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Post by Rainbow Rage on Jun 4, 2006 21:12:04 GMT -5
Talk about the FF7 d20 system.
A test run isn't expected to be posted online, and currently isn't. So this is primarily for chat and discussion of said rules.
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FF7 d20
Classes – Hit Points – All heroes gain ‘Heroic Durability’ which grants them a +40 bonus to their hit points. In addition, do not roll hit points. Each class gains a set amount of hit points each level. Add double your constitution score to your hit points.
Mana – At the first level, pick a mental attribute. You can not change this selection at any time (although taking black, white or red mage advanced classes may force this change)
Your starting mana is based on two factors.
Base Mana – Your base mana is whatever mental attribute you selected at level 1 multiplied by your total level, then add ten to this product.
Class Mana – You gain mana every level up depending on what class you pick and at what level you take it.
An example – Yorrik, a 1st level strong hero has a wisdom of 13 and a constitution of 14, and he selects wisdom as his base spellcasting attribute.
He gets +2 mana for being a strong hero at level 1, and +1 due to his wisdom mod of 13 [+1] times his level [+1], add ten and he has 13 mana.
At level 2, a strong hero gains 2 mana and he gains an addition 1 bonus to his base mana, so he has 16 mana at 2nd level and so on and so forth.
He has 60 hit points at first level, 40 + 16 +(2 * 2). At level 2 he gains 16 (HD) + 4 (Con) hit points, putting him at 80 hit points.
Strong Hero, Fast Hero, Tough Hero – As before but modify as following: Class Skills – Materia Use (Var)
Hit Points – Fast & Strong – You gain +16 hit points each level Tough – You gain +20 hit points per level
Tough Hero – Resilience – Adds double your level in tough hero, as opposed to your level in tough hero.
In addition, they gain a mana progression as follows –
Total Character Level Mana Gained 1 2 2 2 3 2 4 3 5 4 6 5 7 6 8 8 9 10 10 12 11 14 12 16 13 18 14 21 15 24 16 27 17 30 18 34 19 38 20 42
Smart Hero – As before but modify as following: Class Skills – Materia Use (Var)
Hit Points – You gain +12 hit points per level
In addition, he gains a mana progression as follows –
Total Character Level Mana Gained 1 4 2 5 3 6 4 8 5 10 6 13 7 16 8 20 9 24 10 29 11 34 12 40 13 46 14 53 15 60 16 68 17 76 18 85 19 94 20 104
Add the following to the Smart Hero’s list of bonus feats: Greater Spell Focus (Black Magic), Spell Focus (Black Magic)
Decicated Hero – As before but modify as following: Class Skills – Materia Use (Var)
Hit Points – You gain +12 hit points per level
In addition, she gains a mana progression as follows –
Total Character Level Mana Gained 1 4 2 5 3 6 4 8 5 10 6 13 7 16 8 20 9 24 10 29 11 34 12 40 13 46 14 53 15 60 16 68 17 76 18 85 19 94 20 104
Add the following to the Dedicated Hero’s list of bonus feats: Greater Spell Focus (White Magic), Spell Focus (White Magic)
Charismatic Hero – As before but modify as following: Class Skills – Materia Use (Var)
Hit Points – You gain +12 hit points per level
In addition, she gains a mana progression as follows –
Total Character Level Mana Gained 1 4 2 4 3 5 4 6 5 8 6 10 7 12 8 15 9 18 10 21 11 25 12 29 13 33 14 38 15 43 16 48 17 54 18 60 19 67 20 74
Add the following to the Charismatic Hero’s list of bonus feats: Greater Spell Focus (Red Magic), Spell Focus (Red Magic)
Skills –
Materia Use (Var) – You must use this skill to activate material. T/he DC is variable upon what materia you are attempting to use, and what type of magic it is. If it is black magic, you use your intelligence score as the skill modifier, wisdom is for white magic and charisma is for red magic. Yeah, make this more detailed later.
Search (Int) – When one loots a corpse, unless they are a thief, they probably aren’t going to do a cavity search on the person, let alone some metal creatures. Sometimes they might not know where to look, so some creatures come with items hidden, where most items are DC 10, there may be 12, 15, 18 and maybe even DC 20+ hard to find items. You can use your search skill to find hidden items on bodies. Once you pass or fail this check you can not search again, you don’t know you missed the item or it may be too time consuming to search further. Any character can search for DCs lower than 20 but only a thief can find items DC 20 and beyond.
Feats –
Each character gains any proficiency feat for free (Such as Weapon Proficiency (Spears and Lances), Personal Firearms Proficiency or Light Armor Proficiency) and Simple Weapon Proficiency.
Toughness – Change the benefit text to say “You gain +3 hit points. You gain an additional hit point at every other level, including future levels and past levels. For example, a 3rd level tough hero takes this feat and gains +5 hit points”
Limit Breaks –
You have a limit break and a certain number to achieve, to use them. If you have your limit break set to level 1, then you limit break achieves when you’ve taken a total of your hit points in damage. Yorrick at level 1 has 32 hit points, so when he takes a total of 64 damage he can use a limit break. Keep track of how full your limit bar is. Level 2 is three times your hit points, level 3 is four times your hit points and level 4 is very difficult to use, five times your hit points in damage.
Sample level 1 limit breaks –
Braver – Make a single attack at +4 to hit. You threaten a critical hit on a 2+ for this attack.
Double-strike – You may make an additional attack with your full attack, all attacks this round are at +1 to hit.
Big Shot – Make a single shot with your gun at +8 to hit, add an additional die to the damage of the same type of die the weapon you wield.
Healing Wind – Every ally within 30 ft. of you heals half of their maximum hit points.
Blast of flame – You hit all enemies within 30 ft. with 5d6 points of fire damage with no save allowed.
Items –
Weapons – Weapons deal massive amounts of damage in this system. The base damage of a melee weapon is d4. You can increase the weapon to be two handed to increase the base damage to d8.
The bast cost is 50 Gil. Every step up costs 25 times the advanced number squared.
Increasing the critical to x3 or 19-20/x2 doubles the base cost above, but additional costs due to slots are not doubled.
So a two-handed sword costs 50 Gil for d8, for 2d6 19-20x2 is 300 Gil.
To add slots – One slot costs 150 Gil, two slots is 600, three slots cots 1350, four slots costs 2400 Gil, five slots costs 3750 Gil, six slots is 5400 Gil, seven slots is 6350 Gil and eight slots is 10000 Gil, To add a link costs 150 Gil for the first link, 450 Gil for the second link, 1000 Gil for the third link and 3000 Gil for the fourth link.
Double growth costs double and triple growth costs quadruple. No growth costs ½ cost.
To add two linked slots to the said sword above would cost 550 Gil.
So a sword that deals 2d6 damage, 19-20 crit, and has two linked slots costs 1150 Gil.
Bangles – Bangles hardly provide any defensive value, but are excellent for magic-users. To add slots – One slot costs 150 Gil, two slots is 600, three slots cots 1350, four slots costs 2400 Gil, five slots costs 3750 Gil, six slots is 5400 Gil, seven slots is 6350 Gil and eight slots is 10000 Gil, To add a link costs 150 Gil for the first link, 450 Gil for the second link, 1000 Gil for the third link and 3000 Gil for the fourth link. The bast cost is 20 Gil and the base AC bonus is +0 and the base damage reduction is 0/- To add a point of AC it costs 300 Gil, 600 Gil for +2 AC, 1100 Gil for +3 AC, 1800 Gil for +4 AC, 2700 Gil for +5 AC. To add a point of damage reduction costs 200 Gil, 650 Gil for DR 2/-, 1400 Gil for DR 3/-, 2450 Gil for DR 4/- and finally 3750 for DR 5/-
Armor – Each armor is respectively different, unlike bangles and weapons, armor has no slots for materia and you can not place materia slots in armor.
Light armor gives you at base: +1 AC, +4 Max Dex bonus, and DR 0/- and you receive a -2 armor check penalty to certain skills and costs 50 Gil. To decrease the armor check penalty to -1 costs 100 gil, to decrease it by an additional 1 costs an additional 200 Gil. To increase the AC bonus it costs: +200 Gil for +2 AC, +500 Gil for +3 AC, +1000 Gil for +4 AC, +1700 Gil for +5 AC, +2600 Gil for +6 AC, +3700 Gil for +7 AC and +5000 for +8 AC. To increase the Max Dex bonus for the armor, it costs: +50 gil for +5, +100 gil for +6, +200 gil for +7, and +350 gil for +8.
For light armor to gain DR, it costs 200 Gil. 650 Gil for DR 2/-, 1400 Gil for DR 3/-, 2450 Gil for DR 4/-, 3750 for DR 5/- and finally 5250 Gil for DR 6/-
Medium armor gives you at base: +2 AC, +2 Max Dex bonus, and DR 1/- and you receive a -4 armor check penalty to certain skills, reduces your base speed by -10 feet and costs 100 Gil. To decrease the armor check penalty to -1 costs 300 gil, to decrease it by an additional 1 costs an additional 500 Gil. To increase the AC bonus it costs: +150 Gil for +3 AC, +375 Gil for +4 AC, +750 Gil for +5 AC, +1300 Gil for +6 AC, +2100 Gil for +7 AC, +3000 Gil for +8 AC and +4000 for +9 AC and +5500 for +10 AC. To increase the Max Dex bonus for the armor, it costs: +100 gil for +3, +200 gil for +4, +400 gil for +5, and +700 gil for +6.
For medium armor to increase DR, it costs 200 Gil. 600 Gil for DR 3/-, 1200 Gil for DR 4/-, 2100 Gil for DR 5/-, 3200 for DR 6/-, 4500 Gil for DR 7/- and finally 6000 Gil for DR 8/-
Heavy armor gives you at base: +3 AC, +0 Max Dex bonus, and DR 2/- and you receive a -8 armor check penalty to certain skills, reduces your base speed by -15 feet, you can only run at x3 speed and costs 150 Gil. To decrease the armor check penalty to -1 costs 300 gil, to decrease it by an additional 1 costs an additional 500 Gil, to decrease it by an additional 1 costs an additional 700 Gil. To increase the AC bonus it costs: +100 Gil for +4 AC, +250 Gil for +5 AC, +600 Gil for +6 AC, +1000 Gil for +7 AC, +1500 Gil for +8 AC, +2100 Gil for +9 AC and +3200 for +10 AC, +4500 for +11 AC and +6000 Gil for +12 AC. To increase the Max Dex bonus for the armor, it costs: +200 gil for +1, +400 gil for +2, and +800 gil for +3.
For heavy armor to increase DR, it costs 200 Gil. 600 Gil for DR 4/-, 1200 Gil for DR 5/-, 2100 Gil for DR 6/-, 3200 for DR 7/-, 4500 Gil for DR 8/- , 6000 Gil for DR 9/- and finally 8000 Gil for DR 10/-
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Post by Rainbow Rage on Jun 4, 2006 21:50:03 GMT -5
Advanced Classes –
The Black Mage –
The black mage is a master of offensive magic, using fire, ice, lightning, calling comets, poisoning foes and in all matters, dealing damage.
Prerequisites – Base Will Save 2+ Feats – Skill Focus (Materia Use) Spell Focus (Black Magic) Skills – Materia Use – 6 ranks
Abilities – The black mage focuses on intelligence to overcome obstacles as well as magic so a great intelligence should be requisite. In addition, the black mage should have fairly good mental stats since his focus is in magic, but his physical abilities are lacking so having at least one physical stat might prove useful.
Hit Die – The black mage gains eight hit points at each level, plus double his constitution modifier.
Class Skills – See Smart Hero.
Skills at each level – 5 + Intelligence modifier.
Intelligent Spellcasting: Your primary casting stat is now intelligence, if it wasn’t already. For making materia use checks of any sort, you may use intelligence, although any checks beyond the initial materia use check must use whatever modifiers it usually uses. For example: If you use cure, you can use intelligence to attempt to cast it, but you still add wisdom to the amount healed.
Materia Focus: You gain a +2 bonus to all materia use checks, if you gain this ability from another class, for example Red Mage, this does not stack.
Black Magic Affinity: Your use with black materia has increased beyond the norms, whenever you make a materia use check that involves a materia with black magic, you add one to your roll. At 4th level this increases to +2 and so on.
Black Magic Specialization: Your black magic spells have become increasingly difficult to resist, and your spells become much more efficient. You add the said amount to the difficulty to resist all of your black magic spells.
Black Magic Empowering: You can now create a surge of magic, creating a further destructive effect. If you increase the DC of the materia use check by 5 and double the amount of mana you use on a spell, you deal +50% extra damage with that spell. You may use this ability once per day times your intelligence modifier.
Black Magic Maximizing: You can now create a greater surge of magic than before, creating a massive destructive effect. If you increase the DC of the materia use check by 5 and triple the amount of mana you use on a spell, you deal maximum damage with that spell. You may use this ability once per day times your intelligence modifier.
Level Base Attack Base Defense Fort Ref Will Special - 1 +0 +0 +0 +0 +1 Intelligent spellcasting, Materia Focus 2 +1 +1 +0 +0 +2 Black Magic Affinity +1 3 +1 +1 +1 +1 +2 Black Magic Specialization +1 4 +2 +1 +1 +1 +2 Black Magic Affinity +2 5 +2 +2 +1 +1 +3 Black Magic Empowering 6 +3 +2 +2 +2 +3 Black Magic Affinity +3 7 +3 +2 +2 +2 +4 Black Magic Specialization +2 8 +4 +3 +2 +2 +4 Black Magic Affinity +4 9 +4 +3 +3 +3 +4 Black Magic Maximizing 10 +5 +3 +3 +3 +5 Black Magic Affinity +5
Total Character Level Mana Gained 4 9 5 12 6 15 7 19 8 23 9 28 10 34 11 40 12 47 13 55 14 63 15 72 16 81 17 91 18 101 19 112 20 124
The Gunslinger –
The gunslinger is the entire focus of any gunman. A sniper, a skilled pistoleer or any sort of combatant trained with a gun.
Prerequisites – Base Attack 2+ Feats – Personal Firearms Proficiency; Point-Blank Shot or Far Shot Skills – Sleight of Hand – 3 ranks, Spot or Tumble – 6 ranks
Abilities – Dexterity is the sole focus of the gunslinger, forced to have a precise aim and agility. Constitution helps the gunslingers ability to stay in the fight and wisdom helps their perception abilities, which are key for some gunslingers.
Hit Die – The gunslinger gains sixteen hit points at each level, plus double his constitution modifier.
Class Skills – Balance (Dex), Bluff (Cha), Craft (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex), Gamble (Wis), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Current Events, Popular Culture, Streetwise), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex).
Skills at each level – 5 + Intelligence modifier.
Gunslinger Talent: Every odd level the gunslinger learns a new trick with his ranged weapon; varying from close-combat firing all the way to sniping from a mile away.
Close-Combat Shot – When in melee, you do not provoke attacks of opportunity due to firing a ranged weapon, and may even fire at your own melee combatants. Deadeye-Shot – You may elect to deal half damage with a shot to add a bonus to all attack rolls with ranged weapons equal to your base attack bonus. Firearm Focus – You gain a +1 bonus to all attack rolls with firearms -- Improved Firearm Focus – The bonus above improves by one. -- Firearm Specialization – You deal +2 damage with firearms. Improved Far Shot – Your far shot feat’s effect is doubled. Improved Point-Blank Shot – Your point-blank shot feat grants you a +2 bonus to attack and damage rolls within 30 ft and +1 out to 60 ft. Lightning Shot – You can choose to fire an additional time in round with any semi-automatic or automatic weapon, but take a -2 penalty to all attacks this round. -- Improved Lightning Shot – The bonus above penalty is ignored. Sneak Attack – As the Thief class ability, but only with ranged weapons. You can sneak attack at up to 60 ft. and up to any range with a scope. You can take this ability multiple times, each time you do, it adds +1d6 to the sneak attack damage. Unload Ammunition – Whenever you use the auto-fire command you can use double the amount of ammunition used to double your area of effect for auto-firing.
Bonus Feat: The gunslinger gains a degree of training to the point that he is almost unmatched with a firearm and gains bonus feats related to firearms at 2nd, 6th and 10th levels, you must still meet the prerequisites for these feats: Advanced Firearms Proficiency, Alertness, Advanced Two-Weapon Fighting, Burst Fire, Dead Aim, Double Tap, Far Shot, Improved Two-Weapon Fighting, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Skip Shot, Strafe, Two-Weapon Fighting.
Defensive Position: The gunslinger has mastered the ability to use cover to its maximum advantage. While in cover, the gunslinger gains +2 to AC and reflex saves, in addition to the normal benefits.
Sharp-Shooting: Starting 8th level, the aim of the gunslinger is uncanny. Any effect that would cause the gunslinger’s shot to miss due to cover, the gunslinger ignores and the shot still hits.
Level Base Attack Base Defense Fort Ref Will Special - 1 +0 +1 +0 +1 +0 Gunslinger Talent 2 +1 +1 +0 +2 +0 Bonus Feat 3 +2 +2 +1 +2 +1 Gunslinger Talent 4 +3 +2 +1 +2 +1 Defensive Position 5 +3 +3 +1 +3 +1 Gunslinger Talent 6 +4 +3 +2 +3 +2 Bonus Feat 7 +5 +4 +2 +4 +2 Gunslinger Talent 8 +6 +4 +2 +4 +2 Sharp-Shooting 9 +6 +5 +3 +4 +3 Gunslinger Talent 10 +7 +5 +3 +5 +3 Bonus Feat
Total Character Level Mana Gained 4 3 5 4 6 5 7 6 8 8 9 10 10 12 11 14 12 16 13 18 14 21 15 24 16 27 17 30 18 34 19 38 20 42
The Monk –
The monk is a master of combat, and excels at beating their opponents into submission with claws, knuckles, fists and gloves.
Prerequisites – Base Attack 3+ Base Fort 2+ Base Ref 1+ Feats – Combat Martial Arts and Weapon Focus (Unarmed Strike)
Abilities – The monk should have a fairly balanced array of physical stats. Due to a low defense, dexterity helps a fair amount. Constitution helps make up for their lack of armor and strength greatly bolsters their melee attacks.
Hit Die – The monk gains sixteen hit points at each level, plus double his constitution modifier.
Class Skills –Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Materia Use (Var), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).
Skills at each level – 3 + Intelligence modifier.
Monk Talent: The Monk can learn a variety of talents and at every odd level he selects a new one to his repertoire. Each monk talent adds a new ability, or improves upon an old one. You can only use these abilities while not wearing armor and only with an unarmed strike, or weapons that enhance or modify the unarmed strike.
Aurabolt – You release a bolt of ki energy into an opponent. They must make a reflex save or take damage. (DC = 10 + your monk level + your wisdom modifier), the damage is equal to double your unarmed strike damage plus your strength and wisdom modifiers. The range on this ability is 25 ft. plus 5 ft. per level. Chakra – You can heal yourself as a standard action. You can heal yourself up to three times your monk level in hit points per day, divided as you choose. Concentrate – Once per day times your wisdom modifier, you may add a +2 bonus to your attack rolls four three rounds. Activating this ability is a free action. Counter – By taking a -4 penalty to your AC, you may make an attack of opportunity immediately following being struck by any opponent; this ability does not allow you to make additional attacks of opportunity per round. Flurry Strike – This is called many named by various teachers, but simply put it is a rapid array of strikes to a foe. You may take a -2 penalty to attack rolls for one round to make an additional attack during your full attack action. -- Improved Flurry Strike – You can make up to two additional attacks instead of one, but you suffer an additional -2 penalty to attack rolls. -- Efficient Flurry Strike – The penalty to flurry strike is reduced by two -- Improved Efficient Flurry Strike – The penalty to flurry strike is ignored entirely, even if you have improved flurry strike. Furious Charge – Should you have the ability to make more than one attack (such as having flurry strike or a base attack of 6+), then you can make up to two attacks on a charge, instead of one. Iron Fist – Increase your unarmed damage by one step. Lightning Speed – You gain a +5 bonus to your land speed. -- Improved Lightning Speed – You gain a +5 bonus to your land speed, this stacks with the previous ability. Powerful Charge – You deal +1d8 damage to your first attack on a charge. Stunning Attack – You can stun opponents with your powerful melee attacks. You can use this ability once per day per two levels in monk. In addition to dealing your normal damage, the target must make a fortitude save (DC 10 + your monk levels + your str mod) or be stunned for one round. -- Extra Stunning Attacks – You can use stunning attack two more times per day.
Bonus Feat: Your training in combat has given you access to a new feat, selected from the following list, you must still meet the prerequisites for the feat: Acrobatic, Advanced Combat Martial Arts, Agile Riposte, Alertness, Athletic, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Combat Throw, Defensive Martial Arts, Diehard, Dodge, Elusive Target, Endurance, Great Cleave, Great Fortitude, Greater Two Weapon Fighting, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Initiative, Improved Trip, Improved Two Weapon Fighting, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Toughness, Two Weapon Fighting, Unbalance Opponent, Weapon Finesse.
Level Base Attack Base Defense Fort Ref Will Special - 1 +1 +0 +1 +1 +0 Monk Talent 2 +2 +1 +2 +2 +0 Bonus Feat 3 +3 +1 +2 +2 +1 Monk Talent 4 +4 +2 +2 +2 +1 Increased Unarmed Damage 5 +5 +2 +3 +3 +1 Monk Talent 6 +6 +3 +3 +3 +2 Bonus Feat 7 +7 +3 +4 +4 +2 Monk Talent 8 +8 +4 +4 +4 +2 Increased Unarmed Damage 9 +9 +4 +4 +4 +3 Monk Talent 10 +10 +5 +5 +5 +3 Bonus Feat
Total Character Level Mana Gained 4 3 5 4 6 5 7 6 8 8 9 10 10 12 11 14 12 16 13 18 14 21 15 24 16 27 17 30 18 34 19 38 20 42
The Red Mage –
The red mage is a master of …nothing. He simply can use most weapons and magic, and specializes in the status and time-inducing effects of magic.
Prerequisites – Base Will Save 2+ Feats – Skill Focus (Materia Use) Spell Focus (Red Magic) Skills – Materia Use – 6 ranks
Abilities – The red mage should have fairly balanced stats focusing perhaps in at least one physical stat and charisma. He’s good with magic and can be a potential melee threat.
Hit Die – The red mage gains twelve hit points at each level, plus double his constitution modifier.
Class Skills – See Charismatic Hero.
Skills at each level – 5 + Intelligence modifier.
Charismatic Spellcasting: Your primary casting stat is now charisma, if it wasn’t already. For making materia use checks of any sort, you may use charisma, although any checks beyond the initial materia use check must use whatever modifiers it usually uses. For example: If you use fire, you can use charisma to attempt to cast it, but you still add intelligence to the damage.
Materia Focus: You gain a +2 bonus to all materia use checks, if you gain this ability from another class, for example White Mage, this does not stack.
Red Magic Affinity: Your use with red materia has increased beyond the norms, whenever you make a materia use check that involves a materia with red magic, you add one to your roll. At 4th level this increases to +2 and so on.
Red Magic Specialization: Your red magic spells are more powerful than before, you add +1 to difficulty to resist your red magic spells, and +2 at 7th level.
Red Magic Extension: You can now create a surge of magic, creating a further durations of spells. If you increase the DC of the materia use check by 5 and pay +50% the amount of mana you use on a spell, you double the spells duration.
Red Magic Enhancement: You can now create a surge of magic, furthering the difficult to resist of your spells. If you increase the DC of the materia use check by 5 and pay double the amount of mana you use on a spell, you increase the DC of that spell by three.
Level Base Attack Base Defense Fort Ref Will Special - 1 +0 +0 +1 +0 +1 Charismatic spellcasting, Materia Focus 2 +1 +1 +2 +0 +2 Red Magic Affinity +1 3 +2 +1 +2 +1 +2 Red Magic Specialization +1 4 +3 +1 +2 +1 +2 Red Magic Affinity +2 5 +3 +2 +3 +1 +3 Red Magic Extension 6 +4 +2 +3 +2 +3 Red Magic Affinity +3 7 +5 +2 +4 +2 +4 Red Magic Specialization +2 8 +6 +3 +4 +2 +4 Red Magic Affinity +4 9 +6 +3 +4 +3 +4 Red Magic Maximizing 10 +7 +3 +5 +3 +5 Red Magic Affinity +5
Total Character Level Mana Gained 4 8 5 10 6 13 7 16 8 20 9 24 10 29 11 34 12 40 13 46 14 53 15 60 16 68 17 76 18 85 19 94 20 104
The Soldier –
The soldier is a master of weapons and defense, he excels in melee with his well-rounded abilities.
Prerequisites – Base Attack 3+ Skills – Knowledge (Tactics) – 3 ranks Feats – Armor Proficiency (Light), Weapon Focus (Any Melee)
Abilities – The soldier relies on staying power, so constitution is usually a great idea. Since he will be in melee, strength is also a good idea to have.
Hit Die – The soldier gains twenty hit points at each level, plus double his constitution modifier.
Class Skills – Climb (Str), Concentration (Con), Craft (int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (Earth & Life Sciences, Tactics), Listen (Wis), Pilot (Dex), Profession (Wis), Repair (Int), Swim (Str).
Skills at each level – 3 + Intelligence modifier. . Resilience: Your training as a soldier has increased your ability to shrug off damage. As a result, while wearing armor, you add a certain amount to your damage reduction. +1 at level 1, +2 at level 5 and +3 at level 10.
Weapon Specialization: You gain a +2 on all melee damage rolls in weapons you have weapon focus with. This represents further mastery of your melee prowess.
Bonus Feat: Your training in combat has given you access to a new feat, selected from the following list, you must still meet the prerequisites for the feat: Archaic Weapons Proficiency, Armor Proficiency (Medium), Armor Proficiency (Heavy), Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Exotic Melee Weapon Proficiency, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness, Weapon Focus.
Armor Specialization: You gain +1 AC and +1 DR in with all armor you have proficiency with.
Improved Critical: Your mastery of melee weapons has increased dramatically due to your training so much that you double the critical threatening range of every weapon you have weapon focus in.
Improved Reaction: Your senses have been increased by your training as a soldier, you gain a +2 bonus to all initiative checks.
Level Base Attack Base Defense Fort Ref Will Special - 1 +0 +1 +1 +1 +0 Resilience I 2 +1 +2 +2 +2 +0 Weapon Specialization 3 +2 +2 +2 +2 +1 Bonus Feat 4 +3 +3 +2 +2 +1 Armor Specialization 5 +3 +3 +3 +3 +1 Resilience II 6 +4 +4 +3 +3 +2 Bonus Feat 7 +5 +4 +4 +4 +2 Improved Critical 8 +6 +5 +4 +4 +2 Improved Reaction 9 +6 +5 +4 +4 +3 Bonus Feat 10 +7 +6 +5 +5 +3 Resilience III
Total Character Level Mana Gained 4 3 5 4 6 5 7 6 8 8 9 10 10 12 11 14 12 16 13 18 14 21 15 24 16 27 17 30 18 34 19 38 20 42
The Thief –
The thief is a master of the steal material, an expert looter and all around excellent at sneaking and making themselves… invisible.
Prerequisites – Base Ref Save 2+ Feats – Alertness, Stealthy or Skill Focus Skills – Bluff – 3 ranks, Escape Artist – 6 ranks, Hide – 6 ranks, Move Silently – 6 ranks, Search – 3 ranks, Sleight of Hand – 6 ranks Special – Must have fast movement or evasion
Abilities – The thief focuses on stealing and remaining unnoticed, so dexterity is key for them. Strength assists them with some athletic skills and with their hit points, constitution is nice. However, intelligence boosts their vast skill selection and wisdom assists their perception based skills and their charisma boosts their deception skills.
Hit Die – The thief gains twelve hit points at each level, plus double his constitution modifier.
Class Skills – Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local), Knowledge (Streetwise), Listen (Wis), Materia Use (Var), Move Silently (Dex), Open Lock (Int), Perform (Cha), Pilot (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skills at each level – 9 + Intelligence modifier.
Improved Looting: The thief can always find items on bodies with a DC of 20+ assuming the thief can roll high enough. In addition, if a foe hides Gil, the thief finds the additional hidden Gil [typically +10-30% extra Gil]
Steal Specialization: When using the steal material, the thief adds her class level to the initial sleight of hand check to attempt to steal an item from an opponent.
Sneak Attack: If a thief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The theif’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the thief flanks her target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every three rogue levels thereafter. Should the thief score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a thief can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A thief can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The thief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A thief cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Improved Retreat: While retreating, the thief may move at double speed instead of normal speed, in addition the penalty for tumbling at normal speed is reduced by 5.
Skill Focus: At 5th and 10th levels, the thief gains skill focus in a skill that is on the thief’s class skill list of her choice.
Hide in Plain Sight: Beginning 7th level, the thief may make hide checks even while not in cover, but a shadow must exist within 5 ft. of the thief while doing so, and she must not be observed while doing so.
Greater Stealing: If the thief has uses the steal material, she can use the mug ability even if the steal material lacks the AP to use mug. If she already has mug, she can make an additional sleight of hand versus the opponent’s spot check. If this check passes, the mug also deals sneak attack damage in addition to normal damage, which is half.
Level Base Attack Base Defense Fort Ref Will Special - 1 +0 +1 +0 +1 +0 Improved Looting 2 +1 +2 +0 +2 +0 Steal Specialization 3 +2 +2 +1 +2 +1 Sneak Attack +1d6 4 +3 +3 +1 +2 +1 Improved Retreat 5 +3 +3 +1 +3 +1 Skill Focus 6 +4 +4 +2 +3 +2 Sneak Attack +2d6 7 +5 +4 +2 +4 +2 Hide in Plain Sight 8 +6 +5 +2 +4 +2 Greater Stealing 9 +6 +5 +3 +4 +3 Sneak Attack +3d6 10 +7 +6 +3 +5 +3 Skill Focus
Total Character Level Mana Gained 4 3 5 4 6 5 7 6 8 8 9 10 10 12 11 14 12 16 13 18 14 21 15 24 16 27 17 30 18 34 19 38 20 42
The White Mage –
The white mage is a master of protecting magic, using barriers, healing, reviving foes and dispelling evil and in all matters, saving others.
Prerequisites – Base Will Save 2+ Feats – Skill Focus (Materia Use) Spell Focus (White Magic) Skills – Materia Use – 6 ranks
Abilities – The white mage focuses on wisdom to overcome obstacles as well as magic so a great wisdom should be requisite. In addition, the wisdom mage should have fairly good mental stats since his focus is in magic, but his physical abilities are lacking so having at least one physical stat might prove useful.
Hit Die – The white mage gains eight hit points at each level, plus double her constitution modifier.
Class Skills – See Dedicated Hero.
Skills at each level – 5 + Intelligence modifier.
Wise Spellcasting: Your primary casting stat is now wisdom, if it wasn’t already. For making materia use checks of any sort, you may use wisdom, although any checks beyond the initial materia use check must use whatever modifiers it usually uses. For example: If you use sleep, you can use wisdom to attempt to cast it, but you still add charisma to the duration.
Materia Focus: You gain a +2 bonus to all materia use checks, if you gain this ability from another class, for example Black Mage, this does not stack.
White Magic Affinity: Your use with white materia has increased beyond the norms, whenever you make a materia use check that involves a materia with white magic, you add one to your roll. At 4th level this increases to +2 and so on.
White Magic Specialization: Your white magic spells are more powerful than before, you add +1 to the duration of your white magic spells and twice that to all rolls involving healing. This ability improves at level 7.
White Magic Empowering: You can now create a surge of magic, creating a further regenerative effect. If you increase the DC of the materia use check by 5 and double the amount of mana you use on a spell, you heal an extra +50% with that spell. You may use this ability once per day times your wisdom modifier.
White Magic Maximizing: You can now create a greater surge of magic than before, creating a massive curing effect. If you increase the DC of the materia use check by 5 and triple the amount of mana you use on a spell, you heal maximum amount with that spell. You may use this ability once per day times your wisdom modifier.
Level Base Attack Base Defense Fort Ref Will Special - 1 +0 +0 +0 +0 +1 Wise spellcasting, Materia Focus 2 +1 +1 +0 +0 +2 White Magic Affinity +1 3 +1 +1 +1 +1 +2 White Magic Specialization +1 4 +2 +1 +1 +1 +2 White Magic Affinity +2 5 +2 +2 +1 +1 +3 White Magic Empowering 6 +3 +2 +2 +2 +3 White Magic Affinity +3 7 +3 +2 +2 +2 +4 White Magic Specialization +2 8 +4 +3 +2 +2 +4 White Magic Affinity +4 9 +4 +3 +3 +3 +4 White Magic Maximizing 10 +5 +3 +3 +3 +5 White Magic Affinity +5
Total Character Level Mana Gained 4 9 5 12 6 15 7 19 8 23 9 28 10 34 11 40 12 47 13 55 14 63 15 72 16 81 17 91 18 101 19 112 20 124
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Post by Rainbow Rage on Jun 4, 2006 21:53:05 GMT -5
Materia –
Cure Materia [Green – Type White Magic] Cure - [1 Rank] – 2 mana White Magic (Healing) – DC 15 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target feels at ease as their own injuries are removed. This spell heals 2d8 hit points to the target, plus your wisdom modifier. For every 3 points you beat the DC by, this spell’s base healing is increased by +1d8. You can use this against zombified creatures as well as undead, in which it deals that much damage and they must attempt a willpower save for half damage (DC = 10 + (one half your ranks in materia use) + your wisdom modifier).
Cure2 – [2 Ranks – 900 AP] – 7 mana White Magic (Healing) – DC 19 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target is filled with positive energy, healing them from even the most grievous wounds, this spell heals 5d10 hit points plus twice your wisdom modifier. For every 3 points you beat the DC by, this spell’s base healing is increased by +1d10.You can use this against zombified creatures as well as undead, in which it deals that much damage and they must attempt a willpower save for half damage (DC = 12 + (one half your ranks in materia use) + your wisdom modifier).
Regen – [3 ranks – 4000 AP] – 14 mana White Magic (Healing) – DC 21 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target begins to regenerate hit points rapidly under this effect. While regen is in effect, which lasts for a number of rounds equal to half your ranks in Materia Use plus your wisdom modifier, you heal a certain number of hit points at the beginning of your turn. The target heals 1d8 hit points plus the caster’s wisdom modifier. For every 4 points you beat the DC by, add a round to the duration.
Cure3 – [4 Ranks – 7500 AP] – 20 mana White Magic (Healing) – DC 27 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target is filled with positive energy, healing them from even the most grievous wounds, this spell heals 10d12 hit points plus three times your wisdom modifier. For every 3 points you beat the DC by, this spell’s base healing is increased by +1d12. You can use this against zombified creatures as well as undead, in which it deals that much damage and they must attempt a willpower save for half damage (DC = 15 + (one half your ranks in materia use) + your wisdom modifier).
Earth Materia [Green – Type Black Magic] Quake - [1 Rank] – 3 mana Black Magic (Earth) – DC 15 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The floor around the target shakes violently, harming it with rocks and debris. The spell deals 5d6 points of earth damage, plus your intelligence modifier. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a reflex save for half damage (DC = 10 + (one half your ranks in materia use) + your intelligence modifier).
Quake2 - [2 ranks – 1200 AP] – 8 mana Black Magic (Earth) – DC 20 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The floor around the target shakes violently, harming it with rocks and debris, and causing the target to almost be entirely consumed by the earth, The spell deals 12d6 points of earth damage, plus twice your intelligence modifier. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a reflex save for half damage (DC = 12 + (one half your ranks in materia use) + your intelligence modifier).
Quake3 - [2 ranks – 6000 AP] – 19 mana Black Magic (Earth) – DC 26 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The floor around the target shakes violently, harming it with rocks and debris, and causing the target to almost be entirely consumed by the earth, The spell deals 23d6 points of earth damage, plus three times your intelligence modifier. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a reflex save for half damage (DC = 15 + (one half your ranks in materia use) + your intelligence modifier).
Fire Materia [Green – Type Black Magic] Fire - [1 Rank] – 2 mana Black Magic (Fire) – DC 15 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target ignites as flames surround them. The spell deals 4d6 points of fire damage, plus your intelligence modifier. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a reflex save for half damage (DC = 10 + (one half your ranks in materia use) + your intelligence modifier).
Fire2 – [2 Ranks – 800 AP] – 6 mana Black Magic (Fire) – DC 19 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: A massive explosion causes the target to become immolated in the flames created. This spell deals 10d6 fire damage plus twice your intelligence modifier. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a reflex save for half damage (DC = 12 + (one half your ranks in materia use) + your intelligence modifier).
Fire3 – [3 Ranks – 5000 AP] – 15 mana Black Magic (Fire) – DC 25 Range: Medium (100 ft. + 10 ft. per rank in Materia Use) Effect: A massive explosion causes an inferno around the target. This spell deals 20d6 fire damage plus three times your intelligence modifier. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a reflex save for half damage (DC = 15 + (one half your ranks in materia use) + your intelligence modifier).
Heal Materia [Green – Type White Magic] Antidote - [1 Rank] – 2 mana White Magic (Healing) – DC 15 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target is freed from the effects of poison. If the target is suffering an effect that deals constant poison damage, that effect is dispelled.
Esuna – [2 Ranks – 3000 AP] – 7 mana White Magic (Healing) – DC 20 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target is filled with positive energy, removing any draining affect from them. All negative status affects are removed from the target.
Resist – [3 Ranks – 10000 AP] – 45 mana White Magic (Shielding) – DC 30 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target is immune to negative status effects for ten rounds times your wisdom modifier.
Ice Materia [Green – Type Black Magic] Ice - [1 Rank] – 2 mana Black Magic (Cold) – DC 15 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target is struck by a blast of frost. The spell deals 4d6 points of cold damage, plus your intelligence modifier. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a fortitude save for half damage (DC = 10 + (one half your ranks in materia use) + your intelligence modifier).
Ice2 – [2 Ranks – 800 AP] – 6 mana Black Magic (Cold) – DC 19 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: A massive amount of ice sharts around the target, draining heat and life. This spell deals 10d6 cold damage plus twice your intelligence modifier. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a fortitude save for half damage (DC = 12 + (one half your ranks in materia use) + your intelligence modifier).
Ice3 – [3 Ranks – 5000 AP] – 15 mana Black Magic (Cold) – DC 25 Range: Medium (100 ft. + 10 ft. per rank in Materia Use) Effect: A massive blizzard strikes the target, freezing him. This spell deals 20d6 cold damage plus three times your intelligence modifier. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a fortitude save for half damage (DC = 15 + (one half your ranks in materia use) + your intelligence modifier).
Lightning Materia [Green – Type Black Magic] Bolt - [1 Rank] – 2 mana Black Magic (Electric) – DC 15 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target is struck by a small stroke of lightning. The spell deals 4d6 points of electric damage, plus your intelligence modifier. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a reflex save for half damage (DC = 10 + (one half your ranks in materia use) + your intelligence modifier).
Bolt2 – [2 Ranks – 800 AP] – 6 mana Black Magic (Electric) – DC 19 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: A massive explosion causes the target to become electrified by a bolt of lightning. This spell deals 10d6 electric damage plus twice your intelligence modifier. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a reflex save for half damage (DC = 12 + (one half your ranks in materia use) + your intelligence modifier).
Bolt3 – [3 Ranks – 5000 AP] – 15 mana Black Magic (Electric) – DC 25 Range: Medium (100 ft. + 10 ft. per rank in Materia Use) Effect: A massive explosion causes an lightning storm around the target. This spell deals 20d6 electric damage plus three times your intelligence modifier. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a reflex save for half damage (DC = 15 + (one half your ranks in materia use) + your intelligence modifier).
Mystify Materia [Green – Type Red Magic] Confuse - [1 Rank] – 8 mana Red Magic (Malady) – DC 17 Range: Medium (100 ft. + 10 ft. per rank in Materia Use) Effect: The target is struck by a chaotic stab of mental energy, causing them to often act foolishly and attack random targets. They become confused for one round, times your charisma modifier, and are confused an additional round per 5 points you beat the DC by. If they strike at themselves or are struck at, they are immediately brought back to attention. They may attempt a willpower save to negate this affect (DC 12 + (1/2 your ranks in materia use) + your charisma modifier).
Berserk - [2 Ranks – 3500 AP] – 13 mana Red Magic (Malady) – DC 21 Range: Medium (100 ft. + 10 ft. per rank in Materia Use) Effect: The target is struck by a chaotic stab of mental energy, causing them fly into a berserk rage! They become berserk for one round, times your charisma modifier, and are berserk an additional round per 5 points you beat the DC by. They gain +4 strength, but suffer a -2 penalty to all attack rolls and suffer a 20% miss chance. They may not use any action other than attacking. They may attempt a willpower save to negate this affect (DC 14 + (1/2 your ranks in materia use) + your charisma modifier).
Poison Materia [Green – Type Red Magic] Bio - [1 Rank] – 4 mana Red Magic (Poison) – DC 16 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target is infected by a vile poison and takes 3d6 + your charisma modifier poison damage. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a fortitude save for half damage (DC = 11 + (one half your ranks in materia use) + your charisma modifier). If the target fails this fortitude save, they take d6 + your charisma mod in poison damage the following round and must make another save each round until they have passed a fortitude save or they’ve failed a number of saving throws equal to your charisma modifier.
Bio2 - [2 Ranks - 1250 AP] – 9 mana Red Magic (Poison) – DC 21 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target is infected by a vile and horrid poison and takes 8d6 + twice your charisma modifier poison damage. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a fortitude save for half damage (DC = 13 + (one half your ranks in materia use) + your charisma modifier). If the target fails this fortitude save, they take 2d8 + your charisma mod in poison damage the following round and must make another save each round until they have passed a fortitude save or they’ve failed a number of saving throws equal to your charisma modifier.
Bio3 - [3 Ranks - 8000 AP] – 20 mana Red Magic (Poison) – DC 27 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target is infected by a vile and horrid poison and takes 15d6 + three your charisma modifier poison damage. For every 3 points you beat the DC by, you add an additional +1d6 to the base damage. The target may attempt a fortitude save for half damage (DC = 16 + (one half your ranks in materia use) + your charisma modifier). If the target fails this fortitude save, they take 3d10 + your charisma mod in poison damage the following round and must make another save each round until they have passed a fortitude save or they’ve failed a number of saving throws equal to your charisma modifier.
Revive Materia [Green – Type White Magic] Life - [1 Rank] – 24 mana White Magic (Life) – DC 23 Range: Touch The target touched is brought back to life at 25% hit points. They must have died within the past minute, times the number of ranks you have in materia use. Add your wisdom modifier to their hit points after the are reset at 25%. They lose experience for the revival, (50 times their level, subtract your level times your wisdom mod from this penalty).
Life2 - [2 Ranks – 9000 AP] – 75 mana White Magic (Life) – DC 30 Range: Touch The target touched is brought back to life at full hit points. They must have died within the past day, times the number of ranks you have in materia use. They lose experience for the revival, (25 times their level, subtract your level times your wisdom mod from this penalty)
Seal Materia [Green – Type Red Magic] Sleepel - [1 Rank] – 5 mana Red Magic (Malady) – DC 17 Range: Medium (100 ft. + 10 ft. per rank in Materia Use) Effect: The target is struck by a wave of weariness, putting them to sleep almost instantly. The target can resist this effect by making a willpower save (DC = 13 + (1/2 your ranks in materia use + your charisma modifier).
Silence - [2 Ranks – 2000 AP] – 17 mana Red Magic (Malady) – DC 22 Range: Medium (100 ft. + 10 ft. per rank in Materia Use) Effect: The target is struck with the inability to speak. In addition to whatever else being muted causes, the target may not cast spells or use materia. The target can resist this effect by making a willpower save (DC = 15 + (1/2 your ranks in materia use + your charisma modifier).
Time Materia [Green – Type Red Magic] Haste - [1 Rank] – 7 mana Red Magic (Enhancement) – DC 17 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target is immediately enhanced with a burst of speed, causing them to gain increased reaction. The target receives a +2 bonus to initiative, reflexes and a +20 bonus to speed. If they make a full attack, they may make on additional attack at their highest bonus. This effect last for 10 rounds plus twice your charisma modifier.
Slow - [2 Ranks – 200 AP] – 8 mana Red Magic (Malady) – DC 17 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target is immediately debilitated with a decrease to speed, causing them to gain react slowly. The target receives a -2 penalty to initiative, reflexes and AC. They may only make one action per turn while slowed. This effect last for 10 rounds plus twice your charisma modifier. The target may attempt a willpower save to ignore this effect (DC 13 + (1/2 your ranks in materia use) + your charisma modifier).
Stop – [3 ranks – 5500 AP] – 14 mana Red Magic (Malady) – DC 20 Range: Medium (100 ft. + 10 ft. per rank in Materia Use) Effect: The target is halted in place, paralyzed. They can take no action until this effect ends. This lasts for a number of rounds equal to your charisma modifier, or until they pass a willpower saving throw. They make a willpower save at the beginning of the casting as well as each round on their initiative to break free of the spell. The DC for the willpower is (14 + (1/2 your ranks in materia use) + your charisma modifier).
Transform Materia [Green – Type Red Magic] Mini - [1 Rank] – 9 mana Red Magic (Transmutation) – DC 16 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target’s size reduces dramatically, causing their physical attacks to be exceedingly decreased. The bonuses to being under the affect of mini is that you get a +2 bonus to AC and dexterity, but the target receives a -6 penalty to strength and all dice damage with physical attacks is decreased by two steps. For example a d8 would now deal d4. This spell lasts for three rounds plus one round per 3 points you beat the DC by. One can attempt a fortitude save to ignore this affect (DC = 11 + (one half your ranks in materia use) + your charisma modifier).
Frog - [2 Ranks – 1200 AP] – 15 mana Red Magic (Transmutation) – DC 20 Range: Close (25 ft. + 5 ft. per 3 ranks in Materia Use) Effect: The target becomes a frog! They get a +4 bonus to dexterity and a +2 bonus to armor class, but take a -6 penalty to strength, deal damage as if all dice were dropped by one step and can not cast spells under this effect. You can gain no bonuses to armor class due to items during this effect and should you have weapon finesse, you lose that feat for the duration of this spell. This spell lasts for three rounds plus one round per 3 points you beat the DC by. One can attempt a fortitude save to ignore this affect (DC = 14 + (one half your ranks in materia use) + your charisma modifier).
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Choco/Mog Materia [Red – Type Summon] Choco/Mog - [1 Rank] – 16 mana Summon Magic (Calling, Wind) – DC 19 Range: Medium (100 ft. + 10 ft. per rank in Materia Use) Effect: This summons a large chocobo with a mog riding it which collides with all of your enemies dealing 8d6 wind damage to all of them, plus your charisma modifier. They must make a fortitude save to reduce the damage, (DC = 15 + (one half your ranks in materia use) + your charisma modifier). If they fail this save by four or more they are also stunned for a number of rounds equal to your charisma modifier, although they can make a new save every round equal to the previous DC to break free. The Choco/mog hits every enemy in a 40 ft. radius of the centered location. You may only use this materia a number of times per day equal to the number of ranks it has plus your charisma modifier. This materia cannot be used more times per encounter than it has ranks.
Ifrit Materia [Red – Type Summon] Shiva – [1 rank] – 23 mana Summon Magic (Calling, Fire) – DC 23 Range: Medium (100 ft. + 10 ft. per rank in Materia Use) Effect: Ifrit appears and careens across the area in a blast of flame. This blast deals 16d6 fire damage to all in the area of effect, plus twice your charisma modifier. They must make a reflex save to reduce the damage (DC = 15 + (one half your ranks in materia use) + your charisma modifier). All enemies in a 20 ft. by 100 ft. line are struck by this effect. You may only use this materia a number of times per day equal to the number of ranks it has plus your charisma modifier. This materia cannot be used more times per encounter than it has ranks.
Ramuh Materia [Red – Type Summon] Shiva – [1 rank] – 25 mana Summon Magic (Calling, Electric) – DC 24 Range: Medium (100 ft. + 10 ft. per rank in Materia Use) Effect: Ramuh is called and blasts nearby enemies with bols of lightning. This blast deals 17d6 fire damage to all in the area of effect, plus twice your charisma modifier. They must make a reflex save to reduce the damage (DC = 16 + (one half your ranks in materia use) + your charisma modifier). All enemies within a 60 ft. radius of Ramuh are struck by the blast. You may only use this materia a number of times per day equal to the number of ranks it has plus your charisma modifier. This materia cannot be used more times per encounter than it has ranks.
Shiva Materia [Red – Type Summon] Shiva – [1 rank] – 22 mana Summon Magic (Calling, Cold) – DC 22 Range: Medium (100 ft. + 10 ft. per rank in Materia Use) Effect: Shiva appears and launches a cold ice-element against the enemy. This blast deals 15d6 cold damage to all of them, plus twice your charisma modifier. They must make a fortitude save to reduce the damage (DC = 15 + (one half your ranks in materia use) + your charisma modifier). All enemies in a 50 ft. radius are struck by this effect. You may only use this materia a number of times per day equal to the number of ranks it has plus your charisma modifier. This materia cannot be used more times per encounter than it has ranks.
Titan Materia [Red – Type Summon] Shiva – [1 rank] – 26 mana Summon Magic (Calling, Earth) – DC 25 Range: Medium (100 ft. + 10 ft. per rank in Materia Use) Effect: Titan is called and lifts the earth to deal massive amount of damage as rocks and such collapse upon your foes. He deals 18d6 earth damage, plus twice your charisma modifier. They must make a fortitude save to reduce the damage (DC = 16 + (one half your ranks in materia use) + your charisma modifier). All enemies in a 40 ft. radius are struck by this effect. You may only use this materia a number of times per day equal to the number of ranks it has plus your charisma modifier. This materia cannot be used more times per encounter than it has ranks.
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Deathblow Materia [Yellow – Type Command] Deathblow - [1 rank] Effect: Roll a d20, and add 8 to the roll as well as any bonus you have to accuracy associated with the weapon you are wielding (such as weapon focus or masterwork weapons, but not dexterity, strength or base attack). If you score a 22 or higher then you make an attack at +8 to hit, and if this attack hits, it deals double damage. Otherwise the attack misses altogether.
Sense Materia [Yellow – Type Command] Sense - [1 rank] Effect: Roll a d20 adding your level and your intelligence modifier to the roll. No matter what the roll is, enemies with a level equal to or lower than your level’s hit points, level and types are revealed. The DC is 10 + the creature’s level, and for equaling the DC you get one random bit of information, such as vulnerabilities or immunities, and an additional fact per 3 points you beat the DC by.
Steal Materia [Yellow – Type Command] Steal - [1 rank] – DC 12 (Dexterity) Effect: Make a sleight of hand check, DC 10 + the opponent’s level + the opponent’s reflex save modifier, if you do you may make a steal attempt. You must make a search check, and if it passes you randomly steal an item they are holding, that is possible to steal. You can even steal items that are beyond search DC 20, which you can not do without this materia. You are not told whether your search check failed or whether the opponent has no steal able items. This action takes a standard action and you must be adjacent to the opponent to use this materia.
Mug - [2 ranks – 8000 AP] – DC 15 (Dexterity) Effect: As above, but you may make an attack as a free action while doing so. You deal only half damage with this attack and you may still attack even if the steal is unsuccessful.
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Counter Attack [Violet – Type Independent] Cover - [1 rank] – DC 10 (Dexterity) Effect: Whenever you are attacked when you have this equipped, you may roll a d20, if the roll is a 20, then you may make an attack against that opponent, assuming you can reach them. You get a +2 bonus to this roll times the number of ranks it has.
Cover Materia [Violet – Type Independent] Cover - [1 rank] – DC 10 (Constitution) Effect: This materia is triggered when an ally nearby is struck by a melee attack. If the ally is within 5 ft. per rank of you, then you may attempt a cover. You roll a d20, if you roll a 21, then you succeed. You get a +4 bonus to this d20 roll for each rank you have in this materia.
HP Plus Materia [Violet – Type Independent] HP Plus Effect: Your max hp is increased by +10% times the number of ranks this materia has.
MP Plus Materia [Violet – Type Independent] MP Plus Effect: Your max mana is increased by +10% times the number of ranks this materia has.
Pre-Emptive Materia [Violet – Type Independent] Pre-Emptive Effect: Your dexterity increases by two. You gain a +2 bonus to hide and move silently checks per rank.
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Added Effect Materia [Blue – Type Support Magic/Summon] Added Effect - [1 rank] – No check required Effect: The type of status affect paired with a weapon and this materia has a 50% chance of being inflicted on a strike. If this 50% check is successful, then they must make the appropriate saving throw, DC 15 + your charisma modifier. If you pair this with a bangle, you are immune to the status affects paired with this materia.
All Materia [Blue – Type Support Magic] All - [1 rank] – No check required Effect: The magic materia in which you have paired this with can affect an entire radius at the cost of weakening the spell. The spell deals 25% less damage or healing if it heals or deals damage. If the spell has a duration, then decrease the duration by 25% and if it has a DC reduce the DC by two. If you accept these penalties, then the paired materia affects a 15 ft. radius instead of a single target. The radius is increased by 5 ft. times the number of ranks it has. You may only use this materia once per encounter times the number of ranks it has.
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Post by DEATH PONY on Jun 4, 2006 21:58:36 GMT -5
Post forthwith coming.
Sexy, tho.
-Marcos
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Post by SbFe_Fluegel-kun on Jun 4, 2006 23:54:06 GMT -5
Idea for Enemy Skill Materia... Here's what I say. Enemy Skill Materia - [Yellow - Type: Command] Absorb Spell Like Ability - [1 rank] Blue Magic [Varies] - DC varies (Charisma) Effect: When an enemy uses a spell-like ability that targets you, you may make an Intelligence check to memorize the position, movements, arcane incantations or any subtle thing about the ability. The check has to beat the save DC of the spell in order to learn it. Once learned, the user must make a Use Materia check, adding their Charisma modifier, to perform the selected ability. The DC for the check is the same save DC as the ability, before applying any miscellaneous bonuses gained from feats or other sources. The character's relevant ability modifier still applies to the save DC before the check, although they may voluntarily lower their modifier to lower the check DC and thus lower the final save DC of the ability. MP consumed by the using of the ability is equal to 1.5 times the final save DC, rounded up. If a spell-like ability does not have a save DC listed, then the DC to learn it is 20, and the DC to cast it is 25. The cast DC can be lowered by up to 5 on any given casting. Only 20 spell-like abilities may be stored in the materia at any given time. For every rank that this materia has, you gain a +2 on the Intelligence check to learn the spell-like ability. Absorb Supernatural Ability - [2 ranks] Blue Magic [Varies] - DC varies (Wisdom) Effect: When an enemy uses a supernatural ability that targets you, you may make a Wisdom check to analyze the subtle forces at work within the creature to cause the manifestation of the ability. The Wisdom check must succeed against the DC of the supernatural ability in order to memorize it. Once learned, the user must make a Use Materia check using their Wisdom modifier to manifest the same reaction in their bodies as the ability requires. Such a feat is more difficult to use, and so the DC of the using of the ability is 5 plus the save DC of the ability. This +5 to the DC does not affect the final DC of the ability. This Use Materia check works the same way as previously described, with all bonuses to the save DC applying after the Use Materia check. The MP consumed to activate such an ability is equal to 1.5 times the final save DC plus 10, rounded up. If a supernatural ability does not have a save DC listed, then the DC to analyze it is 20, and the DC to use it is 30. The DC can be lowered by 5 on any given usage. Only 10 supernatural abilities can be stored in this materia at any given time. For every rank that this materia has beyond 2, you gain a +2 on the Wisdom check to learn the supernatural ability. Absorb Extraordinary Ability - [3 ranks] Blue Magic [Varies] - DC varies (Varies) Effect: When an enemy targets you with an extraordinary ability, you may make either an Intelligence or Wisdom check to understand the workings behind the extraordinary ability. The learning check must succeed against the DC of the extraordinary ability in order to copy it. Once learned, the user must make a Use Materia check using the relevant ability modifier that applies to the save DC of the extraordinary ability. Such a feat is incredibly difficult to execute, and so the DC of the check is increased by 10. This increase to the DC does not affect the final save DC in any way. This Use Materia check works in the same way as previously described. The MP consumed to perform such an action is equal to 2 times the final save DC plus 10. If the extraordinary ability has no save DC listed, then the DC to understand it is 25, and the DC to use it is 35. The DC can be lowered by 5 for any given usage. Only 5 extraordinary abilities may be stored in this materia at any given time. For every rank that this materia has beyond 3, you gain a +2 on the learning check to understand the extraordinary ability. And if you are considering adding the Blue Mage advanced class, an idea for class features would be reduced learning checks, Ability Focus (Enemy Skill), Greater Ability Focus (Enemy Skill), Blue Magic Specialization, etc. etc. Also, I didn't know that the Ifrit, Ramuh, and Titan materias summoned a fire, lightning, and earth version of Shiva, which I assume is a typo.
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Sereo
Journeyman
Beware of Axe
I just keep walking...
Posts: 250
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Post by Sereo on Jun 5, 2006 0:17:26 GMT -5
Ok Brett, I hate you for having such a sexy idea and not letting me play it. This is extrodinary and I think you will do a grand job running it. You seem to have put forth alot of thought and effort into it and it shows. I say you give this thing a test run.
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Post by Rainbow Rage on Jun 5, 2006 2:34:53 GMT -5
Hm... I'm avoiding enemy skill for right now. We can test it later. I don't like modifying the materia from what it was exactly in the game :\
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Sereo
Journeyman
Beware of Axe
I just keep walking...
Posts: 250
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Post by Sereo on Jun 5, 2006 2:40:31 GMT -5
Terry Ashguard Strong Hero 1
Attributes Str 16 Dex 14 Con 14 Int 12 Wis 10 Cha 8
Statistics HP – 80 MP – 16 Fort +4 Ref +2 Will +0 Melee: +5 Ranged: +4 Defense: 16 Initiative: +2 Damage Reduction: 1/-
Feats Simple Weapon Proficiency Two Weapon Fighting Weapon Focus (Blades) Weapon Proficiency (Blades) Blind-Fighting
Skills Climb +8 Jump +8 Knowledge (Tactics) +6 Materia Use (+6/+5/+4)
Special Abilities Ignore Hardness
Attacks Pain Melee +6 or +4 (with two weapon fighting) [1d10+3 20/x2 Damage] [1 Slot, Normal Growth] [Medium Slashing Melee]
Panic– Melee +4 (with two weapon fighting) [1d6+1 20/x2 Damage] [0 Slots, No Growth] [Light Slashing Melee]
Materia Fire Materia – [AP 30]
Equipment Titan Bangle – 1420 gil Defense +2 Materia Slots – O O Materia Growth – Normal Damage Reduction 1/- Potion [x3]
Gil – 490
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Post by Duskwalker on Jun 5, 2006 8:02:59 GMT -5
Vicktor Noshcona Tough Hero 2
Attributes Str 12 Dex 14 Con 16 Int 14 Wis 10 Cha 8
Statistics HP – 100 MP – 14 Fort +5 Ref +2 Will +0 Melee: +2 Ranged: +2 Defense: 18 Initiative: +2 Damage Reduction: 3/-
Feats Simple Weapon Proficiency Light Armor Proficiency Medium Armor Proficiency Weapon Proficiency (Bludgeoning) Toughness
Skills Climb +6 (+2) Craft (Mechcanical) +7 Concentration +8 Drive +7 Materia Use (+7/+5/+4)
Special Abilities Robust
Attacks
Vistobu - Melee +2 [3d6+1 20/x2 Damage] [1 Slot, Normal Growth] [Large Bludgeoning Melee]
Materia Fire Cover
Equipment Bronze Bangle – [DR 1] [One Slot] Medium Armor [4 Def, +2 max dex, DR 2, -4 Armor Check Penalty, -10 speed] Potion [x5]
Grey T-Shirt Grey Pants Black Belt Black Boots (Steel Toe) (most of which is located under the armor) M.W. Mechcanical Kit
Gil – 400
Limit Break - [Double Strike] Clash and Bash - First strike counts as a ranged attack, then a melee...Throws Large Bludgeoning Weapon at enemy, while weapon is stuck in said enemy dashes towards it and rips Large Bludgeoning Weapon out of said enemy and strikes again... each attack get +8
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Post by SbFe_Fluegel-kun on Jun 5, 2006 16:57:01 GMT -5
Wedge Highwind Fast Hero 1
Attributes Str - 14 Dex - 16 Con - 12 Int - 10 Wis - 8 Cha - 14
Statistics HP - 58 MP - 14 Fortitude - +1 Reflex - +4 Will - -1 Melee - +2 Ranged - +3 Defense - 17 Initiative - +3 Damage Reduction - 1/-
Skills Jump - 4 ranks [+6] Tumble - 4 ranks [+7] Balance - 4 ranks [+7] Use Materia - 4 ranks [+6] Pilot - 4 ranks [+7]
Feats Simple Weapons Proficiency - obvious... Weapon Proficiency (Spears and Lances) - again, obvious... Class Skill (Jump) - Grants jump as a class skill Leap of the Heavens - Don't double the DC for standing jumps, gain +5 on running jumps
Special Abilities Speed Enhancement +5
Weapons Lancer - Type: Spear 3d6+3 20/ x3 damage [1 slot] - Large Piercing Melee
Mop - Type: Spear 3d6+3 20/ x3 damage [0 slots] - Large Bludgeoning Melee
Materia [none]
Equipment Brass Wrist - Bangle +1 AC, DR 1/-, -0 Armor Check penalty [1 slot]
Gil - 130
Limit Breaks Level 1.1 - Boost Jump [60 damage] - Make a jump check against a DC of 10. Add your character level to this check. If your check beats the DC, add +1d6 on your charge this turn. For every 5 points you go over the DC, you gain an additional die of damage, up to +5d6 damage. You also gain +8 on the charge in which you use this attack.
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Post by methodinsomniac on Jun 5, 2006 18:24:16 GMT -5
Lancaster “Lank” Warrens
Lancaster has long brown lanky hair, hence his nickname. He stands at five-foot-eight, and has a muscular frame. Lank has a natural air of grace and confidence within him, and never backs down from a challenge. He wears all black, with light black Kevlar armor over his clothing, and a bangle on his left arm. He fights with daggers keeping many on his person at all times, traditionally five, but he had to sell most of his when he was escaping sector 3 for what was assumed to be a murder he committed. He’s trying to find out who committed it, and making a living as a mercenary until he can clear his name.
Charismatic Hero: 1
Attribute Strength: 14 Dexterity: 14 Constitution: 10 Intelligence: 12 Wisdom: 8 Charisma: 16
Statistics: HP: 52 (40 + 12 + (0*1)) Mana: 17 (4 + (1*3) +10)
Fortitude +1 (Base +1, Constitution +0) Reflex: +3 (Base +1, Dexterity +2) Will: -1 (Base +0, Wisdom –1)
Melee: +2 Ranged: +2
Defense: 15 (Base +10, Bangle +1, Armor +2, Dexterity +2) Initiative: +2 (Dexterity +2) Reputation: +2
Feats Simple Weapon Proficiency Light Armor Proficiency Skill Focus: Materia Use Spell Focus: Red Magic
Skills Bluff: 7 (4 ranks, +3 charisma) Climb: 3 (2 ranks (at ½ growth), +2 strength) Concentrate 2 (4 ranks at ½ growth) Diplomacy: 5 (2 ranks, +3 Charisma) Drive: 3 (2 ranks (at ½ growth), +2 Dexterity) Intimidate: (2 ranks, +3 charisma) Jump: 3 (2 ranks (at ½ growth), +2 strength) Knowledge (Streetwise): 3 (2 ranks, +1 intelligence) Knowledge (Tactics): 2 (2 ranks (at ½ growth), +1 intelligence) Materia Use (+8B/+6W/+10R) (4 Ranks, +1 Intelligence, -1 wisdom, +3 charisma, +3 skill focus) Perform (Juggle): 5 (2 ranks, +3 charisma) Tumble: 4 (4 Ranks (at ½ growth), +2 dexterity)
Special Abilities Coordinate: Pick
Attacks Meleé: Dagger: +2. (BAB +0, Strength +2) Ranged: Dagger: +2 (10 feet). (BAB +0, Dexterity +2)
Materia [None]
Equipment:
Dagger: 19-20/x2 Critical, d6 Damage, 2 disconnected Materia slots (850 Gil)
Bronze Bangle: +1 to AC, 1 slot (600 Gil)
Light armor: +2 AC Bonus, No check Penalty, Max Dex +4 (550 Gil cost.)
Black long-sleeved Shirt
Black leather belt
Black jeans
Black hiking boots
Gil: 100
Limit Break – Daggerstorm: One dagger divides into many, roll two dagger attacks against all foes within a 30 ft. cone at no bonus.
(opinions?)
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Post by Rainbow Rage on Jun 5, 2006 19:06:28 GMT -5
Soldier, 3rd classMedium Humanoid Level: Level 6 [164 hp] [46 mp] Initiative: +1 Speed: 30 ft. Defense: 18 (+3 Defense, +3 Armor, +1 Defense, +1 Bangle); DR 3/- BaseAttack/Grapple: +5/+8 Attack: Sword +10 melee (3d8+4 19-20/x2) Full Attack: Sword +10 melee (3d8+4 19-20/x2) Space/Reach: 5 ft./5 ft. Special Attacks: Bolt, Ice, Melee Smash, Sleepel Special Qualities: Materia Resistance +2, Robust Saves: Fort +6, Ref +3, Will +3 Abilities: Str 16 Dex 13 Con 14 Int 12 Wis 12 Cha 10 Skills: Climb +10, Knowledge (Tactics) +10, Listen +6, Materia Use (+13/+13/+12), Spot +6 Feats: Armor Proficiency (Light), Cleave, Materia Focus (Black), Power Attack, Skill Focus (Materia Use), Weapon Focus (Blades) EXP: Treasure: Bolt – 6d6+1 electric damage; 45 ft. range; Reflex DC 17 half Ice – 6d6+1 cold damage; 45 ft. range; Fortitude DC 17 half Sleepel – Sleep for 5 rounds; 190 ft. range; Will DC 15 negates [18:29] DM Kiirnodel: Pick a number: 1,3,4,5 [18:29] DM Kiirnodel: The d6 decides the first three [18:29] fullmetalgator: 5 [18:30] fullmetalgator: first is dylan [18:30] DM Kiirnodel: First? [18:30] fullmetalgator: i predict [18:30] DM Kiirnodel: You think I will roll Dylan's number first? [18:30] fullmetalgator: yep [18:31] DM Kiirnodel: Incorrect [18:31] DM Kiirnodel: The first roll is -- Chris Wilt! [18:31] fullmetalgator: next is sastre [18:31] DM Kiirnodel: The first roll is -- Gator! [18:32] DM Kiirnodel: The second roll is -- Gator! [18:32] fullmetalgator: second roll you mean? [18:32] fullmetalgator: lol [18:32] fullmetalgator: last will be sastre [18:32] DM Kiirnodel: The last roll is -- Dylan! [18:32] fullmetalgator: nice So, this starts with Anubis, Fullmetal Gator and Methodinsomniac Gator - New name. No Highwind, Strife, Lockhart... etc...
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Sereo
Journeyman
Beware of Axe
I just keep walking...
Posts: 250
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Post by Sereo on Jun 5, 2006 22:08:38 GMT -5
aww so I am not allowed? ouch:P
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