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Play-by-Post / Re: [IC] The Secret of Kung's Island
« Last post by Ares on Today at 11:50:36 PM »
After Megaros employed some magical ritual to Jick that consisted in part of saying *Touchoflighttouchoflighttouchoflighttouchoflight...* for close to two minutes, the team could move on - now with a clear direction in mind.

Like parting a curtain they suddenly found themselves at a beach with white, fine sand. The waves of the previous night had washed it flat and only a few small grabs moved along it and marred the smooth surface. Vashkar used the free sky to stretch his wings and take a look for the glass manufacture. It took him a few minutes but then he spotted a stone formation that looked suspiciously like a furnace and indeed there was a small gap in the vegetation that looked like an animal path that fitted the approximate direction.
All they had to do was cross the beach to get there...
Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by Ares on Today at 11:42:54 PM »
It's out of combat healing and allows you to adventure on without taking long rests - I don't see why you shouldn't use it. Wounds and Fatigue is what I dole out if I want to slow you down  ;)
Fantasy Craft / Re: Powered by Fantasy Craft: How it works now
« Last post by Crafty_Pat on Today at 10:26:24 PM »
Split this one out as it's an entirely new topic.
Is the reputation cost at least reasonable for the effect? I mean, the dream is that your mortal enemy exhausts all of his resources fighting you, resulting in both of your deaths within the two day duration, but the nightmare of dropping a pile of Reputation and then nothing much happening for the next two days seems far more likely.

Oh, it's incredibly cheap, compared to f.ex. Resurrection. If you've got good Legend and are running in high-Menace adventures, you could cast it every adventure. I guess it's because you could get lucky and end up wasting the spell...
Off-Topic / Re: Movie Reviews, Reactions, and Rumors 2016.
« Last post by Crafty_Pat on Today at 10:13:25 PM »

I rather liked the trailer. To each their own...
Mistborn Adventure Game / Re: Cheating Kandra
« Last post by Bill Whitmore on Today at 09:21:21 PM »
Yea, I don't see it anywhere in the MAG.

It's apparently been too long since I read the novels because I don't remember that part at all.
Mistborn Adventure Game / Re: Cheating Kandra
« Last post by bobbyboone on Today at 07:49:16 PM »
So where does it say Kandra are immune to Soothing and Rioting?

I'm not sure where it's said in the MAG, but Tensoon tells that to Vin in Well of Ascension.
Mistborn Adventure Game / Re: Cheating Kandra
« Last post by Bill Whitmore on Today at 07:29:23 PM »
So where does it say Kandra are immune to Soothing and Rioting?

Does anyone have a way to foil this?

As far as I can tell, the Kandra answers them and then moves on.
License to Improvise / Re: New Expert Class: The Guildmaster Thief
« Last post by DW on Today at 07:17:27 PM »
There are a number of reasons that I made it expert. One There is a glaring lack of stealth archetype expert classes. If you want to play a stealthy expert class you can play the Shinobi if you want to use Miracles (though it does have a non-miracle build as well) you can play the mist dancer if you want to use arcane magic and you can enjoy a nice bout of crying yourself to sleep if you want to play a sneak expert class without magic. The source idea was a 4E Paragon path (I don't think I used a single ability from it but that's where the core concept came from.)

You're not wrong. There aren't really any 'sneaky' Expert classes, but that might be because we've got so many sneaky base classes. Burglar is the finest example of a d20 sneaker I've ever seen, really.

Honestly though, the big one is I feel like this fits an Expert class more than a master class. This is a class I would play as an expert class but not as a master class, I feel like Battleplanning and those feats/sneak die are core to the concept and really say "guild thief" as where without those, there's nothing really built into the class to say "In charge" or "Sneaky." Besides, I already have a Master Class Thief in the Master Thief.

I've got a couple of nitpicks there... For example, the Burglar and even the Assassin only get a die of sneak attack as a pick-one, at Level 6. Crafty seems to view Sneak Attack as something done by the scout or by feats. If you're wanting to make a big, master guild thief, I don't think Sneak Attack is really the way to go.

Let me put some ideas where my mouth is:

I would drop the mandatory Sneak Attack dice entirely. Just make the C into solid, pure bonus Covert or Terrain feats. There are tons of Covert feats that grant sneak attack, so if that's what someone wants to do, let them. In addition, I'd drop Battle Planning (since these guys aren't going into battle), and replace the D with the following:

  Heist Planning I: At Level 4, at the beginning of each scene, you may choose a roll for each teammate to take on and gain a +2 Moral Bonus with the associated skill. Each teammate may only take on one roll.

  The Brains: Tactics
  The Face: Bluff
  The Inside Man: Blend
  The Mask: Sneak
  The Muscle: Athletics
  The Safecracker: Prestidigitation
  The Sly Stealth
  The Tough: Intimidate

  Whenever you assist an ally of a check where you granted a bonus to the associated skill, both the threat range and your assist bonus increase by one.

That desperately needs a wording fix from someone, but it rolls in the concept of your A, gives you a new, unique effect for the class, and really plays up the idea that this guy is the master planner of their group, ready to take care of things and capable of slipping in anywhere.

What this has encouraged me to do, however, is find a better name.

I totally approve of that. ;)
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