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31  Community / License to Improvise / Re: New Specialties: Rounding Out The Combat Feats on: January 10, 2015, 05:55:53 AM
There isn't a mechanical problem with lacking a forte but having a feat chain. There is a problem with lacking a proficiency. I don't see that granting a proficiency makes a specialty "martial;" it seems that very often, less martial concepts are already going to be rocking classes like the Courtier and Sage. What makes a character martial is high Vitality and going deep into feat chains.
32  Community / License to Improvise / Re: New Specialties: Rounding Out The Combat Feats on: January 09, 2015, 06:01:47 PM
I definitely prefer entries that look more like the official ones, i.e. granting basic proficiency.

The best word for a greatsword wielder I know is Doppelsoldner.
33  Community / License to Improvise / Re: New Specialties: Rounding Out The Combat Feats on: January 08, 2015, 05:02:08 PM
http://en.wikipedia.org/wiki/Khelben_%22Blackstaff%22_Arunsun
34  Community / License to Improvise / Re: New Specialties: Rounding Out The Combat Feats on: January 07, 2015, 04:04:21 PM
If you wanted to tie the Blackstaff specialty back to the FR character and the Moonstars, I'd say go with harsh beating, and consider swapping Acrobatics out for Spellcasting/Investigation
35  Community / License to Improvise / Re: New Specialties: Rounding Out The Combat Feats on: January 06, 2015, 06:46:33 PM
No, it's not game-breaking, but is it fair? Does it punish people for making other choices?
36  Community / License to Improvise / Re: New Specialties: Rounding Out The Combat Feats on: January 05, 2015, 07:54:39 PM
"When I face opponents who deal subdual damage, I have effectively tough II."
37  Products / Fantasy Craft / Re: The Spirit Type and incorporeal on: January 04, 2015, 05:08:46 PM
Incidentally, what I came up with eventually was DR/force for things like spectres. It's simple, thematically consistent when players start peppering spirits with force affects, and doesn't turn spirits into invulnerable death machines.
38  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 03, 2015, 11:02:07 PM
What about a simple autodamage spell, sonic or stress, that strikes a named foe within range, even if unseen?
39  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 03, 2015, 07:01:07 PM
I'm going to politely oppose the "scream embarrassing secrets" approach, for two reasons:
 - It's deeply silly, and incompatible with a serious game.
 - It's an large amount of GM overhead, and shrinks the option space later (f'r instance, it's very hard to have J. Random Mook tag along with the party and develop into a real character  with real plot hooks when the party already knows that he has no hidden depths. Same for promoting minor villains to major villains).

I think it would be difficult to adjudge what level of secret you obtain. And what if a mage spams this spell repeatedly against someone who has very significant secrets? Three castings or so should pretty much foil the grand vizier's plans.
40  Community / License to Improvise / Re: New Specialties: Rounding Out The Combat Feats on: December 29, 2014, 09:35:01 PM
That seems really good, though, if you have a Species/Talent that already grants No Pain.
41  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 29, 2014, 09:32:28 PM
Screaming Seekers I
Level: 3 Secrets
Casting Time: one action
Distance: Personal
[Duration: 1 round per caster level

Effect:  Summons a single, translucent orb that resembles a fist-sized eye. For the duration of the spell, it moves directly toward a creature whose name you speak, or toward the nearest example of a species you name. The orb travels at 50 feet per round, and takes the shortest path around obstacles. If it encounters a dead end, it phases through solid matter at a speed of 5 feet per round. When it finds its target, the caster immediately senses it, and the orb emits a loud screaming, dealing 1d6 sonic damage. It remains with the target, dealing an additional 1d6 damage on your turn. The orb is not fooled by invisibility, illusions, or hiding, but may be foiled by more advanced magical countermeasures. It can be thwarted by effects that can block incorporeal creatures.

Screaming Seekers II
Like screaming seekers I, but creates two orbs, and the duration is 10 rounds per caster level.
42  Community / License to Improvise / Re: New Specialties: Rounding Out The Combat Feats on: December 26, 2014, 02:08:32 PM
Seeing No Pain on a specialty surprises me.
43  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 20, 2014, 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.
44  Community / License to Improvise / Re: New Expert Class: The Animator on: December 20, 2014, 03:00:08 PM
I'm not sold on an ability called Sorcerer's Apprentice not appearing until character level 8.
45  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 20, 2014, 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.
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