|
|
|
|
|
|
|
|
|
Posted: Wed Sep 15, 2004 11:38 am
Silver Mount / Shadow Mount Large Magical Beast (Light Aligned) / (Shadow Aligned) Hit Dice: 3d10 + 12 Initiative: +3 Speed: 60 feet Armor Class: 18 Base Attack/Grapple: +4/+13 Attack: See below Full Attack: See below Space/Reach: 10ft/5ft Special Attacks: --- Special Qualities: Darkvision 60ft; Immunity to poison, charm, and compulsion; telepathic bond, spell-like abilities Saves: Fort +9, Ref +7, Will +6 Ability Scores: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8 Feats: Alertness, Skill Focus (Survival) Environment: Any Organization: Solitary, or with rider Challenge Rating: 3 Treasure: None Alignment: True Neutral in the wild, Same as rider if bonded Advancement: None Level Adjustment: +4 (Cohort)
Silver and Shadow Mounts are special creatures summoned from some unknown plane by Hylian Acolytes. These creatures seem to have some sort of strange relationship to the triforce sphere, allowing its adherents to bond with one of these creatures for a time. The mounts actually have no set shape or form. . . . it is determined by the bonding at the time of summoning. Once a creature is bonded, it retains that shape for the rest of its life. If found in the wild, they are likely to be in the shape of a horse, resembling something like a unicorn or a nightmare, which the original mounts were fashioned to resemble.
All Shadow and Silver Mounts resemble living creatures. Typically Horses, Wolves, or Riding Insects, these mounts have attack capabilities depending on thier form. Bite attacks deal 1d8, Hooves 1d4, Claws 1d6, Stingers 1d6. Attack bonuses are +11 for a primary attack, +3 for secondary attacks.
Silver mounts are silver in color, no matter the form, and they appear to radiate a faint light. This is, however an illusion, and confers no actual illumination. Silver flames appear to lick silently along legs and manes or other appropriate areas.
Shadow mounts are black in color, no matter the form, with bright orange flames appearing to lick silently along legs and manes or other appropriate areas. A strange darkness seems to cloak the creature, as if the area around was somehow darker. Like the silver mount, this effect is merely an illusion.
Telepathic Bond: Silver and Shadow mounts share a telepathic bond with their riders, allowing them to communticate with each other fully. Mounts are as intelligent as the average human.
Spell Like Abilities: Mounts have a limited amount of spell like abilities, much like unicorns and nightmares, which the original mounts once resembled. Silver Mounts can cast Tri-fold Light 1/day, and Saria’s Blessing 3/day. Shadow Mounts can cast Tri-fold Darkness 1/day, and Mudora’s Curse 3/day. (Caster level 5th)
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 27, 2005 2:54 pm
Currently Updating the Hylian Acolyte to be more organized and balanced.
Mana System: Done! The costs and mana gain progression have been changed.
Spell List: A Work In Progress! Coming Soon: Chicken Swarm and Energy Spear!
Spell Descriptions: Done!
Hylian Craft List: Done!
Hylain Craft Items: Qeued
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Fri Aug 12, 2005 6:33 pm
Level One Craftable Items Bomb: Crafted of the finest gunpowders known, the Bomb is a staple of Hylian weaponry. In addition to being useful for removing obstacles, there are a number of well-documented monsters, such as the Dodongo, which are only vulnerable to its explosive effects. When used as a weapon, a bomb explodes on impact (DC 10 to strike the space), dealing 2d6 damage to everything in a five foot radius. [Weight: 1lb; Range Increment: 10ft; Cost: 100 Gold)
Mana Potions: Hylian mana potions come in small green vials that pulse with energy. When consumed, they restore 3d4 mana points to the imbiber This cannot raise his mana beyond his normal limit. [Cost: 150]
Health Potions: Another staple that any Acolyte should have on hand, Hylian health potions are generally a deep shade of blue, making them easilly identifiable. When consumed, it restores 2d6 points of health to the imbiber. [Cost: 100]
Compass: The material component for the Treasure Sense spell is a small, finely crafted compass. All hylians can build one from scratch, costing roughly 50gp worth of materials.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Dec 06, 2005 10:02 am
[ Message temporarily off-line ]
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Fri Dec 16, 2005 7:21 pm
Chaplet of Time (6th) - Upon having aquired three or more Seals, the Hylian Acolyte may begin the construction of a Chaplet of Time. This special chaplet is a string of beads and Seals that is worn about the neck or twisted about the wrist (wearer's choice). It grants to the acolyte a number of abilities based on what Seals the Acolyte has aquired. For every three class levels the Acolyte has achieved, he gains one use of the chaplet. Thus, at 6th level, a newly created chaplet has 2 uses / day. Each time the chaplet is used, the Acolyte may channel the chaplet's energy through one of the seals he has affixed to the chaplet. This is a standard action that provokes attacks of opportunity. The effect created varies by seal. The following seals grant the following powers, and any seals unique to your campaign must have thier ability determined by the DM. Seal List Forest: The acolyte causes nearby vegetation to grow suddenly and attempt to seize anyone it comes in contact with, as per the entangle spell. Fire: The acolyte may ignite a non-magical fire with a touch, which will burn under any conditions as long as there is fuel (For instance, in harsh winds, or freezing rain). The fire will not spread to other sources unless the Acolyte wills it. Water: Allows the Acolyte to breath underwater for 3 rounds + 1 round / level. Spirit: Allows the acolyte to move an inanimate object in any way desired for 3 rounds. The object cannot be heavier than a light load for the Acolyte. Shadow: The acolyte becomes invisible for up to 3 rounds. Light: Casts Light as per the spell, or darkness for evil acolytes. This spell not only negates magical light or darkness, but supercedes it. Wind: Allows the acolyte to change the direction of the wind once. This includes magical winds, but does not include the ability to create wind, only to change its direction. The creation of the Chaplet of Time costs 500gp in materials, and requires the possession of at least three Seals. A chaplet of time is the possession of the Acolyte who earned the Seals. They are almost never found, and when they are, they must be turned over to a nearby Temple if possible.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Fri Dec 16, 2005 7:23 pm
Ok, so.... chaplet of time is posted. Im taking longer to do this than I'd hoped, but Ive had a lot of distractions lately. (Like getting Final exams over with). Hopefully I'll have some more time, and less distractions.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Fri Dec 16, 2005 7:51 pm
Sword of Courage (8th) - Another hallmark of the Acolytes, a Sword of Courage is a potent weapon in the hands of one who knows its uses. A sword of courage is a +1 Shortsword enhanced with a number of abilities. First of all, when the weilder is at full health, the sword functions as if it was enchanted with Master's Blade, with the caster level equal to the Acolyte's class levels. Secondly, any abilities that the blade may have added to it later, such as keen, flaming, or ghost touch, also affect the bolts that the blade casts. Last of all, the blade exudes an aura of courage when wielded, granting a +1 luck bonus against all fear effects. [Cost: 8000gp] Health Elixer (8th) - This large green potion restores 5d8 hitpoints to the imbiber. [Cost: 900gp]
Titan's Gauntlets (10th) - - The well known Titan's Gauntlets, also called 'Golden Gauntlets' or occassionally 'Titan's Mitts', increases the wearers strength, granting him a +8 enhancement bonus to strength. [Cost: 64000gp] Mana Elixer (10th) - This large blue potion restores 3d6 +9 mana to the imbiber. [Cost: 2000gp] Boots of Waterwalking (10th) - The fabled boots of waterwalking allow the bearer to walk upon the surface of any liquid as if they were affected by a Water Walk spell. [Cost: 20,000gp]
Items to come: Expert Hylian Crafting: Bombos Medallion (11th) - Enables casting of Bombos Hover Boots (11th) - allows the wearer to walk on air for 1 round before falling |->Also gives +5 feet to movement. Magnetic Gloves (11th) - used to attract or repel metallic objects in a direct line.
Quake Medallion (13th) - Enables casting of Quake Ghost Cloak (13th) - become invisible/ semi-incorporeal. Drains mana per round
Mask of Annonimity (15th) - Causes lesser beings to not notice you. Piece of Power (15th) - Causes weapon to deal triple damage upon next strike. If strike misses, the piece is wasted. Guardian Acorn (15th) - halves all damage recieved for 3 rounds.
|
 |
 |
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|