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Waspinator
2008-09-06, 03:48 AM
Warning: If the names Andy, Blake, Aditya, and Areon mean anything to you together, don't read this. You guys are probably not reading this forum, but I want to be thorough.


I've been thinking for awhile of doing a little one-shot campaign using several homebrewed things combined, namely d20 Mario, Zelda, and Pokemon:
http://www.kobolds-keep.net/downloads.html
http://www.scshop.com/%7Eritaxis/
http://www.geocities.com/eco_mono/Pkmnd20/

Basically, I'm planning on mashing them together into a big "Smash Bros" style crosssover and was wondering if I could get some advice. Any comments by homebrewers would be great. I haven't started statting things yet since I'm still playing with the plot ideas and also don't eknow what starting level to do. Third maybe? It's a good number. Anyway, my plan so far is as follows:

Characters: All standard D&D races would be allowable as well as the big Mario and Zelda ones (Koopas, Toadstools, Zora, Gorons, Kokiri, Deku, etc..). Classes and feats would probably be standard D&D, but I might have to steal/modify some of the Nintendo book ones (like head-jumping and the Koopa shell stuff) as well as the Pokemaster class from that homebrew

Plot outline:
The party is playing some tennis with plans of kart racing later when a pipe pops out of the ground with goombas and koopas pouring out of it. After defeating them, they find a note on one that mentions the Castle of the Cavity Kaiju (or some similarly silly Pokemon mockery name). The local Toadstools don't know where it is, but have heard it mentioned by the Gorons living on the nearby mountain and the princess (who may or not be Peach) asks them to investigate.

The mountain climb is not too difficult, but there are some monsters on it (coughcoughrandomencounterscoughcough. Like-Likes and Lizalfos?). Upon reaching the top, they are able to seek an audience with the Goron's King, who tells them that he does know where the Castle is and how to get to it, but that before he tells them they need to prove their value and honor in a gladiator match against three of his best warriors. Basically just an excuse to run a fight with a Goron Warblade, Psion, and Cleric rolling around. Assuming they win, they find out that taking the Princess of the Mushroom Kingdom to the correct shrine in the woods outside of the Toadstool town will open a gate that will take them to the ominous castle. As they head down the moutain, they are ambushed again. Probably will use a mix of the Metroids, Waddle Dees, and Stalfos from those homebrew books.

Anyway, after that fight, they get back to town to find it devastated and the princess gone. They have to go to one of Bowser's smaller castles to get her back. It'd have a couple rooms of fights against Koopas and some easy puzzles and then a battle against one of Bowser's kids who, with a twist, is a Pokemaster and fights alongside a Charmander (convenient for any Pokemaster in the group). They get the princess back to town and she go to the shrine. It activates, causing a golden cut-out of a star to appear floating above the ground. Walking up to it and spinning causes the heroes to launch into the air Super Mario Galaxy style and they find themselves traveling into the sky towards a floating castle.

The front gates are lined with Pirahna Plants and Deku Babas that attack on sight. Once they defeat those, the heroes can try to open the door, which should have a puzzle of some kind (I'm open to suggestions on this one). Inside, in the central main room, is what is apparently an army preparing for war. Bowser, King Dedede, a Skull Kid, Gary Oak, and a lot of Goomas, Koopas, Waddle Dees, and Pidgeys (these will all probably need to be built from scratch level-by-level) have formed an alliance to conquer the Nintendo lands and sort things out between themselves later. Right then, the party also is surprised by a group of Gorons and Toadstools bursting through the door behind them. They followed them up the star to help out (and conveniently make a diversion against some of the bosses while the party beats them down one-by-one. Once they're all defeated, the castle starts to collapse due to Bowser being load-bearing and it's dramatic :smallbiggrin:

They have to steal some raccoon suits from Bowser's item stash and use them to descend. The surviving NPCs do so as well. There is a big celebration, medeals for everyone, and no evil left until they need to sell another video game.

Anyway, any story comments? Also, I'm still trying to work out how to use races and whatnot with MP in standard D&D. Make some of these races psionic, maybe? Anyway, thanks for reading and I hope to improve this info over time.

AstralFire
2008-09-06, 04:06 AM
When it comes to crossing over non-WotC supplements, my best advice is 'bee careful.' (pun intended.) They're generally designed with different ideas of balance, mechanics, etc and if they all introduce new mechanics, it can be a little confusing to learn how to work everything properly.

Generally for video games, I would say Warlock/Dragon Shaman and Psionics are better representatives of how magic works. Zelda magic, with its fairly short endurance bar but easy refill, works a lot like ToB maneuvers. I once was working on something that was PP which recharged after each encounter rather than after a day, which solves both psionics' ability to go horribly nova when using 1-2 encounters a day, and the deadweight that can result when a psionic player novaed the first two fights and there are two to three more left. Never got around to it, but it'd probably be a good thing to consider.

DracoDei
2008-09-06, 06:26 AM
As mentioned, getting the three (or 4 if you count the D&D stuff) worlds integrated and balanced power wise will be a non-trivial task. For this reason I am not SO sure you should end it with Bowser. Leave room if people like it to expand it into a longer campaign more smoothly. OTOH having him make a comeback might actually fit the setting better (with the implied "In the next game..." thing you set up) BECAUSE it makes less sense from a narrative POV.

Don the Bastard
2008-09-06, 08:41 AM
Had to comment here for reasons that should be obvious.
<---

Also that would be a cool idea for a campaign.

Prometheus
2008-09-06, 10:56 AM
I looked at the pages you linked and I have to say the Pokemaster class (that uses generic monsters as pokemon) seems really awesome and fun to play. Obviously, you'd change all the fluff if you put it in certain campaigns, but I really like the idea.

Be sure to use the advanced search on this forum to check out the available Mario, Zelda, Metroid inspired homebrews. Some, needless to say, are better than others.

One thing I always liked about the Mario games is the existence of temporary and random power-ups. Maybe you could put a couple of fire flowers or stars somewhere. They wouldn't pick it up, but if they wanted to get good use out of it they'd have to activate it and run to their destination as fast as possible (you'd probably have to make it lose energy slowly over time and faster over use in order to make sure you don't have people running around the forest with it useless and other people defeating the entire dungeon with a single star).

Waspinator
2008-09-06, 02:22 PM
Yeah, I'm planning on keeping the classes mostly restricted to Wizards stuff, with the exception of the Pokemaster. Tome of Battle, Psionics, and Warlocks cover video game style magic and fighting pretty well. Throw in the Pokemaster and you're done. Heck, even Mario can just be an unarmed Swordsage with Leap Attack. Races, however, are what really need to be put together from various sources.

And I don't think the choice of enemies for the end limits future continuations. This is Nintendo we're talking about; it's not like any big bad guys ever actually die. And power-ups are also a fun idea.....

Another idea to make the adventure a little longer would be to include a Pokemon gym. Maybe make it so that they need three gems of some kind (from the Gorons, a gym badge, and the princess) to get to the castle at the end?


Anyway, time to start compiling/modifying races from those sources I linked! I'm doing some minor mods to take them back to standard D&D (no Defense bonuses, for one) and probably just forgetting about the ones that use MP in racial abilities for the sake of simplicity. I also need to make some loot and shop item lists, with crazy things like boomerangs and fire flowers.... Any comments would be great.

Deku Racial Traits
• +2 Constitution, –2 Wisdom.
• Small: Dekus gain a +1 size bonus to both AC and on attack rolls and a +4 size bonus on Hide checks, but they must use smaller weapons than medium-sized creatures, and their lifting and carrying limits are three-quarters those of medium-sized creatures.
• Deku base speed is 30 ft.
• Natural Armor: Deku have DR 5/bludgeoning or slashing.
• Limited Plant Traits (Ex): Deku are plants, and are immune to poison,
paralysis, and stunning spells and effects. Deku do not gain immunity to critical hits. Deku do not gain immunity to mind-affecting spells and effects, and are considered humanoids for such effects.
• Fire Vulnerability (Ex): Dekus take 50% extra damage from fire-based
attacks, regardless of any saves allowed and their results.
• Low-light Vision (Ex): Dekus can see twice as far as normal in moonlight, torchlight, candlelight and other similar lighting conditions as normal. They retain the ability to distinguish color and detail under these conditions.
• Seed Shot (Ex): Dekus have a natural unarmed ranged attack that deals 1d2 subdual damage, and is considered a thrown weapon with a range increment of 15 feet.
• Water Skipping (Ex): Dekus can move across any liquid surface at a rate of 10 feet per round, requiring a Balance check each round. In addition, they must make an additional Balance check for every ninety-degree turn they make. The DC for this ability starts at 15, and increase by +1 for every previous Balance check made until the Deku reaches a solid surface. Failure means that the Deku falls into the water, and normal swimming and
drowning rules apply.
• -2 racial penalty on Swim checks. Deku have to fail a Swim check by 9 or more to begin drowning.
• +4 racial bonus on Hide and Move Silently checks while in wooded areas.
• Automatic Languages: Deku.

Goron Racial Traits
• +2 Constitution, -2 Dexterity.
• Medium-size: As medium-size creatures, Gorons do not have any special
advantages or disadvantages for their size.
• Goron base speed is 15 ft. Gorons can run up to only triple speed; however, when wearing medium armor or carrying a medium load, the goron’s speed is unchanged. While in heavy armor or toting a heavy load, the goron’s speed is cut to 10 feet, but running is still at triple speed. All armor check penalties apply normally.
• Natural Armor (Ex): Gorons have damage reduction 2/-.
• Curl and Roll (Ex): As a full round action, you may make a curl and roll attack. This attack counts as an overrun attack made during a charge. Any opponent knocked prone by this attack takes 2d4 + Str mod damage. If the Goron is rolling downhill, opponents knocked prone take 4d4 + Str mod damage, and if the Goron was rolling uphill, opponents knocked prone take 1d4 + Str mod damage. The Goron does not make an attack at the end of this move, but retains all the modifiers he would have had for charging.
• Darkvision (Ex): Gorons can see in the dark up to 60 ft normally except vision is black and white only.
• Gorons have a -4 racial penalty to all Swim checks.
• Mineralvore (Ex): Gorons eat rocks, which are about as nutritious as a common or poor meal for a humanoid.
• Stonecunning (Ex): Gorons receive a +2 racial bonus to checks to notice unusual stonework. Something that is not stone but is disguised as stone also counts as unusual stonework. A Goron who merely comes within 10 ft of unusual stonework can make a check as though actively searching and can use Search to find stone traps as a rogue can. A Goron can also sense depth, sensing the approximate distance underground as naturally as sensing which way is up.
• +4 racial bonus on Hide checks while in mountainous and rocky terrain.
• +2 racial bonus to Demolition skill checks.
• Automatic Languages: Goron and Terran.

Hylian Racial Traits
• Medium-size: As medium-size creatures, Hylians do not have any special advantages or disadvantages for their size.
• Hylian base Speed is 30 ft.
• Low-light Vision: Hylians can see twice as far as normal in moonlight, torchlight, candlelight and other similar lighting conditions as normal. They retain the ability to distinguish color and detail under these conditions.
• 4 extra skill points at 1st level and 1 additional skill point per level.
• +1 luck bonus on all saving throws.
• +2 racial bonus to Listen and Spot checks.
• Automatic Languages: Hylian.

Kokiri Racial Traits
• +2 Dexterity, +2 Wisdom, -2 Strength, -2 Constitution.
• Small: Kokiri gain a +1 size bonus to both AC and attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than medium-sized creatures, and their lifting and carrying limits are three-quarters those of medium-sized creatures.
• Kokiri base speed is 20 ft.
• Fey Traits (Ex): Kokiri are considered Fey rather than humanoid.
• Low-light Vision (Ex): Kokiri can see twice as far as normal in moonlight, torchlight, candlelight and other similar lighting conditions as normal. They retain the ability to distinguish color and detail under these conditions.
• Weapon Familiarity (Ex): Kokiri receive the Simple Weapon Proficiency feat in sling, dagger, and shortspear.
• +4 racial bonus to saves versus mindaffecting spells and effects.
• +4 racial bonus to saves versus effects which cause ability score damage or
ability score drain while in a forest.
• +2 racial bonus on Listen, Spot, and Survival checks.
• Automatic Languages: Kokiri and Sylvan.

Rito Racial Traits
• +2 Dexterity, +2 Intelligence, -2 Strength, -2 Wisdom.
• Medium-size: As medium-size creatures, Rito do not have any special advantages or disadvantages for their size.
• A rito’s base speed is 30 feet when moving on the ground, and 40 feet when
flying. When flying, the rito has a maneuverability class of Poor. The rito has
to use their arms to fly, during which they do not have any free hands with which to hold weapons, cast spells, or make touch attacks. In addition, the rito cannot make any unarmed attacks while flying.
• Improved Low-light vision (Ex): Rito can see three times as far as normal in
moonlight, torchlight, candlelight and other similar lighting conditions as
normal. They retain the ability to distinguish color and detail under these
conditions.
• +2 racial bonus on Spot, Listen, and Sense Motive checks.
• Automatic Languages: Auran and Rito.

Zora Racial Traits
• +2 Dexterity, -2 Constitution.
• Medium-size: As medium-size creatures, Zora do not have any special advantages or disadvantages for their size.
• Zora base Speed is 30 ft.
• Amphibious (Ex): Although Zora are aquatic, they can survive indefinitely on land.
• Aquatic Subtype (Ex): Zora have the Aquatic subtype. Zora have a swim speed of 50 ft, and thus can move in water without making Swim checks. Zora gain a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. Zora can always choose to take 10 on a swim check, even if distracted or endangered while swimming. Zora can use the run action while swimming, provided that they swim in a straight line. Zora can breathe underwater.
• Dehydration (Ex): Zora get a -4 penalty to all Fortitude saves to resist the effects of dehydration, heat exhaustion, and similar effects in extreme heat.
• Greater Low-light Vision (Ex): Zora can see four times as far as normal in moonlight, torchlight, candlelight and other similar lighting conditions as normal. They retain the ability to distinguish color and detail under these conditions.
• Natural Attacks (Ex): Zora have two natural unarmed fin attacks that deal 1d4 + Strength bonus slashing damage. To use both attacks, the Zora must take the full attack action and fights as if with two light weapons and possessing the Two-Weapon-Fighting feat while using these fins. Zora can take Weapon Finesse with these attacks. Zora may make these attacks in addition to any other allowed ranged and melee attacks, though all
attacks are made at a -5 penalty to hit, and the fins deal 1d4 + ½ Strength bonus damage.
• -2 racial penalty on Bluff and Diplomacy checks involving any dishonest act.
• +2 racial bonus to all saves when at least ½ submerged in water.
• Automatic Languages: Aquan and Zoran.

Kitty Boo
Medium Undead (Living)
• 20' movement
• +2 Dex, -2 Str, -2 Con
• Float (Ex): Kitty Boos do not have to touch the ground, though they cannot fly and still remain tethered to the earth by gravity. Kitty Boos take no damage from falling, and are unaffected by ground-based impediments like difficult terrain and caltrops.
• Kitty Boos may use invisibility as a spell-like ability with caster level equal to ½ character level or existing caster level (to a minimum of 1 at first level).
• Living Dead (Ex): Although Kitty Boos do not have any concrete anatomy, they still have enough semblance of life to have a Constitution score and be subject to critical hits. Kitty Boos are immune to poison, paralysis, disease, and stunning effects. Kitty Boos are immune to nonlethal damage, and are not at risk from death by massive damage. Kitty Boos do not exert themselves when disabled and automatically stabilize when dropped below 0 hp. Kitty Boos are healed by both negative and positive energy, but only heal ½ the normal amount. Kitty Boos are affected by spells that affect humanoids or
undead.
• +4 racial bonus to Move Silently checks.
• +2 racial bonus to Intimidate checks.
• -2 racial penalty to Bluff and Diplomacy checks.

Koopa
• Medium Humanoid (Reptilian)
• 20' movement
• +2 Con, -2 Dex
• No speed reduction from a medium or heavy load.
• Shell (Ex): All Koopas have a soft shell granting AC +2, a spell failure chance of 5% (considered light armor), no armor check penalty, no maximum Dexterity bonus, and Light Fortification (25% chance to be immune to a critical hit or sneak attack). Koopas cannot wear armor or robes, or anything else that would occupy the body slot, but are always proficient with their own shells. A shell can be enchanted just like regular armor, though the Koopa must be present for the entire process. A koopa is always proficient with his shell.
• Tuck (Ex): A Koopa may tuck his head, arms, and legs into his shell as a move action without provoking an attack of opportunity. However, this causes the Koopa to fall prone (unless he already was prone). This grants total concealment (50% miss chance) and cover (+4 cover bonus to AC and Reflex saves). A Koopa can remain tucked indefinitely. While tucked, a Koopa can take no actions involving movement other than rising from prone. A Koopa retains his Tuck bonuses while standing up (specifically against attacks of opportunity incurred), but not after.
• Natural slam attack dealing 1d4 damage.
• Energy resistance 5 for one of the following energy types: acid, cold, electricity, or fire, chosen at 1st level.
• +2 racial bonus to Climb and Jump checks.

Mushroomfolk
• Small: Mushroomfolk gain a +1 size bonus to both AC and attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than medium-sized creatures, and their lifting and carrying limits are three-quarters those of medium-sized creatures.
• Small Humanoid (Fungus)
• 20' movement.
• +2 Str, -2 Con
• +1 luck bonus to saving throws.
• +4 racial bonus to saves against poison.
• Bonus feat at 1st level
• +2 racial bonus to Survival or Knowledge (Nature) checks made to identify mushrooms.

Penguinfolk
• Small Humanoid (Avian)
• Small: Penguinfolk gain a +1 size bonus to both AC and attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than medium-sized creatures, and their lifting and carrying limits are three-quarters those of medium-sized creatures.
• 20' movement, penguinfolk can swim at a speed of 30' on a successful Swim check.
• +2 Con, -2 Dex
• Cold resistance 5.
• Penguinfolk have a +8 racial bonus to Swim checks and can always take 10 on a Swim check, even when threatened or distracted.
• Ray of Frost as a spell-like ability with caster level equal to ½ character level or existing caster level (to a minimum of 1 at first level).
• +2 racial bonus to Balance and Survival checks.

Shy Guys
Shys have the following racial traits:
• Small Humanoid (Masked)
• Small: Shy Guys gain a +1 size bonus to both AC and attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than medium-sized creatures, and their lifting and carrying limits are three-quarters those of medium-sized creatures.
• +2 Dex, -2 Con
• 20' movement.
• +1 racial bonus to attack rolls with melee reach weapons.
• Shys are automatically proficient with the shiv, sling, and longspear
• +4 racial bonus to saves against fear effects.
• +2 racial bonus to Hide and Intimidate checks.

Yoshi
• Medium Dragon
+2 Dex, +2 Int, -2 Wis
• 40' movement
• Low-light vision, darkvision 60'.
• Immune to magical paralysis and sleep effects
• Quadruped (Ex): Although Yoshis do not have four legs, they are stable enough to be treated as
such. Yoshis multiply their base carrying capacity by 150% and gain a +4 bonus to checks to resist being bull rushed and tripped.
• Tongue: A Yoshi has a natural ranged melee touch attack (as a whip) that deals no damage. On a successful hit, the Yoshi can initiate a grapple attempt as a free action. For such a grapple, the Yoshi moves 5' towards its target as a free action and its target moves up to 10' into its square to start the grapple normally (the Yoshi and its target each get to choose how exactly they move if multiple routes of equal length are possible). The Yoshi is not able to deal unarmed damage against its target in the
round that it starts the grapple. Such a grapple does not provoke an attack of opportunity from the target (unless the Yoshi uses its tongue attack from a square that the target threatens), but both the Yoshi's movement and the target's movement provoke attacks of opportunity
normally.
• +1 natural armor bonus.
• Energy resistance 5 for one of the following energy types: acid, cold, electricity, or fire, chosen at 1st level.
• +2 racial bonus to Jump and Survival checks.
• LA +1

Some relevant feats:

Extended Tongue [Racial]
Your tongue is much longer than normal for a Yoshi.
Prerequisite: Yoshi
Benefit: Your tongue attack is 5' longer than normal. When you grapple an opponent with it, your opponent is dragged a correspondingly greater distance to meet you. You may take this feat multiple times, and its effects stack.

Prehensile Tongue [Racial]
Prerequisites: Yoshi, Dex 15
Benefit: You may use your tongue to perform any manipulation within its reach that you could perform with one hand. You may also add its length to your vertical reach. You can wield a light weapon or use an unarmed strike with your tongue and make attacks with it in the same manner as your tongue whip, but you do not threaten any squares with it. You qualify for the Multiweapon Fighting feat.

Light Shell [Racial]
Prerequisite: Tuck racial ability
Benefit: Your natural AC from your shell increases to 4, you gain Medium Fortification (50% immunity to critical hits), and your shell's spell failure chance increases to 20%. Your shell gains an armor check penalty of -2 and a maximum Dexterity bonus of +4. Your shell is treated as medium armor for all purposes. This natural armor bonus stacks with all other natural armor bonuses.
Normal: A shell grants AC 2, an spell failure chance of 5%, no armor check penalty, no maximum Dexterity bonus, Light Fortification, and is treated as light armor.

Heavy Shell [Racial]
Prerequisites: Tuck racial ability, Light Shell
Benefit: Your natural AC from your shell increases to 8, you gain Heavy Fortification (75% immunity to critical hits), and your shell's spell failure chance increases to 35%. Your shell gains an armor check penalty of -6 and a maximum Dexterity bonus of +1. Your shell is treated as heavy armor for all purposes.

Lyndworm
2008-09-06, 03:01 PM
Kitty Boo
Medium Undead (Living)
• 20' movement
• +2 Dex, -2 Str, -2 Con
• Float (Ex): Kitty Boos do not have to touch the ground, though they cannot fly and still remain tethered to the earth by gravity. Kitty Boos take no damage from falling, and are unaffected by ground-based impediments like difficult terrain and caltrops.
• Kitty Boos may use invisibility as a spell-like ability with caster level equal to ½ character level or existing caster level (to a minimum of 1 at first level).
• Living Dead (Ex): Although Kitty Boos do not have any concrete anatomy, they still have enough semblance of life to have a Constitution score and be subject to critical hits. Kitty Boos are immune to poison, paralysis, disease, and stunning effects. Kitty Boos are immune to nonlethal damage, and are not at risk from death by massive damage. Kitty Boos do not exert themselves when disabled and automatically stabilize when dropped below 0 hp. Kitty Boos are healed by both negative and positive energy, but only heal ½ the normal amount. Kitty Boos are affected by spells that affect humanoids or
undead.
• +4 racial bonus to Move Silently checks.
• +2 racial bonus to Intimidate checks.
• -2 racial penalty to Bluff and Diplomacy checks.
The Kitty Boo's Invisibility SLA needs a limit. As it stands, it can use this ability an unlimited amount of times per day.


Koopa
• Medium Humanoid (Reptilian)
• 20' movement
• +2 Con, -2 Dex
• No speed reduction from a medium or heavy load.
• Shell (Ex): All Koopas have a soft shell granting AC +2, a spell failure chance of 5% (considered light armor), no armor check penalty, no maximum Dexterity bonus, and Light Fortification (25% chance to be immune to a critical hit or sneak attack). Koopas cannot wear armor or robes, or anything else that would occupy the body slot, but are always proficient with their own shells. A shell can be enchanted just like regular armor, though the Koopa must be present for the entire process. A koopa is always proficient with his shell.
• Tuck (Ex): A Koopa may tuck his head, arms, and legs into his shell as a move action without provoking an attack of opportunity. However, this causes the Koopa to fall prone (unless he already was prone). This grants total concealment (50% miss chance) and cover (+4 cover bonus to AC and Reflex saves). A Koopa can remain tucked indefinitely. While tucked, a Koopa can take no actions involving movement other than rising from prone. A Koopa retains his Tuck bonuses while standing up (specifically against attacks of opportunity incurred), but not after.
• Natural slam attack dealing 1d4 damage.
• Energy resistance 5 for one of the following energy types: acid, cold, electricity, or fire, chosen at 1st level.
• +2 racial bonus to Climb and Jump checks.
Koopas can wear robes...

http://content.answers.com/main/content/wp/en/thumb/2/2b/200px-Kammy_Koopa.jpg

Penguinfolk
• Small Humanoid (Avian)
• Small: Penguinfolk gain a +1 size bonus to both AC and attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than medium-sized creatures, and their lifting and carrying limits are three-quarters those of medium-sized creatures.
• 20' movement, penguinfolk can swim at a speed of 30' on a successful Swim check.
• +2 Con, -2 Dex
• Cold resistance 5.
• Penguinfolk have a +8 racial bonus to Swim checks and can always take 10 on a Swim check, even when threatened or distracted.
• Ray of Frost as a spell-like ability with caster level equal to ½ character level or existing caster level (to a minimum of 1 at first level).
• +2 racial bonus to Balance and Survival checks.
The Penguinfolks's Ray of Frost SLA needs a limit. As it stands, it can use this ability an unlimited amount of times per day.


Prehensile Tongue [Racial]
Prerequisites: Yoshi, Dex 15
Benefit: You may use your tongue to perform any manipulation within its reach that you could perform with one hand. You may also add its length to your vertical reach. You can wield a light weapon or use an unarmed strike with your tongue and make attacks with it in the same manner as your tongue whip, but you do not threaten any squares with it. You qualify for the Multiweapon Fighting feat.
This is a little overpowered. I would suggesting putting BAB+5 as a prerequisite.

Zack

Zeta Kai
2008-09-06, 04:05 PM
This thread (http://www.giantitp.com/forums/showthread.php?t=50034) from last year has some Smash Brothers-related material that I think you may find helpful.

Waspinator
2008-09-06, 11:02 PM
Ok, how about these?

Kitty Boo
Medium Undead (Living)
• 20' movement
• +2 Dex, -2 Str, -2 Con
• Float (Ex): Kitty Boos do not have to touch the ground, though they cannot fly and still remain tethered to the earth by gravity. Kitty Boos take no damage from falling, and are unaffected by ground-based impediments like difficult terrain and caltrops.
• Kitty Boos may use Invisibility as a spell-like ability with caster level equal to ½ character level or existing caster level (to a minimum of 1 at first level). The maximum number of rounds that they can spend invisible per day is equal to their number of hit dice.
• Living Dead (Ex): Although Kitty Boos do not have any concrete anatomy, they still have enough semblance of life to have a Constitution score and be subject to critical hits. Kitty Boos are immune to poison, paralysis, disease, and stunning effects. Kitty Boos are immune to nonlethal damage, and are not at risk from death by massive damage. Kitty Boos do not exert themselves when disabled and automatically stabilize when dropped below 0 hp. Kitty Boos are healed by both negative and positive energy, but only heal ½ the normal amount. Kitty Boos are affected by spells that affect humanoids or
undead.
• +4 racial bonus to Move Silently checks.
• +2 racial bonus to Intimidate checks.
• -2 racial penalty to Bluff and Diplomacy checks.

Koopa
• Medium Humanoid (Reptilian)
• 20' movement
• +2 Con, -2 Dex
• No speed reduction from a medium or heavy load.
• Shell (Ex): All Koopas have a soft shell granting AC +2, a spell failure chance of 5% (considered light armor), no armor check penalty, no maximum Dexterity bonus, and Light Fortification (25% chance to be immune to a critical hit or sneak attack). Koopas are always proficient with their own shells. Koopas can wear armor or other items that occupy the body slot, but they must choose whether to use the AC rating of the armor or of their shell, not both at the same time. A shell can be enchanted just like regular armor, though the Koopa must be present for the entire process. A koopa is always proficient with his shell.
• Tuck (Ex): A Koopa may tuck his head, arms, and legs into his shell as a move action without provoking an attack of opportunity. However, this causes the Koopa to fall prone (unless he already was prone). This grants total concealment (50% miss chance) and cover (+4 cover bonus to AC and Reflex saves). A Koopa can remain tucked indefinitely. While tucked, a Koopa can take no actions involving movement other than rising from prone. A Koopa retains his Tuck bonuses while standing up (specifically against attacks of opportunity incurred), but not after.
• Natural slam attack dealing 1d4 damage.
• Energy resistance 5 for one of the following energy types: acid, cold, electricity, or fire, chosen at 1st level.
• +2 racial bonus to Climb and Jump checks.

Penguinfolk
• Small Humanoid (Avian)
• Small: Penguinfolk gain a +1 size bonus to both AC and attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than medium-sized creatures, and their lifting and carrying limits are three-quarters those of medium-sized creatures.
• 20' movement, penguinfolk can swim at a speed of 30' on a successful Swim check.
• +2 Con, -2 Dex
• Cold resistance 5.
• Penguinfolk have a +8 racial bonus to Swim checks and can always take 10 on a Swim check, even when threatened or distracted.
• Penguinfolk can Ray of Frost as a spell-like ability a number of times per day equal to their number of hit dice with caster level equal to ½ character level or existing caster level (to a minimum of 1 at first level).
• +2 racial bonus to Balance and Survival checks.

Waspinator
2008-09-06, 11:21 PM
Oh, and if anyone's wondering why "Kitty" Boo:
Taken from the Mario d20 book:
"Kitty Boos are a degenerate offshoot of ghosts who cling onto shreds of mortality long after their form has become indistinct and shapeless. Most Kitty Boos remain partially mortal due to their attachment to humanity and love of social interaction, though their state of being tends to make such attachments quite difficult. Their name comes from the habit that most Kitty Boos have of wearing something crazy, like a giant kitty-ears headband, to distract people from their ethereal nature. Kitty Boos always work where they can meet people and interact, typically as merchants. Kitty Boos who travel always do so for the sake of companionship. Kitty Boos are pale, round, shapeless, and opaque."

Updating the feat:
Prehensile Tongue [Racial]
Prerequisites: Yoshi, Dex 15, BAB +5
Benefit: You may use your tongue to perform any manipulation within its reach that you could perform with one hand. You may also add its length to your vertical reach. You can wield a light weapon or use an unarmed strike with your tongue and make attacks with it in the same manner as your tongue whip, but you do not threaten any squares with it. You qualify for the Multiweapon Fighting feat.

I think I might start pulling things together. I may go with pre-gen characters for this one. The group's going to be 3 or 4 people, so somewhere around six characters to offer them would be a good idea (though the other races will be useful for statting out NPCs and any replacement heroes if someone dies). Level 3 sounds like a good place to start and picking that will let me start statting out the enemies since I can predict what levels the party will reach when and where. Anyway, I'm thinking something like this:

Goron Warblade (fairly straightforward "hit them really hard" character)
Hylian unarmed Swordsage with a lot of ranks in Jump (Link fighting Mario style!)
Deku Psion (because they're basically going to be this campaign's Wizards and a magic-using plant seems pretty funny)
Kitty Boo Beguiler (do I need to explain this?)
Koopa Cleric or Crusader (because they will probably want a divine caster or close equivalent and alliteration is fun)
Mushroomfolk Pokemaster (again, it just seems like a pretty funny idea.)

MythMage
2008-09-07, 02:42 PM
Here's some work I've done (with some outside help) to create a balanced system for making PC Pokιmon: http://dicefreaks.forumz.cc/viewtopic.php?f=27&t=138&start=0&st=0&sk=t&sd=a

I think ours is superior to the ones linked to in the original post because it maximizes customization (reminiscent of the games) and is balanced around being played as a PC, rather than being fought as a one-time, static monster the way those other sites have worked them.

(Note: If you're interested, there's more Pokιmon that I've statted and just haven't gotten around to posting on that thread.)


There's also been some work done on Mario as a d20 campaign setting at Dicefreaks, but that thread got lost in the last site move. If anyone's interested, I can email them some html files of that material.

Waspinator
2008-09-08, 01:50 AM
Thanks for the link! I'll be sure to give it a look.

Also, tomorrow I'll probably have the item/equipment compilation together. Most standard D&D items can probably stay with no problems, but in a game like this I need to have things like hookshots, boomerangs, fire flowers, and FLUDDs around or people will be disappointed.

Edit:
Oh, and something I did awhile back:
http://www.giantitp.com/forums/showthread.php?t=89353
Pokeballs for everyone!