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Off-Topic / Re: Reaper Watch 2016
« Last post by Mister Andersen on October 24, 2016, 06:14:14 PM »
Add one more to a cappy year. Chloe Rust. My grandmother.

So sorry.

Play-by-Post / Re: [IC] The Secret of Kung's Island
« Last post by MikeS on October 24, 2016, 04:18:24 PM »
"Quick!" the Magos rasped. "Back to the control room! Two of the bodies that lay here have risen and fled! They are either undead or constructs. We must make sure that they don't lock us in or otherwise cause mischief. We can come back for the loot later."
Fantasy Craft / Re: Let's Read: The Fantasy Craft Book of Holding - Volume 1
« Last post by SilvercatMoonpaw on October 24, 2016, 03:22:18 PM »
Perhaps one could convert the Construct Assembly spells from the Spycraft 2.0 Seer, giving Construct Assembly III (or IV, if the line is restructured to start at level 1 like other summoning spells in the FC core book)?
Every single summoning spell in FC is exactly the same minus specifying a type and providing stat blocks.  So never feel you can't just duplicate one that already exists.
Off-Topic / Re: Reaper Watch 2016
« Last post by OverNinja on October 24, 2016, 03:04:23 PM »
Pete Burns, 57, singer of (Dead or Alive).
He was also a surgery addict.
Off-Topic / Re: Reaper Watch 2016
« Last post by OverNinja on October 24, 2016, 03:02:28 PM »
Add one more to a cappy year. Chloe Rust. My grandmother.

So sorry.
Fantasy Craft / Re: Let's Read: The Fantasy Craft Book of Holding - Volume 1
« Last post by TKDB on October 24, 2016, 02:13:20 PM »
Given that I've put a lot of thought into Paths, I have some critiques on the ones in this book:

Spoiler: Path of Civilization • show

Civilization I is too weak. A Step I benefit should be roughly equivalent to a feat, and a feat (as evidenced by Yeoman's Work) is good for +3 to a specific Lifestyle track. The flexibility here makes it a bit more valuable, but not to the point of cutting it down to only 1 point rather than 3. I'd say +2 Lifestyle would be most reasonable.

Civilization IV is also too weak; entry-level feats tend not to appear this high in a Path. However, it could perhaps be made worthy of the slot if you added the option to gain the feat a second time by other means.

Spoiler: Path of Cold • show

Overall I would say I would rather see a cold-focused Path that was more its own original setup, to draw on some of the more interesting cold-based spells available, as opposed to simply a reskin of Path of Fire like this one. And even as a Path of Fire reskin, it has a couple warts:

Cold I is too weak. Existing Paths that give Damage Resistance 3 x Step at Step I give resistance to two damage types, where this only gives one. One could perhaps add Heat Resistance to this Step (on the notion that one with power over cold could generate his own magic air conditioning), but perhaps more interesting would be Polar Ray I at will. Paths that grant cantrips at will for Step I consistently give two plus a small additional bonus, indicating that an at-will cantrip is worth a bit less than half of the Step's value, so this should fit nicely as the counterpart to the Resistance.

And for Cold III, using SilvercatMoonpaw's ice elementals would be better than the simple palette-swapped fire elemental used here. (Granted, I realize this Path was made well before those statblocks, but still it would've been preferable to have done more than just swap damage type words in the first place, and at any rate we have the statblocks now so why not use them?)

Now, if I were to do my own Path of Cold, I'd do it more like so:

Cold I: You gain Cold Resistance equal to 3 x your Cold Step, and you may cast Polar Ray I at will.
Cold II: You may convert your unarmed and melee attacks to cold damage, and you may cast Winter's Domain I once per scene.
Cold III: You may cast Chill Storm II and Elemental Shield (Ice) once per scene.
Cold IV: You may cast Cone of Cold and Wall of Ice once per scene.
Cold V: You may cast Deadly Draft II and Polar Ray III once per scene.

Spoiler: Path of Craft • show

Craft V is too weak, here. A feat is only about half the value of a Step V, so we need to add a little extra. Perhaps one could convert the Construct Assembly spells from the Spycraft 2.0 Seer, giving Construct Assembly III (or IV, if the line is restructured to start at level 1 like other summoning spells in the FC core book)?

Spoiler: Path of Discretion • show

Discretion I is definitely underpowered, particularly with how few things there are that care about your number of Covert feats. This is only about half a Step at most; really, I'd think even if it were a more high-demand feat type, it'd only be good for half of a Step I. I surmise this Path must have been made even before the Adventure Companion came out, since either Anonymity Basic or Traceless would be a very fitting choice for Discretion I's benefit.

Spoiler: Path of Liberation • show

Liberation II's condition-removal ability here seems a bit too strong for Step II. It should be about as powerful as a level 2 spell, maybe level 3 at absolute most. And removing three different negative conditions from all allies is way more than I'd expect of a level 3 spell. Going by TOG's spells, comparable effects in the right level range would be Remove Fear (in FC terms, temporarily suppresses, but does not cure, frightened and shaken on a limited number of targets for 10 minutes), or Remove Paralysis (cure paralysis in a limited number of targets). I would expect the FC equivalents of these spells to be no more powerful or flexible (to the contrary, the precedent tends to be that FC spells are often more limited than their counterparts in TOG), so removing all three conditions from an unlimited number of targets is definitely too much. Make it a single target, touch-range effect and it could work, though.

Spoiler: Path of Time • show

Fast Healing strikes me as a bit weak of an effect for more than half of a Step I benefit. You could probably move the Reflex save bonus from Step II down to Step I, considering fast healing effectively the same value as a cantrip. (Which is sensible, given that Touch of Light is a cantrip, albeit generally acknowledged to be one of the most potent ones, and that's far better healing than simply having fast healing yourself.)

With the Reflex save bonus bumped down to Step I, Time II would need a little extra oomph. The always ready benefit from Time IV is too weak for its position there anyway, as it's comparable in value to beguiling (which we know from Beauty II to be worth half of a Step II), so we could bump that down to here. Alternatively, Tinker II would be a good fit ("reversing time" to fix an object, or "accelerating time" to damage it).

Then, looking at Time IV, as I said always ready is a bit anemic for this slot. The speed boost is fine, but since it's hard to find something else to fit only half of this Step (if Spellbound were out it would probably be easier, but we have no suitable spells of appropriate level to work with right now, even looking at conversions from the Spycraft Spellbound supplements), it might be better to scrap the whole Step and come up with a single benefit that fits the appropriate power level. We'd likely want to look at class abilities for this; extrapolating from what other class abilities are granted via which Path Steps, a Ceven, E, or Eodd base class ability, or an E or F slot expert class ability would be most appropriate. Some ideas that come to mind:
   * A floating bonus feat of the sort several base classes gain at level 5 or 6. The Sage's Hand of Fate could be appropriate for a time theme, fluffing the Chance feat effects as something like subtle temporal manipulation or even a foresight effect of sorts, selecting preferred timelines over less-preferred. Alternatively, it could be an entirely new floating feat ability with its own list of specific time-themed feats (eg, Combat Reflexes, Elusive, Lightning Reflexes, Quick Draw, Surge of Speed, Perfect Memory)
   * No more games (for you only), as the Gallant (on the notion of seeing your opponent's tricks in advance to thwart them). Though that might get wonky if, for whatever reason, you have something like a Priest/Gallant, picking up the full no more games ability from the Gallant and then getting it again through Path of Time.
   * Expertise in your choice of one class skill (the idea being that you're "seeing ahead" to anticipate complications and avoid them)

Another idea might be to allow all teammates to roll twice for Initiative and Reflex saves and keep the better result, which by comparison to Path of Protection and its similar benefit for saves should be worth half the Step, letting it fit alongside the Speed boost.

Also, for Time V, the Dex bonus is rather bland and kind of an awkward fit, but I must admit I don't have any better ideas for this one (aside from replacing the entire Step with something else, like perhaps the Spirit Singer's song of the past ability -- but Hindsight is a good fit, and it'd be a shame to cut it, and Spirit Singer being a class that gets Paths it's probably best to avoid using its abilities in a Path). Maybe better to just revisit this Path once Spellbound is out and we have more Compass, Divination, and Foresight spells to work with.

Spoiler: Path of Truth • show

Truth II is too strong for the slot. Cross-training is consistently a Step III, and the fact that this is an A-slot (level 1) ability actually means if anything it should be even more restricted (since A slot abilities are generally stronger and more iconic to the class than the B, C, and D slot abilities we see in Step III of several official Paths). Making it key to your Step rather than your level helps to restrain it somewhat, but I don't think it's enough to justify bumping it down a Step. Zone of Truth could be bumped down from Truth III to II and made 1/scene (it's a bit higher level than typical for a Step II, but it's also a somewhat niche spell and there's precedent in Path of Heroism for spells particularly suited to the theme of the Path being given at the next earlier Step in order to make things fit). There are several spells that could fill in the other half of this Step: Identify I, Insight, Detect Emotion, Living Library I, and Locate Object could all fit.

Human nature could then go in Step III (possibly even sticking with the same level keying, since class abilities in Step III are essentially cross-training, and cross-training uses a limited level for abilities it gives). Though personally I'd say cold read would be a safer fit, since there's no actual precedent for A slot abilities being granted via Paths and A slots are an area where it's good to be extra careful about niche duplication.

Moving on, Truth IV is only half of a Step. Detect Lies 1/scene would be a bit lower level than typical for Step IV, but it would fit well enough to fill it out.

It's hard to gauge whether or not Truth V is of appropriate power for the slot, but it's certainly a very dull capstone to the Path. Particularly if Detect Lies is to be used to fill out Step IV (and I can think of few other options that would work there), something else needs to be done with this slot. Master of secrets strikes me as an obvious fit, both thematically and as far as power level.

Also, some comments on the tricks:

I love Come and Face My Blade! My one lament is that there aren't ways for other weapon styles to get a similar effect...though on the other hand that can also be viewed as a good thing insofar as it helps differentiate weapon styles.

I Said Look At Me! seems a bit strong for a general trick; usually that sort of effect only appears at Mastery level or higher. Maybe more appropriate as half of a follow-up feat to Glint of Madness?

Paw & Thorn:

Riposte is another one that feels a bit strong for general-access, as opposed to being part of a feat. Especially since it basically mirrors the structure you see in many feats of "free action at -4 penalty when you succeed with this other action".

Overall though I love the tricks in the Book of Holding. Lots of good stuff there.
Play-by-Post / Re: [IC] The Secret of Kung's Island
« Last post by Ares on October 24, 2016, 01:37:38 PM »
Now that Megaros saw the room for the first time with his own eyes one thing became abundantly clear:
There were 11 bodies inside, yet when he had first inquired about the vault the mirror had said that it contained 13. This became clear to Megaros as he saw the place where the two missing bodies should have been - right next to the now open door the dust had been disturbed and showed that two men had clearly gotten up from their prone positions.
All the other bodies seemed to be normal dead - at least they didn't register as magically. Nothing in this room had more than the normal background magic to it, with one exception: The small shelf at the back contained four large folios of which one positively radiated with magic from the school of Seals.
Play-by-Post / Re: [IC] The Secret of Kung's Island
« Last post by MikeS on October 24, 2016, 01:13:28 PM »
Megaros handed the badge over to Vashkar. "I cannot miss this opportunity. I have to enter the vault."

He stepped carefully into the silent room, making sure to disturb as little as possible.
He made the familiar gestures that would make magical auras visible to his eyes, and began  thorough examination of the room.

Spoiler: show

Spellcasting [ d20+17 = 34 ]
Notice [ 20+11 = 31 ] Crit! Will spend AD if applicable.
Search [ d20+15 = 32 ]
Knowledge [ d20+10 = 25 ]

Off-Topic / Re: Reaper Watch 2016
« Last post by foproy on October 24, 2016, 11:28:58 AM »
Add one more to a cappy year. Chloe Rust. My grandmother.
Play-by-Post / Re: [OOC] Way of the Wicked
« Last post by Ares on October 24, 2016, 10:16:20 AM »
I'm good to go
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