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31  Community / License to Improvise / Re: New Specialties: Rounding Out The Combat Feats on: January 11, 2015, 04:25:27 PM
I don't know about the Catfall thing; I think "best dense, no be there," applies when it comes to big attackers.

Only problem with this philosophy is that the Giant Slayer feats give sneak attack against bigger enemies, and sneak attack requires you to reach their vitals. To use the Giant Slayer chain effectively in melee, you need to be getting some altitude.

Are you saying you wouldn't allow sneak attack to work against a creature's ankle or groin?
32  Community / License to Improvise / Re: New Specialties: Rounding Out The Combat Feats on: January 11, 2015, 01:16:25 AM
For the Giant Slayer, I think Giant Slayer Basics, heroism, and Pick on the big guy are givens. I'm not sold on Celebrated, maybe because I think of some Giant Slayers as moody loner types. Glory Bound makes some sense, if think of them as aspiring heroes. Dodge bonus makes sense. I don't know about the Catfall thing; I think "best dense, no be there," applies when it comes to big attackers. Better Than Luck would be nice to squeeze in, although it overlaps somewhat with Adventurer; still, fighting things that big just isn't entirely sane.

Acrobatics makes sense, for staying on your feet, and Resolve, because you have to be stone cold to be a giant slayer. Paired skills or practiced skill would not be bad.
33  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.
34  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.
35  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
36  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
37  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?
38  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."
39  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.
40  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?
41  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.
42  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.
43  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.
44  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.
45  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.
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