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Author Topic: New Master Class  (Read 651 times)
Gouldan
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« on: May 24, 2010, 09:56:24 PM »

Hey guys,

Firstly, this is not the class conversion from dungeons and dragons by the same name.  Lore Master I think fits the class quite adequetly, but if anyone has any other ideas for a name, I am all ears.

This is one of my first attempts to make a new class and I would like to get some constructive criticism on what I have come up with so far.  Too powerful?  Underwealming?  Ideas?  Wording problems?  Miscalculations?

Thank you Turnip666 for your criticism and guidance so far mate, I appreciate it.

Lore Master – Master Class

The Lore Master is adept at versatility, applying his knowledge and expertise on and off the battlefield.  He is able to provide linguistics translation, versatile skill support, key tactical knowledge of the enemy and the ability apply this knowledge in a number of ways to help his allies. As the old adage goes, knowledge is power.
Depending on your campaign, a Lore Master could be…
•   A special operative, able to complete a range of difficult missions for the King
•   A studious army captain who has lead his men into many battles
•   An intelligent scholar, bored of constant study, leaving the class room to find adventure

Party Role:  Backer/Combatant.  Your versatility allows you to support your team mates with a combination of offence and defense, as well as helping in numerous fields off the combat field.  In combat, although you are not necessarily a focused combatant, you show that nerds can fight when they need to.

Class Features

Requirements:   Study: Fighting Styles, Tactics 10+ ranks, Intelligence 15+, Basic Skill Mastery (Officer), Exceptional Skill Mastery (Officer)
Favored Attributes:    Intelligence, Wisdom   
Class Skills:   Athletics, Crafting, Impress, Intimidate, Investigate, Medicine, Notice, Resolve, Sense Motive, Tactics
Skill Points:      6 + Int Mod
Vitality:         9 + Con Mod

Class Abilities

Technician:   You are a master with hardware and equipment; able to get the best out of each piece of equipment in any situation.  At level 1 when making a skill check, or assist with one, all gear bonuses (if applicable) are doubled.  Furthermore, while you are making or assisting with the check, any kits that are used effectively become masterwork for the duration

Scholar I:   You have studied long and hard in numerous fields, allowing you to have a versatile range of expertise.  At level 1 the benefits of Scholar I are threefold; Once per scene, you may choose to cast the Tongues I spell as a natural spell; Choose a class skill, this skill is granted a bonus +1 per class level;  Lastly, you gain an extra study each level of Lore Master you attain

Scholar II:   At level 4 you hone your Scholar I abilities and the effects are threefold; Your natural spell Tongues I may be used a number of times equal to your starting action dice per scene; Your chosen class skill from Scholar I has a reduced error range of 1 (minimum 0) and increased threat range of 1; Any bonuses that you gain from your studies are doubled as per Fantasycraft page 61 (to a maximum of a +4 bonus or 4 hints with any check).

Knowledgeable Adversary:   Your vast knowledge, coupled with your experience allows you to direct your allies in combat to the most vunerable points of your enemy.  At level 2, during the start of every combat or scene as a free action, you may choose one enemy (or type if there are multiple of the same NPC e.g. if they are all uniform NPC mercenaries, goons etc) and make a DC 20 knowledge check to understand your enemy’s defenses and defensive tactics.  If you succeed and for every 5 above the DC, you bestow upon you and your allies a bonus +1 to attack, damage and skill checks made against that enemy, and learn 1 random ability or quality (in detail) that they have, to a maximum of a +5 bonus and to learn of 5 abilities or qualities.  This bonus to attack, damage and skill checks are bestowed to all allies who can see or hear you during combat.

Cross-Training:   As per the Sage Cross-Training ability

Combat Foresight:   You have attained the ability to understand your enemy’s moves and ploys, allowing you and your allies to defend against their attacks.  At level 4, during the start of every combat as a free action, you may choose one enemy (or type if there are multiple of the same NPC e.g. if they are all uniform NPC mercenaries, NPC goons etc) and make a DC 20 knowledge check to understand your enemy’s fighting style and offensive tactics.  If you succeed and for every 5 above the DC, you bestow upon you and your allies damage reduction 1, and prevents you and your allies from being flanked by that adversary (but does not stop that adversary from allowing other enemies to gain flanking from them) until the end of the combat, to a maximum 5 damage reduction.  These bonuses are bestowed to all allies who can see or hear you during combat.

Knowing Strike:   Your years of study and training have produced and amazingly intelligent mind.  You are so smart, you can kill your enemies your mind.  At level 5, once per round as a full action, you may make an attack using your knowledge bonus instead of your base attack to hit.  If you hit, you may add your intelligence bonus to damage instead of your standard attribute modifier (if applicable)   


Lvl   BAB   Fort   Ref   Will   Def   Init   Life   Leg   Special
1   +0   +0   +1   +2   +1   +1   +1   +1   Technician,    Scholar I
2   +1   +0   +2   +3   +1   +1   +2   +1   Knowledgeable Adversary
3   +2   +1   +2   +3   +2   +2   +2   +2   Cross-Training
4   +3   +1   +2   +4   +2   +2   +2   +2   Scholar II, Combat Foresight
5   +3   +1   +3   +4   +3   +3   +3   +3   Knowing Strike
« Last Edit: May 24, 2010, 11:12:08 PM by Gouldan » Logged
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