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Author Topic: New FC Specialties  (Read 1026 times)
Khaalis
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« on: October 28, 2009, 05:52:39 AM »

Ok. I was looking through the 2 "Origin of the Species" and came across some Specialties that didn't get included, so I thought I would take a shot at converting them (recreating by inspiration). I'd like to get a few thoughts/opinions.


(X) = Point cost from the Specialties Wiki


ARCANE KEEPER
You collect lost wisdom from all corners of the world.
Requirement: Sorcery campaign quality
•   Bonus Feat: Any 1 Spellcasting feat (1)
•   Celebrated: Your Legend rises by 2. (2)
•   Inscription Focus: You gain the Crafting skill’s Inscription focus. (1)
•   Spellcasting Expert: You’re considered to have 2 additional Spellcasting feats when determining the effects of any ability that’s based on the number of Spellcasting feats you possess. (1)
•   Paired Skills: Each time you gain 1 or more ranks in the Crafting skill, you also gain equal ranks in the Investigate skill. This may not increase your Investigate skill beyond its maximum rank. (2)


PHILOSOPHER
You like to pick apart assumptions to find deep  truths and deeper questions.
Requirement: Miracles campaign quality
•   Bonus Feat: Blessed (Path of Knowledge). (1)
•   Broad Learning: You gain 2 additional studies (see FC p61). (1)
•   Free Hint: Once per session you may request a free hint from the GM. If he refuses you gain an AD. (1)
•   Inquisitive Mind: You gain 2 additional interests (see FC p61). (1)
•   Linguist: you gain 2 additional languages. (1)
•   Sharp Mind: You gain 1 additional skill point per level. (2)


PROSPECTOR
You venture out into the wilds and stake your claim on the basic resources upon which civilizations are built. When you get back, you sell the rights, have a drink or two, and maybe start a brawl.
•   Attribute Training: The lower of your Intelligence or Constitution scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent. (1)
•   Bonus Feat: Pathfinder Basics (caverns/mountains) (1)
•   Chemistry Focus: You gain the Crafting skill’s Chemistry focus. (1)
•   Stonecutting Focus: You gain the Crafting skill’s Stonecutting focus. (1)
•   Prospector Studies: You gain the Geology and Metallurgy. (1)
•   Paired Skills: Each time you gain 1 or more ranks in the Search skill, you gain equal ranks in the Ride skill. This may not increase your Ride skill beyond its maximum rank. (2)
 

REVELER
You’re the original party animal, whose joy in life sometimes exceeds good sense.
•   Bonus Feat: Wild Revelry (2)
•   Charming: Once per session you may improve the disposition of one non-adversary NPC by 5. (1)
•   Flashy: Your Panache rises by 2. (2)
•   Iron Gut: You may make roll twice when making Fortitude saves prompted by disease and poison. (2)


SEDUCER
Your practiced charm and honed wiles are almost irresistible. If female, you’re often called a seductress.
•   Bonus Feat: Fan Service  (1)
•   Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene. (1)
•   Natural Elegance: Your Appearance bonus increases by 1. (1)
•   Practiced Impress: If you spend an action die to boost an Impress check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them. (2)
•   Paired Skills: Each time you gain 1 or more ranks in the Bluff skill, you gain equal ranks in the Impress skill. This may not increase your Impress skill beyond its maximum rank. (2)


NEW/CONVERTED FEATS

FAN SERVICE -- Converted from: Spycraft 2.0
You are a master of the double take.
Prerequisites: Charisma 15+, Impress 4+ ranks
Benefits: When taking a Distract or Feint action, you may substitute your Impress (Cha) skill and synergy bonuses. Further, you may perform either action as a full action to simultaneously target all opponents within the action’s listed range. You may not selectively target some of these opponents — you must target all or only 1. Each opponent makes a separate check to resist the action.


WILD REVELRY -- Converted from Origin of the Species
One hint of a party and you’re back on your feet!
Prerequisites: Dwarf, Fey  {campaign specific conversion}
Benefit: Once per session when you’re free to travel, you may spend 4 hours and give up the ability to call upon one of your consultants or specialists during the current mission to recover all your vitality and a number of wound points equal to the consultant or specialist’s grade (i.e. 1 wound for an acquaintance, 2 wounds for an associate, and so on). Teammates who accompany you during this period also gain these benefits. Further, your critical injuries recover 1 additional increment between each mission.
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Morganti
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« Reply #1 on: October 29, 2009, 03:47:50 AM »

Arcane Keeper becomes the best specialty for any one trying to maximize saving throw dcs.  I would probably change spell casting expert into something else.  Mind you Save DCs are generally lower across the board, that specialty lets me save the equivalent of 4 CHA to put into another stat, and still get a 30+ dc at level 20.
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Khaalis
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« Reply #2 on: October 29, 2009, 04:35:36 AM »

Arcane Keeper becomes the best specialty for any one trying to maximize saving throw dcs.  I would probably change spell casting expert into something else.  Mind you Save DCs are generally lower across the board, that specialty lets me save the equivalent of 4 CHA to put into another stat, and still get a 30+ dc at level 20.
Really good point. Thanks for that. I'll substitute for:

•   Attribute Training: The lower of your Intelligence or Wisdom scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent. (1)

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Number Three
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« Reply #3 on: October 29, 2009, 09:46:09 PM »

Arcane Keeper becomes the best specialty for any one trying to maximize saving throw dcs.  I would probably change spell casting expert into something else.  Mind you Save DCs are generally lower across the board, that specialty lets me save the equivalent of 4 CHA to put into another stat, and still get a 30+ dc at level 20.

Yeah, keep in mind that Lore Keeper got erratum (which you can see here.)  The way it breaks down, Spellcasting feats in Spycraft appear to be worth an extra half point because of it's extra benefit.  That being said, I'm surprised how much cheaper paired skills are in Mastercraft compared to Spycraft.

Past that, I think even your revised Arcane Keeper is the hands down best specialty for a mage.  IMO, obvious choices are a bad thing, and this specialty contributes to every aspect of the mage.   I think Celebrated is heading in the right direction of a distinguished mage, as opposed to flat out better.
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Khaalis
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« Reply #4 on: October 30, 2009, 03:17:44 AM »

Ok, so swap out Spellcasting feat for:

•   Broad Learner: You gain 2 additional studies. (1)
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Morgenstern
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« Reply #5 on: October 30, 2009, 04:59:48 AM »

You can't -not- have a bonus feat.
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« Reply #6 on: October 31, 2009, 02:12:46 AM »

Exactly.  I'd be more inclined to replace Attribute Training with Broad Learner, replicating Lore-Keeper's Knowledge check bonus instead of boosting one of the Mage's key stats, and solidifying the specialty's image as a lab bound wizard.
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Khaalis
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« Reply #7 on: November 02, 2009, 07:59:52 AM »

You can't -not- have a bonus feat.
Good to know. I had suspected as much from looking over the existing specialties but hadn't seen anyone flat out say it before. Thanks.
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Morgenstern
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« Reply #8 on: November 03, 2009, 11:08:03 AM »

The iconic specialties drawback would flat out implode on contact with Specialties withou feats Grin.
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