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Community / License to Improvise / Re: Basics Feats (Dervish and Brawler)
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on: January 11, 2011, 05:32:45 PM
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Personally, I like the Brawler tree. It feels like a boxer - is that what you were going for? With a little tweaking, it would definitely be useable.
Pretty much, a boxer, or more specific, the fighter who reveals in the bar fight, or back alley tussel. I had a couple ideas for maybe benefits with grapple ideas, but couldn't settle on anything. Any suggestions for tweaking. As for the dervish, name problems aside, if there are these other feats that give similar abilities, I might reconsider the whole tree. The couple ideas I did like where being able to 5ft step and move action, and possible spend Edge for an attack, though perhaps I can work in a few more conditions to make it not so spamable.
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Community / License to Improvise / Re: Mageslayer and Warcasting Basics
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on: January 10, 2011, 12:13:29 AM
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Initially, I had meant it to be that any number of spell points, but at least 1 spent on any ONE spell gave you exactly 1 Edge, not a 1:1 ratio. but, it doesn't matter really, since I scrapped it. The problem was that you could reliably generate 1 Edge per round. The trick I added now is it's chancey per round (and has the added flavor of being dependant of being a spell that causes saving throws).
The con modifier might work, but then it might lead to abuse of sinking in points in Con to get more points.....unlikely, but possible.
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Community / License to Improvise / Re: Mageslayer and Warcasting Basics
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on: January 09, 2011, 11:51:03 PM
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ok, so lowered the spell points from the refresh to 2, and made battle casting dependent on back and forth of casting/attacking (and succeeding to do it)
put arcane acumen at mastery (removed force field). Keeping edge ability at mastery with no generator (if you need it before supremacy, there are other feats)
made edge generation dependant on failed save by amount (should be more unpredictable - and it does feel a bit better to. The trick is drawb from combo supremacy Finisher.
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Community / License to Improvise / Re: Mageslayer and Warcasting Basics
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on: January 09, 2011, 11:48:25 PM
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Warcasting Basics In a conflict of attrition, victory goes to those who can endure. Benefit: You gain a number of extra spell points equal to your Constitution modifer (minimum 1). You also gain a stance.). [seems two similar to spell power though...] Battlecasting (stance): When casting damage spells of a level less than or equal to your Charisma modifier, they gain the keen quality equal to your Caster level.
Warcasting Mastery Conflict is a matter of give and take. The same is true of magic. Prerequisites: Warcasting Basics Benefit: For every 4 spell points you expend, you gain 1 Edge. You also gain a trick. [not any better) The Magic Reloaded (Refresh Trick): A special character regains expended spell points equal to the Menace of the adventure instead of recovering wound damage, while a standard character regains expended spell points equal to the Menace of the adventure instead of recovering lost vitality. [fixed so no need]
Warcasting Supremecy Magic is a devastating weapon, but it is not used alone and not without cost. Prerequisites: Warcasting Mastery Benefit: Once per round you gain 1 Edge when you're attacked by a special adversary. Also, you gain a trick. [same as lionheart mastery] Spell-Shock (Spellcasting Trick): Spend 4 Edge. Even if the casting check fails, up to 3 allies adjacent to you may immediately make a free attack against the target during which they may travel up to half their movement. [better than lionheart mastery]
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Community / License to Improvise / Re: Mageslayer
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on: January 09, 2011, 10:23:58 PM
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Spellguard (Anticipate Trick). Your sense motive check also becomes a spell defense against the target's next spell.
"... or until your next initiative," I imagine. fixed! One more set for now
Mageslayer Mastery Casting magic around you is a game mages don't want to play Prerequisites: Mageslayer Basics Benefit: The error range of spellcasting checks within your reach increases by your wisdom modifier (minimum 1). Also, you gain a trick. Destabilize (Tire Trick) Your target’s Charisma score also drops by 1 until the end of the scene (minimum 6). You may use this trick a number of times per scene equal to the number of Melee Combat feats you have.
Minimum 6? Is that supposed to be maximum? Copied the structure from Repartee Basics....in other words, their score can't go below 6.
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Community / License to Improvise / Mageslayer and Warcasting Basics
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on: January 09, 2011, 09:30:00 PM
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Two more set for now
Melee Combat Feats
Mageslayer Basics You have a very personal relationship with magic. Benefit: You gain a +2 insight bonus to Will saves vs. spells. Also, you gain a stance Magebane (stance): When you hit an opponent with a melee or unarmed attack while in this stance, he suffers a –2 morale penalty with spellcasting checks until your next Initiative Count.
Mageslayer Mastery Casting magic around you is a game mages don't want to play Prerequisites: Mageslayer Basics Benefit: The error range of spellcasting checks within your reach increases by your wisdom modifier (minimum 1). Also, you gain a trick. Destabilize (Tire Trick): Your target’s Charisma score also drops by 1 until the end of the scene (minimum 6). You may use this trick a number of times per scene equal to the number of Melee Combat feats you have.
Mageslayer Supremacy When spells affect you, it's because you let them. Prerequisites: Mageslayer Mastery Benefit:Your Wisdom score increases by 1 and you gain a trick. Spellguard (Anticipate Trick): Your sense motive check also becomes a spell defense against the target's next spell before your nextinitiative count.
Spellcasting Feats
Warcasting Basics Some people say magic shouldn't be used as a weapon...those people don't live long. Prerequisites: Spellcasting 1+ ranks Benefit: Whenever you benefit from the Refresh action, you gain 2 spell points. Battlecasting (stance): Whenever you make successful attack check, you gain a +2 morale bonus to your next spellcrafting check. Whenever you make a successful spellcasting check, you gain a +2 morale bonus to your next attack check. Both bonuses last until your next initiative count.
Warcasting Mastery Both magic and war are taxing endevors Prerequisites: Warcasting Basics Benefit: You may spend up to 3 Edge to increase the spell save DC of your next spell by 2. Also, you gain a trick. [Arcane Acumen (Attack Trick): You may substitute your Spellcasting (Int) bonus for your melee attack bonus. If the attack misses you become flat-footed at the end of your Initiative Count. You may use this trick as many times per combat as you have Spellcasting feats.
Warcasting Supremecy Magic is the greatest weapon of war. Prerequisites:Warcasting Mastery Benefit: Once per round, when an adversary fails a save against one of your spells by 4 or more, you gain 1 Edge. Also, you gain a trick. Spell Surge (Spellcasting trick): You may spend up to 5 Edge and add that many points to the spellcasting check, or threat range of this spell.
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Community / License to Improvise / Basics Feats (Dervish and Brawler)
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on: January 09, 2011, 08:24:19 PM
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Having recently got Fantasy Craft, it set my designing bug in high mode once again. Just wanted to share some homebrew feats for people.
Dervish Basics Fast feat and dual wielding make you hard to pin down Benefit:You gain a +1 bonus to defense when you are armed with two 1-handed weapons. Also, you gain a stance. Swordance (stance). You can take a 5 ft. bonus step even if you have already taken a move action in a round.
Dervish Mastery Hard to hit, hard to catch Prerequisites: Dervish Basics Benefit:You gain 1 Edge whenever you make a successful tumble check (minimum DC 15). Also, you gain a trick Blade Cross(melee parry trick). If your armed with two 1-handed weapons, you may make your reflex saving throw twice, and keep the better result.
Dervish Supremacy A dance of death to leave your foes breathless.....and dead. Prerequisites: Dervish Mastery Benefit:Once per round when you’re armed with two 1-handed weapons, you may spend 4 Edge to make 1 standard attack with each of those weapons. Also, you gain a trick. Flurry (Melee attack trick). If you hit by 4 or more and your armed with two 1-handed weapons, you inflict damage from both weapons. Roll damage for each weapon separately.
Brawler Basics Prerequisites: Unarmed Forte Benefit:Whenever you inflict subdual damage on a target two or more times in a single round, they take a -2 penalty to saves until the start of your next initiative count. Also, you gain a stance. Grit (stance) You gain a +4 bonus to saving throws against subdual damage.
Brawler Mastery Prerequisites: Brawler Basics Benefit:You gain 1 Edge whenever you succeed on a saving throw against subdual damage. Headbutt (Unarmed attack trick). This trick may only be used when inflicting subdual damage. If the target fails his save against subdual damage, he’s also stunned for 1 round.
Brawler Supremacy Prerequisites: Brawler Mastery Benefit:Once per round, you may take a half action to pummel a character. Also, you gain a trick. Haymaker (unarmed pummel trick). If you hit, you may immediately spend 5 Edge to cause the target to gain 1 grade of fatigue per 5 that they fail against the subdual damage.
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