Complete Feats of Strength
05-16-2014, 11:37 AM (This post was last modified: 05-09-2015 09:53 AM by WillyDeWulfe.)
Post: #1
Feats of Strength
FEATS OF STRENGTH
A Versatile RPG system

Last night I was inspired and suddenly it was 6PM the next day and rules for a new RPG had spewed out of me into a Word Document.

It's a fairly simple DnD style RPG where your abilities are based pretty much entirely on feats. It also uses D6's for everything because I wanted to try something different than the standard D20.

CLASSES (Sorta)
These are only called Classes for lack of a better word. There are 3 categories (Race, Power Source, and Profession) with several options you can choose from. Each choice allows you to use a different section of feats and can affect social interactions with NPCs. That won't happen often in this adventure though, so social considerations don't need to impact your choice. (Some feats still use the Social Skill, so Social Bonuses are still useful)
RACES-What you are
Bestial: Literally animals. Dog, Bat, Monkey, Platypus, you name it. They don't have to be real animals either, whatever you want it to be works. For the sake of not being useless, it is assumed that some animals (player characters) can have a humanoid intelligence and can communicate effectively through body language. They can wear armor and wield weapons with their mouths (assuming they don't have tentacles or something). Not everyone believes them to be equal, but for the most part sentient animals are accepted as people. Bestials still often live in forests and such, but they can go into town and buy chew toys or something whenever they want.

Humanoid: Humans, orcs, elves, goblins, etc. If it has two legs, two arms, a head on its shoulder, is biological, and is sentient; it's a humanoid. Humanoids are versatile creatures that usually band together and live in cities. They are the race that relies most heavily on professions and as such often have more than one.

Unnaturals: Beings from other worlds. They usually look rather formless and don't necessarily have limbs, mouths, eyes, or any standard feature most creatures have. Even without eyes they can still see just fine and those without mouths still manage of find sustenance from food somehow. Their peculiarities are more than made up for by their fantastic mental abilities though. Most unnaturals have some level of telekinesis, especially those without arms, and many can teleport over obstacles. Those without mouths usually have a form of short range telepathy and those that stay usually gain native allies they can telepathically relay words to. They've been around long enough that people have gotten used to them, but few people genuinely like them. That being said, their gold is just as shiny as everyone else's and some have even managed to hold political office.

Constructs: Robots, Golems, and Undead. They are usually constructed by humanoids to perform specific tasks and over time extremely well made ones sometimes develop a legitimate soul. The Ensouled Constructs are able to learn and develop as any other creature, but they are still machines at heart. That means they or an experienced craftsman can upgrade constructs with hidden weapons and they don't necessarily have to fall to biological perils like aging or breathing. Most people are ok with constructs, but Bestials aren't particularly fond of them. Most people agree that they're still better than Unnaturals though.

POWER SOURCES-Where your more fantastic powers come from
Arcane: Straight up Magic. The Arcane power source shoots blasts at enemies and pushes them around to control combat. They are one of the most versatile as they are the only Power Source that can choose a feat from another Power Source.

Divine: Power of the gods. Players who use the Divine Power Source need to make up a deity when they start out. It's mostly for flavor purposes, but your choice of deity may affect how other divine characters react to you. The Divine Power Source is focused on buffing allies and debuffing enemies. They also have the most spammable heal in the game, but they have to be close to allies to use it.

Nature: Animal Spirits. The Nature Power Source allows you to change into a bestial for good unarmed damage or control the area around you to buff and heal allies. The twin personalities of Nature: Nurturing Mother and Furious Beast.

Martial: Batman. You weren't gifted with a talent for the arcane, no god has bestowed his power upon you, and the spirits of nature seemed to have better things to do than commune with you. What you do have though, is a very particular set of skills. You've trained long and hard and now you can beat down powerful enemies with your weapon and combat techniques.

PROFESSIONS-Adventuring is just a hobby
Scribe: Bookworms that seem to know a little bit about everything. Scribes usually study other professions well enough to gain access to their feats.

Craftsman: The creators of all the sweetest of loot. Craftsmen can make armor, weapons, shields, potions, traps, barricades, and even constructs to aid them in their work. Most characters find some way to dip into the Craftsman profession.

Criminal: The wrong side of the law. Criminals are the best at sneaking around undetected and delivering sneak attacks. Some are more brazen and present themselves as completely different people before twisting their dagger into the mark's back.

Guardian: TANK. Guardians get the best defensive feats and protect allies well. They are best when they have a shield in hand and an ally beside them.

Entertainer: What's the difference between a Carny and a Politician? Pretty much just the clothes. Entertainers know how to draw a crowd and sway the opinions of the people. They complement Criminals and Guardians fairly well and are liked by everyone except scribes who are too busy with their books to care about the Entertainer's wonderful show.

SKILLS
Skills are just sweeping generalizations of things characters can do besides whack each other with sticks. There's no real skill training, but certain feats add bonuses to skill checks. Usually you roll 3d6 and try to get higher than an enemy's check.
Social: Used to impress, entertain, bargain, or deceive another creature that you can communicate with. A good social check can get you useful allies while a bad one will probably land you in a fight.

Sense: Learn about your surroundings through your senses and intuition. Lets you examine strange objects, detect stealth bastards, and discover traps.

Survival: Gather materials, react quickly to dangerous situations, and endure harsh conditions.

Knowledge: Recall information you heard about long ago. A successful Knowledge Check usually gives you or an ally a +2 on their next roll where they can use that knowledge.

Finesse: For delicate work like crafting and lock picking.

COMBAT
During each turn of combat, each character gets two actions. Actions are usually used to attack, move, or do some sort of skill check.

Combat takes place on a grid of squares. A basic move action will allow you to move 5 squares. Most melee attacks can only be used on targets within one square of you (Adjacent). Unless an ability states that it has a range (range of 5, within 2 squares, etc.) assume it's in melee range.

You can throw anything in your hands 3 squares with no problem. At 4 squares it's -1 to hit and at 5 squares it's -2 to hit. This is mostly done with damaging alchemy potions.

There are a few damage types. Some enemies resist certain damage types and others are weak to them. It is far easier to hit with some damage types than others.

Physical: Most things do Physical Damage. Hit Value:8
Fire: A popular and destructive choice of wizards, but many creatures have adapted to resist it. Hit Value:7
Cold: Ice and stuff. Hit Value:7
Energy: Lightningbolt! Awesome, but difficult to control. Hit Value:10
Affliction: Used for status effects more than actual damage. It's still technically possible to do affliction damage, therefore things can resist it. Hit Value:12

Everyone has access to a basic Unarmed attack that does 1 damage on hit. Unless you take feats to improve it, you're gonna want to get a nice weapon that does a few d6's of damage on hit.

When you attack, 3d6 is rolled and then any to hit bonuses you have are added to the number. You are trying to get a value above the Damage Type's Hit Value + the target's defense for that Damage Type. If you succeed, roll the damage dice for you weapon and subtract that many hit points from your target.

Some creatures and armor have Immunity to a certain Damage Type. This means that they can ignore that much damage from that damage type each time they are hit. For instance, a construct made of ice probably isn't especially affected by Cold Damage.

At the beginning of a combat, each player and enemy rolls 3d6 for initiative. If two characters have the same initiative, they each roll 1d6 and whoever has the higher number goes before the other. Turns are resolved in order from the creature with the highest initiative to the lowest initiative.

If a party manages to ambush a group of enemies, they each get one action to use before the enemies do anything. If they use that action to attack, the attack is a Sneak Attack and has a chance to cause an Affliction.

You can have triggered action though. Just say something along the lines of: "When X happens, I do Y". That way you and the party can work out a strategy instead of just running in willy nilly.

Because battles are so chaotic, it's difficult to focus. While in combat, all characters get a -5 to Finesse Checks. This means a Craftsman won't be able to craft good items and only the best Criminals will be able to sneak effectively.

When you are afflicted with something, you can spend an action to cure it. Roll a survival(endure) check, adding any bonuses you may have. On a 10 or above, you are cured of all afflictions.

When you drop to 0 HP, you are dead. No revivals, end of story.

Well actually a skilled craftsman could probably bring you back as an undead construct if your soul waited around for him and he got an 18 on the Finesse Check, but you're still technically dead. Actual constructs could probably be revived too, but it was a stretch to call them truly alive in the first place anyway.

FEATS
These are the backbone of the system. All abilities and passive goodness are in here. Most feats have requirements like a certain race or a previous feat, but there are a few that anyone can take. Unless otherwise stated, each feat can only be taken once.
BESTIAL
Natural Weaponry
• Requires: Bestial
• Unarmed attacks do 1d6 instead of 1 physical damage
• Can be taken up to five times. Each time adds 1d6 damage.
Natural Poison
• Requires: Bestial, Natural Weaponry
• After a successful unarmed attack, do an affliction roll. If successful, the target is poisoned.
Heightened Senses
• Requires: Bestial
• +2 to all Sense Skill Checks
Wings
• Requires: Bestial
• Allows vertical movement through air.
Heightened Speed
• Requires: Bestial
• You can move 1 more square per regular move action
• Can be taken multiple times to increase movement
Lengthened Appendage
• Requires: Bestial
• You can make melee attacks two squares away instead of just one square.
• -2 to Finesse Checks when interacting with something non-adjacent. Attacking is still fine though.
• Attacks like Sweeping Strike still only work on adjacent enemies, not all enemies your appendage can reach.

HUMANOID
Versatility
• Requires: Humanoid
• +1 to all Skill Checks
Deadly Tools
• Requires: Humanoid, A weapon or tool of some kind
• +1 to hit when wielding a weapon or tool
Leadership
• Requirements: Humanoid
• When an ally you can communicate with makes a skill check, you can add +1 to the roll.
• This feat can be taken up to 3 times, adding +1 each time.
Professional
• Requires: Humanoid
• Choose an extra feat from your profession
Dabbler
• Requires: Humanoid
• Choose one feat from a profession you are not a member of. You are still not a member of that profession.
Dual Degree
• Requires: Humanoid, Dabbler
• Choose a second feat from the same profession you used for Dabbler. You are now a member of this profession and can continue gaining feats from it.
• You don’t get the feats from being that profession. So this and Dabbler give you two feats total in that profession, not four.

UNNATURAL
Blink
• Requires: Unnatural
• You can teleport 3 squares as a move action.
• Can be taken multiple times to increase the range of the teleport by 1 each time.
Telekinesis
• Requires: Unnatural
• You can perform melee attacks and interact with objects three squares away from you instead of one.
• Attacks are made with -2 to hit and Unarmed Attacks still do 1 damage if they hit even if you have something that increases that damage.
• Finesse Skill Checks are made with -3.
• Can be taken multiple times. Each time this feat is taken, the penalty to Attacks and Finesse Checks is reduced by 1. It never becomes positive though.
• For attacks like sweeping strike, choose a square within your range and use that square as your position.
Improved Telekinesis
• Requires: Unnatural, Telekinesis
• The range of your telekinesis improves to four squares.
• Unarmed Attacks made through Telekinesis now do 1d6 damage, but are still not affected by any feats that may change that damage.
• Armed Attacks made through Telekinesis now have +1 damage.
• You can now telekinetically grab yourself and your gear to move vertically even in vacuums. While doing this, you cannot be using telekinesis for anything else (one thing at a time)
Mental Probe
• Requires: Unnatural
• Roll an Affliction attack on an adjacent target. If successful, you can immediately make a Knowledge Check with their bonuses and your bonuses combined.
• You have access to their knowledge, so it’s a good way to get their secrets.
• Can also be used to communicate telepathically (don’t have to do the attack if willing). Useful if you don’t happen to have a mouth.
Knowledgeable Infiltration
• Requires: Unnatural, Mental Probe
• When making the Affliction Roll for Mental Probe, add your Knowledge Bonus to the roll.
Malformed
• Requires: Unnatural
• Choose one feat from a race you are not a member of. You are still not a member of that race.

CONSTRUCT
Built-In
• Requires: Construct
• Choose a weapon. That weapon is now part of you and can only be removed by a 18 Finesse Check. The weapon is also undetectable unless you are currently using it or someone makes a 13 Sense Check.
• Still counts as using a weapon; it’s not unarmed.
• Can be taken up to three times with a new weapon each time.
• The weapon can be changed with two 18 Finesse Checks. (One to take it out and one to put it in)
• Can have a Built-In Tool instead of a weapon.
Upgraded
• Requires: Construct, Built-In
• You gain +1 to hit and +1 damage with the weapon you chose for Built-In.
• Can be taken once for each Built-In weapon.
Unyielding
• Requires: Construct
• +3 to Survival Checks made to Endure
Unchanging
• Requires: Construct
• You don’t age and don’t need to eat, drink, sleep, or breathe.
• This does not make you immune to afflictions, but if there’s bad gas you can just not breathe it in
• You can walk under the ocean with this, assuming you’re strong enough and won’t get crushed.
• Resting can’t heal you, but you can be repaired by someone with the Constructor feat. You regain HP equal to their Finesse Check -5.
Unafflicted
• Requires: Construct, Unchanging
• +1 to defense against Affliction
Modeled
• Requires: Construct
• Choose one feat from a race you are not a member of. You are still not a member of the race.
Associated Damage Type
• Requires: Construct
• Choose a Damage Type. Your unarmed attacks do that damage type and you can spend an action to charge your Built-In weapon so that it does that damage type on your next attack before the end of your next turn.
Denser Alloy
• Requires: Construct, Unyielding
• Choose a Damage Type. You gain one point of Immunity to that damage type.
• This feat can be taken up to three times, stacking points of Immunity onto the same damage type or putting them into a different damage type.
Overclocked
• Requires: Construct
• When you move, you can choose to go up to double your speed at the cost of 10HP of Fire Damage. This damage hits automatically.
• Until the end of your next turn, your unarmed attacks do Fire Damage.
• If you have points of Fire Immunity, they can help mitigate the damage.

ARCANE
Magic Blast
• Requires: Arcane
• Choose a Damage Type. You can make an attack that does 1d6 of that damage type to a target within five squares of you.
• Can be taken up to three times, adding 1d6 to the damage each time.
Magical Versatility
• Requires: Arcane
• Choose a Damage Type. You can spend an action to make your next attack or an adjacent ally’s next attack that Damage Type.
• Can be taken multiple times, adding a possible damage type each time.
Magic Burst
• Requires: Arcane, Magic Blast
• Your Magic Blast attack can now be either single target or it can hit everything within 1 square of the target square.
Arcane Range
• Requires: Arcane, 1 other Arcane Ability
• Any ability gained from a feat that has Arcane as a requirement has +1 range.
• Can be taken multiple times, adding 1 range each time.
Arcane Push
• Requires: Arcane
• Make a Physical Attack against a target within three squares of you. If it succeeds, deal 1d6 Physical damage and move the target 1 square in any direction.
• Can be taken up to three times, each time increasing the distance the target can be moved.
Mimicked Spell
• Requires: Arcane
• Choose a feat from another Power Source. You are still not a member of that Power Source.

DIVINE
Bless
• Requires: Divine
• You can spend an action to give you or an ally within 2 squares of you +2 to hit on their next attack before the end of their next turn.
• Can be taken up to three times, adding +1 to hit each time after the first. (So max +4)
• Does not stack with itself, nor do any of its variations.
Blessing of Change
• Requires: Divine, Bless
• Choose a Damage Type. When you use Bless, you can choose to make the target’s next attack that Damage Type.
• Can be taken multiple times to get different possible Damage Types.
Blessing of Power
• Requires: Divine, Bless
• When you use Bless, the target gets +2 damage on their next attack.
• Can be taken up to three times, adding +2 damage each time.
Curse
• Requires: Divine
• You can spend an action to make an Affliction Roll with +1 to succeed on a target within 2 squares. If successful, the target has -2 to hit until cured.
• Can be taken up to three times, adding +1 for you to succeed on the Affliction Roll each time.
• Does not stack with itself, nor do any of its variations.
Curse of Weakness
• Requires: Divine, Curse
• When you use Curse, the target also takes -2 damage until cured.
• Can be taken up to three times, adding -2 damage each time.
Smite
• Requires: Divine, Curse, A way to do Energy Damage
• When you successfully hit a target with an energy attack, you can make an Affliction Roll. If successful, apply the affects of your Curse.
• Does not apply the To Succeed bonus from Curse to the Affliction Roll.
Heal
• Requires: Divine
• You can spend an action to heal yourself or an adjacent ally by 1d6.
• This can only be used once per turn.
• A creature can only benefit from this once per turn.
• Can be taken up to three times, adding 1d6 of healing each time.
Cure Master
• Requires: Divine
• You can spend an action to allow an ally within two squares of you make a cure check with a +2 bonus.
Transference
• Requires: Divine, Cure Master
• When you use Cure Master, choose a target within 2 squares of you and make an Affliction Roll against them. That target now has all the afflictions the cured ally had.

NATURE
Bestial Shift
• Requires: Nature
• Choose two Bestial feats to replace two of your race’s feats. You can spend an action to shift into your beast form. When in your beast form, your feats are replaced as mentioned and you are now also of the Bestial Race in addition to your other race(s).
• You can spend another action to shift back, regaining your original feats.
• You can take feats with the Bestial requirement, but you will only be able to use them while in Beast form.
• Bestial races can still take this, but it’s rarely useful.
• Because you don’t fully transform, no one will mistake you for a regular animal. Constructs are going to look like beast wars transformers, Humanoids are going to look like wolf men, and Unnaturals are just going to be slightly less misshapen. A bestial might be like a dog with crow wings sprouting out of its back.
Healing Lands
• Requires: Nature
• You can spend an action to make a 3x3 area of Healing Lands centered on you until the beginning of your next turn. Each ally, including yourself, which ends their turn in the healing lands regains 1 HP.
• You can take this feat up to five times, adding 1 HP of healing each time.
Territorial
• Requires: Nature, Healing Lands
• You and any allies in your Healing Lands gain +1 damage.
Expansive Lands
• Requires: Nature, Healing Lands
• Your Healing Lands are now 5x5 instead of 3x3
Overgrowth
• Requires: Nature
• Choose a square within two squares of you. That square becomes difficulty terrain, costing 2 movement for anyone to move through.
• Flying or teleporting through it means you won’t be affected
• The terrain can be destroyed and returned to basic with 3 damage. So anything except an unarmed attack basically.
• This feat can be taken twice, the second time increasing the range by 1.
Rampant Growth
• Requires: Nature, Overgrowth
• When you use Overgrowth, it affects squares in a 3x3 area around the target.
Instant Tree
• Requires: Nature, Overgrowth
• When you use overgrowth, trees grow and become barriers instead of making difficult terrain.
• The barriers have 6 HP. When destroyed, they become difficult terrain like regular overgrowth.
Snow Kin
• Requires: Nature
• You gain 1 Point of Cold Immunity.
Winter’s Bite
• Requires: Nature, Snow Kin
• Before you roll to hit, you can choose to make any attack you do deal Cold Damage.
Frost Shaper
• Requires: Nature, Winter’s Bite
• Whenever you successfully hit with a Cold Attack, that square becomes Slippery Ice.
• When moving through a spot of Icy Terrain, make a 10 survival check or you will be moved 1 square in the direction you were traveling and your movement will end. Then make an Affliction Roll. If successful, fall Prone.

MARTIAL
Focused Attack
• Requires: Martial
• You can spend an action to make your next attack before the end of your next turn have +1 to hit and do an extra 1d6 damage.
• This feat can be taken up to three times, adding +1 to hit each time.
Weapon Training
• Requires: Martial
• Choose a weapon. You now have +2 to hit with that weapon.
• Unarmed does not count as a weapon and so can't be used with this.
• This feat can be taken multiple times, allowing you to be trained in multiple weapons.
Defensive Stance
• Requires: Martial
• You can spend an action to take a Defensive Stance. Until the beginning of your next turn, you have +3 to all defenses.
Flurry
• Requires: Martial
• If you kill an enemy, you can immediately make another attack with -2 to hit on another target within your weapon’s range.
• Flurry cannot proc itself.
Targeted Attack
• Requires: Martial, Focused Attack
• When you use a Focused Attack, call what body part you’re attacking. If the attack hits, you can do an Affliction Roll. If successful, they gain an affliction corresponding to that body part. (See affliction chart)
CHARGE!
• Requires: Martial
• If you move in a straight line towards a target with any move action, you may make a melee attack against that target at the end of your movement.
• Melee attacks include things like Shield Bash in addition to regular attacks.
• Using this gives you -1 to hit.
Sweeping Strike
• Requires: Martial, Melee Weapon
• You can hit up to three enemies in front of you or to your sides. You get -1 to hit for the first one, -2 to hit for the second, and -3 to hit for the last.

SCRIBE
Books for Everything
• Requires: Scribe
• +1 to All Skill Checks.
Expansive Knowledge
• Requires: Scribe
• +2 to Knowledge Checks
Studied Technique
• Requires: Scribe
• Choose a feat from another profession. You are not a member of that profession.
Mastered Technique
• Requires: Scribe, Studied Technique
• Choose another feat from the profession you chose for Studied Technique. You are now also a member of that profession.
• Much like Dual Degree, two feats total, not four.
Calligrapher
• Requires: Scribe
• +3 to Social Checks involving writing. You can give the document to someone else to give them the bonus.

CRAFTSMAN
Armorer
• Requires: Craftsman
• Allows you to craft armor from nearly any material. Obviously, better materials make better armor. Quality based on Finesse Check.
Weapon Smith
• Requires: Craftsman
• Allows you to craft weapons from nearly any material. Obviously, better materials make better weapons. Quality based on Finesse Check.
• Also allows you to make shields
Trap Layer
• Requires: Craftsman
• If you have some materials, you can spend an action to set up a trap or barricade in an adjacent square.
• Traps do 1d6 Physical Damage to anyone who steps on it and can only be detected by a Sense Check equal to your Finesse Check. Traps have to be reset after being sprung, but the materials may not be used up. They also halt movement.
• Barriers impede movement and block line of sight. They have HP equal to your Finesse Check, but may resist or be vulnerable to certain damage types depending on the material they’re made of.
Apothecary
• Requires: Craftsman
• Given the right materials and time, you can brew potions with various effects. Anything from healing potions to weapon poison or sticky goop.
Constructor
• Requires: Craftsman
• If you have the materials, you can build your very own Construct. It won’t be a full fledged one with a soul though, just a servant to carry your bags and sometimes hit stuff.
• With a Finesse roll of 15, you can build a construct out of materials at hand. Constructs range from golems, to undead, to robots, so whatever you want to make you can. That being said, it’s unlikely that a Martial character knows how to put an Arcane spark of life in a skeleton, but we can fluff that by saying you’re just that good of a craftsman.
• Basic constructs just get two feats with the Construct requirement and that’s it. If you manage to roll an 18 on the Finesse Check to make one, they also get a feat from your power source.
• You can only have one construct at a time and it only has 20 HP.
• If you take this at the beginning, you get one roll. Anything less than 18 results in you starting with a basic construct and an 18+ results in starting with a construct with a feat from your power source.
• Constructs built with Constructor have an associated damage type based on the materials used to build them. Their unarmed attacks will be this damage type and they can spend an action to charge their built-in weapon with this damage type for their next attack before the end of their next turn.
• You can upgrade a construct that you’ve already built for a chance at another roll assuming you have the materials. However, the roll will be at -1 since you’re adding onto an old foundation. Anything less than a 15 will completely destroy your construct and the materials, making it unsalvageable. A construct remade in this way has the associated element of the new materials.
Durable Construction
• Requires: Craftsman, Constructor
• When rolling to make a construct, for any points above 18 add an equal number of points of Immunity to the construct’s associated damage type.
Steady Hands
• Requires: Craftsman
• +2 to Finesse Checks.

CRIMINAL
Deceptive
• Requires: Criminal
• +3 to Social Checks to Deceive
Sleight of Hand
• Requires: Criminal
• +3 to Finesse Checks to Pick Pockets, Pick Locks, or Disarm Traps.
On the Run
• Requires: Criminal
• You can move one square more during a regular move action.
• You can take this feat multiple times, increasing your movement by one square with each time.
Questionable Experience
• Requires: Criminal
• Choose a feat from another profession.
Loaded Dice
• Requires: Criminal
• If an attack would kill you, force the enemy to roll to hit again.
• This can only be used once every two turns.
Sneak of Shadows
• Requires: Criminal
• +3 to Finesse Checks to Sneak
Calm Specter
• Requires: Criminal, Sneak of Shadows
• Ignore the -5 Finesse Penalty from being in combat when making sneak checks.
Hit the Mark
• Requires: Criminal, Calm Specter
• The total to hit bonus from a sneak attack is now +3.

GUARDIAN
Protector
• Requires: Guardian
• You can spend an action to give either yourself or an adjacent ally +3 to all defenses until the start of your next turn.
• If you or the ally is moved so that you are no longer adjacent, the buff is automatically transferred to you.
Hit Me!
• Requires: Guardian
• Make an Affliction Roll against an enemy you can communicate with, adding your Social bonuses to hit. If successful the target spends both actions next turn in an attempt to attack you.
Survivor
• Requires: Guardian
• +2 to Survival
Shield Bearer
• Requires: Guardian, Wielding a Shield
• +1 to all defenses when you are wielding a Shield.
Shield Bash
• Requires: Guardian, Shield Bearer
• You can attack with your shield for 1d6 Physical Damage.
• On hit, make an Affliction Roll. If Successful, the target was knocked prone (-2 to all defenses).
• The Affliction Roll always fails if the creature is much larger than the basher.

ENTERTAINER
Socialite
• Requires: Entertainer
• +2 to all Social Checks
Did you know…
• Requires: Entertainer
• +2 to all Knowledge Checks
Put on a Show
• Requires: Entertainer
• You can spend an action to try to direct the target’s attention somewhere else. Works on all creatures that can see or hear you. Success or failure is based on your Social Check versus theirs.
• This is usually used to put the agro on the tank, but it can also be used distract crowds while thieves pickpocket them.
Inspire
• Requires: Entertainer
• You can spend an action to inspire an ally who can communicate with you. They can then immediately move one square.
• You can take this feat up to three times, each time increasing the number of squares the ally can move.
Multi-Talented
• Requires: Entertainer
• Choose a feat from another profession. You are still not a member of that profession.

GENERAL
Tough
• Requires: None
• +10 HP
• You can take this feat multiple times, but that’s BOOOORING
Me First!
• Requires: None
• You get +6 on your initiative roll
Rider
• Requires: Some sort of Mount
• Choose a Race. You know how to ride willing creatures of that race without getting thrown off and breaking your neck.
• If you start with this, you get a free mount of the race you chose. It has 20 HP and two feats from its race.
• This feat can be taken multiple times, choosing a different race to ride each time.
• Yes, you can mount allies if they allow you. Unless you’re small, this will probably slow them down though.
• Trying to ride an unwilling creature is a form of grappling (not yet implemented)
• Anyone can try to ride a creature even without this feat, but they will have to make a 15 Survival check to stay on every time it takes a move action.
Giddy Up!
• Requires: Rider, a mount
• You can spend an action to immediately have your mount take an action.
Never Say Die
• Requires: Tough
• When dropped to 0 HP, you simply refuse to die until you’ve gotten in one more turn.
• When you have 0 HP, you are treated as being hungry. Eating food will not clear this affliction, only regaining at least 1 HP will stop the hunger.
• You can be healed during this time to save yourself.
• Only works every three turns
Critical Hitter
• Requires: None
• When you roll a natural 18(three sixes) on an attack roll, you automatically hit and do maximum damage without rolling dice for your weapon.
Critical Killer
• Requires: Critical Hitter
• When you roll a natural 18 on an attack roll, add an extra 2d6 to the damage.
• These dice actually have to be rolled; they don’t automatically do max.
Steady Pace
• Requires: None
• Your base movement is reduced by 1 (from 5 to 4), but nothing else can slow you down.
• This means heavy armor or carrying lots of stuff won’t affect you. You can only be affected by encumbrance if someone makes a specific encumbrance spell/potion/effect. Encumbrance won't slow you down, but you will still technically have the affliction.
• You can walk through traps, take the damage, and keep moving instead of stopping half way through your movement.
Immovable
• Requires: Steady Pace
• You will not be affected by forced movement and you will not fall prone unless by choice
Quarterback
• Requirement: None
• You ignore the penalty for throwing items more than 3 squares and you get a +1 to hit with thrown items.
Chain Lightning
• Requires: A way to do Energy Damage
• If your energy attack hits, you can have it jump to a target adjacent to the original target and do another energy attack for 1d6 damage.
• The secondary attack has -1 to hit.
• If the original attack hits multiple targets, chain lightning only procs on one target of your choice.
• Chain Lightning does not proc on itself, but it can bounce back to a previously hit target.
• This feat can be taken up to three times, with each time adding another “bounce” with an additional -1 to hit. So the third bounce would have -3 to hit.
Thunder Struck
• Requires: A way to do Energy Damage
• If your lightning hits, do an Affliction Roll. On success, the enemy is knocked prone.
• This can affect targets hit by Chain Lightning
Heavy Ice
• Requires: A way to do Cold Damage
• When your cold attack hits, make an Affliction Roll. On success, the target is now encumbered.
• This feat can be taken up to three times, with each time adding a stack of encumbrance. So when taken 3 times an enemy afflicted by it is slowed by 3 squares.
Supa Hot
• Requires: A way to do fire damage
• Whenever you do fire damage, add +2 damage
• This feat can be taken up to 3 times, each time adding +2 damage.
Custom Feat
• Requires: Imagination
• Is there some custom ability you really want to have? Talk to me and I’ll consider adding it.

SNEAKING
If an enemy is not aware of your presence, you can perform a sneak attack on them by calling out which body part you want to attack. Sneak attacks are at +1 to hit. After a successful sneak attack, make an affliction roll against the target. If the affliction roll succeeds, apply an affliction from the Affliction List based on what body part was hit. After a sneak attack is attempted, the enemy is immediately aware of where you are and cannot be immediately sneak attacked again.

If the sneak attack was also a Targeted Attack (Requires a Martial Feat), you can choose to do the Cripple Affliction instead of an affliction based on the body part hit. The Cripple Affliction always has -1 on its affliction roll.

If an enemy is not aware of your presence, but you want to move, make a Finesse Check vs their Sense Check. If yours is higher, you can move without them noticing you for that action. Otherwise they notice you and can’t be snuck up on until they get distracted. Obviously if you end your turn right in front of them, they will spot you, so find some cover to hide behind.

An enemy can be distracted by a Guardian’s Hit Me! or an Entertainer’s Put on a Show. Hit Me! is single target, so only the one guy will be distracted and his buddies may alert him to your sneaking. Put on a Show is much better as it has the chance to distract all enemies.

Wearing metal armor or something that makes noise when you move gives you -5 on Finesse Checks to Sneak. (It’s the Noisy Affliction) Your stealthy rogue shouldn’t be clanging around in heavy armor.

CRAFTING AND ITEM TIERS
To craft something, you need the associated feat from the Craftsman Profession, materials, and an action. Then you just need to make a Finesse Check to see how well you made it. Technically this means you can craft in the middle of combat, but since you’ll get a -5 penalty anything you make will probably be crap.

Materials range from -3 to +3 quality and some have a unique associated damage type. +3 is usually something like dragon scale (which is fairly rare and difficult to obtain), while -3 is something like pudding (which really shouldn’t be made into armor or weapons at all).

Quality for the same material might be different depending on what you’re trying to craft. Berries are going to be -3 to craft armor from, but they may be +1 if you’re trying to craft a potion.

Quality is added to your Finesse Check when you craft an item. This means that Higher Quality materials are easy to make into higher quality items.

Your roll determines how good the crafted item is. Below 12 you fail and the materials are used up. Tier 1 is 13 to 14, Tier 2 is 15 to 16, Tier 3 is 17, and Tier 4 is 18. Every point past 18 results in special bonus for the item based on the material used.

For armor, each Tier results in 3 points the crafter can spread across defenses to the damage types, but no single resistance can be greater than 4. So Tier 4 Armor could be 4P-4F-2C-0E-2A while Tier 1 armor may be 3P-0F-2C-0E-2A. Every point on the Finesse roll above 18 will add 1 Point of Immunity to a Damage Type based on the material. For each point of Immunity, you can ignore that many points of damage of the Damage Type that manage to hit you.

Shields are like armor, but they only get 1 point to put in defenses per tier. The Immunities rule is the same though.

For weapons, they do 1d6 damage per tier. So Tier 1 does 1d6 and Tier 4 does 4d6. Each point above 18 on the Finesse Roll, the weapon gains +1 Damage.

Traps do +1 damage per tier, so a Tier 1 trap does 1d6+1 damage and a Tier 4 trap does 1d6+4 damage. Every point after 18 adds another +1 damage. They shouldn’t be as powerful as weapons, because given time to prepare and trap an area, they could become super OP.

Potions are so varied it’s difficult to keep track of. The rule of thumb is that healing potions do 1d6 per tier, damage potions do 1d6 per tier, and debuff potions have +1 accuracy each tier. Points after 18 are +1 to healing/damage/accuracy depending on the potion. You can usually trade 1 tier of a healing or damaging potion for an added effect like frost potions making icy terrain or fire potions becoming small AOEs.

Constructs are explained in Constructor and are a special case, but they do still benefit from using higher quality materials since it’s easier to make it to 18 with that +3 bonus.

Crafted items can be broken, though it’s rare for quality stuff. Armor made out of literal cow shit would probably become useless after a single turn regardless of the damage it took and a wooden shield could burn up after being hit hard with a Fire attack. Good cloth armor might be ripped after a truly devastating claw attack or two and quality metallic armor can take some serious punishment before degrading.

REGAINING HP
For most creatures, the easiest way to regain HP is to have a full 8 hours of restful sleep. While sleeping, you have -5 to all Sense Checks. After sleeping, a creature is healed by half its maximum hit points (usually 50). The Unchanging feat prevents a creature from sleeping and provides an alternate method to be healed.

There are also much quicker ways to be healed, namely the Divine Power Source’s Heal feat. A few minutes with that and you’ll be back up to full health. The Nature Power Source’s Healing Lands can also heal you, but that usually takes a few hours to return a badly hurt character to full HP. Additionally, many potions will heal a character at a similar rate to the Heal Spell (or sometimes faster), but these are expensive and are probably best saved for combat.

RIDING AND MOUNTS
When mounted, the rider and mount take up the same space. If the mouth moves, the rider automatically moves with it. It the rider moves they have to jump off the mount and move alone. It takes an action to remount the creature.

Mounts are treated like any other character in combat and get two actions.

The rider can't be much larger than the mount, but they can be of a similar size. So no dragons riding mice, but a mouse could ride a dragon.

Regular creatures that are supposed to be mounts like horses have 20 HP and move 5 squares with or without a rider. Mount creatures that have a special type of movement, like large birds, move 4 squares with or without a rider. Mount Creatures can make a regular 1 damage unarmed attack, but that's pretty crappy so they're usually used for movement.

Mount Creatures can wear armor, but there are no weapons that they can effectively wield.

Players can be mounts, but they will likely become encumbered if someone is sitting on them. They still have all their feats and everything and can act as normal when being used as a mount.

If a mount falls prone, the rider is thrown off to an adjacent square of their choosing. The rider also takes 1d6 Physical Damage and an Affliction Roll is made against the rider. If the roll succeeds, the rider is also knocked prone.

Currently, Mount Creatures can support any number of creatures riding other creatures without negative effects. This will be changed if this goes on, but for now you can stack to infinity.

Players that are Mounts, however, cannot. Each creature stacked on them adds a stack of encumbrance, lowering their movement by one. At 0 movement, they can carry nothing else.

I want to see a stack of these guys tumble when I knock the bottom one prone.

AFFLICTIONS
Here's a list of all the debuffs you can get by someone making an affliction roll on you. Most debuffs can be gotten rid of by spending an action, but not all debuffs need a regular cure action. Constructs or their allies can use a Finesse Check to repair a construct instead of a Survival Check.
Blind: Caused by hitting the eyes with a targeted or sneak attack. Creature has -5 to hit and -5 to Sense Checks. Unnaturals cannot be affected by this because they don't have a regular anatomy.

Mute: Caused by hitting the throat with a targeted or sneak attack. The target is unable to speak. Unnaturals cannot be affected by this because they don't have a regular anatomy. Bestials can be affected by this, but they use body language more than sound to communicate, so it's not a problem if an ally can still see them.

Prone: Caused by hitting the leg with a targeted or sneak attack or by a Guardian's Shield Bash. A character can also just decide to drop prone. The target has -2 to all defenses while prone, but can hide behind cover more easily, giving a slight bonus to stealth checks. While prone, any pickpocket checks made on the character get a +3 bonus and grab checks (Suvival) against the character also have +3. You can spend an action to stand up. Unnaturals cannot be affected by this from targeted or sneak attacks because they don't have a regular anatomy, but a shield bash will still drop them and they can decide to drop themselves.

Bonus Damage: Caused by hitting a sensitive area/crotch with a targeted or sneak attack. The target takes 1d6 Affliction Damage. Unnaturals CAN be affected by this, because they have some obviously sensitive lumps.

Drop: Caused by hitting the hand or arm with a targeted or sneak attack. The target drops whatever was in that hand on the ground, meaning it's effective for getting rid of a Guardian's shield or other weapons. Unnaturals cannot be affected by this because they don't have a regular anatomy.

Poison: Caused by Natural Poison or an Apothecary Item. The target takes 3 affliction damage at the start of every turn until they Cure it.

Encumbered: Caused by wearing heavy armor or carrying too much stuff. All your move actions are reduced by 1 square. Yes, even Blink.

Noisy: Usually caused by wearing heavy armor, but if you're wearing a necklace of bells or some such that will alert people to you as well. You get -5 on Finesse Checks to Sneak. This makes it nearly impossible to sneak in combat.

Curse: Caused by pissing off a Cleric. See the Divine Feats.

Hunger: Caused as the story demands it, usually after a boss fight. It is also a negative effect of some feats. If you eat occasionally or don't need to eat, you probably won't get this. You get -1 to ALL rolls while hungry. To cure hunger, you must eat something.

Cripple: Usually caused by performing a targeted attack and a sneak attack at the same time. Always has -1 on the Affliction Roll. You only get one action per turn. If you do a Cure Check to remove this affliction, your turn ends after the check.

CHARACTER CREATION AND SIGNUP
I'm looking for 4 to 5 imaginative players to run through a short adventure and test out the rules. Go ahead and bend the rules and munchkin as hard as you want. A system is no good unless it's robust enough to handle some serious nonsense.

That being said you will still be expected to role-play some and as a GM I tend to be biased towards helping out fun characters rather than strictly following the rules. Make a good character that you actually want to play.
Choose a Race, Power Source, and Profession. You get three feats from your Race, one feat from your Power Source, and two feats from your Profession. You then get five more feats and you can choose any ones you qualify for. So 11 Feats Total.

If you become part of another profession (like by using Dual Degree), you can continue taking feats from that profession.

All players are approximately the same size and have 100 HP. No giants or mice (though I suppose you could be a large rat). You can be particularly tall or fairly short, but it won't have many/any gameplay effects.

STARTING EQUIPMENT
You have 50 gold to buy stuff. In each section below there are some general guidelines, but the look and feel of your equipment is yours to decide. Look at the crafting section to understand how Tiers and things work.

If you are a craftsman, you can buy basic materials and craft your own equipment with rolls and such. Basic Materials for metal weapons, armor, and shields are 10 Gold. With a good Survival Check you can forage for wood to make stuff though. Potion Bottles are 2 Gold each, but you'll have to forage (Survival Check) for the actual materials to brew the potions.

BASIC ARMOR
Rags are free and give no bonuses.

10 Gold/Tier: At the maximum (Tier 4), that's 40 gold and 12 points to distribute into defenses. This is the base price for cloth armor that will be destroyed quickly.

Leather Armor: Will last awhile unless you get constantly slashed. +5 Gold.

Iron Armor: Treated as one Tier higher than it actually is and won't break. It's heavy, meaning wearing it will afflict you with Encumbrance, and it's noisy, so -5 to Sneaking Finesse Checks. At Tier 4, it grants 1 Physical Immunity. +10 Gold.

WEAPONS
10 Gold/Tier: At the maximum (Tier 4), that's 40 gold for 4d6 damage. This is the base price for wooden club that will be useless the moment fire touches it.

Specialized Weapon: Trade one Tier for +1 accuracy with a specific attack. Wizards like to get sticks that are useless for whacking things but give bonuses to the accuracy of their Magic Blast or Arcane Push. Some warriors also prefer being able to hit with their specialized skills to raw damage.

Iron/Durable Weapon: Takes a beating before it breaks. +5 Gold.

Ranged Weapon: Have a Distance of 5 Squares. It comes with a free Ever-Full Quiver that always seems to have arrows. You suspect there's a tiny Magic Construct inside making them. The weapon is made of wood and will be useless the moment fire touches it. You will have to trade a tier of effectiveness for a weapon to become ranged.

SHIELDS
Pretty much crap for everyone but Guardians. If you're not using the hand you can grab one, but meh…
Unless you have a feat that says otherwise, using a shield as a weapon will only do 3 damage.

10 Gold/Tier: At the maximum (Tier 4), that's 40 gold and 4 points to distribute among defenses. This is the basic price for a wooden shield that will be useless the moment fire touches it.

Metal Shield: Durable enough to stick around. +5 Gold.

POTIONS
5 Gold/Tier: At the maximum (Tier 4), that's 20 gold and 4d6 damage for a damage potion, 4d6 healing for a healing potion, or +4 Accuracy for an effect potion.

Burst Effect: Trade a tier of effectiveness to make the potion affect a 3x3 area instead of one square. Doesn't work on healing potions.

Terrain Altering: Trade a tier of effectiveness to make the potion change the terrain of where it hits. I don't know why you'd put this on a healing potion.

TOOLS
These give +2 bonuses to highly specific skill checks like a Hammer for Weapon Smithing or a History Book for Knowledge of the War 30 Years Ago. They won't make attacks more accurate, but they are very useful for Craftsmen.

Tools can also be wielded as weapons to do 3 damage, up from Unarmed's 1. Not great, but better than nothing.

All tools cost 10 Gold.

SIGN UP SHEET
Character Name:
Description:
Feats (include choices):
Equipment (include stats):
Gold:
Physical Defense:
Fire Defense:
Cold Defense:
Energy Defense:
Affliction Defense:

I'll keep track of everyone's positions and things using Roll20 and you can just post actions in the thread.
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05-16-2014, 12:00 PM (This post was last modified: 05-17-2014 06:29 AM by Raptarion.)
Post: #2
RE: WIP-Feats of Strength
Character Name: Sif
Description:Enormous grey wolf
Feats: Bestial (3)
Natural Weaponry (1)
• Requires: Bestial
• Unarmed attacks do 1d6 instead of 1 physical damage
• Can be taken up to five times. Each time adds 1d6 damage.
Heightened Senses
• Requires: Bestial
• +2 to all Sense Skill Checks
Heightened Speed (1)
• Requires: Bestial
• You can move 1 more square per regular move action
• Can be taken multiple times to increase movement
Martial (2)
Weapon Training (Great-sword)
• Requires: Martial
• Choose a weapon. You now have +2 to hit with that weapon.
• Unarmed does not count as a weapon and so can't be used with this.
• This feat can be taken multiple times, allowing you to be trained in multiple weapons.
Sweeping Strike
• Requires: Martial, Melee Weapon
• You can hit up to three enemies in front of you or to your sides. You get -1 to hit for the first one, -2 to hit for the second, and -3 to hit for the last.
Guardian (2)
Protector
• Requires: Guardian
• You can spend an action to give either yourself or an adjacent ally +3 to all defenses until the start of your next turn.
• If you or the ally is moved so that you are no longer adjacent, the buff is automatically transferred to you.
Survivor
• Requires: Guardian
• +2 to Survival
General (4)
Never Say Die
• Requires: Tough
• When dropped to 0 HP, you simply refuse to die until you’ve gotten in one more turn.
• You can be healed during this time to save yourself.
• Only works every three turns
Critical Hitter
• Requires: None
• When you roll a natural 18(three sixes) on an attack roll, you automatically hit and do maximum damage without rolling dice for your weapon.
Critical Killer
• Requires: Critical Hitter
• When you roll a natural 18 on an attack roll, add an extra 2d6 to the damage.
• These dice actually have to be rolled; they don’t automatically do max.
Tough
• Requires: None
• +10 HP
• You can take this feat multiple times, but that’s BOOOORING
Equipment: Great-sword- Iron- Tier 4
Gold: 5
Physical Defense: 0
Fire Defense: 0
Cold Defense: 0
Energy Defense: 0
Affliction Defense: 0
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05-16-2014, 01:42 PM (This post was last modified: 05-16-2014 02:05 PM by Solaire.)
Post: #3
RE: Feats of Strength
Can Magical Versatility be applied to Telekinesis?

EDIT: And can I Shield Bash with Improved Telekinesis???
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05-16-2014, 02:07 PM (This post was last modified: 05-16-2014 02:58 PM by WillyDeWulfe.)
Post: #4
RE: Feats of Strength
It can be applied to any attack, so yes. You want to Telekinetically whack someone with a flaming sword? Go right ahead. You want to telekinetically whack someone with a weak unarmed attack from across the room that inexplicably does Cold Damage? Go right ahead.

EDIT: You can telekinetically throw your shield at the target to perform a shield bash, yes. It's technically an armed attack, so you get the +1 damage from Improved Telekinesis too. Just to be clear, this wouldn't move you, just your shield. Though now I'm considering adding a feat that would let you just fling yourself at enemies to Shield Bash them.

EDIT 2: I altered the Shield Bash feat so you can't knock down giants with it and added in the CHARGE! feat. CHARGE! lets you do a melee attack at the end of any movement, meaning it's all the same action.

So using CHARGE! combined with Improved Telekinesis to throw yourself in a straight line at an enemy to Shield Bash lets you be a pinball of doom jumping around everywhere and knocking everyone down.

Without CHARGE! you could still use telekinesis to shield bash from a distance, but I think you wanted the pinball thing.

Now I'm gonna go nerf ranged weapons because there's no reason to ever choose a melee weapon over them.
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05-16-2014, 02:56 PM (This post was last modified: 06-03-2014 10:41 AM by Solaire.)
Post: #5
RE: Feats of Strength
I think this is right.

Character Name: Malius, with Ruffles
Feats:
UNNATURAL 6:
Blink 1
Telekinesis 2
Improved Telekinesis
Mental Probe
Malformed
- Unchanging

ARCANE 2:
Magical Versatility 1
- Fire
Mimicked Spell
- Heal 1

SCRIBE 2:
Studied Technique
- Constructor
Mastered Technique
- Apothecary

CRAFTSMAN 1:
Steady Hands

GENERAL 0:

RUFFLES THE ZOMBIE CONSTRUCT'S FEATS:
Built-In 1
- T1 metal longsword
Upgraded 1
- T1 metal longsword
Equipment:
5 Potion Bottles (Malius)
Mortar and Pestle (Malius) (bonus to Apothecary)
T1 Metal Longsword (Ruffles)
T1 Leather Armor (Ruffles)
Gold: 0
Malius' Defences:
Physical Defense: 0
Fire Defense: 0
Cold Defense: 0
Energy Defense: 0
Affliction Defense: 0
Ruffles' Defences:
Physical Defense: 3
Fire Defense: 0
Cold Defense: 0
Energy Defense: 0
Affliction Defense: 0

Here's a quick description of Malius. From what you can see through the mass of leather and rags he wears, he's very tall, very skinny, and has four twig arms with eight fingers on each hand. His skin the color of seaweed and eyes are jet black. He seems to be slightly slimy all the time.

What you can't see under the rags is that just above where the waist of a normal humanoid would start, with their two legs and reproductive/waste producing parts, it's just tentacles for Malius. Four octopus tentacles ending in squid club-shaped things acting as feet. His head has two features. A bitchin' octopus tentacle beard is the first and far more eyes than any creature needs is the second. Other than that, he's got no mouth or nose or ears or nothin'.

He also has an odd habit of going completely still when he's in deep thought. Like, "I thought he was a statue at first" still.
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05-16-2014, 03:14 PM (This post was last modified: 05-16-2014 03:17 PM by WillyDeWulfe.)
Post: #6
RE: Feats of Strength
Solius: Looks correct except for the Gold. T2 Cloth Armor costs 20, Mortar and Pestle is 10, and then Potion Bottles are 2 each so 8 Gold for 4 bottles.

EDIT: Also, Never Say Die has Tough as a prerequisite!

50-(20+10+8) = 12 Gold left over.

Also, Cloth Armor isn't particularly sturdy. You got some quality stuff that will survive a few attacks by weaker enemies, but if something bigger gets its claws on you that armor may quickly stop existing.

With Mental Probe you can sort of give people a tickling in their skull that says: "Hey I want to talk to you", but if they don't make the knowledge check to understand they will probably reject it. You can of course force your way in if you need to, but people don't like that.

Checking out Raptarion's application now…
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05-16-2014, 03:15 PM (This post was last modified: 05-16-2014 03:20 PM by Raptarion.)
Post: #7
RE: Feats of Strength
I wasn't sure what to put in for the defense part of the app. I assume because I didn't buy any armor it would be zero.

Also, is this feat OK?
Sweeping strike
Hit all enemies in melee range
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05-16-2014, 03:18 PM
Post: #8
RE: Feats of Strength
There's a martial feat "flurry" which is much worse that that, but is a feat in itself.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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05-16-2014, 03:23 PM
Post: #9
RE: Feats of Strength
The flurry ability has some drawbacks. Namely, it only activates when an enemy dies. I figure there would also be some limits on my suggested feat. Maybe it takes up both of the actions in a turn to activate or something. But it would be useful I find myself against more than two enemies.
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05-16-2014, 03:24 PM (This post was last modified: 05-16-2014 03:28 PM by Solaire.)
Post: #10
RE: Feats of Strength
I don't know why, but I had 5 gold stuck in my head for potion bottle price. Starting gear fiddled with.

And forcing my way into people's minds just to say "HI!!!" is fun.

EDIT: Feats changed too, but I might fiddle with them some more.
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05-16-2014, 03:26 PM (This post was last modified: 05-16-2014 03:28 PM by WillyDeWulfe.)
Post: #11
RE: Feats of Strength
Raptarion, your App looks fine. I also like the Dark Souls Reference.

As for your suggested feat: Yes, but it's going to have an accuracy penalty. -1 to hit the first guy, and an additional -1 for each hit afterwards. So if you have 4 guys around you it's -1 to hit the first one, -2 to hit the second, -3 to hit the third, and -4 to hit the last.

I'm also going to make it a Martial feat. You can still take it, but that means that anyone else who wants it needs to have the Martial Power Source.

EDIT: That might still be too powerful… What if it only hit the three guys in front of you?
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05-16-2014, 03:37 PM
Post: #12
RE: Feats of Strength
Alright, I'm happy with my feats now.
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05-16-2014, 03:40 PM (This post was last modified: 05-16-2014 03:41 PM by Raptarion.)
Post: #13
RE: Feats of Strength
I assume it's still susceptible to the damage reduction? Either way I guess it sounds fine. It just makes it a more situational feat than I originally intended.
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05-16-2014, 03:50 PM
Post: #14
RE: Feats of Strength
Raptarion, I put a version of Sweeping Strike in the Martial section that can usually hit 3 guys. I also moved CHARGE! up there.

Solaire, When/If you get in, Constructor gives you a Construct you've already made. It has two feats from the Construct Race and may get another Arcane feat if I roll an 18 (16 if you count Steady Hands) when the game starts. Go ahead and choose those feats if you can.

Regardless of whether or not it gets the bonus feat, it can still telepathically link to you and you can talk through it.
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05-16-2014, 04:05 PM
Post: #15
RE: Feats of Strength
For the Constructor's Construct, what material is it made out of? Does this affect the material of the weapon in the Built-In feat? Will I need to/Could I spend money to make it (both the Construct and Built-In weapon) non-flammable?
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05-16-2014, 04:10 PM
Post: #16
RE: Feats of Strength
The material of the construct is mostly for flavor, so the construct is made out of whatever you want. Usually metal, iron, or stone. So he's probably just as nonflammable as you.

The built-in weapon is the same as a regular weapon except that it's usually inside him. If he didn't just use it, it's probably protected from fire. That being said, it's a good idea to use high quality weapons. If one of the built-in weapons break it is a pain to get out the broken bits and install a new one.
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05-16-2014, 04:15 PM
Post: #17
RE: Feats of Strength
Alright, my starting Construct's feats have been chosen. It and its sword will be made out of steel. If you don't roll that 16, I'll just delete Arcane Push. I'm not sure what the Construct looks like. I'll need to sleep on that.
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05-16-2014, 04:17 PM (This post was last modified: 05-16-2014 04:54 PM by DenizenShipper.)
Post: #18
RE: Feats of Strength
Can a beast shifter shift into a moving plant themed form? Could a beastial be some sort of motile plant creature? I'm assuming yes because IMAGINATION but I guess this character could still work without it.

Character Name: The Lady
Description: A ruined white marble statue of a beautiful woman, held together by vines and magic.

Crafted by an ancient civilization for an unknown purpose, this figurine long sat forgotten. Much more recently, however, the magic flowers growing in amongst xyr cracks and crevases have animated xem into a natural golem construct. Xe so far enjoys living the life xe was deprived as a statue, and protecting others with xyr healing flower magic and cruel viney limbs.

Feats (include choices):

Construct:
Unyielding
Unchanging
Modeled->Dabbler->Books For Everything

Nature:
Beastial Shift (Unyielding becomes Natural Weaponry)(Unchanging becomes Natural Poison)
Healing Lands
Healing Lands 2

Craftsman:
Apothecary
Steady Hands

General:
Tough
Never Say Die
Steady Pace

Equipment (include stats):
Iron Armour 2: 4P 3F 1C 1E 0A
Potion vials X5
Beginner Witch's Pictoral Field Guide: +2 to survival:gather potion materials.
Gold: 0
Physical Defense: 4
Fire Defense:3
Cold Defense: 1
Energy Defense: 1
Affliction Defense: 0


Suggested Feats, just for fun.

General: Paranoid: +3 on sense checks against sneaking enemies.
Unnatural: Startling: Grants an attack that inflicts blinded.
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05-16-2014, 04:48 PM
Post: #19
RE: Feats of Strength
It seems to be mostly in order Denizen Shipper. There's no mechanical reason Bestial Shifting can't make you a plant. It's a bit odd, but it fits your character well.

The one thing is that the Construct's choose a race's feat is Modeled, not Malformed. It's basically the same things, but the name is different.

Scribe's Books for Everything is a powerful ability, but I don't think it's broken. It's possible that it is broken, but the whole skill system is held together pretty loosely anyway. Part of this adventure is to test for broken things, so we shall see.
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05-16-2014, 04:51 PM (This post was last modified: 05-17-2014 04:58 AM by MQuinny1234.)
Post: #20
RE: Feats of Strength
Character Name: Edgar
Description: Walking Scarecrow
Feats:
constructs 4:
Unchanging, Modeled (Human Feat - Versatility), Built-in Curved Dagger, upgraded curved Dagger.
Divine 4
Curse, Heal (2), bless.
Entertainer 3
Socialite, Multi-talented (Scribe - Expansive knowledge), Did you know.
general 0

Equipment
25 tier 2 leather armor
25 tier 2 iron dagger built in
Gold - 0
Physical Defense: 2
Fire Defense: 0
Cold defense: 1
Energy defense: 1
Affliction defense: 2

Awoke one day near the end of Spring, strapped to a rotten wooden pole, in a middle of a blighted farm with an innate belief and knowledge of the god, Grommian, God of the Land and Death, prayed to for both good crops each year, and to care for those he himself harvests. once he'd pulled himself away from his pole, he walked through the withered corn to the derelict farm. He found the elderly farmer, dead in his bed, alone in the house. Probably died in the winter. Edgar remembered that the old man had named him, and occasionaly talked idly to him, probably just for some company. He buried the farmer before searching the house for anything valuable, and then left. Wears a wide-brimmed pointed hat, has a wide cheshire grin stitched into his face as well as two black patches for eyes. His head is just an old yellow-brown sack behind this ornation. Wears large and old brown gloves and other tattered and thick clothing. Smells of wheat and earth.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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05-16-2014, 04:57 PM
Post: #21
RE: Feats of Strength
K, changed, and I removed the snippy comment from my submission.

Just a couple of questions pertinent to the character. Are ALL terrain effects "smart"? Like do they all only heal allies and only harm enemies? And are vials consumed when you fail to make a potion, or just the gathered components?

Also I might actually want to use startling if it gets in. My initial idea for this character was a horrifying plant construct hiding behind a porcelain mask.
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05-16-2014, 05:02 PM
Post: #22
RE: Feats of Strength
I think that taking natural weaponry five times would be entirely too overpowered.
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05-16-2014, 05:11 PM
Post: #23
RE: Feats of Strength
That means you'd do 5d6+1 for five feats which...isn't really worth it I think considering you also can't make it more accurate.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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05-16-2014, 07:14 PM (This post was last modified: 05-17-2014 03:07 AM by Leafsw0rd.)
Post: #24
RE: Feats of Strength
Name: Anuria Allevia(At least, that's her stage name; she traveled far to make sure Andrea Annabelle isn't known around the parts she travelled.)

Description: A humanoid with white cat ears and tail and a relatively boisterous individual, Anuria is a rebellious, tongue-in-cheek entertainer who lives by her rules. An arcane savant, she's surprisingly persuasive and her times of cooperation generally make her rise to the top of the group's food chain. With that said, she never fully contradicts herself - she doesn't order anyone around unless it's in a situation she'd listen to someone in. She makes a very clear distinction between orders and recommendations, and generally only operates with the latter, be it giving or receiving. She even treats soulless, mindless automatons like Sunny as if they're fully-fledged people, which is nice. With that said, she enjoys showing off her natural arcane talent and generally putting herself in the centre of attention, with powerful, flashy moves, so if she doesn't feel the need to charm you she'll tend to drive you nuts.

Class: Arcane Human Entertainer-Craftsman

3P 2F 2C 2E 0A

Feats:
Human:
Leadership
• Requirements: Humanoid
• When an ally you can communicate with makes a skill check, you can add +1 to the roll.
• This feat can be taken up to 3 times, adding +1 each time.

Versatility
• Requires: Humanoid
• +1 to all Skill Checks

Dabbler(Craftsman)
• Requires: Humanoid
• Choose one feat from a profession you are not a member of. You are still not a member of that profession.

Dual Degree
• Requires: Humanoid, Dabbler
• Choose a second feat from the same profession you used for Dabbler. You are now a member of this profession and can continue gaining feats from it.
• You don’t get the feats from being that profession. So this and Dabbler give you two feats total in that profession, not four.

Arcane:
Magic Blast(Cold Snap - 2)
• Requires: Arcane
• Choose a Damage Type. You can make an attack that does 1d6 of that damage type to a target within five squares of you.
• Can be taken up to three times, adding 1d6 to the damage each time.

Magical Versatility(Energy):
Have you ever charged ions so much they caused a small explosion?
• Requires: Arcane
• Choose a Damage Type. You can spend an action to make your next attack or an adjacent ally’s next attack that Damage Type.
• Can be taken multiple times, adding a possible damage type each time.

Mimicked Spell - Anuria's got the ability to shapeshift! It might be more useful if she didn't use it solely to become a part-tiger-girl, but for now it serves the purpose of supplementing her lack of a weapon.
• Requires: Arcane
• Choose a feat from another Power Source. You are still not a member of that Power Source.
Bestial Shift(Replaces Dabbler and Dual Degree with 2*Natural Weaponry)
• Requires: Nature
• Choose two Bestial feats to replace two of your race’s feats. You can spend an action to shift into your beast form. When in your beast form, your feats are replaced as mentioned and you are now also of the Bestial Race in addition to your other race(s).
• You can spend another action to shift back, regaining your original feats.
• You can take feats with the Bestial requirement, but you will only be able to use them while in Beast form.
• Bestial races can still take this, but it’s rarely useful.
• Because you don’t fully transform, no one will mistake you for a regular animal. Constructs are going to look like beast wars transformers, Humanoids are going to look like wolf men, and Unnaturals are just going to be slightly less misshapen. A bestial might be like a dog with crow wings sprouting out of its back.

Natural Weaponry(*2)
• Requires: Bestial
• Unarmed attacks do 1d6 instead of 1 physical damage
• Can be taken up to five times. Each time adds 1d6 damage.


Entertainer
Put on a Show
• Requires: Entertainer
• You can spend an action to try to direct the target’s attention somewhere else. Works on all creatures that can see or hear you. Success or failure is based on your Social Check versus theirs.
• This is usually used to put the agro on the tank, but it can also be used distract crowds while thieves pickpocket them.

Socialite
• Requires: Entertainer
• +2 to all Social Checks

Multi-Talented
• Requires: Entertainer
• Choose a feat from another profession. You are still not a member of that profession.
Studied Technique
• Requires: Scribe
• Choose a feat from another profession. You are not a member of that profession.
Questionable Experience
• Requires: Criminal
• Choose a feat from another profession.
Books for Everything
• Requires: Scribe
• +1 to All Skill Checks.
Craftsman:
Constructor(From Dabbler)
• Requires: Craftsman
• If you have the materials, you can build your very own Construct. It won’t be a full fledged one with a soul though, just a servant to carry your bags and sometimes hit stuff.
• With a Finesse roll of 15, you can build a construct out of materials at hand. Constructs range from golems, to undead, to robots, so whatever you want to make you can. That being said, it’s unlikely that a Martial character knows how to put an Arcane spark of life in a skeleton, but we can fluff that by saying you’re just that good of a craftsman.
• Basic constructs just get two feats with the Construct requirement and that’s it. If you manage to roll an 18 on the Finesse Check to make one, they also get a feat from your power source.
• You can only have one construct at a time and it only has 20 HP.
• If you take this at the beginning, you get one roll. Anything less than 18 results in you starting with a basic construct and an 18+ results in starting with a construct with a feat from your power source.

Steady Hands(From Dual Degree)
• Requires: Craftsman
• +2 to Finesse Checks.

Equipment:
- Tinkererer's Hammer: A tool for making constructs. -10 gold.
- Fool's Cap: Though Anuria's most common outfit is a Jester's costume, it's designed to merely look colourful and eclectic until this comes on. Once it's on, though, her status as a jester is undeniable. A tool, specifically for Social checks in befriending people. -10 gold.
- Third-Tier Cloth Armour. +3 to Physical, +2 to Cold, Lightning and Fire defence, -30 gold.

Robot's Characteristics: Sunny, as he is known, is cold and lifeless even for a starting construct. Everything he does is mechanical, despite Anuria's desperate efforts to bring him to some form of emotion. Ah well. You can't win 'em all. He's large and bulky.
Unchanging
• Requires: Construct
• You don’t age and don’t need to eat, drink, sleep, or breathe.
• This does not make you immune to afflictions, but if there’s bad gas you can just not breathe it in
• You can walk under the ocean with this, assuming you’re strong enough and won’t get crushed.

Modeled
• Requires: Construct
• Choose one feat from a race you are not a member of. You are still not a member of the race.

Modeled Power: Heightened Speed
• Requires: Bestial
• You can move 1 more square per regular move action
• Can be taken multiple times to increase movement

Possible Arcane Power: Mimicked Spell (Healing Lands)

I will admit, the use of Multitalented is pure genius. :P

But aside from that, this set has +2 to all skill checks and then another +2 to finesse and social, 2d6 Lightning, Cold, and Physical attacks, an aggro dropper, and basically no real defense. Squishies ahoy!
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05-16-2014, 10:28 PM (This post was last modified: 05-17-2014 05:30 AM by chimericWilder.)
Post: #25
RE: Feats of Strength
Damnit Willy you cant just

Alright fine i'll bite. Raptarion already claimed the Sif concept though so i guess i'll forgo the doublebladed halberd i was thinking about



Character Name: Aleshan
Description: Armored Lion with a scorpion tail
Feats:

Bestial
Natural Weaponry x3
• Unarmed attacks do 1d6 instead of 1 physical damage
• Can be taken up to five times. Each time adds 1d6 damage.

Natural Poison
• After a successful unarmed attack, do an affliction roll. If successful, the target is poisoned.

Heightened Speed
• You can move 1 more square per regular move action
• Can be taken multiple times to increase movement

Martial
CHARGE!
• If you move in a straight line towards a target with any move action, you may make a melee attack against that target at the end of your movement.
• Melee attacks include things like Shield Bash in addition to regular attacks.
• Using this gives you -1 to hit.

Guardian
Shield Bearer
• +1 to all defenses when you are wielding a Shield

Shield Bash
• You can attack with your shield for 1d6 Physical Damage.
• On hit, make an Affliction Roll. If Successful, the target was knocked prone (-2 to all defenses).
• The Affliction Roll always fails if the creature is much larger than the basher.

General
Tough
• +10 HP

Never Say Die
• When dropped to 0 HP, you simply refuse to die until you’ve gotten in one more turn.
• You can be healed during this time to save yourself.
• Only works every three turns

Steady Pace
• Your base movement is reduced by 1 (from 5 to 4), but nothing else can slow you down.
• This means heavy armor or carrying lots of stuff won’t affect you
• You can walk through traps, take the damage, and keep moving instead of stopping half way through your movement.
• You will not fall prone unless by choice

Equipment: Tier 4 Iron Armor
Gold: 0
Physical Defense: 4
Fire Defense: 2
Cold Defense: 0
Energy Defense: 2
Affliction Defense: 4

Usually he wears a large iron shield strapped to his chest but he seems to have misplaced that as of late.


so who wants to be the rider
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05-16-2014, 11:41 PM (This post was last modified: 05-17-2014 02:59 AM by Palamedes.)
Post: #26
RE: Feats of Strength
Pretty sure there's more than five signups already but fuck it I'm gonna put mine forward (because you guys are not nearly ridiculous enough to make full use of this system).

Character Name: Davidov Harlisson IV
Description: Sentient Motorcycle
Feats (include choices):

Construct:
Built-in (Iron Spike)
Upgraded (Iron Spike)
Unchanging
Unyielding
Overclocked

Martial
CHARGE!
Weapon Training (Spikes)
Sweeping Strike

Criminal:
On the run x2

General:
Rider (Giant Birds)

Equipment (include stats): Iron Spike (Tier 4); built in, giant bird mount
Gold: 5
Physical Defense: 0
Fire Defense: 0
Cold Defense: 0
Energy Defense: 0
Affliction Defense: 0

I'll admit I'm not 100% clear on how the defenses work.


QE: I apologize for nothing.
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05-17-2014, 01:42 AM
Post: #27
RE: Feats of Strength
Palamedes Wrote:…because you guys are not nearly ridiculous enough to make full use of this system…

This is exactly the attitude I want to see. Ridiculousness HO!

Now on to looking people's stuff over…

Denizen Shipper, not all Terrain Effects are smart. Most will affect anyone who has the bad fortune to be standing on them. Healing Lands is just a special case since it's one of the Nature Power Source's signature abilities. If you step on a patch of ice you made, you're still going to slip and fall.

Vials are only consumed if you make a potion that you have to throw, like a damage potion. If you just drink it, you retain the vial. Failing your potion craft roll won't destroy the bottle, but it will probably use up other ingredients.

Startling seems a little OP compared to the other ways to get Blinded. It's two feats in for a Martial Character and basically two feats in for a Criminal Character (even though anyone can technically do sneak attacks). Maybe if you can come up with some restrictions.

MQuinny, everything seems to be in order. He's got tons of skill bonuses, though I'm not sure he's going to be able to make use of all of them. He won't be any more susceptible to fire than anyone else (despite being made of dry straw), but I see you skimped on the fire defense which is a nice stylistic choice.

Supernerd, as Quinny mentioned it can go that high because weapons are usually better. You have to burn 5 feats to get it that high and then a human martial character with a big stick is easily more accurate than you while dealing close to the same amount and spending far fewer feats.

The main advantage of Natural Weaponry is that: A) It can't be stolen or destroyed. You can always count on it. B) With Natural Poison, it has the chance to apply a poison affliction every time you attack, so you don't have to spend an action applying expensive one use weapon poison for the same effect.

Leafsw0rd, your application is mostly alright except for a few things. You did give the stats of your armor which is technically all I really need for defenses, but I'd prefer if you listed your total defenses somewhere as well so it's easy to see.

Tools only apply to skill checks, so you can't use them to improve combat accuracy. I'm also going to make a rule that you can't use more than one tool at a time.

However, I'm going to tweak some weapon properties so you can trade those tools for accuracy from these new weapons. On top of that, I'm going to add an Arcane feat that makes lightning better.

Chimeric Wilder, I was pretty much literally being possessed by the spirit of gaming when I wrote this thing. I seriously can't just.

Everything seems fine, except I was going to add a nerf to CHARGE! so it gives you -1 accuracy for using it. Be aware that that's coming.

I'm sure you realize that you'll need a shield for shield bash and shield bearer. You'll have opportunities to get one, but it'll be pretty crap unless you have a weapon craftsman to make one for you.

Palamedes, as much as I love the idea of a sentient motorcycle riding a giant bird, there are a few issues with your application. The first and most obvious being that you have to have a minimum of two feats from your Profession. You've only taken one.

Pedal to the Metal might be possible in some form, but the way I'm thinking of implementing it probably wouldn't make it too useful. If you really want to burn your actions to go fast, just move twice.

I like the idea of Overclocking constructs, but there aren't really any stats in this game so that ability wouldn't really do anything.
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05-17-2014, 01:54 AM
Post: #28
RE: Feats of Strength
Well I done goofed, sorry. Misread the OP and thought you said that you needed two points for your power and one for your job, not the other way around. As for the stat thing with Overclocking, I kind of more meant it would affect the result/die pool/whatever success/failure system you have going as opposed to a more traditional system you thought I was thinking of.

Finally, for the movement ability, it just feels weird to have my motorcycle only be as fast as a regular person (since only beasts get extra movement feats) and was trying to think of a way to counter that.
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05-17-2014, 02:16 AM
Post: #29
RE: Feats of Strength
I added a construct feat called "Overclocked" that lets you move fast and do a few cool things at the cost of HP.

Also Palamedes, the Criminal Profession has On the Run so you can move quickly that way.

DECISION SOON
I'm gonna clean up a few things and get one or two things set up, then make my decision.

Get in your applications and format them nicely! Look over your feats because some may have changed! Several others have been added too, so you may want to change some up!

You have a few hours, but not too long.
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05-17-2014, 02:27 AM (This post was last modified: 05-17-2014 05:08 AM by Purple Walrus.)
Post: #30
RE: Feats of Strength
Character Name: Sir Silver Gear! The Steam powered Knight!
Description: A bulky, shiny, silver suit of armour with a fiery furnace in his torso. He has a little pipe coming out of his helmet. Sound like a steam engine when he charges.

A construct built to protect the people and hold up the law. Sir Silver Gear fights against any evil doer for justice.

Feats:
CONSTRUCT (3)
(2)Built-In> Tower Shield, Broadsword
Unchanging

GUARDIAN(4)
Protector
Hit Me
Shield Bearer
Shield Bash

MARTIAL(3)
CHARGE!
(2)Weapon Training> Tower Shield, Broadsword

GENERAL(1)
Rider> Motorcycles (Davidov Harlisson IV)

Equipment:
(Tire 2) 25 gold> Metal Tower Shield, Built in
(Tire 2) 25 Gold> Iron Broadsword, Built in

Gold: 0
Physical Defense: 2
Fire Defense: 2
Cold Defense: 1
Energy Defense: 1
Affliction Defense: 1


Suggestion For feat: SMITE!: You deal extra damage to evil foes.
This attack gets weaker if you do bad deeds.
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05-17-2014, 02:30 AM
Post: #31
RE: Feats of Strength
i feel like the Nature Power is really underdeveloped in comparison to the others. It has 4 powers, and two of them are linked one of the others. It could easily have a bunch more of order/chaos themed things, though i dont have any specific ideas for that.

A guardian feat that disallows enemies from walking past your threatened squares would also be neat . I remember that being a thing in DnD
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05-17-2014, 02:37 AM (This post was last modified: 05-17-2014 02:41 AM by Leafsw0rd.)
Post: #32
RE: Feats of Strength
I'm going to go ahead and call divine seriously underpowered. Healing Lands takes the trash out on Heal - If a team of four or five clusters around the Nature character using it, then they get +5 hp per turn per feat repeat. If a guy uses Heal, then on average they will get 3.5 hp per turn per feat repeat. Healing Lands can also rank up twice more and give universal damage buffs, while heal gets nothing.

Blessing is pathetic, really. +1 damage on their next attack, +1 to hit... both of these are better served by actually attacking yourself. Compare the Leadership ability, which enhances all skill checks - which actually works as some people are better at those skills than others - and it just looks really sad. Curse is better, but then again, so is everything else and everything else is better than a 33% affliction roll which might slight reduce the enemy's accuracy and make them hit not quite so hard. Meanwhile, once again, even with a 1d6 weapon on the turn you're making an Affliction roll but your own inaction means you decrease your team's damage more than you decrease your enemy's damage.

Oh, and curse and blessing both only give one point per feat they take (up to SIX, EACH). Fun. They need serious buffs, to make them worth your time, before anyone takes them. Because god damn. Give them access to something good, like True damage that bypasses resistances, a leadership lookalike based on prayer, or just make Blessing a longer-lasting buff. Oh, and give heal some love, too.

Edit: While Chimeric Wilder's bringing it up, All of heal's powers are nested in three base spells. F U N .

Also, this highlighted that accuracy is really low. Look at the damage types - only one of them is more than 50% likely to hit, and that's BEFORE enemy defenses. For reference, Pokemon considers 70% to be unreliable and only uses it to balance really strong attacks - everything else gets higher. Hell, 30% - a base affliction or lightning attack - is One-hit KO level in pokemon. All in all, accuracy needs to go up for everything, I think, because 30% is fine on status effects but not on a standard damage type.
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05-17-2014, 02:45 AM (This post was last modified: 05-17-2014 02:55 AM by WillyDeWulfe.)
Post: #33
RE: Feats of Strength
Looks acceptable Walrus, except for the defenses. That shield combined with Shield Bearer gives you +1 in all defenses and another 2 points to put in whatever defenses you want.

Defensive Stance and Protector can stack to make you almost impossible to hit, but doing so burns all your actions so you can't do anything else.

Smite wouldn't work since there's no alignment system in this game. People are just people. Some are paragons and some are dick bags, but other than some social issues if you anger the wrong people there aren't any real game effects.

-----

There's definitely room for improvement in Nature and most other groups of feats. Especially since about a quarter of the feats in the system just allow you to take feats from other parts of the system.

I don't want to give guardians that power because A) They're already the most combat oriented profession and B) I don't want to deal with opportunity attacks and all that stuff from 4E. It made tactical movement important, but this game is supposed to be a little bit lighter.

-----

Accuracy is a bit of a problem, but since it's easy to do fairly massive damage once you hit I thought it would be acceptable. That's why I thought Bless could work, because accuracy is so rare and good.

I haven't checked it, but your math may also be a little off. Since we're using 3d6 instead of 1d18 it's impossible to get a 1 or a 2. So things are a little easier to hit than they first appear.

That being said, bless probably does need a buff. I'm wary of buffing heal since it's relatively easy to avoid damage and there isn't much of a limit on how much you can use it. Heal also has a higher potential for healing than Healing lands and can all be used on the character that actually needs it instead of whoever spent a move action to make sure they were in the right spot.
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05-17-2014, 02:58 AM
Post: #34
RE: Feats of Strength
Totally missed the criminal trait, thanks!
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05-17-2014, 03:02 AM
Post: #35
RE: Feats of Strength
Buffed Bless just slightly and upped Blessing of Power. Buffed Curse of Weakness a bit as well. Since Blessing of Change can also essentially up your accuracy I think it's good now.

Now to go do those things I was meaning to do.
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05-17-2014, 03:23 AM
Post: #36
RE: Feats of Strength
Okay noted.

I have removed Defence Stance. So now I'm wondering what I should replace it with. I could either get ridder and make one of you guys my mount, or I could get Modelled > teleport or Modelled > tiny little wings.

So which of these would be the most fun to get.
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05-17-2014, 03:25 AM
Post: #37
RE: Feats of Strength
Rider => Motorcycles.

Continue the chain.
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05-17-2014, 03:27 AM
Post: #38
RE: Feats of Strength
be my rider. we will be the Knight Gear and Knight Lion, and together we will fight crime.
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05-17-2014, 03:35 AM (This post was last modified: 05-17-2014 03:37 AM by Druplesnubb.)
Post: #39
RE: Feats of Strength
I might be interested in joining, although I will be busy until early June. could you add Appendage as a Beastial Feat that gives extra range to Natural Weaponry at the cost of Natural Poison not applying? (I'm thinking of creating a creature with both a long tail and poisonous fangs.)
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05-17-2014, 03:44 AM (This post was last modified: 05-17-2014 03:49 AM by DenizenShipper.)
Post: #40
RE: Feats of Strength
In retrospect, I'm guessing my character would be too weak to test the limits of the system even if they get in, so I'm making a new one. Sorry for the extra reading.

And Chimeric, if your character wants a rider I guess I'll bite. Even if it's weird...

Character Name: Tezzim the Parabolist
Description: Despite being a square-eared Alf, Tezzim has spent much of his life in Gnomeria and has inherited the intrepid spirit of those lands. A renowned inventor, accomplished scholar and enthusiastic lion jouster, his most passionate pursuit is still applied physics (also known as launching rocks at people). Disdaining the flashier, more recent inventions in the field of siege warfare, he hopes to achieve the same level of perfectionism with the catapult that his kind is famous for reaching with the crossbow.

Feats (include choices):

Humanoid:
Versatility
Deadly Tools
Dabbler->Weapon Smith

Martial:
Weapon Training (Miniaturized Siege Weapons)
Focused Attack 2
Targeted Attack

Scribe:
Books For Everything
Expansive Knowledge
Studied Technique->Loaded Dice

General:
Rider (Aleshan)

Equipment (include stats):
Portable Trebuchet 2 (ranged, wooden)
"A Study of Anatomies": +2 to Knowledge checks related to humanoid anatomy.
Blueprint Drafting Kit: +2 to Weaponcrafting.
Gold: 0
Physical Defense: 0
Fire Defense: 0
Cold Defense: 0
Energy Defense: 0
Affliction Defense: 0
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05-17-2014, 03:55 AM (This post was last modified: 05-17-2014 03:56 AM by Purple Walrus.)
Post: #41
RE: Feats of Strength
Now I can't decide between riding a motorcycle which is also riding a giant bird, or riding a Lion scorpion that is a knight.

Oh the choices.


EDIT,

It seems the choice has been made for me.

Motorcycle it is!
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05-17-2014, 03:56 AM
Post: #42
RE: Feats of Strength
yes excellent perfect
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05-17-2014, 04:10 AM
Post: #43
RE: Feats of Strength
Added a Lengthened Appendage feat to Bestial similar to Telekinesis except that it lets you apply your Natural Weaponry and is slightly more accurate. As a result, Telekinesis and Improved Telekinesis have been buffed.

I don't think I mentioned it, but the rule of thumb is that NPC helpers have 20 HP. So the giant bird has 20 HP. Things that are supposed to be mounts (horses) can move 5 with or without a rider. Things with special movement types (your bird) move 4 with or without a rider.

I should also expand on riding. Basically you guys take up the same square and the guy on top moves with the guy on the bottom. This means the mount can spend their actions on movement, freeing up the rider to attack twice. If the rider moves, they have to get off the mount. NPC helper mounts do 1 damage with unarmed attacks and don't have weapons, but can wear armor that protects only them and not the rider. Players who are mounts can do whatever they do normally, but are probably encumbered.
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05-17-2014, 04:58 AM
Post: #44
RE: Feats of Strength
Yeah, I thought taking fire resistance just wouldn't make sense. Also, I'd like to change the multi-talented feat from Steady hands to Expansive knowledge.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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05-17-2014, 05:01 AM
Post: #45
RE: Feats of Strength
I assume CHARGE! still applies even if only your mount moves?
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05-17-2014, 05:06 AM
Post: #46
RE: Feats of Strength
Character Name: Alura
Description: A feisty, slender, black female feline, slightly bigger than a big house cat, who seems eager to fight and use violence to solve her problems.
Feats (include choices):
Bestial
Natural Weaponry (X5)
• Requires: Bestial
• Unarmed attacks do 1d6 instead of 1 physical damage
• Can be taken up to five times. Each time adds 1d6 damage.
Natural Poison
• Requires: Bestial, Natural Weaponry
• After a successful unarmed attack, do an affliction roll. If successful, the target is poisoned.
Heightened Senses
• Requires: Bestial
• +2 to all Sense Skill Checks
Nature
Healing Lands (X2)
• Requires: Nature
• You can spend an action to make a 3x3 area of Healing Lands centered on you until the beginning of your next turn. Each ally, including yourself, which ends their turn in the healing lands regains 1 HP.
• You can take this feat up to five times, adding 1 HP of healing each time.
Guardian
Protector
• Requires: Guardian
• You can spend an action to give either yourself or an adjacent ally +3 to all defenses until the start of your next turn.
• If you or the ally is moved so that you are no longer adjacent, the buff is automatically transferred to you.
Survivor
• Requires: Guardian
• +2 to Survival
Equipment (include stats):
Iron Armour (+6 Physical,+2 Fire, +2 Cold, +2 Energy)
Gold: 10
Physical Defense: 6
Fire Defense: 2
Cold Defense: 2
Energy Defense: 2
Affliction Defense: 0
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05-17-2014, 05:08 AM (This post was last modified: 05-17-2014 05:10 AM by Raptarion.)
Post: #47
RE: Feats of Strength
Ideas for divine feats while we're on the subject.

Hymn of strength.
Allies within a 3x3 area will do 1 more damage, but the caster can not move, attack, or perform any other feat while it is active.
If you are attacked, the ability is interrupted.

Resounding voice
Hymn of strength covers 5x5 area instead of 3x3

Rapturous voice
Hymn of strength increases damage by 2 instead of 1

(This is probably OP, I suck at balance.)
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05-17-2014, 05:10 AM (This post was last modified: 05-17-2014 05:28 AM by WillyDeWulfe.)
Post: #48
RE: Feats of Strength
@ Palamedes:

Short answer: No

Long Answer:
CHARGE! only works if you're the one moving. The whole point of it is to move and attack at the same time. If you're not the one moving, you won't be making the attack.

Since no regular mount will have the feat they won't be able to do a charge attack. A player who is a mount still could though if all the conditions are met.

However, keep in mind that having a mount basically gives you two free move actions. So you can have your mount move you to an enemy and then attack twice. There's no need for charge.

EDIT: Dischord, what Tier is that Iron Armor?

EDIT: Raptarion, that's not a bad power concept, but it's basically a severely nerfed version of Healing Lands. I was also trying to make Divine more focused on single target stuff which Nature being more about zones.

EDIT: Solaire, you didn't spend gold for your construct's longsword. Fix that.

EDIT: Leafsw0rd, I'm only counting 10 feats. You get 11.
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05-17-2014, 05:35 AM (This post was last modified: 05-17-2014 05:35 AM by MQuinny1234.)
Post: #49
RE: Feats of Strength
I'm not overly worried about the divine thing Will. I'm fine with having to stack the healing feats like that. Although, possibly a feat to help others overcome afflictions would be nice. That seems divine-y.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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05-17-2014, 06:10 AM
Post: #50
RE: Feats of Strength
Finally got a chance to check things here. On phone with terrible connection so editing posts is a horrid pain. I don't even know if this post will work. I'll alter my purchases later when I'm at a computer with stable internet, along with some feats.
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