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1  Community / License to Improvise / Re: Bone-waker (expert class) on: February 25, 2014, 11:47:40 AM
Looks good. Sneak Attack seems a bit off to me. What about the Priest's Rebuke?
2  Community / License to Improvise / Re: Bonesinger (expert class) on: February 24, 2014, 03:13:41 PM
  I'd love it if someone could propose a better name.

No one else is going to say it? Necromancer.
3  Community / License to Improvise / Re: [Fantasy Craft] The Opportunist (ex-Tactician) on: February 12, 2014, 11:55:16 AM
Right, which is probably what will end up happening with my Sage. Battle Planning is a really fun ability, so I'd like him to get it as soon as possible. If he has to swap it out later, that's fine. Fortunes of War, Fight On!, and Trade Secrets (Sense Motive or Tactics) are all quite appealing too.

Cold Read and Signs and Portents would be nice too.

Added to the compendium.
4  Community / License to Improvise / Re: [Fantasy Craft] The Opportunist (ex-Tactician) on: February 10, 2014, 10:51:43 AM
with 1 more sage level he could pick up battle-planning one to get that awesome +3 morale at Tactician 8.

No that won't work. With the whatever cross class ability you take with the sage won't mesh with with the same ability. Example:

Sage 4 Take battle planning
Opportunist 4: Battle Planning is replaced with a different cross class ability.
Opportunist 8: You can take Battle Planning II

Same thing happens if you go the other way:
Opp 4: Battle Planning
Opp 8: Battle Planning II
Sage 4: Cannot take the battle planning ability as a cross class ability.
5  Community / License to Improvise / Re: [Fantasy Craft] The Opportunist (ex-Tactician) on: February 09, 2014, 11:39:09 AM
Should the Opportunist just suck it up and pick up the Lionheart and Qi feat chains as they level up in order to burn Edge frantically enough?

Yeah, those and plenty other combat and chance feats.

I don't like Defensive Tactics much... A flat mechanical boost to purely defensive abilities doesn't really inspire, for all that Shield Block and Parry could use the help. What if instead you had : "Seize the moment: Once per round you may spend up to three edge to add twice that amount to any opposed die roll", thus boosting either of the above, or arrow cutting, disarm, trip etc.

Are we going to worry about that over boosting with Stratagem?
6  Community / License to Improvise / Re: [Fantasy Craft] The Tactician- homebrew expert class on: February 08, 2014, 06:50:39 PM
I see this class operating like RDJ's movie Holmes or the BBC Sherlock's "analyzation vision". The Tactician can genuinely play out a round of combat ala "Hit wall, dislodge painting. While fat henchman is dodging that, direct Frick and Frack to each attack their guards. Use their sudden movements to kick my guard away and flip into dining room table." In game terms, that was 1) use CHW's (previously gained) fake AD vs the fat henchman. 2) Use Co-ord feat chain to give two teammates attack actions. 3) Activate Surge of Speed, make an unarmed attack with the shove trick against personal guard (because you can - you used Co-ord and have Synchronized Effort). 4) Finally, take a 5 foot step, onto the table that was behind you. 5) Continue to be awesome.

Yes......very very very true. Now I want to change the name The Exploiter. It fits what you've just described and the class perfectly. He find the weakness and uses it against his enemies. It's perfect.
7  Community / License to Improvise / Re: [Fantasy Craft] The Tactician- homebrew expert class on: February 08, 2014, 11:21:01 AM

8  Community / License to Improvise / Re: [Fantasy Craft] The Tactician- homebrew expert class on: February 07, 2014, 07:43:54 PM
Well, it's the same as my original version, but you've written out all three attack bonuses. I'm usually the one for stating the obvious, but if you think players won't know what the three attack bonuses are...  Roll Eyes

Sorry, must of missed that and just went off his last build.

I really like Jim's ideas. I'd incorporate that and call it a day. Oh, point out that The Means uses your Tactics (Int), not just Tactics so if other want to use the class it is clear. I'll get the class added to the compendium later, when you're done with the class, if you could put it in a single post with the table that would be great. Also, I really like that you made the table into an image so it looks good on the board. 
9  Products / Fantasy Craft / Re: On building a Gallant on: February 07, 2014, 11:21:55 AM
On a related note: When it comes to purchasing magic items (where possible) are there any rules that state that the item cannot be upgraded and customised, and so forth? Because there's not much in the Magic Items section that states one way or another.

Depends on what you mean. Only Artifacts can be leveled up (going from item level 6 to item level 7 FC pg 196). If you mean adding things like weapon/armor upgrades (AP 2, Dwarven, ect.) then yes and at no cost. A few hundred silver for the upgrades (or the base silver price of the item) is so insignificant to price of buying a magic item with reputation that it's not worth adding in. If you decide to go crazy with upgrades though your DM will probably pull the plug.

BTW, this is different from buying a holding made out of a ship or something along those lines. If you want to apply vehicle upgrades to a holding you have to the same percentage with reputation.
10  Community / License to Improvise / Re: [Fantasy Craft] The Tactician- homebrew expert class on: February 06, 2014, 11:26:16 AM

Coordinated Plan I: At level 2, you gain the Coordinated Move feat. Also, each time a teammate succeeds at a check prompted by one of your Coordinated feats, you gain 1 Edge.
Coordinated Plan II: At level 7, you gain the Coordinated Strike feat. Also, if a teammate kills or knocks a foe unconscious with an attack prompted by one of your Coordinated feats, you gain 3 Edge.

Woo, that's a lot of edge. Tone CPII down to 1 additional edge.

Stratagem: When you or an ally spend action dice to boost an attack check or damage roll, you gain Edge equal to the amount of action dice spent. Additionally, when you perform a non-attack action in combat, you may spend up to 5 Edge and add that many points to the check.

I thought this was over powered before. Getting free edge from every one of your teammates when they boost attack or damage rolls is too much. And you have so many abilities that are 2 in 1s ("You gain this ability and another one at level X). This one goes beyond the other as your getting an easy way to gain edge and spend it. Since you want to move away from having the class just making standard attacks and put more variety into the game:

Stratagem: Once per round, when you spend an action die to boost an opposed skill check you gain 1 edge.

It's toned down from what you had before but it's a good fit for your concept and works for Distract, Bull Rush, Trip, ect.

Chest-High Walls I Needs the words "Unless used by the end of combat all action dice gained from this ability are lost".

Read the Opposition: You are an astute analysist of opponents, whether in civil discourse or a raging battle. At Level 4, you gain the Mark feat. Also, You may learn the target's melee attack bonus, ranged attack bonus, unarmed attack bonus, or Defense in place of skills when you use your Mark feat.

Much better!

A Warrior's Wealth: War has taught you well, and now you've got plenty up your sleeve. You gain your choice of 3 additional studies or proficiencies, divvied up in any amount. Also, you gain a trick.
Turn the Tide (Parry or Shield Block trick): This trick uses an additional use of your Parry or Shield Block action. With success, you may immediately make an Outmaneuver check against the attacker as a free action.

Your getting more Pros/Tricks than Fight On gives you and a trick. I'd ditch the trick or replace the whole ability with Proven Worth or a version of the Keeper's Trade Secrets.

Tides of Battle: You command the entire battle and push every piece exactly where you will it. At Level 10, You gain an insight bonus to attacks and skill checks made as part of attack actions equal to your current Edge, and you may spend Edge in place of action dice to activate the critical success and failures of all characters within Close Quarters.

There's way to much 1 Edge=1 Action Die in the build. It works for Check High Walls (and I do like CHW) because it's limit to that one ability but ToB is beyond. Blade Weaver supremacy marks action to edge spending at 1 AD to 2.5 edge. It should stay around there. How about this:

Tides of Battle: You command the entire battle and push every piece exactly where you will it. At Level 10, during dramatic scenes, you gain an insight bonus to attacks and skill checks made as part of attack actions equal to your current Edge.

Anderson is pointing you to the Tactician, a great class from Spycraft 2.0. It's easily converted to by switching it's Stratagem ability to Battle Planning, so I wouldn't take too much from it.
11  Community / License to Improvise / Re: [Fantasy Craft] The Tactician- homebrew expert class on: February 05, 2014, 07:11:54 PM
Interesting calls, I like it. Couple thoughts.

I don't think Master Plan I, Master Plan II, and Master's Touch should all be in the class. I think the class should only one of those. Abilities from base classes that don't appear every 4 levels only appear once in Expert Classes. Monk only gets Wuxia I, Monster Slayer only gets Evasion I, ect. Having Master Plan I at level 4 also allows the player to take Master Plan III (which doesn't exist) by going Courtier 10/Tactician 10. You told Jim that part of what you want was to "create a combatant who hardly ever swings a sword". With that in mind I'd drop Master's Touch. I understand that you want to give him action dice and be able to pass them out, but Master Plan II is just too much. How about the Sage's Proven Worth ability? Start of every game every player's starting action dice increase by 1. The group will probably get more action dice than the Tact int mod can provide and the dice will be bigger.

If you drop those abilities, I'd put Proven Worth at 6. You have room at 4/8 which could be the Captain's Battle Planning, which fits the class. You could give the class NON-combat feats, Skill and Terrain work, or Chance and Terrain. I'd pull Recollection down to 1 feat type.

True Innovator- I'm down with refining, I'm just not sure what needs to be addressed. The point of the ability was actually to give additional utility to exactly the things you mentioned; basically trying to make everything but "I roll to hit. I roll for damage." more attractive and interesting. Should it be refined in that it's too powerful? Too weak? Too all-over-the-place? I'm not sure what the problem is, though I don't doubt that there is one. I just need help identifying what it is, why it's bad, and how we can fix it.

I'm not sure what you want to do with TI, do you want it to trigger when you trip, grapple, ect. or are you negating damage from a normal attack for an effect?

Jim is right about Motive, it should be link to Means and Opportunity. The problem with Means and Opportunity is that they both function off Anticipation and all I can think of is sweet sweet combo with Sword Basic and all I'd be doing in handicapping myself if I took anything else. So motive should be something about getting a free action to anticipate once per round on a different condition than hitting with a sword and some type of bonus so that if you do take Sword Basics you aren't upset about a wasted ability.

Motive: Your knowledge of combat has granted you unique insight against those that act without thinking. At the start of your an initiative count you may Anticipate an opponent who entered a square adjacent to you since the start of your last turn. You may use use your Tactics Int score when making this check and gaining a bonus to your defense equal to your Int score (instead of Wis).
12  Products / Fantasy Craft / Re: Too MANY skill points? Wait a minute... on: January 30, 2014, 02:23:21 PM
Polearms Supremacy...

Actually, there are quite a few feats that can give you a 1 point attribute bump Smiley.

Ha, yeah, Polearm Supremacy came to mind, but I'm already a bit feat-hungry on this build.

Couldn't find any other feat with a +1 WIS; are there any?

Attribute Bonus magic item. It's under Charms. 
13  Products / Fantasy Craft / Re: Too MANY skill points? Wait a minute... on: January 22, 2014, 12:25:39 PM
Nope, just skills. Heads up though, Sharp Mind doesn't give you the X4 bonus at level 1. Also, in FC pumping 1 stat to 18 doesn't pay of as well as it does in DnD or PF.
14  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: January 21, 2014, 06:26:21 PM
I've searched through the forum and haven't found an answer, or I'm bad with the search engine (which is possible). 

How many Initiative Action tricks can you use in a round?  I'd assume one as the rules state you can only use one trick per action. 

Initiative actions are an action type, along with attack and movement. The only limit of on initiative actions per round is your total number of actions per round (2 half actions or 1 full). The second page of the character sheet has a list of all the initiative actions. Using those you can see you could Distract and Anticipate in one round (2 half actions) or Refresh (1 full actions). If you have some feat or ability that allows you to take an initiative action as a free action (Like Sword Basics) you can do 3 initiative actions per round. No limit.
15  Community / License to Improvise / Re: Class Compendium on: January 09, 2014, 12:53:23 PM
 Big_Jim has done all the formatting, you should talk to him. Search around the board for post about class building. There is a format and a price scheme (to the construction, you don't have to pay Crafty money) so be sure to have that before you put things together.
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