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1  Products / Fantasy Craft / Re: Questions on: September 22, 2014, 04:23:01 PM
Is it possible to be an unarmed or natural attack rune knight? I love the idea of punching people with lightning, but favored gear is a prerequisite and I dunno if you can do that with unarmed strikes or natural attacks. I thought maybe some sort of rune scribed gloves or something, or tattooing yourself, but I don't know if either of those fly.

Sure, why not?
Just switch "Favored Gear" with "Wrestling Basic" as a requirement.
For a dedicated close combat/martial arts character it seems the best replacement, especially if you keep in mind that the Rune Knight gets the Signature Weapon and Trademark Weapon feats at level 4 and 8, respectively. Martial Artist might synergize very well with such a rather unique character.
Just adjust the fluff that he gets mystic tattoos for himself and you should be golden. No gloves needed, depending on the setting such Rune Warriors might be seen as mystics or radicals that eschew weapons (armor too???) even when it is really sensible to have one against marauders and other dangers. Probably they are seen as both Mystics and very strange people. Might be funny to have a Rune Knight and a Rune Warrior in the same team both arguing over the pros and cons of their respective style. Grin

All in all that Rune Warrior class should fly with almost any GM, after all it is only a minimal change necessary to get what you want.
2  Products / Fantasy Craft / Re: Slow 2h weap vs dagger... on: May 23, 2014, 05:59:15 AM
I'm going to have a hell of a time stabbing a spartan using a shield and a boar spear with two weapon defense.

Just throwing it in here, that two hoplite style soldiers are devastating. Nearly not to scratch thanks to their armor and shield feats and rocking spear basics allowed them to elevate the humble throwing spear to a murderous implement of far reaching death. What's even worse was the Phalanx Fighting stance from Shield Basics turned them into REALLY hard to hit opponents. Up to +4 defense made a HUGE difference.

The Armor feats accounted for +2 DR and immunity to sneak attack damage, the Shield feats gave their metal shields a guard of +4 and Phalanx Fighting gave them up to +4 on Defense too if they stayed together and to top it all off their simple throwing spears ended up with a reach of +2. Add in the defense and DR bonuses a Soldier gets and it got ridiculous. Grin

On the other hand their lack of feats like cleave or all-out attack for a long time took care that they excelled defensively but didn't kill enemies as fast as other warriors, but if someone needed guys to hold the line they were just damn perfect.
3  Products / Fantasy Craft / Re: Special Materials on: February 03, 2014, 04:04:32 PM
Actinium for the win.

That's the radioactive metal that freakin' GLOWS in the dark if I am not mistaken, right? Shocked
It definitely has the hilarious downside to mark any wearer in the dark as a magnet for any and all archers, slingers and whatnot.
Not that they would care with all the radiation playing merry hell with them. Evil

It would be a nice armor - quite likely in alloy form - for an construct. Just making it into an item upgrade or a prize should do the trick.
Hmmm... that makes me think. Can enemies build with a passive damage effect that debiliates their attackers? Cheesy
4  Products / Fantasy Craft / Re: A little something fun for Spellbound on: February 03, 2014, 03:57:39 PM
One question regarding Spellbound: are there any spells that can grant Darkvision I or Darkvision II?  Because it seems like this would be a very handy sort of buff to grant, especially for night ops.

I only found Polymorph Self which has the added disadvantage that the target changes into another creature. A spell that allows for partial transformations would be nice.

I think that this whole issue could either be dealt with per the "Wild Side" spells. Instead of just offering natural attacks, they could offer the ability to bestow certain animal traits (within a certain XP limit, like Polymorph Self), which would be thematically incredibly fitting and a nice addition to the Tricksters arsenal for helping his allies. it would also be damn cool to have the own group running around with the eyes of a hawk, the nose of a bloodhound and a bat's ears while tracking down some bad guys.. Cue the moment they enter a village where a fanatic priest or superstitious folk live and watch hilarity and lots of fire and pitchforks ensue. Grin

The other path is just using Polymorph Other... which has several severe problems. First of currently the forms are standard NPC's - they are more around splitting up enemies and makes them easy mince meat. The second problem is that only creatures with a career or threat level that equals half your caster level can be affected at all. Not to mention that the earliest level that can be used at all is 11 or 17 for Polymorph Other II and it is a Curse and therefore among the purview of the Necromancers. Something that made me wonder, but it is really fitting and refreshing to see so many assumptions broken up.
So the curse for the Necromancer and the more beneficient variant for the Trickster.
5  Products / Fantasy Craft / Re: Courtier Questions on: October 09, 2013, 12:06:10 PM
For a fun kick ass Courtier, don't start as a Courtier - start as an Assassin, then go Courtier. That dip gives you two awesome things - a warrior BAB vs. specials, and flawless Blend and Resolve.

"Go away, you sniveling little sycophant. I'm a hero of the realm, and nothing will stop me from taking the throne! Least of all a puny wallflower like you!"
"Wrong." *stab* "I will. And in a way that no one will ever suspect me of. While you bleed out, I'll go find help. A pity I didn't find you sooner after your mysterious attack."
"But... but... I'm special..."
"I know. Thanks for that."


Sorry for the late reply, got caught up in real life. If I could I would like that over and over again. Grin

Going Assassin 6/Courtier 14 seems really, really nice. Cold Read, Quick on your Feat, Blade Practice and Masks (Black Vial, seems approbiate Evil) are all damn fine. I need to ask the GM if I can retool the character "in the right direction".

Thanks for the help, it is appreciated.
6  Products / Fantasy Craft / Re: Effect of being a Passenger on a Special Character on: October 09, 2013, 11:58:41 AM
Hi there,

I don't have my rulebooks handy currently, but IIRC the following benefits are provided by riding. The larger size of the mount is assumed for anything involving size. You also use the lower of your or the mounts Defense, Initiative and Saving Throws (IIRC) and the better of your's or the mounts Damage Reduction and Resistances. The biggest boon right of the bat is that usually you as the rider choose who takes the hit of the two of you - unless the attacker spends Action Dice. The last one alone ensures that you will be quite likely the last man standing even in a tough fight.

I think you look from the wrong angle at your problem. First off, if you pick an Animal Partner and go on top of that Beastmaster you can have some pretty, pretty nasty critters in your arsenal that are really good at carving up the baddies. So these animals are usually there to flank and kill stuff right out of the box.

A riding mount doesn't need to be good in combat all on its own. Take a look at the given horses, they are practically all better with a rider - especially if you consider the possible synergies if you have some points to upgrade them. If you add the Charge Feats to a horse things can end up really, really nasty and combine that with the Mobility Chain and it gets even worse. At that point you are practically untouchable for melee oriented foes for a while. If I have points to spend I tend to pick the Armor Chain for my mounts to - but that's not a given. And if your character is loaded to bear with stuff like Spear and Polearm up to Supremacy for best effect he can combine his abilities with those of his mount to be a badass knight that trounces enemies left, right and center.

Crafty's system for handling mounted combat keeps thing sane for the game and it also allows the player freedom on what feats to pick since he doesn't need to have every "needed" feat all on his own, some can be provided by his mount. Which is really, really nice and therefore to keep things fair and square you have "only" 2 half actions like anyone else even on a horse/drake/whatever.

Consider also what that can mean for a wizard or a ranged combatant on a mount. Cast one spell/shoot arrows and then get out of dodge on your mount, rinse and repeat to the annoyance of any footmen. In the other game riding was more of a hassle, in FC it is really, really dangerous.

EDIT: Got a look at the Triceratops. Armor that beast up (and pick the Armor Feats, mounts in plate are awesome) and enjoy having a sneak attack immune tank then go stompin' over anything that is Medium sized and enjoy the crunchy sounds. Hell, on that beast you are literally a tank driver. So picking some thrown or other ranged weapons would help to weaken anything that comes close. Have some or more nets handy on the dino to thin the opposition and try to see if you can have one or two weaker creatures to pick off the leftovers.

EDIT 2: The only situation I can think of where someone should get more actions on a mount is in situations where you have 2 or more passengers on a mount, which I think isn't covered in the rules. The primary rider would still get his 2 half actions and the passenger would - if I'd be the GM - get a half action. So on a elephant/triceratops fitted with a howdah loaded for bear with loads and loads of kobolds (sneaky bastards that they are) the rider/mount would get 2 half actions and anyone else on board would get only 1 half action. The reason for that being fair is in my opinion that they will share the advantages to be on a mount and therefore a lot of damage could be tanked by the mount and they also don't have to worry about movement in the first place. This should cut down possible shenanigans to abuse the riding mechanisms.
7  Products / Fantasy Craft / Re: Courtier Questions on: September 20, 2013, 12:42:50 PM
Thanks for the help,

so the whole Ghost Feat + Threaten stuff works out, which is awesome.

As it turns out there is no place at all for Followers in this build, especially because of the Ghost Feats.

On the other hand having a Courtier with a dash of Ninja is awesome. Not only is he a monster in social situations - and Impress with his skill level is practically brainwashing, thanks to Legendary Skill Mastery - but he is also capable of scouting for the party or playing at least a supportive role in that department. Add to that his Combat Butler and his Wardog, his ability from Level 10 onwards to take out enemies with Repartee Supremacy, Glint of Madness and Ghost Supremacy at level 14 and he shapes up as a capable threat. Not to mention all the money he can throw around for bribes and supplies etc.

Fun class, should have played one earlier, but was a bit worried that his heavy social focus might be problematic.

Thanks again.
8  Products / Fantasy Craft / Courtier Questions on: September 16, 2013, 04:43:46 PM
Ok, here is the situation.

I'm about to play a Courtier for the very first time in a very political setting. Think of a cross between Crusader Kings 2, Games of Thrones and add in bloodthirsty enemies on each and every venture.

So picking a Personal Lieutenant is the definite way to go for added protection. I also thought picking up Glint of Madness and the Ghost Feats would be great if someone tries to off him - which is very likely. Which leads to my first question. Threaten counts as an attack in combat right? So if my Courtier "cloaks" himself and begins randomly picking off people with Threaten his sneak check suffers only half the normal malus for an "attack" right? If I am right up until now then I turned my Courtier successfully into a "Whispering Stress Ninja of Doom". Grin

Another thing that jumped at me is the Power Play option of "Sterling Reputation". Since you lose reputation if you keep your followers for to long with you this means I am capable of mitigating that entirely, right? So his Entourage is - outside of dramatic scenes - capable of going wherever he goes, right? And for calling them into dramatic scenes, well... hello Regent.
9  Products / Fantasy Craft / Re: PEACH my monsters on: September 15, 2013, 03:13:20 PM
Hi there and welcome,

for a general impression for how powerful your npcs are look at page 243 under "The Art of (not) killing the PCs". There is a xp guideline you can use at least to an extent to see how dangerous your npcs/monsters are.

From the first impression your monsters will hit hard and the Risen Villager has a case of nasty synergies going on. With "Battering" each and any succesfull hit, which will hit quite hard thanks to its high STR also dishes out 2 additional points of subdual damage. And when the party attacks the Risen Villager each and every attack missed against it will cause - thanks to Grueling Combatant - another 2 points of subdual damage. It doesn't sound like much, but since each instance of subdual damage can lead to the fatigue condition which further impairs combat abilities it can be quite devastating. Also Tough allows them to ignore a killing blow once, so they will be quite impressive adversaries.

When it comes down to your wolves my guess is that if you send them in as a pack they will inflict at least quite some damage on the party. They are tough as nails with a Damage Save of +7 at TL 6 and if they properly flank their enemies they inflict their bite damage + 1d6 sneak on top.

Your monsters also have very high statistics in STR and CON, the first allows them to hit harder and more often in general and the second offers more survivability. Granted if they are Standards they might drop fairly easy but my guess is with a CON of 17 and 15, they will take some work to be taken down.

Is your party composed out of mostly primary combatants (like Soldier), do they tend to avoid combat or do they struck some middle ground?

In general I would lower their physical attributes. Compare your wolves to the wolves in the bestiary (page 286). Their strength, dexterity and constitution scores place them as threats that are probably good for a heavy combat focused group if you want to wear them down. Your wolves are more or less elite wolves compared to normal wolves, especially with their enhanced damage (Bite II).

Let's say a bog standard priest of level 6 tries to fight your wolves. He has a BAB of +4, he probably has a forte in his chosen weapon which adds +1 and let's say he sports STR 14, which nets him +2 with his favourite skull cracking implement. So he ends up with a +7 for his attack checks - leaving aside temporary modifiers. So roughly 45 % of his attacks will miss. The wolves on the other hand will quite likely hit him more often than not - especially if they flank properly.

Tough is definitely overkill in their current write-up. Tough should be used sparingly, for the monsters that are a bitch to take down. If you use it more often than not it will also drive you crazy in big fights to keep up who has already used it up and who is still on full "health". And in general it slogs things down unneccessarily, but thats only my point of view.

In general flat out fixed bonuses through attributes are quite powerful in FC, which is why the monsters in the bestiary usually don't sport crazy high attributes like D&D/Pathfinder monsters.

The upside to FC's NPC/monster creation is that your monsters "grow" with the TL of your party and therefore they will never end up as pushovers. Smiley

Again, welcome and have fun.
10  Products / Fantasy Craft / Re: How many Alignments? on: September 03, 2013, 03:32:58 PM
But I would also be hard-pressed to figure out skills that match order and chaos.

You could let the dice decide at least in the case of chaos. Smiley It would be a bit easier if the player just picks 4 skills that he likes and that's that. Depending upon what other paths are in place some skills could be preset, but I think just picking what suits is perfect for chaos. Would definitely make for an interesting priesthood. Some could be more or very erratic saints and some just plain old crooks or something in between. Not to forget that you could show some very odd priests and saints in that case. One patron saint could be renowned for his origami skills which sometimes were used as the gods avatar, the next could be a knight who came late to the whole priest gig and tested his mettle against some bossy goody-two-shoes angels together with his demonic sidekick, another lifed as a simple carpenter but spouted out randomly double edged prophecies like candy and so on... not to mention that the actual priesthood would come of as an insane asylum to anyone who knows only more organized religions. Worst case there isn't even a central leadership. Because why bother? It's not as if the boss hog came up with something boring like commandments. To be annointed in the priesthood could be as easy as shaking some priests hand and getting the divine gift from the god - after all it is probably a trickster god and nobody said that you are told that you are now marked as a priest. Or it could be really, really hard like sneaking up to the god's avatar or stealing some relic from a rival cult. If they have some definitive trickster aspects they could also go "undercover" and trying to blend in within another religion, especially if they are persecuted.
11  Products / Fantasy Craft / Re: Reputation for nonmagical item purchases? on: August 07, 2013, 04:13:18 PM
I remember the WEG D6 Star Wars Smuggler, start with a ship and $25K in debt with the corollary to the GM about making sure they cannot pay off the debt so easily because then you given them a ship for free.

Ah, Star Wars D6 you totally insane, yet totally great game. Even today I don't know a better Star Wars RPG. Fantasy Craft combined with Spycraft 3.0 would allow some awesome things in that regard I think.

I currently run a campaign where anyone who doesn't oblige the "happiness is mandatory" mantra or doesn't follow the teachings of the God-Emperor and having raw, pure feelings that aren't subdued by alchemical potions that each "citizen of the realm" has to take (think Equilibrium meets WH40K) is kicked into a realm of eternal darkness (think Avernum/Underdark). But at least you are given the hope to redeem yourself... my players hated that Utopia from the start. Grin

Problem was, they had literally nothing than some basic stuff. One struck a deal with a goblin that he met. He got a whole bunch of arms and armor and an overcoat that he must wear at all times when he wears the chain armor. He hasn't Darkvision II and therefore he doesn't know that the overcoat is glowing in the dark with advertisements from the goblin trader. And you bet that it can be seen far and away. Grin

Normally, I would them hand just all the stuff they would need depending upon their background and be done with it. If that means handing a soldier or lancer two horses, serious armor and some arms because he is a landed knight or one of the bigger highborn... so be it. Need some expensive equipment? Have at it, but remember: don't lose nor break it. I can either do that or wait until the moment I send them some armored orcs or other foe that they then in the best murder hobo fashion desecrate and strip down to their last tusks. Smiley
12  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: August 07, 2013, 03:56:24 PM
The humorous side of me envisions the all powerful mage casting Mirror Images, producing 6 or 8 copies of himself, then they all scatter like cockroaches to hide in various parts of the room, some more successfully than others.

One behind a trash can that's way too small, two fighting for space under a desk, one standing behind a hat rack, another behind a curtain with boots plainly visible, one with a lamp shade on his head, etc.

Illusionary Image would be the to-go spell for that and I bet it would confuse the hell out of anyone. Grin When Spellbound hits the shelves it's Trickster time!
But the question that interests me in turn is: Does casting of spells (mind you only non-damaging/utility ones) as "attacking" for a sneak check?
13  Products / Fantasy Craft / Re: Help Converting low level Dervish Dance Magus (Pathfinder) to FC for Kingmaker on: August 04, 2013, 02:04:46 AM
I am not quite certain I understand how these are good to start the game with, since - as far as I know - you can't cast any of them at the start of the game.

I'm not sure about "Burning Hands", or "Shocking Grasp", as those aren't in any Fantasy Craft book I own or have read through. (They're 1st level in Pathfinder and 3.5 though, so probably the same I assume?)  but all of those spells are at least 1st, some are 2nd and 3rd level spells.

As a Mage, you can't even cast 1st level spells until 3rd class level.  Does the Channeler get them sooner?  (I have no information about the Channeler - again, not in any Fantasy Craft book I know of)

If you go with Rune Knight as soon as you can - 5th career level - you miss out on Circle of Power II from the Mage, and you won't get it until Rune Knight level 7, which means no 2nd level spells until career level 11.

Personally, for me, for combat, at game start, Polar Ray I is my spell of choice.


DISCLAIMER:  I am still new to Fantasy Craft, so it is entirely possible that I've completely missed something important.  If so, please be gentle!

Hi there, and welcome then.

Krensky has the right of it. I used the Spycraft 2.0 book of the Chaneller as a basis (which also has a boat load of spells, yeah), converted to Fantasy Craft by TheSletchman.
Look it up on page 1 if you are interested. I consider it to be money good invested. But then again I am totally nuts when it comes to FC. Grin

I listed several spells in my analysis of the Chaneller because I found them a good foundation to start upon and some are just to damn versatile (like Control Weather, Levitate and others) to go unmentioned. For that matter spells like Levitate, Chill Storm I, Force Anchor and Ride the Lightning showcase that the Chaneller can do more than just straight up damage. This is very important in my mind because if you go only pure damage you lose out on some very awesome stuff. I should also have included Telekinesis II. That spell is invaluable and the stuff you can pull with it is just to damn good to pass it up.

As Krensky already established the Chaneller receives spell levels faster than the Mage. So it is actually doable to fire of at least two level 1 spells on first level. Not that much to begin with, but if it is Burning Hands against a group of enemies or Control Weather to change conditions in your favor it goes a long way. Otherwise you are totally right, the primary combat spell on lower levels will be Polar Ray.

Another thing to keep in mind is that while the Mage is no slouch in combat - especially thanks to his skill options in combat - the Chaneller can be an outright beast with his even higher BAB, his higher vitality, his skills and his spells to throw into the fray. But hey, sometimes overkill is the only option.

I didn't include the Rune Knight in any way because he is labeled in my mind as a "half-caster", since he gets only 1 spell point per level, a slower circle of power progression and a whole load of special abilities to make up for that. This distinction comes from a another game that was my very first RPG so some things stuck, it seems. Second level spells at career level 11. *shudder* The best way - just my opinion - is going a non-spellcasting class (Soldier is my favorite here), add in Chaneller 1 and then Rune Knight till level 10. After that fill up the rest of the class with the non-spellcasting class. If you go soldier you gain more durability, extra feats and other stuff. And if you used Chaneller 1 to fullfill the entry requirements you still end up with level 3 spells and therefore Fireball goodness. Quite likely, your mileage may vary.

Well, Bhurano might have access to the playtest copy of Spellboound, or he might just be working off the spells in the Channeler and Seer PDFs from SC2.0.

At this point in my life I consider the mention of playtest copys of Spellbound a cruel and unusual punishment. Grin I hope this book is not that far away, it will be awesome.

EDIT: for spelling errors
14  Products / Fantasy Craft / Re: Help Converting low level Dervish Dance Magus (Pathfinder) to FC for Kingmaker on: August 03, 2013, 12:41:59 PM
Thanks for all the great advice. My GM did OK a custom Human(half-sylph) species/talent and custom specialty as long as the each are 7 point builds and make sense for a sylph magus. He also OKed the Channeler conversion from Spycraft, or Darting weapon like version of Spell Combat- (at initiative, -2 for all rolls to cast 1 half action spell and make an attack as a single half action)

So I'm curious to see people's thoughts on straight soldier, straight channeler, or SoldierX/ChannelerY/Rune Knight.

Straight Soldier is great for staying in combat all the time. Give him whatever feats you want and you are good to go. But there is one option that synergizes to damn well to - in my mind - not be taken, and that's the whole Armor feat tree. It basically upgrades the Soldiers already impressive durability even more. Everything else is just gravy. And with the ton of feats that he gets from his class alone he has more than enough options to allow you to pick with his other feats whatever suits you. The fact that he gets 12 Vitality is also useful in his role and if you can specialize him with the Origin skills even further - but that's true for all classes. It is really, really hard to make a bad soldier in FC.

Straight Chaneller is right out of the gate potentially more stealthy - he has after all sneak in his skill list. He receives the same BAB as a Soldier but has to get along with fewer feats, not that big a deal because he got his spells to keep up. That's the true beauty of the specialist caster, through the focus on their school they feel far more powerful and - again only my opinion - fleshed out than the Mage. But I guess that's the price the Mage has to pay as a Jack-of-all-Trades caster.

On the combat side of things you are not as durable, but the spells will dish out a world of pain. For that matter most spells up to level 5 or 6 (depending upon your view) will be your bread and butter. They are easy to cast, incur spellpoint cost from cheap to moderate and therefore you can throw them more often. But make sure to have spells on the higher levels available. Think of your spells from level 7 to 9 as the big ones, the special ones that shake the pillars of heaven. For feats it depends where you want to go. If you use primarily attack spells with touch or ranged attack - which usually allow no save - then you can skimp a bit on spellcasting feats. If you go for area-attack spells you will at least need a decent amount of spellcasting feats, which will also offer make you more versatile in the spell department.

Usually I would recommend getting Casting Basics, Casting Mastery and Casting Supremacy as a no-brainer. After all it allows you to activate criticals on the cheap, if you go for a high level spell that fails you get to re-roll and it increases your threat range, which in turn allows you to activate a critical or cast a spell for free. These tree feats alone will keep you going for a lot longer. Invaluable for a true combat magician are also Hidden Spells, Spell Conversion: Area and Spell Conversion: Distance. Hidden Spells allows you to cast with a tought, which is damn useful. Spell Conversion: Area allows the Chaneller to cover more area with his spells which makes it a steal, especially when you throw some heavy stuff around it gets nasty really fast. And for Spell Conversion: Distance it could be argued not to be necessary. But I found myself once to many incapable of returning fire against foes who outranged my spellslinger and since the spell point increase to double the effective range of a spell is only 1 I consider it a steal to. These are the feats that I consider as important. Depending upon your build or intentions you might find that Spell Conversion: Duration is also invaluable and it also costs only 1 spell point more to do so.

I didn't include Spell Conversion: Effect because I don't think a combat magician needs it in the first place. The role of a combat magician is to soften up the enemies rank and to support his guys. This goal can be achieved far easier by afflicting more enemies with whatever spell of your choice you decide to throw, than to burn them crisp thrice over.

Good spells to start the game with are Burning Hands, Shatter, Shocking Grasp, Scorching Ray, Fireball, Chill Storm, Call Lightning and Searing Ray for combat. For utility nothing beats Control Weather, also useful are Unseen Servant, Levitate (does double duty in combat), Force Anchor, Ride the Lightning and Sculpt Sound (makes you a Illusionist light).

Keep in mind that it is not necessary to go up to Level 9 spells in Fantasy Craft. You can survive without them. With the limitations placed upon casters by their spell points it is sometimes better to use "weaker" spells more often than to dish out something big. That said consider Phoenix Egg, Missile Storm and Crackling Tempest. Phoenix Egg allows you to escape certain death, Missile Storm makes you capable of thrashing armies of standards and Crackling Tempest is a potential city buster. Control Weather is best not taken at spell level 9, the version on spell level 7 is more than capable to do anything you want. Consider also taking Ball Lightning on spell level 8, it has a nice duration - hint: pick Spell Conversion: Duration - and can be send after several foes. Also pick Mage Hand either in the second or third iteration. Mage Hand II allows you to bring in more backup that is capable of bull rushing and Mage Hand III can additionally also damage foes. And if you want even more support pick also Spiritual Weapon I. This spells is dirt cheap (only 2 spell points) and it will allow you to keep some guys busy. Another cheap way to incapacitate enemies is Resilient Sphere I (spell level 4), for situation when Force Anchor just doesn't cut it.

Extra Discipline is also a feat you should consider. It will allow you to branch out a bit. Maybe the group needs more often than not healing in the midst of combat, or a bit more mobility. Maybe you like to throw around fancy illusions. If you invest more feats into casting than anything else Illusions are a good way to spawn more chaos and confusion among enemy ranks. Another alternative is picking Conversion. It meshes well with the Chaneller just because Earthquake seems so damn approbiate and it allows you also to enhance your friends weapons and arms if need be. Move Earth, Move Water and Shape Stone offer also countless opportunities to shape a battlefield before the fight even starts. Creation is another solid choice for an Extra Discipline, especially if you go along the lines of some primal Chaneller. Especially the combination with Creation can field an entire army of spells/creatures ready to shred anything in your path, not to mention access to the Cloudkill spell.

The one and only magic item you might find yourself in need of is an object or tattoo with Trained Skill (Spellcasting) if you use Extra Discipline. Some trinkets that enhance your spell points might also be convenient. But as with magic items in general in FC, they are not strictly needed and picking up favors, contacts or a holding is quite likely higher on your priority list.

Depending if your group plays with fast feats or not you should currently - Spellbound might change things - end up with 12 or16 Feats total. So you might have anything from 7 to 11 feats left over. Just to be on the safe side I would recommend to pick Iron Will and Great Fortitude. Both bolster a glaring weakness in the Chaneller - which is deserved for all the awesome that he got. Grin Also having more Wound Points is always nice. Picking up the Alchemy Feats up to Supremacy (20 recipes in total known) might be interesting if you want to do some exotic things like teleporting or bolster your defense capabilities against bigger threats. In general it might be too much and there are certainly more obvious options to go, like investing feats into your chosen style of combat. If you want to squeeze sneak for all that's worth pick the Ghost feat tree up to Ghost Supremacy. Even without considering anything else going this way might turn you into the best scout the group has. And if you combine that with Illusions prepare to hear the lamentations of your enemies. Evil Place some illusions like strobes of short pulsing light while you are still hidden and then hit them while they are still confused. Even better bring your buddies... hidden "behind" an illusionary wall/rock/whatever. Another alternative is to switch randomly between slinging illusionary combat spells and the real deal. Let them deal with that! Which reminds me even if you don't work with Illusions: use Sculpt Sound. Throw it in to make it appear as if reinforcements are coming, silence someone completely to throw him off and so on. The spell is damn useful for what it does.

Something that shouldn't be overlooked is the Luminious type. It gives a whole boat load of advantages and the defensive bonus is just awesome. In my mind one of the strongest arguments to go Chaneller till the end. The Bonuses are awesome. Enhanced Acrobatics and Stealth checks, passive gear defense bonus, reduced overall weight, reduced fall damage, capability to walk through matter and the immunities (to Stun, Critical Hits, Sneak Attacks) to top it all off are just crazy awesome.

Longer than intended, but I hope it helps. Smiley
Keep in mind, as so many things it is a highly subjective point of view.

EDIT: for spelling errors
15  Products / Fantasy Craft / Re: Help Converting low level Dervish Dance Magus (Pathfinder) to FC for Kingmaker on: July 27, 2013, 09:02:12 AM
You might find the Chaneller from Spycraft helpful.
That's a combat mage who's kickin' ass and takin' names left, right and center.

It can be found here: http://rpg.drivethrustuff.com/product/24069/Spellbound-The-Channeler-%28Revised%29?manufacturers_id=341&it=1
And the conversion for Fantasy Craft can be found here: http://www.crafty-games.com/node/883

That class can be sneaky right from the start, hitting things like a frontliner and with his spell a chaneller hits like one, too. The downside is that his saves are a bit low and that you are limited to the chaneller spell list... but who cares. With the right spell selection you are capable of dishing out the hurt, controlling the weather and if you go for it death will only be a temporary setback with Phoenix on your spell list.

So if your GM allows it give it a try. Smiley
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