Homebrew Design (d20 and RPG)Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
I understand completely, Zeta Kai; I'm not disappointed at all. You're probably right about alignment, and I can't argue with anything you say. I just like reading alignment debates.
ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
Weapon & Armor Proficiency: Shiva is proficient with all simple & martial weapons, but not with any type of armor or shield
Aeon Form: Shiva becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, dont work on him; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore him to life
Natural Armor (Su): Shiva gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
Aeon Boost (Su): Shiva can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by him is multiplied by 1.5; because of this, all Overdrive Points (OPs) accrued during that round are multiplied by 3
Natural Weapon (Ex): Shiva gains a natural weapon; he may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once his choice has been made, it cannot be changed; this natural weapon deals damage based on his size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once he gains this natural weapon, he can no longer use manufactured weapons with his hands, as they have become unsuitable for the purpose of wielding them
Aeon Shield (Su): Shiva can choose, as a swift action, to raise his defenses for 1 round; during that round, all damage sustained by him is reduced by 75%; because of this, he cannot accrue Overdrive Points (OPs) during that round
Form of Ice (Su): Shiva becomes an icy being; she gains the [Cold] subtype, meaning that she has immunity to cold damage & vulnerability to fire damage, which means it takes half again as much (+50%) damage as normal from fire-based attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure; also, any cold-based damage actually restores HP equal to the amount of damage that it would normally inflict
Cold Mage (Sp): Shiva gains some cold-related spell-like abilities; she can now cast Blizzard (4MP), Blizzara (4MP), NulBlaze (2MP), & NulFrost (2MP); she casts these like a Black Mage with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities
Frozen Flesh (Su): Shivas flesh becomes rimed with frost, granting her a natural armor bonus equal to Όth of her HD; this bonus does not apply against touch attacks; in addition, any creature that touches her (either through an unarmed melee attack, a touch attack, a grapple, or some other direct physical contact) suffers 1d4 cold damage per round (no saving throw); she loses these bonuses when she wear any armor
Mark of Status (Su): Shiva gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
Heavenly Strike (Su): Shiva can blast her enemies with a frozen touch; this is a special melee attack (her BAB + her Strength modifier + 5; no size modifier) on a single opponent within 30 that deals 2d6 cold damage + her Strength modifier & a -5 Initiative penalty for the next round; if a creature makes a Fortitude save (DC10 + ½ her class level + her Wisdom modifier), then they only take half damage & negate the Initiative penalty; this is a standard action that does not provoke attacks of opportunity
Diamond Dust (Su): Shiva can automatically hit all opponents within 30 with freezing ice shards, dealing 5d8 points of cold damage to each; this ability costs 100 OP to use
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Quote:
Originally Posted by Insanealien
That's a pretty cool font, SoK. Do you remember where you got it?
Indeed I do. http://forums.ffproject.net/showthread.php?t=176
Unfortunately, the site appears to be down.
If you can find it somewhere else, don't forget to translate the letters to the Al Bhed alphabet. I've pretty much memorized it, but if you need one, Google should get you a Common <-> Al Bhed converter pretty easily.
__________________
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!
"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
ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
Weapon & Armor Proficiency: Bahamut is proficient with all simple & martial weapons, but not with any type of armor or shield
Aeon Form: Bahamut becomes an Aeon; his type becomes [Outsider] & his subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, he gains Darkvision out to 60; in addition, he does not need to eat or sleep (although he can do so if he wishes); lastly, his body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, dont work on him; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore him to life
Natural Armor (Su): Bahamut gains a natural armor bonus to his AC equal to ½ his HD; in addition, he can add his Constitution bonus (if any) to his AC; these bonuses do not apply against touch attacks, & he loses the bonuses when he wears any armor, or when he carries a shield
Aeon Boost (Su): Bahamut can choose, as a swift action, to lower his defenses for 1 round; during that round, all damage sustained by him is multiplied by 1.5; because of this, all Overdrive Points (OPs) accrued during that round are multiplied by 3
Natural Weapon (Ex): Bahamut gains a natural weapon; he may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once his choice has been made, it cannot be changed; this natural weapon deals damage based on his size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once he gains this natural weapon, he can no longer use manufactured weapons with his hands, as they have become unsuitable for the purpose of wielding them
Aeon Shield (Su): Bahamut can choose, as a swift action, to raise his defenses for 1 round; during that round, all damage sustained by him is reduced by 75%; because of this, he cannot accrue Overdrive Points (OPs) during that round
Immortality (Ex): Bahamut no longer takes penalties to his ability scores for aging & cannot be magically aged; any such penalties that he has already taken, however, remain in place; bonuses no longer accrue either, but he does not die of old age when his time is up, & in fact his maximum age no longer exists as a meaningful statistic
Flight (Ex): Bahamut grows a pair of wings, granting him the power of flight; he gains a fly speed equal to his base land speed + 30 (poor maneuverability); he retains the use of his arms, which he may still use as normal
Elemental Archmage (Sp): Bahamut gains some element-related spell-like abilities; he can now cast Blizzard (4MP), Blizzara (8MP), Blizzaga (16MP), Fire (4MP), Fira (8MP), Firaga (16MP), Scan (1MP), Thunder (4MP), Thundara (8MP), Thundaga (16MP), Water (4MP), Watera (8MP), & Waterga (16MP); he casts these like a Lancer or a Black Mage with a class level equal to his HD; he does not need any somatic components to cast these, but you must spend the MP cost to cast such abilities
Mark of Status (Su): Bahamut gains a resistance bonus equal to his HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
Impulse (Su): Bahamut can blast his enemies with a potent magical pulse; all opponents within 40 take force damage equal to 3d8 + his Strength modifier (no saving throw); this is a standard action that does not provoke attacks of opportunity
Mega Flare (Su): Bahamut 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; this ability costs 100 OP to use
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Bahamut's entry lists him as an Aeon 17/Shocking Fayth 5
__________________
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!
"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
ARMOR
+5 light fortification splint mail (+11AC, maximum Dex +0, armor check penalty -7, speed 20, 180lbs)
EQUIPMENT
195,000gp (195 lbs)
ENCUMBERANCE- 391 lbs (light load)
CLASS FEATURES
Weapon & Armor Proficiency: Yojimbo is proficient with all simple & martial weapons, & with all armor (heavy, medium, & light), but not shields
Aeon Form: Yojimbo becomes an Aeon; his type becomes [Outsider] & his subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, he gains Darkvision out to 60; in addition, he does not need to eat or sleep (although he can do so if he wishes); lastly, his body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, dont work on him; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore him to life
Natural Armor (Su): Yojimbo gains a natural armor bonus to his AC equal to ½ his HD; in addition, he can add his Constitution bonus (if any) to his AC; these bonuses do not apply against touch attacks, & he loses the bonuses when he wears any armor, or when he carries a shield
Aeon Boost (Su): Yojimbo can choose, as a swift action, to lower his defenses for 1 round; during that round, all damage sustained by him is multiplied by 1.5; because of this, all Overdrive Points (OPs) accrued during that round are multiplied by 3
Natural Weapon (Ex): Yojimbo gains a natural weapon; he may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once his choice has been made, it cannot be changed; this natural weapon deals damage based on his size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once he gains this natural weapon, he can no longer use manufactured weapons with his hands, as they have become unsuitable for the purpose of wielding them
Aeon Shield (Su): Yojimbo can choose, as a swift action, to raise his defenses for 1 round; during that round, all damage sustained by him is reduced by 75%; because of this, he cannot accrue Overdrive Points (OPs) during that round
Immortality (Ex): Yojimbo no longer takes penalties to his ability scores for aging & cannot be magically aged; any such penalties that he has already taken, however, remain in place; bonuses no longer accrue either, but he does not die of old age when his time is up, & in fact his maximum age no longer exists as a meaningful statistic
Lost Opportunities (Su): Yojimbos opponents can no longer make attacks of opportunity against him; even if he is flat-footed or otherwise denied his Dexterity bonus to his AC, all attacks of opportunity made against him automatically fail; the only time that an attack of opportunity can be made successfully against him is when he is immobilized, helpless, or when he loses his natural armor bonus by wearing armor or using a shield
Armed & Dangerous (Ex): Yojimbo regains the ability to use manufactured weapons, as well as wear armor without losing his natural armor bonus; he still cannot use shields, though
Daigoro (Su): Yojimbo gains an animal companion in the form of Daigoro (dire wolf statistics); up to once per round, he can command Daigoro to make a special slam attack (+11 melee; 1d8+10 bludgeoning damage) to 1 opponent within 50 of his companion; this is a standard action that does not provoke attacks of opportunity for either you or Daigoro
Kozuka (Su): Yojimbo can conjure daggers of magical energy to throw at his enemies; throwing a magical knife is a special ranged attack (his BAB + his Dexterity modifier + 10; no size modifier) on a single opponent that deals 2d8 force damage; this is a standard action that does not provoke attacks of opportunity
Mark of Status (Su): Yojimbo gains a resistance bonus equal to his HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
Wakizashi (Su): Yojimbo can slice his enemies with stunning speed; he can make melee attacks against 1d4-1 opponents (minimum 1) within 30, using his full BAB & dealing maximized damage to all; this is a standard action that does not provoke attacks of opportunity
Free Summons (Ex): Yojimbo is free to act as he will when he is called by a summoner to battle; he is no longer compelled to act as his summoner wishes, although he must make a Will save (DC20 + the summoners class level) each round that he refuses to attack his summoners enemies at all; he can even negotiate the price of his services with his summoner; he still cannot dismiss himself however, so he must wait for an encounter to end or for his summoner to dismiss him to return to his transdimensional pocket
Zanmato (Ex): Yojimbo can use his chosen weapon to make a single melee attack at his 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; this ability costs 100 OP to use
FEATS
Awesome Blow [Monster]
Cleave [General]
Great Cleave [General]
Improved Bull Rush [General]
Improved Initiative [General]
Improved Toughness [General]
Iron Will [General]
Power Attack [General]
Skill Focus (Intimidate) [General]
WEAPONS
N/A
ARMOR
N/A
EQUIPMENT
0gp (0 lbs)
ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
Weapon & Armor Proficiency: Anima is proficient with all simple & martial weapons, & with all armor (heavy, medium, & light), but not shields
Aeon Form: Anima becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, dont work on her; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore her to life
Natural Armor (Su): Anima gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
Aeon Boost (Su): Anima can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by her is multiplied by 1.5; because of this, all Overdrive Points (OPs) accrued during that round are multiplied by 3
Natural Weapon (Ex): Anima gains a natural weapon; she may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once her choice has been made, it cannot be changed; this natural weapon deals damage based on her size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once she gains this natural weapon, she can no longer use manufactured weapons with her hands, as they have become unsuitable for the purpose of wielding them
Aeon Shield (Su): Anima can choose, as a swift action, to raise her defenses for 1 round; during that round, all damage sustained by her is reduced by 75%; because of this, she cannot accrue Overdrive Points (OPs) during that round
Immortality (Ex): Anima no longer takes penalties to her ability scores for aging & cannot be magically aged; any such penalties that she has already taken, however, remain in place; bonuses no longer accrue either, but she does not die of old age when her time is up, & in fact her maximum age no longer exists as a meaningful statistic
Lost Opportunities (Su): Animas opponents can no longer make attacks of opportunity against her; even if she is flat-footed or otherwise denied her Dexterity bonus to her AC, all attacks of opportunity made against her automatically fail; the only time that an attack of opportunity can be made successfully against her is when she is immobilized, helpless, or when she loses her natural armor bonus by wearing armor or using a shield
Elemental Ubermage (Sp): Anima gains some element-related spell-like abilities; she can now cast Bio (10MP), Blizzard (4MP), Blizzara (8MP), Blizzaga (16MP), Dark Attack (5MP), Dark Buster (10MP), Death (20MP), Fire (4MP), Fira (8MP), Firaga (16MP), Scan (1MP), Silence Attack (5MP), Silence Buster (10MP), Sleep Attack (5MP), Sleep Buster (10MP), Thunder (4MP), Thundara (8MP), Thundaga (16MP), Water (4MP), Watera (8MP), Waterga (16MP), & Zombie Attack (10MP); she casts these like a Ronin, a Lancer, a Blitzer, or a Black Mage with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities
Mark of Status (Su): Anima gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
Pain (Su): Anima can slaughter her enemies with entropic force; this is a special ranged attack (her BAB + her Dexterity modifier + 5; no size modifier) on a single opponent that deals unspecified damage equal to 4d8 + her Strength modifier (no saving throw); in addition, her opponent must make a Fortitude save (DC10 + ½ her class level + her Wisdom modifier) or immediate die; any time she uses this ability, she suffers damage equal to her Constitution modifier (minimum 1); 30 range; this is a standard action that does not provoke attacks of opportunity
Oblivion (Su): Anima 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 her class level + her Charisma modifier) or die; this is a full-round action that provokes attacks of opportunity; this ability costs 100 OP to use
ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
Weapon & Armor Proficiency: Sandy is proficient with all simple & martial weapons, but not with any type of armor or shield
Aeon Form: Sandy becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, dont work on her; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore her to life
Natural Armor (Su): Sandy gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
Aeon Boost (Su): Sandy can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by her is multiplied by 1.5; because of this, all Overdrive Points (OPs) accrued during that round are multiplied by 3
Natural Weapon (Ex): Sandy gains a natural weapon; she may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once her choice has been made, it cannot be changed; this natural weapon deals damage based on her size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once she gains this natural weapon, she can no longer use manufactured weapons with her hands, as they have become unsuitable for the purpose of wielding them
Aeon Shield (Su): Sandy can choose, as a swift action, to raise her defenses for 1 round; during that round, all damage sustained by her is reduced by 75%; because of this, she cannot accrue Overdrive Points (OPs) during that round
Immortality (Ex): Sandy no longer takes penalties to her ability scores for aging & cannot be magically aged; any such penalties that she has already taken, however, remain in place; bonuses no longer accrue either, but she does not die of old age when her time is up, & in fact her maximum age no longer exists as a meaningful statistic
Lost Opportunities (Su): Sandys opponents can no longer make attacks of opportunity against her; even if she is flat-footed or otherwise denied her Dexterity bonus to her AC, all attacks of opportunity made against her automatically fail; the only time that an attack of opportunity can be made successfully against her is when she is immobilized, helpless, or when she loses her natural armor bonus by wearing armor or using a shield
Synergy (Su): Sandy can rely on the support of her sisters to bolster her attacks; she gains a morale bonus to her attack rolls equal to the Strength modifiers of all siblings within 30; this bonus can be used for a number of rounds per day equal to her Wisdom modifier (minimum 1 round)
Mages Alternatives (Sp): Sandy gains some spell-like abilities; she can now cast a number of spells; she casts these like a PC with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities:
o Mage Package #2: Cure (4MP), Cura (10MP), Curaga (20MP), Haste (8MP), Nul (2MP), Protect (10MP), Shell (12MP), & Reflect (14MP)
Freedom of Choice (Ex): Sandy gains some leeway when she is called by a summoner to battle; each round, she may take an action that her summoner chooses, or she can make a Will save (DC10 + the summoners class level) to act as she desires; she cannot refuse her summoner, however, if they request that she perform her overdrive, if any (as long as she & her siblings each have 100 OP); she also cannot dismiss herself, so she must wait for an encounter to end or for her summoner to dismiss her to return to her transdimensional pocket
Mark of Status (Su): Sandy gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
Razzia (Su): Sandy can slash 1 opponent with blades that grow from her arms; this is 2 standard melee attacks, both using her full BAB; each blade that hits deals maximized slashing damage (2d8 + her Strength modifier); if a creature makes a Fortitude save (DC10 + ½ her class level + her Wisdom modifier), then they only take half damage; this is a standard action that does not provoke attacks of opportunity
Delta Attack (Su): Sandy can combine her Limit Break with the Limit Breaks 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; must have 2 siblings who have fully charged OP pools (100 OPs each); this ability costs 100 OP to use
ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
Weapon & Armor Proficiency: Cindy is proficient with all simple & martial weapons, but not with any type of armor or shield
Aeon Form: Cindy becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, dont work on her; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore her to life
Natural Armor (Su): Cindy gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
Aeon Boost (Su): Cindy can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by her is multiplied by 1.5; because of this, all Overdrive Points (OPs) accrued during that round are multiplied by 3
Natural Weapon (Ex): Cindy gains a natural weapon; she may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once her choice has been made, it cannot be changed; this natural weapon deals damage based on her size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once she gains this natural weapon, she can no longer use manufactured weapons with her hands, as they have become unsuitable for the purpose of wielding them
Aeon Shield (Su): Cindy can choose, as a swift action, to raise her defenses for 1 round; during that round, all damage sustained by her is reduced by 75%; because of this, she cannot accrue Overdrive Points (OPs) during that round
Immortality (Ex): Cindy no longer takes penalties to her ability scores for aging & cannot be magically aged; any such penalties that she has already taken, however, remain in place; bonuses no longer accrue either, but she does not die of old age when her time is up, & in fact her maximum age no longer exists as a meaningful statistic
Lost Opportunities (Su): Cindys opponents can no longer make attacks of opportunity against her; even if she is flat-footed or otherwise denied her Dexterity bonus to her AC, all attacks of opportunity made against her automatically fail; the only time that an attack of opportunity can be made successfully against her is when she is immobilized, helpless, or when she loses her natural armor bonus by wearing armor or using a shield
Initial Options (Su): Cindys size permanently increases by one size category; for stat changes caused by size increases, consult Table 4-1: New Size Statistics; this ability does not change your speed; if insufficient room is available for the desired growth, you attain the maximum possible size & may make a Strength check (using your increased Strength) to burst any enclosures in the process; if the check fails, you are constrained without harm by the materials enclosing you; you, therefore, cannot be crushed or otherwise harmed by increasing your size; no worn or carried equipment by you is enlarged by the effect; clothing & armor are destroyed by the transformation; magical effects that increase size stack with this ability, so the use of spells to increase size further are effective
Mages Alternatives (Sp): Cindy gains some spell-like abilities; she can now cast a number of spells; she casts these like a PC with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities:
o Mage Package #1: Auto-Life (97MP), Blizzaga (16MP), Cure (4MP), Cura (10MP), Curaga (20MP), Drain (12MP), Firaga (16MP), Flare (54MP), Full-Life (60MP), Life (18MP), Osmose (0MP), Thundaga (16MP), Ultima (90MP), & Waterga (16MP)
Freedom of Choice (Ex): Cindy gains some leeway when she is called by a summoner to battle; each round, she may take an action that her summoner chooses, or she can make a Will save (DC10 + the summoners class level) to act as she desires; she cannot refuse her summoner, however, if they request that she perform her overdrive, if any (as long as she & her siblings each have 100 OP); she also cannot dismiss herself, so she must wait for an encounter to end or for her summoner to dismiss her to return to her transdimensional pocket
Mark of Status (Su): Cindy gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
Final Decisions (Su): Cindy gains a special attack; once she has chosen an attack, her choice cannot be changed; this attack can be chosen from the options below:
Camisade: Cindy can leap high into the air & strike a single opponent within 30 from above; this is a special melee attack (her BAB + her Strength modifier + 5; no size modifier) that deals bludgeoning damage based on her size (Diminutive 1d3+1, Tiny 1d4+2, Small 1d6+3, Medium 1d8+4, Large 2d6+6, Huge 2d8+8, Gargantuan 4d6+12, Colossal 6d6+16); if a creature makes a Reflex save (DC10 + ½ her class level + her Wisdom modifier), then they only take half damage; this is a standard action that does not provoke attacks of opportunity
Delta Attack (Su): Cindy can combine her Limit Break with the Limit Breaks 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; must have 2 siblings who have fully charged OP pools (100 OPs each); this ability costs 100 OP to use
ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
Weapon & Armor Proficiency: Mindy is proficient with all simple & martial weapons, but not with any type of armor or shield
Aeon Form: Mindy becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, dont work on her; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore her to life
Natural Armor (Su): Mindy gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
Aeon Boost (Su): Mindy can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by her is multiplied by 1.5; because of this, all Overdrive Points (OPs) accrued during that round are multiplied by 3
Natural Weapon (Ex): Mindy gains a natural weapon; she may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once her choice has been made, it cannot be changed; this natural weapon deals damage based on her size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once she gains this natural weapon, she can no longer use manufactured weapons with her hands, as they have become unsuitable for the purpose of wielding them
Aeon Shield (Su): Mindy can choose, as a swift action, to raise her defenses for 1 round; during that round, all damage sustained by her is reduced by 75%; because of this, she cannot accrue Overdrive Points (OPs) during that round
Immortality (Ex): Mindy no longer takes penalties to her ability scores for aging & cannot be magically aged; any such penalties that she has already taken, however, remain in place; bonuses no longer accrue either, but she does not die of old age when her time is up, & in fact her maximum age no longer exists as a meaningful statistic
Lost Opportunities (Su): Mindys opponents can no longer make attacks of opportunity against her; even if she is flat-footed or otherwise denied her Dexterity bonus to her AC, all attacks of opportunity made against her automatically fail; the only time that an attack of opportunity can be made successfully against her is when she is immobilized, helpless, or when she loses her natural armor bonus by wearing armor or using a shield
Awesome Blow (Su): you gain Awesome Blow as a bonus monster feat, even if you do not meet the prerequisites to quality for it
Mages Alternatives (Sp): Mindy gains some spell-like abilities; she can now cast a number of spells; she casts these like a PC with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities:
o Mage Package #3: Bio (10MP), Blizzara (8MP), Blizzaga (16MP), Death (20MP), Doublecast (0MP), Drain (12MP), Fira (8MP), Firaga (16MP), Flare (54MP), Lancet (0MP), Osmose (0MP), Thundara (8MP), Thundaga (16MP), Watera (8MP), & Waterga (16MP)
Freedom of Choice (Ex): Mindy gains some leeway when she is called by a summoner to battle; each round, she may take an action that her summoner chooses, or she can make a Will save (DC10 + the summoners class level) to act as she desires; she cannot refuse her summoner, however, if they request that she perform her overdrive, if any (as long as she & her siblings each have 100 OP); she also cannot dismiss herself, so she must wait for an encounter to end or for her summoner to dismiss her to return to her transdimensional pocket
Mark of Status (Su): Mindy gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
Passado (Su): Mindy can pelt 1 opponent with a barrage of stingers; this is 2d6+8 special ranged attacks, all using her full BAB; each stinger that hits deals maximized piercing damage (2d8); if a creature makes a Reflex save (DC10 + ½ her class level + her Wisdom modifier), then they only take half damage; this is a standard action that does not provoke attacks of opportunity
Delta Attack (Su): Mindy can combine her Limit Break with the Limit Breaks 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; must have 2 siblings who have fully charged OP pools (100 OPs each); this ability costs 100 OP to use
ENCUMBERANCE- 25 lbs (light load)
CLASS FEATURES
Weapon & Armor Proficiency: Seymour is proficient with all simple weapons; you are not proficient with any type of armor or shield; armor of any type interferes with his gestures, which can cause his class features to fail (treat all spell-like class features as spells with somatic components for the purposes of spell failure rates); the only armor that he can safely use are protective bangles or rings
Summon (Sp): once per day, Seymour can call upon an Outsider with the [Aeon] subtype (see Aeons, above) to battle his enemies for him; the Aeon is instantly transported from the transdimensional pocket in which it normally resides to the nearest clear space within 30 of him (if no such space exists, the summoning fails); he can (usually) command Aeons that he has summoned, but he must remain within 30 of the Aeon at all times, & he must spend a standard action each round to maintain control of the Aeon (this does not provoke attacks of opportunity); an Aeon will remain on the battlefield until either the encounter ends, Seymour dismissed it, he fails to maintain control, or it is reduced to 0HP; Seymour can only summon Aeons that he has unlocked & that have at least 1HP; a summoned Aeon gets a fair share of the XP for encounters in which it participates; summoning is a full-round action that provokes attacks of opportunity; while his Aeon battles in his stead, all opponents must make a Will save (DC10 + ½ his class level + his Wisdom modifier) to target him for an attack; this ability does not consume any MP to use
Cure (Sp): Seymour can channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5) of any 1 ally within 30 (including himself); since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds, although an undead creature can apply spell resistance, & can attempt a Will save (DC10 + ½ his class level + his Wisdom modifier) to take half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
Esuna (Sp): Seymour can remove most negative conditions from any 1 ally within 30 (including himself); negative conditions include: Berserk, Blind, Confused, Mute, Petrified, Poison, Sleep, Slowed; this cannot remove Cursed, Doomed, Hasted, KO, or Zombie (see Status Effects, above); this is a standard action that provokes attacks of opportunity; this ability costs 5MP to use\
Nul (Sp): Seymour can cast an aura of protection over of any 1 ally within 30 (including himself) from one energy type (either acid, cold, electricity, fire, sonic, or water (force); choose 1 at the time of casting); this aura blocks the next energy-based attack of the chosen type that hits that ally, be it from a spell or a physical attack; the aura disappears after absorbing 1 attack, or after 1 minute per class level, whichever comes first; this is a standard action that provokes attacks of opportunity; this ability costs 2MP to use
Thunder (Sp): Seymour can attack an enemy with electrical energy; this is a ranged touch attack that deals 1d4 points of electricity damage per class level to 1 opponent within 30 on a successful hit; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
Water (Sp): Seymour can attack an enemy with watery energy; this is a ranged touch attack that deals 1d4 points of water (force) damage per class level to 1 opponent within 30 on a successful hit; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
Blizzard (Sp): Seymour can attack an enemy with freezing energy; this is a ranged touch attack that deals 1d4 points of cold damage per class level to 1 opponent within 30 on a successful hit; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
Fire (Sp): Seymour can attack an enemy with flaming energy; this is a ranged touch attack that deals 1d4 points of fire damage per class level to 1 opponent within 30 on a successful hit; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
Focus (Su): Seymour can augment the magical power & defenses of his party; this ability grants all allies within 30 (including himself) +25% on all damaging & healing spells &/or spell-like abilities for the rest of the encounter; in addition, those party members affected by this gain Spell Resistance +2 for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a cursed effect, or die (even if they are revived during the same encounter); multiple focus effects do not stack; this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP to use
Thundara (Sp): Seymour can spend an extra 4MP (8MP total) in order to increase the damage of Thunder to 1d6+1 points of electricity damage per class level; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity
Requiem (Sp): Seymour 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 his class level + his Charisma modifier) or die; any creature with a CR more than (his partys average level +2) is unaffected; this ability requires 100 OP to use.
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Creatures NOTE: This section replaces the monsters found within the Monster Manual (pages 8-267). Like the rest of this homebrewing project, the creatures detailed below were designed to translate the distinctive characteristics of the monsters & bosses found in Final Fantasy X into the D20 ruleset. Ive attempted to conform to the standard D&D design rules, while still being true to the world of Spira, & this has presented some challenges. The most notable difference between the statistics for these monsters & how they appear in FFX is the lack of immunities in the monsters presented below. Due to the use of saving throws in D&D, as well as attacks of opportunity & other D20 game design elements, the monsters here are not immune to most of the PCs class features, as they are in the original game, nor do all monsters have the same elemental immunities. This means some monsters will play slightly differently than their video game counterparts. This is an unfortunate (but inevitable) consequence of translating these creatures to another game medium.
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Creature Subtypes Aeon Subtype
Spoiler
Aeons are the physical realization of the Fayth. The Fayth were once Humanoid or Monstrous Humanoid, but they volunteered to participate in the Aeon Reborn ritual, & therefore were transformed into powerful Outsiders. An Aeon does not normally speak when summoned, & only communicates in the form of an apparition of its former body. The Aeons physical remains are sealed within a massive magical sarcophagus at the time of the ritual. The sarcophagi are usually located deep within a Yevonite temple, & protected by a Cloister of Trials.
Aeon Traits
An Aeon is of the Outsider type only
An Aeon is of the True Neutral alignment only
An Aeon is not proficient with armor or shields unless otherwise indicated
Cocoon (Su): if reduced to 0HP or otherwise killed, an Aeon will instantly teleport back to its transdimentional pocket, where that space will automatically stabilize the Aeon; a dead Aeon will fully heal all injuries & remove all status effects while within this pocket, but the process takes 24 hours, & cannot be hastened by any means (during this time, an Aeon cannot be summoned)
An Aeon cannot be dismissed, but can be banished, either by a successful banishment spell, or via the Banish spell-like ability
Fiend Subtype
Spoiler
Fiends are what remain of the Unsent who stay in the living world instead of departing to the Farplane. Those who die & chose to remain in Spira as an Unsent risk becoming insane over time. When this happens, the Unsent dissolve into swarms of Pyreflies, which reorganize into warped physical forms. These new creatures, known as Fiends, are a manifestation of the negative emotions of the erstwhile Unsent. Fiends are driven to attack living creatures, especially sentient Humanoids & Monstrous Humanoids, even though they are not driven by hunger or territory.
Fiend Traits
A Fiend is of the Aberration, Animal, Dragon, Elemental, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin types only
A Fiend does not need to eat or sleep, although it does need to breathe
Dissolution (Su): if reduced to 0HP or otherwise killed, a Fiend will break up into a number of separate Pyreflies, depending on its size (Fine 1, Diminutive 2, Tiny 4, Small 8, Medium 16, Large 32, Huge 64, Gargantuan 128, Colossal 256), which can then be Sent (or re-Fiended) as normal
Lightning Subtype
Spoiler
As with the other three classical elements in the world of Spira (Fire, Ice, & Water), some creatures have a natural affinity for electrical energy, also known as Lightning. These beings sizzle with pure electricity coursing over their skin, & can even use its raw power to defend themselves in some fashion.
Lightning Traits
A Lightning creature is of the Elemental, Ooze, or Outsider types only
A Lightning creature has complete immunity to electricity damage
A Lightning creature has vulnerability to water (force) damage, which means it takes half again as much (+50%) damage as normal from water-based attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure
A Lightning creatures body crackles with electricity, & tiny sparks emit from it as it moves; as a result, a Lightning creature emits shadowy illumination to a radius of 5, & therefore receives a -4 penalty to all Hide & Move Silently checks
Discharge (Su): A Lightning creatures body is constantly covered in periodic electrical emissions; as a result, any other creature that touches a Lightning creatures body takes 1 point of electrical damage each round of contact; most melee weapons will not channel this damage to the wielder, but weapons that require personal contact with the creature (such as claws, spiked gloves, or spiked armor) will channel this electrical energy; Electrical Immunity & Damage Reduction both can negate this damage
Machina Subtype
Spoiler
Machina is the term used for any kind of powered machines in Final Fantasy X, specifically used here to refer to semi-autonomous robots, primarily built & used by the people of Bevelle a thousand years ago. Machina are now forbidden by the Church of Yevon, ostensibly due to their potential for destruction & unreliable control methods. Notable exceptions to this doctrine include the following devices that are technically either machina themselves, or are based on machina technology: airships (such as the Fahrenheit), the blitzball sphere pool in Luca, elevators in the Palace of St. Bevelle itself, guns (including the weapons of Yevonite soldiers), & recording spheres. The Al Bhed have been ostracized in Spiran society for their heretical rejection of Yevonite dogma, as well as their salvage & use of ancient machina.
Machina Traits
A Machina is of the Construct type only
A Machina can usually be disabled instantly (reduced to 0HP or less) by a successful Steal or Mug attempt; a Machina may make a Fortitude save (DC10 + opponents skill ranks in Disable Device) to resist
A Machina usually has Damage Reduction/magic equal to their Hit Die Χ 2
Haywire: over the centuries, many Machina have become faulty, acquiring hardware &/or software errors; each Machina is 10% likely to have gone berserk (see Status Effects: Berserk); berserk Machina cannot be calmed normally
Unsent Subtype
Spoiler
When an intelligent creature dies in Spira, the spirit of that being travels to the Farplane to begin its immortal existence. Most of the time (75%), these spirits need the help of a Summoner (or a high-level Priest), who performs a ritual called the Sending to help guide them to the afterlife. If a creatures spirit is not sent, it will most likely remain in Spira as an Unsent creature. Unsent can succumb to malice & envy over time, becoming Fiends (see above), although some are able to exist in Spira & retain their sanity for years, even centuries, although these are exceptional characters, & far from the general rule.
Unsent Traits
An Unsent is of the Giant, Humanoid, or Monstrous Humanoid types only
An Unsent cannot be turned, but can be Sent or Fiended
An Unsent uses the BAB & saving throws scores that it would have if it were alive
Veneer of Life (Su): Unsent beings can appear just as they did when they were alive; this ability can remain active for as long as the Unsent wishes, & can only be canceled by dispel magic (1 minute), break enchantment (1 hour), greater dispel magic (1 day), mordenkainens disjunction (1 week), or antimagic fields (while within range of one); activating or deactivating the ability is a swift action that does not provoke attacks of opportunity; perceiving an Unsent as such requires a successful Spot check (DC25) or a successful Knowledge: Religion check (DC25)
Once per year, an Unsent must make a Will save (DC = # of years spent as an Unsent / Charisma bonus (minimum +1)); failure indicates that it becomes Chaotic Evil
An Unsent devolves into a Fiend if they become Chaotic Evil (see the Spiral of Death)
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Quote:
Originally Posted by Lochar
You're insane.
Although, I do want to see how you stat the collection monsters.
I'll take that as a complement.
If by collection monsters you mean arena exclusives, I'm working on those as we speak, most likely as bonus material at the end. Wish me luck (I'm so sick of monsters).
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Monkey
Spoiler
Tiny Animal
Hit Dice: 1d8 (4HP)
Initiative: +2
Speed: 30 (6 squares), Climb 30 (6 squares)
Armor Class: 14 (+2 size, +2 Dex); touch 14; flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite -2 melee (1d3-4) or Slam -2 melee (1d3-4)
Full Attack: Bite -2 melee (1d3-4) or Slam -2 melee (1d3-4)
Space/Reach: 2½/0
Special Attacks: N/A
Special Qualities: Animal traits
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 3 (-4), Dex 15 (+2), Con 10 (+0), Int 2 (-4), Wis 10 (+0), Cha 7 (-2)
Skills: Balance +14, Climb +12, Escape Artist +2, Hide +16
Feats: Agile
Environment: temperate plains (Djose Highroad)
Organization: pair, gang (3-9) or barrel (10-20)
Challenge Rating: ½
Treasure: standard
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 1d6+4 (7MP)
Skills: the creature has a +8 racial bonus on Balance & Climb checks; in addition, they can always choose to take 10 on Climb checks, even if rushed or threatened; lastly, they use their Dexterity modifier instead of their Strength modifier for Climb checks
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Shoopuf
Spoiler
Gargantuan Magical Beast
Hit Dice: 12d10+63 (129HP)
Initiative: +0
Speed: 40 (8 squares)
Armor Class: 16 (-4 size, +10 natural); touch 6; flat-footed 16
Base Attack/Grapple: +12/+34
Attack: Slam +18 melee (2d8+10)
Full Attack: 2 Slams +18 melee (2d8+10)
Space/Reach: 20/15
Special Attacks: Trample
Special Qualities: Magical Beast traits
Saves: Fort +13, Ref +8, Will +7
Abilities: Str 30 (+10), Dex 10 (+0), Con 21 (+5), Int 2 (-4), Wis 13 (+1), Cha 7 (-2)
Skills: Listen +13, Spot +7
Feats: Endurance, Iron Will, Power Attack, Skill Focus (Listen), Toughness
Environment: temperate marshes (Moonflow)
Organization: solitary
Challenge Rating: 6
Treasure: standard
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 24d6+96 (180MP)
Trample (Ex): 2d8+15 damage; Reflex save (DC26) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Fiends (201 Total)
Achelous
Spoiler
Medium Magical Beast (Aquatic, Fiend)
Hit Dice: 11d10+11 (71HP)
Initiative: +8
Speed: 10 (2 squares), Swim 30 (6 squares)
Armor Class: 16 (+4 Dex, +2 natural); touch 14; flat-footed 12
Base Attack/Grapple: +11/+13
Attack: Tentacle +13 melee (1d6+2)
Full Attack: 2 Tentacles +13 melee (1d6+2)
Space/Reach: 5/5
Special Attacks: Sonic Wave
Special Qualities: Aquatic traits, Magical Beast traits
Saves: Fort +8, Ref +11, Will +4
Abilities: Str 14 (+2), Dex 18 (+4), Con 12 (+1), Int 3 (-4), Wis 13 (+1), Cha 5 (-3)
Skills: Climb +5, Listen +9, Spot +6, Swim +11
Feats: Alertness, Athletic, Improved Initiative, Skill Focus (Swim)
Environment: cold aquatic (Mt. Gagazet)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Water Gem (Χ2)/Healing Spring
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 22d6+88 (165MP)
Sonic Wave (Su): this attack inflicts 1d6+1 points of water (force) damage to all opponents within 40; Fortitude save (DC17) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Adamantoise
Spoiler
Huge Magical Beast (Fiend)
Hit Dice: 12d10+72 (138HP)
Initiative: +1
Speed: 30 (6 squares)
Armor Class: 21 (-2 size, +1 Dex, +12 natural); touch 9; flat-footed 20
Base Attack/Grapple: +12/+29
Attack: Slam +19 melee (2d6+9)
Full Attack: 2 Slams +19 melee (2d6+9)
Space/Reach: 15/10
Special Attacks: Breath, Earthquake
Special Qualities: Magical Beast traits
Saves: Fort +14, Ref +9, Will +5
Abilities: Str 28 (+9), Dex 12 (+1), Con 23 (+6), Int 2 (-4), Wis 13 (+1), Cha 7 (-2)
Skills: Jump +12, Listen +7, Spot +5, Survival +8, Swim +14
Feats: Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Power Attack
Environment: any (Sin)
Organization: solitary
Challenge Rating: 11
Treasure: standard
Normal/Rare Steal: Healing Water/Stamina Tablet
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 24d6+96 (180MP)
Breath (Su): once every 1d4+1 rounds, the creature can emit a 70 cone of deadly breath, dealing 2d6 points of acid damage; Reflex save (DC25) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity
Earthquake (Ex): the creature can leap into the air & crash to the ground, shaking the earth with its bulk; all creatures standing on the ground within 70 must make a Fortitude save (DC22) or suffer a -20 Initiative penalty for the next round; this is a full-round action that does not provoke attacks of opportunity
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Aerouge
Spoiler
Medium Outsider (Fiend)
Hit Dice: 7d8+14 (45HP)
Initiative: +4
Speed: 30 (6 squares), Fly 30 (6 squares, perfect maneuverability)
Armor Class: 14 (+4 Dex); touch 14; flat-footed 10
Base Attack/Grapple: +7/+11
Attack: N/A
Full Attack: N/A
Space/Reach: 5/5
Special Attacks: Thundara
Special Qualities: Outsider traits
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 18 (+4), Dex 19 (+4), Con 14 (+2), Int 12 (+1), Wis 15 (+2), Cha 15 (+2)
Skills: Appraise +7, Concentration +8, Diplomacy +9, Knowledge (arcana) +7, Knowledge (nature) +7, Listen +8, Move Silently +13, Perform +8, Search +7, Sense Motive +8, Spellcraft +9, Spot +8, Survival +8, Tumble +10
Feats: Combat Casting, Dodge, Mobility
Environment: temperate plains (Thunder Plains)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Electro Marble/Lightning Marble
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 28d6+112 (210MP)
Thundara (Sp): this is a ranged touch attack that deals 7d6+7 points of electricity damage to 1 opponent within 30 on a successful hit; Fortitude save (DC14) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Ahriman
Spoiler
Large Aberration (Fiend)
Hit Dice: 10d8+20 (65HP)
Initiative: +8
Speed: 10 (2 squares), Fly 30 (6 squares, perfect maneuverability)
Armor Class: 15 (-1 size, +4 Dex, +2 natural); touch 13; flat-footed 11
Base Attack/Grapple: +7/+13
Attack: N/A
Full Attack: N/A
Space/Reach: 10/10
Special Attacks: Shockwave, Stare
Special Qualities: Aberration traits
Saves: Fort +5, Ref +9, Will +8
Abilities: Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 6 (-2), Wis 13 (+1), Cha 9 (-1)
Skills: Listen +5, Move Silently +7, Spot +8, Survival +4
Feats: Alertness, Flyby Attack, Improved Initiative, Lightning Reflexes
Environment: any (Mt. Gagazet, Zanarkand Ruins, Sin)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Musk (Χ2)/Musk (Χ3)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 20d6+80 (150MP)
Shockwave (Su): this attack inflicts 3d6+6 points of sonic damage to all opponents within 45; Fortitude save (DC17) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds
Stare (Su): +8 special ranged attack (1d8+2); 45 range; Reflex save (DC19) for half damage & avoid the Confused effect; the save DC is Dexterity-based; inflicts Confused status; this is a standard action that does not provoke attacks of opportunity
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Anacondaur
Spoiler
Large Magical Beast (Fiend)
Hit Dice: 9d10+9 (58HP)
Initiative: +2
Speed: 30 (6 squares)
Armor Class: 13 (-1 size, +2 Dex, +2 natural); touch 11; flat-footed 11
Base Attack/Grapple: +9/+18
Attack: Claw +13 melee (1d8+5)
Full Attack: 2 Claws +13 melee (1d8+5)
Space/Reach: 10/5
Special Attacks: Sonic Tail, Stone Gaze
Special Qualities: Magical Beast traits
Saves: Fort +7, Ref +10, Will +4
Abilities: Str 21 (+5), Dex 15 (+2), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 4 (-3)
Skills: Hide +5, Listen +5, Move Silently +6, Spot +7
Feats: Alertness, Blind-Fight, Lightning Reflexes, Stealthy
Environment: temperate plains (Calm Lands)
Organization: solitary or pair
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Petrify Grenade/Petrify Grenade (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 18d6+72 (135MP)
Sonic Tail (Su): this attack inflicts 1d6+4 points of sonic damage to all opponents within 45; Fortitude save (DC19) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds
Stone Gaze (Su): inflicts Petrified status on 1 opponent within 45; Fortitude save (DC15) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity