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starwoof
2008-11-12, 07:11 PM
Hylian Handbook

This is a collection of stats of things from the Legend of Zelda games. This is a community project, thus if you want to help out, feel free! With more input were sure to get through this faster!


Goblins

Moblin
http://i95.photobucket.com/albums/l121/starwoof2/MoblinBig.gif
Moblin
Medium Monstrous Humanoid (2nd level fighter)
HD: 2d8+2d10+8 (30 hp)
Init: -1
Speed: 30 ft
AC: 14 (+4 Chain Shirt, -1 dex)
BAB/Grapple: +4/+6
Attack: Glaive +6 (1d10+3 x3) or Longbow +3 (1d8)
Face/Reach:5ftx5ft/5ft
Special Attacks:
Special Qualities: Scent, Low Light Vision
Saves: Fort +5, Ref +2, Will +3
Abilities: Str 14, Dex 8, Con 14, Int 7, Wis 10, Cha 8
Feats: Combat Expertise, Track, Power Attack, Cleave
Skills: Listen +5, Survival +2
---------------------------------------------------------------
Climate/Terrain: Any Forest
Organization: Mob (3-6), Band (6-12 with 8-16 bokoblins)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class or 3-5 HD (medium), 6+ HD (large)

This creature has a short porcine snout and grey skin. It wears a crude, brightly colored uniform and armor. It carries a halberd over one shoulder. It grunts and motions for it's friends, pointing your way.

Moblins are piggish creatures that inhabit forests. They are stupid and enjoy tormenting creatures weaker than themselves. They are greedy and self possessed creatures. Moblins are valued as mercenaries because they enjoy fighting and dont ask questions. Moblins are led by the largest moblin in the tribe, who assigns himself a big important sounding title such as King Moblin or The Great Moblin. When they have the chance Moblins will eat other sentient races.

Moblins average out at over 6'5" and weigh 200 pounds or more. Their favored class is fighter. Moblins speak Goblin and some of the smarter ones speak Hylian.

Great Moblin (advanced Moblin)
Great Moblin
Medium Monstrous Humanoid (5th level fighter)
HD: 2d8+5d10+24 (64 hp)
Init: +1
Speed: 30 ft
AC: 16 ( +5 Chainmail, +1 dex)
BAB/Grapple: +6/+10
Attack: Longspear +10 (1d8+6) or Javelin +7 (1d8+2)
Face/Reach:5ftx5ft/5ft
Special Attacks:
Special Qualities: Scent, Low Light Vision
Saves: Fort +8, Ref +4, Will +3
Abilities: Str 19, Dex 12, Con 17, Int 10, Wis 8, Cha 8
Feats: Combat Expertise, Track, Power Attack, Cleave, Improved Bull Rush, Improved Overrun
Skills: Intimidate +9, Survival +9
---------------------------------------------------------------
Climate/Terrain: Any Forest
Organization: Mob (1-2 and 3-6 Moblins)
Challenge Rating: 7
Treasure: Standard
Allignment: Usually Neutral Evil
Advancement: 3-5 HD (medium), 6+ HD (large)

This creature has a short porcine snout and grey skin. It wears a crude, brightly colored uniform and armor. It makes loud grunting noises as it charges you, spear leveled.

Great Moblins are the leaders and elite of Moblins. They always take the best armor and other gear from the other goblins in their groups. Great Moblins prefer to use spears, charging and overrunning any enemies in their way. They are usually big stupid bullies that make the lesser moblins do all the hard work, which in turn pass it off the to Bokoblins.

Bokoblin
http://i95.photobucket.com/albums/l121/starwoof2/BokoblinBig.gif
Bokoblin
Medium Monstrous Humanoid (1st level warrior)
HD: 1d8+1 (6 hp)
Init: +1
Speed: 30 ft
AC: 13 (+2 Leather, +1 dex)
BAB/Grapple: +2/+2
Attack: Club +2 (1d6+2) or Cutlass +2 (1d8+2)
Face/Reach:5ftx5ft/5ft
Special Attacks:
Special Qualities: Low Light Vision, Strongarm
Saves: Fort +3, Ref +4, Will +0
Abilities: Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha 8
Feats: Alertness
Skills: Spot +6
---------------------------------------------------------------
Climate/Terrain: Any Forest or plain
Organization: Mob (3-6), Band (8-16 with 6-12 moblins)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By character class

A group of purple creatures wielding a motley collection of boards, swords, and telescopes approaches you. They look angry.

Bokoblins are smaller cousins of the Moblin. They are smarter but always get the worst loot due to their size. They often carry boko-sticks but can use any weapon they find due to their powerful arms. They use sheilds whenever they can.

Bokoblins stand a little less than 5 feet tall and weigh about as much as a human of the same size. They have batlike faces and come in a variety of colors, including blue, green, and pink.

Bokoblins speak Goblin, and sometimes common.

Strongarm: Bokoblins aren't amazingly strong, but something about the makeup of their arm muscles makes them able to lift giant weapons without strain. They can wield two handed weapons for a creature of their size in their dominant hand.

Bulblins
http://i95.photobucket.com/albums/l121/starwoof2/300px-Bulblin.png
Bulblin
Small Monstrous Humanoid (1st level fighter)
HD: 1d10+1 (7 hp)
Init: +5
Speed: 20 ft
AC: 14 (+3 Studded Leather, +1 dex)

BAB/Grapple: +1/+2
Attack: Club +2 (1d6+1) or Shortbow +2 (1d6+1d3 flaming)
Face/Reach:5ftx5ft/5ft
Special Attacks: Flaming Arrows
Special Qualities: Low Light Vision, Powerful Build
Saves: Fort +3, Ref +4, Will +0
Abilities: Str 12, Dex 12, Con 12, Int 11, Wis 10, Cha 8
Feats: Improved Initiative
Skills: Ride +5, Handle Animal +2, Spot +3
---------------------------------------------------------------
Climate/Terrain: Any land
Organization: Patrol (4-6 with 1-3 Bulboes), or Camp (8-16 with 2-6 Bulboes)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By character class or 2-3 HD (medium), 4-6 HD (large)

A gigantic brown boar thunders toward you, with two creatures on it's back. They have long, muscular arms and covered faces. Large horns curve out the sides of their heads. The one riding in back stands and levels his bow at you, a flaming arrow nocked.

Bulblins are another distant relative to Moblins. They are by far the most militaristic of the goblin races, setting up large warcamps and riding huge boars into battle. Bulblins are rarely found alone and are if found away from their home or camp they will usually be riding on the back of a giant boar called a Bullboe. Traditionally two Bulblins ride a Bullboe, one driving it and attacking with his club while the other fires flaming arrows at their quarry.

Despite their size Bulblins are very powerfully built, with long arms that almost drag on the ground when they walk. They can grow to a quite alarming size, as evidenced by King Bulblin, a particularly enormous example of the race. Bulblins usually stand 4 feet tall and weigh about 100 pounds. They have glowing red eyes and large horns. Bulblins speak Goblin in rasping voices, and some learn Hylian.

Powerful Build: Bulblins count as a creature one size larger whenever it would be beneficial, such as in a grapple. They can wield weapons designed for a creature one size larger with no penalty.

Flaming Arrows: Bulblins prefer to fire flaming arrows. They keep the tips of their arrows wrapped in oily rags. A Bulblin may light any arrow it draws as a free action as long as it is next to any type of open flame, such as a torch.

Bullboes: Bulblins almost always go to battle atop mighty Bullboes. Bullboes are Dire Boars (http://www.d20srd.org/srd/monsters/direBoar.htm) trained to bear a pair of riders.

Miniblins
http://i95.photobucket.com/albums/l121/starwoof2/Miniblin.jpg
Miniblin
Small Monstrous Humanoid
HD: 1d8-2 (3 hp)
Init: +5
Speed: 20 ft, climb 20 ft
AC: 11 (+1 dex)
BAB/Grapple: +1/-4
Attack: Trident +0 (1d6-1)
Face/Reach:5ftx5ft/5ft
Special Attacks:
Special Qualities: Low Light Vision, Darkvision
Saves: Fort -2, Ref +3, Will +2
Abilities: Str 8, Dex 12, Con 6, Int 8, Wis 8, Cha 5
Feats: Improved Initiative
Skills: Jump +1
---------------------------------------------------------------
Climate/Terrain: Any land
Organization: Swarm (6+)
Challenge Rating: 2/3rds
Treasure: Standard
Allignment: Usually Chaotic Evil
Advancement: None

Deh Dank, Dank! Deh Dank! Deh Dank! Deh Dank...DANK!

Miniblins are the smallest type of Goblin, as well as the weakest. They aren't a threat unless there are large numbers of them... and theres always large numbers of them. They rarely flee from fights and will usually keep coming until they are all dead. Not even walls or drops will stop them. They move along the ground in short hops, chanting "Deh Dank!" and "Nyeh Na..."

Miniblins resemble small humanoid mice with demonic horns and carry pitchforks. They only speak their annoying babble.


Undead

Grand Poe (by Kagehime (http://www.giantitp.com/forums/member.php?u=40148))

Grand Poe
Large Undead
HD: 16d12 (104 hp)
Initiative: +13
Speed: Fly 50 ft. (good) (10 squares)
Armor Class: 25 (–1 size, +9 Dex, +7 deflection),, touch 25, flat-footed 16
Base Attack/Grapple: +8/—
Attack: Lantern +16 melee (3d6 plus 1d8 fire damage)
Full Attack: Lantern +16 melee (3d6 plus 1d8 fire damage) and scream (as unholy blight, plus 2d6 sonic damage; Will half)
Space/Reach: 10 ft./10 ft.
Special Attacks: Lantern, scream
Special Qualities: Darkvision 60 ft., daylight powerlessness, Invisibility, lifesense 60 ft., undead traits, unnatural aura
Saves: Fort +5, Ref +14, Will +14
Abilities: Str 16, Dex 28, Con —, Int 17, Wis 18, Cha 24
Skills: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks)
Feats: Alertness B, Blind Fight, Combat Reflexes, Dodge, Improved Initiative B, Chill of the Grave, Mobility, Spring Attack
Environment: Any underground or place of death
Organization: Solitary or family (4)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral evil
Advancement: 17–32 HD (Large)
Level Adjustment: —

A bone-chilling scream rings out, and focusing your senses, you see a huge, gaunt robed figure lurching toward you, a lantern glowing an infernal blue clutched in its hand.

Poes are ghosts formed from the spirits of those who died with hatred for the world in their hearts, and though intelligent, they are utterly without compassion or mercy, hungering to destroy all warm and living things. They always carry a lantern; according to folktales this is to light the way to Hell for the unfortunate traveler who follows them.

These are Grand Poes, the oldest and most dangerous.

Scream (Ex): Grand Poes have the ability to let out a bloodcurdling, unholy scream that has a tangible force of evil. It deals damage as the spell unholy blight, but to all in a 30-foot radius, and an additional 2d6 sonic damage.

Lantern (Ex): Grand Poes always carry a lantern with them. In addition to its use as a weapon, when they are defeated, there is a 25% chance that the lantern's flame remains and can be captured in a bottle; otherwise, it goes out immediately.

Invisibility (Su): Grand Poes are invisible to the naked eye; however, they can be detected by the Scent Ability, by the use of a sunrod or by psionics.

Daylight Powerlessness (Ex): Poes are utterly powerless in natural sunlight (not merely a Daylight spell) and flee from it.


Floormaster
Floormaster
Large Undead
HD: 6d12 (68 hp)
Init: +3
Speed: 30 ft
AC: 16 (-1 size, +4 natural, +3 dex)
Attack: Slam +8 (2d8+5)
Face/Reach:10ftx10ft/5ft
Special Qualities: Split, Fast Healing 1, Undead Immunities, Hover, sunlight vulnerability, fire vulnerability
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 20, Dex 16, Con -, Int -, Wis 10, Cha 9
---------------------------------------------------------------
Climate/Terrain: Underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral Evil
Advancement: 7-12 HD (Large)

This creature is a massive, dessicated, disembodied right hand. It is wrapped in tattered wrappings in the manner of a mummy, and it hovers toward you with a mindless intent.

The Floormaster is a bizarre undead creature, as it is essentially a giant hand. Few know the secrets of their creation. They inhabit dark dungeons and crypts, killing mindlessly.

Hover: Floormasters can hover about a foot above the ground at will, but it cannot go higher than 1 foot.

Split: When reduced to 0 hit points, a floormaster splits into 3 lesser floormaster (stats below), each with full hit points. They are placed in nearby squares randomly, following the rules for grenadelike weapons scatter. If the floormaster was destroyed by a turn undead check, it does not split into lesser floormasters.

Vulnerability: For every round spent in sunlight (inculding artificial sunlight, such as a daylight spell), a Floormaster takes 2d6 points of sunlight damage. If destroyed by sunlight, it does not split. Floormasters also take double damage from fire.

Spell like abilities: Improved invisibility 1/day. Caster level 7th.

Lesser Floormaster
Floormaster, lesser
Tiny Undead
HD: 2d12 (12 hp)
Init: +3
Speed: 30 ft
AC: 23 (+2 size, +4 natural, +7 dex)
Attack: Slam +4 (1d8+1)
Face/Reach: 2.5x2.5/0 ft
Special Qualities: Fast Healing 1, Undead Immunities, Meld, Hover
Saves: Fort +2, Ref +9, Will +5
Abilities: Str 12, Dex 24, Con -, Int -, Wis 10, Cha 9
---------------------------------------------------------------
Climate/Terrain: Underground
Organization: Floormaster (3 lesser floormasters)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral Evil
Advancement: 3-8 HD (Tiny)

This creature is a small, dessicated, disembodied right hand. It is wrapped in tattered wrappings in the manner of a mummy, and it hovers toward you with a mindless intent.

Lesser Floormasters are spawned when a Floormaster is reduced to 0 hp.

Hover: Floormasters can hover about a foot above the ground at will, but it cannot go higher than 1 foot.

Meld: If a lesser floormasters can remain in a grapple with at least one other lesser floormaster for at least 1 full round, they will meld together and grow in size to become a Floormaster. The transformation takes no extra action. The spawned floormaster has half of its total possible hp. If both of the floormasters had used it's invisibility before splitting, they cannot use it after melding.

Vulnerability: For every round spent in sunlight (inculding artificial sunlight, such as a daylight spell), a floormaster takes 2d6 points of sunlight damage. If destroyed by sunlight, it does not split. Floormasters also take double damage from fire.

Wallmaster
Large Undead
HD: 9d12 (100 hp)
Init: +3
Speed: 40 ft
AC: 18 (-1 size, +6 natural, +3 dex)
Attack: Slam +10 (2d8+7)
Face/Reach:10ftx10ft/5ft
Special Attacks: Improved grab, Ethereal grab
Special Qualities: Fast Healing 1, Undead Immunities, Hover, sunlight vulnerability, fire vulnerability
Saves: Fort +3, Ref +6, Will +6
Abilities: Str 25, Dex 16, Con -, Int -, Wis 10, Cha 9
---------------------------------------------------------------
Climate/Terrain: Underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral Evil
Advancement: 10-18 HD (Large)

This creature is a massive, dessicated, disembodied left hand. It is wrapped in tattered wrappings in the manner of a mummy, and it hovers toward you with a mindless intent.

The Wallmaster is a bizarre undead creature, as it is essentially a giant hand. Few know the secrets of their creation. They inhabit dark dungeons and crypts, killing mindlessly. They spend most of their time in the ethereal plane, waiting for prey.

Hover: Wallmasters can hover about a foot above the ground at will, but it cannot go higher than 1 foot.

Vulnerability: For every round spent in sunlight (including artificial sunlight, such as a daylight spell), a Wallmaster takes 2d6 points of sunlight damage. Wallmasters also take double damage from fire.

Improved Grab: To use this ability, a Wallmaster must hit with it's slam attack.

Ethereal Jaunt: A Wallmaster can shift from the ethereal plane to the material plane as a free action, and shift back as a move action. This ability is otherwise identical to the spell as cast by a 15th level sorceror.

Ethereal Grab: A Wallmaster that is in a grapple with a creature of large size or smaller can shift back to the ethereal plane as a move action, taking the grappled creature with it, or shift from ethereal to material as a free action, taking the grappled creature with it.


Twilight Creatures

The Twilit subtype: (by Kagehime (http://www.giantitp.com/forums/member.php?u=40148))
Twilit Subtype: “Twilit” is a template which is either inherited or can be applied to any creature except Oozes, Fey and Outsiders (which they automatically become). A creature to which it is applied also immediately gains the Augmented subtype. At one point, it affected Humanoids as well, but the nature of the Twilight has since changed.

Twilit beings are creatures that were born in the Twilight Realm, touched by either the natural magic of the plane or its corrupted form, transformed directly by magic or by the contact of Twilight on the Material Plane. They can be found both there and in Twilit areas on the Material Plane, but none can withstand the light of the sun.
Traits: A twilit creature possesses the following traits (unless otherwise noted in a creature’s entry):
--Immunity to cold and acid.
--Resistance to electricity 10.
--Shadow dependence: Twilit beings can only exist physically in areas of Twilight (that is, the permanent form as found in the Twilight Realm). Exposed to the pure light of the Material Plane, a Twilit creature is immediately drained to 1 Constitution and knocked unconscious but stable at -1 hit point. Hit points may be restored as normal, but are subject to the new Constitution score; Constitution may only be restored by the willing sacrifice of an equal amount by an intelligent being.
--See in Darkness (Su):Twilit creatures can see perfectly well in darkness of any type, even magical.
--Twilit creatures created by dark magic (i.e., not native to the plane), and the artifacts associated with them, emit auras of evil.

Shadow Insect (by Kagehime (http://www.giantitp.com/forums/member.php?u=40148))

Shadow Insect
Diminutive Vermin (Twilit)
1d8 +2 (6 hp)
Initiative: +9
Speed: 60 ft. (12 squares); Fly 50 ft. (good); Climb 40 ft.
Armor Class: 19 (+4 size, +5 Dex); touch AC 19; flat-footed 14
Base Attack/Grapple: +2/-
Attack: Pincers +2 melee (1d4 + poison)
Full Attack: Pincers +2 melee (1d4 + poison)


Space/Reach: 1 ft./0 ft.
Special Attacks: Poison; corruption
Special Qualities: Darkvision 60 ft., vermin traits, twilit traits, invisibility*
Saves: Fort +3, Ref + 3, Will +2
Abilities: Str 9, Dex 20, Con 14, Int --, Wis 12, Cha 9
Skills: Hide +6, Spot +4, Survival +1
Environment: Twilit areas
Organization: Solitary or buzz (2-5)
Challenge Rating: 1
Treasure: None or Tears of Light
Alignment: Always neutral evil
Advancement: 2 HD (Tiny); 2-3 HD (Small); 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: --

You hear a buzzing noise from behind a crate; moving it aside, an angry buzz whirs past your head, with just a hint of a gleam.

Shadow Insects, also called Twilit Parasites, are the form taken by evil when it latches onto some of the world's pure light. They are disgusting, parasitic flea-like insects which tend to flee if provoked.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d6 Con.

Special: A Shadow Insect can survive in the World of Light at no penalty, but only for 1d2 hours, after which it immediately dies with no save allowed. They use this time to steal the source of light and blanket the world in Twilight. In a Twilit area, including the Twilight Realm, they gain invisibility (Su) to all except those who are also affected by the twilight. They may still be detected via a Spot check (DC 15) by the gleam of the Tears of Light if they are carrying any.

Skills: All skills are racial bonuses.


Shadow Beast (by Kagehime (http://www.giantitp.com/forums/member.php?u=40148))
Shadow Beast
Size/Type: Large Outsider (Extraplanar, Twilit)
Hit Dice: 12d8+24+3 (Toughness) (81 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 21, touch 11, flat-footed 19 (-1 size, +2 dex, +10 natural)
Base Attack/Grapple: +12/+21
Attack: Claw +17 melee (2d6+7)
Full Attack: Claw +17 melee (2d6+5) and 2 tentacles +17 melee (2d8+5/19–20 and bite +12 melee (2d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, constrict 1d6+3
Special Qualities: Fast healing 3, howl of dark resurrection, spell-like abilities, Twilit traits
Saves: Fort +10, Ref +10, Will +5
Abilities: Str 20, Dex 15, Con 14, Int 8, Wis 5, Cha 4
Skills: Climb +20; Hide +13 (+15 in areas of dim light); Intimidate +12; Jump +20; Listen +12; Spot +12; Survival +12
Feats: Power Attack; Cleave; Great Cleave; Improved Bull Rush; Awesome Blow (B); Toughness
Enviroment: Any (usually Twilight)
Organization: Solitary, pack (3-5)
Challange Rating: ???
Treasure: None
Alignment: Always chaotic evil
Advancement: 13-21 HD (Huge)
Level Adjustment: —

This vile creature stands about as tall as a horse, its humanoid form hunched over and covered with a pattern. Whatever face it has is hidden behind a heavy mask, from above and below which tentacles project.

Shadow Beasts are dark beings created by the tainted magic of the Shadow Crystals, transformed by the false king Zant from the peaceful Twili people. As long as the power that created them exists, they cannot be changed back.

COMBAT

Shadow Beasts hunt in packs, to ensure a swift and easy kill, and almost always ambush; their default method is to wait for potential victims to enter a narrow area, trap them in walls of force, and drop on them through a portal. Occasionally, one of them can be found in the Twilight as a guard. Though not especially bright as a result of the transformation, they make up for it in sheer ferocity.

Improved grab (Ex): To use this ability, the Shadow Beast must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): A creature caught in a grapple by a Shadow Beast's Improved Grab takes half bludgeoning damage and half constriction damage.

Howl of dark resurrection (Su): If more than one Shadow Beast is present in an encounter, and all of them are killed but one, the remaining Beast may use a full-round action that provokes attacks of opportunity to revive its packmates (those that were with it when the encounter began) as if they had received true resurrection spells, but with half hit points.

Spell-like abilities: Wall of force 2/day, caster level 12th; Plane Shift 1/day.

Special: A Shadow Beast is not subject to the Twilit type’s Shadow dependence; it can exist freely in natural light, but does suffer a -2 penalty to attack rolls and saving throws as long as it remains there.


Constructs

Iron Knuckle

http://i95.photobucket.com/albums/l121/starwoof2/ironknuckle.jpg
Iron Knuckle
Large Construct
HD: 14d10 (97 hp)
Init: +0
Speed: 20 ft
AC: 17 (-1 size, -2 dex, +10 Natural)
BAB/Grapple: +10/+25
Attack: Large Keen Greataxe +2 +23 (2d6+16 19-20x2)
Full Attack Large Keen Greataxe +2 +23/18 (2d6+16 19-20x2)
Face/Reach:10ftx10ft/10ft
Special Attacks: Wallbreaker
Special Qualities: Construct Immunities, Fortified Armor, SR 17, DR 10/-
Saves: Fort +4, Ref +4, Will +2
Feats: Power Attack, Cleave, Great Cleave (mindless constructs do not normally have feats, but the Iron Knuckle does)
Abilities: Str 33, Dex 6, Con -, Int -, Wis 6, Cha 1
---------------------------------------------------------------
Climate/Terrain: Underground
Organization: Solitary, Pair, or Guard (1-2 and Gold Knuckle)
Challenge Rating: 9
Treasure: Double Coins
Alignment: Always Neutral
Advancement: 15-17 HD (Large), 18-24 HD (Huge)

A massive suit of armor sits atop the throne before you. As you approach it stands and hefts its gigantic axe. It lumbers toward you, its armor clinking.

Iron Knuckles are massive guardian constructs. They are usually set to kill all creatures that approach unless they are their creators. They smash through walls and pillars to destroy the intruders. If an Iron Knuckle is not given orders to remain in an area it will pursue its target until one of them is destroyed. Iron Knuckles do not speak but they understand the languages of their creators.

Fortified Armor: Iron Knuckles are several layers of animated armor. They are incredibly heavy but as they are damaged they shed their armor and become faster. When it has over half of it's HP the Iron Knuckle has DR 35/Flank (it can only be hurt normally when flanked). It also has resistance to fire, acid, cold, electricity, and sonic 25. If the Iron Knuckle is ever reduced to half of it's maximum HP or less it sheds its armor. This reduces its DR to 15/flank, natural armor to +5, and resistances to 10. However it is now under a permanent haste effect. Remember that Knuckles always have a DR of 10/-.

Wallbreaker: Iron Knuckles power through any obstacles in their way with their mighty axes. They ignore the hardness of any unattended object they attack with their axe. In addition, if they destroy the object they are attacking they are allowed an attack exactly as if they had just cleaved an enemy. Their axes don't stop!

Gold Knuckle
Gold Knuckle
Large Construct
HD: 17d10 (114 hp)
Init: +0
Speed: 20 ft
AC: 22 (-1 size, -2 dex, +15 Natural)
BAB/Grapple: +12/+29
Attack: Large Vorpal Greataxe +4 +33 (2d6+16)
Full Attack Large Vorpal Greataxe +4 +33/28/23 (2d6+16)
Face/Reach:10ftx10ft/10ft
Special Attacks: Wallbreaker
Special Qualities: Construct Immunities, Fortified Armor, SR 21, DR 10/-
Saves: Fort +5, Ref +5, Will +5
Feats: Power Attack, Cleave, Great Cleave, Leap Attack, Alertness
Skills: Spot +22, Intimidate +20, Jump +31
Abilities: Str 37, Dex 6, Con -, Int 12, Wis 10, Cha 10
---------------------------------------------------------------
Climate/Terrain: Underground
Organization: Solitary or Guard (Gold Knuckle and 1-2 Iron Knuckles)
Challenge Rating: 14
Treasure: Double Coins
Alignment: Usually Neutral Evil
Advancement: 18-20 HD (Large), 21-30 HD (Huge)

A massive suit of golden armor sits on the throne before you, flanked by two smaller suits of armor. As you approach the guards block your way with their axes as the golden armor stands, chuckling.



A Gold Knuckle is similar in appearance to an Iron Knuckle, but its armor is more ornate. It differs from an Iron Knuckle in that it has a mind controlled person as it's guiding force, usually one that is good aligned. Gold Knuckles are usually created to lead Iron Knuckles. Gold Knuckles fight in a similar fashion to Iron Knuckles, but they also use powerful leap attacks that dominate everything before them. Gold Knuckles do not speak but they understand the same languages as the person within them.

Fortified Armor: Gold Knuckles are several layers of animated armor. They are incredibly heavy but as they are damaged they shed their armor and become faster. When it has over half of it's HP the Iron Knuckle has DR 40/Flank (it can only be hurt normally when flanked). It also has resistance to fire, acid, cold, electricity, and sonic 30. If the Gold Knuckle is ever reduced to half of it's maximum HP or less it sheds its armor. This reduces its DR to 20/flank, natural armor to +10, and resistances to 15. However it is now under a permanent haste effect. Remember that Knuckles always have a DR of 10/-.

Wallbreaker: Iron Knuckles power through any obstacles in their way with their mighty axes. They ignore the hardness of any unattended object they attack with their axe. In addition, if they destroy the object they are attacking they are allowed an attack exactly as if they had just cleaved an enemy. Their axes don't stop!


Deku

Deku Scrub

Deku Scrub
Small Plant
HD: 1d8 (5 hp)
Init: +1
Speed: 30 ft
AC: 12 (+1 Dex, +1 Size)
BAB/Grapple: +0/-5
Attack: Nut +2 (1d4-1)
Face/Reach:5ftx5ft/5ft
Special Attacks: Deku Nut
Special Qualities: Low Light Vision, Plant Traits, Fire Vulnerability, Deku Flowers
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 8, Dex 12, Con 10, Int 10, Wis 10, Cha 10
Feats: Alertness
Skills: Gather Information +2, Hide +9, Listen +2
---------------------------------------------------------------
Climate/Terrain: Any Forest
Organization: Single, Duo, Patch (3-6)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class

As you approach the large flower, a small, sad looking creature emerges from it with the sound of dry leaves brushing together. It squawks and shoots a nut in your general direction before ducking back into it's flower.

Deku scrubs are intelligent plants that inhabit the deepest parts of shadowy forests. They are isolationist and distrust strangers, attacking interlopers by firing painful deku nuts out of their mouths. They live in Deku Flowers. Deku Scrubs don't tolerate other scrubs using their flowers without permission. When strangers draw near the deku retreat into the flower and are almost invulnerable to attack. Deku society is a monarchy, led by King Deku, a hereditary position. They build heavily fortified and hidden palaces out of dead logs and cover them with decorative leaves. Some Deku are not part of the deku kingdom though, and live in the woods as savages.

Deku are very short and light, most being around 3 feet tall and 20 pounds. Their bodies are made out of wood and are thus vulnerable to fire. Deku often grow leaves around their snouts and faces that resemble facial hair. Deku leaves range from green to orange.

Deku Nuts: Deku Scrubs can fire deku nuts out of their tube shaped mouth like a cannon. These are treated as a thrown weapon that does 1d4 damage and has a range of 20 ft. A deku scrub can produce an amount of nuts equal to 3x their con score per day. After that they can use dried deku nuts as ammo. A Deku Scrubs nut damage die increases by one for every five hit dice they gain (d6 to d8 to d10 to d12).

Fire Vulnerability: Deku Scrubs are made of wood and take double (2x) damage from fire.

Deku Flowers: When a Deku Scrub hides in a Deku Flower they gain a +4 circumstance bonus to their hide check. Removing the scrub is a difficult task as they know the best ways to hang on inside! To pull the scrub out of its flower requires an opposed strength check. If the attacker beats the Scrub's roll the scrub is ripped out of the flower, taking 1d6 damage in the process. However, the Deku Scrub may always take 20 on its test to oppose being ripped out.

Business Scrub

Business Scrub (5th level rogue)
Small Plant
HD: 5d6 (20 hp)
Init: +6
Speed: 30 ft, fly 30 ft
AC: 13 (+2 Dex, +1 Size)
BAB/Grapple: +3/-2
Attack: Nut +6 (1d6-1)
Face/Reach:5ftx5ft/5ft
Special Attacks: Deku Nut, Sneak Attack +3d6
Special Qualities: Low Light Vision, Plant Traits, Fire Vulnerability, Deku Flowers, Uncanny Dodge, Evasion, Trap Sense +1
Saves: Fort +1, Ref +6, Will +2
Abilities: Str 8, Dex 15, Con 10, Int 14, Wis 12, Cha 15
Feats: Improved Initiative, Negotiator
Skills: Gather Information +12, Hide +16, Listen +11, Diplomacy +14, Move Silently +12, Sense Motive +13, Bluff +12, Escape Artist +12, Appraise +12, Decipher Script +12
---------------------------------------------------------------
Climate/Terrain: Any Forest
Organization: Single, Duo, Cartel (3-5)
Challenge Rating: 3
Treasure: Double Standard
Alignment: Usually Neutral
Advancement: By character class

Business Scrubs are the merchants of Deku society. They prefer to ambush and steal loot from travellers but if they meet any kind of resistance they offer to sell rare goods instead... but its always overpriced.

Deku Nuts: Deku Scrubs can fire deku nuts out of their tube shaped mouth like a cannon. These are treated as a thrown weapon that does 1d4 damage and has a range of 20 ft. A deku scrub can produce an amount of nuts equal to 3x their con score per day. After that they can use dried deku nuts as ammo. A Deku Scrubs nut damage die increases by one for every five hit dice they gain (d6 to d8 to d10 to d12).

Fire Vulnerability: Deku Scrubs are made of wood and take double (2x) damage from fire.

Deku Flowers: When a Deku Scrub hides in a Deku Flower they gain a +4 circumstance bonus to their hide check. Removing the scrub is a difficult task as they know the best ways to hang on inside! To pull the scrub out of its flower requires an opposed strength check. If the attacker beats the Scrub's roll the scrub is ripped out of the flower, taking 1d6 damage in the process. However, the Deku Scrub may always take 20 on its test to oppose being ripped out. In addition to what a normal scrub can do with a flower, business scrubs can use them as a takeoff point to fly. They may not take off from anything that is not a deku flower.


Player Races

Twili (by Kagehime (http://www.giantitp.com/forums/member.php?u=40148))
The Twili are humanoids native to the Twilight Realm. Their ancestors were a powerful tribe of sorcerous humans who sought to invade the Light Realm and steal the power of the Triforce; when it failed, they were banished to this world. Yet they did not die. The twisting shadows of eternal Twilight slowly changed the race of men over the years, and each new generation was born of more of the stuff of the plane itself than the flesh and blood of light. Eventually, their descendants came to become known as the Twili, a largely peaceful race with its own distinctive nature.

Due to their shadowy nature, Twili can vary greatly in appearance of height and weight (an average puts them at about 5’9” and 100 lbs.) but they always seem to be elongated, with elegant curves on both genders and long limbs. Their skin is largely midnight black, but along the chest, neck and face the skin tone is a contrasting pale, and can range from gray or green to blue. Their eyes and hair usually match, in bright reds, yellows and oranges. Facial features, too, appear to be stretched, and slightly tilted up, creating a striking appearance that many other races (would) find attractive.
•+2 Int, +2 Cha; -2 Dex, -2 Con
•Humanoid (Twilit, Extraplanar )
••Note that although they are composed of part of the essence of the Twilight Realm, Twili are not outsiders.
•Medium: As Medium creatures, Twili have no special bonus or penalties due to their size.
•Immunity to darkness and shadow effects and a +2 bonus against Illusion spells or effects.
•Darkvision: Twili can see an unlimited range with no light at all, even in an area of magical darkness.
•Being of Shadows: Though Twili can exist in the World of Light, they are vulnerable to light magic effects. If exposed to magical light of above CL 6, they suffer a -2 penalty to attack rolls and saves. If exposed to magical light from a source with a divine rank (i.e., at least a demigod), the Twili’s Constitution immediately drops to 1 and is knocked unconscious but stable at -1 HP. HP may be restored, but subject to the new Constitution. The only way to restore Constitution to full is the willing sacrifice of an equal amount from an equally powerful denizen of the World of Light.
•Weapon proficiency: Twili receive the Martial Weapons Proficiency feat for the longsword. Although they have not been used commonly in a long time, the Twili continue to train with the ceremonial sword.
•+2 racial bonus to Hide checks in areas of dim light; +4 bonus in darkness.
•Automatic languages: Common and Twili* Bonus languages: Any non-secret.
•Favored class: Wizard. A multiclass Twili’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
•LA: +1

* The Twili language is almost impossible for other races to speak, as it consists of a series of tonal moans; it can, however, be read and written in, using its own alphabet.

Zora (by Kagehime (http://www.giantitp.com/forums/member.php?u=40148))

Medium Humanoid (Aquatic)

The Zora are a proud race of amphibious warriors and fishers who live in Zora’s Domain, near Lake Hylia. They are exceptionally skilled swimmers, and gifted at fighting as well. Though the Zora freely welcome visitors to their lands in most circumstances, and often allow them to take part in contests and celebrations, they may close off their realm entirely to outsiders in times of crisis. Zoras speak Common and their own language, and their clerics revere an ancient, living water deity, though only royalty are allowed to approach their Lord in person.

The Zora appear like nothing so much as humanoid fish. They have sleek scales ranging in color from silvery-blue to deep red, and so fine as to be invisible individually on their bodies, and fins project from their arms, with females having more graceful, rippled than males. Females also may have either an extended skull in back or a pattern of larger scales like hair; males uniformly have dolphin-like tails projecting from the back of their skulls. Adults typically stand at roughly 6 feet tall, and weigh 120 pounds, largely muscle.

•+2 Dex, -2 Con, +2 Cha
•Humanoid (Aquatic)
•Medium: As Medium creatures, Zoras have no special bonus or penalties due to their size.
•Base land speed is 30 feet; swim speed 50 feet.*
•Amphibious (Ex): Zoras can breathe both water and air.
•Weapon Proficiency: Zoras automatically receive the Martial Weapons Proficiency feat for the trident, as it is a traditional weapon of the Zora and every youth knows how to use it.
•Darkvision: Zoras can see perfectly in the darkness of underwater caves; however, this only applies underwater. On land they still need a light source.
•+4 racial bonus to Swim checks, and Zoras can always choose to take 10 on a Swim check, even if rushed or threatened.
•Automatic languages: Common and Zora. Bonus languages: Any non-secret.
•Favored class: Druid or Bard
•LA: 0

* Zoras may run while underwater.


Deku Scrubs
Deku scrubs are intelligent plants that inhabit the deepest parts of shadowy forests. They are isolationist and distrust strangers, attacking interlopers by firing painful deku nuts out of their mouths. They live in Deku Flowers. Deku Scrubs don't tolerate other scrubs using their flowers without permission. When strangers draw near the deku retreat into the flower and are almost invulnerable to attack. Deku society is a monarchy, led by King Deku, a hereditary position. They build heavily fortified and hidden palaces out of dead logs and cover them with decorative leaves. Some Deku are not part of the deku kingdom though, and live in the woods as savages.

Deku are very short and light, most being around 3 feet tall and 20 pounds. Their bodies are made out of wood and are thus vulnerable to fire. Deku often grow leaves around their snouts and faces that resemble facial hair. Deku leaves range from green to orange.

http://i95.photobucket.com/albums/l121/starwoof2/DekuRace.jpg
-2 str, +2 dex. Deku scrubs are not physically imposing, but they are quick.
Plant Type
Small Size
30 foot movement. Deku are fast on their feet.
Low Light vision. Deku hail from dim forests.
Deku Nuts: Deku Scrubs can fire deku nuts out of their tube shaped mouth like a cannon. These are treated as a thrown weapon that does 1d4 damage and has a range of 20 ft. A deku scrub can produce an amount of nuts equal to 3x their con score per day. After that they can use dried deku nuts as ammo. A Deku Scrubs nut damage die increases by one for every five hit dice they gain (d6 to d8 to d10 to d12).
Fire Vulnerability: Deku Scrubs are made of wood and take double (2x) damage from fire.
Deku Flowers: When a Deku Scrub hides in a Deku Flower they gain a +4 circumstance bonus to their hide check. Removing the scrub is a difficult task as they know the best ways to hang on inside! To pull the scrub out of its flower requires an opposed strength check. If the attacker beats the Scrub's roll the scrub is ripped out of the flower, taking 1d6 damage in the process. However, the Deku Scrub may always take 20 on its test to oppose being ripped out.
Automatic Languages: Hylian. Bonus Languages: Goblin, Goron.
Favored Class: Ranger
LA +0


Items

Clawshot/Hookshot: (By Fizban (http://www.giantitp.com/forums/member.php?u=9039))
These devices consist of a metal cylinder or bracer with a handle on one end and a mechanical claw or metal spike on the other. When a trigger is activated on the handle, the claw or spike shoots out at great speed in a straight line, trailing a connecting length of chain back to the rest of the device. When it reaches it's limit or hits a target, the chain retracts: depending on the target one or more creatures or items may move with it, but in any case the claw or spike returns to the firing position at the start of it's wielder's next turn. The claw or spike always moves in a straight line, seemingly in defiance of gravity, even though it does not travel fast enough to normally escape the arcing that effects normal arrows.
A Clawshot or Hookshot acts as projectile weapon with a range increment and maximum range of 30'. It can be used as both a weapon and a tool. If used as a weapon against a creature, make a normal ranged attack: against a tiny or smaller creature with 8 or less hp it deals 1d8 piercing damage and dazes with no save. Against tiny creatures with more than 8hp and creatures of small size or larger with less than 6HD it dazes for 1 round with no save. Against creatures with more than 6HD it does nothing, though you may make disarm attempts as follows. You may also make a disarm attempt against an enemy's shield as if you were wielding a one handed weapon: if you succeed, the shield is depsosited in your off hand or at your feet at the start of your next turn. Against an object it deals 1d8 piercing damage.
As a tool, you may use a Clawshot or Hookshot to get to places and retrieve items you couldn't normally reach: this is in fact what they were initially created for. With a Clawshot, treat this as a use rope check to seat a grappling hook, using your ranged attack bonus instead of your use rope bonus (seating a grappling hook 30' away is DC16), or a ranged attack against an object for a loose item. For a Hookshot, treat it as a ranged attack against an object (AC 5+size modifier): the Hookshot may attach properly to any object with hardness 5 or less. In either case, if the target can support your weight, you are pulled in a straight line to the attachment point without provoking attacks of opportunity, arriving at the start of your next turn. The claw or spike remains attached until you release it as a free action, until then it holds with a climb check result of 10. You may lower or raise yourself by letting out or retracting the chain after you reach the target point as a move action. If the object cannot support your weight or is loose, it is pulled to you and deposited in your off hand or at your feet at the start of your next turn.
Moderate transmutation; CL6th; [I]Mage Hand, Daze Monster, Dimension Hop; Price: 20,000gp.

Longshot: (By Fizban (http://www.giantitp.com/forums/member.php?u=9039))
This item is identical to a Hookshot, except it's range is 60' instead of 30'.
Moderate transmutation; CL12th; Mage Hand, Daze Monster, Dimension Hop; Price: 40,000gp.

Pricing: 2nd level spell at will: 12,000gp, + another spell: 30,000gp. It has a longer range for movement than Dimension Hop, but a shorter range for Daze Monster. It also requires successful ranged attacks and checks, and wouldn't be very useful by the time you could buy it, so I dropped the price by 1/3rd to 20,000gp, which seemed more reasonable.


Images copyright Nintendo

Knaight
2008-11-12, 08:36 PM
Moblins have glaives, Bokoblins are small, possibly with powerful build, and you might want to stat out a boar rider. The armor is more chain shirt or in some cases hide, not chain mail on Moblins.

Kagehime
2008-11-12, 08:40 PM
Nicely done, at least! I guess we'll get stats for King Bulblin, too?

starwoof
2008-11-12, 08:45 PM
Moblins have glaives, Bokoblins are small, possibly with powerful build, and you might want to stat out a boar rider.
I honestly couldn't remember how big Bokoblins were, but I changed them to small with powerful build. I considered giving moblins glaives originally, but since they look like spears and call them spears I went with spears. I changed it to glaives with your comment though. As for boar riders... these are boar riders. I don't really see them as having different stats.

The armor is more chain shirt or in some cases hide, not chain mail on Moblins.
Noted. I gave them Chainmail to make them a little more formidable. I based these Moblins off of a mix of WW Moblins and OoT Moblins (http://images2.wikia.nocookie.net/zelda/images/thumb/3/3b/Moblin.jpg/170px-Moblin.jpg). I still might change it though.


Nicely done, at least! I guess we'll get stats for King Bulblin, too?
Thanks! I originally wasn't going to do any named characters but if theres any demand for King Bulblin and the Great Moblin I'll do them too.

Thane of Fife
2008-11-12, 09:18 PM
Uhh... Bokoblins are definately not small. They're as tall as Link in Twilight Princess, and, I believe, taller in Wind Waker. Remember, in WW they use those big swords one-handed, while they require both of Link's hands.

I believe that you may be confusing them with Miniblins, which are the very small, swarmy types that stab you with sticks.

starwoof
2008-11-12, 09:24 PM
Uhh... Bokoblins are definately not small. They're as tall as Link in Twilight Princess, and, I believe, taller in Wind Waker. Remember, in WW they use those big swords one-handed, while they require both of Link's hands.

I believe that you may be confusing them with Miniblins, which are the very small, swarmy types that stab you with sticks.
See I just need to play Wind Waker again. Zelda Wiki describes them as short but capable of great feats of strength, capable of lifting a pike or a darknut sword in one hand with seemingly no exertion. I'm putting them back up to medium but adding that they can wield two handed weapons in one hand.

EDIT: I'm thinking no dual wielding large weapons though, just in case a player wants to be a Bokoblin.:smalltongue:

Thane of Fife
2008-11-12, 09:34 PM
http://i87.photobucket.com/albums/k155/dragonlordmax/Bokoblin.jpg

Remember that Link's pretty much a fully-grown man.

Picture from zeldadungeon.net (found through a Google search).

starwoof
2008-11-12, 09:36 PM
Oh wow, they are much taller than I remember. Medium sized for sure.

Kagehime
2008-11-12, 09:39 PM
What the--? I don't remember those! They were just up to Link's waist if I remembered...but then, that's the Wii version.

Knaight
2008-11-12, 09:40 PM
Lets try a picture where they aren't standing close to the camera, on higher ground, given that Link has a good foot on them, and is of a much heavier build. Small, powerful build.

starwoof
2008-11-12, 09:45 PM
No no, that's about right for Bokoblins. They stand about the same height as link, taller than him in Wind Waker because he's a kid. They are also capable of lifting and using a moblin's glaive and a darknut's sword one handed.

By the way is it pronounced Bo-ko-blin, or is it more like boh-kahblin?

EDIT: I'm gonna go kill one in TP and see for myself.

Thane of Fife
2008-11-12, 09:50 PM
Lets try a picture where they aren't standing close to the camera, on higher ground, given that Link has a good foot on them, and is of a much heavier build. Small, powerful build.

I believe that you're thinking of Bulblins, which are indeed about the height you describe (I tried to find a picture).

Note also that in D&D, dwarves, described as about just over 4' on average, are still of Medium size. I know Link's a bit on the short side, but even if any enemy's a full foot shorter than him, when you consider that most of his foes hunch over, they almost all probably qualify as Medium.

starwoof
2008-11-12, 09:53 PM
Fife is right, I just killed like three and they are actually a bit taller than Link.

Myth confirmed.:smallbiggrin:

EDIT: Miniblins; small or tiny?

Kagehime
2008-11-12, 09:57 PM
Makes sense, especially since I now remember mostly killing them from the saddle.

EDIT: Probably small.

http://www.zeldadungeon.net/Zelda12/Walkthrough/09/0933.gif

starwoof
2008-11-12, 09:59 PM
Makes sense, especially since I now remember mostly killing them from the saddle.

EDIT: Probably small.

http://www.zeldadungeon.net/Zelda12/Walkthrough/09/0933.gif

Hey me too.:smallbiggrin:

Okay I was thinking small as well. Gonna start on miniblins soon and maybe Great Moblins. I'm giving normal Moblins chain shirt armor and great moblins (the sort found in OoT) will have chainmail.

Kagehime
2008-11-12, 10:32 PM
It's fun to just run them over. :smallbiggrin: ...not that I do that in real life.

Oh, and don't forget...


"It's a secret to everybody!"

Coidzor
2008-11-12, 10:34 PM
Miniblins are small creatures, about the same size as the children in Wind Waker, and we all know that medium-sized humanoid's children are generally small creatures themselves.

To clarify the bit about how they're able to wield a two-handed weapon and yet forbid them from say, dual-wielding great swords, specify that it's only their dominant hand that can do so.

starwoof
2008-11-12, 10:40 PM
To clarify the bit about how they're able to wield a two-handed weapon and yet forbid them from say, dual-wielding great swords, specify that it's only their dominant hand that can do so.
Fantastic.

I've started work on miniblins, but I'm not so sure on their stats.

Kagehime
2008-11-12, 10:44 PM
In the meantime, I think I'll whip up some Poes.

Coidzor
2008-11-12, 10:49 PM
In the meantime, I think I'll whip up some Poes.

OoT or TW?


Fantastic.

I've started work on miniblins, but I'm not so sure on their stats.

Well, I think they're wielding half-spears sized for their builds... Maybe they're like kobolds with low mental scores but higher dexes, like, +4 dex, -2 wis, -2int, probably low strengths due to their low damage (or maybe that's because a small-sized half-spear is horrible). Unable to speak any language but their own allip-like babble?

Possibly Slight-build...

starwoof
2008-11-12, 10:52 PM
In the meantime, I think I'll whip up some Poes.

I dibbs lizalfos then. :3

This is the first draft on the miniblins:

Miniblins
http://i95.photobucket.com/albums/l121/starwoof2/Miniblin.jpg
Miniblin
Small Monstrous Humanoid
HD: 1d8-2 (3 hp)
Init: +5
Speed: 20 ft, climb 20 ft
AC: 11 (+1 dex)
BAB/Grapple: +1/-4
Attack: Trident +0 (1d6-1)
Face/Reach:5ftx5ft/5ft
Special Attacks:
Special Qualities: Low Light Vision, Darkvision
Saves: Fort -2, Ref +3, Will +2
Abilities: Str 8, Dex 12, Con 6, Int 8, Wis 8, Cha 5
Feats: Improved Initiative
Skills: Jump +1
---------------------------------------------------------------
Climate/Terrain: Any land
Organization: Swarm (6+)
Challenge Rating: 2/3rds
Treasure: Standard
Allignment: Usually Chaotic Evil
Advancement: None

Deh Dank, Dank! Deh Dank! Deh Dank! Deh Dank...DANK!

Miniblins are the smallest type of Goblin, as well as the weakest. They aren't a threat unless there are large numbers of them... and theres always large numbers of them. They rarely flee from fights and will usually keep coming until they are all dead. Not even walls or drops will stop them. They move along the ground in short hops, chanting "Deh Dank!" and "Nyeh Na..."

Miniblins resemble small humanoid mice with demonic horns and carry pitchforks. They only speak their annoying babble.

Kagehime
2008-11-12, 10:53 PM
OoT or TW?
The big ones from TP.

Coidzor
2008-11-12, 10:55 PM
I dibbs lizalfos then. :3

This is the first draft on the miniblins:

Miniblins
http://i95.photobucket.com/albums/l121/starwoof2/Miniblin.jpg
Miniblin
Small Monstrous Humanoid
HD: 1d8-2 (3 hp)
Init: +5
Speed: 20 ft, climb 20 ft
AC: 11 (+1 dex)
BAB/Grapple: +1/-4
Attack: Trident +0 (1d6-1)
Face/Reach:5ftx5ft/5ft
Special Attacks:
Special Qualities: Low Light Vision
Saves: Fort -2, Ref +3, Will +2
Abilities: Str 8, Dex 12, Con 6, Int 8, Wis 10, Cha 5
Feats: Improved Initiative
Skills: Jump +1
---------------------------------------------------------------
Climate/Terrain: Any land
Organization: Swarm (6+)
Challenge Rating:
Treasure: Standard
Allignment: Usually Chaotic Evil
Advancement: None

Deh Dank, Dank! Deh Dank! Deh Dank! Deh Dank...DANK!

Miniblins are the smallest type of Goblin, as well as the weakest. They aren't a threat unless there are large numbers of them... and theres always large numbers of them. They rarely flee from fights and will usually keep coming until they are all dead. Not even walls or drops will stop them. They move along the ground in short hops, chanting "Deh Dank!" and "Nyeh Na..."

Miniblins resemble small humanoid mice with demonic horns and carry pitchforks.

Say, do these guys ever attack you in pitch-darkness like keese do? if so, darkvision as well?

Oh yeah... and flaming keese need some ability to use darkvision despite the fact that they radiate some measure of light....

starwoof
2008-11-12, 10:57 PM
Say, do these guys ever attack you in pitch-darkness like keese do? if so, darkvision as well?

Oh yeah... and flaming keese need some ability to use darkvision despite the fact that they radiate some measure of light....

I don't remember... I'm gonna give it to them though. They seem like the sorts that wait to ambush you in the dark.

Keese are going to be fun. I think I'm going to do them next.

ShneekeyTheLost
2008-11-12, 11:19 PM
See I just need to play Wind Waker again. Zelda Wiki describes them as short but capable of great feats of strength, capable of lifting a pike or a darknut sword in one hand with seemingly no exertion. I'm putting them back up to medium but adding that they can wield two handed weapons in one hand.

EDIT: I'm thinking no dual wielding large weapons though, just in case a player wants to be a Bokoblin.:smalltongue:

Racial feat: Monkey Grip?

Kagehime
2008-11-12, 11:28 PM
Grand Poes: those ones in Arbiter's Grounds in TP.

...This is really fun; I want to do some of the races, so I call Zora and Goron!



Grand Poe
Large Undead
16d12 (104 hp)
Initiative: +13
Speed: Fly 50 ft. (good) (10 squares)
Armor Class: 25 (–1 size, +9 Dex, +7 deflection),, touch 25, flat-footed 16
Base Attack/Grapple: +8/—
Attack: Lantern +16 melee (3d6 plus 1d8 fire damage)
Full Attack: Lantern +16 melee (3d6 plus 1d8 fire damage) and scream (as unholy word, plus 2d6 sonic damage; Will negates unholy word)
Space/Reach: 10 ft./10 ft.
Special Attacks: Lantern, scream
Special Qualities: Darkvision 60 ft., daylight powerlessness, Invisibility, lifesense 60 ft., undead traits, unnatural aura
Saves: Fort +5, Ref +14, Will +14
Abilities: Str 16, Dex 28, Con —, Int 17, Wis 18, Cha 24
Skills: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks)
Feats: Alertness B, Blind Fight, Combat Reflexes, Dodge, Improved Initiative B, Chill of the Grave, Mobility, Spring Attack
Environment: Any underground or place of death
Organization: Solitary or family (4)
Challenge Rating: ???
Treasure: None
Alignment: Always neutral evil
Advancement: 17–32 HD (Large)
Level Adjustment: —

A bone-chilling scream rings out, and focusing your senses, you see a huge, gaunt robed figure lurching toward you, a lantern glowing an infernal blue clutched in its hand.

Poes are ghosts formed from the spirits of those who died with hatred for the world in their hearts, and though intelligent, they are utterly without compassion or mercy, hungering to destroy all warm and living things. They always carry a lantern; according to folktales this is to light the way to Hell for the unfortunate traveler who follows them.

These are Grand Poes, the oldest and most dangerous.

Invisibility (Su): Grand Poes are invisible to the naked eye; however, they can be detected by the Scent Ability, by the use of a sunrod or by psionics.

Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a Daylight spell) and flee from it.

starwoof
2008-11-12, 11:44 PM
Is that finished? Some of its abilities and qualities don't have explanations right now. As it stands its CR is 14 or so.


Originally Posted by The Vorpal Tribble

1. Divide its average HP by 4.5 to 6,
4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD.
2. Add 1 for each five points above 10 its AC is, minusing 1 for every 5 below.
3. Add 1 for each special attack (+2 to +5 or more if its got a decent number of spells in its spell-like abilities).
4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity.
5. Add 1 for every two bonus feats it has.
6. Divide by 3.


Would you mind if I did OoT/MM poes?

I changed the name of the thread to reflect what were doing more accurately. I also grabbed my stats for the Iron Knuckle and the Wall/Floormasters for y'all to peruse. Enjoy.

Athaniar
2008-11-13, 03:12 AM
Hmm... I'd suggest making the -blins Humanoid (Goblinoid) instead of Mounstrous Humanoid. Otherwise, keep up the good work! And don't forget the bosses. *Waits for Ganon stats*

starwoof
2008-11-13, 03:30 AM
Hmm... I'd suggest making the -blins Humanoid (Goblinoid) instead of Mounstrous Humanoid.
Hmm, think so? I was thinking that they are a lot more like monsters than people.


Otherwise, keep up the good work! And don't forget the bosses. *Waits for Ganon stats*
My next batch of stuff is either going to be deku things or gohma, I haven't decided.:smalltongue:

My theory is that link is a gestalt bard/paladin of about 15th level, so Ganon is probably a gestalt fighter/sorceror a little higher than that. We'll cross that bride when we come to it. :smallbiggrin:

Athaniar
2008-11-13, 03:33 AM
Hmm, think so? I was thinking that they are a lot more like monsters than people.

Perhaps moblins, but bokoblins and bulblins are humanoid enough. Remember that such "monstrous" species as lizardmen also count as humanoid. And Link should at least have some levels in ranger, he's quite proficient with the bow.

starwoof
2008-11-13, 03:46 AM
Duly noted.:smallbiggrin:

Bokoblins, Miniblins, and Bulblins have had their type changed. I might do Moblins in a minute because that will require me to change a few stats.

EDIT: Moblins are now Humanoids for consistency's sake.

Athaniar
2008-11-13, 08:52 AM
Not Goblinoid, then?

Kagehime
2008-11-13, 10:43 AM
Is that finished? Some of its abilities and qualities don't have explanations right now. As it stands its CR is 14 or so.
Not quite; I just did that late at night.
Here's the completed version:



Grand Poe
Large Undead
16d12 (104 hp)
Initiative: +13
Speed: Fly 50 ft. (good) (10 squares)
Armor Class: 25 (–1 size, +9 Dex, +7 deflection),, touch 25, flat-footed 16
Base Attack/Grapple: +8/—
Attack: Lantern +16 melee (3d6 plus 1d8 fire damage)
Full Attack: Lantern +16 melee (3d6 plus 1d8 fire damage) and scream (as unholy blight, plus 2d6 sonic damage; Will half)
Space/Reach: 10 ft./10 ft.
Special Attacks: Lantern, scream
Special Qualities: Darkvision 60 ft., daylight powerlessness, Invisibility, lifesense 60 ft., undead traits, unnatural aura
Saves: Fort +5, Ref +14, Will +14
Abilities: Str 16, Dex 28, Con —, Int 17, Wis 18, Cha 24
Skills: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks)
Feats: Alertness B, Blind Fight, Combat Reflexes, Dodge, Improved Initiative B, Chill of the Grave, Mobility, Spring Attack
Environment: Any underground or place of death
Organization: Solitary or family (4)
Challenge Rating: ???
Treasure: None
Alignment: Always neutral evil
Advancement: 17–32 HD (Large)
Level Adjustment: —

A bone-chilling scream rings out, and focusing your senses, you see a huge, gaunt robed figure lurching toward you, a lantern glowing an infernal blue clutched in its hand.

Poes are ghosts formed from the spirits of those who died with hatred for the world in their hearts, and though intelligent, they are utterly without compassion or mercy, hungering to destroy all warm and living things. They always carry a lantern; according to folktales this is to light the way to Hell for the unfortunate traveler who follows them.

These are Grand Poes, the oldest and most dangerous.

Scream (Ex): Grand Poes have the ability to let out a bloodcurdling, unholy scream that has a tangible force of evil. It deals damage as the spell unholy blight, but to all in a 30-foot radius, and an additional 2d6 sonic damage.

Lantern (Ex): Grand Poes always carry a lantern with them. In addition to its use as a weapon, when they are defeated, there is a 25% chance that the lantern's flame remains and can be captured in a bottle; otherwise, it goes out immediately.

Invisibility (Su): Grand Poes are invisible to the naked eye; however, they can be detected by the Scent Ability, by the use of a sunrod or by psionics.

Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a Daylight spell) and flee from it.



Would you mind if I did OoT/MM poes?

Go right ahead!

Oh, and I'll do Shadow Insects, as well.

EDIT: Shadow Insects done!



Shadow Insect

Diminutive Vermin (Twilit)
1d8 +2 (6 hp)
Initiative: +9
Speed: 60 ft. (12 squares); Fly 50 ft. (good); Climb 40 ft.
Armor Class: 19 (+4 size, +5 Dex); touch AC 19; flat-footed 14
Base Attack/Grapple: +2/-
Attack: Pincers +2 melee (1d4 + poison)
Full Attack: Pincers +2 melee (1d4 + poison)
Space/Reach: 1 ft./0 ft.
Special Attacks: Poison; corruption
Special Qualities: Darkvision 60 ft., vermin traits, twilit traits, invisibility*
Saves: Fort +3, Ref + 3, Will +2
Abilities: Str 9, Dex 20, Con 14, Int --, Wis 12, Cha 9
Skills: Hide +6, Spot +4, Survival +1
Environment: Twilit areas
Organization: Solitary or buzz (2-5)
Challenge Rating: ??? (Low)
Treasure: None or Tears of Light
Alignment: Always neutral evil
Advancement: 2 HD (Tiny); 2-3 HD (Small); 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: --

You hear a buzzing noise from behind a crate; moving it aside, an angry buzz whirs past your head, with just a hint of a gleam.

Shadow Insects, also called Twilit Parasites, are the form taken by evil when it latches onto some of the world's pure light. They are disgusting, parasitic flea-like insects which tend to flee if provoked.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d6 Con.

Special: A Shadow Insect can survive in the World of Light at no penalty, but only for 1d2 hours, after which it immediately dies with no save allowed. They use this time to steal the source of light and blanket the world in Twilight. In a Twilit area, including the Twilight Realm, they gain invisibility (Su) to all except those who are also affected by the twilight. They may still be detected via a Spot check (DC 15) by the gleam of the Tears of Light if they are carrying any.

Skills: All skills are racial bonuses.

starwoof
2008-11-13, 05:14 PM
Not Goblinoid, then?
Oops, fixed.


Not quite; I just did that late at night.
Here's the completed version:



Grand Poe
Large Undead
16d12 (104 hp)
Initiative: +13
Speed: Fly 50 ft. (good) (10 squares)
Armor Class: 25 (–1 size, +9 Dex, +7 deflection),, touch 25, flat-footed 16
Base Attack/Grapple: +8/—
Attack: Lantern +16 melee (3d6 plus 1d8 fire damage)
Full Attack: Lantern +16 melee (3d6 plus 1d8 fire damage) and scream (as unholy blight, plus 2d6 sonic damage; Will half)
Space/Reach: 10 ft./10 ft.
Special Attacks: Lantern, scream
Special Qualities: Darkvision 60 ft., daylight powerlessness, Invisibility, lifesense 60 ft., undead traits, unnatural aura
Saves: Fort +5, Ref +14, Will +14
Abilities: Str 16, Dex 28, Con —, Int 17, Wis 18, Cha 24
Skills: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks)
Feats: Alertness B, Blind Fight, Combat Reflexes, Dodge, Improved Initiative B, Chill of the Grave, Mobility, Spring Attack
Environment: Any underground or place of death
Organization: Solitary or family (4)
Challenge Rating: ???
Treasure: None
Alignment: Always neutral evil
Advancement: 17–32 HD (Large)
Level Adjustment: —

A bone-chilling scream rings out, and focusing your senses, you see a huge, gaunt robed figure lurching toward you, a lantern glowing an infernal blue clutched in its hand.

Poes are ghosts formed from the spirits of those who died with hatred for the world in their hearts, and though intelligent, they are utterly without compassion or mercy, hungering to destroy all warm and living things. They always carry a lantern; according to folktales this is to light the way to Hell for the unfortunate traveler who follows them.

These are Grand Poes, the oldest and most dangerous.

Scream (Ex): Grand Poes have the ability to let out a bloodcurdling, unholy scream that has a tangible force of evil. It deals damage as the spell unholy blight, but to all in a 30-foot radius, and an additional 2d6 sonic damage.

Lantern (Ex): Grand Poes always carry a lantern with them. In addition to its use as a weapon, when they are defeated, there is a 25% chance that the lantern's flame remains and can be captured in a bottle; otherwise, it goes out immediately.

Invisibility (Su): Grand Poes are invisible to the naked eye; however, they can be detected by the Scent Ability, by the use of a sunrod or by psionics.

Daylight Powerlessness (Ex): Poes are utterly powerless in natural sunlight (not merely a Daylight spell) and flee from it.


Whats the unnatural aura do? Otherwise, I still say CR 14.




Shadow Insects done!



Shadow Insect

Diminutive Vermin (Twilit)
1d8 +2 (6 hp)
Initiative: +9
Speed: 60 ft. (12 squares); Fly 50 ft. (good); Climb 40 ft.
Armor Class: 19 (+4 size, +5 Dex); touch AC 19; flat-footed 14
Base Attack/Grapple: +2/-
Attack: Pincers +2 melee (1d4 + poison)
Full Attack: Pincers +2 melee (1d4 + poison)
Space/Reach: 1 ft./0 ft.
Special Attacks: Poison; corruption
Special Qualities: Darkvision 60 ft., vermin traits, twilit traits, invisibility*
Saves: Fort +3, Ref + 3, Will +2
Abilities: Str 9, Dex 20, Con 14, Int --, Wis 12, Cha 9
Skills: Hide +6, Spot +4, Survival +1
Environment: Twilit areas
Organization: Solitary or buzz (2-5)
Challenge Rating: ??? (Low)
Treasure: None or Tears of Light
Alignment: Always neutral evil
Advancement: 2 HD (Tiny); 2-3 HD (Small); 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: --

You hear a buzzing noise from behind a crate; moving it aside, an angry buzz whirs past your head, with just a hint of a gleam.

Shadow Insects, also called Twilit Parasites, are the form taken by evil when it latches onto some of the world's pure light. They are disgusting, parasitic flea-like insects which tend to flee if provoked.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d6 Con.

Special: A Shadow Insect can survive in the World of Light at no penalty, but only for 1d2 hours, after which it immediately dies with no save allowed. They use this time to steal the source of light and blanket the world in Twilight. In a Twilit area, including the Twilight Realm, they gain invisibility (Su) to all except those who are also affected by the twilight. They may still be detected via a Spot check (DC 15) by the gleam of the Tears of Light if they are carrying any.

Skills: All skills are racial bonuses.


Great! CR 2.

Would you mind if I gathered your stuff and stuck it in the first thread here? Cited to you of course.:smallwink:


I have begun work on the Deku stuff. I'll have it up later,

Knaight
2008-11-13, 05:50 PM
I hate to do this, but they unlike D&D goblins seem more like monstrous humanoids. Sorry.

starwoof
2008-11-13, 06:03 PM
I can agree with both views. The 'humanoids with animalistic features' line makes me put them back into monstrous humanoids.

EDIT: Should I make Royal and Business scrubs a seperate subrace, or just deku scrubs with class levels?

Kagehime
2008-11-13, 06:13 PM
Whats the unnatural aura do? Otherwise, I still say CR 14.

Whoops, forgot! Here it is:
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.


Great! CR 2.

Would you mind if I gathered your stuff and stuck it in the first thread here? Cited to you of course.:smallwink:


I have begun work on the Deku stuff. I'll have it up later,

Go right ahead! And hmm, the royal scrubs do look somewhat different from the business scrubs. Don't know if it's enough to qualify them for a subrace, though.

starwoof
2008-11-13, 07:05 PM
Excellent, I'll get it all formatted and up tonight.


Deku Scrub first draft is up:

Deku Scrub

Deku Scrub
Small Plant
HD: 1d8+1 (6 hp)
Init: +1
Speed: 30 ft
AC: 12 (+1 Dex, +1 Size)
BAB/Grapple: +0/-5
Attack: Nut +2 (1d4-1)
Face/Reach:5ftx5ft/5ft
Special Attacks: Deku Nut
Special Qualities: Low Light Vision, Plant Traits, Fire Vulnerability, Deku Flowers
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 8, Dex 12, Con 12, Int 10, Wis 10, Cha 10
Feats: Alertness
Skills: Gather Information +2, Hide +9, Listen +2
---------------------------------------------------------------
Climate/Terrain: Any Forest
Organization: Single, Duo, Patch (3-6)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class

As you approach the large flower, a small, sad looking creature emerges from it with the sound of dry leaves brushing together. It squawks and shoots a nut in your general direction before ducking back into it's flower.

Deku scrubs are intelligent plants that inhabit the deepest parts of shadowy forests. They are isolationist and distrust strangers, attacking interlopers by firing painful deku nuts out of their mouths. They live in Deku Flowers. Deku Scrubs don't tolerate other scrubs using their flowers without permission. When strangers draw near the deku retreat into the flower and are almost invulnerable to attack. Deku society is a monarchy, led by King Deku, a hereditary position. They build heavily fortified and hidden palaces out of dead logs and cover them with decorative leaves. Some Deku are not part of the deku kingdom though, and live in the woods as savages.

Deku are very short and light, most being around 3 feet tall and 20 pounds. Their bodies are made out of wood and are thus vulnerable to fire. Deku often grow leaves around their snouts and faces that resemble facial hair. Deku leaves range from green to orange.

Deku Nuts: Deku Scrubs can fire deku nuts out of their tube shaped mouth like a cannon. These are treated as a thrown weapon that does 1d4 damage and has a range of 20 ft. A deku scrub can produce an amount of nuts equal to 3x their con score per day. After that they can use dried deku nuts as ammo. A Deku Scrubs nut damage die increases by one for every five hit dice they gain (d6 to d8 to d10 to d12).

Fire Vulnerability: Deku Scrubs are made of wood and take double (2x) damage from fire.

Deku Flowers: When a Deku Scrub hides in a Deku Flower they gain a +4 circumstance bonus to their hide check. Removing the scrub is a difficult task as they know the best ways to hang on inside! To pull the scrub out of its flower requires an opposed strength check. If the attacker beats the Scrub's roll the scrub is ripped out of the flower, taking 1d6 damage in the process. However, the Deku Scrub may always take 20 on its test to oppose being ripped out.

Business Scrub

Business Scrub (5th level rogue)
Small Plant
HD: 5d6 (20 hp)
Init: +6
Speed: 30 ft, fly 30 ft
AC: 13 (+2 Dex, +1 Size)
BAB/Grapple: +3/-2
Attack: Nut +6 (1d6-1)
Face/Reach:5ftx5ft/5ft
Special Attacks: Deku Nut, Sneak Attack +3d6
Special Qualities: Low Light Vision, Plant Traits, Fire Vulnerability, Deku Flowers, Uncanny Dodge, Evasion, Trap Sense +1
Saves: Fort +1, Ref +6, Will +2
Abilities: Str 8, Dex 15, Con 10, Int 14, Wis 12, Cha 15
Feats: Improved Initiative, Negotiator
Skills: Gather Information +12, Hide +16, Listen +11, Diplomacy +14, Move Silently +12, Sense Motive +13, Bluff +12, Escape Artist +12, Appraise +12, Decipher Script +12
---------------------------------------------------------------
Climate/Terrain: Any Forest
Organization: Single, Duo, Cartel (3-5)
Challenge Rating: 3
Treasure: Double Standard
Alignment: Usually Neutral
Advancement: By character class

Business Scrubs are the merchants of Deku society. They prefer to ambush and steal loot from travellers but if they meet any kind of resistance they offer to sell rare goods instead... but its always overpriced.

Deku Nuts: Deku Scrubs can fire deku nuts out of their tube shaped mouth like a cannon. These are treated as a thrown weapon that does 1d4 damage and has a range of 20 ft. A deku scrub can produce an amount of nuts equal to 3x their con score per day. After that they can use dried deku nuts as ammo. A Deku Scrubs nut damage die increases by one for every five hit dice they gain (d6 to d8 to d10 to d12).

Fire Vulnerability: Deku Scrubs are made of wood and take double (2x) damage from fire.

Deku Flowers: When a Deku Scrub hides in a Deku Flower they gain a +4 circumstance bonus to their hide check. Removing the scrub is a difficult task as they know the best ways to hang on inside! To pull the scrub out of its flower requires an opposed strength check. If the attacker beats the Scrub's roll the scrub is ripped out of the flower, taking 1d6 damage in the process. However, the Deku Scrub may always take 20 on its test to oppose being ripped out. In addition to what a normal scrub can do with a flower, business scrubs can use them as a takeoff point to fly. They may not take off from anything that is not a deku flower.

I'm gonna start working on mad scrubs after you guys tear these apart.:smalltongue:

Athaniar
2008-11-14, 03:29 AM
I can agree with both views. The 'humanoids with animalistic features' line makes me put them back into monstrous humanoids.

EDIT: Should I make Royal and Business scrubs a seperate subrace, or just deku scrubs with class levels?

Gnolls, lizardfolk, kobolds, locathah, and bugbears are all humanoid. I'd suggest making all but moblins humanoids, and give all of them (even moblins) the Goblinoid subtype. Hey, this is homebrew.

Also, class levels.

starwoof
2008-11-14, 03:38 AM
They're all first level warriors except for the moblins, so really their type doesn't matter at all. :smalltongue:



EDIT: I updated the first post with Kagehime's updated Shadow Beasts and Twilit Subtype.

Athaniar
2008-11-15, 10:25 AM
They're all first level warriors except for the moblins, so really their type doesn't matter at all. :smalltongue:

Now what kind of attitude is that for a homebrewer?

Kagehime
2008-11-15, 01:27 PM
I can't decide...should Zora be Humanoid or Monstrous Humanoid?

EDIT: Oh, don't forget the Grand Poes!

starwoof
2008-11-15, 03:37 PM
I think Zora are just humanoids.

Triaxx
2008-11-15, 05:26 PM
Here's a draft for a Deku Baba, the Larger version in OoT should work well based of this guy.

Deku Baba
Medium Plant
HD 2d8 (11)
Speed 0 ft. (0 squares)
Init: INITIATIVE
AC X; touch X; flat-footed X
(AC DETAILS)
BAB +1; Grp +-
Attack Standard attack +1
(1d4, 20/x2)
Full-Attack Full attack +1 (1d4, 20/x2)
Space 5 ft.; Reach 10 ft.
Special Attacks None
Special Qualities Extended Reach
Saves Fort +3 Ref +0 Will +0
Abilities Str 5, Dex 8, Con 1, Int -, Wis -, Cha -
Skills None
Feats None
Environment Forests, Swamps
Organization Solitary, Brush 2-4, Grove 6-12
Challenge Rating 1/2
Treasure Standard
Alignment Always Chaotic Evil
Advancement 2-10 (Large)
Level Adjustment +0

The plant appears to be a tree with a ball at the top at first, but as you approach the trunk unbends, and a pair of slavering jaws lunge at you.

Extended Reach: A deku baba is able to attack targets ten feet in any direction, lunging out to do so.

starwoof
2008-11-15, 06:23 PM
Excellent, excellent. Is Con 1 a placeholder score?

Zenos
2008-11-15, 06:32 PM
What about Gorons, Dekus and Zoras as player races?

starwoof
2008-11-15, 06:39 PM
Were getting there. I know Kagehime is working on the Zoras and Gorons. I've also been playing with Gorons as NPCs and Player Races. Deku just need a write up as a race, which Ive been thinking of doing but anyone else is welcome to. Its a community project after all.:smallsmile:


I haven't been home much recently but I did do this::smallbiggrin:

Subrosians
Subrosians are very secretive people hailing from the underground nation of Subrosia, which lies beneath Holodrum. They always wear heavy robes and so nobody knows what they look like, except for their large, luminous eyes. Subrosians have very expressive eyes. Subrosians love extreme heat, since Subrosia is rather volcanic. Subrosians enjoy lava baths. Dancing is another favorite Subrosian activity.


http://i95.photobucket.com/albums/l121/starwoof2/Subrosian.jpg
Medium Sized.
Humanoid.
30 ft movement
Fire Immunity: Subrosians bathe in lava. They do not take damage from fire. This immunity extends to their robes.
+2 to reflex saves and +2 to perform (dance). Subrosians practice the frantic Subrosian Dance regularly.
Darkvision 60 ft.
Racial Ability. The subrosians have another racial ability that I haven't decided on yet.
Automatic Languages: Hylian, Subrosian. Bonus languages: Goron, Goblin.
Favored Class: Ninja

Image copyright nintendo


EDIT: I got off my butt and did the Deku write-up.


http://i95.photobucket.com/albums/l121/starwoof2/DekuRace.jpg
-2 str, +2 dex. Deku scrubs are not physically imposing, but they are quick.
Plant Type
Small Size
30 foot movement. Deku are fast on their feet.
Low Light vision. Deku hail from dim forests.
Deku Nuts: Deku Scrubs can fire deku nuts out of their tube shaped mouth like a cannon. These are treated as a thrown weapon that does 1d4 damage and has a range of 20 ft. A deku scrub can produce an amount of nuts equal to 3x their con score per day. After that they can use dried deku nuts as ammo. A Deku Scrubs nut damage die increases by one for every five hit dice they gain (d6 to d8 to d10 to d12).
Fire Vulnerability: Deku Scrubs are made of wood and take double (2x) damage from fire.
Deku Flowers: When a Deku Scrub hides in a Deku Flower they gain a +4 circumstance bonus to their hide check. Removing the scrub is a difficult task as they know the best ways to hang on inside! To pull the scrub out of its flower requires an opposed strength check. If the attacker beats the Scrub's roll the scrub is ripped out of the flower, taking 1d6 damage in the process. However, the Deku Scrub may always take 20 on its test to oppose being ripped out.
Automatic Languages: Hylian. Bonus Languages: Goblin, Goron.
Favored Class: Ranger
LA +0

C+C welcome. Cheers.

Triaxx
2008-11-16, 08:20 AM
Yeah, it's a place holder, partially because I'm not sure what to give it, partially because it's been forever since I statted a monster period much less a plant monster.

Athaniar
2008-11-16, 09:07 AM
I can't decide...should Zora be Humanoid or Monstrous Humanoid?

I can't see them as anything but humanoids. If they are going to be player race, then even more so. And I can't see them as not being a player race either.

And the same goes for gorons.

Triaxx
2008-11-16, 12:59 PM
What's the water flavor though? Natural Swim Speed? The ability to run while underwater? Personally, I'm of the opinion that the Aquatic-sub type bites, horribly.

Kagehime
2008-11-16, 01:02 PM
And here they are! You read my mind, actually; yes, the aquatic type does rather suck, but I gave them at least a bonus for it. Anyone think of a favored class for them?



Zora

Medium Humanoid (Aquatic)

The Zora are a proud race of amphibious warriors and fishers who live in Zora’s Domain, near Lake Hylia. They are exceptionally skilled swimmers, and gifted at fighting as well. Though the Zora freely welcome visitors to their lands in most circumstances, and often allow them to take part in contests and celebrations, they may close off their realm entirely to outsiders in times of crisis. Zoras speak Common and their own language, and their clerics revere an ancient, living water deity, though only royalty are allowed to approach their Lord in person.

The Zora appear like nothing so much as humanoid fish. They have sleek scales ranging in color from silvery-blue to deep red, and so fine as to be invisible individually on their bodies, and fins project from their arms, with females having more graceful, rippled than males. Females also may have either an extended skull in back or a pattern of larger scales like hair; males uniformly have dolphin-like tails projecting from the back of their skulls. Adults typically stand at roughly 6 feet tall, and weigh 120 pounds, largely muscle.

•+2 Dex, -2 Con
•Humanoid (Aquatic)
•Medium: As Medium creatures, Zoras have no special bonus or penalties due to their size.
•Base land speed is 30 feet; swim speed 50 feet.*
•Amphibious (Ex): Zoras can breathe both water and air.
•Weapon Proficiency: Zoras automatically receive the Martial Weapons Proficiency feat for the trident, as it is a traditional weapon of the Zora and every youth knows how to use it.
•Darkvision: Zoras can see perfectly in the darkness of underwater caves; however, this only applies underwater. On land they still need a light source.
•+4 racial bonus to Swim checks, and Zoras can always choose to take 10 on a Swim check, even if rushed or threatened.
•Automatic languages: Common and Zora. Bonus languages: Any non-secret.
•Favored class: None.
•LA: ???

* Zoras may run while underwater.

starwoof
2008-11-16, 02:18 PM
Yeah, it's a place holder, partially because I'm not sure what to give it, partially because it's been forever since I statted a monster period much less a plant monster.

I'd say 10. Not bad, not great, average.


And here they are! You read my mind, actually; yes, the aquatic type does rather suck, but I gave them at least a bonus for it. Anyone think of a favored class for them?



Zora

Medium Humanoid (Aquatic)

The Zora are a proud race of amphibious warriors and fishers who live in Zora’s Domain, near Lake Hylia. They are exceptionally skilled swimmers, and gifted at fighting as well. Though the Zora freely welcome visitors to their lands in most circumstances, and often allow them to take part in contests and celebrations, they may close off their realm entirely to outsiders in times of crisis. Zoras speak Common and their own language, and their clerics revere an ancient, living water deity, though only royalty are allowed to approach their Lord in person.

The Zora appear like nothing so much as humanoid fish. They have sleek scales ranging in color from silvery-blue to deep red, and so fine as to be invisible individually on their bodies, and fins project from their arms, with females having more graceful, rippled than males. Females also may have either an extended skull in back or a pattern of larger scales like hair; males uniformly have dolphin-like tails projecting from the back of their skulls. Adults typically stand at roughly 6 feet tall, and weigh 120 pounds, largely muscle.

•+2 Dex, -2 Con
•Humanoid (Aquatic)
•Medium: As Medium creatures, Zoras have no special bonus or penalties due to their size.
•Base land speed is 30 feet; swim speed 50 feet.*
•Amphibious (Ex): Zoras can breathe both water and air.
•Weapon Proficiency: Zoras automatically receive the Martial Weapons Proficiency feat for the trident, as it is a traditional weapon of the Zora and every youth knows how to use it.
•Darkvision: Zoras can see perfectly in the darkness of underwater caves; however, this only applies underwater. On land they still need a light source.
•+4 racial bonus to Swim checks, and Zoras can always choose to take 10 on a Swim check, even if rushed or threatened.
•Automatic languages: Common and Zora. Bonus languages: Any non-secret.
•Favored class: None.
•LA: ???

* Zoras may run while underwater.


I wanna say bard (http://i95.photobucket.com/albums/l121/starwoof2/motivator1136886.jpg) but I know I'll be ridiculed. But seriously though... how about bard?

I'd give them +0 LA as well, they don't really have any special abilities outside of the water.



I can't see them as anything but humanoids. If they are going to be player race, then even more so. And I can't see them as not being a player race either.

And the same goes for gorons.
Speaking of gorons, we need to discuss them sometime.

Triaxx
2008-11-16, 02:58 PM
10 sounds just about right.

I like those Zora. Perhaps a heat/ice vulnerability? If it gets too warm they start to dehydrate, if it gets too cold they start to lose Dex, to a minimum of 1?

I like the Rock-eating OoT Gorons, and the made of rock TP Gorons. The latter sound much like Warforged. Don't need to eat or breathe, while the former sound almost like somekind of stone giant.

Favored for Zora? How about Druid? Or Ranger, for that 'Guardian of the Sea' feeling.

starwoof
2008-11-16, 03:01 PM
Well the gorons are the same in both games. They do eat and they do breathe, but for some reason they don't have to breathe. And nobody knows how they breed.:smalleek:

We assume they're all male but we don't know.


Anyway, I think that the roll should be pretty simple. Bonus natural armor and speed, and they gain a slam attack as long as they move fast enough.

Triaxx
2008-11-16, 03:04 PM
I don't know. I know they're mentioned to eat rocks in OoT, but no mention is made of them eating anything in TP.

Perhaps they're always considered charging for it, even if there's difficult terrain between them and the target, so long as they can move at least 20'?

starwoof
2008-11-16, 03:08 PM
I don't know. I know they're mentioned to eat rocks in OoT, but no mention is made of them eating anything in TP.

Gorons eat rocks, its what they do.:smallsmile:


Perhaps they're always considered charging for it, even if there's difficult terrain between them and the target, so long as they can move at least 20'?

That sounds reasonable.

Triaxx
2008-11-16, 07:52 PM
Guess I missed that Memo. :smallbiggrin:

I thought so.

starwoof
2008-11-17, 11:06 PM
Zora

Medium Humanoid (Aquatic)

The Zora are a proud race of amphibious warriors and fishers who live in Zora’s Domain, near Lake Hylia. They are exceptionally skilled swimmers, and gifted at fighting as well. Though the Zora freely welcome visitors to their lands in most circumstances, and often allow them to take part in contests and celebrations, they may close off their realm entirely to outsiders in times of crisis. Zoras speak Common and their own language, and their clerics revere an ancient, living water deity, though only royalty are allowed to approach their Lord in person.

The Zora appear like nothing so much as humanoid fish. They have sleek scales ranging in color from silvery-blue to deep red, and so fine as to be invisible individually on their bodies, and fins project from their arms, with females having more graceful, rippled than males. Females also may have either an extended skull in back or a pattern of larger scales like hair; males uniformly have dolphin-like tails projecting from the back of their skulls. Adults typically stand at roughly 6 feet tall, and weigh 120 pounds, largely muscle.

•+2 Dex, -2 Con
•Humanoid (Aquatic)
•Medium: As Medium creatures, Zoras have no special bonus or penalties due to their size.
•Base land speed is 30 feet; swim speed 50 feet.*
•Amphibious (Ex): Zoras can breathe both water and air.
•Weapon Proficiency: Zoras automatically receive the Martial Weapons Proficiency feat for the trident, as it is a traditional weapon of the Zora and every youth knows how to use it.
•Darkvision: Zoras can see perfectly in the darkness of underwater caves; however, this only applies underwater. On land they still need a light source.
•+4 racial bonus to Swim checks, and Zoras can always choose to take 10 on a Swim check, even if rushed or threatened.
•Automatic languages: Common and Zora. Bonus languages: Any non-secret.
•Favored class: None.
•LA: ???

* Zoras may run while underwater.


So I was thinking about Zora and how their abilities are very situational. Do you think we could get away with giving them +2 WIS or CHA and still keep them at +0 LA? At the moment I don't think that Zora have much to offer as a player race.

Kagehime
2008-11-17, 11:44 PM
Hmm, maybe bard...or druid. I could kind of see them as either. Though I don't know about druid so much, as the animal companion wouldn't feel quite right. What would it be, a Bari?

Anyway, maybe +2 Cha. I considered it, it seemed appropriate. The Zora are actually sort of like Aquatic Elves, come to think of it...

starwoof
2008-11-17, 11:51 PM
Both druid and bard feel right.

I was playing Majora's Mask today, screwing around with the Zora Mask y'know. I commented to myself that Zora Link is basically Adult Link, so yeah I totally get the elf thing. My vote is to add +2 cha, then they become attractive options for several classes.

Kagehime
2008-11-17, 11:56 PM
Hmm, sounds like a good plan, then. I rather like it, it fits in with the theme, too. And yeah, maybe druid...considering how they revere Jabu-Jabu and so on. Bard of course is actually somewhat obvious, what with an actual band and all.

Athaniar
2008-11-18, 03:08 AM
Anyway, maybe +2 Cha. I considered it, it seemed appropriate. The Zora are actually sort of like Aquatic Elves, come to think of it...

Yeah, I've notice that, too. Also, gorons are similar to dwarves, and the kokiri are basically halflings/hobbits.

Oh, just wondering, is there or will it be a similar project for classes/prestige classes?

starwoof
2008-11-18, 03:27 AM
I was planning on re-working the casting classes eventually. We could probably do some PRCs too.

starwoof
2008-11-19, 06:59 AM
I can't sleep, so I updated the first post. More Goron brainstorming:

+4 str, +2 con, -2 dex
No powerful build?
+1 or 2 natural armor, increased when rolling.
Racial Bonus to grapple checks.
Must breathe. I fell in some water in Majora's Mask the other day and drowned. I think this is more balanced as a player race than making them not have to breathe.
What type? Humanoid? Monstrous Humanoid? Giant?
LA fairly high. Gorons are OP.

Discuss.

Lappy9000
2008-11-19, 08:03 AM
The Zoras are a touch OP at the moment, without any real downsides to speak of. They might have Fire Vulnerability like the deku scrubs, 'cause they did in Majora's Mask.

To make things more interesting, you could probably do some racial feats that do things like let deku scrubs fly out of their flowers, or have the zora use their natural weapons.

You guys do know there's already a Zelda d20 sourcebook, right? It's here (http://homepage.ntlworld.com/da.vane/ZeldaRPG.htm).

Triaxx
2008-11-19, 09:32 AM
Perhaps make them start drowning instantly on entering water? Gorons that is. Zora's get the Fin Boomerangs, or perhaps the fin shield. Without a magic system, it's hard to do the electric shield.

Kagehime
2008-11-19, 09:53 AM
That does make sense, and I suppose it would only be logical for them to have a fire weakness. Oh, I know there is in fact a d20 system for Zelda; I'm just working on this one myself because a) it only goes up to OoT (and I want to go up to TP); b) I don't like the magic system.

starwoof
2008-11-19, 05:24 PM
The Zoras are a touch OP at the moment, without any real downsides to speak of. They might have Fire Vulnerability like the deku scrubs, 'cause they did in Majora's Mask.
That could work. Alternatively, an additional -2 to fortitude saves. Zora are incredibly vulnerable to changes in their environment and poisons and such.


To make things more interesting, you could probably do some racial feats that do things like let deku scrubs fly out of their flowers, or have the zora use their natural weapons.
Great idea.


You guys do know there's already a Zelda d20 sourcebook, right? It's here (http://homepage.ntlworld.com/da.vane/ZeldaRPG.htm).
IM NOT LISTENING LALALALA


Perhaps make them start drowning instantly on entering water? Gorons that is. Zora's get the Fin Boomerangs, or perhaps the fin shield. Without a magic system, it's hard to do the electric shield.

I was thinking a point based magic system. Anyone that gets a magic bar can use magic to boost their attacks, but only casters can cast spells.

Triaxx
2008-11-19, 06:03 PM
-2 fort saves fits, given the poisoning of the bay in MM, and also a vulnerability to cold, since the touching ice would kill like fire. On the other hand, Zora's Domain was frozen solid in OoT, and TP and they were none the worse for the wear. Perhaps split them up between River and Sea Zora?

Goron's seem vulnerable to ice as well, since deep cold temperatures in MM forced them indoors. But they seem naturally acclimated to high altitudes. Perhaps some negatives to their wisdom is in order. I don't think they need a bonus to grapple, given a possible natural strength of 22 at level 1. No natural armor. They simply have the massive con score. Incidentally, Warforged are a player race and don't breathe.

Perhaps that Gorons are too heavy to float? They start making drowning checks and must either head immediately to shore, or have assistance.

We thinking of items yet, or do we want to finish this off first.

starwoof
2008-11-19, 08:58 PM
-2 fort saves fits, given the poisoning of the bay in MM, and also a vulnerability to cold, since the touching ice would kill like fire. On the other hand, Zora's Domain was frozen solid in OoT, and TP and they were none the worse for the wear. Perhaps split them up between River and Sea Zora?
I think they are fish people, so they can be frozen and still live like fish. Er, I think thats how fish work anyway.:smalleek:


Goron's seem vulnerable to ice as well, since deep cold temperatures in MM forced them indoors. But they seem naturally acclimated to high altitudes. Perhaps some negatives to their wisdom is in order. I don't think they need a bonus to grapple, given a possible natural strength of 22 at level 1. No natural armor. They simply have the massive con score. Incidentally, Warforged are a player race and don't breathe.
Altitude acclimation then. And agree.


Perhaps that Gorons are too heavy to float? They start making drowning checks and must either head immediately to shore, or have assistance.
I was thinking a massive racial penalty to swim, like -30.


We thinking of items yet, or do we want to finish this off first.
I don't think were doing anything in order. We just kind of got on a player race kick. I've been meaning to stat stalfos for days now.:smallannoyed:

DracoDei
2008-11-20, 12:54 AM
Subrosians
<Snip>

Automatic Languages: Hylian, Subrosian. Bonus languages: Goron, Goblin.
Favored Class: Ninja


With no intellegence penality and only 2 bonus languages, are Subrosians with an INT of 16 or higher just out of luck?

starwoof
2008-11-20, 12:56 AM
I don't really know any other languages to add!:smallfrown:

EDIT: Er, probably just change to any I guess.:smallredface:

Athaniar
2008-11-20, 03:14 AM
I can't sleep, so I updated the first post. More Goron brainstorming:

+4 str, +2 con, -2 dex
No powerful build?
+1 or 2 natural armor, increased when rolling.
Racial Bonus to grapple checks.
Must breathe. I fell in some water in Majora's Mask the other day and drowned. I think this is more balanced as a player race than making them not have to breathe.
What type? Humanoid? Monstrous Humanoid? Giant?
LA fairly high. Gorons are OP.

Discuss.

In my opinion, gorons should be a standard player race. They're not too different from dwarves.

starwoof
2008-11-20, 03:21 AM
I agree with you, we just need to balance their racials.

Triaxx
2008-11-20, 06:14 AM
Stalfos sounds similar to the Skeleton Warriors from Baldur's Gate 2. Perhaps with an unsunderable shield.

Almost like undead Crusaders now that I think about it.:smallbiggrin:

I don't know about a mere penalty to swim. They could walk easily through the water in the Deku Swamp, but in anything deeper they drown instantly.

Anyway, such a massive disadvantage, given the prevalence of rivers, is more than enough to drop their LA at least two points if they start to drown instantly.

starwoof
2008-11-21, 02:08 AM
Actually, I've been doing some thinking and I really like gorons just starting to drown when they hit water. They should have a bit of a swim penalty too.:smallsmile:


Also... Stalfos. I had another version that got kinda out of hand, so I toned it down and now you have these guys.:smallbiggrin: They're based on the stalfos from OOT, MM, TP, and all the top-down games.
http://i95.photobucket.com/albums/l121/starwoof2/Stalfos.gif

Stalfos
Medium Undead
HD: 6d12 (42 hp)
Init: +3
Speed: 30 ft
AC: 20 (+3 dex, +2 Large Shield, +5 Breastplate)
BAB/Grapple: +3/+5
Attack: Bastard Sword +5 (1d10+2)
Full Attack Bastard Sword +5 (1d10+2)
Face/Reach:5ftx5ft/5ft
Special Attacks:
Special Qualities: Undead Traits, Reassembly, Evasion, Sunlight Vulnerability
Saves: Fort +2, Ref +8, Will +5
Feats: Combat Expertise, Dodge, Lightning Reflexes
Skills: Jump +31*, Spot +9, Climb +11, Hide +12
Abilities: Str 15, Dex 19, Con -, Int 11, Wis 10, Cha 10
---------------------------------------------------------------
Climate/Terrain: Underground
Organization: Single, Duo, Unit (3-10)
Challenge Rating: 6
Treasure: Standard
Allignment: Usually Neutral Evil
Advancement: 7-9 (medium), 10-14 (large), 15-19 (Huge), 20+ (Gargantuan)

A skeletal warrior hops toward you, brandishing a shield and a wicked sword.

Stalfos are very agile and vicious foes. They are almost impossible to pin down and often attack in groups. Stalfos always fight defensively, effortlessly blocking attacks with their shields or jumping out of the way. When a Stalfos is defeated in combat it's bones fall inert, but it will reassemble itself to fight again. Only rendering it's bones to dust will prevent this.

Reassembly: When a Stalfos is reduced to 0 hp it is rendered inert and falls into pieces (prone). It will reassemble itself in 1d4+1 rounds, returning to 1/2 of it's maximum hp. It cannot act on the turn that it reassembles. Only destroying the bones through a bomb, hammer, direct sunlight, or a spell such as fireball can prevent this from happening. The bones are destroyed if they take 10 or more damage in this fashion.

Sunlight Vulnerability: Stalfos are immediately destroyed completely when they enter natural sunlight.

*Stalfos recieve a +20 racial bonus to jump checks. Stalfos are not limited by their height when jumping.

Cheers.

Triaxx
2008-11-21, 07:09 AM
Sunlight Vulnerability? Where is that from?

starwoof
2008-11-21, 02:04 PM
OOT and MM. Stalchildren can't come out during the day. They aren't exactly stalfos but *shrug*. In MM when you fight Igos du Ikana and his flunkies they can't enter sunlight, because it hurts them. Maybe save the instant destruction for stalchildren but just weaken the stalfos?

Fizban
2008-11-21, 08:55 PM
Technically the Stahlchildren just hid back under the ground, but it amounts to the same thing /nitpick.

I see you have an items section: I have a suggestion for the hookshot/clawshot I've been meaning to put into action for a while. The Zelda d20 sourcebook (downloadable free on the interwebs) has boomerangs and hookshots, but they're horribly overpowered and blah.

I haven't totaled the costs and written the description yet, but here's how I think the Hookshot should work:

Start out with the spells Daze Monster and Dimension Hop. Daze Monster gives you the stunning effect along with a built in limitation against powerful monsters and Dimension Hop gives you a short range instantaneous movement without provoking AoO's and the like. So, an item that lets you use both of these at will would let you do what the hookshot does, roughly. Double the Cost to account for it's non-magicalness if you want.

The spells are only an approximate for pricing guidlines, here's what it actually does:

Clawshot/Hookshot:
These devices consist of a metal cylinder or bracer with a handle on one end and a mechanical claw or metal spike on the other. When a trigger is activated on the handle, the claw or spike shoots out at great speed in a straight line, trailing a connecting length of chain back to the rest of the device. When it reaches it's limit or hits a target, the chain retracts: depending on the target one or more creatures or items may move with it, but in any case the claw or spike returns to the firing position at the start of it's wielder's next turn. The claw or spike always moves in a straight line, seemingly in defiance of gravity, even though it does not travel fast enough to normally escape the arcing that effects normal arrows.
A Clawshot or Hookshot acts as projectile weapon with a range increment and maximum range of 30'. It can be used as both a weapon and a tool. If used as a weapon against a creature, make a normal ranged attack: against a tiny or smaller creature with 8 or less hp it deals 1d8 piercing damage and dazes with no save. Against tiny creatures with more than 8hp and creatures of small size or larger with less than 6HD it dazes for 1 round with no save. Against creatures with more than 6HD it does nothing, though you may make disarm attempts as follows. You may also make a disarm attempt against an enemy's shield as if you were wielding a one handed weapon: if you succeed, the shield is depsosited in your off hand or at your feet at the start of your next turn. Against an object it deals 1d8 piercing damage.
As a tool, you may use a Clawshot or Hookshot to get to places and retrieve items you couldn't normally reach: this is in fact what they were initially created for. With a Clawshot, treat this as a use rope check to seat a grappling hook, using your ranged attack bonus instead of your use rope bonus (seating a grappling hook 30' away is DC16), or a ranged attack against an object for a loose item. For a Hookshot, treat it as a ranged attack against an object (AC 5+size modifier): the Hookshot may attach properly to any object with hardness 5 or less. In either case, if the target can support your weight, you are pulled in a straight line to the attachment point without provoking attacks of opportunity, arriving at the start of your next turn. The claw or spike remains attached until you release it as a free action, until then it holds with a climb check result of 10. You may lower or raise yourself by letting out or retracting the chain after you reach the target point as a move action. If the object cannot support your weight or is loose, it is pulled to you and deposited in your off hand or at your feet at the start of your next turn.
Moderate transmutation; CL6th; Mage Hand, Daze Monster, Dimension Hop; Price: 20,000gp.

Longshot:
This item is identical to a Hookshot, except it's range is 60' instead of 30'.
Moderate transmutation; CL12th; Mage Hand, Daze Monster, Dimension Hop; Price: 40,000gp.

Pricing: 2nd level spell at will: 12,000gp, + another spell: 30,000gp. It has a longer range for movement than Dimension Hop, but a shorter range for Daze Monster. It also requires successful ranged attacks and checks, and wouldn't be very useful by the time you could buy it, so I dropped the price by 1/3rd to 20,000gp, which seemed more reasonable.

Knaight
2008-11-21, 11:44 PM
And considering that it would take a while to put on, take up a hand, and all that stuff, those hook and long shots are just unnecessarily expensive and/or weak(I'm leaning towards expensive here.)

Fifty-Eyed Fred
2008-11-22, 08:45 AM
Making a Zelda-based system is a brilliant idea. I'm right with you on this.

Do the Gorons have any abilities based on their being made of rock? They already have natural armour, but there's something niggling away in the back of my mind... anyway, they should also have their ability to slam whilst rolling, like Goron Link in Majora's Mask did.

Kagehime
2008-11-22, 10:42 AM
That's a good idea...I think they should automatically get Improved Bull Rush as a power feat, but only when rolling.

Prometheus
2008-11-22, 10:32 PM
I'm making a Skulltula, I'll post it here when I'm done.

Fizban
2008-11-23, 03:23 AM
And considering that it would take a while to put on, take up a hand, and all that stuff, those hook and long shots are just unnecessarily expensive and/or weak(I'm leaning towards expensive here.)

Doesn't take any longer than any other item: move action, free if it's handy and you've got quick draw, full if you buried it in your pack. True, they are rather overpriced, but that happens. If you removed the daze effect and just left it at 1d8 damage you could drop the price to 15k easy, maybe even 10. The utility is that you move the distance with a single action, while climbing usually takes a few with more chances for failure, and you're vulnerable while moving. Using a grappling hook is the same way: you have to hook the target, swing over, and climb the rope, taking multiple actions and provoking AoOs all the way, but with the hook/clawshot you do it in just one action without leaving yourself open.

You could change the daze from automatic on low HD to a normal save against effect, maybe even based on your own stats (level and ability bonuses), but that departs from the way it works in-game: non-bosses only, works every time.

starwoof
2008-11-23, 05:04 AM
I'm making a Skulltula, I'll post it here when I'm done.

I'm looking forward to it.


Hookshots Hookshots Hookshots

I can really see a character that manages to use claw/hookshots as an off hand weapon, pulling enemies towards them and such. Yanking your enemies around as a goron would be a hoot.



I'm working on Stalchildren and Stalhounds.

DracoDei
2008-11-23, 05:50 AM
About the best I have heard of modern technology doing is projecting a grappling hook with a trailing rope via explosive charge (rifle or mortar like, I can't remember...). Reeling the person up afterwards is impractical I beleive. Also getting something that would stick into a flat wood surface firmly enough to hold a persons weight is not reliably acheivable using modern technology to my knowledge. For these reasons I would specify it as being magical.

Fizban
2008-11-23, 06:50 AM
About the best I have heard of modern technology doing is projecting a grappling hook with a trailing rope via explosive charge (rifle or mortar like, I can't remember...). Reeling the person up afterwards is impractical I beleive. Also getting something that would stick into a flat wood surface firmly enough to hold a persons weight is not reliably acheivable using modern technology to my knowledge. For these reasons I would specify it as being magical.

It's written up as magical right now, CL and aura and spells required and all. It also doesn't have any ability to pull creatures, it only moves objects. (Just going to assume you're all talking about mine, since it's the only one written up here). If you want to move creatures, I suggest writing up a Switchook, like in one of the oracle of X games for GBC. I think Baleful Transposition is also 2nd level, so the formulaic price would be similar, though the price for a no-save version of that spell would definitely be high, since it has no HD cap and can be used for excessive mayhem.

I've always wanted to do stats for the Megaton Hammer. The Master Sword is easy enough, +X Holy Evil Outsider Bane Longsword, sword beams could be a form of the Bloodwind spell or Magic Missile or somesuch, Biggoron Sword is just a Bastard Sword (take a good look, it's not much longer than the Master Sword, and definitely not Greatsword sized). The Megaton Hammer is odd though. It's not particularly large, but supernaturally dense, requiring both hands to hold and swinging extremely slow. It crushes man-sized boulders with ease, and can send man-sized blocks of tougher materials speeding across even ground. For all this raw power though, it doesn't deal any more damage than the Master Sword when employed against enemy creatures. It's mystifying.

Triaxx
2008-11-23, 02:49 PM
Well, sunlight didn't seem to bother the big stal... skeleton guy in the graveyard in MM.

I always assumed it'd be Adamantine, and have a something on the line of 2d8 damage. Limited to one attack per round, regardless of BAB. Or perhaps 1d10, one attack per round, excess BAB converts to damage at a 2-3 to 1 ratio.

Master Sword? Standard long sword, double damage vs. evil alignment.

starwoof
2008-11-23, 08:48 PM
It's written up as magical right now, CL and aura and spells required and all. It also doesn't have any ability to pull creatures, it only moves objects. (Just going to assume you're all talking about mine, since it's the only one written up here). If you want to move creatures, I suggest writing up a Switchook, like in one of the oracle of X games for GBC. I think Baleful Transposition is also 2nd level, so the formulaic price would be similar, though the price for a no-save version of that spell would definitely be high, since it has no HD cap and can be used for excessive mayhem

Wait, I'm thinking of the grappling hook from WW. Which was... just a grappling hook.

But anyway, if you're done with the hook/clawshots I can put them up on the first post.

Prometheus
2008-11-23, 09:45 PM
Skulltula:

Skulltula
Large Vermin
HD 6d8+6 (33 HP)
Speed 15 ft. (3 squares); climb 20 (4 squares)
Init: +3
AC 20 (+3 Dex +8 AC -1 size); touch 12; flat-footed 17
BAB +4; Grp +9
Attack slam +9 20/x2 (1d6+7)
Full-Attack slam +9 20/x2 (1d6+7)
Space 10ft, (5ft hanging on a strand)
Reach 5 ft, (10ft hanging on a strand)
Special Attacks Rush,Web, Whirl
Special Qualities Darkvision 60ft, Tremorvision 60 ft, Vermin traits, Immune to death effects
Saves Fort +6 Ref +5 Will +2
Abilities Str 20, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills Climb +16, Hide +10, Spot+7, Move Silently +10
Feats -
Environment underground
Organization Solitary, Colony (2-5)
Challenge Rating 4
Treasure Standard
Alignment neutral evil
Advancement 7-10 (Large)
Level Adjustment -
Some say Skulltulas were once humanoids and have since been cursed by a horrible existence that bears warning to others – other's say it's just a large mean spider with a giant's skull protecting it's thorax. Skulltulas are not as aggressive as they are reputed to be, but are very territorial. For this reason, the creatures themselves seem to seek out territory where few humanoids were meant to travel.
Skulltulas typically hang from a ceiling and drop down on passerby. A Skulltula usually remains on it's strand (as long as it can), attacking at a distance by swinging it's body or attacking multiply foes that close in with using its Whirl attack. A Skulltula cut from it's strand is vastly weakened, and it occasionally retreats to webbed surfaces when this occurs, despite it's lack of intelligence.
Rush (Ex): A Skulltula need not make a climb check to charge on a web. When doing so, a Skulltula moves as though it had a base movement +20ft higher and deal an extra +2d6 on their slam attack.
Web (Ex):Skulltulas often wait in their webs on the wall or ceiling, then lower themselves on silk strands and diving at prey passing beneath (this controlled fall can be treated as a Rush special attack). A single strand is strong enough to support the spider and one creature of the same size. Attempts to cut the string a Skulltula hangs from with reach equal to or less than that of a Skulltula provoke an attack of opportunity. These strands have 12hp and 5 hardness. Skulltulas cannot throw a webs as a net attack.
Skulltulas often create sheets of sticky webbing about 15 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become entangled and can escape with a DC 13 Escape Artist check, DC 17 Str check, or 12 hp of damage to the web (5 hardness). Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free.
A Skulltula can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Whirl (Ex):As a full-round action, a Skulltula hanging from a thread can make a slam attack against each target within 5 ft. A Skulltula can make a free trip attack against any target that dealt damage by this Whirl attack.
Tremorsense (Ex):A Skulltula can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: A Skulltula has +8 racial bonus to Climb and Hide checks as well as a +4 racial bonus to Spot and Move Silently checks. A Skulltula can always take 10 on climb checks, even if rushed or threatened.
Gold Skulltulas: Gold Skulltulas are lawful neutral, and have a solid gold skull back. This is worth 5,000gp.

Galileo
2008-11-24, 03:26 AM
Wow. Those player races are awesome. I wish I had a gaming group to try them out now...

I'd really like to give a hand with this. I'm not very good with game balance, but I have OoT (+ Master Quest), MM, LttP and TP (which almost never works :smallfurious::smallfrown:) and large amounts of time on my hands, so I'd be happy to help out with research (read: play Zelda all day.:smallbiggrin:).

DracoDei
2008-11-24, 03:28 AM
It's written up as magical right now, CL and aura and spells required and all. It also doesn't have any ability to pull creatures, it only moves objects. (Just going to assume you're all talking about mine, since it's the only one written up here). If you want to move creatures, I suggest writing up a Switchook, like in one of the oracle of X games for GBC. I think Baleful Transposition is also 2nd level, so the formulaic price would be similar, though the price for a no-save version of that spell would definitely be high, since it has no HD cap and can be used for excessive mayhem.

I was responding to whoever said it should be non-magical. I know very little Zelda lore, I just know mechanics a bit (Bach. Sci.).

Don't think BAB should give damage bonus with the hammer... just let it make bull-rushes/object pushes as if you were collossal or something...

starwoof
2008-11-24, 04:24 AM
Skulltula:

Skulltula
Large Vermin
HD 6d8+6 (33 HP)
Speed 15 ft. (3 squares); climb 20 (4 squares)
Init: +3
AC 20 (+3 Dex +8 AC -1 size); touch 12; flat-footed 17
BAB +4; Grp +9
Attack slam +9 20/x2 (1d6+7)
Full-Attack slam +9 20/x2 (1d6+7)
Space 10ft, (5ft hanging on a strand)
Reach 5 ft, (10ft hanging on a strand)
Special Attacks Rush,Web, Whirl
Special Qualities Darkvision 60ft, Tremorvision 60 ft, Vermin traits, Immune to death effects
Saves Fort +6 Ref +5 Will +2
Abilities Str 20, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills Climb +16, Hide +10, Spot+7, Move Silently +10
Feats -
Environment underground
Organization Solitary, Colony (2-5)
Challenge Rating X
Treasure Standard
Alignment neutral evil
Advancement 7-10 (Large)
Level Adjustment 4
Some say Skulltulas were once humanoids and have since been cursed by a horrible existence that bears warning to others – other's say it's just a large mean spider with a giant's skull protecting it's thorax. Skulltulas are not as aggressive as they are reputed to be, but are very territorial. For this reason, the creatures themselves seem to seek out territory where few humanoids were meant to travel.
Skulltulas typically hang from a ceiling and drop down on passerby. A Skulltula usually remains on it's strand (as long as it can), attacking at a distance by swinging it's body or attacking multiply foes that close in with using its Whirl attack. A Skulltula cut from it's strand is vastly weakened, and it occasionally retreats to webbed surfaces when this occurs, despite it's lack of intelligence.
Rush (Ex): A Skulltula need not make a climb check to charge on a web. When doing so, a Skulltula moves as though it had a base movement +20ft higher and deal an extra +2d6 on their slam attack.
Web (Ex):Skulltulas often wait in their webs on the wall or ceiling, then lower themselves on silk strands and diving at prey passing beneath (this controlled fall can be treated as a Rush special attack). A single strand is strong enough to support the spider and one creature of the same size. Attempts to cut the string a Skulltula hangs from with reach equal to or less than that of a Skulltula provoke an attack of opportunity. These strands have 12hp and 5 hardness. Skulltulas cannot throw a webs as a net attack.
Skulltulas often create sheets of sticky webbing about 15 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become entangled and can escape with a DC 13 Escape Artist check, DC 17 Str check, or 12 hp of damage to the web (5 hardness). Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free.
A Skulltula can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Whirl (Ex):As a full-round action, a Skulltula hanging from a thread can make a slam attack against each target within 5 ft. A Skulltula can make a free trip attack against any target that dealt damage by this Whirl attack.
Tremorsense (Ex):A Skulltula can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: A Skulltula has +8 racial bonus to Climb and Hide checks as well as a +4 racial bonus to Spot and Move Silently checks. A Skulltula can always take 10 on climb checks, even if rushed or threatened.
Gold Skulltulas: Gold Skulltulas are lawful neutral, and have a solid gold skull back. This is worth 5,000gp.

This is one of the times that VT's CR calculator doesn't work right.:smallbiggrin: I'm gonna take a best guess and say CR 4 or 5. Good job here.


I'd really like to give a hand with this. I'm not very good with game balance, but I have OoT (+ Master Quest), MM, LttP and TP (which almost never works :smallfurious::smallfrown:) and large amounts of time on my hands, so I'd be happy to help out with research (read: play Zelda all day.:smallbiggrin:).
Your input is very welcome! The more help we get, the better.


Don't think BAB should give damage bonus with the hammer... just let it make bull-rushes/object pushes as if you were collossal or something...
I like this idea.



Note to Self: Stalchildren are very boring and I'll have them up tomorrow.:smallsigh:

Fizban
2008-11-24, 05:09 PM
Wait, I'm thinking of the grappling hook from WW. Which was... just a grappling hook.

But anyway, if you're done with the hook/clawshots I can put them up on the first post.

Go ahead, I think I'm about done with them. Yay, I contributed!

I was responding to whoever said it should be non-magical. I know very little Zelda lore, I just know mechanics a bit (Bach. Sci.).

Don't think BAB should give damage bonus with the hammer... just let it make bull-rushes/object pushes as if you were collossal or something...

Yeah, I didn't feel like multiquoting so I just quoted you, sorry to single out. The grappling hook in Wind Waker had to have been even more magical, as starwoof pointed out, but I'm not touching that one. I don't think it matters much, since there are no null-magic areas in any Zelda game that I can remember, so while it's a moot point for him, it can run on magic and work fine.

Prometheus
2008-11-24, 06:02 PM
I'm gonna take a best guess and say CR 4 or 5.
I accidentally put 4 for LA instead of CR. It's nice to be externally verified though :smallsmile:

Oslecamo
2008-11-24, 06:24 PM
Just to say very nice work. Heck, I may even use some of these right away in my current campaign.:smallbiggrin:

Triaxx
2008-11-24, 07:24 PM
You know Insane Alien, the only way to make sure it's balanced is to actually have a game. And convienently, the forums have a PbP section. Once we get far enough along we owe it to others to test for balance. Right guys? :smallwink: It would be wrong of us to put it out there without testing it. :smallbiggrin:

I like that idea for the Megaton Hammer. And yet, I like my idea too. Perhaps as a Skull Hammer?

Din's Fire:


Din's Fire:
Effect: Din's Fire summons up a globe of fire which expands outwards from the caster, doing 3d6 damage to all targets within 20' of the caster, and lighting any ignitable objects within that distance. Din's Fire does not differentiate between friend and foe, but the caster is unharmed.

starwoof
2008-11-24, 09:49 PM
You know Insane Alien, the only way to make sure it's balanced is to actually have a game. And convienently, the forums have a PbP section. Once we get far enough along we owe it to others to test for balance. Right guys? :smallwink: It would be wrong of us to put it out there without testing it. :smallbiggrin:

I like that idea for the Megaton Hammer. And yet, I like my idea too. Perhaps as a Skull Hammer?
We wouldn't be doing our duty if we didn't.:smallbiggrin:


EDIT: The first post is maxed out! I think we need to find a new system of categorizing. I'm thinking of making a post for each section and turning the first post into a table of contents with links to individual posts. Its either that or a new thread.

String
2008-11-24, 11:24 PM
Not exactly Monster Manual material, but...

Gerudo Mirror Shield
Magical Item:

This Heavy Steel Shield is made up of a red-colored steel that has a silver mirror embedded in it, in which a stylized crescent moon design is etched. The Gerudo Mirror shield has the ability to absorb spells and turn them back on the caster.

Any time someone wielding a Gerudo Mirror Shield is targetted by a damaging spell and the spell misses due to the shield bonus provided by the Mirror Shield, a portion of the spells power is absorbed by the shield. THe first time this happens, nothing happens. The next time the wielder is targetted by a spell with the same damage type, the Shield 'absorbs' 1d6 of that type of damage. For each spell past that of the same damage type, the number of d6 goes up 1 (2d6, 3d6, etc) to a maximum number of d6's equal to the wielders Character level. If the shield is hit by a spell that deals a different kind of damage from the first, the proccess starts over at 0 with this new damage type. At any point, instead of adding 1d6, the wielder may choose to discharge the blast at the caster using a ranged attack roll at the wielders highest BaB, dealing the same kind of damage as absorbed. In addition, the MIrror shield perfectly reflects light, "bouncing" any concentrated beams off it's surface in a perfectly controllable way.

I don't know how to price things. A "Termina Mirror shield" that just bounces spells (as per a use of spell turning) is forthcoming.

Also: I support the idea of making Gorons, Zora, Gerudo and some others Player Races, with no LA.

starwoof
2008-11-24, 11:32 PM
Not exactly Monster Manual material, but...

I need to change the name of this thread.:smalltongue:


Gerudo Mirror Shield
Magical Item:

This Heavy Steel Shield is made up of a red-colored steel that has a silver mirror embedded in it, in which a stylized crescent moon design is etched. The Gerudo Mirror shield has the ability to absorb spells and turn them back on the caster.

Any time someone wielding a Gerudo Mirror Shield is targetted by a damaging spell and the spell misses due to the shield bonus provided by the Mirror Shield, a portion of the spells power is absorbed by the shield. THe first time this happens, nothing happens. The next time the wielder is targetted by a spell with the same damage type, the Shield 'absorbs' 1d6 of that type of damage. For each spell past that of the same damage type, the number of d6 goes up 1 (2d6, 3d6, etc) to a maximum number of d6's equal to the wielders Character level. If the shield is hit by a spell that deals a different kind of damage from the first, the proccess starts over at 0 with this new damage type. At any point, instead of adding 1d6, the wielder may choose to discharge the blast at the caster using a ranged attack roll at the wielders highest BaB, dealing the same kind of damage as absorbed. In addition, the MIrror shield perfectly reflects light, "bouncing" any concentrated beams off it's surface in a perfectly controllable way.

I don't know how to price things. A "Termina Mirror shield" that just bounces spells (as per a use of spell turning) is forthcoming.

Also: I support the idea of making Gorons, Zora, Gerudo and some others Player Races, with no LA.
Yes.

String
2008-11-25, 12:09 AM
In Complete Arcane, there is a weapon magic enhancement called..."Clout" I think, that would fit for a megaton hammer. A Maul of Clout.

Galileo
2008-11-25, 03:32 AM
You know Insane Alien, the only way to make sure it's balanced is to actually have a game. And convienently, the forums have a PbP section. Once we get far enough along we owe it to others to test for balance. Right guys? :smallwink: It would be wrong of us to put it out there without testing it. :smallbiggrin:


I like the way you think. Totally wrong of us to just toss it out there without extensive playtesting. A tough, cruel job, but someone's gotta do it.

Since I've got nothing to do, and I really like the Twilit zones, I'll toss this out there.

The dark clouds of dusk cover this land... This drape of shadows is called...twilight. In this twilight, those who lived in the light...become as mere spirits...it is a place...where the dark ones and evil creatures dwell...
Without the power of the Light Spirits to protect Hyrule, the ancient shadow magic of the Twili covered the land. Within this dark miasma, men are but spirits and creatures are transformed into demons.

When first entering the Twilight, characters must make a Will save (DC 20?) to resist becoming a spirit. If they succeed, they instead become a Small, Medium or Large animal. The type of animal tends to reflect their inner self (player's choice, no miniature giant space hamsters). The animal form will remain constant throughout all their subsequent travels in Twilight. If they fail the save and become spirits, they become unaware of the Twilight around them, and cannot see those who have not succumbed to spirit form. They can only leave this cursed existence through the intervention of a Twili or other Twilit creature. Also, it is impossible to exit the Twilight, for beast or spirit, without the aid of a Twili. Non-Humanoids, and Monstrous Humanoids generally considered monsters rather than player races, are given the Twilit subtype.


Moon Pearl
The Moon Pearl is a midnight black spherical gem, unmarred by any imperfection. The bearer of this gem is unaffected by Twilight, and retains their natural shape while within areas on the Material Plane covered in Twilight, and the Twilight Realm. This does not prevent spells and spell-like abilities that affect the bearer's form from working.
Some kind of transformation protection spell for creation?
The idea for this came from the idea of the Dark World and Twilight Realm being the same place. It makes a lot of sense, really.
By the by, it's InsaneAlien, no space.

Triaxx
2008-11-25, 11:31 AM
I know it is, but I cannot help myself. It's a habit.

I don't actually mind LA. Though you have to admit, the games are pretty over powered themselves.

What next... Ball and Chain...

Ball and Chain
2d8 bludgeoning damage, 17-20/x2, 10' reach, but cannot be used for more than a Single Attack or AoO per round. And require's a move action to reel in? Reduces speed to 5' per round while drawn.

Boomerang, TP style
1d6 slashing damage, ranged weapon, user may designate up to five targets, or one target up to five times, each using the same attack roll and requiring individual attack rolls. Additionally, the boomerang generates a wind that will sweep up items, and return them to the user, as well as dazing any creature hit, except those immune to it's damage.

Spinner
2d4 piercing damage. User is considered charging, with a move speed equal to the following.

{table=head]Distance|Speed
1st 10ft | 2x
2nd 10ft | 1.5x
3rd 10ft | 1x
4th 10ft | .5x
5th 10ft | 1ft[/table]

At the end of the last 50ft, the user drops off the Spinner. A spinner on a track continues running at 2x speed for as long as the spinner remains on the track.

Zora Armor
Any person wearing the Zora Armor is given the ability to breathe underwater in the same manner as the Zora, as well as given an inherent swim speed of 20'. However the scales of the Zora armor are less resistant to fire and ice than the normal cloth materials of land species. While floating underwater, you may use your clawshots on any valid target.

Gaining the Zora Armor usually requires befriending a member of the species, or performing some important task for them.

Iron Boots
The Iron Boots are heavy. No, really heavy. Wearing the boots reduces your move speed to 5ft, and makes you too heavy to float. While you may begin to drown you are also able to plant water bombs, and use your sword, shield, and clawshots while standing on the bottom. Combined with the Zora armor you can remain underwater indefinitely.

String
2008-11-25, 12:36 PM
Gerudo:

+2 Cha, +2 Wis, -2 Int
Humanoid
Medium: As medium creatures, the Gerudo gain no special bonuses or penalties due to their size.
Base land speed is 30 feet.
+4 racial bonus to Ride checks. Gerudo are skilled horse riders.
Gender: Almost all Gerudo are Female. Any
Favored Class: Ranger
LA: 0

WIP

Coidzor
2008-11-25, 01:42 PM
I dunno, I'd say that the gerudo have a bonus to their dexterity from the way they moved and the emphasis on horseback archery in OoT.

I'd say make three subspecies of "humans," the pointy-ears (have more hylian blood, more like elves[?], equivalent to say, the Normans of British history or those with the ability to use the Ancients' technology from Star Gate, maybe are the only ones/receive bonuses to use hylian magical items), the rounded ears (bascially vanilla humans, equivalent to the anglo-saxons, the vast majority of commoners), and the Gerudo (have a curse/enchantment upon their race that male children are either not possible without divine intervention or that male children are not gerudos but instead are whatever the father was and thusly are abandoned or returned[sorry, just a bit fuzzy])

Or make three races for the "pure" descendants of the hylians, the gerudos, and the normies with the ability to interbreed 'normally,' guess it's more of a fluff thing whether they're considered the same species or not.

I'm pretty sure at least that there have been distinctions drawn between the Hylians and the modern humanish residents of hyrule though...

Triaax: Ball and Chain has some kind of shield bonus as well while it's in hand, and offers the ability to do a sort of "Whirlwind" attack by spinning it above the head, though possibly with a 50% miss-chance against medium or smaller creatures due to the angle at which it spins.

starwoof
2008-11-25, 04:09 PM
I'd say make three subspecies of "humans," the pointy-ears (have more hylian blood, more like elves[?], equivalent to say, the Normans of British history or those with the ability to use the Ancients' technology from Star Gate, maybe are the only ones/receive bonuses to use hylian magical items)
Nice metaphor.:smalltongue:

I was thinking that Hylians would be something like this:

Hylian
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Hylian base land speed is 30 feet.
+1 racial bonus to saving throws instead of the normal human bonus feat.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
+2 to listen checks.
Automatic Language: Hylian. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass hylian takes an experience point penalty, his or her highest-level class does not count.

Bam, Hylians, chosen people of the goddesses. Thoughts?

String
2008-11-25, 05:31 PM
Gerudo:

Medium: As medium creatures, the Gerudo gain no special bonuses or penalties due to their size.
Base land speed is 30 feet.
+4 racial bonus to Ride checks. Gerudo are skilled horse riders.
Bonus Feat: Mounted Combat. The Gerudo are trained to fight from horseback from a young age. The Gerudo must meet the requirements for the feat.
Favored Class: Ranger or Warlock

WIP


How bout this? I removed the ability mods, because I couldnt think of anything to balance out the +2 dex other than -2 int, and I felt that even that was stretching.

starwoof
2008-11-25, 06:02 PM
Gerudo:

* Medium: As medium creatures, the Gerudo gain no special bonuses or penalties due to their size.
* Base land speed is 30 feet.
* +4 racial bonus to Ride checks. Gerudo are skilled horse riders.
* Bonus Feat: Mounted Combat. The Gerudo are trained to fight from horseback from a young age. The Gerudo must meet the requirements for the feat.
* Favored Class: Ranger or Warlock

WIP

How bout this? I removed the ability mods, because I couldnt think of anything to balance out the +2 dex other than -2 int, and I felt that even that was stretching.

Yeah they need something. I would go so far as to give them +2 dex right now and call it even.

Triaxx
2008-11-25, 09:58 PM
Thank you, I'd forgotten that.

Ball and Chain
2d8 bludgeoning damage, 17-20/x2, 10' reach, but cannot be used for more than a Single Attack or AoO per round. And require's a move action to reel in? Reduces speed to 5' per round while drawn. While held between attacks, the Ball and Chain has a 30% chance to deflect arrows, sling stones, or other projectile's launched at it's wielder. While spinning in preparation for an attack, any creature that attacks the user is attacked for 1d8 damage. This attack does not count against the AoO's of the weapon, but creature's of one size category or smaller than the wielder have a 50% chance of being missed by the attack.

Galileo
2008-11-26, 05:47 AM
About the Iron Boots, I recall that you sped up a fair bit once you were totally underwater. Perhaps an addendum saying that your speed changes to 20' once completely submerged?

Triaxx
2008-11-26, 09:35 AM
Iron Boots
The Iron Boots are very heavy. So heavy in fact that on land your speed is reduced to 5ft. Additionally, the boots make you too heavy to float, and you sink to the bottom of the water upon entering. Underwater your move speed improves to 15ft, and you are able to use certain items, such as Water Bombs, Swords and Shields, as well as Clawshots. While wearing the Iron Boots you may drown unless you are also wearing the Zora Armor.

String
2008-11-27, 01:51 AM
On the off chance that someone is slower than 15ft anyways, and to remove confusion about armor penalties etc, I would suggest changing it to read

*snip*
So heavy in fact that on land your speed is reduced to 5ft. Additionally, the boots make you too heavy to float, and you sink to the bottom of the water upon entering. Underwater your move speed improves to 15ft or your normal move speed whichever is lower, and you are able to use certain items, such as Water Bombs, Swords and Shields, as well as Clawshots.

Triaxx
2008-11-27, 09:21 AM
I like that.

starwoof
2008-11-27, 10:43 PM
:smallsigh:

Stalchildren
Stalchild
Small Undead
HD: 2d12 (14 hp)
Init: +6
Speed: 20 ft, Burrow 5 ft
AC: 14 (+2 dex, +1 Natural, +1 Size)
BAB/Grapple: +3/+5
Attack: Claw +2 (1d6+1)
Full Attack 2 Claws +2 (1d6+1)
Face/Reach:5ftx5ft/5ft
Special Attacks:
Special Qualities: Undead Traits, Light Vulnerability
Saves: Fort +0, Ref +2, Will +3
Feats: Improved Initiative
Skills: Jump +31*, Spot +9, Climb +11, Hide +12
Abilities: Str 12, Dex 14, Con -, Int 8, Wis 10, Cha 10
---------------------------------------------------------------
Climate/Terrain: Underground
Organization: Single, Duo, Unit (3-10)
Challenge Rating: 1
Treasure: Standard
Allignment: Usually Neutral Evil
Advancement: 3-6 (small), 7-11 (medium), 12+ (large)

A gang of child-like skeletons shambles towards you, red fire glowing in their eye sockets.

Stalchildren are vicious undead soldiers that travel in large groups. They can't abide the sun and so stay underground during the day. The exception to this is Terminian Stalchildren, who do not have Light Vulnerability.

Sunlight Vulnerability: Stalfos are immediately destroyed completely when they enter natural sunlight.




I would comment on the items but I just don't feel qualified.:smallamused:

Reverent-One
2008-11-28, 01:25 AM
This is all cool stuff. Anyone with any experience with 4e want to give this a try, I know I would, but I'd perfer for it to be more than a one-man job.

Triaxx
2008-11-28, 01:27 PM
4e? Does anyone actually play that? :smallwink:

Triaxx
2008-11-30, 07:58 AM
Darknut:

Darknut
Large Monstrous Humanoid
HD 12d8 (86hp, 50+36)
Speed 10 ft. (2 squares), Armored; 30 ft (6 Squares), Unarmored
Init: INITIATIVE
AC 22; touch 11; flat-footed 10
(+8 Full Plate, +4 Tower Shield), Armored; 14; touch 14; flat-footed 10, Unarmored
BAB +13; Grp +8
Attack Standard attack +13
(1d10, 20/x2), Armored; Standard attack +13
(1d8, 19-20/x2), Unarmored
Full-Attack Full attack +13/+7/+2 (1d10, 20/x2), Armored Full attack +13/+7/+2 (1d8, 19-20/x2), Unarmored
Space 10 ft.; Reach 10t.
Special Attacks Throw Blade
Special Qualities
Saves Fort +7 Ref +12 Will +7
Abilities Str 20, Dex 18, Con 16, Int 13, Wis 8, Cha 10
Skills Tumble, Bluff
Feats Power Attack, Combat Expertise, Improved Shield Bash, Block Arrows
Environment Ruins
Organization Solitary (2 Patrol, 3 Gang, 6 Hammer)
Challenge Rating CR 16
Treasure Standard
Alignment Always Lawful
Advancement by TYPE
Level Adjustment +4

Throw Blade (Ex):When a Darknut sheds it's armor, it also sheds it's greatsword, usually by throwing it at it's opponent, and then draws a bastard sword. Darknut Greatswords are destroyed on impact, and are not considered improvised weapons. Darknuts are also considered proficient with their weapons. A reflex save is used to avoid the weapon. Failing the save, the weapon makes a ranged touch attack against the target.

Shed Armor (Ex): Darknuts do not take lethal damage while armored. Once a number of points equal to their HP plus twice their con modifier have been done, the Darknut shed's it's armor, and uses it's Throw Blade ability, typically targetting the closest enemy.

At first appearing to be nothing more than a statue, it comes to life as you approach, wearing heavy armor and wielding an immense two handed sword in a single hand, it advances slowly but surely, much as an avalanche.

You thought it defeated, it's armor falling away in pieces, but suddenly you must jump to the side as it's great blade whips past you, and it stands, again ready to engage in battle. It rushes you almost before you are ready.

String
2008-12-02, 12:31 AM
Now that's a badass Darknut. Wouldnt mind setting a couple of Paladins or fighters against a Hammer of Darknuts.

Galileo
2008-12-02, 02:17 AM
Don't you think they should have Improved Shield Bash? It would highlight the fact that they do that, in case anyone unfamiliar with the game used this, and I don't remember being able to get a cheap shot in while they were shield bashing.

How should the Hidden Moves be done? A miniquest to hunt down the Golden Wolf in hard-to-reach places, which gives a bonus ability for training with it? Or a new class, Descendant of the Hero, perhaps, that has the Hidden Moves as abilities?

Triaxx
2008-12-02, 07:54 AM
I knew I was forgetting something. I'll add that in. Ever wonder if Link get's a crick in his neck from all these overly large monsters?

Perhaps each character may randomly encounter the wolf during a game? So it's not always the same person, but everyone can learn from it. I mean, Mortal Draw would make an awesome feat, but would require quick draw...

Feat: Mortal Draw

Mortal Draw
Prereq: Quick Draw, Dex 15, BAB +12
Effect: You may make an attack against your opponent for x4 damage by becoming flat-footed for one round. The opponent may attack you during this time, but you then immediately counter attack, drawing your sword and attacking in a single motion. The target is considered flat-footed during this attack, but armor and shield AC still applies.
Normal: You may only attack for normal damage.

String
2008-12-02, 12:36 PM
I think thats a tad overpowered. I like the idea of a PrC, though... Is anyone working on class revisions or inclusions?

Triaxx
2008-12-02, 12:58 PM
Spin Attack
Prereq: BAB +1
Effect: Every 1d4 rounds you may use a spin attack after charging for one round, and make a single attack at your highest BAB to each adjacent square within 5'. Any creature hit by such an attack must make a Strength check or be thrown back 10'. Creature's one size category larger or more are immune to the knock back effect.
Normal: You may only attack one space at a time.

Great Spin
Prereq: Spin Attack, BAB +8
Effect: Every 1d6 rounds, while your health is full, you may make a Great Spin attack. One attack is made in each adjacent square at your highest base attack bonus, and one attack at your second base attack bonus at the adjacent squares 10' away. Any creature hit by either attack must make a Strength check or be thrown back 15'. Creature's one size category larger or more are immune to the knock back effect.
Normal: You may only attack one space at a time.

Of course it is, I forgot a BAB requirement.

starwoof
2008-12-02, 05:37 PM
Darknuts should also have the Block Arrows feat from Heroes of Battle. It lets them automatically block one ranged weapon with their shield once per round.

Knaight
2008-12-02, 06:34 PM
Feat: Mortal Draw

Mortal Draw
Prereq: Quick Draw, Dex 15, BAB +12
Effect: You may make an attack against your opponent for x4 damage by becoming flat-footed for one round. The opponent may attack you during this time, but you then immediately counter attack, drawing your sword and attacking in a single motion. The target is considered flat-footed during this attack, but armor and shield AC still applies.
Normal: You may only attack for normal damage.

Seems over powered, even with the BAB, but if you go with the fluff, and lose the flat footed(which is relatively minor for a lot of characters), but give a surviving opponent and all those near by the ability to use an attack of opportunity against you, with the surviving opponent doing double damage, it would be about fair.

Triaxx
2008-12-02, 08:54 PM
In theory, no opponent should be able to survive this attack if it connects. That said a miss should provoke. And the armored lizards can and will block mortal draw, so flat-footed fits, because unarmored enemies won't survive, but armored ones can. I've also seen certain enemies SURVIVE the attack in TP, but I don't recall any off hand. Darknuts maybe.

Mortal Draw
Prereq: Quick Draw, Dex 15, BAB +12
Effect: By spending one round flat-footed, you may make an attack against a single enemy for x4 damage on your next turn. During your flat footed round and your attacking round you may not take the benefits of the dodge, Evasion, or Improved Evasion feats, additionally, you lack any benefits to AC provided by a shield. The opponent is considered flat-footed for the purposes of the single attack, though it may apply any armor or shield bonuses. Should Mortal Draw fail, including due to AC, the opponent may make an AoO against the user as may any adjacent targets.
Normal: You may only attack for normal damage.

Re-written, hopefully it's better.

I'm not familiar with Block Arrows, but it sounds good. I don't recall ever even considering arrows against Darknuts.

lord of kobolds
2008-12-02, 09:34 PM
Skulltula:

Skulltula
Large Vermin
HD 6d8+6 (33 HP)
Speed 15 ft. (3 squares); climb 20 (4 squares)
Init: +3
AC 20 (+3 Dex +8 AC -1 size); touch 12; flat-footed 17
BAB +4; Grp +9
Attack slam +9 20/x2 (1d6+7)
Full-Attack slam +9 20/x2 (1d6+7)
Space 10ft, (5ft hanging on a strand)
Reach 5 ft, (10ft hanging on a strand)
Special Attacks Rush,Web, Whirl
Special Qualities Darkvision 60ft, Tremorvision 60 ft, Vermin traits, Immune to death effects
Saves Fort +6 Ref +5 Will +2
Abilities Str 20, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills Climb +16, Hide +10, Spot+7, Move Silently +10
Feats -
Environment underground
Organization Solitary, Colony (2-5)
Challenge Rating 4
Treasure Standard
Alignment neutral evil
Advancement 7-10 (Large)
Level Adjustment -
Some say Skulltulas were once humanoids and have since been cursed by a horrible existence that bears warning to others – other's say it's just a large mean spider with a giant's skull protecting it's thorax. Skulltulas are not as aggressive as they are reputed to be, but are very territorial. For this reason, the creatures themselves seem to seek out territory where few humanoids were meant to travel.
Skulltulas typically hang from a ceiling and drop down on passerby. A Skulltula usually remains on it's strand (as long as it can), attacking at a distance by swinging it's body or attacking multiply foes that close in with using its Whirl attack. A Skulltula cut from it's strand is vastly weakened, and it occasionally retreats to webbed surfaces when this occurs, despite it's lack of intelligence.
Rush (Ex): A Skulltula need not make a climb check to charge on a web. When doing so, a Skulltula moves as though it had a base movement +20ft higher and deal an extra +2d6 on their slam attack.
Web (Ex):Skulltulas often wait in their webs on the wall or ceiling, then lower themselves on silk strands and diving at prey passing beneath (this controlled fall can be treated as a Rush special attack). A single strand is strong enough to support the spider and one creature of the same size. Attempts to cut the string a Skulltula hangs from with reach equal to or less than that of a Skulltula provoke an attack of opportunity. These strands have 12hp and 5 hardness. Skulltulas cannot throw a webs as a net attack.
Skulltulas often create sheets of sticky webbing about 15 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become entangled and can escape with a DC 13 Escape Artist check, DC 17 Str check, or 12 hp of damage to the web (5 hardness). Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free.
A Skulltula can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Whirl (Ex):As a full-round action, a Skulltula hanging from a thread can make a slam attack against each target within 5 ft. A Skulltula can make a free trip attack against any target that dealt damage by this Whirl attack.
Tremorsense (Ex):A Skulltula can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: A Skulltula has +8 racial bonus to Climb and Hide checks as well as a +4 racial bonus to Spot and Move Silently checks. A Skulltula can always take 10 on climb checks, even if rushed or threatened.
Gold Skulltulas: Gold Skulltulas are lawful neutral, and have a solid gold skull back. This is worth 5,000gp.


There needs to be something about using their carapace to block attacks from one side, as they do in OoT.

Triaxx
2008-12-03, 08:53 PM
There needs to be something about using their carapace to block attacks from one side, as they do in OoT.


Web (Ex):Skulltulas often wait in their webs on the wall or ceiling, then lower themselves on silk strands and diving at prey passing beneath (this controlled fall can be treated as a Rush special attack). A single strand is strong enough to support the spider and one creature of the same size. Attacks against a Skulltula hanging from it's thread must roll a d4 to determine if it's carapace is treated as a tower shield with it's bonus to AC. Attacks that fail against a shielding Skulltula provoke an Attack of Opportunity. Attempts to cut the string a Skulltula hangs from with reach equal to or less than that of a Skulltula provoke an attack of opportunity. These strands have 12hp and 5 hardness. Skulltulas cannot throw a webs as a net attack.
Skulltulas often create sheets of sticky webbing about 15 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become entangled and can escape with a DC 13 Escape Artist check, DC 17 Str check, or 12 hp of damage to the web (5 hardness). Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free.
A Skulltula can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

How's that?

Fizban
2008-12-05, 03:37 AM
I was just looking through Complete Scoundrel, and found their Rod of Ropes. In addition to being a grappling hook style hookshot with a max range of 300', it can also pull a zip line manuever, and just extrude normal rope. Instead of dazing weak targets, it simply hits for weak damage and a short bull rush.

The kicker? The Rod of Ropes is 4,000gp. Definitely going to have to rework my Hookshot/Clawshot if I'm going to remain competitive. Not tonight though.

As for statting up link: I am quite confident that Link can be done with either a straight fighter or warblade. There are feat chains that duplicate nearly all of Link's abilities, and I'm sure someone could find something for mortal draw. I'm guessing one of those gambit style attack me if you dare feats. Warblade has Diamond Mind for the mortal draw, and Iron Heart for whirlwind attack, and there's even a PrC that gives you an invincible helper that shows you different attacks (could be either Navi or the golden wolf, depending on your preference). There's no need to homebrew feats or PrC's to make Link unless you want a new magic system to represent his magic meter.

Oh, and I have killed the armored dinolfos with the mortal draw. It's mostly luck (about 50/50 once you've got the timing), but it can be done, and it is so awesome.

Triaxx
2008-12-05, 11:04 AM
True, but will it grab an item and retrieve it? Or let you pull yourself to multiple objects by wielding two?

True, plus there's also an 'Initiate of the Green Tunic' here on the Homebrew board. I can think only of the spin attack that isn't duplicated somewhere.

It is totally awesome. The best time seems just as they attack.

Glooble Glistencrist
2008-12-06, 03:57 PM
I hate to jump in without reading the whole 5 pages, but I have full stats for the Goron race on my computer that I made some time ago. Has anyone done Gorons yet, or can I post them for review?

starwoof
2008-12-06, 03:58 PM
Post them and we'll look it over!:smallbiggrin: We've only got tentative stats for them so far.

Glooble Glistencrist
2008-12-06, 05:33 PM
Okay. Use however much you want to use. Here we go:

Goron

Goron Racial Traits -

+4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence: Gorons are strong and hardy folk, but often slow to react and sometimes a little slow on the uptake.

Medium

Goron base land speed is 20 ft.

+2 Natural Armor: A Goron’s rocky body absorbs some blows.

Heat Immunity: Gorons automatically succeed on Fortitude saves made to resist extreme heat. Gorons often live in exceptionally hot environments and have adapted to them.

Fire Resistance 5: Gorons spend lots of time in volcanoes and other flaming environment, and their ”special crop” has a tendency to explode, so they’ve learned to shrug off some damage from fire.

Defensive Roll: As a standard action, a Goron can roll into a ball. While in this ball, the Goron gains a +2 bonus to natural armor and his move speed doubles, but he can take no action other than moving or attacking with a slam that deals 1d8 damage (plus the Goron’s strength modifier, as if using a weapon one handed.) This attack is made at a -4 penalty, and you can only attack if you have moved that turn or at the end of your previous turn. Rolling into a ball is an extraordinary ability that provokes an attack of opportunity. A Goron wearing medium or heavy armor cannot use this ability.

+1 racial bonus on attack and damage rolls against creatures of the dragon type, and +2 on reflex saves to avoid a dragon’s breath weapon: Gorons frequently face Dodongos and other dragon-like foes, and have learned how to fight them.

Automatic Languages: Common and Goron. Bonus Languages: Undercommon, Terran, Ignan, Dwarven, Gnome, Orc, Kobold, Goblin, and Hylian.

- 4 penalty on all swim checks – A Goron’s rocky body doesn’t float very well.

Level Adjustment: +1

Favored Class: Ranger


Goron Feats:


Improved Defensive Roll:
You are better than most Gorons at controlling your defensive roll.
Prerequisites: Goron
Benefit: The bonus to armor class granted by your defensive roll increases to +4, your speed increases by 5 ft., and the penalty for the attack roll decreases to -2.


Powerful Roll:
Your defensive roll can be used a potent weapon.
Prerequisites: Goron, Improved Defensive Roll, Base Attack Bonus +4
Benefit: Your defensive roll deals 1d12 damage. Also, you can add 1½ times your strength modifier to damage.
Normal: A defensive roll deals 1d8 damage plus your strength modifier.

Armored Roll:
You know your armor so well, it does not interfere with your Goron abilities.
Prerequisites: Goron, Proficiency with selected Armor, Improved Defensive Roll, Base Attack Bonus +6
Benefit: Choose a type of medium armor you are proficient with. You can make a defensive roll while wearing armor of that type.
Normal: A Goron can only make a defensive roll when wearing light or no armor.

Greater Defensive Roll:
You have mastered the power of your defensive role, and can employ it far more effectively than most members of your race.
Prerequisites: Goron, Improved Defensive Roll, Quick Roll, Powerful Roll, Base Attack +12
Benefit: The bonus to your armor class while in a roll increases to +6. Your speed increases by five feet again, to a total of 50ft. You take no penalty to your attack roll. Your roll now deals 2d6 damage, and you provoke no attack of opportunity by rolling into it.

“Special Crop” Farmer:
You come from a family of Gorons who get lit on fire rather a lot, and have learned to take it.
Prerequisites: Goron, 1st level
Your fire resistance increases to 10. You gain a +2 bonus on reflex saves to avoid explosions.

Bomb Specialist:
You have trained extensively in the use of bombs.
Prerequisites: Goron or 5 ranks in Craft: Alchemy, “Special Crop” Farmer or Grenadier, Quick draw.
Benefit: If you draw a bomb as a free action, you can move half your speed while lighting it. The reflex save DC of your bombs increases to 16.


Goron Items:

Bombs: Removing one of these from your bag and lighting it is a move action, throwing or planting one is a standard action. Bombs explode one round after they are lit, regardless of whether or not they have been thrown. Anything in the same square as the bomb when it goes off takes 3d6 point of fire damage (Reflex half, DC 14.) Anyone in an adjacent square takes 1d6 points.


Some of the defensive roll feats might be kinda overpowered - or underpowered. I have yet to test this at higher levels.

String
2008-12-06, 06:31 PM
Suggestions on balancing the Goron feats (Also, I'd like to see some way to make it a +0 La, since I think that would be much more fun than being behind others.)
--
Changes or additions in bold
Suggested Omissions are striked through
--

Improved Defensive Roll:
You are better than most Gorons at controlling your defensive roll.
Prerequisites: Goron
Benefit: The bonus to armor class granted by your defensive roll increases to +4, your speed increases by 10 ft, and the penalty for the attack roll decreases to -2.
I think that since it's available at first level, this is too powerful

Quick Roll:
You can roll up faster than other Gorons, even when under pressure.
Prerequisites: Goron, Improved Defensive Roll, Base Attack Bonus +4
Benefit: You can go into your defensive roll as a move action, rather than a standard action. In addition, you gain a +4 dodge bonus against attacks of opportunity made against you as you are rolling into a ball.
Combined with Improved Defensive roll, this grants a total +10 (+2 from goron, +4 from roll/defensive roll, +4 from this feat) to AC at fourth level without armor. Add that to dexterity modifier and a chainshirt , and you can easily hit a plus +14-16 at fourth level. Tad overpowered?

Powerful Roll:
Your defensive roll can be used a potent weapon.
Prerequisites: Goron, Improved Defensive Roll, Base Attack Bonus +4
Benefit: Your defensive roll deals 1d12 damage plus your strength modifier. Also, you can add 1½ times your strength modifier to damage, instead of the standard one and a half times. Also, the penalty to your slam attack lessens by 2, becoming -2.Normal: A defensive roll deals 1d8 damage plus your strength modifier and you take a -4 penalty to attack rolls.
yet another nerf. Sorry. These are all just my opinions. I think that going from 1d8 to 1d12 is enough of a bonus to damage. However! I think the lessening of the penalty here fits.

Armored Roll:
You know your armor so well, it does not interfere with your Goron abilities.
Prerequisites: Goron, Proficiency with selected Armor, Improved Defensive Roll, Base Attack Bonus +6
Benefit: Choose a type of medium armor you are proficient with. You can make a defensive roll while wearing armor of that type.
Normal: A Goron can only make a defensive roll when wearing light or no armor.

Evasive Roll:
You can avoid damage especially well while in your defensive roll.
Prerequisites: Goron, Improved Defensive Roll, Quick Roll, Base Attack +8
Benefit: You gain Evasion, but only when in your defensive roll. If you already have Evasion from a class feature, you gain Improved Evasion instead, but only when using your roll.
[/spoiler] Class feature as a feat?[/spoiler]

Greater Defensive Roll:
You have mastered the power of your defensive role, and can employ it far more effectively than most members of your race.
Prerequisites: Goron, Improved Defensive Roll, Quick Roll, Powerful Roll, Base Attack +12
Benefit: The bonus to your armor class while in a roll increases to +6. Your speed increases by ten feet, to a total of 50ft. You take no penalty to your attack roll. Your roll now deals 2d6 damage, and you provoke no attack of opportunity by rolling into it. Also, you can now roll up as a swift action.

starwoof
2008-12-06, 08:46 PM
Okay. Use however much you want to use. Here we go:

Goron

Goron Racial Traits -

+4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence: Gorons are strong and hardy folk, but often slow to react and sometimes a little slow on the uptake.

Medium

Goron base land speed is 20 ft.

+2 Natural Armor: A Goron’s rocky body absorbs some blows.

Heat Immunity: Gorons automatically succeed on Fortitude saves made to resist extreme heat. Gorons often live in exceptionally hot environments and have adapted to them.

Fire Resistance 5: Gorons spend lots of time in volcanoes and other flaming environment, and their ”special crop” has a tendency to explode, so they’ve learned to shrug off some damage from fire.

Defensive Roll: As a standard action, a Goron can roll into a ball. While in this ball, the Goron gains a +2 bonus to natural armor and his move speed doubles, but he can take no action other than moving or attacking with a slam that deals 1d8 damage (plus the Goron’s strength modifier, as if using a weapon one handed.) This attack is made at a -4 penalty, and you can only attack if you have moved that turn or at the end of your previous turn. Rolling into a ball is an extraordinary ability that provokes an attack of opportunity. A Goron wearing medium or heavy armor cannot use this ability.

+1 racial bonus on attack and damage rolls against creatures of the dragon type, and +2 on reflex saves to avoid a dragon’s breath weapon: Gorons frequently face Dodongos and other dragon-like foes, and have learned how to fight them.

Automatic Languages: Common and Goron. Bonus Languages: Undercommon, Terran, Ignan, Dwarven, Gnome, Orc, Kobold, Goblin, and Hylian.

- 4 penalty on all swim checks – A Goron’s rocky body doesn’t float very well.

Level Adjustment: +1

Favored Class: Ranger
I still think that gorons deserve a +1 LA if were going to accurately express their abilities. Any reason you chose the ranger for favored class rather than something else?



Goron Feats:

Powerful Roll:
Your defensive roll can be used a potent weapon.
Prerequisites: Goron, Improved Defensive Roll, Base Attack Bonus +4
Benefit: Your defensive roll deals 1d12 damage. Also, you can add 1½ times your strength modifier to damage.
Normal: A defensive roll deals 1d8 damage plus your strength modifier.

Armored Roll:
You know your armor so well, it does not interfere with your Goron abilities.
Prerequisites: Goron, Proficiency with selected Armor, Improved Defensive Roll, Base Attack Bonus +6
Benefit: Choose a type of medium armor you are proficient with. You can make a defensive roll while wearing armor of that type.
Normal: A Goron can only make a defensive roll when wearing light or no armor.

Evasive Roll:
You can avoid damage especially well while in your defensive roll.
Prerequisites: Goron, Improved Defensive Roll, Quick Roll, Base Attack +8
Benefit: You gain Evasion, but only when in your defensive roll. If you already have Evasion from a class feature, you gain Improved Evasion instead, but only when using your roll.

Greater Defensive Roll:
You have mastered the power of your defensive role, and can employ it far more effectively than most members of your race.
Prerequisites: Goron, Improved Defensive Roll, Quick Roll, Powerful Roll, Base Attack +12
Benefit: The bonus to your armor class while in a roll increases to +6. Your speed increases by ten feet again, to a total of 60ft. You take no penalty to your attack roll. Your roll now deals 2d6 damage, and you provoke no attack of opportunity by rolling into it. Also, you can now roll up as a swift action.

“Special Crop” Farmer:
You come from a family of Gorons who get lit on fire rather a lot, and have learned to take it.
Prerequisites: Goron, 1st level
Your fire resistance increases to 10. You gain a +2 bonus on reflex saves to avoid explosions.

Bomb Specialist:
You have trained extensively in the use of bombs.
Prerequisites: Goron or 5 ranks in Craft: Alchemy, “Special Crop” Farmer or Grenadier, Quick draw.
Benefit: If you draw a bomb as a free action, you can move half your speed while lighting it. The reflex save DC of your bombs increases to 16.

No comment, I'm not very good at feats.


Goron Items:


Bombs: Removing one of these from your bag and lighting it is a move action, throwing or planting one is a standard action. Bombs explode one round after they are lit, regardless of whether or not they have been thrown. Anything in the same square as the bomb when it goes off takes 3d6 point of fire damage (Reflex half, DC 14.) Anyone in an adjacent square takes 1d6 points.

Bombs should ignore the hardness of items, otherwise that thing would never break through a wall!:smalleek:

Fizban
2008-12-07, 04:24 AM
Speaking of premade stats, I don't think (but I could be wrong since I don't want to re-read the whole thread) that anyone's mentioned the Zelda d20 book. It's a full sized community made free pdf with a new magic system and stats for a bunch of stuff up through Wind Waker. Can't say I agree with most of it, but there's no harm taking a look. The magic system seemed kinda cool, but it's really complicated and you'd have to use it in play to see how well it works I think. You should be able to find a link to download it with a search or torrent easy.

Triaxx
2008-12-07, 07:05 AM
The magic system proposed there is needlessly complex, and it doesn't go far enough. Plus the strongest regular monster they have is the Iron Knuckle, which is CR 13. Ganon isn't even stated as a monster, so Volvagia is the most powerful enemy period, with a CR of 18. And I'm sorry to say that my Darknut would splatter Volvagia.

Not only that, but that project seems to have died shortly after adding some of the Wind Waker content. We're just adding MP across the board, rather than seven specific kinds.

starwoof
2008-12-07, 12:05 PM
SO what I'm hearing is: this project needs to be more structured?

Darkkwalker
2008-12-07, 03:45 PM
That Darknut sounds more like an ironknuckle than a darknut. To my recallection the darknut was the knight that could only be attacked from the back. and the ironknuckle was the armoured thing that had a giant axe. Though this has probably changed in the newer games.
I haven't played wind waker or phantom hourglass, nor 4swords.

Glooble Glistencrist
2008-12-08, 02:19 PM
(Also, I'd like to see some way to make it a +0 La, since I think that would be much more fun than being behind others.)

Agreed, but I'm not sure what to give up to balance it. Some stat bonuses, obviously, and the fire resistance can probably go, but would that be enough?




Combined with Improved Defensive roll, this grants a total +10 (+2 from goron, +4 from roll/defensive roll, +4 from this feat) to AC at fourth level without armor. Add that to dexterity modifier and a chainshirt , and you can easily hit a plus +14-16 at fourth level. Tad overpowered?

The +4 is only against the opportunity attack granted by rolling up, therefore, you would never have it at the same time as the bonus from the roll. I don't think that's overpowered. The rest of your suggestions I pretty much agree with.


Any reason you chose the ranger for favored class rather than something else?

I'm sure there was, but I can't remember it now. Any suggestions?


Bombs should ignore the hardness of items, otherwise that thing would never break through a wall!

Agreed.

Not sure about the posting rules in a thread like this: should I edit the original post or make a new post with the modified version?

Triaxx
2008-12-08, 06:09 PM
The trend is to edit the original.

No, the Armos is the one that can only be attacked from behind. Darknuts were just powerful swordsmen. In WW you had to strip away the armor with the Parry, but they were still master swordsmen. TP Darknuts are the big sword and shield wielders that swap down to the single sword and kick you in the face when you use shield bash. Iron Knuckles are the big axe weilders from OoT, and MM.

Glooble Glistencrist
2008-12-08, 09:28 PM
I made some changes to the feats.

Galileo
2008-12-09, 05:56 AM
I also reckon making the Goron +0 LA would make it way more fun. I suggest scrapping the Natural Armour, and increasing the Swim penalty a lot, perhaps even going so far as to say Gorons cannot swim, fullstop. They can walk on the riverbed just fine, but they can't float or swim.

Knaight
2008-12-09, 08:09 AM
Removing the ability to swim would work, however they need either DR or natural armor.

Glooble Glistencrist
2008-12-09, 12:07 PM
What if we keep the natural armor and just lose the fire resistance? The Heat Immunity covers the fluff well enough.

Knaight
2008-12-09, 06:00 PM
Sure, but have gorons have access to a feat chain that lets them get it back, as some of the tougher ones have been in and out of lava before without any real issues.

Darkkwalker
2008-12-10, 02:34 AM
The trend is to edit the original.

No, the Armos is the one that can only be attacked from behind. Darknuts were just powerful swordsmen. In WW you had to strip away the armor with the Parry, but they were still master swordsmen. TP Darknuts are the big sword and shield wielders that swap down to the single sword and kick you in the face when you use shield bash. Iron Knuckles are the big axe weilders from OoT, and MM.

MMMmmm. upon further inspection you are correct. I must confess I am not as familiar with the newer games. If, though, you refer to the older games, armos can be attacked from any direction and remain frozen till you touch them, and Darknuts can only be hit from the side and back.

Triaxx
2008-12-10, 09:21 AM
Truthfully, after replaying bits of TP and WW with Darknuts, both games have them only attackable from behind at first, until you strip the armor.

And Armos also stay frozen until you touch or approach. The big ones as well in WW.

Galileo
2008-12-10, 03:49 PM
I still fail to see why Gorons need Natural Armour desperately. I don't remember taking any less damage cause I was in Goron form.

Glooble Glistencrist
2008-12-10, 05:25 PM
They're made of rock.

Thane of Fife
2008-12-10, 05:30 PM
No, the Armos is the one that can only be attacked from behind. Darknuts were just powerful swordsmen. In WW you had to strip away the armor with the Parry, but they were still master swordsmen. TP Darknuts are the big sword and shield wielders that swap down to the single sword and kick you in the face when you use shield bash. Iron Knuckles are the big axe weilders from OoT, and MM.

Darknuts can only be attacked from behind. It goes all the way back to the first Zelda, in which they were just about the most annoying enemies ever. Minish Cap treats them similarly. They're also represented in TWW and TP, and in both games have heavy armor which essentially needs to be knocked off from behind (there are other ways too, but hitting them in the back is easiest). The ones in Link's Awakening are kind of similar to these, needing to be hit either from their non-shielded sides or simply being archers.

Iron Knuckles first appear in AoL, as far as I recall, where they use sword and shield - but those could be Darknuts. Otherwise, they appear only in OOT and MM, where they have those big axes. They're generally portrayed as lifeless beings, like golems (although that one has a person inside of it).

Armos are the statues which can be destroyed only/most effectively by bombs, usually. There are also Armos Knights, which are much bigger and generally need to be shot with arrows. In DnD, Darknuts would probably be humanoids, while Armos and Ironknuckles would be constructs. Probably.


On magic, I think it probably does need to be divided up at least somewhat. You will note, for example, that most sorcerer enemies tend to specialize in one element of sorts - Vaati uses wind, Ganondorf uses darkness, Koume and Kotake specialize in Fire and Ice, though I forget which is which. Zelda's magic is almost always based on light. Link uses multiple spells, but he needs the crystals/medallions to cast them. Agahnim is the only sorcerer who comes to mind who really uses multiple types of energy.

Triaxx
2008-12-10, 07:14 PM
Part of that was sprite problems. They could be attacked from the side, but you had to move fast or they'd turn on you. After OoT the boomerang became a stunning weapon, and they became much harder to deal with.

I thought Iron Knuckles were unique to the 3D games. They do fit being constructs.

Modern Armos have to be hit then they explode. Except the knights, which need an arrow then a bomb.

Yes, but that's just what spells the characters have. The other project divided the MP, giving you seven extra stats you had to keep track of, in addition to the several dozen already.

---

Gorons: They can take a massive amount of punishment. Perhaps DR 5/Admantine?

Thane of Fife
2008-12-10, 07:57 PM
Part of that was sprite problems. They could be attacked from the side, but you had to move fast or they'd turn on you. After OoT the boomerang became a stunning weapon, and they became much harder to deal with.

You're right - forgot about that. It is my experience that they are most easily slain (in the original, anyway) with bombs.

In D&D terms, though, I'd probably just give them a high armor class, maybe with bigger penalties against attacks from the rear/side.



I thought Iron Knuckles were unique to the 3D games. They do fit being constructs.

No, they're in Adventure of Link as well. They have shields and consistently move them to block you, making them quite difficult to kill. I believe you even fight one riding a horse.


The other project divided the MP, giving you seven extra stats you had to keep track of, in addition to the several dozen already.

That does sound kind of complicated.



On Gorons, I think they generally seem to be armored mainly on the back - hence why they curl up. Perhaps let them ignore the armor class penalty for being flanked, or something.

String
2008-12-10, 08:27 PM
In regards to the separated magic topic, I would suggest perhaps...a homebrew caster class with a similar mechanic to school specialization, only much more specialised. Fire, Water (Ice) , Light, Shadow (Dark), etc? I'm not sure if maybe we wantt to tie them into temples, or whatever... I dunno. And in regards to Aganihm..I dunno, maybe an archmage type class that allows you access to different spells?

Galileo
2008-12-10, 11:03 PM
I like the idea of tying the elements to the OoT temples. That means we'll have Fire, Water, Forest (Nature, if you prefer), Spirit, Shadow and Light. And from TP, we know that Shadow magic was booted outta Hyrule with Ganondorf, possibly just before OoT, and evolved into Twilight magic. Maybe Shadow and Light magic should be similar to negative and positive energy, and Twilight somewhere between the two?

Fizban
2008-12-10, 11:40 PM
A quick search shows that the only mention of warlock is in the Gerudo favored class section. I'm sure I've mentioned it before, must have been in the Twili or Dark Beast threads.

Anyway, since enemy magic users never run out of magic, and can be pitifully easy to dodge, I'd expect them to be warlocks. As a bonus, it can explain their flying/disappearing/whatever with other invocations, easy. Different elements is just Hellfire or Hellrime blast, someone could homebrew other appropriate elements. Gannondorf's stuff can be explained by having obscure invocations, NPC gear (Chausable of Fell Power, etc), spiffy PrCs (I could totally see him pulling the Hellfire Warlock+ binding Nabaerius trick), and feats. PCs and improtant NPCs could take normal casting classes, but everyone else is probably going to be some form of warlock.

This makes it a lot easier to work with the Mirror Shield, since you can just have it work like reflect arrows, but for touch attacks. Or for a more passive defense, add the shield's bonus to touch AC (like the Shield Wall feat), and allow the user to ready an action to direct a reflected attack if it fails to hit.

The Zd20 magic system did add more stats, but it wasn't so much extra ability scores as extra hp/pp pools. It has you putting points into different magic pools that can't be changed, essentially giving you X spell points per however many levels which must be assigned to a chosen element permanently. Looking at the maximums, it seemed like the standard plan would be pick 2 or 3 elements you like and max them out, giving you essentially 1 or 2 spells per day of your highest level each. Not too complicated to do as you level up, but annoying for creating high level characters because you have to plan out your magic points to make sure you can qualify for feats at the right times.

It did have the nice feature of giving everyone a latent magic pool if they couldn't cast, which could fuel feats and specific items, and explaining Link's magic meter (watch your magic meter!).

And if it hasn't already been said enough, there will definitely be a disconnect with the games in having to stop and rest, unless you're dropping healing and magic restoring potions with a 1 minute expiration date around every corner. Which reminds me of that plane of essence thread that was up a while back (the idea being a plane where eveything you killed turned into a puddle of liquid magic you could scoop up and sell or craft with).

Funny how the "stat up a monster from X" threads always turn into "stat up everything from X", or at least that's where my brain goes. Speaking of which, the only changes I can think of for the Hookshot/Clawshot would be: drop dazing, change hits on creatures to simple 1d8 damage. The grappling hook mechanics compare to the rod of ropes fine, since they're both using the same (though I wonder how you're supposed to make a grappling hook check for 300' when the limit in the use rope skill is 50'), and I think the versatility grappling to any wooden object makes up for the Hookshot's lack of item grabbing. Increase lengths to 60'/120' and drop prices to 5,000gp and 6,000gp. They're pricier, shorter, and less useful for groups than the rod, but make up for it with disarming, and being able to either get items or attach without a suitable point in wood.

Triaxx
2008-12-11, 08:29 AM
Better Idea on the Gorons.

Warlock does fit the taste of general elemental damage without being an actual magical spell.

Going with MP over rest to regen gives you the ability to add restoration potions and methods. A bit of strategy can be added by making empty bottles, and letting only them be filled with potions or fairies. Plus you can use MP that slowly regenerates, instead of having to sleep every night to get your power back. Giving an MP cost, to things like Mortal Draw and Great Spin would help to balance them out.

Of course, once you get thinking about the monsters, you think about how to combat them and your mind is automatically drawn to the items the characters use.

Speaking of Mortal Draw, Bulbin is remarkably easy to defeat using only Draw. I haven't tried Versus Gannondorf.

Thane of Fife
2008-12-11, 10:00 AM
I like the idea of tying the elements to the OoT temples. That means we'll have Fire, Water, Forest (Nature, if you prefer), Spirit, Shadow and Light. And from TP, we know that Shadow magic was booted outta Hyrule with Ganondorf, possibly just before OoT, and evolved into Twilight magic. Maybe Shadow and Light magic should be similar to negative and positive energy, and Twilight somewhere between the two?

Having tried to make a Zelda-based RPG before (and having slacked off, not having hit any roadblocks), I can say that you're missing Wind and Ice, for Vaati and either Koume or Kotake.


Gannondorf's stuff can be explained by having obscure invocations, NPC gear (Chausable of Fell Power, etc), spiffy PrCs (I could totally see him pulling the Hellfire Warlock+ binding Nabaerius trick), and feats.

Ummm... and the Triforce of Power? I suspect that plays some part in his dark power.

If you want to accurately represent Zelda magic, I'd say use only Warlocks, and give each one an element, which is reflected in all of his invocations - so, a fire warlock would have an Eldritch Blast which deals Fire Damage, a wind warlock's might deal... slashing damage(?), and so on. You could further make some powers only available to certain elements.


And if it hasn't already been said enough, there will definitely be a disconnect with the games in having to stop and rest, unless you're dropping healing and magic restoring potions with a 1 minute expiration date around every corner.

You can't really do anything about that. For one thing, that's a problem in converting just about anything into D&D - Dungeons and Dragons mashes together so many different sources that it's hard to make a specific one work. More importantly, in this instance, it's not a particular disconnect - pretty much every Zelda fanfic ever written has Link resting at times, and they don't have a particularly huge disconnect (not because of any resting, anyway :smallcool:)


Speaking of Mortal Draw, Bulbin is remarkably easy to defeat using only Draw. I haven't tried Versus Gannondorf.

Ganondorf's pretty easy to beat with the fishing rod - cast it past his head and he'll just watch it and let you hit him with your sword.

starwoof
2008-12-11, 04:19 PM
I like the idea of using warlocks for mages; every single magical enemy seems to be able to fly around your head at will.:smallannoyed: We might want to add a few more invocations but its really just flavor text.


And if it hasn't already been said enough, there will definitely be a disconnect with the games in having to stop and rest, unless you're dropping healing and magic restoring potions with a 1 minute expiration date around every corner. Which reminds me of that plane of essence thread that was up a while back (the idea being a plane where eveything you killed turned into a puddle of liquid magic you could scoop up and sell or craft with).
I don't know about everyone else, but I'm more interested in 'DnD in Hyrule' than 'Hyrule in DnD'. Does that make sense?

Triaxx
2008-12-11, 07:20 PM
DnD in Hyrule could be tons of fun. Imagine a party of Hookshot armed Rogues whipping across the roofs of Kakariko Village. Or through the trees in the lost woods.

Galileo
2008-12-11, 08:58 PM
Ooh, yeah, Hookshots wielding bandits'd be awesome. Especially if one was a Goron.

lord of kobolds
2008-12-12, 12:13 PM
Ooh, yeah, Hookshots wielding bandits'd be awesome. Especially if one was a Goron.

Woah, that almost sounds as though the hookshots were wielding the bandits!!

Which would be pretty cool...

Triaxx
2008-12-12, 05:47 PM
That would be hilarious. Evil Hookshots that take possession of bandits. Ooh, plot hook.

Hookshots would also be useful in some urban campaigns.

Prometheus
2008-12-12, 06:50 PM
I know I am way late on returning to this thread (I kept expecting another one to spring up with everything posted in the first couple of posts), but I wanted to comment on the proposed addition to the Skulltula. The thing is you'd hit it's carapace while hanging on a thread, but you'd also probably hit it if it was climbing a wall or (theoretically) crawling on the ground. So I decided to model it with a higher than you'd ordinarily expect natural armor bonus - so I would just up the natural armor bonus or add DR if it wasn't particularly armored enough. The only other thing I could think of to do would be to give it a dodge bonus while hanging from a thread (perhaps it has enough finesse in hanging from a string that it can direct an incoming attack towards it's carapace like a shield wheras on the ground you'd just go in through the "eyesocket" while it is too slow to react).

I think the magic system should mostly be switching out the spell lists to different themes. So instead of the enchantment Bard you'd have the Bard of Fire, Bard of Light, etc., and perhaps also a generalist Bard. Alternatively you could base magic off of the Triforce's Courage, Power, and Wisdom. Maybe you'd have clerics that are based off of the Triforce and Wizards/Sorcerers/Warlocks/Bards based off of the elements. If you did that, you'd have Link be a generalist Bard, Zelda be a Cleric of Wisdom or Bard of Light (her Sheik persona might be a Ninja, Monk, Swordsage, Rogue, or Bard of Darkness), and Gandolf could be a Cleric of Power or a Sorcerer/Warlock of Darkness. Of course, you could just as easily have arcane magic be that of the Triforce and divine magic be that of the elements, but it seems to make more sense this way.

Newspaper
2008-12-13, 04:32 PM
This is a really great thread and I'd love to contribute! I've never done much homebrewing but I'd really like to try and make Dodongos. The only question I have is whether they would be Dragons or Magical Beasts?

Glooble Glistencrist
2008-12-13, 05:21 PM
Isn't Dragon a subtype in 3.5? That is to say, couldn't they be both?

I'd look at the Drakes in MM2 for inspiration. Just a suggestion.

Knaight
2008-12-13, 05:31 PM
Nope, dragons get their own category. I would probably use magical beast for dodongos though.

Newspaper
2008-12-13, 07:27 PM
Okay, here's a Baby Dodongo.

Baby Dodongo
Small Magical Beast (Fire)
HD: 2d10+4 (16 hp)
Init: +1
Speed: 20 ft (4 squares), burrow 10 ft
AC: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
BAB/Grapple: +2/-1
Attacks: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space / Reach: 5ftx5ft/0 ft
Special Attacks: Self-Destruct
Special Qualities: Darkvision 60 ft., low-light vision,
immunity to fire, vulnerability to cold
Saves: Fort +5, Ref +4, Will -2
Abilities: Str 12, Dex 13, Con 15, Int 6, Wis 8, Cha 5
Skills: Listen +4, Survival +1
---------------------------------------------------------------------------------
Feats: Alertness
Climate: Terrain: Warm Caves
Organisation: Solitary, group (2-4)
Challenge Rating: 2(?)
Treasure: Standard
Alignment: Usually Neutral
Advancement: None

A strange legless reptile unearths itself. As soon as it spots you it begins squirming towards you.

Dodongos are reptilian creatures that live in warm caverns and volcanoes. Dodongos have no limbs during the early stages of their life. They often come into conflicts with Gorons over homes. Their stomaches are used to carry bombs and bomb flowers.

Baby Dodongos are not very powerful. To hunt they burrow into the ground and try to surprise their enemy. Although unable to breathe fire at this stage they are able of self-destruction. Cave-ins have been know to occur due to Dodongo explosions.

Self-Destruct: Due to the chemical make up of Dodongos they explode upon their death. When killed a Baby Dodongo self-destructs. This explosion deals 2d6 fire damage within a 10 foot radius of the body one round after death. A DC 13 reflex (Dex) save halves damage taken.
Please give criticism. I'm kinda new at this.

Fizban
2008-12-14, 03:37 AM
Ummm... and the Triforce of Power? I suspect that plays some part in his dark power.
Uh... *shifty eyes*... yes?

Yeah there's the Triforce of Power, but good luck quantifying just what the triforce pieces do mechanically, in my opinion. The Zd20 has stats for them, but it's pretty much just +tons ability scores, +tons feats, and +tons magic, along with plot protection. Really all I think you'd need is a smattering of immunities (power makes you immune to a lot of debuffs, courage to fear and insta-death, wisdom to...something) and if you really want to, some generic bonuses to pretty much everything.

Maybe make it intelligent and use limited wish or wish on behalf of it's bearer in plot circumstances: Ganondorf limit breaks into Ganon with Polymorph Any Object, Link gets curse breaking and mind blanks on a regular basis, Zelda gets mad divinations and a Dispel Evil/Banishment/Holy Word/whatever every once in a while, and so on. The Triforce is a little odd and it's pieces don't take direct requests, they just use their power in climatic situations in ways that exemplify their qualities.

That's a good point about DnD in Hyrule vs. Hyrule in DnD. The former would undoubtedly be more fun, since you aren't bending over backwards to accommodate video game mechanics, so forget what I said about resting.

Triaxx
2008-12-14, 01:44 PM
Triforce of Power
[Epic Artifact]

The bearer of the Triforce of Power is not only chosen by the Goddess Din, but is also one who seeks ultimate power, whether over themself or other people. The Triforce of Power is often the first step to gaining this power, though as with any power, it may corrupt even the purest of beings. Lawful beings must constantly fight to remain Lawful, as the sheer Power of the Triforce bends them towards chaos.

Abilities:
Strength of the Goddess: A bearer of the Triforce of Power is chosen by Din and is able to apply their strength score, and not just their modifier to their Base Attack Bonus. When making a strength check, the modifier is effectively doubled. Any skill based on Strength also uses a double modifier to determine skill level.

Protection of the Goddess: The bearer of the Triforce of Power is hard to kill and is treated as having the Diehard feat, resisting the disabling power that comes at -1 to -10 HP. The bearer fights until death. The bearer of the Triforce is also immune to any spell that causes Strength penalties.

Triforce of Courage
[Epic Artifact]

The bearer of the Triforce of Courage is the Chosen of Farore, and is one who has the courage to change the fate of the world through his own actions. The bearer is drawn to Law, finding in it the courage to defeat evil, however, neutral bearers are not unknown. Unlike Power or Wisdom the wielder is often a selfless being, and drawn to the aid of others.

Courage of the Goddess: The bearer of the Triforce of Courage never breaks from battle as a result of morale failure, and is immune to any effect that causes panic, fear, or confusion. The bearer also gains a +6 to his will save, and an additional +10 to resist charm and domination spells.

Speed of the Goddess: The bearer of the Triforce of Courage gains one use per day of Farore's Wind, regardless of class, allowing him to transport himself and up to 8 others from any point in a dungeon to any previously discovered exit. The spell functions as Greater Teleport, or Baleful Transposition, depending on whether the targets are friendly or hostile.

Triforce of Wisdom
[Epic Artifact]

The bearer of the Triforce of Wisdom is the chosen of the goddess Nayru, and is a wise, knowledgeable being. Cool and calm under the direst of circumstances, these beings are almost always neutral, pulled towards the wisest course of action, regardless of the path set before them.

Wisdom of the Goddess: The bearer of the Triforce of Wisdom is capable of feats of the mind that few others can fathom. Possessed of an indomitable spirit, the bearer automatically makes all will saves, and gains a +10 divine bonus to all knowledge skills, and applies twice their Wisdom modifier to determine the level of all skills based on it.

Knowledge of the Goddess: The bearer of the Triforce of Wisdom is a powerful warrior in their field of battle. When engaging in combat the bearer is able to ignore any bonuses granted to AC other than from items. The bearer also gains a +8 insight bonus on all attacks, which stacks with any bonuses of the same type.

String
2008-12-14, 02:00 PM
Wonderfully done, balanced against each other, but my only question (not being familiar with artifact rules) is: Does this mean that Link Zelda and Ganon are Epic? also: A description on how the individual pieces are not physical objects, perhaps?

Newspaper
2008-12-14, 03:20 PM
Here are two more Dodongos for review.

Young Dodongo
Young Dodongo
Medium Magical Beast (Fire)
HD: 5d10+15 (45 hp)
Init: +1
Speed: 20 ft (4 squares)
AC: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
BAB/Grapple: +5/+7
Attacks: Bite +8 melee (1d6+2)
Full Attack: Bite +8 melee (1d6+2)
Space / Reach: 5 ftx10ft/5 ft
Special Attacks: Self-Destruct, breath weapon
Special Qualities: Darkvision 60 ft., low-light vision,
immunity to fire, vulnerability to cold, weak spot
Saves: Fort +7, Ref +5, Will 0
Abilities: Str 14, Dex 13, Con 16, Int 6, Wis 8, Cha 5
Skills: Listen +5, Survival +3
---------------------------------------------------------------------------------
Feats: Alertness, Weapon Focus (Bite)
Climate / Terrain: Warm Caves
Organisation: Solitary, pair
Challenge Rating: 4(?)
Treasure: Standard
Alignment: Usually Neutral
Advancement: None

A reptilian creature lumbers towards you. It’s two forelegs drag the rest of it’s body behind it. It stops and inhales. The air around you heats up a little.

Dodongos are reptilian creatures that live in warm caverns and volcanoes. Dodongos have no limbs during the early stages of their life. They often come into conflicts with Gorons over territory. Their stomaches are used to carry bombs and bomb flowers.

At this stage a Dodongo has grown a pair of forelimbs. Rather than drag it’s body around a young Dodongo will stand still in wait of prey. Young Dodongo are capable of breathing fire. The young Dodongo’s tail is not covered in the hard scales found on the rest of it’s body. Dodongo are quite territorial but are sometimes found in a pair.

Self-Destruct: Due to the chemical make up of Dodongos they explode upon their death. When killed a young Dodongo self-destructs. This explosion deals 2d6 fire damage within a 10 foot radius of the body one round after death. A DC 15 reflex save halves the damage taken. The save DC is Constitution based.

Weak Spot: The tail of a young Dodongo is it’s weak spot. Attacks made while flanking a young Dodongo receive a +4 attack bonus rather than a +2 attack bonus.

Breath Weapon: Dodongos can breath a 10 ft cone of fire once every 1d4 rounds. This attack deals 1d8 fire damage. A DC 15 reflex save halves damage. The save DC is Constitution based.

Adult Dodongo
Dodongo
Large Magical Beast (Fire)
HD: 8d10+21 (74 hp)
Init: +2
Speed: 30 ft (4 squares)
AC: 19 (-1 Size, +2 Dex, +8 natural), touch 11, flat-footed 17
BAB/Grapple: +8/+15
Attacks: Bite +11 melee (1d8+3)
Full Attack: Bite +11 melee (1d8+3)
Space / Reach: 10 ftx15ft/5 ft
Special Attacks: Self-Destruct, breath weapon
Special Qualities: Darkvision 60 ft., low-light vision,
immunity to fire, vulnerability to cold, weak spot
Saves: Fort +9, Ref +8, Will +1
Abilities: Str 16, Dex 14, Con 17, Int 7, Wis 8, Cha 5
Skills: Listen +7, Survival +4
---------------------------------------------------------------------------------
Feats: Alertness, Weapon Focus (Bite)
Climate / Terrain: Warm Caves
Organisation: Solitary
Challenge Rating: 8(?)
Treasure: Standard
Alignment: Usually Neutral
Advancement: None

A large reptilian creature lumbers towards you. The ground shakes as it takes a step. It’s eyes glow like orbs of fire. It opens it’s toothy maw and let’s out a roar, smoke rising from it’s nostrils.

Dodongos are reptilian creatures that live in warm caverns and volcanoes. Dodongos have no limbs during the early stages of their life. They often come into conflicts with Gorons over territory. Their stomaches are used to carry bombs and bomb flowers.

An adult Dodongo is quite large. Although by this age it has fully grown all four of it’s legs it usually a Dodongo usually spends it’s time resting. Extremely territorial an adult Dodongo is almost never found with another Dodongo. On the few occasions where multiple adult Dodongo are seen together they are usually fighting over territory. Some Dodongo have been known to grow even larger on rare occasions.

Self-Destruct: Due to the chemical make up of Dodongos they explode upon their death. When killed a Dodongo self-destructs. This explosion deals 3d6 fire damage within a 10 foot radius of the body one round after death. A DC 17 reflex save halves the damage taken. The save DC is Constitution based.

Weak Spot: The tail of a Dodongo is it’s weak spot. Attacks made while flanking a Dodongo receive a +4 attack bonus rather than a +2 attack bonus.

Breath Weapon: Dodongos can breath a 15 ft cone of fire once every 1d4 rounds. This attack deals 2d8 fire damage. A DC 17 reflex save halves the damage taken. The save DC is Constitution based.
Edited again.

Glooble Glistencrist
2008-12-14, 04:35 PM
Not bad. Self destructs and breath weapons need save and DCs - reflex I assume. Make sure to note which ability score the save is based on.

Not sure about "attacking from behind"- unless your using the facing rules in Unearthed Arcana, there's no way to adjudicate that. A better idea might be to give an additional bonus when attacking a flanked Dodongo (as one could get at the tail more easily that way.) Otherwise it's gonna be messy.

Triaxx
2008-12-14, 06:10 PM
Not really, I don't ever recall being Epic required to use Epic Artifacts. Besides, we're making this all up as we go, we can:

The Three Pieces of the Tri-Force are Epic Artifacts, but can be used only by the Chosen of the Goddesses, and they may use them regardless of level. The artifacts themselves may not be physically seperated, but the bearer of the power of the artifacts is represented by a magical, undispellable tattoo on the back of one hand. The artifact possessed by the wearer is indicated by the triforce that glows. Upper for Power, Right for Courage, Left for Wisdom.

And add it to the descriptions of each.

Glooble Glistencrist
2008-12-14, 06:29 PM
Nice, but I meant which of the monster's ability scores you use to determine the save DC (usually Con, for a breath weapon.) Just add the sentence "The save DC's are Constitution based". That way if a DM buffs the monster's stats or something, they'll know how to up the DC.

Darkkwalker
2008-12-15, 02:35 PM
As far as I recall the triforce can be used by anyone. it just so happened that when Ganon touched the triforce, he wasn't balanced and his intentions were mostly towards power. thus the trifoce split up, the wisdom and courage pieces going to the exemplars of those traits, Zelda and Link. But someone else, who was in balance, could conceivably use all three at once. There isn't any such thing as the chosen of the goddesses.
And basically, having all three/being able to use all three grants a Wish.

Triaxx
2008-12-15, 02:57 PM
Yes and no. I was only statting the pieces after the Triforce had broken apart at the touch of an unbalanced master.

Glooble Glistencrist
2008-12-16, 02:15 AM
Here's a thought (changing how it works a bit to make it not horribly broken):

The Four Sword
This +4 longsword has an unusual power. Once per day, when a command word is spoken, it divides the wielder into four identical warriors, each wielding a +1 longsword. All four share the same pool of Hit Points. The wielder does not gain additional actions. All four, however, can move or attack on the same action provided they are in formation. The formations available are diamond, line, or square. Assuming a formation is a move action. Two or three can also be in formation while the fourth is idle. This effect lasts for the duration of the encounter of five minutes, whichever is longer.

Athaniar
2008-12-16, 06:03 AM
Shouldn't an adult dodongo be large?

Glooble Glistencrist
2008-12-16, 08:39 PM
Is the adult Dodongo meant to represent King Dodongo, or are you going to stat up up King Dodongo seperately?

starwoof
2008-12-16, 08:43 PM
I think that dodongo is supposed to represent those weird gecko things from TP?

Knaight
2008-12-16, 11:12 PM
They don't blow up though, the stats actually fit the Ocarina of Time dodongo, as does the description. Its smaller than what I would have chosen, but they are fairly low down, so medium high strength works. The wierd gecko things are either the lizalfos/dinalfos, or the things with the shell that you can hookshot-my bad clawshot :smallannoyed:) off and throw the shell back at them.

Coidzor
2008-12-17, 12:57 AM
No, adult dodongos from OoT are smaller than a horse, I believe, so they would be medium creatures, just long rather than tall. I'd say that adding an advancement of HD so that a Large variant was possible would be legitimate though.

Lizardfols can probably just be represented by lizardfolk, maybe with some slight reconfiguration (and refluffing of course), with dinofols basically being a sub-type of Lizardfols (refluffed, maybe an additional ability/feats or just more levels of fighter/warrior)

King Dodongo is significantly larger than a Large creature, so I'd say he'd be Huge. Other than HD progression (and optional fluff-weakness against bombs, which we still need to figure out mechanically, for all dodongos larger than babies), the main things for him would be his breath weapon (line v. cone, 30' v. 60') and his rolling attack (look to the goron example, maybe).

Bombs and sundry (Hope I didn't step on anyone's toes, probably not as good of a job as could have been done. So, y'know, critique me here.)


Bombs themselves:
Bombs: Processed from magical bombflowers which grow in areas of the material plane with ties to the plane of fire, these stabilized, but still very dangerous explosives are highly prized and the processing techniques required to produce them a closely held secret.

When a bomb explodes, it deals 1d6 fire, 1d6 force damage to all unattended objects as well as creatures in its square, with 10'-radius of 1d4 piercing (or 1d3 force/1d3 piercing, for the fragments of the bomb casing), 1d4 fire damage. (Hopefully I wrote that right, always a bit hazy on the distance things. Basically a 3x3 grid centered on the bomb-square).

It takes a move action to light a bomb, and it then explodes at the end of the bomb-users next turn. If a bomb is unattended and caught in the explosion of another bomb or bomb fruit, then it explodes as normal. (cap the number of bombs that can be in a square at 5, maybe 10. Probably keep bomb flower patches at a highest density of 5-8 per square?) Since bombs are more stable than bomb fruits, those bombs which are attended or properly stored will not explode. Any bomb fruits, harvested properly or not, will explode immediately if within the blast radius.

A successful sunder attempt that bypasses/overcomes the hardness of a lit bomb causes it to explode as normal.

What'cha think of that? Should bomb flower fruits be more powerful and more volatile or just identical to bombs?

Bomb Fruits/Flowers/PlantsBomb flowers: These magical plants arise in a myriad of locations, but they all have a connection with the plane of fire, even if it's hidden under the surface. These hardy plants can withstand extreme temperatures, and are even unharmed by their explosive fruit, but they still require magic to survive (if placed within an anti-magic field, any bomb fruits will explode and not grow back and the plant will begin to wither, dying after a few hours). Bomb flowers may also grow in places unaligned with the plane of fire, but they still require a source of magic, even if it's from a non-natural source.

When picked by those not properly trained, the flammable seeds of bomb flowers ignite and unlock the explosive potential of the fruit. The seeds are then dispersed by the explosive action of the fruit and so bomb flower patches tend to grow in roughly circular rings, altered by prevailing winds and other conditions. The seeds themselves require this heating action to germinate, and can be stored for long periods of time if separated from the fruit.

If a bomb fruit is left unpicked on the plant for too long, it will explode from being overripe, and indeed, an unattended bomb flower patch can produce prodigious fireworks that expand outward from the progenitor plants in an orgy of flame and seeds. So too will bomb fruits left unprocessed explode after [a certain period of time, maybe 1d4 hours, a single day?] of being picked.

Any successful attack made against a ripe bombfruit causes it to explode.

Feat: Bomb Harvesting - When picking bomb fruits, the character may choose to instead take a full-round action to keep the bomb fruit from igniting. Bomb fruits so harvested may be processed into a more stable bomb with the Craft: bomb making skill. (maybe combine this with the idea of the other feat "'special crop' harvester" which grants +5 fire resistance if the feat is too weak by itself.)

Normal: A character may pick bomb fruits as a move action, but they will be ignited and explode at the end of that character's turn(maybe beginning of their next turn, something to highlight that bomb fruits are more dangerous than the bombs?).

Craft: Bombmaking (not sure about the DCs here, but I think that 2 tiers of success with either one or multiple(say, 2-3) bombs being made from a single fruit)
As part of the bomb crafting process, the flammable seeds are removed and may be used to grow new bomb flower plants if suitable conditions are found or created.

Glooble Glistencrist
2008-12-17, 01:12 AM
I already made bombs up in the Goron post. If we use your version, though, we need to make sure they can blast through walls (ignore hardness?)

Darkkwalker
2008-12-17, 05:54 PM
sure a dodongo isn't as tall as a horse. but it's at least as long as one. therefore I think it should be a large (long) creature.

Newspaper
2008-12-17, 07:54 PM
The gecko things in Twilight Princess are supposed to be Dodongo. Lizalfos are the lizard people that you fight in the Temple of Time and are found in Hyrule Field. I'll convert the Adult Dodongos size to large when I get a chance.

Coidzor
2008-12-17, 07:57 PM
Ah, sorry, I didn't see that earlier. What I suggested needs some critiquing so you're welcome to take it and improve upon it or make it fit with yours if you'd like.

As for dealing damage to objects/walls... Maybe something along the lines of: Bombs destroy any rubble (dense>light>cleared) (http://www.d20srd.org/srd/dungeons.htm) in the square they explode in, and the force damage of the blast is applied to any barricades adjacent to the bomb's square, bypassing its hardness.

Otherwise, I think the force damage (with possible modification) might be enough for the blasting things apart/blowing up walls/tunneling bit. I had been under the impression that force damage bypassed the hardness of most unattended objects, but when I went to look it up I couldn't find anything on it, so maybe upping the force damage in that square alone/versus objects would be another way to do it.

Cannons: Twilight Princess Style:If a full round action is taken to load the cannon with shot and a bomb (or other suitable firing component), then at the beginning of the next round of combat, the cannon fires in a 60' line, dealing 2d8 bludgeoning, 2d6 force, and 2d4 fire damage, reducing the die type by one for every subsequent enemy struck by the shot. Any creatures not killed outright by being struck by the shot must make a save versus massive damage and be knocked to the ground. The shot bypasses the hardness of ice for purposes of shattering ice and creatures made of ice. If a bomb has already been lit and placed within the cannon, it requires only a move action to load the shot. The cannon may also be aimed as a move action. (Not sure how to deal with setup/breakdown for transport, so I'll let you guys decide if you want that, or if you even, y'know, like this... peach it.)

Cannons: Wind Waker Style: These cannons launch bombs up to 50 feet away, either in a line effect or an arc, but cannot attack the squares adjacent to themselves(bomb can only land 10' away... At least I thought that the wind waker cannon had a limited arc) if a creature is of large size or greater, though, it can be shot at while it is adjacent to the cannon, just it hurts the operator/cannon/frame/whatever due to the bomb's effect. Cannons are operated by a two man team who aim the cannon as a move action and the gunner fires it as a standard action.

It takes a standard action to load a bomb into the cannon, though the cannon itself ignites the bomb when it is fired, such that the bomb explodes immediately after impact rather than the usual delay before explosions. Every shot fired unaligns the cannon so that the cannon has a 50% chance of aiming 1d4 + 3x squares for every additional firing without expending the move action to realign the cannon and aim it.

Ed: What do you think about all bombs exploding at the end/beginning of a round of combat rather than on the bomb-user's next turn? Or would that confuse things too much?

Galileo
2008-12-20, 01:56 AM
I think that bombs exploding at the start/end of a combat round is a bad idea, since I don't know of any precedent in ordinary D&D 3.5.

And in answer to your other question, Coidzor, they rise heads up, heads up, heads up, they rise heads up, heads up high!

Coidzor
2008-12-20, 06:32 PM
So... Bombs, time-delay or no? What precedents do exist for a time delay in combat?

Triaxx
2008-12-20, 09:50 PM
Delayed Blast Fireball? Numerous things last for one round or so. Such as Charge's AC penalty, or Dodge's AC bonus, just to name two.

Lappy9000
2008-12-21, 12:51 AM
They don't blow up though, the stats actually fit the Ocarina of Time dodongo, as does the description. Its smaller than what I would have chosen, but they are fairly low down, so medium high strength works. The wierd gecko things are either the lizalfos/dinalfos, or the things with the shell that you can hookshot-my bad clawshot :smallannoyed:) off and throw the shell back at them.

The weird things with the shell are helmasaurs. The big 'un in the Sky City is the helmasaurus.

On a semi-related note, Holy Crud; you guys actually made a hookshot :smallcool:
Kudos for keeping the project running for as long as it has. I eagerly look forward to its completion.

Coidzor
2008-12-21, 04:20 AM
Hmm. True, For simplicities sake is probably best to just treat as a relative of alchemists fire with a bit more oomph than splash to it. (or maybe oomphysplash)

I've always wondered what a hookshot would be like in DND, now I have a good idea.

Hmm... For completion to occur I think we'd need some goal to reach...

So far we have a few races, items, a little bit of fluff.

Someone mentioned wanting to fluff up some class variants/PrCs, so that might be a direction to go in.

There's also the Subrosians and possible a few other potential races to go into. (say, did we go into the LA and such of playing as one of the monstrous races?) I guess there might be a course argued for taking the monsters that just need refluffing to work with the zelda vibe to be taken.

We deal with the ability to shift into the twilight form and the gained ability to attack ethereal creatures like the poes and ghost wolves (or were ghost wolves attackable by humanoid link?

Maybe statting up the notable artifacts (say, Wind Boomerang, Mastersword), coming up with an enchantment that allows one to shoot swordbeams(probably already done though, I just haven't encountered yet), hmm....

What else?

Triaxx
2008-12-21, 07:12 AM
Helmasaur's and Helmasaur Kings are the proper names.

As the originator mentioned, we're going for DND in Hyrule, rather than Hyrule in DND. So we can throw Paladins against Darknuts. Or a Gerudo Rogue.

Those were actually White Wolfos, and Hyrulian Link was capable of attacking them, mostly with the bow.

Knaight
2008-12-26, 12:28 PM
One odd thing that could work for bombs is to have them explode on their own initiative count, 4 or so below the throwers.

starwoof
2008-12-26, 02:30 PM
One odd thing that could work for bombs is to have them explode on their own initiative count, 4 or so below the throwers.

I dig this idea, consider it seconded.

Ghal Marak
2008-12-26, 04:12 PM
I hate to dig up something already covered, but it's been bugging me. The whole Goron and breathing bit, I seem to remember that there was one incidence where a Goron ended up deposited on the bottom of the Zora's Realm with no means of breathing. If I remember correctly, he just stood there with no apparent harm done to him for days.

Also, another point, starwoof (I think) said that he drowned when entering the water as a Goron. The thing to remember there is that Link isn't a true goron, only changed to resemble one through magic. The changes may not go deep enough to affect breathing. At least that's my theory.

Then again, none of this matters. I favor the 'Breathing is nessisary' version over non-breathing. Just voiceing my opinions. :smallsmile:

I love the thread, great work!

Triaxx
2008-12-26, 06:03 PM
Not to mention the one goron in the hot spring in Death Mountain in TP who is trying to learn to hold his breath but never seems to have to breath. Perhaps just give them a permanent form of water breathing? So they do breath, but underwater they just breath it, like fish?

I third the bomb idea.

Triaxx
2009-01-06, 10:54 AM
Green Potion
Effect:Consuming a bottle of Green Potion restores one half of your total MP.

Blue Potion
Effect: Consuming a bottle of Blue Potion fully restores your HP and MP.

Red Potion
Effect: Consuming a bottle of Red Potion restores one half your total HP