| Post/Author/DateTime | Post |
|---|---|
| LordofIllusions12-15-04, 04:03 PM | Out of all of the console games I have played Final Fantasy IX seems the closest to the Eberron Campaign Setting. There are elements of Final Fantasy IX that I think would go well in the world of Eberron. For instance, the flying vessels are somewhat similar. The only difference is the fact that in Final Fantasy IX they are fueled by mist, in Eberron the flying vessels are fueled by magic. I have seen numerous threads created wherein the posters are converting certain elements of console games over to the Dungeons and Dragons Role Playing Game. Perhaps we can attempt to do the same here ? One of the classes that seem the most interesting in FFIX is the Summoner class. I would most certainly like to see that class converted into the D&D Role Playing Game. Does anyone wish to help out ? ~~~ |
| Flack Jack12-15-04, 05:30 PM | A summoner could just be a wizards schooled in whatever school the sommun monster spell is from. I have not actually played FFIX, but if that is the one with the frog w/ a bonnet good luck. |
| Gilganarz_the_reporter12-16-04, 01:47 AM | Make a Prc. Every level or so, the summoner gets an eidolon (esper,fayth, whatever kind of FF game you are playing) at every level, with different powers (Shiva does ice damage, Carbuncle adds bonus to saves and so on). Using these abilites would probably require a spell slot. |
| Wizardman12-16-04, 05:10 AM | FF9 is shockingly similar to Eberron. The general technological level, the integration of magic into everyday life, the various lost/unexplored continents, the ancient ruins, the ever-looming threat of war, the different worlds... oh yeah. Gilganarz_the_reporter has the right idea with the PrC. I would have Augmented Summoning as a pre-req. It would almost have to be a 10 level PrC, and you might want to consider advancing Caster Levels- about 1 CL per two Summoner levels should work out. I would have the player able to choose the initial Eidolon/Esper/Aeon/Whatever. Have, say, Ifrit, Shiva, and Ramuh as the initial ones, and have the more powerful ones come in later on, depending on how many of the others they have. For example, in order to get Bahamut the summoner should be able to summon all of the Whatevers, except one- and Bahamut is the last one. Hail to the King, baby (although Alexander can take him. Well, he's the badass in the other FF games). Summoning should definitely cost a spell slot. This would make it more attractive to Sorcerers than to other classes, as they have more slots to burn, but oh well... Traditionally, it's been a black magic class, anyway. |
| Bluebrush12-16-04, 07:50 AM | I think there's a specialised summoner in Unearthed Arcana. Basically you take the specialist wizard and trade out wizard abilities for other abilities. |
| Cunning Gnome12-16-04, 02:09 PM | I was thinking of doing a final fantasy style game, not sure exactly how to takle the summoner though i was thinking of them being a reward for completing certain triles set in temples like ffx, but haveing the summoner possessed by the aeon and polmorphing into it. Maybe some feats such summoner bloodline takable by white mages(clerics) and such or PrC. |
| twelvedrunkenmonkeyz12-16-04, 02:37 PM | I believe the PrC would work best...the only thing is I would make it more available to Priest Character, and the summons should be the equivelant of their lv +1 maybe 2 in power. I would also recomend that the class alternate between gaining magic and fayths (i.e. either you gain an fayth or a level in spell casting). Now that I think about it I might go an add this prestige class. |
| WynnHuntr212-16-04, 06:10 PM | You could work it like FFXI the online one. Summoners start with the first generic one and power it up while taking on quests to locate others. I was playing it at the time when the first person got Fenrir and it was cool. I believe that all of the summons from previous games are available in time. Personnaly Im adapting the Crags as a Ancient Mass Transit system. Er...teleporting from one country to another in moments folllowing the right rules or whatnot. And the truly sad thing is, as I plan out encounters for my Eberron game I keep thinking in terms of FFXI and who can Tank, kinda sad. |
| Gilganarz_the_reporter12-16-04, 08:27 PM | I reckon you could also have the summoner class have the option of finding "secret summons" like an artificer can find new infusions.Finding these summons wouldn't necessarily give you the ability to automatically summon them, but allows you the chance to learn them in the future. These summons would have been used by the giants of Xen'Dric or even the dragons themselves. Examples would include: Ark (an experiment of the giants that went rouge) the magus sisters ( a trio of giant mages) Alexander (an angel from Syrania) |
| Edymnion12-16-04, 09:41 PM | Yes, FFIX is very Eberron-esque. And come on, you've got that great scene where the party is on a train, going from one location to the other. Half way through, the train gets stopped by the android black mages. That just SCREAMS Eberron encounter. The Lightning rail gets stopped by agents of the LoB, who happen to be three Warforged Sorcerers/Wizards. And Castle Alexandria? Lets put it this way, I ripped that battle CGI off the disk and have it on my HD its so freaking cool. Go Alexander! |
| Solarious12-17-04, 01:15 AM | Now, now, stop making me jealous. :banghead: :rant: :banghead: I agree that FFIX fits well into Eberron. The Black Mages also seem erily similar to the orignal concept of the Warforged too. To get actual Black Mages though, you need Warforged and War Mages from the Complete Arcane to represent their complete devotion to the powers of destructive magics. About the Summoner class, you might want to make them powerful outsiders who have aligned themselves to certain causes or dieties. To earn the right to call on the essencess of their power, you must prove yourself worthy and responsible of channeling their awesome power. Usually by 'defeating' them, but they can also demand that you perform some act for them, do a deed of unfathomable evil, bring them a gift worthy of their immortal attentions, and so on. Ramuh, for example, can be a celestial from Syrania, the Azure Sky. The most common way to get his attention for an audience/test is to go to Sharn and do X. Ifrit is so obviously a powerful CN 'demon' who lives for battle and resides in the plane of Fernia, the Sea of Fire. The only way to contact him is to get to the manifest zone located in The Fist of Onatar, which is jealously gaurded by the Dwarves. Leviatian, on the other hand, is a native outsider who lives deep within the Devourer's Maw. He/it is reveared as an avatar of the Devourer by the shaugain, and they fanatically protect the rift from any and all outsiders. Some more ideas include Shiva, who was brought over by the Dwarves in Frostfell and now lairs herself deep underneath Korunda's Gate, and maybe even Haka'torvhak in order to gain the powers of Bahamut. Use all those nasty and mysterious locations scattered all over Khoravite! The Pond of Shadows (pg. 200) in the Shadow Marches, The Boneyard (pg. 205) in the Talenta Plains, the ruins of The Starhunt in Valenar, the Library of Khorranberg in Zilargo, the Mournland's Glowing Chasm (pg. 191), Grey Tide, Ship of Bones, and even Trebaz Sinara in the Lhazaar Principalities (pg. 187), Lake Dark and Madstone in Karrnath (pg. 182), and even The Gloaming, The Guardian Trees, and The Twilight Demesne of the Eldeen Reaches (pg. 174) all work nicely. And that's just for starters. Have fun peoples! :D |
| eigch12-17-04, 01:51 AM | id like to see a summoner class that didn't cheese it out and just enhance to summon monsters spells. Like a divine class that gained pets. The pets level up with the summoner, and most of the summoners spells heal, buff, ect the summoned creature. most of the abilities you get in the class go toward the creatures. as you level up you can have more than one creature out at a time, ect ect.... that would be way better. |
| Foxboy200012-17-04, 02:11 AM | Yes, but how do you nerf the class concept so that it doesn't completely overshadow, say, the Warforged Juggernaut of equivalent character level? In other words, how would you keep the class as a "hey cool!" one without making it into "Oh, man, everyone's a summoner..." |
| ThanisKartaleon12-17-04, 05:21 AM | ... You confuse me, LordofIllusions. What are you some kind of video game fanatic ? ~~~ *blinks* I'd have put it on the list here (http://boards1.wizards.com/showthread.php?t=344727) if you'd posted on it. *shrugs* Well FFIX is another one of my fav games (I'm surprised I forgot to include it in my initial list, actually) so I'd like to help out, sure. I'm getting pretty good at designing PrCs, so I'll see what I can come up with for an Eberronian summoner. And is it okay with you if I link to you on the VG Plots master thread? |
| LordofIllusions12-17-04, 09:58 AM | ... You confuse me, LordofIllusions. I made one thread about how Eberron is similar to FFIX(the video game). You on the other hand have several(video game threads). Not that the threads are bad, to tell the truth I have altered my position about using video game plots as a source. FFIX has a major plot, the storyline is amazing. The game's plot is so good that even though it was made for PS1 I still play it on my PS2. *blinks* I'd have put it on the list here (http://boards1.wizards.com/showthread.php?t=344727) if you'd posted on it. *shrugs* Well FFIX is another one of my fav games (I'm surprised I forgot to include it in my initial list, actually) so I'd like to help out, sure. I'm getting pretty good at designing PrCs, so I'll see what I can come up with for an Eberronian summoner. And is it okay with you if I link to you on the VG Plots master thread? Go ahead, add it to the list. ~~~ |
| ThanisKartaleon12-17-04, 04:39 PM | I made one thread about how Eberron is similar to FFIX(the video game). No malice was intended, I was just confused :confused: The game's plot is so good that even though it was made for PS1 I still play it on my PS2. Heck, FFIX is what made me buy a PS1, as I was up til that point a diehard nintendo fanatic. Go ahead, add it to the list. Thanks! Now, more on topic: Warforged don't have a "lifespan," supposedly. However, in FFIX, it's iirc 3 years. And basically that is meant to be a "control device" for the creator of the black mages. So, taking this over to Eberron, what control device do you think house Cannith has over warforged, and who has it? |
| Solarious12-18-04, 12:23 AM | To control our Eberronified 'Black Mages', we would need the Master's Summons Eldritch Machine, which is custom-made for our purposes. Then we pop in disks into the docent slots of our little animated spellcasting dolls that negates the possibility of resisting the Demand ability of the machine, plus allows the 'Black Mage' to be tracked, monitored, and targeted with Demand beyond the normal 10-mile radius of our Eldritch Machine. As for the Summoner prestige class, I'm thinking that the ability to call on our destructive incarnations should be limited to a class ability. I feel that scrolls that call on these beings shouldn't be able to be scribed in any case: a bond between Eidolon/Esper/Whatever and a Summoner should be personal, and these honoured outsiders don't answer to any nitty person who rambles off the words on a scroll. Besides, if we limit the class to half spell progression (and we should), then their spell capabilities will be clogged with summons on the high end and nothing else, which honestly doesn't appeal to me. I still think that Summoners should have to locate, and then satisfy an Eidolon/Esper/Guardian before being able to call on them. Furthermore, I think they should be seperated into Tiers: a Summoner at any single time can only connect to 3 'lesser', 2 'greater', and a single 'high' outsider. This gives us a mechanic to put the bulk of the power at the far end of the class, and also gives flavour to the outsiders: they're somewhat petty, and resent being disrespected by those they give their blessings to. They don't exactly enjoy 'sharing' all that much. Besides, having too many outsiders connected to your mind, even if it is more of a background murmering, will make anyone go mad. Note: I'm planning on making those requirements for the 'high' summons nice and flavourable, with interesting restrictions. For instance, Anima is an Ascendant Counciler of nigh-divine power, and to gain it's blessing, you must be an elf with the 'Right of Council' feat. It's attack will probably be an attack based on the Purification 'disease' that all Ascendant Councilers have. So, we have a skeleton of what we want to make this class into. Assuming that Summoners are plenty powerful, and that summons perform a single powerful attack and then leave, let's make the minimum level entering this class... 7. Requirements: Spellcraft 10 Ranks Concentration 10 Ranks Knowledge (Nature) 3 Ranks Knowledge (Religion) 3 Ranks Knowledge (The Planes) 3 Ranks Spell Focus (Conjuration) Augment Summoning Must be able to cast 4'th level spells, and 7 Conjuration spells, 4 of which must be of the (Summoning) subtype. Details: HD: d4 BAB: half Saves: Will good, Fort and Ref bad. Skill Points: 2 + Int / level That should be the bare bones. I haven't been able to figure out besides the base summonings, what class abilities we should insert. Help is always good. |
| Arcane Guyver12-18-04, 02:05 AM | Summoner: "I summon Bahamut Zero!" Rogue: "Um...you did?" Goblin 1 & 2 *looks around* Rogue: "Come on. I wanna stab 'em." Summoner: "Wait for it." *giant laser beam of apocalyptic death blazes from somewhere in Syberis, selectively destroying just the two goblins* Summoner: "Pretty, isn't it?" Rogue: "I s'pose. Stabbing's more fun though..." |
| LordofIllusions12-20-04, 09:50 AM | No malice was intended, I was just confused :confused: No big deal, What I would like to see here though is a cohesive FFIX/Eberron game put together with races, places, etc. Heck, FFIX is what made me buy a PS1, as I was up til that point a diehard nintendo fanatic. FFIX even has most of the PS2(I still play FFIX on my PS2), Xbox, and GameCube selection beat. Thanks! No problem. Let's get this thread going! Now, more on topic: Warforged don't have a "lifespan," supposedly. However, in FFIX, it's iirc 3 years. And basically that is meant to be a "control device" for the creator of the black mages. So, taking this over to Eberron, what control device do you think house Cannith has over warforged, and who has it? Hmm, I will have to think on this one. Until I started playing FFIX again my Eberron Campaign Setting book was sitting on the shelf. ~~~ |
| LordofIllusions12-20-04, 10:31 AM | NOTE: Each characters' name is an active link(this was done so the posters could check out the characters I am referring to. The links only contain pictures and glossary definitions of the characters/locations, which were used for a reference). The two locations for Freya(Burmecia and Cleyra) are also active links. Now back to the topic of the post.... Races of FFIX/Eberron Zidane (http://www.ffonline.com/ff9/zidane.htm) - (???) What race is this guy ? He looks human, but the tail assures us that he is not. Judging by the weapons(Double-bladed weapons such as The Ogre) that he uses and his agility(Dexterity) I would say that he could be compared to a Valenar elf ? Vivi (http://www.ffonline.com/ff9/vivi.htm) - (The Black Mages) Solarius already touched upon this race(See above). The WarForged fit this bill nicely, Solarius reccomended the following... To get actual Black Mages though, you need Warforged and War Mages from the Complete Arcane to represent their complete devotion to the powers of destructive magics. The only problem we seem to have with this one is the lifespan(Of course Solarius may have answered this one already as well. See above.). Also, we are going to need an area to represent the Black Mage Village. Freya (http://www.ffonline.com/ff9/freya.htm) - (???) Freya appears to be some sort of rat race. What could replace them in Eberron ? Also, Freya's race exist(s) within two locations: 1. Burmecia (http://glossary.square-x.com/terms/Burmecia) -and- 2. Cleyra (http://glossary.square-x.com/terms/Cleyra) Let's see if we can find similar areas for these two locations within the world of Eberron. Quina (http://www.ffonline.com/ff9/quina.htm) - (???) S/He is not one of my favorite race/character, but Quina is part of the game, thus s/he has to be included(Well at least race-wise). Are there any Eberron races that bear any similarity to Quina's race(whatever that is) ? I believe Solarius pointed out some marsh areas where they could live(sorry I did not fully read her/his post) ? Amarant (http://www.ffonline.com/ff9/amarant.htm) - (???) Does anyone know what Amarant's race is ? The rest(humans, etc) are represented in Eberron without need for any tweaking here IMO. If anyone feels that these races need a bit of modifying feel free to post your suggestion(s) on this thread. ~~~ |
| Neofish12-20-04, 11:08 AM | NOTE: Each characters' name is an active link(this was done so the posters could check out the characters I am referring to. The links only contain pictures and glossary definitions of the characters/locations, which were used for a reference). The two locations for Freya(Burmecia and Cleyra) are also active links. Now back to the topic of the post.... Races of FFIX/Eberron Zidane (http://www.ffonline.com/ff9/zidane.htm) - (???) What race is this guy ? He looks human, but the tail assures us that he is not. Judging by the weapons(Double-bladed weapons such as The Ogre) that he uses and his agility(Dexterity) I would say that he could be compared to a Valenar elf ? Vivi (http://www.ffonline.com/ff9/vivi.htm) - (The Black Mages) Solarius already touched upon this race(See above). The WarForged fit this bill nicely, Solarius reccomended the following... The only problem we seem to have with this one is the lifespan(Of course Solarius may have answered this one already as well. See above.). Also, we are going to need an area to represent the Black Mage Village. Freya (http://www.ffonline.com/ff9/freya.htm) - (???) Freya appears to be some sort of rat race. What could replace them in Eberron ? Also, Freya's race exist(s) within two locations: 1. Burmecia (http://glossary.square-x.com/terms/Burmecia) -and- 2. Cleyra (http://glossary.square-x.com/terms/Cleyra) Let's see if we can find similar areas for these two locations within the world of Eberron. Quina (http://www.ffonline.com/ff9/quina.htm) - (???) S/He is not one of my favorite race/character, but Quina is part of the game, thus s/he has to be included(Well at least race-wise). Are there any Eberron races that bear any similarity to Quina's race(whatever that is) ? I believe Solarius pointed out some marsh areas where they could live(sorry I did not fully read her/his post) ? Amarant (http://www.ffonline.com/ff9/amarant.htm) - (???) Does anyone know what Amarant's race is ? The rest(humans, etc) are represented in Eberron without need for any tweaking here IMO. If anyone feels that these races need a bit of modifying feel free to post your suggestion(s) on this thread. ~~~ Freya could be a shifter perhaps, with the jumping trait. Amarant I'd ping as a teifling most likly, but that is any ones guess. Vivi is a Warforged Scout, although I despise that subrace I can see he matches it more than a regular warforged. Quina is, well? Quina. maybe she's a changeling with the Obease deformity from BoVD? Maybe Zidane could be a shifter aswell.? |
| Cunning Gnome12-20-04, 12:21 PM | I was thinking mabe aeons could be like an animal companion in that it gets better as the summoner does, though it still needs summoning like a paladin mount. This way if u did a game based around gaining Aeons ur not stuck with a shoddy one untill u reach the next temple/site, also it means u wont just stop using old aeons ;) |
| LordofIllusions12-20-04, 12:23 PM | Freya could be a shifter perhaps, with the jumping trait. Hmmm, that does not sound like a bad idea. However, the main reason I am attempting to duplicate Freya's race is due to the location(s) of their civilization(Burmecia & Cleyra). The land of eternal rain & the perpetual sandstorm are both amazing ideas that I would like to incorporate into the Eberron gaming world. Amarant I'd ping as a teifling most likly, but that is any ones guess. I was not aware that Tieflings existed in Eberron. That is an excellent choice! Vivi is a Warforged Scout, although I despise that subrace I can see he matches it more than a regular warforged. What do you think of Solarius' suggestion above ? That he make use of the WarMage PrC ? Quina is, well? Quina. maybe she's a changeling with the Obease deformity from BoVD? I knew that Quina would be a hard one to figure out. Does anyone else have any ideas when it comes to Quina ? Maybe Zidane could be a shifter aswell.? Zidane strikes me more as a Valenar elf. ~~~ |
| LordofIllusions12-20-04, 12:24 PM | I was thinking mabe aeons could be like an animal companion in that it gets better as the summoner does, though it still needs summoning like a paladin mount. This way if u did a game based around gaining Aeons ur not stuck with a shoddy one untill u reach the next temple/site, also it means u wont just stop using old aeons ;) Are aeons part of FFIX? I thought that aeons were used in FFX, and eidolons are used in FFIX ? Or are they the same thing ? ~~~ |
| Cunning Gnome12-20-04, 12:26 PM | I was thinking mabe aeons could be like an animal companion in that it gets better as the summoner does, though it still needs summoning like a paladin mount. This way if u did a game based around gaining Aeons ur not stuck with a shoddy one untill u reach the next temple/site, also it means u wont just stop using old aeons ;) Edit (double post :banghead: ) |
| Bedford12-20-04, 12:29 PM | Aeons and Eidolons are the same thing. They are called various things in the various FF games. |
| LordofIllusions12-20-04, 12:29 PM | Magic Would the Vance-ian-style magic fit in with an FFIX/Eberron campaign ? Would there be a need to use an alternate magic system ? Perhaps the one from Unearthed Arcana ? ~~~ |
| LordofIllusions12-20-04, 12:30 PM | Aeons and Eidolons are the same thing. They are called various things in the various FF games. Thanks alot Bedford, I appreciate your help. Posters: For the sake of my limited FF-knowledge I will refer to Aeons as eidolons(The name used in FFIX) in my posts. ~~~ |
| Ricohard_Draconis12-20-04, 12:36 PM | summons, GF's, aeons, eidolons. They are all the same thing, just different names. |
| LordofIllusions12-20-04, 01:11 PM | Listed below are the various weapons used throughout the FFIX game. Zidane's Weapons (Weapon Name, Attack Power, Abilities Learned, Status Effect) Dagger 12 Flee None Mage Masher 14 Flee, Detect Silence Mythril Dagger 18 Flee None Butterfly Sword 21 What's That!?, Protect Girls Silence The Ogre 24 Soul Blade Darkness Gladius 30 Annoy, Lucky Seven Slow Exploda 31 Sacrifice, Lucky Seven Trouble Rune Tooth 37 Lucky Seven Poison Zorlin Shape 42 Flee None Angel Bless 42 Thievery Confuse Sargatanas 53 Annoy Petrify Masamune 62 Sacrifice Doom Orichalcon 71 Detect None The Tower 86 Lucky Seven, Thievery Mini Ultima Weapon 100 Flee Sleep Garnet's Weapons (Weapon Name, Attack Power, Abilities Learned, Status Effect) Rod 11 Cure, Panacea, Protect None Mythril Rod 16 Life, Silence, Shell None Stardust Rod 16 Ability Up, Reflect, Float None Healing Rod 23 Healer, Cura, Life None Asura's Rod 27 Mini, Confuse, Silence None Wizard Rod 31 Curaga, Protect, Shell None Whale Whisker 36 Curaga, Life None Garnet's and Eiko's Weapons (Weapon Name, Attack Power, Abilities Learned, Status Effect) Air Racket 13 Scan, Panacea None Multina Racket 17 Blind, Stona, Shell None Magic Racket 23 Beserk, Mini, Cure None Mythril Racket 27 Reflect, Protect, Shell None Priest's Racket 35 Silence, Might None Tiger Racket 45 Dispel None Eiko's Weapons (Weapon Name, Attack Power, Abilities Learned, Status Effect) Golem's Flute 17 Auto-Regen, Cura Life None Lamia's Flute 21 Float, Stona, Silence None Fairy Flute 24 Esuna, Haste, Regen None Hamelin 27 Curaga, Might, Jewel None Siren's Flute 30 Full-Life, Dispel Esuna None Angel Flute 33 Holy, Dispel Esuna None Steiner's Weapons (Weapon Name, Attack Power, Abilities Learned, Status Effect) Broad Sword 12 Beast Killer None Iron Sword 16 Minus Strike None Mythril Sword 20 Armor Break None Blood Sword 24 Darkside None Ice Brand 35 Mental Break None Coral Sword 38 Charge! None Diamond Sword 42 Power Break None Flame Saber 46 Magic Break None Rune Blade 57 Iai Strike Darkness Defender 65 Thunder Slash None Ultima Sword 74 Stock Break Sleep Excalibur 77 Climhazzard Holy Ragnarok 87 Shock Thunder Slash Slow Excalibur 2 108 Minus Strike Climhazzard Stock Break None Vivi's Weapons (Weapon Name, Attack Power, Abilities Learned, Status Effect) Mage Staff 12 Fire None Flame Staff 16 Fire, Sleep None Ice Staff 16 Blizzara, Slow None Lightning Staff 16 Thundara, Poison None Oak Staff 23 Stop, Bio Drain Slow Cypress Pile 27 Demi, Break Comet Confuse Octagon Rod 29 Firaga, Blizzaga, Thundaga Trouble High Mage Staff 32 Meteor, Osmose Silence Mace of Zeus 35 Doomsday Mini Freya's Weapons (Weapon Name, Attack Power, Abilities Learned, Status Effect) Javelin 18 Dragon Killer None Mythril Spear 20 Reis's Wind None Partisan 25 Lancer, High Tide None Ice Lance 31 White Draw Freeze Trident 37 Luna Darkness Heavy Lance 42 Six Dragons Stop Obelisk 52 Cherry Blossom, Initiative Petrify Holy Lance 62 Dragon's Chest, Reis's Wind None Kain's Lance 71 Dragon's Crest, Cherry Blossom, White Draw Confuse Dragon's Hair 77 Dragon's Breath None Quina's Weapons (Weapon Name, Attack Power, Abilities Learned, Status Effect) Fork 21 High Tide None Needle Fork 34 High Tide Petrify Mythril Fork 42 High Tide None Silver Fork 53 High Tide Slow Bistro Fork 68 High Tide Sleep Gastro Fork 77 High Tide Stop Amarant's Weapons (Weapon Name, Attack Power, Abilities Learned, Status Effect) Cat's Claws 23 Chakra, Counter None Poison Knuckles 33 Spare Change, Counter Poison Mythril Claws 39 Curse, Counter None Scissor Fangs 45 Aura, Counter Venom Dragon's Claws 53 No Mercy, Counter None Tiger Fangs 62 Revive, Counter None Avenger 70 Demi Shock, Counter Death Blow Kaiser Knuckles 75 Countdown, Curse, Counter Trouble Duel Claws 75 Aura, No Mercy, Counter Berserk Rune Claws 83 Spare Change, Demi Shock, Revive Darkness ~~~ |
| Edymnion12-20-04, 02:18 PM | summons, GF's, aeons, eidolons. They are all the same thing, just different names.Yup, long live the red materia! But I prefer to refer to them as summons, as that is what they were for the majority of the games. It was only later on they really started giving them a new name for every game. |
| Bedford12-20-04, 06:46 PM | FF 6 called them espers. |
| Solarious12-21-04, 12:26 AM | Mind you, FF5 called'em Espers too. I should know, I played the game multiple times! I think it's best to call them a neutral 'summon' for now. And a minor correction, the Warmage isn't a PrC, it's one of the new base classes. They have access to all kinds of offensive-type spells (both arcane and divine in nature), can cast spells in armor, and weild simple weapons. They're very good at blowing things up, and not much else. While it isn't an exact translation, I don't think we are looking for a direct translation. A console game doesn't exactly mesh with DnD rules-wise, no matter what you do. I'm still working on that Summoner PrC too. Hoping to keep it spellcaster neutral, but balancing the summons themselves is becoming a challenge. Once I get a good framework up, I'll post it for critique. |
| ThanisKartaleon12-21-04, 07:30 AM | FF IX style Summoner Spellcaster focused on harnessing and releasing the power of outsiders and elementals bound in Khyber shards. Requirements: Skills: Concentration 8 ranks, Knowledge (Arcana plus any one other) 8 ranks, Spellcraft 6 ranks Feats: Augment Summoning, Spell Focus (Conjuration), Elemental Binding Spells: Ability to cast 3rd lvl spells, at least 2 of which must be summoning spells, and Charm Monster Special: The would-be summoner must make peaceful contact with an elemental or outsider bound within a khyber shard. This is usually accomplished by using the Charm Monster spell on a loosely bound inhabited Khyber shard. Skills: Str: -- Dex: Hide Con: Concentration Int: Knowledge (All skills, taken individually), Spellcraft Wis: Heal Cha: Diplomacy Skill Points per Level: 2 + Int modifier HD: d4 BAB: Poor (1/2) Fort: Poor (1/3) Ref: Poor (1/3) Will: Good (2/3) Spells Per Day Level Special 1st 2nd 3rd 4th 1st Khyber bond 0 - - - 2nd Heal Summon 1 - - - 3rd Khyber bond 2 0 - - 4th Rapid Release 3 1 - - 5th Khyber bond 3 2 0 - 6th Enhanced Augment 3 3 1 - 7th Khyber bond 3 3 2 0 8th Bonded cohort 3 3 3 1 9th Khyber bond 3 3 3 2 10th Enhanced Augment 3 3 3 3 Class Abilities: Khyber bond (Su): The summoner may bind herself to a willing elemental or outsider (Summon) bound itself within a Khyber shard. As long as she carries the shard with her, she may call the Summon from the shard to fight for her. This takes 1 round to do and lasts a number of rounds equal to her Summoner level plus her Charisma bonus. The Summon appears next to her and may act immediately on her initiative when it appears. She may call the Summon 3 times per day, plus 2 times every time she gains another use of this ability. If a Summon is brought to -1 hp or less, it immediately returns to its Khyber shard, stabilizes, and regains hp at 1/HD per day until it reaches 0 hp, whereupon it heals as normal for its type (e.g. fast healing). If a Summon's Khyber shard is destroyed, it returns to its Native plane. Bonuses from the Augment Summoning feat and similar abilities apply to khyber Summons. Heal Summon (Su): At 2nd level and higher, a Summoner can heal her summons' wounds while they are within their shards. She can heal a number of hps worth of damage equal to her charisma bonus times her character level per day, and spread this healing out among several uses. Rapid Release (Ex): At 4th level, a Summoner learns how to quickly release bound Summons. She can now call out Summons as a standard action. Enhanced Augment (Ex): At 6th level, the Summoner's bound spirits become stronger through her devotion to them. They receive a +6 enhancement bonus to Strength and Constitution instead of the +4 from Augment Summoning. At 10th level, this bonus increases to +8. Bonded Cohort (Ex): At 8th level, the Summoner is able to fully release one of her Summons to serve as a constant companion. This is subject to all of the rules for cohorts, and the Summon replaces any cohort the PC has (if any). Drawing out the Summon to use in this manner takes a full 8 hours. The Summoner may "swap out" among her available Summons, each time taking 8 hours to draw the spirit. If the Summon cohort's khyber shard goes more than 5 feet from the Summoner, the Summon cohort immediately disappears back into the khyber shard. spell list later, sleep now. :rolleyes: |
| The White Sorcerer12-21-04, 09:12 AM | Spellcaster focused on harnessing and releasing the power of outsiders and elementals bound in Khyber shards. Why does this remind me of Pocket Monsters isntead of Final Fantasy? |
| LordofIllusions12-21-04, 10:03 AM | Why does this remind me of Pocket Monsters isntead of Final Fantasy? "Helpful" posts on this thread would be appreciated, rather than cynical ones. ThanisKartaleon, I have not had a chance to look over the PrC yet, but from just skimming over it...:thumbsup: ~~~ |
| ThanisKartaleon12-21-04, 02:22 PM | Why does this remind me of Pocket Monsters isntead of Final Fantasy? Well, first off, look at the origins of both Pokémon and Final Fantasy. There's your answer. Also, take a good look at the role of the summoner. Imagine putting the summoner in a wholly d20 modern setting. What do you get? Also, I was trying to make an adaptation, not a direct translation. More on topic, wouldn't it be awesome if you found a tribe of drow summoners? Hehe... |
| Edymnion12-21-04, 02:30 PM | Have we seen this site yet? http://www.scshop.com/~ritaxis/ff/index.html |
| The White Sorcerer12-21-04, 02:48 PM | "Helpful" posts on this thread would be appreciated, rather than cynical ones. How was my post cynical? :confused: |
| zerotkatama12-21-04, 05:35 PM | Not trying to take the easy way out, but IMHO the Thaumaturgist really fits the "Summoner" bill. |
| The White Sorcerer12-21-04, 08:04 PM | Not trying to take the easy way out, but IMHO the Thaumaturgist really fits the "Summoner" bill. It fits a X summoner, since summoners were religious figures in that one. However, a IX style summoner would be more like a sorcerer, since summoners are a race in that one. EDIT: Although, doesn't the Dragon Below domain have lesser planar ally on it's spell list? If so, I've got 2 words for you: Arcane Disciple. |
| MoogleEmpMog12-22-04, 12:25 AM | OA's Nezumi can be used for Burmecians in a pinch, although it defames the greatness of the Burmecian race not to give them unique stats. :) Also, I don't think the war mage fits for the Black Mages (pure magic-users, certainly without armor and weapon use), nor, really, does Cha-based casting. If anything, the warlock class (spell-like abilities) from Complete Arcane seems logical. Both FF9 summoners were White Magesses - clerics, not wiz/sorcs, in D&D terms. Favored souls, perhaps? Eiko even had wings. FF9 does fit well with Eberron. It's not close to my favorite in the series, but the tech and magic levels seem very similar. |
| ThanisKartaleon12-22-04, 03:40 AM | I wouldn't worry about races. There doesn't even need to be a warforged warlock in the party. All we have to worry about is setting up the events, not railroading the PCs. Eberron's races alone work just fine, IMHO. |
| The White Sorcerer12-22-04, 05:40 AM | Both FF9 summoners were White Magesses. That doesn't mean all summoners were. So think the option should exist for arcane casters as well. Arcane Disciple + Summoner domain + thaumaturgist seems like a good option for an arcane summoner. And while Eiko and Dagger are white mages, I can't really think of them as clerics. EDIT: Okay, if my DM allows me to take the conjurer variant abilities from UA, I'm so going to play a summoner in our next campaign. |
| Neofish12-22-04, 05:43 AM | That doesn't mean all summoners were. So think the option should exist for arcane casters as well. Arcane Disciple + Summoner domain + thaumaturgist seems like a good option for an arcane summoner. And while Eiko and Dagger are white mages, I can't really think of them as clerics. Why not, the only non-cleric thing they did was forget to wear heavy armor. Other than that they totally fit the bill as party healer. |
| The White Sorcerer12-22-04, 05:47 AM | Why not, the only non-cleric thing they did was forget to wear heavy armor. Other than that they totally fit the bill as party healer. It's not that they don't fit the cleric mechanically, but they weren't really all that clericky flavor-wise. |
| MoogleEmpMog12-22-04, 04:32 PM | It's not that they don't fit the cleric mechanically, but they weren't really all that clericky flavor-wise. For a FF9 (or any non FFX-based FF campaign), no character fits the cleric flavor. Thus, the flavor, not the mechanics, needs to be changed. FFX was the only mainline Final Fantasy that had 'clerics' as white magi. The only clerics in FF9 were in Cleyra, and they were essentially bards with Rerform (Dance) ranks, not divine spellcasters. |
| twelvedrunkenmonkeyz12-23-04, 02:07 PM | Although I am a big fan of FF9 I would have to say go with FFX as far as control on the summons. The PrC I've came up with uses the Clerics Turns Per Day for summoning (that way it actually cost the summoner something vital to summon the creatures) they gain spells normally, but must have access to the Summoning Domain (which is part of their training) and pretty much have made the summons work like summoning a normal monster. I've increased the summoning time, and shortened their active time (but have made them more powerful then the creatures they summon). Everytime the PC/NPC Levels up so does the summon. I've also began thinking of other things. Maybe they only gain 1 class of spell caster every other lv. And on the odd lvs they gain benefits like boost and shield? Also to gain the summon (which I preffer to call Eidolons) they must go through a trail in the heart of the Eidolons chamber (which they only gain half exp for, the rest of it is a sacrifice to the Eidolon). Also at 10th lv I'm thinkin' of coming up with a final summon. The summons I use are: Anima, Bahumat, Carbuncle (psionic eidolon), Yojimbo (in Eberron I would suggest going with the name Gilgimesh), Ixion, Ifrit, Titan, Valefor and some others as well. |
| MoogleEmpMog12-23-04, 10:12 PM | Use turning for Summons? :eek: Turning is the most readily expendable resource in all of D&D, more than spell slots, MUCH more than spell levels or feats. A summoner who loads up with Extra Turning will have Bahamut on hand for every battle! I would suggest making the Summoner a 10-level, 7-spellcasting level PrC. Dropping spell levels for summons is a real sacrifice. Dropping turning attempts for summons is painfully easy. |
| twelvedrunkenmonkeyz12-27-04, 01:09 PM | Here is my take of the summoner PrC Requirements Knowledge (Religion) 10 ranks, Preform (Dance) 4 ranks Spellcasting: Must have Summoner Domain Special: The Summoner must first pass a trial for each eidolon to gain them as a summon. They must sacrifice ˝ the exp earned in the trial to the Eidolon as a sign of faith. Level Base Attack Bonus Fort Ref Will Special Spell Casting 1 +0 +1 +0 +1 Summon Eidolon 1/day +1 Level of Existing Devine Class 2 +1 +1 +1 +1 Shield Eidolon +1 Level of Existing Devine Class 3 +2 +2 +1 +2 +1 Level of Existing Devine Class 4 +2 +2 +1 +2 Summon Eidolon 2/day +1 Level of Existing Devine Class 5 +3 +3 +2 +3 Boost Eidolon +1 Level of Existing Devine Class 6 +3 +3 +2 +3 +1 Level of Existing Devine Class 7 +4 +4 +2 +4 Summon Eidolon 3/day +1 Level of Existing Devine Class 8 +5 +4 +3 +4 Overdrive +1 Level of Existing Devine Class 9 +5 +5 +3 +5 +1 Level of Existing Devine Class 10 +6/+1 +5 +3 +5 Summon Eidolon 4/day +1 Level of Existing Devine Class Summon Eidolon: Summoning an Eidolon takes three rounds of casting. Essentially summoning an Eidolon is considered and treated as casting a spell. The Eidolon though cannot be dispelled, and will only return if they are destroyed, banished, or the caster cancels the summon. An Eidolon exist for 1 round every 2 character levels + Cha modifier. To keep the caster must make a Concentration Check to keep the Eidolon under control as well. Failing the attempt means that the Eidolon makes no action that round. If the caster fails two consecutive attempts then the Summon is considered banished. If the Summon is destroyed the caster must make a Will save (DC 10+Eidolon HD) or be stunned and take half damage from the last attack. |
| LordofIllusions01-10-05, 12:01 PM | Why not, the only non-cleric thing they did was forget to wear heavy armor. Other than that they totally fit the bill as party healer. I agree, I mean look at the spells they were casting. The little girl(the one from the summoner village) had something vaguely similar to a familiar, that moogle thing, but other than that they were definitely clerics. Off-topic somewhat: I just finished playing FF 8(Yes, I am playing a bunch of FF PS1 games on my PS2; I do that sometimes.), and all I can say is the game was....horrible. Nothing like FF9, which was MUCH better. ~~~ |
| Bedford01-10-05, 04:08 PM | I agree with FF9 being better than FF8, although I think FF7 was worse than 8. FF8 had some good ideas, but had too much angst and it took so long to draw stuff that I often read a book while playing it. |
| borg_3901-10-05, 10:48 PM | If I wanted to make summons in D&D What I would do first is make a Brand new Church(from ff10) that just appered in Eberron(mabe the church of the sliver flame consdiers them evil for useing outsiders. adventure Idea!) who worship an god named Yu Yeven(or any other name if you cand think of a god from FF9). I agree that having to travel to different Temples if order to gain different Summons is a good idea(mabe different temples created to be made to honor Yu Yevens different and favorite Outsiders). If the sliver Flame considers the new Church evil then made the summoner would have a hard time just finding the temples. Also I think that mabe the summoner class would work better as a base class. That way the dm can work up a very slow progresson rate. Also that makes the summons the pcs get upnder the control of the dm. If they cand not find the temples then they can not even go thruogh the trials to gain the Summon in the first place! Zadine was a member of a race form the other planet in the game so mabe a brand new race transtported to Eberron by the gods or a new creation of deamons or dragons. |
| Bandit_Raist01-10-05, 11:33 PM | To be honest, I really liked FF 8. I have been a huge FF buff since 1. and I felt that 8 gave the game a brand new "feel". Oh! and it truly makes me glow with joy to know that I am not the only person to hate FF7. |
| Arcane Guyver01-11-05, 12:06 AM | Yup, #8 was really cool and original (and great fun to play if you don't Draw 100 of everything in one battle :rolleyes: ). #9, OTOH....let's just say I was incredibly disappointed with it (thank God for #10 :) ). |
| Shurdus01-11-05, 09:22 PM | ff7 is probably my favorite game of all time. No other game got me so enthusiastic ever after ff7. No game had such an amazing story and such great features as ff7. I loved every second of it - apart from the bit at the end of cd1 in which you have to navigate your aqua-airplane towards this temple that I could nod find for hours. :P |
| UliahHafengrim01-12-05, 08:34 AM | FFIX's aesthetic was very appealing and I thought that a few of the story threads were really good, but I'd still prefer FF Tactics over any of the FF# series (although I think FFVI outshines some of the later offerings). In trying to convert some of the FF Tactics jobs over to D&D, I found that trying to be 100% faithful to the source material made an unbalanced and cumbersome character class. Once I get home from work I'll post my Dragoon and Summoner PrC's. They are entirely grounded in D&D and reflect the spirit of the Final Fantasy class, without exactly duplicating all of the Final Fantasy abilities and spells. Before all the supplemental PrC's (Thaumaturge, etc), these were a lot easier to swing by my DM than something like the over-the-top summons from the video games. |
| LordofIllusions01-12-05, 10:05 AM | To be honest, I really liked FF 8. I have been a huge FF buff since 1. and I felt that 8 gave the game a brand new "feel". Oh! and it truly makes me glow with joy to know that I am not the only person to hate FF7. LoL, Are you kiddin' me ? FF 8 was horrible! Well IMO it was. The characters were extremely corny, and I would just fall into fits of laughter everytime I saw that floating merry-go-round with lights they called a "base" move around the screen. Also, what was up with the color-coded aliens in the "spaceship" ? Lord that game was bad. FF 10 was also real bad, from what I have heard. There are numerous gamers saying the game was extremely corny. Back to the topic though: Are we going with "cleric" summoners or "wizard" summoners ? I say cleric. ~~~ |
| UliahHafengrim01-12-05, 05:09 PM | I tried to both offer good abilities to encourage taking all 10 levels of the class while still keeping the PrC from being broken. The abilities themselves are useful and flavorful in the spirit of the Lancer from FF:T, but they're certainly not overpowered. Most of the bonus abilities are modeled after feats found in various sourcebooks, but there are a lot of books that have come out since I made the class that might offer better alternative abilities or very appropriate new ones. The Jump skill has also changed a little (or at least been clarified) from 3.0 to 3.5, so there is probably some refinement that could be done in that area. In Final Fantasy games, Dragoons/Lancers never had the biggest baddest armor or weapons (those were always saved for Knights, Fighters, etc), but to compensate they had really good evasion and high hit points. Also, since the class features focus on Jumping (which is kind of underwhelming in a way) I gave the Lancer good stat bonuses, including the Fighter's BAB progression, d10 hp, and an pretty good F/R/W save progression, since they're usually so difficult to kill in the Final Fantasy games. However, I've never actually played using this PrC, so I've never had a chance to test it and see if it actually is balanced... Fighters have the best lead-in to this class, since they can quickly get the prerequisite feats (Spring Attack, etc.) Other than that, any Dex-based fighting-type character is a good base-class for the Lancer. Lancer The lancer is a warrior who is both graceful and deadly. Extensive physical and mental training give the lancer preternatural awareness and extraordinary mobility and durability in combat. Lancers are elite shock troops on the battlefield, able to move about unhindered by friendly or enemy formations. Hit Die: d10 Requirements Skills: Jump 8 ranks, Tumble 4 ranks Feats: Weapon Focus: any polearm, Spring Attack Class Skills The lancer's class skills are Balance, Climb, Craft, Handle Animal, Jump, Ride, Swim, and Tumble Skill Points at Each Level: 2 + Int modifier. Class Features Weapon and Armor Proficiency: Lancers are proficient with all simple and martial weapons, and with light and medium armor. As long as a lancer is wearing medium armor or lighter, then he may Jump as though he had the Skill Focus: Jump feat. Dragoon Strike (Ex): You can take 10 on Jump and Tumble checks, even during combat. This means you can jump as part of your move without making a roll. Skill Focus: Jump: As long as the lancer is wearing medium armor or lighter, he may Jump as though he had the Skill Focus: Jump feat. Weapon Specialization: Upon reaching 2nd level, the lancer gains the Weapons Specialization feat for a polearm of his choice. Dragoon Leap (Ex): When an opponent is within your maximum Jump range, you may make a Jump check. If successful, you make a charge attack on the opponent in which your STR bonus to damage is doubled. Uncanny Dodge: Starting at 4th level, the lancer retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. At 7th level the lancer can no longer be flanked, unless the opponent is at least four levels higher. Way of the Dragoon: Your normal speed and maximum running speed are unaffected by armor unless the weight causes you to be encumbered. The maximum DEX bonus for medium and light armor you wear is increased by and the armor check penalty when you use your Jump skill is decreased by the given amount. Jump (Su): This ability has the same effect as the arcane spell of the same name. The lancer may make a single jump as if affected by the spell. Dragoon Spirit (Ex): The lancer is immune to fear effects. Additionally, once per day, if a lancer is reduced to –1 or lower hit points, they are at 1 hit point instead. Sorry that this next part is so messy... Lvl BAB F/R/W Special 1st +1 +0/+2/+2 Dragoon Strike, Skill Focus 2nd +2 +1/+3/+3 Weapon Specialization 3rd +3 +2/+3/+3 Dragoon Leap,Uncanny dodge (Dex) 4th +4 +2/+4/+4 Way of the Dragoon +1 5th +5 +3/+4/+4 Jump (1/day) 6th +6 +3/+5/+5 Uncanny Dodge (flank), 7th +7 +4/+5/+5 Jump (2/day) 8th +8 +4/+6/+6 Way of the Dragoon +2 9th +9 +5/+6/+6 Jump (3/day) 10th +10 +5/+7/+7 Dragoon Spirit |
| UliahHafengrim01-12-05, 05:22 PM | I debated for the longest time whether or not to give this PrC the ability to spontaneously cast Summon Monster spells like the Druid can cast Nature's Ally spells. In the end I felt that it would be a little overpowered even if it would both be cool and in line with the Summoner flavor. Alternatively, "Manipulative Summoning" could be the ability that gives spontaneous casting if the DM allows. I figured as a 10th level ability to finally give the ability to do some kind of Final Fantasy-esque summon, but I never was able to come up with anything that I both liked and that still fit the D&D game rules, so the "Call Incarnation" ability is still blank. Summoner Hit Die: d4 Requirements Spellcasting: Ability to summon a 3rd level creature. Skills: Knowledge(planar) 8 ranks, Knowledge(arcana) 8 ranks, Spellcraft 4 ranks Class Skills The summoner's class skills are Alchemy, Concentration, Craft, Knowledge (arcana), Knowledge (planar), Profession, Scry, Search, and Spellcraft. Skill Points at Each Level: 2 + Int modifier. Class Features Weapon and Armor Proficiency: Summoners gain no proficiency in any weapons or armor. Spells per Day: A summoner continues training in magic as they advance. When a new summoner level is gained, the character gains new spells per day in an arcane spellcasting class as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. School Specialization: Upon becoming a summoner, the character chooses to focus his studies on summoning magic, forsaking other types of spells. In effect, the summoner is a specialist in the school of Conjuration (gaining all the benefits of specializing in a school), and the summoner must choose a prohibited school/s. The summoner can never again learn spells from that prohibited school or schools. He can still use the prohibited spells he knew prior to becoming a summoner, including using items that are activated by spell completion or spell trigger. Manipulative Summoning (Ex): Summoners can combine two prepared summon monster spells (or use two spell slots) to cast a summon monster spell of the next highest level. Ex: If a summoner uses two 1st level summon monster spells or slots, then the spell is treated as a 2nd level spell, with all the variables based on the caster's current level. Planar Focus: At 1st level, the character gets the Spell Focus: Conjuration feat. Augment Summoning: At 2nd level, the character gets the Augment Summoning feat. Planar Affinity (Su): Summoners become so attuned to the movements of the planes that they gain the ability to detect planar anomalies in their vicinity at will. This ability functions like a paladin's detect evil ability, except that it detects the presence of extraplanar or extradimensional auras, such as those put off by an extraplanar creature, a bag of holding, or an spell which creates an extradimensional space. Planar Defense: Add this value to the summoner's saving throws against spells and abilities of outsiders. Greater Planar Focus: At 5th level, the character gets the Greater Spell Focus: Conjuration feat. Planar Mastery (Ex): When determining the duration and range of summon monster spells, the character's caster level is considered to be 2 levels higher. Banish (Ex): The summoner gains a +4 bonus to all dispel checks and caster level checks to harm, banish, or overcome the spell resistance of outsiders. This includes dispel checks to dispel a summon monster spell. Planar Control: When summoning extraplanar creatures through a binding spell, the creature is only allowed one save to break free of the spell if its HD is lower than the summoner's caster level. Call Incarnation: Lvl BAB Will Special 1st +0 +2 Manipulative Summoning, Planar Focus 2nd +1 +3 Augment Summoning 3rd +1 +3 Planar Affinity 4th +2 +4 Planar defense +1 5th +2 +4 Greater Planar Focus 6th +3 +5 Planar Mastery 7th +3 +5 Banish 8th +4 +6 Planar defense +2 9th +4 +6 Planar Control 10th +5 +7 Call Incarnation |
| Aaramis01-13-05, 02:53 PM | Some great ideas in here folks, so I'll add in 2 more quick ideas. For summoner - perhaps go with a psionic summoner as an option, too. A variant of a Psion (Shaper) : Constructor? Focusing more on emulating creatures you've fought, instead of physically summoning them and controlling them (which could be dangerous). I do really like the Khyber shard ideas though. For lancer - perhaps combine the Jump feat with Spring Attack, allowing them to use both as a standard action? Also, did the FF lancer/dragoon have a wyvern pet, or was that only in the FFXI version? |
| Shurdus01-13-05, 04:02 PM | Why go with a summonor class btw? Why not hand out a gem or something that allows user's of certain alignments to summon a baddy once every so much time? In FF the baddies also get summoned with items, not by specific characters with classes. Saves you tons of work and comes closer to FF as well. |
| nihility11-30-05, 07:22 PM | :w00t: |
| Edymnion11-30-05, 07:52 PM | Why go with a summonor class btw? Why not hand out a gem or something that allows user's of certain alignments to summon a baddy once every so much time?*cough* ;) |