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

    Garuda #1
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    Large Animal (Fiend)
    Hit Dice: 4d8+4 (22HP)
    Initiative: +4
    Speed: 20’ (4 squares), Fly 60’ (12 squares, poor maneuverability)
    Armor Class: 14 (-1 size, +4 Dex, +1 natural); touch 13; flat-footed 10
    Base Attack/Grapple: +3/+9
    Attack: Talon +4 melee (1d8+2)
    Full Attack: Talon +4 melee (1d8+2)
    Space/Reach: 10’/10’
    Special Attacks: Sonic Boom
    Special Qualities: Animal traits
    Saves: Fort +5, Ref +8, Will +2
    Abilities: Str 15 (+2), Dex 18 (+4), Con 12 (+1), Int 2 (-4), Wis 12 (+1), Cha 8 (-1)
    Skills: Move Silently +10, Spot +5
    Feats: Flyby Attack, HoverB, Skill Focus (Move Silently)
    Environment: warm plains (Besaid)
    Organization: solitary or party (1 with another Fiend)
    Challenge Rating: 2
    Treasure: standard
    Normal/Rare Steal: N/A/N/A
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 4d6+16 (30MP)

    • Sonic Boom (Su): this attack inflicts 1d4+2 points of sonic damage to all opponents within 35’; Fortitude save (DC14) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4+2 rounds
    Last edited by Zeta Kai; 2008-11-05 at 03:27 PM. Reason: increased ranges

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    Garuda #2
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    Large Animal (Fiend)
    Hit Dice: 5d8+5 (27HP)
    Initiative: +4
    Speed: 20’ (4 squares), Fly 60’ (12 squares, poor maneuverability)
    Armor Class: 14 (-1 size, +4 Dex, +1 natural); touch 13; flat-footed 10
    Base Attack/Grapple: +3/+9
    Attack: Talon +4 melee (1d8+2)
    Full Attack: Talon +4 melee (1d8+2)
    Space/Reach: 10’/10’
    Special Attacks: Sonic Boom
    Special Qualities: Animal traits
    Saves: Fort +5, Ref +8, Will +3
    Abilities: Str 15 (+2), Dex 18 (+4), Con 13 (+1), Int 2 (-4), Wis 14 (+2), Cha 8 (-1)
    Skills: Move Silently +11, Spot +6
    Feats: Flyby Attack, HoverB, Skill Focus (Move Silently)
    Environment: temperate plains (Luca)
    Organization: solitary or party (1 with another Fiend)
    Challenge Rating: 3
    Treasure: standard
    Normal/Rare Steal: N/A/N/A
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 5d6+20 (37MP)

    • Sonic Boom (Su): this attack inflicts 1d4+2 points of sonic damage to all opponents within 35’; Fortitude save (DC14) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4+1 rounds
    Last edited by Zeta Kai; 2008-11-05 at 03:27 PM. Reason: increased ranges

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

    Garuda #3
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    Large Animal (Fiend)
    Hit Dice: 7d8+14 (45HP)
    Initiative: +4
    Speed: 20’ (4 squares), Fly 60’ (12 squares, poor maneuverability)
    Armor Class: 15 (-1 size, +4 Dex, +2 natural); touch 13; flat-footed 11
    Base Attack/Grapple: +5/+12
    Attack: Talon +7 melee (1d8+3 + Blind)
    Full Attack: 2 Talons +7 melee (1d8+3 + Blind)
    Space/Reach: 10’/10’
    Special Attacks: Blind, Sonic Boom
    Special Qualities: Animal traits
    Saves: Fort +7, Ref +11, Will +4
    Abilities: Str 16 (+3), Dex 18 (+4), Con 14 (+2), Int 2 (-4), Wis 14 (+2), Cha 8 (-1)
    Skills: Move Silently +12, Spot +7
    Feats: Flyby Attack, HoverB, Lightning Reflexes, Skill Focus (Move Silently)
    Environment: temperate plains (Mushroom Rock Road)
    Organization: solitary or party (1 with another Fiend)
    Challenge Rating: 5
    Treasure: standard
    Normal/Rare Steal: Smoke Bomb/Smoke Bomb (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 7d6+28 (52MP)

    • Blind (Ex): inflicts Blind status for 3 rounds on 1 opponent; Fortitude save (DC15) to resist; the save DC is Wisdom-based

    • Sonic Boom (Su): this attack inflicts 1d4+2 points of sonic damage to all opponents within 35’; Fortitude save (DC16) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4+1 rounds
    Last edited by Zeta Kai; 2008-11-05 at 03:27 PM. Reason: increased ranges

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

    Gemini
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    Large Outsider (Fiend)
    Hit Dice: 12d8+60 (114HP)
    Initiative: +3
    Speed: 30’ (6 squares)
    Armor Class: 18 (-1 size, +3 Dex, +6 natural); touch 12; flat-footed 15
    Base Attack/Grapple: +12/+20
    Attack: Longsword +16 melee (2d6+4) or Heavy Mace +16 melee (2d6+4)
    Full Attack: Longsword +16/+11/+6 melee (2d6+4) or Heavy Mace +16/+11/+6 melee (2d6+4)
    Space/Reach: 10’/10’
    Special Attacks: Double Reaper, Leaping Swing, Reaper
    Special Qualities: Outsider traits
    Saves: Fort +14, Ref +11, Will +7
    Abilities: Str 19 (+4), Dex 16 (+3), Con 18 (+4), Int 6 (-2), Wis 8 (-1), Cha 10 (+0)
    Skills: Balance +11, Climb +14, Hide +7, Intimidate +9, Jump +13, Listen +8, Move Silently +12, Search +7, Spot +10, Tumble +11
    Feats: Cleave, Great Cleave, Great Fortitude, Improved Toughness, Power Attack
    Environment: any (Sin)
    Organization: pair
    Challenge Rating: 10
    Treasure: standard + Large masterwork longsword or Large masterwork heavy mace
    Normal/Rare Steal: Light Curtain/Light Curtain (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 48d6+192 (360MP)

    • Double Reaper (Ex): once every 1d6+2 rounds, the creature can hit all opponents within reach twice for 2d6+4 points of damage total, ignoring armor, natural armor, damage reduction & hardness; in addition, this attack inflicts a -5 Initiative penalty for the next round to all opponents struck by it; opponents can make a Reflex save (DC20) for half damage & to negate the Initiative penalty; the save DC is Strength-based; this attack is a full-round action that does not provoke attacks of opportunity

    • Leaping Swing (Ex): the creature can leap into the air & strike 1 opponent within 45’ from above, dealing an automatic critical with its weapon on a successful melee attack; can be done once every 1d4+1 rounds; this is a standard action that does not provoke attacks of opportunity

    • Reaper (Ex): once every 1d4 rounds, the creature can hit all opponents within reach for 1d8+1 points of damage; Reflex save (DC19) for half damage; the save DC is Dexterity-based; this attack is a standard action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-05 at 03:28 PM. Reason: increased ranges

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

    Geneaux’s Tentacles
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    Large Outsider
    Hit Dice: 6d8+6 (33HP)
    Initiative: +3
    Speed: 0’ (0 squares, attached to Sinspawn: Geneaux)
    Armor Class: 15 (-1 size, +3 Dex, +3 natural); touch 12; flat-footed 12
    Base Attack/Grapple: +6/+13
    Attack: Tentacle +8 melee (1d8+3)
    Full Attack: 2 Tentacles +8 melee (1d8+3)
    Space/Reach: 10’/10’
    Special Attacks: N/A
    Special Qualities: Outsider traits
    Saves: Fort +6, Ref +8, Will +0
    Abilities: Str 17 (+3), Dex 16 (+3), Con 12 (+1), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
    Skills: N/A
    Feats: Power AttackB
    Environment: any (Kilika)
    Organization: body (pair with Sinspawn: Geneaux)
    Challenge Rating: 3
    Treasure: 2Χ standard
    Normal/Rare Steal: N/A/N/A
    Alignment: Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 24d6+96 (180MP)
    Last edited by Zeta Kai; 2008-10-03 at 11:01 AM. Reason: fixed full attack

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

    Geosgaeno #1
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    Huge Aberration (Fiend)
    Hit Dice: 18d8+144 (225HP)
    Initiative: +5
    Speed: 10’ (2 squares), Swim 40’ (8 squares)
    Armor Class: 21 (-2 size, +1 Dex, +12 natural); touch 9; flat-footed 20
    Base Attack/Grapple: +13/+28
    Attack: Bite +19 melee (3d6+7 + Gravity)
    Full Attack: 2 Bites +19 melee (3d6+7 + Gravity)
    Space/Reach: 15’/15’
    Special Attacks: Gravity
    Special Qualities: Aberration traits
    Saves: Fort +11, Ref +7, Will +12
    Abilities: Str 24 (+7), Dex 12 (+1), Con 20 (+5), Int 8 (-1), Wis 12 (+1), Cha 10 (+0)
    Skills: Intimidate +4, Listen +6, Move Silently +9, Spot +8, Survival +5, Swim +15
    Feats: Cleave, Great Cleave, Improved Initiative, Power Attack, Skill Focus (Move Silently), Snatch, Track
    Environment: warm aquatic (Al Bhed Territory)
    Organization: solitary
    Challenge Rating: 13
    Treasure: 2Χ standard
    Normal/Rare Steal: N/A/N/A
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 36d6+144 (270MP)

    • Gravity (Sp): this ability reduces the current HP of all opponents within 70’ by 50%; your opponents can each make a Reflex save (DC18) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 128MP to use
    Last edited by Zeta Kai; 2008-11-05 at 03:29 PM. Reason: increased ranges

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

    Geosgaeno #2
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    Huge Aberration (Fiend)
    Hit Dice: 36d8+288 (450HP)
    Initiative: +7
    Speed: 10’ (2 squares), Swim 40’ (8 squares)
    Armor Class: 23 (-2 size, +3 Dex, +12 natural); touch 11; flat-footed 20
    Base Attack/Grapple: +27/+48
    Attack: Bite +38 melee (3d6+9) or Stone Punch +29 melee (2d6+9 + Petrified)
    Full Attack: 2 Bites +38 melee (3d6+9) or KO Punch +29 melee (2d6+9 + Death)
    Space/Reach: 15’/15’
    Special Attacks: Death, Improved Grab, Petrified, Spit it Out, Swallow Whole
    Special Qualities: Aberration traits
    Saves: Fort +21, Ref +15, Will +23
    Abilities: Str 28 (+9), Dex 16 (+3), Con 24 (+7), Int 8 (-1), Wis 16 (+3), Cha 14 (+2)
    Skills: Intimidate +7, Knowledge (geography) +4, Knowledge (nature) +4, Listen +10, Move Silently +11, Spot +9, Survival +8, Swim +14
    Feats: Alertness, Ability Focus (Petrified), Cleave, Great Cleave, Great Fortitude, Improved Initiative, Improved Natural Attack (Bite), Improved Toughness, Improved Sunder, Power Attack, Skill Focus (Move Silently), Snatch, Track
    Environment: warm aquatic (Al Bhed Territory)
    Organization: solitary
    Challenge Rating: 23
    Treasure: 2Χ standard
    Normal/Rare Steal: N/A/N/A
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 72d6+288 (540MP)

    • Death (Su): inflicts Dead status on 1 opponent; Fortitude save (DC31) to resist; the save DC is Wisdom-based

    • 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 Swallow Whole

    • Petrified (Su): inflicts Petrified status on 1 opponent; Fortitude save (DC31) to resist; the save DC is Wisdom-based

    • Spit it Out (Su): the creature will spit out a swallowed creature after 1d4+1 rounds, dealing bludgeoning damage to the spat creature equal to the creature’s HP - 1; this is a standard action that does not provoke attacks of opportunity

    • Swallow Whole (Ex): the creature can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check; once inside, the opponent takes 2d6+9 points of crushing damage plus 2d6 points of acid damage per round from the creature’s digestive juices; a swallowed creature can cut its way out by dealing 41 points of damage to the digestive tract (AC14); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; the creature’s gullet can hold 1 Large, 2 Medium, 4 Small, or 8 Tiny or smaller creatures
    Last edited by Zeta Kai; 2008-09-09 at 07:38 PM. Reason: fixed full attack

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

    Ghost
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    Large Undead (Fiend, Incorporeal)
    Hit Dice: 12d12+12 (90HP)
    Initiative: +9
    Speed: Fly 30’ (6 squares, perfect maneuverability)
    Armor Class: 17 (-1 size, +5 Dex, +3 deflection); touch 17; flat-footed 12
    Base Attack/Grapple: +6/+14
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 10’/10’
    Special Attacks: Blizzara, Doom, Fira, Thundara, Watera
    Special Qualities: Undead traits, Incorporeal traits
    Saves: Fort +4, Ref +9, Will +10
    Abilities: Str 18 (+4), Dex 21 (+5), Con -- (+0), Int 12 (+1), Wis 14 (+2), Cha 17 (+3)
    Skills: Bluff +8, Concentration +6, Diplomacy +7, Hide +9, Intimidate +10, Knowledge (religion) +6, Listen +6, Move Silently +10, Search +6, Sense Motive +8, Spot +7
    Feats: Ghostly Grasp, Improved Initiative, Improved Toughness, Persuasive, Stealthy
    Environment: any (Calm Lands)
    Organization: solitary or pair
    Challenge Rating: 9
    Treasure: standard
    Normal/Rare Steal: Phoenix Down/Farplane Shadow
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 12d4 (30MP)

    • Blizzara (Sp): this is a ranged touch attack that deals 12d6+12 points of cold damage to 1 opponent within 45’ 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

    • Doom (Sp): 1 opponent within 45’ acquires Doomed status (no saving throw); this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

    • Fira (Sp): this is a ranged touch attack that deals 12d6+12 points of fire damage to 1 opponent within 45’ 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

    • Thundara (Sp): this is a ranged touch attack that deals 12d6+12 points of electricity damage to 1 opponent within 45’ 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

    • Watera (Sp): this is a ranged touch attack that deals 12d6+12 points of water (force) damage to 1 opponent within 45’ 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; 2008-11-05 at 03:30 PM. Reason: increased ranges

  9. - Top - End - #369
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    You, sir, are a paragon of homebrewing endurance.

    But, seriously, how many more monsters do you have to go? I kind of wish that I had thought of employing you on a possible project of mine, to make d20 pokιmon. Just the pocket monsters themselves, mind you, and I wanted to make them respectable creatures. Like my Jolteon, for example.

    Too late now, though, since I've decided that I would lay off the heavy homebrewing once school started up. Tomorrow morning.
    Last edited by Eighth_Seraph; 2008-08-17 at 01:10 PM.
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Quote Originally Posted by Eighth_Seraph View Post
    You, sir, are a paragon of homebrewing endurance.
    Wow, thanks, that means a lot.

    I have no idea how many monsters I have left to go. I did about 200, but now I'm working on the arena monsters & other super-bosses. I also haven't kept track of how many I've posted, but in the end, I'll have about 240 monsters total.

    I debated working on a Pokemon d20, but I'm more familiar with Final Fantasy, & apparently someone's done a good job so far.

    Thanks again for the kind words. Good luck.

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

    Gold Element
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    Medium Elemental (Lightning, Fiend)
    Hit Dice: 9d8+9 (49HP)
    Initiative: +7
    Speed: Fly 20’ (4 squares, poor maneuverability)
    Armor Class: 16 (+3 Dex, +3 natural); touch 13; flat-footed 13
    Base Attack/Grapple: +6/+8
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Thundara, Thunder
    Special Qualities: Damage Reduction 9/magic, Elemental traits, Lightning traits
    Saves: Fort +4, Ref +9, Will +3
    Abilities: Str 15 (+2), Dex 16 (+3), Con 13 (+1), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
    Skills: Listen +8, Spot +8
    Feats: Alertness, Dodge, HoverB, Improved Initiative, Lightning Reflexes
    Environment: any (Thunder Plains)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 6
    Treasure: standard
    Normal/Rare Steal: Electro Marble/Electro Marble (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 18d6+72 (135MP)

    • Thundara (Sp): this is a ranged touch attack that deals 9d6+9 points of electricity 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

    • Thunder (Sp): this is a ranged touch attack that deals 9d4 points of electricity 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 4MP to use
    Last edited by Zeta Kai; 2008-11-05 at 03:31 PM. Reason: increased ranges

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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
    I debated working on a Pokemon d20, but I'm more familiar with Final Fantasy, & apparently someone's done a good job so far.
    The Pokιmaster is a great, albeit overpowered class to represent the show, but the creatures on the site are terribly simplistic. One or two special abilities, maybe three or four if they're minor, and little to no uses outside of a Pokιmon setting.

    What I want to do would be to make each pokιmon a respectable and flavorful creature. For example, a Venosaur would be a scary encounter in a dark, spooky swamp. A small tribe of Cubones paired with a Marowak chieftain would make for a great barbarian population in rocky terrain, and a Graveler would serve as an excellent guardian to a forbidden cave. But that takes time that I don't have. Which is why I can appreciate how much you're putting into this FFX project. Good work, man.
    Water, Earth, Fire, and Air: Benders of the Avatar world
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Grat
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    Medium Plant (Fiend)
    Hit Dice: 7d8+28 (59HP)
    Initiative: +0
    Speed: 5’ (1 square)
    Armor Class: 9 (-4 Dex, +3 natural); touch 6; flat-footed 9
    Base Attack/Grapple: +5/+7
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Seed Burst, Seed Cannon
    Special Qualities: Plant traits
    Saves: Fort +9, Ref +0, Will +4
    Abilities: Str 14 (+2), Dex 3 (-4), Con 18 (+4), Int 1 (-5), Wis 14 (+2), Cha 5 (-3)
    Skills: Listen +10, Survival +7
    Feats: Improved Initiative, Lightning Reflexes, Skill Focus (Listen)
    Environment: cold mountains (Mt. Gagazet)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 8
    Treasure: standard
    Normal/Rare Steal: Antidote (Χ4)/Remedy (Χ3)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 7d6+28 (52MP)

    • Seed Burst (Ex): the creature can spew forth a massive seed pellet, targeting 1 opponent within 40’; this is a +8 ranged attack that deals 2d6+2 points of bludgeoning damage; Reflex save (DC15) for half damage; the save DC is Strength-based; this ability is a standard action that does not provoke attacks of opportunity, & can be done up to once per round

    • Seed Cannon (Ex): the creature can spew forth a barrage of seed pellets, targeting 1 opponent within 40’; this is a +1 ranged attack that deals 3d6+3 points of piercing damage; Reflex save (DC9) for half damage; the save DC is Dexterity-based; this ability is a standard action that does not provoke attacks of opportunity, & can be done up to once per round
    Last edited by Zeta Kai; 2008-11-05 at 03:32 PM. Reason: increased ranges

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

    Great Malboro
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    Huge Plant (Fiend)
    Hit Dice: 11d8+44 (93HP)
    Initiative: +1
    Speed: 20’ (4 squares)
    Armor Class: 17 (-2 size, -3 Dex, +12 natural); touch 5; flat-footed 17
    Base Attack/Grapple: +8/+21
    Attack: Bite +11 melee (2d6+5) or Gastric Juice +3 ranged touch (2d6 acid, 30’ range)
    Full Attack: Chow Time (3 Bites) +11 melee (2d6+5) or Gastric Juice +3 ranged touch (2d6 acid, 30’ range)
    Space/Reach: 15’/10’
    Special Attacks: Bad Breath, Staccato
    Special Qualities: Plant traits
    Saves: Fort +11, Ref +0, Will +6
    Abilities: Str 21 (+5), Dex 4 (-3), Con 18 (+4), Int 14 (+2), Wis 17 (+3), Cha 12 (+1)
    Skills: Bluff +6, Gather Information +7, Intimidate +8, Listen +11, Move Silently +4, Search +10, Sense Motive +8, Spot +14, Survival +9
    Feats: Alertness, Ability Focus (Bad Breath), Improved Initiative, Skill Focus (Spot)
    Environment: any (Sin, Omega Ruins)
    Organization: solitary or pair
    Challenge Rating: 12
    Treasure: standard
    Normal/Rare Steal: Remedy/Mana Tonic
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 11d6+44 (82MP)

    • Bad Breath (Su): the creature emits a 70’ cloud of foul gas; this attack is a full-round action that does not provoke attacks of opportunity; all creatures caught with the cloud are affected by the following status effects:
    • inflicts Berserk status on 1 opponent; Will save (DC18) to resist; the save DC is Wisdom-based
    • inflicts Blind status for 3 rounds on 1 opponent; Fortitude save (DC18) to resist; the save DC is Wisdom-based
    • inflicts Confused status on 1 opponent; Will save (DC18) to resist; the save DC is Wisdom-based
    • inflicts Mute status for 3 rounds on 1 opponent; Fortitude save (DC18) to resist; the save DC is Wisdom-based
    • inflicts Poison status on 1 opponent; Fortitude save (DC18) to resist; the save DC is Wisdom-based
    • inflicts Slowed status for 5 rounds on 1 opponent; Fortitude save (DC18) to resist; the save DC is Wisdom-based

    • Staccato (Ex): this attack inflicts 10d4 points of bludgeoning damage to all opponents within reach; Fortitude save (DC20) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-05 at 03:32 PM. Reason: increased ranges

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    Grenade
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    Medium Outsider (Fiend)
    Hit Dice: 10d8+40 (85HP)
    Initiative: +10
    Speed: Fly 20’ (4 squares, clumsy maneuverability)
    Armor Class: 19 (+6 Dex, +3 natural); touch 16; flat-footed 13
    Base Attack/Grapple: +10/+13
    Attack: Blast +13 ranged (1d6+3 + 2d6 fire, 19-20/Χ2, 30’ range)
    Full Attack: Blast +13 ranged (1d6+3 + 2d6 fire, 19-20/Χ2, 30’ range)
    Space/Reach: 5’/5’
    Special Attacks: Fira, Self-Destruct
    Special Qualities: Outsider traits
    Saves: Fort +11, Ref +13, Will +8
    Abilities: Str 16 (+3), Dex 23 (+6), Con 19 (+4), Int 5 (-3), Wis 13 (+1), Cha 10 (+0)
    Skills: Bluff +7, Hide +14, Intimidate +9, Listen +8, Move Silently +15, Search +5, Sense Motive +10, Spot +8, Survival +10
    Feats: Dodge, HoverB, Improved Initiative, Mobility, Spring Attack
    Environment: any (Mt. Gagazet)
    Organization: pair or 3
    Challenge Rating: 9
    Treasure: standard
    Normal/Rare Steal: Fire Gem (Χ2)/Fire Gem (Χ3)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 40d6+160 (300MP)

    • Fira (Sp): this is a ranged touch attack that deals 10d6+10 points of fire damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC16) 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

    • 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 4d6 points of fire damage to everything within a 40’ radius (no saving throw)
    Last edited by Zeta Kai; 2008-11-05 at 03:33 PM. Reason: increased ranges

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    Grendel
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    Huge Magical Beast (Fiend)
    Hit Dice: 11d10+88 (148HP)
    Initiative: +6
    Speed: 40’ (8 squares)
    Armor Class: 18 (-2 size, +2 Dex, +8 natural); touch 10; flat-footed 16
    Base Attack/Grapple: +11/+26
    Attack: Bite +16 melee (1d8+7) or Gore +16 melee (2d6+7)
    Full Attack: Bite +16 melee (1d8+7) & 2 Gores +11 melee (2d6+7)
    Space/Reach: 15’/10’
    Special Attacks: Flame Ball, Trample
    Special Qualities: Magical Beast traits
    Saves: Fort +15, Ref +9, Will +4
    Abilities: Str 25 (+7), Dex 14 (+2), Con 27 (+8), Int 4 (-3), Wis 13 (+1), Cha 10 (+0)
    Skills: Jump +11, Listen +9, Survival +6
    Feats: Improved Initiative, Power Attack, Run, Skill Focus (Listen)
    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: Hi-Potion/Mega Potion
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 22d6+88 (165MP)

    • Flame Ball (Su): +11 ranged touch attack; inflicts 3d6 points of fire damage to all opponents within 50’; Reflex save (DC22) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds

    • Trample (Ex): 2d6+10 damage; Reflex save (DC22) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-05 at 03:34 PM. Reason: increased ranges

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

    Grothia (Ifrit)
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    Huge Outsider (Aeon, Fire)
    Hit Dice: 13d8+130 (188HP)
    Initiative: +0
    Speed: 40’ (8 squares)
    Armor Class: 17 (-2 size, +9 natural); touch 8; flat-footed 17
    Base Attack/Grapple: +13/+31
    Attack: Claw +21 melee (2d6 + 1d6 fire)
    Full Attack: 2 Claws +21 melee (2d6 + 1d6 fire)
    Space/Reach: 15’/15’
    Special Attacks: Fira, Hellfire, Meteor Strike
    Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Fire traits, Outsider traits
    Saves: Fort +18, Ref +8, Will +11
    Abilities: Str 31 (+10), Dex 10 (+0), Con 31 (+10), Int 12 (+1), Wis 16 (+3), Cha 20 (+5)
    Skills: Balance +14, Climb +26, Intimidate +21, Jump +29, Listen +22, Sense Motive +19, Spot +20, Survival +17, Tumble +16
    Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Skill Focus (Jump)
    Environment: any (Bevelle)
    Organization: solitary
    Challenge Rating: 13
    Treasure: 2Χ standard
    Normal/Rare Steal: N/A/N/A
    Alignment: Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 52d6+208 (390MP)

    • Fira (Sp): this is a ranged touch attack that deals 13d6+13 points of fire damage to 1 opponent within 70’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

    • Hellfire (Su): automatically hits all opponents within 70’ with a catastrophic inferno that lifts them high into the air, dealing 4d6 points of fire damage & 3d6 points of falling damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 100OP to use

    • Meteor Strike (Su): +18 ranged on a single opponent; deals 1d8 bludgeoning damage + 2d6 fire damage; Reflex save (DC19) for half damage; the save DC is Wisdom-based; 70’ range; this is a standard action that does not provoke attacks of opportunity

    • Aeon Boost (Su): Grothia 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): Grothia 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 03:35 PM. Reason: increased ranges

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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
    Grothia (Ifrit)

    • Hellfire (Su): automatically hits all opponents within 30’ with a catastrophic inferno that lifts them high into the air, dealing 4d6 points of fire damage & 3d6 points of falling damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 100 OP to use


    • Aeon Boost (Su): Grothia 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): Grothia 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[/spoiler]

    How many overdrive points does this start with? How many overdrive points does it accrue at a time? I've bolded the text which references overdrive points. Is there text to refer to or is it simply missing?



    Debby
    Last edited by Debihuman; 2008-08-18 at 05:08 PM.

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

    Excellent work as always, but shouldn't the Elementals have a DR of some kind? I remember them being rather difficult to subdue with physical damage.
    "And if you don't, the consequences will be dire!"
    "What? They'll have three extra hit dice and a rend attack?"

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    Yeah, he's right about that. Flans too.
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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
    How many overdrive points does this start with? How many overdrive points does it accrue at a time? I've bolded the text which references overdrive points. Is there text to refer to or is it simply missing?
    The answers you seek are written here in the Overdrive section. Here is the relevant quote:
    Initially for PC’s, the default condition for accruing OP’s is Stoic (Gain 1 OP each round in which you are successfully dealt damage by an opponent; physical, magical, & psionic injuries count, while wounds received from traps, environments, etc. do not).
    I know it says PC's, but unless stated otherwise, I would assume all creatures & characters should use Stoic for their Overdrive condition. As for the starting OP value, it doesn't specifically say anywhere what it should be, but it should be safe to assume that the initial value is 0 OP. This value increases according to the current Overdrive condition, & only decreases if the creature dies or uses an Overdrive (in both cases, the value returns to 0 OP). I may edit the Overdrive overview section to clarify these points, if necessary.

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

    Quote Originally Posted by Hunter Noventa View Post
    Excellent work as always, but shouldn't the Elementals have a DR of some kind? I remember them being rather difficult to subdue with physical damage.
    Quote Originally Posted by Devin View Post
    Yeah, he's right about that. Flans too.
    Dammit. Sorry, I was working out of an old version, which only had the Dark Flan possessing DR. This was fixed a while ago, but never re-posted. I have now edited all of the Flan & Elemental entries to include DR, which helps them fit their respective challenge ratings. Mea culpa.

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    Guado Guardian #1
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    Guado Summoner 6
    Medium Monstrous Humanoid
    Hit Dice: 6d4-12 (15HP)
    Initiative: +3
    Speed: 40’ (8 squares)
    Armor Class: 17 (+3 Dex, +4 scale mail); touch 13; flat-footed 14
    Base Attack/Grapple: +3/+4
    Attack: Claw +4 melee (1d4+1)
    Full Attack: Claw +4 melee (1d4+1)
    Space/Reach: 5’/5’
    Special Attacks: Blizzard, Shremedy
    Special Qualities: Auto-Potion, Detect Undead, High Potion, Protect, Remedy
    Saves: Fort +3, Ref +7, Will +4
    Abilities: Str 13 (+1), Dex 16 (+3), Con 8 (-1), Int 17 (+3), Wis 9 (-1), Cha 12 (+1)
    Skills: Climb +12, Concentration +8, Craft +12, Diplomacy +10, Gather Information +10, Knowledge (religion) +12, Spellcraft +14, Survival +10, Use Magic Device +14
    Feats: Great Fortitude, Improved Toughness, Magical Aptitude
    Environment: any (Macalania)
    Organization: party (pair with Wendigo)
    Challenge Rating: 7
    Treasure: standard
    Normal/Rare Steal: Hi-Potion/X-Potion
    Alignment: often Chaotic Neutral
    Advancement: by character class
    Level Adjustment: +1
    Magic Pool: 30d6+120 (225MP)

    • Blizzard (Sp): this is a ranged touch attack that deals 6d4 points of cold damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC16) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

    • Shremedy (Su): +6 ranged attack (1d4+1 damage); 40’ range; this attack has a inflicts Confused status on any opponent hit by it; Reflex save (DC16) for half damage & to avoid the Confused effect; the save DC is Dexterity-based; this is a standard action that does not provoke attacks of opportunity

    • Auto-Potion (Ex): creature automatically uses a potion or other HP-restorative item (if one is available) whenever they are wounded; this is an immediate action that does not provoke attacks of opportunity

    • 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

    • Hi-Potion: this “ability” uses 1 Hi-Potion item (500gp); restoring 5d8+5 HP to 1 living creature within 40’; or dealing 5d8+5 damage to 1 undead creature within 40’; this is a standard action that provokes attacks of opportunity

    • Protect (Sp): this ability grants any 1 ally within 40’ (including itself) Damage Reduction 8 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

    • Remedy: this “ability” uses 1 Remedy item (1,500gp), curing almost all abnormal statuses (Berserk, Blind, Confused, Mute, Petrified, Poison, Sleep, & Slow) of 1 creature within 40’; this is a standard action that provokes attacks of opportunity
    Last edited by Zeta Kai; 2008-11-05 at 03:40 PM. Reason: increased ranges

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    Guado Guardian #2
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    Guado Summoner 8
    Medium Monstrous Humanoid
    Hit Dice: 8d4-8 (12HP)
    Initiative: +3
    Speed: 40’ (8 squares)
    Armor Class: 17 (+3 Dex, +4 scale mail); touch 13; flat-footed 14
    Base Attack/Grapple: +4/+5
    Attack: Claw +5 melee (1d4+1)
    Full Attack: Claw +5 melee (1d4+1)
    Space/Reach: 5’/5’
    Special Attacks: Berserk, Blizzara, Thundara
    Special Qualities: Eye Drops, Hi-Potion, Protect, Shell
    Saves: Fort +1, Ref +5, Will +6
    Abilities: Str 13 (+1), Dex 17 (+3), Con 9 (-1), Int 18 (+4), Wis 10 (+0), Cha 12 (+1)
    Skills: Climb +14, Concentration +10, Craft +14, Diplomacy +12, Gather Information +11, Knowledge (religion) +15, Spellcraft +15, Survival +13, Use Magic Device +15
    Feats: Berserk, Great Fortitude, Improved Toughness
    Environment: any (Macalania)
    Organization: entourage (pair with Seymour Guado)
    Challenge Rating: 9
    Treasure: standard
    Normal/Rare Steal: Hi-Potion/Ether
    Alignment: often Chaotic Neutral
    Advancement: by character class
    Level Adjustment: +1
    Magic Pool: 40d6+160 (300MP)

    • Berserk (Sp): with a successful ranged touch attack, inflicts Berserk status (see Status Conditions: Berserk, above) on 1 opponent within 40’; the opponent can make a Will save (DC15) to resist; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 17MP to use

    • Blizzara (Sp): this is a ranged touch attack that deals 8d6+8 points of cold damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

    • Thundara (Sp): this is a ranged touch attack that deals 8d6+8 points of electricity damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

    • Eye Drops: this “ability” uses 1 Eye Drop item (50gp); cures the blind status of 1 creature within 40’; this is a standard action that provokes attacks of opportunity

    • Hi-Potion: this “ability” uses 1 Hi-Potion item (500gp); restoring 5d8+5 HP to 1 living creature within 40’; or dealing 5d8+5 damage to 1 undead creature within 40’; this is a standard action that provokes attacks of opportunity

    • Protect (Sp): this ability grants any 1 ally within 40’ (including itself) Damage Reduction 9 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

    • Shell (Sp): this ability grants any 1 ally within 40’ (including itself) Spell Resistance 18 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
    Last edited by Zeta Kai; 2008-11-06 at 10:31 PM. Reason: increased ranges

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

    Aren't there a lot of creatures you need Pierce to hit for full, though? Armored fiends, dragons, I think the Defender line, cactuars, Sinspawn Gui's arms... anything that makes that "poik" sound when you hit it instead of a slash.
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Quote Originally Posted by Devin View Post
    Aren't there a lot of creatures you need Pierce to hit for full, though? Armored fiends, dragons, I think the Defender line, cactuars, Sinspawn Gui's arms... anything that makes that "poik" sound when you hit it instead of a slash.
    The conversion process is a delicate compromise. I've tried to include as many features of the world of Spira & the gameplay of FFX as possible, while still remaining true to the framework of the D20 ruleset. Some changed were inevitable, & the way that armor is handled is one of those.

    The Piercing weapon ability is located here, while the Armor Break class feature is here. These should explain the way breakable defenses are handled in FFX D20.

    In the future, if you have a question about the mechanics, please check the Table of Contents first. You should be able to find the topic pertaining to your question there. I didn't add all those links for my health.

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    Guado Guardian #3
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    Guado Summoner 8
    Medium Monstrous Humanoid
    Hit Dice: 8d4-8 (12HP)
    Initiative: +3
    Speed: 40’ (8 squares)
    Armor Class: 17 (+3 Dex, +4 scale mail); touch 13; flat-footed 14
    Base Attack/Grapple: +4/+5
    Attack: Claw +5 melee (1d4+1)
    Full Attack: Claw +5 melee (1d4+1)
    Space/Reach: 5’/5’
    Special Attacks: Confuse, Fira, Fire, Mute
    Special Qualities: NulFrost, Reflect
    Saves: Fort +1, Ref +5, Will +5
    Abilities: Str 12 (+1), Dex 16 (+3), Con 9 (-1), Int 19 (+4), Wis 9 (-1), Cha 12 (+1)
    Skills: Climb +14, Concentration +10, Craft +14, Diplomacy +12, Gather Information +11, Knowledge (religion) +15, Spellcraft +15, Survival +12, Use Magic Device +15
    Feats: Confuse, Great Fortitude, Improved Toughness
    Environment: any (Macalania, Home)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 9
    Treasure: standard
    Normal/Rare Steal: Hi-Potion/X-Potion (Χ2)
    Alignment: often Chaotic Neutral
    Advancement: by character class
    Level Adjustment: +1
    Magic Pool: 40d6+160 (300MP)

    • Confuse (Sp): with a successful ranged touch attack, inflicts Confused status (see Status Conditions: Confused, above) on 1 opponent within 40’; the opponent can make a Will save (DC15) to resist; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 17MP to use

    • Fira (Sp): this is a ranged touch attack that deals 8d6+8 points of fire damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

    • Fire (Sp): this is a ranged touch attack that deals 8d4 points of fire damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

    • Mute (Sp): with a successful ranged touch attack, you can inflict Mute status (see Status Conditions: Mute, above) on 1 opponent within 40’ for 3 rounds; your opponent can make a Will save (DC15) to resist; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 17MP to use

    • NulFrost (Sp): the creature can cast an aura of protection over of any 1 ally within 40’ (including itself) from cold damage; this aura blocks the next cold-based attack 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

    • Reflect (Sp): the creature can cast a magical reflecting aura on any 1 creature within 40’ (including itself); this aura reflects all spells (both helpful & harmful) that target that creature, causing the spell to bounce off & hit another random creature within 40’; 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
    Last edited by Zeta Kai; 2008-11-05 at 03:41 PM. Reason: increased ranges

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

    Halma
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    Small Aberration (Fiend)
    Hit Dice: 9d8+36 (76HP)
    Initiative: +4
    Speed: 20’ (4 squares)
    Armor Class: 21 (+1 size, +10 natural); touch 11; flat-footed 21
    Base Attack/Grapple: +6/+7
    Attack: Slam +12 melee (1d4+5 + Slow)
    Full Attack: 2 Slams +12 melee (1d4+5 + Slow)
    Space/Reach: 5’/5’
    Special Attacks: Slow
    Special Qualities: Aberration traits
    Saves: Fort +7, Ref +3, Will +7
    Abilities: Str 20 (+5), Dex 10 (+0), Con 19 (+4), Int 5 (-3), Wis 14 (+2), Cha 10 (+0)
    Skills: Balance +3, Listen +6, Spot +4, Suvival +5
    Feats: Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Toughness
    Environment: underground (Omega Ruins)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 10
    Treasure: standard
    Normal/Rare Steal: Hypello Potion (Χ3)/Shadow Gem (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 18d6+72 (135MP)

    • Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC16) to resist; the save DC is Wisdom-based
    Last edited by Zeta Kai; 2008-09-07 at 11:38 PM. Reason: fixed full attack

  29. - Top - End - #389
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Head of Gui
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    Medium Outsider
    Hit Dice: 6d8+18 (45HP)
    Initiative: +5
    Speed: 0’ (0 squares, attached to Sinspawn: Gui)
    Armor Class: 16 (+1 Dex, +5 natural); touch 11; flat-footed 15
    Base Attack/Grapple: +6/+6
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Thunder, Venom
    Special Qualities: Outsider traits
    Saves: Fort +10, Ref +6, Will +5
    Abilities: Str 11 (+0), Dex 12 (+1), Con 17 (+3), Int 1 (-5), Wis 12 (+0), Cha 8 (-1)
    Skills: Concentration +8, Gather Information +4, Listen +6, Spot +9, Survival +5
    Feats: Great Fortitude, Improved Initiative, Skill Focus (Spot)
    Environment: any (Mushroom Rock Road)
    Organization: body (pair with Arms 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)

    • Thunder (Sp): this is a ranged touch attack that deals 6d4 points of electricity damage to 1 opponent within 30’ on a successful hit; Fortitude save (DC13) 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

    • Venom (Ex): inflicts Poison status; inflicts Slowed status for 1 round on 1 opponent within 30’; Fortitude save (DC13) 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; 2008-10-03 at 09:21 PM. Reason: added image

  30. - Top - End - #390
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Ice Flan
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    Medium Ooze (Cold, Fiend)
    Hit Dice: 7d10+28 (66HP)
    Initiative: -5
    Speed: 10’ (2 squares)
    Armor Class: 13 (-5 Dex, +8 natural); touch 5; flat-footed 13
    Base Attack/Grapple: +5/+9
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Blizzara
    Special Qualities: Cold traits, Damage Reduction 14/magic, Ooze traits, Skills
    Saves: Fort +6, Ref -3, Will -3
    Abilities: Str 18 (+4), Dex 1 (-5), Con 18 (+4), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
    Skills: Climb +12
    Feats: N/A
    Environment: cold plains (Macalania)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 6
    Treasure: standard
    Normal/Rare Steal: Arctic Wind/Arctic Wind (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 14d6+56 (105MP)

    • Blizzara (Sp): this is a ranged touch attack that deals 7d6+7 points of cold damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC13) for half damage; the save DC is Intelligence-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, & can always choose to take 10 on a Climb check, even if rushed or threatened
    Last edited by Zeta Kai; 2008-11-05 at 03:42 PM. Reason: increased ranges

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