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  1. - Top - End - #481
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Omega Weapon
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    Gargantuan Aberration (Fiend)
    Hit Dice: 37d8+481 (647HP)
    Initiative: +5
    Speed: 40’ (8 squares)
    Armor Class: 19 (-4 size, +1 Dex, +12 natural); touch 7; flat-footed 18
    Base Attack/Grapple: +27/+56
    Attack: Slam +40 melee (3d8+17) or Core Energy +24 ranged (2d8, 19-20/Χ3, 140’ range)
    Full Attack: 2 Slams +40 melee (3d8+17) or Core Energy +24 ranged (2d8, 19-20/Χ3, 140’ range)
    Space/Reach: 20’/20’
    Special Attacks: Break, Confuse, Demi, Nova, Shimmering Rain, Ultima
    Special Qualities: Aberration traits, Damage Reduction 9/--, Spell Resistance 18
    Saves: Fort +25, Ref +15, Will +24
    Abilities: Str 44 (+17), Dex 12 (+1), Con 36 (+13), Int 7 (-2), Wis 19 (+4), Cha 24 (+7)
    Skills: Balance +6, Concentration +18, Jump +22, Knowledge (arcana) +3, Listen +9, Spellcraft +6, Spot +9, Survival +9
    Feats: Blind-Fight, Cleave, Dodge, Great Cleave, Improved Bullrush, Improved Initiative, Improved Natural Attack (Slam), Improved Overrun, Improved Sunder, Lightning Reflexes, Mighty Blow, Power Attack, Skill Focus (Spellcraft)
    Environment: underground (Omega Ruins)
    Organization: solitary
    Challenge Rating: 24
    Treasure: 2Χ standard
    Normal/Rare Steal: N/A/N/A
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 74d6+296 (555MP)

    • Break (Sp): ranged touch attack that inflicts Petrified status on 1 opponent within 140’ on a successful hit; Fortitude save (DC32) to resist; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 18MP to use

    • Confuse (Sp): inflicts Confused status on 1 opponent within 140’; Will save (DC35) to resist; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 7MP to use

    • Demi (Sp): this ability reduces the current HP of all opponents within 140’ by 25%; Fortitude save (DC32) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use

    • Nova (Su): automatically hits all opponents within 140’, dealing 20d12 points of non-specified damage (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability can be used once per day

    • Shimmering Rain (Sp): you can pelt your opponents with searing rain; this attack inflicts 37d6+37 points of acid damage per class level to all opponents within 140’; your opponent can each make a Fortitude save (DC26) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 42MP to use

    • Ultima (Sp): this attack inflicts 20d6+80 points of non-specified damage to all opponents within 140’; your opponents can each make a Fortitude save (DC26) for half damage; the save DC is Intelligence-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use
    Last edited by Zeta Kai; 2008-11-06 at 10:14 PM. Reason: increased ranges

  2. - Top - End - #482
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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

    • Break (Sp): ranged touch attack that inflicts Petrified status on 1 opponent within 30’ on a successful hit; Fortitude save (DC32) to resist; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 18MP to use

    • Confuse (Sp): inflicts Confused status on 1 opponent within 30’; Will save (DC35) to resist; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 7MP to use

    • Demi (Sp): this ability reduces the current HP of all opponents within 30’ by 25%; Fortitude save (DC32) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use

    • Nova (Su): automatically hits all opponents within 30’, dealing 20d12 points of non-specified damage (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability can be used once per day

    • Shimmering Rain (Sp): you can pelt your opponents with searing rain; this attack inflicts 37d6+37 points of acid damage per class level to all opponents within 30’; your opponent can each make a Fortitude save (DC26) for half damage; the save DC is Intelligence -based; this is a standard action that provokes attacks of opportunity; this ability costs 42MP to use

    • Ultima (Sp): this attack inflicts 20d6+80 points of non-specified damage to all opponents within 30’; your opponents can each make a Fortitude save (DC26) for half damage; the save DC is Intelligence-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use[/spoiler]

    The ranges on the Omega Weapon's special abilities should really be more than 30 feet since it has 20 ft. reach capability. 50 ft. probably (reach +30 additional feat) What do you think?

    Debby
    Last edited by Debihuman; 2008-09-13 at 04:55 PM.

  3. - Top - End - #483
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Phlegyas
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    Medium Animal (Aquatic, Fiend)
    Hit Dice: 10d8+10 (55HP)
    Initiative: +7
    Speed: 10’ (2 squares), Swim 30’ (6 squares)
    Armor Class: 15 (+3 Dex, +2 natural); touch 13; flat-footed 12
    Base Attack/Grapple: +7/+8
    Attack: Tentacle +8 melee (1d6+1)
    Full Attack: 2 Tentacles +8 melee (1d6+1)
    Space/Reach: 5’/5’
    Special Attacks: Sonic Wave
    Special Qualities: Animal traits, Aquatic traits
    Saves: Fort +8, Ref +10, Will +3
    Abilities: Str 13 (+1), Dex 17 (+3), Con 12 (+1), Int 3 (-4), Wis 11 (+0), Cha 5 (-3)
    Skills: Climb +6, Listen +5, Spot +5, Swim +10
    Feats: Alertness, Athletic, Improved Initiative, Skill Focus (Swim)
    Environment: temperate aquatic (Bevelle)
    Organization: solitary
    Challenge Rating: 8
    Treasure: standard
    Normal/Rare Steal: Dragon Scale (Χ2)/Water Gem
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 10d6+40 (75MP)

    • Sonic Wave (Su): this attack inflicts 1d6+1 points of water (force) damage to all opponents within 40’; Fortitude save (DC16) 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; 2008-11-06 at 10:15 PM. Reason: increased ranges

  4. - Top - End - #484
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    This is crazy. Amazingly crazy. I am continually impressed by the sheer depth you go to in your homebrews.

    Great job!

  5. - Top - End - #485
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    Piranha
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    Small Animal (Aquatic, Fiend)
    Hit Dice: ½d8 (2HP)
    Initiative: +1
    Speed: Swim 30’ (6 squares)
    Armor Class: 14 (+1 size, +1 Dex, +2 natural); touch 12; flat-footed 13
    Base Attack/Grapple: +0/-6
    Attack: Bite -1 melee (1d4-2)
    Full Attack: Bite -1 melee (1d4-2)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Animal traits, Aquatic traits
    Saves: Fort +1, Ref +2, Will +1
    Abilities: Str 7 (-2), Dex 13 (+1), Con 11 (+0), Int 1 (-5), Wis 12 (+1), Cha 3 (-4)
    Skills: Swim +0
    Feats: N/A
    Environment: warm aquatic (Al Bhed Territory)
    Challenge Rating: Ό
    Treasure: standard
    Normal/Rare Steal: Grenade/Grenade (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 0MP
    Last edited by Zeta Kai; 2008-09-14 at 12:48 PM. Reason: added image

  6. - Top - End - #486
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Pterya (Valefor)
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    Large Outsider (Aeon)
    Hit Dice: 14d8+84 (147HP)
    Initiative: +5
    Speed: 30’ (6 squares), Fly 90’ (18 squares, average maneuverability)
    Armor Class: 27 (-1 size, +5 Dex, +13 natural); touch 14; flat-footed 22
    Base Attack/Grapple: +14/+24
    Attack: Bite +19 melee (1d8+6)
    Full Attack: Bite +19 melee (1d8+6)
    Space/Reach: 10’/10’
    Special Attacks: Energy Ray, Sonic Wings
    Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Outsider traits
    Saves: Fort +15, Ref +14, Will +14
    Abilities: Str 23 (+6), Dex 21 (+5), Con 23 (+6), Int 22 (+6), Wis 20 (+5), Cha 22 (+6)
    Skills: Balance +21, Climb +22, Concentration* +14, Gather Information* +14, Intimidate +22, Jump +22, Knowledge (geography)* +14, Knowledge (planes)* +14, Listen +21, Search* +14, Sense Motive +21, Spellcraft* +14, Spot +21, Survival +19, Tumble +21
    Feats: Dodge, Flyby Attack, HoverB, Mobility, Power Attack, Wingover
    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: 56d6+224 (420MP)

    • Energy Ray (Su): automatically hits all opponents within 65’ with a ray of fierce energy, dealing 4d8 points of 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

    • Sonic Wings (Su): Pterya can beat its wings with deadly force while hovering; all creatures within 65’ take sonic damage equal to 1d8+6 & a -5 Initiative penalty for the next round; if a creature makes a Fortitude save (DC22), then they only take half damage & negate the Initiative penalty; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

    • Aeon Boost (Su): Pterya 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): Pterya 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; 2008-11-06 at 10:16 PM. Reason: increased ranges

  7. - Top - End - #487
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Puroboros
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    Medium Outsider (Fiend)
    Hit Dice: 14d8+70 (133HP)
    Initiative: +10
    Speed: Fly 20’ (4 squares, clumsy maneuverability)
    Armor Class: 21 (+6 Dex, +5 natural); touch 16; flat-footed 15
    Base Attack/Grapple: +14/+18
    Attack: Blast +20 ranged (1d6+4 + 3d6 fire, 19-20/Χ2, 30’ range)
    Full Attack: Blast +20 ranged (1d6+4 + 3d6 fire, 19-20/Χ2, 30’ range)
    Space/Reach: 5’/5’
    Special Attacks: Firaga, Self-Destruct
    Special Qualities: Outsider traits
    Saves: Fort +14, Ref +17, Will +11
    Abilities: Str 18 (+4), Dex 23 (+6), Con 21 (+5), Int 6 (-2), Wis 15 (+2), Cha 13 (+1)
    Skills: Bluff +14, Hide +15, Intimidate +10, Listen +8, Move Silently +16, Search +7, Sense Motive +12, Spot +13, Survival +9
    Feats: Dodge, HoverB, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack
    Environment: underground (Omega Ruins)
    Organization: 3 or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 12
    Treasure: standard
    Normal/Rare Steal: Fire Gem (Χ3)/Fire Gem (Χ4)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 56d6+224 (420MP)

    • Firaga (Sp): this is a ranged touch attack that deals 14d8+28 points of fire damage to 1 opponent within 60’ on a successful hit; Fortitude save (DC19) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

    • Self-Destruct (Su): after taking damage from a 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 6d6 points of fire damage to everything within a 60’ radius (no saving throw)
    Last edited by Zeta Kai; 2008-11-06 at 10:17 PM. Reason: increased ranges

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

    Qactuar
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    Tiny Plant (Fiend)
    Hit Dice: 5d8+5 (27HP)
    Initiative: +5
    Speed: 30’ (6 squares)
    Armor Class: 19 (+2 size, +5 Dex, +2 natural); touch 17; flat-footed 14
    Base Attack/Grapple: +3/-5
    Attack: Slam +5 melee (1d3)
    Full Attack: Slam +5 melee (1d3)
    Space/Reach: 2½’/0’
    Special Attacks: 100 Needles
    Special Qualities: Plant traits
    Saves: Fort +5, Ref +6, Will +2
    Abilities: Str 10 (+0), Dex 21 (+5), Con 13 (+1), Int 11 (+0), Wis 13 (+1), Cha 14 (+2)
    Skills: Balance +7, Hide +8, Jump +5, Move Silently +6, Tumble +11
    Feats: Dodge, Mobility
    Environment: temperate plains (Thunder Plains)
    Organization: 3 or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 6
    Treasure: standard
    Normal/Rare Steal: Chocobo Feather/Chocobo Feather
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 5d6+20 (37MP)

    • 100 Needles (Su): the creature can emit 100 deadly needles, targeting 1 opponent; this is a +7 ranged attack that deals 10 points of piercing damage (no saving throw); 30’ range; this ability is a standard action that does not provoke attacks of opportunity, & can be done up to once every round
    Last edited by Zeta Kai; 2008-09-16 at 10:33 PM. Reason: added image

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    Ragora
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    Medium Plant (Fiend)
    Hit Dice: 2d8+6 (15HP)
    Initiative: -1
    Speed: 5’ (1 square)
    Armor Class: 7 (-5 Dex, +2 natural); touch 5; flat-footed 7
    Base Attack/Grapple: +1/+1
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Seed Cannon
    Special Qualities: Plant traits
    Saves: Fort +6, Ref -5, Will +1
    Abilities: Str 10 (+0), Dex 1 (-5), Con 16 (+3), Int 1 (-5), Wis 12 (+1), Cha 5 (-3)
    Skills: Listen +4, Survival +3
    Feats: Improved Initiative
    Environment: warm forests (Kilika)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 1
    Treasure: standard
    Normal/Rare Steal: Antidote/Remedy
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 2d6+8 (15MP)

    • Seed Cannon (Ex): the creature can spew forth a barrage of seed pellets, targeting 1 opponent; this is a +1 ranged attack that deals 1d6 points of piercing damage; Reflex save (DC12) for half damage; the save DC is Wisdom-based; 30’ range; 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; 2008-11-06 at 10:18 PM. Reason: increased ranges

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

    Raldo
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    Small Aberration (Fiend)
    Hit Dice: 3d8+15 (28HP)
    Initiative: -2
    Speed: 20’ (4 squares)
    Armor Class: 16 (+1 size, -2 Dex, +7 natural); touch 9; flat-footed 16
    Base Attack/Grapple: +2/+0
    Attack: Slam +5 melee (1d4+2 + Slow)
    Full Attack: Slam +5 melee (1d4+2 + Slow)
    Space/Reach: 5’/5’
    Special Attacks: Slow
    Special Qualities: Aberration traits
    Saves: Fort +7, Ref -1, Will +3
    Abilities: Str 14 (+2), Dex 7 (-2), Con 19 (+4), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
    Skills: Listen +3, Survival +3
    Feats: Great Fortitude, Improved Toughness
    Environment: temperate plains (Mi’ihen Highroad)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 3
    Treasure: standard
    Normal/Rare Steal: Potion/Hypello Potion
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 6d6+24 (45MP)

    • Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC11) to resist; the save DC is Wisdom-based
    Last edited by Zeta Kai; 2008-09-16 at 05:58 PM. Reason: added image

  11. - Top - End - #491
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Um... For the qactuar, 100 Needles kind of sucks.

    It's a ranged attack (not even ranged touch) that does only 10 damage as a full-round action, and the enemy still gets a Reflex save for half damage?

  12. - Top - End - #492
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Quote Originally Posted by Kellus View Post
    Um... For the qactuar, 100 Needles kind of sucks.
    I've fixed the Needles attack for both the Cactuar & the Qactuar. They both are now standard actions that do not allow for a saving throw. The Cactuar's 1,000 Needles now has a 40' range, as well.

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    Raptor
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    Medium Animal (Fiend)
    Hit Dice: 4d8 (18HP)
    Initiative: +3
    Speed: 30’ (6 squares)
    Armor Class: 14 (+3 Dex, +1 natural); touch 13; flat-footed 11
    Base Attack/Grapple: +3/+3
    Attack: Bite +3 melee (1d6 + Mute or Petrified)
    Full Attack: Bite +3 melee (1d6 + Mute or Petrified)
    Space/Reach: 5’/5’
    Special Attacks: Mute, Petrified
    Special Qualities: Animal traits
    Saves: Fort +4, Ref +7, Will +2
    Abilities: Str 11 (+0), Dex 16 (+3), Con 11 (+0), Int 1 (-5), Wis 12 (+1), Cha 5 (-3)
    Skills: Jump +2, Listen +6, Spot +5
    Feats: Alertness, Dodge
    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; Fortitude save (DC13) to resist; the save DC is Wisdom-based

    • Petrified (Su): inflicts Petrified status on 1 opponent; Fortitude save (DC13) to resist; the save DC is Wisdom-based
    Last edited by Zeta Kai; 2008-09-17 at 07:21 AM. Reason: added image

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    Red Element
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    Medium Elemental (Fire, Fiend)
    Hit Dice: 6d8+6 (33HP)
    Initiative: +7
    Speed: Fly 20’ (4 squares, poor maneuverability)
    Armor Class: 15 (+3 Dex, +2 natural); touch 13; flat-footed 12
    Base Attack/Grapple: +4/+5
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Fire
    Special Qualities: Damage Reduction 6/magic, Elemental traits, Fire traits
    Saves: Fort +3, Ref +8, Will +2
    Abilities: Str 12 (+1), Dex 16 (+3), Con 13 (+1), Int 4 (-3), Wis 11 (+0), Cha 13 (+1)
    Skills: Listen +7, Spot +6
    Feats: Alertness, Dodge, HoverB, Improved Initiative
    Environment: any warm (Mushroom Rock Road)
    Organization: 3 or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 4
    Treasure: standard
    Normal/Rare Steal: Bomb Fragment/Bomb Fragment (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 12d6+48 (90MP)

    • Fire (Sp): this is a ranged touch attack that deals 6d4 points of fire 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
    Last edited by Zeta Kai; 2008-09-17 at 04:04 PM. Reason: added image

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    Remora
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    Medium Animal (Aquatic, Fiend)
    Hit Dice: 6d8+6 (33HP)
    Initiative: +2
    Speed: Swim 40’ (8 squares)
    Armor Class: 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
    Base Attack/Grapple: +4/+7
    Attack: Gore +7 melee (1d6+3)
    Full Attack: Gore +7 melee (1d6+3)
    Space/Reach: 5’/5’
    Special Attacks: Maelstrom, Rush
    Special Qualities: Animal traits, Aquatic traits
    Saves: Fort +6, Ref +7, Will +3
    Abilities: Str 16 (+3), Dex 15 (+2), Con 13 (+1), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
    Skills: Hide +7, Move Silently +7, Swim +6
    Feats: Run, Stealthy, Track
    Environment: underground (Bevelle)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 5
    Treasure: standard
    Normal/Rare Steal: Dragon Scale/Dragon Scale (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 6d6+24 (45MP)

    • Maelstrom (Su): this attack inflicts 1d4+3 points of water (force) damage to all opponents within 30’; Fortitude save (DC14) 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 (+2 melee) that deals 2d6+6 points of damage; this can only be done while swimming
    Last edited by Zeta Kai; 2008-09-17 at 11:18 PM. Reason: added image

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

    Right 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: 27 (-4 size, +2 Dex, +19 natural); touch 8; flat-footed 25
    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: X-Potion/Shining 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; 2008-11-06 at 10:19 PM. Reason: increased ranges

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

    Sahagin #1
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    Medium Monstrous Humanoid (Aquatic, Fiend)
    Hit Dice: 1d8 (4HP)
    Initiative: +1
    Speed: 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 12 (+1 Dex, +1 natural); touch 11; flat-footed 11
    Base Attack/Grapple: +1/+2
    Attack: Claw +2 melee (1d6+1)
    Full Attack: Claw +2 melee (1d6+1)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Aquatic traits, Monstrous Humanoid traits
    Saves: Fort +2, Ref +3, Will +3
    Abilities: Str 12 (+1), Dex 13 (+1), Con 11 (+0), Int 12 (+1), Wis 13 (+1), Cha 7 (-2)
    Skills: Handle Animal +4, Hide +4, Search +4, Swim +4
    Feats: Great Fortitude
    Environment: warm aquatic (Al Bhed Territory)
    Organization: 3 or party (1 with a group of 1-3 Fiends)
    Challenge Rating: ½
    Treasure: standard
    Normal/Rare Steal: N/A/N/A
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 1d6+4 (7MP)
    Last edited by Zeta Kai; 2008-09-19 at 07:58 AM. Reason: added image

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    Sahagin #2
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    Medium Monstrous Humanoid (Aquatic, Fiend)
    Hit Dice: 3d8+3 (16HP)
    Initiative: +1
    Speed: 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 13 (+1 Dex, +2 natural); touch 11; flat-footed 12
    Base Attack/Grapple: +3/+5
    Attack: Claw +5 melee (1d6+2) or Squirt Gun +4 ranged (1d8 water (force), 20’ maximum range)
    Full Attack: Claw +5 melee (1d6+2) or Squirt Gun +4 ranged (1d8 water (force), 20’ maximum range)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Aquatic traits, Monstrous Humanoid traits
    Saves: Fort +4, Ref +4, Will +4
    Abilities: Str 14 (+2), Dex 13 (+1), Con 12 (+1), Int 14 (+2), Wis 13 (+1), Cha 9 (-1)
    Skills: Handle Animal +7, Hide +7, Search +8, Swim +8
    Feats: Great Fortitude, Power Attack
    Environment: underground (Bevelle)
    Organization: 3 or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 2
    Treasure: standard
    Normal/Rare Steal: Fish Scale (Χ2)/Dragon Scale
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 3d6+12 (22MP)
    Last edited by Zeta Kai; 2008-09-19 at 10:28 PM. Reason: added image

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    Sahagin #3
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    Medium Monstrous Humanoid (Aquatic, Fiend)
    Hit Dice: 8d8+8 (44HP)
    Initiative: +2
    Speed: 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
    Base Attack/Grapple: +8/+11
    Attack: Claw +11 melee (1d6+3)
    Full Attack: 2 Claws +11 melee (1d6+3)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Aquatic traits, Monstrous Humanoid traits
    Saves: Fort +5, Ref +8, Will +7
    Abilities: Str 16 (+3), Dex 15 (+2), Con 12 (+1), Int 14 (+2), Wis 13 (+1), Cha 11 (+0)
    Skills: Handle Animal +12, Hide +13, Search +13, Swim +17
    Feats: Great Fortitude, Power Attack, Skill Focus (Swim)
    Environment: temperate aquatic (Bevelle)
    Organization: 3 or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 6
    Treasure: standard
    Normal/Rare Steal: Fish Scale (Χ2)/Dragon Scale (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 8d6+32 (60MP)
    Last edited by Zeta Kai; 2008-09-20 at 09:42 PM. Reason: added image

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    Sahagin Chief
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    Medium Monstrous Humanoid (Aquatic, Fiend)
    Hit Dice: 2d8+2 (11HP)
    Initiative: +1
    Speed: 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 12 (+1 Dex, +1 natural); touch 11; flat-footed 11
    Base Attack/Grapple: +2/+4
    Attack: Claw +4 melee (1d6+2)
    Full Attack: Claw +4 melee (1d6+2)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Aquatic traits, Monstrous Humanoid traits
    Saves: Fort +3, Ref +4, Will +4
    Abilities: Str 14 (+2), Dex 13 (+1), Con 12 (+1), Int 16 (+3), Wis 13 (+1), Cha 11 (+0)
    Skills: Handle Animal +7, Hide +7, Search +9, Swim +9
    Feats: Great Fortitude, Leadership
    Environment: warm aquatic (Luca)
    Organization: 3 or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 1
    Treasure: standard
    Normal/Rare Steal: N/A/N/A
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 2d6+8 (15MP)
    Last edited by Zeta Kai; 2008-09-21 at 09:38 AM. Reason: added image

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    Sanctuary Keeper
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    Huge Magical Beast (Fiend)
    Hit Dice: 30d10+210 (375HP)
    Initiative: +8
    Speed: 50’ (10 squares)
    Armor Class: 24 (-2 size, +4 Dex, +12 natural); touch 12; flat-footed 20
    Base Attack/Grapple: +30/+47
    Attack: Claw +37 melee (2d6+9)
    Full Attack: 2 Claws +37 melee (2d6+9)
    Space/Reach: 15’/10’
    Special Attacks: Mana Breath, Photon Wings, Reflect, Tail Sweep
    Special Qualities: Curaga, Esuna, Haste, Magical Beast traits, Protect, Regen
    Saves: Fort +24, Ref +21, Will +15
    Abilities: Str 29 (+9), Dex 19 (+4), Con 25 (+7), Int 3 (-4), Wis 17 (+3), Cha 14 (+2)
    Skills: Concentration +13, Intimidate +10, Jump +15, Listen +12, Move Silently +11
    Feats: Cleave, Dodge, Great Cleave, Improved Bullrush, Improved Initiative, Iron Will, Mighty Blow, Mobility, Power Attack, Skill Focus (Listen), Spring Attack
    Environment: cold mountains (Mt. Gagazet)
    Organization: solitary
    Challenge Rating: 19
    Treasure: 2Χ standard
    Normal/Rare Steal: Turbo Ether/Turbo Ether (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 60d6+240 (450MP)

    • Mana Breath (Su): 100’ cone; deals 3d6+6 points of force damage; Reflex save (DC27) for half damage; the save DC is Charisma-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4+1 rounds

    • Photon Wings (Su): this ability showers creatures with an aura of chaos; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4+2 rounds; all opponents with 100’ must make a Will save (DC28; the save DC is Wisdom-based) or be affected by the following status effects:
    • inflicts Blind status for 3 rounds
    • inflicts Confused status
    • inflicts Cursed status
    • inflicts Mute status for 3 rounds
    • inflicts Sleep status for 3 rounds

    • Reflect (Sp): the creature can cast a magical reflecting aura on any 1 creature within 100’ (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 100’; 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

    • Tail Sweep (Ex): the creature can spin rapidly, sweeping its long tail around; all creatures standing on the ground within reach take 1d8+4 bludgeoning damage, as well as suffer a -20 Initiative penalty for the next round; if a creature makes a Reflex save (DC34), then they only take half damage & negate the Initiative penalty; the save DC is Strength-based; this ability also negates any haste or hastega effects of all creatures that it hits; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds

    • Curaga (Sp): cures 6d8+20 points of damage to itself; this is a standard action that provokes attacks of opportunity; this ability costs 20MP to use

    • Esuna (Sp): removes most negative conditions from itself; negative conditions include: Berserk, Blind, Confused, Mute, Petrified, Poison, Sleep, Slowed; this cannot remove Curse, Doomed, Hasted, KO, or Zombie (see Status Effects, above); this is a standard action that provokes attacks of opportunity; this ability costs 5MP to use

    • Haste (Sp): the creature grants itself a +10 bonus to its initiative for the rest of the encounter; in addition, it can perform an extra attack action, move action, or swift action each round for the rest of the encounter; these effects are negated if it is successfully hit with a slow effect, a curse effect, a dispel effect, or die (even if they are revived during the same encounter); multiple haste effects do not stack; this is a standard action that does not provoke attacks of opportunity (although subsequent hasted actions provoke attacks of opportunity as normal); this ability costs 8MP to use

    • Protect (Sp): this ability grants any 1 ally within 100’ (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

    • Regen (Sp): this ability grants Fast Healing 5 to itself; multiple regen effects do not stack, but overlap; this effect lasts for 1 minute (10 rounds); this effect is negated if the regenerating creature is successfully hit with a curse effect, a dispel effect, or dies (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 40MP to use
    Last edited by Zeta Kai; 2008-11-06 at 10:23 PM. Reason: increased ranges

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    Sandragora
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    Large Plant (Fiend)
    Hit Dice: 9d8+36 (76HP)
    Initiative: +0
    Speed: 5’ (1 square)
    Armor Class: 13 (-1 size, -4 Dex, +8 natural); touch 5; flat-footed 13
    Base Attack/Grapple: +6/+13
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 10’/5’
    Special Attacks: Seed Burst
    Special Qualities: Plant traits
    Saves: Fort +10, Ref +1, Will +4
    Abilities: Str 16 (+3), Dex 3 (-4), Con 18 (+4), Int 1 (-5), Wis 12 (+1), Cha 7 (-2)
    Skills: Listen +10, Survival +7
    Feats: Ability Focus (Seed Burst), Improved Initiative, Lightning Reflexes, Skill Focus (Listen)
    Environment: warm desert (Sanubia Desert)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 8
    Treasure: standard
    Normal/Rare Steal: Remedy (Χ2)/Musk (Χ10)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 9d6+36 (67MP)

    • Seed Burst (Ex): the creature can spew forth a massive seed pellet, targeting 1 opponent; this is a +8 ranged attack that deals 2d6+3 points of bludgeoning damage; Reflex save (DC17) for half damage & to avoid the Confused effect; the save DC is Strength-based; 45’ range; inflicts Confused status on 1 opponent; 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; 2008-11-06 at 10:24 PM. Reason: increased ranges

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    Sand Wolf
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    Medium Animal (Fiend)
    Hit Dice: 7d8+7 (38HP)
    Initiative: +7
    Speed: 50’ (10 squares)
    Armor Class: 13 (+3 Dex); touch 13; flat-footed 10
    Base Attack/Grapple: +5/+7
    Attack: Bite +7 melee (1d6+2 + Mute or Sleep)
    Full Attack: Bite +7 melee (1d6+2 + Mute or Sleep)
    Space/Reach: 5’/5’
    Special Attacks: Mute, Sleep
    Special Qualities: Animal traits
    Saves: Fort +6, Ref +8, Will +3
    Abilities: Str 14 (+2), Dex 17 (+3), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 10 (+0)
    Skills: Hide +6, Listen +4, Move Silently +7
    Feats: Improved Initiative, Run, Track
    Environment: warm desert (Sanubia Desert)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 6
    Treasure: standard
    Normal/Rare Steal: Sleeping Powder (Χ2)/Sleeping Powder (Χ2)
    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; Fortitude save (DC14) to resist; the save DC is Wisdom-based

    • Sleep (Ex): inflicts Sleep status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based
    Last edited by Zeta Kai; 2008-09-22 at 02:24 PM. Reason: added image

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    Sand Worm
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    Colossal Vermin (Fiend)
    Hit Dice: 14d8+112 (175HP)
    Initiative: +0
    Speed: 20’ (4 squares)
    Armor Class: 8 (-8 size, +6 natural); touch 2; flat-footed 8
    Base Attack/Grapple: +10/+41
    Attack: Slam +17 melee (4d6+15)
    Full Attack: 2 Slams +17 melee (4d6+15)
    Space/Reach: 30’/20’
    Special Attacks: Earthquake, Improved Grab, Regurgitate, Swallow Whole
    Special Qualities: Vermin traits
    Saves: Fort +17, Ref +4, Will +5
    Abilities: Str 40 (+15), Dex 11 (+0), Con 26 (+8), Int -- (+0), Wis 12 (+1), Cha 7 (-2)
    Skills: N/A
    Feats: Improved BullrushB, Mighty BlowB, Power AttackB
    Environment: warm desert (Sanubia Desert)
    Organization: solitary
    Challenge Rating: 9
    Treasure: standard
    Normal/Rare Steal: Shadow Gem (Χ2)/Stamina Spring (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 14d6+56 (105MP)

    • 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 (DC32) 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 (DC32) 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+15 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 17 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; 2008-11-06 at 10:24 PM. Reason: increased ranges

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    Seymour Guado
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    Half-Guado Summoner 5/Black Mage 8
    Medium Monstrous Humanoid
    Hit Dice: (5d4+10) + (8d4+16) (56HP)
    Initiative: +5
    Speed: 30’ (6 squares)
    Armor Class: 15 (+1 Dex, +4 bangle); touch 11; flat-footed 14
    Base Attack/Grapple: +6/+5
    Attack: Quarterstaff +5 melee (1d6-1/1d6-1, 20/Χ2)
    Full Attack: Quarterstaff +5 melee (1d6-1/1d6-1, 20/Χ2)
    Space/Reach: 5’/5’
    Special Attacks: Blizzaga, Blizzara, Fira, Firaga, Multi-Blizzara, Multi-Fira, Multi-Thundara, Multi-Waterga, Thundaga, Thundara, Watera, Waterga
    Special Qualities: Shell
    Saves: Fort +5, Ref +6, Will +9
    Abilities: Str 8 (-1), Dex 12 (+1), Con 14 (+2), Int 17 (+3), Wis 9 (-1), Cha 15 (+2)
    Skills: Bluff +13, Concentration +9, Diplomacy +10, Gather Information +9, Knowledge (religion) +10, Knowledge (planes) +10, Listen +6, Profession (maester) +6, Search +10, Sense Motive +6, Spellcraft +12, Use Magic Device +12
    Feats: Combat Casting, Improved Initiative, Lightning Reflexes, Magical Aptitude, Skill Focus (Bluff), Still Spell
    Environment: any (Macalania)
    Organization: solitary or entourage (1 with 2 Guado Guardian #2)
    Challenge Rating: 13
    Treasure: 2Χ standard
    Normal/Rare Steal: Turbo Ether/Elixir
    Alignment: Neutral Evil
    Advancement: by character class
    Level Adjustment: N/A
    Magic Pool: (25d6+100) + (40d6+160) (487MP)

    • Blizzaga (Sp): this is a ranged touch attack that deals 13d8+26 points of cold damage to 1 opponent within 60’ on a successful hit; Fortitude save (DC19) 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

    • Blizzara (Sp): this is a ranged touch attack that deals 13d6+13 points of cold damage to 1 opponent within 60’ on a successful hit; Fortitude save (DC19) 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

    • Fira (Sp): this is a ranged touch attack that deals 13d6+13 points of fire damage to 1 opponent within 60’ on a successful hit; Fortitude save (DC19) 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

    • Firaga (Sp): this is a ranged touch attack that deals 13d8+26 points of fire damage to 1 opponent within 60’ on a successful hit; Fortitude save (DC19) 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

    • Multi-Blizzara (Sp): this is a ranged touch attack that deals 13d6+13 points of cold damage to 2 opponents within 60’ on a successful hit; your opponents can each make a Fortitude save (DC19) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 60MP to use

    • Multi-Fira (Sp): this is a ranged touch attack that deals 13d6+13 points of fire damage to 2 opponents within 60’ on a successful hit; your opponents can each make a Fortitude save (DC19) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 60MP to use

    • Multi-Thundara (Sp): this is a ranged touch attack that deals 13d6+13 points of electricity damage to 2 opponents within 60’ on a successful hit; your opponents can each make a Fortitude save (DC19) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 60MP to use

    • Multi-Watera (Sp): this is a ranged touch attack that deals 13d6+13 points of water (force) damage to 2 opponents within 60’ on a successful hit; your opponents can each make a Fortitude save (DC19) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 60MP to use

    • Thundaga (Sp): this is a ranged touch attack that deals 13d8+26 points of electricity damage to 1 opponent within 60’ on a successful hit; Fortitude save (DC19) 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

    • Thundara (Sp): this is a ranged touch attack that deals 13d6+13 points of electricity damage to 1 opponent within 60’ on a successful hit; Fortitude save (DC19) 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

    • Watera (Sp): this is a ranged touch attack that deals 13d6+13 points of water (force) damage to 1 opponent within 60’ on a successful hit; Fortitude save (DC19) 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

    • Waterga (Sp): this is a ranged touch attack that deals 13d8+26 points of water (force) damage to 1 opponent within 60’ on a successful hit; Fortitude save (DC19) 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

    • Shell (Sp): the creature can strengthen either his own magic defense or that of an ally within 60’; this ability multiplies 1 ally’s SR by 2 for the rest of the encounter; multiple Shell 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 10MP to use
    Last edited by Zeta Kai; 2008-11-06 at 10:27 PM. Reason: increased ranges

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

    Seymour Flux
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    Large Undead (Unsent) Half-Guado Summoner 12/Black Mage 13
    Hit Dice: 25d12+25 (187HP)
    Initiative: +5
    Speed: 30’ (6 squares)
    Armor Class: 16 (-1 size, +1 Dex, +6 bangle); touch 10; flat-footed 15
    Base Attack/Grapple: +12/+18
    Attack: Lance of Atrophy +15 melee (1d8+4 + Zombie, 19-20/Χ3, 15’ reach)
    Full Attack: Lance of Atrophy +15/+10/+5 melee (1d8+4 + Zombie, 19-20/Χ3, 15’ reach)
    Space/Reach: 10’/10’
    Special Attacks: Banish, Dispel-All, Flare, Reflect, Zombie
    Special Qualities: Protect, Undead traits, Unsent traits
    Saves: Fort +10, Ref +9, Will +16
    Abilities: Str 14 (+2), Dex 12 (+1), Con -- (+0), Int 18 (+4), Wis 10 (+0), Cha 17 (+3)
    Skills: Bluff +24, Concentration +15, Diplomacy +19, Gather Information +18, Knowledge (religion) +19, Knowledge (planes) +20, Listen +15, Profession (maester) +15, Search +19, Sense Motive +18, Spellcraft +21, Use Magic Device +21
    Feats: Banish, Combat Casting, Dispel-All, Great Fortitude, Improved Initiative, Improved Toughness, Magical Aptitude, Negotiator, Skill Focus (Bluff), Still Spell
    Environment: any (Mt. Gagazet)
    Organization: pair (with Mortivessel)
    Challenge Rating: 17
    Treasure: standard + Lance of Atrophy (+2 keen lance)
    Normal/Rare Steal: Elixir/Elixir
    Alignment: Neutral Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: (60d6+240) + (65d6+260) (937MP)

    • Banish (Sp): with a successful ranged touch attack, banishes 1 Aeon within 95’ back to its transdimensional pocket for the rest of the encounter (it can only be called back out afterward); the opponent’s Aeon can make a Will save (DC25) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 75MP to use

    • Dispel-All (Sp): removes any positive status conditions (see Status Effects, above) from all opponents within 95’ (no saving throw); positive conditions include ability boosts from spells or spell-like effects, haste effects, hastega effects, nul effects (including mighty guard), shell effects, protect effects, reflect effects, & regen effects; this is a standard action that provokes attacks of opportunity; this ability costs 112MP to use

    • Flare (Sp): this is a ranged touch attack that deals 25d10+50 points of non-specified damage to 1 opponent within 95’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

    • Reflect (Sp): the creature can cast a magical reflecting aura on any 1 creature within 95’ (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 95’; 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

    • Zombie (Su): inflicts Zombie status on 1 opponent; Fortitude save (DC26) to resist; the save DC is Intelligence-based

    • Protect (Sp): this ability grants any 1 ally within 95’ (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
    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!)

    I have another dumb question. What is Profession (maester)? I thought that was just his title.

    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 have another dumb question. What is Profession (maester)? I thought that was just his title.
    No question is dumb, only the questioners. Wait, that didn't come out right... That was supposed to sound wise, not insulting...

    It is indeed his title. Seymour is not a career politician, in my mind. He comes off as primarily an arcane spellcaster, who became a maester as a means to an end. Therefore, I thought giving him a level in Aristocrat or Priest would be inappropriate. However, he does need to have some skills to perform the administrative aspects of his job, so I gave him so ranks in Profession. Considering his profession is being a Maester (which is roughly equivalent to a cardinal/arch-bishop/imam in our world), I thought Profession (maester) would be fine.

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

    Hmmm, impressive job, without doubt.

    A few questions, though.

    On Valefor, does he not also have an "Energy Blast" attack, along with the "Energy Ray"?

    On Seymour, this could probably be argued back and forth for awhile, but does he really fall into the Neutral Evil category? He's got his plan and kills anyone that gets in the way, which he holds true to throughout the game.

    And........... something else, that I have forgotten... I'll be back!
    "Eins, zwei, drei... Ugh, I do not think we brought enough body bags."
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    1850's TF2 Medic graciously provided by kpenguin

    Call Filthy Grief, Pacemaker

    Feel like some Dark Coffee?

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

    Quote Originally Posted by Griever View Post
    On Valefor, does he not also have an "Energy Blast" attack, along with the "Energy Ray"?
    Valefor's default Overdrive is, of course, Energy Ray. During the course of the game, players have the opportunity to unlock a secret secondary Overdrive for Valefor called Energy Blast, which is more powerful. It's not a given, by any means; in fact, without a FAQ, I wouldn't have found it on my own without a lot of luck/random exploring. The version of Valefor that Issaru pits against you, Pterya, does not possess Energy Blast, & is therefore not in its stat block.

    Quote Originally Posted by Griever View Post
    On Seymour, this could probably be argued back and forth for awhile, but does he really fall into the Neutral Evil category? He's got his plan and kills anyone that gets in the way, which he holds true to throughout the game.
    Yes, alignment debates could rage about any character or monster, which is why I don't wish to indulge in one, lest it de-rail this project. The alignment of most characters/creatures is largely irrelevant & arbritrary, & prolonged discussion is unlikely to really change anyone's mind. I honestly believe that alignment is a cancer upon the ruleset of every version of D&D to date.

    That being said, I do have some reasoning behind choosing Neutral Evil for Seymour (spoiler for those who haven't finished the game).
    Spoiler
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    He leans a bit Lawful at first, what with him being one of the for co-leaders of a world-spanning religion & all. Later in the game, he goes all omnicidal, wanting to kill everyone on the planet in order to end all pain (or something like that); that would definately be Evil, & probably a bit Chaotic, as well. Ultimately though, I don't think that Seymour cares one way or the other about Law or Chaos; I think that he is utterly driven to fulfill his goal of "saving" Spira by destroying it, & he is willing to use whatever tools are available to fulfill that goal. That speaks to me of Neutral Evil.

    BTW, it's a little unclear in the game if his goal is actually a bad idea. Death is strange in the world of Spira. Dead people who are Unsent can interact with the physical world just fine, & may even have a certain resistance to the predations of Sin & various fiends. The main drawback seems to be a strong chance of going insane & becoming a fiend. Being Sent (via the Sending, of course) seems to prevent one from becoming a fiend, but limits one to residing in the Farplane, which seems to have restrictions on physical interaction with the world of the living. In Spira, being Unsent may be significantly superior to being alive...


    Quote Originally Posted by Griever View Post
    And........... something else, that I have forgotten... I'll be back!
    When you can remember it, trust me, I'll be right here.
    Last edited by Zeta Kai; 2008-09-25 at 09:05 AM. Reason: added link

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