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!)
Quote:
Originally Posted by afroakuma
Zeta, I'm burning time trying to catch up on all of this. It's stellar. I'm hoping Wings to Tomorrow are a bit easier to get but this is grand.
Of course, now I'm waiting to see Yunalesca. And I want the creepy death pic. You must have the creepy death pic.
Thank you for your kind words; I appreciate it. The Door to Tomorrow item cannot be made; it must be found. I will tell you that an upcoming boss-style monster will have DoT's as items that you can steal, so stay tuned.
As for Yunalesca, I don't think you'll be disappointed. She will be statted in full here. i always try & find the best pics to post here, so I hope that i can find some good ones.
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Thorn
Spoiler
Medium Plant (Fiend)
Hit Dice: 7d8+14 (45HP)
Initiative: +0
Speed: 5 (1 square)
Armor Class: 8 (-4 Dex, +2 natural); touch 6; flat-footed 8
Base Attack/Grapple: +5/+6
Attack: N/A
Full Attack: N/A
Space/Reach: 5/5
Special Attacks: Fira, Pollen
Special Qualities: Plant traits
Saves: Fort +9, Ref -2, Will +3
Abilities: Str 12 (+1), Dex 2 (-4), Con 15 (+2), Int 1 (-5), Wis 13 (+1), Cha 5 (-3)
Skills: Hide +2, Listen +4, Survival +5
Feats: Great Fortitude, Improved Initiative, Skill Focus (Hide)
Environment: underground (Calm Lands)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 7
Treasure: standard
Normal/Rare Steal: Silence Grenade (Χ2)/Ether
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 7d6+28 (52MP)
Fira (Sp): this is a ranged touch attack that deals 7d6+7 points of fire damage to 1 opponent within 40 on a successful hit; Fortitude save (DC14) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use
Pollen (Ex): once every 1d4+1 rounds, the creature can emit a 40 cloud of deadly spores; inflicts Blind status for 3 rounds; inflicts Sleep status for 3 rounds; Fortitude save (DC14) to resist; the save DC is Wisdom-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!)
Thunder Flan
Spoiler
Medium Ooze (Lightning, Fiend)
Hit Dice: 4d10+12 (34HP)
Initiative: -5
Speed: 10 (2 squares)
Armor Class: 11 (-5 Dex, +6 natural); touch 5; flat-footed 11
Base Attack/Grapple: +3/+5
Attack: N/A
Full Attack: N/A
Space/Reach: 5/5
Special Attacks: Thunder
Special Qualities: Damage Reduction 8/magic, Lightning traits, Ooze traits, Skills
Saves: Fort +4, Ref -1, Will -4
Abilities: Str 14 (+2), Dex 1 (-5), Con 16 (+3), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: Climb +10
Feats: N/A
Environment: temperate plains (Mushroom Rock Road)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 4
Treasure: standard
Normal/Rare Steal: Electro Marble/Electro Marble (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 8d6+32 (60MP)
Thunder (Sp): this is a ranged touch attack that deals 4d4 points of electricity damage to 1 opponent within 30 on a successful hit; Fortitude save (DC12) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
Skills: the creature has a +8 racial bonus on Climb checks, & can always choose to take 10 on a Climb check, even if rushed or threatened
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Tonberry
Spoiler
Small Aberration (Fiend)
Hit Dice: 12d8+48 (102HP)
Initiative: +0
Speed: 10 (2 squares)
Armor Class: 13 (+1 size, +2 natural); touch 11; flat-footed 13
Base Attack/Grapple: +9/+10
Attack: Chefs Knife +15 melee (4d6+5 + Vorpal)
Full Attack: Chefs Knife +15 melee (4d6+5 + Vorpal)
Space/Reach: 5/5
Special Attacks: Karma, Voodoo, Vorpal
Special Qualities: Aberration traits
Saves: Fort +8, Ref +4, Will +12
Abilities: Str 21 (+5), Dex 10 (+0), Con 19 (+4), Int 12 (+1), Wis 15 (+2), Cha 17 (+3)
Skills: Heal +10, Listen +9, Move Silently +6, Search +7, Sense Motive +9, Spot +8, Survival +11
Feats: Ability Focus (Karma), Diehard, Endurance, Iron Will, Self-Sufficient
Environment: underground (Calm Lands)
Organization: solitary
Challenge Rating: 12
Treasure: standard
Normal/Rare Steal: Hi-Potion/Farplane Shadow
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 24d6+96 (180MP)
Karma (Su): upon being hit by a successful attack, the creature blasts opponent that successfully hit them, automatically dealing 6 points of non-specified damage per level of the opponent; Will save (DC18) for half damage; the save DC is Wisdom-based; this ability is an immediate action that does not provoke attacks of opportunity
Voodoo (Su): +10 ranged attack that deals 1,000 points of non-specified damage; 55 range; Fortitude save (DC19) for half damage; the save DC is Charisma-based; this ability is a full-round action that does not provoke attacks of opportunity, & can be done up to once every 1d4+1 rounds
Vorpal (Su): once per round, the creature can add the Vorpal weapon ability to a bladed melee weapon that it wields as an immediate action; this only works if the creature makes no other attacks during that round
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Tros
Spoiler
Medium Animal (Aquatic, Fiend)
Hit Dice: 2d8+2 (9HP)
Initiative: +3
Speed: 15 (3 squares), Swim 40 (8 squares)
Armor Class: 15 (+3 Dex, +2 natural); touch 13; flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Tentacle +2 melee (1d6+1, slashing) or Slam +2 melee (1d6+1, bludgeoning)
Full Attack: Tentacle +2 melee (1d6+1, slashing) or Slam +2 melee (1d6+1, bludgeoning)
Space/Reach: 5/5
Special Attacks: Nautilus Charge
Special Qualities: Animal traits, Aquatic traits
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 12 (+1), Dex 17 (+3), Con 11 (+0), Int 2 (-4), Wis 12 (+1), Cha 3 (-4)
Skills: Hide +8, Swim +4
Feats: Skill Focus (Hide)
Environment: warm aquatic (Al Bhed Territory)
Organization: solitary
Challenge Rating: 1
Treasure: standard
Normal/Rare Steal: Grenade/Grenade (Χ3)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 2d6+8 (15MP)
Nautilus Charge (Ex): in addition to the normal benefits & hazards of a charge, this allows the creature to make a single Slam attack with a +2 attack bonus that deals 2d6+2 points of damage; this can only be done while swimming
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Ultima Weapon
Spoiler
Huge Aberration (Fiend)
Hit Dice: 32d8+320 (464HP)
Initiative: +4
Speed: 40 (8 squares)
Armor Class: 18 (-2 size, +10 natural); touch 8; flat-footed 18
Base Attack/Grapple: +24/+47
Attack: Slam +37 melee (2d6+15) or Core Energy +22 ranged (2d6, 19-20/Χ3, 130 range)
Full Attack: 2 Slams +37 melee (2d6+15) or Core Energy +22 ranged (2d6, 19-20/Χ3, 130 range)
Space/Reach: 15/15
Special Attacks: Break, Confused, Holy, Shimmering Rain, Silence, Sleep
Special Qualities: Aberration traits
Saves: Fort +20, Ref +10, Will +22
Abilities: Str 41 (+15), Dex 10 (+0), Con 31 (+10), Int 5 (-3), Wis 18 (+4), Cha 24 (+7)
Skills: Balance +5, Concentration +15, Jump +20, Listen +9, Spellcraft +5, Spot +9, Survival +9
Feats: Cleave, Dodge, Great Cleave, Improved Bullrush, Improved Initiative, Improved Natural Attack (Slam), Improved Overrun, Lightning Reflexes, Mighty Blow, Power Attack, Skill Focus (Spellcraft)
Environment: underground (Omega Ruins)
Organization: solitary
Challenge Rating: 21
Treasure: 2Χ standard
Normal/Rare Steal: Door to Tomorrow (Χ10)/Door to Tomorrow (Χ20)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 64d6+256 (480MP)
Break (Sp): ranged touch attack that inflicts Petrified status on 1 opponent within 130 on a successful hit; Fortitude save (DC30) to resist; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 18MP to use
Confuse (Sp): inflicts Confused status on 1 opponent within 130; Will save (DC33) to resist; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 7MP to use
Holy (Sp): this attack inflicts 20d6+80 points of non-specified damage to 1 opponent within 130; Fortitude save (DC30) for half damage; the save DC is Wisdom-based; this is a full-round action that provokes attacks of opportunity; this ability costs 85MP to use
Shimmering Rain (Sp): you can pelt your opponents with searing rain; this attack inflicts 32d6+32 points of acid damage to all opponents within 130; your opponent can each make a Fortitude save (DC26) for half damage; the save DC is Intelligence -based; this is a standard action that provokes attacks of opportunity; this ability costs 42MP to use
Silence (Sp): inflicts Mute status for 3 rounds on 1 opponent within 130; Fortitude save (DC30) to resist; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 5MP to use
Sleep (Sp): with a successful ranged touch attack, you can inflict Sleep status (see Status Conditions: Sleep, above) on 1 opponent within 130; your opponent can make a Will save (DC33) to resist; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 28MP to use
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Quote:
Originally Posted by SilentNight
I think there may be a typo on simmering rain. It says it deals 32d6+32 points of acid damage per class level, which the ultima weapon has none of.
The "per class level" part was a typo, & has been removed. Thanks for the catch.
BTW, everyone please compare the illustration for the Ultima Weapon with its big brother, Omega Weapon. Note the many subtle differences; they are not just palette swaps, though they may appear so at first glance.
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Valaha
Spoiler
Large Magical Beast (Fiend)
Hit Dice: 8d10+56 (100HP)
Initiative: +5
Speed: 40 (8 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural); touch 10; flat-footed 12
Base Attack/Grapple: +8/+18
Attack: Bite +13 melee (1d6+6) or Gore +13 melee (1d8+6)
Full Attack: Bite +13 melee (1d6+6) & Gore +8 melee (1d8+6)
Space/Reach: 10/5
Special Attacks: Flame Ball, Trample
Special Qualities: Magical Beast traits
Saves: Fort +13, Ref +7, Will +3
Abilities: Str 23 (+6), Dex 12 (+1), Con 25 (+7), Int 4 (-3), Wis 13 (+1), Cha 10 (+0)
Skills: Jump +9, Listen +8, Survival +5
Feats: Improved Initiative, Power Attack, Skill Focus (Listen)
Environment: underground (Calm Lands)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Hi-Potion/Hi-Potion (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 16d6+64 (120MP)
Flame Ball (Su): +8 ranged touch attack; inflicts 3d6 points of fire damage to all opponents within 45; Reflex save (DC20) 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+1 rounds
Trample (Ex): 1d8+9 damage; Reflex save (DC20) 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!)
Varuna
Spoiler
Large Outsider (Fiend)
Hit Dice: 13d8+39 (97HP)
Initiative: +6
Speed: 40 (8 squares), Fly 60 (12 squares, average maneuverability)
Armor Class: 19 (-1 size, +2 Dex, +8 natural); touch 11; flat-footed 19
Base Attack/Grapple: +13/+23
Attack: N/A
Full Attack: N/A
Space/Reach: 10/10
Special Attacks: Blizzaga, Death, Demi, Dispel-All, Emblem of Fate, Firaga, Pharaohs Curse, Silence, Thundaga, Waterga
Special Qualities: Haste, Outsider traits
Saves: Fort +11, Ref +10, Will +10
Abilities: Str 22 (+6), Dex 15 (+2), Con 16 (+3), Int 16 (+3), Wis 15 (+2), Cha 22 (+6)
Skills: Bluff +18, Concentration +13, Diplomacy +16, Gather Information +13, Heal +12, Hide +13, Intimidate +16, Jump +16, Knowledge (arcana) +13, Knowledge (planes) +14, Listen +13, Move Silently +14, Search +13, Sense Motive +12, Spellcraft +14, Spot +12, Use Magic Device +13
Feats: Dodge, Improved Initiative, Mobility, Skill Focus (Hide), Stealthy
Environment: any (Omega Ruins)
Organization: solitary or pair
Challenge Rating: 11
Treasure: standard
Normal/Rare Steal: Farplane Wind/Shining Gem
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 52d6+208 (390MP)
Blizzaga (Sp): this is a ranged touch attack that deals 13d8+26 points of cold damage to 1 opponent within 65 on a successful hit; Fortitude save (DC19) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use
Death (Sp): inflicts Dead status on 1 opponent within 65; Fortitude save (DC19) to resist; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 20MP to use
Demi (Sp): this ability reduces the current HP of all opponents within 65 by 25%; Fortitude save (DC19) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use
Dispel-All (Sp): removes any positive conditions from all opponents within 65 (no saving throw); positive conditions include ability boosts from spells or spell-like effects, haste effects, hastega effects, nul effects (including mighty guard), shell effects, protect effects, reflect effects, & regen effects; this is a full-round action that provokes attacks of opportunity; this ability costs 12MP to use
Emblem of Fate (Su): this attack inflicts 13d6+13 points of non-specified damage to all opponents within 65; Fortitude save (DC18) to resist; the save DC is Wisdom-based; this is a full-round action that does not provoke attacks of opportunity
Firaga (Sp): this is a ranged touch attack that deals 13d8+26 points of fire damage to 1 opponent within 65 on a successful hit; Fortitude save (DC19) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use
Pharaohs Curse (Su): upon being hit by a successful physical attack, the creature retaliates with a blast of magical energy (as an immediate action that does not provoke attacks of opportunity) that strikes the opponent who hit it, inflicting the following status effects:
inflicts Blind status for 1 hour on 1 opponent; Fortitude save (DC22) to resist; the save DC is Charisma-based
inflicts Cursed status on 1 opponent; Fortitude save (DC22) to resist; the save DC is Charisma-based
inflicts Mute status for 1 hour on 1 opponent; Fortitude save (DC22) to resist; the save DC is Charisma-based
inflicts Poison status on 1 opponent; Fortitude save (DC22) to resist; the save DC is Charisma-based
Silence (Sp): inflicts Mute status for 3 rounds on 1 opponent within 65 ; Fortitude save (DC18) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity; this ability costs 5MP to use
Thundaga (Sp): this is a ranged touch attack that deals 13d8+26 points of electricity damage to 1 opponent within 65 on a successful hit; Fortitude save (DC19) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use
Waterga (Sp): this is a ranged touch attack that deals 13d8+26 points of water (force) damage to 1 opponent within 65 on a successful hit; Fortitude save (DC19) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use
Haste (Sp): the creature grants itself a +10 bonus to its initiative for the rest of the encounter; in addition, it can perform an extra attack action, move action, or swift action each round for the rest of the encounter; these effects are negated if it is successfully hit with a slow effect, a curse effect, a dispel effect, or die (even if they are revived during the same encounter); multiple haste effects do not stack; this is a standard action that does not provoke attacks of opportunity (although subsequent hasted actions provoke attacks of opportunity as normal); this ability costs 8MP to use
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Vouivre #2
Spoiler
Large Animal (Fiend)
Hit Dice: 4d8+4 (22HP)
Initiative: +2
Speed: 30 (6 squares)
Armor Class: 13 (-1 size, +2 Dex, +2 natural); touch 11; flat-footed 11
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+4 + Slow)
Full Attack: Bite +6 melee (1d8+4 + Slow)
Space/Reach: 10/5
Special Attacks: Breath, Slow
Special Qualities: Animal traits
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 19 (+4), Dex 14 (+2), Con 13 (+1), Int 1 (-5), Wis 15 (+2), Cha 8 (-1)
Skills: Listen +6, Spot +5
Feats: Alertness, Track
Environment: temperate plains (Mushroom Rock Road)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 4
Treasure: standard
Normal/Rare Steal: Potion/Silver Hourglass
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 4d6+16 (30MP)
Breath (Su): once every 1d4+1 rounds, the creature can emit a 35 cone of deadly breath, dealing 1d8 points of acid damage; Reflex save (DC14) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity
Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
I've been on the road for the last couple of weeks so I haven't posted in a bit. I really like the way the creatures mirror the video game, however, I'm concerned that so few of them have any physical attacks.
Also, the ranges for the monsters' attacks tend to be 30 feet, so anyone with a bow can stand outside of range and take pot shots to many of them. A shortbow has a range of 60 feet and a longbow a range of 100 feet.
A judicious use of a Hold Monster spell seems like it would particularly effective against many of these creatures unless I'm reading these entries incorrectly. They can't counter it because most of them can't cast spells even though they have large magic pools.
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Are you still working on this? It looks remarkable! I have issues with it, as many do, but in the spirit of not derailing, there is no need to bring those issues up. Now, then! How many more monsters do you have yet to finish? And I remember reading somewhere in here that you were considering running a PbP campaign after you were done? I'd LOVE to get in on something like that.
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Would you propose an increase in the range for attacks from higher-level monsters, Debby? I'm attempting, of course, to emulate the abilities of the monsters from the original game, while still making them a credible threat at the chosen CRs. So some creatures (not many, but a few) don't get physical attacks. Also, the classes of FFX don't have an equivalent to hold person; a Ronin's Threaten ability comes the closest. I wouldn't be opposed to increasing magical attack ranges, perhaps using a system like the list below:
CR
Range
1-5
30'
6-10
40'
11-15
60'
16-20
90'
21-25
120'
26+
Line of Sight
Obviously, there would have to be some suggestions, but that's my proposal for a fix. What do you think about that, Debby?
As for a PbP, I've never run one before, but I am intrigued by the possibility. After I'm completely finished with this, I'll be looking into starting one. If you're still interested, you may, of course, join up then. I'm still working on monsters (I'm posting them alphabetically), & I have some bonus material ready to go, as well, so it may still be awhile. I'll just keep plugging away at it until it's complete.
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
I think your suggested Ranges look totally fine. Also, if you implement those changes though, you might want to increase the Ranges of the classes' abilities as well. It would suck hard if Omega Weapon could blast with Flare from as far away as he wanted, but Lulu had to stay within 30ft (dangerously close to Melee!).
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Quote:
Originally Posted by Zeta Kai
Would you propose an increase in the range for attacks from higher-level monsters, Debby? I'm attempting, of course, to emulate the abilities of the monsters from the original game, while still making them a credible threat at the chosen CRs. So some creatures (not many, but a few) don't get physical attacks. Also, the classes of FFX don't have an equivalent to hold person; a Ronin's Threaten ability comes the closest. I wouldn't be opposed to increasing magical attack ranges, perhaps using a system like the list below:
CR
Range
1-5
30'
6-10
40'
11-15
60'
16-20
90'
21-25
120'
26+
Line of Sight
Obviously, there would have to be some suggestions, but that's my proposal for a fix. What do you think about that, Debby?
It's a definite improvement over the traditional 30-foot range you've been giving monsters.
However, I think you should also take the size of creatures into account. Your table works really well for most creatures, but I recommend adding an additional 10 feet per size increment just to make the bigger creatures a bit beefier. It also keeps things interesting as PCs can't rely on knowing the exact range of every threat! -10 feet for creatures that are Tiny and Diminutive, +10 feet feet for Huge and Guargantuan +10 more for Colossal and Colossal +.
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Quote:
Originally Posted by Ziegander
I think your suggested Ranges look totally fine. Also, if you implement those changes though, you might want to increase the Ranges of the classes' abilities as well. It would suck hard if Omega Weapon could blast with Flare from as far away as he wanted, but Lulu had to stay within 30 ft (dangerously close to Melee!).
I agree but I'm not sure how you'd incorporate this for balance.
The major problem with leaving the ranges alone is that the system works best a stand alone game. When you incorporate FFX d20 features into a more traditional D&D game, the special abilities lag behind some of the spells in terms of ranges. For example: Hold monster has a range of 100 ft plus 10 feet per level of caster. This is far better than than capabilities of any Black Mage who has a 30-foot limit regardless of level. I admit that I had forgotten about this when I made my initial suggestion about ranges.
The only reason I suggested increasing the distance for monsters is to reflect how they would look in a more standard D&D setting. However, this may not work well for FFX d20.
If the ranges to all spell-like abilities should increase with level for all classes that use them, then you need to think about how this compares to CR of monsters. Let's suppose the base range for spell-like abilities is 30 feet and increases 10 feet per level (as a standard spell does). At 5th level, Lulu's range would be 70 feet, At 8th level it is 100 feet, at 10th level it is 120 feet. This may be the easiest fix but I'm not sure it is a balanced one.
Zeta, perhaps you should try it as a sample and see how it works before you overhaul your whole system. If it doesn't work, then leave the 30 foot ranges and perhaps limit all magic coming into Spira to 30 foot ranges as well. At least then everyone is on equal footing.
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Quote:
Originally Posted by Debihuman
Zeta, perhaps you should try it as a sample and see how it works before you overhaul your whole system. If it doesn't work, then leave the 30 foot ranges and perhaps limit all magic coming into Spira to 30 foot ranges as well. At least then everyone is on equal footing.
Wise words.
But what about playing FFX classes outside of Spira?
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Upon review (& some light playtesting at home), I've decided to increase the range of some attacks, but not as extreme as my initial proposal. Look for increased attack ranges for higher-level monsters in the coming days.
PC classes will likely keep their short ranges, as their attack frequency allows them to go nova more often than a sorcerer, with a higher damage output than a raging barbarian. This short range is meant to be insurance against utter pwnage.
And yes, Khanderas, Tonberries are mean. Although it has a short range & an easy save for half damage (to be fair, even half-damage will kill you without Evasion).
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Water Flan
Spoiler
Medium Ooze (Aquatic, Fiend)
Hit Dice: 1d10+2 (7HP)
Initiative: -5
Speed: 10 (2 squares)
Armor Class: 11 (-5 Dex, +6 natural); touch 5; flat-footed 11
Base Attack/Grapple: +0/+1
Attack: N/A
Full Attack: N/A
Space/Reach: 5/5
Special Attacks: Water
Special Qualities: Aquatic traits, Damage Reduction 2/magic, Ooze traits, Skills
Saves: Fort +2, Ref -5, Will -5
Abilities: Str 12 (+1), Dex 1 (-5), Con 14 (+2), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: Climb +9
Feats: N/A
Environment: warm aquatic, warm marshes, or warm plains (Besaid)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 1
Treasure: standard
Normal/Rare Steal: Fish Scale/Dragon Scale
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 2d6+8 (30MP)
Water (Sp): this is a ranged touch attack that deals 1d4 points of water (force) damage to 1 opponent within 30 on a successful hit; Fortitude save (DC10) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
Skills: the creature has a +8 racial bonus on Climb checks, & can always choose to take 10 on a Climb check, even if rushed or threatened
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Quote:
Originally Posted by Zeta Kai
Upon review (& some light playtesting at home), I've decided to increase the range of some attacks, but not as extreme as my initial proposal. Look for increased attack ranges for higher-level monsters in the coming days.
PC classes will likely keep their short ranges, as their attack frequency allows them to go nova more often than a sorcerer, with a higher damage output than a raging barbarian. This short range is meant to be insurance against utter pwnage.
And yes, Khanderas, Tonberries are mean. Although it has a short range & an easy save for half damage (to be fair, even half-damage will kill you without Evasion).
Thanks for taking a look at my suggestion about the ranges. The rest of your critters are look pretty good.
Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)
Wendigo
Spoiler
Large Monstrous Humanoid (Fiend)
Hit Dice: 14d8+42 (105HP)
Initiative: +1
Speed: 40 (8 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 natural); touch 10; flat-footed 11
Base Attack/Grapple: +14/+25
Attack: Slam +20 melee (1d8+7)
Full Attack: 2 Slams +20 melee (1d8+7)
Space/Reach: 10/10
Special Attacks: Counterattack
Special Qualities: Monstrous Humanoid traits, Powerful Build
Saves: Fort +9, Ref +10, Will +11
Abilities: Str 24 (+7), Dex 12 (+1), Con 17 (+3), Int 7 (-2), Wis 14 (+2), Cha 10 (+0)
Skills: Climb +11, Jump +12, Intimidate +4, Survival +6
Feats: Cleave, Great Fortitude, Improved Bullrush, Power Attack, Run
Environment: cold plains (Macalania)
Organization: hunting party (1 with 2 Guado Guardian #1)
Challenge Rating: 12
Treasure: 2Χ standard
Normal/Rare Steal: Hi-Potion/X-Potion
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 14d6+52 (105MP)
Counterattack (Ex): upon being hit by a successful physical attack, the creature gains 1 extra attack of opportunity against an opponent that successfully hit them, even if the attack wouldnt normally allow an attack of opportunity
Powerful Build (Ex): whenever the creature is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creatures special attacks based on size (such as improved grab or swallow whole) can affect it; the creature can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subjects size category