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1  Community / License to Improvise / Re: Class Compendium on: December 19, 2014, 09:31:57 PM
Sorry for the delay. Holidays and finals made me forget all about this. Sad

Born Leader
You are a natural leader, brining your companions beyond the pale and pressing on into the jaws of death, confident that you will lead them to victory!
•   Bonus Feat: Followers
•   Gear Expert: Your considered to have two more Gear Feats
•   Encouragement: 1/scene you may grant a team mate +1 morale bonus with saving throws.
•   Decisive: you gain a +5 bonus to initiative.
•   Charming: 1/Session you may improve the disposition of one non-adversary NPC by 5.
•   Natural Elegance: Your Appearance bonus increases by 1.

Daredevil
Others merely take risks. You embrace them.
•   Bonus Feat: Veteran Adventurer
•   Agile Defense: Your base Defense increases by 1.
•   Chance Expert: You’re considered to have 2 additional Chance feats for any ability based on the number of Chance feats you have.
•   Paired Skills: Each time you gain 1 or more ranks in the Resolve skill, you also gain an equal number of ranks in the Acrobatics skill. This may not increase your Acrobatics skill beyond its maximum rank.
•   Glory-Bound: You may purchase Heroic Renown for 20 Reputation per Rank

Dark Soul
You are marked by a dark past, it defines who you are and shapes every aspect of your life; Woe unto those who stand in your way.
•   Bonus Feat: Glint of Madness
•   Cheap Shot: gain the Cheap Shot trick.
•   Terrifying Look: The DC of The will save DC’s of stress damage you inflict increase by 4.
•   Favored Foes: choose 2 types (Animal, Beast, Construct, Fey, Folk, Horror, Ooze, Outsider, Plant, Spirit, or Undead) . Your threat range increases by 2 when attacking and making Notice, Sense Motive and Survival checks targeting standard characters of the chosen type. You may choose an additional type at levels 6, 11 and 16.

Favored Soul
You were born with sacred gifts, making you a marvel among believers.
•   Bonus Feat: Angelic Heritage
•   Celebrated: Your Legend rises by 2
•   Charming: Once per session, you may improve the disposition of one non-adversary NPC by 5
•   Natural Elegance: Your Appearance bonus increases by 1
•   Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain one bonus action die

Glory Hound
You come from humble beginnings, seeking adventure and fame beyond your wildest dreams!
•   Bonus Feat: Fortune Favors The Bold
•   Encouragement: Once per scene you may grant a team mate +1 morale bonus with saving throws
•   Glory-Bound: You may purchase heroic renown for 20 Reputation per Rank
•   Heroism: During dramatic scenes you gain a +1 bonus to all attack and skill checks
•   Tenacious Spirit: You gain 1 additional vitality per level.

Grand Specimen
You are the pinnacle, the paragon, the rare variant, the unique individual, just plain different and better.
•   Bonus Feat: Any 1 Species feat
•   Attribute Training: The lower of your Constitution or Wisdom scores increases by 1 (your choice if a tie).  Apply this bonus after any modifiers from your Species or Talent.
•   Celebrated: Your Legend increases by 2.
•   Natural Elegance: Your Appearance bonus increases by 1.
•   Species Expert: You’re considered to have 2 additional Species feats for any ability based on the number of Species feats you have.

Gun Mage
Melting magic and gun practice, you are a formidable sharpshooter with a keen eye.
•   Bonus Feat: Favored Gear (any pistol)
•   Black Powder Proficiency: You gain the Black Powder proficiency.
•   Cartridge Belt: The load quality of any black powder weapon you wield decreases by 1.
•   Flashy: Your Panache increases by 2.
•   Ranged Combat Expert: You’re considered to have 2 additional Ranged Combat feats for any ability based on the number of Ranged Combat feats you have.

Knight
You are a protector of the people, dedicated to serving king and country.
•   Bonus Feat: Lionheart Basics
•   Riding Mount Focus: You gain the Ride skill’s riding mount focus.
•   Celebrated: Your Legend rises by 2.
•   Melee Combat Expert: You're considered to have 2 additional melee combat feats for any ability based on their number.
•   Commissioned: You may purchase military renown for 20 Reputation per Rank.

Magewright
You can’t stop fixing everything, including all sorts of magical devices.
•   Bonus Feat: Charm Binding Basics
•   Arcane Potency: The save DC of any spell effect from a magic item you activate increases by 2.
•   Crafting Focus: You gain 1 additional Crafting Focus.
•   Paired Skills: Each time you gain ranks in the Spellcasting skill, you gain equal ranks in the Crafting skill. This may not increase your Crafting skill beyond its maximum rank.
•   Thrifty: Your Prudence increases by 2.

Magus
You have been specifically trained in the art of fighting with arcane arms.
Requirement: Sorcery campaign quality
•   Bonus Feat: Arcane-Arms Basics
•   Attribute Training: Your Intelligence and Charisma increase by 1. Apply this bonus after any modifiers from your Species or Talent.
•   Basic Combat Expert: You are considered to have 2 additional Basic Combat feats for any ability based on the number of Basic Combat feats you have.
•   Celebrated: Your Legend increases by 2.
•   Decisive: You gain a +5 bonus with Initiative.

Monster
A one-stop shop for all your two-headed troll, four-armed fire giant, winged hydra, giant death robot or other melee monster needs.
•   Bonus Feat: Any 1 Species feat
•   Paired Skills (Athletics and Intimidate): Every time you gain skills ranks in Athletics you also gain ranks in Intimidate, but not beyond your max rank.
•   Crunch!: Your Strength based damage rolls inflict 1 additional damage.
•   Relentless Attack: You gain the Relentless Attack trick.
•   Unarmed Proficiency: You gain the Unarmed Proficiency.

Paragon
You exemplify the most notable aspects of your people(s) and culture(s).
•   Bonus Feat: Any 1 Species feat
•   Noble Blood: You may purchase noble renown for 20 Reputation per Rank.
•   Heroism: During dramatic scenes you gain a +1 bonus to all attack and skill checks
•   Broad learning: You gain 2 additional studies.
•   Origin skill: Choose 1 additional origin skill.

Pistoler
You are a trigger-freak, a dueling gunslinger, a mercenary, or an outlaw whose shooting talents cannot be discussed.
•   Bonus Feat: Black Powder Basics
•   Black Powder Proficiency: You gain the Black Powder proficiency.
•   Cartridge Belt: The load quality of any black powder weapon you wield decreases by 1.
•   Decisive: You gain a +5 bonus with Initiative.
•   Merciless Shot: You inflict 2 additional damage on standard characters with a black powder weapon.

Tempest
You are the whirlwind!
•   Bonus Feat: Two-Weapon Fighting
•   Melee Combat Expert: You are considered to have 2 additional Melee Combat feats for any ability based on the number of Melee combat feats you have.
•   Multi-dexterous: If you are not wearing full armor, you ignore the penalty from the Two-Weapon Fighting feat and the penalty from the Two-Weapon Style feat is reduced to –2.
•   Skirmishing: If you are wearing no armor or partial armor, your base defense increases by 2.
Author's Note: Multi-dexterous is rated as a 3 point Specialty benefit, Skirmishing as a 2 point Origin benefit.

War Chaplain
You are a field medic, fully devoted to saving people’s lives whatever side they fight for.
•   Bonus Feat: Bandage
•   Commissioned: You may purchase Military Renown for 20 Reputation per rank.
•   Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene.
•   Practiced Medicine: If you spend an action die to boost a Medicine check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
•   Stand Together: You gain a +2 morale bonus to Defense and all saves when at least 2 adjacent characters share your Species.

Zealot
You have lost everything, but found purpose in religion.
•   Bonus Feat: Glint of Madness
•   Attribute Training: The lower of your Constitution or Wisdom increases by 1.
•   Extra Proficiency: Blunt.
•   Terrifying Look: The Will save DCs of stress damage you inflict increase by 4.
•   Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene.
•   Charming: Once per scene, you may improve the Disposition of one non-adversary NPC by 5.
2  Community / License to Improvise / Re: Class Compendium on: December 03, 2014, 12:35:38 AM
I have 16 of the specialties that were on the database saved for use in my games. I can post them if it's wanted. Plus a mess of feats as well.
3  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: November 27, 2014, 04:27:41 PM
This makes me very happy.
4  Products / Z-Corps / Re: Z-Corp is real! on: May 19, 2014, 10:29:36 PM
Certain people would fall under the "save at any cost" umbrella. No matter what you think of the individual in the position, President, Vice President, Speaker, and the Secretary of State would fall under those just because of their position.
5  Products / Z-Corps / Re: Z-Corp is real! on: May 17, 2014, 04:01:06 PM
It's meant as a training exercise for a total collapse with no immediate help forthcoming, I believe. and a Zombie Apocalypse is picture perfect for that. I give them props for using something everyone can relate to.
6  Products / Z-Corps / Z-Corp is real! on: May 16, 2014, 11:46:47 AM
The Department of Defense's plan to fight a zombie invasion. Zombies are even classified by type: Radiation, Pathogen, Space, Magic, Weaponized, BioEngineered, Vegetarian, and Chicken.

http://i2.cdn.turner.com/cnn/2014/images/05/16/dod.zombie.apocalypse.plan.pdf
7  Products / Fantasy Craft / Re: Mend and high levels on: May 08, 2014, 07:28:20 PM
You also have to take into account that Mend can heal up to 12 wounds in a single go.

Nothing in the rules say you can convert healing from Vitality to wounds just because you happen to be full on Vitality. In general, healing in excess of damage is just lost. That means the maximum wounds to be gained from Mend is 4, 8 on a critical success.

It seems to be a fairly common house rule to allow Mend to heal all Wounds if someone has no subdual or vitality damage, but I'm always wary of people using house rules as actual rules when discussing the efficacy of things. Especially when it is in the Fantasy Craft forums and not the License to Improvise forum.

Hmmm. We've always read it as spreading the points out amongst the damage you've taken. Seems rather broken if you have to spend 4 points to heal subdual damage you never took if you roll two sixes.
8  Community / License to Improvise / Re: FantasyCraft Campaign: Divine Space on: May 08, 2014, 07:22:25 PM
The main issue with the Ship armor is if you're having ship to ship combat. In that case, having guns inside of a ship wouldn't damage it because the hulls need to be strong enough to withstand combat from the outside. Your 9mm won't compare to that photon torpedo.

If you're not having ship combat, and they're just there for transport, then you can easily justify weak hulls. They've only got to be strong enough to withstand g-forces and micro meteors. Bullets could pierce that easily enough given that they're designed to pierce stuff. Simplification I know, but it's an easy "hand wave" for this.

Only other reason I can think of is that the walls are thin inside the ship/station, and using a firearm inside would go through interior walls like knife and butter and damage sensitive components, piping, and electronics in the walls.

But even with that, once you get past the blackpowder stage, guns take over. Unless ammunition is extremely limited (single shot bolt action, revolves), a guy with a sub-machine gun just levels a cavalry charge by himself.
9  Products / Fantasy Craft / Re: Mend and high levels on: May 08, 2014, 07:03:51 PM
You also have to take into account that Mend can heal up to 12 wounds in a single go. If you're that bad ass healing paladin that focused on it, that's a potential of 48 wounds in 4 goes. There is no Cure Wounds spell that heals that much damage. Cure Wounds heals a total of 10 wounds at it's highest level. Most of the time, it'll heal 1 to 6.

Plus, there's the fact this is magical healing. You cast the spell, wave your hand, and the wound closes. Mend involves stitches, bandages, blood, and physically trying to put things together. Ask any paramedic and they'll tell you, it's a messy job that takes time.

Also, if you don't have a magical healer in your group, then yes, you don't just go charging headlong into battle because getting stabbed with that sword or taking an arrow to the knee suddenly becomes that much more damning and career ending.
10  Products / Fantasy Craft / Re: A little something fun for Spellbound on: March 27, 2014, 05:43:29 PM
Here's to hoping for some luck and a break through on things.
11  Community / License to Improvise / Re: Contemplating BattleTech-style combat add-on on: March 24, 2014, 10:15:43 PM
I would be very interested in this. There's not enough good mecha games out there.
12  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: December 21, 2013, 09:29:06 PM
I know this has been covered somewhere, but I can't seem to find it.

When a spell says it's area is a sphere, such as Fireball I with a 20ft Sphere area, is that radius? Or Diameter? So everything within of the spot, or 20 feet wide total?
13  Products / Fantasy Craft / Re: Only one pc on: December 17, 2013, 03:31:03 PM
It's been mention multiple times by Alex, Pat, and Scott, that they all consider PC controlled NPCs to count towards mobsize because (a) they're force multipliers, and (b) characters in their own right.

Pretty much this. In my game, the way I explain it, is any character controlled by the PC's, has the PC's party at the top of their agenda and will do everything in their power to help. Any NPC I control, won't always and might sometimes work against them, so they don't count. Nobody's had a problem with it so far.
14  Products / Fantasy Craft / Re: NPC Builder Update on: December 13, 2013, 07:54:13 PM
Just as an FYI, Damage Defiance: Lethal seems to be missing from the options. Also from Damage Immunity. 
15  Products / Fantasy Craft / Re: Spells by school on: December 13, 2013, 01:37:24 AM
I have a Word document that has all the Core book spells grouped by discipline/school. I did it so I could use specialty wizards. It's not updated with the new Spellbound preview release, though.
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