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.
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Grassman (killoren RW pg 103)
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-
|
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.
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Creeping Clan
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-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
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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.
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Manillo
(aventi/darfellen storm wrack)
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-2 dex
+2 int
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Favored
Class:
Wizard
|
Medium size
20’ movement 40’ swim
Humanoid Aquatic
Amphibious
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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)
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+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)
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-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.
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