06-27-2021, 04:38 AM | #1 |
Join Date: Mar 2013
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Bunch Of Fungeon Fantasey Stuff
OK, first up are three new Talents, the first two, along with Pickaxe Perchant, get added to the Knight template. The third goes on the Scout template in place of Outdoorsman. Swordborn could on go the Swashbuckler template, but I've never really gotten how their different then Knights (so the stuff I'm putting this together for isn't going to use them) plus their the perfect fit for someone who knows how to use every weapon, yet they can't.
Spear-Carrier 5 points/level Polearm, Spear, Spear-Thrower, Staff, and Thrown Weapon (Spear). Reaction Bonus: Low ranking members of any organization. Swordborn 5 points/level Broadsword, Main-Gauche, Shield, Shortsword, and Two-Handed Sword. Reaction Bonus: Anyone who likes swords. Woodsman 10 points/level Bow, Camouflage, Hiking, Naturalist, Navigation, Survival, Stealth, Tracking, and Traps. Reaction Bonus: Anyone who lives or works in the wildness. Next up a new Advantage that I'm building a class around: Living Magical Battery 5 points You are a living, this has several upsides and a downside. When you support Wizardly Ceremonial magic you always count as if you have the Knows The Words perk, allowing you to contribute 2 energy points. You can cast the spell Lend Energy at IQ on Wizards to restore energy lost to spell casting or other magical activities, you also know Restore Energy at IQ. You can chose to sustain any spell cast on you or your equipment yourself, removing it from the Wizard you cast it's list of spells on. And finally you may purchase Energy Reserve (Magical) to supply all of this. The downside is that there is on (known) mortal method by which you can obtain Magery or any other spellcasting Talent. Yeah, it's a mainly NPC Advantage for spell casting assistants, variants exist for (Evil) Cleric, Demonologist, Necromancer, and Shaman. Core feature of what amounts to a first level prestige class for (Un)Holey Warriors, Knights, Scouts, and Thieves. Has access to a unique, body guard form of Higher Purpose. Last, but not least, is a 50 point Adventuring Academy Graduate template. By the end of character creation each character must have at least 1 point in each of these skills as they are critical to your surrival. Stealth Climbing Hiking Riding Gesture Knife or Staff Throwing Holdout Observation, Scrounging, or Search† Acting, Administration, Carousing, Diplomacy, Disguise, Fast-Talk, Intelligence Analysis, Interrogation, Intimidation, Merchant, Propaganda, Research, Savoir-Faire, Sex Appeal, or Streetwise† †All Skills on these lists should also be considered to be under the At Least One Per Team group These next groups also include skills that are critical to survival, but only when applied to the whole team and the group indicates how many people should them, talk with your teammates over who take what: At Least Two Per Team: First Aid Traps Detect Lies Survival At Least One Per Team: Forced Entry Architecture Masonry Current Affairs Lockpicking Naturalist Navigation Fishing Occultism You may chose to spend a single point on any of these skills: Acrobatics Alchemy Animal Handling Brawling or Boxing Camouflage Carpentry Crossbow or Sling Diagnosis Escape Fast-Draw* Forgery Hazardous Materials (Magical) Heraldry Hidden Lore* Jeweler Knot-Tying Leadership Lifting Lip Reading Packing Pharmacy Poisons Prospecting Running Shadowing Skiing Strategy* Swimming Tactics Teamster* Thaumatology Tracking Urban Survival Weather Sense Writing You may take five of these perks: Equipment Bond Exotic Equipment Training Weapon Bond Deep Sleeper Clothing Shticks (Cloaked, High-Heeled Heroine, Sartorial Integrity) Influence Shticks, all Standard Operating Procedure Cutting-Edge Training Dabbler Off-Hand Training Extra Option Rules Exemption Secret Knowledge Special Exercises Unusual Training |
06-27-2021, 11:07 AM | #2 |
Join Date: May 2021
Location: I'd rather be alone than be with people who make me feel alone.
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Re: Bunch Of Fungeon Fantasey Stuff
Architecture is a great skill for DF, especially on Wizards who can just drop a point or two to have a good skill level with it right away. It's also essential to have if they know the Shape Earth spell.
Swashbucklers are the definitive high-skill Sword Guy, and are especially good at dungeon parkour and other cinematic stunts. By combining that high skill with incredible mobility and speed, they're the true combat monster above and beyond what all the other professional templates bring to the table. Knights, who'd naturally complain about being forever outshined by the Swashbuckler in combat, will want to capitalize upon their more commandeering aspects (Leadership/Strategy/Tactics). Yes, besides combat their best niche is hireling management in combat. Honestly I'd prefer to strip the Knight of their commandeering skills and slap them on the Wizard. They'd make better use of them with that big brain power IQ. Especially appropriate if they're a Lich PC (which reminds me, that might be another character I've made that I could showcase on the forums...)! |
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