Sorry for long delays, I've had a few requests for more stuff to be posted up but as the week gets farther along, I get busier and busier, once Monday rolls around I should be good (ish) to go again. In the mean time, let me throw a couple things out here.
First off, I put
Bounty Hunter in
Medwyn's Bloodhound thread, over here:
http://www.crafty-games.com/forum/index.php?topic=4566.0Next up is
Expanded Fittings, the whole idea of this is taking the Descriptive Armor sidebar one step further, by applying a minor (General Equipment-level) benefit to different fittings as well as different weights and so forth. Some numbers were a little fudged to keep things from being unbalanced in one direction or the other, but that was about the extent of my guidelines going in.
As with normal Descriptive Armor, two or three fittings is Light, four or five is Heavy, and I added another level, Full Fittings, which give the same effects as Heavy as well as +2 Resistances and 1 additional save but have a 1 point worse DP and ACP, as well as a disguise penalty of Obvious
I went through a number of pricing schemes, and there were some that worked better than others, the one I settled on is, admittedly, a little more complicated- each fitting purchased or crafted for a suit of armor increases it's base cost by 10 + (5 * # of fittings already on the armor) silver. This winds up a little more costly but somewhat compensates for the new abilities.
Weight is handled per-fitting and increases the base weight of the armor.
My list of fittings is here, under the spoiler block:
Edit: I hacked that table together a bit, Comp should read Space, there is no 5-fitting limit any longer, just 1 per fitting location (though there are upgrades to circumvent that a little).
Table Below Spoiler:Mismatched fittings don't count toward the "group" for determining what grade of fittings you're wearing and increase ACP by 1, and wearing fittings without torso armor grants benefits and penalties as per their fittings grade, except disguise penalty, which is one "step" lower (Obvious becomes -6, -6 becomes -4, -4 becomes -0).
(Apologies for the haphazard writing, just got in after a run and am heading out again after I'm done writing this up)
I was going to round out armor with Craftsmanships, Materials, and Upgrades, but with my set up designed for ease of use, I've got several Crafty things in there as well, so I will have to redo some of the tables to make them Board-friendly. In the mean time, here are a couple classes:
Dreamwalker (Expert) (This class is an alternate divine caster, in this setting magic comes from the realm of dreams, and the two share several intrinsic connections.)
Requirements: Cannot have any steps in Paths, Cannot have ranks in Spellcasting, Resolve 6+ ranks, The Gift
Caster: Each level in this class increases your Casting Level by 1
Class Skills: Acrobatics, Athletics, Bluff, Disguise, Investigate, Medicine, Notice, Prestidigitation, Resolve, Ride, Search, Sneak
Skill Points: 8+ Int Mod
Vitality: 6+ Con Mod
Base Attack: Poor
Fortitude: Poor
Reflex: Poor
Will: Good
Defense: Average
Initiative: Good
Lifestyle: Poor
Legend: Good
Core Ability –Conduit: You may spend up to 3 action dice per scene as a free action, each time giving you one additional “use” of one of your Divine spells
Class Abilities –Dreamwalker: You are not bound by the same laws of magic others are, at Level 1, you may take the first step in any path listed in Chapter 7, then choose three additional paths in that chapter, you are permitted to take steps in any of these paths as if they were granted to you by an alignment.
Unique Aura: At Level 2 you gain Spell Defense equal to 10 + your Career Level and Spell Resistance 2
At Level 7 these increase to Spell Defense 15 + your Career Level and Spell Resistance 5
Path of the Dreamwalker: At Levels 3, 5, 7, and 9 you may take a step in any path granted to you by your Dreamwalker ability. If you have completed all the paths, you may choose a new one and gain access to it.
Changed Blood: At Level 4 you may gain any Heritage species feat, ignoring prerequisites. If you already have a Heritage, you may instead choose to take it's Legacy.
Uncanny Dodge I: At Level 4, as the Burglar ability
Uncanny Dodge II: At Level 8, as the Burglar ability
Forking Paths: At Level 6, at the start of each adventure you may choose 1 path you have access to but have not yet completed, you gain 1 step in that path until the end of the adventure.
Sights Unseen: At Level 8, you cannot gain the
blinded,
deafened,
enraged, or
frightened condition,
shaken grades do not prevent you from taking 10 or 20, and
invisible characters do not automatically become
hidden from you (though they may still make Stealth and Hide checks to do so).
Second Reality: At Level 10, as long as you get a full night's rest, your natural healing rates double and you're considered to have also received the benefit of any 1 Food or Drink (not counting against your total for the day) and any 1 Community Service except Laundry, Item Repair and Commission, Grooming, or Scribe, and other unique restrictions may apply (A delivery cannot transport anything you cannot give in a dream, and cannot be given to subjects who do not sleep). Also, you gain Stress Resistance 6
Not all of my Master Classes are setting specific, actually, I'll put up some I have here:
Archmage (Master) (Written to emulate that other Archmage class)
Requirements: Spellcasting 12+ Ranks, Any 2 Spellcasting Feats
Caster: Each level in this class increases your Casting Level by 1
Class Skills: Crafting, Impress, Intimidate, Investigate, Medicine, Prestidigitation, Resolve, Search, Sense Motive and any 3 class skills from your base and expert classes.
Skill Points: 8+ Int Mod
Vitality: 6+ Con Mod
Base Attack: Poor
Fortitude: Poor
Reflex: Poor
Will: Good
Defense: Poor
Initiative: Average
Lifestyle: Average
Legend: Good
Spell Points: Good
Class Abilities –Manipulation of Magic: At Level 1, choose one skill, you may substitute your Spellcasting (Int) skill in place of that skill for one check a number of times per scene equal to your class level.
Flowing Magic: At Level 1, choose one spell you know of no greater than 3rd level, you may cast this spell once per scene as if it were a divine spell. If you choose a 1st level or lower spell, you may cast it twice per scene.
Woven Magic: At Level 4, choose one spell you know of no greater than 5th level, you may cast this spell once per scene as if it were a divine spell. If you choose a 3rd level or lower spell, you may cast it twice per scene.
Personal Talent: At Level 3, you gain one of the following tricks:
Channel Energy (Spellcasting Trick): Choose one damage type when you gain this trick, you may spend 3 additional spell points when making a spellcasting check to change the damage the spell will deal to the chosen damage type.
Power Surge (Spellcasting Trick): If you beat your target's defense and spell defense by 5 or more, you may spend spell points on a 1 for 1 basis (up to an amount equal to your starting action dice) to increase the spell's caster level, damage, or DC.
Reshape Spell (Spellcasting Trick): When casting a spell with an area, you may spend 2 additional spell points to move a number of 5ft squares from it's area equal to your starting action dice, these spaces original locations are “safe” and their new locations are considered within the spell's area as normal.
Spell Turning (Spellcasting Trick): If you successfully counter a spell, you may spend 2 spell points to instead redirect the countered spell onto it's caster, caster level and DC are determined as per the original caster. If multiple spells are countered, you may spend 2 spell points for each spell you want turned.
Art of Magic: At Level 4, once per adventure as a free action you may gain 1 spellcasting feat as a temporary feat until the end of the adventure.
Versatile Casting: At Level 5, you may apply 2 tricks to each spellcasting check you make, alternatively when applying only a single trick, you may ignore any spell point increase.
Cirendeth T'Sorai (Master) (Yes, I know whip-wielding casting female dark elves are cliche, but I went there.)
Requirements: Female, Dark Elf (Elf Species, Spider Nation), Tiril'Corath Alignment, At Least 1 Step in the Tiril'Corath path, Blessed, Whip Basics, Spellcasting 6+ Ranks
Caster: Each level in this class increases your Casting Level by 1
Class Skills: Blend, Bluff, Intimidate, Notice, Resolve, and any 3 class skills from your base and expert classes.
Skill Points: 6+ Int Mod
Vitality: 9+ Con Mod
Base Attack: Average
Fortitude: Average
Reflex: Poor
Will: Good
Defense: Average
Initiative: Poor
Lifestyle: Average
Legend: Average
Spell Points: Average
Class Abilities –Whip Strike: At Level 1, when carrying a readied whip, you may perform Touch range spells anywhere you can strike with the whip, in addition, if your Spellcasting check overcomes the target's defense, you deal damage as if you had hit them with your whip, this effect goes off even if the Spellcasting check doesn't overcome the targets Spell Defense.
Path of Tiril'Corath: At Levels 1 and 4 you gain a step in the Path of Tiril'Corath, if you've already completed this path, you instead gain a bonus melee combat feat.
Mistress' Pain: At Level 2, you gain an additional number of wound points equal to your Charisma modifier.
Circle of Power I: At Level 3 you may cast spells of 1st level and lower you know.
Spellbraid: At Level 4, while wielding a readied whip, you may apply whip tricks to your Spellcasting checks and vice versa. For these purposes your Whip is considered a 1st level spell that costs you 0 spell points and 1 half action to use by default, with a range equal to your Reach plus the Whip's reach.
Beauty Beyond Beauty: At Level 5, your Charisma increases by 5 and your Dexterity increases by 2
If there's any interest in seeing other Master Classes, the others I have are:
Amarmaethora (Elven City High Guard type)
Ambassador of Concord (Clerical type who promotes a bond between two warring sister deities)
Ancient Dragon (Based on my alternate Dragon (not Drake) species)
Articulate Spirit (Based on my alternate Angel species)
Citadel Bulwark (Goliath converted from World on Fire)
Constellate Celebrant (Super setting specific, uses almost exclusively house rules)
Exalted Master (Hattori Hanzo/Masazane Fujiware style exceptional, awe inspiring smith)
Legendary Automaton (Uses my heavily altered Unborn rules, but is based around modifying yourself via construct-based benefits, unborn or not)
Legendary Giant (As the name might imply, iconic Master class a-la Classic Fantasy)
Legendary War Chief (Legendary Orc converted from Classic Fantasy and opened to other orc-like species)
Transcendent Hero (Legendary Pech from Classic Fantasy converted to be species-less and generally more action die based)
True-Blooded Shifter (Iconic Master Class for zoanthropes/lycanthropes)