed.  Also bows (but not crossbows) require a forte to use proficiently.
14  Community / License to Improvise / Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 16, 2015, 08:58:30 AM
I need a project.  FantasyCraft needs more settings.


Here is the edge of the Solar Empire, the largest and most benevolent state in the known universe.  In the main body of the Empire things are peaceful, but out here there are a great many dangers to the citizens from bandits, warlords, and enemy states.  The unusual situation on the edge requires and unusual kind of law enforcer: the Sunrise Rangers, part solider, part cop, all hero.  In addition to their duties to protect the people not just of the Empire but of the whole region they are also tasked as ambassadors to neighboring governments and peoples to convince them of the Empire's benevolence and to join the Imperial Commonwealth.

In this world the beasts rule: they are the originals, the Ancients who shaped things, the creators of the Folk, and still hold much of the aristocratic positions. No Folk is unmarked by the Beasts: all are either anthropomorphic animals or at least have some bestial features like furry, pointed ears.

Magic is a natural and ubiquitous part of the world.   Magic is pretty much physics for these people, and those knowledgable in it serve as the engineers of technology.

The technology is a crazy mix: computers, lasers, telephones, trains, alongside swords and sailing ships.  Unfortunately power sources are hard to make small enough for vehicles, to say nothing of portability, and only cities of the Empire have the power stations necessary to run some of the more advanced tech.


Index

Setting
World-Building Answers
The Main Factions

Rules
Heroic Species
Abbreviated Beast Stats
Species Feats
Specialties and Classes
Bestiary
15  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: May 16, 2015, 08:57:23 AM
We won't be releasing the first one until at least 2/3 of the series is 100% done. We've learned our lesson on that the hard way.
Here's hoping the first release includes the spellcasting customization rules.

This is not a request or an expectation.  Whether you take it under advisement is up to you.
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