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1  Community / License to Improvise / Re: Some spells I need in the absense of the Spellbound preview on: Today at 04:18:27 PM
Well, the alchemist gets conversion, so even he would have been accounted for  Cheesy

2  Community / License to Improvise / Re: Some spells I need in the absense of the Spellbound preview on: Today at 02:23:35 PM
Noted and amended.

It wasn't especially relevant for me, since without spellbound there would be no class that couldn't choose those spells Wink

To get a better fit, I exchanged some of the properties and renamed the spells where necessary.

3  Products / Fantasy Craft / Re: New to Fantasy Craft on: Today at 02:19:13 AM
I see what you mean. Having a primed wish at the ready is a very comforting feeling and outweighs usually the need for any item.

4  Community / License to Improvise / Re: Some spells I need in the absense of the Spellbound preview on: Today at 02:16:04 AM
@Krensky

Well, if you don't like the spell, please tell me how you would improve it.
5  Community / License to Improvise / Re: Some spells I need in the absense of the Spellbound preview on: October 24, 2014, 04:20:23 PM
Eldritch Ammunition is primarily needed as a magic item spell, so that the archer can keep functioning on an extended dungeon crawl without extended pauses for crafting. (Six arrows per round can deplete your stock pretty fast)
6  Products / Fantasy Craft / Re: New to Fantasy Craft on: October 24, 2014, 04:16:14 PM
I'd say yes, you only need one supremacy feat for your artifact. If you are allowed to make more than one... That's definitively a GM decision.

For the table: Again a GM decision. I allowed my players to choose.

Essences I highly recommend are:

NPC Quality Regeneration, Rend, Blindsight, Critical Surge
Feats: Any basic feat part of a chain, since you can use multiple instances to get the full chain. Armor Basics for instance.
Exotic Damage (Sonic)
Charms:
spell effect: Fly II, Teleport I, Wish III, Call from Beyond I
attribute bonus INT (on an artifact that's equivalent to more skill points)
greater storage

To be honest: If wish is allowed in your campaign, it can replace your need to craft your own magic items completely. The accompanying subplot is generally easier to realize than the necessary downtime for crafting.

7  Community / License to Improvise / Re: Some spells I need in the absense of the Spellbound preview on: October 24, 2014, 01:38:29 PM
Done,

and yes, the intention is to just have the entity (it could also be an angel) granting the favor in exchange for reputation (with a discount for a high haggle check and which has a fixed DC)
8  Community / License to Improvise / Re: Some spells I need in the absense of the Spellbound preview on: October 24, 2014, 09:00:45 AM
Points taken. Keep'em coming  Wink
9  Community / License to Improvise / Re: Some spells I need in the absense of the Spellbound preview on: October 23, 2014, 04:21:12 PM
Naming conventions aside, my reasoning is as follows:

Summoning: I want to introduce a high risk/reward summon that gives the Infernalist a bit more to do.

The elemental damages could be split into separate spells.
I consider the effects of the eldritch weapons more powerful than the elementals because they either have an area effect or create a very powerful control effect on a high damage weapon (Bang can stun, Flash blind, also there is no spell effect to counter the damage)

Considering, that you can buy exotic damage really cheap as a magic item, I don't think the spells would unbalance the game unduly.
10  Community / License to Improvise / Some spells I need in the absense of the Spellbound preview on: October 23, 2014, 02:56:54 PM
So, there are a few spells I miss, that will probably be addressed in Spellbound.
Since I don't have access to the preview, I'll try to improvise/extrapolate those from the existing ones:

ALTER SELF (aka POLYMORH I)
Level: 2 Shapeshifting
Casting Time: 1 full round
Distance: Personal or Touch
Duration: 1 minute per Casting Level
Effect: You assume the form of 1 of the animals from Summon Natures Ally I (page 138) as a special NPC. All your possessions are absorbed into the new form and can not be used during the transformation. With GM approval, you may modify your choice, choose an animal from the Bestiary (see page 253), or build a new NPC, so long as it has the Animal Type and a maximum XP value of 50.
As long as you are transformed, you only have access to the skills and abilities of your new form, including physical and mental attributes. Your vitality in your new form can not exceed your normal vitality maximum. Your new form starts with full wounds, but your current vitality. You keep all conditions you currently suffer from.

POLYMORPH (aka POLYMORH II)
Level: 5 Shapeshifting
Casting Time: 1 full round
Distance: Personal or Touch
Duration: 1 minute per Casting Level
Effect: Same as Alter Self, but your new NPC form can have up to 80 XP based on Natures Ally III and may be of the animal or your own type.

SHAPECHANGE (aka POLYMORH III)
Level: 9 Shapeshifting
Casting Time: 1 full round
Distance: Personal or Touch
Duration: 1 minute per Casting Level
Effect: Same as Polymorph, but your new NPC form can have up to 120 XP based on Natures Ally V and may be of any type. Once per round as a free action you may change your form into another.



Summoning Circle:
Level: 5 Calling
Casting Time: 1 hour
Distance: Close
Duration: 1 minute per Casting Level (enduring)
The summoning circle is designed to empower the call from beyond spells:
- the summoned entity becomes a special NPC
- the duration of the call from beyond spell increases to one hour/casting level
- the XP limit increases by 5 XP per spellcasting feat possessed
- the entity may have customized abilities (DM discretion is advised), if the PC has acquired a true name somehow
- A telepathic connection with unlimited reach is established between the summoner and the entity

This added power comes at a price:
A Summoning Circle can be used only for one specific entity.
The NPC is not a willing servant and must be given precise instructions while it's held within the summoning circle.
To dismiss the entity prematurely it has to be called back to the circle.
The summoner can either use haggle, impress or intimidate to establish control over the summoned entity:

- Haggle: The entity performs a free service from page 168 or a favor (full price, maximum reputation cost of caster lvl.) from page 188f (only entities of 100+ XP can grant favors) if it's within its powers (the brawler won't be much help as a legal advocate) Haggle DC: as the spell's DC. Every two points of the role above the DC reduce reputation costs by 1

- Intimidate: The entity follows instructions like a normal summon, but a successful Knowledge Check DC 20 is needed to avoid leaving any loopholes. If either of these checks fail, the entity will turn against the summoner at the soonest opportunity after performing the first service. Intimidate DC: as the spell's DC.

- Impress: The entity follows general instructions but remains free in its decisions and acts as an NPC under the control of the DM. If successful, the entity will not turn on the PC and generally be benevolent. Impress DC: as the spell's DC + Spell Level

A summoned entity starts with a cold disposition towards the summoner. If the same entity is summoned again it retains the disposition it had when it left. If a control roll fails, the summoned entity immediately becomes an enemy NPC after it has left the circle. Control rolls should be made covered by the GM. A generous GM might allow a sense motive check to avoid setting the hostile entity loose.


BURNING BLADE
Level: 4 Energy
Casting Time: 1 half action
Distance: Touch
Duration: 1 minute/casting level (dismissible)
Effect: One melee weapon changes it's damage type to fire or heat

ALCHEMICAL BLADE
Level: 4 Conversion
As Burning Blade except damage changes to acid or cold

STORM BLADE
Level: 4 Weather
As Burning Blade except damage changes to electricity or bang

TERROR BLADE
Level: 4 Shadow
As Burning Blade except damage changes to sonic or stress

HOLY AVENGER
Level: 4 Glory
As Burning Blade except damage changes to divine or flash

IMPACT BLADE
Level: 4 Force
As Burning Blade except damage changes to force or explosion (cone, blast 1)


ELDRITCH AMMUNITION
Level: 3 Force
Casting Time: 1 half action
Distance: Touch
Duration: 1 hour/casting level (dismissible)
Effect: A quiver for a bow or hurled weapon becomes enchanted. During the duration this quiver provides an endless supply of ammunition. The ammunition does force damage but possesses no other qualities.

TELEPORTATION CIRCLE
Level: 9 Compass
Casting Time: 1 hour
Distance: 2x2 area within touch distance
Duration: 1 week (dismissible, enduring)
Effect: A (semi)permanent connection to a specific place the caster has been before is established. Any sentient creature entering the field is teleported instantly to this destination per the rules of Teleport II.
If the destination also contains a Teleportation Circle, the transport succeeds without fail, but only if the receiving circle is free of any major obstacle or occupant. To spot such a circle a DC 20 notice or search check is necessary. As a trap the circle is considered as a soft 2, 1 challenge trap with complex mechanism and hair trigger upgrade.

DAZZLE
Level: 2 Illusion
Casting Time: 1 half action
Distance: Close
Duration: 1 round per Casting Level (dismissible)
Saving Throw: Will negates (disbelief)
Effect: A creature relying on blindsight is bombarded with illusory sensations making it impossible to discern what is within the spells reach. The spell only impairs blindsight but counts as extreme noise (comp. page 71)
11  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: October 17, 2014, 05:05:57 PM
Sure, if one of your party members happens to be an exceptional good money handler. There is a reason why there are personal bankers and trustees.

But as mentioned by Nuaurpy: At a certain point in the game, silver becomes a lot less important. (For crafting oriented characters a lot sooner - provided they have enough downtime).
12  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: October 17, 2014, 04:05:41 PM
Panache is generally more valuable, since you also increase your appearance.
It is rather easy to invest all your spare money into high value goods and to sell them for halve if you need cash. 
Distilled elixirs, spices and (masterwork) pocket watches are excellent investments for low prudence characters to avoid the temptation to spend all their money.

But don't be surprised if one day your GM destroys your stash...  Wink
13  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: October 13, 2014, 02:16:20 AM
Creamor nodded approvingly when he saw the preparations: "Excellent planing, my dear Leon. Let us start without delay."

Outside the town, Creamor once again applied his protective magic against the elements. No need for him or his comrades to gain real frostbite.
When he was sure, that no one could see them anymore, he unfolded his wings and climbed high into the air, starting to fly a circling pattern and orienting himself. He memorized all significant terrain features and also kept looking for likely paths for the returning rangers as well as suitable places for an ambush.

(click to show/hide)
14  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: October 09, 2014, 09:41:20 AM
"She was hampered by her inability to see the apothecary's stocks. As far as I understand, she plans to let the apothecar take a leave of absence in the immediate future. In the mean time she has his lab to herself and hopefully, we'll gain a few more potent poisons.

Drin can pose as Lady Leela and leave together with Lars, while we start our pretend expedition. I won't lie, I'm very excited to spread my wings again. When we come back, we'll surely be able to start operation "Horned Husband"."
15  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: October 07, 2014, 01:40:25 PM
Creamor returned to his room to inform the group through the whisper invocation about their successful mission:
"The apothecary is in our hand, Janus will be assuming the pharmacist's appearance for the moment."
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