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Zeta Kai
2007-08-26, 12:35 AM
Final Fantasy:
Limit Breaks
http://www.the-nextlevel.com/previews/playstation/final_fantasy_origins/final_fantasy_logo.jpg

Premise
I, for one, highly doubt that anyone could fully do justice to the entire Final Fantasy series in a unified d20 conversion. A Final Fantasy VII d20 is possible, & so is a Final Fantasy X d20, but a Final-Fantasy-everything is probably unworkable, due to the wildly different mechanics/power levels/monsters/classes/spells/etc. This would most likely be either an all-inclusive mess or a compromise-heavy system that would ultimately satisfy no one.

That said, I was intrigued & inspired by the limit break systems found in nearly all of the later games. I started statting out the ones in FF7, & I realized that most of the limit breaks in other games of the series could be included with minimal compromising.

Here is the result...

Zeta Kai
2007-08-26, 12:40 AM
Table of Contents
Rules Overview

Conditions

List of Breaks

All Creation (Yuffie, VII)
Attack Reels (Wakka, X)
Auroch Reels (Wakka, X)
Banishing Blade (Auron, X)
Beat Rush (Tifa, VII)
Big Brawl (Cid, VII)
Big Shot (Barret, VII)
Blade Beam (Cloud, VII)
Blitz Ace (Tidus, X)
Blood Fang (Red, VII)
Bloodfest (Yuffie, VII)
Blood Pain (Kiros, VIII)
Blue Magic (Quistis, VIII)
Boost Jump (Cid, VII)
Braver (Cloud, VII)
Breath of the Earth (Aeris, VII)
Catastrophe (Barret, VII)
Chaos (Vincent, VII)
Clear Tranquil (Yuffie, VII)
Climhazzard (Cloud, VII)
Combine (Rinoa, VIII)
Cosmo Memory (Red, VII)
Cross-Slash (Cloud, VII)
Death Gigas (Vincent, VII)
Delta Attack (Magus Sisters, X)
Desperado (Laguna, VIII)
Desperation Attack (All PC’s, VI)
Diamond Dust (Shiva, X)
Dice (Cait Sith, VII)
Dolphin Blow (Tifa, VII)
Doom of the Living (Yuffie, VII)
Dragon (Cid, VII)
Dragon Dive (Cid, VII)
Dragon Fang (Auron, X)
Duel (Zell, VIII)
Dynamite (Cid, VII)
Earth Rave (Red, VII)
Element of Treachery (Balthier, XII)
Element Reels (Element Reels)
Energy Blast (Valefor, X)
Energy Rain (Tidus, X)
Energy Ray (Valefor, X)
Evanescence (Penelo, XII)
Feral Strike (Fran, XII)
Final Heaven (Tifa, VII)
Finishing Touch (Cloud, VII)
Fire Cross (Seifer, VIII)
Fires of War (Balthier, XII)
Flame Purge (Basch, XII)
Fulminating Darkness (Basch, XII)
Fury (Lulu, X)
Fury Brand (Aeris, VII)
Galian Beast (Vincent, VII)
Gauntlet (Yuffie, VII)
Grand Summon (Yuna, X)
Greased Lightning (Yuffie, VII)
Great Gospel (Aeris, VII)
Grenade Bomb (Barret, VII)
Hammer Blow (Barret, VII)
Healing Wind (Aeris, VII)
Heaven’s Wrath (Ashe, XII)
Hellfire (Ifrit, X)
Hellmasker (Vincent, VII)
Highwind (Cid, VII)
Howling Moon (Red, VII)
Hyper Jump (Cid, VII)
Ice Strike (Edea, VIII)
Intercession (Penelo, XII)
Landscaper (Yuffie, VII)
Lunatic High (Red, VII)
Maelstrom’s Bolt (Ashe, XII)
Massive Anchor (Ward, VIII)
Mega Flare (Bahamut, X)
Meteodrive (Tifa, VII)
Meteorain (Cloud, VII)
Meteor Strike (Tifa, VII)
Mind Blow (Barret, VII)
Mix (Rikku, X)
No Mercy (Seifer, VIII)
Northswain’s Glow (Ashe, XII)
Oblivion (Anima, X)
Omnislash (Cloud, VII)
Planet Protector (Aeris, VII)
Pulse of Life (Aeris, VII)
Pyroclasm (Vaan, XII)
Red Spiral (Vaan, XII)
Renzokuken / “Consecutive Slashes” (Squall, VIII)
Requiem (Seymore, X)
Resplendence (Penelo, XII)
Ronso Rage (Kimahri, X)
Ruin Impendent (Basch, XII)
Satellite Beam (Barret, VII)
Seal Evil (Aeris, VII)
Selphie Slot (Selphie, VIII)
Shatterheart (Fran, XII)
Shooting Star (Auron, X)
Shot (Irvine, VIII)
Sled Fang (Red, VII)
Slice & Dice (Tidus, X)
Slots (Cait Sith, VII)
Somersault (Tifa, VII)
Spiral Cut (Tidus, X)
Stardust Ray (Red, VII)
Status Reels (Wakka, X)
Thor’s Hammer (Ixion, X)
Tides of Fate (Balthier, XII)
Tornado (Auron, X)
Trance (All PC’s, IX)
Ungarmax (Barret, VII)
Waterkick (Tifa, VII)
Whip Kick (Fran, XII)
White Whorl (Vaan, XII)
Zanmato (Yojimbo, X)

Limit Break Feats

Zeta Kai
2007-08-26, 12:42 AM
Rules Overview
Each PC (& select few eligible NPC’s) accrues Overdrive Points (OP’s) under certain conditions. Once they have accrued 100 OP’s, they can then spend them to power a Limit Break, which is a special ability (usually an attack) of amazing power. Unless otherwise noted, all Limit Breaks take 1 full-round action to execute, they ignore damage reduction (DR), they never provoke attacks of opportunity (AOO), & do not allow a Reflex saving throw for half damage. All such Limit Breaks cost 100 OP’s to use, & a PC cannot accrue more that 100 OP’s.

Zeta Kai
2007-08-26, 12:46 AM
Conditions
Initially for PC’s, the default condition for accruing OP’s is Stoic (Gain 1OP each round in which you are successfully dealt damage by an opponent; physical, magical, & psionic injuries count, while wounds received from traps, environments, etc. do not). Accrual conditions can only be changed when a character gains a level. The conditions under which one can accrue OP’s can be chosen from the following list:

Warrior: Gain 1OP each round in which you successfully deal damage to an opponent
Healer: Gain 1OP each round in which you successfully heal damage of an ally; healing oneself does not count
Comrade: Gain 1OP each round in which one of your allies are successfully dealt damage by an opponent; physical, magical, & psionic injuries count, while wounds received from traps, environments, etc. do not; you must designate no more than 5 allies that this applies toward; all other allies do not count; this list can only be changed if a designated ally leaves the party (no communication) for more than 24 hours
Slayer: Gain 3OP each round in which you successfully kill an opponent
Victor: Gain 1OP each round in which your party successfully kills an opponent; you must designate no more than 5 allies that this applies toward; all other allies do not count; this list can only be changed if a designated ally leaves the party (no communication) for more than 24 hours
Tactician: Gain 1OP each round in which you successfully bestow a negative condition on an opponent; negative conditions include blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, stunned, or turned; no other conditions count
Hero: Gain 3OP each round in which you successfully kill an opponent using a coup de grace maneuver, or whenever you kill an opponent by dealing damage that is 5× (or more) your opponent’s current HP
Ally: Gain ˝OP each time it is your turn in combat
Daredevil: Gain 2OP each time it is your turn in combat & your current HP is 10% or less than your maximum HP
Solo: Gain 2OP each time it is your turn in combat & you are the only active combatant on your side; all allies are either not present, dead, disabled, dying, petrified, sleeping, staggered, unconscious or otherwise helpless
Coward: Gain 3OP each time you successfully run from a combat situation; initiative must be rolled, your opponents must have made at least 1 attempt to attack, & you must succeed in completely evading the opponent; opponents who succeed in catching up with you & engaging you in combat later negate this
Dancer: Gain 2OP each round in which you successfully evade an attack from an opponent; attacks that would normally hit you if your armor bonus were lower do not count toward this, nor do attacks that hit but fail to deal any damage (due to DR, SR, & the like)
Rook: Gain 2OP each round in which you successfully counteract a negative condition on yourself or an ally, or your negate damage from an element-based attack; negative conditions include blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, stunned, or turned; no other conditions count
Sufferer: Gain 1OP each round in which you acquire a negative condition dealt by an opponent; negative conditions include blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, stunned, or turned; no other conditions count
Victim: Gain 2OP each time it is your turn in combat & you possess a negative condition dealt by an opponent; negative conditions include blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, stunned, or turned; no other conditions count
Avenger: Gain 5OP each round in which an opponent successfully kills a member of your party; you must designate no more than 5 allies that this applies toward; all other allies do not count; this list can only be changed if a designated ally leaves the party (no communication) for more than 24 hours


Acquiring Limit Breaks
You may choose 1 Limit Break during initial character creation; additional Limit Breaks may be gained each time you gain a level in which you also gain a feat (3rd, 6th, 9th, 12th, 15th, 18th, etc), provided you have achieved all of the prerequisites. Your chosen Limit Breaks cannot be changed later.

TheGrimace
2007-08-26, 01:09 AM
once again you impress the heck out of me, my friend.

I'm still trying to best you at d20 baseball...

I like the idea, I think I may adopt it, but I would suggest accruing overdrive points more slowly.

In my experience, you can go an entire game and only see 2 or 3... So why should the PC's do it so much more often? On your system, I could see PC's doing one every 2 or three combats.

also, didn't you only do limit breaks when you were severely injured?
do you intend on making that a rule? or do I have to home-rule your home-rule?

Gralamin
2007-08-26, 01:21 AM
Very Nice Zeta Kai.


once again you impress the heck out of me, my friend.

I'm still trying to best you at d20 baseball...

I like the idea, I think I may adopt it, but I would suggest accruing overdrive points more slowly.

In my experience, you can go an entire game and only see 2 or 3... So why should the PC's do it so much more often? On your system, I could see PC's doing one every 2 or three combats.
A Fight is only supposed to last 5 rounds. Even if say you where a batman wizard tactician, and assuming a fight was at least 2 enemies, You could only really get a maximum of 10/encounter, Assuming its for each enemy. And even that is with liberal use of spells.


also, didn't you only do limit breaks when you were severely injured?
do you intend on making that a rule? or do I have to home-rule your home-rule?

They are possible at other times. That is just when you are most likely to get them.

TheGrimace
2007-08-26, 01:33 AM
• Daredevil: Gain 2OP each time it is your turn in combat & your current HP is 10% or less than your maximum HP

• Victor: Gain 1OP each time your party successfully kills an opponent; you must designate no more than 5 allies that this applies toward; all other allies do not count; this list can only be changed if a designated ally leaves the party (no communication) for more than 24 hours

• Victim: Gain 2OP each time it is your turn in combat & you possess a negative condition dealt by an opponent; negative conditions include blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, stunned, or turned; no other conditions count

These three in particular could rack up the OP
also...

• Warrior: Gain 1OP each time you successfully deal damage to an opponent

in 5 rounds of combat, you could get 40P

OMG....
I get it...
I was reading it as 10 P
not 1 OP

I revoke my statement...

Zeta Kai
2007-08-26, 08:24 AM
For the record, I have edited the condition (which were inspired by FFX) so that it is more clear how often OP's can be gained. I changed many instances of "gain XOP each time..." to "gain XOP each round in which...", clarifying that in most cases, you cannot gain OP more than once per round.

Also, yes, it is easy to misread "1OP" as "10P". If it becomes a larger issue later, I will edit the posts to read "1 OP" (if you still see that as "10 P", then that's your fault).

Zeta Kai
2007-08-26, 08:25 AM
All Creation (Su)
You can create a tremendous blast of energy, automatically hitting multiple opponents (up to 4) & dealing 10d8 points of fire damage.

Prerequisites: Must use some type of returning ranged weapon; must have the All Creation Manual (unique item); must be able to perform Greased Lightning, Clear Tranquil, Landscaper, Bloodfest, Gauntlet & Doom of the Living; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-26, 08:27 AM
Attack Reels (Su)
You can randomly strike your enemies with extra attacks. Roll 3d4; if none of the numbers match, then you deal an automatic hit to 1 opponent with a ranged weapon. If 2 of the numbers match, you deal a number of automatic hits to 1 opponent equal to the matching number, all with the same ranged weapon. If all 3 of the numbers match, you deal a number of automatic hits to your opponents (up to 4) equal to the matching number, all with the same ranged weapon

Prerequisites: Must use some type of returning ranged weapon; BAB +5; must be able to perform Element Reels.

Zeta Kai
2007-08-26, 08:28 AM
Auroch Reels (Su)
You can randomly strike your enemies with various effects. Roll 3d10; if none of the numbers match, then you deal an automatic critical to 1 opponent with a ranged weapon. If 2 of the numbers match, you deal an automatic critical to 1 opponent with a ranged weapon & consult the following list for the value that corresponds with the matching numbers:

1 = Fire (deal an additional 2d8 fire damage)
2 = Ice (deal an additional 2d8 cold damage)
3 = Lightning (deal an additional 2d8 electricity damage)
4 = Water (deal an additional 2d8 force damage)
5 = Poison (inflict poison with black adder venom; Injury type (DC11), initial damage 1d6 Con, secondary damage 1d6 Con)
6 = Blind (inflict blinding effect; Fortitude save (DC13) to resist)
7 = Confusion (inflict confusion effect; Fortitude save (DC15) to resist)
8 = Petrify (inflict petrification effect; Fortitude save (DC17) to resist)
9 or 10 = Auroch (deal an additional 10d8 damage)

If all 3 of the numbers match, you deal an automatic critical to your opponents (up to 4) with the same ranged weapon, & consult the above list for the value that corresponds with the matching numbers.

Prerequisites: Must use some type of returning ranged weapon; BAB +15; must be able to perform Element Reels, Attack Reels & Status Reels; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-26, 08:29 AM
Banishing Blade (Ex)
You can deal an automatic critical to 1 opponent with your sword. In addition, if you make a successful Dexterity check (DC18), & poor a bottle of liquor or wine onto the blade (a move-equivalent action), your opponent takes an automatic -4 penalty on all attacks, AC, skill checks & saving throws for the rest of the encounter.

Prerequisites: No spellcasting classes; BAB +10; must use some type of sword, & must have a bottle of liquor or wine on hand; must be able to perform Dragon Fang & Shooting Star.

Zeta Kai
2007-08-26, 08:31 AM
Beat Rush (Ex)
You can automatically hit 1 opponent with your Flurry of Blows, provided you do not attack anyone else in that round. Roll 1d6 & consult the following list:

1 = “Miss” (you fail to use the Limit Break, thereby wasting it)
2/3/4/5 = “Hit” (you use the Limit Break, but none of the hits are critical)
6 = “YEAH!” (you use the Limit Break & all hits are critical)

Prerequisites: No spellcasting classes; must have the Flurry of Blows ability; must fight unarmed.

Zeta Kai
2007-08-26, 08:32 AM
Big Brawl (Su)
You can perform up to 8 melee attacks in 1 round, each automatically striking an opponent of your choice; these may be split among any of your opponents within reach (30’ from your initial starting point).

Prerequisites: No spellcasting classes; must have performed Dragon Dive 5 times; must be able to perform Boost Jump, Dynamite, Hyper Jump, Dragon & Dragon Dive.

Zeta Kai
2007-08-26, 08:33 AM
Big Shot (Su)
You can automatically hit 1 opponent with a charged shot fired from your weapon, dealing 2d8 + your Strength modifier.

Prerequisites: No spellcasting classes; must use some type of ammo-consuming ranged weapon.

Zeta Kai
2007-08-26, 08:34 AM
Blade Beam (Su)
You can automatically hit multiple opponents (up to 4) with beams of energy fired from your sword, dealing 2d8 + your Strength modifier to each. In addition, one of your beams (chosen randomly, roll 1d4) is an automatic critical, dealing double damage.

Prerequisites: Must use some type of sword; your party must have defeated 120 opponents with you present; must be able to perform Braver & Cross-Slash.

Zeta Kai
2007-08-26, 08:36 AM
Blitz Ace (Su)
You can perform up to 8 melee attacks in 1 round, followed by a ranged kick attack with the ball (1d8 + Strength bonus), with no penalty for multiple attacks; these must all be against 1 opponent.

Prerequisites: No spellcasting classes; must use some type of sword & possess a bouncing ball of some sort; must have performed at least 80 Limit Breaks; must be able to perform Spiral Cut, Slice & Dice, & Energy Rain; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-26, 08:37 AM
Blood Fang (Su)
You can perform 1 charge attack with your claws; you ignore the normal AC penalty & automatically hit. In addition, for every point of damage that you inflict upon your opponent, you gain 1 temporary hit point which lasts until the end of the encounter.

Prerequisites: Must have a natural claw attack; your party must have defeated 72 opponents with you present; must be able to perform Sled Fang & Lunatic High.

Zeta Kai
2007-08-26, 09:18 AM
Bloodfest (Ex)
You can perform up to 10 melee attacks in 1 round with your ranged weapon, each automatically striking for a normal hit on the opponent of your choice; these may be split among any of your opponents within reach (30’ from your initial starting point).

Prerequisites: Must use some type of returning ranged weapon; must have performed Landscaper 7 times; must be able to perform Greased Lightning, Clear Tranquil & Landscaper.

Zeta Kai
2007-08-26, 09:20 AM
Blood Pain (Ex)
You can perform up to 12 melee attacks in 1 round, each automatically striking a single opponent for a normal hit.

Prerequisites: Your current HP must be 15% or less than your maximum HP; must use a knives or daggers; cannot have any other Limit Break.

Zeta Kai
2007-08-26, 09:24 AM
Blue Magic (Su)
You can perform a number of special abilities that you have successfully learned from studying an opponent. You can learn an ability from an enemy by taking a full-round action & making a successful Intelligence check (DC = 10 + opponent’s CR). Each time you fill up your OP pool, you can perform one of the abilities that you have learned, chosen from the list below:

Laser Eye (you shoot beams of energy from your eyes; automatically hits 1 opponent for 2d6 points of damage; already acquired)
Ultra Waves (you cast a wave of energy outward; automatically hits multiple opponents (up to 4), dealing 2d6 points of damage; also inflicts slow (no saving throw); acquired from Chaotic subtype monsters, CR2 or above)
Electrocute (you emit bolts of lightning from your hands; automatically hits multiple opponents (up to 4), dealing 2d8 points of electricity damage; acquired from Magical Beast type monsters, CR4 or above)
Level X Death (you conjure a storm of negative energy; multiple opponents (up to 4) must make a Fortitude save (DC20) or die; acquired from Demon/Devil subtype type monsters, CR6 or above)
Degenerator (teleports multiple opponents (up to 4) 1d% miles away in a random direction (no saving throw); acquired from Aberration type monsters, CR7 or above)
Aqua Breath (you spew forth a jet of water from your mouth; automatically hits multiple opponents (up to 4), dealing (2d8 + your Strength modifier) points of bludgeoning damage; acquired from Water subtype monsters, CR8 or above)
Micro Missile (you conjure a number of projectiles of magical energy; automatically hits multiple opponents (up to 4), dealing 2d8 points of damage; acquired from Fey type monsters, CR9 or above)
Acid (you splash an enemy with corrosive fluids; automatically hits 1 opponent, dealing 3d6 points of acid damage; acquired from Ooze type monsters, CR10 or above)
Gatling Gun (you emit a rain of deadly force; automatically hits 1 opponent, dealing 10d4 points of acid damage; acquired from Construct type monsters, CR12 or above)
Fire Breath (you spew forth a jet of fire from your mouth; automatically hits multiple opponents (up to 4), dealing 3d6 points of fire damage; acquired from Fire subtype monsters, CR13 or above)
Bad Breath (you spew forth a jet of strange gas from your mouth; automatically inflicts various negative conditions to multiple opponents (up to 4), including blinded, confused, dazed, dazzled, deafened, exhausted, frightened, paralyzed, & sickened; acquired from Plant type monsters, CR15 or above)
White Wind (you bathe your party in healing light; you can fully restore all HP to multiple allies (up to 4, including yourself); you cannot heal an ally so that they have more HP than your maximum; acquired from Celestial subtype monsters, CR16 or above)
Homing Laser (you shoot beams of energy from your eyes; automatically hits 1 opponent for 5d6 points of damage; acquired from Lawful subtype monsters, CR17 or above)
Mighty Guard (you create a complex aura of protection on your party; you cast haste, mage armor, protection from energy (cold), protection from energy (fire), & protection from spells for free on multiple allies (up to 4, including yourself), even if you did not prepare (or even know) any of the spells; acquired from Dragon type monsters, CR18 or above)
Shockwave Pulsar (you emit a wave of destructive energy; automatically hits multiple opponents (up to 4), dealing 20d6 points of damage; acquired from Outsider type monsters, CR19 or above)
Ray-Bomb (you throw a sphere of explosive energy; automatically hits multiple opponents (up to 4), dealing 20d8 points of damage; acquired from Elemental type monsters, CR20 or above)

Prerequisites: Intelligence 12+; cannot have any other Limit Break.

Zeta Kai
2007-08-26, 10:10 AM
Boost Jump (Ex)
You can deal an automatic critical hit to 1 opponent by leaping high into the air & striking from above.

Prerequisites: No spellcasting classes; 4 ranks in Jump.

Zeta Kai
2007-08-26, 10:13 AM
Braver (Ex)
You can deal an automatic critical hit to 1 opponent with your sword.

Prerequisites: No spellcasting classes; 2 ranks in Jump; must use some type of sword.

Zeta Kai
2007-08-26, 10:18 AM
Breath of the Earth (Sp)
You can remove all negative conditions from multiple allies (up to 4, including yourself); negative conditions include blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, stunned, or turned; this also negates Fast Healing for the rest of the encounter, unless yourself or an ally gains Fast Healing after this is activated.

Prerequisites: Only divine spellcasting classes; your party must have defeated 80 opponents with you present; must be able to perform Healing Wind & Seal Evil.

Zeta Kai
2007-08-26, 10:19 AM
Catastrophe (Ex)
You can perform up to 10 ranged attacks in 1 round, each automatically striking for a triple hit on the opponent of your choice; these may be split among any of your opponents within reach (30’ from your initial starting point).

Prerequisites: No spellcasting classes; must use some type of ammo-consuming ranged weapon; must have the Catastrophe Manual (unique item); must be able to perform Big Shot, Mind Blow, Grenade Bomb, Hammer Blow, Satellite Beam & Ungarmax; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-26, 10:26 AM
Chaos (Su)
You can transform into a massive winged demonic creature, with the following boost to your statistics: HP × 2, AC × 2 & SR +10. In addition, you gain 2 special attacks: Chaos Saber & Satan Slam. You can maintain this form for a number of rounds equal to your character level.

Chaos Saber automatically hits multiple opponents (up to 4), dealing a normal hit to each, as well as 5d8 points of fire damage. This attack is usable once every 1d4 rounds.
Satan Slam creates a swarm of flaming skulls, which automatically hit multiple opponents (up to 4), dealing 5d8 points of fire damage to each. In addition, any opponent hit by this attack must make a Fortitude save (DC18) or die. This attack is usable once every 1d6+4 rounds.

Prerequisites: Wild Shape special ability; must have the Chaos Manual (unique item); must be able to perform Galian Beast, Death Gigas & Hellmasker; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-26, 10:42 AM
Clear Tranquil (Su)
You can partially heal multiple allies (up to 4, including yourself), restoring (Maximum HP - Current HP) / 2 hit points.

Prerequisites: Must be able to perform Greased Lightning.

Zeta Kai
2007-08-26, 10:54 AM
Climhazzard (Ex)
You can deal an automatic critical hit to 1 opponent with your sword, dealing quadruple (4×) damage.

Prerequisites: Must use some type of sword; must have performed Blade Beam 7 times; must be able to perform Braver, Cross-Slash & Blade Beam.

Zeta Kai
2007-08-26, 11:11 AM
Combine (Su)
You can teach your familiar or animal companion to perform certain tricks. You can teach it an ability by taking a full day to train & making a successful Animal Handling check (DC = (20 - animal’s Intelligence) + Volume #). Each time you fill up your OP pool, your familiar or animal companion can perform one of the abilities that you have taught it, chosen from the list below:

Angelo Rush (your familiar/companion will counterattack an enemy; automatically hits 1 opponent, dealing 2d6 points of piercing damage; already learned)
Angelo Cannon (your familiar/companion will explosively collide with an enemy; automatically hits 1 opponent, dealing 2d6 points of fire damage; already learned)
Angelo Strike (your familiar/companion will pounce on an enemy; automatically hits 1 opponent, dealing 2d8 points of piercing damage; learned by reading Pet Pal, Volume 1)
Angelo Recover (your familiar/companion will lick your wounds; fully recovers all of the HP of 1 ally; learned by reading Pet Pal, Volume 2)
Invincible Moon (your familiar/companion will protect you with its primal ferocity; grants invincibility to multiple allies (up to 4, including yourself) for 3 rounds; all allies affected by this are immune to all negative conditions during these rounds; in fact, if either your or your chosen allies already suffer from a negative condition, then that condition is removed; learned by reading Pet Pal, Volume 3)
Angelo Reverse (your familiar/companion will revive of your fallen partners; resurrects 1 deceased ally (as per the raise dead spell); learned by reading Pet Pal, Volume 4)
Angelo Search (your familiar/companion will steal from an enemy; attempts a Pick Pocket (20 ranks) check, taking any small valuable item on the person of 1 random opponent; learned by reading Pet Pal, Volume 5)
Wishing Star (your familiar/companion will savagely maul your enemies; automatically hits multiple opponents (up to 4), dealing 5d6 points of damage to each; learned by reading Pet Pal, Volume 6)

Prerequisites: Only spellcasting classes; your current HP must be 15% or less than your maximum HP; must have a familiar or animal companion; cannot have any other Limit Break.

Zeta Kai
2007-08-26, 12:09 PM
Cosmo Memory (Su)
You can call down a titanic sphere of fiery doom upon your enemies, automatically hitting multiple opponents (up to 4) & dealing 20d8 points of fire damage to each.

Prerequisites: Must have the Cosmo Memory Manual (unique item); must be able to perform Sled Fang, Lunatic High, Blood Fang, Stardust Ray, Howling Moon & Earth Rave; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-26, 12:11 PM
Cross-Slash (Ex)
You can perform up to 5 melee attacks in 1 round against 1 opponent, with no penalty for multiple attacks. In addition, any opponent hit by this attack must make a successful Fortitude save (DC15) or become paralyzed.

Prerequisites: Must use some type of sword; must have performed Braver 8 times.

Zeta Kai
2007-08-26, 12:14 PM
Death Gigas (Su)
You can transform into a Flesh Golem-like creature, with the following boost to your statistics: Maximum HP × 2, AC × 1.5, Dexterity × 0.8, & SR -5. In addition, you gain 2 special attacks: Gigadunk & Live Wire. You can maintain this form for a number of rounds equal to your character level.

Gigadunk automatically hits 1 opponent with a melee strike, dealing triple damage.
Live Wire casts bolts of crackling energy at your enemies, which automatically hit multiple opponents (up to 4), dealing 4d6 electricity damage to each. This attack is usable once every 1d6+4 rounds.

Prerequisites: Wild Shape special ability; your party must have defeated 40 opponents with you present; must be able to perform Galian Beast.

Zeta Kai
2007-08-26, 12:16 PM
Delta Attack (Su)
You can combine your Limit Break with the Limit Breaks of 2 siblings to automatically hit multiple opponents (up to 4) with the ultimate arcane attack, dealing 20d12 points of damage to each. In addition, any opponent hit by this attack must make a successful Fortitude save (DC40) or die.

Prerequisites: Must be an Outsider; must have 2 siblings who have fully charged OP pools (100 OP’s); cannot have any other Limit Break.

Zeta Kai
2007-08-26, 12:17 PM
Desperado (Su)
You can toss an explosive sphere of magical energy, & then fire blasts at your enemies; automatically hits multiple opponents (up to 4), dealing 4× your normal ranged damage.

Prerequisites: Your current HP must be 15% or less than your maximum HP; must use a ranged weapon; cannot have any other Limit Break.

Zeta Kai
2007-08-26, 12:18 PM
Desperation Attack (Ex)
You can deal an automatic critical hit to 1 opponent. In addition, any opponent hit by this attack must make a successful Fortitude save (DC20) or die. Unlike other Limit Breaks, using this one only consumes 50 OP’s, allowing you to use it twice with a full-charged OP pool.

Prerequisites: Your current HP must be 10% or less than your maximum HP; cannot have any other Limit Break.

Zeta Kai
2007-08-26, 12:19 PM
Diamond Dust (Su)
You can automatically hit multiple opponents (up to 4) with freezing ice shards, dealing 5d8 points of cold damage to each.

Prerequisites: Must be an Elemental or Outsider; must have the ability to inflict cold damage via other special abilities; cannot have any other Limit Break.

Zeta Kai
2007-08-26, 12:32 PM
Dice (Su)
You can roll a certain number of 6-sided dice to damage your enemies: 2 dice if your ECL is less than 5, 3 dice if your ECL is 5-8, 4 dice if your ECL is 9-12, 5 dice if your ECL is 13-16, 6 dice if your ECL is 17 or more. Roll your dice & multiply the resulting numbers ×10; this is the amount of damage that you automatically inflict on multiple opponents (up to 4).

Exceptions include: matched pairs are multiplied by 20, three-of-a-kind are multiplied by 30, four or more of-a-kind are multiplied together & then ×10, & if all of your dice are part of matched sets you multiply the resulting numbers × 40.

Prerequisites: Must be a Construct (or Living Construct); must be non-lawful; must have a number of dice.

Zeta Kai
2007-08-26, 12:33 PM
Dolphin Blow (Su)
You can automatically hit 1 opponent with your Flurry of Blows, provided you do not attack anyone else in that round. In addition, you gain 4 extra attacks in your Flurry of Blows, the second of which inflicts an additional 1d8 cold damage due to a blast of water at the end. Roll 1d6 & consult the following list:

1 = “Miss” (you fail to use the Limit Break, thereby wasting it)
2/3/4/5 = “Hit” (you use the Limit Break, but none of the hits are critical)
6 = “YEAH!” (you use the Limit Break & all hits are critical)

Prerequisites: No spellcasting classes; your party must have defeated 192 opponents with you present; must fight unarmed; must be able to perform Beat Rush, Somersault, Waterkick & Meteodrive.

Zeta Kai
2007-08-26, 01:07 PM
Doom of the Living (Ex)
You can perform up to 15 melee attacks in 1 round with your ranged weapon, each automatically striking for a normal hit on the opponent of your choice; these may be split among any of your opponents within reach (30’ from your initial starting point).

Prerequisites: Must use some type of returning ranged weapon; must have performed Gauntlet 6 times; must be able to perform Greased Lightning, Clear Tranquil, Landscaper, Bloodfest & Gauntlet.

Zeta Kai
2007-08-26, 01:10 PM
Dragon (Su)
You can call down a dragon from the Outer Planes, who attacks 1 opponent, automatically dealing 3d8 points of damage. In addition, the dragon bestows your with an amount of HP equal to the damage it did to your opponent.

Prerequisites: No spellcasting classes; must have performed Hyper Jump 6 times; must be able to perform Boost Jump, Dynamite & Hyper Jump.

Zeta Kai
2007-08-26, 01:11 PM
Dragon Dive (Su)
You can repeatedly leap high into the air & strike multiple opponents (up to 4) from above, dealing an automatic critical to each. All affected opponents must make a successful Fortitude save (DC12) or immediately die.

Prerequisites: No spellcasting classes; 12 ranks in Jump; your party must have defeated 136 opponents with you present; must be able to perform Boost Jump, Dynamite, Hyper Jump & Dragon.

Zeta Kai
2007-08-26, 02:19 PM
Dragon Fang (Ex)
You can attack up to 4 opponents with your sword in 1 round, with no penalty for multiple attacks; you cannot attack any 1 opponent more than once. Each attack is an automatic hit; in addition, each opponent struck with these attacks is dazed for 1 round (no saving throw allowed).

Prerequisites: No spellcasting classes; must use some type of sword.

Zeta Kai
2007-08-26, 02:20 PM
Duel (Su)
You can automatically hit 1 opponent with your Flurry of Blows, provided you do not attack anyone else in that round. After you have performed all of your attacks, choose a finishing move from the list below:

Burning Rave (DC10; you pound the ground with fiery force, send a shockwave that automatically hits multiple opponents (up to 4), dealing 2d6 fire damage & 2d6 bludgeoning damage)
Meteor Barret (DC15; you charge your body with energy & leap at your opponent; this is a charge attack against 1 opponent with no AC penalty that automatically hits, dealing double damage)
Different Beat (DC20; you batter your enemy with a frenzy of punches, kicks, elbows, & knees; this allows you to perform a second Flurry of Blows for free)
My Final Heaven (DC25; you pummel your enemies with a barrage of devastating attacks; this grants you 5 extra attacks that automatically hit multiple opponents (up to 4), the second of which inflicts an additional 1d8 cold damage due to a blast of water at the end, & the fifth one tosses your opponents in the air, causing 2d6 falling damage)

Roll a Perform check against the DC of the finishing move that you chose; if you make the check, then you successfully perform the move; if not, then you cannot perform the move.

Prerequisites: Must have the Flurry of Blows ability; must fight unarmed; your current HP must be 15% or less than your maximum HP; cannot have any other Limit Break.

Zeta Kai
2007-08-26, 02:24 PM
Dynamite (Su)
You can conjure an explosive device, which you hurl at your enemies, automatically hitting multiple opponents (up to 4) & dealing 2d8 points of fire damage to each.

Prerequisites: No spellcasting classes; must have performed Boost Jump 7 times.

Zeta Kai
2007-08-26, 02:26 PM
Earth Rave (Ex)
You can perform up to 5 melee attacks with your claws in 1 round, each automatically striking for a triple hit on the opponent of your choice; these may be split among any of your opponents within reach (30’ from your initial starting point).

Prerequisites: Must have a natural claw attack; must have performed Howling Moon 6 times; must be able to perform Sled Fang, Lunatic High, Blood Fang, Stardust Ray & Howling Moon.

Zeta Kai
2007-08-26, 02:29 PM
Element of Treachery (Su)
You forge a large rune under your enemies, causing a meteor to crash down upon them; automatically hits multiple opponents (up to 4), dealing 7d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +14; must be able to perform Fires of War & Tides of Fate; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-26, 02:32 PM
Element Reels (Su)
You can randomly strike your enemies with elemental damage. Roll 3d4; if none of the numbers match, then you deal an automatic critical to 1 opponent with a ranged weapon. If 2 of the numbers match, you deal an automatic critical to 1 opponent with a ranged weapon & consult the following list for the value that corresponds with the matching numbers:

1 = Fire (deal an additional 2d8 fire damage)
2 = Ice (deal an additional 2d8 cold damage)
3 = Lightning (deal an additional 2d8 electricity damage)
4 = Water (deal an additional 2d8 force damage)

If all 3 of the numbers match, you deal an automatic critical to your opponents (up to 4) with the same ranged weapon, & consult the above list for the value that corresponds with the matching numbers.

Prerequisites: Must use some type of returning ranged weapon.

Zeta Kai
2007-08-26, 02:34 PM
Energy Blast (Su)
You can automatically hit multiple opponents (up to 4) with a blast of fierce energy, dealing 8d8 points of damage to each.

Prerequisites: Must be an Elemental or Outsider; must be able to perform Energy Ray (& no other Limit Breaks).

Zeta Kai
2007-08-26, 02:37 PM
Energy Rain (Su)
You can unleash a torrent of destructive energy at your opponents; all enemies within range (30’) take 1d8 fire damage & 1d8 electricity damage per level (Reflex DC25 for half damage).

Prerequisites: No spellcasting classes; must use some type of sword; must have performed at least 30 Limit Breaks; must be able to perform Spiral Cut, as well as Slice & Dice.

Gralamin
2007-08-26, 02:50 PM
I had a question about your desperation attacks, and how it relates to the game (FFVI).

In the game, Terra's Riot blade dealt damage to and poisoned each enemy. Celes's Spin Edge, Cyan's Backblade, Edgar's Royal Shock, Gogo's X-Meteor and Setzer's Red Card hit multiple enemies. Relm's Star Prism and Strago's SabreSoul instantly killed the enemy, instead of massive damage. Mog's Moogle Rush, Sabin's Tiger Break, Shadow's Shadow Fang, and Locke's Mirager Dealt major damage to enemies.

Desperation attack Does seem to mimic some of them, and is powerful, but I can't help but wonder why you generalized the entire cast's special abilities like that.

Zeta Kai
2007-08-26, 03:51 PM
I had a question about your desperation attacks, and how it relates to the game (FFVI).

In the game, Terra's Riot blade dealt damage to and poisoned each enemy. Celes's Spin Edge, Cyan's Backblade, Edgar's Royal Shock, Gogo's X-Meteor and Setzer's Red Card hit multiple enemies. Relm's Star Prism and Strago's SabreSoul instantly killed the enemy, instead of massive damage. Mog's Moogle Rush, Sabin's Tiger Break, Shadow's Shadow Fang, and Locke's Mirager Dealt major damage to enemies.

Desperation attack Does seem to mimic some of them, and is powerful, but I can't help but wonder why you generalized the entire cast's special abilities like that.

Honestly, as much as I love FFVI, the Desperation attacks come up so rarely, & the PC's classes are so nebulously defined, I felt that it wasn't very important to flesh out each permutation on it; most of them just destroy one enemy. I may go back & expand upon it later (most likely based on class). Thanks for the information, though; that the most concise & clear description of the various Desperations that I have seen.

Zeta Kai
2007-08-26, 03:53 PM
Energy Ray (Su)
You can automatically hit multiple opponents (up to 4) with a ray of fierce energy, dealing 4d8 points of damage to each.

Prerequisites: Must be an Elemental or Outsider; cannot have any other Limit Break (other than Energy Blast).

Zeta Kai
2007-08-26, 03:54 PM
Evanescence (Su)
You create a searing light, which pierces your enemies with its radiance; automatically hits multiple opponents (up to 4), dealing 5d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +8; must be able to perform Intercession.

Gralamin
2007-08-26, 04:34 PM
Honestly, as much as I love FFVI, the Desperation attacks come up so rarely, & the PC's classes are so nebulously defined, I felt that it wasn't very important to flesh out each permutation on it; most of them just destroy one enemy. I may go back & expand upon it later (most likely based on class). Thanks for the information, though; that the most concise & clear description of the various Desperations that I have seen.

Ah okay. I found it here (http://www.ffonline.com/ff6/characters.htm). Just choose a character (By clicking on the text), and look in the left pane under Critical.

Zeta Kai
2007-08-26, 05:35 PM
Feral Strike (Su)
You pounce upon your enemies, dishing out a vicious combo, followed by an explosive blast; automatically hits multiple opponents (up to 4), dealing 3d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +2.

Zeta Kai
2007-08-26, 05:36 PM
Final Heaven (Su)
You can automatically hit 1 opponent with your Flurry of Blows, provided you do not attack anyone else in that round. In addition, you gain 5 extra attacks in your Flurry of Blows, the second of which inflicts an additional 1d8 cold damage due to a blast of water at the end, & the fifth one tosses the opponent in the air, causing 2d6 falling damage. All attacks deal maximum damage. Roll 1d6 & consult the following list:

• 1 = “Miss” (you fail to use the Limit Break, thereby wasting it)
• 2/3/4/5 = “Hit” (you use the Limit Break, but none of the hits are critical)
• 6 = “YEAH!” (you use the Limit Break & all hits are critical)
Prerequisites: No spellcasting classes; must have the Final Heaven Manual (unique item); must fight unarmed; must be able to perform Beat Rush, Somersault, Waterkick, Meteodrive, Dolphin Blow & Meteor Strike; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-26, 05:37 PM
Finishing Touch (Su)
You can slash multiple opponents (up to 4) with a barrage of sword swipes, dealing an automatic critical to each. In addition, any opponent hit by this attack must make a successful Fortitude save (DC20) or die.

Prerequisites: Must use some type of sword; must have performed Meteorain 6 times; must be able to perform Braver, Cross-Slash, Blade Beam, Climhazzard & Meteorain.

Zeta Kai
2007-08-26, 05:38 PM
Fire Cross (Su)
You can blast 1 opponent with a conjured flame, automatically dealing 3d6 points of fire damage. Afterward, in the same round, you automatically deal a critical hit to that same opponent with your exotic melee weapon.

Prerequisites: Your current HP must be 75% or less than your maximum HP; must use some type of exotic melee weapon; must be proficient with that same exotic melee weapon.

Zeta Kai
2007-08-26, 05:39 PM
Fires of War (Su)
You discharge a number of tiny fiery embers at your enemies; automatically hits multiple opponents (up to 4), dealing 3d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +2.

Zeta Kai
2007-08-26, 05:41 PM
Flame Purge (Su)
You invoke dozen of flaming swords, which impale your enemies from all sides before exploding; automatically hits multiple opponents (up to 4), dealing 7d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +14; must be able to perform Fulminating Darkness & Ruin Impendent; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-26, 05:42 PM
Fulminating Darkness (Su)
You send a stream of energy into the enemy, causing an explosion of darkness incarnate; automatically hits multiple opponents (up to 4), dealing 3d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +2.

Zeta Kai
2007-08-26, 05:43 PM
Fury (Sp)
You can hurl a storm of violent spells at your enemies. Choose one Evocation spell that you know & roll a Spellcraft check (DC18); you can cast that spell once for every point that you beat the check by (minimum 1). All spells are cast in the same round, & do not have to be prepared beforehand; they also do not count against your number of spells per day. However, these spells all do half damage against opponents.

Prerequisites: Only arcane spellcasting classes; must not have Evocation as a prohibited school of magic; cannot have any other Limit Break.

Zeta Kai
2007-08-26, 05:44 PM
Fury Brand (Sp)
You can completely fill the OP pool (100 OP’s maximum) of multiple allies (up to 2, not including yourself); your own OP pool is still depleted by this, however.

Prerequisites: Only divine spellcasting classes; must have performed Breath of the Earth 6 times; must be able to perform Healing Wind, Seal Evil & Breath of the Earth.

Zeta Kai
2007-08-26, 08:32 PM
Galian Beast (Su)
You can transform into a monstrous horned creature, with the following boost to your statistics: Maximum HP × 1.3, AC × 1.2, & Dexterity × 1.5. In addition, you gain 2 special attacks: Berserk Dance & Beast Flare. You can maintain this form for a number of rounds equal to your character level.

Berserk Dance automatically hits 1 opponent with a melee strike, dealing critical damage. This attack is usable once every 1d4 rounds.

Beast Flare casts orbs of blazing energy at your enemies, which automatically hit multiple opponents (up to 4), dealing 3d6 points of fire damage to each. This attack is usable once every 1d6+4 rounds.

Prerequisites: Wild Shape special ability.

Zeta Kai
2007-08-26, 08:33 PM
Gauntlet (Su)
You can create a vortex of explosive energy directly under your enemies, which automatically hits multiple opponents (up to 4), dealing 4d8 fire damage to each.

Prerequisites: Your party must have defeated 128 opponents with you present; must be able to perform Greased Lightning, Clear Tranquil, Landscaper & Bloodfest.

Zeta Kai
2007-08-26, 08:34 PM
Grand Summon (Sp)
You can perform any 1 summon monster or summon nature’s ally spell, & the summoned creature will have the following enhancements: +4 to all ability scores (hence a +2 to all ability-based bonuses), & a +4 natural armor bonus. These enhancements last for as long as the creature is summoned. If the summoned creature has a Limit Break of its own, it gains a 100 OP’s (on top of their current OP pool, up to 200 OP’s maximum) instead of receiving any of the above enhancements.

Prerequisites: Only spellcasting classes; must know at least 1 summon monster or summon nature’s ally spell; cannot have any other Limit Break.

Zeta Kai
2007-08-26, 08:36 PM
Greased Lightning (Ex)
You can automatically hit 1 opponent with a melee strike using your ranged weapon, dealing critical damage.

Prerequisites: Must use some type of returning ranged weapon.

Zeta Kai
2007-08-26, 08:37 PM
Great Gospel (Sp)
You can fully heal multiple allies (up to 4, including yourself), restoring all of their HP; in addition, you can restore 1d6+4 used spell slots to each, & as well as resurrect any of your chosen allies that is deceased (as per the raise dead spell).

You can also grant invincibility to multiple allies (up to 4, including yourself) for 3 rounds; all allies affected by this are immune to all HP loss, ability loss, level loss, & death effects during these rounds; in addition no allies affected by this can be blinded, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, stunned, or turned during these rounds; in fact, if either your or your chosen allies already suffer from one of these negative conditions, then that condition is removed.

Prerequisites: Only divine spellcasting classes; must have the Great Gospel Manual (unique item); must be able to perform Healing Wind, Seal Evil, Breath of the Earth, Fury Brand, Planet Protector & Pulse of Life; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-26, 08:38 PM
Grenade Bomb (Ex)
You can automatically hit multiple opponents (up to 4) with an exploding blast fired from your weapon, dealing 3d6 points of fire damage to each.

Prerequisites: No spellcasting classes; must use some type of ammo-consuming ranged weapon; your party must have defeated 80 opponents with you present; must be able to perform Big Shot & Mind Blow.

Zeta Kai
2007-08-27, 09:56 AM
Hammer Blow (Ex)
You can automatically hit 1 opponent with a devastating punch; your opponent is blown away (knocked prone & rolls 1d4×10’, taking 1d4 points of non-lethal damage per 10’; flying creatures are blown back 2d6×10’ & take 2d6 points of non-lethal damage due to battering & buffeting). An opponent that has been blown away in this manner must make a successful Fortitude save (DC25) or die.

Prerequisites: No spellcasting classes; must have performed Grenade Bomb 8 times; must be able to perform Big Shot, Mind Blow & Grenade Bomb.

Zeta Kai
2007-08-27, 09:58 AM
Healing Wind (Sp)
You can fully heal multiple allies (up to 4, including yourself), restoring all of their HP.

Prerequisites: Only divine spellcasting classes.

Zeta Kai
2007-08-27, 10:01 AM
Heaven’s Wrath (Su)
You send a cascade of blasts into your enemies, bombarding them until they explode; automatically hits multiple opponents (up to 4), dealing 5d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +8; must be able to perform Northswain’s Glow.

Zeta Kai
2007-08-27, 10:04 AM
Hellfire (Su)
You can automatically hit multiple opponents (up to 4) with a catastrophic inferno, dealing 4d8 points of fire damage & 2d6 points of falling damage to each.

Prerequisites: Must be an Elemental or Outsider; must have the ability to inflict fire damage via other special abilities; cannot have any other Limit Break.

Zeta Kai
2007-08-27, 10:05 AM
Hellmasker (Su)
You can transform into a psychotic masked creature, with the following boost to your statistics: AC × 1.5 & SR +5. In addition, you gain 2 special attacks: Splattercombo & Nightmare. You can maintain this form for a number of rounds equal to your character level.

Splattercombo performs up to 5 melee attacks in 1 round, each automatically striking for a normal hit on the opponent of your choice; these may be split among any of your opponents within reach (30’ from your initial starting point). This attack is usable once every 1d4 rounds.

Nightmare automatically hits 1 opponent with a melee attack, dealing critical damage; in addition, it inflicts poison (black adder venom; Injury type (DC11), initial damage 1d6 Con, secondary damage 1d6 Con), confusion, deafen, & unconsciousness, all of which last for the rest of the encounter (unless negated) & none of which allow a saving throw. This attack is usable once every 1d6+4 rounds.

Prerequisites: Wild Shape special ability; your party must have defeated 96 opponents with you present; must be able to perform Galian Beast & Death Gigas.

Zeta Kai
2007-08-27, 10:06 AM
Highwind (Su)
You can call down a rain of 18 explosive devices perform, which each strike an opponent of your choice & deal an automatic 3d6 points of damage; these may be split among any of your opponents within reach (30’ from your initial starting point).

Prerequisites: No spellcasting classes; must have the Highwind Manual (unique item); must be able to perform Boost Jump, Dynamite, Hyper Jump, Dragon, Dragon Dive & Big Brawl; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-27, 10:07 AM
Howling Moon (Sp)
You can produce a maddened state in yourself, which bestows a haste-like effect in which you (& you alone) gain an extra standard action each round for the rest of the encounter. In addition, you acquire a Rage effect for the rest of the encounter, as well.

Prerequisites: Your party must have defeated 144 opponents with you present; must be able to perform Sled Fang, Lunatic High, Blood Fang & Stardust Ray.

Zeta Kai
2007-08-27, 10:09 AM
Hyper Jump (Su)
You can leap high into the air & strike from above, hurling an explosive device that automatically hits multiple opponents (up to 4), dealing 4d6 points of fire damage to each. All affected opponents must make a successful Fortitude save (DC10) or immediately die.

Prerequisites: No spellcasting classes; 8 ranks in Jump; your party must have defeated 60 opponents with you present; must be able to perform Boost Jump & Dynamite.

Zeta Kai
2007-08-27, 12:26 PM
Ice Strike (Sp)
You can conjure a deadly icicle & launch it at an enemy; automatically hits 1 opponent, dealing 4d6 points of cold damage & 4d6 points of piercing damage.

Prerequisites: Your current HP must be 15% or less than your maximum HP; only spellcasting classes; cannot have any other Limit Break.

Zeta Kai
2007-08-27, 12:29 PM
Intercession (Su)
You summon a magical light to shine through your enemies; automatically hits multiple opponents (up to 4), dealing 3d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +2.

Zeta Kai
2007-08-27, 12:30 PM
Landscaper (Su)
You can create an unstable pocket of earth under your enemies, which explodes, automatically hitting multiple opponents (up to 4) & dealing 3d6 bludgeoning damage.

Prerequisites: Your party must have defeated 64 opponents with you present; must be able to perform Greased Lightning & Clear Tranquil.

Zeta Kai
2007-08-27, 12:31 PM
Lunatic High (Sp)
You can cast an aura of accelerating energy on multiple allies (up to 3, including yourself). This aura bestows a haste-like effect in which each person affected gains an extra standard action each round for the rest of the encounter. In addition, each person affected also gains a +2 natural armor bonus for the rest of the encounter, as well.

Prerequisites: Must have performed Sled Fang 8 times.

Zeta Kai
2007-08-27, 04:41 PM
Maelstrom’s Bolt (Su)
You unleash a nexus of negative energy, causing a constant stream of magical power to strike your enemies, resulting in a massive explosion; automatically hits multiple opponents (up to 4), dealing 7d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +14; must be able to perform Northswain’s Glow & Heaven’s Wrath; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-27, 04:43 PM
Massive Anchor (Su)
You can throw your pole arm into the middle of your enemies, leaping after it to release a wave of deadly energy; automatically hits multiple opponents (up to 4), dealing 4d6 points of force damage.

Prerequisites: Your current HP must be 15% or less than your maximum HP; must use a pole arm; cannot have any other Limit Break.

Zeta Kai
2007-08-27, 04:47 PM
Mega Flare (Su)
You can automatically hit multiple opponents (up to 4) with a devastating blast of magical power, dealing 10d8 points of damage to each.

Prerequisites: Must be a Dragon or Outsider; must be able to fly; cannot have any other Limit Break.

Zeta Kai
2007-08-27, 04:48 PM
Meteodrive (Su)
You can automatically hit 1 opponent with your Flurry of Blows, provided you do not attack anyone else in that round. In addition, you gain 3 extra attacks in your Flurry of Blows, the second of which inflicts an additional 1d8 cold damage due to a blast of water at the end. Roll 1d6 & consult the following list:

• 1 = “Miss” (you fail to use the Limit Break, thereby wasting it)
• 2/3/4/5 = “Hit” (you use the Limit Break, but none of the hits are critical)
• 6 = “YEAH!” (you use the Limit Break & all hits are critical)
Prerequisites: No spellcasting classes; must have performed Waterkick 7 times; must fight unarmed; must be able to perform Beat Rush, Somersault & Waterkick.

Zeta Kai
2007-08-27, 04:49 PM
Meteorain (Ex)
You can perform up to 6 melee attacks in 1 round, each automatically hitting the opponent of your choice; these may be split among any of your opponents within reach (30’ from your initial starting point).

Prerequisites: Must use some type of sword; your party must have defeated 320 opponents with you present; must be able to perform Braver, Cross-Slash, Blade Beam & Climhazzard.

Zeta Kai
2007-08-27, 04:52 PM
Meteor Strike (Su)
You can automatically hit 1 opponent with your Flurry of Blows, provided you do not attack anyone else in that round. In addition, you gain 5 extra attacks in your Flurry of Blows, the second of which inflicts an additional 1d8 cold damage due to a blast of water at the end, & the fifth one tosses the opponent in the air, causing 2d6 falling damage. Roll 1d6 & consult the following list:

• 1 = “Miss” (you fail to use the Limit Break, thereby wasting it)
• 2/3/4/5 = “Hit” (you use the Limit Break, but none of the hits are critical)
• 6 = “YEAH!” (you use the Limit Break & all hits are critical)
Prerequisites: No spellcasting classes; must have performed Dolphin Blow 6 times; must fight unarmed; must be able to perform Beat Rush, Somersault, Waterkick, Meteodrive & Dolphin Blow.

Zeta Kai
2007-08-27, 04:53 PM
Mind Blow (Su)
You can automatically hit 1 opponent with a charged shot fired from your weapon, negating their ability to cast spells for the rest of the encounter.

Prerequisites: No spellcasting classes; must use some type of ammo-consuming ranged weapon; must have performed Big Shot 9 times.

Zeta Kai
2007-08-27, 04:55 PM
Mix (Su)
You can combine any 2 items (weapons, armor, coins, food, clothing, etc.) that you possess into a magical object. The effect of this object determined at random, & the 2 constituent items are destroyed in the process. Roll 1d20 & consult the following list for possible effects:

• 1 = deals 1d4 damage to multiple opponents (up to 4)
• 2 = deals 1d8 damage to multiple opponents (up to 4)
• 3 = deals 1d12 damage to multiple opponents (up to 4)
• 4 = deals 1d20 damage to multiple opponents (up to 4)
• 5 = deals 1d% damage to multiple opponents (up to 4)
• 6 = deals 2d6 fire damage to multiple opponents (up to 4)
• 7 = deals 2d6 cold damage to multiple opponents (up to 4)
• 8 = deals 2d6 electricity damage to multiple opponents (up to 4)
• 9 = deals 2d6 acid damage to multiple opponents (up to 4)
• 10 = inflict poison with black adder venom to multiple opponents (up to 4); Injury type (DC11), initial damage 1d6 Con, secondary damage 1d6 Con)
• 11 = inflict blinding effect to multiple opponents (up to 4); Fortitude save (DC15) to resist
• 12 = inflict confusion effect to multiple opponents (up to 4); Fortitude save (DC15) to resist)
• 13 = inflict petrification effect to multiple opponents (up to 4); Fortitude save (DC15) to resist)
• 14 = inflict death effect to multiple opponents (up to 4); Fortitude save (DC15) to resist)
• 15 = heal 1d8 points of damage to multiple allies (up to 4, including yourself)
• 16 = heal 1d20 points of damage to multiple allies (up to 4, including yourself)
• 17 = grants multiple allies (up to 4, including yourself) 1d12 temporary hit points
• 18 = grants multiple allies (up to 4, including yourself) a +4 natural armor bonus, which lasts for 24 hours
• 19 = grants multiple allies (up to 4, including yourself) a +2 luck bonus to all saving throws for 24 hours
• 20 = deals 20d12 damage to multiple opponents (up to 4) & multiple allies (up to 4, including yourself)
Once you have determined the effect of combining 2 particular items, combining 2 identical items will always yield the same result (no rolling required).

Prerequisites: Must be able to cast 1st level spells; must possess at least 2 non-living objects; cannot have any other Limit Break.

Zeta Kai
2007-08-27, 06:57 PM
No Mercy (Su)
You can use your melee weapon to generate a sphere of energy which you can cast at your enemies; automatically hits multiple opponents (up to 4), dealing 6d6 points of force damage.

Prerequisites: Your current HP must be 75% or less than your maximum HP; must use some type of exotic melee weapon; must be able to perform Fire Cross.

Zeta Kai
2007-08-27, 06:58 PM
Northswain’s Glow (Su)
You create several pillars of searing light to burst forth from beneath your enemies; automatically hits multiple opponents (up to 4), dealing 3d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +2.

Zeta Kai
2007-08-27, 07:00 PM
Oblivion (Su)
You can automatically hit multiple opponents (up to 4) with an apocalyptic flurry of blows & explosive force, dealing 20d6 points of force damage to each. In addition, any opponent hit by this attack must make a successful Fortitude save (DC30) or die.

Prerequisites: Must be an Outsider; must be non-good; cannot have any other Limit Break.

Zeta Kai
2007-08-27, 07:01 PM
Omnislash (Su)
You can perform up to 15 melee attacks in 1 round, each automatically striking for a critical hit on the opponent of your choice; these may be split among any of your opponents within reach (30’ from your initial starting point).

Prerequisites: Must use some type of sword; must have the Omnislash Manual (unique item); must be able to perform Braver, Cross-Slash, Blade Beam, Climhazzard, Meteorain & Finishing Touch; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-27, 07:03 PM
Planet Protector (Sp)
You can grant invincibility to multiple allies (up to 4, including yourself) for 2 rounds; all allies affected by this are immune to all HP loss, ability loss, level loss, & death effects during these rounds; in addition no allies affected by this can be blinded, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, stunned, or turned during these rounds.

Prerequisites: Only divine spellcasting classes; your party must have defeated 160 opponents with you present; must be able to perform Healing Wind, Seal Evil, Breath of the Earth & Fury Brand.

Zeta Kai
2007-08-27, 07:05 PM
Pulse of Life (Sp)
You can fully heal multiple allies (up to 4, including yourself), restoring all of their HP; in addition, you can restore 1d6+4 used spell slots to each, & as well as resurrect any of your chosen allies that is deceased (as per the raise dead spell).

Prerequisites: Only divine spellcasting classes; must have performed Planet Protector 5 times; must be able to perform Healing Wind, Seal Evil, Breath of the Earth, Fury Brand & Planet Protector.

Zeta Kai
2007-08-27, 07:07 PM
Pyroclasm (Su)
You create twin orbs of eldritch fire, launching them into the air before directing them to slam into each other over your enemies, forming a titanic blast; automatically hits multiple opponents (up to 4), dealing 7d8 points of force damage to each. In addition, if you make a successful Dexterity check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +14; must be able to perform Red Spiral & White Whorl; cannot gain additional Limit Breaks after acquiring this one.

Bitzeralisis
2007-08-27, 07:10 PM
It's not overpowered, and yet it adds a Final Fantasy-y feeling to the game. I like it. :smallbiggrin:

Zeta Kai
2007-08-28, 10:56 AM
Red Spiral (Su)
You unleash twin torrents of positive & negative energy, which collide in you enemies’ midst; automatically hits multiple opponents (up to 4), dealing 3d8 points of force damage to each. In addition, if you make a successful Dexterity check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +2.

Zeta Kai
2007-08-28, 10:57 AM
Renzokuken / “Consecutive Slashes” (Su)
You can automatically hit 1 opponent with your exotic melee weapon, performing a number of melee attacks equal to your Dexterity bonus (if any, minimum 1) in 1 round. Roll 1d6 before each strike; if 1/2/3, then you deal normal damage; if 4/5/6, then you deal critical damage. After you have performed all of your attacks, you execute a random finishing move, chosen from the list below:

• Rough Divide (you scrape your weapon along the ground, causing a fissure to tear toward your opponent; this attack automatically knocks them prone & deals 2d6 non-lethal damage, as well as 2d6 bludgeoning damage)
• Fated Circle (you spin your weapon in the air, causing sparks to fly toward your enemies; multiple opponents (up to 4) automatically take 3d6 electricity damage; can be performed only with a +1 weapon or better)
• Blasting Zone (you use your weapon to channel a beam of light from the heavens, which scorches your enemies; multiple opponents (up to 4) automatically take 3d6 fire damage; can be performed only with a +3 weapon or better)
• Lion Heart (you create a cyclone which slashes a single enemy, this attack does 16 melee attacks in 1 round, all automatically striking the same 1 opponent for damage equal to your weapon’s critical damage; can be performed only with a +5 weapon or better)
Prerequisites: No spellcasting classes; your current HP must be 15% or less than your maximum HP; must use some type of exotic melee weapon; must be proficient with that same exotic melee weapon; cannot have any other Limit Break.

Zeta Kai
2007-08-28, 10:59 AM
Requiem (Sp)
You can unleash an utter apocalypse of magical energy; automatically hits multiple opponents (up to 4), dealing 10d12 points of force damage. In addition, all creatures damaged by this attack must make a Fortitude save (DC20) or die; any creature with a CR more than (your party’s average level +2) is unaffected.

Prerequisites: Only spellcasting classes; BAB +5; cannot have any other Limit Break.

Zeta Kai
2007-08-28, 11:00 AM
Resplendence (Su)
You freeze time around yourself causing your enemies to stop; you then create a ripple in time, shattering them; automatically hits multiple opponents (up to 4), dealing 7d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +14; must be able to perform Intercession & Evanescence; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-28, 11:02 AM
Ronso Rage (Su)
You can perform a number of special abilities that you have successfully learned from studying an opponent. You can learn an ability from an enemy by taking a full-round action & making a successful Intelligence check (DC = 10 + opponent’s CR). Each time you fill up your OP pool, you can perform one of the abilities that you have learned, chosen from the list below:

• Jump (you leap high into the air & strike 1 opponent from above, dealing an automatic critical; already acquired)
• Fire Breath (you spew forth a jet of fire from your mouth; automatically hits multiple opponents (up to 4), dealing 2d6 points of fire damage; acquired from Fire subtype monsters, CR2 or above)
• Seed Cannon (you spew forth a barrage of seed pellet from your mouth; automatically hits 1 opponent, dealing 3d6 points of piercing damage; acquired from Plant type monsters, CR3 or above)
• Self Destruct (you explode in a powerful blast; automatically hits multiple opponents (up to 4), dealing 4d6 points of slashing damage; you are reduced to 0HP; acquired from Elemental type monsters, CR4 or above)
• Thrust Kick (you kick an enemy with devastating force; automatically hits 1 opponent, dealing critical damage; in addition, if you make a successful Dexterity check (DC18), your opponent is blown away; an opponent that has been blown away in this manner must make a successful Fortitude save (DC25) or die; acquired from Monstrous Humanoid type monsters, CR6 or above)
• Stone Breath (you spew forth a jet of chilling gas from your mouth; automatically inflicts petrification (permanent turn to stone); acquired from Magical Beast type monsters, CR8 or above)
• Aqua Breath (you spew forth a jet of water from your mouth; automatically hits multiple opponents (up to 4), dealing (2d8 + your Strength modifier) points of bludgeoning damage; acquired from Water subtype monsters, CR10 or above)
• Doom (you cast a dreadful curse on an enemy; 1 opponent of your choice automatically dies (-10HP) in 1d6+4 rounds; acquired from Undead type monsters, CR12 or above)
• White Wind (you bathe your party in healing light; you can fully restore all HP to multiple allies (up to 4, including yourself); you cannot heal an ally so that they have more HP than your maximum; acquired from Celestial subtype monsters, CR14 or above)
• Bad Breath (you spew forth a jet of strange gas from your mouth; automatically inflicts various negative conditions to multiple opponents (up to 4), including blinded, confused, dazed, dazzled, deafened, exhausted, frightened, paralyzed, & sickened; acquired from Plant type monsters, CR16 or above)
• Mighty Guard (you create a complex aura of protection on your party; you cast haste, mage armor, protection from energy (cold), protection from energy (fire), & protection from spells for free on multiple allies (up to 4, including yourself), even if you did not prepare (or even know) any of the spells; acquired from Dragon type monsters, CR18 or above)
• Nova (you unleash an apocalyptic explosion; automatically hits multiple opponents (up to 4), dealing 20d12 points of damage; acquired from Outsider type monsters, CR20 or above)
Prerequisites: Intelligence 12+; cannot have any other Limit Break.

Zeta Kai
2007-08-28, 11:03 AM
Ruin Impendent (Su)
You assault your enemies with a series of reality-shattering punches, which culminate with the creation of a micro-singularity; automatically hits multiple opponents (up to 4), dealing 5d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +8; must be able to perform Fulminating Darkness.

Zeta Kai
2007-08-28, 01:28 PM
Satellite Beam (Su)
You can call down a blazing beam of energy from the heavens, automatically hitting multiple opponents (up to 4) & dealing 10d12 points of damage to each.

Prerequisites: No spellcasting classes; your party must have defeated 160 opponents with you present; must be able to perform Big Shot, Mind Blow, Grenade Bomb & Hammer Blow.

Zeta Kai
2007-08-28, 01:29 PM
Seal Evil (Sp)
You can nauseate & paralyze (saving throw for either effect) multiple opponents (up to 4); this effect lasts for the rest of the encounter.

Prerequisites: Only divine spellcasting classes; must have performed Healing Wind 8 times.

Zeta Kai
2007-08-28, 01:30 PM
Selphie Slot (Sp)
You can cast any 1 spell that you know for free. The spell is chosen at random; create a list of all the spells that you know & roll to see which spell you can cast. In addition, you can add to that list any of the spell-like abilities listed below, provided that you have learned to use them. To learn one of the abilities below, you must make a successful Spellcraft check (DC is listed for each ability). Learning each of these abilities takes a number of days equal to the DC.

• Full Cure (you emit a wave of healing energy; you can fully restore all HP to multiple allies (up to 4, including yourself); effect instantly kills any chosen undead ally (no saving throw); DC35)
• Wall (you conjure a wall of stone in front of your party, between you & your enemies; this effect is identical to the wall of stone spell; DC40)
• Rapture (you cause wings to sprout from your enemies backs, which take flight, carrying them to a higher plane; multiple opponents (up to 4) are transported to a good-aligned outer plane (no saving throw); creatures with the Earth subtype, size of Gargantuan or larger, a CR more than (your party’s average level +2), or an indiscernible anatomy (no back or front) like an ooze, are unaffected; DC45)
• The End (multiple opponents (up to 4) automatically die; no saving throw; creatures with a CR more than (your party’s average level +2) are unaffected; DC50)
Prerequisites: Only spellcasting classes; your current HP must be 15% or less than your maximum HP; cannot have any other Limit Break.

Zeta Kai
2007-08-28, 01:31 PM
Shatterheart (Su)
You surround your enemies with conjured ice, then shatter it, pelting them with frozen shards; automatically hits multiple opponents (up to 4), dealing 7d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +14; must be able to perform Feral Strike & Whip Kick; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-28, 02:15 PM
Shooting Star (Ex)
You can deal an automatic critical to 1 opponent with your sword. In addition, if you make a successful Dexterity check (DC18), your opponent is blown away (knocked prone & rolls 1d4×10’, taking 1d4 points of non-lethal damage per 10’; flying creatures are blown back 2d6×10’ & take 2d6 points of non-lethal damage due to battering & buffeting). An opponent that has been blown away in this manner must make a successful Fortitude save (DC25) or die.

Prerequisites: No spellcasting classes; BAB +5; must use some type of sword; must be able to perform Dragon Fang.

Zeta Kai
2007-08-28, 02:19 PM
Shot (Ex)
You can take a number of shots with your ranged weapon equal to your Dexterity score - 10 (minimum 1), all in 1 round. In addition, you can use one of the following special ammunitions, provided that you have them.

• Normal Ammo (allows targeting of 1 opponent; 1d2 piercing damage per bullet; 18 bullets per clip)
• Shotgun Ammo (allows targeting of multiple opponents (up to 4); 1d3 slashing damage per bullet; 6 bullets per clip)
• Dark Ammo (allows targeting of 1 opponent; 1d2 piercing damage per bullet; inflicts poison (black adder venom; Injury type (DC11), initial damage 1d6 Con, secondary damage 1d6 Con), blindness & deafness; 9 bullets per clip)
• Fire Ammo (allows targeting of multiple opponents (up to 4); 1d4 fire damage per bullet; 9 bullets per clip)
• Demolition Ammo (allows targeting of 1 opponent; 1d6 piercing damage per bullet; 12 bullets per clip)
• Fast Ammo (allows targeting of 1 opponent; 1d2 piercing damage per bullet; only requires an attack action to execute; 15 bullets per clip)
• AP Ammo (allows targeting of 1 opponent; 1d3 piercing damage per bullet; ignores armor, natural armor, & shield bonuses to AC; 12 bullets per clip)
• Pulse Ammo (allows targeting of 1 opponent; 3d6+10 piercing damage per bullet; 10 bullets per clip)
Prerequisites: No spellcasting classes; must use some type of ammo-consuming ranged weapon; your current HP must be 15% or less than your maximum HP; cannot have any other Limit Break.

Zeta Kai
2007-08-28, 02:35 PM
Sled Fang (Ex)
You can perform 1 charge attack with your claws; you ignore the normal AC penalty & automatically deal double damage.

Prerequisites: Must have a natural claw attack.

Zeta Kai
2007-08-28, 10:30 PM
Slice & Dice (Ex)
You can perform up to 6 melee attacks in 1 round, with no penalty for multiple attacks; these may be split among any of your opponents within reach (30’ from your initial starting point).

Prerequisites: No spellcasting classes; must use some type of sword; must have performed at least 10 Limit Breaks; must be able to perform Spiral Cut.

Zeta Kai
2007-08-28, 10:33 PM
Slots (Su)
You can leave your attack entirely up to chance to damage your enemies. Roll 3d6 then consult the following list for the value that corresponds with the numbers you rolled:

• Any non-three-of-a-kind other than 6/6/3 = Toy Box (automatically hits 1 opponent for (1-7 × 1d4) damage)
• 1/1/1 = Toy Soldier (automatically hits multiple opponents (up to 4) with a normal hit)
• 2/2/2 = Mog Dance (fully heal multiple allies (up to 4, including yourself), restoring all of their HP)
• 3/3/3 = Summon (automatically summons a completely random creature for 1d6+4 rounds, as per summon monster I-IX)
• 4/4/4 = Transform (increase size by 1 size category for 1 round per ECL, as per enlarge person)
• 6/6/3 = Death Joker (multiple opponents (up to 4) & multiple allies (up to 4, including yourself) automatically die; no saving throw)
• 5/5/5 = Lucky Girl (multiple allies (up to 4, including yourself) will always successfully hit for the rest of the encounter)
• 6/6/6 = Game Over (multiple opponents (up to 4) automatically die; no saving throw; creatures with a CR more than (your party’s average level +5) are unaffected)
Prerequisites: Must be a Construct (or Living Construct); must be non-lawful; must be able to perform Dice; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-28, 10:36 PM
Somersault (Ex)
You can automatically hit 1 opponent with your Flurry of Blows, provided you do not attack anyone else in that round. In addition, you gain 1 extra attack in your Flurry of Blows. Roll 1d6 & consult the following list:

• 1 = “Miss” (you fail to use the Limit Break, thereby wasting it)
• 2/3/4/5 = “Hit” (you use the Limit Break, but none of the hits are critical)
• 6 = “YEAH!” (you use the Limit Break & all hits are critical)
Prerequisites: No spellcasting classes; must have performed Beat Rush 9 times; must fight unarmed.

Zeta Kai
2007-08-28, 10:37 PM
Spiral Cut (Ex)
You can perform 1 charge attack with no AC penalty that automatically deals maximum damage.

Prerequisites: No spellcasting classes; must use some type of sword.

Zeta Kai
2007-08-28, 10:46 PM
Stardust Ray (Su)
You can call forth 10 tiny little shooting stars, which each automatically hit an opponent of your choice, dealing 2d8+4 damage; these may be split among any of your opponents within reach (30’ from your initial starting point).

Prerequisites: Must have performed Blood Fang 7 times; must be able to perform Sled Fang, Lunatic High & Blood Fang.

Zeta Kai
2007-08-28, 10:47 PM
Status Reels (Su)
You can randomly strike your enemies with status effects. Roll 3d4; if none of the numbers match, then you deal an automatic critical to 1 opponent with a ranged weapon. If 2 of the numbers match, you deal an automatic critical to 1 opponent with a ranged weapon & consult the following list for the value that corresponds with the matching numbers:

• 1 = Poison (inflict poison with black adder venom; Injury type (DC11), initial damage 1d6 Con, secondary damage 1d6 Con)
• 2 = Blind (inflict blinding effect; Fortitude save (DC13) to resist)
• 3 = Confusion (inflict confusion effect; Fortitude save (DC15) to resist)
• 4 = Petrify (inflict petrification effect; Fortitude save (DC17) to resist)
If all 3 of the numbers match, you deal an automatic critical to your opponents (up to 4) with the same ranged weapon, & consult the above list for the value that corresponds with the matching numbers.

Prerequisites: Must use some type of returning ranged weapon; BAB +10; must be able to perform Element Reels & Attack Reels.

Zeta Kai
2007-08-29, 05:22 AM
Thor’s Hammer (Su)
You can automatically hit multiple opponents (up to 4) with a deadly lightning bolt, dealing 5d8 points of electricity damage to each.

Prerequisites: Must be an Elemental or Outsider; must have the ability to inflict electricity damage via other special abilities; cannot have any other Limit Break.

Zeta Kai
2007-08-29, 05:23 AM
Tides of Fate (Su)
You craft a giant arcane mark over your enemies, calling a mystic tidal wave to crash down upon them from nowhere; automatically hits multiple opponents (up to 4) & dealing 5d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +8; must be able to perform Fires of War.

Zeta Kai
2007-08-29, 05:25 AM
Tornado (Su)
You can summon a tornado with your blade, which lasts for 1d6+4 rounds. Tornado-force winds produce the following effects: 175-300mph winds; all ranged attacks are impossible (even with siege weapons), as are Listen checks; Large or smaller creatures are Blown Away, Huge creatures are Knocked Down, & Gargantuan or Colossal creatures are checked; Fortitude save DC30; all flames are extinguished; instead of being blown away, characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado; those who come in contact with the actual funnel cloud are picked up & whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply); while a tornado’s rotational speed can be as great as 300mph, the funnel itself moves forward at an average of 30mph (roughly 250’ per round); a tornado uproots trees, destroys buildings, & causes other similar forms of major destruction.

Prerequisites: No spellcasting classes; BAB +15; must use some type of sword; must be able to perform Dragon Fang, Shooting Star & Banishing Blade; cannot gain additional Limit Breaks after acquiring this one.

Zeta Kai
2007-08-29, 05:27 AM
Trance (Su)
You can enter a state of unearthly calm, channeling your inner power to overwhelm your enemies. In this state, you gain a +4 bonus to all of your ability scores (which is +2 to all ability modifiers, a +2 bonus to all saving throws, a +2 to all skill checks, a +2 to AC, & a +2 to attack & damage rolls).

In addition, you gain a special ability, depending on your class.

• Barbarian (your Constitution bonus is 2×)
• Bard (your Charisma bonus is 2×)
• Cleric (you cast 2 healing spells in the same round for free))
• Druid (your Wisdom bonus is 2×)
• Fighter (your Strength bonus is 2×)
• Monk (your Unarmed Strike does 2× damage)
• Paladin (your Smite Evil is twice as powerful)
• Ranger (you deal critical damage on every successful hit)
• Rogue (your Dexterity bonus is 2×)
• Sorcerer (your Intelligence bonus is 2×)
• Wizard (you cast 2 spells in the same round for free)
This state lasts a number of rounds equal to your total character level.

Prerequisites: Cannot have any other Limit Break.

littlechicory
2007-08-29, 08:38 PM
Are we going to see the Flurry of Blows!Omnislash that Cloud used in Final Fantasy VII: Advent Children, or is that going to remain a movie effect?

Zeta Kai
2007-08-30, 06:02 AM
Are we going to see the Flurry of Blows!Omnislash that Cloud used in Final Fantasy VII: Advent Children, or is that going to remain a movie effect?

Um, that's pretty much the standard Omnislash, as presented in post #93 of this thread. What, 15 automatic critical hits in one round isn't enough for you?

Zeta Kai
2007-08-30, 06:03 AM
Ungarmax (Ex)
You can perform up to 18 ranged attacks in 1 round, each automatically hitting the opponent of your choice; these may be split among any of your opponents within reach (30’ from your initial starting point).

Prerequisites: No spellcasting classes; must use some type of ranged weapon; must have performed Satellite Beam 6 times; must be able to perform Big Shot, Mind Blow, Grenade Bomb, Hammer Blow & Satellite Beam.

Zeta Kai
2007-08-30, 06:05 AM
Waterkick (Su)
You can automatically hit 1 opponent with your Flurry of Blows, provided you do not attack anyone else in that round. In addition, you gain 2 extra attacks in your Flurry of Blows, the second of which inflicts an additional 1d8 cold damage due to a blast of water at the end. Roll 1d6 & consult the following list:

• 1 = “Miss” (you fail to use the Limit Break, thereby wasting it)
• 2/3/4/5 = “Hit” (you use the Limit Break, but none of the hits are critical)
• 6 = “YEAH!” (you use the Limit Break & all hits are critical)
Prerequisites: No spellcasting classes; your party must have defeated 96 opponents with you present; must fight unarmed; must be able to perform Beat Rush & Somersault.

Zeta Kai
2007-08-30, 06:06 AM
Whip Kick (Su)
You leap into the midst of your enemies, delivering a series of spinning kicks before sending a blast of air at them; automatically hits multiple opponents (up to 4), dealing 5d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +8; must be able to perform Feral Strike.

Zeta Kai
2007-08-30, 06:08 AM
White Whorl (Su)
You conjure a cyclone of raw magical power; automatically hits multiple opponents (up to 4), dealing 5d8 points of force damage to each. In addition, if you make a successful Dexterity check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

Prerequisite: BAB +8; must be able to perform Red Spiral.

Zeta Kai
2007-08-30, 06:09 AM
Zanmato (Ex)
You can use a slashing weapon to automatically hit any one opponent, severing the head of any creature it strikes. Some creatures, such as many aberrations & all oozes, have no heads. Others, such as golems & undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off.

Prerequisites: Must be an Outsider; must use a slashing weapon; cannot have any other Limit Break.

littlechicory
2007-08-30, 10:38 AM
Um, that's pretty much the standard Omnislash, as presented in post #93 of this thread. What, 15 automatic critical hits in one round isn't enough for you?

Whoops, didn't look at the details closely enough. My bad! :smallfrown:

deshrimp
2007-08-30, 10:55 AM
Question. This refers to all your Limit Breaks for Tifa's Limit Breaks.

Isnt Multiple automaic Criticals Overpowered? First off, You get to make a crit with all attacks in a furry of blows. and a 6 isnt that hard to roll. Also If I remember correctly, You had to stop three reels. Like Wakka's Attack Reels.

Just some thought.

PsyBlade
2007-08-30, 12:11 PM
Each reel on Tifa's Limit Break represented ONE of her learned attacks. It gets up to 7 reels. Each hit/Yeah/miss affected only one of her Limits. I should note that I have encountered two variations of her reels actually, one where each non-miss activated the next in the chain, the other where each reel only represented one specific attack. In the former you had to get 7 successes to do Final Heaven, the other just had to succeed on the last reel. And the reels weren't hard either.

Zeta Kai
2007-08-30, 01:00 PM
Question. This refers to all your Limit Breaks for Tifa's Limit Breaks.

Isnt Multiple automaic Criticals Overpowered? First off, You get to make a crit with all attacks in a furry of blows. and a 6 isnt that hard to roll. Also If I remember correctly, You had to stop three reels. Like Wakka's Attack Reels.

Just some thought.

Considering the rarity with which these abilities can be used (much have 100 OP's), combined with the fact that one has to meet other prerequisites (in Tifa's case, must have 1 level of Monk, cannot be a spellcaster of any sort, must fight unarmed, & must take all of the previous breaks in order to gain the next one in the chain) in order to use it, I don't see it as being any more overpowered than playing a gestalt character or using action points.

As for the mechanics, I will admit that I simplified that one. It is less accurate than most other Limit Breaks presented here. I may retool it, if I have time & the demand to do so is high.

Zeta Kai
2007-08-30, 01:03 PM
Limit Break Feats

Double Overdrive [General]
Prerequisites: Limit Break(s), BAB +20
Benefit: You double the amount of OP that you accrue via any means.

Triple Overdrive [General]
Prerequisites: Limit Break(s), BAB +25
Benefit: You triple the amount of OP that you accrue via any means. This feat does not stack with the Double Overdrive feat.

S.O.S. Overdrive [General]
Prerequisites: Limit Break(s), BAB +15
Benefit: You double the amount of OP that you accrue while your current HP is 10% or less than your maximum HP.

Overdrive --> XP [General]
Prerequisites: Limit Break(s), BAB +10
Benefit: You convert all of your OP to XP; 1OP is worth 10XP.

IvoryRaven
2007-08-30, 01:46 PM
How much damage does a Zanmato do to opponents such as golems and undead which can survive the loss of their head? What happens if you use it on something which has more than one head, like a hydra or an ettin?

Korias
2007-08-30, 08:18 PM
What, 15 automatic critical hits in one round isn't enough for you?

No :smallbiggrin:.

But on the question that these are gained like feats: How do you handle Epic-ness?

Zeta Kai
2007-08-30, 10:02 PM
To IvoryRaven: See the vorpal rules here (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#vorpal).

To Korias: Well, you can gain a new Limit Break basically anything you can gain a non-bonus feat. So that results in a grand total of 7 Limit Breaks (1st, 3rd, 6th, 9th, 12th, 15th, & 18th) before going epic. I would say that past 18th level, you cannot gain any more Limit Breaks. Seven of them is enough for any one character, really; you only gain bonus feats as an epic character anyway. FFVII characters gain more than in any other game, & they have 7 at most.

Zeta Kai
2007-08-30, 10:11 PM
Bonus Material: Final Fantasy VI Desperation Moves
In most cases, you can use the Desperation Attack Limit Break without issues. However, for campaigns that seek to emulate the style & flavor of FFVI as accurately as possible, this Limit Break alone may not be enough (especially for a large cast of characters, like that found in FFVI). So, for fans of that game (myself included), I have elaborated on the Desperation Moves as much as one reasonable can. Please feel free to use these Limit Breaks instead, as they should be balanced with the other ones list above.

This also explains why I only did 1 Limit Break per post. The spacing here is unpleasant & the formatting took forever. It was much better doing only 1 at a time.

Riot Blade (Su)
You can conjure a number of sharp metallic blades, which you cast at your enemies; automatically hits multiple opponents (up to 4), dealing 5d8 points of force damage to each. In addition, any opponent struck by it is exposed to poison (black adder venom; Injury type (DC11), initial damage 1d6 Con, secondary damage 1d6 Con).

Prerequisites: Your current HP must be 10% or less than your maximum HP; must be either an Aasimar or a Tiefling; cannot have any other Limit Break.



Mirager (Su)
You can pounce on an enemy, catching them by surprise; automatically hits 1 opponent, dealing critical (2×) damage. In addition, this attack catches an enemy flat-footed, denying them any Dexterity bonus to their AC & allowing you to add in your Sneak Attack damage (which is not multiplied by the critical hit).

Prerequisites: Your current HP must be 10% or less than your maximum HP; must have the Sneak Attack special ability; cannot have any other Limit Break.



Royal Shock (Su)
You can create searing light rays, which blaze through your enemies; automatically hits multiple opponents (up to 4), dealing 8d8 points of force damage to each.

Prerequisites: Your current HP must be 10% or less than your maximum HP; must be of royal blood; cannot have any other Limit Break.



Tiger Break (Su)
You can pounce on an enemy, pummeling them with your fists; automatically hits 1 opponent with a free Flurry of Blows, provided you do not attack anyone else in that round.

Prerequisites: Your current HP must be 10% or less than your maximum HP; must have the Flurry of Blows special ability; cannot have any other Limit Break.



Spin Edge (Su)
You can throw your sword at your enemies, spinning as it slices & returning to your hand like a boomerang; automatically hits multiple opponents (up to 4), dealing critical damage to each.

Prerequisites: Your current HP must be 10% or less than your maximum HP; must use some type of sword; cannot have any other Limit Break.



Shadow Fang (Su)
You can pounce on an enemy, catching them by surprise; automatically hits 1 opponent, dealing critical (3×) damage. This attack does not allow for the addition of Sneak Attack damage, however.

Prerequisites: Your current HP must be 10% or less than your maximum HP; must have the Sneak Attack special ability; cannot have any other Limit Break.



Back Blade (Su)
You can launch into a series of hacking sword swipes, carving up your enemies; automatically hits multiple opponents (up to 4), dealing critical damage to each.

Prerequisites: Your current HP must be 10% or less than your maximum HP; must use some type of sword; cannot have any other Limit Break.



Moogle Rush (Su)
You can pounce on an enemy, pummeling them with your fists; automatically hits 1 opponent, dealing 5d8 points of force damage.

Prerequisites: Your current HP must be 10% or less than your maximum HP; must be a Monstrous Humanoid; cannot have any other Limit Break.



Red Card (Su)
You can conjure razor-sharp playing cards to throw at your enemies; automatically hits multiple opponents (up to 4), dealing 5d8 points of force damage to each.

Prerequisites: Your current HP must be 10% or less than your maximum HP; must use some type of ranged weapon; cannot have any other Limit Break.



Star Prism (Su)
You can create three star-like points of light, which surround an enemy; 1 random opponent must make a Fortitude save (DC40) or die.

Prerequisites: Your current HP must be 10% or less than your maximum HP; only spellcasting classes; cannot have any other Limit Break.



Sabre Soul (Su)
You can channel magical power through your weapon, killing an enemy with it; 1 random opponent must make a Fortitude save (DC40) or die.

Prerequisites: Your current HP must be 10% or less than your maximum HP; only spellcasting classes; must use some type of melee weapon; cannot have any other Limit Break.



X-Meteor (Su)
You can conjure a storm of meteors, which crash down upon at your enemies; automatically hits multiple opponents (up to 4), dealing 5d8 points of force damage to each.

Prerequisites: Your current HP must be 10% or less than your maximum HP; only spellcasting classes; cannot have any other Limit Break.

Fualkner Asiniti
2007-08-30, 11:07 PM
Okay, these are awesome, seem relitivily balenced (Some need tweaking. Fury. :smallannoyed: ) One question. How do you acquire these? I'm sure it's been written, I just haven't seen it.

Gralamin
2007-08-31, 12:55 AM
I like them Zeta Kai, Great job!

Nu
2007-08-31, 01:22 AM
A query: what about FFIX's trance attacks(Zidane's anyway)? Those are pretty much limit breaks.

Gralamin
2007-08-31, 01:42 AM
Nu
See this post: http://www.giantitp.com/forums/showpost.php?p=3112164&postcount=120

Zeta Kai
2007-08-31, 05:16 AM
Okay, these are awesome, seem relitivily balenced (Some need tweaking. Fury. :smallannoyed: ) One question. How do you acquire these? I'm sure it's been written, I just haven't seen it.

Information for acquiring Limit Breaks is denoted at the bottom of post #4. It was always there, but I've added a large bolded title so that it can be seen more easily.

And as for Fury (post #62), what would you change?

DracoDei
2007-10-06, 04:37 PM
A query: what about FFIX's trance attacks(Zidane's anyway)? Those are pretty much limit breaks.

While it is true that as Gralamin said he did make an entry for them, I find it not matching the game as well as I would had foolishly hoped... Seeing it broken down for each of the characters in the game might have been NICE but wouldn't really have fit the D&D classes very well in most cases (Zedane's being the exception). Other than that I think the duration is a bit long since major FF battles tend to run longer (in rounds) than major D&D fights. For the duration I would say 1 round plus one round per 4 (3?) character levels might be ABOUT right... I was especially (and again foolishly) looking forward to seeing Freya Crescent's Trance ability (her jump attack hits every enemy every round and she doesn't come down until the Trance ends). The reason I was especially looking forward to that was that I did up Freya's abilities as a Prestige Class and I wanted to see Zeta Kai's take on it. (And yes, even though I have seen several versions of Dragoons on this board, I guess I really should get around to posting mine some time soon).


Suggestions to Zeta Kai:
Double White should probably allow casting of any clerical spell... I mean in the game it allowed buffs and the rarer debuffs and attack to be spammed out just as well, then again there might be too many good combos without that limitation.... but no parallel limitation was placed on Double Black for wizards. Also "for free" makes it sound like they are not consumed... which would be nice, but doesn't match the game and is probably too powerful. I would just say "May quicken one spell as it is being cast each round, without increasing its casting time, nor altering the spell level."
Lastly, I am SURE it is a typo that you are doubling the Sorcerer's INTELLEGENCE bonus... I would give them Double Black (same as wizards), or swap the abilities you currently have between the Sorcerer and the Wizard.

All in all an very impressive peice of work (from the skimming I have given it so far).

Hunter Noventa
2007-11-03, 02:27 PM
Bravo. The elemental deathblows from Xenogears could probably be made balance in the same manner.

vanyell
2007-11-03, 03:01 PM
the only comment I have is that the feats you made are impossible to get. after 20th level, it's considered a bonus to attack isn't it? I do not have that book with me at the moment. so to get the 25 BAB you'd need to be a non human.

just a minor nitpick

PsyBlade
2007-11-03, 03:04 PM
Actually, BAB increases every other level once epic. So if you were a fighter, 25 BAB is possible by level 30.

vanyell
2007-11-03, 03:06 PM
My mistake. I concede the point

Dragonmuncher
2007-11-04, 12:15 PM
Phew... that's a lot.

I really like these! You obviously put a lot of effort into making them. So, after getting my praise out of the way, here are some notes I jotted down:

Blade beam, big shot, and many, many others, need some sort of effective range

Stuff like dynamite needs an area of effect, also

(If you don't feel like going through every LB and assigning a range, something like "unless otherwise noted, an LB using a ranged weapon uses the weapon's first range increment as range" might work)




Why do some of them have "you can't take any more limit breaks after having this one?" I understand it's because they're the FF characters' "ultimate" breaks, but isn't that what the whole prerequisite system is for? If someone gets Blitz Ace, a powerful limit break, as early as they possibly can (level 9, I suppose), why would they even want to use something as comparatively weak as Beat Rush?

And if they do want to get this weaker limit break after having Blitz Ace, why stop them? Or are you trying to make it so anyone who uses this system has to exactly follow FF character progressions? If so, then maybe you should space out the the levels you get limit breaks (and bump up the capstone LB's power), because if all of the LB's are part of a "tree" of prerequisites, almost everyone is going to stay on the path of the first LB they take. Meaning that no one will be getting a new LB after like, level 12, because they will have gotten their capstone. Why not get rid of the whole "you can't take any more limit breaks after this" thing?



The stuff about killing 72 enemies, or whatever, seems unneccessary, and cumbersome. Although, it IS one of those "Final Fantasy" flavored things...

Is Desperado a burst, like a fireball? Since it's "an explosive sphere", do the enemies have to be grouped together?

Is Dice too powerful? I haven't worked out the math, but it seems like it does an awful amount of damage. Might just be my imagination, though.


I won't lie, I sort of started skipping ahead after a while- there's just too many! The ff XII limits are interesting, as is Trance. The various blue magic limits seem like too much trouble to bother with, but it's still cool that you included them.

All in all, good stuff!

Fax Celestis
2008-11-18, 12:01 PM
*creates thread zombie*

What about the Aura spell from FFVIII?

Zeta Kai
2008-11-18, 12:07 PM
*creates thread zombie*

What about the Aura spell from FFVIII?

Ah, the status effect that increases the odds of getting a Limit. Yeah, I forgot about that. I'll have to whip up something to address that. Thanks for the reminder.

Kuroimaken
2010-12-02, 05:28 PM
I may be being stupid about this, but do OPs accrue from one encounter to the next, or even a day to the next?

Zeta Kai
2010-12-02, 07:10 PM
I may be being stupid about this, but do OPs accrue from one encounter to the next, or even a day to the next?

1) This is major threadomancy, so this thread will soon be locked.

2) Before it is, here's the answer to your question: OPs are unique to each individual character, & are non-transferable. They do not decrease based on time, so they accrue indefinitely until they are spent.

averagejoe
2010-12-02, 07:14 PM
The Mod They Call Me: Thread necromancy.