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 91 
 on: May 18, 2015, 08:29:51 AM 
Started by SilvercatMoonpaw - Last post by SilvercatMoonpaw
Specialties and Classes

Specialty Changes
* Cleric: The Alignment requirement changes to a Study in a specific religion.
* Shaman: Change the bonus feat to Land Power.
* Peasant: Choice of Edged or Blunt proficiency.

Scholar
* Bonus Feat: Perfect Memory
* Inquisitive Mind: You gain 2 additional Interests.
* Inscription Focus: You gain the Crafting (Inscription) focus.
* Sharp Mind: You gain 1 additional skill point per level.
* Publish or Perish: You may purchase Scholastic Renown for 20 Reputation per Rank.

--Scholastic Title
Undergraduate Student (a distraction, best ignored)
Masters Student (better paying distraction)
Doctorate Student (unpaid peon)
Research Fellow (aka post-doc, or a paid peon)
Lecturer
Senior Lecturer
Reader
Professor (aka Chair)
Departmental Head (aka Dean)
University Director (aka Archchancellor)
--Specific Favors: Event, Harassment, Invitation, Rumor

Grand Specimen
 You are unusual, and that gets you noticed.
* Bonus Feat: Any 1 Species feat
* Attribute Training: The lower of your Strength or Charisma scores increases by 1 (your choice if a tie).  Apply this bonus after any modifiers from your Species or Talent.
* Celebrated: Your Legend increases by 2.
* Natural Elegance: Your Appearance bonus increases by 1.
* Noble Blood: You may purchase Noble Renown for 20 Reputation per rank.

Wild
You just focus on being you.
* Bonus Feat: Any 1 Species feat
* Attribute Training: The lower of your Constitution or Charisma scores rises by 1.
* Inquisitive Mind: You gain 2 additional Interests.
* Origin Skill: You gain an additional Origin skill.
* Species Feat Expert: You’re considered to have 2 additional Species feats for any ability based on the number of Species feats you have.
* Unarmed Proficiency: You gain the Unarmed weapon proficiency.


Class Changes
Assassin: Unspoken Name’s Intimidate bonus need not be based on kills, merely any exploits suitable for the class’s function.

 92 
 on: May 18, 2015, 08:21:27 AM 
Started by SilvercatMoonpaw - Last post by SilvercatMoonpaw
Species Feats

Species Feats that Lose Species-specific Prerequisites:
Angelic Legacy, Devilish Legacy, Hart Nation, Hill-Born, Jungle Clutch, Lava-Born, Make Me Stone, Northern Horde (Pre: “darkvision I”), Quick-Finger Folk, Sea Brave, Southern Horde, Stone Brave, Swamp Clutch
Bear Nation, Cliff-Born, Cool-River Folk, Dark-Earth Folk, Deep-Born (Pre: “darkvision I”), Desert Clutch (Desert Crest becomes “Prerequisite: Desert Clutch, Bite natural attack type”), Dragon-Tailed, Dune-Born, Glacier-Born (Pre: “darkvision I”), Horse Nation, Jewel-Born, Lost Horde, Night Horde, Raven Nation, Rock Clutch, Steel Brave, Tiger Nation, Toxin Sacs, Two-Headed, Wolf Nation

Species Feat that are Unavailable:
Draconic Legacy, Elemental Legacy, Special Construction (Brass, Clockwork, Living Metal)

Species feat changes:
Angelic Heritage/Legacy: Change Acid Resistance to Electricity Resistance.
Devilish Legacy: Change Electricity Resistance to Acid Resistance.
Cliff-Born: Change to “and either Swim checks are no longer restricted actions for you or you gain a +5 gear bonus to Swim checks”.
Crag-Born: Change to “either Jump checks are no longer restricted actions for you or you gain a +5 gear bonus to Jump checks”.
River Clutch: Add Prerequisite “Bite I, Tail Slap I”.

Special Construction
* Bone: A complete skeleton -- or perhaps more than one -- your reflexes and dead appearance give opponents pause.  You gain Bow Resistance 5, lose lumbering, and each time an opponent attacks you and misses he suffers 2 stress damage.  However, your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips.
* Crystal: You gain Spell Defense 20.
* Earth: As Elemental Heritage.
* Ice: As Elemental Heritage.
* Lava: As Elemental Heritage.
* Mist/Smoke: As Elemental Heritage.
* Water: As Elemental Heritage.
* Wood: As Elemental Heritage.  You may also select New Leaf as if you were a Rootwalker (Ironwood only grants thick hide 2).
In addition Dust/Sand, Mud, and Stone/Metal from Spirit Power also qualify.


New Species Feats

Amphibious
You are as at home in water as you are on land.
Type: Species
Prerequisites: Level 1 only.
Benefit: You gain the aquatic II and superior swimmer II NPC qualities.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Arboreal
Branches are as good as ground to you.
Type: Species
Prerequisites: Level 1 only.
Benefit: You gain a +1 bonus with Climb and Jump checks, the superior climber I and superior jumper I NPC qualities, and are always considered to have climber’s gear.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Four-Armed
The extras come in very handy.
Type: Species
Prerequisites: Non-Beast, Level 1 only.
Benefit: You may simultaneously hold and arm up to four 1-handed, two 1-handed and one 2-handed, or two 2-handed weapons or objects.  You also gain a +1 bonus with skill checks made as part of a Grapple action if two or more of your hands are free, and a +2 bonus to Balance, Climb, and Disable checks.
Special: When you take this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement "Level 1 only".  Also, if you gain the Many-Armed feat, you lose the weapon holding and Grapple bonus gained from Four-Armed (but not Many-Armed) and the lower of your Strength of Dexterity rises by 1.

Four-Foot Body
Below your waist you have the form of a wild runner -- whether clawed or hoofed -- instead of a pair of sluggish stilts.
Type: Species
Prerequisites: Non-Beast, Level 1 only.
Benefit: Your size category increases by one step (maximum Large size) but not for the purposes of space, handling items, or natural attack damage.  You also gain an increase of +5 ft to ground speed and one of the following options:
* Run Claw: Additional +5 ft ground speed, superior traveler I, and a +5 bonus on Push Limit checks.
* Grab Claw: Claw I natural attack and a +2 bonus to Grapple.
* Heavy Hoof: Kick I natural attack and a 50% increase in carrying capacity.
* Light Hoof: Kick I natural Attack and the superior runner I NPC quality.
However your Break Fall, Climb, and Tumble checks are always considered untrained and you suffer double the Speed penalty from broken leg critical injuries.

Land Power
Somehow you have power derived from the world around.
Type: Species
Benefit: Choose a spirit type.
* Arctic: You gain Cold Resistance 5, superior traveler II, and any weapon you ready gains the grip customization at no extra cost.
* Cave: You gain darkvision II and light sensitive, a +5 bonus to Ambush checks, and a +5 bonus on checks made to navigate.  Also you gain either the Crafting skill’s Stonecutting focus or are considered to always have a stonecutter’s kit (choose one).
* City: You gain a +5 bonus to Canvass checks, 2 Interests, and the hearty appetite Species trait.
* Decay: Your unarmed attacks gain bleed, and you gain a +2 bonus to Medicine checks and a +5 bonus on Dismantle and Repair checks.
* Desert: You gain a +5 bonus on Stash checks and grueling combatant.
* Dust/Sand: (As Elemental Heritage, change Charisma reduction to “However, your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips.”.)
* Forest/Jungle: You are always considered to have a actor's props and you ignore Species and Size penalties to Disguise checks, you have a +2 bonus to Blend checks, and the Disposition of non-adversary animals increases by 5.  However, you also gain Achilles heel (fire).
* Grassland: You gain superior runner I, a +2 bonus to Survival checks, and you gain a +2 bonus on attack rolls for a number of rounds equal to damage taken after taking fire damage.
* Herd: You count as 3 additional characters when determining numerical advantage, you suffer exactly 1 point per damage die when making a Push Limit check, and you gain the Trample I natural attack and a +2 bonus to Initiative checks.  However, you also take a -2 penalty on Will saves.
* Ice: You gain thick hide 2 and may convert your unarmed damage to Cold damage without suffering the normal -4 attack penalty.  However, you also gain Achilles heel (fire).
* Lava: (As Elemental Heritage (fire).)
* Mountain: You gain a +2 bonus to Resolve, a +5 bonus to Climb checks, and Electrical Resistance 5, and are always considered to have climber's gear.  However, you also take a -2 penalty on Reflex saves.
* Mud: You count as 1 size category smaller for the purposes of squeezing, gain a +4 bonus on Grapple checks, and are always considered to have actors’ props.  However, you also gain Achilles heel (fire).
* River/Waterfall: You gain a +2 bonus on Athletics checks, a +5 bonus on Break Fall checks, and the Trample I natural attack.
* Sea/Lake: You calculate your Wounds as if you were 1 size larger, you gain Cold Resistance 5, and any weapon you ready gains the trip customization at no additional cost.
* Stone: You gain DR2/Blunt and a +2 bonus on Resolve checks.  However you take a -2 penalty to Reflex saves.
* Storm: You gain a +2 bonus with Intimidate checks and on saves against fear, and may convert your unarmed damage to Electrical damage without suffering the normal -4 attack penalty.  However your Wisdom decreases by 1.
* Wetland: You are always considered to have a doctor’s bag and you ignore Cross-Species penalties to Medicine checks, and each time you suffer 10 or more damage from a melee attack you may attempt to Disarm the attacker as a free action.  However you suffer a -2 Appearance penalty.

Nocturnal
You are well adapted for the night.
Type: Species
Prerequisites: Level 1 only.
Benefit: You gain darkvision I and light sensitive, light sleeper, and your hearing range increments are equal to your Wisdom score x10 ft, and you may always act during a surprise round unless deafened.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Scorpion Body
The body of a scorpion scuttles beneath you.
Type: Species
Prerequisites: Non-Beast, Level 1 only
Benefit: Your size category increases by 1 (maximum Large size) but you still count as your original size category for the purposes of handling items.  You gain Stinger I, Pincer I (functions as Squeeze I, except only when grappling using the front claws), and thick hide 2.  Kick attacks, as well as Break Fall, Jump, and Tumble checks you make, are always considered untrained, and you are cold-blooded.
Note: Scorpion Body’s stinger natural attack qualifies for the Toxin Sacs feat (Adventure Companion, p 137).

Small
Blame it on genetics.
Type: Species
Prerequisites: Non-Unborn, Level 1 only
Benefit: Your Size decreases by one step (minimum Small); if you are already Small you instead gain a +2 bonus on Sneak checks and count as 1 size category smaller squeezing into or through confined spaces.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.”

Spider Body
You are a spider down below......and above, when you’re hanging from the ceiling.
Type: Species
Prerequisites: Non-Beast, Level 1 only
Benefit: Your size category increases by 1 (maximum Large size) but you still count as your original size category for the purposes of handling items.  The DC of your Climb checks decrease by 1/2 normal (rounded up).  Additionally you may produce spider webbing, allowing you to create the equivalent of binding rope and climbing gear that may be used by one additional person.  Kick attacks, as well as Break Fall, Jump, and Tumble checks you make, are always considered untrained.

 93 
 on: May 18, 2015, 07:58:05 AM 
Started by Antilles - Last post by Ares
@Mr. A
Didn't you propose we kill the whole household of Kaytlin Mott so we could replace her and lure the priest out?  Grin Wink

But to clarify: I didn't mean a pants on your head kind of person and more a Jehova's witness type. Annoying but not worryingly so.

 94 
 on: May 18, 2015, 07:46:55 AM 
Started by SilvercatMoonpaw - Last post by SilvercatMoonpaw
Why would you want them armless?  Arms mean they can hold more lasers! Evil

 95 
 on: May 18, 2015, 07:16:23 AM 
Started by SilvercatMoonpaw - Last post by Mister Andersen
I pine for armless aquatic dinosaur bioborgs

 96 
 on: May 18, 2015, 06:50:26 AM 
Started by Antilles - Last post by Antilles
Eh, there's still room to run some scheme if we want, but if we miss the upcoming stew day we'd have to wait a week, and the soft deadline is fast approaching, so...

 97 
 on: May 18, 2015, 05:59:50 AM 
Started by SilvercatMoonpaw - Last post by SilvercatMoonpaw
Yes, but that gets generalized to "healing" in lots of modern works.  The same way people conveniently forget that unicorns were considered pretty vicious (owing to the fact they started out as misinterpreted rhinos).

I'm aware of classical unicorns, hence the description of them as something other than a horse with a horn.

 98 
 on: May 18, 2015, 03:32:02 AM 
Started by Antilles - Last post by Mister Andersen
It doesn't seem the sanest of ideas

 99 
 on: May 18, 2015, 03:27:05 AM 
Started by Antilles - Last post by Antilles
Wild prophets? Not so much. Crazy old men? Yeah, they happen from time to time, but if they tend to end up in the care of the church once they cross the line from 'eccentric' to 'crazy'.

That said, should we trying to draw attention to ourselves now, just before we're set to strike?

 100 
 on: May 18, 2015, 12:35:38 AM 
Started by SilvercatMoonpaw - Last post by Morgenstern
  Aren't unicorns classically associated with the purification/neutralization of poison rather than healing?

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