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    Dwarf in the Playground
     
    scarmiglionne4's Avatar

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    Default Golden Axe/Sieken Densetsu Campaign

    I am working on the third campaign for my Fey'cthon/Rosenega (Famicom/Sega) campaign setting. The first two did not stray too much from the D&D 3.5 rules as written other than homebrew races and creatures.

    I have many ideas for how to make this next one quite a bit different and I wanted to get some experienced players and DMs some honest constructive criticism because my players give me none of that.

    First off I want to say I want the campaign to be low-tech and low-magic. Decent weapons and armor will be hard to come by, most things being made of bronze or iron (not steel) and the economy being done by bartering. I want my characters to start with practically nothing.

    I will be setting up several human tribes or clans.

    Fyrvod
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    An olive-skinned group with dark hair and grey, brown, or blue eyes. They live in a river valley near the Voldernis Forest. They are the only race in the realm of Ioria (the lands mostly south of the River Rift) that knows how to make steel. The ore needed is scarce in the area, however, so they never make anything less than masterwork items, usually broadblades (masterwork longswords with a 2-handed grip dealing 2d4 damage). They migrated to Ioria from the west across the Fulgorod Desert which took forty years. Their god Hadu, lord of the sky and mountain and his consort Ataru walked with them at a distance. He now lives on nearby Mount Hadad one of the mountains that holds up the sky.


    Rungnoa
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    A honey-brown skinned group with dark eyes being the most common. Very rarely a child will be born with eyes the color of jade. They are mountain-dwelling herdsman keeping dire rams that they are known to wrestle and butt heads with. They are excellent leather workers making ram's horn helms and leather armor among other things. WHat the herd and their skills do not provide they gain by raiding. They fight with Spiked Greatclubs.


    Senincra
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    This dark-skinned, dark-eyed group lives in a savannah at the southern edge of Ioria. They are skilled hunters and savage warriors. It is said they can beat a dire lion into submission using nothing more than knobby clubs made from the iron-like wood of Sincra trees and jade stones. Their chieftain owns all of the women of the tribe. Any relationship between women and lesser tribesman must not occur or occur in secret under pain of death. Some young men steal into Cithia and kidnap young adolescent girls and run away to set up a home in the wilderness. The Senincra are an impure offshoot of the Oseru tribe.


    Sodoluga
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    High in the eastern mountains lives a lake where this tribe of amazons make their home. They have lightly tanned skin and brownish blonde to brown hair. They are broad of frame and muscular which lends credence to their belief that they are descended from giants. They are known to raid among the Rungnoa and the Senincra annually where they capture men to use for breeding and slavery. Sometimes they attack settlements along the River Rift and take men who are related to Fyrvod. They see these as the finest breeding stock but murder them as soon as they serve this purpose due to their strength of will and rebelliousness. They make the finest bows for exceptional strength and bronze battleaxes as finely crafted as those of iron out of the mines of Volud.


    Cithia
    Spoiler
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    Over the mountains west of the Valley of the Fyrvod lies the forest home of the Cithian amazon tribe. Here women make up the priesthood, the ruling and warrior classes. The men are childrearers and food gatherers. They trade with Fyrvod but are constantly at war with Senincra over the occasional kidnapping of young adolescent girls.


    Oseru
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    Far to the west lies a jungle where the primitive tribe of Oseru makes its home. It is said that this dark-skinned tribe are descendants of the natives of Ioria before other men migrated across the western desert and the seas hundreds of years ago. They are savage and warlike but seldom leave their jungle. They go into battle wearing large wooden masks that cover them from the waist up and wield stone spears and dinosaur bone clubs.


    Other playable races include the other core races, half-ogres of my own design, Panther men known as Nekos, Beastmen that can become wolves called Wolfen, and the Hippokentaurs and Hippokentuarides (having different statistics).

    Half-Ogre
    Spoiler
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    Racial Traits
    • +4 Strength, –2 Dexterity, +2 Constitution, –4 Intelligence, –2 Charisma: Half-Ogres are big, brawny creatures without a great deal of intelligence or couth.
    • Giant’s Grip: a half-ogre has massive hands. He is treated as having the Monkey Grip feat. This means he can grip large and two-handed weapons in one hand with a -2 penalty to the attack roll. He can similarly grip huge weapons in two hands with a -2 penalty to attack rolls.
    • Giant Frame: any metal armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a half-ogre.
    • Giant: Half-Ogres are creatures with the giant type.
    • Medium-Sized: Half-Ogres are anywhere between 7’6” and 8’ tall and weigh on average anywhere from 400 to 500 pounds. Their giant ancestry is evident in their muscle mass and the size of their hands and core. Since they are so nearly large they gain +2 to grapple checks and -2 to Stealth checks.
    • Half-Ogre base land speed is 30 feet.
    • Automatic Languages: Giant and Common. Bonus Languages: Draconic, Gnoll, Goblin, Orc, and Abyssal. Smart Half-Ogres (which are rare) learn the languages of their allies or rivals.
    • Favored Class: Barbarian. A multiclass Half-Ogre’s barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.


    Hippokentaur
    Spoiler
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    A Hippokentaur is as big as a light horse, but taller and slightly heavier. A Hippokentaur is about 7 feet tall and weighs about 2,100 pounds. They are savage, drunken womanizers. They place little value in knowledge and wisdom.
    They are, however, excellent hunters and archers. Anyone they choose to befriend will they remain loyal to through untold hardship and they are honest to a fault in all areas except where females are concerned.
    Racial Traits
    +2 Strength, +2 Dexterity +2 Constitution, -4 Intelligence, -2 Wisdom, -2 Charisma
    Monstrous Humanoid
    Large Quadruped: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Stealth checks, +4 bonus on grapple checks, +4 bonus on ability checks made to resist being bull rushed, overran, or tripped, lifting and carrying limits three times those of Medium bipedal characters.
    Space/Reach: 10 feet/5 feet.
    A hippokentaur’s base land speed is 50 feet.
    Natural Weapons: 2 hooves (1d4).
    Weapon Proficiency: A hippokentaur is automatically proficient with the shortbow and the longbow (including the composite longbow).
    Sagittarius: As long as they are unarmored and wear no shields they are treated as having the Precise Shot feat when wielding a short bow, longbow, or composite longbow.
    • Monstrous Frame: any armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a centaur.
    Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
    Favored Class: Ranger.

    Hippokentaurides
    A Hippokentauride is as big as a light horse, but slightly taller. They are the female counterpart to the hippokentaur. A Hippokentauride is about 6 feet tall and weighs about 1,800 pounds.
    They are wise and forward-thinking. They are expert healers and herbalists and masters of the quarterstaff. They have difficulty trusting others, especially males due to their treatment by the males of their tribe.
    Once their trust is gained, however, you could not ask for a more faithful companion.
    Racial Traits
    -2 Strength, +2 Dexterity, +2 Wisdom, -4 Intelligence.
    Monstrous Humanoid
    Large Quadruped: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, +4 bonus on ability checks made to resist being bull rushed, overran, or tripped, lifting and carrying limits three times those of Medium bipedal characters.
    Space/Reach: 10 feet/5 feet.
    A hippokentauride’s base land speed is 50 feet.
    Natural Weapons: 2 hooves (1d4).
    Weapon Proficiency: A hippokentauride is automatically proficient with the shortbow and the quarterstaff.
    Double-Weapon Fighting: as long as a kentauride is unarmored and wears no shield she is treated as having the Two-Weapon Fighting Feat for double-weapons only.
    • Monstrous Frame: any armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a centaur.
    Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
    Favored Class: Shaman.


    Neko
    Spoiler
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    Racial Traits
    * +4 Dexterity, -4 Intelligence
    * Humanoid (Feline)
    * Neko base land speed is 40 feet.
    * Low-Light Vision (Ex): Neko can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions
    * Clawed Hands: Hands are natural weapons dealing 1d4 lethal damage.
    * +2 racial bonus on Perception and Stealth checks.
    * Automatic Languages: Feline and Common. Bonus Languages: Draconic, Gnoll, Halfling, Sylvan. Neko speak Common and a language called Feline (each tribe speaking a dialect). Brighter neko often learn the languages of Gnolls and Halflings.
    * Favored Class: Ranger


    Wolfen
    Spoiler
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    Racial Traits
    * +2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma
    * Monstrous Humanoid, Shapechanger
    * Medium-size
    * Wolfen base land speed is 30 feet
    * Low-light Vision
    * +2 on Survival and Perception checks
    * Keen Scent: Scent is an automatic racial Feat.
    * Clawed Hands: Hands are natural weapons dealing 1d4 lethal damage.
    * Wolf Form: Once per day a wolfen can take wolf form. They may remain this way indefinitely.
    When night falls a Wolfen uncontrollably changes shape into a wolf. They can still speak in this form and retain their minds. They retain their ability scores modified by the following table. The wolf form is like that of a druid’s animal companion if it were a wolf.

    TABLE Wolfen Wolf_form_________________
    Class Natural Str/Dex
    Level Armor Adj. Special__________
    1st-2nd +0 +0
    3rd-5th +2 +1 Evasion
    6th-8th +4 +2
    9th-11th +6 +3 Multiattack
    12th-14th +8 +4
    15th-17th +10 +5 Improved Evasion
    18th-20th +12 +6

    Use the base statistics for a wolf as given in the Monster Manual, but make the following changes.
    Class Level: The characters level or HD.
    Base Attack and Saves do not change except where ability score bonus provides bonus to Dexterity and by default Reflex saves.
    Natural Armor Adj.: The number noted here is an improvement to the Wolf’s existing natural armor bonus.
    Str/Dex Adj.: Add this value to the Wolfen’s Strength and Dexterity scores.
    Evasion (Ex): If the Wolfen inf wolf-form is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
    Multiattack: A wolfen in wolf-form gains Multiattack as a bonus feat. It also gains a second bite attack albeit at a –5 penalty.
    Improved Evasion (Ex): When subjected to an attack that normally
    allows a Reflex saving throw for half damage, an wolfen in wolf-form takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
    Except for the above noted differences, when a Wolfen is in this form, he is an ordinary wolf.
    * Automatic Languages: Common, Wolfen. Bonus Languages: Dwarven, Elven, Feline, Gnoll, Goblin, Orc.
    * Favored Class: Barbarian or Ranger.


    The first thing I am concerned with is making wearing no armor appealing. So I am thinking of these feats. All of which are fighter bonus feats.

    Spoiler
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    Unarmored Fighting
    Prerequisites: Base Attack Bonus +1, Dexterity 15 or higher
    When wearing no armor you may add half your Dexterity modifier to your melee or thrown ranged attack roll. Shields do not count as armor for this feat.

    Improved Unarmored Fighting
    Prerequisites: Base attack bonus +6, Unarmored Fighting
    When wearing no armor you may add your Dexterity modifier to your melee or thrown ranged attack roll. Shields do not count as armor for this feat.

    Unarmored Might
    Prerequisites: Base attack bonus +6, Strength 15 or higher, Focus in chosen weapon, Unarmored Fighting.
    When wearing no armor and wielding a weapon in two hands you may add double your Strength modifier to your damage instead of the usual x1.5. A buckler cannot be worn and gain this feat's benefit.

    Enough Talk!!
    Prerequisite: Quick Draw, Unarmored Fighting
    Once per fight as a free action you can draw and throw a light weapon at a target within 30 ft at no range increment penalty. The target is considered flat-footed for this attack.


    RACES
    Humans
    As written except instead of getting 4 extra skill points at first level they automatically get the skill their tribe specializes in as a class skill at max ranks per level.
    Fyrvod
    Craft: Weaponsmithing or Craft: Blacksmithing. The tribe of Fyrvod is the only tribe that knows how to make steel. Even so, the necessary material is scarce and any item made of steel in Fyrvod is of masterwork quality. They specialize in the Broadblade (Masterwork Longsword with two-handed grip and 2d4 damage)
    Rungnoa
    A choice of either Craft: Armorsmithing, Craft: Leatherworking, Profession: Tanner, or Profession: Herder. The Rungnoans are master tanners and armorsmiths. They make fine leather and rams-horn helms and studded leather. They raise large rams for their wool and hides.
    Sodoluga
    Craft: Weaponsmithing or Craft: Bowmaking. Due to their incredible strength they are skilled in making bows specially made for exceptional strength. They also make battleaxes of bronze that rival those crafted by dwarves.

    Senincra
    Craft: Weaponsmithing or Profession: Hunting. The dark-skinned Senincrans are known for their skills as hunters and their special clubs made from wood only found in the southern savannahs and jadestone.
    Cithia
    Heal, Craft: Alchemy or Profession: Herbalist. Only Hippokentaurides rival the amazons of Cithia in their skills as healers. They claim a goddess came to one of their ancestors and taught them alchemy, and herbal knowledge for healing. It is even said they can heal snake bits and the sting of scorpions.

    Half-Ogre
    Racial Traits
    • +4 Strength, –2 Dexterity, +2 Constitution, –4 Intelligence, –2 Charisma: Half-Ogres are big, brawny creatures without a great deal of intelligence or couth.
    • Giant’s Grip: a half-ogre has massive hands. He is treated as having the Monkey Grip feat. This means he can grip large and two-handed weapons in one hand with a -2 penalty to the attack roll. He can similarly grip huge weapons in two hands with a -2 penalty to attack rolls.
    • Giant Frame: any metal armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a half-ogre.
    • Giant: Half-Ogres are creatures with the giant type.
    • Medium-Sized: Half-Ogres are anywhere between 7’6” and 8’ tall and weigh on average anywhere from 400 to 500 pounds. Their giant ancestry is evident in their muscle mass and the size of their hands and core. Since they are so nearly large they gain +2 to grapple checks and -2 to Stealth checks.
    • Half-Ogre base land speed is 30 feet.
    • Automatic Languages: Giant and Common. Bonus Languages: Draconic, Gnoll, Goblin, Orc, and Abyssal. Smart Half-Ogres (which are rare) learn the languages of their allies or rivals.
    • Favored Class: Barbarian. A multiclass Half-Ogre’s barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.

    Hippokentaur
    A Hippokentaur is as big as a light horse, but taller and slightly heavier. A Hippokentaur is about 7 feet tall and weighs about 2,100 pounds. They are savage, drunken womanizers. They place little value in knowledge and wisdom.
    They are, however, excellent hunters and archers. Anyone they choose to befriend will they remain loyal to through untold hardship and they are honest to a fault in all areas except where females are concerned.
    Racial Traits
    +2 Strength, +2 Dexterity +2 Constitution, -4 Intelligence, -2 Wisdom, -2 Charisma
    Monstrous Humanoid
    Large Quadruped: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Stealth checks, +4 bonus on grapple checks, +4 bonus on ability checks made to resist being bull rushed, overran, or tripped, lifting and carrying limits three times those of Medium bipedal characters.
    Space/Reach: 10 feet/5 feet.
    A hippokentaur’s base land speed is 50 feet.
    Natural Weapons: 2 hooves (1d4).
    Weapon Proficiency: A hippokentaur is automatically proficient with the shortbow and the longbow (including the composite longbow).
    Sagittarius: As long as they are unarmored and wear no shields they are treated as having the Precise Shot feat when wielding a short bow, longbow, or composite longbow.
    • Monstrous Frame: any armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a centaur.
    Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
    Favored Class: Ranger.

    Hippokentaurides
    A Hippokentauride is as big as a light horse, but slightly taller. They are the female counterpart to the hippokentaur. A Hippokentauride is about 6 feet tall and weighs about 1,800 pounds.
    They are wise and forward-thinking. They are expert healers and herbalists and masters of the quarterstaff. They have difficulty trusting others, especially males due to their treatment by the males of their tribe.
    Once their trust is gained, however, you could not ask for a more faithful companion.
    Racial Traits
    -2 Strength, +2 Dexterity, +2 Wisdom, -4 Intelligence.
    Monstrous Humanoid
    Large Quadruped: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, +4 bonus on ability checks made to resist being bull rushed, overran, or tripped, lifting and carrying limits three times those of Medium bipedal characters.
    Space/Reach: 10 feet/5 feet.
    A hippokentauride’s base land speed is 50 feet.
    Natural Weapons: 2 hooves (1d4).
    Weapon Proficiency: A hippokentauride is automatically proficient with the shortbow and the quarterstaff.
    Double-Weapon Fighting: as long as a kentauride is unarmored and wears no shield she is treated as having the Two-Weapon Fighting Feat for double-weapons only.
    • Monstrous Frame: any armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a centaur.
    Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
    Favored Class: Shaman.

    Neko
    Racial Traits
    * +4 Dexterity, -4 Intelligence
    * Humanoid (Feline)
    * Neko base land speed is 40 feet.
    * Low-Light Vision (Ex): Neko can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions
    * Clawed Hands: Hands are natural weapons dealing 1d4 lethal damage.
    * +2 racial bonus on Perception and Stealth checks.
    * Automatic Languages: Feline and Common. Bonus Languages: Draconic, Gnoll, Halfling, Sylvan. Neko speak Common and a language called Feline (each tribe speaking a dialect). Brighter neko often learn the languages of Gnolls and Halflings.
    * Favored Class: Ranger

    Wolfen
    Racial Traits
    * +2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma
    * Monstrous Humanoid, Shapechanger
    * Medium-size
    * Wolfen base land speed is 30 feet
    * Low-light Vision
    * +2 on Survival and Perception checks
    * Keen Scent: Scent is an automatic racial Feat.
    * Clawed Hands: Hands are natural weapons dealing 1d4 lethal damage.
    * Wolf Form: Once per day a wolfen can take wolf form. They may remain this way indefinitely.
    When night falls a Wolfen uncontrollably changes shape into a wolf. They can still speak in this form and retain their minds. They retain their ability scores modified by the following table. The wolf form is like that of a druid’s animal companion if it were a wolf.

    TABLE Wolfen Wolf_form_________________
    Class Natural Str/Dex
    Level Armor Adj. Special__________
    1st-2nd +0 +0
    3rd-5th +2 +1 Evasion
    6th-8th +4 +2
    9th-11th +6 +3 Multiattack
    12th-14th +8 +4
    15th-17th +10 +5 Improved Evasion
    18th-20th +12 +6

    Use the base statistics for a wolf as given in the Monster Manual, but make the following changes.
    Class Level: The characters level or HD.
    Base Attack and Saves do not change except where ability score bonus provides bonus to Dexterity and by default Reflex saves.
    Natural Armor Adj.: The number noted here is an improvement to the Wolf’s existing natural armor bonus.
    Str/Dex Adj.: Add this value to the Wolfen’s Strength and Dexterity scores.
    Evasion (Ex): If the Wolfen inf wolf-form is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
    Multiattack: A wolfen in wolf-form gains Multiattack as a bonus feat. It also gains a second bite attack albeit at a –5 penalty.
    Improved Evasion (Ex): When subjected to an attack that normally
    allows a Reflex saving throw for half damage, an wolfen in wolf-form takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
    Except for the above noted differences, when a Wolfen is in this form, he is an ordinary wolf.
    * Automatic Languages: Common, Wolfen. Bonus Languages: Dwarven, Elven, Feline, Gnoll, Goblin, Orc.
    * Favored Class: Barbarian or Ranger.


    Mounts
    Spoiler
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    DIRE CASSOWARY
    These friendly yellow-feathered birds resemble a giant chicken, or a massive canary. They have long legs and necks, and can be saddled in order to carry a rider.
    Large Animal
    HD: 6d8+18(45 hp)
    Inititiative: +2(Dex)
    Speed: 60 ft
    AC: 16(-1 size, +2 Dex, +5 natural)
    Attacks: 2 claws +7 melee; or beak +2 melee
    Damage: Claw 1d6+2; or beak 1d8+4
    Face/Reach: 5 ft by 10 ft/5 ft
    Special Attacks: Knock-Down
    Special Qualities: Scent
    Saves: Fort +8, Ref +7, Will +3
    Abilities: Str 18, Dex 15, Con 16, Int 1, Wis 12, Cha 6
    Skills: Listen +5, Spot +5, Hide +5*, Jump +9
    _______________________________________
    Climate/Terrain: Warm forest
    Organization: Solitary or pair
    CR: 3
    Treasure: None
    Alignment: Always neutral
    Advancement: 7-10 HD(Large); 11-16 HD(Huge)

    These monstrous birds stand a towering 9 feet tall and weigh around 500 to 600 pounds. They have large black talons.

    COMBAT
    Dire cassowarys fight with their claws by delivering powerful kicks. Only once they have felled their foes they attack with their sharp beaks.
    Knock-Down (Ex): If a dire cassowary deals 10 points of damage with its claw attacks in one round, it can make a free trip attack without a countertrip.
    *Skills: In an area of dense foliage, the dire cassowary receives a +5 racial bonus to hide checks.
    Dire Cassowaries are easily trained as mounts, and are used similarly to heavy warhorses by the empire.. They are omnivores, but prefer to eat greens and nuts. Their wings are vestigial, serving no purpose but to assist in balance and jumping. These creatures are masters of terrain, able to easily run over anything except water and mountains. Although they cannot speak, they do understand basic commands in Common.

    TRAINING A Dire Cassowary
    A dire cassowary requires training before it can bear a rider in combat.

    Training requires three weeks of work and a DC 15 Handle Animal check. Riding requires an exotic saddle. They can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

    Dire cassowary eggs are worth 200 gp apiece on the open market, while young are worth 300 gp each. Professional trainers charge 200 gp to rear or train one.

    Carrying Capacity: A light load for this creature is 300 pounds; a medium load, 301-600 pounds; a heavy load, 601-900 pounds. They can drag 4,500 pounds.
    Caudiavis
    Large Animal
    Hit Dice: 4d8+20 (36 hp)
    Initiative: +1
    Speed: 40 feet (4 squares)
    Armor Class: 17 (-1 size, +6 natural), touch 9, flat-footed 17
    Base Attack/Grapple: +4/+13
    Attack: Tail Slap +3 melee (2d8+5)
    Full Attack: Tail Slap +3 Melee (2d8+5)
    Space/Reach: 10ft,10 feet/10ft
    Special Attacks: Tail Sweep 2d8
    Special Qualities: low-light vision, scent
    Saves: Fort +9, Ref +3, Will +7
    Abilities: Str 20, Dex 14, Con 20, Int 2, Wis 17, Cha 10
    Skills: Stealth +6, Preception +8
    Feats: Power Attack, Improved Natural Attack(tail slap)
    Environment: Warm Forests
    Organization: Solitary, Pair, or Creche (2+1-4 Noncombatant Young)
    Challenge Rating: 6
    Tail Sweep (Ex): A caudiavis can, as a move action, sweep it's tail in a 10’ radius half-circle.

    Dracosteed CR 3
    Always N Large animal (dragonblood)
    Init +2; Senses low-light vision; Perception +6
    AC 15, touch 11, flat-footed 13
    (–1 size, +2 Dex, +4 natural)
    hp 30 (4 HD)
    Fort +8, Ref +6, Will +3
    Speed 50 ft. (10 squares)
    Melee bite +8 (1d8+6)
    Space 10 ft.; Reach 5 ft.
    Base Atk +3; Grp +13
    Atk Options trample, Breath Weapon (Violet: Fireball (Sp): Once per day, a violet Dracosteed can spit a fireball up to 60 feet away with pinpoint accuracy. The fireball explodes on impact, dealing 3d6 bludgeoning damage to all creatures within a 20-foot radius. A target that succeeds at a Reflex saving throw (DC 15) takes half damage.), (Cerulean: 40’ Cone of Fire 2d10, Reflex Save DC 15 for half)
    Abilities Str 23, Dex 15, Con 19, Int 2, Wis 14, Cha 12
    Feats Alertness
    Skills Perception +6
    Trample (Ex) As a full-round action, a dracosteed can move up 100 feet and literally run over Medium or smaller creatures, dealing 1d6+9 points of bludgeoning damage (Reflex DC 18 half) to each target. See MM 316 for more details.



    Please let me know what you guys think.
    Last edited by scarmiglionne4; 2012-09-11 at 10:26 PM. Reason: add to

  2. - Top - End - #2
    Bugbear in the Playground
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    Default Re: Golden Axe/Sieken Densetsu Campaign

    They look fine, except for the one that grants an additional attack bonus. Have you considered this variant rule instead?

    http://www.d20srd.org/srd/variant/ad...fenseBonus.htm

    It gives every single class an armor bonus (which doesn't stack with armor) based on their armor proficiencies, encouraging players to spend more money on weapons and offensive boosts (which is what you're aiming for).

    As for the low tech weapon crafting materials, the rules already support that. All you have to do is say that an iron or copper sword is a normal weapon, and a bronze or steel sword is a masterwork weapon.
    Last edited by Thomar_of_Uointer; 2012-09-08 at 10:40 PM.
    I make games.

    "...I worry that modern gaming is gradually shrinking the wide spectrum of gameplay mechanics into a single narrow red bar with "KILL" written on it sideways. Exploration, navigation, puzzles, platforming, all gradually shrinking away until only one thing remains, being taken by the hand from room to room, moving on only when nothing remains alive in each one." - Yhatzee Crosshaw

  3. - Top - End - #3
    Dwarf in the Playground
     
    scarmiglionne4's Avatar

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    Default Re: Golden Axe/Sieken Densetsu Campaign

    Thanks for the input! I am familiar with that variant, but am not sure if I want to use it. My reasoning is I want armor to exist and be special. At the same time, however, I don't want everyone to go unarmored. I just want it to be appealing for a certain type of character. I would like to see an unarmored warrior with a two-handed weapon and a sword and board fighter with the best armor he can get be equally viable choices.

    So are the feats unbalanced or overpowered?

    I shouldn't use the material aspects from Arms and Equipment Guide?
    Last edited by scarmiglionne4; 2012-09-08 at 11:50 PM.

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    Default Re: Golden Axe/Sieken Densetsu Campaign

    Quote Originally Posted by scarmiglionne4 View Post
    Thanks for the input! I am familiar with that variant, but am not sure if I want to use it. My reasoning is I want armor to exist and be special. At the same time, however, I don't want everyone to go unarmored. I just want it to be appealing for a certain type of character. I would like to see an unarmored warrior with a two-handed weapon and a sword and board fighter with the best armor he can get be equally viable choices.

    So are the feats unbalanced or overpowered?

    I shouldn't use the material aspects from Arms and Equipment Guide?
    Unarmored Fighting is overpowered, it's a serious attack bonus.

    I'm not familiar with material aspects.
    I make games.

    "...I worry that modern gaming is gradually shrinking the wide spectrum of gameplay mechanics into a single narrow red bar with "KILL" written on it sideways. Exploration, navigation, puzzles, platforming, all gradually shrinking away until only one thing remains, being taken by the hand from room to room, moving on only when nothing remains alive in each one." - Yhatzee Crosshaw

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    Default Re: Golden Axe/Sieken Densetsu Campaign

    It just has bronze weapons have -1 to hit and bronze armor -1 to AC bonus.

    You don't think having no armor offsets that? Should I make it where they cannot use shields either? Typical characters should have armor and shields. Leather and hide armor will be available. Later on breastplates and such will be available.

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    Default Re: Golden Axe/Sieken Densetsu Campaign

    Everything here looks very interesting, I just want to read more fluff/crunch! The very idea of a Golden Axe/Seiken Densetsu Campaign sounds totally epic.
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    Default Re: Golden Axe/Sieken Densetsu Campaign

    Quote Originally Posted by Ziegander View Post
    Everything here looks very interesting, I just want to read more fluff/crunch! The very idea of a Golden Axe/Seiken Densetsu Campaign sounds totally epic.
    Thanks for that! I previously did a campaign called The Extraordinary Brothers Magrior which was based on Super Mario Bros. 1 and 2. It was also influenced a tiny bit by Paper Mario, Alice in Wonderland, and The Haunted Mansion Ride at Disney World. I was rewriting it on and off until I started this.

    I just finished another one called The Ailirian Legend based mainly on the early Zelda games with influences including the Legend film, Tolkein's works other than LotR, and Brian Blessed. I may post that stuff if anyone's interested.

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