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16  Community / License to Improvise / Re: Any League of Legends players? on: October 05, 2015, 02:45:02 AM
  So now that I'm actually playing the game and have a (much) more robust framing tool in 5-level Seed classes, I may just have to revisit these archetypes  Smiley. It'll lose a little of the flexibility but should be vastly easier to integrate with other character options.

  You may have to wait on the order I'm unlocking them though Wink. But I'm open to suggestions!

  If you play you can find me in-game on NikeAtWar. I have the most play on Loena and then Yasuo (the "PROJECT:" skins finally lured me into playing). Just picked up Nidalee so figuring out a solid shapeshifting/were-critter Seed class is really calling to me.

  Edit: Ok, that turned out unexpectedly easy. At least as a first draft Smiley.

17  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: October 05, 2015, 01:42:24 AM
No forearm smash or elbow strike?

  Seems like a good candidate for one of the new toys. Think Krav Maga...

  Dauntless Challenger
  You will get hit. You will hit back.
  Benefit: You gain a +2 bonus to Will saves and the Elbow Smash and Hip Throw moves.

Table PM.1 Basic Moves
Name             Edge  Attr.      Damage    Threat     Range     Qualities
Elbow Smash        –  Str/Con   1d6 subdual   20         -       Brawl, Punishment

  Should also mention that basic moves sould be available to NPCs 2 for 1 XP and tier 1 (0 edge) Power Moves go for an XP each. That should add a HUGE library for sprucing up NPCs  Cheesy!

  Edit: and a quick addition for respectable boxers like Dudly.

  Classic Boxing Challenger
  You're a prince of the ring.
  Benefit: You gain a +2 bonus to Fortitude saves and the Bell Ringer and Double Jab moves.

Name             Edge  Attr.      Damage    Threat     Range     Qualities
Bell Ringer        –  Str/Str   1d6 lethal    20         -       Stagger
Double Jab         –  Str/Dex   1d6 subdual   20     Lunge 1     Pounce, Spite

18  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: October 05, 2015, 01:23:34 AM
Great, now I have an image of a Channeler doing a wrestling promo video.

  Your damn right.

  Channelers are boss.
19  Community / Off-Topic / Re: Video game news and reaction on: October 05, 2015, 12:11:04 AM
  So I figured out why I found the prospect of playing League of Legends so daunting initially... the company's how to guides for each character play back specific examples of the character in action slightly sped up. The actual game is decidedly more relaxed.

  Picked up Voilibear on sale. Still enjoying PROJECT Leona and PROJECT Yasuo (now with 20% less helpless flailing after learning what order to rank up his skills!!). Really need to try out a marksman at some point.
20  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2015 on: October 05, 2015, 12:08:04 AM

  The fourth one was, unexpectedly, ok. Rambling. Pointless at times. A huge product placement festival for China. But ok.

  But I still own them some ugly glares for how unspeakably bad 2 & 3 were.
21  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: October 04, 2015, 11:40:48 PM
Ok... next up... finish Roll. Why is it different that Lunge (besides name?) I'm tired of this entry in the Range section:  Grin

•   Roll 1: You move 1 square towards the target before attacking. Somethin’ somethin’ thingy. Somethin’ somethin’ thingy.
•   Roll 2: You move up to 2 squares towards the target before attacking. Somethin’ somethin’ thingy. Somethin’ somethin’ thingy.

22  Community / License to Improvise / Re: New Race - The Snid (WIP) on: October 04, 2015, 10:38:39 PM
  At the begingin of the Species feat s section I'd also include a reminder that Snid may take the Many-Armed and Many-Legged feats.

  I also have text for a 1 point ability that might be of interest when costing out the Snid casts.

•   Multi-Armed: You may simultaneously hold and ready up to four 1-handed, two 1-handed and one 2-handed, or two 2-handed weapons or objects. You also gain a +1 bonus with skill checks made as part of a Grab action if three or more of your hands are free. If you gain the Many-Armed feat you lose these benefits and the lower of your Strength of Dexterity rises by 1.

  Useful for 4 armed character whereas Many-Armed is tuned for 6 and up.
23  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: October 04, 2015, 10:34:12 PM
So, Channeler's up first then in the alphabetic order?  Tongue
Likely. That means folks will have to wait a whole week until the next one Wink

  Waiting? WAITING? If you've got the Channeler in your toolbox that gonna be a week spent BURNINATING the peoples, the villages, and anything else that catches fire. Without the distraction of all those other namby-pamby casters.


24  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: October 04, 2015, 09:35:47 PM
  Backfist. You swing your arm striking an opponent with the 'top' rather than the front of your fist.
  Body Tackle. You jump onto your opponent smashing them with the entirety of your weight.
  Circular Strike. You whirl vertically or horizontally as you lash out, allowing any counter attack to roll off you harmlessly.
  Hammer Fist. My big fist. You ugly head. Any questions?
  Headbutt. You smash the hardest part of your forehead into the crunchiest parts of their nose.
  Pressure Point. A sharp poke in the not-so-funny-bone.
  Shoulder Slam. Turn sideways. Lean in. Collide. It's easy!
  Sucker Punch. That would be dirty pool... if we were playing pool.

  Axe Kick. Lift your heel high and drop it like a headsman's axe.
  Check Kick. Kick them in the kicker every time it leave the ground.
  Knee Bash. Apply knee vigorously to opponent's guts, groin, or skull.
  Perch Kick. jump onto your opponent's shoulders or head before leaping away.
  Smash Kick. A powerful lunging kick to the body that allows you to return to your original position.
  Sliding Kick. Slink in close to the ground and kick them in the ankles.
  Choke Slam. Pick them up by the throat. Then pound them into the ground. A classic.
  Hip Throw. Turn your foe upside-down using you hip as a fulcrum.
  Pitch. Like a seal with a ball: your foe goes flying.
  Suplex. Grab your foe from behind lifting them up, arch your back, and fall over backwards so their head strikes the ground before yours.
25  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: October 04, 2015, 09:16:45 PM
How should Basic Power Moves purchased with proficiencies interact with those gained by the Challenger feats? I think I'd like to use the cross training rule for Basics...

You may not choose a Basic Power Move you already have, and if you later gain a Basic Power Move you already have from another source you do not gain it a second time; instead, you choose a new a Basic Power Move to replace the former one.

Not covering this means that you can burn a proficiency for free crit activation with your a Basic Power Move.

  Yeah, I would prefer the can't double up/re-pick if it happens rule.

  Vicious is one point. Fixing now Smiley.
26  Community / License to Improvise / Re: New Martial Arts Styles on: October 04, 2015, 07:10:51 PM
  Wow, this takes me back. Some fun stuff in here!
27  Community / License to Improvise / Re: [Sunchaser] Seeds and Allies on: October 04, 2015, 07:06:00 PM
  Reserved for Summary/analysis
28  Community / License to Improvise / [Sunchaser] Allies on: October 04, 2015, 07:05:36 PM
  Reserved for Allies
29  Community / License to Improvise / [Sunchaser] Seeds and Allies on: October 04, 2015, 07:05:09 PM
  Trying out the seed class and allies tech a little further, placed in the Sunchaser setting for context Smiley.

  Seed Class
  The vast plains of Anmai are home to a variety of mighty feline predators who stalk wild herds and domesticated livestock alike. The Cat’s Eye shares a deep connection to these regal beasts and learns to mold her spirit in their likeness.
  In your campaign, a Cats' Eye could be…
•   A deadly tracker in tune with her wild side
•   A playful trapper roaming the snowy peaks unafraid of her lethal friends
•   A skulking headhunter who takes her trophies and leaves the rest to the swamp
•   A respected bounty hunter with frightful secret weapon
•   A spirit-warrior tending the stones of a shattered temple of a forgotten elven cult

  Party Role: Combatant. You charge into battle, shifting effortlessly between forms to deliver punishing strikes and cunning traps.

  Class Features
  Favored Attributes: Strength, Wisdom
  Class Skills: Acrobatics, Crafting, Intimidate, Investigate, Medicine, Notice, Resolve, Search, Sneak, Survival
  Skill Points: 6 + Int modifier
  Vitality: 9 + Con modifier per level
  Starting Weapon Proficiencies: 5

  Core Ability
  Headhunter: You gain “Your Prey” Resistance 2 and +5 bonus when tracking special characters.

  Class Abilities
  Shining Eyes: At Level 1, each time you damage an enemy you can see with a ranged attack or trap you may begin hunting them as prey, gaining a +10 bonus to Notice and Search checks targeting that character and ending any previous hunts. If you can see your prey you gain +10 ft. base speed on any move where each square you enter is closer to them than the square you are leaving.
  Aspect of the Stalking Shadow: At Level 2, once per round as a free action you may change between your native form and a cat-like “beast form”. In beast form you are a Medium Quadruped Beast with a base speed 10ft. faster than the base speed of your native form, darkvision I, and the Cat’s Pounce and Claw Rake attacks (see below). You retain all of your other statistics including current and maximum Wounds/Vitality (even if you native size is not Medium). Any armor you were wearing assumes an appropriate fit for your beast form and any items you had in your hands are stored in hammerspace until you return to your native form or are killed (the remaining items on your person being dropped in the square where you changed forms). Your beast form is generally feline but you may pick the details including color or breed. Your beast form does not change once chosen and is easily recognizable as you, sharing distinctive body language and the scars, eye color, lingering injuries, and tattoos of your native form.
  (Slash attacks gain keen 7 and triggers Achilles’ Heel (edged) but are reduced by edged resistance. Terminate attacks do +5 damage to standard characters. Pounce attacks ignore up to 3 points of the defender’s dodge bonus.)
  Spirit Snare: At Level 3, if you are not in beast form and have not used this ability in the last 2 rounds as a full action you may create a trap. Chose a 10ft. × 10ft. square you have line of effect to, that has no characters in it, and is entirely within 20ft. of you. Your traps may not overlap. The first time an enemy enters the trap they must make a Reflex Save (DC 20 + one-half your career level rounded down) or they cease to be hidden and then suffer 2d6 + one-half your career level rounded down lethal damage. You may only place up to 3 traps at a time but may cancel an un-sprung trap at any time as a free action.
  Feline Frenzy: At Level 4, you may roll damage twice keeping the result you prefer on your first attack after assuming beast form that hits your prey. Once per round while in beast form you may make a Clawed Takedown or Cruel Swipe attack (see below).
  (Slash attacks gain keen 7 and triggers Achilles’ Heel (edged) but are reduced by edged resistance. Reap 1 attacks targets all adjacent characters, including allies & bystanders. Roll one attack check and compare it to each target’s defense separately. Roll and apply damage for each target hit separately. Abilities that reduce the number of dice needed to activate critical hits reduce the total number spent during this attack.)
  Primal Surge: At Levels 5, if you are not in beast form and have not used this ability in the last 2 rounds as a full action you may choose an ally you can see within 20 ft, healing them for up to 5 + one half your career level rounded down vitality and they gain an additional half action on their next initiative count.

Beast Form Attacks  Attribute   Damage   Threat  Reach  Qualities
Cat’s Pounce         Str/Str   1d8 lethal  20      —    Pounce, Slash
Claw Rake            Str/Str   1d8 lethal  20      —    Slash, Terminate
Clawed Takedown      Str/Str  1d10 lethal  19+     —    Slash
Cruel Swipe          Str/Str   1d8 lethal  20   Reap 1  Slash

Table S.01: The Cat’s Eye Hunter
Lvl BAB Fort Ref Will Def Init LS Lgnd Abilities
 1   +1  +1   +1  +0   +1  +2  +0  +1  Headhunter, Shining Eyes
 2   +2  +2   +2  +0   +1  +3  +0  +1  Aspect of the Stalking Shadow
 3   +3  +2   +2  +1   +2  +4  +1  +2  Spirit Snare
 4   +4  +2   +2  +1   +2  +5  +1  +2  Feline Frenzy
 5   +5  +3   +3  +1   +3  +5  +1  +3  Primal Surge

  Seed Class
  Ancient rituals of the dwarven runesmiths allow a living being to be granted the grace of iron, becoming a champion of the clans. Straps of forged iron inscribed with potent sigils are affixed to the recipient’s body with blessed pins of shining steel. The process is agonizing, a test of spirit as much as a trail of the flesh, but those that endure are forever changed.
  In your campaign, an Ironbound could be…
•   A dwarven paragon ready live or die to preserve the clans against the Crone
•   A human living among the dwarves who has dared their fiercest gauntlet for glory
•   A vessa hunter taken and tortured by a strange cult
•   A drake wanderer remade as one of the mightiest creations of the runesmiths
•   The ancient dead forced into service by shackles of black iron

  Party Role: Combatant. You are a slow but steady titan on the battlefield, giving your allies both protection and opportunity as you pound even the toughest foes into the dirt.

  Class Features
  Favored Attributes: Strength, Constitution
  Class Skills: Athletics, Crafting, Impress, Intimidate, Medicine, Notice, Resolve, Search, Sense Motive, Tactics
  Skill Points: 6 + Int modifier
  Vitality: 9 + Con modifier per level
  Starting Weapon Proficiencies: 5

  Core Ability
  Forged in Fire: Once per round as a free action you may spend an action die to gain +4 defense and +4 to your melee and unarmed damage rolls until the beginning of your next initiative count. If it is your last action die you also gain an additional half action this round.

  Class Abilities
  Heavy Handed: At Level 1, all of your standard melee and standard unarmed attacks gain the stagger quality when you do not apply a trick to that action. However, your run movement multiplier is reduced by 1 (typically to ×3).
  (If the attack hits, the target must make a Fortitude save (DC equal to your attribute score used to determine damage for that attack + one-half your career level rounded down) or be sprawled.)
  Living Bastion: At Level 2, all allies adjacent to you gain a +3 bonus to reflex saves. Once per round while you are standing on the ground you may make a free attack interrupting any character that attempts to move or trip you.
  Glint of Steel: At Level 3 when you go on total defense you also recover vitality and gain thick hide until your next initiative count both equal to your Class Level.
  Iron’s Grace: At level 4, you gain the elemental type. Your weight doubles and you are considered one size category larger for determining if a mount can carry you. You may take the Elemental Heritage feat ignoring its Level 1 Only prerequisite but you must choose the ‘metal’ option if you do.
  (You are immune to diseases, poisons, and sneak attack damage unless the source specifically affects Elementals. Checks targeting you that normally require the Medicine skill instead require Crafting (metalworking). You do not age, eat, sleep, or breath.)
  Bound to the Earth: At level 5 your Constitution rises by 1 and all sprawled enemies adjacent to you lose 1 half action at the beginning of each of their initiative counts.

Table S.02: The Ironbound
Lvl BAB Fort Ref Will Def Init LS Lgnd Abilities
 1   +1  +2   +0  +1   +2  +0  +0  +1  Forged in Fire, Heavy Handed
 2   +2  +3   +0  +2   +3  +0  +0  +1  Living Bastion
 3   +3  +3   +1  +2   +3  +1  +1  +2  Glint of Steel
 4   +4  +4   +1  +2   +4  +1  +1  +2  Iron’s Grace
 5   +5  +4   +1  +3   +5  +1  +1  +3  Bound to the Earth

30  Community / License to Improvise / Re: [Setting conversion] Rokugan on: October 04, 2015, 03:11:21 AM
  Card of the day~

  Hida Amoro Week concludes with the final ability of the Death-Monger class.
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