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Thread: Hylian Handbook (3.5)
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2008-11-24, 03:26 AM (ISO 8601)
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Re: Hylian Monster Manual (3.5)
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 ) and large amounts of time on my hands, so I'd be happy to help out with research (read: play Zelda all day.).Last edited by Galileo; 2008-11-24 at 03:27 AM.
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2008-11-24, 03:28 AM (ISO 8601)
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Re: Hylian Monster Manual (3.5)
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...[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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2008-11-24, 04:24 AM (ISO 8601)
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Re: Hylian Monster Manual (3.5)
This is one of the times that VT's CR calculator doesn't work right. I'm gonna take a best guess and say CR 4 or 5. Good job here.
Your input is very welcome! The more help we get, the better.
I like this idea.
Note to Self: Stalchildren are very boring and I'll have them up tomorrow.I used to do avatars on request, feel free to use them.
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2008-11-24, 05:09 PM (ISO 8601)
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Re: Hylian Monster Manual (3.5)
Go ahead, I think I'm about done with them. Yay, I contributed!
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.Fizban's Tweaks and Brew: Google Drive (PDF), Thread
A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).
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2008-11-24, 06:02 PM (ISO 8601)
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Re: Hylian Monster Manual (3.5)
Homebrew Magic Items you might enjoy:
Coins Tokens of Fortune
Extra Spicy Peppers
Also, its time to think about Yeth Hounds in a whole new way
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2008-11-24, 06:24 PM (ISO 8601)
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Re: Hylian Monster Manual (3.5)
Just to say very nice work. Heck, I may even use some of these right away in my current campaign.
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2008-11-24, 07:24 PM (ISO 8601)
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Re: Hylian Monster Manual (3.5)
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? It would be wrong of us to put it out there without testing it.
I like that idea for the Megaton Hammer. And yet, I like my idea too. Perhaps as a Skull Hammer?
Din's Fire:
Spoiler
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.
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2008-11-24, 09:49 PM (ISO 8601)
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Re: Hylian Monster Manual (3.5)
We wouldn't be doing our duty if we didn't.
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.Last edited by starwoof; 2008-11-24 at 09:57 PM.
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2008-11-24, 11:24 PM (ISO 8601)
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Re: Hylian Monster Manual (3.5)
Not exactly Monster Manual material, but...
Gerudo Mirror Shield
SpoilerMagical 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.-Currently Playing-
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2008-11-24, 11:32 PM (ISO 8601)
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Re: Hylian Monster Manual (3.5)
I need to change the name of this thread.
Gerudo Mirror Shield
SpoilerMagical 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.I used to do avatars on request, feel free to use them.
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2008-11-25, 12:09 AM (ISO 8601)
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Re: Hylian Handbook (3.5)
In Complete Arcane, there is a weapon magic enhancement called..."Clout" I think, that would fit for a megaton hammer. A Maul of Clout.
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2008-11-25, 03:32 AM (ISO 8601)
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Re: Hylian Monster Manual (3.5)
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.
SpoilerThe 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
SpoilerThe 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?
SpoilerThe 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.Last edited by Galileo; 2008-11-25 at 04:31 AM. Reason: Back from the supermarket, finishing up here.
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2008-11-25, 11:31 AM (ISO 8601)
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Re: Hylian Handbook (3.5)
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.Last edited by Triaxx; 2008-11-25 at 11:35 AM.
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2008-11-25, 12:36 PM (ISO 8601)
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Re: Hylian Handbook (3.5)
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
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2008-11-25, 01:42 PM (ISO 8601)
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Re: Hylian Handbook (3.5)
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.
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2008-11-25, 04:09 PM (ISO 8601)
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Re: Hylian Handbook (3.5)
Nice metaphor.
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?Last edited by starwoof; 2008-11-25 at 04:10 PM.
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2008-11-25, 05:31 PM (ISO 8601)
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Re: Hylian Handbook (3.5)
-Currently Playing-
SpoilerRoan Arathane, Level 4 Human Resourceful Warlord and
Devis, Level 4 Half-elf Bard in Dame Morbid's Tournament
Margan Flintfist, Level 1 Dwarven Fighter in Therinn Adventures
-Old Homebrew Projects-
SpoilerProject Leader: Deity's Order (Currently Stalled)
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2008-11-25, 06:02 PM (ISO 8601)
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Re: Hylian Handbook (3.5)
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2008-11-25, 09:58 PM (ISO 8601)
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Re: Hylian Handbook (3.5)
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.I am trying out LPing. Check out my channel here: Triaxx2
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2008-11-26, 05:47 AM (ISO 8601)
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Re: Hylian Handbook (3.5)
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?
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2008-11-26, 09:35 AM (ISO 8601)
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Re: Hylian Handbook (3.5)
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.I am trying out LPing. Check out my channel here: Triaxx2
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2008-11-27, 01:51 AM (ISO 8601)
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Re: Hylian Handbook (3.5)
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.-Currently Playing-
SpoilerRoan Arathane, Level 4 Human Resourceful Warlord and
Devis, Level 4 Half-elf Bard in Dame Morbid's Tournament
Margan Flintfist, Level 1 Dwarven Fighter in Therinn Adventures
-Old Homebrew Projects-
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Contributer: Avatar d20 (CurrentlyStruggling Back fromDead)
Contributer: Lords of Creation
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2008-11-27, 09:21 AM (ISO 8601)
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Re: Hylian Handbook (3.5)
I like that.
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2008-11-27, 10:43 PM (ISO 8601)
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Re: Hylian Handbook (3.5)
Stalchildren
SpoilerStalchild
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.Last edited by starwoof; 2008-11-27 at 10:44 PM.
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2008-11-28, 01:25 AM (ISO 8601)
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Re: Hylian Handbook (3.5)
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.
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2008-11-28, 01:27 PM (ISO 8601)
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Re: Hylian Handbook (3.5)
4e? Does anyone actually play that?
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2008-11-30, 07:58 AM (ISO 8601)
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Re: Hylian Handbook (3.5)
Darknut:
SpoilerDarknut
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.Last edited by Triaxx; 2008-12-02 at 09:05 PM.
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2008-12-02, 12:31 AM (ISO 8601)
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Re: Hylian Handbook (3.5)
Now that's a badass Darknut. Wouldnt mind setting a couple of Paladins or fighters against a Hammer of Darknuts.
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2008-12-02, 02:17 AM (ISO 8601)
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Re: Hylian Handbook (3.5)
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?Last edited by Galileo; 2008-12-02 at 02:23 AM. Reason: Sudden thought after posting.
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2008-12-02, 07:54 AM (ISO 8601)
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Re: Hylian Handbook (3.5)
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.Last edited by Triaxx; 2008-12-02 at 02:46 PM.
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