Still on point

With Fantasy Craft having survived its first open field test, we thought we'd share a peek at an old favorite in its new incarnation.

 

The original Pointman created something of a sensation for players when I used to demo the original Spycraft 1st edition. A class that focused on helping his teammates, and did so in a wide variety of ways that really made a difference in play was new for the d20 environment. That addition of a dedicated team player, a party role we now formally recognize as a 'backer', gave Spycraft a unique dynamic as a game more about what we can do together, over what I can do alongside the other players.

 

One problem the Pointman has always had though was the core ability completely trumped the first level class ability - if you didn't take Pointman as your first level, odds are you weren't going to take it at all, and that really did a disservice to the ultimate team player. It's a problem I've been looking at correcting for quite some time. He's also maybe a little too much of a dedicated backer, with his first effective solo ability not showing up until 6th level. With those in mind we set out to craft a new version for the fantasy landscape, one who is a powerful backer, but who can stand alone more readily, and who could easily be identified in almost any fantasy fiction. Rearranging these benefits allowed him to shed the sometimes confusing Orders ability to make room for some new tricks that reinforce his image as unbelievably clever while also giving him one of the best non-magic healing abilities in the game.

 

So, for all your team player needs AND addressing that old man who gives out quests at the inn (but who now goes on them with you) we offer Fantasy Craft's Sage class.

 

Sage

A fountain of knowledge, but more importantly a source of wisdom and guidance, the Sage has the practical know-how to help any party reach their goals. He’s both flexible and adaptable, with a trick or word of advice for every situation. He can dabble in the techniques of almost any class, allowing him to fill in where needed or combine different roles with his unique flair.

Party Role: Backer/Wildcard. The Sage’s greatest strength is his party, whom he forges into a tight-knit, well-oiled machine capable of facing down any challenge. You can take on almost any secondary role with your ability to choose your own skill list and class abilities.

Attributes: The Sage is most effective when he can bring a wide range of skills to his party. This makes Intelligence a slight favorite over other choices. Charisma and Wisdom are key to many of his skills, making them both strong secondary choices, especially for the Sage who will be making his mark through his dealings with others — something a good Sage does often.

Sage Class Skills: Crafting, Disguise, Haggle, Investigation, Medicine, Notice, Ride, Search, Sense Motive, and Tactics. The Sage may gain additional class skills from his breadth of experience ability (see below).

Skill Points: 6 + Int modifier per level.

Vitality: 9 + Con modifier per level.

Starting Weapon Proficiencies: 4.

 

Core Ability

Breadth of Experience: You always seem to possess some talent for every problem you face. Choose 4 skills. You gain 2 ranks in each of these skills and they are added to your list of Sage class skills. You may purchase additional ranks in these skills normally.

 

Class Abilities

Wise Counsel: Your insight and prudence allows you to supplement your colleagues’ successes and make up for their failings. So long as a teammate can hear or see you when he makes an attack, skill check, save, or damage roll you may spend and roll 1 of your action dice to boost their result. When you use this ability, you always roll the die and add your own action die modifiers; the teammate’s modifiers are never applied to this die. No single roll may benefit from more than 1 action die from wise counsel, even if multiple Sages are present on the team.

Assistance I: Your guidance can accelerate any undertaking, though at some risk. At Level 2, you may increase the error range of a teammate’s skill check by 1 to reduce the time required to make the check to 1/2 standard (rounded up, minimum 5 minutes). Also, you may assist only 1 teammate at a time. You may not perform any other non-free actions when using this ability.

Lead: Your knowledge of the strengths and weaknesses of your companions allows you to ensure that their skills mesh together perfectly. At Level 3, once per session when making a team skill check, you may choose which teammate makes the check. Alternately, as a half action, you may share any skill focus or weapon proficiency you possess with one of your teammates or allies until the end of the current session.

At Levels 5, you may use this ability 1 additional time per session.

Cross-Training: Your constant study of other heroes allows you to pick up parts of their classes along the way. At Level 4, you may choose 1 of the following base class abilities. Most abilities may be chosen only once; each that is followed by 2 or more grades, however, may be taken multiple times, offering 1 grade each time it’s taken (e.g. “×1, ×2”).

 

·         Assassin: Hand of death; cold read 1/session; new plan! 1/session; unspoken name.

·         Burglar: Very, very sneaky; evasion I; bonus feat; uncanny dodge I.

·         Captain: Right-hand man; master and commander I; battle-planning I; take command +1.

·         Courtier: With a word; gifts and favors I; obligations; by any means.

·         Explorer: Just another puzzle; bookworm I (1/2 time); bonus feat; uncanny dodge I.

·         Keeper: Man of reason; trade secrets (1 skill); bright idea 1/session; bonus feat.

·         Lancer: Born in the Saddle; bred for war I; bonus feat; one heart I.

·         Mage: Path of magic, circle of power I; arcane might; bonus feat.

·         Priest: Acolyte & aspect ×1, ×2; signs and portents I; bonus feat.

·         Scout: Stalker; rough living +2; bonus feat; sneak attack 1 die.

·         Soldier: Fight on ×1, ×2; fortunes of war I; armor use I.

 

You may not choose an ability you’ve already gained from the class you’re trying to emulate. If you later gain a class ability you already possess from cross-training (e.g. you cross-train for “Soldier: bonus feat ×1” and then gain your first level as a Soldier), you do not gain the ability a second time. Instead, you must make a new cross-training choice to replace the former one.

When an ability uses Class Level to determine its effectiveness, you are considered to possess a class level of 4.

If the Game Master decides that a base class is not available in his campaign, then all Sages in that campaign lose access to cross-training abilities listed for that class. Likewise, if the GM approves the use of additional base classes from other products, other options may become available.

 

Table 1.XX: The Sage

Level

BAB

Fort

Ref

Will

Def

Init

Wealth

Legend

Abilities

 

M

M

M

M

L

M

M

H

 

1

+0

+1

+1

+1

+0

+1

+1

+1

Breadth of experience, wise counsel

2

+1

+2

+2

+2

+1

+1

+2

+2

Assistance I

3

+2

+2

+2

+2

+1

+2

+2

+3

Lead

4

+3

+2

+2

+2

+2

+2

+2

+3

Cross-training

5

+3

+3

+3

+3

+2

+3

+3

+4

Lead