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sirpercival
2012-08-29, 02:27 AM
Introduction to the Project:

I wrote this stuff for a PbP that I'm playing in which takes place in a mishmash world containing every Nintendo game world in existence. The party contains my Hylian Warrior, a Space Pirate (metroid), a Kirby, a Kong, an Ice Fairy, and a Pokémaster. Yes, the campaign is awesome.

Rather than trying to build Link-the-class, which is impossible since he's different in every game, I instead looked for themes which were constant across all games, which led to the Hylian Warrior. Then, each game is going to get its own prc reflecting Link's unique abilities in that game (I have 4 finished right now).

I also wrote a Gerudo class, since the Gerudo are awesome, and some [Fairy] feats for when Link has a fairy.

Comments, critiques, and contributions are welcome on everything here!

Index:
Intro & Index
Fairy feats (http://www.giantitp.com/forums/showthread.php?p=13805786#post13805786)
Hylian Warrior (http://www.giantitp.com/forums/showthread.php?p=13805797#post13805797)
Gerudo Marauder (http://www.giantitp.com/forums/showthread.php?p=13805816#post13805816)
Ocarinist (http://www.giantitp.com/forums/showthread.php?p=13805835#post13805835) (Ocarina of Time)
Masqueteer (http://www.giantitp.com/forums/showthread.php?p=13805848#post13805848) (Majora's Mask)
Twilight Champion (http://www.giantitp.com/forums/showthread.php?p=13805862#post13805862) (Twilight Princess)
Chronal Adept (http://www.giantitp.com/forums/showthread.php?p=13805870#post13805870) (Oracle of Ages)
Stormblade (http://www.giantitp.com/forums/showthread.php?p=13805873#post13805873) (Oracle of Seasons) [under construction]
Sage (http://www.giantitp.com/forums/showpost.php?p=14545157&postcount=34)

sirpercival
2012-08-29, 02:29 AM
Fairy Feats

First, a repost of the fairy stats from Prime32's original thread (http://www.minmaxboards.com/index.php?topic=3349.msg43219#msg43219); the only thing I've changed is adding the [Fairy] descriptor to the feat, to fit with the rest of them.

Fairy Companion Stats



FAIRY COMPANIONS

Fairy
{table=head]Diminutive Fey |
Hit Dice: | 1/2d6 (1hp)
Initiative: | +3
Speed: | Fly 30ft (good) (6 squares)
Armor Class: | 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: | +0/-16
Attack: | —
Full Attack: | —
Space/Reach: | 1 ft./0 ft.
Special Attacks: | Cure, Faerie Fire
Special Qualities: | Breathless, Glow, Improved evasion, Low-light vision, Resistance to fire and cold 5
Saves: | Fort +0, Ref +5, Will +3
Abilities: | Str 1, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Skills: | Hide +9, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (religion) +5, Knowledge (the planes) +5, Listen +5, Move Silently +3, Search +0, Spot +5
Feats: | Alertness, MobilityB
Environment: | Temperate forests
Organization: | Solitary
Challenge Rating: | Included with master
Treasure: | None
Alignment: | Usually chaotic good
Advancement: | None
[/table]

Breathless (Ex): A fairy does not need to breathe.

Cure (Sp): Once per day, a fairy can restore 1d8 hit points per two HD (minimum 1d8) to a willing adjacent creature.

Faerie Fire (Sp): As an immediate action, a fairy can produce a faerie fire effect on an adjacent creature for 1 round.

Glow (Ex): Fairies glow with the brightness of a candle, inflicting a -6 penalty on Hide checks. This ability cannot be suppressed.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a fairy takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

NEW FEATS

Fairy Assist [Fairy, Fighter, Racial]
Prerequisites: Kokiri race
Benefit: Your fairy inflicts a -2 penalty on AC and saving throws to all enemies adjacent to it.
Special: A fighter may select this feat as one of his fighter bonus feats.



Fairy Companion [Fairy]
The Great Deku Tree grants you a fairy companion.
Benefit: You gain a kokiri fairy companion; your effective HD is equal to half your character level. While your fairy is adjacent, you gain the benefits of the Alertness feat. Like a familiar, the fairy uses the better of its own or your skill ranks, base attack bonus, base saving throws and effective HD, and has hit points equal to one-quarter of your total.

Fairy Boost [Fairy]
Your fairy companion helps you prepare for the day by giving you useful advice while you perform your daily routine.
Prerequisites: Fairy companion, character level 3rd.
Benefit: Choose one of your physical ability scores. Whenever your fairy companion is within 30 feet, you gain a +2 bonus to that ability score. You can change the boosted ability score by spending 10 minutes practicing with your companion's guidance.

Improved Fairy Boost [Fairy]
Your fairy gives better advice than some...
Prerequisites: Fairy companion, character level 9th.
Benefit:The bonus granted by your Fairy Boost feat is equal to the number of [Fairy] feats you possess (minimum 2).

Fairy Nudge [Fairy]
Your fairy companion helps by pointing out important things you might have missed.
Prerequisites: Fairy companion.
Benefit: As long as your fairy companion is within 30 feet of you, whenever you make a Listen, Search, or Spot check, you may roll twice and take the better result.

Fairy Whisper [Fairy]
Your fairy companion notices whenever you're acting strangely.
Prerequisites: Fairy companion, character level 12th.
Benefit: You gain the slippery mind ability whenever your fairy companion is within 30 feet of you.

Fairy Heal [Fairy]
Your fairy companion can bring you back from the brink of death to continue the fight.
Prerequisites: Fairy companion, character level 15th.
Benefit: Whenever you are reduced to 0 or fewer hit points, your companion may spend an immediate action to instantly restore you to full health, as per the heal spell except that you are returned to your full normal hit point total. You may use this ability once per day, and only when your companion is within 5 feet of you.

sirpercival
2012-08-29, 02:34 AM
This is a martial adept class based on Link's fighting style of being able to use just about anything as a weapon, and moving between weapons in an instant (as well as Z-targeting in the later games).


Hylian Warrior

"All this for a bottled fish?!"

A warrior trained in the ancient arts by the warmasters of Hyrule learns to use sword, shield, bow, and anything and everything else against his enemies.

MAKING A HYLIAN WARRIOR
Hylian Warriors excel at both melee and ranged combat, making use of just about everything.
Abilities: Strength, Dexterity, and Wisdom are the most important ability scores for a Hylian Warrior; every character needs more hit points, so a high Constitution is also key.
Races: Most often Kokiri (http://www.minmaxboards.com/index.php?topic=3349.msg43219#msg43219), elves, and humans, though a member of any other race can train in Hyrule.
Alignment: Any.
Starting Gold: As ranger.
Starting Age: As ranger.

Class Skills
The Hylian Warrior's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Hit Die: d8


{table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers Known | Maneuvers Readied | Stances Known
1 | +1 | +2 | +2 | +0 | Favored weapon, focused target, Hylian bladestyle | 3 | 3 | 1
2 | +2 | +3 | +3 | +0 | Hylian technique | 4 | 3 | 1
3 | +3 | +3 | +3 | +1 | Adaptive bladestyle 1 | 5 | 3 | 1
4 | +4 | +4 | +4 | +1 | Tools at hand +1 | 5 | 4 | 2
5 | +5 | +4 | +4 | +1 | Favored weapon, Hylian technique | 6 | 4 | 2
6 | +6/+1 | +5 | +5 | +2 | Delicate touch | 6 | 4 | 2
7 | +7/+2 | +5 | +5 | +2 | Improved Hylian bladestyle | 7 | 4 | 2
8 | +8/+3 | +6 | +6 | +2 | Adaptive bladestyle 2, Hylian technique, tools at hand +2 | 7 | 4 | 2
9 | +9/+4 | +6 | +6 | +3 | Favored weapon | 8 | 4 | 2
10| +10/+5 | +7 | +7 | +3 | Improved focused target | 8 | 5 | 3
11| +11/+6/+1 | +7 | +7 | +3 | Hylian technique | 9 | 5 | 3
12| +12/+7+2 | +8 | +8 | +4 | Tools at hand +3 | 9 | 5 | 3
13| +13/+8/+3 | +8 | +8 | +4 | Adaptive bladestyle 3, favored weapon | 10| 5 | 3
14| +14/+9/+4 | +9 | +9 | +4 | Hylian technique | 10| 5 | 3
15| +15/+10/+5 | +9 | +9 | +5 | Greater Hylian bladestyle | 11| 6 | 3
16| +16/+11/+6/+1 | +10| +10| +5 | Tools at hand +4 | 11| 6 | 4
17| +17/+12/+7/+2 | +10| +10| +5 | Favored weapon, Hylian technique | 12| 6 | 4
18| +18/+13/+8/+3 | +11| +11| +6 | Adaptive bladestyle 4 | 12| 6 | 4
19| +19/+14/+9/+4 | +11| +11| +6 | Greater focused target | 13| 6 | 4
20| +20/+15/+10/+5 | +12| +12| +6 | Hylian technique, tools at hand +5 | 13| 7 | 4[/table]

Weapon and Armor Proficiencies: A Hylian warrior is proficient with all simple and martial weapons, light armor, and shields (but not tower shields).

Maneuvers (Ex): You begin your career with knowledge of three martial maneuvers and one stance. The disciplines available to you are Fool's Grip (http://www.giantitp.com/forums/showthread.php?t=67879), Iron Tortoise (http://www.giantitp.com/forums/showthread.php?t=160377), Solar Wind (http://www.giantitp.com/forums/showthread.php?t=193295), and Stone Dragon. You may spend a swift action at any time to recover a single expended maneuver; however, you may not use the recovered maneuver on the round you recover it, nor can you recover a maneuver in the same round you used it. At 4th level, and every 2 levels thereafter, you may exchange one of the maneuvers you know for any other maneuver you qualify for.

Favored weapon (Ex): Choose two weapons with which you are proficient, and an additional weapon every 4 levels after 1st. Any feats you select which specifically apply to any of your favored weapons apply to all of your favored weapons. For example, a 1st-level Hylian warrior with Weapon Focus (Greatsword) who selected short sword and greatsword as his two favored weapons would gain a +1 bonus to attack rolls with both short swords and greatswords.

Focused target (Ex): You are skilled at focusing on a particular enemy, making you more effective at attacking them. As a swift action, you can designate a single enemy as your focused target. You gain a bonus to attack rolls equal to your Wisdom modifier against that enemy. You may change targets at any time by spending another swift action.

Hylian bladestyle (Ex): You learn to fight effectively in the Hylian style. You gain Quick Draw as a bonus feat, and can switch between any weapons you carry (including shields) as a free action at the beginning of your turn. You can only use this ability with weapons and shields with which you are proficient.

Hylian technique: At 2nd level, and every 3 levels thereafter, you learn a technique of your choice, chosen from the list below. Some of the techniques have prerequisites that must be met, and others can be taken more than once; details are given in the technique descriptions.

Techniques:
Boomerang technique: You gain a bonus feat for which you meet the prerequisites, chosen from the following list: Boomerang Daze, Boomerang Ricochet, Exotic Weapon Proficiency (Talenta Boomerang). You may choose this technique up to 3 times, selecting a different bonus feat each time.

Bowstyle (Ex): While wielding a bow, you can use it in melee without provoking attacks of opportunity, and you threaten squares within your normal reach. You can't make more than a single attack of opportunity with your bow in a round, regardless of the number of AoO's you are normally allowed. Requires Bowstyle, Lesser and class level 11th.

Bowstyle, Greater (Ex): While wielding a bow, you threaten all squares up to 15 feet beyond your natural reach (e.g., a Medium creature would threaten squares out to 20 feet, while a Large creature would threaten out to 25). You can still only take one attack of opportunity in a round with your bow. Requires Bowstyle and class level 17th.

Bowstyle, Lesser (Ex): The range increment on any bow you wield (including crossbows) increases by 50%.

Shield technique: You gain a bonus feat for which you meet the prerequisites, chosen from the following list: Improved Shield Bash, Shield Specialization, Shield Ward. You may choose this technique up to 3 times, selecting a different bonus feat each time.

Sword Beam (Su): As a standard action, you can make a ranged attack with a sword you wield against any creature within 30 feet, using your Strength modifier on attack and damage instead of your Dexterity modifier. You can use this ability a number of times per day equal to your Wisdom modifier.

Sword Beam, Greater (Su): While wielding a sword, you can spend a use of your Sword Beam ability to replicate the effects of the whirling blade spell as a standard action. Requires Sword Beam and class level 8.

Sword Spin (Su): While wielding at least one sword, you can spend a use of your Sword Beam ability to replicate the effects of the bladestorm spell as a swift action. Requires Sword Beam and class level 8.


Adaptive bladestyle (Ex): Beginning at 3rd level, whenever you change weapons using your Hylian bladestyle ability, you may exchange one or more readied (not expended) maneuvers for other maneuvers you know (which are neither readied nor expended). At 3rd level, you can exchange 1 maneuver when you use this ability; the number of maneuvers you can exchange increases by 1 for every 5 levels after 3rd.

Tools at hand (Ex): Upon reaching 4th level, you gain a +1 competence bonus to attacks with improvised weapons. This bonus increases by +1 every four levels after 4th.

Delicate touch (Ex): At 6th level, the critical threat range of any improvised weapon you wield increases by 1.

Improved Hylian bladestyle (Ex): Beginning at 7th level, the Hylian style has become second nature to you. Whenever you spend a free action to switch weapons with your Hylian bladestyle ability, you may choose to change your martial stance as part of the same free action (instead of a swift action as normal).

Improved focused target (Ex): At 10th level, the bonus to attack rolls against your target becomes 1.5 times your Wisdom bonus, and you gain a bonus on damage rolls against your focused target equal to half your Wisdom modifier.

Greater Hylian bladestyle (Ex): Beginning at 15th level, your mastery of the Hylian style is unparalleled. You can change weapons as a free action at any time (as per the Hylian bladestyle ability), including in between attacks during a full-attack action or during an opponent's turn, instead of being limited to the beginning of your turn. This change is in addition to the change at the beginning of your turn granted by the Hylian bladestyle ability; you can only change weapons a maximum of twice in one round. This allows a Hylian warrior to adjust their tactics based on their opponents' actions.

Greater focused target (Ex): At 19th level, your focused target ability improves yet again. The bonus to attacks against your target becomes twice your Wisdom modifier, and the bonus to damage against your target becomes equal to your Wisdom modifier.

sirpercival
2012-08-29, 02:44 AM
Gerudo Marauder

"My country lay within a vast desert. When the sun rose into the sky, a burning wind punished my lands, searing the world. And when the moon climbed into the dark of night, a frigid gale pierced our homes. No matter when it came, the wind carried the same thing... Death."

The Gerudo are a race of deadly women, ruled by a King, the only male Gerudo born every 100 years.
(The male usually takes levels in Gerudo Dragmire)

MAKING A GERUDO MARAUDER
Gerudo Marauder are sneaky, magical bastards.
Abilities: Strength, Dexterity, and Charisma are the most important ability scores for a Gerudo Marauder; every character needs more hit points, so a high Constitution is also key.
Races: Humans. Gerudo Marauder are technically a race unto themselves, but w/e. Also, almost all Gerudo Marauder are women.
Alignment: Any non-good, non-lawful.
Starting Gold: As monk.
Starting Age: As monk.

Class Skills
The Gerudo Marauder's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int) x4
Skill Points at Each Additional Level: 8 + Int

Hit Die: d6

{table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers Known | Maneuvers Readied | Stances Known
1 | +0 | +0 | +2 | +2 | Beguile +2, staredown | 5 | 4 | 1
2 | +1 | +0 | +3 | +3 | Sneak attack +1d6 | 6 | 4 | 2
3 | +2 | +1 | +3 | +3 | Trained stealth | 7 | 5 | 2
4 | +3 | +1 | +4 | +4 | Uncanny dodge | 7 | 5 | 2
5 | +3 | +1 | +4 | +4 | Sneak attack +2d6 | 8 | 6 | 3
6 | +4 | +2 | +5 | +5 | Beguile +4 | 9 | 6 | 3
7 | +5 | +2 | +5 | +5 | Evasion | 10 | 6 | 3
8 | +6/+1 | +2 | +6 | +6 | Sneak attack +3d6 | 10 | 7 | 3
9 | +6/+1 | +3 | +6 | +6 | Improved uncanny dodge | 11 | 7 | 4
10| +7/+2 | +3 | +7 | +7 | Improved staredown | 12 | 8 | 4
11| +8/+3 | +3 | +7 | +7 | Beguile +6, sneak attack +4d6 | 13 | 8 | 4
12| +9/+4 | +4 | +8 | +8 | Hide in plain sight | 13 | 8 | 4
13| +9/+4 | +4 | +8 | +8 | Improved evasion | 14| 9 | 4
14| +10/+5 | +4 | +9 | +9 | Sneak attack +5d6 | 15| 9 | 5
15| +11/+6/+1 | +5 | +9 | +9 | Incredible reflexes | 16| 10 | 5
16| +12/+7/+2 | +5 | +10| +10| Beguile +8 | 16| 10 | 5
17| +12/+7/+2 | +5 | +10| +10| Sneak attack +6d6 | 17| 10 | 5
18| +13/+8/+3 | +6 | +11| +11| Greater uncanny dodge | 18| 11 | 5
19| +14/+9/+4 | +6 | +11| +11| Greater staredown | 19| 11 | 5
20| +15/+10/+5 | +6 | +12| +12| Sneak attack +7d6 | 20| 12 | 6[/table]

Weapon and Armor Proficiencies: A Gerudo Marauder is proficient with simple weapons, as well as any martial (but not exotic) discipline weapons for all her allowed disciplines (see below). Gerudo Marauder are also proficient with light armor, but not with shields.

Maneuvers (Ex): You begin your career with knowledge of five martial maneuvers and one stance. The disciplines available to you are Chthonic Serpent (http://www.giantitp.com/forums/showthread.php?t=131567), Desert Wind, Shadow Hand, Steel Serpent (http://www.giantitp.com/forums/showthread.php?t=161258), and Witch Razor (http://www.giantitp.com/forums/showthread.php?t=102869). You can spend a standard action during your turn to recover all expended maneuvers. At 4th level, and every 4 levels thereafter, you may exchange one of the maneuvers you know for any other maneuver you qualify for.

Beguile (Ex): Your force of personality is such that you gain a +2 bonus to Bluff and Intimidate checks. This bonus increases by +2 at 6th, 11th, and 16th level.

Staredown (Ex): Enemies have difficulty attacking you, because you stare them down. As a swift action, you can designate a single opponent to stare down; that opponent suffers a morale penalty equal to your Charisma modifier to attack rolls against you. Enemies who are immune to fear effects instead suffer a morale penalty equal to half your Charisma modifier. You can designate a new target at any time by spending a swift action; any opponent you target must be able to see you to suffer the penalty.

Sneak Attack (Ex): At 2nd level, if you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for an extra 1d6 points of damage. This extra damage increases by +1d6 every three levels (+2d6 at 5th, +3d6 at 8th, etc.). For complete details on the sneak attack ability, see the description of the Rogue ability.

Trained stealth (Ex): Beginning at 3rd level, you add your (unmodified) base Reflex save bonus to your Hide and Move Silently checks.

Uncanny dodge (Ex): At 4th level, you retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gains improved uncanny dodge instead.

Evasion (Ex): Upon reaching 7th level, you learn to avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of evasion if you are helpless.

Improved uncanny dodge (Ex): Beginning at 9th level, you can no longer be flanked. This defense denies another character the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than you do. If you already have uncanny dodge from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank you.

Improved staredown (Su): At 10th level, whenever you choose a new target for your staredown ability, the opponent must make a Will save (DC 10 + 1/2 Gerudo Marauder level + your Cha modifier) or be unable to take any action against you which would require an attack roll. This effect lasts until you change targets or until you make an attack roll against the opponent.

Hide in plain sight (Ex): When you reach 12th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow.

Improved evasion (Ex): This ability, gained at 13th level, works like evasion (see above). You take no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, you take only half damage even if you fail your saving throw.

Incredible reflexes (Ex): At 15th level, you add your (unmodified) base Reflex save bonus to initiative checks.

Greater uncanny dodge (Ex): Beginning at 18th level, you can no longer be surprised. You automatically act on your initiative during surprise rounds (unless some other effect, such as being dazed or stunned, prevents you from taking an action), provided you are aware of your opponent.

Greater staredown (Ex): Upon reaching 19th level, your staredown effect applies to all enemies within 30 feet that can see you. You must still pick a single target for the effect of your improved staredown.

sirpercival
2012-08-29, 03:02 AM
OCARINIST

"As long as you had the Ocarina in your possession, I thought Ganondorf could never enter the Sacred Realm, but... something I could never expect happened..."

An Ocarinist has learned how to bend time, space, and reality through the use of his Ocarina.

BECOMING AN OCARINIST
An Ocarinist begins as a Hylian Warrior with a fairy, and then discovers and learns to play an Ocarina of Time.

ENTRY REQUIREMENTS
Skills: Perform 5 ranks.
Feats: Fairy Companion (or fairy companion racial trait), one other [Fairy] feat.
Initiator Level: 7th.
Special: Hylian bladestyle
Special: Must be in possession of an Ocarina of Time.


Class Skills
The Ocarinist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Knowledge (Arcana, Nature, the Planes), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + Int

Hit Die: d8

{table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers Known | Maneuvers Readied | Stances Known
1 | +0 | +0 | +2 | +2 | Hylian training, ocarina music, Epona's song | 1 | 0 | 1
2 | +1 | +1 | +3 | +3 | Sun's Song | 0 | 0 | 1
3 | +2 | +2 | +3 | +3 | Song of Storms | 1 | 0 | 1
4 | +3 | +3 | +4 | +4 | Warp song | 0 | 4 | 2
5 | +3 | +3 | +4 | +4 | Song of time| 1 | 4 | 2[/table]

Weapon and Armor Proficiencies: Ocarinists gain proficiency with the bastard sword, kukri, two-bladed sword, shortsword, and flail, if they did not have it already. They gain no new armor or shield proficiencies.

Maneuvers: At 1st, 3rd, and 5th level, you gain one new maneuver known from the Riven Hourglass (http://www.giantitp.com/forums/showthread.php?t=220580) discipline. You must meet a maneuver's prerequisite to learn it. You add your full Ocarinist levels to your initiator level to determine your total initiator level and highest-level maneuvers known. At 4th level, you gain an additional maneuver readied per day.

Stances: You learn an additional stance from the Riven Hourglass discipline at 2nd level. You must meet the stance's prerequisites to learn it.

Hylian training: At each level, you may exchange any one maneuver or stance you know for any Riven Hourglass maneuver or stance for which you meet the prerequisites. You may only exchange maneuvers for maneuvers of the same level, and stances for stances of the same level.

Ocarina music: You gain the ability to play magical songs on the Ocarina (similar to Bardic Music) to produce various effects. You can use ocarina music effects 3 + your Ocarinist level times per day. Ocarina music counts as bardic music for the purposes of qualifying for feats and prestige classes (though it cannot substitute for particular effects, such as Inspire Courage or Inspire Competence).

Epona's song (Su): You can spend a use of your ocarina music as a standard action to summon a magical horse to ride. This ability is identical to the phantom steed spell, with a CL equal to 5 + your Ocarinist level.

Sun's song (Su): At 2nd level, you can spend a use of your ocarina music to stun nearby undead. Make a Perform check as a standard action; all undead within 60 feet must make a Will save (DC equal to your Perform check result) or be dazed for a number of rounds equal to your Ocarinist level. In addition, any creatures within 30 feet that have special vulnerability to sunlight must make a Fortitude save at the same DC or take damage equal to twice your Perform check result.

Song of storms (Su): Beginning at 3rd level, you can spend a use of your ocarina music to exercise mastery of the weather. The strength of the effect depends on how long you play the Song; choose which effect to produce when you start playing. 1 round -- You gain the benefit of the call lightning spell, with a CL equal to twice your Ocarinist level.
2 rounds -- You gain the benefit of the call lightning storm spell, with a CL equal to three times your Ocarinist level.
1 minute -- You gain the benefit of the control weather spell, with a CL equal to four times your Ocarinist level. You must be at least a 13th-level character to use this version of the ability.

Warp song (Su): Upon reaching 4th level, you gain the ability to transport yourself to distant places with your music. The strength of the effect depends on how long you play the Song; choose which effect to produce when you start playing. Move action -- You gain the benefit of the dimension door spell, with a CL equal to twice your Ocarinist level.
Standard action -- You gain the benefit of the teleport spell, with a CL equal to three times your Ocarinist level.
1 full round -- You gain the benefit of the greater teleport spell, with a CL equal to three times your Ocarinist level. You must be at least a 13th-level character to use this version of the ability.

Song of time (Su): At 5th level, you are a master of the Ocarina. You can spend a use of ocarina music as an immediate action when rolling initiative to automatically go first in an encounter.

sirpercival
2012-08-29, 03:11 AM
MASQUETEER

"When a body is used by another, it can be called nothing but a puppet. This one has served its purpose, and it is useless."

A Masqueteer uses masks to tailor his abilities to any given situation.

BECOMING A MASQUETEER
A Masqueteer begins as a Hylian Warrior with a fairy... and then collects masks.

ENTRY REQUIREMENTS
Skills: Disguise 5 ranks.
Feats: Fairy Companion (or fairy companion racial trait), one other [Fairy] feat.
Initiator Level: 7th.
Special: Improved Hylian bladestyle


Class Skills
The Masqueteer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Knowledge (Arcana, Nature, the Planes), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + Int

Hit Die: d6

{table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers Known | Maneuvers Readied | Stances Known
1 | +0 | +0 | +2 | +2 | Hylian training, masquerade 1 | 1 | 0 | 1
2 | +1 | +1 | +3 | +3 | Copyshift | 0 | 0 | 1
3 | +2 | +2 | +3 | +3 | Masquerade 2 | 1 | 0 | 1
4 | +3 | +3 | +4 | +4 | Improved copyshift | 0 | 4 | 2
5 | +3 | +3 | +4 | +4 | Deepshift, masquerade 3 | 1 | 4 | 2[/table]

Weapon and Armor Proficiencies: Masqueteers gain proficiency with the punching dagger, spiked gauntlet, armor spikes, sickle, and handaxe, if they did not have it already. They gain no new armor or shield proficiencies.

Maneuvers: At 1st, 3rd, and 5th level, you gain one new maneuver known from the Masked Moon (http://www.giantitp.com/forums/showthread.php?t=48255) discipline. You must meet a maneuver's prerequisite to learn it. You add your full Masqueteer levels to your initiator level to determine your total initiator level and highest-level maneuvers known. At 4th level, you gain an additional maneuver readied per day.

Stances: You learn an additional stance from the Masked Moon discipline at 2nd level. You must meet the stance's prerequisites to learn it.

Hylian training: At each level, you may exchange any one maneuver or stance you know for any Masked Moon maneuver or stance for which you meet the prerequisites. You may only exchange maneuvers for maneuvers of the same level, and stances for stances of the same level.

Masquerade (Ex): You craft special masks which grant you various and sundry abilities. You begin with 3 masks chosen from the list below, and you acquire 3 more masks with every level of Masqueteer that you take. You can have only one mask active at a time, and changing masks requires a move action; alternatively, you can change masks as part of the same free action whenever you use your Hylian bladestyle ability. At 3rd level, you can benefit from the effects of two masks active at once, and at 5th level, you can benefit from the effects of 3 masks at once; you can still only change 1 mask with a single action, however.

Masks:

All-night mask: While wearing this mask, a masqueteer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. In addition, he gains blindsense out to a distance of 60 feet.

Blast mask: A masqueteer wearing this mask can spend a standard action to make a Disguise check; he then causes an explosion deals 1d4 concussion damage times one-half of his check result to everything in a 30-foot burst centered on his square. After using this ability, he cannot do so again for 1d4 rounds.

Bremen mask: While wearing this mask, a masqueteer can use animal messenger, animal trance, and charm animal as spell-like abilities at will, with a caster level equal to his character level. In addition, he can use a summon nature's ally spell of a level equal to his masqueteer level as a spell-like ability to summon animals only, with a CL equal to his character level; he can use this ability no more than once every 10 minutes. For example, a 4th-level masqueteer could summon a giant crocodile using SNA IV.

Bunny hood: A masqueteer wearing this mask constantly receives the benefit of the haste spell.

Captain's hat: This mask grants a masqueteer the ability to use hide from undead as a spell-like ability at will. In addition, a masqueteer is immune to poison, sleep effects, paralysis, stunning, disease, fatigue, exhaustion, and death effects while wearing this mask.

Circus Leader's mask: While wearing this mask, a masqueteer radiates an aura that causes all enemies within 30 feet to lose their immunity to mind-affecting effects, if any. In addition, the masqueteer can use crushing despair and good hope as spell-like abilities at will.

Couple's mask: A masqueteer wearing this mask can use shield other as a spell-like ability at will. In addition, once per round as a swift action, the masqueteer can make a Disguise check to heal a single ally within 30 feet a number of hitpoints equal to the check result.

Don Gero's mask: This mask continuously confers on a masqueteer the ability to speak with animals as per the spell. In addition, once per day per class level (regardless of the number of times the mask is removed and reactivated) the masqueteer can use commune with nature as a spell-like ability with a caster level equal to his character level.

Fierce Deity mask: While wearing this mask, a masqueteer constantly gains the benefit of the righteous might spell. In addition, the masqueteer can use bladestorm and whirling blade as spell-like abilities at will, and he can use his ranks in the Disguise skill in place of his base attack bonus on the attack rolls, if he chooses.

Garo's mask: A masqueteer wearing this mask can use the Hide skill even while being observed, and can use his Disguise bonus instead of his Hide bonus if he chooses. In addition, the masqueteer gains +1d6 sneak attack damage for every masqueteer level he possesses.

Giant's mask: Wearing this mask increases a masqueteer's size by two categories, as per the expansion psionic power. In addition, he gains DR 5/adamantine.

Gibdo mask: While wearing this mask, a masqueteer can use speak with dead as a spell-like ability at will. In addition, the masqueteer can turn or rebuke undead as a cleric of his character level. As with a cleric, he turns if he is good and rebukes if he is evil. If he is neutral, he chooses whether to turn or rebuke upon activating the mask, and the choice lasts for 24 hours. Once the masqueteer has used this ability, he cannot do so again for 5 rounds.

Great Fairy mask: A masqueteer who wears this mask gains special benefits whenever his fairy companion is within 5 feet. He gains a bonus to attacks, saves, and skill checks equal to the number of [Fairy] feats he has, and fast healing equal to twice the number of [Fairy] feats he has.

Kafei's mask: While wearing this mask, a masqueteer can make Disguise checks in place of Gather Information checks; the time it takes and the chance for retry are as normal for Gather Information. In addition, the masqueteer gains the benefit of the Urban Tracking feat, and can use locate creature and locate object as spell-like abilities at will, with a caster level equal to his character level.

Kamaro's mask: A masqueteer wearing this mask dances gracefully through combat. He can make a Disguise check at the beginning of his turn as a free action each round; if he does so, he gains a competence bonus to attack rolls and damage rolls, and a dodge bonus to armor class, equal to one quarter of his check result. The bonus lasts until the beginning of his next turn.

Keaton mask: While wearing this mask, a masqueteer gains the Bardic Knowledge ability of a bard of his character level. In addition, once per day per class level (regardless of the number of times the mask is removed and reactivated) the masqueteer can use commune as a spell-like ability with a caster level equal to his character level.

Mask of scents: This mask grants a masqueteer the scent special ability, as well as the benefit of the Track feat. In addition, once per day per class level (regardless of the number of times the mask is removed and reactivated) the masqueteer can use heal as a spell-like ability with a caster level equal to his character level.

Mask of truth: A masqueteer wearing this mask gains telepathy to a range of 100 feet, as well as the benefit of the Mindsight feat. In addition, the masqueteer can use discern lies as a spell-like ability at will, with a CL equal to his character level.

Postman's hat: While wearing this mask, a masqueteer can use sending as a spell-like ability at will.

Romani mask: This mask grants a masqueteer a +2 bonus to Intelligence, Wisdom, and Charisma.

Stone mask: A masqueteer wearing this mask can use greater invisibility and nondetection as spell-like abilities at will, with a CL equal to his character level.


Copyshift (Su): Beginning at 2nd level, you gain the ability to mimic a single willing creature within 30 feet of you. Once per day per class level, you can use this ability as a full-round action to assume the form of a normal member of the target creature's race, as per the alter self spell, but with no type restriction. Make a Disguise check as part of the same action; you can remain in the assumed form for a maximum of 10 minutes times your Disguise check result, or you may return to your original form as a standard action. You do not acquire any templates of the mimicked creature, nor can you mimic summoned or called creatures.

Improved copyshift (Su): At 4th level, whenever you use your copyshift ability, the effect is that of the polymorph spell (with no type restriction) instead of alter self.

Deepshift (Su): Upon reaching 5th level, you gain the [Shapechanger] subtype. In addition, whenever you use your improved copyshift ability, you gain one supernatural or spell-like ability of your choice from your mimicked form. If the chosen ability has a limit on the number of uses per day, that limit applies even if you copyshift to the same form more than once in the same day.

sirpercival
2012-08-29, 03:20 AM
TWILIGHT CHAMPION

"Some call our realm a world of shadows, but that makes it sound so unpleasant... The twilight there holds a serene beauty... You have seen it yourself as the sun sets on this world. Bathed in that light, all the people were pure and gentle..."

A Twilight Champion can turn into a wolf. Sweeeeet...

BECOMING A TWILIGHT CHAMPION
A Twilight Champion begins as a Hylian Warrior with a fairy, and then learns to get in touch with his Twilight side.

ENTRY REQUIREMENTS
Skills: Hide 8 ranks, Jump 8 ranks.
Feats: Fairy Companion (or fairy companion racial trait), one other [Fairy] feat.
Initiator Level: 5th.
Special: Hylian bladestyle

Class Skills
The Twilight Champion's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Arcana, Nature, the Planes), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + Int

Hit Die: d8

{table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers Known | Maneuvers Readied | Stances Known
1 | +0 | +2 | +2 | +0 | Hylian training, twilight companion, wolf shape | 1 | 0 | 1
2 | +1 | +3 | +3 | +0 | Twilight step | 0 | 0 | 1
3 | +2 | +3 | +3 | +1 | Lupine shape | 1 | 0 | 1
4 | +3 | +4 | +4 | +1 | Twilight pounce, twilight journey | 0 | 4 | 2
5 | +3 | +4 | +4 | +1 | Shadowsight, twilight shape | 1 | 4 | 2[/table]

Weapon and Armor Proficiencies: Twilight Champions gain proficiency with the punching dagger, spiked gauntlet, armor spikes, sickle, handaxe, kukri, kama, claw, and greataxe if they did not have it already. They gain no new armor or shield proficiencies.

Maneuvers: At 1st, 3rd, and 5th level, you gain one new maneuver known from the Shadow Hand or Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Twilight Champion levels to your initiator level to determine your total initiator level and highest-level maneuvers known. At 4th level, you gain an additional maneuver readied per day.

Stances: You learn an additional stance from the Shadow Hand or Tiger Claw disciplines at 2nd level. You must meet the stance's prerequisites to learn it.

Hylian training: At each level, you may exchange any one maneuver or stance you know for any Shadow Hand or Tiger Claw maneuver or stance for which you meet the prerequisites. You may only exchange maneuvers for maneuvers of the same level, and stances for stances of the same level.

Twilight companion: Upon entering this class, your fairy companion gains the Shadow template.

Wolf shape (Su): You gain the ability to turn yourself into a wolf (and back again). This ability functions as the polymorph spell, except as noted here. Changing form is a standard action and doesn't provoke attacks of opportunity, and you can sheathe or draw your weapons as part of the same action by using your Hylian bladestyle ability. You may assume wolf form (and change back) at will and may remain in wolf form as long as you wish. You retain the ability to speak and may communicate with other wolves.

Twilight step (Su): Beginning at 2nd level, as a standard action you can travel between shadows as if by means of a dimension door spell while you are in wolf form. The only limitation is that the magical transport must begin and end in an area with at least some shadow or darkness. You can step up to a total of 10 feet per class level per jump, and can step any number of times per day, but only while in wolf form.

Lupine shape (Su): At 3rd level, you can use your wolf shape ability to assume the form of a dire wolf. In addition, changing to or from wolf form requires a move action instead of a standard action.

Twilight journey (Su): Once per day starting at 4th level, you may use shadow walk as a caster whose level is equal to your character level while in your wolf form.

Twilight pounce (Ex): Upon reaching 4th level, you learn how to attack swiftly from the shadows. Any time you use an ability, spell, or effect with the teleportation descriptor (for example, your twilight step ability), you may execute a full attack upon completion of the teleportation. You must have line of sight on your intended target from your original location, and the spot to which you teleport must be a place from which you can launch a melee attack at the intended target with whatever weapon you have in hand (or your natural weapons) at the beginning of your action.

Shadowsight (Ex): At 5th level, gifted with a mystical connection to shadow and twilight, you gain a superior form of darkvision with a 60 foot range. You can see through any form of normal or magical darkness without hindrance

Twilight shape (Su): When you reach 5th level, whenever you use your wolf shape ability, you also gain the Shadow template. Choose the abilities granted by the template when you take this level of twilight champion; these abilities do not change (though you are granted more abilities as normal when you increase in Hit Dice). You only gain the benefit of the template while in your wolf form.

sirpercival
2012-08-29, 03:26 AM
CHRONAL ADEPT

"Please visit me after you've grown up! I'll wait for you, no matter how long!"
alternate quote: "Remember the trash can!"

A Chronal Adept learns to jump into the past, alter the flow of possibility, and return in a split second to find that the situation has become more favorable.

BECOMING A CHRONAL ADEPT
A Chronal Adept begins as a Hylian Warrior.

ENTRY REQUIREMENTS
Feats: Improved Initiative.
Initiator Level: 7th.
Special: Improved Hylian bladestyle


Class Skills
The Chronal Adept's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Arcana, Nature, the Planes), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + Int

Hit Die: d8

{table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers Known | Maneuvers Readied | Stances Known
1 | +1 | +0 | +2 | +0 | Hylian training, paradox, time essence | 1 | 0 | 1
2 | +2 | +0 | +3 | +0 | Time essence | 0 | 0 | 1
3 | +3 | +1 | +3 | +1 | Improved paradox, time essence | 1 | 0 | 1
4 | +4 | +1 | +4 | +1 | Time essence | 0 | 4 | 2
5 | +5 | +1 | +4 | +1 | Greater paradox, time essence | 1 | 4 | 2[/table]

Weapon and Armor Proficiencies: Chronal Adepts gain proficiency with the bastard sword, kukri, two-bladed sword, shortsword, and flail, if they did not have it already. They gain no new armor or shield proficiencies.

Maneuvers: At 1st, 3rd, and 5th level, you gain one new maneuver known from the Riven Hourglass discipline. You must meet a maneuver's prerequisite to learn it. You add your full Chronal Adept levels to your initiator level to determine your total initiator level and highest-level maneuvers known. At 4th level, you gain an additional maneuver readied per day.

Stances: You learn an additional stance from the Riven Hourglass discipline at 2nd level. You must meet the stance's prerequisites to learn it.

Hylian training: At each level, you may exchange any one maneuver or stance you know for any Riven Hourglass maneuver or stance for which you meet the prerequisites. You may only exchange maneuvers for maneuvers of the same level, and stances for stances of the same level.

Time essence (Su): At each level, you acquire a magical ability called an Essence of Time, chosen from the list below. Each Essence can be activated once per day as a standard action which doesn't provoke attacks of opportunity.

Essences of Time:
Ancient Wood: "It whispers only truth to closed ears from out of the stillness." When activated, this essence grants you the benefit of a commune spell as cast by a cleric of your character level.

Burning Flame: "It reignites wavering hearts with a hero's burning passion." When activated, this essence grants you the benefit of a greater heroism spell as cast by a bard of your character level.

Echoing Howl: "It echoes far across the plains to speak to insolent hearts." When activated, this essence grants you the benefit of a sending spell as cast by a wizard of your character level.

Eternal Spirit: "Even after life ends, it speaks across time to the heart." When activated, this essence grants a touched creature the benefit of a revivify spell as cast by a cleric of your character level.

Falling Star: "The eternal light of this heavenly body acts as guide to the other essences." When activated, this essence duplicates the effect of one other essence that you have; this basically gives you an extra use of the chosen essence on a given day. Decide which essence to duplicate each time you activate Falling Star.

Lonely Peak: "It is a proud, lonely spirit that remains stalwart, even in trying times." When activated, this essence grants you the benefit of a panacea spell as cast by a druid of your character level.

Rolling Sea: "The mystical song of the sea roars into a crashing wave that sweeps heroes out into adventure." When activated, this essence grants you the benefit of a freedom of movement spell as cast by a druid of your character level.

Sacred Soil: "All that lies sleeping in the bosom of the earth will know the nourishing warmth of the Sacred Soil." When activated, this essence produces the effects of a heroes' feast spell as cast by a wizard of your character level.


Paradox (Su): You learn how to jump backwards in time, altering the past to produce more favorable circumstances in the present; doing so grants you a circumstance bonus to any single d20 roll equal to your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your class level, as part of the same action required by the d20 roll.

Improved paradox (Su): At 3rd level, you learn to time-jump in response to threats which would otherwise overwhelm you. You can spend a use of your paradox ability as an immediate action to reroll any d20 roll you just made; you must take the result of the second roll, which benefits from your normal paradox bonus.

Greater paradox (Su): When you reach 5th level, your paradox ability improves again, allowing you to jump backwards in time, make slightly different choices, and return to the present unharmed. Whenever subjected to an effect that would reduce you to fewer than 0 hit points (or kill you outright, e.g. a Death effect), you can spend three uses of your paradox ability to instantly be restored to your full normal hit points and cured of any negative conditions or ability damage. You can use this ability a maximum of once per day.

sirpercival
2012-08-29, 03:28 AM
Reserved for Stormblade prc (under construction)

sirpercival
2012-08-29, 03:29 AM
OK, that's everything I have for now. Any comments??

al'raith
2012-08-29, 10:59 AM
And subscribed :smallwink: I haven't gone through all of it yet so I can't give a detailed peach, but so far what I've seen looks all right. Also just out of curiousity are you going to stat out some of the monsters in the Zeldaverse? I couldn't imagine the looks on players faces when Bongo Bongo came out :smallamused:

AuraTwilight
2012-08-29, 01:09 PM
This is awesome. Incidentally, have you ever seen the Zelda d20 Fan-Sourcebook? It might be a good reference for ideas, or to see what other people have done, if you haven't. I could drop a link.

sirpercival
2012-08-29, 01:48 PM
And subscribed :smallwink: I haven't gone through all of it yet so I can't give a detailed peach, but so far what I've seen looks all right. Also just out of curiousity are you going to stat out some of the monsters in the Zeldaverse? I couldn't imagine the looks on players faces when Bongo Bongo came out :smallamused:

Glad it spoke to you! I haven't worried about the monsters yet... my DM has been putting them together. It's oslecamo, he knows monsters. Lol. I do have planned a bunch of other prcs (of course, there are a ton of games) as well as a more magical class for the Princess herself.

Prime32's thread which has the Kokiri and the original fairy stuff also has Goron, Deku, and Zora races.


This is awesome. Incidentally, have you ever seen the Zelda d20 Fan-Sourcebook? It might be a good reference for ideas, or to see what other people have done, if you haven't. I could drop a link.

Thanks! I've seen some of it, but I wasn't particularly drawn to it... seemed more like Link-the-class rather than something that could have grown organically out of the world like this.

Sypher667
2012-08-29, 01:59 PM
This is awesome. Incidentally, have you ever seen the Zelda d20 Fan-Sourcebook? It might be a good reference for ideas, or to see what other people have done, if you haven't. I could drop a link.

Please do so, at least for the rest of us. :smallsmile:

Morph Bark
2012-08-29, 02:57 PM
Which game would be for the Stormblade? The Wind Waker? I kinda thought about it that it could be that, but then realized that the only really unique abilities Link has in that game are music-based, which easily fold into the Ocarinist (likewise with the very few music things from Twilight Princess and others).

(Disregard my assumption of it being the Wind Waker, as I just saw the first post mentioning it is for Oracle of Seasons.)

Then again, you gave the Ocarinist the Song of Time (I spot on a skimming), so it has some time-based stuff. What is the big difference in abilities between Ocarina of Time and the Oracle games that made them be turned into two seperate PrCs, since I see the Oracle one deals with time as well?

Favourited either way though, since I like the "base class with PrCs" set-up that I think is very fitting for Link and his various incarnations. You can expect a Tiering once I get back into it.

AuraTwilight
2012-08-29, 03:58 PM
By the way, speaking of, shouldn't the Gerudo be like, a race, and what you have can be a Racial Paragon Class instead?

http://www.4shared.com/office/Mm_IbIrD/D20_The_Legend_of_Zelda.html

Here it is btw.

sirpercival
2012-08-29, 05:13 PM
Which game would be for the Stormblade? The Wind Waker? I kinda thought about it that it could be that, but then realized that the only really unique abilities Link has in that game are music-based, which easily fold into the Ocarinist (likewise with the very few music things from Twilight Princess and others).

(Disregard my assumption of it being the Wind Waker, as I just saw the first post mentioning it is for Oracle of Seasons.) Yup. :)


Then again, you gave the Ocarinist the Song of Time (I spot on a skimming), so it has some time-based stuff. What is the big difference in abilities between Ocarina of Time and the Oracle games that made them be turned into two seperate PrCs, since I see the Oracle one deals with time as well? Well, my idea was to make a prc for each game, or near enough. Since each one is only 5 levels, I think there's room for a wealth of different takes on similar themes.


Favourited either way though, since I like the "base class with PrCs" set-up that I think is very fitting for Link and his various incarnations. You can expect a Tiering once I get back into it. Yay!! My own personal Hylian Warrior (building for Masqueteer) is very enjoyable to play, and has been quite effective in combat.


By the way, speaking of, shouldn't the Gerudo be like, a race, and what you have can be a Racial Paragon Class instead? Well, it's a race, and it's a class to represent their fighting style. Someone could be Gerudo-trained, you know?

Tvtyrant
2012-08-29, 07:32 PM
I would totally play the heck out of Chronal Adept or Twilight Champion. One question I had about the latter is if you can still pull of maneuvers when in wolf form. I am thinking yes, but I am not sure.

sirpercival
2012-08-29, 07:39 PM
I would totally play the heck out of Chronal Adept or Twilight Champion. One question I had about the latter is if you can still pull of maneuvers when in wolf form. I am thinking yes, but I am not sure.

Nice :smallbiggrin:

I would rule yes, unless the maneuver required anatomy or equipment you didn't have.

Jester of Doom
2012-08-29, 10:09 PM
I notice that you don't have anything representing the swordspin or the sword beam, and it seems a little odd to me as they were link's trademarks before the 3D games. You should probably add them as hylian techniques.

Also, are you making any more prcs? (other than stormblade.) My favorite zelda games were Link's Awakening & Zelda II, neither of which have classes.

sirpercival
2012-08-29, 10:18 PM
I notice that you don't have anything representing the swordspin or the sword beam, and it seems a little odd to me as they were link's trademarks before the 3D games. You should probably add them as hylian techniques. I don't think those are in every game, are they? They'll show up somewhere though, I promise.


Also, are you making any more prcs? (other than stormblade.) My favorite zelda games were Link's Awakening & Zelda II, neither of which have classes. Oh yes, absolutely. I just posted the ones I had done so far. My homebrew to-do list is quite long, though... just to warn you :smallwink:

RoyVG
2012-08-30, 04:26 AM
Why did you not post this 2 weeks ago :smallfrown:. We just started with a new campaign, I would have loved to play a Hylian Warrior.


I don't think those are in every game, are they? They'll show up somewhere though, I promise.

Sword spin has been in almost every Zelda except Zelda 1 and Zelda 2.
Sword beam was usually found in almost all 2D Zelda games, and Skyward sword.

Maybe add them as Hylian Techniques?

sirpercival
2012-08-30, 05:06 AM
Why did you not post this 2 weeks ago :smallfrown:. We just started with a new campaign, I would have loved to play a Hylian Warrior.

Sorry! I only started porting my stuff over here less than two weeks ago... It was posted over on minmaxboards, but I doubt that's any consolation.



Sword spin has been in almost every Zelda except Zelda 1 and Zelda 2.
Sword beam was usually found in almost all 2D Zelda games, and Skyward sword.

Maybe add them as Hylian Techniques?

Fair enough. Sword Spin is essentially Bladestorm/Whirlwind Attack, and Sword Beam is Whirling Blade. Do I make them (Su) or (Ex), is the question?

RoyVG
2012-08-30, 06:58 AM
Sorry! I only started porting my stuff over here less than two weeks ago... It was posted over on minmaxboards, but I doubt that's any consolation.

Lol, no problem, I likely wouldn't have seen it if a friend didn't point it out.
I'm playing a Chozo Warrior (http://www.minmaxboards.com/index.php?topic=29.0) (aka Samus) right now. If he dies, i'll play a Hylian Warrior for sure :D


Fair enough. Sword Spin is essentially Bladestorm/Whirlwind Attack, and Sword Beam is Whirling Blade. Do I make them (Su) or (Ex), is the question?

Good question, Sword Spin I would make (Ex), because you're 'just spinning your sword around'. At least in most games it was, not counting the Super Spins in Windwaker and Four Swords Adventures.
Sword Beam..... (Ex) would make it more consistent with the other techniques, but (Su) feels like it make more sense. The only difference as a (Su) is that it doesn't work in an antimagic field.

sirpercival
2012-08-30, 07:05 AM
Lol, no problem, I likely wouldn't have seen it if a friend didn't point it out.
I'm playing a Chozo Warrior (http://www.minmaxboards.com/index.php?topic=29.0) (aka Samus) right now. If he dies, i'll play a Hylian Warrior for sure :D

Lol we have a Pirate Trooper (http://www.minmaxboards.com/index.php?topic=1428.0) in my game. Sounds good, if you do let me know how it turns out!


Good question, Sword Spin I would make (Ex), because you're 'just spinning your sword around'. At least in most games it was, not counting the Super Spins in Windwaker and Four Swords Adventures.
Sword Beam..... (Ex) would make it more consistent with the other techniques, but (Su) feels like it make more sense. The only difference as a (Su) is that it doesn't work in an antimagic field.

I'm leaning toward making them both (Su), it cleans up the mechanics a little bit. The sword spin was magical in Ocarina of Time...

EDIT: Sword Beam, Greater Sword Beam, and Sword Spin techniques added.

TheWombatOfDoom
2012-08-30, 12:33 PM
I've been considering making a compendium of various video game based brews, as I've found more and more evidence of fan brews (not to mention the fact that I'm interested in making my own). If you or anyone on this is interested in assisting me or becoming involved, let me know.

On another note, I'm loving the idea of a base hero class, and then branching off in PrC's. I'm interested to see what you come up with for the skyward incarnment!

sirpercival
2012-08-30, 12:44 PM
I've been considering making a compendium of various video game based brews, as I've found more and more evidence of fan brews (not to mention the fact that I'm interested in making my own). If you or anyone on this is interested in assisting me or becoming involved, let me know. I'm happy to help with a few links from minmaxboards. Far cry from exhaustive, but maybe it'll help.


Kirby monster class (http://www.minmaxboards.com/index.php?topic=3991.0)
Metroid as Incarnum (http://www.minmaxboards.com/index.php?board=71.0)
Tohou Battle Grimoire (http://www.minmaxboards.com/index.php?board=101.0)
Martial Techniques from BlazBlue (http://www.minmaxboards.com/index.php?topic=1420)



On another note, I'm loving the idea of a base hero class, and then branching off in PrC's. I'm interested to see what you come up with for the skyward incarnment! I'm glad you like it! I'm going to add more to this, hopefully sooner rather than later, though to be honest it isn't at the top of my to-do list...

Morph Bark
2012-08-30, 02:04 PM
If I may ask, what do the Kong and Ice Fairy in your campaign use? I know of a Pokemaster class (which I myself adopted and tweaked for an earlier campaign of my own), though perhaps it isn't the same one as the one you use.

Thomar_of_Uointer
2012-08-30, 03:24 PM
Does the fairy's cure scale based on the fairy's Hit Dice or the target's Hit Dice? It seems ambiguous.

Fairy Assist is a bit overpowered. If it was -1 to both, or the character's choice of -2 to either to a single target, then it would be fine.

Fairy Boost is very overpowered. Compare this to the benefits a familiar grants. Bonuses to ability scores are just too powerful for single feats.

It's pretty non-standard to make Gerudo a class. Most D&D races are simply races. It is appropriate to make a racial prestige class, encouraging members of that race to conform to a particular archetype.

I like what you did for the ocarina prestige class.

If you're looking for more Zelda races, I did a Pathfinder writeup (http://www.giantitp.com/forums/showthread.php?p=13715509) a while ago.

sirpercival
2012-08-30, 03:26 PM
If I may ask, what do the Kong and Ice Fairy in your campaign use? I know of a Pokemaster class (which I myself adopted and tweaked for an earlier campaign of my own), though perhaps it isn't the same one as the one you use.

The pokémaster uses this (http://www.dnd-wiki.org/wiki/Pok%C3%A9mon_d20_%283.5e_Sourcebook%29/The_Pok%C3%A9master#Pok.C3.A9master_Class), with a few houserules that I don't remember.

The Kong is an anthropomorphic animal (http://www.minmaxboards.com/index.php?topic=532.new#new), though I have no idea what he'll be doing once we hit 7th level soon.

The Ice Fairy is a Frostwind Virago (http://www.minmaxboards.com/index.php?topic=3508.0).

sirpercival
2012-08-30, 03:38 PM
Does the fairy's cure scale based on the fairy's Hit Dice or the target's Hit Dice? It seems ambiguous. I can ask Prime, but I think it's Fairy's HD.


Fairy Assist is a bit overpowered. If it was -1 to both, or the character's choice of -2 to either to a single target, then it would be fine. I'll mention that to Prime also, but as it's not my work I'm loath to change it.


Fairy Boost is very overpowered. Compare this to the benefits a familiar grants. Bonuses to ability scores are just too powerful for single feats. It's actually for 2 feats unless you play a Kokiri... but I can tell you that it's really not overpowered, at least based on actual play. It's good, and worth taking, but being better than crappy feats like Toughness and Weapon Focus doesn't make a feat overpowered, IMO.


It's pretty non-standard to make Gerudo a class. Most D&D races are simply races. It is appropriate to make a racial prestige class, encouraging members of that race to conform to a particular archetype. While I see where you're coming from, I'd rather not make such sweeping changes to the class. I can change the name, and say that Class Names are almost always Gerudo, if that makes people feel better.


I like what you did for the ocarina prestige class. Thanks!


If you're looking for more Zelda races, I did a Pathfinder writeup (http://www.giantitp.com/forums/showthread.php?p=13715509) a while ago. Thanks for the link!

Morph Bark
2012-08-31, 02:26 AM
The pokémaster uses this (http://www.dnd-wiki.org/wiki/Pok%C3%A9mon_d20_%283.5e_Sourcebook%29/The_Pok%C3%A9master#Pok.C3.A9master_Class), with a few houserules that I don't remember.

Hey, that looks quite like the one I used! I made some significant tweaks though, and altered the fluff slightly as to be useable in campaigns without a distinct video game-y feel.

In that campaign we used video game races I myself created, which can all be found here (http://www.giantitp.com/forums/showthread.php?t=173599). Most of them are pretty old though, as the oldest batch was ported over from the Gleemax forums out of 2008. One of my first homebrews, in fact.

sirpercival
2012-08-31, 09:45 PM
In our game we're collecting rupees and heart containers for killing monsters. Lol.

It's a great read if you want to follow along. Our Pirate Trooper is one of the best players out there.

Speaking of tiering, would you be willing to take a look at Ritual Magic (http://www.giantitp.com/forums/showthread.php?t=253475)? I've gotten a total of 1 comment on it since I ported it over here.

sirpercival
2013-01-17, 12:38 PM
Much of this class makes use of material in The Codices of Spellshaping (http://www.giantitp.com/forums/showthread.php?t=224508), written by DonQuixote.


Sage

"When evil rules all, an awakening voice from the Sacred Realm will call those destined to be Sages, who dwell in the five temples. One in a deep forest... One on a high mountain... One under a vast lake... One within the house of the dead... One inside a goddess of the sand..."

Sages are those called by the Goddesses to guard the world against evil.

MAKING A SAGE
Sages are people invested with great magical power by the Sacred Realm.
Abilities: Wisdom and Charisma are the most important ability scores for a Sage; every character needs more hit points, so a high Constitution is also key.
Races: Sages come from a variety of races; each race is drawn to a different element which they tend to Awaken.
Alignment: Any non-evil.
Starting Gold: As cleric.
Starting Age: As cleric.

Class Skills
The Sage's class skills (and the key ability for each skill) are Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Die: d6

{table=head]Level | BAB | Fort | Ref | Will | Special
1 | +0 | +0 | +0 | +2 | Awaken Element, Detect Magic, Spellshape Attack
2 | +1 | +0 | +0 | +3 | Bonus Feat
3 | +2 | +1 | +1 | +3 | Least Seal
4 | +3 | +1 | +1 | +4 | Awaken Incantation
5 | +3 | +1 | +1 | +4 |
6 | +4 | +2 | +2 | +5 | Sacred Weapon
7 | +5 | +2 | +2 | +5 | Awaken Numen
8 | +6/+1 | +2 | +2 | +6 | Bonus Feat
9 | +6/+1 | +3 | +3 | +6 |
10| +7/+2 | +3 | +3 | +7 | Lesser Seal
11| +8/+3 | +3 | +3 | +7 | Imbue Weapon
12| +9/+4 | +4 | +4 | +8 | Sacred Seal
13| +9/+4 | +4 | +4 | +8 |
14| +10/+5 | +4 | +4 | +9 | Bonus Feat
15| +11/+6/+1 | +5 | +5 | +9 | Bind Evil
16| +12/+7/+2 | +5 | +5 | +10| Master Weapon
17| +12/+7/+2 | +5 | +5 | +10| Greater Seal
18| +13/+8/+3 | +6 | +6 | +11|
19| +14/+9/+4 | +6 | +6 | +11|
20| +15/+10/+5 | +6 | +6| +12| Bonus Feat, Impel Evil[/table]

Weapon and Armor Proficiencies: A Sage is proficient with simple weapons, but not with any armor. Unlike most spellshapers, a Sage does not suffer arcane spell failure chances for armor she wears.

Awaken Element (Su): Upon entering this class, a Sage taps into the knowledge and magic of the Sacred Realm to awaken within herself a measure of power over a particular element. She chooses one of the following spellshaping circles (each associated with a particular element): Astral Essence (Spirit), Brilliant Dawn (Light), Devouring Shadow (Shadow), Eternal Moment (Time), Natural Balance (Forest), Roaring Tide (Water), or Searing Flame (Fire). The Sage has access to the spellshape attack (see below) and formulae in that circle. Her shaper level is equal to her Sage level (plus levels in other classes as normal for shaper level), and she automatically knows all the formulae in that circle which she can shape based on her shaper level.

A formula usable by a Sage is considered a spell-like ability unless otherwise noted in its description. Unlike for other spellshaping classes, a Sage's formulae and spellshape attacks are divine in nature, not arcane, and thus do not suffer arcane spell failure for wearing armor. The save DC for a formula that allows a save is 10 + formula level + the Sage's Charisma modifier. To shape a formula, the Sage must have a Wisdom score of 10 + the forumla level.

Though a Sage knows all formulae in her Awakened circle, she must prepare certain formulae before she can use them. However, a Sage does not have a set number of formula that she can prepare. Instead, she gains a pool of Exaltation equal to her Charisma modifier + twice her Sage level, which she can use to prepare formulae. Preparing a particular formula requires allocating an amount of Exaltation in that formula equal to the formula's level, which remains allocated for as long as that formula is prepared. She prepares her formulae by meditating on the Sacred Realm for 5 minutes, and the formulae she chooses remain prepared until she decides to meditate again and change them. The Sage need not sleep or rest for any long period of time to prepare her formulae; any time she spends 5 minutes in meditation, she can change her prepared formulae.

A Sage begins an encounter with all of her prepared formulae unexpended, regardless of how many times she might have already used them since she chose them. When she shapes a formula, she expends it for the current encounter, so each of her prepared formulae can be used once per encounter (unless she recovers them). If a Sage has any Exaltation which has not been used to prepare formulae, at the beginning of each encounter she gains a pool of Spark equal to the remaining Exaltation. During her turn, a Sage may spend a swift action to recover any number of expended formulae, which costs Spark equal to the total level of all formulae recovered. She may not recover a formula on the same round she expends it, or shape a formula on the same round she recovers it. In addition, whenever a Sage shapes a formula, she adds 1 Spark to her pool. Any remaining Spark in a Sage's pool disappears at the end of the encounter.

Detect Magic (Sp): A Sage can cast detect magic as a spell-like ability at will.

Spellshape Attack (Sp): One of the first abilities a Sage learns is her spellshape attack. She learns (and can use) the spellshape attack of her Awakened circle. In addition, whenever a Sage successfully strikes a creature with a spellshape attack, she adds 1 Spark to her pool.

Bonus Feat: At 2nd level, and every 6 levels after, a Sage gains a bonus spellshaping feat for which she meets the prerequisites.

Least Seal (Su): Beginning at 3rd level, a Sage learns to draw Seals, magical figures in the air which cause various effects. The Sage begins by being able to draw the Least Seal for her Awakened element. She may draw a total number of Seals each day equal to her Charisma modifier.

A Seal can be drawn in one of two ways. If the Seal is to be active immediately, the Sage can draw it as a standard action, and it takes shape as a glowing symbol that floats a few feet off the ground in a square adjacent to her. Alternatively, as a move action, the Sage can draw a Seal to be activated later; a dormant Seal is ghostly and translucent, and requires a DC 15 Spot check to notice. Activating a dormant Seal is a swift action, which must be performed while the Sage is within 30 feet of the dormant Seal, and cannot be performed in the same round that the dormant Seal was drawn. In any case, a Sage cannot draw more than one Seal in any given round.

Once active, a Seal is permanent until dismissed, dispelled, or until the Sage activates a new Seal. A dismissed Seal vanishes, leaving no trace behind. Only one Seal may be active at a time; activating a new Seal dismisses the previous active Seal. However, the Sage can have as many dormant Seals as she likes, up to a number equal to her Wisdom modifier. She cannot draw any further Seals until one or more have been dismissed. The Sage may dismiss her active Seal and any number of her dormant Seals with a single move action.

Seals have a caster level equal to the Sage's class level. (As Supernatural abilities, Seals are not affected by spell resistance.) A Sage is immune to the negative effects of her own Seal, if she chooses.

Least Seals:
Least Seal of Fire: When activated, this Seal causes intense heat within a 30-foot radius. Any metal armor or weapons in the area are subject to a heat metal effect, with a DC equal to 10 + 1/2 Sage level + Sage's Cha modifier.

Least Seal of Forest: This Seal causes plants to grow and twine in the area. Any creature who approaches within 30 feat of the Seal must make a Reflex save (DC 10 + 1/2 Sage level + Sage's Cha modifier) or become entangled (as per the entangle spell).

Least Seal of Light: The light from this Seal shines like a beacon, giving off light as bright as full daylight in a 15-foot radius, and dim light for an additional 30 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. This counts as a 2nd-level [Light] spell for the purposes of dispelling [Darkness] effects.

Least Seal of Shadow: This Seal, when activated, throws forth shadowy illumination in a 30-foot radius, as per the darkness spell. This counts as a 2nd-level [Darkness] spell for the purpose of dispelling [Light] effects.

Least Seal of Spirit: Any creature within 30 feet of this active Seal is affected as if by the faerie fire spell. The color of the faerie fire affecting each creature uniquely describes its alignment; creatures with undetectable alignments are outlined in white faerie fire.

Least Seal of Time: While this Seal is active, creatures within 30 feet must make a Will save (DC 10 + 1/2 Sage level + Charisma modifier) or be unable to ready actions, delay actions, or make full-round actions. An affected creature can still make a move action, a swift action, and a standard action in a round, but cannot take actions which require a full-round action.

Least Seal of Water: Activating this Seal causes all squares within 30 feet to be covered with a coating of slippery ice. Any creature entering the area or caught in it when the Seal is activated must make a successful Balance check (DC 10 + 1/2 Sage level + Charisma modifier) or slip, skid, and fall. Those that succeed on the skill check can move at half speed across the surface, or can skate or glide normally. However, those that remain in the area must each make a new skill check every round to avoid falling and be able to move.


Awaken Incantation (Su): Whenever a Sage of 4th level or higher prepares her formula, she may allocate 5 Exaltation to gain access to her Awakened circle's incantations, as per the Spellshape Incanter feat. The Exaltation remains allocated until she prepares her formulae again (at which point she can re-allocate it to the incantations again if she chooses).

Sacred Weapon (Su): Upon reaching 6th level, a Sage can imbue weapons with the power of the Sacred Realm. Doing so requires a full-round action which does not provoke an attack of opportunity, during which the Sage meditates and touches the weapon to be imbued. After this time, the weapon gains the Bane property, which functions against any evil creature; this benefit lasts for 10 minutes times the Sage's class level.

Awaken Numen (Su): Whenever a Sage of 7th level or higher prepares her formula, she may allocate 5 Exaltation to gain access to her Awakened circle's numen, as per the Project Numen feat. The Exaltation remains allocated until she prepares her formulae again (at which point she can re-allocate it to the numen again if she chooses).

Lesser Seal (Su): Beginning at 10th level, a Sage can draw the Lesser Seal of her Awakened element, as well as Least Seal of any other element. The total number of Seals she may draw in a given day is still limited by her Charisma modifier.

Lesser Seals:
Lesser Seal of Fire: When activated, this Seal creates a wall of fire (as the spell) around its perimeter, forming a 30-foot-radius cylinder. The Sage chooses whether to face the wall inward or outward when drawing the Seal.

Lesser Seal of Forest: This Seal creates a wall of thorns (as the spell) in a 5-foot-thick ring with an inner radius of 30 feet.

Lesser Seal of Light: The light from this Seal forms into a magnificent curtain, outlining a 30-foot-radius circle. One side of the curtain, selected by the Sage when drawing the Seal, sends forth flashes of light, dealing 2d4 points of damage to evil creatures within 10 feet and 1d4 points of damage to evil creatures past 10 feet but within 20 feet. The wall of light deals this damage when it appears and at the start of the Sage's turn each round. In addition, the curtain deals 2d6 points of damage +1 point of damage per caster level (maximum +20) to any evil creature passing through it. Contact with the curtain deals double damage to undead creatures. This counts as a 5th-level [Light] spell for the purposes of dispelling [Darkness] effects.

Lesser Seal of Shadow: This Seal, when activated, throws forth shadowy illumination in a 30-foot radius, as per the darkness spell. In addition, evil-aligned creatures within the area suffer 2d6 negative energy damage per round, and creatures who are neither good nor evil take 1d6 negative energy damage per round. This counts as a 5th-level [Darkness] spell for the purpose of dispelling [Light] effects.

Lesser Seal of Spirit: This active Seal creates a sphere of opaque violet energy which disrupts magic, as per the dispelling screen spell, at a radius of 30 feet.

Lesser Seal of Time: While this Seal is active, a spherical shell 30 feet in radius becomes filled with transparent, shimmering energy. Any creature passing through the shell must make a Will save (DC 10 + 1/2 Sage level + Charisma modifier) or hop forward in time by a maximum number of rounds equal to the Sage's Wisdom modifier (minimum 1 round), as per the time hop psionic power. Once the creature exits the time hop, it reappears on the far side of the shell in the same orientation. Only creatures are affected by this Seal; objects (including projectile attacks) function through the barrier normally.

Lesser Seal of Water: Activating this Seal causes a 30-foot-radius cylindrical wall of water to appear, as per the wall of water spell.


Imbue Weapon (Su): At 11th level, a Sage can create sacred weapons with more permanency. She gains the Craft Magic Arms & Armor feat, and can use her supernatural power to create magic weapons, even if she does not know the spells required to make such an item. The Sage can substitute a Use Magic Device check (DC 15 + spell level for divine spells or 25 + spell level for arcane spells) in place of a required spell she doesn’t know or can’t cast. If the check succeeds, the Sage can create the weapon as if she had cast the required spell. If it fails, she cannot complete the item; she does not expend the XP or gp costs for making the item, her progress is simply arrested. She cannot retry this Use Magic Device check for that spell until she gains a level. The Sage can permanently add the Sacred Weapon effect to a weapon at the cost of a +1 bonus.

Sacred Seal (Su): Upon reaching 12th level, a Sage has learned to use her Seals to strengthen her connection with the Sacred Realm and her Awakened element. Whenever the Sage activates a Seal associated with her Awakened element, she adds 1 Spark to her pool.

Bind Evil (Su): A Sage of 15th level or higher has learned to draw a special Seal of Binding, which detains evil creatures. This Seal follows the normal rules for Seals, and counts against the total number of Seals a Sage can draw in a day. When activated, this Seal causes every evil creature within 30 feet to make a Will save (DC 10 + 1/2 Sage level + Charisma modifier) or be locked in place, unable to move from the square they are in.

An affected creature has all movement speeds reduced to 0, and cannot take 5-foot steps. In addition, affected creatures cannot use magical means of transportation, as per the dimensional anchor spell. Subjects can otherwise act normally, including such options as making attacks or casting spells.

Once bound, it is extremely difficult for a creature to break free. An affected creature can make a Will save every round (at the same DC) at the beginning of its turn, but such a creature is only released from the binding when it has made three consecutive Will saves.

Master Weapon (Su): Beginning at 16th level, a Sage can create a Master Weapon, a mighty tool for use against evil. By spending 1 hour meditating while touching a Sacred Weapon, the Sage doubles the bonuses and damage granted by the Sacred Weapon effect; in addition, an evil creature struck by a Master Weapon must make a Fortitude save (DC 10 + 1/2 Sage level + Charisma modifier) or be staggered for 1d4 rounds. A Master Weapon retains these abilities for a number of days equal to the Sage's Wisdom modifier. A Sage may only create a single Master Weapon at a time -- creating a second Master Weapon removes the benefits of this ability from any existing Master Weapon made by the same Sage.

Greater Seal (Su): At 17th level, a Sage can draw the Greater Seal of her Awakened element, as well as the Lesser and Least Seals of any other element. The total number of Seals she may draw in a given day is still limited by her Charisma modifier.

Greater Seals:
Greater Seal of Fire: When activated, this Seal transforms the ground in a 5-foot radius to lava, as per the transmute rock to lava spell. The DC of the Reflex save is (10 + 1/2 Sage level + Charisma modifier).

Greater Seal of Forest: When drawing this Seal, a Sage chooses a number of squares no greater than her Wisdom modifier, all within a 30-foot radius of the Seal. Upon activation, this Seal creates giant trees in the designated squares. Each tree functions as if created with a Feather Token (Tree). A Large or smaller creature in a square where a tree erupts must succeed on a Reflex save (DC 10 + 1/2 Sage level + Charisma modifier) or be carried upward by the force of the tree. If a tree is created in a room with a ceiling height of 60 feet or less, the tree slams into the ceiling, dealing 4d6 points of damage to any creature atop it. In a location with a ceiling height of more than 60 feet, a creature carried up by a tree must succeed on a DC 20 Balance check or fall from the top of the tree when it reaches its maximum height. On a failed check, the creature plummets to the ground, taking 6d6 points of damage from the fall.

Greater Seal of Light: The area within 30 feet of this active Seal coalesces into an incredibly bright, multicolored mist. Any creature caught within the mist must make a Fortitude save (DC 10 + 1/2 Sage level + Charisma modifier) or be blinded for 2d4 rounds. In addition, each round, a creature that begins its turn in the area of the mist, or that enters the mist during its turn, is subject to one or more effects based on the (randomly determined) color of the mist in the area around the creature, as per the prismatic spray spell.

Greater Seal of Shadow: This Seal, when activated, solidifies the shadows into an inky black maze, 30 feet in radius. Any creature caught within or entering the area vanishes from sight entirely, even to creatures with true seeing or other magical senses. Each round on its turn, a trapped creature may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action; however, creatures which cannot see in the dark suffer a -5 penalty to the Intelligence check. A subject automatically escapes after 10 minutes trapped in the maze. On escaping or leaving the maze, a creature reappears at the edge of the area, in a random empty square. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape from the labyrinth, although a plane shift spell allows a creature to exit to whatever plane is designated in that spell.

Greater Seal of Spirit: This active Seal fills a 30-foot-radius sphere with the effects of the forbiddance spell, attuned to the Sage's alignment.

Greater Seal of Time: While this Seal is active, all creatures and objects within a 30-foot-radius are transported into a parallel time-flow. The border of the sphere seems like an opaque blue wall of force from the outside, and a red wall of force from the inside. While time flows at the same rate (1 round per round) on both sides of the sphere, no communication or interaction whatsoever is possible across the sphere. Divinations requiring access to outside sources (such as the divination spell) do not work within the sphere; nor do summoning, calling, or teleportation spells or effects. Unlike other Seals, this Seal is not permanent; it lasts for a number of rounds equal to the Sage's class level before disappearing, restoring contact between the two areas.

Greater Seal of Water: Activating this Seal causes the area in a 30-foot radius emanation to fill with a waterspout, a whirling, cylindrical column that looks exactly like a tornado made of water. The waterspout batters creatures and objects it touches, and it often sucks them up inside its vortex. The vortex spins so quickly that it draws nearby creatures in. Any creature within 15 feet of the waterspout must make a Strength check each round (DC equal to Sage level) or be pulled 5 feet closer to the spout.

Any creature or object that comes in contact with the waterspout must succeed on a Reflex save (DC 10 + 1/2 Sage level + Charisma modifier) or take 3d8 points of damage. Medium or smaller creatures who fail their save are sucked into the waterspout and whirled about inside its powerful currents, taking 2d6 points of damage each round with no save allowed. Trapped creatures remain inside for 1d6 rounds before the waterspout ejects them out the top of the spout (80 feet high), and they fall back to the surface 1d8×5 feet from the base of the waterspout, taking falling damage as normal.


Impel Evil (Su): Upon reaching 20th level, a Sage learns how to draw evil creatures toward her Seal of Binding. Whenever she draws a Seal of Binding, she may choose to have it act as the focus for a sympathy effect (as per the spell), with a save DC of 10 + 1/2 Sage level + Charisma modifier. When present, this effect functions even when the Seal is dormant; if an evil creature attracted by the sympathy effect reaches the Seal's square, the Seal automatically activates with no action required by the Sage. (This dismisses any previously active Seal as normal.)



Feats

Varied Awakening
You have learned to awaken a variety of different elements, as the situation requires.
Prerequisites: Awakening class feature
Benefit: At the beginning of each day, you can spend 1 hour in meditation to renew your connection to the Sacred Realm in a different way. This allows you to change your Awakened element (and associated circle) each day.

Sypher667
2013-01-17, 01:13 PM
I assume you can take more than one of the PRCs, and that taking one doesnt ban you out of the rest? There is nothing saying you cant, and it doesnt really make sense to do that either, but its something worth double checking.

Now to begin thought on a Masqueteer/Twilit Champion...

sirpercival
2013-01-17, 03:03 PM
I assume you can take more than one of the PRCs, and that taking one doesnt ban you out of the rest? There is nothing saying you cant, and it doesnt really make sense to do that either, but its something worth double checking.

Now to begin thought on a Masqueteer/Twilit Champion...

Correct.

Masqueteer is my favorite PrC too... :D

NineThePuma
2013-01-18, 11:38 AM
My initial impression is that Hylian Warrior is very lack luster. While you have some awesome and flavorful prestige classes, they all require the base class, and the lack luster nature of that base class (along with the rather stringent requirements for most of the PrCs) negatively impact the overall quality in my eyes. I feel like it needs -something- to enhance it; as is, it looks to be an inferior Warblade.


I'd offer some suggestions to fix it, but I'm unsure where to begin with it, cause I have a lot of little niggling things and little time. I'm just going to offer the opinion that most of its abilities are "filler" abilities that don't really do much and the class feels -too- generalist, even for Link.

On the PrCs, I'm going to just offer the consideration that, as far as I know, there aren't any classes in ToB that have an Initiator Level requirement, so you might want to consider skill prerequisites and such instead; if you

sirpercival
2013-01-18, 12:25 PM
My initial impression is that Hylian Warrior is very lack luster. While you have some awesome and flavorful prestige classes, they all require the base class, and the lack luster nature of that base class (along with the rather stringent requirements for most of the PrCs) negatively impact the overall quality in my eyes. I feel like it needs -something- to enhance it; as is, it looks to be an inferior Warblade.

I'd offer some suggestions to fix it, but I'm unsure where to begin with it, cause I have a lot of little niggling things and little time. I'm just going to offer the opinion that most of its abilities are "filler" abilities that don't really do much and the class feels -too- generalist, even for Link. Well... I've played one, and it's lots of fun, though it may not be to everyone's liking.



On the PrCs, I'm going to just offer the consideration that, as far as I know, there aren't any classes in ToB that have an Initiator Level requirement, so you might want to consider skill prerequisites and such instead; if you I'm not really worried about it... though I'm curious what you were going to say.

NineThePuma
2013-01-18, 12:52 PM
I was going to say adding class feature prerequisites could work.

Sorry I got cut off.


One thing I think, is that you should probably consider a Cap Stone of some kind, though I'm not sure what that would be.

sirpercival
2013-01-18, 12:53 PM
I was going to say adding class feature prerequisites could work.

Sorry I got cut off.


One thing I think, is that you should probably consider a Cap Stone of some kind, though I'm not sure what that would be.
You mean for Hylian Warrior? I'll consider it.

Razanir
2013-01-18, 02:00 PM
Full PEACH later, but for now one nitpicky thing. The average hp for the fairy should be two. 1/2d6 should return 1,1,2,2,3,3. E[.5d6]=2

Garryl
2013-01-18, 02:51 PM
Full PEACH later, but for now one nitpicky thing. The average hp for the fairy should be two. 1/2d6 should return 1,1,2,2,3,3. E[.5d6]=2

D&D rounds down, not up, although I believe you can't get less than 1 per HD. This results in 1,1,1,2,2,3, for an average of 10/6=1.66, then rounded down again to 1.

Razanir
2013-01-18, 03:54 PM
D&D rounds down, not up, although I believe you can't get less than 1 per HD. This results in 1,1,1,2,2,3, for an average of 10/6=1.66, then rounded down again to 1.

I think I remember that. I just got 1/2d6 confused with a d3

KoboldITP27
2013-01-22, 12:28 AM
Why does the Hylian Warrior only get to trade maneuvers every 4 levels after 4th rather than every even level after 4th?

I don't see the Hylian Warrior as being inferior to the Warblade. I think it measures up pretty well.

If you did want to boost its power level a bit, I might consider taking the feats out of the technique section and giving them their own class feature, then writing a few more techniques. A feat at 3rd and every 3 levels after that would make them hit only on levels that currently have a single class feature.

Rakoa
2013-01-22, 01:46 PM
Lovely to see that this project continues despite the horrors that have befallen the Brilliant Gameologists boards. The Sage class looks really interesting in it's own right. Exaltation and Spark were slightly confusing, but after reading a bit more in depth it makes sense and creates a very interesting combat mechanic. It is a change from X/day, you can do Y, and then you suck. With these points, your Sage class can be useful pretty much all the time, while the start-up time ensures nobody is being overshadowed.

I would love to go more in-depth with my analysis of the Sage as it is, but I haven ever heard of spellshapes or incantations before, and it seems that all of the links in the thread that you have linked by DonQuixote reference to the Minmax forum, which is sadly not running. I trust that spellshapes and incantations are really cool, though! :smallwink:

And in defence of the Hylian Warrior, I have played one and can say that it is not boring in the slightest. The array of feats, manouevres and flavourful abilities make it a blast to play.

Temotei
2013-01-22, 02:19 PM
The link to the kokiri is broken in the Hylian warrior post. I dunno if anyone mentioned that. I don't have time to read through this right now, but maybe after class I can.

Also, I look forward to the Wind Waker prestige class if you make one (though it would be hard, given the Link there has mostly musical unique abilities). It's my favorite. :smallsmile:

sirpercival
2013-01-22, 03:59 PM
Why does the Hylian Warrior only get to trade maneuvers every 4 levels after 4th rather than every even level after 4th? Because typo. I shall fix.


I don't see the Hylian Warrior as being inferior to the Warblade. I think it measures up pretty well.

If you did want to boost its power level a bit, I might consider taking the feats out of the technique section and giving them their own class feature, then writing a few more techniques. A feat at 3rd and every 3 levels after that would make them hit only on levels that currently have a single class feature. I always planned on writing more techniques, I just never got around to it. However, I don't really think it needs the beefing up.


Lovely to see that this project continues despite the horrors that have befallen the Brilliant Gameologists boards. The Sage class looks really interesting in it's own right. Exaltation and Spark were slightly confusing, but after reading a bit more in depth it makes sense and creates a very interesting combat mechanic. It is a change from X/day, you can do Y, and then you suck. With these points, your Sage class can be useful pretty much all the time, while the start-up time ensures nobody is being overshadowed.

I would love to go more in-depth with my analysis of the Sage as it is, but I haven ever heard of spellshapes or incantations before, and it seems that all of the links in the thread that you have linked by DonQuixote reference to the Minmax forum, which is sadly not running. I trust that spellshapes and incantations are really cool, though! :smallwink: Oh, it's a fantastic system, definitely worth the read. It's essentially Tome of Battle crossed with warlock. Formulae are essentially maneuvers; so the Exaltation & Spark mechanic is just a way of preparing & recovering formulae (which would be called readying and recovering maneuvers in ToB).


And in defence of the Hylian Warrior, I have played one and can say that it is not boring in the slightest. The array of feats, manouevres and flavourful abilities make it a blast to play. Yay! I'm glad you like it.


The link to the kokiri is broken in the Hylian warrior post. I dunno if anyone mentioned that. I don't have time to read through this right now, but maybe after class I can. Yeah, sorry about that; here's (http://webcache.googleusercontent.com/search?q=cache%3Ahttp%3A%2F%2Fwww.minmaxboards.com %2Findex.php%3Ftopic%3D3349.0&rlz=1C5CHFA_enUS507US507&oq=cache%3Ahttp%3A%2F%2Fwww.minmaxboards.com%2Find ex.php%3Ftopic%3D3349.0&aqs=chrome.0.59j58j60.4139&sourceid=chrome&ie=UTF-8) a link to the cached version of the Zelda Races thread on minmax. I don't think Prime32 ported it anywhere while those boards were down...


Also, I look forward to the Wind Waker prestige class if you make one (though it would be hard, given the Link there has mostly musical unique abilities). It's my favorite. :smallsmile: I'll see what I can do! I have to admit, the only LoZ games I've personally played were Ocarina of Time, Majora's Mask, and Twilight Princess, so any input/inspiration you have for any of the others (wind waker included!) would be greatly appreciated.


Does anyone have inclinations about what the Gerudo base race should be? I was thinking:
+Dex -Con
TWF as a bonus feat
racial bonus to Hide & Move Silently

...but after that I'm lost. (Note that I changed the name of the original "Gerudo" class to "Gerudo Marauder.)


For the Gerudo Dragmire class, I was thinking maybe something like the Witchblood (http://www.giantitp.com/forums/showthread.php?p=13770128#post13770128), though I did just have the idea of using something like Ćtherforge (http://www.giantitp.com/forums/showthread.php?t=255723) mechanics.

Garryl
2013-01-22, 05:45 PM
Why TWF? I recall several spear-fighters among the Gerudo ranks, and Ganondorf wields only one sword as often as he wields two... or none. The only TWFers from OoT and Majora's Mask were the elite guards. The rank and file only had spears and halberds. I'd just make Gerudo regular humans, personally. Other than being almost entirely female, there's nothing innate about them as a race that makes them distinct from Hylians (as far as I know).

If you want more techniques, try expanding the class concept to work with other fighting styles.

Possible techniques:

Twin Weapon Style: Reduce TWF attack penalties by 2 (min -0) when using the same weapon in both hands.

Iron Rain Style: Bowstyle, but for thrown weapons.

Firebrand Style: Attacks with lit torches and Flaming weapons set targets on fire on a failed Reflex save.

Shield Wall: Gain DR/- based on your shield's AC bonus.

Hard Counter: Whenever an attack's base weapon damage rolls less than or equal to the amount of damage prevented by your DR and hardness, or if the damage from an attack is reduced to 0 by your DR and hardness, the attacker provokes an AoO from you.

Battle Acrobat Style: Gain a bonus on damage rolls based on the distance jumped or tumbled during the round.

War Commander Style: Buffing auras!



Also, you're free to steal any of my Dreadnought's Battle Talents (http://www.ruleofcool.com/smf/index.php/topic,785.msg14528.html#msg14528).

Depending on how you expand the techniques, you might want to make some of them ACFs, linked with the exchange of one of the granted disciplines (and related techniques) for another martial discipline.

Temotei
2013-01-22, 06:07 PM
I'll see what I can do! I have to admit, the only LoZ games I've personally played were Ocarina of Time, Majora's Mask, and Twilight Princess, so any input/inspiration you have for any of the others (wind waker included!) would be greatly appreciated.

My best idea so far for Wind Waker is that treasure hunting is a big deal; maybe that could be incorporated into the class. Something like getting a bonus on Search and Spot checks to find treasure and finding extra treasure when it is found, maybe?

Brief list of ideas:

Ability to control a boat/ship while fighting/searching/etc.
Mapping ability
Throwing ability (mail game, anyone?)


That's about all I've got, aside from the musical abilities.


Does anyone have inclinations about what the Gerudo base race should be? I was thinking:
+Dex -Con
TWF as a bonus feat
racial bonus to Hide & Move Silently

...but after that I'm lost. (Note that I changed the name of the original "Gerudo" class to "Gerudo Marauder.)

I reckon some sort of heat resistance (Sandstorm) might work. Two-Weapon Fighting probably doesn't fit, though, since only a few Gerudo actually used two weapons. A lot of them had glaives.

That's not much of a race... :smallsigh: Hmm.

TheWombatOfDoom
2013-01-22, 06:09 PM
I reckon some sort of heat resistance (Sandstorm) might work. Two-Weapon Fighting probably doesn't fit, though, since only a few Gerudo actually used two weapons. A lot of them had glaives.

That's not much of a race... :smallsigh: Hmm.

Perhaps make them a template?

Temotei
2013-01-22, 06:13 PM
Perhaps make them a template?

That might work. It'd be a really simple template, but doable.

Maybe some connection to the Sand Goddess, Din (theorized to be the Sand Goddess sometimes), or Nayru (another possibility for Sand Goddess, though less likely in my opinion)...I can't think of a way to go with that, though.

TheWombatOfDoom
2013-01-22, 06:16 PM
That might work. It'd be a really simple template, but doable.

Maybe some connection to the Sand Goddess, Din (theorized to be the Sand Goddess sometimes), or Nayru (another possibility for Sand Goddess, though less likely in my opinion)...I can't think of a way to go with that, though.

If you were going that direction, you could do a bloodline homebrew for them.

Rakoa
2013-01-22, 06:32 PM
I've never played Wind Waker myself. I can offer no advice there.

Now that you bring up ToB, the whole thing makes much more sense. I never though of ToB mechanics applied to spells, but it does open up a whole array of cool ideas. I like the Sage even more now. Another thumbs up!

As for the Gerudo, +dex, -con is definitely the way to, as much as it pains my minmaxing mind to say so. Definitely -con. TWF also makes a lot of sense based on their fluff, and the bonus to hide and move silently. Perhaps a bonus of some kind for using glaives or polearms? They do use those quite typically as well. I would also suggest the Heat Endurance feat from Sandstorm as a possibility.

And the Gerudo Dragmire... I know we had a sort of half-plan in discussion on the BG boards. From what I can see, Witchblood does have a similar Warlock touch to it that would fit the Dragmire nicely. Combine those with Aetherforge (I'm sorry, I am not fancy enough to know how to combine the A and E), and you'll have a Warlock-style class with a rechargeable death pool. This will make a nice flavourful dark/evil class with gish capabilities. No complaints from me, I can't wait to see it.

Thomar_of_Uointer
2013-01-22, 09:03 PM
TWF is a weird racial feat. It doesn't help casters (i.e., Twinrova) at all, it's only good for character builds with a high attack bonus or a source of flat damage. Racial abilities shouldn't usually be designed with a class in mind, just a skillset.

If you want to make a race lean more towards particular archetypes, you do it with things like racial paragon levels, racial substitution levels, or racial prestige classes. I think that Gerudo are so similar to Hylians that they should simply have the same stats as humans.

Or Hylians and Gerudo could be a human subrace. You could give them a minor ability replacing their bonus feat or skill point per level. Or you could leave the bonus feat and skill point per level, and give them an additional ability, raising the baseline for all races a bit to give you more room for abilities in races like Gorons.

sirpercival
2013-01-23, 09:30 AM
Yeah, in retrospect Gerudo are just humans from a different region. Maybe I'll make some Hylian and Gerudo regional feats... :)

I also had an epiphany about the Oracle of Seasons prc. I can steal from my Cycle Warden homebrew, what with all the seasons stuff. Definitely give access to Equinox and Solstice, at the very least.