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File: 75c450cbea4e33d⋯.jpg (317.37 KB, 991x615, 991:615, Fantasy Craft.jpg)


One year, dead. One year, ahead… edition.

Have you introduced your friends to FC, yet? What followed?

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


>If you want to try before you buy




Other useful links:

>Errata & accessories


>Web NPC builder


>Custom PC Species creation guides


>Species feat creation guide & reference spreadsheet


>Class design guidelines


>Leaked Spellbound Preview



I was told by a guy that fantasy craft is good shit. How do i make a join games and shit?



>How do i make a join games and shit?


Inquire at your FLGS. Go to the Crafty Forums. Trawl Game Finder threads. Introduce your GM to Fantasy Craft. Wind it and GM it yourself.



Sorry, had a brain fart. What i ment to say was, how do i create a character and i don't have a gm.


File: 04abf8fdc5016e9⋯.pdf (1.09 MB, Fantasy_Craft_Character_Sh….pdf)


I don't have the time to walk you through character creation right now, but I can give you some quick tips.

Campaign Qualities (i.e. world settings) can change everything below from its base.

Attributes are point buy.

Your race, specialty and class designate which and how many of the different options you can buy.

Here's a fillable character sheet for you.



Read the book. They literally walk you through it step by step.

Also, maybe best to have a GM first, because the kind of game you are playing might affect a lot of your choices, like what races are available, what class you should take, and what gear you can buy.



In addition to what the others said, come up with a general idea and look at what they game has. Maybe do a noncommittal walkthrough of creating a character so you know how to do it. Picking a class should be straightforward, along with species and specialty. Pay special attention to feats. That's where the variation comes in.


File: ead4dd29072711d⋯.jpg (68 KB, 600x800, 3:4, 9554e78e1652e63dad0b6c9b6b….jpg)

Help me figure out a middle ground, /tg/. I talked my partner into trying out tabletop RPGs, and after flipping through some of the character creation/feats sections, he's really enthusiastic about making a faux-Conan and adventuring it up during our next site deployment. The problem is that it'll just be the two of us, and I'll have to GM. From a narrative standpoint, I think I've got the basics of a lone-hero's-journey series together, but mechanically, I'm not at all experienced with running games for solo players.

On the general side of things, I'm trying to figure out varied ways to challenge him without everything running together into the same three types of dice roll (suddenly, EVEN MORE skeletons) or wildly-divergent difficulty numbers (the merchant tries to pull a stiff you on your payment, make a bog-standard negotiation check that will push you harder than wrestling the chimera ever did).

On the more specific side, how do I balance out the rules for standard adversaries, special adversaries, and mobs? If I understand the rules right, a standard NPC and a special NPC have the exact same XP values when squaring off against a solo adventurer, except one is a hell of a lot more durable and dangerous than the other. How do I make it so that tavern brawls and back-alley muggings are balanced to be both easier and less rewarding XP-wise than a climactic duel with a powerful rival?



give him one or two supporting NPCs. run them in combat as basic blobs that just "fight the enemy" while he does his thing. They don't need to be rolled for or tracked, they're just there to hold on to a couple extra enemies until they move in to attack Conan in numbers that he can handle, and give you an out to kill a few extra enemies if he's getting shafted this go 'round.

>How do I make it so that tavern brawls and back-alley muggings are balanced to be both easier and less rewarding XP-wise than a climactic duel with a powerful rival?

by making them easier, and rewarding them with less xp. the rules are there to help you, the moment they stop doing that, they are ignored.


So is Spellbound going to be released before 2020 or is it still in NEVER EVER territory?



I usually stop by the Crafty booth at every GenCon and shoot the shit with Alex and or Pat. Nice dudes. Whenever Spellbound is mentioned, they either say it's in the works, or that it's on hold while they finish up another Mistborn supplement or Kickstarter.



>On the more specific side, how do I balance out the rules for standard adversaries, special adversaries, and mobs?

Mobs of standard adversaries are meant to challenge a party just like individual special characters. This dynamic breaks down with just one PC. It's designed with parties ideally of 4-5 characters. You'd be best reducing the levels of all NPCs or having them all be standard and the ones who are supposed to be standard have the mook quality. Definitely build encounters with a single hero in mind. It'd probably be best to structure most adventures around 1-on-1 conflict (violent or social). Recomended Campaign Qualities:

>Beefy Heroes (damage resistance, not permanent)

>Bold Heroes (extra action dice to compete with yours, not permanent)

>Dominant Heroes (auto-crits when the PC or a special character scores a threat, not permanent)

>Fast Attributes, Fast Feats, Fast Levels, Fast Proficiencies to make the PC advance faster (all permanent)

>Hearty Heroes for faster healing (not permanent)

>Larger-Than-Life Heroes for more budget in attribute point buy (permanent)

>Monty Haul doubles the number of prizes and removes non-overencumbered weight penalties, to compensate for lack of a whole party worth of gear (permanent)

The non permanent qualities can be activated per scene with GM action dice if you don't want them on all the time.

This >>305974 is a good idea. Definitely recommend the Personal Lieutenant feat, Followers Feat, and Animal Partner feat as well.


Anyone running or playing in any games currently? How are they going? Whats been good or bad about it?



My group said we'd go back to FC when Spellbound came out. That was 2 years ago.. I'm not joking. We were under the impression that it would be out soon and we didn't want to start a game and then have everyone roll new characters in mid-campaign to try all the new stuff.


Thinking about making a female giant character or a female ogre character. Thoughts/suggestions?



The only benefit I see is a free sack of holding.



How do you mean?



Well usually a female can comfortably store little more than a roll of coins.



OH. I went to go check the core rulebook before it hit me.


File: 79c38b2c8eb8734⋯.gif (1.8 MB, 318x222, 53:37, 1431407935210.gif)


>female ogre

>martial artist

>/fit/ as fuck

>can down her weight in booze thanks to ridiculous Con

>leery, overbearing tomboy who makes everyone around her uncomfortable

>calls out shy, quiet types and looks down on wallflowers and daintier girls (which is pretty much all of them)

>occasionally wonders what it would be like to be the kind of soft, blushing bride she's always making fun of


File: 917cfc65977fbd3⋯.jpg (1.45 MB, 1240x1753, 1240:1753, 025b50a9d90b41c761a7b2f70b….jpg)


You're describing best Oni.


File: 8d620f483951e9e⋯.png (962.82 KB, 900x1200, 3:4, bcbb7acc512f1b285086ab44f4….png)


File: 1c468bd1289dfeb⋯.png (99.42 KB, 776x665, 776:665, NPC Trait - Health.png)

Here's a general house rule that just occurred to me while thinking about this >>305972

If you want to deal with the problem of Vitality being too much for 1 PC consider this: The Vitality total for a Special NPC equals the Health grade * the Threat Level * 5. Change the 5 to the number of PCs in the party.



>>can down her weight in booze thanks to ridiculous Con

Here's a homebrew/houserule question. Normally a character is strictly limited to a certain number of food/drink benefits per day. And there are no vanilla rules for intoxication. What would be a good system to allow characters to get drunk? I'm thinking each drink beyond the given amount (e.g. 2 for a character with Hearty Appetite) prompts a Con save and success grants the benefit while failure inflicts a graded condition. The DC should obviously increase based on the number of foods/drinks. What's a good way to make this work, DC 15 + 5 per drink over the limit? What about conditions:

>Drunk (I+, Special): Slowed. -2 penalty with attack checks and Dex- and Int-based skill checks. If you fail a save to avoid becoming drunk by 10 or more, you fall unconscious.

This is obviously not meant to represent 1 "Booze" = 1 pint or 1 shot, but enough of a drink to have an effect for a given character.


File: 58c5da641c3e1cc⋯.png (1.15 MB, 1200x1600, 3:4, Leap.png)



I'd suggest adding a penalty to wis-based skill checks, most notably Notice and Sense Motive. Boozing somebody up to slip something by them is a time-honored tradition of storytelling in general.



Seems a little strong having penalties to half the attributes that can stack as long as they don't fall unconscious. Maybe have Dex, Con, Int, and Wis scores each drop by 2 points (-1 penalty to the checks instead of -2). Then drop the unconscious extra because you fall unconscious when an attribute hits 0 anyway. Then have the drunk condition wear off one grade per time period. Maybe throw in a rule that while drunk you can't get proper rest, so you can become fatigued causing a hangover. I don't think there are rules for what happens if you don't sleep, but it should probably be to the effect of subdual damage.


So how exactly do you make NPC animal companions? This seems super confusing to puzzle out and the manual doesn't even have a lot of solid examples that go up to the 50XP limit without going over. Does it matter if you're a few points short? Every point seems pretty important which seems to scream 'do it yourself' but I don't actually know.



I don't understand where you are getting stuck. You have 50 XP to spend in building it, so you buy NPC traits up to 50 XP. There is a whole chapter dedicated to making NPCs.



There are too many options and I'm not sure how to use them to make what I want because I'm not familiar with the system enough to understand the relevance of all these effects. Like if I want to make a giant snake the poison quality doesn't seem to specify cost differences for different poisons but different poisons are obviously stronger and that doesn't seem right.



Okay, I see what's happening. You're used to TOG and its unhealthy fascination with making caddy-corner rules for every little situation. Fantasy Craft doesn't do something stupid like that. If you see an option that you think is fun, whether because you think it's strong or flavorful, take it; it's balanced.

Now, as to making NPCs, it IS more of an art than a science. It does take a bit more system mastery to understand the nuances of the system. But, you're really thinking too much about it. The poison bit is fine. If you have any specific questions about making your Animal Partner, ask away.



>So how exactly do you make NPC animal companions? This seems super confusing to puzzle out and the manual doesn't even have a lot of solid examples that go up to the 50XP limit without going over.

Check the Call From Beyond and Conjure Elemental spells to get an idea how this sort of thing works.

>Does it matter if you're a few points short?

No, because there's no benefit to being under the limit.


Start with the core concept. If the animal has some unique trait like a chameleon's camoflage then figure that out first. Other than core things, start with the attribute scores, then do the Traits (Health, Resilience, Competence, etc.), then do the attacks. Then start messing with NPC qualities. You do these later because you have already used up more budget and you want as few of these as possible while still getting the concept right. This tool http://www.meadicus.plus.com/craftygames/npc-builder/NPCBuilder.html is very useful. You can even load an NPC by clicking "Load Previous NPC" and pasting its stat block in the dialog box. Since you're new I recommend copying one of the animal entries from the bestiary that's closest to what animal you want and then modifying it.

>Like if I want to make a giant snake the poison quality doesn't seem to specify cost differences for different poisons but different poisons are obviously stronger and that doesn't seem right.

The cost for the poisonous quality is constant because it's low, and it's low because poisons are not that powerful. They all have a DC 12 Fort save, which repeats until the character succeeds or dies from the effect. You can't apply upgrades to natural poisons (barring homebrew), so in Fantasy Craft it's impossible to have a monster that does super lethal poison effects for lower-middle level characters on up.


File: 1a72992703e89ac⋯.gif (933.87 KB, 500x361, 500:361, 61f252be0fb37be46241bc5c49….gif)

Is there a point to the Flashing Weapon/Warrior's Grace feats? Without any feats at all, if you really want to dish out hits, you can spend your round doing two half actions to launch two attacks without penalty. With Darting Weapon/Two-Hit Combo, you can up that to one half action doing two attacks, and one half action doing one attack, for three total attacks at a -2 penalty. You have to go one feat "deeper" to unlock a fourth attack, which puts every attack that round at -5 and makes you flat-footed if you miss any attack whatsoever. Normally, each feat is more powerful than the last when going through a given tree, but I'm not seeing the upside to getting FW/WG unless you plan on going full oraoraora on a brick wall.



That sounds really shitty for poison.


File: 52ff0c237be566a⋯.jpg (320.37 KB, 1024x1448, 128:181, 10984-jriyes.jpg)


Oddly enough, FC takes the less video gamey route, and treats poisons as something that you don't use in combat for immediately results. Poisons take time to kick in and even longer to be effective.

In other games, you touch someone with poison and they immediately feel the effects. Sometimes, it's just extra damage outright. In FC, poisons are the kind of thing you use with hopes of the effects occurring before a battle starts (poisoning food, for example), or after a battle has finished (you flee after cutting them with a poisoned dagger, but they die that night in their sleep)




how the fuck did this thread get sent to the 404rest anyways? It's like the April 1st hack was a scheme to get rid of all our good threads.



Take into account two things. First, accuracy increases faster than defense, and Second, you stabilize your damage by getting statistically more hits in.

Say you hit 60% of the time. Two attacks gives 120% (60 x 2) damage on average, while three with -2 will give 150% (50 x 3) and five attacks at -5 gives 175% (35 x 5). If you have a base 75% accuracy, it instead gives 150 / 195 / 250% damage in average. Only against high evasion target it is a worse trade off if being flat-footed puts you a risk.

And if you move and attack? With the base 60 and 75% accuracy, you end up with respectively 60 / 100 / 140 and 75 / 130 / 200 % damage on average, an ever larger gap. So… yes, there is a point to it as you can see.


File: 27f3a83ae9503ac⋯.png (52.8 KB, 1075x718, 1075:718, Are Darting Weapon and Fla….png)


I made a graph to illustrate the point.



… And I have to thanks you for indirectly pointing me toward my mistake, as I forgot that it is a full action for Flashing Weapon, while I calculated it with a Half above. So yeah, my math is slightly off


File: 46f606203482d03⋯.gif (675.11 KB, 480x270, 16:9, 1420840152986.gif)




I get that Flashing Weapon does give an overall damage increase over Darting, I'm just wondering if there's something to it that I'm missing. Most feats arranged into trees are done so in a manner that gives you comparatively bigger rewards the deeper you go–for instance, sword supremacy's benefits are generally much more versatile and powerful than sword mastery's. With flashing weapon, however, its benefits only come into play on a round where you plan on doing nothing but standing and swinging (as opposed to darting weapon, which can come in handy on a round where you both want to do damage and spend a half action doing something other than melee), its damage boost over darting weapon isn't all that impressive compared to darting weapon's boost over nothing, and it saddles you with the potential pitfall of going flat-footed at the end of your turn. This isn't quite as big of an issue if you're playing some 40-strength berserker orc with a +35 attack check, but I just can't see it being worth the feat investment outside of a dedicated gimmick build.



The versatility with 3-4 attacks per round comes into play with tricks you apply to those attacks or other bonuses you get from attacking. What tricks you varies wildly depending on your build. Alternatively, if you had Darting/Flashing Weapon and the Cleave feats then you could potentially line up four consecutive Cleave chains in a single round, if you're playing the type of game with loads and loads of mook or similarly weak enemies.


File: 3eed8638c100e48⋯.png (140.09 KB, 354x378, 59:63, 1485494662165.png)

Reminder that low/no magic FC is balls to the walls awesome.

>Burning action dice on crit for minor narrative controls like dropping chandeliers on enemies.

>Feat lines like Challenge let players set up their own dramatic showdowns.

>Limiting magic means more players need to contribute to the overall party comp to achieve a desirable level of effectiveness.

>The class pool for non-casters is nice and wide, allowing for a plentiful supply of abilities without arcane or divine casting. In a low magic game, allowing a feat like The Gift goes much further in utility.

Martials just have such great support without needing a booknof weaboo fightan magic.



You forgot the most important part. From the GM's side

>Not having to try and plan around casters fucking up your entire session with one goddamned spell.


I'm cross-posting this here to help advertise my game.




If anything FC is a bit too heavy on combat variety and sparse on magic (hence Spellbound) or support/skillmonkeys.



Magic has a lot of versatility to begin with, but you don't have as much in the way of Tricks, but the number of combat tricks don't exactly measure up to the things you can do with spells.



Sure, but in terms of just how much content there is for combat-based characters, the game is designed to be more combat heavy.



Not mechanically possible at any point to have an orc with 40 strength. Not unless you're doing something I'm not seeing or, well, lore reasons are the exception here.



40 STR is perfectly reachable:

18 Character creation

21 (+3) Racial

23 (+2) Talent

28 (+5) Attributes per level at Level 20

30 (+2) Lancer's excellence ability

31 (+1) Axe supremacy

32 (+1) Great sword supremacy

37 (+5) Rage supremacy (Stance)

38 (+1) Draconic legacy

47 (+9) Brawn IV (Spell)

54 (+7) Greater attribute bonus magic item

58 (+4) Strength path V (Via Blessed and spending Interests in your Path)

Combat focus, finally, to double the bonus from the attribute for (Basic combat feat) attacks for a little overkill

Even removing Brawn, which is the only temporary one, one can reach 49 Strength, and when not raging if you need skills, you reach 44 Strength either way. Granted that's Level 20, but still…


Seems the thread was reset a couple days ago, as the last messages are missing… for the one commenting about how 40 STR was unreachable still, I still got the content of the post there:

40 STR is perfectly reachable:

18 Character creation

21 (+3) Racial

23 (+2) Talent

28 (+5) Attributes per level at Level 20

30 (+2) Lancer's excellence ability

31 (+1) Axe supremacy

32 (+1) Great sword supremacy

37 (+5) Rage supremacy (Stance)

38 (+1) Draconic legacy

47 (+9) Brawn IV (Spell)

54 (+7) Greater attribute bonus magic item

58 (+4) Strength path V (Via Blessed and spending Interests in your Path)

Combat focus, finally, to double the bonus from the attribute for (Basic combat feat) attacks for a little overkill

Even removing Brawn, which is the only temporary one, one can reach 49 Strength, and when not raging if you need skills, you reach 44 Strength either way. Granted that's Level 20, but still…



… Ok, so why it lost the post the first time I load the page, hard refresh to test it out, and only AFTER posting it puts everything?


File: db10210a04bf80a⋯.jpg (148.35 KB, 672x1022, 48:73, 0054f0225504538f9f2e994d4f….jpg)

Stat them, /fcg/.



Pech Soldier - Full Plate

Human Soldier - Full Plate


File: 6804dca18979ae0⋯.jpg (167.35 KB, 1920x1080, 16:9, Atrus.jpg)


I will grant you 18 at character creation. Means you have fucked yourself for increasing any other stats, but oh well.

Racial bonus, I will grant that means you are starting with an Orc, as they are the only ones who get a +3 Racial bonus to Strength.

So, 21 here.

Talents are Human only. None of the Specialties give you bonuses to your attributes.

We are still at 21.

Career level 20 I'll grant you that.

So, +5 for 26.

Permanent buffs from class abilities, also granted, but, well, let me do some assessment here…

Strength Path V assumes you're a Priest lvl 11 priest at the very least. So, +4 means

30 Str

The first time you access the Lancer's Excellence ability is level 9. As this would put you at Career Level 20, you cannot access Excellence at Lancer Lvl 15, so you are minus one there.

31 Str

But I feel you're skipping some feats in that feat tree chain there. None of the Specialties offer any combat feat in any of the feat chains you have mentioned. So we start at 0 for all of those.

At lvl 20, you have 7 feats slots to fill out. The feats -you- have selected would collectively fill out a hell of a lot more than that, so we have to chuck some out for this hypothetical scenario.

Since Rage isn't a permanent state and can be disrupted, I will not be using that feat chain for this situation. That leaves Axe Supremacy (3 feats) and Great Sword Supremacy (3 feats) for a +2

33 Strength.

Leaving us with 1 feat to select, none of which offer a permanent uninterruptible bonus to Strength as far as I can tell, but if there is one I am not seeing, then it probably isn't more than a +1.

Rage, spells, and sagic items can be interrupted, broken, or stolen. I will not count those.

Can we not talk about rules now? I would fucking kill someone if it means we have a chat about an actual FC GAME or FC storytime instead of this rules lawyering bullshit that happens with D&D.


File: edb2d2e09cf69c5⋯.gif (392.76 KB, 236x178, 118:89, DOOKDOOK.gif)


Oh and because writing that shit kept me up to stupid o' clock on a work night, I feel grumpy enough to indulge the need to point out that your hypothetical Orc Lancer-Priest (Priest-Lancer?) is rocking a -3 to his intelligence. Since you decided it was a good idea to spend 22 of your 36 points to buy an 18 in Strength, you only have 14 left to smear amongst his other stats, all five of which are currently at 8 and which cost 2 just to increase to 10 so you don't have a negative modifier.

Leaving you with, and I assume you want to spend those 2 points to bump stuff up to a 10, 4 points to try and boost a stat to 13 or two stats to 12. I recommend that last one because at least you have two fallback skills to use other than your exceptional Strength.

Oh and at this point we slap the -3 Int to your Factored Int Score, because in the instructions you figure out your starting attributes first, then dog fuck your scores with bonuses and penalties. So worse case scenario, you have an Orc with a 7 Int, two scores with 12, and your Fuck Heug 33 Str. Best case? You have an Orc with a 10 Int, ONE score with 12, and that Fuck Heug 33 Str.

K, I'm fucking off to bed. Goodnight.


File: 9a2c5f9818b809f⋯.jpg (10.55 KB, 480x360, 4:3, Bones.jpg)


Oh, and another thing. Someone better start giving some FC story time, I don't care if it's fake or real but god fucking damnit I miss Wasteland Warrior.


I'll grant you I have inverted Talent and Speciality, there, my bad. But one can gain an alignment without being a priest dependaing on campaign, so I wen twith this for pure theorycrafting. There's free melee feats from Lancer in there too as you level up.

As for storytime? I have one, written from my char's persepctive in a journal. Game ended so it's pretty final, but you can have a read there: https://docs.google.com/document/d/1S6FcHaqHsr5dCXWAiLrY3uWbmcjS3-8yvZqiFmjuTQU/edit

What is written in Red is not from me, and the notes at the end were for my own rambling / things to put in words later. Style varies as it is more direct in time we were not having much downtime, which is pretty much the entire second half. And yes, Sigil was our base of operation. There were four players at first, one left after the first adventure, then one joined -twice- mid-second adventure.

Game ended when we basically told the almighty entity that ruined our lives by purposely altering Story to antagonize us that no, we're not going to free him from his prison he ended up for aeons to bring the End to the multiverse

I am in another game that just started, and having a bronze dragon as a boss has its… perks, to stay polite, so I could post stuffs as they go


File: 7b59949b377490a⋯.jpg (88.84 KB, 620x456, 155:114, ftl46_burningInquirySplash.jpg)


You can gain an alignment without being a priest, yes. But as far as I know you cannot advance on a Path track without being part of a class that has the "Path of the X" ability tied into its advancement tables.

Oh, I hadn't realized the Lancer gives you free Melee feats. Let me go check.

Alright. By level 9, you have 4 extra Style or Melee Combat feats.

Well, I'm willing to admit being wrong here. Also tired and grumpy.

Going to read your storytime later. Thanks for sharing something.

Fucking rule heavy D20 systems.


Yeah, the book is also not well thought out, with info spreads in multple chapters. And it seems we got something wrong by allowing to spend more Interests in advancing in Paths, so yeah… my theorycrafting falls apart at the seams.

Nevertheless, a good game is about the story before the rolling, and I wouldn't make such a one trick pony for the sake of numbers only!



Well, even a moderately competent character build will run roughshod over a by-the-books level-scaled baddy, so FC truly shines when you get into roleplay and advancement and being a Renowned hero who is calling in favors from Kings and Lords.


File: 5fa41efaec6d719⋯.png (201.46 KB, 402x405, 134:135, 1490403432412.png)

Here's some questions for the thread.

>Involved in any FC games? If so, got any stories to tell?

>What's your current build? What's your favorite build?

>What homebrew has your group done with the system?



>>Involved in any FC games? If so, got any stories to tell?

I'm GMing a game for my friends and we're fucking around doing a podcast. I'm about to start writing some "Intro to Fantasy Craft" videos to record this week while one player is out of town. As for stories, nothing springs to mind as greentext-able from our current campaign. The ones we did before starting the podcast had some moments though. Here's a bit from a one-off we did with the "Iconic" characters.

>party tracks down some ogre bandits to an abandoned mine where they're camped out

>after a little trouble the party gets to the inside of the mine to fight the baddies

>being standard characters, everyone but the bandit leader goes down pretty fast

>because I'm a genius I forgot about squeezing and realized too late that the mine is too small for ogres, they're having a hard time doing anything

>and someone did something (I forget what) that blinded all the ogres

>leader has Fearless II so he won't surrender

>Hoping to get the party to do something other than whittle him down, I suggest using some of the other combat actions

>they conclude that the Threaten action is most effective

>we spend 10 minutes having the player characters shout the bandit leader into fainting

>and then one player piles a large door and the dead bandits on top of the leader so that when he comes to he can ask him if he feels "the burden of command".

>>What's your current build? What's your favorite build?

I've yet to be a player, but of the PCs I built when learning the system my favorite is probably


>wheeled feat (Adventure Companion) so I have wheels, drop 2 charisma (-6 total)

>many-legged feat (Core) so I can run over enemies, drop 2 wisdom (-2 total)

>custom construction (hulking frame) feat (Adventure Companion) so I can run over medium sized enemies and I can plausibly carry my buddies on my body, drop 2 wisdom (-4 total)

>special construction (clockwork) feat (Core) so I can go faster and lose lumbering

>beep beep motherfucker I'm a car

The rest I leave open-ended for variation on the theme, but probably Martial Artist using constitution for attack/defense and being the combat workhorse.

>>What homebrew has your group done with the system?

My group did a worldbuilding session using Dawn of Worlds and then made up some new Species based on that per the license to improvise material. I like to mess around and make new feats, species, specialties, classes, gear, etc. One of my players is currently using a bard expert class I put together based on the class skeletons on the wiki and the existing class abilities. It's weird/experimental in that a requirement is membership in an organization (see the Book of Holding) and it grants very slow progression re: spell level you can cast but it makes the character more reliable with their spellcasting checks and concentrate checks to encourage them to be in the middle of battle. Also there's this:

It Goes Up to Eleven: At level 4 you may convert damage from your spells to Sonic damage (blast 1) at no penalty. If the spell has an area, its damage tapers off starting at the area’s edge.



>Involved in any FC games? If so, got any stories to tell?

In between campaigns. My group is currently running some DND5e and nWoD stuff. I've got stories from my previous campaigns though.

>What's your current build? What's your favorite build?

Favorite build will always be the 3-way combination of Spear, Staff, and Polearm feats. Playing a martial artist who is combat competent is also deeply satisfying after years and years of being the guy who liked Monks.

>What homebrew has your group done with the system?

I designed a number of monsters, a few magic items, an entire pantheon, and a few unique races, but they didn't really get used.


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That isn't a car you just described.


Is their any advantage to using two (offensive) weapons in combat over using a single weapon?



Depends on the Qualities of the weapons. A heavily armored opponent might be worth attacking with a high AP Stiletto, while an enemy with resistance against bladed attacks might be worth attacking with a blunt weapon.



Other than this >>311339 you have 2 weapons to disarm instead of 1 and if you're using anything with the load quality you can reduce the need to reload. That second one doesn't come into play as much unless you're using something like this http://sletchweb.wikidot.com/modern-fc#toc16 where you have weapons that carry more than one shot


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they're for serious combatants; people with dedicated high attack bonuses, or maybe scouts with their handfuls of sneak attack dice




pic related, made it a long time ago



pic has one error; orc can't get all those feats, so it's actually just 40


>What's your current build? What's your favorite build?

Gifted Acrobat Burglar 4/Scout 16

spd 45ft (55 in combat)

Bab +15, F+12, R+20, W+10, Def +26, Init +26, Life +5, Leg +6

Dexterous, Very very Sneaky, Evasion I, Uncanny Dodge I, Stalker, Rough Living +4, Sneak Attack +4d6/6d6, Huntsman (Keen Senses, Sprint, Trail Signs, Expertise [Notice or Sneak]), Master Tracker 1/Scene, Overrun

Str 14, Dex 22, Con 12, Int 16, Wis 12, Cha 8

Elf-blood, Owl Nation, BSM (Investigator), BSM (Robber), Prodigal Skill (Search) (3), Ghost Basics (3), Two-Weapon Fighting (6), Bow Basics (7), Two-Weapon Style (9), Bow Mastery (9), Angry Hornet (11), Knife Basics (12), Pathfinder Basics (Forest) (13), Iron Will (15), Pathfinder Mastery (15), Pathfinder Supremacy (17), Ghost Mastery (18), Horde Basics (19)

(Ranks + Feats) Acrobatics 25, Athletics 23, Craft (Inscription/Carpentry) 7, Haggle 5, Investigate 25, Notice 23, Prestidigitation 23, Resolve 19, Search 28, Sneak 29, Tactics 23, Survival 23

Origin: Investigate, Search, Prestidigitation, Survival

Edged Forte, Hurled Forte, Bow Forte, Parry, Arrow Cutting, Called Shot, Cheap Shot

Common, Free Lands, Chaotic Good, Elven, Verdant Reach (Geography), Verdant Reach (Culture), Verdant Reach (History), Witches, Arborea

superior finesse goblin hatchets x2

superior goblin hurl stilettos x6

superior goblin longbow (arrows?)

Superior Fitted Elven Moderate Hardened Leather w/Light Fittings

5, Fire 5, -0, -0, -0ft, 19lbs


So I noticed this while trying to build a character. The Draconic Legacy feat says, "You may also breathe fire and select feats as if you're a Drake."

This is a 2nd-tier feat, and all the feats with Drake as prerequisite are level-1 only feats. Neither Draconic feats have the "you can drop 2 points on an attribute for another feat" line, so I don't see how it would be possible to ever use this. You could get both Draconic feats at level 1 if you have a Specialty that grants a species feat, but you'd still need to take a third feat at level one. Am I missing something?



The thing about this sort of build is that you lose out on balancing the character. The variety of combat actions and non-combat mechanics makes this kind of character not just limited but probably gimped.



>Am I missing something?

Greater Breath (Fantasy Craft pg. 102) and forward planning for any content yet to be released or homebrew.


Can you use weapons alongside the berserk stance.(pg 94)



Yeah, of course. Skill checks are forbidden. Attacks aren't skill checks. You couldn't use a weapon to do a skill check though, like a feint. They even have a sample magic item called "Blade of the Berserker". It's an axe that grants Rage Basics.



cool, just checking because it is under unarmed combat feats.


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Which do you think will release first? Spellbound or Star Citizen?



Star Citizen is on indefinite hiatus.



I'm well aware. Is Spellbound not?



It's mostly been slowed down due to Crafty's lack of employees. Star Citizen had tens of millions and plenty of employees and can't even make a working game.



The Rage chain is under unarmed combat feats because otherwise that feat tree in the core rulebook would have been


>Attribute substitutions making monks martial artists be viable

>Hitting faster with fists


Fortunately the Adventure Companion added

>Blocking attacks like Jackie Chan

>Being able to change your stance in a way that doesn't disrupt the flow of combat

>Hitting faster with fists and weapons

>kame… hame… HA


And the Book of Holding adds a bunch of utility feats plus a feat chain that's obviously Hamon from JoJo.



Did she break her leg?



>Favorite build will always be the 3-way combination of Spear, Staff, and Polearm feats. Playing a martial artist who is combat competent is also deeply satisfying after years and years of being the guy who liked Monks.

Do you have the stats for this? I'm looking to build something similar, but not entirely sure where to start.



No build, I just prioritize those feats because they all have synergy.



Start with your concept. Figure out species/talent first and then look at Specialty. The class(es) to pick should be obvious based on what you want to do. Most of the rest is feat selection. Look at those 3 feat chains first so you know which you want for sure. Then the rest is up to you. Fantasy Craft purposefully doesn't really have the Ivory Tower design issues of 3.X where you can make a shitty build if you don't know what you're doing. You can minmax but it's normally not worth it because weak spots are easy to exploit.



Definitely this: Make a character with a focus or some sort of idea in mind and you'll probably end up with a pretty strong character, most of the time. All thes 30-40+ attribute builds being posted are just theorycrafting – Proving that it can be done, not necessarily that you have to build your character that way to be effective.


how would *you* stat conan the barbarian? Not the movie version, the book version



I'd love to stat him out, but I've never read the books. I can try to do if you'll give me some examples of things he's done.



Being unfamiliar with the lore, here's as far as I'm confident going.

Human, obviously.

Talent should probably be homebrewed to represent the different ethnicities in the setting (as done in Adventure Companion with the Cloak and Dagger setting). Conan is Cimmerian, for instance.

Specialty is probably Barbarian although I'm not sure if he has rage abilities. I know Conan has pretty specific lore so this might warrant homebrewing as well.

As for class, I'm pretty sure he was focused almost completely on combat, so a full Soldier build may be appropriate. You don't need class-specific abilities to earn Holdings or any of the nice shit he has at the end of the movie.

Picking feats or proficiencies and statting his attributes would definitely require familiarity with his character, but obviously he favors strength and constitution.



Savage Barbarian Soldier 9/Burglar 4/Captain 3/Scout 4

Str 21/26, Dex 12, Con 15/20, Int 10, Wis 12, Cha 12

Origins: Athletics, Sneak

Acrobatics, Athletics, Bluff, Intimidate, Notice, Resolve, Ride, Search, Sneak, Survival, Tactics

Great Fortitude, Rage Basics/Mastery/Supremacy, Iron Will, Lightning Reflexes, All-out Attack, Cleave Basics/Mastery, Darting Weapon, Sword Basics/Mastery/Supremacy, Ambush Basics, Glint of Madness, Night Fighting

Dunno what level he'd actually be, and frankly that feels like too many non-soldier levels, but I think it covers all his bases. In D&D, I'd give him an array like 20/18/18/14/18/18 to cover how impossibly good he is at everything.



> In D&D, I'd give him an array like 20/18/18/14/18/18 to cover how impossibly good he is at everything.

He might be more appropriately statted as an NPC considering this.


So my group is looking for a new game. We're bored of 5e and want something else like D&D and with more meat to it, but without the headache of playing something like 3.5e/Pathfinder. Will this game fill that niche? From what I've read on it, it seems to be right up our alley.



It's very much D&D 3.5, but all the classes fill roles that aren't exactly like Fights, Wizards, and Rogues. In fact, a lot of the classes may seem like they don't have too much going on, and that's because Feats are an entirely different and much, much more potent and important to your character build.

In my experience, it's D&D-ish enough to feel familiar and easy to learn for D&D players, but different enough to break players from a lot of their usual murderhobo habits. Read through the PDF and form your own opinion though.



Gonna second this >>314159 but FC is very crunchy. Almost all the crunch is optional though.



>Almost all the crunch is optional though.

And I'm going to second this. FC is a toolbox. If you don't like the renown and reputation rules or the lifestyle system for managing money, you can just put them aside and keep playing the game without much issue at all.



> If you don't like the renown and reputation rules or the lifestyle system for managing money, you can just put them aside and keep playing the game without much issue at all.

Those are good systems that make managing the party's resources no longer a pain in the ass to be fair though. Some other stuff you can leave out without any problems are Morale, Cheating Death, most Advanced Damage, encumbrance, and Narrative Control.

The thing about FC's crunch though is that all of it makes sense in the context of the story and usually is fairly simple and even open-ended.


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Stat me

In non shitposting news, a GMing question. Suppose a player loses their Alignment and takes on a new one. Would you let them regain Steps granted by class features and feats, or would they lose those too?



Depends on the alignment centric class, whether or not it was an act god which overturns alignment association, and if you're prepared for the the long-ass haul that is a redemption arc. Think there's a Greentext story on that one Paladin that killed a Bandit that gave up.

Also, verify make sure it isn't against a deities portfolio to justify the fall.

If they're not in the mood for redemption, convert their levels to the martial class they were essentially anyhow, kind of like a Paladin giving up on his vows Oaths, etc… and becoming a grizzled mercenary independent of divine involvement because reasons.



Loses their Alignment in what way? Cast out by their God? Sinned against their faith? Excommunicated?

At any rate, there isn't a hard mechanical ruling for losing and regaining Path Powers, so the only answer is to roleplay having the character regain his faith and attunement to a new power.



Well, Yugi:

Losing and Regaining Alignment and Steps: Should a divine caster lose or change his Alignment or Steps along a Path — temporarily or permanently — he loses all associated abilities and spells. Regaining the Alignment or Steps restores these abilities and spells (see Crisis of Faith, page 381). Fantasy Craft pg. 111


The faith of one or more characters is shaken, perhaps because they question their religion’s values or maybe because they experience something that contradicts them. Now they search for a fresh direction and watch for meaning in everything they see and everyone they meet.

Potential objectives can include learning about newly encountered faiths and making tough ethical and moral choices with lasting impact on the world. Adversaries exclusive to this Subplot are rare though members of the characters’ former faith might take it upon themselves to antagonize or undermine the party. Conversely, followers of opposing religions might court the characters with false promises of spiritual bounty, more interested in corrupting their souls than saving them.

In any campaign, a character caught in a Crisis of Faith is considered a traitor to his beliefs and the Dispositions of characters with his former Alignment decrease by 10 when they realize his state of mind. In a campaign with the miracles quality, several special rules apply (see page 309). Fantasy Craft pg. 381



Any situation in which the character loses his Alignment, voluntarily or not, prompts a Crisis of Faith Subplot (see page 381). In a game with the miracles quality, this Subplot gains several special rules.

• The character loses his Alignment but does not lose the Interest “slot” (see page 61). Instead, it becomes frozen until the Subplot ends, at which point he may fill the slot with his new Alignment.

• For the duration of the Subplot, the character loses access to his Alignment Paths, skills, avatar, class abilities, feat abilities, and other character options requiring or supporting an Alignment. He gains access to his new Alignment’s options and may re-allocate his Steps when the Subplot ends.

• The character retains his ritual weapon but loses access to any special abilities or options related to or supported by it for the duration of the Subplot. Thereafter, he receives his new Alignment’s ritual weapon.

If Subplots are not part of your game, the character instead permanently loses access to the Interest slot, as well as his current Paths, skills, avatar, class abilities, feat abilities, and other character options requiring or supporting an Alignment. He must devote a new Interest slot to an Alignment to gain access to its options. He may re-allocate Steps at that time as well, along Paths associated with his new Alignment.


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>Book of Holding grants options to Greatsword-focused players that let them be Hakumen.

>This synergizes well with a Crusader using an alignment weapon Claymore or Zweihander.

>Thanks to a mix of Path abilities and class features, Crusaders can be good enough solo combatants that the Challenge feats make them meme-tier in 1v1s.

>Ending combats by challenging the baddest looking dude in a group if enemies and then causing the group to fail their morale saves when I decimate their leader in single combat.

Crusader Hakumen is pretty fun.



It's a general design principle in Fantasy Craft that this kind of permanent loss doesn't happen. You're supposed to get your steps back in this case, and in the case where you're granted a feat you get to pick a different one if you already had it. Same goes for the leveled class bonuses and multiclassing - doesn't matter the order, you get the same bonus for any given combination.


You could even plausibly have the other NPCs and the other players hold off on lethal attacks, doing Threaten actions at each other while the conflict is handled in an duel. It's too bad that grades of shaken and fatigued have no effect on Resolve for the morale roll when the big guy dies.



What would you say is the biggest weakness of that build?


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Its first roadblocks can be found in chargen.

You need GM approval to use book of holding to get the Empty Sky feats.

After that, creating an alignment with your weapon of choice and paths of choice is also a matter of GM approval. While my alignment has the build required weapon, my GM only really allowed my chosen alignment for a martial God of Law and Honor. My paths were chosen more for thematics than minmaxing, but they're Order, War, and Heroism.

We're opposed to any and all alignments with path of Chaos, and fluff-wise, probably shouldn't mesh well with more free-spirited members of your party. Remember that you are opposed to Chaos as a whole, so even if someone is taking chaotic actions to bring about good, you'd still be opposed. Try to be a hardass with a fixation on your duties, your mortal enemy, and your waifu, in that order, if you want the true Hakumen experience.

Skills for said alignment are: Investigate, Sense Motive, Search, and Tactics.

Omce we've gotten approval for book of holding and our alignment, we're at our next issue, which is the early game slog.

Empty Sky Basics gets us a stance that emulates Hakumen's heat meter and a Rune Barrier, which basically is a free readied hide shield so long as our greatsword is equipped and readied.

We'll have to get Mastery to pick up Summer's Advance, which is going to be one of our two major dueling abilities, and Supremacy to get Winter's Riposte.

With the Challenge line really requiring three feats to truly get the most out of it, these two lines will require a few of your level or bonus feats, leaving you specced as a 1v1 combatant. While you can adapt decently to party fights, you're most ideal in Close Quarters 1v1.

You also are a potato as you've now specialized a Combatant/Wildcard as a pure Combatant, leaving you with next to no utility out of fights.

Honestly, a GM or party that has you take charge in non-combat situations will leave you hurting pretty quickly. In a balanced party comp, it's relatively hard to crush this build once a Challenge begins.


can saurians +2 bonus to any attribute be combined with their +2 bonus to dex to make a +4 bonus to dex?



As written, you can, but that's a good question when it comes to what is intended. I suppose it is not too broken, still




Going by License to improvise, this is equivalent in value.

+2 A, +2 B, -2 C costs 3.0 design points.

You can change a specific attribute to Any for an additional 0.5. So the Saurian bonuses cost 4.0 for +2 A, +2 any, -2 any.

The cost for +4 A, -2 B is 3.5 points. Add 0.5 to change -2 B to -2 any, and you have a cost of 4.0. So that should be fine.

Contrast with the Unborn, which have +2 any, -4 A for 0.5 points. If you apply the bonus to the same attribute with the penalty (CHA) to reduce the penalty to -2, you end up with bonuses of -2 A which has a value of -1.0 points. So that's a disadvantageous tradeoff. Because point buy for attributes gets more expensive the higher it gets, sacrificing a bonus to reduce a penalty isn't worth it (e.g. +2 from 14 to 16 costs 6 points, but +2 from 10 to 12 costs 2 points).


Is their any way to make an melee weapon attack check using dex instead of strength? (feats, class abilities, etc)



For the attack check, outside of Deft strike (a trick in Adventure companion) there's nothing that come to mind. Note that it still requires 13 Strength so you can't simply go all Dump stat on it



Deft strike, but also the Martial Arts feat, if you're willing to go unarmed.



There is also the finesse weapon quality. You can upgrade a weapon to gain this quality for +5 complexity and doubling the cost. Here's a list of melee weapons that have finesse without an upgrade.

Blunt Weapons have the sap under Clubs and that's it.

Edged Weapons has several.

All Fencing Blades have finesse.

A third of the knives do as well:

>Long knife / kukri

>Punch dagger


>Revan needle (from Adventure Companion)


Greatswords have the Polesword/nagamaki

Polearms have the Pole dagger.

If you're going Dex combat build I'd recommend fencing blades and the related feats since they grant abilities based on Dex and the Supremacy feat gives +1 to Dex. The Sword Circle feat chain also uses fencing blades but focuses more on defense.



Isn't finesse purely for the weapons damage and not for the attack?



you're right



You are correct, I was assuming it worked the same as D&D.


it is strange though how finesse affects the weapons damage but not its attack. you would normally assume its the opposite.



Yeah, actually thinking back on it I remember the reason I've been doing it wrong is that I houseruled it to make more sense.

Using Strength for the attack roll is weird to begin with conceptually, since in D&D armor and defense are rolled into AC so the extra strength meant you penetrate more. With them separated in FC, that means being stronger makes you better at landing hits. They had to keep it that way for balance though because then STR would only be used for damage rolls, Athletics, and carrying capacity. But then dex adding to the damage roll is just kind of weird. You could argue that dex lets you hit more vulnerable spots but then it should also help the attack roll. This is one of the few rules in FC where the mechanics and the story/concept don't mesh very well.



what about ways to boost an attack check? Besides the obvious action die roll.



Some tricks gives bonus in certain situations, and then there's anything getting your opponent Fatigued / Flat-Footed to lower his Defense instead. If you use alternate means to attack such as Threaten, Mix Up can help on that front with its +3, while pure offense can probably make do with the boost given by Rage B/M/S. Straight up Attack boost are not easy to stack, but then again, Attack tends to rise slightly faster than Defense and ultimately, there are more ways to make more attacks than to make these more accurate.



Well the Aim action can be used for any Standard Attack check.


I second the multiple attack options over a straight boost to the attack check. A +2 bonus to the attack roll gives you 10 more % chance of a hit, which translates to an expected value for the damage increase of 0.1 * average damage. Compare that to an extra attack which is equal to [chance of success to hit] * average damage. If the tradeoff is bonus vs. more attacks, you'd need a high bonus to make it worth it. That's why bonus attacks give big penalties and come with a risk for missing attacks.


how effective is gunpowder in Fantasy craft?


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For guns and such? It's a tradeoff.

Blackpowder weapons do high damage at shorter range, and have a longer reload time. Most of them take 7 handle item item actions (half actions) meaning if you want to fire again, you either pull out another gun, or you spend several turns doing nothing but reloading. The Quickdraw Feat allows you 2 free Handle Item actions, and the Bnadolier item reduces the Load quality of Black Powder weapons by 2, so it becomes somewhat less of a hassle.

Bows, for comparison, require no action to reload and knock another arrow (unless it's a crossbow) , feature several useful special arrow types that can do different kinds of damage, have an added Armor Piercing Quality, depending on the type of bow and arrows used, can fire at far greater ranges than black powder weapons, and are significantly cheaper.

And of course, both classes of weapons have their own feats and added quirks.



Just for completeness's sake, a black powder weapon with Load 7, the Quickdraw feat, and a bandolier gets you:

Load reduced to 5.

2 free actions off that each round, meaning you could otherwise act normally so long as you keep the weapon in your hand and have the gun realoaded halway through the third round, ready to fire again. If you actually take half-actions to reload you can reduce it to one full round (4 load actions) and be able to fire the next round. That's uneconomical though. Optimally you'd spend 2 free actions loading in the first round, spending the others readying up (maybe one half-action to load), then spend the 2 free loads in round 2 and either finish the load, or if you did that already take a half-action to move or aim and then fire at the end of round 2. This puts you in a cycle that allows you to get off a shot every other round while still having 2 half actions for other things.



Well, guns are great at shorter ranges if you start combat with them, but as the others have said, it takes forever to reload them. Their real strength, therefor, lies in using them to begin with, then drawing a faster weapon for the rest of the fight. Maybe fire one, quick draw and fire another, then on the next round quick draw your other weapon.



To add to what has been said, you could do like in real life and have multiple loaded guns on you. Cost will be skyrocketing, for good guns, but hey! You'll look badass! Also! A good GM will probably play up the loud noise and shock factor going with it, with Stress damage and possibly Bang too. Should be quite efficient on animal companions and the like, unable to understand this thunder coming from nowhere.


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Keeper is a really fun autism class.

You start out by contributing next to nothing to the party in combat, and then once you've gotten a few levels in, the GM now has to deal with all the money the party is saving on gear by just letting you and your assistants make gear in bulk. Hell, if the GM allows it, you can start producing magic items like mad if you're willing to spend 6 feats on it.

You basically carry the party's weight by virtue of being the best surgeon and craftsman in the party.



If you go into the Industrial era or beyond, guns become OP (as they should, being realistic). I think Crafty was wise to not stat out Industrial Era gear because it would outmode most other gear. This site has some good stuff though.



It's pretty nice how there's a class that focuses entirely on being a skillmonkey.


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One thing you could do to bump guns up just slightly would be to add primitive pre-cased bullets as an option. We didn't just switch from smooth-bore, front-loading muskets straight to six-shooters and rifles one night.

Rifling was a huge innovation, but along the way, pre-packed bullets wrapped in wax paper were a thing for a while, along with crazy shit like multi-barrel guns that could be pre-loaded with multiple shots. Some of them got really crazy.



Pre-cased bullets could be done as an alternative to powder & shot, which is used as a generic ammo for all black powder weapons. Pre-cased bullets could be balanced by making them specific to the size of the weapon and more expensive/complex. Multiple barrels would work as a weapon upgrade for black powder weapons. Just add a "multi-barrel" (MB) quality followed by a number (same way DR, AP, and keen work) to specify how many barrels it has.

I've already done a bit of homebrew on this. Adding the Ammo quality for weapons that hold more than one round immediately makes a loaded gun overpowered as fuck. The way I balance this is by having the load quality specify how many Handle Item actions it takes to load each individual round. So if you have a revolver with Ammo 6 and Load 3, that's 18 Handle Item Actions. Of course, a bandolier will reduce that. Given the bandolier stats, I take the Load quality to mean "number of actions it takes to load a weapon if you have the ammo somewhere amongst your shit but unorganized."

Your suggestion also mirrors another of my ideas. The more out-there builds you're talking about that aren't associated with a particular time have their place. They usually show up in steampunk-type settings where technology has stagnated in some major way and other advances have been made that wouldn't have been made otherwise. I don't have any examples of gear that fits this, but I think a "universal list" of gear should include stuff that would only appear in "Reason-punk," "Feudal-punk," "Ancient-punk," etc. eras. The -punk suffix is usually how this stuff is referenced but I'm not a fan and there's probably a better name for it.


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Let's hear about your party, /fcg/.

>What kind of adventures do they go on?

>Who is the most special snowflake?

>Who contributes the most to the party?

>Who has the best RP?


I just noticed that arrows and bolts have AP 2; does that stack with the AP granted by the weapons themselves?



Yup. Hence why ammo is mostly universal, but all the weapons have different stats and qualities.


something that bugs me is a 6 str weakling teenage girl can take a greatsword and whack at a guy in full plate (DR 7) and have a good chance of actually causing damage (assuming she hits)

That doesn't seem like it should be possible, outside of a very lucky called shot.



Not really. Some greatswords have the Massive quality, which requires 15 strength to wield. Most others don't and only one of the has any AP. -4 Str means -4 to hit and -4 to damage, also.

At best, you're look at one or two damage on a good hit with a lucky roll.



-4 to str means -2 to hit and damage, anon. She can do 10 on a regular hit, or 3 total to the guy.



3 damage when lucky knowing how Vitality increase is faster than HP increase in 3.x, compared to the classic D20 allowing to bisect a Level 1 character in one go in the same conditions? I think that's not too bad, myself.



Only greatswords she could wield are double sword, nodachi/shamshir, and polesword/nagamaki. Let's assume she uses a nodachi/shamshir because it has the highest damage (1d12) and AP 4. This makes the dude's DR effectively 3. On a hit, she does 1d12-2 damage with a range of 0-10, mean of 4.5833… and median of 4.5. Let's assume +0 BAB for her, for a total of -2 to the attack roll. And let's assume we have a level 1 soldier with a 10 in Dex wearing full articulated plate (-2 DP) for a total of 9 Defense. She lands a hit on a natural roll of 11 or higher (50%). Which means if she attacks with both half actions in a round, her average damage output per round will be the figure above, a little over 4.5. Let's assume our soldier has 10 Con. At level 1, he'll have 12 vitality. It'll take her on average 3 rounds to knock that down to wound points, and a total of 5 rounds to take out all his vitality and wounds (22/4.5). So on average we're talking an average of 30 seconds and 10 hits of a teenage girl whaling on an average level 1 soldier in full plate for him to go down. That seems pretty reasonable to me.



Whoops, forgot to factor in the 3 DR.

On a hit, she does 1d12-5 damage with a range of 0-7, mean of 2.33… and median of 1.5. Let's assume +0 BAB for her, for a total of -2 to the attack roll. And let's assume we have a level 1 soldier with a 10 in Dex wearing full articulated plate (-2 DP, 7 DR) for a total of 9 Defense. She lands a hit on a natural roll of 11 or higher (50%). Which means if she attacks with both half actions in a round, her average damage output per round will be the figure above, 2 and 1/3. Let's assume our soldier has 10 Con. At level 1, he'll have 12 vitality. It'll take her on average 5.5 rounds (11 attacks) to knock that down to wound points, and a total of 9.5 rounds (19 attacks) to take out all his vitality and wounds (2*22/2.33). So on average we're talking about a minute of a teenage girl nonstop whaling on an average level 1 soldier in full plate for him to go down.


I was writing an adventure with a part where an NPC draws a quick map and realized it was an action ruled by mechanics. So check this out, there's a way to include this in a way that incorporates the gear rules and crafting rules. It's a good example of how FC has good crunch.


For whatever reason, you have a knack for knocking together complicated items with what’s on hand.

Benefit: The maximum complexity of items that you can improvise is now 7D + the number of gear feats you have.

Example: With two gear feats, you can improvise items with a complexity up to 9D.


Your improvised creations work almost as well as the real deal.

Prerequisites: Improvisation Basics

Benefit: Items you improvise do not automatically break when they are damaged. Instead, they break after a single failed damage save. Also, the error range of items you improvise is increased by 1 instead of the normal 2.


Things you create on the fly are often mistaken for quality craftsmanship.

Prerequisites: Improvisation Mastery

Benefit: Once per adventure, a D complexity code item you improvise lasts until the end of the adventure and is treated as a normal item for the purposes of damage saves. Also, when making an Improvise check you may take a -10 penalty to your Crafting roll to attempt to improvise an item with a W complexity code. The maximum complexity of this item is 7W + the number of gear feats you have.

With all 3 you can Improvise items with complexity up to 10D normally, and 10W with a -10 penalty. A crafting-focused character shouldn't have too much trouble, since you can just take 10 or 20 and do it in 12 seconds or 2 minutes. This means you can take 2 minutes to craft a detailed map with perfect reliability. Obviously you have to be familiar with the area (per GM approval), but you shouldn't need any more materials than something to write/draw with.

Just wanted to point this out for anyone doing an explorer type character, since the bonuses from maps are pretty good.



Yes it is easy to homebrew race, classes or feats since there's a structure for designing these. While I'm at it, I'll share some stuffs myself


Type: Fey

Base Speed: 30 ft.

Size: Large(1x3), Reach 1

Attributes: +1 to lower of Dexterity or Constitution, +1 to lower of Charisma or Wisdom

Tauric Strength: Your bestial half is significantly stronger than your humanoid half, giving you a +2 Strength bonus when making checks utilizing it.

Restricted Actions: Kick attacks, as well as Jump and Tumble checks you make are considered untrained (see FC, page 63).

Heterothermy: Your combination of mammalian and reptilian traits allows you to adapt to different climates. Under normal circumstances, you require only 2 common meals per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage - such as from the environment - you are sickened until you escape the source of the damage. However, if this condition persists for 8 or more hours, you no longer take additional penalties until 8 more hours pass without taking cold damage. While adapted to cold you require 4 common meals per day.

Tauric Form: You are considered to be one Size category smaller for the purposes of weapon wielding, natural attacks using your humanoid half, and partial armor size.

Natural weapons:

Tail slap: 1d10 damage, Reach + 1

Squeeze: 1d12 damage. Used during grapple when inflicting unarmed damage.

Coils: You can grapple up to three medium or smaller sized creatures without penalty.

Species feats

Fish tail: (Mermaid)

Lamia, level 1 only

You gain Aquatic II and a swim speed of 40, but your land speed decreases by 20 and lose Heterothermia and Coils. The lower of your Constitution or Charisma increases by 1, as is your Appearance.

Fish scales: (Eelmaid)

Fish tail

Your swim speed increases by 10 ft and gain Bite II. You also gain Blindsight

Lava tail: (Salamander)

Lamia, level 1 only

You gain Fire resistance 10, You may convert all Unarmed and Melee attack you make to Fire damage without suffering the -4 penalty. You also lose Heterothermia and gain Grueling combattant and Stench (due to the sulphur)

Lava scales: (Lesser Marilith)

You gain a Proficiency. You also gain Frenzy II and can take the feat Many armed immediately by lowering any of your attribute by 2


How do you determine mount complexity for player created NPCs?



Mounts don't use Complexity. They use a similar number called the training value. These are given for species listed on the gear table, but there's no word in the books on the matter otherwise. I would say it's really up to the GM to decide, but since a player-created NPC is more character than gear (which is what training value is for), I would argue you should let the mount make an opposed roll (probably Resolve) against the trainer's Survival.


Two notes on this.

1. The core book lists "Lamia" in the bestiary but it's described as a sphinx-like creature. (Just a weird quirk IMO)

2. The splinter race feats follow a convention where the higher-tier feat comes after the lower-tier feat alphabetically to avoid confusion in the books. To follow that convention you would switch the names for each of those pairs (e.g. Mermaid = Fish Scales, Eelmaid = Fish tail). This would also follow another convention which is to name the first-tier feat after something smaller and the second-tier feat after something bigger. The splinter race feats for kobolds in the book of holding use almost the same name scheme btw (-scaled and -tailed).


Hey, i was wondering if anybody has created a sprite charcter to be used for PC. I think it would be interesting to play as something really really tiny, trying to be really really strong.

Like a muscle faeire



Book of Holding has Winglings, which are Diminutive (and don't have a strength penalty, so they fit with your concept). If you want something that's explicitly a fairy you could play a Pech with the Faerie Heritage/Legacy feats, though they're still only Small.



Shameful display on my part name convention wise for inverting these. As for the Book of Holding, I learned of its existence after making these, and never went to change it

On another note, I am saddened that combat has tricks, but Skills doesn't, once gain limiting variety, but globally, it is one of the weaker point of the system for me. Having something more akin to Pathfinder where you can always spend on skills but have a bonus on class/origin ones feels less limiting in term of concept and would help partially. At least however, everyone has Notice…



>"I am saddened that combat has tricks, but Skills doesn't" [sic]

What. What?

Painful Secrets (Threaten Trick) - Fantasy Craft pg. 108

Mix Up: Threaten - Fantasy Craft pg. 221

Face of Death (Threaten Trick) - Adventure Companion pg. 125

And that's just the stuff one can use out of combat.

Now, in combat, one generally has two large sections of options. One can make an attack with one's weapon or one can use a selection from the many Skill based attack actions. The latter are available to everyone and their usefulness is tied to how well one is invested into the tied skill, of which there are many. For the former, making an attack with one's weapon, the choice is limited to the weapon that one is using and whether one is making a melee or ranged attack (STR or DEX bonus). One generally limits oneself in this regard. Thus, for the martially focused, combat would be a rather stale affair of 'full attack every round'.

Here is where Tricks come in. Whether they are gained from Feats or from spending proficiency points, Tricks add quite a bit of flavor to martial combat. They allow for one to deploy deeper strategies and to spring one's strengths at key moments. As such, martial classes give a plethora of feat and proficiency points and skimp on Skill points. This gives them an equal, yet diverse pool of strengths to allow one to make a more unique or specialized character.

Now, Skills have diverse applications standard. While attacking with a weapon might do one type of damage or another and one may be able to use an action, using Investigate to canvass, decipher, identify or research has far reaching effects. Assigning the skill points allotted by one's class, instead of having more points designated to Base Attack and Class Bonus to Defense, allows one to have a much larger variety of options. To say it succinctly, instead of having class options (feats/proficiency points) to vary up the class focus (combat) that invariably gets better, one has class options (more skill points) to make better the class focus (Skills) that is inherently varied.

Also, Dragon Lord doesn't have Notice. Yes, one can choose to have it as a class skill, but one could also have Notice as an origin skill. Still, by default, the class doesn't have it.

==TL;DR:== Skills have tricks, they're just built in. i.e. Decipher (Investigate) is designedly similar to Cheap Shot (Attack Trick).



How should I optimize either?



Threaten is used in combat, albeit social one of sort. What I mean is, new uses or improvement of skill uses. Quick example of stuffs I would like to see:

Deep diving (Swim trick): If you are not in combat and not straining yourself, you may hold your breath for constitution score minutes instead of rounds.

Local fragrances (Blend trick): After staying one day in an environment, checks based on Smell takes a -4 penalty against you. The effect is lost upon taking a bath

Bulk purchase (Bargain trick): When buying more than 10 items of the same type, you have a +2 on your Bargain roll. It increases to +4 if you buy 50 or more.

Veterinary (Medicine trick): You suffer no penalty on using medicine on Animals.

And so on, some ideas I put somewhere and never used to make skill specialization more interesting for classes like Keeper or Sage who are focused on those.



>Deep diving (Swim trick)

Martial Artist's level 2/11/19 option

All the options that either remove the need to breathe or give the Aquatic NPC quality

>Local fragrances (Blend trick)

Pathfinder Mastery feat

GM discretionary check bonus/penalty

>Bulk purchase (Bargain trick)

Basic Skill Mastery: Trader

GM discretionary check bonus

All options that give a bonus to Charisma

>Veterinary (Medicine trick)

Basic Skill Mastery: Healer

Keeper's level 1 ability

And, of course, Action Dice can be used to do most all of these things.

Now, you haven't said what the cost of acquiring any of these skill tricks is. I'm assuming that it's a proficiency point, correct?



The idea would be to have Skill proficiencies gained at a different rhythm depending on your campaign option, but the basic gain suggestion is 2 at character creation and 1 every 3 levels, and limit these uses to 1+Skill feats / scene so to not be spammed continuously. A dedicated Skill feat could allow to gain 3 more

>Deep diving

<Martial artist

Limited to one class, vastly superior but for the price of an action dice

<Gaining Aquatic trait

Racially limited for the most part

>Local flagrance

<Pathfinder mastery

General constant bonus in an set of area, different from the design idea of twarting Scent

>Bulk purchase

<Skill mastery

Agreed on that front for the bonus

<Boosting Charisma

I would add the technicality of Appearance too, actually, so I agree overall this one is meh


<Skill mastery

Half the bonus but on more things, not the same design idea


Class locked, the idea is that Scout, Lancer or any mount / animal companion based class could potentially choose to care better for them than the group's doctor

Action dices are a completely different resource that serve for everything, not only skills. The idea was to have something akin to Skill tricks from 3.5 so one can further specialize in a given skill, similarily that you can get weapon or maneuvers specific combat tricks for instance here in Fantasy Craft.



>The idea would be to have Skill proficiencies gained at a different rhythm depending on your campaign option, but the basic gain suggestion is 2 at character creation and 1 every 3 levels, and limit these uses to 1+Skill feats / scene so to not be spammed continuously. A dedicated Skill feat could allow to gain 3 more

Ah, my biggest dislike for all this was based on the assumption that it would supplant or compete with current character options, not become its own sub-system.

Now, as to balance, the ideas you've put forth are wildly differentiating in power. If I do some very fuzzy math, the Skill tricks you've proposed are between 10%-40% of a feat. Now, this isn't too much of a gap for how few would be given out, but the fact that they're not locked behind something else (or require more investment) makes them wildly out of sync. Deep diving is incredibly useful and powerful for every character in a setting centered on the aquatic, but Local Fragrances is extremely niche and only comes into its full strength against bloodhound-type tracking.

All-in-all, I'm trying to say that the system you're proposing would be very difficult to make right. The benefits have to be something players want to have or else it becomes more dull minutia to wade through. At the same time, this system has to be very granular and then very tightly balanced or it loses the characteristics that set it apart from feats.

Instead, would you be amenable to the idea to bundle these skill proficiencies into feats that cover medium to large categories? There could be a

Skill Proficiency: Medicine (I, II, etc.)

Benefit: Choose 2(3?) proficiencies.

-Veterinary: You no longer suffer a penalty to using Medicine on animals.

-Zen: Gain a +1 to the stress damage healed by successful Calm checks. +3 on a critical success.

-Resourceful: You are considered trained even when without a Doctor's Bag. However, while performing without a Doctor's Bag, you are considered to only have 1 rank of Medicine.

-Place Holder 1

-Place Holder 2

-Place Holder 3

-Place Holder 4

Also, the penalty to using Medicine on animals and beasts is -2 and I am pedantic enough to point that out.



I thought of the feat idea, but then you need one feat per skill, and have roundabout the same amount of content for all of these to choose from. And yes, I do see the added complications it adds, but then again, I I always prefered a set of thematic abilities than a race toward a big global number, so it gives a good reason for multiple characters having certain skills, such as Survival or Haggle, instead of always relying on the same person constantly

Looking back, for filling out the Medicine one, a couple ideas with fresh eyes:

- Calm as a Complex action, but removing 1d6 / 2d6 Stress only, so to use it in combat situation

- Doping, 1 minute DC 15 check to ignore one level of Fatigue for a scene, but it doesn't get removed at the end of said scene and causes further 1d6 subdual regardless of success

- Being able to treat up to three people at the same time

- Long term psychology, a new Treatment effect allowing to remove the effect of Shaken on a DC 20

Meanwhile, your Resourceful idea compete with the Bandage feat, which already allow to make trained check without a doctor's bag. Maybe removing this feat to put it's two effects inside a Medicine Master (name in accordance with the combat feats Blunt master and the like, not my favorite choice due to closeness with Mastery feats), but then it goes from Gear to Skill feat, so…

As for the penalty on beasts… totally my fault, should not rely on memory for things I did last year, while currently playing three different D20 games in parallel, I keep mixing systems.





Hey I have an idea. What if all skills were focus skills?

With 4 ranks you can use up to 2 of its uses trained at 1st level. E.g. 4 ranks in Sense Motive and you Focus on Detect Lie and Anticipate. And if you run out of skill uses or just don't care, you can put a Focus into tricks.



The problem with that comes from the fact most characters maxes a selection of skills so in the end, you either need a lot of Focuses for every skills or en up with non-choices as everyone ends up with the same selection. That, and people will usually unlock as many focus they have in skill point per level, every 4 levels, leading to larger jump in power and number of options (especially Keepers, who can easily max out their skill points and gain more than there's skills in game!)



This makes skills weaker and more fiddly to use. Plus a lot of skills don't fit well with foci. It's a natural fit for something like Athletics, but Notice? Bluff? Not so much.

That said, using the focus system for this might not be a bad idea, you'd just have to do some tweaking for the skills that weren't designed with foci in mind. I'd go with a smaller penalty than untrained (maybe just increasing error range or decreasing threat range by 1). Alternatively, if you're okay with coming up with a lot of different tricks, just gain tricks for non-focus skills in the same way you would gain foci for focus skills, don't bother adding foci at all (this might seem like it makes those skills more powerful, but in practice at least some skill tricks are going to be creative uses of skills that you'd let players do anyway in a game that didn't use this system).


Went with the feat structure. The wording definitively needs an upgrade all around, but I'm more at the idea phase. I do want to avoid the whole point about tricks allowing something creative, unless it is to give it a potential decent rule effects, it's something I loathe from 3.X, but I guess it is difficult to do this while avoiding straight up bonus to rolls.

Here's the first three skills done, Acrobatics, Athletics and Blend

Acrobatics talents:

>1+ rank in Acrobatics

Upon selecting this feat, choose two benefits. You can take this feat multiple time, choosing different benefits each time.

- Slow fall (Break fall trick): You gain Fall resistance 5

- Kip-up (Initiative trick): You can once per round roll a DC 25 Acrobatics check as a free action when you’re Sprawled, to instead be Prone

- Champion jumper (Jump trick): Your maximum long jump distance multiplier increases by 2 and your maximum high jump distance multiplier increases by 1, and your speed is increased by 5 ft for the purpose of calculating jump distance

- Dive for cover (Initiative trick): You can make a Jump check when hit by an area of effect attack of spell with a Reflex roll attached to it. If at the end of the jump you are outside of the area, you entirely avoid the effect, but regardless of the result you end up Sprawled. You can use this ability a number of time equal to your starting Action dice per adventure and only once per round.

- Power jump (Jump trick): You can use Strength modifier instead of Dexterity to calculate your jump result. You also count as having a running start regardless of previous movement

- Acrobatic dance (Tumble trick): You gain a +2 Dodge bonus to Defense and Reflex until the beginning of your next turn

Athletics talents:

>1+ rank in Athletics

Upon selecting this feat, choose two benefits. You can take this feat multiple time, choosing different benefits each time.

- Adrenalin rush (Push limit trick): You can choose as a benefit of your Push limit roll to ignore the effects of Fatigue for 1 minute per 5 you succeed to the roll. You can use this trick a number of time per adventure equal to your starting Action dice. On a critical success, you can choose another Push limit benefit and receive its effect as if you rolled 20 on the roll.

- Apnea (Push limit trick): You can choose as a benefit of your Push limit roll to increase the number of round you can hold your breath by your margin of success, as long as it happen within the end of your next round. You can use this benefit only when you’re able to breath, and you only receive the subdual damage if you needed those extra rounds before breathing again. On a critical failure, you receive those damage immediately

- Quick climbing (Climb trick): You can use this trick only by starting climbing from a sufficiently stable position. Your speed is not lowered for this movement, and if it is enough to climb the obstacle, you can continue your movement after this.

- Diver (Swim trick): You can use this trick only by jumping into water or a similar liquid. Your movement speed is not diminished for this movement, and if you jumped from a high enough place you can use this roll instead of a Break fall action to limit damage

- Bulk up (Push limit trick): You can choose as a benefit of your Push limit roll to count as one size larger for actions affected by size (such as determining who you can grapple or resisting Bull rush) for 1 minute. On a critical success you can apply your increased size on a case by case basis (such as not applying it to your roll for initiating a grapple)

- Lazy effort (Climb or Swim trick): You only take half the subdual damage for prolongated effort

Blend talents:

>1+ rank in Blend

Upon selecting this feat, choose two benefits. You can take this feat multiple time, choosing different benefits each time.

- Local fragrances (Blend trick): With a DC 20 check, you cannot be tracked by Scent alone. Using this trick requires to have lived at least 24 hours in the area you are blending in, and wears off upon being wet or taking a bath

- Hidden in plain sight (Stealth trick): In a crowd, modifiers from movement or sound caused are halved

- Pauper and prince (Stealth trick): You can add your Appearance bonus to the roll

- Incognito (Blend trick): You can make an opposed Blend check against people wanting to remember your title

- Hasty retreat (Blend trick): Upon losing your hidden status in an obvious way, you you can make a free Move action. You can use this trick a number of time per adventure equal to your starting action dice

- Hidden path (Stealth trick): If you beat your opponent’s Tracking roll, he loses 1 MPH to his overland speed due to misdirections on your part



>Plus a lot of skills don't fit well with foci. It's a natural fit for something like Athletics, but Notice? Bluff? Not so much.

For Notice, you have a focus for each action that opposes Notice. For Bluff consider:

>Distract (combat action)

>Lie - tell someone a falsehood

>A new action - Bluff/Acting, pretending to be someone else (as described under Disguise on page 73)

>A new action - Bluff/Poker Face, hiding your intent or feelings, matched with

<Sense Motive/Read (Full Action) to sense a character's intent

>Lie (Free Action) for feigning conditions or lackthereof, as well as damage and injury.



Sure, those skills have multiple different uses. However, I don't think they're anywhere near different enough to justify the steep penalty for not having the focus. Pharmacy is very different from Metalworking is very different from Tailoring, so it makes sense to require players to spend foci to be able to do all of them effectively. Noticing a stashed weapon on a person and Noticing a disguised person aren't anywhere near that level of different.

If you keep the default penalty for using a skill without the relevant focus this would be crippling. You're limiting a player to only being able to use each of his skills effectively in two ways until level 5 at the earliest. And while fewer skill uses are subject to the penalty at higher levels, the gap between trained and untrained skill checks gets a lot bigger. Of course you could decrease the penalty, but when you do that you also make taking a focus less valuable compared to taking a trick, and you start to wonder why you're even trying to fit foci in at all.



One could argue too, focuses doesn't limit what one can do with skills, but with which tools, and other skills don't have focuses because of not needing different tools to master


File: 01ad5a6904129b9⋯.png (184.83 KB, 600x992, 75:124, Fantasy Craft Character Ge….png)

I made a thing.



Specialities have a mistake, the (4,X) column reads (3,X) past the first one


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Damn, I should have caught that.


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>Giant Gladiator Sage

I'd play this as a larger-than-life pro-wrestler type dude who is just as likely to bash a baddie or tag-team with buddies. I'd take feats enhancing my natural attacks and I'd cross-train abilities from the martial artist class.


So I've been reading through the game, and it seems like the more you read into it, the more complicated and difficult to keep track of this game is. Any thoughts?



It's a toolkit kind of system. You focus on the rules that are relevant to the game you want to play and ignore the ones that aren't relevant. All those rules are there so you can tailor the game how you want it.


Is /tg/ hosting any beginer sessions for fantasy craft, i always wanted to try it out.



I have done a session like that in the past and have most of the things left over. I can do it again, if you're interested.



I'm fine with anything, i just don't know the flow of combat that well.

I can make a random character if you want.



You can do that if you want. I have two characters prepared that are at two extreme ends of the character spectrum that you can can play in succession, if you choose that. But, before we get into what would happen if I did a session for you, let's get a when that session can happen.

I'm US Central and I'm available most Sun-Wed late.



>Goblin Wizard Scout

I think i would make him into an underground researcher, studying rock formations or trying to improve life for his people underground.I'm not really sure what feats to chose for him really, any ideas?




Nevermind, this is way too much to summarize. Check the headings for what interests you.

How to Use Magic Without Being a Mage

Uh well first of all this looks kind of shitty since Wizard assumes you're a caster. BUT! Magic items can have the Class Ability essence (20 Reputation), which functions like a Sage's cross-training. If you can get your hands on a magic item with the Class Ability (Subtle and Quick to Anger) essence, then bravo you can be an arcane caster without any character levels. Whether you're allowed to spend Reputation points on this at character creation is up to the GM, but for something that would be central to your build it seems like the obvious choice. You start with Reputation equal to your Career Level x 10 so you'd want to create this character at 2nd level at the minimum. Failing that you can make one yourself with feats (see Gear Feats below).

A charitable GM may interpret it so that Spell Library adds to the spells you can cast with The Gift if you take that feat, but this is less ideal than gaining Subtle and Quick to Anger.

General Build Advice

Since goblins are low on charisma but high on strength, defense, and vitality, (and Scout compliments this) I'd recommend using regular violence for combat and rely on spells for utility. There are a lot of useful level 0 spells (which is what you'll be restricted to unless you multiclass). Depending on how heavily you focus on magic, and if you take the Favored Gear feat (see the bit on Gear Feats below), you may want to multiclass into Rune Knight.

With that out of the way


Covert Feats

All goblins have Ambush Basics, and snagging a 2nd-tier feat (Ambush Supremacy) at 1st level puts you ahead. You can then take Ambush Supremacy at 3rd level if you want to specialize in dunking on fools who harass your tribe. If you want to avoid combat, the Ghost feat chain is a good option.

Gear Feats

Couple things here. If your GM won't let you buy a Magic Item that grants you Subtle and Quick to Anger at character creation, you can always just take Essence Binding Basics so you're able to make such an item yourself. While you're here, if your goblin wants to improve the lives of his people, why not take Crafting Basics and dedicate downtime to making more of these magic items and distributing them? And however you end up with a magic item that grants you casting, the Favored Gear feat chain is fucking excellent. The boost to action die rolls synergizes well with Wizard's Practiced Spellcasting, giving you no reason not to spend action dice on the really important spells. If you're considering becoming a Rune Knight, make a weapon with the essence and select that weapon as your Favored Gear when you level.

Spellcasting Feats

Since Goblins have -2 CHA your spell save DC takes a hit (it's 10 + your CHA modifier + your number of Spellcasting Feats). None in particular stand out to me unless you want to take Mage Hunter if you have magical enemies. Note that this locks you out of Rune Knight but allows you to take more Spellcasting feats and cast with Subtle and Quick to Anger granted by a Magic Item.

Terrain 'Feats'

Your core ability as a scout lets you grant your teammates a different terrain feat each scene, so terrain feats are always a good choice. Note that you'd probably only be able to share 1st-tier feats though, so breadth is probably better than depth here. Coordinated Attack synergizes very well with feat-sharing. So does The Extra Mile. Whether Horde Basics stacks from multiple people having the feat is not specified and therefore up to the GM but that would be extremely overpowered (in many cases you'd have full cover and be immune to attack). Night Fighting is a good feat to share too, if you're taking characters without darkvision into dark places. If your whole team has Pathfinder Basics they're basically immune to ambush, so there's also that option.



Wow, thanks for the advice man. I'll diffently try to do the magic without being a mage. I was thinking of using wizard more for studies on improving the landscape but with this, it might be quite handy.I think i'll deffinatly focuse more on gear feats and just make items to give to my fellow goblins and try to bisto knowledge from the outside world to the caves.

Thank you


File: 25a6fa10ea79bcc⋯.jpg (8.81 KB, 280x280, 1:1, zeocaa6mt6ty.jpg)

Will Spellbound or Boyhood take longer to make?


File: 58f67bf395eef73⋯.jpg (1.76 MB, 5000x5000, 1:1, NEVER EVER.jpg)



>being made


Nice joke!


File: 01c9031db8b45ec⋯.pdf (523.2 KB, Spellbound Chapter 2 - Gri….pdf)

File: bea01621a6e4227⋯.pdf (2.21 MB, Spellbound Preview.pdf)


Well chapter 2 WIP (the spells) leaked. I assume the rest will be





And maybe some scenarios?

All of those are homebrewable. Origins even have License to Improvise, and it's not that hard to reverse-engineer the rules for classes. The advancement tables use a point-buy system with a slow, medium, and fast advancement for each column and the class abilities adhere to a skeleton. Going by the preview they released my guess is they'll have a class for each school of magic.



Sounds good, If can give you a Monday if a session lasts like 4 hours. If Longer, i don't think i can make it. I can't do it this monday, but we could do it on wednesday of this week

I made a simple peck fighter

You guys can give your imput on it, the randomizer is lots of fun to fuck around with.



Shit, i'll post it in the discord or something



Alright, Wednesday evening. Which Discord are we meeting on?



any you want baby, you choose the house, i'll bring the drinks.



The unofficial 8/tg/ server will do. That's where I did my last one. If you're not already in it: https://discord.gg/GbavgT



>pech species

>fighter specialty

Make sure you take feats and tricks that benefit from your size. Pick on the Big Guy and Giant Slayer Basics from Adventure Companion are good.



It depends on how he advances through the story. If he fights a lot of giant dudes, he will lean towards those perks. I'm going to try to develop him from the expericense he will get



Well, Pick on the Big Guy applies to Medium characters and if you take Cute 'n Cuddly your defense boost applies to everyone.



I'll probably take them, but i don't want to be seen as min maxing to much so i want to try to develop him away from that while still trying to be better.


how would you go about making a gish in fantasy craft?




Wrong universe.



Depends on what flavor you want the fighter part of the build to be. Very briefly: at least one level of Mage in your first four levels, divide the other three among Mage and either Soldier, Lancer, or Martial Artist however you want, then go into Rune Knight at 5. Strength and Wisdom would probably be your highest attributes.


I was wondering for the trick Back at you in the adventure companion book, would i be able to fluff it that a drake with dragon tail could cach the thrown weapn with its tail, and throw it back. It calls for arms, but that would mean any drake wouldn't be able to use the trick as they are quadrople beasts and with dragons tail u lose your legs. I think it would be cool that you could catch shit with your tail, but i'm not really sure.

Any input?



Drakes can't use standard weapons at all. You could talk to your GM about easing that restriction for the purposes of this specific trick, but I definitely wouldn't let you eliminate that restriction entirely and it would be a little weird to say you could only use weapons in the context of throwing them back at enemies.



If thats true then, i'll just get rid of the trick then.



Remember that the trick also requires that you have the hurled forte, so you probably weren't in a position to take it anyway (unless you're doing something weird with the Warg weapon upgrade from Book of Holding)



Got this from a homebrew I found somewhere.

Gish (Specialty)

Bonus Feat: Battlemage Basics (1)

Attribute Training: The lower of your Intelligence or Strength scores increases by 1. (1)

Practiced Resolve: If you spend an Action Die on a skill check with the named skill and it fails, then you receive the Action Die back. (2)

Paired Skills: Every time you gain skill ranks in Spellcasting you also gain ranks in Athletics, up to its maximum rank. (2)

Basic Combat Expert: You’re considered to have 2 additional Basic Combat feats for any ability based on this number. (1)


Prerequisites: Spellcasting 1+ ranks, Unarmed, Blunt, or Edged proficiency

Benefit: You deal additional damage with melee and unarmed attacks equal to your Charisma modifier against targets who've failed a save against one of your spells within one round. Also, you gain a stance.

Combat Casting (Stance): While one or more enemies are within 10 feet, you do not require a Mage's Pouch to cast spells.


Prerequisites: Battlemage Basics

Benefit: When you inflict damage on an enemy with a spell, you gain 1 edge. Also, you gain a trick.

Strike at the Soul (Attack Trick): Spend one Edge when you make this attack. If you are in the Combat Casting stance you may spend up to three. If it inflicts at least one point of damage after DR/Resistances, one of the target's saves (your choice) decreases by an amount equal to the Edge spent for a number of rounds equal to your Charisma modifier.


Prerequisites: Battlemage Mastery

Benefit: Your Charisma score increases by one. Also, you gain a trick.

Bladed Spell (Attack Trick): Spend 2 spell points. If the attack hits, you may immediately cast a level three or lower spell on the target as a free action. The spell's range is changed to Touch and it loses any Area it may possess. You may use this trick once per round.



I had about 5 proficiencies that i could burn, so i thought, why not.


Anyone have personal homerules for crossbows?



There are the campaign qualities from the Book of Holding.

Bow vs. Crossbow (Campaign)

Crossbows have their load quality reduced by your STR modifier to a minimum of 1. Long and Reflex bows are Exotic weapons and gain keen equal to your STR modifier (as do the Daikyu and Foot bow).

Deadly Crossbows (Campaign)

All crossbows (except repeating crossbows) grant the treacherous NPC quality to their ranged attacks.


Would slaves count as a Prize or as gear? Is a really good slave worth having as a Contact?



Depends on the setting and mechanics of slavery. The Adventure Companion has one answer to this in its Epoch setting (primitive). Under "Trade and Gear" on page 60 it lists a young man/woman as worth "up to 100 silver in trade." On page 67 there's a stat block for an "Enslaved Tribesman" (20 XP). You'd think the Cloak & Dagger setting would have something to say about slaves for trade, but it doesn't. I'd say treat slaves like buying mounts, but depending on the society it would make sense to involve the Coercion or Persuasion mechanics rather than just having the PC control them outright.

>Is a really good slave worth having as a Contact?

Interesting concept. I guess there's a reason for this, but I don't see what the point would be if your character owned the slave. Maybe for stat improvement but for slavery it would make more sense to adapt the Survival/Train Animal rules.

Here's the Enslaved Tribesman stat block

Enslaved Tribesman (Medium Folk Walker — 20 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init I; Atk I; Def II; Resilience V; Health III; Comp I; Skills: Blend II, Crafting III, Search II; Qualities: banned action (Browbeat, Coerce), feat (Anonymity Basics), meek.

Attacks/Weapons: Unarmed (dmg 1d3 subdual; threat 20)

Gear: Stonecutter’s kit



It depends. In many cases they're probably best treated as part of a Holding, either Assistants or Tradesmen. For uses where that doesn't make sense, I'd say unskilled laborers could be bought like animals. The only case where I'd consider using the Contact system is for a really exceptional individual, like Epictetus. The Personal Lieutenant and Followers feats are options, too.


Is there any way to get a hammer or maul in one hand using a medium-sized dwarf using only the core book?



"A character of Medium or larger Size may use a 2-handed weapon with one hand, but suffers a –4 penalty with his attack check." pg. 215

"Spear Basics […] Monkey’s Grip (Stance): You may wield a single 2-handed melee weapon with one hand." pg. 90



so you can't just get one that's a bit smaller?



You can make a smaller weapon.

"When a weapon’s Scale decreases, its error range increases by 1, its weight decreases by 50%, and its Size and damage dice each drop by 1 step (e.g. from Medium to Small and from d6 to d4), to a minimum of d4." pg. 184

But, as you can see, this doesn't change how many hands it takes. RAW says using the same number of hands, but most people will just handwave that.



Tradesmen are literally people who work in order to make you money, which is the function of slaves or employees. The thing is employees usually make you less money because the portion they get has to pay for their own stuff. Slaves live with you and you basically would just be covering the cost to feed and collectively house them all. Maybe double the bonus or something.



No weapon in the vanilla rules smaller than S requires two hands. The rules are pretty overtly written with Medium characters in mind, so I would rule that if a weapon is more than one Size smaller than your character, you only need one hand. Consider for instance that if you played as a giant and wielded a Club (Small), RAW would have you wield that two-handed even though realistically you'd probably only be able to fit one hand on the grip. I also rule that improved stability means you're treated as larger for weapon use in addition to the other contexts (which is never brought up because no vanilla weapons other than Pike are larger than Medium, and Pikes are lightweight so Medium characters can wield them). So I'd use that justification to have a Dwarf (effectively Large) wield a Warhammer (Small) or a Small-Scale Maul (Small) with one hand. To me all of this seems like edge cases they didn't feel the need to define.



You first, autist.


File: e16542c981dd185⋯.jpg (55.02 KB, 800x1200, 2:3, 1415128038199.jpg)

Rate my thematically-perfect 1st level party (pic unrelated)

Female CG Wood-Elf Archer Burglar 4/Scout 16 (eventually)

Bow Basics, Hart Nation

Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 8

Acrobatics, Athletics, Blend, Notice, Search, Sneak, Survival

-Search, Survival

Moderate Padded Armor, Stiletto, Standard Arrow x30, Reflex Bow

Male LG Dwarf Fighter Soldier 1

Armor Basics, Axe Basics, Shield Basics

Str 16, Dex 12, Con 18, Int 12, Wis 12, Cha 9

Athletics, Crafting, Intimidate, Resolve, Tactics

Climber's Gear, Moderate Padded Armor, Tower Shield , Axe

Male NG Gnome Wizard Mage 1

Spell Library, Quick-Fingered Folk

0 - Detect Alignment, Expeditious Retreat, Feather Fall, Flare, Glow I, Magic Vestment I, Polar Ray I, Touch of Light

Str 10, Dex 14, Con 12, Int 16, Wis 11, Cha 16

Blend, Bluff, Crafting, Disguise, Impress, Investigate, Prestidigitation, Resolve, Search, Sense Motive, Spellcasting

-Blend, Disguise

Mage's Pouch, Thieves Tools, Moderate Padded Armor, Javelin x3, Mace

Female NG Crusading Human Cleric Priest 1

Path of Life

Adventurer's Luck, Iron Will, Polearm Basics, Bandage

Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 12

Athletics, Haggle, Notice, Medicine, Resolve, Ride, Sense Motive

Doctor's Bag, Moderate Padded Armor, Halberd


I've had an idea of running a game in fantasy craft involving ship to ship combat. I'll use the Const levels for strength of the ship, and have a simple i dea for combat that the PC's can handle. I'm wondering fi anybody has done this before and is willing to give anyt tips.

Also anybody ask me questions as i want to iron out questions i haven't thought or have escaped my head.



I've run games with the PCs in combat on a ship, but no ship-to-ship combat. How it works would depend on the era. If you don't have cannons then you'd be reduced to ramming each other and maybe flinging greek fire at each other. Any ship is going to have Hard Construction (+10), which means depending on Size, they'll range from +22 (Gargantuan) to +30 (Enormous). Since damage doesn't accumulate and failing a save is binary, you need to be able to deal at least X damage in order for damaging the object to even be possible. To find X, find the lowest save you can roll (save bonus +1), subtract 10 for the base damage DC (save bonus -9), double that ( 2 * (save bonus -9) ), and add 1 ( 2 * (save bonus -9) +1). That's the minimum damage you need to deal in order to be able to damage an object at all. For a Gargantuan ship like a Longship (save bonus +22) X is 27. For a Colossal ship like a Galley (save bonus +25) X is 33. For an Enormous ship like a Frigate (save bonus +30) X is 43. That means X damage will have a 5% chance of chipping off a damage save. For every 5% you want to increase add 2 damage. Let's compare these numbers to the damage output of siege weapons.

When we think of ship-to-ship battle we usually think of cannons and galleys, so that's what I'll use for brevity. Now it's important to point out that only one weapon in the vanilla game can deal 33 damage on its own. The highest-damage weapon is the heavy cannon (6d6), which has a 0.18% chance of rolling at least 33 (max 36). In a world where cannon-based combat on galleys occurred, the users of the cannons would absolutely need to have some better-than-default ability to use the cannons, otherwise it would take for god damn ever to even put a dent in the things. So there are three approaches to this.

First, there's the Siege Basics, Mastery, and Supremacy feat tree. These can be found under Ranged Combat Feats in the Adventure Companion. Siege Mastery doubles the damage output when targeting objects, like ships. This means in order to stand a chance of killing a save, the roll only needs to be 17+ on 6d6, which has an 85.54% chance of happening. That's a ~475% increase by the way. The average/expected (nat 10.5) roll for a Galley is going to be 35.5, which beats up to 50 damage, or 25 damage before being doubled. The chances of rolling 26+ on 6d6 is 14.46%, which is what you need for a 50/50 chance of a failed damage save. With this example it's especially obvious, but I want to emphasize that anybody who's expected to fire cannons at ships should have Siege Mastery.

Second, there's the swarm NPC quality. This can more than double the damage output of any single attack, but only if 6 or more NPCs can attack at once. The boost from Siege Master stacks though, so if you can set up at least 4 cannon crews, you'll see a damage multiplier. Whether or not its worth it mathematically depends on the specific scenario and chance of a given attack killing a damage save. It's almost certainly worth it for the sake of efficiency, since it reduces any number of attacks to a single attack with a bonus to the attack roll and a multiplier to the damage roll. However you try to play it, swarm is a nice option to have, and it's only worth 2 XP.

Third, consider alternative damage. Explosive damage has a neat rule where if the target fails its damage save, it fails 1 additional save per 10 points by which it fails the save. With the damage boosts, the Mortar (4d6) becomes extremely damaging even if it averages only 28 damage for someone with Siege Mastery. In addition to this, upgrades can boost damage by boosting Size. Even AP and Keen boosts can be significant depending on the margins since AP and Keen qualities get added to object damage. And of course there are Magic Item qualities. If you equip a cannon crew with a cannon that deals explosive damage, or one that grants the bonus feat for the Siege tree…



Finally, consider the number of damage saves that ships have, and how much firepower is heading their direction. Do at least some rough math to figure out how many rounds you can expect a ship to last under fire from a given number of weapons and plan the encounter accordingly. Think of what happens once a ship fails a given number of damage saves. Does it start sinking? How fast does it sink and how does that affect the game, e.g decks becoming filled with water? Does the ship have vulnerable components that attackers could target to hinder it without causing the ship's hull/frame to take damage?

Oh and for a bonus, here's the siege crew NPC stat block I used. Note that Quick Draw + Siege Basics dramatically reduces load times when a mob of 3+ mans each weapon.

Siege Crew (Medium Folk Walker — 52 XP): Str 12, Dex 12, Con 10, Int 10, Wis 12, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def III; Resilience IV; Health III; Comp III; Skills: Search V, Resolve VI; Qualities: class ability (Soldier: portable cover II), feat (Quick Draw, Siege Basics, Siege Mastery), swarm.

Treasure: 1C




Well shit nigger. You basicly answered all my questions that could be involved with combat with ships. Thanks man.



Happy to help. The one thing I glossed over was Ancient-era ship combat involving rams, but that's basically a game of maneuvering into a smash position. The RAW don't quite support this unfortunately because the overrun quality allows a ship to use Trample (which targets something 2 or more Sizes smaller than you) so it's basically useless unless you're looking to run down some boats. Also the damage puts it in the same territory as the unmodified heavy cannon, and AFAIK there's no way to boost it. If you have any of the ships with the overrun quality ramming each other, you are basically playing fucking bumper cars.

The list of ships (and vehicles in general) is also very short so you miss out on all kinds of stuff. You'd have to do some fair homebrewing to make the variety of ships in a given setting verisimilitudinous much less realistic. So if you're already working on that, you might as well homebrew rules for RAMMING SPEED as well. I'd start with NPCs' Natural Attacks, e.g. Slam V for just running into someone or Gore V for attempting to puncture (replace bleed with "makes the fucker spring a leak")


File: a2f174229e70f5e⋯.png (54.22 KB, 380x441, 380:441, maneuver.png)


TBH they clearly didn't plan much for vehicle based combat if you take much of a look at the RAW. Check pic related. Taken at face value, this would allow you make any vehicle:

>Balance (kind of sensible - choppy waters, turbulence, etc.)

>Break Fall (other than a controlled crash for an air vehicle, this is nonsense)

>Jump (If you roll Ride/Maneuver 15 you can make a sailboat hop 20 feet laterally if it moves at least 10 feet first)

>Push Limit (can be justified narratively, but is mechanically broken since subdual damage doesn't affect objects)

>Swim (no seriously RAW would allow you to make a siege tower fucking swim)



I might homebrew later on, but i'm not planning htat far ahead yet. I have a question about the item damage saves table figure 4.5.

From the paragraph below Damage, it says to use the table to find the damage save. Do i use the number of saves too, even if the item has a number of saves.

With the deal with ramming, i would say that if two ships are ramming each other, head on, that the damage of a ram is double as there both heading towards each other if at relativly same speeds and each boat would take heavy damage. Another case would if a boat is trying to ram another boat but its running away from the charge, the impact would be less, so ramming damage would be lower then average.

I need to think more about this, but it seems like Fantasy craft has the bare bones of naval combat. If i make head way, i'll post more shit



>From the paragraph below Damage, it says to use the table to find the damage save. Do i use the number of saves too, even if the item has a number of saves.

Specific overrides general, so use the number listed on the item's stats. AFAIK save bonus is always the default Construction + Size on that table. You can get a different number of saves with Upgrades, e.g. Dwarven Craftsmanship.

>I need to think more about this, but it seems like Fantasy craft has the bare bones of naval combat.

I think that's being generous frankly. It's more like the possibility is an afterthought since the game was meant to be more about tactical battles and ships are included as a backdrop. The biggest rule set that's missing IMO is mobility for vehicles - how quickly they can turn and so on. Without something like that, ships would just dart around same as people do on a battle grid.



Hmmm, thats good to know. For movement, i was going to make the PC rolle there ride skill, which they would use for radical ship movements regualr people couldn't handle, (such as sharp turns, turning the ship rather quickly, and stopping very quickly.)


YouTube embed. Click thumbnail to play.

Some of you guys in one of these threads expressed interest in watching people play Fantasy Craft. Well here you go: a one-off Halloween adventure with the players controlling NPCs right out of the rogues gallery. (3:46:55)


Anyone got a collection of premade level 1 mage spell lists I can steal off of them? I need a mixture of Level 0, 1, and 2 spells.



I can whip some up. What specifically are you looking for?



By which I mean what sort of categories are you looking for?

<Party role (DPS, utility, defense, etc.)?

<Elements (earth, fire, air, ice, etc)?

<A spectrum (high specialization, extremely generic, themed but broad enough to fill multiple roles, etc)?

If we assume 14 spells as the minimum (WIS 10 + 4 Spellcasting ranks) we're looking at an order of 10^133 combinations with the 96 level 0-2 spells in the core book.




That's a lot. I did not realize how tall an order I was making.

The idea here is that this mage will be part of the 8 pregenerated characters I'll have handy to run Fantasy Craft games for people who have never played FC before, but have played D&D and want to try something different.

To help you out, some specificity:

1. Party Role: Utility (a grab bag of direct damage spells, combat support non-damage spells, and out of combat utility spells)

Assume max ranks at Level 1 for Spellcasting. Assume Wisdom of 12, so 16 spells.

In case you want to know who's getting this list, it's a Clockwork Unborn Mage with the Clockwork Construction racial feat.

Appreciate any help you can offer.

Concurrently, I'll be building a second list that will likely be different from yours.



>That's a lot. I did not realize how tall an order I was making.

Sounds like you need to brush up on the system a bit more.




First thing to note is level 0 spells are all a 1st-level character can cast. You get level 1 spells at mage 3 and level 2 spells at mage 5. If these are meant to be leveled up by players as they learn the system, go ahead. If they're meant to be one and done, you'll want to use only level-0 spells and almost certainly will want to supplement those with stuff from the Spellbound leak, because there are exactly 16 level 0 spells in the core book. That said…

I made you a list and then also sorted the 0-2 level spells from the core rules according to your categories to make mixing and matching easier for you (or the players since spell selection is so important to mages). This list starts with mostly utility level 0 spells, adds mostly combat level 1 spells, and finishes with a good mix of the 3. There's also notes on synergies that work given the character build that should definitely be taken advantage of IMO.

Spell List

Level 0 Spells

Detect Secret Doors

Expeditious Retreat

Feather Fall

Glow I

Polar Ray I (only level-0 damage spell)

Touch of Light

Level 1 Spells

Cause Wounds I (should have this barring school restrictions)

Magic Missile



Any of the Summon Spells (see below) if appropriate.

Tinker I (must-have for self-healing)

Level 2 Spells

Arcane Lock and/or Knock


Shield Other (probably should have)

Tinker II (should have)

Summon Spells

These can fill any of the three roles depending on the NPC summoned but are strongly tied to flavor.

Animate Dead I

Call From Beyond I

Conjure Elemental I

Control Weather I (not for summoning but close enough for our purposes due to flavor and variety)

Nature’s Ally I

Also look at Animate Object and Construct Assembly from the Spellbound leak at the bottom of the OP >>305697

Synergies and Special Effects

Shield Other + Tinker I/II = You set yourself up as the tank and then heal yourself

As a construct, the character is invulnerable to the following, which synergizes with Shield Other, so you can be more reckless if you use these around a Shield Other'd ally.

<Polar Ray

<Primary attacks of Air and Water Elementals

<Any damage available through Control Weather I except fire damage

<Deadly Draft I

If using the Animate Object/Construct Assembly spell from Spellbound, you gain the benefit of casting Tinker I/II to heal those charcters as well. You and they are also invulnerable to the Sleep spell since constructs can't fall unconscious.


2/4 max 50 lines per post, 96 spells



Direct Damage Spells

Level 0 Spells

Polar Ray I

Level 1 Spells

Cause Wounds I

Magic Missile

Shatter (certain objects and constructs)

Tinker I (constructs)

Level 2 Spells

Cause Wounds II

Deadly Draft I

Scorching Ray

Tinker II (constructs)





Combat Support Spells

Level 0 Spells

Expeditious Retreat

Feather Fall


Magic Vestment I

Touch of Light

Level 1 Spells


Color Spray

Command I

Cure Wounds I


Divine Favor


Entropic Shield

Magic Stone

Magic Weapon I

Protection from Alignment

Ray of Enfeeblement

Scare I


Tinker I (constructs)

True Strike I

Winter’s Domain

Level 2 Spells

Align Weapon



Brawn I

Calm Emotions

Death Knell

Dominate Undead I

Gust of Wind

Hold Animal

Hold Person

Insanity I

Mage Armor

Mirror Images

Resist Energy

Restoration I

Scare II

Tinker II (constructs)

Wild Side I





Utility Spells

Level 0 Spells

Create Water

Dancing Lights

Detect Alignment

Detect Secret Doors

Endure Elements

Glow I

Orient Self

Read Magic

Water Walk


Level 1 Spells


Charm Person I

Concealing Countryside I

Disguise Self

Detect Magic

Identify I

Illusionary Image I



Mage Scribe I

Magic Aura

Pass Without Trace

Scrye I

Unseen Servant

Level 2 Spells

Arcane Lock

Darkness I

Detect Emotion


Illusionary Image II



Living Library I

Locate Object

Obscure Object

Righteous Aura



Water Walk, Mass

Wit I


File: efdf788bfda2d6a⋯.jpg (262.69 KB, 573x1941, 191:647, Are you muh nigga.jpg)


>First thing to note…

I am aware. The reason I want a … 'full' list is that even though these are pre-generated characters which will likely see only one use, if someone goes 'wow, neat systems/character can I keep it?' I can let them have it and they can at least carry it through another game or two before they have to start tinkering with the spell lists.

I also plan to inject some sort of object relevant to the setting this is all happening in that only the Automagii can use. One time use, increases your Circle of Power X by +1 for a Scene. Thus getting around the problem of a single shot lvl 1 session where you can only use the Cantrips.

Alternatively I could use the Conjurer class from the leaked Spellbound preview but that class does not have access to Artificer spells, so.

I might just make a human Conjurer anyway, because time mage.

Anyway, tl;dr, thanks for the Spell List. And thank you for including the Summon Spells - I was actually going to slot those in there somehow but this works just as well.

When I finish putting together the character, I will upload him and the other completed characters for everyone to use.



>And thank you for including the Summon Spells - I was actually going to slot those in there somehow but this works just as well.

Personally, what I'd do is tell a player the premise of a conjuring spell and then give them their flavor options to pick from. The given stat blocks are fine for introducing people. For an unborn caster I'd definitely go with the Animate Object/Construct Assembly. Downside there is no pre-made monsters but with the online NPC tool and examples from other spells it probably wouldn't be hard. The bestiary also has Animated Objects which are perfect or you could apply the Clockwork template to anything with 20 XP or less (lel).

The core book has

>Servant (19)

>Town Drunk (19)

>Goat/Sheep (15)

Adventure Companion has

>Enslaved Tribesman

You could always use the Immature template as well and then you have any option up to 40 base XP. Having a clockwork baby animal helping you sounds kind of neat actually.




Oh, btw here's a fun magic item idea

>Item: weapon of choice (should have the hook quality, use the upgrade if necessary)

>Charm: Spell Effect (Animate Object I)

>casting a spell from a magic item is a Handle Item action per RAW, so you can disarm and then animate in one turn

>magic items can't be animated so it's immune to copycat effects

And if you take Charm Binding Basics, you can start farting these out in Downtime so all your buddies have one. They cost no more that 6 Reputation apiece.



So noted on the animate object/construct assembly. There's a lot to be overwhelmed by here when it comes to mages so I am glad to have some guidance by a more experienced anon.

On the subject of the actual grimoire, I remember someone making noise about organizing the spell lists by


Then by

>Level, lowest to highest

Then within each level, by


That would make a lot more sense than the absolute mess we have which is by pure Alphabetical organization.

If no one did that I guess I could do it myself.

What's your opinion on the Conjuror class from the Spellbound preview? It looks like a space/time mage. Which I like.


I have no idea why that is useful. Explain?


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File: 26a77f17c3e1a1e⋯.png (67.26 KB, 1370x360, 137:36, Soothing Touch.png)


I'm still waiting on opinions regarding



I still have no idea why this is useful.

Anyway, I went down through the leaked Spellbound Chapter 2 and found an interesting Level 0 spell for our Clockwork mage.


Fortitude save or drop all held items. Targets with 5 Resistance vs Electrical damage is immune to this effect.

Given that Touch of Light is a Level 0 Healing Spell, I'm not sure I like the idea of my party having access to what is functionally unlimited healing like that. (And with the right combination of feats, higher level healing spells for free). It smacks of easy mode, you know? I might replace that with Soothing Touch, pictured here.

Though for one shot dungeon crawl type situations like what these pre-generated characters are being designed for… Maybe it doesn't matter.


File: 1c15c9ee70807ca⋯.png (19.58 KB, 649x821, 649:821, ClipboardImage.png)


>There's a lot to be overwhelmed by here when it comes to mages so I am glad to have some guidance by a more experienced anon.


>On the subject of the actual grimoire, I remember someone making noise about organizing the spell lists

That was me. Got sidetracked with other work e.g. >>340841 but I'm still doing it (probably have more time to sink into it now, and I was also cataloguing other stuff when I worked on it before). Currently it's a google doc where I'm building the lists. I'm going through each spell and adding it to a list according to every trait (pic related is part of the table of contents). Once they're all on the alphabetical lists I'll sort them by level and make the leveled lists (no child links at the moment). The FC wiki is dead but this is going up there if it comes back.

>What's your opinion on the Conjuror class from the Spellbound preview?

More broadly I like the idea of full-fledged classes for each school of magic. As for the conjuror, seems more space than time to me. I don't recall time-based spells other than the ones that use it as flavor (getting a bonus from seeing into the future or something). It's one of the classics of magic though and as far as pregen characters go, it refines the scope of magic pretty well while still being pretty flexible and familiar and not edgy like Reaper, and it gives you access to a school that lets you cast Animate Object along with being thematically appropriate. The use of wealth is useful for pointing players toward the unique wealth management subsystems which is a nice bonus. Unless it locks you out of content you want to use it's a solid choice for your purposes.



>I have no idea why that is useful. Explain?

>I still have no idea why this is useful.

Animate Object doesn't affect objects that are held. Disarming someone makes them unarmed (more vulnerable) and renders their weapon not held (able to be animated). Then you can animate the weapon per the Animated Objects entry in the bestiary (core book, page 253-254), to turn it into Animated Melee Weapon (30XP) and have it chase the now unarmed enemy. With the spell use being a half action (no check) on nearby objects (Disarm knocks weapons into adjacent squares), if you succeed with Disarm and then you Animate you can turn the tables in one round. The higher the level of the magic item (or the more your party has) the more weapons they can hijack from their enemies.


Yeah that's fun. If you can work out a pattern it can be really effective considering the way that spell save DC scales (+1 per level) versus save bonuses (+1 per 3 levels at the low end to +1 per 2 levels at the high end). It's basically double (or more) the disarm action at a higher success rate. It requires two successes, but a spellcasting check for a 0-level spell gets easy real quick, and the save DC scales faster than the save bonus. Compare with Disarm, which is attack vs. attack (scales slowly for mages). Also note that spellcasting requires a mage's pouch to be held so Zot! is very effective against casters. Needing to take a handle item action to pick up the mage's pouch means with the remaining half action they get to move or cast a spell (since handle item prevents the use of 5-foot steps by being a movement action), and the user can't cast anything that takes more than a half action as long as you keep hitting them with Zot!

If you have a weapon with the drake craftsmanship upgrade (making it count as a mage's pouch) you can alternate between hitting them and casting Zot! indefinitely, or if you have the Many-Armed feat (available to Unborn, core book), you can hold a mage's pouch and weapons at the same time. Or if you have a half action left you can pick up what they dropped.

One of my players had Zot! but gave up using it after he got "better" spells. In the party combo we had it would have been pretty useful actually. He was a bard (custom class I built) and the other player was an assassin, so it would have synergized well with one to disarm, one to pick up and stab. He just favored direct damage though so didn't bother with it much.

>I'm not sure I like the idea of my party having access to what is functionally unlimited healing like that.

> It smacks of easy mode, you know? I might replace that with Soothing Touch, pictured here.

It's basically a choice between "party completely heals vitality between encounters, making each one more isolated" and "healing is a scarce resource like everything else." It's a similar sort of tradeoff to linear vs. non-linear games. The more you can restrict the variations, the better you can balance things. If you know the party will have full vitality for each encounter you don't have to worry so much about them getting worn down and can throw more stuff at them. Touch of Light is overpowered in general I agree, but for a noob party it's forgiving and reduces the amount of information everyone needs to keep track of (and FC can have a lot). Touch of Light's drawback is that it can only heal vitality, not wounds, subdual damage, or stress damage. So it's not so good if they face enemies that deal subdual/stress damage or have a high threat range.


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Good work so far, though I'd prefer to have the spells organized by Discipline first, then by level, then alphabetically.

It makes more sense for character generation in my mind.

That said, you're doing the work so keep going. Anything is better than what they gave us in the book as it is.


Appreciate the feedback. I plan to, once I finish the Unborn Mage and … all the other pregenerated characters, I will build a Human Conjuror. Because SPHESS WIZARD amuses me as a concept.


>Why that is useful.

Christ. I want to screech broken at that idea but it's too hilarious to say no to.


I think I'll slip Zot! into the spell list for the Unborn Mage Automatii. It turns out I have more spell slots than I thought at first. His Wisdom is 12; he gets 4 free Level 0 spells from the Mage Class, and an additional spell per rank invested in the Spellcasting.

There is a severe temptation to have this Unborn Mage select Spellcasting as his Enlightened Skill (meaning he can have 6 ranks in that skill at Level 1, giving us a total of 18 spells to choose from, plus 4 free Level 0 spells for being a mage)…

But are there better skills I could select as the Unborn's Enlightened Skill?

Craft, perhaps, for self repair and building things? I am open to suggestions.

>Unlimited Healing vs not so unlimited healing.

I had not thought about the problem that might cause to noob parties. It's an easy enough adjustment as I assess who is in my gaming group for this, so I'll err on the side of caution and lean on 'assume noob' side.

Touch of Light it is.



There will be a list by discipline. Here are the sorted sections. Each one will have an alphabetical list and a list that goes by level and then alphabetical (once I've populated the alphabetical lists). Figured I might as well keep the alphabetical ones so I'll just create a copy and sort it.



<Casting Time




<Defense (against the spell effect)

<Preparation cost

<Effect (subjective but also the thing people would use most)

So everything.

>Anything is better than what they gave us in the book as it is.

Well it was a leak of a project they had to shelf for budgetary reasons. Crafty is busy with stuff that's currently making money.

> I want to screech broken at that idea but it's too hilarious to say no to.

It's actually pretty tame given the RAW. With the option of modifying stat blocks for summoned NPCs, I would rule that instead of the natural attack the Animated Melee Weapon has, an animated weapon should be considered "armed with" itself and able to attack with the stats of that weapon (XP + weapon complexity / 10). This would limit it to weapons of complexity 15 or less though, so no animated trebuchet. Most other siege weapons are fair game though (nothing about Animate Object mentions size or restrictions on the object). And of course combat feats could boost its effects provided it's within the XP limit.

>There is a severe temptation to have this Unborn Mage select Spellcasting as his Enlightened Skill (meaning he can have 6 ranks in that skill at Level 1, giving us a total of 18 spells to choose from, plus 4 free Level 0 spells for being a mage)…

Whether you could use Enlightened Skill on Spellcasting would be up to GM's discretion so I guess that depends on what first impression of GM's discretion you want to leave.

>But are there better skills I could select as the Unborn's Enlightened Skill?

>Craft, perhaps, for self repair and building things? I am open to suggestions.

Casters want a high Resolve for making Concentrate checks if anything interrupts them. How often this comes up depends a lot on GM discretion, but it's most important for spells that take more than a full action to cast (meaning other characters could attack you). That's Con-based. Other than that, mage is a wild card. Depends on what role you'd want. Crafting is good for making/enchanting magic items or alchemy but also requires feats. Investigate is good for someone who's deep in magical lore or trying to find rare items or spells. Characters tend to benefit from breadth rather than depth in FC, so this would be an appropriate option for out-of-combat use.



And here's the whoops I fucked up post.

>I think I'll slip Zot! into the spell list for the Unborn Mage Automatii

Good use of it IMO. You'd be better off giving them spellcasting as a signature skill than the natural spell quality, since 0-level spells are unlimited use. And since your automatii don't have the steep Cha penalty they have a higher spell save DC (10 + Cha bonus + # of spellcasting feats). And I goofed on the bit about scaling saves, because spell save DCs are based on feats not skill ranks (which NPCs don't have anyway). So save DCs scale at the rate of the slowest save progression (+1 per 3 levels) under normal rules. NPCs using the Resilience trait are going to scale faster than that unless that have grade I out of X. So something like Zot! would be much more effective on a summoned character with higher Cha and feats. Unless they'd have a Cha-based skill I'd recommend feats. An extra point of save DC costs 2 XP either way - as 2 points of Cha or a feat.

As for specific feats, I'd recommend the Spell Theft chain, basics and master cost 4 XP and boost the spell save DC by 6 total (1 for each feat and mastery adds 4 to your spell save DC to characters in your Reach, i.e. those you can target with Touch spells like Zot!). You also give you automatii the ability to drain spell points from targets with this, so they'd benefit from above-level-0 spells (that cost spell points) like, say, Tinker. With Spell Theft Supremacy your summons can drop a target's known spells a number of times equal to their spellcasting feats. They do need a mage pouch to cast though so that's 2 XP (complexity / 10 round up).

>he gets 4 free Level 0 spells from the Mage Class

Huh. I forgot about that. The Wizard specialty grants bonus spells via Spell Library (feat) as well, but that's based on Lifestyle which is Charisma based so not great for Unborn.


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>List by discipline.

I'm glad to hear that. I really look forward to the completed work once it's done.

>Anything better

I do sympathize with the guys. I mean, I don't know how well Mistborn is doing, but I know it's doing really well. I recently started reading the books, too, but I don't plan to get the RPG. I already did last year for a friend!

I do wish they would release the rest of the Spellbound content, though.

>Actually pretty tame.

Maybe you are right. Despite that though, I don't want to drown my players - and by extension myself - in the delicious crunchiness of this system. I don't have the OCD levels required for something like that. I'm just trying to remember enough of it to show what if offers compared to D&D and Pathfinder.

I agree with your house rule concerning the weapons being 'armed with themselves'. That's what I would have done anyway and I assumed it was implied in the spirit of the spell.

But now I'm imagining someone multi-classing into Rune Knight and taking Siege Weapon feats… Oh man. Well, I guess the restraining element there is that those feats only work on siege engines the Mage is personally using.

Could you imbue the feat INTO a ballista though?

>Enlightened skill, crafting, vs other skills

Noted on your suggestions. I might leave it to a coinflip between Resolve or Investigate. As you say, breadth over depth, yeah?

With 44 skill points to start with, I shouldn't go for want of being decently trained.


>Zot! into Unborn Mage and not having a steep Cha penalty

The Unborn have a -4 to Charisma. I … mitigated that somewhat by giving him Charisma 14 dumping the +2 into his Charisma. Once you all see the completed character, you can give me recommendations for changing the stats around to something more appropriate, but it's hard to build a Mage around the Unborn - at least, one with high Save DC on his attack spells.

Spell Theft chain? You mean from the Mist Dancer class? I'll think about it, but I don't have 2 feats to work with.

I have the Species feat to work with (I made the Unborn Mage have Sorcerer as Speciality, for Clockwork Construction) and then gave him the Hidden Spells Spellcasting Feat for something flavorful but useful.

I could easily swap Hidden Spells for Spell Theft Basics though. I will think about it.



>I don't want to drown my players - and by extension myself - in the delicious crunchiness of this system. I don't have the OCD levels required for something like that. I'm just trying to remember enough of it to show what if offers compared to D&D and Pathfinder.

I think the best application of the crunch would be to build adventures around mechanical systems - gimmick dungeons and dinner party episodes.

>But now I'm imagining someone multi-classing into Rune Knight and taking Siege Weapon feats… Oh man. Well, I guess the restraining element there is that those feats only work on siege engines the Mage is personally using.

Also you get one Favored Gear item at a time, which combined with its extra threat makes your siege engine draw all possible aggro. And siege engines don't usually move much (and are vulnerable to attack from a small team or infantry). The best use would probably be a vehicle-mounted siege weapon.

>Could you imbue the feat INTO a ballista though?

The animated ballista? It would be treated as an NPC with the construct type. It would ideally have stats more or less in line with the weapon entry (Size, similar Health stat, etc), and NPCs can have feats (+2 to their base XP for feats). And if a character was going to animate the same sort of object frequently, it's not too hard to whip up a stat block for it.


>>Enlightened skill, crafting, vs other skills

>Noted on your suggestions. I might leave it to a coinflip between Resolve or Investigate. As you say, breadth over depth, yeah?

Yeah. Note also that Resolve is the skill you roll to oppose

<checks to influence you (through Impress OR Intimidate)

<distract you in general (Concentration checks don't just apply to casters)

<Threaten actions

<Tire actions

<Morale checks (optional)

>>Zot! into Unborn Mage and not having a steep Cha penalty

>it's hard to build a Mage around the Unborn - at least, one with high Save DC on his attack spells.

Lends itself better to spells that don't have saves, like utility spells or summon spells. That's why I was suggesting you offload those powers to the objects your mage would animate.

>Spell Theft chain? You mean from the Mist Dancer class? I'll think about it, but I don't have 2 feats to work with.

Yes, and I meant for your summoned characters, not you. NPCs can have whatever feats you want as long as they have the prerequisites and it's within the XP limit.



And quick note on Resolve vs Investigate, you use Investigate to identify items, including magic items.


File: 32a6a4a55af6645⋯.png (63.87 KB, 491x309, 491:309, Constructs.png)


>Ballista Shenanigans

So, in essence, yes, if the Ballista is Animated and possesses that feat, it can use its own feat on itself. I'll pack that idea away for use later.

>Enlightened skill

I decided to go with Resolve. It works for a machine-mage.

>Spell Theft and summoned spells.

I would have to argue that the kind of feats and spells you imbue into your summoned minions would be directly dependent on the known knowledge of the Mage who summoned it. This restricts the kind of ridiculous builds that might potentially be possible by a player who sits and reads the Beastiary all day and forces them to have their PC go out and study things.

Just because you can slap a bunch of combat or melee weapon feats onto a minion for +2 XP per feat does not mean that the Mage has the experience, understanding, or training implied by the feat itself (or skills in the case of creating a servitor).

But if he (she?) met an actual Spellthief, befriended that individual, they could work together in 'designing' said minion. I'd allow it then.

That's how I would rule it anyway. I prefer encouraging roleplay than just letting someone have the free run of the NPC generator. It smacks too much of 'it's magic I ain't gotta s'plain shit'.

Also, are you >>341390 ?

If so, I need to point out that Constructs are not invulnerable to

<Polar Ray

<Primary attacks of Air and Water Elementals

<Any damage available through Control Weather I except fire damage

<Deadly Draft I

I am not sure where you read that but constructs have very specific immunities and those are not one of them. See pic related.



>I would have to argue that the kind of feats and spells you imbue into your summoned minions would be directly dependent on the known knowledge of the Mage who summoned it. This restricts the kind of ridiculous builds that might potentially be possible by a player who sits and reads the Beastiary all day and forces them to have their PC go out and study things.

Yeah, how summoning works is pretty clearly supposed to be up to the GM and the logic of the setting.

>Just because you can slap a bunch of combat or melee weapon feats onto a minion for +2 XP per feat does not mean that the Mage has the experience, understanding, or training implied by the feat itself (or skills in the case of creating a servitor).

Sure but that's why you summon things. A mage could summon the spirit of an ancient hero, who has all sorts of martial prowess the mage doesn't have. Again, the basis is supposed to be how magic works in the setting.

>But if he (she?) met an actual Spellthief, befriended that individual, they could work together in 'designing' said minion. I'd allow it then.

Yeah, that's pretty reasonable. I like the idea that the player can't just use meta knowledge to build OP characters, and it encourages both adventuring and roleplaying. I play where my arcane casters have to actually acquire spells in order to learn them, usually from getting scrolls and making downtime Spellcasting checks.

>Also, are you >>341390 (You) ?


>If so, I need to point out that Constructs are not invulnerable to

They are. Look at the section on damage types (209-211), specifically for heat and cold.

><Polar Ray

Cold damage becomes subdual damage, to which constructs are immune.

><Primary attacks of Air and Water Elementals

Those deal subdual damage, to which constructs are immune.

><Any damage available through Control Weather I except fire damage

Cold/heat wave I deals cold or heat which works as subdual damage. Flood/landslide deals subdual damage. Lightning deals stress damage. Constructs are immune to all of these.

><Deadly Draft I

Deals cold damage, which is treated as subdual damage to which constructs are immune.

>I am not sure where you read that but constructs have very specific immunities and those are not one of them. See pic related.

The immunities to subdual and stress damage cover all of the above. A lot of these straight up say they deal subdual damage, but as for heat and cold, those basically function as "named" damage for the purposes of resistance or weakness. Mechanically they function just like other subdual damage.



>Cold damage is immediately converted to subdual damage.

>Heat damage is immediately converted to subdual damage.

I-… Huh. I guess. Yeah. They are immune to those spells and effects then.

Well then. That's going to mean some interesting things.



Heat and Cold damage are used for environmental conditions, which is why Fire Damage is its own thing. It's intense, discomforting, fatigue-inducing temperatures.



Yeah unborn being indirectly immune to hot/cold and not having to breathe means they are the "fuck you I can go anywhere" race, including the bottom of the sea and the moon. And since they don't age or need sustenance, they could pretty much just walk across the bottom of the ocean to get from one continent to another. Or they could just sit down and wait indefinitely and let tectonic drift to move the continents together.


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Is Spellbound still not done, released?



They said it would be released NEVER EVER

Crafty Games pretty much only makes Mistborn stuff now. They just released a board game and another supplement for the Mistborn RPG.


what is the fluff difference between charms and essences, and what do their respective feat chains entail (in the world)?


I have a group looking for a fantasy game with overt showy magic that's clearly written (non-native speakers in group) and can't be broken by pure accident. Is Fantasy Craft good for this?


>Abilities that affect “allies” can target any standard or special character on your side, while abilities that affect “teammates” may only target special characters on your side.

Are you your own ally?




>and can't be broken by pure accident.

Probably not. FC makes it easy for martial characters to be broken by accident.



How easy? "Blinding enemies with Glitterdust looks cool, I'll take that as one of my spells" easy?


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File: 10a32f60f35beb6⋯.jpg (210.06 KB, 1400x1423, 1400:1423, Gnolls are a real riot.jpg)

Can I get some help over here?

Has anyone tried to fashion Gnolls as a playable Species PC option? I'm not sure where to begin with PC Species design for Fantasy Craft and I want Gnolls as an option for a mad-max meets dark sun style setting I am designing (with smatterings of Mechwarrior thrown in).

I really just want to convert Dragonmech to use in Fantasy Craft but I never have time.



There's a link in the OP to the species creation guidelines that someone reverse engineered and got more or less endorsed by the creators. It's a pretty straight forward point buy affair where you just make sure everything adds up to 7 points.


File: 223b7b0f5259fa0⋯.png (183.14 KB, 1569x480, 523:160, Chattersword.png)


I have earned faggot status for not reading the OP. Thanks for pointing that out.

On a side note. Dragonmech has chainswords (Chatterswords) with pic related stat lines.

Do the below stats seem like a good conversion for Fantasy Craft use?


dmg: 2d6 Lethal

Threat: 20

Qualities: Bleed, Excruciating, Unreliable

SZ: Large 2/h

Const: Hard 3

Comp: 10M

Weight: 20lbs

Era: ???

Cost: 200s

There's a real temptation to give it Keen 4 because of the original rule from Dragomech that grants an extra 1d3 dmg for failing a fort save vs Chattersword damage but that might be a bit much.


File: ec7e24a086ebf7a⋯.png (466.14 KB, 1512x900, 42:25, Gnoll Fighter.png)

File: d518ae03ad66eb6⋯.jpg (157.24 KB, 800x514, 400:257, striped-hyena.jpg)


Sorry to double up but I quickly whipped up a Fantasy Craft Gnoll player character species option by blending some NPC qualities for the FC Gnoll with the general flavor of the Gnoll PC races found in older editions of D&D.

Pic related.

Ideally I would have preferred a gnoll based off the much friendlier and arguably superior striped hyena instead of the one used in this picture. Maybe that'll be something for the drawthread.



>SZ: Large 2/h

Is it your intention to make these only usable by Large or bigger characters? I'm not familiar with the source, so I don't know if that's how it works there. If anything I think this would be underpowered. The maul has the same damage dice with arguably a better damage type, a better threat range, doesn't have unreliable, and has massive, all while being usable by Medium characters. Excruciating with is nice with the damage dice you've given it, but I think unreliable and the size compensate for it.


File: 3b782127879f305⋯.png (1.37 MB, 1498x886, 749:443, Chatterswordimg.png)


In Dragonmech, which is based off of D&D 3.0, two handed weapons are (Large) weapons, like great swords and the like.

It means a Large humanoid character can wield it with one hand and not suffer negative modifiers - while a medium character would need to hold it with two hands to not suffer penalties.

I do not know how that translates to Fantasy Craft. Is that why all the two handed great swords are Medium/2handed in FC?

Furthermore, within the world of Dragonmech, weapons like the Chattersword, Buzzsaw, Steam Cannon, and so on, are all exotic weapons, requiring you to spend proficiencies to use any of them if you are NOT one of the unique base classes for the setting…

…or you create a character who is a Steamborg or Coglayer base class who is proficient with all these weapons as a class feature. For the Mech (Huge and higher size categories) weapons, a Mech Jockey - a pilot - can use any of them at any size category without any penalty - as long as they are equipped to the mech he is piloting.

All that to say I guess I got the size conversion wrong when bringing the Chattersword into FC.

So, I've seen you bitch about the conversion but you haven't offered me a better alternative. You got anything for me, anon?



>I do not know how that translates to Fantasy Craft. Is that why all the two handed great swords are Medium/2handed in FC?

Yes. Medium/2h is what you want, size and handedness are completely independent in FC. With that change I think the stats you have are in a good spot.

Exotic weapons in FC are less of a pain than in 3.X–as long as you have a forte in the weapon category you're proficient with its exotic weapons.




One thing I would suggest is either creating a new proficiency category for these weapons or putting them in the Siege category, rather than counting something like the Chattersword as a greatsword–it would be a little strange to have a fencing specialist automatically get proficiency with chainswords, while you probably want a character specialized in these weapons to easily get proficiency with both the Chattersword and the Steam Cannon.



Ah, thank you. I'll append that to my file for Dragonmech stuff that is being converted to Fantasy Craft.


In Dragonmech, the Crafting focus called Mechcraft governs the knowledge, repair, design, construction and operation of mech sized weapons as well as steam engines and personal sized equipment powered by complex machinery (in my GM's mind, it extends to other drive systems like combustion and that one weird time a steam-mage built a battery powered mech with copper rods charged with electrical magic).

So, maybe creating a proficiency called Mechcraft (for mechanical rather than outright mechs) associated with these weapons would be a good approach for now.


Spellbound when?



Years ago, after having a FC campaign fizzle out on us, my group decided that we'd put off starting another FC campaign because we were sure Spellbound would be coming out soon, and if it did, it would fuck up our entire game by having everyone wanting to roll new characters and divert into new classes and redo their spell lists and everything… So we said we just wait until after so we could avoid that.

I'm feeling the need to tempt the curse and start up a game just to meme ourselves into having the book released, because it's been 'coming soon' since 2011



That's fucked. The preview classes are fine and the spells are cool but come on. Just finish it.



Mistborn stuff is taking their full attention. Last book they released wasn't even a splat. Just several pre-written adventures. Also, there was that board game they kickstarted which was alright, but I've been kinda playing amateur PR for Crafty for a few years in these threads and it really comes down to the fact that Kapera doesn't fucking care and Flagg is too busy up his own ass to focus on his company. They need to bring in a few amateurs and freelance guys as part of the team and have them work on something, probably just for free. Tell them they get to be officially part of Crafty from now on, their names get to go on the cover like the big boys, and they get a cut of the profits once its published. Fucking sucks that they'll have to work unpaid, but getting paid before you fucking have a product to sell is for kickstarters and patreons, so unless they want to do one of those, unpaid freelancing it is.



This makes me sad.



>They need to bring in a few amateurs and freelance guys

This, a million times. If you see the amateur made book the community made you would be astounded.



One of the most important things they could do to build their brand and bolster their following is to RELEASE SOME GODDAMNED BOOKS.

>oh, but dear customer, selling RPG books doesn't pay the bills!

>I have a second job and a family to take care of!

You know what would make you some more money? Here's a hint: IT'S RELEASING MORE BOOKS.

Maybe you should have planned your life accordingly instead of believing you could support a family and several other employees with a business that can't release one fucking splat book in nearly a decade. One might even be inclined to wager that you could actually gather more customer who would buy more of your books and games, which would encourage them to play them and draw in more customers, but only if you kept releasing products.

Every year at GenCon, Paizo has some new shit to show off and sell out of within minutes. They have a massive booth that always has a line going around it. Crafty shares a booth with a dozen other small studios and gets a bookshelf and a couple of folding tables. The most Crafty has to offer is a preorder on another Mistborn book they might release later and, for some fucking reason, the occasional random board game made by some nobody. Paizo is a shitty company run by retards and faggots, but they beat the shit out of Crafty in sales because they have things to sell. Crafty used to be one of the Kings of the third party when they were selling Spycraft, but they've apparently given up on that too. Did you know there was a new edition in the works? Because they quietly shitcanned that too.



>because they have things to sell

Eh, although i agree with your general statements, this one is not true.

Paizo's trick is pushing a "3.75" version that came out after the marketing failure that 4th was. Plus, they adhere to weeaboos, they adhere to Liberalfaggs, they adhere to normies in RPGs, etc. etc.

Crafty's games aim at a much smaller audience, one that is willing to go through the difficulty of understanding an arguably difficult system with new unique mechanics, a system where you actually have to consider picking the right abilities for your character and a general community which is not so oriented at being a "cute and Liberal safe space you always wanted it to be" with all the "inclusiveness Feminist warrior princesses".

Sure they could bring in more people with some fancy books and images, but nowadays "gamers" would be instantly put off by the 400 pages of pure rules of the main book.

FC is my favorite fantasy medieval RPG of all time, but the "old school" games that require thought are dieing.



Paizo is long past riding the disastrous wave of failure that 4e created. When they sell out entire pallets of their latest book, it's because they have a strong following of loyal customers, not because people are still eating up the "D&D 3.75" meme. And even though they would like to attribute their success to licking feminist boot and being on the right side of history, etc etc, those people don't buy games. Even those PF isn't all that complex, D&D is still eldritch nerd shit that no feminist touches unless they've got a simpering beta male friend to walk them through the entire process and be their DM.

When it comes to complexity, I wouldn't say FC is severely more complicated than PF or any version of D&D, but it has options and lots of them. It's core book combines the kind of content that Paizo or WotC would split across 4 or 5 books. It's a lot to take it, which is what scares people, but it's no less difficult or hard to run than any other RPG system. For a time, Crafty was doing fine supporting the game. They had a few adventure books, a splat full of campaign settings and even more character options. A dozen or so extra character classes, each with a few new feats and spells… and then spellbound was announced and 7 years later, they still haven't released anything but a single preview PDF.



If you take the systems in totality, FC is probably simpler than PF, it's just that all of its crunch is pretty close to the front and visible to the players. The complex shit in PF is all in optional rules when FC takes stuff like PF's Downtime and makes it a core part of the rules and character progression.

>D&D is still eldritch nerd shit that no feminist touches unless they've got a simpering beta male friend to walk them through the entire process and be their DM.

That is an over-generalization. I have played D&D with people like this. I've had a DM from this crowd who put everything together and was into it more than a lot of the players. As long as parties involved have the self control to not talk about politics it's fine.



>That is an over-generalization.

No, but it is a generalization, because generally speaking, the angry feminist, tranny, faggot, etc demographic that Paizo so desperately sucks up to, does not buy games or books at anywhere the same rate as their actual audience of large straight, adult men. Not saying that some won't or that it's impossible for other groups to learn the game. Not even saying it's wrong if they tag in a friend who knows the game to teach them. Everyone has to learn somewhere… Just that they are not the considerable sleeping giant of sales that you could mistakenly believe they are, given the way Paizo and WotC have been acting over the past few years.





One of my friends is in the industry and knows Mr. Flagg personally. He spoke to Flagg about letting us finish Spellbound but apparently the combination of Mistborn being their prime money maker right now and some kind of strange cold war between Flagg and the other guy on the team have placed a stranglehold on Spellbound's development…

So it was an uncomfortable no to let a pair of strangers finish Spellbound for free, and that is in spite of it being 85% complete right now.


When is this thread due for deletion and resurrection? I have a near completed Fantasy Craft project I've been cooking for you guys that I want to share.



Threads hit auto-bump at 500, newfag.



I suppose I am a newfag until told otherwise. In my defense, I did read the FAQ and that information isn't there.



On image boards, people are newfags until the site dies. Whenever you fuck up, even if you've been part of the community for over a decade, people will point out your newfaggotry, and they'll be right.

And you'll move on and try to fuck up less in the future.



What kind of project?




Man it sounds like the remaining Crafty writers are just being petty faggots at this point.


Just like, post it. This thread isn't dying any time soon.


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If it helps, from what I understand Mr. Flagg isn't the instigator and in fact desperately wants Spellbound to get out the door to the point where he was the one who originally leaked the Chapter 2 Grimoire with the incomplete spells that we now all use with the completed content.


In my efforts to convince people to try Fantasy Craft and consider it an alternative to other generic fantasy systems out there, I realized that one of the bigger hurdles with this is the slightly crunchier character generation and the almost paralyzing numbers of different options you can pick at every level of character generation.

So I built 13 Level 1 fantasy craft characters.

They are all complete and I just need to go through them each in detail to make sure I did not take too many liberties with their inventories. Some items that any character starts with are at no cost to that PC's starting money of 100 silver+1month income from Panache).

This is the list at a glance of items that I generally count as free and assume your character has always had, made him/herself, or was gifted:

-A Backpack

-A coin pouch (50 coin capacity)

-A Canteen

-A Lanyard

-Torches (5 uses, 1hr per use)

-1-3 days of Field Rations (dependant on the character concept; it makes sense a scout would have 3, a Captain would have 2, and the Courtier would have 1 since he has people to serve him meals in his daily life)

- Map, Average (Free for the scout and lancer classes, no other classes have this object)

From that came the next problem: convincing OTHER GM's to run this system. This problem led to my "Campaign in your Pocket" concept. The idea is that it has everything a GM new to Fantasy Craft needs to run a game simply by downloading all the contents I've made; ideally into their wifi printer compatible smart phone like I do. It contains the following elements:

1. The above 13 characters (complete, require final approval)

2. Associated supplementary printables; containing things like spell books for the two mages, stat blocks, both original and converted for Followers, Special NPC Contacts, and Personal Lieutenants, and holdings. (Incomplete, still running some NPCs through a final scan to make sure I got all the XP costs right)

3. A printable overworld map of the setting I built for those characters (in the works, I am finding an artist to commission for it)

4. A printable party deliverable; a single 8 & 1/2 x 11 page letter written by an NPC from the game world which explains to the players (more specifically their characters) what happened to this world, why it's such a mess, why they are *here, what there is that needs to be done, and, hopefully, why they should fucking care. (I'm going through the … second revision of this right now. This one is turning into a real challenge)

4a. On the back of that letter will be a poem written by an unknown minstrel. It's a flavor thing meant to set the tone of the world I am building. The back will also contain symbols and arrangements of the known or surviving objects or entities of worship - one is a sextet of legendary dragons who are honoured by the Drakes. (not started this yet but the parts are there)

5. The GM campaign setting document, which contains, well, all the GM only materials like expanding important locations their party may go to, and going into the deeper lore if they care about that. And some premade NPCs and monsters (not yet started, though not necessary for a GM to use, except maybe the NPCs, that is … should get on that)

#4 on that list is the most important thing to get right because that, in addition to the map everyone will look at, is everything the players need to put their minds in the right place for this world I am building. No special snowflake hundred thousand page OC donut steel setting bible that is required reading. Just the one page letter. And the map. That's it.

That said, I am inclined to share the Level 1 characters before the completion of the rest of the project since they're the whole reason I started this and not all GMs want to run an urban fantasy game set in an underground city being used as shelter from the ongoing stellar armageddon happening on the surface.

Some people just want to grab a character and hoof it through a dungeon, you know?

DO NOTE THESE CHARACTERS ARE NOT OPTIMIZED OR MINMAXED (I hope). I built 13 characters based on my personal tastes and preferences. Some use material I made myself (there's a Gnoll…) some use official/unofficial material I found (there's an avian from the Book of Holding, and a Conjuror from Spellbound). Judge me a faggot or a fool as you will based off of my tastes but I like to think there's at least one character in there that might appeal to someone who sits at my table.



Flagg had to hire himself on as the mystery freelancer to work on Spellbound, for some reason, and he still never got the thing done.



Yeah, no, that's an actual newfag and you're coddling him.



I refer back to the unfortunate though still unconfirmed cold war between Flagg and the others at Crafty Games.

As I understand it, the book is 85-90% complete; all that remains are some minor tweaks, formatting and compiling it into a PDF for digital distribution, and executing a physical print run for those who want to own an actual copy. The reason this has not been done is that priority is going to Mistborn plus the responsibilities involved in managing a small company. Lump the fact that a number of their employees must appear at conventions regularly with their obligations to their other products and you can start to see what kind of time constraints that places on them to provide support for a product which, despite our rabid love for the thing, is largely unknown within the greater market with juggernaughts like 5e and now the new Pathfinder coming around.

Finally, Flagg has apparently OCD levels of statistical mastery regarding balance in Fantasy Craft and if things aren't -just right- he probably won't let it out the door until it's done. That said, you can tell he cracked somewhere since he leaked the Spellbound Grimoire for us. I don't know how much trouble that got him into - or even if the others on Crafty Games know.

I am not making excuses here, I am just trying to lay out what the facts might be based off of what I have been able to scrape together from the contacts I have in the industry.


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see no one's calling you a new fag

>Everyone is calling you a retard

there's a difference


I just want to comment that the art in the books adds a lot. I especially like the banners on the top and bottom of the pages.

What's even better is the button in the PDFs that lets you toggle that stuff off so you can save ink if you want to print something. Bigger companies don't bother to make stuff printer-friendly, even stuff that's meant to be printed like character sheets.


sherlock holmes

wily warden assassin 9/keeper 6/soldier 1

wily: agile defense +1, engaging diversion, enlightened tactics, mix-up

warden: decisive, practiced investigate, unbreakable

assassin: Hand of Death, Heartseeker, Cold Read, Quick on your Feet 2/session, Unspoken Name +2, Blade Practice 2, Masks (Disguise Expertise, Fake it)

keeper: Man of Reason, Trade Secrets (Sense Motive), Bright Idea 1/session, The Right Tools (Notice Expertise), Brilliant +1

Str 13, Dex 13, Con 12, Int 22, Wis 12, Cha 10

pathfinder mastery (urban), master's art (int), mark, basic skill mastery (spy), legendary skill mastery (investigator)

*man of reason should be switched to something appropriate for him (search/investigate?)


Is Spellbound almost done?



You serious? It's coming out tommorrow, where have you been?


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It's not nice to lie to other anons like that, it's in limbo right now because of some gay, in company cold war according to >>364425


mage 7/soldier 6/edgemaster 1/swashbuckler 6

flashing weapon

fencing basics


combat instincts

cleave mastery


decisive attack


surge of speed + tally ho!

that's 11 attacks in one round, not counting extra ones from cleave. Is it possible to get more?



With that many attacks, what could possibly survive?



vitality bloat is real



On player characters, yes. Not so much on monsters.



I wouldn't really know, I guess. I haven't read much on the DM side of the game.

However, it doesn't matter, I'd never play such an intentionally optimized character, I just have fun figuring stuff out.



Haste can be cast on you by a PL, so you don't need Mage levels. If you replace those with straight Soldier (not sure if there's a better option for this build) you can get the Flail B/M/S chain, which gives you two more free attacks (assuming you're dual-wielding a flail and a fencing blade, so you'd swap out darting/flashing weapon for TWF/TWS). If you're already taking a PL, you may as well give him the Coordinated Attack feat and get one more attack out of it. Get a magic item with the Rend NPC quality on it and you get more attacks if you hit: 4 from TWS attacks, two from using TWF on your haste half action (RAW I don't see anything saying you can't use TWF and TWS in the same round, as long as you have access to a full and a half action, though stacking the penalties might hurt), one from a Cleave attack that doesn't kill its target, one from a Coordinated Attack directed by your PL. Throw in Critical Surge on another magic item for a high chance of getting another half action.

So, let's count them up.

4 TWS + 4 Rend = 8

2 Haste/TWF + 2 Rend = 4

1 Cleave + 1 Rend (since cleaves aren't free attacks) = 2

1 Coordinated Attack + 1 Rend = 2

1 Fencing Basics

1 Flail Basics

1 Flail Supremacy

1 Contempt

1 Combat Instincts

1 Decisive Attack

1 Swordplay

1 Surge of Speed + Tally Ho!

and uncertain but likely, 1 Critical Surge + 1 Rend = 2

That's a maximum of 26 attacks, without using any of the 1/combat free attack abilities that are available. If none of your attacks that can trigger Rend hit and you don't get any crits, you still get 16.



Minor correction: the maximum number of attacks with this build should be 25, because Cleave cannot be triggered by a free attack and it's effectively incompatible with Rend (if you kill or knock out the target, no point in taking your Rend attack).




Another minor revision–critical surge does not by RAW have a 1/round limit. If you get multiple crits, you get multiple additional actions. You have enough Soldier levels to get Most Deadly in addition to Decisive Attack, so you don't even have to worry about running out of AD. You can get many, many more than 26 attacks.


Does anyone else remember if there was supposed to be a fourth setting that was supposed to come with the Adventure Companion? It was supposed to be focused around warfare (and rules that come with it) and powerful heroes, please tell me I'm not making shit up in my mind.



that's awesome

what about damage reduction?

I can get to 16 (19 in dramatic scenes) as a granite unborn soldier 19 with armor supremacy and dwarven platemail


ive never heard of that



Not heard of it but it would be the setting to cut for Crafty, given the rules.



Make it a Sorcerer and you can take Elemental Heritage (Earth or Wood) for another +2 DR. 4 levels in the Force of Nature expert class then lets you get Elemental Legacy which you normally couldn't get as an Unborn, though you give up Fortunes of War III, which results in a net change of 0 for dramatic scenes and +1 for standard scenes. Add the DR essence to the platemail for +2 more.



I just ran the numbers. Not entirely sure you're calculating them correctly.

Dwarven Platemail (assuming you have Heavy Fittings) has DR 8

Armor Supremacy increases the Platemail DR by 2 (so DR 10)

Then you gain a separate track from Fortunes of War I-III: DR 3 (6 during Dramatic Scenes).

Additionally, your Granite skin (granted by the Species Feat: Special Construction) is a separate source of Damage Reduction, and does not increase nor stack with the previous two sources of DR. So that is by itself DR2.

At best, if the Platemail is integrated with your skin, per the footnote on the Armor Table, page 174, then yeah, I suppose maybe that bumps you up to DR 12 - but Fortunes of War is still a separate track and does not stack.

Unless you can point out where it says in the rules that DRs from multiple sources stack? (In which case it would be DR 15, not 16, unless again there's some extra point coming from somewhere). In any case, that never a level I would run an FC game at so I suppose I'm making something out of nothing for no reason.

Seriously though. Do DR's stack? Pretty sure they don't.



Unnamed bonuses to a value always stack unless explicitly stated otherwise. There's a specific type of DR granted by character options, thick hide, that doesn't stack with armor and stacks with itself in only a limited way. If it's not thick hide (or another named bonus to DR, which I'm pretty sure isn't used anywhere in the books but theoretically could be at some point), it stacks.



special construction (granite) specifically says DR 2, not Thick Hide 2, which is why I thought it stacked



>In which case it would be DR 15, not 16, unless again there's some extra point coming from somewhere

One Step Ahead, 6th level soldier ability



Yes, that's right. It's the character's whole body that's granite, not just the skin, which is why it also grants improved stability.






The creature with the highest DR I am aware of is the Fire Dragon with DR 7. The highest AP I am aware of (before feats & unnatural use of NPC qualities) is 8.

I feel that a PC getting DR 16 (19 in Drama mode) is a little overboard. Going to pencil into my personal house rules a hard limit of DR 10… Though I doubt that will ever come up since I never get to GM or play in this blasted game anyway unless it is at a Convention.



a no-dachi/shamshir is 1d12 AP 4, a large character using a greatclub or a maul does 2d8, the fire dragon you listed does quite a bit of damage with it's attacks, being sprawled halves your DR, and I think there are some misc ways of getting extra AP

No doubt that 16/19 is extreme, but then a guy made of stone wearing tournament plate and being probably the most skilled fighter in existence will do that. You're the DM, and as long as you tell your players beforehand, there's no harm in your houserule (10 is probably fine), but I'd at least playtest it.




Crusading human

Str 20

Sword Basics (Martial Stance)

Shamshir +8 (1d12+9 AP 4)

1st level

I know NPC's work differently from PC's, but still



The Tarasque has DR 10, nothing in the bestiary exceeds that. That might sound like a good argument for houseruling that as the limit, but I'd be wary of that because you'll make some character options less valuable.

There are also a few places in the rules where AP 10 in one big lump appears (the Monster Slayer level 10 ability, the Kaiju template, searing ray), and you can reach that fairly easily with a longbow using Bow Basics and an AP 2 upgrade on both the bow and arrows (confirmed to work this way by the devs: http://www.crafty-games.com/forum/index.php?topic=4497.0 ) DR 10+ isn't something that makes an encounter insurmountable at all, there are cheap and easy ways to get around or through it as >>366054 says (the Called Shot trick is another one).




If someone puts that much investment into DR, they can have it. They'll be untouchable by a portion of enemies but the following things bypass DR:

>divine damage (lethal)

>sonic damage (lethal)

>electric damage (lethal)

>heat/cold damage (subdual)

>fall damage (lethal)

>the tire action (subdual)

>the intimidate action (stress)

and then you have tripping and grappling, which don't even bother with damage and are penalized by ACP. So a GM has plenty of options (some of which are pretty common among fighters) to throw at the super tank. You also have acid damage which can eat the armor and called shots that can ignore it.



In the unlikely event I run a campaign, yes, all my house rules will be up front prior to Character Creation (I only have two or three house rules). It would not be fair otherwise.


When I was initially putting together an NPC mob for the con game I ran, I was concerned that my 32 XP Longbowmen (the one from P. 244 specifically) was going to be a problem because they have AP6 and roll 1d6+2 dmg. That ignores every PC's armor - including the Drake Bard at the table who has DR 3 from Draconic Heritage (and thus the highest DR owner at the table - the Captain only had the moderate leather with DR 2).

As I was looking deeper into the system I was struggling with trying to find a balance for these level 1 characters, so I created a whole new archer for 32XP that did not have Bow Basics & Mastery and used Barbed arrows instead of the Standard.

The intent was for the person running the Drake to feel pretty awesome despite having a Defense of 9, had Thick Hide 3 and possessed a 50% chance to outright ignore the volley of arrows sailing his/her way (the new archers had the Angry Hornet feat and Cagey I instead of the two Bow feats). It worked - I think in each combat the Drake Bard soaked up 15-25 ranged attacks and only hit 0 Vitality once.

I upgraded the original 32 XP Bowman from the Core Rulebook to a Special NPC who spent his time hiding amid the other archers. Every once in a while an arrow would hit the Drake and pierce his scales. It led to an obsession on the part of the Drake's player to find 'that fuck who DARES.'


Shamshir's are 120 silver. You start with 100s at First Level. I run with a house rule that says you start with 1 month's income (determined by panache) in addition to your 100s starting cash for equipment purchases at Level 1. So, yeah, it is entirely possible to start with that much silver at my table so I assume you're doing something similar.

What about the rest of your equipment? What about your armor? Supplies?

+5 for Str 20, I get that. You get +1 for the Crunch! Ability. Where's the other +2 coming from? Your math isn't working out here.


You are absolutely correct. I am still very new to GMing Fantasy Craft - despite having owned my books for at least a decade now - so I completely forgot that part of their entire design philosophy is that there are a lot of different ways to skin a cat than just (I hit it with my sword).

What are some of the common options you were talking about? Stress damage from fear, fatigue from the usual sources come to mind. The actions you mentioned of course. Anything else? I don't fully grasp just how large my toolkit as a GM is for this game right now and I've just had a taste.



>+5 for Str 20, I get that. You get +1 for the Crunch! Ability. Where's the other +2 coming from? Your math isn't working out here.

you mean +3? martial stance from sword basics

anyway, he could have grabbed the shamshir from an enemy or a treasure roll before hitting level 2



thats actually my big beef with drakes; they're way too vulnerable

I had considered giving them draconic heritage for free (I mean, they do have it yknow), but DR 3 still isnt much and it doesnt really stack with anything

on top of that they have low defense from being large and only get some wounds to make up for it



Flight is a pretty big deal, and natural attacks count as unarmed attacks so drake martial artists can be pretty scary.




Despite how new I was to running this system, one thing I never forgot to apply were penalties for attacking targets beyond your first range increment. Conversely, the player running the drake was (generally) not stupid enough to engage opponents on the ground when he could be flying around, breathing fire on people, or dropping large rocks on folk.

Once you keep in mind penalties to attack bonuses for hitting faraway targets, and you run a game with a player who understands the tactical advantage of never having to be on the ground, things get interesting.

As for DR3 not being much, it is at least a decent fallback if you lose your armor. Getting armor for a Drake is very expensive, mind, but it isn't impossible. And low defense really isn't a problem for Drakes if they take the right Class & Speciality. If you want to be a social drake but still have a good defense in combat - take the Keeper who starts with a +2 bonus to Def at Level 1. As the anon above said, the Martial Artists is also an option.

A Drake Burglar? Curious combination, and you suffer large size penalties for sneaking & blending but you do get that +2 Def bonus.

Drake Priest? (+2 to Def at Lvl 1)… Drake Paladin later? There are ways to handle that low Def concern is all I am saying.


Forgot the feat did that. Makes sense.



>What are some of the common options you were talking about? Stress damage from fear, fatigue from the usual sources come to mind. The actions you mentioned of course. Anything else? I don't fully grasp just how large my toolkit as a GM is for this game right now and I've just had a taste.

The most flexible thing is monsters with natural/extraordinary attacks. It costs 2 XP to change the damage dealt from lethal to anything else, which can be used for a DR-ignoring type. Non-damage extraordinary attacks all ignore DR and range from minor impairment to instant death. If damage is your aim, you can use Draining, life which arguably ignores DR. Wounding attacks cause bleeding, which ignores DR. For fun, you might have a monster that uses an Enraging attack on the tank from afar, causing the tank to attack allies nearby. You also have attribute drains and life drain (vitality drain) for similar-to-damage effects. Winged creatues get the Wing Buffet restricted action, which can sprawl and push targets (including off ledges for fall damage).

If you're interested in humanoid enemies, then the walking tank could plausibly prompt rivals to actively seek out ways to circumvent the DR. This could include:

>AP11 crossbows (heavy crossbow AP5 + Standard bolts AP2 +2x2 from AP upgrade to each)

>Assuming the sprawled = 1/2 DR (news to me) combine Trip weapons (to sprawl and halve DR) with AP weapons - could do this in teams or use the Battle Axe, Sickle/Kama, or Scythe which have both.

>Send NPCs with Resolve as a signature skill and good defense to Tire while avoiding hits and to defend against actions like Tire or Threaten. There are PC options that make Tiring more effective (Gladiator's Harsh Beating).

>Send NPCs with Intimidate as a signature skill and the Glint of Madness feat (1d10 stress instead of 1d6) The terrifying look quality comes from a few Specialties. So thematically what's appropriate is a sorcerer or similar caster who's a tankbuster by virtue of being scary and casting spells that ignore DR.

>Have some NPCs hire an enchanter who builds weapons with the alternate damage essence (something that ignores DR) and send regular enemies with those weapons. Bonus because it rewards the party with good loot as well.



>AP11 crossbows (heavy crossbow AP5 + Standard bolts AP2 +2x2 from AP upgrade to each)

add bow basics, deadshot stance for some extra AP and damage

or use an arbalest which has AP 8 base



>Assuming the sprawled = 1/2 DR (news to me)

Page 173. It only applies to DR from armor, but even for the stone golem build that's a big chunk.



Arbalest is probably the best bang for your buck, yeah. I was thinking a scenario where the BBEG knows about the tank and is trying to arm some minions with anti-tank weapons without having to invest in their training or anything like that.


So instead of DR, let's try maximizing the Knowledge bonus. Ideally we're going for a character who simply knows as much as possible.

>Baseline: 3 studies at 1st level (native culture + 2 optional interests in studies)

>Level scaling: +1 study at 2nd level and every 4th level after that, for a total of +5 bonus studies at CL 18, 8 total studies now

>buy maximum Intelligence, assuming standard point buy, at 18/+4, total bonus of +12

>Origin: Saurian (choose Intelligence for the +2 to your choice) for 20 INT, +13 total Knowledge

>Bonus attribute point every 4th level, for a total of +5 (INT 25) by CL 20 for a total Knowledge bonus of +15

>Total of 8 feats with normal progression, get the following:

>Draconic Heritage & Legacy: +1 INT (INT 26), +16 total Knowledge

>Depth of Study (Adventure Companion): +5 Studies, +21 bonus total

>Perfect Memory (Adventure Companion): You may roll twice on Knowledge checks or spend 1 round to take 10.

>Charm Binding Basics: Learn Greater Attribute Bonus and apply this to an item (max +7 at level 19) for a total of +28

>Essence Binding Basics: Learn the Interest charm for +1 Interest and make an item granting a Study. This should be +1 minimum but a GM may allow multiple Studies since this isn't precisely a "Magic Bonus" to your Study value. It may also be ruled not to apply (since in this context it's effectively a smaller magic bonus to your Knowledge) so this could run you anywhere from +0 to +30 if you manage to max out your Renown and make yourself 30 of these, leaving one slot for the Greater Attribute Bonus mentioned above.

>2 feats left over

>Keeper grants +5 INT by CL 18, (INT 31) for a total of +23 Knowledge.

>Keeper also grants 5 bonus feats by CL 20, and you could spend those on 4 of the above-mentioned feats, leaving you with 1 Gear/Skill bonus feat and 6 general feat options

So right now we're at +28 with best of 2 rolls at the absolute minimum, meaning to fail on the highest DC given (30) you would have to roll 2 nat 1s (1/400 chance) to not know something you could possibly know. That's assuming the GM rules against you as hard as possible. If they go with the more reasonable ruling you are at +29 which just means automatic success (since you can't roll an error on a Knowledge check). If they rule favorably you could have up to +58 which is just kind of meaningless and still leaves you with loads of feats for your (presumably) badass tome-juggling dragonkin saurian who can cast spells from its body, breathe fire, and fly. But wait there's more.

>assuming you have access to the Book of Holding, you could then take the feats that further boost your attributes:

>Insightful By Design (Gear Feat): +1 INT and WIS (32 INT), minimum +29 Knowledge

>Master Schemer (Gear Feat): +1 INT and CHA (33 INT)

>Brains and Brawn (Melee Combat Feat): +1 STR and INT (34 INT)

>Quick Thinking (Covert Feat): +1 DEX and INT (35 INT)

>Born Survivor (Terrain Feat): +1 CON and INT (36 INT) for +31 Knowledge minimum

>And if your GM allows it for Knowledge, substitute one of the above feats for Blood-Eye Basics, which gives you a stance that boosts your INT by +3 (net +2 for 38 INT) - could swap Draconic Heritage & Legacy for this and gain 1 extra feat for whatever - for +32 Knowledge minimum


This leaves us with a minimum of +32 Knowledge (harshest interpretation), +33 Knowledge (reasonable interpretation) or +62 Knowledge (most generous interpretation. With any of these, your character should be able to know pretty much anything ever without needing to roll.



Shit, forgot at the end that one feat goes to Perfect Memory, which is probably pointless at such high knowledge. Maybe swap that for Blood-Eye Basics and retain the Draconic Legacy you grabbed at CL1 via Sorcerer for the faster progression and to be a flying, fire-breathing, body-casting sorcerer.


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an ogre with high str and rage mastery, hurled basics, bow basics (deadshot stance), using large rocks

1d12 + x2 str + 2 (deadshot stance)

with rage mastery, with a 10 base in str, he has 17, even an npc can easily have a 13 base, so call it 20



educated human mystic or wizard

also check pic related


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I also messed up some of the math regarding magic items. +7 INT puts the minimum INT in this build at 38 with the bonus (I had added this to the Knowledge bonus instead). The corresponding Knowledge check would be +27 (13 studies +14 INT). With all the BoH feats that's +8 to INT (+4 to the INT bonus) for +31 total. With the reroll from Perfect Memory, rolling a 30+ with the +27 bonus has a 99.00% chance of success.

Educated human mystic/wizard

>-2 INT (saurian), -1 INT (Draconic Heritage+Legacy), +2 feats

>Educated +2 INT +5 knowledge, mystic/wizard +2 studies, -0 feats

>total -1 INT, +2 studies, +5 direct to Knowledge, +2 feats

So that's a new minimum of 37 INT (+13), +7 net to knowledge for a total of +34. On top of that you get 9 feats for the extras (also goofed on this), for a possible minimum of 45 INT (5 +1 feats and a +3 stance) through the Book of Holding feats, which is +37 Knowledge (+17 INT, +15 studies, +5 Knowledge).

Owl Nation Sorcerer Elf, 18 Keeper 2 Mage

>-2 INT (saurian), -1 INT (Draconic Heritage+Legacy), +2 feats

>Owl Nation +2 INT, Devilish Heritage +1, Owl Noble +0 (affects lower of INT/WIS) -2 feats

>2 levels in mage: -1 Keeper bonus feat, +1 INT

>total +1 INT, -1 feats

The doesn't help since it puts INT at an odd number. Losing a feat doesn't cut into INT-boosters. Without the bonuses to knowledge from the human option this one is inferior, getting us the same +27 (+14 INT +13 studies) without the feats or +31 (+18 INT +13 studies) with.



You max Int and put the remaining points in wisdom, that gives you

Str 8, Dex 8, Con 6, Int 20, Wis 20, Cha 8

then you take owl noble and pick Int



ah, right, devilish heritage puts it at 21 first

whelp, 33 then





actually, since you're using the adventure companion, be an educated human mystic/wizard, take the half elf feat, and through it take owl nation

that gives you 22 at 1st level and effectively only takes 1 feat

you could take sorcerer instead and gain access to another species feat that grants +1 Int, but that leaves your total at an odd number at 20th, so unless you know of one that gives an additional +1…



Take a level of Spirit Singer from AC. Gives you 5 more studies and another reroll. Requires 15 Wis to get into, but you can buy that at creation alongside the 18 Int, it'll just mean you're dumping almost everything else. You have to drop a study to get an alignment, but that's still a net gain of 4 studies. Since you've got the alignment anyway, you can also grab Blessed (Path of Knowledge) to get an additional +5.




If your GM allows the Book of Holding, you can instead grab the Lore Master master class, which gives you a study per level and some abilities that let you use your knowledge check bonus in combat.



Also, the Lore Master class doubles your gear bonuses to "skill checks" which could arguably apply to the detailed map's +2 to Knowledge in the mapped area, so you could get a contextual +4 if the GM allows it.


File: 48d8746176a66ec⋯.png (140.08 KB, 1588x531, 1588:531, fantasycraft ability score….PNG)


any links to book of holding?




Oh and here's some other community content while I'm at it. The author is among the same crowd that produced the BoH, which itself is a compilation of content posted to the Crafty Games forums.



The origin creation link reminds me - the forums had a game where they'd suggest names for Talents or Specialties to each other as a challenge for other users to stat out using the origin creation point-buy system. So here's a challenge for anyone ITT: use the origin creation options to give me some stats for unscrupulous as a talent.



Here's my take:

(1 pt) Enlightened Bluff: Your maximum rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.

(2 pt) Always Ready: You may always act during surprise rounds.

(.5 pt) Light Sleeper: Sleeping is never a terminal situation for you.

(-.5 pt) Aloof: Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.

(3 pt) Bonus Feat: Ambush Basics

(1 pt) Cheap Shot trick

Basically, a character who's ready to dish out betrayal and in turn expects it from others. Aloof in this talent should be interpreted a little bit differently than usual–rather than believing a lie, a sense motive error should mean he sees deception where it doesn't exist, or has an inflated view of its scope, impress errors should be the character being unable to restrain his compulsive dishonesty and screwing up normal interactions.



>thats actually my big beef with drakes; they're way too vulnerable

consider this

Drake Barbarian Soldier

Str 13, Dex 13, Con 17, Int 10, Wis 10, Cha 8 (just an example)

martial arts/master's art (con), rage mastery/supremacy, mighty breath, two hit combo/warriors grace, whatever

str 18/Con 23 + whatever from levels

wear some ogre beast armor of some kind (just need *some*, could be padded even)

There you go. You keep focusing on con because it now gives you Init/Defense/Attack/Damage on top of vitality/wounds/fort saves. Your defense won't be "high", really, but it'll be good, and you'll be tough enough even without it. It is kind of a shame to ignore str/int, because those are your racial bonus, but con is better for you.



You forgot Greater Breath in your feat chain there boss.

That said. I might recommend throwing in Native Ferocity for free critical hits.


Ladies and gents, the Incredible Hulk:

Ogre Barbarian Soldier 20

Str 15/20, Dex 14, Con 25/30, Int 10, Wis 12, Cha 8

Kicking B/M/S, Martial Arts/Master's Art (Con), Two-hit Combo/Warrior's Grace, Wrestling B/M/S, Rage B/M/S,

4 feats left, choose from: contempt, stone brave/elder, bone chewer, blessed (strength)

Acrobatics, Athletics, Resolve, Intimidate

Ogre Armor

1d6+18 AP 4


I'm looking into building a Captain to fill some holes in the party. Do Personal Lieutenants gain more XP as I gain applicable feats, or are they locked in at the amount granted upon taking the feat? Also, is it worthwhile for a Captain to spend a feat for the second Lieutenant?


>Mages can pick spells of any level at character creation

>Can only cast level 0 spells

>Have 23 spells known, there are only 16 level 0 spells

New player here, how am I meant to do this? Do I pick level 1 spells so I'll have them next level, or pick spells of a bunch of levels so I can use them when I level up? Can I swap out spells later on? How does this work?



You aren't stuck with the spells you are capable of casting right now. At 1st level, you could know 9th level spells if you wanted. It's basically up to you; you're kinda choosing your own class spell list. I don't think you can swap spells out, but you'll learn more spells as you level up.



Scales with feats. Generally FC follows the convention where upgrades have retroactive effects (e.g. gaining a specific feat you already have lets you get a different feat in the same tree, int increases grant skill points retroactively etc).

Another Lt. would mean more actions per round minimum but with scaling and solid design you could end up playing a fairly even trio like the 3 musketeers, Kirk, Spock, and McCoy or something. But the rule is that you can't take the same feat twice unless it says otherwise (see the courier for an example - Power Play, Entourage option granting the Followers feat page 37). Houseruling an extra lieutenant is possible but very op. Multiple Animal Partners are allowed through class options (beastmaster) but they're quite restricted practically by being animals.


Mages can't swap spells per RAW. It's deliberately vague so the GM can tailor magic to the setting. E.g. (1) spells known gets filled in randomly, (2) spells known is the max and you earn spells some other way, (3) you pick your track from the start, etc. Spellbound has more 0-level spells (the spell list got leaked) too, fills in some gaps. Magic (arcane or divine) especially can be tailored to the setting so knowing how it's set up matters.




I see. Thanks, kind anons of /fcg/. Anyone know a good tool for sorting through spells a la the stuff you get for 5E?


Guy who was asking about building a mage a few hours ago here, I am officially overwhelmed by choosing my spells here and googling isn't helping me find a guide. You guys mind helping me out? I'm a Cunning Human Aristocrat Mage with 14 Int, 14 Wis, 13 Cha. No spellcasting feats, I took Elusive because I figured I'd try my best not to die. Game will probably be long term, but got no idea where to begin with picking spells at different levels, how many of each I should go for, should I choose them this early or leave later levels for learning new spells later, etc.



I realized I got Captain's Right Hand Man mixed up with Lancer's Lifetime Companion, which allowed the player to take Animal Companion a second time. Thanks for the info and clarification.



figure out how many spells you will have at 20th level, then split them up fairly evenly

here's a mage I made styled after a 3.5 druid

Gifted Druid Mage

Str 8, Dex 10, Con 12, Int 16, Wis 15, Cha 17 (wis 20, cha 22 at 20th)

Elf-blood, Owl Nation, BSM (Healer), Animal Partner, Blessed (Nature), Casting Basics, Comely, Doublecast, Elegant, Enchanting, Casting Mastery, Casting Supremacy, Spell Library, Spell Power, Spell Conversion (x)

Crafting (Pharmacy), Haggle, Impress, Investigate, Medicine, Notice, Resolve, Ride (Riding Mounts), Search, Sense Motive, Spellcasting, Survival

0 - Glow I, Flare, Endure Elements, Touch of Light

1 - Cure Wounds I, Entangle, Detect Magic, Insight, Pass Without Trace

2 - Brawn I, Gust of Wind, Resist Energy, Shield Other, Scorching Ray

3 - Haste, Heroism I, Scrye II, Verdure, Wall of Wind

4 - Concealing Countryside II, Cure Wounds IV, Freedom of Movement, Restoration II, Rusting Grasp

5 - Control Weather III, Heal, Natural Attunement, Nature's Ally III, True Seeing

6 - Find the Path, Identify II, Lift Curse II, Mass Status, Tree Walk

7 - Counter Magic II, Fire Storm, Scrye IV, Teleport II

8 - Brawn IV, Mass Cure Wounds IV, Protection from Spells, Sunlight II

9 - Nature's Ally V, Mass Heal, Heroism III, Lift Curse III, Resurrection III

5 at every level except 0, 7, and 8

I start with my highest level spells and work my way down, try to make it so you have useful/needed spells at any given time. For instance, say you want to eventually have nature's ally v, you might feel that getting any of the weaker ones is a bad choice, but you'll need *something* to use until you get V, right? Also, you aren't required to, but it's probably good manners to stick to a theme. There are obvious druid/cleric/wizard spells, try not to overlap too much.



So if I'm going for something in between a Bard and a Sorcerer, would I want to focus primarily on Enchanter, Channeler, Seer and Trickster for my spells? Also, should I save Spell Library until my Lifestyle is higher or do I gain extra spells with the feat when my Lifestyle increases?



I don't think it's so much about the schools as about individual spell selection. Looking at the schools, they all seem fine for a sorcerer, but verdure, concealing countryside, natural attunement, nature's ally, rusting grasp, etc all don't fit a sorc or bard.

And yeah, as I read it, spell library should keep adding to you over time. Another anon just said a few posts ago that the game favors retroactive stuff like that.



Best I know of rn is to use the leaked grimoire and ctrl+F by keywords. I'm working on a document that lists all spells according to each characteristic. Recently reformatted it to work better and take up less space. It's going to take a long time though so don't hold your breath. Going through the alphabetical list I'm on Despair.


File: 13911ede797941d⋯.jpg (1.96 MB, 3264x2448, 4:3, Rate my FC DM Screen 1.jpg)

File: 21bd6f835116ba6⋯.jpg (1.88 MB, 3264x2448, 4:3, Rate my FC DM Screen 2.jpg)

>Want to run a FC game at a small con.

>Really want a GM screen.

>Scramble to find official FC GM screen. Fail miserably.

>Fuck it, I'll make my own using my printer and some cardboard I found in a friend's trash bin.

I was tempted to make it out of greasy pizza boxes but that might have been a step too far.


File: fd4c0485e67d468⋯.png (1.12 MB, 1024x1024, 1:1, ClipboardImage.png)


For some last-minute work, that's pretty impressive. There's some typos on that screen though so be aware of that. One is under the Conditions section. The "shaken" entry is mislabeled as "prone" right below the actual prone. I forget the other one off the top of my head.

I've always made my gm screens outta these. You can make a few out of one and they're pretty sturdy.



I grant that you can pick elf-blood at level one if you are human but I thought owl nation can only be selected if you are a level one elf. Where did the extra feat slot come from to have both?

Also, something is weird. The software I am using says someone replied to my fantasy craft gm screen post but no reply is visible here. Has something gone stupid on me?

I ran FC at a con. Good time was had by all but I have observations about the system I think more seasoned GM's need to address. Can't type them out on this phone though.

Also abit of storytime too. I will have that ready when I next have access to a PC.

I want to play in fantasy craft so badly. Why do I suffer as forever gm.


File: 8426ba65e7f099c⋯.png (42.67 KB, 564x305, 564:305, half elf.PNG)


I think most of us never get to play



There is the reply I was looking for. Thank you for the compliment and the suggestion. Can I find that cardboard at home hardware or home Depot or my region equivalent? Search function is being an idiot and it doesn't appear on a quick scan.

As an aside, yeah I found a lot of typos on the screen and several incorrect labels and references to rules. Corrected them all in the most legible but sloppy way I could using ink pens. I am pretty proud of this ugly monster I built out of desperation and irritation.

Oh, hey. I have thirteen first level FC PC's ready to play with to share with you all. I will be around later to upload them and describe each. They are optimized more for flavor than rule exploitation because that's just the way I am. Stay tuned.



I usually see this stuff at like craft stores or dollar stores. Walmart has it I'm pretty sure. They're not very expensive.

>I am pretty proud of this ugly monster I built out of desperation and irritation.

Improvisation is probably the most important GM skill tbh.


>Where did the extra feat slot come from to have both?

All "Blood" feats have the option to drop an attribute by 2 to gain another Level 1 only species feat. Several Level-1 only feats have this, which can make for some pretty munchkin builds. Barring GM veto it's totally legitimate to build an Unborn with all these feats at level 1:

<Custom Construction






And you still have a Level 1 feat left over for special construction plus the specialty feat.


It's weird that blood feats are Folk only and that Elf Blood implies elves are Folk when they're Fey. There's no real reason you should be able to have a dwarf with elf blood but not an elf with dwarf blood.



>Elf Blood implies elves are Folk when they're Fey.

I don't think it does. In what way? The purpose of the feat is to allow Half-Elves.

In the hypothetical Fantasy Craft campaign I will never get to run, I house rule that the x-Blood feats are Human only. It helps avoid the mary sue levels of OC character builds that come from weird combinations … Like a Dwarf with Goblin Blood. Yuck.

That and it reinforces the idea that humans can and will fuck anything.



> don't think it does. In what way?

Requirements: Non-Elf Folk. If elves aren't folk it could just say Folk.

>In the hypothetical Fantasy Craft campaign I will never get to run, I house rule that the x-Blood feats are Human only.

Yeah, that sort of thing is meant to be up to the GM because it's might be appropriate or not to have dwarf/saurian hybrids or whatnot.



Maybe it's an old typo they haven't addressed because of all the money Mistborn is making them.


Where's the countdown to Spellbound?


File: 51fac631fa7a59b⋯.pdf (1.89 MB, Burglar Pech Rogue.pdf)

File: b6b4a01753a2be0⋯.pdf (1.89 MB, Captain Grizzled Human Fig….pdf)

File: 721a990185faec9⋯.pdf (350.48 KB, Captain's Personal Lieuten….pdf)

File: c1b81bbc0eca506⋯.pdf (1.95 MB, Mage Gifted Human Sorcerer.pdf)

File: 33556d1c8407e4b⋯.pdf (104.82 KB, Mage Spell List.pdf)

Alright, most of you fuckers are probably sleeping so I won't see replies to this until tomorrow morning, but here are thirteen Level 1 Fantasy Craft PC's I built for GMs out there who want to slap non-committal players from other systems with a character they can play.

The characters are not designed to min-max or be broken. If they end up being broken, then that is not intended by me. I built these the way I would play them if I was a player.

Here we go with the first three, designed to be part of what I call the 'D&D Classics' FC characters. They are meant to catch the eye of people who have never played or heard of FC, but have played D&D. Naturally, they all have their unique FC twists, some more than others:

>Burglar Pech Rogue

What it says on the tin. Good with knives, as tools, as weapons, or a tooth pick. Good at sneaking and can be trusted to thieve something without getting caught. Played twice, both con games.

>Captain Grizzled Human Fighter

Contrary to most traditional Fighters, this character is one of the most complex to try and play largely due to the added rules and mechanics associated with the Personal Lieutenant - of which there are three to choose from. Has a Great Club and tricks and a Strength score to make good use of it. Literally the swinging dick of any party, this character is designed to be a party leader. Played twice, both con games. Both times, the players who ran this Fighter chose the Clockwork Golem as their Personal Lieutenant resulting in… unexpected shenanigans.

>Mage Gifted Human Sorcerer

Designed with the help of this anon >>341390

The Sorcerer turned out to be the most straightforward character in this mess of characters I built. General purpose all round spell caster - some damage dealing, some utility spells. One of two or three PCs I made that starts the game with a 10 Rep magic item. Played twice, both con games. First time a male player, second time a female player. Both ran the character the same way - with practicality and a rather surprising amount of common sense.


File: 3b408845e9e3b8d⋯.pdf (1.9 MB, Keeper Saurian Barbarian.pdf)

File: 7fb0b8bb6deff9b⋯.pdf (1.9 MB, Priest Dwarf Cleric.pdf)

File: 0c41b3988dc6fd9⋯.pdf (1.91 MB, Sage Drake Bard.pdf)

File: ae39b9289bbf8dd⋯.pdf (1.89 MB, Scout Gnoll Ranger.pdf)

File: 6cc61bbe5054961⋯.png (21.09 KB, 1322x269, 1322:269, Alignments.png)


A continuation from the previous series of D&D Classics with a Fantasy Craft Twist, these characters are a little weirder.

>Keeper Saurian Barbarian

Designed as a possible party leader and, failing that, a very helpful support character, I was reading a Conan the Barbarian comic book the day I created this one, and I was also reading some stories about Marines in Vietnam. The two fused together somehow and I ended up with this as a result. Good in a fight, but also good in the bush. Not as much as, say, the Scout, but is definitely kitted out in very helpful ways.

>Priest Dwarf Cleric

The result of too much 80s heavy metal while playing a game of Dorf Fortress and watching a hammerer massacre a lot of nobles. Path of Life and of Metal using a custom Alignment for a custom setting I have on the side. Added here in case you are curious. The big thing about the Dwarf is that he (or she) is designed to provide non-magical healing to the party which is the opposite of what most people expect a Cleric to do. The feats selected allow two uses of Mend on each other character per day, which isn't bad. In the event the GM desires to delve into the crafting mechanics of Fantasy Craft, this Dwarf provides that support on the party side, enabling easy repair of metal objects.

>Sage Drake Bard

Okay I have to admit this one suffers because it was a bit of a pet and the first of these PCs I actually built. In a single phrase, this character is 'The guy who knows a thing or two about a thousand things, knows things, and drinks.' Pause. 'And is a fire breathing flying lizard the size of a Semi. Have fun.'

Basically if Tyrion Lannister was a drake.

>Scout Gnoll Ranger

I have this history book about early blackpowder armed aboriginal skirmish units from the colonial period of human history. Lightly equipped camouflaged squads who refused to stand in a line and be shot at by the ranks of redcoats marching down the field after them. One of two characters I designed with a blackpowder weapon. Unlike the other one, the Gnoll's blunderbuss is broken and must be repaired. It was the only way for me to legally give him a blunderbuss and not have it count toward his Level 1 Silver expendiures. Fortunately, the reflex bow is an effective fallback weapon.

Maybe he'll meet a dwarf who can fix the gun barrel?


File: 0bd2cf009c9735b⋯.pdf (1.9 MB, Lancer Goblin Cavalier.pdf)

File: 24338e9bdca2e69⋯.png (51.72 KB, 930x784, 465:392, Wargrider's Vargr.png)

File: e8a2a7edea8877c⋯.pdf (1.9 MB, Soldier Orc Tribesman.pdf)

File: 25fdf9ffcb9380f⋯.pdf (1.89 MB, Explorer Human Savvy Muske….pdf)

File: 0baef77639d607d⋯.pdf (154.52 KB, Explorer NPC Contact.pdf)


With the 'D&D Classics' out of the way, the final characters are uniquely Fantasy Craft PCs. The following are all designed around a peculiar theme I had on the mind the day I built them. You can probably guess what it was.

>Soldier Orc Tribesman

What started as what might have been the Fighter archtype evolved into something else. There was a documentary about the Zulu pre-colonial exposure playing somewhere when I sketched out the initial concept and this was the result. A real mean damage dealer - as is proper of a soldier class - but with smatterings of ranger and scout in there from the Tribesman background. Really good with Axes.

>Lancer Goblin Cavalier

Mongolian Wargrider. Complete with Warg! Can use ranged and melee weapons from the back of the big warg without penalty and if somehow knocked off the warg, still a Goblin, still a Lancer, meaning expect to be facing a nasty sneaky git. This is a character concept I have always wanted to play. Now I get to watch someone else play it…

>Explorer Human Savvy Musketeer

Remember how I said there was another character who can use blackpowder weapons? Here he is. He is also the only other character who can use siege weapons (the Captain is the other one). Like the Captain, this guy has strong leanings toward being a Party leader of some kind.

In a nutshell: Van Pelt from Jumanjii, except with a short reptile sidekick who owns a sand sailer. Tally ho sonny Jim.


File: ca547dcccdebb34⋯.pdf (1.9 MB, Assassin Avian Jester.pdf)

File: 59a8d1598d19e4b⋯.pdf (1.89 MB, Courtier Elf Lord.pdf)

File: cff95433a7a7a8a⋯.pdf (363.85 KB, Courtier Holding & Followe….pdf)

File: 0d6436e3978b92b⋯.pdf (102.59 KB, Conjuror Spell List.pdf)

File: 06cf6a6ee468385⋯.pdf (1.94 MB, Conjuror Unborn Wizard.pdf)


Designed with more urban settings in mind (I am a fan of the old D&D 3.X supplement Cityscapes), these characters have a metropolitan flavor splashed into them and are meant for games of courtly intrigue.

>Assassin Avian Jester

I was wondering what background package would be really unexpected or unlikely to show up on a character sheet when I saw 'Jester' from the Adventure Companion. Figured it was as unlikely as any. Somewhere throughout the character generation process I decided to pair that with the Assassin Class and from there the character evolved into some kind of killer stand-up comedian and minstrel who wanders courts of high society and bawdy taverns of low society. As for making him a black feathered avian - we did have a Kenku thread a while back and I happen to be on good terms with a family of crows that live in a tree next to my apartment. So this one is for them.

>Court Elf Lord

Designed with the intent to be a party leader or at the very least an extremely well connected socialite or fallen noble whose disgraced house is held together only by the fact that he still owns the deed to his actual home and has maintained the loyalty of one servant and a few retainers. Followers included - both the raw NPC data and the converted stats for use in a TL1 campaign setting. Good at fencing.

>Conjuror Uborn Wizard

Originally intended to be the Mage concept discussed with >>341390 , I quickly discovered that Unborn have a difficult time being offensive spellcasters because of the painful hit they take to charisma - affecting their Spell Save DCs. So I revisited the concept by using the unreleased Conjuror class for Spellbound. Drawing inspiration from Wakfu's Nox - what this Clockwork Wizard lacks in firepower it makes up for in raw utility and technical trickiness. Facing an army at the gates and finding yourself with only an army of tiny toy lead soldiers? Enlarge item! Animate Object! You now have an army of your own. Need to check a room for traps? Animate one of the Burglar's knives and have it do the job for you. City Guards at the door because the Barbarian couldn't keep it in his pants and he slept with the wrong woman? Hold Portal and buy yourself a few extra seconds.

I hope you folks find some amusement in them and, maybe, get some use out of them. The next time you try talking up Fantasy Craft and can't be arsed to generate any PCs for your timid party of potential players, just grab a few of mine.

That's all. Questions? Comments? I'll be around tomorrow.







Gonna print these out and put them in a binder. They should be perfect for generic one-shots.

One thing to note though is that your alignments look broken. If you let people pick from any paths (minus one) then you open the door to crazy minmaxing. Assuming these characters are for one-shot use only then ok whatever but if a player wants to advance them? Oof. You'd get people hunting for paths that grant damage resistance, paths that grant attack bonuses, etc.


File: 95a9f36bf612be3⋯.pdf (389.88 KB, Fantasy_Craft_NPC_Sheets-v….pdf)





Hey just FYI there's a fillable PDF for NPCs



I will admit that I do not know what makes a balanced or unbalanced alignment. In the hypothetical Fantasy Craft campaign featuring a Priest or other character of faith, I would limit a player's Path selection exclusively to three paths - one of which must be either Order or Chaos. You can only advance up paths 10 times if you are absolutely dedicated to the Priest-Class so I am not sure if or how broken that would be.

Further, the story takes precedence. So while they are limited to three paths, maybe one of their selections is forced on them by their god for X reason.

These are just my house rules though if I ever ran this game long term.


I have those. I made my own that take up less space and you can cram more of them onto an index card sized piece of paper (or larger. Some NPCs cannot be helped like the Clockwork Colossi).


File: 0e1c9c3288f046a⋯.png (152.64 KB, 648x642, 108:107, ClipboardImage.png)


>I will admit that I do not know what makes a balanced or unbalanced alignment.

Pic are the components of alignment, page 309 of the core book. An alignment should have 2-5 paths. Minimum 2 so level 20 priest is accounted for. Max of 5 to avoid too wide an option set.

>so I am not sure if or how broken that would be.

Depends on if you have non-core paths, but it would probably be a bit like the Conjuror class having access to all spells.

Also, I noticed you were giving characters illegal magic items.

>Magic items can't cast spells of higher level than they are.

Your mage has a fireball thing that is level 2 but casts a level 3 spell.

>Magic items have 1 essence and/or 1 charm unless they're artifacts, which are inappropriate for starting gear, since it requires a tier 3 feat to craft one

Your mage's fireball thing has 2 uses of fireball which would be 2 charms (level 1-3 spells at level 2 or 3 have 1 use per scene) on top of the essence, making it an artifact at best but arguably illegal on the grounds of a duplicate charm.

Your saurian keeper barbarian has 2 magic items, which is over the Prize limit (Renown +1). You could combine them into one item if you allowed Flexible Magic Items (magic items get 2 "slots" and essence/charm type is irrelevant).

Your unborn conjuror has 3 charms on 1 magic item.

>giving characters magic items above their CL

This is just kind of iffy. Nothing strictly against allowing characters to buy higher level items.


>have the Flexible Magic Items campaign quality

>probably make magic items level 1

>change mage's item to cast Burning Hands or Produce Flame (pick one) the normal 1/scene. You can use Flame Arrow instead if you keep the item level 2.

>make the saurian keeper's 2 magic items 1. Item level has zero effect on this item's bonuses.

>make the unborn conjuror's item have the bonus to defense and 1/scene use of Prescience (both charms). Reducing to level 1 changes the duration of Prescience from 2 hours to 1, and nothing else about the item.

The only thing that item level affects other than scaling bonuses/spell uses (which between level 1 and 2 is usually nothing) is magic effects countering each other



>Pic are the components of alignment

I was aware of it and did not really care about the 2-5 restriction as I had my own already in place. Three.

>Non-core paths.

No non-core, no problem.

>Illegal magic items.


The Barbarian does in fact possess an illegal magic item that actually counts as two prizes. I was aware of this only after I finalized the character design and made the call to ultimately not care about it conditional that the character is used for one shots only.

Were he lifted for use as a regular, recurring PC, I would drop the Proficiency Essence, leaving the Trick as a something to look forward to when he hits level 3. Problem solved. In fact I think I'll just do that now and belay any confusions in the future. It keeps the character legal which is what I care about most.

>Mage Fireballs

I was about to screech something about how the rules suggest that when you bind an item with a Spell Effect charm, the charm itself comprises both the # of uses of the Effect and what level the effect is. It turns out that the Item Level determines the number of uses - per table 4.39 Spell Uses. Fair criticism.

Easy fix. One use of the spell, per the rules. Reputation cost adjusted to 7. Counts as one prize. Done.


Corrected as the Mage item. Dropped the +1 Defense Charm and replaced it with the Lesser Damage Aura Essence (1d6 Lethal). Total cost is now 7 Reputation Points.

>Giving characters magic items above their CL.

Only three characters out of thirteen have magic items and of those only one character has ever actually been used - that being the Human Fire (themed) Mage. DESPITE the power of a Level 3 Fireball Spell at level 1, the player rolled rather terribly and the fireball deviated into a bunch of friendlies (one was the Drake Bard), who, since the advanced Fire Damage rules were in effect, were all promptly set on fire.A Drake being almost burnt to death in the first combat by friendly fire was both embarrassing and hilarious for me to watch, I tell you what.


I forgot about Flexible Magic Items. I suppose I could just do that, too.

Though the book says a magic item should possess a level equal to the Adventure's Threat Level (Page 194), hence why I made mine 2, though in the case of the Fireball talisman, that will need to be 3.

>Burning Hands or Produce Flame

The Item in its original concept had one of these two effects. I dropped them in favour of a fireball spell for the convention game I ran. You reminded me I meant to switch it BACK to one of those. I think I'll go with Burning Hands and make the talisman a level 2 item, granting Burning Hands 2d4 damage. Not insignifigant but not broken, I think.


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Alright, I have applied all the corrections mentioned previously to the three characters in question. The magic items should now all be legal for a level 1 PC. Yes I am sidestepping the issue of letting first level PCs start with small magic items, but I needed another way to demonstrate other uses for the Reputation point economy built into the game. Two characters start the game with 10 Rep NPC contacts (the Assassin and the Sage), one starts with a holding (the Courtier), and three have minor magic items (the Keeper, the Conjuror, and the Mage). The reason I did this ties to a larger post I will make regarding my impressions and experiences as a GM running this system. I will make that post at a later time though. There's shit to be done right now.



>Though the book says a magic item should possess a level equal to the Adventure's Threat Level

That's if the character gets the item during an adventure. With premade characters you're simulating that the players made these characters, and what is available during character creation is different from what could be found in an adventure. Even with the item creation feats, magic items are limited to a charcter's level so the level limit seems sensible there. No reason that the characters couldn't "buy up" if there are plentiful enough magic items though.


>Yes I am sidestepping the issue of letting first level PCs start with small magic items

That's fine as long as the GM allows it. Players are allowed to spend Reputation on Prizes in CC if the GM says so.

>The reason I did this ties to a larger post I will make regarding my impressions and experiences as a GM running this system. I will make that post at a later time though.

I'll keep an eye out. Reputation being core to the game is a pretty major deviation from contemporary D&D.


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>Simulating that the players made these characters.

So noted - hence why with your comments I went and fixed all the mentioned items down to level 2 and softened their power a little.

>Plentiful enough magic items

The campaign setting these characters are designed to go with is one where the worst of an apocalypse has passed but is still ongoing (the decline of the world that comes immediately post-violent event) - so a level 1 character of that world is someone who has survived said event and salvaged baubles from the ruins of formerly living but now dead civilizations.

>Keep an eye out.

Here's the first part at a glance - the details of my opinions on Fantasy Craft will be kept as asides for follow up questions or comments made by this thread's participants.

I have run the system twice now, each time a similar single shot scenario, each time with the same four characters.

>The Sage Drake Bard

>The Captain Human Fighter w/ Clockwork Colossus Personal Lieutenant

>The Burglar Pech Rogue

>The Mage Human Sorcerer.

Without getting into the specifics of what actually transpired, the scenario was designed to demonstrate THREE of a larger list of core mechanics I identified to be foundational to the Fantasy Craft system.

1. The skill system - with specific reference to the 20 origin/class skills in relation to to resolving the following situations:

1(a). non-combat situations with non-combat outcomes for failure or success such as but not limited to: environmental challenges (players versus a desert, accompanying sandstorm, a mesa climb, and navigating an unstable ruin), social challenges (players versus intelligent entities which possess minor to no intentionally lethal belligerence toward the player characters),

1(b). non-combat situations for which failure would lead to combat, such as but not limited to: hazardous situations (situations requiring tactical or stealth acumen when approaching a occupied enemy fortress, navigating a small three room dungeon defended by inactive undead - triggered by tripping any of a number of traps), political minefields (encountering a newly appeared and foreign organized religion with misunderstood practices that could just as easily be interpreted as an invading force), and situations of social desperation (walking through a large refugee camp comprised of wildly different cultures and races - all the survivors of an apocalyptic event who have left everything behind for shelter in the last city of the world).

1(c). Using Arcane Spellcasting and the Spellcasting Skill

2. The combat system - with specific reference to:

2(a). Health mechanics: Vitality, Wounds, Subdual and Stress damage. - and healing from it once dealt.

2(b). Defense & DR (and its difference to AC for the old hands who played D&D)

2(c). Base Attacks, Weapons vs Natural Attacks, Tricks vs Attack Actions…

2(d). Advanced Damage rules for the most well known classic D&D damage types: Acid, Cold, Electrical, and Fire elemental damage - and Sneak Attack Damage.

2(e). The wonderful, wide world of Fantasy Craft CONDITIONS

2(f). Using Arcane Spellcasting & The Spellcasting Skill in combat.

3. The Action Dice system - with specific reference to:

3(a). Player Action Dice Pool: expenditure to boost skill rolls, boost Defense, activate Threats & Activate Opponent Error

3(b). The GM Action Dice Pool: expenditure to impose environmental catastrophes (ref: sandstorm & heatwaves in the GM section of the Core Manual - introducing reduced visibility and Heat Damage types), activate PC Errors, & introduce new campaign qualities.


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Barring any deficiencies I may have as an inexperienced GM in this system I am a GM of some measurable experience - at least twelve years going now. I have known of Fantasy Craft for at least six of those and finally after all that time have managed to run two sessions of five hours each. I would like to run more, and maybe even one day run a small several month long campaign charting the climb of Fantasy Craft characters from level 1 to level 7.

When I designed the scenario in question - a simple romp from the last city of the world through a salt desert to render assistance to an occupied fortress previously owned by the city's guard forces - I designed it with an awareness that while Fantasy Craft features a metric ton of features and mechanics built into it to showcase the non-combat potential of a D20 system, that's less interesting than getting out there to wreck the face of some bad guys. Each session saw two combat encounters - a small one to introduce the combat mechanics mentioned in my previous post, and a much larger one as the sandbox for players to go nuts in. The two encounters were separated by situations described in 1(a) above.

>The reason I did this

As for the characters themselves, a specific number of the available 13 characters have spent Reputation points to generate the question from the players at the end of a session 'why do they have X and I don't?' to give me an excuse to at least discuss the Reputation economy in passing as FC's solution to a Player's tendency to hoard things like NPCs, Magic Items, and property, while still returning something to them for removing it (a given value of Reputation is returned to you if you possess more than your limit of prizes at the end of an adventure) so they can spend it later. That is the reason I did this. I could not think of any interesting and immediately useful manner to demonstrate the Reputation economy in a one shot con game.

So I didn't.

I just made sure it's presence was there in a non-broken manner. The Drake's NPC Contact only really appeared once and didn't do anything that useful, while the Mages item - initially a little OP due to the Fireball spell - ended up harming the party more than it helped them. The fire burned away all the items they could have had if they had used some common sense against the enemies they were fighting (there was a stash of spell scrolls on one of the sorcerer-fanatics).


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Overall impressions? From the side of the players, they enjoyed what I they suffered through. They were rather surprised as they slowly - and I do mean slowly - discovered just how many different options existed for them to deal with opponents. They often forgot, in fact, and fell back on the familiar Standard Attack action that D&D tends to drill into people. I did my best to educate them on this folly by using humanoid opponents that accessed the very same Standard Combat Actions everyone has on their character sheets (the sheets shared here are the ones I printed for use during the sessions in question).

They were all rather shocked to find out that their Bard was a Drake - when I introduced the four selectable characters, I did so with four strips of paper, each with one of the Background Packages written on it: "Fighter" "Sorcerer" "Rogue" "Bard" A special note went to the Fighter warning anyone who selected that one would need to accept being the Party Leader and accept that their character was the most complicated of all the characters considering his combat options and his Personal Lieutenant - pictured here for you to see. Out of everything, the Captain and the Drake Sage made everyone at the table step away with a real hunger to get their hands on a copy of Fantasy Craft.

From the GM side: It was interesting to find myself… restricted? In how harshly I could do things to the PCs considering my GM Dice pool. And it did give me incentive to tease them with hints - until the Bard finally remembered that he could ask me for a hint and get an Action Die in addition to me getting one - and that tying into his ability to spend Action Dice to boost other people's rolls.

But on both sides of the table, there sometimes appeared to be multiple instances of a phenomena known as decision-freeze. In gaming mechanic systems, it's when a system offers so many options at so many levels that a player (GM included) actually struggles to make a decision and they either take too long to finally nail down a decision, or they choose not to do something different and default to how they would behave in a more familiar gaming system - in this case, D&D. Which means: I hit it with my fucking sword.

tl;dr? Fantasy Craft's strength is also its greatest weakness. It's a tarpit of beautifully crunchy yet logically designed interlocking systems. As a GM, I struggle trying to teach it to people because there's just so fucking much to show them - and players struggle to remember everything they have at their fingertips when the dice hit the table.

That's all I got. I'll be around monitoring the thread.




I've had this problem as well. My players did realize the power of the Threaten action though, and made frequent use of it after I threw some Spirit types at them (they looked at the action list trying to find something that could affect someone who's incorporeal). This almost replaced the attack wif muh sword as the default action because of its broad utility and the rarity of Resolve as a signature skill.

I think that FC works best when approached by the GM a bit like a video game. Pick a few mechanics and design early adventures around teaching the players. Then reinforce those mechanics later by having elements that require their use. Some examples:

>pick a skill and have a dungeon repeatedly use all of that skill's actions.

>throw non-violent and borderline invulnerable NPCs in the players' path and design the adventure around negotiating with the NPCs

>budget action dice to demonstrate them, prefer to use them on anything but activating crits

This will both make sure the players know more of what's available to them and help focus the design process.



This is a good point for many reasons. Part of FC's appeal is that it's like D&D in all the basic ways, meaning it's easy for many players to pick up. However, it's also different from D&D in many ways that matter far more than players realize when they come in with all the same assumptions and bad habits that D&D has drilled into them. Teaching players all the neat nuances of FC is as much about learning the ins and outs of the system as it is about re-training players to play better.


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Forgot to post the Clockwork Colossi personal lieutenant I designed. Pic related.


I have found that because of this phenomenon, Fantasy Craft has firmly earned itself in a category of 'not suited to con games'. This does not mean I will not run it at cons anymore - it rarely will get exposure otherwise unless forced upon a group and that doesn't help - but I will certainly reach for something easier to teach and pick up than this. Ideally what I want is a dedicated group of players willing to actually commit time outside of the game to crack the book open for thirty minutes to an hour every once in a while to read and fully understand all the mechanics directly related to the functions of their character.

And more importantly to be honest with the GM both when those mechanisms lend to their (the PC's) successes, and more importantly their failures. Unfortunately honest players are rare - Honest players with strong roleplaying ethic moreso - and I find that the best players at my table tend to have previous experience being a GM, so there's a sense of empathy and understanding there.

>Approached like a video game

I have done this previously with Stars Without Number to great success, but SWN is a simple system with relatively few mechanics (but quite a lot of space to introduce unique GM designed mechanics without breaking the system). Fantasy Craft does not have this consideration in mind. You almost have to design an entire campaign around each of the components that form the fundamental blocks of this game and while I love that it vastly reduces the opportunity for me to find a group willing to obey my table rules as a GM so I can run this game.

>This will make sure the players know more of what's available to them and help focus the design process

This sentence actually frames what I was trying to do with these level 1 pre-generated characters I have brought to /tg/. Yes, we all agree that character generation is fundamental to any and every RPG experience, whether a group is new or old, but for some reason Fantasy Craft is so overwhelming with its sheer number of choices (and I haven't personally thought of any feat any better than any other) that the mind boggles to think of how time consuming a session zero is - you just know that way later one of the players are going to realize something they COULD have picked instead because of some new understanding of mechanic interaction that they just did not understand at character generation and they are more than likely to blame you - the game master - for not telling them about it in the first place.

So I hope to avoid something like that by temporarily removing character generation out of their hands and preloading them with a selection of those 13 characters so they can play with those for a number of sessions required for them to acclimate to the fundamentals of Fantasy Craft. THEN - after say, a few weeks to a couple of months - we close one adventure and open the next with character generation. I feel like this is either unreasonable or unrealistic, maybe even insane, but I can't see how else to go about it.


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There is a thread called 'Threaten vs Standard Characters' on the official Fantasy Craft forums which is discussing this issue right now - as well as solutions for it. I recommend you look into it - perhaps you will find an answer there.



>Yes, we all agree that character generation is fundamental to any and every RPG experience, whether a group is new or old, but for some reason Fantasy Craft is so overwhelming with its sheer number of choices (and I haven't personally thought of any feat any better than any other) that the mind boggles to think of how time consuming a session zero is

IMO the most important thing to unlearn with FC is that optimizing characters is the opposite of the point. You're supposed to come to the game with an idea and build around that, not use the mechanics to decide what you want to do. It's hard to make a bad character without actually trying to do it. Getting overwhelmed by the CC options is a product of taking the wrong approach (the D&D approach) rather than just going with what feels right and having fun with it.

Also, for con games or anything one-shot (that isn't explicitly supposed to teach the PC mechanics) you might as well give people characters built with the NPC rules. It can make things much simpler and allow the players to focus on roleplaying.


In one (short) campaign I ran one of my players used Threaten in the very first encounter, before combat even started. They ran into some thugs from a gang and wanted to shake them up. But they had the mook quality, and standard NPCs take all damage on the same track so… I ruled that the guy had a heart attack. I don't actually see it as a problem when the players do this. It's a very different way of playing from the normal hit wif sword.


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>Come to the game with an idea and build around that.

I agree with this assessment, since this is how I approached designing the 13 pregenerate characters I have shared here. As I had stated earlier, I didn't think about min/maxing or optimization. I just went with my approach to how I would create certain archtypes and classic D&D characters.

>PCs built with NPC rules.

I had not thought to do that. As special NPCs obviously, right? I'll consider this for next time when I put together another one shot idea. It should massively cut down on the book keeping, and paperwork that comes with full FC player characters.


Standard NPCs use only one damage track? Where does it say that in the rulebook? I was tracking stress and subdual damage for standards separately from damage dealt.


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>As special NPCs obviously, right?

Yeah, unless you design the adventure around picking up another copy of the NPC when yours dies or something like that.

>It should massively cut down on the book keeping, and paperwork that comes with full FC player characters.

The Reputation economy and lifestyle are gone, which isn't really necessary anyway for a dungeon crawl sort of scenario. Having a few signature skills and Competence for everything else is a huge deal and it aids with the whole "focus on a small number of mechanics" thing. And NPC qualities should generally be few in number and relevant to the adventure. It also opens the door to characters that would normally be inappropriate for PCs, either for being too powerful or not powerful enough.

>Standard NPCs use only one damage track?

<Chapter 5: Combat


<<<Injury and Death

<<<<Standard Character Damage p207

HUGE difference in bookkeeping from special characters.


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>Special NPCs as PCs

I'll load up the two other Lieutenants I built for the Captain pregen I made. Could you please tell me if they would make good characters within the framework of your suggestion?

>One Damage Track

For some reason my brain just didn't register that information no matter how many times I have read it. Thank you. This will make tracking their HP a lot easier but by extension it also means PCs can defeat standard NPCs by Threatening them or Tiring them a single time and having that NPC fail one damage save. With Mooks this becomes even more easy (probably appropriate for a horde style enemy like goblins or unwashed masses of malnourished slaves).

I think it might be more appropriate to adjust the way the Damage Save works in the face of Subdual and Stress damage in the following manner:

All damage is still recorded on a single damage track for a Standard NPC - whether attacked by a sword, threatened with intimidation, or harried and exhausted. However, the effects of failing a damage save is tied to what that damage save was being made for.

So if we take a single guard who has been cut a few times by a knife by the Buglar, and has miraculously succeeded each of his damage saves - but the next thing that happens is a Threaten action from the Soldier who rounds the corner and barks something profane at the Guard - and that Threaten action is a success, resulting in a forced damage save versus the Stress damage now added to his total damage which fails… Rather than have him 'die' the failure instead inflicts a level of the Shaken condition to the Guard.

Since that damage is still floating there on the track, further Threaten actions (or Tire actions, if you prefer) are easier. This means Standard NPCs still need to go down the Shaken or Fatigue track levels like Special NPCs but they tumble down that track MUCH faster.

It also prevents Standard NPCs from being defeated by a single use of the Threaten or Tire mechanic.

On the GM side, instead of monitoring Stress and Subdual damage, you're now just monitoring the level of the resultant condition caused by both kinds of damage, which is easier.

Does that sound like it could work?



The Vitality levels will obviously need to be raised. Maybe 10 for the Aide and 15 for the Drake.



Vitality was already addressed here >>373581

Drop Veteran (which I assume is there to get around the "PC's level -4" rule) and put those 8 XP into something else, including Health for the vitality. Then just raise the TL for the players' NPC and the adventure to be appropriate.

>However, the effects of failing a damage save is tied to what that damage save was being made for.

That's how it is in RAW.

>resulting in a forced damage save versus the Stress damage now added to his total damage which fails… Rather than have him 'die' the failure instead inflicts a level of the Shaken condition to the Guard.

That negates a lot of the reduction in bookkeeping because you're still tracking grades of a couple conditions. Threaten and Tire are designed how they are purposefully, and if you want your NPCs to be tougher, you can always raise their Health, their TL, or give them grades of Tough. Or give them damage defiance to stress. Tiring is less of an issue because you must be adjacent to do it. With regard to Threaten you can also inflict discretionary penalties on the Intimidate roll based on context, as discussed in the FC forum thread https://www.crafty-games.com/forum/index.php?PHPSESSID=b644b736cf9defe6882477159ccc895f&topic=8714.0



>Could you please tell me if they would make good characters within the framework of your suggestion?

On this specifically, they both look serviceable for a session that's meant to introduce people to the system and what's expected for typical adventurers. The beauty of using NPCs for one-shots is that you have way more flexibility with what the players can play. You can stick pretty close to what PCs are able to do, or not. NPC parties could range from super weak to godly beings depending on what adventure you want to run. It's also a good way to get players interesting in GMing.



Threaten honestly doesn't strike me as a problem against standard characters. Standard characters are supposed to go down fast, disciplined opponents should get a fairly high grade of Resolve as a signature skill, and if a player hasn't sunk a feat and an origin option into it he's rolling a flat 1d6 against one opponent even if he passes the skill check. It ignores armor, but an archer can almost do that anyway (not hard to get loads of AP on a longbow), and he can do it from farther out. If you want enemies that can hang around a while longer, make them special or give them grades of Tough.


I need some build advice. Anyone willing to offer?



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Your dubs compel me. Anyways, what I have in mind is an automaton built for heavy labor but also smithing and machine-work. How do I reconcile being a Tank with being good at Craft-related pursuits?



well, unborn get a +2 bonus to any score of their choosing (so pick strength, I guess), as well as an enlightened skill of their choice (+2 max ranks) with which you could choose craft. For your specialty, choose either artisan (if you want to really focus on crafting) or miner (if you want to blend crafting with more martial pursuits). For max crafting, you'd take keeper as your class, but that's not truly necessary, and you'd suck at combat. However, you could take a two level dip for Trade Secrets (crafting); though that supercedes the enlightened skill thing from unborn. I would take soldier and take the Master Weaponsmith ability at 6th. I'd focus my skills on craft, athletics, and resolve.

For feats, consider:

>blessed (path of metal)

>elemental heritage (metal)

>crafting B/M/S

>hammer B/M/S

>armor B/M/S

>great fortitude

>combat vigor

>cleave B/M/S

>darting/flashing weapon

You could also take the charm and essence gear feats if you really really want to devote your build to crafting.

Prioritize strength, constitution, and intelligence (like at least 14 each)



The Book of Holding has Crafting Tricks that you can use to substitute STR or CON for INT when crafting certain focuses. That would let you focus more on physical attributes while still being good at crafting. You just need INT 13+.


How does /fcg/ feel about sharing NPC stat blocks?

I'm working on some monsters for a Primitive-Era campaign, based on ice-age creatures. Here's one I just put together based on giant beavers. https://en.wikipedia.org/wiki/Castoroides It's adapted from an existing PF "dire beaver" but less cheesy. https://koboldpress.com/our-dire-and-native-beaver/ using the OGL conversion rules.

Dire Beaver (Medium Animal Walker/Swimmer — 65 XP):

Str 14, Dex 9, Con 13, Int 6, Wis 11, Cha 8;

SZ M (1×2, Reach 1); Spd 30 ft. ground, 40 ft. swim;

Init II; Atk V; Def IV; Resilience V; Health IV; Comp None;

Skills: Crafting VI, Notice V;

Qualities: aquatic I, damage reduction 1, ferocity, tough I.

Attacks/Weapons: Bite II (armour piercing 2), Tail slap I (damage type: subdual)

<Dire Beavers live in forests and terraform their habitat, damming rivers to form beaver ponds that are considered aquatic terrain. If encountered near their dam, the dire beavers have access to a Huge beaver lodge which is treated as a building providing complete cover. Piles of wood provide scenery cover wherever they are found working, even moreso around their homes.

<Dire beavers can support Enormous ponds but also cause deforestation, making them either beneficial or pests depending on a culture's primary industries. They are also hunted and trapped for their water-resistant pelts. As such dire beavers tend to avoid folk, but will stand their ground and defend their lodge if intruded upon.



more like

>Dire Beaver (Medium Animal SkinWalker/BloodSwimmer — 6500 XP):




Thanks a bunch, guys. By the way, what are some pitfalls of a tanky build I might have to watch out for and how can I compensate for them?




>combat actions

These are available to everyone so they go at the top.

<Bullrush can displace the tank, creating an opening

<Disarm can remove shields and guard weapons (unless crafted into you as a construct)

<Feint can make you flat footed, i.e. easier to hit (you're immune to sneak attacks)

<Grapple can neutralize your area control (movement through adjacent squares is unrestricted while grappling)

<Taunt can force you to attack and create an opening (attacking is a half action, meaning full actions like total defense can't be used that turn)

<Trip can render you sprawled, negating some effects, particularly any stances you adopted.

>non-lethal damage tracks

Stress and subdual damage can be punishing for a tank. Fortunately for your build constructs are immune.


Constructs are immune to a lot of conditions, but are not most of them.


Constructs don't heal wounds. They have to be repaired (use Craft in place of Medicine, but no automatic healing). Crafting + construct + tank is synergistic here. Just make sure you have a focus appropriate for whatever material you are, and the right kit.

>saving throws

A lot of effects other than your immunities provoke a save. Looking at Save Extraordinary Attacks (FC 238) as a reference point, you would be immune to 10/23 effects (counting attribute drain effects separately). Of the remaining 13 effects, 8 provoke Fortitude saves and 5 provoke Will saves. Tanks tend to have high CON and base Fort, so you're mostly good. The stuff effects that will get through are

<Divine Damage + Baffling




>advanced damage types

Note that Elec and Sonic damage ignore DR, and that constructs suffer double damage from Elec. Fire is bad period, and so is acid. Damage resistances are always good.


Is nobody running a game anytime soon? Yes, I tried the Gamefinder thread already.



The last time I tried running a game for people off the Chans left me with such a sour memory that I decided never to do it again.


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Has anybody tried running a game in the Industrial Era or later? What sort of material is there for this? The core rules don't list any gear from that Era, but there's some stuff online like Sletchman's (from the FC forums) site.



Other, somewhat related topic:

What sort of approach makes the most sense mechanically/logically for firearms in Fantasy Craft's rules? The Black Powder Weapons in the core book take the "firearms do more damage" approach, but I doubt that's the most sensible way to do it. Compare the pocket pistol (3d4 lethal) with the broad axe (1d12 lethal). How much sense does it make that the smallest pistol has comparable damage dealing potential to a huge axe? The thing about firearms being deadly isn't that they are inherently more damaging than other weapons, but that they're ranged and relatively easy to train for. Wouldn't it make more sense to have bullet damage be more in line with melee weapons (1d4 to 1d12) instead of the multi-die damage given in the book (3d4 to 3d8) and to instead have a significantly wider threat range?

As it's written, a firearm has a decent chance to drop most special characters in one crit and most standard characters in one hit (which is the idea I think). With lower damage and higher threat, wouldn't the "simulation" be more realistic and also more balanced? You still one-shot standard characters more often than with other weapons and overall it probably takes a similar number of attacks to kill a special NPC. It's just that a higher number of attacks will crit. The balancing factor would be that you pay action dice for crits, reducing how many "killshots" are available. Crits become more valuable for standard enemies, so that in-story your "hits" on special enemies are flavored more as close calls, whittling away their vitality. Crits would be more like winging the target most of the time, which is appropriate for more "important" characters using the sort of movie logic FC runs on.

I ran into this problem running a game where a character had guns, and they shot a humanoid special NPC multiple times in a no-cover hallway (cornered him), landing a "hit" but the vitality soaking it up. I had a hard time trying to explain what exactly was happening to him because it would be difficult to miss (in the IRL sense) in that context but per RAW it functioned as vitality drain instead of being more lethal.


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Appreciate the feedback, folks. Thanks.

I went back and tweaked the alignments I made for the setting I created for Fantasy Craft. Pic related - the intent behind having one player selectable Path is to give them the ability to customize their character's faith. The setting this all takes place in has thousands of minor faiths and no more major ones (they all nearly vanished following an apocalypse), so there's room for new cults to move in and grow and leaving an opening there for a PC to become the head of a new religion tickles me something fierce.

Thoughts? You will notice that Wilderness is no where in the options - there's a reason for this and Goodberry is it.



That sounds like a storytime waiting to happen, anon.



It is but it wasn't Fantasy Craft and this is a Fantasy Craft thread.



Ritual weapon choice is a good idea IMO. Having a bunch of different alignments with most elements in common is a neat idea. Makes sense for a post-apocalypse.

Using the classic D&D alignment as a basis at all kind of rustles my jimmies though because there's potential for way more with the system.



Classic D&D alignments? I am unfamiliar with them, unless you mean 3rd edition, in which case I don't think this is similar to those since those are pairings of good/evil/chaos/neutral/lawful.

I didn't want to come up with new names for familiar themes because it might smack people as 'look at how oc donut steel I am'.


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>Classic D&D alignments? I am unfamiliar with them, unless you mean 3rd edition

Same principle. 1E was just law/neutral/chaos.

>I didn't want to come up with new names for familiar themes because it might smack people as 'look at how oc donut steel I am'.

Eh, the example in the book for a custom alignment is specific to worshipping a dwarven god. Adventure Companion has donut steel alignments too. That's kind of the whole idea, that you can make alignments whatever you want.


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That pic kind of reminds me of the covenants from the souls games.


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Fair but I didn't want to mess with something familiar because when I run Fantasy Craft for folk, I do a lot of very unfamiliar things that are permitted by the very mechanics of Fantasy Craft itself, so I think I'll keep my alignments as they are. Players can rename their specific alignment to whatever god they have created as long as they add that God's (or faith's) actual alignment in parentheses after the name. Like…

Vhoar the Great Consumer (Neutral)



I don't know if I'm retarded (that's probably it) but all I can see in the Spellbound stuff in the OP is a heckload of spells. Where is the Conjuror to be found?



Yeah, it's not a criticism so much as a personal preference.


Conjuror was in the Spellbound Preview (last link >>305697 up here), not the leak. You are correct that the leak was only spells. The whole of Spellbound was supposed to include new classes, feats, spells, and maybe some other shit. There was supposed to be a base class for each spell school, plus expert and master classes.



the last link up there takes me straight to the spells leak.



Ah, you're right. If you follow this link from OP (2nd under try before you buy) and go to the spellbound preview folder, you will see it.



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When the heroes are picking stupid fights, or the wizard has a 4th-wall-breaking sense of humor, throw these at the party.

Animated Windmill I (Huge Animal Construct Walker — 40 XP): Str 12, Dex 1, Con 16, Int 1, Wis 1, Cha 1; SZ H (4×4, Reach 1); Spd 30 ft. ground; Init I; Atk II; Def I; Resilience I; Health II; Comp None; Qualities: blindsight, chameleon (indoors/settled I), ferocity, sterner stuff.

Attacks/Weapons: Slam I × 4 (damage type: subdual)

Animated Windmill II (Huge Animal Construct Walker — 60 XP): Str 14, Dex 1, Con 20, Int 1, Wis 1, Cha 1; SZ H (4×4, Reach 1); Spd 30 ft. ground; Init II; Atk III; Def II; Resilience II; Health IV; Comp None; Qualities: blindsight, chameleon (indoors/settled I), ferocity, sterner stuff.

Attacks/Weapons: Slam II × 4 (damage type: subdual)

Animated Windmill III (Huge Animal Construct Walker/Flyer — 80 XP): Str 16, Dex 1, Con 24, Int 1, Wis 1, Cha 1; SZ H (4×4, Reach 1); Spd 30 ft. ground, 40 ft. flight; Init III; Atk V; Def III; Resilience III; Health IV; Comp None; Qualities: blindsight, chameleon (indoors/settled I), ferocity, sterner stuff, tough I.

Attacks/Weapons: Slam II × 4 (damage type: subdual)

Animated Windmill IV (Huge Animal Construct Walker/Flyer — 100 XP): Str 20, Dex 1, Con 30, Int 1, Wis 1, Cha 1; SZ H (4×4, Reach 1); Spd 30 ft. ground, 40 ft. flight; Init IV; Atk VII; Def IV; Resilience IV; Health IX; Comp None; Qualities: blindsight, chameleon (indoors/settled I), ferocity, sterner stuff, tough I.

Attacks/Weapons: Slam II × 4 (damage type: subdual)

Animated Windmill V (Huge Animal Construct Walker/Flyer — 120 XP): Str 24, Dex 1, Con 36, Int 1, Wis 1, Cha 1; SZ H (4×4, Reach 1); Spd 30 ft. ground, 40 ft. flight; Init V; Atk VIII; Def V; Resilience V; Health X; Comp None; Qualities: blindsight, chameleon (indoors/settled I), ferocity, sterner stuff, tough II.

Attacks/Weapons: Slam II × 4 (damage type: subdual)


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Spellbound any day now, fellow FC fans,




I'd say it'll be released around the same time Shatterpunk and 10k Bullets are going to be released :^)


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>browse crafty forums to check for some unrelated content

>find this

I-is it happening time lads?



I actually might have some information relevant to this. Crafty just sent out an email to all previous volunteers tl tell them that they are splitting ways with Studio 2 for GenCon. For the past many years, they've been piggybacking a collection of publishers and smaller games in a big collected booth space. Now they are moving to their own booth and trying to petition GenCon to get them a larger space, which is a bit of a big deal for a company that's been hobbling along for so many years.

Too bad GenCon is a total pozzed shithole these days and that it's literally in no one's interest to attend or give them money for being a bunch of faggoty cunts



Fortunately, your opinion on the nature of GenCon politics does not now, nor has ever, mattered. I hope Crafty Games has a financially positive experience at Gen Con - because that only means good things for the people who care more about playing games and rolling dice than the politics of a convention.



Can't honestly say I disagree with you. I hate what GenCon is becoming, but I'd rather it not damage the companies I like by denying them one of the largest consumer-centric events of the year, where they can get the most sales and promotion possible.


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Which is the best class for building a party face who can bullshit enemies so hard he makes Joseph Joestar jealous, Assassin or Courtier? Or some other class in Adventure Companion or something that I haven't considered? Also, any feats I should definitely take or advice beyond stacking the fuck out of Bluff?


Dice rollRolled 8 + 3 (1d20)


>My group said we'd go back to FC when Spellbound came out. That was 2 years ago.

It's been over 4 years for me.


I roll to disbelieve.


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>Which is the best class for building a party face who can bullshit enemies so hard he makes Joseph Joestar jealous, Assassin or Courtier?

Makes more sense to go with skill use and feats to do this. Assassin and Courtier don't center around bluffing so much as other social actions.

>Also, any feats I should definitely take or advice beyond stacking the fuck out of Bluff?

All these are feats.

Basic Skill Mastery and related feats are good for any character focused on certain skills. The Actor option boosts Bluff and Impress. There are 3 tiers of feats there, plus Talented, letting you buy 2 points for the price of 1.

From the Style tree, you have the Repartee Basics/Mastery/Supremacy chain which is exactly what you're looking for. The Adventure companion also adds Fan Service, which is extremely JoJo in nature (Use Impress skill to distract or feint, can fixate an opponent on you as a distract trick).

Also just on the topic of JoJo part 1 or 2, the Book of Holding has the Sunhand feat chain (Unarmed Combat feats), which is Hamon, and Martial Arts is generally appropriate.



Also, Joseph Joestar does a lot of trickery besides bluffing. He's more into rope tricks and the like. You'd want to use Prestidigitation to conceal actions from opponents and hide gear on your person. Maybe even use Crafting/Improvise in combat (Book of Holding has an Improvisation feat chain).


I really like the system, especially for its versatility, but I'm not a fan of d20 mechanics. Would using a 3d6 roll over work or would it screw over the probability too much?




Should I maybe go Burglar for the class, then? He Did It! does look like a very appropriate ability. Also, I'm more interested in mimmicking the trickery than the hamon - another player's already a punching-based Soldier.


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File: 9d834881228f953⋯.mp4 (2.66 MB, 640x360, 16:9, JoJo's grenade trick (dubb….mp4)


What don't you like about d20? The flat roll distribution is mitigated in FC by spending action dice to activate crits. The math of the system is also pretty highly refined to make it as balance as possible, so changing something so fundamental could throw off a lot.

Biggest thing is probably crits. A lot of mechanics involve crits. 3d6 has 4/5ths the possible results, narrowing how much space could be used for crits. There are a number of options that increase the threat range for attacks and skills, and if you wanted to start out with a roughly 5% threat range comparable to the default 20 you'd want to start with 16-18 (4.63% chance), and from there you get increasing returns if you increase the threat range. 15+ increases by 4.63. 14+ increases by 6.94 from there. 13+ increases by 9.76 from there, and this is a 3-point increase which is pretty doable, resulting in an over 25% chance of threatening a critical. Even if you reduce the chance of crits and start with a range of 18 it's not hard to break the math. Hell just using a weapon with a threat range of 18-20 or 17-20 increases threat range by 2-3. +4 threat range in 3d6, base 16+ is equivalent to about +7 in d20. +5 is equivalent to +9. If you start at threat range at 17 or 18 then this is mitigated but you also nerf crits across the board. Remember that you have to roll a crit and spend an action die to activate it, and action dice are your resource pool for other things as well.


If you're not going to focus on socializing or combat then burglar is pretty good at shenanigans. Burglar's main thing in combat is being hard to hit, which is pretty appropriate (especially given Joseph's Plan B). The bonus feats can get you the Misdirection and Mobility feats from the Covert tree.

If you get Repartee Supremacy you can use Staggering Pronouncement to prevent attacks and let you to do any of the things that don't count as attacks. That allows you to, for instance, conceal a number of Handle Item actions to pull off tricks like in this mp4. Combine that with Burglar's expertise for Prestidigiation and you can take 10 at no penalty to avoid crit fails. Since Distract is also not an attack action, you can freely use Distract tricks like Yowza (from Fan Service) or Silver Tongue (Repartee Basics).



Flat distribution is my main issue with d20. You're as likely to get a crit or fumble as any other roll, whereas 3d6 tend towards a more consistent range around 12-13. I personally haven't played fantasy craft, and the activation mechanic does seem to mitigate it a bit, I'm just curious as to how well it does



I think there is something inherently bland and normalfaggish about 3d6 and pool systems.



I used to think very similarly, but you have to consider that the d20 consists of several ranges of numbers and also that there is a modifier being attached. Since there's a loosely established power curve, you can set a DC that reflects what should be challenging for a character of a certain level. Additionally, even though the distribution is flat, it's not exactly unweighted, given the way d20 systems work. There's a 5% chance to roll a 1, but a much higher 25% chance that you'll roll in the 8 to 12 range, which is the butter zone for average difficulty, effectively being 10(ish) + Skill + Mod ­± etc



>You're as likely to get a crit or fumble as any other roll

Sure but mechanically any normal hit or miss is equivalent regardless of the natural number rolled. Your chance of a hit is almost always a lot more than a critical hit.

>I'm just curious as to how well it does

Because action dice are limited in the first place and used for things like healing yourself, rolling a 20 is only a crit if it's actually worth it to you. The action dice also incentivize playing smart or roleplaying well, since the GM is supposed to give you an action die for that (kinda like 5E's inspiration).


Modifiers do make a pretty huge difference and change your relationship toward higher or lower level scales. Higher levels or progressions (i.e. the graded traits that allow level scaling) tend to stomp lower levels, keeping you in your lane and reducing the chance for variation in encounter difficulty because if you go too low the party will stomp the enemies and if you go too high they'll get stomped.


File: 9224d8a893fa5ed⋯.jpg (16.11 KB, 240x306, 40:51, gosh darned batman.jpg)

Anybody have character concepts they'd like a build for? Here's a version of Batman. The base build leans more on the detective archetype than recent adaptations, with some alternate versions at the end.


Species: Human, Methodical

Specialty: Aristocrat

Origin skills: Haggle, Investigate, Tactics

STR 13

DEX 13

CON 13

INT 14

WIS 15 (+1 Methodical)

CHA 10

Career Level Attribute bonuses: WIS, CON, STR

Class Levels

Martial Artist 2

Pick Wisdom for Martial Arts

Pick Discipline of Mind for Life of Discipline (+1 DEX)

Explorer 2

Night Cloak 5 (Book of Holding)

Praetorian 5 (Book of Holding)

Pick whatever Nemesis alignment is most appropriate in the setting for criminals, particularly anything chaotic.

Feat choices

CL 1 Master's Art

CL 3 Weapon Cloak Basics (for Night Cloak, in Book of Holding)

CL 6 Basic Skill Mastery (Investigator)

CL 7 / Night Cloak 3 Flail Basics

CL 9 Nemesis Basics (for Praetorian, in Book of Holding)

CL 7 / Night Cloak 5 Flail Mastery

CL12 Glint of Madness

CL15 Exceptional Skill Mastery (Investigator)


Weighted cloak (Book of Holding, flail type blunt weapon, 50s)

Boomerang, small scale (x2, 7s each)

Climber's gear (15s)

Thieves' tools (20s)

Garrote (1s)

As you advance, add this gear to your arsenal.

Armor optional, but I suggest moderate hardened leather with heavy fittings as the closest match.

Flash bombs

Hand crossbow, climbing line arrows

Doctor's bag, various healing items


For a stealthy takedown build drop the investigator and Glint of Madness feats and substitute Garrote Basics, Mastery, and Supremacy (Your weighted cloak is a flail type weapon, and Flail mastery lets you use it as a garrote).

For a bruiser substitute in Flashing Weapon, Darting Weapon, and Flail Supremacy to synergize with Whirling Stance from Flail Basics.


Anyone have a link to the full release of Spellbound?


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>full release of Spellbound

This was a very good bait in 2014



Think of it this way, maybe in 2020 it will finally be out!


what's your personal favorite party composition?


File: deb8c18fb74b476⋯.png (1.06 MB, 991x1400, 991:1400, 2ba32e78918dfd0cc62c89be3e….png)


All support and non-combat roles. No soldiers. No pewpew laser mages. Trying to balance encounters when one guy has 300 vitality and 10DR who can attack multiple times and instantly KO a dozen standard NPCs per turn when the rest of the party isn't even close to that is.. infuriating... But planning encounters around a party of ridiculous clowns who can't take a punch and have to rely on every odd ability and character option they've picked to get through things, well that's hilarious and fun.


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IMO it's most entertaining to do non-combat encounters. Instead of having the party kill things, have them defeat their opponents in some other way. Just don't escalate to violence and have the characters play their skills against each other. Some skills have listed 1 minute actions, so still roll initiative but have a round last 1 minute and give everyone turns to use the various actions and skill checks. While that's going on you can still have characters doing combat-like things (movement actions, sneaking around, etc.) at the same time. Here's some 1 minute actions that you can use to interact with people:

>Haggle/Bargain - cut deals to get what you want (repeatable to negotiate better deals, especially if you figure out something better to offer)

>Impress - win people over by being nice

>Medicine/Calm - reduce stress damage

>Tactics/Ambush - prepare an ambush if things go bad

>Tactics/Outmaneuver - increase opponent's error ranges

Also note that with a 1-minute time scale you can fit plenty of shorter actions or use the whole turn to take 20 with a half action check (1 round = 6 seconds, so 1 minute = 60 seconds = 10 rounds = 20 half actions). It's probably not that important to track exactly how much time these use, but here are some full/half actions that apply in non-combat encounters:




>Prestidigitation/Stash and Conceal Action

>Ride checks



Even some combat actions make sense in non-combat scenarios

>Disarm (doesn't have to target weapons)

>Taunt (especially if using an alternate effect)

>Threaten and Tire (although it may prompt combat)

>Delay and Distract

There's of course nothing saying you can't move between regular combat and non-combat depending on the characters' motivations in a scene. Sometimes you fight to a draw. Sometimes negotiations break down.



You know, now that I think about it, if I ever run a Fantasy Craft campaign I will outright forbid the Soldier class.

Pew pew laser mages? You can build those in FC? Doesn't that severely overspecialize the character by doing so?

What does a Pewpew laser mage in FC look like?

Also, if we hypothetically forbid soldiers but still want to chuck in the odd straight up fight once in a while, are Captains and Lancers enough to pick up the slack that exists due to the exclusion of Soldiers?


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>What does a Pewpew laser mage in FC look like?

It looks like double casting scorching ray every round as much as possible.



Captain gives you Personal Lieutenant which is open ended, but a captain has middling vitality progression. Every class has one of three progressions for vitality and skill points.

<12 vit, 4 skill

<9 vit, 6 skill

<6 vit, 8 skill

Most are middle. Soldier and a few others have 12 vitality and 4 skill points per level. Here are the others (may be missing some from Call to Arms and homebrews):

>Fantasy Craft



>>Edgemaster (E)

>>Rune Knight (E)

>Adventure Companion

>>Martial Artist

>>Bloodsworn (E)

>>Force of Nature (E)

>>Monster Slayer (E)

>>Dragon Lord (M)

>Call to Arms




Don't forget to enforce the limitation on double casting. The character who has it can only do it a number of times equal to the owning player's action dice.

And as a level two spell, assuming not a level 20 mage, the character will be spending 2 so per cast of that spell.

All that before throwing in environmental complications. Like increasing the cost of spells or something distracting during the casting process.


Fragile Heroes.


I'm a bit confused regarding holdings. My players are trying to fortify a bit of land they acquired, but I can't find anything on build costs for structures in terms of money/resources. Is there something I'm overlooking, or are all holding improvements bought with reputation and nothing else?



if you forbid soldiers, all soldier players will be lancers instead, as they also have 12 vitality, full bab, and bonus feats



Perhaps. But I think HP control can be imposed by the Fragile Heroes campaign quality.



The holdings system is one of my least favorite parts of FC specifically for reasons like this. Magic items and property should have value, but by RAW, they can only ever be given away or traded. Admittedly, you could always toss in some monetary component as part of that nebulous exchange of reputation, but FC's wealth rules say that your character only ever says a percentage of their gold anyways, which could be explained as "investing" it into upgrading your holdings, I guess.


File: 33775f20d049fb7⋯.pdf (311.66 KB, Jap Fantasy craft Religion….pdf)

File: 2eb57b7a353840b⋯.pdf (807.11 KB, Japanese Fantasy Craft Rac….pdf)

File: 9d2bf250780b186⋯.pdf (77.65 KB, Samurai campaign notes.pdf)

I've been working on the idea of a Sengoku era fantasy craft campaign for awhile; though I haven't gotten too far, I've already got my IRL group made up with the following homebrew.

I'd like to make this more into it's own source book, FC is my favorite rpg system and I'd like to contribute to it by making something akin to the book of holding.

Let me know what you think of my homebrew, I am aware some things are a bit silly but that's just from a lack of polish and writing my thoughts down, the only things I really focused on here were the races.

Even with that said I'd probably rework the Umijen race completely.


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This game is also going to take advantage of the "Lets get organized" campaign quality from the book of holding, as I intend to make every single clan of that era have some benefits for your fealty.

That will be a lot of work as there is at least 50 of them and making them feel mostly unique will be harder with so many.

Before this I had already made another adventure setting that was inspired by Mystaras hollowed world, with emphasis being placed on Greek monsters as races where the players had to protect their fair city of Penethsilea from the savage races that were brought here in time.

It has rules for playable Blemmyes, Tritons, and Sphinxes and expands upon the Centaur and Nymph races found in the book of holding


File: 0733c843471ca6f⋯.pdf (852.25 KB, Japanese Fantasy Craft Rac….pdf)


That's the old races pdf, I posted it by accident here is the completed one






Sick of combat taking forever and your Combatant PCs hogging the spotlight? Then why not try


>Dominant Heroes + Doomed heroes

Threats automatically crit when a PC is involved. (According to RAW. You can just say they always crit, which is easier)

>Injure, Then Wound from BoH

The auto-crit threats inflict a critical injury, and you can spend an action die to upgrade to doing wound damage. (So we're back to normal rules but now threats do a critical injury if you don't activate them).

>Hewn Limbs

Critical injuries are far more likely from damage alone (in vanilla RAW they require 25 damage in one hit or a crit where the damage is higher than the target's CON). Now it's 16+ and automatic on crits.

>Deadly Combat

Threats are now around 2-3x more likely, and guaranteed to at least grant a critical injury.

>Fragile Heroes (1/2 vitality for PCs)

This is kind of unnecessary now but in case you have tank characters you can also reduce the time that a battle is drawn out for.

>There Will Be Blood from BoH

Optional, but bleeding as a graded condition has good synergy with more frequent critical injuries to make combat faster and more damaging. The lowest result on the Table of Ouch is bleeding, which means even if you can't activate crits and don't deal that much damage you can quickly stack up bleeding grades, especially if you grab a weapon with the bleed quality.

Combine this with reduced Health for Special NPCs. I like to change the math for vitality to Health * TL * 2 as if Fragile Heroes applied (the RAW math of H * TL * 5 is based on a standard 5-man party, so you could also generally replace the 5 with the party size to help balance). I've played this way and IMO it's a lot better to keep combat from taking too long and make it feel like characters are actually getting hurt. It's a total of 13 action dice to employ this in a scene (lel), except Injure Then Wound is campaign-only.

Also note that this is helped if you roleplay effectively. Most living things will stop wanting to fight if they get hurt. The bestiary even supports this in some of the flavor text.




This looks awesome.

>This game is also going to take advantage of the "Lets get organized" campaign quality from the book of holding, as I intend to make every single clan of that era have some benefits for your fealty.

I like those rules. The one thing they need is a ruleset for how to create and run organizations as a player character.

>That will be a lot of work as there is at least 50 of them and making them feel mostly unique will be harder with so many.

Damn, that seems like an excessive amount of work. How many players do you have? You'd probably be best starting with a smaller number available as options for the party and developing more over time. Then you can introduce new factions gradually as you build them. Easier for you and your players to digest. Maybe do spotlight adventures if a faction shows up to get involved in the plot.



In regards to "Lets get organized" like I mentioned in my first post I did want to turn this into it's own little campaign book, right now in my IRL group there is only four people playing, and they're on the more evil side of things; it's also their first time playing FC but they're experienced in rpgs in general.

The party make up is an

>Oni blooded human, Assasin who is rping as a ninja and wants to take the Shinobi master class later on.

>Tatsu Martial Artist, not sure on character personality but he's a dragon and he can shapeshift into human form and will show them his way.

>Scottish cultist of Izanami, He was just a traveler who ended up in Japan when everything went down is the story so far, and he plans to intimidate everyone on behalf of the death goddess.

>A Wise human Ronin, never finished his guy just has a concept not sure what class he'll be

I'm going to do what you have suggested though as I already thought that far myself, right now I just told my players "Pick a clan that sounds cool" since I did my homework on what clan occupied which provinces I intend to start the game from there as if the clan they're working for is conspiring with more evil forces to get ahead.


Is Spellbound coming soon?



What? It's been out for a while.



please tell me your main enemy will be a shapeshifting master of darkness


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They're more likely to end up working for such a guy, and I didn't not intend to have a main enemy given that there are many clans vying for power; If anything Oda Nobunaga is supposed to be the main enemy since my first idea when writing this was "What if a really important figure during the Sengoku era accepted Christianity" So combined his actual victories during his unification of japan, plus his now alienating foreign power makes for a very dark turn in the story of the Sengoku era as his powers after baptism and ruler ship of his province leads to the total disintegration of the native culture and spirits.

Of course this is Fantasy craft so he could always be a good guy in that mind as well, if the players were more aligned and working for him, there are still other foreign powers at play here that are beyond the pale of the Sengoku eras politics, it's just that Christianity is the most alien of them all, since this is the period of "First contact" as well for much of the west and Japan.


File: fda34b9d8d7b11c⋯.png (283.8 KB, 900x535, 180:107, ClipboardImage.png)


Aku's various forms would be solid material for statting monsters. Make his default form Huge and he can go between Colossal and Medium with Shapeshifter II. Shapeshifter is much more interesting if you confine a monster to a specific set of forms. Took a crack at a base form:

Shogun of Sorrow (Huge Horror Outsider Plant Walker — 310 XP):

Str 20, Dex 14, Con 24, Int 8, Wis 8, Cha 18;

SZ H (4×4, Reach 10); Spd 200 ft. ground;

Init III; Atk VI; Def III; Resilience VI; Health VII; Comp I;

Skills: Intimidate X, Resolve IV, Spellcasting X;

Spells: Bestow Curse, Contingency, Detect Alignment, Expeditious Retreat, Line of Fire, Scare II, Scrye V, Summon Legion V, Temporal Stasis, Wish III;

Qualities: alignment achilles heel (righteousness -2XP), clumsy, damage immunity (electrical, fire, sonic), damage reduction 20, devoted (Darkness V, Deceit II, Order IV), dramatic entrance, interests (Darkness Alignment), monsterous attack II, monsterous defense IV, natural defense (fire), shapeshifter II, spell defense X, spell reflection, story-critical, turning (Folk), veteran V.

Attacks/Weapons: Death Glare (damage V: ray 100ft. range; damage type: divine)

Given that Aku keeps some traits consistent across his forms, you could probably use a custom template to save time.


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>What? It's been out for a while.

You mean this?



>The thing about this sort of build is that you lose out on balancing the character. The variety of combat actions and non-combat mechanics makes this kind of character not just limited but probably gimped.

Can you elaborate?


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Yeah, everything has an opportunity cost. To max out an attribute you have to dump the rest. If you pick other options to get the highest attribute score you miss out on other options that just balance the character out. A high attribute score is also not a very efficient way to get better at things compared to skill points or qualitative changes (e.g. any class abilities like Hand of Death that set your minimum roll to 20 + class level). If you go out of your way to pick options that boost one thing you lose the mediating effect where most classes and origin options are supposed to have multiple strengths and weaknesses.

Let's look at the STR example given here >>311672

>Strength 41

This build starts with Orc. Maxing STR leaves 14 points for other attributes. This build requires all 10 Paladin levels. Pally requies 15 CHA to enter (11 points). That leaves us with 3 points to buy attributes. Since INT takes a -3 I'd put it all in INT for base 11 total 8, giving us:

STR 21


CON 11



CHA 15

Low INT means too few skill points to offset the 12 of 20 skills that start with a -1 from an 8 attribute (Priest/Pally give 6/level -1 from INT for 5/level). Depending on how skills are allocated, an opponent can hit them with basically any combat action that isn't Bull Rush, Disarm, or Grapple until they find the defense that's weakest. Tire and Threaten both provoke death spirals with subdual or stress damage. Tire is better because the save for subdual damage is Fort, which is weaker for Priest/Paladin (a measly +6 at level 20). Being fatigued from subdual damage drops your STR score by 2 per each of 4 grades, so it also weakens you and makes you even easier to hit with attacks. You have to be adjacent to tire a character, and STR is most useful in melee (hurled weapons are pretty much out because of low DEX, and you don't want to throw holy weapons). So for this character to get much use out of their maxed out STR they have to be exposed to their biggest vulnerability. AFAIK, there's nothing offsetting this weakness (like how Ogres can shrug off shaken/fatigued once per scene). All you could do is max out Resolve, which would be equal to max ranks or career level +3.

Let's assume the character is level 20. A level 20 NPC only needs Resolve as a grade V signature skill to win more often than not with Tire (+24 Resolve vs +23 Resolve). This includes a significant chunk of the rogues gallery. But screw that, a big enough mob of Knights pose a serious threat. Give them mauls (2d6+2 subdual, average 9 damage) or other subdual weapons. They have +24 attack vs 25 Defense and 25 Defense vs +29 Melee Attack (BAB 14, STR +15). Either side is guaranteed to hit barring errors or Total Defense actions. Initiative is going to matter here. STR40 has +9 at CL20. TL20 knights have +15. They'll go first 77.25% of the time. Each hit provokes a (+6) Fort save DC 10 + 1/2 (round down) accumulated subdual damage. On average they do 7 damage. We're looking at +6 vs DC of 14, 19, 23, 28. Barring action dice, odds of success are 65%, 40%, 20%, 0%. On a failure, the damage/save resets. After 2 average hits from a maul, there's a 60% chance of becoming fatigued. Even with armor this is punishing.

Each knight can do 2 hits per turn once in melee range. 5 failed Fort saves puts a character unconscious. Knights have worse odds vs damage but with better numbers and first move their ability to act means it's probably not even an issue. 4 of these guys can deal 8 attacks in one turn with average of 9 subdual damage. STR40 can probably cut them down to 2 on his turn, but he's still up against 2 with 4 attacks before he can beat them next turn. That's 12 hits, 12 Fort saves. 5 Failures takes you out. If basic bitch Knights can do this given a maul each, then serious monsters can wipe the floor with this guy. The hard counter would be something that attacks in a mob and deals heat or cold damage (subdual instead of lethal, and ignores DR so armor won't help). Or just send the fucker to the desert/tundra for ambient heat damage.


Maxing out strength per >>311672 is just showing off, and gimps your resistance to subdual damage. This is the type of dude who looks impressive but has a heart attack in a sauna.



...I thought you had responded to the burglar/scout build i was posting, not the pic of maxed ability scores; I already knew why that was bad

man you didn't need to post all that



Nah, lol. Just the bit correcting max STR as 40.


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and to think, I was about to play an elf for once



What kind of build are you aiming for, anyways?


I'd love to keep this thread alive, but over the past two years I've asked pretty much everything I can think of.

Pretty sure spellbound is stillborn at this point.

Anybody feel like posting their characters?



FC is on the top of my list of games that I totally want to return to someday provided a miracle happens and I can get my whole group together more than once a month to play a second game on the side of our usual game. I think if Spellbound did come out, it might be enough to get several of my friends to re-prioritize game night on their schedules.


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I posted thirteen earlier in the thread and I continue to monitor this thread and the official Fantasy Craft forums.

Which remain dead but for the release of a PC Generator you can buy from their website for 4 bucks.



If anybody has a character build idea I'll whip something up. Been considering making a custom character sheet for noobs. Something like the class-specific sheets out there for Pathfinder.



there's a few fictional characters I'd like to see statted in FC, like conan or drizzt


File: d2ee160456307c0⋯.gif (20.42 KB, 862x366, 431:183, ConanStats.gif)


Drizzt has stats that can be converted over. Gygax statted out Conan for D&D but since he's not originally a D&D character it would be better to start from scratch there. If we're talking NPC stats then it would be interesting to see how much XP the most accurate possible versions would be worth. If we're looking at PC stats you might need to pretend the character had seen actual play to be very accurate, since a PC created above 1st level will have fewer resources that one who got there from level 1.

Here's Drizzt converted to an NPC using the OGL conversion rules and his 3rd edition stats I found. Minimal creative liberty here.

Elf(T) Drizzt (Medium Fey Walker — 70 XP):

Str 11, Dex 15, Con 12, Int 13, Wis 15, Cha 12;

SZ M (1×1, Reach 1); Spd 40 ft. ground;

Init VIII; Atk III; Def II; Resilience VII; Health III; Comp III;

Skills: Spellcasting IX;

Spells: Charm Animal I, Detect Alignment, Dominate Monster II (Plants only), Endure Elements, Entangle, Hold Animal, Neutralize Poison, Pass without Trace, Solitude I;

Qualities: attractive I, burden of ages, class ability (Scout: sneak attack 1d6), favoured foes (Animal, Beast, Outsider), feat (Lightning Reflexes, Night Fighting, Spider Nation, Two-Weapon Fighting, Two-Weapon Style), improved sense (hearing, sight), interests (A: Chaos/Good, L: Common, L: Dwarven, L: Elven, L: Undercommon), natural spell (dancing lights 0, darkness I 2, glow I 0).

Attacks/Weapons: Scimitar x2 (dmg 1d6 lethal; threat 18-20)

Gear: Moderate Chainmail (light fittings, Elf Craftsmanship); Icingdeath (Level 16 Magic Item: Scimitar; Essence: Greater Damage Resistance (Fire 10); Charm: Lesser Spell Effect (Winter's Domain II 3/scene); Reputation: 30) Twinkle (Magic Item: Scimitar; Charm: Greater Defense Bonus +5; Reputation: 40)


It's not immediately apparent in the stat block, so here are adjustments made by some of his benefits (no further cost):

>Spider Nation feat: +1 CHA, darkvision II, light-sensitive, 50% discount on poisons, may take Basic Skill Mastery (Sneak & Spellcasting), other races start at -10 Disposition

>The Adventure Companion lists Abide in Darkness and The Gift as feats for a drow, but Drizzt has lost his spell resistance and natural spell is a closer match to his spell-like abilities.

I based his Spellcasting grade on the number of prepared spells, since there's no guide for how to convert that (it would probably make sense being lower with other spells included with Expanded Spellbook). Notably none of his skills have high enough bonuses to confer a skill grade that would exceed his competence grade, so he gets no Signature Skills other than spellcasting. Scimitars don't have stats in FC, so I just used 3e stats.

These components were ignored:

Ambidexterity (all characters are treated as ambidextrous in FC)

Expertise (didn't find a feat or ability to this effect)

Scimitar attack/damage bonuses - not necessary for magic items in FC and would turn them into Artifacts. Icingdeath would get the lesser bonus and Twinkle the greater bonus (+3 and +6 at level 16)

Guenhwyvar - As this is a separate character I may do this later. The idol would be a loot item that can cast Nature's Ally. The version of the spell would depend on the XP value of a statted Guen.

If you wanted Drizzt as a PC you could go with straight Scout and pick feats according to what aspects of the character you want to highlight. I'm not a FR fan so I'm barely familiar with the character.




did we seriously do this at the same time?

elf fencer soldier 20

spider nation

abide in darkness

two weapon fighting/style

combat instincts



surge of speed

lightning reflexes

quick draw

cleave mastery

fencing supremacy

lucky break

pathfinder mastery (caverns)

acrobatics/athletics (split points), notice/stealth (split points), resolve, survival, tactics

decisive attack, killer instinct, most deadly, one step ahead, certainty?

Str 10, Dex 24, Con 10, Int 12, Wis 14, Cha 11

superior dwarf fitted moderate chain + light fittings

x2 superior fencing swords

also somebody statted conan already, just ctrl+f it



>Expertise (didn't find a feat or ability to this effect)

it's Elusive



Well I did an NPC version. You did a PC.


That is a much better name for it, and it definitely belongs on there, bringing the XP total to 72.



actually, on 2nd thought, id go with

burglar 4/soldier 16, dropping pathfinder mastery


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I tried to accurately build Guts and uh tl;dr skip to the final post to see how broken this gets with the synergies in the build.

Took some inspiration from here >>309482

Guts - The Black Swordsman (1/5)

There are two variations, one based on Guts as he first appears (in the early issues), and the one in the Golden Age flashback arc. All of this is pretty much spoiler free.


STR 18+2, put all attribute bonuses from career level into STR for max of 25

DEX 13/10

CON 14 (Monster) 15 (Fighter)

INT 10

WIS 10


Best to have Larger Than Life Heroes for 40 points, but if not then drop DEX to 10. Bear in mind that lower FC attributes translate to higher attributes in D&D (OGL monster conversion makes scores equal 10 + the ability modifier). The focus on Strength is because of the the sheer weight of the Dragon Slayer and the ability to use STR for any skill eventually. If you build less for power, you can re-allocate a bit or use level progression to boost other stats, particularly Charisma if you want the build to have "character development." Strength is necessary not just for wielding weapons and carry weight, but is necessary for Athletics, which rules a number of combat actions but especially Push Limit.


Species: Human

Talent: Fierce (Book of Holding)

Specialty: Monster (Book of Holding) or Fighter

Fierce grants +2 STR raising base 18 to 20 and grants No Pain (shake off fatigued/shaken). Alternatives include Tenacious (same book) and Strong, but I thought this fit best.

Monster grants any Species feat (used to get Guts of course), Crunch!, paired skills (Athletics ranks grant Intimidate ranks), relentless attack, and the unarmed proficiency. This is both thematically and mechanically appropriate. Fighter is perhaps closer to the story (as Guts’ origin as a strict fighter) and intent of specialties and boosts CON further, but what else it grants isn't that great. Extra proficiencies aren't that helpful since Guts sticks to the same weapon pool mostly (use them for tricks), and "considered to have" extra Melee Combat feats only matters for certain tricks, and he should have plenty of these feats anyway. This is kind of a toss-up depending on build preference and character interpretation.


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Guts - The Black Swordsman (2/5)


Fighter build - pure Soldier. Stat-wise this version of Guts is pretty much the greatest/strongest swordsman and not much else. For Golden Age Guts, you'd want the Greatsword chain as well as Flashing/Darting Weapon and probably Cleave. Greatsword Supremacy grants the use of sword and hammer tricks with greatswords, so those feat chains are worth exploring too (since Solder grants loads of feats). As far as tricks go, you'd want Parry and Arrow Cutting, as Guts pretty regularly blocks melee and ranged attacks. Many other tricks are appropriate, including Relentless Attack that the Monster build gets automatically.

Monster build - you will use some of the same feats as the Fighter build. The difference is this Guts is more broad, using throwing knives, a crossbow, and a hand cannon. He also has fewer proficiencies than the Fighter build, so tricks are much more limited. This build is centered more around Guts after the Golden Age arc tapping into his rage. Depending on how much like the manga you want to be, you may use more or less of the Expert and Master class. As is, I posit the following class levels:

Soldier 5

Feral Heart 10

Knightmare 5

You may want to shuffle the leveling order around.

Feral Heart is definitely worth taking to its conclusion, as ...I'm Always Angry is extremely appropriate for Guts, allowing him to divert grades of fatigued into baffled. It also grants the ability to use the STR bonus for any skill at the cost of +3 error range. Along the way, you'll get Rage Fueled to boost your Berserk stance (I recommend the options Massive Gains and Monstrosity for Large Size and Horror Type while Berserk, especially Massive Gains, for wielding the Dragon Slayer, which should be Large), Leaps and Bounds (negating lots of movement penalties), Brutalities (recommended options: Wantin' Destruction and Keen Senses for environmental damage and better senses), a few options centering on the Berserk stance that allow you to avoid status effects and go Berserk more easily. You'll also finish the Rage feat chain.

Knightmare's flavor text directly references the narration describing the Dragon Slayer, so there's that. You need Armor Basics and Glint of Madness so be sure to have those. Knightmare grants divine casting, and optionally you can simply gain access to the Path of Evil. Depending on alignment rules that may be the way to go to avoid problems in a campaign. You get 3 Steps, 2 must be on the Path of Evil. I recommend getting the full alignment and putting the remaining step on Death, granting +2 damage to living characters (which includes horrors). Souleater I and II are right in line with Guts' ability to recover from damage and intimidate his enemies by his sheer toughness.


Guts is a must for either build, as is Great Fortitude. Iron Will and Lightning Reflexes are also appropriate. The build revolves around the Rage and Greatsword chains, but you can supplement these with Edged Master (Greatswords) and the Cleave chain. For both builds, any other weapons besides the sword are contextual and don't warrant feats.

For the fighter build, some Basic Combat feats are good since Golden Age Guts faces off against all sorts of human foes in single combat plus some supernatural ones. Armor Basics and Glint of Madness are prerequisites for the Monster build's Knightmare class. Combat Focus is busted with either build (double your attribute bonus for attack, damage, or save). Combat Vigor, Quick Draw, and Surge of Speed are other decent options.


The Monster build is based on Guts as he is at the beginning of the series, blind in his right eye and missing his left arm. These are described under Cheating Death with the 1st and 3rd degree results for category 9: physical injury.

Missing an eye confers a -4 penalty to ranged attack checks and Notice/Search checks (not too bad for the build), but justifies not using the ranged attacks so much.

Missing an arm prevents using 2h gear (including any greatswords) and confers a -4 penalty with all DEX skills (Acrobatics, Prestidigitation, Ride, Sneak), which is only crippling as far as the gear use goes. This may or may not be a viable element of the build depending on the GM's discretion regarding prosthetic gear (see next post).


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Guts - The Black Swordsman (3/5) - The Black Swordsman's Gear

Guts mostly uses mundane gear, barring the Dragon Slayer and eventually the Berserker Armor. Spoilers are extremely mild in this post and just involve gear Guts acquires and how.


Guts usually wears what's best described as Moderate Scalemail with Light fittings, and the Fitted upgrade.

The Berserker Armor would be Articulated Plate with Heavy fittings and the Fitted and Lightweight upgrades. It's also a magic item, probably best as an artifact.

Essences: Probably best to represent the armor's pain-defying abilities as Vitality, Greater and at least one Save Bonus (Fort and maybe Will) along with Regeneration 2.

Charms: The Berserker Armor should include Strength Bonus, Greater of course. Probably Constitution Bonus, Greater as well. Its negative effects on the wearer may best be represented by a spell effect that triggers automatically, making the armor an intelligent item.

The Berserker Armor is probably unsuitable for part of the build directly, but something a GM might grant the player or something an ally could build with the right feats.

Prosthetic Left Hand

We meet Guts missing a hand, with a mechanical replacement. This is up to the GM, especially because of Guts' use of 2h weapons. The medieval prosthetic is justified in canon as being able to grip a sword because of magnetism, but really it works because it's cool. The level of craftsmanship involved should promote the item to a Prize at least, although I don't know how you'd stat/value it. Losing a hand is a catastrophic (1) result of Cheating Death, and the equivalent catastrophic result regarding Reputation is to lose all Reputation and Renown, so a replacement hand would be in Priceless territory for a prize, i.e. an artifact. On the other hand, the Prep Cost of Regenerate (level 7 spell) is 1 Reputation and that fully regrows lost body parts. Given the swing there I'd say this is 100% up to GM discretion.


Proficiencies: Edged, bows, hurled, black powder.

Only the edged forte is strictly required, although depending on how the crossbow and hand cannon are represented they may require a forte. Golden Age Guts mostly sticks to swordplay so the rest are less necessary for a Fighter build.

Repeating Crossbow, temporarily attached to rails on the prosthetic arm so use the Grip upgrade. Alternatively use a Bracer Crossbow from BoH which can be attached with 3 Handle Item actions (with Quick Draw you can grab it (1) and attach it (3) in a single turn).

Throwing Knives Grab a set of these for close quarters beyond melee.

Dagger worn on the hip for CQC and utility.

Hand Cannon but give it an upgrade. Call it "Prosthetic" that gives is the worn quality and overrides the 1-handed restriction for weapon use in grapples.

As for the sword...


File: c5f93c06c23c12b⋯.png (364 KB, 627x1600, 627:1600, too big.png)

Guts - Black Swordsman (4/5) - The Dragon Slayer

If you're building Fighter and full Soldier (more akin to Guts from the Golden Age arc), the big swords Guts uses in that context are not much bigger than vanilla greatswords. If you're doing the Monster build, this weapon is appropriate. Stats first, explanation after.

Dragon Slayer (Greatsword)

3d8 lethal | threat 18-20 | AP 6, massive 2*, reach +1 | L/2h | Hard 5 | 15M | 250 lbs | Reason | 2000s

*user needs STR 25 or higher to wield, can sprawl characters up to your Size

Combat stats are modified from the battering ram

At some point, it should be enchanted with:

Charm: Bane, Greater ([TYPE]*: +2 at level 1-2, +3 at 3-6, +4 at 7-10, +5 at 11-14, +6 at 15-18, +7 at 19-20)

*The type should match whatever type the setting uses for demons or analogous beings. The core book uses Outsider, but the demons in Berserk generally also fit as Horrors.

In story this is justified by slaying so many demons and absorbing their blood/essence.

None of the greatswords do this thing justice. It definitely needs a higher STR requirement than massive (15), but how high that actually goes depends on balancing plausibility and mechanics. It should also count as Large, which raises questions about characters wielding weapons above their Size, but it's not an issue if you have Massive Gains from Feral Heart. So the first question here is how to convert between STR and the weight you can wield as a sword. The second question would be what’s a reasonable weight to give the biggest practical sword.

The heaviest vanilla greatsword is the Zweihander at 15 lbs. Apply every weight-increasing upgrade (Ogre Craftsmanship, Armor Piercing, Cavalry, Keen, Trip) for +125% and a total weight of 33.75. With the Large scale upgrade it’s 78.75 lbs (+425%). A Large character with STR 15 has a light load of 200 lbs (78.75/200 = 39.375%), vs a Medium STR 15 with 100 lbs (33.75/100 lbs = 33.75%). That suggests a character can wield a sword that weighs at most about 40% of their light load. However, if we’re looking at statting a weapon that could be upgraded, we should look at the un-upgraded weight, which suggests 15% of light load (for medium characters, 15/100) or 30% (for large characters, 60/200 lbs). We’ll go with the higher of these as an upper bound, especially since we’re building for a character who is effectively Large.

Looking around online, the Dragon Slayer is estimated anywhere from a couple hundred pounds to over 600. If we require STR 25 from Berserk stance or from levels, that has a light load of 450 lbs, or a maximum sword weight of about 180 lbs and base sword weight of 135 lbs. Medium STR30 or Large STR25 doubles this (300/150). If Guts counts as Large with 25 STR then light load is 900 lbs for a sword weight of 360/270. By the time Massive Gains becomes available (Large STR26 at CL7, 1000 lb light load), it would be doable to wield up to 400 lbs (300 lbs base sword weight) per RAW-based math and based on the massive quality. We want this to be usable in theory by anyone with STR25 so let's put the sword’s weight at 250 lbs, even though this build could go higher.

Just for fun though, the maximum Strength of the Monster build (CL20, Large STR31 in Berserk stance: Base 20 +5 (Berserk) +5 (Levels) +1 (Greatsword Supremacy)) yields a light load of ONE TON, a maximum sword weight of 800 lbs, and a base weight of 600 lbs.


File: a642a95c6459d90⋯.jpg (60.57 KB, 400x400, 1:1, Guts HAYEAYEAYEAYEA.jpg)

Guts - The Black Swordsman (5/5) - Possibly Broken Enough to Do the Character Justice

And finally, here are the most relevant synergistic effects you get from the Monster build.

Absurdly high Strength starts at first level, and eventually reaches 31 while Berserk (Tarasqe has 28, and the highest STR build determined ITT was 40). Career Level grants 5 bonus attribute points. Berserk stance grants a +5 bonus to STR. Greatsword Supremacy grants a +1. You start with a +6 attribute bonus and end with a +10 bonus. This applies to damage, which increases to +11 with melee attacks from Crunch! (Monster), and Soldier’s Accurate ability lets you roll 2 action dice to boost attack checks for the price of one. Carrying capacity is ridiculous (light load progresses from 200 to 500 lbs without benefits from Berserk stance, which thanks to the Size modifier will grant an effective +10 STR and quadruples non-berserk carry weights). Lastly, Feral Heart’s finisher lets you use STR for any skill at the cost of +3 error range (20% error chance for trained skills, 30% for untrained skills). Strengh can be boosted even further with the Death Knell effect from Souleater (see the stress damage bit below).

He becomes practically immune to subdual damage. Guts halves the penalties from fatigued (-1 STR/DEX per grade). Fierce grants No Pain (completely ignore first grade of fatigued/shaken), and I’m Always Angry (Feral Heart) allows diverting fatigued grades into baffled (max grade V) which drops skill checks only (and again, I'm Always Angry lets you sub STR for any skill). Great Fortitude increases the chance of succeeding subdual damage saves by +3, and the Monstrosity option from Rage Fueled grants the Horror type in Berserk stance, boosting the chance by +4, total +9 with your CON. Your base Fort bonus catches the single-class fast save progression at CL6 and beats it at CL16. Maximum is Fort +23, which is 50/50 on DC 34 or 48 accumulated subdual damage. So very low chance to become fatigued in the first place and may tank six grades of fatigued before taking one grade. Finally, if you have Iron Will, you can shrug off a grade of fatigued or shaken once per scene, allowing you to tank up to 7 grades of fatigued before you even start to feel the halved effects for fatigued VIII-XI.

Stress damage output means skill points in Athletics also train Intimidate (Monster’s paired skills). Fierce lets you Threaten up to 3 opponents at once, synergizing with the Souleater ability from Knightmare (gaining the effect of Death Knell (+1 STR and Caster Level, max +5) each time you make a special character shaken). Glint of Madness (Prereq for Knightmare) makes Threaten inflict more damage (1d6 -> 1d10). The Monstrosity option from Rage Fueled (Feral Heart) grants the Horror type, reducing enemies’ Will saves by 3, making stress damage more prone to inflicting shaken. Knightmare grants the Unholy Power refresh trick, which causes enemies to suffer stress damage equal to 2x the vitality you recover with a successful Refresh. If you want to push this further (and stay within character) drop a level from Soldier and take your first level in Martial Artist for Unyielding which lets you Refresh with up to 3 action dice and while unconscious or dying.



Oh, and addendum to this, if you do take Martial Artist as your 1st level you also get the Martial Arts feat, allowing you to use your obnoxious STR bonus to Defense on top of everything else.



>x2 superior fencing swords

*razor swords


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Here's an alignment based on the old gestalt character classic.



Acrobatics, Athletics, Impress, Intimidate


Beauty, Chaos, Deceit, Strength, War

>Ritual Weapon

Broad Axe


Anarchy Demon (100 XP)

>Opposed Alignments

Any with the Order path or Civilization path


For The Darkest Hour in time of high adventure, i want to try to do a demo of fc in my flgs but what level characters would be good to throw at the players, assuming i print out cheat sheets for their feats and stuff? I was thinking level 7 just so the priest would have more options during the game.


File: b36e47edeb1206d⋯.pdf (8.03 MB, Fantasy Craft Iconics.pdf)


>I was thinking level 7 just so the priest would have more options during the game.

That may be on the high side for a demo. Both because it's more content for the players to parse and more for you to make. Depending on the character you're looking at probably 5-8 feats. What level you pick for them is mostly a question of how complex you want to be, since NPCs are designed so they can scale to any level.

The iconic characters made by Crafty Games are all 3rd level and include a cheat sheet for each character. Here's that for reference if it helps. My advice would be to estimate what the players would want to deal with and build according to that. It's not that hard to add or remove a level from the PCs if you think you should adjust.


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I'll be introducing players who are used to Pathfinder. What are some things to look out for in transition? I have a couple questions already.

How does one accommodate Perform in Fantasy Craft? Is it better to use a new skill with focuses, or would it make more sense to roll Perform into Impress and include a focus for diplomacy or oration or something? It's weird to me to just let someone be equally competent at any performance using Impress.

How much would change if I used PF's skill point method?

>no 4x skill points at level 1

>no restriction on where you put skill points

>if it's a class skill you get a +3 bonus if you put skill points in it


File: 0d84172014b3695⋯.jpg (25.44 KB, 400x300, 4:3, stepup.jpg)


>Players who are used to Pathfinder.

>What are some thing to look out for in transition?

Well, the players who are in transition for one. I understand they don't like the inadequacies of their ambivalent and undefined status to be put in the spotlight. And yet they want to be rewarded for making that choice to undergo the change. It's a delicate situation so I wish you all the best. On the bright side if they make for an attractive trap at the end of it - wahey you've got yourself a potential futa. Enjoy.

>How does one accomodate Perform in Fantasy Craft?

In the Forge chapter, there's a generic entry for 'Musical Instrument' and the description of such indicates that it is for use with 'musical performance'. That would imply it is tied to the Impress Skill, since the description of the skill includes "a brilliant performance at just the right time".

Further support this by encouraging the player to pick music as a Study for their knowledge base. As the GM, you can give them a circumstantial +1 bonus to their roll for having that Study, and another circumstantial +1 bonus for having a musical instrument. They could later invest in the instrument of choice to improve it to a masterwork item that let's them reduce their error with a performance by -1 (min 1, I believe).

>Would it make more sense to roll Perform into Impress and include a focus for diplomacy or oration or something?

I am going to go ahead and assume this is a completely separate line of questioning from the previous - the previous being a question about music, and this being about diplomatic oratory. You're not being very clear.

They want the Impress Skill, as outlined above, but they also want to compliment it with the broader range of social skills:

>Dsguise let's you mimic others in body language

>Bluff let's you lie,

>Haggle: diplomacy is all about making deals, and this let's you handle that end of it

>Sense Motive: Self explanatory

>Tactics: Often overlooked for the social battlefield; the outmaneuver sub-action of Tactics let's you lay the groundwork of the social dynamics of a party, improving your potential for crits when you're sniping that one Lord who just got on your nerves and you want them mired in lies about their character.

>It's weird to me to just let someone be equally competent at any performance using Impress.

It isn't. Pathfinder mires itself by letting a skill like Perform propagate into multiple instances of the same skill, meaning it takes more space on the character sheet than it needs to. Fantasy Craft's solution to that is to just have any performance fall under Impress but the KIND of performance is supported by the individual characters Gear choice, Study choice (for their foundational knowledge), and how the player goes about setting up and executing their performance as a Bard (for those who want a musical experience) or the preparatory groundwork laid for their public appearance (for the Socially inclined orator) - those last two elements being the ROLEPLAYING aspect of the character, supported by appropriate skill checks determined by you, the GM.

>How much would change if I used PF's skill point method?

Don't do that. You're here to introduce them to Fantasy Craft. Don't do it half-assed. You grab that ass and go deep.

But, real talk? There's a very statistically balanced and mathematically relevant reason why you wouldn't do that and it has to do with the OCD levels of bell-curve analysis the Fantasy Craft developers put into the way skills are generated and distributed in their game. You would be fucking with a system you don't fully understand. Trust what they've done and trust that if your players aren't afraid to try a whole new system, they shouldn't be afraid of going all in. They shouldn't need tiny accommodations like this.

Let the system show you what it can do.


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>On the bright side if they make for an attractive trap at the end of it

Uhm, ackchyually

Traps are feminine crossdressers, not MtF trannies.

>Further support this by encouraging the player to pick music as a Study for their knowledge base.

>and another circumstantial +1 bonus for having a musical instrument.

>They could later invest in the instrument of choice to improve it to a masterwork item

That's a pretty great idea. Some of the materials suggest very specific Studies too, like Monster Hunter having Studies for specific species. They could even take a Study for a specific instrument.

>I am going to go ahead and assume this is a completely separate line of questioning from the previous - the previous being a question about music, and this being about diplomatic oratory. You're not being very clear.

Well, because Impress combines Diplomacy and Perform (maybe others?), I was wondering if it made sense to treat it as a Focus skill, having focuses like Oratory for speech and other focuses from the Perform skills - instruments, song, dance - and allow the players to use different focuses for diplomacy purposes. Depending on the target, some things would work better than others. Talking would be good for your typical folk but not for animals or people without a common language. Musical performance probably wouldn't work as well for intelligent creatures who want to be convinced, but it might fascinate animals and monsters. This was a tentative idea, and I think your approach with Studies makes more sense and avoids confusion.

>They want the Impress Skill, as outlined above, but they also want to compliment it with the broader range of social skills:

No, all those would remain their own skills. This was strictly turning the various Perform skills into a bunch of focuses under Impress and using any for Diplomacy purposes.

>Pathfinder mires itself by letting a skill like Perform propagate into multiple instances of the same skill, meaning it takes more space on the character sheet than it needs to.

Hence the focuses, but I like your solution better.

>You're here to introduce them to Fantasy Craft. Don't do it half-assed. You grab that ass and go deep.

Fair enough. They've played D&D before so they're familiar with the older skill point allocation. They just don't like how tedious character creation is with skill points. FC already fixes that a lot by having a better list of skills though.

>There's a very statistically balanced and mathematically relevant reason why you wouldn't do that and it has to do with the OCD levels of bell-curve analysis the Fantasy Craft developers put into the way skills are generated and distributed in their game. You would be fucking with a system you don't fully understand.

Makes sense. I figured this was more like an improvement they could have included but didn't. I think my group can handle some extra skill points at first level like they did with D&D.

Thanks for the help.


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>They could even take a Study for a specific instrument.

You want the studies to be 1. relevant. 2. Broad, yet 3. Defined.

1. Relevancy is both in the hands of the GM and in the hands of the player - the player needs to express interest in looking for opportunities to explore that part of the character. You, the GM, should reward that initiative by setting up those opportunities.

2. Broadly defined Studies find a bit more use than something ultra-specific. Rather than just have them jot down 'Study: Flute' better to have them write down 'Study: Wind Instruments'. Remember, a study isn't just the practical use of a thing, but its theoretical knowledge too.

3. But don't let it be too broad. See 2.

>I was wondering if it made sense to treat it as a Focus skill, having focuses like Oratory for Speed and other focuses from the perform skills...etc etc

Defining or using elements of the types you are trying to articulate is where the Class abilities come into play. Trust the system.

>They've played D&D before.

And yet they don't find Pathfinder - which we often pejoratively refer to as MATHfinder - tedious? My only suggestion here is to remind them that the lump sum of skill points only happens at first level - and believe me, if you're not a Burgler or one of the classes which enjoy high skill point accumulation per level, you will notice you'll be starving for those skill points later. This is a good thing. Means you can't have everything you want.

>Thanks for the help.

Anytime. It's what we are here for. You are hereby required to report back with the game you run. Give us stories for god sakes, the assholes in this thread spend too much time theory-hammering out builds and talking about numbers. I stick around because I want to collect some twine for my ball of yarns.




Fantasy Craft has a mechanic where sometimes you can raise the limit on how many skill points you can put into a skill, if you do the whole pathfinder skill thing people won't be able to use that to specialize deeper in certain skills.

I think it is called "inspired X" where X is the skill. You'll find a lot of player races have it so it is probably going to come up.


I don't know why I saged this post >>415186

Didn't mean to.


>Rather than just have them jot down 'Study: Flute' better to have them write down 'Study: Wind Instruments'.

That makes a lot of sense.

>Remember, a study isn't just the practical use of a thing, but its theoretical knowledge too.

I thought it was mostly/all theory rather than practice. I also considered using synergy bonuses for different uses of Impress, like Prestidigiation for appropriate instruments or Haggle/Sense Motive for some diplomatic uses.

>Defining or using elements of the types you are trying to articulate is where the Class abilities come into play. Trust the system.

Hmm. Maybe my players and I are stuck too much on building toward specific abilities instead of picking the options that seem right for the character idea we want.

>And yet they don't find Pathfinder - which we often pejoratively refer to as MATHfinder - tedious?

Not so much for typical character creation, which is sort of the entry point for most games.

>You are hereby required to report back with the game you run.

I'll make sure I do.

>Give us stories for god sakes, the assholes in this thread spend too much time theory-hammering out builds and talking about numbers. I stick around because I want to collect some twine for my ball of yarns.

Oops, some of that's me.


That's exactly the kind of issue I was looking for. Thanks.

It wouldn't be impossible, but it would be much more expensive at character creation. If you have an Enlightened skill (Career Level +5) then you have to lose out on 2 other maxed skills instead of half of one at 1st level. Yikes.


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I'm also curious about Crafting for creating buildings or ships.

For buildings, RAW would suggest just using your Reputation crafting results to make a holding, but building materials you might contribute are priced in silver while the holding is priced in Reputation. How do you square that? I could price crafting materials by Reputation, but realistically you could build anything out of them, so is there a way to convert between them?

For ships (which can be used as holdings), you could build them as gear items, but if you want to obtain a holding you're supposed to pay Reputation for it (feats and quest rewards aside). The book lists a barge at 20 Reputation as a holding or 1000s as a vehicle and an ironclad at 40 Reputation as a holding or 12000 as a vehicle. It's a lot easier to craft 1000s than 20 Reputation, but easier to craft 40 Reputation than 12,000s. If you wanted to build a ship to have it, what's stopping you from using it as a Holding (no upgrades), whether it's technically one or not? And if it's cheaper to build it as a holding, why would you not do that as long as someone has a Prize slot for it?. How would you resolve this?

My players like to mess around with building their own stuff so this will come up for us. Magic Items seem simple enough (just use Reputation cost).


Since we are still in Spellbound NeverEver time, what do you guys use to shore up the spell selection in Fantasy Craft?


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>I also considered using synergy bonuses for different uses of Impress, like Prestidigitation for appropraite instruments or Haggle/Sense Motive for some diplomatic uses.

There are skill mastery feats which, rather than grant bonuses for synergy, they grant increased threat thresholds for two particular skills.

>Maybe my players and I are stuck too much building toward specific abilities instead of...

Fantasy Craft appears to be D&D but different on the surface. While yes, it does share some genetic markers with the D20 system (and you can import thing from other D20 into it), you cannot treat character generation in FC the way you would in Pathfinder or classic D&D. Your best bet is to approach the game with a rough character concept in mind (that is, who your character is rather than what you want them to be). It rewards broad selection over min/maxing.


The Spellbound spell list was leaked a long time ago. I use that, with some limitations.



The spells were leaked? I've never seen that, do you have a link to it by chance? I would love to have those options to add to the game I'm trying to get started. Especially since its a lot of people coming over from your usual Pathfinder and 5E fare.



Last link in the OP.


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>There are skill mastery feats which, rather than grant bonuses for synergy, they grant increased threat thresholds for two particular skills.

I know this. I was thinking about ways to use the system's skill features to represent cross-skill stuff. Leaning on synergies and attribute swapping for skills would encourage some players to build skill-focused characters I suspect. That and showing them how skills can be used in combat.

>Your best bet is to approach the game with a rough character concept in mind (that is, who your character is rather than what you want them to be). It rewards broad selection over min/maxing.

It's kind of fucked how D&D's ivory tower design has corrupted the way people think about building characters, tbh. This is how character building should be.


how do you not make such an obvious pun


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>I was thinking about ways to use the system's skill features to represent cross-skill stuff.

At the end of the day, you are the GM and it's your game. Just be sure to remember the point is to get exposure to a new system. Fantasy Craft is designed from the ground up to reward a broad character over a specialized one. While it doesn't exactly punish a character who is specialized, it does mean they will have glaring weaknesses that a GM can exploit.

>How skills can be used in combat.

A word of warning. I have run Fantasy Craft at two conventions. Because of how closely it resembles D&D on its surface, a lot of people have trouble, or outright problems thinking, beyond the following actions in combat:

1. "I hit it with my sword."

2. "I cast X attack spell at it."

3. "I fire an arrow at it with my bow."

My recommendation is to hit them with a classic monster from D&D found in the Fantasy Craft bestiary that just cannot be defeated by conventional means - assuming you follow every special rule listed with the creature and all the rules that govern combat interactions with it.

Skeletons and Slimes are excellent for this. Skeletons because they have Damage Immunity to Bows and Damage Defiance (half damage taken) to Swords - that's half the damage they receive after Damage Reduction sources apply - like whatever armor they are wearing.

Slimes are absolutely IMMUNE to Lethal and Subdual damage sources - but they have a weakness to fire. If your players panic correctly they won't even think about trying to use fire and will promptly try to get the hell away from the Slime. Do note that Slimes are huge creatures and can easily fill a room.

My other recommendation is to try and take all the conventional, recurring phenomena you find in a Standard D&D game and put that same situation or problem in Fantasy Craft, modified such that it requires a different solution than what they would expect. I can't think of anything specific right now but I am sure others in this thread will chime in if they aren't too busy masturbating to their latest character build. I admit sometimes I think I'm the only fucking person who has game mastered Fantasy Craft at all but I am happy to be wrong.

>D&D's Ivory Tower design

I believe this is due to a combination of things - it isn't entirely to be blamed by the designers of D&D though they definitely have their share of this problem - but the culture of players both in the past and some even in the present suffer from that recurring old testament mentality of GM vs Player roleplaying. You had to min-max just to make sure you got past the 1st level / you had to GM like an asshole because your players were themselves assholes.

Some of us have matured. Most haven't.



>My recommendation is to hit them with a classic monster from D&D found in the Fantasy Craft bestiary that just cannot be defeated by conventional means - assuming you follow every special rule listed with the creature and all the rules that govern combat interactions with it.

Would it help to give them some kind of tag-along weak NPC who can show them the right stuff to do, or is it more appropriate to give them a Hint? I've short FC games with players who gave up after they found a monster's DR was eating most of their damage output. They thought it was a "supposed to lose" fight and when I tried to explain that there are other tracks to defeating an enemy and pointing to the combat actions, they weren't getting it (maybe I explained poorly).

>My other recommendation is to try and take all the conventional, recurring phenomena you find in a Standard D&D game and put that same situation or problem in Fantasy Craft, modified such that it requires a different solution than what they would expect.

The smart thing to do is work backward from the abilities the PCs have, isn't it? Finding a normal problem where their ability would be an elegant solution.

>I admit sometimes I think I'm the only fucking person who has game mastered Fantasy Craft at all but I am happy to be wrong.

I've GMed some one-shots and a couple short campaigns, also with players familiar with 3.x

>but the culture of players both in the past and some even in the present suffer from that recurring old testament mentality of GM vs Player roleplaying. You had to min-max just to make sure you got past the 1st level / you had to GM like an asshole because your players were themselves assholes.

I know that's not a problem with this group at least. Most of us have GM experience. Probably more that they tend to fall into habits instead of defaulting to creative thinking. Some of them I know have played the same archetype over and over.


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>Would it help to give them some kind of tag-along weak NPC who can show them the right stuff to do?

I am of two minds with regard to this. On the one hand this opens the doorway to breaching a GMing law that I have bound myself to since I learned this lesson long ago.

Thou shalt not create a GMNPC of any kind.

The moment a solution for the players is handed to them rather than forcing them to figure it out using the tools they have at hand (the rules of the rulebook that they have and the character sheet before them) is the moment you take that success away from them. It no longer becomes their triumph even if they were just following the advice of an NPC. You have stolen that.

On the other hand, there is a time and place and sometimes a justified reason for having a mentor. From one GM to another, we know our players can be idiots but we love them anyway in spite or because of this, so there's nothing wrong with an advisor - but that advisor must not, and cannot, steal the spotlight from them. I think a jerkass with a heart of gold type NPC is good for this.

In the end, it's up to you and what kind of experience you want to give them. If you feel it is absolutely necessary for them to have a mentor, then please apply that NPC carefully. It doesn't take much for it to turn into the worst kind of GMNPC. In fact, for that very danger I would warn you away from doing it at all.

>The smart thing to do is to work backward from the abilities the PC's have, isn't it?

Perhaps. What can everyone do? Answering this question let's you concoct opportunities for using the assistance rules. What can only one person do? The reverse - what spotlight opportunities exist for the specialists with unique abilities and skills?

>I've GMed some one shots and a couple of short campaigns, also with players familiar with 3.x

And you didn't storytime in here? Shame.

>I know that's not a problem with this group at least. Most of us have GM experience.

That is good.

>Probably more that they tend to fall into habits instead of defaulting to creative thinking.

That's bad.

>Some of them I know have played the same archetype over and over.

That can be good or bad. Depends. I'd invite them to try something out of the ordinary for them because if they step into a Fantasy Craft character thinking it'll operate the same way their usual character build will work they will learn that is not the case.



>It no longer becomes their triumph even if they were just following the advice of an NPC. You have stolen that.

The problem I run into is when players don't want to figure things out, and just want to hit stuff or cast spells or pick locks. Part of why I want to get them on FC is that they normally approach things that way even when an encounter is more suited to a different approach. They sometimes default to "put square peg in square hole" thinking and it doesn't occur to them to try other things. There's also going to be at least one new player and some players with FC experience, and I want to contrast how they respond.

>we know our players can be idiots but we love them anyway in spite or because of this, so there's nothing wrong with an advisor - but that advisor must not, and cannot, steal the spotlight from them

Yeah I was thinking like with the slime example, bringing the quest giver as a guide to the objective, making sure at least they have a lit torch, and have the slime avoid wherever there's torch fire. If they're too thick, I'd have the NPC bumble around near the slime to emphasize the reaction. Not enough? They drop the torch on the slime or something. Probably a decent early game adventure, since they won't have very valuable gear or much of it.

>And you didn't storytime in here?

I did, I think. Maybe a previous thread? It was like 2+ years ago.

>I'd invite them to try something out of the ordinary for them

Tried it with one of them before, and he immediately missed his old archetype.

>because if they step into a Fantasy Craft character thinking it'll operate the same way their usual character build will work they will learn that is not the case.

You can still do the basics, it's more that the toolbox of class abilities, feats, and tricks presents mechanics that they ignore in favor of "hit stuff," "cast a spell," etc since that tends to solve problems too and requires less effort for what they see as equal reward. I would think that giving enemies weaknesses would help, but it doesn't really. Just giving them a resistance or immunity wasn't enough to prompt a creative approach. I think I have to give them a square peg and square hole (other than "hit until dead") and give them very leading hints toward the way(s) to succeed. That and making sure I give action dice when they try something interesting even if it fails entirely. One of my players will try creative solutions until a couple don't go according to plan and then he gets discouraged.


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You may have been right.


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I hope the layout is better than the core rulebook. Maybe the worst is that the entry for the Drake species is split up by two and a half pages of other content. Just put the picture of the first 4 species on page 9 and start the Drake entry on page 12 after the tables.



>Would it help to give them some kind of tag-along weak NPC who can show them the right stuff to do, or is it more appropriate to give them a Hint?

How about thinking of more natural ways to give them a hint instead? Like, describing how the monster reacts to the attacks or it's surroundings? If you throw in a few easy ones of those, like the skeletons or slime the other anon mentioned, then they'll either take the hint and think of different ways to defet enemies in future encounters. If that doesn't work then there's no real reason to have them encounter such monsters later one, even if you include such a helper NPC.


>D&D's Ivory Tower design

Really it's not just the "system mastery", it's the way feats and skills work in 3.x that is to blame. Your character can only get a limited number of them so it's better to focus on your "main role" instead of having a more balanced character. And spellcasters tend to reinforce this attitude even more.



>Skeletons and Slimes are excellent for this. Skeletons because they have Damage Immunity to Bows and Damage Defiance (half damage taken) to Swords - that's half the damage they receive after Damage Reduction sources apply - like whatever armor they are wearing.

That's not going to phase any decent D&D/PF player. Taking a bludgeoning backup weapon is melee 101 and even WotC themselves repeatedly recommended it in their "____ With Class" series of web articles.

>It's always a good idea, however, to have a second melee weapon available in case you lose your primary weapon or it proves ineffective. Make sure this weapon deals a different kind of damage from your primary weapon. If you normally use a longsword (a slashing weapon), for example, consider a morningstar (which deals both bludgeoning and piercing damage) as a backup.

In-fact, it's not unusual for newly created characters to pack an alchemical silver light mace, cold iron dagger and some lantern oil rigged as bombs in case of swarms.



As much as I love FC, shit like that is hard to excuse. There's no fucking reason they should have made layout decisions like that, especially because they weren't amateurs and had a mountain of Spycraft books under their belts already.



>How about thinking of more natural ways to give them a hint instead?

Tried it.

>describing how the monster reacts to the attacks

Would require them to try different things. Once I communicate that one thing doesn't work they assume they can't win.

> or it's surroundings?

My players usually feel cheated if I put the solution in the environment. I've never gotten a good response to what gets interpreted as "there's a big chandelier dangling above the monster, hint hint."

>If you throw in a few easy ones of those, like the skeletons or slime the other anon mentioned, then they'll either take the hint and think of different ways to defet enemies in future encounters.

I tried skeletons with some of these players and I had to tell them the mechanics when they didn't get "there's no flesh for your blade to slice, but the impact of the weapon still deals half damage." Then they were annoyed about that and the fact that most blunt weapons deal subdual damage, to which undead are immune. So unless you brought one of the lethal damage blunt weapons, it's either half damage from edged weapons or half damage and attack penalty to convert to lethal with most blunt weapons. I houserule that skeletons have achilles heel (blunt) now and feel like they probably should have had that to begin with.

>If that doesn't work then there's no real reason to have them encounter such monsters later one, even if you include such a helper NPC.

Sure but if you're not going to use what makes FC interesting what's the point? Damage types isn't even a FC thing. D&D has it. It's pretty universal. If all you want out of a game is whittling down a damage pool and describing how you make attacks, you can do that with one page of rules and a character on an index card.



My GM experience is that the players who were used to D&D were stuck enough in the D&D mindset they had trouble with the same concept using different mechanics (see the skeleton example above in this post). That's part of why I want the new player(s) to start with FC since it specifically doesn't teach narrow thinking and D&D's character build logic.



I always felt like they went for saving on page count over having a good layout. Which is weird because at the same time they insert a lot of pictures in a way that seems random.>Taking a bludgeoning backup weapon is melee 101 and even WotC themselves repeatedly recommended it



>I've always felt like they were saving on page count over having a good layout.

Crafty-Games has specifically stated that this was the reason. They're a small company and at the time of first & second printing, Fantasy Craft was one of the largest books they put money down to publish.


I'm getting ready to run a play by post game, anyone have any experience or advice with this?


Speaking of layouts, what would any of you want from a redesigned character sheet? I want to fix a couple of things that have bothered my players in the past (e.g. move Lifestyle and money to the gear page), but I also don't want to miss any other potential improvements. I'll leave out the details for planned changes for now (in case they conflict with better suggestions), but the idea is that the new sheet would be organized clearly for ease of use, while still being usable for high-level PCs (avoid running out of space).


So whose dick I gotta suck to find a game for this thing


When is Spellbound?



Current ETA looks like not actually that long. Maybe 2019 or 2020. >>415366


>As Scrye II, except that while projecting you may also cast spells up to Level 3 as if you’re located at your point of view.

>A bolt of lightning appears beneath your feet, carrying you to any location in the Area you can see. This

lightning cannot cause damage, nor may it penetrate objects or barriers, though it may thread between objects and

through openings if you can fit.

Does Scrye III+Ride the Lightning really make for a ghetto Dimension Door? Not that useful in Fantasy Craft since schools aren't restricted, but it seems neat in Spycraft 2.0 (Where Teleport doesn't exist)


Is fire damage really as retardedly broken as it seems?

>must make reflex save against damage or catch on fire

>if on fire, must spend entire turn trying to put it out if they don't make a will save against the same DC

>all your efforts trying to put it out are nullified at best if you're hit by more fire

>fire damage spells deal much more damage than a normal spell DC

At level 6 a Scorching Ray deals ~22.5 damage to a single target and if the whole party joins (throwing oil at the victim) the blaze just gets hotter and hotter.



Scrye III can look a lot farther away (Remote: 1000 feet) than Ride the Lightning can take you (100 feet + 10 per CL, max 300 feet), but you might as well use Scrye I since casting a spell from your projected view doesn't help in this case. So that's a level 1 spell and a level 3 spell (DD is 4), and you have to be able to physically get there, meaning there must be a path you can fit through. You don't get to move "as the crow flies" like with DD either, and your path is limited to 110-300 feet instead of 1000.

So yeah, "ghetto Dimension Door" is apt. The reason to get this in FC is that you may not have access to level 4 spells. If your build has slow Circle of Power progression this might come in handy. E.g. a pure mage gets CoP4 at level 9. If you go into Rune Knight at level 5, you only get CoP3 at level 11.


By the wording it's not exactly clear whether additional fire damage just adds to ongoing damage or provokes its own DCs, but yeah fire damage is supposed to be extreme. The downside is that it spreads to scenery and can quickly get out of control (and harm whoever uses it). I think it's supposed to be like the nuclear option.

The will save is actually to balance out the lethality though. The worse it is the more likely the mechanics force you to reduce the damage. Since it only gets worse by 1d6 on its own, losing 10 damage per round will always reduce it (although again, it's ambiguous by the wording whether you still add 1d6 per round if you are putting it out):

<Until put out, any fire — whether on a character or scenery — worsens by 1d6 damage per round.

<Putting out a fire by any means — water, blankets, etc. — decreases a fire’s damage by 10 points per round.

Does "until put out" mean "until it's gone" or "until you start taking the "put fire out" action? GM discretion - how safe do you want fire to be? Also, like the Chunky Salsa Rule, fire should be subject to logic. If a character jumps under water or otherwise removes any oxygen, it should go out immediately. With a fire spell this is actually explicit in the rules:

<Fire: This spell cannot be cast underwater. Also, any effect or item generated by the spell is suppressed when submerged.

If you're concerned about fire damage, here are some options:

<Give the monster a way to put out fires instantly (the trick being getting the damage enough they fail the Will save)

<Have the enemy kamikaze the party when on fire.

<Make sure fire spreads to the environment and threatens the party or allies (and their stuff).

<Have friendly NPCs get mad or hold the party accountable for property damage.

<Give a character Winter' Domain and rule that it also suppresses non-magical fire effects (which have a Caster Level + Spell Level of zero).



>Scrye III can look a lot farther away (Remote: 1000 feet) than Ride the Lightning can take you (100 feet + 10 per CL, max 300 feet), but you might as well use Scrye I since casting a spell from your projected view doesn't help in this case.

Why doesn't "as if you’re located at your point of view." help?

>The downside is that it spreads to scenery and can quickly get out of control (and harm whoever uses it).

Meh, create water is on list and free. Not an issue at all if fighting in a cave, desert, stone castle or other stone structure (most tombs).


"Age (per category of difference)" is listed under the disguise skill. What category? I can't find any such thing.



You know, that's re


>Why doesn't "as if you’re located at your point of view." help?

You could interpret the rules so that it does, but strictly speaking, if the lightning appears where you're scrying (as if you were there) and not where you physically are, how are you going to ride it?

>Meh, create water is on list and free. Not an issue at all if fighting in a cave, desert, stone castle or other stone structure

True but if the fire takes hold in more than one spot you are liable to let it spread one place while putting it out another (and the book says it's -10 per round however you're putting it out, maybe you could grant a discretionary magic bonus to that). And you can always stick flammable cobwebs or slime on stone walls.


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My guess is they left that out of the book by oversight when going through the OGL stuff to adapt. It probably wasn't going to be much different from the d20 rules anyway. You could just copy those and set whatever age ranges are appropriate to the species in the setting.


Can fittings get the fitted upgrade or just the combined armor?


I knew the 3.5 rules, but was wondering if there was an official answer.


Isn't getting rid of that stuff a bonus?



>Can fittings get the fitted upgrade or just the combined armor?

You could houserule fittings can have upgrades for fun (I'd like some dwarven armor with elvish fittings please), but the rules say no. page 174, section Armor Upgrades, last paragraph:

<Upgrades may not be applied to fittings and may not decrease any armor penalty below 0.

>I knew the 3.5 rules, but was wondering if there was an official answer.

No official answer afaik. The crafty forums have a topic for this, they say the same. FC is an OGL game so importing rules from 3.x or OGL games is supposed to be part of the system anyway. Since age isn't factored into the point-buy system for species creation, it's de facto deemed not very relevant (unless a species has a type that doesn't age at all).

>Isn't getting rid of that stuff a bonus?

What, flammable clutter? It doesn't have to be difficult terrain or otherwise mechanically relevant, just some crap on the ceiling that can catch fire and possibly catch characters on fire as pieces fall off. Here, let me whip up a Trap (table 7.6 p339)

Falling Embers (35 XP)

If the party plays with fire too much, they may have to contend with this environmental hazard.

Mechanism: Falling object (bypass skill Search to determine where it will fall)

Difficulty: Simple DC 10 + 1/2 Threat Level, 2 Challenges

Concealment: Poor (1d20+5 Notice DC)

Target: Random party member

Effect: Fire damage (1d6 fire damage per 2 TL, Reflex 15 for 1/2 damage)

Any time fire would spread to something that might cause embers to fall and light up players, pull this on them. Roll Notice to determine if they see the danger and have someone roll Search to determine where not to stand. For extra fun, you can add the Cave-In effect if something load bearing burns. +20 XP and they have to spend time digging through the rubble. Of course, since this grants XP you may end up encouraging players to set everything on fire to boost their leveling. Enterprising players might even lure enemies to stand in the way.


This thread is past the limit, anyone making a new one?


What are the best advanced actions/tricks other than the attribute sub ones in the Adventure Companion and those that grant free attacks?



Best is subjective. Depends on your build and campaign. E.g. Called Shot is essential if you're fighting armored knights all the time but worthless if you only fight creatures. Mix-Up is good if you're not much of a combatant, and customizable to your good moves. The first ones you should get are of course any prerequisites for other options you want.

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