Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
April 17, 2014, 10:40:46 AM
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 ... 66 67 [68] 69 70 ... 94
1006  Products / Fantasy Craft / Re: Loremaster conversion on: April 23, 2010, 10:43:44 AM
So Mage 1/Seer X sounds like it would be pretty solid.
1007  Products / Fantasy Craft / Re: Loremaster conversion on: April 23, 2010, 09:55:12 AM
They're a little Explorer and a little Sage, in a lot of ways. The two things it has you can't get otherwise, as of right now, are accelerated identify checks and flawless Investigate, which I think are worthwhile things. The class just doesn't seem to have much oomph, and it's hard to make a Mage overlay class in FC anyway.

I haven't seen the Seer class... maybe mixing Seer and Mage might be one way to do it.
1008  Products / Fantasy Craft / Re: Loremaster conversion on: April 23, 2010, 02:20:10 AM
It was kind of an experiment to see if something exciting would happen if I converted it. The concept isn't really a librarian, per se, although loremasters have an affinity for books and writing; rather the class, as originally presented, was a character with strong magical skills and an odd assortment of talents based on wide-ranging study. Principally, they are adept at recalling old legends, identifying items, and speaking multiple languages, and might have a little more oomph in the skills and/or combat department compared to a straight wizard, at the cost of having less metamagic and no familiar advancement.
1009  Products / Fantasy Craft / Re: Loremaster conversion on: April 22, 2010, 05:24:32 PM
Even less fascinating than I imagined?
1010  Community / Wiki Development / Re: Wiki editing locked down from 4/13 to 4/20 on: April 22, 2010, 05:24:07 PM
Excellent. I shall.
1011  Community / License to Improvise / Re: [FC] Demigod race on: April 22, 2010, 05:21:21 PM
Sorry, I meant Reputation. Must have smudged the napkin. Smiley I thought about the dice concept, but it's kind of a sad ability if you're out of dice. That's when you need it. I purposefully went with reducing the fate rather than eliminating it because Greek demigods have lots of really terrible things happen to them all the time.
1012  Products / Fantasy Craft / Re: Racial changes - opinions on balance on: April 22, 2010, 08:31:59 AM
Why is Elven Evolution level 4?
1013  Products / Fantasy Craft / Loremaster conversion on: April 22, 2010, 02:52:13 AM
This started as just musing whether a Loremaster conversion was even worth doing in FC, with the wealth of customization options. Still, I think this rough sketch differs notably from a standard Mage.

BAB low
Fort low, Ref low, Will high
Def low, Init medium, Lifestyle high
Legend medium
SP high


1: instant mastery, prying mind
2: Bookworm I
3: circle of power I
4: cross training, archivist
5: circle of power II
6: Bountiful mind
7: Reliquarian I, circle of power III
8: cross training, newfound arcana.
9: circle of power IV
10: True lore

Class Features
Requirements: Intelligence 15+, Spell Library feat, Scribing Basics feat, Spellcasting 1+ ranks
Favorfed Attributes: Intelligence, Wisdom.
Class Skills: Bluff, Crafting, Haggle, Impress, Investigate, Medicine, Notice, Resolve, Ride, Search, Sense Motive, Survival.
Skill Points: 8 + Int modifier per level.
Vitality: 6 + Con modifier per level.

Core Ability
Prying mind: You gain two additional Interests. Once per scene, you can learn one Divination spell for the duration of that scene.

Instant mastery: At Level 1, you gain a bonus Skill feat.
Bookworm I: At Level 2,you make Research checks in the usual time (rounded up).
Circle of power I: At Level 3, you may cast level 1 and lower spells you know.
Circle of power II: At Level 5, you may cast level 2 and lower spells you know.
Circle of power III: At Level 7, you may cast level 3 and lower spells you know.
Circle of power IV: At Level 9, you may cast level 4 and lower spells you know.
Cross-Training: At levels 4 and 8, you gain cross-training, as a Sage.
Archivist: You have ways of knowing things that others have forgotten, or wish to be forgotten. At level 4, each time you fail an Investigate or Search check and don't suffer an error, you still succeed as long as the check DC (or your opponent's check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
   If you gain this ability for either skill from two or more classes, add together your levels in all classes granting the ability when determining its effect.
Bountiful mind: At level 6, you gain +1 Intelligence and Wisdom.
Reliquarian I: At 7th level, you make Identify checks in 1/2 the usual time (rounded up).
Newfound arcana: At level 8, you gain a bonus Spellcasting feat.
True lore: At 10th level, you may make an Identify or Research check as a full round action once per adventure. You gain a bonus Geat feat, and an Interest.
1014  Community / License to Improvise / Re: [FantasyCraft] Making New Classes. on: April 21, 2010, 11:48:08 PM
So the Mage's SP progression "high," the Alchemist's is "medium," and low is presumably "No spell points for you," right?
1015  Community / License to Improvise / Re: [FC] Demigod race on: April 21, 2010, 10:26:18 PM
I think Demigod would work as a Species feat. The way I see it, Hercules obviously has the Strong talent, while Perseus is Cunning. Since you can't get more strong than Strong, I wouldn't make demigod a separate Talent.

Species Feats

Blood of the Gods
Prerequisites: Human, 1st level only
Benefit: A parent or ancestor lay with one of the gods, making you more than mortal. Your highest attribute increases by 1, and your Legend increases by 1.

Favored of the Gods
Prerequisties: Blood of the Gods
Benefit: You have begun to fulfill your divine heritage. When you Cheat Death, you may choose to lose 2x your Career Level in Renown in order to reduce the severity of your fate by one degree. Your Appearance increases by 1.

When you level, you may choose to gain the outsider type. However, you....
1016  Community / Wiki Development / Re: Wiki editing locked down from 4/13 to 4/20 on: April 21, 2010, 09:56:26 PM
... ?
1017  Products / Fantasy Craft / Using veteran in NPC design on: April 21, 2010, 09:47:03 PM
What are your thoughts on using the veteran quality when designing NPCs? It is used in some expected places, like powerful dragons and the like, and I can definitely see the use in adding a level or two to a dedicated spellcaster (for the spellpoints, if not unlimited, but it pops up other places I wouldn't expect, like the Mummy.

Uses of veteran I can easily understand:
- Adding a little oomph to something that already has a X rating or two, like the Watcher in Darkness
- Beefing up casters who might cast higher level spells against lower level PCs, needing a little boost in MP and casting
- In templates, to make toughening monsters easy
- For monsters that go to 11 (XI?), like very big dragons

I am sort of cautious in using it, however, when I suspect what I really want is a higher grade here or there, and maybe some extra vitality for a special. I haven't run the math, but I sort of suspect veteran might be undercosted. Then again, that could be my squeamishness; maybe raising values across the board should be cheaper than boosting a grade or two through the roof.
1018  Products / Fantasy Craft / Re: Weapon upgrades on: April 14, 2010, 11:19:40 PM
Basically. A less egregious example could be: "I'd like some magic platemail. Hm, it would actually be kind of nice if it were blessed and lightweight. Hey, that's free. Score!"
1019  Products / Fantasy Craft / Re: Weapon upgrades on: April 14, 2010, 12:54:42 PM
One thing that does tweak me sometimes is the "free" upgrades if you have a magic item that is an upgraded weapon. I kind of like the idea of adding a 1/5 Comp tax, much like NPCs get with their equipment.
1020  Products / Fantasy Craft / Re: Weapon upgrades on: April 13, 2010, 06:00:43 PM
See Page 184, Weapons Upgrades.   You're allowed  1 Craftsmanship, 1 Material, but unlimited Customization upgrades.
I know, I know... I just's wonder if anybody just has decided that (for example) rapier can not gain cavalry, or massive weapons can not gain finesse, or a dagger can not have more than 3 upgrades... or just everybody use the rule as it's in the book.

At about +2 Comp a pop, adding more than a few customizations is going to reach a point of difficulty.

Quote
I find difficult to imagine how can you upgrade a dagger for being used mounted, for example...

How about Cutter from Elfquest's weapon? It's arguably a shortsword, but something along those lines. Probably leaf-shaped or curved to increase the moment of impact, perhaps a curved tip for attacking vulnerable joints in passing, and a somewhat protected guard to keep the weapon from being wrenched out of your hand as you pass by. It might also be slightly heavier in the pommel.

It could also just be a "pretty" weapon that, for dramatic purposes, is associated with mounted characters. In many settings, a weapon could be said to have a soul.
Pages: 1 ... 66 67 [68] 69 70 ... 94


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