Friday, December 12, 2014

Danc/Karn Portraits


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.

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

Racial feat: Croaking voice: members of the creeping clan gain a 10 foot/2levels range increase for vocal abilities/spells as well as normal talking giving -4 to move silently checks.

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
BAB:+0
+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

Art by Hebina Masayoshi


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.
Adapted from Wizards of the Coast.

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.

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.