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  1. - Top - End - #241
    Orc in the Playground
     
    Galileo's Avatar

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    That's a pretty cool font, SoK. Do you remember where you got it?

  2. - Top - End - #242
    Dwarf in the Playground
     
    Devin's Avatar

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    I understand completely, Zeta Kai; I'm not disappointed at all. You're probably right about alignment, and I can't argue with anything you say. I just like reading alignment debates.
    Blue avatar by The Stoney One.


  3. - Top - End - #243
    Ettin in the Playground
     
    Zeta Kai's Avatar

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Shiva
    Spoiler
    Show

    NAME- Shiva
    CLASS- Aeon 14/Freezing Fayth 5
    RACE- Aeon (Outsider, Cold subtype, Aeon subtype)
    ALIGNMENT- True Neutral
    LEVEL- 19th
    SIZE- Large (Space 10’/Reach 10’)
    AGE- 18 years old
    GENDER- female
    HEIGHT - 12’1”
    WEIGHT- 2,185 lbs
    EYES- ice blue
    HAIR- blue
    LANGUAGES
    • Common

    ABILITIES
    • Strength 15 (+2)
    • Dexterity 16 (+3)
    • Constitution 19 (+4)
    • Intelligence 10 (+0)
    • Wisdom 12 (+1)
    • Charisma 14 (+2)

    HIT POINTS- 90 HP
    MAGIC POINTS- 675 MP
    ARMOR CLASS- 28 (-1 size, +3 Dex, +4 Con, +12 natural armor); touch 12; flat-footed 25
    SPEED- 30’
    INITIATIVE- +7
    BASE ATTACK BONUS
    • Melee +20 = +19 (Base) +2 (Str) -1 (size)
    • Ranged +21 = +19 (Base) +3 (Dex) -1 (size)

    CARRYING CAPACITY
    • Light Load 0-26 lbs.
    • Medium Load 27-53 lbs.
    • Heavy Load 54-80 lbs.
    • Lift Over Head 80 lbs.
    • Lift Off Ground 160 lbs.
    • Push or Drag 400 lbs.

    SAVING THROWS
    • Fortitude +14 = +10 (Base) +4 (Con)
    • Reflex +18 = +13 (Base) +3 (Dex) +2 (Feat)
    • Will +11 = +10 (Base) +1 (Wis)

    SKILLS (*=cross-class)
    • Appraise (Int, +0=0+0)*
    • Balance (Dex, +20=3+17)
    • Bluff (Cha, +2=2+0)*
    • Climb (Str, +18=2+16)
    • Concentration (Con, +4=4+0)*
    • Craft (Int, +0=0+0)*
    • Decipher Script (Int, +0=0+0)*
    • Diplomacy (Cha, +2=2+0)*
    • Disable Device (Int, +0=0+0)*
    • Disguise (Cha, +2=2+0)*
    • Escape Artist (Dex, +3=3+0)*
    • Forgery (Int, +0=0+0)*
    • Gather Information (Cha, +2=2+0)*
    • Handle Animal (Cha, +2=2+0)*
    • Heal (Wis, +1=1+0)*
    • Hide (Dex, -1=3+0-4)*
    • Intimidate (Cha, +19=2+17)
    • Jump (Str, +19=2+17)
    • Knowledge (Int, +0=0+0)*
    • Listen (Wis, +18=1+17)
    • Move Silently (Dex, +3=3+0)*
    • Open Locks (Dex, +3=3+0)*
    • Perform (Cha, +2=2+0)*
    • Profession (Wis, +1=1+0)*
    • Ride (Dex, +3=3+0)*
    • Search (Int, +0=0+0)*
    • Sense Motive (Wis, +26=1+22+3)
    • Sleight of Hand (Dex, +3=3+0)*
    • Speak Language (Int, +0=0+0)*
    • Spellcraft (Int, +0=0+0)*
    • Spot (Wis, +18=1+17)
    • Survival (Wis, +18=1+17)
    • Swim (Str, +2=2+0)*
    • Tumble (Dex, +20=3+17)
    • Use Magical Device (Cha, +2=2+0)*
    • Use Rope (Dex, +3=3+0)*

    FEATS
    • Combat Reflexes [General]
    • Dodge [General]
    • Improved Initiative [General]
    • Lightning Reflexes [General]
    • Mobility [General]
    • Skill Focus (Sense Motive) [General]
    • Spring Attack [General]

    WEAPONS
    • claws (1d8+2, 20/Χ2, slashing)

    ARMOR
    • N/A

    EQUIPMENT
    • 0gp (0 lbs)

    ENCUMBERANCE- 0 lbs (light load)
    CLASS FEATURES
    • Weapon & Armor Proficiency: Shiva is proficient with all simple & martial weapons, but not with any type of armor or shield
    • Aeon Form: Shiva becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60’; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on him; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore him to life
    • Natural Armor (Su): Shiva gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
    • Aeon Boost (Su): Shiva can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by him is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
    • Natural Weapon (Ex): Shiva gains a natural weapon; he may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once his choice has been made, it cannot be changed; this natural weapon deals damage based on his size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once he gains this natural weapon, he can no longer use manufactured weapons with his hands, as they have become unsuitable for the purpose of wielding them
    • Aeon Shield (Su): Shiva can choose, as a swift action, to raise his defenses for 1 round; during that round, all damage sustained by him is reduced by 75%; because of this, he cannot accrue Overdrive Points (OP’s) during that round
    • Form of Ice (Su): Shiva becomes an icy being; she gains the [Cold] subtype, meaning that she has immunity to cold damage & vulnerability to fire damage, which means it takes half again as much (+50%) damage as normal from fire-based attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure; also, any cold-based damage actually restores HP equal to the amount of damage that it would normally inflict
    • Cold Mage (Sp): Shiva gains some cold-related spell-like abilities; she can now cast Blizzard (4MP), Blizzara (4MP), NulBlaze (2MP), & NulFrost (2MP); she casts these like a Black Mage with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities
    • Frozen Flesh (Su): 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 1d4 cold damage per round (no saving throw); she loses these bonuses when she wear any armor
    • Mark of Status (Su): Shiva gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
    • Heavenly Strike (Su): Shiva can blast her enemies with a frozen touch; this is a special melee attack (her BAB + her Strength modifier + 5; no size modifier) on a single opponent within 30’ that deals 2d6 cold damage + her Strength modifier & a -5 Initiative penalty for the next round; if a creature makes a Fortitude save (DC10 + ½ her class level + her Wisdom modifier), then they only take half damage & negate the Initiative penalty; this is a standard action that does not provoke attacks of opportunity
    • Diamond Dust (Su): Shiva can automatically hit all opponents within 30’ with freezing ice shards, dealing 5d8 points of cold damage to each; this ability costs 100 OP to use
    Last edited by Zeta Kai; 2008-07-24 at 08:18 PM. Reason: added link

  4. - Top - End - #244
    Dwarf in the Playground
     
    Soup of Kings's Avatar

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Quote Originally Posted by Insanealien View Post
    That's a pretty cool font, SoK. Do you remember where you got it?
    Indeed I do.
    http://forums.ffproject.net/showthread.php?t=176
    Unfortunately, the site appears to be down.
    If you can find it somewhere else, don't forget to translate the letters to the Al Bhed alphabet. I've pretty much memorized it, but if you need one, Google should get you a Common <-> Al Bhed converter pretty easily.
    78% of DM's started their first campaign in a tavern.
    If you're one of the 22% that didn't, copy and paste this into your signature.

    First crappy homebrew, the Arcane Gambler PrC. PEACH please!

    Second crappy homebrew. Click here if you want alignments to be more confusing.

    "Now! This is it! Now is the time to choose! Die and be free of pain, or live and fight your sorrow! Now is the time to shape your stories! Your fate is in your hands!" -Auron, Final Fantasy X

  5. - Top - End - #245
    Ettin in the Playground
     
    Zeta Kai's Avatar

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Bahamut
    Spoiler
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    NAME- Bahamut
    CLASS- Aeon 17/Dragon Fayth 5
    RACE- Aeon (Outsider, Aeon subtype)
    ALIGNMENT- True Neutral
    LEVEL- 22nd
    SIZE- Huge (Space 15’/Reach 15’)
    AGE- 8 years old
    GENDER- male
    HEIGHT - 18’6”
    WEIGHT- 18,300 lbs
    EYES- white (pupil-less)
    HAIR- N/A
    LANGUAGES
    • Common

    ABILITIES
    • Strength 30 (+10)
    • Dexterity 12 (+1)
    • Constitution 24 (+7)
    • Intelligence 10 (+0)
    • Wisdom 12 (+1)
    • Charisma 10 (+0)

    HIT POINTS- 205 HP
    MAGIC POINTS- 824 MP
    ARMOR CLASS- 32 (-2 size, +1 Dex, +7 Con, +16 natural armor); touch 9; flat-footed 31
    SPEED- 30’
    INITIATIVE- +5
    BASE ATTACK BONUS
    • Melee +21 = +22 (Base) +10 (Str) -2 (size)
    • Ranged +17 = +22 (Base) +1 (Dex) -2 (size)

    CARRYING CAPACITY
    • Light Load 0-532 lbs.
    • Medium Load 533-1,064 lbs.
    • Heavy Load 1,065-1,600 lbs.
    • Lift Over Head 1,600 lbs.
    • Lift Off Ground 3,200 lbs.
    • Push or Drag 8,000 lbs.

    SAVING THROWS
    • Fortitude +23 = +14 (Base) +7 (Con) +2 (Feat)
    • Reflex +15 = +14 (Base) +1 (Dex)
    • Will +12 = +11 (Base) +1 (Wis)

    SKILLS (*=cross-class)
    • Appraise (Int, +0=0+0)*
    • Balance (Dex, +18=1+17)
    • Bluff (Cha, +0=0+0)*
    • Climb (Str, +27=10+17)
    • Concentration (Con, +7=7+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, +1=1+0)*
    • Forgery (Int, +0=0+0)*
    • Gather Information (Cha, +0=0+0)*
    • Handle Animal (Cha, +0=0+0)*
    • Heal (Wis, +1=1+0)*
    • Hide (Dex, -7=1+0-8)*
    • Intimidate (Cha, +18=0+18)
    • Jump (Str, +27=10+17)
    • Knowledge (Int, +0=0+0)*
    • Listen (Wis, +16=1+15)
    • Move Silently (Dex, +1=1+0)*
    • Open Locks (Dex, +1=1+0)*
    • Perform (Cha, +0=0+0)*
    • Profession (Wis, +1=1+0)*
    • Ride (Dex, +1=1+0)*
    • Search (Int, +0=0+0)*
    • Sense Motive (Wis, +1=1+17)
    • Sleight of Hand (Dex, +1=1+0)*
    • Speak Language (Int, +0=0+0)*
    • Spellcraft (Int, +0=0+0)*
    • Spot (Wis, +17=1+16)
    • Survival (Wis, +26=1+25)
    • Swim (Str, +10=10+0)*
    • Tumble (Dex, +15=1+14)
    • Use Magical Device (Cha, +0=0+0)*
    • Use Rope (Dex, +1=1+0)*

    FEATS
    • Awesome Blow [Monster]
    • Cleave [General]
    • Great Cleave [General]
    • Great Fortitude [General]
    • Improved Bull Rush [General]
    • Improved Initiative [General]
    • Improved Toughness [General]
    • Power Attack [General]

    WEAPONS
    • claws (2d6+10, 20/Χ2, piercing)

    ARMOR
    • N/A

    EQUIPMENT
    • 0gp (0 lbs)

    ENCUMBERANCE- 0 lbs (light load)
    CLASS FEATURES
    • Weapon & Armor Proficiency: Bahamut is proficient with all simple & martial weapons, but not with any type of armor or shield
    • Aeon Form: Bahamut becomes an Aeon; his type becomes [Outsider] & his subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, he gains Darkvision out to 60’; in addition, he does not need to eat or sleep (although he can do so if he wishes); lastly, his body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on him; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore him to life
    • Natural Armor (Su): Bahamut gains a natural armor bonus to his AC equal to ½ his HD; in addition, he can add his Constitution bonus (if any) to his AC; these bonuses do not apply against touch attacks, & he loses the bonuses when he wears any armor, or when he carries a shield
    • Aeon Boost (Su): Bahamut can choose, as a swift action, to lower his defenses for 1 round; during that round, all damage sustained by him is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
    • Natural Weapon (Ex): Bahamut gains a natural weapon; he may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once his choice has been made, it cannot be changed; this natural weapon deals damage based on his size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once he gains this natural weapon, he can no longer use manufactured weapons with his hands, as they have become unsuitable for the purpose of wielding them
    • Aeon Shield (Su): Bahamut can choose, as a swift action, to raise his defenses for 1 round; during that round, all damage sustained by him is reduced by 75%; because of this, he cannot accrue Overdrive Points (OP’s) during that round
    • Immortality (Ex): 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
    • Flight (Ex): Bahamut grows a pair of wings, granting him the power of flight; he gains a fly speed equal to his base land speed + 30’ (poor maneuverability); he retains the use of his arms, which he may still use as normal
    • Elemental Archmage (Sp): Bahamut gains some element-related spell-like abilities; he can now cast Blizzard (4MP), Blizzara (8MP), Blizzaga (16MP), Fire (4MP), Fira (8MP), Firaga (16MP), Scan (1MP), Thunder (4MP), Thundara (8MP), Thundaga (16MP), Water (4MP), Watera (8MP), & Waterga (16MP); he casts these like a Lancer or a Black Mage with a class level equal to his HD; he does not need any somatic components to cast these, but you must spend the MP cost to cast such abilities
    • Mark of Status (Su): Bahamut gains a resistance bonus equal to his HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
    • Impulse (Su): Bahamut can blast his enemies with a potent magical pulse; all opponents within 40’ take force damage equal to 3d8 + his Strength modifier (no saving throw); this is a standard action that does not provoke attacks of opportunity
    • Mega Flare (Su): Bahamut can automatically hit all opponents within 30’ 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 100 OP to use
    Last edited by Zeta Kai; 2008-07-24 at 08:18 PM. Reason: added link

  6. - Top - End - #246
    Dwarf in the Playground
     
    Soup of Kings's Avatar

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Bahamut's entry lists him as an Aeon 17/Shocking Fayth 5
    78% of DM's started their first campaign in a tavern.
    If you're one of the 22% that didn't, copy and paste this into your signature.

    First crappy homebrew, the Arcane Gambler PrC. PEACH please!

    Second crappy homebrew. Click here if you want alignments to be more confusing.

    "Now! This is it! Now is the time to choose! Die and be free of pain, or live and fight your sorrow! Now is the time to shape your stories! Your fate is in your hands!" -Auron, Final Fantasy X

  7. - Top - End - #247
    Ettin in the Playground
     
    Zeta Kai's Avatar

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Yojimbo
    Spoiler
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    NAME- Yojimbo
    CLASS- Aeon 20/Samurai Fayth 5
    RACE- Aeon (Outsider, Aeon subtype)
    ALIGNMENT- True Neutral
    LEVEL- 25th
    SIZE- Huge (Space 15’/Reach 15’)
    AGE- 41 years old
    GENDER- male
    HEIGHT - 18’6”
    WEIGHT- 18,300 lbs
    EYES- white (pupil-less)
    HAIR- black
    LANGUAGES
    • Common

    ABILITIES
    • Strength 28 (+9)
    • Dexterity 16 (+3)
    • Constitution 23 (+6)
    • Intelligence 10 (+0)
    • Wisdom 12 (+1)
    • Charisma 10 (+0)

    HIT POINTS- 300 HP
    MAGIC POINTS- 862 MP
    ARMOR CLASS- 25 (-2 size, +0 Dex, +6 Con, +11 splinted mail); touch 8; flat-footed 25
    SPEED- 20’
    INITIATIVE- +3
    BASE ATTACK BONUS
    • Melee +32 = +25 (Base) +9 (Str) -2 (size)
    • Ranged +26 = +25 (Base) +3 (Dex) -2 (size)

    CARRYING CAPACITY
    • Light Load 0-400 lbs.
    • Medium Load 401-800 lbs.
    • Heavy Load 801-1,200 lbs.
    • Lift Over Head 1,200 lbs.
    • Lift Off Ground 2,400 lbs.
    • Push or Drag 6,000 lbs.

    SAVING THROWS
    • Fortitude +19 = +13 (Base) +6 (Con)
    • Reflex +19 = +16 (Base) +3 (Dex)
    • Will +19 = +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, +25=1+22+2)
    • Swim (Str, +9=9+0)*
    • Tumble (Dex, +18=3+22-7)
    • Use Magical Device (Cha, +0=0+0)*
    • Use Rope (Dex, +3=3+0)*

    FEATS
    • Awesome Blow [Monster]
    • Cleave [General]
    • Great Cleave [General]
    • Improved Bull Rush [General]
    • Improved Toughness [General]
    • Power Attack [General]
    • Quick Draw [General]
    • Self-Sufficient [General]
    • Weapon Focus (longsword) [General]
    • Weapon Specialization (longsword) [General]

    WEAPONS
    • +5 (+6 total, with feat) keen longsword (3d6+16, 17-20/Χ2, 16 lbs, slashing)

    ARMOR
    • +5 light fortification splint mail (+11AC, maximum Dex +0, armor check penalty -7, speed 20’, 180lbs)

    EQUIPMENT
    • 195,000gp (195 lbs)

    ENCUMBERANCE- 391 lbs (light load)
    CLASS FEATURES
    • Weapon & Armor Proficiency: Yojimbo is proficient with all simple & martial weapons, & with all armor (heavy, medium, & light), but not shields
    • Aeon Form: Yojimbo becomes an Aeon; his type becomes [Outsider] & his subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, he gains Darkvision out to 60’; in addition, he does not need to eat or sleep (although he can do so if he wishes); lastly, his body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on him; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore him to life
    • Natural Armor (Su): Yojimbo gains a natural armor bonus to his AC equal to ½ his HD; in addition, he can add his Constitution bonus (if any) to his AC; these bonuses do not apply against touch attacks, & he loses the bonuses when he wears any armor, or when he carries a shield
    • Aeon Boost (Su): Yojimbo can choose, as a swift action, to lower his defenses for 1 round; during that round, all damage sustained by him is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
    • Natural Weapon (Ex): Yojimbo gains a natural weapon; he may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once his choice has been made, it cannot be changed; this natural weapon deals damage based on his size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once he gains this natural weapon, he can no longer use manufactured weapons with his hands, as they have become unsuitable for the purpose of wielding them
    • Aeon Shield (Su): Yojimbo can choose, as a swift action, to raise his defenses for 1 round; during that round, all damage sustained by him is reduced by 75%; because of this, he cannot accrue Overdrive Points (OP’s) during that round
    • Immortality (Ex): 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): 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
    • Armed & Dangerous (Ex): Yojimbo regains the ability to use manufactured weapons, as well as wear armor without losing his natural armor bonus; he still cannot use shields, though
    • Daigoro (Su): Yojimbo gains an animal companion in the form of Daigoro (dire wolf statistics); up to once per round, he can command Daigoro to make a special slam attack (+11 melee; 1d8+10 bludgeoning damage) to 1 opponent within 50’ of his companion; this is a standard action that does not provoke attacks of opportunity for either you or Daigoro
    • Kozuka (Su): Yojimbo can conjure daggers of magical energy to throw at his enemies; throwing a magical knife is a special ranged attack (his BAB + his Dexterity modifier + 10; no size modifier) on a single opponent that deals 2d8 force damage; this is a standard action that does not provoke attacks of opportunity
    • Mark of Status (Su): Yojimbo gains a resistance bonus equal to his HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
    • Wakizashi (Su): Yojimbo can slice his enemies with stunning speed; he can make melee attacks against 1d4-1 opponents (minimum 1) within 30’, using his full BAB & dealing maximized damage to all; this is a standard action that does not provoke attacks of opportunity
    • Free Summons (Ex): Yojimbo is free to act as he will when he is called by a summoner to battle; he is no longer compelled to act as his summoner wishes, although he must make a Will save (DC20 + the summoner’s class level) each round that he refuses to attack his summoner’s enemies at all; he can even negotiate the price of his services with his summoner; he still cannot dismiss himself however, so he must wait for an encounter to end or for his summoner to dismiss him to return to his transdimensional pocket
    • Zanmato (Ex): Yojimbo can use his chosen weapon to make a single melee attack at his highest attack bonus against any 1 opponent within 30’, 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 100 OP to use
    Last edited by Zeta Kai; 2008-12-10 at 11:44 AM. Reason: fixed math

  8. - Top - End - #248
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    Feb 2007
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Anima
    Spoiler
    Show

    NAME- Anima
    CLASS- Aeon 20/Suffering Fayth 5
    RACE- Aeon (Outsider, Aeon subtype)
    ALIGNMENT- True Neutral
    LEVEL- 25th
    SIZE- Gargantuan (Space 20’/Reach 20’)
    AGE- 46 years old (20 years as an Aeon)
    GENDER- female
    HEIGHT - 48’
    WEIGHT- 89 tons
    EYES- white (pupil-less)
    HAIR- gray
    LANGUAGES
    • Common

    ABILITIES
    • Strength 42 (+16)
    • Dexterity 10 (+0)
    • Constitution 28 (+9)
    • Intelligence 10 (+0)
    • Wisdom 12 (+1)
    • Charisma 8 (-1)

    HIT POINTS- 347 HP
    MAGIC POINTS- 900 MP
    ARMOR CLASS- 39 (-4 size, +0 Dex, +9 Con, +24 natural armor); touch 6; flat-footed 39
    SPEED- 30’
    INITIATIVE- +4
    BASE ATTACK BONUS
    • Melee +37 = +25 (Base) +16 (Str) -4 (size)
    • Ranged +21 = +25 (Base) +0 (Dex) -4 (size)

    CARRYING CAPACITY
    • Light Load 0-2,768 lbs.
    • Medium Load 2,769-5,536 lbs.
    • Heavy Load 5,537-8,320 lbs.
    • Lift Over Head 8,320 lbs.
    • Lift Off Ground 16,640 lbs.
    • Push or Drag 41,600 lbs.

    SAVING THROWS
    • Fortitude +25 = +16 (Base) +9 (Con)
    • Reflex +13 = +13 (Base) +0 (Dex)
    • Will +19 = +16 (Base) +1 (Wis) +2 (Feat)

    SKILLS (*=cross-class)
    • Appraise (Int, +0=0+0)*
    • Balance (Dex, +21=0+21)
    • Bluff (Cha, -1=-1+0)*
    • Climb (Str, +35=16+19)
    • Concentration (Con, +9=9+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, +0=0+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, -12=0+0-12)*
    • Intimidate (Cha, +30=-1+28+3)
    • Jump (Str, +37=16+21)
    • Knowledge (Int, +0=0+0)*
    • Listen (Wis, +22=1+21)
    • Move Silently (Dex, +0=0+0)*
    • Open Locks (Dex, +0=0+0)*
    • Perform (Cha, -1=-1+0)*
    • Profession (Wis, +1=1+0)*
    • Ride (Dex, +0=0+0)*
    • Search (Int, +0=0+0)*
    • Sense Motive (Wis, +22=1+21)
    • Sleight of Hand (Dex, +0=0+0)*
    • Speak Language (Int, +0=0+0)*
    • Spellcraft (Int, +0=0+0)*
    • Spot (Wis, +22=1+21)
    • Survival (Wis, +22=1+21)
    • Swim (Str, +16=16+0)*
    • Tumble (Dex, +21=0+21)
    • Use Magical Device (Cha, -1=-1+0)*
    • Use Rope (Dex, +0=0+0)*

    FEATS
    • Awesome Blow [Monster]
    • Cleave [General]
    • Great Cleave [General]
    • Improved Bull Rush [General]
    • Improved Initiative [General]
    • Improved Toughness [General]
    • Iron Will [General]
    • Power Attack [General]
    • Skill Focus (Intimidate) [General]

    WEAPONS
    • N/A

    ARMOR
    • N/A

    EQUIPMENT
    • 0gp (0 lbs)

    ENCUMBERANCE- 0 lbs (light load)
    CLASS FEATURES
    • Weapon & Armor Proficiency: Anima is proficient with all simple & martial weapons, & with all armor (heavy, medium, & light), but not shields
    • Aeon Form: Anima becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60’; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on her; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore her to life
    • Natural Armor (Su): Anima gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
    • Aeon Boost (Su): Anima can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by her is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
    • Natural Weapon (Ex): Anima gains a natural weapon; she may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once her choice has been made, it cannot be changed; this natural weapon deals damage based on her size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once she gains this natural weapon, she can no longer use manufactured weapons with her hands, as they have become unsuitable for the purpose of wielding them
    • Aeon Shield (Su): Anima can choose, as a swift action, to raise her defenses for 1 round; during that round, all damage sustained by her is reduced by 75%; because of this, she cannot accrue Overdrive Points (OP’s) during that round
    • Immortality (Ex): 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): 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
    • Elemental Ubermage (Sp): Anima gains some element-related spell-like abilities; she can now cast Bio (10MP), Blizzard (4MP), Blizzara (8MP), Blizzaga (16MP), Dark Attack (5MP), Dark Buster (10MP), Death (20MP), Fire (4MP), Fira (8MP), Firaga (16MP), Scan (1MP), Silence Attack (5MP), Silence Buster (10MP), Sleep Attack (5MP), Sleep Buster (10MP), Thunder (4MP), Thundara (8MP), Thundaga (16MP), Water (4MP), Watera (8MP), Waterga (16MP), & Zombie Attack (10MP); she casts these like a Ronin, a Lancer, a Blitzer, or a Black Mage with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities
    • Mark of Status (Su): Anima gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
    • Pain (Su): Anima can slaughter her enemies with entropic force; this is a special ranged attack (her BAB + her Dexterity modifier + 5; no size modifier) on a single opponent that deals unspecified damage equal to 4d8 + her Strength modifier (no saving throw); in addition, her opponent must make a Fortitude save (DC10 + ½ her class level + her Wisdom modifier) or immediate die; any time she uses this ability, she suffers damage equal to her Constitution modifier (minimum 1); 30’ range; this is a standard action that does not provoke attacks of opportunity
    • Oblivion (Su): Anima can automatically hit all opponents within 30’ with an apocalyptic flurry of blows & explosive force, dealing 20d6 points of force damage to each (no saving throw). In addition, any opponent hit by this attack must make a successful Fortitude save (DC10 + ½ her class level + her Charisma modifier) or die; this is a full-round action that provokes attacks of opportunity; this ability costs 100 OP to use
    Last edited by Zeta Kai; 2008-07-24 at 08:19 PM. Reason: added link

  9. - Top - End - #249
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Sandy
    Spoiler
    Show

    NAME- Sandy
    CLASS- Aeon 20/Joined Fayth 5
    RACE- Aeon (Outsider, Aeon subtype)
    ALIGNMENT- True Neutral
    LEVEL- 25th
    SIZE- Large (Space 10’/Reach 10’)
    AGE- 20 years old
    GENDER- female
    HEIGHT - 12’1”
    WEIGHT- 2,185 lbs
    EYES- blue
    HAIR- N/A
    LANGUAGES
    • Common

    ABILITIES
    • Strength 24 (+7)
    • Dexterity 15 (+2)
    • Constitution 19 (+4)
    • Intelligence 10 (+0)
    • Wisdom 10 (+0)
    • Charisma 10 (+0)

    HIT POINTS- 255 HP
    MAGIC POINTS- 937 MP
    ARMOR CLASS- 30 (-1 size, +2 Dex, +4 Con, +15 natural armor); touch 11; flat-footed 28
    SPEED- 30’
    INITIATIVE- +6
    BASE ATTACK BONUS
    • Melee +31 = +25 (Base) +7 (Str) -1 (size)
    • Ranged +26 = +25 (Base) +2 (Dex) -1 (size)

    CARRYING CAPACITY
    • Light Load 0-233 lbs.
    • Medium Load 234-466 lbs.
    • Heavy Load 467-700 lbs.
    • Lift Over Head 700 lbs.
    • Lift Off Ground 1,400 lbs.
    • Push or Drag 3,500 lbs.

    SAVING THROWS
    • Fortitude +20 = +16 (Base) +4 (Con)
    • Reflex +20 = +16 (Base) +2 (Dex) +2 (Feat)
    • Will +16 = +16 (Base) +0 (Wis)

    SKILLS (*=cross-class)
    • Appraise (Int, +0=0+0)*
    • Balance (Dex, +24=2+22)
    • Bluff (Cha, +0=0+0)*
    • Climb (Str, +27=7+20)
    • Concentration (Con, +4=4+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, +2=2+0)*
    • Forgery (Int, +0=0+0)*
    • Gather Information (Cha, +0=0+0)*
    • Handle Animal (Cha, +0=0+0)*
    • Heal (Wis, +0=0+0)*
    • Hide (Dex, -2=2+0-4)*
    • Intimidate (Cha, +22=0+22)
    • Jump (Str, +29=7+22)
    • Knowledge (Int, +0=0+0)*
    • Listen (Wis, +22=0+22)
    • Move Silently (Dex, +2=2+0)*
    • Open Locks (Dex, +2=2+0)*
    • Perform (Cha, +0=0+0)*
    • Profession (Wis, +0=0+0)*
    • Ride (Dex, +2=2+0)*
    • Search (Int, +0=0+0)*
    • Sense Motive (Wis, +20=0+20)
    • Sleight of Hand (Dex, +2=2+0)*
    • Speak Language (Int, +0=0+0)*
    • Spellcraft (Int, +0=0+0)*
    • Spot (Wis, +28=0+28)
    • Survival (Wis, +20=0+20)
    • Swim (Str, +7=7+0)*
    • Tumble (Dex, +30=2+28)
    • Use Magical Device (Cha, +0=0+0)*
    • Use Rope (Dex, +2=2+0)*

    FEATS
    • Cleave [General]
    • Dodge [General]
    • Great Cleave [General]
    • Improved Initiative [General]
    • Improved Toughness [General]
    • Lightning Reflexes [General]
    • Mobility [General]
    • Power Attack [General]
    • Spring Attack [General]

    WEAPONS
    • claw (1d8+7, 20/Χ2, slashing)

    ARMOR
    • N/A

    EQUIPMENT
    • 0gp (0 lbs)

    ENCUMBERANCE- 0 lbs (light load)
    CLASS FEATURES
    • Weapon & Armor Proficiency: Sandy is proficient with all simple & martial weapons, but not with any type of armor or shield
    • Aeon Form: Sandy becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60’; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on her; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore her to life
    • Natural Armor (Su): Sandy gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
    • Aeon Boost (Su): Sandy can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by her is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
    • Natural Weapon (Ex): Sandy gains a natural weapon; she may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once her choice has been made, it cannot be changed; this natural weapon deals damage based on her size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once she gains this natural weapon, she can no longer use manufactured weapons with her hands, as they have become unsuitable for the purpose of wielding them
    • Aeon Shield (Su): Sandy can choose, as a swift action, to raise her defenses for 1 round; during that round, all damage sustained by her is reduced by 75%; because of this, she cannot accrue Overdrive Points (OP’s) during that round
    • Immortality (Ex): 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): 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
    • Synergy (Su): Sandy can rely on the support of her sisters to bolster her attacks; she gains a morale bonus to her attack rolls equal to the Strength modifiers of all siblings within 30’; this bonus can be used for a number of rounds per day equal to her Wisdom modifier (minimum 1 round)
    • Mage’s Alternatives (Sp): Sandy gains some spell-like abilities; she can now cast a number of “spells”; she casts these like a PC with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities:
    o Mage Package #2: Cure (4MP), Cura (10MP), Curaga (20MP), Haste (8MP), Nul (2MP), Protect (10MP), Shell (12MP), & Reflect (14MP)
    • Freedom of Choice (Ex): Sandy gains some leeway when she is called by a summoner to battle; each round, she may take an action that her summoner chooses, or she can make a Will save (DC10 + the summoner’s class level) to act as she desires; she cannot refuse her summoner, however, if they request that she perform her overdrive, if any (as long as she & her siblings each have 100 OP); she also cannot dismiss herself, so she must wait for an encounter to end or for her summoner to dismiss her to return to her transdimensional pocket
    • Mark of Status (Su): Sandy gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
    • Razzia (Su): Sandy can slash 1 opponent with blades that grow from her arms; this is 2 standard melee attacks, both using her full BAB; each blade that hits deals maximized slashing damage (2d8 + her Strength modifier); if a creature makes a Fortitude save (DC10 + ½ her class level + her Wisdom modifier), then they only take half damage; this is a standard action that does not provoke attacks of opportunity
    • Delta Attack (Su): Sandy can combine her Limit Break with the Limit Breaks of 2 siblings to automatically hit all opponents within 50’ with the ultimate arcane attack, dealing 20d12 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
    Last edited by Zeta Kai; 2008-07-24 at 08:19 PM. Reason: added link

  10. - Top - End - #250
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Cindy
    Spoiler
    Show

    NAME- Cindy
    CLASS- Aeon 20/Joined Fayth 5
    RACE- Aeon (Outsider, Aeon subtype)
    ALIGNMENT- True Neutral
    LEVEL- 25th
    SIZE- Huge (Space 15’/Reach 15’)
    AGE- 18 years old
    GENDER- female
    HEIGHT - 24’1”
    WEIGHT- 18,185 lbs
    EYES- blue
    HAIR- N/A
    LANGUAGES
    • Common

    ABILITIES
    • Strength 33 (+11)
    • Dexterity 11 (+0)
    • Constitution 24 (+7)
    • Intelligence 10 (+0)
    • Wisdom 10 (+0)
    • Charisma 10 (+0)

    HIT POINTS- 271 HP
    MAGIC POINTS- 937 MP
    ARMOR CLASS- 34 (-2 size, +0 Dex, +7 Con, +19 natural armor); touch 8; flat-footed 34
    SPEED- 30’
    INITIATIVE- +0
    BASE ATTACK BONUS
    • Melee +34 = +25 (Base) +11 (Str) -2 (size)
    • Ranged +23 = +25 (Base) +0 (Dex) -2 (size)

    CARRYING CAPACITY
    • Light Load 0-800 lbs.
    • Medium Load 801-1,600 lbs.
    • Heavy Load 1,601-2,400 lbs.
    • Lift Over Head 2,400 lbs.
    • Lift Off Ground 4,800 lbs.
    • Push or Drag 12,000 lbs.

    SAVING THROWS
    • Fortitude +23 = +16 (Base) +7 (Con)
    • Reflex +18 = +16 (Base) +0 (Dex) +2 (Feat)
    • Will +16 = +16 (Base) +0 (Wis)

    SKILLS (*=cross-class)
    • Appraise (Int, +0=0+0)*
    • Balance (Dex, +23=0+23)
    • Bluff (Cha, +0=0+0)*
    • Climb (Str, +31=11+20)
    • Concentration (Con, +7=7+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, +0=0+0)*
    • Forgery (Int, +0=0+0)*
    • Gather Information (Cha, +0=0+0)*
    • Handle Animal (Cha, +0=0+0)*
    • Heal (Wis, +0=0+0)*
    • Hide (Dex, -8=0+0-8)*
    • Intimidate (Cha, +24=0+24)
    • Jump (Str, +35=11+24)
    • Knowledge (Int, +0=0+0)*
    • Listen (Wis, +19=0+19)
    • Move Silently (Dex, +0=0+0)*
    • Open Locks (Dex, +0=0+0)*
    • Perform (Cha, +0=0+0)*
    • Profession (Wis, +0=0+0)*
    • Ride (Dex, +0=0+0)*
    • Search (Int, +0=0+0)*
    • Sense Motive (Wis, +20=0+20)
    • Sleight of Hand (Dex, +0=0+0)*
    • Speak Language (Int, +0=0+0)*
    • Spellcraft (Int, +0=0+0)*
    • Spot (Wis, +28=0+28)
    • Survival (Wis, +18=0+18)
    • Swim (Str, +11=11+0)*
    • Tumble (Dex, +28=0+28)
    • Use Magical Device (Cha, +0=0+0)*
    • Use Rope (Dex, +0=0+0)*

    FEATS
    • Cleave [General]
    • Dodge [General]
    • Great Cleave [General]
    • Improved Overrun [General]
    • Improved Toughness [General]
    • Lightning Reflexes [General]
    • Mobility [General]
    • Power Attack [General]
    • Spring Attack [General]

    WEAPONS
    • slam (2d6+11, 20/Χ2, bludgeoning)

    ARMOR
    • N/A

    EQUIPMENT
    • 0gp (0 lbs)

    ENCUMBERANCE- 0 lbs (light load)
    CLASS FEATURES
    • Weapon & Armor Proficiency: Cindy is proficient with all simple & martial weapons, but not with any type of armor or shield
    • Aeon Form: Cindy becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60’; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on her; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore her to life
    • Natural Armor (Su): Cindy gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
    • Aeon Boost (Su): Cindy can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by her is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
    • Natural Weapon (Ex): Cindy gains a natural weapon; she may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once her choice has been made, it cannot be changed; this natural weapon deals damage based on her size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once she gains this natural weapon, she can no longer use manufactured weapons with her hands, as they have become unsuitable for the purpose of wielding them
    • Aeon Shield (Su): Cindy can choose, as a swift action, to raise her defenses for 1 round; during that round, all damage sustained by her is reduced by 75%; because of this, she cannot accrue Overdrive Points (OP’s) during that round
    • Immortality (Ex): 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): 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
    • Initial Options (Su): Cindy’s size permanently increases by one size category; for stat changes caused by size increases, consult Table 4-1: New Size Statistics; this ability does not change your speed; if insufficient room is available for the desired growth, you attain the maximum possible size & may make a Strength check (using your increased Strength) to burst any enclosures in the process; if the check fails, you are constrained without harm by the materials enclosing you; you, therefore, cannot be crushed or otherwise harmed by increasing your size; no worn or carried equipment by you is enlarged by the effect; clothing & armor are destroyed by the transformation; magical effects that increase size stack with this ability, so the use of spells to increase size further are effective
    • Mage’s Alternatives (Sp): Cindy gains some spell-like abilities; she can now cast a number of “spells”; she casts these like a PC with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities:
    o Mage Package #1: Auto-Life (97MP), Blizzaga (16MP), Cure (4MP), Cura (10MP), Curaga (20MP), Drain (12MP), Firaga (16MP), Flare (54MP), Full-Life (60MP), Life (18MP), Osmose (0MP), Thundaga (16MP), Ultima (90MP), & Waterga (16MP)
    • Freedom of Choice (Ex): Cindy gains some leeway when she is called by a summoner to battle; each round, she may take an action that her summoner chooses, or she can make a Will save (DC10 + the summoner’s class level) to act as she desires; she cannot refuse her summoner, however, if they request that she perform her overdrive, if any (as long as she & her siblings each have 100 OP); she also cannot dismiss herself, so she must wait for an encounter to end or for her summoner to dismiss her to return to her transdimensional pocket
    • Mark of Status (Su): Cindy gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
    • Final Decisions (Su): Cindy gains a special attack; once she has chosen an attack, her choice cannot be changed; this attack can be chosen from the options below:
    • Camisade: Cindy can leap high into the air & strike a single opponent within 30’ from above; this is a special melee attack (her BAB + her Strength modifier + 5; no size modifier) that deals bludgeoning damage based on her size (Diminutive 1d3+1, Tiny 1d4+2, Small 1d6+3, Medium 1d8+4, Large 2d6+6, Huge 2d8+8, Gargantuan 4d6+12, Colossal 6d6+16); if a creature makes a Reflex save (DC10 + ½ her class level + her Wisdom modifier), then they only take half damage; this is a standard action that does not provoke attacks of opportunity
    • Delta Attack (Su): Cindy can combine her Limit Break with the Limit Breaks of 2 siblings to automatically hit all opponents within 50’ with the ultimate arcane attack, dealing 20d12 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
    Last edited by Zeta Kai; 2008-07-24 at 08:20 PM. Reason: added link

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Mindy
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    NAME- Mindy
    CLASS- Aeon 20/Joined Fayth 5
    RACE- Aeon (Outsider, Aeon subtype)
    ALIGNMENT- True Neutral
    LEVEL- 25th
    SIZE- Medium (Space 5’/Reach 5’)
    AGE- 16 years old
    GENDER- female
    HEIGHT - 6’1”
    WEIGHT- 185 lbs
    EYES- blue
    HAIR- N/A
    LANGUAGES
    • Common

    ABILITIES
    • Strength 14 (+2)
    • Dexterity 17 (+3)
    • Constitution 17 (+3)
    • Intelligence 10 (+0)
    • Wisdom 10 (+0)
    • Charisma 10 (+0)

    HIT POINTS- 255 HP
    MAGIC POINTS- 937 MP
    ARMOR CLASS- 29 (+2 Dex, +3 Con, +14 natural armor); touch 11; flat-footed 28
    SPEED- 30’
    INITIATIVE- +7
    BASE ATTACK BONUS
    • Melee +27 = +25 (Base) +2 (Str)
    • Ranged +28 = +25 (Base) +3 (Dex)

    CARRYING CAPACITY
    • Light Load 0-58 lbs.
    • Medium Load 59-116 lbs.
    • Heavy Load 117-175 lbs.
    • Lift Over Head 175 lbs.
    • Lift Off Ground 350 lbs.
    • Push or Drag 875 lbs.

    SAVING THROWS
    • Fortitude +19 = +16 (Base) +3 (Con)
    • Reflex +21 = +16 (Base) +3 (Dex) +2 (Feat)
    • Will +16 = +16 (Base) +0 (Wis)

    SKILLS (*=cross-class)
    • Appraise (Int, +0=0+0)*
    • Balance (Dex, +27=3+24)
    • Bluff (Cha, +0=0+0)*
    • Climb (Str, +23=2+21)
    • Concentration (Con, +3=3+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, +3=3+0)*
    • Forgery (Int, +0=0+0)*
    • Gather Information (Cha, +0=0+0)*
    • Handle Animal (Cha, +0=0+0)*
    • Heal (Wis, +0=0+0)*
    • Hide (Dex, +3=3+0)*
    • Intimidate (Cha, +15=0+15)
    • Jump (Str, +23=2+21)
    • Knowledge (Int, +0=0+0)*
    • Listen (Wis, +24=0+24)
    • Move Silently (Dex, +3=3+0)*
    • Open Locks (Dex, +3=3+0)*
    • Perform (Cha, +0=0+0)*
    • Profession (Wis, +0=0+0)*
    • Ride (Dex, +3=3+0)*
    • Search (Int, +0=0+0)*
    • Sense Motive (Wis, +20=0+20)
    • Sleight of Hand (Dex, +3=3+0)*
    • Speak Language (Int, +0=0+0)*
    • Spellcraft (Int, +0=0+0)*
    • Spot (Wis, +28=0+28)
    • Survival (Wis, +23=0+23)
    • Swim (Str, +2=2+0)*
    • Tumble (Dex, +31=3+28)
    • Use Magical Device (Cha, +0=0+0)*
    • Use Rope (Dex, +3=3+0)*

    FEATS
    • Cleave [General]
    • Dodge [General]
    • Great Cleave [General]
    • Improved Initiative [General]
    • Improved Toughness [General]
    • Lightning Reflexes [General]
    • Mobility [General]
    • Power Attack [General]
    • Spring Attack [General]

    WEAPONS
    • stinger (1d6+2, 20/Χ2, piercing)

    ARMOR
    • N/A

    EQUIPMENT
    • 0gp (0 lbs)

    ENCUMBERANCE- 0 lbs (light load)
    CLASS FEATURES
    • Weapon & Armor Proficiency: Mindy is proficient with all simple & martial weapons, but not with any type of armor or shield
    • Aeon Form: Mindy becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60’; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on her; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore her to life
    • Natural Armor (Su): Mindy gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
    • Aeon Boost (Su): Mindy can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by her is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
    • Natural Weapon (Ex): Mindy gains a natural weapon; she may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once her choice has been made, it cannot be changed; this natural weapon deals damage based on her size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once she gains this natural weapon, she can no longer use manufactured weapons with her hands, as they have become unsuitable for the purpose of wielding them
    • Aeon Shield (Su): Mindy can choose, as a swift action, to raise her defenses for 1 round; during that round, all damage sustained by her is reduced by 75%; because of this, she cannot accrue Overdrive Points (OP’s) during that round
    • Immortality (Ex): 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): 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
    • Awesome Blow (Su): you gain Awesome Blow as a bonus monster feat, even if you do not meet the prerequisites to quality for it
    • Mage’s Alternatives (Sp): Mindy gains some spell-like abilities; she can now cast a number of “spells”; she casts these like a PC with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities:
    o Mage Package #3: Bio (10MP), Blizzara (8MP), Blizzaga (16MP), Death (20MP), Doublecast (0MP), Drain (12MP), Fira (8MP), Firaga (16MP), Flare (54MP), Lancet (0MP), Osmose (0MP), Thundara (8MP), Thundaga (16MP), Watera (8MP), & Waterga (16MP)
    • Freedom of Choice (Ex): Mindy gains some leeway when she is called by a summoner to battle; each round, she may take an action that her summoner chooses, or she can make a Will save (DC10 + the summoner’s class level) to act as she desires; she cannot refuse her summoner, however, if they request that she perform her overdrive, if any (as long as she & her siblings each have 100 OP); she also cannot dismiss herself, so she must wait for an encounter to end or for her summoner to dismiss her to return to her transdimensional pocket
    • Mark of Status (Su): Mindy gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
    • Passado (Su): Mindy can pelt 1 opponent with a barrage of stingers; this is 2d6+8 special ranged attacks, all using her full BAB; each stinger that hits deals maximized piercing damage (2d8); if a creature makes a Reflex save (DC10 + ½ her class level + her Wisdom modifier), then they only take half damage; this is a standard action that does not provoke attacks of opportunity
    • Delta Attack (Su): Mindy can combine her Limit Break with the Limit Breaks of 2 siblings to automatically hit all opponents within 50’ with the ultimate arcane attack, dealing 20d12 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
    Last edited by Zeta Kai; 2008-07-24 at 08:20 PM. Reason: added link

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Seymour Guado
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    NAME- Seymour Guado
    CLASS- Summoner 4/Black Mage 7
    RACE- Half-Guado
    ALIGNMENT- Neutral Evil
    LEVEL- 11th
    SIZE- Medium
    AGE- 28 years old
    GENDER- male
    HEIGHT- 5’6”
    WEIGHT- 125 lbs
    EYES- blue
    HAIR- blue
    LANGUAGES
    • Common
    • Guado
    • Ronso
    • Hypello

    ABILITIES
    • Strength 8 (-1)
    • Dexterity 12 (+1)
    • Constitution 14 (+2)
    • Intelligence 17 (+3)
    • Wisdom 9 (-1)
    • Charisma 15 (+2)

    HIT POINTS- 51 HP
    MAGIC POINTS- 412MP
    ARMOR CLASS- 15 (+1 Dex, +4 bangle); touch 11; flat-footed 14
    SPEED- 30’
    INITIATIVE- +1
    BASE ATTACK BONUS
    • Melee +5 = +5 (Base) -1 (Str) +1 (Magic Weapon)
    • Ranged +6 = +5 (Base) +1 (Dex)

    CARRYING CAPACITY
    • Light Load 0-26 lbs.
    • Medium Load 27-53 lbs.
    • Heavy Load 54-80 lbs.
    • Lift Over Head 80 lbs.
    • Lift Off Ground 160 lbs.
    • Push or Drag 400 lbs.

    SAVING THROWS
    • Fortitude +5 = +3 (Base) +2 (Con)
    • Reflex +6 = +3 (Base) +1 (Dex) +2 (Feat)
    • Will +6 = +7 (Base) -1 (Wis)

    SKILLS (*=cross-class) 84
    • Appraise (Int, +3=3+0)
    • Balance (Dex, +1=1+0)*
    • Bluff (Cha, +9=2+4+3)*
    • Climb (Str, -1=-1+0)*
    • Concentration (Con, +7=2+5)
    • Craft (Int, +4=3+1)
    • Decipher Script (Int, +3=3+0)
    • Diplomacy (Cha, +7=2+5)
    • Disable Device (Int, +3=3+0)*
    • Disguise (Cha, +2=2+0)*
    • Escape Artist (Dex, +1=1+0)*
    • Forgery (Int, +3=3+0)
    • Gather Information (Cha, +3=2+1)
    • Handle Animal (Cha, +3=2+1)
    • Heal (Wis, +1=-1+2)
    • Hide (Dex, +1=1+0)*
    • Intimidate (Cha, +4=2+2)
    • Jump (Str, -1=-1+0)*
    • Knowledge (Arcana) (Int, +15=3+12)
    • Knowledge (Religion) (Int, +17=3+14)
    • Listen (Wis, +1=-1+2)
    • Move Silently (Dex, +2=1+1)
    • Open Locks (Dex, +1=1+0)*
    • Perform (Cha, +3=2+1)
    • Profession (Wis, +7=-1+8)
    • Ride (Dex, +1=1+0)*
    • Search (Int, +4=3+1)
    • Sense Motive (Wis, +1=-1+2)
    • Sleight of Hand (Dex, +1=1+0)*
    • Speak Language (Int, +3=3+0)
    • Spellcraft (Int, +19=3+14+2)
    • Spot (Wis, -1=-1+0)*
    • Survival (Wis, -1=-1+0)*
    • Swim (Str, -1=-1+0)*
    • Tumble (Dex, +1=1+0)*
    • Use Magical Device (Cha, +8=2+4+2)
    • Use Rope (Dex, +1=1+0)*

    FEATS
    • Combat Casting [General]
    • Lightning Reflexes [General]
    • Magical Aptitude [General]
    • Skill Focus (Bluff) [General]
    • Still Spell [Metamagic] (Bonus)
    WEAPONS
    • Reticent Staff (Silencestrike +1 quarterstaff, 18,600gp, 1d6-1/1d6-1, 20/Χ2, 4lbs, large size, two-handed, bludgeoning)

    ARMOR
    • +4 bangle (+4AC, 16,300gp, 0lbs)

    EQUIPMENT
    • 26,558gp (9 lbs)
    • Black Magic Sphere (0gp, 1 lb)
    • Candles (Χ10, 1sp, 0 lbs)
    • Case, Scroll (1gp, ½ lbs)
    • Flint & Steel Kit (1gp, 0 lbs)
    • Ink (Χ10, 40gp, 0 lbs)
    • Inkpen (1sp, 0 lbs)
    • Parchment, Sheet (Χ20, 4gp, 0 lbs)
    • Robes, Ceremonial (500gp, 10lbs)
    • Sack (1sp, ½ lb)
    • Turbo Ether (6,000gp, 0 lbs)

    ENCUMBERANCE- 25 lbs (light load)
    CLASS FEATURES
    • Weapon & Armor Proficiency: Seymour is proficient with all simple weapons; you are not proficient with any type of armor or shield; armor of any type interferes with his gestures, which can cause his class features to fail (treat all spell-like class features as spells with somatic components for the purposes of spell failure rates); the only armor that he can safely use are protective bangles or rings
    • Summon (Sp): once per day, Seymour can call upon an Outsider with the [Aeon] subtype (see Aeons, above) to battle his enemies for him; the Aeon is instantly transported from the transdimensional pocket in which it normally resides to the nearest clear space within 30’ of him (if no such space exists, the summoning fails); he can (usually) command Aeons that he has summoned, but he must remain within 30’ of the Aeon at all times, & he must spend a standard action each round to maintain control of the Aeon (this does not provoke attacks of opportunity); an Aeon will remain on the battlefield until either the encounter ends, Seymour dismissed it, he fails to maintain control, or it is reduced to 0HP; Seymour can only summon Aeons that he has unlocked & that have at least 1HP; a summoned Aeon gets a fair share of the XP for encounters in which it participates; summoning is a full-round action that provokes attacks of opportunity; while his Aeon battles in his stead, all opponents must make a Will save (DC10 + ½ his class level + his Wisdom modifier) to target him for an attack; this ability does not consume any MP to use
    • Cure (Sp): Seymour can channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5) of any 1 ally within 30’ (including himself); since undead 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 (DC10 + ½ his class level + his Wisdom modifier) to take half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
    • Esuna (Sp): Seymour can remove most negative conditions from any 1 ally within 30’ (including himself); negative conditions include: Berserk, Blind, Confused, Mute, Petrified, Poison, Sleep, Slowed; this cannot remove Cursed, 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\
    • Nul (Sp): Seymour can cast an aura of protection over of any 1 ally within 30’ (including himself) from one energy type (either acid, cold, electricity, fire, sonic, or water (force); choose 1 at the time of casting); this aura blocks the next energy-based attack of the chosen type that hits that ally, be it from a spell or a physical attack; the aura disappears after absorbing 1 attack, or after 1 minute per class level, whichever comes first; this is a standard action that provokes attacks of opportunity; this ability costs 2MP to use
    • Thunder (Sp): Seymour can attack an enemy with electrical energy; this is a ranged touch attack that deals 1d4 points of electricity damage per class level to 1 opponent within 30’ on a successful hit; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
    • Water (Sp): Seymour can attack an enemy with watery energy; this is a ranged touch attack that deals 1d4 points of water (force) damage per class level to 1 opponent within 30’ on a successful hit; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
    • Blizzard (Sp): Seymour can attack an enemy with freezing energy; this is a ranged touch attack that deals 1d4 points of cold damage per class level to 1 opponent within 30’ on a successful hit; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
    • Fire (Sp): Seymour can attack an enemy with flaming energy; this is a ranged touch attack that deals 1d4 points of fire damage per class level to 1 opponent within 30’ on a successful hit; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
    • Focus (Su): Seymour can augment the magical power & defenses of his party; this ability grants all allies within 30’ (including himself) +25% on all damaging & healing spells &/or spell-like abilities for the rest of the encounter; in addition, those party members affected by this gain Spell Resistance +2 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); multiple focus effects do not stack; this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP to use
    • Thundara (Sp): Seymour can spend an extra 4MP (8MP total) in order to increase the damage of Thunder to 1d6+1 points of electricity damage per class level; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity
    • Requiem (Sp): Seymour can unleash an utter apocalypse of magical energy; automatically hits all opponents within 30’, dealing 10d12 points of force damage. In addition, all creatures damaged by this attack must make a Fortitude save (DC10 + ½ his class level + his Charisma modifier) or die; any creature with a CR more than (his party’s average level +2) is unaffected; this ability requires 100 OP to use.
    Last edited by Zeta Kai; 2008-07-21 at 09:01 AM. Reason: added image

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Other Characters
    Last edited by Zeta Kai; 2008-10-11 at 06:31 PM. Reason: added link

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Creatures
    NOTE: This section replaces the monsters found within the Monster Manual (pages 8-267). Like the rest of this homebrewing project, the creatures detailed below were designed to translate the distinctive characteristics of the monsters & bosses found in Final Fantasy X into the D20 ruleset. I’ve attempted to conform to the standard D&D design rules, while still being true to the world of Spira, & this has presented some challenges. The most notable difference between the statistics for these monsters & how they appear in FFX is the lack of immunities in the monsters presented below. Due to the use of saving throws in D&D, as well as attacks of opportunity & other D20 game design elements, the monsters here are not immune to most of the PC’s class features, as they are in the original game, nor do all monsters have the same elemental immunities. This means some monsters will play slightly differently than their video game counterparts. This is an unfortunate (but inevitable) consequence of translating these creatures to another game medium.
    Last edited by Zeta Kai; 2008-07-22 at 11:28 AM. Reason: changed font

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Creature Subtypes
    Aeon Subtype
    Spoiler
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    Aeons are the physical realization of the Fayth. The Fayth were once Humanoid or Monstrous Humanoid, but they volunteered to participate in the Aeon Reborn ritual, & therefore were transformed into powerful Outsiders. An Aeon does not normally speak when summoned, & only communicates in the form of an apparition of its former body. The Aeon’s physical remains are sealed within a massive magical sarcophagus at the time of the ritual. The sarcophagi are usually located deep within a Yevonite temple, & protected by a Cloister of Trials.

    Aeon Traits
    • An Aeon is of the Outsider type only
    • An Aeon is of the True Neutral alignment only
    • An Aeon is not proficient with armor or shields unless otherwise indicated
    • Cocoon (Su): if reduced to 0HP or otherwise killed, an Aeon will instantly teleport back to its transdimentional pocket, where that space will automatically stabilize the Aeon; a “dead” Aeon will fully heal all injuries & remove all status effects while within this pocket, but the process takes 24 hours, & cannot be hastened by any means (during this time, an Aeon cannot be summoned)
    • An Aeon cannot be dismissed, but can be banished, either by a successful banishment spell, or via the Banish spell-like ability


    Fiend Subtype
    Spoiler
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    Fiends are what remain of the Unsent who stay in the living world instead of departing to the Farplane. Those who die & chose to remain in Spira as an Unsent risk becoming insane over time. When this happens, the Unsent dissolve into swarms of Pyreflies, which reorganize into warped physical forms. These new creatures, known as Fiends, are a manifestation of the negative emotions of the erstwhile Unsent. Fiends are driven to attack living creatures, especially sentient Humanoids & Monstrous Humanoids, even though they are not driven by hunger or territory.

    Fiend Traits
    • A Fiend is of the Aberration, Animal, Dragon, Elemental, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin types only
    • A Fiend is of the Chaotic Evil alignment only
    • A Fiend cannot be Sent or Fiended
    • Only an Undead-type Fiend can be turned
    • A Fiend does not need to eat or sleep, although it does need to breathe
    • Dissolution (Su): if reduced to 0HP or otherwise killed, a Fiend will break up into a number of separate Pyreflies, depending on its size (Fine 1, Diminutive 2, Tiny 4, Small 8, Medium 16, Large 32, Huge 64, Gargantuan 128, Colossal 256), which can then be Sent (or re-Fiended) as normal


    Lightning Subtype
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    As with the other three “classical” elements in the world of Spira (Fire, Ice, & Water), some creatures have a natural affinity for electrical energy, also known as Lightning. These beings sizzle with pure electricity coursing over their skin, & can even use its raw power to defend themselves in some fashion.

    Lightning Traits
    • A Lightning creature is of the Elemental, Ooze, or Outsider types only
    • A Lightning creature has complete immunity to electricity damage
    • A Lightning creature has vulnerability to water (force) damage, which means it takes half again as much (+50%) damage as normal from water-based attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure
    • A Lightning creature’s body crackles with electricity, & tiny sparks emit from it as it moves; as a result, a Lightning creature emits shadowy illumination to a radius of 5’, & therefore receives a -4 penalty to all Hide & Move Silently checks
    • Discharge (Su): A Lightning creature’s body is constantly covered in periodic electrical emissions; as a result, any other creature that touches a Lightning creature’s body takes 1 point of electrical damage each round of contact; most melee weapons will not channel this damage to the wielder, but weapons that require personal contact with the creature (such as claws, spiked gloves, or spiked armor) will channel this electrical energy; Electrical Immunity & Damage Reduction both can negate this damage


    Machina Subtype
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    Machina is the term used for any kind of powered machines in Final Fantasy X, specifically used here to refer to semi-autonomous robots, primarily built & used by the people of Bevelle a thousand years ago. Machina are now forbidden by the Church of Yevon, ostensibly due to their potential for destruction & unreliable control methods. Notable exceptions to this doctrine include the following devices that are technically either machina themselves, or are based on machina technology: airships (such as the Fahrenheit), the blitzball sphere pool in Luca, elevators in the Palace of St. Bevelle itself, guns (including the weapons of Yevonite soldiers), & recording spheres. The Al Bhed have been ostracized in Spiran society for their heretical rejection of Yevonite dogma, as well as their salvage & use of ancient machina.

    Machina Traits
    • A Machina is of the Construct type only
    • A Machina can usually be disabled instantly (reduced to 0HP or less) by a successful Steal or Mug attempt; a Machina may make a Fortitude save (DC10 + opponent’s skill ranks in Disable Device) to resist
    • A Machina usually has Damage Reduction/magic equal to their Hit Die Χ 2
    • Haywire: over the centuries, many Machina have become faulty, acquiring hardware &/or software errors; each Machina is 10% likely to have gone berserk (see Status Effects: Berserk); berserk Machina cannot be calmed normally


    Unsent Subtype
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    When an intelligent creature dies in Spira, the spirit of that being travels to the Farplane to begin its immortal existence. Most of the time (75%), these spirits need the help of a Summoner (or a high-level Priest), who performs a ritual called the Sending to help guide them to the afterlife. If a creature’s spirit is not sent, it will most likely remain in Spira as an “Unsent” creature. Unsent can succumb to malice & envy over time, becoming Fiends (see above), although some are able to exist in Spira & retain their sanity for years, even centuries, although these are exceptional characters, & far from the general rule.

    Unsent Traits
    • An Unsent is of the Giant, Humanoid, or Monstrous Humanoid types only
    • An Unsent cannot be turned, but can be Sent or Fiended
    • An Unsent uses the BAB & saving throws scores that it would have if it were alive
    • Veneer of Life (Su): Unsent beings can appear just as they did when they were alive; this ability can remain active for as long as the Unsent wishes, & can only be canceled by dispel magic (1 minute), break enchantment (1 hour), greater dispel magic (1 day), mordenkainen’s disjunction (1 week), or antimagic fields (while within range of one); activating or deactivating the ability is a swift action that does not provoke attacks of opportunity; perceiving an Unsent as such requires a successful Spot check (DC25) or a successful Knowledge: Religion check (DC25)
    • Once per year, an Unsent must make a Will save (DC = # of years spent as an Unsent / Charisma bonus (minimum +1)); failure indicates that it becomes Chaotic Evil
    • An Unsent devolves into a Fiend if they become Chaotic Evil (see the Spiral of Death)
    Last edited by Zeta Kai; 2008-10-11 at 06:52 PM. Reason: added link

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    Non-Fiend Creatures
    At long last, the monsters of Final Fantasy X...
    ...all of them...

    Chocobo
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    Large Animal
    Hit Dice: 3d8+6 (19HP)
    Initiative: +2
    Speed: 60’ (12 squares)
    Armor Class: 11 (-1 size, +2 Dex); touch 11; flat-footed 9
    Base Attack/Grapple: +2/+10
    Attack: Talon +5 melee (1d8+4) or Bite +5 melee (1d8+4)
    Full Attack: Talon +5 melee (1d8+4) or Bite +5 melee (1d8+4)
    Space/Reach: 10’/5’
    Special Attacks: N/A
    Special Qualities: Animal traits, Glide, Waark!
    Saves: Fort +5, Ref +5, Will +2
    Abilities: Str 18 (+4), Dex 15 (+2), Con 15 (+2), Int 2 (-4), Wis 13 (+1), Cha 6 (-2)
    Skills: Jump +7, Spot +4
    Feats: Run, Skill Focus (Jump)
    Environment: temperate plains (Mi’ihen Highroad)
    Organization: solitary
    Challenge Rating: 2
    Treasure: standard
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 3d6+12 (22MP)

    Glide (Ex): a Chocobo always acts as if under a feather fall effect: it falls only 60’/round, & takes no damage from falling, no matter how high they fall; they can also travel twice as far horizontally as they fall; certain conditions which inhibit movement will negate this ability, such as dazed, dead, dying, entangled, helpless, paralyzed, petrified, pinned, stable, stunned, & unconscious

    Waark! (Ex): once per day, as a swift action, a Chocobo can increases their base land speed by 30’/round, as if under the effect of an expeditious retreat spell; this effect lasts for 3 minutes, & has no effect on other modes of movement, such as burrow, climb, fly, or swim; as with any effect that increases a creature’s speed, this spell affects jumping distance (see the Jump skill)
    Last edited by Zeta Kai; 2011-10-30 at 09:52 PM. Reason: added image

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    You're insane.

    Although, I do want to see how you stat the collection monsters.
    Most excellent Rising Echo avatar created by GryffonDurime.
    Quote Originally Posted by Cardea View Post
    That is the scariest two lines I have read in a forum of any kind.
    Take two internets, a cookie and a vorpal sword, please.
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    Quote Originally Posted by Lochar View Post
    You're insane.

    Although, I do want to see how you stat the collection monsters.
    I'll take that as a complement.

    If by collection monsters you mean arena exclusives, I'm working on those as we speak, most likely as bonus material at the end. Wish me luck (I'm so sick of monsters).

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    Monkey
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    Tiny Animal
    Hit Dice: 1d8 (4HP)
    Initiative: +2
    Speed: 30’ (6 squares), Climb 30’ (6 squares)
    Armor Class: 14 (+2 size, +2 Dex); touch 14; flat-footed 12
    Base Attack/Grapple: +0/-12
    Attack: Bite -2 melee (1d3-4) or Slam -2 melee (1d3-4)
    Full Attack: Bite -2 melee (1d3-4) or Slam -2 melee (1d3-4)
    Space/Reach: 2½’/0’
    Special Attacks: N/A
    Special Qualities: Animal traits
    Saves: Fort +2, Ref +4, Will +0
    Abilities: Str 3 (-4), Dex 15 (+2), Con 10 (+0), Int 2 (-4), Wis 10 (+0), Cha 7 (-2)
    Skills: Balance +14, Climb +12, Escape Artist +2, Hide +16
    Feats: Agile
    Environment: temperate plains (Djose Highroad)
    Organization: pair, gang (3-9) or barrel (10-20)
    Challenge Rating: ½
    Treasure: standard
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 1d6+4 (7MP)

    • Skills: the creature has a +8 racial bonus on Balance & Climb checks; in addition, they can always choose to take 10 on Climb checks, even if rushed or threatened; lastly, they use their Dexterity modifier instead of their Strength modifier for Climb checks

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    Pyrefly
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    Diminutive Undead (Incorporeal, Unsent)
    Hit Dice: ⅛d12 (1HP)
    Initiative: +0
    Speed: Fly 30’ (6 squares, perfect maneuverability)
    Armor Class: 10 (+4 size, -5 Dex, +1 deflection); touch 10; flat-footed 10
    Base Attack/Grapple: +0/-12
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 1’/0’
    Special Attacks: N/A
    Special Qualities: Harmless, Incorporeal traits, Undead traits
    Saves: Fort -2, Ref +0, Will -5
    Abilities: Str -- (+0), Dex -- (+0), Con -- (+0), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
    Skills: N/A
    Feats: N/A
    Environment: any
    Organization: solitary, pair, or throng (3-256)
    Challenge Rating: --
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 0MP

    • Harmless (Ex): a Pyrefly cannot &/or will not attack for any reason; it is treated as if it has no attacks
    Last edited by Zeta Kai; 2008-07-30 at 08:12 AM. Reason: added image

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    Shoopuf
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    Gargantuan Magical Beast
    Hit Dice: 12d10+63 (129HP)
    Initiative: +0
    Speed: 40’ (8 squares)
    Armor Class: 16 (-4 size, +10 natural); touch 6; flat-footed 16
    Base Attack/Grapple: +12/+34
    Attack: Slam +18 melee (2d8+10)
    Full Attack: 2 Slams +18 melee (2d8+10)
    Space/Reach: 20’/15’
    Special Attacks: Trample
    Special Qualities: Magical Beast traits
    Saves: Fort +13, Ref +8, Will +7
    Abilities: Str 30 (+10), Dex 10 (+0), Con 21 (+5), Int 2 (-4), Wis 13 (+1), Cha 7 (-2)
    Skills: Listen +13, Spot +7
    Feats: Endurance, Iron Will, Power Attack, Skill Focus (Listen), Toughness
    Environment: temperate marshes (Moonflow)
    Organization: solitary
    Challenge Rating: 6
    Treasure: standard
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 24d6+96 (180MP)

    • Trample (Ex): 2d8+15 damage; Reflex save (DC26) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-07-30 at 08:14 AM. Reason: added image

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Fiends (201 Total)

    Achelous

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    Medium Magical Beast (Aquatic, Fiend)
    Hit Dice: 11d10+11 (71HP)
    Initiative: +8
    Speed: 10’ (2 squares), Swim 30’ (6 squares)
    Armor Class: 16 (+4 Dex, +2 natural); touch 14; flat-footed 12
    Base Attack/Grapple: +11/+13
    Attack: Tentacle +13 melee (1d6+2)
    Full Attack: 2 Tentacles +13 melee (1d6+2)
    Space/Reach: 5’/5’
    Special Attacks: Sonic Wave
    Special Qualities: Aquatic traits, Magical Beast traits
    Saves: Fort +8, Ref +11, Will +4
    Abilities: Str 14 (+2), Dex 18 (+4), Con 12 (+1), Int 3 (-4), Wis 13 (+1), Cha 5 (-3)
    Skills: Climb +5, Listen +9, Spot +6, Swim +11
    Feats: Alertness, Athletic, Improved Initiative, Skill Focus (Swim)
    Environment: cold aquatic (Mt. Gagazet)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 9
    Treasure: standard
    Normal/Rare Steal: Water Gem (Χ2)/Healing Spring
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 22d6+88 (165MP)

    • Sonic Wave (Su): this attack inflicts 1d6+1 points of water (force) damage to all opponents within 40’; Fortitude save (DC17) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-05 at 10:31 AM. Reason: increased ranges

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    Adamantoise
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    Huge Magical Beast (Fiend)
    Hit Dice: 12d10+72 (138HP)
    Initiative: +1
    Speed: 30’ (6 squares)
    Armor Class: 21 (-2 size, +1 Dex, +12 natural); touch 9; flat-footed 20
    Base Attack/Grapple: +12/+29
    Attack: Slam +19 melee (2d6+9)
    Full Attack: 2 Slams +19 melee (2d6+9)
    Space/Reach: 15’/10’
    Special Attacks: Breath, Earthquake
    Special Qualities: Magical Beast traits
    Saves: Fort +14, Ref +9, Will +5
    Abilities: Str 28 (+9), Dex 12 (+1), Con 23 (+6), Int 2 (-4), Wis 13 (+1), Cha 7 (-2)
    Skills: Jump +12, Listen +7, Spot +5, Survival +8, Swim +14
    Feats: Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Power Attack
    Environment: any (Sin)
    Organization: solitary
    Challenge Rating: 11
    Treasure: standard
    Normal/Rare Steal: Healing Water/Stamina Tablet
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 24d6+96 (180MP)

    • Breath (Su): once every 1d4+1 rounds, the creature can emit a 70’ cone of deadly breath, dealing 2d6 points of acid damage; Reflex save (DC25) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

    • 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 70’ must make a Fortitude save (DC22) or suffer a -20 Initiative penalty for the next round; this is a full-round action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-05 at 10:32 AM. Reason: increased ranges

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    Aerouge
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    Medium Outsider (Fiend)
    Hit Dice: 7d8+14 (45HP)
    Initiative: +4
    Speed: 30’ (6 squares), Fly 30’ (6 squares, perfect maneuverability)
    Armor Class: 14 (+4 Dex); touch 14; flat-footed 10
    Base Attack/Grapple: +7/+11
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Thundara
    Special Qualities: Outsider traits
    Saves: Fort +7, Ref +9, Will +7
    Abilities: Str 18 (+4), Dex 19 (+4), Con 14 (+2), Int 12 (+1), Wis 15 (+2), Cha 15 (+2)
    Skills: Appraise +7, Concentration +8, Diplomacy +9, Knowledge (arcana) +7, Knowledge (nature) +7, Listen +8, Move Silently +13, Perform +8, Search +7, Sense Motive +8, Spellcraft +9, Spot +8, Survival +8, Tumble +10
    Feats: Combat Casting, Dodge, Mobility
    Environment: temperate plains (Thunder Plains)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 5
    Treasure: standard
    Normal/Rare Steal: Electro Marble/Lightning Marble
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 28d6+112 (210MP)

    • Thundara (Sp): this is a ranged touch attack that deals 7d6+7 points of electricity damage to 1 opponent within 30’ on a successful hit; Fortitude save (DC14) 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
    Last edited by Zeta Kai; 2008-07-30 at 10:29 AM. Reason: added image

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    Quote Originally Posted by Zeta Kai View Post
    Pyrefly
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    Diminutive Undead (Incorporeal, Unsent)
    Hit Dice: Όd12-2 (1HP)
    Initiative: +0
    Speed: Fly 30’ (6 squares, perfect maneuverability)
    Armor Class: 10 (+4 size, -5 Dex, +1 deflection); touch 10; flat-footed 10
    Base Attack/Grapple: +0/-12
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 1’/0’
    Special Attacks: N/A
    Special Qualities: Harmless, Incorporeal traits, Undead traits
    Saves: Fort -2, Ref +0, Will -5
    Abilities: Str -- (+0), Dex -- (+0), Con 6 (-2), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
    Skills: N/A
    Feats: N/A
    Environment: any
    Organization: solitary, pair, or throng (3-256)
    Challenge Rating: --
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 0MP

    • Harmless (Ex): a Pyrefly cannot &/or will not attack for any reason; it is treated as if it has no attacks
    How does an undead have a Con score?
    Most excellent Rising Echo avatar created by GryffonDurime.
    Quote Originally Posted by Cardea View Post
    That is the scariest two lines I have read in a forum of any kind.
    Take two internets, a cookie and a vorpal sword, please.
    Youth ages, immaturity is outgrown, ignorance can be educated, drunkeness sobered, but stupid lasts forever.

    Don't be stupid.

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    This is a massive undertaking on your part. I'd just like to say that I respect your effort.
    Blue avatar by The Stoney One.


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    Quote Originally Posted by Lochar View Post
    How does an undead have a Con score?
    Fixed. Oops. I wanted them to have 1HP, but that's hard to do with undead, isn't it? They now have 1/8d12 (1HP) & no Con score. All better.

    And, Devin, thanks for the kind words.

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    Ahriman
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    Large Aberration (Fiend)
    Hit Dice: 10d8+20 (65HP)
    Initiative: +8
    Speed: 10’ (2 squares), Fly 30’ (6 squares, perfect maneuverability)
    Armor Class: 15 (-1 size, +4 Dex, +2 natural); touch 13; flat-footed 11
    Base Attack/Grapple: +7/+13
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 10’/10’
    Special Attacks: Shockwave, Stare
    Special Qualities: Aberration traits
    Saves: Fort +5, Ref +9, Will +8
    Abilities: Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 6 (-2), Wis 13 (+1), Cha 9 (-1)
    Skills: Listen +5, Move Silently +7, Spot +8, Survival +4
    Feats: Alertness, Flyby Attack, Improved Initiative, Lightning Reflexes
    Environment: any (Mt. Gagazet, Zanarkand Ruins, Sin)
    Organization: pair or party (1 with a group of 1-3 Fiends)
    Challenge Rating: 8
    Treasure: standard
    Normal/Rare Steal: Musk (Χ2)/Musk (Χ3)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 20d6+80 (150MP)

    • Shockwave (Su): this attack inflicts 3d6+6 points of sonic damage to all opponents within 45’; Fortitude save (DC17) 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 rounds

    • Stare (Su): +8 special ranged attack (1d8+2); 45’ range; Reflex save (DC19) for half damage & avoid the Confused effect; the save DC is Dexterity-based; inflicts Confused status; this is a standard action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-05 at 10:33 AM. Reason: increased ranges

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    Alcyone
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    Medium Animal (Fiend)
    Hit Dice: 8d8+12 (52HP)
    Initiative: +4
    Speed: 15’ (3 squares), Fly 50’ (10 squares, good maneuverability)
    Armor Class: 14 (+4 Dex); touch 14; flat-footed 10
    Base Attack/Grapple: +6/+7
    Attack: Talon +7 melee (1d6+1 + Blind)
    Full Attack: 2 Talons +7 melee (1d6+1 + Blind)
    Space/Reach: 5’/5’
    Special Attacks: Blind
    Special Qualities: Animal traits
    Saves: Fort +8, Ref +10, Will +3
    Abilities: Str 13 (+1), Dex 18 (+4), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 10 (+0)
    Skills: Hide +7, Listen +7, Move Silently +9, Spot +5
    Feats: Alertness, Flyby Attack, HoverB, Stealthy
    Environment: warm desert (Sanubia Desert)
    Challenge Rating: 6
    Treasure: standard
    Normal/Rare Steal: Smoke Bomb/Smoke Bomb (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 8d6+32 (60MP)

    • Blind (Ex): inflicts Blind status on 1 opponent for 3 rounds; Fortitude save (DC15) to resist; the save DC is Wisdom-based
    Last edited by Zeta Kai; 2008-09-07 at 10:57 PM. Reason: fixed full attack

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    Anacondaur
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    Large Magical Beast (Fiend)
    Hit Dice: 9d10+9 (58HP)
    Initiative: +2
    Speed: 30’ (6 squares)
    Armor Class: 13 (-1 size, +2 Dex, +2 natural); touch 11; flat-footed 11
    Base Attack/Grapple: +9/+18
    Attack: Claw +13 melee (1d8+5)
    Full Attack: 2 Claws +13 melee (1d8+5)
    Space/Reach: 10’/5’
    Special Attacks: Sonic Tail, Stone Gaze
    Special Qualities: Magical Beast traits
    Saves: Fort +7, Ref +10, Will +4
    Abilities: Str 21 (+5), Dex 15 (+2), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 4 (-3)
    Skills: Hide +5, Listen +5, Move Silently +6, Spot +7
    Feats: Alertness, Blind-Fight, Lightning Reflexes, Stealthy
    Environment: temperate plains (Calm Lands)
    Organization: solitary or pair
    Challenge Rating: 8
    Treasure: standard
    Normal/Rare Steal: Petrify Grenade/Petrify Grenade (Χ2)
    Alignment: always Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 18d6+72 (135MP)

    • Sonic Tail (Su): this attack inflicts 1d6+4 points of sonic damage to all opponents within 45’; Fortitude save (DC19) 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 rounds

    • Stone Gaze (Su): inflicts Petrified status on 1 opponent within 45’; Fortitude save (DC15) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-05 at 10:34 AM. Reason: increased ranges

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