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1  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: November 19, 2014, 04:59:43 PM
I third this plan  Wink
2  Products / Fantasy Craft / Re: Assassin - Mage? on: November 12, 2014, 10:52:22 AM
Yes, that's doable. I'd suggest:

Assassin 1/Mage 6
With the core ability of the Assassin you have full BAB for special characters.
Invest in Knife Basics, Martial Arts (Int), Spell Conversion Duration (Bonus Feat)

Take Unborn (Special Construction: Clockwork), Fencer
and you have your Nimblewright

Take the Canny Swing Trick

Spells to take: Disguise Self, Mirror Image, Ray of Enfeeblement, Blur, Darkness I, (Call from Beyond I) Haste (with Spell Secret), Shield,

Heroic Renown 1 (30 Rep)
Magic Items:
Armor with Regeneration 2 /Fly II (10 Rep)
Razor Sword with Blindsight (10 Rep)

Cast Darkness I on yourself and use Blindsight to find your flat footed enemies.

3  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: October 30, 2014, 05:02:28 PM
By the way: How about a few AD for the team, since we have acquired all the supplies of the apothecary Wink
(Achievement unlocked: Dosis sola venenum facit - the dose alone makes the poison)
4  Products / Fantasy Craft / Re: Discovering the obvious (building a knife-throwing specialist) on: October 30, 2014, 04:58:14 PM
Flashing and Darting Weapon have a problem with throwing since the text reads:
"Once during your current Initiative Count you may take a full action to make 4 Standard  Attacks with that weapon"

The others don't specify melee attacks, so they should be ok.

I'd still recommend Hurled Basics, since the bonus damage can be quite significant (especially if you also invest into Rage Basics).

Btw: Don't use daggers. They are way to expensive to be thrown. A superior razor with hurl and AP upgrade will do nicely especially against standard characters who have to save twice because of the excruciating quality
5  Products / Fantasy Craft / Re: New to Fantasy Craft on: October 30, 2014, 01:14:00 PM
Intelligent Bruiser is a very viable concept. I'm actually playing one here in the Forum RPG:
http://www.crafty-games.com/forum/index.php?topic=7661.msg139365#msg139365

First and foremost: You have a lot of skill points, so a maximized Athletic and Acrobatic skill is no problem in addition to Resolve, Sense Motive, Bluff, Intimidate and Prestidigitation (which have all combat application).

That said: There is no reason to go up to 18 at the start. There are a lot of feats that give you stat boosts to Intelligence.

High INT helps with knowledge checks to determine strengths and weaknesses of your opponent. Often, that's more helpful than the high damage.

Without magic you won't be able to profit much more from intelligence, but canny throw and canny strike allow you use weapons with intelligence (albeit without damage boost)
You could compensate through sneak attack damage. The knife B/M/S feat chain rewards high intelligence.

Finally: Saurians and Drakes are best suited for this concept: They have useful natural weapons and can gain a stat boost to INT.
6  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: October 29, 2014, 06:40:23 PM
Are there dictionaries to be had somewhere in the city? Alternatively, there could be something in the stack of books, Creamor took from the mansion. (I've got no AD to take narrative control, but maybe someone else would like to spend one?)
7  Community / License to Improvise / Re: Some spells I need in the absense of the Spellbound preview on: October 28, 2014, 01:21:14 PM
I'm not sure if you have noticed, that I have modified the first post (quite a lot actually).

Regardless: 200 fire arrows weigh only 2 pounds (10 flaming arrrows at 1/10th pound, which are btw the heaviest after climbing line arrows), I specified a quiver to avoid any arguments about reducing load times for slings or crossbows.

Again: I am not regarding any material besides FC2ndP, Adventure Compendium and the Call to Arms PDFs.

Eldritch Ammunition is for me an addition to the Create Water and the Goodberry spell, which allows the mage to feed the party, providing all available food bonuses for zero silver.
8  Community / License to Improvise / Re: Some spells I need in the absense of the Spellbound preview on: October 27, 2014, 06:07:47 PM
Thanks for that insight.

A magic item of your choice is always exactly one feat and a bit of downtime away - provided you don't arbitrarily restrict access to the Binding feats.

I won't presume to tell you how to play the game, but I prefer to allow my players to use all options and then some more.

Quote
As written (ignoring the lack of damage) an archer would be stupid to not get that spell cast on them. It is better than any other option. That is a sign of a bad, unbalanced design.

I don't see why. Force has no special ability except hitting incorporeal targets (which aren't that abundant and could be attacked as easily through fire). The spell arrows gain no AP, they can't force fatigue rolls, they can't carry poison, won't make the target bleed and they usually won't trigger massive damage saves.

A mage who spends one of his precious known spells on that spell usually just brings a teammate a bit closer to his power level.

An Oil of this spell would cost 200s equivalent to 200 fire arrows. 200 arrows are equivalent to about 33 rounds of sustained multi shots. Since fights seldom last longer than 10 rounds (especially if the archer keeps shooting targets with 6 arrows per round), this is worth about 3 combat encounters. That's roughly equivalent to the 4 hours duration of the spell effect.

Imho, that is a fair exchange.

Regarding the campaign quality:
I don't have access to material besides the FC products, so I can't import Spycraft qualities.
But sure, if I wanted I could handwave everything. But I prefer to include it as a discreet option that the players have to actively pursue - either through crafting a magic item, oils, scrolls or convincing the mage player to expend his resources for the benefit of the other player(s).



9  Community / License to Improvise / Re: Some spells I need in the absense of the Spellbound preview on: October 27, 2014, 04:36:57 PM
As for the spell, the issue is it's stupidly over powered and a pain for bookkeeping. Remember that as long as the spell is active you don't regain those spell points. Also, as written it doesn't do anything because it doesn't define the damage of the force arrow. Assuming you meant to use the standard arrow, it means that the archer is doing up to six shots of 1d6 AP2 (or more) Force damage. Rendering Magic Missile largely useless. Heck it comes damn close to making Missile Storm (a ninth level spell) not worth the time or effort.

Actually no, the Arrows have and gain no qualities beside the force descriptor, defaulting to lethal damage that is able to damage incorporeal creatures.

I don't think that the spell infringes on Magic Missile: The arrows are all heavily dependent on a successful attack check, some serious feat investment and a decent weapon. Magic Missile is fire and forget without an attack check and - with a spell secret - unlimited, always hitting damage.

I have no idea what to expect from Missile Storm as I don't have access to the Spellbound preview.

The invested spell points are no problem: The spell can either be dismissed, provided through a magic item and if necessary mitigated through a spell casting trick.

The idea is to reduce bookkeeping, since the scout no longer has to worry about his dwindling ammo supply and doesn't have to stop to scavenge spent arrows or start crafting within a danger zone.


As for the duration of the blade spells:
Considering the high cost and the cheap Essence (3 Rep for a one handed Weapon) that will do the same job permanently, I don't think the 10 minutes/level are overpowered. On the outside it will keep for a bit over three hours, being useful for about two to three fights.

(It's no use to design spells for your players, if they will just ignore them because the restrictions make them useless)
 
10  Community / License to Improvise / Re: Some spells I need in the absense of the Spellbound preview on: October 25, 2014, 04:18:27 PM
Well, the alchemist gets conversion, so even he would have been accounted for  Cheesy

11  Community / License to Improvise / Re: Some spells I need in the absense of the Spellbound preview on: October 25, 2014, 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.

12  Products / Fantasy Craft / Re: New to Fantasy Craft on: October 25, 2014, 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.

13  Community / License to Improvise / Re: Some spells I need in the absense of the Spellbound preview on: October 25, 2014, 02:16:04 AM
@Krensky

Well, if you don't like the spell, please tell me how you would improve it.
14  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)
15  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.

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