Yeah, I wasn't satisfied with the Magic Urn that I posted, so I just re-did it. All is well now. The creature's abilities are clearer & it is much tougher.
Yes, they did. Combined with their Damage Reduction & Fast Healing, they should be indestructible by a non-epic party.
As for the first part, you could only defeat them if you could take out all of their HP in 1 hit (or 2 hits, if you were lucky). You wouldn't get anything for doing so, though, so there is no real point.
As for Kredine's desire to homebrew the Ultima Weapon (or, more accurately, to have someone else do it), I wish that I could help. I'm a little too busy at the moment with the arena monsters, & FF7 was a good game, but I doubt that I'll make a D20 conversion of it. Mayhaps, if I have time later, I will lend a hand. Lastly, our brilliance here is subjective, to say the least, so Kredine shouldn't be shy, as no one here will bite.
Thank you so much for the kind words, as always. As for your suggestions:
- I may consider beefing up the Aeons, but they seem fine to me. Automatic hits & cheap damage is rather powerful, in D20 terms.
- The Bribe class feature is a magical negotiation, plain & simple. You offer the money, & if its enough, the monster gives you an item & runs away. It's best not to look too closely into it.
- The Bandit's table has been fixed. Thanks for the catch.
- The Black Mage's abilities are not going to be moved around in order of acquisition. They appear here as closely to the order that they were received in the original game as possible. I've only moved around the Summoner's first few abilities for major game balance reasons (& popular demand), & that set off a 2-page debate that I am loathe to repeat. Water energy is treated identically to force damage for simplicity's sake, but there are numerous protections available, both in core D&D & in my FFX D20 conversion. In core, I'd house-rule that protection from energy & resist energy would apply to Water (Force) energy, but not real force energy. In FFX D20, there's Nul (the Summoner's 4th-level class feature), SOS NulTide (the +2 armor ability), Water Ward (the +3 armor ability), Water Proof (the +4 armor ability), & Water Eater (the +5 armor ability). These should be plenty sufficient.
- The Ronin's Breaks are explicitly stated to be standard actions. The Guard ability is a a free action; an opponent just hits the Ronin instead of the protected target; this has been added for clarity.
- I'd like to host a PbP game of this for interested players, but I'm not sure if I'll have time (RL demands are a pain), & it will have to wait for me to finish writing/editing/posting the rest of the monsters, so as to be fair to the players. Perhaps if someone else DM'ed the game, it would be easier, but I couldn't ask anyone to do that large of a favor for me, so I guess some brave soul would have to volunteer.