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    Default Final Fantasy X d20 (PDF Now Available!)

    Final Fantasy X D20

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    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.

    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!
    Last edited by Zeta Kai; 2011-10-29 at 04:21 PM. Reason: added link to PDF

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    Default Re: Final Fantasy X d20 (All Races, All Classes, Blitzball & MORE!)

    Table of Contents
    The World of Spira
    Races
    Racial Tables

    Classes
    Status Effects

    Aeons
    Magic
    Items
    Overdrives
    Blitzball
    Locations

    Characters
    Creatures
    Bonus Material

    The PDF is finally available!
    Click here for v1.1!
    Last edited by Zeta Kai; 2009-12-24 at 12:24 PM. Reason: added link

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    Default Re: Final Fantasy X d20 (All Races, All Classes, Blitzball & MORE!)

    The World of Spira
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    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.
    Last edited by Zeta Kai; 2008-07-22 at 11:25 AM. Reason: changed font

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    Default Re: Final Fantasy X d20 (All Races, All Classes, Blitzball & MORE!)

    Geography (with Map of Spira!)
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    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.
    Last edited by Zeta Kai; 2008-10-23 at 12:30 PM. Reason: added image

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    Default Re: Final Fantasy X d20 (All Races, All Classes, Blitzball & MORE!)

    Fauna
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    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.
    Last edited by Zeta Kai; 2008-10-07 at 11:33 AM. Reason: added link

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    Default Re: Final Fantasy X d20 (All Races, All Classes, Blitzball & MORE!)

    Technology & Culture
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    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.
    Last edited by Zeta Kai; 2008-10-07 at 11:32 AM. Reason: added link

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    Default Re: Final Fantasy X d20 (All Races, All Classes, Blitzball & MORE!)

    Timeline
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    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.
    Last edited by Zeta Kai; 2008-04-29 at 01:17 PM. Reason: formatting

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Kal...
    As much as I love your projects and all...

    Blitzball?

    Really?
    Nothing but a Nobody

    Quote Originally Posted by Cogwheel View Post
    Also, are you even human any more, or did you just transcend into some sort of in-joke singularity?

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Races
    NOTE: this section replaces the races found within the Player’s Handbook (pages 12-20).

    Hume
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    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
    Last edited by Zeta Kai; 2009-01-19 at 07:35 PM. Reason: fixed typo

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Al Bhed
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    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
    Last edited by Zeta Kai; 2008-05-26 at 11:46 AM. Reason: added image

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    Half-Al Bhed
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    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
    Last edited by Zeta Kai; 2008-05-26 at 11:51 AM. Reason: added image

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    Ronso
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    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
    Last edited by Zeta Kai; 2008-08-25 at 08:35 AM. Reason: added image

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Guado
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    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
    Last edited by Zeta Kai; 2008-06-04 at 06:36 PM. Reason: fixed Detect Undead

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    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

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    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.
    Last edited by Zeta Kai; 2008-06-04 at 06:38 PM.

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    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 . Nice work.

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Half-Guado
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    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
    Last edited by Zeta Kai; 2008-05-26 at 12:01 PM. Reason: added image

  18. - Top - End - #18
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    If you're looking for pictures, references, backstory, anything, might I suggest here?

    Considering they have been running for quite some time, I do believe you would be fine posting some form of image reference Kai.
    Nothing but a Nobody

    Quote Originally Posted by Cogwheel View Post
    Also, are you even human any more, or did you just transcend into some sort of in-joke singularity?

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Quote Originally Posted by Zeta Kai View Post
    Guado
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    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.
    Crimson Towers Races(Homebrew PEACH stuff)
    Quote Originally Posted by Singhilarity View Post
    "Now, why, specifically, would I need the feats in order to gain this next one in the progression?"

    "Because you need to be able to preform the skills required in order to do it"

    "So, particular names of the skills aside, if I were able to do these things (Rapid Shot + Many Shot) I might be able to pull off a skill exactly the same as Greater Many Shot, even if, say, I called it by it's name in SWAHILI?"

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    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.

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Hypello
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    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
    Last edited by Zeta Kai; 2008-05-26 at 12:10 PM. Reason: added image

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Classes
    NOTE: this section replaces the classes found within the Player’s Handbook (pages 24-58).

    Pugilist (“Tidus”)
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    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
    Last edited by Zeta Kai; 2009-04-10 at 12:15 AM. Reason: adjusting MP

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    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?
    Last edited by Hunter Noventa; 2008-05-07 at 12:48 PM.
    "And if you don't, the consequences will be dire!"
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    Factotum Variants!

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    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.

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    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).
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    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    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 ).
    • 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.
    Last edited by Zeta Kai; 2008-05-08 at 10:34 AM.

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    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]
    Last edited by Zeta Kai; 2008-07-22 at 11:33 AM. Reason: changed font

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Quote Originally Posted by Zeta Kai View Post
    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
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    Quote Originally Posted by Singhilarity View Post
    "Now, why, specifically, would I need the feats in order to gain this next one in the progression?"

    "Because you need to be able to preform the skills required in order to do it"

    "So, particular names of the skills aside, if I were able to do these things (Rapid Shot + Many Shot) I might be able to pull off a skill exactly the same as Greater Many Shot, even if, say, I called it by it's name in SWAHILI?"

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    Summoner (“Yuna”)
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    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
    Last edited by Zeta Kai; 2009-04-10 at 12:19 AM. Reason: adjusting MP

  30. - Top - End - #30
    Troll in the Playground
     
    AssassinGuy

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    Apr 2007

    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    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.
    Last edited by Realms of Chaos; 2008-05-08 at 10:11 PM.
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    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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