New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 5 of 7 FirstFirst 1234567 LastLast
Results 121 to 150 of 197
  1. - Top - End - #121
    Barbarian in the Playground
     
    String's Avatar

    Join Date
    Oct 2007
    Location
    Awesome Avatar by Qwernt

    Default Re: Hylian Handbook (3.5)

    I think thats a tad overpowered. I like the idea of a PrC, though... Is anyone working on class revisions or inclusions?
    -Currently Playing-
    Spoiler
    Show
    Roan 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-
    Spoiler
    Show
    Project Leader: Deity's Order (Currently Stalled)
    Contributer: Avatar d20 (Currently Struggling Back from Dead)
    Contributer: Lords of Creation

  2. - Top - End - #122
    Titan in the Playground
    Join Date
    Aug 2006
    Gender
    Male

    Default Re: Hylian Handbook (3.5)

    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.
    I am trying out LPing. Check out my channel here: Triaxx2

  3. - Top - End - #123
    Bugbear in the Playground
     
    starwoof's Avatar

    Join Date
    Jan 2006
    Location
    Olympia, Washington
    Gender
    Male

    Default Re: Hylian Handbook (3.5)

    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.
    I used to do avatars on request, feel free to use them.

  4. - Top - End - #124
    Titan in the Playground
     
    Knaight's Avatar

    Join Date
    Aug 2008

    Default Re: Hylian Handbook (3.5)

    Quote Originally Posted by Triaxx View Post
    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.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

    I'm not joking one bit. I would buy the hell out of that.
    -- ChubbyRain

    Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.

  5. - Top - End - #125
    Titan in the Playground
    Join Date
    Aug 2006
    Gender
    Male

    Default Re: Hylian Handbook (3.5)

    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.
    I am trying out LPing. Check out my channel here: Triaxx2

  6. - Top - End - #126
    Orc in the Playground
     
    lord of kobolds's Avatar

    Join Date
    Apr 2008
    Location
    Outside the Asylum
    Gender
    Male

    Default Re: Hylian Monster Manual (3.5)

    Quote Originally Posted by Prometheus View Post
    Skulltula:
    Spoiler
    Show

    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.
    Yup, I'm back

  7. - Top - End - #127
    Titan in the Playground
    Join Date
    Aug 2006
    Gender
    Male

    Default Re: Hylian Monster Manual (3.5)

    Quote Originally Posted by lord of kobolds View Post
    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?
    I am trying out LPing. Check out my channel here: Triaxx2

  8. - Top - End - #128
    Ettin in the Playground
     
    GreenSorcererElf

    Join Date
    Jun 2006
    Location
    Oregon
    Gender
    Male

    Default Re: Hylian Handbook (3.5)

    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.
    Last edited by Fizban; 2008-12-05 at 03:37 AM.
    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).
    Quote Originally Posted by Violet Octopus View Post
    Quote Originally Posted by Fizban View Post
    sheer awesomeness

  9. - Top - End - #129
    Titan in the Playground
    Join Date
    Aug 2006
    Gender
    Male

    Default Re: Hylian Handbook (3.5)

    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.
    I am trying out LPing. Check out my channel here: Triaxx2

  10. - Top - End - #130

    Default Re: Hylian Handbook (3.5)

    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?
    GENERATION 18. The first time you see this, copy it into your sig and add 1 to the generation. social experiment.

    Current Project:



    My Creations:



    Check out Vote up a Power!

  11. - Top - End - #131
    Bugbear in the Playground
     
    starwoof's Avatar

    Join Date
    Jan 2006
    Location
    Olympia, Washington
    Gender
    Male

    Default Re: Hylian Handbook (3.5)

    Post them and we'll look it over! We've only got tentative stats for them so far.
    I used to do avatars on request, feel free to use them.

  12. - Top - End - #132

    Default Re: Hylian Handbook (3.5)

    Okay. Use however much you want to use. Here we go:

    Goron

    Spoiler
    Show
    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:

    Spoiler
    Show

    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 1˝ 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:

    Spoiler
    Show
    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.
    Last edited by Glooble Glistencrist; 2008-12-08 at 09:26 PM.
    GENERATION 18. The first time you see this, copy it into your sig and add 1 to the generation. social experiment.

    Current Project:



    My Creations:



    Check out Vote up a Power!

  13. - Top - End - #133
    Barbarian in the Playground
     
    String's Avatar

    Join Date
    Oct 2007
    Location
    Awesome Avatar by Qwernt

    Default Re: Hylian Handbook (3.5)

    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.
    Spoiler
    Show
    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.
    Spoiler
    Show
    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 1˝ 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.
    Spoiler
    Show
    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.
    -Currently Playing-
    Spoiler
    Show
    Roan 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-
    Spoiler
    Show
    Project Leader: Deity's Order (Currently Stalled)
    Contributer: Avatar d20 (Currently Struggling Back from Dead)
    Contributer: Lords of Creation

  14. - Top - End - #134
    Bugbear in the Playground
     
    starwoof's Avatar

    Join Date
    Jan 2006
    Location
    Olympia, Washington
    Gender
    Male

    Default Re: Hylian Handbook (3.5)

    Quote Originally Posted by Glooble Glistencrist View Post
    Okay. Use however much you want to use. Here we go:

    Goron

    Spoiler
    Show
    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:

    Spoiler
    Show
    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 1˝ 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:


    Spoiler
    Show
    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!
    I used to do avatars on request, feel free to use them.

  15. - Top - End - #135
    Ettin in the Playground
     
    GreenSorcererElf

    Join Date
    Jun 2006
    Location
    Oregon
    Gender
    Male

    Default Re: Hylian Handbook (3.5)

    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.
    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).
    Quote Originally Posted by Violet Octopus View Post
    Quote Originally Posted by Fizban View Post
    sheer awesomeness

  16. - Top - End - #136
    Titan in the Playground
    Join Date
    Aug 2006
    Gender
    Male

    Default Re: Hylian Handbook (3.5)

    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.
    I am trying out LPing. Check out my channel here: Triaxx2

  17. - Top - End - #137
    Bugbear in the Playground
     
    starwoof's Avatar

    Join Date
    Jan 2006
    Location
    Olympia, Washington
    Gender
    Male

    Default Re: Hylian Handbook (3.5)

    SO what I'm hearing is: this project needs to be more structured?
    I used to do avatars on request, feel free to use them.

  18. - Top - End - #138
    Halfling in the Playground
     
    PirateCaptain

    Join Date
    Jan 2007

    Default Re: Hylian Handbook (3.5)

    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.

  19. - Top - End - #139

    Default Re: Hylian Handbook (3.5)

    (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?
    GENERATION 18. The first time you see this, copy it into your sig and add 1 to the generation. social experiment.

    Current Project:



    My Creations:



    Check out Vote up a Power!

  20. - Top - End - #140
    Titan in the Playground
    Join Date
    Aug 2006
    Gender
    Male

    Default Re: Hylian Handbook (3.5)

    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.
    I am trying out LPing. Check out my channel here: Triaxx2

  21. - Top - End - #141

    Default Re: Hylian Handbook (3.5)

    I made some changes to the feats.
    GENERATION 18. The first time you see this, copy it into your sig and add 1 to the generation. social experiment.

    Current Project:



    My Creations:



    Check out Vote up a Power!

  22. - Top - End - #142
    Orc in the Playground
     
    Galileo's Avatar

    Join Date
    Jun 2008
    Location
    New Zealand
    Gender
    Male

    Default Re: Hylian Handbook (3.5)

    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.
    Last edited by Galileo; 2008-12-09 at 05:56 AM.

  23. - Top - End - #143
    Titan in the Playground
     
    Knaight's Avatar

    Join Date
    Aug 2008

    Default Re: Hylian Handbook (3.5)

    Removing the ability to swim would work, however they need either DR or natural armor.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

    I'm not joking one bit. I would buy the hell out of that.
    -- ChubbyRain

    Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.

  24. - Top - End - #144

    Default Re: Hylian Handbook (3.5)

    What if we keep the natural armor and just lose the fire resistance? The Heat Immunity covers the fluff well enough.
    GENERATION 18. The first time you see this, copy it into your sig and add 1 to the generation. social experiment.

    Current Project:



    My Creations:



    Check out Vote up a Power!

  25. - Top - End - #145
    Titan in the Playground
     
    Knaight's Avatar

    Join Date
    Aug 2008

    Default Re: Hylian Handbook (3.5)

    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.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

    I'm not joking one bit. I would buy the hell out of that.
    -- ChubbyRain

    Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.

  26. - Top - End - #146
    Halfling in the Playground
     
    PirateCaptain

    Join Date
    Jan 2007

    Default Re: Hylian Handbook (3.5)

    Quote Originally Posted by Triaxx View Post
    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.

  27. - Top - End - #147
    Titan in the Playground
    Join Date
    Aug 2006
    Gender
    Male

    Default Re: Hylian Handbook (3.5)

    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.
    I am trying out LPing. Check out my channel here: Triaxx2

  28. - Top - End - #148
    Orc in the Playground
     
    Galileo's Avatar

    Join Date
    Jun 2008
    Location
    New Zealand
    Gender
    Male

    Default Re: Hylian Handbook (3.5)

    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.

  29. - Top - End - #149

    Default Re: Hylian Handbook (3.5)

    They're made of rock.
    GENERATION 18. The first time you see this, copy it into your sig and add 1 to the generation. social experiment.

    Current Project:



    My Creations:



    Check out Vote up a Power!

  30. - Top - End - #150
    Bugbear in the Playground
    Join Date
    Oct 2007

    Default Re: Hylian Handbook (3.5)

    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.
    A System-Independent Creative Community:
    Strolen's Citadel

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •