Chocobo Paradise


Homebrew and House Rules


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Dang it, guys.

Why do you do this to me.

Why?

I have a LIFE I need to attend to.

I DO STUFF THAT ISN'T CREATING SETTINGS.

Sometimes.

a little.

YOU DON'T KNOW!

Anyway,

Tacticslion wrote:

Dang it... must... create... campaign... setting... for... chocobos...

EDIT:...
...
...
... dang it

1) White Chocobos have cure abilities or maybe Lay on Hands equivalent
2) Blue Chocobos have the amphibeous special quality
3) Green Chocbos... I dunno, maybe lesser cure abilities than the white
4) Red Chocobos have a meteor swarm ability
5) Black Chocobos have flight
6) Gold Chocobos have superior flight
7) Brown Chocobos have regeneration and/or bark skin spell-likes
8) Silver Chocobos are basically minor monstrous paladins
9) Purple Chocobos are basically minor monstrous bards
10) Fat Chocobo is the king of all, and has an (occasionally-growing) demiplane inside its belly; it is also a summon
11) Baby Chocobos are chocobos with the young template applied several times
12) Cocoon Chocobos are probably just one-size-smaller versions of regular Chocobos (decrease the size category by 1 and all that entails) and have the Docile feature; they may be Advanced
13) Pulse Chocobos are probably the basic Chocobos; or Advanced basic ones
14) all Chocobos may (or may not) come automatically awakened from the base stats above, depending on setting
-EDIT 2: 14-a) or maybe Advanced

EDIT 2: I wonder if it requires something like summon monster IX and/or summon nature's ally IX to summon fat chocobo, at which point he does the equivalent of a single RAGELANCEPOUNCE attack from the sky, and vanishes (unlike the normal rules for summoning creatures)? Then he responds to planar ally or planar binding otherwise.

... from here, dang it.

I might be working on this more later. Grr... so many stupid, cool ideas in the world, so little time...

:D


Oh yeah, I suppose chocobo base stats would be pretty important, here.


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Well... the first place to start would be an emu as I feel they have some notable similarity. Granted, it is 3rd party. I suppose the axe-beak would work just as well, if not better, and its official.

Edit: Ninja Pounced. So... Nounced.


Okay, so now I'm wondering if these creatures are fully integrated into the setting or are just part of the scenery - in other words, are they front-and-center like in the FF games or are they part of the background, like Axebeaks and similar variants are?

The Exchange

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All players would need one of these.
chocobo riders


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It depends on what purpose they serve. I imagine that in the FF realms, chocobos both breed more quickly/are more plentiful than other animals and wind up being more cost effective than, say, horses.

If that's the case, then yes, the would eventually wind up front and center. If they don't breed more quickly/eat less/are just as difficult if not more so to tame than existing common creatures, I see them being niche.


Te'Shen wrote:

It depends on what purpose they serve. I imagine that in the FF realms, chocobos both breed more quickly/are more plentiful than other animals and wind up being more cost effective than, say, horses.

If that's the case, then yes, the would eventually wind up front and center. If they don't breed more quickly/eat less/are just as difficult if not more so to tame than existing common creatures, I see them being niche.

Just so. Thus, I'm asking what people think.

The basic idea is down - now, I imagine, people will want their own input to help refine it!

(I may place this in my Curse of the Godless game. That would be very interesting.)


One of the later 3.5 Dragon mags had stats for chocobos. They were your basic yellow ones IIRC. See Dragon 323 for stats!


Lathiira wrote:
One of the later 3.5 Dragon mags had stats for chocobos. They were your basic yellow ones IIRC. See Dragon 323 for stats!

This is the Homebrew board. Forget the back issues. Let's get some strange brew going, eh.

For the white chocobo maybe just yoink some of the unicorn's spell-likes, which would probably change to, (CL 3th) 3/day—cure light wounds, 1/day—cure moderate wounds, neutralize poison (DC 11).

Maybe a x% chance per hit die to spontaneously Awaken? That would explain why a lot of them wind up so intelligent, but it's not universal. Since it's a 'natural' effect, they wouldn't necessarily pick up new languages because they don't have a caster's languages from which to pick... just a thought.

After reading the white chocobo description, it needs more oomph than I thought. I will contemplate...


Green Chocobo have also been known to cross uncrossable mountains. Perhaps some kind of difficult terrain thing?


Truthfully, the more I think on it, the more chocobos seem be magical beasts to me. Not for the good base attack over average or darkvision, but just because "Magical Beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the creature knows at least one language, but can’t necessarily speak). Magical Beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits."

Many of the chocobos seem unusually intelligent in the different games.

White Chocobo:

This stout flightless bird stands upon two long, taloned legs, but its wide eyes and curious gaze make it look almost intelligent.

White Chocobo

N Large magical beast
Init +4; Senses darkvision 60 ft, low-light vision; Perception +9

DEFENSE
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 25 (3d10+9)
Fort +6, Ref +7, Will +1

OFFENSE
Speed 50 ft.
Melee bite +6 (1d8+3), 2 kicks +1 (1d4+1)
Space 10 ft.; Reach 10 ft.
Special Attacks beak of power
Spell-Like Abilities (CL 3rd)
At will—know direction, detect poison
3/day—cure light wounds
1/day—cure moderate wounds, delay poison (DC 12)

STATISTICS
Str 16, Dex 18, Con 16, Int 3, Wis 11, Cha 12
Base Atk +3; CMB +7; CMD 21
Feats Run, Skill Focus (Perception)
Skills Perception +9
Languages Sylvan

SPECIAL ABILITIES
Beak of Power (Su)
Once per day, a white chocobo can touch a creature and enable that person to recall any one spell slot or spell-like ability that she had cast that day. The spell or spell-like ability is then available again, just as if it had not been cast. The spell or spell-like ability must be of a particular level, no higher than 1/2 the white chocobo's hit dice.
__________

Improved White Chocobo

N Large magical beast
Init +8; Senses darkvision 60 ft, low-light vision; Perception +12

DEFENSE
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 51 (6d10+18)
Fort +8, Ref +9, Will +2

OFFENSE
Speed 50 ft.
Melee bite +9 (1d8+3), 2 kicks +4 (1d4+1)
Space 10 ft.; Reach 10 ft.
Special Attacks beak of power
Spell-Like Abilities (CL 5th)
At will—know direction (as free action), detect poison
5/day—cure light wounds
3/day-cure moderate wounds, delay poison (DC 12)
1/day—neutralize poison (DC 13)

STATISTICS
Str 16, Dex 19, Con 16, Int 3, Wis 11, Cha 12
Base Atk +6; CMB +10; CMD 24
Feats Improved Initiative, Run, Skill Focus (Perception)
Skills Perception +12
Languages Sylvan

SPECIAL ABILITIES
Beak of Power (Su)
Once per day, a white chocobo can touch a creature and enable that person to recall any one spell slot or spell-like ability that she had cast that day. The spell or spell-like ability is then available again, just as if it had not been cast. The spell or spell-like ability must be of a particular level, no higher than 1/2 the white chocobo's hit dice.


Maybe?


Shouldn't this be my thread. 0.0


The Mighty Chocobo wrote:
Shouldn't this be my thread. 0.0

It is. We are just discussing what your family might be like.


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Hm, well my one cousin is a half-dragon advanced chocobo, I'm a advanced (x5) mighty chocobo with advanced HD wait a second, I'm not supposed to know my stats :P


THAT'S RIGHT!... no metagaming for you.


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And then there's my little brother who jumped into the Worldwound-Half fiend advanced chocobo


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Tacticslion wrote:

Dang it, guys.

Why do you do this to me.

Why?

I have a LIFE I need to attend to.

I DO STUFF THAT ISN'T CREATING SETTINGS.

Sometimes.

a little.

YOU DON'T KNOW!

Anyway,

Tacticslion wrote:

Dang it... must... create... campaign... setting... for... chocobos...

EDIT:...
...
...
... dang it

1) White Chocobos have cure abilities or maybe Lay on Hands equivalent
2) Blue Chocobos have the amphibeous special quality
3) Green Chocbos... I dunno, maybe lesser cure abilities than the white
4) Red Chocobos have a meteor swarm ability
5) Black Chocobos have flight
6) Gold Chocobos have superior flight
7) Brown Chocobos have regeneration and/or bark skin spell-likes
8) Silver Chocobos are basically minor monstrous paladins
9) Purple Chocobos are basically minor monstrous bards
10) Fat Chocobo is the king of all, and has an (occasionally-growing) demiplane inside its belly; it is also a summon
11) Baby Chocobos are chocobos with the young template applied several times
12) Cocoon Chocobos are probably just one-size-smaller versions of regular Chocobos (decrease the size category by 1 and all that entails) and have the Docile feature; they may be Advanced
13) Pulse Chocobos are probably the basic Chocobos; or Advanced basic ones
14) all Chocobos may (or may not) come automatically awakened from the base stats above, depending on setting
-EDIT 2: 14-a) or maybe Advanced

EDIT 2: I wonder if it requires something like summon monster IX and/or summon nature's ally IX to summon fat chocobo, at which point he does the equivalent of a single RAGELANCEPOUNCE attack from the sky, and vanishes (unlike the normal rules for summoning creatures)? Then he responds to planar ally or planar binding otherwise.

... from...

Don't you worry that the red chocobo's meteor swarm spell is too legit to quit?

Why not just give it a choco-meteor spell like this:

Choco Meteor:
School: Evocation
Level: 4 Blue Mage?
Casting Time: Standard Action
Components: V, S, M (a sprig of gysahl greens)
Range: Long
Area: One 40 foot sphere
Duration: Instantaneous
Saving throw: none or reflex half, See Text; Spell Resistance: Yes

Choco Meteor is a lesser for of the Meteor Swarm spell, occurring naturally in certain breeds of chocobo (for whatever reason). When you cast this spell, you launch a 2 foot in diameter sphere at an enemy or object as a ranged touch attack.

On a hit, this attack deals 2d6 of bludgeoning damage without a save and the sphere detonates. At caster level 10 and caster level 14, this bludgeoning damage increases by 1d6. The creature struck by the sphere take a -4 penalty on the save to avoid the damage from this explosion. On a missed ranged attack roll, the sphere still detonates in the opponent's square.

The explosion from the detonation deals 6d6 points of fire damage to all enemies within 40 feet of the detonation's epicenter. For every two caster levels you possess beyond level 7, this damage increases by 1d6 points of damage to a maximum of (to a maximum of 10d6 at level 15)


Quote:
Don't you worry that the red chocobo's meteor swarm spell is too legit to quit?

Nope!

I like your spell, though. :)


It's basically a 4th-level "dumbed down" Meteor Swarm reduced from 4 meteors to 1 meteor, and with some per-level damage progression tacked on. You could rephrase the bludgeoning damage to "1d6 per 4 levels (max 4d6 at CL 16)" and the fire damage to "2d6 + 1d6 per 2 caster levels (max 10d6 at CL16)"; damage stays about the same, and it tones down the spell's complexity.
In my opinion, that is. ;)
Ooh, and I think that the Axebeak is a perfect Chocobo baseline. Just my 2 cents.


@Tactics
Glad that you like it.

@Propsken
You are correct about the wording. It could have used a rewrite, but it is good enough.

And it is a "dumbed down" meteor swarm. That was the goal: a one meteor version of meteor swarm that more or less keeps up with 3rd and 4th level spells in terms of effectiveness.


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Works for me. Chocobo approved! >.<


Looked like a silly rip of the original at first, but in retospect I think it's pretty solid as a 4th level spell. When you can cast it (Wiz7) it does 7d6, equal to a Fireball, except it's bigger. And the scaling works too, capping at 14d6 at level 16 - only one die and one level behind most of its brethren, but the large area and damage split make up nicely.

Also, why is there no love for the LEGENDARY CIEL CHOCOBO!? Kweh!


The... legendary Ciel Chocobo? My lore has a hole, it seems?


The Final Fantasy Unlimited anime, my good man ^^


... not seen it. :/


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Here is the series' Chocobo theme music. It's awesome, bombastic and funny all at the same time. Also, if you can stand corny "hi this is my vid" intros, this is a compilation of the series' main character gimmick. If you don't mind Japanese voices with Spanish subs (I kid you not), I present to you Epic Chocobo Awesomeness (with a side serving of silly). Bonus points for victory fanfare. Finally, if you're okay with cheap metal covers, the Ciel Chocobo transformation sequence can be found at the end of this tribute video.


I once heard about one half of one episode in English interspersed with Spanish and (what I presumed) was Japanese which I'd acquired from the old Kazaan in what I thought was a video until, you know, I tried to watch it. At which point, of course, it wasn't what I thought, and, having no way to understand anything (it wasn't like an audio presentation - it was just the audio track in three different languages with no rhyme or reason) I left it alone.

Thanks for this, though! I'll check them out.


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