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View Full Version : Final Fantasy Crystal Chronicles [PF this time!]



Rapidghoul
2012-05-25, 04:56 PM
A long, long time ago (http://www.giantitp.com/forums/showthread.php?t=180576), I attempted to make the Final Fantasy Crystal Chronicles races in 3.5. This is my attempt at updating them to Pathfinder for a possible upcoming campaign.

First up (again) is the Clavat (http://finalfantasy.wikia.com/wiki/Clavat). They're the most defensive of the four races, and in the gamecube game they get the best armor and shield in the game. They don't suck at anything, but they're not the best at anything other than defense.

Clavat Racial Traits
+2 to One Ability Score: Clavat characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Clavats are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Clavats have a base speed of 30 feet.
Armor Training: While a Clavat wears armor or wields a shield, they reduce the armor check penalty of each by 1 (minimum of 0) and increase the maximum Dexterity bonus allowed by their armor by 1.
Clavat Luck: Clavats receive a +1 racial bonus on all saving throws.
Socialable: Clavats receive a +2 racial bonus on Diplomacy checks.
Armor Familiarity: Clavats are proficient with light armor and shields and treat any exotic armor or shield with the word "Clavat" in its name as a standard piece of equipment.
Tough: Clavats gain an addition hit point at first level and one additional hit point whenever they gain a level.


Alternate Racial Traits
Arcane Fluidity: Some Clavats prefer to train themselves to optimize their arcane talents while wearing armor rather than their martial prowess. Clavats with this racial trait reduce the arcane spell failure of armor and shields they use by 5%. This racial trait replaces the Armor Training racial trait.
Armored Nimbleness: Clavats are so proud of their use of armor that many work to overcome normal encumbrance so that they may better defend themselves. Clavats with this racial trait treat heavy and medium armors as one category lighter than normal for the purposes of movement and other limitations. This racial trait replaces the Armor Training racial trait.
Armorsmith: Clavats in urban areas tend to focus on making armor and shields rather than using them. Clavats with this racial trait receive a +2 racial bonus on all Craft and Profession checks to create armor or shields, and a +2 racial bonus on all Appraise and Spellcraft checks to determine the price and nature of magical armor and shields. This racial trait replaces the Armor Training racial trait.
Battle Savvy: Clavats used to the thick of battle are better able to defend themselves against tricks their enemies might pull. Clavats receive a +4 racial bonus to their CMD when resisting two combat maneuvers of the character's choice. Once this decision is made, it cannot be changed. This racial trait replaces the Tough racial trait.
Courageous: Many Clavats learn to face their fears at the cost of social etiquette. Clavats with this racial trait receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Clavat Luck. This racial trait replaces the Socialable racial trait.
Durable: Clavats can be difficult to wear down. Clavats with this racial trait receive Endurance as a bonus feat. Additionally, once per day when they are brought below 0 hit points but not killed, they can fight on for one more round as if disabled. At the end of their next turn, unless brought to above 0 hit points, they immediate fall unconscious and begin dying. This racial trait replaces the Tough racial trait.
Focused Luck: Clavats' innate luck is not always as spread out as it is for others. Clavats with this racial trait choose Great Fortitude, Iron Will, or Lightning Reflexes as a bonus feat. This racial trait replaces the Clavat Luck racial trait.
Focused Mind: Clavats with training in spellcasting sometimes are so diligent in their studies they become recluses. Clavats with this racial trait gain a +1 racial bonus on Concentration checks and a +1 dodge bonus to AC when casting spells defensively. This racial trait replaces the Sociable racial trait.
Weapon Familiarity: Militant Clavats which are trained in armor already spend their extra time training in offense. Clavats with this racial trait are proficient with shortswords, longswords, and greatswords, and they treat any weapon with "Clavat" in its name as a martial weapon. This racial trait replaces the Armor Familiarity racial trait. (for this purpose, a bastard sword is considered a "Clavat Sword").


Favored Class Options
Alchemist: Add one extract formulae from the alchemist's list to the character's formulae book. This formulae must be at least one level below the highest formluae level the alchemist can create.
Barbarian: Add +1/3 dodge bonus to AC while raging.
Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Cavalier: Add +1 hit point to the cavalier's mount. If the cavalier ever replaces their mount, the new mount gains these bonus hit points.
Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Druid: Add +1 hit point to the druid's animal companion. If the druid ever replaces their animal companion, the new companion gains these bonus hit points.
Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Gunslinger: Add 1/3 dodge bonus to AC while wearing light or no armor.
Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Magus: The magus gains +1/6 of a new magus arcana.
Monk: Add +1/3 to the monk's AC bonus.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Paladin: The paladin gains +1/4 of a new mercy.
Ranger: Add a +1/3 dodge bonus to Armor Class against the ranger's favored enemies.
Rogue: The rogue gains +1/6 of a new rogue talent.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Summoner: Add +1 hit point to the summoner’s eidolon.
Witch: Reduce the arcane spell failure the witch suffers from armor and shields by 1%.
Wizard: Reduce the arcane spell failure the wizard suffers from armor and shields by 1%.

Rapidghoul
2012-05-27, 05:24 PM
Next up (again) are the Lilties (http://finalfantasy.wikia.com/wiki/Lilty). They're stout warriors who mine a lot… basically dwarves. They're not known as super-tough so much as super-strong. They rely on alchemy, technology, and good old military to make up for their deficiency in magic.

Lilty Racial Traits
+2 Str, +2 Int, -2 Cha: Lilties are strong in both body and mind, but short-tempered and gruff.
Medium: Lilties are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Lilties have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Lilties can see in the dark up to 60 feet.
Fearless: Lilties receive a +2 racial bonus on all saving throws against fear.
Obsessive: Lilties receive a +2 racial bonus on a Craft or Profession skill of their choice.
Powerful Leaper: Lilties use their Strength to modify Acrobatics checks made to jump and have a +8 racial bonus on Acrobatics checks made to jump.
Spell Defense: Lilties receive a +2 dodge bonus to AC and a +2 racial bonus on saving throws against spells or spell-like abilities.
Steady Hand: Lilties receive a +4 racial bonus to their Combat Maneuver Defense when resisting a Disarm or Grapple attempt.
Weapon Familiarity: Lilties are proficient with lances, long spears, and tridents, and treat any weapon with the word "Liltian" in its name as a martial weapon (for this purpose, it is recommended to treat “Dwarven” weapons as “Liltian”).

Alternate Racial Traits
Clear Mind: Lilties are often able to retain focus when others could not. Lilties with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. These bonuses stack with the bonus granted by Spell Defense. In addition, if a Lilty with this racial trait fails such a save, they receive another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If they have a similar ability from another source (such as a rogue’s slippery mind class feature), they can only use one of these abilities per round, but can try one on the second round it the first reroll ability fails.This racial trait replaces the Fearless racial trait.
Magic Resistant: Some Lilties very bodies resist magic. Lilties with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Lilties with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces the Spell Defense racial trait.
Mining Warrior: Lilties that work in the mines often learn to use their tools as weapons. Lilties with this racial trait are proficient with heavy picks and warhammers, and they treat dire picks and mauls as martial weapons. This racial trait replaces the Weapon Familiarity racial trait.
Relentless: Lilties are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Lilties with this racial trait receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the Lilty and their opponent are standing on the ground. This racial trait replaces the Steady Hand racial trait.
Stability: Lilties' stout stature can help them in combat. Lilties with this racial trait receive a +4 racial bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground. This racial trait replaces the Steady Hand racial trait.
Sprinter: Some Lilties train to be fleet of foot rather than strong jumpers. A Lilty with this racial trait gains a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces the Powerful Leaper racial trait.
Weaponsmith: Lilties in urban areas tend to obsess on making weaponry rather than using them. Lilties with this racial trait receive a +2 racial bonus on all Craft and Profession checks to create weapons, and a +2 racial bonus on all Appraise and Spellcraft checks to determine the price and nature of magical weapons. This racial trait replaces the Obsessive racial trait.

Favored Class Options
Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Barbarian: Add 1 to the barbarian’s total number of rage rounds per day.
Cavalier: Add +1/2 on ride checks and +1/3 bonus damage using cavalier's charge.
Cleric: Add a +1/2 circumstance bonus on critical hit confirmation rolls with the cleric's deity's favored weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Fighter: Add +1 to the fighter’s CMD when resisting a Disarm or Grapple.
Gunslinger: Add +1/6 to the gunslinger’s maximum number of grit points and the number of grit points gained at the start of each day.
Inquisitor: Add +1/2 on Intimidate checks and Knowledge checks to identify creatures.
Magus: Add a +1/2 circumstance bonus on critical hit confirmation rolls when making a spellstrike (maximum bonus of +4). This bonus does not stack with Critical Focus.
Monk: Add +1 to the monk’s CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
Paladin: Add +1/2 to the bonus to the paladin’s attack bonus while smiting.
Ranger: Add a +1/2 circumstance bonus on critical hit confirmation rolls against the ranger’s favored enemies. This bonus does not stack with Critical Focus.

Rapidghoul
2012-05-29, 05:30 PM
Third (again) are the Selkies (http://finalfantasy.wikia.com/wiki/Selkie). They're somewhere between elves, half-elves, and halflings. They're quick and sneaky, typically playing the ranged or stealth role.

Selkie Racial Traits
+2 Dex, +2 Cha, -2 Con: Selkies are quick in action and wit, but are physically frail.
Medium: Selkies are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: Selkies have a base speed of 40 feet.
Low-Light Vision: Selkies can see twice as far as humans in conditions of dim light.
Adaptability: Selkies receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Selkies receive a +2 racial bonus on Perception skill checks.
Limber: Selkies receive a +2 racial bonus on Acrobatics checks.
Quick Reaction: Selkies receive a +2 racial bonus on Initiative checks.
Ranged Combatant: Selkies treat the range increment of projectile weapons as 10 feet larger than normal and of thrown weapons as 5 feet larger than normal.
Weapon Familiarity: Selkies are proficient with longbows (including composite longbows), slings, and shortbows (including composite shortbows), and treat any weapon with the word “Selkic” in its name as a martial weapon.

Alternate Racial Traits
Agile: Selkies’ lithe nature makes them particularly difficult to slow down. Selkies with this racial trait receive a +2 racial bonus on saving throws made against effects that cause them to become paralyzed, slowed, or entangled. This racial trait replaces the Quick Reaction racial trait.
Ruffian: Selkies in urban areas commonly use scare tactics to get their way. Selkies with this racial trait receive a +2 racial bonus to Intimidate checks. This racial trait replaces the Keen Senses racial trait.
Skittish: Many Selkies are faint-hearted and react strongly to danger. Selkies with this racial trait take a -2 penalty on fear saves. They increase their base speed by 10 feet and gain a +1 dodge bonus to Armor Class when affected by a fear effect. This racial trait replaces the Quick Reaction racial trait.
Swift as Shadows: Selkies have a long history of using their stealth and wits even in the most damnable circumstances. Selkies with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces the Ranged Combatant racial trait.
Swindler: Selkies are notorious for being liars and cheats. Selkies with this racial trait receive a +2 racial bonus to Bluff and Sleight of Hand checks. This racial trait replaces the Keen Senses and Limber racial traits.
Tricky: Selkies are masters of using underhanded combat techniques. Selkies with this racial trait receive a +2 racial bonus on Combat Maneuver on Dirty Trick or Steal attempts. This racial trait replaces the Ranged Combatant racial trait.
Water Child: While legend states “Selkies came from the sea and to the sea they will someday return,” some Selkies’ link to the water is still very strong. These Selkies gain a Swim speed of 40 feet and may choose Aquan as a bonus language. This racial trait replaces the Adaptability and Limber racial traits.

Favored Class Options
Barbarian: Add 1 to the barbarian's base speed. In combat this has no effect unless the barbarian has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class's fast movement feature and applies only under the same conditions as that ability.
Bard: Add 1 to the bard's total number of bardic performance rounds per day.
Druid: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power. For Selkie druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces their animal companion, the new companion gains these bonus skill ranks.
Gunslinger: Add 1 to the range increment of any firearm the gunslinger is wielding. In combat this has no effect unless the gunslinger has selected this reward 5 times (or another increment of 5); a range increment of 34 feet is effectively the same as a range increment of 30 feet, for example. This bonus stacks with the Selkie's Ranged Combatant racial trait.
Monk: Add +1/4 to the monk's ki pool.
Oracle: Treat the oracle's level as +1/2 higher for the purpose of determining the effects of the oracle's curse ability.
Ranger: Add +1 skill rank to the ranger’s animal companion. If the ranger ever replaces their companion, the new companion gains these bonus skill ranks.
Rogue: Add a +1 bonus to the skill which the Selkie picked for Skill Focus with their Adaptability racial trait.
Summoner: Add +1 skill rank to the summoner's eidolon.
Witch: Add +1 skill rank to the witch's familiar. If the witch ever replaces their familiar, the new familiar gains these bonus skill ranks.

Rapidghoul
2012-06-05, 10:17 PM
Finally (again) are Yukes. Yukes are the best race at using magic. They combine all the mystic parts of elves, gnomes, and humans. Yukes don't actually have a physical body; their souls are bound to armor which stabilizes their being to the material plane.

Yuke Racial Traits
+2 to two mental ability scores (Intelligence, Wisdom, or Charisma), -2 to one physcial ability score (Strength, Dexterity, or Constitution): Yuke characters get a +2 bonus to two mental ability score and a -2 penalty to one physical ability score of their choice at creation to represent their vast mental prowess and weak physical nature.
Outsider (Native): Yukes have extraplanar ancestry, but they can be raised, reincarnated, or resurrected just as other living creatures can be and still need to eat and sleep.
Medium: Yukes are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Yukes have a base speed of 30 feet.
Darkvision: Yukes can see in the dark up to 60 feet.
Academician: Yukes receive a +2 racial bonus on a Knowledge skill of their choice.
Soulforce Plating: Yukes receive a +1 natural armor bonus to AC, and their natural armor bonus applies to incorporeal touch attacks.
Spell Sense: Yukes receive a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on Spellcraft checks made to identify spells.
Yukish Immunities: Yukes are immune to magic sleep effects and receive a +2 racial bonus on saves against poison and disease.
Yukish Magic: Yukes are treated as one level higher when casting spells or using spell-like abilities with the force descriptor. Yukes with a Charisma of 11 or higher also gain the following spell-like abilities: mage hand, magic missile, open/close, and prestidigitation. The caster level for these effects is equal to the Yuke’s level. The DC for these spells is equal to 10 + the spell’s level + the Yuke’s Charisma modifier.

Alternate Racial Traits
Expert Tinkerer: Yukes have an intrinsic sense of how mechanical contraptions work. Yukes with this racial trait receive a +2 racial bonus on Disable Device checks. This racial trait replaces the Academician trait.
Magical Linguist: Yukes study languages in both their mundane and supernatural manifestations. Yukes are treated as one level higher when casting spells or using spell-like abilities with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. Yukes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day–arcane mark, comprehend languages, message, and read magic. The caster level for these effects is equal to the Yuke's level. This racial trait replaces the Yukish Magic racial trait.
Obsessive: Yukes that are not as studious as their brethren tend to put their extra energy into other pursuits. Yukes with this racial trait receive a +2 racial bonus on a Craft or Profession skill of their choice. This racial trait replaces the Academician trait.
Runic Plating: Some Yukes have runic patterns inscribed on their armor bodies which protect them from danger. Yukes with this racial trait receive a +1 luck bonus on all saving throws. This racial bonus replaces the Soulforce Plating racial trait.
Soul or Air: Yukes with ancestry in the Elemental Plane of Air sometimes find manifestations of their heritage different than those of other Yukes, having prominent feathers or sparks of electricity about their features. Yukes with this racial trait have the extraplanar and air subtypes rather than the native subtype. They are treated as one level higher when casting spells or using spell-like abilities with the air descriptor and have electricity resistance 5. Yukes with this racial trait and a Charisma of 11 or higher also gain the following spell-like abilities: 1/day–alter winds, breeze, elemental speech (air only), and jolt. The caster level for these effects is equal to the Yuke’s level. The DC for these spells is equal to 10 + the spell’s level + the Yuke’s Charisma modifier. This racial trait replaces the Yukish Immunities and Yukish Magic traits.
Soul of Earth: Yukes with ancestry in the Elemental Plane of Earth sometimes find manifestations of their heritage different than those of other Yukes, having earthy tones or broader statures than others. Yukes with this racial trait have the extraplanar and earth subtypes rather than the native subtype. They are treated as one level higher when casting spells or using spell-like abilities with the earth descriptor and have acid resistance 5. Yukes with this racial trait and a Charisma of 11 or higher also gain the following spell-like abilities: 1/day–elemental speech (earth only), magic stone, resistance, and root. The caster level for these effects is equal to the Yuke’s level. The DC for these spells is equal to 10 + the spell’s level + the Yuke’s Charisma modifier. This racial trait replaces the Yukish Immunities and Yukish Magic traits.
Soul of Fire: Yukes with ancestry in the Elemental Plane of Fire sometimes find manifestations of their heritage different than those of other Yukes, their eyes glowing or their bodies hot to the touch. Yukes with this racial trait have the extraplanar and fire subtypes rather than the native subtype. They are treated as one level higher when casting spells or using spell-like abilities with the fire descriptor and have fire resistance 5. Yukes with this racial trait and a Charisma of 11 or higher also gain the following spell-like abilities: 1/day–burning hands, dancing lights, elemental speech (fire only), and spark. The caster level for these effects is equal to the Yuke’s level. The DC for these spells is equal to 10 + the spell’s level + the Yuke’s Charisma modifier. This racial trait replaces the Yukish Immunities and Yukish Magic traits.
Soul of Water: Yukes with ancestry in the Elemental Plane of Fire sometimes find manifestations of their heritage different than those of other Yukes, their eyes glowing or their bodies hot to the touch. Yukes with this racial trait have the extraplanar and fire subtypes rather than the native subtype. They are treated as one level higher when casting spells or using spell-like abilities with the fire descriptor and have cold resistance 5. Yukes with this racial trait and a Charisma of 11 or higher also gain the following spell-like abilities: 1/day–create water, drench, elemental speech (water only), and hydraulic push. The caster level for these effects is equal to the Yuke’s level. The DC for these spells is equal to 10 + the spell’s level + the Yuke’s Charisma modifier. This racial trait replaces the Yukish Immunities and Yukish Magic traits.
Trap Arcanist: Yukes sometimes learn to detect magical traps more easily than spells. Yukes with this racial trait receive a +2 racial bonus on Perception checks to detect magical traps and can use Disable Device to disarm magic traps. This racial trait replaces the Spell Sense trait.

Favored Class Options
Alchemist: Add one extract formulae from the alchemist's list to the character's formulae book. This formulae must be at least one level below the highest formluae level the alchemist can create.
Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Druid: Select one cleric domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power.
Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Magus: Add one spell known from the magus spell list. This spell must be at least one level below the highest spell level the magus can cast.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Summoner: Add one spell known from the summoner spell list. This spell must be at least one level below the highest spell level the summoner can cast.
Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast.

So there are my takes on the four FFCC races in Pathfinder. Let me know what you think :smallcool: