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  1. - Top - End - #151
    Ettin in the Playground
     
    Zeta Kai's Avatar

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

    Quote Originally Posted by Realms of Chaos View Post
    Um...I apologized...at the end.

    Anyway, the language of gilleonaire is still a bit unclear. I'm pretty sure that the item only doubles coins, something that you should specify unless you intend for players to double gems, art items, and magic items (could you honestly imagine a party finding a ring of three wishes and giving it to the gilleonaire to double it.)

    also, although not quite true to the ability, I'd put a once per round limitation on dodging damage through evade and counter. It would still be plenty powerful.
    Done & done.

  2. - Top - End - #152
    Ettin in the Playground
     
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Armor Abilities
    These equipment abilities can be grafted onto a piece of armor. The “wearer” refers to the character currently using or possessing the weapon. Abilities are only active while the wearer actually wears the weapon; taking off an armor negates its abilities until it is worn again. Armors can only hold 1-4 special abilities (these are known as ability “slots”).

    NOTE: Under each weapon ability is 3 means to add such the ability to a weapon (designated #1, #2, & #3, respectively).
    • Method #1 refers to the standard D&D way of adding abilities to magic item; IE the feats & spells needed to graft the ability, along with the required caster level.
    • Method #2 refers to the typical way on Spira (a setting in which there are no spells, per se) of doing the same; IE the feats & class features needed to graft the ability.
    • Method #3 refers to another Spiran way of doing the same; IE using a Spellcraft check (DC10 + (price bonus ×5)) to fuse the specific listed objects into the magic item, imbuing it with the desired property; failing the check by less than 5 allows the caster to reuse the objects in a later fusion attempt, while failing the check by more than 5 ruins the objects).

    Any of the 3 methods is acceptable for accomplishing this, but it is recommended that only one these means be used within a particular campaign setting.

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    Auto-Haste: the wearer has Hasted status (see Status Conditions: Hasted, above) at all times; strong transmutation; price +5 bonus
    • Method #1: CL 17th; Craft Magic Arms & Armor, haste
    • Method #2: CL 17th; Craft Magic Arms & Armor, Haste class feature
    • Method #3: DC35, Chocobo Wing (×80)


    Auto-Med: wearer automatically uses a Remedy or other status-restorative item (if one is available & in their possession) as an immediate action whenever they are affected by a negative status effect (any except Hasted &/or Regen); moderate enchantment; price +2 bonus
    • Method #1: CL 12th; Craft Magic Arms & Armor, heal
    • Method #2: CL 12th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC20, Remedy (×20)


    Auto-Phoenix: wearer automatically uses a Phoenix Down or other life-restorative item (if one is available & in their possession) as an immediate action whenever an ally is killed; moderate enchantment; price +4 bonus
    • Method #1: CL 18th; Craft Magic Arms & Armor, resurrection
    • Method #2: CL 18th; Craft Magic Arms & Armor, Life class feature
    • Method #3: DC30, Mega Phoenix (×20)


    Auto-Potion: wearer automatically uses a potion or other HP-restorative item (if one is available & in their possession) as an immediate action whenever they are wounded; moderate enchantment; price +1 bonus
    • Method #1: CL 10th; Craft Magic Arms & Armor, cure critical wounds
    • Method #2: CL 10th; Craft Magic Arms & Armor, Cura class feature
    • Method #3: DC15, Stamina Tablet (×4)


    Auto-Protect: wearer gains Damage Reduction 7/- at all times; multiple protect effects do not stack, but overlap; strong abjuration; price +5 bonus
    • Method #1: CL 19th; Craft Magic Arms & Armor, stoneskin
    • Method #2: CL 19th; Craft Magic Arms & Armor, Protect class feature
    • Method #3: DC35, Light Curtain (×70)


    Auto-Reflect: reflects all spells (both helpful & harmful) that target the wearer, causing the spell to bounce off & hit another random creature within 30’; area-effect spells still function properly on the wearer, as do any spells that have already been reflected off of another creature; multiple reflect effects do not stack, but overlap; works at all times; strong abjuration; price +6 bonus
    • Method #1: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, spell turning
    • Method #2: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Reflect class feature
    • Method #3: DC40, Star Curtain (×40)


    Auto-Regen: wearer gains Fast Healing 5; multiple regen effects do not stack, but overlap; does not restore HP in excess of the wearer’s maximum HP; strong conjuration; price +7 bonus
    • Method #1: CL 22nd; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, regenerate
    • Method #2: CL 22nd; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Regen class feature
    • Method #3: DC45, Healing Spring (×80)


    Auto-Shell: wearer gains Spell Resistance 20; multiple shell effects do not stack, but overlap, although this effect does overlap with SR from other sources; strong abjuration; price +5 bonus
    • Method #1: CL 18th; Craft Magic Arms & Armor, spell resistance
    • Method #2: CL 18th; Craft Magic Arms & Armor, Shell class feature
    • Method #3: DC35, Lunar Curtain (×80)


    Berserkproof: 90% chance to prevent Berserk status (see Status Conditions: Berserk, above); moderate abjuration; price +2 bonus
    • Method #1: CL 8th; Craft Magic Arms & Armor, calm emotions
    • Method #2: CL 8th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC20, Hypello Potion (×32)


    Berserk Ward: 40% chance to prevent Berserk status (see Status Conditions: Berserk, above); faint abjuration; price +1 bonus
    • Method #1: CL 4th; Craft Magic Arms & Armor, calm emotions
    • Method #2: CL 4th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC15, Hypello Potion (×8)


    Break HP Limit: maximizes HP rolls for class level gains while wearing the armor; adds wielder’s class level to HP rolls; strong transmutation; price +3 bonus
    • Method #1: CL 15th; Craft Magic Arms & Armor, aid
    • Method #2: CL 15th; Craft Magic Arms & Armor, Focus class feature
    • Method #3: DC25, Wings to Discovery (×30)


    Break MP Limit: maximizes MP rolls for class level gains while wearing the armor; adds wielder’s class level to MP rolls; strong transmutation; price +3 bonus
    • Method #1: CL 15th; Craft Magic Arms & Armor, imbue with spell ability
    • Method #2: CL 15th; Craft Magic Arms & Armor, Focus class feature
    • Method #3: DC25, Three Stars (×30)


    Confuseproof: 90% chance to prevent Confused status (see Status Conditions: Confused, above); moderate abjuration; price +2 bonus
    • Method #1: CL 16th; Craft Magic Arms & Armor, heal
    • Method #2: CL 16th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC20, Musk (×48)


    Confuse Ward: 40% chance to prevent Confused status (see Status Conditions: Confused, above); faint abjuration; price +1 bonus
    • Method #1: CL 8th; Craft Magic Arms & Armor, remove curse
    • Method #2: CL 8th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC15, Musk (×16)


    Curseproof: 90% chance to prevent Cursed status (see Status Conditions: Cursed, above); moderate abjuration; price +3 bonus
    • Method #1: CL 17th; Craft Magic Arms & Armor, remove curse
    • Method #2: CL 17th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC25, Tetra Elemental (×12)


    Darkproof: 90% chance to prevent Blind status (see Status Conditions: Blind, above); moderate abjuration; price +3 bonus
    • Method #1: CL 12th; Craft Magic Arms & Armor, heal
    • Method #2: CL 12th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC25, Smoke Bomb (×10)


    Dark Ward: 40% chance to prevent Blind status (see Status Conditions: Blind, above); faint abjuration; price +2 bonus
    • Method #1: CL 6th; Craft Magic Arms & Armor, remove blindness/deafness
    • Method #2: CL 6th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC20, Eye Drops (×40)


    Deathproof: 90% chance to prevent KO status (see Status Conditions: KO, above) caused by death magic; does not protect against dying from other means; moderate abjuration; price +4 bonus
    • Method #1: CL 18th; Craft Magic Arms & Armor, miracle
    • Method #2: CL 18th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC30, Farplane Wind (×60)


    Death Ward: 40% chance to prevent KO status (see Status Conditions: KO, above) caused by death magic; does not protect against dying from other means; faint abjuration; price +3 bonus
    • Method #1: CL 9th; Craft Magic Arms & Armor, death ward
    • Method #2: CL 9th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC25, Farplane Shadow (×15)


    Defense +3%: increases the wielder’s AC by 3% (minimum 1); faint abjuration; price +1 bonus
    • Method #1: CL 5th; Craft Magic Arms & Armor, mage armor
    • Method #2: CL 5th; Craft Magic Arms & Armor, Focus class feature
    • Method #3: DC15, Power Sphere (×3)


    Defense +5%: increases the wielder’s AC by 5% (minimum 1); faint abjuration; price +1 bonus
    • Method #1: CL 9th; Craft Magic Arms & Armor, mage armor
    • Method #2: CL 9th; Craft Magic Arms & Armor, Focus class feature
    • Method #3: DC15, Stamina Spring (×2)


    Defense +10%: increases the wielder’s AC by 10% (minimum 1); moderate abjuration; price +2 bonus
    Method #1: CL 13th; Craft Magic Arms & Armor, mage armor, shield
    Method #2: CL 13th; Craft Magic Arms & Armor, Focus class feature
    Method #3: DC20, Special Sphere (×1)

    Defense +20%: increases the wielder’s AC by 20% (minimum 1); strong abjuration; price +3 bonus
    • Method #1: CL 17th; Craft Magic Arms & Armor, mage armor, shield
    • Method #2: CL 17th; Craft Magic Arms & Armor, Focus class feature
    • Method #3: DC25, Blessed Gem (×4)


    Fireproof: negates all fire damage the wearer receives; strong abjuration; price +4 bonus
    • Method #1: CL 12th; Craft Magic Arms & Armor, protection from energy
    • Method #2: CL 12th; Craft Magic Arms & Armor, Nul class feature
    • Method #3: DC30, Bomb Core (×8)


    Fire Eater: converts all fire damage the wearer receives to positive HP; strong abjuration; price +5 bonus
    • Method #1: CL 20th; Craft Magic Arms & Armor, spell immunity, greater
    • Method #2: CL 20th; Craft Magic Arms & Armor, Protect class feature
    • Method #3: DC35, Fire Gem (×20)


    Fire Ward: reduces all fire damage the wearer receives by ½; moderate abjuration; price +3 bonus
    • Method #1: CL 8th; Craft Magic Arms & Armor, resist energy
    • Method #2: CL 8th; Craft Magic Arms & Armor, Nul class feature
    • Method #3: DC25, Bomb Fragment (×4)


    HP +5%: increases the wielder’s HP by 5% (minimum 1); faint transmutation; price +1 bonus
    • Method #1: CL 5th; Craft Magic Arms & Armor, cure light wounds
    • Method #2: CL 5th; Craft Magic Arms & Armor, Cure class feature
    • Method #3: DC15, X-Potion (×1)


    HP +10%: increases the wielder’s HP by 10% (minimum 1); moderate transmutation; price +1 bonus
    • Method #1: CL 9th; Craft Magic Arms & Armor, cure moderate wounds
    • Method #2: CL 9th; Craft Magic Arms & Armor, Cure class feature
    • Method #3: DC15, Soul Spring (×3)


    HP +20%: increases the wielder’s HP by 20% (minimum 1); strong transmutation; price +2 bonus
    • Method #1: CL 13th; Craft Magic Arms & Armor, cure serious wounds
    • Method #2: CL 13th; Craft Magic Arms & Armor, Cura class feature
    • Method #3: DC20, Elixir (×5)


    HP +30%: increases the wielder’s HP by 30% (minimum 1); strong transmutation; price +3 bonus
    • Method #1: CL 17th; Craft Magic Arms & Armor, cure critical wounds
    • Method #2: CL 17th; Craft Magic Arms & Armor, Cura class feature
    • Method #3: DC25, Stamina Tonic (×1)


    HP Stroll: restores HP equal to the wielder’s Constitution modifier for each hour of continued movement; also gives a +4 bonus on Constitution checks to continue a forced march; only works when wearer is walking, running, or other personal over-land travel; no other travel means (such as riding, swimming, climbing, falling, flight, etc.) activate this effect; does not restore HP in excess of the wearer’s maximum HP; strong conjuration; price +6 bonus
    • Method #1: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, regenerate
    • Method #2: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Regen class feature
    • Method #3: DC40, Stamina Tablet (×2)


    Iceproof: negates all cold damage the wearer receives; strong abjuration; price +4 bonus
    • Method #1: CL 12th; Craft Magic Arms & Armor, protection from energy
    • Method #2: CL 12th; Craft Magic Arms & Armor, Nul class feature
    • Method #3: DC30, Arctic Wind (×8)


    Ice Eater: converts all cold damage the wearer receives to positive HP; strong abjuration; price +5 bonus
    • Method #1: CL 20th; Craft Magic Arms & Armor, spell immunity, greater
    • Method #2: CL 20th; Craft Magic Arms & Armor, Protect class feature
    • Method #3: DC35, Ice Gem (×8)


    Ice Ward: reduces all cold damage the wearer receives by ½; moderate abjuration; price +3 bonus
    • Method #1: CL 8th; Craft Magic Arms & Armor, resist energy
    • Method #2: CL 8th; Craft Magic Arms & Armor, Nul class feature
    • Method #3: DC25, Antarctic Wind (×4)


    Lightningproof: negates all electricity damage the wearer receives; strong abjuration; price +4 bonus
    • Method #1: CL 12th; Craft Magic Arms & Armor, protection from energy
    • Method #2: CL 12th; Craft Magic Arms & Armor, Nul class feature
    • Method #3: DC30, Lightning Marble (×8)


    Lightning Eater: converts all electricity damage the wearer receives to positive HP; strong abjuration; price +5 bonus
    • Method #1: CL 20th; Craft Magic Arms & Armor, spell immunity, greater
    • Method #2: CL 20th; Craft Magic Arms & Armor, Protect class feature
    • Method #3: DC35, Lightning Gem (×20)


    Lightning Ward: reduces all electricity damage the wearer receives by ½; moderate abjuration; price +3 bonus
    • Method #1: CL 8th; Craft Magic Arms & Armor, resist energy
    • Method #2: CL 8th; Craft Magic Arms & Armor, Nul class feature
    • Method #3: DC25, Electro Marble (×4)


    Magic Defense +3%: increases the wielder’s SR by 3% (minimum 1); faint abjuration; price +1 bonus
    • Method #1: CL 5th; Craft Magic Arms & Armor, cure moderate wounds
    • Method #2: CL 5th; Craft Magic Arms & Armor, Cure class feature
    • Method #3: DC15, Mana Sphere (×3)


    Magic Defense +5%: increases the wielder’s SR by 5% (minimum 1); faint abjuration; price +1 bonus
    • Method #1: CL 9th; Craft Magic Arms & Armor, cure critical wounds
    • Method #2: CL 9th; Craft Magic Arms & Armor, Cura class feature
    • Method #3: DC15, Mana Spring (×2)


    Magic Defense +10%: increases the wielder’s SR by 10% (minimum 1); moderate abjuration; price +2 bonus
    • Method #1: CL 13th; Craft Magic Arms & Armor, spell resistance
    • Method #2: CL 13th; Craft Magic Arms & Armor, Shell class feature
    • Method #3: DC20, White Magic Sphere (×1)


    Magic Defense +20%: increases the wielder’s SR by 20% (minimum 2); strong abjuration; price +3 bonus
    • Method #1: CL 17th; Craft Magic Arms & Armor, spell resistance
    • Method #2: CL 17th; Craft Magic Arms & Armor, Shell class feature
    • Method #3: DC25, Blessed Gem (×4)


    Master Thief: guarantees that the wearer will acquire a rare item from a successful steal or mug attempt (normal rate for a rare steal is 1% × the stealer’s ECL; see Bandit, above); strong conjuration; price +3 bonus
    • Method #1: CL 11th; Craft Magic Arms & Armor, enthrall
    • Method #2: CL 11th; Craft Magic Arms & Armor, Steal class feature
    • Method #3: DC25, Pendulum (×30)


    MP +5%: increases the wielder’s MP by 5% (minimum 1); faint transmutation; price +1 bonus
    • Method #1: CL 5th; Craft Magic Arms & Armor, read magic
    • Method #2: CL 5th; Craft Magic Arms & Armor, Cure class feature
    • Method #3: DC15, Ether (×1)


    MP +10%: increases the wielder’s MP by 10% (minimum 1); moderate transmutation; price +1 bonus
    • Method #1: CL 9th; Craft Magic Arms & Armor, imbue with spell ability
    • Method #2: CL 9th; Craft Magic Arms & Armor, Cura class feature
    • Method #3: DC15, Soul Spring (×3)


    MP +20%: increases the wielder’s MP by 20% (minimum 1); strong transmutation; price +2 bonus
    • Method #1: CL 13th; Craft Magic Arms & Armor, imbue with spell ability
    • Method #2: CL 13th; Craft Magic Arms & Armor, Cura class feature
    • Method #3: DC20, Elixir (×5)


    MP +30%: increases the wielder’s MP by 30% (minimum 1); strong transmutation; price +3 bonus
    • Method #1: CL 17th; Craft Magic Arms & Armor, imbue with spell ability
    • Method #2: CL 17th; Craft Magic Arms & Armor, Cura class feature
    • Method #3: DC25, Mana Tonic (×1)


    MP Stroll: restores MP equal to the wielder’s Constitution modifier for each hour of continued movement; also gives a +4 bonus on Constitution checks to continue a forced march; only works when wearer is walking, running, or other personal over-land travel; no other travel means (such as riding, swimming, climbing, falling, flight, etc.) activate this effect; does not restore MP in excess of the wearer’s maximum MP; strong conjuration; price +6 bonus
    • Method #1: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, regenerate
    • Method #2: CL 21st; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Regen class feature
    • Method #3: DC40, Mana Tablet (×2)


    No Encounters: eliminates all random encounters (DM must choose all encounters; which should not exceed ~1 per day); eliminates all encounters with a CR or EL lower than the party’s EL + 2; strong abjuration; price +5 bonus
    • Method #1: CL 18th; Craft Magic Arms & Armor, veil
    • Method #2: CL 18th; Craft Magic Arms & Armor, Protect class feature
    • Method #3: DC35, Purifying Salt (×30)


    Pickpocket: multiplies the % odds of acquiring a rare item from a successful steal or mug attempt by 4; moderate conjuration; price +2 bonus
    • Method #1: CL 7th; Craft Magic Arms & Armor, daze monster
    • Method #2: CL 7th; Craft Magic Arms & Armor, Steal class feature
    • Method #3: DC20, Amulet (×30)


    Poisonproof: 90% chance to prevent Poison status (see Status Conditions: Poison, above); moderate abjuration; price +3 bonus
    • Method #1: CL 10th; Craft Magic Arms & Armor, neutralize poison
    • Method #2: CL 10th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC25, Poison Fang (×12)


    Poison Ward: 40% chance to prevent Poison status (see Status Conditions: Poison, above); faint abjuration; price +2 bonus
    • Method #1: CL 5th; Craft Magic Arms & Armor, delay poison
    • Method #2: CL 5th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC20, Antidote (×40)


    Ribbon: 90% chance to prevent any negative status effect (except Cursed & KO; see Status Conditions, above); strong abjuration; price +7 bonus
    • Method #1: CL 22nd; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, spell immunity, greater
    • Method #2: CL 22nd; Craft Magic Arms & Armor, Craft Epic Magic Arms & Armor, Esuna class feature
    • Method #3: DC45, Dark Matter (×99)


    Silenceproof: 90% chance to prevent Mute status (see Status Conditions: Mute, above); moderate abjuration; price +2 bonus
    • Method #1: CL 12th; Craft Magic Arms & Armor, heal
    • Method #2: CL 12th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC20, Silence Grenade (×10)


    Silence Ward: 40% chance to prevent Mute status (see Status Conditions: Mute, above); faint abjuration; price +1 bonus
    • Method #1: CL 6th; Craft Magic Arms & Armor, remove paralysis
    • Method #2: CL 6th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC15, Echo Screen (×30)


    Sleepproof: 90% chance to prevent Sleep status (see Status Conditions: Sleep, above); does not protect against falling asleep from non-magical means; moderate abjuration; price +3 bonus
    • Method #1: CL 10th; Craft Magic Arms & Armor, deep slumber
    • Method #2: CL 10th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC25, Dream Powder (×8)


    Sleep Ward: 40% chance to prevent Sleep status (see Status Conditions: Sleep, above); does not protect against falling asleep from non-magical means; faint abjuration; price +2 bonus
    • Method #1: CL 5th; Craft Magic Arms & Armor, sleep
    • Method #2: CL 5th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC20, Sleeping Powder (×6)


    Slowproof: 90% chance to prevent Slowed status (see Status Conditions: Slowed, above); moderate abjuration; price +2 bonus
    • Method #1: CL 14th; Craft Magic Arms & Armor, solid fog
    • Method #2: CL 14th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC20, Gold Hourglass (×20)


    Slow Ward: 40% chance to prevent Slowed status (see Status Conditions: Slowed, above); faint abjuration; price +1 bonus
    • Method #1: CL 7th; Craft Magic Arms & Armor, slow
    • Method #2: CL 7th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC15, Silver Hourglass (×10)


    SOS Haste: the wearer has Hasted status (see Status Conditions: Hasted, above) while their current HP is 10% or less than their maximum HP; moderate transmutation; price +3 bonus
    • Method #1: CL 10th; Craft Magic Arms & Armor, contingency, haste
    • Method #2: CL 10th; Craft Magic Arms & Armor, Haste class feature
    • Method #3: DC25, Chocobo Feather (×20)


    SOS NulBlaze: negates all fire damage the wearer receives while their current HP is 10% or less than their maximum HP; moderate abjuration; price +2 bonus
    • Method #1: CL 6th; Craft Magic Arms & Armor, contingency, resist energy
    • Method #2: CL 6th; Craft Magic Arms & Armor, Nul class feature
    • Method #3: DC20, Bomb Core (×1)


    SOS NulFrost: negates all cold damage the wearer receives while their current HP is 10% or less than their maximum HP; moderate abjuration; price +2 bonus
    • Method #1: CL 6th; Craft Magic Arms & Armor, contingency, resist energy
    • Method #2: CL 6th; Craft Magic Arms & Armor, Nul class feature
    • Method #3: DC20, Arctic Wind (×1)


    SOS NulShock: negates all electricity damage the wearer receives while their current HP is 10% or less than their maximum HP; moderate abjuration; price +2 bonus
    • Method #1: CL 6th; Craft Magic Arms & Armor, contingency, resist energy
    • Method #2: CL 6th; Craft Magic Arms & Armor, Nul class feature
    • Method #3: DC20, Lightning Marble (×1)


    SOS NulTide: negates all water (force) damage the wearer receives while their current HP is 10% or less than their maximum HP; moderate abjuration; price +2 bonus
    • Method #1: CL 6th; Craft Magic Arms & Armor, contingency, resist energy
    • Method #2: CL 6th; Craft Magic Arms & Armor, Nul class feature
    • Method #3: DC20, Dragon Scale (×1)


    SOS Protect: wearer gains Damage Reduction 7/- while their current HP is 10% or less than their maximum HP; multiple protect effects do not stack, but overlap; moderate abjuration; price +3 bonus
    • Method #1: CL 13th; Craft Magic Arms & Armor, contingency, stoneskin
    • Method #2: CL 13th; Craft Magic Arms & Armor, Protect class feature
    • Method #3: DC25, Light Curtain (×8)


    SOS Reflect: reflects all spells (both helpful & harmful) that target the wearer, causing the spell to bounce off & hit another random creature within 30’; area-effect spells still function properly on the wearer, as do any spells that have already been reflected off of another creature; multiple reflect effects do not stack, but overlap; only works while their current HP is 10% or less than their maximum HP; moderate abjuration; price +2 bonus
    • Method #1: CL 14th; Craft Magic Arms & Armor, contingency, spell turning
    • Method #2: CL 14th; Craft Magic Arms & Armor, Reflect class feature
    • Method #3: DC20, Star Curtain (×8)


    SOS Regen: wearer gains Fast Healing 5 while their current HP is 10% or less than their maximum HP; multiple regen effects do not stack, but overlap; does not restore HP in excess of the wearer’s maximum HP; moderate conjuration; price +3 bonus
    • Method #1: CL 19th; Craft Magic Arms & Armor, contingency, regenerate
    • Method #2: CL 19th; Craft Magic Arms & Armor, Regen class feature
    • Method #3: DC25, Healing Spring (×12)


    SOS Shell: wearer gains Spell Resistance 20 while their current HP is 10% or less than their maximum HP; multiple shell effects do not stack, but overlap, although this effect does overlap with SR from other sources; moderate abjuration; price +3 bonus
    • Method #1: CL 12th; Craft Magic Arms & Armor, contingency, spell resistance
    • Method #2: CL 12th; Craft Magic Arms & Armor, Shell class feature
    • Method #3: DC25, Lunar Curtain (×8)


    Stoneproof: 90% chance to prevent Petrified status (see Status Conditions: Petrified, above); moderate abjuration; price +4 bonus
    • Method #1: CL 20th; Craft Magic Arms & Armor, stone to flesh
    • Method #2: CL 20th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC30, Petrify Grenade (×20)


    Stone Ward: 40% chance to prevent Petrified status (see Status Conditions: Petrified, above); faint abjuration; price +3 bonus
    • Method #1: CL 10th; Craft Magic Arms & Armor, break enchantment
    • Method #2: CL 10th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC25, Soft (×30)


    Waterproof: negates all water (force) damage the wearer receives; strong abjuration; price +4 bonus
    • Method #1: CL 12th; Craft Magic Arms & Armor, protection from energy
    • Method #2: CL 12th; Craft Magic Arms & Armor, Nul class feature
    • Method #3: DC30, Dragonscale (×8)


    Water Eater: converts all water (force) damage the wearer receives to positive HP; strong abjuration; price +5 bonus
    • Method #1: CL 20th; Craft Magic Arms & Armor, spell immunity, greater
    • Method #2: CL 20th; Craft Magic Arms & Armor, Protect class feature
    • Method #3: DC35, Water Gem (×20)


    Water Ward: reduces all water (force) damage the wearer receives by ½; moderate abjuration; price +3 bonus
    • Method #1: CL 8th; Craft Magic Arms & Armor, resist energy
    • Method #2: CL 8th; Craft Magic Arms & Armor, Nul class feature
    • Method #3: DC25, Fish Scale (×4)


    Zombieproof: 90% chance to prevent Zombie status (see Status Conditions: Zombie, above); moderate abjuration; price +3 bonus
    • Method #1: CL 14th; Craft Magic Arms & Armor, undeath to death
    • Method #2: CL 14th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC25, Candle of Life (×10)


    Zombie Ward: 40% chance to prevent Zombie status (see Status Conditions: Zombie, above); faint abjuration; price +2 bonus
    • Method #1: CL 7th; Craft Magic Arms & Armor, consecrate
    • Method #2: CL 7th; Craft Magic Arms & Armor, Esuna class feature
    • Method #3: DC20, Holy Water (×30)
    Last edited by Zeta Kai; 2008-07-29 at 08:58 AM. Reason: added link

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

    Ah...ARMOR abilities...

    Okay, ignore my last post. And, for being an idiot, someone please hit me. Hard. Serious, I'll be helpless and everything. Coup de grace.
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    "Now! This is it! Now is the time to choose! Die and be free of pain, or live and fight your sorrow! Now is the time to shape your stories! Your fate is in your hands!" -Auron, Final Fantasy X

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

    Okay, let's look at the armor abilities (relax. I dulled my sharp tongue quite a bit).

    Autoprotect: I think that the item modifier honestly needs to be pushed a little higher. for a +3 bonus, you can gain DR 5/magic (armor of invulnerability). I don't think that a +5 bonus is quite worth a DR 12/-.

    Autoreflect: This looks underpriced again. For a +5 bonus, you can normally gain a spell turning effect once per day (shield of reflecting). Even though this makes healing bounce off as well, it still seems a bit powerful.

    Autoshell: Looks underpriced. Normally, a +5 bonus gains a magimum of SR 18 while this can grasp SR 30. Yikes.

    Subnote: Autoprotect, autoregen, and autoshell all have a strange similarity that seems somewhat abberant among magic items. Usually, magic items don't increase in potency as you gain levels (instead giving fixed values). However, both for the effects of these abilities and for the saving throws allowed by your weapon abilities, your level plays a big part. If the imitated status abilities require HD to be a factor, one thing you could do is say that the armor functions as if its wearer possessed a set number of hit dice.

    Berserkproof/Berserk ward: while other proofs and wards use the word prevent, these abilities use the word break. Is this a mere typo or does the armor have a chance to break the effect each round.

    Deathproof/Death ward: I strongly suggest replacing the words non-magical with other. Don't forget that death by ultima or firaga is techically death through magical means.

    The various Wards/Proofs/and Eaters: These seem drastically underpriced for what they do. Keep in mind that gaining energy resistance 30 costs 66k (which is more than the cost to make a +8 suit of armor).

    HP/MP stroll: While your method certainly works, it is also quite easy to abuse (a player could pace back and forth). What I'd do is let them heal HP or MP equal to their Con modifier for each hour of continued movement and give a +4 bonus on Con checks to continue a forced march.

    Pickpocket/Master thief: I take these abilties to mean that items will no longer be rolled for in the same way (as table 3-5 from the DMG has no option for "rare items"). Seems okay, though.

    Ribbon: Although the word block suffices in this case, I ask once more that you replace it with the word prevent to keep consistancy between this and all similar abilities.

    SOS Regen: This item, ironically, is overpriced. Remember, the fast healing turns off the moment you exceed 10% of your health. You could easily lower the bonus to +3 (and perhaps even to +2).

    Lastly, why would items with Defense +3% or Magic Defense +3% ever be made or destributed when similar items giving +5% bonuses could be made for the same price? It may be worth breaking away from the source material to just get rid of the +3%s.
    Last edited by Realms of Chaos; 2008-06-12 at 12:57 AM.
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Now I'm asking myself why I passed over this the last few days I've seen it... This is awesome! Great job! I haven't gotten a chance to read it in-depth yet, but I would actually use this in a campaign if my players would let me.

    On a side note, I'm not the best at game balance, but I do have my own skills to offer. How would you like all this compiled into a .pdf?
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    RoC: Most of your suggestions have been implemented.

    Daracaex: If you wanted to make a .PDF of this, I wouldn't stop you, but this project is far from complete. Of the 275+ pages (in MS Word) that I've written so far, I've posted about 81, plus most of the tables. This project is continually being expanded & edited, so you should probably wait before compiling it into a PDF.

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

    Legendary Weapons
    Caladbolg
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    The legendary weapon of the Pugilist.
    When initially acquired, it will be a +1 long sword, & have the following abilities:
    • No XP (+1 bonus)
    • 3 empty slots

    When partially unlocked with the Sun Crest, it will have the following abilities:
    • No XP (+1 bonus)
    • Double Overdrive (+4 bonus)
    • 2 empty slots

    When completely unlocked with the Sun Crest & the Sun Sigil, it will have the following abilities:
    • Break Damage Limit (+5 bonus)
    • Triple Overdrive (+5 bonus)
    • Evade & Counter (+3 bonus)
    • Magic Counter (+2 bonus)


    Godhand
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    The legendary weapon of the Bandit.
    When initially acquired, it will be a +1 claw, & have the following abilities:
    • No XP (+1 bonus)
    • 3 empty slots

    When partially unlocked with the Mercury Crest, it will have the following abilities:
    • No XP (+1 bonus)
    • Double Overdrive (+4 bonus)
    • 2 empty slots

    When completely unlocked with the Mercury Crest & the Mercury Sigil, it will have the following abilities:
    • Break Damage Limit (+5 bonus)
    • Triple Overdrive (+5 bonus)
    • Double XP (+3 bonus)
    • Gillionaire (+4 bonus)


    Masamune
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    The legendary weapon of the Ronin.
    When initially acquired, it will be a +1 great sword, & have the following abilities:
    • No XP (+1 bonus)
    • 3 empty slots

    When partially unlocked with the Mars Crest, it will have the following abilities:
    • No XP (+1 bonus)
    • Double Overdrive (+4 bonus)
    • 2 empty slots

    When completely unlocked with the Mars Crest & the Mars Sigil, it will have the following abilities:
    • Break Damage Limit (+5 bonus)
    • Triple Overdrive (+5 bonus)
    • First Strike (+3 bonus)
    • Counterattack (+2 bonus)


    Nirvana
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    The legendary weapon of the Summoner.
    When initially acquired, it will be a +1 quarterstaff, & have the following abilities:
    • No XP (+1 bonus)
    • 3 empty slots

    When partially unlocked with the Moon Crest, it will have the following abilities:
    • No XP (+1 bonus)
    • Double Overdrive (+4 bonus)
    • 2 empty slots

    When completely unlocked with the Moon Crest & the Moon Sigil, it will have the following abilities:
    • Break Damage Limit (+5 bonus)
    • Triple Overdrive (+5 bonus)
    • Double XP (+3 bonus)
    • One MP Cost (+5 bonus)


    Onion Knight
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    The legendary weapon of the Black Mage.
    When initially acquired, it will be a +1 battle doll, & have the following abilities:
    • No XP (+1 bonus)
    • 3 empty slots

    When partially unlocked with the Venus Crest, it will have the following abilities:
    • No XP (+1 bonus)
    • Double Overdrive (+4 bonus)
    • 2 empty slots

    When completely unlocked with the Venus Crest & the Venus Sigil, it will have the following abilities:
    • Break Damage Limit (+5 bonus)
    • Triple Overdrive (+5 bonus)
    • Magic Booster (+2 bonus)
    • One MP Cost (+5 bonus)


    Spirit Lance
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    The legendary weapon of the Lancer.
    When initially acquired, it will be a +1 long spear, & have the following abilities:
    • No XP (+1 bonus)
    • 3 empty slots

    When partially unlocked with the Saturn Crest, it will have the following abilities:
    • No XP (+1 bonus)
    • Double Overdrive (+4 bonus)
    • 2 empty slots

    When completely unlocked with the Saturn Crest & the Saturn Sigil, it will have the following abilities:
    • Break Damage Limit (+5 bonus)
    • Triple Overdrive (+5 bonus)
    • Double XP (+3 bonus)
    • Evade & Counter (+3 bonus)


    World Champion
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    The legendary weapon of the Blitzer.
    When initially acquired, it will be a +1 blitzball, & have the following abilities:
    • No XP (+1 bonus)
    • 3 empty slots

    When partially unlocked with the Jupiter Crest, it will have the following abilities:
    • No XP (+1 bonus)
    • Double Overdrive (+4 bonus)
    • 2 empty slots

    When completely unlocked with the Jupiter Crest & the Jupiter Sigil, it will have the following abilities:
    • Break Damage Limit (+5 bonus)
    • Triple Overdrive (+5 bonus)
    • Double XP (+3 bonus)
    • Evade & Counter (+3 bonus)
    Last edited by Zeta Kai; 2008-11-09 at 12:11 AM. Reason: added image

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    AssassinGuy

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

    One thing that I think you might have forgotten is the actual enhancement bonuses of the legendary weapons. In order to have any special abilities, a weapon needs at least +1 enhancement bonus. I don't know whether I could, in good conscious, recommend scaling the bonus up as you gain levels (if you want a weapon with a total bonus of +16 in special abilities, being forced to use a +1 weapon at 20th level might be a suitable price to pay).
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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
    Daracaex: If you wanted to make a .PDF of this, I wouldn't stop you, but this project is far from complete. Of the 275+ pages (in MS Word) that I've written so far, I've posted about 81, plus most of the tables. This project is continually being expanded & edited, so you should probably wait before compiling it into a PDF.
    Just letting you know I'll do it for you once you're done. I'll definitely keep checking this, but drop me a PM when you want a .pdf.
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Maybe you should rephrase the legendary weapon descriptions to read "When fully unlocked with the _____ Crest and the _____ Sigil..."

    Unless you were planning to address that later. IIRC, you need both for the final form, and people might ignore the Crests the way you've written it.

    Also, if you want more pictures for this I can go hunting and spare you some work. I'm pretty sure this is all fair use, and if you were going to get in any trouble I don't think it would be any worse if I nabbed some pictures from the interweb for it...but it's your call.
    78% of DM's started their first campaign in a tavern.
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    "Now! This is it! Now is the time to choose! Die and be free of pain, or live and fight your sorrow! Now is the time to shape your stories! Your fate is in your hands!" -Auron, Final Fantasy X

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

    Items
    Alchemical Items & How to Make Them

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    Alchemical items are one-time-use magical substances, meant to confer a spell-like effect when used; this makes them similar to potions. The primary difference between the two is that potions are liquids which can only be ingested, whereas alchemical items are usually solids which can be ingested, inhaled or applied to the skin, depending on the nature of the item itself.

    Another major difference is that alchemical items require a central ingredient to function, regardless of the spells involved; without this key ingredient, an alchemical item cannot be made. This ingredient does not always have any monetary value, but costly ingredients are factored into the price of the item. Although some ingredients are extremely rare &/or difficult to obtain, only ingredients with a well-defined market value are factored into the price of the item.

    The creator of an alchemical item needs a level working surface & at least a few containers in which to mix substances, as well as a source of heat to cook the concoction. In addition, he needs ingredients. The costs for materials & ingredients are subsumed in the cost for crafting the item: (25GP × the level of the spell × the level of the caster) + the cost of the key ingredient, if any.

    All ingredients & materials used to craft an alchemical item must be fresh & unused. The character must pay the full cost for crafting each item (economies of scale do not apply).

    The user of the item is both the caster & the target. Spells with a range of personal cannot be made into potions.

    The creator must have prepared the spell to be placed in the item (or must know the spell, in the case of a sorcerer or bard) & must provide any material component or focus the spell requires.

    If casting the spell would reduce the caster’s XP total, the creator pays the XP cost upon beginning the crafting in addition to the XP cost for making the item itself. Material components are consumed when he begins working, but a focus is not (a focus used in crafting an alchemical item can be reused). The act of crafting triggers the prepared spell, making it unavailable for casting until the character has rested & regained spells (that is, that spell slot is expended from his currently prepared spells, just as if it had been cast). Crafting an alchemical item requires 1 day.

    Item Creation Feat Required: Craft Alchemical Item.


    New Feat:
    Craft Alchemical Item
    [Item Creation]
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    Prerequisite: Caster level 3rd.
    Benefit: You can create an alchemical item of any 9th level or lower spell that you know & that targets 1 or more creatures. Crafting an alchemical item takes 1 day. When you craft an alchemical item, you set the caster level, which must be sufficient to cast the spell in question & no higher than your own level. The base price of an alchemical item is 50GP × the level of the spell × the level of the caster. To craft an alchemical item, you must spend 1/25th of this base price in XP & use up raw materials costing ½ this base price.

    When you craft an alchemical item, you make any choices that you would normally make when casting the spell. Whoever uses an alchemical item is the target of the spell. Any alchemical item that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when crafting the alchemical item.


    New Feat:
    Craft Epic Alchemical Item
    [Item Creation][Epic]
    Spoiler
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    Prerequisites: Craft Alchemical Item, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.
    Benefit: You can craft alchemical items that exceed the normal limits for such items.


    Restorative Items
    These alchemical items can be used at any time, as a swift action. Items that cure status ailments or restore HP will not work on dead characters, or characters with the KO status. Each item can be used one time only; they are completely consumed by one use. For the following entries, “user” refers to the character that uses the item.
    Spoiler
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    • Antidote: ingested; cures the poison status of 1 creature; faint conjuration; CL 5th; Craft Alchemical Item, a vial of antitoxin (50gp), neutralize poison; price 750gp
    • Echo Screen: inhaled; cures the mute status of 1 creature within 10’; faint conjuration; CL 3rd; Craft Alchemical Item, 50’ of silk rope (10gp), remove paralysis; price 310gp
    • Elixir: ingested; fully restores HP & MP to 1 living creature; or automatically kills 1 undead creature, unless they make a Fortitude save (DC30)); strong conjuration; CL 15th; Craft Alchemical Item, a flask of ethyl alcohol, cure critical wounds, mass; price 6,000gp
    • Ether: inhaled; restores 100 MP to 1 creature within 10’; moderate conjuration; CL 9th; Craft Alchemical Item, a vial of noxious fumes, cure light wounds, mass; price 2,250gp
    • Eye Drops: contact; cures the blind status of 1 creature; faint conjuration; CL 5th; Craft Alchemical Item, a flask of salt water, remove blindness/deafness; price 750gp
    • Hi-Potion: ingested; restores 4d8+5 HP to 1 living creature; or deals 4d8+5 damage to 1 undead creature (Fortitude save (DC25) for half damage); moderate conjuration; CL 7th; Craft Alchemical Item, a vial of blood, cure critical wounds; price 1,400gp
    • Holy Water: contact; cures the Cursed or Zombie status of 1 creature; faint abjuration; CL 5th; Craft Alchemical Item, a flask of holy water (25gp), remove curse; price 775gp
    • Megalixir: inhaled; fully restores HP & MP to user & up to 2 allies within 30’; or automatically kills up to 3 undead creatures within 30’, unless they make a Fortitude save (DC30); epic conjuration; CL 21st; Craft Alchemical Item, Craft Epic Alchemical Item, a flask of ethyl alcohol, Seed: Heal (DC45+); price 10,500gp
    • Mega Phoenix: contact; revives 2 dead or KO’ed allies; creatures must have been dead no less than 1 hour, & cannot be below -20HP; or automatically kills up to 3 undead creatures within 30’, unless they make a Fortitude save (DC25); epic conjuration; CL 23rd; Craft Alchemical Item, Craft Epic Alchemical Item, 1 pound of ground phoenix feathers, Seed: Life (DC47+); price 11,500gp
    • Mega-Potion: ingested; restores 10d8+10 HP to user & up to 2 allies within 30’; or deals 10d8+10 damage to 3 undead creatures within 30’ (Fortitude save (DC25) for half damage); strong conjuration; CL 17th; Craft Alchemical Item, a flask of blood, mass heal; price 7,650gp
    • Phoenix Down: contact; revives 1 dead or KO’ed ally; creature must have been dead no less than 1 hour, & cannot be below -20HP; or automatically kills up to 1 undead creature, unless they make a Fortitude save (DC25); moderate conjuration; CL 9th; Craft Alchemical Item, the feather of a phoenix, raise dead; price 2,250gp
    • Potion: ingested; restores 1d8+1 HP to 1 living creature; or deals 1d8+1 damage to 1 undead creature (Fortitude save (DC25) for half damage); faint conjuration; CL 3rd; Craft Alchemical Item, a vial of blood, cure light wounds; price 150gp
    • Remedy: ingested; cures most negative status conditions (Berserk, Blind, Confused, Mute, Petrified, Poison, Sleep, & Slowed) of 1 creature; strong conjuration; CL 13th; Craft Alchemical Item, a large chunk of alchemical silver (50gp), greater restoration; price 4,600gp
    • Soft: contact; cures the petrified status of 1 creature; moderate transmutation; CL 11th; Craft Alchemical Item, a thunderstone (30gp), stone to flesh; price 3,330gp
    • Turbo Ether: inhaled; restores 500 MP to 1 creature; moderate conjuration; CL 15th; Craft Alchemical Item, a flask of noxious fumes, cure critical wounds, mass; price 6,000gp
    • X-Potion: ingested; fully restores HP to 1 living creature; or automatically kills 1 undead creature, unless they make a Fortitude save (DC30); moderate conjuration; CL 19th; Craft Alchemical Item, a flask of blood, regenerate; price 6,650gp
    Last edited by Zeta Kai; 2008-07-22 at 11:45 AM. Reason: changed font

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

    As sorry as I am to poke another hole in FFX's reality, it is only common sense that any item that can be sold can be bought back. As such, each of the items should get a market price and method of creation.

    Otherwise, I dare you to try explaining to players how a random fiend came to be carrying an item that it is not only completely incapable of using but that cannot be made by the most powerful of mortals.

    If you want a price basis, figure the price of the actual item in DnD and compare this price to that of its selling price in FFX (because I'm pretty sure you can sell megapotions and such) x 2 (because an item costs twice as much as what it sells for) before using the higher of the two values.

    Edit: I now see the line saying that all other items have a strictly negotiable value. Even so, you may want to provide a baseline price (for the sake of starting negotiations if nothing else) and provide some way for mortals to make it. In the case of megapotions (which are obviously intended as medicine) for example, it makes little sense that the most powerful of mortals would be unable to create such an item while a random fiend may be carrying one around. If you want, require epic caster levels for their creation.
    Last edited by Realms of Chaos; 2008-06-13 at 09:14 PM.
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Maybe short descriptions of what the items actually are or what they look like? Since I can't imagine anyone inhaling a feather, especially when unconscious. Is it a Mega-Phoenix, what, a bunch of powdered Phoenix Down? And so on for all the other ones that might need clarification.

    Just trying to help.
    Last edited by Soup of Kings; 2008-06-13 at 10:51 PM.
    78% of DM's started their first campaign in a tavern.
    If you're one of the 22% that didn't, copy and paste this into your signature.

    First crappy homebrew, the Arcane Gambler PrC. PEACH please!

    Second crappy homebrew. Click here if you want alignments to be more confusing.

    "Now! This is it! Now is the time to choose! Die and be free of pain, or live and fight your sorrow! Now is the time to shape your stories! Your fate is in your hands!" -Auron, Final Fantasy X

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

    Remedy costs less than Soft but is more useful (cures more status issues)?
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    Quote Originally Posted by Xuincherguixe View Post
    ... that works really well, it's almost like...

    Oh god! Chuck Norris is Cthulhu! It all makes sense now. Everything is meaningless! Only in death can we escape!

    *hangs self*

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

    Alright, you guys caught me. I was gonna totally skim over the items & just move on past them because item design (& especially item creation design) is not my specialty. But you got me red-handed, so I overhauled the items, adding a means of creating such things & detailing the requirements & price for each one. There you go. I have many more items on the way, so I'll be working on apply these rules to those objects as well.

    As for descriptions, I may come back here & add them, but I've been even busier than usual (RL stuff, don'tcha know). Besides, there are actually no visual representations for these items in the game, & the effects are... abstract, to say the least. I imagine that a Chocobo Feather uses an actual bird feather in its construction, but I'm not sure precisely how.

    More to come! Thank you, & sorry!

    EDIT: I've made a minor edit to the items entry above. I added a note about ingredients, & I've also added key ingredients for each item.
    Last edited by Zeta Kai; 2008-06-17 at 02:37 PM. Reason: minor tweaks

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    ElfMonkGuy

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

    Are you planning on bringing over FFX's alternative form of turn order? I always thought that might be interesting to see pulled into a D&D game.
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Useful Items
    These alchemical items can be used at any time, as a standard action. Most of these items are activated by throwing them on the ground at one’s feet (or otherwise breaking them, only 1 point of damage necessary). Items that cure status ailments or restore HP will not work on dead characters. Each item can be used one time only; they are destroyed after use. All damage from these items is subject to damage reduction, but not saving throws unless otherwise specified. For the following entries, “user” refers to the character that used the item.
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    • Al Bhed Potion: ingested; restores 5d8+5 HP to user & up to 2 allies within 30’; also cures the poison, mute, & petrified status of all affected characters; or deals 5d8+5 damage to 3 undead; moderate conjuration; CL 11th; Craft Alchemical Item, a vial of wine, heal; price 3,300gp
    • Antarctic Wind: deals 2d8+2 cold damage to 1 opponent within 30’; moderate evocation; CL 9th; Craft Alchemical Item, a small block of dry ice, ice storm; price 1,800gp
    • Arctic Wind: deals 1d8+1 cold damage to 1 opponent within 30’; faint evocation; CL 5th; Craft Alchemical Item, a small block of ice, winter’s embrace; price 750gp
    • Blessed Gem: deals 5d8+5 non-specified damage to 1 opponent within 30’; strong necromancy; CL 20th; Craft Alchemical Item, a large gemstone (100gp), inflict critical wounds; price 4,100gp
    • Bomb Core: deals 2d8+2 fire damage to 1 opponent within 30’; moderate evocation; CL 7th; Craft Alchemical Item, a flask of alchemist’s fire (20gp), wall of fire; price 1,420gp
    • Bomb Fragment: deals 1d8+1 fire damage to 1 opponent within 30’; faint evocation; CL 3rd; Craft Alchemical Item, a flask of alchemist’s fire (20gp), produce flame; price 320gp
    • Candle of Life: inflicts Doomed status on 1 opponent within 30’; moderate necromancy; CL 9th; Craft Alchemical Item, a black candle (2cp), slay living; price 2,250gp
    • Chocobo Feather: user is Hasted for 3 rounds; moderate transmutation; CL 8th; Craft Alchemical Item, the feather of a chocobo, haste; price 1,200gp
    • Chocobo Wing: user & 2 allies within 30’ are Hasted for 3 rounds; strong transmutation; CL 16th; Craft Alchemical Item, 1 pound of ground chocobo feathers, haste; price 2,400gp
    • Dark Matter: deals 10d8+10 non-specified damage to 1d3 opponents within 30’; strong necromancy; CL 21st; Craft Alchemical Item, Craft Epic Alchemical Item, a small chunk of adamantine (100gp), Seed: Destroy (DC49+); price 10,600gp
    • Dragon Scale: deals 2d8+2 water (force) damage to 1 opponent within 30’; moderate transmutation; CL 7th; Craft Alchemical Item, a single scale of a dragon, control water; price 1,400gp
    • Dream Powder: deals 3d8+3 acid damage to 1d3 opponents within 30’; also, all opponents affected must make a Fortitude save (DC30) or gain Sleep status for 3 rounds; strong conjuration; CL 14th; Craft Alchemical Item, a pound of sand, deep slumber; price 2,100gp
    • Electro Marble: deals 1d8+1 electricity damage to 1 opponent within 30’; faint evocation; CL 3rd; Craft Alchemical Item, a small glass marble, shocking grasp; price 150gp
    • Farplane Shadow: 1 opponent within 30’ must make a Fortitude save (DC20) or die; strong necromancy; CL 13th; Craft Alchemical Item, a single flower from the Farplane, destruction; price 4,550gp
    • Farplane Wind: 1d3 opponents within 30’ must make a Fortitude save (DC25) or die; strong necromancy; CL 17th; Craft Alchemical Item, 3 flowers from the Farplane, wail of the banshee; price 7,650gp
    • Fire Gem: deals 3d8+3 fire damage to 1d3 opponents within 30’; strong evocation; CL 14th; Craft Alchemical Item, a large gemstone (100gp), fire storm; price 5,000gp
    • Fish Scale: deals 1d8+1 water (force) damage to 1 opponent within 30’; faint conjuration; CL 3rd; Craft Alchemical Item, a single scale of a large fish, fog cloud; price 300gp
    • Frag Grenade: deals 3d8+3 slashing damage to 1d3 opponents within 30’; also, all opponents affected have their AC & DR reduced by ½ for the rest of the encounter (multiple uses do not stack); moderate evocation; CL 12th; Craft Alchemical Item, a flask of alchemist’s fire (20gp), blade barrier; price 3,620gp
    • Gold Hourglass: deals 3d8+3 non-specified damage to 1d3 opponents within 30’; in addition, all opponents affected are dazed for 1 round; moderate evocation; CL 10th; Craft Alchemical Item, a water clock (1,000gp), fireball; price 2,500gp
    • Grenade: deals 2d8+2 slashing damage to 1d3 opponents within 30’; faint necromancy; CL 3rd; Craft Alchemical Item, a flask of alchemist’s fire (20gp), inflict moderate wounds; price 320gp
    • Healing Spring: user restores 1d8 HP each round for 10 rounds; strong conjuration; CL 14th; Craft Alchemical Item, a flask of holy water (25gp), regenerate; price 4,925gp
    • Healing Water: fully restores HP to user & up to 2 allies within 30’; or automatically kills 3 undead, unless they make a Fortitude save (DC30); strong conjuration; CL 18th; Craft Alchemical Item, a flask of holy water (25gp), mass heal; price 8,125gp
    • Ice Gem: deals 3d8+3 cold damage to 1d3 opponents within 30’; strong evocation; CL 12th; Craft Alchemical Item, a large gemstone (100gp), cone of cold; price 3,100gp
    • Lightning Gem: deals 3d8+3 electricity damage to 1d3 opponents within 30’; strong evocation; CL 14th; Craft Alchemical Item, a large gemstone (100gp), chain lightning; price 4,100gp
    • Lightning Marble: deals 2d8+2 electricity damage to 1 opponent within 30’; moderate evocation; CL 7th; Craft Alchemical Item, a large glass marble, lightning bolt; price 1,050gp
    • Light Curtain: user gains Damage Reduction 7/- for 3 rounds; moderate abjuration; CL 8th; Craft Alchemical Item, 50’ of silk rope (10gp), stoneskin; price 1,610gp
    • Lunar Curtain: user gains Spell Resistance 20 for 3 rounds; moderate abjuration; CL 10th; Craft Alchemical Item, 50’ of silk rope (10gp), spell resistance; price 2,510gp
    • Mana Spring: saps 10% of 1 opponent’s MP (within 30’), transferring it to user; moderate necromancy; CL 7th; Craft Alchemical Item, a flask of holy water (25gp), enervation; price 1,425gp
    • Mana Tablet: maximum MP is doubled for user for 10 rounds; all MP gained is in the form of temporary magic points & are lost first; moderate evocation; CL 8th; Craft Alchemical Item, a flask of holy water (25gp), imbue with spell ability; price 1,625gp
    • Mana Tonic: maximum MP is doubled for user & up to 2 allies within 30’ for 10 rounds; all MP gained is in the form of temporary magic points & are lost first; strong evocation; CL 16th; Craft Alchemical Item, a flask of holy water (25gp), imbue with spell ability; price 3,225gp
    • Petrify Grenade: 1d3 opponents within 30’ must make a Fortitude save (DC25) or become Petrified; moderate transmutation; CL 12th; Craft Alchemical Item, a thunderstone (30gp), flesh to stone; price 3,630gp
    • Poison Fang: deals 2d8+2 piercing damage to 1 opponent within 30’; also, any opponent affected must make a Fortitude save (DC25) or gain Poison status; moderate necromancy; CL 7th; Craft Alchemical Item, a vial of black adder venom (120gp), poison; price 1,520gp
    • Purifying Salt: deals 2d8+2 acid damage to 1 opponent within 30’; also, all protective spell-like abilities (such as Shell, Protect, Reflect, & Regen) are cancelled; moderate abjuration; CL 12th; Craft Alchemical Item, a pound of salt (5sp), dispel magic, greater; price 3,600gp
    • Shadow Gem: 1d3 opponents within 30’ have their current HP reduced by ½; strong necromancy; CL 18th; Craft Alchemical Item, a large gemstone (150gp), energy drain; price 8,250gp
    • Shining Gem: deals 3d8+3 non-specified damage to 1 opponent within 30’; strong necromancy; CL 15th; Craft Alchemical Item, a large gemstone (250gp), inflict serious wounds; price 2,500gp
    • Silence Grenade: deals 2d8+2 acid damage to 1d3 opponents within 30’; also, all opponents affected must make a Fortitude save (DC25) or become Mute for 3 rounds; moderate transmutation; CL 8th; Craft Alchemical Item, a thunderstone (30gp), slow; price 1,230gp
    • Silver Hourglass: 1d3 opponents within 30’ are dazed for 1 round; faint enchantment; CL 4th; Craft Alchemical Item, a water clock (1,000gp), daze monster; price 1,400gp
    • Sleeping Powder: deals 1d8+1 acid damage to 1d3 opponents within 30’; also, all opponents affected must make a Fortitude save (DC25) or gain Sleep status for 3 rounds; moderate enchantment; CL 8th; Craft Alchemical Item, a pound of sand, deep slumber; price 1,200gp
    • Smoke Bomb: deals 1d8+1 acid damage to 1d3 opponents within 30’; also, all opponents affected must make a Fortitude save (DC25) or become Blind for 3 rounds; moderate necromancy; CL 9th; Craft Alchemical Item, a smokestick (20gp), blindness/deafness; price 920gp
    • Soul Spring: saps 10% of 1 opponent’s HP & MP (within 30’), transferring it to user; strong necromancy; CL 13th; Craft Alchemical Item, a flask of holy water (25gp), enervation; price 2,625gp
    • Stamina Spring: saps 10% of 1 opponent’s HP (within 30’), transferring it to user; moderate necromancy; CL 7th; Craft Alchemical Item, a flask of holy water (25gp), enervation; price 1,425gp
    • Stamina Tablet: maximum HP is doubled for user for 10 rounds; all HP gained is in the form of temporary hit points & are lost first; moderate evocation; CL 8th; Craft Alchemical Item, a flask of holy water (25gp), imbue with spell ability; price 1,625gp
    • Stamina Tonic: maximum HP is doubled for user & up to 2 allies within 30’ for 10 rounds; all HP gained is in the form of temporary hit points & are lost first; strong evocation; CL 16th; Craft Alchemical Item, a flask of holy water (25gp), imbue with spell ability; price 3,225gp
    • Star Curtain: user reflects all spells (both helpful & harmful) that target it for 3 rounds, causing the spell to bounce off & hit another random creature within 30’; area-effect spells still function properly on that creature, as do any spells that have already been reflected off of another creature; strong abjuration; CL 14th; Craft Alchemical Item, 50’ of silk rope (10gp), spell turning; price 4,910gp
    • Supreme Gem: deals 4d8+4 non-specified damage to 1d3 opponents within 30’; strong necromancy; CL 21st; Craft Alchemical Item, Craft Epic Alchemical Item, a large gemstone (600gp), mass inflict critical wounds; price 9,000gp
    • Tetra Elemental: fully restores HP to user & up to 2 allies within 30’; also casts protection from energy (cold), protection from energy (electricity), & protection from energy (fire) on all affected characters; or automatically kills 3 undead, unless they make a Fortitude save (DC30); strong abjuration; CL 22nd; Craft Alchemical Item, Craft Epic Alchemical Item, the contents of an alchemist’s lab (500gp), Seed: Heal (DC45+); price 11,500gp
    • Three Stars: MP costs for spells & class features for user & up 2 allies within 30’ are reduced to 0MP for 10 rounds; strong abjuration; CL 28th; Craft Alchemical Item, Craft Epic Alchemical Item, a silver holy symbol (25gp), Seed: Dispel (DC39+); price 14,025gp
    • Twin Stars: MP costs for spells & class features for user are reduced to 0MP for 10 rounds; strong abjuration; CL 21st; Craft Alchemical Item, Craft Epic Alchemical Item, a silver holy symbol (25gp), mordenkainen’s disjunction; price 10,525gp
    • Water Gem: deals 3d8+3 water (force) damage to 1d3 opponents within 30’; moderate conjuration; CL 11th; Craft Alchemical Item, a large gemstone (100gp), acid fog; price 3,400gp
    Last edited by Zeta Kai; 2008-07-22 at 11:48 AM. Reason: changed font

  18. - Top - End - #168
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    You may want to try pricing some of those items by comparison. It makes no sense, for example, that a supreme gem costs twice as much as dark matter while only dealing half as much damage.

    Also, although characters from regular DnD can now make these items, characters from this setting cannot (I don't believe that the spells harm or slay living, for example, are available to summoners or black mages).
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature

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    Quote Originally Posted by Realms of Chaos View Post
    You may want to try pricing some of those items by comparison. It makes no sense, for example, that a supreme gem costs twice as much as dark matter while only dealing half as much damage.

    Also, although characters from regular DnD can now make these items, characters from this setting cannot (I don't believe that the spells harm or slay living, for example, are available to summoners or black mages).
    1) Dark Matter has been fixed; that was a mistake on my part. I'm checking the others; they mostly look okay. If you see any other suspected errors, please PM me so that I may fix them. You can also PM me with other suggestions, especially if you have fluff text for FFX monsters, as I've been wracking my brain on monster crunch.

    2) Nothing gets past you, does it, RoC? You are correct; I have completely neglected to provide item-creation routes for the FFX classes in this setting. This is actually intentional. The PCs in FFX cannot create alchemical items; they merely find them & use them to make other things (such as magical weapons & armor, hence the multiple item creation methods for those items). I provided a means for more traditional D&D spellcasting classes to create such things, as it would only be right to do so. But since the classes of Spira lack true spellcasting ability, it was easy to ensure that they could not make them, & therefore stay more in line with the game. I intend to provide an alternative treasure entry for each monster, detailing the alchemical items that they typically carry. It may not completely make sense, but I think that is part of the game's charm.

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    Event Items
    These extremely rare minor artifacts can never be bought in stores. They are usually one-of-a-kind relics with a specific purpose, often unlocking an extraordinary weapon of legendary power (which is in itself a major artifact). Other than that, most of these have little practical use.
    Spoiler
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    • Al Bhed Primer: each is a guide to the Al Bhed language; each one found adds a cumulative 4% chance to understand a word in Al Bhed; the check must be made for each word; strong divination; CL 18th; 2 lbs
    • Blossom Crown: combined with the Flower Scepter to unlock a powerful set of Aeons; has no real use on its own; strong transmutation; CL 19th; 1 lb
    • Celestial Mirror: used in the ritual which unlocks the power of legendary weapons; has no other real use; strong transmutation; CL 21st; 3 lbs
    • Flower Scepter: combined with the Blossom Crown to unlock a powerful set of Aeons; has no real use on its own; strong transmutation; CL 19th; 5 lbs
    • Jupiter Crest: the Celestial Token used to partially unlock the abilities of the World Champion, the legendary weapon of the Blitzers (adds Double Overdrive to the weapon); the Jupiter Sigil is needed to completely unlock its power; strong transmutation; CL 20th
    • Jupiter Sigil: the Celestial Token used to completely unlock the abilities of the World Champion, the legendary weapon of the Blitzers; the Jupiter Crest is needed to partially unlock its power first; strong transmutation; CL 20th
    • Mars Crest: the Celestial Token used to partially unlock the abilities of the Masamune, the legendary weapon of the Ronins (adds Double Overdrive to the weapon); the Mars Sigil is needed to completely unlock its power; strong transmutation; CL 20th
    • Mars Sigil: the Celestial Token used to completely unlock the abilities of the Masamune, the legendary weapon of the Ronins; the Mars Crest is needed to partially unlock its power first; strong transmutation; CL 20th
    • Mercury Crest: the Celestial Token used to partially unlock the abilities of the Godhand, the legendary weapon of the Bandits (adds Double Overdrive to the weapon); the Mercury Sigil is needed to completely unlock its power; strong transmutation; CL 20th
    • Mercury Sigil: the Celestial Token used to completely unlock the abilities of the Godhand, the legendary weapon of the Bandits; the Mercury Crest is needed to partially unlock its power first; strong transmutation; CL 20th
    • Moon Crest: the Celestial Token used to partially unlock the abilities of the Nirvana, the legendary weapon of the Summoners (adds Double Overdrive to the weapon); the Moon Sigil is needed to completely unlock its power; strong transmutation; CL 20th
    • Moon Sigil: the Celestial Token used to completely unlock the abilities of the Nirvana, the legendary weapon of the Summoners; the Moon Crest is needed to partially unlock its power first; strong transmutation; CL 20th
    • Saturn Crest: the Celestial Token used to partially unlock the abilities of the Spirit Lance, the legendary weapon of the Lancers (adds Double Overdrive to the weapon); the Saturn Sigil is needed to completely unlock its power; strong transmutation; CL 20th
    • Saturn Sigil: the Celestial Token used to completely unlock the abilities of the Spirit Lance, the legendary weapon of the Lancers; the Saturn Crest is needed to partially unlock its power first; strong transmutation; CL 20th
    • Sun Crest: the Celestial Token used to partially unlock the abilities of the Caladbolg, the legendary weapon of the Pugilists (adds Double Overdrive to the weapon); the Sun Sigil is needed to completely unlock its power; strong transmutation; CL 20th
    • Sun Sigil: the Celestial Token used to completely unlock the abilities of the Caladbolg, the legendary weapon of the Pugilists; the Sun Crest is needed to partially unlock its power first; strong transmutation; CL 20th
    • Venus Crest: the Celestial Token used to partially unlock the abilities of the Onion Knight, the legendary weapon of the Black Mage (adds Double Overdrive to the weapon); the Venus Sigil is needed to completely unlock its power; strong transmutation; CL 20th
    • Venus Sigil: the Celestial Token used to completely unlock the abilities of the Onion Knight, the legendary weapon of the Black Mage; the Venus Crest is needed to partially unlock its power first; strong transmutation; CL 20th
    Last edited by Zeta Kai; 2008-07-22 at 11:49 AM. Reason: changed font

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

    Other Items
    These extremely rare alchemical items can never be bought in stores, & their means of construction are as mysterious as their creators. The purpose for most of these items is unknown, but for those who pass a successful Knowledge: Arcana check (DC30, must be made for each item individually), their use is clear. All known examples of these items emit a strong aura of evocation.
    Spoiler
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    • Ability Sphere
    • Amulet
    • Arena Ticket*
    • Black Magic Sphere
    • Designer Wallet
    • Door to Tomorrow
    • Friend Sphere
    • Gambler’s Spirit
    • Hypello Potion
    • Level 1 Key Sphere
    • Level 2 Key Sphere
    • Level 3 Key Sphere
    • Level 4 Key Sphere
    • Mana Sphere
    • Memory Loss*
    • Musk
    • Pendulum
    • Power Sphere
    • Return Sphere
    • Shining Thorn
    • Skill Sphere
    • Special Sphere
    • Teleport Sphere
    • Underdog’s Secret
    • White Magic Sphere
    • Wings to Discovery
    • Winning Formula

    * = This item is non-canonical, & was added for game-balance reasons.
    Last edited by Zeta Kai; 2008-07-22 at 11:50 AM. Reason: changed font

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

    Quote Originally Posted by Zeta Kai View Post
    Other Items
    These extremely rare alchemical items can never be bought in stores, & their means of construction are as mysterious as their creators. The purpose for most of these items is unknown, but for those who pass a successful Knowledge: Arcana check (DC30, must be made for each item individually), their use is clear. All known examples of these items emit a strong aura of evocation.
    Spoiler
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    • Amulet
    • Designer Wallet
    • Door to Tomorrow
    • Gambler’s Spirit
    • Hypello Potion
    • Musk
    • Pendulum
    • Shining Thorn
    • Underdog’s Secret
    • Wings to Discovery
    • Winning Formula

    Coming soon: Overdrives!
    While I see the fun of keeping their in-game effects a secret from characters who do not meet the required Arcana check, you really should provide the information for the GMs. ;)

    Other than that, it's coming along pretty well and I'm still looking forward to Blitzball.
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Quote Originally Posted by Dark-Penance View Post
    While I see the fun of keeping their in-game effects a secret from characters who do not meet the required Arcana check, you really should provide the information for the GMs. ;)

    Other than that, it's coming along pretty well and I'm still looking forward to Blitzball.
    Actually, if read carefully, one can find use for Other Items here & here. Also, I kind of like the idea of leaving the use of some magic items for the individual DMs to decide for their own campaigns. I think it's fun to have some mysterious McGuffins in a game setting. Besides, in the game, those items had no use other than unlock spells or abilities.

  24. - Top - End - #174
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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
    Actually, if read carefully, one can find use for Other Items here & here. Also, I kind of like the idea of leaving the use of some magic items for the individual DMs to decide for their own campaigns. I think it's fun to have some mysterious McGuffins in a game setting. Besides, in the game, those items had no use other than unlock spells or abilities.
    For some, yes, it implies there use. Not all the items are used in item creation, however, such as the key spheres. Those, at least, should have their uses defined along with the item. At the very least, I'd include a note about their use in item creation for those where it is appropriate, for completeness because it seems unprofessional to have an entry of an item include only its name, even if its use is implied elsewhere (it just looks incomplete).
    The Laughing Man
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    I am Jack's colon.
    "I get cancer. I kill Jack."

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

    Overdrives
    NOTE: The following section is an updated & revised version of the information presented in Final Fantasy Limit Breaks. It is recommended that you use the rules presented here for FFX-related Overdrives, as opposed to the older version, because significant improvements & clarifications have been made.

    Rules Overview
    Each PC (& a select few eligible NPC’s) accrues Overdrive Points (OP’s) under certain conditions. Once they have accrued 100 OP’s, they can then spend them to power an Overdrive, which is a special ability (usually an attack) of amazing power. Unless otherwise noted, all Overdrives take 1 full-round action to execute, they ignore damage reduction (DR), they never provoke attacks of opportunity (AoO), & only allow saving throws if specifically noted. All such Overdrives cost 100 OP’s to use, & a PC cannot accrue more that 100 OP’s.

    Conditions
    Initially for PC’s, the default condition for accruing OP’s is Stoic (Gain 2 OP each round in which you are successfully dealt damage by an opponent; physical, magical, & psionic injuries count, while wounds received from traps, environments, etc. do not). Accrual conditions can only be changed when a character gains a level. The conditions under which one can accrue OP’s can be chosen from the following list:
    Spoiler
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    • Warrior: Gain 2 OP each round in which you successfully deal damage to an opponent
    • Healer: Gain 2 OP each round in which you successfully heal damage of an ally; healing oneself does not count
    • Comrade: Gain 1 OP each round in which one of your allies are successfully dealt damage by an opponent; physical, magical, & psionic injuries count, while wounds received from traps, environments, etc. do not; you must designate no more than 5 allies that this applies toward; all other allies do not count; this list can only be changed if a designated ally leaves the party (no communication) for more than 24 hours
    • Slayer: Gain 5 OP each round in which you successfully kill an opponent
    • Victor: Gain 3 OP each round in which your party successfully kills an opponent; you must designate no more than 5 allies that this applies toward; all other allies do not count; this list can only be changed if a designated ally leaves the party (no communication) for more than 24 hours
    • Tactician: Gain 4 OP each round in which you successfully bestow a negative condition on an opponent; negative conditions include the standard D&D set (blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, stunned, turned or unconsciousness resulting from a sleep effect) & the FFX Status Effects set; no other conditions count
    • Hero: Gain 5 OP each round in which you successfully kill an opponent using a coup de grace maneuver, or whenever you kill an opponent by dealing damage that is 5× (or more) your opponent’s current HP
    • Ally: Gain 1 OP each time it is your turn in combat
    • Daredevil: Gain 4 OP each time it is your turn in combat & your current HP is 10% or less than your maximum HP
    • Solo: Gain 4 OP each time it is your turn in combat & you are the only active combatant on your side; all allies are either not present, dead, disabled, dying, petrified, sleeping, staggered, unconscious or otherwise helpless
    • Coward: Gain 3 OP each time you successfully run from a combat situation; initiative must be rolled, your opponents must have made at least 1 attempt to attack, & you must succeed in completely evading the opponent; opponents who succeed in catching up with you & engaging you in combat later negate this
    • Dancer: Gain 4 OP each round in which you successfully evade an attack from an opponent; attacks that would normally hit you if your armor bonus were lower do not count toward this, nor do attacks that hit but fail to deal any damage (due to DR, SR, & the like)
    • Rook: Gain 2 OP each round in which you successfully counteract a negative condition on yourself or an ally, or your negate damage from an element-based attack; negative conditions include the standard D&D set (blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, stunned, turned or unconsciousness resulting from a sleep effect) & the FFX Status Effects set; no other conditions count
    • Sufferer: Gain 2 OP each round in which you acquire a negative condition dealt by an opponent; negative conditions include the standard D&D set (blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, stunned, turned or unconsciousness resulting from a sleep effect) & the FFX Status Effects set; no other conditions count
    • Victim: Gain 4 OP each time it is your turn in combat & you possess a negative condition dealt by an opponent; negative conditions include the standard D&D set (blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, stunned, turned or unconsciousness resulting from a sleep effect) & the FFX Status Effects set; no other conditions count
    • Avenger: Gain 6 OP each round in which an opponent successfully kills a member of your party; you must designate no more than 5 allies that this applies toward; all other allies do not count; this list can only be changed if a designated ally leaves the party (no communication) for more than 24 hours
    Last edited by Zeta Kai; 2008-10-09 at 01:08 PM. Reason: typos

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

    Acquiring Overdrives
    You may choose 1 Overdrive during initial character creation; additional Overdrives may be gained each time you gain a level in which you also gain a feat (3rd, 6th, 9th, 12th, 15th, 18th, etc), provided you have achieved all of the prerequisites. Your chosen Overdrives cannot be changed later (except when becoming an Aeon). Overdrives may be selected from among the following:

    Attack Reels (Su)
    Spoiler
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    You can randomly strike your enemies with extra attacks. Roll 3d4, then re-roll any 1 or 2 die, if you wish; if none of the numbers match, then you deal an automatic hit to 1 opponent within 30’ with a ranged weapon. If 2 of the numbers match, you deal a number of automatic hits to 1 opponent within 30’ equal to the matching number, all with the same ranged weapon. If all 3 of the numbers match, you deal a number of automatic hits to all opponents within 30’ equal to the matching number, all with the same ranged weapon

    Prerequisites: Blitzer 4; must be able to perform Element Reels.

    Auroch Reels (Su)
    Spoiler
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    You can randomly strike your enemies with various effects. Roll 3d10, then re-roll any 1 or 2 die, if you wish; if none of the numbers match, then you deal an automatic critical to 1 opponent within 30’ with a ranged weapon. If 2 of the numbers match, you deal an automatic critical to 1 opponent within 30’ with a ranged weapon & consult the following list for the value that corresponds with the matching numbers:
    • 1 = Fire (deal an additional 2d8 fire damage)
    • 2 = Ice (deal an additional 2d8 cold damage)
    • 3 = Lightning (deal an additional 2d8 electricity damage)
    • 4 = Water (deal an additional 2d8 force damage)
    • 5 = Poison (inflicts Poisoned status; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist)
    • 6 = Blind (inflicts Blind status; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist)
    • 7 = Confusion (inflicts Confused status; Will save (DC10 + ½ your class level + your Charisma modifier) to resist)
    • 8 = Petrify (inflicts Petrified status; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist)
    • 9 or 10 = Auroch (deal an additional 10d8 damage)

    If all 3 of the numbers match, you deal an automatic critical to all opponents within 30’ with the same ranged weapon, & consult the above list for the value that corresponds with the matching numbers.

    Prerequisites: Blitzer 15; must be able to perform Element Reels, Attack Reels & Status Reels; cannot gain additional Overdrives after acquiring this one.

    Banishing Blade (Ex)
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    You can deal an automatic critical to 1 opponent with your blade. In addition, if you make a successful Dexterity check (DC18), & pour a bottle of liquor or wine onto the blade (a move-equivalent action), your opponent takes an automatic penalty on all attacks, AC, skill checks & saving throws for the rest of the encounter equal to ½ your class level.

    Prerequisites: Ronin 9; must use a slashing weapon, & must have a bottle of liquor or wine on hand; must be able to perform Dragon Fang & Shooting Star.

    Blitz Ace (Su)
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    You can perform up to 8 melee attacks in 1 round, followed by a ranged kick attack with the ball (1d8 + Strength bonus), with no penalty for multiple attacks; these must all be against 1 opponent within 30’. Each attack is an automatic hit.

    Prerequisites: Pugilist 9; must have performed at least 80 Overdrives; must be able to perform Spiral Cut, Slice & Dice, & Energy Rain; cannot gain additional Overdrives after acquiring this one.

    Delta Attack (Su)
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    You can combine your Overdrive with the Overdrives of 2 siblings to automatically hit all opponents within 50’ with the ultimate arcane attack, dealing 20d12 points of damage to each. In addition, any opponent hit by this attack must make a successful Fortitude save (DC40) or die.

    Prerequisites: Joined Fayth 1; must have 2 siblings who have fully charged OP pools (100 OP’s); cannot have any other Overdrive.

    Diamond Dust (Su)
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    You can automatically hit all opponents within 30’ with freezing ice shards, dealing 5d8 points of cold damage to each.

    Prerequisites: Freezing Fayth 1; must have the ability to inflict cold damage via other special abilities; cannot have any other Overdrive.

    Dragon Fang (Ex)
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    You can attack up to 4 opponents within 30’ with your sword in 1 round, with no penalty for multiple attacks; you cannot attack any 1 opponent more than once. Each attack is an automatic hit; in addition, each opponent struck with these attacks is dazed for 1 round (no saving throw allowed).

    Prerequisites: Ronin 1.

    Element Reels (Su)
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    You can randomly strike your enemies with elemental damage. Roll 3d4, then re-roll any 1 or 2 die, if you wish; if none of the numbers match, then you deal an automatic critical to 1 opponent within 30’ with a ranged weapon. If 2 of the numbers match, you deal an automatic critical to 1 opponent within 30’ with a ranged weapon & consult the following list for the value that corresponds with the matching numbers:
    • 1 = Fire (deal an additional 2d8 fire damage)
    • 2 = Ice (deal an additional 2d8 cold damage)
    • 3 = Lightning (deal an additional 2d8 electricity damage)
    • 4 = Water (deal an additional 2d8 force damage)

    If all 3 of the numbers match, you deal an automatic critical to all opponents within 30’ with the same ranged weapon, & consult the above list for the value that corresponds with the matching numbers.

    Prerequisites: Blitzer 1.

    Energy Blast (Su)
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    You can automatically hit all opponents within 30’ with a blast of fierce energy, dealing 8d8 points of damage to each.

    Prerequisites: Winged Fayth 5; must be able to perform Energy Ray (& no other Overdrives); BAB +14.

    Energy Rain (Su)
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    You can unleash a torrent of destructive energy at your opponents; all opponents within 30’ take 1d8 fire damage & 1d8 electricity damage per level (Reflex DC25 for half damage).

    Prerequisites: Pugilist 6; must have performed at least 30 Overdrives; must be able to perform Spiral Cut, as well as Slice & Dice.

    Energy Ray (Su)
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    You can automatically hit all opponents within 30’ 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.

    Prerequisites: Winged Fayth 1.

    Fury (Sp)
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    You can hurl a storm of violent spells at your enemies. Choose one Evocation spell or spell-like ability that you know & roll a Spellcraft check (DC20); you can cast that spell once for every point that you beat the check by (minimum 1). All spells are cast in the same round, & do not have to be prepared beforehand; they also do not count against your number of spells per day. However, these spells all do half damage against opponents.

    Prerequisites: Black Mage 1; cannot have any other Overdrive.

    Grand Summon (Sp)
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    You can summon 1 creature, either via a summon monster spell, a summon nature’s ally spell, or a summoning spell-like ability, & the summoned creature will have the following enhancements: +4 to all ability scores (hence a +2 to all ability-based bonuses), & a +4 natural armor bonus. These enhancements last for as long as the creature is summoned. If the summoned creature has a Overdrive of its own, it gains a 100 OP’s (on top of their current OP pool, up to 200 OP’s maximum) instead of receiving any of the above enhancements.

    Prerequisites: Summoner 1; cannot have any other Overdrive.

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

    Prerequisites: Burning Fayth 1; cannot have any other Overdrive.

    Mega Flare (Su)
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    You can automatically hit all opponents within 30’ with a devastating blast of magical power, dealing 10d8 points of damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity.

    Prerequisites: Dragon Fayth 1; cannot have any other Overdrive.

    Mix (Su)
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    You can combine any 2 items (weapons, armor, coins, food, clothing, etc.) that you possess into a magical object. The effect of this object is determined at random, & the 2 constituent items are destroyed in the process. Roll 1d20 & consult the following list for possible effects:
    • 1 = deals 1d4 damage to all opponents within 30’
    • 2 = deals 1d8 damage to all opponents within 30’
    • 3 = deals 1d12 damage to all opponents within 30’
    • 4 = deals 1d20 damage to all opponents within 30’
    • 5 = deals 1d% damage to all opponents within 30’
    • 6 = deals 2d6 fire damage to all opponents within 30’
    • 7 = deals 2d6 cold damage to all opponents within 30’
    • 8 = deals 2d6 electricity damage to all opponents within 30’
    • 9 = deals 2d6 acid damage to all opponents within 30’
    • 10 = inflicts Poisoned status on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist
    • 11 = inflicts Blind status on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist
    • 12 = inflicts Confused status on all opponents within 30’; Will save (DC10 + ½ your class level + your Charisma modifier) to resist
    • 13 = inflicts Petrified status on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist
    • 14 = inflicts KO status on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist
    • 15 = heal 1d8 points of damage to multiple allies within 30’ (up to 4, including yourself)
    • 16 = heal 1d20 points of damage to multiple allies within 30’ (up to 4, including yourself)
    • 17 = grants multiple allies within 30’ (up to 4, including yourself) 1d12 temporary hit points
    • 18 = grants multiple allies within 30’ (up to 4, including yourself) a +4 natural armor bonus, which lasts for 24 hours
    • 19 = grants multiple allies within 30’ (up to 4, including yourself) a +2 luck bonus to all saving throws for 24 hours
    • 20 = deals 20d12 damage to all opponents within 30’ & multiple allies within 30’ (up to 4, including yourself)

    Once you have determined the effect of combining 2 particular items, combining 2 identical items will always yield the same result (no rolling required). Combining items without spending 100 OP yield no such results.

    Prerequisites: Bandit 1; cannot have any other Overdrive.

    Oblivion (Su)
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    You can automatically hit all opponents within 30’ with an apocalyptic flurry of blows & explosive force, dealing 20d6 points of force damage to each (no saving throw). In addition, any opponent hit by this attack must make a successful Fortitude save (DC10 + ½ your class level + your Charisma modifier) or die; this is a full-round action that provokes attacks of opportunity.

    Prerequisites: Suffering Fayth 1; cannot have any other Overdrive.

    Requiem (Sp)
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    You can unleash an utter apocalypse of magical energy; automatically hits all opponents within 30’, dealing 10d12 points of force damage. In addition, all creatures damaged by this attack must make a Fortitude save (DC10 + ½ your class level + your Charisma modifier) or die; any creature with a CR more than (your party’s average level +2) is unaffected.

    Prerequisites: Summoner 5 or Black Mage 5; cannot have any other Overdrive.

    Ronso Rage (Varies)
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    You can perform a number of special abilities that you have successfully learned from studying an opponent. You can learn an ability from an enemy by taking a full-round action & making a successful Intelligence check (DC = 10 + opponent’s CR). Each time you fill up your OP pool, you can perform one of the abilities that you have learned, chosen from the list below:
    • Jump (Ex): can leap high into the air & strike from above 1 opponent within 30’, dealing an automatic critical with your reach weapon; this is a standard action that does not provoke attacks of opportunity; already acquired
    • Flame Breath (Su): you spew forth a jet of fire from your mouth; automatically hits all opponents within 30’, dealing 2d6 points of fire damage; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) for half damage; acquired from Fire subtype monsters, CR2 or above
    • Seed Cannon (Su): you spew forth a barrage of seed pellets from your mouth, automatically hitting 1 opponent within 30’; this attack deals 3d6 points of piercing damage; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) for half damage; acquired from Plant type monsters, CR3 or above
    • Self Destruct (Su): you explode in a powerful blast; automatically hits all opponents within 30’, dealing 4d6 points of slashing damage (no saving throw); you are reduced to 0HP; acquired from Elemental type monsters, CR4 or above
    • Thrust Kick (Ex): you kick an enemy with devastating force; automatically hits 1 opponent within 30’, dealing critical damage; Fortitude save (DC10 + your class level) for half damage; in addition, if you make a successful Dexterity check (DC12 + your opponent’s Dexterity modifier), your opponent is knocked (1d6+4)×10’ away in a random direction; an opponent that has been knocked away in this manner must make a successful Fortitude save (DC10 + ½ your class level + your Wisdom modifier) or die; acquired from Monstrous Humanoid type monsters, CR6 or above
    • Stone Breath (Su): you spew forth a jet of chilling gas from your mouth; automatically inflicts Petrified on all opponents within 30’; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist; acquired from Magical Beast type monsters, CR8 or above
    • Aqua Breath (Su): you spew forth a jet of water from your mouth; automatically hits all opponents within 30’, dealing (2d8 + your Strength modifier) points of water (force) damage; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) for half damage; acquired from Water subtype monsters, CR10 or above
    • Doom (Sp): you cast a dreadful curse on an enemy; 1 opponent within 30’ automatically dies (-10HP) in 1d6+4 rounds (no saving throw); acquired from Undead type monsters, CR12 or above
    • White Wind (Sp): you bathe your party in healing light; you can fully restore all HP to all allies within 30’ (including yourself); you cannot heal an ally so that they have more HP than your maximum; cannot be used on opponents (even undead ones); acquired from Celestial subtype monsters, CR14 or above
    • Bad Breath (Su): you spew forth a jet of strange gas from your mouth; automatically inflicts various negative conditions to all opponents within 30’, including the creature emits a 30’ cloud of foul gas; this attack is a full-round action that does not provoke attacks of opportunity; all creatures caught with the cloud are affected by the following status effects: Berserk, Blind, Confused, Mute, Poison, & Slowed; Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist each effect separately; acquired from Plant type monsters, CR16 or above
    • Mighty Guard (Su): you create a complex aura of protection on your party; all allies within 30’ gain the following benefits: Nul (all energy types), Protect, & Shell; acquired from Dragon type monsters, CR18 or above
    • Nova (Su): you unleash an apocalyptic explosion; automatically hits all opponents within 30’, dealing 20d12 points of non-specified damage (no saving throw); acquired from Outsider type monsters, CR20 or above

    Prerequisites: Lancer 1; cannot have any other Overdrive.

    Shooting Star (Ex)
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    You can deal an automatic critical to 1 opponent within 30’ with your sword. In addition, if you make a successful Dexterity check (DC18), your opponent is blown away (knocked prone & rolls 1d4×10’, taking 1d4 points of non-lethal damage per 10’; flying creatures are blown back 2d6×10’ & take 2d6 points of non-lethal damage due to battering & buffeting). An opponent that has been blown away in this manner must make a successful Fortitude save (DC25) or die.

    Prerequisites: Ronin 4; must use a slashing weapon; must be able to perform Dragon Fang.

    Slice & Dice (Ex)
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    You can perform up to 6 melee attacks in 1 round, with no penalty for multiple attacks; these attacks automatically hit their targets, & may be split among any of your opponents within reach (30’ from your initial starting point).

    Prerequisites: Pugilist 3; must use a slashing weapon; must have performed at least 10 Overdrives; must be able to perform Spiral Cut.

    Spiral Cut (Ex)
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    You can perform 1 charge attack with no AC penalty that automatically deals maximized damage.

    Prerequisites: Pugilist 1; must use a slashing weapon.

    Status Reels (Su)
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    You can randomly strike your enemies with status effects. Roll 3d4, then re-roll any 1 or 2 die, if you wish; if none of the numbers match, then you deal an automatic critical to 1 opponent within 30’ with a ranged weapon. If 2 of the numbers match, you deal an automatic critical to 1 opponent within 30’ with a ranged weapon & consult the following list for the value that corresponds with the matching numbers:
    • 1 = Poison (inflicts Poisoned status; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist)
    • 2 = Blind (inflicts Blind status; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist)
    • 3 = Confusion (inflicts Confused status; Will save (DC10 + ½ your class level + your Charisma modifier) to resist)
    • 4 = Petrify (inflicts Petrified status; Fortitude save (DC10 + ½ your class level + your Charisma modifier) to resist)

    If all 3 of the numbers match, you deal an automatic critical to all opponents within 30’ with the same ranged weapon, & consult the above list for the value that corresponds with the matching numbers.

    Prerequisites: Blitzer 9; must be able to perform Element Reels & Attack Reels.

    Thor’s Hammer (Su)
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    You can automatically hit all opponents within 30’ with a deadly lightning bolt, dealing 5d8 points of electricity damage to each.

    Prerequisites: Shocking Fayth 1; cannot have any other Overdrive.

    Tornado (Su)
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    You can summon a tornado with your blade, which lasts for 1d6+4 rounds. Tornado-force winds produce the following effects: 175-300mph winds; all ranged attacks are impossible (even with siege weapons), as are Listen checks; Large or smaller creatures are Blown Away, Huge creatures are Knocked Down, & Gargantuan or Colossal creatures are checked; Fortitude save DC30; all flames are extinguished; instead of being blown away, characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado; those who come in contact with the actual funnel cloud are picked up & whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply); while a tornado’s rotational speed can be as great as 300mph, the funnel itself moves forward at an average of 30mph (roughly 250’ per round); a tornado uproots trees, destroys buildings, & causes other similar forms of major destruction.

    Prerequisites: Ronin 15; must use a slashing weapon; must be able to perform Dragon Fang, Shooting Star & Banishing Blade; cannot gain additional Overdrives after acquiring this one.

    Zanmato (Ex)
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    You can use your chosen weapon to make a single melee attack at your highest attack bonus against any 1 opponent within 30’, severing the head of any creature it successfully strikes (no saving throw); some creatures, such as many Aberrations & all Oozes, have no heads; others, such as golems & Undead creatures other than vampires, are not affected by the loss of their heads; most other creatures, however, automatically die (-10HP) when their heads are cut off; this is a full-round action that does not provoke attacks of opportunity.

    Prerequisites: Samurai Fayth 1; must use a slashing weapon; cannot have any other Overdrive.
    Last edited by Zeta Kai; 2008-12-11 at 11:25 PM. Reason: replaced "Limit Break" with "Overdrive"

  27. - Top - End - #177
    Pixie in the Playground
     
    Chimera

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    May 2008

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

    Aw, overdrives are way rarer in this than the game. Slayer gave you 20% per kill (not even just 20% in a turn in which you kill a thing or multiple things). Admittedly, that may have been a little too much as I recall using Energy Rain or whatever every other round against the sin spawn on the ship near the beginning of the game (kill four of them, get 80%, kill one, overdrive, etc.).
    The Laughing Man
    "I thought what I'd do was, I'd pretend I was one of those deaf-mutes."
    I am Jack's colon.
    "I get cancer. I kill Jack."

  28. - Top - End - #178
    Ettin in the Playground
     
    Zeta Kai's Avatar

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

    Quote Originally Posted by Dark-Penance View Post
    Aw, overdrives are way rarer in this than the game. Slayer gave you 20% per kill (not even just 20% in a turn in which you kill a thing or multiple things). Admittedly, that may have been a little too much as I recall using Energy Rain or whatever every other round against the sin spawn on the ship near the beginning of the game (kill four of them, get 80%, kill one, overdrive, etc.).
    Yes, the actual Overdrive gauges in the game filled 4× as quickly. I reduced them by 75% for game balance reasons, as I thought that frequent Overdrives would either break the game, or need to be massively nerfed. Since the über-powerful Overdrives are too much fun to mess with, I decided they would better serve the game (& the player) as a rare & special treat. As it is, they may still be too powerful. I dunno; I worked out some math on them, & they probably won't break the game, especially using the classes in this setting.

  29. - Top - End - #179
    Bugbear in the Playground
     
    Sir Shadow's Avatar

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

    um, hi.

    I was looking over this, and I have to say, I LOVE IT!

    but, looking at the summoner class and potential problems with multiclassing...

    In the games, anyone could go into Yuna's sphere section and get the healing spheres... BUT nobody but her could summon anything.

    I know it make take a little review and work, but why not have a White Mage class instead for the reflect, dispel, and cure stuff?

    and then have a "Summoner" template (or whatever) that can be added to any class. In the game it never says that all summoners were white mages. Some of the ones you meet actually seem to lean toward black mage, and other summoners in stories about Spira's past seem like they were some type of "fighter"...

    -----

    Also, I noticed something prevalent. RoC's advice, while extremely well thought-out and quite sagely, keeps seeming like he's saying these classes would be in typical DnD encounters and situations.

    I may be wrong, but it seems like Zeta intends this to be "stand-alone" from other DnD concepts, and PC's with these classes would never encounter something from the Monster Manual. i.e., a Lancer could never multiclass to other classes outside this setting like "Fighter" or PrCs. A PC from FFX D20 would never run into Dryad or Tarrasque.

    One time in particular RoC spoke about a lvl 11 Bandit's encounter with a Marilith and the use of Spare Change. Ignoring that under my previous assumption this would never EVER happen, FF monsters drop things of value very rarely and a bandit would never be able to consolidate his loss with the tactic you mentioned. In DnD, the Spare Change ability, as it was first conceived, would be incredibly broken, agreed. BUT let's wait til he puts up some FF/DnD monster examples before saying what's completely acceptable in terms of the classes's abilities.

    Also, on something else, if the status effects are as prevalent in this setting as they are in FF when it comes to the monster's abilities, low costs for recovery potions and such may be perfectly acceptable; in fact, an easy-to-use life spell may be invaluable if the PCs in this game are expected to die as much as the characters in FF often do.

    -SS
    Last edited by Sir Shadow; 2008-06-22 at 12:02 AM.
    Half-elves are like slinkies.
    They're not really good for anything,
    but you can't help laughing when they fall down the stairs.


  30. - Top - End - #180
    Ettin in the Playground
     
    Zeta Kai's Avatar

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

    Quote Originally Posted by Sir Shadow View Post
    In the games, anyone could go into Yuna's sphere section and get the healing spheres... BUT nobody but her could summon anything.

    I know it make take a little review and work, but why not have a White Mage class instead for the reflect, dispel, and cure stuff?

    and then have a "Summoner" template (or whatever) that can be added to any class. In the game it never says that all summoners were white mages. Some of the ones you meet actually seem to lean toward black mage, and other summoners in stories about Spira's past seem like they were some type of "fighter"...
    Yes, & I thought of this, so I made sure that unlocking Aeons would be a minor hassle for each one, so that only a dedicated Summoner would bother. This, I believe, should prevent most instances of level-dipping from PCs who just wanna summon Aeons while not actually sticking with the Summoning class. They could still do so, but the level-dippers would still have to unlock their own Aeons, & they could only summon once per day, whereas a dedicated Summoner can work themselves up to 5 times per day.

    Also, your 2 points contradict each other. You say that I should cull the summoning mechanic out of the Summoner on the grounds that PCs could just take a level dip to get it, & then you mention canonical cases (such as Seymour, Mi'ihen & Gandof) that exemplify this very same kind of multi-classing.

    No, removing summoning from Summoner would present some major design issues (just when I got this thing mostly hammered down), & I don't see a reason to so, based on your reasoning.

    Edit: My thoughts on FFX D20's potential compatibility with standard D&D can be found here & here. Brief re-cap: I still fully intend for this to be a stand-alone setting, but I'm also attempting to design the whole thing so that any of these races/classes/Aeons/items/etc could fit into a "normal" D&D campaign without causing major issues.
    Last edited by Zeta Kai; 2008-06-22 at 12:20 AM. Reason: added addendum

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