Final Fantasy: Crystal Chronicles races [Archive] - Wizards Community

Post/Author/DateTimePost
Silversheen197

02-17-07, 10:12 PM
I'm currently trying to create the world of FF:CC, because I think it would be a very fun and interesting world to adventure in.
This is what I've got so far, and I would greatly appreciate advice or suggestions for changes, as I will eventually be running a campaign in this world, and I would like the races to give the game credit, as well as be balanced. So, anyway, here we go:

Clavat
Clavat Racial Traits
· Medium: As Medium creatures, clavats have no special bonuses or penalties due to their size.
· Clavat base land speed is 30 feet.
· 1 extra feat at 1st level, because clavats are quick to master specialized tasks and varied in their talents.
· 4 extra skill points at 1st level and 1 extra skill point at each additional level, since clavats are versatile and capable.
· +2 racial bonus on Profession (farmer) checks: clavats are traditionally farmers.
* Automatic Languages: Common.
· Favored Class: Any.

Lilty
Lilty Racial Traits
· +2 Constitution, –2 Charisma: Lilties are stout and tough, and exceptionally strong for their size (they have no Strength penalty), but tend to be gruff and reserved.
· Small: As a small creature, a lilty gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than clavats use, and his lifting and carrying limits are three-quarters of those of a Medium character.
· 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).
· Darkvision: Lilties can see in the dark up to 60 feet. Darkvision is black and white only, but is otherwise like normal sight, and lilties can function just fine with no light at all.
· Stonecunning: This ability grants a lilty a +2 racial bonus on Search checks made 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 lilty who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a lilty can use the Search skill to find stonework traps as a rogue can. A lilty can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Lilties have a sixth sense about stonework, an innate ability that they used to great effect when they lived in large, underground cities.
· Weapon Proficiency: Lilties are automatically proficient with all types of spears, and gain the Martial Weapon Proficiency feats for the glaive, halberd, lance, and ranseur as bonus feats. These weapons are the traditional weapons of the liltian armies, and all lities receive at least basic traning in their use.
· Stability: Lilties are exceptionally good combatants. They are treated as a Medium creature for determining the results of a special combat maneuver (such as grappling, bull rushing, disarming, and similar special attacks).
· +2 racial bonus on saving throws against poison: Lilties are hardy and resistant to toxins.
· +1 racial bonus on attack rolls against orcs and giants: Lilties are trained in special techniques for combating such enemies that were leaned during the battles in Cathurges.
· +4 dodge bonus to Armor Class against monsters of the giant type: This bonus represents special training that lilties undergo, in which they learn the tricks that previous generations have passed down from the conflict at Cathurges. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
· +2 racial bonus on Appraise checks that are related to stone or metal: Lilties are familiar with items made out of stone or metal.
· +2 racial bonus on Craft checks that are related to stone or metal: Lilties are especially capable with stonework and metalwork.
· Automatic Languages: Common and Liltian.
· Favored Class: Fighter.

Moogle
Moogle Racial Traits
· –4 Strength, +4 Dexterity, +2 Wisdom, +2 Charisma: Moogles are small and weak, but are very agile. They also have great insight and are very friendly.
· Fey: As fey, moogles are not susceptible to spells and effects that only work on humanoids.
· Small: As a small creature, a moogle gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than clavats use.
· Moogle base land speed is 10 feet.
· Fly: Moogles have small wings and can fly at a speed of 20 feet with perfect maneuverability. However, a moogle tires very quickly when flying in a hostile environment: A moogle that takes damage from severe heat or cold can no longer fly until that damage is healed, but he can glide slowly down (as a feather fall spell, plus the moogle may move five feet every round he falls). A moogle can fly while carrying a medium load, but his speed drops to 10 feet in this case.
· Low-Light Vision: A moogle can see twice as far as a clavat in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color under these conditions.
· +4 dodge bonus to Armor Class against all creatures: Moogles are very adept of avoiding attacks.
· +2 racial bonus on Reflex saves: moogles can avoid magical and unusual attacks with great ease.
· Improved Carrying Capacity: A moogle’s carrying capacity is the same as a medium creature with the same Strength score, not three-quarters as for most Small creatures.
· Spell-Like Abilities: A moogle has a number of Spell Points available to it equal to 3 X twice his Hit Dice + bonus SP for his Charisma modifier. He can select one spell of 0, 1st, 2nd, and 3rd level from each of the Fire, Blizzard, and Thunder progressions.
· Automatic Languages: Common, Kupo.
· Favored Class: Mage.
* Level Adjustment: +3

Selkie
Selkie Racial Traits
· +2 Dexterity, –2 Constitution: Selkies are quick but frail. A selkie’s speed makes her naturally better at stealth and thievery.
· Medium: As Medium creatures, selkies have no special bonuses or penalties due to their size.
· Selkie base land speed is 30 feet.
· Skill Points: A selkie gains 4 extra skill points at 1st level, and 1 extra skill point at each additional level.
· +1 racial bonus on all saving throws: Selkies are surprisingly capable of avoiding mishaps.
· +8 racial bonus on Swim checks: Selkies are powerful swimmers, which lends credence to the legend that they once came from the sea. Selkies can use either their Strength modifier or Dexterity modifier on Swim checks, whichever is higher.
· Bonus Feat: Selkies recieve an extra feat at first level. Most selkies choose Weapon Finesse with this feat.
· Automatic Languages: Common and Selkie.
· Favored Class: Rogue.

Yuke
Yuke Racial Traits
· +2 Intelligence, +2 Wisdom, –2 Strength, –2 Constitution: Yukes are intelligent and wise, but their bodies are weak and frail.
· Medium: As medium creatures, yukes have no special bonuses or penalties due to their size.
· Yuke base land speed is 30 feet.
· Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
· +2 racial bonus on saving throws against spells and spell-like effects: Yukes have an innate resistance to magic. This stacks with a yuke’s racial bonus against enchantment effects.
· +2 racial bonus on Spellcraft and Use Magic Device checks. Spellcraft is always considered a class skill for a Yuke.
· Automatic Languages: Common and Ancient.
· Favored Class: Wizard.
Finfreeze

02-17-07, 10:55 PM
I always thought selkies and clavats were just different cultures of humans. OK, OK, selkie females also have the added trait of having big breasts, but you can't put a value on that.

Moogles are way too good for LA+0. They're perfect sorcerers and druids. Everything they have makes them better casters.
Silversheen197

02-17-07, 11:10 PM
I know. Moogles are +2 LA, I just didn't put it down...perhaps I'll edit it in...

And I'm pretty sure selkies are not the same as clavats. One of the little selkies in Leuda says that there's a legend that selkie's came from the sea, and I'm pretty sure clavats didn't (and in video games, legends have a funny way of being true).
jaw4ever

02-19-07, 01:09 PM
The work on the races look cool. I was doing an image search on the selkies, and I was wondering if the selkies are a "female" race: only girls, no boys? The images I've found on the selkies all look like girls, but that could also be anime cliche.

Are clavat an all "male" race? My questions come from my umfamilairity with the game.
Silversheen197

02-19-07, 01:43 PM
No, there are male selkies, but I do agree that their long hair makes them look like girls.
And, no, clavats are not an all male race.
jaw4ever

02-19-07, 01:46 PM
Thanks for the info.
divinebadger

02-19-07, 05:25 PM
First off, I have to say that I think this is an awesome idea. There are some who are against a FF to D&D conversion, but i say, "don't like it? well then don't use it."
However, I don't neccesarily agree with how you're doing it here. nothing really major here, I just don't see that moogles need stats as a PC race. I always thought they'd have 2 or 3 hd of monstrous humanoid, or even magical beast, anyway. Also, I'd put both selkies and clavats at human stats, or near to it, even if you make a few minor changes (i.e. favored classes, maybe stat adjustments) and keep the bonus feat and skil points for both, i think that would be in keeping with both races concepts.

in response ot Jaw's question earlier, yes, there are male selkies, identifiable from the females as the females are, how shall i say, gifted in certain areas. The clavats aren't as easy to differentiate as the females are... somewhat lest gifted in those areas, if you catch my meaning.
Silversheen197

02-19-07, 09:00 PM
Okay, clavats are already mostly like humans, and I changed the selkie's Weapon Finesse into a bonus feat...I agree I should give them the bonus skill points, but should I just add them, or should I get rid of something else?

About the moogles: in Crystal Chronicles, moogles are basically a player race. You can't choose to be one, but one joins your party, and there are a lot of other parties that have moogles travelling with them.

And finally, I'm especially interested in what people think about the yukes...are they balanced to LA +0, and most importantly, do they do the yukes from FF:CC justice?
Silversheen197

02-20-07, 10:54 AM
:bump: I normally don't like to bumb my own threads (if no one's interested, then let it die), but this time I really need advice.
divinebadger

02-20-07, 12:26 PM
Yukes seem ok, the only problem i could possibly see with that is having teh +2 to saves vs. spells and spell-like abilities and the bonus vs. enchntments and teh immunity to sleep, but im actually okay with that here. they seem properly magically talented here as well.

The selkies, I would replace their bonus on climb, jump, and move silently with the skill point bonus, if anything. I'm not sure if just adding teh skill points would be considered overpowered, but i think i would allow it.
Millennium

02-20-07, 01:05 PM
The images I've found on the selkies all look like girls, but that could also be anime cliche.
That's pretty much it. Although male selkies are very bishounen (and one of them looks suspiciously like Riku from Kingdom Hearts), they are in fact male.
Silversheen197

02-20-07, 01:54 PM
Thank you very much, divinebadger. I shall take your modifications into account.
Stado

02-22-07, 06:14 PM
These seem pretty well off, though Moogles should also have Kupo as an automatic language. Yeah...
Imsolost

02-22-07, 06:40 PM
Clavat seem a little weak when compared to the Selkie. Maybe give them the able learner feat as a bonus feat. Then again I always thought humans were a little weak when compared to most other PHB races and yabba the whats fp system confirms this as most races are worth about 12 fp and humans total only about 10. (I won't even go in to half-elves and orcs though :weep: )
Silversheen197

02-22-07, 09:47 PM
wait a minute, what's this about an fp system? A way to balance races?!?! Where?!? I must know!!!


Oh, and for Stado, check moogles again...
Imsolost

02-22-07, 10:29 PM
here fp explained (http://boards1.wizards.com/showthread.php?t=667683)
Silversheen197

02-23-07, 04:17 PM
Thanks for that!

And because of that, some minor changes, and a major change (moogles are now LA +3), all highlighted.

Does that now look good?
Khadmus

02-25-07, 09:40 AM
Selkies are too slow. The major reason that I play selkies in FF:CC is the speed. Make their speed 35 or something like that. Balance the FP accordingly.
Silversheen197

02-25-07, 03:02 PM
I would have thought that the +2 Dex would have filled in that, but I could see that. But, as always, I'd like more than one coinciding opinion before I make a change. Any other FF:CC players out there think selkies should get a small boost in speed?
divinebadger

03-05-07, 02:20 PM
:bump:
I don't think any of teh races should have a different landspeed, as they didn't actually have differnet run speeds in the game. Anyone else got anything to say on the matter?