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 on: Today at 12:39:03 PM 
Started by Antilles - Last post by Antilles
There'll be an official investigation, but it'll take a while, and you'll get a chance to set up the scene beforehand so they'll probably not discover it, like with the innkeeper's murder.

 on: Today at 10:02:37 AM 
Started by Mister Andersen - Last post by TKDB
CABIN BOY [Specialty]
So far you've mostly just done small errands aboard the ship, but every future admiral has to start somewhere.
  • Bonus Feat: Pathfinder Basics (Aquatic) [1 pt]
  • Water Vehicle Focus: You gain the Ride skill's Water Vehicles focus. [1 pt]
  • Odd Jobs: You gain a +4 morale bonus with Downtime checks to earn income. [1 pt]
  • Commissioned: You may purchase Military Renown for 20 Reputation per rank. [2 pts]
  • Sharp Mind: You gain 1 additional skill point per level. [2 pts]

I went with Commissioned under the assumption of a cabin boy in the navy, but you could swap it out for a different Renown discount for a more mercantile flavor.

Challenge: Pioneer

 on: Today at 09:26:47 AM 
Started by meatwadf - Last post by meatwadf
Just got back the rough draft on the pinup I've been waiting on, and I might have found the image I want for the cover. This one is looking baaaaaaad assssssss.

 on: Today at 09:25:15 AM 
Started by Antilles - Last post by Mister Andersen
What if he dies in the fire?

 on: Today at 08:36:26 AM 
Started by Antilles - Last post by Antilles
Mr. A: Since Janus doesn't have darkvision II, she can't really do Search checks. I'm not 100% decided on whether to allow an untrained check, or just disallow it completely, but basically Creamor'll have to do the heavy lifting in finding interesting stuff, leaving Janus to try and identify it.

There are what amounts to fantasy versions of bunsen burners in the alchemy workshop so you don't have to spend an AD on it, but as the resident alchemist is skilled enough to make sure everything is as fire-proofed as possible. If you sabotage it to create a strong enough fire to burn down the workshop and the alchemist survives it, he will not for a second buy the possibility of it being an accident.

 on: Today at 02:56:13 AM 
Started by Jake - Last post by Mutt
Considering this is a stickied thread, I don't think this counts as necromancy...

I would like to offer my Mystic Scholar and Thaumaturge classes to the list. This might also be a not-so-subtle request to have them PDF'ified, if possible... I really do like he official-looking-ness of Big_Jim's PDFs.

 on: September 01, 2014, 06:49:59 PM 
Started by Deral - Last post by Mutt
I really like the Breaker chain and the Exotic Style feat. As for classes, I am definitely interested in the Archivist, Dervish, and Evangelist, if that is alright with you! I rather enjoyed the Primer; one of my friends is playing one in a game, actually.

 on: September 01, 2014, 06:13:37 PM 
Started by Deral - Last post by Deral
I don't mean to sound pushy or rude, but... if it is alright, would it be okay for me to request seeing some of those feats or classes? I really am interested to see what kind of stuff has already been created, and thus able to be admired.
Feats and Classes...
Well, I sat down and eyeballed feats- quickly weeded out the FC/AC feats that have been rebalanced or rewritten, then pulled anything that relies on variant rules (gear and crafting changes, new gear, a modified variation of Morg's Desperate Struggle, extremely high level feats, or grouped feats (we don't have Axe or Sword basics, but Edged Basics, with feats based on styles)) or feats that rely on those rules- well, it thinned out faster than I expected- still, here are a couple melee combat style feat chains:

Breaker: I tried to convert the Grunt Spycraft 2.0 class to FC, it worked OK but came out pretty boring, so I changed it into a feat chain (I took out a line from each of these feats, in my setting these all come with "Special: This feat may be taken as a Ranged Combat feat, if it is, replace any instances of Melee with Ranged")

Breaker Basics
Regardless of how you speak, no one doubts that you carry a big stick.
Prerequisites:Overpowering Strike Trick
Benefit: You may use Massive weapons regardless of your Strength score, and if your Strength is 15 or higher, you are considered 1 size category larger for the Massive quality.
Also, you gain a trick:
Every Ounce (Two-Handed Attack Trick): Make a single Standard Attack as a full action, this attack gains a bonus to damage equal to two times your Strength, Dexterity, Constitution, or Wisdom modifier.

Breaker Mastery
When you knock an enemy to the ground, you send them 6 feet under
Prerequisites: Breaker Basics
Benefit: The Large upgrade no longer confers an Error Range penalty for you, also, you gain a trick:
Dead to Rights (Two-Handed Attack Trick): If the target fails their save against the Massive quality, you deal normal damage as well as 1d4 directly to wounds, if the attack also beats the target's defense by 10, this changes to 2d4. You may use this trick a number of times per combat equal to your Melee Combat Feats.

Breaker Supremacy
Your training has built you into an impenetrable wall.
Prerequisites: Breaker Mastery
Benefit: Your Strength and Constitution each increase by 1, also, you gain a stance:
Breaker (Stance): You gain Stress and Subdual resistance equal to your Constitution modifier and add your Wisdom modifier to Damage. Also, you cannot be sprawled or targeted with Disarm, Distract or Parry actions. However, you may only take 5-ft steps while in this stance.

Duelist: Influenced by every instance of duelists I was able to think of- These carry the same Special rider as Breaker

Duelist Basics
A gentleman's game, no doubt
Prerequisites: Parry Trick
Benefit: When you make a successful Anticipate action while wielding only a single one-handed melee weapon, your target is also considered flanked until the start of your next Initiative Count. Also, you gain a trick:
I Hate To Kill You (One-Handed Melee Attack Trick): Before making this attack, you may choose to lower your damage after DR and Resistances to 1, even if you would do no damage. If you do, you gain a +2 bonus to hit and after the attack gain a morale bonus to Defense equal to one-half the damage penalty (rounded down). If you successfully do this four consecutive times in a row to the same target, you gain a related Clue.

Duelist Mastery
...In which an unreadable expression carries you far...
Prerequisites: Duelist Basics
Benefit: Once per round, when you make a successful Distract check, you immediately gain a free attack at a -2 penalty to hit, also, you gain a trick:
Fatal Slip (Taunt Trick): If you succeed and your target attacks you in melee, you may make a free attack immediately before their attack triggers, the target is flat-footed against this attack, and with a hit the damage is doubled.

Duelist Supremacy
...And an unbeatable wit makes you untouchable.
Prerequisites:Duelist Mastery
Benefit:Your Dexterity and Intelligence each increase by 1. Also, you gain a stance:
Dueling Stance (Stance): While wielding only a single one-handed melee weapon, you may add your Intelligence modifier to damage, skill checks, and Reflex saves. You may only move with 5ft steps and Skill checks while in this stance.

Joint Strike: These are Basic Combat feats, that are in a sense kind of like a different style of Misdirection B/M/S- we play a game with mid-late 1800s era technology, so firearms are a more common, but these still work with melee weapons:

Joint Strike Basics
“Whenever you're ready...”
Prerequisites: Tactics 4+ Ranks
Benefit: When you make an attack triggered by a Readied Action, you deal an extra die of Sneak Attack Damage, also, you gain a trick:
   Unified Strike (Readied Attack Trick): When you ready an attack triggered by the attack of an ally, the two actions happen simultaneously, each gaining a +3 bonus to their Threat Range.

Joint Strike Mastery
“...take your shot...”
Prerequisites: Joint Strike Basics
Benefit: When you use your Unified Strike trick to target the same adversary and either or both of you roll a threat, it may be activated for 1 fewer action dice (minimum 0). Also, if another ally readies with the same trigger as your Unified Strike, they gain its benefits as well (maximum 1 extra ally per 4 bonus of Tactics you have).

Joint Strike Supremacy
“...I'll follow through”
Prerequisites: Joint Strike Mastery
Benefit: Your Readied Attacks deal 1 additional die of sneak attack damage (total 2). Also, your allies may gain your Sneak Attack damage in place of their own when taking part in your Unified Strike.

Exotic Style: This is an unusual one and a little more insight into what a lot of our combat feats look like (feats with lists of options like Elemental Heritage are a fair amount more common in our setup, but I don't penalize feats for offering multiple choices) - This one is just something I put together to fill all the niche fighting styles I didn't feel were well represented by the feats and options available, to make them as viable as anything else-

Exotic Style
You take advantage of a lesser known style
Benefit: Choose one of the following styles, gaining the listed benefits:
•Ambidexterity: When you wield two weapons of different sizes that offer no guard bonus, you gain a +1 bonus to defense and a +2 on tricks and effects that grant multiple attacks.
•Dirty Fighting: When you make a ranged attack immediately following an unarmed attack or vice versa, the target of your second attack becomes flat-footed.
•Rapier and Pistol: Any ranged attack you make gains a bonus to its threat range equal to the number of successful melee attacks you've made in the same round. Also, when you wield a ranged weapon while wielding a melee weapon, it counts as melee for feats, stances, and effects (but not tricks).
•Sword and Fist: While wielding a single one-handed weapon and nothing else, you may make a free unarmed attack against any target you hit with two melee attacks in the same round.
•Twirling Death: When you  use a double weapon to successfully disarm or trip or activate a critical hit, you gain a free attack against another adjacent opponent with the other end of the weapon, if you hurled that weapon, you can hit an opponent adjacent to your target.
•War Painter: You may apply a poison or oil of ether to a weapon as a free action, and a single use lasts for 1 additional hit or effects 1 additional piece of ammunition.

I have a handful of base classes-
Primer - Based on Witchers from the polish book series/video game series - you can find that one revamped here:
War Mage - My attempt at a cliche gish class
Dervish - Unarmored version of the soldier
Archivist - Divine Skill-based class
Champion - Not to be confused with the FC class, but similar core concept-> Divine Martial class
Evangelist - Divine Talker with Aura-like abilities
Inquisitor - Much less friendly Divine Talker (again not to be confused with the FC class)

A bunch of Expert Classes- their specifics have changed a lot since my old post, but the list of names/concepts has only gotten smaller, as I've moved more toward Master Classes to represent high tier organizations and niche concepts

Master Classes - 32 of these, but effectively every single one touches on some aspect of house rules, and practically all of them are setting specific, so these might not be as interesting to onlookers

 on: September 01, 2014, 05:28:08 PM 
Started by spinningdice - Last post by Mister Andersen

Action Dice: 2
"When we get back, you need to talk to the Tin Lioness about leaving with you tomorrow. Give her a chance to come to terms with being a predator or a meat shield, yes?"

 on: September 01, 2014, 04:31:46 PM 
Started by spinningdice - Last post by Ares
(click to show/hide)
Creamor used the whisper invocation before he answered:
"Oh, mostly theoretical I'm afraid. Of course, I know about alchemical symbols and descriptions of those medicamentae you mentioned. But unless they are clearly labeled, I'm afraid, I'll have to defer to your expertise."
Creamor half turned away then stopped:
"Ah, wait there is one thing I can do: "Duco te"
A small spark lept from Creamor to Janus' head.
"That should make the task easier for you."
(click to show/hide)

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