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  1. - Top - End - #61
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Awesome homebrew so far, keep up the good work!
    Any ideas for what to replace summoning with to make a 'white mage' class for post-FFX campaigns (i.e. after the aeons have been sent)?

    As for aeon summoning: you could make the summoner have to maintain concentration on the aeon but otherwise last indefinitely or until knocked out. This would allow them to keep away from fiends that may want to eat their soft, tasty flesh but stop them from attacking etc. whilst having an aeon summoned.

    Quote Originally Posted by Hunter Noventa
    Ultima isn't on Lulu's track
    It is on the expert sphere grid. But then again flare is closest to the end of Riku's track on the expert grid.
    Last edited by Drglenn; 2008-05-14 at 10:06 PM.
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  2. - Top - End - #62
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Oh, I knew Summon would be a can of worms.

    Well, you bring up a good point, Eighth_Seraph, & I am also dedicated to being faithful to my source material whenever at all possible. Since your idea fits the ability better, & it seems to be seconded by others, I have incorporated it into the Summon feature, with what I hope to be the final revision of that most contentious ability. The Summon ability has taken more time to perfect than any other aspect of this project, so further revisions are unlikely unless a major rules loophole is found. Here's the latest version:

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    Summon (Sp): once per day, at 1st level, you can call upon an Outsider with the [Aeon] subtype (see Aeons, below) to battle your enemies for you; the Aeon is instantly transported from the transdimensional pocket in which it normally resides to the nearest clear space within 30’ of you (if no such space exists, the summoning fails); you can (usually) command Aeons that you have summoned, but you must remain with 30’ of the Aeon at all times, & you 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, you dismiss it, you fail to maintain control, or it is reduced to 0HP; you can only summon Aeons that you have 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 your Aeon battles in your stead, all opponents must make a Will save (DC20 + your class level) to target you for an attack; this ability does not consume any MP to use; at 5th level, you can summon an Aeon 2 times per day; at 10th level, you can summon an Aeon 3 times per day; at 15th level, you can summon an Aeon 4 times per day; at 20th level, you can summon an Aeon 5 times per day


    As for Ultima, I haven't forgotten about it's apocalyptic awesomeness. It will be detailed in the Magic section, under Universal Spell Feats.

  3. - Top - End - #63
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Bandit (“Rikku”)
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    Avid seekers of wealth & fortune, Bandits are usually either gleeful rogues who commit their larceny with style & panache or cut-throat scoundrels who won’t hesitate to add murder to their litany of sins. Rarely accepted in civilized society for what they are, Bandits are often disguised as other classes, such as Pugilists, Blitzers, or Merchants. This has become so common that they are known for their talent at emulating other classes’ abilities.

    Alignment: Any.

    Hit Die: d6.

    Class Skills: The Bandit’s class skills (& the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (architecture) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), & Use Rope (Dex).

    Skill Points at 1st Level: (8 + Intelligence modifier) × 4.

    Skill Points at Each Additional Level: 8 + Intelligence modifier.

    MP per Level: 1d6+4.

    Al Bhed Bandit Starting Package
    • Armor: leather (+2AC, max. dex. +6, speed 30’, 15lbs), targe (+1AC, armor check penalty -1, 5lbs)
    • Weapons: claw (1d6, 20/×2, 1lb, slashing)
    • Skill Selection: pick a number of skills equal to 8 + Intelligence modifier
    • Feat: Improved Initiative
    • Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, flint & steel kit, thieves’ tools
    • Gold: 4d4gp (10gp)


    Table 1-7: The Bandit
    {table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
    1st|+0|+0|+2|+0|Steal|7.5
    2nd|+1|+0|+3|+0|Sneak Attack +1d6|15
    3rd|+2|+1|+3|+1|Trap Sense +2|22.5
    4th|+3|+1|+4|+1|Sneak Attack +2d6|30
    5th|+3|+1|+4|+1|Use|37.5
    6th|+4|+2|+5|+2|Sneak Attack +3d6|45
    7th|+5|+2|+5|+2|Class Feature 1|52.5
    8th|+6/+1|+2|+6|+2|Sneak Attack +4d6|60
    9th|+6/+1|+3|+6|+3|Luck|67.5
    10th|+7/+2|+3|+7|+3|Sneak Attack +5d6|75
    11th|+8/+3|+3|+7|+3|Spare Change|82.5
    12th|+9/+4|+4|+8|+4|Sneak Attack +6d6|90
    13th|+9/+4|+4|+8|+4|Trap Sense +5|97.5
    14th|+10/+5|+4|+9|+4|Sneak Attack +7d6|105
    15th|+11/+6/+1|+5|+9|+5|Mug|112.5
    16th|+12/+7/+2|+5|+10|+5|Sneak Attack +8d6|120
    17th|+12/+7/+2|+5|+10|+5|Class Feature 2|127.5
    18th|+13/+8/+3|+6|+11|+6|Sneak Attack +9d6|135
    19th|+14/+9/+4|+6|+11|+6|Bribe|142.5
    20th|+15/+10/+5|+6|+12|+6|Skilled Saboteur|150[/table]

    Class Features
    All of the following are class features of the bandit. See level progression on Table 1-7: The Bandit for more information.

    Weapon & Armor Proficiency: you are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, & short sword; you are proficient with light armor, but not with shields

    Steal (Ex): at 1st level, you can rob your enemies while you fight them; during battle, you may make a touch attack upon an opponent; if you connect, you may attempt a Sleight of Hand check (DC10 + the opponent’s CR) to steal 1 item worn or carried by the opponent; you suffer no penalties for thievery performed in plain sight of your target; you cannot attack an opponent in the same round that you perform this maneuver; this is a swift action that does not provoke attacks of opportunity; this ability does not consume any MP to use

    NOTE: Some creatures carry rare items in addition to normal items; whenever a Bandit makes a successful steal attempt, roll d%; the rate for a rare steal is 1% × the stealer’s ECL, while the rest of the time they will take a normal item (see Creature entries, below, for normal/rare steals).

    Sneak Attack: at 2nd level, if you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage, just like a rogue; your attack deals extra damage any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank your target; this extra damage is 1d6 at 2nd level, & it increases by 1d6 every two bandit levels thereafter (up to 9d6, at 18th level); should you score a critical hit with a sneak attack, this extra damage is not multiplied; ranged attacks can count as sneak attacks only if the target is within 30’; with a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage; you cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty; you can sneak attack only living creatures with discernible anatomies; Undead, Constructs, Oozes, Plants, & incorporeal creatures lack vital areas to attack;. any creature that is immune to critical hits is not vulnerable to sneak attacks; you must be able to see the target well enough to pick out a vital spot & must be able to reach such a spot; you cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach

    Trap Sense (Ex): At 3rd level, you gain an intuitive sense that alerts you to danger from traps, giving you a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps; these bonuses rise to +5 when you reach 13th level; trap sense bonuses gained from multiple classes stack

    Use (Ex): at 5th level, you can use any item that you can lift over your head (weight ≤ maximum heavy load) as an improvised weapon; any item that you hold is considered a weapon that you have proficiency with, & can used as a melee or thrown ranged weapon (range increment 5’ minimum); improvised weapons deal damage appropriate to their size (1 point of damage minimum on a successful hit, minus hardness &/or DR); this ability does not consume any MP to use

    Class Feature: at 7th & 17th level, you gain 1 class feature from another class; this feature must already be accessible to an ally who has been in your party (defined as creatures that you willingly adventure with, & that willingly adventure with you) ever since the last time you gained a bonus class feature (or 1st level, in the case of your first feature); you must have seen this feature performed at least once & made a successful Intelligence check afterward (DC10 + the HD of the ally performing the feature); this feature cannot be used if it depends on knowing another class feature first (such as Mug being dependent on Steal, or Firaga being dependent on Fire & Fira); an ability must be one that is normally gained at a class level equal to your own + 1 or lower; extraordinary, supernatural, & spell-like abilities can be acquired & used; this feature has the same restrictions & costs as the original class feature, & operates in all respects identically; spells, summoning abilities, skill ranks, feats, maneuvers, maneuvers readied & overdrives cannot be gained in this manner

    Luck (Su): at 9th level, you can increase the fortune of your party; this ability grants all allies within 30’ (including yourself) a +2 luck bonus on all attack rolls, damage rolls, saving throws, & AC for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a curse effect, a jinx effect, or die (even if they are revived during the same encounter); multiple luck 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

    Spare Change (Su): at 11th level, you can throw your coinage at your enemies; this attack is a ranged attack (10’ range increment) that can hit 1 opponent, dealing points of damage equal to 5% of the value of the GP you throw; the money you throw must have been in your possession for more than 24 hours for you to damage enemies with it, & all coins thrown magically disintegrate after dealing damage; your opponent can make a Fortitude save (DC10 + ½ your class level + your Charisma modifier) for half damage; no more than 1,000GP can be thrown in a single round; this is a standard action that provokes attacks of opportunity; this ability does not consume any MP to use

    Mug (Ex): at 15th level, you can spend an extra 10MP (10MP total) in order to make a melee attack upon an opponent during a Steal attempt (instead of the normal touch attack required for Steal attempts); if you connect, you may attempt a Sleight of Hand check (DC10 + the opponent’s CR) to steal 1 item worn or carried by the opponent; you suffer no penalties for thievery performed in plain sight of your target; this is a swift action that does not provoke attacks of opportunity

    NOTE: Some creatures carry rare items in addition to normal items; whenever a Bandit makes a successful steal attempt, roll d%; the rate for a rare steal is 1% × the stealer’s ECL, while the rest of the time they will take a normal item (see Creature entries, below, for normal/rare steals).

    Bribe (Su): at 19th level, you can pay enemies not to fight you; if you offer an opponent money, jewels, art, or other goods equal to 5,000gp × the opponent’s CR, then they will give you their single most valuable item & promptly flee, preventing further conflict; opponents need not be intelligent or value currency for this ability to function, but cannot be asleep, disabled, petrified, dead, or otherwise unable to act; your opponent can make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a full-round action that does not provoke attacks of opportunity; this ability does not consume any MP to use

    Skilled Saboteur (Ex): at 20th level, you make quick work out of mechanisms & traps, disabling devices in ½ the normal time (see Disable Device, Player's Handbook, page 72); a device that normally takes 1 round to disable now takes 1 standard action, allowing you to make a move action afterward

    Note: Skilled Saboteur was not designed by me; it was featured in an article about dead class levels on the D&D website, as a 20th-level rogue’s class feature
    Last edited by Zeta Kai; 2009-04-10 at 12:56 AM. Reason: adjusting MP

  4. - Top - End - #64
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    I like the bandit class, it amuses me greatly. No one in their right mind will USE Spare Change mind you, but it's fun.

    Also Zeta, you've inspired me to start a similar project using the classes from FFTactics. We'll see how it goes, eh?
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    What do you mean, nobody would use spare change?

    Let me lay this out for you. At 11th level, you buy a bag of holding I, which is capable of holding 12500 gold pieces (as, according to p. 112 of the PHB, one pound of gold is 50 gp [and the bag of holding holds 250 pounds]). Loading it up with gold, you still have about 10,000 gp to spend elsewhere (on armor or weapons or whatnot).

    If you were to open up the bag and chuck its contents at a creature, that creature would take 625 damage, or half on a successful save. Keep in mind that the ability allows for neither evasion nor mettle (remember, mettle only works against magical effects, not supernatural effects), automatically overcomes damage reduction and spell resistance, and (strangely) has a 50% chance of hitting incorporeal creatures.

    In an extreme case, let's pretend that a level 11 bandit with the improved initiative feat and 10 Dex meets a Marilith (CR 17). If the rogue wins initiative (50% chance) or manages to surprise the marilith, they open up their BoH and chuck the contents at the demon. Even assuming an unreasonably low dex score of 10, they still have a 75% chance of hitting the Marilith with the ranged touch attack, killing it even if they succed on their saving throw. When looting said marilith, the bandit might gain, with completely average rolls, 6,000 gp, 32 50 gp gems, a rod of cancellation, a ring of animal friendship, a +3 longsword, and a +3 heavy mace, more than enough to replace the spent loot.

    That's right. Spare change allows Level 11 characters to kill CR 17 creatures easily (If you want a really scary thought, that same level 11 character could nearly wipe out a CR 21 titan, against whom that bandit has a 95% chance of hitting).

    PS. Two such bandits working together could probably take out half of the stuff in the Epic Level Handbook in one round, at level 11.

    Edit: Just did some additional math. By the time the bandit reaches level 12 (just one level later), they can afford to fill up a bag of holding II, doubling the potential for damage. Also, although it might happen once in a given campaign (and only at epic levels), if a bandit ever managed to fill a Type IV bag, they gain the ability to kill any single creature without incredibly high touch AC, regeneration, or a wall of force that follows them around (1875 damage, on a successful save).
    By the way, even though DMs may be smarter than to pit CR 17 creatures against level 11 parties, that level 11 bandit will eventually come across a powerful NPC worth the same amount of Exp, whether it is a king, high priest, the person giving them missions, etc. If you were to simply say that there were no such people in existance, after all, there would be nothing stopping the PCs from just running amok.
    Last edited by Realms of Chaos; 2008-05-15 at 01:53 PM.
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Quote Originally Posted by Realms of Chaos View Post
    Various good-yet-troublesome points.
    Yeah, that needed some more playtesting. I have tweaked the Spare Change ability to lessen those issues while still hopefully making it useful. It's meant to be a helpful ability, not a game-breaker.

    Thank you, RoC, for bringing that to my attention. I may have to reassess what works as an extraordinary, supernatural, or spell-like ability, as well as what abilities provoke attacks of opportunity. I'll keep everyone posted.

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

    Quote Originally Posted by Zeta Kai View Post
    Yeah, that needed some more playtesting. I have tweaked the Spare Change ability to lessen those issues while still hopefully making it useful. It's meant to be a helpful ability, not a game-breaker.
    Of course, in FF5 it almost was, being one of the most powerful attacks.

    The real question is will you get a return on your investment when using it?
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    There are a couple of other things that I noticed but didn't put down.

    First of all, how do you rationalize that an unintelligent creature could be made to prefer money over food via Bribe. I understand that bribe worked against everything in FFX. Even so, I can't quite picture unintelligent plants, constructs, oozes, or undead going after the coins that you dropped (though I can kind of imagine vermin and animals going after shiny objects), let alone having the pressence of mind to drop an item that they had been carrying more or less by accident?

    Also, for the purposes of stealing class abilities, you state that you can't use a class feature dependant upon another class feature. However, under the descriptions of such abilities like fira, there is no distinction that fire is required at all. To avoid confusion, why not alter the "advanced" versions of moves so that you gain additional benefits (possibly at the cost of additional MP) when using your weaker move. For example:

    Fira (Sp): starting at 10th level, whenever you use fire, you may spend an extra 4MP in order to increase the damage to 1d6+1 points of fire damage per class level.

    In this way, even if a lancer or bandit chose to learn this move, it wouldn't do them any good as it only allows for the empowerment of another move they do not possess.

    Also, on the matter of the bandit and lancer, why not decrease their MP/level. After all, they have next to no means with which to spend this MP.

    Lastly, if you are considering what to do about Ultima, I suggest starting with a disintegrate effect with 2 exceptions.
    1. Instead of a ray, it effects a 20-foot radius area.
    2. On a successful saving throw, targets take 10d6 damage instead of 5d6.
    As for how you implement it, that is really up to you (although I'd personally go with an epic feat).
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Wow, I haven't seen such an exhaustive FF conversion before, and I'm very impressed by what there is so far. I've tried a couple of times to do something like this, but always fallen short, this seems to capture the world and characters pretty much perfectly.

    One small thing I noticed is that the Bandit class doesn't really incorporate Rikku's ability against robotic enemies, I guess that would mean Constructs in this form. Killing them with one blow would obviously be over the top, but allowing a bandit to do critical hits to Constructs at a standard rate might simulate that ability from the game?


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

    Rikku's effectiveness against Machina is an Al Bhed racial trait.

    "+2 racial bonus on attack rolls against Constructs"
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    First crappy homebrew, the Arcane Gambler PrC. PEACH please!

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    "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

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

    Gah, I appear to have failed my spot check

    Ignore my inane ramblings and keep up the good work!


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

    S'alright, seems to me to have been an easy mistake. Here; *casts Owl's Wisdom*

    There ya' go

    Still love the way this homebrew is shaping up, keep up the good work!
    78% of DM's started their first campaign in a tavern.
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    First crappy homebrew, the Arcane Gambler PrC. PEACH please!

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

    Quote Originally Posted by Realms of Chaos View Post
    First of all, how do you rationalize that an unintelligent creature could be made to prefer money over food via Bribe.
    A wizard did it. Seriously, I don't know, it's in the game, so I put it in here. I don't get it either, but hey, it's magic, & I've seen weirder abilities for a class (especially for mages), so I'm willing to let it slide.

    Quote Originally Posted by Realms of Chaos View Post
    Fira (Sp): starting at 10th level, whenever you use fire, you may spend an extra 4MP in order to increase the damage to 1d6+1 points of fire damage per class level.
    That's such a good idea, I borrowed it wholesale. Firaga is now dependent on Fira, which in turn is dependent on Fire. Nothing will work without the first SLA. I did this for all of the element spells for the Black Mage, as well as the healing spells of the Summoner.

    Quote Originally Posted by Realms of Chaos View Post
    Also, on the matter of the bandit and lancer, why not decrease their MP/level. After all, they have next to no means with which to spend this MP.
    I already decreased their MP/level before posting them; they both used to be 4d6+16. I realized that their own abilities don't eat up a lot of MP, so I nerfed them. But I didn't wanna do that any more, because they could gain MP-consuming abilities with their Class Feature class feature (I love saying that); & in fact, SLA's are a likely choice for a Lancer/Bandit who's looking for do more for the party. Plus, it makes a clear division between the PC's & the NPC's in terms of power level; this is somewhat necessary in a world where just about every creature has magical ability.

    Quote Originally Posted by Realms of Chaos View Post
    Lastly, if you are considering what to do about Ultima, I suggest starting with a disintegrate effect with 2 exceptions.
    1. Instead of a ray, it effects a 20-foot radius area.
    2. On a successful saving throw, targets take 10d6 damage instead of 5d6.
    As for how you implement it, that is really up to you (although I'd personally go with an epic feat).
    You must've read my mind, because my version of Ultima is indeed based off of Disintegrate. You'll still have to wait to see it, though.
    Last edited by Zeta Kai; 2008-05-18 at 12:37 AM.

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

    way too tired to read whole thread, but could you at least provide pictures to links.I"m one of those people who can picture things better when i have a picture and it helps a lot trust me
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    NPC Classes

    Although the Aristocrat, the Commoner, & the Expert are essentially the same as in the Dungeon Master’s Guide, the world of Spira has a few fundamental differences from most campaign settings, even in its NPC classes. The Warrior & the Adept classes are not present in their standard forms. Instead, the world of Spira has the Crusader, the Merchant, & the Priest NPC classes, as detailed below.

    Note: Some of the material presented in this section is non-canonical, but is extrapolated from canonical information, & is designed to hopefully clarify the abilities of characters such as Lucil, O’aka, & Kinoc for use in the game.

    Crusader (“Elma/Lucil”)
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    The Crusaders as an organization began as the Crimson Blades, a militia founded & organized by Summoner Mi’ihen centuries ago. Originally separate from the Church of Yevon, they were brought under Yevon’s banner as the Crusaders within a few years of their creation. Although the Crusaders as a group have Pugilists, Ronin, Lancers & even a few Bandits as members, the majority of their forces are comprised of the Crusader class. A member of the Crusader class is a warrior dedicated to the defeat of Sin, & will usually serve in the role of infantry, command, or something akin to being a guardian for a Summoner.

    Alignment: Any lawful.

    Hit Die: d8.

    Class Skills: The Crusader’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), & Use Rope (Dex).

    Skill Points at 1st Level: (2 + Intelligence modifier) × 4.

    Skill Points at Each Additional Level: 2 + Intelligence modifier.

    MP per Level: 2d4.

    Hume Crusader Starting Package
    • Armor: none, speed 30’
    • Weapons: Quarterstaff (1d6, 20/×2, 4lbs, large size, bludgeoning)
    • Skill Selection: pick a number of skills equal to 3 + Intelligence modifier
    • Feat: Power Attack
    • Bonus Feat: Cleave
    • Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, crossbow bolt case, flint & steel kit, spell component pouch
    • Gold: 3d4gp (7gp)


    Table 1-8: The Crusader
    {table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
    1st|+1|+2|+0|+0|Mounted Combat|5
    2nd|+2|+3|+0|+0|--|10
    3rd|+3|+3|+1|+1|--|15
    4th|+4|+4|+1|+1|--|20
    5th|+5|+4|+1|+1|Mi’ihen’s Resolve 1/day|25
    6th|+6/+1|+5|+2|+2|--|30
    7th|+7/+2|+5|+2|+2|--|35
    8th|+8/+3|+6|+2|+2|--|40
    9th|+9/+4|+6|+3|+3|--|45
    10th|+10/+5|+7|+3|+3|Mi’ihen’s Resolve 2/day|50
    11th|+11/+6/+1|+7|+3|+3|--|55
    12th|+12/+7/+2|+8|+4|+4|--|60
    13th|+13/+8/+3|+8|+4|+4|--|65
    14th|+14/+9/+4|+9|+4|+4|--|70
    15th|+15/+10/+5|+9|+5|+5|Mi’ihen’s Resolve 3/day|75
    16th|+16/+11/+6/+1|+10|+5|+5|--|80
    17th|+17/+12/+7/+2|+10|+5|+5|--|85
    18th|+18/+13/+8/+3|+11|+6|+6|--|90
    19th|+19/+14/+9/+4|+11|+6|+6|--|95
    20th|+20/+15/+10/+5|+12|+6|+6|Mi’ihen’s Resolve 4/day|100[/table]

    Class Features
    All of the following are class features of the crusader NPC class. See level progression on Table 1-8: The Crusader for more information.

    Weapon & Armor Proficiency: you are proficient with all simple & martial weapons, light armor, medium armor, & shields (except tower shields)

    Mounted Combat: at 1st level, you get Mounted Combat as a bonus feat

    Mi’ihen’s Resolve (Ex): at 5th level, you gain a +2 morale bonus to any 1 saving throw, usable once a day; at 10th level, you can use your Resolve bonus twice per day; at 15th level, you can use your Resolve bonus 3 times per day; at 20th level, you can use your Resolve bonus 4 times per day
    Last edited by Zeta Kai; 2009-04-10 at 12:59 AM. Reason: adjusting MP

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

    Merchant (“O’aka/Rin”)
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    Traders, dealers, & salesmen, these people are the linchpin of Spira’s economy. Since permanent stores are regularly destroyed by Sin’s rampages, the people of Spira often rely on travelling Merchants to sell supplies to them. Merchants make their living buying & selling goods, so they are usually sharp appraisers & shrewd negotiators. These skilled traders travel the world, plying their wares & searching for the next big score.

    Alignment: Any.

    Hit Die: d6.

    Class Skills: The Merchant’s class skills (& the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex).

    Skill Points at 1st Level: (6 + Intelligence modifier) × 4.

    Skill Points at Each Additional Level: 6 + Intelligence modifier.

    MP per Level: 2d4.

    Al Bhed Merchant Starting Package
    • Armor: none, speed 30’
    • Weapons: Quarterstaff (1d6, 20/×2, 4lbs, large size, bludgeoning)
    • Skill Selection: pick a number of skills equal to 6 + Intelligence modifier
    • Feat: Negotiator
    • Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, crossbow bolt case, flint & steel kit, spell component pouch
    • Gold: 3d4gp (7gp)


    Table 1-9: The Merchant
    {table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
    1st|+0|+0|+0|+2|Silver Tongue|5
    2nd|+1|+0|+0|+3|--|10
    3rd|+2|+1|+1|+3|--|15
    4th|+3|+1|+1|+4|Master Haggler|20
    5th|+3|+1|+1|+4|--|25
    6th|+4|+2|+2|+5|--|30
    7th|+5|+2|+2|+5|--|35
    8th|+6/+1|+2|+2|+6|--|40
    9th|+6/+1|+3|+3|+6|--|45
    10th|+7/+2|+3|+3|+7|--|50
    11th|+8/+3|+3|+3|+7|--|55
    12th|+9/+4|+4|+4|+8|--|60
    13th|+9/+4|+4|+4|+8|--|65
    14th|+10/+5|+4|+4|+9|--|70
    15th|+11/+6/+1|+5|+5|+9|--|75
    16th|+12/+7/+2|+5|+5|+10|--|80
    17th|+12/+7/+2|+5|+5|+10|--|85
    18th|+13/+8/+3|+6|+6|+11|--|90
    19th|+14/+9/+4|+6|+6|+11|--|95
    20th|+15/+10/+5|+6|+6|+12|--|100[/table]

    Class Features
    All of the following are class features of the merchant NPC class. See level progression on Table 1-9: The Merchant for more information.

    Weapon & Armor Proficiency: you are proficient with all simple & martial weapons, but not with any type of armor or shield

    Silver Tongue (Ex): at 1st level, you can haggle with people to get a better deal on goods & services; on a successful Diplomacy Check (DC15 + the seller’s ranks in Sense Motive + the seller’s Wisdom modifier), you can deduct up to 2% per class level (maximum 40% deduction) from the price of any weapon, armor, item or service (be it mundane or magical); if the maximum initial cost exceeds 500gp × your class level, then you cannot apply your deduction

    Master Haggler (Ex): at 4th level, your experience with negotiations has granted you a certain shrewdness when making deals with others; you can apply ½ your class level (maximum +10) as a competence bonus to Diplomacy checks that pertain directly to your business, such as when buying or selling goods &/or services
    Last edited by Zeta Kai; 2009-04-10 at 01:00 AM. Reason: adjusting MP

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

    If the Crusader is intended to replace the Warrior, you may want to give it a Full BaB progression. Other than that, the NPC classes seem just fine.
    "And if you don't, the consequences will be dire!"
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Although I don't have any big problems with the NPC classes, that isn't to say that I have no problems at all.

    Crusader: This thing seems just wierd. They gain a fighterish feat without full BAB and gain bonuses to skills with barely any skill points. I suggest keeping the current BAB, upping skills to 4+Int, and expanding Mi'ihen resolve to provide the bonus against fear effects as well.

    Merchant: You may want to rethink the mechanics behind silver tongue. Although your wording is definitely intended for magical armor and weapons, keep in mind that there are items that can grant you +1 enhancement bonuses to your natural armor, to your caster level, etc. Also, don't you think its a bit odd that a merchant can save a couple of bucks, for instance, on a staff of power (which also functions as a magic weapon) but not on a staff of life (which does not) or on any item that doesn't specifically grant enhancement bonuses.
    What I suggest is restricting the use of the ability to items that cost up to 500 gp/level (or 50 gp/level, if you prefer), magical or not. At higher levels, simply grant bonuses to your diplomacy check made to haggle (in increments of either +1 or +2).
    Another thing that bugs me about silver tongue is that it uses your opponent's level to determine the DC. I think that It makes more sense to use your target's ranks in sense motive instead. That way, a high-level but gullible fighter might be willing to sell you something cheaper while a lower-level but canny merchant will know what your up to.
    Lastly, for the purposes of epic play, please put a cap on the amount by which you can lower price (unless you want a level 50 merchant grabbing +10 swords for free.)
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Quote Originally Posted by Zeta Kai View Post
    Class Skills: The Crusader’s class skills (& the key ability for each skill) are...
    This would be fine if it wasn't smack in the middle of the Merchant class description.
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    Quote Originally Posted by Xuincherguixe View Post
    ... that works really well, it's almost like...

    Oh god! Chuck Norris is Cthulhu! It all makes sense now. Everything is meaningless! Only in death can we escape!

    *hangs self*

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

    Quote Originally Posted by Realms of Chaos View Post
    Crusader
    I would have thought that the slight dip in BAB would have been a fair trade-off for the two class features, neither of which the Warrior has (although the Warrior could take Mounted Combat if he chose, Mi'ihen's Resolve is unique to the Crusader). However, as it has been requested twice, I bumped up the BAB to +1/level. I also completely re-wrote Mi'ihen's Resolve, so it is vastly different from the previous version. Check it out.

    Quote Originally Posted by Realms of Chaos View Post
    Merchant
    I re-worked Silver Tongue, adding a cap on it's power, simplifying it's rules, changing the DC factors, & generally jazzing it up. It did not accurately reflect how I intended it to work, & all the little munchkins out there know the great divide between RAI & RAW.

    Also, I added Master Haggler to cover the Diplomacy bonus that RoC suggested.

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

    Priest (“Jyscal/Kinoc”)
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    The clergy of Yevon are a diverse group, as all-encompassing as the religion itself. Operating temples all over Spira, these Priests are novices in the magical arts, but have some talents at healing, protection & enchantment.

    Alignment: Any non-evil.

    Hit Die: d4.

    Class Skills: The Priest’s class skills (& the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), & Spot (Wis).

    Skill Points at 1st Level: (4 + Intelligence modifier) × 4.

    Skill Points at Each Additional Level: 4 + Intelligence modifier.

    MP per Level: 1d6+4.

    Guado Priest Starting Package
    • Armor: none, speed 30’
    • Weapons: Quarterstaff (1d6, 20/×2, 4lbs, large size, bludgeoning)
    • Skill Selection: pick a number of skills equal to 4 + Intelligence modifier
    • Feat: Toughness
    • Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, crossbow bolt case, flint & steel kit, spell component pouch
    • Gold: 3d4gp (7gp)


    Table 1-10: The Priest
    {table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
    1st|+0|+0|+0|+2|Aura|7.5
    2nd|+1|+0|+0|+3|--|15
    3rd|+1|+1|+1|+3|--|22.5
    4th|+2|+1|+1|+4|Turn/Rebuke Undead|30
    5th|+2|+1|+1|+4|--|37.5
    6th|+3|+2|+2|+5|--|45
    7th|+3|+2|+2|+5|Lay on Hands|52.5
    8th|+4|+2|+2|+6|--|60
    9th|+4|+3|+3|+6|--|67.5
    10th|+5|+3|+3|+7|Remove Disease 1/week|75
    11th|+5|+3|+3|+7|--|82.5
    12th|+6/+1|+4|+4|+8|--|90
    13th|+6/+1|+4|+4|+8|Smite Evil 1/day|97.5
    14th|+7/+2|+4|+4|+9|--|105
    15th|+7/+2|+5|+5|+9|--|112.5
    16th|+8/+3|+5|+5|+10|Remove Disease 2/week|120
    17th|+8/+3|+5|+5|+10|--|127.5
    18th|+9/+4|+6|+6|+11|--|135
    19th|+9/+4|+6|+6|+11|--|142.5
    20th|+10/+5|+6|+6|+12|Smite Evil 2/day|150[/table]

    Class Features
    All of the following are class features of the priest NPC class. See level progression on Table 1-10: The Priest for more information.

    Weapon & Armor Proficiency: you are proficient with the club, dagger, heavy crossbow, light crossbow, & quarterstaff, but not with any type of armor or shield; armor of any type interferes with a priest’s gestures, which can cause your class features to fail (treat all spell-like class features as spells with somatic components for the purposes of spell failure rates)

    Aura (Ex): at 1st level, a priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details); priests who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment

    Turn/Rebuke Undead (Su): at 4th level, regardless of alignment, you can affect undead creatures by channeling the power of your faith through your holy (or unholy) symbol (see Turn or Rebuke Undead); a good priest (or a neutral priest who worships a good deity) can turn or destroy undead creatures; an evil priest (or a neutral priest who worships an evil deity) instead rebukes or commands such creatures; a neutral priest of a neutral deity must choose whether his turning ability turns or rebukes undead; once this choice is made, it cannot be reversed; you may attempt to turn undead a number of times per day equal to 3 + your Wisdom modifier; a priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead; this ability costs 5MP to use

    Lay on Hands (Su): at 7th level, you can heal wounds (your own or those of others) by touch, if you have a Wisdom score of 12 or higher; each day you can heal a total number of HP equal to your priest level × your Wisdom bonus; you may choose to divide your healing among multiple recipients, & you do not have to use it all at once; using Lay on Hands is a standard action that provokes attacks of opportunity; alternatively, you can use any or all of this healing power to deal damage to undead creatures; using Lay on Hands in this way requires a successful melee touch attack & does not provoke attacks of opportunity; you decide how many of your daily allotment of points to use as damage after successfully touching an undead creature; this ability costs 9MP to use

    Remove Disease (Sp): at 10th level, you can produce a remove disease effect, as the spell, once per week; at 16th level, you can use this twice per week; this ability costs 14MP to use

    Smite Evil (Su): at 13th level, once per day, you may attempt to smite evil with one normal melee attack; you add your Wisdom bonus (if any) to your attack roll & deal 1 extra point of damage per priest level; if you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day; at 20th level, you can use this twice per day; this ability costs 18MP to use
    Last edited by Zeta Kai; 2009-04-10 at 01:00 AM. Reason: adjusting MP

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

    Status Effects
    These are special notes on the various conditions that can affect PCs & NPCs in a Final Fantasy X-based game. Some of these conditions replace the standard D&D definitions for status conditions.
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    Berserk: a creature with this attacks with their current weapon in hand (or unarmed) the nearest opponent in an encounter once each round, with a +2 morale bonus to each attack; the creature performs full attacks whenever possible; they cannot cast spells, use items, or use class features; they will not become lucid if hit by a physical or magical attack

    Blind: a creature with this takes a -2 penalty to AC, loses Dexterity bonus to AC (if any), moves at ½ speed, takes a -4 penalty on Search checks & on most Strength- & Dexterity-based skill checks; all checks & activities that rely on vision (such as reading & Spot checks) automatically fail; 50% miss chance on all attacks

    Confused: a creature with this has a 90% chance to attack any 1 random character in an encounter once each round with their current weapon in hand (or unarmed), including himself; the creature performs full attacks whenever possible; they will not cast spells or use class features, but may (remaining 10% chance) use a random item; they will become lucid if hit by a physical (but not magical) attack, even by themselves

    Cursed: a creature with this cannot accrue or spend OP’s, & thus cannot perform overdrives; this also dispels most positive effects

    Doomed: a creature with this must make a Fortitude save (DC10 + 1 for each previous successful save) each round or become automatically KOed (0HP or less)

    Hasted: a creature with this has a +10 bonus to their Initiative, & can perform an extra attack action, move action or swift action each round

    KO: AKA knock-out; creature’s health at 0HP; a creature with this cannot act in any way, & cannot be targeted by an attack or spell, but can be revived with a Phoenix Down or similar reviving magic, provided that they are not actually dead (-10HP)

    Mute: a creature with this cannot speak or otherwise verbally communicate, & therefore cannot cast spells or use spell-like abilities that require a verbal component; unless it specifically states otherwise, all spell-like abilities for the classes above do require verbal components to cast)

    Petrified: a creature with this is turned to stone & cannot act in any way; a petrified creature resembles a statue, which has a hardness of 8 & HP dependent on its size (Fine 16, Diminutive 32, Tiny 64, Small 125, Medium 250, Large 500, Huge 1,000, Gargantuan 2,000, Colossal 4,000)

    Poison: a creature with this takes damage equal to 1d3 × its own HD each round

    Regen: a creature with this gains Fast Healing; it regains HP equal to ½ its HD; this effect does not restore HP in excess of the creature’s maximum HP

    Sleep: a creature with this is helpless & prone, but will awaken if hit by a physical (but not magical) attack

    Slowed: a creature with this has a -10 penalty to their Initiative, can only move at ½ speed, & can only perform partial actions each round for the same amount of time

    Zombie: a creature with this has their type changed to [Undead], but without any of the benefits of that type; is now damaged by healing spells & items, but is now immune to effects which render the creature KOed, such as death attacks
    Last edited by Zeta Kai; 2008-07-22 at 11:22 AM. Reason: changed font

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

    Berserk should give a strength bonus (as it does in the game), also berserk and confused characters should use full attacks if able (i.e. more than one attack). and Regen should scale with the HD of the recipient

    other than that good homebrew!
    Last edited by Drglenn; 2008-05-21 at 12:59 PM.
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Quote Originally Posted by Zeta Kai View Post
    Petrified: a creature with this is turned to stone & cannot act in any way; if damaged or hit by another petrify attempt, then they have a 25% chance of shattering, becoming dead (-10HP)

    Poison: a creature with this takes 1d3 points of damage per class level each round
    Only these last two bother me, the others look great.

    Petrified: Was it that much of chance in game? I never had a petrified character shatter on second use. Honestly I'd lower the chance to something like 10% unless the save against petrification is fairly easy/slightly below average save in the first place.

    Poison: On this, is the damage based on the class level of the user of the technique or is it based on the level of the person affected?
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    "Now, why, specifically, would I need the feats in order to gain this next one in the progression?"

    "Because you need to be able to preform the skills required in order to do it"

    "So, particular names of the skills aside, if I were able to do these things (Rapid Shot + Many Shot) I might be able to pull off a skill exactly the same as Greater Many Shot, even if, say, I called it by it's name in SWAHILI?"

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

    Nice, even though Im more of a lost odyssey person,

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

    Some notes on status effects:
    Berserk: you may want to look up the text of the rage spell as the "benefits" of being berserk.
    Doomed: Why not just force a series of increasingly difficult fortitude saves to stay alive, for example, DC = 15 + 1/previous success.
    Petrified: although the game lets characters shatter, that might not be the best mechanic for gameplay, as you are only left with enough left to resurrect after first getting a stone to flesh spell. You may want to, instead, give the stone hardness and hit points like any other statue.
    Poison: This is one of the few things that chills me to my core (unfortunately, in the bad way). Please change the name. Please change the name. Please change the name. I know that you want to stay as true as possible to the game but compared to the actual d20 poisons that actually make sense in their execution (at least at a logical level), this does not deserve the name. Please rename it... malaise, or something.

    As a side note, before you start handing out softs, antidotes, and echo screens like lollipops (like in FFX), abandon any and all notions of going with the FFX pricings RIGHT NOW!(sorry for yelling).

    Remember that in DnD, a system that this should be compatible with, a single potion of Neutralize Poison costs 750 gp, not 10 gp like the antidotes from FFX may lead you to suspect. As petrification requires a 5th level spell to overcome, the equivalent of a soft would cost 2250gp (9 x 5 x 50 for a use activated item). Keeping in mind that your characters are less likely to be carrying about 30 of every type of healing agent around (and that enemies are capable of "advanced" tactics like poisoning you, running away, and waiting for you to die), you may want to consider toning down the negative status ailments in general.
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    I've altered several of the status effects, in various ways:
    • Thanks to Drglenn for the suggestions regarding Berserk, Confused, & Regen.
    • Thanks to Aleron for the suggestions regarding Petrified & Poison.
    • Thanks (as always) to Realms of Chaos for all suggestions. I implemented some, although not all, of yours. Berserk seems fine as is (with the above tweak), & Rage is actually a complicated ability that only partially fits the Berserk status. Doomed has been changed, as the suggested fix is much better. Petrified does have a small chance to shatter (100% if done by a PC), but it is mechanically unwieldy, not to mention unnecessary overkill, so that has been eliminated & replaced with statistics on the resulting statues. Poison will not see a name change, as I see no real problem with the name, it matches the FFX term, & alternatives such as Malaise or Toxin do not conjugate well ("You've been toxined! Roll for damage!").

    Also, it is up to the DM, not the game designer (in this case, me), to place items for the PCs to find. I am concerned with the alternate economy of D&D versus FFX, & how that will affect prices, & I am working on finding an elegant solution. Time (& my fellow forum members) will tell if I find it.

    Lastly, as an aside, I've changed the abilities of several class features for each class. This mostly affects whether or not an ability will provoke an attack of opportunity. A colleague of mine pointed out that spell-like (Sp) abilities do provoke AoO's, while extraordinary (Ex) & supernatural (Su) abilities generally do not. This caused me to revise most of the classes presented above. I hope that this does not cause anyone any inconveniences.

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

    Something that I just realized about the Bandit is that both use item and steal are both supernatural abilities instead of extraordinary abilities. What is supernatural about using improvised weapons or stealing, especially considering that mug is an extraordinary ability?

    Also, it seems a bit wierd to have a class ability called regen and a separate status condition called regen that both do different things. You may want the summoner ability to grant the status effect.

    Also, it just struck me that if, for the purposes of the class feature class feature (wow, it is fun to say ), you want extraordinary abilities to rely on other extraordinary abilities (such as mug relying on steal), you may want to adopt a similar system to that you adopted for your spells relying on each other.
    Last edited by Realms of Chaos; 2008-05-21 at 10:07 PM.
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  29. - Top - End - #89
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    RoC, you bring up several good points:
    • Use (Su) was a typo. It has been fixed to be Use (Ex). While I was changing, I reviewed the rules for it, & found that it was badly written & needed clarification, so I re-wrote it.
    • Steal & Mug have also been altered. They should be extraordinary abilities. I've rewritten them to have clearer rules, & so Mug would be dependent on Steal. I knew the dependency clause would come to bite me in the end, but it's probably necessary for game balance.
    • The Regen ability was based on the old (IE simple) version of the Regen status effect. This has been updated to reflect the revision.

  30. - Top - End - #90
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Aeons
    Note: Some of the material presented in this section is non-canonical, but is extrapolated from canonical information, & is designed to hopefully clarify the nature of Aeons for use in the game.
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    In the struggle to defeat Sin, desperate measures have often been entertained. Over the last thousand years, summoners have regularly given up their lives to bring about just a brief respite from the deadly chaos & destruction of Sin’s frequent rampages. But the most harrowing decision made by a person on Spira is volunteering to become an Aeon.

    A person who wishes to become an Aeon is dedicating their very souls to combat the depredations of Sin. They give up everything that they are & submit to the will of the summoners so that they may aid in bringing about the Calm.

    Aeons usually have no free will of their own, & spend much of their existence within a timeless transdimensional pocket, waiting to be unleashed as a living weapon in the war against Sin. While in this pocket dimension, an Aeon cannot be harmed, & can be contacted only by summoning it into the real world. Aeons are not normally capable of true speech, although an Aeon can choose to communicate with others by manifesting its spirit into the world as an incorporeal fayth (Concentration check once per minute to manifest; DC10); this can only be done when an Aeon is not being summoned.

    Any summoner who has unlocked a particular Aeon can call upon it at any time to fight for them (see Summoner: Summon, above). To unlock an Aeon, a summoner must find its sarcophagus & pray over it for 1 hour & then make a Spellcraft check (DC = 10 + the Aeon’s HD). This deals 1d6 Constitution damage to the summoner, & renders them fatigued. A summoner can only unlock an Aeon with HD < the summoner’s class level + 10. Only 1 Aeon can be unlocked per class level.
    Last edited by Zeta Kai; 2008-07-22 at 11:23 AM. Reason: clarity

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