Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
August 31, 2015, 03:01:56 PM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

  Show Posts
Pages: [1] 2 3 ... 99
1  Products / Fantasy Craft / Re: FantasyCraft Database - Is it gone? on: June 09, 2015, 02:56:21 PM
There have been several attempts made at starting a wiki or new DB. In each case, a lack of consensus on direction has brought the project to a halt.
2  Community / License to Improvise / Re: Class Compendium on: March 15, 2015, 02:26:23 AM

Cool, the Favored Soul and Zealot were two of my contributions.
3  Community / License to Improvise / Re: [Expert] The Poltergeist on: February 01, 2015, 01:58:29 AM
While that is certainly true, in this case the ability comes too late. Also, Signs and Portents scales linearly, and the only way you could bust it good and well would be to put it at level 4, and have two other Expert classes that have it at level 4, and run a campaign up to 16th level.

There isn't actually a really strong reason this should stack with Priest levels. So my suggestion would be to take the basic mechanic, put a new twist on it, and give it a new name. For instance, instead of it being based on your action dice, base the number of uses on something else.
4  Products / Fantasy Craft / Re: New to Fantasy Craft on: January 26, 2015, 04:09:25 AM
Specialties = Kits = Basic Careers = Backgrounds, and there is nothing new under the sun
5  Community / License to Improvise / Re: "Remember when Elf was a class?" The Incarnate [Base, Specialties] on: January 25, 2015, 05:46:07 PM
I think you've identified the flavor you are looking for, but I'm not seeing a role. "Making myself happy with the character I'm picturing in my head" isn't a strong rationale in itself.
6  Community / License to Improvise / Re: "Remember when Elf was a class?" The Incarnate [Base, Specialties] on: January 25, 2015, 03:45:18 PM
Solo jack-of-all-trades, eh? Well, a jack-of-all-trades is not going to be as good at something as a specialized character, which means their natural role is supporting another character in a task, either by doing the task almost as well, or by providing a minor capability where before there was none. On the other hand, a jack-of-all-trades could be a master of all trades, a one-man party. Which is bad, of course. I don't think "solo jack-of-all-trades" makes sense outside of one-player games.

Is this really intended as a jack-of-all-trades, or as a wildcard's wildcard? Where do you see this character locking into a three to five character party?
7  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 22, 2015, 12:47:07 PM
Death Twitch isn't bad. Last Grasp?
8  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 20, 2015, 05:11:17 PM
It might be nice to be able to swap out a single spell between adventures. That's lasting value for your feat.
9  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 20, 2015, 03:48:40 PM
That is equally true of I Can Swim.
10  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: January 20, 2015, 03:27:41 PM
You could rewrite it to just swap out the ranked spells for better versions of a nice distribution of levels, but why not be flexible?
11  Community / License to Improvise / Re: Expert Class: Mad Berserker on: January 20, 2015, 01:48:42 PM
I made some edits based on your suggestions. I'm feeling pretty good about this version.
12  Community / License to Improvise / Re: Expert Class: Mad Berserker on: January 20, 2015, 01:35:26 AM
Mad Berserker (Expert)

   The Mad Berserker is a force of death, dissolving so completely into the euphoria of slaugher that they scarcely resemble the person they are at other times. Mad Berserkers generally cannot stay in one place for very long, due to their propensity for sudden and deadly violence. However, in some cases, they are able to sell their talents as professional soldiers to less discriminating masters.
   Depending on your campaign, a Mad Berserker could be...
  • A mighty warrior, whose body warps with wrath in battle
  • A troubled vagabond who becomes nervous when questioned
  • A militant, stalking the enemy and killing them like animals
  • A disgraced outcast, seeking absolution through death in battle
  • A holy madman, annointed as a bringer of war

Party Role: Combatant. Basically, you kill things. Sometimes they try to kill you.
Either way, a lot of property damage tends to be involved.
Requirements: Intimidate 4+ ranks, Rage Basics feat, Glint of Madness feat
BAB high, Reflexes low, Fortitude high, Will medium, Defense medium, Initiative high, Lifestyle low, Legend low
Favored Attributes: Strength, Constitution, Wisdom
Skills: Athletics, Crafting, Blend, Intimidate, Notice, Resolve, Survival, Tactics.
Skill Points: 4 + Int modifier per level
Vitality: 12 + Con modifier per level
1 Furious, bringer of war
2 Trigger rage
3 Lakes of blood I
4 Never heard of him, violent reputation I
5 Natural predator
6 Eyes of the abyss
7-  Lakes of blood II, unnerving transformation
8 Violent reputation II, stance dominance
9 Natural predator
10 Deadly shade

Core Ability
Bringer of war: When you howl, there is no doubt the enemy will pay in blood. Once per scene as a free action, you may grant your teammates one of your Cleave or Rage Basics or Mastery feats as a temporary feat.

Class Abilities
Furious: You gain the Rage Mastery feat. Also, while in Berserk stance, any melee attacks you make that would normally inflict subdual damage inflict lethal damage instead (this does not apply to actions that specify subdual damage only).
Trigger rage: At Level 2, you can immediately enter Berserk stance as a free action if an opponent attacks you. If you suffer a critical hit, must do so.
Lakes of blood I: At Level 3, you gain the Cleave Basics feat.
Lakes of blood II: At Level 7, you gain the Cleave Mastery feat.
Never heard of him: At Level 4, you may substitute Resolve in place of Bluff when attempting to Lie. Also, you gain a study or language.
Violent reputation I: At Level 4, you gain +1 on Intimidate checks and one rank of Heroic Renown. The disposition of any NPC who recognizes you worsens by 5 and their error range when intimidating you increases by 1 if they do not have the feral or ferocity qualities or a Rage feat.
Violent reputation II: At Level 8, your bonus to Intimidate checks increases to +2 and you gain another rank of Heroic Renown. The Disposition and Intimidate penalties double.
Natural predator: Level 5 and 9, the lower of your Strength and Wisdom increases by 1.
Eyes of the abyss: Just the look in your eyes, or a blood-soaked smile, can turn your foes into jelly. At Level 6, when you Threaten, you may roll damage twice, keeping the result you prefer.
Unnerving transformation: At Level 7, while in berserk stance, you gain the Horror type and the unnerving NPC quality.
Stance dominance: At Level 8, when you score a threat with a melee or unarmed attack against an opponent, they return to normal stance.  If they were already in normal stance, they become sprawled.
Deadly shade: At Level 10, the DC of damage saves you cause against standard characters increases by +4. When you successfully Treaten an opponent and they take stress damage, they become sprawled.
13  Community / License to Improvise / Re: Expert Class: Mad Berserker on: January 20, 2015, 01:11:07 AM
The point about the Evil priest is well-taken. Although I like lumbering, strictly according to balance it probably doesn't fit. I'm going to add some oomph to dominant stance, and some sweetener to violent reputation.

I don't want to overload this class. By level 10, he's dealing stress damage on every hit, Threatening every time he drops an opponent, with his opponents all taking a Will penalty against the stress damage, and standard characters taking a wallop on the DC on top of that. If he already picked up terrifying look from his Origin, well, it's not pretty.

As far as Rage Supremacy, that's intentional. It's appropriate for some Mad Berserkers but not others.

14  Community / License to Improvise / Re: New Expert Class: The Feral Heart on: January 19, 2015, 09:17:22 PM
Hey, since you've got a level for selectables, you ought to allow

Liver-eater: You gain the devour NPC quality.
15  Community / License to Improvise / Re: Expert Class: Mad Berserker on: January 19, 2015, 09:12:32 PM
Hey, you guys, you didn't even comment on the new Core or dominant stance. That hurts my feelings. Wink But seriously, thanks for the feedback.

Glint of Madness is not leaving. The flavor is perfect. Mechanically, it builds off Threaten. The "kill someone and Threaten someone else" is so perfect, if it weren't already in the feat, I'd have to build it into the class. This class is Glint of Madness, the class, by way of Rage. Without Glint of Madness, it would be  the Rather Perturbed Berserker, and that's not the way I'm going. I've already given up on my dream of having a selectable level where you could grab the devour NPC quality, so Glint of Madness, at least, is here to stay.

As far as the other requirements go, Rage Basics is a given. The Intimidate ranks build onto Threaten, so that works. Is it focused? Yes. This class is about lethal damage, rage, and Threaten, perpetrated against as many mobs of NPCs as possible. There isn't room to swap it out for Cleave Basics, so I baked that into the class progression. The only reason to swap Intimidate for something else would be for something else that is really needed. And nothing is. Intimidate 4+ is basically a freebie, since you should already have some by the time you get in, but it's there anyway, just to make absolutely sure you can't get into the class without that functionality. Going with Resolve instead would basically be me telling you how you should build your character. Plus, not all aspiring Mad Berserkers have Resolve. Some of them start off as moody loners who only later develop any real ego or determination. Some of them might be outright cowards, who get off on having power over others.

At the end of the day, Expert classes aren't archetypes. They aren't Specialties, plus. They are focused tools for working with archetypes. In this case, my goal is to make sure that you have everything you need so that by mid-levels, you take a left turn at crazy and keeping going until you hit unnaturally terrifying. At most, I'd consider swapping Intimidate for Resolve, and I think Intimidate is just better.

Violent reputation continues to be unpopular, but I just like it more and more. Instead of Unspoken Name, it's Spoken Name. Maybe Whispered Name. I don't see the disposition penalty as, well, a real penalty. It's a tool to make sure this guy travels in disguise, lies a lot, or just intimidates everyone. He's scary, and no one wants him around. But Intimidate and Never heard of him keep him from being completely shut out in social situations.

Lumbering doesn't have the right name, but the mechanics are perfect. This guy gets too freaked out to watch the sky, and the one thing that can bring him down is people swarming him from all sides and stabbing him like a Julius Caesar Side Salad. Unnerving does have the right name. As far as a sweetener goes, there is so much going on at that level, I hesitate to add anything else. But I'm not included to subtract lumbering. It reflects his rage-fueled tunnel blindness. There is no option not to go full Horror, lumbering, unnerving, because this character is about murder and chaos. If you want sane tactics, stick with a straight Soldier. The same criticism can be applied to the Force of Nature. And everyone likes the Force of Nature, even though you end up in many cases with a doubled penalty to something.

Tactics is there because he could be a smart psychopath. Just because he loses his mind in battle doesn't mean he doesn't appreciate the value of a good ambush. Also, he should be annoying difficult to ambush. Craft is mainly there so he can patch his own gear. Also, he might be a crazy blacksmith or woodcutter. Ed Gein used to fix lawnmowers. Craft could go if there is something better.

requiring Resolve ranks would be a good addition, since you have a class ability that does nothing for you if you don't have Resolve. A player with some foresight should notice that and invest ranks accordingly before getting to that point, but players don't always have that much foresight, and a recurring theme I've noticed in Mastercraft design is making sure that long-term planning isn't necessary to avoid gimping your character.

First, I'll observe it's far more likely that a character entering this class would have Resolve ranks and not Bluff ranks, rather than the reverse. Second, I'll observe you aren't "gimped" by Bluff ranks, as you probably intended to Feint with them and can continue to do so. Third, I'll cite precedent, and note that the MB has two more levels to deal with his poor life choices than the Edgemaster, who gets Display of Arms I at 2nd level.

Pages: [1] 2 3 ... 99

Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!