2d6 has a total of 11 results, so don't pull that on me :smalltongue:
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Thanks for all your work, and on another note I'm ok putting non-homebrew stuff with homebrew stuff so here's my most recent idea
Concurrences
Basically I came up with this idea considering the base rules for Combination Attack in the bestiary, and with the rule that there is a max of 500% damage on any attack.
Characters can join into another's limit break with this rule, subject to the following rules:
- The concurrence initiator spends 3 destiny.
- Other players who join spend one destiny each.
- Each player rolls 2d6 (The initiator uses a roll of 6,6), however this roll cannot be modified by anything including gambler abilities
Obviously this is a new use of destiny with a cost of (1)
Damage is based on a party of 4 and may be tweaked, but by default as of this writing is as follows
- 200% base
- +50% for each pair rolled
- +50% for each roll that matches the roll of the initiator.
Well folks, I'm a big fan of dwarves and don't really know what's FF canon for them so I was wondering if someone could take a shot at making one, any takers?
Outside of Final Fantasy 4 (or whatever one it was that had Cecil) and Final Fantasy 9, I don't think dwarfs ever really appeared in the games.
Dwarves definitely appeared in Final Fantasy III, and I think some were in the original. I'll check.
EDIT: They're in the original, III, IV, V, and IX.
Besides, we've made the guado and the hypello races in the homebrew thread already; they're exclusive to X (and X-2).
I know by default animal companions can't attack for damage but I came up with a way it might work.
Combative (6): This ability replaces Teamwork attack, and works slightly differently.
First, Teamwork required -4 to attack rolls and its user to opt out of EVA +2 (and extra damage to spellcasters). With this modification, rather than -4 to an attack roll (which unless I'm reading it wrong, spellcasters aren't required to make...) Due to the spiritual connection to the character the animal companion makes an ACC check at the character's SPR Rating +0, in addition to any attack rolls the character needs to make for their own attack.
Second, the attack of the companion deals 2xSPR times Animal Companion Levels +2d6 (20 points in AC gives 4xSPR+2d6 and 30 gives 6xSPR+2d6).
It has been said the fighter isn't that great...(relying on certain situations like trauma to get bonuses) whereas time after time other classes are granted unconditional damage bonuses on attacks. I came up with an innate ability, which I think solves the problems of the fighter... which technically others have touched on
Fighter Class
Innate Ability: The Art of War Passive
Fighters are champions of unorthodox tactics, learning things that keep them on their toes from the large variety of warriors and tactics they face (Note the GM may wish to allow fighters to ONLY pick from this list in the event that they choose this innate ability)
Last Resort (Dark Knight) but only applicable to melee damage
No Mercy (Dark Knight)
Whirling Spear (Dragoon) except it doesnt have to be a spear
Quick Hit (Freelancer)
Weapon Mastery (Freelancer)
Unbreakable Form (Monk)
Haymaker (Monk)
Cover (Paladin)
Ikishoten (Samurai)
And of course an ability which was sorely needed Weapon Specialization.
Weapon Specialization Passive, Self
Choose a weapon category with which the fighter is proficient, the fighter gains +1 damage step with weapons of that type.
Index (I admit somewhat belatedly) updated.
Thanks, I mainly didn't bump because I didn't want to bother anyone overmuch :smallwink:
Trainer
http://images-mediawiki-sites.theful...1394087880.jpg
Trainers are people who share an unbreakable bond with their Animal Companion, far beyond that any other adventurer could hope to match. Even when separated by thousands of miles they may work in unison as if they were in the same room.
Whether a Trainer calls an animal that matches their personality or they inevitably take on the traits of their companion is a subject of much debate. Either way the two are always in perfect sync, as if they were one soul in two bodies.
HP/Level: +6
MP/Level: N/A
Weapons: Brawl & three others.
Armour: Light, Medium
Skill Points: 16
ACC: 2 + DEX or SPR
EVA: 6+ DEX
Epic Ability: Warform Instant, Self
In an moment of perfect harmony the Trainer and Totem become a single being. The Warform is still mostly humanoid in shape but takes on the aspects of the Totem to a lesser or greater degree eg. a subtle Trainer with a serpent Totem might gain slit eyes, a forked tongue and patterned skin, whereas a brash Trainer with a golden eagle totem might become much larger, trade her hands for talons & skin for feathers and screech when she speaks.
SpoilerThe two do not need to be near one another, and the Warform Trainer may choose to appear either where they were when they activate this ability or where their Totem was.
The Trainer adds his Totem's Effective Weapon Tier to all of her stats, including her class HP, ACC & EVA bonuses. She also gains all of her Totem's abilities (including being it's own weapon) and any Trainer abilities that affect her Totem now affect her instead.
Warform lasts for a number of rounds equal to either the Trainer's VIT Rating or 3 rounds, whichever is more. After it finishes the two separate again, the Trainer staying where they are and the Totem appearing next to them. Clothes & items are absorbed (but still functional) during the transformation so there is no risk of the Trainer reappearing in Hulk-like shredded clothing or burst armour.
Special:
1/session if the Trainer is knocked unconscious and their Totem can physically touch them then the player may choose to have their Totem's concern for it's Trainer trigger an Emergency Warform transformation as a standard action, even if the Trainer doesn't have the requisite Destiny to spend on activating it. This is the same as mentioned above except it only ever lasts for 3 rounds.
When the transformation occurs the Warform Trainer recovers to full HP and may act as normal. When the Warform ends the Trainer falls back into unconsciousness and unlike normal must either rest or be healed before regaining conciousness (not even being affected by the White Mage Body & Soul ability). This form of transformation is taxing and the Trainer & Totem suffers a -2 penalty to all rolls for 3 days (criticals still trigger as normal) unless they drink an Elixer.
If the Trainer did not have enough Destiny to activate this emergency transformation, they accrue a Destiny Debt equal to twice the excess Destiny they "borrowed" and must pay this off before using any Destiny fuelled abilities (inculding this one) again.
Innate ability: Totem Companion Special
The trainer draws to her an animal that will become her Totem Companion; closer to her than even her family. With a touch they exchange a portion of their souls and the bond is sealed.
SpoilerAt the most basic level the Trainer's Totem functions as an Animal Companion (see Shared Abilities), except it provides 15+(Trainer level*2) points to spend. Points gained after level one show the evolution of the magic that binds the two together and may be unnatural if desired (eg. flying dogs or amphibious rhinos). Points may not be saved up, but up to Trainer level*2 existing points may be rearranged at level up to add to new points to buy more expensive abilities. The Trainer may take the actual Animal Companion shared ability if they want yet more points to spend.
The connection they share means that unlike normal Animal Companions the Totem can and will fight for it's Trainer (though it still cannot be targeted, as normal). Giving the Totem attack instructions is a Standard action by the Trainer, and the Totem may not attack without instructions without the Free Will ability (see below). The Totem is considered to be a Brawl weapon with an Effective Weapon Tier (EWT hereafter) = 1+1/3 Trainer levels (max 8) that can attack at medium range (but not flying targets). Chosen abilities can change the Totem's weapon type (max 1 change/level up), as seen below:
{table]Ability|Type
Magical|Arcane
Claw/Tusk|Blade
Large|Huge
Flying|Ranged (-2 penalty on Long distance attacks)
Horn|Reach[/table]
Finally the Totem is sentient and the Totem & Trainer may communicate with one another as if they shared a language (though the Talkative ability is required for it to communicate with other people). Without the Two Bodies, One Mind ability they may not share senses or communicate over distances beyond earshot, but they do always know generally how the other is feeling & whether they are in danger.
New Animal Companion Abilities:
SpoilerAmphibious (2)
The Animal Companion may survive indefinitely under water and may move through water as easily as a fish.
Magical (5)
The Animal Companion has a spark of magic within it; perhaps it's wings are wrought in flames or it's eyes glow with starlight. 1/session it may cast a single Rank 1 Black, Time or White magic spell. This ability may be taken multiple times, choosing a different spell each time.
Claw/Tusk (3)
The Animal Companion has razor sharp claws, talons, teeth or tusks, and is adept at using them. These impressive appendages grant the Trainer a +1 bonus on Negotiation checks. Taking this ability multiple times does not increase this bonus but each after the first allows a Totem acting as a Blade weapon to use it's Piercing Strike ability one additional time/session.
Horn (2):
The Animal Companion has a horn or set of horns that make it a brutal weapon. When acting as a Reach weapon the Animal Companion deals damage as if it was one Tier higher.
Stealthy (1)
Either because it's small & inconspicuous, naturally camouflaged or a bit ethereal the Animal Companion can more often go unnoticed by observers. All Awareness checks to notice the Animal Companion suffer a -1 penalty.
Submarine (1)
Pre-reqs: Amphibious & Mount
All those riding the Animal Companion when it goes underwater may breathe underwater as easily as they do when out of it.
Job Abilities:
Spoiler(Abilities marked with an asterisk ( * ) do not necessarily require a Totem Companion (though most do require an Animal Companion of some kind), and as such may be taken by Freelancers.
Chimeric Totem*
Your Totem has taken on the aspects of one of the more monstrous residents of the world, and gains a power to match.
The Trainer's Totem may cast a single Blue Magic spell a number of Times/session equal to it's Trainer's VIT Rating. The spell may be one that a Blue Mage of the Trainer's level could learn, and the Totem takes on aesthetic aspects reminiscent of the Monster that grants the chosen spell.
Each time this ability is taken they learn a new spell (though spells share a pool of uses) and the Totem take on an even more alien appearance.
Chocobo Knight
The Chocobo Knights are famous for their ability to work together in combat, it is what makes them such a force to be reckoned with.
Pre-req: Mount
Whilst riding her Totem the Trainer may simultaneously strike the same target that she commands her Totem to attack. Only one attack is rolled (using the Totem as the weapon), but the Trainer's perceived sword slash (for example) treats the Totem's attack as if they were one Tier higher for working out damage and target's ARM is considered to be reduced by an amount = Trainer's level.
Elemental Strike*
The magic in the bond with Totem becomes manifest, wreathing them in elemental energy.
When the Trainer make an attack with her Totem she may choose an Element (Earth, Fire, Wind, Water, Lightning or Ice) and the attack deals damage as if it had the appropriate Elemental Strike ability. However all other "weapon" abilities it possesses are suppressed during the attack and until the start of her next turn.
Once her Totem has an EWT of 5 she may choose Holy or Shadow elements as well.
Exert Influence*
Your time with your Totem has taught you how to communicate with even the most bizarre of creatures, and to bend them to your will.
The Trainer may make a negotiation check against any non-mindless creature with a DC = the creature's level (+2 if the creature is a player race). If successful the creature will not attack or directly hinder the party unless provoked (eg. being attacked by the party, the party stealing it's young etc.). Only one creature may be held at a time, and the Trainer cannot give the creature commands.
By increasing the DC by 2, 1/session the Trainer my command the creature until the end of the session. It will fight for the Trainer, but will not do anything obviously suicidal, such as fighting a Notorious monster, Boss or End Boss. Bosses and End Eosses are immune to this ability. Only one creature may be commanded at a time, and while commanding a creature they may not hold any others.
Faithful Friend*
A loyal pet can bring comfort in difficult times, and a Totem is no different. Except that it has actual restorative properties.
Any rest the Trainer & her party benefits from is improved by one step (Fitful Rest becomes Travel Rest & Travel rest becomes Full Rest) and the Trainer is fully healed after combat ends (this effect is identical the the White Mage's Body & Soul ability, except it only affects the Trainer).
Free Will
Your Totem knows your mind well enough to act on it's own initiative, without having to wait for orders.
In any round where the Trainer does something other than make an attack using her Totem, the Totem may take a standard action or move action. If this is an attack it is always treated as having an EWT of 2 lower than normal (min 1), but it may make normal Teamwork attacks with it's Trainer, and with other members of the party if it has the Talkative ability.
Loyal Guardian*
Your Totem makes it its business to protect you, distracting foes and deflecting blows.
The Trainer gains a bonus to her EVA, ARM & M.ARM equal to her Totem's EWT. In addition she may utter a whistle/bird call/roar/etc. as an instant action and her Totem will appear by her side from wherever it was.
Summon the Pack/Swarm/Shoal*
With an almighty bestial call your Totem calls it's brethren to your aid.
Using Summon the Pack is a Slow Action that calls dozens of mundane animals similar to your Totem to the Trainer's aid. In combat this ability replicates an attack using her Totem, except it simultaneously hits all targets out to Long Range.
Alternatively, if the Trainer can come up with a way in which sudden swarm of animals could assist her in another task she may gain a bonus on the appropriate roll equal to her Totem's EWT.
These animals disappear after the task is complete, unless the Trainer spends a point of Destiny, in which case 1/Totem's EWT remains indefinitely. Animals called are always mundane versions of the animal that closely resembles the totem (eg. birds, dogs, elephants, etc.) Summon the Pack may be used 1/SPR Rating each session.
Supernatural Nature
Your Totem transcends normal creatures, the magic in bond between you transforming it, making it overtly supernatural
Pre-req: Magical
The Trainer's Totem becomes much more extravagant in it's appearance; glowing, unnatural colours & patterns and redundant accessories (spikes, more eyes, etc.) are all common, though generally these effects are largely aesthetic. Depending on the chosen nature the Totem & Trainer each gain the boon from the table below:
{table]Nature|Totem Boon|Trainer Boon
Aberration|25% chance attacks inflict Poison|Immune: Poison
Dragon|May attack unreachable targets|Additional ARM = Beastmaster level
Elemental|Attacks may instead deal M.ARM damage|Additional M.ARM = Beastmaster level
Spirit|May pass through solid objects|+2 Stealth
Undead|May attack while Trainer is unconscious|Immune: Zombie[/table]
Two Bodies, One Mind
Your connection with your Totem goes even deeper than usual, treating one another as a single being in two parts.
The Trainer may utilise the senses of her Totem as she does her own, with no extra effort required on her part. This grants the Trainer a bonus on Awareness checks equal to the Totem's effective EWT, and the two may communicate over any distance. She may even speak through her Totem's mouth (possibly granting a bonus to some Perform checks), and any beneficial effects may be targeted at the Totem but will affect the Trainer (eg. feeding the Totem an Antidote if the Trainer is poisoned but out of reach).
Legendary Accesory: Bag of Treats
Trainer Only. +6 SPR, +4 DEX. If a Trainer has this item her Totem may make Free Willed attacks at its full EWT rather than -2. In addition the Trainer gains twice her Totem's EWT to her stats when in Warform.
---------------------------------
Needs some more abilities; both Animal Companion & Job, and some of the ones I have are probably a bit screwy in terms of balance/cost, but that's the gist of my Trainer class.
Thoughts?
1+1/3 Trainer levels (max 8)
That means 1 for every 3 trainer levels+1 right?
Also if you get like, Flying, Tusk, and Magical do you just choose what type of attack you make?
Yes, it means that.
And for the attack type, I said it can change once/level up, just before the table of types. So if you have a magical, flying Totem with tusks at level 1 you can start it as a ranged attack, and when you level up you could change to Arcane if you liked.
good class, it one-ups my Combative Animal Companion but only does so in a fashion that allows characters who don't want an entire class devoted to animal companion to still have a decent one.
Alright, after a little thought, I've decided to throw my own homebrew type stuff in here.
One thing that my current Pen&Paper group has been clamoring for, coming from D&D, is more distinctive race features. Moogles can be just as good at Fighter as Galka? Madness! A Galka Entertainer out-singing a Moogle? Even more madness!
So the first thing I give you is Racial Abilities.
Spoiler
Hume:Flexibility
While Humes are, on average, tougher than other races, they're also well known for being everywhere and doing everything.
Upon level-up, a Hume may sacrifice 2 HP to gain 1 extra skill point. However, this skill point may not be spent to 'max out' a skill, nor can it be spent on the skill(s) that have the most points already. If two or more skills are tied for 'most,' then none of them can have points put into them.
Elvaan:Prideful Resistance
The Elvaan society is based on pride, perfection, and physical prowess. People underestimate the sheer resilience of a stubborn Elvaan.
The Elvaan gains a bonus equal to Level/3 to their resistance against status effects, rounded down and with a minimum of 1.
Galka:Powerful Build
Galkas are well known for being -huge.- Incredibly huge. So huge. Those that are trained in combat can use that strength to their advantage, and really put their weight into attacks.
When attacking, the Galka may treat all weapons as Huge in addition to their normal properties. If the weapon is already Huge, they may deal full damage with knockback instead of half damage.
Viera:Magical Sensitivity
The Viera is a magically sensitive race, capable of great feats on most occasions-even able to 'sense' magical shifts in the air.
The Viera can sense ambient magic, instantly identify spells by type, (IE, White, Black, Time) and gain the use of Arcane Weapons if they didn't already. If they were a spellcasting class, they gain an additional 1 MP/level
Lalafell:Intellectual Prowess
Lalafells are based on intellect. Knowledge of all types. They want to know -everything.-
Upon level-up, Lalafells gain 1 extra skill point for use on Lore skills only. If they have already maxed out all Lores, then they gain an additional 2 MP instead of gaining the skill point.
Moogle:True Flight
Moogles are -adorable.- They're cute, cuddly, and look like bat-winged teddy bears! But they're also known for being adorable with their flying abilities.
They are considered to be auto-floating even while in combat, and can use Flight when out of combat.
Android:Interface
Androids are an interesting mixture of constructs, machines, robots, and in the odd case, cyborgs. They're more machine than man, but they also seem to have a soul, or at least sentience. They also have a unique language all their own, though most others aren't able to figure out what any of it is.
Once per session, an Android is able to inflict Charm on an enemy of the Construct type.
I -do- worry about the balance of some of these-Android seems a little underwhelming as it's situational, but at the same time, it could be overpowered if used at the right time. Like anything, really. In truth, I couldn't think of what else to give them.
Lalafells seem truly focused on interesting facts, and I wanted to give them something more useful in that regard...and while 2 MP/level can be useful, they have to max out 5 different skills before they can use it, and keep them maxed out. While Red Mages could potentially abuse it with low Lore maximums...well, doesn't it just perpetrate the stereotype of Red Mages being naturally skilled?
Humes have an option of keeping their bonus HP or getting more versatile skill selections. Not to max them out, but they get more versatility.
Galkas...are just so big. I figured it should be something to reflect that, and gaining Knockback/improved Knockback just seemed appropriate for them. The only thing I worry about is having one do it constantly with every attack....but then again, most classes that would attack already have Huge proficiency.
Moogles...really, I couldn't think of what else to give them. They already have a bonus to Negotiation, due to adorability, but their flight seems to leave a little bit wanting. Defy Gravity gives them most of that effect, so I'm not worried about the constant Float being balanced, but Flight out of combat...still doesn't seem bad. If anything, it seems underpowered in comparison.
Viera? Again, lack of inspiration there. Perhaps I'll think up something different, for both the feline and lapine type of Viera.
And Elvaan? It just seems fitting that they're too bloody -stubborn- to be Charmed, Poisoned, Stopped, Slowed, etc. If it -is- deemed unbalanced, then perhaps they're too stubborn to take help from others as well-make them take a resistance roll if they get a positive status effect from others.
Anyway. Thoughts?
they're a bit on the steep side in general, however since that's kinda the theme, I'd probably use them in my game as alternate abilities. On another subject, does the OP have any objection to me compiling this thread into a pdf on my spare time?
thanks and the obligatory text for my message being too short...
MYSTIC KNIGHT
Mystic Knights are an unusual blend of spell power and combative ability indeed. Beholden to no cause as would be a paladin, yet capable of white magic to some small degree, the Mystic Knight is also capable of bestowing upon their blade the elements that black mages are so fond of throwing about all willy-nilly. Similar to the abilities of the Samurai, yet again they are not required to keep to a code, nor do they break their blades when they perform the acts.
This gives them freedom to do as they would otherwise be inclined to do with regards to moral or ethical dilemmas but also leaves them with the disadvantage that sometimes they would be mistrusted from those at opposite ends of the moral compass.
HP/Level: +5
MP/Level: +3
Weapons: Arcane, Blade, Huge, Reach
Armor: Medium, Heavy
Skill Points: 12
ACC: 1+ STR or DEX rating
EVA: 7+ DEX Rating
Epic Ability: Stock Break Standard, Group
The Mystic Knight can unleash an onslaught that leaves all enemies utterly defenseless. In addition to standard damage dealt to the initial target by any attack, For the remainder of the session all regular attacks have a 25% chance of causing all Break Arts to happen simultaneously to all targets in the group of the targeted opponent. Furthermore all Break Arts automatically occur on any critical hit.
Innate Ability: Sword Magic - Instant, Self
The Mystic Knight may perform White Magic or Black Magic using the spell levels of a Paladin, even using the same levels of spell acquisition. Once chosen the choice is irrevocable, however, as they are also capable of channeling magic through their blade, they may earn those abilities in place of the spell that they would normally learn. As with standard magic, each of these abilities strikes automatically unless the target has Evade Magic.
{table]Sword Magic|Tier|MP Cost|Notes/Information
Dispatch|1|10|200% ARM Damage
Spiral Cut|2|20|200% Damage, ignores ARM, and Shell
Bizen Boat|2|30|As the Samurai Draw Out Ability
Tornado|3|40|As the Samurai Draw Out Ability
Slash-All|3|50|100% Group ARM Damage
Iai Strike|4|60|25% Death Effect/200% ARM Damage
Climhazzard|4|70|500% ARM damage
Ultimate End|5|80|Up for speculation[/table]
Job Abilities
Break Arts Slow, Single
A Mystic Knight may learn any of the Break Arts of a Samurai, but the Mystic Knight must take this ability once for each art.
Element Blade Instant, Self
Rangers have their special ammunition, whereas Mystic Knights have their spirits. A Mystic Knight can, for the cost of 5 MP imbue their blade with elemental strike properties as a ranger could (Fire, Earth, Water, Wind, Lightning, Ice) for the remainder of the battle. At any point during the battle, the Mystic Knight may choose to switch to another elemental color, at a cost of another 5 MP. This supersedes any elemental strike effects on the weapon except Shadow and Holy, where it is in addition to them.
Lesser Mysticism Slow, Single
A Mystic Knight with this ability can cause any one of the following status effects at a cost of 10 MP for four rounds: Berserk, Blind, Confusion, Poison, Sleep, Stop, or Zombie. He must pick one for each use of the ability and is only limited in his uses of this ability by his MP.
Greater Mysticism Slow, Single
A Mystic Knight with this ability has increased his ability to hamper his foes, now able at a cost of 25 MP to cause one of the following effects per use for four rounds: Petrify, Slow, Curse, Mini, Seal, or Charm.
Prerequisite: Lesser Mysticism
New weapon type.
Flexible
Ok so Close and short range. This new weapon type would be able to attack at a short range without moving into close range, as in not getting within sword distance, doing so means you do not provoke a counter unless they have ranged weapons or one of this type. Once per battle(or Session. GMs call.) you may make an attack at a -3 penalty to trip your enemy.
New Status, Tripped.
Tripped characters can not move. Tripped characters have evasion halved. A tripped character attacking with ether a Flexible or ranged weapon takes -3 to acc. Can counter as normal.
Thoughts?
EDIT
The idea was about like someone wielding a chain or something. More range then a sword or spear but not as much as a bow.
Something like a [Flexible] type, maybe?
Also, you wrote '...you may make an attack at a -3 penalty, and counted as 0 ACC, to trip your enemy.'
I assume 0 ACC is supposed to be 0 Damage? If not, you will never be able to trip anyone ever. And you shouldn't be able to trip Large opponents, either.
Alright. Due to a recent replaying of Final Fantasy VI, as well as leading a tabletop FFD6 game, on top of a forum game, I've decided to start converting the beastiary of FFVI to beastiary of FFD6. The only one that got too much extra was the Guard-simply because people need those of all walks of life, from the fresh-faced newbie to the guard that's a retired hero. As it is, I'm pretty much just doing their in-game level divided by 3, with the occasional Notorious or Boss thrown in.
Spoiler
"Stop! State your name and business here!"
Whether it's the grizzled veteran or the fresh-faced recruit, every city needs a guard or two that the hapless innocent can call on for help. Most are armed with basic, issued weapons, but every so often there's a surprise in store for those that would go against justice.
Name:Guard
Category: Humanoid
Location: Towns
Size: Varies depending on race and individual
Reaction: Wary
Level: 1
HP: 26
MP: 0
STR: 6 (+2)
VIT: 6 (+2)
DEX: 6 (+2)
INT: 2 (+0)
SPR: 9 (+3)
Attacks: Swing, 2 ACC, 6+2d6 damage
Critical, -4 ACC, 12+2d6 damage
Magic: None
Special: Reduced HP, Call for Help
Evasion: 10
ARM: 5
MARM: 0
Rewards: 100 gil Steal: Potion, Refine: Smoke Bomb
Name:Level 5 Guard
Category: Humanoid
Location: Towns
Size: Varies depending on race and individual
Reaction: Wary
Level: 5
HP: 50
MP: 0
STR: 9 (+3)
VIT: 7 (+2)
DEX: 6 (+2)
INT: 2 (+0)
SPR: 9 (+3)
Attacks: Swing, 3 ACC, 18+2d6 damage
Critical, -3 ACC, 36+2d6 damage
Magic: None
Special: Reduced HP, Call for Help
Evasion: 10
ARM: 10
MARM: 5
Rewards:500 gil Steal: Hi-Potion, Refine: Grenade
Name:Level 10 Guard
Category: Humanoid
Location: Towns
Size: Varies depending on race and individual
Reaction: Wary
Level: 10
HP: 180
MP: 0
STR: 15 (+5)
VIT: 7 (+2)
DEX: 6 (+2)
INT: 2 (+0)
SPR: 9 (+3)
Attacks: Swing, 5 ACC, 45+2d6 damage
Critical, -1 ACC, 90+2d6 damage
Magic: None
Special: Reduced HP (x2), Call for Help
Evasion: 10
ARM: 20
MARM: 10
Rewards:1000 gil Steal: Hi-Potion, Refine: Grenade
Name:Level 15 Guard
Category: Humanoid
Location: Towns
Size: Varies depending on race and individual
Reaction: Wary
Level: 15
HP: 320
MP: 0
STR: 18 (+6)
VIT: 9 (+3)
DEX: 6 (+2)
INT: 2 (+0)
SPR: 9 (+3)
Attacks: Swing, 8 ACC, 72+2d6 damage
Critical, 2 ACC, 144+2d6 damage
Magic: None
Special: Reduced HP (x2), Call for Help
Evasion: 11
ARM: 35
MARM: 15
Rewards:1500 gil Steal: Hi-Potion, Refine: Grenade
Name:Level 20 Guard
Category: Humanoid
Location: Towns
Size: Varies depending on race and individual
Reaction: Wary
Level: 20
HP: 500
MP: 0
STR: 21 (+7)
VIT: 11 (+3)
DEX: 6 (+2)
INT: 2 (+0)
SPR: 9 (+3)
Attacks: Swing, 9 ACC, 105+2d6 damage
Critical, 3 ACC, 210+2d6 damage
Magic: None
Special: Reduced HP (x2), Call for Help
Evasion: 11
ARM: 50
MARM: 20
Rewards:2000 gil Steal: X-Potion, Refine: Grenade
Name:Level 25 Guard
Category: Humanoid
Location: Towns
Size: Varies depending on race and individual
Reaction: Wary
Level: 25
HP: 1155
MP: 0
STR: 24 (+8)
VIT: 14 (+4)
DEX: 6 (+2)
INT: 2 (+0)
SPR: 9 (+3)
Attacks: Swing, 9 ACC, 144+2d6 damage
Critical, 3 ACC, 288+2d6 damage
Magic: None
Special: Call for Help
Evasion: 11
ARM: 60
MARM: 30
Rewards:2500 gil Steal: X-Potion, Refine: Grenade
Name:Level 30 Guard
Category: Humanoid
Location: Towns
Size: Varies depending on race and individual
Reaction: Wary
Level: 30
HP: 1560
MP: 0
STR: 27 (+6)
VIT: 16 (+3)
DEX: 6 (+2)
INT: 2 (+0)
SPR: 9 (+3)
Attacks: Swing, 10 ACC, 189+2d6 damage
Critical, 4 ACC, 378+2d6 damage
Magic: None
Special: Call for Minions (Squad of Level 25 Guard, 3 Level 20 Guards, 6 Level 15 Guards)
Evasion: 12
ARM: 100
MARM: 30
Rewards:3000 gil Steal: Elixer Refine: Second Chance
The silvery, gleaming fur of the beast does little to conceal the taut muscles and thick veins just beneath the furs surface. A pair of intelligent yellow eyes gleam as they stare at you, as if deciding if you're worthy of being their prey.
Some would say they're just fancier Dingos, but the Silver Lobo is a far more intelligent breed of beast, usually tamed to work in teams with guards or hunters. Intelligent and vicious, they're a threat even to a seasoned adventurer.
Name:Silver Lobo
Category: Beast
Location: Towns, Tundra
Size: 1M at the shoulder
Reaction: Wary, usually Hostile
Level: 1
HP: 45
MP: 0
STR: 9 (+3)
VIT: 4 (+1)
DEX: 7 (+2)
INT: 6 (+2)
SPR: 5 (+1)
Attacks: Vicious Bite, 5 ACC, 9+2d6 damage.
Chomp, 4 ACC, 18+2d6 damage. Chomp is only usable
on a target who is currently engaged in a Slow Action.
Magic: None
Special: Regeneration 5, Immunity to Ice, Beast Killer
Evasion: 8
ARM: 1
MARM: 5
Steal: Potion, Refine: Arctic Wind
The ground shakes and rumbles as one of the wonders of the world rolls into view-the Megalodoth, a vessel for rage and hatred in the shape of a beast, capable of laying low entire buildings, shaggy with white hair that shields it from the cold.
The Megalodoth is a vicious creature that has only rarely been tamed-but when it has, it's the best friends of whoever manages it. It prefers to lead off with its Snowstorm to weaken groups, and then attack single targets afterwards.
Name:Megalodoth
Category: Beast
Location: Tundra
Size: 5M at the shoulder
Reaction: Usually Hostile
Level: 2
HP: 96
MP: 20
STR: 9 (+3)
VIT: 10 (+3)
DEX: 1 (0)
INT: 4 (+1)
SPR: 8 (+2)
Attacks: Gore, 5 ACC, 9+2d6 damage, Short Range Knockback
Trample, Group, 1 ACC, 9+2d6 damage to all in a short range
Snowstorm, always hits, 4+2d6 Ice MARM damage to all in a short range.
Magic: Blizzard
Special: Immunity to Ice, Weakness to Fire, Large
Evasion: 9
ARM: 8
MARM: 2
Steal: Potion, Refine: Arctic Wind
The creature is a sliming mockery of what it once was-where normal rats are vicious, dirty creatures, this one is openly oozing pus from its mouth, eyes, and ears, its body horribly mishapen, and its mind on only one goal-to feed.
The Wererat is not actually a were-creature, but was named as such because most saw the infection take place during the full moon. Regardless of its origin, it's a nasty creature that prefers swarm tactics, poisoning foes and then overwhelming them with numbers until the remainder can feast on their bodies. Don't let their appearance fool you-Wererats are viciously intelligent. Some believe that they can tie their tails together to become a fabled Rat King, a being capable of controlling humanoid minds with its increased intelligence...
Name:Wererat
Category: Beast
Location: Swamp, Underground
Size: 0.5M
Reaction: Hostile
Level: 2
HP: 36
MP: 30
STR: 3 (+1)
VIT: 3 (+1)
DEX: 9 (+3)
INT: 9 (+3)
SPR: 6 (+2)
Attacks: Nibble, 1 ACC, 9+2d6 damage, 25% chance of inflicting poison
Bloat, 1 ACC, 9+2d6 damage,
Magic: Poison Breath
Special: Weakness to Fire, Reduced HP, Call for Help, Counterattack (25%)
Evasion: 11
ARM: 2
MARM: 4
Steal: Potion, Refine: Arctic Wind
An odd conglomeration of ice and wailing appears before you, spiralling in different directions as it watches you. The motion is somehow...entrancing.
The Spritzer is an interesting amalgamation of cold spirits that has found that while it has little physical power, it still has the ability to affect the reaction times of others. They rarely fight on their own, instead assisting other monsters so that more spirits can join its ranks. Bandits often make use of them to distract opponents while they make off with the loot.
Name:Spritzer
Category: Undead
Location: Tundra
Size: 0.5M
Reaction: Wary, usually Hostile
Level: 2
HP: 48
MP: 30
STR: 3
VIT: 6
DEX: 9
INT: 9
SPR: 5
Attacks: Slam, 6 ACC, 3+2d6 damage, 50% chance to cause Slow
Magic: Slow
Special: Immunity to Ice, Weakness to Fire, Auto-Float
Evasion: 9
ARM: 2
MARM: 6
Steal: Ether, Refine: Arctic Wind
"Yer money or yer life." you hear the grizzled man growl as he threatens you with a nasty-looking weapon.
Whether it's a knife or a hastily grabbed blunt object, the bandit is always a terror to those that can't defend themselves. They often tame other, less intelligent monsters to aid them in their larcenous endeavors. They rarely attack those that they do not outnumber, or at least not those that are obviously armed or armored.
Name:Bandit
Category: Humanoid
Location: Everywhere
Size: Varies depending on species
Reaction: Wary, usually Hostile
Level: 1
HP: 28
MP: 20
STR: 6
VIT: 3
DEX: 10
INT: 9
SPR: 3
Attacks:Strike, 2 ACC, 10+2d6 damage
Special: Reduced HP (x2), Counterattack (50%) Final Attack (Strike)
Evasion: 11
ARM: 4
MARM: 4
Rewards:100 gil Steal: Potion, Refine: Smoke Bomb
The sky seems to grow dark, and you can hear the deafening grackle of hundreds of birds all around. The sounds become deafening, and out of the darkness of the forest, you suddenly find a beady pair of eyes glaring at you, right behind a razor sharp beak.
The Darkwind is a predatory, highly territorial bird that inhabits large forests. On occasion they can be found migrating to warmer climes, but during these times, they stay higher than most adventurers would go. However, Darkwind attacks on airships are not unheard of, and many airships keep an eye out for such birds because of it. One often encounters Darkwind families, but on occasion there is the solitary male seeking a mate.
Name:Darkwind
Category: Aerial
Location: Forests
Size: 0.3 M
Reaction: Hostile, but will not pursue those that flee its territory
Level: 2
HP: 72
STR: 9
VIT: 6
DEX: 12
INT: 2
SPR: 3
Attacks:Strike, 3 ACC, 12+2d6 damage
Dive, 3 ACC, 24+2d6 damage, Slow Action
Special: Flight, Weakness (Fire),
Evasion: 12
ARM: 2
MARM: 6
Steal: Potion, Refine: Shear Feather
The sand parts, revealing a most bizarre figure underneath that seems to just be a pair of eyes and a bird-like face. It rises up, showing that the odd figure is more than just a face-it's a triangular figure that skims across the sand like it's floating. It'd be beautiful, if not for that barbed tail.
The Sand Ray is a bizarre creature, seeming to be a bird at first look, disguising itself under the sand until it sees likely prey nearby. Unfortunately, the creatures are rarely picky about what they eat, capable of devouring entire Chocobos. Their tail is the deadliest part about them, able to stun a person until they have finished feasting with their beak.
Name:Sand Ray
Category: Abnormal
Location: Desert
Size: 1M long
Reaction: Wary, Hostile if hungry
Level: 2
HP: 90
MP: 24
STR: 3
VIT: 9
DEX: 9
INT: 6
SPR: 5
Attacks: Slam, 5 ACC, 9+2d6 damage
Tail, 5 ACC, 15+2d6 damage, 50% chance to cause Stop for 4 rounds, Slow Action
Magic: Slow
Special: Weakness to Ice, Weakness to Water
Evasion: 9
ARM: 6
MARM: 2
Steal: Antidote, Refine: Cherub Down
{table]Sword|Magic|Tier|MP Cost|Notes/Information
Dispatch|1|10|200%|ARM Damage
Spiral Cut|2|20|200%|Damage, ignores ARM, and Shell
Bizen Boat|2|30||As the Samurai Draw Out Ability
Tornado|3|40||As the Samurai Draw Out Ability
Slash-All|3|50|100%|Group ARM Damage
Iai Strike|4|60|25%| Death Effect/200% ARM Damage
Climhazzard|4|70|500%|ARM damage
Ultimate End|5|80||Up for speculation[/table]
How's that look? Quote to see the code?
thanks got that after only Sword was bolded... Edit... There was an extra column in there the first one should have said Sword Magic, Tiers should have been 1-5 MP in the tens and percentages in notes... Mystic Knight is fixed.
Ok I've got ideas for a Brawler Job that I'm thinkin on using for my FFEarth campaign on rpol... I've got the Innate Ability and several job abilities down pat but I'm lost for ideas on the Epic Ability... My first thought is to call it Strength or Speed and give the (irreversible) choice between Bone Crusher and Blitz. Any ideas?
Monster Qualities: Swarm
Add the following qualities to normal monsters to make swarms:
Swarm HP: a creature that has Reduced HP (doesn't multiply) can be made to have swarm HP by removing the Reduced HP and giving it Boss HP. If by default the creature doesn't have Reduced HP increase the creatures level by 2 but don't modify attacks. Do this also (even again) for large swarms.
Swarm Attack: The creatures attacks all become group attack. Rather than rolling against the highest of EVA to determine hit or miss for the entire group the swarm rolls and compares the number to each EVA in the group.
Swarm Defense: Physical or other Single target attacks only deal half damage before accounting for ARM or MARM. Multi-target attacks deal full damage. this is basically a slight modification on Unusual Defense