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Ciaran Barnes wrote:

I think I understand your intention in letting the gerudo use either Charisma or Strength for Intimidate checks, but since they have a Charisma bonus I feel that this is a wasted racial feature. If you want them to be a fierce people, just give them a +2 bonus to the skill. I don’t like allowing a character to always take 10 on a skill at 1st level. I think that giving them a Stealth bonus does the trick just fine.

Rather than giving Gorons the effects of the stone fist spell, just say what it does. Making it a spell allows their fists to be dispelled.

The Sheikah’s swift escape ability has a problem. What if the different enemies each have a different Perception bonus and the character rolls higher than one but lower than another? Maybe instead you can let them use Withdraw as a move action once per day?

Dang, you bring up some good points. Looks like I have some things to change lol. Give me a few and I'll make those changes.

*Edit* I have updated the pdf and I think the changes were warranted.


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Well this is for my game, but I’m glad it’s able to help others run a LoZ game.


Now I need to figure out what languages they start with and can choose from at 1st level.


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I updated the pdf. I gave the rito the Dessert Runner trait, renaming it Insulated Feathers, and changing hot environments to high altitudes.


Aeolus Wind King wrote:
Enlarge person, dominate person, charm person, hold person, reduce person. These are the easy ones I can think of off the top of my head. But I'm sure there are more. Just anything that specifically targets humanoids.

Eh, that seems more like a player problem lol.


Acolyte of Mushu wrote:
I know there have been concerns about rito being too powerful, but have you considered giving them a form of cold resistance? I think it’s appropriate because it’s demonstrated in BotW that their feathers provide great warmth and insulation, and that they’re able to withstand high alititudes and cold regions without aid.

I was thinking about that as well, but it might be too overpowered. Maybe I could give them an ability like I did the gerudo, but for high altitudes and cold environments?

Aeolus Wind King wrote:
Just to be 1000% sure you are aware that making skull kids fey does count out a number of spells and effects that could effect them. Both positively and negatively.

What spells and abilities are counted out for fey creatures? Besides hold person, charm person, and the like? I think I could be missing something....


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The pdf has been updated.


1) See I know Avanti says that, but in the Gerudo Desert there is one hovering over a rock at one point, although that could be a glitch in my game. Its the one looking for a chill elixer. Also when you are carried by one of them in the game I could have sworn I saw him flap his wings/arms and gain altitude. But since Avanti did say that, it would only make sense to give them glide instead of flight.

2) I just see gorons hitting harder with unarmed strikes than the other races, even those with training. I'll just state that their unarmed strikes are treated as if under the effects of the Stone Fist spell.

3) I'm glad we agree on this lol. And yeah I don't think plants should be immune to poison, even in a fantasy world. There are plenty of poisons and toxins that are very deadly to plants. And even if they are immune to polymorph effects they should still be able to use polymorph abilities they receive through spells, class features, and what not. I mean it just shows that they have special training to be able to use those abilities.

4) I figured the Fey Blood line made it clear that they were fey type, but I can see what you mean.

Give me a few hours and I'll have an update for the pdf.


Cyrad wrote:

They look well done for the most part. However, I have several issues with them.

1) Rito are too strong compared to the other races. They get Perception (the best skill in the game) as a class skill AND a +2 bonus to it. Worst of all, they also start with at-will flight, an Advanced-tier racial trait and ability normally not accessible by PCs until 5th to 8th level. Considering that almost none of the other races have Advanced or Monstrous traits, this makes the Rito overpowered. I recommend following how tengu handle a flying race -- offer gliding wings at 1st level and then offer a feat that gives flight.

2) Personally, I'd replace the Goron's slam attack with Improved Unarmed Strike.

3) What creature type are the Korok? You call them plant creatures, but then you totally ignore the existing rules for creatures that have the plant creature type. Don't do this. Either make them plant creatures or make them humanoids with a racial trait called "Plant Traits" that give them a bonus to mind-affecting effects, low-light vision, and immunity to sleep. Honestly, they seem weak enough that you could get away with making them have the plant creature type.

4) You don't say what creature type Skull Kids are.

1) Adult rito can fly, not glide. The only reason I would give glide is if one of my players wants to play a rito child. What I could do is have them start out with Poor Maneuverability and it would improve based on level. I could also lower their fly speed to 30 ft. I used an avian race I created with the Advanced Race Guide a while back. I honestly find it stupid that people want me to use glide for a race that can actually fly, and I'm not going to exclude them just because they have a fly speed.

2) If i give them the IUS feat them I'm going to make their unarmed strikes the damage of a large creature.

3) I'm just going to give the koroks the full Plant Type traits and stat that they can still use the polymorph spells and abilities on their self from their class and what not. Too many people have different suggestions. And I still think they shouldn't be immune to poison.

4) Fey Blood: For the purposes of spells and abilities, skull kids are considered Fey.


Acolyte of Mushu wrote:


Hey there! Love what you’re doing here, I’ve thought about whipping up something similar before but you’ve saved me a lot of time. :)

I'm glad I was able to help! And I think this thread has gotten a little out of control lol

Acolyte of Mushu wrote:


It’s a small little thing and doesn’t even really necessitate a change, but I do believe there is a korok sleeping in Korok Forest, in Breath of the Wild. Having a nightmare about vegetarians, if I recall correctly.

Well that has thrown a wrench in my idea, but I'm still leaving the sleep immunity lol.


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I updated the pdf.

I left the immunity to sleep effects for the koroks. And I gave them +2 racial bonus to saving throws against mind-affecting, paralysis effects, and stunning effects. I took out the poison immunity because lets face it plants can be poisoned, thats basically what weed killer is. I left the sleep effects immunity because in the LoZ games I've never seen them sleep, I've seen them rest but not fully sleep.


KoolKobold wrote:

So to try and make them a bit more balanced, I highly suggest removing the immunities, but instead give Korok's a racial trait that gives them a +2 saving bonus on two or three of these things (whichever fits with the lore of their race)

But that's just a suggestion, you don't have to do it

I really like that suggestion! And I do believe I will do that, thanks! And sadly I don’t have the Uktimate Wilderness book, but now I need to get it lol. And I was thinking about making all the known races of LoZ and maybe Super Mario Bros., but I wouldn’t be using them in my game. I was thinking about making the deku shrubs as a playable race for my game, but I honestly think I have enough playable races lol.


I don’t see how being Fey would keep skull kids from being certain classes? I have never seen races be restricted from any class. And there is nothing in the Wild shap ability to stop a fey druid. As for the twili, should I drop Dissalision’s Child and give them Shadow Travel?

And thank you Jader7777! And use it all you want, that’s the reason I’m working on this. Well that and using for my self as well lol.


Aeolus Wind King wrote:
Link hasn't updated

It has on my end.

After I'm finished with the races I need to work on the deities.


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I have updated the pdf to add the twili and skull kids. I could really use feed back on those two.


Right on! Thanks a lot!


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I was going to give the gorons IUS, but I imagine them hitting harder than the other races so I went with a slam attack. I could drop Greed and replace it with Craftsman, which I did, and I think it's splitting hairs a little bit allowing them to hold their breath like the one in TP. I was also thinking of making the skull kid and twili race, but I would like to make it that the twili would stay small. Midna is just so cute in that form lol. The Plane of Shadow would be perfect for them to live while not in Hyrule. Also would the the twili and skull kids be fey type or just humanoid? I want to be carful adding too many races in my game so as to not clutter it up.

And I fixed the rito's Wing & Eye Coordination trait.


Thank you! And yeah I was afraid they would be too overpowered, specially the gorons. Also I would love to see your write up on the rito. And I agree that acrobatics should be changed to fly. Honestly I was just going to focus on the races that are shown in Breath of the Wild, except the monster races. They seem to be tied too much to Calamity Ganon to let players use them. But I’m planing to run a LoZ setting based on BotW. It would be years after Calamity Ganon was defeated, possibly 50 years or so. Should I add more of the other races? I was thinking of adding the other places from LoZ as different contenants later on, if the players decide to venture from Hyrule.


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I was wondering if anyone could look at the racial traits I have for the for the races of Breath of the Wild? I wouldn't doubt that there have been numerous threads about races from the Legend of Zelda, but I would really appreciate the help!

Go to here to view the pdf.

Thank you,
–Spyder


Not sure if this is where I post this or not, but can someone explain why Alronus suddenly has 2 extra skills with an Intelligence of 11 at level 4? Is it because Skill Adept gives you two extra skills at first lvl and they forgot to add it?


Has anyone used the rogue and a spell casting class to remake the spell thief? That was one of my favorite classes to play in 3.5 and I would like to see it remade.

*Edit: Never mind. I just saw it on d20PFSRD*


Or Kraven the Hunter, at least that's what this class reminds me off.


cnetarian wrote:
Spyder25 wrote:
The only way if allow smurfs in my game is if they're like the one in Grim Adventures of Billy & Mandy.
Don't recall there being an episode with a smurf in it, what type of smurf was it?

Haha, it was quite hilarious. You should look it up. You will thank me.


The only way if allow smurfs in my game is if they're like the one in Grim Adventures of Billy & Mandy.


Well why not make Bleeder -2 or -3 then?


Since we have MLP's in Pathfinder, someone needs to make the Care Bears. It seems only fair.


I'm reworking a race I've created that are crystalline rock-like people with the half-construct type. Even though they half-constructs don't eat they have organic internal organs and must consume precious metals, stones, or jewels; just like a humanoid would with regular food. My question is, what would the cost (or what ever) be for the flaw? You could also use it for any other race you want to create, I guess.


Drejk wrote:
As far as I recall White Wolf's World Of Warcraft D20 tinkering rules were OGL. Obviously it should be confirmed by someone who actually has the book, but after removing references to Blizzard's IP they could be reused.

I do believe that the tinkering rules in Sword & Sorcery's World Of Warcraft RPG is OGL. At least from the looks of it any way, but I could be wrong.


I see it now. I think I'm going blind, lol


I didn't see the Machinesmith on the list.


Hi boys and girls,

It has come to my attention that the PDF was taken down. I'm not sure why it isn't in my Google Drive any more, but I have uploaded it once more. The link can be found HERE. Also, on my computer the colors seem to be off and I have no clue why that is. So please over look that.

Thanks,
Spyder25


Not sure if this has been said, but I think this makes a good replacent for an artificer: Machinesmith.


I have updated my Strigoi, now keep in mind that they're tailored for my setting. They can be found here: Strigoi

The only thing I haven't added is the racial favored class options.


Yeah, common should be added to their automatic languages.


ClockworkWraith wrote:
Spyder25 wrote:
Haha, you just had to use the name strigoi. I have an undead race that are called strigoi. And here I thought I was clever, lol.

Hahah, I guess there's only so many cultural folklore names for Vampire out there. XD

What do you think of the build? If you've already built a previous vampire race, you are in a unique position to offer experienced thoughts on it.

I think your build is rather interesting, though mine aren't vampires. They're a race of undead similar to the Forsaken from WOW, but they're different types of strigoi. Here is my creation: Strigoi

I'm not 100% finished, I still need to work on their background and favored class options. But I chose the strigoi for the name because a friend of mine said that it was Romanian for undead. Though I guess she was wrong, lol.


Haha, you just had to use the name strigoi. I have an undead race that are called strigoi. And here I thought I was clever, lol.


Arcanemuses wrote:
Player Killer, as the initial creator of the Electus I must say that I am enjoying your suggestions. Well done and keep them up.

I agree, I like what him and Loyal Battle Monkey are suggesting. I feel very comfortable handing the reins over to them. That is if it's ok with you.

I also want to say sorry for not posting here more often. I've been working on my creations and updating my races with the ARG.


+5 Toaster: Those are some good ideas.

Player Killer: You're very welcome. Posting a draft would be really awesome. I'd like to see what you have.


Player Killer wrote:

The Electus is a very cool concept! I like the idea of removing the spells and focusing more on the calibur. Perhaps the Electus can use points to purchase (for their calibur) the ability to cast a specific spell a number of times per day (equal to their Cha modifier?). An Electus could buy this quality more than once if they want their calibur to be able to cast more spells. Higher level spells would cost more points. maybe the Electus can choose from arcane and divine spells. You could cap the spells that could be purchased to 4th or maybe 6th level and put a level requirement on the each level before the Electus can buy it (to ensure that he has a caster level equivalent to magus who could cast the same level of spell). This would give the Electus some access to spells, keep it limited enough that the class doesn't come off as too much of a magus clone, and allow for even greater customization of their calibur.

This^ right here is what I had in mind. You sir are a mind reader.


Ok, the name of the series is called Overkill and it deals with Witchblade – Aliens – Darkness – Predators And it was Dark Horse and Top Cow/Image that published it.


Oceanshieldwolf wrote:
Don't forget that as a Base class there's lots of room for archetypes!!!

Would you like to work on the those?


DC Comics and Top Cow (or Image's step brother, which I like to call it).


Oh, ok. Canny Defense would work perfectly then. And that could work for the spell casting. Or I could make it split into two groups. One that adds evolutions and one that allows spell casting.


Yeah, there are Predator comics and Alien VS Predator. There is also Predator VS JLA and Predator VS Top Cow (though mainly Witchblade and The Darkness). Oh, and Aliens VS Green Lantern.

In the ones with Top Cow, I do believe they try to experiment on The Darkness which in turn he slaughters them.


Ok, cool. Also, I was going by the comics and what a friend of mine (who is a huge Alien and Predator fan) has told me.


I'm too lazy to read all the other posts, but there is a thread someone made about prosthetic limbs. The thread can be found HERE.


Evocating?

Also, the Canny Defense wouldn't work for those that use a ranged weapon for their calibur.


I think I remember reading in one of the comics that the Xenomorphs were created by a race that were like humanoid elephants. In one of the comics a member of that race walked into a meeting of some kind and blew the whole place up with him still inside.
Oh, and a human was only recognized as one of the Predators only if they proved them self either by saving one of them or defeating one. And they were treated as second class at best.


Thanks Oceanshieldwolf, and congrats to you as well.

What I would like to do is get rid of spell casting all together, as it was said several times the characters referenced were not spell casters. I also liked the original idea of using evolutions from the summoner class that the calibur bestows upon the wielder. That being said, the weapon points for the calibur will have to be retooled or the evolutions would be added to the weapon points, and would be renamed calibur points. Getting rid of the spell casting would also get rid of spell combat and spell strike, but the metamagic arcana would have to be removed...I think. Adding the gauntlet to the calibur is no problem, but it will be tricky to add armor. I think deflect attacks should also progress like the monk's deflection bonus. This might change the class a lot, but what do you guys think?


If I'm not mistaken they didn't create the Xenomorphs either, I think they were found and they implemented them into their rituals. Though I could be wrong. I'm just going by what is in the comics. I never read the short story, now that I know there is one I will read it as soon as I find it.