Breath of Fire Races [Archive] - Wizards Community

Post/Author/DateTimePost
havenscloud

06-04-07, 12:59 PM
Hi, we've been working on a Breath of Fire conversion in the D20 videogames design experiments section for awhile now and could use some more help with the races. For anyone familiar with BoF or just wants to give a critique, it would be much appreciate.

We've taken a few liberties with the source material, namely there were 13 original gods (Endless) that created the world and one race (clan) in their own image. Most of these gods were slain in a big war, but their power continues to pass on through their progeny in various strengths through Bloodlines.

So we have 13 Clans, each with a distinct Bloodline available, and a favored element also factored in.

Here's a link to the other thread.
havenscloud

06-04-07, 01:06 PM
Elements
Each clan has a few favored elements, and each character selects one at creation. If the element selected is favored, the character receives the bonuses but not the penalties. If the element is unfavored, you take the penalties too. The elements also have other implications such as cleric domain and Bloodline spells.

Fire
+1 Str
-1 Int
5 resistance to fire
5 vulnerable to cold

Water
+1 Int
-1 Str
5 resistance to cold
5 vulnerable to fire

Wind(Air)
+1 Dex
-1 Con
5 resistance to electric
5 vulnerable to acid

Earth
+1 Con
-1 Dex
5 resistance to acid
5 vulnerable to electric

Light (Healing)
+1 Wis
-1 Cha
5 resistance to positive energy
5 vulnerable to negative energy

Dark (Magic)
+1 Cha
-1 Wis
5 resistance to negative energy
5 vulnerable to positive energy

The perks can improved through feats or classes, and magic is tied to Bloodlines and classes.

Bloodlines
Bloodlines work just like those found in Unearthed Arcana, but we've made new ones to correspond to the distinct clans. Each clan has its own Bloodline, but they are of varying inherent strength (only a few major Bloodlines).
ericSHINRA

06-04-07, 01:07 PM
I haven't played the BOF games but you should never have odd ability modifiers, even for elemental templates.
Fireclave

06-04-07, 01:11 PM
I haven't played the BOF games but you should never have odd ability modifiers, even for elemental bloodlines.
Agreed.

Also, are you drawing inspiration primarily from BoF4, or from the entire series?
havenscloud

06-04-07, 01:16 PM
We're primarily working with 1 - 3 for their continuity, and taking bits of the other two games.

Should the element ability adjustments be bumped to +2 and -2, or dropped then?
havenscloud

06-04-07, 01:17 PM
Dragon Clan

+2 Cha, -2 Wis. Brood have strong personalities but can be rash and impulsive.
Size: Medium. As Medium creatures, Brood have no special bonuses or penalties due to their size.
Type: Humanoid. As Humanoid creatures, Brood have no special bonuses or penalties.
Speed: Brood base land speed is 30 feet. However, Brood can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Low-Light Vision: Brood can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Weapon Familiarity: Brood may treat bastard swords as a martial weapon, rather than exotic weapon.
Diehard: a Brood gains Diehard as a bonus feat.
Gutz (Ex): a Brood can heal her own wounds. She can heal a number of hit points of damage equal to twice her current total level each day, and she can spread this healing out among several uses.
Gene (Ex): a Dragon possesses one ingrained elemental gene of her dominant element but is unable to transform.
Dragon Blood: For all effects related to race, a Brood is considered of the Dragon type.
+2 racial bonus on Listen, Spot checks.

Automatic Languages: Common and Draconic.


Light Subrace

Favored Class: Paladin. A multiclass Light Brood’s paladin class does not count when determining whether she takes an experience point penalty for multiclassing
+2 racial bonus on Diplomacy checks.
Dragon affinity: a Light Brood receive a +2 bonus all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks to interact with other Light Brood and non-evil dragonoids.
Favored Elements: Light, Fire. A Light Brood receives all the benefits of a dominant light or fire element without any of the disadvantages.


Dark Subrace

Favored Class: Sorcerer. A multiclass Dark Brood’s sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing
+2 racial bonus on Intimidate checks.
Dragon affinity: a Dark Brood receive a +2 bonus all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks to interact with other Dark Brood and non-good dragonoids.
Favored Elements: Dark, Water. A Dark Brood receives all the benefits of a dominant dark or water element without any of the disadvantages.


Brood have two major Bloodlines available to them, one for each of the subraces. They focus on dragon transformation and increased elemental resistance. The Light Brood Bloodline possesses the Kaiser gene and is geared towards combat while the Dark Brood Bloodline possesses the Tyrant and is geared towards magic.
havenscloud

06-04-07, 01:20 PM
Wing Clan

+2 Int, -2 Con. Winged are clever and creative but light of frame on account of their hollow bone structure.
Size: Medium. As Medium creatures, Winged have no special bonuses or penalties due to their size.
Type: Humanoid. As Humanoid creatures, Winged have no special bonuses or penalties.
Speed: Winged base land speed is 30 feet.

Weapon Proficiency: Winged receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and quarterstaff as bonus feats.
Wings (Ex): A Winged can use her wings to glide, negating falling damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Winged glide at a speed of 40 feet (average maneuverability). Even if a Winged's maneuverability improves she can't hover while gliding. A Winged can't glide while carrying a medium or heavy load. If a Winged becomes unconscious or helpless while in midair her wings naturally unfurl and powerful ligaments stiffen the wings. The Winged descends in a tight corkscrew and takes only 1d6 points of falling damage no matter what the actual distance of the fall. The Winged also receives a +10 bonus to jump checks with the use of her wings.
+2 racial bonus on Will saving throws.
+2 racial bonus on Balance, Diplomacy, and Knowledge (arcana) checks.
Spell-Like Abilities: 1/day—Light. A Winged with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—Mage Hand and Ghost Sound. Caster level 1st; save DC 10 + Winged’s Cha modifier + spell level.

Favored Class: Sorcerer. A multiclass Winged’s sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing.
Favored Elements: Wind, Light, Dark. A Winged receives all the benefits of a dominant wind, light, or dark element without any of the disadvantages.
Automatic Languages: Common and Sylvan.


Winged have a major Bloodline available to them. It focuses on flight. magic, and the Great Bird transformation.
havenscloud

06-04-07, 01:20 PM
Woren Clan

+2 Dex, -2 Con
Size: Medium. As Medium creatures, Woren have no special bonuses or penalties due to their size.
Type: Humanoid. As Humanoid creatures, Woren have no special bonuses or penalties.
Speed: Woren base land speed is 30 feet, but increases to 40 feet on all fours. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Woren’s speed because of any load carried or armor worn
Low-Light Vision: A Woren can see twice as far as a Clanless in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Pounce (Ex): When a Woren makes a successful charge, she may make a full attack.
Cat Claw (Ex): Woren are accustomed to bare handed combat, and may make an unarmed attack with either her sharp nails or fist. These attacks deal 1d4 of lethal or nonlethal damage at the Woren's choice, and are treated as a manufactured weapon and a natural weapon for purposes of spells and effects. These attacks still provoke an attack of opportunity without the Improved Unarmed Strike feat.
+2 racial bonus on Reflex saving throws.
+4 racial bonus on Balance checks on account of their long tails.
+2 racial bonus on Listen, Jump, and Move Silently checks.
-2 racial penalty on Concentrate and Swim checks. Woren distract easily and have a natural aversion to open water.

Favored Class: Barbarian. A multiclass Woren’s barbarian class does not count when determining whether she takes an experience point penalty for multiclassing.
Favored Elements: earth, wind. A Woren receives all the benefits of a dominant earth or wind element without any of the disadvantages.
Automatic Languages: Common.


Woren have a major Bloodline available to them. It focuses on strength, speed and the Weretiger transformation.
havenscloud

06-04-07, 01:21 PM
Grassrunner Clan

+2 Int, -2 Str
Size: Medium. As Medium creatures, Grassrunners have no special bonuses or penalties due to their size.
Type: Humanoid. As Humanoid creatures, Grassrunners have no special bonuses or penalties.
Speed: Grassrunner base land speed is 30 feet.

+1 racial bonus to ranged attacks.
4 extra skill points at 1st level and 1 extra skill point at each additional level.

Favored Class: Any. When determining whether a multiclass Grassrunner takes an experience point penalty, her highest-level class does not count.
Favored Elements: light, dark. A Grassrunner receives all the benefits of a dominant light or dark element without any of the disadvantages.
Automatic Languages: Common.

Grassrunners have a intermediate Bloodline available to them. It focuses on creativity and skill.


Canine Subrace

+2 racial bonus on Fortitude saving throws.
Loyal (Ex): Canine Grassrunners receive a +2 morale bonus to attack, damage, and AC when any companions are reduced to 0 HP. They also receive a +2 bonus to Cha checks with anyone that considers them friendly.

Vulpine Subrace

+2 racial bonus on Reflex saving throws.
Spell-Like Abilities: A Vulpine Grassrunner with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—Prestidigitation and Mage Hand. Caster level 1st; save DC 10 + Grassrunner’s Cha modifier + spell level.

Lagamorph Subrace

+2 racial bonus on Will saving throws.
Dumb Luck (Ex): Lagamorph Grassrunners have an uncanny ability to find themselves in advantageous situations. 1/day they may reroll a failed check. This ability need not be activated before the failed roll.
ericSHINRA

06-04-07, 01:30 PM
We're primarily working with 1 - 3 for their continuity, and taking bits of the other two games.

Should the element ability adjustments be bumped to +2 and -2, or dropped then?

Do you have Level Adjustments for any of these? Some of the abilities(such as Flight) are rather powerful and can be easily abused in DnD. You can keep the ability score adjustments but I'd also look into Regional Feats to cover the progress of more powerful racial traits if you want to keep the Level Adjustment to a minimum.
havenscloud

06-04-07, 01:41 PM
No, these are all supposed to be LA +0 so far, so please let me know if they're overpowered. We're setting it up for Bloodlines to be a common thing, so more powerful racial abilities should come from there.

The Wing Clan for instance can't fly. The get vestigial wings and can glide like a Raptorian, but they need Bloodline levels in order to gain flight. Do you follow me?
havenscloud

06-05-07, 10:27 AM
So to indulge my curiosity, what is the logic behind no odd ability modifiers? I imagine it makes things unbalanced somehow. Something to do with the feats that require odd ability scores?
Fireclave

06-05-07, 01:45 PM
So to indulge my curiosity, what is the logic behind no odd ability modifiers? I imagine it makes things unbalanced somehow. Something to do with the feats that require odd ability scores?
In short, odd ability modifiers aren't used because they don't affect all creatures the same way. Only with even ability modifiers can you make sure that all characters are affected the same way by the same effect, whether that effect be a spell, item, or racial ability modifier.

For example, let's say you have two characters. Char1 has a str of 12, and Char2 has a str of 13. Both of them pick up a +1 Amulet of Strength. Char1, whose str rises from 12 to 13, doesn't recieve any real benefit from the item. His str modifier is still the same. Char2, whose str goes from 13 to 14, does benefit from the item. The same item which is useful to one of them is completely useless to the other.

But take those same characters and give them both a +2 Amulet of Strength, and they both recieve the same benefit: a +1 str modifier increase.

That's the short of it, but I'm sure someone else could explain it better than I could.
Bat_manuel

11-08-07, 09:42 PM
I only have two things I would like to mention in this, because I myself have been working on making a breath of fire 3 based game and I'm looking for a DM who is willing to run it for me and go over everything and check it out for my group. My level adjustments are a LOT higher than yours and I have way more powerful racials, but that's just how my group rolls :D

1) Brood- No bite attack? or at least a "utility bite" that can chew through thin or soft objects? I know Ryu escaped from being tied up by Balio and Sunder by chewing through his ropes, I don't think normal people do that:) I gave brood a racial "bite" that deals damage only if they are in a grapple or if they are using it on a semi-stationary inadimate object, the bite deals damage one size category smaller than the brood.

2) how hard will it be to get the weretiger form for a bloodline? Rei was only level 5 (or possibly lower) in the game when he was able to become a weretiger, he just never used it in front of the other characters that's why he was sent alone to kill the nue while Ryu and Teepo were with Bunyan chopping wood. This leads me to think that you might have a lesser weretiger form for lower levels and maybe a more powerful form that can be adopted a later levels or is it just one big weretiger form? The way I've done mine is that only 1/50 woren are born with the ability to become a weretiger and when usually left in a tribal setting or amongst their own "politics" these characters are considered like royalty. I only gave a Strength and AC bonus for their racial weretiger form as they don't gain additional HP or attack rounds in the game (I'm a very bored person and have spent too much time with my BoF3 disc and even did averaged attack damages in and out of weretiger form and damage taken).