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Author Topic: Paths!  (Read 4364 times)
royalfa
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« Reply #30 on: February 26, 2010, 02:24:25 PM »

Quote
Craft I:  You gain the Crafting Basics feat.
Craft II: You may cast Identify I and Repair II once per scene.
Craft III:You gain the Crafting Mastery feat.
Craft IV: You may Roll twice when making Crafting checks, keeping the result you prefer
Craft V:  You gain the Crafting Supremacy feat

Thanks Morgenstern I like this a lot.

I was thinking in a +5 bonus to any one Craft Focus you posses as a Craft I step (like the bonus) but I don't know how all this impact in the game:

If I remove the Crafting Basics then what happen in the event the character take the sept III and didn't have the above feat??

I read something like this in the book but do not remember what exactly happens.
Thanks all
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Wolverine
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« Reply #31 on: February 26, 2010, 04:05:35 PM »

I was thinking in a +5 bonus to any one Craft Focus you posses as a Craft I step (like the bonus) but I don't know how all this impact in the game:

+5 to any one Crafting Focus would be good. You could then suggest preferred focus(es) for each god/alignment this Path was a part of. A dwarven god with Craft might prefer stoneworking or metalworking, while an Elven god with Craft might prefer woodworking. These wouldn't have to be limitations on what was eventually picked, just flavourful suggestions.

Quote
If I remove the Crafting Basics then what happen in the event the character take the sept III and didn't have the above feat??

I'm not sure about granting feats that miss requirements, but the easiest way to get around it would be to move Basics to Step III and Mastery to Step V.
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« Reply #32 on: December 31, 2010, 10:45:01 AM »

Path of Truth (redux)
Truth I: You gain a +5 bonus with Sense Motive checks.
Truth II: You gain the Human Nature class ability
Truth III: You may cast Zone of Truth a number of times per session equal to your Path step.
Truth IV: You may cast True Seeing once per scene.
Truth V: You may cast Detect Lies a number of times per scene equal to your Wisdom modifier (minimum 1).
« Last Edit: December 31, 2010, 09:51:49 PM by Mister Andersen » Logged

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« Reply #33 on: December 31, 2010, 11:04:30 AM »

I like this version....
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« Reply #34 on: December 31, 2010, 05:13:53 PM »

If anyone wants to add any of these to the Fantasy Craft Database, they're more than welcome.
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« Reply #35 on: December 31, 2010, 10:48:41 PM »

I'd like to know more about how the Paths are costed. It looks like

I-II: Equivalent to a feat.
III-IV: Equivalent to a feat with a prerequisite, or a feat and some small benny.
V: Fairly awesome, equivalent to an advanced feat (ignoring prerequisites) or some higher tier class ability (nothing that would cause stacking issues with legacy abilities).

It looks like two spells, or two uses of a single spell, is a valid Step, up to your Step in level, or up to level 7 for Step V (but the lowest grade of any spell V+ or higher).

I'm really wondering how class ability slots relate to spep level.
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« Reply #36 on: January 01, 2011, 01:22:26 AM »

I remember seeing somewhere that the Step - Spell level formula went as follows:

Step 1: 0th & 1st Level spells
Step 2: 2nd & 3rd
Step 3: 4th & 5th
Step 4: 6th & 7th
Step 5: 8th & 9th
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« Reply #37 on: January 01, 2011, 03:12:23 AM »

I'd like to know more about how the Paths are costed. It looks like

I-II: Equivalent to a feat.
III-IV: Equivalent to a feat with a prerequisite, or a feat and some small benny.
V: Fairly awesome, equivalent to an advanced feat (ignoring prerequisites) or some higher tier class ability (nothing that would cause stacking issues with legacy abilities).

It looks like two spells, or two uses of a single spell, is a valid Step, up to your Step in level, or up to level 7 for Step V (but the lowest grade of any spell V+ or higher).

I'm really wondering how class ability slots relate to spep level.

When I get back home tomorrow morning I've got a document where I went through and laid out what each step can grant (at least as far as what's in the book), if it's kosher to do so I can stick it up here if it'll help put together a clearer cost table.
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royalfa
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« Reply #38 on: January 28, 2011, 01:49:46 PM »

Hi Deral

What happens with the document you say??

Will be much useful and appreciated.

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« Reply #39 on: January 28, 2011, 01:53:11 PM »

Hi Deral

What happens with the document you say??

Will be much useful and appreciated.



Just a day or so after I posted that, pawsplay put up his very nice Paths: Under the Hood thread, why, I'd been one-upped! http://www.crafty-games.com/forum/index.php?topic=4541.0
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royalfa
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« Reply #40 on: March 06, 2011, 10:54:44 PM »

No one have say a thing about the Path of Dream

PATH OF DREAM
DREAM  I: You inflict additional stress damage equal to your Dream path
DREAM  II: You may convert damage inflicted by your melee and unarmed attacks to stress damage. You may also cast Sleep once per scene.
DREAM  III: You may cast Darkness II and Phantasmal Killer once per scene.
DREAM  IV:  You can’t fall unconscious unless you like. And twice per sesission you can ask the GM for a hint, only if you sleep at least 5 hours or have a Downtime, if he refuses you gain a d6 action dice.
DREAM  V: Each time you sleep at least 5 hours or have a Downtime you gain a d4 dice that you only can spend to activate perks or to reduce the complications to a minimun of 0.

Then this is 0k or need some work?

I like the Dream V but don't know if is a good ability for step V
 
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« Reply #41 on: March 07, 2011, 09:55:23 AM »

Is there an actual format for making new paths, like there is for making species and classes?
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