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.