Final Fantasy 1-12 D20

Post/Author/DateTimePost
#1

viladin454

Jun 20, 2007 12:58:28
This has been a long project in the making, but I've gotten some headway in creating a d20 system using Final Fantasy flavoring. The following will contain information for FFd20 as well as PDF files of what I've created so far.

And without further-ado, I present to you the first book of Final Fantasy d20.

Final Fantasy d20

This is the first release. It currently does not have any artwork as I cannot find anyone to do some artwork and my skill is inadequate.

Final Fantasy d20 Races

Lands of Vana'diel (FF11)

• Elvaan
• Galka
• Hume
• Mithra
• Tarutaru

Lands of Spira (FF10/FF10-2)

• Al Bhed
• Ronso

Lands of Ivalice (FF12/FFT)

• Bangaa
• Nu Mou
• Viera

Lands of Gaia (FF7)

• Cetra
• Moogle


FFd20 Races


FFd20 Base Classes

Archer
Bard
Beastmaster
Black Mage
Blue Mage
Fighter
Knight
Monk
Red Mage
Thief
White Mage


MP System and Spell/Song Lists

Magic: Spell casting and Song performing works in the same way that it does in the d&d PHB, but all spells/songs suffer spell failure from armor and all spells/songs cost magic points rather than number of spells/songs per day. Magic points (MP) are used to fuel spells and songs. After at least 8 hours of rest, a character may meditate for 30 minutes to restore his or her daily allotment of magic points. Both mages and bards gets additional magic points for high attributes. Casters need not prepare spells, as all casters can cast any spell they know at will. A caster has no limit on the amount of spells he or she may know.

The cost for Spells and Songs are calculated as such: Spell/Song level x 1 MP. (I.E. a 9th level spell will be 9 MP to cast or a 5th level song will be 5 MP to perform.)

The maximum MP a mage/bard can spend on spells/songs using feats is their level divided in half, rounded up. (I.E. A 10th level Black Mage can spend up to 5 MP on a single spell.)

Metamagic Feats: Metamagic feats are applied spontaneously and do not increase the casting time of the spell, however, it will increase the MP cost. In order to apply a metamagic feat to a spell, the caster must be able to spend MP at the increased cost of the spell.

Spells: Spells are manifestations of magic. The requirements for casing a spell are listed on the corresponding class pages. All spells are cast by using specific gestures and words of power. No spells require material components or foci. Otherwise, the spell system is very similar to DnD with a few changes. The rules for concentration and spell interruption are the same, and there are no counterspells. Light, medium, and heavy armor adds a spell failure chance. All spells are subject to spell resistance. Healing magic is not subject to spell resistance unless used offensively against the undead.

Magic Types
Magic is divided into three types: black magic, white magic, and blue magic. Black magic grants a mage the power to inflict chaos upon creation, while white magic brings order to creation. Blue magic uses the ability of creatures into spells to cast.

Black Magic
Black magic is almost exclusively offensive, and is practiced by black mages and red mages. With few exceptions, these spells focus on dealing damage to a target or hindering its ability to fight. A large portion of black magic is focused on the power of the elements. Skilled mages seek out their foes' elemental weaknesses, and adapt their magic to strike with precision.

White Magic
White magic is primarily defensive, but it has its share of enfeebling magic and a small dab of direct damage as well. White magic mostly focuses on healing others and restoring life. White magic is practiced by white mages and red mages.

Blue Magic
Blue magic has a variety of different types of spells. It relies on creatures with extraordinary, supernatural, and spell-like abilities to copy from them and make it their own. Depending on the creatures the blue mage learns from, they have a terrifying variety of spells to utilize.

Schools of Magic
Magic is alternately divided into several categories. Rather than using Divination, Conjuration, Abjuration, Enchantment, Evocation, Illusion, Necromancy, and Universal of the standard DnD system, magic is divided as such:

Dark
Dark magic is always of the dark element. Rather than directly damaging opponents like elemental magic, dark magic may deal lesser damage but drain the opponent of stats or cause otherwise harmful negative effects. Black mages and dark knights are masters of dark magic.

Elemental
Elemental magic focuses on damaging opponents with the elemental power of earth, fire, ice, lightning, water, or wind. Black mages specialize in elemental magic.

Enfeebling
Enfeebling magic cripples opponents by reducing their ability to do battle. Black mages are exceedingly adept with enfeebling magic.

Enhancing
Enhancing magic boosts the fighting ability of allies. White mages are experts of enhancing magic.

Healing
Healing magic is used to heal wounds or cure negative status effects. Healing magic causes damage to the undead. White mages specialize in healing magic.

Light
Light magic is always of the light element. Light magic smites the wicked with holy power, but usually in a less direct method than elemental magic. White mages and paladins are especially proficient with light magic.

Name
The name of the spell.

School
Elemental, enfeebling, enhancing, healing, or non-elemental.

Duration
The spell's duration.

Casting Time
How long it takes to cast the spell.

Target
The target of the spell. May be an area or single or multiple targets.

Area
The spell's area of effect, if applicable.

Range
The spell's range.

Save
Saving throws allowed, if any.

Effect
The spell's effect, described in detail.

Bard Song List
Black Mage Spell List
White Mage Spell List
FFd20 Entire Spell List and Full Descriptions
FFd20 Entire Song List and Full Descriptions

Limit Break System

Current system: Limit breaks are special abilities that all classes get at 1st level. Each class gets two separate abilities starting off. Limit breaks can be only activated when a character is at or below 25% health and can only use a limit break, once per day per limit break. A limit break is activated as an immediate action, but doesn’t go off until the character’s next turn.


Feats and Skills

New/Revised Feats

Craft Materia
Craft Potion
Elemental Focus
Elemental Penetration
Extra Limit Break
Greater Elemental Focus
Greater Elemental Penetration
Improved Limit Break
Improved Power Attack
Lingering Song
Mastercrafter
Supreme Cleave
Supreme Power Attack

--Metamagic Feats--

Chain Spell
Empower Spell
Enlarge Spell
Extend Spell
Heighten Spell
Maximize Spell
Quicken Spell
Silent Spell
Still Spell
Widen Spell

Technology Book

New/Revised Skills

Bluff (Cha)
Computer Use (Int)
Drive (Dex)
Knowledge (technology) (Int)
Navigate (Wis)
Pilot (Dex)
Repair (Int)

New Feats

Advanced Magitek Operation
Airship Battle Run
Airship Dodge
Airship Feint
Airship Gunnery
Airship Mobility
Airship Operation
Exotic Weapon Proficiency (Firearms)
Exotic Weapon Proficiency (Gunblades)
Hair Trigger
Magitek Crush
Magitek Fling
Magitek Operation
Magitek Sweep
Magitek Trample
Magitek Weapon Boost
Magitek Weapon Proficiency
Stun Magitek


Bestiary

Reserved for future explanations.


Prestige Classes

Azure Magister
Berserker
Chemist
Chocobo Knight
Dark Knight
Dragoon
Elementalist
Geomancer
Holy Knight
Lucky Gambler
Mediator
Mime
Mystic Knight
Ninja
Oracle
Samurai
Summoner
Time Mage

List of Prestige Classes for FFd20: Technology

Clan Hunter
Corsair
Engineer
Gun Mage
Gunslinger
Judge Magister
Magitek Knight
Sky Pirate
Soldier


Materia Usage and Creation

The Materia system is finished. Along with the Potions.

Materia and Potions
#2

zombiegleemax

Jun 20, 2007 15:58:07
I saw a SOLDIER Class that had a very good limit break system. the rest of the class was quite good as well.
I also recommend you have the Knight be a base class, and move dark knight and holy knight into prestige classes. That makes 3 knight based prestige classes though. So I'd recommend you get more prestige classes. A sage, an acolyte... there were some from the REAL FFIII (DS remake of NES game)that would be useful, try those.
#3

viladin454

Jun 20, 2007 16:51:05
That would save me a little headache. I might actually just do that.
#4

tfvanguard

Jun 21, 2007 7:31:16
Keep in mind, please please please, that a d20 game is NOT a video game, and a lot of the choices that you're making should reflect that. "Limit Break', as is, makes NO SENSE in a more realistic environment, so please don't artificially cap things that d20 itself doesn't do JUST so you take that bizzare feat.
#5

leress

Jun 21, 2007 13:32:20
The only problems really happen when you try to jam too many final fantasy elements together that don't.

Why have a Bilitzball system (now I know that there are rules for other games like joust and others medieval game) unless everyone is going to play that game?

How will each race interact with each other?

Would Viera want to play blitzball?
With Magitek it like in FF3 where is was used for just the warmachines or like in FF12 where it was the source of power for all?
Will airships be power like in FF12 or like in other Final Fantasies?

The problem I see most is that when combining the Final fantasies is that there are many problems with the world flavor. I'm not trying to burst your bubble it's just that many have only done the mechanics and didn't make the whole thing make sense in a consistent world.
#6

viladin454

Jun 21, 2007 16:13:39
Keep in mind, please please please, that a d20 game is NOT a video game, and a lot of the choices that you're making should reflect that. "Limit Break', as is, makes NO SENSE in a more realistic environment, so please don't artificially cap things that d20 itself doesn't do JUST so you take that bizzare feat.

I understand that, and while I'm calling it "Limit Break", it doesn't mean I'm going to try put something in and not explain how it's done. I'm trying for a balanced d20 system with FF flavoring, not a full FF conversion.

The only problems really happen when you try to jam too many final fantasy elements together that don't.

Understandable, I am trying to cram as much as I can without breaking the system. AND, make sure it all fits and balanced.

Why have a Bilitzball system (now I know that there are rules for other games like joust and others medieval game) unless everyone is going to play that game?

Why not? Just flavor. Not everyone, of course, is going to want to play. It'll be like sporting events.

How will each race interact with each other?

I've mainly taken races from Ivarice and Spira and they will probably interact on a grander scale. Who's to say both lands can't be on the same planet?

Would Viera want to play blitzball?

I doubt it, as reclusive as they are. Though, exceptions are always the rule. There may be a rare few who want to experience a crazy sport as Blitzball.

With Magitek it like in FF3 where is was used for just the warmachines or like in FF12 where it was the source of power for all?

I haven't gotten that far dealing with Magitek yet.. I have envision a certain race of people will be dealing with this piece of technology more than any other race. Mainly, they're going to be Mechs with built-in Materia.

Will airships be power like in FF12 or like in other Final Fantasies?

Like Magitek, haven't gotten that far just yet. I've researched a little and see Airships like all other FF before FF12. I also foresee Airship battles like FF12's awesome Airship battle scene.

The problem I see most is that when combining the Final fantasies is that there are many problems with the world flavor. I'm not trying to burst your bubble it's just that many have only done the mechanics and didn't make the whole thing make sense in a consistent world.

I'm going to try and hope it all works out consistently. I want a balanced Final Fantasy d20 system, more in-tuned with d20 than as a FF conversion, but with FF flavoring.
#7

leress

Jun 21, 2007 18:07:32
I understand that, and while I'm calling it "Limit Break", it doesn't mean I'm going to try put something in and not explain how it's done. I'm trying for a balanced d20 system with FF flavoring, not a full FF conversion.

Understandable, I am trying to cram as much as I can without breaking the system. AND, make sure it all fits and balanced.

Okay
Why not? Just flavor. Not everyone, of course, is going to want to play. It'll be like sporting events.

Okay
I've mainly taken races from Ivarice and Spira and they will probably interact on a grander scale. Who's to say both lands can't be on the same planet?

Never said that they can't be on the same planet, I was talking about race relations in general.

I doubt it, as reclusive as they are. Though, exceptions are always the rule. There may be a rare few who want to experience a crazy sport as Blitzball.

It is crazy to point of not making sense, but that is more to with Blitzball period
I haven't gotten that far dealing with Magitek yet.. I have envision a certain race of people will be dealing with this piece of technology more than any other race. Mainly, they're going to be Mechs with built-in Materia.

Like Magitek, haven't gotten that far just yet. I've researched a little and see Airships like all other FF before FF12. I also foresee Airship battles like FF12's awesome Airship battle scene.

As long as it makes sense.
I'm going to try and hope it all works out consistently. I want a balanced Final Fantasy d20 system, more in-tuned with d20 than as a FF conversion, but with FF flavoring.

I hope so, since I am working on an Ivalice d20.
#8

tfvanguard

Jun 21, 2007 18:12:07
I understand that, and while I'm calling it "Limit Break", it doesn't mean I'm going to try put something in and not explain how it's done. I'm trying for a balanced d20 system with FF flavoring, not a full FF conversion.

Limit Break is in intense disfavor anyway. What I would do for it is change the critical hit rule for those who get 'Limit Break', which allows additional hits on a critical hit or something.

Why not? Just flavor. Not everyone, of course, is going to want to play. It'll be like sporting events.

Blitzball will be a distraction... I mean, who HONESTLY liked playing it more than you had to in FF X anyway? It would make more sense to write up the card games.
#9

leress

Jun 21, 2007 19:17:21
Limit Break is in intense disfavor anyway. What I would do for it is change the critical hit rule for those who get 'Limit Break', which allows additional hits on a critical hit or something.

That's not really a limit break, that some completely different.

Blitzball will be a distraction... I mean, who HONESTLY liked playing it more than you had to in FF X anyway? It would make more sense to write up the card games.

No, since the card games were just as much as a distraction.

Really, does one need to focus that much on the minigame before the main mechanic are even fleshed out?
#10

tfvanguard

Jun 22, 2007 8:46:08
That's not really a limit break, that some completely different.

Then you (et al) should ditch it all together because 'limit break', as it IS, makes no sense in a d20 environment. Limit Breaks were originally an in-joke about 'breaking' the hard-coded numerical limits in the game when FF went from NES to SNES (and thus had more memory to play with)...

But since there are no actual CAPS on damage numbers, etc, it doesn't make sense to put them BACK just to have something undo them again.

Really, does one need to focus that much on the minigame before the main mechanic are even fleshed out?

I didn't say it made sense.. I said it made MORE sense.
#11

zombiegleemax

Jun 22, 2007 10:09:52
Here's how I did limit breaks. It assumes that you use the D20 Modern massive damage rules (if you take more damage than your Constitution score, you need to make a DC 15 Fortitude save or drop to -1 and begin dying).


Break Feats

A break feat grants a character the ability to perform a special attack on his next action after making a successful Fortitude save against massive damage. The character may use a single limit break before the end of his turn after he survives massive damage or the opportunity is lost. A character may not beneift from multiple limit breaks at once, though he may use a new limit break while under the effect of a limit break with a duration. If a character's massive damage threshold is modified, such as by the Improved Damage Threshold feat, the character uses his new massive damage threshold for this purpose. Most break feats note a break level. A character's break level is equal to the number of feats with the [Break] descriptor that he has.





Ally Break [Break]

You develop your limit breaks differently than most.

Prerequisites: Comrade Break

After resting for eight hours, you may change your method for performing limit breaks through one hour of hard combat practice. The default method, surviving taking massive damage, is the Stoic method. You may only have one method for performing a limit break at any given time.

You may make a DC 20 break level check as a move action to determine if you may use a limit break on your next action. The DC for this check decreases by 5 for every ally within 5' per break level.



Break Charge [Break]

Prerequisites: None

After surviving massive damage, you may make a powerful charge. If you charge, your first attack after the charge deals an additional 1d8 damage per break level if it hits, even if you do not make a normal attack.



Break Fist [Break]

Prerequisites: Point Blank Shot

After surviving massive damage, you may make a powerful unarmed attack. As an attack action, you may make a single attack with an unarmed strike or natural weapon that deals an additional 1d6 damage per break level if it hits.



Break Shot [Break]

Prerequisites: Point Blank Shot

After surviving massive damage, you may make a powerful ranged attack. As an attack action, you may make a single attack with a ranged or thrown weapon that deals an additional 1d6 damage per break level if it hits.



Break Weapon [Break]

Prerequisites: None

After surviving massive damage, you may make a powerful melee attack. As an attack action, you may make a single attack with a melee weapon that deals an additional 1d6 damage per break level if it hits.



Comrade Break [Break]

You develop your limit breaks differently than most.

Prerequisites: Any one [Break] feat

After resting for eight hours, you may change your method for performing limit breaks through one hour of hard combat practice. The default method, surviving taking massive damage, is the Stoic method. You may only use one method for performing a limit break at any given time.

When using the Comrade limit break method, you benefit from limit breaks when an ally within 10' per break level (not yourself) is forced by an opponent to make a Fortitude save against massive damage and your ally succeeds on the saving throw.



Drain [Break]

You can fatigue an enemy. Choose an ability score when you take this feat.

Prerequisites: Power Attack

After surviving massive damage, you may make a draining attack. As an attack action, you may make a single weapon attack against an enemy. If you hit, the target takes an amount of ability score damage equal to your break level, but a successful Fortitude (Strength, Dexterity, or Constitution) or Will (Intelligence, Wisdom, Charisma) save (DC 5 + break level + weapon damage) negates the ability damage. You cannot deal actual hit point damage with this attack. You do not deal extra damage on a critical hit, instead you cause ability drain.

You may take this feat multiple times, each time for a different ability score. Each time you use this feat, you must choose which ability score you are damaging.



Flurry of Arrows [Break]

Prerequisites: Point Blank Shot

After surviving massive damage, you may make a powerful flurry of ranged attacks. As a full attack action, you may make one ranged attack plus an additional attack for every break level you have, each at your highest base attack bonus -2, against a single opponent. All these attacks must be with ranged or thrown weapons, and you must be able to normally draw ammunition and reload quickly enough to make iteraive attacks (unless you are using multiple loaded weapons or the like).



Flurry of Blows [Break]

Prerequisites: Improved Unarmed Strike

After surviving massive damage, you may make a powerful flurry of blows. As a full attack action, you may make one melee attack plus an additional attack for every break level you have, each at your highest base attack bonus -2, against a single opponent. All these attacks must be with an unarmed strike, natural weapon, or a ki-compatible weapon (a special monk weapon).



Flurry of Strikes [Break]

Prerequisites: Counter

After surviving massive damage, you may make a powerful flurry of attacks. As a full attack action, you may make one melee attack plus an additional attack for every break level you have, each at your highest base attack bonus -2, against a single opponent. All these attacks must be with a light weapon or a weapon that you are applying the benefit of Weapon Finesse to.



Focus Break [Break]

You develop your limit breaks differently than most.

Prerequisites: Any [Break] feat

After resting for eight hours, you may change your method for performing limit breaks through one hour of hard combat practice. The default method, surviving taking massive damage, is the Stoic method. You may only have one method for performing a limit break at any given time.

You may make a DC 10 break level check as a full-round action to use a limit break on your next action.



Grand Summon [Break]

You can grant your summons the immediate ability to use a limit break.

Prerequisites: None

After surviving massive damage,you can charge a summon. If you begin to cast a summon, your summon may use a limit break on its first action when it is summoned.



Greased Lightning [Break]

You can quickly charge and return from one enemy.

Prerequisites: Dex 13, Dodge

After surviving massive damage, you may make a quick strike against an enemy. As an attack or move action you may make a single melee attack against one opponent you can see, provided there is a clear path from you to your opponent that moving over (one way) would not cause you to exceed 10' of movement per break level. You cannot use this break and make a 5' step in the same round.



Healing Wind [Break]

You can heal your allies.

Prerequisites: Wis 13

After surviving massive damage, you may heal your allies. As a full-round action you may restore 1d8 points of damage per break level and an equal amount of nonlethal damage to yourself and all allies within 10' per break level of you, even if you do not have line of sight to them. All allies healed by this effect are stabilized if dying.



Improved Focus Break [Break]

You develop your limit breaks differently than most.

Prerequisites: Focus Break

After resting for eight hours, you may change your method for performing limit breaks through one hour of hard combat practice. The default method, surviving taking massive damage, is the Stoic method. You may only have one method for performing a limit break at any given time.

You may make a DC 10 break level check as a move action to use a limit break on your next action.



Paired Spell [Break]

You have mastered a unique art of pairing magics.

Prerequisites: Int 13, Wis 13, or Cha 13

After surviving massive damage, you may cast two successive spells, each of any range or spell at any targets. Each spell must have a casting time of 1 standard action or less. You cast the two spells together as a full-round action, one after the other. You pay the MP cost of each casting. Each spell provokes an attack of opportunity seperately.



Piercing Shot [Break]

Your ranged attacks can penetrate multiple targets.

Prerequisites: Point Blank Shot, Far Shot

After surviving massive damage, you can fire a projectile that blows straight through your enemies. As a full-round action, you may make a single ranged attack with one ranged or thrown weapon against every opponent and object in a line originating from you, out to the maximum range of your weapon.



Render [Break]

You can form a shockwave with a melee weapon.

Prerequisites: Power Attack, Improved Sunder

After surviving massive damage, you can slam your weapon . As a full-round action, you may make a single melee attack against every opponent and object in a 20' per break level line originating from you. This line travels along the ground, it can go up walls and over obstacles, though doing so counts as distance for the break. You cannot hit a creature that is not in contact with the ground with this attack.



Slayer [Break]

You develop your limit breaks differently than most.

Prerequisites: Any one [Break] feat

After resting for eight hours, you may change your method for performing limit breaks through one hour of hard combat practice. The default method, surviving taking massive damage, is the Stoic method. You may only have one method for performing a limit break at any given time.

When using the Slayer limit break method, you benefit from limit breaks whenever you drop an opponent (the opponent falls unconscious or dies due to having its hp dropped to -1 or below). You do not drop opponents who choose to benefit from the Diehard feat unless you kill them outright or they choose to drop. You may drop an opponent by any means to benefit from this feat as long as you were the final cause, be it dealing weapon damage, causing damage through spellcasting, or ability damage from the lingering effects of poison.



Solo [Break]

You develop your limit breaks differently than most.

Prerequisites: Any four [Break] feats, including Comrade and Ally

After resting for eight hours, you may change your method for performing limit breaks through one hour of hard combat practice. The default method, surviving taking massive damage, is the Stoic method. You may only have one method for performing a limit break at any given time.

At the beginning of each round in combat, you may make a DC 10 break level check as a free action to use a break immediately. The DC for this check increases by 5 for every ally of yours within your line of sight.



Tactician [Break]

You develop your limit breaks differently than most.

Prerequisites: Any one [Break] feat

After resting for eight hours, you may change your method for performing limit breaks through one hour of hard combat practice. The default method, surviving taking massive damage, is the Stoic method. You may only have one method for performing a limit break at any given time.

You qualify to use a limit break if during your last action you moved farther than your base land speed during that action.



Victor [Break]

You develop your limit breaks differently than most.

Prerequisites: Any one [Break] feat

After resting for eight hours, you may change your method for performing limit breaks through one hour of hard combat practice. The default method, surviving taking massive damage, is the Stoic method. You may only have one method for performing a limit break at any given time.

Each round, you may make a DC 5 break level check as a free action to qualify to use a limit break. You take a -5 penalty to this check for every round since the first round of combat that has passed.



Warrior [Break]

You develop your limit breaks differently than most.

Prerequisites: Any one [Break] feat

After resting for eight hours, you may change your method for performing limit breaks through one hour of hard combat practice. The default method, surviving taking massive damage, is the Stoic method. You may only have one method for performing a limit break at any given time.

When using the Warrior limit break method, you benefit from limit breaks when you force an opponent to make a Fortitude save against massive damage and your opponent succeeds on the saving throw.
#12

tfvanguard

Jun 22, 2007 14:21:51
My take on the Thief, fresh today...

http://www.pixelsagas.com/library/files/Free_Thief_Class.pdf
#13

Kord%E2%80%99s_Boon

Jun 24, 2007 22:43:55
The problem I see most is that when combining the Final fantasies is that there are many problems with the world flavor. I'm not trying to burst your bubble it's just that many have only done the mechanics and didn't make the whole thing make sense in a consistent world.

This is the problem I’ve been having personally; people getting too caught up on attempting to incorporate every aspect that’s come out of the beloved series. Often to such a degree that the material is practically unplayable as a table-top rpg.

I for one am in the camp that what we should be doing is pushing the fact that our source material is a video game far out of our heads, and try to add “Final Fantasy flavor” to the already well tested format given to us in core dnd. Don’t worry about limit breaks, mini-games, or arbitrarily capping damage at 9999 ect.

What we should be doing is not re-inventing dnd to be FF, but rather striving to change as little as possible to make it work.

As suggested above we should be looking at the big picture.
#14

Kord%E2%80%99s_Boon

Jun 24, 2007 22:55:40
For instance, do we really need a thief class? (no offense meant TFVanguard, I liked most your write up personally)

What can a Thief do that justifies having to remake the pre-existing rogue class? True they can steal, but rogues can do that too, and even if they can not do it in combat (I think they can, not sure) are we really losing final fantasy world flavor if they can’t? The answer is no, not really.

Let us concentrate on what we want the world as a whole to look like, being sure to make it internally consisted with what aspects make sense to include, and keep in mind the closer it is to standard Dnd, the more likely the world is to come together in the end
#15

tfvanguard

Jun 25, 2007 9:07:06
I rewrote the thief from the rogue largely so the class could focus more on stealing in general. The rogue swings a lot more to combat (even without sneak attack) with its abilities, and that didn't fit the overall theme to me.

I also rewrote fighter based on FF and to address some the commonly complained about issues, basing it heavily on how it's played in FF.

http://www.pixelsagas.com/library/files/Free_Fighter_Class.pdf

Neither really HAD to be done, true, but redoing it ,I felt, got closer to the spirit of the games and also allowed for the PrCs to come to fit more seamlessly into the design.

Notice, though, that both of these 'rewritten' classes focus on being d20 classes, and the abilities are designed around the d20 system. That makes it a bit different than what's usually attempted.
#16

viladin454

Aug 20, 2007 14:27:45
In case anyone is wondering, I'm still around. Tickering around with the classes and spells.

I have my own little forums to post stuff in. Granted, it ain't the best ;)

http://ffd20.orgfree.com/phpBB2/index.php

Feel free to come look, critique, or opinionatedly give suggestions.
#17

viladin454

Aug 26, 2007 15:54:18
Got all Base Classes posted except for 1.

Preparing to post a few Prestige Classes, then the Black and White mage spell list as well as the Bard Song list.
#18

viladin454

Sep 11, 2007 17:04:48
Updated - 9/11/07

Check first post for updates.
#19

viladin454

Sep 18, 2007 12:07:36
Update:

Blue Mage Base Class created.

Added Campaign settings and split up the races into their own setting.

Added more prestige classes to be made.
#20

viladin454

Sep 21, 2007 23:29:49
Update: (9/21/07)

Added the Entire Spell List and Full Descriptions of all the spells.
Changed Blue Mage into a Base Class.
Moved Races around into their own settings.
Tweaked White Mage/Black Mage/Red Mage classes.
Changed and tweaked the spell lists for Black and White Mage spell list.

Upcoming Update:

Entire Bard Song List and Full Descriptions of all the songs.
New feats, old feats revised, and new skills.
Prestige classes being flushed out.
Materia and materia creation.
#21

tryco

Sep 30, 2007 8:23:51
i love to play final fantasy (i've got IX and X, XII is coming in the next couple of weeks), and i'm really intrested in playing a D20 conversion.
But i'm stuck with something.

All (or most) final fantasy games have a story that has a major impact on their world. like with FFX, the destruction of Sin in the end had a major impact on the way of living for the people of Spira.

How could an adventure or campaign take place in a world of final fantasy when the biggest inspiration comes from world changing examples?
#22

zombiegleemax

Oct 01, 2007 8:21:17
SPOILERS included to XII

Aaargh! The Archer has been removed and turned into a PRC!
One of my players is an Viera Archer (Now level 3), does anyone have a copy of the class as it used to be?
Knew I should have printed it all off...

We are currently playing a Ivalaice campaign set some 10 or so years before XII, and are using Nabudice as our home base, (Spoilers Warning, yes we know that its going to be nuked but thats 8 years or so from now).

PS When are the summons going to be added, one of our PC's is aiming for the Summoner PRC.

Great stuff by the way.
#23

viladin454

Oct 01, 2007 17:01:55
Update:

Bard Song Descriptions and Listing fleshed out.
Changed Archer from base class to prestige class.
Changed Beastmaster from prestige class to base class.
Both are fleshed out as well.
Created Berserker, Engineer, Gun Mage, Gunslinger, Judge Magister, and Lucky Gambler Prestige Classes.
Made a list of new/revised skills and feats.
Tweaked the spell/song lists.
Tweaked Chocobo Knight and Dragoon prestige classes.


Next Update:

Fleshing out the Materia system.
Fleshing out the Potion system.
Finish up Ninja, Samurai, Clan Hunter, Sky Pirate, and Soldier Prestige classes.
Start work on Magitek and Airship technology.
Start work on Bestiary.


On Comments:

To Tryco: It's really up to the GM on when and where you want to start a campaign. That's the beauty of it.

To The_Unspeakable_Thing: Thanks Sorry about the Archer class, decided that the Archer base class should be changed into a PRC. I have half the Summons fleshed out currently, and will have them done by next update as well as a few creatures such as Chocobos for Chocobo Knights and Animal Companions for Beastmasters.

Edit: Lucky for you, I found the old archer class here.
#24

leress

Oct 02, 2007 21:10:56
the skills and feats pdf. is not there.
#25

viladin454

Oct 03, 2007 0:32:22
Fixed! Sorry, forgot to upload the file.
#26

leress

Oct 03, 2007 2:06:57
I will give my critique on this later, once all of the classes and races and things are done. Right now it definitely looks better than the last ffd20 I reviewed.
#27

Kord%E2%80%99s_Boon

Oct 03, 2007 10:48:51
All (or most) final fantasy games have a story that has a major impact on their world. like with FFX, the destruction of Sin in the end had a major impact on the way of living for the people of Spira.

How could an adventure or campaign take place in a world of final fantasy when the biggest inspiration comes from world changing examples?

Well as simply as it takes place in other games. For instance one could claim that standard D&D is a play off The Lord of the Rings, which involved world changing events, yet you can still play a petty thief in Greyhawk . Not to mention as you increase in levels (potentially to epic depending on the FFd20 balance of the creators homebrew world) you will most likely be involved in world changing events by virtue of your power.
#28

dragonbringerx

Oct 08, 2007 0:31:42
hey, just wanted to say i wrote a materia system out that you may want to look at. the system is only about 3 pages followed by 20 pages of materia (not as much as it sounds). The only thing I'm unsatisfied with is the summon materia (but thats because I don't have Aeon stats).

If you want, you can PM me your email or Yahoo name, and I can just send the doc.
#29

viladin454

Oct 08, 2007 19:41:43
Update:

Converted Chemist from base class to prestige class.
Created Ninja and Samurai prestige classes.
Started playtesting with current classes and prestige classes.


Next Update:

Potions and Materia creation.
Bestiary creation.
Character Sheet
Magic items
Airships and Magitek creation.

To DragonBringerX: Sent ya a PM.
#30

vedicdragon

Oct 09, 2007 8:41:19
Update:

Converted Chemist from base class to prestige class.
Created Ninja and Samurai prestige classes.
Started playtesting with current classes and prestige classes.


Next Update:

Potions and Materia creation.
Bestiary creation.
Character Sheet
Magic items
Airships and Magitek creation.

To DragonBringerX: Sent ya a PM.

Excellent work! I am very impressed by the amount of time and organization this must have taken. That being said, how's the materia system coming?

:-)
#31

viladin454

Oct 09, 2007 9:10:37
Excellent work! I am very impressed by the amount of time and organization this must have taken. That being said, how's the materia system coming?

:-)

Thanks! It's coming eventually.
#32

viladin454

Oct 11, 2007 1:38:54
Small update and news:

Book is closer to being finished.
Moving Monster List, Magical Items, Airships, Technology to another book.
Tweaking the Limit Breaks and the Limit Break System.

Started playtesting FF-d20 in real life with some friends.

Worked fine, for the most part. Need to refine the Limit Breaks.

Had them use lvl 20 characters and fought my badass CR 22 Ruby Weapon.

Killed the White Mage twice and killed the Thief/Ninja and Beastmaster and Fighter/Dragoon's Dragon Pet once.

The White Mage had used Arisega on the party before the Ruby Weapon demolished her and was raised, then killed 2 rounds later.

They managed to defeat Ruby Weapon though, impressively without much magical items. I also nerfed Ruby Weapon a little because I thought it was too powerful for them, but bah, white mage had things in hand. Oh well!
#33

viladin454

Oct 18, 2007 18:40:19
Update:

Created 5 more prestige classes: Elementalist, Geomancer, Mediator, Mystic Knight, and Oracle.
Updated Beastmaster base class and Dragoon prestige class.
Posted the official release of the Final Fantasy d20 book (see first post).

On the horizon:

Materia/Potion system in the works.
Final Fantasy d20 Monster Compendium book in the works.
Final Fantasy d20 Technology book in the works.
#34

viladin454

Oct 24, 2007 17:35:23
Minor Update:

Added Nu Mou as a starting race.
Changed Archer from Prestige class to Base class.
Added new feats and skills.
Changed Limit Break system.

Upcoming Update:

About 3/4ths done with the Materia system.
Finished Potions which will go with the Materia system when done.
Started on the FF Monster Compendium book.
#35

viladin454

Oct 27, 2007 3:00:52
Final Update:

Materia system created. Potions along with it.
Officially done with the book until I get artwork.

Upcoming project:

FFd20 Monster Compendium book
FFd20 Technology book
#36

omegahero

Oct 31, 2007 1:59:01
Jeeze, you did a great job. I actually came across a site where they had made their own Final Fantasy RPG, but they had stayed true to the games and had made the gameplay system similar to Final Fantasy, with HPs and damage abil to get into the hundres and possibly thousands. Unfortunantly, it is a little difficult to understand. No offense to them, but already having a Final Fantasy RPG already with d20 makes it ALL the more easier.
#37

viladin454

Nov 01, 2007 12:43:26
Jeeze, you did a great job. I actually came across a site where they had made their own Final Fantasy RPG, but they had stayed true to the games and had made the gameplay system similar to Final Fantasy, with HPs and damage abil to get into the hundres and possibly thousands. Unfortunantly, it is a little difficult to understand. No offense to them, but already having a Final Fantasy RPG already with d20 makes it ALL the more easier.

Thanks! I wanted to stay with a system that actually works than trying to make up a system that will just confuse players.
#38

omegahero

Nov 01, 2007 15:43:21
Have you ever thought of trying to make some rules regarding airships? In certain FF worlds, like FFV; FFVI; FFVII; FFIX; and FFXII more importantly, airships are ALL over the place, so airship battles would be inevitable, not to mention the fact the some players (like me) would sooner or lter want to own an airship of their own.
#39

viladin454

Nov 01, 2007 16:55:45
Have you ever thought of trying to make some rules regarding airships? In certain FF worlds, like FFV; FFVI; FFVII; FFIX; and FFXII more importantly, airships are ALL over the place, so airship battles would be inevitable, not to mention the fact the some players (like me) would sooner or lter want to own an airship of their own.

Already planned, and in the works Including Prestige Classes like Engineers, Sky Pirates, Judge Magisters, etc.

As well as Magitek technology from FF3.
#40

omegahero

Nov 02, 2007 2:12:11
Sir, you have just made my day. I will deffinantly be looking forward toward those!
#41

viladin454

Nov 07, 2007 16:32:48
Minor Update:

Created Magitek Knight prestige class along with a slew of Magitek feats.

Upcoming:
Airships and Magitek!
Monsters! (if I can stop slacking) >.<
#42

omegahero

Nov 08, 2007 1:30:01
Well then... STOP SLACKING!!! Ha ha ha.... I can't wait for the airships. Maybe you could include a section on to BUILD your own airship. I was thinking it would be cool to have an airship that was also a magitek mech dropship.
#43

viladin454

Nov 08, 2007 8:31:34
Well then... STOP SLACKING!!! Ha ha ha.... I can't wait for the airships. Maybe you could include a section on to BUILD your own airship. I was thinking it would be cool to have an airship that was also a magitek mech dropship.

It's going to have a "Build Your Own Airship" section. With alternate engines such as Mako-Fushion Engines, Magicite-Fushion Reactors, etc. Plus the 10 or so examples of previous airships like the Highwind.
#44

adventchild

Nov 12, 2007 22:33:34
not all ff can fit into one universal rulebook, some ff like ff7 are better done with d20 modern rules rather than just a generic d20 system.
#45

viladin454

Nov 12, 2007 23:59:06
not all ff can fit into one universal rulebook, some ff like ff7 are better done with d20 modern rules rather than just a generic d20 system.

Agreed... unless you modify it to fit within. I am somewhat using the d20 Future for Airship design and modifying the rules to fit.
#46

adventchild

Nov 13, 2007 9:39:46
Agreed... unless you modify it to fit within. I am somewhat using the d20 Future for Airship design and modifying the rules to fit.

i once did (even every materia in ff7) i will see if i can find it and maybe it oculd be balanced.
#47

viladin454

Nov 13, 2007 11:27:59
i once did (even every materia in ff7) i will see if i can find it and maybe it oculd be balanced.

Nice, I have a materia system as well.
#48

omegahero

Nov 15, 2007 23:32:06
I was thinking that you could take and just put most of the important stuff into your main book, and save some of the more difficult stuff, like gambits or materia or whatever system you have, and put it a worldbook pretaining to that particular FF.
#49

shogunboy0

Nov 25, 2007 20:44:28
In the Phoneix statblock, the entry Ashen Blight had the name Diablo instead of Phoneix. Page 206 on the abode reader.
#50

viladin454

Nov 27, 2007 12:26:07
In the Phoneix statblock, the entry Ashen Blight had the name Diablo instead of Phoneix. Page 206 on the abode reader.

Good eye! I'll make the change. Thanks.
#51

shogunboy0

Nov 27, 2007 18:52:46
Good eye! I'll make the change. Thanks.

No problem, its a pleasure to help out a bit. If you also need some help, my friend is a FF sage (well, depends which FF), but I know FFT is his best subject.

Also, when learning new spells, do you have to forget an old spell because of your limit in spells knew table for the black and white mage?
#52

viladin454

Nov 28, 2007 11:26:15
No problem, its a pleasure to help out a bit. If you also need some help, my friend is a FF sage (well, depends which FF), but I know FFT is his best subject.

Also, when learning new spells, do you have to forget an old spell because of your limit in spells knew table for the black and white mage?

Your spells known is not a limit. Just what you naturally attain as you progress in levels. You can purchase and learn new spells without any limit.
#53

omegahero

Dec 04, 2007 22:13:11
Your spells known is not a limit. Just what you naturally attain as you progress in levels. You can purchase and learn new spells without any limit.

I like the sound of that. That makes it more like Final Fantasy.
#54

sluggo

Dec 30, 2007 20:48:35
You've done some great work here, you should be proud.

Final fantasy VII is my favorite in the series and the world I would most like to roleplay further in. Any plans to bring in some Final Fantasy VII "Exclusive" stuff - Solider, Turk & Thrown weapon classes, Buster Sword, Masurme (sp), Hand guns, Arm Cannon weapons? Red XIII's class (I forget what it was called). Optional armor/class defense that takes advantage of the armor pieces & acessory's that Final Fantasy 7 used for armor etc.....
#55

viladin454

Jan 07, 2008 23:58:04
You've done some great work here, you should be proud.

Final fantasy VII is my favorite in the series and the world I would most like to roleplay further in. Any plans to bring in some Final Fantasy VII "Exclusive" stuff - Solider, Turk & Thrown weapon classes, Buster Sword, Masurme (sp), Hand guns, Arm Cannon weapons? Red XIII's class (I forget what it was called). Optional armor/class defense that takes advantage of the armor pieces & acessory's that Final Fantasy 7 used for armor etc.....

Soldier class in the works, Weapons and Armor seen in the FF series also in the works.

Red XIII's class will probably not be in, because it's really unknown what he does.

Working on some alternate armor rules such as facing in combat, additional uses to shields, and such.
#56

sluggo

Jan 08, 2008 10:41:59
Soldier class in the works, Weapons and Armor seen in the FF series also in the works.

Red XIII's class will probably not be in, because it's really unknown what he does.

Working on some alternate armor rules such as facing in combat, additional uses to shields, and such.

I meant Red XIII's race, my mistake. A Wutia class would be cool too.

However I wouldn't use the fighter, mage etc... classes you already have made for VII. For VII (and probably VIII) I would use the d20 Modern starting classes and then introduce more specific ones. Theres also a couple in the d20 modern (like gunslinger, perfect for Vincent) that would fit into VII very well.
#57

space_dragon

Jan 18, 2008 20:22:20
I just made a statblock for Jenovah, which could also be used for Sephiroth in his one-winged-angel form. You want?
#58

wizardmon

Jan 25, 2008 22:33:17
Good work! A significant improvement from a year ago!

I have a couple of questions, though.
- Level Adjustment: There are races with the "Powerful Build" ability, and that normally comes with a level adjustment. Are all races balanced against one another, or do these need a LA?
- Blue Mages "Must be physically-able to use [an] extraordinary ability" in order to learn it. What does this really mean? Can my hume bluemage learn to breathe fire from a dragon, even though the hume lacks the draconis fundamintum to create elements inside his body? What about the velociraptor's Pounce ability? Or the skeleton's Immunity to Cold ability?
- Is this sourcebook "balanced" with the core rulebooks, as far as you can tell? If not, how much more or less powerful are these rules, do you think?
- What is meant by "Restrictions" in the Materia section? I think this could be a bit more clear. Also, are there any other items that might provide Materia slots (amulets, boots, etc)?
#59

wizardmon

Jan 26, 2008 15:46:46
I have a suggestion for your Jump skill, and skills in general. I think that the Jump skill for the standard d20 rule set is (loosely) based on reality, however, it has been shown time and time again that Final Fantasy characters are superior at Jump and other skills. I therefor suggest that you lower the DC's for Jump checks, and possibly other skills.

Also, the Black Mage's Overchannel ability is a little difficult to understand; how much does he spend to use the enhanced abilities?
#60

guyrtheadamantineone

Jan 28, 2008 10:54:09
The Qu Tribe


The Qus are a race of strange, swamp-dwelling humanoids reputed for they huge appetites and cooking talent. Their greatest achievement is the Way of the Gourmand, which sums every aspects of their life.

Personnality

The Way of the Gourmand define the life of a Qu. Knowledge, power and personnal growth can be attained by eating and discovering new tipes of food. They have somewhat limited attention spans and wit, despite not being stupid at all, but won’t try to understand what is beyond their own limits. They are grounded in reality and won’t be impaired by the chaos around them or dramatic events.

Physical Description

Qus are tall, bulky humanoids with a pale, milky skin. Their almost featureless body is covered by strong muscles and healthy fat. Their round belly occupies most of their body mass, their most powerful asset. Their bulbous head and short, stumpy legs generally make them 6'5" tall. Their long, lanky arms hang to the sides of their body when left unattended. The Qu’s faces are commonly described as "a gross, doll-looking face with rounded, cross-shaped eyes and a wound-like mouth going side to side, gifted with a tongue larger than my arm." They favor brightly coloured clothes and cook’s outfits, and usually weigh about 400 pounds.

Relations

The Qus are truly affectuous beings and love spending time with friends, as long as these agree to help on the Way of the Gourmand (By catching some exotic food, for example.). Other races might consider them as dumb as orcs, but anyone who travel in their marshes without any bad intentions is sure to find a lifelong ally. Some lone Qus have forgotten the existence of other humanoids, and eagerly hunt them without remorse as any other kind of game.

Alignment

Qus are somewhat focused, loyal friends without regards to earthly laws. They are neutral to the Law/Chaos Axis but are much more inclined to help than to harm others.(Unless those are potential meals, which include some sentient beings!)

Qu’s Racial Traits :

Qu's Abilities
• Monstrous Humanoids: Qus aren’t affected by Charm Monster and other Humanoid-Effective spells.
• +2 Constitution, -2 Intelligence, -2 Charisma: Qus are tough beings but poor thinker and lame leaders.
• Medium: As Medium creatures, Vanar have no special bonuses of penalties due to their size.
• Qu’s base land speed is 20 feet, but is not impaired by wearing intermediate or heavy armor.
• Great Lungs: Qus may hold their breath for 4 times their Constitution score.
• Powerful Build: The physical stature of Qus lets them function in many ways as if they were one size category larger. Whenever a Qu 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 Qu is treated as one size larger if doing so is advantageous to him. A Qu 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 Qu 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 subject’s size category.
• Gourmand’s Assets: Qus have the Scent and Swallow Whole special abilities. They use the latter as a large creature. They can only swallow a pinned opponent. Swallowed creatures must make a Fortitude save against a sleep poison (DC: 10+½Qu’s Hit Dices+Con Bonus, damage sleep 2 hours) every round. If the swallowed creature resist the poison for 3 rounds, or if it manage to deal slashing/piercing damage to the stomach, the Qu throw up. If the swallowed creature fails to make its save, the stomach start crushing the victim, dealing damage equal to an unarmed strike every minute. The Qu becomes fatigued until it sleeps to digest its victim if it is as large as him(Before Powerful Build).
• Strong Stomach: Qus gain a +4 to saves against ingested poisons and gain nourishment from everything they eat.
• Racial Weapons: Qus are automatically proficient in the battle fork, a special harpoon.
• Skills: +4 Profession(Chef)
• Languages: Common, Aquan
• Favored Class: Blue Mage
• LA: +1(Or +2, subject to changes)



Battle Fork
As its name implies, this two-headed spears looks like a large fork, whose teeth and barbs were shapened beyond belief.
Exotic Melee Two-Handed Weapon
Price: 50gp
1d8/x2 Piercing Damage
Range: 10 Feet
When the wielder strike in combat, the victim must make a reflex save(DC: 10+ Damage Dealt) or get the fork stuck in the wound. The victim can only move at half-speed and cannot charge if it fails. An harpooned creature must make a Concentration check to cast a spell(DC:15).
If the wielder stick his battle fork in melee, he may make a grapple check immediately to hold his opponent, without any touch attack needed. During grappling, if he chooses the deal damage option, he may choose to deal his battle fork damage instead of unarmed damage.
If the wielder stick his battle fork in a throw, and only if a cord is attached to the fork, the wielder may make an strength check with his opponent. If he makes it, the harpooned creature may not move beyond the length of the rope. A wieder may drag an opponent by one feet per point he wins the strength check, to the closest range increment.
An harpooned victim may pull the battle fork off his wound with his two hands in a full-round action which triggers attacks of opportunity and deals damage equal to the weapon's.
#61

viladin454

Jan 28, 2008 12:36:39
Good work! A significant improvement from a year ago!

I have a couple of questions, though.

Thank you! I'll do my best to answer.

- Level Adjustment: There are races with the "Powerful Build" ability, and that normally comes with a level adjustment. Are all races balanced against one another, or do these need a LA?

Powerful Build eliminates the need to make some races Large, therefore, not needing a LA. I prefer not having a LA for any races as it's a clunky hard-to-understand system for everyone.

- Blue Mages "Must be physically-able to use [an] extraordinary ability" in order to learn it. What does this really mean? Can my hume bluemage learn to breathe fire from a dragon, even though the hume lacks the draconis fundamintum to create elements inside his body? What about the velociraptor's Pounce ability? Or the skeleton's Immunity to Cold ability?

What I mean by this: If an extraordinary ability requires (for example) using tentacles, or raking with hind legs, a Blue Mage can't learn it as he doesn't have the physical capacity to perform them. He can, though, learn a breath weapon from a dragon.

- Is this sourcebook "balanced" with the core rulebooks, as far as you can tell? If not, how much more or less powerful are these rules, do you think?

It's more or less balanced. In comparison with normal D&D rules, FFd20 characters are weaker at lower levels, but stronger at higher levels.

- What is meant by "Restrictions" in the Materia section? I think this could be a bit more clear. Also, are there any other items that might provide Materia slots (amulets, boots, etc)?

Some materia have restrictions on where it can be equipped. For now, only armor and weapons have materia slots, but eventually, I'll get around to making other equipment to have slots in them.

Also, there are only a certain number of slots in armor and weapons.

I hope this helps. Sorry it took me so long to answer.
#62

viladin454

Jan 28, 2008 12:51:58
I have a suggestion for your Jump skill, and skills in general. I think that the Jump skill for the standard d20 rule set is (loosely) based on reality, however, it has been shown time and time again that Final Fantasy characters are superior at Jump and other skills. I therefor suggest that you lower the DC's for Jump checks, and possibly other skills.

I'll look over it and see what I can do. Currently involved at the moment in finishing the FFd20 Monster Compendium.

Also, the Black Mage's Overchannel ability is a little difficult to understand; how much does he spend to use the enhanced abilities?

Ah geez, can't believe I missed that. It's missing a line. It should say:

Overchannel (Su): This Limit Break allows the black mage to spend additional MP on any spell(s) for the next 5 rounds up to twice his class level. Each additional MP spent can be used to increase damage by 1 extra die, increase save DC by 1, or increase duration by 5 rounds (if the spell has a duration of 1 round or more). This Limit Break allows the black mage to spend more MP than he can normally spend.

Thank you for pointing that out to me.
#63

wizardmon

Jan 28, 2008 20:46:25
If I may, I have a couple of suggestions/ideas for you.

The first is about the Blue Mage. Traditionally, he has to get whacked by an ability in order to learn it, not just see it. I honestly think the wording for the blue mage's class entry could use some work (because Blue Magic is crazy stuff o.o)... I found this a couple of weeks back, and I suggest you take a look at it if you want some pointers.

Second, I think that it would be handy if the "Learn" DC for monster's abilities were listed in their stat blocks; I think this would eliminate some headaches from players and DM's.
#64

viladin454

Jan 29, 2008 11:36:06
If I may, I have a couple of suggestions/ideas for you.

The first is about the Blue Mage. Traditionally, he has to get whacked by an ability in order to learn it, not just see it. I honestly think the wording for the blue mage's class entry could use some work (because Blue Magic is crazy stuff o.o)... I found this a couple of weeks back, and I suggest you take a look at it if you want some pointers.

During the earlier Final Fantasy's games (1-9, + 11), that is true. I believe in FFX and FFX-2, and I think FF12... they learn by using Scan or similar magic t o learn creature magic and I like that better (and makes more sense) to learn it that way instead of being whacked by the ability. And yeah, I do need to reword it better, just not sure how to at the moment. I have seen that Blue Mage class, and although it was interesting, I did get some pointers from it.

Second, I think that it would be handy if the "Learn" DC for monster's abilities were listed in their stat blocks; I think this would eliminate some headaches from players and DM's.

Yes, already in the works. ;) Gonna make it a headache for me as well, but it's in the process.
#65

guyrtheadamantineone

Jan 29, 2008 13:08:58
My humble contribution to your noble project.

The Qu Tribe


The Qus are a race of strange, swamp-dwelling humanoids reputed for they huge appetites and cooking talent. Their greatest achievement is the Way of the Gourmand, which sums every aspects of their life.

Personnality

The Way of the Gourmand define the life of a Qu. Knowledge, power and personnal growth can be attained by eating and discovering new tipes of food. They have somewhat limited attention spans and wit, despite not being stupid at all, but won’t try to understand what is beyond their own limits. They are grounded in reality and won’t be impaired by the chaos around them or dramatic events.

Physical Description

Qus are tall, bulky humanoids with a pale, milky skin. Their almost featureless body is covered by strong muscles and healthy fat. Their round belly occupies most of their body mass, their most powerful asset. Their bulbous head and short, stumpy legs generally make them 6'5" tall. Their long, lanky arms hang to the sides of their body when left unattended. The Qu’s faces are commonly described as "a gross, doll-looking face with rounded, cross-shaped eyes and a wound-like mouth going side to side, gifted with a tongue larger than my arm." They favor brightly coloured clothes and cook’s outfits, and usually weigh about 400 pounds.

Relations

The Qus are truly affectuous beings and love spending time with friends, as long as these agree to help on the Way of the Gourmand (By catching some exotic food, for example.). Other races might consider them as dumb as orcs, but anyone who travel in their marshes without any bad intentions is sure to find a lifelong ally. Some lone Qus have forgotten the existence of other humanoids, and eagerly hunt them without remorse as any other kind of game.

Alignment

Qus are somewhat focused, loyal friends without regards to earthly laws. They are neutral to the Law/Chaos Axis but are much more inclined to help than to harm others.(Unless those are potential meals, which include some sentient beings!)

Qu’s Racial Traits :

• Monstrous Humanoids: Qus aren’t affected by Charm Monster and other Humanoid-Effective spells.
• +2 Constitution, -2 Intelligence, -2 Charisma: Qus are tough beings but poor thinker and lame leaders.
• Medium: As Medium creatures, Vanar have no special bonuses of penalties due to their size.
• Qu’s base land speed is 20 feet, but is not impaired by wearing intermediate or heavy armor.
• Great Lungs: Qus may hold their breath for 4 times their Constitution score.
• Powerful Build: The physical stature of Qus lets them function in many ways as if they were one size category larger. Whenever a Qu 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 Qu is treated as one size larger if doing so is advantageous to him. A Qu 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 Qu 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 subject’s size category.
• Gourmand’s Assets: Qus have the Scent and Swallow Whole special abilities. They use the latter as a large creature. They can only swallow a pinned opponent. Swallowed creatures must make a Fortitude save against a sleep poison (DC: 10+½Qu’s Hit Dices+Con Bonus, damage sleep 2 hours) every round. If the swallowed creature resist the poison for 3 rounds, or if it manage to deal slashing/piercing damage to the stomach, the Qu throw up. If the swallowed creature fails to make its save, the stomach start crushing the victim, dealing damage equal to an unarmed strike every minute. The Qu becomes fatigued until it sleeps to digest its victim if it is as large as him(Before Powerful Build).
• Strong Stomach: Qus gain a +4 to saves against ingested poisons and gain nourishment from everything they eat.
• Racial Weapons: Qus are automatically proficient in the battle fork, a special harpoon.
• Skills: +4 Profession(Chef)
• Languages: Common, Aquan
• Favored Class: Blue Mage
• LA: +1



Battle Fork
As its name implies, this two-headed spears looks like a large fork, whose teeth and barbs were shapened beyond belief.
Exotic Melee Two-Handed Weapon
Price: 50gp
1d8/x2 Piercing Damage
Range: 10 Feet
When the wielder strike in combat, the victim must make a reflex save(DC: 10+ Damage Dealt) or get the fork stuck in the wound. The victim can only move at half-speed and cannot charge if it fails. An harpooned creature must make a Concentration check to cast a spell(DC:15).
If the wielder stick his battle fork in melee, he may make a grapple check immediately to hold his opponent, without any touch attack needed. During grappling, if he chooses the deal damage option, he may choose to deal his battle fork damage instead of unarmed damage.
If the wielder stick his battle fork in a throw, and only if a cord is attached to the fork, the wielder may make an strength check with his opponent. If he makes it, the harpooned creature may not move beyond the length of the rope. A wieder may drag an opponent by one feet per point he wins the strength check, to the closest range increment.
An harpooned victim may pull the battle fork off his wound with his two hands in a full-round action which triggers attacks of opportunity and deals damage equal to the weapon's.
#66

omegahero

Jan 30, 2008 1:02:50
Now, I like that Qu template. My sister will love it, as she liked Quinna from FFIX. I think that Qu were just funny, but they are definently an important race in Final Fantasy.
#67

wizardmon

Feb 15, 2008 21:10:23
How's that Monster Compendium coming along, Viladin454?
#68

wizardmon

Feb 16, 2008 0:40:12
Sorry for the double post, but I was just doing some thinking, and I had an idea for the FFd20.

I was contemplating it, and I noticed that like Tome of Battle, Final Fantasy also had "blade magic" in a sense. FFTA is the first Final Fantasy game I ever played, and as such I have a great love for it. I think it would be cool if you incorporated some of those abilities, somehow.
I have no clue if it would be horribly wrong to do so, but using a Tome of Battle esque style to adjudicate Rush, Wild Swing, Beatdown, Blitz, Mug, and other powers might not be a bad idea.

Edit: Maybe a fighter feat that gained you access to a few? IDK, just throwing ideas out there.
#69

wizardmon

Feb 16, 2008 17:45:07
Not to be perstersom, but I have another question...
My character that I just thought up in my head is a Blue Mage who is in love with monsters. One day, he wants to not only be able to practice monster powers, but also to be able to summon monsters. The Prerequisites for the Summoner, however, say that Black or White magic is required....

Is it game breaking to allow it, or should a bluemage be able to qualify for Summoner?
#70

omegahero

Feb 21, 2008 15:16:11
Not to be perstersom, but I have another question...
My character that I just thought up in my head is a Blue Mage who is in love with monsters. One day, he wants to not only be able to practice monster powers, but also to be able to summon monsters. The Prerequisites for the Summoner, however, say that Black or White magic is required....

Is it game breaking to allow it, or should a bluemage be able to qualify for Summoner?

Actually, that makes sense to me. If you understand the monster enough to use it's abilities, then why not just be able to summon it?
#71

natanax

Feb 22, 2008 11:09:58
Well as simply as it takes place in other games. For instance one could claim that standard D&D is a play off The Lord of the Rings, which involved world changing events, yet you can still play a petty thief in Greyhawk . Not to mention as you increase in levels (potentially to epic depending on the FFd20 balance of the creators homebrew world) you will most likely be involved in world changing events by virtue of your power.

You either A: Choose one of the worlds with a little more freedom ex. FFIX, FFX-2 or FFXII or B) Do what the game creators do, build a new world on the shoulders of its predecessors.
#72

viladin454

Feb 28, 2008 0:07:18
Not to be perstersom, but I have another question...
My character that I just thought up in my head is a Blue Mage who is in love with monsters. One day, he wants to not only be able to practice monster powers, but also to be able to summon monsters. The Prerequisites for the Summoner, however, say that Black or White magic is required....

Is it game breaking to allow it, or should a bluemage be able to qualify for Summoner?

I don't see why not. I'll make the change on the prerequisite for the Summoner prestige class.

And I'm still working on the MC. It's just been busy IRL with work and stuff.
#73

adventchild

Feb 28, 2008 0:55:05
Nice, I have a materia system as well.

i am back from the deep bowls of the abyss with good and bad news, i found my ff7 stuff but lost it again (hard drive got fried). Thats for the bad news, the good news is i have seen every video in crisis core as well as read the script of the game which gives me more background information to work on as well as advent children (hence my name) and dirge of cerberus. Anyways i am on the works again and since final fantasy vii is my favorite out of all, everything i do will be ff7 d20 exclusive. Here is a preview of the cover:
http://i190.photobucket.com/albums/z35/circu_2007/core.jpg
#74

viladin454

Feb 28, 2008 8:10:00
i am back from the deep bowls of the abyss with good and bad news, i found my ff7 stuff but lost it again (hard drive got fried). Thats for the bad news, the good news is i have seen every video in crisis core as well as read the script of the game which gives me more background information to work on as well as advent children (hence my name) and dirge of cerberus. Anyways i am on the works again and since final fantasy vii is my favorite out of all, everything i do will be ff7 d20 exclusive. Here is a preview of the cover:
http://i190.photobucket.com/albums/z35/circu_2007/core.jpg

Nice cover!
#75

adventchild

Mar 04, 2008 0:25:29
i am having an issue now that i realized something... materias are hand sized. The way i thought materia was equiped was by putting the materia inside the slot of the weapon or armor, however for weapons such as the masamune or any of vincent guns or cid's lances, it wouldnt have enough room for slots on the weapon to place materia so how exactly would a person insert the materias on a weapon? and i cannot be based on the size of the weapon, look at the buster sword, its huge yet it only has 2 slots while the Murasameweapon has 6 slots and it is much thinner than the buster sword.
#76

viladin454

Mar 05, 2008 13:28:04
i am having an issue now that i realized something... materias are hand sized. The way i thought materia was equiped was by putting the materia inside the slot of the weapon or armor, however for weapons such as the masamune or any of vincent guns or cid's lances, it wouldnt have enough room for slots on the weapon to place materia so how exactly would a person insert the materias on a weapon? and i cannot be based on the size of the weapon, look at the buster sword, its huge yet it only has 2 slots while the Murasameweapon has 6 slots and it is much thinner than the buster sword.

True enough, which is why I went with how I did Materia. 1 slot for light weapons, 2 slots for 1h weapons, 3 slots for 2h weapons, and 4 slots for double weapons. It's more practical than what it is shown in FF7.
#77

dragonbringerx

Mar 07, 2008 19:19:56
plus at some point you have to look at a certian element and realize its for videogame sake, or that somethings will just never transfer completely, and we need to make adjustments accordingly.
#78

viladin454

Mar 08, 2008 12:13:45
plus at some point you have to look at a certian element and realize its for videogame sake, or that somethings will just never transfer completely, and we need to make adjustments accordingly.

Agreed.

Some things cannot convert over without balancing it.
#79

adventchild

Mar 09, 2008 10:39:27
Agreed.

Some things cannot convert over without balancing it.

True, but i will work my way and see how it can be done, you have your system and i like it and i also respect it thats why i will try to come up with one of my own, after i am done i will most likely make a website and host the pdf if youd like i can host yours as well that way people wont have to look in two different places for them ^^.
#80

dungeons_amp_donuts

Mar 17, 2008 16:32:08
Nice work on the project, the materia system is great by what I've read of it so far. I was just wondering, would you mind if I posted some final boss monsters here to aid you, or should I e-mail them to you? I statted a few of them and after coming upon this, I thought I could help out a bit.
#81

brxyn

Mar 22, 2008 2:00:47
i like what youve done with it thus far, but ive only got a couple gripes.

1) a lot of your races take CHA penalties. if you choose to do that, ok. but remember that the attribute isn't super important to a lot of character builds.

2) the powerful build ability would bring about at least a +1 LA, especially in the case of the Ronso.

3) shouldn't the Black Chocobo have the ability to fly?


other than that, i dig it. i might try to run a game set in it, and see how it turns out.
#82

adventchild

Mar 22, 2008 10:30:36
i like what youve done with it thus far, but ive only got a couple gripes.

1) a lot of your races take CHA penalties. if you choose to do that, ok. but remember that the attribute isn't super important to a lot of character builds.

2) the powerful build ability would bring about at least a +1 LA, especially in the case of the Ronso.

3) shouldn't the Black Chocobo have the ability to fly?


other than that, i dig it. i might try to run a game set in it, and see how it turns out.

1) it is important if you are going to interact with alot of people (most of the ff plots makes you interact alot) it al ldepends on the mood of the GMs setting.

2)the powerful build alone is not good enough to give +1LA but with the combination of the other atributes the ronso is worth a +1 LA

3) from what game is the black chocobo?
#83

viladin454

Mar 22, 2008 22:18:39
Since there was a few posts, I'll reply to everyone here

Nice work on the project, the materia system is great by what I've read of it so far. I was just wondering, would you mind if I posted some final boss monsters here to aid you, or should I e-mail them to you? I statted a few of them and after coming upon this, I thought I could help out a bit.

Thanks! Sure, I can use all the help I can get.

i like what youve done with it thus far, but ive only got a couple gripes.

1) a lot of your races take CHA penalties. if you choose to do that, ok. but remember that the attribute isn't super important to a lot of character builds.

2) the powerful build ability would bring about at least a +1 LA, especially in the case of the Ronso.

3) shouldn't the Black Chocobo have the ability to fly?


other than that, i dig it. i might try to run a game set in it, and see how it turns out.

1. It's the nature of the beast. Most of the +Str races have -Cha as it's one of the main stats that takes a hit. Charisma is super important to Bards and Knights. Might wanna reread the classes.

2. Honestly, I don't think of Powerful Build as a powerful enough ability to warrant a +1 LA.

3. I'm positive Black Chocobo weren't able to fly in FF7.

1) it is important if you are going to interact with alot of people (most of the ff plots makes you interact alot) it al ldepends on the mood of the GMs setting.

2)the powerful build alone is not good enough to give +1LA but with the combination of the other atributes the ronso is worth a +1 LA

3) from what game is the black chocobo?

#2 & 3, refer to above.
#84

brxyn

Mar 22, 2008 23:17:48
Since there was a few posts, I'll reply to everyone here



Thanks! Sure, I can use all the help I can get.



1. It's the nature of the beast. Most of the +Str races have -Cha as it's one of the main stats that takes a hit. Charisma is super important to Bards and Knights. Might wanna reread the classes.

2. Honestly, I don't think of Powerful Build as a powerful enough ability to warrant a +1 LA.

3. I'm positive Black Chocobo weren't able to fly in FF7.



#2 & 3, refer to above.

1. yeah, most of the races that are a -CHA still get a - something else for balance issues. even if its something else that's non-attribute.

2. at least with the ronso race, they should. powerful build plus all the other stuff they have makes them a bit unbalanced.

3. uh, yes they were. i think FF11 was the only game that they were flightless. i havent played 12, so im not sure. and 10/10-2 dont exist to me, so if they are there, i dont know.
#85

viladin454

Mar 22, 2008 23:29:50
1. yeah, most of the races that are a -CHA still get a - something else for balance issues. even if its something else that's non-attribute.

2. at least with the ronso race, they should. powerful build plus all the other stuff they have makes them a bit unbalanced.

3. uh, yes they were. i think FF11 was the only game that they were flightless. i havent played 12, so im not sure. and 10/10-2 dont exist to me, so if they are there, i dont know.

Well, everything isn't 100% concrete. So if I need to go over and balance stuff, I'll see to it. I'm trying to avoid giving LA to races as it's a poor system of handling it and most players still don't understand it.

In Final Fantasy VII Black Chocobos can walk over mountains and across rivers, but cannot fly. But yeah, in FF7 they could.
#86

brxyn

Mar 22, 2008 23:40:44
Well, everything isn't 100% concrete. So if I need to go over and balance stuff, I'll see to it. I'm trying to avoid giving LA to races as it's a poor system of handling it and most players still don't understand it.

In Final Fantasy VII Black Chocobos can walk over mountains and across rivers, but cannot fly. But yeah, in FF7 they could.

hmm. i havent played the game in a while, so i may be off on that.

i know it flies in all the other games, though. hell, even in FFT.


the lack of LA is understandable due to complication issues. everything is balanced as far as powering goes (with everything a bit on the highly powered side of the spectrum) so i suppose you really wouldnt need it. i was thinking a bit more from the traditional view.

as an aside, i had a question about the Galkan War Pick. are the Galkans the only ones that can single-hand them without the feat, or would the Ronso also be able to, due to being big enough to do so?
#87

viladin454

Mar 23, 2008 0:07:15
hmm. i havent played the game in a while, so i may be off on that.

i know it flies in all the other games, though. hell, even in FFT.


the lack of LA is understandable due to complication issues. everything is balanced as far as powering goes (with everything a bit on the highly powered side of the spectrum) so i suppose you really wouldnt need it. i was thinking a bit more from the traditional view.

as an aside, i had a question about the Galkan War Pick. are the Galkans the only ones that can single-hand them without the feat, or would the Ronso also be able to, due to being big enough to do so?

Just like Gnome-Hooked Hammers, Dwarven Waraxes, and Dwarven Urgorshes are martial weapons to their respective races. A Ronso could, but he would suffer penalties from being an Exotic weapon and not because of size.
#88

brxyn

Mar 23, 2008 19:19:11
i figured it was race exclusive. i just wasnt sure if it was due to racial-training, or due to size.
#89

adventchild

Mar 23, 2008 20:38:05
My version of the cetra:

CETRA DESCENDANT
The Cetra (Japanese: セトラ, Setora), also known as "the Ancients" (古代種, Kodai-shu), are mentioned frequently in Final Fantasy VII, although few Ancients are actually depicted in the game. Those depicted are Ifalna, and her daughter, Aerith Gainsborough, and the spiritual manifestation of another within the Temple of the Ancients. They look identical to regular humans, but are deeply spiritual in nature. In fact, regular humans were Cetra who forsook their migratory nature to form permanent settlements millenia ago.
The migrations of the Cetra were a Planet-reverent pursuit of the fabled Promised Land, one conducted by traveling from one area to another and cultivating life as they went. The Cetra had the unique ability to commune with the Planet, an ability which regular humans lost once they gave up their close relationship with the Planet in favor of leisure and convenience. Cetra also had the ability to guide the flow of the Planet's spiritual energy, this being the means by which they were able to cultivate life on the Planet's surface.

Many fans incorrectly believe that the Cetra are actually an alien race which migrates from Planet to Planet. This is due to translation issues and a failure to clarify the interchangeability between "land" and "planet." In actuality, the game's script states through Aerith that the Cetra were born on Gaia, the Planet of Final Fantasy VII, and that -- upon death -- they will return to the Promised Land. This is an obvious allusion to the return to the Lifestream, it being the Promised Land of the Cetra. This concept is confirmed by the Maiden Who Travels the Planet novella in the Final Fantasy VII Ultimania Omega Guide.

It is also often mistakenly concluded that Aerith is a half-Cetra. In actuality, Cetra is not so much a species continued through genetic traits as it is a lifestyle that continued only as long as its teachings were carried on. One either is a Cetra or they aren't. Ifalna was among the last known living Cetra. Her daughter Aerith was the very last. With Aerith's death, the Cetra are believed to be extinct. It can be concluded that being a Cetra is a lifestyle or culture, but that those who are directly descended from "practicing Cetra" are more easily attuned to the abilities of the Cetra.

Personality: Cetra Descendants are nearly as adaptable and ambitious as humans. Because of their nature, cetra descendants tend to have a certain restraint, especially with regard to the subject of their origins. Most descendants do not know their origins but at a early age they notice they are different from other children as they often have unusual experiences such as hearing voices or knowing when a person has died, all this tends to lead on some difficulties to adapt.
Physical Descriptions: Cetra descendant resemble humans. In fact, the humans of Gaia were those cetra who forsook their migratory nature and settled.
Relations: Cetra Descendants mix well with humans, it is probable that their relations would undergo a shift should their true nature become widely known, especially if Shin-Ra Company finds out, so one of the essential tenets of cetra descendants.
Alignment: Cetra Descendants are always good aligned with tendencies towards law and neutrality.
Cetra Lands: They were on the planet long before the events of Final Fantasy VII and long served as its caretakers until their race was nearly reduced to extinction by the extraterrestrial entity known as "Jenova." Jenova arrived on the Planet some 2000 years before the events of Final Fantasy VII, crashlanding on the northern continent within a meteorite. The impact site was a massive crater that would come to be known in later times as "the Northern Crater," a wound to the Planet that would not be healed even by the time of the game's beginning.
Names: Same as humans.
Adventures: Cetra descendants adventurers might be fleeing from Shin-Ra, or striving for spiritual perfection and understanding of their unique abilities.


Cetra Descendant Racial Traits

• -2 constitution, +2 intelligence, +4 wisdom.
• Medium: As Medium creatures, Cetra descendants have no special bonuses or penalties due to their size.
• Cetra descendant base land speed is 30 feet.
• Healing Materia (Ex): While using any type of healing materia it heals two additional points of damage.
• Cetra descendants gain access to healing limit breaks.
• Talk with the planet (Ex): A cetra descendant can communicate with the planet’s source of life (The lifestream) and the sentient consciousness dwelling within it, this ability branches into two possibilities: A) A cetra descendant may know when a living creature died; if a soul entered the lifestream within the past 24 hours of using this ability, a cetra descendant may attempt a wisdom check DC 15 to notice and identify any relevant souls that entered the lifestream (Just like Aerith determined that Elmyra’s husband had passed away even before she received the news.) B) A cetra descendant can ask questions that can be answered by a simple yes or no by the sentient consciousness within the lifestream. Cetra descendants are allowed one such question per day equal to de cetra's wisdom modifier. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because the sentient consciousness within the lifestream are not necessarily omniscient. In cases where a one-word answer would be misleading, a short phrase (five words or less) may be given as an answer instead. This ability, at best, provides information to aid character decisions. The entities contacted structure their answers according to their knowledge while still alive. If a cetra lags, discuss the answers, or go off to do anything else, the ability ends.
• Favored Class: Dedicated Hero.
• Level Adjustment: +3
#90

brxyn

Mar 23, 2008 22:45:01
couple other questions that may have been asked, and i may have missed.....

1) the Aim ability....how long do you have to wait before the bonuses take?

2) could you explain the ______magery ability? its worded a bit odd....

3) can a fighter use Omni- and Double-strike on the same turn?
3a) do these doublings count with the Rancor ability from the Berzerker?

4) shouldnt white mages get Heal as a class skill?

5) when a materia gains MXP, does it subtract from the amount you gain?
#91

viladin454

Mar 23, 2008 23:54:21
couple other questions that may have been asked, and i may have missed.....

1) the Aim ability....how long do you have to wait before the bonuses take?

2) could you explain the ______magery ability? its worded a bit odd....

3) can a fighter use Omni- and Double-strike on the same turn?
3a) do these doublings count with the Rancor ability from the Berzerker?

4) shouldnt white mages get Heal as a class skill?

5) when a materia gains MXP, does it subtract from the amount you gain?

1. If you use Aim +5, you have to wait 5 segments on an initiative round (if you rolled 16, you have to wait til 11 until your attack goes off, during those 5 segments, you are subjected to concentration checks if you get attacked, or otherwise your attack is disrupted, much like spells)

2. Black/White/Blue/Red Magery? At each level you gain an ability from the list.

3. Negative. Doublestrike requires a full-round action. Omnistrike occurs in the next round it is activated, taking up your action for the round.

3a. Yes, but the extra attack from Rancor doesn't double.

4. Yes, they should. A mistake slipped through the cracks!

5. No. Each materia equipped gains 10% of the XP you earn, but doesn't subtract from it.
#92

brxyn

Mar 24, 2008 0:15:38
2. Black/White/Blue/Red Magery? At each level you gain an ability from the list.

as for that "per 2" thing.....does that mean you can take each ability twice?


sorry for all the questions. its just that my group had actually discusses trying to run a game in the FF universe a few days before i got on the board, and seeing this has sparked the interest a bit more. i just wanna make sure i have a handle on your system before i go breaking it all to hell due to misreading and whatnot.
#93

viladin454

Mar 24, 2008 9:15:08
as for that "per 2" thing.....does that mean you can take each ability twice?


sorry for all the questions. its just that my group had actually discusses trying to run a game in the FF universe a few days before i got on the board, and seeing this has sparked the interest a bit more. i just wanna make sure i have a handle on your system before i go breaking it all to hell due to misreading and whatnot.

Yes. And no problem, glad to answer your questions.
#94

brxyn

Mar 24, 2008 14:18:12
one last question about the possible omni/double combination.

you said omni takes place on the turn after you activate it, right? if thats the case, couldnt you just trigger that, then do double?



also, possibly stupid question about the limit breaks. would i be right in assuming that you can only have 1 triggered at a time?

also: there doesnt seem to be any information on how the limits work. like, how you get the ability to use them, the number of uses you get per day, etc.
#95

viladin454

Mar 24, 2008 15:06:00
one last question about the possible omni/double combination.

you said omni takes place on the turn after you activate it, right? if thats the case, couldnt you just trigger that, then do double?



also, possibly stupid question about the limit breaks. would i be right in assuming that you can only have 1 triggered at a time?

also: there doesnt seem to be any information on how the limits work. like, how you get the ability to use them, the number of uses you get per day, etc.

Limit Breaks takes up your action for the round after it was activated. And yes, only 1 Limit Break can be activated a round.

Limit breaks are special abilities that all classes get at 1st level. Each class gets two separate abilities starting off. Limit breaks can be only activated when a character is at or below 25% health and can only use a limit break, once per day per limit break. A limit break is activated as an immediate action, but doesn’t go off until the character’s next turn.
#96

omegahero

Mar 31, 2008 23:59:14
Hmmm, that sounds a bit easier to deal with than the LIMIT bar. I was wondering how I was going to deal with that. Was you going to make it so that you could make your own limits? That would be nice? I was hoping to play as a MONK type that uses throws and such, like Sabin's Suplex.
#97

viladin454

Apr 01, 2008 9:31:43
Hmmm, that sounds a bit easier to deal with than the LIMIT bar. I was wondering how I was going to deal with that. Was you going to make it so that you could make your own limits? That would be nice? I was hoping to play as a MONK type that uses throws and such, like Sabin's Suplex.

Probably not. Hard to implement making your own Limit Break without having balancing issues.
#98

viladin454

Apr 03, 2008 11:28:58
Minor Updates:

New Prestige Class: Azure Magister - A Blue Mage prestige class that allows them to transform into the creatures they have scanned and seen with their extensive knowledge of creatures.

Minor changes to several other prestige classes.

Still working on the Final Fantasy Monster Compendium.

Will also have a 4th Edition conversion when the books come out.
#99

wizardmon

Apr 03, 2008 16:36:49
Speaking of a "4e Conversion," I decided just a few moments ago to try my hand at creating Final Fantasy races balanced against the 4e races.

I posted them here, tell me what you think!
#100

viladin454

Apr 16, 2008 12:51:44
Minor Updates:

New Prestige Class: Time Mage- A master of time and manipulator of temporal energy.

Still working on the Final Fantasy Monster Compendium.
#101

omegahero

May 18, 2008 0:12:57
Speaking of a "4e Conversion," I decided just a few moments ago to try my hand at creating Final Fantasy races balanced against the 4e races.

I posted them here, tell me what you think!

I can see that you put a lot of work in those conversion, but they look a little overpowered against the other races. They don't have any downsides.
#102

omegahero

Jul 02, 2008 23:34:41
Don't mean to double-post, but how is the project coming?
#103

hirochicken

Jul 03, 2008 10:55:45
I can see that you put a lot of work in those conversion, but they look a little overpowered against the other races. They don't have any downsides.

That is how the races are made for 4e. No more stat penalties and some useful abilities, in case you haven't taken a look at the 4e PHB.
#104

viladin454

Jul 12, 2008 16:47:00
Don't mean to double-post, but how is the project coming?

Not sure which project you are pertaining to, but all updates are at my FFd20 Website: http://ffd20.orgfree.com/phpBB2/index.php
#105

omegahero

Jul 15, 2008 1:15:34
That is how the races are made for 4e. No more stat penalties and some useful abilities, in case you haven't taken a look at the 4e PHB.

Well, I think that's a little annoying. They are basically making too easy in my opinion. Of course, I am an old school-er, so...

Not sure which project you are pertaining to, but all updates are at my FFd20 Website: http://ffd20.orgfree.com/phpBB2/index.php

Oh, thank you, kind sir!
#106

hirochicken

Jul 15, 2008 23:26:32
Well, I think that's a little annoying. They are basically making too easy in my opinion. Of course, I am an old school-er, so...

Have you played yet? It can be quite difficult.
#107

adventchild

Jul 16, 2008 0:27:36
Have you played yet? It can be quite difficult.

indeed it can, however final fantasy might pose even greater difficulty to transfer to 4th edition.
#108

viladin454

Jul 21, 2008 1:27:12
indeed it can, however final fantasy might pose even greater difficulty to transfer to 4th edition.

I have a couple of people working on 4E FFd20. Take a look
#109

viladin454

Jul 28, 2008 19:16:39
Mime PRC created. Enjoy!

Edit: Ooo, and Soldier class done as well!
#110

omegahero

Jun 04, 2009 0:05:22
I know it's been a LOOOOOONG time, but I just wanted to see how things have been going with the project.
#111

jaiadrottsingr

Jun 07, 2009 20:45:46

Needs more Kefka.

#112

viladin454

Jun 26, 2009 20:21:38
I know it's been a LOOOOOONG time, but I just wanted to see how things have been going with the project.

I'm pretty much done with 3.5 of FFd20 Project. I'm focus'ing my efforts on 4E FFd20 now.
#113

trigun8168

Jun 27, 2009 11:29:07
Ive been looking everywhere for a 4e FF ruleset! hows it coming? As a note i would love to see FF7 rules. I was thinking for materia you could equip them and use in place of your normal abilities. When you equip you choose a ability to replace. This will allow maximum customization while keeping the game balanced. Would love to see what you have so far!
#114

trigun8168

Jun 27, 2009 11:31:01
Personally AdventChild... I think it would be easier to convert to 4e. especially as far as far as FF7 goes.
#115

viladin454

Jun 27, 2009 19:34:31
Ive been looking everywhere for a 4e FF ruleset! hows it coming? As a note i would love to see FF7 rules. I was thinking for materia you could equip them and use in place of your normal abilities. When you equip you choose a ability to replace. This will allow maximum customization while keeping the game balanced. Would love to see what you have so far!

Not remotely anywhere fully fleshed out, but I and a couple of others are working on it. Check my link in my signature, its usually where I update first.
#116

trigun8168

Jul 11, 2009 11:48:22
hey Viladin, is the FF d20 site down? i keep getting a blank screen when i try to go to it.
#117

viladin454

Jul 14, 2009 12:59:15
hey Viladin, is the FF d20 site down? i keep getting a blank screen when i try to go to it.

Nope, still up. Try clearing your cache if it keeps going to a blank screen.
#118

raisel_master

Oct 11, 2009 0:47:12

Man, none of the links are working. They are sending me to an empty page. I already cleared the cache memory, but it's still the same. Please, post other links or fix these. I want this system really bad. Thanks!!!