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1006  Community / Wiki Development / Re: Wiki Update Thread on: April 30, 2010, 11:04:42 PM
I can edit pages created after the update but not before. Ex: Abeil has no edit button, but Death Dog does.
1007  Products / Fantasy Craft / Re: Field Folio (3e) conversions on: April 30, 2010, 11:01:23 PM
Darkweavers are sinister and alien beings from the Plane of Shadow that have found that the Material Plane offers far more plentiful hunting grounds than their home.

Darkweaver (163 xp)
Medium horror walker [5]
Str 12, Dex 14, Con 10, Int 12, Wis 12, Cha 12; [12] SZ M (1x1, reach 1);
Spd 20 ft.; Init VI; Atk II; Def III; Res V; Health III; Comp III; [21]
Signature Skills: Athletics VII, Notice IV, Spellcasting V; [10]
Spells: Command I, Darkness I, Dimension Door, Insanity I, Shadow Walk;
Qualities: class feature (Soldier: portable cover II) [4], condition immunity (flanked) [4], damage defiance (cold) [2], damage reduction 2 [6], darkvision II [3], feat (Combat Instincts, Hidden Spellcasting) [4], frenzy III [12], grappler [2], nocturnal [-1], regeneration 3 [9], spell defense I [2],
Attacks: Dark Strands (Blinding Attack II, 60 ft. aura, upgrades: area) [22], Twisting Strands (Entangling Attack II, 60 ft. aura, upgrades: area) [22], 4x Tentacles (Tentacle Slap I: 1d8+1 lethal, threat 20, reach +1) [8], Bite (Bite I: 1d8+1 lethal, threat 18-20) [2], Strength Drain (Attribute Drain III: 1 Str impairment, Fort DC 20, upgrades: Supernatural Attack: bite) [14].
Treasure: 3A
1008  Community / Wiki Development / Re: Wiki Update Thread on: April 30, 2010, 10:23:32 PM
Added serveral Fiend Folio critters.
1009  Products / Fantasy Craft / Re: Field Folio (3e) conversions on: April 30, 2010, 09:46:27 PM
Ethereal Ooze (103 xp)
Huge animal ooze spirit walker [10]
Str 18, Dex 1, Con 16, Int 1, Wis 1, Cha 1; [14] SZ H (3x3, reach 2) [1];
Spd 15 ft.; Init I; Atk IV; Def I; Res I; Health V; Comp -; [22]
Signature Skills: Athletics I; [1]
Qualities: blindsight [4], critical hesitation [-2], damage defiance (lethal) [2], grappler [2], improved stability [2], natural defense (1d6 acid) [7], tough II [10].
Attacks: Slam (Slam I: 1d10+4 acid, threat 20, upgrades: alternate damage, grab) [6], Engulf (Trample I: 1d12+4 acid, upgrades: alternate damage, grab) [4], Constrict (Squeeze III: 2d10 lethal, grapple benefit) [6], Etherealize (Paralyzing Attack III, Will DC 20, upgrades: Supernatural Attack: Slam) [14].
Treasure: 3A
1010  Products / Fantasy Craft / Re: Dragon Disciple conversion on: April 28, 2010, 08:33:17 PM
I saw the DD as focusing on a breath weapon and some backup natural attacks, with magic as an adjunct. Still, the version I came up with doesn't offer a lot of dynamic choices in play. You would cast a spell if one applied, breathe fire if possible, and flurry with claws and bite if you had to.
1011  Products / Fantasy Craft / Re: Dragon Disciple conversion on: April 28, 2010, 07:36:48 PM
Honestly, the DD feels more like a Master class then a Expert class.

Simply because it has few distinct abilities, or because it's transformative?
1012  Products / Fantasy Craft / Re: Dragon Disciple conversion on: April 28, 2010, 10:51:56 AM
I can appreciate that. If nothing else, this is a fun exercise.

I had an interesting thought. What if I took Dragon Disciple a little more literally?

Path of the Dragon
Dragon I: You gain the Draconic Heritage feat.
Dragon II: You may cast Wild Side I (Claw or Bite) twice per scene.
Dragon III: Choose one Alignment skill. Your maximum ranks in that skil increases to your Career Level + 8.
Dragon IV: You gain Draconic Legacy as a bonus feat.
Dragon V: Your Strength score raises by 2 and you gain Truescale as a bonus feat.
1013  Products / Fantasy Craft / Re: Dragon Disciple conversion on: April 28, 2010, 01:42:54 AM
Well, I'm trying to stay close to the roots. The idea is that sorcerers have draconic blood, and some study this heritage to become more draconic in nature. Beyond what is granted by the Heritage/Legacy feats, the key features are going to be the development of claws and a bite and other dragon-like features, in addition to a mild boost in magical power. One issue, of a sort, is that a lot of enhancements are available as Drake feats, and obviously the class needs to stand up as more than bag o' feats.

Original crunch:

http://www.d20srd.org/srd/prestigeClasses/dragonDisciple.htm
1014  Products / Fantasy Craft / Re: Dragon Disciple conversion on: April 27, 2010, 09:30:36 PM
Draconic Heritage already gives you thick hide 3, so just put "your thick hide bonus increases by 1".

I could. I guess I was feeling clever.

Quote
Expert classes only have 3 requirements so I'd ditch intimidate. 7 feats is a lot, maybe trim those down.

Language (Draconic) is not what I would consider a steep requirement. Intimidate goes with menacing threat, and also favors the Sorcerer specialty.

Quote
What do you think of

Draconic Enlightenment: Once per round you may spend an action die to reduce the level of an Energy or Glory spell you know by 1.

Apart from slightly adjusting the DC, it looks like a less powerful version of the Mage's core ability.

Quote
1 Dragon Reborn I: You gain Claw I attack
2 The Golden Flame I: You gain an additional Spellcasting feat and your lifestyle increases by +1.
3 Dragon Reborn II: You gain an additional Claw I attack
4 Circle of Power I, Menacing Threat
5 Dragon Reborn III: You gain Bite I attack
6 You gain Draconic Legacy as a bonus feat.
7 Dragon Reborn IV: You gain Tail Snap I
The Golden Flame I: You gain an additional Spellcasting feat and your lifestyle increases by an additional +1 (for a total of +2).
8 Circle of Power II, Improved Senses (sight)
9 Dragon Reborn V: You gain Trample I
10 Your size and natural attacks increase by 2 grades. Additionally you gain Frenzy I.

I have a hard time with Frenzy on a PC. Also, trample feels odd, and would be not very useful for small and medium dragon disciples.

The lifestyle increases seem off to me. Isn't lifestyle progression already built into a class?
1015  Community / License to Improvise / Re: [Notebook] Building New Origins: Attribute Modifiers on: April 27, 2010, 11:37:42 AM
I'm not sure what you are trying to say, but it is absolutely true that lacking a bonus that everyone else has is the same as a penalty.
1016  Community / License to Improvise / Re: [Notebook] Building New Origins: Attribute Modifiers on: April 27, 2010, 10:54:30 AM
The lack of a bonus is the same as a penalty.

Eh? How do you figure that?

It's all relative.
1017  Products / Fantasy Craft / Re: Dragon Disciple conversion on: April 27, 2010, 10:10:24 AM
Does anyone see any problems, particularly, what do you guys think of the level 6 ability? Is this a class that seems appealing? Should I add it to the wiki?
1018  Community / License to Improvise / Re: [Notebook] Building New Origins: Attribute Modifiers on: April 27, 2010, 10:08:42 AM
The lack of a bonus is the same as a penalty.
1019  Community / License to Improvise / Re: [Notebook] Building New Origins: Attribute Modifiers on: April 27, 2010, 07:40:03 AM
The person with the blackpowder weapon could get grappled or bullrushed, need to climb, have to move something, or be attacked while their firearm is unloaded. The "vanilla warrior tank" is going to have fewer skill points, a lower Will save and Notice check, and a lower Lifestyle, none of which are a recipe for success in FC.
1020  Community / License to Improvise / Re: [Notebook] Building New Origins: Attribute Modifiers on: April 26, 2010, 08:28:52 PM
I think most min-maxers would agree +3/+3/-3 is superior, but I think that's a suspect criterion. IME, min-maxers are often poor managers of opportunity costs and vulnerabilities, more max than min. Specialization is strong, but hyperspecialization tends to result in dependence, which can become weakness. For examples, which attribute in FC do you think it would be painless to have a 10 in?
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