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License to Improvise / Re: New Arcane Magic system expressed as a class.
« Last post by Nuaurpy on April 27, 2016, 02:58:25 PM »
There are some obvious problems, game breaking problems, with this first draft, for instance after level 2 you have a permanent spell point that you can use to infinitely cast Cure Wounds with, or other such spells, but outside of combat you have very restricted access to higher level utility spells. any suggestions are welcome even if they involve a fairly large restructuring
License to Improvise / New Arcane Magic system expressed as a class.
« Last post by Nuaurpy on April 27, 2016, 02:50:50 PM »
Amplification Casting

This is designed as an idea to replace current Arcane casting. I have created it as a class to replace the Mage for right now as that's way easier than overhauling the entire magic system on a whim, so I'm using this as a Proof of concept to work out kinks. This is based on a couple of ideas borrowing the escalation Die from 13th age and inspired by the idea that MTG is getting it's own D&D setting but they aren't doing anything with the magic to reflect the interesting building power system that CCGs have.

In this system a Mage is limited more based on their Spell casting skill ability as well as the stage that combat is in allowing them to grow more powerful over a combat. This was made quick and dirty so some things may not work exceptionally well (trading Spell points for reputation was a fast solution that makes no sense and I hate, but I just wanted it out of the way, I feel like power surge should be more reliable but for a cost, like taking 1 minute per spell-point you gain for a definite value rather than a dice roll value in exchange for subdual damage or something.) Because of how quick this went together I expect to find several flaws with it but I wanted some feed back in the pre-alpha stage.

This is not a continuation or beginning of a class flood I promise, just this one.


Requirements: Sorcery Campaign Quality
Favoured Attributes: Intelligence, Wisdom, Charisma
Caster: Each level in this class increases your Casting Level by 1.
Class Skills: Bluff, Crafting, Impress, Intimidate, Investigate, Medicine, Notice, Prestidigitation, Resolve, Ride, Search, Sense Motive
Skill Points: 8+Int per Level
Vitality: 6+Con per level

Knowledge of Universe: You gain the Spell Library feat,

Conduit: At level 1 you gain the ability to learn and cast spells of any level. When you cast a spell you still require enough spell points to cast the spell but it does not consume spell points. You cannot gain spell points through any other means, if you currently have spell points you lose all of them and gain reputation on a 1 to 1 basis.
Amplification Casting: At level 2 After you cast a spell set a D6 to 1, at the end of each round in which you cast at least 1 spell set the die so that it is 1 higher until it's at 6 you gain a number of spell points equal to the value on the die. These spell-points last until the end of combat. At levels 11 and 19 you gain 1 permanent spellpoint.
Bonus Feat: 3/5/7/9/... Spellcasting or gear feat feat
Power Surge: At level 4 once per scene you may take up to 6 minutes in concentration and roll a spell-craft check DC 20. If you succeed you gain 1 spellpoint per minute you channeled that you must use immediately to cast a single spell Once the spell resolves you take 1D6 subdual damage for each spellpoint you gained. At levels 8, 12, 16, and 20 you may use this ability an additional time per scene.
Spell Secret: At Levels 6/9/12/15/18 you may choose 1 spell you know. Its spell level is considered to be 1 lower than normal for you. You may not apply this ability to the same spell more than once.
Spell Tempo: 1/adventure as a half action you may advance the spellpoint die by 1. at level 20 you may use this twice per adventure.
Unlimited Cosmic Power: You also gain a bonus to damage and DR equal to the amplification die value.

Table X.X: Amplification Mage
Lvl BAB Fort Ref Will Def Init Life Leg Abilities
 1   +0  +1  +0   +2  +0   +2   +1  +1  Knowledge of Universe, Conduit
 2   +1  +2  +0   +3  +1   +3   +2  +2  Amplification Casting
 3   +1  +2  +1   +3  +1   +4   +2  +3  Bonus Feat
 4   +2  +2  +1   +4  +2   +5   +2  +3  Power Surge
 5   +2  +3  +1   +4  +2   +5   +3  +4  Bonus Feat
 6   +3  +3  +2   +5  +2   +6   +3  +5  Spell Secret
 7   +3  +4  +2   +5  +3   +7   +4  +6  Bonus Feat
 8   +4  +4  +2   +6  +3   +8   +4  +6  Power Surge
 9   +4  +4  +3   +6  +4   +9   +4  +7  Bonus Feat, Spell Secret
10   +5  +5  +3   +7  +4  +10   +5  +8  Spell Tempo
11   +5  +5  +3   +7  +4  +10   +5  +9  Amplification Casting, Bonus Feat
12   +6  +6  +4   +8  +5  +11   +6  +9  Power Surge, Spell Secret
13   +6  +6  +4   +8  +5  +12   +6 +10  Bonus Feat
14   +7  +6  +4   +9  +6  +13   +6 +11  Unlimited Cosmic Power
15   +7  +7  +5   +9  +6  +14   +7 +12  Bonus Feat, Spell Secret
16   +8  +7  +5  +10  +6  +15   +7 +12  Power Surge
17   +8  +8  +5  +10  +7  +15   +8 +13  Bonus Feat
18   +9  +8  +6  +11  +7  +16   +8 +14  Spell Secret
19   +9  +8  +6  +11  +8  +17   +8 +15  Amplification Casting, Bonus Feat
20   +10 +9  +6  +12  +8  +18   +9 +15  Power Surge, Spell Tempo

Edit: Modified Power Surge to a more definite version of itself.
License to Improvise / Re: [Notebook] Cyberware (again)
« Last post by Morgenstern on April 27, 2016, 01:24:34 PM »
  Looking forward to doing more with this, but I'll be offline for about a week :).

  See you shortly.
License to Improvise / Re: New expert class: the Battlefield Teacher
« Last post by Nuaurpy on April 27, 2016, 01:04:45 PM »
Combat Instincts is required but then never referenced or used or modified by the class. It doesn't feel like it's really a part of the class. Why is it needed?

Drill: Feels a little weak compared to similar effects that grant a feat. Maybe allow it to grant a Forte as well?
Object lessons: Needs some clarification, when do I gain that damage bonus? what if the trick I use isn't an attack trick do I gain +2 on my next attack or is this only for attack tricks that deal damage?
Do it like I showed you/Move like I showed you: Love it, I made something similar with my Guild Officer but I really like your solution as well.
Always learning: No issues here
Teaching style: I like this but the wording is a little clunky. I am not the person to tune it up though as people need to tune my wording all the time.
The wise teacher learns from their students: This is a fine ability but that is a cumbersome name. Maybe something like "Voice of Experience"
Pay attention!: This seems fine but maybe add group sense motive checks to round it out a little?
No sloppy footwork allowed: hmmm, this feels like it is too much. 1 free trip attack per round when you're in a stance (as most opponents don't have stances) pick up polearms and use topple and gut (also gaining +2 damage) Maybe it's only when they make an attack against you or an adjacent ally?
Do it with me! This looks like the victim of some editing because it's giving you Coordinated attack and modifying coordinated attack but Do it like I showed you is already giving you CA.
License to Improvise / Re: New feats: Roughhousing B/M/S
« Last post by Nuaurpy on April 27, 2016, 12:20:59 PM »
I'd love to see fling as a general grapple trick untethered to a feat. It's always bugged me that a Giant can't throw a Pech more than 5 feet.
License to Improvise / Re: Converting Spycraft Classic & 2.0 Feats Into FC
« Last post by Desertpuma on April 27, 2016, 06:22:04 AM »
Thought the Drunk condition was missed in FC so I'm porting it over here.

Drunk: A drunk character suffers a –2 penalty with all Dexterity- and Wisdom-based checks. Further, at the start of each round when standing, he automatically repositions 5 ft. in a random direction (per the Deviation Diagram). This doesn’t count toward the character’s allowed movement for the round. A character loses this condition after 4 full hours of sleep.

License to Improvise / Re: New feats: Roughhousing B/M/S
« Last post by Desertpuma on April 27, 2016, 06:20:47 AM »
I like it. Has a good feel.
License to Improvise / Re: Silvercat's Collected Rules Creations
« Last post by SilvercatMoonpaw on April 27, 2016, 06:19:55 AM »


Type: You are a Small quadruped Beast.  Your Wounds are equal to your Constitution score x 2/3.
Attributes: +2 any one, -2 any one
Base Speed: 40 ft.
Breed: You gain the Breed species feat for free.
Fast Runner: You gain the superior runner NPC trait.
Improved Stability: You are considered 1 Size category larger for carrying capacity, trample attacks, and resisting bull rush and trip attempts so long as you are standing firmly on the ground and not climbing, flying or riding.
Limited Dexterity: Your mouth counts as one hand for the purpose of handling items and wielding weapons.  You may wield non-reach two-handed weapons in your mouth if you have Strength 15.  If you also use your front appendages you count has having two hands, but cannot move while doing so, not even to take a 5-ft step.

Equine Breed
Type: Species
Prerequisites: Equine
* Earth Pony/Zebra: You gain a +2 bonus to Strength and a +2 insight bonus to Survival.
* Pegasus Pony: You gain a winged flight speed of 40 ft and may treat clouds as solid objects.
* Unicorn Pony: You count as having three "hands" for the purposes of Handling Items and wielding weapons, though they do not grant you extra actions or attacks nor are they considered connected to you for the purposes of touch.  These "hands" have the same reach as you and use your Strength score divided evenly between your telekinetic hands.  The hands can operate anywhere within your reach, though you must be able to perceive items and weapons to use them.  Additionally you use your "hands" to Handle Items (but not wield weapons) within Close Quarters.
* Donkey/Mule: You gain a +1 bonus to Strength and Constitution and a +2 to Resolve checks.
* Flutter Pony: You have a winged flight speed of 20 ft and the Telekinesis trait, but suffer a -1 penalty to Constitution and are considered one size category smaller vs Bull Rush, Grapple, and Trip attempts.
* River Pony: You gain Aquatic II and superior swimmer IV, but suffer a -1 penalty to Dexterity.
Off-Topic / Re: KickStarter thread
« Last post by Aldus Vertten on April 27, 2016, 05:56:17 AM »
It's funny in a whyidonthavemoneyforthisdamn way, but right now there are 2 ks about boardgames related to books.

First, Evil Hat's Dresden Files Cooperative card Game. I've tried the pnp a few times and it's really fun. Games lasts for about half an hour, and it's really not easy to beat.

Also, it's really interesting what they are doing with the shipping costs. They are leaving them outside the campaign, using backerkit to manage it later, on a closer date to release, so the Ks it's not in danger of being affected negatively by increasing shipping costs. Also, after a few SG related to improve the art and produce the 3 pre-planned expansions, they have proposed a 10-tier sg list, with each tier accomplished turning into a 1$ discount on shipping when the game is sent, up to 10$, which if accomplished will mean that the shipping costs in america will be free for all backers, (and a great discount for international backers as well)
I'm really curious about how this will turn out.

Second, [ur=]Tak, a beautiful game [/url]from the pages of Wise man's Fear by Patrick Rothfuss. This is a more abstract kind of game, in the style of classic games like chess and go and the like. I don't know much about this, but from what I've skimmed on the campaign page at least it looks interesting.

Between this ones and the Mistborn House of War announced for May, i really need to save some money... quick...
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