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Zeta Kai
2008-04-29, 12:49 PM
Final Fantasy X D20
http://www.ffnet.org/images/ff10-logo.jpg
Premise
Hello, everyone. It’s time again for one of my massive mega-posts. My last project, the Dweomer Master, wasn’t terribly popular. Not hated, just largely unnoticed. That’s fine, really. It’s not for everybody, I understand, & if you haven’t read the Deverry Cycle, then it likely wouldn’t catch your interest. It happens, & that’s okay.

For my next project, though, I wanted to go for something that would have a broader appeal, something that more people would like & could use in their own games. And I figured that I couldn’t really do much better that Final Fantasy. I have already done the Limit Breaks, so I was familiar with the mechanics, & the Final Fantasy series is enormously popular (although it has some detractors, who have a point or two to make). So I decided to work on a Final Fantasy d20 conversion.

But Final Fantasy is the least cohesive series of video games on the market today. There is absolutely no uniformity between the games: the plots, settings, characters, monsters, & play mechanics are largely changed with each game. There are a few common elements, like Chocobos & Phoenix Downs, but any attempt to make a consistent, unified adaptation of Final Fantasy would only produce a bloated, confusing mess in my opinion, so the project was seemingly doomed from the start.

Then I played some Blitzball (http://finalfantasy.wikia.com/wiki/Blitzball).

Blitzball, as you may already know, is the primary mini-game in Final Fantasy X, representing the dominant sport in the game’s world. I had played Blitzball before; mastered it, even. But now when I played it, I became obsessed with translating it into a playable D&D experience. I worked on it for a while, & after some tweaks & play-testing, the results were pretty good. With that under my belt, I realized that I didn’t need to do an all-inclusive Final Fantasy d20. I could simply take one of the more recent, more popular games, one I was intimately familiar with, & do that one. And this is the result.

This project will not attempt to handle topics exclusive to any other game in the series, no matter how popular. This is a project about Final Fantasy X, & there isn’t room here for any other content. This is going to attempt, to the best of my ability, to emulate the world of Spira in d20 rules as closely as possible. This has been a labor of love, & I hope that you all enjoy it.


The new PDF is available!
Click here for v1.1! (http://www.pdf-archive.com/2011/10/27/ffx-d20-v1-1/#)

Zeta Kai
2008-04-29, 12:52 PM
Table of Contents
The World of Spira
Geography (with Map of Spira!)
Fauna
Technology & Culture
Timeline

Races
Hume
Al Bhed
Half-Al Bhed
Ronso
Guado
Half-Guado
Hypello

Racial Tables

Classes
Pugilist (“Tidus”)
Summoner (“Yuna”)
Ronin (“Auron”)
Lancer (“Kimahri Ronso”)
Blitzer (“Wakka”)
Black Mage (“Lulu”)
Bandit (“Rikku”)
NPC Classes

Crusader (“Elma/Lucil”)
Merchant (“O’aka/Rin”)
Priest (“Jyscal/Kinoc”)


Status Effects

Aeons
Aeon Reborn Ritual
Aeon Monster Class
Winged Fayth (“Valefor” Monster PrC)
Burning Fayth (“Ifrit” Monster PrC)
Shocking Fayth (“Ixion” Monster PrC)
Freezing Fayth (“Shiva” Monster PrC)
Dragon Fayth (“Bahamut” Monster PrC)
Samurai Fayth (“Yojimbo” Monster PrC)
Suffering Fayth (“Anima” Monster PrC)
Joined Fayth (“Magus Sisters” Monster PrC)

Magic
Overview
Elements
The Spiral of Death
The Sending Ritual
The Fiending Ritual
Universal Spell Feats
Equipment Abilities

Weapon Abilities
Armor Abilities

Legendary Weapons

Items
Alchemical Items & How to Make Them
Restorative Items
Useful Items
Event Items
Other Items

Overdrives
Overview
Conditions
Acquiring Overdrives

Blitzball
Concept
Statistics
Rules
Techniques
Besaid Auroch (Blitzball PrC)
Luca Goer (Blitzball PrC)
Guado Glory (Blitzball PrC)
Al Bhed Psyche (Blitzball PrC)
Ronso Fang (Blitzball PrC)
Kilika Beast (Blitzball PrC)

Locations

Characters
Tidus
Yuna
Auron
Kimahri Ronso
Wakka
Lulu
Rikku
Valefor
Ifrit
Ixion
Shiva
Bahamut
Yojimbo
Anima
Sandy, a Magus Sister
Cindy, a Magus Sister
Mindy, a Magus Sister
Seymour Guado
Other Characters

Creatures
Subtypes

Aeon
Fiend
Lightning
Machina
Unsent

Non-Fiend Creatures

Chocobo
Monkey
Pyrefly
Shoopuf

Fiends (205 monsters total)
A (9 monsters)

Achelous
Adamantoise
Aerouge
Ahriman
Alcyone
Anacondaur
Anima
Aqua Flan
Arms of Gui

B (17 monsters)

Bandersnatch
Barbatos
Bashura
Basilisk
Bat Eye
Behemoth
Behemoth King
Biran Ronso
Bite Bug
Black Element
Blue Element
Bomb #1
Bomb #2
Braska’s Final Aeon / Jecht (1st Form)
Braska’s Final Aeon / Jecht (2nd Form)
Buer
Bunyip

C (9 monsters)

Cactuar
Cave Iguion
Chimera #1
Chimera #2
Chimera Brain
Chocobo Eater
Coeurl
Condor
Crawler

D (10 monsters)

Dark Element
Dark Flan
Defender
Defender X
Defender Z
Demonolith
Dingo
Dinonix
Dual Horn #1
Dual Horn #2

E (7 monsters)

Epaaj
Evil Eye #1
Evil Eye #2
Evrae
Evrae Altana
Exoray
Extractor

F (6 monsters)

Fallen Monk #1
Fallen Monk #2
Flame Flan
Floating Death
Floating Eye
Funguar

G (19 monsters)

Gandarva
Garm
Garuda #1
Garuda #2
Garuda #3
Gemini
Geneaux’s Tentacles
Geosgaeno #1
Geosgaeno #2
Ghost
Gold Element
Grat
Great Malboro
Grenade
Grendel
Grothia (Ifrit)
Guado Guardian #1
Guado Guardian #2
Guado Guardian #3

H (2 monsters)

Halma
Head of Gui

I (5 monsters)

Ice Flan
Iguion
Imp
Ipiria
Iron Giant

J (0 monsters)



K (4 monsters)

Killer Bee
Kimahri Ronso










Klikk
Kusariqqu

L (5 monsters)

Lamashtu
Land Worm
Larva
Left Fin of Sin
Lord Ochu

M (25 monsters)

Machea
Maelspike
Mafdet
Magic Urn
Malboro
Mandragora
Master Coeurl
Master Tonberry
Maze Larva
Mech Defender
Mech Guard
Mech Gunner
Mech Hunter
Mech Leader
Mech Scouter
Melusine
Mi’ihen Fang
Mimic #1
Mimic #2
Mimic #3
Mimic #4
Mortibody
Mortivessel/Mortiorchis
Murussu
Mushussu

N (3 monsters)

Nebiros
Negator
Nidhogg

O (5 monsters)

Oblitzerator
Ochu
Octopus
Ogre
Omega Weapon

P (4 monsters)

Phlegyas
Piranha
Pterya (Valefor)
Puroboros

Q (1 monster)

Qactuar

R (6 monsters)

Ragora
Raldo
Raptor
Red Element
Remora
Right Fin of Sin

S (34 monsters)

Sahagin #1
Sahagin #2
Sahagin #3
Sahagin Chief
Sanctuary Keeper
Sandragora
Sand Wolf
Sand Worm
Seymour Guado
Seymour Flux
Seymour Natus
Seymour Omnis
Shred
Simurgh
Sin (Core)
Sin (Fin)
Sin (Head) / Overdrive Sin
Sinscale #1
Sinscale #2
Sinscale #3
Sinspawn: Ammes
Sinspawn: Echuilles
Sinspawn: Genais
Sinspawn: Geneaux
Sinspawn: Gui
Skoll
Snow Flan
Snow Wolf
Spathi (Bahamut)
Spectral Keeper
Spherimorph
Spirit
Splasher
Swamp Mafdet

T (4 monsters)

Thorn
Thunder Flan
Tonberry
Tros

U (1 monster)

Ultima Weapon

V (4 monsters)

Valaha
Varuna
Vouivre #1
Vouivre #2

W (8 monsters)

Warrior Monk #1
Warrior Monk #2
Wasp
Water Flan
Wendigo
White Element
Worker
Wraith

X (1 monster)

Xiphos

Y (13 monsters)


YAT-97
YAT-99
Yellow Element
Yenke Ronso
YKT-11
YKT-63
Yojimbo
Yowie
Yu Pagoda
Yu Yevon
Yunalesca (1st Form)
Yunalesca (2nd Form)
Yunalesca (3rd Form)

Z (3 monsters)

Zaurus
Zu #1
Zu #2


Bonus Material

Dark Fayth (“Dark Aeon” Epic Monster PrC)
The Arena (& Other Mega-Monsters)!
Arena Subtype
Arena Monsters (48 monsters)

Abaddon
Abyss Worm
Bomb King
Cactuar King
Catastrophe
Catoblepas
Chimerageist
Coeurlregina
Dark Anima
Dark Bahamut
Dark Ifrit
Dark Ixion
Dark Magus Sister: Cindy
Dark Magus Sister: Mindy
Dark Magus Sister: Sandy
Dark Shiva
Dark Valefor
Dark Yojimbo
Don Tonberry
Earth Eater
Espada
Fafnir
Fenrir
Greater Sphere
Hornet
Ironclad
Jormungand
Juggernaut
Jumbo Flan
Kottos
Malboro Menace
Nega Elemental
Nemesis
Neslug
One-Eye
Ornitholestes
Penance
Penance’s Left Arm
Penance’s Right Arm
Pteryx
Shinryu
Sleep Sprout
Stratoavis
Tanket
Th’uban
Ultima Buster
Vidatu
Vorban

The Church of Yevon!
The Sphere Grid

Overview
The Sphere Grid
Table 6-1: Sphere Grid
Acquiring Spheres
Table 6-2: Standard Drops
Table 6-3: Elite Drops
Character Creation & Using Spheres
Converting to the Grid & Creating Higher-Level Characters
Implications of the Grid
Example of Use
Sphere Grid Items
Variant Ranges

The PDF is finally available!
Click here for v1.1! (http://www.filefront.com/14133637/FFX-D20%20v1.1.pdf)

Zeta Kai
2008-04-29, 12:56 PM
The World of Spira
http://images.wikia.com/finalfantasy/images/a/a7/FFXMAPs.jpg
Spira is the name of the world as seen in Final Fantasy X (& Final Fantasy X-2). As befitting its name, Spira is characterized by cycles & repetition, such as the spiral of death that the world endures under the yolk of Sin, the many spheres found in Spira, the blitzball sphere pools, the prayer to Yevon, the Sphere Grid, & Spira’s cycle of life energy emerging from within the planet’s core, granting life to all its living inhabitants, & then returning to the core when a life form dies.

Zeta Kai
2008-04-29, 12:57 PM
Geography (with Map of Spira!)
http://i153.photobucket.com/albums/s228/zetakai/Spira4.jpg

The main landmass of Spira (officially known as the Wilderia Continent) is surrounded by small islands, including Besaid, Kilika, Bikanel, & the ruins of Baaj Temple. The mainland of Spira is where the bulk of Final Fantasy X takes place. The southernmost location, Luca, is a large city home to Spira’s pastime, Blitzball. North of Luca is the mountainous area of Djose, which features a Yevonite temple. Connecting Luca & Djose are several roads: the Mi’ihen Highroad, a historical path that features Chocobos for transportation; the Mushroom Rock Road, home of the failed operation to defeat Sin; & Djose Highroad, a rocky path that forks north into the Moonflow & east to Djose Temple.

The Moonflow is a large river running through the heart of Spira, featuring shoopuff rides, ancient ruins, & a high density of pyreflies. A path from the Moonflow leads to Guadosalam, home of the Guado race & the gateway to the Farplane. North of Guadosalam are the Thunder Plains, which are the site of a never-ending thunderstorm controlled by lighting rods calibrated by the Al Bhed. The Thunder Plains lead into Macalania, a sparkling forest complemented by a frozen lake & a Yevonite temple.

Bevelle, the spiritual center of the Yevon religion, lies on a thin strip of land slightly north of Macalania. The city is built as a series of layers, with the headquarters of Yevon located at the top. The Via Purifico, located beneath Bevelle, serves as a prison for outcasts. Further north are the Calm Lands, a series of cracked, blasted plains that have been the site of numerous battles in Spira’s history, mostly with Sin; the Cavern of the Stolen Fayth, an equally historical area; & Mt. Gagazet, home of the Ronso race. Lastly, the sacred city of Zanarkand is on the northern tip of the Spiran mainland, reduced to ruins by the Machina War 1,000 years before the events of Final Fantasy X.

Zeta Kai
2008-04-29, 01:04 PM
Fauna
Spira also features various animal species. Although most of these are analogues of terrestrial animals, such as cats, dogs, birds, butterflies, & monkeys, a few fictional species appear, such as the gigantic Shoopuf & the Chocobo. Both are used primarily for transport purposes. Most other unusual creatures encountered in Spira are fiends, monsters formed from the spiritual energy of the pyreflies (see The Spiral of Death, below) & motivated by the anger & fear of an Unsent soul.

Zeta Kai
2008-04-29, 01:06 PM
Technology & Culture

http://i72.photobucket.com/albums/i181/auronlu/originalPhotomanips/basiliskSm.jpg
This world has been plagued by an unstoppable destructive entity named Sin for the last 1,000 years. Every 10 years or so, Sin rises from the ocean & wreaks havoc on random coastal settlements (which, considering the geography of Spira, this included most of the available land). This destructive rampage continues until a Summoner can destroy it by summoning the Final Aeon, which battles Sin. After Sin is defeated, a time of peace & regrowth known as the Calm occurs, at least until Sin returns, as it always does.

Life in Spira is simple, as technological advancement has come to a halt in the thousand years since Sin’s first appearance & the rise of the Yevonite religion. For several hundred years, the population’s culture revolved around the temples of Yevon. A strict code of accepted social behaviors (such as distrust towards the Al Bhed & their use of “machina”, a perpetual fear of Sin, & atonement for past sins) were common characteristics of devout Yevonites.

Tensions between the various races exist, mainly with regards to the Al Bhed’s ostracism from the rest of Spira due to religious beliefs. However, other hostilities exist as well. Tensions exist between the Ronso & the Guado, & the Hypello are rarely seen on land, except around the Moonflow (although this may have more to do with their aquatic nature than any dislike of other Spiran races).

Blitzball, a worldwide sporting pastime in Spira, is one of the few ways that all the races in Spira can come together & find temporary escape from the hardships of the world.

Zeta Kai
2008-04-29, 01:08 PM
Timeline
1,050 Years Ago

The Bevelle-Zanarkand War is fought.
The area now known as the Calm Lands is devastated by a machina battle.
The Bevellians create Vegnagun, the ultimate machina.
Shuyin & Lenne are killed by soldiers of Bevelle.
The Summoner Yevon, with his daughter Yunalesca, summons the doomed Zanarkandites to form Sin, the ultimate Aeon.
The dream-Zanarkand is formed from the fayth of the Zanarkandites.
1,017 YA

Tidus is born in the dream-Zanarkand.
1,010 YA

Jecht disappears from the dream-Zanarkand.

1,000 YA

Sin destroys the dream-Zanarkand, taking Tidus & Auron forward in time.
800 YA

Summoner Mi’ihen forms the Crimson Blades.
The Yevonites accuse the Crimson Blades of heresy.
Mi’ihen convinces the Yevonites that the Crimson Blades are a good group.
The Crimson Blades become the Crusaders, an arm of Yevon.
700 YA

A monk from Bevelle named Omega was exiled to the caverns later known as the Omega Ruins for defying the teachings of Yevon, eventually becoming a fiend.
??? YA

Bilghen, an Al Bhed man, built the lightning towers across the Thunder Plains in order to protect travelers from the frequent lightning strikes.
400 YA

Summoner Gandof defeated Sin in the Calm Lands, rending a great chasm in the earth (known later as the Scar) with their last clash.
35 YA

Auron is born (most likely in Bevelle).
28 YA

Seymour Guado is born (most likely in Guadosalam).
25 YA

Kimahri Ronso is born on Mt. Gagazet.
23 YA

Wakka is born in Besaid.
22 YA

Lulu is born in Besaid.
20 YA

Jyscal has his wife and son exiled to the island of Baaj.
Seymour’s mother becomes the fayth of the aeon Anima.
Seymour rejects Anima, living alone in Baaj.

17 YA

Yuna is born in Bevelle to Braska.
15 YA

Rikku is born (most likely in Home, on Bikanel Island).
13 YA

Braska’s wife (an Al Bhed woman, sister of Cid) is killed by Sin, prompting him to become a summoner.

10 YA

Seymour is summoned back to Guadosalam by his father, Lord Jyscal.
Summoner Braska, with his guardians Auron & Jecht, defeat Sin.
Jecht becomes the next Sin, killing Braska.
Auron confronts Yunalesca, who kills him.
Yuna moves to Besaid with Kimahri.

2 YA

Seymour returns to Zanarkand to accept Anima.
Summoner Ginnem, while with her guardian Lulu, dies in the Cavern of the Stolen Fayth while attempting to reach the aeon Yojimbo.
1 YA

Summoner Zuke begins his pilgrimage, with Lulu & Wakka as his guardians.
6 Months Ago

Summoner Zuke gives up his pilgrimage at the Calm Lands.
PRESENT

Tidus arrives in Spira.
Yuna becomes a summoner & begins her pilgrimage.
Yuna & her guardians destroy Yu Yevon, beginning the Eternal Calm.
Jecht, Auron & Tidus are sent to the Farplane.

2 Years Later

Yuna begins her journey to combat Vegnagun.

Jibar
2008-04-29, 02:23 PM
Kal...
As much as I love your projects and all...

Blitzball?

Really?

Zeta Kai
2008-04-30, 11:58 AM
Races
NOTE: this section replaces the races found within the Player’s Handbook (pages 12-20).

Hume
http://www.ffcompendium.com/art/10-characters-a.jpg
Humes are by far the most common race among the peoples of Spira. They make up most of the population of Besaid, Kilika, Luca & Bevelle. Their lack of distinguishing physical features makes them highly adaptable, & possibly fuels their desire to augment their abilities with magic or technology.

Personality
There is no single trait that defines the Hume. They run the gamut of personas: warm & cold, manic & morose, serious & silly. If one were to nail down the most common traits of the Humes, though, they would probably settle upon curiosity, versatility, & ambition. Humes are naturally inquisitive, seeking to know & understand even that which they fear most. They are also quite adaptable, able to adjust to almost any situation. Lastly, Humes as a whole are ambitious, always seeking to bigger & better things.

Physical Description
Humes are a race of diverse & varying appearances. They average 5½’-6’ tall & typically weigh around 130-180 pounds, with the females being significantly shorter & lighter. Their hair can be black, brown, blonde, white, gray, or even red. Their skin can be blackish-brown, pale cream, or anything in between, although a light tannish hue is the most common tone. Their eyes also vary highly, with brown green & blue being the primary iris colors.

Relations
As the most widespread & numerous peoples of Spira, Humes have a competitive relationship with most other races, sometimes souring into outright conflict. The Al Bhed are frequently persecuted by Humes for religious reasons. The Ronso are believed to have fought the Humes in the years before the coming of Sin. The Humes have trade relations with the reclusive Guado, but are never fully trusted, as their motivations are largely unknown. Only the Hypello enjoy a relaxed affiliation with the Humes, but this is mostly due to the fact that they occupy incompatible territory & do not compete for resources.

Alignment
Humes can be of any alignment. They can be a righteous Lawful Good priest of Yevon, a practically-minded True Neutral merchant, or a demonic Chaotic Evil black mage. If there is a philosophy, creed, or belief in Spira, chances are that a Hume is a devoted proponent of it.

Hume Lands
Even though Sin has repeatedly scoured the land over the last thousand years, Humes have still found many places to call home. In fact, they have more cities, towns & villages on Spira than all other races combined. Major Hume settlements include Besaid, Bevelle, Kilika, & Luca. They also are present on the Mi’ihen Highroad, Mushroom Rock Road, the Djose Highroad, the Moonflow, the Thunder Plains & even the Calm Lands.

Religion
Most Humes are members of the Church of Yevon. This is the faith that sprang up a thousand years ago in response to the rise of Sin. Ever since, it has dominated Spiran beliefs, as well as its politics. The masters of Yevon effectively rule Hume society, & nearly all other creeds are denounced as heretical & sacrilegious. Although there are Yevonites of nearly all other races, Humes make up the bulk of the church’s ranks.

Language
The predominant language of the Humes (as well as Spira at large) is the Common Speech. Originally a racial tongue of the Humes, it has spread to all corners of Spira, so that most races in most places speak at least some Common. It is a language as versatile as the Humes themselves, able to be used well for a wide range of topics, although some claim that it isn’t as elegant as Guado or as technically-oriented as Al Bhed.

Male Names
Abus (Luca), Auron (Bevelle), Datto (Besaid), Jassu (Besaid), Kyou, Mep, Nizarut (Kilika), Vuroja (Kilika), Wakka (Besaid), Zalitz (Luca)

Female Names
Balgerda (Luca), Deim (Kilika), Donna (Kilika), Doram (Luca), Kulukan (Kilika), Lulu (Besaid), Mifurey, Shaami, Svanda, Vilucha (Besaid)

Adventurers
There are many reasons for a Hume to choose the life of an adventurer, but the most pressing is the desire to bring about the Calm. To do this, many Hume have become summoners in order to attain the Final Aeon, or become guardians escorting those who became summoners. These pilgrimages to defeat Sin provide the most opportunity for adventure, but expeditions to ruined settlements are also common. Many surviving peoples wish to hire those who are willing to risk encountering fiends in order to salvage valuables from the ruins.

Racial Traits
Medium: As Medium creatures, Humes have no special bonuses or penalties due to their size
Humanoid traits; [Human] subtype
Hume base land speed is 30’
1 extra feat at 1st level
4 extra skill points at 1st level & 1 extra skill point at each additional level
Automatic Language: Common
Bonus Languages: Any (other than secret languages, such as Druidic)
Favored Class: Any; when determining whether a multiclass Hume takes an experience point penalty, his or her highest-level class does not count

Zeta Kai
2008-05-01, 08:31 AM
Al Bhed
http://www.ffcompendium.com/art/10-albhed-a.jpg
Of all the races of Spira, the Al Bhed are most like the Hume. Characterized by their distinctive swirling green eyes & their affinity for mechanical devices, the Al Bhed the victims of a centuries-old discrimination campaign by the Church of Yevon.

Personality
Ruled by their passions, Al Bhed often have upbeat personalities, usually seeing the bright side of a situation, no matter how bleak. They also tend to be a bit mischievous, playing pranks or stealing minor effects from others for fun. They become grave, though, when they are seriously threatened, swiftly turning stern in the face of danger. Once the menace has passed, they are just as quick to cheer, returning to their sunny disposition. Even persecution from the Yevonites cannot repress the Al Bhed spirit.

Physical Description
Like Humes, the Al Bhed average 5½’-6’ tall & typically weigh around 130-180 pounds, with the females being significantly shorter & lighter. They almost always have blonde hair & green eyes, which have a strangely swirling iris, as if their pupils were in the shape of little spirals. Other than that, they can easily pass for Humes, & so they commonly disguise themselves as such by wearing goggles or some other device to cover their eyes.

Relations
The Al Bhed have poor relations with the other races of Spira, although it not through a lack of trying. Because of their affinity for machina, the Church of Yevon has singled out the Al Bhed as a heretical people, & so most others do not receive them well (50% chance for viewer’s attitude to be 1 step more hostile). Despite this, the Al Bhed have traveled the world, traded with others to fund their expeditious uncovering ancient machina, & even participated in Blitzball tournaments.

Alignment
Although they can be of any alignment, their positive attitudes grant the Al Bhed a slightly Good bent. They also strongly favor Chaos over Law by a ratio of about 2:1. Being an adaptable people, though, there are Al Bhed of all alignments, much like their more numerous cousins, the Humes.

Al Bhed Lands
For most of their history, the Al Bhed have not had a place to call their own. They had spread to every corner of Spira, plying the seas in their motorized ships & forming enclaves in Humes cities such as Luca & Kilika (but not Bevelle). A couple of decades ago, though, an Al Bhed man named Cid founded the city of Home on Bikanel Island, on the edge of the Sanubia Desert. This place was so named because it was designed to be a refuge for all Al Bhed, in response to escalating harassment from the Yevonites.

Religion
Although the Al Bhed believe in the afterlife, they reject the doctrine of the Church of Yevon. They are the only group in Spira that openly opposes the the ban on machina and the use of the Final Summoning to combat Sin. They also believe that the Farplane is not a place where the living should enter, & that the images of the deceased that people see there are just memories & not communicable spirits. Because of these vast theological differences, the Yevonites have declared that all Al Bhed are heretics & have actively ostracized them.

Language
The Al Bhed language is distantly related to the Common speech, sharing the same alphabet, grammar & syntax, but the words themselves are very different. Because of this, as well as the social divides between the Al Bhed & the other Spiran races, the Al Bhed tongue is used almost exclusively among the Al Bhed, & many Al Bhed also speak Common. Their language is very useful when discussing technical topics, though, such as mechanics, engineering, & architecture.

Male Names
Berrik, Eigaar, Nimrook, Rin, Ropp

Female Names
Judda, Lakkam, Linna, Naida, Rikku

Adventurers
As the Al Bhed oppose the use of the Final Summoning, they almost never act as guardians for summoners on a pilgrimage. In fact, they often embark on missions to sabotage a summoner’s efforts to summon the Final Aeon, even up to kidnapping a summoner. They do this because they see the Final Summoning as a needless sacrifice of the summoner’s life. They also travel far across Spira many vast seas, seeking either to meet & trade with far-flung friends & relatives, or to search Sin-scorched ruins for broken machina to collect & repair.

Racial Traits
Medium: As Medium creatures, Al Bhed have no special bonuses or penalties due to their size
Humanoid traits; [Al Bhed] subtype
Al Bhed base land speed is 30’
-2 Strength, +2 Dexterity
+2 racial bonus on attack rolls against Constructs
+2 racial bonus on Craft & Disable Device checks
+4 racial bonus on Disguise checks when masquerading as a Hume
+2 racial bonus on all saving throws versus mechanical traps
Automatic Language: Al Bhed
Bonus Languages: Common
Favored Class: Bandit

Zeta Kai
2008-05-02, 07:05 AM
Half-Al Bhed
http://www.ffcompendium.com/art/10-yuna-a2.jpg
The product of a union between an Al Bhed & a Hume, a Half-Al Bhed is a rare hybrid due to the animosity felt between the Al Bhed & the Yevonites. Forever caught between two worlds, they must often forge their own path in life, & as such tend to be independent, possessing a quiet inner strength.

Personality
Much like their Hume & Al Bhed parents, Half-Al Bhed are mostly flexible & optimistic, despite the pressures of being sired by two races that have such poor relations. They do tend to grow quiet & reserved, though, preferring to wait until the right moment to speak their mind. This diplomatic streak affords them well, as does their gift for the medicinal arts, for they often make excellent healers, able to cure the ill & hopefully earn the respect of Hume & Al Bhed alike.

Physical Description
Like Humes & Al Bhed, the Half-Al Bhed average 5½’-6’ tall & typically weigh around 130-180 pounds, with the females being significantly shorter & lighter. They appear almost entirely like a Hume, usually only distinguished by their differently-colored eyes (a condition known as heterochromia), one of which is always green. Other than that, they have the same wide range of skin tone as Humes, although they often (but not always) have the blonde hair of the Al Bhed.

Relations
As the dealings between the Humes & the Al Bhed are tense at best, their combined offspring are often rejected by both parents as resembling the other’s race. Most other races would mistake them for Humes anyway, so a Half-Al Bhed is rarely inclined to correct them on the point. Masquerading as a full-blooded Hume can be seen as offending both parents, so some half-breeds go to lengths to cover their tracks or avoid the issue entirely.

Alignment
The few Half-Al Bhed on Spira are just as diverse in their disposition as their parent races, & so may be of any alignment. In fact, they have even less a leaning toward Chaos than the Al Bhed, although they do retain the slight inclination to Good. As they often wish to be apart of a group, they commonly adopt the average alignment of their peer group.

Half-Al Bhed Lands
These half-breed have even less of a homeland than the full-blooded Al Bhed, & so Home is no real home for them. With no place of their own, Half-Al Bhed fit into Spiran society where they can, mostly living in the Hume settlements, including Besaid & Bevelle. Because of this, as well as their extremely low numbers, they almost never meet another like themselves, & thus have no racial identity.

Religion
The beliefs of a Half-Al Bhed usually reflect the people among which they were raised. If they were reared in the midst of Humes, then they almost always end up being Yevonites. If they instead grow up with Al Bhed, then they tend heavily toward rejecting Yevon. As many of them wish to belong to some group or another, they only rarely (if ever) deny the religion of their peers.

Language
Half-Al Bhed almost invariably speak Common, although many of them although speak Al Bhed. Some of them use Al Bhed as their primary language, but they will almost always know Common, as well. Because of this propensity for languages, some of the wittiest half-breeds speak Guado, Ronso, or even Hypello, too.

Names
Half-Al Bhed children are either given Hume names (if raised among Hume) or Al Bhed names (if raised among Al Bhed).

Adventurers
A Half-Al Bhed would go on an adventure for all the same reasons that a Hume or an Al Bhed would. They could join (or even start) a pilgrimage, they could work to oppose the Church of Yevon, or they could travel across Spira seeking ancient machina. Half-breeds seem to be drawn to adventure as a means of gaining the respect & independence that commonly elude them due to their heritage.

Racial Traits

Medium: As Medium creatures, Half-Al Bhed have no special bonuses or penalties due to their size
Humanoid traits
Al Bhed Blood: For all effects related to race, a Half-Al Bhed is considered an Al Bhed
Half-Al Bhed base land speed is 30’
-2 Strength, +2 Dexterity
4 extra skill points at 1st level & 1 extra skill point at each additional level
+2 racial bonus on Heal & Use Magic Device checks
+8 racial bonus on Disguise checks when masquerading as a Hume
Automatic Language: Al Bhed
Bonus Languages: Common
Favored Class: Summoner

Zeta Kai
2008-05-02, 11:12 PM
Ronso
http://i23.photobucket.com/albums/b377/k-day42/Final%20Fantasy/Ronso___Black_Horn_by_rwolfcrop.jpg
The mighty Ronso are a hardy race of massive tribal feline humanoids. Their monstrous appearance & great strength make them formidable warriors, as well as ardent defenders of their territory & their faith. They mostly live around the base of the sacred Mt. Gagazet, in the frozen north of the main Spiran continent. The mountain affords them some protection from Sin, & so they are averse to leave it, despite their reputation for bravery & honor.

Personality
“Gruff.” “Terse.” “Stoic.” “Stern.” These are the most commonly heard words used to describe the Ronso, & they are largely based in fact. Ronso are not known for their subtlety or patience, & they have a reputation for settling disputes violently. This is not to say that they are evil or cruel; they simply have a culture oriented around honor, duty & combative rivalry, & so they tend to be curtly militant.

Physical Description
Ronso males average 7’-9’ tall & typically weigh 260-430 pounds. The females are shorter & lighter; they are only about 6’-8’ tall, weighing 210-380 pounds. They are imposing figures, with muscular builds, thick body fur (which is generally a dark grayish-blue), & most importantly, a foot-long horn growing from the center of their foreheads. They also sport a thick mane of silvery-gray hair on their heads, as well as tufts of the same hair on their shoulders & at the end of their tails. Their eyes are slit like a cat’s, & are usually yellow or green, although orange, brown, & blue are also sometimes seen. These features, along with their digitigrade feet, long black claws, long tail, & prominent fang-like teeth add to their feline appearance.

Relations
The Ronso have rather peaceful relations with the Humes & the Guado, as they are largely supportive of the Church of Yevon. Despite this, few Ronso ever stray far from the frigid base of Mt. Gagazet, so their dealings with other races are amicably limited. They have almost no contact with the Al Bhed or the Hypello, as they are divided by theology & climate, respectively.

Alignment
Due to their strict warrior ethic & their religion, Ronso are often Lawful in some respect. They have no bias towards good or evil, but regardless of their place on the morality axis, they tend to follow a rigid code of conduct. Those few chaotic individuals typically find themselves cast out of the tribal society of the Ronso, left to fend for themselves once they have left the relative safety of the sacred mountain.

Ronso Lands
Nearly all Ronso reside somewhere near their hallowed homeland, the great Mt. Gagazet. This lonely mountain rises high above the frozen wastelands of northernmost Spira; only the haunted ruins of Zanarkand are farther north than the holy mountain. Ronso are rarely found anywhere else than on Gagazet; these are usually Yevonite priests working for the church or exiles scratching out a life while dreaming of a return to their sacred home.

Religion
Hundreds of years ago, the Ronso were almost completely converted to the Church of Yevon, becoming devout followers & staunch opponents of Sin. Their old religion, now nearly forgotten, is believed to have been a pagan nature-worshipping cult, of which the only existing remnant is the reverence for Mt. Gagazet (which may have been a god in the old faith). Now mostly members of the Yevonite creed, the Ronso have become stalwart defenders of the pilgrimages, believe them to be the only way to achieve the Calm.

Language
The Ronso tongue is a harsh, guttural language, not nearly as lyrical as Guado, as mechanically-inclined as Al Bhed, or as versatile. It is also difficult for non-Ronso to pronounce, & so it is rarely heard by the other Spiran races, as the Ronso are perfectly capable of speaking the languages of the smaller peoples. Used among themselves though, the Ronso speech is well-suited for religious discourse, hunting topics, & ritual incantations.

Male Names
Argai, Basik, Gazna, Kimarhi, Yenke, Zev

Female Names
Irga, Nuvy

Adventurers
Despite their great size & power, Ronso do not often partake of the adventuring lifestyle, preferring instead to work for the Church of Yevon or merely remain on their sacred Mt. Gagazet. Sometimes though, adventures find them. Exiles are prone to embarking on quests to regain their honor. Young Ronso sometimes seek glory by leaving home to participate in some conflict, putting their aggression & ferocity to use. Even members of the Yevonite clergy sometimes join a pilgrimage, either as a summoner, or more often in the role of a guardian.

Racial Traits

Large: As a Large creature, a Ronso gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, & a -4 size penalty on Hide checks, but he or she uses Medium-size weapons, gains a +4 size bonus on Grapple checks, & his or her lifting & carrying limits are 2× of those of a Medium character.
Monstrous Humanoid traits (in name only; characters progress by class, as if Humanoid)
Ronso base land speed is 40’
+4 Strength, -2 Dexterity, -2 Charisma
Natural Weapon (Ex): Gore (1d4 + Str); Charge Attack (1d4 + Str) × 2
Automatic Language: Ronso
Bonus Languages: Common
Favored Class: Lancer
Level Adjustment: +1

Zeta Kai
2008-05-04, 02:32 AM
Guado
http://www.ffcompendium.com/art/10-guado-a.jpg
A race of arboreal recluses from the crystalline forest of Macalania, the Guado people are mysterious & exotic. They differ significantly from Humes in appearance, with their bizarre hair & gangly frame. Their capital city, Guadosalam, holds within it a portal to the Farplane, & as such, they hold a great deal of political power in their alliance with the Yevonites.

Personality
The Guado have a reputation for being aloof & distant, & this is well-deserved. They often seem to be distracted or lost in thought, sometimes even oblivious to their surroundings. They are also serene & placid, though, as well as centered & in control of their emotions, so most non-Guado don’t mind their preoccupied state.

Physical Description
Guado average about 5’ tall & typically weigh 100-140 pounds; this applies to both genders, which are similar in stature (although the females may be a tad lighter). They have long lanky arms, even longer claw-tipped fingers, tangled twisted hair, & prominent veins on their faces. Their hair can be of any shade that a Hume has, as well as blue or green. Their hazy eyes & languid stance make them look as if they were always walking through a dream.

Relations
The Guado generally get along well with most other races, & they would for the most part like to believe that they are above the petty concerns that tend to strain racial relations. However, as staunch supporters of the Church of Yevon, they participate in the discrimination against the Al Bhed, which usually includes any known Half-Al Bhed. They also take issue with Half-Guado, as full-blooded Guado believe in a strict division between the races & abhor the idea of diluting their race by including Hume blood.

Alignment
Like the Ronso, Guado are most often Lawful in some regard, as they have a conformist society, but they can be of any moral persuasion (Good, Neutral, or Evil). This is due to their ties to the Church of Yevon, as well as their emphasis on discipline & conformity. Chaotic Guado are often viewed as heretical aberrations, & are treated much the same as Al Bhed or half-breeds.

Guado Lands
The Guado occupy a city in central Spira called Guadosalam, nestled between the Moonflow & the Thunder Plains. This underground citadel has been the home of the Guado since time immemorial, & is highly valued by the Yevonites for its gate to the Farplane. This gate allows the living to see (& seemingly communicate with) spectral images of the deceased, which the Church of Yevon views as direct contact with those who have been Sent. Guado also are seen, albeit less frequently, in Luca, Bevelle, & the crystalline forests of Macalania.

Religion
The Guado are vocal followers of the Church of Yevon, & have been instrumental in spreading the faith across Spira. Nearly all Guado worship Yevon in some capacity, & is unknown what (if any) spiritual beliefs they may have held before the rise of the Yevonites, although it probably revolved around the Farplane Gate, as that has existed for well over a thousand years. Those few Guado who do not follow Yevon are considered heretics & are typically exiled from Guado society.

Language
The poetic language of the Guado is one of grace & poise, a delicate & complex tongue full of flowery details & embellishments. It is meant to be spoken in a fast & flowing manner; that fact, combined with its many intricacies, make it a difficult speech for non-Guado to master. Therefore, most Guado speak Common in the presence of other races, & few non-Guado bother to learn it. It is complementary, though, to poetry, singing, & chanting.

Male Names
Giera, Jyscal, Navara, Zazi

Female Names
Auda, Pah, Yuma

Adventurers
Most Guado see little need to venture out of their regimented lives to explore the deadly unknown, so full of fiends & far from the perceived safety of their cloistered existences. For those who do have a streak of curiosity & daring (or those who have been exiled & therefore have no choice), Spira is full of opportunities to find adventure. There exist many ruins from Sin’s past rampages, as well as haunted regions overrun with fiends. There are also frequent pilgrimages to defeat Sin itself, & these appeal even to the normally detached Yevonites.

Racial Traits

Medium: As Medium creatures, Guado have no special bonuses or penalties due to their size
Monstrous Humanoid traits (in name only; characters progress by class, as if Humanoid)
Guado base land speed is 40’
+2 Dexterity, -2 Wisdom, +2 Charisma
+2 racial bonus on Climb & Survival checks
+2 racial bonus on Reflex saves
Natural Weapon (Ex): Claw (1d4 + Str); Full Attack 2 Claws (1d4 + Str)
Detect Undead (Su): a Guado can sense when undead are within 30’ (although they cannot pinpoint individual undead, merely noting the direction & number of undead within their radius) & can tell if a person is secretly an unsent, a fiend or an Aeon; sensing undead is a swift action that does not provoke attacks of opportunity
Automatic Language: Guado
Bonus Languages: Common
Favored Class: Ronin
Level Adjustment: +1

EvilElitest
2008-05-04, 11:38 AM
I'm torn


FF RPG could really work if properly organized and your projects tend to be very very good, i've always supported them

That being said, i hate FFX, i think it was like a video game Eragon

That being said, i hope you do a better job and i think you might be able to make this better than the real thing

make sure you do these two thin

1) include pictures, please i beg of you
2) do the other FF games afterwards

good luck
from
EE

Zeta Kai
2008-05-05, 07:39 AM
Thank you for the feedback, EE. Your opinion is a valued one. I understand that FFX isn't for everyone, but I loved it, & I think that it is popular enough to warrant a D20. Plus it has a lot of play mechanics that were fun to implement in D20 rules.

In response to your specific requests:

1) Pictures? I'm not sure what you're asking for here. Do you mean that you want images from the game to use here as reference? If so, I'm not sure if one can legally do that, as FFX is copywrited material. Now, I'm not making this for profit (I wish), so it might be covered under fair use, but I'm not turning this thread into a copywrite law debate. Until I get more explicit permission to post images (& more demand to do so), I will leave the pic-hunting to the users. Anyone who's interested enough to play a FFX D20 game would most likely already be familiar with the appearance of the races, weapons, monsters, etc.

EDIT: I added pictures, just for you. Enjoy.

2) Other Final Fantasy d20s? I dunno, this has taken a lot of work, & I'm still working on the monsters (~196 of them). After this is all done, I'll see if there's a demand for a FFVII D20, although I can honestly say that I doubt I'll have the energy/interest to complete such a project. The only thing I can say is this: enjoy what's here, & we'll see.

MoelVermillion
2008-05-05, 07:45 AM
Now I'm not really much on the whole mechanic balancing side of things but i must say that from my point of view you've done a great job here. I'm one of the people who did like FFX and i think this does it justice :smallsmile:. Nice work.

Zeta Kai
2008-05-05, 07:47 AM
Half-Guado
http://www.ffcompendium.com/art/10-seymour-a2.jpg
The result of a rare union of Hume & Guado, a Half-Guado is caught between two very different worlds. Both parent races see the other as strange & incomprehensible, so they tend to view the crossbred offspring as either equivalent to the other parent or an unnatural abomination. This usually causes a crisis of identity in the Half-Guado that can lead to a dangerous instability if left unchecked.

Personality
Half-Guado are forever torn by their disparate heritages. On one hand, they are pulled by the ambition & diversity of the Hume world. On the other, they feel the call of impersonal spiritualism found in the world of the Guado. This leads many such half-breeds to suffer under the pressure of these two seemingly incompatible lives. To make things worse, both Humes & full-blooded Guado largely reject them, so they often wind up feeling bitter, depressed, & isolated.

Physical Description
Unsurprisingly, Half-Guado are a blended mix of Hume & Guado traits, attributes, & features. They average almost 5½’ tall & typically weigh 110-200 pounds; this applies to both genders, which are similar in stature (although the females may be a little lighter). Appearance wise, they are mostly like Humes, with only toned-down Guado features: longish arms, long fingers, wildly thick hair, & subtle-yet-visible facial veins. Their hair has the same range of color as the Guado, so blue or green hair is not unheard of.

Relations
The one thing that the Humes & the Guado may have in common, besides their religion, is their mutual dislike of the Half-Guado. Neither people are fully willing to accept them (despite statements to the contrary of unity & symbolic brotherhood), so the half-breeds are often left to fend for themselves in the dangerous world of Spira, a harrowing experience for even a seasoned warrior. Other races of Spira offer little better treatment, as they are even more alien to a Half-Guado looking for acceptance & solace.

Alignment
The variety of Hume ideologies affects their half-breed kin, so that Half-Guado can be of any alignment. They are as likely to reject the Guado’s condemnation & rigid conformity as they are to try & work with it, so they are not particularly biased toward either Law or Chaos. And like both of their parent races, they may lean towards Good, Neutrality, or Evil, depending on their disposition & upbringing.

Half-Guado Lands
More than perhaps any other Spiran race (except possibly the Half-Al Bhed), Half-Guado have no place to call their own. Guadosalam is not a tolerant or nurturing place for a half-breed to live, so most of them live within Hume settlements. Even there, though, they may find no real comfort, so some of Half-Guado are forced to find refuge in the unsettled parts of Spira, often within Sin-blasted ruins or fiend-infested wilds. As a result, Half-Guado are an even more rare people; they almost never meet another like themselves, & thus have no racial identity.

Religion
Because of the dominance of the Yevon church & its place of importance in the hearts & minds of both Humes & Guado alike, even Half-Guado are sometimes called into its service. Many half-breeds seek to gain the approval of their parent races by joining the Yevonite clergy. Others, though, reject the Church of Yevon as a means of getting back at those that persecuted them.

Language
The primary language of a Half-Guado is largely dependent on where they were raised. A half-breed that grew up in Guadosalam would speak the Guado tongue, whereas if they lived apart from the Guado, they would likely use the Hume speech. They sometimes know the other parent’s language, but not often, as they likely never got the proper experience to learn it.

Names
Half-Guado children are either given Hume names (if raised among Humes) or Guado names (if raised among Guado).

Adventurers
Half-Guado usually have a need to prove themselves to their peers. As they are not usually welcome by either Humes or Guado, & therefore are unlikely to be Yevonites, they do not often participate in pilgrimages. However, as common exiles, adventure often finds them, usually in the form of ruined settlements, haunted battlegrounds, or fiend-infested hinterlands.

Racial Traits

Medium: As Medium creatures, Half-Guado have no special bonuses or penalties due to their size
Humanoid traits
Guado Blood: For all effects related to race, a Half-Guado is considered a Guado
Half-Guado base land speed is 30’
-2 Wisdom, +2 Charisma
1 extra feat at 1st level
+2 racial bonus on Diplomacy & Spellcraft checks
+2 racial bonus on Disguise checks when masquerading as a Hume
+2 racial bonus on Reflex saves
Automatic Language: Guado
Bonus Languages: Common
Favored Class: Black Mage

Jibar
2008-05-05, 07:47 AM
If you're looking for pictures, references, backstory, anything, might I suggest here? (http://www.ffcompendium.com/h/ff10hub.shtml)

Considering they have been running for quite some time, I do believe you would be fine posting some form of image reference Kai.

Aleron
2008-05-05, 08:51 AM
Guado
A race of arboreal recluses from the crystalline forest of Macalania, the Guado people are mysterious & exotic. They differ significantly from Humes in appearance, with their bizarre hair & gangly frame. Their capital city, Guadosalam, holds within it a portal to the Farplane, & as such, they hold a great deal of political power in their alliance with the Yevonites.

Personality
The Guado have a reputation for being aloof & distant, & this is well-deserved. They often seem to be distracted or lost in thought, sometimes even oblivious to their surroundings. They are also serene & placid, though, as well as centered & in control of their emotions, so most non-Guado don’t mind their preoccupied state.

Physical Description
Guado average about 5’ tall & typically weigh 100-140 pounds; this applies to both genders, which are similar in stature (although the females may be a tad lighter). They have long lanky arms, even longer claw-tipped fingers, tangled twisted hair, & prominent veins on their faces. Their hair can be of any shade that a Hume has, as well as blue or green. Their hazy eyes & languid stance make them look as if they were always walking through a dream.

Relations
The Guado generally get along well with most other races, & they would for the most part like to believe that they are above the petty concerns that tend to strain racial relations. However, as staunch supporters of the Church of Yevon, they participate in the discrimination against the Al Bhed, which usually includes any known Half-Al Bhed. They also take issue with Half-Guado, as full-blooded Guado believe in a strict division between the races & abhor the idea of diluting their race by including Hume blood.

Alignment
Like the Ronso, Guado are most often Lawful in some regard, as they have a conformist society, but they can be of any moral persuasion (Good, Neutral, or Evil). This is due to their ties to the Church of Yevon, as well as their emphasis on discipline & conformity. Chaotic Guado are often viewed as heretical aberrations, & are treated much the same as Al Bhed or half-breeds.

Guado Lands
The Guado occupy a city in central Spira called Guadosalam, nestled between the Moonflow & the Thunder Plains. This underground citadel has been the home of the Guado since time immemorial, & is highly valued by the Yevonites for its gate to the Farplane. This gate allows the living to see (& seemingly communicate with) spectral images of the deceased, which the Church of Yevon views as direct contact with those who have been Sent. Guado also are seen, albeit less frequently, in Luca, Bevelle, & the crystalline forests of Macalania.

Religion
The Guado are vocal followers of the Church of Yevon, & have been instrumental in spreading the faith across Spira. Nearly all Guado worship Yevon in some capacity, & is unknown what (if any) spiritual beliefs they may have held before the rise of the Yevonites, although it probably revolved around the Farplane Gate, as that has existed for well over a thousand years. Those few Guado who do not follow Yevon are considered heretics & are typically exiled from Guado society.

Language
The poetic language of the Guado is one of grace & poise, a delicate & complex tongue full of flowery details & embellishments. It is meant to be spoken in a fast & flowing manner; that fact, combined with its many intricacies, make it a difficult speech for non-Guado to master. Therefore, most Guado speak Common in the presence of other races, & few non-Guado bother to learn it. It is complementary, though, to poetry, singing, & chanting.

Male Names
Giera, Jyscal, Navara, Zazi

Female Names
Auda, Pah, Yuma

Adventurers
Most Guado see little need to venture out of their regimented lives to explore the deadly unknown, so full of fiends & far from the perceived safety of their cloistered existences. For those who do have a streak of curiosity & daring (or those who have been exiled & therefore have no choice), Spira is full of opportunities to find adventure. There exist many ruins from Sin’s past rampages, as well as haunted regions overrun with fiends. There are also frequent pilgrimages to defeat Sin itself, & these appeal even to the normally detached Yevonites.

Racial Traits

Medium: As Medium creatures, Guado have no special bonuses or penalties due to their size
Monstrous Humanoid traits (except Hit Dice are by character class)
Guado base land speed is 40’
+2 Dexterity, -2 Wisdom, +2 Charisma
+2 racial bonus on Climb & Survival checks
+2 racial bonus on Reflex saves
Natural Weapon (Ex): Claw (1d4 + Str); Full Attack 2 Claws (1d4 + Str)
Detect Undead (Su): a Guado can sense when undead are within 30’ (although they cannot pinpoint individual undead, merely noting the direction & number of undead within their radius) & can tell if a person is secretly an unsent, a fiend or an aeon.
Automatic Language: Guado
Bonus Languages: Common
Favored Class: Ronin
Level Adjustment: +1


Not trying to be mean, but I don't know that I agree with part of this. I don't see the Guado as being of the Monstrous Humanoid variaty. Maybe Outsider or Fey, but MH doesn't really fit. Also they have an inherant connection with the Farplane and would IMO more favor Summoner as a Favored Class, not Ronin. Granted I don't know how summoner works, so I could be off a bit, but that's just how they apear when I think back over the game.

Zeta Kai
2008-05-06, 02:39 PM
The issue of creature type has been fixed, but perhaps not to your satisfaction. The Ronso & Guado are now Monstrous Humanoids in name only; they progress via class levels, as if they were Humanoids. Please review the creature types of the races, as they have been edited.

You can basically call them Fey or Outsiders or whatever you like now, as long as they progress with class levels, & not per type.

Zeta Kai
2008-05-06, 02:46 PM
Hypello
http://i169.photobucket.com/albums/u212/Seha-Chan/HYPELLO.jpg
The least common of the races of Spira (not counting the half-breed races), the Hypello are seldom seen above the surface of the water. Extremely even-tempered & lackadaisical, they tend to “go with the flow” & only rarely involve themselves with other people’s problems. Ironically, they are the only major race that has no professional blitzball team.

Personality
Hypello are rarely taken seriously, & for good reason. They are short, eccentric, & outlandish. However, they are very adaptable & optimistic, as well hard-working & creative. In large numbers, they are a force to be reckoned with, due to their propensity for cooperation & collaboration.

Physical Description
Hypello are small in stature, averaging about 4’ tall & typically weigh around 60-75 pounds. As amphibian creatures, the Hypello have smooth bluish-green skin, large yellow eyes, & webbed fingers & toes. They have no hair of any sort. They walk in a slow, languid waddle, swinging their arms & bobbing their heads in a disarming fashion.

Relations
The Hypello generally get along well with all other Spiran races, as they are easy-going & non-territorial. They have the most dealings with the Humes & the Guado, although they also have contact with the Al Bhed & the Ronso, albeit to a lesser extent. These transactions are usually mercantile in nature, although less formal connections are not unknown, even though they mostly keep to themselves.

Alignment
The Hypello have a loosely organized culture that promotes individualism & free will, so they are most often Chaotic to some extent. Lawful Hypello are a rare breed, although they suffer no real stigma from their community; it is, after all, their choice to do so. This social drive towards independence & freedom tends to make most Hypello either Good or Neutral, as there is no real incentive in their culture to act in an Evil manner, except in extraordinary circumstances.

Hypello Lands
The Hypello have almost real lands of their own; they mostly live underwater, & so they have no need for surface territory. They mainly live in ocean grottos or shallow trenches, although they can live in freshwater as well. The only surface region that they really occupy in any numbers is the Moonflow, where they run a ferry service across the wide river with shoopufs as transport, catering to travelers going between Guadosalam & Luca.

Religion
The religion of the Hypello is a well-kept secret, as they do not speak much on the topic of theology. Few of them are declared Yevonites, but they do not speak out against Yevon’s teachings either, as the Al Bhed do. It is assumed that they worship a god or pantheon of their own, but that they have reason not to share their beliefs with other peoples. Whatever the reason, the Hypello jovially plead ignorance or change the subject when asked about their faith.

Language
The Hypello tongue is a complex blend of gurgles, whistles, squeaks & clicks, some of which can only be uttered properly while underwater. For this reason, most Hypello use Common exclusively when on dry land, & few non-Hypello bother to learn their speech, let alone use it often. Hypello have a hard time pronouncing Common & other air-based languages, as they use many phonemes that are meant for vocal apparatuses of a different design than theirs.

Names
Hypello have names in their own language, but these are very difficult for non-Hypello to pronounce correctly. Because of this, they tend to adopt descriptive titles as their names when interacting with other races. Such designations include: Barkeep, Captain, Cook, Diver, Gurgler, Matron, Nurse, Rider, Surfer, Trader, Waddler, & Zipper. Most of these monikers can be applied to either sex, as few of them carry a gender bias to a Hypello.

Adventurers
The Hypello are a peaceful people, preferring to get along with everyone & offend no one. However, even this amiable nature & a relaxed attitude cannot keep adventure opportunities from arising from time to time. Sin is ever-present, rampaging randomly, & it travels most often via the oceans, so the Hypello often know where it is & where it is heading. They usually attempt to warn settlements when Sin is approaching, but sometimes there isn’t enough time to save people from its wrath. Hypello rarely participate in pilgrimages, but they do explore the oceans & report to the Al Bhed any machina wrecks that they encounter.

Racial Traits

Small: As a Small creature, a Hypello gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, & a +4 size bonus on Hide checks, but he or she uses smaller weapons than Humans use, gains a -4 size penalty on Grapple checks, & his or her lifting & carrying limits are ¾× of those of a Medium character.
Monstrous Humanoid traits (in name only; characters progress by class, as if Humanoid)
Aquatic subtype traits
Hypello base land speed is 20’
Hypello base swim speed is 40’
-2 Strength, +2 Constitution
Low-Light Vision
Amphibious (Ex): Although aquatic, Hypello can survive indefinitely on land
Natural Swimmer (Ex): A Hypello has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Shlurred Shpeech (Ex): A Hypello speaks with an impediment when out of water, taking a 10% chance of spell failure as a racial penalty, & a -2 racial penalty on Intimidate rolls
Underwater, a Hypello has a +4 racial bonus on Hide, Listen, & Spot checks
Automatic Language: Hypello
Bonus Languages: Common
Favored Class: Any; when determining whether a multiclass Hypello takes an experience point penalty, his or her highest-level class does not count

Zeta Kai
2008-05-07, 11:50 AM
Classes
NOTE: this section replaces the classes found within the Player’s Handbook (pages 24-58).

Pugilist (“Tidus”)
http://www.ffcompendium.com/art/10-tidus-a.jpg
Natural fighters, Pugilists are masters of melee & hand-to-hand combat, specializing in hastening the actions of their allies while delaying the attacks of their enemies. Coming from a wide variety of backgrounds, Pugilists often serve as guardians for a Summoner, protecting them so that they may accomplish their mission of defeating Sin. Those that don’t become guardians usually become either soldiers, Crusaders (see below), or thugs.

Alignment: Any.

Hit Die: d8.

Class Skills: The Pugilist’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), & Tumble (Dex).

Skill Points at 1st Level: (4 + Intelligence modifier) × 4.

Skill Points at Each Additional Level: 4 + Intelligence modifier.

MP per Level: 1d6+4.

Hume Pugilist Starting Package

Armor: chain shirt (+4AC, armor check penalty -2, speed 30’, 25lbs), buckler (+1AC, armor check penalty -1, 5lbs)
Weapons: long sword (1d8, 19-20/×2, 4lbs, slashing)
Skill Selection: pick a number of skills equal to 5 + Intelligence modifier
Feat: Dodge
Bonus Feat: Mobility
Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, flint & steel kit
Gold: 4d4gp (10gp)


Table 1-1: The Pugilist
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+0|+0|+2|+0|Cheer|7.5
2nd|+1|+0|+3|+0|Uncanny Dodge|15
3rd|+2|+1|+3|+1|Flee|22.5
4th|+3|+1|+4|+1|Evasion|30
5th|+3|+1|+4|+1|Haste|37.5
6th|+4|+2|+5|+2|Bonus Feat|45
7th|+5|+2|+5|+2|Provoke|52.5
8th|+6/+1|+2|+6|+2|Improved Uncanny Dodge|60
9th|+6/+1|+3|+6|+3|Delay Attack|67.5
10th|+7/+2|+3|+7|+3|Improved Evasion|75
11th|+8/+3|+3|+7|+3|Slow|82.5
12th|+9/+4|+4|+8|+4|Bonus Feat|90
13th|+9/+4|+4|+8|+4|Slowga|97.5
14th|+10/+5|+4|+9|+4|Crippling Strike|105
15th|+11/+6/+1|+5|+9|+5|Delay Buster|112.5
16th|+12/+7/+2|+5|+10|+5|Defensive Roll|120
17th|+12/+7/+2|+5|+10|+5|Hastega|127.5
18th|+13/+8/+3|+6|+11|+6|Bonus Feat|135
19th|+14/+9/+4|+6|+11|+6|Slippery Mind|142.5
20th|+15/+10/+5|+6|+12|+6|Quick Hit|150[/table]

Class Features
All of the following are class features of the pugilist. See level progression on Table 1-1: The Pugilist for more information.

Weapon & Armor Proficiency: you are proficient with all simple & martial weapons, & with light armor & shields (except tower shields)

Cheer (Su): at 1st level, you can bolster the fighting spirit of your party; this ability grants all allies within 30' (including yourself) a +2 morale bonus to Strength & Dexterity for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a curse effect, or die (even if they are revived during the same encounter); this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP

Uncanny Dodge (Ex): at 2nd level, you retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker; however, you still lose your Dexterity bonus to AC if immobilized; if you already have Uncanny Dodge from a different class, you automatically gain Improved Uncanny Dodge instead

Flee (Su): at 3rd level, you can grant all allies within 30' (including yourself) an increase to their base land speed or swim speed of +30’, similar to an expeditious retreat spell; this increase is treated as an enhancement bonus; there is no effect on other modes of movement, such as burrow, climb, or fly speeds; as with any speed increase, this ability affects jumping distances; this can only be used to escape from the current encounter, & the entire party must travel in the same direction; this is a move action that does not provoke attacks of opportunity; against a group of opponents with an ECL higher than your party’s average level + 1, this ability will not work; this ability does not consume any MP to use

Evasion (Ex): at 4th level, you can avoid even magical & unusual attacks with great agility; if you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you take no damage instead; Evasion can be used only if you are wearing light armor or no armor; you gain no benefit of Evasion while you are helpless

Haste (Sp): at 5th level, you can accelerate any 1 ally within 30’ (including yourself); anyone affected gains a +10 bonus to their Initiative for the rest of the encounter; in addition, those affected can perform an extra attack action, move action, or swift action each round for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a slow effect, a curse effect, a dispel effect, or die (even if they are revived during the same encounter); multiple haste effects do not stack; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

Bonus Feat: at 6th, 12th & 18th level, you gain a bonus feat; this feat must be a fighter feat; you must still meet all prerequisites for a bonus feat; these bonus feats are in addition to the feats that a character of any class gets from advancing levels

Provoke (Sp): at 7th level, you can aggravate your enemies, causing them to attack you instead; this affects all opponents within 30’, so for the next 3 rounds those enemies will attack you, to the exclusion of other viable targets, including your allies; affected creatures must make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

Improved Uncanny Dodge (Ex): at 8th level, you can no longer be flanked; this defense denies an attacked the ability to sneak attack you by flanking you, unless the attacker has at least 4 more rogue or bandit levels than you have pugilist levels; if you already have Uncanny Dodge from another class, you automatically gain Improved Uncanny Dodge instead, & the levels from the classes that grant Uncanny Dodge stack to determine the minimum rogue level required to flank you

Delay Attack (Ex): at 9th level, upon a successful melee attack, you can give your opponent a -5 Initiative penalty for the next round; affected creatures must make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that does not provoke attacks of opportunity; this ability costs 8MP to use

Improved Evasion (Ex): at 10th level, this ability works like Evasion, except that while you still take no damage on a successful Reflex saving throw against attacks, henceforth you take only half damage on a failed save; you gain no benefit of Improved Evasion while you are helpless

Slow (Sp): at 11th level, you can decelerate any 1 opponent within 30’; the creature gains a -10 penalty to their Initiative for 1d4+1 rounds; in addition, those affected can only move at ½ speed, & can only perform partial actions each round for the same amount of time; these effects are negated for an opponent if they are successfully hit with a haste effect or the effect expires; multiple slow effects do not stack, but overlap; affected creatures must make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

Slowga (Sp): at 13th level, you can spend an extra 8MP (20MP total) in order to increase the decelerating power of Slow so that it affects all opponents within 30’; the creatures gain a -10 penalty to their Initiative for 1d4+1 rounds; in addition, those affected can only move at ½ speed, & can only perform partial actions each round for the same amount of time; these effects are negated for an opponent if they are successfully hit with a haste effect or the effect expires; multiple slowga effects do not stack, but overlap; affected creatures must make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist; this is a standard action that provokes attacks of opportunity

Crippling Strike (Ex): at 14th level, you can attack opponents with such precision that your blows weaken & hamper them; an opponent damaged by one of your critical hits also takes 2 points of damage to any 1 ability score (your choice); ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability; affected creatures must make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist

Delay Buster (Ex): at 15th level, you can spend an extra 10MP (18MP total) in order to increase the delaying power of Delay Attack so that is confers a -20 Initiative penalty for the next round upon an opponent struck by a successful melee attack; affected creatures must make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that does not provoke attacks of opportunity

Defensive Roll (Ex): at 16th level, you can roll with a potentially lethal blow to take less damage from it than you otherwise would; once per day, when you would be reduced to 0 or fewer HP by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage; to use this ability, you must attempt a Reflex saving throw (DC = the damage dealt); if the save succeeds, you take only half damage from the blow; if it fails, you take full damage; you must be aware of the attack & be able to react to it in order to execute your defensive roll; if you are denied her Dexterity bonus to AC, you cannot use this ability; since this effect would not normally allow you to make a Reflex save for half damage, your Evasion ability does not apply to the Defensive Roll.

Hastega (Sp): at 17th level, you can spend an extra 22MP (30MP total) in order to increase the accelerating power of Haste so that it affects all allies within 30’ (including yourself); anyone affected gains a +10 bonus to their Initiative for the rest of the encounter; in addition, those affected can perform an extra attack action, move action, or swift action each round for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a slow effect, a cursed effect, a dispel effect, or die (even if they are revived during the same encounter); multiple hastega effects do not stack; this is a standard action that provokes attacks of opportunity

Slippery Mind (Ex): this ability represents your ability to wriggle free from magical effects that would otherwise control or compel you; at 19th level, if you are affected by an enchantment spell or effect & fail your saving throw, you can attempt it again 1 round later at the same DC; you get only this 1 extra chance to succeed on your saving throw

Quick Hit (Ex): at 20th level, upon a successful melee attack against an opponent, you can give yourself a +20 Initiative bonus for the next round & perform an extra attack action, move action, or swift action during the next round as well; this is a standard action that does not provoke attacks of opportunity; this ability costs 12MP to use

Hunter Noventa
2008-05-07, 12:45 PM
The Haste mechanics seem a little unclear to me, they get two rounds of actions at the same time. I'd almost have it given them another spot in the initative order, to better represent the way it works in the game, since a hasted character comes up again sooner in the CTB Bar thing. So either add 10 or subtract 10, depending on their current initative, and add them again in that spot. So with an initative of 14 a character would act at 14 and then again at 4.

Also, have you thought about how with the sphere grid, one can in theory start leveling in a class midway through it? Perhaps including minro artifcat 'Key Spheres' that let you move into another class starting at level 4 or 5?

Ioth
2008-05-08, 04:40 AM
I personally like this thread, mostly because Im thinking of making a final fantasy campaign setting myself, one of my players wants to be like the characters from FFX-2 *With the dress spheres* which I'm pretty sure I could work out after I get ahold of all the classes from FFX.

So keep up the good work :D, but um how does the MP work in this and about how much would a level 20 Pugilist. :mitd:

Realms of Chaos
2008-05-08, 08:03 AM
The way that you are interpretting classes doesn't seem to be very compatible with the normal DnD system, which is a bit worrisome.

For one thing, as there is no such thing as a saving throw in final fantasy, you are forgetting to allow them against your abilities. Provoke, Slow, and Slowga should all be allowing will saves to negate.

Furthermore, the wording of flee makes me think that you actually intend to instate random encounters that pop out of nowhere, something that DnD has strived to avoid. Instead of "you escape", why not just grant an expeditious retreat effect to your party that lasts for 10 minutes or until they attack, only usable in combat.

Haste is far too powerful. Did you happen to notice how the 3.5 haste was weakened from the 3.0 haste, taking away that extra partial action each turn. Did you notice that you're version of haste is about on par with the power of the 8th level spell greater celerity and the 9th level maneuver time stands still. Furthermore, were you aware that your hastega is probably one of the most overpowered abominations in existance as it is the only thing that can grant this type of overpowered cheese not only to yourself but to others as well.

As far as delay attack, delay buster, and quick hit, I dislike the idea of an auto-hit attack outside of magic missiles. Although the auto-hit better stimulates the game to the letter, I think that treating the attack as a touch attack should be enough benefit (and a good nod towards the accepted power curve).

Lastly, although you probably intend to explain how MP works on a later post, you may want to add how much MP a pugilist gains per level to the progression chart (unless there is some sort of irregular progression mechanic for all classes).

Zeta Kai
2008-05-08, 10:15 AM
RoC, all of your major concerns have been addressed, to wit:

Saving throws have been added to Provoke, Delay Attack, Slow, Slowga, Delay Buster, & Quick Hit.
Flee has been overhauled, making it more like a variant expeditious retreat.
Haste & Hastega have been toned down, against my better judgment (I happened to notice the nerfing of haste in 3.5, & I don't like it :smallamused:).
Automatic hits have been removed from Delay Attack, Delay Buster, & Quick Hit.
An Average MP column has been added to the Pugilist table, for the mathematically-challenged. I had already done the calculations for this, but I assumed people wouldn't really need/want this information, so it wasn't included. All other classes will include this column in their table, as well.

I hope you find the revisions to be less worrisome, & more in keeping with the balance of the typical D&D game.

Zeta Kai
2008-05-08, 11:13 AM
Racial Tables
Table 3-1: Random Starting Ages
{table=head]Race|Adulthood|Summoner / Blitzer / Bandit|Pugilist / Lancer|Ronin / Black Mage
Hume|15 years|+1d4|+1d6|+2d6
Al Bhed|13 years|+1d3|+1d4|+2d4
Half-Al Bhed|14 years|+1d4|+1d6|+2d6
Ronso|10 years|+1d3|+1d4|+1d6
Guado|20 years|+1d6|+2d6|+3d6
Half-Guado|17 years|+1d6|+2d4|+2d6
Hypello|25 years|+2d4|+3d6|+5d6[/table]

Table 3-2: Aging Effects
{table=head]Race|Middle Age*|Old**|Venerable***|Maximum Age
Hume|35 years|53 years|70 years|+2d20 years
Al Bhed|30 years|45 years|60 years|+2d10 years
Half-Al Bhed|32 years|48 years|64 years|+3d10 years
Ronso|30 years|45 years|60 years|+1d20 years
Guado|50 years|75 years|100 years|+3d20 years
Half-Guado|40 years|60 years|80 years|+5d10 years
Hypello|60 years|90 years|120 years|+4d20 years[/table]
* = @ Middle Age, -1 to Str, Dex, & Con; +1 to Int, Wis, & Cha
** = @ Old Age, -2 to Str, Dex, & Con; +1 to Int, Wis, & Cha
*** = @ Venerable Age, -3 to Str, Dex, & Con; +1 to Int, Wis, & Cha

Table 3-3: Random Height & Weight
{table=head]Race|Base Height|Height Modifier|Base Weight|Height Modifier
Hume, Male|4’10”|+2d10|120 lbs.|×(2d4) lbs.
Hume, Female|4’5”|+2d10|85 lbs.|×(2d4) lbs.
Al Bhed, Male|4’10”|+2d10|120 lbs.|×(2d4) lbs.
Al Bhed, Female|4’5”|+2d10|85 lbs.|×(2d4) lbs.
Half-Al Bhed, Male|4’10”|+2d10|120 lbs.|×(2d4) lbs.
Half-Al Bhed, Female|4’5”|+2d10|85 lbs.|×(2d4) lbs.
Ronso, Male|6’6”|+3d10|250 lbs.|×(2d6) lbs.
Ronso, Female|5’6”|+3d10|200 lbs.|×(2d6) lbs.
Guado, Male|4’5”|+2d6|85 lbs.|×(1d6) lbs.
Guado, Female|4’5”|+2d6|80 lbs.|×(1d6) lbs.
Half-Guado, Male|4’8”|+2d8|100 lbs.|×(2d4) lbs.
Half-Guado, Female|4’5”|+2d8|80 lbs.|×(2d4) lbs.
Hypello, Male|3’7”|+2d4|50 lbs.|×(1d4) lbs.
Hypello, Female|3’7”|+2d4|50 lbs.|×(1d4) lbs.[/table]

Aleron
2008-05-08, 11:14 AM
The issue of creature type has been fixed, but perhaps not to your satisfaction. The Ronso & Guado are now Monstrous Humanoids in name only; they progress via class levels, as if they were Humanoids. Please review the creature types of the races, as they have been edited.

You can basically call them Fey or Outsiders or whatever you like now, as long as they progress with class levels, & not per type.

My only "problem" with them being MH was fluff, not mechanical. All in all the races are well thought out and the one class is also pretty good. Didn't see the origonal worded Haste/Hastaga, but ATM looks pretty good to me. Just curious who is going to get Ultma. I thought that was at the end of Tidus' Sphere grid, or am I way off? Been too long since I played any FFX

Zeta Kai
2008-05-08, 03:38 PM
Summoner (“Yuna”)
http://www.ffcompendium.com/art/10-yuna-a.jpg
The Summoners are the key to defeating Sin. Every ten years or so, a Summoner will successfully complete a worldwide pilgrimage, obtaining the Final Aeon & using it to destroy Sin, bringing about the Calm. Although temporary, the Calm is a time of peace & regrowth, much cherished by the people of Spira. Therefore, these masters of the healing arts are almost universally respected & admired.

Alignment: Any.

Hit Die: d4.

Class Skills: The Summoner’s class skills (& the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha) Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), & Use Magical Device (Cha).

Skill Points at 1st Level: (4 + Intelligence modifier) × 4.

Skill Points at Each Additional Level: 4 + Intelligence modifier.

MP per Level: 2d6+8.

Half-Al Bhed Summoner Starting Package

Armor: ring (+0AC, 0lbs), speed 30’
Weapons: quarterstaff (1d6/1d6, 20/×2, 4lbs, large size, two-handed, bludgeoning)
Skill Selection: pick a number of skills equal to 5 + Intelligence modifier
Feat: Toughness
Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, flint & steel kit, hooded lantern, pints of oil
Gold: 3d4gp (7gp)


Table 1-2: The Summoner
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+0|+0|+0|+2|Summon 1/day|15
2nd|+1|+0|+0|+3|Cure|30
3rd|+1|+1|+1|+3|Esuna|45
4th|+2|+1|+1|+4|Nul|60
5th|+2|+1|+1|+4|Summon 2/day|75
6th|+3|+2|+2|+5|Bonus Feat|90
7th|+3|+2|+2|+5|Life|105
8th|+4|+2|+2|+6|Pray|120
9th|+4|+3|+3|+6|Cura|135
10th|+5|+3|+3|+7|Summon 3/day|150
11th|+5|+3|+3|+7|Bonus Feat|165
12th|+6/+1|+4|+4|+8|Shell|180
13th|+6/+1|+4|+4|+8|Protect|195
14th|+7/+2|+4|+4|+9|Reflect|210
15th|+7/+2|+5|+5|+9|Summon 4/day|225
16th|+8/+3|+5|+5|+10|Bonus Feat|240
17th|+8/+3|+5|+5|+10|Dispel|255
18th|+9/+4|+6|+6|+11|Curaga|270
19th|+9/+4|+6|+6|+11|Regen|285
20th|+10/+5|+6|+6|+12|Holy, Summon 5/day|300[/table]

Class Features
All of the following are class features of the summoner. See level progression on Table 1-2: The Summoner for more information.

Weapon & Armor Proficiency: you are proficient with all simple weapons; you are not proficient with any type of armor or shield; armor of any type interferes with a summoner’s gestures, which can cause your class features to fail (treat all spell-like class features as spells with somatic components for the purposes of spell failure rates); the only armor that a summoner can safely use are protective rings

Summon (Sp): once per day, at 1st level, you can call upon an Outsider with the [Aeon] subtype (see Aeons, below) to battle your enemies for you; the Aeon is instantly transported from the transdimensional pocket in which it normally resides to the nearest clear space within 30’ of you (if no such space exists, the summoning fails); you can (usually) command Aeons that you have summoned, but you must remain with 30’ of the Aeon at all times, & you must spend a standard action each round to maintain control of the Aeon (this does not provoke attacks of opportunity); an Aeon will remain on the battlefield until either the encounter ends, you dismiss it, you fail to maintain control, or it is reduced to 0HP; you can only summon Aeons that you have unlocked & that have at least 1HP; a summoned Aeon gets a fair share of the XP for encounters in which it participates; summoning is a full-round action that provokes attacks of opportunity; while your Aeon battles in your stead, all opponents must make a Will save (DC10 + ½ your class level + your Wisdom modifier) to target you for an attack; this ability does not consume any MP to use; at 5th level, you can summon an Aeon 2 times per day; at 10th level, you can summon an Aeon 3 times per day; at 15th level, you can summon an Aeon 4 times per day; at 20th level, you can summon an Aeon 5 times per day

Cure (Sp): at 2nd level, you can channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5) of any 1 ally within 30’ (including yourself); since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds, although an undead creature can apply spell resistance, & can attempt a Will save (DC10 + ½ your class level + your Wisdom modifier) to take half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

Esuna (Sp): at 3rd level you can remove most negative conditions from any 1 ally within 30’ (including yourself); negative conditions include: Berserk, Blind, Confused, Mute, Petrified, Poison, Sleep, Slowed; this cannot remove Curse, Dead, Doomed, Hasted, or Zombie (see Status Effects, below); this is a standard action that provokes attacks of opportunity; this ability costs 5MP to use

Nul (Sp): at 5th level, you can cast an aura of protection over of any 1 ally within 30’ (including yourself) from one energy type (either acid, cold, electricity, fire, sonic, or water (force), choose 1 at the time of casting); this aura blocks the next energy-based attack of the chosen type that hits that ally, be it from a spell or a physical attack; the aura disappears after absorbing 1 attack, or after 1 minute per class level, whichever comes first; this is a standard action that provokes attacks of opportunity; this ability costs 2MP to use

Bonus Feat: at 6th, 11th & 16th level, you gain a bonus feat; at each such opportunity, you can choose a metamagic feat (including a Universal Spell Feat, see below) or an item creation feat; you must still meet all prerequisites for a bonus feat, including caster level minimums; these bonus feats are in addition to the feats that a character of any class gets from advancing levels

Life (Sp): at 7th level, you can raise one of your allies from the dead, as well as removing KO status; you can raise an ally that has been dead for no longer than one minute per caster level; in addition, the subject’s soul must be free & willing to return; if the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw; a raised creature has a number of hit points equal to its current HD; any ability scores damaged to 0 are raised to 1; status effects are not undone by this (except of course Doom, KO, or Zombie); while the spell closes mortal wounds & repairs lethal damage of most kinds, the body of the creature to be raised must be whole; otherwise, missing parts are still missing when the creature is brought back to life; none of the dead creature’s equipment or possessions are affected in any way by this spell; Constructs, Elementals, Outsiders, & Undead creatures cannot be raised; this ability cannot bring back a creature that has died of old age; you must touch the ally’s body to raise it; this is a full-round action that provokes attacks of opportunity; this ability costs 18MP to use

Pray (Su): at 8th level, you can make a divine request for the health of your party; this ability cures 1 point of damage per caster level to all allies within 30’ (including yourself); this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP to use

Cura (Sp): at 9th level, you can spend an extra 6MP (10MP total) in order to increase the healing power of Cure so that it restores 3d8 points of damage + 1 point per caster level (maximum +10); since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds, although an undead creature can apply spell resistance, & can attempt a Will save (DC10 + ½ your class level + your Wisdom modifier) to take half damage; this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

Shell (Sp): at 12th level, you can strengthen your allies’ magic defense; this ability grants any 1 ally within 30’ (including yourself) Spell Resistance equal to 10 + your class level for the rest of the encounter; multiple shell effects do not stack, but overlap, although this effect does overlap with SR from other sources; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

Protect (Sp): at 13th level, you can strengthen your allies’ defense; this ability grants any 1 ally within 30’ (including yourself) Damage Reduction/- equal to 2 + ½ your class level for the rest of the encounter; multiple protect effects do not stack, but overlap; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

Reflect (Sp): at 14th level, you can cast a magical reflecting aura on any 1 creature within 30’ (including yourself); this aura reflects all spells (both helpful & harmful) that target that creature, causing the spell to bounce off & hit another random creature within 30’; area-effect spells still function properly on that creature, as do any spells that have already been reflected off of another creature; multiple reflect effects do not stack, but overlap; this effect lasts for the rest of the encounter; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 14MP to use

Dispel (Sp): at 17th level, you can remove any positive conditions from 1 opponent within 30’ (no saving throw); positive conditions include ability boosts from spells or spell-like effects, haste effects, hastega effects, nul effects (including mighty guard), shell effects, protect effects, reflect effects, & regen effects; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

Curaga (Sp): at 18th level, you can spend an extra 10MP (20MP total) in order to increase the healing power of Cura so that it restores 6d8 points of damage + 1 point per caster level (maximum +20); since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds, although an undead creature can apply spell resistance, & can attempt a Will save (DC10 + ½ your class level + your Wisdom modifier) to take half damage; this is a standard action that provokes attacks of opportunity; this ability costs 20MP to use

Regen (Sp): at 19th level, you can gradually heal your allies; this ability grants Fast Healing to any 1 ally within 30’ (including yourself); like the Regen status effect, the ally regains HP equal to ½ its HD; multiple regen effects do not stack, but overlap; this effect lasts for the rest of the encounter; this effect is negated for an ally if they are successfully hit with a cursed effect, a dispel effect, or die (even if they are revived during the same encounter); this effect does not restore HP in excess of the creature’s maximum HP; this is a standard action that provokes attacks of opportunity; this ability costs 40MP to use

Holy (Sp): at 20th level, you can attack an enemy within 30’ with potent divine energy; this attack inflicts 20d6+80 points of non-specified damage to 1 opponent; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) for half damage; this is a full-round action that provokes attacks of opportunity; this ability costs 85MP to use

Realms of Chaos
2008-05-08, 10:03 PM
Oh.

I think that I just realized something very important.
You are trying to fit Final Fantasy X into the rough garb of DnD.
My perspective is simply a retooling of DnD to fit Final Fantasy X.
As such, there are bound to be some differences in opinion.

Even so, I will continue to comment from my perspective, acting as an antithesis. Of course, this is your creation and you are justified in listening to or ignoring anything that you want.

I will now compare your summoner to the already existing cleric.


The summoner has more skills and skills per level
The summoner has (practically) no armor proficiency.
The summoner has only one good saving throw instead of two.
The summoner uses a d4 instead of a d8 for hit points
The summoner has poor BAB instead of a moderate BAB
The summoner has less versatility than spellcasting can provide
The summoner gains no granted domain powers.
The summoner gains no influence over undead.
The summoner is twice as useful to a party as a cleric.


What? Does my last claim seem to contradict every other one there? Okay, now its time to take a real look at the summoner in depth to show you my methods.

First of all, as you are converting final fantasy into a game where people actually move around a battlefield, it is important to give your abilities a range. Every single ability there, from the summoning (notice that summon monster I has a range) to your healing abilities to holy requires a range.

Now, let's look at this level by level.

Level 1: This is the biggest can of worms ever. Seriously, the mechanics of summoning are seriously messed up when you give players creative license to do what they want with them. First of all, the first level summoner suffers from what some would call "spotlight hog syndrome". Simply put, the combat inept summoner (okay, okay, they fight just as well as an unarmored cleric), in order to do anything at all at 1st level, has to remove their entire party from combat in order to take control of a gigantic beasts of destruction. In other words, the 1st level summoner is either a wallflower or an attention hogger, with no room for a happy medium.
Furthermore, although there were no complaints when you controlled all of the characters, what if one of the summoner's teammates doesn't want to be teleported away, or happens to be 100 feet away on the other side of the battleground instead of 5 feet away like on the playstation screen? Worse yet, if a single party has two summoners, only one of them will find themselves useful at any given time as one of them becoming useful involves the other one mysteriously vanishing.
This is where we meet the greatest can of worms of all. Logically, if we don't want to force all of the other characters out of the battle, the simplest solution would be to remove only yourself. Unfortunately, if this is the case, the aeons will have to be far weaker than they were in the real game. When you consider that this ability effectively grants the summoner an entire second health total, aeons need to be even weaker to avoid completely overruning the current accepted norm of martial power (the barbarian and his rage).
Level 2: Still just as good as an unarmored cleric at fighting. However, the summoner gains their first outlet for spending MP, Esuna. At this level, you are still stuck in a sticky situation. Although you have an ability that will give you some moments to shine (woot), you are robbing your party members of a chance for combat for the remainder of the time.
In fact, one major issue with this class is that until you gain holy, there is really no reason not to go nova and just call forth your aeons, reducing your fellow party members to "the guys that brought the chips and bothered rolling up character sheets". If you decide that only the summoner vanishes, the summoner instead spends half of their time spending their MP on support and healing and the other half as a powerhouse (actually, as this pretty much sums up the cleric, this might not be a bad option). As this problem is fairly consistant, I will try to ignore it to the best of my abilities from now on.
On a different note, when esuna says that it cures energy drain, does that mean that each use cures the target of all negative levels.
Level 3: Hellooooo, healbot. Now that even clerics have better luck hitting things with sticks, you are the party healbot (not including time spent as Valefor or Ifrit). With the rough equivalent to 28 cure moderate wounds each day, you will find that you are very much good at your job. I don't know about you but it seems a bit wierd to me that a single 3rd level summoner, given 3 minutes, can completely heal a 20th level hero with d12s for HD and 16 Con and nearly completely heal a second one.
Level 4: No problems. It's a bonus feat. What problems could there be?
Levels 5-8: This is where things get a bit questionable again. One general note that I need to make about the various nuls is that they need a duration. Do they last indefinitely or until discharged, until the end of the encounter, 1 round/level, or what?
Also, it seems a bit strange to completely cancel out one element at one level, another element at the next level, etc. Instead, why not break from the precise wording of the various nuls to allow energy resistance 5 or 10 against the next damage from the element of your choice at 5th level and simply increase the amount of energy resistance as you level up, eventually culminating with immunity against the next attack. Alternately, let them choose one element at 5th level and another element at each additional level until all elements have been chosen.
Although I promised a level-by-level analysis, these levels are identical enough to be bunched together.
Level 9: Another bonus feat. ho-hum.
Level 10: Wow. The average 10th level summoner can raise the dead 20 times per day with no material component, one tenth of the normal casting time (1 minute for raise dead), and, as written, no level loss. I know, however, that the summoner would rarely want to spend all of their MP on revival as they need that MP to heal their newly revived friends. When you get into logistics, however, how do you reason that anyone in Spira dies of anything other than old age (or massive attacks by sin) when summoners can bring them back by the droves at no real personal cost.
As an extra note, when you were copying down the text from raise dead, you wrote down the word about losing disease and poison while keeping supernatural disease and curses word for word. As you are using an altered list of status effects, you may want to revise that passage.
Level 11: Remember how I said in my last comment how the summoner needed to keep some MP for their recently risen foes. Now that you have healing that requires no MP at all, you can scrap that. Instead, simply reserve all of your MP for bringing back your friends, using Pray on any round that everyone has managed to stay alive. If everyone is dead and you are out of MP or the enemy is too aggressive, go through Aeon after Aeon until the enemy falls. This strategy works even better than it did back in the real final fantasy games.
Level 12: At this point, your healing actually seems to fall back a notch by comparison. Although you still have unlimited healing through Pray, your newest healing "spell", cura, does what clerics could do 5 levels ago through cure critical wounds. Furthermore, as is expected, even at 20th level, the extra cost for cura is less than directly proportional to the increase in healing, making cure, an ability you got at 3rd level, your most efficient form of healing. Then again, there is nothing really wrong with this occurance in the grand scheme of things.
Level 13: Surprisingly, Shell is all but entirely useless, unless, that is, you intend to give every class some form of spell resistance that climbs with level. So far, no class and no race in this system of yours grants spell resistance. As such, making a spell for the sole purpose of doubling this spell resistance is somewhat limited.
Level 14: Compared to shell, protect is godly. In fact, this is the first thing worth spending MP on since Life. The doubling of DR is unimportant in this equation. What is important, however, is the doubling of AC. An average fighter (or your nearest equivalent) in full-plate would get an AC of 36 easily, or more if they have magic items.
Level 15: Bonus Feat. Moving on...
Level 16: For reflect, instead of having this ability last until the end of the encounter and target random creatures, why not simply make it imitate the spell turning spell? Seems more in line with a good power curve. Once again, something worth spending MP on.
Level 17: Considering how late in the game that you learn how to dispel, you may want to consider an area dispel in place of a targetted one.
Level 18: Curaga is an interesting bit of math. At 20th level, its healing is more efficient than that of cura but less efficient than that of cure. May find its use in the battlefield.
Level 19: As your caster level has to be over 5 in order to reach regen, wouldn't it be simpler to say 1d6+5 hit points each round. For that matter, why not just grant fast healing 5, 8, or 10 (depending on your preference).
Level 20: Holy is the one ability, in my eyes, that possesses potential about equal to that of using your aeons (of course, however, I haven't seen the aeons so I can't say this for sure).

As one more note, unrelated, I noticed the presence of protective rings as a form of armor. Although it may be a form of armor in FFX, you need to be weary about giving out rings of protection +1 as starting gear. Unless you want to make large catelogues of equipment, you will generally want to be able to use equipment from other sources (such as the DMG) in a FFX campaign. When you remove item slots (which you may if you follow FFX to the letter) or give away what the DMG considers to be magic items to first level characters, you walk a dangerous line (although a crafter of your skills may be able to walk that line successfully). If you really want to shore up the summoner's poor AC, simply add their wisdom or charisma modifier to their AC. Although I have noticed your apparent distaste for ability score-based class abilities (that's a mouthful), it may still be an option worth considering.

PS. All of the preceding was made under the assumption that you simply recover all MP with one night's rest (which is how it worked in FFX and is comparable to the recovery of spell slots). If you have to heal MP at a slower rate or if there is some sort of funky catch to spending MP (like with the bio-mage), my comments may prove to be less than useful.

Note: Although I may sound disrespectful or overly critical in my critiques, I in truth hold the utmost respect for you as a creator of fine game material.

Devin
2008-05-08, 11:30 PM
Stuff.

I want to play this class now. :biggrin:

Hunter Noventa
2008-05-09, 09:19 AM
Looking at things from a different perspective than our long-winded friend, it seems off. First of all...you have no magical healing until level 3. In both D+D and FFX itself you can heal with magic right fromt he start. (Assuming you have a cleric or druid or what not in D+D).

Also, you make no notes of the RP requirements needed in order to gain the ability to summon. I assume this might be included later in a section devoted to the Aeons. But to me it seems prudent to maybe swap cure and Sumon. Yes, Yuna could summon once she entered your party, but it's greatly implied that Summoners spend a great deal of time training before they even gaintheir first Aeon, which is why they're also skilled with White Magic.

Another point on the Aeons is that there's no reason NOT to use them, except that they take damage and can "die". IN FFX only party members who take an action in the encounter gain expeience. To extrapolate to D20, you might want to say that if most of the damage in an encounter is done by an Aeon, only the summoner gains the experience, or the other party members gain half the usual experience. I think it might stem Aeon abuse if everyone is glaring at the summoner because she's keeping them from leveling up.

The Nul Spells should last to the end of the encounter.

Shell doesn't seem to work right though, it should probably provide a DR that works only against spells that scales with the Summoner's level. This fits more closely witht he game and shows that it didn't seem to help with preventing things like Poison from Bio spell, for instance.

You may also want to not that the DR provided from Protect stacks with all others, or otherwise provides DR 2/-

Most of the buffs should have a fixed duration. In FFX, only the Nul spells didn't wear off after a number of rounds, whereas your last the entire encounter. There was more than one fight or boss fight where I had to recast my protective buffs.

RoC seems right in that Regen should probably just give fast healing. It was always a fixed amount in the game after all.

Just trying to be constructive, keep up the good work!

Realms of Chaos
2008-05-09, 04:45 PM
Looking at things from a different perspective than our long-winded friend...

Yup, I'm a big blowhard. :smallsmile:

Zeta Kai
2008-05-10, 12:20 AM
Long-winded? Perhaps. Blowhard? Doubtful. Helpful. Definitely.

Actually, I’m trying to get something that looks like FF & feels like FF, but plays like D&D. So, I’m aiming for something more in line with the standard RAW. However, as this project is probably more than I can chew, as it were, I could use a second pair of eyes on these classes. I value your opinion, RoC, & I can tell that you have an eye for game balance, so I appreciate your critiques.

As for your specific suggestions, I took them all to heart, & combined with the observations of Hunter, I have re-tooled the Summoner even more than the Pugilist. I’m still not sure about some of the abilities, but the various nerfs, tweaks & additions should go a long way toward fixing this class.

The process of actually gaining summoned Aeons was going to be in the Aeon overview, but I think I’ll have to post that sooner rather than later.

I know I said that I’d post the Ronin (Auron’s class) yesterday, but the Summoner overhaul took longer than I thought. Please take a look at the Ronin below, as well as the revised Summoner, & tell me what you think.

Zeta Kai
2008-05-10, 12:26 AM
Ronin (“Auron”)
http://www.ffcompendium.com/art/10-auron-a.jpg
Skilled warriors, dedicated to their beliefs & the art of the blade, the Ronin are a force to be reckoned with. A person may become a Ronin for a number of reasons: they may be a monk dissatisfied with their temple’s practices, or a swordsman with a desire to work magic with their weapons, or even a former priest who takes up a sword. Due to their form of piety, they tend to make dedicated guardians, & some Summoners seek Ronin out for just such a reason.

Alignment: Any non-chaotic.

Hit Die: d10.

Class Skills: The Ronin’s class skills (& the key ability for each skill) are Bluff (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), & Survival (Wis).

Skill Points at 1st Level: (2 + Intelligence modifier) × 4.

Skill Points at Each Additional Level: 2 + Intelligence modifier.

MP per Level: 1d6+4.

Hume Ronin Starting Package

Armor: scale mail (+4AC, armor check penalty -4, speed 20’, 30lbs), bracer (+1AC, armor check penalty -1, 5lbs)
Weapons: great sword (2d6, 19-20/×2, 8lbs, slashing)
Skill Selection: pick a number of skills equal to 3 + Intelligence modifier
Feat: Combat Expertise
Bonus Feat: Dodge
Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, flint & steel kit, hooded lantern, pints of oil
Gold: 2d4gp (5gp)


Table 1-3: The Ronin
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+1|+2|+0|+0|Power Break|7.5
2nd|+2|+3|+0|+0|Bonus Feat|15
3rd|+3|+3|+1|+1|Guard|22.5
4th|+4|+4|+1|+1|Damage Reduction 1/-|30
5th|+5|+4|+1|+1|Magic Break|37.5
6th|+6/+1|+5|+2|+2|Bonus Feat|45
7th|+7/+2|+5|+2|+2|Threaten|52.5
8th|+8/+3|+6|+2|+2|Damage Reduction 2/-|60
9th|+9/+4|+6|+3|+3|Armor Break|67.5
10th|+10/+5|+7|+3|+3|Bonus Feat|75
11th|+11/+6/+1|+7|+3|+3|Aura of Courage|82.5
12th|+12/+7/+2|+8|+4|+4|Damage Reduction 3/-|90
13th|+13/+8/+3|+8|+4|+4|Mental Break|97.5
14th|+14/+9/+4|+9|+4|+4|Bonus Feat|105
15th|+15/+10/+5|+9|+5|+5|Zombie Attack|112.5
16th|+16/+11/+6/+1|+10|+5|+5|Damage Reduction 4/-|120
17th|+17/+12/+7/+2|+10|+5|+5|Entrust|127.5
18th|+18/+13/+8/+3|+11|+6|+6|Bonus Feat|135
19th|+19/+14/+9/+4|+11|+6|+6|Sentinel|142.5
20th|+20/+15/+10/+5|+12|+6|+6|Damage Reduction 5/-|150[/table]

Class Features
All of the following are class features of the ronin. See level progression on Table 1-3: The Ronin for more information.

Weapon & Armor Proficiency: you are proficient with all simple & martial weapons, & with all armor (heavy, medium, & light) & shields (including tower shields)

Power Break (Sp): at 1st level, you can weaken your opponent’s power with a melee attack; if your melee attack hits, then the opponent’s Strength bonus to attacks (if any) is negated for the rest of the encounter; your opponent must make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

Bonus Feat: at 2nd, 6th, 10th, 14th & 18th level, you gain a bonus feat; this feat must be a fighter feat; you must still meet all prerequisites for a bonus feat; these bonus feats are in addition to the feats that a character of any class gets from advancing levels

Guard (Su): at 3rd level, you can block attacks aimed at other party members; you must designate an ally within 30’ of you, in line of sight (no cover or concealment between the 2 of you); you may then intercept any physical attacks intended for them for the next 3 rounds; intercepting attacks means that the attack must overcome your AC &/or DR instead of your ally’s, & that you take any damage that the attack would normally deal; such interceptions are considered free actions; you also gain a +2 circumstance bonus to prevent your ally from being grappled; this does not work for spells targeting your ally, nor does this protect against area effect damage; you must not be pinned, disabled, or otherwise unable to act for this ability to work, & you must remain within 30’ of your chosen ally; this ability does not consume any MP to use

Damage Reduction (Ex): at 4th level, you gain Damage Reduction/-; subtract 1 from the damage you take each time you are dealt damage from a weapon or a natural attack; at 8th, 12th, 16th, & 20th level, this Damage Reduction rises by 1 point; Damage Reduction can reduce damage to 0, but not below 0

Magic Break (Sp): at 5th level, you can weaken your opponent’s magic with a melee attack; if your melee attack hits, then all damage dealt by that opponent’s spells is reduced by ½ for the rest of the encounter; the opponent’s healing magic is only ½ as effective, as well; multiple break effects do not stack; your opponent must make a Will save (DC10 + ½ your class level + your Wisdom modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

Threaten (Su): at 7th level, you can paralyze an enemy with fear; this causes 1 opponent within 30’ to become dazed for 3 rounds; creatures that are immune to fear are also immune to this effect; your opponent must make a Will save (DC10 + ½ your class level + your Charisma/Strength modifier (whichever is higher)) to resist; this is a standard action that does not provoke attacks of opportunity; this ability costs 12MP to use

Armor Break (Sp): at 9th level, you can weaken your opponent’s defense with a melee attack; if your melee attack hits, then the opponent’s armor bonus for natural or worn armor is negated for the rest of the encounter; your opponent must make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

Aura of Courage (Su): at 11th level, you are immune to fear (magical or otherwise); in addition, each ally within 30’ of you gains a +4 morale bonus on saving throws against fear effects; this ability functions while you are conscious, but not if you are incapacitated (via Petrified, Sleep, or KO) or dead

Mental Break (Sp): at 13th level, you can weaken your opponent’s magic defense with a melee attack; if your melee attack hits, then the opponent’s SR is negated for the rest of the encounter; your opponent must make a Will save (DC10 + ½ your class level + your Wisdom modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

Zombie Attack (Ex): at 15th level, you can charge 1 melee attack with a zombifying magic; if this melee attack hits, then you inflict your opponent with Zombie status (see Status Effects: Zombie, below); your opponent must make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist; charging your melee weapon is a swift action that does not provoke attacks of opportunity (although the melee attack does provoke as normal); a melee weapon remains charged for 1 round; this ability costs 10MP to use

Entrust (Su): at 17th level, you can transfer all of your Overdrive Points (OP’s) to the OP pool of any 1 ally within 30’; your ally still cannot accrue more that 100 OP’s total, & you cannot transfer less than your full OP pool; this is a standard action that does not provoke attacks of opportunity; this ability costs 8MP to use

Sentinel (Su): at 19th level, you can increase your ability to use Guard to the point that your protection extends to 5 rounds at a time, & you only take ½ of the damage that the attack would normally deal; you also gain a +5 circumstance bonus to prevent your ally from being grappled, as well as a +5 circumstance bonus to both your AC & your DR; this does not work for spells or spell-like abilities targeting your ally, nor does this protect against area effect damage; you must not be pinned, disabled, or otherwise unable to act for this ability to work, & you must remain within 30’ of your chosen ally; this ability does not consume any MP to use

Realms of Chaos
2008-05-10, 08:23 AM
Quickly, on the topic of the summoner:
Well, life has a smaller window of opportunity to work with, which helps balance. I would limit the window to a single round (like the revanance spell) to stop the summoner from acting as a revival-bot but it is probably fine as is.
Also, you should probably say what type of damage reduction protect provides.

On the ronin:
Surprisingly, I have very few problems with this.
Actually, I have only one main concern: the breaks. For example, power break takes the wind out of a hill giant while armor break effectively turns all further attacks into touch attacks. Wait, this may not be a problem at all. Maybe I'm just unused to seeing fighters who can fight as effectively as spellcasters. If that is the case, I see absolutely nothing wrong with this ronin. Good work.

Soup of Kings
2008-05-10, 10:48 AM
In the last column on the Height and Weight table it says "Height Wodifier"
Really, I suck at game balance, but I wanted to feel like I was contributing. :smalltongue: I'll trust RoC to point out any flaws and help you perfect it.

This looks awesome, I'm a huge fan of FFX. You rock! :elan:

Hunter Noventa
2008-05-12, 07:52 AM
I rather like the Ronin as well, it emulates Auron's abilities almost exactly as they appear in the game without making themt oo powerful.

The changes to the summoner are also good. Pray seems more on par now, it's more of an emergency thing than a free healing thing. Which is how I used it in the game (That and an easy way to get the Healer overdrive mode for Yuna).

There is still the problem of no healing until third level, outside of items. So unless healing potions are as plentiful as they are in the game, any party will have it very rough those first few levels.

Zeta Kai
2008-05-12, 08:42 AM
For the summoner, I've revised the Summon ability for (hopefully) the last time. You'll just have to wait & see how it fits with the Aeons, which I'll be posting as soon as I've finished with the classes & the status effects. I also switched Cure & Esuna, so summoners can now heal at 2nd level instead of waiting for 3rd. Lastly, I noted the type of DR that protect provides (it's X/-, for the record).

Zeta Kai
2008-05-12, 08:51 AM
Lancer (“Kimahri Ronso”)
http://www.ffcompendium.com/art/10-kimahri-a.jpg
Masters of pole arm-based combat, Lancers are powerful & versatile warriors. Known for adopting the techniques of both enemies & allies alike, a Lancer often has a wide variety of maneuvers that they rely on. Named for the most common pole arm that they use, Lancers also employ glaives, halberds, naginata & spears with deadly accuracy.

Alignment: Any non-lawful.

Hit Die: d12.

Class Skills: The Lancer’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), & Use Magical Device (Cha).

Skill Points at 1st Level: (4 + Intelligence modifier) × 4.

Skill Points at Each Additional Level: 4 + Intelligence modifier.

MP per Level: 1d6+4.

Ronso Lancer Starting Package

Armor: studded leather (+3AC, armor check penalty -1, speed 30’, 20lbs), armlet (+1AC, armor check penalty -1, 5lbs)
Weapons: long spear (1d8, 20/×3, reach weapon (15’), 9lbs, piercing)
Skill Selection: pick a number of skills equal to 4 + Intelligence modifier
Feat: Power Attack
Gear: backpack, waterskin, trail rations, bedroll, sack, flint & steel kit
Gold: 2d4gp (5gp)


Table 1-4: The Lancer
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+1|+2|+0|+0|Weapon Focus, Lancet|7.5
2nd|+2|+3|+0|+0|Rage 1/day|15
3rd|+3|+3|+1|+1|Class Feature 1|22.5
4th|+4|+4|+1|+1|Rage 2/day|30
5th|+5|+4|+1|+1|Scan|37.5
6th|+6/+1|+5|+2|+2|Rage 3/day|45
7th|+7/+2|+5|+2|+2|Class Feature 2|52.5
8th|+8/+3|+6|+2|+2|Greater Rage|60
9th|+9/+4|+6|+3|+3|Class Feature 3|67.5
10th|+10/+5|+7|+3|+3|Rage 4/day|75
11th|+11/+6/+1|+7|+3|+3|Jinx|82.5
12th|+12/+7/+2|+8|+4|+4|Rage 5/day|90
13th|+13/+8/+3|+8|+4|+4|Class Feature 4|97.5
14th|+14/+9/+4|+9|+4|+4|Tireless Rage|105
15th|+15/+10/+5|+9|+5|+5|Class Feature 5|112.5
16th|+16/+11/+6/+1|+10|+5|+5|Rage 6/day|120
17th|+17/+12/+7/+2|+10|+5|+5|Class Feature 6|127.5
18th|+18/+13/+8/+3|+11|+6|+6|Mighty Rage|135
19th|+19/+14/+9/+4|+11|+6|+6|Class Feature 7|142.5
20th|+20/+15/+10/+5|+12|+6|+6|Rage 7/day|150[/table]

Class Features
All of the following are class features of the lancer. See level progression on Table 1-4: The Lancer for more information.

Weapon & Armor Proficiency: you are proficient with all simple & martial weapons, light armor, medium armor, & shields (except tower shields)

Weapon Focus: at 1st level, you get Weapon Focus as a bonus feat; this must be used for a polearm of some sort, such as a glaive, a guisarme, a halberd, a lance, a naginata, a poleaxe, a ranseur, or a long spear

Lancet (Su): at 1st level, you can sap health & magic from your enemies; if you successfully hit an opponent with your pole arm, you transfer 10% of their current HP (minimum 1HP) & 10% of their current MP (minimum 1MP) to own respective pools; in addition, this attack allows you to make an Intelligence check (DC = 10 + opponent’s CR) to learn one of your Ronso Rage abilities (if you don’t have Ronso Rage as your overdrive, then this merely adds 1OP to your overdrive pool); you cannot sap HP or MP in excess of your current maximum with this ability; your opponent must make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) for half damage; this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP to use

Rage (Ex): at 2nd level, you can fly into a rage once per day; in a rage, you temporarily gain a +4 bonus to Strength, a +4 bonus to Constitution, & a +2 morale bonus on Will saves, but you take a -2 penalty to Armor Class; the increase in Constitution increases your HP by 2 points per level, but this HP goes away at the end of the rage when your Constitution score drops back to normal (this extra HP is not lost first the way temporary hit points are); while raging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, & Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function; you can use any feat you have except Combat Expertise, item creation feats, & metamagic feats; a fit of rage lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier; you may prematurely end your rage; at the end of the rage, you lose the rage modifiers & restrictions, & become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless you have Tireless Rage, at which point this limitation no longer applies); you can fly into a rage only once per encounter; at 4th level you can use your rage ability twice per day; at 6th level you can use your rage ability 3 times per day; at 10th level you can use your rage ability 4 times per day; at 12th level you can use your rage ability 5 times per day; at 16th level you can use your rage ability 6 times per day; at 20th level you can use your rage ability 7 times per day; entering a rage is a swift action

Class Feature: at 3rd, 7th, 9th, 13th, 15th, 17th & 19th level, you gain 1 class feature from another class; this feature must already be accessible to an ally who has been in your party (defined as creatures that you willingly adventure with, & that willingly adventure with you) ever since the last time you gained a bonus class feature (or 1st level, in the case of your first feature); you must have seen this feature performed at least once & made a successful Intelligence check afterward (DC10 + the HD of the ally performing the feature); this feature cannot be used if it depends on knowing another class feature first (such as Mug being dependent on Steal, or Firaga being dependent on Fire & Fira); an ability must be one that is normally gained at a class level equal to your own + 1 or lower; extraordinary, supernatural, & spell-like abilities can be acquired & used; this feature has the same restrictions & costs as the original class feature, & operates in all respects identically; spells, summoning abilities, skill ranks, feats, maneuvers, maneuvers readied & overdrives cannot be gained in this manner

Scan (Su): at 5th level, you can scan a single opponent within 30’, learning its various strengths & weaknesses; this ability allows you to view 1 opponent’s full current statistics; this is a swift action that does not provoke attacks of opportunity; this ability costs 1MP to use

Greater Rage (Ex): at 8th level, your bonuses to Strength & Constitution during your rage each increase to +6, & your morale bonus on Will saves increases to +3; the penalty to AC remains at -2

Jinx (Su): at 11th level, you can decrease the fortune of your enemies; this ability affects all opponents within 30’, inflicting a -2 luck penalty on all attack rolls, damage rolls, saving throws, & AC for 3 rounds; these effects are negated for an opponent if a luck effect is successfully used on them or the effect expires; multiple jinx effects do not stack; your opponent must make a Will save (DC10 + ½ your class level + your Wisdom modifier) to resist; this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP to use

Tireless Rage (Ex): at 14th level, you no longer become fatigued at the end of your rage

Mighty Rage (Ex): at 18th level, your bonuses to Strength & Constitution during your rage each increase to +8, & your morale bonus on Will saves increases to +4; the penalty to AC remains at -2

Hunter Noventa
2008-05-12, 12:44 PM
I like the Lancer for the most part, fits where Khimari was on the sphere grid perfectly since he could either dive into one person's grid, or dabble in them all.

Lancet is the only iffy ability, 10% can be next to nothing or utelry devastating, esepcially since it's based on current HP/MP. Also, forcing it to a melee atack is a good compromise. Personally, I'd rather make the lancet part of a melee touch attack that does no damage, rather than an add-on to the regular melee attack, and keep it's dain effect of course. Of course, that makes it almost useless for anything but learning Ronso Rage overdrives. Perhaps making the same check to gain a small number of OPs for a non Ronso Rage user would be appropriate?

Dark-Penance
2008-05-12, 12:47 PM
Lancer screams, "cheese." Free "Shadow Pounce?" Warlock "Invocations?" [incidentally allowing you to Dimension-Door at will for Shadow Pounce]

You could also (arguably; the wording is debatable) take Maneuvers and Maneuvers Readied and have saved a lot of feats on Martial Study and the like to gain a ton of new maneuvers (albeit limited by your .5 IL/level).

Taking "Maneuvers" in Warblade, Crusader, and Swordsage and then Maneuvers Readied in Warblade is also an interesting option since you then have access to all nine disciplines and the best recovery mechanic. You still have 3 "Class Feature"s left to spare too.

I'm not even touching some of the horrendously broken stuff either (take "Divine Recovery" and "Divine Impetus" and then take "Turn or Rebuke Undead" 5 times from separate classes).

Luckily you can't abuse spell-casting because you lack a caster level (and thus cannot meet minimum caster level requirements to cast spells).

Dark-Penance
2008-05-12, 12:49 PM
I like the Lancer for the most part, fits where Khimari was on the sphere grid perfectly since he could either dive into one person's grid, or dabble in them all.

Most of the other characters could likewise "dive" into one or two other grid sections (though not all admittedly).

Hunter Noventa
2008-05-12, 12:55 PM
Most of the other characters could likewise "dive" into one or two other grid sections (though not all admittedly).

True, but generally not until the very end of their grids. Kimahri could do it as soon as you found a key sphere.

As for your other concers, remember that these classes are meant to be played alongside each other, not with other d20 classes. At all. Ever. :smalltongue:

Dark-Penance
2008-05-12, 01:41 PM
As for your other concers, remember that these classes are meant to be played alongside each other, not with other d20 classes. At all. Ever. :smalltongue:

If that's true it's a little different (read: less broken) but it could still "steal" the ability to summon Aeons, the defining class feature of the Summoner. And it would still have 6 class features left...

Hunter Noventa
2008-05-12, 02:13 PM
If that's true it's a little different (read: less broken) but it could still "steal" the ability to summon Aeons, the defining class feature of the Summoner. And it would still have 6 class features left...

Except for not having any aeons to summon, because they haven't gone through the training,a nd would likely be branded a heretic for doing so. I see your point, and without more mechanics it can be nasty. It obviously need to be more fully explained.

Dark-Penance
2008-05-12, 02:26 PM
Except for not having any aeons to summon, because they haven't gone through the training,a nd would likely be branded a heretic for doing so.
Summon (Sp): once per day, at 1st level, you can call upon an Outsider with the [Aeon] subtype (see Aeons, below) to battle your enemies for you; the Aeon is instantly transported from the transdimentional pocket in which it normally resides, while you disappear into that same transdimentional pocket (within which you cannot be harmed or otherwise contacted in any way) while your Aeon battles in your stead; you can (usually) command your Aeons from the safety of your transdimentional pocket, although you can take no other actions than to control or dismiss your Aeon, & you can only perceive what your Aeon can; an Aeon will remain on the battlefield until either the encounter ends, you dismiss them, or that Aeon is reduced to 0HP; after your Aeon departs, you will reappear in the exact same spot that you left; you can only summon Aeons that you have unlocked & that have at least 1HP; a summoned Aeon gets a fair share of the XP for encounters in which it participates; summoning is a full-round action that provokes attacks of opportunity; this ability does not consume any MP to use; at 5th level, you can summon an Aeon 2 times per day; at 10th level, you can summon an Aeon 3 times per day; at 15th level, you can summon an Aeon 4 times per day; at 20th level, you can summon an Aeon 5 times per day
Except nowhere in there is such a restriction made. Rules text is what people will look at when they see if a system is balanced. Also, most people won't care if they're branded a heretic if 1) they keep it secret (and thus actually are not branded a heretic), or 2) they can kill anyone that comes for them with Aeons.



I see your point, and without more mechanics it can be nasty. It obviously need to be more fully explained.
Yeah, just clarify the Aeon/Summoning rules, et cetera. Overall, I like the look of the project. I can't wait to see blitzball (the game and the thrown weapon!). Overdrives should be pretty cool too.


EDIT!: I just found a HUGE loophole in the Class Feature ability. It doesn't restrict your selection except to abilities possessed by your fellow adventurers. If you happen to travel (at level 2) with a Summoner 20 and gain a level, you can now select Holy. You can't use it until level 4 but once you hit level 4 you can deal 20d6+80 damage... You don't even need to be careful to optimize this ability... It's just ridiculous right now (good concept, horribly abusable execution).

Zeta Kai
2008-05-12, 11:27 PM
Even though I don't see it as much of an issue, I have tweaked the Class Feature class feature (:smallbiggrin:) so that it is harder to abuse, & so that it is more clearly defined what kind of powers are excluded.

Although I must say, Dark-Penance, if your DM allows a 20th-level character to adventure in your party during your entire 1st & 2nd class levels, then there is little I can do to balance your game, no matter what rules I write. :smallamused:

Dark-Penance
2008-05-12, 11:46 PM
Even though I don't see it as much of an issue, I have tweaked the Class Feature class feature (:smallbiggrin:) so that it is harder to abuse, & so that it is more clearly defined what kind of powers are excluded.

Although I must say, Dark-Penance, if your DM allows a 20th-level character to adventure in your party during your entire 1st & 2nd class levels, then there is little I can do to balance your game, no matter what rules I write. :smallamused:

High-level guest NPCs that you briefly meet? Also, is "party" defined? What if you secretly tag along/stalk a very high-level character (such as the level 20 Summoner). They might notice you but disregard you for being a negligible threat at most or even a small aid against minor animals, et cetera that they'd rather not waste their time on. If you follow along until you hit level 3 and grab Holy... well, even if you have to wait until level 4 to fire off 20d6+80 damage (save or half to still deal a whole lot for your level) once per day, it's completely worth it.

Also, I don't have a DM that would allow it and I sure would not but it's best to seal those theoretical loopholes to make intent clear and make the RAW agree with the RAI. When the RAW is balanced, all is zen.

EDIT: Holy can still be obtained.
If I might make a suggestion, I would add a clause similar to the following:
"The ability must be one that is gained at a class level # (maybe 2 or something) levels below your class level."
This would limit you from selecting powerful things like Holy and would also mean you'd have to wait a little longer to acquire abilities (since there is little point in many classes if you can steal their best abilities at earlier levels by meeting higher-level NPCs and the like or even gaining them within 1 level of your equal-tier PCs).

I'm not trying to poke holes in your project to be rude. Far from that, I thought FFX was a great and engaging game and wouldn't want to see the material meant to represent it as horribly "broken" mechanically.

Zeta Kai
2008-05-13, 05:19 AM
Holy can still be obtained.

Fixed. Now even the most min-maxxing munchkin who ever tried to play a kobold wizard has to wait until 19th level before getting Holy, for what it's worth.

And as for your earlier comment, Hunter, yes, these classes are meant to be played alongside each other, but I am attempting to make them balanced enough to be used with other classes in other campaign settings. This project wouldn't be very useful if nothing in it was useful outside of Spira.

Zeta Kai
2008-05-13, 10:49 AM
Blitzer (“Wakka”)
http://www.ffcompendium.com/art/10-wakka-a.jpg
The game of blitzball is a graceful ballet of underwater maneuvers. It is also a sometimes brutal full-contact sport with ruthless players vying for any advantage. This has led to Blitzers becoming adept at ranged combat, using blitzballs as deadly weapons. They have even been known to use magic to enhance their balls, giving them spell-like properties that with affect their opponents.

Alignment: Any.

Hit Die: d8.

Class Skills: The Blitzer’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), & Tumble (Dex).

Skill Points at 1st Level: (4 + Intelligence modifier) × 4.

Skill Points at Each Additional Level: 4 + Intelligence modifier.

MP per Level: 1d6+4.

Hume Blitzer Starting Package

Armor: leather (+2AC, max. dex. +6, speed 30’, 15lbs), armguard (+1AC, armor check penalty -1, 5lbs)
Weapons: blitzball (1d6, 20/×2, 15’ range, 2lbs, bouncing, bludgeoning)
Skill Selection: pick a number of skills equal to 5 + Intelligence modifier
Feat: Point Blank Shot
Bonus Feat: Far Shot
Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, flint & steel kit
Gold: 3d4gp (7gp)


Table 1-5: The Blitzer
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+0|+2|+2|+0|Dark Attack|7.5
2nd|+1|+3|+3|+0|Keen Blitzing +1|15
3rd|+2|+3|+3|+1|Silence Attack|22.5
4th|+3|+4|+4|+1|Fast Movement +5’|30
5th|+3|+4|+4|+1|Aim|37.5
6th|+4|+5|+5|+2|Keen Blitzing +2|45
7th|+5|+5|+5|+2|Sleep Attack|52.5
8th|+6/+1|+6|+6|+2|Fast Movement +10’|60
9th|+6/+1|+6|+6|+3|Dark Buster|67.5
10th|+7/+2|+7|+7|+3|Keen Blitzing +4|75
11th|+8/+3|+7|+7|+3|Drain|82.5
12th|+9/+4|+8|+8|+4|Fast Movement +20’|90
13th|+9/+4|+8|+8|+4|Silence Buster|97.5
14th|+10/+5|+9|+9|+4|Keen Blitzing +6|105
15th|+11/+6/+1|+9|+9|+5|Sleep Buster|112.5
16th|+12/+7/+2|+10|+10|+5|Fast Movement +30’|120
17th|+12/+7/+2|+10|+10|+5|Osmose|127.5
18th|+13/+8/+3|+11|+11|+6|Keen Blitzing +8|135
19th|+14/+9/+4|+11|+11|+6|Triple Foul|142.5
20th|+15/+10/+5|+12|+12|+6|Fast Movement +40’|150[/table]

Class Features
All of the following are class features of the blitzer. See level progression on Table 1-5: The Blitzer for more information.

Weapon & Armor Proficiency: you are proficient with all simple & martial weapons, & with light armor & shields (except tower shields)

Dark Attack (Su): at 1st level, you can charge 1 ranged attack with a blinding magic; if this ranged attack hits, then your opponent is rendered Blind (see Status Effects: Blind, below) for the next 3 rounds; your opponent must make a Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist; charging your ranged weapon is a swift action that does not provoke attacks of opportunity (although the ranged attack does provoke as normal); a ranged weapon remains charged for 1 round; this ability costs 5MP to use

Keen Blitzing (Ex): at 2nd level, your dedication to the sport of Blitzball affords you a +1 insight bonus to all Blitzball-related statistics (except HP & SP, see Blitzball); at 6th level, this bonus increases to +2; at 10th level, this bonus increases to +4; at 14th level, this bonus increases to +6; at 18th level, this bonus increases to +8

Silence Attack (Su): at 3rd level, you can charge 1 ranged attack with a silencing magic; if this ranged attack hits, then your opponent is rendered Mute (see Status Effects: Mute, below) for the next 3 rounds, unable to cast any spells with a verbal component; your opponent must make a Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist; charging your ranged weapon is a swift action that does not provoke attacks of opportunity (although the ranged attack does provoke as normal); ; a ranged weapon remains charged for 1 round; this ability costs 5MP to use

Fast Movement (Ex): at 4th level, you gain an enhancement bonus to your speed equal to +5’ per round; you lose this extra speed while in armor or carrying a medium or heavy load; this enhancement refers only to land movement & swim speed (which applies to the SP statistic, see Blitzball, below); any ability to ride, fly, or burrow is not enhanced by this bonus; at 8th level, this bonus increases to +10’ per round; at 12th level, this bonus increases to +20’ per round; at 16th level, this bonus increases to +30’ per round; at 20th level, this bonus increases to +40’ per round

Aim (Su): at 5th level, you can boost the accuracy of your party’s attacks; this ability grants all allies within 30’ (including yourself) a +2 competence bonus to attack rolls for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a curse effect, or die (even if they are revived during the same encounter); this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP to use

Sleep Attack (Su): at 7th level, you can charge 1 ranged attack with a sleeping magic; if this ranged attack hits, then your opponent is rendered unconscious (see Status Effects: Sleep, below) for the next 3 rounds; sleeping opponents are helpless & prone, but will awaken if hit by a physical (but not magical) attack; your opponent must make a Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist; charging your ranged weapon is a swift action that does not provoke attacks of opportunity (although the ranged attack does provoke as normal); a ranged weapon remains charged for 1 round; this ability costs 5MP to use

Dark Buster (Su): at 9th level, you can spend an extra 5MP (10MP total) in order to increase the blinding power of Dark Attack so that your opponent is rendered Blind (see Status Effects: Blind, below) for the next round, & does not get a saving throw to resist; charging your ranged weapon is a swift action that does not provoke attacks of opportunity (although the ranged attack does provoke as normal); a ranged weapon remains charged for 1 round

Drain (Sp): at 11th level, you can sap an enemy’s health & give it to yourself; on a successful touch attack, you transfer 1d4HP per HD from your opponent’s HP pool to your own; your opponent can make a Fortitude save (DC10 + ½ your class level + your Charisma modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

Silence Buster (Su): at 13th level, you can spend an extra 5MP (10MP total) in order to increase the muting power of Silence Attack so that your opponent is rendered Mute (see Status Effects: Mute, below) for the next round, & does not get a saving throw to resist; charging your ranged weapon is a swift action that does not provoke attacks of opportunity (although the ranged attack does provoke as normal); a ranged weapon remains charged for 1 round

Sleep Buster (Su): at 15th level, you can spend an extra 5MP (10MP total) in order to increase the narcotic power of Sleep Attack so that your opponent is rendered unconscious (see Status Effects: Sleep, below) for the next round, & does not get a saving throw to resist; charging your ranged weapon is a swift action that does not provoke attacks of opportunity (although the ranged attack does provoke as normal); a ranged weapon remains charged for 1 round

Osmose (Sp): at 17th level, you can sap an enemy’s magic & give it to yourself; on a successful touch attack, you transfer 2d4MP per HD (theirs) from your opponent’s MP pool to your own; your opponent can make a Will save (DC10 + ½ your class level + your Charisma modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability does not consume any MP to use

Triple Foul (Su): at 19th level, you can spend 24MP in order to combine Dark Attack, Silence Attack, & Sleep Attack all into a single crippling strike; if this ranged attack hits, then your opponent is rendered Blind, Mute & unconscious (see Status Effects, below) for the next 3 rounds; your opponent must make a Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist each effect individually; charging your ranged weapon is a swift action that does not provoke attacks of opportunity (although the ranged attack does provoke as normal); a ranged weapon remains charged for 1 round; this ability costs 24MP to use

Hunter Noventa
2008-05-13, 02:07 PM
The Blitzer seems fun and balanced, a dedicated debuffer, much like it should be. The only qualm I have is the low fortitude save, if only because being able to swim and play blitzball as it appears in the game (cutscenes, rather than the slower-paced minigame) would indicate tremendous stamina as well as sharp reflexes, rather like the standard Ranger.

I could actually see playing a variant of the blitzer, ever so slightly returned for regualr D20 games (i.e., a bonus to somethingbesides Blitzball), in a plain D+D game.The same could be said so far for the Pugilist and the Ronin, but this one more so, simply because it would be different, fun and effective.

I assume the 'bouncing' trait on the blitzball indicates that it returns to the thrower? I'd almost make it a part of the class that could apply to any reasonable ranged weapon of similar style. For example a chakram or shuriken, though it douesn't really suit say, a dagger. Obviously in Spira they'd use a blitzball, but elsewhere the same concept could work for most thrown weapons.


And regarding your comment on my comment, you probably already noticed that I started to include tidbits on how it could be adapted to better suit "plain" d20. Some things, like MP and Aeons, I'll leave alone until we see more about how they work and what else there is to work with. But I'm happy to add my thoughts on how these work in d20 in addition to with each other.

Zeta Kai
2008-05-13, 10:14 PM
The only qualm I have is the low fortitude save, if only because being able to swim and play blitzball as it appears in the game (cutscenes, rather than the slower-paced minigame) would indicate tremendous stamina as well as sharp reflexes, rather like the standard Ranger.

This has been fixed; I agree with your reasoning, so I raised the Fortitude. Now it has a more unique stat profile, unlike any other Spiran class. For a replacement of the Keen Blitzing ability, I'd suggest either more de-buffing options, something akin to a ranger's Favored Enemy ability, or a little of both.

Also, I have completely redone the Table of Contents. Check it out, because it will give you a good idea for what to expect from the project in general & what's coming up next.

Dark-Penance
2008-05-14, 01:53 AM
I would suggest that you link the entries in the table of contents to the respective posts. It makes it more convenient and more professional.

I'm eager to eventually see how Blitzball works in terms of D&D (ideas of base attack bonus influencing Shot, reflex saves influencing Catch, etc. run through my mind and make me excited to see how you decide to implement it). :)

Zeta Kai
2008-05-14, 11:19 AM
Black Mage (“Lulu”)
http://www.ffcompendium.com/art/10-lulu-a.jpg
Practitioners of the eldritch arts don’t always become Summoners. Those who seek to harness magical power sometimes want to cast more destructive spells. For those who desire this kind of sorcery, there is the path of the Black Mage. Able to wield potent magics, Black Mages are greatly feared on the battlefield, blasting their enemies with elemental & concussive spells. Summoners have grown to respect the Black Mage’s talents, to the point where they sometimes employ Black Mages as guardians for a pilgrimage.

Alignment: Any.

Hit Die: d4.

Class Skills: The Black Mage’s class skills (& the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), & Use Magical Device (Cha).

Skill Points at 1st Level: (2 + Intelligence modifier) × 4.

Skill Points at Each Additional Level: 2 + Intelligence modifier.

MP per Level: 2d6+8.

Hume Black Mage Starting Package

Armor: bangle (+0AC, 0lbs), speed 30’
Weapons: battle doll (1d4, 20/×2, 1lb, bludgeoning)
Skill Selection: pick a number of skills equal to 3 + Intelligence modifier
Feat: Toughness
Bonus Feat: Empower Spell
Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, flint & steel kit, candles, map case, parchment, ink, inkpen
Gold: 3d4gp (7gp)


Table 1-6: The Black Mage
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+0|+0|+0|+2|Thunder|15
2nd|+1|+0|+0|+3|Water|30
3rd|+1|+1|+1|+3|Blizzard|45
4th|+2|+1|+1|+4|Fire|60
5th|+2|+1|+1|+4|Focus|75
6th|+3|+2|+2|+5|Bonus Feat|90
7th|+3|+2|+2|+5|Thundara|105
8th|+4|+2|+2|+6|Watera|120
9th|+4|+3|+3|+6|Blizzara|135
10th|+5|+3|+3|+7|Fira|150
11th|+5|+3|+3|+7|Reflex|165
12th|+6/+1|+4|+4|+8|Bonus Feat|180
13th|+6/+1|+4|+4|+8|Bio|195
14th|+7/+2|+4|+4|+9|Demi|210
15th|+7/+2|+5|+5|+9|Death|225
16th|+8/+3|+5|+5|+10|Thundaga|240
17th|+8/+3|+5|+5|+10|Waterga|255
18th|+9/+4|+6|+6|+11|Blizzaga|270
19th|+9/+4|+6|+6|+11|Firaga|285
20th|+10/+5|+6|+6|+12|Flare|300[/table]

Class Features
All of the following are class features of the black mage. See level progression on Table 1-6: The Black Mage for more information.

Weapon & Armor Proficiency: you are proficient with the club, dagger, heavy crossbow, light crossbow, & quarterstaff, but not with any type of armor or shield; armor of any type interferes with a black mage’s gestures, which can cause your class features to fail (treat all spell-like class features as spells with somatic components for the purposes of spell failure rates); the only armor that a black mage can safely use are protective bangles

Thunder (Sp): at 1st level, you can attack an enemy with electrical energy; this is a ranged touch attack that deals 1d4 points of electricity damage per class level to 1 opponent within 30’ on a successful hit; your opponent can make Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

Water (Sp): at 2nd level, you can attack an enemy with watery energy; this is a ranged touch attack that deals 1d4 points of water (force) damage per class level to 1 opponent within 30’ on a successful hit; your opponent can make Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

Blizzard (Sp): at 3rd level, you can attack an enemy with freezing energy; this is a ranged touch attack that deals 1d4 points of cold damage per class level to 1 opponent within 30’ on a successful hit; your opponent can make Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

Fire (Sp): at 4th level, you can attack an enemy with flaming energy; this is a ranged touch attack that deals 1d4 points of fire damage per class level to 1 opponent within 30’ on a successful hit; your opponent can make Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

Focus (Su): at 5th level, you can augment the magical power & defenses of your party; this ability grants all allies within 30’ (including yourself) +25% on all damaging & healing spells &/or spell-like abilities for the rest of the encounter; in addition, those party members affected by this gain Spell Resistance +2 for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a curse effect, or die (even if they are revived during the same encounter); multiple focus effects do not stack; this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP to use

Bonus Feat: at 6th & 12th level, you gain a bonus feat; at each such opportunity, you can choose a metamagic feat (including a Universal Spell Feat, see below) or an item creation feat; you must still meet all prerequisites for a bonus feat, including caster level minimums; these bonus feats are in addition to the feats that a character of any class gets from advancing levels

Thundara (Sp): at 7th level, you can spend an extra 4MP (8MP total) in order to increase the damage of Thunder to 1d6+1 points of electricity damage per class level; your opponent can make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity

Watera (Sp): at 8th level, you can spend an extra 4MP (8MP total) in order to increase the damage of Water to 1d6+1 points of water (force) damage per class level; your opponent can make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity

Blizzara (Sp): at 9th level, you can spend an extra 4MP (8MP total) in order to increase the damage of Blizzard to 1d6+1 points of cold damage per class level; your opponent can make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity

Fira (Sp): at 10th level, you can spend an extra 4MP (8MP total) in order to increase the damage of Fire to 1d6+1 points of fire damage per class level; your opponent can make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity

Reflex (Su): at 11th level, you can increase the evasion prowess of your party; this ability grants all allies within 30’ (including yourself) a +4 dodge bonus to AC for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a curse effect, or die (even if they are revived during the same encounter); even though it is a dodge bonus, multiple reflex effects do not stack; this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP to use

Bio (Sp): at 13th level, you can attack an enemy with toxic energy; this is a ranged touch attack that inflicts 1 opponent within 30’ with Poison (see Status Effects: Poison, below); your opponent remains poisoned for the rest of the encounter, unless it is negated; your opponent must make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

Demi (Sp): at 14th level, you can attack your enemies with deadly energy; this ability reduces the current HP of all opponents within 30’ by 25%; your opponents can each make a Reflex save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use

Death (Sp): at 15th level, you can magically slay an enemy; this is a ranged touch attack that kills 1 opponent within 30’ (0HP or less, see Status Effects: KO, below); your opponent can make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 20MP to use

Thundaga (Sp): at 16th level, you can spend an extra 8MP (16MP total) in order to increase the damage of Thundara to 1d8+2 points of electricity damage per class level; your opponent can make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity

Waterga (Sp): at 17th level, you can spend an extra 8MP (16MP total) in order to increase the damage of Watera to 1d8+2 points of water (force) damage per class level; your opponent can make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity

Blizzaga (Sp): at 18th level, you can spend an extra 8MP (16MP total) in order to increase the damage of Blizzara to 1d8+2 points of cold damage per class level; your opponent can make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity

Firaga (Sp): at 19th level, you can spend an extra 8MP (16MP total) in order to increase the damage of Fira to 1d8+2 points of fire damage per class level; your opponent can make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity

Flare (Sp): at 20th level, you can attack an enemy with devastating energy; this is a ranged touch attack that deals 1d10+3 points of non-specified damage per class level to 1 opponent within 30’; your opponent can make Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

Ether
2008-05-14, 01:20 PM
No Ultima? I mean the summoner did get Holy.

Dark-Penance
2008-05-14, 01:48 PM
No Ultima? I mean the summoner did get Holy.

Yeah, but Holy was at the end of Yuna's sphere grid path and Flare was at the end of Lulu's. Ultima was sealed off in the very middle of Kimahri's by the level 4 locks.

Hunter Noventa
2008-05-14, 02:13 PM
Black Mage looks good to me.

And yeah, Ultima isn't on Lulu's track, while Holy is on Yuna's. Ultima is pretty freaking powerful after all, it's have to be a quest reward or something, considering how annoying it was to get the Level 4 key Spheres.

Eighth_Seraph
2008-05-14, 04:16 PM
This all looks really nice so far, a Zeta Kai classic. As a dedicated advocate of sticking to the source material, though, I'd like to propose a change in the mechanics for summoning. In FFX, the party didn't disappear whenever Yuna summoned an Aeon. Rather, they ran off-screen to give the rampaging beast some room while Yuna either rode the thing (as in Ifrit) or stood by it (as in Bahamut). Most importantly, during Yuna's "wedding", she summoned Valefore to get her out of there, and definitely rode on its back during the summon. When translated to D&D, I see no reason why the summoner couldn't remain actively in battle, or at least on the battlefield.

In the former case, the summoner may have to devote a move or standard action each turn to maintain the summon, or else be limited in using her abilities solely on the Aeon. This could be an interesting (or frustrating) way to handle the summon, since there's a squishy caster on the field of battle that is the key to defeating a nigh-unstoppable monster. It could be a strategic development or the meat shield's nightmare. Nevertheless, I think that in order to be true to the game, the summoner must stay on the battlefield while controlling her Aeon.

Just my two gil.

Hunter Noventa
2008-05-14, 04:29 PM
That seems appropriate. Give the entire party a move action that doesn't provoke attacks of opportunity when it's summoned, the summoner has to take a full-round action to control and direct the Aeon, and perhaps have creatures need to make a very tough will save to not attack the summon over everything else? Kind of a sanctuary effect on the party with a realyl high DC? So if the rest of the party really wants to get int he way of the summon, they can.

A thought, perhaps for a variant?

Drglenn
2008-05-14, 09:59 PM
Awesome homebrew so far, keep up the good work!
Any ideas for what to replace summoning with to make a 'white mage' class for post-FFX campaigns (i.e. after the aeons have been sent)?

As for aeon summoning: you could make the summoner have to maintain concentration on the aeon but otherwise last indefinitely or until knocked out. This would allow them to keep away from fiends that may want to eat their soft, tasty flesh but stop them from attacking etc. whilst having an aeon summoned.


Ultima isn't on Lulu's track

It is on the expert sphere grid. But then again flare is closest to the end of Riku's track on the expert grid.

Zeta Kai
2008-05-15, 07:54 AM
Oh, I knew Summon would be a can of worms.

Well, you bring up a good point, Eighth_Seraph, & I am also dedicated to being faithful to my source material whenever at all possible. Since your idea fits the ability better, & it seems to be seconded by others, I have incorporated it into the Summon feature, with what I hope to be the final revision of that most contentious ability. The Summon ability has taken more time to perfect than any other aspect of this project, so further revisions are unlikely unless a major rules loophole is found. Here's the latest version:

Summon (Sp): once per day, at 1st level, you can call upon an Outsider with the [Aeon] subtype (see Aeons, below) to battle your enemies for you; the Aeon is instantly transported from the transdimensional pocket in which it normally resides to the nearest clear space within 30’ of you (if no such space exists, the summoning fails); you can (usually) command Aeons that you have summoned, but you must remain with 30’ of the Aeon at all times, & you must spend a standard action each round to maintain control of the Aeon (this does not provoke attacks of opportunity); an Aeon will remain on the battlefield until either the encounter ends, you dismiss it, you fail to maintain control, or it is reduced to 0HP; you can only summon Aeons that you have unlocked & that have at least 1HP; a summoned Aeon gets a fair share of the XP for encounters in which it participates; summoning is a full-round action that provokes attacks of opportunity; while your Aeon battles in your stead, all opponents must make a Will save (DC20 + your class level) to target you for an attack; this ability does not consume any MP to use; at 5th level, you can summon an Aeon 2 times per day; at 10th level, you can summon an Aeon 3 times per day; at 15th level, you can summon an Aeon 4 times per day; at 20th level, you can summon an Aeon 5 times per day

As for Ultima, I haven't forgotten about it's apocalyptic awesomeness. It will be detailed in the Magic section, under Universal Spell Feats.

Zeta Kai
2008-05-15, 08:11 AM
Bandit (“Rikku”)
http://www.ffcompendium.com/art/10-rikku-a.jpg
Avid seekers of wealth & fortune, Bandits are usually either gleeful rogues who commit their larceny with style & panache or cut-throat scoundrels who won’t hesitate to add murder to their litany of sins. Rarely accepted in civilized society for what they are, Bandits are often disguised as other classes, such as Pugilists, Blitzers, or Merchants. This has become so common that they are known for their talent at emulating other classes’ abilities.

Alignment: Any.

Hit Die: d6.

Class Skills: The Bandit’s class skills (& the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (architecture) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), & Use Rope (Dex).

Skill Points at 1st Level: (8 + Intelligence modifier) × 4.

Skill Points at Each Additional Level: 8 + Intelligence modifier.

MP per Level: 1d6+4.

Al Bhed Bandit Starting Package

Armor: leather (+2AC, max. dex. +6, speed 30’, 15lbs), targe (+1AC, armor check penalty -1, 5lbs)
Weapons: claw (1d6, 20/×2, 1lb, slashing)
Skill Selection: pick a number of skills equal to 8 + Intelligence modifier
Feat: Improved Initiative
Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, flint & steel kit, thieves’ tools
Gold: 4d4gp (10gp)


Table 1-7: The Bandit
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+0|+0|+2|+0|Steal|7.5
2nd|+1|+0|+3|+0|Sneak Attack +1d6|15
3rd|+2|+1|+3|+1|Trap Sense +2|22.5
4th|+3|+1|+4|+1|Sneak Attack +2d6|30
5th|+3|+1|+4|+1|Use|37.5
6th|+4|+2|+5|+2|Sneak Attack +3d6|45
7th|+5|+2|+5|+2|Class Feature 1|52.5
8th|+6/+1|+2|+6|+2|Sneak Attack +4d6|60
9th|+6/+1|+3|+6|+3|Luck|67.5
10th|+7/+2|+3|+7|+3|Sneak Attack +5d6|75
11th|+8/+3|+3|+7|+3|Spare Change|82.5
12th|+9/+4|+4|+8|+4|Sneak Attack +6d6|90
13th|+9/+4|+4|+8|+4|Trap Sense +5|97.5
14th|+10/+5|+4|+9|+4|Sneak Attack +7d6|105
15th|+11/+6/+1|+5|+9|+5|Mug|112.5
16th|+12/+7/+2|+5|+10|+5|Sneak Attack +8d6|120
17th|+12/+7/+2|+5|+10|+5|Class Feature 2|127.5
18th|+13/+8/+3|+6|+11|+6|Sneak Attack +9d6|135
19th|+14/+9/+4|+6|+11|+6|Bribe|142.5
20th|+15/+10/+5|+6|+12|+6|Skilled Saboteur|150[/table]

Class Features
All of the following are class features of the bandit. See level progression on Table 1-7: The Bandit for more information.

Weapon & Armor Proficiency: you are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, & short sword; you are proficient with light armor, but not with shields

Steal (Ex): at 1st level, you can rob your enemies while you fight them; during battle, you may make a touch attack upon an opponent; if you connect, you may attempt a Sleight of Hand check (DC10 + the opponent’s CR) to steal 1 item worn or carried by the opponent; you suffer no penalties for thievery performed in plain sight of your target; you cannot attack an opponent in the same round that you perform this maneuver; this is a swift action that does not provoke attacks of opportunity; this ability does not consume any MP to use

NOTE: Some creatures carry rare items in addition to normal items; whenever a Bandit makes a successful steal attempt, roll d%; the rate for a rare steal is 1% × the stealer’s ECL, while the rest of the time they will take a normal item (see Creature entries, below, for normal/rare steals).

Sneak Attack: at 2nd level, if you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage, just like a rogue; your attack deals extra damage any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank your target; this extra damage is 1d6 at 2nd level, & it increases by 1d6 every two bandit levels thereafter (up to 9d6, at 18th level); should you score a critical hit with a sneak attack, this extra damage is not multiplied; ranged attacks can count as sneak attacks only if the target is within 30’; with a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage; you cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty; you can sneak attack only living creatures with discernible anatomies; Undead, Constructs, Oozes, Plants, & incorporeal creatures lack vital areas to attack;. any creature that is immune to critical hits is not vulnerable to sneak attacks; you must be able to see the target well enough to pick out a vital spot & must be able to reach such a spot; you cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach

Trap Sense (Ex): At 3rd level, you gain an intuitive sense that alerts you to danger from traps, giving you a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps; these bonuses rise to +5 when you reach 13th level; trap sense bonuses gained from multiple classes stack

Use (Ex): at 5th level, you can use any item that you can lift over your head (weight ≤ maximum heavy load) as an improvised weapon; any item that you hold is considered a weapon that you have proficiency with, & can used as a melee or thrown ranged weapon (range increment 5’ minimum); improvised weapons deal damage appropriate to their size (1 point of damage minimum on a successful hit, minus hardness &/or DR); this ability does not consume any MP to use

Class Feature: at 7th & 17th level, you gain 1 class feature from another class; this feature must already be accessible to an ally who has been in your party (defined as creatures that you willingly adventure with, & that willingly adventure with you) ever since the last time you gained a bonus class feature (or 1st level, in the case of your first feature); you must have seen this feature performed at least once & made a successful Intelligence check afterward (DC10 + the HD of the ally performing the feature); this feature cannot be used if it depends on knowing another class feature first (such as Mug being dependent on Steal, or Firaga being dependent on Fire & Fira); an ability must be one that is normally gained at a class level equal to your own + 1 or lower; extraordinary, supernatural, & spell-like abilities can be acquired & used; this feature has the same restrictions & costs as the original class feature, & operates in all respects identically; spells, summoning abilities, skill ranks, feats, maneuvers, maneuvers readied & overdrives cannot be gained in this manner

Luck (Su): at 9th level, you can increase the fortune of your party; this ability grants all allies within 30’ (including yourself) a +2 luck bonus on all attack rolls, damage rolls, saving throws, & AC for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a curse effect, a jinx effect, or die (even if they are revived during the same encounter); multiple luck effects do not stack; this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP to use

Spare Change (Su): at 11th level, you can throw your coinage at your enemies; this attack is a ranged attack (10’ range increment) that can hit 1 opponent, dealing points of damage equal to 5% of the value of the GP you throw; the money you throw must have been in your possession for more than 24 hours for you to damage enemies with it, & all coins thrown magically disintegrate after dealing damage; your opponent can make a Fortitude save (DC10 + ½ your class level + your Charisma modifier) for half damage; no more than 1,000GP can be thrown in a single round; this is a standard action that provokes attacks of opportunity; this ability does not consume any MP to use

Mug (Ex): at 15th level, you can spend an extra 10MP (10MP total) in order to make a melee attack upon an opponent during a Steal attempt (instead of the normal touch attack required for Steal attempts); if you connect, you may attempt a Sleight of Hand check (DC10 + the opponent’s CR) to steal 1 item worn or carried by the opponent; you suffer no penalties for thievery performed in plain sight of your target; this is a swift action that does not provoke attacks of opportunity

NOTE: Some creatures carry rare items in addition to normal items; whenever a Bandit makes a successful steal attempt, roll d%; the rate for a rare steal is 1% × the stealer’s ECL, while the rest of the time they will take a normal item (see Creature entries, below, for normal/rare steals).

Bribe (Su): at 19th level, you can pay enemies not to fight you; if you offer an opponent money, jewels, art, or other goods equal to 5,000gp × the opponent’s CR, then they will give you their single most valuable item & promptly flee, preventing further conflict; opponents need not be intelligent or value currency for this ability to function, but cannot be asleep, disabled, petrified, dead, or otherwise unable to act; your opponent can make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a full-round action that does not provoke attacks of opportunity; this ability does not consume any MP to use

Skilled Saboteur (Ex): at 20th level, you make quick work out of mechanisms & traps, disabling devices in ½ the normal time (see Disable Device (http://www.d20srd.org/srd/skills/disableDevice.htm), Player's Handbook, page 72); a device that normally takes 1 round to disable now takes 1 standard action, allowing you to make a move action afterward

Note: Skilled Saboteur was not designed by me; it was featured in an article about dead class levels on the D&D website (http://www.wizards.com/default.asp?x=dnd/cwc/20061013a), as a 20th-level rogue’s class feature

Hunter Noventa
2008-05-15, 10:31 AM
I like the bandit class, it amuses me greatly. No one in their right mind will USE Spare Change mind you, but it's fun.

Also Zeta, you've inspired me to start a similar project using the classes from FFTactics. We'll see how it goes, eh?

Realms of Chaos
2008-05-15, 01:13 PM
What do you mean, nobody would use spare change?

Let me lay this out for you. At 11th level, you buy a bag of holding I, which is capable of holding 12500 gold pieces (as, according to p. 112 of the PHB, one pound of gold is 50 gp [and the bag of holding holds 250 pounds]). Loading it up with gold, you still have about 10,000 gp to spend elsewhere (on armor or weapons or whatnot).

If you were to open up the bag and chuck its contents at a creature, that creature would take 625 damage, or half on a successful save. Keep in mind that the ability allows for neither evasion nor mettle (remember, mettle only works against magical effects, not supernatural effects), automatically overcomes damage reduction and spell resistance, and (strangely) has a 50% chance of hitting incorporeal creatures.

In an extreme case, let's pretend that a level 11 bandit with the improved initiative feat and 10 Dex meets a Marilith (CR 17). If the rogue wins initiative (50% chance) or manages to surprise the marilith, they open up their BoH and chuck the contents at the demon. Even assuming an unreasonably low dex score of 10, they still have a 75% chance of hitting the Marilith with the ranged touch attack, killing it even if they succed on their saving throw. When looting said marilith, the bandit might gain, with completely average rolls, 6,000 gp, 32 50 gp gems, a rod of cancellation, a ring of animal friendship, a +3 longsword, and a +3 heavy mace, more than enough to replace the spent loot.

That's right. Spare change allows Level 11 characters to kill CR 17 creatures easily (If you want a really scary thought, that same level 11 character could nearly wipe out a CR 21 titan, against whom that bandit has a 95% chance of hitting).

PS. Two such bandits working together could probably take out half of the stuff in the Epic Level Handbook in one round, at level 11.

Edit: Just did some additional math. By the time the bandit reaches level 12 (just one level later), they can afford to fill up a bag of holding II, doubling the potential for damage. Also, although it might happen once in a given campaign (and only at epic levels), if a bandit ever managed to fill a Type IV bag, they gain the ability to kill any single creature without incredibly high touch AC, regeneration, or a wall of force that follows them around (1875 damage, on a successful save).
By the way, even though DMs may be smarter than to pit CR 17 creatures against level 11 parties, that level 11 bandit will eventually come across a powerful NPC worth the same amount of Exp, whether it is a king, high priest, the person giving them missions, etc. If you were to simply say that there were no such people in existance, after all, there would be nothing stopping the PCs from just running amok.

Zeta Kai
2008-05-15, 01:51 PM
Various good-yet-troublesome points.

Yeah, that needed some more playtesting. I have tweaked the Spare Change ability to lessen those issues while still hopefully making it useful. It's meant to be a helpful ability, not a game-breaker.

Thank you, RoC, for bringing that to my attention. I may have to reassess what works as an extraordinary, supernatural, or spell-like ability, as well as what abilities provoke attacks of opportunity. I'll keep everyone posted.

Hunter Noventa
2008-05-15, 02:04 PM
Yeah, that needed some more playtesting. I have tweaked the Spare Change ability to lessen those issues while still hopefully making it useful. It's meant to be a helpful ability, not a game-breaker.

Of course, in FF5 it almost was, being one of the most powerful attacks.

The real question is will you get a return on your investment when using it?

Realms of Chaos
2008-05-15, 02:22 PM
There are a couple of other things that I noticed but didn't put down.

First of all, how do you rationalize that an unintelligent creature could be made to prefer money over food via Bribe. I understand that bribe worked against everything in FFX. Even so, I can't quite picture unintelligent plants, constructs, oozes, or undead going after the coins that you dropped (though I can kind of imagine vermin and animals going after shiny objects), let alone having the pressence of mind to drop an item that they had been carrying more or less by accident?

Also, for the purposes of stealing class abilities, you state that you can't use a class feature dependant upon another class feature. However, under the descriptions of such abilities like fira, there is no distinction that fire is required at all. To avoid confusion, why not alter the "advanced" versions of moves so that you gain additional benefits (possibly at the cost of additional MP) when using your weaker move. For example:

Fira (Sp): starting at 10th level, whenever you use fire, you may spend an extra 4MP in order to increase the damage to 1d6+1 points of fire damage per class level.

In this way, even if a lancer or bandit chose to learn this move, it wouldn't do them any good as it only allows for the empowerment of another move they do not possess.

Also, on the matter of the bandit and lancer, why not decrease their MP/level. After all, they have next to no means with which to spend this MP.

Lastly, if you are considering what to do about Ultima, I suggest starting with a disintegrate effect with 2 exceptions.
1. Instead of a ray, it effects a 20-foot radius area.
2. On a successful saving throw, targets take 10d6 damage instead of 5d6.
As for how you implement it, that is really up to you (although I'd personally go with an epic feat).

banjo1985
2008-05-16, 05:28 AM
Wow, I haven't seen such an exhaustive FF conversion before, and I'm very impressed by what there is so far. I've tried a couple of times to do something like this, but always fallen short, this seems to capture the world and characters pretty much perfectly.

One small thing I noticed is that the Bandit class doesn't really incorporate Rikku's ability against robotic enemies, I guess that would mean Constructs in this form. Killing them with one blow would obviously be over the top, but allowing a bandit to do critical hits to Constructs at a standard rate might simulate that ability from the game?

Soup of Kings
2008-05-16, 07:45 AM
Rikku's effectiveness against Machina is an Al Bhed racial trait.

"+2 racial bonus on attack rolls against Constructs"

banjo1985
2008-05-16, 08:18 AM
Gah, I appear to have failed my spot check :smalleek:

Ignore my inane ramblings and keep up the good work!

Soup of Kings
2008-05-16, 02:30 PM
S'alright, seems to me to have been an easy mistake. Here; *casts Owl's Wisdom*

There ya' go :smallbiggrin:

Still love the way this homebrew is shaping up, keep up the good work!

Zeta Kai
2008-05-16, 10:07 PM
First of all, how do you rationalize that an unintelligent creature could be made to prefer money over food via Bribe.

A wizard did it. Seriously, I don't know, it's in the game, so I put it in here. I don't get it either, but hey, it's magic, & I've seen weirder abilities for a class (especially for mages), so I'm willing to let it slide.


Fira (Sp): starting at 10th level, whenever you use fire, you may spend an extra 4MP in order to increase the damage to 1d6+1 points of fire damage per class level.

That's such a good idea, I borrowed it wholesale. Firaga is now dependent on Fira, which in turn is dependent on Fire. Nothing will work without the first SLA. I did this for all of the element spells for the Black Mage, as well as the healing spells of the Summoner.


Also, on the matter of the bandit and lancer, why not decrease their MP/level. After all, they have next to no means with which to spend this MP.

I already decreased their MP/level before posting them; they both used to be 4d6+16. I realized that their own abilities don't eat up a lot of MP, so I nerfed them. But I didn't wanna do that any more, because they could gain MP-consuming abilities with their Class Feature class feature (I love saying that); & in fact, SLA's are a likely choice for a Lancer/Bandit who's looking for do more for the party. Plus, it makes a clear division between the PC's & the NPC's in terms of power level; this is somewhat necessary in a world where just about every creature has magical ability.


Lastly, if you are considering what to do about Ultima, I suggest starting with a disintegrate effect with 2 exceptions.
1. Instead of a ray, it effects a 20-foot radius area.
2. On a successful saving throw, targets take 10d6 damage instead of 5d6.
As for how you implement it, that is really up to you (although I'd personally go with an epic feat).

You must've read my mind, because my version of Ultima is indeed based off of Disintegrate. You'll still have to wait to see it, though.

EvilElitest
2008-05-16, 10:17 PM
way too tired to read whole thread, but could you at least provide pictures to links.I"m one of those people who can picture things better when i have a picture and it helps a lot trust me
from
EE

Zeta Kai
2008-05-16, 10:35 PM
NPC Classes
http://www.ffcompendium.com/art/10-characters-a2.jpg
Although the Aristocrat, the Commoner, & the Expert are essentially the same as in the Dungeon Master’s Guide, the world of Spira has a few fundamental differences from most campaign settings, even in its NPC classes. The Warrior & the Adept classes are not present in their standard forms. Instead, the world of Spira has the Crusader, the Merchant, & the Priest NPC classes, as detailed below.

Note: Some of the material presented in this section is non-canonical, but is extrapolated from canonical information, & is designed to hopefully clarify the abilities of characters such as Lucil, O’aka, & Kinoc for use in the game.

Crusader (“Elma/Lucil”)
The Crusaders as an organization began as the Crimson Blades, a militia founded & organized by Summoner Mi’ihen centuries ago. Originally separate from the Church of Yevon, they were brought under Yevon’s banner as the Crusaders within a few years of their creation. Although the Crusaders as a group have Pugilists, Ronin, Lancers & even a few Bandits as members, the majority of their forces are comprised of the Crusader class. A member of the Crusader class is a warrior dedicated to the defeat of Sin, & will usually serve in the role of infantry, command, or something akin to being a guardian for a Summoner.

Alignment: Any lawful.

Hit Die: d8.

Class Skills: The Crusader’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), & Use Rope (Dex).

Skill Points at 1st Level: (2 + Intelligence modifier) × 4.

Skill Points at Each Additional Level: 2 + Intelligence modifier.

MP per Level: 2d4.

Hume Crusader Starting Package

Armor: none, speed 30’
Weapons: Quarterstaff (1d6, 20/×2, 4lbs, large size, bludgeoning)
Skill Selection: pick a number of skills equal to 3 + Intelligence modifier
Feat: Power Attack
Bonus Feat: Cleave
Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, crossbow bolt case, flint & steel kit, spell component pouch
Gold: 3d4gp (7gp)


Table 1-8: The Crusader
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+1|+2|+0|+0|Mounted Combat|5
2nd|+2|+3|+0|+0|--|10
3rd|+3|+3|+1|+1|--|15
4th|+4|+4|+1|+1|--|20
5th|+5|+4|+1|+1|Mi’ihen’s Resolve 1/day|25
6th|+6/+1|+5|+2|+2|--|30
7th|+7/+2|+5|+2|+2|--|35
8th|+8/+3|+6|+2|+2|--|40
9th|+9/+4|+6|+3|+3|--|45
10th|+10/+5|+7|+3|+3|Mi’ihen’s Resolve 2/day|50
11th|+11/+6/+1|+7|+3|+3|--|55
12th|+12/+7/+2|+8|+4|+4|--|60
13th|+13/+8/+3|+8|+4|+4|--|65
14th|+14/+9/+4|+9|+4|+4|--|70
15th|+15/+10/+5|+9|+5|+5|Mi’ihen’s Resolve 3/day|75
16th|+16/+11/+6/+1|+10|+5|+5|--|80
17th|+17/+12/+7/+2|+10|+5|+5|--|85
18th|+18/+13/+8/+3|+11|+6|+6|--|90
19th|+19/+14/+9/+4|+11|+6|+6|--|95
20th|+20/+15/+10/+5|+12|+6|+6|Mi’ihen’s Resolve 4/day|100[/table]

Class Features
All of the following are class features of the crusader NPC class. See level progression on Table 1-8: The Crusader for more information.

Weapon & Armor Proficiency: you are proficient with all simple & martial weapons, light armor, medium armor, & shields (except tower shields)

Mounted Combat: at 1st level, you get Mounted Combat as a bonus feat

Mi’ihen’s Resolve (Ex): at 5th level, you gain a +2 morale bonus to any 1 saving throw, usable once a day; at 10th level, you can use your Resolve bonus twice per day; at 15th level, you can use your Resolve bonus 3 times per day; at 20th level, you can use your Resolve bonus 4 times per day

Zeta Kai
2008-05-18, 12:46 AM
Merchant (“O’aka/Rin”)
Traders, dealers, & salesmen, these people are the linchpin of Spira’s economy. Since permanent stores are regularly destroyed by Sin’s rampages, the people of Spira often rely on travelling Merchants to sell supplies to them. Merchants make their living buying & selling goods, so they are usually sharp appraisers & shrewd negotiators. These skilled traders travel the world, plying their wares & searching for the next big score.

Alignment: Any.

Hit Die: d6.

Class Skills: The Merchant’s class skills (& the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex).

Skill Points at 1st Level: (6 + Intelligence modifier) × 4.

Skill Points at Each Additional Level: 6 + Intelligence modifier.

MP per Level: 2d4.

Al Bhed Merchant Starting Package

Armor: none, speed 30’
Weapons: Quarterstaff (1d6, 20/×2, 4lbs, large size, bludgeoning)
Skill Selection: pick a number of skills equal to 6 + Intelligence modifier
Feat: Negotiator
Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, crossbow bolt case, flint & steel kit, spell component pouch
Gold: 3d4gp (7gp)


Table 1-9: The Merchant
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+0|+0|+0|+2|Silver Tongue|5
2nd|+1|+0|+0|+3|--|10
3rd|+2|+1|+1|+3|--|15
4th|+3|+1|+1|+4|Master Haggler|20
5th|+3|+1|+1|+4|--|25
6th|+4|+2|+2|+5|--|30
7th|+5|+2|+2|+5|--|35
8th|+6/+1|+2|+2|+6|--|40
9th|+6/+1|+3|+3|+6|--|45
10th|+7/+2|+3|+3|+7|--|50
11th|+8/+3|+3|+3|+7|--|55
12th|+9/+4|+4|+4|+8|--|60
13th|+9/+4|+4|+4|+8|--|65
14th|+10/+5|+4|+4|+9|--|70
15th|+11/+6/+1|+5|+5|+9|--|75
16th|+12/+7/+2|+5|+5|+10|--|80
17th|+12/+7/+2|+5|+5|+10|--|85
18th|+13/+8/+3|+6|+6|+11|--|90
19th|+14/+9/+4|+6|+6|+11|--|95
20th|+15/+10/+5|+6|+6|+12|--|100[/table]

Class Features
All of the following are class features of the merchant NPC class. See level progression on Table 1-9: The Merchant for more information.

Weapon & Armor Proficiency: you are proficient with all simple & martial weapons, but not with any type of armor or shield

Silver Tongue (Ex): at 1st level, you can haggle with people to get a better deal on goods & services; on a successful Diplomacy Check (DC15 + the seller’s ranks in Sense Motive + the seller’s Wisdom modifier), you can deduct up to 2% per class level (maximum 40% deduction) from the price of any weapon, armor, item or service (be it mundane or magical); if the maximum initial cost exceeds 500gp × your class level, then you cannot apply your deduction

Master Haggler (Ex): at 4th level, your experience with negotiations has granted you a certain shrewdness when making deals with others; you can apply ½ your class level (maximum +10) as a competence bonus to Diplomacy checks that pertain directly to your business, such as when buying or selling goods &/or services

Hunter Noventa
2008-05-18, 10:49 AM
If the Crusader is intended to replace the Warrior, you may want to give it a Full BaB progression. Other than that, the NPC classes seem just fine.

Realms of Chaos
2008-05-18, 10:12 PM
Although I don't have any big problems with the NPC classes, that isn't to say that I have no problems at all.

Crusader: This thing seems just wierd. They gain a fighterish feat without full BAB and gain bonuses to skills with barely any skill points. I suggest keeping the current BAB, upping skills to 4+Int, and expanding Mi'ihen resolve to provide the bonus against fear effects as well.

Merchant: You may want to rethink the mechanics behind silver tongue. Although your wording is definitely intended for magical armor and weapons, keep in mind that there are items that can grant you +1 enhancement bonuses to your natural armor, to your caster level, etc. Also, don't you think its a bit odd that a merchant can save a couple of bucks, for instance, on a staff of power (which also functions as a magic weapon) but not on a staff of life (which does not) or on any item that doesn't specifically grant enhancement bonuses.
What I suggest is restricting the use of the ability to items that cost up to 500 gp/level (or 50 gp/level, if you prefer), magical or not. At higher levels, simply grant bonuses to your diplomacy check made to haggle (in increments of either +1 or +2).
Another thing that bugs me about silver tongue is that it uses your opponent's level to determine the DC. I think that It makes more sense to use your target's ranks in sense motive instead. That way, a high-level but gullible fighter might be willing to sell you something cheaper while a lower-level but canny merchant will know what your up to.
Lastly, for the purposes of epic play, please put a cap on the amount by which you can lower price (unless you want a level 50 merchant grabbing +10 swords for free.)

littlechicory
2008-05-19, 01:24 PM
Class Skills: The Crusader’s class skills (& the key ability for each skill) are...


This would be fine if it wasn't smack in the middle of the Merchant class description.

Zeta Kai
2008-05-19, 09:06 PM
Crusader
I would have thought that the slight dip in BAB would have been a fair trade-off for the two class features, neither of which the Warrior has (although the Warrior could take Mounted Combat if he chose, Mi'ihen's Resolve is unique to the Crusader). However, as it has been requested twice, I bumped up the BAB to +1/level. I also completely re-wrote Mi'ihen's Resolve, so it is vastly different from the previous version. Check it out.


Merchant
I re-worked Silver Tongue, adding a cap on it's power, simplifying it's rules, changing the DC factors, & generally jazzing it up. It did not accurately reflect how I intended it to work, & all the little munchkins out there know the great divide between RAI & RAW.

Also, I added Master Haggler to cover the Diplomacy bonus that RoC suggested.

Zeta Kai
2008-05-20, 05:48 AM
Priest (“Jyscal/Kinoc”)
The clergy of Yevon are a diverse group, as all-encompassing as the religion itself. Operating temples all over Spira, these Priests are novices in the magical arts, but have some talents at healing, protection & enchantment.

Alignment: Any non-evil.

Hit Die: d4.

Class Skills: The Priest’s class skills (& the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), & Spot (Wis).

Skill Points at 1st Level: (4 + Intelligence modifier) × 4.

Skill Points at Each Additional Level: 4 + Intelligence modifier.

MP per Level: 1d6+4.

Guado Priest Starting Package

Armor: none, speed 30’
Weapons: Quarterstaff (1d6, 20/×2, 4lbs, large size, bludgeoning)
Skill Selection: pick a number of skills equal to 4 + Intelligence modifier
Feat: Toughness
Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, crossbow bolt case, flint & steel kit, spell component pouch
Gold: 3d4gp (7gp)


Table 1-10: The Priest
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+0|+0|+0|+2|Aura|7.5
2nd|+1|+0|+0|+3|--|15
3rd|+1|+1|+1|+3|--|22.5
4th|+2|+1|+1|+4|Turn/Rebuke Undead|30
5th|+2|+1|+1|+4|--|37.5
6th|+3|+2|+2|+5|--|45
7th|+3|+2|+2|+5|Lay on Hands|52.5
8th|+4|+2|+2|+6|--|60
9th|+4|+3|+3|+6|--|67.5
10th|+5|+3|+3|+7|Remove Disease 1/week|75
11th|+5|+3|+3|+7|--|82.5
12th|+6/+1|+4|+4|+8|--|90
13th|+6/+1|+4|+4|+8|Smite Evil 1/day|97.5
14th|+7/+2|+4|+4|+9|--|105
15th|+7/+2|+5|+5|+9|--|112.5
16th|+8/+3|+5|+5|+10|Remove Disease 2/week|120
17th|+8/+3|+5|+5|+10|--|127.5
18th|+9/+4|+6|+6|+11|--|135
19th|+9/+4|+6|+6|+11|--|142.5
20th|+10/+5|+6|+6|+12|Smite Evil 2/day|150[/table]

Class Features
All of the following are class features of the priest NPC class. See level progression on Table 1-10: The Priest for more information.

Weapon & Armor Proficiency: you are proficient with the club, dagger, heavy crossbow, light crossbow, & quarterstaff, but not with any type of armor or shield; armor of any type interferes with a priest’s gestures, which can cause your class features to fail (treat all spell-like class features as spells with somatic components for the purposes of spell failure rates)

Aura (Ex): at 1st level, a priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details); priests who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment

Turn/Rebuke Undead (Su): at 4th level, regardless of alignment, you can affect undead creatures by channeling the power of your faith through your holy (or unholy) symbol (see Turn or Rebuke Undead); a good priest (or a neutral priest who worships a good deity) can turn or destroy undead creatures; an evil priest (or a neutral priest who worships an evil deity) instead rebukes or commands such creatures; a neutral priest of a neutral deity must choose whether his turning ability turns or rebukes undead; once this choice is made, it cannot be reversed; you may attempt to turn undead a number of times per day equal to 3 + your Wisdom modifier; a priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead; this ability costs 5MP to use

Lay on Hands (Su): at 7th level, you can heal wounds (your own or those of others) by touch, if you have a Wisdom score of 12 or higher; each day you can heal a total number of HP equal to your priest level × your Wisdom bonus; you may choose to divide your healing among multiple recipients, & you do not have to use it all at once; using Lay on Hands is a standard action that provokes attacks of opportunity; alternatively, you can use any or all of this healing power to deal damage to undead creatures; using Lay on Hands in this way requires a successful melee touch attack & does not provoke attacks of opportunity; you decide how many of your daily allotment of points to use as damage after successfully touching an undead creature; this ability costs 9MP to use

Remove Disease (Sp): at 10th level, you can produce a remove disease effect, as the spell, once per week; at 16th level, you can use this twice per week; this ability costs 14MP to use

Smite Evil (Su): at 13th level, once per day, you may attempt to smite evil with one normal melee attack; you add your Wisdom bonus (if any) to your attack roll & deal 1 extra point of damage per priest level; if you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day; at 20th level, you can use this twice per day; this ability costs 18MP to use

Zeta Kai
2008-05-21, 12:39 PM
Status Effects
These are special notes on the various conditions that can affect PCs & NPCs in a Final Fantasy X-based game. Some of these conditions replace the standard D&D definitions for status conditions.
Berserk: a creature with this attacks with their current weapon in hand (or unarmed) the nearest opponent in an encounter once each round, with a +2 morale bonus to each attack; the creature performs full attacks whenever possible; they cannot cast spells, use items, or use class features; they will not become lucid if hit by a physical or magical attack

Blind: a creature with this takes a -2 penalty to AC, loses Dexterity bonus to AC (if any), moves at ½ speed, takes a -4 penalty on Search checks & on most Strength- & Dexterity-based skill checks; all checks & activities that rely on vision (such as reading & Spot checks) automatically fail; 50% miss chance on all attacks

Confused: a creature with this has a 90% chance to attack any 1 random character in an encounter once each round with their current weapon in hand (or unarmed), including himself; the creature performs full attacks whenever possible; they will not cast spells or use class features, but may (remaining 10% chance) use a random item; they will become lucid if hit by a physical (but not magical) attack, even by themselves

Cursed: a creature with this cannot accrue or spend OP’s, & thus cannot perform overdrives; this also dispels most positive effects

Doomed: a creature with this must make a Fortitude save (DC10 + 1 for each previous successful save) each round or become automatically KOed (0HP or less)

Hasted: a creature with this has a +10 bonus to their Initiative, & can perform an extra attack action, move action or swift action each round

KO: AKA knock-out; creature’s health at 0HP; a creature with this cannot act in any way, & cannot be targeted by an attack or spell, but can be revived with a Phoenix Down or similar reviving magic, provided that they are not actually dead (-10HP)

Mute: a creature with this cannot speak or otherwise verbally communicate, & therefore cannot cast spells or use spell-like abilities that require a verbal component; unless it specifically states otherwise, all spell-like abilities for the classes above do require verbal components to cast)

Petrified: a creature with this is turned to stone & cannot act in any way; a petrified creature resembles a statue, which has a hardness of 8 & HP dependent on its size (Fine 16, Diminutive 32, Tiny 64, Small 125, Medium 250, Large 500, Huge 1,000, Gargantuan 2,000, Colossal 4,000)

Poison: a creature with this takes damage equal to 1d3 × its own HD each round

Regen: a creature with this gains Fast Healing; it regains HP equal to ½ its HD; this effect does not restore HP in excess of the creature’s maximum HP

Sleep: a creature with this is helpless & prone, but will awaken if hit by a physical (but not magical) attack

Slowed: a creature with this has a -10 penalty to their Initiative, can only move at ½ speed, & can only perform partial actions each round for the same amount of time

Zombie: a creature with this has their type changed to [Undead], but without any of the benefits of that type; is now damaged by healing spells & items, but is now immune to effects which render the creature KOed, such as death attacks

Drglenn
2008-05-21, 12:57 PM
Berserk should give a strength bonus (as it does in the game), also berserk and confused characters should use full attacks if able (i.e. more than one attack). and Regen should scale with the HD of the recipient

other than that good homebrew!

Aleron
2008-05-21, 01:01 PM
Petrified: a creature with this is turned to stone & cannot act in any way; if damaged or hit by another petrify attempt, then they have a 25% chance of shattering, becoming dead (-10HP)

Poison: a creature with this takes 1d3 points of damage per class level each round
Only these last two bother me, the others look great.

Petrified: Was it that much of chance in game? I never had a petrified character shatter on second use. Honestly I'd lower the chance to something like 10% unless the save against petrification is fairly easy/slightly below average save in the first place.

Poison: On this, is the damage based on the class level of the user of the technique or is it based on the level of the person affected?

Kiren
2008-05-21, 02:57 PM
Nice, even though Im more of a lost odyssey person,

Realms of Chaos
2008-05-21, 05:34 PM
Some notes on status effects:
Berserk: you may want to look up the text of the rage spell as the "benefits" of being berserk.
Doomed: Why not just force a series of increasingly difficult fortitude saves to stay alive, for example, DC = 15 + 1/previous success.
Petrified: although the game lets characters shatter, that might not be the best mechanic for gameplay, as you are only left with enough left to resurrect after first getting a stone to flesh spell. You may want to, instead, give the stone hardness and hit points like any other statue.
Poison: This is one of the few things that chills me to my core (unfortunately, in the bad way). Please change the name. Please change the name. Please change the name. I know that you want to stay as true as possible to the game but compared to the actual d20 poisons that actually make sense in their execution (at least at a logical level), this does not deserve the name. Please rename it... malaise, or something.

As a side note, before you start handing out softs, antidotes, and echo screens like lollipops (like in FFX), abandon any and all notions of going with the FFX pricings RIGHT NOW!(sorry for yelling).

Remember that in DnD, a system that this should be compatible with, a single potion of Neutralize Poison costs 750 gp, not 10 gp like the antidotes from FFX may lead you to suspect. As petrification requires a 5th level spell to overcome, the equivalent of a soft would cost 2250gp (9 x 5 x 50 for a use activated item). Keeping in mind that your characters are less likely to be carrying about 30 of every type of healing agent around (and that enemies are capable of "advanced" tactics like poisoning you, running away, and waiting for you to die), you may want to consider toning down the negative status ailments in general.

Zeta Kai
2008-05-21, 07:41 PM
I've altered several of the status effects, in various ways:

Thanks to Drglenn for the suggestions regarding Berserk, Confused, & Regen.
Thanks to Aleron for the suggestions regarding Petrified & Poison.
Thanks (as always) to Realms of Chaos for all suggestions. I implemented some, although not all, of yours. Berserk seems fine as is (with the above tweak), & Rage is actually a complicated ability that only partially fits the Berserk status. Doomed has been changed, as the suggested fix is much better. Petrified does have a small chance to shatter (100% if done by a PC), but it is mechanically unwieldy, not to mention unnecessary overkill, so that has been eliminated & replaced with statistics on the resulting statues. Poison will not see a name change, as I see no real problem with the name, it matches the FFX term, & alternatives such as Malaise or Toxin do not conjugate well ("You've been toxined! Roll for damage!").

Also, it is up to the DM, not the game designer (in this case, me), to place items for the PCs to find. I am concerned with the alternate economy of D&D versus FFX, & how that will affect prices, & I am working on finding an elegant solution. Time (& my fellow forum members) will tell if I find it.

Lastly, as an aside, I've changed the abilities of several class features for each class. This mostly affects whether or not an ability will provoke an attack of opportunity. A colleague of mine pointed out that spell-like (Sp) abilities do provoke AoO's, while extraordinary (Ex) & supernatural (Su) abilities generally do not. This caused me to revise most of the classes presented above. I hope that this does not cause anyone any inconveniences.

Realms of Chaos
2008-05-21, 09:58 PM
Something that I just realized about the Bandit is that both use item and steal are both supernatural abilities instead of extraordinary abilities. What is supernatural about using improvised weapons or stealing, especially considering that mug is an extraordinary ability?

Also, it seems a bit wierd to have a class ability called regen and a separate status condition called regen that both do different things. You may want the summoner ability to grant the status effect.

Also, it just struck me that if, for the purposes of the class feature class feature (wow, it is fun to say :smallbiggrin:), you want extraordinary abilities to rely on other extraordinary abilities (such as mug relying on steal), you may want to adopt a similar system to that you adopted for your spells relying on each other.

Zeta Kai
2008-05-22, 11:26 AM
RoC, you bring up several good points:

Use (Su) was a typo. It has been fixed to be Use (Ex). While I was changing, I reviewed the rules for it, & found that it was badly written & needed clarification, so I re-wrote it.
Steal & Mug have also been altered. They should be extraordinary abilities. I've rewritten them to have clearer rules, & so Mug would be dependent on Steal. I knew the dependency clause would come to bite me in the end, but it's probably necessary for game balance.
The Regen ability was based on the old (IE simple) version of the Regen status effect. This has been updated to reflect the revision.

Zeta Kai
2008-05-22, 11:28 AM
Aeons
Note: Some of the material presented in this section is non-canonical, but is extrapolated from canonical information, & is designed to hopefully clarify the nature of Aeons for use in the game.
In the struggle to defeat Sin, desperate measures have often been entertained. Over the last thousand years, summoners have regularly given up their lives to bring about just a brief respite from the deadly chaos & destruction of Sin’s frequent rampages. But the most harrowing decision made by a person on Spira is volunteering to become an Aeon.

A person who wishes to become an Aeon is dedicating their very souls to combat the depredations of Sin. They give up everything that they are & submit to the will of the summoners so that they may aid in bringing about the Calm.

Aeons usually have no free will of their own, & spend much of their existence within a timeless transdimensional pocket, waiting to be unleashed as a living weapon in the war against Sin. While in this pocket dimension, an Aeon cannot be harmed, & can be contacted only by summoning it into the real world. Aeons are not normally capable of true speech, although an Aeon can choose to communicate with others by manifesting its spirit into the world as an incorporeal fayth (Concentration check once per minute to manifest; DC10); this can only be done when an Aeon is not being summoned.

Any summoner who has unlocked a particular Aeon can call upon it at any time to fight for them (see Summoner: Summon, above). To unlock an Aeon, a summoner must find its sarcophagus & pray over it for 1 hour & then make a Spellcraft check (DC = 10 + the Aeon’s HD). This deals 1d6 Constitution damage to the summoner, & renders them fatigued. A summoner can only unlock an Aeon with HD < the summoner’s class level + 10. Only 1 Aeon can be unlocked per class level.

Zeta Kai
2008-05-22, 12:10 PM
Aeon Reborn (ritual)
Requirements

Class: Summoner 11th level or Priest 15th level
Skills: 15 ranks in Concentration, Knowledge (religion), & Spellcraft

Ritual Benefits
During this ritual, the volunteer must lay still in a specially-prepared sarcophagus (50,000gp) while the ritual’s performer chants over it continuously for 8 hours. The chant requires a Concentration check (DC25) after each hour, as well as the expenditure of 25MP after each successful check; if a check is unsuccessful, then the ritual must continue for 1 additional hour to succeed; if 2 consecutive checks are unsuccessful, then the ritual fails. This ritual provokes attacks of opportunity.

Once the ritual is successfully completed (200MP total spent), the performer takes 2d6 Constitution damage & is exhausted. The volunteer is transformed into an Aeon, a bizarre creature that can be called to fight for a summoner. It loses nearly all aspects of its former life; its alignment becomes True Neutral, & it loses all class levels, hit dice, save bonuses, magic points, class abilities, skill ranks, feats, spells, & experience points; only it’s most basic memories remain. It even re-rolls its ability scores (or uses the elite array). For all intents & purposes, the volunteer is reborn into a 1st level character, only this time as an Outsider (Aeon 1).

Zeta Kai
2008-05-23, 06:27 AM
Aeon (Monster Class)
Race: Aeon only.

Alignment: True Neutral only.

Hit Die: d8.

Class Skills: The Aeon’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), & Tumble (Dex).

Skill Points at 1st Level: (8 + Intelligence modifier) × 4.

Skill Points at Each Additional Level: 8 + Intelligence modifier.

MP per Level: 2d6+8.

Aeon Starting Package

Armor: N/A
Weapons: heavy mace (1d8, 20/×2, 8lbs, bludgeoning)
Skill Selection: pick a number of skills equal to 8 + Intelligence modifier
Feat: Power Attack
Gear: N/A
Gold: 0gp


Table 1-11: The Aeon (Monster Class)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+1|+2|+2|+2|Aeon Form|15
2nd|+2|+3|+3|+3|--|30
3rd|+3|+3|+3|+3|Natural Armor|45
4th|+4|+4|+4|+4|--|60
5th|+5|+4|+4|+4|Aeon Boost|75
6th|+6/+1|+5|+5|+5|--|90
7th|+7/+2|+5|+5|+5|--|105
8th|+8/+3|+6|+6|+6|Natural Weapon|120
9th|+9/+4|+6|+6|+6|--|135
10th|+10/+5|+7|+7|+7|--|150
11th|+11/+6/+1|+7|+7|+7|Aeon Shield|165
12th|+12/+7/+2|+8|+8|+8|--|180
13th|+13/+8/+3|+8|+8|+8|--|195
14th|+14/+9/+4|+9|+9|+9|Size Increase|210
15th|+15/+10/+5|+9|+9|+9|--|225
16th|+16/+11/+6/+1|+10|+10|+10|--|240
17th|+17/+12/+7/+2|+10|+10|+10|Immortality|255
18th|+18/+13/+8/+3|+11|+11|+11|--|270
19th|+19/+14/+9/+4|+11|+11|+11|--|285
20th|+20/+15/+10/+5|+12|+12|+12|Lost Opportunities|300[/table]

Class Features
All of the following are class features of the Aeon. See level progression on Table 1-11: The Aeon (Monster Class) for more information.

NOTE: The Aeon monster class allows for Aeons to take Aeon prestige classes at any time once they are eligible to do so. Aeon’s may freely multi-class between the Aeon monster class & the Aeon prestige class of their choice. They cannot multi-class into any other base class, prestige class, monster class, paragon class, or any other type of class. Aeons cannot choose to take more than 1 Aeon prestige class. Once they have completed the Aeon prestige classes of their choice, the Aeon can only progress by advancing in the Aeon monster class.

Weapon & Armor Proficiency: you are proficient with all simple & martial weapons, but not with any type of armor or shield

Aeon Form: at 1st level, you become an Aeon; your type becomes [Outsider] & your subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, you gain Darkvision out to 60’; in addition, you do not need to eat or sleep (although they can do so if they wish); lastly, your body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on you; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore you to life

Natural Armor (Su): at 3rd level, you gain a natural armor bonus to your AC equal to ½ your HD; in addition, you can add your Constitution bonus (if any) to your AC; these bonuses do not apply against touch attacks, & you lose the bonuses when you wear any armor, or when you carry a shield

Aeon Boost (Su): at 5th level, you can choose, as a swift action, to lower your defenses for 1 round; during that round, all damage sustained by you is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

Natural Weapon (Ex): at 8th level, you gain a natural weapon; you may choose either a claw attack (slashing), stab attack (piercing), or slam attack (bludgeoning) upon gaining this feature; once your choice has been made, it cannot be changed; this natural weapon deals damage based on your size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/×2); once you gain this natural weapon, you can no longer use manufactured weapons with your hands, as they have become unsuitable for the purpose of wielding them

Aeon Shield (Su): at 11th level, you can choose, as a swift action, to raise your defenses for 1 round; during that round, all damage sustained by you is reduced by 75%; because of this, you cannot accrue Overdrive Points (OP’s) during that round

Size Increase (Su): at 14th level, your size permanently increases by one size category; for stat changes caused by size increases, consult Table 4-1: New Size Statistics; this ability does not change your speed; if insufficient room is available for the desired growth, you attain the maximum possible size & may make a Strength check (using your increased Strength) to burst any enclosures in the process; if the check fails, you are constrained without harm by the materials enclosing you; you, therefore, cannot be crushed or otherwise harmed by increasing your size; no worn or carried equipment by you is enlarged by the effect; clothing & armor are destroyed by the transformation; magical effects that increase size stack with this ability, so the use of spells to increase size further are effective

Immortality (Ex): at 17th level, you no longer take penalties to your ability scores for aging & cannot be magically aged; any such penalties that you have already taken, however, remain in place; bonuses no longer accrue either, but you do not die of old age when your time is up, & in fact your maximum age no longer exists as a meaningful statistic

Lost Opportunities (Su): at 20th level, opponents can no longer make attacks of opportunity against you; even if you are flat-footed or otherwise denied your Dexterity bonus to your AC, all attacks of opportunity made against you automatically fail; the only time that an attack of opportunity can be made successfully against you is when you are immobilized, helpless, or when you lose your natural armor bonus by wearing armor or using a shield

Design Note: I purposefully designed the Aeon Monster Class to have a number of dead levels. This mostly offsets the many other benefits of the class (mainly from being an Outsider): full BAB, all good saves, high skill points, & maximum MP/level. This lack of class features should (in theory) balance with their high numerical advantages, so that an Aeon should only be about as powerful as a PC of equal HD.

Zeta Kai
2008-05-23, 06:31 AM
Table 4-1: New Size Statistics
EDIT: This has been put into a spoiler as it is a large table.
{table=head]Base Size|New Size|Strength*|Dexterity*|Constitution*|Hit Dice|Natural Armor*|AC & Attack Bonuses*|Space*|Reach (Tall/Long)*|Ave. Size Incr.|Ave. Weight Incr.|Grapple Mod.|Hide Mod.
Fine|Diminutive|+1 (+½)|-2 (-1)|same|+½|same|-4 (size)|+½’|+0’/+0’|+6”|+1/2 lb.|+4 (size)|-4 (size)
Diminutive|Tiny|+2 (+1)|-2 (-1)|same|+1|same|-2 (size)|+1½’|+0’/+0’|+9”|+5 lbs.|+4 (size)|-4 (size)
Tiny|Small|+4 (+2)|-2 (-1)|+1 (+½)|+1|same|-1 (size)|+2½’|+5’/+5’|+18”|+36 lbs.|+4 (size)|-4 (size)
Small|Medium|+6 (+3)|-2 (-1)|+2 (+1)|+2|+1|-1 (size)|+0’|+0’/+0’|+3’|+240 lbs.|+4 (size)|-4 (size)
Medium|Large|+8 (+4)|-2 (-1)|+4 (+2)|+2|+2|-1 (size)|+5’|+5’/+0’|+6’|+2000 lbs.|+4 (size)|-4 (size)
Large|Huge|+8 (+4)|-2 (-1)|+4 (+2)|+2|+3|-1 (size)|+5’|+5’/+5’|+12’|+8 tons|+4 (size)|-4 (size)
Huge|Gargantuan|+8 (+4)|same|+4 (+2)|+2|+4|-2 (size)|+5’|+5’/+5’|+24’|+80 tons|+4 (size)|-4 (size)
Gargantuan|Colossal|+8 (+4)|same|+4 (+2)|+2|+5|-4 (size)|+10’|+10’/+5’|+48’|+200 tons|+4 (size)|-4 (size)
Colossal|Colossal|same|same|same|same|same|same|sa me|same|same|same|same|same[/table]
*-These values are primarily taken from the SRD (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat), & are used to increase the size of a given creature by 1 category to the best of my ability.

Aleron
2008-05-23, 07:34 AM
Ok...I have a couple questions on teh Aeons. Are you intending this to be a player behind the controlls, assuming if you are it would be the summoner that is controlling the Aeon, correct?

Also, any chance we'd get to see some of the FFX Aeons worked up in this mold like Valefor, Ifrit, Shiva, ect...

Also, I Know this is set up to get the Aeons in line with other, "normal" classes since the rest of the party will be out there too...but these just seem very weak compaired to the Aeons in the game unless some of your origonal character abilities have effect on your Aeon form. Again, this is all running on assumption so if I'm invisioning this wrong, tell me to STFU and ya won't hurt my fealings :)

When you, or whoever, become an Aeon I assume you automatically take on the Aeon monster class, correct? What I would do is set the Aeon classes BAB against the origonal creatures BAB. Yes, that would require another chart, but luckly I don't think any of the Aeon had Bad BAB, just mediocre. So, I'd say that if your "Base" BAB was either poor(Wizard ect...) or Medium(monk ect...) you get Median BAB, where as if you had full BAB(Fighter) or or had multied and had better than median(Monk/Fighter cross class) you get Full BAB as an Aeon.

Also, not all Aeons were good casters. In all honesty Ifrit, Valefor & Ixion sucked on their basic spell progressions/selection. They either had low damage output on spells(Valefor) or had a low selection of spells to choose from(Ifrit/Ixion and also Jecht). I'd put in a caviat in the ritual that a basic Aeon monster class has an amount of MP based on his Hero classes. If a character had a full caster class(Wiz/Sorc/Cleric/Druid/ect...) and became an Aeon they'd have the full MP progression listed above. But if they were a partial or non-caster, their MP progression would be cut to, say 5d4 + 20 instead.

One other question, this time more relating to the ritual it's self. It looks like this is meant to be a PC that comes up and sacrifices his character(bored with it, can't keep coming, ect...) to become an Aeon. Will this work with Cohorts from the Leadership feat? Can your cohort "decide" (s)he want's to become your Aeon and allow you to perform the ritual on them? If not, you might want to clarify where the host person for the Aeon comes from, be it a Diplomacy check with a group of people, or what have you.

Sorry to chew your ear off. I love what you have so far, just some thoughts that came to mind when I saw the class.

Zeta Kai
2008-05-23, 07:26 PM
No, Aleron, it's quite alright. As these rules are a bit different than standard D&D, perhaps I should explain just how they are meant to be used & what they are designed to accomplish.

The Aeon Monster Class is meant to create a powerful NPC that a Summoner can take control of temporarily for added firepower, just like in FFX (or any FF game with Espers/Summons/Guardian Forces/Eidolons/whatever). It's not really for PCs to play as, because Aeons don't usually have any free will. They are essentially genies-in-a-bottle, appearing to grant wishes (as long as you only wish your enemies dead). Also, the Aeons that a Summoner calls are really only powerful because they are high-class-level creatures, so as to maintain a balance with other classes (even other monster classes).

As for the Aeons that you encounter in the game (Valefor, Ifrit, etc.), the upcoming Aeon Prestige Classes are each meant to emulate one of them. Please refer to the Table of Contents for specific listings.

Regarding convincing NPCs to submit to becoming Aeons, I'd say it would be difficult, if not impossible, to do so. You're essentially asking a character to give up their life & become an immortal slave that exist to serve in combat, with the only benefit being the promise that they will be set loose against Sin. I can hardly think of a less appealing bargain. Only the most dedicated, driven, obsessed characters would even consider such a sacrifice. Convincing someone to knowingly do this should require an insane Diplomacy check (DC45+). Even knowingly volunteering should probably require a Will save (DC25+). I mean, this is more than suicide; even more than martyrdom. This is eternal servitude, & should be treated seriously as such. No cohort would knowingly agree to such a thing (all evil PCs should note the repeated use of the word "knowingly").

Yes, all of the Aeons had differing spellcasting power, & I may choose to alter the MP/level of the prestige classes to reflect that, but this monster class is designed to offer a consistent base upon which to build a number of epic-level monsters for a Summoner to unleash upon their enemies, if only for a short time.

Zeta Kai
2008-05-23, 09:11 PM
For the record, I recently changed the following class features (again) so that they now explicitly depend upon less powerful abilities, so as to better define what powers can be acquired by the Class Feature class feature (which is not only fun to say, but has become just as problematic an ability):

Pugilist: Slowga (based on Slow), Hastega (based on Haste)
Ronin: Sentinel (based on Guard)
Blitzer: Dark Buster (based on Dark Attack), Silence Buster (based on Silence Attack), Sleep Buster (based on Sleep Attack), Triple Foul (based on Dark Attack, Silence Attack & Sleep Attack)

Aleron
2008-05-23, 09:54 PM
No, Aleron, it's quite alright. As these rules are a bit different than standard D&D, perhaps I should explain just how they are meant to be used & what they are designed to accomplish.

The Aeon Monster Class is meant to create a powerful NPC that a Summoner can take control of temporarily for added firepower, just like in FFX (or any FF game with Espers/Summons/Guardian Forces/Eidolons/whatever). It's not really for PCs to play as, because Aeons don't usually have any free will. They are essentially genies-in-a-bottle, appearing to grant wishes (as long as you only wish your enemies dead). Also, the Aeons that a Summoner calls are really only powerful because they are high-class-level creatures, so as to maintain a balance with other classes (even other monster classes).

As for the Aeons that you encounter in the game (Valefor, Ifrit, etc.), the upcoming Aeon Prestige Classes are each meant to emulate one of them. Please refer to the Table of Contents for specific listings.

Regarding convincing NPCs to submit to becoming Aeons, I'd say it would be difficult, if not impossible, to do so. You're essentially asking a character to give up their life & become an immortal slave that exist to serve in combat, with the only benefit being the promise that they will be set loose against Sin. I can hardly think of a less appealing bargain. Only the most dedicated, driven, obsessed characters would even consider such a sacrifice. Convincing someone to knowingly do this should require an insane Diplomacy check (DC45+). Even knowingly volunteering should probably require a Will save (DC25+). I mean, this is more than suicide; even more than martyrdom. This is eternal servitude, & should be treated seriously as such. No cohort would knowingly agree to such a thing (all evil PCs should note the repeated use of the word "knowingly").

Yes, all of the Aeons had differing spellcasting power, & I may choose to alter the MP/level of the prestige classes to reflect that, but this monster class is designed to offer a consistent base upon which to build a number of epic-level monsters for a Summoner to unleash upon their enemies, if only for a short time.

I think I get where your coming from on this. Basically the Aeon's from FFX are the result of massive experence gain on the part of the Aeon, where as this is where most of the Aeon's started as. Ok. Thanks for the clear up, wasn't sure exactly how you meant to work the Aeon's, but I think this will work pretty good. :)

On the DIplo DC, I'd honestly set it upwards of 50-55 as the BASE dc. I just wanted to make sure you'd thought about that aspect of it. :)

appending_doom
2008-05-23, 09:57 PM
Nifty idea and pretty clear, consistent application. I just have a few questions and notes.

The Pugilist's crippling strike references sneak attack, which seems wrong, as it doesn't have a sneak attack ability. You should detail under what circumstances it can be used.

A whole lot of abilities are tied to Fortitude saves, especially magical ones. Is this a deliberate attempt to make hardy creatures resistant to both stabbing and exploding?

It strikes me that special abilities that are equivalent to a melee attack ought to take a standard action. Else, you have to effectively start next to an enemy in order to use such attacks such as lancet (yes, 10 feet away, or 15 if you're a Ronso, but I think the principle still applies).

Anyway, I think overall, it looks good. Can't wait to see more.

Zeta Kai
2008-05-24, 12:08 PM
Winged Fayth (“Valefor” Monster PrC)
http://www.viciojuegos.com/imagenes/paraninfo/reportajes/ifrit/mitosff/valefor.jpg
Requirements

Race: Aeon only.
Alignment: True Neutral only.
Skill: Climb 8 ranks
Feat: Mobility


Fastest Route: Aeon 5

Class Information
Hit Die: d8.

Class Skills: The Winged Fayth’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), & Tumble (Dex).

Skill Points at Each Level: 4 + Intelligence modifier.

MP per Level: 2d6+8.

Table 1-12: The Winged Fayth (Monster PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+1|+0|+2|+0|Flight|22.5
2nd|+2|+0|+3|+0|Elemental Mage|45
3rd|+3|+1|+3|+1|Hover|67.5
4th|+4|+1|+4|+1|Mark of Status|90
5th|+5|+1|+4|+1|Sonic Wings|112.5[/table]

Class Features
All of the following are class features of the Winged Fayth. See level progression on Table 1-12: The Winged Fayth (Monster PrC) for more information.

Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

Flight (Ex): at 1st level, your arms permanently transform into wings, granting you the power of flight; you gain a fly speed equal to your base land speed + 60’ (average maneuverability); as your wings cannot be used as arms, you lose the ability to use manufactured weapons; you also take a -10 penalty to some skills (Craft, Disable Device, Escape Artist, Forgery, Open Lock, Sleight of Hand, & Use Rope) or any other activity that uses your hands; any claw or slam attack natural weapon is also lost, but is replaced with a bite attack natural weapon with the same damage as your previous one

Elemental Mage (Sp): at 2nd level, you gain some element-related spell-like abilities; you can now cast Blizzard (4MP), Fire (4MP), Thunder (4MP), & Water (4MP); you cast these like a Black Mage with a class level equal to your HD; you do not need any somatic components to cast these, but you must spend the MP cost to cast such abilities

Hover (Ex): at 3rd level, you gain Hover as a bonus monster feat

Mark of Status (Su): at 4th level, you gain a resistance bonus equal to your HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)

Sonic Wings (Su): at 5th level, you can beat your wings with deadly force while hovering; all creatures within 30’ take sonic damage equal to 1d8 + your Strength modifier & a -5 Initiative penalty for the next round; if a creature makes a Reflex save (DC10 + ½ your class level + your Wisdom modifier), then they only take half damage & negate the Initiative penalty; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-05-25, 10:42 AM
Burning Fayth (“Ifrit” Monster PrC)
http://www.ffcompendium.com/art/10-ifrit-a.jpg
Requirements

Race: Aeon only.
Alignment: True Neutral only.
Skill: Jump 11 ranks
Feat: Improved Bull Rush


Fastest Route: Aeon 8

Class Information
Hit Die: d8.

Class Skills: The Burning Fayth’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), & Tumble (Dex).

Skill Points at Each Level: 2 + Intelligence modifier.

MP per Level: 4d4.

Table 1-13: The Burning Fayth (Monster PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+1|+2|+0|+0|Form of Flames|30
2nd|+2|+3|+0|+0|Fire Mage|60
3rd|+3|+3|+1|+1|Size Increase|90
4th|+4|+4|+1|+1|Mark of Status|120
5th|+5|+4|+1|+1|Meteor Strike|150[/table]

Class Features
All of the following are class features of the Burning Fayth. See level progression on Table 1-13: The Burning Fayth (Monster PrC) for more information.

Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

Form of Flames (Su): at 1st level, you become a fiery being; you gain the [Fire] subtype, meaning that you have immunity to fire damage & vulnerability to cold damage, which means it takes half again as much (+50%) damage as normal from cold-based attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure; also, any fire-based damage actually restores HP equal to the amount of damage that it would normally inflict

Fire Mage (Sp): at 2nd level, you gain some fire-related spell-like abilities; you can now cast Fire (4MP), NulBlaze (2MP), & NulFrost (2MP); you cast these like a Black Mage with a class level equal to your HD; you do not need any somatic components to cast these, but you must spend the MP cost to cast such abilities

Size Increase (Su): at 3rd level, your size permanently increases by one size category; for stat changes caused by size increases, consult Table 4-1: New Size Statistics; this ability does not change your speed; if insufficient room is available for the desired growth, you attain the maximum possible size & may make a Strength check (using your increased Strength) to burst any enclosures in the process; if the check fails, you are constrained without harm by the materials enclosing you; you, therefore, cannot be crushed or otherwise harmed by increasing your size; no worn or carried equipment by you is enlarged by the effect; clothing & armor are destroyed by the transformation; magical effects that increase size stack with this ability, so the use of spells to increase size further are effective

Mark of Status (Su): at 4th level, you gain a resistance bonus equal to your HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)

Meteor Strike (Su): at 5th level, you can blast your enemies with concussive flames; this is a special ranged attack (your BAB + your Dexterity modifier + 5; no size modifier) on a single opponent within 30’ that deals 1d8 bludgeoning damage + 2d6 fire damage; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) for half damage; this is a standard action that does not provoke attacks of opportunity

Realms of Chaos
2008-05-25, 11:41 AM
Can't wait to see the other PrCs.

Yup, no comments right now.

Just stealing the 100th reply. :smalltongue:

DLoFunk
2008-05-25, 02:34 PM
I just came across this thread and spent all morning reading it. All I can say is WOW! This is truly a solid conversion and I may end up trying it on size with my group once you've finished.

Zeta Kai
2008-05-25, 06:09 PM
I just came across this thread and spent all morning reading it. All I can say is WOW! This is truly a solid conversion and I may end up trying it on size with my group once you've finished.

Well, thank you. It's always nice to see a new fan. :smallbiggrin: Well, I'd suggest that you wait until the project is near completion before copying down the material, as it is being constantly updated & revised. Speaking of which...

Crippling Strike has been re-written to remove references to Sneak Attack.
Delay Buster has been re-written to depend upon Delay Attack.
Zombie Attack has been re-written to reference the Zombie status effect.
The Lancer's starting package has been revised to use a longspear instead of a shortspear.
Most importantly, I've added links to all of the entries that reference other entries &/or outside material such as the SRD.

kwanzaabot
2008-05-25, 09:38 PM
I gotta say, this is a fantastic idea. I've been working on some Final Fantasy stuff of my own, and this FFX d20 project (and your Limit Breaks) are definitely going to see use in my campaigns.

One thing troubles me, about the Aeons: if I remember correctly, Monster Classes have to be played from start to finish (it's been a while since I read Savage Species, so I might be wrong) before you can multiclass. Just looking over the Aeons, would I be correct in assuming that they can multiclass freely between the Monster Class and the Prestige Classes?

Soup of Kings
2008-05-26, 02:04 AM
Quick question; isn't it redundant for the Aeon PrC's to require both an Aeon race and True Neutral alignment? Not that that extra bit is detrimental in any way, I'm just wondering if it's unnecessary or if Aeons can somehow have their alignment shifted from True Neutral...?

Also, is it completely accurate to say that Aeons don't have free will based on game canon? Because IIRC (It's been a long time...) Aeons voluntarily give their power to the summoner. Yuna seems to make requests of them more often than demands (Although that may just be her nature). And then there's Yojimbo and the Magus Sisters...

Zeta Kai
2008-05-26, 09:57 AM
@ kwanzaabot: I need to make it more clear, but you're right, this is a special monster class that ignores that multi-classing rule. I designed this class to allow the addition of an Aeon prestige class at any time once they are eligible to do so, as a trade-off for their lack of options in most other respects. Aeons do not have many class features (although the ones they do have are powerful), they spend most of their time in a timeless trans-dimensional pocket, they have little free will, a very limited alignment, & are generally unsuitable for non-combat situations (no sneaking around or charming the guards for these monstrosities).

So I threw them a bone, allowing them to take special Aeon prestige classes, & even made the requirements to do so rather easy for them to acquire. This also prevents every Ifrit & Bahamut from being a 25th-level monster (Aeon 20/Fayth 5); there is room for variety & power differences. None of this was made clear though, so I will edit the Aeon section to include this clause mose explicitly.

NOTE: I do not want this to become another alignment discussion thread. If anyone wants to have Aeons of a different philosophical color, then that is your choice. But I will not waste any time further discussing the appropriateness of neutrally-aligned Aeons. Aeons are Neutral, Fiends are Chaotic Evil, & that is that.

@ SoK: I suppose it may be redundant, but requiring a True Neutral alignment keeps most players from saying, "My Aeon's CE now, so my Summoner orders it to stop fighting Sin & go rape those villagers over there." It also prevents them from being affected by most alignment-oriented magic. And their neutrality is important, as they serve many masters, from the virtuous Yuna to the villainous Seymore.

And the lack of free will is canonical, based on their behavior in-game. Seymore's nameless mother gives up her life to become Anima so that her son would have a potent Aeon. She later realizes what an omnicidal psychopath he is, so her fayth asks Tidus & Company to kill Seymore for her. Anima-as-Aeon couldn't do anything to stop him; only Anima-as-fayth could act against him, & all she could do was ask someone else to do it. Aeons will fight against the party (as with Belgamine, Isaaru, etc.) just as easily as fight for it, so it stands to reason that they do the bidding of whoever summons them, like the aforementioned genie.

Also, Aeons wouldn't need a summoner to call them to fight Sin if they had free will; they could do so (or not) on their own. Summoned monsters are assumed to fight on the behalf of the spellcasters who call them, & Aeons are really no different.

This lack of freedom also forces the player to accept responsibility for their Aeon's actions. A PC summoner can't just say, "My Aeon's CE, so that's why he raped all those villagers. My summoner is still LG, see?" It doesn't work like that. A summoner chooses what an Aeon does, & therefore is ultimately culpable for the resulting events. The Aeon, a True Neutral bound entity, is not.

Zeta Kai
2008-05-26, 10:50 AM
Shocking Fayth (“Ixion” Monster PrC)
http://www.geocities.com/muni_shinobu/pics/ixion.jpg
Requirements

Race: Aeon only.
Alignment: True Neutral only.
Skill: Balance 14 ranks
Feats: Endurance, Run


Fastest Route: Aeon 11

Class Information
Hit Die: d8.

Class Skills: The Shocking Fayth’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), & Tumble (Dex).

Skill Points at Each Level: 2 + Intelligence modifier.

MP per Level: 1d6+4.

Table 1-14: The Shocking Fayth (Monster PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+1|+0|+2|+0|Form of Thunder|22.5
2nd|+2|+0|+3|+0|Lightning Mage|45
3rd|+3|+1|+3|+1|Size Increase|67.5
4th|+4|+1|+4|+1|Mark of Status|90
5th|+5|+1|+4|+1|Aerospark|112.5[/table]

Class Features
All of the following are class features of the Shocking Fayth. See level progression on Table 1-14: The Shocking Fayth (Monster PrC) for more information.

Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

Form of Thunder (Su): at 1st level, you become an electric being; you gain the [Lightning] subtype, meaning that you have immunity to electricity damage & vulnerability to water (force) damage, which means it takes half again as much (+50%) damage as normal from water-based attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure; also, any electricity-based damage actually restores HP equal to the amount of damage that it would normally inflict

Lightning Mage (Sp): at 2nd level, you gain some lightning-related spell-like abilities; you can now cast Thunder (4MP), Thundara (8MP), NulShock (2MP), & NulTide (2MP); you cast these like a Black Mage with a class level equal to your HD; you do not need any somatic components to cast these, but you must spend the MP cost to cast such abilities

Size Increase (Su): at 3rd level, your size permanently increases by one size category; for stat changes caused by size increases, consult Table 4-1: New Size Statistics; this ability does not change your speed; if insufficient room is available for the desired growth, you attain the maximum possible size & may make a Strength check (using your increased Strength) to burst any enclosures in the process; if the check fails, you are constrained without harm by the materials enclosing you; you, therefore, cannot be crushed or otherwise harmed by increasing your size; no worn or carried equipment by you is enlarged by the effect; clothing & armor are destroyed by the transformation; magical effects that increase size stack with this ability, so the use of spells to increase size further are effective

Mark of Status (Su): at 4th level, you gain a resistance bonus equal to your HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)

Aerospark (Su): at 5th level, you can blast your enemies with shocking energy; this is a special ranged attack (your BAB + your Dexterity modifier + 5; no size modifier) on a single opponent within 30’ that deals 2d6 electricity damage & suffer a dispel effect (opponent loses all positive conditions such as ability boosts from spells or spell-like effects, haste effects, hastega effects, nul effects (including mighty guard), shell effects, protect effects, reflect effects, & regen effects); if a creature makes a Fortitude save (DC10 + ½ your class level + your Wisdom modifier), then they only take half damage & negate the dispel effect; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-05-27, 10:35 AM
You may have noticed some changed over the holiday. I've been busy tweaking things, making them as balanced & resonable as possible, & unfortunately that necessitated making some changes to all of the PC classes. The changes are rather minor, albeit numerous.

Most of the tweaks involved changing many class features so that they only take a standard action to execute, as opposed to a full-round action (how could I miss that?). Obviously, this would effect some classes more than others. Here is a full list of the abilities that this effects:

Pugilist: Cheer, Haste, Provoke, Delay Attack, Slow, Slowga, Delay Buster, Hastega, & Quick Hit
Summoner: Cure, Esuna, Nul, Pray, Cura, Shell, Protect, Reflect, Dispel, Curaga, & Regen
Ronin: Power Break, Magic Break, Threaten, Armor Break, Mental Break, & Entrust
Lancer: Lancet & Jinx
Blitzer: Aim, Drain, & Osmose
Black Mage: Thunder, Water, Blizzard, Fire, Focus, Thundara, Watera, Blizzara, Fira, Reflex, Bio, Demi, Death, Thundaga, Waterga, Blizzaga, & Firaga
Bandit: Luck & Spare Change

More noticeably, I also added pictures to the various race, class & Aeon entries. I think that this is a nice bonus, jazzing up the project's appearance. It is also hopefully appease certain vocal proponents of such visual enhancements (EvilElitist, I'm looking at you). I hope that these pictures help everyone get a feel for the world of Spira.

Drglenn
2008-05-27, 07:01 PM
You might want to add atribute modifiers to the DCs for class features that inflict statuses, allow saves for half damage etc. otherwise the DCs are going to be quite low. It also gives some point to having mental stats (Int, Wis, Cha) other than skill bonuses for the spellcasting classes

Also it might be an idea to make aeons large to start with. All the aeons in the game (except Mindy and maybe the other Magus sisters and Yojimbo) are at least the size of Ronso, which you have classed as large

Zeta Kai
2008-05-28, 07:08 AM
Freezing Fayth (“Shiva” Monster PrC)
http://images.wikia.com/finalfantasy/images/5/5c/Ff10-shiva.jpg
Requirements

Race: Aeon only.
Alignment: True Neutral only.
Skill: Sense Motive 17 ranks
Feats: Combat Reflexes, Improved Initiative


Fastest Route: Aeon 14

Class Information
Hit Die: d8.

Class Skills: The Freezing Fayth’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), & Tumble (Dex).

Skill Points at Each Level: 4 + Intelligence modifier.

MP per Level: 4d4.

Table 1-15: The Freezing Fayth (Monster PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+1|+0|+0|+2|Form of Ice|30
2nd|+2|+0|+0|+3|Cold Mage|60
3rd|+3|+1|+1|+3|Frozen Flesh|90
4th|+4|+1|+1|+4|Mark of Status|120
5th|+5|+1|+1|+4|Heavenly Strike|150[/table]

Class Features
All of the following are class features of the Freezing Fayth. See level progression on Table 1-15: The Freezing Fayth (Monster PrC) for more information.

Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

Form of Ice (Su): at 1st level, you become an icy being; you gain the [Cold] subtype, meaning that you have immunity to cold damage & vulnerability to fire damage, which means it takes half again as much (+50%) damage as normal from fire-based attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure; also, any cold-based damage actually restores HP equal to the amount of damage that it would normally inflict

Cold Mage (Sp): at 2nd level, you gain some cold-related spell-like abilities; you can now cast Blizzard (4MP), Blizzara (4MP), NulBlaze (2MP), & NulFrost (2MP); you cast these like a Black Mage with a class level equal to your HD; you do not need any somatic components to cast these, but you must spend the MP cost to cast such abilities

Frozen Flesh (Su): at 3rd level, your flesh becomes rimed with frost, granting you a natural armor bonus equal to ¼th of your HD; this bonus does not apply against touch attacks; in addition, any creature that touches you (either through an unarmed melee attack, a touch attack, a grapple, or some other direct physical contact) suffers 1d4 cold damage per round (no saving throw); you lose these bonuses when you wear any armor

Mark of Status (Su): at 4th level, you gain a resistance bonus equal to your HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)

Heavenly Strike (Su): at 5th level, you can blast your enemies with a frozen touch; this is a special melee attack (your BAB + your Strength modifier + 5; no size modifier) on a single opponent within 30’ that deals 2d6 cold damage + your Strength modifier & a -5 Initiative penalty for the next round; if a creature makes a Fortitude save (DC10 + ½ your class level + your Wisdom modifier), then they only take half damage & negate the Initiative penalty; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-05-29, 07:07 AM
Dragon Fayth (“Bahamut” Monster PrC)
http://images.wikia.com/finalfantasy/images/2/24/BahamutX%26X-2whole.jpg
Requirements

Race: Aeon only.
Alignment: True Neutral only.
Skill: Survival 20 ranks
Feats: Great Cleave, Improved Bull Rush

Fastest Route: Aeon 17

Class Information
Hit Die: d8.

Class Skills: The Dragon Fayth’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), & Tumble (Dex).

Skill Points at Each Level: 4 + Intelligence modifier.

MP per Level: 2d6+8.

Table 1-16: The Dragon Fayth (Monster PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+1|+2|+2|+0|Flight|37.5
2nd|+2|+3|+3|+0|Elemental Archmage|75
3rd|+3|+3|+3|+1|Size Increase|112.5
4th|+4|+4|+4|+1|Mark of Status|150
5th|+5|+4|+4|+1|Impulse|187.5[/table]

Class Features
All of the following are class features of the Dragon Fayth. See level progression on Table 1-16: The Dragon Fayth (Monster PrC) for more information.

Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

Flight (Ex): at 1st level, you grow a pair of wings, granting you the power of flight; you gain a fly speed equal to your base land speed + 30’ (poor maneuverability); you retain the use of your arms, which you may still use as normal

Elemental Archmage (Sp): at 2nd level, you gain some element-related spell-like abilities; you can now cast Blizzard (4MP), Blizzara (8MP), Blizzaga (16MP), Fire (4MP), Fira (8MP), Firaga (16MP), Scan (1MP), Thunder (4MP), Thundara (8MP), Thundaga (16MP), Water (4MP), Watera (8MP), & Waterga (16MP); you cast these like a Lancer or a Black Mage with a class level equal to your HD; you do not need any somatic components to cast these, but you must spend the MP cost to cast such abilities

Size Increase (Su): at 3rd level, your size permanently increases by one size category; for stat changes caused by size increases, consult Table 4-1: New Size Statistics; this ability does not change your speed; if insufficient room is available for the desired growth, you attain the maximum possible size & may make a Strength check (using your increased Strength) to burst any enclosures in the process; if the check fails, you are constrained without harm by the materials enclosing you; you, therefore, cannot be crushed or otherwise harmed by increasing your size; no worn or carried equipment by you is enlarged by the effect; clothing & armor are destroyed by the transformation; magical effects that increase size stack with this ability, so the use of spells to increase size further are effective

Mark of Status (Su): at 4th level, you gain a resistance bonus equal to your HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)

Impulse (Su): at 5th level, you can blast your enemies with a potent magical pulse; all opponents within 40’ take force damage equal to 3d8 + your Strength modifier (no saving throw); this is a standard action that does not provoke attacks of opportunity

Lochar
2008-05-29, 07:50 AM
Considering Bahamut's Impulse attack is epic (Minimum level 17 +5 PrC), I think 2d8+str force damage is a little low. Especially since you're not going to find many huge groups of enemies to get into that 50' cone to actually get a decent total damage number either.

Aleron
2008-05-29, 07:58 AM
Oh, I like Bahamut! I would possible give him a good fort save as well, and consider at 5th lvl giving him an actual dragon sub-type. Also I'd consider giving him access to Ultima at lvl 5. I think he could actuall cast that, but I could be wrong.

I know that would make him considerably more powerfull than the other Aeon's...but that's the way it was. The only Aeons that could compete with him were Anima & the Magus Sisters.

Also, were you considering making their overdrives into feats or something?

Zeta Kai
2008-05-29, 10:13 PM
@ Lochar: I have buffed up Bahamut's Impulse ability. You're right, by default he is near-epic & should pwn thusly. It has been fixed.

@ Aleron: I have noticed a bad typo in the saving throws for most of the Aeons. It has been fixed.

There is no [Dragon] subtype, & the [Dragon] type is not appropriate for Aeons, either mechanically or thematically. Bahamut is only dragon-like is general appearance, & his resemblance to true dragons is only passing at best, no more than a human vaguely resembles an orc.

Before asking any other questions, please refer to the Table of Contents. There is an entry for Overdrives, which for the record, will be mostly updated variants on the system I original devised for Final Fantasy Limit Breaks (see my signature).

Drglenn
2008-05-30, 07:06 AM
You might want to make Impulse only do damage to enemies, with the current wording it would do damage to itself and any allies around it

Zeta Kai
2008-05-30, 07:21 AM
Samurai Fayth (“Yojimbo” Monster PrC)
http://images.wikia.com/finalfantasy/images/7/75/Yojimbo.jpg
Requirements

Race: Aeon only.
Alignment: True Neutral only.
Skill: Listen 23 ranks
Feats: Power Attack, quick Draw, Self-Sufficient

Fastest Route: Aeon 20

Class Information
Hit Die: d8.

Class Skills: The Samurai Fayth’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), & Tumble (Dex).

Skill Points at Each Level: 4 + Intelligence modifier.

MP per Level: 1d6+4.

Table 1-17: The Samurai Fayth (Monster PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+1|+0|+2|+2|Armed & Dangerous, Daigoro|22.5
2nd|+2|+0|+3|+3|Kozuka|45
3rd|+3|+1|+3|+3|Size Increase|67.5
4th|+4|+1|+4|+4|Mark of Status|90
5th|+5|+1|+4|+4|Wakizashi, Free Summons|112.5[/table]

Class Features
All of the following are class features of the Samurai Fayth. See level progression on Table 1-17: The Samurai Fayth (Monster PrC) for more information.

Weapon & Armor Proficiency: You gain proficiency with all simple & martial weapons, & with all armor (heavy, medium, & light), but not shields

Armed & Dangerous (Ex): at 1st level, you regain the ability to use manufactured weapons, as well as wear armor without losing your natural armor bonus; you still cannot use shields, though

Daigoro (Su): at 1st level, you gain an animal companion in the form of Daigoro (dire wolf (http://www.d20srd.org/srd/monsters/direWolf.htm)statistics); up to once per round, you can command Daigoro to make a special slam attack (+11 melee; 1d8+10 bludgeoning damage) to 1 opponent within 50’ of your companion; this is a standard action that does not provoke attacks of opportunity for either you or Daigoro
Kozuka (Su): at 2nd level, you can conjure daggers of magical energy to throw at your enemies; throwing a magical knife is a special ranged attack (your BAB + your Dexterity modifier + 10; no size modifier) on a single opponent that deals 2d8 force damage; this is a standard action that does not provoke attacks of opportunity

Size Increase (Su): at 3rd level, your size permanently increases by one size category; for stat changes caused by size increases, consult Table 4-1: New Size Statistics; this ability does not change your speed; if insufficient room is available for the desired growth, you attain the maximum possible size & may make a Strength check (using your increased Strength) to burst any enclosures in the process; if the check fails, you are constrained without harm by the materials enclosing you; you, therefore, cannot be crushed or otherwise harmed by increasing your size; no worn or carried equipment by you is enlarged by the effect; clothing & armor are destroyed by the transformation; magical effects that increase size stack with this ability, so the use of spells to increase size further are effective

Mark of Status (Su): at 4th level, you gain a resistance bonus equal to your HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)

Wakizashi (Su): at 5th level, you can slice your enemies with stunning speed; you can make melee attacks against 1d4-1 opponents (minimum 1) within 30’, using your full BAB & dealing maximized damage to all; this is a standard action that does not provoke attacks of opportunity

Free Summons (Ex): at 5th level, you are free to act as you will when you are called by a summoner to battle; you are no longer compelled to act as your summoner wishes, although you must make a Will save (DC20 + the summoner’s class level) each round that you refuse to attack your summoner’s enemies at all; you can even negotiate the price or your services with your summoner; you still cannot dismiss yourself however, so you must wait for an encounter to end or for your summoner to dismiss you to return to your transdimensional pocket

Soup of Kings
2008-05-30, 07:35 PM
On Yojimbo: "Free Summons" is what I was thinking when I used Yojimbo as an example of a free-willed aeon. Also, no Zanmato...? Also also, "You can even negotiate the price or your services with your summoner; you still cannot dismiss yourself however." IIRC, didn't he dismiss himself if you refused to pay him?

Realms of Chaos
2008-05-30, 10:36 PM
I just reread through the aeon stuff and came up against a conundrum (although I'm sure that I just didn't read well enough).

Translating what happened in FFX to D&D, Yuna (a 1st level summoner) came complete with the ability to summon what was essentially an Aeon 5/Winged Faith 5.

There is probably some CR limitation that you put in (either in the summoner or in the description) that I am not seeing.

however, continuing under the assumption that there is no clear CR limitation, it seems that the only thing stopping you from gaining a crazily powerful aeon is a spellcraft check (and let's face it, there are just too many ways to optimize a skill check).

As this campaign setting will to work not only with Spira (as written in the game) but with several other worlds making use of these rules to get a similar feel, I suggest a feat to let summoners detect the direction to the nearest cloister of trials. In this way, you will also be able to find out-of-the-way aeons (such as yojimbo and anima in FFX).

Edit: A feat may not be necessary but a knowledge (religion) DC to have heard of cloisters of trials would certainly be welcome.

Soup of Kings
2008-05-30, 11:11 PM
I don't know if there is any such CR limitation, but I think I do remember him saying somewhere that Yuna wouldn't have been treated as a first level summoner since she was training to be a summoner for some time before meeting Tidus et al. I'm too lazy to go search for the quote, but yeah...

kwanzaabot
2008-05-31, 02:30 AM
Not to make your job harder or anything, but I was wondering if there were any plans to incorporate the dress-spheres from FFX-2? (at the very least the special ones, i'd kill for a Machina Maw prestige class- my favourite class, liek evar).

Again, I know you've got heaps to do already, but it just occurred to me that some people would want a post-Sin campaign, or at the very least, bikini-clad Al Bhed chicks piloting giant(ish) robots. :smalltongue:

Sarastro
2008-05-31, 05:29 AM
I've been looking at this system you've concocted and I must say I'm damn impressed. Reading the material has actually gotten me think a bit about turning Final Fantasy concepts into table-top role-playing ideas. In particular, I've been thinking about the Dragoon job class and how to transform it into a D&D character. One way of doing it would be to have a feat of some kind with which to transfer having a ridiculously high jump skill into damage. Any ideas about how this sort of thing could work? Cheers!

appending_doom
2008-05-31, 07:59 AM
Given that gaining Aeons is almost entirely guided by DM whim (ie, if the DM doesn't want you to get Yojimbo, you will not be able to find his fayth), I was wondering what you would consider the appropriate level of one's aeons would be.

Would you advise DMs to avoid granting aeons of any level higher than the summoner? If not, what would be an appropriate difference in level?

Soup of Kings
2008-05-31, 11:00 AM
Not to make your job harder or anything, but I was wondering if there were any plans to incorporate the dress-spheres from FFX-2? (at the very least the special ones, i'd kill for a Machina Maw prestige class- my favourite class, liek evar).

Again, I know you've got heaps to do already, but it just occurred to me that some people would want a post-Sin campaign, or at the very least, bikini-clad Al Bhed chicks piloting giant(ish) robots. :smalltongue:

I'm pretty sure he already said this would only cover FFX content. I would almost be inclined to do X-2 myself, except that it would seem way too difficult what with all the on-the-fly class switching, and the fact that I never finished FFX-2. That said, if you wanted a homebrew Machina Maw all by itself, that wouldn't be as difficult, although I'll leave it to someone who won't mangle the project as badly as I would.

[EDIT] Also, she changes into a zero suit Samus-ish Metroid blue bodysuit when she uses Machina Maw. So there are no "bikini-clad Al Bhed chicks piloting giant(ish) robots." Sorry.

Realms of Chaos
2008-05-31, 11:23 AM
What I'm trying to say is that a CR limitation is needed as, for instance, in FFX, the only thing that is actually keeping you from just travelling to bevelle and getting Bahamut right off of the bat is blatant railroading, combined with yuna's sense of duty towards her pilgrimage (something that not all summoners may possess).
As railroading is just about the worst thing that a DM can do in DnD (in the opinion of many), a CR restriction would really be the only thing keeping a summoner with a high spellcraft modifier from just blowing off thier pilgrimage and travelling directly to the capital city of the world (which likely houses an incredibly powerful aeon).

On another note, I suggest having the summoner start with access to an aeon, regardless of whether their home town has a cloister of trials (because it seems a bit too limiting to say that every summoner comes from a town with a cloister of trials).

One of the things that has confused me recently is your precise goal. I don't know whether you are simply trying to make FFX compatible with DnD to be usable in half a dozen different worlds cooked up by DMs everywhere or whether you are specifically aiming to turn Spira into a campaign setting. Some clarity on this issue may help me with future comments.

Zeta Kai
2008-05-31, 11:54 AM
Realms of Chaos pointed out the need for a defined limit to an Aeon's power relative to a Summoner's level, so I've added a line in the Aeons section, which I shall copy here: A summoner can only unlock an Aeon with HD < the summoner’s class level + 10. This had been one of my basic design concepts for the Aeons, but it wasn't officially written in stone, as it were.

Now that may seem rather high; after all, this means a 1st level Summoner may unlock an Aeon with up to 10HD, & a 15th level Summoner may unlock an Aeon with up to 25HD, the non-epic maximum. However, keep in mind that at first, Aeons can only be used once per day, for a single encounter. Therefore, a Summoner must use their powerful Aeons wisely, lest they be wasted. Also, the Aeons have been designed in such a way to conform to this basic power scale, preventing utter pwnage while still allowing a beginner Yuna (Summoner 1) to have a Valefor-type Aeon (Aeon 5/Winged Fayth 5) right off the bat. Lastly, as Aeons only gain XP during the little time they are on the battlefield, they progress much slower than a PC, so a Summoner must seek out stronger Aeons; otherwise, the efficiency of their Summoning will steadily decrease at higher levels.


I think I do remember him saying somewhere that Yuna wouldn't have been treated as a first level summoner since she was training to be a summoner for some time before meeting Tidus et al

I don't recall ever saying anything of the sort, but if I did, then I was quite mistaken. The PC classes were each designed so that the main characters all start the game at 1st level, from the moment they first become playable. This presents some minor problems, as logically, Auron & Lulu should be of higher level than Tidus & Yuna (they already went on previous pilgrimages), & Rikku doesn't become truly playable until about a third of the way into the main storyline. But these little issues are what make the hellish experience of game design so much fun.:smallamused:

Now, as I stated in my Premise, this is a Final Fantasy X d20 project only. As appealing as "bikini-clad Al Bhed chicks piloting giant(ish) robots" may be (& trust me, I am a Rikku fan), I simply do not have any room in this bloated project for an content from FFX-2, or any other Final Fantasy game. I rather like FFX-2, but this project alone has taken me almost six months of work, & of the 255 single-spaced pages in MS Word (+ the Excel tables) that I've written so far, I've just published about 50. Also, the monsters in FFX-2 are only superficially similar to the ones in FFX, so those would all have to be redone, which after working on the 200+ monsters for this, I'm not willing to do. Plus, I'm desperately fighting off an urge to do either a Matrix d20 or a Chrono Trigger d20 after this, as I should really do something smaller & more original (IE something I could publish without the risk of getting sued into oblivion). So I'm sorry, but those dress spheres & all other post-Sin Spiran content will have to wait, perhaps indefinitely.

Lastly, for a dragoon-type (like the Lancer/Kimarhi), I'd say a good start would be a class feature that would allow a leaping attack at an opponent, like a charge, which adds a bonus to damage dealt equal to the amount by which the dragoon beat the jump check's DC by. Another class features could be a method for purposefully leaping on an opponent from above, dealing the dragoon's falling damage to the opponent instead of the dragoon himself. Maybe other feature could be Fast Movement or something similar. Just a couple of idle thoughts. Have fun with it, & check out some of the other dragoon homebrews here on the forum; one usually appears here every 3-6 months.

EDIT: For the record, this entire project is basically a rudimentary campaign setting, but a player/DM should be able to adopt any/all of these gameplay elements into any campaign setting with minimal effort. So, I guess the answer is that it is both at once.

Zeta Kai
2008-05-31, 12:55 PM
Suffering Fayth (“Anima” Monster PrC)
http://images.wikia.com/finalfantasy/images/b/b4/FFX-Anima.jpg
Requirements

Race: Aeon only.
Alignment: True Neutral only.
Skill: Intimidate 23 ranks
Feats: Improved Toughness, Iron Will, Skill Focus (Intimidate)

Fastest Route: Aeon 20

Class Information
Hit Die: d8.

Class Skills: The Suffering Fayth’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), & Use Rope (Dex).

Skill Points at Each Level: 2 + Intelligence modifier.

MP per Level: 5d4.

Table 1-18: The Suffering Fayth (Monster PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+1|+2|+0|+2|Size Increase|30
2nd|+2|+3|+0|+3|Elemental Ubermage|60
3rd|+3|+3|+1|+3|Size Increase|90
4th|+4|+4|+1|+4|Mark of Status|120
5th|+5|+4|+1|+4|Pain|150[/table]

Class Features
All of the following are class features of the Suffering Fayth. See level progression on Table 1-18: The Suffering Fayth (Monster PrC) for more information.

Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

Size Increase (Su): at 1st level, your size permanently increases by one size category; for stat changes caused by size increases, consult Table 4-1: New Size Statistics; this ability does not change your speed; if insufficient room is available for the desired growth, you attain the maximum possible size & may make a Strength check (using your increased Strength) to burst any enclosures in the process; if the check fails, you are constrained without harm by the materials enclosing you; you, therefore, cannot be crushed or otherwise harmed by increasing your size; no worn or carried equipment by you is enlarged by the effect; clothing & armor are destroyed by the transformation; magical effects that increase size stack with this ability, so the use of spells to increase size further are effective; at 3rd level, your size permanently increases by an additional size category

Elemental Ubermage (Sp): at 2nd level, you gain some element-related spell-like abilities; you can now cast Bio (10MP), Blizzard (4MP), Blizzara (8MP), Blizzaga (16MP), Dark Attack (5MP), Dark Buster (10MP), Death (20MP), Fire (4MP), Fira (8MP), Firaga (16MP), Scan (1MP), Silence Attack (5MP), Silence Buster (10MP), Sleep Attack (5MP), Sleep Buster (10MP), Thunder (4MP), Thundara (8MP), Thundaga (16MP), Water (4MP), Watera (8MP), Waterga (16MP), & Zombie Attack (10MP); you cast these like a Ronin, a Lancer, a Blitzer, or a Black Mage with a class level equal to your HD; you do not need any somatic components to cast these, but you must spend the MP cost to cast such abilities

Mark of Status (Su): at 4th level, you gain a resistance bonus equal to your HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)

Pain (Su): at 5th level, you can slaughter your enemies with entropic force; this is a special ranged attack (your BAB + your Dexterity modifier + 5; no size modifier) on a single opponent that deals unspecified damage equal to 4d8 + your Strength modifier (no saving throw); in addition, your opponent must make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) or immediate die; any time you use this ability, you suffer damage equal to your Constitution modifier (minimum 1); 30’ range; this is a standard action that does not provoke attacks of opportunity

Soup of Kings
2008-06-01, 02:56 AM
I don't recall ever saying anything of the sort, but if I did, then I was quite mistaken.

I dunno. Someone said it. I should've gone back and looked. Sorry, didn't mean to put words in your mouth.

And, not to be rude, but I feel the need to pose my two earlier questions about Yojimbo again. Even if you just blow them off. Just trying to help.

"Also, no Zanmato...? Also also, 'You can even negotiate the price or your services with your summoner; you still cannot dismiss yourself however.' IIRC, didn't he dismiss himself if you refused to pay him?"

Zeta Kai
2008-06-01, 09:47 AM
And, not to be rude, but I feel the need to pose my two earlier questions about Yojimbo again. Even if you just blow them off. Just trying to help.

"Also, no Zanmato...? Also also, 'You can even negotiate the price or your services with your summoner; you still cannot dismiss yourself however.' IIRC, didn't he dismiss himself if you refused to pay him?"

Sorry, didn't mean to blow you off, SoK. I've just been very busy making everything a close to perfect as I can: writing, playing, play-testing, & editing. It's fun work, but it's still work.

As for your questions:

Zanmato is treated as Yojimbo's overdrive, & will be covered in the Overdrive section with is own special rules. I am aware that Zanmato was not a guaranteed attack, even in Yojimbo's Overdrive mode (seriously, why did he even have an Overdrive Gauge?), but it had to go somewhere.
You are right, he would dismiss himself if he went one round without being paid. However, he cannot dismiss himself if he is paid, so it just opens a big can of worms concerning circumstances under which it is & is not possible. Therefore, as I am trying to paint this in broad strokes so as to be usable in virtually anyone's campaign, I merely gave the Samurai Fayth the freedom to act as it chooses, & leave it up to the DM's discretion to set the personality of the Aeon. In this ruleset, I would assume that Yojimbo is just being a greedy jerk, demanding money that he doesn't need & can't really use for much. If left unpaid, he would simply refuse to assist in battle until the Summoner dismissed him. As written, he cannot dismiss himself, so if he refused to act unless he was paid, he would just be standing there waiting for the battle to end. However, the summoner would be stuck spending a standard action each round to maintain control of a useless Aeon, so the Summoner has a big incentive to either pay him (& thereby fulfill the Aeon's criteria for action) or dismiss him. It evens out in the end to the same basic gameplay choices: either appease the Aeon, or face the consequences; that is the logical result of dealing with a creature that has free will, as opposed to a bound slave.

I hope this clarifies things for you. My design choices are almost never chosen capriciously, & (as often as I can) I stick to the source material.

Zeta Kai
2008-06-01, 10:12 AM
Joined Fayth (“The Magus Sisters” Monster PrC)
http://images.wikia.com/finalfantasy/images/c/cc/Magussisters_ff10.jpg
Requirements

Race: Aeon only.
Alignment: True Neutral only.
Skill: Spot 23 ranks, Tumble 23 ranks
Feats: Great Cleave, Lightning Reflexes, Spring Attack
Special: you must enter this class together with 1-3 other Aeons who are willing to be joined with you (hereinafter referred to as your siblings)

Fastest Route: Aeon 20

Class Information
Hit Die: d8.

Class Skills: The Joined Fayth’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), & Tumble (Dex).

Skill Points at Each Level: 4 + Intelligence modifier.

MP per Level: 2d6+8.

Table 1-19: The Joined Fayth (Monster PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+1|+2|+2|+2|Initial Options|37.5
2nd|+2|+3|+3|+3|Mage’s Alternatives|75
3rd|+3|+3|+3|+3|Freedom of Choice|112.5
4th|+4|+4|+4|+4|Mark of Status|150
5th|+5|+4|+4|+4|Final Decisions|187.5[/table]

Class Features
All of the following are class features of the Joined Fayth. See level progression on Table 1-19: The Joined Fayth (Monster PrC) for more information.

Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

Initial Options (Su): at 1st level, you gain a unique trait to distinguish you from your siblings; once you have chosen a trait, your choice cannot be changed; this attack can be chosen from the options below:

Size Increase: your size permanently increases by one size category; for stat changes caused by size increases, consult Table 4-1: New Size Statistics; this ability does not change your speed; if insufficient room is available for the desired growth, you attain the maximum possible size & may make a Strength check (using your increased Strength) to burst any enclosures in the process; if the check fails, you are constrained without harm by the materials enclosing you; you, therefore, cannot be crushed or otherwise harmed by increasing your size; no worn or carried equipment by you is enlarged by the effect; clothing & armor are destroyed by the transformation; magical effects that increase size stack with this ability, so the use of spells to increase size further are effective
Synergy: you can rely on the support of your sisters to bolster your attacks; you gain a morale bonus to your attack rolls equal to the Strength modifier of all siblings within 30’; this bonus can be used for a number of rounds per day equal to your Wisdom modifier (minimum 1 round)
Awesome Blow: you gain Awesome Blow as a bonus monster feat, even if you do not meet the prerequisites to quality for it

Mage’s Alternatives (Sp): at 2nd level, you gain some spell-like abilities; you can now cast a number of “spells”, selected from one of 3 Mage Packages; once you have chosen a package, your choice cannot be changed; you cast these like a PC with a class level equal to your HD; you do not need any somatic components to cast these, but you must spend the MP cost to cast such abilities; the packages are listed below:

Mage Package #1: Auto-Life (97MP), Blizzaga (16MP), Cure (4MP), Cura (10MP), Curaga (20MP), Drain (12MP), Firaga (16MP), Flare (54MP), Full-Life (60MP), Life (18MP), Osmose (0MP), Thundaga (16MP), Ultima (90MP), & Waterga (16MP)
Mage Package #2: Cure (4MP), Cura (10MP), Curaga (20MP), Haste (8MP), Nul (2MP), Protect (10MP), Shell (12MP), & Reflect (14MP)
Mage Package #3: Bio (10MP), Blizzara (8MP), Blizzaga (16MP), Death (20MP), Doublecast (0MP), Drain (12MP), Fira (8MP), Firaga (16MP), Flare (54MP), Lancet (0MP), Osmose (0MP), Thundara (8MP), Thundaga (16MP), Watera (8MP), & Waterga (16MP)

Freedom of Choice (Ex): at 3rd level, you gain some leeway when you are called by a summoner to battle; each round, you may take an action that your summoner chooses, or you can make a Will save (DC10 + the summoner’s class level) to act as you desire; you cannot refuse your summoner, however, if they request that you perform your overdrive, if any (as long as you & your siblings each have 100OP); you also cannot dismiss yourself, so you must wait for an encounter to end or for your summoner to dismiss you to return to your transdimensional pocket

Mark of Status (Su): at 4th level, you gain a resistance bonus equal to your HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)

Final Decisions (Su): at 5th level, you gain a special attack; this is a standard action that does not provoke attacks of opportunity; once you have chosen an attack, your choice cannot be changed; this attack can be chosen from the options below:

Camisade: you can leap high into the air & strike a single opponent within 30’ from above; this is a special melee attack (your BAB + your Strength modifier + 5; no size modifier) that deals bludgeoning damage based on your size (Diminutive 1d3+1, Tiny 1d4+2, Small 1d6+3, Medium 1d8+4, Large 2d6+6, Huge 2d8+8, Gargantuan 4d6+12, Colossal 6d6+16); if a creature makes a Reflex save (DC10 + ½ your class level + your Wisdom modifier), then they only take half damage
Razzia: you can slash 1 opponent with blades that grow from your arms; this is 2 standard melee attacks, both using your full BAB; each blade that hits deals maximized slashing damage (2d8 + your Strength modifier); if a creature makes a Fortitude save (DC10 + ½ your class level + your Wisdom modifier), then they only take half damage
Passado: you can pelt 1 opponent with a barrage of stingers; this is 2d6+8 special ranged attacks, all using your full BAB; each stinger that hits deals maximized piercing damage (2d8); if a creature makes a Reflex save (DC10 + ½ your class level + your Wisdom modifier), then they only take half damage

Soup of Kings
2008-06-01, 08:17 PM
...I hope this clarifies things for you. My design choices are almost never chosen capriciously, & (as often as I can) I stick to the source material.

Yeah, thanks. IIRC, having Yojimbo's Overdrive gauge full greatly increased the chance of him performing Zanmato, along with paying him more and a few other factors I've forgotten. But yeah, that's all good, thanks for clearing it up for me.

Zeta Kai
2008-06-03, 10:30 AM
Yeah, thanks. IIRC, having Yojimbo's Overdrive gauge full greatly increased the chance of him performing Zanmato, along with paying him more and a few other factors I've forgotten. But yeah, that's all good, thanks for clearing it up for me.

Yes, actually the best review of Yojimbo's in-game behavious can be found here (http://www.gamefaqs.com/console/ps2/file/197344/24392). Needless to say, my version of Zanmato is greatly simplified.

Zeta Kai
2008-06-03, 10:31 AM
Magic
Magic in Spira: Overview
Magic in Spira is not like the magic found in a normal D&D world. For one, almost all creatures have some magical ability, even if they may have no real talent for wielding it. Each creature in Spira receives a certain number of MP as they gain HD, depending on the class or creature type with which they are gaining the HD; see Table 5-1: MP per HD by Creature Type, as well as Table 5-2: MP per HD by Class Level. A creature can spend their MP on any class features or abilities that require them. Creatures are not limited to the number of times that they may use MP-consuming class features or abilities, but they must spend the full MP cost each time that they want to use a feature with an MP cost. A creature cannot use a feature if they do not have enough MP to cover its cost. MP is restored to a creature by gaining a level (full restoration), getting a full night’s rest (full restoration), or using MP-restoring items.

Another major difference between magic in Spira & the magic systems of other campaign settings is the acquisition & use of spells. Unlike other campaign worlds, individual modular spells do not exist in the traditional sense. Instead, creatures in Spira acquire special abilities (extraordinary, supernatural, & spell-like) as they advance in class levels, most often as unique class features. Monsters tend to gain special abilities as they gain Hit Die.

Zeta Kai
2008-06-03, 10:33 AM
Table 5-1: MP per HD by Creature Type
{table=head]Creature Type|MP per HD|Average MP
Aberration|1d6+4|7.5
Animal|2d4|5
Construct|1d4|2.5
Dragon|2d6+8|15
Elemental|2d4|5
Fey|2d6+8|15
Giant|1d6+4|7.5
Humanoid|1d6+4|7.5
Magical Beast|1d6+4|7.5
Monstrous Humanoid|1d6+4|7.5
Ooze|1d4|2.5
Outsider|1d6+4|7.5
Plant|2d4|5
Undead|1d4|2.5
Vermin|2d4|5[/table]

Zeta Kai
2008-06-03, 10:36 AM
Table 5-2: MP per HD by Class Level
{table=head]Class|MP per HD|Average MP
Pugilist|1d6+4|7.5
Summoner|2d6+8|15
Ronin|1d6+4|7.5
Lancer|1d6+4|7.5
Blitzer|1d6+4|7.5
Black Mage|2d6+8|15
Bandit|1d6+4|7.5
Crusader|2d4|5
Merchant|2d4|5
Priest|1d6+4|7.5
Aristocrat (http://www.d20srd.org/srd/npcClasses/aristocrat.htm)|1d6+4|7.5
Commoner (http://www.d20srd.org/srd/npcClasses/commoner.htm)|1d4|2.5
Expert (http://www.d20srd.org/srd/npcClasses/expert.htm)|2d4|5
Aeon|2d6+8|15[/table]

Zeta Kai
2008-06-03, 10:43 AM
Elements
The world of Spira has four opposing elements: Fire, Ice, Lightning, & Water. These elements shape the world of Spira & power most magic in some form or another. Many creatures have an innate affinity for one element or another. An attack (either from a magic item, a spell, or some other offensive ability) of one element does 50% more damage to a creature of the opposing element. A creature of a particular element is usually immune to damage caused by energy of the same element, & sometimes even absorb energy of their same element, healing HP equal to the amount of damage that the attack would normally deal (up to the creature’s normal maximum HP).

Fire (Red) <-> Ice (White)
Lightning (Yellow) <-> Water (Blue)

Zeta Kai
2008-06-03, 10:46 AM
The Spiral of Death
The world of Spira is caught in a never-ending cycle of death & destruction, made all the more poignant by the brief periods of Calm in between the waves of havoc wreaked by Sin. This continuing cycle of life & death is made worse by the nature of death in Spira.

When an intelligent creature (Intelligence 3+) in Spira dies, its soul continues to exist on the Material Plane, powered by the pyreflies (see Creatures: Pyrefly). This spirit forms a physical shell much like the body it once had. In order for a being to rest in the afterlife of the Farplane (see Locations: Guadosalam), it must find its way there (Wisdom check, DC12) & make the choice to cross over. Some souls have a hard time gaining access to the Farplane, or feel that they have unfinished business, or they may even get lost along the way. If this happens, the spirit remains on Spira as an Unsent, & may over time become a fiend.

Unsent appear as they did in life, & those who encounter them may not know that they are actually dead. Perceiving an Unsent as such requires a successful Spot check (DC25) or a successful Knowledge: Religion check (DC25). Full-blooded Guado can use their Detect Undead ability to tell whether a person is alive or not.

Once per year, an Unsent must make a successful Will save or become Chaotic Evil. The Difficulty Class for this check equals the number of years spent as an Unsent divided by their Charisma bonus (minimum +1). Those that become Chaotic Evil immediately transform into fiends. A fiended undead is a creature with an equal Challenge Rating to the originals Unsent, but can be of nearly any type/subtype (no Construct, Fey, Giant, or Humanoid fiends have ever been reported, however). The specific creature is determined by the environment of where it was turned into a fiend; only fiends native to that environment will be created there (Cold subtype fiends created only in arctic areas, for instance).

Zeta Kai
2008-06-04, 07:37 PM
I'm terribly sorry for the constant revising, but perfection doesn't come easily. :smallwink: Here are the latest fixes/additions/updates, which are already edited into the appropriate entries:

Guado: the Detect Undead ability now has an action type (swift) & does not provoke AoO
Summoner: their bonus feats now explicitly include Universal Spell Feats (coming soon)
Summoner: Dispel does not offer a saving throw to resist its effects
Black Mage: their bonus feats now explicitly include Universal Spell Feats (coming soon)
All Aeon PrC's: their requirements have changed; the BAB line has been removed (the skill line makes that redundant) & replaced with required feats
Magic: a second paragraph has been added, denoting the lack of spells as we know them in the world of Spira; this ties into the Universal Spell Feats (coming soon)

Soup of Kings
2008-06-04, 09:10 PM
Quick question: is the Don Tonberry AP trick going to be included? =P

I started playing again. I've gotten Tidus, Rikku, and Auron all the way through the sphere grid. ^_^

Good job so far, keep it up.

Zeta Kai
2008-06-05, 11:46 AM
The Sending
To prevent the souls of the dead from becoming fiends, those who work for the forces of goodness & light developed a ritual to help these souls find their way. This ritual is called the Sending, & it is commonly used by the Church of Yevon anytime a person dies as part of their last rites. Only those undead with the [Unsent] subtype (see Creatures: Subtypes, below) can be sent to the Farplane.

The Sending (ritual)

http://images2.wikia.nocookie.net/finalfantasy/images/4/42/FFX-Yuna_sendingConcept.jpg
Requirements

Class: Summoner 1st level or Priest 5th level
Alignment: any non-evil
Skills: 4 ranks in Knowledge (religion), Perform, & Spellcraft
Ritual Benefits
During the Sending, the sender must perform a ritual dance for 10 minutes within 60’ of the Unsent spirit (or spirits), sending the closest sendable undead first. The dance requires a single Perform check (DC14); if the check is unsuccessful, then the sending fails. The Sending is a supernatural ability that provokes attacks of opportunity. A sender can perform the Sending ritual a number of times per day equal to their Wisdom modifier (minimum 1).

The Sending is similar to a Turn Undead attempt, & so it follows similar rules to a turning check. After the ritual, the sender rolls a sending check to see how powerful an undead creature they can send. This is a Wisdom check (1d20 + the sender’s Wisdom modifier). Consult Table 4-2: Sending or Fiending Undead to find the Hit Dice of the most powerful undead the sender can affect, relative to their level. On a given sending attempt, the sender can send no undead creature whose Hit Dice exceed the result on this table. If their roll on Table 4-2 is high enough to let them send at least some of the undead within 60’, roll 2d6 + the sender’s total class level + their Wisdom modifier; this result is how many total Hit Dice of undead they can send. If the sender’s Wisdom score is average or low, it’s possible to roll fewer Hit Dice of undead sent than indicated on Table 4-2. A sent undead is instantly teleported to the Farplane, as if by a banishment spell. The Sending ritual costs the sender 1MP per undead sent.

Zeta Kai
2008-06-05, 11:49 AM
The Fiending
NOTE: This ritual is not based on anything found within FFX or FFX-2. It is an apocryphal addition, written by me for balance reasons. I thought that it would only be fair if evil-aligned characters had the option to do something with the Unsent; sort of an anti-Sending. As with anything else presented here, if you don’t think that this is appropriate for your campaign, then by all means, do not use it.

Some evil beings do not want Spira to be free of Sin. Some creatures desire only destruction, & so revel in the spiral of death that Spira is caught in. Those that choose this path of darkness can perform a ritual that transforms an Unsent undead into a monster known as a fiend.

To do this, those who work for the forces of darkness & sin developed a ritual to force these souls to become Chaotic Evil. This ritual is called the Fiending, & it is commonly used by those who want Sin to destroy the world, leaving nothing but the undead & the fiends. Only those undead with the [Unsent] subtype (see Creatures: Subtypes, below) can be transformed to fiends.

The Fiending (ritual)
Requirements

Class: Black Mage 1st level or Priest 5th level
Alignment: any non-good
Skills: 4 ranks in Knowledge (religion), Perform, & Spellcraft

Ritual Benefits
During the Fiending, the fiender must perform a ritual dance for 10 minutes within 60’ of the Unsent spirit (or spirits), sending the closest fiendable undead first. The dance requires a single Perform check (DC14); if the check is unsuccessful, then the fiending fails. The Fiending is a supernatural ability that provokes attacks of opportunity. A fiender can perform the Fiending ritual a number of times per day equal to their Wisdom modifier (minimum 1).

The Fiending is similar to a Turn Undead attempt, & so it follows similar rules to a turning check. After the ritual, the fiender rolls a fiending check to see how powerful an undead creature they can fiend. This is a Wisdom check (1d20 + the sender’s Wisdom modifier). Consult Table 4-2: Sending or Fiending Undead to find the Hit Dice of the most powerful undead the fiender can affect, relative to their level. On a given fiending attempt, the fiender can fiend no undead creature whose Hit Dice exceed the result on this table. If their roll on Table 4-2 is high enough to let them fiend at least some of the undead within 60’, roll 2d6 + the fiender’s total class level + their Wisdom modifier; this result is how many total Hit Dice of undead they can fiend. If the sender’s Wisdom score is average or low, it’s possible to roll fewer Hit Dice of undead fiended than indicated on Table 4-2. The Fiending ritual costs the fiender 1MP per undead fiended.

Zeta Kai
2008-06-05, 12:16 PM
Table 4-2: Sending or Fiending Undead
{table=head]Check Result|Most Powerful Undead Affected (Maximum HD)
0 or lower|sender’s level -4
1-3|sender’s level -3
4-6|sender’s level -2
7-9|sender’s level -1
10-12|sender’s level
13-15|sender’s level +1
16-18|sender’s level +2
19-21|sender’s level +3
22 or higher|sender’s level +4[/table]

Zeta Kai
2008-06-07, 01:52 AM
Universal Spell Feats
Characters acquire special abilities as they gain class levels. Another means of getting special abilities is to take Universal Spell Feats. Universal Spell Feats are a means of adding special abilities to one’s spellcasting repertoire, using powers that would be inaccessible any other way. They are considered metamagic feats, & are treated as such for the purpose of earning them.

Universal Spell Feats help to customize a spellcaster, differentiating them from their peers. They also help to replace the many feats that do not apply to classes who do not use spells in the conventional manner (such as most other metamagic feats, Spell Focus, etc.), giving them an opportunity to harness a bit of magic for themselves.

NOTE: Only a few of the Universal Spell Feats listed below (Auto-Life, Copycat, Doublecast, Full-Life, & Ultima) could be normally acquired in Final Fantasy X. All of the others are non-canonical, & have been added as way of expanding the options available to the characters. However, they are all based on abilities used by monsters within the game, & so they have a certain logic for existing. This is not a comprehensive monster abilities list by any means; this merely lists spell-like abilities that can be acquired by characters.

Absorb [Metamagic]
Your magical prowess has grown to the point that you can cast Absorb as a spell-like ability.
Prerequisites: Black Mage 1 or Summoner 1, base Reflex Save bonus +10
Benefit: You can use the Absorb spell-like ability. Below is the rule set for how to use this ability:

Absorb (Sp): with a successful ranged touch attack, you can reduce the current HP of 1 opponent within 30’ by 50%, transferring ½ of those hit points from your opponent’s HP pool to your own (the remaining 25% is lost); your opponent can make a Fortitude save (DC10 + ½ your class level + your Charisma modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 108MP to use

Auto-Life [Metamagic]
Your magical prowess has grown to the point that you can cast Auto-Life as a spell-like ability.
Prerequisites: Life class feature, base Will Save bonus +9
Benefit: You can use the Auto-Life spell-like ability. Below is the rule set for how to use this ability:

Auto-Life (Sp): you can cast a vibrant aura on 1 of your allies that will automatically raise them from the dead the next time that they are killed; this also negates KO status; the subject’s soul must be free & willing to return; if the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw; a raised creature has a number of hit points equal to its current HD; any ability scores damaged to 0 are raised to 1; normal poisons & diseases are cured in the process of raising the subject, but magical diseases & curses are not undone; while the spell closes mortal wounds & repairs lethal damage of most kinds, the body of the creature to be raised must be whole; otherwise, missing parts are still missing when the creature is brought back to life; none of the dead creature’s equipment or possessions are affected in any way by this spell; Constructs, Elementals, Outsiders, & Undead creatures cannot be raised; this ability cannot bring back a creature that has died of old age; this is a full-round action that does not provoke attacks of opportunity; this ability costs 97MP to use

Banish [Metamagic]
Your magical prowess has grown to the point that you can cast Banish as a spell-like ability.
Prerequisites: Summon class feature (3/day), base Will Save bonus +9
Benefit: You can use the Banish spell-like ability. Below is the rule set for how to use this ability:

Banish (Sp): with a successful ranged touch attack, you can banish 1 Aeon within 30’ back to its transdimensional pocket for the rest of the encounter (it can only be called back out afterward); your opponent’s Aeon can make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 75MP to use

Berserk [Metamagic]
Your magical prowess has grown to the point that you can cast Berserk as a spell-like ability.
Prerequisites: Black Mage 1 or Summoner 1, base Will Save bonus +5
Benefit: You can use the Berserk spell-like ability. Below is the rule set for how to use this ability:

Berserk (Sp): with a successful ranged touch attack, you can inflict Berserk status (see Status Conditions: Berserk, above) on 1 opponent within 30’; your opponent can make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 17MP to use

Blind [Metamagic]
Your magical prowess has grown to the point that you can cast Blind as a spell-like ability.
Prerequisites: Blitzer 1, base Reflex Save bonus +4
Benefit: You can use the Blind spell-like ability. Below is the rule set for how to use this ability:

Blind (Sp): with a successful ranged touch attack, you can inflict Blind status (see Status Conditions: Blind, above) on 1 opponent within 30’; your opponent can make a Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

Confuse [Metamagic]
Your magical prowess has grown to the point that you can cast Confuse as a spell-like ability.
Prerequisites: Black Mage 1 or Summoner 1, base Will Save bonus +5
Benefit: You can use the Confuse spell-like ability. Below is the rule set for how to use this ability:

Confuse (Sp): with a successful ranged touch attack, you can inflict Confused status (see Status Conditions: Confused, above) on 1 opponent within 30’; your opponent can make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 17MP to use

Copycat [Metamagic]
Your magical prowess has grown to the point that you can cast Copycat as a spell-like ability.
Prerequisites: 300+ maximum MP, base Will Save bonus +6
Benefit: You can use the Copycat spell-like ability. Below is the rule set for how to use this ability:

Copycat (Sp): you can mimic 1 action of the last ally within 30’ to take a turn in the current encounter, even if you do not know how to perform that particular action; this ability cannot mimic summoning or overdrives; this is an action of equal duration to the one being mimicked, & it provokes attacks of opportunity (or not) in the same manner; this ability costs 28MP to use

Curse [Metamagic]
Your magical prowess has grown to the point that you can cast Curse as a spell-like ability.
Prerequisites: Black Mage 1 or Summoner 1, base Will Save bonus +7
Benefit: You can use the Curse spell-like ability. Below is the rule set for how to use this ability:

Curse (Sp): with a successful ranged touch attack, you can inflict Cursed status (see Status Conditions: Cursed, above) on 1 opponent within 30’; your opponent can make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 42MP to use

Dispel-All [Metamagic]
Your magical prowess has grown to the point that you can cast Dispel-All as a spell-like ability.
Prerequisites: Dispel class feature, base Will Save bonus +11
Benefit: You can use the Dispel-All spell-like ability. Below is the rule set for how to use this ability:

Dispel-All (Sp): you can remove any positive status conditions (see Status Effects, above) from all opponents within 30’ (no saving throw); positive conditions include ability boosts from spells or spell-like effects, haste effects, hastega effects, nul effects (including mighty guard), shell effects, protect effects, reflect effects, & regen effects; this is a standard action that provokes attacks of opportunity; this ability costs 112MP to use

Doublecast [Metamagic]
Your magical prowess has grown to the point that you can cast Doublecast as a spell-like ability.
Prerequisites: Black Mage 1 or Summoner 1, base Will Save bonus +6
Benefit: You can use the Doublecast spell-like ability. Below is the rule set for how to use this ability:

Doublecast (Sp): you can cast 2 spell-like abilities in the same round from the Black Mage’s or Summoner’s class feature list; this is a full-round action that does not provoke attacks of opportunity; you must be able to cast the abilities normally to double-cast them; this ability does not consume any MP to use by itself, but each ability’s MP cost must be paid

Full-Life [Metamagic]
Your magical prowess has grown to the point that you can cast Full-Life as a spell-like ability.
Prerequisites: Life class feature, base Will Save bonus +9
Benefit: You can use the Full-Life spell-like ability. Below is the rule set for how to use this ability:

Full-Life (Sp): you can raise 1 of your allies from the dead; this also negates KO status; you can raise an ally that has been dead for no longer than one minute per caster level; in addition, the subject’s soul must be free & willing to return; if the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw; a raised creature has a number of hit points equal to its maximum HP; any ability scores damaged to 0 are raised to their normal maximum amount; normal poisons & diseases are cured in the process of raising the subject, but magical diseases & curses are not undone; while the spell closes mortal wounds & repairs lethal damage of most kinds, the body of the creature to be raised must be whole; otherwise, missing parts are still missing when the creature is brought back to life; none of the dead creature’s equipment or possessions are affected in any way by this spell; Constructs, Elementals, Outsiders, & Undead creatures cannot be raised; this ability cannot bring back a creature that has died of old age; this is a full-round action that does not provoke attacks of opportunity; this ability costs 60MP to use

Giga-Graviton [Metamagic, Epic]
Your magical prowess has grown to the point that you can cast Giga-Graviton as a spell-like ability.
Prerequisites: Aeon Prestige Class 1, 600+ maximum MP
Benefit: You can use the Giga-Graviton spell-like ability. Below is the rule set for how to use this ability:

Giga-Graviton (Sp): you can unleash a 100’ ray that instantly disintegrates all creatures within it (-20HP; no saving throw); this takes 1 minute (10 rounds) to activate, with 1 standard action that provokes attacks of opportunity each round to prepare the activation (although attacks of opportunity do not disrupt the preparations); this ability can be done once per day; this ability costs 512MP to use

Gravija [Metamagic, Epic]
Your magical prowess has grown to the point that you can cast Gravija as a spell-like ability.
Prerequisites: Gravity universal spell feat, base Will Save bonus +13
Benefit: You can use the Gravija spell-like ability. Below is the rule set for how to use this ability:

Gravija (Sp): you can attack your enemies with deadly energy; this ability reduces the current HP of all opponents within 30’ by 75%; your opponents can each make a Reflex save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 256MP to use

Gravity [Metamagic]
Your magical prowess has grown to the point that you can cast Gravity as a spell-like ability.
Prerequisites: Demi class feature, base Will Save bonus +11
Benefit: You can use the Gravity spell-like ability. Below is the rule set for how to use this ability:

Gravity (Sp): you can attack your enemies with deadly energy; this ability reduces the current HP of all opponents within 30’ by 50%; your opponents can each make a Reflex save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 128MP to use

Mega Death [Metamagic, Epic]
Your magical prowess has grown to the point that you can cast Mega Death as a spell-like ability.
Prerequisites: Death class feature, base Will Save bonus +12
Benefit: You can use the Mega Death spell-like ability. Below is the rule set for how to use this ability:

Mega Death (Sp): you can magically slay your enemies; this is a ranged touch attack that kills all opponent within 30’ (0HP or less, see Status Effects: KO, above); your opponents can each make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) to resist; this attack has no effect on the undead, such as creatures with Zombie status; this is a full-round action that provokes attacks of opportunity; this ability costs 160MP to use

Mortibsorption [Metamagic]
Your magical prowess has grown to the point that you can cast Mortibsorption as a spell-like ability.
Prerequisites: Lancet class feature, base Will Save bonus +4
Benefit: You can use the Mortibsorption spell-like ability. Below is the rule set for how to use this ability:

Mortibsorption (Sp): you can draw health from allies to sustain yourself; on a successful touch attack, you can transfer 1HP per HD from your ally’s HP pool to your own; your ally can make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) for half damage, if they wish, which reduces the amount of HP you gain accordingly; this is a standard action that provokes attacks of opportunity; this can only be used on allies within your party; this ability costs 10MP to use

Multi-Blizzara [Metamagic]
Your magical prowess has grown to the point that you can cast Multi-Blizzara as a spell-like ability.
Prerequisites: Blizzara class feature, base Will Save bonus +8
Benefit: You can use the Multi-Blizzara spell-like ability. Below is the rule set for how to use this ability:

Multi-Blizzara (Sp): you can attack your enemies with freezing energy; this is a ranged touch attack that deals 1d6+1 points of cold damage per class level to 2 opponents within 30’ on a successful hit; your opponents can each make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 60MP to use

Multi-Fira [Metamagic]
Your magical prowess has grown to the point that you can cast Multi-Fira as a spell-like ability.
Prerequisites: Fira class feature, base Will Save bonus +8
Benefit: You can use the Multi-Fira spell-like ability. Below is the rule set for how to use this ability:

Multi-Fira (Sp): you can attack an enemy with flaming energy; this is a ranged touch attack that deals 1d6+1 points of cold damage per class level to 2 opponents within 30’ on a successful hit; your opponents can each make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 60MP to use

Multi-Thundara [Metamagic]
Your magical prowess has grown to the point that you can cast Multi-Thundaga as a spell-like ability.
Prerequisites: Thundara class feature, base Will Save bonus +8
Benefit: You can use the Multi-Thundaga spell-like ability. Below is the rule set for how to use this ability:

Multi-Thundara (Sp): you can attack an enemy with electrical energy; this is a ranged touch attack that deals 1d6+1 points of cold damage per class level to 2 opponents within 30’ on a successful hit; your opponents can each make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 60MP to use

Multi-Watera [Metamagic]
Your magical prowess has grown to the point that you can cast Multi-Watera as a spell-like ability.
Prerequisites: Watera class feature, base Will Save bonus +8
Benefit: You can use the Multi-Watera spell-like ability. Below is the rule set for how to use this ability:

Multi-Watera (Sp): you can attack an enemy with watery energy; this is a ranged touch attack that deals 1d6+1 points of cold damage per class level to 2 opponents within 30’ on a successful hit; your opponents can each make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 60MP to use

Mute [Metamagic]
Your magical prowess has grown to the point that you can cast Mute as a spell-like ability.
Prerequisites: Blitzer 1, base Reflex Save bonus +5
Benefit: You can use the Mute spell-like ability. Below is the rule set for how to use this ability:

Mute (Sp): with a successful ranged touch attack, you can inflict Mute status (see Status Conditions: Mute, above) on 1 opponent within 30’ for 3 rounds; your opponent can make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 17MP to use

Petrify [Metamagic]
Your magical prowess has grown to the point that you can cast Petrify as a spell-like ability.
Prerequisites: Black Mage 1 or Summoner 1, base Reflex Save bonus +7
Benefit: You can use the Petrify spell-like ability. Below is the rule set for how to use this ability:

Petrify (Sp): with a successful ranged touch attack, you can inflict Petrified status (see Status Conditions, Petrified, above) on 1 opponent within 30’; your opponent can make a Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 42MP to use

Shimmering Rain [Metamagic]
Your magical prowess has grown to the point that you can cast Shimmering Rain as a spell-like ability.
Prerequisites: Black Mage 1 or Summoner 1, base Will Save bonus +7
Benefit: You can use the Shimmering Rain spell-like ability. Below is the rule set for how to use this ability:

Shimmering Rain (Sp): you can pelt your opponents with searing rain; this attack inflicts 1d6+1 points of acid damage per class level to all opponents within 30’; your opponent can each make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 42MP to use

Sleep [Metamagic]
Your magical prowess has grown to the point that you can cast Sleep as a spell-like ability.
Prerequisites: Blitzer 1, base Reflex Save bonus +6
Benefit: You can use the Sleep spell-like ability. Below is the rule set for how to use this ability:

Sleep (Sp): with a successful ranged touch attack, you can inflict Sleep status (see Status Conditions: Sleep, above) on 1 opponent within 30’; your opponent can make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 28MP to use

Ultima [Metamagic, Epic]
Your magical prowess has grown to the point that you can cast Ultima as a spell-like ability.
Prerequisites: 600+ maximum MP, base Will Save bonus +10
Benefit: You can use the Ultima spell-like ability. Below is the rule set for how to use this ability:

Ultima (Sp): you can attack your enemies with ultimate destructive energy; this attack inflicts 20d6+80 points of non-specified damage to all opponents within 30’; your opponents can each make a Fortitude save (DC10 + ½ your class level + your Intelligence modifier) for half damage; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use

White Wind [Metamagic]
Your magical prowess has grown to the point that you can cast White Wind as a spell-like ability.
Prerequisites: Summoner 1, base Reflex Save bonus +12
Benefit: You can use the White Wind spell-like ability. Below is the rule set for how to use this ability:

White Wind (Sp): you can fully restore HP to all allies within 30’ (including yourself); you cannot heal an ally so that they have more HP than their maximum; this is a standard action that provokes attacks of opportunity; this ability costs 180MP to use

Zombie [Metamagic]
Your magical prowess has grown to the point that you can cast Zombie as a spell-like ability.
Prerequisites: Blitzer 1, base Reflex Save bonus +3
Benefit: You can use the Zombie spell-like ability. Below is the rule set for how to use this ability:

Zombie (Sp): with a successful ranged touch attack, you can inflict Zombie status (see Status Conditions: Zombie, above) on 1 opponent within 30’; your opponent can make a Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 5MP to use

Soup of Kings
2008-06-07, 12:41 PM
The summoner gets Doublecast? And it affects White Magic? Is this a balance issue or just a mistake?

Zeta Kai
2008-06-08, 01:01 AM
The summoner gets Doublecast? And it affects White Magic? Is this a balance issue or just a mistake?

This is a balance issue & nothing more. Doublecast isn't particularly powerful, really. It just lets you cast 2 spells in the time it take to cast 1; you still have to spend the required MP for both. This ability is still more useful to a Black Mage than a Summoner, as a Summoner's abilities as mostly heal/buff-centric. The only time a double-casting Summoner rivals a double-casting Black Mage is when the Summoner is casting Summon or Holy at the same time as they drop a potent buff spell. If you can find a loophole that allows for brokenness/munchkinism/cheese, please let me know.

Soup of Kings
2008-06-09, 02:13 AM
This is a balance issue & nothing more. Doublecast isn't particularly powerful, really. It just lets you cast 2 spells in the time it take to cast 1; you still have to spend the required MP for both. This ability is still more useful to a Black Mage than a Summoner, as a Summoner's abilities as mostly heal/buff-centric. The only time a double-casting Summoner rivals a double-casting Black Mage is when the Summoner is casting Summon or Holy at the same time as they drop a potent buff spell. If you can find a loophole that allows for brokenness/munchkinism/cheese, please let me know.

I figured it was a balance tweak; I didn't want to insult your intelligence (which is likely much higher than mine) by assuming you didn't know how Doublecast worked. I haven't seen any issues yet, but I'll look over what you have so far.

Zeta Kai
2008-06-09, 09:12 AM
Equipment Abilities
Weapon Abilities
These equipment abilities can be grafted onto a weapon. The “wielder” refers to the character currently using or possessing the weapon. Abilities are only active while the wielder actually wields the weapon; sheathing a weapon, putting it down, or otherwise ceasing to brandish it negates its abilities until it is wielded again. Weapons can only hold 1-4 special abilities (these are known as ability “slots”).

NOTE: Under each weapon ability is 3 means to add such the ability to a weapon (designated #1, #2, & #3, respectively).

Method #1 refers to the standard D&D way of adding abilities to magic item; IE the feats & spells needed to graft the ability, along with the required caster level.
Method #2 refers to the typical way on Spira (a setting in which there are no spells, per se) of doing the same; IE the feats & class features needed to graft the ability.
Method #3 refers to another Spiran way of doing the same; IE using a Spellcraft check (DC10 + (price bonus ×5)) to fuse the specific listed objects into the magic item, imbuing it with the desired property; failing the check by less than 5 allows the caster to reuse the objects in a later fusion attempt, while failing the check by more than 5 ruins the objects).

Any of the 3 methods is acceptable for accomplishing this, but it is recommended that only one these means be used within a particular campaign setting.

Alchemy: doubles the HP restored by healing items, spells or spell-like abilities used by the wielder; strong abjuration; price +4 bonus

Method #1: CL 8th; Craft Magic Arms & Armor, cure moderate wounds
Method #2: CL 8th; Craft Magic Arms & Armor, Pray class feature
Method #3: DC30, Healing Water (×4)


Break Damage Limit: maximizes damage rolls for attacks made with the weapon; adds wielder’s class level to damage rolls; strong transmutation; price +6 bonus

Method #1: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, greater magic weapon
Method #2: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Death class feature
Method #3: DC40, Dark Matter (×60)


Capture: records the opponents defeated by the wielder on the weapon, as well as where they were defeated; faint divination; price +1 bonus

Method #1: CL 5th; Craft Magic Arms & Armor, arcane mark
Method #2: CL 5th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC15, Arena Ticket (×1)


Counterattack: grants the wielder 1 extra attack of opportunity against an opponent that successfully hit them with a physical attack; moderate transmutation; price +4 bonus

Method #1: CL 16th; Craft Magic Arms & Armor, haste
Method #2: CL 16th; Craft Magic Arms & Armor, Reflex class feature
Method #3: DC30, Friend Sphere (×1)


Darkstrike: upon a successful hit with the weapon that deals damage, inflicts Blind status (see Status Conditions: Blind, above) on the struck opponent for 3 rounds; Fortitude save (DC20 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; moderate evocation; price +2 bonus

Method #1: CL 9th; Craft Magic Arms & Armor, blindness/deafness
Method #2: CL 9th; Craft Magic Arms & Armor, Dark Attack class feature
Method #3: DC20, Smoke Bomb (×20)


Darktouch: upon a successful hit with the weapon that deals damage, inflicts Blind status (see Status Conditions: Blind, above) on the struck opponent for 3 rounds; Fortitude save (DC10 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; faint evocation; price +1 bonus

Method #1: CL 4th; Craft Magic Arms & Armor, darkness
Method #2: CL 4th; Craft Magic Arms & Armor, Dark Attack class feature
Method #3: DC15, Eye Drops (×60)


Deathstrike: upon a successful hit with the weapon that deals damage, inflicts KO status (see Status Conditions: KO, above) on the struck opponent; Fortitude save (DC20 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; moderate necromancy; price +6 bonus

Method #1: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, slay living
Method #2: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Death class feature
Method #3: DC40, Farplane Wind (×60)


Deathtouch: upon a successful hit with the weapon that deals damage, inflicts KO status (see Status Conditions: KO, above) on the struck opponent; Fortitude save (DC10 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; faint necromancy; price +5 bonus

Method #1: CL 10th; Craft Magic Arms & Armor, death knell
Method #2: CL 10th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC35, Farplane Shadow (×30)


Double Overdrive: doubles the amount of OP that the wielder accrues; this does not stack with Triple Overdrive, but is overlapped by it; strong transmutation; price +4 bonus

Method #1: CL 17th; Craft Magic Arms & Armor, heroism
Method #2: CL 17th; Craft Magic Arms & Armor, Demi class feature
Method #3: DC30, Underdog’s Secret (×30)


Double XP: doubles the amount of XP that the wielder accrues from defeating opponents; this does not double the XP accrued via any other means; this does not stack with Triple XP, but is overlapped by it; strong transmutation; price +6 bonus

Method #1: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, moment of prescience
Method #2: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Life class feature
Method #3: DC40, Megalixir (×20)


Evade & Counter: grants the wielder an opportunity to use a Reflex save (DC = the opponent’s attack roll) to dodge a physical attack that would normally be successful, & 1 extra attack of opportunity against the opponent that attempted the attack; this ability can only be used once per round; strong transmutation; price +5 bonus

Method #1: CL 18th; Craft Magic Arms & Armor, haste
Method #2: CL 18th; Craft Magic Arms & Armor, Reflex class feature
Method #3: DC35, Teleport Sphere (×1)


Firestrike: deals an extra 1d6+1 points of fire damage on a successful hit; moderate evocation; price +1 bonus

Method #1: CL 10th; Craft Magic Arms & Armor, flame strike or fireball
Method #2: CL 10th; Craft Magic Arms & Armor, Fire class feature
Method #3: DC15, Bomb Fragment (×4)


First Strike: adds +20 to the wielder’s Initiative; moderate transmutation; price +3 bonus

Method #1: CL 8th; Craft Magic Arms & Armor, haste
Method #2: CL 8th; Craft Magic Arms & Armor, Haste class feature
Method #3: DC25, Return Sphere (×1)


Gillionaire: magically doubles the wielder’s share of treasure that they receive for defeating opponents; this does not double any allies’ shares, nor does this ability double treasure received via other means; only coins can be doubled in this fashion (no other treasure can be magically doubled in this manner); magically doubling the treasure is a full-round action that provokes attacks of opportunity, & requires that you touch the treasure with your weapon; moderate conjuration; price +7 bonus

Method #1: CL 22nd; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, greater shadow conjuration
Method #2: CL 22nd; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Steal class feature
Method #3: DC45, Designer Wallet (×30)


Half MP Cost: reduces the MP cost of using spells or spell-like abilities by ½; strong transmutation; price +6 bonus

Method #1: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, any metamagic feat, contingency
Method #2: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, any metamagic feat, Shell class feature
Method #3: DC40, Twin Stars (×20)


Icestrike: deals an extra 1d6+1 points of cold damage on a successful hit; moderate evocation; price +1 bonus

Method #1: CL 8th; Craft Magic Arms & Armor, ice storm
Method #2: CL 8th; Craft Magic Arms & Armor, Blizzard class feature
Method #3: DC15, Antarctic Wind (×4)


Initiative: adds +10 to the Initiative of the wielder & up to 2 allies within 30’; moderate transmutation; price +2 bonus

Method #1: CL 6th; Craft Magic Arms & Armor, haste
Method #2: CL 6th; Craft Magic Arms & Armor, Haste class feature
Method #3: DC20, Chocobo Feather (×6)


Lightningstrike: deals an extra 1d6+1 points of electricity damage on a successful hit; moderate evocation; price +1 bonus

Method #1: CL 8th; Craft Magic Arms & Armor, call lightning or lightning bolt
Method #2: CL 8th; Craft Magic Arms & Armor, Thunder class feature
Method #3: DC15, Electro Marble (×4)


Magic +3%: increases the wielder’s damage power with spells & spell-like abilities by 3% (minimum 1); this does not increase any other factor of magic, including MP cost; faint transmutation; price +1 bonus

Method #1: CL 5th; Craft Magic Arms & Armor, fox’s cunning
Method #2: CL 5th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC15, Mana Sphere (×3)


Magic +5%: increases the wielder’s damage power with spells & spell-like abilities by 5% (minimum 1) ; this does not increase any other factor of magic, including MP cost; faint transmutation; price +1 bonus

Method #1: CL 9th; Craft Magic Arms & Armor, fox’s cunning
Method #2: CL 9th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC15, Mana Spring (×2)


Magic +10%: increases the wielder’s damage power with spells & spell-like abilities by 10% (minimum 1) ; this does not increase any other factor of magic, including MP cost; moderate transmutation; price +2 bonus

Method #1: CL 13th; Craft Magic Arms & Armor, fox’s cunning, mass
Method #2: CL 13th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC20, Black Magic Sphere (×1)


Magic +20%: increases the wielder’s damage power with spells & spell-like abilities by 20% (minimum 1) ; this does not increase any other factor of magic, including MP cost; strong transmutation; price +3 bonus

Method #1: CL 17th; Craft Magic Arms & Armor, fox’s cunning, mass
Method #2: CL 17th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC25, Supreme Gem (×4)


Magic Booster: increases the wielder’s damage power with spells & spell-like abilities by 20% (minimum 1); also increases the cost of using spells & spell-like abilities by 20% (minimum +1MP); this does not increase any other factor of magic; moderate transmutation; price +2 bonus

Method #1: CL 7th; Craft Magic Arms & Armor, any metamagic feat, read magic
Method #2: CL 7th; Craft Magic Arms & Armor, any metamagic feat, Focus class feature
Method #3: DC20, Turbo Ether (×30)


Magic Counter: grants the wielder 1 extra attack of opportunity against an opponent that damaged them with a spell or spell-like ability; moderate transmutation; price +4 bonus

Method #1: CL 17th; Craft Magic Arms & Armor, spell turning
Method #2: CL 17th; Craft Magic Arms & Armor, Reflect class feature
Method #3: DC30, Shining Gem (×16)


No XP: reduces the XP normally earned by the wielder to 0XP; strong transmutation; price +1 bonus

Method #1: CL 11th; Craft Magic Arms & Armor, modify memory
Method #2: CL 11th; Craft Magic Arms & Armor, Nul class feature
Method #3: DC15, Memory Loss (×1)


One MP Cost: reduces the MP cost of using spells or spell-like abilities to 1MP; strong transmutation; price +8 bonus

Method #1: CL 23rd; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, any metamagic feat, mordenkainen’s disjunction
Method #2: CL 23rd; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, any metamagic feat, Regen class feature
Method #3: DC50, Three Stars (×20)


Overdrive > XP: converts all of the wielder’s OP to XP; 1OP is worth XP equal to the wielder’s Intelligence modifier (minimum 1) × 5; strong transmutation; price +5 bonus

Method #1: CL 19th; Craft Magic Arms & Armor, legend lore
Method #2: CL 19th; Craft Magic Arms & Armor, Pray class feature
Method #3: DC35, Door to Tomorrow (×10)


Piercing: allows weapon to ignore armor, natural armor, damage reduction & hardness; cannot be added to weapons that deal bludgeoning damage; moderate transmutation; price +2 bonus

Method #1: CL 9th; Craft Magic Arms & Armor, Spell Penetration, keen edge
Method #2: CL 9th; Craft Magic Arms & Armor, Power Break class feature
Method #3: DC20, Level 2 Key Sphere (×1)


Poisonstrike: upon a successful hit with the weapon that deals damage, inflicts Poison status (see Status Conditions: Poison, above) on the struck opponent; Fortitude save (DC20 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; moderate evocation; price +2 bonus

Method #1: CL 14th; Craft Magic Arms & Armor, unholy blight
Method #2: CL 14th; Craft Magic Arms & Armor, Bio class feature
Method #3: DC20, Poison Fang (×24)


Poisontouch: upon a successful hit with the weapon that deals damage, inflicts Poison status (see Status Conditions: Poison, above) on the struck opponent; Fortitude save (DC10 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; faint evocation; price +1 bonus

Method #1: CL 7th; Craft Magic Arms & Armor, stinking cloud
Method #2: CL 7th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC15, Antidote (×99)


Sensor: allows wielder to know an opponent’s current HP, MP, AC, BAB, CR, special abilities, & special attacks; faint divination; price +1 bonus

Method #1: CL 5th; Craft Magic Arms & Armor, identify
Method #2: CL 5th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC15, Ability Sphere (×2)


Silencestrike: upon a successful hit with the weapon that deals damage, inflicts Mute status (see Status Conditions: Mute, above) on the struck opponent for 3 rounds; Fortitude save (DC20 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; moderate illusion; price +2 bonus

Method #1: CL 8th; Craft Magic Arms & Armor, sculpt sound
Method #2: CL 8th; Craft Magic Arms & Armor, Silence Attack class feature
Method #3: DC20, Silence Grenade (×20)


Silencetouch: upon a successful hit with the weapon that deals damage, inflicts Mute status (see Status Conditions: Mute, above) on the struck opponent for 3 rounds; Fortitude save (DC10 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; faint illusion; price +1 bonus

Method #1: CL 4th; Craft Magic Arms & Armor, silence
Method #2: CL 4th; Craft Magic Arms & Armor, Silence Attack class feature
Method #3: DC15, Echo Screen (×60)


Sleepstrike: upon a successful hit with the weapon that deals damage, inflicts Sleep status (see Status Conditions: Sleep, above) on the struck opponent for 3 rounds; Fortitude save (DC20 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; moderate enchantment; price +2 bonus

Method #1: CL 14th; Craft Magic Arms & Armor, symbol of sleep
Method #2: CL 14th; Craft Magic Arms & Armor, Sleep Attack class feature
Method #3: DC20, Dream Powder (×16)


Sleeptouch: upon a successful hit with the weapon that deals damage, inflicts Sleep status (see Status Conditions: Sleep, above) on the struck opponent for 3 rounds; Fortitude save (DC10 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; faint enchantment; price +1 bonus

Method #1: CL 7th; Craft Magic Arms & Armor, deep slumber
Method #2: CL 7th; Craft Magic Arms & Armor, Sleep Attack class feature
Method #3: DC15, Sleeping Powder (×10)


Slowstrike: upon a successful hit with the weapon that deals damage, inflicts Slowed status (see Status Conditions: Slowed, above) on the struck opponent for 3 rounds; Fortitude save (DC20 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; moderate transmutation; price +2 bonus

Method #1: CL 12th; Craft Magic Arms & Armor, solid fog
Method #2: CL 12th; Craft Magic Arms & Armor, Slow class feature
Method #3: DC20, Gold Hourglass (×30)


Slowtouch: upon a successful hit with the weapon that deals damage, inflicts Slowed status (see Status Conditions: Slowed, above) on the struck opponent for 3 rounds; Fortitude save (DC10 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; faint transmutation; price +1 bonus

Method #1: CL 6th; Craft Magic Arms & Armor, slow
Method #2: CL 6th; Craft Magic Arms & Armor, Haste class feature
Method #3: DC15, Silver Hourglass (×16)


SOS Overdrive: the wielder gains 100OP while their current HP is 10% or less than their maximum HP; only usable once each time their HP is low; injuries dealt by the wielder or their allies do not count; strong transmutation; price +3 bonus

Method #1: CL 12th; Craft Magic Arms & Armor, contingency, greater heroism
Method #2: CL 12th; Craft Magic Arms & Armor, Reflex class feature
Method #3: DC25, Gambler’s Spirit (×20)


Stonestrike: upon a successful hit with the weapon that deals damage, inflicts Petrified status (see Status Conditions: Petrified, above) on the struck opponent for 3 rounds; Fortitude save (DC20 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; moderate transmutation; price +4 bonus

Method #1: CL 16th; Craft Magic Arms & Armor, flesh to stone
Method #2: CL 16th; Craft Magic Arms & Armor, Death class feature
Method #3: DC30, Petrify Grenade (×60)


Stonetouch: upon a successful hit with the weapon that deals damage, inflicts Petrified status (see Status Conditions: Petrified, above) on the struck opponent for 3 rounds; Fortitude save (DC10 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; faint transmutation; price +2 bonus

Method #1: CL 8th; Craft Magic Arms & Armor, stone shape
Method #2: CL 8th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC20, Petrify Grenade (×10)


Strength +3%: increases the wielder’s attack & damage bonuses by 3% (minimum 1); faint transmutation; price +1 bonus

Method #1: CL 5th; Craft Magic Arms & Armor, bull’s strength
Method #2: CL 5th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC15, Power Sphere (×3)


Strength +5%: increases the wielder’s attack & damage bonuses by 5% (minimum 1) ; faint transmutation; price +1 bonus

Method #1: CL 9th; Craft Magic Arms & Armor, bull’s strength
Method #2: CL 9th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC15, Stamina Spring (×2)


Strength +10%: increases the wielder’s attack & damage bonuses by 10% (minimum 1) ; moderate transmutation; price +2 bonus

Method #1: CL 13th; Craft Magic Arms & Armor, bull’s strength, mass
Method #2: CL 13th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC20, Skill Sphere (×1)


Strength +20%: increases the wielder’s attack & damage bonuses by 20% (minimum 1) ; strong transmutation; price +3 bonus

Method #1: CL 17th; Craft Magic Arms & Armor, bull’s strength, mass
Method #2: CL 17th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC25, Supreme Gem (×4)


Triple Overdrive: triples the amount of OP that the wielder accrues; this does not stack with Double Overdrive, but overlaps it; strong transmutation; price +5 bonus

Method #1: CL 20th; Craft Magic Arms & Armor, greater heroism
Method #2: CL 20th; Craft Magic Arms & Armor, Gravity class feature
Method #3: DC35, Winning Formula (×30)


Triple XP: triples the amount of XP that the wielder accrues from defeating opponents; this does not double the XP accrued via any other means; this does not stack with Double XP, but overlaps it; strong transmutation; price +9 bonus

Method #1: CL 24th; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, foresight
Method #2: CL 24th; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Full-Life class feature
Method #3: DC55, Wings to Discovery (×50)


Waterstrike: deals an extra 1d6+1 points of water (force) damage on a successful hit; moderate evocation; price +1 bonus

Method #1: CL 9th; Craft Magic Arms & Armor, water breathing
Method #2: CL 9th; Craft Magic Arms & Armor, Water class feature
Method #3: DC15, Fish Scale (×4)


Zombiestrike: upon a successful hit with the weapon that deals damage, inflicts Zombie status (see Status Conditions: Zombie, above) on the struck opponent for 3 rounds; Fortitude save (DC20 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; moderate transmutation; price +2 bonus

Method #1: CL 16th; Craft Magic Arms & Armor, create undead
Method #2: CL 5th; Craft Magic Arms & Armor, Death class feature
Method #3: DC20, Candle of Life (×30)


Zombietouch: upon a successful hit with the weapon that deals damage, inflicts Zombie status (see Status Conditions: Zombie, above) on the struck opponent for 3 rounds; Fortitude save (DC10 + ½ wielder’s class level + wielder’s Charisma modifier) to resist; faint transmutation; price +1 bonus

Method #1: CL 8th; Craft Magic Arms & Armor, animate dead
Method #2: CL 8th; Craft Magic Arms & Armor, Life class feature
Method #3: DC15, Holy Water (×70)

Realms of Chaos
2008-06-09, 04:26 PM
Exactly how does gilleonaire work?

I mean, picture the scenario...

DM: Okay, you've beaten the dragon and claimed its hoarde. Dave, as you have that sword of yours, the treasure is larger, but just for your share.
Bob: Wait! can't we split the extra money amongst all of us as well.
DM: You don't get any of that extra money because your mace doesn't have the gilleonaire ability.
Bob: So for all intensive purposes, Dave just walked up and took a larger share of the treasure just because his sword is extra shiny.
DM: Yes. :smallbiggrin:
Bob: That doesn't make sense! That doesn't make *headsplode*
Dave: I call dibs on his share. :smallcool:

Also, for the record, abilities that were overly powerful in the game tend to be overly powerful in their converted forms. Let's count down to overpowered-ness. :smallsmile:

6. Darktouch/Poisontouch/Silencetouch/Sleeptouch/Stonetouch/Zombietouch: Pardon me for saying so but I think things get a bit extreme when there is no saving throw to resist a status ailment. Due to the short duration, however, this is probably the least of my complaints. It still annoys me but I can deal with it.

5. counterattack/evade and counter: Karmic Strike and Robilar's Gambit are a couple of extremely powerful feats, each of which allows you to take a -4 AC penalty to counterattack any who attack you. These abilities only work if you are hit but don't require you to take a penalty. Even so, I am under the personal opinion that these are a bit overpowered. In the case of evade and counter a better version of defensive roll usable at will pushes the ability beyond the limit.

4. Gilleonaire: In addition to my aforementioned comments, allow me to add the following. I am against most abilities that create more money than is required to create it. Notice that a scroll of wish costs more money to create than it is capable of creating. Also notice that the only item that makes money, the everfull purse, is an artifact. In fact, the one time that this rule has been broken, the candle of invocation, we end up with a neverending loop and infinite gp. I doubt that this ability will go that far but it is still something to keep in mind.

3. Half/one MP Cost: You do know that casting something like full-life or ultima for the cost of 1 MP is essentially the same thing as casting Meteor Swarm with a 0 level spell slot. Casting everything for half cost, should be a near epic (or epic) ability, considering that is essentially imitates a ring of wizardry for all spell levels simultaneously.

2. Double/Triple XP and OP -> XP: These abilities are sick and wrong. To my knowledge there is no prior spell or ability that grants XP. There is a reason for this. If there were such abilities, whoever had access to them would level up more quickly, leaving their compatriots behind them. While keeping the CR of foes level appropriate for the weaker characters would keep the high characters from shooting too far ahead, the weak characters would never catch up. Unlike in the real FFX game, where it is no big deal if half of your party is incompetent (I only ever trained four people), it is a very bad thing when some party members start gaining levels faster.

1. Deathtouch: MOVE OVER VORPAL CAUSE DADDY'S GOT A NEW BEST FRIEND! :smallbiggrin:
Seriously, this thing is sick. With vorpal (+5 bonus ability), a critical hit means death to things that aren't constructs or undead. With this (+4 bonus ability), a successful normal hit automatically kills anything with no save or anything. Furthermore, as it only requires "a hit", you can make a touch attack against your foe to wipe them out.
Are you ready, cause this only gets better. Nowhere in the ability does it ever say that the hit foe is the one that dies. That's right. I can attack the BBEG's mooks to kill the BBEG. In fact, I can attack myself for nonlethal damage to kill the BBEG.

Edit: Even though it exists in the game, I'd get rid of the instructions on how to make a 0 xp item. As its only liable to appear on artifacts or weapons of legacy, which players have little business creating anyway, I'd simply list it as an ability of such items instead of making it an item property. Besides, what crazy person would add this to an item on purpose? Even for cursed items, a wizard would have little reason to place 0 XP items and spread them around the treasure hoarde for intruders to find, seeing as it fails to hinder their current capabilities at all and thus ends up seeming more like an arbitrary DM wrath than a logical curse.

PS: Sorry if I sound a bit demeaning in that post. I got a bit carried away. :smallredface:

Zeta Kai
2008-06-10, 11:12 AM
various harsh-yet-insightful critiques of the weapon abilities

Ouch.

Well, I envision Gillionaire to work something like this:

DM: Alright, you've felled the vile beast. The fiend's body dissipates into a clouds of shimmering pyreflies. (*rolls*) A small leather pouch is left behind by the gossomer lights.
Auron: Hmph.
DM: (*rolls*) Within the pouch, you find 700 Gil.
Wakka: Let's split it evenly, ya?
DM: Okay, then you'd each get 100 Gil. So, anyway, on the other side of the clearing you see-
Rikku: I apply my Gillionaire!
DM: Alright. You spend a round tapping the treasure with your claw. The Gil coins magically split in twain, yielding 200 Gil.
Rikku: Yay! Mad loots!
Kimarhi: Kimarhi counts his Designer Wallets.

Most of your critiques, RoC, can be summed up thusly: the weapon abilities are way overpowered for their listed bonus price. You're quite right. I was hesitant to have many epic abilities, but I see that such things are inevitable. If I wish to faithfully & accurately emulate FFX with D20 rules, I have to respect the standard D20 power curve, & that means that some abilities are epic by definition.

To that end, I have done a major overhaul of the weapon abilities, & that also tweaked the armor abilites (coming soon) to match these changes. In response to your specific notes:

6. Darkstrike/Poisonstrike/Silencestrike/Sleepstrike/Stonestrike/Zombiestrike: All have been given saving throws, albeit high-DC ones.

5. Counterattack/Evade & Counter/Magic Counter: All have been raised in price; CA & MC are now +4, while E&C is now +5.

4. Gillionaire: This is now epic; in addition, the ability's effects have been clarified.

3. Half MP Cost/One MP Cost: Both are now epic.

2. Double XP/Triple XP/Overdrive -> XP: All have been raised in price; Overdrive -> XP is now +5, Double XP is now +6, & Triple XP is now +9.

1. Deathstrike: This is now epic (+6) & has been given a high-DC saving throw.

Minor tweaks have also been made to other abilities, mostly price raises. That should fix things. How does it look now?

P.S.: Stop yelling. I'm right here. :smallamused:

Soup of Kings
2008-06-10, 11:16 PM
DM: Alright, you've felled the vile beast. The fiend's body dissipates into a clouds of shimmering pyreflies. (*rolls*) A small leather pouch is left behind by the gossomer lights.
Auron: Hmph.
DM: (*rolls*) Within the pouch, you find 700 Gil.
Wakka: Let's split it evenly, ya?
DM: Okay, then you'd each get 100 Gil. So, anyway, on the other side of the clearing you see-
Rikku: I apply my Gillionaire!
DM: Alright. You spend a round tapping the treasure with your claw. The Gil coins magically split in twain, yielding 200 Gil.
Rikku: Yay! Mad loots!
Kimarhi: Kimarhi counts his Designer Wallets.

Now I can't get the image of the FFX gang sitting around a table with Funyuns and Mt. Dew, rolling dice out of my head. :smallbiggrin:

I noticed the absence of some abilities, which I assume are just too overpowered (Cough, Auto-Phoenix, cough, [Element] Eater, cough, [Status] proof, cough...) or hard to implement. It feels weird commenting on stuff like that, since I'm well learned in the ways of FFX and notice them easily, but it's hard for me to comment on their d20 application, as I'm notoriously bad with game balance and those sorts of things. :smallfrown:

Realms of Chaos
2008-06-11, 12:12 PM
Um...I apologized...at the end. :smallredface:

Anyway, the language of gilleonaire is still a bit unclear. I'm pretty sure that the item only doubles coins, something that you should specify unless you intend for players to double gems, art items, and magic items (could you honestly imagine a party finding a ring of three wishes and giving it to the gilleonaire to double it.)

also, although not quite true to the ability, I'd put a once per round limitation on dodging damage through evade and counter. It would still be plenty powerful.

Zeta Kai
2008-06-11, 06:34 PM
Um...I apologized...at the end. :smallredface:

Anyway, the language of gilleonaire is still a bit unclear. I'm pretty sure that the item only doubles coins, something that you should specify unless you intend for players to double gems, art items, and magic items (could you honestly imagine a party finding a ring of three wishes and giving it to the gilleonaire to double it.)

also, although not quite true to the ability, I'd put a once per round limitation on dodging damage through evade and counter. It would still be plenty powerful.

Done & done.

Zeta Kai
2008-06-11, 07:23 PM
Armor Abilities
These equipment abilities can be grafted onto a piece of armor. The “wearer” refers to the character currently using or possessing the weapon. Abilities are only active while the wearer actually wears the weapon; taking off an armor negates its abilities until it is worn again. Armors can only hold 1-4 special abilities (these are known as ability “slots”).

NOTE: Under each weapon ability is 3 means to add such the ability to a weapon (designated #1, #2, & #3, respectively).

Method #1 refers to the standard D&D way of adding abilities to magic item; IE the feats & spells needed to graft the ability, along with the required caster level.
Method #2 refers to the typical way on Spira (a setting in which there are no spells, per se) of doing the same; IE the feats & class features needed to graft the ability.
Method #3 refers to another Spiran way of doing the same; IE using a Spellcraft check (DC10 + (price bonus ×5)) to fuse the specific listed objects into the magic item, imbuing it with the desired property; failing the check by less than 5 allows the caster to reuse the objects in a later fusion attempt, while failing the check by more than 5 ruins the objects).

Any of the 3 methods is acceptable for accomplishing this, but it is recommended that only one these means be used within a particular campaign setting.
Auto-Haste: the wearer has Hasted status (see Status Conditions: Hasted, above) at all times; strong transmutation; price +5 bonus

Method #1: CL 17th; Craft Magic Arms & Armor, haste
Method #2: CL 17th; Craft Magic Arms & Armor, Haste class feature
Method #3: DC35, Chocobo Wing (×80)


Auto-Med: wearer automatically uses a Remedy or other status-restorative item (if one is available & in their possession) as an immediate action whenever they are affected by a negative status effect (any except Hasted &/or Regen); moderate enchantment; price +2 bonus

Method #1: CL 12th; Craft Magic Arms & Armor, heal
Method #2: CL 12th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC20, Remedy (×20)


Auto-Phoenix: wearer automatically uses a Phoenix Down or other life-restorative item (if one is available & in their possession) as an immediate action whenever an ally is killed; moderate enchantment; price +4 bonus

Method #1: CL 18th; Craft Magic Arms & Armor, resurrection
Method #2: CL 18th; Craft Magic Arms & Armor, Life class feature
Method #3: DC30, Mega Phoenix (×20)


Auto-Potion: wearer automatically uses a potion or other HP-restorative item (if one is available & in their possession) as an immediate action whenever they are wounded; moderate enchantment; price +1 bonus

Method #1: CL 10th; Craft Magic Arms & Armor, cure critical wounds
Method #2: CL 10th; Craft Magic Arms & Armor, Cura class feature
Method #3: DC15, Stamina Tablet (×4)


Auto-Protect: wearer gains Damage Reduction 7/- at all times; multiple protect effects do not stack, but overlap; strong abjuration; price +5 bonus

Method #1: CL 19th; Craft Magic Arms & Armor, stoneskin
Method #2: CL 19th; Craft Magic Arms & Armor, Protect class feature
Method #3: DC35, Light Curtain (×70)


Auto-Reflect: reflects all spells (both helpful & harmful) that target the wearer, causing the spell to bounce off & hit another random creature within 30’; area-effect spells still function properly on the wearer, as do any spells that have already been reflected off of another creature; multiple reflect effects do not stack, but overlap; works at all times; strong abjuration; price +6 bonus

Method #1: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, spell turning
Method #2: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Reflect class feature
Method #3: DC40, Star Curtain (×40)


Auto-Regen: wearer gains Fast Healing 5; multiple regen effects do not stack, but overlap; does not restore HP in excess of the wearer’s maximum HP; strong conjuration; price +7 bonus

Method #1: CL 22nd; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, regenerate
Method #2: CL 22nd; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Regen class feature
Method #3: DC45, Healing Spring (×80)


Auto-Shell: wearer gains Spell Resistance 20; multiple shell effects do not stack, but overlap, although this effect does overlap with SR from other sources; strong abjuration; price +5 bonus

Method #1: CL 18th; Craft Magic Arms & Armor, spell resistance
Method #2: CL 18th; Craft Magic Arms & Armor, Shell class feature
Method #3: DC35, Lunar Curtain (×80)


Berserkproof: 90% chance to prevent Berserk status (see Status Conditions: Berserk, above); moderate abjuration; price +2 bonus

Method #1: CL 8th; Craft Magic Arms & Armor, calm emotions
Method #2: CL 8th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC20, Hypello Potion (×32)


Berserk Ward: 40% chance to prevent Berserk status (see Status Conditions: Berserk, above); faint abjuration; price +1 bonus

Method #1: CL 4th; Craft Magic Arms & Armor, calm emotions
Method #2: CL 4th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC15, Hypello Potion (×8)


Break HP Limit: maximizes HP rolls for class level gains while wearing the armor; adds wielder’s class level to HP rolls; strong transmutation; price +3 bonus

Method #1: CL 15th; Craft Magic Arms & Armor, aid
Method #2: CL 15th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC25, Wings to Discovery (×30)


Break MP Limit: maximizes MP rolls for class level gains while wearing the armor; adds wielder’s class level to MP rolls; strong transmutation; price +3 bonus

Method #1: CL 15th; Craft Magic Arms & Armor, imbue with spell ability
Method #2: CL 15th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC25, Three Stars (×30)


Confuseproof: 90% chance to prevent Confused status (see Status Conditions: Confused, above); moderate abjuration; price +2 bonus

Method #1: CL 16th; Craft Magic Arms & Armor, heal
Method #2: CL 16th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC20, Musk (×48)


Confuse Ward: 40% chance to prevent Confused status (see Status Conditions: Confused, above); faint abjuration; price +1 bonus

Method #1: CL 8th; Craft Magic Arms & Armor, remove curse
Method #2: CL 8th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC15, Musk (×16)


Curseproof: 90% chance to prevent Cursed status (see Status Conditions: Cursed, above); moderate abjuration; price +3 bonus

Method #1: CL 17th; Craft Magic Arms & Armor, remove curse
Method #2: CL 17th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC25, Tetra Elemental (×12)


Darkproof: 90% chance to prevent Blind status (see Status Conditions: Blind, above); moderate abjuration; price +3 bonus

Method #1: CL 12th; Craft Magic Arms & Armor, heal
Method #2: CL 12th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC25, Smoke Bomb (×10)


Dark Ward: 40% chance to prevent Blind status (see Status Conditions: Blind, above); faint abjuration; price +2 bonus

Method #1: CL 6th; Craft Magic Arms & Armor, remove blindness/deafness
Method #2: CL 6th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC20, Eye Drops (×40)


Deathproof: 90% chance to prevent KO status (see Status Conditions: KO, above) caused by death magic; does not protect against dying from other means; moderate abjuration; price +4 bonus

Method #1: CL 18th; Craft Magic Arms & Armor, miracle
Method #2: CL 18th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC30, Farplane Wind (×60)


Death Ward: 40% chance to prevent KO status (see Status Conditions: KO, above) caused by death magic; does not protect against dying from other means; faint abjuration; price +3 bonus

Method #1: CL 9th; Craft Magic Arms & Armor, death ward
Method #2: CL 9th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC25, Farplane Shadow (×15)


Defense +3%: increases the wielder’s AC by 3% (minimum 1); faint abjuration; price +1 bonus

Method #1: CL 5th; Craft Magic Arms & Armor, mage armor
Method #2: CL 5th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC15, Power Sphere (×3)


Defense +5%: increases the wielder’s AC by 5% (minimum 1); faint abjuration; price +1 bonus

Method #1: CL 9th; Craft Magic Arms & Armor, mage armor
Method #2: CL 9th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC15, Stamina Spring (×2)


Defense +10%: increases the wielder’s AC by 10% (minimum 1); moderate abjuration; price +2 bonus
Method #1: CL 13th; Craft Magic Arms & Armor, mage armor, shield
Method #2: CL 13th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC20, Special Sphere (×1)

Defense +20%: increases the wielder’s AC by 20% (minimum 1); strong abjuration; price +3 bonus

Method #1: CL 17th; Craft Magic Arms & Armor, mage armor, shield
Method #2: CL 17th; Craft Magic Arms & Armor, Focus class feature
Method #3: DC25, Blessed Gem (×4)


Fireproof: negates all fire damage the wearer receives; strong abjuration; price +4 bonus

Method #1: CL 12th; Craft Magic Arms & Armor, protection from energy
Method #2: CL 12th; Craft Magic Arms & Armor, Nul class feature
Method #3: DC30, Bomb Core (×8)


Fire Eater: converts all fire damage the wearer receives to positive HP; strong abjuration; price +5 bonus

Method #1: CL 20th; Craft Magic Arms & Armor, spell immunity, greater
Method #2: CL 20th; Craft Magic Arms & Armor, Protect class feature
Method #3: DC35, Fire Gem (×20)


Fire Ward: reduces all fire damage the wearer receives by ½; moderate abjuration; price +3 bonus

Method #1: CL 8th; Craft Magic Arms & Armor, resist energy
Method #2: CL 8th; Craft Magic Arms & Armor, Nul class feature
Method #3: DC25, Bomb Fragment (×4)


HP +5%: increases the wielder’s HP by 5% (minimum 1); faint transmutation; price +1 bonus

Method #1: CL 5th; Craft Magic Arms & Armor, cure light wounds
Method #2: CL 5th; Craft Magic Arms & Armor, Cure class feature
Method #3: DC15, X-Potion (×1)


HP +10%: increases the wielder’s HP by 10% (minimum 1); moderate transmutation; price +1 bonus

Method #1: CL 9th; Craft Magic Arms & Armor, cure moderate wounds
Method #2: CL 9th; Craft Magic Arms & Armor, Cure class feature
Method #3: DC15, Soul Spring (×3)


HP +20%: increases the wielder’s HP by 20% (minimum 1); strong transmutation; price +2 bonus

Method #1: CL 13th; Craft Magic Arms & Armor, cure serious wounds
Method #2: CL 13th; Craft Magic Arms & Armor, Cura class feature
Method #3: DC20, Elixir (×5)


HP +30%: increases the wielder’s HP by 30% (minimum 1); strong transmutation; price +3 bonus

Method #1: CL 17th; Craft Magic Arms & Armor, cure critical wounds
Method #2: CL 17th; Craft Magic Arms & Armor, Cura class feature
Method #3: DC25, Stamina Tonic (×1)


HP Stroll: restores HP equal to the wielder’s Constitution modifier for each hour of continued movement; also gives a +4 bonus on Constitution checks to continue a forced march; only works when wearer is walking, running, or other personal over-land travel; no other travel means (such as riding, swimming, climbing, falling, flight, etc.) activate this effect; does not restore HP in excess of the wearer’s maximum HP; strong conjuration; price +6 bonus

Method #1: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, regenerate
Method #2: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Regen class feature
Method #3: DC40, Stamina Tablet (×2)


Iceproof: negates all cold damage the wearer receives; strong abjuration; price +4 bonus

Method #1: CL 12th; Craft Magic Arms & Armor, protection from energy
Method #2: CL 12th; Craft Magic Arms & Armor, Nul class feature
Method #3: DC30, Arctic Wind (×8)


Ice Eater: converts all cold damage the wearer receives to positive HP; strong abjuration; price +5 bonus

Method #1: CL 20th; Craft Magic Arms & Armor, spell immunity, greater
Method #2: CL 20th; Craft Magic Arms & Armor, Protect class feature
Method #3: DC35, Ice Gem (×8)


Ice Ward: reduces all cold damage the wearer receives by ½; moderate abjuration; price +3 bonus

Method #1: CL 8th; Craft Magic Arms & Armor, resist energy
Method #2: CL 8th; Craft Magic Arms & Armor, Nul class feature
Method #3: DC25, Antarctic Wind (×4)


Lightningproof: negates all electricity damage the wearer receives; strong abjuration; price +4 bonus

Method #1: CL 12th; Craft Magic Arms & Armor, protection from energy
Method #2: CL 12th; Craft Magic Arms & Armor, Nul class feature
Method #3: DC30, Lightning Marble (×8)


Lightning Eater: converts all electricity damage the wearer receives to positive HP; strong abjuration; price +5 bonus

Method #1: CL 20th; Craft Magic Arms & Armor, spell immunity, greater
Method #2: CL 20th; Craft Magic Arms & Armor, Protect class feature
Method #3: DC35, Lightning Gem (×20)


Lightning Ward: reduces all electricity damage the wearer receives by ½; moderate abjuration; price +3 bonus

Method #1: CL 8th; Craft Magic Arms & Armor, resist energy
Method #2: CL 8th; Craft Magic Arms & Armor, Nul class feature
Method #3: DC25, Electro Marble (×4)


Magic Defense +3%: increases the wielder’s SR by 3% (minimum 1); faint abjuration; price +1 bonus

Method #1: CL 5th; Craft Magic Arms & Armor, cure moderate wounds
Method #2: CL 5th; Craft Magic Arms & Armor, Cure class feature
Method #3: DC15, Mana Sphere (×3)


Magic Defense +5%: increases the wielder’s SR by 5% (minimum 1); faint abjuration; price +1 bonus

Method #1: CL 9th; Craft Magic Arms & Armor, cure critical wounds
Method #2: CL 9th; Craft Magic Arms & Armor, Cura class feature
Method #3: DC15, Mana Spring (×2)


Magic Defense +10%: increases the wielder’s SR by 10% (minimum 1); moderate abjuration; price +2 bonus

Method #1: CL 13th; Craft Magic Arms & Armor, spell resistance
Method #2: CL 13th; Craft Magic Arms & Armor, Shell class feature
Method #3: DC20, White Magic Sphere (×1)


Magic Defense +20%: increases the wielder’s SR by 20% (minimum 2); strong abjuration; price +3 bonus

Method #1: CL 17th; Craft Magic Arms & Armor, spell resistance
Method #2: CL 17th; Craft Magic Arms & Armor, Shell class feature
Method #3: DC25, Blessed Gem (×4)


Master Thief: guarantees that the wearer will acquire a rare item from a successful steal or mug attempt (normal rate for a rare steal is 1% × the stealer’s ECL; see Bandit, above); strong conjuration; price +3 bonus

Method #1: CL 11th; Craft Magic Arms & Armor, enthrall
Method #2: CL 11th; Craft Magic Arms & Armor, Steal class feature
Method #3: DC25, Pendulum (×30)


MP +5%: increases the wielder’s MP by 5% (minimum 1); faint transmutation; price +1 bonus

Method #1: CL 5th; Craft Magic Arms & Armor, read magic
Method #2: CL 5th; Craft Magic Arms & Armor, Cure class feature
Method #3: DC15, Ether (×1)


MP +10%: increases the wielder’s MP by 10% (minimum 1); moderate transmutation; price +1 bonus

Method #1: CL 9th; Craft Magic Arms & Armor, imbue with spell ability
Method #2: CL 9th; Craft Magic Arms & Armor, Cura class feature
Method #3: DC15, Soul Spring (×3)


MP +20%: increases the wielder’s MP by 20% (minimum 1); strong transmutation; price +2 bonus

Method #1: CL 13th; Craft Magic Arms & Armor, imbue with spell ability
Method #2: CL 13th; Craft Magic Arms & Armor, Cura class feature
Method #3: DC20, Elixir (×5)


MP +30%: increases the wielder’s MP by 30% (minimum 1); strong transmutation; price +3 bonus

Method #1: CL 17th; Craft Magic Arms & Armor, imbue with spell ability
Method #2: CL 17th; Craft Magic Arms & Armor, Cura class feature
Method #3: DC25, Mana Tonic (×1)


MP Stroll: restores MP equal to the wielder’s Constitution modifier for each hour of continued movement; also gives a +4 bonus on Constitution checks to continue a forced march; only works when wearer is walking, running, or other personal over-land travel; no other travel means (such as riding, swimming, climbing, falling, flight, etc.) activate this effect; does not restore MP in excess of the wearer’s maximum MP; strong conjuration; price +6 bonus

Method #1: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, regenerate
Method #2: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Regen class feature
Method #3: DC40, Mana Tablet (×2)


No Encounters: eliminates all random encounters (DM must choose all encounters; which should not exceed ~1 per day); eliminates all encounters with a CR or EL lower than the party’s EL + 2; strong abjuration; price +5 bonus

Method #1: CL 18th; Craft Magic Arms & Armor, veil
Method #2: CL 18th; Craft Magic Arms & Armor, Protect class feature
Method #3: DC35, Purifying Salt (×30)


Pickpocket: multiplies the % odds of acquiring a rare item from a successful steal or mug attempt by 4; moderate conjuration; price +2 bonus

Method #1: CL 7th; Craft Magic Arms & Armor, daze monster
Method #2: CL 7th; Craft Magic Arms & Armor, Steal class feature
Method #3: DC20, Amulet (×30)


Poisonproof: 90% chance to prevent Poison status (see Status Conditions: Poison, above); moderate abjuration; price +3 bonus

Method #1: CL 10th; Craft Magic Arms & Armor, neutralize poison
Method #2: CL 10th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC25, Poison Fang (×12)


Poison Ward: 40% chance to prevent Poison status (see Status Conditions: Poison, above); faint abjuration; price +2 bonus

Method #1: CL 5th; Craft Magic Arms & Armor, delay poison
Method #2: CL 5th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC20, Antidote (×40)


Ribbon: 90% chance to prevent any negative status effect (except Cursed & KO; see Status Conditions, above); strong abjuration; price +7 bonus

Method #1: CL 22nd; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, spell immunity, greater
Method #2: CL 22nd; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Esuna class feature
Method #3: DC45, Dark Matter (×99)


Silenceproof: 90% chance to prevent Mute status (see Status Conditions: Mute, above); moderate abjuration; price +2 bonus

Method #1: CL 12th; Craft Magic Arms & Armor, heal
Method #2: CL 12th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC20, Silence Grenade (×10)


Silence Ward: 40% chance to prevent Mute status (see Status Conditions: Mute, above); faint abjuration; price +1 bonus

Method #1: CL 6th; Craft Magic Arms & Armor, remove paralysis
Method #2: CL 6th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC15, Echo Screen (×30)


Sleepproof: 90% chance to prevent Sleep status (see Status Conditions: Sleep, above); does not protect against falling asleep from non-magical means; moderate abjuration; price +3 bonus

Method #1: CL 10th; Craft Magic Arms & Armor, deep slumber
Method #2: CL 10th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC25, Dream Powder (×8)


Sleep Ward: 40% chance to prevent Sleep status (see Status Conditions: Sleep, above); does not protect against falling asleep from non-magical means; faint abjuration; price +2 bonus

Method #1: CL 5th; Craft Magic Arms & Armor, sleep
Method #2: CL 5th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC20, Sleeping Powder (×6)


Slowproof: 90% chance to prevent Slowed status (see Status Conditions: Slowed, above); moderate abjuration; price +2 bonus

Method #1: CL 14th; Craft Magic Arms & Armor, solid fog
Method #2: CL 14th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC20, Gold Hourglass (×20)


Slow Ward: 40% chance to prevent Slowed status (see Status Conditions: Slowed, above); faint abjuration; price +1 bonus

Method #1: CL 7th; Craft Magic Arms & Armor, slow
Method #2: CL 7th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC15, Silver Hourglass (×10)


SOS Haste: the wearer has Hasted status (see Status Conditions: Hasted, above) while their current HP is 10% or less than their maximum HP; moderate transmutation; price +3 bonus

Method #1: CL 10th; Craft Magic Arms & Armor, contingency, haste
Method #2: CL 10th; Craft Magic Arms & Armor, Haste class feature
Method #3: DC25, Chocobo Feather (×20)


SOS NulBlaze: negates all fire damage the wearer receives while their current HP is 10% or less than their maximum HP; moderate abjuration; price +2 bonus

Method #1: CL 6th; Craft Magic Arms & Armor, contingency, resist energy
Method #2: CL 6th; Craft Magic Arms & Armor, Nul class feature
Method #3: DC20, Bomb Core (×1)


SOS NulFrost: negates all cold damage the wearer receives while their current HP is 10% or less than their maximum HP; moderate abjuration; price +2 bonus

Method #1: CL 6th; Craft Magic Arms & Armor, contingency, resist energy
Method #2: CL 6th; Craft Magic Arms & Armor, Nul class feature
Method #3: DC20, Arctic Wind (×1)


SOS NulShock: negates all electricity damage the wearer receives while their current HP is 10% or less than their maximum HP; moderate abjuration; price +2 bonus

Method #1: CL 6th; Craft Magic Arms & Armor, contingency, resist energy
Method #2: CL 6th; Craft Magic Arms & Armor, Nul class feature
Method #3: DC20, Lightning Marble (×1)


SOS NulTide: negates all water (force) damage the wearer receives while their current HP is 10% or less than their maximum HP; moderate abjuration; price +2 bonus

Method #1: CL 6th; Craft Magic Arms & Armor, contingency, resist energy
Method #2: CL 6th; Craft Magic Arms & Armor, Nul class feature
Method #3: DC20, Dragon Scale (×1)


SOS Protect: wearer gains Damage Reduction 7/- while their current HP is 10% or less than their maximum HP; multiple protect effects do not stack, but overlap; moderate abjuration; price +3 bonus

Method #1: CL 13th; Craft Magic Arms & Armor, contingency, stoneskin
Method #2: CL 13th; Craft Magic Arms & Armor, Protect class feature
Method #3: DC25, Light Curtain (×8)


SOS Reflect: reflects all spells (both helpful & harmful) that target the wearer, causing the spell to bounce off & hit another random creature within 30’; area-effect spells still function properly on the wearer, as do any spells that have already been reflected off of another creature; multiple reflect effects do not stack, but overlap; only works while their current HP is 10% or less than their maximum HP; moderate abjuration; price +2 bonus

Method #1: CL 14th; Craft Magic Arms & Armor, contingency, spell turning
Method #2: CL 14th; Craft Magic Arms & Armor, Reflect class feature
Method #3: DC20, Star Curtain (×8)


SOS Regen: wearer gains Fast Healing 5 while their current HP is 10% or less than their maximum HP; multiple regen effects do not stack, but overlap; does not restore HP in excess of the wearer’s maximum HP; moderate conjuration; price +3 bonus

Method #1: CL 19th; Craft Magic Arms & Armor, contingency, regenerate
Method #2: CL 19th; Craft Magic Arms & Armor, Regen class feature
Method #3: DC25, Healing Spring (×12)


SOS Shell: wearer gains Spell Resistance 20 while their current HP is 10% or less than their maximum HP; multiple shell effects do not stack, but overlap, although this effect does overlap with SR from other sources; moderate abjuration; price +3 bonus

Method #1: CL 12th; Craft Magic Arms & Armor, contingency, spell resistance
Method #2: CL 12th; Craft Magic Arms & Armor, Shell class feature
Method #3: DC25, Lunar Curtain (×8)


Stoneproof: 90% chance to prevent Petrified status (see Status Conditions: Petrified, above); moderate abjuration; price +4 bonus

Method #1: CL 20th; Craft Magic Arms & Armor, stone to flesh
Method #2: CL 20th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC30, Petrify Grenade (×20)


Stone Ward: 40% chance to prevent Petrified status (see Status Conditions: Petrified, above); faint abjuration; price +3 bonus

Method #1: CL 10th; Craft Magic Arms & Armor, break enchantment
Method #2: CL 10th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC25, Soft (×30)


Waterproof: negates all water (force) damage the wearer receives; strong abjuration; price +4 bonus

Method #1: CL 12th; Craft Magic Arms & Armor, protection from energy
Method #2: CL 12th; Craft Magic Arms & Armor, Nul class feature
Method #3: DC30, Dragonscale (×8)


Water Eater: converts all water (force) damage the wearer receives to positive HP; strong abjuration; price +5 bonus

Method #1: CL 20th; Craft Magic Arms & Armor, spell immunity, greater
Method #2: CL 20th; Craft Magic Arms & Armor, Protect class feature
Method #3: DC35, Water Gem (×20)


Water Ward: reduces all water (force) damage the wearer receives by ½; moderate abjuration; price +3 bonus

Method #1: CL 8th; Craft Magic Arms & Armor, resist energy
Method #2: CL 8th; Craft Magic Arms & Armor, Nul class feature
Method #3: DC25, Fish Scale (×4)


Zombieproof: 90% chance to prevent Zombie status (see Status Conditions: Zombie, above); moderate abjuration; price +3 bonus

Method #1: CL 14th; Craft Magic Arms & Armor, undeath to death
Method #2: CL 14th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC25, Candle of Life (×10)


Zombie Ward: 40% chance to prevent Zombie status (see Status Conditions: Zombie, above); faint abjuration; price +2 bonus

Method #1: CL 7th; Craft Magic Arms & Armor, consecrate
Method #2: CL 7th; Craft Magic Arms & Armor, Esuna class feature
Method #3: DC20, Holy Water (×30)

Soup of Kings
2008-06-11, 11:10 PM
Ah...ARMOR abilities...

Okay, ignore my last post. And, for being an idiot, someone please hit me. Hard. Serious, I'll be helpless and everything. Coup de grace.

Realms of Chaos
2008-06-12, 12:55 AM
Okay, let's look at the armor abilities (relax. I dulled my sharp tongue quite a bit).

Autoprotect: I think that the item modifier honestly needs to be pushed a little higher. for a +3 bonus, you can gain DR 5/magic (armor of invulnerability). I don't think that a +5 bonus is quite worth a DR 12/-.

Autoreflect: This looks underpriced again. For a +5 bonus, you can normally gain a spell turning effect once per day (shield of reflecting). Even though this makes healing bounce off as well, it still seems a bit powerful.

Autoshell: Looks underpriced. Normally, a +5 bonus gains a magimum of SR 18 while this can grasp SR 30. Yikes.

Subnote: Autoprotect, autoregen, and autoshell all have a strange similarity that seems somewhat abberant among magic items. Usually, magic items don't increase in potency as you gain levels (instead giving fixed values). However, both for the effects of these abilities and for the saving throws allowed by your weapon abilities, your level plays a big part. If the imitated status abilities require HD to be a factor, one thing you could do is say that the armor functions as if its wearer possessed a set number of hit dice.

Berserkproof/Berserk ward: while other proofs and wards use the word prevent, these abilities use the word break. Is this a mere typo or does the armor have a chance to break the effect each round.

Deathproof/Death ward: I strongly suggest replacing the words non-magical with other. Don't forget that death by ultima or firaga is techically death through magical means.

The various Wards/Proofs/and Eaters: These seem drastically underpriced for what they do. Keep in mind that gaining energy resistance 30 costs 66k (which is more than the cost to make a +8 suit of armor).

HP/MP stroll: While your method certainly works, it is also quite easy to abuse (a player could pace back and forth). What I'd do is let them heal HP or MP equal to their Con modifier for each hour of continued movement and give a +4 bonus on Con checks to continue a forced march.

Pickpocket/Master thief: I take these abilties to mean that items will no longer be rolled for in the same way (as table 3-5 from the DMG has no option for "rare items"). Seems okay, though.

Ribbon: Although the word block suffices in this case, I ask once more that you replace it with the word prevent to keep consistancy between this and all similar abilities.

SOS Regen: This item, ironically, is overpriced. Remember, the fast healing turns off the moment you exceed 10% of your health. You could easily lower the bonus to +3 (and perhaps even to +2).

Lastly, why would items with Defense +3% or Magic Defense +3% ever be made or destributed when similar items giving +5% bonuses could be made for the same price? It may be worth breaking away from the source material to just get rid of the +3%s.

Daracaex
2008-06-12, 02:38 AM
Now I'm asking myself why I passed over this the last few days I've seen it... This is awesome! Great job! I haven't gotten a chance to read it in-depth yet, but I would actually use this in a campaign if my players would let me.

On a side note, I'm not the best at game balance, but I do have my own skills to offer. How would you like all this compiled into a .pdf?

Zeta Kai
2008-06-12, 02:33 PM
RoC: Most of your suggestions have been implemented.

Daracaex: If you wanted to make a .PDF of this, I wouldn't stop you, but this project is far from complete. Of the 275+ pages (in MS Word) that I've written so far, I've posted about 81, plus most of the tables. This project is continually being expanded & edited, so you should probably wait before compiling it into a PDF.

Zeta Kai
2008-06-12, 02:42 PM
Legendary Weapons
Caladbolg

http://i229.photobucket.com/albums/ee97/ClowStrife/Weapons/Fanart202727Ultima272720by20Jechtou.jpg
The legendary weapon of the Pugilist.
When initially acquired, it will be a +1 long sword, & have the following abilities:

No XP (+1 bonus)
3 empty slots

When partially unlocked with the Sun Crest, it will have the following abilities:

No XP (+1 bonus)
Double Overdrive (+4 bonus)
2 empty slots

When completely unlocked with the Sun Crest & the Sun Sigil, it will have the following abilities:

Break Damage Limit (+5 bonus)
Triple Overdrive (+5 bonus)
Evade & Counter (+3 bonus)
Magic Counter (+2 bonus)

Godhand

http://images3.wikia.nocookie.net/finalfantasy/images/4/49/%27s_Godhand.jpg
The legendary weapon of the Bandit.
When initially acquired, it will be a +1 claw, & have the following abilities:

No XP (+1 bonus)
3 empty slots

When partially unlocked with the Mercury Crest, it will have the following abilities:

No XP (+1 bonus)
Double Overdrive (+4 bonus)
2 empty slots

When completely unlocked with the Mercury Crest & the Mercury Sigil, it will have the following abilities:

Break Damage Limit (+5 bonus)
Triple Overdrive (+5 bonus)
Double XP (+3 bonus)
Gillionaire (+4 bonus)

Masamune

http://images2.wikia.nocookie.net/finalfantasy/images/3/31/%27s_Masamune.jpg
The legendary weapon of the Ronin.
When initially acquired, it will be a +1 great sword, & have the following abilities:

No XP (+1 bonus)
3 empty slots

When partially unlocked with the Mars Crest, it will have the following abilities:

No XP (+1 bonus)
Double Overdrive (+4 bonus)
2 empty slots

When completely unlocked with the Mars Crest & the Mars Sigil, it will have the following abilities:

Break Damage Limit (+5 bonus)
Triple Overdrive (+5 bonus)
First Strike (+3 bonus)
Counterattack (+2 bonus)

Nirvana

http://images3.wikia.nocookie.net/finalfantasy/images/4/4c/%27s_Nirvana.jpg
The legendary weapon of the Summoner.
When initially acquired, it will be a +1 quarterstaff, & have the following abilities:

No XP (+1 bonus)
3 empty slots

When partially unlocked with the Moon Crest, it will have the following abilities:

No XP (+1 bonus)
Double Overdrive (+4 bonus)
2 empty slots

When completely unlocked with the Moon Crest & the Moon Sigil, it will have the following abilities:

Break Damage Limit (+5 bonus)
Triple Overdrive (+5 bonus)
Double XP (+3 bonus)
One MP Cost (+5 bonus)

Onion Knight

http://images4.wikia.nocookie.net/finalfantasy/images/8/83/Lulu_onion_knight.jpg
The legendary weapon of the Black Mage.
When initially acquired, it will be a +1 battle doll, & have the following abilities:

No XP (+1 bonus)
3 empty slots

When partially unlocked with the Venus Crest, it will have the following abilities:

No XP (+1 bonus)
Double Overdrive (+4 bonus)
2 empty slots

When completely unlocked with the Venus Crest & the Venus Sigil, it will have the following abilities:

Break Damage Limit (+5 bonus)
Triple Overdrive (+5 bonus)
Magic Booster (+2 bonus)
One MP Cost (+5 bonus)

Spirit Lance

http://images1.wikia.nocookie.net/finalfantasy/images/a/af/%27s_Spirit_lance.jpg
The legendary weapon of the Lancer.
When initially acquired, it will be a +1 long spear, & have the following abilities:

No XP (+1 bonus)
3 empty slots

When partially unlocked with the Saturn Crest, it will have the following abilities:

No XP (+1 bonus)
Double Overdrive (+4 bonus)
2 empty slots

When completely unlocked with the Saturn Crest & the Saturn Sigil, it will have the following abilities:

Break Damage Limit (+5 bonus)
Triple Overdrive (+5 bonus)
Double XP (+3 bonus)
Evade & Counter (+3 bonus)

World Champion

http://images4.wikia.nocookie.net/finalfantasy/images/f/fd/%27s_world_champion.jpg
The legendary weapon of the Blitzer.
When initially acquired, it will be a +1 blitzball, & have the following abilities:

No XP (+1 bonus)
3 empty slots

When partially unlocked with the Jupiter Crest, it will have the following abilities:

No XP (+1 bonus)
Double Overdrive (+4 bonus)
2 empty slots

When completely unlocked with the Jupiter Crest & the Jupiter Sigil, it will have the following abilities:

Break Damage Limit (+5 bonus)
Triple Overdrive (+5 bonus)
Double XP (+3 bonus)
Evade & Counter (+3 bonus)

Realms of Chaos
2008-06-12, 05:11 PM
One thing that I think you might have forgotten is the actual enhancement bonuses of the legendary weapons. In order to have any special abilities, a weapon needs at least +1 enhancement bonus. I don't know whether I could, in good conscious, recommend scaling the bonus up as you gain levels (if you want a weapon with a total bonus of +16 in special abilities, being forced to use a +1 weapon at 20th level might be a suitable price to pay).

Daracaex
2008-06-12, 08:28 PM
Daracaex: If you wanted to make a .PDF of this, I wouldn't stop you, but this project is far from complete. Of the 275+ pages (in MS Word) that I've written so far, I've posted about 81, plus most of the tables. This project is continually being expanded & edited, so you should probably wait before compiling it into a PDF.

Just letting you know I'll do it for you once you're done. I'll definitely keep checking this, but drop me a PM when you want a .pdf.

Soup of Kings
2008-06-12, 09:50 PM
Maybe you should rephrase the legendary weapon descriptions to read "When fully unlocked with the _____ Crest and the _____ Sigil..."

Unless you were planning to address that later. IIRC, you need both for the final form, and people might ignore the Crests the way you've written it.

Also, if you want more pictures for this I can go hunting and spare you some work. I'm pretty sure this is all fair use, and if you were going to get in any trouble I don't think it would be any worse if I nabbed some pictures from the interweb for it...but it's your call.

Zeta Kai
2008-06-13, 08:37 PM
Items
Alchemical Items & How to Make Them
Alchemical items are one-time-use magical substances, meant to confer a spell-like effect when used; this makes them similar to potions. The primary difference between the two is that potions are liquids which can only be ingested, whereas alchemical items are usually solids which can be ingested, inhaled or applied to the skin, depending on the nature of the item itself.

Another major difference is that alchemical items require a central ingredient to function, regardless of the spells involved; without this key ingredient, an alchemical item cannot be made. This ingredient does not always have any monetary value, but costly ingredients are factored into the price of the item. Although some ingredients are extremely rare &/or difficult to obtain, only ingredients with a well-defined market value are factored into the price of the item.

The creator of an alchemical item needs a level working surface & at least a few containers in which to mix substances, as well as a source of heat to cook the concoction. In addition, he needs ingredients. The costs for materials & ingredients are subsumed in the cost for crafting the item: (25GP × the level of the spell × the level of the caster) + the cost of the key ingredient, if any.

All ingredients & materials used to craft an alchemical item must be fresh & unused. The character must pay the full cost for crafting each item (economies of scale do not apply).

The user of the item is both the caster & the target. Spells with a range of personal cannot be made into potions.

The creator must have prepared the spell to be placed in the item (or must know the spell, in the case of a sorcerer or bard) & must provide any material component or focus the spell requires.

If casting the spell would reduce the caster’s XP total, the creator pays the XP cost upon beginning the crafting in addition to the XP cost for making the item itself. Material components are consumed when he begins working, but a focus is not (a focus used in crafting an alchemical item can be reused). The act of crafting triggers the prepared spell, making it unavailable for casting until the character has rested & regained spells (that is, that spell slot is expended from his currently prepared spells, just as if it had been cast). Crafting an alchemical item requires 1 day.

Item Creation Feat Required: Craft Alchemical Item.

New Feat:
Craft Alchemical Item
Prerequisite: Caster level 3rd.
Benefit: You can create an alchemical item of any 9th level or lower spell that you know & that targets 1 or more creatures. Crafting an alchemical item takes 1 day. When you craft an alchemical item, you set the caster level, which must be sufficient to cast the spell in question & no higher than your own level. The base price of an alchemical item is 50GP × the level of the spell × the level of the caster. To craft an alchemical item, you must spend 1/25th of this base price in XP & use up raw materials costing ½ this base price.

When you craft an alchemical item, you make any choices that you would normally make when casting the spell. Whoever uses an alchemical item is the target of the spell. Any alchemical item that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when crafting the alchemical item.

New Feat:
Craft Epic Alchemical Item [Item Creation][Epic]
Prerequisites: Craft Alchemical Item, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.
Benefit: You can craft alchemical items that exceed the normal limits for such items.

Restorative Items
These alchemical items can be used at any time, as a swift action. Items that cure status ailments or restore HP will not work on dead characters, or characters with the KO status. Each item can be used one time only; they are completely consumed by one use. For the following entries, “user” refers to the character that uses the item.

Antidote: ingested; cures the poison status of 1 creature; faint conjuration; CL 5th; Craft Alchemical Item, a vial of antitoxin (50gp), [I]neutralize poison; price 750gp
Echo Screen: inhaled; cures the mute status of 1 creature within 10’; faint conjuration; CL 3rd; Craft Alchemical Item, 50’ of silk rope (10gp), remove paralysis; price 310gp
Elixir: ingested; fully restores HP & MP to 1 living creature; or automatically kills 1 undead creature, unless they make a Fortitude save (DC30)); strong conjuration; CL 15th; Craft Alchemical Item, a flask of ethyl alcohol, cure critical wounds, mass; price 6,000gp
Ether: inhaled; restores 100 MP to 1 creature within 10’; moderate conjuration; CL 9th; Craft Alchemical Item, a vial of noxious fumes, cure light wounds, mass; price 2,250gp
Eye Drops: contact; cures the blind status of 1 creature; faint conjuration; CL 5th; Craft Alchemical Item, a flask of salt water, remove blindness/deafness; price 750gp
Hi-Potion: ingested; restores 4d8+5 HP to 1 living creature; or deals 4d8+5 damage to 1 undead creature (Fortitude save (DC25) for half damage); moderate conjuration; CL 7th; Craft Alchemical Item, a vial of blood, cure critical wounds; price 1,400gp
Holy Water: contact; cures the Cursed or Zombie status of 1 creature; faint abjuration; CL 5th; Craft Alchemical Item, a flask of holy water (25gp), remove curse; price 775gp
Megalixir: inhaled; fully restores HP & MP to user & up to 2 allies within 30’; or automatically kills up to 3 undead creatures within 30’, unless they make a Fortitude save (DC30); epic conjuration; CL 21st; Craft Alchemical Item, Craft Epic Alchemical Item, a flask of ethyl alcohol, Seed: Heal (DC45+); price 10,500gp
Mega Phoenix: contact; revives 2 dead or KO’ed allies; creatures must have been dead no less than 1 hour, & cannot be below -20HP; or automatically kills up to 3 undead creatures within 30’, unless they make a Fortitude save (DC25); epic conjuration; CL 23rd; Craft Alchemical Item, Craft Epic Alchemical Item, 1 pound of ground phoenix feathers, Seed: Life (DC47+); price 11,500gp
Mega-Potion: ingested; restores 10d8+10 HP to user & up to 2 allies within 30’; or deals 10d8+10 damage to 3 undead creatures within 30’ (Fortitude save (DC25) for half damage); strong conjuration; CL 17th; Craft Alchemical Item, a flask of blood, mass heal; price 7,650gp
Phoenix Down: contact; revives 1 dead or KO’ed ally; creature must have been dead no less than 1 hour, & cannot be below -20HP; or automatically kills up to 1 undead creature, unless they make a Fortitude save (DC25); moderate conjuration; CL 9th; Craft Alchemical Item, the feather of a phoenix, raise dead; price 2,250gp
Potion: ingested; restores 1d8+1 HP to 1 living creature; or deals 1d8+1 damage to 1 undead creature (Fortitude save (DC25) for half damage); faint conjuration; CL 3rd; Craft Alchemical Item, a vial of blood, cure light wounds; price 150gp
Remedy: ingested; cures most negative status conditions (Berserk, Blind, Confused, Mute, Petrified, Poison, Sleep, & Slowed) of 1 creature; strong conjuration; CL 13th; Craft Alchemical Item, a large chunk of alchemical silver (50gp), greater restoration; price 4,600gp
Soft: contact; cures the petrified status of 1 creature; moderate transmutation; CL 11th; Craft Alchemical Item, a thunderstone (30gp), stone to flesh; price 3,330gp
Turbo Ether: inhaled; restores 500 MP to 1 creature; moderate conjuration; CL 15th; Craft Alchemical Item, a flask of noxious fumes, cure critical wounds, mass; price 6,000gp
X-Potion: ingested; fully restores HP to 1 living creature; or automatically kills 1 undead creature, unless they make a Fortitude save (DC30); moderate conjuration; CL 19th; Craft Alchemical Item, a flask of blood, regenerate; price 6,650gp

Realms of Chaos
2008-06-13, 09:07 PM
As sorry as I am to poke another hole in FFX's reality, it is only common sense that any item that can be sold can be bought back. As such, each of the items should get a market price and method of creation.

Otherwise, I dare you to try explaining to players how a random fiend came to be carrying an item that it is not only completely incapable of using but that cannot be made by the most powerful of mortals.

If you want a price basis, figure the price of the actual item in DnD and compare this price to that of its selling price in FFX (because I'm pretty sure you can sell megapotions and such) x 2 (because an item costs twice as much as what it sells for) before using the higher of the two values.

Edit: I now see the line saying that all other items have a strictly negotiable value. Even so, you may want to provide a baseline price (for the sake of starting negotiations if nothing else) and provide some way for mortals to make it. In the case of megapotions (which are obviously intended as medicine) for example, it makes little sense that the most powerful of mortals would be unable to create such an item while a random fiend may be carrying one around. If you want, require epic caster levels for their creation.

Soup of Kings
2008-06-13, 10:35 PM
Maybe short descriptions of what the items actually are or what they look like? Since I can't imagine anyone inhaling a feather, especially when unconscious. Is it a Mega-Phoenix, what, a bunch of powdered Phoenix Down? And so on for all the other ones that might need clarification.

Just trying to help.

littlechicory
2008-06-14, 02:18 PM
Remedy costs less than Soft but is more useful (cures more status issues)?

Zeta Kai
2008-06-16, 11:37 PM
Alright, you guys caught me. I was gonna totally skim over the items & just move on past them because item design (& especially item creation design) is not my specialty. But you got me red-handed, so I overhauled the items, adding a means of creating such things & detailing the requirements & price for each one. There you go. I have many more items on the way, so I'll be working on apply these rules to those objects as well.

As for descriptions, I may come back here & add them, but I've been even busier than usual (RL stuff, don'tcha know). Besides, there are actually no visual representations for these items in the game, & the effects are... abstract, to say the least. I imagine that a Chocobo Feather uses an actual bird feather in its construction, but I'm not sure precisely how.

More to come! Thank you, & sorry!

EDIT: I've made a minor edit to the items entry above. I added a note about ingredients, & I've also added key ingredients for each item.

Daracaex
2008-06-17, 01:05 AM
Are you planning on bringing over FFX's alternative form of turn order? I always thought that might be interesting to see pulled into a D&D game.

Zeta Kai
2008-06-17, 02:53 PM
Useful Items
These alchemical items can be used at any time, as a standard action. Most of these items are activated by throwing them on the ground at one’s feet (or otherwise breaking them, only 1 point of damage necessary). Items that cure status ailments or restore HP will not work on dead characters. Each item can be used one time only; they are destroyed after use. All damage from these items is subject to damage reduction, but not saving throws unless otherwise specified. For the following entries, “user” refers to the character that used the item.


Al Bhed Potion: ingested; restores 5d8+5 HP to user & up to 2 allies within 30’; also cures the poison, mute, & petrified status of all affected characters; or deals 5d8+5 damage to 3 undead; moderate conjuration; CL 11th; Craft Alchemical Item, a vial of wine, heal; price 3,300gp
Antarctic Wind: deals 2d8+2 cold damage to 1 opponent within 30’; moderate evocation; CL 9th; Craft Alchemical Item, a small block of dry ice, ice storm; price 1,800gp
Arctic Wind: deals 1d8+1 cold damage to 1 opponent within 30’; faint evocation; CL 5th; Craft Alchemical Item, a small block of ice, winter’s embrace; price 750gp
Blessed Gem: deals 5d8+5 non-specified damage to 1 opponent within 30’; strong necromancy; CL 20th; Craft Alchemical Item, a large gemstone (100gp), inflict critical wounds; price 4,100gp
Bomb Core: deals 2d8+2 fire damage to 1 opponent within 30’; moderate evocation; CL 7th; Craft Alchemical Item, a flask of alchemist’s fire (20gp), wall of fire; price 1,420gp
Bomb Fragment: deals 1d8+1 fire damage to 1 opponent within 30’; faint evocation; CL 3rd; Craft Alchemical Item, a flask of alchemist’s fire (20gp), produce flame; price 320gp
Candle of Life: inflicts Doomed status on 1 opponent within 30’; moderate necromancy; CL 9th; Craft Alchemical Item, a black candle (2cp), slay living; price 2,250gp
Chocobo Feather: user is Hasted for 3 rounds; moderate transmutation; CL 8th; Craft Alchemical Item, the feather of a chocobo, haste; price 1,200gp
Chocobo Wing: user & 2 allies within 30’ are Hasted for 3 rounds; strong transmutation; CL 16th; Craft Alchemical Item, 1 pound of ground chocobo feathers, haste; price 2,400gp
Dark Matter: deals 10d8+10 non-specified damage to 1d3 opponents within 30’; strong necromancy; CL 21st; Craft Alchemical Item, Craft Epic Alchemical Item, a small chunk of adamantine (100gp), Seed: Destroy (DC49+); price 10,600gp
Dragon Scale: deals 2d8+2 water (force) damage to 1 opponent within 30’; moderate transmutation; CL 7th; Craft Alchemical Item, a single scale of a dragon, control water; price 1,400gp
Dream Powder: deals 3d8+3 acid damage to 1d3 opponents within 30’; also, all opponents affected must make a Fortitude save (DC30) or gain Sleep status for 3 rounds; strong conjuration; CL 14th; Craft Alchemical Item, a pound of sand, deep slumber; price 2,100gp
Electro Marble: deals 1d8+1 electricity damage to 1 opponent within 30’; faint evocation; CL 3rd; Craft Alchemical Item, a small glass marble, shocking grasp; price 150gp
Farplane Shadow: 1 opponent within 30’ must make a Fortitude save (DC20) or die; strong necromancy; CL 13th; Craft Alchemical Item, a single flower from the Farplane, destruction; price 4,550gp
Farplane Wind: 1d3 opponents within 30’ must make a Fortitude save (DC25) or die; strong necromancy; CL 17th; Craft Alchemical Item, 3 flowers from the Farplane, wail of the banshee; price 7,650gp
Fire Gem: deals 3d8+3 fire damage to 1d3 opponents within 30’; strong evocation; CL 14th; Craft Alchemical Item, a large gemstone (100gp), fire storm; price 5,000gp
Fish Scale: deals 1d8+1 water (force) damage to 1 opponent within 30’; faint conjuration; CL 3rd; Craft Alchemical Item, a single scale of a large fish, fog cloud; price 300gp
Frag Grenade: deals 3d8+3 slashing damage to 1d3 opponents within 30’; also, all opponents affected have their AC & DR reduced by ½ for the rest of the encounter (multiple uses do not stack); moderate evocation; CL 12th; Craft Alchemical Item, a flask of alchemist’s fire (20gp), blade barrier; price 3,620gp
Gold Hourglass: deals 3d8+3 non-specified damage to 1d3 opponents within 30’; in addition, all opponents affected are dazed for 1 round; moderate evocation; CL 10th; Craft Alchemical Item, a water clock (1,000gp), fireball; price 2,500gp
Grenade: deals 2d8+2 slashing damage to 1d3 opponents within 30’; faint necromancy; CL 3rd; Craft Alchemical Item, a flask of alchemist’s fire (20gp), inflict moderate wounds; price 320gp
Healing Spring: user restores 1d8 HP each round for 10 rounds; strong conjuration; CL 14th; Craft Alchemical Item, a flask of holy water (25gp), regenerate; price 4,925gp
Healing Water: fully restores HP to user & up to 2 allies within 30’; or automatically kills 3 undead, unless they make a Fortitude save (DC30); strong conjuration; CL 18th; Craft Alchemical Item, a flask of holy water (25gp), mass heal; price 8,125gp
Ice Gem: deals 3d8+3 cold damage to 1d3 opponents within 30’; strong evocation; CL 12th; Craft Alchemical Item, a large gemstone (100gp), cone of cold; price 3,100gp
Lightning Gem: deals 3d8+3 electricity damage to 1d3 opponents within 30’; strong evocation; CL 14th; Craft Alchemical Item, a large gemstone (100gp), chain lightning; price 4,100gp
Lightning Marble: deals 2d8+2 electricity damage to 1 opponent within 30’; moderate evocation; CL 7th; Craft Alchemical Item, a large glass marble, lightning bolt; price 1,050gp
Light Curtain: user gains Damage Reduction 7/- for 3 rounds; moderate abjuration; CL 8th; Craft Alchemical Item, 50’ of silk rope (10gp), stoneskin; price 1,610gp
Lunar Curtain: user gains Spell Resistance 20 for 3 rounds; moderate abjuration; CL 10th; Craft Alchemical Item, 50’ of silk rope (10gp), spell resistance; price 2,510gp
Mana Spring: saps 10% of 1 opponent’s MP (within 30’), transferring it to user; moderate necromancy; CL 7th; Craft Alchemical Item, a flask of holy water (25gp), enervation; price 1,425gp
Mana Tablet: maximum MP is doubled for user for 10 rounds; all MP gained is in the form of temporary magic points & are lost first; moderate evocation; CL 8th; Craft Alchemical Item, a flask of holy water (25gp), imbue with spell ability; price 1,625gp
Mana Tonic: maximum MP is doubled for user & up to 2 allies within 30’ for 10 rounds; all MP gained is in the form of temporary magic points & are lost first; strong evocation; CL 16th; Craft Alchemical Item, a flask of holy water (25gp), imbue with spell ability; price 3,225gp
Petrify Grenade: 1d3 opponents within 30’ must make a Fortitude save (DC25) or become Petrified; moderate transmutation; CL 12th; Craft Alchemical Item, a thunderstone (30gp), flesh to stone; price 3,630gp
Poison Fang: deals 2d8+2 piercing damage to 1 opponent within 30’; also, any opponent affected must make a Fortitude save (DC25) or gain Poison status; moderate necromancy; CL 7th; Craft Alchemical Item, a vial of black adder venom (120gp), poison; price 1,520gp
Purifying Salt: deals 2d8+2 acid damage to 1 opponent within 30’; also, all protective spell-like abilities (such as Shell, Protect, Reflect, & Regen) are cancelled; moderate abjuration; CL 12th; Craft Alchemical Item, a pound of salt (5sp), dispel magic, greater; price 3,600gp
Shadow Gem: 1d3 opponents within 30’ have their current HP reduced by ½; strong necromancy; CL 18th; Craft Alchemical Item, a large gemstone (150gp), energy drain; price 8,250gp
Shining Gem: deals 3d8+3 non-specified damage to 1 opponent within 30’; strong necromancy; CL 15th; Craft Alchemical Item, a large gemstone (250gp), inflict serious wounds; price 2,500gp
Silence Grenade: deals 2d8+2 acid damage to 1d3 opponents within 30’; also, all opponents affected must make a Fortitude save (DC25) or become Mute for 3 rounds; moderate transmutation; CL 8th; Craft Alchemical Item, a thunderstone (30gp), slow; price 1,230gp
Silver Hourglass: 1d3 opponents within 30’ are dazed for 1 round; faint enchantment; CL 4th; Craft Alchemical Item, a water clock (1,000gp), daze monster; price 1,400gp
Sleeping Powder: deals 1d8+1 acid damage to 1d3 opponents within 30’; also, all opponents affected must make a Fortitude save (DC25) or gain Sleep status for 3 rounds; moderate enchantment; CL 8th; Craft Alchemical Item, a pound of sand, deep slumber; price 1,200gp
Smoke Bomb: deals 1d8+1 acid damage to 1d3 opponents within 30’; also, all opponents affected must make a Fortitude save (DC25) or become Blind for 3 rounds; moderate necromancy; CL 9th; Craft Alchemical Item, a smokestick (20gp), blindness/deafness; price 920gp
Soul Spring: saps 10% of 1 opponent’s HP & MP (within 30’), transferring it to user; strong necromancy; CL 13th; Craft Alchemical Item, a flask of holy water (25gp), enervation; price 2,625gp
Stamina Spring: saps 10% of 1 opponent’s HP (within 30’), transferring it to user; moderate necromancy; CL 7th; Craft Alchemical Item, a flask of holy water (25gp), enervation; price 1,425gp
Stamina Tablet: maximum HP is doubled for user for 10 rounds; all HP gained is in the form of temporary hit points & are lost first; moderate evocation; CL 8th; Craft Alchemical Item, a flask of holy water (25gp), imbue with spell ability; price 1,625gp
Stamina Tonic: maximum HP is doubled for user & up to 2 allies within 30’ for 10 rounds; all HP gained is in the form of temporary hit points & are lost first; strong evocation; CL 16th; Craft Alchemical Item, a flask of holy water (25gp), imbue with spell ability; price 3,225gp
Star Curtain: user reflects all spells (both helpful & harmful) that target it for 3 rounds, causing the spell to bounce off & hit another random creature within 30’; area-effect spells still function properly on that creature, as do any spells that have already been reflected off of another creature; strong abjuration; CL 14th; Craft Alchemical Item, 50’ of silk rope (10gp), spell turning; price 4,910gp
Supreme Gem: deals 4d8+4 non-specified damage to 1d3 opponents within 30’; strong necromancy; CL 21st; Craft Alchemical Item, Craft Epic Alchemical Item, a large gemstone (600gp), mass inflict critical wounds; price 9,000gp
Tetra Elemental: fully restores HP to user & up to 2 allies within 30’; also casts protection from energy (cold), protection from energy (electricity), & protection from energy (fire) on all affected characters; or automatically kills 3 undead, unless they make a Fortitude save (DC30); strong abjuration; CL 22nd; Craft Alchemical Item, Craft Epic Alchemical Item, the contents of an alchemist’s lab (500gp), Seed: Heal (DC45+); price 11,500gp
Three Stars: MP costs for spells & class features for user & up 2 allies within 30’ are reduced to 0MP for 10 rounds; strong abjuration; CL 28th; Craft Alchemical Item, Craft Epic Alchemical Item, a silver holy symbol (25gp), Seed: Dispel (DC39+); price 14,025gp
Twin Stars: MP costs for spells & class features for user are reduced to 0MP for 10 rounds; strong abjuration; CL 21st; Craft Alchemical Item, Craft Epic Alchemical Item, a silver holy symbol (25gp), mordenkainen’s disjunction; price 10,525gp
Water Gem: deals 3d8+3 water (force) damage to 1d3 opponents within 30’; moderate conjuration; CL 11th; Craft Alchemical Item, a large gemstone (100gp), acid fog; price 3,400gp

Realms of Chaos
2008-06-17, 03:41 PM
You may want to try pricing some of those items by comparison. It makes no sense, for example, that a supreme gem costs twice as much as dark matter while only dealing half as much damage.

Also, although characters from regular DnD can now make these items, characters from this setting cannot (I don't believe that the spells harm or slay living, for example, are available to summoners or black mages).

Zeta Kai
2008-06-18, 07:44 PM
You may want to try pricing some of those items by comparison. It makes no sense, for example, that a supreme gem costs twice as much as dark matter while only dealing half as much damage.

Also, although characters from regular DnD can now make these items, characters from this setting cannot (I don't believe that the spells harm or slay living, for example, are available to summoners or black mages).

1) Dark Matter has been fixed; that was a mistake on my part. I'm checking the others; they mostly look okay. If you see any other suspected errors, please PM me so that I may fix them. You can also PM me with other suggestions, especially if you have fluff text for FFX monsters, as I've been wracking my brain on monster crunch.

2) Nothing gets past you, does it, RoC? You are correct; I have completely neglected to provide item-creation routes for the FFX classes in this setting. This is actually intentional. The PCs in FFX cannot create alchemical items; they merely find them & use them to make other things (such as magical weapons & armor, hence the multiple item creation methods for those items). I provided a means for more traditional D&D spellcasting classes to create such things, as it would only be right to do so. But since the classes of Spira lack true spellcasting ability, it was easy to ensure that they could not make them, & therefore stay more in line with the game. I intend to provide an alternative treasure entry for each monster, detailing the alchemical items that they typically carry. It may not completely make sense, but I think that is part of the game's charm.

Zeta Kai
2008-06-18, 08:09 PM
Event Items
These extremely rare minor artifacts can never be bought in stores. They are usually one-of-a-kind relics with a specific purpose, often unlocking an extraordinary weapon of legendary power (which is in itself a major artifact). Other than that, most of these have little practical use.

Al Bhed Primer: each is a guide to the Al Bhed language; each one found adds a cumulative 4% chance to understand a word in Al Bhed; the check must be made for each word; strong divination; CL 18th; 2 lbs
Blossom Crown: combined with the Flower Scepter to unlock a powerful set of Aeons; has no real use on its own; strong transmutation; CL 19th; 1 lb
Celestial Mirror: used in the ritual which unlocks the power of legendary weapons; has no other real use; strong transmutation; CL 21st; 3 lbs
Flower Scepter: combined with the Blossom Crown to unlock a powerful set of Aeons; has no real use on its own; strong transmutation; CL 19th; 5 lbs
Jupiter Crest: the Celestial Token used to partially unlock the abilities of the World Champion, the legendary weapon of the Blitzers (adds Double Overdrive to the weapon); the Jupiter Sigil is needed to completely unlock its power; strong transmutation; CL 20th
Jupiter Sigil: the Celestial Token used to completely unlock the abilities of the World Champion, the legendary weapon of the Blitzers; the Jupiter Crest is needed to partially unlock its power first; strong transmutation; CL 20th
Mars Crest: the Celestial Token used to partially unlock the abilities of the Masamune, the legendary weapon of the Ronins (adds Double Overdrive to the weapon); the Mars Sigil is needed to completely unlock its power; strong transmutation; CL 20th
Mars Sigil: the Celestial Token used to completely unlock the abilities of the Masamune, the legendary weapon of the Ronins; the Mars Crest is needed to partially unlock its power first; strong transmutation; CL 20th
Mercury Crest: the Celestial Token used to partially unlock the abilities of the Godhand, the legendary weapon of the Bandits (adds Double Overdrive to the weapon); the Mercury Sigil is needed to completely unlock its power; strong transmutation; CL 20th
Mercury Sigil: the Celestial Token used to completely unlock the abilities of the Godhand, the legendary weapon of the Bandits; the Mercury Crest is needed to partially unlock its power first; strong transmutation; CL 20th
Moon Crest: the Celestial Token used to partially unlock the abilities of the Nirvana, the legendary weapon of the Summoners (adds Double Overdrive to the weapon); the Moon Sigil is needed to completely unlock its power; strong transmutation; CL 20th
Moon Sigil: the Celestial Token used to completely unlock the abilities of the Nirvana, the legendary weapon of the Summoners; the Moon Crest is needed to partially unlock its power first; strong transmutation; CL 20th
Saturn Crest: the Celestial Token used to partially unlock the abilities of the Spirit Lance, the legendary weapon of the Lancers (adds Double Overdrive to the weapon); the Saturn Sigil is needed to completely unlock its power; strong transmutation; CL 20th
Saturn Sigil: the Celestial Token used to completely unlock the abilities of the Spirit Lance, the legendary weapon of the Lancers; the Saturn Crest is needed to partially unlock its power first; strong transmutation; CL 20th
Sun Crest: the Celestial Token used to partially unlock the abilities of the Caladbolg, the legendary weapon of the Pugilists (adds Double Overdrive to the weapon); the Sun Sigil is needed to completely unlock its power; strong transmutation; CL 20th
Sun Sigil: the Celestial Token used to completely unlock the abilities of the Caladbolg, the legendary weapon of the Pugilists; the Sun Crest is needed to partially unlock its power first; strong transmutation; CL 20th
Venus Crest: the Celestial Token used to partially unlock the abilities of the Onion Knight, the legendary weapon of the Black Mage (adds Double Overdrive to the weapon); the Venus Sigil is needed to completely unlock its power; strong transmutation; CL 20th
Venus Sigil: the Celestial Token used to completely unlock the abilities of the Onion Knight, the legendary weapon of the Black Mage; the Venus Crest is needed to partially unlock its power first; strong transmutation; CL 20th

Zeta Kai
2008-06-18, 08:30 PM
Other Items
These extremely rare alchemical items can never be bought in stores, & their means of construction are as mysterious as their creators. The purpose for most of these items is unknown, but for those who pass a successful Knowledge: Arcana (http://www.d20srd.org/srd/skills/knowledge.htm) check (DC30, must be made for each item individually), their use is clear. All known examples of these items emit a strong aura of evocation.

Ability Sphere
Amulet
Arena Ticket*
Black Magic Sphere
Designer Wallet
Door to Tomorrow
Friend Sphere
Gambler’s Spirit
Hypello Potion
Level 1 Key Sphere
Level 2 Key Sphere
Level 3 Key Sphere
Level 4 Key Sphere
Mana Sphere
Memory Loss*
Musk
Pendulum
Power Sphere
Return Sphere
Shining Thorn
Skill Sphere
Special Sphere
Teleport Sphere
Underdog’s Secret
White Magic Sphere
Wings to Discovery
Winning Formula

* = This item is non-canonical, & was added for game-balance reasons.

Dark-Penance
2008-06-19, 12:29 AM
Other Items
These extremely rare alchemical items can never be bought in stores, & their means of construction are as mysterious as their creators. The purpose for most of these items is unknown, but for those who pass a successful Knowledge: Arcana check (DC30, must be made for each item individually), their use is clear. All known examples of these items emit a strong aura of evocation.

Amulet
Designer Wallet
Door to Tomorrow
Gambler’s Spirit
Hypello Potion
Musk
Pendulum
Shining Thorn
Underdog’s Secret
Wings to Discovery
Winning Formula
Coming soon: Overdrives!

While I see the fun of keeping their in-game effects a secret from characters who do not meet the required Arcana check, you really should provide the information for the GMs. ;)

Other than that, it's coming along pretty well and I'm still looking forward to Blitzball.

Zeta Kai
2008-06-19, 08:51 PM
While I see the fun of keeping their in-game effects a secret from characters who do not meet the required Arcana check, you really should provide the information for the GMs. ;)

Other than that, it's coming along pretty well and I'm still looking forward to Blitzball.

Actually, if read carefully, one can find use for Other Items here & here. Also, I kind of like the idea of leaving the use of some magic items for the individual DMs to decide for their own campaigns. I think it's fun to have some mysterious McGuffins in a game setting. Besides, in the game, those items had no use other than unlock spells or abilities.

Dark-Penance
2008-06-19, 11:31 PM
Actually, if read carefully, one can find use for Other Items here & here. Also, I kind of like the idea of leaving the use of some magic items for the individual DMs to decide for their own campaigns. I think it's fun to have some mysterious McGuffins in a game setting. Besides, in the game, those items had no use other than unlock spells or abilities.

For some, yes, it implies there use. Not all the items are used in item creation, however, such as the key spheres. Those, at least, should have their uses defined along with the item. At the very least, I'd include a note about their use in item creation for those where it is appropriate, for completeness because it seems unprofessional to have an entry of an item include only its name, even if its use is implied elsewhere (it just looks incomplete).

Zeta Kai
2008-06-20, 07:02 AM
Overdrives
NOTE: The following section is an updated & revised version of the information presented in Final Fantasy Limit Breaks (http://www.giantitp.com/forums/showthread.php?t=54941). It is recommended that you use the rules presented here for FFX-related Overdrives, as opposed to the older version, because significant improvements & clarifications have been made.

Rules Overview
Each PC (& a 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 an Overdrive, which is a special ability (usually an attack) of amazing power. Unless otherwise noted, all Overdrives take 1 full-round action to execute, they ignore damage reduction (DR), they never provoke attacks of opportunity (AoO), & only allow saving throws if specifically noted. All such Overdrives cost 100 OP’s to use, & a PC cannot accrue more that 100 OP’s.

Conditions
Initially for PC’s, the default condition for accruing OP’s is Stoic (Gain 2 OP 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 2 OP each round in which you successfully deal damage to an opponent
Healer: Gain 2 OP each round in which you successfully heal damage of an ally; healing oneself does not count
Comrade: Gain 1 OP 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 5 OP each round in which you successfully kill an opponent
Victor: Gain 3 OP 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 4 OP each round in which you successfully bestow a negative condition on an opponent; negative conditions include the standard D&D set (blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, stunned, turned or unconsciousness resulting from a sleep effect) & the FFX Status Effects set; no other conditions count
Hero: Gain 5 OP 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 1 OP each time it is your turn in combat
Daredevil: Gain 4 OP each time it is your turn in combat & your current HP is 10% or less than your maximum HP
Solo: Gain 4 OP 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 3 OP 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 4 OP 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 2 OP 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 the standard D&D set (blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, stunned, turned or unconsciousness resulting from a sleep effect) & the FFX Status Effects set; no other conditions count
Sufferer: Gain 2 OP each round in which you acquire a negative condition dealt by an opponent; negative conditions include the standard D&D set (blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, stunned, turned or unconsciousness resulting from a sleep effect) & the FFX Status Effects set; no other conditions count
Victim: Gain 4 OP each time it is your turn in combat & you possess a negative condition dealt by an opponent; negative conditions include the standard D&D set (blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, stunned, turned or unconsciousness resulting from a sleep effect) & the FFX Status Effects set; no other conditions count
Avenger: Gain 6 OP 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

Zeta Kai
2008-06-20, 02:29 PM
Acquiring Overdrives
You may choose 1 Overdrive during initial character creation; additional Overdrives 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 Overdrives cannot be changed later (except when becoming an Aeon). Overdrives may be selected from among the following:

Attack Reels (Su)
You can randomly strike your enemies with extra attacks. Roll 3d4, then re-roll any 1 or 2 die, if you wish; if none of the numbers match, then you deal an automatic hit to 1 opponent within 30’ with a ranged weapon. If 2 of the numbers match, you deal a number of automatic hits to 1 opponent within 30’ 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 all opponents within 30’ equal to the matching number, all with the same ranged weapon

Prerequisites: Blitzer 4; must be able to perform Element Reels.
Auroch Reels (Su)
You can randomly strike your enemies with various effects. Roll 3d10, then re-roll any 1 or 2 die, if you wish; if none of the numbers match, then you deal an automatic critical to 1 opponent within 30’ with a ranged weapon. If 2 of the numbers match, you deal an automatic critical to 1 opponent within 30’ 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 (inflicts Poisoned status; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist)
6 = Blind (inflicts Blind status; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist)
7 = Confusion (inflicts Confused status; Will save (DC10 + ½ your class level + your Charisma modifier) to resist)
8 = Petrify (inflicts Petrified status; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist)
9 or 10 = Auroch (deal an additional 10d8 damage)

If all 3 of the numbers match, you deal an automatic critical to all opponents within 30’ with the same ranged weapon, & consult the above list for the value that corresponds with the matching numbers.

Prerequisites: Blitzer 15; must be able to perform Element Reels, Attack Reels & Status Reels; cannot gain additional Overdrives after acquiring this one.
Banishing Blade (Ex)
You can deal an automatic critical to 1 opponent with your blade. In addition, if you make a successful Dexterity check (DC18), & pour a bottle of liquor or wine onto the blade (a move-equivalent action), your opponent takes an automatic penalty on all attacks, AC, skill checks & saving throws for the rest of the encounter equal to ½ your class level.

Prerequisites: Ronin 9; must use a slashing weapon, & must have a bottle of liquor or wine on hand; must be able to perform Dragon Fang & Shooting Star.
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 within 30’. Each attack is an automatic hit.

Prerequisites: Pugilist 9; must have performed at least 80 Overdrives; must be able to perform Spiral Cut, Slice & Dice, & Energy Rain; cannot gain additional Overdrives after acquiring this one.
Delta Attack (Su)
You can combine your Overdrive with the Overdrives of 2 siblings to automatically hit all opponents within 50’ 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: Joined Fayth 1; must have 2 siblings who have fully charged OP pools (100 OP’s); cannot have any other Overdrive.
Diamond Dust (Su)
You can automatically hit all opponents within 30’ with freezing ice shards, dealing 5d8 points of cold damage to each.

Prerequisites: Freezing Fayth 1; must have the ability to inflict cold damage via other special abilities; cannot have any other Overdrive.
Dragon Fang (Ex)
You can attack up to 4 opponents within 30’ 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: Ronin 1.
Element Reels (Su)
You can randomly strike your enemies with elemental damage. Roll 3d4, then re-roll any 1 or 2 die, if you wish; if none of the numbers match, then you deal an automatic critical to 1 opponent within 30’ with a ranged weapon. If 2 of the numbers match, you deal an automatic critical to 1 opponent within 30’ 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 all opponents within 30’ with the same ranged weapon, & consult the above list for the value that corresponds with the matching numbers.

Prerequisites: Blitzer 1.
Energy Blast (Su)
You can automatically hit all opponents within 30’ with a blast of fierce energy, dealing 8d8 points of damage to each.

Prerequisites: Winged Fayth 5; must be able to perform Energy Ray (& no other Overdrives); BAB +14.
Energy Rain (Su)
You can unleash a torrent of destructive energy at your opponents; all opponents within 30’ take 1d8 fire damage & 1d8 electricity damage per level (Reflex DC25 for half damage).

Prerequisites: Pugilist 6; must have performed at least 30 Overdrives; must be able to perform Spiral Cut, as well as Slice & Dice.
Energy Ray (Su)
You can automatically hit all opponents within 30’ with a ray of fierce energy, dealing 4d8 points of damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity.

Prerequisites: Winged Fayth 1.
Fury (Sp)
You can hurl a storm of violent spells at your enemies. Choose one Evocation spell or spell-like ability that you know & roll a Spellcraft check (DC20); 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: Black Mage 1; cannot have any other Overdrive.
Grand Summon (Sp)
You can summon 1 creature, either via a summon monster spell, a summon nature’s ally spell, or a summoning spell-like ability, & 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 Overdrive 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: Summoner 1; cannot have any other Overdrive.
Hellfire (Su)
You can automatically hit all opponents within 30’ with a catastrophic inferno that lifts them high into the air, dealing 4d6 points of fire damage & 3d6 points of falling damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity.

Prerequisites: Burning Fayth 1; cannot have any other Overdrive.
Mega Flare (Su)
You can automatically hit all opponents within 30’ with a devastating blast of magical power, dealing 10d8 points of damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity.

Prerequisites: Dragon Fayth 1; cannot have any other Overdrive.
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 is 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 all opponents within 30’
2 = deals 1d8 damage to all opponents within 30’
3 = deals 1d12 damage to all opponents within 30’
4 = deals 1d20 damage to all opponents within 30’
5 = deals 1d% damage to all opponents within 30’
6 = deals 2d6 fire damage to all opponents within 30’
7 = deals 2d6 cold damage to all opponents within 30’
8 = deals 2d6 electricity damage to all opponents within 30’
9 = deals 2d6 acid damage to all opponents within 30’
10 = inflicts Poisoned status on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist
11 = inflicts Blind status on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist
12 = inflicts Confused status on all opponents within 30’; Will save (DC10 + ½ your class level + your Charisma modifier) to resist
13 = inflicts Petrified status on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist
14 = inflicts KO status on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist
15 = heal 1d8 points of damage to multiple allies within 30’ (up to 4, including yourself)
16 = heal 1d20 points of damage to multiple allies within 30’ (up to 4, including yourself)
17 = grants multiple allies within 30’ (up to 4, including yourself) 1d12 temporary hit points
18 = grants multiple allies within 30’ (up to 4, including yourself) a +4 natural armor bonus, which lasts for 24 hours
19 = grants multiple allies within 30’ (up to 4, including yourself) a +2 luck bonus to all saving throws for 24 hours
20 = deals 20d12 damage to all opponents within 30’ & multiple allies within 30’ (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). Combining items without spending 100 OP yield no such results.

Prerequisites: Bandit 1; cannot have any other Overdrive.
Oblivion (Su)
You can automatically hit all opponents within 30’ with an apocalyptic flurry of blows & explosive force, dealing 20d6 points of force damage to each (no saving throw). In addition, any opponent hit by this attack must make a successful Fortitude save (DC10 + ½ your class level + your Charisma modifier) or die; this is a full-round action that provokes attacks of opportunity.

Prerequisites: Suffering Fayth 1; cannot have any other Overdrive.
Requiem (Sp)
You can unleash an utter apocalypse of magical energy; automatically hits all opponents within 30’, dealing 10d12 points of force damage. In addition, all creatures damaged by this attack must make a Fortitude save (DC10 + ½ your class level + your Charisma modifier) or die; any creature with a CR more than (your party’s average level +2) is unaffected.

Prerequisites: Summoner 5 or Black Mage 5; cannot have any other Overdrive.
Ronso Rage (Varies)
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 (Ex): can leap high into the air & strike from above 1 opponent within 30’, dealing an automatic critical with your reach weapon; this is a standard action that does not provoke attacks of opportunity; already acquired
Flame Breath (Su): you spew forth a jet of fire from your mouth; automatically hits all opponents within 30’, dealing 2d6 points of fire damage; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) for half damage; acquired from Fire subtype monsters, CR2 or above
Seed Cannon (Su): you spew forth a barrage of seed pellets from your mouth, automatically hitting 1 opponent within 30’; this attack deals 3d6 points of piercing damage; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) for half damage; acquired from Plant type monsters, CR3 or above
Self Destruct (Su): you explode in a powerful blast; automatically hits all opponents within 30’, dealing 4d6 points of slashing damage (no saving throw); you are reduced to 0HP; acquired from Elemental type monsters, CR4 or above
Thrust Kick (Ex): you kick an enemy with devastating force; automatically hits 1 opponent within 30’, dealing critical damage; Fortitude save (DC10 + your class level) for half damage; in addition, if you make a successful Dexterity check (DC12 + your opponent’s Dexterity modifier), your opponent is knocked (1d6+4)×10’ away in a random direction; an opponent that has been knocked away in this manner must make a successful Fortitude save (DC10 + ½ your class level + your Wisdom modifier) or die; acquired from Monstrous Humanoid type monsters, CR6 or above
Stone Breath (Su): you spew forth a jet of chilling gas from your mouth; automatically inflicts Petrified on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist; acquired from Magical Beast type monsters, CR8 or above
Aqua Breath (Su): you spew forth a jet of water from your mouth; automatically hits all opponents within 30’, dealing (2d8 + your Strength modifier) points of water (force) damage; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) for half damage; acquired from Water subtype monsters, CR10 or above
Doom (Sp): you cast a dreadful curse on an enemy; 1 opponent within 30’ automatically dies (-10HP) in 1d6+4 rounds (no saving throw); acquired from Undead type monsters, CR12 or above
White Wind (Sp): you bathe your party in healing light; you can fully restore all HP to all allies within 30’ (including yourself); you cannot heal an ally so that they have more HP than your maximum; cannot be used on opponents (even undead ones); acquired from Celestial subtype monsters, CR14 or above
Bad Breath (Su): you spew forth a jet of strange gas from your mouth; automatically inflicts various negative conditions to all opponents within 30’, including the creature emits a 30’ cloud of foul gas; this attack is a full-round action that does not provoke attacks of opportunity; all creatures caught with the cloud are affected by the following status effects: Berserk, Blind, Confused, Mute, Poison, & Slowed; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist each effect separately; acquired from Plant type monsters, CR16 or above
Mighty Guard (Su): you create a complex aura of protection on your party; all allies within 30’ gain the following benefits: Nul (all energy types), Protect, & Shell; acquired from Dragon type monsters, CR18 or above
Nova (Su): you unleash an apocalyptic explosion; automatically hits all opponents within 30’, dealing 20d12 points of non-specified damage (no saving throw); acquired from Outsider type monsters, CR20 or above

Prerequisites: Lancer 1; cannot have any other Overdrive.
Shooting Star (Ex)
You can deal an automatic critical to 1 opponent within 30’ 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: Ronin 4; must use a slashing weapon; must be able to perform Dragon Fang.
Slice & Dice (Ex)
You can perform up to 6 melee attacks in 1 round, with no penalty for multiple attacks; these attacks automatically hit their targets, & may be split among any of your opponents within reach (30’ from your initial starting point).

Prerequisites: Pugilist 3; must use a slashing weapon; must have performed at least 10 Overdrives; must be able to perform Spiral Cut.
Spiral Cut (Ex)
You can perform 1 charge attack with no AC penalty that automatically deals maximized damage.

Prerequisites: Pugilist 1; must use a slashing weapon.
Status Reels (Su)
You can randomly strike your enemies with status effects. Roll 3d4, then re-roll any 1 or 2 die, if you wish; if none of the numbers match, then you deal an automatic critical to 1 opponent within 30’ with a ranged weapon. If 2 of the numbers match, you deal an automatic critical to 1 opponent within 30’ with a ranged weapon & consult the following list for the value that corresponds with the matching numbers:

1 = Poison (inflicts Poisoned status; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist)
2 = Blind (inflicts Blind status; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist)
3 = Confusion (inflicts Confused status; Will save (DC10 + ½ your class level + your Charisma modifier) to resist)
4 = Petrify (inflicts Petrified status; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist)

If all 3 of the numbers match, you deal an automatic critical to all opponents within 30’ with the same ranged weapon, & consult the above list for the value that corresponds with the matching numbers.

Prerequisites: Blitzer 9; must be able to perform Element Reels & Attack Reels.
Thor’s Hammer (Su)
You can automatically hit all opponents within 30’ with a deadly lightning bolt, dealing 5d8 points of electricity damage to each.

Prerequisites: Shocking Fayth 1; cannot have any other Overdrive.
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: Ronin 15; must use a slashing weapon; must be able to perform Dragon Fang, Shooting Star & Banishing Blade; cannot gain additional Overdrives after acquiring this one.
Zanmato (Ex)
You can use your chosen weapon to make a single melee attack at your highest attack bonus against any 1 opponent within 30’, severing the head of any creature it successfully strikes (no saving throw); 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, automatically die (-10HP) when their heads are cut off; this is a full-round action that does not provoke attacks of opportunity.

Prerequisites: Samurai Fayth 1; must use a slashing weapon; cannot have any other Overdrive.

Dark-Penance
2008-06-20, 05:01 PM
Aw, overdrives are way rarer in this than the game. Slayer gave you 20% per kill (not even just 20% in a turn in which you kill a thing or multiple things). Admittedly, that may have been a little too much as I recall using Energy Rain or whatever every other round against the sin spawn on the ship near the beginning of the game (kill four of them, get 80%, kill one, overdrive, etc.).

Zeta Kai
2008-06-20, 10:43 PM
Aw, overdrives are way rarer in this than the game. Slayer gave you 20% per kill (not even just 20% in a turn in which you kill a thing or multiple things). Admittedly, that may have been a little too much as I recall using Energy Rain or whatever every other round against the sin spawn on the ship near the beginning of the game (kill four of them, get 80%, kill one, overdrive, etc.).

Yes, the actual Overdrive gauges in the game (http://www.gamefaqs.com/console/ps2/file/197344/15350) filled 4× as quickly. I reduced them by 75% for game balance reasons, as I thought that frequent Overdrives would either break the game, or need to be massively nerfed. Since the über-powerful Overdrives are too much fun to mess with, I decided they would better serve the game (& the player) as a rare & special treat. As it is, they may still be too powerful. I dunno; I worked out some math on them, & they probably won't break the game, especially using the classes in this setting.

Sir Shadow
2008-06-21, 11:17 PM
um, hi.

I was looking over this, and I have to say, I LOVE IT!

but, looking at the summoner class and potential problems with multiclassing...

In the games, anyone could go into Yuna's sphere section and get the healing spheres... BUT nobody but her could summon anything.

I know it make take a little review and work, but why not have a White Mage class instead for the reflect, dispel, and cure stuff?

and then have a "Summoner" template (or whatever) that can be added to any class. In the game it never says that all summoners were white mages. Some of the ones you meet actually seem to lean toward black mage, and other summoners in stories about Spira's past seem like they were some type of "fighter"...

-----

Also, I noticed something prevalent. RoC's advice, while extremely well thought-out and quite sagely, keeps seeming like he's saying these classes would be in typical DnD encounters and situations.

I may be wrong, but it seems like Zeta intends this to be "stand-alone" from other DnD concepts, and PC's with these classes would never encounter something from the Monster Manual. i.e., a Lancer could never multiclass to other classes outside this setting like "Fighter" or PrCs. A PC from FFX D20 would never run into Dryad or Tarrasque.

One time in particular RoC spoke about a lvl 11 Bandit's encounter with a Marilith and the use of Spare Change. Ignoring that under my previous assumption this would never EVER happen, FF monsters drop things of value very rarely and a bandit would never be able to consolidate his loss with the tactic you mentioned. In DnD, the Spare Change ability, as it was first conceived, would be incredibly broken, agreed. BUT let's wait til he puts up some FF/DnD monster examples before saying what's completely acceptable in terms of the classes's abilities.

Also, on something else, if the status effects are as prevalent in this setting as they are in FF when it comes to the monster's abilities, low costs for recovery potions and such may be perfectly acceptable; in fact, an easy-to-use life spell may be invaluable if the PCs in this game are expected to die as much as the characters in FF often do.

-SS

Zeta Kai
2008-06-22, 12:02 AM
In the games, anyone could go into Yuna's sphere section and get the healing spheres... BUT nobody but her could summon anything.

I know it make take a little review and work, but why not have a White Mage class instead for the reflect, dispel, and cure stuff?

and then have a "Summoner" template (or whatever) that can be added to any class. In the game it never says that all summoners were white mages. Some of the ones you meet actually seem to lean toward black mage, and other summoners in stories about Spira's past seem like they were some type of "fighter"...

Yes, & I thought of this, so I made sure that unlocking Aeons would be a minor hassle for each one, so that only a dedicated Summoner would bother. This, I believe, should prevent most instances of level-dipping from PCs who just wanna summon Aeons while not actually sticking with the Summoning class. They could still do so, but the level-dippers would still have to unlock their own Aeons, & they could only summon once per day, whereas a dedicated Summoner can work themselves up to 5 times per day.

Also, your 2 points contradict each other. You say that I should cull the summoning mechanic out of the Summoner on the grounds that PCs could just take a level dip to get it, & then you mention canonical cases (such as Seymour, Mi'ihen & Gandof) that exemplify this very same kind of multi-classing.

No, removing summoning from Summoner would present some major design issues (just when I got this thing mostly hammered down), & I don't see a reason to so, based on your reasoning.

Edit: My thoughts on FFX D20's potential compatibility with standard D&D can be found here & here. Brief re-cap: I still fully intend for this to be a stand-alone setting, but I'm also attempting to design the whole thing so that any of these races/classes/Aeons/items/etc could fit into a "normal" D&D campaign without causing major issues.

Daracaex
2008-06-22, 12:06 AM
I hate to say it because you'd have to do more work on a class you've already revised a lot, but he has a point. Probably the best way to incorporate that would be treating all of the white mage abilities the summoner currently gets as a template applied to the base summoner class, then pull abilities from other classes and match them to the same progression. A white mage class would also be useful here to make it make a little more sense and ensure the party has a healer when the summoner uses black magic instead of white. Of course, no summoner should be as good as the class they borrow abilities from at what that class does.

You know what, if you don't want to do all that extra work, I don't think anyone here will hold it against you. You've already done such an awesome job with this. I can be content with the summoner as-is.

Sir Shadow
2008-06-22, 12:30 AM
What I meant was, from the game it seems like "summoner" should be a template added to a base character (such as White Mage, Yuna) like a vampire, lich, ghost, or half-dragon template can be added to a regular PC or NPC. Not everybody could be a summoner, the way you have it makes it seem like anybody could get just a touch of summoning ability. My thought, being able to "Summon" should be a special thing (hence to reference to adding a template to a base class and character).

Someone such as Seymour, who seems like a Black Mage, could have taken a 1 lvl dip into your summoner class and have given him the necessary skills to use Anima. But then, why didn't Lulu, who seems just as capable (if not more), take a dive into it and get a little summoning mojo going on?

Yuna, to me, just seems like a normal white mage (at least according to her area of the sphere grid) that was graced with the skills to summon, and I don't think this had to with other people's fear of giving their lives just to defeat Sin. That's why it just seemed to me like "Summoner" should be a template that can be added to any class with some form of penalty in addition to the hassle of going to temples to acquire the summons themselves.

You can make it so the class inately has some way to balance the power of the aeons, but it just seems like a clumsy way of handling it, along with making anyone that wanted healing skills jump through hoops to get them and then have a bit of summoning as a perk.

I just had a thought about how annoying it would be to me, personally, to not have a class that could heal from the get-go. It just seemed to me like your summoner class was an unhealthy mix of a "summoner" and "white mage"

It's just a thought.

Like Dar said, you're doing an INCREDIBLE job, but this one thing just seems to stick out like a sore thumb. I know this class has had a lot of revising, but I just think you could do it better than is right now.

Zeta Kai
2008-06-22, 12:50 AM
I hate to say it because you'd have to do more work on a class you've already revised a lot, but he has a point.

I don't mean any disrespect to Sir Shadow, but he does not have a point. This summon template this is a bad mechanic, in as much as the current situation does not warrant it, & the results would not be more satisfying. The situation he mentions is solved by everyday, run-on-the-mill multi-classing. Let's run some examples, just to illustrate the issue:

Seymour (http://finalfantasy.wikia.com/wiki/Seymour_Guado)is obviously a powerful Black Mage, but can summon Anima.
Mi'ihen (http://finalfantasy.wikia.com/wiki/Lord_Mi%27ihen) was a famous Summoner who once defeated Sin, but appears to have been a rather martial figure.
Ohalland (http://finalfantasy.wikia.com/wiki/Ohalland)was another famous Summoner, who also once defeated Sin, but was also a famous blitzball player for the Kilika Beasts.

The solution to all of this perceived incongruity is simple: MULTI-CLASSING. Seymour? Summoner 1/Black Mage 4. Mi'ihen? Summoner 1/Pugilist 5 (or Ronin, or Lancer, or even Crusader). Ohalland? Summoner 1/Blitzer 6. There, now all of those characters can summon any Aeon that they unlocked, without any pesky healing abilities mucking up their character concepts. Trust me, that was one aspect of the class design I thought about before I ever started posting this project.

Also, there's no reason to mess with the Summoner class; it already has few enough combat options. Removing the summoning ability would leave a player with a Summoner PC nothing to do other than heal/shield her allies every round until she got Holy. Summoning at least makes this normally non-combative class interesting to play, & elevates them above NPC classes. A white mage who can't summon is a glorified Adept, & almost nobody would want to play one.


You know what, if you don't want to do all that extra work, I don't think anyone here will hold it against you. You've already done such an awesome job with this. I can be content with the summoner as-is.

This is most good, because I'm not changing it unless someone have a better argument to do so.

Zeta Kai
2008-06-22, 01:49 AM
Just so everyone knows, I posted Blitzball in its own separate thread, just so it would attract even more critical attention. I stated why in the first post of that thread.

Sir Shadow
2008-06-22, 08:06 AM
Seymour (http://finalfantasy.wikia.com/wiki/Seymour_Guado)is obviously a powerful Black Mage, but can summon Anima.
Mi'ihen (http://finalfantasy.wikia.com/wiki/Lord_Mi%27ihen) was a famous Summoner who once defeated Sin, but appears to have been a rather martial figure.
Ohalland (http://finalfantasy.wikia.com/wiki/Ohalland)was another famous Summoner, who also once defeated Sin, but was also a famous blitzball player for the Kilika Beasts.

The solution to all of this perceived incongruity is simple: MULTI-CLASSING. Seymour? Summoner 1/Black Mage 4. Mi'ihen? Summoner 1/Pugilist 5 (or Ronin, or Lancer, or even Crusader). Ohalland? Summoner 1/Blitzer 6. There, now all of those characters can summon any Aeon that they unlocked, without any pesky healing abilities mucking up their character concepts. Trust me, that was one aspect of the class design I thought about before I ever started posting this project.


um. This. Is. My. Point. Exactly. At the moment, summoning is too easily accessible. Anybody can take a one level dip and find an aeon, while in the game it seems like a much harder ordeal. Let's say a character gains a level in a city with a cloister. Since he's there he can just take a quick summoner level and run in the cloister. While it may be a little difficult to get the aeon, it's doable. And for what? "oh no, I just lost one level of my main class and disrupted by BAB progression, but hey! I have an emergency situation meatshield!"

If this is the case, why did only Yuna become a summoner (and don't say "everyone was afraid of dying" or "they all had mental probelms" or some other such rot). Why weren't there whole PACKS of summoners going from cloister to cloister just to make sure at least ONE of them reached Sin? I'm just trying to be true to the game. Also, you're forcing anyone that WANTS Cure to have to go through to at least lvl 3 before they get anything.

What I'm saying is, this summoner is getting something that really does outstrip what other classes get at lvl 1. Sure, you can still try and attack the summoner, but c'mon what's to stop every character in this setting from having an aeon to summon in emergencies?

This is why i said it should be a template since I thought it would be easier than having a summoner PrC (although I dunno, maybe that would work even better).

You're arguing that nobody would want to play a white mage? Since nobody's written one for this setting, we don't really know, do we? Give the white mage a medium BAB (since at least in my game, Yuna always did more damage than rikku or lulu, and I'm still arguing she's a White Mage at heart) and stick a nicely enhanced staff in their hands (mine had poison and silence, status effects ftw!), and I think they'll still be a decent presence in a fight when they aren't being a heal/buffer bot.

I know you are the creator and you have final say. I'll eventually (one or two more posts) give up in the argument if it goes nowhere, unless I see something you say that I really feel needs a response.

Realms of Chaos
2008-06-22, 11:32 AM
this may just be a bit of inane rambling on my part but I think that I know a way to satisfy both of your needs.

I suggest switching cure and summon, as far as levels, gaining the ability to cure allies at 1st level and the ability to summon at 2nd level. Afterward, I suggest increasing summons per day every 4 levels afterwards (2/day at 6, 3/day at 10, 4/day at 14, and 5/day at 18).

Although this goes against canon (yuna was able to summon the moment you got her), this makes sense for a variety of reasons.

First of all, it gives the summoner something to do. As is, unless the 1st level summoner is using their one summon per day, they are just sitting by the sidelines watching the show. With this change, the summoner already has an ability by the time that they learn how to summon. Therefore, even when they only have 1 summon per day, they will already have something to do otherwise.

As for your problem, shadow, this solution seems to satisfy your main criteria. First of all, your concern of someone just saying a couple of prayers to get an aeon is nullified. Now, someone has to dedicate themselves to prayer (2 levels) before they can unlock the power to summon, something beyond the normal capability of the average shmoe.
Secondly, you point out that we have had black-magish and fighterish summoners in the past. As Zeta Kai has stated, multiclassing seems to fit your description. Every summoner, regardless of archtype, is assumed to have enough devoutness and faith to warrant the 2 levels of multiclassing into summoner. However, at the same time, this multiclassing is not so easy that anyone could do it.
This might not fix the problem completely but I believe it is a step in the right direction. (if this doesn't work, you could up the level at which you gain summoning to 3rd, moving esuna down to 2nd level).

Dark-Penance
2008-06-22, 03:48 PM
this may just be a bit of inane rambling on my part but I think that I know a way to satisfy both of your needs.

I suggest switching cure and summon, as far as levels, gaining the ability to cure allies at 1st level and the ability to summon at 2nd level. Afterward, I suggest increasing summons per day every 4 levels afterwards (2/day at 6, 3/day at 10, 4/day at 14, and 5/day at 18).

Although this goes against canon (yuna was able to summon the moment you got her), this makes sense for a variety of reasons.

First of all, it gives the summoner something to do. As is, unless the 1st level summoner is using their one summon per day, they are just sitting by the sidelines watching the show. With this change, the summoner already has an ability by the time that they learn how to summon. Therefore, even when they only have 1 summon per day, they will already have something to do otherwise.

As for your problem, shadow, this solution seems to satisfy your main criteria. First of all, your concern of someone just saying a couple of prayers to get an aeon is nullified. Now, someone has to dedicate themselves to prayer (2 levels) before they can unlock the power to summon, something beyond the normal capability of the average shmoe.
Secondly, you point out that we have had black-magish and fighterish summoners in the past. As Zeta Kai has stated, multiclassing seems to fit your description. Every summoner, regardless of archtype, is assumed to have enough devoutness and faith to warrant the 2 levels of multiclassing into summoner. However, at the same time, this multiclassing is not so easy that anyone could do it.
This might not fix the problem completely but I believe it is a step in the right direction. (if this doesn't work, you could up the level at which you gain summoning to 3rd, moving esuna down to 2nd level).

Actually, switching Cure and Summon ruins the second point (black mage summoners, fighter summoners, etc.)

Here is what I'd propose if you want to make the Summoner more universal rather than a replication of the specific path Yuna chose: replace the white magic abilities with a "Special Ability" like the Rogue. Make the options for those special abilities include black magic, white magic, and martial boosts (perhaps even an increase in base attack bonus and fortitude and some other minor benefit). Also, give the higher-power magics prerequisites, obviously.

Anyway, I'm personally fine with it, as-is, aside from the ease of having an Aeon as Shadow pointed out. This is just a possible option to toy with (though I'd agree multi-classing works better aside from the ease of obtaining Aeons dilemma).

Daracaex
2008-06-22, 05:08 PM
Actually, switching Cure and Summon ruins the second point (black mage summoners, fighter summoners, etc.)

Here is what I'd propose if you want to make the Summoner more universal rather than a replication of the specific path Yuna chose: replace the white magic abilities with a "Special Ability" like the Rogue. Make the options for those special abilities include black magic, white magic, and martial boosts (perhaps even an increase in base attack bonus and fortitude and some other minor benefit). Also, give the higher-power magics prerequisites, obviously.

Anyway, I'm personally fine with it, as-is, aside from the ease of having an Aeon as Shadow pointed out. This is just a possible option to toy with (though I'd agree multi-classing works better aside from the ease of obtaining Aeons dilemma).
*Facepalm* Does anyone listen to what I say around here? :smalltongue:

I propose we halt debate on this subject and anyone who feels the need can homebrew the changes in themselves.

Now about RoC's comment: I totally agree with that particular change. I'd rather be able to heal my allies for a level or two without summoning than have to sit on the sidelines and wait for that one moment in the day that I can bring out my big gun.

Dark-Penance
2008-06-23, 01:46 AM
*Facepalm* Does anyone listen to what I say around here? :smalltongue:

I propose we halt debate on this subject and anyone who feels the need can homebrew the changes in themselves.

Now about RoC's comment: I totally agree with that particular change. I'd rather be able to heal my allies for a level or two without summoning than have to sit on the sidelines and wait for that one moment in the day that I can bring out my big gun.

Facepalm yourself. -_- Not only do I not appreciate the condescending attitude, but your suggestion was not clear in the least. Layering the summoner on as a "template" is vague at best and is not even what I suggested (so it's not as if I ignored what you said only to suggest it myself). I suggested making the other classes possible sub-paths for the summoner class.

As for halting debate, that's incredibly pointless. The entire point of this thread is to discuss the mechanics to balance them and redesign them to make them both more appropriate to the D&D game as well as the FF-X world and flavor.

Daracaex
2008-06-23, 02:07 AM
I'm sorry, I was going for humor, not condescension...:smallredface:

It was Sir Shadow who had the idea of the template. I don't agree with that because it really makes no sense (it'd make any summoner more powerful than the other classes). What I suggested was making all the white-magey abilities a template and make more templates for the other classes to go onto the base summoner class. In other words, exactly what you said: make sub-paths based on the other classes. Sorry if I wasn't clear.

I'm really just trying to avoid argument. That's why I suggested the heated debate stop. Just because this is the internet doesn't mean we can't be polite.:smallsmile:

Odravan
2008-06-23, 06:23 PM
I hate to keep this argument going, but I think I might have a way to deal with the problem SS was talking about, with summoning being too accessible. My answer is mostly through flavor. That was why FFX didn't have packs of summoners: the flavor of the world didn't have that. My idea is that, in addition to having to deal with multiclassing to get summoning, adding a flavor-based restriction to just the Summon ability. Yuna seems to have spent a fair amount of time as an apprentice summoner, learning Yevon's teachings and such, much like Divinity School (but with something way cooler than a diploma when you graduate). So maybe say that, if a character is multiclassing into the Summoner class, they must spend some large amount of game time, maybe a game year or so, learning a whole lot of stuff that really just isn't going to provide any benefit. If they skip out on this, they can keep multiclassing in the Summoner class, but they don't gain the Summon ability. They can get all of Yuna's spells, but until they spend a large chunk of time learning about Yevon, they can't summon an aeon. A character who is a summoner from the start is assumed to have gotten this out of the way as part of becoming a 1st-level summoner.
That would keep a character of a different class who gained a level in Besaid from deciding to gain his new level in summoner, running to the cloister, and grabbing Valefor, as SS was describing. Only the devout can become complete summoners; everyone else has to settle for white mage.
Hopefully that all made sense and seemed like a good control to keep summoners from overrunning the world.

Daracaex
2008-06-23, 08:07 PM
Probably not a good fix. There could be different circumstances under which training is undergone. For example, maybe the person went through the training but has yet to summon an aeon. First level of summoner is taken when he/she finally does it. If you remember, Yuna had to try a few times.

Also, the game isn't going to wait for anybody to train for months or years for the sole purpose of taking one level in another class. Remember, first and foremost, this is a game. The game must come before "what makes sense" in this case.

Odravan
2008-06-23, 09:14 PM
To be honest, I never intended for anyone to spend the actual game time training. The idea of the massive game time required with no useful output until you can finally summon was to keep people from getting summoning at all unless they started in the Summoner class. It was designed as a barrier to make non-Summoners give up on the idea of obtaining Summon altogether.
I didn't necessarily intend for my exact idea to be the fix, but I was thinking more along the lines of just making some unreasonable demand of a non-Summoner and tying it to flavor to keep summoning out of everyone's hands and thus kept in check. Thus Lord Oholland or Lady Yocun would be the extremely dedicated characters who actually went through the tedious requirement to multiclass as true summoners, and exceptions to the norm.

Sir Shadow
2008-06-23, 10:20 PM
It was Sir Shadow who had the idea of the template. I don't agree with that because it really makes no sense (it'd make any summoner more powerful than the other classes).

Um... no? all templates have penalties, such as Level Adjustments and weaknesses among other things.

Daracaex
2008-06-23, 11:33 PM
Um... no? all templates have penalties, such as Level Adjustments and weaknesses among other things.

I didn't see any in your post...

Soup of Kings
2008-06-24, 12:11 AM
And Ohalland. Don't forget Ohalland. He was a Blitzer/Summoner. =D

On the Blitzer "Slots" Overdrives, you may want to do a teeny bit of rewording.

"...then re-roll any 1 or 2 die, if you wish."

Once you read it a bit the meaning becomes obvious, but the first couple of times I thought it meant to re-roll any die showing a 1 or 2. I can imagine it confusing people at first (Assuming they eventually figure it out at all), so maybe you might reword it...?

[EDIT] I forgot to read page 7. Ergo, this post may be full of idiocy and is obviously out of place. For those who care to know, I typed it thinking the end of page 6 was the last of the thread, and I haven't read page 7 yet, so I'll go do that...

Zeta Kai
2008-06-24, 12:41 AM
Look, here's my final word on this Summoner discussion. Alright, Sir Shadow, you think taking a level in Summoner is just too easy, & that there's no reason why anyone wouldn't take a dip in it so they could get an Aeon. Let's really look at what you actually get for that 1 level:

Poor BAB. Half the time, you get no attack bonus at all. Non-casters are already feeling the hurt here.
Good Will Save. Not bad, but most non-casters would be better off with Fortitude or Reflex bonuses, & won't want to neglect those for a single level.
2d6+8MP. Pretty good, an average of 15MP; in fact, this is the best MP progression in the game (tied with Black Mage). But all other PC classes get 1d6+4MP, which works out to an average of 7.5MP, so it's debatable whether or not that extra 7.5MP average would be worth it.
4 + Int skill points. Better than a Ronin or a Black Mage, on par with a Pugilist or a Lancer or a Blitzer, worse than a Bandit. A 2-skill-point advantage isn't anything to write home about, though, even for the Ronin & the Black Mage.
Summon 1/day. Here's the real meat. Once per day, you can call down an Aeon to fight for you. You have to spend a standard action each round to maintain control of it, & you have to remain within 30’ of the Aeon at all times, so your own actions are cut almost in half while it's out on the field, unlike other summoning spells. The summon lasts until the encounter ends (how long is a typically encounter, according to WotC? About 3-5 rounds). Summoning is a full-round action that provokes AoO, so it can only be done from the sidelines of a battle anyway. And on top of all that, that Aeon gets a fair share of the XP for that battle, too (now he's cutting into your allies' pie).

Now do you see what I mean? This isn't a game-breaking power when you sit down & noodle it out. Sure, that Aeon is big, bad & tough, dealing death all around while it lasts, but it doesn't last long (only until that encounter is over), & can only be used once per day (5th level & above is when you can use it twice/day or more). And this assumes that you have an Aeon to summon at all. Each Aeon needs to be unlocked, which means it is up to the DM whether you can even find a sarcophagus. To unlock one, you still need to make a Spellcraft check (DC = 10 + the Aeon’s HD), & Spellcraft isn't a class skill for most people. I think that you may have glossed over the many restrictions & safeguards that I wrote into summoning to protect against instant pwnage, & therefore you might be overestimating it's power level. A simple, detached assessment of the summoning mechanic leaves me with the sense that it is not problematic in any major way, & only gets really powerful at higher levels, after serious character investment, when it should be so.

But that's all crunch. Let's talk about fluff. What's preventing anyone from dedicating their lives to being a fighter who can also summon an Aeon? Nothing really, I suppose. But it's pretty much stated that the only reason any one becomes a Summoner is to defeat Sin. The only reason anyone becomes an Aeon is to defeat Sin. The relationship between a Summoner & an Aeon is something akin to a master/slave relationship: the Aeon can only trust that the Summoner is going to use their power well. Both the Aeon & the Summoner are only in their roles because a certain world-saving desperation; without Sin, there would be no need to do what they do. The Summoner is trained by Yevonite priests to go on these pilgrimages, which are essentially protracted suicide missions. I'd say the reason people don't flock to being Summoners is that most people aren't eager to sign up for guaranteed death at the end of the road, & the Yevonites don't train those people that just want the power of wielding an Aeon for kicks. As a DM, if I thought my players' Summoners were using their Aeons for personal aggrandizement, I'd give the Aeons a Will save to resist the Summoners' control every round that they weren't being used to bring down Sin.

And your template proposal isn't a horrible idea per se, but it has 3 key problems that ultimately doom it:

What is it about certain people that makes them eligible to be Summoners? Alignment isn't enough. Earned stats won't work because Summoning would absolutely have to be gained at very low levels to make any sense at all (I'm really against moving Summoning to 2nd level or higher, as it is against the source material, & it makes for Summoners who can't summon for some time; fighters can at least swing a sword, if not overly well).
What abilities do White Mages get to compensate for the removal of Summoning? And you have to think from the perspective of a player. Before you go & say "more heals" or "more buffs" You have you ask yourself, as a player: Would you play this? Would you, as a player, slog through 19 levels of healing, buffing, & hiding behind your allies, all so you can get Holy as your capstone? If you had summoning, that question isn't so hard. But if your a White Mage, without a single offensive capability, that's a debate at each & every class level. Clerics can hit like a bard, a monk, or a rogue, & they can wear armor; a theoretical White Mage can do neither, & is (like I said earlier) effectively a glorified Adept in a fight. Nobody minds the White Mage in a video game for a simple reason: the White Mage isn't your only character. You're playing the fighting fighter too, & the blasting Black Mage, & the leaping Lancer. You don't mind having a tag-along, limp-noodle White Mage because you're playing all of the other characters, so you don't mind that the only thing they can do is cast Cure on themselves from the back row. In an actual D&D experience, where you have 1 PC to work with, being forced to play the healbot every round of your career is hard to swallow (which is why WotC has never made a heal-only class, despite numerous opportunities; it's not like it never occured to them, they just discarded it as a bad build). If you want an authentic gaming experience as a White Mage, play the original Final Fantasy NES game with 4 White Mages, then tell me if you think the average player would have fun.
Lastly, how does the Summoning ability increase in power, as a template? You can't just let people pick it up & start using it 5 times per day, but how do you stop them? If you make it X-times-per-day based on BAB, then it high-level fighters & barbarians would be foolish not to try & pick it up. If it's based on Will Saves, you get high-level casters clamoring for it. This is a design issue that I see no easy way out of, whereas the current situation runs just fine, given certain wild presumptions aren't made (which is basically my whole argument, in a nutshell).

Ultimately, this debate is pointless, as I am not redesigning the Summoner class at this point (unless someone finds a must bigger problem with the design). You are all cordially invited to homebrew your own versions of the Summoner/White Mage, according to your own personal tastes. This is a discussion that is taking time away from writing/editing/posting/revising/correcting other aspects of this project, as well as working on other projects, all at a time when I thought I'd worked summoning to death a month ago. I've done the best job I know how to create a balanced class that is enjoyable to play, accurate to the source material, & follows D&D class design. If I can't convince you that I designed the class the way I did for a whole host of valid reasons, then there's nothing more to say.

Daracaex
2008-06-24, 02:23 AM
As much as I'd like to let this go, RoC's comment still stands. How many encounters are there in one day? Usually more than one. Let's be generous and call it 3. For a summoner's entire first level, she cannot participate in two of those three battles because she can't do diddly squat without her aeons. And then once she gets her healing abilities, she does exactly what you said nobody likes to do for four levels. Quite a few sessions in the future, she hits level five and is now not having fun for only one of those three battles on that particular day. This is making playing a pure summoner pretty infuriating for anybody who isn't content to constantly have to buff and heal their allies.

I don't mean to bag on your project or make things harder for you, but while i personally wouldn't mind playing healer all the time as long as I'm having an influence elsewhere, in the role-playing sections, others will be lured to the summoner class for the awesome ability to summon Aeons and find out once they're in that they're pretty useless most of the time until 1st level, when they can then play the bandage-box for the rest of the party (wow that was a long sentence). You don't have to do this alone. Let us and we can help you make this already-awesome project rise off the charts.

Zeta Kai
2008-06-24, 07:29 AM
You wanna help with this project? Here's how you can help. I've been swamped working on this whole thing, & now I could use some assistance. I have some basic ideas for the Locations section, but it is far from polished. Any fluff or crunch you can provide would be appreciated, as long as it does not violate the source material's canon. To help ensure that people understand the source material, I've provided a link for each location entry. Please help fill in the blanks here, as this portion of the project probably needs the most assistance. I will be contributing to this section when I can, & all contributions will be credited. Thank you.

Zeta Kai
2008-06-24, 07:37 AM
Locations in Spira
Zanarkand (http://finalfantasy.wikia.com/wiki/Zanarkand)(ECL 1)
http://images.wikia.com/finalfantasy/images/9/9e/Zanarkand_2.png
Population: 3,200,000 (Metropolis)
GP Limit: 60,000,000GP
Alignment: N
Notable Locales

The Blitzball Stadium (400’ (80 squares) in diameter, 175,000 seat capacity)
The Skyway (partially-floating highway roads; mainly used for automated traffic)
The Water Arc

Enemies

Sinscale #1
Sinscale #2
Sinspawn: Ammes (boss)

Al Bhed Territory (ECL 2)
Notable Locales

The Pool of Geosgaeno
Baaj Temple (http://finalfantasy.wikia.com/wiki/Baaj)(contains Anima’s sarcophagus, which is magically sealed; only a Summoner who has recovered the hidden items in each of the 6 cloisters can unlock it)
The Dome Ruins

Enemies

Geosgaeno #1 (boss)
Geosgaeno #2 (boss)
Klikk
Piranha
Sahagin #1
Tros (boss)

Besaid (http://finalfantasy.wikia.com/wiki/Besaid) (ECL 3)
http://images.wikia.com/finalfantasy/images/8/83/Besaid_Village_%28artwork%29.jpg
Population: 225 (Hamlet)
GP Limit: 100GP
Alignment: NG
Notable Locales

The Lagoon
The Besaid Aurochs’ Tent
The Crusaders’ Lodge
The Textile Shops
Besaid Temple (contains Valefor’s sarcophagus, which is magically sealed behind a Cloister of Trials (http://finalfantasy.wikia.com/wiki/Cloister_of_Trials))
Besaid Falls
Besaid Ruins
Besaid Pier

Enemies

Condor
Dingo
Garuda #1
Kimahri Ronso (boss)
Water Flan

S.S. Liki (http://finalfantasy.wikia.com/wiki/S.S._Liki) (ECL 4)
Ship Statistics

Theurgeme Class propeller ship
Crew: 6
Decks: 3 (not counting the crow’s nest)
Size: Colossal
Seaworthiness: +2
Ship Handling: +2
Speed: 35’ (3½ mph, good)
Overall AC: -3
Hull Sections: 28 (7 sections to sink)
Section HP: 150 (hardness 6)
Section AC: 3
Ramming Damage: 4d6
Mounts: 4 light, 2 heavy, ram (only 1 ballista & ram in place)
Dimensions: 70’ L × 20’ W × 10’ H
Complement: 34
Minimum Watch: 1
Cargo Capacity: 50 tons (half speed = 20’ (2 mph, poor)), 100 tons maximum
Price: 80,500GP

Ballista Statistics

Size: Huge (mount type light)
Type: Heavy Crossbow (direct fire)
Firing Penalty: -4 (medium size person), -6 (small size person)
Dimensions: 5’ L × 5’ W × 4’ H
Weight: 400 lbs
Crew: 1 (half reload time for 2)
Reload

Full-round action & DC10 strength check to wind to half-cocked
Full-round action & DC10 strength check to wind to fully cocked
Full-round action to load the bolt
Normal rate of fire is 1 shot every 4 rounds (or 2 rounds with 2 men)

Damage: 3d8 (19-20 critical)
Range Increment: 120’
Price: 500GP

Enemies

Sin (Fin) (boss)
Sinscale #3
Sinspawn: Echuilles (boss)

Kilika (http://finalfantasy.wikia.com/wiki/Kilika)(ECL 5)
http://images.wikia.com/finalfantasy/images/a/ad/Kilika3.jpg
Population: 1,350 (Small Town)
GP Limit: 800GP
Alignment: CG
Notable Locales

Kilika Harbor
The Beast Bar
The Kilika Inn
The Rubble Piles
The Bay of Bodies
Kilika Jungle
Kilika Temple (contains Ifrit’s sarcophagus, which is magically sealed behind a Cloister of Trials (http://finalfantasy.wikia.com/wiki/Cloister_of_Trials))

Enemies

Dinonix
Geneaux’s Tentacles (boss)
Killer Bee
Lord Ochu (boss)
Ragora
Sinspawn: Geneaux (boss)
Yellow Element

S.S. Winno (http://finalfantasy.wikia.com/wiki/S.S._Winno) (ECL --)
Ship Statistics

Theurgeme Class propeller ship
Crew: 4
Decks: 3 (not counting the crow’s nest)
Size: Colossal
Seaworthiness: +2
Ship Handling: +2
Speed: 35’ (3½ mph, good)
Overall AC: -3
Hull Sections: 28 (7 sections to sink)
Section HP: 150 (hardness 6)
Section AC: 3
Ramming Damage: 4d6
Mounts: 4 light, 2 heavy, ram (only ram in place)
Dimensions: 70’ L × 20’ W × 10’ H
Complement: 36
Minimum Watch: 1
Cargo Capacity: 50 tons (half speed = 20’ (2 mph, poor)), 100 tons maximum
Price: 80,000GP


Luca (http://finalfantasy.wikia.com/wiki/Luca_%28Final_Fantasy_X%29)(ECL 6)
http://images.wikia.com/finalfantasy/images/c/c5/Luca-City.png
Population: 9,700 (Small City)
GP Limit: 15,000GP
Alignment: LG
Notable Locales

Luca Café & Bar
The Blitzball Stadium (300’ (60 squares) in diameter, 40,000 seat capacity)
The Luca Docks (#1-#5)
The Sphere Theater
The Marketplace

Enemies

Garuda #2
Oblitzerator (boss)
Sahagin Chief
Sinscale #3
Vouivre #1
Worker

Mi’ihen Highroad (http://finalfantasy.wikia.com/wiki/Mi%27ihen_Highroad)(ECL 7)
http://finalfantasy.wikia.com/wiki/Image:Mi%5C%27Ihen_Highroad.png
Notable Locales

Highroad South
Mi’ihen’s Statue
Mr. Rin’s Travel Agency (Mi’ihen Branch)
Highroad North
The Old Road (also known as Mi’ihen’s Gorge)

Enemies

Bomb #1
Chocobo
Chocobo Eater (boss)
Dual Horn #1
Floating Eye
Mi’ihen Fang
Raldo
White Element

Mushroom Rock Road (http://finalfantasy.wikia.com/wiki/Mushroom_Rock)(ECL 8)
http://images.wikia.com/finalfantasy/images/1/1e/Mushroom_Rock_Road.png
Notable Locales

Mushroom Rock Beach
The Aquevators
The Crusader’s Command Center (also known as the CCC)
Mi’ihen’s Statue
The Summit Trail (also known as the Ravine Path)

Enemies

Arms of Gui (boss)
Funguar
Gandarva
Garuda #3
Head of Gui (boss)
Ipiria
Lamashtu
Raptor
Red Element
Sinspawn: Gui (boss)
Thunder Flan
Vouivre #2

Djose Highroad (http://finalfantasy.wikia.com/wiki/Djose)(ECL 9)
http://images.wikia.com/finalfantasy/images/b/ba/Djose-Temple.png
Notable Locales

The Cliffs of Djose
The Djose Inn
Djose Temple (contains Ixion’s sarcophagus, which is magically sealed behind a Cloister of Trials (http://finalfantasy.wikia.com/wiki/Cloister_of_Trials))

Enemies

Basilisk
Bite Bug
Bunyip
Funguar
Gandarva
Garm
Monkey
Simurgh

Moonflow (http://finalfantasy.wikia.com/wiki/Moonflow)(ECL 10)
http://images.wikia.com/finalfantasy/images/9/91/Moonfow.png
Notable Locales

The Pyrefly Throngs
The South Wharf
The North Wharf
The Moonflow Marshes

Enemies

Bite Bug
Bunyip
Extractor (boss)
Funguar
Gandarva
Garm
Ochu
Pyrefly
Shoopuf
Snow Flan

Guadosalam (http://finalfantasy.wikia.com/wiki/Guadosalam)(ECL --)
http://images.wikia.com/finalfantasy/images/6/6b/GuadoSalam.png
Population: 4,100 (Large Town)
GP Limit: 3,000GP
Alignment: LN
Notable Locales

The Banquet Hall
The Guado Inn
The Farplane Gate
http://images.wikia.com/finalfantasy/images/1/15/Farplane.jpg

Thunder Plains (http://finalfantasy.wikia.com/wiki/Thunder_Plains)(ECL 11)
http://images.wikia.com/finalfantasy/images/0/01/Dthunderplains.png
Notable Locales

The Lightning Towers (×10)
The Qactuar Stones
Mr. Rin’s Travel Agency (Thunder Plains Branch)

Enemies

Aerouge
Buer
Gold Element
Iron Giant
Kusariqqu
Larva
Melusine
Qactuar

Macalania (http://finalfantasy.wikia.com/wiki/Macalania)(ECL 12)
http://images.wikia.com/finalfantasy/images/4/4a/Macalania-Forest.png
Notable Locales

Macalania Woods
The Butterfly Chase
The Celestial Path (also known as the Sky Trail)
Mr. Rin’s Travel Agency (Macalania Branch)
Lake Macalania
The Ice Cliffs
Macalania Temple (contains Shiva’s sarcophagus, which is magically sealed behind a Cloister of Trials (http://finalfantasy.wikia.com/wiki/Cloister_of_Trials))

Enemies

Anima (boss)
Blue Element
Chimera #1
Crawler (boss)
Evil Eye #1
Guado Guardian #1
Guado Guardian #2
Guado Guardian #3
Ice Flan
Iguion
Mafdet
Murussu
Negator
Seymour Guado (boss)
Snow Wolf
Spherimorph (boss)
Wasp
Wendigo (boss)
Xiphos

Sanubia Desert (http://finalfantasy.wikia.com/wiki/Bikanel)(ECL 13)
http://images.wikia.com/finalfantasy/images/f/f9/Bikane_lsland.jpg
On Bikanel Island
Notable Locales

The Oasis
The Sandstorm
The Sinkholes
The Valley of the Cactuars
The Path to Home

Enemies

Alcyone
Cactuar
Mech Guard
Mech Gunner
Mushussu
Sandragora
Sand Wolf
Sand Worm
Zu #1
Zu #2

Home (http://finalfantasy.wikia.com/wiki/Bikanel#Home)(ECL 14)
http://images.wikia.com/finalfantasy/images/f/f8/Homecoming.jpg
On Bikanel Island
Population: 9,700 (Small City)
GP Limit: 15,000GP
Alignment: NG
Notable Locales

The Living Quarters
The Summoner’s Sanctum
The Airship Hanger

Enemies

Bomb #2
Chimera #2
Dual Horn #2
Evil Eye #2
Guado Guardian #3

Fahrenheit (http://finalfantasy.wikia.com/wiki/Fahrenheit)(ECL 15)
http://images.wikia.com/finalfantasy/images/8/87/FFX-airship.jpg
Ship Statistics

Airship Class flying ship
Crew: 3
Decks: 4
Size: Colossal
Airworthiness: +4
Ship Handling: +4
Speed: 1200’ (120 mph, good maneuverability)
Overall AC: -3
Hull Sections: 144 (36 sections to sink)
Section HP: 180 (hardness 10)
Section AC: 3
Ramming Damage: 15d6
Mounts: 8 light, 2 heavy, ram (only 2 missiles & ram in place)
Dimensions: 140’ L × 30’ W × 60’ H
Complement: 200
Minimum Watch: 1
Cargo Capacity: 800 tons (half speed = 600’ (60 mph, good maneuverability)), 1,600 tons maximum
Price: 1,230,000GP
Notable Locales

The Bridge
The Engine Room
The Observation Deck


Missile Statistics

Size: Large
Type: Missile (direct fire)
Dimensions: 12’ L × 3’ W × 3’ H
Weight: 2 tons
Damage: 10d20 slashing & 10d20 fire (20 critical)
Range Increment: 1 mile
Price: 15,000GP

Enemies

Bomb #2
Dual Horn #2
Evil Eye #2
Evrae (boss)

Bevelle (http://finalfantasy.wikia.com/wiki/Bevelle)(ECL 16)
http://images.wikia.com/finalfantasy/images/3/34/Bevelle.jpg
Population: 24,000 (Large City)
GP Limit: 40,000GP
Alignment: LN
Notable Locales

Bevelle Highbridge
The Cathedral of Yevon
Bevelle Temple (also known as the Palace of St. Bevelle; contains Bahamut’s sarcophagus, which is magically sealed behind a Cloister of Trials (http://finalfantasy.wikia.com/wiki/Cloister_of_Trials))
The Via Purifico

Enemies

Aqua Flan
Bat Eye
Cave Iguion
Evrae Altana (boss)
Grothia (Ifrit) (boss)
Maze Larva
Mortibody (boss)
Octopus
Phlegyas
Pterya (Valefor) (boss)
Remora
Sahagin #2
Sahagin #3
Seymour Natus (boss)
Spathi (Bahamut) (boss)
Swamp Mafdet
Warrior Monk #1
Warrior Monk #2
YAT-99
YKT-63

Calm Lands (http://finalfantasy.wikia.com/wiki/Calm_Lands)(ECL 17)
http://images.wikia.com/finalfantasy/images/2/2e/Calm_Lands_%28artwork%29.jpg
Notable Locales

The Calm Lands Travel Shop
The Cavern of the Stolen Fayth (contains Yojimbo’s sarcophagus, which is magically sealed; only a Summoner who successfully negotiates a leasing price & pays that price can unlock it; initial asking price: 1d10+20 × 10,000GP; minimum offer: 190,000GP)
The Chocobo Ranch (also known as the Monster Arena)
Remiem Temple (contains the Magus Sisters’ sarcophagus, which is magically sealed; only a Summoner who presents the Blossom Crown & the Flower Scepter can unlock it)

Enemies

Anacondaur
Chimera Brain
Coeurl
Dark Element
Defender
Defender X
Epaaj
Flame Flan
Ghost
Imp
Magic Urn
Malboro
Mech Hunter
Mech Scouter
Nebiros
Nidhogg
Ogre
Shred
Skoll
Thorn
Tonberry
Valaha
Yojimbo (boss)
Yowie

Mt. Gagazet (http://finalfantasy.wikia.com/wiki/Mt._Gagazet)(ECL 18)
Notable Locales

The Sacred Trails
The Summit
The Caves of Gagazet
The Fayth Scar

Enemies

Achelous
Ahriman
Bandersnatch
Bashura
Behemoth
Biran Ronso (boss)
Dark Flan
Grat
Grenade
Grendel
Imp
Maelspike
Mandragora
Mech Defender
Mech Leader
Mortivessel/Mortiorchis (boss)
Nidhogg
Sanctuary Keeper (boss)
Seymour Flux (boss)
Splasher
Yenke Ronso (boss)

Zanarkand Ruins (http://finalfantasy.wikia.com/wiki/Zanarkand)(ECL 19)
http://images.wikia.com/finalfantasy/images/d/d4/Zanarkand3.jpg
Notable Locales

The Fallen Skyway
Zanarkand Dome (also known as the Cloister of Trials (http://finalfantasy.wikia.com/wiki/Cloister_of_Trials))

Enemies

Ahriman
Bashura
Behemoth
Dark Flan
Defender Z (boss)
Fallen Monk #1
Fallen Monk #2
Grendel
Mandragora
Spectral Keeper (boss)
YAT-97
YKT-11
Yunalesca (1st Form) (boss)
Yunalesca (2nd Form) (boss)
Yunalesca (3rd Form) (boss)

Sin (http://finalfantasy.wikia.com/wiki/Sin#Within_Sin)(ECL 20)
http://images.wikia.com/finalfantasy/images/3/3e/Sin.jpg
Notable Locales

The Sea of Sorrow
The Garden of Pain
The City of Dying Dreams
The Tower of the Dead
The Nucleus
Dream’s End

Enemies

Adamantoise
Ahriman
Barbatos
Behemoth King
Braska’s Final Aeon / Jecht (1st Form) (boss)
Braska’s Final Aeon / Jecht (2nd Form) (boss)
Demonolith
Exoray
Gemini
Great Malboro
Land Worm
Left Fin of Sin (boss)
Right Fin of Sin (boss)
Seymour Omnis (boss)
Sin (Core) (boss)
Sin (Head) / Overdrive Sin (boss)
Sinspawn: Genais (boss)
Wraith
Yu Pagoda
Yu Yevon (boss)

Omega Ruins (ECL 21)
Notable Locales

Outer Cavern
Inner Sanctum

Enemies

Black Element
Demonolith
Floating Death
Great Malboro
Halma
Machea
Master Coeurl
Master Tonberry
Mimic #1
Mimic #2
Mimic #3
Mimic #4
Omega Weapon (boss)
Puroboros
Spirit
Ultima Weapon (boss)
Varuna
Zaurus

Zeta Kai
2008-06-25, 08:00 PM
Characters
This section details the statistics of the most prominent & important characters in Final Fantasy X. The statistics generated here are determined by the standard character creation rules, in addition to the information provided in the sections above. They are intended to reflect how the characters are first presented in the game, & not how they appear later on, after extensive leveling.

Tidus
http://www.britishgaming.co.uk/wp-content/uploads/2008/04/tidus.jpg
NAME- Tidus
CLASS- Pugilist
RACE- Hume
ALIGNMENT- Neutral Good
LEVEL- 1st
SIZE- Medium
AGE- 17 years old
GENDER- male
HEIGHT- 5’9”
WEIGHT- 155 lbs
EYES- blue
HAIR- blonde
LANGUAGES
• Common

ABILITIES
• Strength 12 (+1)
• Dexterity 15 (+2)
• Constitution 14 (+2)
• Intelligence 10 (+0)
• Wisdom 8 (-1)
• Charisma 13 (+1)

HIT POINTS- 10 HP
MAGIC POINTS- 22MP
ARMOR CLASS- 17 (+2 Dex, +4 chain shirt, +1 buckler); touch 12; flat-footed 15
SPEED- 30’
INITIATIVE- +2
BASE ATTACK BONUS
• Melee +1 = +0 (Base) +1 (Str)
• Ranged +2 = +0 (Base) +2 (Dex)

CARRYING CAPACITY
• Light Load 0-43 lbs.
• Medium Load 44-86 lbs.
• Heavy Load 87-130 lbs.
• Lift Over Head 130 lbs.
• Lift Off Ground 260 lbs.
• Push or Drag 650 lbs.

SAVING THROWS
• Fortitude +2 = +0 (Base) +2 (Con)
• Reflex +4 = +2 (Base) +2 (Dex)
• Will -1 = +0 (Base) -1 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +3=2+3-2)
• Bluff (Cha, +1=1+0)*
• Climb (Str, -1=1+0-2)
• Concentration (Con, +2=2+0)*
• Craft (Int, +0=0+0)
• Decipher Script (Int, +0=0+0)*
• Diplomacy (Cha, +1=1+0)*
• Disable Device (Int, +0=0+0)*
• Disguise (Cha, +1=1+0)*
• Escape Artist (Dex, +0=2+0-2)*
• Forgery (Int, +0=0+0)*
• Gather Information (Cha, +1=1+0)
• Handle Animal (Cha, +1=1+0)
• Heal (Wis, -1=-1+0)*
• Hide (Dex, +0=2+0-2)*
• Intimidate (Cha, +1=1+0)*
• Jump (Str, +3=1+4-2)
• Knowledge (Arcana) (Int, +0=0+0)*
• Listen (Wis, -1=-1+0)
• Move Silently (Dex, +0=2+0-2)*
• Open Locks (Dex, +2=2+0)*
• Perform (Cha, +3=1+2)
• Profession (Wis, +2=-1+3)
• Ride (Dex, +2=2+0)
• Search (Int, +0=0+0)
• Sense Motive (Wis, -1=-1+0)*
• Sleight of Hand (Dex, +0=2+0-2)*
• Speak Language (Int, +0=0+0)*
• Spellcraft (Int, +0=0+0)*
• Spot (Wis, -1=-1+0)
• Survival (Wis, -1=-1+0)*
• Swim (Str, +3=1+4-2)
• Tumble (Dex, +4=2+4-2)
• Use Magical Device (Cha, +1=1+0)*
• Use Rope (Dex, +2=2+0)*

FEATS
• Dodge [General]
• Mobility [General]

WEAPONS
• long sword (1d8, 19-20/×2, 4lbs, slashing)

ARMOR
• chain shirt (+4AC, armor check penalty -2, speed 30’, 25lbs)
• buckler (+1AC, armor check penalty -1, 5lbs)

EQUIPMENT
• 10gp (0 lbs)
• Backpack (2gp, 2 lbs)
• Bedroll (1sp, 5 lbs)
• Flint & Steel Kit (1gp, 0 lbs)
• Rations, Trail (×3, 1½gp, 3 lbs)
• Rope, Hemp, 50’ (1gp, 10 lbs)
• Sack (1sp, ½ lb)
• Waterskin (filled, 1gp, 3 lbs)

ENCUMBERANCE- 57½ lbs (medium load)
CLASS FEATURES
• Weapon & Armor Proficiency: Tidus is proficient with all simple & martial weapons, & with light armor & shields (except tower shields)
• Cheer (Su): Tidus can bolster the fighting spirit of his party; this ability grants all allies within 30’ (including yourself) a +2 morale bonus to Strength & Dexterity for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a cursed effect, or die (even if they are revived during the same encounter); this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP
• Spiral Cut (Ex): Tidus can perform 1 charge attack with no AC penalty that automatically deals maximized damage; this ability costs 100 OP to use

Debihuman
2008-06-25, 09:29 PM
Zeta, this is all very impressive.

I don't think the summoning is "too accessible" at all. The whole point of making this work as far as the d20 game and not to look exactly like the video game (which it simply cannot do). I think you've done a superb job of translating it to the d20 system. It's not going to exactly match the video game because the nature of videogames has a different focus than that of an rpg. Some games lend themselves more easily than others (just look at EverQuest D20 and World of Warcraft D20).

The idea behind the d20 system is that you could take elements from any of those settings and use them together. Obviously, it takes some tweaking to make sure the classes and races are balanced. Could I play a ronso in another setting? Probably. I'm fairly certain it would be interesting. If the mechanics are sound (and yours are pretty sound from what I've read although I haven't playtested any of it).

Not to burst your bubble, but this is one of several fan products based on Final Fantasy (some are much better than others but you can find all of them using google). However and I cannot stress this enough, I don't recommend that you try to compare your version to any other version.

For one, yours is the only one that deals strictly with FF X. For another, if you start comparing your project (which isn't complete nor thoroghly perfected), you're bound to get discouraged and I don't to see that happen.

Also, just because you can see a finished and polished product doesn't mean it's GOOD. [There's one version which I found rather appalling. However, it's my opinion and I have no need to embarrass the author by mentioning the product by name on a public forum.]

Keep up the good work.

Debby

P.S. Is Tidus Human or Hume?

Daracaex
2008-06-25, 10:28 PM
P.S. Is Tidus Human or Hume?

Both? I'm pretty sure the two terms refer to the same race.

Currently working on actually completing the game now so I can figure out why you have multiple locations listed under "Sin" and what on earth the Omega Ruins are...

Zeta Kai
2008-06-26, 11:07 AM
Thank you for your comments, Debby. And you are correct; some "finished" projects are anything but. I appreciate the sentiments, although it had not occured to me to compare my works to any other FF-related homebrew projects. I haven't even seen any (not that I looked). Does anyone have links to these?

For the record, Tidus is definately a Hume, although I suppose it is mostly a difference in nomenclature. I corrected the typo concerning his race.

On a completely different note, I've adjusted the Ronso height & weight information, to be more in-line with the source material. I'm debating whether to leave them as Large creatures, or to change them to Medium creatures with the Powerful Build special ability. Either way, they will likely remain as LA+1. Thoughts, anyone?

Lochar
2008-06-26, 01:00 PM
Both? I'm pretty sure the two terms refer to the same race.

Currently working on actually completing the game now so I can figure out why you have multiple locations listed under "Sin" and what on earth the Omega Ruins are...

FFX Game spoilers:"Sin" in the end game becomes a dungeon. Each listing above is a particular location in the dungeon.

The Omega Ruins are a hidden location that has very, very high powered enemies in it. It's where the Omega Weapon is at, along with the Omega Weapon's boss is. Both are fightable. I suggest you Bribe the Omega Weapon for his goodies.

As for the Ronsos... I'd actually go the reverse of the Medium size with Powerful Build. Instead, make them Large with Slight Build. It just seems that way, or at least did for Kimahri. He was larger than everyone by a good deal, yet fit in at locations that couldn't have been made for people any larger than Hume standard.

Zeta Kai
2008-06-26, 02:29 PM
As for the Ronsos... I'd actually go the reverse of the Medium size with Powerful Build. Instead, make them Large with Slight Build. It just seems that way, or at least did for Kimahri. He was larger than everyone by a good deal, yet fit in at locations that couldn't have been made for people any larger than Hume standard.

I would normally agree with you, but it is canonically stated (http://finalfantasy.wikia.com/wiki/Kimahri)that Kimahri is 6'9" tall, & he is small for a Ronso male (he actually is around the size of a Ronso female, if relative visual comparisons with Tidus are to be trusted). Now, Large creatures need to be about 8' tall or more, & although it is certain some Ronsos (such as Biran & Yenke) are in that range, many members of the Ronso race (almost all females, & a decent number of males as well) are below the 8' threshhold. Therefore, I'm inclined to change them to Medium-with-PB, rather than make them Large-with-SB.

Lochar
2008-06-26, 02:55 PM
Guess that works then. Possibly a feat that requires 10th character level and being a Ronso that allows you to take that final step and gain Large size and either drop PB or maybe gain SB?

Debihuman
2008-06-26, 06:47 PM
Thank you for your comments, Debby. And you are correct; some "finished" projects are anything but. I appreciate the sentiments, although it had not occured to me to compare my works to any other FF-related homebrew projects. I haven't even seen any (not that I looked). Does anyone have links to these?

For the record, Tidus is definately a Hume, although I suppose it is mostly a difference in nomenclature. I corrected the typo concerning his race.

On a completely different note, I've adjusted the Ronso height & weight information, to be more in-line with the source material. I'm debating whether to leave them as Large creatures, or to change them to Medium creatures with the Powerful Build special ability. Either way, they will likely remain as LA+1. Thoughts, anyone?


You're welcome.

Although I warned you about this: Here's stuff that's on the web.


http://ffd20.orgfree.com/ffd20/FFd20_Races.pdf
And you may find more here:
http://ffd20.orgfree.com/phpBB2/index.php
and here:
http://www.faneliaonline.net/fanelia/
and here:
http://copperhamster.googlepages.com/d20finalfantasyonlineraces
and here
http://www.tinwatchman.com/aff/html/

Tin watchman also has a complete pdf which you can download from lulu for free. There's another free d20 fan-made Final fantasy pdf on scribd.com [but I'm not sure how to link to it]. I can't remember where I got the last pdf copy (but of all of them it was the weakest so it may not exist any more).

Don't say that I didn't warn you. Final Fantasy is VERY popular. It's good to see so many people working on these projects. At the same time, there's ALWAYS room at the table. Your version is no less valid and may be better than what currently exists.

I recommend leaving the Ronso as Large [more for flavor and because it's a change from the other races you've made]. Slight build is fine for females and for Kimahri. It makes him stand out for being smaller rather than for being the norm.

Debby

Xzoz
2008-06-26, 08:08 PM
I must say (as everyone else has) you have done a superb work here Zeta.

On the summoning issue I must say that all that has been said is viable and I'm sure there are more that can be said, but the right choice is not spending too much time on a single feature. That after all isn't the main focus of the game. And continue on making the rest glorious rather than being stressed out of because of that single feature. If anyone feels that the current version is completely unaccepted they should tweak it for their game, possibly say how here if they come up with some major new system, but I doubt that will be necessary.

Also I think the Ronso should stay large, with females and optionally males having SB. It more suits the game imho since most ronso there are very very tall in comparison with a hume, 1.5 times approx if my memory still serves me :smallsmile:

On a note for locations and canon material, I suggest the walkthrough, even if you might not need it for the game itself it provides ample reading material on everything, along with some text about the locations. Now I don't suggest reprinting them here unless you get consent from the company that releases the walkthrough, but perhaps read aloud when you play the setting or likewise for players that hasn't played the actual game.

And the second to last thing I have to say is that I'm willing to help in any way possible once I'm home from vacation, since right now my internet is so crappy I can't even look up the wiki looks for the locations without major troubles, nor did I think of bringing the walkthrough with me. But I will start helping in any and all ways possible that my time allows when I come home, since I need experience with homebrewing before starting my own projects.

Lastly, keep up the good work Zeta

It did get rather long didn't it? :smallbiggrin:

/Xzoz

EDIT: I have played the game through multiple times so if anything is in question just ask and I'm sure I and most other FF X fans here will do our best to answer properly, I do try to check in once per day or so for updates. But then again, my and probably many of the other older members that have played the game through memory are shoddy, so I might get it wrong once in a while :smallsmile:
Will the making of a character sheet be in order? I always like the special graphics for the game you're playing, that's something I can look into if so.

Zeta Kai
2008-06-26, 10:43 PM
Yuna
http://www.ffcompendium.com/chara/10-yuna2.jpg
NAME- Yuna
CLASS- Summoner
RACE- Half-Al Bhed
ALIGNMENT- Lawful Good
LEVEL- 1st
SIZE- Medium
AGE- 17 years old
GENDER- female
HEIGHT- 5’3”
WEIGHT- 115 lbs
EYES- heterochromatic (1 blue/1 green)
HAIR- brunette
LANGUAGES
• Al Bhed
• Common
• Guado

ABILITIES
• Strength 8 (-1)
• Dexterity 10 (+0)
• Constitution 12 (+1)
• Intelligence 14 (+2)
• Wisdom 15 (+2)
• Charisma 13 (+1)

HIT POINTS- 5 HP
MAGIC POINTS- 37MP
ARMOR CLASS- 10 (+0 ring); touch 10; flat-footed 10
SPEED- 30’
INITIATIVE- +0
BASE ATTACK BONUS
• Melee -1 = +0 (Base) -1 (Str)
• Ranged +0 = +0 (Base) +0 (Dex)

CARRYING CAPACITY
• Light Load 0-26 lbs.
• Medium Load 27-53 lbs.
• Heavy Load 54-80 lbs.
• Lift Over Head 80 lbs.
• Lift Off Ground 160 lbs.
• Push or Drag 400 lbs.

SAVING THROWS
• Fortitude +1 = +0 (Base) +1 (Con)
• Reflex +0 = +0 (Base) +0 (Dex)
• Will +4 = +2 (Base) +2 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +2=2+0)
• Balance (Dex, +0=0+0)*
• Bluff (Cha, +1=1+0)*
• Climb (Str, -1=-1+0)*
• Concentration (Con, +4=1+3)
• Craft (Int, +2=2+0)
• Decipher Script (Int, +2=2+0)
• Diplomacy (Cha, +5=1+4)
• Disable Device (Int, +2=2+0)*
• Disguise (Cha, +1=1+0) (+9 to masquerade as a Hume)*
• Escape Artist (Dex, +0=0+0)*
• Forgery (Int, +2=2+0)*
• Gather Information (Cha, +1=1+0)
• Handle Animal (Cha, +1=1+0)
• Heal (Wis, 8=2+4+2)
• Hide (Dex, +0=0+0)*
• Intimidate (Cha, +1=1+0)*
• Jump (Str, -1=-1+0)*
• Knowledge (Religion) (Int, +6=2+4)
• Knowledge (The Planes) (Int, +2=2+0)
• Listen (Wis, +2=2+0)*
• Move Silently (Dex, +0=0+0)*
• Open Locks (Dex, +0=0+0)*
• Perform (Cha, +5=1+4)
• Profession (Wis, +5=2+3)
• Ride (Dex, +0=0+0)*
• Search (Int, +2=2+0)*
• Sense Motive (Wis, +2=2+0)*
• Sleight of Hand (Dex, +0=0+0)*
• Spellcraft (Int, +6=2+4)
• Spot (Wis, +2=2+0)*
• Survival (Wis, +2=2+0)*
• Swim (Str, -1=-1+0)*
• Tumble (Dex, +0=0+0)*
• Use Magical Device (Cha, +5=1+2+2)
• Use Rope (Dex, +0=0+0)*

FEATS
• Toughness [General]

WEAPONS
• quarterstaff (1d6/1d6, 20/×2, 4lbs, large size, two-handed, bludgeoning)

ARMOR
• ring (+0AC, 0lbs)

EQUIPMENT
• 7gp (0 lbs)
• Backpack (2gp, 2 lbs)
• Bedroll (1sp, 5 lbs)
• Flint & Steel Kit (1gp, 0 lbs)
• Lantern, Hooded (7gp, 2 lbs)
• Oil, Flask (1sp, 1 lb)
• Rations, Trail (×3, 1½gp, 3 lbs)
• Rope, Hemp, 50’ (1gp, 10 lbs)
• Sack (1sp, ½ lb)
• Waterskin (filled, 1gp, 3 lbs)

ENCUMBERANCE- 30½ lbs (medium load)
AEONS- Valefor (Hume Aeon 5/Winged Fayth 5)
CLASS FEATURES
• Weapon & Armor Proficiency: Yuna is proficient with all simple weapons; Yuna is not proficient with any type of armor or shield; armor of any type interferes with a summoner’s gestures, which can cause her class features to fail (treat all spell-like class features as spells with somatic components for the purposes of spell failure rates); the only armor that a summoner can safely use are protective rings
• Summon (Sp): once per day, Yuna can call upon an Outsider with the [Aeon] subtype (see Aeons, below) to battle her enemies for her; the Aeon is instantly transported from the transdimensional pocket in which it normally resides to the nearest clear space within 30’ of her (if no such space exists, the summoning fails); she can (usually) command Aeons that she has summoned, but she must remain within 30’ of the Aeon at all times, & she must spend a standard action each round to maintain control of the Aeon (this does not provoke attacks of opportunity); an Aeon will remain on the battlefield until either the encounter ends, Yuna dismissed it, she fails to maintain control, or it is reduced to 0HP; Yuna can only summon Aeons that she has unlocked & that have at least 1HP; a summoned Aeon gets a fair share of the XP for encounters in which it participates; summoning is a full-round action that provokes attacks of opportunity; while her Aeon battles in her stead, all opponents must make a Will save (DC10 + ½ your class level + your Wisdom modifier) to target her for an attack; this ability does not consume any MP to use
• Grand Summon (Sp): You can summon 1 creature, either via a summon monster spell, a summon nature’s ally spell, or a summoning spell-like ability, & 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; this ability costs 100 OP to use

Zeta Kai
2008-06-27, 11:55 PM
Auron
http://www.ffcompendium.com/art/10-auron-a2.jpg
NAME- Auron
CLASS- Ronin
RACE- Hume (Unsent)
ALIGNMENT- Lawful Good
LEVEL- 1st
SIZE- Medium
AGE- 35 years old
GENDER- male
HEIGHT- 6’0”
WEIGHT- 190 lbs
EYES- brown
HAIR- black, streaked with grey
LANGUAGES
• Common

ABILITIES
• Strength 15 (+2)
• Dexterity 12 (+1)
• Constitution 14 (+2)
• Intelligence 10 (+0)
• Wisdom 13 (+1)
• Charisma 8 (-1)

HIT POINTS- 12 HP
MAGIC POINTS- 22MP
ARMOR CLASS- 16 (+1 Dex, +4 scale mail, +1 bracer); touch 11; flat-footed 15
SPEED- 20’
INITIATIVE- +1
BASE ATTACK BONUS
• Melee +3 = +1 (Base) +2 (Str)
• Ranged +2 = +1 (Base) +1 (Dex)

CARRYING CAPACITY
• Light Load 0-66 lbs.
• Medium Load 67-133 lbs.
• Heavy Load 134-200 lbs.
• Lift Over Head 200 lbs.
• Lift Off Ground 400 lbs.
• Push or Drag 1,000 lbs.

SAVING THROWS
• Fortitude +4 = +2 (Base) +2 (Con)
• Reflex +1 = +0 (Base) +1 (Dex)
• Will +1 = +0 (Base) +1 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +1=1+0)*
• Bluff (Cha, -1=-1+0)
• Climb (Str, +2=2+0)*
• Concentration (Con, +2=2+0)*
• Craft (Int, +0=0+0)
• Decipher Script (Int, +0=0+0)*
• Diplomacy (Cha, -1=-1+0)*
• Disable Device (Int, +0=0+0)*
• Disguise (Cha, +3=-1+4)
• Escape Artist (Dex, +1=1+0)*
• Forgery (Int, +0=0+0)*
• Gather Information (Cha, -1=-1+0)*
• Handle Animal (Cha, -1=-1+0)*
• Heal (Wis, +1=1+0)*
• Hide (Dex, +1=1+0)*
• Intimidate (Cha, +3=-1+4)
• Jump (Str, +1=2+0)
• Knowledge (Dungeoneering) (Int, +0=0+0)
• Knowledge (History) (Int, +4=0+4)
• Knowledge (Nobility) (Int, +0=0+0)
• Listen (Wis, +1=1+0)
• Move Silently (Dex, +1=1+0)
• Open Locks (Dex, +1=1+0)*
• Perform (Cha, -1=-1+0)*
• Profession (Wis, +1=1+0)
• Ride (Dex, +1=1+0)
• Search (Int, +0=0+0)
• Sense Motive (Wis, +1=1+0)
• Sleight of Hand (Dex, +1=1+0)*
• Spellcraft (Int, +0=0+0)*
• Spot (Wis, +1=1+0)*
• Survival (Wis, +1=1+0)
• Swim (Str, +2=2+0)*
• Tumble (Dex, +1=1+0)*
• Use Magical Device (Cha, -1=-1+0)*
• Use Rope (Dex, +1=1+0)*

FEATS
• Combat Expertise [General]
• Dodge [General]

WEAPONS
• great sword (2d6, 19-20/×2, 8lbs, slashing)

ARMOR
• scale mail (+4AC, armor check penalty -4, speed 20’, 30lbs)
• bracer (+1AC, armor check penalty -1, 5lbs)

EQUIPMENT
• 5gp (0 lbs)
• Backpack (2gp, 2 lbs)
• Bedroll (1sp, 5 lbs)
• Flint & Steel Kit (1gp, 0 lbs)
• Lantern, Hooded (7gp, 2 lbs)
• Oil, Flask (1sp, 1 lb)
• Rations, Trail (×3, 1½gp, 3 lbs)
• Rope, Hemp, 50’ (1gp, 10 lbs)
• Sack (1sp, ½ lb)
• Waterskin (filled, 1gp, 3 lbs)

ENCUMBERANCE- 69½ lbs (medium load)
CLASS FEATURES
• Weapon & Armor Proficiency: Auron is proficient with all simple & martial weapons, & with all armor (heavy, medium, & light) & shields (including tower shields)
• Power Break (Sp): Auron can weaken his opponent’s power with a melee attack; if his melee attack hits, then the opponent’s Strength bonus to attacks (if any) is negated for the rest of the encounter; the opponent must make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use
• Dragon Fang (Ex): You can attack up to 4 opponents within 30’ 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).

Soup of Kings
2008-06-27, 11:56 PM
I have played the game through multiple times so if anything is in question just ask and I'm sure I and most other FF X fans here will do our best to answer properly, I do try to check in once per day or so for updates.

I'd be glad to help there too; I just finished a playthrough, and I'm currently working on a NSG game. Thing is, and I think I already said it, I'm horrible with d20and since the game obviously needs to be altered for balance issues, I'd be fairly useless. However, if you need anything fluff related I'm your man, although I see you're using the ffwiki and probably don't need me at all. Just wanted to offer.

Also, John DiMaggio voiced Kimahri? I knew Tidus was Ratchet, but I never knew Kimahri was Bender. O_o

Zeta Kai
2008-06-28, 12:07 AM
I'd be glad to help there too; I just finished a playthrough, and I'm currently working on a NSG game. Thing is, and I think I already said it, I'm horrible with d20and since the game obviously needs to be altered for balance issues, I'd be fairly useless. However, if you need anything fluff related I'm your man, although I see you're using the ffwiki and probably don't need me at all. Just wanted to offer.

I appreciate the offer. If you'd like to help, please go here. Thank you for your appreciation, & any contributions you can make.

Daracaex
2008-06-28, 12:30 AM
I just finished a playthrough, and I'm currently working on a NSG game.

NSG? Does that stand for "No Sphere Grid?" :smalleek: Is that even possible?

Zeta Kai
2008-06-28, 12:37 AM
NSG? Does that stand for "No Sphere Grid?" :smalleek: Is that even possible?

It's more than possible (http://www.gamefaqs.com/console/ps2/file/197344/16203)...

Soup of Kings
2008-06-28, 05:10 AM
NSG? Does that stand for "No Sphere Grid?" :smalleek: Is that even possible?

With careful planning, very much so. In fact, most hardcore players consider it easy and tack on more challenges such as No Customization, No Escape (And no "No Encounters" equipment), No Blitzball (For rare items), No Overdrives, No Trio of 9999 or Quartet of 9, No Summons, etc.

So, yeah. I'll write something up for those locations later. Only thing is, that's the sort of thing I would wanna take my time on and save in a document of some sort. But the problem is I'm on vacation in Hawai'i right now and, though I don't object to working on something like this, I'm not using my computer right now. I might work on it a bit, but then again I may not be able to give you anything until Thursday or Friday of next week, or even until next weekend. But I'll try and work on it. Anything I can do to help out :smallbiggrin:

[EDIT] Two questions. One; do you want me to include the events of FFX in the descriptions of the locales? (i.e. Dream Zanarkand being destroyed) Or just describe them as they existed before. (Or both) Some of them change drastically during the game. In fact, Sin (as a location) wouldn't exist if not for Meg Ryan and company. And two; how would you like me to deliver the content to you? Just copypasta into a set of spoiler tags, or somehow send you a Word document?

Zeta Kai
2008-06-29, 01:26 AM
Two questions. One; do you want me to include the events of FFX in the descriptions of the locales? (i.e. Dream Zanarkand being destroyed) Or just describe them as they existed before. (Or both) Some of them change drastically during the game. In fact, Sin (as a location) wouldn't exist if not for Meg Ryan and company.

You should describe a locale as someone would bec seeing for the first time, so an initial state would be best. Also, please don't call High Summoner Yuna "Meg Ryan."


And two; how would you like me to deliver the content to you? Just copypasta into a set of spoiler tags, or somehow send you a Word document?

You can PM me any descriptions that you've crafted. I will do only the most minimal editing, as necessary, & you will be credited prominently for your contribution.

Zeta Kai
2008-06-29, 01:28 AM
Kimahri Ronso
http://ll-images.veoh.com/image.out?imageId=user-kimahri-243.jpg
NAME- Kimahri Ronso
CLASS- Lancer
RACE- Ronso
ALIGNMENT- Neutral Good
LEVEL- 1st
SIZE- Large
AGE- 25 years old
GENDER- male
HEIGHT- 6’9”
WEIGHT- 270 lbs
EYES- yellow
HAIR- grey (with dark blue fur)
LANGUAGES
• Common
• Ronso

ABILITIES
• Strength 19 (+4)
• Dexterity 12 (+1)
• Constitution 10 (+0)
• Intelligence 12 (+1)
• Wisdom 13 (+1)
• Charisma 6 (-2)

HIT POINTS- 12 HP
MAGIC POINTS- 22MP
ARMOR CLASS- 15 (+1 Dex, +3 studded leather, +1 armlet); touch 11; flat-footed 14
SPEED- 30’
INITIATIVE- +1
BASE ATTACK BONUS
• Melee +5 = +1 (Base) +4 (Str)
• Ranged +2 = +1 (Base) +1 (Dex)

CARRYING CAPACITY
• Light Load 0-166 lbs.
• Medium Load 167-233 lbs.
• Heavy Load 234-350 lbs.
• Lift Over Head 350 lbs.
• Lift Off Ground 700 lbs.
• Push or Drag 1,750 lbs.

SAVING THROWS
• Fortitude +2 = +2 (Base) +0 (Con)
• Reflex +1 = +0 (Base) +1 (Dex)
• Will +1 = +0 (Base) +1 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +1=1+0)*
• Balance (Dex, +3=1+2)
• Bluff (Cha, -2=-2+0)*
• Climb (Str, +4=4+0)
• Concentration (Con, +0=0+0)
• Craft (Int, +1=1+0)
• Decipher Script (Int, +1=1+0)*
• Diplomacy (Cha, -2=-2+0)*
• Disable Device (Int, +1=1+0)*
• Disguise (Cha, -2=-2+0)*
• Escape Artist (Dex, +1=1+0)*
• Forgery (Int, +1=1+0)*
• Gather Information (Cha, -2=-2+0)
• Handle Animal (Cha, -2=-2+0)
• Heal (Wis, +1=1+0)
• Hide (Dex, +1=1+0)*
• Intimidate (Cha, +2=-2+4)
• Jump (Str, +8=4+4)
• Knowledge (Dungeoneering) (Int, +1=1+0)*
• Listen (Wis, +4=1+3)
• Move Silently (Dex, +1=1+0)
• Open Locks (Dex, +1=1+0)*
• Perform (Cha, -2=-2+0)*
• Profession (Wis, +1=1+0)
• Ride (Dex, +1=1+0)
• Search (Int, +1=1+0)
• Sense Motive (Wis, +1=1+0)
• Sleight of Hand (Dex, +1=1+0)*
• Speak Language (Int, +1=1+0)*
• Spellcraft (Int, +1=1+0)*
• Spot (Wis, +4=1+3)
• Survival (Wis, +1=1+0)
• Swim (Str, +4=4+0)*
• Tumble (Dex, +1=1+0)
• Use Magical Device (Cha, -2=-2+0)*
• Use Rope (Dex, +1=1+0)*

FEATS
• Power Attack [General]

WEAPONS
• long spear (1d8, 20/×3, reach weapon (15’), 9lbs, piercing)

ARMOR
• studded leather (+3AC, armor check penalty -1, speed 30’, 20lbs)
• armlet (+1AC, armor check penalty -1, 5lbs)

EQUIPMENT
• 5gp (0 lbs)
• Backpack (2gp, 2 lbs)
• Bedroll (1sp, 5 lbs)
• Flint & Steel Kit (1gp, 0 lbs)
• Rations, Trail (×3, 1½gp, 3 lbs)
• Sack (1sp, ½ lb)
• Waterskin (filled, 1gp, 3 lbs)

ENCUMBERANCE- 47½ lbs (light load)
CLASS FEATURES
• Natural Weapon (Ex): Gore (1d4 + Str); Charge Attack (1d4 + Str) × 2
• Weapon & Armor Proficiency: Kimahri is proficient with all simple & martial weapons, light armor, medium armor, & shields (except tower shields)
• Weapon Focus: Kimahri gets Weapon Focus as a bonus feat; this must be used for a polearm of some sort, such as a glaive, a guisarme, a halberd, a lance, a naginata, a poleaxe, a ranseur, or a long spear
• Lancet (Su): Kimahri can sap health & magic from his enemies; if he successfully hits an opponent with his pole arm, he transfers 10% of their current HP (minimum 1HP) & 10% of their current MP (minimum 1MP) to his own respective pools; in addition, this attack allows Kimahri to make an Intelligence check (DC = 10 + opponent’s CR) to learn one of his Ronso Rage abilities (if you don’t have Ronso Rage as your overdrive, then this merely adds 1OP to your overdrive pool); he cannot sap HP or MP in excess of his current maximum with this ability; his opponent must make a Fortitude save (DC10 + ½ his class level + his Wisdom modifier) for half damage; this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP to use
• Ronso Rage (Varies): 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). This ability costs 100 OP to use. 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 (Ex): can leap high into the air & strike from above 1 opponent within 30’, dealing an automatic critical with your reach weapon; this is a standard action that does not provoke attacks of opportunity; already acquired
Flame Breath (Su): you spew forth a jet of fire from your mouth; automatically hits all opponents within 30’, dealing 2d6 points of fire damage; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) for half damage; acquired from Fire subtype monsters, CR2 or above
Seed Cannon (Su): you spew forth a barrage of seed pellets from your mouth, automatically hitting 1 opponent within 30’; this attack deals 3d6 points of piercing damage; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) for half damage; acquired from Plant type monsters, CR3 or above
Self Destruct (Su): you explode in a powerful blast; automatically hits all opponents within 30’, dealing 4d6 points of slashing damage (no saving throw); you are reduced to 0HP; acquired from Elemental type monsters, CR4 or above
Thrust Kick (Ex): you kick an enemy with devastating force; automatically hits 1 opponent within 30’, dealing critical damage; Fortitude save (DC10 + your class level) for half damage; in addition, if you make a successful Dexterity check (DC12 + your opponent’s Dexterity modifier), your opponent is knocked (1d6+4)×10’ away in a random direction; an opponent that has been knocked away in this manner must make a successful Fortitude save (DC10 + ½ your class level + your Wisdom modifier) or die; acquired from Monstrous Humanoid type monsters, CR6 or above
Stone Breath (Su): you spew forth a jet of chilling gas from your mouth; automatically inflicts Petrified on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist; acquired from Magical Beast type monsters, CR8 or above
Aqua Breath (Su): you spew forth a jet of water from your mouth; automatically hits all opponents within 30’, dealing (2d8 + your Strength modifier) points of water (force) damage; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) for half damage; acquired from Water subtype monsters, CR10 or above
Doom (Sp): you cast a dreadful curse on an enemy; 1 opponent within 30’ automatically dies (-10HP) in 1d6+4 rounds (no saving throw); acquired from Undead type monsters, CR12 or above
White Wind (Sp): you bathe your party in healing light; you can fully restore all HP to all allies within 30’ (including yourself); you cannot heal an ally so that they have more HP than your maximum; cannot be used on opponents (even undead ones); acquired from Celestial subtype monsters, CR14 or above
Bad Breath (Su): you spew forth a jet of strange gas from your mouth; automatically inflicts various negative conditions to all opponents within 30’, including the creature emits a 30’ cloud of foul gas; this attack is a full-round action that does not provoke attacks of opportunity; all creatures caught with the cloud are affected by the following status effects: Berserk, Blind, Confused, Mute, Poison, & Slowed; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist each effect separately; acquired from Plant type monsters, CR16 or above
Mighty Guard (Su): you create a complex aura of protection on your party; all allies within 30’ gain the following benefits: Nul (all energy types), Protect, & Shell; acquired from Dragon type monsters, CR18 or above
Nova (Su): you unleash an apocalyptic explosion; automatically hits all opponents within 30’, dealing 20d12 points of non-specified damage (no saving throw); acquired from Outsider type monsters, CR20 or above

Soup of Kings
2008-06-29, 03:47 AM
You should describe a locale as someone would bec seeing for the first time, so an initial state would be best. Also, please don't call High Summoner Yuna "Meg Ryan."

Yuna? Pfft.

Tidus is Meg Ryan.


You can PM me any descriptions that you've crafted. I will do only the most minimal editing, as necessary, & you will be credited prominently for your contribution.

Mmkay. I'll get on that.
I'll be trying to include pictures too. Some of your entries are missing them. In fact, I just may write my own full descriptions (Excluding, for the most part, crunch, if any is necessary) and you can take what you need. I'll describe the location as they are before and after FFX as well as how the characters affect them and you can exclude the parts you don't want.

Debihuman
2008-06-29, 08:07 AM
Kimahri Ronso
[spoiler]NAME- Kimahri Ronso


Did you decide not to give him "slight build"? It's not mentioned.

Debby

Zeta Kai
2008-06-30, 07:18 AM
Did you decide not to give him "slight build"? It's not mentioned.

Debby

No, for the time being, I'm just going to keep all Ronso as Large creatures, for balance reasons, simplicity's sake, & ease of play. If it becomes a greater issue, I may consider changing it, but I don't want to open another can of worms if I don't have to.

Zeta Kai
2008-06-30, 07:20 AM
Yuna? Pfft.

Tidus is Meg Ryan.

Ah, yes. I see what you mean (http://thor.mirtna.org/oddities/lookalikes/pics/tidus-01.jpg). I stand corrected.

Zeta Kai
2008-06-30, 07:30 AM
Wakka
http://www.geocities.com/echolunaki/Wakka.JPG
NAME- Wakka
CLASS- Blitzer
RACE- Hume
ALIGNMENT- Chaotic Good
LEVEL- 1st
SIZE- Medium
AGE- 23 years old
GENDER- male
HEIGHT- 6’2”
WEIGHT- 200 lbs
EYES- brown
HAIR- reddish-orange
LANGUAGES
• Common

ABILITIES
• Strength 14 (+2)
• Dexterity 15 (+2)
• Constitution 12 (+1)
• Intelligence 10 (+0)
• Wisdom 8 (-1)
• Charisma 13 (+1)

HIT POINTS- 9 HP
MAGIC POINTS- 22MP
ARMOR CLASS- 15 (+2 Dex, +2 leather, +1 armguard); touch 12; flat-footed 13
SPEED- 30’
INITIATIVE- +2
BASE ATTACK BONUS
• Melee +2 = +0 (Base) +2 (Str)
• Ranged +2 = +0 (Base) +2 (Dex)

CARRYING CAPACITY
• Light Load 0-58 lbs.
• Medium Load 59-116 lbs.
• Heavy Load 117-175 lbs.
• Lift Over Head 175 lbs.
• Lift Off Ground 350 lbs.
• Push or Drag 875 lbs.

SAVING THROWS
• Fortitude +3 = +2 (Base) +1 (Con)
• Reflex +4 = +2 (Base) +2 (Dex)
• Will -1 = +0 (Base) -1 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +2=2+0)
• Bluff (Cha, +1=1+0)*
• Climb (Str, +6=2+4)
• Concentration (Con, +1=1+0)
• Craft (Int, +0=0+0)
• Decipher Script (Int, +0=0+0)*
• Diplomacy (Cha, +1=1+0)*
• Disable Device (Int, +0=0+0)*
• Disguise (Cha, +1=1+0)*
• Escape Artist (Dex, +2=2+0)
• Forgery (Int, +0=0+0)*
• Gather Information (Cha, +1=1+0)*
• Handle Animal (Cha, +1=1+0)*
• Heal (Wis, -1=-1+0)*
• Hide (Dex, +2=2+0)*
• Intimidate (Cha, +1=1+0)
• Jump (Str, +6=2+4)
• Knowledge (Dungeoneering) (Int, +0=0+0)*
• Listen (Wis, -1=-1+0)*
• Move Silently (Dex, +2=2+0)*
• Open Locks (Dex, +2=2+0)*
• Perform (Cha, +1=1+0)*
• Profession (Wis, +3=-1+4)
• Ride (Dex, +2=2+0)*
• Search (Int, +0=0+0)*
• Sense Motive (Wis, -1=-1+0)
• Sleight of Hand (Dex, +2=2+0)
• Speak Language (Int, +0=0+0)*
• Spellcraft (Int, +0=0+0)*
• Spot (Wis, -1=-1+0)
• Survival (Wis, -1=-1+0)*
• Swim (Str, +6=2+4)
• Tumble (Dex, +6=2+4)
• Use Magical Device (Cha, +1=1+0)*
• Use Rope (Dex, +2=2+0)*

FEATS
• Point Blank Shot [General]
• Far Shot [General]

WEAPONS
• blitzball (1d6, 20/×2, 15’ range, 2lbs, bouncing, bludgeoning)

ARMOR
• leather (+2AC, max. dex. +6, speed 30’, 15lbs)
• armguard (+1AC, armor check penalty -1, 5lbs)

EQUIPMENT
• 7gp (0 lbs)
• Backpack (2gp, 2 lbs)
• Bedroll (1sp, 5 lbs)
• Flint & Steel Kit (1gp, 0 lbs)
• Rations, Trail (×3, 1½gp, 3 lbs)
• Rope, Hemp, 50’ (1gp, 10 lbs)
• Sack (1sp, ½ lb)
• Waterskin (filled, 1gp, 3 lbs)

ENCUMBERANCE- 45½ lbs (light load)
CLASS FEATURES
• Weapon & Armor Proficiency: Wakka is proficient with all simple & martial weapons, & with light armor & shields (except tower shields)
• Dark Attack (Su): Wakka can charge 1 ranged attack with a blinding magic; if this ranged attack hits, then his opponent is rendered Blind (see Status Effects: Blind, below) for the next 3 rounds; his opponent must make a Fortitude save (DC10 + ½ his class level + his Charisma modifier) to resist; charging his ranged weapon is a swift action that does not provoke attacks of opportunity (although the ranged attack does provoke as normal); a ranged weapon remains charged for 1 round; this ability costs 5MP to use
• Element Reels (Su): You can randomly strike your enemies with elemental damage. Roll 3d4, then re-roll any 1 or 2 die, if you wish; if none of the numbers match, then you deal an automatic critical to 1 opponent within 30’ with a ranged weapon. If 2 of the numbers match, you deal an automatic critical to 1 opponent within 30’ 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 all opponents within 30’ with the same ranged weapon, & consult the above list for the value that corresponds with the matching numbers. This ability costs 100 OP to use.

Agrippa
2008-06-30, 03:43 PM
Is it okay to call Yevon either Davros, John Lumic or the Master? Also, which would be a better nickname for the Aeons, Daleks (least suitible), Cybermen or Toclafane?

Zeta Kai
2008-06-30, 05:07 PM
Is it okay to call Yevon either Davros, John Lumic or the Master? Also, which would be a better nickname for the Aeons, Daleks (least suitible), Cybermen or Toclafane?

Uh, what? I'm not sure where you're going with this.

Zeta Kai
2008-06-30, 05:09 PM
Lulu
http://images.elfwood.com/fanq/a/r/artoki/lulu.jpg
NAME- Lulu
CLASS- Black Mage
RACE- Hume
ALIGNMENT- Chaotic Good
LEVEL- 1st
SIZE- Medium
AGE- 22 years old
GENDER- female
HEIGHT- 5’6”
WEIGHT- 125 lbs
EYES- red
HAIR- black
LANGUAGES
• Common
• Al Bhed
• Ronso

ABILITIES
• Strength 8 (-1)
• Dexterity 13 (+1)
• Constitution 14 (+2)
• Intelligence 15 (+2)
• Wisdom 12 (+1)
• Charisma 10 (+0)

HIT POINTS- 9 HP
MAGIC POINTS- 37MP
ARMOR CLASS- 11 (+1 Dex, +0 bangle); touch 11; flat-footed 10
SPEED- 30’
INITIATIVE- +1
BASE ATTACK BONUS
• Melee -1 = +0 (Base) -1 (Str)
• Ranged +1 = +0 (Base) +1 (Dex)

CARRYING CAPACITY
• Light Load 0-26 lbs.
• Medium Load 27-53 lbs.
• Heavy Load 54-80 lbs.
• Lift Over Head 80 lbs.
• Lift Off Ground 160 lbs.
• Push or Drag 400 lbs.

SAVING THROWS
• Fortitude +2 = +0 (Base) +2 (Con)
• Reflex +1 = +0 (Base) +1 (Dex)
• Will +3 = +2 (Base) +1 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +2=2+0)
• Balance (Dex, +1=1+0)*
• Bluff (Cha, +0=0+0)*
• Climb (Str, -1=-1+0)*
• Concentration (Con, +6=2+4)
• Craft (Int, +2=2+0)
• Decipher Script (Int, +2=2+0)
• Diplomacy (Cha, +0=0+0)*
• Disable Device (Int, +2=2+0)*
• Disguise (Cha, +0=0+0)*
• Escape Artist (Dex, +1=1+0)*
• Forgery (Int, +2=2+0)
• Gather Information (Cha, +0=0+0)
• Handle Animal (Cha, +0=0+0)*
• Heal (Wis, +1=1+0)*
• Hide (Dex, +1=1+0)*
• Intimidate (Cha, +0=0+0)
• Jump (Str, -1=-1+0)*
• Knowledge (Arcana) (Int, +6=2+4)
• Listen (Wis, +1=1+0)
• Move Silently (Dex, +1=1+0)
• Open Locks (Dex, +1=1+0)*
• Perform (Cha, +0=0+0)*
• Profession (Wis, +1=1+0)
• Ride (Dex, +1=1+0)*
• Search (Int, +2=2+0)
• Sense Motive (Wis, +1=1+0)
• Sleight of Hand (Dex, +1=1+0)*
• Speak Language (Int, +2=2+0)
• Spellcraft (Int, +6=2+4)
• Spot (Wis, +1=1+0)*
• Survival (Wis, +1=1+0)*
• Swim (Str, -1=-1+0)*
• Tumble (Dex, +1=1+0)*
• Use Magical Device (Cha, +2=0+2)
• Use Rope (Dex, +1=1+0)*

FEATS
• Toughness [General]
• Empower Spell [Metamagic]

WEAPONS
• battle doll (1d4, 20/×2, 1lb, bludgeoning)

ARMOR
• bangle (+0AC, 0lbs)

EQUIPMENT
• 7gp (0 lbs)
• Backpack (2gp, 2 lbs)
• Bedroll (1sp, 5 lbs)
• Candles (×5, 5cp, 0 lbs)
• Case, Scroll (1gp, ½ lbs)
• Flint & Steel Kit (1gp, 0 lbs)
• Ink (×3, 40gp, 0 lbs)
• Inkpen (1sp, 0 lbs)
• Lantern, Hooded (7gp, 2 lbs)
• Oil, Flask (1sp, 1 lb)
• Parchment, Sheet (×25, 5gp, 0 lbs)
• Rations, Trail (×3, 1½gp, 3 lbs)
• Rope, Hemp, 50’ (1gp, 10 lbs)
• Sack (1sp, ½ lb)
• Waterskin (filled, 1gp, 3 lbs)

ENCUMBERANCE- 28 lbs (medium load)
CLASS FEATURES
• Weapon & Armor Proficiency: Lulu is proficient with the club, dagger, heavy crossbow, light crossbow, & quarterstaff, but not with any type of armor or shield; armor of any type interferes with a black mage’s gestures, which can cause her class features to fail (treat all spell-like class features as spells with somatic components for the purposes of spell failure rates); the only armor that a black mage can safely use are protective bangles
• Thunder (Sp): Lulu can attack an enemy with electrical energy; this is a ranged touch attack that deals 1d4 points of electricity damage per class level to 1 opponent within 30’ on a successful hit; her opponent can make a Fortitude save (DC10 + ½ her class level + her Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
• Fury (Sp): You can hurl a storm of violent spells at your enemies. Choose one Evocation spell or spell-like ability that you know & roll a Spellcraft check (DC20); 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. This ability costs 100 OP to use.

Agrippa
2008-06-30, 05:23 PM
Uh, what? I'm not sure where you're going with this.

Davros (http://tardis.wikia.com/wiki/Davros), John Lumic (http://tardis.wikia.com/wiki/John_Lumic) and the Master (http://tardis.wikia.com/wiki/The_Master#Other_versions_of_the_Master).

"Yes... yes. To hold in my hand a capsule that contained such power... to know that life and death on such a scale was my choice. To know that the tiny pressure on my thumb, enough to break the glass, would end everything. Yes - I would do it. That power would set me up above the gods! And through the Daleks, I shall have that power!"
―Davros when asked by the Doctor if he had the power to unleash a deadly viral plague, would he use it.

"This is the age of steel and I am its creator."
―John Lumic converted into Cyber Controller.

"So it came to pass, that the human race fell... and the Earth was no more. And I looked down upon my new dominion, as Master of all, and I thought it... good."
―The Master as Harold Saxon.

So, is my Yevon/Davros, John Lumic and the Master analogy valid?

Zeta Kai
2008-07-01, 08:14 AM
Rikku
http://www.freewebs.com/rikkusthebest/rikku%20age%2015.jpg
NAME- Rikku
CLASS- Bandit
RACE- Al Bhed
ALIGNMENT- Chaotic Good
LEVEL- 1st
SIZE- Medium
AGE- 15 years old
GENDER- female
HEIGHT- 5’2”
WEIGHT- 105 lbs
EYES- green (swirled)
HAIR- blonde
LANGUAGES
• Al Bhed
• Common

ABILITIES
• Strength 10 (+0)
• Dexterity 17 (+3)
• Constitution 11 (+0)
• Intelligence 12 (+1)
• Wisdom 8 (-1)
• Charisma 14 (+2)

HIT POINTS- 6 HP
MAGIC POINTS- 22MP
ARMOR CLASS- 16 (+3 Dex, +2 leather, +1 targe); touch 13; flat-footed 13
SPEED- 30’
INITIATIVE- +7
BASE ATTACK BONUS
• Melee +0 = +0 (Base) +0 (Str)
• Ranged +3 = +0 (Base) +3 (Dex)

CARRYING CAPACITY
• Light Load 0-33 lbs.
• Medium Load 34-66 lbs.
• Heavy Load 67-100 lbs.
• Lift Over Head 100 lbs.
• Lift Off Ground 200 lbs.
• Push or Drag 500 lbs.

SAVING THROWS
• Fortitude +0 = +0 (Base) +0 (Con)
• Reflex +5 = +2 (Base) +3 (Dex)
• Will -1 = +0 (Base) -1 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +1=1+0)*
• Balance (Dex, +3=3+0)
• Bluff (Cha, +6=2+4)
• Climb (Str, +0=0+0)
• Concentration (Con, +0=0+0)*
• Craft (Int, +3=1+0+2)
• Decipher Script (Int, +1=1+0)
• Diplomacy (Cha, +2=2+0)*
• Disable Device (Int, +7=1+4+2)
• Disguise (Cha, +2=2+0) (+6 to masquerade as a Hume)
• Escape Artist (Dex, +3=3+0)
• Forgery (Int, +1=1+0)
• Gather Information (Cha, +2=2+0)
• Handle Animal (Cha, +2=2+0)*
• Heal (Wis, -1=-1+0)*
• Hide (Dex, +6=3+3)
• Intimidate (Cha, +2=2+0)*
• Jump (Str, +2=0+2)
• Knowledge (Architecture) (Int, +1=1+0)
• Knowledge (Dungeoneering) (Int, +1=1+0)
• Knowledge (Local) (Int, +1=1+0)
• Listen (Wis, -1=-1+0)
• Move Silently (Dex, +6=3+3)
• Open Locks (Dex, +7=3+4)
• Perform (Cha, +2=2+0)
• Profession (Wis, -1=-1+0)
• Ride (Dex, +3=3+0)*
• Search (Int, +1=1+0)
• Sense Motive (Wis, -1=-1+0)
• Sleight of Hand (Dex, +7=3+4)
• Speak Language (Int, +1=1+0)*
• Spellcraft (Int, +1=1+0)*
• Spot (Wis, -1=-1+0)
• Survival (Wis, -1=-1+0)
• Swim (Str, +4=0+4)
• Tumble (Dex, +7=3+4)
• Use Magical Device (Cha, +2=2+0)*
• Use Rope (Dex, +3=3+0)

FEATS
• Improved Initiative [General]

WEAPONS
• claw (1d6, 20/×2, 1lb, slashing)

ARMOR
• leather (+2AC, max. dex. +6, speed 30’, 15lbs)
• targe (+1AC, armor check penalty -1, 5lbs)

EQUIPMENT
• 10gp (0 lbs)
• Backpack (2gp, 2 lbs)
• Bedroll (1sp, 5 lbs)
• Flint & Steel Kit (1gp, 0 lbs)
• Rations, Trail (×3, 1½gp, 3 lbs)
• Sack (1sp, ½ lb)
• Thieves Toolkit (50gp, 1 lb)
• Waterskin (filled, 1gp, 3 lbs)

ENCUMBERANCE- 25½ lbs (light load)
CLASS FEATURES
• +2 racial bonus on attack rolls against Constructs
• +2 racial bonus on all saving throws versus mechanical traps
• Weapon & Armor Proficiency: Rikku is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, & short sword; she is proficient with light armor, but not with shields
• Steal (Su): Rikku can rob her enemies while she fights them; during battle, she may make a touch attack upon an opponent; if she connects, she may attempt a Sleight of Hand check (DC10 + the opponent’s CR) to steal 1 item worn or carried by the opponent; she suffers no penalties for thievery performed in plain sight of her target; Rikku cannot attack an opponent in the same round that she performs this maneuver; this is a swift action that does not provoke attacks of opportunity; this ability does not consume any MP to use
• 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 is 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 all opponents within 30’
2 = deals 1d8 damage to all opponents within 30’
3 = deals 1d12 damage to all opponents within 30’
4 = deals 1d20 damage to all opponents within 30’
5 = deals 1d% damage to all opponents within 30’
6 = deals 2d6 fire damage to all opponents within 30’
7 = deals 2d6 cold damage to all opponents within 30’
8 = deals 2d6 electricity damage to all opponents within 30’
9 = deals 2d6 acid damage to all opponents within 30’
10 = inflicts Poisoned status on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist
11 = inflicts Blind status on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist
12 = inflicts Confused status on all opponents within 30’; Will save (DC10 + ½ your class level + your Charisma modifier) to resist
13 = inflicts Petrified status on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist
14 = inflicts KO status on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist
15 = heal 1d8 points of damage to multiple allies within 30’ (up to 4, including yourself)
16 = heal 1d20 points of damage to multiple allies within 30’ (up to 4, including yourself)
17 = grants multiple allies within 30’ (up to 4, including yourself) 1d12 temporary hit points
18 = grants multiple allies within 30’ (up to 4, including yourself) a +4 natural armor bonus, which lasts for 24 hours
19 = grants multiple allies within 30’ (up to 4, including yourself) a +2 luck bonus to all saving throws for 24 hours
20 = deals 20d12 damage to all opponents within 30’ & multiple allies within 30’ (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). This ability costs 100 OP to use; combining items without spending 100 OP yield no such results.

Zeta Kai
2008-07-01, 11:19 PM
Valefor
http://images.wikia.com/finalfantasy/images/2/28/Valefor2.jpg
NAME- Valefor
CLASS- Aeon 5/Winged Fayth 5
RACE- Aeon (Outsider, Aeon subtype)
ALIGNMENT- True Neutral
LEVEL- 10th
SIZE- Medium (Space 5’/Reach 5’)
AGE- 11 years old
GENDER- female
HEIGHT- 6’6”
WEIGHT- 300 lbs
EYES- white (pupil-less)
HAIR- red feathers
LANGUAGES
• Common

ABILITIES
• Strength 14 (+2)
• Dexterity 15 (+2)
• Constitution 15 (+2)
• Intelligence 10 (+0)
• Wisdom 12 (+1)
• Charisma 8 (-1)

HIT POINTS- 68 HP
MAGIC POINTS- 299 MP
ARMOR CLASS- 19 (+2 Dex, +2 Con, +5 natural armor); touch 12; flat-footed 17
SPEED- 30’; Fly 90’ (average maneuverability)
INITIATIVE- +2
BASE ATTACK BONUS
• Melee +12 = +10 (Base) +2 (Str)
• Ranged +12 = +10 (Base) +2 (Dex)

CARRYING CAPACITY
• Light Load 0-58 lbs.
• Medium Load 59-116 lbs.
• Heavy Load 117-175 lbs.
• Lift Over Head 175 lbs.
• Lift Off Ground 350 lbs.
• Push or Drag 875 lbs.

SAVING THROWS
• Fortitude +7 = +5 (Base) +2 (Con)
• Reflex +10 = +8 (Base) +2 (Dex)
• Will +6 = +5 (Base) +1 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +12=2+10)
• Bluff (Cha, -1=-1+0)*
• Climb (Str, +15=2+13)
• Concentration (Con, +2=2+0)*
• Craft (Int, -10=0+0-10)*
• Decipher Script (Int, +0=0+0)*
• Diplomacy (Cha, -1=-1+0)*
• Disable Device (Int, -10=0+0-10)*
• Disguise (Cha, -1=-1+0)*
• Escape Artist (Dex, -8=2+0-10)*
• Forgery (Int, +0=0+0-10)*
• Gather Information (Cha, -1=-1+0)*
• Handle Animal (Cha, -1=-1+0)*
• Heal (Wis, +1=1+0)*
• Hide (Dex, +2=2+0)*
• Intimidate (Cha, +10=-1+11)
• Jump (Str, +14=2+12)
• Knowledge (Int, +0=0+0)*
• Listen (Wis, +11=1+10)
• Move Silently (Dex, +2=2+0)*
• Open Locks (Dex, -8=2+0-10)*
• Perform (Cha, -1=-1+0)*
• Profession (Wis, +1=1+0)*
• Ride (Dex, +2=2+0)*
• Search (Int, +0=0+0)*
• Sense Motive (Wis, +1=1+0)
• Sleight of Hand (Dex, -8=2+0-10)*
• Speak Language (Int, +0=0+0)*
• Spellcraft (Int, +0=0+0)*
• Spot (Wis, +12=1+11)
• Survival (Wis, +10=1+9)
• Swim (Str, +2=2+0)*
• Tumble (Dex, +10=2+8)
• Use Magical Device (Cha, -1=-1+0)*
• Use Rope (Dex, -8=2+0-10)*

FEATS
• Dodge [General]
• Flyby Attack [Monster]
• Hover [Monster] B
• Mobility [General]
• Wingover [Monster]

WEAPONS
• N/A

ARMOR
• N/A

EQUIPMENT
• 0gp (0 lbs)

ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
• Weapon & Armor Proficiency: Valefor is proficient with all simple & martial weapons, but not with any type of armor or shield
• Aeon Form: Valefor becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60’; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on her; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore her to life
• Natural Armor (Su): Valefor gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
• Aeon Boost (Su): Valefor can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by her is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
• Flight (Ex): Valefor’s arms permanently transform into wings, granting her the power of flight; she gains a fly speed equal to her base land speed + 60’ (average maneuverability); as her wings cannot be used as arms, she loses the ability to use manufactured weapons; she also takes a -10 penalty to some skills (Craft, Disable Device, Escape Artist, Forgery, Open Lock, Sleight of Hand, & Use Rope) or any other activity that uses her hands; any claw or slam attack natural weapon is also lost, but is replaced with a bite attack natural weapon with the same damage as her previous one
• Elemental Mage (Sp): Valefor gains some element-related spell-like abilities; she can now cast Blizzard (4MP), Fire (4MP), Thunder (4MP), & Water (4MP); she casts these like a Black Mage with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities
• Mark of Status (Su): Valefor gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects)
• Sonic Wings (Su): Valefor can beat her wings with deadly force while hovering; all creatures within 30’ take sonic damage equal to 1d8 + her Strength modifier & a -5 Initiative penalty for the next round; if a creature makes a Reflex save (DC10 + ½ your class level + her Wisdom modifier), then they only take half damage & negate the Initiative penalty; this is a standard action that does not provoke attacks of opportunity
• Energy Ray (Su): Valefor can automatically hit all opponents within 30’ with a ray of fierce energy, dealing 4d8 points of damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 100 OP to use

Hunter Noventa
2008-07-02, 10:27 AM
One very very minor thing, if the Square Mechanical Arts figures are to be believed, the name of the airship from FFX is "Continental Circus" which I think is silly. But since it's never mentioned in the game you might want to note that. Or not.

Zeta Kai
2008-07-02, 10:41 AM
One very very minor thing, if the Square Mechanical Arts figures are to be believed, the name of the airship from FFX is "Continental Circus" which I think is silly. But since it's never mentioned in the game you might want to note that. Or not.

Wow, okay. I've never heard it called that, & that sounds like an Engrish macekre version of an original Japanese (serious, for a culture that crafts beautiful stories & vivid art design on a regular basis, the Japanese method for name generation is... interesting, to say the least). I'm gonna stick with the canonical name for the airship, the "Fahrenheit (http://finalfantasy.wikia.com/wiki/Fahrenheit)", as opposed to "Super Happy Fun-Time Spaceship Kazuya-ko."

Zeta Kai
2008-07-02, 11:55 PM
Ifrit
http://images.wikia.com/finalfantasy/images/8/84/Ifrit_FFX.jpg
NAME- Ifrit
CLASS- Aeon 8/Burning Fayth 5
RACE- Aeon (Outsider, Fire subtype, Aeon subtype)
ALIGNMENT- True Neutral
LEVEL- 13th
SIZE- Large (Space 10’/Reach 10’)
AGE- 26 years old
GENDER- male
HEIGHT- 12’6”
WEIGHT- 2,300 lbs
EYES- yellow (pupil-less)
HAIR- red
LANGUAGES
• Common

ABILITIES
• Strength 24 (+7)
• Dexterity 12 (+1)
• Constitution 19 (+4)
• Intelligence 10 (+0)
• Wisdom 12 (+1)
• Charisma 8 (-1)

HIT POINTS- 101 HP
MAGIC POINTS- 450 MP
ARMOR CLASS- 22 (-1 size, +1 Dex, +4 Con, +8 natural armor); touch 10; flat-footed 21
SPEED- 30’
INITIATIVE- +1
BASE ATTACK BONUS
• Melee +19 = +13 (Base) +7 (Str) -1 (size)
• Ranged +13 = +13 (Base) +1 (Dex) -1 (size)

CARRYING CAPACITY
• Light Load 0-233 lbs.
• Medium Load 234-466 lbs.
• Heavy Load 467-700 lbs.
• Lift Over Head 700 lbs.
• Lift Off Ground 1,400 lbs.
• Push or Drag 3,500 lbs.

SAVING THROWS
• Fortitude +14 = +10 (Base) +4 (Con)
• Reflex +8 = +7 (Base) +1 (Dex)
• Will +8 = +7 (Base) +1 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +13=1+12)
• Bluff (Cha, -1=-1+0)*
• Climb (Str, +20=7+13)
• Concentration (Con, +4=4+0)*
• Craft (Int, +0=0+0)*
• Decipher Script (Int, +0=0+0)*
• Diplomacy (Cha, -1=-1+0)*
• Disable Device (Int, +0=0+0)*
• Disguise (Cha, -1=-1+0)*
• Escape Artist (Dex, +1=1+0)*
• Forgery (Int, +0=0+0)*
• Gather Information (Cha, -1=-1+0)*
• Handle Animal (Cha, -1=-1+0)*
• Heal (Wis, +1=1+0)*
• Hide (Dex, -3=1+0-4)*
• Intimidate (Cha, +13=-1+14)
• Jump (Str, +26=7+16+3)
• Knowledge (Int, +0=0+0)*
• Listen (Wis, +7=1+10)
• Move Silently (Dex, +1=1+0)*
• Open Locks (Dex, +1=1+0)*
• Perform (Cha, -1=-1+0)*
• Profession (Wis, +1=1+0)*
• Ride (Dex, +1=1+0)*
• Search (Int, +0=0+0)*
• Sense Motive (Wis, +1=1+0)
• Sleight of Hand (Dex, +1=1+0)*
• Speak Language (Int, +0=0+0)*
• Spellcraft (Int, +0=0+0)*
• Spot (Wis, +13=1+12)
• Survival (Wis, +10=1+9)
• Swim (Str, +7=7+0)*
• Tumble (Dex, +13=1+12)
• Use Magical Device (Cha, -1=-1+0)*
• Use Rope (Dex, +1=1+0)*

FEATS
• Cleave [General]
• Improved Bull Rush [General]
• Improved Overrun [General]
• Power Attack [General]
• Skill Focus (Jump) [General]

WEAPONS
• claws (1d8+7, 20/×2, slashing)

ARMOR
• N/A

EQUIPMENT
• 0gp (0 lbs)

ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
• Weapon & Armor Proficiency: Ifrit is proficient with all simple & martial weapons, but not with any type of armor or shield
• Aeon Form: Ifrit becomes an Aeon; his type becomes [Outsider] & his subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, he gains Darkvision out to 60’; in addition, he does not need to eat or sleep (although he can do so if he wishes); lastly, his body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on him; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore him to life
• Natural Armor (Su): Ifrit gains a natural armor bonus to his AC equal to ½ his HD; in addition, he can add his Constitution bonus (if any) to his AC; these bonuses do not apply against touch attacks, & he loses the bonuses when he wears any armor, or when he carries a shield
• Aeon Boost (Su): Ifrit can choose, as a swift action, to lower his defenses for 1 round; during that round, all damage sustained by him is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
• Natural Weapon (Ex): Ifrit gains a natural weapon; he may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once his choice has been made, it cannot be changed; this natural weapon deals damage based on his size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/×2); once he gains this natural weapon, he can no longer use manufactured weapons with his hands, as they have become unsuitable for the purpose of wielding them
• Form of Flames (Su): Ifrit becomes a fiery being; he gains the [Fire] subtype, meaning that he has immunity to fire damage & vulnerability to cold damage, which means it takes half again as much (+50%) damage as normal from cold-based attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure; also, any fire-based damage actually restores HP equal to the amount of damage that it would normally inflict
• Fire Mage (Sp): Ifrit gains some fire-related spell-like abilities; he can now cast Fire (4MP), NulBlaze (2MP), & NulFrost (2MP); he casts these like a Black Mage with a class level equal to his HD; he does not need any somatic components to cast these, but he must spend the MP cost to cast such abilities
• Mark of Status (Su): Ifrit gains a resistance bonus equal to his HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
• Meteor Strike (Su): Ifrit can blast his enemies with concussive flames; this is a special ranged attack (his BAB + his Dexterity modifier + 5; no size modifier) on a single opponent within 30’ that deals 1d8 bludgeoning damage + 2d6 fire damage; Fortitude save (DC10 + ½ his class level + his Wisdom modifier) for half damage; this is a standard action that does not provoke attacks of opportunity
• Hellfire (Su): Ifrit can automatically hit all opponents within 30’ with a catastrophic inferno that lifts them high into the air, dealing 4d6 points of fire damage & 3d6 points of falling damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 100 OP to use

Devin
2008-07-03, 01:19 PM
I believe Valefor is female, and the Final Fantasy wiki you linked to backs me up. Also, I'm not sure about some of the alignments you're giving the characters. It's not that I think they're wrong, per se, I just feel like we really don't get enough evidence in the game(of course, that could be why you gave them those alignments).

Agrippa
2008-07-03, 05:05 PM
Wow, okay. I've never heard it called that, & that sounds like an Engrish macekre version of an original Japanese (serious, for a culture that crafts beautiful stories & vivid art design on a regular basis, the Japanese method for name generation is... interesting, to say the least). I'm gonna stick with the canonical name for the airship, the "Fahrenheit (http://finalfantasy.wikia.com/wiki/Fahrenheit)", as opposed to "Super Happy Fun-Time Spaceship Kazuya-ko."

I think that's a safe bet Zeta. Any more "Cybermen" (read as Aeons) coming up soon?

Galileo
2008-07-03, 11:03 PM
Also, the Fahrenheit makes sense when compared to the Celsius from FFX-2.

I've been reading this without commenting for some time, and I have to say it is truly amazing, Zeta. You really have stuck to the ideas behind both systems which make it great. Huzzah!

Zeta Kai
2008-07-03, 11:50 PM
I've been reading this without commenting for some time, and I have to say it is truly amazing, Zeta. You really have stuck to the ideas behind both systems which make it great. Huzzah!

Thanks, Insanealien, It's always nice to hear from a fan of my work. Note, the monsters are yet to come; I'm working feverishly on all of them.

For the record, I fixed Valefor's gender. You're right, Devin, it is a female, believe it or not.

Soup of Kings
2008-07-04, 04:49 AM
In case anyone's still concerned about the Fahrenheit vs. Continental Circus debate (I doubt it, but I figured I'd contribute this anyway) I noticed there are glyphs that appear to be Al Bhed in the ship's thruster thingy. They spin and they're really hard to read, but maybe they correspond to the Al Bhed translations of Fahrenheit (http://i80.photobucket.com/albums/j183/Soup_of_Kings/fahrenheit.jpg) or Continental Circus (http://i80.photobucket.com/albums/j183/Soup_of_Kings/continentalcircus.jpg)? Like I said, I doubt anyone cares, but it was just something I noticed. Plus, I already had Spiran and Al Bhed fonts on my computer and I needed an excuse to use them. ^_^

Devin
2008-07-05, 08:35 AM
Glad I could help. :smallbiggrin:

Anything about the alignments? I'm not trying to be argumentative, I just like reading about character interpretations.

Zeta Kai
2008-07-06, 12:06 AM
Anything about the alignments? I'm not trying to be argumentative, I just like reading about character interpretations.

Sorry, I didn't mean to ignore your earlier query, but there just isn't much to say about the alignments of these sample characters. They are what they are, & are chosen according to my own personal view of that character & what I interpret the alignments to actually mean. I could go on & on about the various reasonings for why I chose one alignment over another for each character, but it would be pointless, & would only invite more pointless discussion regarding alignments, which are nearly-irrelevant aspects of a character in this setting.

I don't think much of alignments, & I think even less of alignment debates. They never change anyone's mind, & all they do generate divisiveness. I've never seen a more problematic design element in a game, nor one that creates more arguments among players attempting to come to a consensus on its meaning. I'm frankly amazed that WotC left alignment in 4E at all; it seemed liked as good as time as any to jettison the little troublemaker.

I imagine that this answer is likely to disappoint you, Devin, & for that I'm sorry. If you really wanna chat about alignments or some such, please feel free to PM me. But alignment debate is not what this project is about, so I will not discuss it here any further. If anyone disagrees with my choices here, feel free to change things to suit your particular campaign, as with anything else.

Zeta Kai
2008-07-06, 12:11 AM
Ixion
http://images.wikia.com/finalfantasy/images/b/bd/Ixion_Face.jpg
NAME- Ixion
CLASS- Aeon 11/Shocking Fayth 5
RACE- Aeon (Outsider, Lightning subtype, Aeon subtype)
ALIGNMENT- True Neutral
LEVEL- 16th
SIZE- Large (Space 10’/Reach 10’)
AGE- 34 years old
GENDER- male
LENGTH- 12’6”
WEIGHT- 2,300 lbs
EYES- bluish-white (pupil-less)
HAIR- white
LANGUAGES
• Common

ABILITIES
• Strength 22 (+6)
• Dexterity 14 (+2)
• Constitution 19 (+4)
• Intelligence 8 (-1)
• Wisdom 13 (+1)
• Charisma 10 (+0)

HIT POINTS- 84 HP
MAGIC POINTS- 525 MP
ARMOR CLASS- 26 (-1 size, +2 Dex, +4 Con, +11 natural armor); touch 11; flat-footed 24
SPEED- 30’
INITIATIVE- +2
BASE ATTACK BONUS
• Melee +21 = +16 (Base) +6 (Str) -1 (size)
• Ranged +17 = +16 (Base) +2 (Dex) -1 (size)

CARRYING CAPACITY
• Light Load 0-173 lbs.
• Medium Load 174-346 lbs.
• Heavy Load 347-520 lbs.
• Lift Over Head 520 lbs.
• Lift Off Ground 1,040 lbs.
• Push or Drag 2,600 lbs.

SAVING THROWS
• Fortitude +12 = +8 (Base) +4 (Con)
• Reflex +13 = +11 (Base) +2 (Dex)
• Will +9 = +8 (Base) +1 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, -1=-1+0)*
• Balance (Dex, +21=2+19)
• Bluff (Cha, +0=0+0)*
• Climb (Str, +16=6+10)
• Concentration (Con, +4=4+0)*
• Craft (Int, -1=-1+0)*
• Decipher Script (Int, -1=-1+0)*
• Diplomacy (Cha, +0=0+0)*
• Disable Device (Int, -1=-1+0)*
• Disguise (Cha, +0=0+0)*
• Escape Artist (Dex, +2=2+0)*
• Forgery (Int, -1=-1+0)*
• Gather Information (Cha, +0=0+0)*
• Handle Animal (Cha, +0=0+0)*
• Heal (Wis, +1=1+0)*
• Hide (Dex, -2=2+0-4)*
• Intimidate (Cha, +11=0+11)
• Jump (Str, +18=6+12)
• Knowledge (Int, -1=-1+0)*
• Listen (Wis, +14=1+13)
• Move Silently (Dex, +2=2+0)*
• Open Locks (Dex, +2=2+0)*
• Perform (Cha, +0=0+0)*
• Profession (Wis, +1=1+0)*
• Ride (Dex, +2=2+0)*
• Search (Int, -1=-1+0)*
• Sense Motive (Wis, +1=1+0)
• Sleight of Hand (Dex, +2=2+0)*
• Speak Language (Int, -1=-1+0)*
• Spellcraft (Int, -1=-1+0)*
• Spot (Wis, +10=1+9)
• Survival (Wis, +16=1+15)
• Swim (Str, +6=6+0)*
• Tumble (Dex, +16=2+14)
• Use Magical Device (Cha, +0=0+0)*
• Use Rope (Dex, +2=2+0)*

FEATS
• Alertness [General]
• Diehard [General]
• Endurance [General]
• Improved Overrun [General]
• Power Attack [General]
• Run [General]

WEAPONS
• horn (1d8+6, 20/×2, piercing)

ARMOR
• N/A

EQUIPMENT
• 0gp (0 lbs)

ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
• Weapon & Armor Proficiency: Ixion is proficient with all simple & martial weapons, but not with any type of armor or shield
• Aeon Form: Ixion becomes an Aeon; his type becomes [Outsider] & his subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, he gains Darkvision out to 60’; in addition, he does not need to eat or sleep (although he can do so if he wishes); lastly, his body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on him; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore him to life
• Natural Armor (Su): Ixion gains a natural armor bonus to his AC equal to ½ his HD; in addition, he can add his Constitution bonus (if any) to his AC; these bonuses do not apply against touch attacks, & he loses the bonuses when he wears any armor, or when he carries a shield
• Aeon Boost (Su): Ixion can choose, as a swift action, to lower his defenses for 1 round; during that round, all damage sustained by him is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
• Natural Weapon (Ex): Ixion gains a natural weapon; he may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once his choice has been made, it cannot be changed; this natural weapon deals damage based on his size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/×2); once he gains this natural weapon, he can no longer use manufactured weapons with his hands, as they have become unsuitable for the purpose of wielding them
• Aeon Shield (Su): Ixion can choose, as a swift action, to raise his defenses for 1 round; during that round, all damage sustained by him is reduced by 75%; because of this, he cannot accrue Overdrive Points (OP’s) during that round
• Form of Thunder (Su): Ixion becomes an electric being; he gains the [Lightning] subtype, meaning that he has immunity to electricity damage & vulnerability to water (force) damage, which means he takes half again as much (+50%) damage as normal from water-based attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure; also, any electricity-based damage actually restores HP equal to the amount of damage that it would normally inflict
• Lightning Mage (Sp): Ixion gains some lightning-related spell-like abilities; he can now cast Thunder (4MP), Thundara (8MP), NulShock (2MP), & NulTide (2MP); he casts these like a Black Mage with a class level equal to his HD; he does not need any somatic components to cast these, but he must spend the MP cost to cast such abilities
• Mark of Status (Su): Ixion gains a resistance bonus equal to his HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
• Aerospark (Su): Ixion can blast his enemies with shocking energy; this is a special ranged attack (his BAB + his Dexterity modifier + 5; no size modifier) on a single opponent within 30’ that deals 2d6 electricity damage & suffer a dispel effect (opponent loses all positive conditions such as ability boosts from spells or spell-like effects, haste effects, hastega effects, nul effects (including mighty guard), shell effects, protect effects, reflect effects, & regen effects); if a creature makes a Fortitude save (DC10 + ½ his class level + his Wisdom modifier), then they only take half damage & negate the dispel effect; this is a standard action that does not provoke attacks of opportunity
• Thor’s Hammer (Su): Ixion can automatically hit all opponents within 30’ with a deadly lightning bolt, dealing 5d8 points of electricity damage to each; this ability costs 100 OP to use

Galileo
2008-07-06, 02:22 AM
That's a pretty cool font, SoK. Do you remember where you got it?

Devin
2008-07-06, 11:26 AM
I understand completely, Zeta Kai; I'm not disappointed at all. You're probably right about alignment, and I can't argue with anything you say. I just like reading alignment debates. :smallcool:

Zeta Kai
2008-07-06, 11:32 AM
Shiva
http://images.wikia.com/finalfantasy/images/0/0c/10-shiva-artwork.jpg
NAME- Shiva
CLASS- Aeon 14/Freezing Fayth 5
RACE- Aeon (Outsider, Cold subtype, Aeon subtype)
ALIGNMENT- True Neutral
LEVEL- 19th
SIZE- Large (Space 10’/Reach 10’)
AGE- 18 years old
GENDER- female
HEIGHT - 12’1”
WEIGHT- 2,185 lbs
EYES- ice blue
HAIR- blue
LANGUAGES
• Common

ABILITIES
• Strength 15 (+2)
• Dexterity 16 (+3)
• Constitution 19 (+4)
• Intelligence 10 (+0)
• Wisdom 12 (+1)
• Charisma 14 (+2)

HIT POINTS- 90 HP
MAGIC POINTS- 675 MP
ARMOR CLASS- 28 (-1 size, +3 Dex, +4 Con, +12 natural armor); touch 12; flat-footed 25
SPEED- 30’
INITIATIVE- +7
BASE ATTACK BONUS
• Melee +20 = +19 (Base) +2 (Str) -1 (size)
• Ranged +21 = +19 (Base) +3 (Dex) -1 (size)

CARRYING CAPACITY
• Light Load 0-26 lbs.
• Medium Load 27-53 lbs.
• Heavy Load 54-80 lbs.
• Lift Over Head 80 lbs.
• Lift Off Ground 160 lbs.
• Push or Drag 400 lbs.

SAVING THROWS
• Fortitude +14 = +10 (Base) +4 (Con)
• Reflex +18 = +13 (Base) +3 (Dex) +2 (Feat)
• Will +11 = +10 (Base) +1 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +20=3+17)
• Bluff (Cha, +2=2+0)*
• Climb (Str, +18=2+16)
• Concentration (Con, +4=4+0)*
• Craft (Int, +0=0+0)*
• Decipher Script (Int, +0=0+0)*
• Diplomacy (Cha, +2=2+0)*
• Disable Device (Int, +0=0+0)*
• Disguise (Cha, +2=2+0)*
• Escape Artist (Dex, +3=3+0)*
• Forgery (Int, +0=0+0)*
• Gather Information (Cha, +2=2+0)*
• Handle Animal (Cha, +2=2+0)*
• Heal (Wis, +1=1+0)*
• Hide (Dex, -1=3+0-4)*
• Intimidate (Cha, +19=2+17)
• Jump (Str, +19=2+17)
• Knowledge (Int, +0=0+0)*
• Listen (Wis, +18=1+17)
• Move Silently (Dex, +3=3+0)*
• Open Locks (Dex, +3=3+0)*
• Perform (Cha, +2=2+0)*
• Profession (Wis, +1=1+0)*
• Ride (Dex, +3=3+0)*
• Search (Int, +0=0+0)*
• Sense Motive (Wis, +26=1+22+3)
• Sleight of Hand (Dex, +3=3+0)*
• Speak Language (Int, +0=0+0)*
• Spellcraft (Int, +0=0+0)*
• Spot (Wis, +18=1+17)
• Survival (Wis, +18=1+17)
• Swim (Str, +2=2+0)*
• Tumble (Dex, +20=3+17)
• Use Magical Device (Cha, +2=2+0)*
• Use Rope (Dex, +3=3+0)*

FEATS
• Combat Reflexes [General]
• Dodge [General]
• Improved Initiative [General]
• Lightning Reflexes [General]
• Mobility [General]
• Skill Focus (Sense Motive) [General]
• Spring Attack [General]

WEAPONS
• claws (1d8+2, 20/×2, slashing)

ARMOR
• N/A

EQUIPMENT
• 0gp (0 lbs)

ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
• Weapon & Armor Proficiency: Shiva is proficient with all simple & martial weapons, but not with any type of armor or shield
• Aeon Form: Shiva becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60’; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on him; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore him to life
• Natural Armor (Su): Shiva gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
• Aeon Boost (Su): Shiva can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by him is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
• Natural Weapon (Ex): Shiva gains a natural weapon; he may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once his choice has been made, it cannot be changed; this natural weapon deals damage based on his size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/×2); once he gains this natural weapon, he can no longer use manufactured weapons with his hands, as they have become unsuitable for the purpose of wielding them
• Aeon Shield (Su): Shiva can choose, as a swift action, to raise his defenses for 1 round; during that round, all damage sustained by him is reduced by 75%; because of this, he cannot accrue Overdrive Points (OP’s) during that round
• Form of Ice (Su): Shiva becomes an icy being; she gains the [Cold] subtype, meaning that she has immunity to cold damage & vulnerability to fire damage, which means it takes half again as much (+50%) damage as normal from fire-based attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure; also, any cold-based damage actually restores HP equal to the amount of damage that it would normally inflict
• Cold Mage (Sp): Shiva gains some cold-related spell-like abilities; she can now cast Blizzard (4MP), Blizzara (4MP), NulBlaze (2MP), & NulFrost (2MP); she casts these like a Black Mage with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities
• Frozen Flesh (Su): Shiva’s flesh becomes rimed with frost, granting her a natural armor bonus equal to ¼th of her HD; this bonus does not apply against touch attacks; in addition, any creature that touches her (either through an unarmed melee attack, a touch attack, a grapple, or some other direct physical contact) suffers 1d4 cold damage per round (no saving throw); she loses these bonuses when she wear any armor
• Mark of Status (Su): Shiva gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
• Heavenly Strike (Su): Shiva can blast her enemies with a frozen touch; this is a special melee attack (her BAB + her Strength modifier + 5; no size modifier) on a single opponent within 30’ that deals 2d6 cold damage + her Strength modifier & a -5 Initiative penalty for the next round; if a creature makes a Fortitude save (DC10 + ½ her class level + her Wisdom modifier), then they only take half damage & negate the Initiative penalty; this is a standard action that does not provoke attacks of opportunity
• Diamond Dust (Su): Shiva can automatically hit all opponents within 30’ with freezing ice shards, dealing 5d8 points of cold damage to each; this ability costs 100 OP to use

Soup of Kings
2008-07-06, 01:44 PM
That's a pretty cool font, SoK. Do you remember where you got it?

Indeed I do.
http://forums.ffproject.net/showthread.php?t=176
Unfortunately, the site appears to be down.
If you can find it somewhere else, don't forget to translate the letters to the Al Bhed alphabet. I've pretty much memorized it, but if you need one, Google should get you a Common <-> Al Bhed converter pretty easily.

Zeta Kai
2008-07-06, 11:29 PM
Bahamut
http://images.wikia.com/finalfantasy/images/0/0e/Ffx-bahamut.jpg
NAME- Bahamut
CLASS- Aeon 17/Dragon Fayth 5
RACE- Aeon (Outsider, Aeon subtype)
ALIGNMENT- True Neutral
LEVEL- 22nd
SIZE- Huge (Space 15’/Reach 15’)
AGE- 8 years old
GENDER- male
HEIGHT - 18’6”
WEIGHT- 18,300 lbs
EYES- white (pupil-less)
HAIR- N/A
LANGUAGES
• Common

ABILITIES
• Strength 30 (+10)
• Dexterity 12 (+1)
• Constitution 24 (+7)
• Intelligence 10 (+0)
• Wisdom 12 (+1)
• Charisma 10 (+0)

HIT POINTS- 205 HP
MAGIC POINTS- 824 MP
ARMOR CLASS- 32 (-2 size, +1 Dex, +7 Con, +16 natural armor); touch 9; flat-footed 31
SPEED- 30’
INITIATIVE- +5
BASE ATTACK BONUS
• Melee +21 = +22 (Base) +10 (Str) -2 (size)
• Ranged +17 = +22 (Base) +1 (Dex) -2 (size)

CARRYING CAPACITY
• Light Load 0-532 lbs.
• Medium Load 533-1,064 lbs.
• Heavy Load 1,065-1,600 lbs.
• Lift Over Head 1,600 lbs.
• Lift Off Ground 3,200 lbs.
• Push or Drag 8,000 lbs.

SAVING THROWS
• Fortitude +23 = +14 (Base) +7 (Con) +2 (Feat)
• Reflex +15 = +14 (Base) +1 (Dex)
• Will +12 = +11 (Base) +1 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +18=1+17)
• Bluff (Cha, +0=0+0)*
• Climb (Str, +27=10+17)
• Concentration (Con, +7=7+0)*
• Craft (Int, +0=0+0)*
• Decipher Script (Int, +0=0+0)*
• Diplomacy (Cha, +0=0+0)*
• Disable Device (Int, +0=0+0)*
• Disguise (Cha, +0=0+0)*
• Escape Artist (Dex, +1=1+0)*
• Forgery (Int, +0=0+0)*
• Gather Information (Cha, +0=0+0)*
• Handle Animal (Cha, +0=0+0)*
• Heal (Wis, +1=1+0)*
• Hide (Dex, -7=1+0-8)*
• Intimidate (Cha, +18=0+18)
• Jump (Str, +27=10+17)
• Knowledge (Int, +0=0+0)*
• Listen (Wis, +16=1+15)
• Move Silently (Dex, +1=1+0)*
• Open Locks (Dex, +1=1+0)*
• Perform (Cha, +0=0+0)*
• Profession (Wis, +1=1+0)*
• Ride (Dex, +1=1+0)*
• Search (Int, +0=0+0)*
• Sense Motive (Wis, +1=1+17)
• Sleight of Hand (Dex, +1=1+0)*
• Speak Language (Int, +0=0+0)*
• Spellcraft (Int, +0=0+0)*
• Spot (Wis, +17=1+16)
• Survival (Wis, +26=1+25)
• Swim (Str, +10=10+0)*
• Tumble (Dex, +15=1+14)
• Use Magical Device (Cha, +0=0+0)*
• Use Rope (Dex, +1=1+0)*

FEATS
• Awesome Blow [Monster]
• Cleave [General]
• Great Cleave [General]
• Great Fortitude [General]
• Improved Bull Rush [General]
• Improved Initiative [General]
• Improved Toughness [General]
• Power Attack [General]

WEAPONS
• claws (2d6+10, 20/×2, piercing)

ARMOR
• N/A

EQUIPMENT
• 0gp (0 lbs)

ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
• Weapon & Armor Proficiency: Bahamut is proficient with all simple & martial weapons, but not with any type of armor or shield
• Aeon Form: Bahamut becomes an Aeon; his type becomes [Outsider] & his subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, he gains Darkvision out to 60’; in addition, he does not need to eat or sleep (although he can do so if he wishes); lastly, his body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on him; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore him to life
• Natural Armor (Su): Bahamut gains a natural armor bonus to his AC equal to ½ his HD; in addition, he can add his Constitution bonus (if any) to his AC; these bonuses do not apply against touch attacks, & he loses the bonuses when he wears any armor, or when he carries a shield
• Aeon Boost (Su): Bahamut can choose, as a swift action, to lower his defenses for 1 round; during that round, all damage sustained by him is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
• Natural Weapon (Ex): Bahamut gains a natural weapon; he may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once his choice has been made, it cannot be changed; this natural weapon deals damage based on his size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/×2); once he gains this natural weapon, he can no longer use manufactured weapons with his hands, as they have become unsuitable for the purpose of wielding them
• Aeon Shield (Su): Bahamut can choose, as a swift action, to raise his defenses for 1 round; during that round, all damage sustained by him is reduced by 75%; because of this, he cannot accrue Overdrive Points (OP’s) during that round
• Immortality (Ex): Bahamut no longer takes penalties to his ability scores for aging & cannot be magically aged; any such penalties that he has already taken, however, remain in place; bonuses no longer accrue either, but he does not die of old age when his time is up, & in fact his maximum age no longer exists as a meaningful statistic
• Flight (Ex): Bahamut grows a pair of wings, granting him the power of flight; he gains a fly speed equal to his base land speed + 30’ (poor maneuverability); he retains the use of his arms, which he may still use as normal
• Elemental Archmage (Sp): Bahamut gains some element-related spell-like abilities; he can now cast Blizzard (4MP), Blizzara (8MP), Blizzaga (16MP), Fire (4MP), Fira (8MP), Firaga (16MP), Scan (1MP), Thunder (4MP), Thundara (8MP), Thundaga (16MP), Water (4MP), Watera (8MP), & Waterga (16MP); he casts these like a Lancer or a Black Mage with a class level equal to his HD; he does not need any somatic components to cast these, but you must spend the MP cost to cast such abilities
• Mark of Status (Su): Bahamut gains a resistance bonus equal to his HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
• Impulse (Su): Bahamut can blast his enemies with a potent magical pulse; all opponents within 40’ take force damage equal to 3d8 + his Strength modifier (no saving throw); this is a standard action that does not provoke attacks of opportunity
• Mega Flare (Su): Bahamut can automatically hit all opponents within 30’ with a devastating blast of magical power, dealing 10d8 points of damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 100 OP to use

Soup of Kings
2008-07-07, 03:39 AM
Bahamut's entry lists him as an Aeon 17/Shocking Fayth 5

Zeta Kai
2008-07-08, 05:56 AM
Yojimbo
http://images.wikia.com/finalfantasy/images/0/07/Ffx-yojimbo.jpg
NAME- Yojimbo
CLASS- Aeon 20/Samurai Fayth 5
RACE- Aeon (Outsider, Aeon subtype)
ALIGNMENT- True Neutral
LEVEL- 25th
SIZE- Huge (Space 15’/Reach 15’)
AGE- 41 years old
GENDER- male
HEIGHT - 18’6”
WEIGHT- 18,300 lbs
EYES- white (pupil-less)
HAIR- black
LANGUAGES
• Common

ABILITIES
• Strength 28 (+9)
• Dexterity 16 (+3)
• Constitution 23 (+6)
• Intelligence 10 (+0)
• Wisdom 12 (+1)
• Charisma 10 (+0)

HIT POINTS- 300 HP
MAGIC POINTS- 862 MP
ARMOR CLASS- 25 (-2 size, +0 Dex, +6 Con, +11 splinted mail); touch 8; flat-footed 25
SPEED- 20’
INITIATIVE- +3
BASE ATTACK BONUS
• Melee +32 = +25 (Base) +9 (Str) -2 (size)
• Ranged +26 = +25 (Base) +3 (Dex) -2 (size)

CARRYING CAPACITY
• Light Load 0-400 lbs.
• Medium Load 401-800 lbs.
• Heavy Load 801-1,200 lbs.
• Lift Over Head 1,200 lbs.
• Lift Off Ground 2,400 lbs.
• Push or Drag 6,000 lbs.

SAVING THROWS
• Fortitude +19 = +13 (Base) +6 (Con)
• Reflex +19 = +16 (Base) +3 (Dex)
• Will +19 = +16 (Base) +1 (Wis) +2 (Feat)

SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +18=3+22-7)
• Bluff (Cha, +0=0+0)*
• Climb (Str, +24=9+22-7)
• Concentration (Con, +6=6+0)*
• Craft (Int, +0=0+0)*
• Decipher Script (Int, +0=0+0)*
• Diplomacy (Cha, +0=0+0)*
• Disable Device (Int, +0=0+0)*
• Disguise (Cha, +0=0+0)*
• Escape Artist (Dex, -4=3+0-7)*
• Forgery (Int, +0=0+0)*
• Gather Information (Cha, +0=0+0)*
• Handle Animal (Cha, +0=0+0)*
• Heal (Wis, +3=1+0+2)*
• Hide (Dex, -12=3+0-8-7)*
• Intimidate (Cha, +22=0+22)
• Jump (Str, +24=9+22-7)
• Knowledge (Int, +0=0+0)*
• Listen (Wis, +29=1+28)
• Move Silently (Dex, -4=3+0-7)*
• Open Locks (Dex, +3=3+0)*
• Perform (Cha, +0=0+0)*
• Profession (Wis, +1=1+0)*
• Ride (Dex, +3=3+0)*
• Search (Int, +0=0+0)*
• Sense Motive (Wis, +23=1+22)
• Sleight of Hand (Dex, -4=3+0-7)*
• Speak Language (Int, +0=0+0)*
• Spellcraft (Int, +0=0+0)*
• Spot (Wis, +23=1+22)
• Survival (Wis, +25=1+22+2)
• Swim (Str, +9=9+0)*
• Tumble (Dex, +18=3+22-7)
• Use Magical Device (Cha, +0=0+0)*
• Use Rope (Dex, +3=3+0)*

FEATS
• Awesome Blow [Monster]
• Cleave [General]
• Great Cleave [General]
• Improved Bull Rush [General]
• Improved Toughness [General]
• Power Attack [General]
• Quick Draw [General]
• Self-Sufficient [General]
• Weapon Focus (longsword) [General]
• Weapon Specialization (longsword) [General]

WEAPONS
• +5 (+6 total, with feat) keen longsword (3d6+16, 17-20/×2, 16 lbs, slashing)

ARMOR
• +5 light fortification splint mail (+11AC, maximum Dex +0, armor check penalty -7, speed 20’, 180lbs)

EQUIPMENT
• 195,000gp (195 lbs)

ENCUMBERANCE- 391 lbs (light load)
CLASS FEATURES
• Weapon & Armor Proficiency: Yojimbo is proficient with all simple & martial weapons, & with all armor (heavy, medium, & light), but not shields
• Aeon Form: Yojimbo becomes an Aeon; his type becomes [Outsider] & his subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, he gains Darkvision out to 60’; in addition, he does not need to eat or sleep (although he can do so if he wishes); lastly, his body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on him; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore him to life
• Natural Armor (Su): Yojimbo gains a natural armor bonus to his AC equal to ½ his HD; in addition, he can add his Constitution bonus (if any) to his AC; these bonuses do not apply against touch attacks, & he loses the bonuses when he wears any armor, or when he carries a shield
• Aeon Boost (Su): Yojimbo can choose, as a swift action, to lower his defenses for 1 round; during that round, all damage sustained by him is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
• Natural Weapon (Ex): Yojimbo gains a natural weapon; he may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once his choice has been made, it cannot be changed; this natural weapon deals damage based on his size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/×2); once he gains this natural weapon, he can no longer use manufactured weapons with his hands, as they have become unsuitable for the purpose of wielding them
• Aeon Shield (Su): Yojimbo can choose, as a swift action, to raise his defenses for 1 round; during that round, all damage sustained by him is reduced by 75%; because of this, he cannot accrue Overdrive Points (OP’s) during that round
• Immortality (Ex): Yojimbo no longer takes penalties to his ability scores for aging & cannot be magically aged; any such penalties that he has already taken, however, remain in place; bonuses no longer accrue either, but he does not die of old age when his time is up, & in fact his maximum age no longer exists as a meaningful statistic
• Lost Opportunities (Su): Yojimbo’s opponents can no longer make attacks of opportunity against him; even if he is flat-footed or otherwise denied his Dexterity bonus to his AC, all attacks of opportunity made against him automatically fail; the only time that an attack of opportunity can be made successfully against him is when he is immobilized, helpless, or when he loses his natural armor bonus by wearing armor or using a shield
• Armed & Dangerous (Ex): Yojimbo regains the ability to use manufactured weapons, as well as wear armor without losing his natural armor bonus; he still cannot use shields, though
• Daigoro (Su): Yojimbo gains an animal companion in the form of Daigoro (dire wolf statistics); up to once per round, he can command Daigoro to make a special slam attack (+11 melee; 1d8+10 bludgeoning damage) to 1 opponent within 50’ of his companion; this is a standard action that does not provoke attacks of opportunity for either you or Daigoro
• Kozuka (Su): Yojimbo can conjure daggers of magical energy to throw at his enemies; throwing a magical knife is a special ranged attack (his BAB + his Dexterity modifier + 10; no size modifier) on a single opponent that deals 2d8 force damage; this is a standard action that does not provoke attacks of opportunity
• Mark of Status (Su): Yojimbo gains a resistance bonus equal to his HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
• Wakizashi (Su): Yojimbo can slice his enemies with stunning speed; he can make melee attacks against 1d4-1 opponents (minimum 1) within 30’, using his full BAB & dealing maximized damage to all; this is a standard action that does not provoke attacks of opportunity
• Free Summons (Ex): Yojimbo is free to act as he will when he is called by a summoner to battle; he is no longer compelled to act as his summoner wishes, although he must make a Will save (DC20 + the summoner’s class level) each round that he refuses to attack his summoner’s enemies at all; he can even negotiate the price of his services with his summoner; he still cannot dismiss himself however, so he must wait for an encounter to end or for his summoner to dismiss him to return to his transdimensional pocket
• Zanmato (Ex): Yojimbo can use his chosen weapon to make a single melee attack at his highest attack bonus against any 1 opponent within 30’, severing the head of any creature it successfully strikes (no saving throw); 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, automatically die (-10HP) when their heads are cut off; this is a full-round action that does not provoke attacks of opportunity; this ability costs 100 OP to use

Zeta Kai
2008-07-09, 07:26 AM
Anima
http://images.wikia.com/finalfantasy/images/8/88/Ffx-anima.jpg
NAME- Anima
CLASS- Aeon 20/Suffering Fayth 5
RACE- Aeon (Outsider, Aeon subtype)
ALIGNMENT- True Neutral
LEVEL- 25th
SIZE- Gargantuan (Space 20’/Reach 20’)
AGE- 46 years old (20 years as an Aeon)
GENDER- female
HEIGHT - 48’
WEIGHT- 89 tons
EYES- white (pupil-less)
HAIR- gray
LANGUAGES
• Common

ABILITIES
• Strength 42 (+16)
• Dexterity 10 (+0)
• Constitution 28 (+9)
• Intelligence 10 (+0)
• Wisdom 12 (+1)
• Charisma 8 (-1)

HIT POINTS- 347 HP
MAGIC POINTS- 900 MP
ARMOR CLASS- 39 (-4 size, +0 Dex, +9 Con, +24 natural armor); touch 6; flat-footed 39
SPEED- 30’
INITIATIVE- +4
BASE ATTACK BONUS
• Melee +37 = +25 (Base) +16 (Str) -4 (size)
• Ranged +21 = +25 (Base) +0 (Dex) -4 (size)

CARRYING CAPACITY
• Light Load 0-2,768 lbs.
• Medium Load 2,769-5,536 lbs.
• Heavy Load 5,537-8,320 lbs.
• Lift Over Head 8,320 lbs.
• Lift Off Ground 16,640 lbs.
• Push or Drag 41,600 lbs.

SAVING THROWS
• Fortitude +25 = +16 (Base) +9 (Con)
• Reflex +13 = +13 (Base) +0 (Dex)
• Will +19 = +16 (Base) +1 (Wis) +2 (Feat)

SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +21=0+21)
• Bluff (Cha, -1=-1+0)*
• Climb (Str, +35=16+19)
• Concentration (Con, +9=9+0)*
• Craft (Int, +0=0+0)*
• Decipher Script (Int, +0=0+0)*
• Diplomacy (Cha, -1=-1+0)*
• Disable Device (Int, +0=0+0)*
• Disguise (Cha, -1=-1+0)*
• Escape Artist (Dex, +0=0+0)*
• Forgery (Int, +0=0+0)*
• Gather Information (Cha, -1=-1+0)*
• Handle Animal (Cha, -1=-1+0)*
• Heal (Wis, +1=1+0)*
• Hide (Dex, -12=0+0-12)*
• Intimidate (Cha, +30=-1+28+3)
• Jump (Str, +37=16+21)
• Knowledge (Int, +0=0+0)*
• Listen (Wis, +22=1+21)
• Move Silently (Dex, +0=0+0)*
• Open Locks (Dex, +0=0+0)*
• Perform (Cha, -1=-1+0)*
• Profession (Wis, +1=1+0)*
• Ride (Dex, +0=0+0)*
• Search (Int, +0=0+0)*
• Sense Motive (Wis, +22=1+21)
• Sleight of Hand (Dex, +0=0+0)*
• Speak Language (Int, +0=0+0)*
• Spellcraft (Int, +0=0+0)*
• Spot (Wis, +22=1+21)
• Survival (Wis, +22=1+21)
• Swim (Str, +16=16+0)*
• Tumble (Dex, +21=0+21)
• Use Magical Device (Cha, -1=-1+0)*
• Use Rope (Dex, +0=0+0)*

FEATS
• Awesome Blow [Monster]
• Cleave [General]
• Great Cleave [General]
• Improved Bull Rush [General]
• Improved Initiative [General]
• Improved Toughness [General]
• Iron Will [General]
• Power Attack [General]
• Skill Focus (Intimidate) [General]

WEAPONS
• N/A

ARMOR
• N/A

EQUIPMENT
• 0gp (0 lbs)

ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
• Weapon & Armor Proficiency: Anima is proficient with all simple & martial weapons, & with all armor (heavy, medium, & light), but not shields
• Aeon Form: Anima becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60’; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on her; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore her to life
• Natural Armor (Su): Anima gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
• Aeon Boost (Su): Anima can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by her is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
• Natural Weapon (Ex): Anima gains a natural weapon; she may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once her choice has been made, it cannot be changed; this natural weapon deals damage based on her size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/×2); once she gains this natural weapon, she can no longer use manufactured weapons with her hands, as they have become unsuitable for the purpose of wielding them
• Aeon Shield (Su): Anima can choose, as a swift action, to raise her defenses for 1 round; during that round, all damage sustained by her is reduced by 75%; because of this, she cannot accrue Overdrive Points (OP’s) during that round
• Immortality (Ex): Anima no longer takes penalties to her ability scores for aging & cannot be magically aged; any such penalties that she has already taken, however, remain in place; bonuses no longer accrue either, but she does not die of old age when her time is up, & in fact her maximum age no longer exists as a meaningful statistic
• Lost Opportunities (Su): Anima’s opponents can no longer make attacks of opportunity against her; even if she is flat-footed or otherwise denied her Dexterity bonus to her AC, all attacks of opportunity made against her automatically fail; the only time that an attack of opportunity can be made successfully against her is when she is immobilized, helpless, or when she loses her natural armor bonus by wearing armor or using a shield
• Elemental Ubermage (Sp): Anima gains some element-related spell-like abilities; she can now cast Bio (10MP), Blizzard (4MP), Blizzara (8MP), Blizzaga (16MP), Dark Attack (5MP), Dark Buster (10MP), Death (20MP), Fire (4MP), Fira (8MP), Firaga (16MP), Scan (1MP), Silence Attack (5MP), Silence Buster (10MP), Sleep Attack (5MP), Sleep Buster (10MP), Thunder (4MP), Thundara (8MP), Thundaga (16MP), Water (4MP), Watera (8MP), Waterga (16MP), & Zombie Attack (10MP); she casts these like a Ronin, a Lancer, a Blitzer, or a Black Mage with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities
• Mark of Status (Su): Anima gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
• Pain (Su): Anima can slaughter her enemies with entropic force; this is a special ranged attack (her BAB + her Dexterity modifier + 5; no size modifier) on a single opponent that deals unspecified damage equal to 4d8 + her Strength modifier (no saving throw); in addition, her opponent must make a Fortitude save (DC10 + ½ her class level + her Wisdom modifier) or immediate die; any time she uses this ability, she suffers damage equal to her Constitution modifier (minimum 1); 30’ range; this is a standard action that does not provoke attacks of opportunity
• Oblivion (Su): Anima can automatically hit all opponents within 30’ with an apocalyptic flurry of blows & explosive force, dealing 20d6 points of force damage to each (no saving throw). In addition, any opponent hit by this attack must make a successful Fortitude save (DC10 + ½ her class level + her Charisma modifier) or die; this is a full-round action that provokes attacks of opportunity; this ability costs 100 OP to use

Zeta Kai
2008-07-10, 02:58 PM
Sandy
http://www.ffcompendium.com/art/10-sandy-a.jpg
NAME- Sandy
CLASS- Aeon 20/Joined Fayth 5
RACE- Aeon (Outsider, Aeon subtype)
ALIGNMENT- True Neutral
LEVEL- 25th
SIZE- Large (Space 10’/Reach 10’)
AGE- 20 years old
GENDER- female
HEIGHT - 12’1”
WEIGHT- 2,185 lbs
EYES- blue
HAIR- N/A
LANGUAGES
• Common

ABILITIES
• Strength 24 (+7)
• Dexterity 15 (+2)
• Constitution 19 (+4)
• Intelligence 10 (+0)
• Wisdom 10 (+0)
• Charisma 10 (+0)

HIT POINTS- 255 HP
MAGIC POINTS- 937 MP
ARMOR CLASS- 30 (-1 size, +2 Dex, +4 Con, +15 natural armor); touch 11; flat-footed 28
SPEED- 30’
INITIATIVE- +6
BASE ATTACK BONUS
• Melee +31 = +25 (Base) +7 (Str) -1 (size)
• Ranged +26 = +25 (Base) +2 (Dex) -1 (size)

CARRYING CAPACITY
• Light Load 0-233 lbs.
• Medium Load 234-466 lbs.
• Heavy Load 467-700 lbs.
• Lift Over Head 700 lbs.
• Lift Off Ground 1,400 lbs.
• Push or Drag 3,500 lbs.

SAVING THROWS
• Fortitude +20 = +16 (Base) +4 (Con)
• Reflex +20 = +16 (Base) +2 (Dex) +2 (Feat)
• Will +16 = +16 (Base) +0 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +24=2+22)
• Bluff (Cha, +0=0+0)*
• Climb (Str, +27=7+20)
• Concentration (Con, +4=4+0)*
• Craft (Int, +0=0+0)*
• Decipher Script (Int, +0=0+0)*
• Diplomacy (Cha, +0=0+0)*
• Disable Device (Int, +0=0+0)*
• Disguise (Cha, +0=0+0)*
• Escape Artist (Dex, +2=2+0)*
• Forgery (Int, +0=0+0)*
• Gather Information (Cha, +0=0+0)*
• Handle Animal (Cha, +0=0+0)*
• Heal (Wis, +0=0+0)*
• Hide (Dex, -2=2+0-4)*
• Intimidate (Cha, +22=0+22)
• Jump (Str, +29=7+22)
• Knowledge (Int, +0=0+0)*
• Listen (Wis, +22=0+22)
• Move Silently (Dex, +2=2+0)*
• Open Locks (Dex, +2=2+0)*
• Perform (Cha, +0=0+0)*
• Profession (Wis, +0=0+0)*
• Ride (Dex, +2=2+0)*
• Search (Int, +0=0+0)*
• Sense Motive (Wis, +20=0+20)
• Sleight of Hand (Dex, +2=2+0)*
• Speak Language (Int, +0=0+0)*
• Spellcraft (Int, +0=0+0)*
• Spot (Wis, +28=0+28)
• Survival (Wis, +20=0+20)
• Swim (Str, +7=7+0)*
• Tumble (Dex, +30=2+28)
• Use Magical Device (Cha, +0=0+0)*
• Use Rope (Dex, +2=2+0)*

FEATS
• Cleave [General]
• Dodge [General]
• Great Cleave [General]
• Improved Initiative [General]
• Improved Toughness [General]
• Lightning Reflexes [General]
• Mobility [General]
• Power Attack [General]
• Spring Attack [General]

WEAPONS
• claw (1d8+7, 20/×2, slashing)

ARMOR
• N/A

EQUIPMENT
• 0gp (0 lbs)

ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
• Weapon & Armor Proficiency: Sandy is proficient with all simple & martial weapons, but not with any type of armor or shield
• Aeon Form: Sandy becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60’; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on her; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore her to life
• Natural Armor (Su): Sandy gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
• Aeon Boost (Su): Sandy can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by her is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
• Natural Weapon (Ex): Sandy gains a natural weapon; she may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once her choice has been made, it cannot be changed; this natural weapon deals damage based on her size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/×2); once she gains this natural weapon, she can no longer use manufactured weapons with her hands, as they have become unsuitable for the purpose of wielding them
• Aeon Shield (Su): Sandy can choose, as a swift action, to raise her defenses for 1 round; during that round, all damage sustained by her is reduced by 75%; because of this, she cannot accrue Overdrive Points (OP’s) during that round
• Immortality (Ex): Sandy no longer takes penalties to her ability scores for aging & cannot be magically aged; any such penalties that she has already taken, however, remain in place; bonuses no longer accrue either, but she does not die of old age when her time is up, & in fact her maximum age no longer exists as a meaningful statistic
• Lost Opportunities (Su): Sandy’s opponents can no longer make attacks of opportunity against her; even if she is flat-footed or otherwise denied her Dexterity bonus to her AC, all attacks of opportunity made against her automatically fail; the only time that an attack of opportunity can be made successfully against her is when she is immobilized, helpless, or when she loses her natural armor bonus by wearing armor or using a shield
• Synergy (Su): Sandy can rely on the support of her sisters to bolster her attacks; she gains a morale bonus to her attack rolls equal to the Strength modifiers of all siblings within 30’; this bonus can be used for a number of rounds per day equal to her Wisdom modifier (minimum 1 round)
• Mage’s Alternatives (Sp): Sandy gains some spell-like abilities; she can now cast a number of “spells”; she casts these like a PC with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities:
o Mage Package #2: Cure (4MP), Cura (10MP), Curaga (20MP), Haste (8MP), Nul (2MP), Protect (10MP), Shell (12MP), & Reflect (14MP)
• Freedom of Choice (Ex): Sandy gains some leeway when she is called by a summoner to battle; each round, she may take an action that her summoner chooses, or she can make a Will save (DC10 + the summoner’s class level) to act as she desires; she cannot refuse her summoner, however, if they request that she perform her overdrive, if any (as long as she & her siblings each have 100 OP); she also cannot dismiss herself, so she must wait for an encounter to end or for her summoner to dismiss her to return to her transdimensional pocket
• Mark of Status (Su): Sandy gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
• Razzia (Su): Sandy can slash 1 opponent with blades that grow from her arms; this is 2 standard melee attacks, both using her full BAB; each blade that hits deals maximized slashing damage (2d8 + her Strength modifier); if a creature makes a Fortitude save (DC10 + ½ her class level + her Wisdom modifier), then they only take half damage; this is a standard action that does not provoke attacks of opportunity
• Delta Attack (Su): Sandy can combine her Limit Break with the Limit Breaks of 2 siblings to automatically hit all opponents within 50’ 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; must have 2 siblings who have fully charged OP pools (100 OP’s each); this ability costs 100 OP to use

Zeta Kai
2008-07-20, 01:42 PM
Cindy
http://www.ffcompendium.com/art/10-cindy-a.jpg
NAME- Cindy
CLASS- Aeon 20/Joined Fayth 5
RACE- Aeon (Outsider, Aeon subtype)
ALIGNMENT- True Neutral
LEVEL- 25th
SIZE- Huge (Space 15’/Reach 15’)
AGE- 18 years old
GENDER- female
HEIGHT - 24’1”
WEIGHT- 18,185 lbs
EYES- blue
HAIR- N/A
LANGUAGES
• Common

ABILITIES
• Strength 33 (+11)
• Dexterity 11 (+0)
• Constitution 24 (+7)
• Intelligence 10 (+0)
• Wisdom 10 (+0)
• Charisma 10 (+0)

HIT POINTS- 271 HP
MAGIC POINTS- 937 MP
ARMOR CLASS- 34 (-2 size, +0 Dex, +7 Con, +19 natural armor); touch 8; flat-footed 34
SPEED- 30’
INITIATIVE- +0
BASE ATTACK BONUS
• Melee +34 = +25 (Base) +11 (Str) -2 (size)
• Ranged +23 = +25 (Base) +0 (Dex) -2 (size)

CARRYING CAPACITY
• Light Load 0-800 lbs.
• Medium Load 801-1,600 lbs.
• Heavy Load 1,601-2,400 lbs.
• Lift Over Head 2,400 lbs.
• Lift Off Ground 4,800 lbs.
• Push or Drag 12,000 lbs.

SAVING THROWS
• Fortitude +23 = +16 (Base) +7 (Con)
• Reflex +18 = +16 (Base) +0 (Dex) +2 (Feat)
• Will +16 = +16 (Base) +0 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +23=0+23)
• Bluff (Cha, +0=0+0)*
• Climb (Str, +31=11+20)
• Concentration (Con, +7=7+0)*
• Craft (Int, +0=0+0)*
• Decipher Script (Int, +0=0+0)*
• Diplomacy (Cha, +0=0+0)*
• Disable Device (Int, +0=0+0)*
• Disguise (Cha, +0=0+0)*
• Escape Artist (Dex, +0=0+0)*
• Forgery (Int, +0=0+0)*
• Gather Information (Cha, +0=0+0)*
• Handle Animal (Cha, +0=0+0)*
• Heal (Wis, +0=0+0)*
• Hide (Dex, -8=0+0-8)*
• Intimidate (Cha, +24=0+24)
• Jump (Str, +35=11+24)
• Knowledge (Int, +0=0+0)*
• Listen (Wis, +19=0+19)
• Move Silently (Dex, +0=0+0)*
• Open Locks (Dex, +0=0+0)*
• Perform (Cha, +0=0+0)*
• Profession (Wis, +0=0+0)*
• Ride (Dex, +0=0+0)*
• Search (Int, +0=0+0)*
• Sense Motive (Wis, +20=0+20)
• Sleight of Hand (Dex, +0=0+0)*
• Speak Language (Int, +0=0+0)*
• Spellcraft (Int, +0=0+0)*
• Spot (Wis, +28=0+28)
• Survival (Wis, +18=0+18)
• Swim (Str, +11=11+0)*
• Tumble (Dex, +28=0+28)
• Use Magical Device (Cha, +0=0+0)*
• Use Rope (Dex, +0=0+0)*

FEATS
• Cleave [General]
• Dodge [General]
• Great Cleave [General]
• Improved Overrun [General]
• Improved Toughness [General]
• Lightning Reflexes [General]
• Mobility [General]
• Power Attack [General]
• Spring Attack [General]

WEAPONS
• slam (2d6+11, 20/×2, bludgeoning)

ARMOR
• N/A

EQUIPMENT
• 0gp (0 lbs)

ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
• Weapon & Armor Proficiency: Cindy is proficient with all simple & martial weapons, but not with any type of armor or shield
• Aeon Form: Cindy becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60’; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on her; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore her to life
• Natural Armor (Su): Cindy gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
• Aeon Boost (Su): Cindy can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by her is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
• Natural Weapon (Ex): Cindy gains a natural weapon; she may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once her choice has been made, it cannot be changed; this natural weapon deals damage based on her size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/×2); once she gains this natural weapon, she can no longer use manufactured weapons with her hands, as they have become unsuitable for the purpose of wielding them
• Aeon Shield (Su): Cindy can choose, as a swift action, to raise her defenses for 1 round; during that round, all damage sustained by her is reduced by 75%; because of this, she cannot accrue Overdrive Points (OP’s) during that round
• Immortality (Ex): Cindy no longer takes penalties to her ability scores for aging & cannot be magically aged; any such penalties that she has already taken, however, remain in place; bonuses no longer accrue either, but she does not die of old age when her time is up, & in fact her maximum age no longer exists as a meaningful statistic
• Lost Opportunities (Su): Cindy’s opponents can no longer make attacks of opportunity against her; even if she is flat-footed or otherwise denied her Dexterity bonus to her AC, all attacks of opportunity made against her automatically fail; the only time that an attack of opportunity can be made successfully against her is when she is immobilized, helpless, or when she loses her natural armor bonus by wearing armor or using a shield
• Initial Options (Su): Cindy’s size permanently increases by one size category; for stat changes caused by size increases, consult Table 4-1: New Size Statistics; this ability does not change your speed; if insufficient room is available for the desired growth, you attain the maximum possible size & may make a Strength check (using your increased Strength) to burst any enclosures in the process; if the check fails, you are constrained without harm by the materials enclosing you; you, therefore, cannot be crushed or otherwise harmed by increasing your size; no worn or carried equipment by you is enlarged by the effect; clothing & armor are destroyed by the transformation; magical effects that increase size stack with this ability, so the use of spells to increase size further are effective
• Mage’s Alternatives (Sp): Cindy gains some spell-like abilities; she can now cast a number of “spells”; she casts these like a PC with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities:
o Mage Package #1: Auto-Life (97MP), Blizzaga (16MP), Cure (4MP), Cura (10MP), Curaga (20MP), Drain (12MP), Firaga (16MP), Flare (54MP), Full-Life (60MP), Life (18MP), Osmose (0MP), Thundaga (16MP), Ultima (90MP), & Waterga (16MP)
• Freedom of Choice (Ex): Cindy gains some leeway when she is called by a summoner to battle; each round, she may take an action that her summoner chooses, or she can make a Will save (DC10 + the summoner’s class level) to act as she desires; she cannot refuse her summoner, however, if they request that she perform her overdrive, if any (as long as she & her siblings each have 100 OP); she also cannot dismiss herself, so she must wait for an encounter to end or for her summoner to dismiss her to return to her transdimensional pocket
• Mark of Status (Su): Cindy gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
• Final Decisions (Su): Cindy gains a special attack; once she has chosen an attack, her choice cannot be changed; this attack can be chosen from the options below:
• Camisade: Cindy can leap high into the air & strike a single opponent within 30’ from above; this is a special melee attack (her BAB + her Strength modifier + 5; no size modifier) that deals bludgeoning damage based on her size (Diminutive 1d3+1, Tiny 1d4+2, Small 1d6+3, Medium 1d8+4, Large 2d6+6, Huge 2d8+8, Gargantuan 4d6+12, Colossal 6d6+16); if a creature makes a Reflex save (DC10 + ½ her class level + her Wisdom modifier), then they only take half damage; this is a standard action that does not provoke attacks of opportunity
• Delta Attack (Su): Cindy can combine her Limit Break with the Limit Breaks of 2 siblings to automatically hit all opponents within 50’ 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; must have 2 siblings who have fully charged OP pools (100 OP’s each); this ability costs 100 OP to use