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  1. - Top - End - #1
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    Default Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Introduction to the Project:

    I wrote this stuff for a PbP that I'm playing in which takes place in a mishmash world containing every Nintendo game world in existence. The party contains my Hylian Warrior, a Space Pirate (metroid), a Kirby, a Kong, an Ice Fairy, and a Pokémaster. Yes, the campaign is awesome.

    Rather than trying to build Link-the-class, which is impossible since he's different in every game, I instead looked for themes which were constant across all games, which led to the Hylian Warrior. Then, each game is going to get its own prc reflecting Link's unique abilities in that game (I have 4 finished right now).

    I also wrote a Gerudo class, since the Gerudo are awesome, and some [Fairy] feats for when Link has a fairy.

    Comments, critiques, and contributions are welcome on everything here!

    Index:
    Intro & Index
    Fairy feats
    Hylian Warrior
    Gerudo Marauder
    Ocarinist (Ocarina of Time)
    Masqueteer (Majora's Mask)
    Twilight Champion (Twilight Princess)
    Chronal Adept (Oracle of Ages)
    Stormblade (Oracle of Seasons) [under construction]
    Sage
    Last edited by sirpercival; 2013-01-22 at 04:04 PM.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Fairy Feats

    First, a repost of the fairy stats from Prime32's original thread; the only thing I've changed is adding the [Fairy] descriptor to the feat, to fit with the rest of them.

    Fairy Companion Stats
    Spoiler
    Show

    Quote Originally Posted by Prime32
    FAIRY COMPANIONS

    Fairy
    {table=head]Diminutive Fey |
    Hit Dice: | 1/2d6 (1hp)
    Initiative: | +3
    Speed: | Fly 30ft (good) (6 squares)
    Armor Class: | 17 (+4 size, +3 Dex), touch 17, flat-footed 14
    Base Attack/Grapple: | +0/-16
    Attack: | —
    Full Attack: | —
    Space/Reach: | 1 ft./0 ft.
    Special Attacks: | Cure, Faerie Fire
    Special Qualities: | Breathless, Glow, Improved evasion, Low-light vision, Resistance to fire and cold 5
    Saves: | Fort +0, Ref +5, Will +3
    Abilities: | Str 1, Dex 17, Con 10, Int 13, Wis 12, Cha 14
    Skills: | Hide +9, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (religion) +5, Knowledge (the planes) +5, Listen +5, Move Silently +3, Search +0, Spot +5
    Feats: | Alertness, MobilityB
    Environment: | Temperate forests
    Organization: | Solitary
    Challenge Rating: | Included with master
    Treasure: | None
    Alignment: | Usually chaotic good
    Advancement: | None
    [/table]

    Breathless (Ex): A fairy does not need to breathe.

    Cure (Sp): Once per day, a fairy can restore 1d8 hit points per two HD (minimum 1d8) to a willing adjacent creature.

    Faerie Fire (Sp): As an immediate action, a fairy can produce a faerie fire effect on an adjacent creature for 1 round.

    Glow (Ex): Fairies glow with the brightness of a candle, inflicting a -6 penalty on Hide checks. This ability cannot be suppressed.

    Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a fairy takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

    NEW FEATS

    Fairy Assist [Fairy, Fighter, Racial]
    Prerequisites: Kokiri race
    Benefit: Your fairy inflicts a -2 penalty on AC and saving throws to all enemies adjacent to it.
    Special: A fighter may select this feat as one of his fighter bonus feats.


    Fairy Companion [Fairy]
    The Great Deku Tree grants you a fairy companion.
    Benefit: You gain a kokiri fairy companion; your effective HD is equal to half your character level. While your fairy is adjacent, you gain the benefits of the Alertness feat. Like a familiar, the fairy uses the better of its own or your skill ranks, base attack bonus, base saving throws and effective HD, and has hit points equal to one-quarter of your total.

    Fairy Boost [Fairy]
    Your fairy companion helps you prepare for the day by giving you useful advice while you perform your daily routine.
    Prerequisites: Fairy companion, character level 3rd.
    Benefit: Choose one of your physical ability scores. Whenever your fairy companion is within 30 feet, you gain a +2 bonus to that ability score. You can change the boosted ability score by spending 10 minutes practicing with your companion's guidance.

    Improved Fairy Boost [Fairy]
    Your fairy gives better advice than some...
    Prerequisites: Fairy companion, character level 9th.
    Benefit:The bonus granted by your Fairy Boost feat is equal to the number of [Fairy] feats you possess (minimum 2).

    Fairy Nudge [Fairy]
    Your fairy companion helps by pointing out important things you might have missed.
    Prerequisites: Fairy companion.
    Benefit: As long as your fairy companion is within 30 feet of you, whenever you make a Listen, Search, or Spot check, you may roll twice and take the better result.

    Fairy Whisper [Fairy]
    Your fairy companion notices whenever you're acting strangely.
    Prerequisites: Fairy companion, character level 12th.
    Benefit: You gain the slippery mind ability whenever your fairy companion is within 30 feet of you.

    Fairy Heal [Fairy]
    Your fairy companion can bring you back from the brink of death to continue the fight.
    Prerequisites: Fairy companion, character level 15th.
    Benefit: Whenever you are reduced to 0 or fewer hit points, your companion may spend an immediate action to instantly restore you to full health, as per the heal spell except that you are returned to your full normal hit point total. You may use this ability once per day, and only when your companion is within 5 feet of you.
    Last edited by sirpercival; 2012-10-07 at 09:48 PM.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    This is a martial adept class based on Link's fighting style of being able to use just about anything as a weapon, and moving between weapons in an instant (as well as Z-targeting in the later games).

    Hylian Warrior

    "All this for a bottled fish?!"

    A warrior trained in the ancient arts by the warmasters of Hyrule learns to use sword, shield, bow, and anything and everything else against his enemies.

    MAKING A HYLIAN WARRIOR
    Hylian Warriors excel at both melee and ranged combat, making use of just about everything.
    Abilities: Strength, Dexterity, and Wisdom are the most important ability scores for a Hylian Warrior; every character needs more hit points, so a high Constitution is also key.
    Races: Most often Kokiri, elves, and humans, though a member of any other race can train in Hyrule.
    Alignment: Any.
    Starting Gold: As ranger.
    Starting Age: As ranger.

    Class Skills
    The Hylian Warrior's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
    Skill Points at 1st Level: (6 + Int) x4
    Skill Points at Each Additional Level: 6 + Int

    Hit Die: d8


    {table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers Known | Maneuvers Readied | Stances Known
    1 | +1 | +2 | +2 | +0 | Favored weapon, focused target, Hylian bladestyle | 3 | 3 | 1
    2 | +2 | +3 | +3 | +0 | Hylian technique | 4 | 3 | 1
    3 | +3 | +3 | +3 | +1 | Adaptive bladestyle 1 | 5 | 3 | 1
    4 | +4 | +4 | +4 | +1 | Tools at hand +1 | 5 | 4 | 2
    5 | +5 | +4 | +4 | +1 | Favored weapon, Hylian technique | 6 | 4 | 2
    6 | +6/+1 | +5 | +5 | +2 | Delicate touch | 6 | 4 | 2
    7 | +7/+2 | +5 | +5 | +2 | Improved Hylian bladestyle | 7 | 4 | 2
    8 | +8/+3 | +6 | +6 | +2 | Adaptive bladestyle 2, Hylian technique, tools at hand +2 | 7 | 4 | 2
    9 | +9/+4 | +6 | +6 | +3 | Favored weapon | 8 | 4 | 2
    10| +10/+5 | +7 | +7 | +3 | Improved focused target | 8 | 5 | 3
    11| +11/+6/+1 | +7 | +7 | +3 | Hylian technique | 9 | 5 | 3
    12| +12/+7+2 | +8 | +8 | +4 | Tools at hand +3 | 9 | 5 | 3
    13| +13/+8/+3 | +8 | +8 | +4 | Adaptive bladestyle 3, favored weapon | 10| 5 | 3
    14| +14/+9/+4 | +9 | +9 | +4 | Hylian technique | 10| 5 | 3
    15| +15/+10/+5 | +9 | +9 | +5 | Greater Hylian bladestyle | 11| 6 | 3
    16| +16/+11/+6/+1 | +10| +10| +5 | Tools at hand +4 | 11| 6 | 4
    17| +17/+12/+7/+2 | +10| +10| +5 | Favored weapon, Hylian technique | 12| 6 | 4
    18| +18/+13/+8/+3 | +11| +11| +6 | Adaptive bladestyle 4 | 12| 6 | 4
    19| +19/+14/+9/+4 | +11| +11| +6 | Greater focused target | 13| 6 | 4
    20| +20/+15/+10/+5 | +12| +12| +6 | Hylian technique, tools at hand +5 | 13| 7 | 4[/table]

    Weapon and Armor Proficiencies: A Hylian warrior is proficient with all simple and martial weapons, light armor, and shields (but not tower shields).

    Maneuvers (Ex): You begin your career with knowledge of three martial maneuvers and one stance. The disciplines available to you are Fool's Grip, Iron Tortoise, Solar Wind, and Stone Dragon. You may spend a swift action at any time to recover a single expended maneuver; however, you may not use the recovered maneuver on the round you recover it, nor can you recover a maneuver in the same round you used it. At 4th level, and every 2 levels thereafter, you may exchange one of the maneuvers you know for any other maneuver you qualify for.

    Favored weapon (Ex): Choose two weapons with which you are proficient, and an additional weapon every 4 levels after 1st. Any feats you select which specifically apply to any of your favored weapons apply to all of your favored weapons. For example, a 1st-level Hylian warrior with Weapon Focus (Greatsword) who selected short sword and greatsword as his two favored weapons would gain a +1 bonus to attack rolls with both short swords and greatswords.

    Focused target (Ex): You are skilled at focusing on a particular enemy, making you more effective at attacking them. As a swift action, you can designate a single enemy as your focused target. You gain a bonus to attack rolls equal to your Wisdom modifier against that enemy. You may change targets at any time by spending another swift action.

    Hylian bladestyle (Ex): You learn to fight effectively in the Hylian style. You gain Quick Draw as a bonus feat, and can switch between any weapons you carry (including shields) as a free action at the beginning of your turn. You can only use this ability with weapons and shields with which you are proficient.

    Hylian technique: At 2nd level, and every 3 levels thereafter, you learn a technique of your choice, chosen from the list below. Some of the techniques have prerequisites that must be met, and others can be taken more than once; details are given in the technique descriptions.

    Techniques:
    Spoiler
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    Boomerang technique: You gain a bonus feat for which you meet the prerequisites, chosen from the following list: Boomerang Daze, Boomerang Ricochet, Exotic Weapon Proficiency (Talenta Boomerang). You may choose this technique up to 3 times, selecting a different bonus feat each time.

    Bowstyle (Ex): While wielding a bow, you can use it in melee without provoking attacks of opportunity, and you threaten squares within your normal reach. You can't make more than a single attack of opportunity with your bow in a round, regardless of the number of AoO's you are normally allowed. Requires Bowstyle, Lesser and class level 11th.

    Bowstyle, Greater (Ex): While wielding a bow, you threaten all squares up to 15 feet beyond your natural reach (e.g., a Medium creature would threaten squares out to 20 feet, while a Large creature would threaten out to 25). You can still only take one attack of opportunity in a round with your bow. Requires Bowstyle and class level 17th.

    Bowstyle, Lesser (Ex): The range increment on any bow you wield (including crossbows) increases by 50%.

    Shield technique: You gain a bonus feat for which you meet the prerequisites, chosen from the following list: Improved Shield Bash, Shield Specialization, Shield Ward. You may choose this technique up to 3 times, selecting a different bonus feat each time.

    Sword Beam (Su): As a standard action, you can make a ranged attack with a sword you wield against any creature within 30 feet, using your Strength modifier on attack and damage instead of your Dexterity modifier. You can use this ability a number of times per day equal to your Wisdom modifier.

    Sword Beam, Greater (Su): While wielding a sword, you can spend a use of your Sword Beam ability to replicate the effects of the whirling blade spell as a standard action. Requires Sword Beam and class level 8.

    Sword Spin (Su): While wielding at least one sword, you can spend a use of your Sword Beam ability to replicate the effects of the bladestorm spell as a swift action. Requires Sword Beam and class level 8.


    Adaptive bladestyle (Ex): Beginning at 3rd level, whenever you change weapons using your Hylian bladestyle ability, you may exchange one or more readied (not expended) maneuvers for other maneuvers you know (which are neither readied nor expended). At 3rd level, you can exchange 1 maneuver when you use this ability; the number of maneuvers you can exchange increases by 1 for every 5 levels after 3rd.

    Tools at hand (Ex): Upon reaching 4th level, you gain a +1 competence bonus to attacks with improvised weapons. This bonus increases by +1 every four levels after 4th.

    Delicate touch (Ex): At 6th level, the critical threat range of any improvised weapon you wield increases by 1.

    Improved Hylian bladestyle (Ex): Beginning at 7th level, the Hylian style has become second nature to you. Whenever you spend a free action to switch weapons with your Hylian bladestyle ability, you may choose to change your martial stance as part of the same free action (instead of a swift action as normal).

    Improved focused target (Ex): At 10th level, the bonus to attack rolls against your target becomes 1.5 times your Wisdom bonus, and you gain a bonus on damage rolls against your focused target equal to half your Wisdom modifier.

    Greater Hylian bladestyle (Ex): Beginning at 15th level, your mastery of the Hylian style is unparalleled. You can change weapons as a free action at any time (as per the Hylian bladestyle ability), including in between attacks during a full-attack action or during an opponent's turn, instead of being limited to the beginning of your turn. This change is in addition to the change at the beginning of your turn granted by the Hylian bladestyle ability; you can only change weapons a maximum of twice in one round. This allows a Hylian warrior to adjust their tactics based on their opponents' actions.

    Greater focused target (Ex): At 19th level, your focused target ability improves yet again. The bonus to attacks against your target becomes twice your Wisdom modifier, and the bonus to damage against your target becomes equal to your Wisdom modifier.
    Last edited by sirpercival; 2013-01-22 at 04:03 PM.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Gerudo Marauder

    "My country lay within a vast desert. When the sun rose into the sky, a burning wind punished my lands, searing the world. And when the moon climbed into the dark of night, a frigid gale pierced our homes. No matter when it came, the wind carried the same thing... Death."

    The Gerudo are a race of deadly women, ruled by a King, the only male Gerudo born every 100 years.
    (The male usually takes levels in Gerudo Dragmire)

    MAKING A GERUDO MARAUDER
    Gerudo Marauder are sneaky, magical bastards.
    Abilities: Strength, Dexterity, and Charisma are the most important ability scores for a Gerudo Marauder; every character needs more hit points, so a high Constitution is also key.
    Races: Humans. Gerudo Marauder are technically a race unto themselves, but w/e. Also, almost all Gerudo Marauder are women.
    Alignment: Any non-good, non-lawful.
    Starting Gold: As monk.
    Starting Age: As monk.

    Class Skills
    The Gerudo Marauder's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
    Skill Points at 1st Level: (8 + Int) x4
    Skill Points at Each Additional Level: 8 + Int

    Hit Die: d6

    {table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers Known | Maneuvers Readied | Stances Known
    1 | +0 | +0 | +2 | +2 | Beguile +2, staredown | 5 | 4 | 1
    2 | +1 | +0 | +3 | +3 | Sneak attack +1d6 | 6 | 4 | 2
    3 | +2 | +1 | +3 | +3 | Trained stealth | 7 | 5 | 2
    4 | +3 | +1 | +4 | +4 | Uncanny dodge | 7 | 5 | 2
    5 | +3 | +1 | +4 | +4 | Sneak attack +2d6 | 8 | 6 | 3
    6 | +4 | +2 | +5 | +5 | Beguile +4 | 9 | 6 | 3
    7 | +5 | +2 | +5 | +5 | Evasion | 10 | 6 | 3
    8 | +6/+1 | +2 | +6 | +6 | Sneak attack +3d6 | 10 | 7 | 3
    9 | +6/+1 | +3 | +6 | +6 | Improved uncanny dodge | 11 | 7 | 4
    10| +7/+2 | +3 | +7 | +7 | Improved staredown | 12 | 8 | 4
    11| +8/+3 | +3 | +7 | +7 | Beguile +6, sneak attack +4d6 | 13 | 8 | 4
    12| +9/+4 | +4 | +8 | +8 | Hide in plain sight | 13 | 8 | 4
    13| +9/+4 | +4 | +8 | +8 | Improved evasion | 14| 9 | 4
    14| +10/+5 | +4 | +9 | +9 | Sneak attack +5d6 | 15| 9 | 5
    15| +11/+6/+1 | +5 | +9 | +9 | Incredible reflexes | 16| 10 | 5
    16| +12/+7/+2 | +5 | +10| +10| Beguile +8 | 16| 10 | 5
    17| +12/+7/+2 | +5 | +10| +10| Sneak attack +6d6 | 17| 10 | 5
    18| +13/+8/+3 | +6 | +11| +11| Greater uncanny dodge | 18| 11 | 5
    19| +14/+9/+4 | +6 | +11| +11| Greater staredown | 19| 11 | 5
    20| +15/+10/+5 | +6 | +12| +12| Sneak attack +7d6 | 20| 12 | 6[/table]

    Weapon and Armor Proficiencies: A Gerudo Marauder is proficient with simple weapons, as well as any martial (but not exotic) discipline weapons for all her allowed disciplines (see below). Gerudo Marauder are also proficient with light armor, but not with shields.

    Maneuvers (Ex): You begin your career with knowledge of five martial maneuvers and one stance. The disciplines available to you are Chthonic Serpent, Desert Wind, Shadow Hand, Steel Serpent, and Witch Razor. You can spend a standard action during your turn to recover all expended maneuvers. At 4th level, and every 4 levels thereafter, you may exchange one of the maneuvers you know for any other maneuver you qualify for.

    Beguile (Ex): Your force of personality is such that you gain a +2 bonus to Bluff and Intimidate checks. This bonus increases by +2 at 6th, 11th, and 16th level.

    Staredown (Ex): Enemies have difficulty attacking you, because you stare them down. As a swift action, you can designate a single opponent to stare down; that opponent suffers a morale penalty equal to your Charisma modifier to attack rolls against you. Enemies who are immune to fear effects instead suffer a morale penalty equal to half your Charisma modifier. You can designate a new target at any time by spending a swift action; any opponent you target must be able to see you to suffer the penalty.

    Sneak Attack (Ex): At 2nd level, if you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for an extra 1d6 points of damage. This extra damage increases by +1d6 every three levels (+2d6 at 5th, +3d6 at 8th, etc.). For complete details on the sneak attack ability, see the description of the Rogue ability.

    Trained stealth (Ex): Beginning at 3rd level, you add your (unmodified) base Reflex save bonus to your Hide and Move Silently checks.

    Uncanny dodge (Ex): At 4th level, you retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gains improved uncanny dodge instead.

    Evasion (Ex): Upon reaching 7th level, you learn to avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of evasion if you are helpless.

    Improved uncanny dodge (Ex): Beginning at 9th level, you can no longer be flanked. This defense denies another character the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than you do. If you already have uncanny dodge from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank you.

    Improved staredown (Su): At 10th level, whenever you choose a new target for your staredown ability, the opponent must make a Will save (DC 10 + 1/2 Gerudo Marauder level + your Cha modifier) or be unable to take any action against you which would require an attack roll. This effect lasts until you change targets or until you make an attack roll against the opponent.

    Hide in plain sight (Ex): When you reach 12th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow.

    Improved evasion (Ex): This ability, gained at 13th level, works like evasion (see above). You take no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, you take only half damage even if you fail your saving throw.

    Incredible reflexes (Ex): At 15th level, you add your (unmodified) base Reflex save bonus to initiative checks.

    Greater uncanny dodge (Ex): Beginning at 18th level, you can no longer be surprised. You automatically act on your initiative during surprise rounds (unless some other effect, such as being dazed or stunned, prevents you from taking an action), provided you are aware of your opponent.

    Greater staredown (Ex): Upon reaching 19th level, your staredown effect applies to all enemies within 30 feet that can see you. You must still pick a single target for the effect of your improved staredown.
    Last edited by sirpercival; 2013-01-16 at 08:55 PM.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    OCARINIST

    "As long as you had the Ocarina in your possession, I thought Ganondorf could never enter the Sacred Realm, but... something I could never expect happened..."

    An Ocarinist has learned how to bend time, space, and reality through the use of his Ocarina.

    BECOMING AN OCARINIST
    An Ocarinist begins as a Hylian Warrior with a fairy, and then discovers and learns to play an Ocarina of Time.

    ENTRY REQUIREMENTS
    Skills: Perform 5 ranks.
    Feats: Fairy Companion (or fairy companion racial trait), one other [Fairy] feat.
    Initiator Level: 7th.
    Special: Hylian bladestyle
    Special: Must be in possession of an Ocarina of Time.


    Class Skills
    The Ocarinist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Knowledge (Arcana, Nature, the Planes), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), and Tumble (Dex).
    Skills Points at Each Level : 4 + Int

    Hit Die: d8

    {table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers Known | Maneuvers Readied | Stances Known
    1 | +0 | +0 | +2 | +2 | Hylian training, ocarina music, Epona's song | 1 | 0 | 1
    2 | +1 | +1 | +3 | +3 | Sun's Song | 0 | 0 | 1
    3 | +2 | +2 | +3 | +3 | Song of Storms | 1 | 0 | 1
    4 | +3 | +3 | +4 | +4 | Warp song | 0 | 4 | 2
    5 | +3 | +3 | +4 | +4 | Song of time| 1 | 4 | 2[/table]

    Weapon and Armor Proficiencies: Ocarinists gain proficiency with the bastard sword, kukri, two-bladed sword, shortsword, and flail, if they did not have it already. They gain no new armor or shield proficiencies.

    Maneuvers: At 1st, 3rd, and 5th level, you gain one new maneuver known from the Riven Hourglass discipline. You must meet a maneuver's prerequisite to learn it. You add your full Ocarinist levels to your initiator level to determine your total initiator level and highest-level maneuvers known. At 4th level, you gain an additional maneuver readied per day.

    Stances: You learn an additional stance from the Riven Hourglass discipline at 2nd level. You must meet the stance's prerequisites to learn it.

    Hylian training: At each level, you may exchange any one maneuver or stance you know for any Riven Hourglass maneuver or stance for which you meet the prerequisites. You may only exchange maneuvers for maneuvers of the same level, and stances for stances of the same level.

    Ocarina music: You gain the ability to play magical songs on the Ocarina (similar to Bardic Music) to produce various effects. You can use ocarina music effects 3 + your Ocarinist level times per day. Ocarina music counts as bardic music for the purposes of qualifying for feats and prestige classes (though it cannot substitute for particular effects, such as Inspire Courage or Inspire Competence).

    Epona's song (Su): You can spend a use of your ocarina music as a standard action to summon a magical horse to ride. This ability is identical to the phantom steed spell, with a CL equal to 5 + your Ocarinist level.

    Sun's song (Su): At 2nd level, you can spend a use of your ocarina music to stun nearby undead. Make a Perform check as a standard action; all undead within 60 feet must make a Will save (DC equal to your Perform check result) or be dazed for a number of rounds equal to your Ocarinist level. In addition, any creatures within 30 feet that have special vulnerability to sunlight must make a Fortitude save at the same DC or take damage equal to twice your Perform check result.

    Song of storms (Su): Beginning at 3rd level, you can spend a use of your ocarina music to exercise mastery of the weather. The strength of the effect depends on how long you play the Song; choose which effect to produce when you start playing.
    • 1 round -- You gain the benefit of the call lightning spell, with a CL equal to twice your Ocarinist level.
    • 2 rounds -- You gain the benefit of the call lightning storm spell, with a CL equal to three times your Ocarinist level.
    • 1 minute -- You gain the benefit of the control weather spell, with a CL equal to four times your Ocarinist level. You must be at least a 13th-level character to use this version of the ability.


    Warp song (Su): Upon reaching 4th level, you gain the ability to transport yourself to distant places with your music. The strength of the effect depends on how long you play the Song; choose which effect to produce when you start playing.
    • Move action -- You gain the benefit of the dimension door spell, with a CL equal to twice your Ocarinist level.
    • Standard action -- You gain the benefit of the teleport spell, with a CL equal to three times your Ocarinist level.
    • 1 full round -- You gain the benefit of the greater teleport spell, with a CL equal to three times your Ocarinist level. You must be at least a 13th-level character to use this version of the ability.


    Song of time (Su): At 5th level, you are a master of the Ocarina. You can spend a use of ocarina music as an immediate action when rolling initiative to automatically go first in an encounter.
    Last edited by sirpercival; 2012-10-07 at 09:50 PM.
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    MASQUETEER

    "When a body is used by another, it can be called nothing but a puppet. This one has served its purpose, and it is useless."

    A Masqueteer uses masks to tailor his abilities to any given situation.

    BECOMING A MASQUETEER
    A Masqueteer begins as a Hylian Warrior with a fairy... and then collects masks.

    ENTRY REQUIREMENTS
    Skills: Disguise 5 ranks.
    Feats: Fairy Companion (or fairy companion racial trait), one other [Fairy] feat.
    Initiator Level: 7th.
    Special: Improved Hylian bladestyle


    Class Skills
    The Masqueteer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Knowledge (Arcana, Nature, the Planes), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), and Tumble (Dex).
    Skills Points at Each Level : 4 + Int

    Hit Die: d6

    {table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers Known | Maneuvers Readied | Stances Known
    1 | +0 | +0 | +2 | +2 | Hylian training, masquerade 1 | 1 | 0 | 1
    2 | +1 | +1 | +3 | +3 | Copyshift | 0 | 0 | 1
    3 | +2 | +2 | +3 | +3 | Masquerade 2 | 1 | 0 | 1
    4 | +3 | +3 | +4 | +4 | Improved copyshift | 0 | 4 | 2
    5 | +3 | +3 | +4 | +4 | Deepshift, masquerade 3 | 1 | 4 | 2[/table]

    Weapon and Armor Proficiencies: Masqueteers gain proficiency with the punching dagger, spiked gauntlet, armor spikes, sickle, and handaxe, if they did not have it already. They gain no new armor or shield proficiencies.

    Maneuvers: At 1st, 3rd, and 5th level, you gain one new maneuver known from the Masked Moon discipline. You must meet a maneuver's prerequisite to learn it. You add your full Masqueteer levels to your initiator level to determine your total initiator level and highest-level maneuvers known. At 4th level, you gain an additional maneuver readied per day.

    Stances: You learn an additional stance from the Masked Moon discipline at 2nd level. You must meet the stance's prerequisites to learn it.

    Hylian training: At each level, you may exchange any one maneuver or stance you know for any Masked Moon maneuver or stance for which you meet the prerequisites. You may only exchange maneuvers for maneuvers of the same level, and stances for stances of the same level.

    Masquerade (Ex): You craft special masks which grant you various and sundry abilities. You begin with 3 masks chosen from the list below, and you acquire 3 more masks with every level of Masqueteer that you take. You can have only one mask active at a time, and changing masks requires a move action; alternatively, you can change masks as part of the same free action whenever you use your Hylian bladestyle ability. At 3rd level, you can benefit from the effects of two masks active at once, and at 5th level, you can benefit from the effects of 3 masks at once; you can still only change 1 mask with a single action, however.

    Masks:
    Spoiler
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    All-night mask: While wearing this mask, a masqueteer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. In addition, he gains blindsense out to a distance of 60 feet.

    Blast mask: A masqueteer wearing this mask can spend a standard action to make a Disguise check; he then causes an explosion deals 1d4 concussion damage times one-half of his check result to everything in a 30-foot burst centered on his square. After using this ability, he cannot do so again for 1d4 rounds.

    Bremen mask: While wearing this mask, a masqueteer can use animal messenger, animal trance, and charm animal as spell-like abilities at will, with a caster level equal to his character level. In addition, he can use a summon nature's ally spell of a level equal to his masqueteer level as a spell-like ability to summon animals only, with a CL equal to his character level; he can use this ability no more than once every 10 minutes. For example, a 4th-level masqueteer could summon a giant crocodile using SNA IV.

    Bunny hood: A masqueteer wearing this mask constantly receives the benefit of the haste spell.

    Captain's hat: This mask grants a masqueteer the ability to use hide from undead as a spell-like ability at will. In addition, a masqueteer is immune to poison, sleep effects, paralysis, stunning, disease, fatigue, exhaustion, and death effects while wearing this mask.

    Circus Leader's mask: While wearing this mask, a masqueteer radiates an aura that causes all enemies within 30 feet to lose their immunity to mind-affecting effects, if any. In addition, the masqueteer can use crushing despair and good hope as spell-like abilities at will.

    Couple's mask: A masqueteer wearing this mask can use shield other as a spell-like ability at will. In addition, once per round as a swift action, the masqueteer can make a Disguise check to heal a single ally within 30 feet a number of hitpoints equal to the check result.

    Don Gero's mask: This mask continuously confers on a masqueteer the ability to speak with animals as per the spell. In addition, once per day per class level (regardless of the number of times the mask is removed and reactivated) the masqueteer can use commune with nature as a spell-like ability with a caster level equal to his character level.

    Fierce Deity mask: While wearing this mask, a masqueteer constantly gains the benefit of the righteous might spell. In addition, the masqueteer can use bladestorm and whirling blade as spell-like abilities at will, and he can use his ranks in the Disguise skill in place of his base attack bonus on the attack rolls, if he chooses.

    Garo's mask: A masqueteer wearing this mask can use the Hide skill even while being observed, and can use his Disguise bonus instead of his Hide bonus if he chooses. In addition, the masqueteer gains +1d6 sneak attack damage for every masqueteer level he possesses.

    Giant's mask: Wearing this mask increases a masqueteer's size by two categories, as per the expansion psionic power. In addition, he gains DR 5/adamantine.

    Gibdo mask: While wearing this mask, a masqueteer can use speak with dead as a spell-like ability at will. In addition, the masqueteer can turn or rebuke undead as a cleric of his character level. As with a cleric, he turns if he is good and rebukes if he is evil. If he is neutral, he chooses whether to turn or rebuke upon activating the mask, and the choice lasts for 24 hours. Once the masqueteer has used this ability, he cannot do so again for 5 rounds.

    Great Fairy mask: A masqueteer who wears this mask gains special benefits whenever his fairy companion is within 5 feet. He gains a bonus to attacks, saves, and skill checks equal to the number of [Fairy] feats he has, and fast healing equal to twice the number of [Fairy] feats he has.

    Kafei's mask: While wearing this mask, a masqueteer can make Disguise checks in place of Gather Information checks; the time it takes and the chance for retry are as normal for Gather Information. In addition, the masqueteer gains the benefit of the Urban Tracking feat, and can use locate creature and locate object as spell-like abilities at will, with a caster level equal to his character level.

    Kamaro's mask: A masqueteer wearing this mask dances gracefully through combat. He can make a Disguise check at the beginning of his turn as a free action each round; if he does so, he gains a competence bonus to attack rolls and damage rolls, and a dodge bonus to armor class, equal to one quarter of his check result. The bonus lasts until the beginning of his next turn.

    Keaton mask: While wearing this mask, a masqueteer gains the Bardic Knowledge ability of a bard of his character level. In addition, once per day per class level (regardless of the number of times the mask is removed and reactivated) the masqueteer can use commune as a spell-like ability with a caster level equal to his character level.

    Mask of scents: This mask grants a masqueteer the scent special ability, as well as the benefit of the Track feat. In addition, once per day per class level (regardless of the number of times the mask is removed and reactivated) the masqueteer can use heal as a spell-like ability with a caster level equal to his character level.

    Mask of truth: A masqueteer wearing this mask gains telepathy to a range of 100 feet, as well as the benefit of the Mindsight feat. In addition, the masqueteer can use discern lies as a spell-like ability at will, with a CL equal to his character level.

    Postman's hat: While wearing this mask, a masqueteer can use sending as a spell-like ability at will.

    Romani mask: This mask grants a masqueteer a +2 bonus to Intelligence, Wisdom, and Charisma.

    Stone mask: A masqueteer wearing this mask can use greater invisibility and nondetection as spell-like abilities at will, with a CL equal to his character level.


    Copyshift (Su): Beginning at 2nd level, you gain the ability to mimic a single willing creature within 30 feet of you. Once per day per class level, you can use this ability as a full-round action to assume the form of a normal member of the target creature's race, as per the alter self spell, but with no type restriction. Make a Disguise check as part of the same action; you can remain in the assumed form for a maximum of 10 minutes times your Disguise check result, or you may return to your original form as a standard action. You do not acquire any templates of the mimicked creature, nor can you mimic summoned or called creatures.

    Improved copyshift (Su): At 4th level, whenever you use your copyshift ability, the effect is that of the polymorph spell (with no type restriction) instead of alter self.

    Deepshift (Su): Upon reaching 5th level, you gain the [Shapechanger] subtype. In addition, whenever you use your improved copyshift ability, you gain one supernatural or spell-like ability of your choice from your mimicked form. If the chosen ability has a limit on the number of uses per day, that limit applies even if you copyshift to the same form more than once in the same day.
    Last edited by sirpercival; 2012-10-07 at 09:50 PM.
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    TWILIGHT CHAMPION

    "Some call our realm a world of shadows, but that makes it sound so unpleasant... The twilight there holds a serene beauty... You have seen it yourself as the sun sets on this world. Bathed in that light, all the people were pure and gentle..."

    A Twilight Champion can turn into a wolf. Sweeeeet...

    BECOMING A TWILIGHT CHAMPION
    A Twilight Champion begins as a Hylian Warrior with a fairy, and then learns to get in touch with his Twilight side.

    ENTRY REQUIREMENTS
    Skills: Hide 8 ranks, Jump 8 ranks.
    Feats: Fairy Companion (or fairy companion racial trait), one other [Fairy] feat.
    Initiator Level: 5th.
    Special: Hylian bladestyle

    Class Skills
    The Twilight Champion's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Arcana, Nature, the Planes), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), and Tumble (Dex).
    Skills Points at Each Level : 4 + Int

    Hit Die: d8

    {table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers Known | Maneuvers Readied | Stances Known
    1 | +0 | +2 | +2 | +0 | Hylian training, twilight companion, wolf shape | 1 | 0 | 1
    2 | +1 | +3 | +3 | +0 | Twilight step | 0 | 0 | 1
    3 | +2 | +3 | +3 | +1 | Lupine shape | 1 | 0 | 1
    4 | +3 | +4 | +4 | +1 | Twilight pounce, twilight journey | 0 | 4 | 2
    5 | +3 | +4 | +4 | +1 | Shadowsight, twilight shape | 1 | 4 | 2[/table]

    Weapon and Armor Proficiencies: Twilight Champions gain proficiency with the punching dagger, spiked gauntlet, armor spikes, sickle, handaxe, kukri, kama, claw, and greataxe if they did not have it already. They gain no new armor or shield proficiencies.

    Maneuvers: At 1st, 3rd, and 5th level, you gain one new maneuver known from the Shadow Hand or Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Twilight Champion levels to your initiator level to determine your total initiator level and highest-level maneuvers known. At 4th level, you gain an additional maneuver readied per day.

    Stances: You learn an additional stance from the Shadow Hand or Tiger Claw disciplines at 2nd level. You must meet the stance's prerequisites to learn it.

    Hylian training: At each level, you may exchange any one maneuver or stance you know for any Shadow Hand or Tiger Claw maneuver or stance for which you meet the prerequisites. You may only exchange maneuvers for maneuvers of the same level, and stances for stances of the same level.

    Twilight companion: Upon entering this class, your fairy companion gains the Shadow template.

    Wolf shape (Su): You gain the ability to turn yourself into a wolf (and back again). This ability functions as the polymorph spell, except as noted here. Changing form is a standard action and doesn't provoke attacks of opportunity, and you can sheathe or draw your weapons as part of the same action by using your Hylian bladestyle ability. You may assume wolf form (and change back) at will and may remain in wolf form as long as you wish. You retain the ability to speak and may communicate with other wolves.

    Twilight step (Su): Beginning at 2nd level, as a standard action you can travel between shadows as if by means of a dimension door spell while you are in wolf form. The only limitation is that the magical transport must begin and end in an area with at least some shadow or darkness. You can step up to a total of 10 feet per class level per jump, and can step any number of times per day, but only while in wolf form.

    Lupine shape (Su): At 3rd level, you can use your wolf shape ability to assume the form of a dire wolf. In addition, changing to or from wolf form requires a move action instead of a standard action.

    Twilight journey (Su): Once per day starting at 4th level, you may use shadow walk as a caster whose level is equal to your character level while in your wolf form.

    Twilight pounce (Ex): Upon reaching 4th level, you learn how to attack swiftly from the shadows. Any time you use an ability, spell, or effect with the teleportation descriptor (for example, your twilight step ability), you may execute a full attack upon completion of the teleportation. You must have line of sight on your intended target from your original location, and the spot to which you teleport must be a place from which you can launch a melee attack at the intended target with whatever weapon you have in hand (or your natural weapons) at the beginning of your action.

    Shadowsight (Ex): At 5th level, gifted with a mystical connection to shadow and twilight, you gain a superior form of darkvision with a 60 foot range. You can see through any form of normal or magical darkness without hindrance

    Twilight shape (Su): When you reach 5th level, whenever you use your wolf shape ability, you also gain the Shadow template. Choose the abilities granted by the template when you take this level of twilight champion; these abilities do not change (though you are granted more abilities as normal when you increase in Hit Dice). You only gain the benefit of the template while in your wolf form.
    Last edited by sirpercival; 2012-10-07 at 09:50 PM.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    CHRONAL ADEPT

    "Please visit me after you've grown up! I'll wait for you, no matter how long!"
    alternate quote: "Remember the trash can!"

    A Chronal Adept learns to jump into the past, alter the flow of possibility, and return in a split second to find that the situation has become more favorable.

    BECOMING A CHRONAL ADEPT
    A Chronal Adept begins as a Hylian Warrior.

    ENTRY REQUIREMENTS
    Feats: Improved Initiative.
    Initiator Level: 7th.
    Special: Improved Hylian bladestyle


    Class Skills
    The Chronal Adept's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Arcana, Nature, the Planes), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), and Tumble (Dex).
    Skills Points at Each Level : 4 + Int

    Hit Die: d8

    {table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers Known | Maneuvers Readied | Stances Known
    1 | +1 | +0 | +2 | +0 | Hylian training, paradox, time essence | 1 | 0 | 1
    2 | +2 | +0 | +3 | +0 | Time essence | 0 | 0 | 1
    3 | +3 | +1 | +3 | +1 | Improved paradox, time essence | 1 | 0 | 1
    4 | +4 | +1 | +4 | +1 | Time essence | 0 | 4 | 2
    5 | +5 | +1 | +4 | +1 | Greater paradox, time essence | 1 | 4 | 2[/table]

    Weapon and Armor Proficiencies: Chronal Adepts gain proficiency with the bastard sword, kukri, two-bladed sword, shortsword, and flail, if they did not have it already. They gain no new armor or shield proficiencies.

    Maneuvers: At 1st, 3rd, and 5th level, you gain one new maneuver known from the Riven Hourglass discipline. You must meet a maneuver's prerequisite to learn it. You add your full Chronal Adept levels to your initiator level to determine your total initiator level and highest-level maneuvers known. At 4th level, you gain an additional maneuver readied per day.

    Stances: You learn an additional stance from the Riven Hourglass discipline at 2nd level. You must meet the stance's prerequisites to learn it.

    Hylian training: At each level, you may exchange any one maneuver or stance you know for any Riven Hourglass maneuver or stance for which you meet the prerequisites. You may only exchange maneuvers for maneuvers of the same level, and stances for stances of the same level.

    Time essence (Su): At each level, you acquire a magical ability called an Essence of Time, chosen from the list below. Each Essence can be activated once per day as a standard action which doesn't provoke attacks of opportunity.

    Essences of Time:
    Spoiler
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    Ancient Wood: "It whispers only truth to closed ears from out of the stillness." When activated, this essence grants you the benefit of a commune spell as cast by a cleric of your character level.

    Burning Flame: "It reignites wavering hearts with a hero's burning passion." When activated, this essence grants you the benefit of a greater heroism spell as cast by a bard of your character level.

    Echoing Howl: "It echoes far across the plains to speak to insolent hearts." When activated, this essence grants you the benefit of a sending spell as cast by a wizard of your character level.

    Eternal Spirit: "Even after life ends, it speaks across time to the heart." When activated, this essence grants a touched creature the benefit of a revivify spell as cast by a cleric of your character level.

    Falling Star: "The eternal light of this heavenly body acts as guide to the other essences." When activated, this essence duplicates the effect of one other essence that you have; this basically gives you an extra use of the chosen essence on a given day. Decide which essence to duplicate each time you activate Falling Star.

    Lonely Peak: "It is a proud, lonely spirit that remains stalwart, even in trying times." When activated, this essence grants you the benefit of a panacea spell as cast by a druid of your character level.

    Rolling Sea: "The mystical song of the sea roars into a crashing wave that sweeps heroes out into adventure." When activated, this essence grants you the benefit of a freedom of movement spell as cast by a druid of your character level.

    Sacred Soil: "All that lies sleeping in the bosom of the earth will know the nourishing warmth of the Sacred Soil." When activated, this essence produces the effects of a heroes' feast spell as cast by a wizard of your character level.


    Paradox (Su): You learn how to jump backwards in time, altering the past to produce more favorable circumstances in the present; doing so grants you a circumstance bonus to any single d20 roll equal to your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your class level, as part of the same action required by the d20 roll.

    Improved paradox (Su): At 3rd level, you learn to time-jump in response to threats which would otherwise overwhelm you. You can spend a use of your paradox ability as an immediate action to reroll any d20 roll you just made; you must take the result of the second roll, which benefits from your normal paradox bonus.

    Greater paradox (Su): When you reach 5th level, your paradox ability improves again, allowing you to jump backwards in time, make slightly different choices, and return to the present unharmed. Whenever subjected to an effect that would reduce you to fewer than 0 hit points (or kill you outright, e.g. a Death effect), you can spend three uses of your paradox ability to instantly be restored to your full normal hit points and cured of any negative conditions or ability damage. You can use this ability a maximum of once per day.
    Last edited by sirpercival; 2012-10-07 at 09:50 PM.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Reserved for Stormblade prc (under construction)
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    OK, that's everything I have for now. Any comments??
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    And subscribed I haven't gone through all of it yet so I can't give a detailed peach, but so far what I've seen looks all right. Also just out of curiousity are you going to stat out some of the monsters in the Zeldaverse? I couldn't imagine the looks on players faces when Bongo Bongo came out
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    This is awesome. Incidentally, have you ever seen the Zelda d20 Fan-Sourcebook? It might be a good reference for ideas, or to see what other people have done, if you haven't. I could drop a link.

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    Quote Originally Posted by al'raith View Post
    And subscribed I haven't gone through all of it yet so I can't give a detailed peach, but so far what I've seen looks all right. Also just out of curiousity are you going to stat out some of the monsters in the Zeldaverse? I couldn't imagine the looks on players faces when Bongo Bongo came out
    Glad it spoke to you! I haven't worried about the monsters yet... my DM has been putting them together. It's oslecamo, he knows monsters. Lol. I do have planned a bunch of other prcs (of course, there are a ton of games) as well as a more magical class for the Princess herself.

    Prime32's thread which has the Kokiri and the original fairy stuff also has Goron, Deku, and Zora races.

    Quote Originally Posted by AuraTwilight View Post
    This is awesome. Incidentally, have you ever seen the Zelda d20 Fan-Sourcebook? It might be a good reference for ideas, or to see what other people have done, if you haven't. I could drop a link.
    Thanks! I've seen some of it, but I wasn't particularly drawn to it... seemed more like Link-the-class rather than something that could have grown organically out of the world like this.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Quote Originally Posted by AuraTwilight View Post
    This is awesome. Incidentally, have you ever seen the Zelda d20 Fan-Sourcebook? It might be a good reference for ideas, or to see what other people have done, if you haven't. I could drop a link.
    Please do so, at least for the rest of us.
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    ...magical trumps mundane so often that mundane really needs to be able to give magic a good kick in the junk now and then.

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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Which game would be for the Stormblade? The Wind Waker? I kinda thought about it that it could be that, but then realized that the only really unique abilities Link has in that game are music-based, which easily fold into the Ocarinist (likewise with the very few music things from Twilight Princess and others).

    (Disregard my assumption of it being the Wind Waker, as I just saw the first post mentioning it is for Oracle of Seasons.)

    Then again, you gave the Ocarinist the Song of Time (I spot on a skimming), so it has some time-based stuff. What is the big difference in abilities between Ocarina of Time and the Oracle games that made them be turned into two seperate PrCs, since I see the Oracle one deals with time as well?

    Favourited either way though, since I like the "base class with PrCs" set-up that I think is very fitting for Link and his various incarnations. You can expect a Tiering once I get back into it.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    By the way, speaking of, shouldn't the Gerudo be like, a race, and what you have can be a Racial Paragon Class instead?

    http://www.4shared.com/office/Mm_IbI..._of_Zelda.html

    Here it is btw.

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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Quote Originally Posted by Morph Bark View Post
    Which game would be for the Stormblade? The Wind Waker? I kinda thought about it that it could be that, but then realized that the only really unique abilities Link has in that game are music-based, which easily fold into the Ocarinist (likewise with the very few music things from Twilight Princess and others).

    (Disregard my assumption of it being the Wind Waker, as I just saw the first post mentioning it is for Oracle of Seasons.)
    Yup. :)

    Then again, you gave the Ocarinist the Song of Time (I spot on a skimming), so it has some time-based stuff. What is the big difference in abilities between Ocarina of Time and the Oracle games that made them be turned into two seperate PrCs, since I see the Oracle one deals with time as well?
    Well, my idea was to make a prc for each game, or near enough. Since each one is only 5 levels, I think there's room for a wealth of different takes on similar themes.

    Favourited either way though, since I like the "base class with PrCs" set-up that I think is very fitting for Link and his various incarnations. You can expect a Tiering once I get back into it.
    Yay!! My own personal Hylian Warrior (building for Masqueteer) is very enjoyable to play, and has been quite effective in combat.

    Quote Originally Posted by AuraTwilight View Post
    By the way, speaking of, shouldn't the Gerudo be like, a race, and what you have can be a Racial Paragon Class instead?
    Well, it's a race, and it's a class to represent their fighting style. Someone could be Gerudo-trained, you know?
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    I would totally play the heck out of Chronal Adept or Twilight Champion. One question I had about the latter is if you can still pull of maneuvers when in wolf form. I am thinking yes, but I am not sure.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Quote Originally Posted by Tvtyrant View Post
    I would totally play the heck out of Chronal Adept or Twilight Champion. One question I had about the latter is if you can still pull of maneuvers when in wolf form. I am thinking yes, but I am not sure.
    Nice

    I would rule yes, unless the maneuver required anatomy or equipment you didn't have.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    I notice that you don't have anything representing the swordspin or the sword beam, and it seems a little odd to me as they were link's trademarks before the 3D games. You should probably add them as hylian techniques.

    Also, are you making any more prcs? (other than stormblade.) My favorite zelda games were Link's Awakening & Zelda II, neither of which have classes.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Quote Originally Posted by Jester of Doom View Post
    I notice that you don't have anything representing the swordspin or the sword beam, and it seems a little odd to me as they were link's trademarks before the 3D games. You should probably add them as hylian techniques.
    I don't think those are in every game, are they? They'll show up somewhere though, I promise.

    Also, are you making any more prcs? (other than stormblade.) My favorite zelda games were Link's Awakening & Zelda II, neither of which have classes.
    Oh yes, absolutely. I just posted the ones I had done so far. My homebrew to-do list is quite long, though... just to warn you
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Why did you not post this 2 weeks ago . We just started with a new campaign, I would have loved to play a Hylian Warrior.

    Quote Originally Posted by sirpercival View Post
    I don't think those are in every game, are they? They'll show up somewhere though, I promise.
    Sword spin has been in almost every Zelda except Zelda 1 and Zelda 2.
    Sword beam was usually found in almost all 2D Zelda games, and Skyward sword.

    Maybe add them as Hylian Techniques?
    Last edited by RoyVG; 2012-08-30 at 04:34 AM.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Quote Originally Posted by RoyVG View Post
    Why did you not post this 2 weeks ago . We just started with a new campaign, I would have loved to play a Hylian Warrior.
    Sorry! I only started porting my stuff over here less than two weeks ago... It was posted over on minmaxboards, but I doubt that's any consolation.


    Sword spin has been in almost every Zelda except Zelda 1 and Zelda 2.
    Sword beam was usually found in almost all 2D Zelda games, and Skyward sword.

    Maybe add them as Hylian Techniques?
    Fair enough. Sword Spin is essentially Bladestorm/Whirlwind Attack, and Sword Beam is Whirling Blade. Do I make them (Su) or (Ex), is the question?
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Quote Originally Posted by sirpercival View Post
    Sorry! I only started porting my stuff over here less than two weeks ago... It was posted over on minmaxboards, but I doubt that's any consolation.
    Lol, no problem, I likely wouldn't have seen it if a friend didn't point it out.
    I'm playing a Chozo Warrior (aka Samus) right now. If he dies, i'll play a Hylian Warrior for sure :D

    Quote Originally Posted by sirpercival View Post
    Fair enough. Sword Spin is essentially Bladestorm/Whirlwind Attack, and Sword Beam is Whirling Blade. Do I make them (Su) or (Ex), is the question?
    Good question, Sword Spin I would make (Ex), because you're 'just spinning your sword around'. At least in most games it was, not counting the Super Spins in Windwaker and Four Swords Adventures.
    Sword Beam..... (Ex) would make it more consistent with the other techniques, but (Su) feels like it make more sense. The only difference as a (Su) is that it doesn't work in an antimagic field.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Quote Originally Posted by RoyVG View Post
    Lol, no problem, I likely wouldn't have seen it if a friend didn't point it out.
    I'm playing a Chozo Warrior (aka Samus) right now. If he dies, i'll play a Hylian Warrior for sure :D
    Lol we have a Pirate Trooper in my game. Sounds good, if you do let me know how it turns out!

    Good question, Sword Spin I would make (Ex), because you're 'just spinning your sword around'. At least in most games it was, not counting the Super Spins in Windwaker and Four Swords Adventures.
    Sword Beam..... (Ex) would make it more consistent with the other techniques, but (Su) feels like it make more sense. The only difference as a (Su) is that it doesn't work in an antimagic field.
    I'm leaning toward making them both (Su), it cleans up the mechanics a little bit. The sword spin was magical in Ocarina of Time...

    EDIT: Sword Beam, Greater Sword Beam, and Sword Spin techniques added.
    Last edited by sirpercival; 2012-08-30 at 07:21 AM.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    I've been considering making a compendium of various video game based brews, as I've found more and more evidence of fan brews (not to mention the fact that I'm interested in making my own). If you or anyone on this is interested in assisting me or becoming involved, let me know.

    On another note, I'm loving the idea of a base hero class, and then branching off in PrC's. I'm interested to see what you come up with for the skyward incarnment!
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Quote Originally Posted by TheWombatOfDoom View Post
    I've been considering making a compendium of various video game based brews, as I've found more and more evidence of fan brews (not to mention the fact that I'm interested in making my own). If you or anyone on this is interested in assisting me or becoming involved, let me know.
    I'm happy to help with a few links from minmaxboards. Far cry from exhaustive, but maybe it'll help.



    On another note, I'm loving the idea of a base hero class, and then branching off in PrC's. I'm interested to see what you come up with for the skyward incarnment!
    I'm glad you like it! I'm going to add more to this, hopefully sooner rather than later, though to be honest it isn't at the top of my to-do list...
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    If I may ask, what do the Kong and Ice Fairy in your campaign use? I know of a Pokemaster class (which I myself adopted and tweaked for an earlier campaign of my own), though perhaps it isn't the same one as the one you use.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Does the fairy's cure scale based on the fairy's Hit Dice or the target's Hit Dice? It seems ambiguous.

    Fairy Assist is a bit overpowered. If it was -1 to both, or the character's choice of -2 to either to a single target, then it would be fine.

    Fairy Boost is very overpowered. Compare this to the benefits a familiar grants. Bonuses to ability scores are just too powerful for single feats.

    It's pretty non-standard to make Gerudo a class. Most D&D races are simply races. It is appropriate to make a racial prestige class, encouraging members of that race to conform to a particular archetype.

    I like what you did for the ocarina prestige class.

    If you're looking for more Zelda races, I did a Pathfinder writeup a while ago.
    Last edited by Thomar_of_Uointer; 2012-08-30 at 03:28 PM.
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    Default Re: Heroes of Hyrule: Zeldaverse in D&D 3.5 (PEACH)

    Quote Originally Posted by Morph Bark View Post
    If I may ask, what do the Kong and Ice Fairy in your campaign use? I know of a Pokemaster class (which I myself adopted and tweaked for an earlier campaign of my own), though perhaps it isn't the same one as the one you use.
    The pokémaster uses this, with a few houserules that I don't remember.

    The Kong is an anthropomorphic animal, though I have no idea what he'll be doing once we hit 7th level soon.

    The Ice Fairy is a Frostwind Virago.
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