Danc/Karn. Character portraits from Japanese release (left), My own Edit (middle), and Western release (right). Karn's in game portrait was changed for the international release of Breath of Fire likely to preempt possible concerns with Blackface portrayal of dark skinned characters. It seems likely that whoever called for the change asked the art team to change the portrait but did not specify how, thus we see such a drastic official change rather than the more subtle change I've provided here.
Friday, December 12, 2014
Monday, March 17, 2014
Races: Day 11
Capcom
Grassmen: Grassmen
are one of the longest-living clans. On the whole, the clan is famous for being
emotionless and guided only by logic, they travel the world when they are young
gathering as much knowledge as possible and transform into ‘wise trees’ in
their old age. Because of their extreme longevity, they often become sages for
folk that they find mutual acceptance with, and offer advice and accounts about
things that have passed long ago. They remain as the sole source for accurate
historical information that is not tainted by the revisions done by religions
or Gods. Unlike other clans, Grassmen do not generally live in villages or in any sort of
group. Once a Grassman reaches old age they become a tree, unable to move ever
again. Grassmen have the ability to communicate with plants (can make a gather
information check and learn from any nearby plant) and able to traverse
familiar forests with ease. Always ready to protect their mother earth, a
Grassman will readily join a cause that is working to defeat a threat to the
planet, otherwise they remain passive observes. Religion: because of their
extreme longevity, some extremely old clan elders have actually met and or
traveled with some of the gods and thus do not worship in the traditional
sense. Instead they prefer to meditate and commune with nature. Their form
while they are young can vary wildly between individuals (as seen above), but all
have distinct plant like characteristics.
Grassman (killoren RW pg 103)
|
-
|
Favored Class:
Druid
|
Medium size
30’ movement
Fey
>Immunity to magic sleep spells and effects
>+2 bonus on saves vs enchantments
>+2 racial bonus on Handle animal and survival checks
>-2 to attack when wielding a cold iron weapon
>Manifest Nature’s Might
>When reaches old age become a Yggdrasil
|
Manifest Nature’s Might – by meditation for 10 min. in the morning, the
Grassman may choose one of the following Aspects for the remainder of the day:
> Aspect of the Ancient: +4 Racial bonus on saves vs. Enchantments & Racial bonus on Knowledge (nature) equal to HD.
> Aspect of the Destroyer: Smite, 1/hour, up to Charisma modifier timers per day. +(Charisma mod)
to attack bonus, +HD to damage. Only works on Aberrations, Constructs, Oozes, Outsiders, & Undead.
> Aspect of the Hunter: +2 Racial bonus on Hide & Move Silently checks.
+2 Racial bonus on Listen & Spot checks.
+2 Racial bonus on Initiative checks.
Screenshot
Yggdrasil (a Wise Tree):
>Upon reaching old age (100yrs) the changes to stats are are different from the other characters:
-2 str, +2 con, -4 dex, +1 int, +4 wis, +1 cha.
In addition the following changes occur:
>Roll 1d4 for new character size: 1 Large, 2 Huge, 3
Gargantuan, 4 Colossal
>A Yggdrasil is rooted in place and cannot move.
>Creature type becomes Fey Plant.
>Spells require no longer somatic
nor material components.
>Gain +10 natural armor bonus to AC
>Gain immunity to critical hits.
>Can listen to and cast spells through other old trees (does not have to be other Yggdrasil) within 1 mile/ level with a successful diplomacy check (DC=10+spell level). If close enough to communicate with another Yggdrasil spells succeed on diplomacy check (DC=15+spell level) range calculated using the closer Yggdrasil's position.
>Animal
companions/familiars: A Yggdrasil retains the link between itself and its companion, and can communicate/cast with an animal companion instead of communicating with other trees. (as above)
>Any wild shape forms are also rooted to the spot where the Yggdrasil is rooted..
>Attacks as natural
weapons 2 limbs and 2 roots. Damage as lv1 monk of corresponding size.
Friday, March 14, 2014
Races: Day 10
Capcom
Creeping
Clan: A race of anthropomorphic frogs who live in elegant, European-style
luxury. They speak in faux-French accents and are uniformly laid-back and
narcissistic. Members of this clan range from cooks and bards to professional
fishermen. They live under their own monarchy though it is somewhat of a façade
to enable their lifestyle. Recently their homelands have become a vicious bog
and most have elected to move out to sea and create a Casino in an abandoned
tower off the coast. Religion: most don’t care enough to follow a religion,
though some have taken to worshiping St.Eva.
Creeping Clan
|
-2 con
+2 cha
|
Favored
Class:
Bard
|
Medium Size
Monstrous humanoid (amphibian)
20’ movement 40’ swim
>Hold Breath – able to hold breath for 8x their Constitution Score
>Slippery +1 on grapple/escape artist checks made to avoid being
grappled; -1 on checks to grapple something else
|
Thursday, March 13, 2014
Races: Day 9
Capcom
Manillo: A
race of bipedal fish who are able to breathe while on land. A clan of traders,
they boast that they will one day control the world's commerce, they do
presently control the seas, and have not yet figured out how they can control
the farm guilds as of yet. Their trade territory is any place that touches the
sea and even some rivers that feed into the sea. The Manillo are notorious for
their greed. All members of this clan are part of one of the many commerce
guilds (weapons, magic, armor, jewelry, etc) along the coast. Religion:
many prefer coin to gods, but some still worship the big fish that
founded their clan and others still long for the days when Myria favored their
businesses, no manillo will ever accept St.Eva due to the church’s repeated
attempts to get donations from them.
Manillo
(aventi/darfellen storm wrack)
|
-2 dex
+2 int
|
Favored
Class:
Wizard
|
Medium size
20’ movement 40’ swim
Humanoid Aquatic
Amphibious
|
Racial Feat: Echolocation – while underwater, have Blindsense 20’
Tuesday, March 11, 2014
Races: Day 8
Capcom
Iron Ogre
Clan: A clan of anthropomorphic oxen. Warriors of the Iron Ogre clan are
immense and powerful. They are also
excellent craftsmen and can trace their mastery at creating weapons and armor
back to ancient times. This increase in mastery is correlated to a decrease in
warlike tendancies. They are also skilled at breaking apart walls and hard
rock. Despite their size, they are capable of delicate and subtle work. They
are possibly the best metal craftsmen on the continent, but some enjoy
woodworking and stone working as well, and can be found in many places of
commerce. Like the Shell clan they may appear intimidating but are a generally
peaceful clan. Religion: many worshipped the goddess Myria, but with her
departure from the world, the clan has taken to worshiping a fire god, Gibil,
a robot shaped fire spirit born of the volcano which feeds Gantz’ forges.
Iron Ogre Clan (Half ogre SS pg218)
|
+6 str
-2 dex
+2 con
-2 int
-2 cha
|
Favored
Class:
Barbarian
|
Large Size: penalties include -1 to AC, -1 to Atk,
space/reach 10
Giant
30’ Movement
Dark vision 60’
+4 Natural Armor bonus to AC
Level adjustment +2
|
Lv1
HD: 1d8
+3 Str
–2 Dex
+2 Con
–2 Int
–2 Cha
+2 natural
armor
Skill
points: (2+int)x4
Race Skills: climb, craft, listen, and spot
Saves: fort
+2, reflex +0, will +0
Proficient
in simple weapons and light armor
Lv 2
HD: d8
BAB: +1
Str goes up
to +6 racial (so plus another 3 to score)
Fort save
increases to +3
+ additional
2 to natural armor
Monday, March 10, 2014
Races: Day 7
From Capcom
Shell clan: A
race of large bipedal armadillos. Despite their intimidating stature, they are
a humble and pacifistic people, as well as accomplished farmers. primarily a
peaceful race, many live a quiet life as farmers though some choose to practice
the martial arts as a means of improving their body and soul. It is also not
uncommon to see clan members working in various other "fields" of
physical labor. Members of the Shell Clan (as well as the local humans and
other clans) worship the Earth God, Namanda. The Shell Clan make up the head of
the farmer guilds in the plainlands and have worked to organize the roads to
connect all the various farm communities and local monasteries.
Shell Clan (based on Goliath RS pg56)
|
+4 str
-2 dex
+2 con
|
Favored
Class:
Barbarian
|
Medium Size
30’ movement
Monstrous humanoid
+2 racial on Sense Motive checks
>Powerful Build– treated as one-size larger with regards to Bull
Rush, Trip, Grapple, etc., and may use weapons designed for creatures one
size larger without penalty
>Rolling ability:
>Level adjustment +1
|
Rolling
ability: the shell clan can curl into a ball and roll around with surprising
swiftness. Curling and uncurling are move actions. While curled, +10 bonus to
base land speed over mostly level terrain, a +30 bonus to base land speed when
moving mostly downhill, and a -10 penalty to base land speed when moving mostly
uphill. In addition, when curled +4 bonus to Tumble checks and can use the
Tumble skill untrained, but cannot attack w/ weapons or cast spells, and will
count as flat-footed if attacked. with 10 or more ranks in Tumble curl and
uncurl are swift actions. with 20 or more ranks in Tumble curl and uncurl are
free actions. The roll can be used as an attack (tumble vs ac as overrun
maneuver) dealing 1d4 + strength modifier to an enemy in the path. When rolling
must move full movement in a straight line unless stopped by wall/enemy
Shell Clan
Hp: 1d8 +con
BAB: +0
Skill
points: (2+int) x4
Race Skills: climb jump
tumble and spot
Saves:
fort+2, reflex+0, will+0
Proficient
in all simple weapons and light armor
Thursday, March 6, 2014
Races: Day 6
Image from Capcom
Dirt Eating
Clan: Anthropomorphic Moles who built their world underground and live there
quietly. They are known to be able to dig several hundred meters in a single day. Though small, they are deceptively powerful. They make their trade as miners
or laborers in rocky environments. They also are known for their excellent teamwork
building exercises. Their society is based around digging and mining rare gems
found beneath the desert. Religion: they revere the Great Digger a legendary figure that founded their clan and taught them how to locate gems.
Dirt Eating Clan (kenku mm3 pg86)
|
-2 str
+2 dex
|
Favored
Class:
Rogue
|
Small size
30’ movement 10’ burrow
Low light vision
Monstrous Humanoid (mole)
>+4 racial bonus on hide and move silently
>Natural weapon – 1 claw (1d4)
>Great Ally – When on the giving or receiving side of an Aid Other
check, receives +3 (vs. +2) & when attacking a foe that is Flanked by an
ally, receives +4 (vs. +2)
|
Racial feat: Honed Claws:
Prerequisites: Improved unarmed
strike, Dirt Eating Clan
Benefits: if you chose to use solely unarmed attacks, a
Dirt eating clansman may hone his claws into deadly weapons. They use the
unarmed damage progression as a monk would for medium size creatures (this
replaces and does not stack with monk levels
or level affecting items such as the monk’s belt). As a monk they become unable to choose freely between dealing lethal and nonlethal damage with claws. Additionally they take an
additional -4 to attempting to covert
lethal to nonlethal. Finally you must
make a dexterity check (dc 15+1/2 level) to use hand held items as honed claws
become nearly useless for anything but fighting and digging.
Wednesday, March 5, 2014
Races: Day 5
Woren: A
tribe of cat-people, resembling tigers. They are natural fighters and vary in appearance
between individuals much like the grassrunner clan. They have always been a nomadic people and
many prefer solitude to traveling in groups.
Their pride as warriors make them similar to highlanders though they
could never manage to become as organized due to this same pride and their
willful and stubborn personalities. Simple and straight forward thinking leads
them to take up the most logical religion/course of action placed in front of
them. Clan elders are rare, but those who have made it to old age have taken to
living in the rolling hills south of the plain-lands.
Woren (Cat folk RWpg92
|
+4 dex
+2 cha
|
Favored
Class:
Fighter
|
Medium size
40’ movement
Humanoid Cat folk
Lowlight vision
+2 racial listen and move silently
+1 natural armor to AC
Level adjustment +1
|
Woren
Lv1
HD: d8
BAB: +0
Skill points: (2+int)x4
Race Skills: balance, hide, listen, move silently, spot
Reflex: +2
Proficient with simple weapons and light armor
Tuesday, March 4, 2014
Races: Day 4
Image compiled from Capcom.
Grassrunner:
Members of the Grassrunner clan are easily distinguished from other races by
their dog-like ears and tails. The male members or the tribe closely resemble
dogs whilst the female members appear almost human with the exception of their
dog/fox-like ears and tails. An intelligent and loyal clan they have only
recently returned as a clan to their homelands after millennia of being nomads.
They are a hunter gatherer clan that revers nature. Some of the best diplomats on the continent are
grassrunners, due to their friendly and
peace loving nature. Thus they were one of the clans that worked hardest to
ensure settlement residual hard feelings following the shattering of the moon.
Grass Runner (gnoll RW pg99)
|
+4 str
+2 con
-2 int
-2 cha
|
Favored
Class:
Ranger
|
Medium Size
30’ movement
Humanoid (dog)
Dark vision 60’
+1 natural armor to AC
Level adjustment +1
|
Grassrunner
Lv1
HD: d8
BAB: +0
Skill points
(2+int)x4
Race skills: listen survival and spot
Fort+2
Proficient
with simple weapons and light armor
Thursday, February 27, 2014
Races: Day 3
Arts by Taka Yanagi(?) and Capcom
Highlanders:
A clan of monkey (wo)men who reside on the highest mountain peak on the continent.
The people of this clan are incredibly gifted in terms of athletic ability,
like quickness and jumping. Their personalities range from irrepressible
jokers to the ever-serious rule keepers.
Theirs is a militaristic based society lead by the strongest clan member.
Leaders can change frequently as any member may challenge the leader for the
position in the form of a duel. The looser is generally banished though
exceptions are known to occur. Generally
highlanders act as mercenaries in times of war, selling services to the highest
bidder, and in the present time of peace they have taken to taking jobs as
guards for caravans or for treasure rooms of the wealthy. Highlanders are not especially
violent, however their homeland might sound, they just take pride in their
physical abilities. Quite a few suffer
from wanderlust, and as such they can be found all over the continent either
street preforming or doing odd jobs for a sense of accomplishment. Religion:
many highlanders have traveled all over and thus may have taken to worshiping
for any of the religions in the world. There is no native religion in the
highfort region, though there are sculptures of both the dragon god and the
goddess in odd corners of their castle.
Highlander (hadozee stormwrack pg41)
|
+2 dex
-2 cha
|
Favor class:
rouge
|
Medium size
Humanoid (monkey)
30’movement
>+4 racial bonus on balance and climb; does not loose dex to ac
while climbing & only needs one hand free
>Slow Fall; A highlander within arm’s reach of a wall can use it
to slow its descent. When first using this ability, it takes damage as if the
fall were 20 feet shorter than it actually is. This ability to slow fall
(that is, to reduce the effective distance of the fall when next to a wall)
improves by 10 feet every third character level, and also only works when
carrying a light or medium load.
|
Monday, February 24, 2014
Races: Day 2
Image copyright Capcom
The Wing
Clan: Or Windians as they are sometimes
referred to. Their homeland is the oldest city to have remained continuously
inhabited over the millennia. They look
like human except for the wings that protrude from their backs. Wing color
ranges from pure white to molted brown like a hawk. Their history is also one of the most turbulent
of any of the clans filled with alternating prosperity and harsh depressions of
population and abilities. Before the latest earth shattering war windians had
nearly completely lost their wings and ability to fly, but due to some clever
insights and restrictions enforced by the surviving monarchy the clan’s wings
have been restored. Their society has
become one of historians and intellectuals in the years since the faerie’s
gift. Still ruled by a monarchy and with a small skilled standing army they are
not an aggressive people, but they have been reclusive since the war, and even
more so in recent years as the sea of trees has spread and surrounded their
mountain city. Trade and travel are
still common though the range of windian merchants is rather small, only
extending far enough south into the plainlands to trade with the closest
farming villages and east to Gantz to trade for precious metals. Religion: windians worship the Great Bird, a
large wind spirit that they believe is the founder of their clan and the source
of their powers.
Wing Clan (raptoran RW
pg65)
|
--
|
Favored
Class:
Cleric
|
Medium size
Humanoid (bird)
Lowlight vision
30’ movement
>Gliding
>Flight
>+10 racial bonus on
jump checks
>Cast air spells at
+1 caster level
>Always know which
way is north
|
Gliding– may move forward 20’ for each 5’ he/she descends. Effective “flying” speed is 40 with Average maneuverability. Also, falling damage is negated by gliding unless hampered by a tight space. May not be carrying more than a Light load.
Flight– at 5th level, the wing clan can Fly 40’ with Average maneuverability for (Constitution modifier) consecutive rounds without becoming Fatigued. Most combine flying and gliding to stay airborne without becoming Fatigued (though this still occurs after 10 minutes per day of Flight). At 10th level, the Raptoran does not become Fatigued. May charge and ‘run’ while flying.
Raptoran and abilities copyright Wizards of the Coast, used under OGL and such.
Windians Copyright Capcom.
Windians Copyright Capcom.
Friday, February 21, 2014
Races: Day 1
From Breath of Fire source material. Copyright Capcom
Humans: your classic, standard race. In this world they are
the most populous race, found everywhere but nearly always the minority in the
homelands of the various clans. Most humans have no qualms with the other races
and some have even been adopted by the clans that live and work with, but there
are a few human towns that hold old grudges from ancient war times. Religion
depends on where they grew up, many humans have turned to worshiping St. Eva,
though a few still worship the goddess Myria or Ladon the Dragon god, holding
to old traditions. Others have taken to worshiping the god of the clan that
they live or work with.
Human
|
--
|
Favored
Class:
any
|
Medium size
30’ Movement
1 extra feat at first level OR a heritage bonus
4 extra skill points at 1st level
1 extra skill point at each additional level
|
Due to
human’s adaptability a heritage bonus is available at character creation if
they opt to be from a certain region of the world (see world map).
Tunlan: +1
to bard caster level & +2 to preform checks
Windia: +2
on any knowledge checks (able to use untrained)
Gantz: +2 on
any craft checks
Highfort: +2
on climb & balance checks
the north
(frost shores): +2 on survival cold checks
Bleak: +2 on
bluff & sense motive checks
Tuntar/Tantar:
+2 on survival & tracking
Prima: +2 on
Swim/ hold breath checks
Arad (the
western dessert): +2 on survival heat checks
For DM's only: And of course Since dragons and shaman are integral to this universe the choosing of human race is actually the choice of one of those, I'd call it a 1 dragon to 3 shaman ratio, but really the point isn't to rain havoc upon the world with a party of dragons from the get go. and It gives a nice surprise part way through the campaign. Though I suppose that you could just choose a different time/space point than the one I set up and have at it. Dragon and Shaman details to come later.
Thursday, February 20, 2014
Age and Weight
Nitpicking. Given the typical length of a given campaign, these numbers don't usually have a significant effect however, I always thought that it helped me get into character. So, it was always rather annoying that the charts in the player's hand book we not very clear on these matters. Thus I fixed/reworded it to be smoother.
Aging Effect
|
Random Starting Ages
|
|||||||
Race
|
Adulthood
|
Middle
|
Old
|
Venerable
|
Maximum
|
Barbarian
Rogue
Sorcerer
|
Bard
Fighter
Paladin
Ranger
|
Cleric
Druid
Monk
Wizard
|
Human
|
15
|
35
|
53
|
70
|
2d20
|
1d4
|
1d6
|
2d6
|
Wing Clan
|
17
|
40
|
63
|
85
|
3d20
|
1d4
|
1d6
|
2d6
|
Highlander
|
13
|
35
|
53
|
70
|
2d20
|
1d3
|
1d4
|
1d6
|
Grassrunner
|
14
|
35
|
53
|
70
|
2d10
|
1d4
|
1d6
|
2d6
|
Woren
|
14
|
35
|
53
|
70
|
2d10
|
1d4
|
1d6
|
2d6
|
Dirt Eater
|
20
|
50
|
75
|
100
|
5d20
|
2d4
|
3d6
|
4d6
|
Shell clan
|
14
|
30
|
45
|
60
|
2d10
|
1d4
|
1d6
|
2d6
|
Iron Ogre
|
14
|
30
|
45
|
60
|
2d12
|
1d4
|
1d6
|
2d6
|
Manillo
|
15
|
35
|
53
|
70
|
2d20
|
1d4
|
1d6
|
2d6
|
Creeping Clan
|
10
|
30
|
50
|
60
|
2d10
|
2d6
|
1d6
|
3d6
|
Grassman
|
10
|
30
|
100
|
--
|
+90d20
|
1d4
|
1d6
|
2d6
|
Age: roll the appropriate die for your class, and then add to that number your base age for race and maturity level. Example: An adult Shell Clan Sorcerer; (1d4) + 14 = 16 years old on average.
Middle Age:
–1 Str, –1 Con, –1 Dex, +1 Int, +1 Wis, +1 Cha.
Old: –2 Str,
–2 Con, –2 Dex, +1 Int, +1 Wis, +1 Cha.
Venerable:
–3 Str, –3 Con, –3 Dex, +1 Int, +1 Wis, +1 Cha.
Aging
effects are cumulative
Male
|
Female
|
|||||||
Race
|
Height
|
Height mod inches
|
Weight
|
Weight mod lbs
|
Height
|
Height mod
|
Weight
|
Weight mod
|
Human
|
4’ 10”
|
2d10
|
120
|
x (2d4)
|
4’ 5”
|
2d10
|
85
|
x (2d4)
|
Wing Clan
|
4’ 10”
|
2d10
|
100
|
x (2d4)
|
4’ 5”
|
2d10
|
80
|
x (2d4)
|
Highlander
|
5’ 0”
|
2d8
|
150
|
x (2d4)
|
4’ 10”
|
2d4
|
120
|
x (2d4)
|
Grassrunner
|
5’ 4”
|
2d12
|
150
|
x (2d6)
|
5’ 2”
|
2d12
|
120
|
X (2d6)
|
Woren
|
4’ 10”
|
2d10
|
120 lbs
|
x (2d4)
|
4’ 5”
|
2d10
|
85
|
x (2d4)
|
Dirt Eater
|
2’ 8”
|
2d4
|
40
|
x 1
|
2’ 6”
|
2d4
|
35
|
x 1
|
Shell clan
|
6’ 4”
|
2d12
|
230 lbs
|
x (2d8)
|
6’ 0”
|
2d12
|
190 lbs
|
x (2d8)
|
Iron Ogre
|
6’ 10”
|
2d12
|
250 lbs
|
x (3d8)
|
6’ 5”
|
2d12
|
210 lbs
|
x (3d8)
|
Manillo
|
4’ 10”
|
2d10
|
170 lbs
|
x (2d4)
|
4’ 5”
|
2d10
|
150
|
x (2d4)
|
Creeping Clan
|
4’ 9”
|
2d4
|
85
|
x (1d4)
|
4’ 11”
|
2d6
|
90
|
x (1d4)
|
Grassman
|
5’ 0”
|
2d6
|
100
|
x (2d4)
|
5’ 0”
|
2d6
|
90
|
x (2d4)
|
Height: roll
indicated dice and add that many inches to your base height.
Example for
Manillo; (2d10) + 58” = 68” = 5’ 8” on average
Weight: roll
indicated dice, multiply that roll by your Con modifier and add the total in
lbs to your base weight. Example for Grassrunner :
((2d6)xCon) + 150 = average 156 lbs.
Subscribe to:
Posts (Atom)