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Tavar
2009-11-09, 07:37 PM
Well, I decided to rethink my strategy while making this class. Really, it stems from the fact that I don't like how any elemental class in published DnD books works at the moment, so I decided to make my own. This is what the result is, and in fact the class was originally call the Elementalist. I changed that name as I was getting into the Codex Alera at the time, and though that using that book's elemental system as a guideline would help make the class a bit more unique, and provide a focus for the abilities. Unfortunately, I went a bit too far, trying to mesh to systems that really don't work in the same way together. Right now, I'm moving back towards my original idea, with some inspriation still being drawn from the Codex Alera (mainly the names for the elements, some of the breakup of spells, and the Fury ability).

So, in addition to my Canim, I decided to make a class inspired by the furycrafters of Claderon, from the series by Jim Butcher. Now, this is inspired by the books, and largely adapted to fit into DnD mechanics/class balance such as it is. This won't work exactly the same, and you can't do everything that they can, but it's supposed to capture the feel of the crafter's more than anything else. The spell list is currently under construction, but it's based somewhat on the Wu Gen list.

FuryCrafter
Hit Dice: d8
Skills: 4+Int(x4 at first level). Craft, Knowledge All, Profession, Listen, Spellcraft, Spot

In addition, add the following skills to Class list based on Primary Elemental Focus:
Air: Balance, Jump, Tumble,
Fire: Bluff, Diplomacy, Intimidate, Preform
Water: Diplomacy, Disguise, Heal, Swim, Sense Motive
Earth: Search(can find magical traps on ground), Handle Animal, Ride,
Metal: Autohypnosis, Disable Device, Open Lock, Concentration
Wood:Escape Artist, Hide, Move silently, Survival, Use Rope
{table=head]Level|BaB|Fort|Ref|Will|Special|0th|1st|2nd|3rd|4t h|5th|6th|7th|8th|9th
+1|+0|+0|+0|+2|Spellcasting, Manifest Fury, Elemental Focus|4|2||||||||
+2|+1|+0|+0|+3||5|3||||||||
+3|+1|+1|+1|+3||6|4|2|||||||
+4|+2|+1|+1|+4||6|5|3|||||||
+5|+2|+1|+1|+4|Secondary Elemental Focus|6|5|4|2||||||
+6|+3|+2|+2|+5||6|5|5|3||||||
+7|+3|+2|+2|+5||6|5|5|4|2|||||
+8|+4|+2|+2|+6||6|5|5|5|3|||||
+9|+4|+3|+3|+6||6|5|5|5|4|2||||
+10|+5|+3|+3|+7||6|5|5|5|5|3||||
+11|+5|+3|+3|+7|Tertiary Elemental Focus|6|5|5|5|5|4|2|||
+12|+6|+4|+4|+8||6|5|5|5|5|5|3|||
+13|+6|+4|+4|+8||6|5|5|5|5|5|4|2||
+14|+7|+4|+4|+9||6|5|5|5|5|5|5|3||
+15|+7|+5|+5|+9||6|5|5|5|5|5|5|4|2|
+16|+8|+5|+5|+10||6|5|5|5|5|5|5|5|3|
+17|+8|+5|+5|+10| Quaternary Elemental focus|6|5|5|5|5|5|5|5|4|2
+18|+9|+6|+6|+11||6|5|5|5|5|5|5|5|5|3
+19|+9|+6|+6|+11||6|5|5|5|5|5|5|5|5|4
+20|+10|+6|+6|+12||6|5|5|5|5|5|5|5|5|5 [/table]

Spellcasting/Spells Known- automatically know all spells that belong to their Elemental focus, and cast spontaneously as a sorcerer except metamagic takes no longer than normal to apply. Wearing armor’s heavier than Leather armor interferes with a furycrafter’s casting, incurring spell failure as normal, though certain disciplines can get around this. Their primary casting stat is Charisma.


Elemental Focus-At level 1 they gain the Elemental Focus Ability. This allows them to chose one element as a focus. They now know all spells under that element. The elements are Air, Earth, Fire, Metal, Water, and Wood. Additionally, at 5th, 11th, and 17th levels, the furycrafter chooses another elemental focus. This works like the primary elemental focus, except that the purpose of learning spells. Instead, the furycrafter only knows the spells he would if he was a furcrafter 4 levels lower for his secondary, 10 levels lower for his tertiary, and 16 levels lower for his Quaternary. Thus, at level 20, a furycrafter knows all spells of his primary focus, all spells 8th and lower for his secondary, and all spells 2nd and lower for his Quaternary.

Manifest Fury- At first level, a furycrafter can manifest a fury as a standard action, which is initially a small elemental of whatever type the Furycrafter’s primary focus is. It progresses as according to the following table. The element can look like anything, though it is always made of the chosen element, and is often bestial.

When a Furycrafter gains an additional elemental focus, he can manifest an additional Fury (it type shares that of the new focus). This is entirely distinct from the first fury, and can be given entirely different stats and special qualities. For the purposes of abilities, the secondary fury treats its crafter’s level as 5 lower, the tertiary treats it as 10 lower, and the Quaternary treats it as 17 levels lower.

A manifested fury can act on the round it is manifested. A furycrafter can manifest each individual fury no more than 1 minute per class level, split up however he choses.

While manifested, a furcrafter loses the ability to cast spells from that elemental focus. Additionally, if the fury is destroyed he loses the ability to cast spells of that focus for 24 hours unless he makes a will save equal to the Fury’s Hit Dice + his Cha modifier. If he succeeds, he is instead unable to cast spells from that focus for 30 minutes. In either case, he also takes 2d4 Cha damage and is sickened for one hour.

{table=head]Crafter's Level|Hit Dice|Bonus to Stats|Natural Armor|Special Qualities
1-2|2|1||Share Spell, Empathic Link
3-4|1|||
5-6|2|||
7-8|1|||
9-10|2|||
11-12|1|||
13-14|2|||
15-16|1|||
17-18|2|||
19-20|1|||
[/table]

Hit Dice-The total hit dice of the Fury, and all such HD are Elemental HD. A Fury gains the following benefits: HP, Attack bonus, Saves, Skills, feats, and stat gains. These are all it gains from the HD.

Empathic Link- As Familar

Bonus to Stat- At the indicated levels, the Fury gains the above bonus to it's physical stats.

Natural Armor- at the indicated levels, the Fury adds the number to its Natural Armor.

Share Spell- As a Familiar or Animal Companion.

Additionally, at each increment, the Fury gains a special quality from the following list. Unless stated, there is no limit on the number of times a quality can be chosen, nor is there a order that they must be taken.

Increase Physical Damage- Increase Slam attack damage by two size catagories steps. Add an additional physical type when you take this for the first 2 times (P, S).

Increase Elemental Damage- Increase elemental damage by 1d6. Only available to Fire, Water, Air, and Wood (fire, cold, electric, and acid, respectively).

Improved DR- Increase Dr according to type.
Plant-5 dr/Slashing
Earth-5 dr/Piercing
Metal-5 dr/Bludgeoning

Increase Size- Increase Size by 1 step. It gains +10 speed, +5 reach, bonuses to Grapples, trips, and bull rushes, an increased Slam Attack Damage rating as if increasing a size, and the assorted penalties. It does not get bonuses or penalties to stats. This special quality may not be taken twice in a row.

Grappler- Whenever the Fury hits with a slam attack, It can initiate a grapple as a free action. It gains a +4 bonus on this roll, and does not provoke.

Tripper- Whenever the Fury hits with a slam attack, it can initiate a tip as a free action. It gains a +4 bonus on this roll, and does not provoke. If it fails, it may not be tripped in return.

Additional Natural attack- The Fury gains an additional natural attack due to its shape. This is a secondary natural attack and follows all rules associated with such attacks, and does damage as if one size category smaller than the primary.

Fortification- The Fury gains light fortification, or improves its light fortification to medium, or medium to heavy. This may only be taken 3 times.

Base Fury:
Small Elemental(Fury)
HD: 2d8
Stats: The Fury starts out with 8's in all physical scores, with an additional 18 points to spend on them in accordance to rules found in the DMG. It uses the Mental stat's of it's Crafter.
Attack: +2(1 BaB, 1 Size)
Slam 1d6+1.5 Strength


Fury Subtype-This creature looses the elemental immunities to Paralysis, Stunning, Critical Hits, and Flanking. It's good saves depend on it's elemental affiliation; Air gains good Reflex, Earth gains good Fort, Fire Gains Good Ref, Metal gains good Fort and Will, Water gains good Fort, and Wood gains good Will and Ref.



Note, this is still a work in progress, I just wanted to get this up and see reactions.

Tavar
2009-11-09, 08:36 PM
Spell list:

Air

0th

1st
Gust of Wind
Shocking Grasp
2nd
Invisibility
Whispering Wind
3rd
Haste
Fly
Wind Wall
Call Lighting
Lighting bolt
4th
Overland Flight
5th
Control Winds
Call Lighting Storm
6th
Chain Lighting
7th
Control Weather
8th
Whirlwind
9th



Earth

0th

1st
Calm Animals
Detect Snares and Pits
Hide from Animals
2nd
Animal Trance
3rd

4th

5th

6th

7th

8th
Sympathy
Antipathy
9th





Fire

0th
Ray of Frost

1st
Bless
Bane
Endure Elements
Lesser Orb of Fire
Burning hands
Charm Person
Produce Flame
2nd
Chill Metal
Flame Blade
Flaming Sphere
Heat Metal
Scorching Ray
3rd
Fireball
Fire Trap
Flame Arrow
4th
Wall of Fire
5th
Cone of Cold
Glibness
6th
Fire Seeds
Freezing Sphere
7th
Delayed Blast Fireball
Fire Storm
8th
Incendiary Cloud
Polar Ray
9th
Meteor Swarm


Metal

0th
Resistance
1st
True Strike
Divine Favor
Magic Weapon
2nd
Calm Emotions
3rd
Magic Weapon, Greater
Magic Vestment
4th
Divine Power
5th

6th

7th

8th

9th


Wood

0th

1st
Entangle
Pass without Trace
2nd
Wood Shape
Warp Wood
3rd
Plant Growth
4th
Command Plants
Neutralize Poison
Poison
5th
Wall of Thorns
6th
Repel Wood
7th
Animate Plants
8th
Control Plants
9th
Shambler


Water

Special note; I have not entered them in, yet, but the PHB2 and later polymorph spells should all fall under this discipline at their listed spell level.

0th
Cure/inflict Minor Wounds
1st
Cure/inflict Light wounds
Lesser Vigor
Fog Cloud
Detect thoughts
2nd
Cure/inflict Moderate Wounds
Remove Paralysis
Restoration, Lesser
Status
Zone of Truth
3rd
Cure/inflict Serious wounds
Dispel Magic
vigor
Vigor mass, Lesser
Water Breathing
4th
Cure Critical wounds
Discern Lies
Control Water
Death Ward
Alter Self
Restoration
Neutralize Poison
5th
Cure/inflict Light, Mass
Baleful Polymorph
Vigor, Greater
6th
Cure/inflict Moderate, Mass
Vigorous Circle
7th
Cure/inflict Serious, Mass
Regenerate
Polymorph
Resurrection
8th
Cure/inflict Critical, Mass
Heal
Harm
9th
Mass Heal
True Resurrection


General Guidelines for Non-core spells:
Spells with Air or Electricity subtypes go in Air, Cold or fire in Fire, Acid in Pant.

Spells that specifically interact with an element should go in that element.

Spells that Heal should go in Water.

Spells that give moral bonuses should go in Fire.

Spells that improve or defend against Melee combat should go in Metal.

Spells that improve or defend against Ranged combat should go in Wood.

Spells that improve your ability to sense/understand others should be Water.

Spells that allow you to control others should be either Fire or Water.

Spells that improve Strength or Endurance should be Earth.

Spells that improve ability to control animals should be earth.

Temotei
2009-11-10, 01:14 AM
For professionalism reasons, BAB and the saves should have "+" before each of the numbers. Also, insert the number of attacks. "+6/+1," for example. I'm not good at balancing (ha!) spellcasting classes, so I'm going to just keep an eye on this for now, make like a baby, and head out.

Melayl
2009-11-10, 02:21 AM
I was hoping someone would do a furycrafter class. Having only read the first novel, I knew I wasn't yet up to the task. I had thought to use a more Incarnum-style build, but yours looks promising (from what I know from the first book).

A few balance-ish issues:

1) each element should have the same number of bonus skills available.
2) you have ray of frost listed under the Fire spells -- I'm guessing this is a typo.
3) Earth is the only element without an elemental damage type. What do you plan to do to balance up Earth?
4) from what I remember of the book, some crafters were more powerful than others, but seemed to be at the same "level", if you will. And some had only one element (Tavi's aunt, whose name escapes me, is one) but were a great deal more powerful than some with two elements. Is there a way you can reflect this? Some type of specialization, perhaps? Maybe give up your secondary, tertiary, and/or quaternary for a caster-level type increase.
5) I'd really love to see some of the alterations that the Water-types could do, and the boosts to Strength and Conditioning that the Earth-types could do, etc.

I'll probably have more comments later, after you've had a chance to fill in more of the spells and such. I'll definitely be following this thread.

Melayl

Tavar
2009-11-10, 10:35 AM
You're idea about the incarnum is a good one: the primary reason I'm doing mine as a caster is that I've never felt that DnD ever did anything interesting with elemental casters, so I decided to see if I could make one. Oh, and I wouldn't mind having more class features, but right now I'm not sure if more would break it. For example, in the spellcasting section I mention disciplines: effectively you'd get some minor bonuses based on your elemental focuses, like Wild Empathy for Earth based, or the ability to wear heavier armors. Still working out exactly how that would work, and even if I want to keep it.



1) each element should have the same number of bonus skills available.
True. My main problem is which skills fit. Suggestions would be appreciated.

2) you have ray of frost listed under the Fire spells -- I'm guessing this is a typo.
I thought that would get noticed. Actually, in the second book it turns out that fire-crafting controls changes in energy, so the cold spells fit there.

3) Earth is the only element without an elemental damage type. What do you plan to do to balance up Earth?
Actually, Metal lacks that as well. I'm really not sure about the balancing, which is one of the main reasons I posted this here. The Furies should all be about as useful, but I'm really not sure how to put that in game terms. Still thinking about it, though suggestions are welcome.

4) from what I remember of the book, some crafters were more powerful than others, but seemed to be at the same "level", if you will. And some had only one element (Tavi's aunt, whose name escapes me, is one) but were a great deal more powerful than some with two elements. Is there a way you can reflect this? Some type of specialization, perhaps? Maybe give up your secondary, tertiary, and/or quaternary for a caster-level type increase.
If this was a point based system(Exalted, gurps, Hero) I think I could, but I can't think of a way to do it in the DnD system without being ridiculously complex. Well, that's not entirely true: one method would be to give ECL bumps at the additional focus levels, but I don't see a way to make it balanced.

5) I'd really love to see some of the alterations that the Water-types could do, and the boosts to Strength and Conditioning that the Earth-types could do, etc.

Really, that's going to be based on spells. I was thinking of including a channeling ability in addition to the manifesting, but so many of it's functions could be just as easily replicated by spells.

Godskook
2009-11-10, 12:03 PM
1) each element should have the same number of bonus skills available.

I disagree. The skill lists need a lot of work, but 'same number' is a bad measure of balance for skills. For instance, Air and Earth both have 3 skills, but Earth is sitting on 3 that are normally ignored by most players(barring search*) Much better to think of it as how many points would the typical player sink into these additional skills, and how powerful is that for them.

*Why oh why does this class have such unsynergistic skills when it comes to being a trapmonkey? Either he can search for some traps, or he can disable all of them, but not both. That's a bad design scheme, and honestly, as a primary spellcaster, not his job. To my knowledge, only a small handful of classes get access to trapfinding skills(ACF Ranger, Scout, Rogue), and none are primary spellcasters. If you want to keep it, that's not horrid, but keep in mind that you're going against the grain.

Air

You give them balance, tumble and jump, but why is an element that should never touch the ground using balance and jump?(I'm pretty sure tumble can be used mid-air) I'd give them:

Tumble - Rolling through the air
Speak Language - Hear the whispers of far off languages
Perform(Oratory, Song, Wind Instruments) - The music of air

-Casters love tumble so they can move away from melee to cast their spells, which will probably see a solid 1 point/level, while perform and speak language offer some social interaction, but not enough to cover the subject by themselves.

Fire

Again with the weird skills. Diplomacy on a fire element? When have you ever heard of fire being diplomatic? Here, I'd go:

Intimidate - Fire is scary stuff, and this helps reflect that
Climb & Jump - Fire is incredibly mobile
Perform(Dance) - Obvious

Water

Your choices for water are really appropriate with what the element is normally characterized as. However, compared to what I'm suggesting above, the list is too strong. I'd trim either diplomacy or disguise here, or add more elsewhere.

--------------
Ok, so far, while you've been missing the flavor I'm used to in the elements, you've at least had a unified idea of what each element is. With the last three, the flavor seems rather blurred between them.

Metal

If you're going to have a trap-monkey element, metal makes the most sense, and you might as well just go all or nothing, cause that's what your players will do if they're smart.

Trapfinding - not a skill, but necessary to use search properly in this manner
Search
Open Lock
Disable Device

Earth

Autohypnosis - Really, this could've gone in metal, but I think its full already, and Earth's a good fit anyway.
Hide & Move Silently

Wood

Huh, wood's an element. Seeing how its the only one that is actually organic, it makes the most sense for all the 'nature' skills.

Survival
Search + Track(feat) - Oh look, you can recognize someone's footprints in the dirt
Handle Animal
Ride - Just wouldn't feel right to be able to tame an animal but not be able to ride it.

Of course, there's also the fact that you're already working off a great list to start with. I mean, you've got know(all), spellcraft, concentration, listen, and spot. That alone can tie up 4+int skill points, unless you're casting stat is int, but I didn't see that listed. What is the casting stat?

Tavar
2009-11-10, 12:33 PM
I disagree. The skill lists need a lot of work, but 'same number' is a bad measure of balance for skills. For instance, Air and Earth both have 3 skills, but Earth is sitting on 3 that are normally ignored by most players(barring search*) Much better to think of it as how many points would the typical player sink into these additional skills, and how powerful is that for them.
Good reasoning.


*Why oh why does this class have such unsynergistic skills when it comes to being a trapmonkey? Either he can search for some traps, or he can disable all of them, but not both. That's a bad design scheme, and honestly, as a primary spellcaster, not his job. To my knowledge, only a small handful of classes get access to trapfinding skills(ACF Ranger, Scout, Rogue), and none are primary spellcasters. If you want to keep it, that's not horrid, but keep in mind that you're going against the grain.
That's actually something I've been wrestling with a fair bit. Though, if it helps, think of it like the Dwarven Stonecunning, which I should probably use to represent that ability.



Of course, there's also the fact that you're already working off a great list to start with. I mean, you've got know(all), spellcraft, concentration, listen, and spot. That alone can tie up 4+int skill points, unless you're casting stat is int, but I didn't see that listed. What is the casting stat?
Yeah. Actually, I'm thinking of trimming the universal list a bit, probably giving some of the knowledges to appropriate elements, along with possibly spot. Listen I think can stay where it is.

And I never actually put down the casting stat before. Oh well, it's there now(Cha).


Now, as for the skills, I guess it's a good idea to give some background. This is what the elements are related too in the books. This is from the wikipedia page.

Water Used in healing, communicating over large distances, reading emotions, shape shifting, keeping a youthful appearance, and manipulating water; disrupted by fire.


Earth Used to gain strength, tracking and hunting, manipulate the earth, calm animals, and inspire lust. A manifest earth fury can attack directly and can carry a crafter across ground as if on a raft. Earthcraft is necessary to travel swiftly on furycrafted roads throughout Alera. Earthcraft is disrupted when contact with the ground is lost.

Wood Used in manipulating plants, tracking and for camouflage; used by archers to bend massive bows to allow arrows to fly further and faster, and to increase accuracy of arrows. Also used to instantly create wooden tools. Requires nearby wood or plant matter, living or dead, in order to use. Disrupted by surrounding the user with metal.

Fire Used to control firelight to subliminally manipulate passionate feelings such as joy, anger, and fear; used to create and manipulate flames for either constructive or massively destructive purposes; can be used to create cold by extracting heat from an object; manifested fire furies may attack directly; disrupted by water.

Air Used to fly, control the wind, and to increase speed and agility; Also able to bend air into a lens to see farther or into an echo chamber to allow voice communication without the need for watercrafting, however the effective range is much shorter; strong crafters may be able to bend the air to make objects or people seem invisible or to create lenses of air to focus light into a damaging beam; can be used to manipulate the weather. Windcraft is disrupted by earth, particularly in the form of salt.


Metal Used in sword play heavily as crafters can change the hardness of metal, allowing them to strike with diamond-hard blades. Combat can be totally in the dark as metalcrafters do not need light to sense nearby metal. Shields can also be made more flexible to absorb a greater amount of impact force than normal. Also used in forging weapons and other precise metal objects, and metalcrafters also have dramatically increased pain tolerance and physical endurance. Although they gain speed, accuracy and deadly ability in combat, metalcrafters do not become physically stronger, nor does metalcraft give them skills they have not learned, and they still require metal weapons/armor to make the most of their abilities. The most deadly swordmasters are those who augment their abilities with earth and wind also. Gaius Sextus, First Lord of Alera, is the only character to display the ability to manifest a metal fury - the effect being that Sextus transformed into metal, in an effect reminiscent of Colossus.



You know, I've been thinking, and I might move Concentration to one of the specialized lists...maybe metal. Yes, this will make it much harder to cast unless you go metal(and thus should be something of a gish). Good.

industrious
2009-11-10, 01:22 PM
For metal, why don't you give them a limited selection of maneuvers, to represent their prowess with swordplay? We have examples of maneuver-esque abilities in the duel we say between Araris Valerian and Aldrick ex Gladius, after all.

Godskook
2009-11-10, 01:33 PM
Actually, this is a good question to ask. What are you balancing this with? Is it supposed to be useable in a standard 3.5 game? Or is it more based on 3.5, and may or may not be more powerful than 3.5 characters.


You know, I've been thinking, and I might move Concentration to one of the specialized lists...maybe metal. Yes, this will make it much harder to cast unless you go metal(and thus should be something of a gish). Good.

No. Thou shall not prevent spellcasters from gaining spellcasting skills. You take Concentration off the general list, and I'll hunt you down and smack you.

On the other hand, moving most of the knowledge skills into the elements will add flavor and trim primary list down almost to the bare bones.

Also, keep in mind, with charisma being a primary casting stat, you're going to average 5-6 skill points per level with these guys. That's at most 9 skills they'll seriously use, and probably 2-3 more they'll grab for synergies or easy DCs(like balance). Practically, it'll be more like 8 they'll even bother with.

Lapak
2009-11-10, 02:19 PM
I like the idea, but it definitely needs some adjustment.

The most important 'missing' aspect is definitely internalized furycrafting - it's basically 100% of the metal discipline in the books. One starting idea that would fit with the books as written would be to let the Furycrafter borrow the abilities of their manifested Fury - an earthcrafter in the book uses his ability to strengthen himself and his manifested fury is weaker as a result and aircrafters borrow their fury's swiftness on a regular basis.

Metalcrafters in the books aren't really like the other crafters - they can increase their endurance, numb their own pain, and strengthen their weapons, but they don't spellcast at all. Even Gaius' expression of metalcrafting didn't affect anything but himself.

I'd almost argue that each branch of crafting should be its own class - that way you can have a 15th level watercrafter able to hold their own against weaker multi-discipline casters. Also, it seems like the vast majority of Aleran crafters only have access to one fury. Add Crafter Lord as a theurge-esque prestige class, and you'd be in good shape.

(Of course, what I'm suggesting is WAY more of a project. If you want to approximate the flavor with a single class, the one you've put together is a very good start!)

Tavar
2009-11-10, 03:05 PM
This is more of an approximation using a single class, plus with some other goals, namely to make an elementalist focused caster. In fact, for a while I was going with the name Elementalist, but after I decided to borrow more from the Codex Alera I decided to change the name.

I am now thinking of doing a real furycrafting class/system, probably borrowing alot from Incarnum and the Avatar d20 project.

Oh, and this class is meant to be a tier 2-3 class. Really, I'm aiming for right about ToB in terms of power, the main issue it that they're a full caster, which gives them a pretty high base power level.

lightningcat
2009-11-21, 12:35 AM
I'm working on a furycraft system similar to the dragonmarks from eberron. Using 5 feat trees, and a PC for each discipline, and another for multi-discipline characters. It's still a work in progress.

But I'm interested in a class version of them as well. To give you ideas for spell lists check out the shugenja from Complete Divine (air, earth, fire & water spells), or the wu jen from Complete Arcane (air, earth, fire, water & wood spells), you're on your own for additional metal spells.

Tavar
2010-01-20, 12:50 AM
It LIVES!

Actually, Wu Gen has Metal Spells as well. In any case, I decided that it's futile to do more than the SRD, at least at first. I'll put up general guidelines if you want to use stuff from other sources.

GaiTavMag
2011-06-26, 10:52 PM
If you're going to represent furycrafting with spells, why is Bull's Strength not on the Earth list? Or Stoneskin on the Metal list?

Personally, I don't think you can adequately represent furycrafting this way, but the class itself has potential.

... Take a real good look at my name. It is an abbreviation. Can you tell me what of?

Ferreon
2011-06-27, 02:59 PM
Tavar, Lord Wolverine the Great, is it too forward to say I love you? and i shall be paying very close attention to this

Turn_Coat
2012-03-27, 01:38 PM
If you're going to represent furycrafting with spells, why is Bull's Strength not on the Earth list? Or Stoneskin on the Metal list?

Personally, I don't think you can adequately represent furycrafting this way, but the class itself has potential.

... Take a real good look at my name. It is an abbreviation. Can you tell me what of?

Gaius Tavi Magnus?