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Zeta Kai
2008-09-21, 11:03 PM
Sanctuary Keeper
http://images1.wikia.nocookie.net/finalfantasy/images/8/88/Sanctuarykeeper.jpg
Huge Magical Beast (Fiend)
Hit Dice: 30d10+210 (375HP)
Initiative: +8
Speed: 50’ (10 squares)
Armor Class: 24 (-2 size, +4 Dex, +12 natural); touch 12; flat-footed 20
Base Attack/Grapple: +30/+47
Attack: Claw +37 melee (2d6+9)
Full Attack: 2 Claws +37 melee (2d6+9)
Space/Reach: 15’/10’
Special Attacks: Mana Breath, Photon Wings, Reflect, Tail Sweep
Special Qualities: Curaga, Esuna, Haste, Magical Beast traits, Protect, Regen
Saves: Fort +24, Ref +21, Will +15
Abilities: Str 29 (+9), Dex 19 (+4), Con 25 (+7), Int 3 (-4), Wis 17 (+3), Cha 14 (+2)
Skills: Concentration +13, Intimidate +10, Jump +15, Listen +12, Move Silently +11
Feats: Cleave, Dodge, Great Cleave, Improved Bullrush, Improved Initiative, Iron Will, Mighty Blow, Mobility, Power Attack, Skill Focus (Listen), Spring Attack
Environment: cold mountains (Mt. Gagazet)
Organization: solitary
Challenge Rating: 19
Treasure: 2Χ standard
Normal/Rare Steal: Turbo Ether/Turbo Ether (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 60d6+240 (450MP)

• Mana Breath (Su): 100’ cone; deals 3d6+6 points of force damage; Reflex save (DC27) for half damage; the save DC is Charisma-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4+1 rounds

• Photon Wings (Su): this ability showers creatures with an aura of chaos; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4+2 rounds; all opponents with 100’ must make a Will save (DC28; the save DC is Wisdom-based) or be affected by the following status effects:
inflicts Blind status for 3 rounds
inflicts Confused status
inflicts Cursed status
inflicts Mute status for 3 rounds
inflicts Sleep status for 3 rounds
• Reflect (Sp): the creature can cast a magical reflecting aura on any 1 creature within 100’ (including itself); this aura reflects all spells (both helpful & harmful) that target that creature, causing the spell to bounce off & hit another random creature within 100’; area-effect spells still function properly on that creature, as do any spells that have already been reflected off of another creature; multiple reflect effects do not stack, but overlap; this effect lasts for the rest of the encounter; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 14MP to use

• Tail Sweep (Ex): the creature can spin rapidly, sweeping its long tail around; all creatures standing on the ground within reach take 1d8+4 bludgeoning damage, as well as suffer a -20 Initiative penalty for the next round; if a creature makes a Reflex save (DC34), then they only take half damage & negate the Initiative penalty; the save DC is Strength-based; this ability also negates any haste or hastega effects of all creatures that it hits; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds

• Curaga (Sp): cures 6d8+20 points of damage to itself; this is a standard action that provokes attacks of opportunity; this ability costs 20MP to use

• Esuna (Sp): removes most negative conditions from itself; negative conditions include: Berserk, Blind, Confused, Mute, Petrified, Poison, Sleep, Slowed; this cannot remove Curse, 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

• 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

• Protect (Sp): this ability grants any 1 ally within 100’ (including itself) Damage Reduction 8 for the rest of the encounter; multiple protect effects do not stack, but overlap; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Regen (Sp): this ability grants Fast Healing 5 to itself; multiple regen effects do not stack, but overlap; this effect lasts for 1 minute (10 rounds); this effect is negated if the regenerating creature is successfully hit with a curse effect, a dispel effect, or dies (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 40MP to use

Zeta Kai
2008-09-22, 08:17 AM
Sandragora
http://www.geocities.com/final10eng/monsters/1208.jpg
Large Plant (Fiend)
Hit Dice: 9d8+36 (76HP)
Initiative: +0
Speed: 5’ (1 square)
Armor Class: 13 (-1 size, -4 Dex, +8 natural); touch 5; flat-footed 13
Base Attack/Grapple: +6/+13
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/5’
Special Attacks: Seed Burst
Special Qualities: Plant traits
Saves: Fort +10, Ref +1, Will +4
Abilities: Str 16 (+3), Dex 3 (-4), Con 18 (+4), Int 1 (-5), Wis 12 (+1), Cha 7 (-2)
Skills: Listen +10, Survival +7
Feats: Ability Focus (Seed Burst), Improved Initiative, Lightning Reflexes, Skill Focus (Listen)
Environment: warm desert (Sanubia Desert)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Remedy (Χ2)/Musk (Χ10)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 9d6+36 (67MP)

• Seed Burst (Ex): the creature can spew forth a massive seed pellet, targeting 1 opponent; this is a +8 ranged attack that deals 2d6+3 points of bludgeoning damage; Reflex save (DC17) for half damage & to avoid the Confused effect; the save DC is Strength-based; 45’ range; inflicts Confused status on 1 opponent; this ability is a standard action that does not provoke attacks of opportunity, & can be done up to once per round

Zeta Kai
2008-09-22, 02:20 PM
Sand Wolf
http://images3.wikia.nocookie.net/finalfantasy/images/d/d0/Sandwolfffx.jpg
Medium Animal (Fiend)
Hit Dice: 7d8+7 (38HP)
Initiative: +7
Speed: 50’ (10 squares)
Armor Class: 13 (+3 Dex); touch 13; flat-footed 10
Base Attack/Grapple: +5/+7
Attack: Bite +7 melee (1d6+2 + Mute or Sleep)
Full Attack: Bite +7 melee (1d6+2 + Mute or Sleep)
Space/Reach: 5’/5’
Special Attacks: Mute, Sleep
Special Qualities: Animal traits
Saves: Fort +6, Ref +8, Will +3
Abilities: Str 14 (+2), Dex 17 (+3), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 10 (+0)
Skills: Hide +6, Listen +4, Move Silently +7
Feats: Improved Initiative, Run, Track
Environment: warm desert (Sanubia Desert)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Sleeping Powder (Χ2)/Sleeping Powder (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 7d6+28 (52MP)

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

• Sleep (Ex): inflicts Sleep status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

Zeta Kai
2008-09-23, 07:59 AM
Sand Worm
http://images2.wikia.nocookie.net/finalfantasy/images/a/aa/Sandwormffx.jpg
Colossal Vermin (Fiend)
Hit Dice: 14d8+112 (175HP)
Initiative: +0
Speed: 20’ (4 squares)
Armor Class: 8 (-8 size, +6 natural); touch 2; flat-footed 8
Base Attack/Grapple: +10/+41
Attack: Slam +17 melee (4d6+15)
Full Attack: 2 Slams +17 melee (4d6+15)
Space/Reach: 30’/20’
Special Attacks: Earthquake, Improved Grab, Regurgitate, Swallow Whole
Special Qualities: Vermin traits
Saves: Fort +17, Ref +4, Will +5
Abilities: Str 40 (+15), Dex 11 (+0), Con 26 (+8), Int -- (+0), Wis 12 (+1), Cha 7 (-2)
Skills: N/A
Feats: Improved BullrushB, Mighty BlowB, Power AttackB
Environment: warm desert (Sanubia Desert)
Organization: solitary
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Shadow Gem (Χ2)/Stamina Spring (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 14d6+56 (105MP)

• Earthquake (Ex): the creature can leap into the air & crash to the ground, shaking the earth with it’s bulk; all creatures standing on the ground within 80’ must make a Fortitude save (DC32) or suffer a -5 Initiative penalty for the next round; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity

• Improved Grab (Ex): to use this ability, the creature must hit with a Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Swallow Whole

• Regurgitate (Ex): the creature will spit out a swallowed creature after 1d4+1 rounds, dealing 1d6 falling damage; in addition, the spat creature must make a Fortitude save (DC32) or suffer a -20 Initiative penalty for the next round; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Swallow Whole (Ex): the creature can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check; once inside, the opponent takes 4d6+15 points of crushing damage plus 2d6 points of acid damage per round from the creature’s digestive juices; a swallowed creature can cut its way out by dealing 17 points of damage to the digestive tract (2AC); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; the creature’s gullet can hold 1 Huge, 2 Large, 4 Medium, 8 Small, or 16 Tiny or smaller creatures

Zeta Kai
2008-09-23, 02:42 PM
Seymour Guado
http://images1.wikia.nocookie.net/finalfantasy/images/0/0f/Seymour_Guado_artwork.jpg
Half-Guado Summoner 5/Black Mage 8
Medium Monstrous Humanoid
Hit Dice: (5d4+10) + (8d4+16) (56HP)
Initiative: +5
Speed: 30’ (6 squares)
Armor Class: 15 (+1 Dex, +4 bangle); touch 11; flat-footed 14
Base Attack/Grapple: +6/+5
Attack: Quarterstaff +5 melee (1d6-1/1d6-1, 20/Χ2)
Full Attack: Quarterstaff +5 melee (1d6-1/1d6-1, 20/Χ2)
Space/Reach: 5’/5’
Special Attacks: Blizzaga, Blizzara, Fira, Firaga, Multi-Blizzara, Multi-Fira, Multi-Thundara, Multi-Waterga, Thundaga, Thundara, Watera, Waterga
Special Qualities: Shell
Saves: Fort +5, Ref +6, Will +9
Abilities: Str 8 (-1), Dex 12 (+1), Con 14 (+2), Int 17 (+3), Wis 9 (-1), Cha 15 (+2)
Skills: Bluff +13, Concentration +9, Diplomacy +10, Gather Information +9, Knowledge (religion) +10, Knowledge (planes) +10, Listen +6, Profession (maester) +6, Search +10, Sense Motive +6, Spellcraft +12, Use Magic Device +12
Feats: Combat Casting, Improved Initiative, Lightning Reflexes, Magical Aptitude, Skill Focus (Bluff), Still Spell
Environment: any (Macalania)
Organization: solitary or entourage (1 with 2 Guado Guardian #2)
Challenge Rating: 13
Treasure: 2Χ standard
Normal/Rare Steal: Turbo Ether/Elixir
Alignment: Neutral Evil
Advancement: by character class
Level Adjustment: N/A
Magic Pool: (25d6+100) + (40d6+160) (487MP)

• Blizzaga (Sp): this is a ranged touch attack that deals 13d8+26 points of cold damage to 1 opponent within 60’ 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

• Blizzara (Sp): this is a ranged touch attack that deals 13d6+13 points of cold damage to 1 opponent within 60’ 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 8MP to use

• Fira (Sp): this is a ranged touch attack that deals 13d6+13 points of fire damage to 1 opponent within 60’ 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 8MP to use

• Firaga (Sp): this is a ranged touch attack that deals 13d8+26 points of fire damage to 1 opponent within 60’ 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

• Multi-Blizzara (Sp): this is a ranged touch attack that deals 13d6+13 points of cold damage to 2 opponents within 60’ on a successful hit; your opponents can each make a 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 60MP to use

• Multi-Fira (Sp): this is a ranged touch attack that deals 13d6+13 points of fire damage to 2 opponents within 60’ on a successful hit; your opponents can each make a 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 60MP to use

• Multi-Thundara (Sp): this is a ranged touch attack that deals 13d6+13 points of electricity damage to 2 opponents within 60’ on a successful hit; your opponents can each make a 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 60MP to use

• Multi-Watera (Sp): this is a ranged touch attack that deals 13d6+13 points of water (force) damage to 2 opponents within 60’ on a successful hit; your opponents can each make a 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 60MP to use

• Thundaga (Sp): this is a ranged touch attack that deals 13d8+26 points of electricity damage to 1 opponent within 60’ 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

• Thundara (Sp): this is a ranged touch attack that deals 13d6+13 points of electricity damage to 1 opponent within 60’ 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 8MP to use

• Watera (Sp): this is a ranged touch attack that deals 13d6+13 points of water (force) damage to 1 opponent within 60’ 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 8MP to use

• Waterga (Sp): this is a ranged touch attack that deals 13d8+26 points of water (force) damage to 1 opponent within 60’ 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

• Shell (Sp): the creature can strengthen either his own magic defense or that of an ally within 60’; this ability multiplies 1 ally’s SR by 2 for the rest of the encounter; multiple Shell effects do not stack, but overlap; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

Zeta Kai
2008-09-24, 06:54 AM
Seymour Flux
http://www.geocities.com/final10eng/monsters/1609.jpg
Large Undead (Unsent) Half-Guado Summoner 12/Black Mage 13
Hit Dice: 25d12+25 (187HP)
Initiative: +5
Speed: 30’ (6 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 bangle); touch 10; flat-footed 15
Base Attack/Grapple: +12/+18
Attack: Lance of Atrophy +15 melee (1d8+4 + Zombie, 19-20/Χ3, 15’ reach)
Full Attack: Lance of Atrophy +15/+10/+5 melee (1d8+4 + Zombie, 19-20/Χ3, 15’ reach)
Space/Reach: 10’/10’
Special Attacks: Banish, Dispel-All, Flare, Reflect, Zombie
Special Qualities: Protect, Undead traits, Unsent traits
Saves: Fort +10, Ref +9, Will +16
Abilities: Str 14 (+2), Dex 12 (+1), Con -- (+0), Int 18 (+4), Wis 10 (+0), Cha 17 (+3)
Skills: Bluff +24, Concentration +15, Diplomacy +19, Gather Information +18, Knowledge (religion) +19, Knowledge (planes) +20, Listen +15, Profession (maester) +15, Search +19, Sense Motive +18, Spellcraft +21, Use Magic Device +21
Feats: Banish, Combat Casting, Dispel-All, Great Fortitude, Improved Initiative, Improved Toughness, Magical Aptitude, Negotiator, Skill Focus (Bluff), Still Spell
Environment: any (Mt. Gagazet)
Organization: pair (with Mortivessel)
Challenge Rating: 17
Treasure: standard + Lance of Atrophy (+2 keen lance)
Normal/Rare Steal: Elixir/Elixir
Alignment: Neutral Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: (60d6+240) + (65d6+260) (937MP)

• Banish (Sp): with a successful ranged touch attack, banishes 1 Aeon within 95’ back to its transdimensional pocket for the rest of the encounter (it can only be called back out afterward); the opponent’s Aeon can make a Will save (DC25) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 75MP to use

• Dispel-All (Sp): removes any positive status conditions (see Status Effects, above) from all opponents within 95’ (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 standard action that provokes attacks of opportunity; this ability costs 112MP to use

• Flare (Sp): this is a ranged touch attack that deals 25d10+50 points of non-specified damage to 1 opponent within 95’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

• Reflect (Sp): the creature can cast a magical reflecting aura on any 1 creature within 95’ (including itself); this aura reflects all spells (both helpful & harmful) that target that creature, causing the spell to bounce off & hit another random creature within 95’; area-effect spells still function properly on that creature, as do any spells that have already been reflected off of another creature; multiple reflect effects do not stack, but overlap; this effect lasts for the rest of the encounter; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 14MP to use

• Zombie (Su): inflicts Zombie status on 1 opponent; Fortitude save (DC26) to resist; the save DC is Intelligence-based

• Protect (Sp): this ability grants any 1 ally within 95’ (including itself) Damage Reduction 8 for the rest of the encounter; multiple protect effects do not stack, but overlap; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

Debihuman
2008-09-24, 02:01 PM
I have another dumb question. What is Profession (maester)? I thought that was just his title.

Debby

Zeta Kai
2008-09-24, 11:07 PM
I have another dumb question. What is Profession (maester)? I thought that was just his title.

No question is dumb, only the questioners. Wait, that didn't come out right... That was supposed to sound wise, not insulting...

It is indeed his title. Seymour is not a career politician, in my mind. He comes off as primarily an arcane spellcaster, who became a maester as a means to an end. Therefore, I thought giving him a level in Aristocrat or Priest would be inappropriate. However, he does need to have some skills to perform the administrative aspects of his job, so I gave him so ranks in Profession. Considering his profession is being a Maester (which is roughly equivalent to a cardinal/arch-bishop/imam in our world), I thought Profession (maester) would be fine.

Griever
2008-09-24, 11:33 PM
Hmmm, impressive job, without doubt.

A few questions, though.

On Valefor, does he not also have an "Energy Blast" attack, along with the "Energy Ray"?

On Seymour, this could probably be argued back and forth for awhile, but does he really fall into the Neutral Evil category? He's got his plan and kills anyone that gets in the way, which he holds true to throughout the game.

And........... something else, that I have forgotten... I'll be back!

Zeta Kai
2008-09-25, 08:59 AM
On Valefor, does he not also have an "Energy Blast" attack, along with the "Energy Ray"?

Valefor's default Overdrive is, of course, Energy Ray. During the course of the game, players have the opportunity to unlock a secret secondary Overdrive for Valefor called Energy Blast, which is more powerful. It's not a given, by any means; in fact, without a FAQ, I wouldn't have found it on my own without a lot of luck/random exploring. The version of Valefor that Issaru pits against you, Pterya, does not possess Energy Blast, & is therefore not in its stat block.


On Seymour, this could probably be argued back and forth for awhile, but does he really fall into the Neutral Evil category? He's got his plan and kills anyone that gets in the way, which he holds true to throughout the game.

Yes, alignment debates could rage about any character or monster, which is why I don't wish to indulge in one, lest it de-rail this project. The alignment of most characters/creatures is largely irrelevant & arbritrary, & prolonged discussion is unlikely to really change anyone's mind. I honestly believe that alignment is a cancer upon the ruleset of every version of D&D to date.

That being said, I do have some reasoning behind choosing Neutral Evil for Seymour (spoiler for those who haven't finished the game).
He leans a bit Lawful at first, what with him being one of the for co-leaders of a world-spanning religion & all. Later in the game, he goes all omnicidal, wanting to kill everyone on the planet in order to end all pain (or something like that); that would definately be Evil, & probably a bit Chaotic, as well. Ultimately though, I don't think that Seymour cares one way or the other about Law or Chaos; I think that he is utterly driven to fulfill his goal of "saving" Spira by destroying it, & he is willing to use whatever tools are available to fulfill that goal. That speaks to me of Neutral Evil.

BTW, it's a little unclear in the game if his goal is actually a bad idea. Death is strange in the world of Spira. Dead people who are Unsent can interact with the physical world just fine, & may even have a certain resistance to the predations of Sin & various fiends. The main drawback seems to be a strong chance of going insane & becoming a fiend. Being Sent (via the Sending, of course) seems to prevent one from becoming a fiend, but limits one to residing in the Farplane, which seems to have restrictions on physical interaction with the world of the living. In Spira, being Unsent may be significantly superior to being alive...


And........... something else, that I have forgotten... I'll be back!

When you can remember it, trust me, I'll be right here.

Zeta Kai
2008-09-25, 09:07 AM
Seymour Natus
http://images3.wikia.nocookie.net/finalfantasy/images/2/26/Seymour_Natus_FFX.jpg
Large Undead (Unsent) Half-Guado Summoner 10/Black Mage 10
Hit Dice: 20d12 (130HP)
Initiative: +5
Speed: 30’ (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 bangle); touch 10; flat-footed 14
Base Attack/Grapple: +10/+15
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/10’
Special Attacks: Banish, Break, Flare, Multi-Blizzara, Multi-Fira, Multi-Thundara, Multi-Waterga
Special Qualities: Protect, Undead traits, Unsent traits
Saves: Fort +8, Ref +7, Will +13
Abilities: Str 12 (+1), Dex 12 (+1), Con -- (+0), Int 18 (+4), Wis 9 (-1), Cha 17 (+3)
Skills: Bluff +20, Concentration +13, Diplomacy +18, Gather Information +15, Knowledge (religion) +16, Knowledge (planes) +17, Listen +11, Profession (maester) +11, Search +16, Sense Motive +14, Spellcraft +16, Use Magic Device +16
Feats: Banish, Combat Casting, Great Fortitude, Improved Initiative, Magical Aptitude, Negotiator, Skill Focus (Bluff), Still Spell
Environment: any (Bevelle)
Organization: pair (with Mortibody)
Challenge Rating: 15
Treasure: 2Χ standard
Normal/Rare Steal: Tetra Elemental (Χ2)/Tetra Elemental (Χ3)
Alignment: Neutral Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: (50d6+200) + (50d6+200) (750MP)

• Banish (Sp): with a successful ranged touch attack, banishes 1 Aeon within 65’ back to its transdimensional pocket for the rest of the encounter (it can only be called back out afterward); the opponent’s Aeon can make a Will save (DC23) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 75MP to use

• Break (Sp): ranged touch attack that inflicts Petrified status on 1 opponent within 65’ on a successful hit; Fortitude save (DC24) to resist; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 18MP to use

• Flare (Sp): this is a ranged touch attack that deals 20d10+40 points of non-specified damage to 1 opponent within 65’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

• Multi-Blizzara (Sp): this is a ranged touch attack that deals 20d6+20 points of cold damage to 2 opponents within 65’ on a successful hit; your opponents can each make a Fortitude save (DC24) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 60MP to use

• Multi-Fira (Sp): this is a ranged touch attack that deals 20d6+20 points of fire damage to 2 opponents within 65’ on a successful hit; your opponents can each make a Fortitude save (DC24) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 60MP to use

• Multi-Thundara (Sp): this is a ranged touch attack that deals 20d6+20 points of electricity damage to 2 opponents within 65’ on a successful hit; your opponents can each make a Fortitude save (DC24) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 60MP to use

• Multi-Watera (Sp): this is a ranged touch attack that deals 20d6+20 points of water (force) damage to 2 opponents within 65’ on a successful hit; your opponents can each make a Fortitude save (DC24) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 60MP to use

• Protect (Sp): this ability grants any 1 ally within 65’ (including itself) Damage Reduction 8 for the rest of the encounter; multiple protect effects do not stack, but overlap; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

Zeta Kai
2008-09-26, 10:38 AM
Seymour Omnis

http://www.geocities.com/final10eng/monsters/1907.jpg
http://images1.wikia.nocookie.net/finalfantasy/images/4/4c/Seymour_Omnis.JPG
Huge Undead (Unsent) Half-Guado Summoner 18/Black Mage 17
Hit Dice: 35d12+35 (262HP)
Initiative: +6
Speed: 30’ (6 squares)
Armor Class: 17 (-2 size, +2 Dex, +7 bangle); touch 10; flat-footed 15
Base Attack/Grapple: +17/+28
Attack: N/A
Full Attack: N/A
Space/Reach: 15’/15’
Special Attacks: Banish, Blizzaga, Blizzara, Dispel-All, Fira, Firaga, Thundaga, Thundara, Ultima, Watera, Waterga
Special Qualities: Undead traits, Unsent traits
Saves: Fort +13, Ref +13, Will +21
Abilities: Str 16 (+3), Dex 14 (+2), Con -- (+0), Int 20 (+5), Wis 11 (+0), Cha 18 (+4)
Skills: Bluff +31, Concentration +23, Diplomacy +28, Gather Information +27, Knowledge (religion) +28, Knowledge (planes) +29, Listen +23, Profession (maester) +23, Search +28, Sense Motive +26, Spellcraft +30, Use Magic Device +30
Feats: Ability Focus (Blizzaga, Firaga, Ultima), Banish, Combat Casting, Dispel-All, Great Fortitude, Improved Initiative, Improved Toughness, Magical Aptitude, Negotiator, Skill Focus (Bluff), Still Spell 13
Environment: any (Sin)
Organization: solitary
Challenge Rating: 21
Treasure: 2Χ standard
Normal/Rare Steal: Shining Gem/Supreme Gem
Alignment: Neutral Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: (90d6+360) + (85d6+340) (1,312MP)

• Banish (Sp): with a successful ranged touch attack, banishes 1 Aeon within 130’ back to its transdimensional pocket for the rest of the encounter (it can only be called back out afterward); the opponent’s Aeon can make a Will save (DC31) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 75MP to use

• Blizzaga (Sp): this is a ranged touch attack that deals 35d8+70 points of cold damage to 1 opponent within 130’ on a successful hit; Fortitude save (DC32) 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

• Blizzara (Sp): this is a ranged touch attack that deals 35d6+35 points of cold damage to 1 opponent within 130’ on a successful hit; Fortitude save (DC32) 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

• Dispel-All (Sp): removes any positive status conditions (see Status Effects, above) from all opponents within 130’ (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 standard action that provokes attacks of opportunity; this ability costs 112MP to use

• Fira (Sp): this is a ranged touch attack that deals 35d6+35 points of fire damage to 1 opponent within 130’ on a successful hit; Fortitude save (DC32) 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

• Firaga (Sp): this is a ranged touch attack that deals 35d8+70 points of fire damage to 1 opponent within 130’ on a successful hit; Fortitude save (DC32) 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

• Thundaga (Sp): this is a ranged touch attack that deals 35d8+70 points of electricity damage to 1 opponent within 130’ on a successful hit; Fortitude save (DC32) 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

• Thundara (Sp): this is a ranged touch attack that deals 35d6+35 points of electricity damage to 1 opponent within 130’ on a successful hit; Fortitude save (DC32) 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

• Ultima (Sp): this attack inflicts 20d6+80 points of non-specified damage to all opponents within 130’; your opponents can each make a Fortitude save (DC32) for half damage; the save DC is Intelligence-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use

• Watera (Sp): this is a ranged touch attack that deals 35d6+35 points of water (force) damage to 1 opponent within 130’ on a successful hit; Fortitude save (DC32) 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

• Waterga (Sp): this is a ranged touch attack that deals 35d8+70 points of water (force) damage to 1 opponent within 130’ on a successful hit; Fortitude save (DC32) 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

Zeta Kai
2008-09-26, 11:38 PM
Shred
http://www.geocities.com/final10eng/monsters/1403.jpg
Small Aberration (Fiend)
Hit Dice: 6d8+30 (57HP)
Initiative: +4
Speed: 20’ (4 squares)
Armor Class: 18 (+1 size, +7 natural); touch 11; flat-footed 18
Base Attack/Grapple: +4/+4
Attack: Slam +9 melee (1d4+4 + Slow)
Full Attack: 2 Slams +9 melee (1d4+4 + Slow)
Space/Reach: 5’/5’
Special Attacks: Slow
Special Qualities: Aberration traits
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 18 (+4), Dex 10 (+0), Con 19 (+4), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Skills: Balance +1, Listen +4, Spot +3, Survival +4
Feats: Great Fortitude, Improved Initiative, Improved Toughness
Environment: temperate plains (Calm Lands)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 7
Treasure: standard
Normal/Rare Steal: Hypello Potion/Hypello Potion (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

• Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

Zeta Kai
2008-09-27, 09:02 PM
Simurgh
http://www.geocities.com/final10eng/monsters/0905.jpg
Medium Animal (Fiend)
Hit Dice: 1d8 (4HP)
Initiative: +4
Speed: 15’ (3 squares), Fly 50’ (10 squares, good maneuverability)
Armor Class: 15 (+4 Dex, +1 natural); touch 14; flat-footed 11
Base Attack/Grapple: +0/+0
Attack: Talon +0 melee (1d6 + Blind)
Full Attack: Talon +0 melee (1d6 + Blind)
Space/Reach: 5’/5’
Special Attacks: Blind
Special Qualities: Animal traits
Saves: Fort +2, Ref +6, Will +1
Abilities: Str 11 (+0), Dex 18 (+4), Con 10 (+0), Int 1 (-5), Wis 12 (+1), Cha 8 (-1)
Skills: Listen +3, Move Silently +3
Feats: Flyby Attack, Hover (Bonus)
Environment: temperate plains (Djose Highroad)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: ½
Treasure: standard
Normal/Rare Steal: Smoke Bomb/Smoke Bomb (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 1d6+4 (7MP)

• Blind (Ex): inflicts Blind status for 3 rounds on 1 opponent; Fortitude save (DC11) to resist; the save DC is Wisdom-based

Zeta Kai
2008-09-28, 11:56 AM
Sin (Core)
http://www.geocities.com/final10eng/monsters/1803.jpg
Large Outsider (Aeon)
Hit Dice: 22d8+330 (429HP)
Initiative: -5
Speed: 0’ (0 squares, attached to Sin)
Armor Class: 30 (-1 size, -5 Dex, +26 natural); touch 4; flat-footed 30
Base Attack/Grapple: +22/+49
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/5’
Special Attacks: Blizzard, Fire, Gravija, Negation, Thunder, Water
Special Qualities: Aeon traits, Outsider traits
Saves: Fort +28, Ref +8, Will +17
Abilities: Str 36 (+13), Dex 1 (-5), Con 41 (+15), Int -- (+0), Wis 18 (+4), Cha 24 (+7)
Skills: N/A
Feats: GravijaB
Environment: any (Sin)
Organization: solitary
Challenge Rating: 19
Treasure: 2Χ standard
Normal/Rare Steal: Stamina Spring (Χ3)/Stamina Spring (Χ4)
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 88d6+352 (660MP)

• Blizzard (Sp): this is a ranged touch attack that deals 13d4 points of cold damage to 1 opponent within 95’ on a successful hit; Fortitude save (DC25) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

• Fire (Sp): this is a ranged touch attack that deals 13d4 points of fire damage to 1 opponent within 95’ on a successful hit; Fortitude save (DC25) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

• Gravija (Sp): this ability reduces the current HP of all opponents within 95’ by 75%; opponents can each make a Reflex save (DC21) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 256MP to use

• Negation (Su): removes any status conditions from all creatures within 95’, including opponents, allies, & bystanders (no saving throw); status conditions include Armor Break, Berserk, Blind, Confuse, Haste, Hastega, Magic Break, Mental Break, Mute, Nul, Petrified, Poison, Power Break, Protect, Provoke, Reflect, Regen, Shell, Sleep, Slow, Threaten, & Zombie; this is a full-round action that does not provoke attacks of opportunity

• Thunder (Sp): this is a ranged touch attack that deals 13d4 points of electricity damage to 1 opponent within 95’ on a successful hit; Fortitude save (DC25) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

• Water (Sp): this is a ranged touch attack that deals 13d4 points of water (force) damage to 1 opponent within 95’ on a successful hit; Fortitude save (DC25) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

Zeta Kai
2008-09-29, 07:49 AM
Sin (Fin)
http://www.geocities.com/final10eng/monsters/0401.jpg
Gargantuan Outsider (Aeon)
Hit Dice: 3d8+21 (34HP)
Initiative: -1
Speed: 40’ (8 squares), Fly 120’ (24 squares, poor maneuverability), Swim 60’ (12 squares)
Armor Class: 13 (-4 size, -1 Dex, +8 natural); touch 5; flat-footed 13
Base Attack/Grapple: +3/+21
Attack: Slam +5 melee (2d8+6)
Full Attack: Slam +5 melee (2d8+6)
Space/Reach: 20’/15’
Special Attacks: N/A
Special Qualities: Aeon traits, Outsider traits
Saves: Fort +10, Ref +2, Will +7
Abilities: Str 23 (+6), Dex 8 (-1), Con 25 (+7), Int -- (+0), Wis 18 (+4), Cha 24 (+7)
Skills: N/A
Feats: N/A
Environment: any (S.S. Liki)
Organization: solitary
Challenge Rating: 3
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

Zeta Kai
2008-09-29, 06:30 PM
Sin (Head) / Overdrive Sin
http://www.ffcompendium.com/EspMon/sin10-a.jpg
Colossal Outsider (Aeon)
Hit Dice: 23d8+414 (517HP)
Initiative: +2
Speed: 40’ (8 squares), Fly 120’ (24 squares, poor maneuverability), Swim 60’ (12 squares)
Armor Class: 28 (-8 size, -2 Dex, +28 natural); touch 0; flat-footed 28
Base Attack/Grapple: +23/+54
Attack: Glare +13 ranged (4d6, 20/Χ3, 130’ maximum range)
Full Attack: Glare +13 ranged (4d6, 20/Χ3, 130’ maximum range)
Space/Reach: 30’/20’
Special Attacks: Confuse Glare, Giga-Graviton, Stone Glare, Zombie Glare
Special Qualities: Aeon traits, Outsider traits
Saves: Fort +30, Ref +13, Will +17
Abilities: Str 40 (+15), Dex 7 (-2), Con 45 (+17), Int 1 (-5), Wis 18 (+4), Cha 24 (+7)
Skills: Concentration +24, Hide +1, Intimidate +14, Jump +22, Listen +13, Move Silently +7, Search +2, Spot +13, Survival +11, Swim +23
Feats: Alertness, HoverB, Giga-Graviton, Improved Initiative, Improved Toughness, Lightning Reflexes, Point Blank Shot, Skill Focus (Hide), Stealthy
Environment: any (Sin)
Organization: solitary
Challenge Rating: 20
Treasure: 2Χ standard
Normal/Rare Steal: Ether/Supreme Gem
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 92d6+368 (690MP)

• Confuse Glare (Su): adds a Confused status to a successful hit; Will save (DC28) to resist; the save DC is Charisma-based; this is a standard action that does not provoke attacks of opportunity; this ability costs 20MP to use

• Giga-Graviton (Sp): unleashes a 130’ ray that instantly disintegrates all creatures within it (-20HP; no saving throw); this takes 1 minute (10 rounds) to activate, with 1 standard action that provokes attacks of opportunity each round to prepare the activation (although attacks of opportunity do not disrupt the preparations); this ability can be done once per day; this ability costs 640MP to use

• Stone Glare (Su): adds a Petrified status to a successful hit; Fortitude save (DC25) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity; this ability costs 40MP to use

• Zombie Glare (Su): adds a Zombie status to a successful hit; Fortitude save (DC25) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity; this ability costs 30MP to use

Zeta Kai
2008-09-30, 08:23 AM
Sinscale #1
http://www.geocities.com/final10eng/monsters/0101.jpg
Small Outsider
Hit Dice: ½d8 (2HP)
Initiative: -4
Speed: 5’ (1 square)
Armor Class: 7 (+1 size, -4 Dex, +2 natural); touch 5; flat-footed 7
Base Attack/Grapple: +0/-4
Attack: Sting +1 melee (1d4)
Full Attack: Sting +1 melee (1d4)
Space/Reach: 5’/5’
Special Attacks: Spines
Special Qualities: Outsider traits
Saves: Fort +2, Ref -2, Will +3
Abilities: Str 10 (+0), Dex 2 (-4), Con 11 (+0), Int -- (+0), Wis 13 (+1), Cha 5 (-3)
Skills: N/A
Feats: N/A
Environment: any (Zanarkand)
Organization: litany (3-10)
Challenge Rating: Ό
Treasure: standard
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 0MP

• Spines (Ex): a Sinscale can fire several spines at an opponent; this is a special ranged attack (-2 ranged; 1d4-2 piercing damage) that does not provoke attacks of opportunity; 25’ range; it can fire a number of spines per round equal to its remaining HP, but all spines fired in a round must be directed at a single opponent; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-10-01, 08:09 AM
Sinscale #2
http://www.geocities.com/final10eng/monsters/0402.jpg
Small Outsider
Hit Dice: ½d8 (2HP)
Initiative: +1
Speed: 20’ (4 squares)
Armor Class: 12 (+1 size, +1 Dex); touch 12; flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Sting +1 melee (1d4)
Full Attack: Sting +1 melee (1d4)
Space/Reach: 5’/5’
Special Attacks: Spines
Special Qualities: Outsider traits
Saves: Fort +2, Ref +3, Will +3
Abilities: Str 10 (+0), Dex 12 (+1), Con 11 (+0), Int -- (+0), Wis 13 (+1), Cha 5 (-3)
Skills: N/A
Feats: N/A
Environment: any (Zanarkand)
Organization: litany (3-10)
Challenge Rating: Ό
Treasure: standard
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 0MP

• Spines (Ex): a Sinscale can fire several spines at an opponent; this is a special ranged attack (+0 ranged; 1d4 piercing damage) that does not provoke attacks of opportunity; 25’ range; it can fire a number of spines per round equal to its remaining HP, but all spines fired in a round must be directed at a single opponent; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-10-01, 03:01 PM
Sinscale #3
http://www.geocities.com/final10eng/monsters/0404.jpg
Small Outsider
Hit Dice: 1d8 (4HP)
Initiative: +1
Speed: 20’ (4 squares), Swim 20’ (4 squares)
Armor Class: 13 (+1 size, +1 Dex, +1 natural); touch 12; flat-footed 12
Base Attack/Grapple: +1/-2
Attack: Sting +3 melee (1d4+1)
Full Attack: Sting +3 melee (1d4+1)
Space/Reach: 5’/5’
Special Attacks: Powerful Charge
Special Qualities: Outsider traits
Saves: Fort +2, Ref +3, Will +3
Abilities: Str 12 (+1), Dex 12 (+1), Con 11 (+0), Int -- (+0), Wis 13 (+1), Cha 5 (-3)
Skills: N/A
Feats: Power AttackB
Environment: any (S.S. Liki, Luca)
Organization: litany (3-10)
Challenge Rating: ½
Treasure: standard
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 4d6+16 (30MP)

• Powerful Charge (Ex): in addition to the normal benefits & hazards of a charge, this allows the creature to make a single Sting attack with a +3 attack bonus that deals 2d4+2 points of damage; this attack can be done underwater, as well as on land

Zeta Kai
2008-10-02, 08:20 AM
Sinspawn: Ammes
http://images1.wikia.nocookie.net/finalfantasy/images/thumb/b/bf/Sinspawn_Ammes.jpg/364px-Sinspawn_Ammes.jpg
Large Outsider
Hit Dice: 2d8+5 (14HP)
Initiative: +1
Speed: 10’ (2 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 natural); touch 10; flat-footed 11
Base Attack/Grapple: +2/+8
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/10’
Special Attacks: Demi
Special Qualities: Outsider traits
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 15 (+2), Dex 12 (+1), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 8 (-1)
Skills: Concentration +6, Heal +6, Listen +6, Spot +6
Feats: Toughness
Environment: any (Zanarkand)
Organization: solitary
Challenge Rating: 1
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 8d6+32 (60MP)

• Demi (Sp): this ability reduces the current HP of all opponents within 35’ by 25%; Fortitude save (DC12) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use

Zeta Kai
2008-10-02, 02:53 PM
Sinspawn: Echuilles
http://images1.wikia.nocookie.net/finalfantasy/images/thumb/3/3d/Sinspawn_Echuilles.jpg/340px-Sinspawn_Echuilles.jpg
Huge Outsider
Hit Dice: 4d8+12 (30HP)
Initiative: +4
Speed: 20’ (4 squares), Swim 20’ (4 squares)
Armor Class: 14 (-2 size, +4 Dex, +2 natural); touch 12; flat-footed 10
Base Attack/Grapple: +4/+15
Attack: Tentacle +5 melee (2d6+3 + Drain Touch)
Full Attack: Tentacle +5 melee (2d6+3 + Drain Touch)
Space/Reach: 15’/15’
Special Attacks: Blender, Drain Touch
Special Qualities: Outsider traits
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 17 (+3), Dex 18 (+4), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 14 (+2)
Skills: Concentration +11, Heal +8, Listen +8, Spot +8
Feats: Improved Toughness, Power Attack
Environment: any (S.S. Liki)
Organization: solitary
Challenge Rating: 4
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 16d6+64 (120MP)

• Blender (Su): this attack inflicts 2d6+3 points of water (force) damage to all opponents within 40’; Fortitude save (DC15) for half damage; the save DC is standard; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4+2 rounds

• Drain Touch (Su): anytime the Echuilles damages an opponent with its normal tentacle attack; it gains HP equal to ½ the damage dealt

Zeta Kai
2008-10-02, 10:15 PM
Sinspawn: Genais
http://images1.wikia.nocookie.net/finalfantasy/images/thumb/6/6d/Sinspawn_Geneaux_Genais.jpg/643px-Sinspawn_Geneaux_Genais.jpg
Huge Outsider
Hit Dice: 26d8+208 (325HP)
Initiative: +1
Speed: 20’ (4 squares)
Armor Class: 21 (-2 size, +1 Dex, +12 natural); touch 9; flat-footed 20
Base Attack/Grapple: +26/+44
Attack: Thrashing Tentacle +34 melee (2d6+10)
Full Attack: 2 Thrashing Tentacles +34 melee (2d6+10)
Space/Reach: 15’/15’
Special Attacks: Sigh, Venom, Waterga
Special Qualities: Cura, Outsider traits
Saves: Fort +23, Ref +16, Will +19
Abilities: Str 31 (+10), Dex 12 (+1), Con 27 (+8), Int 2 (-4), Wis 18 (+4), Cha 14 (+2)
Skills: Balance +11, Concentration +18, Heal +6, Hide +13, Intimidate +14, Listen +15, Move Silently +13, Spellcraft +9, Spot +14, Survival +14, Tumble +11
Feats: Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Multiattack, Multiattack, Power Attack, Stealthy
Environment: any (Sin)
Organization: solitary
Challenge Rating: 18
Treasure: 2Χ standard
Normal/Rare Steal: Star Curtain/Shining Gem
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 104d6+416 (780MP)

• Sigh (Su): inflicts Blind status on all opponents for 3 rounds within a 100’ cone; +25 ranged attack; Fortitude save (DC27) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Venom (Su): inflicts Poison status on all opponents within a 100’ cone; +25 ranged attack; Fortitude save (DC27) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Waterga (Sp): this is a ranged touch attack that deals 26d8+52 points of water (force) damage to 1 opponent within 100’ on a successful hit; Fortitude save (DC27) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Cura (Sp): cures 3d8+10 points of damage to itself; this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

Zeta Kai
2008-10-03, 10:58 AM
Sinspawn: Geneaux
http://images1.wikia.nocookie.net/finalfantasy/images/thumb/6/6d/Sinspawn_Geneaux_Genais.jpg/643px-Sinspawn_Geneaux_Genais.jpg
Huge Outsider
Hit Dice: 7d8+21 (52HP)
Initiative: -1
Speed: 20’ (4 squares)
Armor Class: 11 (-2 size, -1 Dex, +4 natural); touch 7; flat-footed 11
Base Attack/Grapple: +7/+20
Attack: Tentacle +10 melee (2d6+5 + Poison)
Full Attack: 2 Tentacles +10 melee (2d6+5 + Poison)
Space/Reach: 15’/15’
Special Attacks: Poison, Sigh, Staccato, Water
Special Qualities: Outsider traits
Saves: Fort +8, Ref +4, Will +6
Abilities: Str 21 (+5), Dex 8 (-1), Con 17 (+3), Int 2 (-4), Wis 12 (+1), Cha 12 (+1)
Skills: Concentration +8, Heal +6, Intimidate +8, Listen +9, Move Silently +4, Spot +7, Survival +5
Feats: Blind-Fight, Cleave, Power Attack
Environment: any (Kilika)
Organization: body (pair with Geneaux’s Tentacles)
Challenge Rating: 6
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 28d6+112 (210MP)

• Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

• Sigh (Su): this attack inflicts 10d4 points of sonic damage to all opponents within 50’; Fortitude save (DC14) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Staccato (Ex): this attack inflicts 10d4 points of bludgeoning damage to all opponents within reach; Fortitude save (DC18) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Water (Sp): this is a ranged touch attack that deals 7d4 points of water (force) damage to 1 opponent within 50’ 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 4MP to use

Zeta Kai
2008-10-03, 09:14 PM
Sinspawn: Gui
http://images4.wikia.nocookie.net/finalfantasy/images/thumb/8/87/Sinspawn_Gui.jpg/723px-Sinspawn_Gui.jpg
Huge Outsider
Hit Dice: 10d8+30 (75HP)
Initiative: +2
Speed: 20’ (4 squares)
Armor Class: 15 (-2 size, +2 Dex, +5 natural); touch 10; flat-footed 13
Base Attack/Grapple: +10/+23
Attack: N/A
Full Attack: N/A
Space/Reach: 15’/15’
Special Attacks: Demi
Special Qualities: Outsider traits
Saves: Fort +10, Ref +9, Will +11
Abilities: Str 21 (+5), Dex 14 (+2), Con 17 (+3), Int 2 (-4), Wis 14 (+2), Cha 12 (+1)
Skills: Balance +11, Concentration +12, Heal +10, Intimidate +10, Listen +13, Move Silently +11, Spot +12, Survival +11, Tumble +11
Feats: Ability Focus (Demi), Alertness, Blind-Fight, Iron Will
Environment: any (Mushroom Rock Road)
Organization: body (with Arms of Gui & Head of Gui)
Challenge Rating: 9
Treasure: 2Χ standard
Normal/Rare Steal: Potion/Potion
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 40d6+160 (300MP)

• Demi (Sp): this ability reduces the current HP of all opponents within 50’ by 25%; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use

Zeta Kai
2008-10-04, 09:38 AM
Skoll
http://www.geocities.com/final10eng/monsters/1404.jpg
Medium Magical Beast (Fiend)
Hit Dice: 7d10 (38HP)
Initiative: +7
Speed: 50’ (10 squares)
Armor Class: 13 (+3 Dex); touch 13; flat-footed 10
Base Attack/Grapple: +7/+9
Attack: Bite +9 melee (1d6+2)
Full Attack: Bite +9 melee (1d6+2)
Space/Reach: 5’/5’
Special Attacks: Mute, Sleep
Special Qualities: Magical Beast traits
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 14 (+2), Dex 17 (+3), Con 11 (+0), Int 2 (-4), Wis 12 (+1), Cha 10 (+0)
Skills: Hide +6, Listen +4, Move Silently +7
Feats: Improved Initiative, Run, Track
Environment: temperate plains (Calm Lands)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Dream Powder/Dream Powder (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 14d6+56 (105MP)

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

• Sleep (Ex): inflicts Sleep status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

Zeta Kai
2008-10-05, 02:32 AM
Snow Flan
http://www.geocities.com/final10eng/monsters/0906.jpg
Medium Ooze (Cold, 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/+6
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Blizzard
Special Qualities: Cold traits, Damage Reduction 8/magic, Ooze traits, Skills
Saves: Fort +4, Ref -4, Will -4
Abilities: Str 16 (+3), Dex 1 (-5), Con 16 (+3), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: Climb +11
Feats: N/A
Environment: temperate marshes (Moonflow)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 4
Treasure: standard
Normal/Rare Steal: Antarctic Wind (Χ2)/Antarctic Wind (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 8d6+32 (60MP)

• Blizzard (Sp): this is a ranged touch attack that deals 4d4 points of cold 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

LucyHarris
2008-10-05, 01:18 PM
*Jaw drop*

Oh my god. You've gone and done what I only daydreamed about (and never got off the ground, as I became stuck at character classes).

Not only have you done it, but it's of one of my two favorites of the series, and done it so well and on such a fantastic level of craftsmanship that I am seriously blown away. I don't think I would have had the time (or dedication) to have finished something like this, and that you've been able to create all of this material is astonishing.

Plus, you made me want to play the game again, and take up the mantle of DM and run my own FFX campaign (and I haven't DM'd anything in a long time).

This is incredible. I bow to your superior skills. :smallsmile:

Zeta Kai
2008-10-06, 09:50 AM
*Jaw drop*

Thank you so much for your kind words. I never know what to say to such high praise, so I will just say this: I will work hard, so that I can continue to earn it. Thank you very much, & I'm glad that you enjoy this & other such projects. I hope that you enjoy reading it as much as I've enjoyed writing it.

Zeta Kai
2008-10-06, 09:52 AM
Snow Wolf
http://www.geocities.com/final10eng/monsters/1110.jpg
Medium Magical Beast (Cold, Fiend)
Hit Dice: 6d10+6 (39HP)
Initiative: +6
Speed: 50’ (10 squares)
Armor Class: 12 (+2 Dex); touch 12; flat-footed 10
Base Attack/Grapple: +6/+8
Attack: Bite +8 melee (1d6+2 + Mute or Sleep)
Full Attack: Bite +8 melee (1d6+2 + Mute or Sleep)
Space/Reach: 5’/5’
Special Attacks: Mute, Sleep
Special Qualities: Cold traits, Magical Beast traits
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 14 (+2), Dex 15 (+2), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 10 (+0)
Skills: Hide +5, Listen +4, Move Silently +5
Feats: Improved Initiative, Run, Track
Environment: cold plains (Macalania)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Sleeping Powder/Sleeping Powder (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

• Sleep (Ex): inflicts Sleep status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

Zeta Kai
2008-10-07, 06:08 AM
Spathi (Bahamut)
http://images2.wikia.nocookie.net/finalfantasy/images/thumb/2/24/BahamutX%26X-2whole.jpg/625px-BahamutX%26X-2whole.jpg
Huge Outsider (Aeon)
Hit Dice: 15d8+105 (172HP)
Initiative: +5
Speed: 40’ (8 squares), Fly 60’ (12 squares, poor maneuverability)
Armor Class: 23 (-2 size, +1 Dex, +14 natural); touch 9; flat-footed 22
Base Attack/Grapple: +15/+31
Attack: Claw +21 melee (2d6+8)
Full Attack: 2 Claws +21 melee (2d6+8)
Space/Reach: 15’/15’
Special Attacks: Impulse, Mega Flare
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Outsider traits
Saves: Fort +16, Ref +10, Will +15
Abilities: Str 27 (+8), Dex 13 (+1), Con 25 (+7), Int 17 (+3), Wis 22 (+6), Cha 20 (+5)
Skills: Balance +11, Climb +18, Concentration +17, Diplomacy +15, Gather Information +15, Heal +16, Intimidate +15, Jump +19, Knowledge (arcana) +14, Knowledge (planes) +13, Listen +18, Move Silently +11, Search +14, Sense Motive +16, Spellcraft +14, Spot +17, Survival +16, Tumble +12, Use Magic Device +13
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Power Attack
Environment: underground (Bevelle)
Organization: solitary
Challenge Rating: 14
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 60d6+240 (450MP)

• Impulse (Su): Spathi can blast enemies with a potent magical pulse; all creatures within 70’ take force damage equal to 3d8+8 (no saving throw); this is a standard action that does not provoke attacks of opportunity

• Mega Flare (Su): automatically hits all opponents within 70’ 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 100OP to use

• Aeon Boost (Su): Spathi can choose, as a swift action, to lower it’s defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Spathi can choose, as a swift action, to raise it’s defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

Zeta Kai
2008-10-07, 02:55 PM
Spectral Keeper
http://www.geocities.com/final10eng/monsters/1706.jpg
Huge Outsider (Fiend)
Hit Dice: 33d8+99 (247HP)
Initiative: +13
Speed: 40’ (8 squares)
Armor Class: 26 (-2 size, +13 Dex, +5 natural); touch 21; flat-footed 13
Base Attack/Grapple: +33/+50
Attack: Berserk Tail +40 (2d6+9 + Berserk)
Full Attack: 2 Berserk Tails +40 (2d6+9 + Berserk)
Space/Reach: 15’/15’
Special Attacks: Berserk, Cross Slash, Glyph Mine
Special Qualities: Outsider traits
Saves: Fort +21, Ref +31, Will +20
Abilities: Str 28 (+9), Dex 37 (+13), Con 17 (+3), Int 10 (+0), Wis 14 (+2), Cha 20 (+5)
Skills: Balance +28, Climb +24, Concentration +13, Diplomacy +20, Gather Information +17, Heal +17, Hide -2, Intimidate +20, Jump +26, Knowledge (arcana) +15, Knowledge (planes) +15, Listen +19, Move Silently +29, Search +16, Sense Motive +17, Spellcraft +15, Spot +19, Survival +17, Tumble +28, Use Magic Device +15
Feats: Alertness, Awesome Blow, Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Mobility, Power Attack, Skill Focus (Hide), Spring Attack, Stealthy
Environment: any (Zanarkand Ruins)
Organization: solitary
Challenge Rating: 19
Treasure: 2Χ standard
Normal/Rare Steal: Ether/Turbo Ether
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 132d6+528 (990MP)

• Berserk (Su): inflicts Berserk status on 1 opponent; Will save (DC31) to resist; the save DC is Charisma-based

• Cross Slash (Ex): the creature can swing its bladelike arms wildly; all creatures within reach take 1d8+4 slashing damage; if a creature makes a Reflex save (DC39), then they only take half damage; the save DC is Dexterity-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds

• Glyph Mine (Su): the creature forms a 10’ circular sigil of death below an enemy, which detonates with deadly force 1 round later; 1 opponent within 100’ instantly dies (-10HP); Fortitude save (DC28) to resist; the save DC is Wisdom-based; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4+2 rounds

Zeta Kai
2008-10-08, 08:11 AM
Spherimorph
http://www.geocities.com/final10eng/monsters/1107.jpg
Large Ooze (Fiend)
Hit Dice: 13d10+104 (162HP)
Initiative: -5
Speed: Fly 10’ (2 squares, average maneuverability)
Armor Class: 14 (-1 size, -5 Dex, +10 natural); touch 4; flat-footed 14
Base Attack/Grapple: +9/+26
Attack: Slap +17 melee (1d8+9)
Full Attack: 2 Slaps +17 melee (1d8+9)
Space/Reach: 10’/5’
Special Attacks: Blizzard, Blizzard All, Fire, Fire All, Press, Thunder, Thunder All, Water, Water All
Special Qualities: Ooze traits, Round Robin
Saves: Fort +12, Ref -1, Will -1
Abilities: Str 28 (+9), Dex 1 (-5), Con 26 (+8), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: N/A
Feats: HoverB
Environment: cold forest (Macalania)
Organization: solitary
Challenge Rating: 13
Treasure: 2Χ standard
Normal/Rare Steal: Ether/Turbo Ether
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 26d6+104 (195MP)

• Blizzard (Sp): this is a ranged touch attack that deals 13d4 points of cold damage to 1 opponent within 65’ on a successful hit; Fortitude save (DC16) 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

• Blizzard All (Sp): this is a ranged touch attack that deals 13d4 points of cold damage to all opponents within 65’ on a successful hit; Fortitude save (DC16) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Fire (Sp): this is a ranged touch attack that deals 13d4 points of fire damage to 1 opponent within 65’ on a successful hit; Fortitude save (DC16) 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

• Fire All (Sp): this is a ranged touch attack that deals 13d4 points of fire damage to all opponents within 65’ on a successful hit; Fortitude save (DC16) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Press (Ex): once every 1d4+1 rounds, the creature can crush its enemies with a trample-like attack, reducing the current HP of all opponents caught underneath it by 50%; Reflex save (DC25) for half damage; the save DC is Strength-based; after this action, the creature is considered prone, & must take a move action to stand up; this is a full-round action that does not provoke attacks of opportunity (although the move action to stand from being prone does provoke attacks of opportunity)

• Thunder (Sp): this is a ranged touch attack that deals 13d4 points of electricity damage to 1 opponent within 65’ on a successful hit; Fortitude save (DC16) 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

• Thunder All (Sp): this is a ranged touch attack that deals 13d4 points of electricity damage to all opponents within 65’ on a successful hit; Fortitude save (DC16) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Water (Sp): this is a ranged touch attack that deals 13d4 points of water (force) damage to 1 opponent within 65’ on a successful hit; Fortitude save (DC16) 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

• Water All (Sp): this is a ranged touch attack that deals 13d4 points of water (force) damage to all opponents within 65’ on a successful hit; Fortitude save (DC16) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Round Robin (Su): the creature can switch its elemental configuration once per round, as a swift action, meaning that it will randomly have 1 of the following configurations (roll 1d4):

Burning: immune to fire damage; takes 50% more damage from cold energy; uses Fire & Fire All special attacks
Dousing: immune to water (force) damage; takes 50% more damage from electricity energy; uses Water & Water All special attacks
Freezing: immune to cold damage; takes 50% more damage from fire energy; uses Blizzard & Blizzard All special attacks
Shocking: immune to electricity damage; takes 50% more damage from water (force) energy; uses Thunder & Thunder All special attacks

Zeta Kai
2008-10-09, 09:51 AM
Spirit
http://images4.wikia.nocookie.net/finalfantasy/images/9/95/Spirit.jpg
Large Outsider (Fiend)
Hit Dice: 12d8+72 (126HP)
Initiative: +8
Speed: Fly 20’ (4 squares, clumsy maneuverability)
Armor Class: 19 (-1 size, +8 Dex, +2 natural); touch 17; flat-footed 11
Base Attack/Grapple: +12/+12
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/5’
Special Attacks: Blizzara, Fira, Poison Mist, Thundaga, Thundara, Watera
Special Qualities: Outsider traits, White Wind
Saves: Fort +14, Ref +16, Will +10
Abilities: Str 3 (-4), Dex 27 (+8), Con 22 (+6), Int 1 (-5), Wis 14 (+2), Cha 17 (+3)
Skills: Concentration +14, Gather Information +10, Hide +18, Listen +11, Move Silently +17, Spot +12
Feats: Alertness, Combat Reflexes, Dodge, HoverB, Mobility, Stealthy
Environment: any (Omega Ruins)
Organization: solitary or pair
Challenge Rating: 10
Treasure: standard
Normal/Rare Steal: Healing Spring/Healing Spring (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 48d6+192 (360MP)

• Blizzara (Sp): this is a ranged touch attack that deals 12d6+12 points of cold damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC18) 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

• Fira (Sp): this is a ranged touch attack that deals 12d6+12 points of fire damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC18) 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

• Poison Mist (Su): inflicts Poison status on all opponents within 45’; also has a inflicts Confused status; Will save (DC19) to resist; the save DC is Charisma-based; this is a full-round action that does not provoke attacks of opportunity

• Thundaga (Sp): this is a ranged touch attack that deals 12d6+24 points of electricity damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Thundara (Sp): this is a ranged touch attack that deals 12d6+12 points of electricity damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC18) 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

• Watera (Sp): this is a ranged touch attack that deals 12d6+12 points of water (force) damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC18) 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

• White Wind (Sp): fully restores HP to itself; cannot heal an ally so that they have more HP than their maximum; this is a standard action that provokes attacks of opportunity; this ability costs 180MP to use

AstralFire
2008-10-09, 12:01 PM
Okay, your post made me feel bad so now I'm looking more closely at this stuff. I... am really very lost about Final Fantasy X, but I did take a look at overdrives. Some things:

Why would anyone take:
Hero instead of Victor
Slayer instead of Victor
Stoic/Warrior instead of Ally

accrual traits?

Zeta Kai
2008-10-09, 01:11 PM
I... am really very lost about Final Fantasy X, but I did take a look at overdrives. Some things:

Why would anyone take:
Hero instead of Victor
Slayer instead of Victor
Stoic/Warrior instead of Ally

Because those were mistakes. :smallbiggrin: Victor was overvalued, & has been dropped to 3 OP. Stoic & Warrios were undervalued, & have been raised to 2 OP. Good catch. That's the kind of critiquing that I need to make this project as good as possible. Stuff like what Realms of Chaos & Debihuman have done.

Any other questions?

afroakuma
2008-10-09, 02:00 PM
Just please, PLEASE make sure the Cactuar-Ally Overdrive>AP trick doesn't make it into this one.

Zeta Kai
2008-10-09, 10:49 PM
Just please, PLEASE make sure the Cactuar-Ally Overdrive>AP trick doesn't make it into this one.

I'm pretty sure that such cheese is not possible with this system, but I'll double-check.

Zeta Kai
2008-10-09, 10:53 PM
Splasher
http://www.geocities.com/final10eng/monsters/1616.jpg
Small Animal (Aquatic, Fiend)
Hit Dice: 3d8+3 (16HP)
Initiative: +6
Speed: Swim 30’ (6 squares)
Armor Class: 15 (+1 size, +2 Dex, +2 natural); touch 13; flat-footed 13
Base Attack/Grapple: +2/-3
Attack: Slap +2 melee (1d4-1) or Bite +2 melee (1d4-1 + Poison)
Full Attack: Slap +2 melee (1d4-1) & Bite +2 melee (1d4-1 + Poison)
Space/Reach: 5’/5’
Special Attacks: Poison, Self-Destruct
Special Qualities: Animal traits, Aquatic traits
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 9 (-1), Dex 15 (+2), Con 13 (+1), Int 1 (-5), Wis 12 (+1), Cha 5 (-3)
Skills: Listen +4, Swim +2
Feats: Dodge, Improved Initiative
Environment: cold aquatic (Mt. Gagazet)
Challenge Rating: 2
Treasure: standard
Normal/Rare Steal: Grenade/Frag Grenade
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 3d6+12 (22MP)

• Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC12) to resist; the save DC is Wisdom-based

• Self-Destruct (Su): the creature performs a suicide charge; upon a successful touch attack (+2 melee), it explodes as an immediate action, destroying it & dealing 2d6 points of fire damage to everything within a 25’ radius (no saving throw); this can only be done while swimming

Zeta Kai
2008-10-10, 11:00 AM
Swamp Mafdet
http://www.geocities.com/final10eng/monsters/1307.jpg
Small Aberration (Fiend)
Hit Dice: 6d8+30 (57HP)
Initiative: +4
Speed: 20’ (4 squares)
Armor Class: 18 (+1 size, +7 natural); touch 11; flat-footed 18
Base Attack/Grapple: +4/+4
Attack: Slam +9 melee (1d4+4)
Full Attack: 2 Slams +9 melee (1d4+4)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aberration traits
Saves: Fort +8, Ref +2, Will +7
Abilities: Str 18 (+4), Dex 10 (+0), Con 19 (+4), Int 4 (-3), Wis 15 (+2), Cha 10 (+0)
Skills: Listen +5, Spot +5, Survival +5
Feats: Great Fortitude, Improved Initiative, Improved Toughness
Environment: underground (Bevelle)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 7
Treasure: standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

afroakuma
2008-10-10, 11:17 AM
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 :smallbiggrin: 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.

Zeta Kai
2008-10-10, 11:30 AM
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 :smallbiggrin: 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.

afroakuma
2008-10-10, 11:40 AM
Wings of Discovery and Doors to Tomorrow, that's what I was going for. :smalltongue:

And you know what pic I mean. For what ability in particular she demonstrates twice during battle, each time more freakily.

Zeta Kai
2008-10-11, 05:29 PM
Thorn
http://www.geocities.com/final10eng/monsters/1503.jpg
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

Zeta Kai
2008-10-12, 02:33 PM
Thunder Flan
http://www.geocities.com/final10eng/monsters/0710.jpg
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

Zeta Kai
2008-10-13, 08:03 AM
Tonberry
http://images3.wikia.nocookie.net/finalfantasy/images/8/83/Tonberry_ffx.jpg
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: Chef’s Knife +15 melee (4d6+5 + Vorpal)
Full Attack: Chef’s 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

Zeta Kai
2008-10-13, 06:59 PM
Tros
http://www.geocities.com/final10eng/monsters/0205.jpg
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

Zeta Kai
2008-10-14, 07:50 AM
Ultima Weapon
http://images3.wikia.nocookie.net/finalfantasy/images/0/04/UltimaWeaponFFX%26X2.jpg
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

SilentNight
2008-10-14, 08:40 AM
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.

Zeta Kai
2008-10-14, 12:43 PM
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.

Zeta Kai
2008-10-15, 09:09 AM
Valaha
http://www.geocities.com/final10eng/monsters/1509.jpg
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

Zeta Kai
2008-10-16, 08:02 AM
Varuna
http://www.rpgamer.com/games/ff/ff10/propaganda/varuna.jpg
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, Pharaoh’s 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

• Pharaoh’s 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

Zeta Kai
2008-10-16, 10:25 PM
Vouivre #1
http://www.geocities.com/final10eng/monsters/0604.jpg
Large Animal (Fiend)
Hit Dice: 3d8+6 (19HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 natural); touch 10; flat-footed 11
Base Attack/Grapple: +2/+9
Attack: Bite +4 melee (1d8+3)
Full Attack: Bite +4 melee (1d8+3)
Space/Reach: 10’/5’
Special Attacks: N/A
Special Qualities: Animal traits
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 17 (+3), Dex 13 (+1), Con 15 (+2), Int 1 (-5), Wis 15 (+2), Cha 8 (-1)
Skills: Listen +5, Spot +5
Feats: Alertness, Track
Environment: temperate plains (Luca)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 2
Treasure: standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 3d6+12 (22MP)

Zeta Kai
2008-10-17, 10:45 AM
Vouivre #2
http://www.geocities.com/final10eng/monsters/0709.jpg
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

Zeta Kai
2008-10-18, 06:07 PM
Warrior Monk #1
http://www.geocities.com/final10eng/monsters/1302.jpg
Hume Crusader 8
Medium Humanoid
Hit Dice: 8d8+8 (44HP)
Initiative: +0
Speed: 30’ (6 squares)
Armor Class: 14 (+4 light fortification chain shirt); touch 10; flat-footed 14
Base Attack/Grapple: +6/+8
Attack: +2 Wounding Gun +8 ranged (2d6+2 +1Con, 19-20/Χ2, 40’ range)
Full Attack: +2 Wounding Gun +8/+3 ranged (2d6+2 +1Con, 19-20/Χ2, 40’ range)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Humanoid traits
Saves: Fort +1, Ref +0, Will +2
Abilities: Str 14 (+2), Dex 11 (+0), Con 13 (+1), Int 9 (-1), Wis 10 (+0), Cha 8 (-1)
Skills: Climb +4, Jump +5, Profession (crusader) +4, Sense Motive +2
Feats: Iron Will, Point Blank Shot, Rapid Shot, Weapon Focus (Gun)
Environment: any (Bevelle)
Challenge Rating: 7
Treasure: standard + Medium +2 Wounding Gun & Light Fortification Chain Shirt
Normal/Rare Steal: Hi-Potion (Χ2)/Purifying Salt
Alignment: often Lawful Neutral
Advancement: by character class
Level Adjustment: N/A
Magic Pool: 8d6+32 (60MP)

Debihuman
2008-10-19, 01:26 AM
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.

Just my two cents.

Debby

Ziegander
2008-10-19, 04:47 AM
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.

Zeta Kai
2008-10-19, 09:33 AM
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:
{table=head]CR|Range
1-5|30'
6-10|40'
11-15|60'
16-20|90'
21-25|120'
26+|Line of Sight[/table]
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.

Zeta Kai
2008-10-19, 09:34 AM
Warrior Monk #2
http://www.geocities.com/final10eng/monsters/1303.jpg
Hume Crusader 8
Medium Humanoid
Hit Dice: 8d8+19 (55HP)
Initiative: +0
Speed: 30’ (6 squares)
Armor Class: 14 (+4 light fortification chain shirt); touch 10; flat-footed 14
Base Attack/Grapple: +6/+7
Attack: +1 Flamethrower +7 ranged (3d6+1 fire, 25’ maximum range)
Full Attack: +1 Flamethrower +7 ranged (3d6+1 fire, 25’ maximum range)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Humanoid traits
Saves: Fort +2, Ref +0, Will +2
Abilities: Str 13 (+1), Dex 11 (+0), Con 14 (+2), Int 8 (-1), Wis 10 (+0), Cha 9 (-1)
Skills: Climb +5, Jump +4, Profession (crusader) +5, Sense Motive +2
Feats: Iron Will, Skill Focus (Profession), Toughness, Track
Environment: any (Bevelle)
Challenge Rating: 7
Treasure: standard + Medium +1 Flamethrower & Light Fortification Chain Shirt
Normal/Rare Steal: Hi-Potion/Purifying Salt
Alignment: often Lawful Neutral
Advancement: by character class
Level Adjustment: N/A
Magic Pool: 8d6+32 (60MP)

Zeta Kai
2008-10-20, 09:59 AM
Wasp
http://images1.wikia.nocookie.net/finalfantasy/images/2/2a/Wasp.jpg
Medium Vermin (Fiend)
Hit Dice: 7d8+7 (38HP)
Initiative: +5
Speed: 10’ (2 squares), Fly 50’ (10 squares, good maneuverability)
Armor Class: 17 (+5 Dex, +2 natural); touch 15; flat-footed 12
Base Attack/Grapple: +5/+5
Attack: Sting +5 melee (1d6 + Poison)
Full Attack: Sting +5 melee (1d6 + Poison)
Space/Reach: 5’/5’
Special Attacks: Poison
Special Qualities: Vermin traits
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 10 (+0), Dex 20 (+5), Con 13 (+1), Int -- (+0), Wis 12 (+1), Cha 9 (-1)
Skills: N/A
Feats: HoverB
Environment: cold forest (Macalania)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Hi-Potion/Poison Fang
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 7d6+28 (52MP)

• Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

Ziegander
2008-10-20, 10:16 AM
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!).

Debihuman
2008-10-20, 12:01 PM
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:
{table=head]CR|Range
1-5|30'
6-10|40'
11-15|60'
16-20|90'
21-25|120'
26+|Line of Sight[/table]
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 +.

Debby

Debihuman
2008-10-20, 12:51 PM
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.

Debby

Ziegander
2008-10-20, 02:02 PM
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. :smallamused:

But what about playing FFX classes outside of Spira?

Khanderas
2008-10-21, 05:17 AM
Great list as always, and ever growing.
Tonberry (voodoo) seems alittle off though. 1000 nonelemental damage is alot when Bahamut has 130 hp or so.

Still this is impressive and inspiring enough to have made me replay FFX all over again.

Zeta Kai
2008-10-21, 08:54 AM
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).

Zeta Kai
2008-10-21, 08:56 AM
Water Flan
http://images3.wikia.nocookie.net/finalfantasy/images/d/dd/Waterflanffx.jpg
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

Debihuman
2008-10-21, 11:50 AM
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.

Debby

Zeta Kai
2008-10-21, 07:56 PM
Wendigo
http://images2.wikia.nocookie.net/finalfantasy/images/thumb/4/4b/Wendigo_FFX.jpg/559px-Wendigo_FFX.jpg
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 wouldn’t 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 creature’s 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 subject’s size category

Lappy9000
2008-10-21, 08:04 PM
Ah, the Wendigo has been captured to perfectly re-construct the sheer annoyance of that battle :smallannoyed:

You've done a great job applying aspects of Final Fantasy into D&D that I normally would have not thought possible.

Zeta Kai
2008-10-22, 02:52 PM
Thank you very much, Lappy. I always appreciate your kind words (& everyone else's, for that matter). For the record, I've added Powerful Build to the Wendigo, as I think that it needs a bit of a boost.

Zeta Kai
2008-10-22, 02:53 PM
White Element
http://images1.wikia.nocookie.net/finalfantasy/images/0/00/Elementalwhite10.jpg
Medium Elemental (Cold, Fiend)
Hit Dice: 5d8+5 (27HP)
Initiative: +6
Speed: Fly 20’ (4 squares, poor maneuverability)
Armor Class: 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
Base Attack/Grapple: +3/+4
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Blizzard
Special Qualities: Cold traits, Damage Reduction 5/magic, Elemental traits
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 4 (-3), Wis 11 (+0), Cha 12 (+1)
Skills: Listen +6, Spot +6
Feats: Alertness, HoverB, Improved Initiative
Environment: any (Mi’ihen Highroad)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 3
Treasure: standard
Normal/Rare Steal: Antarctic Wind/Antarctic Wind (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 10d6+40 (75MP)

• Blizzard (Sp): this is a ranged touch attack that deals 5d4 points of cold damage to 1 opponent within 30’ on a successful hit; Fortitude save (DC12) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

Zeta Kai
2008-10-23, 09:38 AM
Worker
http://www.geocities.com/final10eng/monsters/0601.jpg
Small Construct (Machina)
Hit Dice: 3d10+10 (26HP)
Initiative: +0
Speed: 30’ (6 squares)
Armor Class: 13 (+1 size, +2 natural); touch 11; flat-footed 13
Base Attack/Grapple: +2/+0
Attack: Gore +5 melee (1d4+2)
Full Attack: Gore +5 melee (1d4+2)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Construct traits, Machina traits
Saves: Fort +3, Ref +1, Will +1
Abilities: Str 15 (+2), Dex 10 (+0), Con -- (+0), Int 1 (-5), Wis 11 (+0), Cha 1 (-5)
Skills: Listen +3, Spot +6
Feats: Great Fortitude, Skill Focus (Spot)
Environment: any (Luca)
Challenge Rating: 2
Treasure: standard
Normal/Rare Steal: N/A/N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 3d4 (7MP)

Zeta Kai
2008-10-23, 09:46 AM
By the way, thank you all so much for reading my project here. I just checked the view count, & realized that this has received over 30,000 views! That's so wonderful, I don't know what to say. Thanks again, I really appreciate it.

I want to remind everyone that this project is still far from over. I may be nearing the end of the monsters & bosses, but I have a slew of bonus material that I've working on. That will help round out the project. I will also be taking requests/suggestions for what I can do to make this project even better, & what future projects I should undertake. Thanks to you all, one more time!

Zeta Kai
2008-10-23, 12:28 PM
I've just added my very own new-&-improved map of Spira. It's in the Geography section of thread. I hope that you all like it, it's been a long time coming.

Ziegander
2008-10-23, 12:33 PM
*jumps up and down like a giddy school boy*

THAT. IS. AAAAWWWESOME.

It's official. I think my next campaign is set in Spira.

afroakuma
2008-10-23, 01:55 PM
*jumps up and down like a giddy school boy*

THAT. IS. AAAAWWWESOME.

It's official. I think my next campaign is set in Spira.

*jumps up and down like a giddy school boy*

THAT. IS. AAAAWWWESOME.

It's official. I think my next campaign is not going near any of this with a twenty-nine foot pole.

But it is amazing and well done.

Debihuman
2008-10-24, 06:42 AM
Kudos, Zeta. This has been quite remarkable. Have you considered making a pdf of all of this?

Debby

Zeta Kai
2008-10-24, 08:08 AM
Kudos, Zeta. This has been quite remarkable. Have you considered making a pdf of all of this?

I believe that I will be making PDFs of all my projects, probably starting with this one. Just as soon as I figure out how...

Zeta Kai
2008-10-24, 08:16 AM
It's official. I think my next campaign is not going near any of this with a twenty-nine foot pole.

But it is amazing and well done.

Uh, thanks?

Well, it's not your cup of tea. That's fine. I understood from Day #1 that this project would only have a limited appeal. After all, it's a game that came out over 7 years ago, & the sequel (although liked by many) received mixed results. I'm glad that you appreciate the craft, if not the subject.

You may still find some material in here that appeals to you. I've attempted to make this as compatable with standard D20 games as I could, so the monsters, Blitzball, Limit Breaks, Aeons, & individual classes could (in theory) be added to a campaign without all the rest, & with only minimal translation. The only pervasive element in the design of this project is the use of Magic Points instead of the normal magic system.

afroakuma
2008-10-24, 08:19 AM
:smallbiggrin: Sorry Zeta if that came across harsh. What I meant is that I would get away with none of this in any game, since one of my players is an avid FF'er.

Zeta Kai
2008-10-24, 08:19 AM
Wraith
http://images1.wikia.nocookie.net/finalfantasy/images/a/a4/Wraith.jpg
Large Undead (Fiend, Incorporeal)
Hit Dice: 14d12+14 (105HP)
Initiative: +7
Speed: Fly 30’ (6 squares, perfect maneuverability)
Armor Class: 20 (-1 size, +7 Dex, +4 deflection); touch 20; flat-footed 13
Base Attack/Grapple: +7/+17
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/10’
Special Attacks: Blizzaga, Death, Doom, Firaga, Thundaga, Waterga
Special Qualities: Incorporeal traits, Undead traits
Saves: Fort +4, Ref +11, Will +12
Abilities: Str 22 (+6), Dex 25 (+7), Con -- (+0), Int 14 (+2), Wis 16 (+3), Cha 19 (+4)
Skills: Bluff +10, Concentration +8, Diplomacy +9, Hide +13, Intimidate +12, Knowledge (religion) +8, Listen +9, Move Silently +14, Search +8, Sense Motive +10, Spot +9
Feats: Ghostly Grasp, Improved Initiative, Improved Toughness, Persuasive, Stealthy
Environment: any (Sin)
Organization: solitary or pair
Challenge Rating: 11
Treasure: standard
Normal/Rare Steal: Farplane Shadow/Farplane Wind
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 14d4 (35MP)

• Blizzaga (Sp): this is a ranged touch attack that deals 14d8+28 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

• Doom (Sp): 1 opponent within 65’ automatically acquires Doomed status (no saving throw); this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Firaga (Sp): this is a ranged touch attack that deals 14d8+28 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

• Thundaga (Sp): this is a ranged touch attack that deals 14d8+28 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 14d8+28 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

Zeta Kai
2008-10-27, 09:45 PM
Xiphos
http://images3.wikia.nocookie.net/finalfantasy/images/5/55/Xiphos.jpg
Large Magical Beast (Fiend)
Hit Dice: 9d10+18 (67HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 14 (-1 size, +3 Dex, +2 natural); touch 12; flat-footed 11
Base Attack/Grapple: +9/+14
Attack: Slam +9 melee (1d8+1)
Full Attack: 2 Slams +9 melee (1d8+1)
Space/Reach: 10’/5’
Special Attacks: N/A
Special Qualities: Magical Beast traits
Saves: Fort +8, Ref +9, Will +3
Abilities: Str 13 (+1), Dex 17 (+3), Con 14 (+2), Int 3 (-4), Wis 11 (+0), Cha 10 (+0)
Skills: Hide +4, Jump +4, Listen +3, Move Silently +8
Feats: Dodge, Mobility, Spring Attack, Stealthy
Environment: cold forest (Macalania)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 7
Treasure: standard
Normal/Rare Steal: Hi-Potion/Mega Potion
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 18d6+72 (135MP)

Zeta Kai
2008-10-28, 03:55 PM
YAT-97
http://images3.wikia.nocookie.net/finalfantasy/images/0/0c/YAT-97.jpg
Large Construct
Hit Dice: 10d10+30 (85HP)
Initiative: +8
Speed: Fly 20’ (4 squares, clumsy maneuverability)
Armor Class: 19 (-1 size, +8 Dex, +2 natural); touch 17; flat-footed 11
Base Attack/Grapple: +7/+13
Attack: Cannon +14 ranged (3d6, 45’ range)
Full Attack: 2 Cannons +14 ranged (3d6, 45’ range)
Space/Reach: 10’/5’
Special Attacks: Big Gun
Special Qualities: Construct traits, Damage Reduction 15/magic
Saves: Fort +5, Ref +11, Will +5
Abilities: Str 14 (+2), Dex 27 (+8), Con -- (+0), Int 1 (-5), Wis 14 (+2), Cha 1 (-5)
Skills: Listen +6, Move Silently +12, Spot +7
Feats: HoverB, Far Shot, Great Fortitude, Point Blank Shot, Precise Shot
Environment: any (Zanarkand Ruins)
Organization: pair or party (1 with a group of 2 Constructs)
Challenge Rating: 10
Treasure: standard
Normal/Rare Steal: Holy Water (Χ3)/Ether (Χ2)
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 10d4 (25MP)

• Big Gun (Ex): once every 1d4 rounds, the creature can launch an explosive blast; this attack that deals 2d6 points of piercing damage & 2d6 points of fire damage to all opponents within 45’; all creatures can make a Fortitude save (DC23) for half damage; the save DC is Dexterity-based; this ability is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-10-29, 12:37 PM
YAT-99
http://images1.wikia.nocookie.net/finalfantasy/images/9/96/YAT-99.jpg
Large Construct
Hit Dice: 8d10+30 (74HP)
Initiative: +7
Speed: Fly 20’ (4 squares, clumsy maneuverability)
Armor Class: 18 (-1 size, +7 Dex, +2 natural); touch 16; flat-footed 11
Base Attack/Grapple: +6/+11
Attack: Cannon +12 ranged (2d8, 45’ range)
Full Attack: 2 Cannons +12 ranged (2d8, 45’ range)
Space/Reach: 10’/5’
Special Attacks: Big Gun
Special Qualities: Construct traits, Damage Reduction 12/magic
Saves: Fort +4, Ref +9, Will +3
Abilities: Str 12 (+1), Dex 25 (+7), Con -- (+0), Int 1 (-5), Wis 12 (+1), Cha 1 (-5)
Skills: Listen +5, Move Silently +11, Spot +6
Feats: HoverB, Far Shot, Great Fortitude, Point Blank Shot, Precise Shot
Environment: any (Bevelle)
Organization: pair or party (1 with a group of 2 Constructs)
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Remedy/Ether
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 8d4 (20MP)

• Big Gun (Ex): once every 1d4 rounds, the creature can launch an explosive blast; this attack that deals 2d6 points of piercing damage & 2d6 points of fire damage to all opponents within 45’; all creatures can make a Fortitude save (DC21) for half damage; the save DC is Dexterity-based; this ability is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-10-29, 08:38 PM
Yellow Element
http://images3.wikia.nocookie.net/finalfantasy/images/6/6a/Yellow_Elemental_ffx-2.jpg
Medium Elemental (Lightning, Fiend)
Hit Dice: 2d8 (9HP)
Initiative: +2
Speed: Fly 20’ (4 squares, poor maneuverability)
Armor Class: 14 (+2 Dex, +2 natural); touch 12; flat-footed 12
Base Attack/Grapple: +1/+2
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Thunder
Special Qualities: Damage Reduction 2/magic, Elemental traits, Lightning traits
Saves: Fort +0, Ref +5, Will -1
Abilities: Str 12 (+1), Dex 14 (+2), Con 10 (+0), Int 4 (-3), Wis 9 (-1), Cha 12 (+1)
Skills: Listen +4, Spot +3
Feats: Alertness, HoverB
Environment: any (Kilika)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 1
Treasure: standard
Normal/Rare Steal: Electro Marble/Lightning Marble
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 4d6+16 (30MP)

• Thunder (Sp): this is a ranged touch attack that deals 2d4 points of electricity damage to 1 opponent within 30’ on a successful hit; Fortitude save (DC10) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

Deathslayer7
2008-10-29, 10:45 PM
wow just wow. I like it. Although I have yet to read through most of it. Little by little i will get it done though. :smallbiggrin:

Zeta Kai
2008-10-30, 08:07 AM
wow just wow. I like it. Although I have yet to read through most of it. Little by little i will get it done though. :smallbiggrin:

Thank you very much for your kind words. I realize that this project is a lot to digest, which part of the reason why I've provided so many links. A reader can simply bounce around, looking at what interests them, & only skim the rest. Let me know what you think, as I'm always receptive to feedback (except the "you-suck" kind :smallwink:).

Zeta Kai
2008-10-30, 08:09 AM
Yenke Ronso
http://images2.wikia.nocookie.net/finalfantasy/images/2/28/Yenke_Ronso.jpg
Ronso Pugilist 11/Lancer 2
Large Monstrous Humanoid
Hit Dice: (11d8+55) + (2d12+10) (127HP)
Initiative: +2
Speed: 40’ (8 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 buckler); touch 11; flat-footed 12
Base Attack/Grapple: +10/+18
Attack: Gore +13 melee (1d4+4)
Full Attack: Gore +13 melee (1d4+4) & Slam +8 melee (1d8+4)
Space/Reach: 10’/10’
Special Attacks: Aqua Breath, Bulldoze, Flame Breath
Special Qualities: Haste, White Wind
Saves: Fort +11, Ref +9, Will +5
Abilities: Str 19 (+4), Dex 14 (+2), Con 20 (+5), Int 12 (+1), Wis 11 (+2), Cha 8 (+1)
Skills: Balance +7, Climb +6, Concentration +6, Gather Information +6, Handle Animal +6, Jump +7, Listen +6, Move Silently +6, Ride +5, Search +6, Sense Motive +6, Spot +6, Tumble +7
Feats: Cleave, Combat Casting, Empower Spell, Power Attack, Run
Environment: cold mountains (Mt. Gagazet)
Organization: pair (with Biran Ronso)
Challenge Rating: 14
Treasure: standard
Normal/Rare Steal: Level 3 Key Sphere/Level 3 Key Sphere (Χ2)
Alignment: Chaotic Neutral
Advancement: by character class
Level Adjustment: +1
Magic Pool: (33d6+132) + (8d6+32) (307MP)

• Aqua Breath (Su): automatically hits all opponents within 65’, dealing 2d8+4 points of water (force) damage; Fortitude save (DC18) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Bulldoze (Ex): in addition to the normal benefits & hazards of a charge, this allows the creature to make a single Gore attack with a +2 attack bonus that deals (1d4+6)Χ2 points of damage

• Flame Breath (Su): automatically hits all opponents within 65’, dealing 2d6 points of fire damage; Fortitude save (DC18) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• 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

• White Wind (Sp): fully restores HP to all allies within 65’ (including itself); cannot heal an ally so that they have more HP than their maximum; this is a standard action that provokes attacks of opportunity; this ability costs 180MP to use

LucyHarris
2008-10-30, 08:54 AM
Coming back to this thread and seeing all the stuff that has been added since last I popped in has gotten me all pumped for it again. I can't wait until it's done and can be collected into a pdf--once I've given it a closer read, I'm planning on running a game using this stuff. :)

Zeta Kai
2008-10-30, 06:34 PM
I plan on making a really nice PDF of this entire project, collecting all of this material with all the pretty pictures included... just as soon as I figure out how.

afroakuma
2008-10-30, 06:38 PM
ARG. We're within range of Yunalesca.

Zeta Kai
2008-10-30, 06:49 PM
YKT-11
http://images1.wikia.nocookie.net/finalfantasy/images/9/9f/YKT-11.jpg
Large Construct
Hit Dice: 10d10+30 (85HP)
Initiative: +7
Speed: 30’ (6 squares)
Armor Class: 18 (-1 size, +7 Dex, +2 natural); touch 16; flat-footed 11
Base Attack/Grapple: +7/+15
Attack: Slam +9 melee (1d8+3)
Full Attack: 2 Slams +9 melee (1d8+3)
Space/Reach: 10’/10’
Special Attacks: Thrust Kick
Special Qualities: Construct traits, Damage Reduction 10/magic
Saves: Fort +5, Ref +10, Will +5
Abilities: Str 16 (+3), Dex 25 (+7), Con -- (+0), Int 1 (-5), Wis 14 (+2), Cha 1 (-5)
Skills: Jump +7, Listen +9, Spot +8
Feats: Alertness, Cleave, Great Fortitude, Power Attack
Environment: any (Zanarkand Ruins)
Organization: pair or party (1 with a group of 2 Constructs)
Challenge Rating: 10
Treasure: standard
Normal/Rare Steal: Holy Water (Χ3)/Ether (Χ2)
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 10d4 (25MP)

• Thrust Kick (Ex): the creature can unleash a devastating kick, hitting 1 opponent within reach with a Slam attack at +9 melee (1d8+3); opponent must make a Reflex save (DC22) or be thrown (1d6+2) Χ 10’, taking 1d6 falling damage for each 10’; the save DC is Dexterity-based; this is a full-round action that does not provoke attacks of opportunity

Zeta Kai
2008-10-31, 10:59 AM
YKT-63
http://images1.wikia.nocookie.net/finalfantasy/images/9/9e/YKT-63.jpg
Large Construct
Hit Dice: 8d10+30 (74HP)
Initiative: +6
Speed: 30’ (6 squares)
Armor Class: 17 (-1 size, +6 Dex, +2 natural); touch 15; flat-footed 11
Base Attack/Grapple: +6/+12
Attack: Slam +7 melee (1d8+2)
Full Attack: 2 Slams +7 melee (1d8+2)
Space/Reach: 10’/10’
Special Attacks: Thrust Kick
Special Qualities: Construct traits, Damage Reduction 8/magic
Saves: Fort +4, Ref +8, Will +3
Abilities: Str 14 (+2), Dex 23 (+6), Con -- (+0), Int 1 (-5), Wis 12 (+1), Cha 1 (-5)
Skills: Jump +6, Listen +7, Spot +6
Feats: Alertness, Great Fortitude, Power Attack
Environment: any (Bevelle)
Organization: pair or party (1 with a group of 2 Constructs)
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Remedy/Ether
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 8d4 (20MP)

• Thrust Kick (Ex): the creature can unleash a devastating kick, hitting 1 opponent within reach with a Slam attack at +7 melee (1d8+2); opponent must make a Reflex save (DC20) or be thrown (1d4+2) Χ 10’, taking 1d6 falling damage for each 10’; the save DC is Dexterity-based; this is a full-round action that does not provoke attacks of opportunity

Zeta Kai
2008-10-31, 11:01 PM
Yojimbo
http://images4.wikia.nocookie.net/finalfantasy/images/7/75/Yojimbo.jpg
Large Outsider (Aeon)
Hit Dice: 18d8+144 (225HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 29 (-1 size, +3 Dex, +17 natural); touch 12; flat-footed 26
Base Attack/Grapple: +18/+31
Attack: +3 Katana +30 melee (4d6+14, 17-20/Χ2)
Full Attack: +3 Katana +30/+25/+20/+15 melee (4d6+14, 17-20/Χ2)
Space/Reach: 10’/10’
Special Attacks: Daigoro, Kozuka, Wakizashi, Zanmato
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Outsider traits
Saves: Fort +19, Ref +14, Will +16
Abilities: Str 29 (+9), Dex 16 (+3), Con 26 (+8), Int 18 (+4), Wis 20 (+5), Cha 23 (+6)
Skills: Balance +15, Climb +21, Concentration +20, Diplomacy +18, Gather Information +17, Heal +19, Intimidate +18, Jump +21, Knowledge (arcana) +16, Knowledge (planes) +16, Listen +17, Move Silently +15, Perform +16, Search +16, Sense Motive +17, Spellcraft +16, Spot +17, Survival +19, Tumble +15, Use Magic Device +16
Feats: Improved Critical, Power Attack, Quick Draw, Self-Sufficient, Two-Weapon Fighting, Weapon Focus, Weapon Specialization
Environment: any (Calm Lands)
Organization: solitary
Challenge Rating: 17
Treasure: 2Χ standard + Large +3 Katana (bastard sword)
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 72d6+288 (540MP)

• Daigoro (Su): Daigoro can make a special slam attack (+11 melee; 1d8+10 bludgeoning damage) to 1 opponent within 50’ of your companion; this is a standard action that does not provoke an attack opportunity for either Yojimbo or Daigoro

• Kozuka (Su): throwing a magical knife is a +31 ranged attack on a single opponent within 95’ that deals 2d8 force damage; this is a standard action that does not provoke attacks of opportunity

• Wakizashi (Su): +26 melee attacks (using the Katana) against all opponents within reach, dealing 21 points of slashing damage to all; this is a standard action that does not provoke attacks of opportunity

• Zanmato (Su): +27 melee attack (using the Katana) against any 1 opponent within reach, 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 100OP to use

• Aeon Boost (Su): Yojimbo can choose, as a swift action, to lower it’s defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Yojimbo can choose, as a swift action, to raise it’s defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

Zeta Kai
2008-11-01, 10:47 AM
Yowie
http://images4.wikia.nocookie.net/finalfantasy/images/b/bf/Yowie_(FFX).jpg
Medium Animal (Fiend)
Hit Dice: 7d8+7 (38HP)
Initiative: +4
Speed: 30’ (6 squares)
Armor Class: 16 (+4 Dex, +2 natural); touch 14; flat-footed 12
Base Attack/Grapple: +5/+7
Attack: Bite +7 melee (1d6+2 + Mute or Petrified)
Full Attack: Bite +7 melee (1d6+2 + Mute or Petrified)
Space/Reach: 5’/5’
Special Attacks: Mute, Petrified
Special Qualities: Animal traits
Saves: Fort +6, Ref +11, Will +4
Abilities: Str 14 (+2), Dex 18 (+4), Con 13 (+1), Int 1 (-5), Wis 14 (+2), Cha 7 (-2)
Skills: Jump +5, Listen +8, Spot +7
Feats: Alertness, Dodge, Lightning Reflexes
Environment: underground (Calm Lands)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Soft/Petrify Grenade
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 7d6+28 (52MP)

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent within 30’; Fortitude save (DC15) to resist; the save DC is Wisdom-based

• Petrified (Su): inflicts Petrified status on 1 opponent within 30’; Fortitude save (DC15) to resist; the save DC is Wisdom-based

Zeta Kai
2008-11-02, 12:00 AM
Yu Pagoda
http://www.final-fantasy.ch/Ff10/images/yupagoda.jpg
Huge Construct
Hit Dice: 20d10+40 (150HP)
Initiative: +1
Speed: Fly 10’ (2 squares, poor maneuverability)
Armor Class: 15 (-2 size, -1 Dex, +8 natural); touch 7; flat-footed 15
Base Attack/Grapple: +15/+40
Attack: N/A
Full Attack: N/A
Space/Reach: 15’/15’
Special Attacks: Curse, Osmose
Special Qualities: Construct traits, Power Heave, Resurgent Form
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 35 (+17), Dex 9 (-1), Con -- (+0), Int -- (+0), Wis 11 (+0), Cha 1 (-5)
Skills: N/A
Feats: HoverB
Environment: any (Sin)
Organization: cabal (pair with Braska’s Final Aeon or Yu Yevon)
Challenge Rating: 14
Treasure: N/A
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 20d4 (50MP)

• 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 3 rounds on 1 opponent; Fortitude save (DC20) to resist; the save DC is Charisma-based
inflicts Cursed status on 1 opponent; Fortitude save (DC20) to resist; the save DC is Charisma -based
inflicts Mute status for 3 rounds on 1 opponent; Fortitude save (DC20) to resist; the save DC is Charisma -based
inflicts Poison status on 1 opponent; Fortitude save (DC20) to resist; the save DC is Charisma -based
inflicts Sleep status for 3 rounds on 1 opponent; Fortitude save (DC20) to resist; the save DC is Charisma -based

• Osmose (Sp): this is a touch attack that transfers 1 opponent’s entire MP pool to the creature’s own; the opponent can make a Will save (DC20) for half damage; the save DC is Charisma -based; this is a standard action that provokes attacks of opportunity; this ability does not consume any MP to use

• Power Heave (Su): cures 3d6+20 points of damage to any ally within 70’ (including itself); since undead (but not [Unsent]) 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 Fortitude save (DC25) to take half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Resurgent Form (Ex): if the creatures hit points fall below -10, it will return to life in 1d4+2 rounds, regaining its full amount of HP in the process; the only way to permanently destroy the creature is to kill the being that is assigned to protect (see Organization); this an immediate action that does not provoke attacks of opportunity

afroakuma
2008-11-02, 12:07 AM
I may be wrong, Zeta, but didn't Yu Pagodas have some form of obnoxious ability that let them life each other back up?

Zeta Kai
2008-11-02, 12:22 AM
I may be wrong, Zeta, but didn't Yu Pagodas have some form of obnoxious ability that let them life each other back up?

Sorry, I forgot to add the Resurgent Form. Fixed. Thanks for the catch, Afro.

afroakuma
2008-11-02, 12:25 AM
No prob. Can't let those things get by without being as annoying as they are supposed to be.

Zeta Kai
2008-11-02, 12:30 AM
No prob. Can't let those things get by without being as annoying as they are supposed to be.

Yeah, although I should probably lower their HD a bit to compensate.

BTW, congratulations to Afroakuma for writing post #600. Wow, this thread really got away from me. I never realized 6 months ago that I would still be working on this, & that I'd be posting to an average of almost 3 times day.

And it's still not finished. :smallsigh:

Lappy9000
2008-11-02, 12:43 PM
Yo, Zeta, I had a question about FFX that's been bugging me. I haven't quite finished the game yet, but through your research of the game's backstory, I figured you'd be able to answer it.

Anyway, do the people of Spira have abnormally large lung capacities, or is the water oxidized or something? 'Cause the characters are able to spend ridiculously long times underwater, and not just in gameplay (where I'd write it off as not important), but even in certain scenes *Warning Spoilers Below*
Like where Tidus and Yuna were making out under water for a good 2-3 minutes.I may be mistaken, but the average breath holding time for humans is about 65 seconds. There is a reference in-game of blitzball players being able to sleep underwater even, but I've never really been sure.

It could have an impact in a d20 FFX game, like if a player wants to camp for the night underwater (and not be a hypello). Adding the water subtype while within blitzball stadiums was a good idea, but I'm not sure whether it would apply to the rest of Spira or not....

Zeta Kai
2008-11-02, 02:55 PM
Now, I've played FFX many times, I've played FFX-2 several times (getting 100% completion is a pain), & I own a copy of the Eternal Calm video. Now, as far as I can tell, Blitzball players go through training so that they can perform maneuvers while remaining underwater for long periods. Tidus, Wakka, & (for some reason) Rikku can remain underwater essentially indefinitely because they have been taught how to do so. Tidus was training Yuna on how to do this during the first game, apparently, because we see her practicing her breath-holding during the Eternal Calm video (http://www.youtube.com/watch?v=Rh_Z8efB_nE). She can only do 2 minutes & 41 seconds, but it's a start.

Now, Blitzball players seem to be able to do this in Blitzball spheres & in the ocean. Exactly how one learns to hold one's breath indefinitely is beyond me. I made it a rule here that any creature gains the [Water] subtype (http://www.d20srd.org/srd/typesSubtypes.htm#waterSubtype) while within the sphere. As for in the ocean, I'd say it'd be too powerful to allow Blitzers to breathe water, so I would just leave it as an issue of race. If your race can breathe water (like the Hypello), then great; if they can't, then tough luck under the sea. Maybe I'll make a Water Breathing feat of some sort, with some appropriate prerequisites. I know it's a minor departure from how the game presents the world, but it makes a lot more sense & better game balance, IMHO.

Zeta Kai
2008-11-02, 02:57 PM
Yu Yevon
http://images3.wikia.nocookie.net/finalfantasy/images/4/4a/200px-Yu_Yevon.jpg
Large Undead (Unsent, Incorporeal) Hume Summoner 30
Hit Dice: 50d12+50 (375HP)
Initiative: +21
Speed: 30’ (6 squares), Fly 60’ (12 squares, poor maneuverability)
Armor Class: 40 (-1 size, +21 Dex, +10 ring); touch 30; flat-footed 19
Base Attack/Grapple: +25/+48
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/10’
Special Attacks: Gravija, Osmose, Possession, Ultima
Special Qualities: Curaga, Incorporeal traits, Undead traits, Unsent traits
Saves: Fort +15, Ref +36, Will +40
Abilities: Str 48 (+19), Dex 52 (+21), Con -- (+0), Int 27 (+8), Wis 36 (+13), Cha 22 (+6)
Skills: Appraise +31, Bluff +35, Concentration +24, Craft (Aeon) +31, Decipher Script +31, Diplomacy +29, Disable Device +44, Disguise +32, Gather Information +36, Heal +36, Hide +36, Intimidate +32, Knowledge (arcana) +32, Knowledge (geography) +31, Knowledge (history) +32, Knowledge (religion) +31, Knowledge (planes) +31, Listen +38, Move Silently +47, Perform +27, Search +31, Sense Motive +37, Spellcraft +36, Spot +38, Survival +36, Tumble +44, Use Magic Device +33
Feats: Alertness, Dodge, Combat Casting, Craft Construct, Gravija, Great Fortitude, Hover, Improved Toughness, Leadership, Lightning Reflexes, Magical Aptitude, Mobility, Persuasive, Silent Spell, Skill Focus (Hide), Stealthy, Still Spell, Wingover
Environment: any (Sin)
Organization: cabal (1 with 2 Yu Pagoda)
Challenge Rating: 25
Treasure: N/A
Normal/Rare Steal: N/A/N/A
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 150d6+600 (1,125MP)

• Gravija (Sp): this ability reduces the current HP of all opponents within 125’ by 75%; opponents can each make a Reflex save (DC43) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 256MP to use

• Osmose (Sp): this is a touch attack that transfers 1 opponent’s entire MP pool to the creature’s own; the opponent can make a Will save (DC41) for half damage; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability does not consume any MP to use

• Possession (Sp): Yu Yevon can attempt to invade the body of any summoned Aeon within 125’; the Aeon can make a Will save (DC41) to resist possession, adding their Summoner’s Wisdom modifier to the saving throw; the save DC is Charisma-based; upon a successful possession, the creature can control the Aeon’s body, inhabiting like a second skin for as long as the creature wishes; this is a full-round action that provokes attack of opportunity; this ability costs 117MP to use

• Ultima (Sp): this attack inflicts 20d6+80 points of non-specified damage to all opponents within 125’; your opponents can each make a Fortitude save (DC43) for half damage; the save DC is Intelligence-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use

• Curaga (Sp): cures 6d8+20 points of damage to itself; since undead (but not [Unsent]) 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 (DC41) to take half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 20MP to use

Zeta Kai
2008-11-03, 10:01 AM
Yunalesca (1st Form)
http://images3.wikia.nocookie.net/finalfantasy/images/3/32/Yunalesca_artwork.jpg
Medium Undead (Unsent) Hume Summoner 25
Hit Dice: 25d12 (162HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 23 (+3 Dex, +10 ring); touch 13; flat-footed 20
Base Attack/Grapple: +12/+13
Attack: Tentacle +13 melee (5d6+1 + Dispel)
Full Attack: 2 Tentacles +13 melee (5d6+1 + Dispel)
Space/Reach: 5’/5’
Special Attacks: Absorb, Blind, Dispel, Mute, Sleep
Special Qualities: Resurgent Form, Undead traits, Unsent traits
Saves: Fort +10, Ref +11, Will +18
Abilities: Str 12 (+1), Dex 17 (+3), Con -- (+0), Int 19 (+4), Wis 18 (+4), Cha 16 (+3)
Skills: Appraise +13, Bluff +14, Concentration +9, Decipher Script +13, Diplomacy +12, Disguise +12, Gather Information +12, Heal +13, Hide +12, Intimidate +13, Knowledge (arcana) +13, Knowledge (history) +13, Knowledge (nature) +13, Knowledge (religion) +13, Knowledge (planes) +13, Listen +15, Move Silently +12, Perform +12, Search +13, Sense Motive +13, Spellcraft +18, Spot +15, Survival +13, Tumble +12, Use Magic Device +15
Feats: Absorb, Alertness, Combat Casting, Great Fortitude, Magical Aptitude, Persuasive, Power Attack, Silent Spell, Skill Focus (Spellcraft), Still Spell
Environment: any (Zanarkand Ruins)
Organization: solitary
Challenge Rating: 16
Treasure: N/A
Normal/Rare Steal: Mega Potion/Farplane Wind
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 125d6+500 (937MP)

• Absorb (Sp): with a successful ranged touch attack, the creature reduces the current HP of 1 opponent within 90’ by 50%, transferring ½ of those hit points from the opponent’s HP pool to their own (the remaining 25% is lost); the opponent can make a Fortitude save (DC25) for half damage; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 108MP to use

• Blind (Ex): inflicts Blind status for 3 rounds on 1 opponent within 90’; Fortitude save (DC26) to resist; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

• Dispel (Sp): removes positive conditions from 1 opponent within 90’ (no saving throw); positive conditions include haste effects, hastega effects, shell effects, & protect effects

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent within 90’; Fortitude save (DC26) to resist; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

• Sleep (Ex): inflicts Sleep status for 3 rounds on 1 opponent within 90’; Fortitude save (DC26) to resist; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

• Resurgent Form (Ex): when Yunalesca’s hit points fall below 1, she will transform into her second form, regaining her full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity

afroakuma
2008-11-03, 10:07 AM
Zeta:
Quick question - Didn't Yu Yevon's Gravija damage it as well? I seem to recall that that's how I won the "final battle."

Also: Finally.

Hooray for Yunalesca!

And you owe us the pics for the other two forms.

Zeta Kai
2008-11-03, 10:22 AM
Zeta:
Quick question - Didn't Yu Yevon's Gravija damage it as well? I seem to recall that that's how I won the "final battle."

Gravija is percentage based, meaning that it takes off 75% of a character's current HP. Therefore, it alone cannot kill anyone, as it cannot reduce a person's HP below 1.

However, the "final battle" is so laughably easy that you could probably beat Yu Yevon with a wet rag. I've statted Yu Yevon under the assumption that it's actually a fair fight, which (in the game) it's not, due to the collective fayth of Spira casting Auto-Life on the entire party. The only way to lose is to somehow get your whole party petrified.


And you owe us the pics for the other two forms.

I have found pics online that should fit the bill.

Zeta Kai
2008-11-04, 08:14 AM
Yunalesca (2nd Form)
http://images2.wikia.nocookie.net/finalfantasy/images/c/c7/Yunalesca_Second_Form.jpg
Large Undead (Unsent) Hume Summoner 25
Hit Dice: 27d12 (175HP)
Initiative: +2
Speed: 20’ (4 squares)
Armor Class: 22 (-1 size, +3 Dex, +10 ring); touch 12; flat-footed 19
Base Attack/Grapple: +13/+22
Attack: Tentacle +17 melee (5d8+5 + Dispel)
Full Attack: Hell Biter (4 Tentacles) +17 melee (5d8+5 + Zombie)
Space/Reach: 10’/10’
Special Attacks: Absorb, Dispel, Zombie
Special Qualities: Cura, Curaga, Regen, Resurgent Form, Undead traits, Unsent traits
Saves: Fort +11, Ref +13, Will +19
Abilities: Str 20 (+5), Dex 15 (+2), Con -- (+0), Int 19 (+4), Wis 18 (+4), Cha 16 (+3)
Skills: Appraise +14, Bluff +14, Concentration +10, Decipher Script +14, Diplomacy +13, Disguise +12, Gather Information +13, Heal +14, Hide +11, Intimidate +14, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (nature) +13, Knowledge (religion) +14, Knowledge (planes) +13, Listen +16, Move Silently +11, Perform +12, Search +14, Sense Motive +14, Spellcraft +19, Spot +16, Survival +13, Tumble +11, Use Magic Device +16
Feats: Absorb, Alertness, Combat Casting, Great Fortitude, Lightning Reflexes, Magical Aptitude, Persuasive, Power Attack, Silent Spell, Skill Focus (Spellcraft), Still Spell
Environment: any (Zanarkand Ruins)
Organization: solitary
Challenge Rating: 17
Treasure: N/A
Normal/Rare Steal: Mega Potion/Farplane Wind
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 125d6+500 (937MP)

• Absorb (Sp): with a successful ranged touch attack, the creature reduces the current HP of 1 opponent within 95’ by 50%, transferring ½ of those hit points from the opponent’s HP pool to their own (the remaining 25% is lost); the opponent can make a Fortitude save (DC26) for half damage; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 108MP to use

• Dispel (Sp): removes positive conditions from 1 opponent within 95’ (no saving throw); positive conditions include haste effects, hastega effects, shell effects, & protect effects

• Zombie (Su): inflicts Zombie status on 1 opponent; Fortitude save (DC27) to resist; the save DC is Wisdom-based

• Cura (Sp): cures 3d8+10 points of damage to itself; since undead (but not [Unsent]) 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 (DC27) to take half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

• Curaga (Sp): cures 6d8+20 points of damage to itself; since undead (but not [Unsent]) 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 (DC27) to take half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 20MP to use

• Regen (Sp): this ability grants Fast Healing 5 to itself; multiple regen effects do not stack, but overlap; this effect lasts for 1 minute (10 rounds); this effect is negated if the regenerating creature is successfully hit with a curse effect, a dispel effect, or dies (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 40MP to use

• Resurgent Form (Ex): when Yunalesca’s hit points fall below 1, she will transform into her third form, regaining her full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity

afroakuma
2008-11-04, 08:18 AM
You've denied her Hellbiter? Where's my pic, man? I'ma kill you if I don't see my pic. C'mon.
Might I inquire as to why? Balance or somesuch? Still not seein' the pic, might have to get vicious in here.

Zeta Kai
2008-11-04, 08:21 AM
You've denied her Hellbiter? Where's my pic, man? I'ma kill you if I don't see my pic. C'mon.
Might I inquire as to why? Balance or somesuch? Still not seein' the pic, might have to get vicious in here.

Calm down. See full attack. She has it. And the pic is up now. Calm down.

afroakuma
2008-11-04, 08:22 AM
Heh heh... just kidding, Zeta. Or am I???

Zeta Kai
2008-11-04, 08:26 AM
Heh heh... just kidding, Zeta. Or am I???

You okay now? All better?
I hope that you like her, so far. This one's for you.
See I can do invisible ink, too.

afroakuma
2008-11-04, 10:32 AM
The pic is awesome. Rage assuaged. The voices in his head concur.

Lappy9000
2008-11-04, 03:18 PM
Yunalesca (2nd Form)
Scary Picture

Holy blitzballs on a stick! That picture's horrifying.....and I'll have to fight that later on in the game ;-; It's not spoiling anything, though. I pretty much guessed it after Seymour started spouting about her. Because everything he says is evil.

afroakuma
2008-11-04, 04:57 PM
S'why I wanted it, Lappy.

Just wait for the NEXT one. :smallamused:

Lappy9000
2008-11-04, 07:53 PM
S'why I wanted it, Lappy.

Just wait for the NEXT one. :smallamused:

Seeing these in my favorite form of 3.5 d20 media only makes the experience that much more horrifying :smalleek:
Because things are much scarier in D&D where "Phoenix Downs" cost 5,000gp in diamonds

Zeta Kai
2008-11-04, 08:19 PM
Seeing these in my favorite form of 3.5 d20 media only makes the experience that much more horrifying :smalleek:
Because things are much scarier in D&D where "Phoenix Downs" cost 5,000gp in diamonds

Your horror tells me that I'm doing my job adequately. :smallcool:

BTW, I statted up Phoenix Downs, in Restorative Items. They only cost 2,250gp. :smallbiggrin:

Zeta Kai
2008-11-05, 03:05 PM
Yunalesca (3rd Form)
http://images3.wikia.nocookie.net/finalfantasy/images/1/1f/Yunalesca3.jpg
Huge Undead (Unsent) Hume Summoner 25
Hit Dice: 30d12 (195HP)
Initiative: +1
Speed: 20’ (4 squares)
Armor Class: 21 (-2 size, +3 Dex, +10 ring); touch 11; flat-footed 18
Base Attack/Grapple: +15/+32
Attack: Tentacle +22 melee (6d6+9 + Dispel)
Full Attack: Hell Biter (4 Tentacles) +22 melee (6d6+9 + Zombie)
Space/Reach: 15’/15’
Special Attacks: Absorb, Dispel, Mega Death, Mind Blast, Osmose, Zombie
Special Qualities: Cura, Curaga, Regen, Undead traits, Unsent traits
Saves: Fort +12, Ref +13, Will +21
Abilities: Str 28 (+9), Dex 13 (+1), Con -- (+0), Int 19 (+4), Wis 18 (+4), Cha 16 (+3)
Skills: Appraise +15, Bluff +15, Concentration +11, Decipher Script +15, Diplomacy +14, Disguise +14, Gather Information +15, Heal +15, Hide +11, Intimidate +15, Knowledge (arcana) +15, Knowledge (history) +15, Knowledge (nature) +14, Knowledge (religion) +15, Knowledge (planes) +14, Listen +16, Move Silently +11, Perform +13, Search +15, Sense Motive +15, Spellcraft +20, Spot +16, Survival +14, Tumble +11, Use Magic Device +17
Feats: Absorb, Alertness, Combat Casting, Great Fortitude, Lightning Reflexes, Magical Aptitude, Mega Death, Persuasive, Power Attack, Silent Spell, Skill Focus (Spellcraft), Still Spell
Environment: any (Zanarkand Ruins)
Organization: solitary
Challenge Rating: 18
Treasure: 2Χ standard
Normal/Rare Steal: Mega Potion/Farplane Wind
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 125d6+500 (937MP)

• Absorb (Sp): with a success sful ranged touch attack, the creature reduces the current HP of 1 opponent within 100’ by 50%, transferring ½ of those hit points from the opponent’s HP pool to their own (the remaining 25% is lost); the opponent can make a Fortitude save (DC28) for half damage; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 108MP to use

• Dispel (Sp): removes positive conditions from 1 opponent within 100’ (no saving throw); positive conditions include haste effects, hastega effects, shell effects, & protect effects

• Mega Death (Sp): ranged touch attack that kills all opponents within 100’ (0HP or less, see Status Effects: KO, below); opponents can each make a Fortitude save (DC29) to resist; the save DC is Intelligence -based; this attack has no effect on the undead, such as creatures with Zombie status; this is a full-round action that provokes attacks of opportunity; this ability costs 160MP to use

• Mind Blast (Su): this attack inflicts 2d6+9 points of non-specified damage to all opponents within 100’ (no saving throw); in addition, inflicts Confused status on all damaged opponents (except opponents with the [Aeon] subtype, which have a 50% chance to acquire Cursed instead; Will save (DC28) to resist; the save DC is Charisma-based); this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds

• Osmose (Sp): this is a touch attack that transfers 2d4MP per HD (theirs) from 1 opponent’s MP pool to the creature’s own; the opponent can make a Will save (DC28) for half damage; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability does not consume any MP to use

• Zombie (Su): inflicts Zombie status on 1 opponent; Fortitude save (DC29) to resist; the save DC is Wisdom-based

• Cura (Sp): cures 3d8+10 points of damage to itself; since undead (but not [Unsent]) 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 (DC29) to take half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

• Curaga (Sp): cures 6d8+20 points of damage to itself; since undead (but not [Unsent]) 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 (DC29) to take half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 20MP to use

• Regen (Sp): this ability grants Fast Healing 5 to itself; multiple regen effects do not stack, but overlap; this effect lasts for 1 minute (10 rounds); this effect is negated if the regenerating creature is successfully hit with a curse effect, a dispel effect, or dies (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 40MP to use

afroakuma
2008-11-05, 03:21 PM
In a word: woot.

Justice has been done.

Zeta Kai
2008-11-05, 04:57 PM
In a word: woot.

Justice has been done.

I'm glad you liked my interpretation of Yunalesca. As with every monster, I tried to be as faithful (fayth-ful?) to how they were presented within the original game. I think that this she turned out especially well, & will make some campaigns out there a memorable & epic boss fight.

BTW, that image for the third form is literally the best one that I could find on the interwebs. If anyone can find a better one, please lemme know.

Zeta Kai
2008-11-06, 08:03 PM
Zaurus
http://images1.wikia.nocookie.net/finalfantasy/images/5/57/Zaurus.jpg
Medium Animal (Fiend)
Hit Dice: 12d8+24 (78HP)
Initiative: +5
Speed: 30’ (6 squares)
Armor Class: 18 (+5 Dex, +3 natural); touch 15; flat-footed 13
Base Attack/Grapple: +9/+13
Attack: Bite +13 melee (1d6+4 + Mute or Petrified)
Full Attack: Bite +13 melee (1d6+4 + Mute or Petrified)
Space/Reach: 5’/5’
Special Attacks: Mute, Petrified
Special Qualities: Animal traits
Saves: Fort +10, Ref +15, Will +6
Abilities: Str 18 (+4), Dex 20 (+5), Con 15 (+2), Int 2 (-4), Wis 14 (+2), Cha 9 (-1)
Skills: Jump +9, Listen +9, Spot +9
Feats: Alertness, Dodge, Lightning Reflexes, Mobility, Spring Attack
Environment: underground (Omega Ruins)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 10
Treasure: standard
Normal/Rare Steal: Petrify Grenade (Χ2)/ Petrify Grenade (Χ3)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent within 30’; Fortitude save (DC18) to resist; the save DC is Wisdom-based

• Petrified (Su): inflicts Petrified status on 1 opponent within 30’; Fortitude save (DC18) to resist; the save DC is Wisdom-based

Zeta Kai
2008-11-07, 03:38 PM
Zu #1
http://www.ffcompendium.com/EspMon/zu10.jpg
Huge Animal (Fiend)
Hit Dice: 10d8+20 (65HP)
Initiative: +4
Speed: 20’ (4 squares), Fly 60’ (12 squares, poor maneuverability)
Armor Class: 15 (-2 size, +4 Dex, +3 natural); touch 12; flat-footed 11
Base Attack/Grapple: +7/+18
Attack: Talon +8 melee (2d6+3 + Blind, airborne only) or Bite +8 melee (1d8+3, ground only)
Full Attack: 2 Talons +8 melee (2d6+3 + Blind, airborne only) & Bite +3 melee (1d8+3, ground only)
Space/Reach: 15’/15’
Special Attacks: Blind, Sonic Boom
Special Qualities: Animal traits, Grounder
Saves: Fort +9, Ref +13, Will +6
Abilities: Str 17 (+3), Dex 18 (+4), Con 15 (+2), Int 2 (-4), Wis 16 (+3), Cha 10 (+0)
Skills: Move Silently +13, Spot +10
Feats: Flyby Attack, HoverB, Lightning Reflexes, Skill Focus (Move Silently), Wingover
Environment: warm desert (Sanubia Desert)
Organization: solitary or party (1 with another Fiend)
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Smoke Bomb/Smoke Bomb
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 10d6+40 (75MP)

• Blind (Ex): inflicts Blind status for 3 rounds on 1 opponent; Fortitude save (DC18) to resist; the save DC is Wisdom-based

• Sonic Boom (Su): this attack inflicts 1d4+2 points of sonic damage to all opponents within 50’; Fortitude save (DC18) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4+2 rounds

• Grounder: whenever the creature has 50% or less of its maximum HP, it cannot fly, & remains on the ground until it has more than 50% of its maximum HP; landing or taking off is a swift action that does not provoke attacks of opportunity; the creature takes no damage from landing in this manner

Zeta Kai
2008-11-08, 01:13 AM
Zu #2
http://www.ffcompendium.com/EspMon/zu10.jpg
Huge Animal (Fiend)
Hit Dice: 12d8+24 (78HP)
Initiative: +5
Speed: 20’ (4 squares), Fly 60’ (12 squares, poor maneuverability)
Armor Class: 17 (-2 size, +5 Dex, +4 natural); touch 13; flat-footed 12
Base Attack/Grapple: +9/+20
Attack: Talon +10 melee (2d6+3 + Blind, airborne only) or Bite +10 melee (1d8+3, ground only)
Full Attack: 2 Talons +10 melee (2d6+3 + Blind, airborne only) & Bite +5 melee (1d8+3, ground only)
Space/Reach: 15’/15’
Special Attacks: Blind, Sonic Boom
Special Qualities: Animal traits, Grounder
Saves: Fort +10, Ref +15, Will +7
Abilities: Str 17 (+3), Dex 20 (+5), Con 15 (+2), Int 2 (-4), Wis 16 (+3), Cha 12 (+1)
Skills: Move Silently +15, Spot +11
Feats: Dodge, Flyby Attack, HoverB, Lightning Reflexes, Skill Focus (Move Silently), Wingover
Environment: warm desert (Sanubia Desert)
Organization: solitary or party (1 with another Fiend)
Challenge Rating: 10
Treasure: standard
Normal/Rare Steal: Smoke Bomb (Χ3)/Smoke Bomb (Χ4)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

• Blind (Ex): inflicts Blind status for 3 rounds on 1 opponent; Fortitude save (DC19) to resist; the save DC is Wisdom-based

• Sonic Boom (Su): this attack inflicts 1d4+2 points of sonic damage to all opponents within 50’; Fortitude save (DC19) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4+2 rounds

• Grounder: whenever the creature has 50% or less of its maximum HP, it cannot fly, & remains on the ground until it has more than 50% of its maximum HP; landing or taking off is a swift action that does not provoke attacks of opportunity; the creature takes no damage from landing in this manner

Zeta Kai
2008-11-08, 02:38 PM
So, that's all the fiends. There are 205 of them, by my accounting, plus the 4 non-fiends (like Chocobos). I hope that everyone likes them. It took a long time to make them, & even longer to make them well. I once thought that I was going to be finished with FFX D20 by this point, but I was dead wrong. I have accumulated a wealth of bonus material, & I shall continue posting regularly until it's all here, too. So as one chapter ends, another one shall begin. My work is never complete. :smallsigh:

For those of you who are interested in running a campaign in Spira, I've included a listing of the monsters in each of Spira's many locations. Each location has a full list of all the fiends & other Spiran creatures one could find there, with links to each monster's statistics. This should make it much easier to emulate an authentic FFX experience in a D20 game.

Also, the Table of Contents is fully up-to-date, with links to each entry in the project. This should facilitate easy navigation. One day soon, I'd like to compile all of this stuff into a massive PDF file, with pictures & other such awesomeness included. Wish me luck.

Lastly, damn you DebiHuman. Damn you to hell, with your "good ideas" & your "well-reasoned suggestions". Just shut up. :smallwink: In all seriousness, though, I've considered to your proposition to increase the ranges for the monsters' ranged attacks & magical effects, & I agree. I believe now that 30’ is just too short of a range, & is far too predictable, leading to poor game balance. So, in keeping with this change in design philosophy, I've gone through each monster's stats & edited them, increasing the ranges of their abilities. I've done this according to a formula for distances that I've crafted. That should make the fiends much more dangerous/unpredictable, & therefore more fitting of their CR (I'm always concerned that the fiends may be just a bit too easy).

A special prize goes to the person who first guesses the correct formula for the monsters' ranges. Here's a hint: if you're thinking of post #558, then you're partway there. Good luck.

Debihuman
2008-11-08, 04:21 PM
"Lastly, damn you DebiHuman. Damn you to hell, with your "good ideas" & your "well-reasoned suggestions". Just shut up."

LOL! That is quite possibly the best backward compliment I've ever gotten. Much better than a cookie!

Thank you for listening to those ideas and for implementing them. You did all the hard work and deserve all the accolades. I simply challenged you to make it better.

And yes, I'll shut up now...[does giggling count?]
Debby

afroakuma
2008-11-08, 04:26 PM
A homebrewer's work is never done. Well, I mean, sure, I close out all my projects on something approaching a reasoned schedule... :smalltongue:

The work is long and epic, Zeta Kai. I look forward to seeing these... how you say... "bonus materials."

Kobold-Bard
2008-11-08, 05:35 PM
YEVON'S UNDERPANTS!!!!!!! You actually did them all. I am truly in awe of your dedication to your work. It actually makes me feel bad for sitting typing this instead of doing my essay.

I have been reading this since the character classes and for what little its worth you have not only my undying respect, but that of all Kobolds of the world.

I eagerly anticipate these bonus materials you mentioned.

Lappy9000
2008-11-08, 07:22 PM
Two Hundred and Five.

Multiply that by 7 and you have Zeta's awesome level of commitment.

Zeta Kai
2008-11-09, 03:22 PM
Bonus Material
Dark Fayth (“Dark Aeon” Epic Monster PrC)!
Requirements

Race: Aeon only.
BAB: +20.
Special: You must have intentionally caused the death of the Summoner who has summoned you.

Fastest Route: Aeon 20

Class Information
Hit Die: d8.

Class Skills: The Dark Fayth’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), & Use Rope (Dex).

Skill Points at Each Level: 4 + Intelligence modifier.

MP per Level: 2d6+8.

Table 1-20: The Dark Fayth (Epic Monster PrC)
{table=head]Level|Epic Attack Bonus|Epic Fort|Epic Reflex|Epic Will|Special|Average MP
1st|+0|+1|+1|+1|Darkness Unleashed|37.5
2nd|+1|+1|+1|+1|--|75
3rd|+1|+2|+2|+2|Spell Resistance, Damage Reduction|112.5
4th|+2|+2|+2|+2|--|150
5th|+2|+3|+3|+3|Dark Defenses|187.5
6th|+3|+3|+3|+3|--|225
7th|+3|+4|+4|+4|Energy Immunity|262.5
8th|+4|+4|+4|+4|--|300
9th|+4|+5|+5|+5|Status Immunity|337.5
10th|+5|+5|+5|+5|--|375
11th|+5|+6|+6|+6|Energy Absorption|412.5
12th|+6/+1|+6|+6|+6|--|450
13th|+6/+1|+7|+7|+7|Mega-Graviton|487.5[/table]

Class Features
All of the following are class features of the Dark Fayth. See level progression on Table 1-20: The Dark Fayth (Epic Monster PrC) for more information.

Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

Darkness Unleashed: at 1st level, you are free to act as you will, no longer being bound by the goal of destroying Sin; you cannot be called by a summoner to battle, & you are no longer compelled to act as a summoner wishes; your transdimensional pocket shrinks to nonexistence, forcing you onto the Material Plane, so you can no longer retreat back to it; since qualifying for this prestige class involves killing your Summoner, you alignment probably changes from True Neutral (most likely to an Evil alignment, unless your Summoner was Evil)

Spell Resistance (Su): at 3rd level, you gain Spell Resistance equal to your Hit Die Χ 2

Damage Reduction (Su): at 3rd level, you gain Damage Reduction/epic equal to your Hit Die

Dark Defenses (Su): at 5th level, you become immune to all polymorphing magic, all mind-affecting magic, ability drain, ability damage, death from massive damage, & all divination magic

Energy Immunity (Su): at 7th level, you are immune to all damage from cold, fire, lightning, & water (force) energy types

Status Immunity (Su): at 9th level, you are immune to all status effects (other than Hasted, KO, or Regen)

Energy Absorption (Su): at 11th level, whenever you are dealt cold, fire, lightning, or water (force) damage, you actually gain HP equal to the damage that you normally would have taken; you cannot gain HP in excess of your maximum HP; this ability replaces Energy Immunity

Mega-Graviton (Su): at 13th level, you can unleash a 200’ blast that instantly strikes all creatures within it, dealing damage to each creature equal to 50% of their current maximum HP (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 256MP to use; this blast inflicts the following status effects:

Blind (10 minutes)
Doomed
Mute (10 minutes)
Sleep (10 minutes)
Slowed

Zeta Kai
2008-11-10, 02:51 PM
Now, for those who don't know, in FFX, you can go to this crazy merchant guy who works at the Monster Arena in the Calm Lands. He will sell you some weapons with the ability to "capture" the monsters that you've defeated. If you capture a certain number of specific monsters in specific combinations, then when you visit the merchant again, he will create a new monster based on your captures. The monsters that he creates (hereinafter refered to as arena monsters) are insanely difficult to defeat, easily resulting in a TPK for the unprepared. The arena monsters are intended to be an additional challenge for those who have beaten the game.

So, someone (I forget who) suggested that I stat out all of the arena monsters. At first, I balked at the notion, because the arena monsters would be so uber-epic that nobody would ever need them, so it would be a waste of time. Also, the my project wasn't originally as comprehensive as it is today.

But later, I reconsidered. Some people do indeed play epic campaigns, & they need more enemies to challenge them. Epic campaigns can get pretty boring when the DM is running out of critters to throw at the demigod-party. Also, this project has covered just about everything else that one can regarding FF-based mechanics. And I have been looking for a design challenge, so I thought designing epic monsters would be a worthwhile exercise.

So, yes Virginia, I did make the arena monsters. Here they are, 48 of the most uber-epic monsters that you can find in the world of Spira.

NOTE: There are images for each arena monster. However, it is almost suicidally dangerous to be anywhere near an arena monster, so pictures of them will not be of the same quality as those of other fiends. A special mention needs to go to the brave & dedicated Spirans who captured these small-yet-illuminating pictures. Our thanks go to you; we honor the survivors, & we mourn the fallen.

Zeta Kai
2008-11-10, 02:53 PM
The Arena (& Other Mega-Monsters)!
Arena Subtype
Created via a mysterious arcane process, the creatures made in the Monster Arena are truly frightening abominations. If they were ever set loose upon Spira, they would undoubtedly have a combined destructive power rivaling Sin itself. Fortunately for the denizens of Spira, the mad trainer/shopkeeper of the Monster Arena is not only able to create these monstrosities, but is also (somehow) able to contain them. Arena creatures are always epic monsters, able to destroy entire armies with frightening ease.

Arena Traits

An Arena creature can be of any type or sub-type
Mindless: no Intelligence score (+0 modifier), & immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, & morale effects); in addition, mindless creatures are of the True Neutral alignment only, has only racial bonus skill ranks, & has only racial bonus feats
Arena creatures have Damage Reduction/-- equal to ½ of their HD
Arena creatures have Spell Resistance equal to their HD
Arena creatures often have some kind of energy resistance/immunity
Arena creatures are immune to all forms of ability damage, ability drain, disease, energy drain, non-lethal damage, poison, polymorphing, & sleep effects

Lappy9000
2008-11-10, 03:58 PM
So you're making 257 monsters now??? You're mad! Mad as a hatter, I'd say!

Zeta Kai
2008-11-10, 04:08 PM
So you're making 257 monsters now??? You're mad! Mad as a hatter, I'd say!

It would be more apt to say that I MADE 257 monsters. For a single project. Yeah, that's a little nutty. For further evidence of my unbalanced mind, please feel free to check out VUACS (Vote Up A Campaign Setting), coming soon to an asylum near you.

SilentNight
2008-11-11, 01:22 AM
Wow, that is some dedication. Out of curiosity, are you going to do Penance? I never fought her in the game (I just know that she's some uber-powerful bonus boss) but I'm curious to see a comparison.

Zeta Kai
2008-11-11, 09:12 AM
Wow, that is some dedication. Out of curiosity, are you going to do Penance? I never fought her in the game (I just know that she's some uber-powerful bonus boss) but I'm curious to see a comparison.

Technically, Penance will comprise 3 monsters, is a similar manner to Sinspawn: Gui. And yes, "όber-powerful" is an apt description. Each arm of Penance is a CR20 monster, & the main body will be a CR60 monster. Good luck with that. :smallbiggrin:

Zeta Kai
2008-11-11, 09:16 AM
Abaddon
http://images3.wikia.nocookie.net/finalfantasy/images/6/60/Abbadon_%28FFX%29.jpg
Large Outsider (Arena, Fiend)
Hit Dice: 52d8+364 (598HP)
Initiative: +0
Speed: 60’ (12 squares), Fly 120’ (24 squares, average maneuverability)
Armor Class: 35 (-1 size, +0 Dex, +26 natural); touch 9; flat-footed 35
Base Attack/Grapple: +52/+70
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/10’
Special Attacks: Blizzaga, Demi, Emblem of the Cosmos, Firaga, Flare, Pharaoh’s Curse, Thundaga, Waterga
Special Qualities: Damage Reduction 26/--, Haste, Outsider traits, Spell Resistance 52
Saves: Fort +35, Ref +28, Will +30
Abilities: Str 38 (+14), Dex 11 (+0), Con 24 (+7), Int -- (+0), Wis 31 (+10), Cha 22 (+6)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 36
Treasure: standard
Normal/Rare Steal: Purifying Salt (Χ3)/Shining Gem
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 208d6+832 (1,560MP)

• Blizzaga (Sp): this is a ranged touch attack that deals 52d8+104 points of cold damage to 1 opponent within 255’ on a successful hit; Fortitude save (DC46) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Demi (Sp): this ability reduces the current HP of all opponents within 255’ by 25%; Fortitude save (DC46) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use

• Emblem of the Cosmos (Su): this attack inflicts 52d8+52 points of non-specified damage to all opponents within 255’; Fortitude save (DC46) 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 52d8+104 points of fire damage to 1 opponent within 255’ on a successful hit; Fortitude save (DC46) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Flare (Sp): this attack inflicts 52d10+156 points of non-specified damage to 1 opponent within 255’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

• Pharaoh’s 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 (DC42) to resist; the save DC is Charisma-based
inflicts Cursed status on 1 opponent; Fortitude save (DC42) to resist; the save DC is Charisma-based
inflicts Mute status for 1 hour on 1 opponent; Fortitude save (DC42) to resist; the save DC is Charisma-based
inflicts Poison status on 1 opponent; Fortitude save (DC42) to resist; the save DC is Charisma-based
• Thundaga (Sp): this is a ranged touch attack that deals 52d8+104 points of electricity damage to 1 opponent within 270’ on a successful hit; Fortitude save (DC46) for half damage; the save DC is Wisdom-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 52d8+104 points of water (force) damage to 1 opponent within 255’ on a successful hit; Fortitude save (DC46) for half damage; the save DC is Wisdom-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

SilentNight
2008-11-11, 08:23 PM
Technically, Penance will comprise 3 monsters, is a similar manner to Sinspawn: Gui. And yes, "όber-powerful" is an apt description. Each arm of Penance is a CR20 monster, & the main body will be a CR60 monster. Good luck with that. :smallbiggrin:

Wow,:smalleek: I'm at the same time glad and disappointed that I didn't try to beat it.

Ziegander
2008-11-11, 09:34 PM
Technically, Penance will comprise 3 monsters, is a similar manner to Sinspawn: Gui. And yes, "όber-powerful" is an apt description. Each arm of Penance is a CR20 monster, & the main body will be a CR60 monster. Good luck with that. :smallbiggrin:

Yikes. I can't wait. :smallbiggrin:

Zeta Kai
2008-11-12, 08:30 AM
Abyss Worm
http://images1.wikia.nocookie.net/finalfantasy/images/1/10/Abyss_Worm_%28FFX%29.jpg
Colossal Vermin (Arena, Fiend)
Hit Dice: 64d8+704 (922HP)
Initiative: +0
Speed: 20’ (4 squares)
Armor Class: 18 (-8 size, +16 natural); touch 2; flat-footed 18
Base Attack/Grapple: +48/+84
Attack: Headbutt +60 melee (4d6+20)
Full Attack: Headbutt +60 melee (4d6+20) & Tail Slap +55 melee (3d6+20)
Space/Reach: 30’/20’
Special Attacks: Earthquake, Improved Grab, Regurgitate, Swallow Whole
Special Qualities: Damage Reduction 32/--, Spell Resistance 64, Vermin traits
Saves: Fort +45, Ref +21, Will +22
Abilities: Str 50 (+20), Dex 11 (+0), Con 33 (+11), Int -- (+0), Wis 12 (+1), Cha 9 (-1)
Skills: N/A
Feats: Improved Bullrush B, Mighty Blow B, Power Attack B
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 35
Treasure: standard
Normal/Rare Steal: Shadow Gem (Χ4)/Stamina Tablet
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 64d6+256 (480MP)

• Earthquake (Ex): the creature can leap into the air & crash to the ground, shaking the earth with it’s bulk; all creatures standing on the ground within 240’ must make a Fortitude save (DC62) or suffer a -5 Initiative penalty for the next round; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity

• Improved Grab (Ex): to use this ability, the creature must hit with a Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Swallow Whole

• Regurgitate (Ex): the creature will spit out a swallowed creature after 1d4+1 rounds, dealing 3d6 falling damage; in addition, the spat creature must make a Fortitude save (DC62) or suffer a -20 Initiative penalty for the next round; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Swallow Whole (Ex): the creature can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check; once inside, the opponent takes 6d6+20 points of crushing damage plus 4d6 points of acid damage per round from the creature’s digestive juices; a swallowed creature can cut its way out by dealing 92 points of damage to the digestive tract (2AC); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; the creature’s gullet can hold 1 Huge, 2 Large, 4 Medium, 8 Small, or 16 Tiny or smaller creatures

Zeta Kai
2008-11-12, 06:16 PM
Bomb King
http://images1.wikia.nocookie.net/finalfantasy/images/f/f0/Bomb_King_(FFX).jpg
Huge Outsider (Arena, Fiend)
Hit Dice: 56d8+504 (756HP)
Initiative: +4
Speed: Fly 20’ (4 squares, clumsy maneuverability)
Armor Class: 21 (-2 size, +4 Dex, +20 natural); touch 16; flat-footed 15
Base Attack/Grapple: +56/+76
Attack: Bash +58 melee (2d6+12 + 12d6 fire)
Full Attack: 2 Bashes +58 melee (2d6+12 + 12d6 fire)
Space/Reach: 15’/15’
Special Attacks: Fira, Firaga, Fire, Ultima
Special Qualities: Damage Reduction 28/--, Fire Absorption, Growth, Outsider traits, Spell Resistance 56
Saves: Fort +39, Ref +34, Will +32
Abilities: Str 34 (+12), Dex 19 (+4), Con 29 (+9), Int -- (+0), Wis 15 (+2), Cha 13 (+1)
Skills: N/A
Feats: Hover B
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 37
Treasure: standard
Normal/Rare Steal: Fire Gem/Shining Gem
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 56d6+224 (420MP)

• Fira (Sp): this is a ranged touch attack that deals 56d6+56 points of fire damage to 1 opponent within 260’ on a successful hit; Fortitude save (DC40) 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, & will only be used when the creature has increased its size once (18’ diameter, see Growth below)

• Firaga (Sp): this is a ranged touch attack that deals 56d8+112 points of fire damage to 1 opponent within 260’ on a successful hit; Fortitude save (DC40) 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, & will only be used when the creature has increased its size twice (21’ diameter, see Growth below)

• Fire (Sp): this is a ranged touch attack that deals 56d4 points of fire damage to 1 opponent within 260’ on a successful hit; Fortitude save (DC40) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use, & will only be used when the creature is its original size (15’ diameter, see Growth below)

• Ultima (Sp): this attack inflicts 200d6 points of non-specified damage to all opponents within 260’; your opponents can each make a Fortitude save (DC40) for half damage; the save DC is Wisdom-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use, & will only be used when the creature has increased its size to the maximum (24’ diameter, see Growth below)

• Fire Absorption (Su): whenever the creature is dealt fire damage, it actually gains HP equal to the damage that it normally would have taken; the creature cannot gain HP in excess of its maximum HP

• Growth (Su): after taking damage from a physical attack (counterattacks don’t count), the creature increases in size by 3’ in diameter (no stat changes, size increase lasts for 1 hour); the creature can increase in size 3 times

Zeta Kai
2008-11-12, 06:28 PM
I find it interesting that no one has offered a guess as to how I've chosen the ranges for the monsters' ranged attacks & magical effects. I will give a free homebrew (3.X) gift to the person who first guesses the correct formula for the monsters' ranges. That means I will make the winner 1 monster, 1 class, 1 PrC, 1 race, 1 spell, 1 feat, 1 item, or 1 of my maps. This contest will continue until I reveal the formula in a future bonus offering.

Owrtho
2008-11-12, 07:47 PM
Just currious, but what exactly do you mean by range? Is it something I have to look at the attacks for, or is it something else? I might be able to come up with a formula, but unless you just sorta chose what looked good, that 120 at the end is throwing me off.

Owrtho

Zeta Kai
2008-11-12, 09:50 PM
Just curious, but what exactly do you mean by range? Is it something I have to look at the attacks for, or is it something else? I might be able to come up with a formula, but unless you just sorta chose what looked good, that 120 at the end is throwing me off.

I have a very specific & fairly rigid formula for determining the range for a monsters attacks. Essentially, any attack or effect that has a distance farther than its reach is affected by this formula. If you can guess it first, then you get the prize. Lemme know if you need more clarification.

Owrtho
2008-11-12, 10:03 PM
Not sure if your willing to give this hint, but would the formula be using antiderivitives or summations and can the cr's be changed to single integers for every 5? Also, is it safe to assume the formula remains constant as opposed to something like y=2x for x<4 and y=4x for x≥4?

Owrtho

Zeta Kai
2008-11-12, 10:11 PM
Ah, ah, ah. No more hints. You gotta take a guess, or not.

Owrtho
2008-11-12, 10:12 PM
Are there multiple guesses?

Owrtho

Zeta Kai
2008-11-12, 10:14 PM
Are there multiple guesses?

Owrtho

Sure; I'll give you 3 guesses.

Owrtho
2008-11-12, 10:27 PM
Well then, I doubt it's right, but so far the closest I've come is, range=30+10(-0.0417(CR/5 rounded up)^4-0.958(CR/5 rounded up)^2+1.583(CR/5 rounded up)-1)+10(Monster size - medium)

Soooo... In the likely event that that is wrong, let me know.

Owrtho

Zeta Kai
2008-11-12, 10:41 PM
Sorry, but that's a little too complicated. I think that you're over thinking it. Please try again, if you wish.

Owrtho
2008-11-12, 11:23 PM
Alright, anothe unlikely one coming up.
y=range
x=cr in increments of 5 starting at 1
s=size with medium being 0, small being -1, and large being 1
p=previous range (starts at 30)
y=-10*|x-4.5|+35 +10s+p

Also, as I don't know what standard line of sight is I'm ignoring the cr 26+

Owrtho

Zeta Kai
2008-11-12, 11:37 PM
Sorry, not quite. One more try, Owrtho. Good luck.

Owrtho
2008-11-12, 11:39 PM
Soo, by not quite does that mean closer than the last one?

Owrtho

Zeta Kai
2008-11-12, 11:46 PM
Nope! :smalltongue: That would be another hint. Sorry. :smallfrown:

Owrtho
2008-11-12, 11:56 PM
Just making sure, but there is actualy an equation right? and post #558 uses it right?

Owrtho

Zeta Kai
2008-11-13, 07:50 AM
Just making sure, but there is actually an equation right? and post #558 uses it right?

I wouldn't say that there is an equation per se, so much as a fairly-rigid method of rule application. And post #558 has the preliminary brainstorming/rough-draft of that method.

Now, what I just said was another hint, & the last one that you'll pry out of me. Make a guess, or not, but no more hints. I've clarified myself enough.

Zeta Kai
2008-11-13, 11:39 AM
Cactuar King
http://images4.wikia.nocookie.net/finalfantasy/images/3/38/Areaconquest-cactuarking.jpg
Tiny Plant (Arena, Fiend)
Hit Dice: 28d8+140 (266HP)
Initiative: +13
Speed: 60’ (12 squares)
Armor Class: 37 (+2 size, +13 Dex, +12 natural); touch 25; flat-footed 24
Base Attack/Grapple: +21/+21
Attack: Slam +31 melee (2d6+8)
Full Attack: 2 Slams +31 melee (2d6+8)
Space/Reach: 2½’/0’
Special Attacks: 10,000 Needles, 99,999 Needles
Special Qualities: Damage Reduction 14/--, Energy Immunity, Plant traits, Spell Resistance 28
Saves: Fort +16, Ref +24, Will +11
Abilities: Str 26 (+8), Dex 36 (+13), Con 21 (+5), Int -- (+0), Wis 14 (+2), Cha 17 (+3)
Skills: Hide +12, Tumble +6
Feats: Lightning Reflexes B
Environment: any (Monster Arena)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 33
Treasure: standard
Normal/Rare Steal: Chocobo Wing (Χ2)/Designer Wallet
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 28d6+112 (210MP)

• 10,000 Needles (Su): the creature can emit 10,000 deadly needles, targeting 1 opponent within 190’; this is a +34 ranged attack that deals 1,000 points of piercing damage (no saving throw); this ability is a standard action that does not provoke attacks of opportunity, & can be done up to once every 1d4+1 rounds

• 99,999 Needles (Su): the creature can emit 99,999 deadly needles, targeting 1 opponent within 190’; this is a +34 ranged attack that deals 9,999 points of piercing damage (no saving throw); this ability is a full-round action that does not provoke attacks of opportunity, & can be done once per day

• Energy Immunity (Su): the creature is immune to all damage from cold, fire, lightning, & water (force) energy types; in addition, the creature is immune to all damage from positive & negative energy (which includes spell-like abilities, such as holy)

Eighth_Seraph
2008-11-13, 06:33 PM
Haven't been 'round these forums in a while, but I decided to check in on this monstrosity of amazingness. Really nice job on everything, Zeta; your dedication to these megaprojects is impressive, as I've come to appreciate after running the Avatar project for so long. This is far more comprehensive than anything I would have the willpower to make.

One thing on the King Cactuar: are the needle attacks supposed to use Dex bonus alone? Because I doubt a +13 to attack is gonna hit anything at CR 33. I'm pretty sure you meant +34, with the base attack included.

Zeta Kai
2008-11-13, 08:27 PM
Haven't been 'round these forums in a while, but I decided to check in on this monstrosity of amazingness. Really nice job on everything, Zeta; your dedication to these megaprojects is impressive, as I've come to appreciate after running the Avatar project for so long. This is far more comprehensive than anything I would have the willpower to make.

Thank you very, very much. I appreciate the praise. Yeah, I pride myself on my obsessiveness dedication to a project.


One thing on the King Cactuar: are the needle attacks supposed to use Dex bonus alone? Because I doubt a +13 to attack is gonna hit anything at CR 33. I'm pretty sure you meant +34, with the base attack included.

Fixed. Thanks for the catch.

Zeta Kai
2008-11-14, 09:12 AM
Catastrophe
http://images4.wikia.nocookie.net/finalfantasy/images/e/e3/Catastrophe_%28FFX%29.jpg
Colossal Outsider (Arena, Fiend)
Hit Dice: 104d8+1,248 (1,716HP)
Initiative: -1
Speed: 30’ (6 squares)
Armor Class: 49 (-8 size, -1 Dex, +48 natural); touch 1; flat-footed 49
Base Attack/Grapple: +104/+138
Attack: Hundred Thorns +114 melee (4d6+18)
Full Attack: 2 Hundred Thorns +114 melee (4d6+18)
Space/Reach: 30’/30’
Special Attacks: Demi, Toxic Cloud, Toxic Spray
Special Qualities: Adamantine Shell, Damage Reduction 52/--, Outsider traits, Spell Resistance 104
Saves: Fort +66, Ref +53, Will +58
Abilities: Str 47 (+18), Dex 8 (-1), Con 35 (+12), Int -- (+0), Wis 18 (+4), Cha 14 (+2)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 43
Treasure: 2Χ standard
Normal/Rare Steal: Gambler’s Spirit/Level 2 Key Sphere
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 416d6+1,664 (3,120MP)

• Demi (Sp): this ability reduces the current HP of all opponents within line of sight by 25%; Fortitude save (DC66) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use, & can only be used if the creature’s Adamantine Shell (see below) has been broken

• Toxic Cloud (Su): the creature emits a 160’ cloud of poisonous gas; this attack is a full-round action that does not provoke attacks of opportunity; this ability costs 128MP to use; this ability can be used once every other round, & can only be used if the creature is within its Adamantine Shell (see below); all creatures caught within the cloud are affected by the following status effects:

inflicts Confused status on 1 opponent; Will save (DC66) to resist; the save DC is Wisdom-based
inflicts Cursed status on 1 opponent; Will save (DC66) to resist; the save DC is Wisdom-based
inflicts Poison status on 1 opponent; Fortitude save (DC66) to resist; the save DC is Wisdom-based

• Toxic Spray (Su): +95 special ranged attack (4d6 acid); line of sight range; Reflex save (DC61) for half damage & avoid the break effects; the save DC is Dexterity-based; this is a standard action that does not provoke attacks of opportunity; this ability costs 64MP to use, & can only be used if the creature’s Adamantine Shell (see below) has been broken; opponents that fail their Reflex save are subject to the following effects:

Power Break: any Strength bonus to attacks is negated for 2d6+8 rounds
Magic Break: all damage dealt by that opponent’s spells is reduced by ½ for 2d6+8 rounds; the opponent’s healing magic is only ½ as effective, as well; multiple break effects do not stack
Armor Break: any armor bonus for natural or worn armor is negated for 2d6+8 rounds
Mental Break: any SR is negated for 2d6+8 rounds

• Adamantine Shell (Ex): the creature is initially protected by a spherical shell of adamantine, adding +20 hardness to its Damage Reduction; this shell shatters once the creature’s HP drops below 50% (858HP, on average); this shell does not regenerate if the creature’s HP raises above 50% again (it will regenerate if the creature’s HP returns to 100%)

Zeta Kai
2008-11-15, 05:53 PM
Catoblepas
http://images3.wikia.nocookie.net/finalfantasy/images/d/de/Catoblebas_(FFX).jpg
Colossal Magical Beast (Fiend)
Hit Dice: 60d10+660 (990HP)
Initiative: -1
Speed: 50’ (10 squares)
Armor Class: 33 (-8 size, -1 Dex, +32 natural); touch 1; flat-footed 33
Base Attack/Grapple: +60/+96
Attack: Bite +72 melee (4d6+20) or Slam +72 melee (4d6+20)
Full Attack: Bite +72 melee (4d6+20) & 2 Slams +67 melee (4d6+20)
Space/Reach: 30’/30’
Special Attacks: Flare, Improved Grab, Pop Fly, Ultima
Special Qualities: Damage Reduction 30/--, Magical Beast traits, Spell Resistance 60
Saves: Fort +43, Ref +31, Will +22
Abilities: Str 50 (+20), Dex 9 (-1), Con 33 (+11), Int -- (+0), Wis 14 (+2), Cha 14 (+2)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 38
Treasure: standard
Normal/Rare Steal: Healing Spring (Χ3)/Stamina Tonic
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 120d6+480 (900MP)

• Flare (Sp): this attack inflicts 60d10+180 points of non-specified damage to 1 opponent within 290’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

• Improved Grab (Ex): to use this ability, the creature must hit with a Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Pop Fly

• Pop Fly (Ex): the creature can throw a grabbed opponent of Gargantuan or smaller size into the air by making a successful grapple check; once thrown, the opponent takes 10d6 points of falling damage, plus an additional 10d6 points of damage for each size category smaller than Gargantuan the opponent is (for example, a Medium-sized creature would be 3 categories smaller than Gargantuan, & therefore would take 40d6 falling damage); this is a standard action that does not provoke attacks of opportunity

• Ultima (Sp): this attack inflicts 200d6 points of non-specified damage to all opponents within 290’; your opponents can each make a Fortitude save (DC42) for half damage; the save DC is Wisdom-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use

Zeta Kai
2008-11-16, 06:31 PM
Chimerageist
http://images2.wikia.nocookie.net/finalfantasy/images/9/9b/Chimerageist_(FFX).jpg
Gargantuan Magical Beast (Arena, Fiend)
Hit Dice: 52d10+416 (702HP)
Initiative: +0
Speed: 50’ (10 squares)
Armor Class: 30 (-4 size, +24 natural); touch 6; flat-footed 30
Base Attack/Grapple: +52/+77
Attack: Megiddo Flame +48 ranged (2d8+13 + 4d6 fire, 50’ range)
Full Attack: 2 Megiddo Flames +48 ranged (2d8+13 + 4d6 fire, 50’ range)
Space/Reach: 20’/20’
Special Attacks: Aqua Breath, Blizzaga, Charge, Thundaga
Special Qualities: Damage Reduction 26/--, Magical Beast traits, Spell Resistance 52
Saves: Fort +36, Ref +28, Will +18
Abilities: Str 37 (+13), Dex 10 (+0), Con 26 (+8), Int -- (+0), Wis 13 (+1), Cha 10 (+0)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 35
Treasure: standard
Normal/Rare Steal: Mana Spring (Χ2)/Stamina Spring
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 104d6+416 (780MP)

• Aqua Breath (Su): the creature spews forth a jet of water from its mouth; +48 ranged attack; 220’ cone; deals 4d6+13 points of water (force) damage; Fortitude save (DC49) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Blizzaga (Sp): this is a ranged touch attack that deals 52d8+112 points of cold damage to 1 opponent within 220’ on a successful hit; Fortitude save (DC37) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Charge (Su): this ability reduces the current HP of all opponents within 220’ by 25%; Fortitude save (DC37) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Thundaga (Sp): this is a ranged touch attack that deals 52d8+112 points of electricity damage to 1 opponent within 220’ on a successful hit; Fortitude save (DC37) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

Zeta Kai
2008-11-17, 10:18 PM
Coeurlregina
http://images2.wikia.nocookie.net/finalfantasy/images/5/5d/Coeurlregina.jpg
Gargantuan Magical Beast (Arena, Fiend)
Hit Dice: 44d10+264 (506HP)
Initiative: +3
Speed: 40’ (8 squares)
Armor Class: 21 (-4 size, +3 Dex, +12 natural); touch 9; flat-footed 18
Base Attack/Grapple: +44/+67
Attack: Claw +51 melee (2d8+11)
Full Attack: 2 Claws +51 melee (2d8+11)
Space/Reach: 20’/15’
Special Attacks: Chaos, Drain, Flare, Hyper Blaster, Thundaga
Special Qualities: Damage Reduction 22/--, Magical Beast traits, Spell Resistance 44
Saves: Fort +30, Ref +27, Will +15
Abilities: Str 32 (+11), Dex 17 (+3), Con 22 (+6), Int -- (+0), Wis 12 (+1), Cha 18 (+4)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 34
Treasure: standard
Normal/Rare Steal: Farplane Wind (Χ2)/Blessed Gem
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 88d6+352 (660MP)

• Chaos (Su): this blast of pure chaotic energy unerringly strikes 1 opponent within 220’; usable once every 1d4+1 rounds; Will save (DC36) to resist; the save DC is Charisma-based; opponents who fail their saves are inflicted with Confused, Cursed, & Doomed statuses; this is a standard action that does not provoke attacks of opportunity

• Drain (Sp): this is a touch attack that transfers 44d4 from 1 opponent’s HP pool to own; Fortitude save (DC36) for half damage; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Flare (Sp): this attack inflicts 44d10+132 points of non-specified damage to 1 opponent within 220’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

• Hyper Blaster (Su): inflicts Dead status on 1 opponent within 220’; usable once every 1d4+1 rounds; Fortitude save (DC36) to resist; the save DC is Charisma-based; this is a standard action that does not provoke attacks of opportunity

• Thundaga (Sp): this is a ranged touch attack that deals 44d8+88 points of electricity damage to 1 opponent within 220’ on a successful hit; Fortitude save (DC33) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

Zeta Kai
2008-11-18, 11:49 AM
Dark Anima
http://images4.wikia.nocookie.net/finalfantasy/images/c/ce/Dark_Anima.jpg
Aeon 20/Suffering Fayth 5/Dark Fayth 13
Gargantuan Outsider (Aeon)
Hit Dice: 38d8+410 (581HP)
Initiative: +4
Speed: 30’ (6 squares)
Armor Class: 35 (-4 size, +29 natural armor); touch 6; flat-footed 35
Base Attack/Grapple: +31/+59
Attack: Pain +36 ranged (4d8 + Death, 60’ range)
Full Attack: Pain +36 ranged (4d8 + Death, 60’ range)
Space/Reach: 20’/20’
Special Attacks: Death, Mega-Graviton, Oblivion
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Damage Reduction 38/epic, Dark Defenses, Darkness Unleashed, Energy Absorption, Immortality, Lost Opportunities, Outsider traits, Spell Resistance 76, Status Immunity
Saves: Fort +33, Ref +22, Will +26
Abilities: Str 42 (+16), Dex 10 (+0), Con 31 (+10), Int 10 (+0), Wis 12 (+1), Cha 8 (-1)
Skills: Balance +25, Climb +39, Concentration +14, Hide -12, Intimidate +34, Jump +41, Listen +27, Sense Motive +28, Spot +26, Survival +31, Swim +20, Tumble +25
Feats: Awesome Blow, Cleave, Epic Prowess, Epic Toughness, Far Shot, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Toughness, Iron Will, Point Blank Shot, Power Attack, Skill Focus (Intimidate)
Environment: any (Mt. Gagazet)
Organization: solitary
Challenge Rating: 38
Treasure: 2Χ standard
Normal/Rare Steal: Three Stars/Elixir
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 185d6+740 (1,387MP)

• Death (Su): inflicts Dead status on 1 opponent; Fortitude save (DC30) to resist; the save DC is Wisdom-based

• Mega-Graviton (Su): unleashes a 270’ blast that instantly strikes all creatures within it, dealing damage to each creature equal to 50% of their current maximum HP (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 480MP to use; this blast inflicts the following status effects:

Blind (10 minutes)
Doomed
Mute (10 minutes)
Sleep (10 minutes)
Slowed

• Oblivion (Su): automatically hits all opponents within 270’ with an apocalyptic flurry of blows & explosive force, dealing 200d6 points of force damage to each (no saving throw); in addition, any opponent hit by this attack must make a successful Fortitude save (DC28) or die; the save DC is Charisma-based; this is a full-round action that does not provoke attacks of opportunity; this ability costs 100OP to use

• Aeon Boost (Su): Dark Anima can choose, as a swift action, to lower it’s defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Dark Anima can choose, as a swift action, to raise it’s defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

• Dark Defenses (Su): Dark Anima is immune to all polymorphing magic, all mind-affecting magic, ability drain, ability damage, death from massive damage, & all divination magic

• Darkness Unleashed: Dark Anima is free to act as she will, no longer being bound by the goal of destroying Sin; she cannot be called by a summoner to battle, & she is no longer compelled to act as a summoner wishes; her transdimensional pocket shrunk to nonexistence, forcing her onto the Material Plane, so she can no longer retreat back to it

• Energy Absorption (Su): whenever Dark Anima is dealt cold, fire, lightning, or water (force) damage, she actually gains HP equal to the damage that she normally would have taken; she cannot gain HP in excess of her maximum HP

• Immortality (Ex): Dark 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): Dark Anima’s 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

• Status Immunity (Su): Dark Anima is immune to all status effects (other than Hasted, KO, or Regen)

Fax Celestis
2008-11-18, 12:05 PM
Dark Anima
http://images4.wikia.nocookie.net/finalfantasy/images/c/ce/Dark_Anima.jpg
Aeon 20/Suffering Fayth 5/Dark Fayth 13
Gargantuan Outsider (Aeon)
Hit Dice: 38d8+410 (581HP)
Initiative: +4
Speed: 30’ (6 squares)
Armor Class: 35 (-4 size, +29 natural armor); touch 6; flat-footed 35
Base Attack/Grapple: +31/+59
Attack: Pain +36 ranged (4d8 + Death, 60’ range)
Full Attack: Pain +36 ranged (4d8 + Death, 60’ range)
Space/Reach: 20’/20’
Special Attacks: Death, Mega-Graviton, Oblivion
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Damage Reduction 38/epic, Dark Defenses, Darkness Unleashed, Energy Absorption, Immortality, Lost Opportunities, Outsider traits, Spell Resistance 76, Status Immunity
Saves: Fort +33, Ref +22, Will +26
Abilities: Str 42 (+16), Dex 10 (+0), Con 31 (+10), Int 10 (+0), Wis 12 (+1), Cha 8 (-1)
Skills: Balance +25, Climb +39, Concentration +14, Hide -12, Intimidate +34, Jump +41, Listen +27, Sense Motive +28, Spot +26, Survival +31, Swim +20, Tumble +25
Feats: Awesome Blow, Cleave, Epic Prowess, Epic Toughness, Far Shot, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Toughness, Iron Will, Point Blank Shot, Power Attack, Skill Focus (Intimidate)
Environment: any (Mt. Gagazet)
Organization: solitary
Challenge Rating: 38
Treasure: 2Χ standard
Normal/Rare Steal: Three Stars/Elixir
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 185d6+740 (1,387MP)

• Death (Su): inflicts Dead status on 1 opponent; Fortitude save (DC30) to resist; the save DC is Wisdom-based

• Mega-Graviton (Su): unleashes a 270’ blast that instantly strikes all creatures within it, dealing damage to each creature equal to 50% of their current maximum HP (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 256MP to use; this blast inflicts the following status effects:

Blind (10 minutes)
Doomed
Mute (10 minutes)
Sleep (10 minutes)
Slowed

• Oblivion (Su): automatically hits all opponents within 270’ with an apocalyptic flurry of blows & explosive force, dealing 200d6 points of force damage to each (no saving throw); in addition, any opponent hit by this attack must make a successful Fortitude save (DC28) or die; the save DC is Charisma-based; this is a full-round action that does not provoke attacks of opportunity; this ability costs 100OP to use

• Aeon Boost (Su): Dark Anima can choose, as a swift action, to lower it’s defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Dark Anima can choose, as a swift action, to raise it’s defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

• Dark Defenses (Su): Dark Anima is immune to all polymorphing magic, all mind-affecting magic, ability drain, ability damage, death from massive damage, & all divination magic

• Darkness Unleashed: Dark Anima is free to act as she will, no longer being bound by the goal of destroying Sin; she cannot be called by a summoner to battle, & she is no longer compelled to act as a summoner wishes; her transdimensional pocket shrunk to nonexistence, forcing her onto the Material Plane, so she can no longer retreat back to it

• Energy Absorption (Su): whenever Dark Anima is dealt cold, fire, lightning, or water (force) damage, she actually gains HP equal to the damage that she normally would have taken; she cannot gain HP in excess of her maximum HP

• Immortality (Ex): Dark 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): Dark Anima’s 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

• Status Immunity (Su): Dark Anima is immune to all status effects (other than Hasted, KO, or Regen)

Mega-Graviton: No save?

Zeta Kai
2008-11-18, 12:13 PM
Mega-Graviton: No save?

That is correct. Dark Anima is a CR38 abomination-in-the-face-of-all-that-right-&-holy. Most creatures couldn't make a save versus Dark Anima, anyway (PC's notwithstanding). That said, there should be some limits on the ability, so I believe I will restrict it to a once-per-day ability increase the MP cost.

Kellus
2008-11-18, 06:26 PM
Determining Range on Special Attacks

To determine the range of a monster's special attacks, you first find its Challenge Rating bracket on the following chart:

Table: Base Range by CR
{table=head]CR|Base Range
1-5|30ft.
6-10|40ft.
11-15|60ft.
15-20|90ft.
21-25|120ft.
26-30|160ft.
31-35|200ft.
36-40|250ft.[/table]

Monsters with a Challenge Rating above 41 have no limit on the range of their attacks aside from their line of sight.

After you have found the monster's base range, you apply a modifier to it based on its size.

Table: Range Modifiers by Size
{table=head]Size|Modifier
Fine|-40ft.
Diminutive|-20ft.
Tiny|-10ft.
Small|-5ft.
Medium|+0ft.
Large|+5ft.
Huge|+10ft.
Gargantuan|+20ft.
Colossal|+40ft.[/table]

And voila!

Zeta Kai
2008-11-18, 07:28 PM
Determining Range on Special Attacks

Ding! Ding! Ding!

Congratulations, we have a winner! :smallcool: Way to go Kellus, I'm quite impressed; I gave you guys over 200 examples, but still. Other than one minor typo, you got it exactly right. I will give you a free homebrew (3.X) gift for figuring out the correct formula for the monsters' ranges. That means I will make you 1 monster, 1 class, 1 PrC, 1 race, 1 spell, 1 feat, 1 item, or 1 of my maps. PM me to choose your prize.

EDIT: I just noticed the Kellus made post #666. Damn, I'm not gonna get another chance like that anytime soon. :smallamused:

Zeta Kai
2008-11-19, 01:04 PM
Dark Bahamut
http://images2.wikia.nocookie.net/finalfantasy/images/e/ea/Dark_Bahamut.jpg
Aeon 17/Dragon Fayth 5/Dark Fayth 9
Huge Outsider (Aeon)
Hit Dice: 31d8+217 (356HP)
Initiative: +5
Speed: 30’ (6 squares), Fly 90’ (18 squares, poor maneuverability)
Armor Class: 32 (-2 size, +1 Dex, +22 natural armor); touch 9; flat-footed 31
Base Attack/Grapple: +26/+45
Attack: Claw +36 melee (3d6+11)
Full Attack: 2 Claws +36 melee (3d6+11)
Space/Reach: 15’/15’
Special Attacks: Impulse, Mega Flare
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Damage Reduction 31/epic, Dark Defenses, Darkness Unleashed, Energy Immunity, Immortality, Outsider traits, Spell Resistance 62, Status Immunity
Saves: Fort +28, Ref +20, Will +21
Abilities: Str 32 (+11), Dex 12 (+1), Con 24 (+7), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
Skills: Balance +25, Climb +36, Concentration +16, Hide -5, Intimidate +30, Jump +34, Listen +25, Spot +28, Survival +23, Swim, +19, Tumble +24
Feats: Awesome Blow, Cleave, Epic Prowess, Epic Will, Flyby Attack, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Toughness, Power Attack
Environment: any (Zanarkand Ruins)
Organization: solitary
Challenge Rating: 31
Treasure: 2Χ standard
Normal/Rare Steal: Twin Stars/Elixir
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 155d6+620 (1,162MP)

• Impulse (Su): Dark Bahamut can blast enemies with a potent magical pulse; all creatures within 210’ take force damage equal to 12d6+48 (no saving throw); this is a standard action that does not provoke attacks of opportunity

• Mega Flare (Su): automatically hits all opponents within 210’ with a devastating blast of magical power, dealing 100d8 points of damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 100OP to use

• Aeon Boost (Su): Dark Bahamut can choose, as a swift action, to lower it’s defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Dark Bahamut can choose, as a swift action, to raise it’s defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

• Dark Defenses (Su): Dark Bahamut is immune to all polymorphing magic, all mind-affecting magic, ability drain, ability damage, death from massive damage, & all divination magic

• Darkness Unleashed: Dark Bahamut is free to act as he will, no longer being bound by the goal of destroying Sin; he cannot be called by a summoner to battle, & he is no longer compelled to act as a summoner wishes; his transdimensional pocket shrunk to nonexistence, forcing him onto the Material Plane, so he can no longer retreat back to it

• Energy Immunity (Su): Dark Bahamut is immune to all damage from cold, fire, lightning, & water (force) energy types

• Immortality (Ex): Dark 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

• Status Immunity (Su): Dark Bahamut is immune to all status effects (other than Hasted, KO, or Regen)

Zeta Kai
2008-11-20, 12:45 PM
Dark Ifrit
http://images3.wikia.nocookie.net/finalfantasy/images/0/05/Dark_Ifrit.jpg
Aeon 15/Burning Fayth 5/Dark Fayth 3
Huge Outsider (Aeon, Fire)
Hit Dice: 23d8+260 (363HP)
Initiative: +1
Speed: 40’ (8 squares)
Armor Class: 30 (-2 size, +1 Dex, +21 natural); touch 9; flat-footed 29
Base Attack/Grapple: +21/+39
Attack: Claw +29 melee (4d6+10 + 4d6 fire)
Full Attack: 2 Claws +29 melee (4d6+10 + 4d6 fire)
Space/Reach: 15’/15’
Special Attacks: Fira, Hellfire, Meteor Strike
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Damage Reduction 23/epic, Fire traits, Outsider traits, Spell Resistance 46
Saves: Fort +25, Ref +17, Will +15
Abilities: Str 31 (+10), Dex 12 (+1), Con 31 (+10), Int 12 (+1), Wis 16 (+3), Cha 20 (+5)
Skills: Balance +29, Climb +34, Intimidate +29, Jump +37, Listen +31, Sense Motive +26, Spot +27, Survival +25, Tumble +24
Feats: Awesome Blow, Cleave, Epic Prowess, Epic Reflexes, Epic Toughness, Improved Bull Rush, Power Attack, Skill Focus (Jump)
Environment: any (Sanubia Sands)
Organization: solitary
Challenge Rating: 23
Treasure: 2Χ standard
Normal/Rare Steal: Mega-Phoenix/Elixir
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 110d6+440 (825MP)

• Fira (Sp): this is a ranged touch attack that deals 23d6+23 points of fire damage to 1 opponent within 130’ on a successful hit; Fortitude save (DC22) 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

• Hellfire (Su): automatically hits all opponents within 130’ with a catastrophic inferno that lifts them high into the air, dealing 12d6 points of fire damage & 12d6 points of falling damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 100OP to use

• Meteor Strike (Su): +20 ranged on a single opponent; deals 3d8 bludgeoning damage + 6d6 fire damage; Reflex save (DC24) for half damage; the save DC is Wisdom-based; 130’ range; this is a standard action that does not provoke attacks of opportunity

• Aeon Boost (Su): Dark Ifrit can choose, as a swift action, to lower it’s defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Dark Ifrit can choose, as a swift action, to raise it’s defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

• Darkness Unleashed: Dark Ifrit is free to act as he will, no longer being bound by the goal of destroying Sin; he cannot be called by a summoner to battle, & he is no longer compelled to act as a summoner wishes; his transdimensional pocket shrunk to nonexistence, forcing him onto the Material Plane, so he can no longer retreat back to it

SilentNight
2008-11-20, 01:28 PM
Ifrit needs a strength bonus for his claws. Just thought I'd pop in with a little nitpik on this still amazing project, :smalltongue:

Zeta Kai
2008-11-21, 07:59 PM
Ifrit needs a strength bonus for his claws. Just thought I'd pop in with a little nitpik on this still amazing project, :smalltongue:

Fixed. Thanks for the nitpick catch.

Zeta Kai
2008-11-21, 08:02 PM
Dark Ixion
http://images2.wikia.nocookie.net/finalfantasy/images/4/45/Dark_Ixion.jpg
Aeon 15/Shocking Fayth 5/Dark Fayth 5
Large Outsider (Aeon, Lightning)
Hit Dice: 25d8+100 (212HP)
Initiative: +6
Speed: 60’ (12 squares)
Armor Class: 28 (-1 size, +6 Dex, +16 natural armor); touch 12; flat-footed 25
Base Attack/Grapple: +22/+33
Attack: Horn +25 melee (2d8+3 + 5d6 electricity)
Full Attack: Horn +25 melee (2d8+3 + 5d6 electricity)
Space/Reach: 10’/10’
Special Attacks: Aerospark, Thor’s Hammer, Thundaja
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Damage Reduction 25/epic, Dark Defenses, Darkness Unleashed, Outsider traits, Spell Resistance 50
Saves: Fort +13, Ref +16, Will +15
Abilities: Str 16 (+3), Dex 22 (+6), Con 19 (+4), Int 8 (-1), Wis 13 (+1), Cha 10 (+0)
Skills: Balance +29, Climb +22, Jump +27, Listen +21, Survival +23, Tumble +24
Feats: Alertness, Diehard, Endurance, Epic Prowess, Epic Speed, Improved Overrun, Iron Will, Power Attack, Run
Environment: any (Thunder Plains)
Organization: solitary
Challenge Rating: 25
Treasure: standard
Normal/Rare Steal: Stamina Tablet/Elixir
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 115d6+460 (862MP)

• Aerospark (Su): Dark Ixion can blast his enemies with shocking energy; this is a special +33 ranged attack on a single opponent within 125’ that deals 4d6 electricity damage & suffer a dispel effect (opponent loses all positive conditions such as 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); if a creature makes a Fortitude save (DC23), then they only take half damage & negate the dispel effect; this is a standard action that does not provoke attacks of opportunity

• Thor’s Hammer (Su): Dark Ixion can automatically hit all opponents within 125’ with a deadly lightning bolt, dealing 40d8 points of electricity damage to each; this ability costs 100 OP to use

• Thundaja (Sp): this is a ranged touch attack that deals 16d10+48 points of electricity damage to 1 opponent within 125’ on a successful hit; Fortitude save (DC37) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use

• Aeon Boost (Su): Dark Ixion can choose, as a swift action, to lower it’s defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Dark Ixion can choose, as a swift action, to raise it’s defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

• Dark Defenses (Su): Dark Ixion is immune to all polymorphing magic, all mind-affecting magic, ability drain, ability damage, death from massive damage, & all divination magic

• Darkness Unleashed: Dark Ixion is free to act as he will, no longer being bound by the goal of destroying Sin; he cannot be called by a summoner to battle, & he is no longer compelled to act as a summoner wishes; his transdimensional pocket shrunk to nonexistence, forcing him onto the Material Plane, so he can no longer retreat back to it

Zeta Kai
2008-11-22, 11:36 AM
BTW, thanks to everyone who has looked at this & liked it. This project now has had over 40,000 views! All I can say is W00T!!

Zeta Kai
2008-11-22, 11:44 AM
Dark Magus Sister: Cindy
http://images2.wikia.nocookie.net/finalfantasy/images/b/b2/Dark_Cindy.jpg
Aeon 20/Joined Fayth 5/Dark Fayth 13
Huge Outsider (Aeon)
Hit Dice: 38d8+266 (437HP)
Initiative: +5
Speed: 30’ (6 squares)
Armor Class: 35 (-2 size, +1 Dex, +26 natural armor); touch 9; flat-footed 34
Base Attack/Grapple: +31/+51
Attack: Slam +42 melee (4d6+12)
Full Attack: 2 Slams +42 melee (4d6+12)
Space/Reach: 15’/15’
Special Attacks: Camisade, Delta Attack, Mega-Graviton
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Damage Reduction 38/epic, Dark Defenses, Darkness Unleashed, Energy Absorption, Immortality, Lost Opportunities, Outsider traits, Spell Resistance 76, Status Immunity
Saves: Fort +30, Ref +24, Will +23
Abilities: Str 35 (+12), Dex 12 (+1), Con 24 (+7), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Skills: Balance +29, Climb +36, Concentration +11, Hide -3, Intimidate +28, Jump +44, Listen +23, Sense Motive +25, Spot +32, Survival +22, Swim +16, Tumble +35
Feats: Acrobatic, Awesome Blow, Cleave, Dodge, Epic Prowess, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Toughness, Mobility, Power Attack, Spring Attack
Environment: any (Mushroom Rock Road)
Organization: solitary
Challenge Rating: 38
Treasure: standard
Normal/Rare Steal: Return Sphere/Elixir
Alignment: Neutral Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 190d6+760 (1,425MP)

• Camisade: Dark Cindy can leap high into the air & strike a single opponent within 260’ from above; this is a special +42 melee attack that deals 12d8+48 bludgeoning damage; if a creature makes a Reflex save (DC29), then they only take half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Delta Attack (Su): Dark Cindy can combine her Limit Break with the Limit Breaks of 2 siblings to automatically hit all opponents within 255’ with the ultimate arcane attack, dealing 200d12+200 points of damage to each. In addition, any opponent hit by this attack must make a successful Fortitude save (DC29) or die; must have 2 siblings who have fully charged OP pools (100 OP’s each); this ability costs 100 OP to use

• Mega-Graviton (Sp): Dark Cindy can unleash a 260’ blast that instantly strikes all creatures within it, dealing damage to each creature equal to 50% of their current maximum HP (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 480MP to use; this blast inflicts the following status effects:

Blind (10 minutes)
Doomed
Mute (10 minutes)
Sleep (10 minutes)
Slowed

• Aeon Boost (Su): Dark Cindy can choose, as a swift action, to lower it’s defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Dark Cindy can choose, as a swift action, to raise it’s defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

• Dark Defenses (Su): Dark Cindy is immune to all polymorphing magic, all mind-affecting magic, ability drain, ability damage, death from massive damage, & all divination magic

• Darkness Unleashed: Dark Cindy is free to act as she will, no longer being bound by the goal of destroying Sin; she cannot be called by a summoner to battle, & she is no longer compelled to act as a summoner wishes; her transdimensional pocket shrunk to nonexistence, forcing her onto the Material Plane, so she can no longer retreat back to it

• Energy Absorption (Su): whenever Dark Cindy is dealt cold, fire, lightning, or water (force) damage, she actually gains HP equal to the damage that she normally would have taken; she cannot gain HP in excess of her maximum HP

• Immortality (Ex): Dark 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): Dark Cindy’s 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

• Status Immunity (Su): Dark Cindy is immune to all status effects (other than Hasted, KO, or Regen)

afroakuma
2008-11-22, 11:44 AM
BTW, thanks to everyone who has looked at this & liked it. This project now has had over 40,000 views! All I can say is W00T!!

Imagine how epic the completed VUACS will be then! :smallamused:

Zeta Kai
2008-11-23, 12:43 PM
Dark Magus Sister: Mindy
http://images2.wikia.nocookie.net/finalfantasy/images/6/66/Dark_Mindy.jpg
Aeon 20/Joined Fayth 5/Dark Fayth 13
Medium Outsider (Aeon)
Hit Dice: 38d8+114 (285HP)
Initiative: +9
Speed: 30’ (6 squares)
Armor Class: 37 (+5 Dex, +22 natural armor); touch 15; flat-footed 32
Base Attack/Grapple: +31/+33
Attack: Stinger +34 melee (2d6+2)
Full Attack: Stinger +34 melee (2d6+2)
Space/Reach: 5’/5’
Special Attacks: Calamity, Delta Attack, Mega-Graviton, Passado
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Damage Reduction 38/epic, Dark Defenses, Darkness Unleashed, Energy Absorption, Immortality, Lost Opportunities, Outsider traits, Spell Resistance 76, Status Immunity
Saves: Fort +26, Ref +34, Will +25
Abilities: Str 14 (+2), Dex 20 (+5), Con 17 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Skills: Balance +36, Climb +29, Intimidate +21, Jump +28, Listen +30, Sense Motive +26, Spot +34, Survival +27, Tumble +42
Feats: Cleave, Dodge, Epic Prowess, Epic Reflexes, Great Cleave, Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes, Mobility, Power Attack, Skill Focus (Tumble), Spring Attack
Environment: any (Mushroom Rock Road)
Organization: solitary
Challenge Rating: 38
Treasure: standard
Normal/Rare Steal: Teleport Sphere/Elixir
Alignment: Neutral Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 190d6+760 (1,425MP)

• Calamity (Su): +34 special ranged attack (8d6+8); 250’ range; Reflex save (DC34) for half damage & avoid the status effects; the save DC is Dexterity-based; this is a standard action that does not provoke attacks of opportunity; this ability costs 384MP to use; opponents that fail their Reflex save are subject to the following effects:

Blind (25 minutes)
Cursed
Mute (25 minutes)
Poison
Power Break: any Strength bonus to attacks is negated for 4d6+16 rounds
Magic Break: all damage dealt by that opponent’s spells is reduced by ½ for 4d6+16 rounds; the opponent’s healing magic is only ½ as effective, as well; multiple break effects do not stack
Armor Break: any armor bonus for natural or worn armor is negated for 4d6+16 rounds
Mental Break: any SR is negated for 4d6+16 rounds

• Delta Attack (Su): Dark Mindy can combine her Limit Break with the Limit Breaks of 2 siblings to automatically hit all opponents within 255’ with the ultimate arcane attack, dealing 200d12+200 points of damage to each. In addition, any opponent hit by this attack must make a successful Fortitude save (DC29) or die; must have 2 siblings who have fully charged OP pools (100 OP’s each); this ability costs 100 OP to use

• Mega-Graviton (Sp): Dark Mindy can unleash a 250’ blast that instantly strikes all creatures within it, dealing damage to each creature equal to 50% of their current maximum HP (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 480MP to use; this blast inflicts the following status effects:

Blind (10 minutes)
Doomed
Mute (10 minutes)
Sleep (10 minutes)
Slowed

• Passado (Su): Dark Mindy can pelt 1 opponent within 250’ with a barrage of stingers; this is 3d6+12 special ranged attacks, all using her full BAB (+31); each stinger that hits deals maximized piercing damage (14 points); if a creature makes a Reflex save (DC29), then they only take half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Aeon Boost (Su): Dark Mindy can choose, as a swift action, to lower it’s defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Dark Mindy can choose, as a swift action, to raise it’s defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

• Dark Defenses (Su): Dark Mindy is immune to all polymorphing magic, all mind-affecting magic, ability drain, ability damage, death from massive damage, & all divination magic

• Darkness Unleashed: Dark Mindy is free to act as she will, no longer being bound by the goal of destroying Sin; she cannot be called by a summoner to battle, & she is no longer compelled to act as a summoner wishes; her transdimensional pocket shrunk to nonexistence, forcing her onto the Material Plane, so she can no longer retreat back to it

• Energy Absorption (Su): whenever Dark Mindy is dealt cold, fire, lightning, or water (force) damage, she actually gains HP equal to the damage that she normally would have taken; she cannot gain HP in excess of her maximum HP

• Immortality (Ex): Dark 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): Dark Mindy’s 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

• Status Immunity (Su): Dark Mindy is immune to all status effects (other than Hasted, KO, or Regen)

Zeta Kai
2008-11-25, 03:23 AM
Dark Magus Sister: Sandy
http://images4.wikia.nocookie.net/finalfantasy/images/6/69/Dark_Sandy.jpg
Aeon 20/Joined Fayth 5/Dark Fayth 13
Large Outsider (Aeon)
Hit Dice: 38d8+190 (361HP)
Initiative: +8
Speed: 30’ (6 squares)
Armor Class: 36 (-1 size, +3 Dex, +24 natural armor); touch 12; flat-footed 33
Base Attack/Grapple: +31/+41
Attack: Claw +38 melee (4d8+7)
Full Attack: 2 Claws +38 melee (4d8+7)
Space/Reach: 10’/10’
Special Attacks: Delta Attack, Mega-Graviton, Razzia
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Damage Reduction 38/epic, Dark Defenses, Darkness Unleashed, Energy Absorption, Immortality, Lost Opportunities, Outsider traits, Spell Resistance 76, Status Immunity
Saves: Fort +28, Ref +28, Will +27
Abilities: Str 25 (+7), Dex 16 (+3), Con 20 (+5), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Skills: Balance +29, Climb +32, Intimidate +28, Jump +36, Listen +26, Sense Motive +25, Spot +33, Survival +27, Tumble +37
Feats: Acrobatic, Cleave, Dodge, Epic Prowess, Epic Will, Great Cleave, Improved Initiative, Improved Toughness, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Superior Initiative
Environment: any (Mushroom Rock Road)
Organization: solitary
Challenge Rating: 38
Treasure: standard
Normal/Rare Steal: Friend Sphere/Elixir
Alignment: Neutral Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 190d6+760 (1,425MP)

• Delta Attack (Su): Dark Sandy can combine her Limit Break with the Limit Breaks of 2 siblings to automatically hit all opponents within 255’ with the ultimate arcane attack, dealing 200d12+200 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 OP’s each); this ability costs 100 OP to use

• Razzia (Su): Dark Sandy can slash 1 opponent within range with blades that grow from her arms; this is 2 standard melee attacks, both using her full BAB (+31); each blade that hits deals maximized slashing damage (25 points); if a creature makes a Fortitude save (DC22), then they only take half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Mega-Graviton (Sp): Dark Sandy can unleash a 255’ blast that instantly strikes all creatures within it, dealing damage to each creature equal to 50% of their current maximum HP (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 480MP to use; this blast inflicts the following status effects:

Blind (10 minutes)
Doomed
Mute (10 minutes)
Sleep (10 minutes)
Slowed

• Aeon Boost (Su): Dark Sandy can choose, as a swift action, to lower it’s defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Dark Sandy can choose, as a swift action, to raise its defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

• Dark Defenses (Su): Dark Sandy is immune to all polymorphing magic, all mind-affecting magic, ability drain, ability damage, death from massive damage, & all divination magic

• Darkness Unleashed: Dark Sandy is free to act as she will, no longer being bound by the goal of destroying Sin; she cannot be called by a summoner to battle, & she is no longer compelled to act as a summoner wishes; her transdimensional pocket shrunk to nonexistence, forcing her onto the Material Plane, so she can no longer retreat back to it

• Energy Absorption (Su): whenever Dark Sandy is dealt cold, fire, lightning, or water (force) damage, she actually gains HP equal to the damage that she normally would have taken; she cannot gain HP in excess of her maximum HP

• Immortality (Ex): Dark 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): Dark Sandy’s 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

• Status Immunity (Su): Dark Sandy is immune to all status effects (other than Hasted, KO, or Regen)

Zeta Kai
2008-11-25, 05:32 PM
Dark Shiva
http://images1.wikia.nocookie.net/finalfantasy/images/1/12/Dark_Shiva.jpg
Aeon 15/Freezing Fayth 5/Dark Fayth 7
Large Outsider (Aeon, Cold)
Hit Dice: 27d8+135 (256HP)
Initiative: +7
Speed: 30’ (6 squares)
Armor Class: 30 (-1 size, +3 Dex, +18 natural armor); touch 12; flat-footed 27
Base Attack/Grapple: +23/+30
Attack: Claw +26 melee (2d8+3)
Full Attack: 2 Claws +26 melee (2d8+3)
Space/Reach: 10’/10’
Special Attacks: Diamond Dust, Heavenly Strike
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Cold Absorption, Cold traits, Damage Reduction 27/epic, Dark Defenses, Darkness Unleashed, Energy Immunity, Frozen Flesh, Outsider traits, Spell Resistance 54
Saves: Fort +19, Ref +21, Will +18
Abilities: Str 16 (+3), Dex 16 (+3), Con 20 (+5), Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
Skills: Balance +25, Climb +22, Intimidate +23, Jump +25, Listen +22, Sense Motive +30, Spot +22, Survival +22, Tumble +27
Feats: Acrobatic, Combat Reflexes, Dodge, Epic Prowess, Epic Reflexes, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus (Sense Motive), Spring Attack
Environment: any (Macalania Temple)
Organization: solitary
Challenge Rating: 27
Treasure: standard
Normal/Rare Steal: Mana Tablet/Elixir
Alignment: Neutral Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 130d6+520 (975MP)

• Diamond Dust (Su): Dark Shiva can automatically hit all opponents within 165’ with freezing ice shards, dealing 50d8 points of cold damage to each; this ability costs 100 OP to use

• Heavenly Strike (Su): Dark Shiva can blast her enemies with a frozen touch; this is a special +26 melee attack on a single opponent within 165’ that deals 20d6+20 cold damage & a -20 Initiative penalty for the next round; if a creature makes a Fortitude save (DC24), then they only take half damage & negate the Initiative penalty; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Aeon Boost (Su): Dark Shiva can choose, as a swift action, to lower its defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Dark Shiva can choose, as a swift action, to raise its defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

• Dark Defenses (Su): Dark Shiva is immune to all polymorphing magic, all mind-affecting magic, ability drain, ability damage, death from massive damage, & all divination magic

• Darkness Unleashed: Dark Shiva is free to act as she will, no longer being bound by the goal of destroying Sin; she cannot be called by a summoner to battle, & she is no longer compelled to act as a summoner wishes; her transdimensional pocket shrunk to nonexistence, forcing her onto the Material Plane, so she can no longer retreat back to it

• Frozen Flesh (Su): Dark Shiva’s 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 6d6 cold damage per round (no saving throw); she loses these bonuses when she wear any armor

Zeta Kai
2008-11-26, 12:10 PM
Dark Valefor
http://images4.wikia.nocookie.net/finalfantasy/images/7/7c/Dark_Valefor.jpg
Aeon 15/Winged Fayth 5/Dark Fayth 1
Large Outsider (Aeon)
Hit Dice: 21d8+126 (220HP)
Initiative: +6
Speed: 30’ (6 squares), Fly 90’ (18 squares, average maneuverability)
Armor Class: 31 (-1 size, +6 Dex, +16 natural); touch 15; flat-footed 25
Base Attack/Grapple: +20/+31
Attack: Bite +27 melee (2d8+7)
Full Attack: Bite +27 melee (2d8+7)
Space/Reach: 10’/10’
Special Attacks: Energy Blast, Energy Ray, Sonic Wings
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Darkness Unleashed, Energy Resistance, Outsider traits
Saves: Fort +17, Ref +22, Will +16
Abilities: Str 24 (+7), Dex 22 (+6), Con 23 (+6), Int 22 (+6), Wis 20 (+5), Cha 22 (+6)
Skills: Balance +29, Climb +28, Concentration +20, Gather Information +20, Intimidate +28, Jump +30, Knowledge (geography) +20, Knowledge (planes) +20, Listen +27, Search +20, Sense Motive +27, Spellcraft +20, Spot +27, Survival +25, Tumble +27
Feats: Dodge, Epic Prowess, Flyby Attack, Hover B, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Wingover
Environment: any (Besaid)
Organization: solitary
Challenge Rating: 21
Treasure: 2Χ standard
Normal/Rare Steal: X-Potion/Elixir
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 140d6+560 (1,050MP)

• Energy Blast (Su): Dark Valefor automatically hits all opponents within 125’ with a blast of fierce energy, dealing 80d6 points of damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 100OP to use

• Energy Ray (Su): Dark Valefor automatically hits all opponents within 125’ with a ray of fierce energy, dealing 60d8 points of damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 100OP to use

• Sonic Wings (Su): Dark Valefor can beat its wings with deadly force while hovering; all creatures within 125’ take sonic damage equal to 10d8+10 & a -20 Initiative penalty for the next round; if a creature makes a Fortitude save (DC25), then they only take half damage & negate the Initiative penalty; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Aeon Boost (Su): Dark Valefor can choose, as a swift action, to lower its defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Dark Valefor can choose, as a swift action, to raise its defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

• Darkness Unleashed: Dark Valefor is free to act as she will, no longer being bound by the goal of destroying Sin; she cannot be called by a summoner to battle, & she is no longer compelled to act as a summoner wishes; her transdimensional pocket shrunk to nonexistence, forcing her onto the Material Plane, so she can no longer retreat back to it

• Energy Resistance (Su): the creature only takes 50% damage from cold, electricity, fire, & water (force) energy types

Zeta Kai
2008-11-27, 11:06 AM
Dark Yojimbo
http://images3.wikia.nocookie.net/finalfantasy/images/8/8c/Dark_Yojimbo.jpg
Aeon 20/Samurai Fayth 5/Dark Fayth 11
Large Outsider (Aeon)
Hit Dice: 36d8+324 (486HP)
Initiative: +4
Speed: 30’ (6 squares)
Armor Class: 40 (-1 size, +4 Dex, +27 natural); touch 13; flat-footed 36
Base Attack/Grapple: +30/+44
Attack: +7 Odachi +50 melee (4d6+25, 17-20/Χ2)
Full Attack: +7 Odachi +50/+45/+40/+35 melee (4d6+25, 17-20/Χ2)
Space/Reach: 10’/10’
Special Attacks: Daigoro, Kozuka, Wakizashi, Zanmato
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Damage Reduction 36/epic, Dark Defenses, Darkness Unleashed, Energy Absorption, Immortality, Lost Opportunities, Outsider traits, Spell Resistance 72, Status Immunity
Saves: Fort +28, Ref +24, Will +27
Abilities: Str 30 (+10), Dex 18 (+4), Con 28 (+9), Int 18 (+4), Wis 20 (+5), Cha 23 (+6)
Skills: Balance +23, Climb +29, Concentration +28, Diplomacy +29, Gather Information +25, Heal +27, Intimidate +28, Jump +29, Knowledge (arcana) +24, Knowledge (planes) +24, Listen +25, Move Silently +23, Perform +24, Search +24, Sense Motive +23, Spellcraft +24, Spot +26, Survival +28, Tumble +25, Use Magic Device +27
Feats: Cleave, Epic Prowess, Epic Weapon Focus, Epic Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Power Attack, Quick Draw, Self-Sufficient, Two-Weapon Fighting, Weapon Focus, Weapon Specialization
Environment: any (Cavern of Stolen Fayth)
Organization: solitary
Challenge Rating: 36
Treasure: 2Χ standard + Large +7 Odachi (bastard sword)
Normal/Rare Steal: Stamina Tonic/Elixir
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 170d6+680 (1,275MP)

• Daigoro (Su): Daigoro can make a special slam attack (+55 melee; 5d8+50 bludgeoning damage) to 1 opponent within 80’ of your companion; this is a standard action that does not provoke an attack opportunity for either Yojimbo or Daigoro

• Kozuka (Su): throwing a magical knife is a +33 ranged attack on a single opponent within 255’ that deals 40d8 force damage; this is a standard action that does not provoke attacks of opportunity

• Wakizashi (Su): +43 melee attacks (using the Odachi) against all opponents within reach, dealing 164 points of slashing damage to all; this is a standard action that does not provoke attacks of opportunity

• Zanmato (Su): +43 melee attack (using the Odachi) against any 1 opponent within reach, 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 100OP to use

• Aeon Boost (Su): Dark Yojimbo can choose, as a swift action, to lower its defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Dark Yojimbo can choose, as a swift action, to raise its defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

• Dark Defenses (Su): Dark Yojimbo is immune to all polymorphing magic, all mind-affecting magic, ability drain, ability damage, death from massive damage, & all divination magic

• Darkness Unleashed: Dark Yojimbo is free to act as he will, no longer being bound by the goal of destroying Sin; he cannot be called by a summoner to battle, & he is no longer compelled to act as a summoner wishes; his transdimensional pocket shrunk to nonexistence, forcing him onto the Material Plane, so he can no longer retreat back to it

• Energy Absorption (Su): whenever Dark Yojimbo is dealt cold, fire, lightning, or water (force) damage, he actually gains HP equal to the damage that he normally would have taken; he cannot gain HP in excess of his maximum HP

• Immortality (Ex): Dark 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): Dark Yojimbo’s 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

• Status Immunity (Su): Dark Yojimbo is immune to all status effects (other than Hasted, KO, or Regen)

Galileo
2008-11-27, 06:49 PM
Dark Yojimbo appears to have stolen two abilities that belong to Dark Anima, and that he already possesses. Also, huzzah!

Zeta Kai
2008-11-27, 08:18 PM
Dark Yojimbo appears to have stolen two abilities that belong to Dark Anima, and that he already possesses.

Fixed; thanks for the catch.


Also, huzzah!

Well, huzzah to you, too. :smallwink:

Zeta Kai
2008-11-28, 03:52 PM
Don Tonberry
http://images3.wikia.nocookie.net/finalfantasy/images/4/45/Don_Tonberry.jpg
Small Aberration (Arena, Fiend)
Hit Dice: 56d8+504 (756HP)
Initiative: -2
Speed: 15’ (3 squares)
Armor Class: 29 (+1 size, -2 Dex, +20 natural); touch 9; flat-footed 29
Base Attack/Grapple: +42/+54
Attack: Chef’s Knife +59 melee (64d6+16 + Vorpal)
Full Attack: Chef’s Knife +59 melee (64d6+16 + Vorpal)
Space/Reach: 5’/5’
Special Attacks: Karma, Voodoo, Vorpal
Special Qualities: Aberration traits, Damage Reduction 28/--, Spell Resistance 56
Saves: Fort +27, Ref +16, Will +32
Abilities: Str 43 (+16), Dex 6 (-2), Con 29 (+9), Int -- (+0), Wis 15 (+2), Cha 18 (+4)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 39
Treasure: standard
Normal/Rare Steal: Candle of Life (Χ2)/Designer Wallet
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 112d6+448 (840MP)

• Karma (Su): upon being hit by a successful attack, the creature blasts opponent that successfully hit them, automatically dealing 13 points of non-specified damage per level of the opponent; Will save (DC40) for half damage; the save DC is Wisdom-based; this ability is a immediate action that does not provoke attacks of opportunity

• Voodoo (Su): +39 ranged attack that deals 1,000 points of non-specified damage; 245’ range; Fortitude save (DC42) 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; this attack will only be used against a summoned Aeon

• 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

Zeta Kai
2008-11-29, 06:50 PM
Earth Eater
http://images2.wikia.nocookie.net/finalfantasy/images/9/9e/Earth_Eater_(FFX).jpg
Gargantuan Aberration (Arena, Fiend)
Hit Dice: 36d8+216 (378HP)
Initiative: -2
Speed: 50’ (10 squares)
Armor Class: 44 (-4 size, -2 Dex, +40 natural); touch 4; flat-footed 44
Base Attack/Grapple: +27/+51
Attack: Slam +35 melee (2d8+12)
Full Attack: 2 Slams +35 melee (2d8+12)
Space/Reach: 20’/20’
Special Attacks: Flare, Megaton Punch
Special Qualities: Aberration traits, Damage Reduction 18/--, Spell Resistance 36
Saves: Fort +18, Ref +10, Will +21
Abilities: Str 35 (+12), Dex 6 (-2), Con 22 (+6), Int -- (+0), Wis 12 (+1), Cha 11 (+1)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 33
Treasure: 2Χ standard
Normal/Rare Steal: Gambler’s Spirit/Level 1 Key Sphere
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 72d6+288 (135MP)

• Flare (Sp): this attack inflicts 36d10+108 points of non-specified damage to 1 opponent within 220’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use, & is only used if the creature is prone

• Megaton Punch (Su): this is a special +35 melee attack on a single opponent within reach that deals 4d6+12 bludgeoning damage; if a creature makes a Fortitude save (DC29), then they only take half damage; the save DC is Wisdom-based; opponents that fail their saves immediately die (-10HP); this is a standard action that does not provoke attacks of opportunity

Temotei
2008-11-30, 03:24 AM
Doesn't Don Tonberry come up to about Tidus' stomach? Because in his description, it says he's a large aberration...just making sure.

And can't Daracaex make a .pdf for you? I was rereading all of the early pages in this thread, and he said you could pm him when you were ready.

I hope I helped. :)

-----------------------------------------------------------------------------

Also, in the section on characters/aeons, there's a very, VERY slight error..."Flight (Ex): Valefor’s arms permanently transform into wings, granting him the power of flight;"...In the rest of the post, you refer to Valefor as a female. So very small that no one probably cares...but I thought I would point it out anyways.:smallredface:

Daracaex
2008-11-30, 06:25 AM
And can't Daracaex make a .pdf for you? I was rereading all of the early pages in this thread, and he said you could pm him when you were ready.

Er... Not anymore. The hard drive on my computer crashed and I'm now working solely with a MacBook Pro, for which I do not have Adobe InDesign. If this changes, I'll let you know.

Zeta Kai
2008-11-30, 01:25 PM
Doesn't Don Tonberry come up to about Tidus' stomach? Because in his description, it says he's a large aberration...just making sure.

The normal Tonberry is Small, the Master Tonberry is Medium, & the Don Tonberry is Large. These roughly match the sizes that they appear to be in the game (a MT appeared to be kinda small, if you ask me).


And can't Daracaex make a .pdf for you? I was rereading all of the early pages in this thread, and he said you could pm him when you were ready.

1) I'm still not ready. New material is still coming. One day, I may be done. One day...

2) I am on my way to learning how to do this myself. I'm still not there, but I'm working on it.

3) As he stated above, he is no longer capable of doing this. I appreciate his offer, but apparently, I took too long.


Also, in the section on characters/aeons, there's a very, VERY slight error..."Flight (Ex): Valefor’s arms permanently transform into wings, granting him the power of flight;"...In the rest of the post, you refer to Valefor as a female. So very small that no one probably cares...but I thought I would point it out anyways.:smallredface:

This has been fixed. Thanks for the catch. Perfection is a perhaps too lofty a goal for me...

Zeta Kai
2008-11-30, 01:27 PM
Espada
http://images4.wikia.nocookie.net/finalfantasy/images/5/55/Espada.jpg
Gargantuan Magical Beast (Arena, Fiend)
Hit Dice: 48d10+288 (552HP)
Initiative: +1
Speed: 40’ (8 squares)
Armor Class: 26 (-4 size, +1 Dex, +16 natural); touch 12; flat-footed 13
Base Attack/Grapple: +48/+71
Attack: Claw +55 melee (2d8+11)
Full Attack: Blade Shower (4 Claws) +55 melee (2d8+11)
Space/Reach: 20’/15’
Special Attacks: Hades Claw
Special Qualities: Damage Reduction 24/--, Magical Beast traits, Spell Resistance 48
Saves: Fort +32, Ref +27, Will +17
Abilities: Str 33 (+11), Dex 13 (+1), Con 22 (+6), Int -- (+0), Wis 13 (+1), Cha 10 (+0)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 35
Treasure: standard
Normal/Rare Steal: Farplane Shadow (Χ4)/Farplane Wind
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 96d6+384 (720MP)

• Hades Claw (Su): +55 melee attack against 1 opponent within reach, dealing 2d8+11 points of slashing damage; in addition, an opponent struck by this attack must make successful Fortitude saves or be inflicted with Dead status (-10HP, DC35) & Poison status (DC35); the save DC’s are Wisdom-based; this is a standard action that does not provoke attacks of opportunity

Temotei
2008-11-30, 01:29 PM
I was probably thinking about the Master Tonberry then for size. Silly me! :smallwink:

By the way, this looks amazing. I wish I could use it, but I know nobody else would use it with me...not many FF fans here in redneck county, you see. (Stearns) :smallbiggrin:

Zeta Kai
2008-12-01, 03:16 PM
Fafnir
http://images1.wikia.nocookie.net/finalfantasy/images/f/f3/FafnirFFX.jpg
Gargantuan Magical Beast (Arena, Fiend)
Hit Dice: 28d8+224 (350HP)
Initiative: +1
Speed: 40’ (8 squares)
Armor Class: 27 (-4 size, +1 Dex, +20 natural); touch 7; flat-footed 26
Base Attack/Grapple: +28/+54
Attack: Bite +38 melee (2d8+14 + Slow)
Full Attack: Bite +38 melee (2d8+14 + Slow)
Space/Reach: 20’/15’
Special Attacks: Fire Breath, Ice Breath, Lightning Breath, Triple Attack
Special Qualities: Damage Reduction 14/--, Energy Absorption, Magical Beast traits, Spell Resistance 28
Saves: Fort +24, Ref +17, Will +11
Abilities: Str 39 (+14), Dex 13 (+1), Con 27 (+8), Int -- (+0), Wis 15 (+2), Cha 15 (+2)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 32
Treasure: standard
Normal/Rare Steal: Gold Hourglass (Χ2)/Stamina Spring (Χ2)
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 28d6+112 (208MP)

• Fire Breath (Su): automatically hits all opponents within 220’, dealing 6d6+14 points of fire damage; Fortitude save (DC26) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Ice Breath (Su): automatically hits all opponents within 220’, dealing 6d6+14 points of cold damage; Fortitude save (DC26) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Lightning Breath (Su): automatically hits all opponents within 220’, dealing 6d6+14 points of electricity damage; Fortitude save (DC26) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Triple Attack (Su): once every 1d4+1 rounds, the creature can blast a single opponent with a trifecta of deadly energy attacks; automatically hits 1 opponent within 220’, dealing 6d6+14 points of fire damage, 6d6+14 points of cold damage, & 6d6+14 points of electricity damage; Fortitude save (DC26) for half damage for each; the save DC’s are Wisdom-based; this is a full-round action that does not provoke attacks of opportunity

• Energy Absorption (Su): whenever the creature is dealt cold, electricity, or fire damage, it actually gains HP equal to the damage that it normally would have taken; the creature cannot gain HP in excess of its maximum HP

Zeta Kai
2008-12-02, 03:12 PM
Fenrir
http://images2.wikia.nocookie.net/finalfantasy/images/3/38/Fenrir_%28FFX%29.jpg
Huge Magical Beast (Arena, Fiend)
Hit Dice: 44d8+264 (462HP)
Initiative: +0
Speed: 75’ (15 squares)
Armor Class: 30 (-2 size, +22 natural); touch 8; flat-footed 30
Base Attack/Grapple: +44/+63
Attack: Fang of Ruin +53 melee (2d6+11)
Full Attack: Fang of Ruin +53 melee (2d6+11)
Space/Reach: 15’/15’
Special Attacks: Fangs of Chaos, Fangs of Hell
Special Qualities: Damage Reduction 22/--, Energy Resistance, Low-Light Vision, Magical Beast traits, Spell Resistance 44
Saves: Fort +30, Ref +24, Will +17
Abilities: Str 32 (+11), Dex 11 (+0), Con 23 (+6), Int -- (+0), Wis 12 (+1), Cha 10 (+0)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 32
Treasure: standard
Normal/Rare Steal: Chocobo Feather (Χ2)/Chocobo Wing
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 44d6+176 (330MP)

• Fangs of Chaos (Su): +53 melee attack against 1 opponent within reach, dealing 2d6+11 points of piercing damage; in addition, an opponent struck by this attack must make a Will save or be inflicted with Confused status (DC33) & a Fortitude save or have their current HP reduced by 90% (DC33); the save DC’s are Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Fangs of Hell (Su): +53 melee attack against 1 opponent within reach, dealing 2d6+11 points of piercing damage; in addition, an opponent struck by this attack must make a Reflex save (DC43) or be inflicted with Dead status (-10HP); the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Energy Resistance (Su): the creature only takes 50% damage from cold, electricity, fire, & water (force) energy types

Zeta Kai
2008-12-03, 11:56 PM
Greater Sphere
http://images1.wikia.nocookie.net/finalfantasy/images/9/96/Greater-Sphere.jpg
Gargantuan Ooze (Arena, Fiend)
Hit Dice: 52d10+624 (910HP)
Initiative: -5
Speed: Fly 20’ (4 squares, average maneuverability)
Armor Class: 41 (-4 size, -5 Dex, +40 natural); touch 1; flat-footed 41
Base Attack/Grapple: +39/+68
Attack: Slap +52 melee (2d8+17)
Full Attack: 2 Slaps +52 melee (2d8+17)
Space/Reach: 20’/15’
Special Attacks: Blizzaga, Firaga, Flare, Hydraulic Press, Thundaga, Ultima, Waterga
Special Qualities: Damage Reduction 26/--, Ooze traits, Spell Resistance 52, Variable Absorption, Variable Immunity, Variable Resistance, Variable Weakness
Saves: Fort +29, Ref +12, Will +12
Abilities: Str 44 (+17), Dex 1 (-5), Con 34 (+12), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: N/A
Feats: Hover B
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 38
Treasure: 2Χ standard
Normal/Rare Steal: Gambler’s Spirit/Return Sphere
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 104d6+416 (780MP)

• Blizzaga (Sp): this is a ranged touch attack that deals 52d8+104 points of cold damage to 1 opponent within 270’ on a successful hit; Fortitude save (DC31) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Firaga (Sp): this is a ranged touch attack that deals 52d8+104 points of fire damage to 1 opponent within 270’ on a successful hit; Fortitude save (DC31) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Flare (Sp): this attack inflicts 52d10+156 points of non-specified damage to 1 opponent within 270’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

• Hydraulic Press (Ex): once every 1d6+4 rounds, the creature can crush it’s enemies with a trample-like attack, reducing the current HP of all opponents caught underneath it by 90%; this attack is considered bludgeoning damage that ignores armor, hardness, & damage reduction; Reflex save (DC53) for half damage; the save DC is Strength-based; after this action, the creature is considered prone, & must take a move action to stand up; this is a full-round action that does not provoke attacks of opportunity (although the move action to stand from being prone does provoke attacks of opportunity)

• Thundaga (Sp): this is a ranged touch attack that deals 52d8+104 points of electricity damage to 1 opponent within 270’ on a successful hit; Fortitude save (DC31) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Ultima (Sp): this attack inflicts 200d6 points of non-specified damage to all opponents within 270’; your opponents can each make a Fortitude save (DC31) for half damage; the save DC is Wisdom-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use

• Waterga (Sp): this is a ranged touch attack that deals 52d8+104 points of water (force) damage to 1 opponent within 270’ on a successful hit; Fortitude save (DC31) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Variable Absorption (Su): each round, whenever the creature is dealt damage from attacks of a different energy type, it actually gains HP equal to the damage that it normally would have taken; the creature cannot gain HP in excess of its maximum HP; the energy types rotate in a cyclical pattern, as follows: cold (1st), fire (2nd), lightning (3rd), & water (force, 4th)

• Variable Immunity (Su): each round, the creature is immune to all damage from attacks of a different energy type; the energy types rotate in a cyclical pattern, as follows: water (force, 1st), cold (2nd), fire (3rd), & lightning (4th)

• Variable Resistance (Su): each round, the creature only takes 50% damage from attacks of a different energy type; the energy types rotate in a cyclical pattern, as follows: lightning (1st), water (force, 2nd), cold (3rd), & fire (4th)

• Variable Weakness (Su): each round, the creature takes 50% more damage from attacks of a different energy type; the energy types rotate in a cyclical pattern, as follows: fire (1st), lightning (2nd), water (force, 3rd), & cold (4th)

SilentNight
2008-12-04, 12:25 AM
What damage does hydraulic press do? Slap damage to all affected?

Temotei
2008-12-04, 01:58 AM
http://www.youtube.com/watch?v=fh3yCaxnxAQ

Sorry to bother (?) you again about size, but in-game, Fenrir isn't huge. The video shows Fenrir some time in, just go straight to sometime after 2 minutes...hopefully, I'll be back with more nitpicking to do! :smallbiggrin:

Zeta Kai
2008-12-05, 05:14 PM
What damage does hydraulic press do? Slap damage to all affected?

Bludgeoning damage that ignores armor, hardness & damage reduction.

Zeta Kai
2008-12-05, 05:29 PM
Hornet
http://images2.wikia.nocookie.net/finalfantasy/images/7/73/Hornet_(FFX).jpg
Huge Vermin (Arena, Fiend)
Hit Dice: 24d8+96 (204HP)
Initiative: +3
Speed: 20’ (4 squares), Fly 60’ (12 squares, good maneuverability)
Armor Class: 41 (-2 size, +3 Dex, +30 natural); touch 11; flat-footed 38
Base Attack/Grapple: +18/+34
Attack: Sting +24 melee (2d6+8 + Blind, Dead, Mute, or Sleep)
Full Attack: Sting +24 melee (2d6+8 + Blind, Dead, Mute, or Sleep)
Space/Reach: 15’/15’
Special Attacks: Bewitching Stab, Blind, Dead, Mute, Sleep, Venomous Stab
Special Qualities: Curaga, Damage Reduction 12/--, Spell Resistance 24, Vermin traits
Saves: Fort +18, Ref +11, Will +9
Abilities: Str 27 (+8), Dex 16 (+3), Con 19 (+4), Int -- (+0), Wis 13 (+1), Cha 9 (-1)
Skills: N/A
Feats: Hover B
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 29
Treasure: standard
Normal/Rare Steal: Poison Fang (Χ4)/Purifying Salt (Χ2)
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 24d6+96 (180MP)

• Bewitching Stab (Su): +24 melee attack against 1 opponent within reach, dealing 2d6+8 points of piercing damage; in addition, an opponent struck by this attack must make a Will save (DC23) or be inflicted with Confused status; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Blind (Ex): inflicts Blind status for 3 rounds on 1 opponent; Fortitude save (DC23) to resist; the save DC is Wisdom-based

• Dead (Sp): inflicts Dead status on 1 opponent; Will save (DC23) to resist; the save DC is Wisdom-based

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent; Fortitude save (DC23) to resist; the save DC is Wisdom-based

• Sleep (Ex): inflicts Sleep status for 3 rounds on 1 opponent; Will save (DC23) to resist; the save DC is Wisdom-based

• Venomous Stab (Su): +24 melee attack against 1 opponent within reach, dealing 2d6+8 points of piercing damage; in addition, an opponent struck by this attack must make a Fortitude save (DC23) or be inflicted with Poison status; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Curaga (Sp): cures 6d8+20 points of damage to itself; since undead (but not [Unsent]) 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 (DC23) to take half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 20MP to use

Zeta Kai
2008-12-05, 05:32 PM
Sorry to bother (?) you again about size, but in-game, Fenrir isn't huge. The video shows Fenrir some time in, just go straight to sometime after 2 minutes...hopefully, I'll be back with more nitpicking to do! :smallbiggrin:

Send me a list of monsters that you believe I got the size wrong on. I'll do some research & make changes if necessary, time permitting.

SilentNight
2008-12-05, 09:38 PM
Bludgeoning damage that ignores armor, hardness & damage reduction.

How much though?

Zeta Kai
2008-12-05, 11:24 PM
How much though?

It's written quite clearly:


...the creature can crush it’s enemies with a trample-like attack, reducing the current HP of all opponents caught underneath it by 90%...

SilentNight
2008-12-06, 01:12 AM
It's written quite clearly:

*Headdesk* Wow, I need to read better. :smallredface:

Zeta Kai
2008-12-06, 11:57 AM
*Headdesk* Wow, I need to read better. :smallredface:

Oh, you just wanted to get post #700. I see what you did there! :smallwink:

Zeta Kai
2008-12-06, 11:59 AM
Ironclad
http://images3.wikia.nocookie.net/finalfantasy/images/8/8e/Irongiant_FFX.jpg
Gargantuan Outsider (Arena, Fiend)
Hit Dice: 48d8+384 (600HP)
Initiative: +1
Speed: 40’ (8 squares)
Armor Class: 31 (-4 size, +1 Dex, +24 natural); touch 7; flat-footed 30
Base Attack/Grapple: +48/+72
Attack: Reppageki +62 melee (4d6+18) or Shinryudan +62 melee (4d6+18)
Full Attack: Reppageki +62/+57/+52/+47 melee (4d6+18) or Shinryudan +62/+57/+52/+47 melee (4d6+18)
Space/Reach: 20’/20’
Special Attacks: Bushinzan
Special Qualities: Break Resistance, Damage Reduction 24/--, Energy Immunity, Outsider traits, Spell Resistance 48
Saves: Fort +34, Ref +27, Will +25
Abilities: Str 35 (+12), Dex 12 (+1), Con 26 (+8), Int -- (+0), Wis 8 (-1), Cha 10 (+0)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 35
Treasure: standard + Reppageki (Gargantuan +6 longsword) or Shinryudan (Gargantuan +6 heavy mace)
Normal/Rare Steal: Light Curtain (Χ2)/Stamina Tablet
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 48d6+192 (360MP)

• Bushinzan (Ex): the creature can hit all opponents within reach for 4d6+12 points of damage to each; in addition, this attack reduces the Magic Pool of all opponents struck by it by 4d6+12MP; opponents can make a Will save (DC46) for half damage, both for HP & MP; the save DC is Strength-based; this attack is a full-round action that does not provoke attacks of opportunity

• Break Resistance (Su): the creature has only a 5% chance of being affected by Armor Break

• Energy Immunity (Su): the creature is immune to all damage from cold, fire, lightning, & water (force) energy types

SilentNight
2008-12-06, 12:05 PM
Oh, you just wanted to get post #700. I see what you did there! :smallwink:

Wow, I did not notice that. Cool. :smallbiggrin:

Zeta Kai
2008-12-07, 02:16 PM
Jormungand
http://images1.wikia.nocookie.net/finalfantasy/images/5/53/Jormungand_(FFX).jpg
Gargantuan Magical Beast (Arena, Fiend)
Hit Dice: 36d10+180 (306HP)
Initiative: +0
Speed: 40’ (8 squares)
Armor Class: 38 (-4 size, +32 natural); touch 6; flat-footed 38
Base Attack/Grapple: +36/+61
Attack: Claw +45 melee (2d8+13)
Full Attack: 2 Claws +45 melee (2d8+13)
Space/Reach: 20’/15’
Special Attacks: Cold Stare, Space-Time Vorpal
Special Qualities: Damage Reduction 18/--, Magical Beast traits, Spell Resistance 36
Saves: Fort +25, Ref +20, Will +13
Abilities: Str 37 (+13), Dex 11 (+0), Con 21 (+5), Int -- (+0), Wis 12 (+1), Cha 4 (-3)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 33
Treasure: standard
Normal/Rare Steal: Petrify Grenade (Χ4)/Three Stars
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 72d6+288 (540MP)

• Cold Stare (Su): this gaze attack inflicts Petrified status on 1 opponent within 220’ (no saving throw); this is a standard action that does not provoke attacks of opportunity

• Space-Time Vorpal (Su): this attack inflicts 13d6+13 points of force damage to all opponents within 220’; Fortitude save (DC41) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity

Temotei
2008-12-07, 09:10 PM
Classes

* Pugilist (“Tidus”)
* Summoner (“Yuna”)
* Ronin (“Auron”)
* Lancer Kimahri ("Ronso")
* Blitzer (“Wakka”)
* Black Mage (“Lulu”)
* Bandit (“Rikku”)
* NPC Classes
o Crusader (“Elma/Lucil”)
o Merchant (“O’aka/Rin”)
o Priest (“Jyscal/Kinoc”)

Shouldn't Kimahri be in the parentheses also? On the page with the classes themselves it's fine. Just on the first page in the table of contents.

Zeta Kai
2008-12-07, 11:50 PM
Lancer Kimahri ("Ronso")

Fixed. Thanks for the catch.

Temotei
2008-12-08, 12:53 AM
Characters
This section details the statistics of the most prominent & important characters in Final Fantasy X. The statistics generated here are determined by the standard character creation rules, in addition to the information provided in the sections above. They are intended to reflect how the characters are first presented in the game, & not how they appear later on, after extensive leveling.

Tidus
http://www.britishgaming.co.uk/wp-content/uploads/2008/04/tidus.jpg
NAME- Tidus
CLASS- Pugilist
RACE- Hume
ALIGNMENT- Neutral Good
LEVEL- 1st
SIZE- Medium
AGE- 17 years old
GENDER- male
HEIGHT- 5’9”
WEIGHT- 155 lbs
EYES- blue
HAIR- blonde
LANGUAGES
• Common

ABILITIES
• Strength 12 (+1)
• Dexterity 15 (+2)
• Constitution 14 (+2)
• Intelligence 10 (+0)
• Wisdom 8 (-1)
• Charisma 13 (+1)

HIT POINTS- 10 HP
MAGIC POINTS- 22MP
ARMOR CLASS- 17 (+2 Dex, +4 chain shirt, +1 buckler); touch 12; flat-footed 15
SPEED- 30’
INITIATIVE- +2
BASE ATTACK BONUS
• Melee +1 = +0 (Base) +1 (Str)
• Ranged +2 = +0 (Base) +2 (Dex)

CARRYING CAPACITY
• Light Load 0-43 lbs.
• Medium Load 44-86 lbs.
• Heavy Load 87-130 lbs.
• Lift Over Head 130 lbs.
• Lift Off Ground 260 lbs.
• Push or Drag 650 lbs.

SAVING THROWS
• Fortitude +2 = +0 (Base) +2 (Con)
• Reflex +4 = +2 (Base) +2 (Dex)
• Will -1 = +0 (Base) -1 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +5=2+3)
• Bluff (Cha, +1=1+0)*
• Climb (Str, +1=1+0)
• Concentration (Con, +2=2+0)*
• Craft (Int, +0=0+0)
• Decipher Script (Int, +0=0+0)*
• Diplomacy (Cha, +1=1+0)*
• Disable Device (Int, +0=0+0)*
• Disguise (Cha, +1=1+0)*
• Escape Artist (Dex, +2=2+0)*
• Forgery (Int, +0=0+0)*
• Gather Information (Cha, +1=1+0)
• Handle Animal (Cha, +1=1+0)
• Heal (Wis, -1=-1+0)*
• Hide (Dex, +2=2+0)*
• Intimidate (Cha, +1=1+0)*
• Jump (Str, +5=1+4)
• Knowledge (Arcana) (Int, +0=0+0)*
• Listen (Wis, -1=-1+0)
• Move Silently (Dex, +2=2+0)*
• Open Locks (Dex, +2=2+0)*
• Perform (Cha, +3=1+2)
• Profession (Wis, +2=-1+3)
• Ride (Dex, +2=2+0)
• Search (Int, +0=0+0)
• Sense Motive (Wis, -1=-1+0)*
• Sleight of Hand (Dex, +2=2+0)*
• Spellcraft (Int, +0=0+0)*
• Spot (Wis, -1=-1+0)
• Survival (Wis, -1=-1+0)*
• Swim (Str, +5=1+4)
• Tumble (Dex, +6=2+4)
• Use Magical Device (Cha, +2=1+0)*
• Use Rope (Dex, +3=2+0)*

FEATS
• Dodge [General]
• Mobility [General]

WEAPONS
• long sword (1d8, 19-20/Χ2, 4lbs, slashing)

ARMOR
• chain shirt (+4AC, armor check penalty -2, speed 30’, 25lbs)
• buckler (+1AC, armor check penalty -1, 5lbs)

EQUIPMENT
• 10gp (0 lbs)
• Backpack (2gp, 2 lbs)
• Bedroll (1sp, 5 lbs)
• Flint & Steel Kit (1gp, 0 lbs)
• Rations, Trail (Χ3, 1½gp, 3 lbs)
• Rope, Hemp, 50’ (1gp, 10 lbs)
• Sack (1sp, ½ lb)
• Waterskin (filled, 1gp, 3 lbs)

ENCUMBERANCE- 57½ lbs (medium load)
CLASS FEATURES
• Weapon & Armor Proficiency: Tidus is proficient with all simple & martial weapons, & with light armor & shields (except tower shields)
• Cheer (Su): Tidus can bolster the fighting spirit of his party; this ability grants all allies within 30’ (including yourself) a +2 morale bonus to Strength & Dexterity 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); this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP
• Spiral Cut (Ex): Tidus can perform 1 charge attack with no AC penalty that automatically deals maximized damage; this ability costs 100 OP to use

Use Magical Device and Use Rope have an extra point added to each. Also, the armor check penalties are not shown on any skills. I'm not sure if this is on purpose or not, but just making sure about that. They should apply to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim*, and Tumble.

*You may not wish to apply the penalties to swim...for flavor reasons. Crazy Spirans swimming for hours in their medium armor...:smallamused:


• Use Magical Device (Cha, -2=-1+0)*

That's in Auron's section.


BASE ATTACK BONUS
• Melee +4 = +0 (Base) +2 (Str)
• Ranged +4 = +0 (Base) +2 (Dex)

Wakka's problem.


ABILITIES
• Strength 10 (+0)
• Dexterity 17 (+3)
• Constitution 11 (+0)
• Intelligence 12 (+1)
• Wisdom 8 (-1)
• Charisma 14 (+2)

HIT POINTS- 6 HP
MAGIC POINTS- 22MP
ARMOR CLASS- 16 (+3 Dex, +2 leather, +1 targe); touch 13; flat-footed 13
SPEED- 30’
INITIATIVE- +7
BASE ATTACK BONUS
• Melee +0 = +0 (Base) +0 (Str)
• Ranged +3 = +0 (Base) +3 (Dex)

SAVING THROWS
• Fortitude +1 = +0 (Base) +1 (Con)
• Reflex +5 = +2 (Base) +3 (Dex)
• Will -1 = +0 (Base) -1 (Wis)

Just a minor discrepancy in Rikku's section.


NAME- Valefor
CLASS- Aeon 5/Winged Fayth 5
RACE- Aeon (Outsider, Aeon subtype)
ALIGNMENT- True Neutral
LEVEL- 10th
SIZE- Medium (Space 5’/Reach 5’)
AGE- 11 years old
GENDER- female
HEIGHT- 6’6”
WEIGHT- 300 lbs
EYES- white (pupil-less)
HAIR- red feathers
LANGUAGES
• Common

ARMOR CLASS- 19 (+2 Dex, +2 Con, +5 natural armor); touch 12; flat-footed 17
SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +15=2+10)

Is the size supposed to be medium? I'm too tired to check tonight, so I'll try and check tomorrow afternoon. Balance has a minor calculation error.

Zeta Kai
2008-12-08, 09:39 AM
Various nitpicks corrections.

For the record, Valefor is indeed a Medium size creature at her current level. She will get a size increase to large if/when she progresses to Aeon 14, but right now she is only an Aeon 5. Brand new Aeons are the same size as they were in their former life because neither the Aeon ritual nor the Aeon subtype confer any automatic size changes.

All other typos have been corrected. Thanks for the free copyediting.

Zeta Kai
2008-12-08, 09:41 AM
Juggernaut
http://images2.wikia.nocookie.net/finalfantasy/images/7/7a/Juggernaut_%28FFX%29.jpg
Colossal Magical Beast (Arena, Fiend)
Hit Dice: 44d10+528 (770HP)
Initiative: +0
Speed: 40’ (8 squares)
Armor Class: 34 (-8 size, +32 natural); touch 2; flat-footed 34
Base Attack/Grapple: +44/+75
Attack: Bite +51 melee (4d6+15) or Gore +51 melee (6d6+15)
Full Attack: Bite +51 melee (4d6+15) & Gore +51 melee (6d6+15)
Space/Reach: 30’/20’
Special Attacks: Crush Spike, Salvo, Trample
Special Qualities: Damage Reduction 22/--, Fire Absorption, Magical Beast traits, Spell Resistance 44
Saves: Fort +36, Ref +24, Will +15
Abilities: Str 41 (+15), Dex 10 (+0), Con 35 (+12), Int -- (+0), Wis 13 (+1), Cha 10 (+0)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 35
Treasure: standard
Normal/Rare Steal: Lunar Curtain/Shining Gem
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 88d6+352 (660MP)

• Crush Spike (Su): +51 melee attack against 1 opponent within reach, dealing 6d6+15 points of piercing damage; in addition, an opponent struck by this attack must make a Fortitude save (DC47) or be inflicted with Dead status (-10HP); the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds

• Salvo (Su): +36 ranged touch attack; inflicts 15d6+15 points of fire damage to all opponents within 240’; Reflex save (DC47) 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 other round

• Trample (Ex): 6d6+22 damage; Reflex save (DC47) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity

• Fire Absorption (Su): whenever the creature is dealt fire damage, it actually gains HP equal to the damage that it normally would have taken; the creature cannot gain HP in excess of its maximum HP

Temotei
2008-12-08, 09:01 PM
Will +17 = +16 (Base) +1 (Wis) +2 (Feat)

SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +18=3+22-7)
• Bluff (Cha, +0=0+0)*
• Climb (Str, +24=9+22-7)
• Concentration (Con, +6=6+0)*
• Craft (Int, +0=0+0)*
• Decipher Script (Int, +0=0+0)*
• Diplomacy (Cha, +0=0+0)*
• Disable Device (Int, +0=0+0)*
• Disguise (Cha, +0=0+0)*
• Escape Artist (Dex, -4=3+0-7)*
• Forgery (Int, +0=0+0)*
• Gather Information (Cha, +0=0+0)*
• Handle Animal (Cha, +0=0+0)*
• Heal (Wis, +3=1+0+2)*
• Hide (Dex, -12=3+0-8-7)*
• Intimidate (Cha, +22=0+22)
• Jump (Str, +24=9+22-7)
• Knowledge (Int, +0=0+0)*
• Listen (Wis, +29=1+28)
• Move Silently (Dex, -4=3+0-7)*
• Open Locks (Dex, +3=3+0)*
• Perform (Cha, +0=0+0)*
• Profession (Wis, +1=1+0)*
• Ride (Dex, +3=3+0)*
• Search (Int, +0=0+0)*
• Sense Motive (Wis, +23=1+22)
• Sleight of Hand (Dex, -4=3+0-7)*
• Speak Language (Int, +0=0+0)*
• Spellcraft (Int, +0=0+0)*
• Spot (Wis, +23=1+22)
• Survival (Wis, +26=1+22+2)

Will saves don't include Iron Will, Survival is off 1 point.

And I do believe that is all for now! :smallcool:

Also, thanks for the clarification on Valefor.

Zeta Kai
2008-12-10, 11:49 AM
Will saves don't include Iron Will, Survival is off 1 point.

This has been fixed. In the future, when citing errors that need correcting, please note which section contains the mistake. Nowhere in your correction do you mention that you are referring to the Yojimbo PC entry, & so it took a while to find & adjust. Thank you for the catch.

Zeta Kai
2008-12-10, 11:51 AM
Jumbo Flan
http://images2.wikia.nocookie.net/finalfantasy/images/e/eb/Final_Fantasy_X_Jumbo_Flan.jpg
Colossal Ooze (Arena, Fiend)
Hit Dice: 48d10+84 (150HP)
Initiative: -5
Speed: 30’ (6 squares)
Armor Class: 37 (-8 size, -5 Dex, +40 natural); touch -3; flat-footed 37
Base Attack/Grapple: +36/+64
Attack: N/A
Full Attack: N/A
Space/Reach: 30’/20’
Special Attacks: Blizzaga, Firaga, Flare, Thundaga, Ultima, Waterga
Special Qualities: Curaga, Damage Reduction 96/magic, Energy Absorption, Ooze traits, Reflect, Regen, Skills, Spell Resistance 48
Saves: Fort +27, Ref +11, Will +11
Abilities: Str 35 (+12), Dex 1 (-5), Con 32 (+11), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: Climb +60
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 36
Treasure: standard
Normal/Rare Steal: Lunar Curtain/Mana Tablet
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 96d6+384 (180MP)

• Blizzaga (Sp): this is a ranged touch attack that deals 48d8+96 points of cold damage to 1 opponent within 290’ on a successful hit; Fortitude save (DC29) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Firaga (Sp): this is a ranged touch attack that deals 48d8+96 points of fire damage to 1 opponent within 290’ on a successful hit; Fortitude save (DC29) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Flare (Sp): this attack inflicts 48d10+144 points of non-specified damage to 1 opponent within 290’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

• Thundaga (Sp): this is a ranged touch attack that deals 48d8+96 points of electricity damage to 1 opponent within 290’ on a successful hit; Fortitude save (DC29) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Ultima (Sp): this attack inflicts 200d6 points of non-specified damage to all opponents within 290’; your opponents can each make a Fortitude save (DC29) for half damage; the save DC is Wisdom-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use

• Waterga (Sp): this is a ranged touch attack that deals 48d8+96 points of water (force) damage to 1 opponent within 290’ on a successful hit; Fortitude save (DC29) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Energy Absorption (Su): whenever the creature is dealt cold, fire, lightning, or water (force) damage, it actually gains HP equal to the damage that it normally would have taken; the creature cannot gain HP in excess of its maximum HP

• Skills: the creature has a +48 racial bonus on Climb checks, & can always choose to take 10 on a Climb check, even if rushed or threatened

Temotei
2008-12-10, 06:44 PM
This has been fixed. In the future, when citing errors that need correcting, please note which section contains the mistake. Nowhere in your correction do you mention that you are referring to the Yojimbo PC entry, & so it took a while to find & adjust. Thank you for the catch.

Oh. Sorry about that...:smallbiggrin: I was sleepy.

Also, under the overdrives section, there are some overdrives that say limit break in them as if they were overdrives. For simplicity's sake, it would probably be better to change them. These include: Auroch Reels, Blitz Ace, Delta Attack, Diamond Dust, Energy Blast, Energy Rain, Fury, Grand Summon, Mega Flare, Mix, Oblivion, Requiem, Ronso Rage, Slice & Dice, Thor's Hammer, Tornado, Zanmato, and Heckfire (it's actually not the name...sorry, I just don't say that):smallredface:

Dracomortis
2008-12-11, 01:06 PM
The merchant's skill section reads as follows:

Class Skills: The Crusader's class skills (& the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex).
Methinks the bolded section should be "Merchant's", unless you get to automatically mutlticlass while selecting skills :smallbiggrin:

Zeta Kai
2008-12-11, 11:34 PM
...

Fixed.


...

Fixed.


:sigh:

Not Fixed.

Zeta Kai
2008-12-11, 11:37 PM
Kottos
http://images2.wikia.nocookie.net/finalfantasy/images/3/38/Kottos.jpg
Gargantuan Monstrous Humanoid (Arena, Fiend)
Hit Dice: 52d8+364 (598HP)
Initiative: -1
Speed: 50’ (10 squares)
Armor Class: 31 (-4 size, -1 Dex, +26 natural); touch 5; flat-footed 31
Base Attack/Grapple: +52/+79
Attack: Slam +63 melee (8d8+15)
Full Attack: 2 Slams +63 melee (8d8+15)
Space/Reach: 20’/20’
Special Attacks: Counterattack
Special Qualities: Damage Reduction 26/--, Monstrous Humanoid traits, Spell Resistance 52
Saves: Fort +24, Ref +27, Will +30
Abilities: Str 40 (+15), Dex 8 (-1), Con 25 (+7), Int -- (+0), Wis 14 (+2), Cha 10 (+0)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 37
Treasure: 2Χ standard
Normal/Rare Steal: Stamina Spring (Χ4)/Soul Spring (Χ2)
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 52d6+208 (420MP)

• Counterattack (Ex): upon being hit by a successful attack, the creature gains 1 extra attack of opportunity against an opponent that successfully hit them, even if the attack wouldn’t normally allow an attack of opportunity

Zeta Kai
2008-12-13, 12:05 AM
Malboro Menace
http://images1.wikia.nocookie.net/finalfantasy/images/c/cb/Malboro_Menace_(FFX).jpg
Colossal Plant (Arena, Fiend)
Hit Dice: 44d8+352 (550HP)
Initiative: -5
Speed: 20’ (4 squares)
Armor Class: 57 (-8 size, -5 Dex, +60 natural); touch -3; flat-footed 57
Base Attack/Grapple: +33/+62
Attack: Bite +38 melee (4d6+13)
Full Attack: Chow Time (3 Bites) +38 melee (4d6+13)
Space/Reach: 30’/20’
Special Attacks: Gastric Juice Blast, Mega Gastric Juice, Putrid Breath
Special Qualities: Damage Reduction 22/--, Plant traits, Spell Resistance 44, Status Immunity
Saves: Fort +32, Ref +9, Will +17
Abilities: Str 37 (+13), Dex 1 (-5), Con 26 (+8), Int -- (+0), Wis 17 (+3), Cha 12 (+1)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 37
Treasure: standard
Normal/Rare Steal: Remedy (Χ4)/Mana Spring (Χ2)
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 44d6+176 (330MP)

• Gastric Juice Blast (Su): the creature emits a 290’ cloud of petrifying mist; this attack is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds; all creatures caught within the cloud are Petrified; Fortitude save (DC35) to resist; the save DC is Wisdom-based

• Mega Gastric Juice (Su): +20 special ranged attack (4d6 acid); 290’ range; Reflex save (DC35) for half damage & avoid the break effects; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity; this ability costs 64MP to use; opponents that fail their Reflex save are subject to the following effects:

Power Break: any Strength bonus to attacks is negated for 4d6+16 rounds
Magic Break: all damage dealt by that opponent’s spells is reduced by ½ for 4d6+16 rounds; the opponent’s healing magic is only ½ as effective, as well; multiple break effects do not stack
Armor Break: any armor bonus for natural or worn armor is negated for 4d6+16 rounds
Mental Break: any SR is negated for 4d6+16 rounds

• Putrid Breath (Su): the creature emits a 290’ cloud of foul gas; this attack is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds; all creatures caught within the cloud are affected by the following status effects:

inflicts Blind status for 8 rounds on 1 opponent; Fortitude save (DC35) to resist; the save DC is Wisdom-based
inflicts Confused status on 1 opponent; Will save (DC35) to resist; the save DC is Wisdom-based
inflicts Mute status for 8 rounds on 1 opponent; Fortitude save (DC35) to resist; the save DC is Wisdom-based
inflicts Poison status on 1 opponent; Fortitude save (DC35) to resist; the save DC is Wisdom-based
inflicts Slowed status on 1 opponent; Will save (DC35) to resist; the save DC is Wisdom-based

• Status Immunity (Su): the creature is immune to the following status effects: Blind, Doomed, Mute, Petrified, Poison, Sleep, Slow, & Zombie; in addition, the creature cannot be Provoked, Threatened, or hit by a Death attack

Zeta Kai
2008-12-13, 05:07 PM
Nega Elemental
http://images2.wikia.nocookie.net/finalfantasy/images/f/f6/Nega_Elemental.jpg
Huge Elemental (Arena, Fiend)
Hit Dice: 72d8+432 (756HP)
Initiative: +1
Speed: Fly 40’ (8 squares, poor maneuverability)
Armor Class: 49 (-2 size, +1 Dex, +40 natural); touch 9; flat-footed 48
Base Attack/Grapple: +54/+82
Attack: N/A
Full Attack: N/A
Space/Reach: 15’/15’
Special Attacks: Bio, Blizzaga, Drain, Firaga, Flare, Osmose, Thundaga, Ultima, Waterga
Special Qualities: Damage Reduction 72/magic, Elemental Absorption, Elemental traits, Reflect, Spell Resistance 72
Saves: Fort +30, Ref +39, Will +24
Abilities: Str 34 (+12), Dex 13 (+1), Con 23 (+6), Int -- (+0), Wis 11 (+0), Cha 11 (+0)
Skills: N/A
Feats: Hover (Bonus)
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 34
Treasure: standard
Normal/Rare Steal: Lunar Curtain/Twin Stars
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 144d6+576 (1,080MP)

• Bio (Sp): this ability inflicts 1 opponent within 210’ with poison, dealing 1d3 points of damage per class level (theirs) every round (see Status Effects: Poison); the opponent remains poisoned for the rest of the encounter, unless the poison is somehow negated; Fortitude save (DC46) to resist; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

• Blizzaga (Sp): this is a ranged touch attack that deals 72d8+144 points of cold damage to 1 opponent within 210’ on a successful hit; Fortitude save (DC46) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Drain (Sp): this is a touch attack that transfers 72d4 from 1 opponent’s HP pool to the creature’s own; Fortitude save (DC46) for half damage; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Firaga (Sp): this is a ranged touch attack that deals 72d8+144 points of fire damage to 1 opponent within 210’ on a successful hit; Fortitude save (DC46) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Flare (Sp): this attack inflicts 72d10+216 points of non-specified damage to 1 opponent within 210’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

• Osmose (Sp): this is a touch attack that transfers 2d4MP per HD (theirs) from 1 opponent’s MP pool to the creature’s own; the opponent can make a Will save (DC46) for half damage; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability does not consume any MP to use

• Thundaga (Sp): this is a ranged touch attack that deals 72d8+144 points of electricity damage to 1 opponent within 210’ on a successful hit; Fortitude save (DC46) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Ultima (Sp): this attack inflicts 200d6 points of non-specified damage to all opponents within 210’; your opponents can each make a Fortitude save (DC46) for half damage; the save DC is Wisdom-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use

• Waterga (Sp): this is a ranged touch attack that deals 72d8+144 points of water (force) damage to 1 opponent within 210’ on a successful hit; Fortitude save (DC46) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Energy Absorption (Su): whenever the creature is dealt cold, fire, positive energy (including spell-like abilities, such as holy), lightning, or water (force) damage, it actually gains HP equal to the damage that it normally would have taken; the creature cannot gain HP in excess of its maximum HP

• Reflect (Sp): the creature can cast a magical reflecting aura on any 1 creature within 210’ (including itself); this aura reflects all spells (both helpful & harmful) that target that creature, causing the spell to bounce off & hit another random creature within 210’; area-effect spells still function properly on that creature, as do any spells that have already been reflected off of another creature; multiple reflect effects do not stack, but overlap; this effect lasts for the rest of the encounter; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 14MP to use

Zeta Kai
2008-12-14, 05:06 PM
Nemesis
http://images4.wikia.nocookie.net/finalfantasy/images/f/f1/Nemesis_ffx.jpg
Colossal Aberration (Arena, Fiend)
Hit Dice: 100d8+1,700 (2,150HP)
Initiative: -1
Speed: 50’ (10 squares)
Armor Class: 69 (-8 size, -1 Dex, +60 natural); touch 9; flat-footed 69
Base Attack/Grapple: +75/+116
Attack: Slam +92 melee (10d8+17) or Ethereal Cannon +66 ranged (100d8+25 non-specified, 19-20/Χ3, 60’ range)
Full Attack: 2 Slams +92 melee (10d8+17) or Ethereal Cannon +66 ranged (100d8+25 non-specified, 19-20/Χ3, 60’ range)
Space/Reach: 30’/30’
Special Attacks: Armageddon, Ultima, Ultra Spark
Special Qualities: Aberration traits, Damage Reduction 50/--, Energy Absorption, Spell Resistance 100
Saves: Fort +50, Ref +32, Will +56
Abilities: Str 60 (+25), Dex 8 (-1), Con 44 (+17), Int -- (+0), Wis 19 (+4), Cha 24 (+7)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 49
Treasure: 2Χ standard
Normal/Rare Steal: Level 4 Key Sphere/Warp Sphere
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 200d6+800 (1,500MP)

• Armageddon (Su): the creature emits a 290’ shockwave of energy; this attack is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds; all creatures caught within the shockwave take 100d6 points of non-specified damage; this attack ignores armor, natural armor, damage reduction & hardness; your opponents can each make a Fortitude save (DC85) for half damage; the save DC is Strength-based

• Ultima (Sp): this attack inflicts 200d6 points of non-specified damage to all opponents within line of sight; your opponents can each make a Fortitude save (DC64) for half damage; the save DC is Wisdom-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use

• Ultra Spark (Su): the creature emits a 290’ shockwave of energy; this attack is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds; all creatures caught within the shockwave are affected by the following status effects:

inflicts Cursed status on 1 opponent; Will save (DC64) to resist; the save DC is Wisdom-based
inflicts Poison status on 1 opponent; Fortitude save (DC64) to resist; the save DC is Wisdom-based
inflicts Slowed status on 1 opponent; Will save (DC64) to resist; the save DC is Wisdom-based
Power Break: any Strength bonus to attacks is negated; Will save (DC64) to resist; the save DC is Wisdom-based

• Energy Absorption (Su): whenever the creature is dealt cold, fire, positive energy (including spell-like abilities, such as holy), lightning, or water (force) damage, it actually gains HP equal to the damage that it normally would have taken; the creature cannot gain HP in excess of its maximum HP

Zeta Kai
2008-12-16, 04:13 PM
Neslug
http://images4.wikia.nocookie.net/finalfantasy/images/3/3d/Neslug.JPG
Gargantuan Aberration (Arena, Fiend)
Hit Dice: 128d8+1,408 (1,984HP)
Initiative: +12
Speed: 20’ (4 squares)
Armor Class: 64 (-4 size, +12 Dex, +46 natural); touch 18; flat-footed 52
Base Attack/Grapple: +96/+122
Attack: Slam +106 melee (10d10+14)
Full Attack: 2 Slams +106 melee (10d10+14)
Space/Reach: 20’/15’
Special Attacks: Megaton, Slime
Special Qualities: Aberration traits, Auto-Regen, Curaja, Damage Reduction 64/--, Force Shell, Spell Resistance 128, Status Immunity
Saves: Fort +77, Ref +54, Will +42
Abilities: Str 38 (+14), Dex 35 (+12), Con 32 (+11), Int -- (+0), Wis 10 (+0), Cha 2 (-4)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 42
Treasure: standard
Normal/Rare Steal: Gambler’s Spirit/Friend Sphere
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 256d6+1,024 (1,920MP)

• Megaton (Su): +106 melee attack against 1 opponent within reach, dealing 10d10+14 points of bludgeoning damage; in addition, an opponent struck by this attack must make a Will save (DC74) or be inflicted with Confused status; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Slime (Su): the creature emits a 290’ blast of foul ichors; this attack is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds; all creatures caught within the blast must make a Reflex save (DC30, Wisdom-based) or be affected by the following status effects:

Cursed
Mute
Poison
Slow
Armor Break: any armor bonus for natural or worn armor is negated until dispelled
Mental Break: any SR is negated until dispelled
Delay Buster: -20 Initiative penalty for the next round
• Curaja (Sp): cures 36d8+120 points of damage to itself; since undead (but not [Unsent]) 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 (DC74) to take half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 120MP to use

• Force Shell (Ex): once the creature’s HP drops below 50% (992HP, on average), it retreats into a shell of impenetrable magical force, making the creature immune to physical attacks (only supernatural, spells, & spell-like abilities can harm it); the creature will re-emerge from its shell if its HP raises above 50% again; retreating & re-emerging are both immediate actions that do not provoke attacks of opportunity; this shell shatters once the creature’s HP drops below 25% (496HP, on average); this shell does not regenerate if the creature’s HP raises above 25% again

• Status Immunity (Su): the creature is immune to all status effects (other than KO)

Zeta Kai
2008-12-17, 02:26 PM
One-Eye
http://images3.wikia.nocookie.net/finalfantasy/images/5/5e/One-Eye.jpg
Gargantuan Aberration (Arena, Fiend)
Hit Dice: 44d8+352 (550HP)
Initiative: +3
Speed: 15’ (3 squares), Fly 60’ (12 squares, perfect maneuverability)
Armor Class: 33 (-4 size, +3 Dex, +24 natural); touch 9; flat-footed 30
Base Attack/Grapple: +33/+56
Attack: N/A
Full Attack: N/A
Space/Reach: 20’/20’
Special Attacks: Black Stare, Shockwave
Special Qualities: Aberration traits, Damage Reduction 22/--, Energy Immunity, Spell Resistance 44
Saves: Fort +22, Ref +17, Will +26
Abilities: Str 33 (+11), Dex 16 (+3), Con 26 (+8), Int -- (+0), Wis 14 (+2), Cha 10 (+0)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 34
Treasure: standard
Normal/Rare Steal: Lunar Curtain/Blessed Gem
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 88d6+352 (660MP)

• Black Stare (Su): +32 special ranged attack (2d8+3); 220’ range; Reflex save (DC35) for half damage & to avoid the Cursed effect; the save DC is Dexterity-based; inflicts Cursed status; this is a standard action that does not provoke attacks of opportunity

• Shockwave (Su): the creature emits a 220’ shockwave of energy; this attack is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds; all creatures caught within the shockwave are affected by the following status effects:

inflicts Blind status on 1 opponent for 10 rounds; Fortitude save (DC34) to resist; the save DC is Wisdom-based
inflicts Confused status on 1 opponent; Will save (DC34) to resist; the save DC is Wisdom-based
inflicts Mute status on 1 opponent for 10 rounds; Fortitude save (DC34) to resist; the save DC is Wisdom-based
inflicts Sleep status on 1 opponent for 10 rounds; Will save (DC34) to resist; the save DC is Wisdom-based
inflicts Slowed status on 1 opponent; Will save (DC34) to resist; the save DC is Wisdom-based
• Energy Immunity (Su): the creature is immune to all damage from cold, fire, lightning, & water (force) energy types

Temotei
2008-12-17, 05:06 PM
You did receive my message, no? Nothing has changed, including the Cha 11 (+1) in the Chocobo Eater's section. Or are you still just reading it?:smallamused: That was a lot...

Zeta Kai
2008-12-18, 11:18 PM
You did receive my message, no? Nothing has changed, including the Cha 11 (+1) in the Chocobo Eater's section. Or are you still just reading it?:smallamused: That was a lot...

I fixed the Chocobo Eater, & I'll be adjusting the sizes for Abaddon, Cactuar King, & Don Tonberry. All other creatures will not see a change in size. I'm not entering into a debate (or series of debates) regarding the most accurate monster sizes. Thank you for your input.

Zeta Kai
2008-12-18, 11:19 PM
Ornitholestes
http://images4.wikia.nocookie.net/finalfantasy/images/6/65/Ornitholestes.jpg
Huge Magical Beast (Arena, Fiend)
Hit Dice: 48d8+288 (504HP)
Initiative: +3
Speed: 40’ (8 squares)
Armor Class: 41 (-2 size, +3 Dex, +30 natural); touch 11; flat-footed 38
Base Attack/Grapple: +48/+68
Attack: Bite +58 melee (2d6+12)
Full Attack: Bite +58 melee (2d6+12)
Space/Reach: 15’/15’
Special Attacks: Drain Touch, Poison Touch
Special Qualities: Damage Reduction 24/--, Fire Absorption, Magical Beast traits, Spell Resistance 48
Saves: Fort +32, Ref +29, Will +18
Abilities: Str 34 (+12), Dex 16 (+3), Con 23 (+6), Int -- (+0), Wis 14 (+2), Cha 9 (-1)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 35
Treasure: standard
Normal/Rare Steal: Chocobo Wing/Rename Card
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 48d6+192 (360MP)

• Drain Touch (Su): +58 melee attack against 1 opponent within reach, dealing 10d6+60 points of piercing damage; in addition, an opponent struck by this attack must make a Fortitude save (DC46) or have an additional 10d6+60HP drained from their HP pool into the creature’s own; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Poison Touch (Su): +58 melee attack against 1 opponent within reach, dealing 10d6+60 points of piercing damage; in addition, an opponent struck by this attack must make a Fortitude save (DC46) or be inflicted with Poison status; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Fire Absorption (Su): whenever the creature is dealt fire damage, it actually gains HP equal to the damage that it normally would have taken; the creature cannot gain HP in excess of its maximum HP

• Water Immunity (Su): the creature is immune to all damage from the water (force) energy type

Zeta Kai
2008-12-19, 07:08 PM
I have adjusted the sizes for Abaddon, Cactuar King, Don Tonberry, & Master Tonberry. Sleep tight.

Zeta Kai
2008-12-19, 09:34 PM
Tomorrow, I will be posting Penance. You've all been warned. :smallfurious:

Zeta Kai
2008-12-20, 05:20 PM
Penance (AKA Der Richter)
http://images2.wikia.nocookie.net/finalfantasy/images/4/4c/PenanceFFX.JPG
Gargantuan Construct (Arena, Fiend)
Hit Dice: 440d10+80 (2,500HP)
Initiative: +25
Speed: 20’ (4 squares), Fly 20’ (4 squares, perfect maneuverability)
Armor Class: 71 (-4 size, +25 Dex, +40 natural); touch 31; flat-footed 46
Base Attack/Grapple: +330/+372
Attack: Immolation +330 ranged (90d8+30 + 30d6 fire, 18-20/Χ3, line of sight range)
Full Attack: Immolation +330 ranged (90d8+30 + 30d6 fire, 18-20/Χ3, line of sight range)
Space/Reach: 20’/20’
Special Attacks: Judgment Day, Obliteration
Special Qualities: Arcane Defense, Construct traits, Damage Reduction 220/--, Energy Absorption, Spell Resistance 440, Status Immunity
Saves: Fort +146, Ref +171, Will +146
Abilities: Str 70 (+30), Dex 60 (+25), Con -- (+0), Int -- (+0), Wis 11 (+0), Cha 11 (+0)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena, Airship)
Organization: body (pair with Penance’s Left Arm & Penance’s Right Arm)
Challenge Rating: 60
Normal/Rare Steal: Elixir/Megalixir
Treasure: standard
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 440d4 (1,100MP)

• Judgment Day (Sp): unleashes a line of sight blast that deals 10,000 points of non-specified damage all creatures within it (no saving throw); in addition, this attack reduces the Magic Pool of all opponents struck by it by 10,000MP (no saving throw); this takes 1 minute (10 rounds) to activate, with 1 standard action that provokes attacks of opportunity each round to prepare the activation (although attacks of opportunity do not disrupt the preparations); this ability can be done once per day; this ability costs 512MP to use

• Obliteration (Su): the creature emits a line of sight shockwave of energy; this attack is a full-round action that does not provoke attacks of opportunity; this ability can be used once per round; all creatures caught within the shockwave take 90d6+90 points of non-specified damage; this attack ignores armor, natural armor, damage reduction & hardness; in addition, any creature struck by the shockwave is Slowed; your opponents can each make a Fortitude save (DC260) for half damage & to negate the Slowed status; the save DC is Strength-based

• Arcane Defense (Su): the creature only takes 50% damage from spells, spell-like abilities, & other effects that deal non-specified damage, such as Flare, Holy, Nova, & Ultima

• Energy Absorption (Su): whenever the creature is dealt cold, fire, lightning, or water (force) damage, it actually gains HP equal to the damage that it normally would have taken; in addition, the creature absorbs damage from positive & negative energy (which includes spell-like abilities, such as holy); the creature cannot gain HP in excess of its maximum HP

• Status Immunity (Su): the creature is immune to all status effects (other than KO)

Zeta Kai
2008-12-21, 02:06 AM
Penance’s Left Arm
http://images2.wikia.nocookie.net/finalfantasy/images/4/4c/PenanceFFX.JPG
Huge Construct (Arena, Fiend)
Hit Dice: 36d10+40 (238HP)
Initiative: +4
Speed: 0’ (0 squares, attached to Penance)
Armor Class: 38 (-2 size, +4 Dex, +26 natural); touch 12; flat-footed 34
Base Attack/Grapple: +27/+49
Attack: Slam +39 melee (4d10+14 + Negation)
Full Attack: 2 Slams +39 melee (4d10+14 + Negation)
Space/Reach: 15’/15’
Special Attacks: Tera-Graviton, Negation, Slowga
Special Qualities: Arcane Defense, Construct traits, Damage Reduction 18/--, Energy Absorption, Fast Healing 10, Regeneration 10, Spell Resistance 36, Status Immunity
Saves: Fort +12, Ref +16, Will +12
Abilities: Str 39 (+14), Dex 19 (+4), Con -- (+0), Int -- (+0), Wis 11 (+0), Cha 1 (-5)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena, Airship)
Organization: body (pair with Penance & Penance’s Right Arm)
Challenge Rating: 20
Treasure: N/A
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 36d4 (90MP)

• Tera-Graviton (Sp): unleashes a 100’ blast that instantly strikes all creatures within it, dealing damage to each creature equal to 75% of their current maximum HP (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 560MP to use; this blast inflicts the following status effects:

Blind (10 minutes)
Doomed
Mute (10 minutes)
Sleep (10 minutes)
Slowed

• Negation (Su): removes any status conditions from any creature struck by a melee attack (no saving throw); status conditions include Armor Break, Berserk, Blind, Confuse, Haste, Hastega, Magic Break, Mental Break, Mute, Nul, Petrified, Poison, Power Break, Protect, Provoke, Reflect, Regen, Shell, Sleep, Slow, Threaten, & Zombie

• Slowga (Sp): all opponents within 100’ gain a -10 penalty to their Initiative for 2d6+8 rounds; in addition, those affected can only move at ½ speed, & can only perform partial actions each round for the same amount of time; these effects are negated for an opponent if they are successfully hit with a haste effect or the effect expires; multiple slowga effects do not stack, but overlap; affected creatures must make a Fortitude save (DC28) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke an attack opportunity; this ability costs 20MP to use

• Arcane Defense (Su): the creature only takes 50% damage from spells, spell-like abilities, & other effects that deal non-specified damage, such as Flare, Holy, Nova, & Ultima

• Energy Absorption (Su): whenever the creature is dealt cold, fire, lightning, or water (force) damage, it actually gains HP equal to the damage that it normally would have taken; in addition, the creature absorbs damage from positive & negative energy (which includes spell-like abilities, such as holy); the creature cannot gain HP in excess of its maximum HP

• Regeneration (Ex): the creature regains 10 points of nonlethal damage per round; all damage dealt to the creature (except force energy damage) is treated as nonlethal damage; force energy deals normal damage to an arm; if an arm loses a part, the lost portion regrows in 1d6+4 rounds; it can reattach the severed member instantly by holding it to the stump

• Status Immunity (Su): the creature is immune to all status effects (other than KO)

Kobold-Bard
2008-12-21, 03:35 AM
:eek:


<Shakes self into recovery>

For the left arm, what type of attack deals normal damage against it's Regeneration quality? If there isn't one then why not just give it Fast Healing 20.

Apologies if its there and I missed it, or have gotten the rules wrong.


In awe as always,
Kobold-Bard.

Zeta Kai
2008-12-21, 12:44 PM
:eek:

Regeneration has been clarified. Thanks for the catch.

Zeta Kai
2008-12-21, 12:46 PM
Penance’s Right Arm
http://images2.wikia.nocookie.net/finalfantasy/images/4/4c/PenanceFFX.JPG
Huge Construct (Arena, Fiend)
Hit Dice: 36d10+40 (238HP)
Initiative: +4
Speed: 0’ (0 squares, attached to Penance)
Armor Class: 38 (-2 size, +4 Dex, +26 natural); touch 12; flat-footed 34
Base Attack/Grapple: +27/+49
Attack: Slam +39 melee (4d10+14)
Full Attack: 2 Slams +39 melee (4d10+14)
Space/Reach: 15’/15’
Special Attacks: Calamity
Special Qualities: Arcane Defense, Construct traits, Damage Reduction 18/--, Energy Absorption, Fast Healing 10, Mighty Guard, Regeneration 10, Spell Resistance 36, Status Immunity
Saves: Fort +12, Ref +16, Will +12
Abilities: Str 39 (+14), Dex 19 (+4), Con -- (+0), Int -- (+0), Wis 11 (+0), Cha 1 (-5)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena, Airship)
Organization: body (pair with Penance & Penance’s Left Arm)
Challenge Rating: 20
Treasure: N/A
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 36d4 (90MP)

• Calamity (Su): +29 special ranged attack (4d6+4); 100’ range; Reflex save (DC32) for half damage & avoid the status effects; the save DC is Dexterity-based; this is a standard action that does not provoke attacks of opportunity; this ability costs 74MP to use; opponents that fail their Reflex save are subject to the following effects:

Blind (25 minutes)
Cursed
Mute (25 minutes)
Poison
Power Break: any Strength bonus to attacks is negated for 4d6+16 rounds
Magic Break: all damage dealt by that opponent’s spells is reduced by ½ for 4d6+16 rounds; the opponent’s healing magic is only ½ as effective, as well; multiple break effects do not stack
Armor Break: any armor bonus for natural or worn armor is negated for 4d6+16 rounds
Mental Break: any SR is negated for 4d6+16 rounds

• Arcane Defense (Su): the creature only takes 50% damage from spells, spell-like abilities, & other effects that deal non-specified damage, such as Flare, Holy, Nova, & Ultima

• Energy Absorption (Su): whenever the creature is dealt cold, fire, lightning, or water (force) damage, it actually gains HP equal to the damage that it normally would have taken; in addition, the creature absorbs damage from positive & negative energy (which includes spell-like abilities, such as holy); the creature cannot gain HP in excess of its maximum HP

• Mighty Guard (Su): grants all allies within 100’ (including itself) the following benefits: nul (all energy types), protect, & shell; this is a standard action that does not provoke an attack opportunity; this ability costs 16MP to use

• Regeneration (Ex): the creature regains 10 points of nonlethal damage per round; all damage dealt to the creature (except force energy damage) is treated as nonlethal damage; force energy deals normal damage to an arm; if an arm loses a part, the lost portion regrows in 1d6+4 rounds; it can reattach the severed member instantly by holding it to the stump

• Status Immunity (Su): the creature is immune to all status effects (other than KO)

Zeta Kai
2008-12-22, 10:45 AM
Pteryx
http://images3.wikia.nocookie.net/finalfantasy/images/f/f9/Pteryx.jpg
Huge Magical Beast (Arena, Fiend)
Hit Dice: 32d8+192 (336HP)
Initiative: +2
Speed: 20’ (3 squares), Fly 80’ (16 squares, good maneuverability)
Armor Class: 22 (-2 size, +2 Dex, +12 natural); touch 10; flat-footed 20
Base Attack/Grapple: +32/+49
Attack: Beak +39 melee (12d6+9 + Delay Buster)
Full Attack: Beak +39 melee (12d6+9 + Delay Buster)
Space/Reach: 15’/15’
Special Attacks: Beak of Woe, Delay Buster
Special Qualities: Break Weakness, Damage Reduction 16/--, Magical Beast traits, Spell Resistance 32, Status Immunity
Saves: Fort +24, Ref +20, Will +11
Abilities: Str 29 (+9), Dex 14 (+2), Con 23 (+6), Int -- (+0), Wis 12 (+1), Cha 10 (+0)
Skills: N/A
Feats: Hover (Bonus)
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 31
Treasure: standard
Normal/Rare Steal: Smoke Bomb (Χ4)/Candle of Life
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 32d6+128 (240MP)

• Beak of Woe (Su): +39 melee attack against 1 opponent within reach, dealing 12d6+9 points of piercing damage; in addition, an opponent struck by this attack must make a Fortitude save (DC34) or be inflicted with Cursed status; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Delay Buster (Su): any creature struck by a Beak attack must make a Will save (DC34) or suffer a -20 Initiative penalty for the next round; the save DC is Strength-based

• Break Weakness (Ex): this creature takes a -12 penalty on all saving throws to resist a Power Break, Magic Break, Armor Break, or Mental Break effect

• Status Immunity (Su): the creature is immune to all status effects (other than Break effects, Dead, & KO)

Zeta Kai
2008-12-22, 10:55 AM
Happy holidays, everyone!

I will be one vacation for a week, with no computer access, so I apologize, but I will not be updating for a while. I will return Sunday afternoon (there will be a few things that I have to do, so I'll do 'em, so I'll do 'em :smallwink:), but until then, please review the previous entries & find everything that I did wrong so I can fix it when I get back. Thanks to everyone who has read this & enjoyed it! I'll be back soon!

Temotei
2008-12-24, 01:48 AM
I like how it went from Penance to Pteryx...a good 29 CR difference, not counting the arms. :smallbiggrin: I was amused. Nice job by the way on these monsters.

Debihuman
2008-12-26, 11:10 AM
Zeta, these are awesome. I'm not familiar with the video game so I can't comment on how well these accurately reflect the game but otherwise, they look really good.

Happy holidays and I look forward to seeing this project completed and the pdf file if you ever get around to it.

Debby

Zeta Kai
2008-12-29, 04:58 PM
Shinryu
http://images1.wikia.nocookie.net/finalfantasy/images/5/59/Shinryu_(FFX).jpg
Colossal Dragon (Arena, Fiend)
Hit Dice: 88d12+968 (1,540HP)
Initiative: -2
Speed: 40’ (8 squares), Fly 300’ (60 squares, poor maneuverability), Swim 60’ (12 squares)
Armor Class: 48 (-8 size, -2 Dex, +48 natural); touch 0; flat-footed 48
Base Attack/Grapple: +88/+124
Attack: Claw +100 melee (20d6+20)
Full Attack: 2 Claws +100 melee (20d6+20)
Space/Reach: 30’/20’
Special Attacks: Eraser, Shining
Special Qualities: Damage Reduction 44/--, Dragon traits, Spell Resistance 88
Saves: Fort +57, Ref +44, Will +49
Abilities: Str 51 (+20), Dex 6 (-2), Con 33 (+11), Int -- (+0), Wis 16 (+3), Cha 11 (+0)
Skills: N/A
Feats: Hover (Bonus)
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 40
Treasure: 2Χ standard
Normal/Rare Steal: Gambler’s Spirit/Three Stars
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 352d6+1,408 (2,640MP)

• Eraser (Su): this attack inflicts Petrified status on 1 opponent within 290’ (no saving throw); resistance/immunity against Petrified status offers no protection from this attack; the creature will not use this attack if there is only 1 living opponent within range; this is a standard action that does not provoke attacks of opportunity

• Shining (Su): this magical eruption unleashes 8 separate +78 special ranged attacks (24d8); 290’ range; Reflex save (DC74) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds

Zeta Kai
2008-12-30, 01:32 PM
Sleep Sprout
http://images2.wikia.nocookie.net/finalfantasy/images/f/fd/Sleep_Sprout.jpg
Huge Plant (Fiend)
Hit Dice: 36d8+252 (414HP)
Initiative: -5
Speed: 10’ (2 squares)
Armor Class: 27 (-2 size, -5 Dex, +20 natural); touch 7; flat-footed 27
Base Attack/Grapple: +27/+45
Attack: N/A
Full Attack: N/A
Space/Reach: 15’/15’
Special Attacks: Blizzaga, Firaga, Flare, Goodnight, Thundaga, Ultima, Waterga
Special Qualities: Damage Reduction 18/--, Fast Healing 5, Fire Weakness, Plant traits, Spell Resistance 36
Saves: Fort +27, Ref +7, Will +14
Abilities: Str 30 (+10), Dex 1 (-5), Con 25 (+7), Int -- (+0), Wis 15 (+2), Cha 5 (-3)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 34
Treasure: standard
Normal/Rare Steal: Poison Fang/Farplane Wind
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 144d6+576 (1,080MP)

• Blizzaga (Sp): this is a ranged touch attack that deals 36d8+72 points of cold damage to 1 opponent within 210’ on a successful hit; Fortitude save (DC30) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Firaga (Sp): this is a ranged touch attack that deals 36d8+72 points of fire damage to 1 opponent within 210’ on a successful hit; Fortitude save (DC30) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Flare (Sp): this attack inflicts 36d10+108 points of non-specified damage to 1 opponent within 210’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

• Goodnight (Su): once every 1d4+1 rounds, the creature can emit a 210’ cloud of deadly spores; Armor Break: any armor bonus for natural or worn armor is negated until dispelled; inflicts Berserk status; inflicts Poison status; Power Break: any Strength bonus to attacks is negated until dispelled; inflicts Sleep status for 10 minutes (100 rounds); Fortitude save (DC30) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Thundaga (Sp): this is a ranged touch attack that deals 36d8+72 points of electricity damage to 1 opponent within 210’ on a successful hit; Fortitude save (DC30) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Ultima (Sp): this attack inflicts 200d6 points of non-specified damage to all opponents within 210’; your opponents can each make a Fortitude save (DC30) for half damage; the save DC is Wisdom-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use

• Waterga (Sp): this is a ranged touch attack that deals 36d8+72 points of water (force) damage to 1 opponent within 210’ on a successful hit; Fortitude save (DC30) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Fire Weakness (Ex): this creature takes 50% more damage from attacks of the fire energy type

kyoten
2008-12-30, 02:03 PM
Do you have a PDF version of your work?? I love the idea of running/running in a FF setting.

Zeta Kai
2008-12-30, 03:11 PM
Do you have a PDF version of your work?? I love the idea of running/running in a FF setting.

Alright everybody, listen up, because I'm only gonna say this one more time:

Yes, I will have a downloadable PDF available, but...
No, it is not ready for downloading yet, because...
This project is not finished yet.

When it's finally done, I'll make a PDF of it for everyone to enjoy. Until then, please refrain from repeating this question. It's been answered twice already, at least.

kyoten
2008-12-30, 04:56 PM
Alright everybody, listen up, because I'm only gonna say this one more time:

Yes, I will have a downloadable PDF available, but...
No, it is not ready for downloading yet, because...
This project is not finished yet.

When it's finally done, I'll make a PDF of it for everyone to enjoy. Until then, please refrain from repeating this question. It's been answered twice already, at least.

I wish to apologize for upsetting you. Sorry.

Fax Celestis
2008-12-30, 05:52 PM
Zeta, any suggestions or methods for porting from FFXd20 to a regular game? I have a hankering to sic a Behemoth or some Flan on my players.

Zeta Kai
2008-12-30, 08:25 PM
Zeta, any suggestions or methods for porting from FFXd20 to a regular game? I have a hankering to sic a Behemoth or some Flan on my players.

One of my upcoming Bonus materials will be tips, tricks, & suggestions for using FFXd20 classes/items/monsters in a standard D&D game. The conversion isn't very involved, as I've hewn quite close to D20 rules; the largest change is the MP system, really. If you change the use of Magic Points into a more Vancian paradigm, then the classes & monsters shouldn't cause many problems at the table. I will have more details in the official entry.

Zeta Kai
2008-12-30, 08:36 PM
I wish to apologize for upsetting you. Sorry.

No apologies necessary, & I'm not upset, really. It's just a common question, one with an answer that has not changed. I hope that I have set the record straight, so as to obviate the need for any further repetition.

Zeta Kai
2008-12-31, 07:54 PM
Stratoavis
http://images1.wikia.nocookie.net/finalfantasy/images/e/e7/Stratoavis_(FFX).jpg
Colossal Magical Beast (Arena, Fiend)
Hit Dice: 48d8+288 (504HP)
Initiative: +3
Speed: 30’ (6 squares), Fly 120’ (24 squares, poor maneuverability)
Armor Class: 45 (-8 size, +3 Dex, +40 natural); touch 5; flat-footed 42
Base Attack/Grapple: +48/+75
Attack: Talon +51 melee (4d6+11 + Blind, airborne only) or Bite +51 melee (3d8+11, ground only)
Full Attack: 2 Talons +51 melee (4d6+11 + Blind, airborne only) & Bite +46 melee (3d8+11, ground only)
Space/Reach: 30’/30’
Special Attacks: Paean of the Heavens
Special Qualities: Damage Reduction 24/--, Grounder, Magical Beast traits, Spell Resistance 48, Status Immunity, Status Resistance
Saves: Fort +32, Ref +29, Will +19
Abilities: Str 33 (+11), Dex 16 (+3), Con 23 (+6), Int -- (+0), Wis 16 (+3), Cha 12 (+1)
Skills: N/A
Feats: Hover (Bonus)
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 35
Treasure: standard
Normal/Rare Steal: Smoke Bomb (Χ3)/Stamina Spring (Χ2)
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 48d6+192 (360MP)

• Paean of the Heavens (Su): this ability reduces the current HP of all opponents within 240’ by 90%; Fortitude save (DC37) for half damage (45% reduction); the save DC is Wisdom-based; this is a full-round action that does not provoke attacks of opportunity; this ability costs 180MP to use; in addition to the HP damage, this ability inflicts the following status effects upon any creature struck by this attack:

Blind for 3 minutes (30 rounds); Will save (DC35) to resist; the save DC is Charisma-based
-20 Initiative penalty for the next round; Reflex save (DC37) to resist; the save DC is Dexterity-based

• Grounder: whenever the creature has 50% or less of its maximum HP, it cannot fly, & remains on the ground until it has more than 50% of its maximum HP; landing or taking off is a swift action that does not provoke attacks of opportunity; the creature takes no damage from landing in this manner

• Status Immunity (Su): the creature is immune to the following status effects: Blind, Mute, Petrified, Sleep, & Zombie; in addition, the creature cannot be Provoked or Threatened

• Status Resistance (Su): the creature has only a 50% chance of being affected by the following status effects (even on a failed save): Slowed, Power Break, Magic Break, Armor Break, & Mental Break

Zeta Kai
2009-01-01, 03:08 AM
For the record, I did a significant adjustment of the Heave attacks for the Behemoth, the Behemoth King, & the Catoblepas. It's a bit more complex now, but I think it's an improvement.

Zeta Kai
2009-01-01, 07:00 PM
Tanket
http://images3.wikia.nocookie.net/finalfantasy/images/3/37/Tanket.jpg
Large Aberration (Arena, Fiend)
Hit Dice: 36d8+288 (450HP)
Initiative: -2
Speed: 30’ (6 squares)
Armor Class: 57 (-1 size, -2 Dex, +60 natural); touch 7; flat-footed 57
Base Attack/Grapple: +27/+44
Attack: Slam +39 melee (20d8+13 + Berserk & Delay Buster)
Full Attack: 2 Slams +39 melee (20d8+13 + Berserk & Delay Buster)
Space/Reach: 10’/10’
Special Attacks: Berserk, Delay Buster, Rush Attack
Special Qualities: Aberration traits, Damage Reduction 18/--, Spell Resistance 36
Saves: Fort +20, Ref +10, Will +22
Abilities: Str 36 (+13), Dex 6 (-2), Con 27 (+8), Int -- (+0), Wis 14 (+2), Cha 10 (+0)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 35
Treasure: standard
Normal/Rare Steal: Light Curtain/Lunar Curtain
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 72d6+288 (540MP)

• Berserk (Su): inflicts Berserk status on 1 opponent within 205’; Will save (DC30) to resist; the save DC is Wisdom-based

• Delay Buster (Su): this attack confers a -20 Initiative penalty for the next round upon an opponent struck by a successful melee attack; affected creatures must make a Will save (DC30) to resist; the save DC is Wisdom-based

• Rush Attack (Su): +39 melee attack against 1 opponent within reach, dealing 40d8+26 points of bludgeoning damage; in addition, an opponent struck by this attack must make a Fortitude save (DC41) or be inflicted with Berserk status & a -20 Initiative penalty for the next round; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity

Zeta Kai
2009-01-02, 07:16 PM
Th’uban
http://images3.wikia.nocookie.net/finalfantasy/images/d/d0/Th%27uban.jpg
Colossal Magical Beast (Arena, Fiend)
Hit Dice: 120d10+1,320 (1,980HP)
Initiative: +2
Speed: 60’ (12 squares)
Armor Class: 52 (-8 size, +2 Dex, +48 natural); touch 4; flat-footed 50
Base Attack/Grapple: +120/+153
Attack: Swipe +129 melee (40d6+17) or Convergence +114 ranged (60d6 force, 19-20/Χ2, 60’ range)
Full Attack: 2 Swipes +129 melee (40d6+17) or Convergence +114 ranged (60d6 force, 19-20/Χ2, 60’ range)
Space/Reach: 30’/20’
Special Attacks: Condemn, Rainbow
Special Qualities: Damage Reduction 60/--, Haste, Magical Beast traits, Protect, Regen, Shell, Spell Resistance 120
Saves: Fort +73, Ref +64, Will +43
Abilities: Str 45 (+17), Dex 15 (+2), Con 33 (+11), Int -- (+0), Wis 17 (+3), Cha 14 (+2)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 44
Treasure: 2Χ standard
Normal/Rare Steal: Gambler’s Spirit/Teleport Sphere
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 240d6+960 (1,800MP)

• Condemn (Su): this attack inflicts 20d6 points of force damage to all opponents within line of sight; in addition, any creature struck by this attack suffers a dispel effect (opponent loses all positive conditions such as ability boosts from spells or spell-like effects, auto-life effects, haste effects, hastega effects, nul effects (including mighty guard), shell effects, protect effects, reflect effects, regen effects, & any Initiative penalties); if a creature makes a Fortitude save (DC73), then they only take half damage & negate the dispel effect; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Rainbow (Su): unleashes a line of sight blast that instantly strikes all creatures within it; this is a full-round action that does not provoke attacks of opportunity; this ability costs 96MP to use; this ability can be used once every 1d4 rounds; this blast inflicts the following status effects (no saving throw):

Blind (3 rounds)
Confused
Cursed
Mute (3 rounds)
Slowed (3 rounds)

• 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

• Protect (Sp): this ability grants itself Damage Reduction 8 for the rest of the encounter; multiple protect effects do not stack, but overlap; this effect is negated if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Regen (Sp): this ability grants Fast Healing 15 to itself; multiple regen effects do not stack, but overlap; this effect lasts for 1 minute (10 rounds); this effect is negated if it is successfully hit with a curse effect, a dispel effect, or dies (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 40MP to use

• Shell (Sp): this ability multiplies its SR by 2 for the rest of the encounter; multiple Shell effects do not stack, but overlap; this effect is negated if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

Zeta Kai
2009-01-03, 06:36 PM
Ultima Buster
http://images1.wikia.nocookie.net/finalfantasy/images/3/30/Ultima_Buster.JPG
Colossal Outsider (Arena, Fiend)
Hit Dice: 40d8+280 (460HP)
Initiative: +0
Speed: 30’ (6 squares)
Armor Class: 52 (-8 size, +50 natural); touch 2; flat-footed 52
Base Attack/Grapple: +40/+69
Attack: N/A
Full Attack: N/A
Space/Reach: 30’/30’
Special Attacks: Contamination, Ultima
Special Qualities: Arm Block, Damage Reduction 20/--, Outsider traits, Spell Resistance 40
Saves: Fort +29, Ref +22, Will +24
Abilities: Str 37 (+13), Dex 10 (+0), Con 25 (+7), Int -- (+0), Wis 14 (+2), Cha 12 (+1)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 34
Treasure: 2Χ standard
Normal/Rare Steal: Gambler’s Spirit/Level 3 Key Sphere
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 160d6+640 (1,200MP)

• Contamination (Su): +32 special ranged attack (4d6+13); 240’ range; Fortitude save (DC32) for half damage & avoid the status effects; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity; this ability costs 128MP to use; opponents that fail their Reflex save are subject to the following effects:

Confused
Poison
Slowed
Zombie
Power Break: any Strength bonus to attacks is negated
Magic Break: all damage dealt by that opponent’s spells is reduced by ½; the opponent’s healing magic is only ½ as effective, as well; multiple break effects do not stack
Armor Break: any armor bonus for natural or worn armor is negated
Mental Break: any SR is negated

• Ultima (Sp): this attack inflicts 200d6 points of non-specified damage to all opponents within 240’; your opponents can each make a Fortitude save (DC32) for half damage; the save DC is Wisdom-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use

• Arm Block (Ex): once every 1d4 rounds, the creature can raise one of its arms to block a physical attack (melee or ranged) as an immediate action; this maneuver adds +20 to its Damage Reduction for 1 round

Zeta Kai
2009-01-04, 08:30 PM
Vidatu
http://images1.wikia.nocookie.net/finalfantasy/images/9/97/Vidatu.jpg
Huge Outsider (Arena, Fiend)
Hit Dice: 32d8+224 (368HP)
Initiative: +3
Speed: 40’ (8 squares), Fly 40’ (8 squares, perfect maneuverability)
Armor Class: 31 (-2 size, +3 Dex, +20 natural); touch 11; flat-footed 28
Base Attack/Grapple: +32/+52
Attack: N/A
Full Attack: N/A
Space/Reach: 15’/15’
Special Attacks: Osmose, Ultima
Special Qualities: Damage Reduction 16/--, Energy Immunity, Fast Healing 5, Outsider traits, Spell Resistance 32
Saves: Fort +25, Ref +21, Will +20
Abilities: Str 34 (+12), Dex 16 (+3), Con 24 (+7), Int -- (+0), Wis 15 (+2), Cha 15 (+2)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 31
Treasure: standard
Normal/Rare Steal: Lightning Gem (Χ4)/Mana Tonic
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 128d6+512 (960MP)

• Osmose (Sp): this is a touch attack that transfers 8d4MP per HD (theirs) from 1 opponent’s MP pool to the creature’s own; the opponent can make a Will save (DC28) for half damage; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability does not consume any MP to use

• Ultima (Sp): this attack inflicts 200d6 points of non-specified damage to all opponents within 210’; your opponents can each make a Fortitude save (DC28) for half damage; the save DC is Wisdom-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use

• Energy Immunity (Su): the creature is immune to all damage from cold, fire, lightning, & water (force) energy types

Zeta Kai
2009-01-05, 07:22 PM
Vorban
http://images3.wikia.nocookie.net/finalfantasy/images/e/e9/Vorban.jpg
Colossal Aberration (Arena, Fiend)
Hit Dice: 56d8+672 (924HP)
Initiative: -1
Speed: 40’ (8 squares)
Armor Class: 57 (-8 size, -1 Dex, +56 natural); touch 1; flat-footed 57
Base Attack/Grapple: +42/+74
Attack: Slam +50 melee (4d6+16)
Full Attack: 2 Slams +50 melee (4d6+16)
Space/Reach: 30’/30’
Special Attacks: Body Splash, Mortar
Special Qualities: Aberration traits, Body Shield, Damage Reduction 28/--, Spell Resistance 56
Saves: Fort +30, Ref +17, Will +29
Abilities: Str 43 (+16), Dex 9 (-1), Con 34 (+12), Int -- (+0), Wis 12 (+1), Cha 7 (-2)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 37
Treasure: standard
Normal/Rare Steal: Healing Spring (Χ2)/Stamina Tablet
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 112d6+840 (900MP)

• Body Splash (Ex): once every other round, the creature can crush it’s enemies with a trample-like attack, dealing 32d6+16 damage to all creatures caught underneath it; Reflex save (DC54) for half damage; the save DC is Strength-based; after this action, the creature is considered prone, & must take a move action to stand up; this is a standard action that does not provoke attacks of opportunity (although the move action to stand from being prone does provoke attacks of opportunity)

• Mortar (Ex): once every 1d4 rounds, the creature can launch an explosive blast; this attack that deals 64d6+16 points of piercing damage & 16d8 points of fire damage to all creatures within 290’ (including the creature); all creatures can make a Fortitude save (DC37) for half damage; the save DC is Dexterity-based; this ability is a standard action that does not provoke attacks of opportunity

• Body Shield (Ex): as a swift action, the creature can shield itself with its armor-plated arms; this grants it cover relative to a chosen opponent (+40AC), as well as DR24; this ability can be dropped at will, & does not provoke attacks of opportunity; however, the creature cannot attack while this ability is active