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Nihilarian
2011-10-21, 04:40 PM
CADET
Of Ice and Lions (http://orin.deviantart.com/art/Squall-Of-Ice-and-Lions-69876575) Artwork by Orin

Cadets are almost never born, they are trained. Cadet training typically emphasizes flexibility and ingenuity, and they can change how they fight at a moments notice. They tend to be mobile warriors and casters, moving quickly around the battlefield. However, the process of Junctioning can be dangerous to the mind, and this is reflected by the cadets below average Will save.

GAME RULE INFORMATION
Cadets have the following game statistics.
Abilities: As melee characters, cadets use Strength to determine how hard and how often they hit. Intelligence determines how powerful a spell a cadet can cast, how hard those spells are to resist, and how many additional MP a cadet receives from a high attribute. Cadets gain uses of his Guardian Forces with Charisma, and it improves his ability to drain foes. The cadet should also keep in mind his Aeons abilities as well, which typically rely on Consitution or Charisma.
Alignment: Any.
Starting HPs at 1st Level: 15 + Constitution modifier.
Hit Die: d8.
Class Skills
The Cadet's class skills (and the key ability for each skill) are Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana, Local, Nobility) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Materia (Cha).
Skills Points at Each Level: 4 + int

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special| MP | Spell Level
1st|
+0|
+2|
+0|
+0|Aeon, Creature Magic, Junction Arms and Armor, Violet Magery, Limit Breaks|
2|
1st

2nd|
+1|
+3|
+0|
+0|Draw, Guardian Force|
3|
1st

3rd|
+2|
+3|
+1|
+1|Armored Mage (Leather)|
4|
1st

4th|
+3|
+4|
+1|
+1|Greater Junction|
9|
2nd

5th|
+3|
+4|
+1|
+1|Aeon, Violet Magery|
12|
2nd

6th|
+4|
+5|
+2|
+2|Guardian Force, Junction Materia|
14|
2nd

7th|
+5|
+5|
+2|
+2|Armored Mage (Chain), Improved Draw|
22|
3rd

8th|
+6|
+6|
+2|
+2|Greater Junction|
27|
3rd

9th|
+6|
+6|
+3|
+3|Elite, Violet Magery|
30|
3rd

10th|
+7|
+7|
+3|
+3|Aeon, Armored Mage (Shield), Guardian Force|
41|
4th

11th|
+8|
+7|
+3|
+3|Elite Strike, Junction Self|
48|
4th

12th|
+9|
+8|
+4|
+4|Greater Junction|
52|
4th

13th|
+9|
+8|
+4|
+4|Violet Magery|
66|
5th

14th|
+10|
+9|
+4|
+4|Guardian Force, Swift Draw|
75|
5th

15th|
+11|
+9|
+5|
+5|Aeon|
80|
5th

16th|
+12|
+10|
+5|
+5|Greater Junction, Junction Ally|
97|
6th

17th|
+12|
+10|
+5|
+5|Violet Magery|
108|
6th

18th|
+13|
+11|
+6|
+6|Commander, Guardian Force|
114|
6th

19th|
+14|
+11|
+6|
+6|Command Aeon|
120|
6th

20th|
+15|
+12|
+6|
+6|Aeon of Legends, Greater Junction|
126|
6th[/table]

Class Features
All of the following are class features of the cadet.

Weapon Proficiencies: Cadets are proficient with all simple and martial weapons. They are also proficient with cloth, leather, chain armor and shields (except tower shields).

Limit Breaks (Su): At 1st level, the cadet receives the Limit Breaks (Call Aeon and Rough Divide).

Call Aeon (Su): This Limit Break allows the cadet to summon one of his Aeons. The cadet chooses one of his currently Junctioned Aeons. If the Aeon is Junctioned into an item, it must be worn or wielded. The cadet cannot choose an Aeon he has Junctioned into an Ally. The Aeons Limit Break takes effect, using the cadets HD and Ability Scores to determine its effect and originating in the cadets square.

Rough Divide (Su): With this Limit Break, the cadet strikes the enemy quickly, and finishes with a small explosion. Once during this round you can make a Full-Attack as a standard action. If you hit with at least one attack during your turn, you deal extra non-elemental damage equal to 1d6 per cadet level.

Aeon (Su): The cadets career begins with the befriending (or at least, cooperation) of a powerful creature called an Aeon. At 1st level, choose one Aeon from the following list. At 5th, 10th and 15th level you gain a new Aeon you can junction. You cannot summon Aeons like Summoners can, instead you draw on their abilities to make yourself stronger, and occasionally summoning it briefly. Unlike spells, Aeons are never lost, even if they are Disjunctioned.

Available Aeons: Carbuncle, Diablo, Ifrit, Ixion, Leviathan, Shiva, Titan, Valefor

Creature Magic (Ex): A cadet has the power to draw new spells from creatures that have spell-like and supernatural abilities by learning from them. The cadet must Draw these abilities from the creature and junction them. The cadet does not have a spells known list; spells must be Junctioned or placed in a Spell Materia. See the monster’s description to find out the spell level of a creature’s spell-like and supernatural abilities. The only limitation to this is the blue mage cannot learn Limit Breaks through the use of this ability. Any supernatural abilities learned through this ability that doesn’t have a duration will have a duration of 1 round per cadet class level.

To Junction or cast a spell, the cadet must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a cadet’s spell is 10 + the spell level + the cadet’s Intelligence modifier.

Unlike most spellcasters, The Cadet does not naturally regain MP; nor does he lose MP. Any MP gained using Draw (see below) is permanent until used, regardless of how much time passes. Spells and MP that are Disjunctioned are lost forever unless they are Junctioned again as part of the same action.

The cadet begins play with his maximum MP and a single 1st level spell that he may Junction. If he chooses not to Junction this spell, he begins play knowing no spells. The cadet has a maximum amount of MP that he can have at one point; regardless of where he stores it, the cadet may not exceed this limit. The base maximum is indicated on the table, and he gains additional MP for having a high attribute (Intelligence).

Junction Arms and Armor: A cadet cannot benefit from the effects of his spells or Aeons without Junctioning them. The cadet can never junction a spell that he would not be able to cast, whether this is because he doesn't have the required Int or he's too low a level. Junctioning a spell or Aeon takes up a Materia slot. As part of Junctioning spells and Aeons, the cadet can store MP up to 1/2 his level (minimum 1) into any slot that has been Junctioned. This MP cannot be used except to cast the spell in the materia slot (if a spell) or one of the Aeons abilities the cadet has through Greater Junction or Junction Self (if an Aeon). The cadet gains minor benefits when he Junctions spells and Aeons into his equipment similar to what Materia would grant; They do not level up on their own, however, and you only gain the 1st level benefits of them. Aeons are difficult to contain when forced directly into weapons and armor, and Junctioning them in this manner imparts some penalties as well as bonuses.

DESIGNER NOTES
Junctioning bonuses are somewhat more generic than Materia, but they function similarly. Aeons should be put into materia ASAP, the penalties they impart are small but stack. I'm still unsure whether I should put a hard limit on the number of spells you can Junction.
{table=head]Junction|Rarity|Level|Weapon Bonus|Armor Bonus
Aeon|Legendary|1|+1d6 Elemental Damage, -1 AC|Elemental Resistance 5, -1 Damage
-|Legendary|2|+2d6 Elemental Damage, -1 AC|Elemental Resistance 10, -1 Damage
-|Legendary|3|+3d6 Elemental Damage, -1 AC|Elemental Resistance 15, -1 Damage
Elemental Spell|Legendary|1|+1d6 Elemental Damage|Elemental Resistance 5
-|Legendary|2|+2d6 Elemental Damage|Elemental Resistance 10
-|Legendary|3|+3d6 Elemental Damage|Elemental Resistance 15
Enfeebling Spell|Legendary|1|Enfeebles on a critical hit (DC* 10 + Spell Level + Cadet's Intelligence)|+1 bonus on saves vs. Condition
|Legendary|2|Enfeebles on a critical hit (DC* 12 + Spell Level + Cadet's Intelligence)|+ 3 bonus on saves vs. Condition
-|Legendary|3|Enfeebles on a critical hit (DC* 14 + Spell Level + Cadet's Intelligence)|+ 5 bonus on saves vs. Condition
Healing Spell|Legendary|1|+1d6 Holy Damage|Holy Resistance 5
-|Legendary|2|+2d6 Holy Damage|Holy Resistance 10
-|Legendary|3|+3d6 Holy Damage|Holy Resistance 15
Other, Harmful|Legendary|1|Spell is cast at +1 CL|Spell is cast at -1 CL when cast on you
-|Legendary|2|Spell is cast at +2 CL|Spell is cast at -2 CL when cast on you
-|Legendary|3|Spell is cast at +3 CL|Spell is cast at -3 CL when cast on you
Other, Helpful|Legendary|1|When making an attack against a creature currently affected by this spell, gain +1 attack|Spell is cast at +1 CL
-|Legendary|2|When making an attack against a creature currently affected by this spell, gain +2 attack|Spell is cast at +2 CL
-|Legendary|3|When making an attack against a creature currently affected by this spell, gain +3 attack|Spell is cast at +3 CL[/table]
*Enfeebling spells that are Junctioned always allow a saving throw. Usually, this is the same save that the spell would allow if it were cast. If the spell has no saving throw, the target must make a Fortitude saving throw to resist the condition.

JUNCTIONING AND REJUNCTIONING
It takes one minute to junction all of the cadets spells and Aeons, regardless of how many he has and even if he's already junctioned (in which case, he can move spells and Guardian Forces rather than start from scratch). This includes the process of storing MP as well.
DISJUNCTIONING
The cadet can Disjunction his spells and Aeons without using an action. Spells that are Disjunctioned are lost forever, as are the MP stored with them. Aeons are not lost, but you cannot access them or their abilities until you Junction them. They also retain any MP stored with them.
Violet Magery: At 1st, 5th, 9th, 13th, and 17th level, a cadet increases his power with his spells and summons. At each such opportunity, he can choose from the list of the following (with a limit of 2 per):
Improved Summoning: When determining the effects of your Guardian Force Ability, increase your effective summoner level by +1. This also affects which Summons are available.

Might to Magic: If you make an attack with a manufactured or natural weapon and in the round immediately after cast a spell or summon a Guardian Force, your spells or summons save DC is increased by 1.

Monster Magic: When using a spell-like or supernatural ability granted by Greater Junction or Junction Self, decrease the MP cost by 1 (minimum 1).

Spellfang: In the round after you cast a spell or summon a creature, you gain a +1 bonus to attack rolls with manufactured and natural weapons.
Draw (Su): At first level, the cadet gains Marrow Drain as a spell-like ability, usable a number of times per day equal to his Intelligence modifier. In addition, whenever the cadet uses a spell that drains MP from the target, he adds his Charisma modifier to the amount of MP drained (up to a maximum of his cadet level), and he learns one Blue Mage spell that the target knows. The MP and spell remain for one minute per class level before the cadet must either Junction or lose it permanently; until Junctioned they have no effect. The cadet can use his Marrow Drain spell-like ability to Draw from creatures without MP; by expending a use, he learns one ability the target has that can be learned as a Blue Magic spell, but gains no MP.

The cadet can Draw spells above her spell level, but cannot Junction or cast those spells until she has attained the level to be able to cast them. The only way the cadet can hold onto the spell is through the use of a Spell Materia.

Guardian Force (Su): At 2nd level and every four levels thereafter, the Cadet chooses a lesser summon from the list of those available to summoners. His effective summoner level for purposes of determining which summons are available to him and the effects of all lesser summons is his Cadet level. If he has levels of Summoner, the levels stack. All summons can be used a number of times per day equal to the cadet's Charisma modifier.

Greater Junction (Su): Beginning at 4th level, the cadet chooses a Tier 1 ability of an Aeon he has access to. While that Aeon is Junctioned and the cadet is holding or wielding the item it is junctioned to, he gains that ability. At 8th level he can choose a second Aeons Tier 2 ability. At 12th level he can choose a third Aeons Tier 3 ability. At 16th level he can choose a fourth Aeons Tier 4 ability. At 20th level he can choose a fifth Aeons Tier 5 ability. You cannot choose more than one ability per Aeon. At 6th level and every 2 levels thereafter, you can forget one ability and gain another that requires the same HD. This retraining occurs before he gains a new ability. Abilities chosen that rely on natural attacks can be made with similar appendages, or a light weapon that deals the same type of damage. For example, a ronso cadet could use his horn to make a Chaos Charge (Ixion) or he could use a his short sword. If the Natural Attack you are emulating has more than one damage type, the weapon used need only have one of the damage types.

DESIGNER NOTES
I put the Aeons abilities into Tiers. Tier 1 are abilities Aeons begin with (never limit breaks), tier 2 are abilities the Aeons gain at 12th HD, Tier 3 are abilities the Aeons gain at 14th, etc, up to Tier 6, Abilities the Aeon Gains at 20th HD. It seemed to streamline this class feature. However, I've noticed that the abilities vary in usefulness. I'm thinking I should instead have "paths", which mimic the abilities of Aeons and would be more consistant. I might even adapt FFVIII abilities. I haven't decided. As is, these don't work with ranged attacks, like Rinoa and Irvine would use.
Junction Materia (Su): Beginning at 6th level, the cadet can Junction spells and Aeons to Materia instead of directly junctioning them to weapons and armor. When a spell or Aeon is junctioned in this manner it doesn't grant the benefits (or penalties) the table above outlines but he can cast the spell or use the Guardian Forces abilities just as if he had Junctioned them directly to his weapons or armor. The cadet can store MP up to 1/2 his level into any Materia that has been junctioned. This MP cannot be used except to cast the spell junctioned in the materia (if a spell) or one of the Aeons abilities the cadet has through Gain Ability or Junction: Self (Aeon) (if a Guardian Force). While Junctioned, the Materia cannot be Mastered; It stops gaining exp once it reaches 3rd level. You can never junction more than one spell or Aeon into a Materia.

Improved Draw (Su): Beginning at 7th level, the cadet can cast his Marrow Drain spell-like ability as a move action. This has no effect on the actual spell.

Elite (Su): Beginning at 9th level, any directly Junctioned spell or Aeon is automatically 2nd level, and the cadet can Rejunction as a Full-Round action. In addition, the cadet gains a 10% increase in MXP for all materia that has a spell or Aeon junctioned.

Elite Strike (Ex): Beginning at 11th level, when making a Cadet Strike the cadet can use a one-handed melee weapon instead of a light weapon. The cadet cannot wield the weapon in two hands.

Junction Self (Su): Beginning at 11th level, the cadet can Junction his spells and Aeons directly into his own body. He can Junction one Aeon or spell to himself at 11th level, and can Junction one more for every 2 levels after 11 (to a maximum of 5 Junctioned spells or 4 spells and 1 Aeon at level 19). The cadet can never Junction more than one Aeon into his body.

While the cadet has an Aeon Junctioned into his body, he gains a +2 bonus to Strength and a +2 bonus to Dexterity, as well as 2 THP per cadet level. If the cadet takes enough damage to reduce this THP to 0, his Aeon is forced from his body; He cannot junction this Aeon or use Junction Self until he sleeps for 8 hours.

The cadet benefits from Greater Junction as though he were wielding or wearing the Junctioned Aeon, and he gains a new Special Ability of this Aeon, using his cadet level in place of his Aeons HD to determine whether he can choose an ability. He gains an elemental subtype appropriate to the Junctioned Aeon (If the Aeon has more than one, choose one).

The cadet gains the benefits of a spell Junctioned into his body as if they were Junctioned into his weapon or armor; the cadet can choose whether to gain the benefit of the weapon bonus or armor bonus for each spell Junctioned in this manner. As a swift action, the cadet can take MP from one spell he has Junctioned into his body and store it in another spell Junctioned into his body.

Swift Draw (Su): Beginning at 14th level, the cadet can cast his Marrow Drain spell-like ability as a swift action. This has no effect on the actual spell.

Junction Ally (Su): Beginning at 16th level, when a cadet Junctions his spells and Aeons, he can Junction them into his or their equipment as well. The cadet can choose one ally; This ally can benefit from Junctioned weapons, armor and Materia as though they were cadets of a level equal to half their HD. If the ally stays next to the cadet while he is Junctioning, the cadet can Junction his spell or Aeon directly into the ally's body, granting the same benefits as it would to you, but the ally uses half his own HD to determine which ability he can choose. The ability granted by Greater Junction is unaffected. At 18th and 20th level, you can Junction one more ally; each must remain adjacent to you while you Junction. Each gains the benefits as if they were cadets of a level equal to half their HD.

Commander (Su): Beginning at 18th level, Any Junctioned spell or Aeon is automatically 3rd level, and the cadet can Rejunction as a standard action. In addition, the cadet gains an additional 10% increase in MXP for all materia that has a spell or Guardian Force junctioned.

Command Aeon (Su): Beginning at 19th level, the cadet can summon his Aeons to his side as Guardian Forces. As a full-round action, the cadet expends one use of his Guardian Force ability and chooses one of his currently Junctioned Aeons. The Aeon appears adjacent to the cadet and can immediately take a rounds worth of actions. After the Aeon finishes its action, it disappears. The Aeon cannot use its Limit Break.

Aeon of Legends (Su): Cadets that reach the pinnacle of their path find a powerful partner to fight with them. At 20th level, choose one Aeon from the following list. You cannot summon Aeons like Summoners can, instead you draw on their abilities to make yourself stronger, and occasionally summon it briefly. Unlike spells, Aeons are never lost, even if they are Disjunctioned.

Available Aeons: Bahamut, Carbuncle, Diablo, Ifrit, Ixion, Leviathan, Phoenix, Shiva, Titan, Valefor

Nihilarian
2011-10-21, 04:41 PM
MATERIA


Repository Materia
{table=head]Materia Name|Rarity|Level|Market Price|Restriction|Bonus
Spell Materia|Legendary|1|55,000|None|The Repository materia can hold up to 2nd level spells.
-|Legendary|2|70,000|None|The Repository materia can hold up to 4th level spells.
-|Legendary|3|100,000|None|The Repository materia can hold up to 6th level spells.[/table]

Normally, a Cadet can only know as many spells as he has materia slots. However, a Repository Materia can hold as many spells as the cadet wishes. While stored in a Repository Materia, spells are not junctioned (and thus cannot be cast). When a cadet redistributes his junctions (See Junction) you can redistribute the spells in a Repository Materia as well, if the Repository Materia is in one of your Materia Slots. You can never Junction a Repository Materia. A newly formed Repository Materia is always empty.

Nihilarian
2011-10-21, 04:42 PM
What this is
The latest Final Fantasy game I've played is FFVIII. I noted when I started playing with the FFD20 system that it would be difficult to emulate using existing rules. This isn't surprising; Viladin has put out a lot of material but most of it must be the most common or well-loved classes. FFVIII isn't one of the most memorable games of the series, but only because so many of the others are so memorable. I've always liked FFVIII, and I have to admit I was somewhat disappointed at how difficult it would be to emulate the gameplay without multi-classing myself to destruction or heavily re-flavoring abilities of different classes (or both).

Recently, I've had a lot of time on my hands, and the idea got lodged in my head to make a class for Squall, Rinoa, Zell, Quistis, Selphie and Irvine. What I came up with is the Cadet. It was designed to evoke the same feeling as FFVIII's characters, though I think I made it a bit simpler. Not that this is saying much.

What it does
The cadet shares some similarities with three classes in particular. It gains the Summoners Lesser Summons, as well as access to Aeons. It has Creature Magic from the Blue Mage and Greater Junction is similar to Azure Physical Training. It gains MP and Max Spell Level at the same rate as the Red Mage, and can cast in armor.

It also has a casting system unique in this system, and access to the abilities of Aeons seven levels before the summoner. Because most of the damage a cadet will deal will be from standard action attacks, they can move without hurting damage output, and Junctioning allows the cadet many options for damage and enfeeblement. They can, during their turn, attack and move, Summon, Cast a spell from the varied Blue Magic spell list, steal the magic of enemies or change almost everything they can do for the next round. This makes them fairly flexible, mobile warriors and casters.

What you need
FFD20: http://www.finalfantasyd20.com/ffd20/index.html
This site has most of what you need. However, some very important features are missing; I don't know why, but Materia and Aeons are absent. Luckily, I have the Aeons stats right here, and was able to find an old version of the Materia as well. It should mostly still apply.

Aeons: http://www.finalfantasyd20.com/ffd20/Aeons.pdf
Materia:http://ffd20.orgfree.com/ffd20/Materia.pdf

Feel free to ask questions about the system. I'll do my best to answer the question, as it will likely help you critique if you understand the system.

What I want
I want honest opinions. If it's a crap class, I want to know why so it can become... not crap. I'm especially worried about the wording; I knew it was going to be somewhat confusing when I started the project, and I've done a lot to cut into confusing wording, but I know it still has parts that are hard to understand. If you cannot understand something, I hope you ask. Hopefully I can then find a way to explain it better.

Nihilarian
2011-10-21, 04:50 PM
- The bonus system needs to be reworked. You can get up to 7 Materia Slots on a one-handed weapon. The bonus grants up to +3d6, so you can get up to 21d6 on your attacks.

- Greater Junction is a part of the problem. Rush grants you 5 attacks, even at -10 that's still a possible 105d6 in a round, and unlike rogues you can do that even after moving. When I hit upon the idea to give the characters Aeons abilities, I thought I was being clever. I've realized that I was just being lazy. I'm going to start working on features to replace this. On the bright side, by divorcing the class from Aeons, I can use the flavor of the Guardian Forces again.

- I remember in Final Fantasy VIII, you were able to cast a spell as part of the same action as drawing. I might replace Improved Draw with this.

Ziegander
2011-10-22, 10:08 PM
You have Draw showing up at 2nd level in the class table, but in the description it says that the Cadet gets it at 1st level. I assume it's at 1st level, since if it was at 2nd the Creature Magic feature would be useless until they gain a level.

The Elite Strike feature that shows up at 10th level references something called a Cadet Strike that, unless I'm blind, doesn't exist.

Otherwise, this looks like a very faithful, albeit very complicated, translation of the FF8 system. I think it would be fun, if sometimes messy, to play.

Nihilarian
2011-10-22, 11:18 PM
You have Draw showing up at 2nd level in the class table, but in the description it says that the Cadet gets it at 1st level. I assume it's at 1st level, since if it was at 2nd the Creature Magic feature would be useless until they gain a level.

The Elite Strike feature that shows up at 10th level references something called a Cadet Strike that, unless I'm blind, doesn't exist.

Otherwise, this looks like a very faithful, albeit very complicated, translation of the FF8 system. I think it would be fun, if sometimes messy, to play.


Thank you. The class has gone through some revisions. 1st level seemed to front loaded, so I put Draw at second level. Creature Magic isn't useless, but only if you have Marrow Drain as a spell. Cadet Strike was originally an ability that allowed you to use the Greater Junction ability, until I decided to simply fold it into the ability itself.

The class has a few problems, and I think I will change much of it. First, I believe it would be best to take out the references Aeons and Materia. Using Rush and filling every Materia Slot you can get on a one-handed melee attack, you could get up to 105d6 points of damage. It's closest competitor is Vicious Bite from Bahamut. Damage isn't everything, but that's pretty silly for a standard action. I'd rather it deal much less damage and impart a status effect. I wonder if I was too hasty to put it up. I admit, I was a bit disheartened when no one seemed to care about it; not that I expected it to be the talk of the forum, or be perfect on it's first draft, but still. I suppose at least some of it is due to being based on rules of a homebrew system.

Ziegander
2011-10-22, 11:32 PM
Creature Magic isn't useless, but only if you have Marrow Drain as a spell.

Well, how are you going to have Marrow Drain as a spell? You don't have a spell list, and you can't learn Marrow Drain without having Draw, which is by then redundant because Draw is Marrow Drain. If you mean that Creature Magic isn't useless if you've multiclassed to gain the Marrow Drain spell, then I have to call that silly.


Cadet Strike was originally an ability that allowed you to use the Greater Junction ability, until I decided to simply fold it into the ability itself.

Ah. Hmm... see I don't get any sort of strike ability, or any limitation to light weapons from Greater Junction at all. Actually, I'm not quite sure what Greater Junction is supposed to be doing at all now that I look at it again.


Damage isn't everything, but that's pretty silly for a standard action.

Agreed. I don't think you need to change all that much of the class, just clean some of it up and probably just reduce the amount of materia that can be junctioned, that sort of thing.


I suppose at least some of it is due to being based on rules of a homebrew system.

Oh, to be certain, though most of it is easily relatable.

Nihilarian
2011-10-23, 12:15 AM
Well, how are you going to have Marrow Drain as a spell? You don't have a spell list, and you can't learn Marrow Drain without having Draw, which is by then redundant because Draw is Marrow Drain. If you mean that Creature Magic isn't useless if you've multiclassed to gain the Marrow Drain spell, then I have to call that silly.

At the end of Creature Magic, there is a small paragraph that says you may begin play with one spell.

Ah. Hmm... see I don't get any sort of strike ability, or any limitation to light weapons from Greater Junction at all. Actually, I'm not quite sure what Greater Junction is supposed to be doing at all now that I look at it again.

Aeons start at 10 HD with a limit break and one Special Ability. They gain 1 HD for every level beyond 10 the Summoner is (the Summoner being the class they were made for) and 1 more Special Ability at every even HD. These Abilities are mostly Attacks or Spell-Like Abilities. At 4th level, the cadet gains one of these abilities for himself; the weakest, and then gains a new ability ever 4 levels after. The Attack abilities normally require a specific Natural Attack, but the cadet can wield manufactured weapons of the same Damage Type - Bludgeoning, Piercing or Slashing - and use the abilities with them. Make sense?

As for the wepon: Abilities chosen that rely on natural attacks can be made with similar appendages, or a light weapon that deals the same type of damage.

That was taken right from the ability, but it's only a single line that has it.


Agreed. I don't think you need to change all that much of the class, just clean some of it up and probably just reduce the amount of materia that can be junctioned, that sort of thing.

Actually, Materia is available to all classes. The problem is the class ability, Junction. They end up dealing more damage than materia (materia cap at 2d6, at the highest level they do extra damage on a critical. They are this systems equivalent of the Burst weapon Enhancement). Moreover, unlike other classes the cadet does not have to pay for the materia. I'm thinking by taking out the part where it uses Materia Slots, I can instead create my own categories. Such as, Attack, Defense, Status Attack, Status Defense, Magic, Resistance. Only one Junction per category.


Oh, to be certain, though most of it is easily relatable.
I agree. It's definitely a good system.