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 11 
 on: October 24, 2014, 06:27:25 PM 
Started by Morgenstern - Last post by Morgenstern
  Some modern heroes from the small screen in Mastercraft form Smiley.

Examiner
  Every contact leaves traces. And those traces tell a story.
  In your campaign, an Examiner could be…
•   A consulting detective the police have grudgingly come to rely on
•   A scientist whose expert testimony is invaluable to national authorities
•   An unstoppable forensic specialist powered by caffeine (and plushies)
•   A vigilante-for-hire armed to the teeth with poetic justice
•   A world-class hitman who scours the scene of his crimes, leaving no trace

  Party Role: Solver/Specialist. The Examiner squeezes every possible clue out of the environment, turning objects into witnesses and then listening to their every story.
  Build: Dip into Examiner to show off your keen senses and encyclopedic knowledge. Commit to the Examiner to further hone that intelligence into a blade able to cut through even the most complicated dilemmas.

Class Features
  Favored Attributes: Intelligence
  Class Skills: Crafting, Disguise, Impress, Intimidate, Investigate, Medicine, Notice, Prestidigitation, Resolve, Search, Sense Motive, Tactics
  Skill Points: 8 + Int modifier
  Vitality: 6 + Con modifier per level
  Starting Weapon Proficiencies: 3

Core Ability
  Life of the Mind: A mind of your caliber does not lack for lucrative opportunities... or distractions. Your lifestyle rises by 3. At the beginning of each adventure and once per downtime you may spend 1 action die to gain 1 temporary interest until the end of the current adventure.

Class Abilities
  Perception: You may make Disguise and Notice checks using your Intelligence modifier. You gain formidable Search.
  (Whenever you roll a 1-9 on an Search check, turn the die to ‘10’. If you gain the same formidable skill a second time, you instead gain a bonus Skill feat.)

  Review the Facts: At Levels 2, 11, and 19, once per adventure you may reduce the time required for a single Investigation check to one minute. If you make a canvass check there are no population modifiers (see page 76). If you make a research check you are considered to have searched you choice of anywhere from a single book up to hundreds of books (see page 77).

  Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19 you gain an additional Detective or Skill feat.

  Past Clients I: At Level 4, at the beginning of each adventure you gain a pool of 20 Reputation points which may only be spent on Support favors. Renown requirements are waived for these favors.
  Past Clients II: At Level 8, this pool increases to 30 points and may be spent on Delivery favors.
  Past Clients III: At Level 12, this pool increases to 40 points and may be spent on Rumor favors.
  Past Clients IV: At Level 16, this pool increases to 50 points and may be spent on Diversion favors.
  Past Clients V: At Level 20, this pool increases to 60 points and may be spent on Event favors.

  Brilliant: At Levels 6, 9, 12, 15, and 18, your Intelligence rises by 1.

  The Criminal Mind I: At Level 10, you gain either formidable Disguise or Tactics.
  The Criminal Mind II: At Level 20, you gain formidable Disguise and Tactics.
  (Whenever you roll a 1-9 on a formidable skill check, turn the die to ‘10’. If you gain the same formidable skill a second time, you instead gain a bonus Skill feat.)

  All for Naught: Once you’ve unraveled someone’s schemes, they’re rarely at their best anymore. At level 14, Once per scene as a free action you may choose one character that can see or hear you. That character suffer a –4 morale penalty to damage rolls and is baffled until the end of the scene. During dramatic scenes this increases to a –10 morale penalty to damage rolls and 3 grades of baffled.

Table 1.7: The Examiner
Level BAB Fort Ref Will Def Init  LS Lgnd Abilities
  1    +0  +0   +2  +1   +0  +1   +1  +1  Perception, life of the mind
  2    +1  +0   +3  +2   +1  +1   +2  +2  Review the facts
  3    +2  +1   +3  +2   +1  +2   +2  +3  Bonus feat
  4    +3  +1   +4  +2   +2  +2   +2  +3  Past clients I
  5    +3  +1   +4  +3   +2  +3   +3  +4  Bonus feat
  6    +4  +2   +5  +3   +2  +4   +3  +5  Brilliant +1
  7    +5  +2   +5  +4   +3  +4   +4  +6  Bonus feat
  8    +6  +2   +6  +4   +3  +5   +4  +6  Past clients II
  9    +6  +3   +6  +4   +4  +5   +4  +7  Bonus feat, brilliant +2
 10    +7  +3   +7  +5   +4  +6   +5  +8  The criminal mind I
 11    +8  +3   +7  +5   +4  +7   +5  +9  Bonus feat, review the facts
 12    +9  +4   +8  +6   +5  +7   +6  +9  Brilliant +3, past clients III
 13    +9  +4   +8  +6   +5  +8   +6 +10  Bonus feat
 14   +10  +4   +9  +6   +6  +8   +6 +11  All for naught
 15   +11  +5   +9  +7   +6  +9   +7 +12  Bonus feat, brilliant +4
 16   +12  +5  +10  +7   +6 +10   +7 +12  Past clients IV
 17   +12  +5  +10  +8   +7 +10   +8 +13  Bonus feat
 18   +13  +6  +11  +8   +7 +11   +8 +14  Brilliant +5
 19   +14  +6  +11  +8   +8 +11   +8 +15  Bonus feat, Review the facts
 20   +15  +6  +12  +9   +8 +12   +9 +15  Past clients V, the criminal mind II


Investigator
  Some people just can’t rest until they get to the truth and the Investigator is used to staying up late.
  In your campaign, an Investigator could be…
•   A special agent tasked with his agency’s most pressing crimes
•   A prize-winning journalist who never backs down
•   A gumshoe whose day hasn’t really started until somebody has beaten him up for asking the wrong question
•   A rumpled police detective who would like to go over your story just one more time
•   A menacing bounty-hunter who always finds his mark

  Party Role: Solver/Combatant. The Investigator is a shrewd observer of people and knows that people can turn nasty.
  Build: Dip into Investigator to cut through the bullshit and for a powerful take-down attack at the beginning of combat. Commit to the Investigator to build keen instincts and acquire connections that reach across communities to bring in the information you need to move forward.

Class Features
  Favored Attributes: Wisdom, Constitution
  Class Skills: Bluff, Haggle, Intimidate, Investigate, Notice, Resolve, Search, Sense Motive, Survival, Tactics
  Skill Points: 6 + Int modifier
  Vitality: 9 + Con modifier per level
  Starting Weapon Proficiencies: 4

Core Ability
  BOLO: You and your teammates gain a +1 teamwork bonus to all Sense Motive, Notice, and Tactics checks and are considered skilled even if they have 0 ranks in those skills. You may spend 2 action dice to increase this bonus to +3 until the end of the session.
  (Teamwork stacks, but cannot exceed +4)

Class Abilities
  Take the Case: You may make Bluff and Search checks using your Wisdom modifier. You gain formidable Sense Motive.
  (Whenever you roll a 1-9 on a Sense Motive check, turn the die to ‘10’. If you gain the same formidable skill a second time, you instead gain a bonus Skill feat.)

  Freeze! I: At Level 2, during the surprise round and the first round of each combat when you attack a single character you may gain +4 threat range on the attack by demanding their surrender. Before rolling your attack check, the target may surrender to cancel the attack.
  Freeze! II: At Level 11 the bonus to threat range increases to +5 and the target must spend 2 action dice to resume hostilities.
  Freeze! III: At Level 19 the bonus to threat range increases to +6 and the target must spend 3 action dice to resume hostilities.
  (Characters who surrender drop any readied weapons and submit to being bound. A surrendered character must spend an action die to resume hostilities during that scene unless attacked)

  Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19 you gain an additional Basic Combat or Detective feat.

  Legwork I: At Level 4, at the beginning of each adventure you gain a pool of 20 Reputation points which may only be spent on Invitation favors. Renown requirements are waived for these favors.
  Legwork II: At Level 8, this pool increases to 30 points and may be spent on Reconnaissance favors.
  Legwork III: At Level 12, this pool increases to 40 points and may be spent on Detention favors.
  Legwork IV: At Level 16, this pool increases to 50 points and may be spent on Loan favors.
  Legwork V: At Level 20, this pool increases to 60 points and may be spent on Decree favors.

  Promotion: At levels 6, 12, and 18, you gain 1 renown rank of your choice.

  Break the Case: At Levels 9 and 15, once per adventure, you automatically succeed with 1 Investigation check (DC up to 50).

  Good Cop, Bad Cop I: At Level 10, you gain either formidable Haggle or Intimidate.
  Good Cop, Bad Cop II: At Level 20, you gain formidable Haggle and Intimidate.
(Whenever you roll a 1-9 on a formidable skill check, turn the die to ‘10’. If you gain the same formidable skill a second time, you instead gain a bonus Skill feat.)

  Legend on the Force: At Level 14 your Wisdom rises by 5 and your Constitution rises by 2.

Table 1.13: The Investigator
Level BAB Fort Ref Will Def Init LS Lgnd Abilities
  1    +0  +1   +0  +2   +1  +2  +0  +1  Take the case, BOLO
  2    +1  +2   +0  +3   +1  +3  +0  +1  Freeze! I
  3    +2  +2   +1  +3   +2  +4  +1  +2  Bonus feat
  4    +3  +2   +1  +4   +2  +5  +1  +2  Legwork I
  5    +3  +3   +1  +4   +3  +5  +1  +3  Bonus feat
  6    +4  +3   +2  +5   +4  +6  +2  +3  Promotion
  7    +5  +4   +2  +5   +4  +7  +2  +4  Bonus feat
  8    +6  +4   +2  +6   +5  +8  +2  +4  Legwork II
  9    +6  +4   +3  +6   +5  +9  +3  +5  Bonus feat, break the case
 10    +7  +5   +3  +7   +6 +10  +3  +5  Good cop, bad cop I
 11    +8  +5   +3  +7   +7 +10  +3  +6  Bonus feat, freeze! II
 12    +9  +6   +4  +8   +7 +11  +4  +6  Legwork III, promotion
 13    +9  +6   +4  +8   +8 +12  +4  +7  Bonus feat
 14   +10  +6   +4  +9   +8 +13  +4  +7  Legend on the force
 15   +11  +7   +5  +9   +9 +14  +5  +8  Bonus feat, break the case
 16   +12  +7   +5 +10  +10 +15  +5  +8  Legwork IV
 17   +12  +8   +5 +10  +10 +15  +5  +9  Bonus feat
 18   +13  +8   +6 +11  +11 +16  +6  +9  Promotion
 19   +14  +8   +6 +11  +11 +17  +6 +10  Bonus feat, freeze! III
 20   +15  +9   +6 +12  +12 +18  +6 +10  Good cop, bad cop II, legwork V


(click to show/hide)

 12 
 on: October 24, 2014, 06:21:30 PM 
Started by foproy - Last post by Valentina
Hoply christ IO played BE vof 12 hours lastnight this omorning.
I doj't even thing is that good -it's a Civ title, for sure  and somehow Id idn't expect that quite as much as I would have liked.
But whathell. glad I don't huse a CRT monitor any more . I might actully be bnldn. xcP

 13 
 on: October 24, 2014, 05:13:09 PM 
Started by foproy - Last post by RusVal
So, should I take the silence on the forum as a sign that everyone's playing Civ: BE?  Wink

 14 
 on: October 24, 2014, 04:57:13 PM 
Started by Ares - Last post by TKDB
I think regardless of actual logistical necessity, the bottomless quiver is a standard enough stock trope that a spell to model it via magic item mechanics is something that fills a valuable niche.

 15 
 on: October 24, 2014, 04:42:43 PM 
Started by Ares - Last post by Krensky
Then either shoot slower, recover used arrows, carry more ammo, or some combination of the above.

 16 
 on: October 24, 2014, 04:20:23 PM 
Started by Ares - Last post by Ares
Eldritch Ammunition is primarily needed as a magic item spell, so that the archer can keep functioning on an extended dungeon crawl without extended pauses for crafting. (Six arrows per round can deplete your stock pretty fast)

 17 
 on: October 24, 2014, 04:16:14 PM 
Started by Kadrok - Last post by Ares
I'd say yes, you only need one supremacy feat for your artifact. If you are allowed to make more than one... That's definitively a GM decision.

For the table: Again a GM decision. I allowed my players to choose.

Essences I highly recommend are:

NPC Quality Regeneration, Rend, Blindsight, Critical Surge
Feats: Any basic feat part of a chain, since you can use multiple instances to get the full chain. Armor Basics for instance.
Exotic Damage (Sonic)
Charms:
spell effect: Fly II, Teleport I, Wish III, Call from Beyond I
attribute bonus INT (on an artifact that's equivalent to more skill points)
greater storage

To be honest: If wish is allowed in your campaign, it can replace your need to craft your own magic items completely. The accompanying subplot is generally easier to realize than the necessary downtime for crafting.


 18 
 on: October 24, 2014, 02:17:26 PM 
Started by Ares - Last post by Nuaurpy
ELDRITCH AMMUNITION
Level: 3 Force
Casting Time: 1 half action
Distance: Touch
Duration: 1 hour/casting level (dismissible)
Effect: A quiver for a bow or hurled weapon becomes enchanted. During the duration this quiver provides an endless supply of ammunition. The ammunition does force damage but possesses no other qualities.

This is actually very similar to an ability I gave to a master class Arcane Archer I made. Mine doesn't provide free arrows, since really archers usually have a million anyway. But rather when they cast a spell it converts damage of a number of arrows that they already have equal to the spell level to divine damage and gives a +2 to attack and Damage.

 19 
 on: October 24, 2014, 01:38:29 PM 
Started by Ares - Last post by Ares
Done,

and yes, the intention is to just have the entity (it could also be an angel) granting the favor in exchange for reputation (with a discount for a high haggle check and which has a fixed DC)

 20 
 on: October 24, 2014, 11:50:15 AM 
Started by Ares - Last post by TKDB
Finally I like the idea you had with the changes to elemental weapon, but I recommend making them groups of 2. Like Storming Weapon: Lightning and Bang, Elemental Weapon: Heat and Cold, Sun Weapon: Fire and Flash, Vile Weapon: Acid and Stress, Ghost Weapon: Force and Divine,  Cacophonous weapon: Explosive and Sonic. That makes each of them a little more flexible and it means that if someone wants to be an elemental caster or has a theme in mind they only have to take 1 or 2, maybe 3 spells instead of spending 4 or 5 spell slots on that.

I heartily second this suggestion!

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