Monday, January 31, 2011

Comment posting fixed

If all two or three of you were having trouble posting comments, that should be fixed now (comment box will now appear in a pop up window)

Monday, January 24, 2011

Suiko d20 Project 1.

I am working on a system called "Suikod20"--which is an attempt to make a tabletop ruleset for games set in the universe of the Suikodenseries of games. I am using the Pathfinder Reference Document, an OGL-based system, as the backbone for the rules. The power level of core Pathfinder classes and races and unique-to-Pathfinder systems such as combat maneuvers I feel suit well this project (and I really like the Pathfinder roleplaying game).

I do not own the IP to Suikoden so I can't just up and claim this all as mine and OGL and whatnot, but this is a fan work with no effort as being proprietary and no profit is being made from this. I've done my best to avoid referencing IP-specific material as much as possible so you could take anything that is not obviously IP-stamped and use it for your own purposes.

As I work on the documents, I am posting them here for reference and comment. This is VERY alpha/beta and all suggestions are welcome.

We start with the races.

Suikod20 Races

Suikod20 uses the following races. Other races, from the PRD or elsewhere, are not available without the GM’s permission.

Beaverfolk: Described in the document below
Duckfolk: Described in the document below
Dwarves: As written in the PRD, with a change noted in this document
Elves: As written in the PRD, with two changes noted in this document
Humans: As written in the PRD
Kobolds: Described in the document below; NOT the Kobolds in the PRD
Lizardfolk: Described in the document below; NOT the Lizardfolk in the PRD
Merfolk: Described in the document below; NOT the Merfolk in the PRD
Nekobolds: Described in the document below
Wingers: Described in the document below

A note on languages: No languages/bonus languages are noted in the following racial descriptions. The games which inspired this write up seldom worried about language barriers, save for very ancient languages, and I have no basis upon which to base possible languages. If you wish to use a language system, assume a different language for each race (and/or major region), and that everyone can speak a common human tongue.

Beaverfolk
Beaverfolk are squat, very furry humanoids with buck teeth and an affinity for craftsmanship and engineering.
+2 Constitution, +2 Intelligence, -2 Charisma: Beaverfolk are sturdy and absolutely brilliant planners and engineers, but they are also isolationist and eccentric.
Small: Beaverfolk are Small creatures and get a +1 size bonus to attacks, Armor Class, and a +4 bonus to Stealth.
Slow Speed: Beaverfolk have a base speed of 20 feet.
Low Light Vision: Beaverfolk can see twice as far as humans in conditions of poor illumination.
Dam Good Swimmers: Beaverfolk have a Swim speed of 20 feet; see the description of the Swim skill for more details. They can also hold their breath for 3 rounds per point of Constitution rather than the usual 2.
Beaver Blood: Any effect with the word “Beaver” in the description applies to them.
Weapon Familiarity: Beavers treat any weapon with the word “Beaver” in the title as a martial weapon.
Busy as a...: Beaverfolk are tremendously talented woodworkers, and get a +2 racial bonus to Craft checks related to working with wood, and a +2 racial bonus to Appraise and Knowledge: Engineering checks related to wooden items or construction. If four or more beaverfolk work on a wooden construction project together, they halve the time it takes to produce the final item.
Bucktooth Tempest: Beaverfolk can chew through wood (though they do not eat it) and can cut or damage wood with their teeth as if they were using a weapon or tool to do so.

Duckfolk
At first glance, duckfolk indeed appear to be unusually big white ducks—until one notices they are wearing clothes and speaking. These humanoids are practical folk who dwell in marshy areas and are surprisingly good at defending their territory. While their arms have a wing-like appearance, they cannot fly, and these limbs end in functional, if feathered, hands.
+2 Constitution,+2 Wisdom, -2 Dexterity: Duckfolk are hardy, sensible, and alert. Their wing-like arms and short webbed feet prevent them from great feats of agility, however.
Small: Duckfolk are Small creatures, gaining a +1 size bonus to Attack and Armor Class, and a +4 size bonus to Stealth.
Slow Speed: Duckfolk have a base speed of 20 feet.
Able Swimmers: Duckfolk have a Swim speed of 30 feet; see the description of the Swim skill for more details.
Down with the Ironheads!: Used to defending their lands from human conquerors, usually knights who are heavily armored and mounted, duckfolk have learned how avoid harm and exploit such enemies’ weaknesses. They get a +4 dodge bonus to Armor Class and Combat Maneuver defense versus mounted opponents. They also gain a +2 racial bonus to trip, disarm, and sunder attempts against opponents in heavy armor.
Marshdwellers: Duckfolk get a +4 to all Survival checks in marsh terrain.
Duckfolk Blood: Any effect with the word “Duck” in the description applies to them.

Dwarves
Dwarves dwell deep underground all over the world, mining the world’s rich mineral resources.

Their stats are as they are in the PRD, with the following exceptions:
- Remove the abilities Defensive Training and Hatred
- Add the Stoneworker and Expert Digger abilities, described below:

Stoneworker: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.

Expert Digger: Dwarves are constantly digging out new mines, and are as excellent as destroying old structures and clearing paths as they are at building new things. They gain a +2 bonus to Strength checks and Sunder attempts when breaking items made of stone or iron, and they can dig in earth or stone at twice the rate any other humanoid can.

Elves
Elves are the world’s aloof forest guardians; they can make excellent allies and fearsome enemies.

Their stats are as they are in the PRD, with the following exceptions:
- Remove the abilities Elven Immunities and Elven Magic
- Add the Forest Guardian and Oaken Will abilities, described below:

Forest Guardian: Elves are alert scouts and silent protectors of their home forests. They get a +1 racial bonus to Initiative checks and +2 bonus to Stealth checks; these bonuses double when in forest terrain. They additionally get a +2 Climb bonus when climbing trees.

Oaken Will: Stubborn in the extreme and impatient with younger races that do not understand their slow way of thinking, the steadfast spirit of the forest has imbued elves with resistance to all sorts of mind-influencing magic and other effects (and to new ideas). Elves get a +1 racial bonus to all Will saves.

Kobold
Kobolds are about the same size and build as humans, except they have canine heads and are covered in short, soft fur. They seem to have many “breeds” as dogs do—some kobolds have stout faces and crinkled noses, others have floppy ears and long noses, with many different fur colorations and markings. They are social, loyal, and hard workers. (Obviously not to be confused with the lizard-like kobolds in the prd)
+2 Strength, +2 Charisma, -2 Intelligence: Kobolds are powerfully built and very “pack” driven, but slightly lacking in analytical skills.
Medium: Kobolds are medium-sized creatures and do not gain any bonuses or penalties due to size.
Normal Speed: Kobolds have a base speed of 30 feet.
Weapon Familiarity: Kobolds make excellent soldiers, and many have trained in the local army or mercenary legion. They can choose one martial weapon in which they become proficient, on top of any other proficiencies they gain from their class.
Low Light Vision: Kobolds can see twice as far as humans in conditions of poor illumination.
Keen Noses: Kobolds get a +2 racial bonus to Perception checks, and they have the Scent creature ability.
Pack Mentality: Kobolds naturally think in ways how they can help each other and their allies. When they succeed on an Aid Another check, they add +3 to the bonus rather than +2.
Kobold Blood: Any effect with the world “Kobold” in the description applies to them.

Lizardfolk
The Lizard Clan defends their cave homes with great zeal. They have a strong code of honor, and are very quick to anger and to violence.
+2 Strength, +2 Wisdom, -2 Intelligence: Lizardfolk are very strong and quite alert, but they are not tacticians.
Medium: Lizardfolk are medium-sized creatures and do not gain any bonuses or penalties due to size.
Normal Speed: Lizardfolk have a base land speed of 30 feet.
Low Light Vision: Lizardfolk can see twice as far as humans in conditions of poor illumination.
Weapon and Armor Proficiency: All lizardfolk are proficient in the longspear, halberd, and glaive.
Tough Hide: The lizardfolk’s reptilian scales give them a +2 natural armor bonus to Armor Class.
Reptilian Talons: Lizardfolk have clawed fingers and toes. These are not usually honed enough to use as natural weapons (and lizardfolk prefer the art of weaponry anyway) but they are good for gripping onto rock and wood, giving the lizardfolk a +2 racial bonus to Climb checks.
Balancing Tails: Lizardfolk use their tails to help keep their balance, and get a +4 bonus to Acrobatics checks to cross uneven ground or narrow surfaces without falling. They also get a +4 racial bonus to Combat Maneuver Defense versus Trip and Overrun attempts.

Merfolk
The elusive Merfolk live deep in the oceans, and while they often prefer to keep to themselves, gladly offer assistance to other races in times of crises. They are beautiful creatures, with delicate limbs covered in colorful scales and fins.
+2 Dexterity, +2 Charisma, -2 Wisdom: Merfolk are swift, graceful, and charming, but are also naive and unobservant.
Medium: Merfolk are medium-sized creatures and do not gain any bonuses or penalties due to size.
Slow Speed: Merfolk’s legs are adapted more to swimming than walking. They have a base speed of 20 feet.
Darkvision: Merfolk can see in the dark up to 60 feet.
Aquatic: Merfolk have the aquatic subtype and swim at a speed of 50 feet; see the Swim skill for more details.
Amphibious: Despite being aquatic creatures, merfolk can breathe underwater and on land with ease.
Water Dependence: Although they can survive on land, merfolk need to be submerged in water for at least an hour a day or their scales dry, giving them a -2 penalty to all Constitution and Dexterity based checks until they can soak in water for at least an hour.
Protective Scales: Merfolk have a +1 natural armor bonus to Armor Class.
Weapon Familiarity: Merfolk are proficient in the light and heavy crossbow, the trident, and the net.

Nekobold
Nekobolds are human sized with proportionally sized heads very similar to those of domestic cats. They are covered in soft fur and have small, retractable claws at the ends of their fingers. They are friendly islander folk, and valuable on ships where their many skills come in handy.
+2 Dexterity, +2 Charisma, -2 Wisdom: Nekobolds are as swift as other felines, and are attractive and amiable creatures. They are very impulsive, however.
Medium: Nekobolds are medium-sized creatures and do not gain any bonuses or penalties due to size.
Normal Speed: Nekobolds have a base speed of 30 feet.
Low Light Vision: Nekobolds can see twice as far as humans in conditions of poor illumination.
Keen Senses: Nekobolds have excellent senses and get a +2 racial bonus to Perception checks.
Kobold Blood: Any effect with the world “Kobold” in the description applies to them.
Catlike Grace: Nay-Kobolds get a +2 racial bonus to Stealth checks and to Acrobatics checks related to balance.
Ratcatchers: While they are much larger than true cats, Nekobolds are excellent at finding and destroying vermin and creatures often found invading food stores. They get a +2 racial bonus to Perception, Survival, Attack, and Damage rolls when dealing with any creature of the vermin subtype as well as with the following animals: mice, rats, and dire rats. This bonus may be extended to other rodent-like creatures at the GM’s discretion.
Retractable Claws: Nekobolds have tiny claws which they can release and use to fight with as natural weapons. However, the little claws do less damage for their size than other medium sized creatures, dealing only 1d3 damage per claw attack. Extending or retracting the claws takes a swift action. If the claws are retracted, Nekobolds are considered unarmed.

Winger
Wingers appear to be human, save for the long, dark wings sprouting from their backs and their taloned feet. Rare creatures in the world, they are proud of their differences and relative uniqueness.
+2 Dexterity, -2 Charisma: Wingers are agile, but come off as arrogant, eccentric, or creepy.
Medium: Wingers are medium sized and thus have no bonuses or penalties due to size.
Normal Speed: Wingers have a walking speed of 30 feet.
Wings: Wingers are aptly named, and have a fly speed of 50 feet (average maneuverability). See the Fly skill for more information.
Fast Talkers: Wingers get a +2 racial bonus to Bluff checks.