PDA

View Full Version : Final Fantasy VII d20 Compilation Edition (Saga rules), various help needed (PEACH!)



Marc_In_Da_Room
2011-04-28, 02:57 PM
hi everyone. I've decided to set up a website to compile all information i have done so far for the above system on these threads. I don't plan to make a complete conversion into d20 Saga rules, instead i'll use the Saga rules as a basis and create a new system (kind of) in which the mechanics within The Compilation of Final Fantasy VII can be used in d20 mechanics.

I have decided to start completely from scratch and i want you guys to give me all the help you can give so contribute as much as you can.

If you would like to contribute or comment on what i've done so far, feel free to post on this thread or PM me.

The site link can be found in my signature.

Thank you

EDIT - I'll try to update the website on a weekly bases so bare with me if anything you have contributed hasn't been uploaded straight away.

EDIT - Im in serious need of help with Limit feats and Materia feats, and also some monster stats, so if you would like to help then those are the areas i'm focusing on at the moment.

Marc_In_Da_Room
2011-04-29, 03:21 AM
THE HEROIC CLASS
The heroic class is the starting point for all players to create their character. It is the foundation of which all else is built on and that which will help characters' develop and evolve.

Heroic characters seek gil, adventure, wealth, and fame. No two heroes are the same; you decide how you want your character to progress.

THE HEROIC CLASS
{table=head]Level|Base Attack Bonus|Special|Damage Increase

1st|
+1|Class feature, limit break|
--

2nd|
+2|Skill mastery|
+1 die

3rd|
+3|Limit break|
--

4th|
+4|Class feature|
--

5th|
+5|Bonus feat|
+1 die

6th|
+6|Limit break|
--

7th|
+7|Skill mastery|
--

8th|
+8|Class feature|
+1 die

9th|
+9|Limit break|
--

10th|
+10|Bonus feat|
--

11th|
+11|Skill mastery|
+1 die

12th|
+12|Class feature, limit break|
--

13th|
+13|Bonus feat|
--

14th|
+14|Skill mastery|
+1 die

15th|
+15|Limit break|
--

16th|
+16|Class feature|
--

17th|
+17|Bonus feat|
+1 die

18th|
+18|Limit break|
--

19th|
+19|Skill mastery|
--

20th|
+20|Bonus feat|
+1 die[/table]

GAME RULE INFORMATION

DEFENCES
At 1st level, you gain a bonus to your defences (Reflex, Fortitude, Will, and Magic). The bonuses are +1, +2, +3, and +4, and you may apply one different bonus to each defence.

STARTING FEATS
Heroic characters begin play with the following feats:

Weapon Proficiency (select one)
Weapon Proficiency (simple weapons)


SKILLS
You gain a number of trained skills equal to 3 + your Intelligence modifier. If you wish to gain additional trained skills after 1st level you will need to obtain the Skill Training feat. The skills (and their associated ability) are as follows:
Acrobatics (Dex), Climb (Str), Endurance (Con), Gather Information (Cha), Initiative (Dex), Jump (Str), Knowledge (any one, each taken individually) (Int), Mechanics (Int), Perception (Wis), Persuasion (Cha), Pilot (Dex), Ride (Dex), Stealth (Dex), Swim (Str), Survival (Wis), Treat Injury (Wis), Use Computer (Int)

HIT POINTS
At 1st level, you gain a number of hit points equal to your Constitution score x 2. At each level thereafter, you gain 1d12 points to hp (your Constitution modifier applies).

MAGIC POINTS
At 1st level, you gain a number of magic points equal to your Intelligence score. At each level thereafter, you gain 1d8 points to mp (your Intelligence modifier applies).

ABILITY POINTS
At 1st level, and every level thereafter, you gain a number of ability points equal to your Wisdom score x 2. You use ability points to increase the levels of equipped materia or to apply bonuses to skill checks during an encounter. The maximum number of ability points you can apply to skill checks equals to your heroic level and you can do this a number of times per day equal to your Wisdom modifier (minimum of 1).

Any ability points left at the end of an adventure is passed over to the next level.

CLASS FEATURE
At 1st, 4th, 8th, 12th, and 16th level, you gain a class feature of your choice from those presented below. You can only select a class feature once.

Familiarity
You gain a bonus on Pilot and Mechanics checks when used on a vehicle you designate as familiar. The same bonus is applied to your attack roll whenever firing the vehicle's weapons. This bonus is one-half your heroic level, rounded down (minimum of 1).

To designate a vehicle as familiar, you must have operated it for at least three months. You can only be familiar with one vehicle at a time.

Heart
You possess a great deal of self-confidence and courage. Because of this, once per day you can focus your will and gain a circumstance bonus based on your innate belief in yourself and your abilities. The bonus starts at +1 upon gaining this class feature and increases by +1 every four levels thereafter. The bonus can be applied to any skill check, ability check, attack roll, or damage roll. You can decide to use this class feature after making a die roll but before the GM reveals the result of the check, attack roll, or damage roll.

Inspire Fear
Your infamy and reputation reach such a point that anyone of the same level or lower has trouble taking direct actions against you. This results in a penalty to any actions made to directly affect you, including attacks and skill checks in opposition to yours. This penalty is -2 upon gaining this class feature, and increases by a further -2 every four levels thereafter.

Leadership
By directing the actions of others, you can increase their chances of success. This requires a Persuasion check (DC 10 + the number of allies to be assisted) and a full-round action. A success grants a bonus on all your allies' skill checks for 1 minute (or a single task if it requires more than 1 minute to complete). The bonus is equal to your Charisma bonus. All allies to be affected must be within line of sight and voice of you.

Precise Attack
Every round, you can add a +1 bonus to either one attack roll or one damage roll using a Dexterity-based attack, but not to both. (A Dexterity-based attack is an attack made with either a ranged weapon or a melee weapon using the Weapon Finesse feat.) You must declare where the bonus applies at the start of the attack action.

The bonus increases to +2 at 6th level, +3 at 11th level, and +4 at 19th level.

Resource Access
You have access to a wide array of resources. Once per day, you can make a Charisma check to use those resources.

The value of the resources gained equals your level x the result of your Charisma check x 50. Thus, a 4th-level character who rolled a 17 would gain 3,400 (4 x 17 x 50) gil worth of resources. These resources can take virtually any form you choose (within reason) and are yours to do with as you please. The resources gained arrive in your possession 1d6 hours after you make the check.

LIMIT BREAK
At 1st, 3rd, 6th, 9th, 12th, 15th, and 18th level, you gain a limit break. You can select a limit break presented in any of the limit trees, provided that you have met the prerequisites (if any). Alternatively, if you don't want to gain a limit break, you can gain a bonus feat. You must meet the prerequisites (if any) of the feat you wish to gain. These bonus feats are in addition to any other feats you may aquire through race or through level-gaining.

SKILL MASTERY
At 2nd, 7th, 11th, 14th, and 19th level, you select a skill with which you are trained in. You can reroll any checks made with the selected skill, keeping the better of the two rolls. You cannot select the same skill more than once.

BONUS FEATS
At 5th, 10th, 13th, 17th, and 20th level, you gain a bonus feat. You must meet the prerequisites (if any) of the chosen feat.

DAMAGE INCREASE
At 2nd level, all weapon damage, natural weapon damage, and unarmed damage increases by 1 die of damage. The damage increases again every three levels thereafter.

For example, a spear, whose base damage is 1d8, increases to 2d8 at 2nd level.

STARTING GIL
Heroic characters begin play with 1d4 x 500 gil.

EDIT - I'll be adding more class features once i get the spare time to add them.

Marc_In_Da_Room
2011-04-29, 07:57 AM
Here are some Materia feats and Limit feats. PEACH please.

MATERIA FEATS

Materia Boost
You are more adept at using materia.
Prerequisites: 5 materia at level 2 or higher.
Benefit: You gain a +3 bonus on all attack rolls and damage rolls when casting elemental or non-elemental magic, summons, and enemy skills.

Judgement Bolt
You are adept at wielding thunder.
Benefit: You gain a +2 bonus on all attack rolls and damage rolls when using thunder-based spells and summons (spells and summons with multiple elements are not included).

Hellfire
You are adept at wielding fire.
Benefit: You gain a +2 bonus on all attack rolls and damage rolls when using fire-based spells and summons (spells and summons with multiple elements are not included).

Diamond Dust
You are adept at wielding ice.
Benefit: You gain a +2 bonus on all attack rolls and damage rolls when using ice-based spells and summons (spells and summons with multiple elements are not included).

Tsunami
You are adept at wielding water.
Benefit: You gain a +2 bonus on all attack rolls and damage rolls when using the Leviathan materia.

Anger of the Land
You are adept at wielding earth.
Benefit: You gain a +2 bonus on all attack rolls and damage rolls when using earth-based spells and summons (spells and summons with multiple elements are not included).

Gaia's Breath
You are adept at weilding wind.
Benefit: You gain a +2 bonus on all attack rolls and damage rolls when using wind-based spells and summons (spells and summons with multiple elements are not included).

Extended Effect
Your status-effects last longer than normal.
Benefit: When rolling to find out how long a status-effect lasts for, apply a +2 competence bonus to the roll.

W-Magic
You gain more out of casting magic.
Prerequisited: BAB +12, Intelligence 16.
Benefit: You can cast two spells in the same round as an attack action. The additional spell suffers a -4 penalty on casting rolls.
Normal: You can only cast one spell per round as an attack action.

W-Summon
You gain more out of casting summons.
Prerequisites: BAB +16, Intelligence 17.
Benefit: You can cast two summons in the same round as a full-round action. The additional summon suffers a -4 penalty on casting rolls.
Normal: You can only cast one summon per round as a full-round action.

LIMIT FEATS

Gauge Burst
You take less time to reach your limit.
Prerequisites: BAB +12, Wisdom 16.
Benefit: You can use a limit break when you have been attacked a number of times equal to one-half your Wisdom score, rounded down (the normal rules on how the limit bar is filled up applies).
Normal: You can only use a limit break when you have been attacked a number of times equal to your Wisdom score.

Limit Block
You are quick to react to a sudden attack.
Prerequisites: BAB +7, Combat Reflexes.
Benefit: Once per day, you can make a Reflex Defence save against a target who attacks you with a limit break that has "automatic hit" in its description. You make the save against DC 25. If your check equals or exceeds the DC, you take no damage and the target's limit attack automatically fails.
Normal: You cannot block a limit attack that has "automatic hit" in its description.

Limit Deflect
You make a quick attack after a swift block.
Prerequisites: BAB +12, Combat Reflexes, Limit Block.
Benefit: If you successfully block a target's limit attack against you, you can immediately follow up with a limit attack of your own against that same target, regardless of whether or not your limit bar equals or exceeds your Wisdom score. The target can not use the effects of Limit Block and Limit Deflect in retalliation to your own limit attack, if they have them.
Normal: You can only block a target's limit attack against you. The target's turn immediately ends.

Limit Null
You have learnt to stop an opponent's attack before they even got the chance to unleash it.
Prerequisites: BAB +12, trained in the Initiative skill.
Benefit: By sacrificing half your current hit points, you can instantly negate the activation of a target's limit break. You can do this a number of times per day equal to your Wisdom modifier but only once during a single encounter.

Limit Rush
You make quick attacks faster than normal.
Prerequisites: BAB +9, Dexterity 15.
Benefit: You can use a limit attack as an attack action instead of a full-round action.
Normal: All limit breaks require a full-round action to complete.

Marc_In_Da_Room
2011-05-01, 05:18 AM
Some basic feats here. PEACH please.

CAUTIOUS
You are especially careful with tasks that may yield catastrophic results.
Prerequisites: Trained in the Mechanics skill.
Benefits: You get a +2 aptitude bonus on all Mechanics checks made to set an explosive or disable a device.

DOUBLE ATTACK
You can attack more than normal.
Prerequisite: BAB +6.
Benefit: As a full-round action, you can attack twice in the same round. The additional attack suffers a -5 penalty and you can either use both attacks on the same target or one attack each on two targets.
Normal: You can only attack once per round.

EXOTIC WEAPON PROFICIENCY
You are skilled at using a particular weapon.
Benefit: Choose an exotic weapon (flamethrower, hardedge, or rapier). You can use that type of exotic weapon normally.
Special:You can gain this feat multiple times. Each time you take this feat, it applies to a different exotic weapon.
Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.

QUADRUPLE ATTACK
You can attack more than normal.
Prerequisites: BAB +16, Double Attack, Triple Attack.
Benefit: As a full-round action, you can make four attacks. Each attack after the first suffer a -5 penalty, -10 penalty, and a -15 penalty respectively (a character with a BAB +16 has three additional attacks at BAB +11, BAB +6, and BAB +1 respectively).
Normal: You can only make one attack per round.

SHARP-EYED
You have an eye for detail.
Prerequisites: Trained in the Perception skill.
Benefit: You get a +2 aptitude bonus on all Perception checks made to use the Search and Sense Motive aspects of the skill.

TRIPLE ATTACK
You can attack more than normal.
Prerequisites: BAB +11, Double Attack.
Benefit: As a full-round action, you can make three attacks. Each attack after the first suffer a -5 penalty and a -10 penalty respectively (a character with BAB +11 has two additional attacks at +6 BAB and +1 BAB respectively).
Normal: You can only make one attack per round.

WEAPON PROFICIENCY
You are skilled at using weapons in a particular weapon group.
Benefit: Choose a weapon group (advanced weapons, heavy weapons, pistols, rifles, simple weapons, or swords). You make attack rolls with all weapons associated with the chosen weapon group normally.
Special:You can gain this feat multiple times. Each time you take this feat, it applies to a different weapon group. You cannot take exotic weapons as a weapon group; instead, you must select the Exotic Weapon Proficiency feat to gain proficiency with a specific exotic weapon.
Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.

Marc_In_Da_Room
2011-05-02, 12:29 PM
PLAYABLE RACES

Human
Gi'Na'Ka
Goblin
Moogle
Remnant
Sahagin
Wolfion


See thread titled "FFVII D20 - Races" for more details.

Debihuman
2011-05-02, 01:26 PM
In the 2nd locked thread in this forum is a thread on how to post things. You really need a table for your Heroic Class and it is missing the Save columns.

If this is a spellcasting class it should look like this:

20 LEVEL SPELLCASTING BASE CLASS
{table=head]Level|BAB|Fort|Ref|Will|Special|0lvl|1st|2nd|3rd|4 th|5th|6th|7th|8th|9th

1st|
+x|
+x|
+x|
+x|Class Ability|-|-

2nd|
+x|
+x|
+x|
+x|Class Ability|-|-|-

3rd|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-

4th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-

5th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-

6th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-

7th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-

8th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

9th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

10th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

11th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

12th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

13th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

14th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

15th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

16th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

17th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

18th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

19th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

20th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-[/table]

You should also define all your terms. Gil is meaningless in D20 unless you base it on GP.

You also might want to view other D20 Final Fantasy threads as there are at least 3 complete d20 RPGs based on the Final Fantasy games (one by our own Zeta Kai).

Debby

Marc_In_Da_Room
2011-05-02, 03:03 PM
sorry, i'll read that thread and learn how to make the table.

Also, i'm basing my rules off of Star Wars d20 Saga Edition, and in their system they have Defences, not saving throws. Also, their classes have a set bonus to each Defence score at 1st level that doesn't improve over the course of gaining levels.

Debihuman
2011-05-03, 08:09 AM
Perhaps then you should change your title to Final Fantasy (D20 Saga Rules) to make it clear. D20 usually refers to 3.x or 4e on this forum. I'm not familiar with the Saga rules.

Debby

Marc_In_Da_Room
2011-05-03, 08:36 AM
ok thanks, title has been changed. If you are familiar with FF7, could you help with materia feats and limit feats, please?

Marc_In_Da_Room
2011-05-05, 01:07 PM
Rules on how to use materia
The number of materia you can equip is based on your level and if you wear armour (see table below). If you are not wearing armour then the fourth column (Armour) doesn't apply to you, and if you are only wielding one weapon then the third column (2nd Weapon) doesn't apply to you.

Materia Equipping Properties
{table=head]Level|1st Weapon|2nd Weapon|Armour

1st|
1|
0|
1

2nd|
1|
0|
1

3rd|
1|
1|
2

4th|
2|
1|
2

5th|
2|
1|
2

6th|
2|
2|
2

7th|
3|
2|
3

8th|
3|
3|
3

9th|
3|
3|
4

10th|
4|
3|
4

11th|
4|
4|
4

12th|
4|
4|
4

13th|
5|
5|
5

14th|
5|
5|
5

15th|
5|
5|
6

16th|
6|
6|
6

17th|
6|
6|
6

18th|
6|
7|
6

19th|
7|
7|
7

20th|
7|
7|
7[/table]

Materia is divided into 4 types: magic, summon, enemy skill, and ability booster. To cast magic, summons, or enemy skills, you make the following checks against a target/s' Magic Defence (some spells, summons, or enemy skill abilities may have additional DC's for you to roll against):


Magic = 1d20 + Intelligence modifier + miscellanious modifier.
Summon = 1d20 + Wisdom modifier + miscellanious modifier
Enemy Skill = 1d20 + Charisma modifier + miscellanious modifier


Equipping magic materia incurs the following bonuses and penalties (the bonuses and penalties stack when multiple magic materia are equipped): +2 magic points, +1 bonus to Magic Defence, -3 hit points.

Equipping Summon materia incur the following bonuses and penalties (the bonuses and penalties stack when multiple summon materia are equipped): +4 magic points, +1 bonus to Magic Defence, -5 hit points.

Magic, Summon, and ability booster materia have 5 levels, and you spend AP gained through level-up to increase the Materia's levels (you can only increase materia one level at a time). As a materia levels up, it gains additional bonuses, whether it be improved damage, improved healing, status-effects lasting longer/shorter, or improved materia effect. For example. Tifa decides to level up her level 1 fire materia to become a level 2 materia. Because of this, her fire damage has improved from 2d8 to 3d8.

Marc_In_Da_Room
2011-05-10, 09:35 AM
ok, the website will be going through several updates over the next couple of days, so if you want to contribute anything for this project then please don't hesitate.

Marc_In_Da_Room
2011-05-11, 09:23 AM
Some weapon stats. PEACH please.

SWORDS
Greatsword
Cost: 100 gil
Damage: 2d12
Weight: 5 kg
Size: Large
Availability: License

Katana
Cost: 200 gil
Damage: 2d10
Weight: 2 kg
Size: Medium
Availability: Restricted

Longsword
Cost: 120 gil
Damage: 2d8
Weight: 3kg
Size: Medium
Availability: License

Rune Blade
Cost: 150 gil
Damage: 2d10
Weight: 3 kg
Size: Medium
Availability: License

PISTOLS
Shotgun
Cost: 100 gil
Damage: 1d12
Range: Short range (6-15 squares)
Weight: 5 kg
Size: Medium
Availability: License

Long-Barrel Pistol
Cost: 150 gil
Damage: 1d10
Range: Long range (16-30 squares)
Weight: 3 kg
Size: Small
Availability: Licence

Double-Barrel Pistol
Cost: 130 gil
Damage: 2d8
Range: Short range (6-15 squares)
Weight: 4 kg
Size: Small
Availability: License

Marc_In_Da_Room
2011-05-13, 02:27 PM
right, i've just finished updating the site. things i've added are:


rules on how materia works
updated Limit feats and Materia feats
Updated basic feats
Included Swords and Pistols
Edited the Heroic class to include starting Gil and Class Features


I would be very appreciative if others contributed to this as i have realised that doing it on my own is very difficult.

Marc_In_Da_Room
2011-05-15, 08:56 AM
ok, who wants to make some monster stats for me? All i ask is you use the Beast class in the Star Wars Saga Edition rulebook and the monsters must be from the Compilation of Final Fantasy VII (obviously).

Marc_In_Da_Room
2011-05-17, 01:29 PM
The one thing i'm having trouble with at the moment is coming up with a race name for the members of the Gi tribe. Anyone have any suggestions?

Marc_In_Da_Room
2011-05-18, 07:50 AM
I have changed my mind on how monster stats should be created. Use the creature creation rules in Chapter 14: Allies and Opponents in the Star Wars Revised Core Rulebook (the one before the SAGA Edition), with the following changes:

ANIMAL
Animals have the following game statistics.
Abilities: Strength, Constitution, and Wisdom form the basis of most animal's skills.
Hit Points: 2d8 per level.
Magic Points: 1d4 per level.
High Defences: Fortitude, Will.
Low Defences: Reflex, Magic.
Mental Ability Scores: Intelligence 1d4 (average 2), Wisdom 2d6+4 (average 11), Charisma 1d6 (average 3).
Trained Skills at 1st Level: 2.
Class Skills: Athletics (Str), Initiative (Dex), Perception (Wis), Stealth (Dex), Survival (Wis).
Starting Feats: None.
Known Spells: Choose one or none of the following: blind, blizzard, cure, death, fire, silence, thunder.
Special Qualities: Choose from the following: breathe underwater (aquatic animals only), camouflage, darkvision or low-light vision, scent, trample.

DRAGON
Dragons have the following game statistics.
Abilities: Strength, Dexterity, and Wisdom form the basis of most dragon's skills.
Hit Points: 2d12 per level.
Magic Points: 1d8 per level.
High Defences: Fortitude, Magic.
Low Defences: Reflex, Will.
Mental Ability Scores: Intelligence 1d6 (average 3), Wisdom 2d8+4 (average 13), Charisma 2d8 (average 9).
Trained Skills at 1st level: 2.
Class Skills: Athletics (Str), Endurance (Con), Initiative (Dex), Persuasion (Cha), Perception (Wis), Stealth (Dex), Survival (Wis).
Starting Feats: Choose any of the following feats: Cleave, Improved Defences, Pin, Skill Focus.
Known Spells: Choose one or none of the following: barrier, dragon breath, fire, flame thrower, mbarrier.
Special Qualities: Choose any or none of the following: blindsight, breathe underwater (aquatic dragons only), camouflage, constrict, damage reduction, darkvision or low-light vision, improved grab, run-by attack, scent, swallow whole, terrifying presence, trample.

INSECT
Insects gain the following game statistics:
Abilities: Strength, Dexterity, and Wisdom form the basis of most insect's skills.
Hit Points: 2d10 per level.
Magic Points: 1d6 per level.
High Defences: Fortitude, Reflex.
Low Defences: Will, Magic.
Mental Ability Scores: Intelligence 1d4 (average 2), Wisdom 2d6+4 (average 11), Charisma 1d6 (average 3)
Trained Skills at 1st Level: 2.
Class Skills: Athletics (Str), Acrobatics (Dex), Initiative (Dex), Perception (Wis), Stealth (Dex), Survival (Wis).
Starting Feats: Pin.
Spells Known: None
Special Qualities: Choose any or none of the following: blindsight, camouflage, low-light vision, fast healing, improved grab, scent.

MUTANT
Mutants have the following game statistics:
Abilities: Dexterity, Constitution, and Wisdom form the basis of most mutant's skills.
Hit Points: 2d10 per level.
Magic Points: 1d6 per level.
High Defences: Fortitude, Magic.
Low Defences: Reflex, Will.
Mental Ability Scores: Intelligence 1d6 (average 3), Wisdom 2d8+4 (average 13), Charisma 1d4 (average 2).
Trained Skills at 1st Level: 3.
Class Skills: Athletics (Str), Endurance (Con), Initiative (Dex), Perception (Wis), Stealth (Dex), Survival (Wis).
Starting Feats: None.
Known Spells: Choose one or none of the following: abnormal breath, blind, creepy touch, drain, silence, slow, stop.
Special Qualities: Choose any or none of the following: breathe underwater (aquatic mutants only), darkvision or low-light vision, improved grab, spawn, spell resistance (any one).

SPIRIT
Spirits have the following game statistics:
Abilities: Dexterity, Wisdom and Charisma form the basis of most spirit's skills.
Hit Points: 2d10 per level.
Magic Points: 1d6 per level.
High Defences: Reflex, Magic.
Low Defences: Fortitude, Will.
Mental Ability Scores: Intelligence 1d4 (average 2), Wisdom 3d4+4 (average 11), Charisma 2d8+3 (average 12).
Trained Skills at 1st Level: 1.
Class Skills: Initiative (Dex), Perception (Wis), Persuasion (Cha), Stealth (Dex).
Starting Feats: None.
Known Spells: Choose one or none of the following: blizzard, death, death sentence, drain, fire, thunder.
Special Qualities: Choose any or none of the following: blindsight, camouflage, darkvision, spawn.
Weakness: Spirits are weak against the Holy element and, as such, receive double damage when hit by Alexander's magic or when using a healing item on them.

UNDEAD
The undead have the following game statistics.
Abilities: Constitution, Wisdom, and Charisma form the basis of most undead monsters' skills.
Hit Points: 2d8 per level.
Magic Points: 1d4 per level.
High Defence: Fortitude, Reflex.
Low Defence: Will, Magic.
Mental Ability Scores: Intelligence 1d4 (average 2), Wisdom 1d8 (average 4), Charisma 2d8+4 (average 13)
Trained Skills at 1st Level: 1.
Class Skills: Endurance (Con), Persuasion (Cha), Survival (Wis).
Starting Feats: None.
Known Spells: Choose two or none of the following: blind, death, death sentence, silence, slow, stop.
Special Qualities: Choose any or none of the following: blindsight, improved grab, spawn, terrifying presence.
Weakness: The undead are weak against fire and receive double damage when hit with fire magic or the flame thrower weapon.
Climate: The undead only fall under the Subterranean climate.

CLIMATE
Climate's bonuses are as follows.
Airborne: +2 species bonus on Perception checks; gain Initiative as a bonus class skill.
Aquatic: +2 species bonus on Swim checks; low-light vision.
Arctic: +2 species bonus on Survival (arctic) checks.
Desert: +2 species bonus on Survival (desert) checks.
Subterranean: Gain Perception as a bonus class skill; dark-vision (4 squares).

PHYSICAL CHARACTERISTICS
When determining physical characteristics, use the tables in the book but with these guidelines:

Animal = Herd Animal Physical Characteristics
Dragon = Predator Physical Characteristics
Insect = Vermin Physical Characteristics
Mutant/undead = Scavenger Physical Characteristics
Spirit = Parasite Physical Characteristics (ignore Constitution column, spirits have 0 Constitution)

SPELLS
If a monster has spells that deal damage, the damage increases by +1 die at 5th, 10th, 15th, and 20th level (spells are treated like their 1st level materia counterparts when a monster gains them at 1st level).

NEW SPECIAL QUALITIES
Spawn: The monster is able to spawn other monsters with the same type. The number of monsters spawned equal to one-half the summoning monster's Wisdom score (rounded down, minimum of 1) and can do this a number of times per encounter equal to its Intelligence score. The spawned monster's levels must be equal or less than the summoning monster's level (a level 15 monster, for example, can only spawn monsters whose total level equals 15 or less).
Spell Resistance: (This replaces the Energy Resistance SQ) The monster ignores damage of the listed type each round. The listing indicates the amount and type of damage ignored.

Creature Size Modifiers
When using Table 14-1: Creature Size Modifiers, the Defence modifier applies to Reflex Defence and basically ignore the 'Wound Points' column.

Marc_In_Da_Room
2011-05-20, 04:25 PM
Has anyone got any thoughts or contributions?

Marc_In_Da_Room
2011-05-28, 01:03 PM
BEHEMOTH
Behemoths are pack animals found in the Midgar wastelands. They will attack anyone and everyone who they believe to be a threat to their pack.

Compared to the the kings of their groups, the normal behemoth seem tiny, which is saying alot considering their huge-size. If you are spotted by one of these beasts, your best bet is to run as far as you can.

BEHEMOTH
Huge Animal 8
Abilities: Str 27, Dex 13, Con 26, Int 2, Wis 12, Cha 3.
Defences: Ref 11, Fort 24, Will 17, Mag 8.
HP: 87
MP: 21
BAB: +4; Grp: +12
Melee: Gore +12 (5d6) or
Melee: Claw +12 (4d6)
SQ: Gain Perception as a bonus trained skill, darkvision (4 squares), trample.
Skills: Initiative +9, Perception +9, Survival +6.
Feats: Judgement Bolt, Skill Focus (Initiative, Perception).
Spells: Thunder (2d8+2)

Marc_In_Da_Room
2011-05-29, 05:22 AM
KING BEHEMOTH
The king behemoth are the larger versions of their counterparts. They control the pack and will fight another king behemoth to retain their title.

KING BEHEMOTH
Gargantuan Animal 14
Abilities: Str 36, Dex 14, Con 38, Int 2, Wis 12, Cha 3.
Defences: Ref 12, Fort 33, Will 20, Mag 10.
HP: 151
MP: 32
BAB: +7; Grp: +20
Melee: Gore +20 (6d8) or
Melee: Claw +20 (6d4)
SQ: Gain Perception as bonus class skill, darkvision (4 squares), trample.
Skills: Athletics +18, Initiative +10, Perception +9, Survival +9.
Feats: Pin, Skill Focus (Initiative, Perception, Survival), Skill Training (Athletics).
Spells: Thunder (3d8)

Marc_In_Da_Room
2011-06-04, 04:54 AM
does anyone have anything they wish to add to this project?

Marc_In_Da_Room
2011-06-12, 11:55 AM
Seriously need help, especially with more Materia feats and Limit feats, and also some monster stats, please.

Marc_In_Da_Room
2011-06-20, 12:30 PM
any thoughts or ideas of what i've done so far?