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 on: October 10, 2015, 11:53:04 AM 
Started by Morgenstern - Last post by Morgenstern
Maybe just add "and you gain an additional species feat."

 on: October 10, 2015, 11:47:13 AM 
Started by Morgenstern - Last post by The_Grand_User
Maybe simply letting changing the breath weapon to be a once a round half action? Could add a bit more, maybe a size increase as well?

 on: October 10, 2015, 10:22:51 AM 
Started by Morgenstern - Last post by paddyfool

I'd very much agree with that assessment.  Does anyone have ideas for a homebrew Dragon Lord variant with a better gamebreaker?  I could be tempted by a "Death from the Skies! [summon drake swarm for an airstrike, airlift of allies, or simply to look cool]" ability myself.  Although you can already do something like this with the Followers feat, it would only applies to occasional use in non-dramatic scenes; and possibly you could still work in a transformation ability along the lines of these seed class abilities somewhere else.

 on: October 10, 2015, 09:24:07 AM 
Started by Antilles - Last post by Ares
@Mr. A

I'd have had the owl (singular) hover above the keep and wait for Lars and Timeon to finish the guard to transport them over to the gate house.

By the way: Timeon is an NPC so he should be able to use the trebuchet, shouldn't he?  Evil
Some (un)friendly fire on the gatehouse would be fun.

So, actions Round 3:

Simple action: Move to AT/58
Free action: Whisper (Auto success) hopefully reaching Aiden, Drin or Grumblejack in the dwarven vault.
Simple action: Move to BF 57
(I really need to pick up Fast Flyer or learn to use Haste)

(click to show/hide)

The Owl has:
Mount I (Large Animal Flyer — 40 XP): Str 14, Dex 10, Con
12, Int 2, Wis 10, Cha 8; SZ L (1×2, Reach 1); Spd 40 ft. flight;
Init +3; Atk 2+3; Def 12(including size); Res +3; Health 1+2; Comp —;
Skills: Athletics 2+8, Notice 0+6, Sense Motive 0+5; Stealth 0+4 (-4 Size)
Qualities: Superior traveler I, Dark Vision I
Attacks/Weapons: Talon I, Grab Upgrade (dmg 1d8+2 lethal; threat 20)


Actions for Round 4

Simple: Cast Wildside I (Spellcasting Trick: Burst Spell)
5ft. step onto crenelation BG/56
Simple: 1d20=14
Tail attack if anyone is within reach, otherwise Threaten against the nearest common soldier:
Both +10=24
Tail attack damage: 1d8+10+2(opposing alignment)=16
Threaten: 1d6=2
Save against Threaten with -4 through Terrifying Look

 on: October 10, 2015, 08:49:15 AM 
Started by aegis - Last post by Morgenstern
  Card of the Day~

  Possibly the most important card ever printed in L5R. Matsu Gohei's stat line has appeared/been reprinted no less than FIVE times over the life of the game and is the quintessential Matsu attacker responsible for more second turn province destruction than any other threat in the game. This is the face of war in Rokugan.

  Seed Class
  In a great house known for its unrelenting ferocity the Rampant Lion epitomizes the philosophy of ‘strike first so that there is no second strike’.
  In your campaign, a Rampant Lion could be…
•   A young samurai in search of a glorious destiny
•   A mounted knight leading every charge
•   A daring standard bearer leading troops to the crucial engagement
•   A light-footed scout, herald of the overwhelming attack to come
•   The last thing many an oni or goblin will ever see

  Party Role: Combatant/Campaigner. While you may start out simply a brash warrior willing to risk all, that drive gains nuance and purpose as time goes on.

Class Features
  Requirements: Alignment
  Favored Attributes: Strength
  Class Skills: Acrobatics, Athletics, Impress, Intimidate, Notice, Resolve, Ride, Search, Sense Motive, Survival
  Skill Points: 6 + Int modifier
  Vitality: 9 + Con modifier per level
  Starting Weapon Proficiencies: 5

Core Ability
  Point of the Spear: Your Strength rises by 1. You gain +20 ft. base speed on foot or when mounted and may ready up to one spear without the lightweight quality as if it were a 1-handed weapon.

Class Abilities
  Dare to Strike: At Level 1, your Force rises by 2 when you are in an attacking army. At the start of your Initiative Count you may accept a penalty to your defense up to –4 to gain an insight bonus with melee damage rolls equal to that number until the start of your next Initiative Count. When you accept a –4 penalty to defense your attacks also gains +2 threat range.

  Gather the Pride: At Level 2, each round you may ignore one enemy while moving, passing by or moving through them without restriction. Your allies able to see and hear you may pass by or move through all enemies as long as each square they enter is closer to you than the square they are leaving and the final square they enter is unoccupied.

  Judgment of the Pride: At Level 5, once per scene when you hit an enemy you may gain 10 execute damage for each ally that shares your alignment or teammate adjacent to your target (up to 50).
  (Execute damage is added to your normal damage when attacking characters IF the added damage would be enough to defeat the character.)

Table L.XX: The Rampant Lion
Lvl BAB Fort Ref Will Def Init LS Lgnd Abilities
 1   +1  +0   +0  +2   +1  +2  +0  +1  Dare to Strike, Point of the Spear
 2   +2  +0   +0  +3   +1  +3  +0  +1  Gather the Pride
 3   +3  +1   +1  +3   +2  +4  +1  +2
 4   +4  +1   +1  +4   +2  +5  +1  +2
 5   +5  +1   +1  +4   +3  +5  +1  +3  Judgment of the Pride

 on: October 10, 2015, 01:10:05 AM 
Started by Jaracove - Last post by Nuaurpy

   But after learning about bandages recently, there being only 1 doctor's bag in the party is no longer an issue.

   As far as only the +4 Medicine, she does have 4 ranks in it, just no attribute bonus.
   And, yes, insofar as all the bleeding, a lot of it had to do with unlucky rolls. I would say as a whole their Fort saves are average.

One thing you can do as well if the party was heroic in that first scene and saved a bunch of patrons after 1-2 failed checks you can have some surviving staff member be helpful and say "Oh, you know there are a few accidents around here every so often so we have a few bandages in the store room in case something happens" and then go get enough bandages to patch people up and leave the party with 2 extra or something like that. It solves the problem, teaches the party about the item, provides them a couple bandages for the adventure and also rewards heroics (act selflessly to save villagers? well now they want to help you).

 on: October 10, 2015, 01:03:53 AM 
Started by Antilles - Last post by Mister Andersen
Round 3 (complete):

Character   Initiative   Action
Keep (ground) Guards   24   Check for signs of life, sound signal horn
Keep (roof) Guards   23   (Half, half) Attack Timeon: 1d20+6-2=16, 1d10+1-4=2, 1d20+6-2=23, 1d10+1-4=1 -> GM spends AD, inflicts bleeding
Barden   23   (half) Move.
(free) Prest. vs PG1 notice: 1d20+10=18, 1d20+10=12, success.
(half) Attack PG2: 1d20+5=19, 1d4+3=4, 1d20+3=9 -> PG2 dead.
Honour Guards   21   Ready weapons. Approach stairs.
Commander Havelyn   21   Investigate alarm
Janus   20   (Half) Beguile: 1d20+8=13, 1d20+3=5, 1d20+3=13, success on both
(half) Move behind guards
(free)Give golem attack phrase
Golem   20   Move & attack: 1d20+5=23, 1d20+3=16, 1d20+3=8, 1d20+3=22, 1d20+3=6 -> 1st guard takes no damage after DR & save, 2nd guard becomes a popsicle.
Courtyard Gate Guards   18   (full) Finish securing courtyard gate.
Captain Barhold   14   Full: Blows signal horn
Lars   13   Move, attack s19: 1d20+4=17, 1d6=5, success, 4 dmg -> save failed, S19 dead
Creamor   10   Fly to gatehouse
Owl   10   Circle keep
The A-Team   8   Hear alarm horns, move to trapdoor
Bridge Guards   6   Baxter: (H) Enter stance. (H) Attack Creamor, miss
Aldo, Jr: (F) Move adjacent to Baxter
Havelyn's Guards   6   Open trapdoor. Look around.
Gatehouse (roof) Guards   6   All: (H) Enter stance. (H) Fire on Creamor, miss
Gatehouse (inside) Guards   5   readying weapons, investigate alarm
Timeon   5   Move & attack PG1: 1d20+4=16, 1d8+2=8, 1d20+3=11, 1d4=4 -> PG1 dead, Timeon takes 4 lethal damage
Tunnel Door guards   5   Sound alarm horn
Tunnel Guards   5   reacting to horn
Barracks Guards   4   escaping barracks

GM AD: 10-1=9

 on: October 09, 2015, 09:40:52 PM 
Started by Mister Andersen - Last post by Krensky
I'm willing to withhold judgement on that until I see it.

Dark Matter and Killjoys were fun, and most importantly, not 'reality' crap or Sharknado 54: Shark Harder with a Vengeance.

 on: October 09, 2015, 08:46:35 PM 
Started by RusVal - Last post by Mister Andersen
The OCLC library catalog card

 on: October 09, 2015, 07:58:38 PM 
Started by Mister Andersen - Last post by Mister Andersen
Recommended Daily Allowance.

Nutrition thing.

*Whispers* It means the guy chews the scenery.

In other news, a crappy syfy show which could make for a good Spycraft setting.

Wow, it's like "Let's play spot the actor that isn't Australian".

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