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Fantasycraft General
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Noteworthy points:
>Drastically reined-in magic system putting casters on equal footing with non-casters
>Classes and the game as a whole designed to ensure everyone can contribute in a wide range of circumstances, even outside their primary niche
>Separate cash and Reputation economies keep mundane gear relevant and magic items special
>Custom monster and NPC design is a breeze
>Optional Campaign Qualities tweak mechanics to suit your preferred style and tone


>If you have the money and want to support the game
http://rpg.drivethrustuff.com/product/63884/Fantasy-Craft-Second-Printing
>If you want to try before you buy
http://www.mediafire.com/download/rscnai437ptu23k/FantasyCraft.torrent
https://www.mediafire.com/folder/nzs6xsnzbid4t/Fantasy_Craft
https://www.dropbox.com/sh/5dkzgw3cn842eyw/AACivEvWTEODXQgsjBPsHv8wa?dl=0

Other useful links:
>Errata & accessories
http://www.crafty-games.com/node/851

>Web NPC builder
http://www.meadicus.plus.com/craftygames/npc-builder/NPCBuilder.html

>Custom PC Species creation guides
http://www.crafty-games.com/index.php?q=content/species-and-talent-creation
http://sletchweb.wikidot.com/fc-origin-creation

>Species feat creation guide & reference spreadsheet
http://www.crafty-games.com/content/blankbeards-unofficial-guide-creating-species-feats
http://dl.dropbox.com/u/1016700/species%20feats.xls

>Class design guidelines
http://www.crafty-games.com/node/691
>>
To start us off, a few topics:

>Any stories of a recent session?

>What is your favorite consumable, including the ones in the splatbooks?

>What's your favorite NPC that you or somebody else has statted up?
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>>46134241
As someone who's really familiar with 3rd and 5th edition D&D, what can you tell me about FantasyCraft?

I may consider giving it a purchase.
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>>46134287

It's pretty similar to 3.5 on a very basic level, as it's a sort of rebuild from d20 OGL.

It's much more modular, and all classes are essentially Tier 3, using the Tier system that was applied to 3.5.

Classes are more balanced, it's possible to make Social characters that contribute in combat, or combat characters who can still socialize, as one example. An Origin system, which lets you select a species and a Specialty lets you select a package of useful benefits, so you can either hyper-focus or build up your weak points.

If you want to make a super strong fighter, but want them to be useful, you could go as the Soldier class, and take the Lord or Bard specialty, or the like.

Feats are DRAMATICALLY stronger, with few-to-no prerequisites. Here's one feat with pretty average power level:

FLAIL BASICS
Usually there’s a blur, and then a thunk, and then the fight’s over.
Prerequisites: Blunt forte
Benefit: Once per round you may make a free attack with a flail against an adjacent flat-footedcharacter. You suffer a –4 penalty with this attack. Also, you gain a stance.
Whirling Serpent (Stance): You gain a bonus with your melee attack checks and damage rolls equal to the number of successful melee attacks you made last round. Opponents may not Anticipate your actions and you may not take move actions (though you may still take Bonus 5-ft. Steps as normal).

Magic uses spellpoints and a Skill (Spellcasting), using the casting check for any sort of rolls that the spell might use (For instance, a to-hit roll, or the result of a Bull Rush check for things like Gust of Wind, which acts like a Bull Rush on multiple opponents.)

Spells are M.A.D instead of being S.A.D, Wisdom (and ranks in the Spellcasting skill) gives you more spells, Intelligence boosts your Spellcasting check, and Charisma dictates your Spell Save DC.

Did you have any questions in particular?
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>>46134344
My group and I have a habit of deconstructing things from the D20 OGL that we like, and patching them into our homebrew, so in that sense alone, this seems like it would be a rather interesting read.

In what ways in Fantasy Craft more modular? Do adventures feel more like "Levels" in a video game?

Most importantly, is there a lot of additional content? Like, are there adventures or suppliments with additional races/classes/materials?
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>>46134284
Guess I have a story.
>We arrive at our ship (that we stole from some pirates a while back) to find it about to set off.
>WHO DARES!
>Turns out its smugglers.
>They've started pulling up the gangway but elf martial artist jumps onto it.
>Fight ensues. Martial artist takes out two of them and goes for a third one.
>Critical failure
>She slips off the gangplank but manages to grab onto it
>Tries to swing down towards the wharf rather than climbing back up
>Critical failure
>Slips off the wharf and into the water. All the smugglers laugh at her.
>After my character has pulled her up she tries to intimidate the smugglers into dropping their weapons. More laughing.
>Meanwhile our orc tries to toss our pech onto the gangway.
>Gets a really low roll.
>Pech smacks into the side of the gangway but somehow manages to grab onto it. Slowly crawls up and continues the fight.

The battle didn't quite go as planned but we still won. And we captured two smugglers that we later recruited to help us crew the boat. One of them was still laughing when we brought him down to the brigg.
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>>46134388

It uses narrative structure instead of solid times for the most part. Besides Rounds, Minutes, and Combat, the most likely duration is a "Scene", which is an abstract amount of time that lasts until the focus of the action changes, in an intuitive way decided by the GM.

Many uses of abilities refresh per scene, you heal some types of damage between scenes, spell points restore between scenes (meaning that you don't have to stockpile spells on the one hand, but sleeping in a dungeon isn't going to help you on the other).

Adventures are grouped into "Adventures", with Downtime between them. An Adventures is set up narratively into several Scenes by the GM,
EG: Your adventure is to rescue a merchant from raiders and bring him back to the city.
>Scene 1: Departing to the raider camp. The party travels, maybe a random encounter.
>Scene 2: Scouting out the raider camp, the party is figuring out ways to proceed. The party is planning sneaking in, when the Paladin Leeroy charges in without a thought.
>Scene 3: The party has to fight their way through the camp, killing raiders and searching for the merchant. The leader of the raiders shows up withi a few of his lieutenants in tow.
>Scene 4: This is a Dramatic scene, which makes enemies stronger, makes it harder for the party, but also activates a few abilities players might have (Soldier gains DR at certain levels, which doubles in Dramatic scenes, for example). The party must fight the leader, and they're getting their asses kicked, so they just grab the merchant and run. The leader gives chase, and they flee through the woods. The rogue gets lucky and finds a spot the party can hide in. The party successfully loses the Leader.
>Scene 5: The party sneaks back to the city, collecting their reward.

The adventure is over, and the party gains Experience and Reputation (A currency used to buy Prizes, things like Contacts, Holdings (Owned land), and Magical Items.) Then you go into Downtime.
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>>46134388

Fantasycraft is modular in that each system is pretty simple, and there is a lot of similarity between subsystems. It has possibly more rules about types of situation than 3.5, including things like a Disposition system for social stuff, upgrading Holdings, things of that sort, however, there are far less finicky and specific rules, instead focusing on simple rules.

(For instance, Grappling rules are just an opposed Athletics skill check, with bonuses based on size, and a success lets you get various actions as benefits.)

There are also larger modular aspects, for instance, you can excise Sorcery and Miracles entirely (In fact, technically, the base system doesn't include Sorcery by default, even though the assumption is probably that your setting has both Sorcery and Miracles).
Those are both Campaign Qualities, which are sort of like pre-packaged homebrew changes.

If you want the game to be harder, you can apply a Campaign Quality that halves PC health, or if you want gritty combat, you can apply a Campaign Quality that makes critical injuries much more likely.

If you want over-the-top Big Damn Hero anime action, you can apply Wire Fu (Lets all characters move in any direction using their move including vertical, as long as they end it on a solid surface), Fast Feats, Fast Levels, and Larger-Than-Life Heroes, for a massive power boost.

Want magic, but it's something like blood magic? Add Corrupting Magic, which makes using magic give you the risk of a scaling debuff that, if you really fuck up constantly, can make you lose control of your character. Want some Perils of the Warp? Add Wild Magic, with !FUN! effects every time they threaten a critical success or critical failure on spellcasting.

NPCs are statted up using a sort of point-buy system, using XP to give them abilities. While they have a pretty sizeable bestiary/rogues gallery, you can also make basically anything as an NPC. (cont)
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>>46134559

NPC creation is pretty good, and NPCs scale with the party, using a Threat Level that scales numeric stats relative to the party (You can change this with Menace, if it's meant to be a tough adventure, you can give it a high Menace, and boost the TL.)

So, an enemy can be used at any point in the campaign, but it's not a direct "lol these wolves are red now", because as the party gains abilities and previous enemies only get numeric increases, they'll be much more effective against the enemies.

(You can technically throw a Red Dragon at the party at TL 1, but they'll still get absolutely destroyed)

It's handy, too, because if you multiply a monster's XP cost by it's Threat Level, you get the amount of XP to award the players.

NPCs come in two varieties, Standard, and Special. Standard enemies are easy to kill, each time they take damage, they have to make a save or be knocked out or killed, depending on the damage type. (Some tougher Standard enemies can have a quality that lets them survive X amount of failed saves). Standard enemies can't crit unless it's a Dramatic scene, and there are some abilities that let you do extra stuff against Standards as well.

Special characters (All PCs are Special by default), have two HP tracks, Vitality, and Wounds. They gain Vitality based on class and Constitution, and gain Wounds based on Constitution. They get a ton of Vitality, which is sort of "luck, abstracted health", and Wounds, which is essentially meat points. If your Wounds hit 0, you start dying, regardless of your Vitality, but standard attacks damage Vitality first.

A critical hit, instead of dealing double or triple damage, deals damage directly to Wounds, meaning critical hits are rather lethal.
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>>46134595

The neatest feature is probably Action Dice.

You get a set amount of Action Dice at the start of each session, as does the GM.

You can use the Action Dice to confirm a Critical Success or an enemy's Critical Error, and the GM likewise uses his on enemy successes, and player errors.

This, combined with the fact that a natural 20 (or X-20 for larger threat ranges) is only a Critical Threat if the check actually succeeds (And vice-versa, a natural 1 is only an error if it actually fails. If you hit on a 1, you can't critfail), means that criticals are something to use discretion about, and more rare than just rolling another dice and seeing if it succeeds again.

Action Die have a ton of other uses as well. You can roll an Action Dice to boost almost any roll, skill checks, attack checks, damage, saves, etc. You spend it, then roll it (Action Dice start at 1d4, then scale up to 1d6, 1d8, etc), adding the result to your roll.

An Action Dice "explodes" when you roll the highest value, so you can roll a 1d4, then get 4, 4, 4, 3, and wind up with a whopping +15 bonus to your roll.

There are also Chance feats, which modify your Action Die results, like adding a static modifier, or increasing the likelihood of it exploding, etc.

A few other uses for Action Dice:
Spend one and roll it to increase your Defense (AC) by 2 for the amount of rounds you roll.
Use it with a Refresh action to heal 2 Wounds, and Vitality equal to the amount you roll.

There are also a few narrative perks you or the GM can spend AD on.
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>>46134632

Anyhow, I need to go to bed, so hopefully other people can answer any other questions you have, but if you have more, I can answer them tomorrow.
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>>46134450
>how dare they try to steal our stolen ship

Made me laugh.
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>>46134284
>Story of recent session.

Many sessions ago we challenged an opposing, and much more numerous, tribe to a duel of champion's for who would hold the land that our tribe currently lives on.
During that time our champion, the Martial Artist, trained in many and strange ways, such as chasing him with what is essentially otter-jaguars on a stick while the Unborn (Fleshcrafted and fluffed to be undead) was a one man band at the same time.
To the actual session.
We all had gathered at the chosen ring of combat within their camp, around a large bonfire. Flocked on all sides by an audience from all the tribes involved, The Oede's Children (Us), The Shadowtribe (Sneaky fuckers that live in caves, our allies), the Sekwani (Rivals to the Dead Riders and allied with us), and the Dead Riders (who are douchebags). Though we were there on time the Dead Riders' champion was an entire hour late, entering the camp bloodied and bruised from combat. All sides threw petty insults and quips regarding both sides combat prowess, as is our ways, before the duel started.
Early in the fight the MA ruled, keeping the giant brute at a pole's reach, striking quickly and deftly. Through out the fight the Champion covered himself in concealing and shielding magic, but not to much avail. The tide turned as the Champion passed through the MA's darting strikes and got his less bulky foe in a grapple, delivering a heavy strike with his jagged blade, before he ultimately threw the MA into the central bonfire.
This is where the session ended because the MA's player had to go.

Pic related.
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>>46134493
Also worth noting that you can have downtime during or between scenes within an adventure. For instance, travel taking a day or more is considered downtime outside of random encounters and the like. This means that you can potentially use travel time for stuff like crafting or mundane healing, particularly if you have a vehicle to make it more plausible, or even earning income along your journey.
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>>46134388
>Most importantly, is there a lot of additional content? Like, are there adventures or suppliments with additional races/classes/materials?
Not really, certainly nowhere near on the order of the library of material available for D&D/PF or other bigger games.

There are only 4 premade adventures that I'm aware of. Three of them are in the Time of High Adventure book, and the fourth, which is a bit longer/more detailed, has its own book (Laboratory of the Forsaken).

As for supplements, there's the Adventure Companion, which has fluff and some new mechanical content for three settings (the core book is strictly setting-agnostic, since it's a toolkit system), plus a bunch of classes, feats, and tricks. There's also the Call to Arms series of short PDF splats, each one adding a new class and a feat chain or two related to that theme. There are currently 8 CtA splats (not counting the older ones whose content was compiled into Adventure Companion), and they only release 2 or 3 every couple years. Crafty's a really small company, and FC isn't their main bread-and-butter, so they don't have many resources to spare for developing new content terribly regularly.

There's also the Spellbound set coming...eventually. It's been in the works pretty much for as long as the game has existed, and there's no telling when it will be done. They're sticking to their guns and intend to finish it off eventually, but the Crafty guys have openly admitted that they bit off way, way more than they could chew with that project and should never have greenlit it in anything resembling the form they've committed to.

On the plus side, there's a decently active homebrew community, and the fairly consistent design patterns and balance standards make it relatively easy to make solid homebrew. Races in particular are pretty easy to tweak or brew from scratch, since FC designs all races on a point-based system that's been reverse-engineered by fans.
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>>46134241
What's the point of being a caster if I can't shit on everyone else and do everything they can do but better X number of times per Y unit of time? I hate it.
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>>46139485
Still true, it's just that X and Y aren't as much.

>It was actually never true, it's just that DM's are lazy and incompetent
>actually, D&D just requires inhuman skill and dedication to run the way it should be

I'm still at a loss for how mages are supposed to survive in FC. They're so vulnerable and weak, and it seems like they don't get enough SP to really mage it up too much.
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>Party consists of a Pech burglar, an Unborn burglar, a Tiefling archer, and a Human assassin.
>Given a mission to steal a boat when it ports and bring it and its cargo to someone.
>Party goes to where the boat is going to dock.
>Assassin takes out the man waiting for the boat then disguises himself as the man.
>When the boat docks, the assassin tells the captain that he needs to move the boat down to the dock the party was told to take it to.
>Meanwhile, the two burglars sneak onto the boat.
>The archer tries to sneak on, too, but gets caught and carried to the captain.
>As the captain is asking the assassin why they need to move the boat, the archer is brought before them.
>The assassin points to the archer and exclaims that this is why they need to move it.
>The captain believes him and sails the boat down port.
>The assassin takes the archer with him, saying he'll take care of the archer himself.
>As the archer and assassin walk down the docks to meet the client, the two burglars find about ten ogres and half ogres chained up below deck.
>Determining that these are slaves, the Pech was on the fence about what to do and realized they should have asked more questions about the job first.
>The Unborn, however, was more than willing to start a revolution.
>The archer and assassin meet their client and tells him that the boat is coming in, then wait for it with the client and his gaurds.
>When the boat pulls in and docks, a stream of ogres pour out from bellow deck attacking the crew.
>Since the job was basically ruined, the assassin immediately started strangling the client.
>After a long clusterfuck of a fight, the party is left on top of a pile of dead bodies and grateful ogres.
>>
How often do you deal out stress damage? I want to use it more, but I don't want my players to feel like I'm just dicking them over by making them take it whenever I decide.
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>>46139928
whenever you feel appropriate

yup. downside of FC right there
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>>46139485
You can, in a sense. A lot of spells essentially let you use Spellcasting in place of the skill, like Gust of Wind uses it in place of Athletics for a bull rush, Disguise Self uses it in place of a Disguise check, etc. As Spellcasting should rightfully be your highest modifier, this typically allows you limited uses of being an expert in certain fields.

>>46139813
Mage's are by no means vulnerable and weak. You can still build them however you like. Even if the spells are not as OP as 3.PF, the Mage itself is WAY more durable and useful than its counterpart. You can build them with physical stats with way less of a drawback, they can wear any armor without spell failure, they can actually use weapons, and get the weapon feats with almost no effort. The Origin adds a layer of skill as well, and there's nothing stopping you from maxing out combat skills like Athletics and acrobatics.

If you look at just the class alone, sure, it seems weak, but when you factor in everything else you get, they're quite strong. Even if you don't want to physically fight as a Mage, there are plenty of feats that boost your Spellcasting to obscene degrees.
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>>46139813
Level 0 spells don't cost SP, and they get their SP each scene, not each day or session. Unless you're going at a snails place, your SP should be refreshing pretty rapidly.
If it's not, a mana potion restores 1d6 SP, the mage's Core Ability lets you spend Ad to boost SP, and the Spell Power feat lets you get more SP each scene equal to your starting Ad (3 extra up until level 6, then 4 extra up until level 9 I think, etc etc).

Also consider that at level 6, you get a Spell Secret. This reduces one spell you know's level by 1. This doesn't affect its efficiency at all, but it makes it easier and cheaper to cast. There is no minimum on this, so any level 1 spell could be turned into a level 0 spell.
Infinite magic missile. Infinite Cure Wounds I. Etc

Also, at level 10, once you run out of mana, you can cast level 1 spells for free, increasing to level 2 spells at 20.

You really shouldn't be having SP issues.
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>>46140893
>Mage's are by no means vulnerable and weak.
lowest vitality rate
lowest bab rate
lowest fortitude/reflex rate
lowest defense rate
medium initiative
low starting proficiencies

no class features or bonuses to anything martial
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>>46141288
Well, yes, they're not as strong as a combat class, but my point is they are comparatively much stronger than a 3.PF wizard as far as statistics go.

Since defense is balanced around 3/4 BaB instead of full, their 1/2 BaB isn't that bad. They don't give you martial stuff by default because that isn't the point of a mage, but take almost any of the combat origins, and you can be pretty strong at combat. Pad that up with a couple useful level 0-1 spells, and you should be fine. You shouldn't try to wade into the thick of combat (although you totally could with the Fighter specialty, a good set of armor, and Armor Mastery (DR 6 is a hell of a drug).

If you want to be a more classic "wizard with a staff", the staff feats give you reach, and the ability to get at least 3 DR against melee and unarmed attacks, +2 defense, impossible to be flanked, and a trick to prevent people from moving adjacent to you.
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>>46139928
Depends on the tone you're going for. For a darker/tougher adventure, you can use quite a lot. For a more hack-n-slash heroic adventure, go more sparingly. You can get pretty liberal with it before it really gets crushingly hard on the players.

I've run The Darkest Hour a couple times with a couple different groups, and trying different approaches to discretional stress damage really helped me get a feel for how it works best. First time I ran it, I doled out stress fairly sparingly, and ultimately it ended up being pretty irrelevant. Wasn't really doing the job of making the adventure feel tense and spooky like I wanted at all. The second time, with a different group, I threw that shit around like candy at a parade, and it worked a lot better. Pretty much anytime something dangerous or spooky happened (so at least once per round during the first fight with the zombies attacking the inn), somebody was taking stress damage. It really helped keep the players on their toes, and pretty quickly they were pretty much expecting it and suggesting that they should take stress from this or that thing, even without my prompting. And in the end, the worst anyone took over the course of a whole scene was 2 grades of shaken anyway, so it wasn't like they were being totally crippled by it.
>>
>finish the session early
>hey guys lets fight a dragon at level 2
We actually did it, 3/4 party members dead.
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One time, my character punched an angel so hard it exploded, killing them both.
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If the players buy an animal, what determines its threat level?
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>>46143897
It's either their level -4, or the TL of the adventure. Not sure which one.
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>>46143897
TL of the adventure, unless it's something given to you by Animal Companion, Followers, Familiar, or Personal Lieutenant
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>>46144069
>>46143917
Oh, ok. Thanks!
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>>46141814
Not to mention all the various defensive buffs you can use. Just with 1st-level spells, you can get +5 Defense and +2 to Ref just with Shield + Magic Vestment I. You can also throw on Entropic Shield for -4 to enemy ranged attacks against you (which even include extraordinary attacks like dragon breath and gaze attacks).

When you get level 2 spells, you can throw on Mage Armor for another +4 Defense, Blur for a -4 penalty on all attacks against you, Brawn I for another +1 or +2 Defense by boosting Dex, and Mirror Images for a bunch of shadow clones to soak attacks. To say nothing of the ever-handy tactic of Levitating out of reach of melee attacks entirely.

And all of these have long enough duration that you can set them up before combat, assuming you have the opportunity to prepare within a few minutes before the fight starts. Naturally, you're probably not going to be using *all* of these at once (wouldn't have much SP left for other spells if you did), but even just a couple of them is enough to make sure you're not a helpless punching bag. Especially in combination with some decent armor, since there's no arcane spell failure. (If you like the idea of a more classic robe-and-staff style, just get padded armor tricked out with upgrades, fluffing the upgrades as defensive enchantments.)

Plus there's the very significant fact that it is much, MUCH more practical in FC than in 3.PF for the tanky types to actually screen squishier party members from hits. The adjacency rules let you control enemy movement much more effectively than attacks of opportunity ever did, and the Taunt action is trivial for tanky classes to access. To say nothing of how much a tank can divert attention to himself with Aggro B/M/S. So having a vulnerable character or two in the party is actually something the party can deal with.
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New highest defense possible in core is:

saurian shield-bearer priest with path of protection and shield supremacy, with maxed dex
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dwarf fighter soldier (armor basics, hammer basics, shield basics)
Str 17, Dex 11, Con 17, Int 12, Wis 12, Cha 10

pech rogue burglar (ambush basics, knife basics)
Str 12, Dex 19, Con 12, Int 13, Wis 12, Cha 12

elf wizard mage (spell library, casting basics)
Str 10, Dex 12, Con 11, Int 14, Wis 18, Cha 14

wise human cleric priest (bandage, blessed [path of life], polearm basics)
Str 14, Dex 12, Con 14, Int 12, Wis 16, Cha 12

rate my core party
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>>46146673

What Alignment/paths does the Priest have? Is he going for Paladin?
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>>46146718
neutral-good, but dedicated to pelor
and no, he's a straight priest
they're all single-classed to 20
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>>46146983
What paths did you give Pelor?
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>>46147262
nigga I didn't make pelor in FC

but if I did:

Good, Life, Strength, Light

Though I'd like him to have protection
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Is anyone going to work on a Herolab version or is too much of a taboo to discuss?
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>>46147709
What's that and why is it taboo?
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>>46147728
www.getherolab.com/
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>>46147776
>$29.99 dollaridoos
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>>46142727
And hilariously, it was the member doing 1d6 damage who brought the beast down.
(Although now that i've updated my PDF, I do see it was supposed to have DR 5 like y'all said. OH WELL)
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>>46150406
Level 3 when
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>>46142727
Really tempted to throw a hydra at my party and TPK and quit GMing for that band of clucklefucks.
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>>46151141
Psst take this.

Deep Goose (Huge Animal Walker/Flyer — 119 XP): Str 16, Dex 12, Con 18, Int 4, Wis 12, Cha 10; SZ H (3×4, Reach 2); Spd 40 ft. ground, 20 ft. flight; Init IV; Atk VII; Def III; Resilience V; Health V; Comp None; Skills: Athletics IV, Intimidate IV, Notice III; Qualities: achilles heel (fire), cagey II, condition immunity (flanked), damage reduction 2, fearsome, regeneration 5.
Attacks/Weapons: Bite II × 4 (armour piercing 2), Honk! (damage III: aura 30ft. radius; damage type: sonic)
Treasure: 1A, 2T
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>>46151271
Top fucking kek.

Still needs more AP though.
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>>46151371
I'm not sure what the real rules are, but I have it so that when a many-headed/very large creature grapples an opponent only one head is involved in the grapple. That way, one head can grapple and the others can tear limb from limb.
And Honk! ignores DR.
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>>46151444
Real rules are is that a Grapple is a full action and takes up a turn.

Where the hell did you think up this monstrosity anyway?
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>>46151502
I wanted a cooler hydra and geese are scarier than snakes. I have stats for a Bobbit Worm hydra as well, I'll draw it and post it soon.
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>>46151547
Awesome.
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>>46151587
Fuck, I accidentally made the scariest creature in the ocean look like Spurdo Sparde.

Abyssal Worm (Huge Animal Walker/Burrower/Swimmer — 242 XP): Str 18, Dex 12, Con 22, Int 4, Wis 4, Cha 10; SZ H (5×7, Reach 3); Spd 30 ft. ground, 30 ft. burrow, 30 ft. swim; Init VIII; Atk VII; Def III; Resilience VI; Health VII; Comp None; Skills: Athletics V, Resolve V; Qualities: cagey II, condition immunity (flanked), damage reduction 5, dramatic entrance, fearsome, feat (Wrestling Basics), grappler, regeneration 20, rend, tough III, tricky (Venom Master).
Attacks/Weapons: Bite III × 8 (venomous: paralyzing; armour piercing 6)
Treasure: 3A, 4T
>>
>>46152100
This is beautiful in the worst way possible.
>>
>>46152100
>Regeneration 20

Jesus christ.
>>
>>46146673
>wise human cleric priest (bandage, blessed [path of life], polearm basics)
Um...these look like level 1 characters, but this is not a valid set of feats for a level 1 character with the Cleric specialty. Cleric gives a Chance feat, not Spellcasting, so you can't take Blessed with it. (You can still get Bandage via Life I from the Priest's level 1 ability, but that'd be your only Path Step, whereas with Blessed as a level 1 Priest you can have 1 Step on each of two different Paths.)
>>
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B:U.M.P.
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>>46153103
priests also don't get bonus feats at level 1

bandage comes from the cleric specialty
he took blessed (path of life), which grants bandage, which he already has, so he gets another feat; polearm basics

he took path of life for his priest ability, and thus has Life II
>>
>>46155510
>bandage comes from the cleric specialty
No, no it doesn't. Cleric gives a bonus Chance feat of your choice. Bandage is a Gear feat.

>he took blessed (path of life), which grants bandage, which he already has, so he gets another feat; polearm basics
That's not how it works. At all. Even aside from the issue that he can't already have Bandage from the Cleric specialty, if you are granted a feat you already have, you don't get any feat of your choice, you only get a feat of your choice FROM THE SAME CATEGORY. So you couldn't take Polearm Basics (a Melee Combat feat) to substitute for a redundant Bandage (a Gear feat). It has to be another Gear feat.

>he took path of life for his priest ability, and thus has Life II
This is not possible. Both Path of Life and the Priest's level 1 ability specify that you take the FIRST step along a Path. If you took Life I via Blessed, you can't take Life II from Acolyte; you have to take Step I on another Path. A Priest cannot have 2 Steps on a single Path at level 1; he can only have 1 Step on each of two Paths.
>>
>>46156743
well thanks for crushing my dreams, faggot

adventurer's luck and polearm basics, with crappy ass bandage from life 1 then
>>
What is the best feat and why is it Throwing Basics?
>>
>>46158509
I figure it's better to use finesse weapons while throwing, so you can get your dex to attack and damage, and the bow basics stance is better than the hurled basics one (as long as your thrown weapons count as ranged weapons; not sure if they do)

hurled mastery doesnt even make sense; how does a tomahawk or a javelin return back to your hand? Ricocheting too, for that matter
>>
>>46158509
Because it is the simple yet amazing Martial Arts duh!
>>
>>46158662
Yeah, return on everything always bothered me as well.
>>
>>46158662

Clearly, you put a bottomspin on it, so that if it misses, it flies up into the air and returns back to you.

Ricochet, you clearly just launch it for a glancing blow that Ricochets, or just blasts through the other side.
>>
>>46158973
I could also see Ricochet with a javelin as being that you hit them off-center so that the force makes them whip around, smacking the guy next to them with the haft sticking out of them.
>>
Does anybody have any ideas on statting canim from Codex Alera? I've been thinking of starting with gnolls, but I don't know where to go from there.
>>
>>46158509
If I had to pick one feat, I'd be super cliche and pick knife basics.

I've been playing a martial artist, and loving the unarmed feats, but they shine brightest when you mix them together. Like Dim Mak Supremacy and Haze Basics. That said, the whole Dim Mak line is quite good on its own, just works even better with other things.
>>
>>46158509
Mark: Once per character per scene, learn 3 skill bonuses of the character.

It's such a simple feat and it does so much. In a mechanical sense, other feats are much stronger, but I love that one.
>>
>>46152100
>Wrestling Basics
You fucking monster
>>
>>46152100
doesn't it need to have aquatic II in there somewhere?

I'm not well-versed in monsters in FC, but is this thing the equivalent of a dragon in terms of challenge? Like, the toughest tier of enemies?
>>
>>46162574
160+ Exp is the level of potential TPK
>>
>>46162574
>>46163162
at 242 exp, it's a bit tougher than the toughest dragon (the royal dragon), which would make it the toughest creature in the book

...if it weren't for the tarrasque at like 480 or something.

This thing is basically the scourge of the ocean.

>>46152100
Are you the guy that made the vent hunters?

would you consider posting your entire aquatic bestiary?
>>
>>46163865
Other than crab people that's all I have. I'm still devoloping the "setting", but I'll post whatever I make.
>>
>>46163865
you're off by a bit
the fire dragon is a smidge tougher than the abyssal worm, and the royal dragon is 256 exp
>>
Alright, what's the craziness Unborn character you can come with up, /tg/?
>>
>>46165679
Hulking Frame
Hollow Frame
Wheeled

His name is Herbie.
>>
>>46165945
Don't forget hammer hands, many - legged, and optionally clockwork.
>>
>>46134241
>Drastically reined-in magic system putting casters on equal footing with non-casters
In what way? Can it still be main DPS or it is boring?
>>
>>46167745
From what I've heard, all Fantasy Craft casters are around the same power level as the Bard, so good enough to not be useless, but not so good that they solve every problem effortlessly.

It also completely does away with Vancian casting, (it uses SP instead) so that's a plus in my opinion.
>>
Does anyone have the spellbound preview?
>>
>>46165679
>>46165945
Hulking Frame
Hollow Frame
Floater
Many-armed (a bow, a pike, a tower shield, and a free hand)
elemental heritage (mist), as a construct you are immune to many things that would prompt fort saves
shield supremacy (for DR vs ranged attacks)
enlightened (athletics for climbing or swimming, since you can only be 20ft above ground, and being really good at wrestling, or blend to capitalize on your elemental bonus for being a stealth helicopter, or crafting to capitalize on your path bonus)
make strength be your racial bonus
be a priest, take the path of metal, then strength
get bandage, go into paladin (that DR based on str, ooh baby)
wear dwarven platemail with heavy fittings

be a flying armored personnel carrier with exceptional DR, especially against ranged metal weapons
>>
>>46151141
TPK, he says! Well, have you considered:

Chrysalid (Medium Animal Horror Walker — 74 XP): Str 14, Dex 10, Con 12, Int 4, Wis 4, Cha 4; SZ M (1×1, Reach 1); Spd 50 ft. ground; Init IV; Atk IV; Def II; Resilience III; Health IV; Comp None; Skills: Acrobatics IV, Athletics VI, Tactics II; Qualities: charge attack, conversion (killing), monsterous defense II, superior jumper III.
Attacks/Weapons: Bite III (venomous: necrotic; armour piercing 2), Claw I × 2 (trip)

Alpha(T) Chrysalid (Medium Animal Horror Walker — 94 XP): Str 16, Dex 12, Con 12, Int 4, Wis 4, Cha 4; SZ M (1×1, Reach 1); Spd 50 ft. ground; Init V; Atk V; Def III; Resilience III; Health V; Comp I; Skills: Acrobatics IV, Athletics VI, Tactics II; Qualities: charge attack, class ability (Captain: battle planning I), conversion (killing), monsterous defense II, superior jumper III, treacherous, veteran II.
Attacks/Weapons: Bite III (venomous: necrotic; armour piercing 2), Claw I × 2 (trip)

And when you absolutely, positively just want to be a huge fucking asshole

Kaiju(T) Chrysalid (Enormous Animal Horror Walker — 199 XP): Str 19, Dex 10, Con 17, Int 4, Wis 4, Cha 4; SZ E (32×32, Reach 5); Spd 50 ft. ground; Init IV; Atk IV; Def II; Resilience III; Health IV; Comp None; Skills: Acrobatics IV, Athletics VI, Tactics II; Qualities: charge attack, clumsy, condition immunity (frightened), contagion immunity, conversion (killing), damage immunity (stress, subdual), damage reduction 5, fearsome, frenzy II, knockback, lumbering, menacing threat, monsterous defense III, never outnumbered, superior jumper III, tough V, unnerving, veteran V.
Attacks/Weapons: Bite III (venomous: necrotic; armour piercing 2), Claw I × 2 (trip), Trample V (armour piercing 10)
>>
>>46168185
Get another towershield for that free hand with two-weapon guard. Can't leave one side unshielded.
>>
>>46168086
>>
>>46167888
>It also completely does away with Vancian casting, (it uses SP instead) so that's a plus in my opinion.
Agreed. Back in D&D 3 I was always attracted to sorcerers for the freedom to cast any spell you've learned, but I didn't want such a limited selection. In FC every caster works like a sorcerer in that sense AND gets a generous selection of known spells. And also doesn't have to use a specific number of spells from each level. You can cast 10 level-1 spells in a day or 2 level-5 ones depending on your needs.
>>
>>46167745

Master Blaster Casters are pretty potent. Once Spellbound never comes out, the Channeler class will be all blaster, all the time.

Try some of these on for size:

MAGIC MISSILE
Level: 1 Force
Casting Time: 1 half action
Distance: Short range
Duration: Instant
Effect: You may fire 3 missiles at targets you can see, each missile inflicting 1d6 force damage.

Not a huge amount of damage, but Standard (read: Mook) characters have to save or die each time they take damage, so hitting 3 separate times is great for taking them out. In addition, at Level 6 as a Mage (General caster class), you get Spell Secret, which reduces a Spell Level of one spell you know by one.

So, you can make Magic Missile (Or any other level 1 spell for that matter), a level 0 spell, which means you can cast it infinitely, with only a DC 13 Spellcasting check. (By level 6, you should have at LEAST a +9 to spellcasting).

There are a ton of other spells that I could list but won't, the old favorites are in, Shocking Grasp, Scorching Ray, Searing Ray, Fireball, Lightning Bolt, etc.

But if that's not enough Dakka for you, try this one on for size:

MISSILE STORM
Level: 9 Force
Casting Time: 1 round
Distance: Personal
Area: 400 ft. + 40 ft. per Casting Level cone
Duration: Instant
Effect: You may target each character in the Area with a massive salvo of Magic Missiles. Each target is hit by
3d6 missiles + 1d6 additional missiles per Size category above Medium.

That's 3d6 missiles, by the way, not 3d6 damage. So, up to 18 1d6 magic missiles per target in the minimum (If you use Spell Secret to reduce it to level 8, then a trick to reduce it to level 7 by making it less effective in some way) of a 1,000 foot cone.
>>
>>46169771

>Looks up channler

>In Spycraft

Well shit, now I want to see that.
>>
>>46169660
Interestingly, Mages in FC actually only get about the same amount of spells known that 3.5 sorcerers do. 3.5 sorcs learn a total of 43 spells by level 20, or 52 if you count the 8 swaps (since you can usually swap out a spell that's become obsolete, essentially getting you a new spell known without any meaningful loss of other known spells). A level 20 Mage in FC will have 23 spells from Spellcasting ranks, plus 4 level 0 spells from their core ability, plus their Wis score (which will usually be around 10-14 unless you're really building for high Wis). So a typical Mage, without Spell Library, will only know something like 37-41 spells, actually a couple less than the 3.5 sorcerer.

But since your spell knowledge is frontloaded (you get close to half your total spells known right at level 1), and you aren't locked in to having precisely X number of spells for each given level, it feels a lot less restrictive to play. Plus you can easily get another dozen spells or so with Spell Library, which does put you solidly above the sorcerer's breadth of repertoire.
>>
>>46169771
Magic Missile is such a fucking workhorse, it's fantastic. The one weakness is that its effectiveness drops off quite quickly with increasing DR on the target. But honestly, if that weren't the case, it would be kind of OP for a level 1 spell.

It would be so cool if there were something in Spellbound to add AP to damage spells, though. I don't care if it has to be a higher-level class ability, if there were some way to make a force missile mage who spams Magic Missile and gives no fucks about armor that would be the shit.
>>
>>46170093

There's also the fact that Sorceror can only learn spells they can cast, which, combined with the increasing spell level and the necessity for full-casting for balance, means that you are necessitated to spend your newly learnt spells on whatever the highest spell level you have is.

This means that you waste a lot of spells on level 1 spells early on.

Also, at Level 14, Mage gets the ability to once/session cast any spell they don't know, along with the ability to Take 10 without increasing time, and without worrying about danger, as well as Taking 20 much faster.
>>
>>46169528
Thanks, bro.
>>
>>46169771
Hey wanna hear a Missile Storm joke?
Power Spell (Spellcasting Trick): When casting a spell with
one or more variable effects, you may pay 3 additional spell
points to increase each of the spell’s variable effects to its
maximum value (as if you’d rolled the highest total possible
with all random dice).
>>
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>>46169771
>>46170750
I will never not think of that spell as gif related.

For extra style points, follow it up with War Cry, fluffing it as the shockwave from your Starlight Breaker. You don't even need Double Cast for it, since Missile Storm is a 1 round casting!
>>
I hope this thread is still alive tomorrow,
>>
>>46174439
Some of us who sleep differently than "the average 4chan poster" do also wish for such a thing.
>>
>>46169898
Channeler FC conversion pls peeps.
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>>46174576
Since Crafty changed their site, the old wiki stuff with the conversion is dead. Some anon posted this ages ago (found through google), and it seems right from what I can recall.

Favored Attributes: Dex, Int, Cha
Class Skills: Acrobatics, Athletics, Crafting, Intimidate, Notice, Prestidigitation, Resolve, Sneak, Tactics
Skill Points: 6 + Int modifier per level
Vitality: 9 + Con modifier per level
Starting Proficiencies: 4
Lifestyle: Low [Per Burglar]
Legend: Low [Per Assassin]

>Class abilities
Will of the Lightning - Replace text with: "When you spend and roll 1 or more action dice to boost the result of a Spellcasting check made to cast a Channeling spell, the DC of any saving throw prompted by the spell increases by an amount equal to the highest result of any 1 action die rolled. Further, you learn an additional 4 level 0 spells from any school."

Path of Channeling - Replace text with that of the Way of the Crucible from the Conjuror in Spellbound preview, except that the Disciplines available are Energy, Force, and Weather.

Circle of Power - Replace with Circle of Channeling; as Circle of Conjuring in the Conjuror in Spellbound preview, except bonus spells learned are from Channeling Disciplines.

Bonus Feat - May be from Ranged Combat or Spellcasting trees.
>>
>>46174621
Your post loaded at literally the same second I was copying the same text into my post form. Well done.
>>
>>46174621
Weird Lore - Alter the following options:
>Channeling Resistance: Rename Channeler Defense; replace text with that of Conjuror Defense from the Conjuror in Spellbound preview, except it protects against Channeling spells.
>Low-Light Vision: Replace with Darkvision I.
>Professional Recognition: Replace text with: "Your tireless efforts have earned you the respect of your peers. When you gain this ability, choose a Study you have. The Disposition of any NPC sharing that Study with you improves by 5."
>Ray Avoidance: Bonus to Def instead applies against any Attack spell without an Area.
>Skill Mastery: Replace with Expertise, choosing from the class skills.
Add the following option:
>Channeler Improvisation: You're always considered to have a ready mage's pouch when casting an Energy, Force, or Weather spell.


I'm quite certain this is intended for the revised SpyCraft Channeler, so you'd probably need that pdf. I recall the non-revised, and revised ones being different enough that it mattered.
>>
>>46174621
>>46174635
>>46174639
Thanks guise.
>>
>>46170189
Doesn't Magic Missile inflict Force damage or something?
>>
>>46174951
It does, but force damage does not ignore DR in FC. The only difference between force and normal lethal damage is that force damage affects incorporeal targets.
>>
>>46175171
Got ya.
>>
>>46174951
>>46175288
General rule in FC is that DR applies to all damage unless otherwise specified, unlike in 3.5 where it only applies to weapon damage. Even Fireball is affected by DR (though only very high DR, as it has AP 5, which most fire spells do).
>>
>>46178179
Yeah, it's kinda nice. The shield feats make carrying a shield very worth it for heavily armored types, since they can reduce the AP of enemy attacks by a fair deal.
>>
>>46180055
>>46146673
this soldier with dwarven full-plate would have DR 10 and be able to resist even a stiletto's AP

Does fortunes of war stack with armor?
>>
>>46180439
Yep. Generally DR stacks unless it explicitly says it doesn't (like Thick Hide)
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>>46180439
Yes it does. My player has DR 10 at level 6 because I gave them too much money. I have a hard time hurting him.
>>
>>46180518
Important thing to bear in mind is that DR from armor is halved when you're sprawled or held/pinned. So bull rush, grapple, and trip will help to challenge a heavy armor guy a bit.
>>
>>46180765
Yeah, I fuck with him all the time with that kind of thing. Threatening and tiring also help.
On the bright side, his heavy armor allows me to do high-action stuff, like that time he opened a door and there were two snid on a ballista
>THERE E IS GET IM GJORN *SHUNK*
>>
>>46180765
dat dwarf stability tho

he's a TANK....shithouse

Man, the paladin's state of grace just seems way OP. If you had good full-plate, armor supremacy, a decently optimized strength score, and maybe a few misc bonuses here and there (say from a path or species feat)....you're basically invulnerable.
>>
>>46180995
At that point there's nothing but magic to hurt you.
>>
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Anybody want to help me flesh these guys out a bit? 20th level.


dwarf fighter soldier (armor basics/mastery/supremacy, hammer basics/mastery/supremacy, shield basics/mastery/supremacy)
Str 22, Dex 11, Con 18, Int 12, Wis 12, Cha 10

pech rogue burglar (ambush basics/mastery/supremacy, knife basics/mastery/supremacy, ferocity basics/mastery/supremacy, ghost basics/mastery/supremacy)
Str 12, Dex 24, Con 12, Int 13, Wis 12, Cha 12

elf wizard mage (spell library, casting basics/mastery/supremacy, comely/elegant/enchanting)
Str 10, Dex 12, Con 11, Int 14, Wis 20, Cha 22

wise human cleric priest (bandage, adventurer's luck, polearm basics/mastery/supremacy)
path of life V, path of strength V, perceptive, turn undead
Str 18, Dex 12, Con 14, Int 12, Wis 25, Cha 12


I was going to add more, but the thread needs a bump.
>>
>>46181932
Is that dwarf climbing onto the table? I think he obviously needs some Rage feats.

Also, I see five people in your image, but only stats for four. What gives?
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>>46181932
the priest could have path of good or light instead of strength

how many paths can a god/whatever have? I want to add protection in there
>>
>>46181996
the pic is just *a* party; it's not the party I'm statting
>>
>>46182015
An alignment usually has 3 to 5 paths, although you can technically give it as many as you want-- I think three is still the minimum, just because It think if you have fewer it's possible for a Priest with the right build to run out of available steps to take if you have fewer.

I did have an idea once for a setting with only one actual religion that would be something like the Wheel of Heaven, with a huge number of minor gods and saints and spirits, and then it would have a sub-alignment for each important deity or group of deities.

Each sub-alignment would only have one, or at most two paths, for a really important figure, and then only maybe two or three alignment skills. And you would compose your total alignment by taking as many sub-alignments as you wanted to spend interests on. To be fair, I would definitely run it with every player starting with at least one free alignment interest, maybe even two.

Any effects that would be alignment specifc would be based on the players choice - so if you were going to summon your alignment's avatar, for example, you could pick any of the avatars of your sub-alignments, and each adventure you could pick which ritual weapon from your alignments you would consider your actual ritual weapon. For opposing alignments, if any of your sub-alignments opposed another alignment, it would count as if your whole alignment was opposed, and actually, it would probably make sense if you couldn't take multiple sub-alignments that were opposed to each other.

I think it would be a neat way of handling a campaign. To make the system relevant to non-divine classes, I think I would also have to run it with Beneficent Universe, too.
>>
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>>46170750

That's beautiful.
>>
dwarf fighter soldier
armor basics/mastery/supremacy, hammer basics/mastery/supremacy, shield basics/mastery/supremacy, combat instincts, combat vigor, contempt, cleave basics, darting weapon/flashing weapon, flail basics, favored gear, scroll casting (since he has crafting; had packrat at first)
>Decisive Attack, Killer Instinct, Most Deadly, One Step Ahead, Master Weaponsmith (or rugged weapons, but he's a dwarf, so should make use of crafting)
Str 22, Dex 11, Con 18, Int 12, Wis 12, Cha 10

pech rogue burglar
ambush basics/mastery/supremacy, knife basics/mastery/supremacy, ferocity basics/mastery/supremacy, ghost basics/mastery/supremacy, wolf pack basics/mastery/supremacy, packrat, night fighting
>Sneak Attack, Stick Close and Don't Make a Sound, Look Out! (blocks sneak attack, right?), Bloody Mess (wis boost from wit), Expertise (not sure what)
Str 11, Dex 23, Con 12, Int 14, Wis 13, Cha 12
>alt feats: quick draw, snake's strike, two weapon fighting, two weapon style (maybe instead of wolf line and night fighting)

elf wizard mage
spell library, casting basics/mastery/supremacy, comely/elegant/enchanting, yeoman's work, doublecast, hidden spells, spell power, spell conversion (casting time), spell conversion (effect)
Str 10, Dex 12, Con 11, Int 14, Wis 20, Cha 22
brawn IV, wit IV

wise human cleric priest
bandage, adventurer's luck, blessed (path of light), polearm basics/mastery/supremacy, spear basics/mastery/supremacy (because athleticism), fortunate, fortune favors the bold, lady luck's smile, close call, extra holding,
>path of life V, path of strength V
>Perceptive, Sacred Turning (undead/outsiders), Rebuke, Visitation, Exemplar (ritual weapon is mace; this guy uses polearms/spears)
Str 18, Dex 12, Con 14, Int 12, Wis 25, Cha 12
>>
>>46184186
actually, do you need quick draw if you have knife basics? since they're "always armed"?

goddamn street captchas
>>
>>46184672
You don't need it but it's good for other things as well.
>>
>>46155268
>B (Zykl Series)
>Zykl B
>>
>>46185036
That's not all.
>>
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>>46185204
>14/880
>>
>>46185330
Okay, the 14 was just for gamebreaker.
If you take a 100 pound person and make them almost entirely out of copper, they will weigh right at 880 pounds.
Order: the government provides guidelines for your private and public life.
Purity: one people to live together.
Harmony: abolish the hostilities between classes.
>>
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>>46185510
"Studded Leather"
Double Sword
You can't slip that past me!
>>
Axes>Swords
>>
Can prudence/panache go beyond 12? If so, can prudence go beyond 100%?

>>46187974
lame bump, bro, and how do you figure?

swords do the best damage, and have the most potential as fight-enders
>>
So still working on Canim here, what path do you guys think best approximates blood magic? The feats shown include summoning minor acid clouds, forcing an opponent to vomit up his organs, and in bigger numbers summoning storms and calling lightning. Tending to the sick and such were mentioned but not shown.
>>
>>46155268
Legit making this an NPC for my campaign.
>>
>>46193457
That sounds awesome.
>>
>>46155268
I know B's swag, but not his story. Tell me /tg/
>>
>>46193468
Well hurr durr unappreciative dumb players but still. It helps that the sentient Unborn in my setting have recently revealed themselves, B is gonna be the boss of 'em.
>>
>>46193513
Can't wait for the story.
>>
>>46189123
Axes are pretty great, since sunder isn't garbage and their other tricks are also pretty good.

Plus, they've almost universally got AP and solid damage dice, making them good as can-openers.
>>
>party Explorer (lvl 6) engages in combat with Templar Assassin (lvl 11) in temple balcony
>sure loss, but was trying to save incapacitated friend
>managed to make Assassin bleed for 2d4 per round, confirmed crit
>Assassin geard towards killing, literally chops Explorer down to 5 hp in 2 rounds
>Explorer decides to run, passes through a door, decides to close door
>tell him Assassin is coming for him full force
>explorer asks me what he needs to roll to hold door shut
>"Athletics i guess."
>contested roll, Assassin can win only on a 20
>Assassin opens door, his round ends
>Explorer freaks out, closes door again
>Assassin rolls 20 again opens door and readies weapon
>round ends again
>Explorer closes door again
>Assassin fed up with this shit, charges to break door (Assassin is dwarf and muscly)
>Explorer rolls to hold back door, rolls 1, assassin goes through
>charges at Explorer, rolls critical failure
>Explorer spends 2 last action dice
>Assassin falls off balcony to two floors lower, literally on the other side of stairway
>prefers to not die of bleeding, so retreats
>Explorer grabs friend hidden in closet and leaves hastily
>>
>>46197538
comedy gold*
>>
What's the best spell and why is it Control Weather
>lightning
>wind
>tornadoes
Fuck yeah
>>
>>46196445
If it ever happens.
>>
C'mon guys post already. Let's make a shark people species.
>>
>>46204847
Grueling combatant is pretty much a given since imo, with the freaky faces and the sandpaper skin.
>>
>>46204847
how about we make a dungeon module?

there's already more races/classes than I'll ever play
>>
>>46205407
Fantasy Craft could probably use more ready-made adventures, although I don't know how big a factor those are in driving sales for an RPG system. It's almost weird that there are so few considering the ease of making them work for any level and party size.
>>
>>46205662
>>46205407
Let's do it /tg/
>>
>>46206404
I'm working on an entire campaign path for eventual release, but I have to finish the setting first.

That's also part of the problem - adventure path settings have to be almost uselessly broad to accommodate all the race/class/specialty options.
>>
>>46206404
I've been brainstorming a whole 1-20 set for 3.5, I'll organize it for posting
>>
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every adventure has at least one sizeable dungeon
every adventure has at least one dragon in it somewhere, where if encountered, combat is likely
every adventure has at least decent use of most, if not all, skills - they are important, not masturbatory
every adventure has an urban or wilderness map outside of the dungeon, that the party must traverse in order to get to the dungeon, and possibly can proactively use
each type of environment will make an appearance in at least two adventures (cold region counts as one type, plains region counts as one type, etc - not "cold plains")

WANT TO USE:

rescue princess in castle from dragon
Stop/capture master thief (arcane trickster)?

Specific timed events
-spring melt?
-earthquake?
-forest fire?
-plague?
-drought/famine?
-meteor?
-eruption?
-blizzard?
-tornado/thunderstorms?
-invasion?
-dragon flight?
-planar alignment?
-eclipse that affects magic/monsters?
-red moon?
-nearby war affects prices/availability?
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>>46207993
>they are important, not masturbatory
...were you trying for 'mandatory', anon?
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>>46197538
Fucking doors.
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>>46208162
no; a lot of the time, the skill challenges are low DC and frankly not a challenge; they're just there so you can say you had some

I"m saying the skill challenges need to be important and taken seriously, as if they were a dangerous combat encounter
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>>46207993
In the dead of winter, a season of meteors arrives, filling the sky with falling stars, many of which crash to earth. These searing celestial stones cause havoc, setting forest fires and triggering a great spring melt months early, flooding entire regions. At the same time a Red Moon rises into the sky, the omen of some unknown ill-fortune looming ahead. Though no one yet realises, the Red Moon signifies a planar alignment with a horrifying other dimension, from whence these meteors come: a boiling, foetid realm of molten rock and hot ash caustic gas and creeping evil, where burning, twisted spirits cavort and caper. These insidious creature have ridden the comets to our plane, and in the crater of the first comet, their advance force now plots, preparing to sally forth and set our world also to the torch. If they can secure enough mortal sacrifices, they will perform a dark ritual to cause an great eruption from within the earth at their location, filling the sky with ash and tearing open a direct portal to their own plane.
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>>46207993
>>46208660
I tried to use as many of your timed events as possible.
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>>46207993
Im having trouble fitting everything in one post, and much of my notes are short hand

The number indicated is the level the players should be when they begin the adventure

Here's a format:

# - ADVENTURE NAME (or a placeholder that lets you know the setting or theme)
environment/terrain of adventure
list of enemies encountered, challenges, events, specific locations, etc that the adventure will contain
(space)
short explanation

Here's the first one:

1 - ELRAH MANOR
Wooded kingdom countryside
goblins, safety-hazard abandoned haunted manor, spiders/aranea, bandits, cave/gorge, crowded and varied basement full of guerilla goblins

Old crumbling abandoned manor in a clearing in the woods, used to be a lord's home and farm, is now considered haunted by locals. The lord's ghost used to actually haunt the place, but he was secretly laid to rest long ago by the town priest. His harmless daughter's ghost still haunts the place, as do residual spirit energy "traps" (haunts, as per PF), but only at night (and the daughter during the day; she's afraid of the dark). An aranea and it's pet monstrous spiders live in the attic, which is full of webs and smaller spiders. A small goblin tribe has connected their dirt-tunnel warren to the crowded dirty basement, and will attack anyone who discovers their presence (they have many pet rats, a couple wolves, and an evil psycho shaman who uses a spell that turns brainwashed minions into living bombs; a serious problem in a weak and crumbling house). The town sheriff doesn't want anyone going to the manor, and local bandits will follow any group that enters in a desire to claim the treasure rumored to lie within...but are too cowardly to get themselves. The group is hired to find something in the manor, with no guarantee that it's actually there (it is, but in a hidden vault in the basement).
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>>46206872
Alright, I might post a one-shot Epoch-set adventure here if I get my notes together.
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I actually ran elrah manor for a group several years ago, but the rest of these are just ideas.

>>46208660
>>46208708
fucking metal

2 - GNOME BURROW
Appalachian mountains (signal mountain [climbing location in SE TN])/river, autumn?
kobold/gnome/hobbit war causes burrow to be abandoned, illusions [haunts?]/automatons/alchemical golem/tinker traps/puzzle navigation, kobold siege?, fisk prisoner? dominated? kobolds in hilltop canyon, hidden entrance(s) (clever construction/camoflage/illusions), research location of burrow, orcs/ogre? snakes.

Hidden abandoned gnome burrow (like an enclave, town, or castle, but for gnomes; kinda like bilbo's house, but bigger) at the top of an appalachian style mountain (basically big hills covered in trees, few actual cliffs or rock faces, big rivers in between), that was at least partially besieged by enemy kobolds, and is now a dark (possibly haunted, or maybe just illusions) dungeon. It is hidden, so the party must research it's location (either by bookworming in a library or the accounts of merchants or lords or whatever, or by canvassing various gnome populations, ...or getting the guilty kobolds to talk. However, kobolds (and/or orc/ogre mercs) converge on the burrow at some point to contest the party.

Basically just GNOME DUNGEON, the adventure.
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>>46209005
forgot to say they might have to raft up the river, braving river pirates, to get close to the dungeon (something inspired by an entirely different adventure I ran even longer ago about a group of halfling pirates working for kobolds who kidnapped their families during a war, aided by a benevolent pixie who gives them sleep and memory loss arrows so they don't have to actually kill anybody)

3 - HUMAN CASTLE
fens/marshes (tall grass/reeds, shallow water)/moor/tor
infiltrate? negotiate treacherous noble court? besiege castle held by human knights, defend against other human knights/lizardfolk?, traverse moors (goblins on dire wolves?)

Traverse sparsely populated british-isles-esque terrain, against wolf/warg riding goblins, to reach the castle in the marsh and deal with it's treacherous nobles and their knight minions, then hold said castle against a lizardfolk siege. Not much to say on this one. Most of the bread and butter would be intrigue, stealth, and castle combat.
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>>46209117
4 - ORC FORT
Rocky-Mountains-style mountains with pine trees
winter?, deep in orc territory, disguised as orcs?, mud golem, warg/wyvern riders?, bears, cave troll cave?, wood platform towers, river island wood rope bridge, muddy creek cave entrance? orc sewer tunnels idea (gauth, orc longspear 5ft tunnel, orc fighters in inches deep water) - duke nukem 3d beholder sewers, gengar ghost? demon?

Island in middle of river in valley between two rows of mountains, has a mesa-like stone protrusion in the middle that the orcs have burrowed into. Spikey wooden walls/towers fortify the entrances and the rope bridge across the river. A mud gobem lies in the mud on the island's banks, made by a powerful shaman, and lies in wait as a big clump of mud to attack any intruders. Below the orc caves is an abandoned dwarf hold, which is haunted by a single powerful ghost (inspire by gengar; it's more than CR 4 and is supposed to be very scary to the players, and it will chase them). The dwarf hold utilizes the river above in various ways, as many tunnels lead the water from the river above throughout the hold (some of these tunnels are home to gauth beholders - inspired by a level in duke nukem). The hold is partially flooded; some floors are completely underwater (and completely dark), others have air near the ceiling, others are waist high, and some are ankle deep (making stealh very difficult). Many areas are dwarf-sized, to inhibit intruders. Humorously, one part has tunnels too small for the orcs to turn around with their longspears, making one otherwise hard fight vs. equal-leveled warriors potentially much easier.

I have many various ideas/details for a dwarf hold dungeon, which are too long to list here. This adventure is probably inspired by treasure or a macguffin.
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>>46209486
5 - FLOODED CAVERNS/TUNDRA
Tundra (soggy?)
forsworn cult/goblins, megafauna/giants, goblin army in field, beast of malar (chase across hills/gorges), thorn skeleton animal? demon? falmer?, troglodytes (trog grimlocks)?, werewolves? muddycreek cave entrance?, navigate caverns/cold water sumps, caves into ancient dungeon (undead), beholder moon god quest? hunted by competent trackers? entrance to dungeon is hidden basement pit idea

Inspired by Skyrim, this adventure would have the pc's ranging across an arctic tundra, evading dangerous (even for 5th level) ice-age megafauna, and potentially frost giants (who are on the plains to herd or hunt mammoths), to find flooded caverns that were once home to a dangerous cult. There are many entrances to the caverns, but the least guarded is a tunnel at the bottom of an icy/muddy creek (cold/no-visibility water with a long swim). The cult is a moon/beast/hunting one, with super-savage members, including werewolves, who may be hunting the party at some point (and would be a very difficult battle, so the party needs to evade them). I intended to use a weakened beast of malar in this adventure. Dark/wet/cold/confusing caves with undead and various evil savages. Maybe an actual dungeon at the end.
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>>46209694
whoops

I'll do 5 at a time. I have to go to work now. If you have questions, ask, like I said I used short-hand for a lot of stuff.
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>>46134284
Is "orgy" a consumable?
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>>46213545
I think it's a service, rather than a good.
>>
Guys Spellbound was just released and it's everything we had hoped for and more!
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>>46217170
>Spellbound
Fuck off.
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>>46214487
Are you saying that service isn't good?
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>>46219747
No, I'm just saying the goods aren't serviceable.
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>>46217217
It has to happen eventually, right?
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>>46222428
In the instant before the heat death of the universe, the first copy of spellbound will roll off the printer.
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>>46222593
And at the moment the god of ttrpgs will wipe away one manly tear as he sees the universe end with no one having been able to play the most beautiful magic system that never was
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>>46224742
>>46222593
>>46222428
>>46217217
Well I mean...the preview was okay. Everyone going "just convert the magic faggots from Spycraft" was not.
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>>46224742
It's only an extension of the spell system that's in the rules, so it's going to be workmanlike at best.
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>>46134241
>Drastically reined-in magic system putting casters on equal footing with non-casters
Why would anyone want this? I'm so sick of balance obsessed fuckwits that think a guy that can bring down a rain of lightning bolts from the sky should in some way, some how, be on equal footing with the plate armored moron waving around his sword and shield. I am so sick of this nonsense.

Let's use marvel as an example; Jessica Jones, Luke Cage, Daredevil and the Iron Fist aren't as powerful as someone like Thor, but they still exist in the same world, and you can present stories and situations they'd deal with that Thor would never even notice. This works because balance doesn't mean daredevil versus Thor, but Daredevil versus a situation that Daredevil would "actually" get involved in.

>Classes and the game as a whole designed to ensure everyone can contribute in a wide range of circumstances, even outside their primary niche
And this is worse nonsense. Your primary niche exists for a damn reason.

>Separate cash and Reputation economies keep mundane gear relevant and magic items special
This actually makes sense, but someone please notice how this should apply to, let's call them 'special classes' versus 'mundane classes'.
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>>46230394
Because when you have somebody hurling lightning bolts and somebody in plate waving a sword around travelling together every situation shouldn't devolve to lightning bolt it.

I also completely disagree with super specialization being better. You cant do stealth well in lots of games because anything challenging for the rogue is impossible for anyone else and anything reasonable for everyone else is boring as shit for the rogue. If people are more generalist characters the rogue can shine while everyone else participates.
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>>46230394
I know it's bait, but I have to bite anyway.

>Why would anyone want this?

Because people playing physical classes get bored when the Wizard does absolutely everything effortlessly.

>Marvel
The thing with your Marvel example is that different Marvel characters tend not to interact with one another (and when they do, they tend to be on similar playing fields - see The Avengers for that). If Thor and Daredevil went up against the same threat (as often happens in D&D/PF), either Thor would solve the situation effortlessly (therefore making Daredevil worthless) or Daredevil would be an active liability to Thor.

Now imagine a party of a Wizard, Fighter, and Rogue. Their respective niches would be magic, combat, and subterfuge respectively, right? What happens when the Wizard summons an army of bears, therefore making the Fighter worthless because he's only as good as one bear. What happens when the Wizard turns invisible, flies, and casts Disintegrate on the king before the Rogue can sneak, climb, and slit his throat?

What happens when sneaking time comes and the Fighter is so incompetent as to be a liability? What happens when fighting time comes and the Rogue gets slaughtered?

>This actually makes sense, but someone please notice how this should apply to, let's call them 'special classes' versus 'mundane classes'.

I honestly have no clue what this means.
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>>46230694
One niche and a wide variety of passable competencies is the best approach to character design in my opinion. A Fighter can be a beast in combat but if he can't help out when it comes time to sneak around or talk with the king, he's not really a very interesting character, is he?
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>>46231395
That's exactly what I meant to convey. You should be really good at one thing and decent at everything else
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>>46230394
Thor would be a level 20 to Daredevil's level 4

That is the difference in power, not "one is a wizard". The equivalent of "wields infinite magic power" isn't "guy who swings a sword good", it'd be Superman.

Plus, "has magic" doesn't automatically make them stronger than everybody who doesn't. There are very few settings that treat magic as being insurmountably above, and most of those settings are trash for that reason.

Finally, it let's parties play different roles without being imbalanced.
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>>46231395
>>46231717

Yeah, that's what Fantasycraft allows for. The skills are set up along with origin stuff such that every class is Tier 3, "Best at their expertise, decent at most other things"
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I took a second stab at bringing the warlock into Fantasy Craft.

I'm mostly happy with it, though I think Granted Desires and Corruption V need some work. I feel I have made it sufficiently distinct from the thematically similar Infernalist.
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>>46234512

That's horrible. Really, really bad.
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>>46234512
It seems too "all over the place". They get basically a bit of everything, but not much consistent stuff, and none of it really seems to come together.

Also, the level 10 ability is ridiculously stronger than the game breaker.
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>>46234512
Gotta echo what the other two anons said. Honestly, it's just a huge mess. Pretty much nothing is at the right power level to be balanced for its slot, and none of it really meshes together at all.

Moreover, I don't really see how this brings the warlock into FC at all. Looks more like you're trying to simply remake the Infernalist as a base class. The warlock's fluff is similar to the Infernalist, sure, but the D&D warlock's schtick has always been the eldritch blast, and you don't even have that. All you have here is a spellcaster with a little bit of "dark pact" flavor splashed on -- which is what the Infernalist does, but far better.
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