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1  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: Today at 03:03:07 PM
"The minor spirit can intercept one attack, granting DR equal to one-half your caster level against that attack, and ending the spell."

I do like the idea of skill check bonuses and the numeric advantage more than a generic immunity to flat-footed.
2  Community / License to Improvise / Re: New Expert Class: The Animator on: Today at 03:00:08 PM
I'm not sold on an ability called Sorcerer's Apprentice not appearing until character level 8.
3  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: Today at 01:24:12 PM
Guardian Spirit I
Level: 0 Calling
Casting Time: 1 round
Distance: Personal
Duration: 10 minutes
Effect: You call a minor spirit to assist you with simple tasks. The spirit helps with a cooperative skill check for which you are the leader, granting an automatic +1 bonus as a helper, even if you have no other helpers. Instead, the spirit can be commanded to perform an swift action which requires no check, once per round. In either case, the spirit helps with one task or one type of task; redirecting it to a new task is a half action. If you are the target of a successful attack action, the spell ends. For the purposes of spells and effects, the minor spirit is a creature of the spirit type with grade I on all its pertinent statistics; it cannot be forced or enabled to do more than the effects of this spell. It is considered to be in your space. If an effect would force it from your space, the spell ends. When it is performing swift actions, it is material and can be attacked. Otherwise, it is incorporeal and invisible.

Guardian Spirit II
Level: 3 Calling
Duration: 1 hour per Casting Level
Effect: As guardian spirit I, but the effect does not end if you are attacked. Instead of helping with skill checks or performing very simple tasks, you can instead command the minor spirit to protect you, in which case is materializes, and can intercept attacks as though it had Step In. When it is protecting you or performing swift actions, it is material and can be attacked. Otherwise, it is incorporeal and invisible.

Guardian Spirit III
Level: 6 Calling
Effect: As guardian spirit II, but the minor spirit counts as having three allies for the purposes of numeric advantage, and the minor spirit has DR 3 and one grade of tough. You are immune to being flat-footed. You can command it to guide your attacks instead of cooperating with skill checks, in which case you gain +1 reach, and an opponent is flanked if it is adjacent to you and any other ally.
4  Community / License to Improvise / Re: Class Compendium on: December 03, 2014, 04:29:16 PM
I looked at doing that, but there are a *lot* more origins.  Maybe if you started with just one part of the origins, e.g. Species...

*cough* Three threads of the Origin game, or so.
5  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 02, 2014, 09:18:31 PM
The issue I see with inflicting bleeding is that it has to have a correspondingly powerful bonus, which may be off balance for a level 0 spell. For a 1st or 2nd level spell, I think several versions of this could write themselves.
6  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 01, 2014, 10:21:41 PM
Second try

Blood of Heroes

Level: 0 Glory
Casting Time: 1 half action
Distance: Touch
Area:
Duration: Concentration, to a maximum number of rounds equal to caster level +3
Saving Throw: harmless
Effect: As long as the target is bleeding, they gain a +1 magic bonus on attack rolls and a +1 bonus to save versus stress damage and on morale checks.
7  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 01, 2014, 02:35:21 PM
Blood of Heroes

Level: 0 Glory
Casting Time: 1 half action
Distance: Touch
Area:
Duration: Concentration
Saving Throw: harmless
Effect: As long as the target is bleeding, they gain a +1 magic bonus on attack rolls and a +1 magic bonus to threat with attacks. On your turn, when you concentrate, you can end the bleeding condition.
8  Community / Wiki Development / Re: central repository for fan content on: November 30, 2014, 11:27:57 PM
I was pretty keen on the Wikia idea, but we never decided firmly on how it would be approached, the admin seemingly abandoned the project, and some noise was made about hosting a fan wiki onsite. I still like the idea of an offsite Wikia.
9  Products / Fantasy Craft / Re: Upgrading FC's Wikipedia presence on: November 30, 2014, 11:21:35 PM
Also, in passing I'll note that the article on RPGTalk can always use some love, and RPGTalk is not limited to encyclopedic material. In full disclosure, RPGTalk is my pet project, that tends to go into dormancy whenever I get busy.
10  Products / Fantasy Craft / Re: FantasyCraft Database - Is it gone? on: November 29, 2014, 05:16:30 PM
Quite a while back, I contacted him, and he told me he had life stuff going on. First the FantasyCraftDB became a ghost ship, then the Pathfinder DB, and since thing, stuff has been steadily breaking.
11  Community / License to Improvise / Re: An invasive procedure: Removing the concept of standard NPCs on: November 29, 2014, 05:14:23 PM
A friend of mine has one fundamental problem with FC: He hates the concept of standard NPCs. For him it breaks immersion to have two categories of people in the world and the resulting metagame of tailoring your attacks around the fact.

But apparently he has no problem tailoring his attacks around the idea that all NPCs are standard.
12  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: November 27, 2014, 02:58:49 AM
It seems like it would be hard to narrate a spell that can raise hills and sink swamps, but can't knock over a cottage or even ground a houseboat. Seven Days seems like it should really let you paint in broad strokes. In my mind, the way to limit it is to specify what can be done. Call From Beyond lets you summon a being who might be able to cast earthquake; to me, fretting about it being a Creation spell just seems like quibbling when it is already limited by the casting time and the need to be indirect.
13  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: November 26, 2014, 09:49:19 PM
As-written, the caster can come back as often as he likes to tweak his handiwork, permanently gaining the ability to reshape the selected area (until somebody counters the spell, anyway).

That's how Move Earth is written. I'll leave it up to the crew to deal with templating issues. I was mainly throwing out some ideas for the power I would expect. 
14  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: November 26, 2014, 06:37:39 PM
SEVEN DAYS
Level: 8 Creation
Casting Time: BLAH
Distance: Unlimited within line of sight
Area: 100 ft. Caster Defined per Casting Level
Duration: Permanent
Saving Throw: None
Effect: For the duration of the spell, the caster can move earth, water, and sky. Every ten minutes the caster concentrates, they can do one of the following:
- Move soil and earth to form troughs, valleys, hills, and other stable, sloping shapes in the area
- Change the terrain type in the area by manipulating the soil and water level, shifting wind and clouds, and causing dramatic but limited growth of plants
- Create a structure of soil or stone, no more than a 10 ft. times caster level sphere, such as a stone bridge or a series of tunnels, that is stable.
- Cause a localized collapse that duplicates the spell earthquake. The gradually increasing tremors give creatures in the area at least 1 minute to flee, more for creatures with tremorsense or excellent hearing.
After the spell ends, stable structures and composition of the area (water, sand, etc.) remain the same unless altered by outside forces, but unnatural changes to weather and vegetation vanish, causing the area to revert to revert to an appropriate terrain type.
15  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: November 26, 2014, 06:19:24 PM

'Tis a sad but true fact that the Fantasy Craft line isn't faring so well on the sales end these days. The numbers haven't tanked by any means but they're low enough that putting another book on press for the line isn't a wise business decision. POD gives us the opportunity to get it out there in print without absorbing (in this case, probably eating) a significant chunk of change.

That's very understandable considering how far out we are from the "d20 glut." Fantasy Craft was a line conceived in a certain era. If there is going to be a FC renaissance, it will come after the publication of Spellbound, not before.
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