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1  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 20, 2014, 03:14:29 AM
Since we don't want to devalue unseen servant and a lvl. 0 spell shouldn't provide more than a +1 bonus, my suggestion for Guardian Spirit I would be to grant the caster a Competence I bonus as long as the spirit is riding him - the drawback would be that he can't access his own skills as long as the spirit is with him.

For the II spell, I'd have the spirit be an actual rider: He can become corporeal once and then absorb half the damage of one blow, afterwards he automatically fails his damage save.
For the III spell, I'd give him the feat combat rider so he can absorb all damage of one blow.
2  Products / Fantasy Craft / Re: New to Fantasy Craft on: December 17, 2014, 06:19:44 PM
Depends on the subplot: If you don't gain reputation through it, it's basically an adventure with a reward that the player can choose him/herself. It's not cheating if you have to earn it  Wink
3  Products / Fantasy Craft / Re: New to Fantasy Craft on: December 17, 2014, 05:47:20 PM
Don't forget that you can speed things up with raw materials, so you can cover at least half of the cost through adventure reward reputation.

Imho the most important reason to invest into charm and essence binding feats is the ability to exchange and upgrade the abilities of randomly found items. It's also the only reliable way to gain a custom artifact.

But on the whole it's easier to take charm binding basics, select Wish I/II as a spell effect and use this once per adventure spell to create and upgrade your teams magic equipment (a subplot is usually easier to integrate than multiple months of downtime)
4  Products / Fantasy Craft / Re: New to Fantasy Craft on: December 16, 2014, 03:48:18 AM
1. Yes, the Keeper can either be a crafter or a skill monster. But with scrolls and crafting he can also be a very capable spell caster.

2. Not all gamebreakers are equal. Also there are expert and master classes, which provide their own capstone benefit. But I wouldn't sweat it: You can still be reasonably badass without a gamebreaker ability.

3. Personally, I have the same problem like you: I wouldn't want to play one, but I wouldn't mind to have one on the team. The core ability is pretty weak and the game breaker equates 4 free action dice per session. The cross training ability - arguably the best of the bunch - is available for everyone as a magic item.
5  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: December 08, 2014, 05:26:25 PM
Hm, if she really wants to betray the knot, I'd offer an AD so that the expedition gets a warning through the power of the blood signed contract, so we'd have a chance to stop her.
6  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: December 08, 2014, 05:06:43 PM
You can actually decide for yourself, since you won't return as yourself. Creamor wants to see the future ambush site. Aiden is the only one that might return as himself and sole survivor of the doomed expedition.

@Mr. A

Now that you mention it, yes she should have come with us. We probably assumed she reconsidered and we didn't have time to discuss it.
7  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: December 08, 2014, 10:36:57 AM
Nope, as far as I can see, she is awol
8  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: December 08, 2014, 09:58:38 AM
Being aware of his susceptibility for the cold, Creamor had opted for simple padded armor back when Thorn had given them the choice to obtain equipment. Now, he was doubly glad for this investment. Without the cold to distract him, he had time to enjoy the rich flora and fauna of the wild. He abstained from collecting specimens since he neither had the time nor the equipment to carefully store it. A few times he had to remind himself that they were on a mission and not an expedition.

He kept his eyes open to look for marks left by any nearby soldiers, monsters or bugbears.

(click to show/hide)
9  Products / Fantasy Craft / Re: Cultural Repercussions if there are severely more females than males? on: December 04, 2014, 07:32:22 AM
A fairly good developed world for that is described in "A brother's price":

http://tvtropes.org/pmwiki/pmwiki.php/Literature/ABrothersPrice
Warning! - Link to TV Tropes may cost you several hours of your life - click on your own risk!

If only the one tribe is affected by that curse, I'd guess they balance their numbers by importing males or exporting females - either by war or trade.
10  Community / License to Improvise / Re: An invasive procedure: Removing the concept of standard NPCs on: December 03, 2014, 05:32:04 PM
Special NPCs give full XP, Standards are divided through the number of participating PCs + their Animal Companions/Personal Lieutenants.
Since the Mooks are still Special NPCs the XP value went up while there was still the same number of combatants.

 Roll Eyes
11  Community / License to Improvise / Re: An invasive procedure: Removing the concept of standard NPCs on: December 03, 2014, 05:04:23 PM
As promised, here are the highlights of the first trial:

- Lesser Heroes Quality and Special NPCs with no higher Health than II
- Special Mooks replacing Standard NPCs for all purposes
- A threat against a mook could still kill him directly

I was surprised to note that the game actually run a lot smother without the small calculation step for the damage save and the roll.

Usage of Threaten and Tire were severely reduced, which also sped up combat.

On the downside, the lvl. 1 Mage was severely hampered, since his Polar Ray I wasn't a viable damage source anymore.
Armor with DR got a lot more important for the Mooks, while high AP from a longbow consequently also gained significance

My player was quite happy with the change and the rest of the group liked the fact that the XPs earned went up significantly.
12  Products / Fantasy Craft / Re: New to Fantasy Craft on: December 02, 2014, 01:26:55 PM
I'd say, get your own experiences. FC can be a very different game, depending on what qualities are in play.

Ok, time for theory crafting: "Each crafted magic itemís level is equal to yours and its Reputation cost may not exceed your total Crafting bonus + Career Level."

A lvl. 20 Keeper (20) with
Trade Secret Crafting and maxed out Crafting (28)
Skill Mastery B/M/S (4),
Magic Item of Greater Skill Ranks (7)
Holding Assistance Bonus (5)
and Intelligence Bonus (+8)

would be able to funnel 72 Rep into one magic item. If it was stationary you could get up to 92

There are probably a few more bonus points that could be added, so I'd guess 100 Rep is the hard limit for any one magic item to have.
13  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: December 02, 2014, 11:24:34 AM
"I'll take the middle watch. As far as I can tell, there is no-one out there to threaten us. It's going to be pretty cold, so let me fresh up that elemental protection, so it won't run out before we wake up."
Creamor sighed:
"Well, time for some sleep. I'll have to research some way to get by with less or none some of these days. So much wasted time..."
14  Products / Fantasy Craft / Re: New to Fantasy Craft on: December 02, 2014, 06:59:26 AM
I think artifacts are not the same as a magic item and don't count

That said: With that quality active you would probably have to change the limit also.
Don't forget that you can gain Rep. discounts for armor, one handed and two handed weapons
15  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: December 01, 2014, 01:05:42 PM
Oh, that gives me an idea:

You start bleeding and are allowed to get out of a pin.
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