Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
May 22, 2013, 06:46:49 AM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Products
| |-+  Fantasy Craft
| | |-+  Let's make some iconic Experts
« previous next »
Pages: 1 2 [3] 4 Go Down Print
Author Topic: Let's make some iconic Experts  (Read 2284 times)
pawsplay
Powered By Publisher
Control
******
Posts: 1271


View Profile
« Reply #30 on: October 16, 2011, 06:33:02 PM »

Looks good, but... Armour Basics?  I've never been altogether convinced by that feat on its own.  Fine if you get it as part of the Fighter Specialty; fine also if you're a tanking soldier going with the full line + some Aggro feats, but I'd much rather have, say, Casting Basics if I was playing this character (he'll need the bonus anyway).  Especially as there are lots of other ways to reduce armour skill penalties.

Still, if that's my worst criticism... damn good character :-)

I considered Casting Basics and Hurled Supremacy as alternatives. Casting Basics would boost his pathetic bonus, but then again, he probably relies on his level 0 spells for the most part. Obviously, he gets a lot of mileage out of battle mage when he casts during combat. There is everything good about Hurled Supremacy and nothing bad about it. Armor Basics preserves his Defense as well as his movement rate. In the end, I decided that, given the original artwork, he should be pretty comfortable in his armor and should want to wear it all the time. My mind is definitely not made up on my choice.
Logged
paddyfool
Control
******
Posts: 1214


View Profile
« Reply #31 on: October 19, 2011, 01:38:47 PM »

OK, no worries.  Another query which later came to me is "no spells before 2nd level?", but I suppose this also goes some way to address it.  However, a rune knight who can't actually use a good portion of his potential casting... it's workable, but is it iconic?

Bagsi the Alchemist, btw.  I haven't built a crafting-focused character yet.

Logged
pawsplay
Powered By Publisher
Control
******
Posts: 1271


View Profile
« Reply #32 on: October 19, 2011, 03:27:32 PM »

OK, no worries.  Another query which later came to me is "no spells before 2nd level?", but I suppose this also goes some way to address it.  However, a rune knight who can't actually use a good portion of his potential casting... it's workable, but is it iconic?

I'm not sure I follow. He has four levels to bulk up his Spellcasting and get ready for 3rd level casting. Was that your concern?
Logged
paddyfool
Control
******
Posts: 1214


View Profile
« Reply #33 on: October 19, 2011, 04:05:52 PM »

OK, no worries.  Another query which later came to me is "no spells before 2nd level?", but I suppose this also goes some way to address it.  However, a rune knight who can't actually use a good portion of his potential casting... it's workable, but is it iconic?

I'm not sure I follow. He has four levels to bulk up his Spellcasting and get ready for 3rd level casting. Was that your concern?

Sorry - I mispoke (meaning to say "he knows no spells higher than 2nd level?").  But, as you pointed out, it does make sense not to bulk up on higher level spells as he still has three more levels to learn them, so no worries there. 

What is a bit limiting is the fact that he can't cast his level 1 or 2 spells reliably at present (+11 on the check, versus DCs of 16 or 19), hit targets with a high defense, etc.  This basically makes him not much of a combat caster.  I like how good he is at scaring things, and at throwing that Chakram around... but grabbing Casting Basics could really help his options (halving the risk of failing his level 1 spellcasting checks, for starters).
Logged
pawsplay
Powered By Publisher
Control
******
Posts: 1271


View Profile
« Reply #34 on: October 19, 2011, 04:16:51 PM »

OK, no worries.  Another query which later came to me is "no spells before 2nd level?", but I suppose this also goes some way to address it.  However, a rune knight who can't actually use a good portion of his potential casting... it's workable, but is it iconic?

I'm not sure I follow. He has four levels to bulk up his Spellcasting and get ready for 3rd level casting. Was that your concern?

Sorry - I mispoke (meaning to say "he knows no spells higher than 2nd level?").  But, as you pointed out, it does make sense not to bulk up on higher level spells as he still has three more levels to learn them, so no worries there. 

What is a bit limiting is the fact that he can't cast his level 1 or 2 spells reliably at present (+11 on the check, versus DCs of 16 or 19), hit targets with a high defense, etc.  This basically makes him not much of a combat caster.  I like how good he is at scaring things, and at throwing that Chakram around... but grabbing Casting Basics could really help his options (halving the risk of failing his level 1 spellcasting checks, for starters).

Okay, I'm convinced, I'll make that swap. With Eastern Horde, he's still breaking even on movement, that's good enough.
Logged
pawsplay
Powered By Publisher
Control
******
Posts: 1271


View Profile
« Reply #35 on: October 20, 2011, 04:44:36 AM »

While I'm waiting on feedback for the others, I think I'll take a look at the Paladin.

Race: Human
Talent: As a Paladin, she'll want Str and Cha, and she looks pretty tough. She doesn't seem like much of a people person, so I'm marking Charismatic and Svelte off. Cruading is a definite possibility. Single-Minded, and Stern. Single-Minded doesn't offer a Cha or Str boost but otherwise looks good, and she does seem kind of Grizzled, which offers a hefty durability boost. We do have to get to Cha 15 by level 4, so no Cha penalties allowed. A higher Con would help with the Block action. On the balance, I think I'm inclined to go ahead with Crusading.
Speciality: Fighter is an obvious possibility. Cleric offers Field Medicine, which combined with Band7age, would allow her to mend allies, without a kit, twice, which is a nice benefit. Fencer is a possible, but secondary choice, offering a stance an initiative boost but the wrong weapon focus. Shield Bearer, however, feels pretty good, because it grants Block and melee expert. I'm discounting Aristocrat and other lordly Specialties because she looks more rough-and-tumble.
Class: Soldier. Priest is also a good choice, but it would imply she has the flail as a ritual weapon, which is problematic without inventing a completely non-generic Alignment. So Soldier looks better. Also, just standing there with flaming arrows zipping past her, really says Fortunes of War to me. I'm discounting Captain and Lancer because no mount or ally is seen, implied, or logically present. While Courtier sometimes works for wealthy, chivalrous types, I don't think it fits here.
Alignment: I thought about selecting a compromise, pseudo-alignment, however, I couldn't find enough overlap between Generic Fantasy and anything in Sunchaser to make that work. So here's my solution: I'm not going to define her alignment. Her two Origin skills should give her plenty of skill breadth, and she's probably not using her ritual weapon anyway. Instead, I'm just going to pick one Path. I'm kind of liking Light, since her shield has a sun-like cross on it and she seems to have some kind of halo, but Light really wants you to use your ritual weapon starting at Light II (which would be a fork in Sunchasers and a bastard sword in Generic Fantay land). Protection would be my favorite choice, but doesn't correspond to anything in Sunchasers. Order is not ideal, since it depends on a higher Wisdom bonus to be effective, but presents the fewest problems. Good and Life fit the paladin role pretty well, but don't seem to be referring to anything going on in the picture.
Other Notes: Block trick is a given, and Armor Basics would be really nice. Since she's using a flail, it would be nice to get some mileage out of that.
Logged
Dhampire
Operative
****
Posts: 438



View Profile
« Reply #36 on: October 20, 2011, 12:43:20 PM »

The edge master intrigues me
It did me too.
If you think the Hidden Promise approach is the way to go, another avenue to getting both feats would be Soldier 1/Burglar 3.

I'd forgotten the -4+2 trick.  I'll use that, and build her as Martial Artist for better effect.

At this point, I'm totally cheating:
Blade Touched

I really don't feel like cheating this way, since custom-designed Specialties bring much more to use than existing specialties do to most other builds.


I've got her build as far as I'm probably going to take her.  At this point, she's a character I'd be happy to play.  (The only thing that bothers me is Lumbering.)

(click to show/hide)
Logged

I aim to misbehave.
pawsplay
Powered By Publisher
Control
******
Posts: 1271


View Profile
« Reply #37 on: October 20, 2011, 03:34:21 PM »

I've got her build as far as I'm probably going to take her.  At this point, she's a character I'd be happy to play.  (The only thing that bothers me is Lumbering.)

Well, lumbering is sort of relative. I like to think of her as being kind of lurch-y, eerily fast, like a dead doll from a Japanese horror film.
Logged
Mister Andersen
Control
******
Posts: 8898


I'm leaving for a destination I still don't know


View Profile
« Reply #38 on: October 20, 2011, 11:37:03 PM »

*shrug* Unborn are made beings, I have absolutely no problem with them being custom-honed for an expert class. Because unborn are actually pretty suboptimal for this class.

As for lumbering, those arm blades are actually a pretty crappy choice of offensive weapon, which is why I used the orc-ised tonfa as their mechanical basis.
Logged

pawsplay
Powered By Publisher
Control
******
Posts: 1271


View Profile
« Reply #39 on: October 21, 2011, 09:35:15 AM »

I was worried about being starved for feats, but the Paladin actually turned out pretty well. The only real trick is that there was no way for her to afford platemail (which she is obviously wearing) with cash, so she has magical armor.

MIRYAM ARGENTI: PALADIN
Species: Human, Talent: Crusading
Specialty: Cleric, Class: Soldier 4/Paladin 4
Origin Skills: Acrobatics, Ride
Str 16, Dex 12, Con 14, Int 12, Wis 11, Cha 16
BAB +7, Defense 14 (15 without armor), Init +5
Fort +8, Ref +3, Will +8
Base speed 30 ft.
Lifestyle +5  (Panache 3 , Prudence 2); Legend +4; Appearance +2
Wounds: 14, Vitality: 98
Action Dice: 4 (d6)
Core Ability: accurate, lay on hands
Special abilities: crunch!, higher calling, sterner stuff, charming (1/session), field medicine, paired skills (Resolve/Medicine), turning (undead), fight on x2, fortunes of war I, armor use I, smite the indifferent, stand in judgment 1, path of the crusader, battle planning I (guard yourselves, steady now), heritage revealed, acid resistance 5
Feats: Iron Will, Lady Luck’s Smile, Blessed (Path of Life), Bandage, Armor Basics, Flail Basics, Flail Mastery, Angelic Heritage, Armor Mastery
Skills: Acrobatics 11 (+12), Athletics 4 (+7), Crafting 3 (+4), Intimidate  11 (+11), Medicine 11 (+12), Notice 8 (+8), Resolve 11 (+13), Ride 8 (+9),  Search 3 (+4), Sense Motive 5 (+5), Tactics 4 (+5).
Skill Focuses:  Ride (Riding Mounts, Ground Vehicles)
Proficiencies:  Blunt (forte), edged, bow, hurled, unarmed
Tricks: shield block, mix-up (Trip)
Interests:  Study (Homeland), Language (Native, one other), Alignment, Study (Risen creatures, History of the Order)
Attacks:
Massive armor-piercing flail (+11 melee, 1d8+4 Subdual, Threat 20, AP 4, massive)
Gear: 4s in coin, massive armor-piercing flail 18s, war horse 750s, bedroll 5s, canteen 5s, tinderbox 8s, saddlebags 10s
Renown: - , Reputation: 77
Prizes:
Crusader’s Armor, Item: blessed moderate platemail with light fittings (DR 7, Blunt Resistance 2, Divine Resistance 4, DP -2, ACP 0, Speed -0 ft., obvious, Hard 4, 50 lbs), Charm: ACP negation
Caster Level : 4, Paths Known:
Life I: Bandage feat
Life II:  Cure Wounds II and Restoration I once per scene
Logged
pawsplay
Powered By Publisher
Control
******
Posts: 1271


View Profile
« Reply #40 on: October 21, 2011, 04:53:30 PM »

Although I like Dhampire's take, here's a version using core book only material, as a Burglar. Thanks to limited proficiencies, that all but dictates Fencer or Fist. I decided her arm blades are partly restractible.

ANYA: EDGEMASTER
Species: Unborn
Specialty: Fencer, Class: Burglar 4/Edgemaster 4
Origin Skills: Blend, Sense Motive
Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 14
BAB +7, Defense 18, Init +9
Fort +3, Ref +6, Will +3
Base speed 30 ft.
Lifestyle +5 (Panache 2, Prudence 3); Legend +5; Appearance +0
Wounds: 12, Vitality: 80
Action Dice: 4 (d6)
Core Ability: dexterous, swordplay
Special abilities: Achilles heel (fire), enlightened skill (Acrobatics), limited proficiencies, lumbering, decisive, very very sneaky, uncanny dodge I, carve, display of arms I, 1000 Blades, study the stance, swagger I
Feats: Fencing Basics, Special Construction (Flesh), All-Out Attack, Wrestling Basics, Two-Weapon Fighting
Skills: Acrobatics 13 (+15), Athletics 7 (+9), Blend 7 (+9), Bluff 7 (+9), Crafting 5 (+6), Intimidate 2 (+3), Investigate 4 (+5), Notice 7 (+8), Prestidigitation 9 (+11), Ride 4 (+6), Search 5 (+6), Sense Motive 7 (+8), Sneak 1 (+3), Tactics 5 (+6).
Skill Focuses:  Crafting (Metalworking, Tailoring)
Proficiencies:  Edged, Unarmed (forte), Hurled
Tricks: Parry
Interests:  Study (Homeland), Language (Native, three others other), Study (Fencing styles)
Attacks:
Unborn saber (+9 melee, 1d10+2 lethal, Threat 19-20, cavalry, finesse)
Unarmed (+10 melee, 1d3+3 Lethal, Threat 20)
Throwing knife (+9 ranged, 1d4+2 Lethal, Threat 19-20, 15 ft. x 3, poisonous)
Gear: 675s, two unborn sabers 120s, two sharpened hairpins (throwing knives) 5s
Renown: - , Reputation: 80
Prizes:
« Last Edit: October 21, 2011, 04:56:23 PM by pawsplay » Logged
paddyfool
Control
******
Posts: 1214


View Profile
« Reply #41 on: October 21, 2011, 05:38:02 PM »

I'm not nearly so fast as the rest of you... my idea's only got this far:

Brewmaster Jack Tallfellow
A mayor's son, Jack was raised on the finer things, even by the standards of his people; but his taste for them and joy in creating them grew to an obsession; and now he travels the world seeking recipes, and sharing the joy of the finer things with all he meets.  In the course of this, he has managed almost by accident to tap into some ancient secrets.  He manages to turn his obsession to his advantage in other ways, as well; few are they who won't appreciate the work of a master brewer and chef, or smile on him and his companions.
Species: Pech
Specialty: Artisan
Class: Courtier 1/Keeper 3/Alchemist 4
Str 12, Dex 13, Con 12, Int 16, Wis 12, Cha 14

... and then I took another look at the portrait, realised this didn't really fit, and decided to start over.  Sometime, when there's time, which isn't this weekend.  Anyone else, feel free to have a go.
Logged
pawsplay
Powered By Publisher
Control
******
Posts: 1271


View Profile
« Reply #42 on: October 21, 2011, 06:11:17 PM »

I'm not nearly so fast as the rest of you... my idea's only got this far:

Brewmaster Jack Tallfellow
A mayor's son, Jack was raised on the finer things, even by the standards of his people; but his taste for them and joy in creating them grew to an obsession; and now he travels the world seeking recipes, and sharing the joy of the finer things with all he meets.  In the course of this, he has managed almost by accident to tap into some ancient secrets.  He manages to turn his obsession to his advantage in other ways, as well; few are they who won't appreciate the work of a master brewer and chef, or smile on him and his companions.
Species: Pech
Specialty: Artisan
Class: Courtier 1/Keeper 3/Alchemist 4
Str 12, Dex 13, Con 12, Int 16, Wis 12, Cha 14

... and then I took another look at the portrait, realised this didn't really fit, and decided to start over.  Sometime, when there's time, which isn't this weekend.  Anyone else, feel free to have a go.

The portrait could be a rich dude, although he is more mad scientist than snaffy fellow. What about swapping the Speciality for Aristocrat, and taking four Keeper levels? You could keep the background, but move the concept closer to the art. That would also land you a Skill Basics feat you can use with teacher.
Logged
pawsplay
Powered By Publisher
Control
******
Posts: 1271


View Profile
« Reply #43 on: October 22, 2011, 01:57:31 PM »

Poking at the Beastmaster.

Race: Pointy ears. He's too big to be a goblin, so he must be an orc.
Speciality: Not a lot of options here. He's wearing armor, so Fighter is a possibility, and there's no reason he couldn't be a Ranger. Nomad dovetails nicely with the riding thing, although it's a bit more worldly than the usual orcish. Still, for a "wyrm-rider" it could make sense. It's impossible to tell from the picture what weapons he may or may not have. Likewise, we don't know if he a Druid, Shaman, or Sorcerer. In fact, since all we really know about him is that he can ride a dragon, Adventurer is tempting.
Class: He's a tough guy in armor riding a dragon, so Lancer and Soldier stand out. I'm discinlined toward Scout, since he doesn't seem all that sneaky, and Captain, since I can't spot a Personal Lt. He could be some sort of orc Courtier, although that would be, to say the least, suboptimal. I think Lancer is the way to go.

The beast:
His ride raises some interesting questions. Under Lancer, it lists "a wyrm-rider delivering news" as a concept, which would be good if we wanted to assume he went from being a wyrm-riding messenger to being "a wyrm rider who fights as one with this mighty seed." That implies that was he is riding is a dragon-like Animal called a "wyrm." On the other hand, the artwork is identical with the Drake, including the furry neck-crest. We could suppose he used to ride something else, and now that he's a Beastmaster, he rides some sort of drake. We could even merge the two concepts and imagine that messengers ride unintelligent "wyrms" while advanced wyrm riders ride Drakes, although that implies a strange cultural relationship between Drakes and their riders, and Drakes and animalistic "wyrms."

My inclination is to say that his "wyrm" breathes fire and has other drake-like traits, but is actually an Animal. If I were going to purposefully create a drake rider as a character, I'd probably make a Captain, using either the rider or the drake as the Personal Lt. By reduction, it seems better to stick with the idea that his mount is an Animal. Thoughts?
Logged
Big_Jim
Operative
****
Posts: 337


An integral part of any plan for world domination.


View Profile
« Reply #44 on: October 22, 2011, 05:33:17 PM »

One of the advantages that the Beastmaster has over any other character that has the Animal Companion feat is the fact that his can be a beast instead of an animal. I think you should highlight this. Make it a drake.
Logged
Pages: 1 2 [3] 4 Go Up Print 
« previous next »
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!