Final Fantasy rules conversion, 100+ pages of Monsters, Spells, Feats, and Items. [Archive] - Wizards Community

Post/Author/DateTimePost
raidzuo

09-14-06, 09:32 AM
As of version 0.9; FF3.5E is fully tested, balanced, and playable.

Front Cover

http://img98.imageshack.us/img98/4718/coveriibhi4.jpg
Download the PDF Here (1.74 mb)
MIRROR 1:http://www.deviantart.com/deviation/40917580/
(Download button is left of image)!

Update History

-4/4/2007, Version 0.91
- Small balance changes.
- Made some clarifications.
- Fixed (even more) spelling errors.

-10/5/2006, Version 0.9
-Fixed all inaccurate jargon (2nd edition remnants).
-Download should now work
-Fixed some spelling errors.
-Rearranged chapters.
-Playable version!
-Added 16 races!
-Removed PRC class skills for some feats.
-Reworked mechanics on most feats.
-Feat requirements simplified and revamped. Feats are finally finished

-9/21/2006, Version 0.7b
-Minor balance changes.
-New graphics (again).

-9/14/2006, Version 0.6
-Changes to most feats.
-Lowered skill/spell requirements for Summoner and Lancer PRC's.
-Changed required feats for Summoner.
-Lowered damage on most spells.
-Tweaked some spells.
-Changed some jargon (AEO to radius/turn to rounds).

-10/29/2005
-Added 30 or so monsters. Still need help with this.
-Made a lot of minor changes to items, Aeons, spells, etc.
-Fixed some issues where borders around the text didn't appear.
-A lot of other things I forgot in 2 months.

-8/23/2005
-Added Item Creation Feats. These feats allow you to make Final Fantasy weapons and armor.
-Reformatted equipment descriptions (put into tables). Easier to read.
-Added a table that allows you to calculate item value (very generic, needs more work).
-Added materia slots to weapons and armor.
-Tweaked and balanced feats.
-Clarified some spells.
-Removed saving throw modifiers on some spells.
-Tweaked Aeons.
-Tweaked Lancer.
-Added more Items (mostly weapons and armor).
-Converted some weapons and armor. Conversion now more accurate.
-Removed ME values (magic evade) and replaced with Spell Resistance.
-Changed items that had evade scores, and converted to AC values.

-8/1/2005
-Added cover graphic.
-Corrected spelling errors.
-Updated the book (open gaming liscense).
-Added a preview file.


I get a lot of private messages regarding this book. Please post your concerns on the thread, so everyone can read them. Thanks!
raidzuo

09-22-06, 12:49 AM
Minor update.
GEEKAZOID

09-27-06, 12:00 AM
Hey raidzuo,
Can't seem to find the link to download file:thinks:
Have they booted your file of their site?
raidzuo

10-05-06, 12:03 PM
Now hosting on Deviantart. I hope this works.
HarmonysRage

10-07-06, 07:13 AM
Hmm... Now, any chance I can get that in a scaleable 20 level format that's balanced to the rest of 3.5 (NON-sarcastic inquiry)?
raidzuo

10-07-06, 08:02 PM
Hmm... Now, any chance I can get that in a scaleable 20 level format that's balanced to the rest of 3.5 (NON-sarcastic inquiry)?

I Don't know what you're saying. All the spells and PRC's are attainable before level 20. Everything is pretty much balanced (unless you can make some suggestions; no one gives me feedback on this). About half of the feats are epic; making the other half easy to get. Can you be more specific?
HarmonysRage

10-09-06, 05:23 AM
Sure, without writing a novel, can you scale down powers and abilities making them available well before epic, even if a little less powerful?

I play in a strictly NON-epic game. I'd love to work in stuff like this, but anything over level 20 play doesn't happen. In truth, we seldom play very far past 15th level.

The game I play in:
1-4 low level
5-8 mid level
9-12 high level
13-16 epic level
17-20 ...GODLIKE! (And I cant remember the last time we played at these levels...)
Hot_Line_To_Hell

01-02-07, 01:49 PM
were can l d/l the file ???
stranger_among_us

01-04-07, 11:22 AM
what kind of program did you use to make this? it looks amazing.
raidzuo

04-04-07, 03:27 PM
I used openoffice (download free at openoffice.org), and photoshop for the graphics =D
raidzuo

04-04-07, 03:37 PM
Sure, without writing a novel, can you scale down powers and abilities making them available well before epic, even if a little less powerful?


I hate to be a party pooper, but this is a straight number conversion of final fantasy to d20. I refuse to dumb it down. Final fantasy is far more epic in terms of power than a normal d20 game. I don't mean this in abstract terms, but in a truly relative way. Dragons are swatted away like flys, gods are summoned and dismissed, and planets are destroyed without breaking a sweat.

It's not like this doesn't work at low levels. You can dip into 10% of the content and still have a lot of fun. I wanted to convert the rules and keep them as true to form as possible - and in that I feel like I've (almost) succeeded.
Kord's Boon

04-05-07, 12:45 PM
I hate to be a party pooper, but this is a straight number conversion of final fantasy to d20. I refuse to dumb it down. Final fantasy is far more epic in terms of power than a normal d20 game. I don't mean this in abstract terms, but in a truly relative way. Dragons are swatted away like flys, gods are summoned and dismissed, and planets are destroyed without breaking a sweat.

It's not like this doesn't work at low levels. You can dip into 10% of the content and still have a lot of fun. I wanted to convert the rules and keep them as true to form as possible - and in that I feel like I've (almost) succeeded.

Raidzuo, while I must admit your work is of a prodigiously high-quality, and deserving of respect. People will have objection to this on a few levels.

In making a “straight number conversion” you have not recognized that the mechanics that require such huge numbers and levels only exist in the game itself, and not its tabletop extension. Additionally, arbitrary increases in monster Hp, stats, ext. just to conform to the video game seem largely superfluous, and damage rule continuity.

While most final fantasys did have epic story arcs, and insane combat, not all of them are so far removed form a normal Dnd game. For instance in the first final fantasy one of the big bosses was a maralith which is already a CR 16 (<- not positive) creature that fits comfortably within the confines of a pre-epic game. This is again assuming that your particular PC’s are in fact on a god-slaying, world-destroying mission, which might not even be the case in a given campaign.

What I think most people are looking for is not to play the final fantasy video game series with dice, but rather to play a table-top RPG in a final fantasy world, that offers a consistent fiction to what happens therein.
Leress

04-05-07, 10:57 PM
I hate to be a party pooper, but this is a straight number conversion of final fantasy to d20. I refuse to dumb it down. Final fantasy is far more epic in terms of power than a normal d20 game. I don't mean this in abstract terms, but in a truly relative way. Dragons are swatted away like flys, gods are summoned and dismissed, and planets are destroyed without breaking a sweat.

In dnd dragons work differently than ones in Final Fantasy, I never saw any gods summoned and dismissed in the games (there were very powerful creatures, but never gods), and never any planets destroyed on a whim.

I think you may be confusing some of the aesthetics of some of the abilities of characters and basing the power off of that image.

It's not like this doesn't work at low levels. You can dip into 10% of the content and still have a lot of fun. I wanted to convert the rules and keep them as true to form as possible - and in that I feel like I've (almost) succeeded.

There are many problems with this supplement.*

This first I see wrong is that you did a number conversion of final fantasy to d20. Final Fantasy is based off an algorithm with the base of 256, while d20 is well 20. There was no adjustment made to that and this throws a lot of things off.

You threw many final fantasies together and they don't mesh very well. Some had jobs that are not well done in this supplement.
You took the time to make feats (most of which are not level appropriate) why not just write out the class instead. It looks like a lazy attempt a class making. Some classes recommended to be used for a Final Fantasy make little sense example Exemplar PrC for the Chemist which in the game was class that was the foundation to go to other classes.

You also didn't restrict some of the spells in Dnd with this supplement, why summon an aeon when you can use gate.

Some of the wording in the supplement could be cleared up; what is a unit, because it seem like it is an individual. If that is the case than many of the aeons are more harm than good.

Some of the aeons are not level appropriate (Valefor for example can only deal 1d4 damage that doesn't scale and you are suppose to summon it at level 18 (Since no one casting class gets all the spells that are needed to get into the class)

There seems to be no incentive to play a male character ( there are no male only items in the game), since the female only items are very powerful and

The scaling in this supplement is very off, the caps used for maximums make no sense since to get those number there would have to major leveling beyond 99 to get those bonuses.
(you would need a stat of 520 to get that high of a bonus)

This is a very pretty supplement and it easy to read, but there are too many problems with it that it makes it near unplayable.

*There will be more critiques when I finish number crunching.
Meier_Link

04-09-07, 02:38 PM
I first found this PDF about a year ago. I't looked diffrent then and didn't have races, but still had the same problems. I agree with Leress. This is pretty but most of it is way off from hitting the mark.

Battles don't work the same way in both DnD and in FF. In DnD you arn't just walking along when suddenly everything goes fuzzy and you're in a battle. And you can't just select "Flee" and get out of it.

Also, like Leress said with out saying, some of the bonuses are all messed up. Most of the equipment you get gives you some kind of an AC bonus. By the time your character had some decent equipment, his AC would be damn near 50, making everyone impossible to hit.

I also noticed most of the weapons do a stupid amout of damage, which would be fine if everyone was getting more then just an average of 10 or so HP a level.

And about the whole, "only females can wear" items. Last time I checked, anyone could wear ribbon in FFVII.

Like I said, I found this PDF a while back and I have actually been working on fixing the whole system and are almost done. I only need stats for creatures...and not ones that are a CR of 70+...:rolleyes:

There is no way you playtested this system. I fixed the obvious problems, then playtested and still had problems (one player was doing an average of 20 damage at first level with the Hyperion...80 if he criticaled). I decided to focus more on one FF to transfer over and that is FFVII simply because the materia system rocks and I found is simple to use it with the d20 modern system. I took spells and equipment from the other games in the series and just transfered them to FFVII terms, then to d20 modern.

If anyone wants to hear more just let me know, I have PAGES of this stuff in WordPerfect format.
Leress

04-10-07, 12:27 AM
Here is my review of this supplement...this is going to be long...

Chapter 1: Special Terms and Rules or How the DM gets to screw you over.

Damage Cap-Why would you cap damage? It says to take a feat to remove the cap, the funny thing about this is that enemies will mostly likely break the limit and not have the feat. It just sucks to be you.

Health cap- Maximum hit point...why? Most characters will never reach that high in Hit points even a level 99. Then you can take a feat to break the limit, guess what enemies don't follow this rule either. It still sucks to be you.

Attack Cap - It capped a 255, you guessed it you won't get this high; but your enemies will.

Armor and Damage reduction cap - It caps at 255. Say it with me class, you can't get it but your enemies will. Very good class.

Spell Resistance Cap - it caps at 255. Do we have to say it again, if you don't know by now you never will.

Elemental types - You standard types, but there are new ones like Cure and poison.

Environment- I actually like this part, unfortunately to implement it would be a headache since it is so vague.

Attack types or How to make the rest of the rules meaningless
Omni-Strike-If you are hit with multiple types of damage and you heal from anyone of them you heal; same goes for canceling the element. Okay
Non-elemental - Okay the way this written it makes regular attacks undefendable.
Ignore Defense - this ignores damage reduction and spell resistance.
Ultimate - Always damage and always hits, even with the 50% condition that could happen, still very bad.

Status effect- Negative
Okay there are a couple that I want to touch on that make this section bad
Charm - the charmed obey the caster command, you can just charm someone and tell them to jump in lava.
Petrify - You take no actions, but you are invulnerable. Mind you it never says that you are turned to stone.
Dead - Supposedly slays target, but it reduces you HP to 0...you are not dead at 0 hit points you can still make a move or standard action.

Status effects- Positive
Oh this on has rotten tomatoes too.
Re-Raise- You automatically revive after death, yeah. Oh wait you need to make a fort save verses you total character levels to have it work...good luck get that at higher levels.
Brave and Faith- Not worth it since enemies will always do more damage than you.
Transparent - Wow this one really sucks, it makes you invisible that's it. Unlike that game which made physical attacks miss, this one has no such benefit.

Battle Status -
Believe me it won't get better after this
Magic attack- It adds a bonus to maximum damage to your spells. Yeah you read that right to your maximum damage you know that number that would most likely never show up.

What have learned from Chapter 1 - The DM gets to really screw you over and gets to prove it every time a monster shows up.

Chapter 2: Races or throw everyone into the fire.
Okay after reading this, I still don't know what gauge they use.
Most of you favorite races are here.

Al Bhed - Apparently being able to work on mechanical objects very well only get you +1 to intelligence. Lucky no matter how much you look like jail bait you still get a -1 to charisma. Yeah you a +2 to Use Item, craft, and checks to disarm a trap. Oh you also don't start with common. Yes a human rogue is still better.

Burmecian - Not much to say...half human half fox that jumps like Tigger, and with +2 to Dex and -2 Charisma just as charismatic as him as well. You get low light vision and a +4 to jump.

Bangaa - The lizard men, oh I'm sorry they hate when you call them that, but you can walking hand bags apparently though. They get +1 to Strength and Dex, but -1 to wisdom. They are medium size but they move a 40 feet and swim for 60. +4 to Climb, Spot, Listen checks. Also +1 to save vs fire spells and effects, and they get natural attacks. I find it really funny that a class that gets a wisdom penalty has the favored class monk. I guess being offend by a word get you better bonuses than others.

Cetra - +2 Wisdom, +1 charisma, and -1 to Str, Dex, and Con
They may get the Domain: plant for free, so all those Cetra wizards get bonus spells yeah. Also they get +4 to all knowledge checks.

Clavat - +1 to Dex and Cha, -1 Str and Con. A +2 to will save, +4 to Concentration checks even though they get a Con penalty. Immune to Charm. Pretty much they are immune to the force.

Galka
This is the large race here, yet they still move 30 feet. They get +4 to Str, +2 Con and -2 to Dex, Int, and Cha. You get low light vision. Now here is the part of the class the kicks you in the junk. If you die you are reincarnated as a level 1 Galka character...Yes that is right you are forced to make a new character sheet if you die. While your friends are at level 50 slapping enemies like they owe them money you are killed if the slightest bead of sweat flies off their brow and hits you.

Guado
A +2 to con, -2 Dex, +1 Natural Armor, +4 to resist disarm attacks, and a worth less increase of non lethal damage with unarmed attacks.
Yes this race is bland.

Hypello
It's not easy being green, well blue in this case. You are medium and you move at 20ft, but swim for 40. You get a -2 Con and +2 Dex. You receive +4 on poison saves, Spot, Listen, and Swim checks. You get low light vision.

Mithra
Hello stereotypical catgirl, with your bonus to +1 Dex bonus and -1 Con. Medium size with 40ft movement and +4 to Spot, listen, and balance. Low light vision and favored class rogue. Yep just a stereotypical catgirl.

Moogle
Alright let's see what we got...+1 int and cha, and -1 con and str.
They are small and move at 20 ft. +2 to Craft alchemy and Spellcraft. Also they get low light vision. Okay...what then I get a spell like ability once per day ohh the excitement...oh it's just Presti.Guess what you don't even get flight and you have wings that should give it to you. This race was not worth the bytes it took to store this.

Nu Muo
The pound puppies of final fantasy. They move at 20ft. and are medium size. +2 to Wis and -2 Dex also with a +2 to Knowledge, Spellcraft, and Concentration checks. They also get +4 to swim checks because they are dogs they know how to doggie paddle.

Ronso
Oh this race get a swift kick in the jaw. First they are Medium Size..why they are around the same height as the Galka. Then you you get penalized more with +2 Strength, -2 to Intelligence and Charisma.
+2 to balance, climb, jump, and Wilderness Lore aka Survival checks, low light vision and +1 to save verses cold spells and effects. No, not cold resistance just a worthless +1 to cold. You can were non magical clothes that are better than this.

Selkie
+2 Dexterity, -2 Wisdom, they are Medium and move at 40ft. Okay there are no run checks but you get a bonus to them. Also +2 to Jump, climb and reflex saves.

Shumi
+2 Wis and Int, and -2 Dex and Str. Medium with 30ft movement. +2 to knowledge, will saves, spot, and listen checks.

Tarutaru
The mon chi chis of this supplement. +2 to Int and Wis, and -2 Con -4 Str. Small and move 20ft. +4 to Spellcraft checks. They get one bonus spell per day per spell level. WTF!! Bonus spells! and they get low light vision.

Viera
Scantily clad bunny girls, that are pretty much the same as the Mithra except slower. +2 Dex and -2 Con with 30ft move speed. They are medium with +2 balance, tumble, and listen checks. Also they get low light vision as well.

Well those are the races of Final Fantasy...what you wanted to play the race that Red XIII was, too bad. What have we learned from this chapter, apparently for most races thing are equal with bonuses and penalties, other just get nothing and are bland.

Lets continue on-ward

Chapter 3 Prestige Classes or how to make the party hate you

The chapter would have you believe there are many prestige class to get in the final fantasy world; but you would be wrong because apparently only two prestige classes exist, the rest are made through feats. Yes that is lazy, but after looking at these you might be glad that this happened. There are two classes in this chapter the Lancer and the Summoner. Let's look closer shall we?

The Lancer aka the Dragoon aka sir screws the party-over-alot

That's right folks here is the class that jumps in the air with the greatest of ease and comes down to hit enemies in head.

First the Requirements
BAB of +4 and Weapon Spec (lance) So you must be a fighter, ah but it gets worse you must also have to spells Jump and Feather Fall so you must multi-class into wizard or sorcerer (there is an additional kick in the junk because of multi-classing). I'm not done yet you must also have 8 ranks in jump and tumble, yes that is right folks keeps on increasing the level that you need to get in this class, as a final coup de grace you need the feats combat casting and Spring attack. Let's add this up: 6 feats and two spells are needed to enter this class the minimum entrance into this class is Fighter 4/Wizard or Sor 1. You may be thinking that's not too bad if I have one of those classes as a favored class, well I won't tell you now but this multi-classing will come to bite you on the bum later on in this critique.
Then the skill requirements 8 ranks of one skill that a fighter has as a class skill (jump) and 8 ranks in a skill that is cross class for both. Well I guess you will have to add more levels to get the skill requirements. This increases the level needed to 13.

So we are level 14 with our first level of Lancer, what do you get? A good BAB, Good Fort, Poor Will and Reflex. Hey what abilities do you get? Well I would tell you but there is no indication of which level these abilities are gained.

You get Fall at some level, it doesn't matter which one since it is worthless at the level you get it. Next it say you get a Legendary Jumper feat for free at some level. Don't get excited it not good either.

Now comes the signature ability Jump, this can be assumed to start at the first level of this class. This is the most poorly written implication of this ability I have seen. It ignores cover even full cover...that's right if you hiding inside a iron golem the Lancer can still hit you. The extra damage you deal with jump is way too low to make up for the lost of initiative and wasted action to activate it at most the extra damage is 56 points with 36 as average damage. This class is 15 levels long yet the damage output is way too low even at its first level. I would say this ability is an Ex ability except the lancer is teleport back to there original spot and there initiative resets to normal after a jump so it would seem to be supernatural.

Now onto the dragoon skill/abilities. They are non magical yet they rely on a caster level. Oh they get worse, most are not worth using since they do more harm then good. They are also limited by how many times per day they can be used...let just take a look. First up...

Luna- Why does this ability have a range when it centers on the lancer? It cast berserk on you and your allies in a 10 ft radius, yes that is dumb since now no one has control of their character for 3 rounds. Also it says it adds 1/4 to their total melee damage...1/4th of what? Bad Bad Bad, oh and you allies don't get a save to resist this crap.

Lancet- Take away a use less amount of hit points from your enemy. I guarantee that the enemy will deal more than 1 point of damage to you. You also get a level-1 spell too but it's still worthless

Boost Jump - You add to your maximum damage on a jump...adding to maximum damage is worthless.

Dragon Sword - Now all weapons can deal double damage on a jump. Yes I know a charge build with the same books would do more damage and be less convoluted. Pass

Rei's Wind- Woah this is a good ability you give your allies in a 10ft radius regeneration (1/10th of max Hp per round regained) for either 10 rounds or 3 rounds since the Duration says 10 rounds it seems to be that.

Ignore Height- Treat every fall this is activated as though it was 10 ft. Well this is a decent ability especially if it combines with Fall which it would make you immune to fall damage, wow that's better than a monk. But you're also epic and everyone is better than you.

White Draw- Restore all of your allies' 1st-3rd level spells, it sounds great until you find out that this is epic and those spells don't matter anymore.

Cherry Blossoms - a 20ft cone that deals 1d6 per level? of fire damage with no save. This would be cool except the damage doesn't matter the type is easily resisted an the range sucks.

Hyper Jump- Roll a 1D2 to see how many time you hit with "jump"...WTF!! Why are we rolling d2s in an epic game. Just say that jump hits again instead of a 50% of wasting time per day ability on jump. Even then you damage isn't that great.

Dragon Spirit- It only effects you, yet is has an Area of effect of 20ft.??? You get re-raise on your self, yes a cleric would already have a better spell a long time ago, yes this ability really sucks.

Dragon Dive - Same deal like with Hyper jump except it is a D3...very very lame

Dragon Breath - spit out a 30ft cone of non-elemental damage for 1d10 per caster level with no save. Yes the range sucks, and yes a lancer caster level is 1/2 lancer levels+any caster levels so the number of dice you will be rolling will suck. Yes the damage is worth less. Dragons will laugh at you as you take a full attack after your pityful breath.

Six Dragons - Dm rolls a d2 to determine if your party heals or is harmed, luckily if you are harmed there is a Fort save to negate and with the lancer's crappy caster level your party would most likely pass.

Dragon Crest - Deal 1d6 of non elemental damage for every age category of dragon the lancer has slain. Yes folks this does less damage than your crappy dragon breath. Yes there are only 8 categories of age for dragon which makes the damage worthless.

Dragon Horn - See Hyper Jump and Dragon Dive except now with a d4... yep still lame.

There base for this class was very poorly written and the abilities that go with it just make it worse on to the next class...

The Summoner aka Ash Ketchem

You can summon creatures to your aid...what there are already spells that do that at earlier levels and have better creatures...be quiet now let look at the requirements

Three spells: Summon Monster 2, Lesser Planar binding, Commune...that's right no caster class has all three on their list so you must multi-class aka kicked in the junk (more on that later). So to enter you need Clr 9/ Wiz or Sor 9 to enter. So your first level of the class is at ECL 19, but wait there's more. You also need the feat Augment Summoning which mean you need Spell focus (Conj), here comes the cherry to this sundae...Special must have a relative that was a summoner...you need summoning spells to enter this class yet to be able to a summon I must be related to one. Gate makes this whole class cry.

Okay let's continue.
There are two ways to summon traditional or devotion. One way screws you a little less than the other, but in the end you still be worse than the wizard who uses Gate and epic brokenation...I mean spell casting.

Traditional, the lesser of two evils your summon shows up and blows it load on the enemies or allies your pick and goes away. You caster level is equal to your summoner + your arcane OR divine caster levels but not both (yep your caster level will suck either way)

Devotional aka pamper your pet. They show up and protect you and fight for awhile before leaving...sounds good until. You can only have access as many as 1/2 your summoner levels. They will not appear if there are too many units or obstacles in it way... that's right since most are larger than medium and they need an area that is one size category larger than themselves you will most likely be use less in caverns or anywhere underground.

You can summon a Aeon as a full round action, they show up and die a painful death as the enemy pimp slaps them to oblivion. Yes your stats do add to the Aeons abilities but since this section is so poorly written it doesn't help the Aeons at all. You can add you BASE AC to your Aeons...which equals 10 to ac but it doesn't tell you what kind of bonus it grants. Your level adds to your Aeons to determine its HP but since there is no telling what the HD of these Aeons are that gets thrown out the window. You add your BAB to your Aeons...yes your BAB suck royaly, yes Aeons have horrible BAB yes they can't really hit anything unless it is an ability that auto hit or allows no save. The Aeons get attacks but some of them don't show how much they do. The get special attack that do not thing of much value and they get an Overdrive that centers on them and has a 60ft radius... yep it would most likely hurt your party more than help. This can only be done once a day.

This class is very poorly done the damage these creatures do is nowhere near level appropriate.


Next on Part Starts off with Magic.

*Meier_Link I would like to see what you have written. :)
Leress

04-10-07, 12:33 AM
And about the whole, "only females can wear" items. Last time I checked, anyone could wear ribbon in FFVII.

Final Fantasy Tactics had a few items that were female only, such as perfumes that were very powerful (for some reason men can't have the cologne equivalent) the ribbon in that game was one of them.

There is no way you playtested this system.

QFT...with 99 levels to test and the monster in the game are ridiculous most of the math is either wrong or seemingly thrown out the window.
Meier_Link

04-10-07, 12:52 AM
Ok, this might be another long post. Instead of going through everything and saying, "ok, I didn't like this, so now it's this...", I'll just show you some of the final product. I haven't gotten to doing anything with the new classes since like I said before, I'm focusing on FFVII and d20 modern classes are just fine for that...and away we go...

BATTLE STATUS
Battle status conditions are considered neither positive or negative, and are usually from an item effect

CRITICAL: When character drops to or below 1/10th of their maximum, HP they are in critical status.
CAST: Certain weapons have the ability to randomly cast a paired spell. Weapons can cast the listed spell effect whenever the weapon threatens.
ADD: Similar to "CAST" but will trigger whenever the characters makes a successful roll to hit and deals damage. Have the victim roll a fortitude save versus the effect as if the player was a caster level equal to his character level.
ALWAYS: If an item has the "ALWAYS" label upon it, the paired effect never turns off. For example: if a character is wearing a Safe ring, he will always be imbued with "safe" status.
HALF: An item with the "HALF" label will allow the wearer to take half damage from the paired element.
CANCEL: An item with the "CANCEL" label will cancel out the paired effect or element.
ABSORB: An item with the "ABSORB" label will absorb damage into HP with he paired element.
STRENGTHEN: An item with the "STRENGTHEN" label will strengthen any paired elemental damage (if it is a spell) caused by the wielder by +25%. Does not enhance the damage of items.
WEAK: An item with the "WEAK" label will cause the wielder to take double the normal damage against the paired element.
SPELL RESISTANCE: An item with the "SPELL RESISTANCE" label will grant a bonus to the player's spell resistance according to the paired number. Resist bonuses stack with all types of spell resistance.
MAGIC ATTACK: Some items have a "MA" stat listed which stands for "Magic attack". This stats adds a bonus to the spells maximum damage for each caster level the player has. The higher the MA, the more damage per level the caster deals.
OMNI-STRIKE: If attacked by multiple elements at the same time, and you absorb damage from one of the elements, you will be healed. If you take half from one, you take half from the entire attack. If you cancel from one element, you cancel damage from the attack.
NON-ELEMENTAL: Non elemental attacks cannot be defended, or healed from due to special elemental defense or status.
IGNORES DEFENSE: This attack bypasses damage reduction and spell resistance.
ALWAYS HITS: Once targeted, this attack cannot miss (no roll to hit required).
ULTIMATE: This attack ignores defense, always hits, and allows no save.

STATUS EFFECT - NEGATIVE
A negative status is a condition which restricts your character in some way. Listed first will be all negative type status effects. Some items prevent status anomalies. Refer to "status effect" magic materia for full description and effect

Poison- Unit receives 1/10th of their HP total in damage at the beginning of their round. Regen negates.
Sleep- Unit falls asleep (still standing of unit falls asleep while standing) and can take no action for the duration of the spell. HP in damage negates.
Confuse- Unit attacks random targets.
Charm- Unit obeys casters commands. HP in damage negates.
Slow- Unit can take only one standard or one movement action. Haste negates.
Stop- Unit can take no actions for the duration of the spell. Dispel negates.
Silence- Silences the target's mind. Unit cannot use magic or summon materia.
Darkness- Unit has a 20% chance to miss when attacking in melee.
Petrify- Unit can take no actions. Unit is invulnerable. Break DC40.
Frog- Unit becomes a frog (see ‘polymorph’). Spell casting and feats are sealed.
Mini- Unit becomes size class small. Feats are sealed.
Berserk- Attack power is increased by +25%. Must attack closest enemy target each round.
Undead- Turns unit's type to: Undead.
Paralyze- Victim cannot move or act for the duration of the spell.
Death- Instantly slays target. Reduces target's HP to 0.
Death Sentence- Unit will drop to -1 HP in three rounds after casting. No save. Cannot be dispelled. Negated if the caster is slain.
Sadness- Cannot use Limit Breakers.
Curse- Cannot use feats, talents, or Limit Breakers.
Power Break- Unit takes a -4 to STR for 1 round.
Armor Break- Unit takes a -4 to AC for 1round.
Magic Break- Unit takes a -2 to spell DCs and -4 to spell damage per level for 1 round.
Mental Break- Unit takes -2 to saves and -10 to SR for 1 round.
Speed Break- Unit takes -4 to DEX for 1 round.


STATUS EFFECT - POSITIVE
A positive status is a condition that benefits your character in some way. Some items grant positive status conditions. See spell section for more details.

Float- Target floats one foot off any surface (including water). Negates fall and earth damage.
Haste- Target moves faster than usual. May take an extra standard action during your turn. Slow negates.
Reflect- Reflect magic away from self. See spell description for more details.
Safe- Receive half damage from physical attacks.
Shell- Receive half damage from magical attacks.
Regen- Regenerate 1/10th of HP total for the duration of the spell. Poison negates.
Re-raise- Get up after death with 1/10th of maximum HP. Roll Fortitude save DC your Total character level to activate.
Peerless- Immune to damage and status effects for duration of spell.
Brave- Add and receive 1/2 more damage with physical attacks.
Faith- Add and receive 1/2 more damage with magic attacks.
Caution- Subtract and receive 1/2 less damage with physical attacks.
Innocent- Subtract and receive 1/2 less damage with magic attacks.
Fury- You may use 1 additional limit breaker per day. Must wait at least 1 turn between breaks.
Transparent- Target becomes physically transparent (invisible). See Invisible spell (Player's Handbook) for more details.


ITEMS
Items are more like tiny, one time use rods in the way they work. They activate when touched and concentrated on (DC10). Effects from items last 3 rounds unless otherwise stated and have a range of 10ft + 10ft/Level. Takes a standard action to cast an item which causes an attack of opportunity (which forces a Concentration DC= damage of attack or 10, whichever is higher). All items are treated like their spells equivalent. The DC to save vs. an item is 10 + level + WIS mod. Items will not work on character with less then zero HP save Phoenix Down. Prices are the cost to buy. Items sell at half price. Items have an AC 9, 10HP, hardness 10, and a break DC of 27.

Potion: Restores 10 HP. 50 Gil
Hi‑Potion: Restores 50 HP. 300 Gil
X‑Potion: Restores all HP. 700 Gil
Ether: Restores 100 MP. 600 Gil
Turbo Ether: Restores all MP. 1000 Gil
Elixir: Restores all HP and MP. 2000 Gil
Megalixir: Restores entire party's HP and MP. 5000 Gil
Phoenix Down: Revive from swoon status (-1 to -20 HP) to 1/10 of total HP. 300 Gil
Antidote: Cures Poison Status. 80 Gil
Soft: Cures Petrify, Slow‑Numb (Gradual Petrify) Status. 150 Gil
Maiden's Kiss: Cures Frog Status. 150 Gil
Cornucopia: Cures Mini Status. 150 Gil
Echo Screen: Cures Silence Status. 100 Gil
Hyper: Cures Sadness Status. Causes Fury Status. 100 Gil
Tranquilizer: Cures Fury Status. Causes Sadness Status. 100 Gil
Remedy: Cures all negative statuses except: KO, Slow, Stop, Death Sentence. 1000 Gil
Smoke Bomb: Escape from random encounters. 50 Gil
Speed Drink: Causes Haste status. 150 Gil
Hero Drink: All stats of the character are increased by 10. 800 Gil
Vaccine: Causes Resist Status. 150 Gil
Hourglass: Causes Stop to all enemies. 200 Gil
Kiss of Death: Attempts to cause Death on all enemies. 300 Gil
Spider Web: Causes Slow to all enemies. 150 Gil
Dream Powder: Causes Sleep to all enemies. 150 Gil
Mute Mask: Causes Silence to all enemies. 150 Gil
War Gong: Causes Berserk to all enemies. 100 Gil
Loco Weed: Causes Confuse to all enemies. 150 Gil
Fire Fang: Casts Fire2 on all enemies. 600 Gil
Fire Veil: Casts Fire3 on all enemies. 800 Gil
Antarctic Wind: Casts Ice2 on all enemies. 600 Gil
Ice Crystal: Casts Ice3 on all enemies. 800 Gil
Bolt Plume: Casts Bolt2 on all enemies. 600 Gil
Swift Bolt: Casts Bolt3 on all enemies. 800 Gil
Earth Drum: Casts Quake2 on all enemies. 600 Gil
Earth Mallet: Casts Quake3 on all enemies. 800 Gil
Deadly Waste: Casts Bio2 on all enemies. 600 Gil
M‑Tentacles: Casts Bio3 on all enemies. 800 Gil
Stardust: Casts Comet2 on all enemies. 2000 Gil
Vampire Fang: Drains 1d20 HP from the target and gives it to the user. Effect is reversed on Undead. 400 Gil
Ghost Hand: Drains 1d20 MP from the target and gives it to the user. Effect is reversed on Undead. 600 Gil
Vagyrisk Claw: Causes Petrify to an enemy. 150 Gil
Mirror: Casts Reflect on entire party. 400 Gil
Holy Torch: Casts Dispel on all targets. 400 Gil
Impaler: Causes Frog to one target. Cures Frog status. 500 Gil
Shrivel: Causes Mini to one target. Cures Mini Status. 500 Gil
Eye Drop: Cures Darkness Status. 50 Gil
Molotov: Casts Fire on one enemy. 400 Gil
Graviball: Casts Demi on one enemy. 400 Gil
T/S Bomb: Casts Demi2 on one enemy. 600 Gil
Ink: Causes Darkness Status on one target. 100 Gil
Dazers: Causes Paralyze Status on one target. 200 Gil
Cauldron: Causes Poison/Sleep/Mini/Frog/Confuse on one enemy. 1200 Gil
Tent: Restores all HP/MP with a full nights rest (8 hours). Three may fit in at a time. 500 Gil
Dark Matter: Casts Ultima.
Power Source: Permanently raises Strength stat by 1 point. 3000 Gil
Guard Source: Permanently raises AC stat by 1 point. 3000 Gil
Magic Source: Permanently raises Charisma stat by 1 point. 3000 Gil
Mind Source: Permanently raises Intelligence stat by 1 point. 3000 Gil
Speed Source: Permanently raises Dexterity stat by 1 point. 3000 Gil
Luck Source: Permanently raises Luck stat by 1 point. 5000 Gil


OK! So you're probably thinking, what is the deal with items being rods...lol. Well I was thinking about the actual items in RPGs being used in DnD and they don't make sense. Like you can't use a potion on someone 30ft away in DnD, but in FF you can, where as you can use a Rod on someone 30ft away in DnD. So it keeps the question "how" to a minimum.
Meier_Link

04-10-07, 12:54 AM
MAGIC MATERIA
All magic has a DC of 10 + caster level + INT mod. Components for these spells are Verbal and Somatic. Unless stated otherwise, all spells have a 5ft area of effect, and a 10ft range +10 feet/caster level (max 120ft). Caster chooses who is affected by spells with AOE (unless stated otherwise). The AOE is centered on a target within the casters range. Status effects last 3 rounds + INT mod (unless stated otherwise), or until the caster is slain. Everything is rounded up when figuring fractions.

ELEMENTS
Many magical attacks deal elemental type damage. While most monsters will take normal damage from elemental
attacks, many will take extra damage; and some may even heal from it. There are a total of 10 elemental types.
Fire- Any attack that deals heat damage. Ice opposes.
Ice- Any attack that deals cold damage. Fire opposes.
Lightning- Any attack that does electricity damage. Water opposes.
Earth- Any attack that uses the earth to deliver damage. Wind opposes.
Wind- Any attack that deals air damage. Earth opposes.
Water- Any attack that deals water based damage. Lightning opposes.
Holy/Light- Any attack that uses the powers of creation. Darkness opposes.
Darkness/Gravity- Any attack that uses the powers of destruction. Holy opposes.
Cure- Attacks that restore life. Poison opposes.
Poison- Attacks that destroy life. Cure opposes.


EVOCATION
SPELL NAME MP DESCRIPTION

Fire/Ice/Bolt I 6 1D4/Level Fire/Ice/Lightning elemental damage. Reflex save for half.

Fire/Ice/Bolt II 12 1D6/Level Fire/Ice/Lightning elemental damage. Reflex save for half.

Fire/Ice/Bolt III 24 1D8/Level Fire/Ice/Lightning elemental damage. Reflex save for half.

Fire/Ice/Bolt IV 48 1D10/Level Fire/Ice/Lightning elemental damage. Reflex save for half.

Quake/Water/Aero I 6 1D4/Level Earth/Water/Wind elemental damage. Reflex save for half.

Quake/Water/Aero II 12 1D6/Level Earth/Water/Wind elemental damage. Reflex save for half.

Quake/Water/Aero III 24 1D8/Level Earth/Water/Wind elemental damage. Reflex save for half.

Quake/Water/Aero IV 48 1D10/Level Earth/Water/Wind elemental damage. Reflex save for half.

Demi I 24 Reduce target to 1/4th of current HP. Fortitude save negates.

Demi II 50 Reduce target to 1/2 of current HP. Fortitude save negates.

Demi III 75 Reduce target to 1/8th of current HP. Fortitude save negates.

Demi IV 100 Reduce target 1HP. Fortitude save negates.

Freeze 124 1D10/Level Ice elemental damage. Adds “Stop” status. No save.

Tornado 135 1D10/Level Wind elemental damage. Adds “Confuse” status. No save.

Break 130 1D10/Level Earth elemental damage. Adds “Petrify” status. No save.

Merton 135 1D10/Level Fire elemental damage. 90 foot AOE. Ultimate.

Flare 60 1D10/Level Non-elemental damage. Ultimate.

Comet I 106 1D12/Level Non-elemental damage. Ultimate.

Comet II 166 1D8/Level Non-elemental damage. Four comets, hit random targets. Ultimate.

Meteor 70 1D10/Level Non-elemental damage. 90 foot AOE which effects enemies and allies alike (does not effect caster). Casting time one round. Ultimate.

Ultima 196 3D6/Level Non-elemental damage. 60 foot AOE. Ultimate.


NECROMANCY
SPELL NAME MP DESCRIPTION

Bio I 12 1D2/Level Poison elemental damage. Adds “Poison” status. Fortitude save for half.

Bio II 24 1D4/Level Poison elemental damage. Adds “Poison” status. Fortitude save for half.

Bio III 48 1D6/Level Poison elemental damage. Adds “Poison” status. Fortitude save for half.

Bio IV 60 1D8/Level Poison elemental damage. Adds “Poison” status. Fortitude save for half.

Osmose 2 Drains 1D4/Level MP from target and gives it to the caster. Fortitude save for half.

Drain 16 Drains 1D4/Level HP from target and gives it to the caster (healing). Fortitude save for half.

Poison 6 Adds “Poison” status. Fortitude save negates.

Death 24 Brings victim to -1 HP. Fortitude save negates.

Death Sentence 60 Adds “Death Sentence” status. No save.

Zombie 20 Turns units type to: Undead. No save.


TRANSMUTATION
SPELL NAME MP DESCRIPTION

Haste 8 Adds “Haste” status.

Haste II 30 Adds “Haste” status. 60 foot AOE.

Slow 8 Adds “Slow” status. Fortitude save negates.

Slow II 30 Adds “Slow” status. 60 foot AOE. Fortitude save negates.

Stop 22 Adds “Paralyze” status. Fortitude save negates.

Sleep 24 Adds “Sleep” status. Physical damage negates. Fortitude save negates.

Silence 16 Adds “Silence” status. Will save negates

Mini 24 Adds “Mini” status. Fortitude save negates.

Frog 24 Adds “Frog” status. Fortitude save negates.

Dispel 34 Removes one spell effect on a single unit. Last spell cast on target is removed first.

Petrify 16 Adds “Petrify” status. Fortitude save negates.

Don't Move 10 Character can take no movement actions. This includes teleport and fly abilities. Fortitude save negates.

Don't Act 10 Character can take no action such as spell casting, combat, or item use. Fortitude save negates.


ENCHANTMENT
SPELL NAME MP DESCRIPTION

Confuse 20 Cause single unit to randomly attack other units. DM rolls for victim. Will save negates.

Berserk 20 Adds “Berserk” status. Will save negates.

Charm 40 Adds “Charm” status. Will save negates.


HEALING
SPELL NAME MP DESCRIPTION

Cure 12 Restores 1D4/Level HP to target.

Cure II 24 Restores 1D6/Level HP to target.

Cure III 48 Restores 1D8/Level HP to target.

Full-Cure 99 Restores target to maximum HP.

Regen 8 Regenerate 1/10 of HP total per round.

Pure 13 Removes “Poison”, “Darkness”, “Silence” status. 30 foot AOE.

Poisona 5 Removes “Poison” status.

Esuna 18 Removes all negative status abnormalities. 30 foot AOE.

Life 32 Brings dead unit back to life with 1/10th HP. Will not work if member has been "dead" (-1HP or less) for more than 3 rounds.

Life II 52 Same as Life, but brings target back to life with full health.

Auto-Life 16 Adds “Re-raise” status.

Holy 56 2D6/Level Holy elemental damage. Ultimate.


PROTECTION
SPELL NAME MP DESCRIPTION

Resist 181 Prevents abnormal status for 3 rounds.

Barrier 20 Unit takes half damage from physical attacks.

MBarrier 24 Unit takes half damage from magical attacks.

Wall 48 Adds "Safe", "Shell" status for 3 rounds.

Reflect 24 Adds “Reflect” status. Caster saves versus own DC.

Rune 6 Increases natural AC by +2, +1 caster/Level.

Rune II 12 Increases natural AC by +4, +1 caster/Level.

Rune III 24 Increases natural AC by +6, +1 caster/Level.

Rune IV 48 Increases natural AC by +8, +1 caster/Level.

Curse 56 Adds “Curse” status. Fortitude save negates.

Shield 196 Adds "Peerless" status for 1 round.

DeBarrier 20 Removes “Barrier” status.

DeSpell 24 Removes “MBarrier” status.


COMMAND MATERIA

Enemy Skill Gain abilities as enemies use them (see Blue Magic below).

W-Magic Cast two spells in the time it takes to cast one.

W-Summon Cast two summons in the time it takes to cast one.

Mime Imitate the last action made by an ally.

Deathblow Does basic attack with a 90% miss chance and a 10% instant death chance. Only works on enemies of lower level.

Sense Find out max and current HP, MP and any weaknesses and strength of target within 10ft +10ft/Level.

Double Cut Multiple attacks at max attack bonus.

Slash-All As a full-round action, you may make one melee attack at your full base attack bonus against any opponent within +30 feet of your standard reach. Flash: As a full-round action, you may make one melee attack at your full base attack bonus against any opponent within +10 feet of your standard reach. Instead of dealing damage, any units you hit must make a reflex save DC half your strength score. Those who fail their save are instantly slain.


SUPPORT MATERIA

All Gives pared materia an AOE 30ft centered on original target.

Added Effect Works similar to elemental, but with abnormal status effects. When equipped on a weapon (whenever you threaten), the paired effect will be cast on the victim, DC your total character level. This materia will grant immunity from the paired effect if equipped on armor.

Final Attack Paired materia cast when user drops below zero HP.

Counter Counters with paired command materia when damage is incurred.

Magic Counter Counters with paired magic or summon when damage is incurred.

Elemental When equipped with an elemental based materia; adds an attack or defense mode depending on whether it’s equipped on your weapon or armor. On weapons, this makes all attacks with the weapon elemental based (damage changes to magic type). On armor it adds protection according to the level listed above.

HP Absorb Same as “Drain” spell.

MP Absorb Same as “Osmose” spell.

Quadra Magic Casts paired materia 4 times with one use.


INDEPENDENT MATERIA

HP Plus Adds % to max HP.

MP Plus Adds % to max MP.

Counter Attack Counters with physical attack when physically attacked.

HP <-> MP Switches max HP and MP.

Speed Plus Increases movement distance.

Magic Plus Increases damage magic deals.

XP Plus Increases XP gained.

Underwater Allows user to breath underwater.

Pre-emptive Strike Adds to initiative modifier.

Mega-All Makes all actions you take effect all opponents/allies. Attack (whether standard or full) becomes Slash-All, magic materia can be cast in an area (as if paired with All), Deathblow hits all opponents, ect.

BLUE MAGIC
All magic has a DC of 10 + caster level + WIS mod. Components for these spells are Verbal and Somatic. Unless stated otherwise, all spells have a 5ft area of effect, and a 10ft range +10 feet/caster level (max 120ft). Caster chooses who is affected by spells with AOE (unless stated otherwise). The AOE is centered on a target within the casters range. Status effects last 3 rounds + WIS mod (unless stated otherwise), or until the caster is slain. Everything is rounded up when figuring fractions.

NAME MP EFFECT

Angel Whisper 50 Raises and restores HP and status to one ally.

Aqualung 34 1D6/Level Water elemental damage. 30 Foot AOE. Reflex save for half.

Bad Breath 58 Adds “Poison”, “Confuse”, “Sleep”, “Mini”, “Frog”, “Silence” status. 30 Foot AOE.

Beta 35 1D6/Level Fire damage. 30 Foot AOE. Reflex save for half.

Big Guard 64 Adds “Safe”, “Shell”, “Haste” status. 30 foot AOE

Chocobuckle 3 Non-elemental damage one opponent. 1D6/Level damage for each time caster has retreated from a battle.

Death Force 3 Makes one ally immune to “Death” status for 1 turn.

Condemn 10 Adds “Death Sentence” status. Fortitude save negates.

Dragon Force 19 AC+4 and Spell resistance +10.

Flame Thrower 10 1D4/Level Fire elemental damage. Reflex save for half.

Frog Song 5 Adds “Frog”, “Sleep” status. Fortitude save negates.

Goblin Punch 0 1D4/Level Non-elemental damage. Damage tripled if same level. Reflex save for half.

Laser 10 Halves the HP of one target. Fire elemental damage. Reflex save negates.

L4 Suicide 10 Adds “Death” status to opponents with levels that are multiples of 4. No save. Adds ”mini” to all others. 30 Foot AOE. Fortitude save negates.

L5 Death 22 Adds “Death” status to opponents with levels that are multiples of 5. No save.

Magic Breath 75 2D6/Level Fire/Ice/Lightning damage. 30 Foot AOE. Reflex save for half.

Magic Hammer 3 Opponent loses 1D4 MP for every level of targets. No save.

Matra Magic 8 1D2/Level Non-elemental damage. 30 Foot AOE. Reflex save for half.

Pandora's Box 110 2d6/Level Non-elemental damage. 30 Foot AOE. Ignores defense. Reflex save for half.

Roulette 6 Randomly adds “Death” status to one opponent or ally. DM rolls for victim. No save.

Shadow Flare 100 2D6/Level Non-elemental damage. Reflex save for half.

Trine 20 1D6/Level Lightning elemental damage. 30 Foot AOE. Reflex save for half.

White Wind 34 Cures HP equal to casters current HP to all allies. All status effects removed.

???? 3 Does damage equal to the user's max HP. 10% chance of success. Ultimate.

Electrocute 3 1D4/Level Lighting elemental damage. 30 Foot AOE. Reflex save for half.

Degenerator 10 Adds “Death” status. Fortitude save negates.

Aqua Breath 16 1D6/Level Water elemental damage. 30 Foot AOE. Reflex save for half.

Micro Missile 31 Reduce enemies HP by half with a barrage of missiles. 30 foot AOE. Fortitude save negates.

Acid 9 1D6/Level Non-elemental damage. Reflex save for half.

Gatling Gun 11 1D6/Level Non-elemental damage. Reflex save for half.

Fire Breath 31 1D6/Level Fire elemental damage. 30 foot AOE. Reflex save for half.

Homing Laser 43 1D6/Level Non-elemental damage. Ultimate.

1,000 Needles 8 Deals 100 points of Non-elemental damage. Ignores defense. Reflex save negates.

Doom 12 Adds "Death Sentence" to one units. No save.

Earth Shake 20 1D4/Level Earth elemental damage. 30 foot AOE. Reflex save for half.

Frog Drop 0 Deals current wounds in damage. Frogs must be present. No save.

Frost 8 Adds "Stop" status. Fortitude save negates.

Limit Glove 10 Causes Non-elemental damage to target when caster is critical. Damage is equal to current wounds. No save.

Level 4 Pearl 22 Casts ‘Holy’ on level 4 units.

Mustard Bomb 10 Adds “Poison” status. 30 foot AOE. Fortitude save negates.

Night 12 Adds “Sleep” status. 30 foot AOE. Will save negates.

Pumpkin Head 0 Deals current wounds in damage. Pumpkins must be present. No save.

Twister 22 1D4/Level Wind elemental damage. 30 foot AOE. Reflex save for half.

Vanish 8 Adds "Transparent" status.

Black Shock 99 Reduces target's level by half for 1 turn. Will save negates.

Blood Suck 11 Drains 1D4/Level HP from target and gives it to the caster (healing), fortitude save for half.

Death Claw 196 Reduce unit's HP to single digits. Roll D8 to determine remaining HP. Fortitude save negates.

Fiery Emission 4 1D4/Level Fire elemental damage. 30 foot AOE. Reflex save for half.

Flash 1 Adds "Darkness" status. Fortitude save negates.

Fusion 0 User drops to -1 HP but target ally is fully restored. Does not work on dead targets.

Level 4 Flare 66 Casts “Flare” on level 4 units.

Mind Blast 16 Adds "Confusion" status. Fortitude save negates.

Moon's Promotion 1 Adds “Berserk” status. 30 Foot AOE. Fortitude save negates.

Small Melody 31 Adds “Frog”, “Sleep” status. Fortitude save negates.

Suicide Bomb 0 Deals casters max HP x2 to target opponent. Caster drops to zero HP. No save.

Time Slip 21 Adds “Sleep”, “Haste” status. Fortitude save negates.

Jump 11 1D4/Level Non-elemental damage. Reflex save for half.

Seed Cannon 9 1D4/Level Non-elemental damage. Reflex save for half.

Thrust Kick 21 Same as bullrush, but knocks back 60 feet.

Self Destruct 56 Makes enemy use "Suicide Bomb" on caster. Will save negates.

Stone Breath 31 Adds “Petrify" status. Fortitude save negates.

Nova 255 3D6/Level Non-elemental damage. 30 foot AOE. Ultimate.

Clean Sweep 30 1D6/Level Water elemental damage. 30 foot AOE. Reflex save for half.

Aqua Rake 22 1D8/Level Wind and Water elemental damage. Reflex save for half.

Revenge 31 Deals damage to target equal to casters current wounds. No save.

Level 3 Muddle 28 Adds "Confuse" status. 30 Foot AOE. No save.

Reflect??? 0 Adds “Darkness”, “Silence”, “Slow”, "Reflect" status. Fortitude save negates.

Discord 68 Nullifies attacks. Randomly negates magic, elemental, physical, or status attacks for 3 rounds. DM rolls D4 to determine.

Quasar 50 1D6/Level Non-elemental damage. Ignores defense. Reflex save for half.

Grand Train 64 2D6/Level Non-elemental damage. Ignores defense. Reflex save for half.

Rippler 66 Swap status change, positive status included. No save.


So I'm sure your eyes are bleeding at my lack of space between names, cost, and description. lol This is pretty much the same as you'll see it in the original, just "neated up". The "Blue Magic" is the Enemy Skills.
Meier_Link

04-10-07, 01:06 AM
MAGIC MATERIA
NAME LVL1 LVL2 LVL3 LVL4 LVL5

Fire Fire Fire2- 200 Fire3- 600 Fire4- 1200 Master- 2000

Ice Ice Ice2- 200 Ice3- 600 Ice4- 1200 Master- 2000

Bolt Bolt Bolt2- 200 Bolt3- 600 Bolt4- 1200 Master- 2000

Quake Quake Quake2- 600 Quake3- 1200 Quake4-2000 Master- 3000

Water Water Water2- 200 Water3- 600 Water4- 1200 Master- 2000

Aero Aero Aero2- 600 Aero3- 1200 Aero4- 2000 Master- 3000

Gravity Demi Demi2- 600 Demi3- 1200 Demi4- 2000 Master- 3000

Poison Bio Bio2- 600 Bio3- 1200 Bio4- 2000 Master- 3000

Contain Freeze Break- 7200 Tornado- 9000 Flare- 11,000 Master- 13,200

Merton N/A Merton- 21,000 Master- 24,000

Comet Comet Comet2- 7200 Master- 9000

Ultima N/A Ultima- 30,600 Master- 34,200

Syphon Osmose Drain- 1200 Master- 2000

Transform Zombie Petrify- 1200 Mini- 2000 Frog- 3000 Master- 4200

Destruct DeBarrier DeSpell- 600 Death- 1200 Master- 2000

Seal Sleep Silence- 1200 Master- 2000

Pause Don’t Move Don’t Act- 600 Stop- 1200 Master- 2000

Time Haste Slow- 600 Haste2- 1200 Slow2- 2000 Master- 3000

Mystify Confuse Berserk- 1200 Charm- 2000 Master- 3000

Restore Cure Cure2- 200 Regan- 600 Cure3- 1200 Master- 2000

Full-Cure N/A Full-Cure- 7200 Master- 9000

Heal Poisona Pure- 200 Ensuna- 600 Resist- 1200 Master- 2000

Barrier Barrier MBarrier- 600 Reflect- 1200 Wall- 200 Master- 3000

Rune Rune Rune2- 2000 Rune3- 3000 Rune4- 4200 Master- 5600

Shield N/A Shield- 7200 Master- 9000

Gloom N/A Curse- 7200 Master- 9000


COMMAND MATERIA
NAME LVL1 LVL2 LVL3 LVL4 LVL5

Enemy Skill - - - - -

W-Magic W-Magic Master- 38,000

W-Summon W-Summon Master- 38,000

Mime Mime Master- 9000

Deathblow Deathblow Master- 9000

Sense Sense Master- 2000

Slash-All Slash-All Flash- 11,000 Master- 13,200

Double Cut 2x Cut 4x Cut- 38,000 Master- 44,000


SUPPORT MATERIA
NAME LVL1 LVL2 LVL3 LVL4 LVL5

All All Master- 11,000

Added Effect Added Effect Master- 11,000

Final Attack Final Attack Master- 11,000

Counter 20% 35%- 5600 50%- 7200 65%- 9000 80%/Master-11,000

Magic Counter 20% 35%- 5600 50%- 7200 65%- 9000 80%/Master-11,000

Elemental None Half- 600 Cancel- 1200 Absorb- 2000 Master- 3000

HP Absorb HP Absorb Master- 11,000

MP Absorb MP Absorb Master- 11,000

Quadra Magic x1 x2- 5600 x3- 7200 x4- 9000 Master- 11,000


INDEPENDENT MATERIA
NAME LVL1 LVL2 LVL3 LVL4 LVL5

HP Plus +10% +20%- 600 +30%- 1200 +40%- 2000 +50%/Master- 3000

MP Plus +10% +20%- 600 +30%- 1200 +40%- 2000 +50%/Master- 3000

Counter Attack 20% 40%- 5600 60%- 9000 80%- 11,000 100%/Master- 13,200

HP <-> MP HP <-> MP Master- 9000

Speed Plus +5ft +10ft- 600 +15ft- 1200 +20ft- 2000 Master- 3000

Magic Plus MA+1 MA+2- 600 MA+3- 1200 MA+4- 2000 Master- 3000

XP Plus +25% +50%- 38,000 Master- 44,000

Pre-emptive Strike +1 +2- 1200 +3- 2000 +4- 3000 +5/Master- 4200

Underwater - - - - -

Mega-All - - - - -


Again with the bleeding. This is what it takes to level each materia. I plan on making this AP like in FFVII. Which means each enemy will give XP and AP. You can do it like the PDF originally says and have the materia level when you gain XP.
Meier_Link

04-10-07, 01:09 AM
SUMMON SPELLS
All summons have a DC of 10 + caster level + CHR mod. Components for these spells are Verbal and Somatic. Unless stated otherwise, all spells have a 5ft area of effect, and a 10ft range +10 feet/caster level (max 120ft). Caster chooses who is affected by spells with AOE (unless stated otherwise). The AOE is centered on a target within the casters range. Status effects last 3 rounds + CHR mod (unless stated otherwise), or until the caster is slain. Everything is rounded up when figuring fractions.

SUMMON MP NAME EFFECT

Bismark 50 Sea Song 1D12/Level Water elemental damage. Reflex save for half.

Phantom 62 Fader Adds "Transparent" status on all allies in range for 3 rounds.

Shoat 24 Demon Eye Adds “Petrify” status on all enemies in range. Fortitude save negates.

Maduin 99 Chaos Wing 2D6/Level Non-elemental damage too all enemies in range. Reflex save for half.

Unicorn 40 Heal Horn Removes all negative status on all allies in range.

Stray 24 Cat Rain Adds “Confusion” status on all enemies in range. Fortitude save negates.

Kirin 40 Life Guard Adds "Regen" status on all allies in range.

Cyclops 63 Shard 1D12/Level Non-elemental damage. No save.

Bahamut-Zero 99 Terra-Flare 3D6/Level Non-elemental damage. Ignores defense. Reflex save for half.

Zodiac 24 Anointment 3D6/Level Holy elemental damage. Ignores defense. Reflex save for half.

Eden 99 Eternal Breath 6D6/Level Non-elemental damage. Ignores defense. Reflex save for half.

Knights of Round 250 Ultimate End 3D6/Level unblockable damage. Hits 13 times. Reflex save for half.

Ifrit 24 Hellfire 1D6/Level Fire elemental damage. Reflex save for half.

Shiva 24 Diamond Dust 1D6/Level Ice elemental damage. Reflex save for half.

Ramuh 24 Judgment Bolt 1D6/Level Lightning elemental damage. Reflex save for half.

Moogle 8 Mog Dance Cures 1D4/Level HP of damage.

Titan 30 Anger of the Land 1D8/Level Earth elemental damage. Reflex save for half.

Golem 40 Protection Negates damage from one round of physical damage.

Salamander 48 Explosion 1D8/Level Fire elemental damage. Reflex save for half.

Leviathan 48 Tsunami 1D8/Level Water elemental damage. Reflex save for half.

Bahamut 62 Mega Flare 1D10/Level Non-elemental damage. No save.

Kujata 24 Tetra-Disaster 1D6/Level Fire, Ice, Earth, Bolt elemental damage. Reflex save for half.

Bahamut-Neo 72 Giga-Flare 2D6/Level Non-elemental damage. No save.

Phoenix 50 Phoenix Flame Brings back allies from death at 50% HP. 1D8/Level Fire elemental damage.

Liche 40 Nightscape 1D8/Level Gravity elemental damage. Reflex save for half.

Fairy 28 Prayer Cures Cures 1D8/Level HP of damage.

Hades 99 Nightmare 1D8/Level Gravity elemental damage. Reflex save for half. Adds “Silence”, “Paralyze”, “Mini”, “Toad”, “Poison”, “Confusion”. Fortitude save required for each negates.

Typhoon 62 Disintegration 1D12/Level Wind, Holy, Water elemental damage. Ignores defense. Reflex save for half.

Alexander 56 Holy Judgment 1D10/Level Holy elemental damage. Reflex save for half.

Quezacotl 8 Thunder Storm 1D4/Level Lightning elemental damage. Reflex save for half.

Siren 26 Silent Voice 1D4/Level damage to all enemies in range. No save. Adds "Silence" status on all enemies. Fortitude save negates.

Brothers 40 Brotherly Love 1D8/Level Earth elemental damage. Reflex save for half.

Odin 50 Gunge Lance Adds “Death” status. Fortitude save negates. 1D8/Level damage to creatures immune to death. Reflex save for half.

Diablos 40 Dark Messenger Reduce target's current HP by 50%. Gravity elemental. Fortitude save negates.

Carbuncle 56 Ruby Light Adds “Reflect” status on allies in range.

Pandemona 56 Tornado Zone 1D10/Level Wind elemental damage. Reflex save for half.

Cerberus 62 Counter Rockets Turns magic into "W-Magic" for 3 rounds.

Doom-Train 99 Runaway Train 1D6/Level Poison elemental damage. Fortitude save for half. Adds: Armor, Power, Magic, Mental and Speed break on all enemies. No save.

Jumbo Cactuar 40 1,000 Needles Deals 100 HP Non-elemental damage. Ultimate.

Tonberry King 62 Chef's Knife Deals 1/4th of targets maximum HP in damage. Ultimate.

Madeen 62 Holy Protector 1D12/Level Holy elemental damage. Ignores defense. Reflex save for half.

Atomos 50 Zero Reduce target's HP by 50% Gravity elemental damage. Fortitude save negates.

Arc 99 Judgment 2D6/Level Non-elemental damage. Ignores defense. Reflex save for half.

Ragnarök 40 Meta Turns single enemy into they're highest treasure type. Fortitude save negates.

Crusader 99 Purifier 3D6/Level Non-elemental damage to caster, allies, and enemies. Ignores defense. Reflex save for half.

Starlet 48 Group Hug Cures 1D8/Level HP of damage. Removes “Poison”, “Darkness”, “Silence”.

Terrato 50 Earth Aura 1D10/Level Earth elemental damage. Reflex save for half.

Raiden 62 True Edge Adds “Death” status. Fortitude save negates.

Tri-Toch 50 Tri-Dazer 1D12/Level Fire, Ice, Bolt elemental damage. Reflex save for half.

Fenrir 40 Moon Song AC +100% for 3 rounds on one ally.

Seraphim 99 Reviver Full-cure on all allies in range.

Zone Seeker 24 Wall Adds "Shell" status.


SUMMON MATERIA
NAME LVL1 LVL2 LVL3 LVL4 LVL5

Bismark 3000 4200 5600 Master - 7200
Phantom 3000 4200 5600 Master - 7200
Shoat 600 1200 2000 Master - 3000
Maduin 7200 9000 11,000 Master - 13,200
Unicorn 1200 2000 3000 Master - 4200
Stray 600 1200 2000 Master - 3000
Kirin 1200 2000 3000 Master - 4200
Cyclops 13,200 15,600 18,200 Master - 21,000
Bahamut-Zero 13,200 15,600 18,200 Master - 21,000
Zodiac 600 1200 2000 Master - 3000
Eden 7200 9000 11,000 Master - 13,200
Knights of Round 38,000 44,000 48,200 Master - 52,600
Ifrit 600 1200 2000 Master - 3000
Shiva 600 1200 2000 Master - 3000
Ramuh 600 1200 2000 Master - 3000
Moogle 200 600 1200 Master - 2000
Titan 2000 3000 4200 Master - 5600
Golem 1200 2000 3000 Master - 4200
Salamander 2000 3000 4200 Master - 5600
Leviathan 2000 3000 4200 Master - 5600
Bahamut 4200 5600 7200 Master - 9000
Kujata 4200 5600 7200 Master - 9000
Bahamut-Neo 7200 9000 11,000 Master - 13,200
Phoenix 4200 5600 7200 Master - 9000
Liche 1200 2000 3000 Master - 4200
Fairy 200 600 1200 Master - 2000
Hades 7200 9000 11,000 Master - 13,200
Typhoon 7200 9000 11,000 Master - 13,200
Alexander 7200 9000 11,000 Master - 13,200
Quezacotl 2000 3000 4200 Master - 5600
Siren 2000 3000 4200 Master - 5600
Brothers 1200 2000 3000 Master - 4200
Odin 2000 3000 4200 Master - 5600
Diablos 1200 2000 3000 Master - 4200
Carbuncle 600 1200 2000 Master - 3000
Pandemona 7200 9000 11,000 Master - 13,200
Cerberus 7200 9000 11,000 Master - 13,200
Doom-Train 7200 9000 11,000 Master - 13,200
Jumbo Cactuar 1200 2000 3000 Master - 4200
Tonberry King 7200 9000 11,000 Master - 13,200
Madeen 7200 9000 11,000 Master - 13,200
Atomos 7200 9000 11,000 Master - 13,200
Arc 7200 9000 11,000 Master - 13,200
Ragnarök 1200 2000 3000 Master - 4200
Crusader 7200 9000 11,000 Master - 13,200
Starlet 2000 3000 4200 Master - 5600
Terrato 2000 3000 4200 Master - 5600
Raiden 7200 9000 11,000 Master - 13,500
Tri-Toch 2000 3000 4200 Master - 5600
Fenrir 1200 2000 3000 Master - 4200
Seraphim 7200 9000 11,000 Master - 13,200
Zone Seeker 600 1200 2000 Master - 3000


The summons will be done like FFVII. A one shot deal acting more like a magic spell then a DnD summon. Above is what the summon does, below is how it levels.
Meier_Link

04-10-07, 01:23 AM
MP ADVANCMENT
This is how players gain MP as they level. Players gain a D20 of MP every level (getting max at first level). They may choose to use an action point on rolls lower then 10. They then get bonus MP based off of their INT scores (see chart below).

ABILITY SCORE MP BONUS
12\13-- 5
14\15-- 15
16\17-- 30
18\19-- 55
20\21-- 80
22\23-- 110
24\25-- 170
26\27-- 230
28\29-- 260

Ok. This is what I have as far as gaining MP in d20 Modern but I'm up for other suggestions.
Meier_Link

04-10-07, 01:33 AM
SHOES – one pair per character, feet

Battle Boots Move+10ft

Feather Boots Always: Float

Gerninas Boots Jump+10, Move+10ft

Rubber Shoes Cancel: Don’t Move, Thunder

Red Shoes MA+1, Move+10ft

Spike Boots Jump+10

Spirits Boots DEX+2

Dragon Boots STR+2

Running Shoes Always: Haste

Marvel Shoes Always: Haste, Regen, Safe, Shell

Sprint Shoes Move x2


GAUNTLETS – one pair per character, hands

Bracers AC+1, STR+2

Genji Gauntlets AC+2, STR+4, MA+2

Magic Gauntlets AC+1, MA+3

Gauntlets AC+2, may wield a one handed weapon with two hands to add 50% to damage dealt

Tetra Gloves Adds: Fire, Ice, Lightning, Water

Force Of Nature Adds and Absorbs: Fire, Ice, Lightning, Water, Wind, Gravity, Earth, Holy

Iron Duke HP+100%, MP+100%, BAB+20, AC+20, MA+10, saves+10, DEX+10


RINGS – two per character, hands

Angel Ring Cancel: Death, Darkness, Always: Reraise (10% chance each round)

Cursed Ring STR+2, DEX+2, MA+2, Cancel: Charm, Always: Undead

Defense Ring Cancel: Sleep, Death Sentence

Magic Ring Cancel: Silence, Berserk

Reflect Ring Always: Reflect

Barrier Ring Always: Safe (when critical)

Cure Ring Always: Regen

Wall Ring Always: Safe, Shell

Fairy Ring Cancel: Poison, Darkness

Guard Ring Always: Safe

Hero Ring adds 25% to physical and magical damage dealt

Jewel Ring Cancel: Petrify, Darkness

Momento Ring Cancel: Undead, Petrify, Death

Peace Ring Cancel: Berserk, Confuse

Tough Ring CON+5, saves+5

Relic Ring Always: Undead, Berserk

Red Ring Half: Fire

Nulblaze Ring Cancel: Fire

Crimson Ring Absorb: Fire, MA+1

Yellow Ring Half: Lightning

Nulshock Ring Cancel: Lightning

Ochre Ring Absorb: Lighting, MA+1

White Ring Half: Ice

Nulfrost Ring Cancel: Ice

Snow Ring Absorb: Ice, MA+1

Blue Ring Half: Water

Nultide Ring Cancel: Water

Cerulean Ring Absorb: Water MA+1

Invincible DR+20, SR+20


ARMLETS – one pair per character, biceps

108 Gems Cancel: Undead, Frog, Poison
O=O O=O

Defense Armlet Cancel: Don’t Move, Don’t Act
O=O O=O

N-Kai Armlet Cancel: Confusion, Charm, Half: Dark
O=O O=O

Atlas Amulet add 25% to damage dealt
O=O O=O (no growth)

Tintinbar gain 1HP for every 5ft user travels
O=O O=O

Diamond Armlet STR+2, MA+1, Cancel: Slow
O=O O

Jade Armlet Cancel: Petrify, Stop
O=O

Iron Bangle HP+20%
O O

Titan Bangle HP+40%
O O

Mythril Bangle HP+60%
O O

Crystal Bangle HP+80%
O O

Mythril Armlet AC+2
O O

Diamond Armlet AC+4
O O

Crystal Armlet AC+6
O O

Economizer one MP cost for all spells and summons
O=O O=O O=O O=O (no growth)

Glass Armlet AC+1, saves+2, Half: Water
O O

Aegis Armlet AC+5, saves+5, SR+50
O=O O=O

Crystal Bangle AC+1, saves+3, SR+1
O=O O=O O=O

Diamond Bangle AC+4, saves+3
O=O

Rune Armlet AC+3, saves+2
O O O O (double growth)

Adaman Bangle AC+7, saves+2
O=O

Gigas Armlet AC+6, STR+3
O=O O=O O (no growth)

Dragon Armlet AC+6, saves+5, SR+2, Half: Fire, Ice, Lightning
O=O O=O O=O

Minerva Band AC+6, saves+6, Cancel: Gravity, Fire, Holy, Ice
O=O O=O O=O

Escort Guard AC+6, saves+5, Cancel: Bolt, Earth, Water, Poison
O=O O=O O=O

Mystile AC+8, saves+4, SR+60
O=O O=O O=O

Zeidrich AC+8, saves+4, SR+18, STR+2, MA+2, Half: All elemental
n/a

Aurora Armlet AC+7, saves+3, SR+3, Absorb: Ice
O=O O=O

Warrior Bangle AC+7, saves+1, STR+2
O=O O=O (no growth)

Bolt Armlet AC+6, saves+2, SR+3, Absorb: Lightning
O=O O=O

Fire Armlet AC+6, saves+2, SR+3, Absorb: Fire
O=O O=O

Edincoat AC+5, saves+1, MA+1
O O O O O O O

Platinum Bangle AC+2, saves+1
O O (double growth)


BRACERS – one pair per character, forearm

Power Wrist STR+2
O O

Silver Bracelet MP+20%
O=O

Gold Bracelet MP+40%
O=O

Rune Bracer MP+60%
O=O

Hyper Wrist STR+4
O O

Pod Bracelet Always: Safe, Shell
O=O O=O O=O (no growth)

Choco Bracelet AC+3, saves+1, SR+10, DEX+3
O O O O

Wizard Bracelet AC+1, saves+2, SR+3, MA+3
O=O O=O O=O O=O

Force Bracelet AC+8, SR+10
O=O O=O O

Forth Bracelet AC+6, saves+2, SR+3, MA+2
O=O O=O


MANTLES, CAPES, AND CLOAKS – one per character, shoulders and back

Dracula Mantle AC+3, SR+28, Always: Undead

Elf Mantle AC+2, SR+25

Leather Mantle AC+1, SR+15

Small Mantle AC+1, SR+10

White Cape Cancel: Mini, Silence, SR+10

Zephyr Cape AR+2, SR+10

Feather Mantle AC+4, SR+4

Vanish Mantle AC+3, Always: Transparent

Wizard Mantle AC+1, SR+5, MA+5

Back Guard user can not be called flat footed or be flanked

Cherub Down Always: Float, Cancel: Earth

White Cape Cancel: Mini, Frog, MA+10


PERFUMES – lasts 12 hours, one can be worn at a time, eight uses in a bottle, skin

Cherche Always: Float, Reflect

Chantage Always: Reraise, Regen

Salty Rage Always: Safe, Shell

Setiemson Always: Haste, Transparent

Heady Perfume gain 1HP and 1MP for every 5ft user travels, MP+50%, AC+1, DEX+1, saves+1, MA+1

Magic Powder MA+4

Cat Nip when heath is critical, any skill that produces a numerical value will result in 999


AMULETS – one per character, neck

Star Pendent Cancel: Poison

Beads AC+3

Gold Amulet Cancel: Poison, Dark, Undead

Crystal Orb MP+50%

Experience Egg double XP

Gem Box Always: X-Magic

Dragon Horn STR+2

Merit Award may equip any item, regardless of restrictions, also removes armor check penalties

Offering 4X-Cut

Cat’s Bell gain 1HP for every 5ft user travels

Rabbit’s Foot Luck+2

Bloodlust HP-40%, MP-40%, BAB+6, MA-5, saves-5, Always: Poison, Berserk

Key To Success HP+100%, MP+100%, Luck+1, double XP

Admantite HP+100%, AC+10, saves+5, DEX-6, Always: Shell, Protect


CLOTHES (leather armor – light, max DEX +6, spell failure chance 10%) – one per character, abdomen, can not wear with armor

Black Costume AC+4, Cancel: Stop
O=O

Brigadine AC+3
O O

Earth Clothes AC+4, Cancel: Earth, Strengthen: Earth
O=O O=O

Judo Outfit AC+3, STR+1, Cancel: Death
O=O

Mythril Vest AC+2
O O

Power Sleeve AC+3, STR+2
O=O O

Rubber Costume AC+6, Cancel: Lightning
O=O O

Secret Clothes AC+2, DEX+2, Always: Transparent
O=O O

Wizard Outfit AC+2, MA+2, MP+20%
O=O O=O O=O

Behemoth Suit AC+8, STR+1, DEX+1,CON+1, WIS+1, INT+1, MA+2
O=O O=O O=O O=O (no growth)

Chocobo Suit AC+6, DEX+2, Cancel: Poison
O=O O=O O

Moogle Suit AC+5, saves+2, Cancel: Poison
O=O O=O O

Snow Muffler AC+6, saves+4, SR+10, Half: Fire, Cancel: Ice
O=O O=O O=O

Dark Gear AC+6, DEX+2
O=O O=O

Red Jacket AC+5, saves+2, STR+2, CON+2, Cancel: Fire
O=O O=O O=O

Mirage Vest AC+6, DEX+2, SR+50
O=O O=O O

Demon Vest AC+4, MA+1, Half: Gravity
O=O O=O

Glutton’s Robe AC+5, saves+2, STR+1, MA+1
O O O O

Power Sash AC+4, saves+1, STR+1, DEX+1
O=O O=O O O


ARMOR (breast plate – medium, max DEX +3, armor check penalty -4, spell failure chance 25%, speed -10ft) – one per character, abdomen, can not wear with clothes

Minerva AC+8
O=O O

Diamond Armor AC+7
O=O O=O

Genji Armor AC+9, SR+8
O=O O=O O=O

Gold Armor AC+5
O=O O

Maximillion AC+8
O=O O=O

Mythril Armor AC+5
O=O O

Platina Armor AC+8
O=O O=O

Mythril Plate Armor AC+5
O=O O

Reflect Mail AC+13, Always: Reflect
O=O O=O O

Force Armor AC+8, saves+3, SR+30%
O=O O=O O

Shield Armor AC+6, saves+2, Half: Fire, Ice, Lightning
O=O O=O

Imp Armor AC+1, Absorb: Water, if inflicted with Frog status stats change to: AC+20, saves+5, Absorb: Water
O

Dragon Mail AC+6, STR+1, MA+1
O=O O

Demon Mail AC+4, saves+1, STR+1, MA+1, Half: Gravity
O=O O=O

Grand Armor AC+10, saves+2, STR+2 MA+2
O=O O=O O=O O=O (no growth)

Tin Armor AC+8, SR+30
O O

Brave Suit AC+6, CON+1, Strengthen: Fire
O=O O=O O


HELMETS – one per character, head, can not wear with hats

Barbuta AC+2

Crystal Helmet AC+3, MA+1

Diamond Helmet AC+4, MA+1

Genji Helmet AC+6, saves+1

Gold Helmet AC+3

Grand Helmet AC+8, Cancel: Darkness, Sleep

Mythril Helmet AC+3

Platina Helmet AC+4

Circlet AC+3

Cross Helmet AC+3


HATS – one per character, head, can not wear with helmets

Bard’s Hat AC+1, MP+20%

Cat-Hood AC+3, STR+1, CON+1, DEX+1, Half: Fire, Ice, Holy, Earth, Wind, double Gil

Black Hood AC+3

Feather Hat AC+1, MP+10%

Flash Hat AC+4, DEX+2, MA+1, MP+10%

Golden Hairpin AC+4, Cancel: Silence, MP+40%

Green Beret AC+3, DEX+2

Green Barrette AC+2, HP+10%

Headgear AC+2, STR+2

Holy Miter AC+3, MA+1, MP+20%

Red Hood AC+1, MP+10%

Thief Hat AC+4, DEX+4, Cancel: Don’t Move, Don’t Act

Triangle Hat AC+2, MA+1, MP+20%

Twist Headband AC+3, STR+4

Magus Hat AC+1, MA+2

Red Cap AC+2, STR+1, DEX+1, CON+1, HP+25%

Regal Crown AC+2, STR+1, DEX+1, CON+1

Thronlet AC+10, Always: Poison

Tiger Mask AC+2, STR+1, DEX+1, CON+1

Titanium AC+1, Absorb: Water, when inflicted with toad, stats become: AC+9, SR+20, Absorb: Water

Hypno Crown AC+2, MA+2, saves+2

Royal Crown AC+3, MA+4, saves+2


SHIELDS (heavy shield, steel – armor check penalty -2, spell failure 15%) – one per character, hands

Round Shield AC+2, SR+10

Gold Shield AC+3, SR+10

Diamond Shield AC+3, SR+15

Crystal Shield AC+3, saves+2, SR+20

Flame Shield AC+3, Absorb: Fire, Half: Ice, Weakness: Water

Genji Shield AC+4, SR+20

Ice Shield AC+3, Absorb: Ice, Half: Fire, Weakness: Lightning

Kaiser Plate AC+3, SR+20, Strengthen: Fire, Lightning, Ice

Mythril Shield AC+2, SR+10

Platina Shield AC+3, SR+20

Venetian Shield AC+3, SR+20, Half: Fire, Lightning, Ice

Force Shield saves+5, Half: Fire, Lightning, Ice, Wind, Earth, Water

Aegis Buckler AC+1, SR+50, MA+1

Aegis Shield AC+4, SR+50, saves+2

Cursed Shield Always: Silence, Berserk, Confuse, Weak: Fire, Ice, Holy, Gravity, Lightning, Wind, Water, if 255 enemies are slain while equipped it becomes Paladin Shield

Paladin Shield AC+16, saves+8, SR+40, Absorb: Fire, Ice, Holy, Gravity, Lightning, Wind, Water, Cancel: Poison, Confuse, Silence, Berserk, Death

Tortoise Shield AC+1, Absorb: Water, if equipped with frog status stats become: AC+10, saves+5, SR+40


OTHER – two per character, face area

Mystery Veil AC+2, DEX+1

Tiger Mask AC+1, STR+1, DEX+1, CON+1

Earring MP+10%

Goggles Cancel: Darkness

Ribbon Cancel: Death, Petrify, Confusion, Energy Drain, Berserk, Stop, Charm, Sleep, Undead, Darkness, Silence, Frog, Poison, Slow, Don't Move, Don't Act, Death Sentence, Paralyze

Safety Bit Cancel: Undead, Petrify, Death

Choco Feather DEX+1

Defense Veil saves+2

Oath Veil saves+4

Barrette Cancel: Death, Petrify, Confusion, Energy Drain, Berserk, Stop, Charm, Sleep

Cachusha Cancel: Undead, Darkness, Silence, Frog, Poison, Slow, Don't Move, Don't Act, Death Sentence, Paralyze


These are the same pieces of equipment from the PDF, just toned down a bit (AC and save bonus' lowered). The circles below some are materia slots.
Meier_Link

04-10-07, 01:39 AM
WEAPON CLASSES


-KNIVES (Piercing – 10ft – crit 19-20/x2 – 1lb.)-
NAME AP SPECIAL

Air Knife 3D6+3, Wind BAB+2
O O

Assassins Dagger 2D6+2 BAB+2, Add: Death Sentence
O=O

Blind Knife 1D6+2 BAB+2, Add: Darkness
O=O

Mage Masher 1D6+2 BAB+2, Add: Silence
O=O

Main Gauche 2D6+2 BAB+2, AC+2
O=O

Mythril Knife 1D6+3 BAB+4
O O

Orichalcum 2D6+3 BAB+3
O O O

Platina Dagger 2D6+3 BAB+3
O=O

Zorlin Shape 4D6+4 BAB+2, Add: Sleep
O=O

Air Lancet 4D10+2, Wind BAB+2
O O

Assassin 6D8+4 BAB+2, Cast: Death
O=O

Guardian 5D6+2 BAB+2, AC+2, DEX+1
O=O O

Thief Knife 6D8+2 BAB+2, DEX+1
O=O

Valiant Knife 7D10+4 BAB+3, 25% of current wounds to damage dealt
O=O O=O


-NINJA SWORDS (Piercing – 5ft – crit 19-20/x2 – 2lbs.)-
NAME AP SPECIAL

Hidden Knife 2D6+2
O O

Iga Knife 5D6+5 AC+1
O=O O

Koga Knife 4D6+4 AC+2
O=O O=O

Ninja Edge 4D6+4
O=O O O

Ninja Knife 3D6+3
O=O O O

Short Edge 3D6+3
O=O O

Spell Edge 4D6+4 Add: Don’t Act
O=O O=O O

Sasuke Knife 6D6+4 AC+2
O=O O=O

Blossom 10D6+4, Wind
O=O O=O O=O


-SWORDS (Slashing – 5ft – crit 19-20/x2 – 4lbs.)-
NAME AP SPECIAL

Ancient Sword 3D6+3 Add: Don’t Move
O=O O

Blood Sword 2D6+2 Add: Drain
O=O O

Coral Sword 2D6+2, Lightning Cast: Bolt
O=O O

Diamond Sword 3D6+3 MA+1, Cast: Ice
O=O O=O

Ice Brand 4D6+4, Ice Cast: Ice2
O=O O=O

Mythril Sword 2D6+2
O O

Platinum Sword 4D6+4
O O O

Rune Sword 4D6+4 MA+1
O=O O

Sleep Sword 3D6+3 Add: Sleep
O=O O O

Graedus 10D10+10, Holy
O O O

Imperial 4D10+2
O=O

Striker 9D10+6 Cast: Death
O=O O=O

Stunner 11D10+6 Cast: Stop
O=O O=O O

Sword Breaker 8D10+4 AC+4
O=O O O

Blizzard 5D10+2 Cast: Ice
O=O O

Break Blade 10D6+4 Cast: Petrify
O=O O=O O O

Thunder Blade 5D10+2 Cast: Bolt
O=O O=O

Drainer 6D10+4 Add: Drain
O=O O=O

Soul Saber 6D10+4 Add: Osmose, Cast: Death
O=O O=O O

Flame Saber 5D10+2 Cast: Fire
O=O O=O

Ultima Sword 8D10+4 Add: Sleep
O=O O=O

Man Eater 6D10+4 humanoid targets take double damage
O=O O=O O

*Ultima Weapon 10D10+10 MA+5, saves+2, add current HP x2 to damage dealt
O=O O=O O=O O=O (no growth)

*Atma Weapon 10D10+10 add current HP to damage dealt
O=O O=O O=O O=O (no growth)

*Caladbolg 10D10+10 add current HP to damage dealt
O=O O=O O=O O=O (no growth)


-KNIGHT SWORD (Two-Handed – Slashing – 5ft – crit 19-20/x2 – 8lbs.)-
NAME AP SPECIAL

Hardedge 3D10+2
O=O O O

Organics 6D10+4 MA+1
O=O O=O O O

Enhanced Sword 6D6+4 MA+1
O=O O=O O=O O=O

Crystal Sword 8D10+4 MA+2
O=O O=O O=O

Force Stealer 6D6+4 Cancel: Safe
O O O (double growth)

Butterfly Edge 4D10+4
O=O O=O

Rune Blade 4D10+4 MA+1
O O O O (double growth)

Heaven’s Cloud 9D10+5 MA+3
O O O O O O

Nagrarock 1D2+1 Add: Frog
n/a

Apocalypse 6D12+6 MA+4, saves+1
O O O (triple growth)

Chaos Blade 10D10+10 Add: Petrify, Always: Regan
n/a

Defender 6D6+6 AC+6
O=O O

Buster Sword 3D6+1
O O

Save the Queen 6D6+6 AC+5, Always: Protect
O=O O=O O

*Ragnarok 12D10+8 AC+5, saves+1, STR+1, DEX+1, CON+1, WIS+1, INT+1, Cast: Flare
O=O O=O O=O O=O (no growth)

*Excalibur 10D10+10 AC+5, STR+1, DEX+1, CON+1, WIS+1, INT+1, MA+1, Cast: Holy
O=O O=O O=O O=O (no growth)

*Illumina 12D10+10 AC+5, saves+5, STR+1, DEX+1, CON+1, WIS+1, INT+1, MA+2, Cast: Holy, may spend 5MP to automatically critical (no conformation roll)
O=O O=O O=O O=O (no growth)


-GUNBLADE (Two-Handed – Slashing – 5ft – crit 18-20/x4 – 6lbs.)-
NAME AP SPECIAL

Revolver 1D10+10 AC+1
O O

Hyperion 1D10+10 AC+1, may be used one-handed (4lbs.)
O O

Shear Trigger 2D10+10 AC+1
O=O

Cutting Trigger 4D10+10 AC+1
O=O O

Twin Lance 6D10+10 AC+2
O=O O=O

Punishment 8D10+10 AC+1
O=O O=O O

*Lion Heart 10D10+10 AC+1
O=O O=O O=O (double growth)


-SAMURAI SWORD (Slashing – 5ft – katana – crit 19-20/x2 – 6lbs.)-
NAME AP SPECIAL

Asura Knife 2D6+2
O=O

Bizen Boat 3D6+2
O=O O

Chirijiraden 6D10+6
O=O O=O

Kikuichimoji 5D6+5
O=O O=O

Kiyomori 4D6+4
O=O O=O O

Koutetsu Knife 2D6+4
O O O (double growth)

Muramasa 4D6+5
O O O O

Murasame 3D6+3
O=O O=O

Aura 8D10+4 MA+1, SR+5
O=O O=O O=O

Sky Render 10D10+5 AC+5
O O

Yoshiyuki 5D10+5 MA+1, +100% damage for each fallen ally
O O

Tempest 5D10 Cast: Aero2, 10ft AOE centered on target (does not damage caster or allies)
O=O O=O

*Masamune 10D10+10 adds users current wounds to damage dealt
O=O O=O O=O O=O (no growth)


-ROD (Bludgeoning – 10ft – crit 20/x2 – 3lbs.)-
NAME AP SPECIAL

Dragon Rod 1D10+1
O O

Faith Rod 1D10+1 Always: Faith, Add: Faith
O=O O

Flame Rod 1D6+1 Cast: Fire, Strengthen: Fire
O=O O=O

Ice Rod 1D6+1 Cast: Ice, Strengthen: Ice
O=O O=O

Poison Rod 1D6+1 Add: Poison
O=O O O

Thunder Rod 1D6+1 Cast: Bolt, Strengthen: Bolt
O=O O=O

Wizard Rod 1D6+4 MA+2
O=O O=O O=O

Gravity Rod 6D10+4, Gravity
O=O O

Healing Rod 10D10+1 target recovers HP equal to damage dealt
O=O O=O

Magus Rod 8D10+4 MA+4
O=O O=O O=O O=O (no growth)

Stardust Rod 3D6+3 Half: Gravity
O O O O (double growth)

Asura’s Rod 3D6+3, Holy
O=O O=O O


-STAFF (Two-Handed – Bludgeoning – 5ft – crit 20/x2 – 4lbs.)-
NAME AP SPECIAL

Gold Staff 1D10+1
O O

Rainbow Staff 1D10+1
O=O

Healing Staff 1D6+1 target recovers HP equal to damage dealt
O=O O=O

White Staff 1D6+1 Cancel: Death, Death Sentence
O=O O O

Wizard Staff 1D6+2 MA+2
O=O O=O O=O

Battle Bamboo 2D6+2
O O O

Gokuu Rod 2D6+2 Add: Innocent
O O O O

Whale Whisker 5D6+5
O=O O

Musk Rod 3D6+3
O=O O=O

Octagon Rod 4D6+4 Cancel: Darkness, Silence, Oil, Frog, Poison, Slow, Stop, Don’t Move, Don’t Act
O=O O=O O=O (no growth)

Magus Staff 4D6+2 MA+4
O=O O=O O=O O=O

Fairy Tale 6D6+4
O O O (double growth)

Aurora Rod 5D10+6 MA+1
O=O O=O O=O

*Princess Guard 5D10+5 MA+2, saves+2, CON+1, +100% to damage dealt for each fallen ally
O=O O=O O=O

*Nirvana 1D10+10 adds current HP to damage dealt, double XP
O=O O=O O=O


-WHIP (Slashing – 10ft – crit 20/x2 – 2lbs.)-
NAME AP SPECIAL

Flame Whip 5D6+3, Fire Cast: Fire2
O=O

Punisher 5D10+5 may spend 5MP to automatically critical (no conformation roll)
O=O O=O

Mourning Star 4D6+4
O=O O=O O

Red Scorpion 6D10+4
O O O O

Scorpion Tail 6D10+6
O=O O

Strange Vision 8D10+10
O O O (triple growth)

Crescent Wish 6D10+4
O=O O=O O

Chain Whip 2D10+2
O O O O O O

Slaying Tail 2D12+3 Add: Death
O=O O O

Save the Queen 8D10+5
O=O O=O O=O O=O


-GUN (60ft – magical based so requires no ammo, shell halves damage, SR takes off damage instead of DR, can not crit - 6lbs.)-
NAME AP SPECIAL

Blast Gun 5D10+5, Lightning
O=O O=O

Blaze Gun 5D10+5, Fire
O=O O=O

Glacier Gun 5D10+5, Ice
O=O O=O

Mythril Gun 2D6+2
O=O O O

Romanda Gun 1D10+1
O=O

Stone Gun 2D6+2 Add: Petrify
O=O O

Peacemaker 6D6+3
O=O O (double growth)

Outsider 8D10+8 MA+5
O=O O=O O O O O

Valiant 2D10+2
O=O O=O O

Ulysses 3D12+3
O O

Bismark 6D10+4
O=O O O

Exeter 8D10+10
O=O O=O O=O

Sniper CR 4D10+10
O=O O=O

Shotgun 5D10+6 MA+1
O=O O=O

Shortbarrel 5D10+6 MA+1
O=O O=O O

Buntline 5D10+6 MA+2
O=O O=O (no growth)

Long Barrel R 10D6+10 MA+1
O=O O=O O=O O=O

Supershot ST 10D10+6 MA+5
O=O O=O O=O (no growth)

*Missing Score 10D10+5 MA+5, +10 to damage for each materia level equipped on weapon
O=O O=O O=O O=O (no growth)

*Death Penalty 10D10+8 MA+3, adds +1 to damage for each enemy user has killed
O=O O=O O=O O=O (no growth)


-BOW (Piercing – 100ft – crit 20/x3 – 3lbs.)-
NAME AP SPECIAL

Ice Bow 2D6+2 Cast: Ice
O=O

Lightning Bow 2D6+2 Cast: Bolt
O=O

Yoichi Bow 4D6+4
O=O O

Perseus Bow 5D6+5
O O O O

Poison Bow 1D6+2 Add: Poison
O=O

Silver Bow 2D6+2
O=O O=O

Ultimus Bow 3D6+3
O=O O=O O=O

Windslash Bow 2D6+2, Wind
O=O O O

*Orion Knight 1D10+10 adds users current HP to damage dealt, double XP
O=O O=O O=O


-SHURIKEN (Piercing/Slashing – 60ft – weapon returns via teleportation – crit 20/x4 – 6lbs.)-
NAME AP SPECIAL

4-Point Shuriken 4D6+2
O=O O

Twin Viper 6D6+3
O O O O (double growth)

Razor Wing 4D12+4 MA+1
O=O O=O O

Hawkeye 6D10+4 MA+1
O=O O=O O O

Super Ball 6D10+5 MA+1, critical 10-20
n/a

Crystal Cross 7D10+6 MA+2
O=O O=O O=O

Oritsuru 9D10+6 MA+4
O=O O=O O O O O

Magic Shuriken 7D10+6 DEX+1
O O O

Full Moon 5D10+5
O=O O=O

Rising Sun 5D10+5
O=O O=O

Sniper 8D10+4 x2 range
O O O O

Wing Edge 10D10+5 Cast: Death
O O

Valkyrie 1D12+1
O=O O=O O=O O=O

Cardinal 8D10+4
O=O O O

Shooting Star 10D10+10
O=O O=O O=O O=O (no growth)

*Conformer 10D10+10 MA+4, adds 1D10 to damage for each level of difference between user and target
O=O O=O O=O O=O (no growth)

*World Champion 1D10+10 adds users current HP to damage dealt, double XP
O=O O=O O=O


-SPEAR (Piercing – 20ft – crit 20/x2 – 6lbs.)-
NAME AP SPECIAL

Dragon Whisker 6D6+6
O=O O

Holy Lance 4D6+4, Holy Cast: Holy
O=O O=O

Mythril Spear 3D6+3
O=O O O

Oberisk 4D6+4
O=O O=O

Dragoon Lance 10D6+5
O O O O O O O O

Grow Lance 10D8+5 MA+3
O=O O=O O=O

Spirit Lance 10D8+5 MA+4
O=O O=O

Flayer 10D10+8 MA+2
O O O O O O

Aura Lance 10D10+6
O=O O=O O (no growth)

Pearl Lance 10D10+5, Holy
O=O O=O O=O

Viper Halbred 6D10+5 MA+1
O O O O (double growth)

Imp Halbred 1D10+1 if inflicted with frog or mini, damage becomes 12D10+10
O

Dragon Hair 8D10+10
O=O O=O O=O

Scitmar 9D10+5 MA+2
O=O (triple growth)

Mop 7D10+6 critical 10-20
n/a

Mast Axe 10D6+5 MA+1
O=O O=O O O

*Venus Gospel 10D10+5 MA+4, adds current MP to damage dealt
O=O O=O O=O O=O (no growth)

*Longinus 1D10+10 adds users current HP to damage dealt, double XP
O=O O=O O=O

*Zodiac Spear 12D10+10 AC+4, STR+1, DEX+1, CON+1, DR+10
O=O O=O O=O O=O (no growth)


-GLOVE (Bludgeoning - gives unarmed combat, can not wear if wearing gauntlets – crit 20/x2 – 4lbs.)-
NAME AP SPECIAL

Metal Knuckle 3D6+1
O=O

Motor Drive 4D6+2
O O O O (double growth)

Grand Glove 5D6+3
O=O O O

Power Soul 4D6+2 +2D6 to damage for each negative status on user
O O O O (double growth)

Crystal Glove 6D12+6 MA+1
O=O O=O O=O

Kaiser Knuckle 8D6+4 MA+1
O=O O O O O O O

Work Glove 6D10+1 critical 10-20
n/a

Tiger Fang 6D6+3
O=O O=O

Dragon Claw 9D10+4, Holy
O=O O=O O

Fire Knuckle 6D10+4 Cast: Fire
O O O O O O

Poison Claw 5D10+2 Add: Poison
O=O O O

Tiger Fangs 10D10+5
O=O O

Maverick 3D12+3
O=O O=O O=O

Ehrgeiz 8D10+10
O O O (triple growth)

Avenger 7D10+7 Add: Death
O=O O=O O

Dual Claws 6D10+6 Add: Berserk
O=O O=O O

Rune Claws 8D10+10 Add: Darkness
O=O O=O O

*Limited Moon 9D10+10 adds current MP to damage dealt
O=O O=O O=O (no growth)

*Premium Heart 10D10+10 adds current level x10 to damage dealt
O=O O=O O=O O=O (no growth)

*God’s Hand 1D10+10 adds current HP to damage dealt, MA+3, double XP
O=O O=O O=O


*Ultimate Weapon – +5 Master Works weapons, ignore defense, can not be sundered, destroyed, or dispelled.

NOTES:
Weapons with elemental attributes deliver the listed type of element in place of physical damage. Therefore, the attack is considered magical. Target uses SR instead of DR against attack.


SOOOOOOOOOOOOOOOOOOOo, I changed a few small thinks here, added materia slots to most weapons that didn't have them.
Meier_Link

04-10-07, 01:43 AM
CHANGES TO GAMEPLAY
These are changes to the standard rules of play.

-Players take max HP at every level.
-Players, in addition to STR, DEX, CON, INT, WIS, and CHA, also have DR and SR stats which are rolled out during character creation.
-Players receive a stat point every even level.
-Massive damage threshold is 2 times the players CON score.
-All players start with a bag of holding with no max weight. The bag may only be used to hold money and items.
-A player is considered dead when their HP drop below -20HP.
-No player may take any talent or feat that keeps a player alive below zero HP (diehard).
-Everyone has a “Luck” stat that starts at zero.
-Players get 2 free actions per round.
-Limit Breakers are obtained when a character is forced to make a massive damage fortitude save and passes. The limit breaker must go off the next time they make a physical attack.

I do max HP so that the high amount of damage that some weapons do isn't as devistating (but it still might not be enough).
I do a stat point every other level since there are two more stats to put points into (DR and SR). Also, I do spell resistance like damage reduction for spells. I do this because spells already get a save vs most spells. I just don't want the chances for spells to go off to get to low.
I do the bag of holding for items and money so it has the feel of final fantasy. An option that can be taken out.
I do the "dead at -20" for the same reason I do that max HP every level.
Meier_Link

04-10-07, 01:45 AM
Any feats from the Players Handbook or from d20 Modern can be used.


CHANGES TO FEATS
Augment Summoning – +2 bonus to save DCs against summons – prerequisites – CHA 16
Spell Focus - +1 bonus to save DCs against magic – prerequisites – INT 14
Greater Spell Focus - +1 bonus to save DCs against magic – prerequisites – INT 15, Spell Focus
Spell Penetration – Ignores first 10 points of SR
Greater Spell Penetration – Ignores first 20 points of SR (over rides Spell Penetration, does not stack) – prerequisites – Spell Penetration
Quick Draw – You may draw an item as a free action.
Empower Spell – Spell uses 75% more MP.
Enlarge Spell – Spell uses 50% more MP.
Extend Spell – Spell uses 75% more MP.
Maximize Spell – Spell uses 100% more MP.
Quicken Spell – Spell uses 100% more MP
Silent Spell – Spell uses 50% more MP.
Still Spell – Spell uses 50% more MP.
Widen Spell – Spell uses 50% more MP.

FEATS NOT USED
Archaic Weapons Proficiency
Diehard
Eschew Materials
Extra Turning
Improved Counterspell
Improved Turning
Spell Mastery
Brew Potion
Scribe Scroll
Heighten Spell
Leress

04-10-07, 06:53 PM
Chapter 4: Magic aka mixing bleach and ammonia

This section will explain the magic of Final Fantasy.

The first section is about spell points (MP) that can be used instead of the spells per day. There are so many things wrong here it not even funny...but I will try.

Spells in this system cost spell level*5 in MP example a level 2 spell would cost 10MP, but what about cantrip and orisons...well by this system they are free since there is no provision on level-0 spells.

You also get bonus MP for having a high casting attribute score...unless it over 30 since the chart only goes up to 29. If you multi-class you will have to keep up with multiple pools.

Your casting class also adds a bonus to MP, yep you read the chart right clerics get more MP than Wizards. After adding things up a level 20 cleric can cast 26 level 9 spells and free cantrips. If you are a bard, ranger, or pally than you are just screwed it just not so bad for a bard.

You know for a game that goes to level 99 the charts only go up to 20...hmm, well let's continue.

Now there is a table tell you which final fantasy spell appears at which level to determine the MP cost or if you want to put it in DnD (I don't know why you would)

Next is Arcane Magic Spell descriptions. Okay this damage most spell deal is horrible. There are spells that deal d3 per level that's an average of 198 points of damage at level 99. The thing is it gets worse as the level increases why cast Fire 3 for 24MP when I got Fireball that has better range an area of effect and deals the same damage for 15MP. Why cast Fire 4 for 48MP when I can cast Disintegrate, Gate, Wish that give me more for less MP? Please I want to know.

The Spells
Evocation
F/I/B 1: d3s per caster level for 6MP, yes cast true strike for 5MP

F/I/B 2: d4s per caster level for 12MP, yes cast any other level 2 spells for 10MP

F/I/B 3: d6s per caster level for 24MP, yes cast fireball for 15MP...see a pattern.

F/I/B 4: d8s per caster level for 48MP, if you don't see the pattern you pay exponentally more MP for equal exponent amount of crap.

Q/W/A 1-4: Same deal with F/I/B just different elements.

Demi 1-4: reduces enemy to a percentage of their HP only Demi 1 is worth casting

Freeze, Break, Tornado: d10s per caster level and adds a status aliment and no save. Don't ever cast break since it will make enemies invincible.

Merton: The spell screwed you in the games now it does the same here. Since it has a 90ft radius you always want to use it far away.

Flare: 60MP, Non-elemental, no save, d10s to a single target, and it ignore defense. Alright a real spell.

Comet 1 and 2: One sucks the other sucks in four random places.

Meteor: d10s, Non-elemental, no save, ignore defense and 90ft radius for 70MP. Woot a good spell.

Ultima: 3d6 per level, Ultimate, 30ft radius for 196MP. This is good

All I can say is cast Flare, Freeze, and Meteor and cast it often.

Necromancy
Bio 1-4: Horrible

Osmose: Crap, cheap crap, but this has very bad writing.

Drain: Damage is too low 1d4 per caster level. Bad

Poison: Inflict they have it for 3 rounds, decent since it's cheap for 6MP so you are not shooting yourself

Death: drops an enemy to -10HP, yet the spell is still bad

Death Sentence: drops an enemy to -10HP in three rounds with NO SAVE and can not be dispelled unless the caster is slain. Alright, this all kinds of goodness! Hit the enemy and run or fly off and wait.

Zombie: Give enemy undead status and adds berserk too with no save. You could have lot of fun with this spell.

Transmutation
Haste 1&2: Decent spell since they give a extra standard action and haste 2 does it in a 10ft radius.

Slow 1&2: Decent

Stop: Fair

Sleep: Not that good since damage wakes the person up.

The rest are not really worth mentioning.

Onto Divine magic

Healing
Cure 1-4: Look at F/I/B and just switch F/I/B with Cure

Full Cure: Okay a real spell 99MP regain all HP

Regen: gain 1/10th of HP per round since there is no duration listed it only last 1 round so, yes it sucks.

Okay I am not going talk about all these spell but I will touch on some more before moving on

Rune 1-4: Pure crap and poorly written. Unless you want to skew how it is written than just only cast Rune 1.

Summoning Magic
If you choose to be a summoner and choose the path of Traditional you can summon them ala FF6.

I have one thing to say only cast Madium, Eden, Seraphim, Zodiac and Knights of the Round. There rest are horrible and damage is way too low to matter or there effect don't last long enough to make it worth spending the MP or round.

Now onto Blue Magic (since most of the abilities suckyness will make you cry)

Cast only Degenerator and Flash. There rest are either poorly written or not worth the MP. Okay I will have to show some of the worst blue magic abilities.

Goblin Punch: 0MP, deals 1d4/level and this damage is tripled if you are the same level as your enemy...Why is this bad? Since most monsters don't have level and the ones that do are lower than yours then you will only have damage to bad even if it is free.

Frog Drop: For 10MP deal 1 point of damage for every frog you have eaten and it's unblockable...do I have to explain how this is stupid?

Mantra Magic: Deals d2s in damage...worthless

Pumpkin Head: 0MP deals current wounds in damage...Alright! What's the problem? THERE MUST BE PUMPKINS PRESENT FOR IT TO WORK! Yes that dumb, yes really dumb. That not even a funny joke, just a waste of space.

Nova: Just like the spell Ultima, but it cost a lot more MP...lame.

Step Mine: For 0MP deal 1 point of damage per 10 miles traveled...okay kinda stupid, but it gets worst you are limited to 10 miles/day...Who proofreads this?

This is the end of the Chapter of Magic...that really hurt my feelings...*sighs* Okay next feats
WanderingGod

04-10-07, 10:14 PM
Meier_Link, I like your approach at correcting the problems. Although I do agree with Leress that some of the heavy spells should do more damage as well as some of the summoned beasties.

All in all though, I think you're doing a decent job at making this cool idea actually playable in most D20 settings.
Meier_Link

04-11-07, 08:13 AM
You guys also have to remember that this system is designed with creatures that are weak or strong vs certian elements. So a 2nd level character casts Fire 1 for 2d4, but it becomes 4d4 if the creature is weak against Fire, that's a big deal in winning or losing certian battles. A 4d4 ranged attack isn't bad. That's an average 10 damage. And like the video game, you are not expected to use Fire 1 very long. I mean, compared so some DnD spells, yes, they aren't the best. But I think they are nice and balenced. I played in a test campaign with my system and it worked out quite nice. The only thing I really noticed as over powered was the amount of damage the weapons did, but to fix this I just suggest starting everyone with basic DnD weapons. I would argue more but I gotta work, lol.

Leress, look over my shizzy and PEACH.

Also, Regan lasts 3 rounds + INT mod.
Leress

04-11-07, 02:49 PM
You guys also have to remember that this system is designed with creatures that are weak or strong vs certian elements. So a 2nd level character casts Fire 1 for 2d4, but it becomes 4d4 if the creature is weak against Fire, that's a big deal in winning or losing certian battles. A 4d4 ranged attack isn't bad. That's an average 10 damage. And like the video game, you are not expected to use Fire 1 very long. I mean, compared so some DnD spells, yes, they aren't the best. But I think they are nice and balenced. I played in a test campaign with my system and it worked out quite nice. The only thing I really noticed as over powered was the amount of damage the weapons did, but to fix this I just suggest starting everyone with basic DnD weapons. I would argue more but I gotta work, lol.
Well Fire 1 does d3s in damage so it's about 8 average. I did take the elemental weakness into account, they did not seem to take the enemy's hp and defenses into account.

Leress, look over my shizzy and PEACH.
After I finish the review of this drek.

Also, Regan lasts 3 rounds + INT mod.
Okay my mistake, that makes it a little better but it's an out of combat spell so that really doesn't matter anyway.
Meier_Link

04-11-07, 02:52 PM
Fire 1 does d4s on mine.
Leress

04-12-07, 02:59 AM
Okay the Feats section is pretty long, so this is divide into sub parts

Subpart 1

Chapter 5 Feats aka or You have to be this tall to play Final Fantasy or I'm too lazy to write classes.

Oh this is my most hated chapter there is a torrent of problems with the feats in this section since most are epic; you will be stuck in the 1-20 level range just playing dnd with sprinkles of pseudo-Final Fantasy.

I will go through all of the feats just to show you how bad this is..okay let's start.

Rogue Feats
These are feats for "adventurers", what every class that is? I assume they mean the FF Thief since they say use the rogue class for these.

Flee-You need Improved Evasion, which means level 12 rogue. It allows you to make a withdraw as a standard action. By this time I can become invisible and just leave, why burn a feat for this?

Caution-You need Improved Evasion for this crap too. If you take HP damage you can take a free action to make a full defense action. Okay this is just bad. Since you can't do a free action unless it your turn this is worthless.

Sense-You need trap sense, danger sense, Sense motive,spot, and search over 10 ranks. You get to know everything about your enemy as a standard action. I can't really say much, it may be worth it.

Steal-Burn a feat, a special ability slot, and Sleight of hand at 10 ranks or above and you get to take things from the enemy. You know what is worse it provokes AoO if you don't burn another feat and it's an opposed Str check to steal (because rogues are all about the strength) to take things. Pass

Mug-You can attack and steal at the same time...yep it crap too.

Evade and Counter- This is an epic feat. When an enemy misses you, they provoke an AoO. Now I know this was made before many books that have a feat that does the same thing, but this is crap even before those books came out.

First Strike- Burn a crapload of feats just to always act first in battle; well except during an ambush, in which case you are screwed. Pass this epic crap.

Delay Attack- Another epic, when you spring attack and hit an enemy their initiative is lowered by 10. WTF this is more likely to screw you more than help. By dropping the enemy's initiative that low they could get a chance to get to actions a round, if they had the higher initiative.

Quick Hit - You need First Strike for this one. It seem decent but remember you have to get first strike to get this, pass

No Encounters- Who ever did this feat need to be slapped really hard.
Seriously, it allows for withdraw as free action during the first round of combat. That is just dreadful.

FIGHTERS
These are feats for "Heroes" I assume the melee classes. You use the Fighter core class for this, yes you are already starting off bad.

Accumulate- You need 2 fighter bonus feats to get it, it adds +2 to your MAXIMUM damage...yes that's right this feat is crap.

Defend- You need 2 fighter bonus feats as well for this, if you take a full defense action all damage for that round is cut in half. How crap a half way decent feat. Then you remember that you must waste your action to get the benefit and not hurting the enemy, so Pass

Provoke- 2 FBFs and bluff 10+, target makes a will save or attack the fighter, yep using a cross class skill for fighters and just does this for one round...lame, Pass

Threaten- 2 FBFs and intimidate 10+, this is an epic feat and all it does it make an enemy parlayed with fear for one round. Yes the caster was doing this in the single digits in their class, yes using the intimidate skill by itself is just as good. Pass

Power,Armor, Magic,Mental, and Speed Break- 4FBFs and all are bad. These are poorly worded and even though the effects last 10 rounds the penalties inflicted on the enemies is not worth it.

Final Attack- Okay this feat is a joke, when you are reduced to 0 or fewer hit points, you get to make a full attack action (as a free action) and a 5 foot step...I will let this soak in...since you are most likely are going to brought to 0 or fewer hit points when it is not your turn this ability will never go off and you are still dead and you just wasted a feat.

Cover- Burn a crapload of feats to jump in the way of an attack that targets an ally within half you speed. Oh you must ready an action to do this, and it provokes an AoO, yep you get hit twice. Pass

Sentinel -Epic, combines Cover with defend, and negates to AoO. Yep it may seem better but it doesn't help in the least. The distance doesn't change and melee enemies will rip you apart.

Counter- Epic, anyone that makes a successful hit against you, provokes an AoO. See Evade and Counter but add more suck.

Slash All- Epic, this feat doesn't even do what the name says, you can only hit ONE enemy with this, but just at a further distance. Also it's only one attack since it's a full round action. Pass

Flash- Epic and you need Slash All, it adds a death effect if the enemy fails a Fort save verses 15+Str, yes latter on this ability will be meaningless since everyone and there momma will be able to make the save. Pass

Second Chance-Epic and a bucket of feats later, if you are hit and it would send you HP to below 1 you now have 1 HP. If you are hit after this state you take damage normally. Since if the enemy hits you once its next attack will most likely hit you and you still die with no real chance at all. Pass

2X and 4X Cut- Epic, and much feat burning you may remove penalties from your first two or four attacks, and make multiple attacks during a standard action...is it worth going into Epic fighter to get this...umm the requirements are dumb and make no sense you are an epic fighter...Pass

Now onto Monk Feats
Okay they give limits onto how many times a day these feat maybe used, this is not starting off good.

Spinning Fist-General feat that does exactly what you could do already with a full attack action. Pass

Repeating Fist-General you need Greater FoBs, You double the number of attacks you get but you deal half damage on all of them...yes the penalties still apply...yes that makes it completely worthless.

Chakra-General feat, you can heal 2HP per character level, and all 1st level spells within 5ft. Yes at the level you can get this there will be no point of using it since other classes are either dropping regen or cure. Pass

Wave Fist- General feat, allows you to deal 1d4/monk level at a range of 30ft. with no save. Yes enemies coming at you won't care about your lame damage since there are ready to slap you to next week. Pass

Stigma Magic - You need perfect self for this one, it cancels all status aliments within 5ft. Ehh, oh wait I'm a level 20 monk...that mean you suck. Pass

Secret Fist - You can inflict Death Sentence on your enemies with a touch attack with NO SAVE. Alright at good feat, it still kinda sucks since you are a monk but that's okay.

Earth Slash - Deal earth elemental damage in a 30ft line with a reflex save for half of 1d6/monk level damage. Yep it's crap. Pass

Revive-At level 20 by touch someone you may revive them with 1/10th their maximum HP as a standard action. Cool

Aura bolt- Epic, Deal d8/monk level in holy damage to a single target up to 60ft away and reflex for half. It also a standard action. It still sucks.

Spiraler-Epic, you sacrifice your health to restore HP and all spells to one person within 30ft. Well that sucks...wrong since it says that you are reduced to 0HP you don't die and can take a standard action to heal your self. But you can only use it once a day so you can't do a juggle with it. Pass since you need aura bolt.

HP Restore-Epic, when are in critical status there is a percentage of regain HP...only problem there is no way to find out what the percentage is. Pass

Hamedo-Epic can also be a fighter feat but fighter can't meet the requirements for it??? Anyone who attacks you provokes an AoO, Cool...well it doesn't work for ranged or unarmed strikes. So Pass.

PALADIN
These require being a paladin, having access to bless weapon, and have a number of times per day usage based off of Charisma. Oh Joy!

stasis Sword- At 6th level deal d4s in damage with no save, and it may cause stop if they fail a fort save. Fair but not great.

Split Punch- At 12th level, deal d8s within 20ft with no save, and it may cause Death Sentence with a fort save to negate...This feats is fair but most likely not worth the lost of a feat. Pass

Crush Punch- At 15th level, deal d8s within 40ft with no save, and it may cause Death with a fort save to negate...This feats sucks since Death doesn't kill the opponent. Pass

Lighting Stab- Epic, deals d10s within 20ft with a 10 AoE with no save. It may cause Silence on a failed Will Save. Yes, this feat is worst than ones you get earlier, yes it is a waste of time. Pass

Holy Explosion- Epic, deals d12s in a line up to 30ft with no save, and may add confusion with a failed save. Yes this one is bad too. Pass

Shock-Epic Player deals his wounds in damage to a single target up to 30ft away, this is unblockable. Very good, except the damage would be crap since damage verses max HP most of the time will be small. Wasting an action to do this instead of heal is really bad. Monster have more hit points than you, a lot more. Pass

Shellburst Stab- Epic deal d6 within 20ft with no save. Also make a sunder attempt against the opponent's equipped BREASTPLATE...so if I have on full plate or any other non-breastplate armor I'm safe. Pass

Blaststar Punch, Hellcry Punch, Icewolf Bite- same with Shellburst most of the time these abilities will be worthless. Pass

BLACKGUARD
I assume this is for the Dark Knight

Dark Side-Epic sacrifice 1/10th of your HP to increase the crit range by 1 and automatically threaten, and it's a free action. Do I have to show why this is bad? Pass

Dark sword-Epic deal d6s to a target within 20ft. and heal by that amount. A Fair ability.

Night Sword-Epic deal d6s to a target within 20ft. and have an Osmose effect on target. Yeah Osmose the spell that's 2MP and still sucks. Pass

Black Sky-Epic deal d10s in gravity elemental damage within 30ft with a 30ft AoE. Ehh Pass

Charon-Epic deals your current HPx3 to a target with no save. The player is reduced to 0HP. This is sweet, combo this with Dark Sword since it's a standard action and Hp juggle, too bad it can only be done once per day so it's not worth it. Pass

Next subpart starts with the Samurai feats
Wizardmon

04-12-07, 11:21 PM
I have some typos for you.

Guado's +4 bonus to disarms should only be applied to opposed disarms, as in they get it in their defense (or at least that's what I thought the text was saying.)

Moogles have prestidigitation twice on their list.

Wilderness Lore is not a 3.5 skill, so Ronso's should either get a bonus to Knowlage (Nature) or Survival. (I recomend Survival.)

Run is not a skill in 3.5, so Selkie should pick a different skill to get a bonus to.

In the Tarutaru discription of Low Light vision, it says something about a Mithra, not a Tarutaru O.o

The first word in the Viera discription is lowercased. Viera also have the "Mithra" issue.


I like what you all have done, and I just wanted to help you all out a bit. I'll see what else I can do later.
Meier_Link

04-13-07, 09:54 AM
Thnx Wiz. I saw most of those too. I just noticed I didn't post my edit of Races. Oh well. I didn't bother using 90% of the feats in the original PDF cause most are broken. I have a small list of my own feats I have created but it's not really big enough to post here yet.
Wizardmon

04-13-07, 05:56 PM
I would recomend going in depth with most of the stuff after the prestige classes. Where/how do you get materia/limit breaks/these new items, and what do they cost? Also, I am unclear on wheather you are using standard D20 leveling rules, or a more sped-up Final Fantasy style level up system.
Meier_Link

04-14-07, 10:59 AM
I was going to give a bit more XP and also AP for leveling materia. Will figure out how much once creatures are stated out.
Wizardmon

04-14-07, 03:17 PM
I was really talking about the level system, not the exp and chalenge ratings of monsters. (In case I wasn't clear
Leress

04-14-07, 09:54 PM
Subpart 3...

Samurai
You use the Samurai core class with these, why God why?

Magicide-On a successful attack, you inflict "silence" unless they make a will save. It's standard action, yes you are better hitting the multiple times with your sword. Yes you're a samurai, so you really suck with an ehh ability. Pass

Hayate- Spend two feats and get +4 to AC and Initiative for 10 rounds. It's an alright feat except you would be a samurai and it's not worth going through the class for this. Pass unless you like the Samurai.
Initiative doesn't really matter after the first round.

Finger Snap- Dispel a single up to 30ft. A pretty decent DC for the ability, unfortunately you use a standard action to use it. Fair

Fast Draw- Make a single attack anytime in the round, if you hit you automatically threaten a crit, but there is a chance that your weapon would break. Why does it say that this is a standard action if is more like an immediate action? Either way, Pass.

Banishing Blade-If you hit you decrease the targets AC, Damage, Initiate, and magical damage by 1 for 10 rounds...you got to be kidding me. Why are the penalties it inflicts so small? The level that you can get this ability it just a wasted standard action. You hitting your enemy than this. Pass with extreme prejudice.

Two Hands- When you wield a weapon with two hands, increase the damage by 100%. Alright...oh wait the level you get this it doesn't matter anymore and now you are a high level samurai so now you are looking back and cry. Pass

Momentum- An epic feat, when you hit you deal d6s/2 level in additional damage...I will not say a word. Pass

Mirror of Equity- An Epic feat, deal 1/2 your wounds in damage to the enemy. Yeah, but wait it's a standard action to do and limited to a number of times per day. Pass

Zantetsu-An Epic feat, instantly kill your target, reflex negates and it's a standard action with a limit to number of times per day. It is decent at the level you get it but it's usefulness will where of fast. Maybe

Meatbone Slash-Epic feat, if you are critical you may deliver you wounds in damage to whomever brought you to critical, and it's a free action. You have to set feat on fire but it may be worth it...what am I saying you are an epic Samurai it's better than nothing. Might as well take it.

Blade Grasp-An Epic feat, you set a crap load of feat on fire, to negate the damage from a single melee or ranged attack. Alright, but wait it is used as a free action...yes that's right this feat is completely useless. Pass

Cleric
You use the cleric for these feats...umm okay like the need more power.

Pray- Heal 1HP/divine level to yourself and all allies within 30ft. If your cleric gets this as a feat, slap them. This is nowhere near level appropriate, oh and it's a standard action. Pass

HP Stroll- you gain you wisdom modifier in hp every time you make a move action and it's usable a limited number of times per day equal to your character level. It sounds nice but the heal is not worth losing a feat for. Pass

MP Stroll- Regain ONE level-1 divine spell every time you take a move action, this one doesn't have a restriction like HP Stroll. I say take it. (Since it translates to 5MP per move action, mp juggle). Take it

Magic Defense Up-When ever you take HP damage your saves increase by 1 for 10 rounds, they stack up to your wisdom modifier. Decent but it may not be worth it. Maybe

Regenerator- When ever you take HP damage you gain Fast Healing +1 (why not regen??) for 10 rounds. They stack up to your wisdom modifier. Pass, the regeneration form this feat just sucks, and it won't save you.

MP Restore- An Epic feat. When you are put in critical status you have a percentage to regain all your 1st-6th level divine spell, only one problem there is not way to figure the percentage out. Pass

Half MP Cost- An Epic feat. Any divine can be cast as though it was 4 levels lower. Spell level can go below 1. Wow this is sweet, I say take, except the way this worded it makes the spell weaker. Pass

WIZARD
You must be a wizard to take these.

Float-Epic feat that gives you float, as a free action. This is stupid when you can cast the spell a long time ago. Pass

Teleport-If the requirements are better than the feat that you get that's a problem. Pass

Magic Booster-Epic, +1 damage/caster level and increases it by 1 level. Yes the extra damage doesn't matter, you are better off just using the requirement of Empower Spell instead. Pass

X-Magic-Epic has you cast twice as many spells than usual, but since you are in epic casting why bother. Pass

One Mp Cost- All spells you cast may use a level 1 slot to cast the spell instead of it regular slot. It's alright, but still Epic spell casting still beats this. Pass

Magic Counter- if you receive damage from a spell or SLA, you may cast a spell that you have prepared as a free action. A decent ability.

Critical Quick- Once again if the requirements for the feat are better than the feat there is a problem. Pass

Short Charge- Look at Critical Quick.

Calculator
Just be a caster to get these. You remember how annoying it was to use the calculator properly in FFT. Well think about how much worse it is when most enemies have no levels and you don't know any of the variable that apply to then enemy. Also some of them won't work anyway since some enemies don't have an Exp number.

Each one of the feats present in this section is crap. Pass on the whole section.

NINJA
Use the ninja class to get these feats...don't look at me like that, I'm serious.

Throw-Throw things and automatically crit, it may break. Yes it's dumb. Pass

Abandon- Grants Concealment when wearing light or no armor. You only set one feat on fire, and it works if you are caught flat-footed. Okay this one is nice.

Catch- Just like Snatch Arrow but you don't need to be aware of it, and you don't need a free hand. Okay not great but okay

Sunken State- you become transparent for 3 rounds if you take damage. Yep it's dumb since Transparent sucks, and it's Epic. Pass

Two Swords- Wield two swords of any size within your size category with no penalties, an it's epic. Okay this is nice.

Wow the Ninja section was that bad...this can't last very long though can it? Well let's press on.

CHEMIST
It recommends using the Exemplar PRC for this class??? That makes no sense at all.

Maintenance- it adds 6 to the saving throw of your equipment. You have high enough for your items and since it doesn't help with sundering it is worthless. Pass

Equip Change- you can equip or remove your armor as a full round action...It don't even need to read the rest of this feat to tell you it's bad. Pass

Treatment-You cure poison, Darkness, and silence with a touch. Not worth doing since you could just be a divine caster and save a feat slot. Pass

Chemist-Doubles the effects of disposable hp items. Why take this? When I get to the items you will see why you shouldn't take this feat. Pass

Elemenalist- Same as chemist except for elemental items, just like chemist...Pass

Physicist- See chemist

Mix-Seen two feats to hell to mix potions together to make more powerful but pretty much worthless potion. Also this feat is epic. Pass

Auto Potion-if you are hit for HP damage you can use a Hp restoration type potion as a free action. This would be good except you have to spend a feat on Treatment. Okay

Auto Med- Same as Auto Potion except for status aliments, this one is funny since it doesn't work for the aliments that really hurt like stop or don't act/move. Pass

Auto Phoenix- Same Auto Med except that you can't use it on yourself only on an ally with in 30ft. Okay

X-Item-This one is epic, it allows you to use two single-use items, rods, wands, potions, or scrolls on a standard action. It says General but the requirement Mix is epic. Pass.

ARCHER
This one says to use the ranger class (I assume using the bow path of feat progression)

Speed save- You get hit your initiative increases by 1 for 10 rounds...yes this sucks are much as it did in the game. Pass

Mind blow- On a Successful attack you inflict Silence on the enemy unless they fail a Fort Save. By the time you get this ability you might as well just fill the enemies with holes. Pass

Triple Foul- See Mind blow just times three. Pass

Continuous Shot- Shot until you miss, each time it gets a -4 penalty. It's a full round action. What you are most likely to miss after the first hit making this useless...you get a gold star. Pass

Arrow Rain-Epic, shot a number of people to your Dex modifier. Yes since your single shot will most likely not kill anybody you just waste arrows. Pass

Concentrate-Epic, you automatically hit (even through cover), It's a full round action. OKay this is alright and you don't have to take the other crappy feats here. Get this with the quickness.


There is still more to come in the feats...I stop a this point so I can have a field day on this subpart starting with the Dancer feats.
Leress

04-22-07, 04:00 PM
Subpart 4 The Dancer

DANCERS
The effect anyone that can see the dancer within 60 feet. There is a Save DC but it doesn't say with one of the saves to use. Starting and maintaining the dances are full round actions that provoke AoO. They are not magical (we will see). Oh and for some god awful reason only Females can get these feats (Yes, I know it is just like the game, but they didn't follow that with the Bard so why now?) I will tell you why this is crap later on in the evaluation of these feats. (Hint this race was screwed in the races section.)

Witch Hunt-At level 7 you twirl to make the opponents lose spells per day up to level three spells starting with lower level ones first (cantrips). Too bad the really bad spells are at higher levels and by the time you get to those you will be eating the spell. Pass due to very poor way it takes out casters.

Wizanibus- At level 7 you twirl all to cause damage to all opponents that see you because you dance so badly the only problem with this ability is that the damage is your Cha modifier yes class you deal damage that doesn't matter, yes damage reduction makes this ability worthless. Pass

Slow Dance-At level 7 you go to the prom and you can give a penalty to opponents initiative for 10 rounds. Remember what I said about if you lower the enemy's initiative would cause the opponent to get multiple turns off of you, well this is on a grander scale. You better hope they make the save. Why can't slow dance actually "slow" the opponent. Pass

Polka Polka-An epic ability, this cause the opponents to deal less Maximum melee damage...yes you read that right it gives a penalty to their maximum melee damage equal to your charsima modifier. Why the penalty that can be inflicted doesn't matter since most damage doesn't deal maximum damage. The requirements for this feat make no sense, why leadership? Pass even Weird Al couldn't save this one.

Disillusion- At level 7...see Polka Polka except with maximum magic damage. Pass may Houdini rest in peace.

Nameless Dance- At 9th level, you get to inflict random status aliments on all within range. Yes at this level you are better of using aliment inflicting spells and not waste a feat on this. Pass, I hope the name remains forgotten.

Last Dance- For being the Ultimate why can I get it at level 9? You lower the enemy's initiative causing them to go last on their turn...yes you read that right, go-last-on-their-turn...It is their turn you go first, last, and everything in between. This feat does nothing at all. I would rather have toughness at least it did something. Pass oh God Pass.

Darkness Dance-For some reason you can only get this after getting the "Ultimate dance", at level 17. Brace yourself...this blinds the foe as long as you are dancing...let it soak in. Okay if I am blind I can not see, if I can not see how can the dance effect me (I have to see the dance to be effected by it) and besides you were probably casting some spell that cause blindness a least 10 levels ago. Pass

Samba of Silence-at level 17 cause silence, this would be nice except everyone else is not really effected by it or has an item that prevents it and you burned feat to get it. Pass

Sleepy Shuffle-Epic feat that puts foes to sleep for the length of the dance. If this feat has no DC it is very nice, if not the DC of this feat sucks. Pass maybe.

Slow Dance??- yes there are two slow dances this one is epic and inflicts slow, now it says the dances aren't magical but they are doing magical things at least supernatural. Too little too late...Pass.

Breakdance- Epic, casts stop on enemies. See Sleepy Shuffle

Magical Masque- Epic, magical attacks have no effect on dancer and other person chosen in range of 30ft. I guess Ultima is not that great after all, oh wait I was casting that spell 10 levels ago. Maybe.

Jitterbug- Epic, the party is under the effect of haste during the dance, at level 33 the party most likely already has equipment that does has. Pass

MP Mambo- Epic, the party's MP cost is zero for the duration of the dance. Alright at level 33 this is decent, if you use the MP spell variant

Carnival cancan- Epic at level 37 your dance doubles the maximum HP of your party, yep it is useless. Pass

Dirty Damage- Epic at level 47 your dance makes the party hit for critical damage for the duration of the dance. Around this time Epic spell casting has made this beyond useless. Pass

Wind Song-First of this feat can only be gotten by clerics or cleric/bards (see being does come back to bite you), Next remember this is dancer feat which only females can have, but who was the person who use this dance...did I hear someone say Mog from FF 3/6 but he is male. Yes right folk apparently being a male moggle is the worst thing to be besides a Galka.
Now to the feat it deals a random effect on the opponent. Either deals fair to worthless damage, heal for worthless hp, or completely screw your party. You could get this by level 18 at the earliest. Pass

Forest Suite-The Cetra dance, this one like Wind Song does a random effect. This one is little better since it has no save non-elemental damage. Thing funky way you get this feat makes it a Pass

Desert Aria-I will not waste my time on this one. Pass

Love Sonata, Earth Blues, Water Rondo, Dusk Requiem, and Snowman Jazz- the damage these dances do is worthless, they don't heal enough, and the effect the inflict are not very good since the DCs are so low. Pass to all

BARD
Okay I am not going through these while dancer feats hinder opponents bard feats aid your party but guess what they are just a bad at aiding you as the dancer feats were at hindering foes. The ones that had promise fail due to bad wording.

BARBARIAN

These feats can only be used during rage.

Cripple-Epic, You set one feat on fire to have the ability to cut the target's Hp in half. Wow this is good. Take this one

Mad rush-Epic it adds 2 to your threat range, and if you threaten a critical you deal double damage. If you don't threaten then you miss. You need Cripple to get this feat but why would you since cripple is a lot better than this feat. Pass

Crackdown-Epic it allows for you to bypass physical damage reduction. Alright this ability is nice. Take this it has the same requirements as cripple

Eject- Epic it allow you to push the enemy further with a bull rush...yes it doesn't do damage, you also need the horrible feat Mad rush to get this bad feat. Pass

Unhinge- Epic lower target BAB and AC by 6 for 3 rounds, this one is not very good but it is a lot better than other barbarian feats here. Maybe

Intimidation - Epic lowers target initiative by 8 for 3 rounds, no it is not a good feat. The DC is bad and if a unit is immune to fear this feat doesn't effect them. Pass

Envenom-Epic you inflict poison on the target for 3 rounds...do I have to say why this is bad. Pass

Hurt- Epic you inflict damage equal to your current HP once a day. Yes this feat is bad and what is worse you need envenom to get it. Pass

Howl- Epic you double your HP total for 3 rounds once a day. Yes this is bad since this doesn't help you at all and it takes away a move action. Pass

Itchproof- Epic requires Cripple...you are immune to spell effects that cause itching, seizures, or irritation from heat...Why is this epic it is the equivalent of aloe ointment. Pass

Counterattack, Magic counter, evade and counter- See the equivalent above and then add the restriction of rage only. Pass

Autoregen- Epic can fast healing equal to your character level for 3 rounds 3 times a day. It's a swift action to activate. The regen spell is better and you don't have to go through the misery that is getting the feat Hurt to get this passable feat. Pass

MISC.
Feat that are not in a real category

Gillionaire- Epic get double the treasure. It's not worth spending a feat on it you get plenty of treasure. Pass

Double xp, triple xp- Epic just like they say every spell caster needs these feats combined with epic spell casting and item creation you will rule all the know spheres. Take immediately

Double and Triple Overdrive- No they are not worth it. Getting to use a pointless and flawed ability more times per day is not worth burning a feat. Pass

Break HP, MP, Damage, Level limit- Epic all these won't apply because as we have or will soon learn that your character will never reach these limits of "Real Ultimate Power" so these feats are worthless. Who on would every go beyond level 99? Pass

Mime-Epic with ridiculous requirements lets you after readying an action you mimic any action of anyone you see. Yes this could end up with you casting free magic, but after you look at the requirements you are better off casting the spell yourself. Pass

Oh but we are not done yet...next

Item Creation
Feats for Engineers...what they were not mentioned before? Oh they can also but gotten instead of a meta-magic feat.

Most of the item creation feats suck especially relay information.
There is only one good one Amplify Magic. W hy have the reinforcement when you have maintenance, why craft materia slots when you have magic not just magic but epic magic.

So end the mostly bad chapter of Feats. Most of the feat are nowhere near level appropriate they are set too high of a level and most have requirements that make no sense. This seems to be an artificial way of making the game longer by putting most of the things that are final fantasy at such a high level that they are better than they really are. Why did this happen?

Alright onto the next chapter *drum roll* ...

MATERIA aka If you want to cast spells, just being a Spell caster.

There is nothing good about this chapter at all. Why have it when you already have spell casting. Not only is this a very limited very of spell casting you also have to Epic and burn feat just to use it. That makes no bloody sense. You also have to burn a feat before epic to qualify for the Materia feat, but that feat doesn't do anything except help get those feat so you waste another feat slot that doesn't help you at all. Just skip this entire section and pretend it doesn't exist.

Next time we will go to the chapter on limit breaks...
Dark Knight Kas

04-24-07, 08:57 PM
I had seen this project a year or so ago and tried my hand at fixing it to be playable, wow, what a project! To use any of the D&D creatures and get the feel of final fantasy, I had to make advanced Hit Dice stats and the adding of classes to creatures. Otherwise 95% of the creatures became obsolete when you finally got abilities to be like a final fantasy character.

Also, I changed alot of material and added about 90+ pages myself. One thing that worked best was to remove the extra attacks received by a high base attack bonus, for balance with those insane weapons. You had the attack action, thats it. The Double cut ability found its purpose again (it was done for creatures as well).

Also, I changed what levels you gained new spell levels, so basically, a final fantasy character in this campaign was roughly about 2.5 times the level of a D&D equivilant. A 9th level spell in this way would take you the same amount of campaign time to get to as it would in D&D, but in this game, the level was around 45 or so. XP awards were tripled so you could reach some of the high qualifications. But alot of qualifications were lowered and changed to make more sense.

Yes, I know, why not just lower everything? That would work too, but we tried it just to relate to Final Fantasy. The fast level gain did give it the feel of the E-game. But I noted to the players that a standard 20th level d20 character would be about level 50 in our game. To convert to D&D you might divide everything by 2.5 and vice versa to convert into the game's power level. Over 50 was epic, technically.

The spells allowed were only Final Fantasy ones, as were most of the weapons, since standard weapons became useless.

There is much more to note, I did make the feats into class abilities with base classes. For example, a paladin in our final fantasy game did not have the D&D version paladin abilities, but recieved stasis sword, then got hellcry punch later, etc. All FF7 characters got most of their powers through materia. In out campaign, you started out with one of the 3 types we allowed: Materia-user (FF7), Guardian Force wielder (FF8) or Class system/Job system (FF5/Tactics). All had basic classes, like modern d20 did (strong, tough, smart, etc.). Don't forget limit breaks.

All said, the game still had flaws and was far more different to d20 then mutants and masterminds was to d20. It had to be to try to make it close to the PDF given. But I would like to try it again within the level range of 1-20 like standard d20 campaigns. After my current Dragonlance campaign, maybe I'll work on it. Alot of you guys have some good ideas and contributions. Maybe with Raidzuo's great design and everyone's input, it can work.

Maybe we'll just get lucky and Square will allow a PNP version of it...Yea right.
Meier_Link

04-25-07, 10:59 AM
Thanks Knight. I think one big problem is that everyone (including me) is trying to use classes from either D&D or d20 Modern. This is prolly gonna take classes made from scratch and they are prolly gonna have to go 50 levels. When I have time I'm gonna work on it. But if anyone has any ideas let me know.
Barnwellknight

04-25-07, 02:22 PM
Where's the link to the download? I have looked for the button, but I don't see it!
Leress

04-25-07, 07:20 PM
Where's the link to the download? I have looked for the button, but I don't see it!

Click on the link in the first post, then click on the button left of the cover page on the new screen titled "Download"
Leress

04-29-07, 01:30 AM
This is the last part of the review

Chapter 7 Limit Breaks aka Getting kicked in the throat as a birthday present.


This section start off by telling how to gain Limit Breaks. You are told that if you multi class you can not use limit breaks...THAT MAKES NO SENSE. It punishes people who try to recreate some of their favorite Final Fantasy characters. Yuna couldn't get them because she is a summoner and the only way to get that class is to multi-class. L

Lame

You can create them but it is pretty much ad hoc. Strangely enough you can't use them on objects only creatures. That's right folks I can't use it break down doors or use it against animated objects...this makes less and less since as it goes along. You can only have a maximum of 7 Limit breaks (2 per tier, 3 tiers, and a final). You may only use a limit break 1/day, if it is a higher level limit break you may prepare it at a lower level which increases the number of times per day that you can use it. This does not apply to the Final Limit break though...why even get a level one limit break? Why is it only one time per day with such near meaningless effects. Doubling damage really means nothing since we are in epic level now.

There is a tier template...they give very poor abilities for epic fighting.
The examples given don't really follow the template very well, and the examples aren't that great either.

You know what you might as well multi class...oh I forgot you also lose the ability to use limit breaks if you go into a Prestige class as well. See you are better off just leaving the limit breaks alone. The benefits you might get from them is not worth having to stay in the same class your entire career.

Onto the next chapter

Chapter 8 Equipment
aka Katanas are L33T

First there is a Generic item cost chart...this chart is very abusable. Since adding 1d2 damage or 1d100 damage costs the same (+10,000). There are no DC checks for crafting these items. Most give an insight bonus so it is cheese stacking here.

Now onto the actual items. I will go section by section.

First up...
Shoes (check out these kicks)
Okay there seems to be two different "Sprint shoes" don't worry they both suck. Only get the Marvel Shoes ( 250,000gp). The Dragon Boots are the worst since they force you to use that god awful "jump" ability of the Dragoons/Lancer.

Gauntlets (Five Knuckle Shuffle)
Get the Genji Gauntlet it grants +1 armor and the Two sword feat for 50,000gp. The artifact "Iron Duke" is crazy. There is nothing really bad here.

Rings (Bling, Bling)
Get the Cure Ring and the Tough ring, the rest of the rings are not really worth it. Some like the Relic ring and Wring or really bad. The Relic ring offers no benefit just penalties, while Wring will kill you in 10 rounds and you get an HP penalty it...it's just bad all around.

Armlet (no comment)
Casters get Economizer (25,000gp) all MP cost is 1, the rest get Atlas Armlet (25,000gp) +25% to damage rolls

Bracers (Wonder Woman!)

Meleers get Hyper Wrist (25,000gp) +25% round down to STR. Casters Silver bracer (25,000gp) all 1st level spells are doubled.

Mantle, capes, and cloaks (Let's get dangerous)
Just get the Dracula Mantle (50,000gp) +3 insight bonus to Armor and +28 to Spell resistance.

Perfume (only for the ladies)
These last 12 hours and only one can be in effect at any one time.
So ladies just Chantage and Salty Rage (no comment) and call it a day.

Amulets (it's spinnin')
Start with the Experience Egg (25,000gp to double xp earned) and when you can afford it go to "Key to Success" when you are epic.

Belts (this one is snake skin)
Get the Tera Elemental if you can't afford that get the Muscle Belt.

Head Gear (Accessorize!)
...Golden Hairpin...that's it

Body Armor (Power Up!)
Most of these armors are pretty funky. Some grant bonuses that would make the character untouchable (sans a natural 20)

Armlets Bracers Bangles (Walk like an Egyptian)
Why are there more Armlets and Bracers...poor organization...most likely. But lo and behold they have Materia slots. Yep there is still no point of using materia, just be a caster. These are broken beyond belief.

Shields (Micheal Khicus is not going to like this)
These are not as bad as the armor but still not good.
Did any one play test this stuff?

Helmets (Always were protection)
This just adds more fuel to this fire

Hats (Dunce)
Same as helmets, but for casters

Ribbons (aww, a present)
Only woman can wear these, which of course makes them the best items to have. They don't offer much AC but they make you immune to status aliments

Clothes (looking sharp)
See Armor but lighter

Robes (be like Hugh Hefner)
See Armor but even lighter than clothes and made for casters and more broken

Healing Items (...)
They are fair really no complaints

Recovery items (...)
Same as Healing items

Ninja Stars (ow that hurts)
They are better than the one in the PHB but they are still bad. They are way too expensive.

Throwing Balls (yes there is a blue one)
See ninja stars but more cost

General Items ( they had no real category)
These are just lame and expensive.

Weapons (get ready to roll a lot of d6s)
Most of these items may look powerful but since the way that item cost is done they are way too expense and you are better off just regular magic weapons. These items just ooze with cheese. There are 3 different versions of Ragnarök and the FF6 version it the best one. There no type of balance done none at all. Only some of the Weapons have Materia slot...why do that? Either give it to all of them or none. Then there are Ultimate Weapons...why they are more powerful than any artifact. They can't be destroyed at all, even if the gods want it gone or a sphere of annihilation can't take them out. They ignore all magical defenses. Their damage is low but it doesn't matter since they grant abilities that make you kill anything.

Well onto the Final Chapter...

Monsters aka The DM hates you and will show you that at a moments notice.

This sections list the monster of Final Fantasy... most of the stat blocks are wrong or the CR is either too low or too low (that was not a typo). Example the Sand worm is CR 11 okay but it has over 4,000 hp, DR 25, deals avg 42 damage with it's single bite attack that has a +40 to hit. This only get worse so much worse to astronomical level of asinine creature creation ever. Avoid this entire section period. There is nothing here. Avoid like the Black Plague.

We are done. What have we learned class. If you start with a poor foundation the whole just gets worse as you go up. This is beyond poor...Just start from the ground up.

:weep: :weep: :weep:
Meier_Link

04-29-07, 02:24 PM
You are very right Leress. Which is why I've decided to do just that. From the ground up. I'm prolly just going to use baddies from the MMs and just design a couple of key monsters (Tonberries, Cactuars, and the weapons).
Rikard

05-31-07, 10:51 PM
I'd like to see what you come up with Meier Link
TFVanguard

06-14-07, 10:57 AM
As an experiment, I've done a White, Black, and Red mage based loosely on the 'fatigue' magic system introduced in d20 Slayers (where it was OGL).

http://www.pixelsagas.com/library/files/Free_White_Mage_Class.pdf
http://www.pixelsagas.com/library/files/Free_Black_Mage_Class.pdf
http://www.pixelsagas.com/library/files/Free_Red_Mage_Class.pdf

As for the original work.. it's crap. Classes make no sense (they're barely mentioned, but there are LOTS of references back and forth to things that don't actually exist... etc)

Oh, and page count is only impressive if you make SOME effort to avoid white space.

Edit : Black Mage changed to be a prestige class.
TFVanguard

06-15-07, 06:24 PM
http://www.pixelsagas.com/library/files/Free_Dragoon_Class.pdf - Dragoon Class for d20. A little overpowered, thanks largely to the Wyvern familiar/mount ability added. But it's also a PrC...

http://www.pixelsagas.com/library/files/Free_Corsair_Class.pdf - Corsair (FF) Class for d20. Random luck-inducing pistoleer guy.
Valheru6

07-02-07, 08:14 PM
I was thinking...

I haven't really seen any penalties to limit materia usage. I know there is the "times per day" being implemented on materia, but it basically it seems as though you get an available slot on your weapon, fill it with a materia, and that is that. And by the way, I am going to attempt a basic MP system, based off of Meier Link's stuff.

Well, if something sounds so good that you can't find a reason to say "no" and there is nothing to counteract the addition, it may be a problem. So as an experiment, I am going to put penalties to Str, and Max HP (in the form of percentages so that a class with a lot of health isn't at an advantage), and small bonuses to Will saves, and Spell Resistance to reflect the nature of the magic materia.

I expect that the HP percentage penalty that will be based off of the Final Fantasy VII video game will limit players from loading up on very high-level materia like Eden and Ultima. I know that I will be "shot down" for saying this, but basically the HP penalties will be in the forms of 2%, 5%, and 10%. They may change since nothing is set in stone yet.

For all of you that have read this and play Final Fantasy VII, you know that materia weakens your character physically and strengthens them in regards to magic. That is also why I chose to do this. So anyway, I will let you all know how it turns out after I finish it up and play test it. Again, as to my reason for putting in penalties, I just see it as something too good that might get out of control or become unbalancing although a good DM (or GM) could limit the players' exposure to powerful materia. Well, that's it for me right now. Let me know what you think.
Leress

07-04-07, 10:17 PM
I was thinking...

I haven't really seen any penalties to limit materia usage. I know there is the "times per day" being implemented on materia, but it basically it seems as though you get an available slot on your weapon, fill it with a materia, and that is that. And by the way, I am going to attempt a basic MP system, based off of Meier Link's stuff.

Well, if something sounds so good that you can't find a reason to say "no" and there is nothing to counteract the addition, it may be a problem. So as an experiment, I am going to put penalties to Str, and Max HP (in the form of percentages so that a class with a lot of health isn't at an advantage), and small bonuses to Will saves, and Spell Resistance to reflect the nature of the magic materia.

I expect that the HP percentage penalty that will be based off of the Final Fantasy VII video game will limit players from loading up on very high-level materia like Eden and Ultima. I know that I will be "shot down" for saying this, but basically the HP penalties will be in the forms of 2%, 5%, and 10%. They may change since nothing is set in stone yet.

For all of you that have read this and play Final Fantasy VII, you know that materia weakens your character physically and strengthens them in regards to magic. That is also why I chose to do this. So anyway, I will let you all know how it turns out after I finish it up and play test it. Again, as to my reason for putting in penalties, I just see it as something too good that might get out of control or become unbalancing although a good DM (or GM) could limit the players' exposure to powerful materia. Well, that's it for me right now. Let me know what you think.

Percentage loss won't equal crap. Since most ability scores reach above 25 the percentages will be non-existent. The same goes for HP since it won't most like reach above 150 unless you go for the HP whoring which does you no good at all. It would still be worth getting materia for the bonuses to Will and spell resistance even though, the spell resistance will most likely be too low.

Basically the numbers are too low to show the change in percentage loss. FF had HP in the thousand so the loss can be show and make an impact. Same of MP which goes in the hundreds.
Wizardmon

07-31-07, 09:29 PM
I was wondering who did the art for your PDF file, and whether or not they would be interested in doing art for the Kingdom Hearts project.
Leress

08-01-07, 11:00 PM
I was wondering who did the art for your PDF file, and whether or not they would be interested in doing art for the Kingdom Hearts project.

I think the art is from the official source.

http://en.wikipedia.org/wiki/Characters_of_Final_Fantasy_X
the_unthinkable

08-08-07, 02:09 PM
I was looking at the overdrives for the Aeons and they seemed very underpowered. Is there something I missed? Do the attacks get bigger as the summoner levels up? I'm so confused as to why the Aeons' overdrives are so seemingly weak.
Viatos

08-09-07, 04:01 AM
No, the problem you're experiencing here is a very badly designed system, which Meier_Link appears to be fixing (if I am reading this topic correctly). A lot of the issues with the FF system are very simple to fix, it's just there are so MANY of them. For Aeons, houserule yourself better scaling damage. Yay Rule Zero.
the_unthinkable

08-09-07, 02:02 PM
Thanks man. Man this sucks that the system has been badly designed. Now I've got to wait for the better version to come out.
Leress

09-11-07, 05:28 PM
bump for great justice :bump:
the_unthinkable

10-09-07, 05:51 PM
Has it been updated yet?