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Viladin454
2011-01-01, 11:45 PM
http://www.finalfantasyd20.com/ffd20/images/ffd20-cover%20copy.jpg

Yes, I'm back to writing. :) Decided to repost than renew a dead thread. There has been many changes in the past couple of years since I took a hiatus. Many thanks to people who frequent my forums to encourage me to continue as well as Zeta Kai for inspiration.

I haven't had time to recombine all the new changes into a new book, but I have pdfs for everything that has all the new changes in place.

Well, enough blathering for me, welcome to the FFd20 thread!

Book finally updated! Final Fantasy d20 (http://www.finalfantasyd20.com/ffd20/FFd20.pdf)

Viladin454
2011-01-01, 11:46 PM
Final Fantasy d20 Races

Aegyl
Al Bhed
Bangaa
Cetra
Dwarf
Elvaan
Galka
Gria
Hume
Mithra
Moogle
Nu Mou
Qu
Ronso
Seeq
Tarutaru
Viera

• FFd20 Races (http://www.finalfantasyd20.com/ffd20/FFd20_Races.pdf)

Viladin454
2011-01-01, 11:48 PM
FFd20 Base Classes

• Archer (http://www.finalfantasyd20.com/ffd20/Archer.pdf)
• Bard (http://www.finalfantasyd20.com/ffd20/Bard.pdf)
• Beastmaster (http://www.finalfantasyd20.com/ffd20/Beastmaster.pdf)
• Black Mage (http://www.finalfantasyd20.com/ffd20/Black_Mage.pdf)
• Blue Mage (http://www.finalfantasyd20.com/ffd20/Blue_Mage.pdf)
• Chemist (http://www.finalfantasyd20.com/ffd20/Chemist.pdf)
• Chocobo Knight (http://www.finalfantasyd20.com/ffd20/Chocobo_Knight.pdf)
• Dark Knight (http://www.finalfantasyd20.com/ffd20/Dark_Knight.pdf)
• Dragoon (http://www.finalfantasyd20.com/ffd20/Dragoon.pdf)
• Engineer (http://www.finalfantasyd20.com/ffd20/Engineer.pdf)
• Fighter (http://www.finalfantasyd20.com/ffd20/Fighter.pdf)
• Gunner (http://www.finalfantasyd20.com/ffd20/Gunner.pdf)
• Holy Knight (http://www.finalfantasyd20.com/ffd20/Holy_Knight.pdf)
• Knight (http://www.finalfantasyd20.com/ffd20/Knight.pdf)
• Monk (http://www.finalfantasyd20.com/ffd20/Monk.pdf)
• Red Mage (http://www.finalfantasyd20.com/ffd20/Red_Mage.pdf)
• Summoner (http://www.finalfantasyd20.com/ffd20/Summoner.pdf)
• Thief (http://www.finalfantasyd20.com/ffd20/Thief.pdf)
• White Mage (http://www.finalfantasyd20.com/ffd20/ffd20/White_Mage.pdf)

Viladin454
2011-01-01, 11:49 PM
Prestige Classes

• Arithmetician (http://www.finalfantasyd20.com/ffd20/Arithmetician.pdf)
• Berserker (http://www.finalfantasyd20.com/ffd20/Berserker.pdf)
• Dancer (http://www.finalfantasyd20.com/ffd20/Dancer.pdf)
• Diamond Magister (http://www.finalfantasyd20.com/ffd20/Diamond_Magister.pdf)
• Divine Knight (http://www.finalfantasyd20.com/ffd20/Divine_Knight.pdf)
• Dragon Disciple (http://www.finalfantasyd20.com/ffd20/Dragon_Disciple.pdf)
• Elementalist (http://www.finalfantasyd20.com/ffd20/Elementalist.pdf)
• Elemental Fist Disciple (http://www.finalfantasyd20.com/ffd20/Elemental_Fist_Disciple.pdf)
• Fell Knight (http://www.finalfantasyd20.com/ffd20/Fell_Knight.pdf)
• Geomancer (http://www.finalfantasyd20.com/ffd20/Geomancer.pdf)
• Green Mage (http://www.finalfantasyd20.com/ffd20/Green_Mage.pdf)
• Lucky Gambler (http://www.finalfantasyd20.com/ffd20/Lucky_Gambler.pdf)
• Magicite Knight (http://www.finalfantasyd20.com/ffd20/Magicite_Knight.pdf)
• Mediator (http://www.finalfantasyd20.com/ffd20/Mediator.pdf)
• Mime (http://www.finalfantasyd20.com/ffd20/Mime.pdf)
• Mystic Knight (http://www.finalfantasyd20.com/ffd20/Mystic_Knight.pdf)
• Ninja (http://www.finalfantasyd20.com/ffd20/Ninja.pdf)
• Onyx Magister (http://www.finalfantasyd20.com/ffd20/Onyx_Magister.pdf)
• Oracle (http://www.finalfantasyd20.com/ffd20/Oracle.pdf)
• Paradigm Shifter (http://www.finalfantasyd20.com/ffd20/Paradigm_Shifter.pdf)
• Ruby Magister (http://www.finalfantasyd20.com/ffd20/Ruby_Magister.pdf)
• Samurai (http://www.finalfantasyd20.com/ffd20/Samurai.pdf)
• Sapphire Magister (http://www.finalfantasyd20.com/ffd20/Sapphire_Magister.pdf)
• Scholar (http://www.finalfantasyd20.com/ffd20/Scholar.pdf)
• Skald (http://www.finalfantasyd20.com/ffd20/Skald.pdf)
• Time Mage (http://www.finalfantasyd20.com/ffd20/Time_Mage.pdf)

List of Prestige Classes for FFd20: Technology

• Clan Hunter (http://www.finalfantasyd20.com/ffd20/Clan_Hunter.pdf)
• Corsair (http://www.finalfantasyd20.com/ffd20/Corsair.pdf)
• Gun Mage (http://www.finalfantasyd20.com/ffd20/Gun_Mage.pdf)
• Judge Magister (http://www.finalfantasyd20.com/ffd20/Judge_Magister.pdf)
• Magitek Pilot (http://www.finalfantasyd20.com/ffd20/Magitek_Pilot.pdf)
• Sky Pirate (http://www.finalfantasyd20.com/ffd20/Sky_Pirate.pdf)
• Soldier (http://www.finalfantasyd20.com/ffd20/Soldier.pdf)

Viladin454
2011-01-01, 11:50 PM
Magic, MP System, and Spell/Song Lists

Cutting across the categories of black magic, blue magic, red magic, white magic spells and bard songs are the six schools of magic. These schools represent the different ways that spells/songs take effect. This chapter provides an overview of the spell description format, an extensive discussion of how spells work, information about what happens when magical effects combine, and an explanation of the differences between the kinds of special abilities, some of which are magical.

Spells are manifestations of magic. The requirements for casing a spell are listed on the corresponding class pages. All spells are cast by using specific gestures and words of power. No spells require material components or foci. Otherwise, the spell system is very similar to D&D with a few changes. The rules for concentration and spell interruption are the same, and there are no counterspells. Leather, chain, and plate armor adds a spell failure chance. All spells are subject to spell resistance. Healing magic is not subject to spell resistance unless used offensively against the undead.

Spell casting and song performing works in the same way that it does in the D&D PHB, but all spells/songs suffer spell failure from armor and all spells/songs cost magic points rather than number of spells/songs per day. Magic points (MP) are used to fuel spells and songs. After at least 8 hours of rest, a character may meditate for 30 minutes to restore his or her daily allotment of magic points. Both mages and bards get additional magic points for high attributes. Casters need not prepare spells, as all casters can cast any spell they know at will. A caster has no limit on the amount of spells he or she may know.

The cost for Spells and Songs are calculated as such: Spell/Song level x 1 MP. (I.E. a 9th level spell will be 9 MP to cast or a 5th level song will be 5 MP to perform.)

The maximum MP a mage/bard can spend on spells/songs using feats is their level divided in half, rounded up. (I.E. A 10th level Black Mage can spend up to 5 MP on a single spell.)

Metamagic Feats: Metamagic feats are applied spontaneously and do not increase the casting time of the spell, however, it will increase the MP cost. In order to apply a metamagic feat to a spell, the caster must be able to spend MP at the increased cost of the spell.

MAGIC TYPES
Magic is divided into five types: black magic, blue magic, red magic, song magic, white magic. Black magic grants a mage the power to inflict chaos upon creation, while white magic brings order to creation. Blue magic uses the ability of creatures into spells to cast. Red magic blends some of black and white magic as well as its own particular blend to enhance the capabilities of the red mage. Song magic provides a variety of effects to enhance allies and enfeeble enemies.

Black Magic
Black magic is almost exclusively offensive, and is practiced by black mages. With few exceptions, these spells focus on dealing damage to a target or hindering its ability to fight. A large portion of black magic is focused on the power of the elements. Skilled mages seek out their foes' elemental weaknesses, and adapt their magic to strike with precision.

Blue Magic
Blue magic has a variety of different types of spells. It relies on creatures with supernatural and spell-like abilities to copy from them and make it their own. Depending on the creatures the blue mage learns from, they have a terrifying variety of spells to utilize.

Red Magic
Red magic blends the healing and protection of white magic and the elemental destruction of black magic as well as adding its own particular enhancing red magic to make the red mage an extremely versatile mage.

Song Magic
Song magic is how bards utilize their songcraft. Songs provide a variety of effects to enhance allies and enfeeble enemies. Perform song magic requires the bard to make Perform skill checks successfully and also spend MP to perform his magic.

White Magic
White magic is primarily defensive, but it has its share of enfeebling magic and a small dab of direct damage as well. White magic mostly focuses on healing others and restoring life. White magic is practiced by white mages.

CHOOSING A SPELL
First you must choose which spell to cast. You can select any spell you know, provided you are capable of casting spells of that level or higher.

To cast a spell, you must be able to speak and gesture. Additionally, you must concentrate to cast a spell and it's hard to concentrate in the head of battle. (See below for details.)

CONCENTRATION
To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a Concentration check or lose the spell. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC is (More powerful spells require more mental effort.) If you fail the check, you lose the spell just as if you had cast it to no effect.

Injury: Getting hurt or being affected by hostile magic while trying to cast a spell can break your concentration and ruin the spell. If while trying to cast a spell you take damage, you must make a Concentration check (DC 10 + points of damage taken + the level of the spell you're casting). If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).

If you are taking continuous damage, such as from Poison, half the damage is considered to take place while you are casting a spell. You must make a Concentration check (DC 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you're casting). If the last damage dealt was the last damage that the effect could deal (such as the last round of a Poison spell), then the damage is over, and it does not distract you.

Spell: If you are affected by a spell while attempting to cast a spell of your own, you must make a Concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + points of damage + the level of the spell you're casting. If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting. For a spell with no saving throw, it's the DC that the spell's saving throw would have if a save were allowed.

Grappling or Pinned: When being grappled or pinned, you must make a Concentration check (DC 20 + the level of the spell you're casting) or lose the spell.

Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + the level of the spell you're casting) or lose the spell.

Violent Motion: If you are on a galloping chocobo, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed airship, or being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15 + the level of the spell you're casting) or lose the spell.

Violent Weather: You must make a Concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you're casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you're casting. In either case, you lose the spell if you fail the Concentration check.

Casting Defensively: If you want to cast a spell without provoking any attacks of opportunity, you need to dodge and weave. You must make a Concentration check (DC 15 + the level of the spell you're casting) to succeed. You lose the spell if you fail.

Entangled: If you want to cast a spell while entangled in a net or while you're affected by a spell with similar effects, you must make a DC 15 Concentration check to cast the spell. You lose the spell if you fail.

CASTER LEVEL
A spell's power often depends on its caster level, which for most spellcasting characters is equal to your class level in the class you're using to cast the spell. For example, a fira spell deals 1d4 points of damage per caster level (to a maximum of 10d4), so a 10th-level black mage can cast a more powerful fira spell than a 5th-level black mage can.

You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level. For example, at 10th level, a black mage can cast a fira spell to a range of 800 feet for 10d4 points of damage. If he wishes, he can cast a fira spell that deals less damage by casting the spell at a lower caster level, but he must reduce the range according to the selected caster level, and he can't cast the fira spell with a caster level lower than 6th (the minimum level required for a black mage to cast fira).

In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt) but also to your caster level check to overcome your target's spell resistance.

SPELL FAILURE
If you ever try to cast a spell in conditions where the characteristics of the spell (range, area, or the like) cannot be made to conform, the casting fails and the spell is wasted. Spells also fail if your concentration is broken and might fail if you're wearing armor while casting a spell with somatic components.

THE SPELL'S RESULT
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails.

SPECIAL SPELL EFFECTS
Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools.

Attacks: Some spell descriptions refer to attacking. For instance, vanish is dispelled if you attack anyone or anything while under its effects. All offensive combat actions, even those that don't damage opponents (such as disarm and bull rush) are considered attacks. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks.

Bonus Types: Many spells give their subjects bonuses to ability scores, Armor Class, attacks, and other attributes. Usually, a bonus has a type that indicates how the spell grants the bonus. For example, protect grants a deflection bonus to AC, which makes attacks veer off. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works. The same principle applies to penalties; a character taking two or more penalties of the same type applies only the worst one.

The Elements
Magic damage is almost always associated with an element. Non-elemental damage is equivalent to force damage and nothing can be weak or resist it. Physical damage is done by weapons unless otherwise noted.

The general rule of the elements is this: wind is strong against earth, which is strong against lightning, which is strong against water, which is strong against fire, which is strong against ice, which is strong against wind. Wind is weak to ice, which is weak to fire, which is weak to water, which is weak to lightning, which is weak to earth, which is weak to wind. Shadow and holy are both weak against each other. See image below for a better understanding.

http://www.finalfantasyd20.com/ffd20/images/Elements.jpg

Weakness
If a creature is struck by elemental damage of an element it is weak to, it takes 1.5x the normal damage. When a spell of the appropriate element is cast upon the creature and forces a saving throw, the creature suffers a -2 penalty on the saving throw. A spellcaster casting a spell of an element that a creature with elemental resistance is weak to, he gets a +2 bonus on his caster level check.

Strong
If a creature is struck by elemental damage it is resistant to, it instead takes half that much damage (rounded down, minimum 1). Creatures get a +2 bonus to saving throws against spells of an element they are resistant to.

Immunity
Some creatures are immune to specific elements. All spells of the chosen element have no effect whatsoever on a creature immune to that element.

Absorption
Some creatures are healed by damage of a particular element. For example, the undead are healed by shadow damage. In this case, they are immune to non-damaging effects of spells of the appropriate element, and are instead healed when a spell of the element would normally deal damage (for an equal amount).

Elemental Resistance
Different from spell resistance, elemental resistance reduces damage by the number and element the creature has. For example, if a creature with 5 Elemental (Fire) resistance was struck by a Fire II spell for 8 points of fire damage, the creature would only take 3 points of fire damage.

HARMFUL STATUS EFFECTS
Harmful status effects occur during combat from a certain spell or an item, or even an attack. These status effects change the "status" of a party member, or even the entire party itself.

Berserk: This status effect causes the character to fly into a rage attacking the nearest creature. The subject cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a materia), or spell completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.

Blind: This status effect disables the character's ability to use his sight. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character.

Charm: This status effect causes the character to follow the commands of the creature that inflicted the Charm status effect.

Confuse: This status effect causes the character to do random actions. A confused character's actions are determined by rolling percentage at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if attack is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature. A confused character that can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character that is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that is not already devoted to attacking (either because of its recent action or because it has just been attacked).

Curse: This status effect causes the creature to be unable to perform a Limit Break. It can be cured with a Remedy or by Esuna spell.

Disable: This status effect causes the creature to be unable to act normally. A disabled creature can take no actions, but has no penalty to AC.

Disease: This status effect cripples the character's ability to heal and be healed. A diseased creature cannot be cured of wounds or healed of any other means until the disease is cured.

Doom: This status effect causes a countdown to start whereupon the character inflicted dies if not cured of this status effect. The usual duration is 2d4 rounds.

Frog: This status effect causes the character to be turned into a frog. The character retains his hit points but his size becomes tiny and he is unable to do anything for the duration other than hop around.

Immobilize: This status effect causes the creature to be unable to move normally. An immobilized creature cannot move, but may do other actions (attack, cast, etc.) provided he can do those actions not requiring him to move and has no penalty to AC.

Mini: This status effect causes the creature to shrink to 10% of its total size. A miniaturize creature's physical damage only does 10% of its total damage it can dish out. Spells are unaffected.

Petrify: This status effect causes the character to turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character's petrified body is incomplete when it returns to flesh, the body is likewise incomplete and the DM must assign some amount of permanent hit point loss and/or debilitation.

Poison: This status effect causes the character to take 1d6 points of non-elemental damage per round. A poisoned character takes damage per round until the duration ends or until cured.

Sap: This status effect is similar to the Poison status effect except it can't be cured by normal spells except Esuna.

Silence: This status effect causes the character to be unable to cast songs or perform songs. A silenced character cannot cast any spells nor perform any songs until he is cured of this status effect.

Sleep: This status effect causes the character to fall into a magical slumber. He is considered helpless and can be only awoken by shaking him awake.

Slow: This status effect causes the character to move and attack at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed. Multiple slow effects don't stack. Slow counters and dispels haste.

Stop: This status effect is similar to the Disable status effect except that the character is considered helpless.

Zombie: This status effect causes the character to have their type changed to [Undead], but without any of the benefits of that type. Those inflicted are now damaged by healing spells and effects, but immune to death spells and effects.

BENEFICIAL STATUS EFFECTS
Beneficial status effects occur, usually, when enhancing spells are cast upon the individual, or party. These often grant bonuses to stats, armor class, and saving throws as well as other miscellaneous effects.

Haste: This status effect grants the character a +1 bonus to Attack rolls, +1 bonus to Reflex saves, +30 foot movement, and an extra attack if the subject uses a full-attack option.

Protect: This status effect grants the character a deflection bonus to armor class depending on the Protect or Protectra spell used.

Reflect: This status effect grants the character a barrier that deflects the next spell targeted at the affected individual back at its caster, and is then discharged. Only spell not affected is the Dispel spell.

Regen: This status effect grants the character Fast Healing depending on the Regen or Renew spell used.

Reraise: This status effect raises the character from death to 1 HP if the character dies while this status is in effect.

Shell: This status effect grants the character a morale bonus to saving throws versus spells depending on the Shell or Shellra spell used.

SPELL DESCRIPTIONS

Name
The first line of every spell description gives the name by which the spell is generally known.

School
Beneath the spell name is a line giving the school of magic that the spell belongs to. Almost every spell belongs to one of six schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells are non-elemental, belonging to no school.

Dark
Dark magic is always of the shadow element. Rather than directly damaging opponents like elemental magic, dark magic may deal lesser damage but drain the opponent of stats or cause otherwise harmful negative effects. Black mages are masters of dark magic.

Elemental
Elemental magic focuses on damaging opponents with the elemental power of earth, fire, ice, lightning, water, or wind. Black mages specialize in elemental magic.

Enfeebling
Enfeebling magic cripples opponents by reducing their ability to do battle. Black mages are exceedingly adept with enfeebling magic.

Enhancing
Enhancing magic boosts the fighting ability of allies. White mages are experts of enhancing magic.

Healing
Healing magic is used to heal wounds or cure negative status effects. Healing magic causes damage to the undead. White mages specialize in healing magic.

Light
Light magic is always of the holy element. Light magic smites the wicked with holy power, but usually in a less direct method than elemental magic. White mages are especially proficient with light magic.

• Bard Song List (http://www.finalfantasyd20.com/ffd20/Bard_Song_List.pdf)
• Black Mage Spell List (http://www.finalfantasyd20.com/ffd20/Black_Mage_Spell_List.pdf)
• Blue Mage Spell List (http://www.finalfantasyd20.com/ffd20/Blue_Mage_Spell_List.pdf)
• Red Mage Spell List (http://www.finalfantasyd20.com/ffd20/Red_Mage_Spell_List.pdf)
• White Mage Spell List (http://www.finalfantasyd20.com/ffd20/White_Mage_Spell_List.pdf)
• FFd20 Entire Spell List and Full Descriptions (http://www.finalfantasyd20.com/ffd20/FFd20_Spell_Descriptions.pdf)
• FFd20 Entire Song List and Full Descriptions (http://www.finalfantasyd20.com/ffd20/FFd20_Song_Descriptions.pdf)

Viladin454
2011-01-01, 11:52 PM
FFd20 Feats and Skills

New/Revised Skills
Acrobatics
Athletics
Intimidate
Knowledge (Beast Lore)
Perception
Spellcraft
Stealth
Use Materia

New/Revised Feats

Armored Mage (Leather)
Armored Mage (Chain)
Armored Mage (Plate)
Armored Thief (Leather)
Armored Thief (Chain)
Armored Thief (Plate)
Augmented Summoning
Body Fuel
Craft Accessory
Craft Alchemical Item
Craft Materia
Dodge
Elemental Focus
Elemental Penetration
Extend Berserk
Extend Song
Extra Inspiration
Extra Limit Break
Extra MP
Flying Kick
Greater Elemental Focus
Greater Elemental Penetration
Gunblade Expertise
Improved Aura
Improved Power Attack
Ironskin Speech
Lingering Inspiration
Mastercrafter
Materia Proficiency
Mental Toughness
Steal MP
Subsonics
Supreme Cleave
Supreme Power Attack
Toughness
Wild Talent

Metamagic Feats

Chain Spell
Empower Spell
Enlarge Spell
Extend Spell
Heighten Spell
Maximize Spell
Overchannel
Quicken Spell
Silent Spell
Still Spell
Widen Spell

• FFd20 Skills and Feats (http://www.finalfantasyd20.com/ffd20/FFd20_Skills_and_Feats.pdf)

FFd20 Technology Book

New or Revised Skills

Drive (Dex)
Knowledge (technology) (Int)
Navigate (Wis)
Pilot (Dex)
Repair (Int)

New Feats

Advanced Magitek Operation
Airship Battle Run
Airship Dodge
Airship Feint
Airship Gunnery
Airship Mobility
Airship Operation
Exotic Weapon Proficiency (Firearms)
Exotic Weapon Proficiency (Gunblades)
Hair Trigger
Magitek Crush
Magitek Fling
Magitek Operation
Magitek Sweep
Magitek Trample
Magitek Weapon Boost
Magitek Weapon Proficiency
Salvage

• FFd20 Technology Skills and Feats (http://www.finalfantasyd20.com/ffd20/FFd20_Technology_Skills_and_Feats.pdf)
• Magitek Technology (http://www.finalfantasyd20.com/ffd20/Magitek.pdf)

Viladin454
2011-01-01, 11:53 PM
Miscellaneous Rules and Creations

• Final Fantasy d20 Character Sheet (http://www.finalfantasyd20.com/ffd20/FFd20_Character_Sheet.pdf)
• Materia Record Sheet (http://www.finalfantasyd20.com/ffd20/Materia_Record_Sheet.pdf)

Starting HPs change

I've changed the starting HPs for classes. It'll be similar to 4E's system. Each class will have a starting HP plus Constitution modifier.

Archer: 20 HP
Bard: 15 HP
Beastmaster: 25 HP
Black Mage: 10 HP
Blue Mage: 15 HP
Chemist: 15 HP
Chocobo Knight: 30 HP
Dark Knight: 30 HP
Dragoon: 25 HP
Engineer: 15 HP
Fighter: 25 HP
Gunner: 20 HP
Holy Knight: 30 HP
Knight: 30 HP
Monk: 20 HP
Red Mage: 20 HP
Summoner: 10 HP
Thief: 15 HP
White Mage: 10 HP

CLASS BONUS TO ARMOR CLASS

All classes receive a class bonus to their AC equal to 1 per 4 character levels which doesn't stack with armor bonus but does improve a character's AC against touch attacks. This is to represent the experience of being a higher level character compared to a lower level character.

FEAT PROGRESSION

Feat progression has been changed from 1 per 3 levels to 1 every odd level.

CRITICAL HITS

A critical hit deals the same amount of damage as a normal hit, but that damage is maximized instead. Critical hits do not deal extra damage; for that reason, no weapon in this system has a damage multiplier for its critical hits. Any critical hit automatically overcomes a creature’s damage reduction, regardless of whether the attack could normally do so.

ARMOR AS DAMAGE REDUCTION

FFd20 uses the Armor variant rule from Unearthed Arcana (Page 111). See armor section.

Life & Death

In Final Fantasy, its easy to die as easy it is to be revived. But there is a penalty for Death, not as heinous as D&D's death system, but still a penalty that could get you or your party in trouble.

For each death in a single day, you suffer a -1 penalty to Attack Rolls, Armor Class, Skill Checks, and Saving Throws. You also suffer a -1 temporary Constitution loss. And they stack.

These penalties last until you have a full night's rest (at least 8 hours uninterrupted). If you, somehow, die as many times as you have in your Constitution score, you are, irreversibly dead. No amount of Raise spells will bring you back.

Materia Usage and Creation

The Materia system is finished. Along with the Alchemical Items.

• Materia and Alchemical Items (http://www.finalfantasyd20.com/ffd20/Materia.pdf)

Limit Break System

Current system: Limit breaks are special abilities that all base and prestige classes get at 1st level. You may only activate a Limit Break once per day. To activate a limit break requires a swift action.

Accessories (Added new equipment)

• Magical Items (Accessories) (http://www.finalfantasyd20.com/ffd20/Accessories.pdf)

Armor

• Armor and Shields (http://www.finalfantasyd20.com/ffd20/Armor.pdf)

Weapons

• Weapons (http://www.finalfantasyd20.com/ffd20/Weapons.pdf)

FF-Specific Weapons

Sword, Buster: A buster sword is classified as an enormous broadsword (though it has more in common with a backsword). From tip to handle, it is approximately five to six feet long, with a single-edged, enormous blade approximately one foot wide. Its original finish sports a bolted, steel base and blade, and there are two holes on the blade near the hilt. It was primarily used by mercenaries to wipe out large numbers of enemies at once, and to sweep mounted fighters from their horses. A medium-sized character wielding this sword must possess a strength of at least 20 or have the racial trait (Powerful Build) or suffer a -4 penalty on Attack rolls. Due to the weight of this weapon, it grants +2 bonus on Sunder attempts. This sword costs 600 gil.

Buster Sword: Damage: 2d8, Critical: 18-20, Slashing

Standard Gunblade:
The standard Gunblade is a combination of a short sword and a revolver.
The hilt and grip of the sword are supplemented by a cylinder which houses the shells for the gunblade. The bullets are fired along the axis of the blade, exiting in a notch on the back of the blade, near the tip. The handle for the weapon is approximately 30 degrees off of the same axis, to allow for convenience in combat, allowing the highest amount of accuracy and balance for both melee and ranged combat. The actual blade is wide and the cutting edge is curved as it reaches the point of the weapon. The weapon itself costs 400 gil, and the bullets for it cost 2 gil. The weapon can be fired six times before it must be reloaded.

Sword: Damage: 1d6, Critical: 19-20, Slashing
Gun: Damage: 2d4. Critical: 18-20. Range: 60 ft, Piercing

Marksman’s Gunblade:
If the automatic is more readily built for ranged combat, the marksman’s Gunblade is the ultimate in that field. It is a Gunblade that is built primarily to give a sniper a secondary weapon on hand should he be discovered, thus highly increasing his capabilities. It is built with a rifle stock and even more superior rifling, allowing the bullet to travel to farther distances unchecked. The weapon is also quite readily built for hand to hand combat, as a side effect of the stock which is almost as in-line with the blade as the revolver’s handle. The weapon has a hollow in the blade, approximately a foot up the barrel, to allow for the shooter to thread his hands into the weapon for added stability over other Gunblade platforms. The blade curves elegantly back, with the bullet exiting as from the revolver version. The Marksman’s Gunblade is a finely tooled weapon and, consequently, costs 800 gil. Only the best of marksmen can afford these, and they are regarded, most correctly, as second to none. The individual shells cost 2 gil, and the weapon holds ten of them in a clip that doubles as a hand guard.

Sword: Damage: 1d6, Critical: 19-20, Slashing
Gun: Damage: 2d6. Critical: 18-20. Range: 120 ft, Piercing

War Pick, Galkan: A galkan war pick is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a galkan war pick two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A galka treats a galkan war pick as a martial weapon even when using it in one hand.

Galkvan War Pick: Damage: 2d6, Critical: 17-20, Piercing

Fork, Qu Battle: A qu battle fork has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. If you use a ready action to set a qu battle fork against a charge, you deal double damage on a successful hit against a charging character. A qu treats a qu battle fork as a martial weapon.

Qu Battle Fork: Damage: 1d10, Critical: 18-20, Piercing

Special FF Magical Weapons

Machina Pistol and Machina Rifle (uses Exotic Weapon Proficiency: firearms feat, but requires Use Materia skill to use these weapons) were developed by the Al Bhed in their efforts to combine Machines and Magicite together. Using a concentrated source of Materia, the Al Bhed created new weapons that required, essentially, no ammo to fire. These two types of machina weapons require one round to recharge (no effort on the part of the wielder) after firing its load. Changing the elemental damage type is a standard action, requiring a skill check (Use Materia).

Machina Pistol: Damage 1d6+5 (of the appropriate damage type), Critical: 20, 40 ft. range. Price: 8,000 gil. Machina Pistols can be fired six times before needing a round to recharge. Changing elemental damage type requires a DC 15 Use Materia skill check.

Machina Rifle: Damage 2d6+10 (of the appropriate damage type), Critical: 20, 80 ft. range. price 15,000 gil. Machina Rifles can be fired ten times before needing a round to recharge. Changing elemental damage type requires a DC 17 Use Materia skill check.

The Al Bhed have created machina weapons to be used with each elemental type. Certain feats can be used in conjunction with these weapons except any feat that grants the wielder additional attacks due to the power used to load them. Unlike conventional ranged weapons, these use ranged touch attacks instead of normal attack rolls.

Viladin454
2011-01-01, 11:54 PM
Bestiary List

• Abadon (http://www.finalfantasyd20.com/ffd20/Abadon.pdf)
• Adamantoise (http://www.finalfantasyd20.com/ffd20/Adamantoise.pdf)
• Aeons (http://www.finalfantasyd20.com/ffd20/Aeons.pdf)
• Ahriman (http://www.finalfantasyd20.com/ffd20/Ahriman.pdf)
• Animals (http://www.finalfantasyd20.com/ffd20/Animals.pdf)
• Antlion (http://www.finalfantasyd20.com/ffd20/Antlion.pdf)
• Avatar of Black Magic (http://www.finalfantasyd20.com/ffd20/Avatar.pdf)
• Bandersnatch (http://www.finalfantasyd20.com/ffd20/Bandersnatch.pdf)
• Behemoth (http://www.finalfantasyd20.com/ffd20/Behemoth.pdf)
• Bomb (http://www.finalfantasyd20.com/ffd20/Bomb.pdf)
• Cactuar (http://www.finalfantasyd20.com/ffd20/Cactuar.pdf)
• Cerberus (http://www.finalfantasyd20.com/ffd20/Cerberus.pdf)
• Chimera (http://www.finalfantasyd20.com/ffd20/Chimera.pdf)
• Chocobo (http://www.finalfantasyd20.com/ffd20/Chocobos.pdf)
• Cockatrice (http://www.finalfantasyd20.com/ffd20/Cockatrice.pdf)
• Coeurl (http://www.finalfantasyd20.com/ffd20/Coeurl.pdf)
• Corrosive Spider (http://www.finalfantasyd20.com/ffd20/Corrosive_Spider.pdf)
• Dire Animals (http://www.finalfantasyd20.com/ffd20/Dire_Animals.pdf)
• Dragon (http://www.finalfantasyd20.com/ffd20/Dragon.pdf)
• Faceless (http://www.finalfantasyd20.com/ffd20/Faceless.pdf)
• Flan (http://www.finalfantasyd20.com/ffd20/Flan.pdf)
• Ghost (http://www.finalfantasyd20.com/ffd20/Ghost.pdf)
• Goblin (http://www.finalfantasyd20.com/ffd20/Goblin.pdf)
• Kobold (http://www.finalfantasyd20.com/ffd20/Kobold.pdf)
• Legendary Animals (http://www.finalfantasyd20.com/ffd20/Legendary_Animals.pdf)
• Malboro (http://www.finalfantasyd20.com/ffd20/Malboro.pdf)
• Mandragora (http://www.finalfantasyd20.com/ffd20/Mandragora.pdf)
• Ochu (http://www.finalfantasyd20.com/ffd20/Ochu.pdf)
• Phoenix Spawn (http://www.finalfantasyd20.com/ffd20/Phoenix_Spawn.pdf)
• Skeleton (http://www.finalfantasyd20.com/ffd20/Skeleton.pdf)
• Tonberry (http://www.finalfantasyd20.com/ffd20/Tonberry.pdf)
• T-Rexaur (http://www.finalfantasyd20.com/ffd20/TRexaur.pdf)
• Vampire Bat (http://www.finalfantasyd20.com/ffd20/Vampire_Bat.pdf)
• Warmech (http://www.finalfantasyd20.com/ffd20/Warmech.pdf)
• Wendigo (http://www.finalfantasyd20.com/ffd20/Wendigo.pdf)
• World Weapons (http://www.finalfantasyd20.com/ffd20/World_Weapons.pdf)
• Zombie (http://www.finalfantasyd20.com/ffd20/Zombie.pdf)
• Zuu (http://www.finalfantasyd20.com/ffd20/Zuu.pdf)

Finished! (Mostly.)

FFd20 Monster Compendium (http://www.finalfantasyd20.com/ffd20/FFd20_Monster_Compendium.pdf)

Viladin454
2011-01-01, 11:57 PM
Update Thread

Instead of flooding a thread with post updates, I'll just edit this post with any changes or updates and the date.

01/01/11 - Recreated the Summoner prestige class. Renamed Geomancer to Elemental Fist Disciple and created a more FFT-friendly Geomancer prestige class.

01/02/11 - Created Bandersnatch and Cerberus entries for Bestiary.
01/02/11 - Added new equipment (Accessories) to the Miscellaneous section.

01/03/11 - Created Mandragora entry for Bestiary. Made a ton of minor edits as well. Also toned down some of the races.

01/04/11 - Created Wendigo entry for Bestiary. Made a big change to starting HPs for the base classes under the Miscellaneous section.
01/04/11 - Created Paradigm Shifter prestige class. (Even though, I did not like FF13 all too much.)

01/05/11- Created 6 more feats (Armored Mage - Leather/Chain/Plate and Armored Thief - Leather/Chain/Plate). Gave Red Mage and Blue Mage the Doublecast ability.
01/05/11 - Created Behemoth and Zuu entries for Bestiary.

01/06/11 - Created Death penalties for.. uh.. dying. See miscellaneous section (Sorry, not much to update today, was particularly busy)

01/07/11 - Zalrex created a better looking FFd20 Character Sheet as well as a Materia Record Sheet. (See Miscellaneous Section)

01/08/11 - Finished Armor and Weapons list, including new FF-related weapons (see Miscellaneous section).

01/11/11 - Created the Magicite Knight prestige class.

01/12/11 - Created Flan entry for Bestiary.

01/13/11 - Minor updates on the classes, changed 1 MP spell ability from once per day to 3/day. Added Gunblade Expertise feat.

01/15/11 - Created Ghost, Skeleton, Vampire Bat, and Zombie entries for Bestiary.

01/16/11 - Started a FFd20 Playtest/Adventure. Updated Beastmaster base class to allow a Chocobo companion and tone down some bonuses from other animal companions.

01/18/11 - Added a Blue Mage Spell List, added Blue Mage Spells to the Spell Descriptions, changed all Healing spells that required Touch to Close Range, and changed any single target damage spell that didn't have a saving throw to Ranged Touch.

01/20/11 - Added a new prestige class, Scholar. Removed the Limit Break limitation of being usable at 50%, but only one Limit Break can be used once per day. Made minor updates to all the base classes and prestige classes.

01/24/11 - Added a new prestige class, Green Mage. Finished tweaking Magical Items (Accessories), added a link. Nerfed Marksman's BAB progression. Upgraded Bard song's duration to 1 round per four bard class levels.

01/25/11 - Added a new prestige class, Puppetmaster.

01/29/11 - Updated main book with all the changes.

02/01/11 - Added a new prestige class, Dancer. Added Clear Mind ability for Bards. Minor edits on spells/songs. Updated main book with recent changes.

02/06/11 - Editing of Knight base class and Summoner prestige class.
02/06/11 - New/Revised Feats: Augmented Aeon Summoning, Dodge, Extend Berserk, Extend Song, Extra Berserk, Extra Inspiration, Flying Kick, Improved Aura, Lingering Inspiration, Mental Toughness, Precision Attack, and Toughness.
02/06/11 - New/Revised Skills: Acrobatics (Dex) now replaces Balance/Jump/Tumble. Perception (Wis) now replaces Listen/Spot. Stealth (Dex) now replaces Hide/Move Silently.
02/06/11 - Main book is updated (now including a Table of Contents).
02/06/11 - Majorly toned down the amount of MXP needed to level a materia.

02/14/11 - Changed Acrobatics to only replace Balance and Tumble. Added a new skill, Athletics, which replaces Climb, Jump, and Swim. Added Repair skill as a class skill for Al Bhed. Minor nerf to Galkan War Pick damage.

02/21/11 - Major changes: Changed the Class Bonus to AC, Changed how Critical Hits work. Added Combat Facing and Armor as Damage Reduction Variant Rule from Unearthed Arcana. Added a little depth to shields. Changed some of the Chocobo Knight's abilities as well as Fighter's Limit Break.

04/05/11 - Been awhile since I last updated. Minor changes to White Mage's Limit Break (Healing Wind) and Marksman's Limit Break (Trueshot Aura). Added new equipment for mages (Power Rod and Power Staff) that deal ranged elemental damage.

04/21/11 - Added a new prestige class, Dragon Disciple. Most of the 1st level spells have been changed from 1d4 to 1d6 and 3rd level spells went from 3d8 to 3d6. All the limit breaks got slightly reworded to make sure any limit break that has a duration to last at least 1 round. Added an additional use for Spellcraft. Can use Spellcraft to detect magical auras in an object (DC 15), 1 minute, can retry. Also added a new ability for Monks at level 20.

04/22/11 - Added another new prestige class, Onyx Magister.

04/25/11 - Changed Blue Mage from an Intelligence class to a Charisma class. Seems to fit the Blue Mage more accurately. Lowered some of the level requirements of the abilities and added a new lvl 20 Blue Mage ability.

05/04/11 - Added three new creatures to the Bestiary (Corrosive Spider, Kobolds, and Faceless) based off my FFd20 Playtest. Created the FFd20 Monster Compendium book. Added a new prestige class: Diamond Magister. Added a new race: Dwarf (finally). Made updates to the main book.

05/05/11 - Major changes: Fighter and Thief classes got a rewrite. Minor changes to Bard, Beastmaster, Black Mage, Knight, Red Mage, and White Mage classes.

05/08/11 - More major changes: Red Mage class got a rewrite and their own spell list. Summoner prestige class requirements lessen.

05/09/11 - And more major changes: Bard class also got a rewrite. Minor change to Red Mage's skills and Black/White mages regaining bonus feats. Ruby Magister prestige class created.

05/14/11 - Last big class change: I've decided to change the Summoner prestige class into a base class. Red Mage's convert ability got a slight change (nerf). Extra MP feat changed (and stole copied from Tesla's FF1). New accessories for those Charisma casters. Changed how Fury Ring work with the new Fighter berserk changes.

06/05/11 - I lied, more changes. I've also decided to change the Engineer prestige class into a base class. Bards' limit breaks got a minor make-over. And the mediator prestige class is now a bard-based prestige class.

06/26/11 - Another major change: Monk loses bonus feats but gain Ki Powers. Knights get an alternative class change feature, allowing them to continue as a Holy Knight or a Dark Knight. Removed all Spells Known list for all spellcasters. Spellcasters must now either find or purchase spells (except Blue Mages and Summoners). Added 3 new white mage spells.

11/3/2011 - Red Mage: Nerf the amount of Convert uses to equal 3 + Cha Mod and removed the improved versions of Convert. 5:1 is fine as it is. Dark/Holy Knights are no longer subsidiaries of the Knight class. They are now their own Base Class and to reflect such, each got a minor change. Monk's martial arts ability is now based on monk level and not at specific monk level (I know that doesn't make sense, just read it.) Now Monk PrCs gain the benefits of increased unarmed strike damage and critical hit threat range. Monk's Capstone ability changed for the better, gaining a +2 strength/dexterity/wisdom. Engineer's Automaton changed to reflect the changes in Animal Companions.

11/4/2011 - Major update: Fighter and Beastmaster got a major overhaul. Blue Mage's limit break changed. Engineer got a major overhaul as well.

11/5/2011 - Minor update: Changed/updated some of the Fighter's and Monk's abilities.

11/6/2011 - Minor update: Dark Knight/Holy Knight got a couple of revisions. Berserker, Geomancer, Mystic Knight, and Ruby Magister prestige classes got a few changes.

11/8/2011 - Major update: Chemist base class created.

11/9/2011 - Major update: Chocobo Knight base class created.

11/13/2011 - Minor update: Updated the website with the changes.

11/17/2011 - Major update: Updated the website for Weapons, Armor, Materia, and Goods and Services.

1/19/2012 - Minor update: Finished the Alchemical Item list for Chemists and those who took the Craft Alchemical Item feat. And reworked the Thief base class. It seemed lackluster compared to the other classes.

1/22/2012 - Blue Mage upgraded from d4 to d6 hit points. Fighter's Reliable Strike got upgraded from once per day every 5 levels to 3 + Constitution modifier per day.

1/27/2012 - Monk base class's Ki system got reworked. Ninja prestige class got an overhaul, adopting Monk's Ki system. Chemist got a minor change to their discoveries. White Mage's Holy Burst nerfed down to 15 foot radius.

1/28/2012 - Skald prestige class created (Skyrim themed Bard prestige class). And a slight Fighter nerf that noone will care cuz noone reads this anyways.

2/3/2012 - Materia section revamped and added new Summon Materia.

2/8/2012 - Azure Magister renamed to Sapphire Magister and Beastmaster got another overhaul.

2/9/2012 - Updated the website with the new changes as well as added new feats for Monks, Dark Knights, and Holy Knights. Changed the accessories that grant the Toughness feat to grant a static amount of HPs instead. Drop some prices for accessories.

2/20/2012 - Minor change to Mastercrafted weapons. The bonus to weapons also ignores damage reduction.

2/22/2012 - Major changes to Bard and Summoner base classes. As well as slight changes to bard prestige classes (Dancer, Mediator, and Skald).

4/4/2012 - Minor changes to all the FF races and added three new ones (Aegyl, Gria, and Seeq). I have dropped all the negative stats.

4/10/2012 - Minor HP change to Archer and Gunner base class, upgraded to d8's. The FFd20 main book pdf updated with all the new changes.

9/3/2012 - Changed the Materia Proficiency feat. Reduced Galka's speed to 20 feet. Monk's Aurablast was changed.

9/9/2012 - Major update: Archer class got a minor overhaul. Beastmaster's natural weaponry got tweaked and lowered to 1st level. Added two new feats (Improved Deadly Aim and Supreme Deadly Aim). Added Thievery skill to replace Open Locks and Sleight of Hand. Added Greatbow to the weapon section.

9/27/2012 - Minor update: Archer's 5th and 10th level abilities changed from Deadly Aim and Improved Precise Shot to Rapid Shot and Manyshot. Gunner's 5th and 10th level abilities changed from Rapid Shot and Manyshot to Double Tap and Burst Fire. The modern feats will be put in the Feat Section.

9/30/2012 - Major update: Bard got an overhaul as well as bard songs. Knight got a minor overhaul. Working on Black/White Mage next as well as spells. Finished with a minor overhaul on Black and White mage classes. Will have spells eventually done over the week.

10/2/2012 - Major update: Engineer got a massive overhaul and Knight got tweaked again.

10/3/2012 - Minor update: Minor overhauls were applied to Holy Knight and Dark Knight. Minor adjustments were made to Bard and Knight.

10/4/2012 - Minor update: Salvage removed from feats, added to Engineer class as a class feature.

10/5/2012 - Minor update: Minor changes to Skald prestige class, and major overhaul to Judge Magister prestige class.

10/6/2012 - Minor update: Changes to the Beastmaster's natural weapons to a feral fighting style. Minor nerf to Beastmaster's trip bonus from Wolf companion. Added new rage power. Changed Blue Mage back to an Int caster. White Mage talents changed.

10/8/2012 - Minor update: Number of Materia slots for Armor has changed. Listed here: http://www.finalfantasyd20.com/ffd20/Materia.pdf

10/11/2012 - Minor update: Chocobo Knight and Beastmaster receive starting stats for their respective pets. Chocobo Knight gaining the various colors of chocobos as well. Chocobos themselves have been updated. FFd20 book now updated as well. Still working on correcting the website though.

As usual, check the PDFs in the PDF section of the website to see the updated material. I will usually update the website with the changes within a week.

Viladin454
2011-01-04, 06:32 AM
I need a couple of people who can either:

A) Write fluff for races, classes, monsters, etc. I'm great at balancing/creating stuff, just not great at writing fluff. Must possess an excellent grasp of the English language.

B) Create or find artwork for races, classes, monsters, etc. I'm very picky with artwork, so I don't want to offend if you get offended easily if I decide I don't like what you create or find.

Can't pay anyone but will be noted under credits. :) Thanks in advance.

Also looking for players to playtest:

It will most likely be a Play-by-Post, either run on my forums or on rpol.net.

Zeta Kai
2011-01-04, 01:28 PM
1) I'm very pleased to hear that you've returned to your mega-project. I was worried that you had called it quits for good, so I'm glad to have been mistaken.

2) I'm even more pleased to have inspired you & your return. If I had seen your project earlier, I may have never completed my own FFX-D20. I was halfway through when you linked me to your stuff, IIRC.

3) If you need any help, I'm probably too busy at the moment, but feel free to use any crunch or fluff from my conversion; just credit me & take what you need.

4) Good luck. You still crazy, but you're closer to crazy awesome than I can manage.

Dust
2011-01-04, 06:12 PM
Signing up for playtesting whenever you get around to that. Exciting stuff, Viladin!

Viladin454
2011-01-04, 06:36 PM
1) I'm very pleased to hear that you've returned to your mega-project. I was worried that you had called it quits for good, so I'm glad to have been mistaken.

2) I'm even more pleased to have inspired you & your return. If I had seen your project earlier, I may have never completed my own FFX-D20. I was halfway through when you linked me to your stuff, IIRC.

3) If you need any help, I'm probably too busy at the moment, but feel free to use any crunch or fluff from my conversion; just credit me & take what you need.

4) Good luck. You still crazy, but you're closer to crazy awesome than I can manage.

I didn't quit for good, just had to take a hiatus, get over the writer's block. :)

Insanity and brilliance, there's a thin line between the two. ;)

Thanks again, Zeta!

Viladin454
2011-01-05, 12:36 AM
Signing up for playtesting whenever you get around to that. Exciting stuff, Viladin!

Should be around the middle of this month. I want to finish off the Monster Compendium and make some minor changes. I'll PM you when I'm ready to start. I have a couple of other players ready to play as well.

teslas
2011-01-05, 01:21 AM
I'll maybe have some time for playtesting as well if you need me. Your and my systems are fairly similar after all. Keep up the work.

NineThePuma
2011-01-05, 01:54 AM
Sign me up for play testing too. Some of the classes are really lack luster (Red Mage, for example, could use a bit of buffing in my opinion) but it all looks nice and shiny =D

Viladin454
2011-01-05, 02:13 AM
Sign me up for play testing too. Some of the classes are really lack luster (Red Mage, for example, could use a bit of buffing in my opinion) but it all looks nice and shiny =D

Its really hard to give... anything... to a Red Mage without making it overpowered (imo). I did make a Prestige Class that requires a Red Mage though.

But any suggestions on how to improve any of the classes, I'll look over. :)

NineThePuma
2011-01-05, 02:36 AM
I'll admit that I've been playing too much FF1, but the Red Mage's class is very meh.

Its got an awesome limit break, and then a mostly useless one. Well, not "useless" but it's really just a "use MP as HP" and I think that it could work better as a sort of Mana Shield style buff (redirecting damage taken for a couple rounds to be taken from MP instead). Then comes its abilities. Its got firm MAD for spellcasting (and it isn't clear if you get a bonus for both Intelligence AND Wisdom or just the higher). Red Magery is very... small, though without having looked at everything I can't tell if it's horribly so.

Armored Mage itself is shiny, but I've always had an issue with how armored mage works in DnD. Maybe A: change it to ignore a certain percentage of ASF instead of just categorical ignores, and B: start it at first level?

All his features are geared toward regaining mana in some way or another, or maximizing its use. But I don't see a way for him to spend it faster, making him a big fan of novaing spells. I haven't exactly looked at every other class, but he needs something similar to Dualcast (from FFV) pre-installed rather than just as a limit break. "Cast two spells in the same action for double the MP cost per spell" as a class ability around level 13. It's powerful, but it's not really excessively so I don't think. It would certainly warrant his rapid mana regaining abilities though.

Viladin454
2011-01-05, 03:09 AM
I'll admit that I've been playing too much FF1, but the Red Mage's class is very meh.

Its got an awesome limit break, and then a mostly useless one. Well, not "useless" but it's really just a "use MP as HP" and I think that it could work better as a sort of Mana Shield style buff (redirecting damage taken for a couple rounds to be taken from MP instead). Then comes its abilities. Its got firm MAD for spellcasting (and it isn't clear if you get a bonus for both Intelligence AND Wisdom or just the higher). Red Magery is very... small, though without having looked at everything I can't tell if it's horribly so.

Armored Mage itself is shiny, but I've always had an issue with how armored mage works in DnD. Maybe A: change it to ignore a certain percentage of ASF instead of just categorical ignores, and B: start it at first level?

All his features are geared toward regaining mana in some way or another, or maximizing its use. But I don't see a way for him to spend it faster, making him a big fan of novaing spells. I haven't exactly looked at every other class, but he needs something similar to Dualcast (from FFV) pre-installed rather than just as a limit break. "Cast two spells in the same action for double the MP cost per spell" as a class ability around level 13. It's powerful, but it's not really excessively so I don't think. It would certainly warrant his rapid mana regaining abilities though.

I was actually thinking of giving Red Mage and Blue Mage both Doublecast like their Black and White counterparts. I'll probably do just that. Maybe set it for a slightly higher level than when the Black/White Mage gets it.

As far as the Limit Breaks are concerned, I thought it fitted well with the class. Black Mages have the "Mana Shield" equivalent for a Limit Break, so I didn't want to copy something I already done for a class.

I personally liked the Armored Mage ability, think it fits well with the Red Mage who is a hybrid class anyways.

NineThePuma
2011-01-05, 01:07 PM
Well, double cast is kinda-sorta the Red Mage signature ability, barring FFIX where it showed up as Overdrive Abilities on two mage characters.

But a thought occurred to me; I'm not at home so I don't have the PDF in front of me, but Red Mages have an ability to buff themselves, providing a boost to their abilities. An idea to enhance their mana spending would be to make it a drain rather than a one time cost. So you spend, say, 2 mana for a +1 to To Hit and Armor Class every turn you maintain the ability. Make it so you can boost them all simultaneously, and have a 2 mana for each +1 of bonus cost. They're great for Nova-ing and their crazy mana regen becomes more needed since they eat mana really fast when operating all out.

teslas
2011-01-05, 10:47 PM
The way I see the three, basic FF mages and their mana pools:

White Mages. Large bottle, small hole in the bottom. Takes a while to pour it all out but it's consistent and you know what you're going to get.

Black Mages. Slightly larger bottle. Wide hole. MP comes out in glugs and pulses. They are less consistent about using MP, but when they do, you notice.

Red Mages. A shallow bowl. They don't have a lot, but dumping it out or filling it back up sure is fast.

Viladin454
2011-01-07, 01:31 AM
The way I see the three, basic FF mages and their mana pools:

White Mages. Large bottle, small hole in the bottom. Takes a while to pour it all out but it's consistent and you know what you're going to get.

Black Mages. Slightly larger bottle. Wide hole. MP comes out in glugs and pulses. They are less consistent about using MP, but when they do, you notice.

Red Mages. A shallow bowl. They don't have a lot, but dumping it out or filling it back up sure is fast.

I totally agree with this. Its how I envisioned the mages.

Viladin454
2011-01-08, 11:47 PM
Thanks to Zalrex for creating a better looking FFd20 Character Sheet as well as a Record Sheet for Materia (posted in the Miscellaneous Section).

Viladin454
2011-01-16, 09:20 PM
If anyone is curious, got a playtest game via play-by-post on rpol.net. http://www.rpol.net/game.cgi?gi=44908&date=1295230718

Nihilarian
2011-01-22, 07:43 PM
I was looking at the Blue Mage spell list, and I noticed in Bad Breath, the Slow status (and ONLY the Slow status) has a specific DC (16). Was this intentional, or a typo?

NineThePuma
2011-01-23, 12:55 AM
I'd like to apologize to you (and the party, but mostly you), because I've found myself unable to handle the RPoL interface and must withdraw.

Viladin454
2011-01-23, 10:48 AM
I was looking at the Blue Mage spell list, and I noticed in Bad Breath, the Slow status (and ONLY the Slow status) has a specific DC (16). Was this intentional, or a typo?

Typo, good catch, fixed it. :)


I'd like to apologize to you (and the party, but mostly you), because I've found myself unable to handle the RPoL interface and must withdraw.

That's okay :) I kinda figured something came up. Got plenty of playtesters anyways. Welcome to read their adventures though.

Nihilarian
2011-01-23, 11:20 AM
Typo, good catch, fixed it. :)



That's okay :) I kinda figured something came up. Got plenty of playtesters anyways. Welcome to read their adventures though.

No problem :)

I'll tell you if I find any more.

erikun
2011-01-23, 04:18 PM
Just a few things I observed while reading through the Marksman class:

Many abilities are useable in only cloth or leather armor, and not in chain or plate armor. I take it these are the only four options of armor available?

The Trueshot Limit Break mentions stacking with Precision Shot, yet additional dice of damage are typically not maximized or doubled in standard D&D. Is this a conflict? Or does "precision damage" behave differently with FFd20 rather than the standard 3.5e?

Far Precision states that it increases the range of precision shots to 60', but the range of the standard precision shot is close range - far more than 60' to begin with for most standard ranged weapons. Or would this allow precision shots to be made with any ranged weaponry, including throwing daggers and such, within 60' or less?

It is not clear if Aimed Shot doubles the bonus you get for Aiming, or doubles the maximum you can get with Aiming. It is an important distinction, as the first gives you +12 to hit for waiting 6 initiative turns, while the second would require you to wait 20 initiative turns to get the full bonus (and makes the ability worthless for anything under 11 initiative turns).

Viladin454
2011-01-23, 05:57 PM
Many abilities are useable in only cloth or leather armor, and not in chain or plate armor. I take it these are the only four options of armor available?

That is correct, I changed the armor from light/medium/heavy to cloth/leather/chain/plate. Had a more FF-appeal.


The Trueshot Limit Break mentions stacking with Precision Shot, yet additional dice of damage are typically not maximized or doubled in standard D&D. Is this a conflict? Or does "precision damage" behave differently with FFd20 rather than the standard 3.5e?

That is a typo, now fixed. Precision damage is not maximized nor doubled. :) Thanks for point it out.


Far Precision states that it increases the range of precision shots to 60', but the range of the standard precision shot is close range - far more than 60' to begin with for most standard ranged weapons. Or would this allow precision shots to be made with any ranged weaponry, including throwing daggers and such, within 60' or less?

Allowable with any ranged weapons within 60' or less. Just giving ranged weapons with a greater than close range a bit more distance.


It is not clear if Aimed Shot doubles the bonus you get for Aiming, or doubles the maximum you can get with Aiming. It is an important distinction, as the first gives you +12 to hit for waiting 6 initiative turns, while the second would require you to wait 20 initiative turns to get the full bonus (and makes the ability worthless for anything under 11 initiative turns).

Sorry, will edit Aimed Shot to make it more clearer. It is supposed to be doubling the bonus you get for Aiming, not the maximum. Thanks for pointing this out. :)

Nihilarian
2011-01-26, 05:01 PM
Shockwave is an Elemental (Lightning) spell that deals earth damage.

Viladin454
2011-01-26, 06:23 PM
Shockwave is an Elemental (Lightning) spell that deals earth damage.

Oops :P its suppose to be an Elemental (Earth) spell. Fixed :) Thanks.

Nihilarian
2011-01-26, 06:32 PM
no problem :)

Viladin454
2011-02-02, 12:20 AM
Big update, posted the giant PDF file of the whole book, completely updated.

Alanzeign
2011-02-02, 04:07 PM
...huh. You know, this was actually the thread I was looking for when I stumbled on Teslas' thread. Weird. I'll have to reread everything though cause I have the other system fresh in my head. :smalltongue:

Viladin454
2011-02-02, 08:51 PM
...huh. You know, this was actually the thread I was looking for when I stumbled on Teslas' thread. Weird. I'll have to reread everything though cause I have the other system fresh in my head. :smalltongue:

lol, me and Teslas's system have similar taste.

Viladin454
2011-02-06, 08:53 PM
Main book is now fully updated (including a brand new Table of Contents)!

Viladin454
2011-04-28, 04:31 PM
Bump! New updates and new prestige classes.

Dust
2011-04-29, 03:45 AM
Quality work as always, Viladin. :smallbiggrin: I haven't had a chance to peruse everything in depth, but at a glance, all the new prestige classes scream awesome. Green Mage and its continuous spells are fantastic, and Paradigm Shifter is a personal favorite simply because that's how I had decided the six paradigms would work in a tabletop setting and it's cool to see someone else agrees.

Viladin454
2011-04-29, 01:20 PM
Quality work as always, Viladin. :smallbiggrin: I haven't had a chance to peruse everything in depth, but at a glance, all the new prestige classes scream awesome. Green Mage and its continuous spells are fantastic, and Paradigm Shifter is a personal favorite simply because that's how I had decided the six paradigms would work in a tabletop setting and it's cool to see someone else agrees.

Thanks :) Much appreciated. Currently working on an Arithmetician (Calculator) prestige class at the moment. And my FFd20 game on rpol.net is still thriving.

Viladin454
2011-05-14, 02:14 AM
Some very big changes amongst the base classes. Changed Summoner prestige class into a base class. FFd20 Monster Compendium completed (if not totally done).

Evo Lution
2011-07-23, 12:46 PM
I'm sorry to bug you but in the repair skill you mention the Salvage feat however it is not mentioned in your book. Can you please explain this feat.

Viladin454
2012-10-06, 07:53 PM
I know its been awhile since I updated this thread, but I am still alive and updating on my main webpage which has finally come to fruition at: http://www.finalfantasyd20.com/ffd20/index.html

as well as new forums: http://www.finalfantasyd20.com/ffd20/index.php

There has been many, many changes over the past few months. Come check it out.

Silverwerret
2012-10-08, 08:27 AM
Love your work man. I am currently running a FFVII D20 that is going to merge in the general universe and using your book as a majority of the resource. Not sure if I can be of any help, due to being busy with work and family, but let me know if ya ever need an extra hand. Looking forward to any new stuff.

Viladin454
2012-10-08, 03:33 PM
Love your work man. I am currently running a FFVII D20 that is going to merge in the general universe and using your book as a majority of the resource. Not sure if I can be of any help, due to being busy with work and family, but let me know if ya ever need an extra hand. Looking forward to any new stuff.

Thanks! I'm almost always updating and adding new stuff. The website is a little behind, but the PDFs are up to date except the main book.