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31
Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report!
« Last post by Desertpuma on December 05, 2016, 01:50:15 PM »
We're still unsure. Mistborn House War and Nosh! are taking priority in the queue, but we generally don't update on this because a) our schedule shifts all the time, and b) we don't particularly like bringing non-updates just to get peoples' hopes up or invite questions as to our decision-making process. It's on the schedule, but until Pat's schedule clears up a bit more there will be no progress.

We do appreciate any updates you and Pat can give us when you give them, Alex. We, the faithful, will be here waiting.
32
License to Improvise / Re: Talking Animal PCs
« Last post by SilvercatMoonpaw on December 05, 2016, 09:12:15 AM »
Species

Ape: [6]
Medium Beast [-2]
Str +2, Con +2 [4]
Restricted Actions: Kick attacks, Jump and Swim actions [-1]
Enlightened Athletics [1]
Enlightened Intimidate [1]
superior climber I [0.5]
sterner stuff [0.5]
Bite I [1]
Limited Dexterity: You may ready and wield 1-handed items and weapons. [1]

Bear: [7]
Medium Beast [-2]
Str +2, Dex -2, Con +2 [3]
Enlightened Intimidate [1]
grappler [0.5]
superior runner I [0.5]
sterner stuff [0.5]
Enhanced Sense (scent) [1]
Fearless I [0.5]
Bite I [1]
Claw I [1]

Big Cat [7]
Medium Beast [-2]
Camouflage (caverns/mountains, desert, forest/jungle, or plains) [2]
Low-light vision [1]
Enlightened Stealth [1]
Improved Sense (hearing) [2]
Superior Jumper I [1]
Superior Runner I [0.5]
Bite I [1]
+2 grapple [0.5]

Grand Cat [7]
Large Beast [-1]
Camouflage (caverns/mountains, desert, forest/jungle, or plains) [2]
Low-light vision [1]
Enlightened Stealth [1]
Improved Sense (hearing) [2]
Superior Runner I [0.5]
Bite I [1]
+2 grapple [0.5]

Bird of Prey
Eagle: [7]
Tiny Beast [-1]
+2 lower of Dex or Wis [2]
Spd 20 [-0.5]
Winged flight 40 [2.5]
Restricted Actions: Kick tricks, Jump and Swim [-0.5]
Enlightened Search [1]
improved sense (sight) [2]
Bite I [1]
Talon I [1]
Achilles heel (blunt) [-0.5]

Bovine
Bison: [7]
Large Beast [-1]
Str +2, Con +2, Int -2, Cha -2 [2]
Spd 40 [1]
Low-light vision [1]
Cold Resistance 5 [1]
thick hide 2 [1]
Gore I [1]
Trample I [1]

Cattle/Oxen: [7]
Large Beast [-1]
Str +4, Dex -2, Int -2, Cha -2 [2]
Low-light vision [1]
improved stability [1]
Gore I [1]
Yeoman’s Work [3]

Camel
Llama: [7]
Medium Beast [-2]
Con +2 [2.5]
Cold Resistance 5 [1]
Pathfinder Basics (caverns/mountains) [3]
superior traveler I [0.5]
Bite I [1]
Improved Stability [1]

Cloven Hoof
Deer: [7]
Large Beast [-1]
+1 Wis [1]
Spd 40 [1]
Low-light vision [1]
Sharp Hearing [2]
superior runner I [0.5]
Gore I (male) or Kick I (female) [1]
Enlightened Acrobatics [1]
+2 Initiative [0.5]

Goat: [7]
Small Beast [-1]
+3 to lower of Con & Dex, -1 Str [2]
Enlightened Investigate [1]
superior runner I [0.5]
iron gut [1]
low light vision [1]
+2 Climb [0.5]
Slam or Gore I [1]
Enlightened Acrobatics [1]

Equine
You are an equine, a large and graceful runner balanced on four thin legs each ending in a single hoofed toe.  A mane of hair runs down the back of your neck; there is more long hair on your tail, perfect for swatting away annoying insects.  You face is long, with two erect ears and two round, soulful eyes.  All these features together make you quite attractive in the eyes of many Folk.

You likely grew up in a herd made of many females and their young, lead by a matriarch and watched over by a lone stallion.  Survival was paramount: anything perceived as a threat was fled from.  Those that didn't fear the unusual were either killed by predators or taken by malicious slavers to be broken and sold.

There are many Folk who will view you as a simple beast of burden...even after you speak up.  You may be slow to trust and hate to be ridden.  But you need a herd and when others show they can be trusted you form great attachments to them.

Common Personality Traits: Skittish, cautious, alert, deferential, free-spirited, social.
Common Physical Traits: Flowing mane, flicking tail, soft eyes, elegant poise, sharp hooves.
Example Names: Sun, Moon, Star, Rain, Sky.  Equine names are often short and simple, the better to be shouted out in warning.
Splinter Race Feats: Braying Herd (burro), Miniature (pony), Winged (pegasus).  Unless you pick one of these, you are a "mustang".
Type: Large (1x2) quadruped beast with a Reach of 1.  Your maximum wounds equal your Constitution score x1.5 (rounded down).
Attributes: +2 to the lower of Strength or Dexterity
Base Speed: 40 ft.
Darkvision I: You ignore the effects of dim and faint light.
Enlightened Athletics: Your maximum Athletics rank increases to your Career Level+5.  Only the highest bonus from any enlightened ability may apply to each skill.
Far Traveler: You gain the superior traveler I NPC quality.
Fast Runner: You gain the superior runner I NPC quality.
Natural Attack: You gain the Kick I natural attack.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
Restricted Actions: You are always considered untrained when making Climb, Break Fall, and Tumble checks.
Sharp Hearing: Your hearing range increments are equal to your Wisdom score x 10 ft and you may always act during a surprise round unless deafened.
Sure-footed: Your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1 (typically to x 5).

Giant Bug
Giant Hunting Spider: [7]
Small Beast [-1]
Con +2, Int -2, Cha -2 [ 0 ]
Cold Blooded [-0.5]
Aloof [-0.5]
Enlightened Sneak [1]
superior climber II [1]
superior jumper III [3]
Always ready [2]
Bite I (venomous — weakening poison) [2]

Giant Scorpion
Type: Small arachnid Beast with a Reach of 1.  Your Wounds are equal to your Constitution score x2/3 (rounded up).
Attributes: +1 Constitution, -1 Intelligence
Base Speed: 30 ft.
Aloof: +2 error range on Impress and Sense Motive checks targeting other species.
Always Ready: You may always act during surprise rounds.
Cold Blooded: You need only one meal per day but take +1/die cold damage and are sickened 1 round per point or as long as you are continuously taking damage.
Enlightened Sneak: Your maximum Sneak rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.
Fast Climber: You gain the superior climber I NPC quality.
Grappler: You gain a +2 bonus with Athletics checks made during a Grapple.
Impaired Sense (hearing, scent): Your hearing and scent ranges are halved (rounded down) and you suffer a -4 penalty with related Awareness and Perception checks.
Limited Tremorsense: You are aware of the presence and general location of any moving object touching the same surface you are on.  However the target(s) still retain any bonuses, and you take all penalties, for the hidden or invisible conditions.
Natural Attacks: You gain the Squeeze I and Sting (Tail Slap I (venomous — weakening poison)) natural attacks.
Thick Hide 2: You are considered to be wearing partial armor that provides DR 2.  It does not stack with other armor, if you gain Thick Hide from other sources it offers the highest DR + 1 per additional hide benefit.

Giant Rodent
Squirrel: [7]
Diminutive Beast [ 0 ]
Superior jumper I [1]
Superior climber II [1]
Enlightened Acrobatics [1]
Enlightened Athletics [1]
+1 Prudence [1]
Bite I [1]
Low-light vision [1]

Lizard
Common Personality Traits:
Common Physical Traits:
Example Names:
Splinter Race Feats: Jungle Clutch (giant chameleon), River Clutch (crocodilian), Swamp Clutch (giant amphibian).  Unless you choose one of these, you are a "monitor lizard".
Type: You are a Medium quadruped beast with a Reach of 1.  Your Wounds are equal to your Constitution score.
Attributes: +2 Dexterity, +2 to any attribute, -2 to any 1 attribute
Base Speed: 30 ft.
Aloof: Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.
Bloodhound: Your scent range increments are equal to your Wis score x 10 ft., and you gain a +5 bonus with Tracking checks.
Cold-blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down).  If you suffer continuous damage -- such as from the environment -- you are sickened until you escape the source of the damage.
Darkvision I: You ignore the effects of dim and faint light.
Natural Attack: You gain the Bite I and Tail Slap I attacks.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
Robust Health: You gain a +1 bonus to Fortitude saves and +1 maximum vitality.

Pachyderm
Elephant: [7]
Large Beast [-1]
Str +1, Dex -1, Con +1 [1]
Restricted Actions: Jump, Mask, Sneak [-1]
Lumbering [-1]
Fatal Falls [-0.5]
thick hide 3 [2]
improved stability [1]
superior runner II [1]
sterner stuff [0.5]
Trample I [1]
Bloodhound [2]
Limited Dexterity [1]

Rhino: [7]
Large Beast [-1]
Str +2, Cha -2 [1]
Aloof [-0.5]
thick hide 3 [2]
Sharp Hearing [2]
sterner stuff [0.5]
Gore I [1]
Trample I [1]
Enlightened Notice [1]


Serpent
You are a serpent, or drakon in an ancient tongue: a giant snake; a long, thin, legless body covered in small scales, with a roughly triangular head with needle-like teeth.  The borders of your lower jaw can stretch to allow you to swallow whole animals much bigger around than yourself.  You are usually patterned to camouflage yourself into the local landscape.

You most likely grew up alone: your mother laid her eggs and then abandoned them, then you and your siblings scattered once hatched.  From an early age you've had to learn to fend for yourself.  You've spent most of your life sitting in one spot and waiting for something to pass by.  by nature you've become stealthy just to get any food.

Most creatures instinctively fear you.  Yet sometimes others believe you to have mystical powers just because they don't understand you and come to you for advice or protection.  You probably care more about food than their problems, but you're smart enough to work out a relationship that benefits you.....and probably them.

Common Personality Traits: Cold, hypnotic, sneaky, intimidating, watchful.
Common Physical Traits: Long body, cool to the touch, unblinking eyes, flickering tongue.
Example Names: Kaa, Python, Set, Naga.  Serpents rarely bother with names in the wild, having few relations.  Those that do possess names were often given them by others: either those afraid or those awed by their presence.
Splinter Race Feats: Canopy Brood (tree snake), Crushing Brood (constrictor), Sea Brood (sea snake), Stalking Brood (pit viper), Desert Clutch (cobra). Unless you select one of these, you are a “grass snake”.
Type: Large (1x1) serpentine beast with a Reach of 2. Your maximum wounds equal 1.5x your Con score (rounded down).
Attributes: +3 to the lower of Str or Dex, -1 to Charisma
Base Speed: 30 ft.
Aloof: Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.
Bloodhound: Your scent range increments are equal to your Wis score x 10 ft., and you gain a +5 bonus with Tracking checks.
Cold-Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down).  If you suffer continuous damage -- such as from the environment -- you are sickened until you escape the source of the damage.
Light Sleeper: Sleep is never a terminal situation for you.
Natural Attack: You gain the Bite I natural attack.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
Serpentine: You are considered one Size smaller for squeezing into and through confined spaces, and one Size larger for resisting Trample, Bull Rush, and Trip attempts. However, you cannot kick or make Trample attacks.
Snakebite: You are considered to be Aiming during the first melee or unarmed attack you make each round (see Aim, page 228).
Thick Hide 2: You are considered to be wearing partial armor that provides Damage Reduction 2.  It does not stack with other armor.  If you gain thick hide from more than one source it offers the highest DR + 1 per additional instance.


Small Predator
Fox [7]
Tiny Beast [-1]
+1 Int [1]
40 ft [1]
+1 Prudence [1]
Low-light vision [1]
Enlightened Stealth [1]
+1 Interest [0.5]
superior runner I [0.5]
superior jumper I [1]
Bite I [1]

Cat [7]
Tiny Beast [-1]
+2 Balance [0.5]
Low-light vision [1]
Improved Sense (hearing) [2]
Bite I [1]
Retractable Claws: +2 grapple, +2 Climb [1]
Superior Jumper I [1]
Superior Runner I [0.5]
Enlightened Stealth [1]
33
Off-Topic / Re: Cool Non-Video Links (Quizzes, Tests, Illusions, Etc..)
« Last post by OverNinja on December 05, 2016, 03:58:25 AM »
Russians finding carrier operations hard as 2nd fighter crashes into sea off Syria.

MiG-29K crashes into sea.
SU-33 crashes in good conditions.
34
Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by jarvvoitlus on December 04, 2016, 09:36:46 PM »
Mending takes a minute
35
Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by MikeS on December 04, 2016, 08:58:21 PM »
I will be on travel until Friday. I will probably read posts, but I hate typing on the phone, so I don't expect to be posting much.

Megaros' actions for the next rounds are:
1. Mend check on Jig (assuming that wakes him back up again; rules don't say anything about that, except that he has to be stable)
2. Scorching Ray for harpy cleanup.

If more harpies come our way, I'll fireball them instead at range, especially if they come in a cluster.
36
Play-by-Post / Re: [IC] The Secret of Kung's Island
« Last post by MikeS on December 04, 2016, 08:55:31 PM »
"You deal with the beasts, and I will fix him," Megaros rasped at Quag as he readied his bandages.

He bent over the small goblin. Megaros remembered from his times at the academy that not so much liquid should be oozing out of a meat body. He had not done this in a long time, and had to remember what went where, but a few tense moments later, the bandages were applied, the bleeding stopped, and the goblin was breathing steadily.

Spoiler: show


Stabilize Jick:
MikeS: Medicine [ d20+13 = 15 ]

Yeah, juuust enough, and barely above killing him outright.

Jick should now be stably unconscious at 0 wounds.


37
Off-Topic / Re: Video Game News and Such 2016
« Last post by Agent 333 on December 04, 2016, 08:13:32 PM »
Marvel vs. Capcom: Infinite
Captain freaking Marvel. Fuck yes.
38
Play-by-Post / Re: [IC] The Secret of Kung's Island
« Last post by jarvvoitlus on December 04, 2016, 04:49:14 PM »
The harpy's claws bite into Jick's arm, the strength off the blow knocking him off his feet. He careens towards the ground, and his vision escapes him.

Looking to his unmoving brother, Quag lets out a cry of rage and plunges his axe into the responsible harpy's torso.

Spoiler: show
Jick: 55/66 vitality
-7/8 wounds

Quag: 29/40 vitality
8/8 wounds

Quag attack: First attack = 13 = miss
Second attack: 1d20+10=20
5d6+4=24 damage AP 4
39
License to Improvise / Re: New kind of class?
« Last post by Morgenstern on December 04, 2016, 04:19:33 PM »
  Yeah, the first draft is almost certainly overpowered, but my concerns are at different points along the progresion. The warning flags for me were the consistently high XP values :).

  Kicking Supremacy's passive effect is not where the bulk of that feat's power is being delivered. I'm still inclined to call it a ~1 point effect which is within scale for an A ability (feat +1). I can put a cap on the number of uses which will up the complexity a bit, but as the whole class runs hot is probably worth the extra wordiness.

  I think you may be taking the Formidable save slightly out of context. In evasion III its the cherry on top of some entirely different and fairly huge mechanics and it's coming when you're already sitting on a +11 base Ref save bonus and have had an entire career encouraging you to stack Ref Save bonuses. And while it sounds cool as hell, its still ultimately a ~+2.25 bonus (45/20) making it considerably inferior to the Iron Will feat.

  I'll look at additional ways to shave it down though :).
40
License to Improvise / Talking Animal PCs
« Last post by SilvercatMoonpaw on December 04, 2016, 02:35:01 PM »
I recently saw Disney's CG Jungle Book (okay, Mowgli's real, but he doesn't count).  And I consider it epic.

This needs to be doable in Fantasy Craft!

So I am giving myself the task of making it so.  Fortunately I started a long time ago.  Also the Warg exists, negating the need for me to make a Wolf (and providing the basis for a Hyena feat*).  Of course given Species Feats I don't need to make every kind of animal their own full entry.

Hopefully in time this will be worthy of one of those fancy PDFs.

Species Done:
Wolf, Equine

Species To Do:
Ape, Bear, Big Cat, Bird of Prey, Bovine, Camel, Cloven-hoof, Giant Rodent, Giant Bug, Lizard, Pachyderm, Serpent, Small Predator

Species Feats Done:
Wolf, Hyena, Lizard, Serpent

Miniature

Species Feats To Do:
Ape, Bear, Big Cat, Bird of Prey, Bovine, Camel, Cloven-hoof, Equine, Giant Rodent, Giant Bug, Pachyderm, Small Predator

Gigantic

Armor & Weapon Upgrades Done:
Wolf

Armor & Weapon Upgrades To Do:
Ape, Bear, Big Cat, Bird of Prey, Bovine, Camel, Cloven-hoof, Equine, Giant Rodent, Giant Bug, Lizard, Pachyderm, Serpent, Small Predator

Rogue Gallery Templates Done:
Wolf

Rogue Gallery Templates To Do:
Ape, Bear, Big Cat, Bird of Prey, Bovine, Camel, Cloven-hoof, Equine, Giant Rodent, Giant Bug, Lizard, Pachyderm, Serpent, Small Predator

Master Classes Done:
None

Master Classes To do:
Animal Lord, Beast of Legend, Behemoth, Pack Master, Relentless Hunter


* Inspired by different version of the movie, but hyenas are still suffering from the prejudice of the Lion King.
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