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Author Topic: [Notebook] One more class idea - the Harrier  (Read 2225 times)
Morgenstern
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« on: January 15, 2010, 05:28:54 PM »

The question was asked earlier, what archetypes are left that Fantasycraft doesn't cover. One that's been scratching in my mind has been the on-the-spot master of traps. This isn't quite done yet, but I like it.

HARRIER

Party Role: Combatant/Specialist. While focused on disabling and defeating the enemy on the field of battle, the Harrier is also a superior wilderness expert.

Class Features
Requirements: Dexterity 13+, Tactics 6+ ranks, Battlefield Trickery
Favored Attributes: Intelligence, Dexterity
Class Skills: Acrobatics, Athletics, Intimidate, Notice, Prestidigitation, Resolve, Ride, Sneak, Survival, Tactics
Skill Points: 6 + Int modifier
Vitality: 9 + Con modifier per level

Core Ability
Dunno yet, but I expect a 20% discount when purchasing/crafting traps will be part of it.

Class Abilities
Speed-Snares: You are a master of improvised snares that slow and disable your foes. At Level 1, as a full action you may set a speed-snare, choosing an adjacent 10 ft. x 10 ft. area. Any opponent entering the area springs the trap and must make a Reflex save (DC 10 + your intelligence modifier + the number of Terrain feats you have) or suffer 1d6 + your intelligence modifier lethal damage and become entangled for 2 rounds. If they succeed, they take half damage (round down) and are not entangled. If an opponent is aware of the snare before entering it, he gains a +4 bonus to this save.
You may only have 2 un-sprung snares ready at any one time and may disable your own adjacent snares as a half action. A speed-snare may never be set so that its area overlaps another speed-snare set by the same character. You may set snares “under” opponents, but they only trigger the trap upon entering the area; they are safe until they leave and later re-enter the newly set trap.
Speed-snares are not obvious. The base DC to detect them is 10 + your Class level. This DC increases by +4 if the there are no opponents present when the trap is set or you are hidden at the time. Once a trap is detected, all opponents are considered to know where the trap is located (it is a free action to point out a trap by word or gesture, so the knowledge of the danger will spread effectively instantly).
At Levels 3, 5, 7, and 9, you may choose one of the following benefits. Each benefit may be chosen only once.

Dripping Death: Your speed-snares gain the injector quality and if you have a dose of poison readied when you set the snare, it is automatically applied to the snare. You may not recover this poison even if you disable the snare yourself.
Instant Trap-setting: Once per round you may set a speed-snare as free action. You may use this ability a number of times per combat equal to the number of Terrain feats you have.
Layers of Danger: You may have up to 4 un-sprung speed-snares ready at any one time.
Pointy Sticks and More: Your snares now inflict 1d10 + your Intelligence modifier damage. Each time you set a speed-snare you may choose for it to do lethal, stress, or subdual damage when sprung.
Portable Mire: Opponents failing their save against your snares are entangled for 3 round and cannot leave their current square until the condition ends.
Subtle Snares: The DC to detect your speed-snares increases by +6. The DC for the Reflex save when an opponent springs one of your speed-snares increases by +2.
Trapper’s Glee: You gain 1 Edge each time an adversary fails their Reflex save while springing one of your speed-snares.
Wide Snares: Your speed-snares now cover an area of your choice of 10 ft. x 10 ft, 10 ft. x 15 ft., or 15 ft x 15 ft.

Fleet of Foot I: At Level 2, your base speed increases by 10 ft. and your speed is not reduced by rough terrain.
Fleet of Foot II: At Level 7, your base speed increases by 10 ft. (for a total increase of +20 ft.) and you never become slowed.

Stalker: At Level 4, each time you fail a Survival or Tactics check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
If you gain this ability for either skill from two or more classes, add together your levels in all classes granting the ability when determining its effect.

Uncanny Dodge I: Your senses are supremely sharp, letting you react quickly to danger. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed.
Uncanny Dodge II: At Level 8, you never become flanked.

Death From Afar: Now that you’ve got them right where you want them, what do you want to do with them? At Level 6, once per adventure, you may spend 1 hour practicing to gain 1 temporary Ranged Combat feat of your choice until the end of the current adventure.

Battlefield Chaos: At Level 8, opponents affected by your Battlefield Trickery feat are also baffled for 3 rounds.

Fish in a Barrel: At Level 10, if one of your ranged attacks that inflicts lethal or subdual damage hits an opponent entangled by one of your speed-snares, you may choose to inflict +20 damage with that attack. You may use this ability once per opponent per combat.

Sidebar: Blindfolding the GM
Since the Speed-snares ability is in the hands of Player Characters, the GM may wish to allow Harrier players to secretly write down the locations of their speed-snares, revealing them only when an NPC blunders into one. The GM can still handle the Notice/Search checks to detect the snares normally (as he will unavoidably be aware that the player is setting snares and the general vicinity they are located). In the case of an ambush, where the Harrier has time unobserved by any enemies, the GC should allow the secret snares to be pre-placed in any reasonably accessible location. While running this blind may slow the game slightly, the experience of playing a devious and unpredictable trapster who genuinely fools his enemies can be very rewarding for the entire group.

« Last Edit: January 19, 2010, 06:37:14 PM by Morgenstern » Logged

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aegis
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« Reply #1 on: January 15, 2010, 06:00:36 PM »

I just love the concept... and the mechanics behind. Only two remarks:
Baffled being a grading condition, maybe it's weird to inflict it only for 3 rounds.
How long does fish in a barrel last? Just one attack or one full round? I suppose it's only one attack since it's already once per opponent per combat, but I'm not sure about the phrasing...
« Last Edit: January 15, 2010, 06:04:43 PM by aegis » Logged
Morgenstern
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« Reply #2 on: January 15, 2010, 07:01:00 PM »

I just love the concept... and the mechanics behind.

Thanks Smiley. There are two prominent "trapper" enemies I'm running into frequently right now in my MMO gaming, and I'm playing an on-line character with trapper-style abilities, so it's been on my mind. Theres also a trapper character in the anime series Shadow Skill that I really liked. I'd like to see more class abilities/character options that "drop" a trigger on to the map.

Quote
Baffled being a grading condition, maybe it's weird to inflict it only for 3 rounds.

Per the second paragraph in conditions, the duration for this condition is beeing set by the effect that causes it. The intent is that when one of your ambushes kicks off, there is all kinds of sound and fury and wizzing things giving the enemy too much to think about (though I'm sure there will be other ways to skin the effect). If they are already baffled, they will (for 3 rounds) become more baffled by 1 grade. Effects that cause a single grade of a graded condition generally just say "the characte becomes [blah]" without indicating number of grades. The most common examples of this in the text are characters becoming fatigued.

Quote
How long does fish in a barrel last? Just one attack or one full round? I suppose it's only one attack since it's already once per opponent per combat, but I'm not sure about the phrasing...

Intent is once per opponent per combat after you've hit them with a lethal/subdual ranged attack, if they are entangled (now how could that have happened...?) you have the option to bump up the damage by +20. I'll fiddle with the language to make it more clear there is a choice to use this once all the conditions have been met. This is a conditional damage bump similar in scale to 6 dice of sneak attack, which seemed about right for a game breaker - I've written a class that gets 5 dice of sneak attack and another small perk for a game breaker and it looks pretty good, so I'm using it as a point of comparison.
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« Reply #3 on: January 15, 2010, 09:13:57 PM »

Added another selectable ability (rounding it out to a list of 8 ) and tightened up language in several places.
« Last Edit: January 16, 2010, 10:46:35 AM by Morgenstern » Logged

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« Reply #4 on: January 16, 2010, 01:51:53 PM »

This seems to be a really good idea. It's something I toyed with before, but mechanics are my weak spot. I like how you've done it here.
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« Reply #5 on: January 17, 2010, 11:14:51 AM »

This seems to be a really good idea. It's something I toyed with before, but mechanics are my weak spot. I like how you've done it here.

Thank you. I'm glad you like it Smiley.

I still need to finalize the core ability and post the class able, but I'm pretty hapy with how it has turned out.
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« Reply #6 on: January 19, 2010, 01:00:53 PM »

Well, I think it needs to be more than Taking 10 on Survival or Tactics checks in the wilderness.

How about this:

May make any of the non-crew* checks for the Survival & Tactics skills as Active checks. In addition, any outdoor Security devices can be obtained as if 1 Caliber lower than listed.

Does this work for you, Scotty? .... By non-crew check, I'm referring to the Maneouver check for Tactics as this is not really what this class seems to do.

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« Reply #7 on: January 19, 2010, 05:04:19 PM »

Huh?
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« Reply #8 on: January 19, 2010, 05:08:27 PM »

As a potential core ability:

May make any of the non-crew* checks for the Survival & Tactics skills as Active checks. In addition, any outdoor Security devices can be obtained as if 1 Caliber lower than listed.
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« Reply #9 on: January 19, 2010, 05:34:48 PM »

It feels very weak for a core ability, and it refrences systems and concepts not present in Fantasy Craft.
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« Reply #10 on: January 19, 2010, 05:39:36 PM »

Nothing in the class at this point specifies it as being for FantasyCraft or Spycraft and it can be used in either one with the way it is written. The only difference might be in the core ability.
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« Reply #11 on: January 19, 2010, 06:40:30 PM »

Ah, I follow now. I was putting this out there for Fantasycraft use (which required going back and fixing the skill list to line up with that game Smiley).

The core ability will probably be ranged attack-based as I want to flesh out that aspect and get it into play early in the class; its how the Harrier finishes off opponents stuck in their snares. This will likely result in the class remaining fairly SC2.0-friendly.

(I just had 3 wisdom teeth pulled so I'm a bit loopy)
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« Reply #12 on: January 19, 2010, 06:59:05 PM »

Bonuses to archery perhaps? ... Your loopiness still brings good game construction.
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« Reply #13 on: January 21, 2010, 12:09:23 AM »

Core Ability
Death at a Distance: When using a bow or hurled weapon, you are considered to possess a further 2 additional ranged combat feats for any ability based on the number of such feats you posses. Additionally, you may purchase and create traps for 80% of the standard cost.
« Last Edit: January 21, 2010, 12:11:06 AM by Mister Andersen » Logged

Big_Jim
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« Reply #14 on: July 19, 2013, 04:33:34 PM »

Morg, did you ever finalize this class? Is this in line with your design (assuming you haven't superseded it already and not updated it.): https://docs.google.com/file/d/0B8FCrAZcFJJDX180N2JzRUhHaGc/edit?usp=sharing

If so, what might the Xp value of the class abilities be (including Mr. Andersen's version of the Core)?

Death at a Distance                                    ?
Speed-Snares                                             ?
Dripping Death                                            ?
Instant Trap-setting                                    ?
Layers of Danger                                         ?
Pointy Sticks and More                                ?
Portable Mire                                               ?
Subtle Snares                                             ?
Trapper’s Glee (Special Characters Only)     ?
Wide Snares                                               ?
Fleet of Foot                                ? per grade
Stalker                                                        ?
Death From Afar                                          ?
Battlefield Chaos                                         ?
Fish in a Barrel                                            ?


Thanks.
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