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Off-Topic / Re: Reaper Watch 2018
« Last post by SilvercatMoonpaw on February 21, 2018, 02:33:35 PM »
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License to Improvise / Re: Feats for the fey
« Last post by Mister Andersen 2.0 on February 20, 2018, 10:57:04 AM »
Changeling (Specialty)
* Bonus Feat: Faerie Heritage
* Attribute Training: The lower of your Dexterity or Charisma increases by 1 (your choice in the case of a tie). This bonus is applied after any attribute modifiers from your Talent.
* Beguiling: When you succeed with a Taunt action against a standard character, you may cause the opponent to become fixated on you for a number of rounds equal to your Charisma score instead of the standard result. If you gain this benefit from 2 or more sources you may also inflict damage on that opponent a single time without interrupting his fixation.
* Instinctive Misdirection: You gain 1 rank in Prestidigitation and a +1 morale bonus to all Prestidigitation checks. Apply this bonus rank before spending skill points.
* Odd Jobs: You gain a +5 morale bonus with Downtime checks made to earn income.
* Trackless Step: The DC of Tracking checks to follow your trail is increased by 10.

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FAERIE HERITAGE
The wilds have touched your soul and may one day claim it as their own…
     Prerequisites: Level 1 only
     Benefit: You gain the Fey type if you don't already possess it, you always have enough food and water for yourself so long as you’re located within 10 miles of nature, and Sense Motive checks targeting you incur a –3 insight penalty. Also, when taking the Basic Skill Mastery feat you have access to a new skill pair: Eldritch (Impress & Sneak). Additionally any time you receive a synergy bonus to checks made with these skills, you may choose to ignore it and instead increase the threat range of that check by 1.

FAERIE LEGACY
It seemed a dream when you dined in the courts of Underhill and tasted the nectar of the fair folk — but dream or no, it has marked you forever.
     Prerequisites: Human or Pech, Faerie Heritage
     Benefit: The higher of your Dexterity or Charisma scores rises by 1, you gain a +4 bonus with opposed Bluff checks, and as a full action you may spend an action die to cast Disguise Self with a caster level equal to your Charisma modifier (minimum 1).
     You may choose to grow shimmering insect-like wings once, when you level, gaining winged flight 60 ft. (see page 227). If you do, your starting action dice decrease by 1 and you find it hard to fathom the motivations of others, suffering a –5 penalty with Sense Motive checks.
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License to Improvise / Re: Spheres of Power: FC conversion [thanks to Deral]
« Last post by TheVastator on February 20, 2018, 08:31:17 AM »
I think that your version is better, in the Conversion v2 the damage type isn't listed.
I think that restricting the target to "living creatures" would be better, but that's my personal opinion :)
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Fantasy Craft / Re: Campaigns & Adventures: How do >YOU< build them?
« Last post by Slashes-With-Claws on February 20, 2018, 07:44:04 AM »
I do as much planning as I think I need, but not too much since my players have a tendency to come up with their own ideas.  Luckily, I know my players well enough that I have gotten fairly good at guessing what they might do in a given situation.  Though they still manage to surprise me.

For a given Adventure I at least write out the main plot, make notes about the most important characters, and make any stat blocks I need.  Since the start of the game I have kept a document full of every stat block for NPCs the players are likely to see again, such as a recurring monster type or a character they are likely to interact with regularly.  I will get what maps I know will be needed ready in advance, and make new ones between sessions if I deem I will need them.

But sometimes I need to plan almost nothing and just let the story write itself.  A good example of this was when the players decided to take out a criminal organization called The Gentlemen.  My notes on that adventure were a few sentences, some stat blocks, and story background I already had.  Most of that adventure was written on the fly based purely on what the players were doing.  I already had enough world information about the criminal organization (Their members, structure, etc) that I did not need to write much more.

Sometimes though I want something specific, and may write out some NPC monologue in advance.  For example in one Adventure the players met a powerful elven mage, who gave some mystical monologue to them; that I wrote in advance.

One Adventure I actually started planning over a year in advance because I knew it would be needed as the conclusion to the story arc they were on at the time.

But, if you want a more overall idea of what is happening; the story has an overarching arc to it.  The first book, which is now finished, was about a gnoll invasion and involved the players trying to find a way to defeat the gnoll leader who had discovered ancient and powerful magic that let her rip people's souls out and resurrect herself when she died, making her invincible.  The story mostly, but not entirely, focused on things related to defeating her, but not always directly.  The players learned that the only way to defeat her was to travel back in time to when the ancient magic was in use; a counter was developed to it back then, but it was thousands of years ago and the information had been lost.  So they had to do things to prepare for the time travel which required going to different nation, and at one point they just needed money for expenses so took a side job.
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License to Improvise / Re: Spheres of Power: FC conversion [thanks to Deral]
« Last post by SilvercatMoonpaw on February 19, 2018, 06:15:03 PM »
I made my version of Vampiric Touch lethal damage since I tend to go in for Constructs and Undead having "life force".
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License to Improvise / Re: Spheres of Power: FC conversion [thanks to Deral]
« Last post by SilvercatMoonpaw on February 19, 2018, 03:27:14 PM »
what if an unborn uses this spell? does it work?
The type of damage doesn't effect what happens to the caster.  Unborn can gain Vitality just like anyone else.

Or do you mean something else?
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License to Improvise / Re: Spheres of Power: FC conversion [thanks to Deral]
« Last post by TheVastator on February 19, 2018, 02:21:06 PM »
Well, it DOES make sense that it wouldn't work on constructs and undead, which don't have a life force to sap, which leads me to the question:
what if an unborn uses this spell? does it work?
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License to Improvise / Re: Spheres of Power: FC conversion [thanks to Deral]
« Last post by SilvercatMoonpaw on February 19, 2018, 02:15:04 PM »
and what about Vampiric Touch?
Damage amount is okay for the level.  Needs a type: Subdual would mean it doesn't affect constructs and undead, but lethal seems more thematic.  There's a spell in the Spellbound preview that does that much damage as electricity, which bypasses DR, so I don't think there's too much problem letting Vampiric Touch do the same.
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License to Improvise / Re: Spheres of Power: FC conversion [thanks to Deral]
« Last post by TheVastator on February 19, 2018, 01:35:33 PM »
and what about Vampiric Touch?
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Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread
« Last post by TKDB on February 19, 2018, 08:44:33 AM »
Is Fire Brave intending to cover both Height and Weight?
That's what I've always assumed to be the most logical intent. It is a little confusing, with Size being a distinct stat somewhat distinct from height and weight.
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