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  1. - Top - End - #271
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Anima
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    Gargantuan Outsider (Aeon)
    Hit Dice: 11d8+141 (190HP)
    Initiative: +4
    Speed: 20’ (4 squares)
    Armor Class: 20 (-4 size, +4 Dex, +10 natural); touch 10; flat-footed 16
    Base Attack/Grapple: +11/+37
    Attack: Pain +11 ranged (2d8+14 + Death, 20/Χ3, 30’ range)
    Full Attack: Pain +11 ranged (2d8+14 + Death, 20/Χ3, 30’ range)
    Space/Reach: 20’/20’
    Special Attacks: Death, Oblivion
    Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Outsider traits
    Saves: Fort +17, Ref +11, Will +11
    Abilities: Str 39 (+14), Dex 19 (+4), Con 31 (+10), Int 7 (-2), Wis 15 (+2), Cha 18 (+4)
    Skills: Balance +8, Climb +19, Escape Artist +10, Heal +7, Intimidate +16, Jump +18, Knowledge (arcana) +4, Knowledge (nature) +3, Listen +9, Move Silently +9, Search +3, Sense Motive +7, Spellcraft +4, Spot +6, Survival +5, Use Rope +9
    Feats: Ability Focus (Death), Improved Toughness, Iron Will, Skill Focus (Intimidate)
    Environment: any (Macalania)
    Organization: solitary
    Challenge Rating: 11
    Treasure: 2Χ standard
    Normal/Rare Steal: Silence Grenade (Χ3)/Farplane Shadow
    Alignment: Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 44d6+176 (330MP)

    • Death (Su): inflicts Dead status on 1 opponent; Fortitude save (DC19) to resist; the save DC is Charisma-based

    • Oblivion (Su): automatically hits all opponents within 80’ with an apocalyptic flurry of blows & explosive force, dealing 20d6 points of force damage to each (no saving throw); in addition, any opponent hit by this attack must make a successful Fortitude save (DC19) or die; the save DC is Charisma-based; this is a full-round action that provokes attacks of opportunity; this ability costs 100OP to use

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

    • Aeon Shield (Su): Anima can choose, as a swift action, to raise it’s defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round
    Last edited by Zeta Kai; 2008-11-05 at 10:40 AM. Reason: increased ranges

  2. - Top - End - #272
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    I understand the reasoning for making this particular Anima weaker, but according to your own rules here Anima must be at least a 21 HD creature. 20 HD, and then 1 level in suffering fayth.
    Most excellent Rising Echo avatar created by GryffonDurime.
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  3. - Top - End - #273
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    Quote Originally Posted by Lochar View Post
    I understand the reasoning for making this particular Anima weaker, but according to your own rules here Anima must be at least a 21 HD creature. 20 HD, and then 1 level in suffering fayth.
    Yes, you are correct, but since I'm the one making the rules, I can break them.

    Seriously though, my reasoning is simple. This monster version of Anima is designed to represent the boss you face in Macalania Temple. This version is significantly weaker than the version you can eventually command. I don't like the logical disconnect required to accept this version either, but for the sake of completeness, here it is, slavishly designed to the best of my ability. I originally attempted to make a compromise version of Anima that could serve as a boss here AND be a worthwhile Aeon, but I discovered that it was practically infeasible. And creature tough enough to serve as a useful Aeon according to my intended power scale would be far too powerful to serve as a fair boss in Macalania: a CR21 creature would most likely TPK a party of characters at the appropriate power level (Macalania is meant to be an ECL12 dungeon).

  4. - Top - End - #274
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    Heh, according to your own guidelines, Seymour shouldn't be able to summon Anima anyways. He's not an 11th(or 15th for max suffering fayth class) level summoner.

    I see the issues it's brought up.
    Most excellent Rising Echo avatar created by GryffonDurime.
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  5. - Top - End - #275
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Aqua Flan
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    Medium Ooze (Aquatic, Fiend)
    Hit Dice: 8d10+48 (92HP)
    Initiative: -5
    Speed: 10’ (2 squares)
    Armor Class: 5 (-5 Dex); touch 5; flat-footed 5
    Base Attack/Grapple: +6/+9
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Watera
    Special Qualities: Aquatic traits, Damage Reduction 16/magic, Ooze traits, Skills
    Saves: Fort +8, Ref -3, Will -3
    Abilities: Str 17 (+3), Dex 1 (-5), Con 22 (+6), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
    Skills: Climb +11, Swim +11
    Feats: N/A
    Environment: underground (Bevelle)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 7
    Treasure: standard
    Normal/Rare Steal: Fish Scale (Χ2)/Dragon Scale (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 16d6+64 (120MP)

    • Watera (Sp): this is a ranged touch attack that deals 8d6+8 points of water (force) damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC9) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

    • Skills: the creature has a +8 racial bonus on Climb checks & Swim checks, & can always choose to take 10 on a Climb check or a Swim check, even if rushed or threatened
    Last edited by Zeta Kai; 2008-11-05 at 11:01 AM. Reason: increased ranges

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

    Arms of Gui
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    Large Outsider
    Hit Dice: 6d8+6 (33HP)
    Initiative: +2
    Speed: 0’ (0 squares, attached to Sinspawn: Gui)
    Armor Class: 16 (-1 size, +2 Dex, +5 natural); touch 11; flat-footed 14
    Base Attack/Grapple: +6/+13
    Attack: Slam +8 melee (1d8+3)
    Full Attack: 2 Slams +8 melee (1d8+3)
    Space/Reach: 10’/5’
    Special Attacks:
    Special Qualities: Outsider traits
    Saves: Fort +6, Ref +7, Will +0
    Abilities: Str 17 (+3), Dex 14 (+2), Con 13 (+1), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
    Skills: N/A
    Feats: Power AttackB
    Environment: any (Mushroom Rock Road)
    Organization: body (pair with Head of Gui & Sinspawn: Gui)
    Challenge Rating: 5
    Treasure: 2Χ standard
    Normal/Rare Steal: Potion/Potion
    Alignment: Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 24d6+96 (180MP)
    Last edited by Zeta Kai; 2008-10-03 at 09:20 PM. Reason: added image

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    Bandersnatch
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    Medium Animal (Fiend)
    Hit Dice: 11d8+22 (71HP)
    Initiative: +6
    Speed: 50’ (10 squares)
    Armor Class: 12 (+2 Dex); touch 12; flat-footed 10
    Base Attack/Grapple: +8/+11
    Attack: Bite +11 melee (1d6+3 + Mute or Sleep)
    Full Attack: Bite +11 melee (1d6+3 + Mute or Sleep)
    Space/Reach: 5’/5’
    Special Attacks: Mute, Sleep
    Special Qualities: Animal traits, Low-Light Vision, Scent
    Saves: Fort +9, Ref +9, Will +4
    Abilities: Str 16 (+3), Dex 15 (+2), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 10 (+0)
    Skills: Hide +6, Listen +5, Move Silently +7, Spot +3, Survival +4
    Feats: Improved Initiative, Run, Track, Stealthy
    Environment: cold mountains (Mt. Gagazet)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 7
    Treasure: standard
    Normal/Rare Steal: Dream Powder (Χ2)/Dream Powder (Χ3)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 11d6+44 (82MP)

    • Mute (Ex): inflicts Mute status on 1 opponent for 3 rounds; Fortitude save (DC16) to resist; the save DC is Wisdom-based

    • Sleep (Ex): inflicts Sleep status on 1 opponent for 3 rounds; Fortitude save (DC16) to resist; the save DC is Wisdom-based

    • Scent (Ex): the creature can detect opponents by sense of smell within 40’ (Χ2 for upwind opponents, Χ½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-05 at 11:07 AM. Reason: increased ranges

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

    Barbatos
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    Huge Aberration (Fiend)
    Hit Dice: 14d8+112 (175HP)
    Initiative: +1
    Speed: 30’ (6 squares)
    Armor Class: 23 (-2 size, +1 Dex, +14 natural); touch 9; flat-footed 22
    Base Attack/Grapple: +10/+23
    Attack: Slam +16 melee (2d6+8)
    Full Attack: 2 Slams +16 melee (2d6+8)
    Space/Reach: 15’/15’
    Special Attacks: Body Splash, Mortar
    Special Qualities: Aberration traits, Body Shield
    Saves: Fort +14, Ref +5, Will +10
    Abilities: Str 27 (+8), Dex 13 (+1), Con 26 (+8), Int 6 (-2), Wis 12 (+1), Cha 7 (-2)
    Skills: Jump +12, Intimidate +9, Listen +5, Spot +4, Survival +6
    Feats: Endurance, Great Fortitude, Improved Bullrush, Mighty Blow, Power Attack
    Environment: any (Sin)
    Organization: solitary
    Challenge Rating: 12
    Treasure: standard
    Normal/Rare Steal: Star Curtain/Blessed Gem
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 28d6+112 (225MP)

    • Body Splash (Ex): once every other round, the creature can crush it’s enemies with a trample-like attack, dealing 2d6+12 damage to all creatures caught underneath it; Reflex save (DC25) for half damage; the save DC is Strength-based; after this action, the creature is considered prone, & must take a move action to stand up; this is a standard action that does not provoke attacks of opportunity (although the move action to stand from being prone does provoke attacks of opportunity)

    • Mortar (Ex): once every 1d4+1 rounds, the creature can launch an explosive blast; this attack that deals 2d6+2 points of piercing damage & 2d6 points of fire damage to all creatures within 70’ (including the creature); all creatures can make a Fortitude save (DC18) for half damage; the save DC is Dexterity-based; this ability is a standard action that does not provoke attacks of opportunity

    • Body Shield (Ex): as a swift action, the creature can shield itself with its armor-plated arms; this grants it cover relative to a chosen opponent (+4AC), as well as DR10; this ability can be dropped at will, & does not provoke attacks of opportunity; however, the creature cannot attack while this ability is active
    Last edited by Zeta Kai; 2008-11-05 at 11:08 AM. Reason: increased ranges

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

    Bashura
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    Large Monstrous Humanoid (Fiend)
    Hit Dice: 12d8+36 (90HP)
    Initiative: +0
    Speed: 30’ (6 squares)
    Armor Class: 11 (-1 size, +2 natural); touch 9; flat-footed 11
    Base Attack/Grapple: +12/+22
    Attack: Slam +17 melee (1d8+6)
    Full Attack: 2 Slams +17 melee (1d8+6)
    Space/Reach: 10’/10’
    Special Attacks: Counterattack
    Special Qualities: Monstrous Humanoid traits, Powerful Build
    Saves: Fort +9, Ref +8, Will +9
    Abilities: Str 22 (+6), Dex 10 (+0), Con 17 (+3), Int 7 (-2), Wis 12 (+1), Cha 10 (+0)
    Skills: Climb +11, Jump +10, Intimidate +9, Listen +4, Survival +5
    Feats: Cleave, Great Fortitude, Improved Bullrush, Power Attack, Run
    Environment: cold mountains or cold desert (Mt. Gagazet, Zanarkand Ruins)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 10
    Treasure: standard
    Normal/Rare Steal: Soul Spring/Soul Spring (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 12d6+48 (90MP)

    • Counterattack (Ex): upon being hit by a successful physical attack, the creature gains 1 extra attack of opportunity against an opponent that successfully hit them, even if the attack wouldn’t normally allow an attack of opportunity

    • Powerful Build (Ex): whenever the creature is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the creature can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category
    Last edited by Zeta Kai; 2008-10-22 at 08:15 AM.

  10. - Top - End - #280
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    I'd like to ask you this question again. Which of these figures do you think Yevon is most like? Just looking for ideas for a nickname for the summoner and his Aeons.

    Davros, John Lumic and the Master.

    "Yes... yes. To hold in my hand a capsule that contained such power... to know that life and death on such a scale was my choice. To know that the tiny pressure on my thumb, enough to break the glass, would end everything. Yes - I would do it. That power would set me up above the gods! And through the Daleks, I shall have that power!"
    ―Davros when asked by the Doctor if he had the power to unleash a deadly viral plague, would he use it.

    "This is the age of steel and I am its creator."
    ―John Lumic converted into Cyber Controller.

    "So it came to pass, that the human race fell... and the Earth was no more. And I looked down upon my new dominion, as Master of all, and I thought it... good."
    ―The Master as Harold Saxon.

  11. - Top - End - #281
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Quote Originally Posted by Agrippa View Post
    I'd like to ask you this question again. Which of these figures do you think Yevon is most like? Just looking for ideas for a nickname for the summoner and his Aeons.
    I have 2 basic problems with giving you an answer to your question. One is my fault, while the other is not.

    1) I know rather little about Dr. Who. I watched a few of the Baker (4th Doctor) episodes back in the day, but when I was growing up, the show only played on PBS in erratic time slots. So I only have a cursory knowledge/interest of the whole Dr. Who mythos, & the above quotes are not giving me insights into the respective characters.

    2)
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    SPOILER ALERT!: Yevon himself is almost a cipher in the game. By the time the game's story begins, he's mostly considered a nearly-divine historical figure from 1,000 years ago, an age so long ago that nearly all details have faded to myth. Later, it is revealed that nearly everything known about Yevon & the beginning of his religion is a lie designed by himself & his daughter Yunalesca in order to perpetuate the spiral of death surrounding the immortal summoned beast known as Sin. Later, Yevon becomes the utterly inhuman Anticlimax Boss, who never speak to the PCs or anyone else, so his personality (whatever is left of it) is entirely unknown. He has devolved to the point where he has become a cipher, a deadly force of nature that the heroes must defeat, seemingly as impossible to kill as the wind. END SPOILER.


    So, to non-answer your question, I don't think any of your examples apply. From what little I know of Dr. Who, all of his nemeses are intelligent foils, full of personality & wit. Yevon is nothing like them, & comparrisons across wildly-different genres & media can be a time-wasting mental trap.
    Last edited by Zeta Kai; 2008-07-30 at 07:59 AM. Reason: added spoiler

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

    Basilisk
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    Large Magical Beast (Fiend)
    Hit Dice: 6d10+6 (39HP)
    Initiative: +2
    Speed: 30’ (6 squares)
    Armor Class: 15 (-1 size, +2 Dex, +4 natural); touch 11; flat-footed 13
    Base Attack/Grapple: +6/+14
    Attack: Claw +9 melee (1d8+4)
    Full Attack: 2 Claws +9 melee (1d8+4)
    Space/Reach: 10’/5’
    Special Attacks: Stone Gaze
    Special Qualities: Magical Beast traits
    Saves: Fort +6, Ref +4, Will +3
    Abilities: Str 19 (+4), Dex 15 (+2), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 4 (-3)
    Skills: Hide +3, Listen +5, Move Silently +8, Spot +4
    Feats: Alertness, Lightning Reflexes, Stealthy
    Environment: temperate plains (Djose Highroad)
    Organization: solitary or pair
    Challenge Rating: 5
    Treasure: standard
    Normal/Rare Steal: Petrify Grenade/Petrify Grenade
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 12d6+48 (90MP)

    • Stone Gaze (Su): inflicts Petrified status on 1 opponent within 35’; Fortitude save (DC14) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-05 at 11:11 AM. Reason: increased ranges

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

    Bat Eye
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    Large Aberration (Fiend)
    Hit Dice: 6d8+12 (39HP)
    Initiative: +4
    Speed: 10’ (2 squares), Fly 30’ (6 squares, perfect maneuverability)
    Armor Class: 15 (-1 size, +4 Dex, +2 natural); touch 13; flat-footed 11
    Base Attack/Grapple: +4/+9
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 10’/10’
    Special Attacks: Stare
    Special Qualities: Aberration traits
    Saves: Fort +4, Ref +8, Will +6
    Abilities: Str 13 (+1), Dex 18 (+4), Con 14 (+2), Int 6 (-2), Wis 12 (+1), Cha 9 (-1)
    Skills: Listen +4, Move Silently +6, Spot +7, Survival +3
    Feats: Alertness, Flyby Attack, Lightning Reflexes
    Environment: underground (Bevelle)
    Organization: 3 or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 5
    Treasure: standard
    Normal/Rare Steal: Hi-Potion/Silence Grenade
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 12d6+48 (90MP)

    • Stare (Su): +7 special ranged attack (1d8); 35’ range; Reflex save (DC17) for half damage & to avoid the Confused effect; the save DC is Dexterity-based; inflicts Confused status; this is a standard action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-05 at 11:11 AM. Reason: increased ranges

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    Behemoth
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    Huge Magical Beast (Fiend)
    Hit Dice: 12d10+60 (126HP)
    Initiative: +1
    Speed: 40’ (8 squares)
    Armor Class: 14 (-2 size, +1 Dex, +5 natural); touch 9; flat-footed 14
    Base Attack/Grapple: +12/+28
    Attack: Bite +20 melee (2d6+8) or Slam +18 melee (2d6+8)
    Full Attack: Bite +20 melee (2d6+8) & 2 Slams +13 melee (2d6+8)
    Space/Reach: 15’/15’
    Special Attacks: Heave, Improved Grab, Thundara
    Special Qualities: Magical Beast traits
    Saves: Fort +13, Ref +9, Will +6
    Abilities: Str 26 (+8), Dex 13 (+1), Con 21 (+5), Int 3 (-4), Wis 14 (+2), Cha 12 (+1)
    Skills: Climb +15, Intimidate +7, Jump +10, Listen +6, Survival +8
    Feats: Endurance, Improved Bullrush, Mighty Blow, Power Attack, Weapon Focus (Bite)
    Environment: cold mountains or cold desert (Mt. Gagazet, Zanarkand Ruins)
    Organization: solitary
    Challenge Rating: 11
    Treasure: standard
    Alignment: always Chaotic Evil
    Normal/Rare Steal: Ether/Mana Tablet
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 24d6+96 (180MP)

    • Heave (Ex): the creature can throw a grabbed opponent of Large or smaller size into the air by making a successful grapple check; once thrown, the opponent takes 2d6 points of falling damage, plus an additional 1d6 points of damage for each size category smaller than Large the opponent is (for example, a Medium-sized creature would be 1 category smaller than Large, & therefore would take 3d6 falling damage); this is a standard action that does not provoke attacks of opportunity

    • Improved Grab (Ex): to use this ability, the creature must hit with a Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Heave

    • Thundara (Sp): this is a ranged touch attack that deals 12d6+12 points of electricity damage to 1 opponent within 70’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use
    Last edited by Zeta Kai; 2009-01-01 at 04:22 PM. Reason: fixed Heave

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

    Zeta, the monster list is impressive, but there's no fluff I'm not familiar with the Final Fantasy games (having never been video-gamer) so I'm not sure what some of these critters are. Others I know from having see them in part like the Chocobo, but others I can't seem to find.

    Are you going to add some fluff to these or link to a picture perhaps? It would be really helpful (although it's a lot of work).

    What's Aqua Fan? I couldn't find anything using google. Do you know of a site which describes these critters or has a picture?

    Thanks!
    Debby

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

    Blue avatar by The Stoney One.


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

    Looking good, Zeta. I'm jealous. :) I need to finish my FF monster compendium someday. /sigh

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

    Thanks, Devin. I went back and looked at the rest of the site: www.ffcompendium.com. It has many of creatures on its site with pictures with a short blurb. For a non-player of the FFX game, such as myself, just having that little bit of information fills in some of the gaps.

    Zeta, after looking at the pictures and reading the blurbs, I am even more impressed by how well you stayed true to the creatures while converting them to d20. It can't have been easy.

    I just have one question: under some of the monsters you have a line "Norma/Rare Steal: X/Y" and I'm not exactly sure how that works. Is it a mechanic that you described earlier and I missed it?


    Debby
    Last edited by Debihuman; 2008-07-29 at 07:13 AM.

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

    Quote Originally Posted by Debihuman View Post
    Zeta, after looking at the pictures and reading the blurbs, I am even more impressed by how well you stayed true to the creatures while converting them to d20. It can't have been easy.
    Thank you for your praise. That's the kind of encouragement that I need to keep going on this monumental project. It hasn't been easy, but it has been very rewarding, & I hope that once I'm done, I can look back & be proud of this accomplishment, small though it might seem. I hope to add links to each monster eventually. As it is, I'm adding pictures to the monster entries, if their good ones.

    Quote Originally Posted by Debihuman View Post
    I just have one question: under some of the monsters you have a line "Norma/Rare Steal: X/Y" and I'm not exactly sure how that works. Is it a mechanic that you described earlier and I missed it?
    The rule for normal/rare steals is listed under the Steal & Mug class feature entries for the Bandit class, & well as breifly mentioned in the Master Thief special armor ability. I've added links in both places; I'll agree that the rules are a tad obscure.

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    Behemoth King
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    Gargantuan Magical Beast (Fiend)
    Hit Dice: 15d10+105 (187HP)
    Initiative: +1
    Speed: 40’ (8 squares)
    Armor Class: 15 (-4 size, +1 Dex, +8 natural); touch 7; flat-footed 15
    Base Attack/Grapple: +15/+39
    Attack: Bite +25 melee (2d8+12) or Slam +23 melee (2d8+12)
    Full Attack: Bite +25 melee (2d8+12) & 2 Slams +18 melee (2d8+12)
    Space/Reach: 20’/20’
    Special Attacks: Flare, Heave, Improved Grab, Meteor, Tail, Thundaga, Thundara
    Special Qualities: Magical Beast traits, Mighty Guard
    Saves: Fort +16, Ref +10, Will +7
    Abilities: Str 34 (+12), Dex 13 (+1), Con 25 (+7), Int 5 (-3), Wis 14 (+2), Cha 14 (+2)
    Skills: Climb +17, Intimidate +7, Jump +12, Listen +8, Spot +6, Survival +4
    Feats: Alertness, Endurance, Improved Bullrush, Mighty Blow, Power Attack, Weapon Focus (Bite)
    Environment: any (Sin)
    Organization: solitary
    Challenge Rating: 13
    Treasure: standard
    Normal/Rare Steal: Healing Water/Twin Stars (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 30d6+120 (225MP)

    • Flare (Sp): this attack inflicts 15d10+45 points of non-specified damage to 1 opponent within 80’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

    • Heave (Ex): the creature can throw a grabbed opponent of Huge or smaller size into the air by making a successful grapple check; once thrown, the opponent takes 2d6 points of falling damage, plus an additional 1d6 points of damage for each size category smaller than Huge the opponent is (for example, a Medium-sized creature would be 2 categories smaller than Huge, & therefore would take 4d6 falling damage); this is a standard action that does not provoke attacks of opportunity

    • Improved Grab (Ex): to use this ability, the creature must hit with a Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Heave

    • Meteor (Su): if the creature is reduced to 0HP or below, it can unleash a spiteful meteoric assault; all creatures within 80’ take 2d6 bludgeoning damage & 6d6 fire damage; a creature can make a Reflex save (DC19) for half damage; the save DC is Wisdom-based; this is an immediate action that does not provoke attacks of opportunity

    • Tail (Ex): the creature can sweep its long tail, hitting several enemies; multiple opponents (1d3+1) within reach take 2d6+12 bludgeoning damage; a creature can make a Reflex save (DC18) for half damage; the save DC is Dexterity-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds

    • Thundaga (Sp): this is a ranged touch attack that deals 15d8+30 points of electricity damage to 1 opponent within 80’ on a successful hit; Fortitude save (DC19) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

    • Thundara (Sp): this is a ranged touch attack that deals 15d6+15 points of electricity damage to 1 opponent within 80’ on a successful hit; Fortitude save (DC19) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

    • Mighty Guard (Su): grants itself the following benefits: nul (all energy types), protect, & shell; this is a standard action that does not provoke attacks of opportunity; this ability costs 16MP to use
    Last edited by Zeta Kai; 2009-01-01 at 04:25 PM. Reason: fixed Heave

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

    Hah, I didn't even look at the rest of the site. I guess I was more helpful than I thought.
    Blue avatar by The Stoney One.


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    Biran Ronso
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    Ronso Pugilist 10/Black Mage 3
    Large Monstrous Humanoid
    Hit Dice: (10d8+40) + (3d4+12) (104HP)
    Initiative: +2
    Speed: 40’ (8 squares)
    Armor Class: 14 (-1 size, +2 Dex, +3 buckler); touch 11; flat-footed 12
    Base Attack/Grapple: +8/+18
    Attack: Gore +13 melee (1d4+6)
    Full Attack: Gore +13 melee (1d4+6) & Slam +8 melee (1d8+6)
    Space/Reach: 10’/10’
    Special Attacks: Berserk, Blizzard, Bulldoze, Thunder
    Special Qualities: Mighty Guard
    Saves: Fort +8, Ref +10, Will +7
    Abilities: Str 22 (+6), Dex 15 (+2), Con 19 (+4), Int 11 (+0), Wis 12 (+1), Cha 9 (+1)
    Skills: Balance +6, Climb +11, Concentration +12, Intimidate +8, Jump +10, Knowledge (arcana) +4, Listen +6, Move Silently +7, Spellcraft +5, Survival +7, Tumble +7
    Feats: Combat Casting, Dodge, Empower Spell, Mobility, Run
    Environment: cold mountains (Mt. Gagazet)
    Organization: pair (with Yenke Ronso)
    Challenge Rating: 14
    Treasure: 2Χ standard
    Normal/Rare Steal: Level 3 Key Sphere/Level 3 Key Sphere (Χ2)
    Alignment: Chaotic Neutral
    Advancement: by character class
    Level Adjustment: +1
    Magic Pool: (30d6+120) + (15d6+60) (337MP)

    • Berserk (Su): inflicts Berserk status on 1 opponent within 65’; Will save (DC17) to resist; the save DC is Wisdom-based

    • Blizzard (Sp): this is a ranged touch attack that deals 13d4 points of cold damage to 1 opponent within 65’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

    • Bulldoze (Ex): in addition to the normal benefits & hazards of a charge, this allows the creature to make a single Gore attack with a +2 attack bonus that deals (1d4+6)Χ2 points of damage

    • Thunder (Sp): this is a ranged touch attack that deals 13d4 points of electricity damage to 1 opponent within 65’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

    • Mighty Guard (Su): grants all allies within 65’ (including itself) the following benefits: nul (all energy types), protect, & shell; this is a standard action that does not provoke an attack opportunity; this ability costs 16MP to use
    Last edited by Zeta Kai; 2008-11-05 at 11:24 AM. Reason: increased ranges

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    Bite Bug
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    Small Vermin (Fiend)
    Hit Dice: 5d8 (22HP)
    Initiative: +4
    Speed: 10’ (2 squares), Fly 50’ (10 squares, good maneuverability)
    Armor Class: 16 (+1 size, +4 Dex, +1 natural); touch 15; flat-footed 12
    Base Attack/Grapple: +3/-2
    Attack: Sting +3 melee (1d4-1 + Poison)
    Full Attack: Sting +3 melee (1d4-1 + Poison)
    Space/Reach: 5’/5’
    Special Attacks: Poison
    Special Qualities: Vermin traits
    Saves: Fort +4, Ref +5, Will +2
    Abilities: Str 9 (-1), Dex 18 (+4), Con 11 (+0), Int -- (+0), Wis 12 (+1), Cha 9 (-1)
    Skills: N/A
    Feats: HoverB
    Environment: temperate plains or marshes (Djose Highroad, Moonflow)
    Organization: party (1-2 with a group of 1-3 Fiends)
    Challenge Rating: 3
    Treasure: standard
    Normal/Rare Steal: Antidote/Poison Fang
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 5d6+20 (37MP)

    • Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC13) to resist; the save DC is Wisdom-based
    Last edited by Zeta Kai; 2008-07-30 at 11:06 AM. Reason: added image

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

    please pictures, please. or at least a description


    That compendium only covers some monsters
    from
    EE
    Last edited by EvilElitest; 2008-07-29 at 02:52 PM.

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

    Quote Originally Posted by EvilElitest View Post
    please pictures, please. or at least a description
    Oh, it's always something with you, isn't it, EE? It's because of you that I added pictures in the first place.

    Have patience. More pictures are on the way. Links, too.

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

    Actually having some written descriptions is very helpful. You don't need to write much but even a couple of sentences helps.

    Debby

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    Quote Originally Posted by Debihuman View Post
    Actually having some written descriptions is very helpful. You don't need to write much but even a couple of sentences helps.
    Actually, I was hoping a fellow FFX fan or other bene samaritani would contribute some descriptive text out of the goodness of their heart. I need monster fluff, as well as more fluff for the locations. Anyone wanna help? It's only 200+ monsters & 20+ locations.

    Please?

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    Black Element
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    Medium Elemental (Fiend)
    Hit Dice: 18d8+39 (120HP)
    Initiative: +7
    Speed: Fly 20’ (4 squares, poor maneuverability)
    Armor Class: 18 (+3 Dex, +5 natural); touch 13; flat-footed 15
    Base Attack/Grapple: +13/+17
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Berserk, Demi, Flare
    Special Qualities: Damage Reduction 18/magic, Elemental traits
    Saves: Fort +13, Ref +16, Will +11
    Abilities: Str 18 (+4), Dex 17 (+3), Con 15 (+2), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
    Skills: Listen +12, Spot +13
    Feats: Alertness, Combat Reflexes, Dodge, HoverB, Improved Initiative, Lightning Reflexes, Mobility, Toughness
    Environment: any (Omega Ruins)
    Organization: pair or 3
    Challenge Rating: 9
    Treasure: standard
    Normal/Rare Steal: Hi-Potion/Shining Gem (Χ4)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 36d6+144 (270MP)

    • Berserk (Su): inflicts Berserk status on 1 opponent within 40’; Will save (DC19) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

    • Demi (Sp): this ability reduces the current HP of all opponents within 40’ by 25%; Fortitude save (DC19) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use

    • Flare (Sp): this attack inflicts 18d10+54 points of non-specified damage to 1 opponent within 40’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use
    Last edited by Zeta Kai; 2008-11-05 at 11:27 AM. Reason: increased ranges

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    Blue Element
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    Medium Elemental (Aquatic, Fiend)
    Hit Dice: 9d8+18 (58HP)
    Initiative: +6
    Speed: Fly 20’ (4 squares, poor maneuverability)
    Armor Class: 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
    Base Attack/Grapple: +6/+8
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Watera
    Special Qualities: Aquatic traits, Damage Reduction 9/magic, Elemental traits
    Saves: Fort +8, Ref +7, Will +3
    Abilities: Str 14 (+2), Dex 15 (+2), Con 14 (+2), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
    Skills: Listen +8, Spot +8
    Feats: Alertness, Dodge, HoverB, Improved Initiative, Lightning Reflexes
    Environment: any cold (Macalania)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 6
    Treasure: standard
    Normal/Rare Steal: Fish Scale (Χ2)/Fish Scale (Χ3)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 18d6+72 (135MP)

    • Watera (Sp): this is a ranged touch attack that deals 9d6+9 points of water (force) damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC14) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use
    Last edited by Zeta Kai; 2008-11-05 at 11:28 AM. Reason: increased ranges

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    Bomb #1
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    Medium Outsider (Fiend)
    Hit Dice: 4d8+8 (26HP)
    Initiative: +7
    Speed: Fly 20’ (4 squares, clumsy maneuverability)
    Armor Class: 15 (+3 Dex, +2 natural); touch 13; flat-footed 12
    Base Attack/Grapple: +4/+5
    Attack: Blast +7 ranged (1d6 + 1d6 fire, 19-20/Χ2, 30’ range)
    Full Attack: Blast +7 ranged (1d6 + 1d6 fire, 19-20/Χ2, 30’ range)
    Space/Reach: 5’/5’
    Special Attacks: Fire, Self-Destruct
    Special Qualities: Outsider traits
    Saves: Fort +6, Ref +7, Will +4
    Abilities: Str 12 (+1), Dex 17 (+3), Con 14 (+2), Int 3 (-4), Wis 11 (+0), Cha 6 (-2)
    Skills: Listen +6, Move Silently +10, Spot +8, Survival +7
    Feats: Dodge, HoverB, Improved Initiative
    Environment: any (Mi’ihen Highroad)
    Organization: 3 or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 3
    Treasure: standard
    Normal/Rare Steal: Bomb Fragment (Χ2)/Bomb Fragment (Χ3)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 16d6+64 (120MP)

    • Fire (Sp): this is a ranged touch attack that deals 4d4 points of fire damage to 1 opponent within 30’ on a successful hit; Fortitude save (DC12) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

    • Self-Destruct (Su): after each successful physical attack, the creature increases in size by 1’ in diameter (no stat changes, size increase lasts for 1d6+4 minutes); after the 3rd successful physical attack, the creature explodes as an immediate action, destroying it & dealing 2d6 points of fire damage to everything within a 30’ radius (no saving throw)
    Last edited by Zeta Kai; 2008-10-02 at 10:20 PM. Reason: added image

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