Disenchanter |
The following threads might help:
Download link in the first post is to the most up to date version.
Another spin on the topic.
SuperTKO |
Did someone say Chocobo?
(Plain) Chocobo
CR 1
N Large animal
XP 400
Init +2; Senses: low-light vision; Perception +6
Defense
AC 12, touch 11, flat-footed 10(+2 Dex, +1 Natural, -1 Size)
hp 12 (2d8+4)
Fort +5, Reflex +5, Will +2
Offense
Speed: 60 ft.
Melee: bite -3 (1d8+2)
Space: 10 ft (long); Reach: 5ft.
Statistics
Str 14, Dex 15, Con 14, Int 2, Wis 15, Cha 7
Base Atk: +1; CMB: +4; CMD: 15
Feats: Run
Skills: Acrobatics +10, Perception +6; Racial Modifiers: +4 Acrobatics, +4 Perception
Ecology
Enviroment: temperate plain
Organization: solitary, pair, or pride (6-10)
Treasure: none
Blue (Sea) Chocobo
CR 1
N Large animal
XP ???
Init +1; Senses: low-light vision; Perception +6
Defense
AC 11, touch 10, flat-footed 10(+1 Dex, +1 Natural, -1 Size)
hp 13 (2d8+5)
Fort +6, Reflex +4, Will +2
Offense
Speed: 40 ft. Swim Speed: 20 ft. Water Walking
Melee: bite -2 (1d8+3)
Space: 10 ft (long); Reach: 5ft.
Statistics
Str 16, Dex 13, Con 16, Int 2, Wis 15, Cha 7
Base Atk: +1; CMB: +5; CMD: 16
Feats: Athletic
Skills: Climb +5, Swim +18, Perception +6; Racial Modifiers: +8 Swim, +4 Perception
Ecology
Enviroment: temperate ocean
Organization: solitary or pair
Treasure: none
Special Abilities
Swimming (Ex): A blue chocobo is a natural swimmer. It has a swim speed of 20 feet and gains a +8 bonus on Swim checks. It can also take 10 on swim checks, even if stress or distractions would otherwise prevent it from doing so.
Water Walking (Ex): A blue chocobo has the ability to walk on water while running. A blue chocobo that is running can walk on water as if it was a solid surfuce. If it ever stops running, it loses its ability, although it can resume this ability anytime.
Green (Mountain) Chocobo
CR 1
N Large animal
XP 400
Init +1; Senses: low-light vision; Perception +6
Defense
AC 11, touch 10, flat-footed 10(+1 Dex, +1 Natural, -1 Size)
hp 13 (2d8+5)
Fort +6, Reflex +4, Will +2
Offense
Speed: 40 ft. Climb Speed: 20 ft. Surefooted Stride
Melee: bite -2 (1d8+3)
Space: 10 ft (long); Reach: 5ft.
Statistics
Str 16, Dex 13, Con 16, Int 2, Wis 15, Cha 7
Base Atk: +1; CMB: +5; CMD: 16
Feats: Athletic
Skills: Climb +18, Swim +5, Perception +6; Racial Modifiers: +8 Climb, +4 Perception
Ecology
Enviroment: temperate mountains
Organization: solitary or pair
Treasure: none
Special Abilities
Climbing: A green chocobo is a natural climber. It has a climb speed of 20 feet and gains a +8 bonus on climb checks. It can also take 10 on climb checks, even if stress or distractions would otherwise prevent it from doing so. Also, a green chocobo is never flat-footed while climbing.
Surefooted Stride: A green chocobo may move through any sort of difficult terrain (such as thorns, overgrown areas, rubble and the like) at its normal speed without taking damage or suffering any other impairment. Areas that have been magically manipulated, however, still effect it.
Red (Blood) Chocobo
CR 4
N Large animal
XP 1,200
Init +3; Senses: low-light vision, scent; Perception +6
Defense
AC 14, touch 12, flat-footed 11(+3 Dex, +2 Natural, -1 Size)
hp 35 (5d8+15)
Fort +7, Reflex +7, Will +3
Offense
Speed: 40 ft.
Melee: bite +7 (1d10+4), 2 talons +4 (1d6+3)
Space: 10 ft (long); Reach: 5ft.
Special Attacks: Pounce
Statistics
Str 16, Dex 16, Con 16, Int 2, Wis 15, Cha 7
Base Atk: +3; CMB: +7; CMD: 19
Feats: Weapon Focus (Bite), Improved Natural Attack (Bite), Multiattack
Skills: Acrobatics +3, Perception +12, Racial Modifiers: Perception +4
Ecology
Enviroment: temperate plains
Organization: solitary, pair or pride (6-10)
Treasure: none
Special Abilities
Pounce (Ex): A red chocobo can make a full attack on a charge.
Black (Forest) Chocobo
CR 1
N Large animal
XP 400
Init +2; Senses: low-light vision; Perception +6
Defense
AC 12, touch 11, flat-footed 10(+2 Dex, +1 Natural, -1 Size)
hp 12 (2d8+4)
Fort +5, Reflex +5, Will +2
Offense
Speed: 40 ft. Fly Speed: 30 ft. (Average)
Melee: bite -3 (1d8+2)
Space: 10 ft (long); Reach: 5ft.
Statistics
Str 14, Dex 15, Con 14, Int 2, Wis 15, Cha 7
Base Atk: +1; CMB: +4; CMD: 15
Feats: Acrobatic
Skills: Acrobatics +4, Fly +7 Perception +6; Racial Modifiers: +4 Fly, +4 Perception
Ecology
Enviroment: temperate forest
Organization: solitary
Treasure: none
Gold (Mythic) Chocobo
CR 10
N Large animal
XP 400
Init +5; Senses: low-light vision; Perception +6
Defense
AC 17, touch , flat-footed 10(+5 Dex, +3 Natural, -1 Size)
hp 80 (10d8+40)
Fort +10, Reflex +11, Will +7
Offense
Speed: 60 ft. Climb Speed: 30 ft. Fly Speed: 60 ft. (Perfect) Swim Speed: 30 ft. Water Walking, Surefooted Stride
Melee: bite +13 (1d10+6), 2 talons +8 (1d6+4)
Space: 10 ft (long); Reach: 5ft.
Special Attacks: Pounce
Statistics
Str 18, Dex 20, Con 18, Int 2, Wis 19, Cha 12
Base Atk: +10; CMB: 15; CMD: 30
Feats: Acrobatic, Athletic, Improved Natural Attack (Bite), Run
Skills: Acrobatics +13, Climb +16, Fly +17, Perception +8, Swim +16; Racial Modifiers: +4 Acrobatics, +8 Climb, +4 Perception, +8 Swim
Ecology
Enviroment: temperate anywhere
Organization: solitary
Treasure: none
Fat Chocobo
CR 5
N Large animal
XP 1,600
Init +0; Senses: low-light vision, Scent; Perception +14
Defense
AC 14, touch 9, flat-footed 14 (+5 Natural, -1 Size)
hp 45 (5d8+25)
Fort +8, Reflex +4, Will +2
Offense
Speed: 20 ft.
Melee: bite +6 (1d8+4)
Space: 10 ft; Reach: 10ft.
Special Attacks: Crush (1d8+6, DC 16)
Statistics
Str 18, Dex 10, Con 19, Int 2, Wis 15, Cha 7
Base Atk: +3; CMB: +9; CMD: 19 (+4 vs. Bull Rush or Trip
Feats: Improved Natural Armor, Toughness, Improved Natural Attack (Bite)
Skills: Acrobatics +0 (+8 on Jump), Perception +14, Racial Modifiers: Perception +4
Special Features: Stability
Ecology
Enviroment: temperate forest
Organization: solitary
Treasure: none
Special Abilities
Crush (Ex): A flying or jumping fat chocobo can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents who are a size catagory smaller than the fat chocobo. A crush attack affects as many creatues that fit in a fat chocobo's space. Creatures in the affected area must succeed on a reflex save (DC equal to 10 + 1/2 HD + CON modifier) or be pinned, automatically taking bludgeoning damage during the next round unless the fat chocobo moves off them. If the fat chocobo chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape.
Sudden Leap (Ex): A fat chocobo can make a jump as if it had a running start and gains a +8 racial bonus on acrobatic checks made to jump.
This was all put together last night, so I didn't really have time to add any flavor text to it. I tried to make each chocobo different rather than making the next one inherently better than the last.
And because I realize I didn't add it to the Gold Chocobo, basically the Gold Chocobo has the power to have all the other powers of the other chocobos (except the fat one)
DragonBringerX |
Use breath of life for phoenix downs and go ahead and use heal for elixirs. I'd make soft potions act as stone to flesh though; they're supposed to remove petrification, after all. I'd also alter baleful polymorph so the only possible result is to turn someone into a frog with their full mental faculties. Hmm, what else:
Quake-earthquake
Meteor-meteor swarm
Holy-?
Bio-cloudkill?Hmm, the elemental spells will be difficult too. Fire, Ice, Thunder (-a, -aga). You can use cure light/mod/ser for Cure/-a/-aga.
I did actually think of using breath of life...of course that was today at work. What would the price of a 5th level or 6th level potion be anyways?
The highlighted portion: I realized the other day there are no nice elemental spells below 3rd level, and no real cold spells either.
Fire - 1st level on
Electricity - 1st level (skips 2nd) on
Cold - while chill touch is a 1st level spell, nothing till 4th
Acid - 2nd level on
Sonic - uhh...
Any who. We need more cold and acid spells. Hopefully the APG fixes this.
Icarus Pherae |
Lathiira wrote:Use breath of life for phoenix downs and go ahead and use heal for elixirs. I'd make soft potions act as stone to flesh though; they're supposed to remove petrification, after all. I'd also alter baleful polymorph so the only possible result is to turn someone into a frog with their full mental faculties. Hmm, what else:
Quake-earthquake
Meteor-meteor swarm
Holy-?
Bio-cloudkill?Hmm, the elemental spells will be difficult too. Fire, Ice, Thunder (-a, -aga). You can use cure light/mod/ser for Cure/-a/-aga.
I did actually think of using breath of life...of course that was today at work. What would the price of a 5th level or 6th level potion be anyways?
The highlighted portion: I realized the other day there are no nice elemental spells below 3rd level, and no real cold spells either.
Fire - 1st level on
Electricity - 1st level (skips 2nd) on
Cold - while chill touch is a 1st level spell, nothing till 4th
Acid - 2nd level on
Sonic - uhh...Any who. We need more cold and acid spells. Hopefully the APG fixes this.
check out the genius guide to ice magic, that could help.
DragonBringerX |
Use breath of life for phoenix downs and go ahead and use heal for elixirs. I'd make soft potions act as stone to flesh though; they're supposed to remove petrification, after all. I'd also alter baleful polymorph so the only possible result is to turn someone into a frog with their full mental faculties. Hmm, what else:
Quake-earthquake
Meteor-meteor swarm
Holy-?
Bio-cloudkill?Hmm, the elemental spells will be difficult too. Fire, Ice, Thunder (-a, -aga). You can use cure light/mod/ser for Cure/-a/-aga.
quake - yes
meteor - yesholy...hmmm maybe implosion or fire storm, except half divine
another element I'm introducing into my game is positive and negative energy don't exist in the FF world...
...So positive energy is now holy magic (works the same, just called different)
and negative energy is now gravity magic
demi - enervation
Felgoroth |
So my friend and his wife just got to talking about this and may be starting a similar game and I just thought of something that might be of interest to you. You could use the Half-Orcs racial abilities but take away their weapon proficiencies and replace them with a bite and/or claw and use them as the race of dog things that Red XIII was.
EDIT: I suppose a Winter Wolf/Worg would work for this as well.