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  1. - Top - End - #391
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Iguion
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    Medium Animal (Fiend)
    Hit Dice: 7d8 (31HP)
    Initiative: +4
    Speed: 30’ (6 squares)
    Armor Class: 15 (+4 Dex, +1 natural); touch 14; flat-footed 11
    Base Attack/Grapple: +5/+6
    Attack: Bite +6 melee (1d6+1 + Mute or Petrified)
    Full Attack: Bite +6 melee (1d6+1 + Mute or Petrified)
    Space/Reach: 5’/5’
    Special Attacks: Mute, Petrified
    Special Qualities: Animal traits
    Saves: Fort +5, Ref +11, Will +3
    Abilities: Str 12 (+1), Dex 18 (+4), Con 11 (+0), Int 1 (-5), Wis 12 (+1), Cha 7 (-2)
    Skills: Jump +4, Listen +7, Spot +6
    Feats: Alertness, Dodge, Lightning Reflexes
    Environment: cold forest (Macalania)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 5
    Treasure: standard
    Normal/Rare Steal: Soft/Petrify Grenade
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 7d6+28 (52MP)

    • Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent within 30’; Fortitude save (DC14) to resist; the save DC is Wisdom-based

    • Petrified (Su): inflicts Petrified status on 1 opponent within 30’; Fortitude save (DC14) to resist; the save DC is Wisdom-based
    Last edited by Zeta Kai; 2008-09-08 at 10:31 PM. Reason: fixed full attack

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

    Imp
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    Medium Outsider (Fiend)
    Hit Dice: 8d8+24 (60HP)
    Initiative: +5
    Speed: 30’ (6 squares), Fly 30’ (6 squares, perfect maneuverability)
    Armor Class: 15 (+5 Dex); touch 15; flat-footed 10
    Base Attack/Grapple: +8/+12
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Thundaga
    Special Qualities: Outsider traits
    Saves: Fort +9, Ref +11, Will +8
    Abilities: Str 18 (+4), Dex 20 (+5), Con 16 (+3), Int 15 (+2), Wis 15 (+2), Cha 15 (+2)
    Skills: Appraise +8, Bluff +10, Concentration +11, Diplomacy +10, Knowledge (arcana) +10, Knowledge (nature) +9, Listen +10, Move Silently +13, Perform +10, Search +8, Sense Motive +10, Spellcraft +11, Spot +9, Survival +8, Tumble +12
    Feats: Combat Casting, Dodge, Mobility
    Environment: any (Calm Lands, Mt. Gagazet)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 6
    Treasure: standard
    Normal/Rare Steal: Lightning Gem/Lightning (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 32d6+128 (240MP)

    • Thundaga (Sp): this is a ranged touch attack that deals 8d8+16 points of electricity 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 16MP to use
    Last edited by Zeta Kai; 2008-11-05 at 03:43 PM. Reason: increased ranges

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

    Ipiria
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    Medium Animal (Fiend)
    Hit Dice: 4d8+4 (22HP)
    Initiative: +3
    Speed: 30’ (6 squares)
    Armor Class: 14 (+3 Dex, +1 natural); touch 13; flat-footed 11
    Base Attack/Grapple: +3/+4
    Attack: Bite +4 melee (1d6+1 + Mute or Petrified)
    Full Attack: Bite +4 melee (1d6+1 + Mute or Petrified)
    Space/Reach: 5’/5’
    Special Attacks: Mute, Petrified
    Special Qualities: Animal traits
    Saves: Fort +5, Ref +9, Will +1
    Abilities: Str 13 (+1), Dex 16 (+3), Con 12 (+1), Int 1 (-5), Wis 10 (+0), Cha 6 (-2)
    Skills: Jump +2, Listen +3, Spot +3
    Feats: Dodge, Lightning Reflexes
    Environment: temperate plains (Mushroom Rock Road)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 2
    Treasure: standard
    Normal/Rare Steal: Soft/Petrify Grenade
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 4d6+16 (30MP)

    • Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent within 30’; Fortitude save (DC12) to resist; the save DC is Wisdom-based

    • Petrified (Su): inflicts Petrified status on 1 opponent within 30’; Fortitude save (DC12) to resist; the save DC is Wisdom-based
    Last edited by Zeta Kai; 2008-08-22 at 11:31 AM. Reason: added image

  4. - Top - End - #394
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Iron Giant
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    Large Outsider (Fiend)
    Hit Dice: 7d8+21 (52HP)
    Initiative: +2
    Speed: 30’ (6 squares)
    Armor Class: 14 (-1 size, +2 Dex, +3 natural); touch 11; flat-footed 12
    Base Attack/Grapple: +7/+14
    Attack: Longsword +10 melee (2d6+3) or Heavy Mace +10 melee (2d6+3)
    Full Attack: Longsword +10/+5 melee (2d6+3) or Heavy Mace +10/+5 melee (2d6+3)
    Space/Reach: 10’/10’
    Special Attacks: Leaping Swing, Reaper
    Special Qualities: Outsider traits
    Saves: Fort +10, Ref +7, Will +4
    Abilities: Str 17 (+3), Dex 14 (+2), Con 16 (+3), Int 5 (-3), Wis 8 (-1), Cha 9 (-1)
    Skills: Balance +7, Climb +9, Hide +3, Intimidate +5, Jump +8, Listen +4, Move Silently +6, Search +2, Spot +4, Tumble +6
    Feats: Cleave, Great Fortitude, Power Attack
    Environment: any (Thunder Plains)
    Organization: pair
    Challenge Rating: 5
    Treasure: standard + Large masterwork longsword or Large masterwork heavy mace
    Normal/Rare Steal: Light Curtain/Light Curtain
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 28d6+112 (210MP)

    • Leaping Swing (Ex): the creature can leap into the air & strike 1 opponent within 35’ 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 (DC15) 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 03:44 PM. Reason: increased ranges

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

    Killer Bee
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    Medium Vermin (Fiend)
    Hit Dice: 2d8 (9HP)
    Initiative: +4
    Speed: 10’ (2 squares), Fly 50’ (10 squares, good maneuverability)
    Armor Class: 15 (+4 Dex, +1 natural); touch 14; flat-footed 11
    Base Attack/Grapple: +1/-1
    Attack: Sting -1 melee (1d6-2 + Poison)
    Full Attack: Sting -1 melee (1d6-2 + Poison)
    Space/Reach: 5’/5’
    Special Attacks: Poison
    Special Qualities: Vermin traits
    Saves: Fort +3, Ref +4, Will +0
    Abilities: Str 7 (-2), Dex 18 (+4), Con 10 (+0), Int -- (+0), Wis 10 (+0), Cha 6 (-2)
    Skills: N/A
    Feats: Hover (Bonus)
    Environment: warm forests (Kilika)
    Organization: 3 or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 1
    Treasure: standard
    Normal/Rare Steal: Antidote/Poison Fang
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 2d6+8 (15MP)

    • Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC11) to resist; the save DC is Wisdom-based
    Last edited by Zeta Kai; 2008-08-24 at 12:56 AM. Reason: added image

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

    Kimahri Ronso
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    Ronso Lancer 1
    Large Monstrous Humanoid
    Hit Dice: 1d12+2 (8HP)
    Initiative: +0
    Speed: 40’ (8 squares)
    Armor Class: 13 (-1 size, +3 studded leather, +1 armlet); touch 9; flat-footed 13
    Base Attack/Grapple: +1/+8
    Attack: Long Spear +4 melee (1d8+3, 20/Χ3, reach weapon (15’))
    Full Attack: Long Spear +4 melee (1d8+3, 20/Χ3, reach weapon (15’))
    Space/Reach: 10’/10’
    Special Attacks: Jump
    Special Qualities: N/A
    Saves: Fort +4, Ref +0, Will +2
    Abilities: Str 17 (+3), Dex 11 (+0), Con 14 (+2), Int 8 (-1), Wis 14 (+2), Cha 8 (-1)
    Skills: Intimidate +2, Jump +6, Listen +5, Move Silently +3
    Feats: Power Attack, Weapon Focus (Long Spear)B
    Environment: any (Besaid)
    Organization: party (1 summoner & 4-5 other guardians)
    Challenge Rating: 2
    Treasure: 2Χ standard
    Normal/Rare Steal: N/A/N/A
    Alignment: Lawful Good
    Advancement: by character class
    Level Adjustment: +1
    Magic Pool: 4d6+16 (30MP)

    • Jump (Ex): Kimahri can leap high into the air & strike from above 1 opponent within 35’, dealing an automatic critical with his reach weapon; this is a standard action that does not provoke attacks of opportunity; costs 100OP to perform
    Last edited by Zeta Kai; 2008-11-05 at 03:44 PM. Reason: increased ranges

  7. - Top - End - #397
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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
    This seemed like an odd place to post him [as a creature rather than as an NPC] especially since he's not typical for his kind.

    Debby

  8. - Top - End - #398
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    These stats are for the version you fight just before you leave Besaid, as just Tidus. (I think) Same as Anima from before.
    Zenithbold-Bard by Lord Raziere | Backer #121 of the Giantitp Kickstarter | My homebrew
    Quote Originally Posted by OverlordJ View Post
    New law: Obey me or you'll be crushed by a MOUNTAIN.

  9. - Top - End - #399
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Quote Originally Posted by Kobold-Bard View Post
    These stats are for the version you fight just before you leave Besaid, as just Tidus. (I think) Same as Anima from before.
    Yup, that's basically it. He's a boss, so he gets his own creature entry.

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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
    Yup, that's basically it. He's a boss, so he gets his own creature entry.
    I guess I have a hard time wrapping my brain around a level 1 "Boss."

    Debby

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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
    I guess I have a hard time wrapping my brain around a level 1 "Boss."
    Well, he's a CR2 creature, he's on Besaid, which is assumed to be an ECL3 area, & it's a one-on-one fight, so I believe it to be a balanced encounter.

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

    Klikk
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    Large Magical Beast (Fiend)
    Hit Dice: 2d10 (11HP)
    Initiative: +1
    Speed: 30’ (6 squares)
    Armor Class: 12 (-1 size, +1 Dex, +2 natural); touch 10; flat-footed 11
    Base Attack/Grapple: +2/+7
    Attack: Slam +2 melee (1d8+1)
    Full Attack: Slam +2 melee (1d8+1)
    Space/Reach: 10’/5’
    Special Attacks: N/A
    Special Qualities: Magical Beast traits
    Saves: Fort +3, Ref +4, Will +0
    Abilities: Str 13 (+1), Dex 12 (+1), Con 10 (+0), Int 2 (-4), Wis 11 (+0), Cha 6 (-2)
    Skills: Jump +3, Listen +3
    Feats: Dodge
    Environment: warm marshes (Al Bhed Territory)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 1
    Treasure: standard
    Normal/Rare Steal: Grenade/Grenade (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 4d6+16 (30MP)
    Last edited by Zeta Kai; 2008-08-25 at 05:49 PM. Reason: added image

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

    Kusariqqu
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    Large Animal (Fiend)
    Hit Dice: 5d8+15 (37HP)
    Initiative: +2
    Speed: 30’ (6 squares)
    Armor Class: 13 (-1 size, +2 Dex, +2 natural); touch 11; flat-footed 11
    Base Attack/Grapple: +3/+11
    Attack: Bite +6 melee (1d8+4 + Slow)
    Full Attack: Bite +6 melee (1d8+4 + Slow)
    Space/Reach: 10’/5’
    Special Attacks: Breath, Slow
    Special Qualities: Animal traits
    Saves: Fort +7, Ref +6, Will +4
    Abilities: Str 19 (+4), Dex 15 (+2), Con 17 (+3), Int 1 (-5), Wis 16 (+3), Cha 10 (+0)
    Skills: Listen +9, Spot +9
    Feats: Alertness, Track
    Environment: temperate plains (Thunder Plains)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 5
    Treasure: standard
    Normal/Rare Steal: Hi-Potion/Silver Hourglass
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 5d6+20 (37MP)

    • Breath (Su): once every 1d4+1 rounds, the creature can emit a 35’ cone of deadly breath, dealing 2d6 points of acid damage; Reflex save (DC15) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

    • Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC15) to resist; the save DC is Wisdom-based
    Last edited by Zeta Kai; 2008-11-05 at 03:45 PM. Reason: increased ranges

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

    Lamashtu
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    Large Animal (Fiend)
    Hit Dice: 3d8+6 (19HP)
    Initiative: +2
    Speed: 30’ (6 squares)
    Armor Class: 12 (-1 size, +2 Dex, +1 natural); touch 11; flat-footed 10
    Base Attack/Grapple: +2/+10
    Attack: Bite +5 melee (1d8+4 + Slow)
    Full Attack: Bite +5 melee (1d8+4 + Slow)
    Space/Reach: 10’/5’
    Special Attacks: Breath, Slow
    Special Qualities: Animal traits
    Saves: Fort +5, Ref +5, Will +4
    Abilities: Str 19 (+4), Dex 14 (+2), Con 15 (+2), Int 1 (-5), Wis 16 (+3), Cha 8 (-1)
    Skills: Listen +8, Spot +8
    Feats: Alertness, Track
    Environment: temperate plains (Mushroom Rock Road)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 3
    Treasure: standard
    Normal/Rare Steal: Potion/Silver Hourglass
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 3d6+12 (22MP)

    • Breath (Su): once every 1d4+1 rounds, the creature can emit a 35’ cone of deadly breath, dealing 2d6 points of acid damage; Reflex save (DC14) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

    • Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based
    Last edited by Zeta Kai; 2008-11-05 at 03:46 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
    Well, he's a CR2 creature, he's on Besaid, which is assumed to be an ECL3 area, & it's a one-on-one fight, so I believe it to be a balanced encounter.
    It may play out that way in the game, but for an RPG, you really can't make that assumption unless you note it stat block or in some text. If he's supposed to be tackled only one-on-one, then you should adjust his CR accordingly (CR 2 means that this encounter is appropriate for four 2nd-level PCs when in fact this encounter should much lower. Note: He can't even use his Jump unless he has 100 OP and he has no gore attack that other Ronso have. That should drop his CR right there.

    Trust me, some ijit will come around, yank this for his homebrew, and think it's appropriate when really it will be a cakewalk. Then all we'll be reading about is how his party killed Kimahri Ronso in one round.

    Plus you have in your organization that he's with a party of 1 summoner and 4-5 other guardians which somewhat precludes it being a solo encounter.

    If you have your heart set on this, simply change encounter to CR 1/4 and add some text which explains that this version of Kimahri Ronso is meant ONLY to simulate the one-on-one encounter at Besaid. Remove the organization and add "for one-on-one combat only."

    Besaid is appropriate for CR 2, but that doesn't mean you add CR +1 when an encounter takes place there. I haven't played any FFX so I'm strictly going by D&D rules.

    Debby
    P.S. like the new avatar.
    Last edited by Debihuman; 2008-08-26 at 06:53 AM.

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

    The short answer to that is that I'm not changing it.

    The long answer is this:
    • Kimarhi is a Ronso Lancer 1; that's a CR2 "monster". Yes, he cannot Gore, but the other Ronso abilities (Large size, etc.) still require a LA1.
    • Besaid Island is a ECL3 area, so a "CR2 monster" is an appropriate for a minor boss.
    • The circumstances I would envision for this battle would be a PC-vs-PC fight. Kimarhi's opponent is probably going to be a level 2 or 3 character (CR2 or CR3), in a non-lethal p***ing contest, essentially. The opponent is expected to win, but at some considerable cost.
    • Yes, a 4-person party of ECL3 characters would wipe the floor with Kimahri, but so what? That's not how the encounter is intended to be played. If you are increasing the odds, it's pretty easy to add a few levels; that's what Advancement is for. A good DM should never pit a 3rd-level party against a CR2 creature & expect a fair fight; even a 2nd-level party would only burn 25% of their resources. I wouldn't be impressed with that kind of bragging, regardless of the enemy's name.


    P.S.: Thanks, I like this avatar better than the last one.
    Last edited by Zeta Kai; 2008-08-26 at 11:12 PM. Reason: changed PB to Large size (typo)

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

    Okay, point taken. I'm just confused because I thought Ronso didn't get powerful build...they were just Large. [I checked and it isn't in the Ronso traits].

    Dumb question number 2. Why can't fiends advance? [None of the fiends you made seem to have any advancement but I checked the ritual for fiending and it didn't mention it so I figured now is as good a time as any to ask].

    Debby
    Last edited by Debihuman; 2008-08-26 at 07:54 PM.

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

    That's more of a fluff thing, really, but I'm glad you asked, Debby. In my mind, once an Unsent creature has become a fiend, that's essentially the end of their existence as the individual entity that they once were. It's spiritual & metaphysical dead-end; they've devolved into madness & chaos, & the only end to their existence as fiends is to be destroyed. Once "killed", a fiend breaks up into (literally harmless) pyreflies. There's no advancement from that state, from what I see. Here's a quote from my essay on the Spiral of Death in Spira (bolded for relevance):
    Quote Originally Posted by Zeta Kai View Post
    Once per year, an Unsent must make a successful Will save or become Chaotic Evil. The Difficulty Class for this check equals the number of years spent as an Unsent divided by their Charisma bonus (minimum +1). Those that become Chaotic Evil immediately transform into fiends. A fiended undead is a creature with an equal Challenge Rating to the originals Unsent, but can be of nearly any type/subtype (no Construct, Fey, Giant, or Humanoid fiends have ever been reported, however). The specific creature is determined by the environment of where it was turned into a fiend; only fiends native to that environment will be created there (Cold subtype fiends created only in arctic areas, for instance).
    So you see, if the original Unsent were more powerful (IE if it had more HD), then a more powerful fiend would be the result. Therefore, there is no real need for an advancement entry.

    I'm sure some will disagree with my thoughts on the subject, either on dogmatic or mechanical grounds. I just wanted to explain my reasoning, & prove once & for all that I put far too much thought into this whole project.

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

    Land Worm
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    Colossal Vermin (Fiend)
    Hit Dice: 16d8+144 (216HP)
    Initiative: +0
    Speed: 20’ (4 squares)
    Armor Class: 8 (-8 size, +6 natural); touch 2; flat-footed 8
    Base Attack/Grapple: +12/+44
    Attack: Slam +20 melee (4d6+16)
    Full Attack: 2 Slams +20 melee (4d6+16)
    Space/Reach: 30’/20’
    Special Attacks: Earthquake, Improved Grab, Regurgitate, Swallow Whole
    Special Qualities: Vermin traits
    Saves: Fort +19, Ref +5, Will +6
    Abilities: Str 42 (+16), Dex 11 (+0), Con 29 (+9), Int -- (+0), Wis 12 (+1), Cha 9 (-1)
    Skills: N/A
    Feats: Improved BullrushB, Mighty BlowB, Power AttackB
    Environment: any (Sin)
    Organization: solitary
    Challenge Rating: 10
    Treasure: standard
    Normal/Rare Steal: Stamina Spring/Stamina Spring
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 16d6+64 (120MP)

    • Earthquake (Ex): the creature can leap into the air & crash to the ground, shaking the earth with it’s bulk; all creatures standing on the ground within 80’ must make a Fortitude save (DC34) or suffer a -5 Initiative penalty for the next round; the save DC is Strength-based; this is a full-round 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 Swallow Whole

    • Regurgitate (Ex): the creature will spit out a swallowed creature after 1d4+1 rounds, dealing 1d6 falling damage; in addition, the spat creature must make a Fortitude save (DC34) or suffer a -20 Initiative penalty for the next round; the save DC is Strength-based; 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 4d6+16 points of crushing damage plus 3d6 points of acid damage per round from the creature’s digestive juices; a swallowed creature can cut its way out by dealing 21 points of damage to the digestive tract (2AC); 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 Huge, 2 Large, 4 Medium, 8 Small, or 16 Tiny or smaller creatures
    Last edited by Zeta Kai; 2008-11-05 at 03:49 PM. Reason: increased ranges

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

    Larva
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    Large Outsider (Fiend)
    Hit Dice: 8d8+32 (68HP)
    Initiative: +7
    Speed: Fly 20’ (4 squares, clumsy maneuverability)
    Armor Class: 17 (-1 size, +7 Dex, +1 natural); touch 16; flat-footed 10
    Base Attack/Grapple: +8/+7
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 10’/5’
    Special Attacks: Fire, Thundara
    Special Qualities: Outsider traits
    Saves: Fort +10, Ref +13, Will +7
    Abilities: Str 1 (-5), Dex 25 (+7), Con 18 (+4), Int 1 (-5), Wis 12 (+1), Cha 15 (+2)
    Skills: Concentration +10, Gather Information +7, Hide +15, Listen +6, Move Silently +14, Spot +7
    Feats: Dodge, Hover (Bonus), Mobility, Stealthy
    Environment: any (Thunder Plains)
    Organization: pair, 3 or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 6
    Treasure: standard
    Normal/Rare Steal: Lunar Curtain/Lunar Curtain (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 32d6+128 (240MP)

    • Fire (Sp): this is a ranged touch attack that deals 8d4 points of fire damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC15) 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

    • Thundara (Sp): this is a ranged touch attack that deals 8d6+8 points of electricity damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC15) 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 03:49 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'm sure some will disagree with my thoughts on the subject, either on dogmatic or mechanical grounds. I just wanted to explain my reasoning, & prove once & for all that I put far too much thought into this whole project.
    Snicker! Ya think?! A tad obsessed perhaps.

    Actually, I find your reasoning quite sound. Not every creature has to advance and the whole fiending things makes more sense than not. Especially because when they die they become pyreflies. That is probably one of my favorite parts of this.

    I really am enjoying these. How many monsters are there? Cuz this is one BIG project.

    Debby
    Last edited by Debihuman; 2008-08-27 at 04:00 PM.

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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
    I really am enjoying these. How many monsters are there? Cuz this is one BIG project.
    There are about 240 monsters, although the tabulation gets a bit fuzzy. Sinspawn: Gui is actually 3 monsters connected together; as is Penance. Jecht & Yunalesca have multiple forms with different statistics for each. Some monsters, like Bombs, Garudas, & Monks have vastly different abilities. The Arena monsters are each ridiculously powerful epic-level creatures. If I had to add it all up, I'd say the final count is 242 individual beings.

    And there's nothing wrong with obsessing over a beloved hobby. So why not make it easy for myself & combine 2 beloved hobbies into 1 project to obsess over?
    Last edited by Zeta Kai; 2008-08-27 at 09:39 PM.

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

    Left Fin of Sin
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    Gargantuan Outsider (Aeon)
    Hit Dice: 20d8+180 (270HP)
    Initiative: +2
    Speed: 40’ (8 squares), Fly 120’ (24 squares, poor maneuverability), Swim 60’ (12 squares)
    Armor Class: 20 (-4 size, +2 Dex, +12 natural); touch 8; flat-footed 18
    Base Attack/Grapple: +20/+43
    Attack: Slam +26 melee (2d8+11)
    Full Attack: 2 Slams +26 melee (2d8+11)
    Space/Reach: 20’/15’
    Special Attacks: Gravija, Negation, Super Slam
    Special Qualities: Aeon traits, Outsider traits
    Saves: Fort +21, Ref +14, Will +16
    Abilities: Str 33 (+11), Dex 15 (+2), Con 29 (+9), Int -- (+0), Wis 18 (+4), Cha 24 (+7)
    Skills: N/A
    Feats: GravijaB, Improved BullrushB, Mighty BlowB, Power AttackB
    Environment: any (Sin)
    Organization: solitary
    Challenge Rating: 18
    Treasure: 2Χ standard
    Normal/Rare Steal: Mega Potion/Supreme Gem
    Alignment: Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 80d6+320 (600MP)

    • Gravija (Sp): this ability reduces the current HP of all opponents within 110’ by 75%; opponents can each make a Reflex save (DC20) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 256MP to use

    • Negation (Su): removes any status conditions from all creatures within 110’, including opponents, allies, & bystanders (no saving throw); status conditions include Armor Break, Berserk, Blind, Confuse, Haste, Hastega, Magic Break, Mental Break, Mute, Nul, Petrified, Poison, Power Break, Protect, Provoke, Reflect, Regen, Shell, Sleep, Slow, Threaten, & Zombie; this is a full-round action that does not provoke attacks of opportunity

    • Super Slam (Ex): the creature swings it’s mighty fin; all creatures within reach take 2d8+11 bludgeoning damage & a -20 Initiative penalty for the next round; if a creature makes a Reflex save (DC31), then they only take half damage & negate the Initiative penalty; 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 03:51 PM. Reason: increased ranges

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

    Lord Ochu
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    Huge Plant (Fiend)
    Hit Dice: 6d8+18 (45HP)
    Initiative: +4
    Speed: 20’ (4 squares)
    Armor Class: 10 (-2 size, +2 natural); touch 8; flat-footed 10
    Base Attack/Grapple: +4/+17
    Attack: Tentacle +7 melee (2d6+5 + Poison)
    Full Attack: 2 Tentacles +7 melee (2d6+5 + Poison)
    Space/Reach: 15’/15’
    Special Attacks: Earthquake, Poison, Water
    Special Qualities: Plant traits, Sleep
    Saves: Fort +8, Ref +4, Will +1
    Abilities: Str 21 (+5), Dex 11 (+0), Con 17 (+3), Int 5 (-3), Wis 8 (-1), Cha 3 (-4)
    Skills: Climb +8, Listen +2, Move Silently +3
    Feats: Dodge, Improved Initiative, Lightning Reflexes
    Environment: warm forests (Kilika)
    Organization: solitary
    Challenge Rating: 5
    Treasure: 2Χ standard
    Normal/Rare Steal: Potion/Potion
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 6d6+24 (45MP)

    • Earthquake (Su): this ability reduces the current HP of all opponents within 40’ by 50%; Fortitude save (DC18) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity

    • Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC12) to resist; the save DC is Wisdom-based

    • Water (Sp): this is a ranged touch attack that deals 6d4 points of water (force) damage to 1 opponent within 40’ 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

    • Sleep (Su): inflicts Sleep status on itself for 1d4 rounds; gains Fast Healing 10 while asleep; does not restore HP in excess of the wearer’s maximum HP; the creature is unconscious while in this state, & therefore loses it’s Dexterity bonus to it’s AC (if any), although it will not awaken except of its own accord
    Last edited by Zeta Kai; 2008-11-05 at 03:52 PM. Reason: increased ranges

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

    Machea
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    Large Magical Beast (Fiend)
    Hit Dice: 12d10+24 (90HP)
    Initiative: +7
    Speed: 30’ (6 squares)
    Armor Class: 16 (-1 size, +3 Dex, +4 natural); touch 12; flat-footed 13
    Base Attack/Grapple: +12/+19
    Attack: Slam +14 melee (1d8+3 + Poison)
    Full Attack: 2 Slams +14 melee (1d8+3 + Poison)
    Space/Reach: 10’/5’
    Special Attacks: Blades, Poison
    Special Qualities: Magical Beast traits
    Saves: Fort +10, Ref +11, Will +5
    Abilities: Str 17 (+3), Dex 17 (+3), Con 14 (+2), Int 3 (-4), Wis 13 (+1), Cha 10 (+0)
    Skills: Hide +9, Jump +7, Listen +5, Move Silently +8
    Feats: Dodge, Improved Initiative, Mobility, Spring Attack, Stealthy
    Environment: underground (Omega Ruins)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 10
    Treasure: standard
    Normal/Rare Steal: Hi-Potion (Χ2)/Stamina Tonic
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 24d6+96 (180MP)

    • Blades (Ex): Claw +14/+9 melee (1d8+6)

    • Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC17) to resist; the save DC is Wisdom-based
    Last edited by Zeta Kai; 2008-09-07 at 11:48 PM. Reason: fixed full attack

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

    Maelspike
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    Medium Animal (Aquatic, Fiend)
    Hit Dice: 10d8+20 (65HP)
    Initiative: +3
    Speed: Swim 40’ (8 squares)
    Armor Class: 18 (+3 Dex, +5 natural); touch 13; flat-footed 15
    Base Attack/Grapple: +7/+11
    Attack: Gore +11 melee (1d6+4)
    Full Attack: Gore +11 melee (1d6+4) & Tail Slap +6 melee (1d6+4)
    Space/Reach: 5’/5’
    Special Attacks: Maelstrom, Rush
    Special Qualities: Animal traits, Aquatic traits
    Saves: Fort +9, Ref +10, Will +5
    Abilities: Str 18 (+4), Dex 17 (+3), Con 15 (+2), Int 1 (-5), Wis 14 (+2), Cha 2 (-4)
    Skills: Hide +6, Move Silently +8, Spot +7, Survival +4, Swim +9
    Feats: Run, Skill Focus (Spot), Stealthy, Track
    Environment: cold aquatic (Mt. Gagazet)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 9
    Treasure: standard
    Normal/Rare Steal: Water Gem (Χ2)/Water Gem (Χ3)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 10d6+40 (75MP)

    • Maelstrom (Su): this attack inflicts 1d4+4 points of water (force) damage to all opponents within 40’; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4+1 rounds, & can only be used underwater

    • Rush (Ex): in addition to the normal benefits & hazards of a charge, this allows the creature to make a single Gore attack (+13 melee) that deals 2d6+8 points of damage; this can only be done while swimming
    Last edited by Zeta Kai; 2008-11-05 at 03:52 PM. Reason: increased ranges

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

    Mafdet
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    Small Aberration (Fiend)
    Hit Dice: 5d8+20 (42HP)
    Initiative: -1
    Speed: 20’ (4 squares)
    Armor Class: 19 (+1 size, -1 Dex, +9 natural); touch 10; flat-footed 19
    Base Attack/Grapple: +3/+3
    Attack: Slam +8 melee (1d4+4 + Slow)
    Full Attack: 2 Slams +8 melee (1d4+4 + Slow)
    Space/Reach: 5’/5’
    Special Attacks: Slow
    Special Qualities: Aberration traits
    Saves: Fort +6, Ref +0, Will +6
    Abilities: Str 18 (+4), Dex 9 (-1), Con 17 (+3), Int 4 (-3), Wis 15 (+2), Cha 10 (+0)
    Skills: Balance +1, Listen +5, Spot +3, Survival +4
    Feats: Great Fortitude, Improved Toughness
    Environment: cold plains (Macalania)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 6
    Treasure: standard
    Normal/Rare Steal: Hi-Potion/Hypello Potion
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 10d6+40 (75MP)

    • Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based
    Last edited by Zeta Kai; 2008-09-07 at 11:48 PM. Reason: fixed full attack

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

    Magic Urn
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    Small Outsider
    Hit Dice: 20d8+900 (990HP)
    Initiative: +4
    Speed: 0’ (0 squares)
    Armor Class: 25 (+1 size, +14 natural); touch 11; flat-footed 25
    Base Attack/Grapple: +20/+16
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Wrong!
    Special Qualities: Damage Reduction 30/epic, Fast Healing 30, Lucky Seven, Outsider traits
    Saves: Fort +56, Ref +15, Will +16
    Abilities: Str 10 (+0), Dex -- (+0), Con 99 (+44), Int 8 (-1), Wis 12 (+1), Cha 14 (+2)
    Skills: Concentration +51, Diplomacy +21, Gather Information +19, Hide +15, Knowledge (planes) +21, Listen +22, Search +14, Sense Motive +17, Spellcraft +20, Spot +18
    Feats: Ability Focus (Wrong!), Alertness, Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes, Skill Focus (Spellcraft)
    Environment: any (Calm Lands)
    Organization: solitary
    Challenge Rating: 35
    Treasure: N/A
    Normal/Rare Steal: N/A/N/A
    Alignment: always Chaotic Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 40d6+160 (300MP)

    • Wrong! (Su): when an opponent hits an incorrect spot, the creature blasts all opponents within 25’ with 3d6+12 force damage & teleports away; Reflex save (DC23) for half damage; the save DC is Wisdom-based; this is an immediate action that does not provoke attacks of opportunity

    • Lucky Seven (Su): the creature has 7 targetable spots on its body; these spots look like stylized eyes painted on its urn; the creature automatically dodges any attacks aimed at other body parts; if an opponent successfully strikes the correct spot, then the creature throws an item at the opponent as an immediate action; the correct spot is determined randomly after each strike (roll 1d8, re-roll on an 8); if an opponent hits an incorrect spot, then it counters with a Wrong! attack (see above); the items that the creature gives to its luckier opponents are determined randomly (roll 1d8) from among the following options:
    • 1: Antidote
    • 2: Ether
    • 3: Hi-Potion
    • 4: Holy Water
    • 5: Phoenix Down
    • 6: Potion
    • 7: Remedy
    • 8: Soft
    Last edited by Zeta Kai; 2008-11-05 at 03:54 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
    Magic Urn
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    Small Outsider
    Hit Dice: 10d8+440 (485HP)
    Initiative: -1
    Speed: 0’ (0 squares)
    Armor Class: 25 (+1 size, +14 natural); touch 11; flat-footed 25
    Base Attack/Grapple: +10/+6
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Wrong!
    Special Qualities: Damage Reduction 20/epic, Fast Healing 10, Outsider traits
    Saves: Fort +51, Ref +7, Will +10
    Abilities: Str 10 (+0), Dex -- (+0), Con 99 (+44), Int 8 (-1), Wis 12 (+1), Cha 14 (+2)
    Skills: Concentration +49, Diplomacy +14, Gather Information +12, Hide +8, Knowledge (planes) +9, Listen +11, Search +7, Sense Motive +9, Spellcraft +13, Spot +10
    Feats: Ability Focus (Wrong!), Improved Initiative, Iron Will, Skill Focus (Spellcraft)
    Environment: any (Calm Lands)
    Organization: solitary
    Challenge Rating: 25
    Treasure: N/A
    Normal/Rare Steal: N/A/N/A
    Alignment: always Chaotic Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 40d6+160 (300MP)

    • Wrong! (Su): when an opponent hits an incorrect target, the creature blasts all opponents within 30’ with 3d6+12 non-specified damage & teleports away; Reflex save (DC16) for half damage; the save DC is Wisdom-based; this is a swift action that does not provoke attacks of opportunity
    This enemy needs a point on what is a 'correct' target, and what is an 'incorrect' target. Granted, those who have played know, but others won't.
    Most excellent Rising Echo avatar created by GryffonDurime.
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    That is the scariest two lines I have read in a forum of any kind.
    Take two internets, a cookie and a vorpal sword, please.
    Youth ages, immaturity is outgrown, ignorance can be educated, drunkeness sobered, but stupid lasts forever.

    Don't be stupid.

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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
    Magic Urn
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    Small Outsider
    Hit Dice: 10d8+440 (485HP)
    Initiative: -1
    Speed: 0’ (0 squares)
    Armor Class: 25 (+1 size, +14 natural); touch 11; flat-footed 25
    Base Attack/Grapple: +10/+6
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Wrong!
    Special Qualities: Damage Reduction 20/epic, Fast Healing 10, Outsider traits
    Saves: Fort +51, Ref +7, Will +10
    Abilities: Str 10 (+0), Dex -- (+0), Con 99 (+44), Int 8 (-1), Wis 12 (+1), Cha 14 (+2)
    Skills: Concentration +49, Diplomacy +14, Gather Information +12, Hide +8, Knowledge (planes) +9, Listen +11, Search +7, Sense Motive +9, Spellcraft +13, Spot +10
    Feats: Ability Focus (Wrong!), Improved Initiative, Iron Will, Skill Focus (Spellcraft)
    Environment: any (Calm Lands)
    Organization: solitary
    Challenge Rating: 25
    Treasure: N/A
    Normal/Rare Steal: N/A/N/A
    Alignment: always Chaotic Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 40d6+160 (300MP)

    • Wrong! (Su): when an opponent hits an incorrect target, the creature blasts all opponents within 30’ with 3d6+12 non-specified damage & teleports away; Reflex save (DC16) for half damage; the save DC is Wisdom-based; this is a swift action that does not provoke attacks of opportunity
    Did Magic Urn not have shed loads of hit points? Essencially making them undefeatable?
    Zenithbold-Bard by Lord Raziere | Backer #121 of the Giantitp Kickstarter | My homebrew
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