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3466  Community / License to Improvise / Re: Professional Colleges of Magic on: November 04, 2009, 08:02:45 AM
I'll point at my new post on astral magic as a fairly compact system that might meet your setting needs Smiley.
3467  Community / License to Improvise / [Notebook] Astral Magic on: November 04, 2009, 07:54:31 AM
Astral Magic
Astral magic is a limited magic system that can exist alongside traditional sorcery or be used separately for campaigns with limited magic themes. Like sorcery, it is turned on by a campaign quality, and introduces a new feat tree to manage its effects as character options. Magic ‘granted by the stars’ is simply one theme for these abilities and they can be easily re-skinned for campaigns where this type of limited magic is gained from other sources.

Marked by Magic (campaign only). Characters are sometimes marked by their affinity for certain stars, gaining a mystic bond to a particular constellation that often has lasting impact on their path in life. Characters may take feats from the Astral tree.

Astral Spellcasting
Character with Astral feats are marked with a shimmering replica of the constellation that guides their fortune. Initially these marking are simply a small scattering of stars on the character’s skin. As they gain additional Astral feats, these marking become both more luminous and more elaborate, becoming detailed representations of the image embodied by constellation in addition to the framework of stars that appear in the heavens.

Masters of Astral magic can cast spells by calling forth the energies bound in their marks. To cast an astral spell, make a Spellcasting check using the charter’s constellation skill and bonuses. The character does not need to spend spell points to cast these spells, and failed attempts do not count against the number of times they may attempt to cast the spell each scene. The character’s casting level when casting a spell this way is equal 1 + the number of Astral feats he possesses. The save DC of astral spells is equal to 10 + the character’s Charisma modifier + the number of Astral feats they possess. Spell defense works normally against this check.

Creating a ‘Constellation’
Each constellation is made up of three parts: a name or theme, a ‘constellation skill’ associated with that form of magic, and a list of 10 spells, two from each spell level from 1 to 5. Creating a new constellation for a setting featuring Astral Magic is as simple as choosing a theme, picking the skill that goes with this theme, and filling in the spell list.
Some constellations featured here also have an additional unique feat or class that those marked by the stars can gain access to.

Astral Feat Tree
This feat tree offers spellcasting abilities and specialized bonus based on narrow themes called ‘constellations’.

Astral Basics
You bear the mark of the stars.
Prerequisites: ‘Constellation’ skill 5+ ranks
Benefit: Choose one astral constellation. You gain a +1 magic bonus on all checks with your constellation skill. Choose one of the constellation’s Level 1 spells. You may cast that spell twice per scene.
 
Astral Mastery
Your mark has grown, and with it, your powers.
Prerequisites: ‘Constellation’ skill 10+ ranks, Astral Basics
Benefit: You gain a +2 magic bonus on all checks with your constellation skill (this replaces the bonus from Astral Basics). Choose one of the constellation’s Level 3 spells. You may cast that spell once per scene.

Astral Supremacy
Your mark has blossomed and your power is not to be dismissed lightly.
Prerequisites: ‘Constellation’ skill 15+ ranks, Astral Basics
Benefit: You gain a +4 magic bonus on all checks with your constellation skill (this replaces the bonus from Astral Mastery). Choose one of the constellation’s Level 5 spells. You may cast that spell once per scene.

Constellation Heir
Your mark shows unusual versatility and potency.
Prerequisites: Astral Basics
Benefit: Choose one of the constellation’s Level 2 spells. You may cast that spell once per scene. Further, you may cast the spell you gained from the Astral Basics feat 1 additional time per scene.

Constellation Scion
Truly you are blessed by the stars!
Prerequisites: Astral Mastery, Constellation Heir
Benefit: Choose one of the constellation’s Level 4 spells. You may cast that spell once per scene. Further, you may cast the spell you gained from the Constellation Heir feat 1 additional time per scene.

Constellation Visionary
The power of your astral bond is unmatched!
Prerequisites: Astral Supremacy, Constellation Scion
Benefit: Choose 1 of the remaining spells of your constellation from levels 1-5 that you cannot already cast. You may cast that spell once per scene. Further, you may cast the spell you gained from the Astral Mastery feat 1 additional time per scene.

3468  Products / Fantasy Craft / Re: An alternative to Iconic Classes on: November 03, 2009, 11:27:51 AM
Well as I looked it up, what I did was either take a two-point benefit (Celebrated) and turn it into a flaw (Modest).  These flaws are only worth .5?  They seem pretty severe for that.

'Pretty severe' is a good description of what you are proposing. Ones that are actually offical are more like 'extremely severe', by design Wink. The ratio for inverted benefits is 4:1.

Drawbacks are never a good deal for straight up min/max advantage - their function is to allow players who are willing to accept stiff handicaps because it's thematically approriate to have a very small benefit, ussually similarly thematic. They are much more effective when used to add texture to a package rather than to try and buy off some advantage you'd like to include.

(In other words I tend to start with the drawbacks that seem appropriate for a concept, then spend however many points that are available for the benefits that seem most fitting, rather than list out all the benefits that could be cool first, then figure out what drawbacks will let me afford them. Orcs were very interesting for that reason - they had a ton of obvious downsides, which meant the challenge was spending all the points that they had to work with!)
3469  Products / Fantasy Craft / Re: New FC Specialties on: November 03, 2009, 11:08:03 AM
The iconic specialties drawback would flat out implode on contact with Specialties withou feats Grin.
3470  Products / Fantasy Craft / Re: Smaller than "Small" species? on: November 03, 2009, 11:06:50 AM
Dont forget about decreasing their movement speed.

Speed is not automatically linked to size with Fantasy Craft - if you reduce the speed they get some points back as a totally seperate drawback. Likewise Giants has to pay up for both their increased size and their increased speed.

Peck are not slow. Rabbits are smaller and even faster Wink.
3471  Products / Fantasy Craft / Re: An alternative to Iconic Classes on: November 01, 2009, 03:09:41 PM
I think that instead of Iconic Classes you could come up with iconic flaws that are worth 1 point.  Here's a few ideas.  This assumes iconic specialties stick around, of course.  I'm taking some 2 point bonuses, for example, reversing them, and calling them 1 point flaws.

Which in every single case would be worth only -.5 as a flaw Wink.
3472  Products / Fantasy Craft / Re: New FC Specialties on: October 30, 2009, 04:59:48 AM
You can't -not- have a bonus feat.
3473  Products / Fantasy Craft / Re: Missile Damage on: October 28, 2009, 11:47:45 PM
Fair enough Smiley. The language for the Finesse quality suggested it doesn't do anything if the weapon doesnt add Str or Dex mod to the damage roll. Looking forward to a supliment that addresses such variant weapons.
3474  Products / Fantasy Craft / Re: Missile Damage on: October 28, 2009, 12:53:49 AM
Keep in mind that you can't add qualities directly to weapons - they can only be applied through upgrades and other options (the Pech upgrade, for example). If your GM doesn't allow these options, then the quality becomes unavailable to any weapons that don't naturally have it.

The upgrade to add finesse to any weapon is on page 186.

The question is less whether you can add finesse to a weapon (which clearly the rules allow in general) but does adding finesse to a bow do anything? Only melee weapons and non-explosive hurled weapons add the attacker's str modifier to the damage inflicted (per page 206). Bow and firearms don't have a bonus from an attribute modifier so it's possible that finesse does nothing for them. However, since finesse upgrade doesn't say "melee weapons and non-explosive hurled weapons only" like some of the other qualities, my own inclination is to let finesse add strength or dex mod to the damage of weapons upgraded in that fashion. It covers both "strength bows" and highly accurate bows all in one step with little muss or fuss Smiley.
3475  Products / Fantasy Craft / Re: Really esoteric, out-of-the-way questions on: October 28, 2009, 12:40:30 AM
Honestly, just ban any attempt to take the Blessed (Path of Magic) feat as it currently stands. It's buggy and blatantly over-powered.
3476  Community / License to Improvise / Re: Professional Colleges of Magic on: October 23, 2009, 04:05:29 PM
Doesn't the Mage's ability to pick his own spell list effectively cover this? Just have a list of spells that are approriate to to each profession (and which can have overlap) and have players uses one of those lists as the template for their choices. Unless you want to strictly prohibit 'electives and interestest' amongst player spellcasters, you're good to go. NPCs can be more rigorously bound to using one of these prefered spell lists.

The other way to encourage choices with a positive reward would be to have a list of spells (I favor one per spell level from 1-9, easy to replicate and familiar from D&D sources)) and have a feat give you that list of spells as known spells. Then just do up a list for each profession.
3477  Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread! on: October 18, 2009, 06:13:49 PM
Also, do you have to use, for example of the principle, a staff to benefit from the stance granted by Staff Basics (tricks specifically mention the weapon the function with, stances not so much)
No. Stances are specifically weapon-agnostic.

At least the ones in the core book as part of the vaious 'Basics' feats are. They say "(stance)" and they mean stance. If a stance says "(greatsword stance)" for example, you have to have a readied greatsword to enter and stay in that stance Smiley.
3478  Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread! on: October 13, 2009, 11:57:28 AM
Sounds like good fun to me Smiley.
3479  Products / Fantasy Craft / Re: Fantasy Craft Q&A Thread! on: October 13, 2009, 11:52:38 AM
Mechanically PCs work enough like NPC special characters that many templates will be fine (as most templates specifically do not adjust the target critter's roman numeral grades, something that does break down instantly when you try to do that to players).

Why do you ask? I could see it being useful short hand for writing a spell effect or something. Just be aware that the XP values of templates are not a good guide to their relative value in the hands of a PC.
3480  Products / Fantasy Craft / Re: Unborn Question on: October 12, 2009, 11:46:10 PM
They can't be affected by healing spells. The seer ones that specificaly target constructs don't heal - they repair.
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