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Paragon Badger
2008-02-15, 12:04 AM
Update:

As you have noticed, I added 'Ye Olde Nippon' to the title. I'm expanding Okami D20 to fit in other elements of Japanese mythology into the setting. Mainly because of the lack of unique character classes beyond Canine Warrior and Celestial Artist. As such, anything thathappened in Japan's mythology (that doesn't conflict with Okami, such as Amaterasu being a chief diety, and Susano being mortal, ect.) will be put in.

Using Okami D20 in your campaign.

Okami D20 may be used with the standard D&D 3.5 PHB, but many things from the Oriental Adventures Rulebook are very appropriate for the setting of mythological Japan. In fact, Okami D20 is better suited as a supplement to Oriental Adventures, not a replacement. If you do use things from Oriental Adventures, I suggest any of the following, at the DM's disgression.

Hengeyokai and Spirit Folk races.
Samurai, Shaman, Sohei, and Wu Jen core classes.
Blade Dancer, Eunuch Warlock, Henshin Mystic, Iajutsu Master, Ninja Spy, Shadow Scout, Shapeshifter, Shintao Monk, Singh Rager, Tatooed Monk, Void Disciple, Weapon Master(Kensei), Witch Hunter, and Yakuza prestige classes.
Nearly all skills and feats.
Nearly all weapons and armor.
Martial Arts Styles and Iajutsu Duels.
Nearly all new spells.
Nearly all magic items.
Most monsters.

Obviously, some things from Okami D20 are very similiar to Oriental Adventures (Such as the Shapeshifter and Magician classes) and should not be used simultaneously. I mean... you can if you want, but... it'll be odd together, and Oriental Adventures races/classes focus more on gameplay than mythological depiction. :-P

Nippon in Okami is heavily based on myths and folklore of Japan, and a quick google search is all that's needed on any one topic to determine if it fits alongside Okami D20, since Oriental Adventures doesn't aim to be as faithful to the myths as Okami D20 does. ...Then again, you don't want to sacrifice gameplay or balance for accuracy, which is the whole reason why I suggested the preceding items to be used alongside Okami D20.

Introduction

Many years have past since Amaterasu Okami had left Nippon to return to the heavens, and her impact has not gone unnoticed. With renewed vigor and their faith in the gods restored, the people have begun adventuring; fighting monsters, exploring the hidden crevices of the island nation, and some even venturing outside its watery borders.

Races
-Dragonian
-Dog (Complete!)
-Human (Complete!)
-Poncle
-Oinu (Too weak for LA +1?)
-Sparrow
-Tanuki* (http://www.giantitp.com/forums/showthread.php?p=3940226#post3940226)

Classes
-Canine Warrior (http://www.giantitp.com/forums/showthread.php?p=3940542#post3940542) (Lacking unique special abilities)
-Celestial Artist (Complete!) (http://www.giantitp.com/forums/showthread.php?p=3944336#post3944336)
-Magician* (http://www.giantitp.com/forums/showthread.php?p=3960811#post3960811) (Based on Jiraiya Goketsu Monogatari (http://en.wikipedia.org/wiki/Jiraiya_Goketsu_Monogatari)) (Needs alot more...something)
-Ninja* (Will be based on Sanada Braves (http://en.wikipedia.org/wiki/Ten_Heroes_of_Sanada))

Skills
-Celestial Brush (Complete!) (http://www.giantitp.com/forums/showthread.php?p=3953650#post3953650)

Feats
-Divine Instruments Proficiency
-Nindog Weapons Proficiency* (http://www.giantitp.com/forums/showthread.php?p=3953695#post3953695)

Setting
-Items (http://www.giantitp.com/forums/showthread.php?p=3953939#post3953939)
-People

Monsters (Part I)
-Imp, Namahage, Clay Warrior
-Guardian
-Ogre, Chimera, Igloo Turtle
-Dead Fish
-Crow Tengu, Ubume
-Fire Eye, Ice Mouth, Thunder Ear, Earth Nose, Doom Mirror, Poltergeist
-Jiro, Saburo, Ichiro
-Cyclops, Great Tengu
-Oni, Bull Charger
-Dogu
-Tube Fox

Monsters (Part II)
-Spider Queen
-Crimson Helm
-Orochi
-Blight
-Ninetails
-Lechku and Nechku
-Yami

*Not in the original game, but taken from japanese mythology/folklore.

(Feel free to post before I'm done, I'll just have each this index link to the specified post anyway. And I'm probably going to be unable to do the Monsters part without assistence, since I no longer have the game. :'( )

Paragon Badger
2008-02-15, 12:49 AM
Races

Dragonian
Medium
Speed: 30ft.
Swim Speed: 40ft.
+2 Dex, -2 Str
May breathe underwater. Automatically proficient with Tridents.
Favored Class: Ranger

Native to the Dragon Palace off the coast of North Ryoshima, The dragonians have long protected the seas. Since the defeat of Ninetails, they have had much prosperity, and now emboldened by the peacefulness, the once elusive and shy Dragonians have begun to make contact with humans.

Dog
Small
Speed: 40 ft.
+4 Dex, -4 Str, -6 Int, -2 Con
+1 Natural Armor Bonus to AC
+1 Size Bonus to AC and attack.
+4 Racial Bonus to Jump, +4 racial bonus on Survival checks when tracking by scent, +4 Size Bonus to Hide.
Low-light vision, Scent.
Natural Weapon: Bite (1d4 20/x2)
Cannot speak any language except canine, although any race may spend a skill point to understanding dogs. Dogs cannot equip weapons or armor unless specified in the item's description.
Favored Class: Canine Warrior

A beloved animal of many, the dog is known for its loyalty, and its affinity to the white wolf form of Amaterasu. Many dogs roam Nippon, but the most famous are the Canine Warriors of the Satomi House.

Human
Medium
Speed: 30 ft.
+4 skill points at level 1, and +1 for every level after.
Extra feat at 1st level.
Favored Class: Any

Found all throughout Nippon, Humans are the main inhabitants of the island nation.

Poncle
Diminutive
Speed: 10 ft.
+6 Dex, -10 Str, -2 Con
+4 Size Bonus to AC and Attack.
+2 Racial Bonus to Craft(Painting)
+12 Size Bonus to Hide
A Poncle may jump as if it has a speed of 30 ft and were two sizes larger. Poncles also do not need to take a running start for any jump.
Favored Class: Celestial Artist

Poncles are tiny little creatures, native to the village Ponc'tan in the northern island Kamui. They have a long tradition of being Celestial Envoys, the messengers between man and god. Some have strayed from this path, however, to go out on quests (although 'adventuring' usually means hiding in a dog's fur, a human's pocket, and occasionally, a wood sprite's cleavage.)

Oinu
Medium
Speed: 30 ft.
+2 Str
Alternate Form: As a full-round action, an Oinu can take the form of a dog. This action may be done as many times per day as your base constitution modifier, and the transformation lasts for 3+Constitution Modifier rounds. The transformation may be done simultaneously with any rage ability.
Favored Class: Barbarian
LA: +1

From the frozen lands of Kamui, the Oina tribe has a proud tradition of being fierce warriors, for they have lived in the village Wep'keer, a mere stone's throw from The Ark of Yamato, the source of all Nippon's monsters. With their lands much safer since Amaterasu's return, the Oina have begun to travel outside their wintery home.

Sparrow
Tiny
Speed: 15 ft.
Fly Speed: 30 ft. (Average)
+6 Dex, -8 Str, -2 Con
+2 Size Bonus to AC and Attack
+8 Size Bonus to Hide
Favored Class: Rogue

Native to Sasa Sanctuary, the mysterious sparrow clan have rarely ventured out of their impenetrable inn, hidden in the spirit world. But Chun's tales of the human world piqued a curiosity among the Sparrow Clan, and many have begun to go outside their home, emboldened by the reduced number of roaming monsters.

Tanuki
Tiny
Speed: 20 ft.
Climb: 20 ft.
+6 Dex, +2 Int, +2 Cha, -8 Strength, -2 Con, -4 Wisdom
+2 Size Bonus to AC and Attack
+4 Racial Bonus to Move Silently, +8 Racial Bonus to Balance and Climb.
+8 Size Bonus to Hide
Low-light vision, Scent
Natural Weapon: Bite (1d3, 20/x2)
Tanuki use their Dexterity modifier for Climb checks. They can always choose to take 10 on a Climb check, even if rushed or threatened.
Alternate Form: As a full-round action, the Tanuki may transform into any medium or smaller creature.
Favored Class: Rogue
LA: +2

Vuzzmop
2008-02-15, 01:07 AM
I think I've fallen in love with you.:smallbiggrin:

Paragon Badger
2008-02-15, 04:03 AM
Classes

Canine Warrior

The Satomi Clan's famed eight canine warriors defended the Gale Shrine for many years, each one possessing an orb that was paramount in helping Amaterasu defeat Crimson Helm many years ago. What has become of the orbs now is a mystery, but the canine warriors live on, vigilent as always.

Adventures - Canine Warriors usually adventure together, though some have left the Gale Shrine and found other worthy goals. Most are fiercely protective and loyal of the people they accompany, and go to great lengths and self-sacrifice to protect others.

Alignment - Canine Warriors are restricted to Good Alignment, though they tend to lean towards lawful, some are chaotic.

Background - Each Canine Warrior embodies a specific virtue, and they lose their powers and cannot advance any more levels into Canine Warrior if they stray too far from it. The virtues are Chu(Loyalty), Jin(Justice), Gi(Duty), Tei(Brotherhood), Rei(Honor), Chi(Knowledge), Ko(Wisdom), Shin(Faith)

Restrictions - A Canine Warrior must be a dog, of good alignment, and adherent to their chosen virtue.

Role - Canine Warriors are martial and well-suited to protecting things. They work well with any team and while they are considerable combatants alone, the Canine Warrior's greatest talent is giving their allies an advantage.

Abilities - Constitution is important for the Canine Warrior to endure enemies' attacks, as well as strength for melee combat.

Hit Die - d10
Class skills - Balance(Dex), Climb(Str), Escape Artist(Dex), Hide(Dex), Intimidate(Cha), Jump(Str), Listen(Wis), Move Silently(Dex), Search(Wis), Sense Motive(Wis), Speak Language(None), Spot(Wis), Survival(Wis), Swim(Str), Tumble(Dex)
Skill points at 1st level - (4 + Int modifier) ×4.
Skill Points at Each Additional Level - 4 + Int modifier.

The Canine Warrior
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2|Aid, Protect

2nd|
+1|
+3|
+3|
+3|

3rd|
+2|
+3|
+3|
+3|Holy Eagle

4th|
+3|
+4|
+4|
+4| Bite 1d6

5th|
+3|
+4|
+4|
+4|Intelligence +1

6th|
+4|
+5|
+5|
+5|
7th|
+5|
+5|
+5|
+5|

8th|
+6/+1|
+6|
+6|
+6|Golden Waterfalls of Kusa, Bite 1d8

9th|
+6/+1|
+6|
+6|
+6|
10th|
+7/+2|
+7|
+7|
+7|Intelligence +2
11th|
+8/+3|
+7|
+7|
+7|

12th|
+9/+4|
+8|
+8|
+8 |Bite 1d10

13th|
+9/+4|
+8|
+8|
+8|Fleetfoot

14th|
+10/+5|
+9|
+9|
+9|

15th|
+11/+6/+1|
+9|
+9|
+9|Intelligence +3

16th|
+12/+7/+2|
+10|
+10|
+10| Bite 1d12
17th|
+12/+7/+2|
+10|
+10|
+10|

18th|
+13/+8/+3|
+11|
+11|
+11|

19th|
+14/+9/+4|
+11|
+11|
+11|

20th|
+15/+10/+5|
+12|
+12|
+12|Intelligence +4


Class Features

Weapon and armor proficiencies - Canine Warriors are not proficient with any weapons or armor.

Aid - Whenever the Canine Warrior attacks an opponent, her allies gain a +2 bonus to hit against that enemy until the start of the canine warrior's next turn.

Protect - If an adjacent character is being attacked or subject to some sort of harm, the Canine Warrior may momentarily move to intercept the attack. The Canine Warrior automatically fails any reflex saving throw and is denied her dexterity bonus until her next turn. This is an immediate action, but it must be declared before the attack or saving throw is rolled.

Bite - At 4th level, the canine warrior's bite attack deals 1d6 damage. At 8th level, it deals 1d8 damage. At 12th level, it deals 1d10 damage. At 16th level, it deals 1d12 damage.

Intelligence Bonus - Canine Warriors are extraordinarily intelligent for their species, and gain a +1 bonus to their Intelligence at 5th level, and every 5 levels after that (to a maximum of +4)

Holy Eagle - A Canine Warrior may make two jump checks whenever she has a running-start, the first roll propells her into the air as normally, and the second roll counts as another jump at that height. The second roll is halved.

Golden Waterfalls of Kusa - As an attack action, the Canine Warrior may make a ranged attack (with a range increment of 10 ft.) on an opponent. If it hits, the opponent must make a DC 15 will save or enter a Barbarian-like Rage, with the Canine Warrior as their sole focus. ...Do yourself a favor and don't ask how it works.

Fleetfoot - A Canine Warrior may declare Fleetfoot before an attack is rolled against her. She must make a reflex save (DC: Opposing Attack) and will end up in an adjacent square, prone yet unharmed if she succedes. If she fails the Reflex save, the attack is an automatic hit, and a confirmation roll is needed if the hit was critical.

(Grrr. I'll make this good, eventually.)

MagFlare
2008-02-15, 06:12 AM
Classes
-Canine Warrior
-Celestial Artist

I must see this.

magic_unlocked
2008-02-15, 02:07 PM
Hmm.... These are interesting. And, may I ask what Okami is? I assume it's an MMORPG, but i could be wrong. ^^;;

Vuzzmop
2008-02-15, 03:53 PM
Okami is the worlds second greatest game (next to Psychonauts), an action/adventure set in a celshaded water painting style japanese feudal setting made of awesome sauce.

magic_unlocked
2008-02-15, 03:56 PM
Ah, ok. Well then, I have no idea what you're talking about. Nonetheless, i shall stay in this thread.

Paragon Badger
2008-02-16, 12:00 AM
Celestial Artist

Perhaps the most famous celestial artist was Amaterasu Okami herself, having liberated all twelve gods from imprisonment, and using their powers in her quest to defeat the evil forces that plagued Nippon. The second most famous celestial artist is arguably Issun, who travelled with the Goddess at that time and learned most of the gods' techniques. Nevertheless, with the Gods liberated, the Celestial Brush has become a powerful tool in the hands of those who command it.

Adventures - Most Celestial Artists travel Nippon doing good, rendering their services to whomever asks. Some focus on rejuvenating the forests and plantlife, while others hunt monsters. Some of them just use the gods' power for utility, fixing even the most mundane of problems.

Alignment - Though most Celestial Artists are good, the powers of the gods have been bent to serve evil before, most notably by the sinister Ninetails.

Background - Many Celestial Artists are Poncles, being specifically trained in the village for that very purpose, though other races can, with talent, become an agent of the gods' will.

Role - Celestial Artists can preform almost any task, depending on their specialty.

Abilities - Wisdom is important for Celestial Artists so that they can use their key techniques in ranged combat. Strength is also important for Celestial Artists so they can haul around plenty of ink to use with their techniques.

Hit Die - d6
Class skills - Appraise(Wis), Bluff(Cha), Celestial Brush(Wis), Concentration(Con), Craft(Int), Diplomacy(Cha), Forgery(Int), Handle Animal(Wis), Heal(Wis), Preform(Wis), Profession(Wis), Ride(Dex), Sleight of Hand(Dex), Speak Language(None), Use Magic Device(Cha)
Skill points at 1st level - (6 + Int modifier) ×4.
Skill Points at Each Additional Level - 6 + Int modifier.

The Celestial Artist
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Celestial Brush

2nd|
+1|
+0|
+0|
+3|

3rd|
+1|
+1|
+1|
+3|Regenerate Ink I

4th|
+2|
+1|
+1|
+4|

5th|
+2|
+1|
+1|
+4|

6th|
+3|
+2|
+2|
+5|Regenerate Ink II
7th|
+3|
+2|
+2|
+5|

8th|
+4|
+2|
+2|
+6|

9th|
+4|
+3|
+3|
+6| Regenerate Ink III
10th|
+5|
+3|
+3|
+7|
11th|
+5|
+3|
+3|
+7|

12th|
+6/+1|
+4|
+4|
+8 |Regenerate Ink IV

13th|
+6/+1|
+4|
+4|
+8|

14th|
+7/+2|
+4|
+4|
+9|

15th|
+7/+2|
+5|
+5|
+9|Regenerate Ink V

16th|
+8/+3|
+5|
+5|
+10|
17th|
+8/+3|
+5|
+5|
+10|

18th|
+9/+4|
+6|
+6|
+11|Regenerate Ink VI

19th|
+9/+4|
+6|
+6|
+11|

20th|
+10/+5|
+6|
+6|
+12|


Class Features

Weapon and armor proficiencies - Celestial Artists are proficient with martial weapons and light armor, as well as paintbrushes.

Celestial Brush - Each level, the Celestial Artist may learn one Celestial Brush Technique, or strengthen one already-known (but these techniques cannot be strengthened to a rank that excedes a third of the Celestial Artist's levels.)

Using a technique requires a roll of the Celestial Brush skill, and is usually considered an attack action.

All techniques have a maximum range and influence of 40 feet, with the exception of Amaterasu (Sunrise) and Yumigami (Crescent).

A celestial brush technique's expendeture of ink is usually relevant to the user. While 1 unit is about a liter of ink for a human being, Poncles would duplicate the effects of a human's technique with a much smaller amount of ink.

Regenerate Ink - At third level, a Celestial Artist may use her powers to regenerate the ink in any container at a rate of 1 unit per round. Every three levels after 3rd, this increases by 1 per round, to a maximum of 6 units per round. This is an automatic action and requires no effort on the part of the Artist. Only one container may be filled in this way, and excess ink produced by this method is wasted.

Techniques

Amaterasu (Sunrise)
Rank 1:
This technique is used to rise the sun over Nippon, instantly turning it into day. It may only be used during the night. The Celestial Artist must be outdoors (or within eyesight of the sky) to use this technique.
DC: 10(+1 for each hour it is until sunrise)
Consumes 5(+1 for every hour it is until sunrise) units of ink.

Rank 2:
This different technique causes the sun to rise with amazing strength and vitality, and causes all monsters nearby to become dazzled for 1d4 rounds. The Celestial Artist must be outdoors (or within eyesight of the sky) to use this technique, and it must be during the nighttime.
DC: 15(+1 for each hour it is until from sunrise)
Consumes 10(+1 for every hour it is until sunrise) units of ink.

Rank 3:
The final technique of Amaterasu causes the sun to become hazardously bright to all monsters nearby, blinding them for 1d4 rounds and dazzling them until the end of the encounter. The Celestial Artist must be outdoors (or within eyesight of the sky) to use this technique, and it must be during nighttime.
DC: 20(+1 for each hour it is until sunrise)
Consumes 20(+2 for every hour it is until sunrise) units of ink.

Yomigami (Rejuvenation)
Rank 1:
This technique can be used to mend any small-sized or smaller non-organic object that is broken or damaged, such as the chain of a necklace.
DC: 10
Consumes 2 units of ink.

Rank 2:
This technique can be used to mend any medium and large sized non-organic object that is broken or damaged, such as a 5 foot wide, 10 foot long wooden bridge.
DC: 15
Consumes 8 units of ink.

Rank 3:
This technique can be used to mend any huge or gargantuan sized non-organic object that is broken or damaged, such as a 10 foot wide, 20 foot long stone bridge.
DC: 20
Consumes 20 units of ink.

Tachigami (Power Slash)
Rank 1:
This technique can be used to deal 1d6 slashing damage to any non-organic object. It ignores the hardness of all objects weaker than iron.
DC: 10
Consumes 5 units of ink.

Rank 2:
This technique can be used to deal 2d6 slashing damage to any object or creature. It ignores the hardness and damage resistence of all objects weaker than diamonds.
DC: 15(+1 for each HD of a targetted opponent)
Consumes 10 units of ink.

Rank 3:
This technique can be used to deal 4d6 slashing damage to any object or creature. It ignores all hardness and damage resistence, unless the creature/object's description explicity says otherwise.
DC: 20(+1 for each HD of a targetted opponent)
Consumes 20 units of ink.
Special: Increase the DC and Ink consumption by 5 to add another 1d6 slashing damage.

Bakugami (Cherry Bomb)
Rank 1:
This technique creates a bomb which explodes 3 rounds later, dealing 3d6 fire damage to anything within 15 feet. You may only create one at a time, creating a second bomb will make the first dissapear. These Cherry Bombs each weigh about 120 pounds, but effectively weigh half as much if pushed/pulled.
DC: 10
Consumes 10 units of ink.

Rank 2:
Two more bombs may be created, and they can be set to explode 2 rounds later. A single bomb still requires an attack action, but both bombs may be placed with a full-round action.
DC: 15 for a second bomb.
Consumes 15 units of ink for a second bomb. 25 total.

Rank 3:
Three bombs may be created, and they can be set to explode 1 round later. A single bomb still requires an attack action, but all three bombs may be placed with a full-round action.
DC: 20 for a third bomb.
Consumes 20 units of ink for a third bomb, 45 total.

Sakigami (Bloom)
Rank 1:
This technique can be used to restore 1d4 hitpoints to any plant or plant-like object, as well filling a 5 foot area with grass/flowers.
DC: 5
Consumes 2 units of ink.
Special: Add 5 to the DC, and another 2 units of ink to restore an additional 1d4 hitpoints, or to fill another 5 foot area with grass/flowers.

Rank 2:
This technique can bring back to life any medium or smaller-sized plant that isn't completely destroyed. It is revived with 1/4th its maximum hit points.
DC: 15(+1 per HD)
Consumes 15(+1 per HD) units of ink.

Rank 3:
This technique can bring back to life any large or gargantuan-sized plant that isn't complete destroyed. It is revived with 1/4th its maximum hit points.
DC: 20(+1 per HD of plant)
Consumes 20(+1 per HD) units of ink.

Hasugami (Water Lily)
Rank 1:
This technique can create a 5 foot wide water lily on the surface of most bodies of water. It can support to 500 pounds of weight and lasts for 1d4+2 rounds.
DC: 5
Consumes 5 units of ink.

Tsutagami (Vine)
Rank 1:
This technique can be used to manipulate the vine of a konohana blossom. These vines may move up to 30 feet in any direction and they will clutch onto any object they come in contact with and pull it towards the blossom. The vines are capable of grabbing any object under 500 pounds. If the vine cannot clutch an object, it will merely tug on it for 1d6+2 rounds (or until cut)
DC: 10(+1 for each HD of a hostile creature)
Consumes 10(+1 for each HD of a hostile creature) units of ink.

Nuregami (Watersprout)
Rank 1:
This technique can move liquid from any one source to another location within 20 feet, provided that you can form an uninterrupted line between them. This can move up to 5 gallons of water, and the floating streams lasts for only a second or so.
DC: 10
Consumes 10 units of ink.

Rank 2:
Any watersprout, spring, or similiar body of water can be manipulated to burst upwards 20 feet, whilst giving any object ontop of it a platform with which to stand on.
DC: 15
Consumes 20 units of ink.

Rank 3:
In any outdoors area, this technique causes it to gently rain in a 20 ft. radius for 5d4 rounds. Whilst harmless and even pleasant to most people, this deluge causes all exposed monsters nearby to have an effective speed of 5 ft., and they are dealt 1d4 piercing damage each round. Flying monsters are brought to the ground and immediatly knocked prone.
DC: 25
Consumes 50 units of ink.

Yumigami (Crescent)
Rank 1:
This technique is used to lower the sun and bring the moon up above Nippon, instantly turning it into night. It may only be used during the day. The Celestial Artist must be outdoors (or within eyesight of the sky) to use this technique.
DC: 10(+1 for each hour it is until sunset)
Consumes 5(+1 for every hour it is until sunset) units of ink.

Kazegami (Galestorm)
Rank 1:
This technique can be used to produce a gust of wind in any direction (5 foot cone) that lasts until the start of your next turn.
DC: 5
Consumes 2 units of ink.

Rank 2:
This technique can be used to produce a stronger gust of wind in any direction (10 foot cone) that lasts for 2 rounds. No medium or smaller creature can move against this wind, and large or smaller aerial opponents fall down prone. This can also nullify the effects of most Breath attacks.
DC: 10(+1 for every HD of an opponent)
Consumes 5(+1 for every HD of an opponent) units of ink.

Rank 3:
This technique can be used to produce a whirlwind that surrounds you and follows you around, lasting 1d4 rounds. Anything entering a square adjacent to you gets dealt 2d6 slashing damage and is instantly pushed out of that square. Breath attacks cannot penetrate this area, nor can most ranged attacks. A DC 25 strength check is needed to use a reach weapon to attack something on the other side. You may not make any attack actions while this is in effect.
DC: 20
Consumes 40 units of ink.

Moegami (Inferno)
Rank 1:
This technique can move flames from any one source to another location within 20 feet, provided that you can form an uninterrupted line between them. This deals 1d6 fire damage to anything it contacts.
DC: 10
Consumes 10 units of ink.
Special: Add 5 to DC and units of ink for an additional 1d6 damage.

Rank 2:
This technique can produce flames in a 10 foot by 30 foot area for 1d4 rounds, dealing 3d6 fire damage each round.
DC: 30
Consumes 45 units of ink.

Kasugami (Veil of Mist)
Rank 1:
With this technique, you may halve a single opponent's speed and force them to take only an attack action or a move action (but not both) for 1d4 rounds.
DC: 15(+1 for each HD of an opponent)
Consumes 15(+1 for each HD of an opponent)

Rank 2:
This technique can slow down an enemy to the point of being frozen. A single opponent is denied their dexterity bonus to defense and cannot take any action for 1d4 rounds.
DC: 20(+1 for each HD of an opponent)
Consumes 20(+2 for each HD of an opponent) units of ink.

Rank 3:
This technique can allow the user to instantly teleport to any location within 40 feet.
DC: 20(+1 for every 5 feet away)
Consumes 20(+2 for every 5 feet away) units of ink.

Kabegami (Catwalk)
Rank 1:
With this technique, the user may walk on a 5 foot square as if it was on completely flat ground for 1d8+2 rounds. This technique may only be used on walls, but not ceilings. You are immune to the effects of gravity as long as your body remains in contact with the effected area.
DC: 5(+1 for each additional 5 foot square)
Consumes: 5(+1 for each additional 5 foot square) units of ink.

Rank 2:
A Celestial Artist may use this technique to walk upsidedown on a 5 foot square ceiling for 1d8+2 rounds. You are immune to the effects of gravity as long as your body remains in contact with the effected area.
DC: 10(+2 for each additional 5 foot square)
Consumes 10(+2 for each additional 5 foot square) units of ink.

Gekigami (Thunderstorm)
Rank 1
This technique can move electricity from any one source to another location within 20 feet, provided that you can form an uninterrupted line between them. This deals 1d6 electricity damage to anything it contacts.
DC: 10
Consumes 10 units of ink.
Special: Add 5 to DC and units of ink for an additional 1d6 damage.

Rank 2
This technique can strike your opponents down with conjured thunderstorm that lasts for 1d6 rounds. It may only be done outside, and deals 2d6 electricity damage each round to any opponents within 40 feet.
DC: 20
Consumes 30 units of ink.
Special: Add 5 to the DC and 10 to the units of ink to extend the duration of the storm by 1 round.

Itegami (Icestorm)
Rank 1:
This technique can move ice (or extremely cold temperature) from any one source to another location within 20 feet, provided that you can form an uninterrupted line between them. This deals 1d6 cold damage to anything it contacts.
DC: 10
Consumes 10 units of ink.
Special: Add 5 to DC and units of ink for an additional 1d6 damage.

Rank 2:
This technique can form a 5 foot wide, 5 foot tall block of pure ice.
DC: 10(+2 for each additional 5 foot block)
Consumes 15(+2 for each additional 5 foot block) units of ink.

Rank 3:
This technique can cause a harsh blizzard lasting 1d4 rounds, dealing 2d6 cold damage to all opponents in range each round.
DC: 20
Consumes 25 units of ink.
Special: Increase the DC and Ink by 5 to extend the duration by 1 round.

Just a note, for a human, 1 unit of ink = 3 pounds. Encumberance matters. :smallamused:

hanzo66
2008-02-16, 12:31 AM
Just putting in my own two cents...


Do Ammy and Yami count as the Deities of the setting? Ammy as a Light/Neutral Good God while Yami is Darkness/Chaotic Evil from what we've seen.

Paragon Badger
2008-02-16, 12:37 AM
Just putting in my own two cents...


Do Ammy and Yami count as the Deities of the setting? Ammy as a Light/Neutral Good God while Yami is Darkness/Chaotic Evil from what we've seen.

You mean for Clerics/Paladins/Druids/ect.?

I suppose they do, Ammy being chief diety over all the other furry little animals, and Yami being chief 'diety' over Orochi, Ninetails, Blight, ect.

Hrmm...

And I can't wait to do some of the bosses. Lechku and Nechku are by far the coolest, with their little monocles, top-hats, and canes. :smallcool:

magic_unlocked
2008-02-16, 03:26 AM
That class was decidedly interesting. I like it fer some odd reason. o_O

Paragon Badger
2008-02-16, 03:52 AM
That class was decidedly interesting. I like it fer some odd reason. o_O

Still have 7 more techniques to go. >_<

Kinda seems lacking to just have two new classes, perhaps a exorcist class, like Rao?

And for my own amusement, I'm working on Orochi at the moment. Huge creatures conveniently have 8 exterior squares and one in the center. 8 dragon heads and a bell. ^_^

magic_unlocked
2008-02-16, 04:51 AM
8 dragon heads and a bell? So you can hear your own death approach and you can't do anything about it?

Vuzzmop
2008-02-16, 07:09 PM
Exuncly correctomundo MU:smallsmile: . Orochi is an eight headed snake being with each of its eight heads having power over one element or paraelement. The bell at his center is the only place where he takes damage. Should be fuin to play. Can't wait to hear more Badger, especially if you're going to make more classes.

dyslexicfaser
2008-02-16, 07:43 PM
This is great. Makes me want to play an Okami d20 game.

A few thoughts:

Maybe the Canine Warrior class should increase in int like an intelligent weapon or psicrystal or familiar? Also, they need bonus feats. Pack attack? Improved Trip like a wolf? Hamstring a la rogue?

Would Sakura be a dryad, do you think? We don't really see her do much, but I'd like to see her statted out anyway.

Paragon Badger
2008-02-16, 10:34 PM
Exuncly correctomundo MU:smallsmile: . Orochi is an eight headed snake being with each of its eight heads having power over one element or paraelement. The bell at his center is the only place where he takes damage. Should be fuin to play. Can't wait to hear more Badger, especially if you're going to make more classes.

Actually...

You need to pour the 8 Purification Sake into one of the heads mouths, then it gets drunk and falls over, you climb up the neck and whack at the bell. Once the bell is destroyed, Orochi is no longer invulnerable, so you must pour the Sake into its mouth again, and whack at it while its drunk. ...8 times for 8 heads...

And you do this battle three times during the game. However, it is such a fun boss battle that I really didn't mind. ^_^ My favorite boss battle is a three way tie between Orochi/Ninetails/Lechku&Nechku

But that would go very very very slowly in D20, so I think the Bell should be its 'weak point', and Orochi constantly spins/attacks you with a different head in a whirling merry-go-round of death. Therefore, you won't need to kill each individual head, but you'll still fight most of them.

But I'm off-topic, I'll finish the classes now. :smallwink:


This is great. Makes me want to play an Okami d20 game.

A few thoughts:

Maybe the Canine Warrior class should increase in int like an intelligent weapon or psicrystal or familiar? Also, they need bonus feats. Pack attack? Improved Trip like a wolf? Hamstring a la rogue?

Would Sakura be a dryad, do you think? We don't really see her do much, but I'd like to see her statted out anyway.

Sakuya is a sprite, as noted above in the races. Since the game takes place when Nippon is pretty much a crapbucket, she's the only sprite you ever meet, but I just figured that the setting of Okami D20 takes place when the world's much better off, so sprites are more common place.

Hrmm... That race entry is rather lacking, now that I think about... might add some supernatural powers.

Paragon Badger
2008-02-18, 12:26 AM
Skills

Celestial Brush (Wis, Trained Only)
The Celestial Brush techniques have been in widespread use since the gods' return. While most use it in their quests to rid the world of evil, many have found mundane uses for it as well.

Check: The DC for each technique is described in its entry. (See Celestial Artist class)

Action: Attack action, sometimes a full-round action, depending on the technique.

Try Again: You may try again in another round.

Special: You may increase the DC by 3 to reduce the consumed units of ink by 1.

Synergy: If you have 5 or more ranks in Craft(Painting), you get a +2 bonus to your Celestial Brush.

Paragon Badger
2008-02-18, 12:44 AM
Feats

Divine Instruments Proficiency (General)
Prerequisite: Wis 13 and any of the following; Celestial Artist, Cleric, Druid, Monk, Sorceror, or Wizard.
Benefits: A user may equip Divine Instruments at no penalty.
Normal: Without this feat, A user cannot utilize any of the divine instrument's special qualities, it must be held to attack with, and it is counted as an improvised weapon of appropriate size.

Nindog Weapons Proficiency (General)
Prerequisite: Dog or Oinu, Intelligence 4+
Benefits: A dog may attack with any one-handed or light slashing weapon at no penalty, provided it retains the use of its jaws.
Normal: Dogs cannot wield any sort of human weaponry.

(More coming, if I can think of any...)

Paragon Badger
2008-02-18, 02:44 AM
Setting

Items

Divine Instruments

All Divine Instruments are magically embued, and are counted as having a +1 Enhancement Bonus when determing the cost for further magical enhancement.

Divine Instruments do not need to be held to fight with, but anyone attacking without both hands (or an appropriate substitution, like paws) to guide the weapon suffers a -12 penalty to attack. If you choose to wield a Divine Instrument with no hands, add your wisdom modifier to attack and damage.

Reflector
1d8 Bludgeoning (19-20/x2)
Two-Handed Melee Weapon
Weight: 8 lb.
Cost: 30,000 Yen.

Special Qualities:
Reflectors are usually worn on one's back, magically held in place without any thought.

While equipping a Reflector, You gain a +2 shield bonus to AC. Monks do not lose any of their abilities for using a Reflector.

Anyone who attacks you and fails their roll by 5 or more is dealt 1d6 force damage and must succede a fortitude save (DC: 20) or become dazed for 1 round. If they fail their roll by 10 or more, they are dealt 2d6 force damage and the fortitude save to avoid being dazed increases by 10. If they fail by 15 or more, they are dealt 3d6 force damage and the fortitude save to avoid being dazed increases by another 10. Ect, ect, ect.

Rosary
1d4 Bludgeoning (20/x2)
Two-handed Reach Weapon
Weight: 4 lb.
Cost: 50,000 Yen.

You can use the Weapon Finesse feat to apply your Dexterity modifier (instead of your Wisdom or Strength modifier) to attack rolls with a rosary sized for you, even though it isn’t a light weapon. This requires you to wield the weapon in your hands, however.

Because a rosary can wrap around an enemy’s leg or other limb, you can make trip attacks with a it. However, unless you are using the Weapon Finesse Feat, you cannot drop the rosary to avoid being tripped in return.

Special Qualities:
A rosary is usually worn around the neck, wrapped around an arm, or otherwise wound securely on its user's body. Anyone equipped with a rosary in this fashion gets a +10 bonus to resist being disarmed.

Everytime you hit an opponent with a Rosary, you may add Xd4 bludgeoning damage (X = Wisdom Modifier).

Unlike most other weapons with reach, you can use a Rosary against adjacent foes.

Glaive
1d12 Slashing/Piercing (18-20/x3)
Two-Handed Melee Weapon
Weight: 16 lb.
Cost: 60,000 Yen

Special Qualities
Glaives are usually worn on one's back, magically held in place without any thought.

Glaive Charge
If one focuses their energies into the Glaive (requiring constant physical contact), it can float five feet into the air and support up to 500 pounds, then blast off like a rocket at the user's command.

A Glaive Charge is a special full-round action that allows you to move up to five times your speed and attack during the action. Damage done by the Glaive in this charge is always piercing.

Movement During a Glaive Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to five times your speed directly towards the designated opponent/square. You must move in a straight line.

Make an attack on everything that's directly in your path with a +4 bonus to hit. Additionally, all objects in your path suffer Xd6 force damage (X = Wisdom Modifier)

This charge is not hampered by difficult terrain, but any object in your path will immediatly halt your charge if it is not dropped by either the piercing or force damage.

Exorcism Slips

Exorcism Slips may be thrown at any enemy as a ranged touch attack (Range Increment: 15 ft.) and it deals the specified amount of damage to that enemy. On a natural 20, roll again to confirm for a critical, in which it deals triple damage. A thrown slip that misses can be retrieved and used again, but it instantly becomes a blank piece of paper once it comes in contact with a monster.

Small Exorcism Slip
2d6 force damage
4000 Yen

Medium Exorcism Slip
3d6 force damage
7000 Yen

Large Exorcism Slip
4d6 force damage
10000 Yen

Vengeance Slip
For 1d8 rounds, any damage you suffer is also dealt to the enemy you struck with this slip.
10000 Yen

Sake

Many brews of Sake are potent drinks, and can be consumed as a free action. You may only have the effects of one sake at a time, and another brew will replace the effects of the previous.

8 Purification Sake
Anything that ingests a mouthful of this sake is instantly knocked unconscious.

Steel Fist Sake
After ingesting this sake, you become dazzled and your attacks deal an additional 1d6 damage for 1d4 rounds.
Cost: 2000 Yen

Steel Soul Sake
After ingesting this sake, you become dazzled and gain a +1d6 natural armor bonus to your AC for 1d4 rounds.
Cost: 2000 Yen

Yen

Residents of Nippon use Yen as their primary currency. Generally, 35 Yen equals 1 gp.

Paragon Badger
2008-02-19, 09:48 PM
Magician

Adventures -

Alignment -

Background -

Role -

Abilities -

Hit Die - d8
Class skills -
Skill points at 1st level - (6 + Int modifier) ×4.
Skill Points at Each Additional Level - 6 + Int modifier.

Magician
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Favored Animal

2nd|
+1|
+0|
+0|
+3|Summon/Alternate Form I

3rd|
+2|
+1|
+1|
+3|

4th|
+3|
+1|
+1|
+4|

5th|
+3|
+1|
+1|
+4|

6th|
+3|
+2|
+2|
+5|Summon/Alternate Form II

7th|
+4|
+2|
+2|
+5|

8th|
+6/+1|
+2|
+2|
+6|

9th|
+6/+1|
+3|
+3|
+6|

10th|
+7/+2|
+3|
+3|
+7|

11th|
+8/+3|
+3|
+3|
+7|

12th|
+9/+4|
+4|
+4|
+8|Summon/Alternate form III

13th|
+9/+4|
+4|
+4|
+8|

14th|
+10/+5|
+4|
+4|
+9|

15th|
+11/+6/+1|
+5|
+5|
+9|

16th|
+12/+7/+2|
+5|
+5|
+10|

17th|
+12/+7/+2|
+5|
+5|
+10|

18th|
+13/+8/+3|
+6|
+6|
+11|Summon/Alternate form IV

19th|
+14/+9/+4|
+6|
+6|
+11|

20th|
+15/+10/+5|
+6|
+6|
+12|


Class Features

Weapon and armor proficiencies - Magicians are proficient with simple weapons and light armor.

Favored Animal - A Magician selects from the list below. The selected type of animal understands the Magician's speech (regardless of what language it is in), and the Magician understands their vocalizations in return. The Magician may gain a special ability or bonus mentioned below, relevant to the selected animal.

Toad [+2 Wisdom]
Serpent (Tiny Viper Snake) [Poison (ex), User must make a Will Save DC: 10+Class Level everytime they gain a level in Serpent Magician to avoid becoming evil.]
Bird (Hawk) [+8 to Spot Checks]
Spider (Tiny Monstrous Spider) [+8 to Climb checks)
Snail (Described Below) [+2 Con]

Snail, Diminiutive Animal, HD: 1/4d8+ (1 HP), Initiative: -3, Speed: 5 ft., Borrow: 5 ft., AC: 16 (+4 size, +2 Natural), Attacks: --, Space/Reach: 1 ft/0 ft., Special Attacks: --, Special Qualities: Blindsense 5 ft., Saves: Fort +2 Ref -1 Will +0, Abilities: Str 6 Dex 4 Con 10 Wis 12 Int 2 Cha 6, Skills: +5 Listen

Poison (Ex)
A Snake Magician may bite an opponent, dealing 1 piercing damage, but also poisoning them, dealing initial and secondary damage of 1d6 Con. The Fortitude Save to resist this poison is 10 + ½ magician's HD + magicians’s Con modifier. This attack may only be done while grappling or if the opponent is denied their dexterity bonus.

Summon - As a full-round action, the Magician may summon a magical being resembling his favored animal's stablock. The summoned being may have up to half the HD of the magician and follows all of the magician's instructions. If the summoned animal is a herbivore with no attack, it gains a size-appropriate slam weapon at no penalty. The magician may summon multiple animals in a day, but not at the same time. The magician may summon as many HD as he has class levels per day. (For example, throughout the course of one day, a 12th level magician may summon 12 animals with 1 HD each, or two animals with 6 HD each.)

A summoned creature lasts (Magician's class level - creature's HD) rounds, after which it vanishes. At 6th level, and every 6 levels afterwards, the summoned animal increases in one size category.

Alternate Form - Once per day, as a full-round action, A Magician may transform into his favored animal. If the alternate form is a herbivore with no attack, it gains a size-appropriate slam weapon at no penalty. This transformation lasts until dismissed. At 6th level, and every 6 levels afterwards, the alternate form increases by one size category.

magic_unlocked
2008-02-20, 04:20 AM
Hmm.... I like. So... what happens if a standard adventrure party shows up after raiding a dragon's horde? I mean, 35 yen = 1 gp, that's gonna be a lotta yen :smalltongue:

Anyhow, what system is Okami for? I'm tempted to go out and buy it >_>

Paragon Badger
2008-02-20, 05:00 AM
Hmm.... I like. So... what happens if a standard adventrure party shows up after raiding a dragon's horde? I mean, 35 yen = 1 gp, that's gonna be a lotta yen :smalltongue:

Anyhow, what system is Okami for? I'm tempted to go out and buy it >_>

Playstation2, one of the last for a dying system. :smallfrown:

Overall, one of my favorites, though the dialogue can be a bit annoying at times, it has alot of charm- from the environments to the music, the humor, and so on. And most importantly; the gameplay is superb.

It managed to remind me of Ocarina of Time, while at the same time feeling unique and original.

And yeah...the amounts of Yen do get a little...extreme in the later parts of the game. :smallbiggrin:

magic_unlocked
2008-02-20, 05:05 AM
Playstation2, one of the last for a dying system. :smallfrown:

Overall, one of my favorites, though the dialogue can be a bit annoying at times, it has alot of charm- from the environments to the music, the humor, and so on. And most importantly; the gameplay is superb.

It managed to remind me of Ocarina of Time, while at the same time feeling unique and original.

And yeah...the amounts of Yen do get a little...extreme in the later parts of the game. :smallbiggrin:

I surmised as such. I think i'll go and get it... eventually. Cashflow is a bit limited, y'know?

Khanderas
2008-02-21, 06:35 AM
Sakuya is a sprite, as noted above in the races. Since the game takes place when Nippon is pretty much a crapbucket, she's the only sprite you ever meet, but I just figured that the setting of Okami D20 takes place when the world's much better off, so sprites are more common place.

Hrmm... That race entry is rather lacking, now that I think about... might add some supernatural powers.
Actually, she is a special spirit whose plant came from the moon with the ark.
So I think she is a unique thing. Possibly other lands have their guardian tree (with saplings) but in Nippon, she is the only one that I hear mentioned.

magic_unlocked
2008-02-21, 03:52 PM
I think he did that to allow players to be that race... i think.

Paragon Badger
2008-02-21, 08:31 PM
Actually, she is a special spirit whose plant came from the moon with the ark.
So I think she is a unique thing. Possibly other lands have their guardian tree (with saplings) but in Nippon, she is the only one that I hear mentioned.

Really? I must have missed that. :smallredface: I suppose she'll be an NPC then, and players can use Spirit Folk from Oriental Adventures as a close enough substitute. :smallwink:

Also changed racial entries as if you had created a medium creature and decreased its size (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases) for the littler guys. A poncle with 18 strength just doesn't make sense.

magic_unlocked
2008-02-22, 03:17 AM
Really? I must have missed that. :smallredface: I suppose she'll be an NPC then, and players can use Spirit Folk from Oriental Adventures as a close enough substitute. :smallwink:

Also changed racial entries as if you had created a medium creature and decreased its size (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases) for the littler guys. A poncle with 18 strength just doesn't make sense.

Whatever works, right? You could say that she is a unique individual and let the players be the same race and whatnot. But that's just me. I dunno how cannon you want this setting to be.

Paragon Badger
2010-05-22, 12:06 AM
I'm strongly considering picking this up again, because I started working on it shortly before joining the military (which thus led to its' inevitable decline x_x) but now things have calmed down a bit, so unless I get sent to the desert, I should have the time to complete this.

I am, however, considering departing from Okami's RPG-structure and giving the various brush techniques a wider array of applications, and perhaps a different system regarding 'ink.'

As I imagine, the celestial artist might be a fun class to use for awhile... but not for very long. Each ability is relatively unique, sure... but so specialized that it's hard to see when it would be useful. (Although you could follow Okami's monsters and have each one being suseptible to a different technique)

Any feedback would be appreciated, and contributions or ideas even moreso. :smallsmile:

Thieves
2010-05-22, 06:20 PM
Right, I'd change the ink measurements into something more abstract, carrying a gallon of it around isn't very hefty... Perhaps that you would need only a single magic item, an ink container, that would have a set maximum of 'uses' inside, and they would regenerate (magicallY!) by the magic item working or by your Regenerate Ink; this would go very near a recharging-magic system (there was one in UA, I guess), giving you usabiflexibility and limiting scribbling the world over too much at the same time.

The rest, hell i dunno. (never knew how to relate to anthropomorphism in D&D)

Aaaand when I read "okami/ye olde nippon" I thought it's also going to be about Famous Battles That Actually Took Place In Ancient Japan...

Lateral
2010-05-23, 11:01 AM
Yeah, also, for the artist, the ink is too much. I mean, a liter per unit? That's 15 lbs of encumbrance for 1d6 damage! You basically need a bag of holding JUST TO PLAY THE CLASS. Otherwise, this is awesome. Also, the Divine instruments. It's worded confuzzlingly. When does that -12 apply?

TechnOkami
2011-04-30, 07:38 PM
I believe the ink requirement is a bit much as well. The idea previously posted where you have several magic ink pots wit a set # of charges sounds good. Also: is there any way there could be more points received to put into skills? I kind of want the entire list of brush techniques, all max'd out as well. Perhaps a PrC or a buff to the class?

Mayhem
2011-05-01, 04:56 AM
That's.. quite the necromancy to say the least.

Gotta say, love the Dragonians.