Races of Final Fantasy [Archive] - Wizards Community

Post/Author/DateTimePost
Shoes

10-25-06, 04:36 PM
Greetings! Long time no see. I see much hasn't change since I've been gone.

As the title states, I've been brainstorming ideas for a Final Fantasy d20 system. Now I know there has been a handful of attempts, such as FFCS (http://s4.invisionfree.com/finalfantasyd20) (which is slow, but steady), but I've been in the FF mood a lot lately. So I say "what the hell" and just started to go at it. Now, I have basically a rough draft of ideas for some of the races. Some are incomplete and some of them I took as ideas from other members here and elsewhere for some of the races. There is a few I wouldn't know what to give for racial traits because I haven't played the games (FFTA & FFXI).

So what I'm asking for is ideas and balancing of the races I created. And on such a note, as I said not all of them I created as I "borrowed" a few of them from other people. But nonetheless I thought they were great ideas for some of the races, so thanks for the ideas and resources!

Also if you haven't notice looking through all these already, I planned to have six core classes (black mage, monk, red mage, thief, warrior, and white mage) and the langauges are incomplete. Plus I planned on using Weapon Groups.

NOTE!: All of the races here are in rough draft form. Most need to be balance &/or finished. You can also find some of my rough drafts for my conversion on my MSN Group: Final Fantasy d20 (http://groups.msn.com/FinalFantasyd20).

FAVORED CLASS
A character’s favored class doesn’t count against him or her when determining experience point penalties for multiclassing.

RACE AND LANGUAGES
All characters know how to speak Common. A dwarf or an elf, for example, also speaks a racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character.
Literacy: Any character can read and write all the languages he or she speaks.
Class-Related Languages: black mages, red mages, and white mages can choose certain languages as bonus languages even if they’re not on the lists found in the race descriptions. These class-related languages are as follows:
Black Mage: Draconic.
Red Mage: Any.
White Mage: Angelic, Demonic.

Language (Spoken by)
Al Bhed (Al Bhed)
Angelic (Angels)
Burmecian (Burmecians)
Common (Humans)
Demonic (Demons)
Draconic (Bangaa and dragons)
Dwarven (Dwarves)
Elven (Elves)
Goblin (Goblins)
Moogle (Moogles)
Nu Mou (Nu mou)
Guado (Guado)

AUTOMATIC CLASS SKILLS
If a skill is listed as an "automatic class skill" and the character already has it as a class skill, he receives a +2 racial bonus instead.

SMALL CHARACTERS
A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.
A Small character generally moves about two-thirds as fast as a Medium character.
A Small character must use smaller weapons than a Medium character.

Humans

• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

Al Bhed

• +2 Intelligence, -2 Wisdom.
• Medium: As Medium creatures, al bhed have no special bonuses or penalties due to their size.
• Al Bhed base land speed is 30 feet.
• Low-Light Vision: An al bhed can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Craft and Use Technical Device are automatic class skills to al bhed.
• Automatic Languages: Common and Al Bhed. Bonus Languages: N/A.
• Favored Class: Thief. A multiclass al bhed's thief class does not count when determining whether she takes an experience point penalty for multiclassing.

Bangaa

• +2 Strength, -2 Intelligence, -2 Charisma. Bangaa are powerful, but not very bright and rather crude.
• Medium: As Medium creatures, bangaa have no special bonuses or penalties due to their size.
• Bangaa base land speed is 30 feet.
• Darkvision: Bangaa can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and bangaa can function just fine with no light at all.
• Natural Weapon (Claws): A bangaa's unarmed strike deals 1d3 points of lethal damage and still provokes an attack of opportunity. Bangaa have natural claw-like hands.
• +1 natural armor bonus.
• +2 to saves against fire spells and effects.
• Balance and Climb is an automatic class skill to bangaas. Bangaa have tails that help keep them balance, and claws to help them climb better.
• Automatic Languages: Common and Draconic. Bonus Languages: N/A.
• Favored Class: Monk. A multiclass bangaa’s monk class does not count when determining whether he takes an experience point penalty for multiclassing.

Burmecian

• +2 Constitution, -2 Charisma. Burmecians are hardy people, but often unpleasant.
• Medium: As Medium creatures, burmecians have no special bonuses or penalties due to their size.
• Burmecian base land speed is 40 feet.
• Low-Light Vision: An burmecian can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +2 racial bonus on saving throws against poison and disease.
• Hide, Move Silently and Perform (Dancing) are automatic class skills to burmecians.
• Automatic Languages: Common and Burmecian. Bonus Languages: N/A.
• Favored Class: Warrior. A multiclass burmecian’s warrior class does not count when determining whether he takes an experience point penalty for multiclassing.

Dwarves

• +2 Constitution, -2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves are automatically proficient with weapon group (axes).
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• Appraise, Craft and Profession (Miner) are automatic class skills to dwarves.
• Automatic Languages: Common and Dwarven. Bonus Languages: N/A.
• Favored Class: Warrior. A multiclass dwarf ’s warrior class does not count when determining whether he takes an experience point penalty for multiclassing.

Elf

• +2 Dexterity, -2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Also, elves only need 4 hours of sleep. When they sleep, they enter a trance-like state.
• Low-Light Vision: An elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Familiarity: Elves are automatically proficient with weapon group (bows) and weapon group (light blades).
• Listen, Search, and Spot are automatic class skills to elves. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Common and Elven. Bonus Languages: N/A.
• Favored Class: Warrior. A multiclass elvaan’s warrior class does not count when determining whether she takes an experience point penalty for multiclassing.

Galka

• +2 Constitution, -2 Dexterity.
• Medium: As Medium creatures, galka have no special bonuses or penalties due to their size.
• Powerful Build: The physical stature of a galka lets him function in many ways as if he were one size category larger. Whenever a galka is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the galka is treated as one size larger if doing so is advantageous to him. A galka is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A glaka can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects size category.
• Darkvision: Galka can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and galkas can function just fine with no light at all.
• Knowledge (Dungeoneering) and Profession (Miner) are automatic class skills to galka.
• Automatic Languages: Common. Bonus Languages: N/A.
• Favored Class: Warrior. A multiclass galka's warrior class does not count when determining whether she takes an experience point penalty for multiclassing.

Guado

• +2 Dexterity, -2 Intelligence.
• Medium: As Medium creatures, guado have no special bonuses or penalties due to their size.
• Guado base land speed is 30 feet. A guado has a swim speed of 15 feet. A guado gains a +8 racial bonus on all Swim checks and can always choose to take 10 with Swim checks, even if rushed or threatened. Guado can use the run action while swimming, as long as they swim in a straight line.
• Superior Low-Light Vision: An guado can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Hold Breath: A guado may hold his breath up to four times his Constitution score underwater.
• Natural Weapon (Claws): A guado's unarmed strike deals 1d3 points of lethal damage and still provokes an attack of opportunity. Gaudo have natural claw-like hands.
• Automatic Languages: Common. Bonus Languages: N/A.
• Favored Class: Thief. A multiclass guado's thief class does not count when determining whether she takes an experience point penalty for multiclassing.

Lilty

• +2 Constitution, -2 Wisdom.
• Small: As small creatures, lilties gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than human's use, and their lifting and carrying limits are three-quarters of those of Medium-size characters. However, see the powerful build ability description below for more details.
• Lilty base land speed is 20 feet. However, lilties can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Low-light Vision: Lilties can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
• Powerful Build: The physical stature of a lilty lets him function in many ways as if he were one size category larger. Whenever a lilty is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the lilty is treated as one size larger if doing so is advantageous to him. A lilty is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A lilty can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects size category.
• Appraise and Craft are automatic class skills to lilty.
• +2 racial bonus on all Knowledge checks related to war, and may make Knowledge checks relating to war untrained. Lilties are extremely competent in knowledge of most types of warfare.
• Automatic Languages: Common and Lilty. Bonus Languages: N/A.
• Favored Class: Warrior. A multiclass lilty's warrior class does not count when determining whether she takes an experience point penalty for multiclassing.

Maglin

• +2 Intelligence, -2 Constitution.
• Medium: As Medium creatures, maglins have no special bonuses or penalties due to their size.
• Maglin base land speed is 30 feet.
• Spellcraft and Concentration are automatic class skills to maglins.
• Automatic Languages: Common. Bonus Languages: N/A.
• Favored Class: Black Mage. A multiclass maglin's black mage class does not count when determining whether she takes an experience point penalty for multiclassing.

Mithra

• +2 Dexterity, -2 Constitution.
• Medium: As Medium creatures, mithra have no special bonuses or penalties due to their size.
• Mithra base land speed is 40 feet.
• Low-Light Vision: A mithra can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Listen and Move Silently are automatic class skills to mithra.
• Automatic Languages: Common and Felid. Bonus Languages: N/A.
• Favored Class: Thief. A multiclass mithra's thief class does not count when determining whether she takes an experience point penalty for multiclassing.

Moogle

• +2 Charisma, -2 Strength. Moogles have great personality, but they are not that strong.
• Small Size: Moogles gain a +1 size bonus to attack rolls and armor class, and a +4 size bonus on Hide checks due to their small size. However, they can also carry 3/4th less and must wield smaller weapons for their size.
• Moogle base land speed is 20 ft.
• Fly: Moogles have a base flying speed of 15 feet. Moogles are slow, but can fly not bad.
• Darkvision: Moogles can see black-and-white vision in complete darkness up to 60 ft. This helps them navigate their cavernous homes
• Diplomacy and Profession (Postman) are automatic class skills to moogles. Moogles have an innate sense of rhythm and have made delivering mail an occupation.
• +1 racial bonus on all saving throws. Moogles are supriseingly capable of avoiding mishaps.
• Arctic Fur: Moogles are immune to environmental damage from cold weather (below 40 degrees). In conditions of extreme cold (below 0 degrees), moogles suffer the normal conditions for cold weather, not the harsher conditions for extreme cold. The thick, white fur keeps them toasty warm.
• Automatic Languages: Kupo. Bonus Languages: Any. Having no formal homeland, the moogle picks up all kinds of different languages.
• Favored Class: Red Mage. A multiclass moogle's red mage class does not count when determining whether he suffers an XP penalty for multiclassing.

No Mou

• +2 Intelligence, -2 Dexterity.
• Medium: As Medium creatures, no mou have no special bonuses or penalties due to their size.
• No Mou base land speed is 30 feet.
• Low-Light Vision: A no mou can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Spellcraft and Handle Animal are automatic class skills to no mou.
• Automatic Languages: Common. Bonus Languages: N/A.
• Favored Class: Black Mage. A multiclass no mou's black mage class does not count when determining whether she takes an experience point penalty for multiclassing.

Qu

• +2 Wisdom, -2 Charisma.
• Medium: As Medium creatures, qu have no special bonuses or penalties due to their size.
• Qu base land speed is 30 feet.
• +4 racial bonus on saving throws against poison.
• Profession (Cook) and Spot are automatic class skills to qu.
• Automatic Languages: Common. Bonus Languages: N/A.
• Favored Class: White Mage. A multiclass qu's white mage class does not count when determining whether she takes an experience point penalty for multiclassing.

Ronso

• +2 Strength, -2 Intelligence, -2 Charisma.
• Medium: As Medium creatures, ronso have no special bonuses or penalties due to their size.
• Ronso base land speed is 30 feet.
• Low-Light Vision: A ronso can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +2 to saves against cold spells and effects. Ronso live in cold mountains and are naturally resistant to the cold.
• Climb, Jump, and Survival are automatic class skills to ronso.
• Automatic Languages: Common and Bangaa. Bonus Languages: N/A.
• Favored Class: Warrior. A multiclass ronso’s warrior class does not count when determining whether he takes an experience point penalty for multiclassing.

Selkie

• +2 Dexterity, -2 Wisdom.
• Medium: As Medium creatures, selkie have no special bonuses or penalties due to their size.
• Selkie base land speed is 30 feet.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• Climb, Jump, and Move Silently is an automatic class skill to selkie.
• Automatic Languages: Common. Bonus Languages: N/A.
• Favored Class: Thief. A multiclass selkie's thief class does not count when determining whether she takes an experience point penalty for multiclassing.

Tarutaru

• +2 Intelligence, +2 Charisma, -2 Strength, -2 Constitution.
• Small: As small creatures, tarutaru gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than human's use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
• Tarutaru base land speed is 20 feet.
• +1 racial bonus on all saving throws.
• Diplomacy and Gather Information are automatic class skills to tarutaru.
• Automatic Languages: Common. Bonus Languages: N/A.
• Favored Class: Black Mage. A multiclass tarutaru's black mage class does not count when determining whether she takes an experience point penalty for multiclassing.

Viera

• +2 Dexterity, -2 Constitution.
• Medium: As Medium creatures, viera have no special bonuses or penalties due to their size.
• Viera base land speed is 30 feet.
• Low-Light Vision: A viera can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Balance, Listen, and Tumble are automatic class skills to viera.
• Automatic Languages: Common. Bonus Languages: N/A.
• Favored Class: Warrior. A multiclass viera's warrior class does not count when determining whether she takes an experience point penalty for multiclassing.

Yuke

+2 Constitution, -2 Strength.
• Medium: As Medium creatures, yuke have no special bonuses or penalties due to their size.
• Yuke base land speed is 30 feet.
• Living Construct Subtype: A living construct possesses the following traits (unless otherwise noted in a creature's entry).
- Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
- Unlike other constructs, a living construct does not have low-light vision or darkvision.
- Unlike other constructs, a living construct is not immune to mind-influencing effects.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
- A living construct cannot heal damage naturally, but yuke can heal damage naturally.
- Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- Unlike other constructs, a living construct can use the run action.
- Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure spell or a repair spell, for example, and a living construct is vulnerable to damage inflicting spells. However, spells from the healing subschool provide only half effect to a living construct.
- A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- Can be raised or resurrected.
- Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as potions.
- Does not need to sleep, but must rest for 8 hours before preparing spells.
• Composite Plating: The plating used on an yuke provides a +2 armor bonus. This is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, thus an yuke cannot wear armor or magical robes. Yuke can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a yuke with a 5% spell failure chance, similar to the penalty of wearing light armor. Any class ability that allows a yuke to ignore the spell failure chance for light armor lets him ignore this penalty as well. Composite plating is considered metal armor for other class benefits or penalties.
• Light Fortification (Ex): When a critical hit or sneak attack is scored on an yuke, there is a 25% chance that the critical hit or sneak attack is instead rolled normally.
• Automatic Languages: Common. Bonus Languages: N/A.
• Favored Class: Red Mage. A multiclass yuke's red mage class does not count when determining whether she takes an experience point penalty for multiclassing.

Edit: I put all the races in spoiler tags for easier reading.
Edit: I added my group site for my works on my FFd20 conversion.
havenscloud

10-26-06, 01:34 PM
That all looks pretty good to me, but I'm not very familiar with Tactics Advance or 11 either. There are a couple things I noticed though. So you're not giving any racial adjustments to skills, just making them class skills right? You might want to do both. I like keeping with the six classes from the original FF, but you would have prestiges too correct? About the races, it might just be me, but I don't think any should have the exact same attribute modifiers. I would give Burmecians a +2 Dex and -2 Str also for their rat heritage, and Guado are Charismatic aren't they? What do you think about Ronso being large? They are over 8 feet tall if I remember correctly. I think Veira should get a listen bonus for their ears too. Lastly, would you be using different attributes for class spells? I would suggest Int for black mage, Wis for white, and CHA for red.

The rest all looks pretty good, but that is pretty many races.
Shoes

10-26-06, 04:24 PM
So you're not giving any racial adjustments to skills, just making them class skills right? You might want to do both.

Actually, I already have. Under the AUTOMATIC CLASS SKILLS description.

I like keeping with the six classes from the original FF, but you would have prestiges too correct?

Yep, I already have a list of them I want to make. Though I'm having problems with what I want to do with the magic system.

The list, in no specific order: Knight (different varities), Chemist, Archer. Oracle, Time Mage, Geomancer, Lancer (aka Dragoon), Mediator, Summoner, Samurai, Ninja, Calculator, Dancer, Bard, Mime, Holy Knight (aka Paladin), Dark Knight, Engineer, Beastmaster, Hunter (aka Ranger), Blue Mage, Corsair (aka Pirate). And many others, maybe.

About the races, it might just be me, but I don't think any should have the exact same attribute modifiers. I would give Burmecians a +2 Dex and -2 Str also for their rat heritage, and Guado are Charismatic aren't they? What do you think about Ronso being large? They are over 8 feet tall if I remember correctly. I think Veira should get a listen bonus for their ears too.

The burmecians I've been taking ideas from the Nezumi from Oriental Adventures. A bonus to Dex might not be bad, but I really don't want to give them a Str penalty seeing a lot of them were warriors and dragoons.

Guados I've taken ideas from the sea elf, so I'm not sure if I want to change it. Though I plan on making racial paragon classes for each race. I could really just give them a bonus to Cha at level 3 in it, or vice versa (give them a Cha bonus now and a Dex bonus in the racial paragon class).

The Ronso I've been thinking of making them large, but maybe instead I'll give them the Powerful Build ability instead. The reason is because I really don't want to any Level Adjustment races if at all possible. Large size would make a LA for sure.

Veira, already have Listen as a racial trait. ;)

Lastly, would you be using different attributes for class spells? I would suggest Int for black mage, Wis for white, and CHA for red.

Yep, also have that working out already.

I want to give each race something unique that stands out and no other race has. For example, dwarves have the stonecunning ability where elves have the ability to trance and detect secret doors. So I gave guado Superior Low-Light Vision, Hold Breath, and a swim speed. Lility, even though small size, gets all the advantages of being small and medium size. Moogles and Ronso can survive in cold tempertures. And Yuke have the Living Construct Subtype. So there is a few races that need to be "modified" so they stand out more.

Oh yeah, if your wondering what the Maglin race is, they're Vivi's race from FF9. I wanted to call them a different name seeing their name for their race and one of the core classes is the same. I'm up for ideas on what to call Vivi's race instead just "Black Mages".
havenscloud

10-27-06, 01:16 PM
Oh, my mistakes. My suggestion on Burmecians was based on I always remember Freya being fairly weak, except she got some pretty powerful weapons by the end of the game and relied on jumping. I actually like the Maglin name for Vivi's race, but do you think they should be a different type since they are somewhat constructs? He could also harness some pretty powerful magic at points of high emotion, but that might be more class related. I assume the races I didn't recognize were from 11, but for clarity, what are Galka, Lilty, Selkie, and Yuke? Mithra a cat people, and Tarutaru are kind of like gnomes right?

For magic, you could split all the spell schools into white (healing and status) and black (damage dealing). I think FF1 did it well becuase its very similar to D&D. Classes can cast all of one type, half of one, or half of both.

Where did you find Powerful Build, and Living Construct by the way? I could use both of those in my own campaign.
Shoes

10-28-06, 02:27 AM
Oh, my mistakes. My suggestion on Burmecians was based on I always remember Freya being fairly weak, except she got some pretty powerful weapons by the end of the game and relied on jumping.

Actually I've been thinking of changing the stat adjustments to a +2 Dex instead seeing any sort of rat race or creature seems to get a bonus to Dexterity.

I actually like the Maglin name for Vivi's race, but do you think they should be a different type since they are somewhat constructs? He could also harness some pretty powerful magic at points of high emotion, but that might be more class related.

I've been thinking of giving that race the Living Construct Subtype, but I'm waiting to see other opinions first (which no one else seems to be replying to this thread).

I assume the races I didn't recognize were from 11, but for clarity, what are Galka, Lilty, Selkie, and Yuke? Mithra a cat people, and Tarutaru are kind of like gnomes right?

Races of Final Fantasy (http://en.wikipedia.org/wiki/Races_of_Final_Fantasy)

FF9
Burmercian
Black Mages (Maglin)
Dwarves
Moogle
Qu

FF10
Al Bhed
Guado
Ronso

FF11
Elves
Galka
Mithra
Tarutaru

FF Crystal Chronicles
Lilty
Moogle
Selkie
Yuke

FF Tactics Advance
Bangaa
Moogle
No Mou
Viera

For magic, you could split all the spell schools into white (healing and status) and black (damage dealing). I think FF1 did it well becuase its very similar to D&D. Classes can cast all of one type, half of one, or half of both.

I've already started to work on something like that. I'll post it up later once I get a better idea for it.

Where did you find Powerful Build, and Living Construct by the way? I could use both of those in my own campaign.

Living Construct Subtype (http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_livingconstructsubtype&alpha=L)

The Living Construct Subtype is originally from the Warforged race from the Eberron Campaign Setting. Powerful Build is being used a lot now in the more updated accessory books.
havenscloud

10-31-06, 09:37 AM
Thanks very much. Any particular reason you aren't using any races from FF7 like Red XIII's race? I actually have a race similar to them (tribals) in my campaign thread if you are intersted. As a side note, I just got FF12 last night so I'd be happy to help if you want to use any of the new races in there. Also, I would personally love to play a tonberry in a FF campaign :)

Yeah, we need to get more people in here and on the BoF page. If you've got time Shoes, and want to take a look at my races that would be great.
tryco

10-31-06, 10:21 AM
wrong thread, sorry.
Thomar_of_Uointer

10-31-06, 02:22 PM
Selkies should be faster. Like 40' movement with a -2 penalty to Strength and Constitution faster. They could outrun everyone in the game.

Baanga are overpowered, drop the claws and give them a Dexterity penalty, you should drop the Intelligence penalty, I would imagine they're good at weaponsmithing since the Gladiator is an equipment-heavy class.

Moogles are decidedly overpowered. Drop the Charisma bonus, a Dexterity bonus is more appropriate. Give their flight a maneuverability, probably Good, and limit it to a number of consecutive rounds equal to 1/2 their Constitution score.

Nu Mou are overpowered. Drop them to 20' movement and they'll be fine.

I would imagine that the Viera favored class would be Red Mage, seeing how they're the only race in FFTA that can take it.
Shoes

11-01-06, 02:44 PM
Made a few changes to the races (not here on these boards though). I made up quickly a msn group site with all what I'm doing for it. Take a look!

http://groups.msn.com/FinalFantasyd20/
Kord's Boon

11-02-06, 01:41 PM
I don’t know, for the Moogles I just swallowed an LA:

Type: fey
Size: small
Ability adjustments: -4 str, +2 cha
Movement: 20 ft, 20 fly (good)
Skills: +2 to search, decipher script, and disable device
Special qualities: low-light vision,
Favored class: druid
LA: +1

edit: removed un-needed ability
havenscloud

11-03-06, 10:31 AM
Well I don't think moogles should be the only race with a level adjustment. I would hardly consider them the most powerful. I don't know about -4 to strength, that seems pretty harsh with only one mental boost. If I'm not mistaken strength is equivalent to 2 mental or 1 physical so you could either go -4 Str +2 Dex +2 Int +2 Cha or -2 Str +2 Int +2 Cha. I don't remember a moogle every flying very good either, so maybe they should have clumsy or poor manueverablity or just glide. Low-light vision might be better than dark too because they are always squinting :)
Kord's Boon

11-03-06, 02:23 PM
The +1 LA is there not to indicate that moogles are the “most powerful” but rather to compensate for the massive utility wings offer.

I understand -4 to strength is steep but I always imagined that moogles where on the low end of small, much as kobolds are, and so I granted them the same strength adjustment. However you are most likely correct in that I would need to add an ability boost (int, dex, or wis) especially considering that they could not use strength as a dump stat since their carrying capacity limits would impact whether or not they can even use their wings.

From what I saw in FF9, CC, they looked fairly deft a putting around while flying. Though I have not had the opportunity to see if they retain their flight characteristics in the latest incarnation.
Escef

11-05-06, 03:04 PM
Based on FF VI Moogles, I'd give them +2 Dex, -2 Wis, size Small, and Powerful Build (they're using polearms, for cryin' out loud).
havenscloud

11-07-06, 01:06 PM
The polearms is a good point. I suppose they always have been deceptively strong haven't they. +1 LA would probably be fitting if the have powerful build and wings. Think they deserve a bonus to perform (dance)?
Shoes

11-07-06, 03:20 PM
Moogles are a little more difficult to make, depending on what FF game your basing them off. For example, FF9 moogles weren't really warriors or mages but postmen, so not really suited as a playable race. FF6, as stated, could carry bigger weapons then their size and Mog had the dance ability, but in d20 terms that might of been just from a class rather then a racial ability. FFTA moogles jobs were more dexterous based and could use black and time magic. FF12 moogles could fly and help with teleport services (a.k.a. Time Magic).
havenscloud

11-08-06, 09:34 AM
So which incarnation do you want to go with? 6 was my favorite because they are the most suitable for PCs, but I think we would be able to come up with a generic moogle race that covers all the bases and leaves the rest up to class. For instance, just make them dexterous with racial bonus in perform and profession, and black or time mage as a favored class. Have a racial paragon class that gives the big weapons, and that should do it.
Aiden_Bautista

11-11-06, 01:59 AM
I don't think wings would merit a LA of any sort. Raptorans have wings and much better ability with them than these moogles and they have no LA. If anything, the moogles might be underpowered.
Cli' San Aquanova

11-15-06, 04:17 PM
Moogles are a little more difficult to make, depending on what FF game your basing them off. For example, FF9 moogles weren't really warriors or mages but postmen, so not really suited as a playable race. FF6, as stated, could carry bigger weapons then their size and Mog had the dance ability, but in d20 terms that might of been just from a class rather then a racial ability. FFTA moogles jobs were more dexterous based and could use black and time magic. FF12 moogles could fly and help with teleport services (a.k.a. Time Magic).
Moogles in FFVI in general were much stronger and physically superior. Remember that Mog was four feet tall.
Thomar_of_Uointer

11-15-06, 08:01 PM
Moogles in FFVI in general were much stronger and physically superior. Remember that Mog was four feet tall.

Oi? Mog was one of the weaker characters, I think weaker than Locke, and was best as support with Umaro (a few accessories made it blatantly obvious). However, his signature move was geomancy, and he exhibited a weapon selection that would suggest a mog knight (though nearly everybody in the party could use those types of weapons).

I would just call it a flat +2 Dex -2 Str and be done with it. Make the abilities generic enough and everyone will like it, see?
boogyman

11-28-06, 12:55 AM
mog in 6.
weak
WTF are you smoking. he can kill most bad guys in one shot with the right equipment
lordmusou

12-13-06, 09:38 AM
Hey I wouldn't mind helping you out if that's okay with you. Also I was working on an BOF d20 as well. So we might as well form a team all of us. We have the ideas. Hey what are soem stats on the Summoners and their Summons. Are summons only as strong as their summoners or are they called something different.
Kord's Boon

12-13-06, 03:52 PM
Summons are a different matter entirely, and I have the distinct feeling that reaching a consensus on the issue is out of our reach. The best option however would be to not stray for the existing DnD summon spells, and simply create the summons as level appropriate outsiders for each level of spell, form Summon monster I-IX, lesser/greater planar ally, and Gate. However FF 10 offers the most flavorful alternative system of summoners praying to the Fayth (major artifacts) for their abilities.

However this does bring up something that needs to be mentioned. The major issue I’ve seen as people try to convert video games to D20/DnD is that they try and make it play like the video game, and not a tabletop RPG. For instance people start to get concerned over the difference between say ices 1 and ice 2, rather then realizing that the mechanic the makes such spells necessary only exist in the video-game itself. Black mages, in the “real” (hate to have to use this word) FF universe would be just as likely to have utility spells as there DnD counterparts.

Also as I have not said so before, I really like most of you conversions Shoes, especially the Lilty and that’s saying a lot considering I absolutely hate the powerful build mechanic.

Additionally on moogles,

FF9: they are explicitly stated as fairies (fey)
Almost all FF: they can hover => good maneuverability
FF9, 11, CC, 12: they exist as integrated societies within society of much larger and stronger creatures, and are accepted by even the most xenophobic races. They are also great with intuitive magics; all traits indicative of a better then average racial charisma score.
havenscloud

12-14-06, 08:59 AM
I'm interested in FF and BoF, so I would be all for a team effort.

About Summons, I was thinking of it as a 10 level prestige class with features that add FF Summons to the traditional D&D Summon monster list. I also like having the Summoner track them down and pray to a crystal/fayth, whatever. That way each Summoner can have their own list of maybe nine to choose from.

I also agree with Kord that the focus should be on making a tabletop rpg with the essence of the game.
TFVanguard

01-12-07, 10:20 PM
Funny, I just did a detailed write-up for Viera for d20 (though I genericized it a little bit) and was giong to put it as a freebie on my site... and it would be done if I could draw people/humanoids worth crap.

My strongest recommendation is to change a Viera's favorited class to 'Ranger' or 'Druid', based on their presentation in final Fantasy XII, which more people will be familiar with. This also is a bit more common for 'bunny-girls' which appear in various anime.
TFVanguard

01-16-07, 04:43 PM
http://www.pixelsagas.com/library/files/Races_Viera.pdf -- a more 'formal' write up on Viera, though it's been slightly genericized for use in other campaigns. (And without any blatant infringements.) OGL, natch.
JoNemo

04-21-07, 08:31 AM
I have a couple of questions

--What is blue magic cast from (what's the ability that goes with it)?
--Why are qu's suddenly wise? I never thought quina or quan had any large amounts of common sense; if anything I always felt they had some decent amount of force of personality to their beings.

You might want to change FF dwarves from your average dwarves. Especially considerin in FF9 they weren't stocky (although they were ugly) and that in previous games they're very technologically inclined.
FF9 dwarves had a large religious ideal and generally seemed very peaceable and enlightened (these are the "rally-ho" guys)

you may want to consider a bonus to wisdom

--Ronsos are considerably speedy (Kimahri's entrance in the game shows him having after-images!), would you consider a bonus to dex as well?

keep up the good work! I found myself in a rut statting out the guado, i'm happy someone else managed to find a good race to start from.
Skyrocket

04-22-07, 10:03 AM
I think the Guado would take the hit in Con rather than Int. Their guys can't take much damage in blitzball.
Leress

04-22-07, 05:14 PM
There doesn't seem to be a fly category for moogles it just says 15 feet. Is it perfect, good or what?
havenscloud

04-23-07, 11:08 AM
--What is blue magic cast from (what's the ability that goes with it)?
--Why are qu's suddenly wise? I never thought quina or quan had any large amounts of common sense; if anything I always felt they had some decent amount of force of personality to their beings.
I think Blue Magic should be based off Cha, because it is acquired from enemies and doesn't seem to require creativity or intuitiveness. It seems very Sorcerer-like in my opinion. I also agree that Qu should have a Cha bonus instead of Wis. They're likable even though they are dumb and unperceptive.

--Ronsos are considerably speedy (Kimahri's entrance in the game shows him having after-images!), would you consider a bonus to dex as well?
I don't know about a Dex bonus, maybe just increased land speed or the run feat/
Kord's Boon

04-24-07, 02:46 PM
I'm interested in FF and BoF, so I would be all for a team effort.

About Summons, I was thinking of it as a 10 level prestige class with features that add FF Summons to the traditional D&D Summon monster list. I also like having the Summoner track them down and pray to a crystal/fayth, whatever. That way each Summoner can have their own list of maybe nine to choose from.


I’ve put some more thought into the summoner issue and have come to some interesting conclusions. If the fayth are used then you will necessarily end up with a world much like FF X, where cities are practically built around the individual fayth and this can present problems. The largest problem is the summoner having to drag the rest of the party to every far-off place just to get new summons, and this is further compounded buy the fact that not all cities will always be happy to have you see the fayth.

Another issue is balancing the flavor of the summons with, well, the balance of their power. Do the summons grow in power as the summoner does? Or do you simply get new ones? Where do they come from, why do they help you? Is Bahamut actually the “god” of the dragons, so are we summoning his avatar? Before we can quantify any of these we need to have a unified campaign setting. Or are the summons just special outsiders, but if that’s the case then they aren’t really summons as we know them from FF.

Needless to say it’s complicated

In looking at some new material I do have a suggestion. The summons can be vestiges and summoners binders as outlined in Tome of magic. Using this system the summons they will not come down to fight for you but you would get to see them, and they would offer minimal disruptions to the structure of the campaign world meaning we could do without a unified setting to explain them. It has the added bonus oh letting the summoner use the abilities himself as opposed to sitting back and channeling something else.


There doesn't seem to be a fly category for moogles it just says 15 feet. Is it perfect, good or what?


Most moogles can hover so if memory serves that requires good maneuverability, and 15 to 20 is about right for speed, they run as fast as they fly.