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1  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 02, 2014, 05:47:40 PM
Blood of Heroes
Level: 0 Glory
Casting Time: 1 half action
Distance: Close
Duration: 1 round per Casting Level
Effect: While the target has the bleeding condition they gain a +1 magic bonus to attack checks and saving throws.

I quite like this version.
2  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: November 25, 2014, 10:36:43 PM
Will I be able to get Spellbound through my FLGS?
No. The print version of this book will be exclusively available as a POD release through DriveThruRPG.

This hurts. This really hurts.
3  Community / License to Improvise / Re: New Master Class: The Knightmare on: November 17, 2014, 07:43:30 PM
Fixed!   Tongue
4  Community / License to Improvise / Re: New Master Class: The Knightmare on: November 17, 2014, 07:39:03 PM
Doh! Excellent catch. Although I have seen a character who had a BAB of 2 at 9th level, it's exceedingly rare and wholly unsuited to fit the flavor of this class. Will fix.
5  Community / License to Improvise / Re: New Master Class: The Knightmare on: November 17, 2014, 06:26:52 PM
Thank you for taking the time to look over this, Jim. I really appreciate the feedback.

You're welcome. Wish I had more time to comment/help out, but real life is suckin' hard. Don't get old, folks.

I was actually annoyed at myself for not knowing what sort of kicker effect to give. I was thinking of granting both Mastery and Supremacy, but realized that would make it too good for dipping to get two feats and a Path.

I thought a free, but restricted, prize slot would work.

PotB is much better, thank you very much. I like how much simpler it is to understand.

Thanks. It was really just a matter of polishing 'til the alignment mixing proved to be untenable.

I keep forgetting that Refresh is so easy to interrupt.

Most do. If it was easier to get off, I'd think that a lot of the alt vitality systems wouldn't be a thing.

Corruptive Weapon is actually something I have issue with when it comes to your changes. Yes, it's been clarified, but the intention is that someone can take it multiple times and still be not Unborn or Rootwalker. So, I've modified it to be perfectly crystal-clear on the question of 'well, I already have it but I don't meet the prerequisites, can I get it again?' The answer is yes.

Ahh... see, that wasn't clear. Your new version does that job admirably now. Woo hoo!

Love the Gamebreaker change. Simple, but effective.

It's easy to build upon a solid foundation.

Now the only thing is to decide the XP costs for the abilities. Well, let me think... Souleater I feels like a 3, and Souleater II seems to be more around 4 (3 for the actual effect, 1 for the trick). The Gamebreaker doesn't actually have a cost, since it just adds a different effect to the attack. Would that cost any XP beyond the cost of Supernatural Attack (Soul Draining), or would it be a new cost?

I costed it @ 8. 5 for the soul drain, 3 for making the soul drain a scaling apply-able trick. it might need to go to 10.

Thanks ahead of time. Love the PDF.

Thank you. Updated version (including requirements fix): https://drive.google.com/file/d/0B8FCrAZcFJJDQVUwLXZ3TEJEZ1U/view?usp=sharing

For the most updated, etc. versions: http://www.crafty-games.com/forum/index.php?topic=6677.msg118698#msg118698
6  Community / License to Improvise / Re: New Master Class: The Knightmare on: November 16, 2014, 11:38:45 PM
Sorry it took so long to get around to commenting here, but real life has dumped on me lately and what not. Anyway, I actually like this concept - which I didn't think I would. Not a fan of twisting and splicing alignments, though. So I fiddled with it some, maybe this works?

Armor Mastery: At Level 1, you gain the Armor Mastery feat.

No sweetener makes me sad. Especially with the ability to hit the source inspiration some.

Arms and Armor: At Level 1, you gain the Armor Mastery feat. Also, you gain 1 additional prize slot that can only be used for a weapon matching your Ritual Weapon for your Knightmare alignment (below).

That continues the Armored Behemoth that is core to many of the sources, and gives them the slot for the soul caliber or whatever.

Path of the Blackheart: Etc.

This got real weird with a number of settings in the evaluation phase - especially traditional fantasy. Since Alignment is such a varied thing (Gods, philosophies, nationalities, etc.) in Fantasy Craft is both a lot more open and more restrictive than in TOG. So I say drop the Alignment requirement from the class and don't hybridize the Evil into the alignment here - Replace the Alignment. Then move the hybridizing mechanic to a sidebar, so GMs that have alignments that can hybridize successfully can do it as you describe, but the vast majority will  be happiest with a straight up replacement (or simply adding the path of Evil to a alignment-less character).

Path of the Blackheart: The dark energy that grants you power is insidious and potent. At Level 1, you gain your choice of gaining the Knightmare alignment (if you have none) or simply access to the Path of Evil. You then take 1 step on the path of Evil.
If you have an alignment you lose that alignment (with no other repercussions) and must gain the Knightmare alignment (below). If your previous alignment had the Path of Good among its paths, any Good steps that you had taken with your previous Alignment most become Evil steps as your reallocate your steps. All other path steps taken with the previous alignment may be allocated as you wish, as can any that must be on the path of Evil after it is completed. Only members of this master class may gain the Knightmare alignment.

Table X.X: Knightmare Alignment
Alignment Skills                  Paths            Opposed Alignment
Athletics, Search, Survival, Tactics      Chaos, Death, Evil      Any with the Path of Good
The Knightmare alignment has no Avatar (effectively it’s you) and the ritual weapon is determined as below.

The Knightmare alignment’s ritual weapon is closely associated with each Knightmare, and is different for each one. Your ritual weapon is determined by the following criteria (in order). The GM can, of course, rearrange this criteria or override it completely for narrative purposes (infected by an evil spirit, anyone?)
1.   If you possess a magical weapon, the weapon type with the highest Reputation cost (if you own more than 1) becomes your ritual weapon.
2.   If your had an Alignment that has now been replaced, its ritual weapon is now your ritual weapon.
3.   Your primary weapon (as determined by player consensus) is you ritual weapon.

At level 4, you take two steps along paths that you have access to. At least 1 of these steps must be on the Path of Evil.


Souleater I

Neat.

Souleater II

Not so neat. As one on my players said, "Really thematic. To bad that Refresh kinda sucks. It needs to make refresh not be so interruptible." I agreed. How about something like this.

Souleater II: At Level 4, you may be targeted and hit by any number of attacks while performing a Refresh action and still spend an action die to heal, as long as you do not suffer any damage after DR and Resistances. Also, you gain the following trick.
Unholy Power (Refresh Trick): Adversaries who can see or hear you suffer stress damage equal to twice the amount of vitality you recover. You may use this trick a number of times per combat equal to your Constitution modifier.


There. Now the Armored Behemoth can Refresh while Parrying, Shield Blocking, or bouncing light hits off his armor. The scary effect is usable equal to Con mod, making beefy = scary. 

Corruptive Weapon

Weird... but, ok. You can drop the odd requirements text. If the player doesn't understand how class granted feats work by entering a master class, then... this will just confuse them.

Corruptive Weapon: At Level 3, you gain the Living Weapon feat. Additionally, all instances of the Living Weapon feat you have count as Melee Combat and Unarmed Combat feats when determining any effects based on  the number of those feats that you possess.

Souls... Need More Souls!: Your dark power cannot ever be satisfied; for every life you take, you only feel more more hunger for destruction. At Level 5, you gain a trick.
   Destroy The Soul (Melee or Unarmed Attack Trick): This attack gains the Supernatural Attack (Soul Draining) NPC quality, with a grade equal to the number of successful Death Knell effects you currently benefit from. This trick may only be used once per round. Each time a special character fails their save against this effect, you lose one Death Knell effect.

Not very Game-breakery. I think it's the Death Knell grading that makes it a little too meh. However, the Death Knell counter is so sweetly fitting. So, what if it was 1 plus Death Knells? Then it's always usable @ DC 10. Make it a full action attack action and that balances it, I think.

Souls... Need More Souls!: Your dark power cannot ever be satisfied; for every life you take, you only feel a greater hunger for destruction. At Level 5, you gain a trick.
   Destroy The Soul (Full Action Melee or Unarmed Attack Trick): This attack gains the Supernatural Attack (Soul Draining) NPC quality, with a grade equal to 1 + the number of successful Death Knell effects you currently benefit from. This trick may only be used once per round. Each time a special character fails their save against this effect, you lose one Death Knell effect.



PDF TEST WITH THESE CHANGES: https://drive.google.com/file/d/0B8FCrAZcFJJDbkVCVU4xeWhXOGc/view?usp=sharing
7  Products / Fantasy Craft / Re: Discovering the obvious (building a knife-throwing specialist) on: November 06, 2014, 07:20:13 PM
1: weapons not usable to be thrown are considered improvised, but the "Hurl" quality lets you use the weapon as a throwing weapon with a 10 foot increment. Getting this on Razors is godlike. The Hurl quality lets you turn your Melee Weapon into a Hurled Weapon, which is great because throwing knives are kind of bland and not good and don't get to benefit from all your Knife feats for some reason. The thrown Razor (or dagger or any other knife) is still in the 'Knife' category and gains any benefit of your Knife Feats that does not specify a Melee Attack.

Just remember, weapons with the Hurl quality are not Hurled weapons. The Hurled B/M/S doesn't do anything for your hurl upgraded razors, just like you lament the fact that the knife chain doesn't help your throwing knifes (a Hurled category weapon).
8  Products / Fantasy Craft / Re: Discovering the obvious (building a knife-throwing specialist) on: November 02, 2014, 07:28:22 PM
That's because if you have something in your off hand, it's for a reason. It's not really sinister, it's using your options. Like I pointed out in my post above, sword and board should be focusing on the sword and the board - and that opens up a lot more (and different) party usefulness than I ATTACK MORE! YAAA!
9  Products / Fantasy Craft / Re: Discovering the obvious (building a knife-throwing specialist) on: October 31, 2014, 04:10:26 PM
That's precisely how I understand it, and seems to be both the intent and the RAW.

A sword-and-board fighter has to use TWF for extra attacks. Ditto a swashbuckling pirate type with a cutlass in one hand and pistol in the other. If you want to use Darting Weapon, you need to be using only one weapon -- a two-handed greatsword, a rapier with a free off-hand, a sword in one hand and some kind of tool (a lantern, say) in the other, etc.

The problem I see with requiring TWF for a sword-and-board fighter is that one attack must be made with the sword and the other must be made with the shield per RAW. This seems counter to the idea of wanting to make multiple attacks with the same weapon which seems to be the intent of Darting Weapon.

The intent is to make multiple attacks with the same your only weapon.
10  Products / Fantasy Craft / Re: Discovering the obvious (building a knife-throwing specialist) on: October 31, 2014, 04:07:17 PM
No need to get rude. I was already stating that per RAW, you are right.

I'm not being rude, I'm stating that the feat is written that way for specific intent. If you want Rude, private message Kerensky to jump in here. He has a very low tolerance for players making odd logic jumps and interpretation for things that are explicitly spelled out. Darting Weapon is for a single weapon fighting style. That's the fact, sorry if it ruins anyone's game.

But take a look at the options, and what kind of character builds are served by it. Most builds are served well: the barbarian wielding a two-handed greataxe has darting weapon, the scoundrel with his fencing blade and dagger has two-weapon fighting, the archer has its options...

But what of the classical sword and shield fighter? Does he not earn the right for additional attacks? Or is he condemned to having these extra attacks to always be with shield? That's just a fighting style that feels rather weird to me. But I guess that is just a matter of personal taste.

If you are building a real sword and board fighter, you've got far more important feats to concentrate on - like both the Sword and Shield chains. After you have those 6 feats, worry about getting TWF for an extra bash, if you really have giant wood for attacking. The shield chain is awesome, and that's what a sword and board fighter should be drooling over. His friends will love him for it too.
11  Products / Fantasy Craft / Re: Discovering the obvious (building a knife-throwing specialist) on: October 31, 2014, 01:29:36 PM
I think the point here is that, even if you are holding two weapons at the same time, only ONE of them can be used for making two attacks. That is, in my view, the perceived intent.

No, it's not. It's the opposite of the intent. This feat is for single weapon users to use a singe weapon to it's utmost - i.e., as effectively as a duel weapon fighter. If it helps, you can imagine that you are enhancing your control with an empty off hand  or you're two-handing your weapon and you are capable of making twice as many attacks with your single weapon. It says "armed with a single melee weapon" quite deliberately. The fact that you could read it any other way baffles me.
12  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: October 28, 2014, 01:38:16 PM
If you have general questions, there's a thread for that. This tread is for specific questions that need to be clarified for possible errata to the Fantasy Craft books.
13  Products / Fantasy Craft / Re: Questions on: October 25, 2014, 02:17:49 PM
Knife mastery allows you to deal damage multiple times, if you hit with a sufficiently high attack check. In case of a flanked opponent, does this allow you to deal sneak attack damage multiple times as well?

I understand that a flat-footed opponent loses his condition after the first damage is dealt, which means that in that case only the first attack deals sneak attack damage. However, a flanked opponent remains flanked the entire time. So am I correct to assume sneak attack damage is applied three times then?

I can't remember where it was mentioned, but with the case of multi-hits like that, sneak attack only applies to the first one. So hit by 10? 3 damage rolls consisting of: Standard damage+Sneak, Standard damage, Standard damage.
14  Products / Fantasy Craft / Re: Questions on: October 25, 2014, 12:27:39 PM
Subing in a skill bonus (like in falling lightning) doesn't do anything but change the bonus used - it's still an attack check.

Topple and gut is a trip trick, so you aren't making an attack check. The damage is a bonus effect.

Psy attention to the trick's type, and you'll quicjly figure out what threat range, bonus, critical effects, etc are correct.
15  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: October 19, 2014, 01:26:40 PM
Thick Hide counts as partial armor. That's how it interacts with all this stuff - including called shot.
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