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12 KB Epic FF Stat Me Cont. Anonymous 03/11/08(Tue)23:19 No.1319933  

Starting up a new one because the old one is past the bump limit. Heres the last PDF for the night.
>> Anonymous 03/12/08(Wed)00:28 No.1320337
The beginning of the new epic thread
>> CHUNG CHUNG Anonymous 03/12/08(Wed)00:52 No.1320453
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Magitek armor reporting in.

I found this, sir.

DL'ing spells and spellcraft now to finish off the weaponry.
>> Anonymous 03/12/08(Wed)01:11 No.1320571
This... this is beautiful.

How did I miss the last thread.
>> Anonymous 03/12/08(Wed)03:19 No.1321133
Easy because your lazy
>> Anonymous 03/12/08(Wed)03:48 No.1321222
Insufficient Lurking. Anyways, glad to see more coming out of this. Wish I could contribute but I suck with d20 crunch.
>> Anonymous 03/12/08(Wed)05:39 No.1321483
its great, now do it for 4ed
>> Anonymous 03/12/08(Wed)05:42 No.1321488
It's not out yet. Hard to homebrew with something you've only seen bits and pieces of.
>> Anonymous 03/12/08(Wed)05:42 No.1321489

Why would anyone want to do that? 4E is obsolete and it's not even out yet.
>> MonkeyToho 03/12/08(Wed)05:43 No.1321494

Y'know, I always imagined them as having a better ref than fort. The Red Mage never seems to take a hit worth a damn. Otherwise, looks good.


>> Errata! Anonymous 03/12/08(Wed)05:45 No.1321501
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Oh shit, I thought I fixed that. Here is the correct version.
>> Anonymous 03/12/08(Wed)07:47 No.1321738
>> Anonymous 03/12/08(Wed)08:26 No.1321801
Red Mage looks good. Double Casting needs a little more clarification though to limit what spells may be cast. Currently the wording would allow a Red Mage to cast two identify spells (normally 1 hour casting time I think) in 6 seconds. Identify is the only thing I could think of off the top of my head right now, but I'm sure there are others. I'm thinking it should probably be limited to spells that have a casting time of one standard action.

Keep em coming. I'll continue to add more when I get home from work. Anything posted before 8:00 PDT (UTC -7) will make it into tonight's edition.
>> Anonymous 03/12/08(Wed)08:50 No.1321855
Right, then if you can, add this on:

>Spells with a casting time greater than 1 full round cannot be used in Double Casting.
>> Anonymous 03/12/08(Wed)09:35 No.1321962
So essentially the Red Mage is a bard without the fruity perform flavour and instead more emphasis on gishing.

Consider swapping out Arcane Strike for the Channeling class ability? Kinda like the duskblade's?
>> Anonymous 03/12/08(Wed)10:04 No.1322025
I had thought about that but hesitated to put it in this draft.

What does /tg/ think, should I pull it down for revisions?
>> Anonymous 03/12/08(Wed)10:10 No.1322035
I'd say look at this from about 1:12-1:16.

Ingus does -something- with that sword to make it shoot fire.
>> Anonymous 03/12/08(Wed)10:14 No.1322039

He... he casts fira.
>> Anonymous 03/12/08(Wed)10:17 No.1322043
...Via sword. I'm saying that might merit Arcane Channeling or at least Somatic Weaponry as a Bonus Feat.
>> Red Mage Part 1 Anonymous 03/12/08(Wed)11:22 No.1322329
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[Here is the 2nd Draft]

Hit Die: d8
Class Skills: The Red Mage's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Trained Separately) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Language, Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at each additional level: (4+ Int modifier)


Weapon and Armor Proficiency
A Red Mage is proficient with all simple weapons, plus all 1 handed Martial Weapons. Red Mages are proficient with light armor and shields (except tower shields). A Red Mage can cast Red Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Red Mage wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Red Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

A Red Mage casts arcane spells, which are drawn from the Red Mage spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Red Mage must have an Intellect score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Red Mage’s spell is 10 + the spell level + the Red Mage’s Intellect modifier.
>> Red Mage Part 2 Anonymous 03/12/08(Wed)11:23 No.1322337
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Like other spellcasters, a Red Mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Red Mage. In addition, he receives bonus spells per day if he has a high Intellect score. When Table: The Red Mage indicates that the Red Mage gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intellect score for that spell level.
The Red Mage’s selection of spells is extremely limited. A Red Mage begins play knowing four 0-level spells and two 1st-level spells of your choice. At most new Red Mage levels, he gains one or more new spells, as indicated on Table: The Red Mage. (Unlike spells per day, the number of spells a Red Mage knows is not affected by his Intellect score; the numbers on Table: The Red Mage are fixed.)
Upon reaching 5th level, and at every third Red Mage level after that (8th, 11th, and so on), a Red Mage can choose to learn a new spell in place of one he already knows. In effect, the Red Mage "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Red Mage spell the Red Mage can cast. A Red Mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a Red Mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
>> Red Mage Part 3 Anonymous 03/12/08(Wed)11:24 No.1322341
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Jack of All Trades: At 1st level, Red Mage gains Jack of All Trades as a Bonus Feat (CAr Pg. 110)

Bladecasting: Starting at 1st level, a Red Mage may cast her Red Mage spells with Somatic components with a weapon instead of their fingers. In addition, the Red Mage is treated as having Eschew Materials for their Red Mage spells while holding a weapon.

Convert: Starting at second level Red Mage can convert HP to regain Spell Slots. Initially, A Red Mage may only convert Hit Points for Cantrips, with the spell level increasing by one for each 4 Red Mage levels. Refer to Table: Conversion [Attach Image] for how many hit points must be exchange for each spell level

Arcane Channeling: Beginning at 3rd level, A Red Mage can use a standard action to cast any touch spell you know and deliver though your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deal damage normally; then the effect of the spell is resolved.

At 13th level, a Red Mage can cast any touch spell known as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round. You may not use Arcane Channeling in combination with Double Casting.

Double Cast: Starting at 5th level, the Red Mage may use cunning intuition and creativity to weave spells together. The Red Mage may use a full round action to cast two different spells. If concentration must be or is used during the casting of these spells, make a single check with +5 to the DC
>> Red Mage Part 4 Anonymous 03/12/08(Wed)11:25 No.1322343
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Spell List

0: Acid Splash, Arcane Mark, Cure Minor Wounds, Dancing Lights, Daze, Detect Magic, Guidance, Inflict Minor Wounds, Light, Lullaby, Mage Hand, Mending, Message, Open/Close, Presdigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue

1st: Alarm, Bless, Bane, Burning Hands, Cause Fear, Charm Person, Chill Touch, Cure Light Wounds, Color Spray, Confusion (Lesser), Doom, Disguise Self, Enlarge Person, Endure Elements, Expedious Retreat. Feather Fall, Grease, Hypnotism, Jump, Identify, Inflict Light Wounds, Magic Aura, Magic Missile, Magic Weapon, Mount, Obscuring Mist Obscure Object, Protection from [Good, Evil etc.], Ray of Enfeeblement, Reduce Person, Remove Fear, Resistance Energy, Shocking Grasp, Shield, Summon Monster I, Sleep, True Strike

2nd: Acid Arrow, Arcane Lock, Alter Self, Aid, Bear's Endurance, Bull's Strength, Blur, Blindness/Deafness, Calm Emotion, Cat's Grace, Cure Moderate Wounds, Darkness, Detect Thoughts, Delay Poison, Dispel Magic Eagle's Splendor, False Life, Flame Blade, Flaming Sphere, Fox's Cunning, Gentle Repose, Gust of Wind, Invisibility, Inflict Moderate Wounds, Knock, Heroism. Hold Person, Glitterdust, Locate Object, Make Whole, Owl's Widow, Protection From Arrows, Rage, Remove Paralysis, Restoration (Lesser), Scare, Scorching Ray, See Invisible, Shatter, Shield Other, Sound Burst, Silence, Spider Climb, Summon Monster II, Status, Touch of Idiocy, Tongues. Whisper Wind
>> Red Mage Part 5 Anonymous 03/12/08(Wed)11:26 No.1322347
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3rd: Bestow Curse, Blink, Charm Monster, Clairaudience/clairvoyance, Cure Serious Wounds, Confusion, Deep Slumber, Displacement, Explosive Runes, Fear, Fireball, Fly, Glyph of Warding, Haste, Keen Edge, Invisibility Purge, Invisibility Sphere, Inflict Serious Wounds, Lightning Bolt, Magic Circle Against [Good, Evil etc.], Magic Vestment, Magic Weapon (Greater), Nondetection, Remove Curse, Poison, Sepia Snake Sigil, Sleet Storm, Slow, Summon Monster III, Vampiric Touch

4th: Cure Critical Wounds, Break Enchantment, Death Ward, Dimension Anchor, Dimension Door, Dismissal, Dominate Person, Enlarge Person (mass) Enervation, Fire Shield, Freedom of Movement, Glove of Invulnerability (Lesser), Hold Monster, Ice Storm, Inflict Critical Wounds, Invisibility (Greater), Locate Creature, Minor Creation, Reduce Person (Mass), Restoration, Shout, Spell Immunity, Summon Monster IV, Stoneskin, Zone of Silence
>> Red Mage Part 6 Anonymous 03/12/08(Wed)11:27 No.1322350
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5th: Cloud Kill, Cure Light Wounds (Mass), Cone of Cold, Dispel Magic (Greater), Disrupting Weapon, Dream, Feeblemind, Fabricate, Heroism (Greater), Inflict Light Wounds (Mass), Major Creation, Mind Fog, Mislead, Nightmare, Overland Flight, Plane Shift, Raise Dead, Secret Chest, Seeming, Shadow Evocation, Shadow Walk, Summon Monster V, Symbol of Sleep, Symbol of Pain, Telepathic Bond, Teleport, Telekinesis, True Seeing, Transmute Mud to Rock, Transmute Rock to Mud Waves of Fatigue

6th: Acid Fog, Analyze Dweomer, Antimagic Field, Animate Object, Banishment, Charm Monster (Mass), Bear's Endurance (Mass), Bull's Strength (Mass) Blade Barrier, Cat's Grace (Mass), Cure Moderate Wounds (Mass), Disintegrate, Eagle's Splendor (Mass), Flesh to Stone, Forceful Hand, Fox's Cunning (Mass), Freezing Sphere, Globe of Invulnerability, Glyph of Warding (Greater), Harm, Heal, Heroes' Feast, Irresistible Dance, Planar Ally, Inflict Moderate Wounds (Mass), Move Earth, Owl's Wisdom (Mass), Shout (Greater), Summon Monster VI, Stone to Flesh, Symbol of Fear, Transformation, Undeath to Death, Veil

[Better? Worse?]
>> Anonymous 03/12/08(Wed)11:27 No.1322351
>Bladecasting: Starting at 1st level, a Red Mage may cast her Red Mage spells with Somatic components with a weapon instead of their fingers. In addition, the Red Mage is treated as having Eschew Materials for their Red Mage spells while holding a weapon.

You might just want to give them Somatic Weaponry and Eschew Materials as bonus feat, since that accomplishes the same thing.
>> Anonymous 03/12/08(Wed)11:29 No.1322358
Note that bladecasting is specific to your Red Mage spells. If you Multiclass for whatever reason, Bladecasting would not apply to your other class, just to the Red Mage.
>> Anonymous 03/12/08(Wed)11:37 No.1322378
I demand more manly redmages!
>> King in Yellow 03/12/08(Wed)11:54 No.1322423
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Oh wait, you said manly...
>> Anonymous 03/12/08(Wed)12:00 No.1322453




>> Anonymous 03/12/08(Wed)12:00 No.1322454
I do not require manly. I require sexy.
>> Anonymous 03/12/08(Wed)12:00 No.1322456
THey ARE aren't they?
>> RAWK LAWBSTAR 03/12/08(Wed)12:01 No.1322463
i for one wouldn't mind a few manly pictures

bonus points for beards
>> Titan Summons Part 1 Anonymous 03/12/08(Wed)12:10 No.1322515
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Lesser Avatar,
Titan, Who Moves Mountains
Huge Elemental(Earth, Extraplanar)
Hit Dice: 12d8+60 (114hp)
Initiative: +0
Speed: 30ft
AC: 23 (-2 Size, +15 natural)
Base Attack/Grapple: +9 / +27
Attack: Slam +17 melee (2d6+10)
Full Attack: 2 Slam +17 melee (2d10+10)
Face/Reach: 15ft / 15ft
Special Attacks: Tremor, Thrust, Bear Down
Special Qualities: Darkvision 60ft, Damage Reduction 10/Non-metal*, earth glide, elemental traits
Saves: Fort +13, Ref +4, Wil +4
Abilities: Str 31, Dex 10, Con 20, Int 5, Wis 11, Cha 7
Skills: Spot +6, Listen +7
Feats: Awesome Blow, Cleave, Power Attack, Improved Bullrush, Improved Overrun
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Lawful Neutral
Advancement: -

Titan is the Archaic Lord of the elemental plane of earth. It's unknown if he bears any direct connection to the outsiders known as Titans(See Monster Manual) outside of sharing a common moniker. Titan is gruff, but fair, but anyone who wishes to gain a measure of his power must defeat him him combat.

Avatars of Titan all generally appear to be Large humanoids, their bodies formed from living stone. A simply loincloth or patch of moss grows at their waist but they are are otherwise bare

Avatars of Titan speak Terran in a booming voice, and will often challenge anyone who appears powerful to battle.

Titan 's only hint of guile is to use his earth glide ability to barrel straight up under a group of foes to join the battle. After that he simply batters foes with his fists. If surrounded, he will plow through a group
of enemies with his Bear Down ability, knocking them aside to take up a new position, using Tremor to keep his foes scattered so that he can engage them one at a time.
>> Titan Summons Part 2 Anonymous 03/12/08(Wed)12:13 No.1322528
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Tremor(Su): As a standard action Titan can raise his clenched fists and slam them into the ground, creating a shockwave. This violent spasm of earth(which also affects even worked stone, sand, mud, etc) is a 60ft cone that forces everyone within it to make a reflex save (DC 26) or be knocked prone. This save is Strength-based. This tremor effect does not permanently damage earth or stonework.

Thrust(Su): Titan can call upon a first of earth to rise from the ground and strike a foe. As a standard action he can summon a densely packed pillar of earth, sand, rock or stone to rise from the earth under a target. This attack deals 1d8 points of damage per two HD of the Avatar (6d8 for the Above avatar) but a reflex save (DC 26) negates this damage.

Bear Down(Ex): Titan can push past most any enemy with surprising ease. As part of a bullrush, Titan can choose to make an automatic overrun attempt as a free action when he can no longer push a foe back(including if he fails to push a foe back at all). This overrun attempt does not provoke attacks of opportunity. If the bullrush attempt was part of a charge, and the overrun was successful, Titan may continue the charge. Titan is never knocked prone as a result of a failed bullrush or overrun attempt. For reference, Titan's bonus to Bullrush and Overrun checks (thanks to feats and exceptional size) are both +31.

Damage Reduction(Su): Titan's damage reduction applies to all materials mined from the earth. Any metal or crystalline weapon, even exceptional metals like adamantine, are subject to this damage reduction. Weapons made of wood, bone, or other non-metallic substance(such as Blue Ice[Frostburn]), Unarmed Strikes, and natural weapons deal normal damage.
>> Titan Summons Part 3 Anonymous 03/12/08(Wed)12:14 No.1322531
Archaic Summons
Spell Level: 5th
Power: Gaia's Rage: The conjured essence of Titan drives his hands into the ground, creating a ring of energy that blasts upwards with terrific force. This power creates a 60ft diameter circle(the edge of which starts in a square adjacent to the caster) that explodes upward with terrific force. All foes within the area take 1d6 points of damage per two caster levels, fortitude save for half at DC (10 + 1/2 Spellcaster level + relevant Spellcasting ability modifier). Creatures within the area must also make a reflex save(at the same DC) or end up knocked prone and stunned. Half of the damage from this effect is bludgeoning, and the other half is force. This effect can severely damage physical structures if used indoors and can cause structural collapse if misused.
>> Leviathan Summons Part 1 Anonymous 03/12/08(Wed)12:15 No.1322538
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Lesser Avatar
Leviathan, Lord of Deep Water
Huge Elemental (Water, Extraplanar)
Hit Dice: 16d8+64 (136hp)
Initiative: +7
Speed: 20ft, Fly 40ft(perfect), Swim 60ft
AC: 26 (-2 size, +3 Dex, +15 Natural)
Base Attack/Grapple: +12 / +28
Attack: Slam +18 melee (2d8+8)
Full Attack: 2 slams +18 melee (2d8+8) and Tail Slap +16 melee (2d6+4)
Face/Reach: 15ft / 20ft*
Special Attacks: Constrict(2d8+8), Improved Grab, Jet, Vortex
Special Qualities: Darkvision 60ft.,elemental traits, Immunity to acid.
Saves: Fort +14, Ref +8, Wil +7
Abilities: Str 27, Dex 17, Con 18, Int 9, Wis 14, Cha 17
Skills: Spot 10, Listen 10, Swim +8
Feats: Alertness, Cleave, Dodge, Improved Initiative, Mobility, Power Attack
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always True Neutral
Advancement: -

Leviathan is the Archaic lord of the elemental plane of water, and the common monstrous leviathan is named after him. Leviathan has little interest in the real world, or in accruing adherents. But those who seek him out and prove themselves to him can count on his aid.

Avatars of Leviathan are almost invariably immense serpents with iridescent blue and green scales. Scintillating globes of water often orbit them

Avatars of Leviathan are largely laconic, but will usually respond to direct questions in Aquan.

Avatars of Leviathan generally fight in or near water to make best use of their Waterspout and Vortex abilities. If cornered on land, they use Jet to weak looking opponents away from their allies and then grapple them, squeezing the life out of them.
>> Leviathan Summons Part 2 Anonymous 03/12/08(Wed)12:16 No.1322541
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Improved Grab (Ex): To use this ability, an avatar of Leviathan must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Jet(Su): An Avatar of Leviathan can fire a blast of water from it's mouth in a manner similar to a breath weapon. This blast is a line 120ft long that deals 1d8 points of bludgeoning damage and 1d8 points of acid damage per four HD of the avatar (4d8 bludgeoning an 4d8 acid for the above avatar) with a reflex save for half damage at DC 20. A creature who takes damage from this Jet must succeed an opposed strength check(at +16) or be thrown backward 10ft plus 5ft per 5 points they failed the strength check by. If they are thrown backward into a solid object or other creature they take
2d6 additional points of damage and are knocked prone. This saving throw is Constitution-based.

Vortex (Su): The avatar of Leviathan can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the avatar of Leviathan can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 to 50ft tall. The avatar of Leviathan controls the exact height, but it must be at least 10 feet.

The avatar of Leviathan's movement while in vortex form does not provoke attacks of opportunity, even if the avatar of Leviathan enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the avatar of Leviathan moves into or through the creature's space.
>> Leviathan Summons Part 3 Anonymous 03/12/08(Wed)12:18 No.1322549
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Large or smaller creatures may suffer damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save(DC 26) when it comes into contact with the vortex or take 2d8 points damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the avatar of Leviathan carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The avatar of Leviathan can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.

The avatar of Leviathan can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the avatar of Leviathan and has a diameter equal to half the vortex's height. The cloud obscures all vision, including Darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

An avatar of Leviathan in vortex form cannot make any other attacks and does not threaten the area around it.
>> Leviathan Summons Part 4 Anonymous 03/12/08(Wed)12:19 No.1322554
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Skills and Combat: An Avatar of Leviathan has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Avatars of Leviathan have exceptional reach for their size, as reflected in the stat block above.

Archaic Summons
Spell Level: 7th
Power: Tidal Wave: The coiling visage of Leviathan appears, summoning a massive tidal wave which crashes outward from the caster. This creates a 90ft semicircle wave up 20ft tall that plows outward, smashing foes and obstacles in it's path. Any foe in the area takes 1d8 points of damage per two caster levels with a reflex save (DC 10 + Caster Level + Relevant Spellcasting Ability Modifier) for half. Creatures in the area of this effect are also subject to a bullrush attempt(with a modifier equal to the Spellcaster level plus relevant Spellcasting ability modifier plus 8). All unattended objects in the area with Hardness less than 10 also take this damage, and this spell can uproot trees, smash barriers, and knock down walls. The wave of water extinguished torches, lamps, campfires, and any other open fire of less than colossal size. Any magical fire effect(such as flaming weapons, or a Wall of Flame) within the area of the effect are subject to a dispel magic effect at the caster's level.
>> Anonymous 03/12/08(Wed)12:22 No.1322564

Looking good! Though I do want to ask. In Titan's name, is it supposed to be "Who Moves Mountains?" Because that feels a bit unnatural.
>> Anonymous 03/12/08(Wed)12:22 No.1322565
Whoah, someone actually decided to make a Final Fantasy run for D&D? Epic Win is much abound in here.
>> Anonymous 03/12/08(Wed)12:24 No.1322574
There's two more Archaic summons.

My goal, for now, it so pace myself to two or three entries a day so I don't burn out on this...

One thing, though, I seem to be bullrushing the fuck out of everbody with these summons... I need some suggestions of something else to have them do, because It's getting a bit monotonous to me, so I'm sure it's boring the hell out of you guys...
>> RAWK LAWBSTAR 03/12/08(Wed)12:25 No.1322577
I'm enjoying them so keep it up, nice work
>> Anonymous 03/12/08(Wed)12:25 No.1322582
Eh.. it's my dramatic flair flaring up again... I've been trying to put a title to most them, and that seemed to fit at the time.

I'm open to suggestions about changes.
>> Anonymous 03/12/08(Wed)12:27 No.1322590
We've been at this since Saturday (Right?)

Excellent. Last thing we want is you getting burnt out there. As for my suggestion, I'd probobly have to go with PC races, as I can't think of any more of the iconic monsters from Final Fantasy. I am loving the summons though, I'm not bored with them.
>> Anonymous 03/12/08(Wed)12:33 No.1322611
hehe.. No, I just mean I was using Bullrush(the manuver) with just about all of the summons(Titan rushes himself and both Iffrit and Leviathan's ability invokes a bullrush).

While it fits thematically, it just seems overly redundant...

Also, i forgot to detial the Earth Glide ability for Titan Earlier

Earth Glide (Ex): An Avatar of Titan can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Avatar of Titan flings the Avatar back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
>> Anonymous 03/12/08(Wed)12:34 No.1322616

Casting two Lightning Bolts in one round with no drawback... starting at 5th level?

Broken, much?
>> Anonymous 03/12/08(Wed)12:39 No.1322633
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Stats for any of the FFXI races?

like the Elvaan
>> Anonymous 03/12/08(Wed)12:42 No.1322641
str+2 dex+2 int-2 wis-2
>> Anonymous 03/12/08(Wed)12:42 No.1322647
Actually I take that back. The elvaan are the clumsiest race of FFXI.
>> Anonymous 03/12/08(Wed)12:54 No.1322690
Also, +2 Str is worth -2 to 2 Mental stats (Wizard's rules, mine.)
>> Anonymous 03/12/08(Wed)13:02 No.1322707
Last thread had some "count as" for those.
>> Anonymous 03/12/08(Wed)13:06 No.1322720
Wizard's rules are stupid.

They'are also the ones that that say +2 Int can only be put on a +1LA or better race, but I ahve to lose 2 int AND 2 wis or cha to have +2 Str?

In my book, +2 to any one stat is essentially worth -2 to any other stat... except for Cha. Cha is a weak sister amoung the stats, so -2 Cha is generally only worth +2 to Wis or Con without some other drawback.
>> Anonymous 03/12/08(Wed)13:06 No.1322723
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But wood elves in the Monster Manual get +2 Strength and +2 Dexterity (in exchange for -2 Constitution and -2 Intelligence) along with all of the regular racial traits for elves.
>> Anonymous 03/12/08(Wed)13:08 No.1322730
Galka are big dwarves
Elvaan are half orcs
Mithra are elves
Tarutaru are gnomes

from the last thread
>> Anonymous 03/12/08(Wed)13:13 No.1322745

Here's a bunch of races for the later games.
>> Anonymous 03/12/08(Wed)13:13 No.1322746
I'm aware of that. Surprisingly, this is how it was "balanced" by Wizards. The Cost for the -2 Str was the -2 Con, the cost of the +2 Dex was the -2 Int.

I agree that it's completely stupid.

Was just being devil's advocate. Possibly literally in this case.
>> Anonymous 03/12/08(Wed)13:31 No.1322821
Wonder if someone would think of making a Paranoia version of Final Fantasy...
>> Anonymous 03/12/08(Wed)13:33 No.1322830
That sounds awesome in a fucked up kinda way. You'd definitely need to be playing as the villains.
>> Anonymous 03/12/08(Wed)13:37 No.1322856
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I'll post the rest if you continue to produce win, /tg/
>> Anonymous 03/12/08(Wed)13:40 No.1322879
I suddenly feel the urge to contribute...But I can't...
>> Doc Aquatic !qtfTMdDxaQ 03/12/08(Wed)13:45 No.1322913
15 platinum nudules to the man who writes up a viable Blue Mage!
>> Anonymous 03/12/08(Wed)13:49 No.1322938
I'm trying to figure out a way to make it work. I'm thinking it would have to be a non-Vancian Magic Class. Just trying to think a method of gaining SLAs that wouldn't really too much on your DM throwing appropriate monsters at you.
>> Anonymous 03/12/08(Wed)13:50 No.1322943
Spell Thief.
>> Anonymous 03/12/08(Wed)13:51 No.1322945
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>> Anonymous 03/12/08(Wed)13:51 No.1322950
I'm juggling it around right now. Right now, it seems like it's the bastard child of the Warlock and the Spelltheif.
>> Anonymous 03/12/08(Wed)13:52 No.1322953
Already done a bazillion times by the WotC board. Just google "blue mage" and you'll see. For that matter, they've done the Red Mage a lot too.
>> Anonymous 03/12/08(Wed)13:55 No.1322974
Random Kefka Quotes for Role Playing Experince modifiers... I can see it now...
>> Anonymous 03/12/08(Wed)13:57 No.1322983
I'm calling Gilgamesh!
>> Anonymous 03/12/08(Wed)14:07 No.1323027
I wonder if there was any Paraniod FF Villians...
>> Anonymous 03/12/08(Wed)14:11 No.1323043
Also I was thinking more along the lines of one of the FF Plotlines that revolved around over throwing an oppressive empire.
>> Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:17 No.1323066
There are few people who love a good console RPG more than I. Games like Final Fantasy set a standard of majesty and wonder and immersion that American game designers are challenged to match. And yet, as I play the latest masterpiece to come out of Japan I sometimes can't help the feeling that, somehow, I've seen it all before...
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:18 No.1323074
1) Sleepyhead Rule
The teenaged male lead will begin the first day of the game by oversleeping, being woken up by his mother, and being reminded that he's slept in so late he missed meeting his girlfriend.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:18 No.1323075
2) "No! My beloved peasant village!"
The hero's home town, city, slum, or planet will usually be annihilated in a spectacular fashion before the end of the game, and often before the end of the opening scene.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:19 No.1323078
3) Thinking With The Wrong Head (Hiro Rule)
No matter what she's accused of doing or how mysterious her origins are, the hero will always be ready to fight to the death for any girl he met three seconds ago.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:19 No.1323080
4) Cubic Zirconium Corollary
The aforementioned mysterious girl will be wearing a pendant that will ultimately prove to be the key to either saving the world or destroying it.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:20 No.1323082
5) Logan's Run Rule
RPG characters are young. Very young. The average age seems to be 15, unless the character is a decorated and battle-hardened soldier, in which case he might even be as old as 18. Such teenagers often have skills with multiple weapons and magic, years of experience, and never ever worry about their parents telling them to come home from adventuring before bedtime. By contrast, characters more than twenty-two years old will cheerfully refer to themselves as washed-up old fogies and be eager to make room for the younger generation.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:20 No.1323085
6) Single Parent Rule
RPG characters with two living parents are almost unheard of. As a general rule, male characters will only have a mother, and female characters will only have a father. The missing parent either vanished mysteriously and traumatically several years ago or is never referred to at all. Frequently the main character's surviving parent will also meet an awkward end just after the story begins, thus freeing him of inconvenient filial obligations.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:21 No.1323090
7) Some Call Me... Tim?
Good guys will only have first names, and bad guys will only have last names. Any bad guy who only has a first name will become a good guy at some point in the game. Good guys' last names may be mentioned in the manual but they will never be referred to in the story.
>> Anonymous 03/12/08(Wed)14:21 No.1323092

I've only actually seen that in Chrono Trigger.

Can someone name another rpg it's in?
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:21 No.1323095
8) Nominal Rule
Any character who actually has a name is important in some way and must be sought out. However, if you are referred to as a part of a posessive noun ("Crono's Mom") then you are superfluous.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:22 No.1323097
9) The Compulsories
There's always a fire dungeon, an ice dungeon, a sewer maze, a misty forest, a derelict ghost ship, a mine, a glowing crystal maze, an ancient temple full of traps, a magic floating castle, and a technological dungeon.
>> Anonymous 03/12/08(Wed)14:22 No.1323099

>etc, etc,

That's a count up, not a count down.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:23 No.1323101
10) Luddite Rule (or, George Lucas Rule)
Speaking of which, technology is inherently evil and is the exclusive province of the Bad Guys. They're the ones with the robots, factories, cyberpunk megalopolises and floating battle stations, while the Good Guys live in small villages in peaceful harmony with nature. (Although somehow your guns and/or heavily armed airships are exempted from this.)
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:23 No.1323104
11) Let's Start From The Very Beginning (Yuna Rule)
Whenever there is a sequel to an RPG that features the same main character as the previous game, that character will always start with beginner skills. Everything that they learned in the previous game will be gone, as will all their ultra-powerful weapons and equipment.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:24 No.1323110
12) Poor Little Rich Hero (Meis Rule)
If the hero comes from a rich and powerful family, it will have fallen on hard times and be broke and destitute by the time the game actually starts.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:24 No.1323114
13) The Higher The Hair, The Closer To God (Cloud Rule)
The more outrageous his hairstyle, the more important a male character is to the story.
>> Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:25 No.1323117
14) Garrett's Principle
Let's not mince words: you're a thief. You can walk into just about anybody's house like the door wasn't even locked. You just barge right in and start looking for stuff. Anything you can find that's not nailed down is yours to keep. You will often walk into perfect strangers' houses, lift their precious artifacts, and then chat with them like you were old neighbors as you head back out with their family heirlooms under your arm. Unfortunately, this never works in stores.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:25 No.1323122
15) Hey, I Know You!
You will accumulate at least three of these obligatory party members:

* The spunky princess who is rebelling against her royal parent and is in love with the hero.
* The demure, soft-spoken female mage and healing magic specialist who is not only in love with the hero, but is also the last survivor of an ancient race.
* The tough-as-nails female warrior who is not in love with the hero (note that this is the only female character in the game who is not in love with the hero and will therefore be indicated as such by having a spectacular scar, a missing eye, cyborg limbs or some other physical deformity -- see The Good, The Bad, And The Ugly Rule.)
* The achingly beautiful gothy swordsman who is riven by inner tragedy.
* The big, tough, angry guy who, deep down, is a total softy.
* The hero's best friend, who is actually much cooler than the hero.
* The grim, selfish mercenary who over the course of the game learns what it means to really care about other people.
* The character who is actually a spy for the bad guys but will instantly switch to your side when you find out about it.
* The weird bonus character who requires a bizarre series of side quests to make them effective (with the ultimate result that no player ever uses this character if it can be avoided.)
* The nauseatingly cute mascot who is useless in all battles.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:26 No.1323124
16) Hey, I Know You, Too!
You will also confront/be confronted by at least three of these obligatory antagonists:

* The amazingly good-looking and amazingly evil long-haired prettyboy who may or may not be the ultimate villain.
* The villain's loyal right-hand man, who comes in two versions: humorously incompetent or annoyingly persistent.
* The villain's attractive female henchman, who is the strongest and most competent soldier in the army but always lets the party escape because she's, yes, fallen in love with the hero.
* Your former ally who supposedly "died" and was forgotten about, until much later in the game when he/she shows up again on the villain's side and full of bitterness.
* The irritatingly honorable foe whom you never get to kill because, upon discovering the true nature of his superiors, he either nobly sacrifices himself or joins your party.
* The insane clown or jester who will turn out to be surprisingly difficult to subdue.
* The mad scientist who likes creating mutated creatures and powerful weapons 'cause it's fun (and also handy if uninvited adventurers show up.)
* The adorably cute li'l creature or six year old child who fights you and, inexplicably, kicks your butt time after time.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:27 No.1323127
17) Hey, I Know You, Three!
Furthermore, expect to encounter most of the following obligatory non-player chararcters (NPCs):

* The townsperson or crewmember who wanders aimlessly in circles and never quite gets where he is going.
* Hilariously incompetent or cowardly soldiers.
* The NPC who has a crush on another NPC and can't quite work up the nerve to tell him or her, so instead tells every other person who wanders by about it at great length.
* A group of small children playing hide-and-seek.
* The wise and noble captain/king/high priest.
* The wise and noble captain/king/high priest's splutteringly evil second-in-command. Nobody, including the hero, will notice the second's constant, crazed scheming until the moment when he betrays everyone to the forces of badness.
* The NPC who is obsessed with his completely mundane job and witters on endlessly about how great it is. He's so thrilled by it that he wants to share it with everyone he sees, so given a quarter of a chance he'll make you do his job for him.
* The (adult) NPC who has nothing better to do than play kids' games with passersby.
* The group of young women who have formed a scarily obsessive fan club for one of your female party members.
>> Anonymous 03/12/08(Wed)14:27 No.1323133
Or you can just post the link to the site and save us the trouble.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:28 No.1323136
18) Chrono's Complaint
The less the main character talks, the more words are put into his mouth, and therefore the more trouble he gets into through no fault of his own.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:28 No.1323140
19) "Silly Squall, bringing a sword to a gunfight..."
No matter what timeframe the game is set in -- past, present, or future -- the main hero and his antagonist will both use a sword for a weapon. (Therefore, you can identify your antagonist pretty easily right from the start of the game just by looking for the other guy who uses a sword.) These swords will be far more powerful than any gun and often capable of distance attacks.
>> Anonymous 03/12/08(Wed)14:29 No.1323141
Dark Cloud did it, I think.
>> Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:29 No.1323143
20) Just Nod Your Head And Smile
And no matter how big that big-ass sword is, you won't stand out in a crowd. Nobody ever crosses the street to avoid you or seems to be especially shocked or alarmed when a heavily armed gang bursts into their house during dinner, rummages through their posessions, and demands to know if they've seen a black-caped man. People can get used to anything, apparently.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:29 No.1323150
21 Aeris's Corollary
Just as the main male character will always use a sword or a variant of a sword, the main female character will always use a rod or a staff of some sort.
>> Anonymous 03/12/08(Wed)14:30 No.1323151
Why must tripfags attempt to ruin everything?
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:30 No.1323157
22) MacGyver Rule
Other than for the protagonists, your choice of weapons is not limited to the prosaic guns, clubs, or swords. Given appropriate skills, you can cut a bloody swath across the continent using gloves, combs, umbrellas, megaphones, dictionaries, sketching tablets -- you name it, you can kill with it. Even better, no matter how surreal your choice of armament, every store you pass will just happen to stock an even better model of it for a very reasonable price. Who else is running around the world killing people with an umbrella?
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:31 No.1323161
23) O Brother, Where Art Thou? (Melfice Rule)
If the male hero has an older sibling, the sibling will also be male and will turn out to be one of the major villains. If the hero has a younger sibling, the sibling will be female and will be kidnapped and held hostage by the villains.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:32 No.1323166
24) Capitalism Is A Harsh Mistress
Once you sell something to a shopkeeper, he instantly sells it to somebody else and you will never see the item again no matter what.
>> Anonymous 03/12/08(Wed)14:32 No.1323169

Still it's a rather rare 'cliche'.
>> Anonymous 03/12/08(Wed)14:32 No.1323170
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>Let's not mince words: you're a thief.
I believe the term is Treasure Hunter
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:33 No.1323172
25) Dimensional Transcendence Principle
Buildings are much, much larger on the inside than on the outside, and that doesn't even count the secret maze of tunnels behind the clock in the basement.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:33 No.1323179
26) Local Control Rule
Although the boss monster terrorizing the first city in the game is less powerful than the non-boss monsters that are only casual nuisances to cities later in the game, nobody from the first city ever thinks of hiring a few mercenaries from the later cities to kill the monster.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:34 No.1323185
27) Nostradamus Rule
All legends are 100% accurate. All rumors are entirely factual. All prophecies will come true, and not just someday but almost immediately.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:35 No.1323192
The basic ammunition for any firearms your characters have is either unlimited or very, very easy to obtain. This will apply even if firearms are extremely rare.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:36 No.1323197
29) Indestructible Weapon Rule
No matter how many times you use that sword to strike armored targets or fire that gun on full auto mode it will never break, jam or need any form of maintenance unless it is critical to the story that the weapon breaks, jams or needs maintenance.
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:39 No.1323216
30) Selective Paralysis
Your characters must always keep both feet on the ground and will be unable to climb over low rock ledges, railings, chairs, cats, slightly differently-colored ground, or any other trivial objects which may happen to be in their way. Note that this condition will not prevent your characters from jumping from railroad car to railroad car later in the game.
>> Anonymous 03/12/08(Wed)14:39 No.1323217
Well, not all games work exactly like this but there are a lot the start with the protagonist waking from a dream that relates to the main plot.

Link here:
>> Anonymous 03/12/08(Wed)14:40 No.1323219
Are you done being a fag yet?
>> JRPG CLICHE COUNTDOWN Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:41 No.1323224
31) Bed Bed Bed
A good night's sleep will cure all wounds, diseases, and disabilities, up to and including death in battle.
>> Lunarsandwich !2LEFd5iAoc 03/12/08(Wed)14:42 No.1323230
Well looks like you guys are prepared to start your own FF campaign

weeaboo faggots
>> Anonymous 03/12/08(Wed)14:42 No.1323231
No, I think he's just doing it to get the thread to hit its auto-sage limit faster.
>> Anonymous 03/12/08(Wed)14:43 No.1323235
>> Anonymous 03/12/08(Wed)14:49 No.1323259

Grats. Guy does a thread that gets archived for epic win, AND YOU'RE FAGGING UP THE SEQUEL.

Stop copypasting the list off of
>> Anonymous 03/12/08(Wed)14:49 No.1323260
My god did High School let out already? Yeah, we're doing stats for a JRPG, but at least it's original content.
>> Anonymous 03/12/08(Wed)14:50 No.1323269
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I knew I should have applied to be a janitor.
>> Anonymous 03/12/08(Wed)14:56 No.1323291
>> Anonymous 03/12/08(Wed)15:15 No.1323385
Well lets pack it up and wait till tonight, past the children's bed time.
>> Anonymous 03/12/08(Wed)15:52 No.1323539
Personally I think we should drop all references to contemporary DnD settings (Outer Planes, WotC gods & monsters, etc.) and keep the cosmology/mythology to established FF themes.

If I have time later I can bang out a list of the realms outside the standard Earthlike worlds (i.e. the Esper World from FF6 or the Void/Rift in FF5).
>> Anonymous 03/12/08(Wed)16:02 No.1323566
how the fuck does that work?
>> Anonymous 03/12/08(Wed)16:31 No.1323673
It actually fits really well. Though I think that is just the easy way out.
>> Anonymous 03/12/08(Wed)17:20 No.1323899
Depends on what you mean by "easy way out".

As many races as have actually BEEN statted, You're more likely than not to reprint one by accident 'making up' stats. Aside from the moogle's flight ability, none of the races actually manifest any truely unique abilities themselves... better to just borrow stats from an existing race that you "know" are balanced and then add the appropriate fluff.
>> Anonymous 03/12/08(Wed)18:11 No.1324072
This is the single greatest thing that has ever appeared on /tg/. I love it forever.
>> Anonymous 03/12/08(Wed)18:38 No.1324250
Final Fantasy is always good, hard to be weeabo when it is Final Fantasy... Though I am disappointed I missed the first two threads...
>> Anonymous 03/12/08(Wed)18:38 No.1324257
This all needs to be Wiki'd. For reals.

Augh, I want to play an FF D&D campaign so bad now. Unfortunately, I can't find any gamers here in Failorida, or at least not any who aren't total flakes. Even if I could find a group, I doubt that they'd be able to handle playing an FF campaign without acting like hyperactive anime characters.
>> Anonymous 03/12/08(Wed)18:43 No.1324294
>>Casting two Lightning Bolts in one round with no drawback... starting at 5th level?

Lightning bolt is a 3rd level spell, so the character has to be at least 8th level to cast it. And even then that would be both of his top level spells for the day.
>> Anonymous 03/12/08(Wed)18:45 No.1324306
Final Fantasy has, generally, shown pretty good taste when it comes to over-the-top anime-ish nonsense. More recent games have stumbled on this, but pretty much all of the 2D entries to the series have just been D&D on steroids and painted with the lavish talents of Nobuo and Amano, and I can respect it for finding that right mix of western and eastern aesthetics.

FFIV will always remain my favorite. Great characters, great story, great gameplay.
>> Anonymous 03/12/08(Wed)18:51 No.1324349
Oh, and I'd have to say that FFIV especially feels very much like a D&D campaign, especially with its nod to the Temple of Elemental Evil by means of the Elemental Fiends.

... I hate to admit it, even anonymously, but I have a notebook full of ideas for a sequel to FFIV. I just can't believe that VII and X got more games (and a movie in the case of VII) and IV goes ignored.

So, basically, what I'm saying is that I LOVE THESE THREADS SO MUCH.
>> Anonymous 03/12/08(Wed)18:56 No.1324372

Some summons could provide support effects (like Carbuncle in FF8). Otherwise there is always tripping or sundering. Maybe something that attempts to grapple multiple opponents? You also might consider the "curse" summon that apply random ailments like temporary blindness/deafness, -2 to saves, -2 to attack rolls, etc.
>> Anonymous 03/12/08(Wed)18:57 No.1324375
gb2/The Returners/, faggots.

There's already a FF system.
>> Anonymous 03/12/08(Wed)18:58 No.1324381
Reminds me of the group I hung out with after most of them finished college. The GM/DMs would not do a run unless more then three but less then six gamers were in attendance, otherwise we ended up watching animu...
>> Anonymous 03/12/08(Wed)19:03 No.1324412
The Returners... eh, it's just too literal of a translation of the game. I don't like my RPGs to be a session of math-turbation. And it doesn't really allow you much customization as to what your character can and can't do. You pick a class, and that's your class pretty much forever.

It's also nice to be able to quickly drop whatever you need from already existing d20 content into the game you're already running, especially when it comes to monsters or spells.
>> Anonymous 03/12/08(Wed)19:04 No.1324416
If I remember correctly, the origional Final Fantasy did a lot of ripping off of DnD monsters and ideas due to either time constraints or something else.
>> Anonymous 03/12/08(Wed)19:05 No.1324424
And I'm perfectly aware of the potential irony of saying that one game is a math jerkoff while d20 somehow isn't. d20 is as big of a math jerkoff as you want it to be.
>> Anonymous 03/12/08(Wed)19:07 No.1324430
Due to being pushed out the door in a hurry with the last thousand yen the company had to spend in the hopes of not going bankrupt.

Several D&D "iconic" creatures have been part of Final Fantasy including Mindflayers (seen usually as Squidlarken or 'Mindflares'), and beholders.
>> Anonymous 03/12/08(Wed)19:09 No.1324443
This is true. Mind flayers, elemental fiends, floating eyes (you can't tell me that's not inspired by beholders)... the coeurl, physically, is just a displacer beast with its tentacles moved to its face. FF1 even had semi-Vancian spellcasting.
>> Anonymous 03/12/08(Wed)19:17 No.1324488

At least they didn't make them look exactly like them and call them the same crap, like tibia did.
>> Anonymous 03/12/08(Wed)19:24 No.1324550
>>1322647Actually I take that back. The elvaan are the clumsiest race of FFXI.

somebody has to give Square credit for turning elves into 8ft tall militaristic deforesting swordsmen bad at magic.
>> Anonymous 03/12/08(Wed)19:43 No.1324645
Not sure there is much point to this. Stat-ing a new fantasy novel, sure. Stat-ing a new setting, absolutely. Stat-ing a game you can go play, with other people no less? What the fuck is the point? Why not just go play the fucking game lol?

fa/tg/uys fail, this is why

(not only that, other sites have done this, and done it better)

Fucking circle jerk of munchkins.
>> Anonymous 03/12/08(Wed)19:45 No.1324651
>>1324443the coeurl, physically, is just a displacer beast with its tentacles moved to its face.

coearls are from a sci fi novel, which is said to be what displacer beasts are based off of

also, Carbuncle
>> Anonymous 03/12/08(Wed)19:45 No.1324653

Good call on the wiki. I'm setting one up now.
>> Anonymous 03/12/08(Wed)19:51 No.1324684
There is a guy making PDFs. We don't really need a Wiki.
>> Anonymous 03/12/08(Wed)19:59 No.1324733

Ok, I'm the one doing the PDFs and setting up the wiki. Should I just stick with PDFs only? Let me know what you all think. I really don't want to be dealing with administrating the wiki. So I'd need people that would want to do that if I do set one up.
>> Anonymous 03/12/08(Wed)20:00 No.1324742

I was wondering when this would happen.

I will totally contribute canon fluff.
>> Anonymous 03/12/08(Wed)20:06 No.1324765

Have you ever tried actually playing that damn thing? I have. Turned me off to role-playing and DM'ing for a good three years.
>> Anonymous 03/12/08(Wed)20:29 No.1324905

If anyone wants to contribute but doesn't know where to start or doesn't awnt to do full stat blocks, I have placed red comments in the latest PDF detailing sections that need to be filled in. Aside from the Archaic Summoner PrC, everything else is free game, though it looks like our main contributer is sticking with the Archaic Lords title/name.
>> Anonymous 03/12/08(Wed)20:36 No.1324940
Second, it's a terrible game.

I think both would be good
>> Anonymous 03/12/08(Wed)21:00 No.1325061
Hey OP, keep up the good work! This stuff is great. You though of branching out into some of the other stranger summons? DoomTrain, Fenrir, Sylph, Tritoch etc
>> Carbuncle Part 1 Anonymous 03/12/08(Wed)21:06 No.1325105
Lesser Avatar,
Small Outsider
Hit Dice: 10d10+20 (75hp)
Initiative: +8
Speed: 20ft, fly 40ft (perfect)
AC: 23 (+1 Size, +4 Dex, +8 Deflection), Flatfooted 19, Touch 23
Base Attack/Grapple: +10 / +5
Attack: Bite +15 Melee (1d4-1), or Ruby Ray +15 Ranged (1d10+8)
Full Attack: Bite +15 melee (1d4-1) and Claws +10 Melee (1d3-1), or Ruby Ray +13/+13/+8 Ranged (1d10+8)
Face/Reach: 5ft / 5ft
Special Attacks: Ruby Ray
Special Qualities: Damage Reduction 10/Lawful and Cold Iron, Outsider Traits, Aura of Deflection, SR 25
Saves: Fort +9, Ref +11, Wil +9
Abilities: Str 9, Dex 19, Con 15, Int 13, Wis 15, Cha 27
Skills: Escape Artist +17(+19 vs Ropes), Hide +20, Listen +15, Move Silently +16, Open Lock +15, Search +15, Sleight of Hand +14, Sense Motive +12, Spot +15, Survival +12 (+14 following tracks), Use Rope +6 (+8 with bindings)
Feats: Dodge, Improved Initiative, Point Blank Shot, Rapid Shot
Environment: Chaotic Aligned Plane
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: -

Carbuncle is a mischievous Archaic Lord known to dwell, for short times at least, on several chaotic aligned planes. He is playful and inquisitive, especially about mortal affairs, but is quite sharp mentally. Carbuncle is more likely to be bribed into your favour than fought.

Avatars of Carbuncle appear as small blue-green fox-like creatures with a single, large ruby jewel on their foreheads. They generally favour fae masters, and will often make concessions to aid them before another caster.

Avatars of Carbuncle speak Celestial, Abyssal, and Sylvan with chittering voices
>> Carbuncle Part 2 Anonymous 03/12/08(Wed)21:06 No.1325110
Avatars of Carbuncle are loathe to enter combat, particularly melee combat. They prefer to chide opponents from a distance, firing their Ruby Ray at foes and letting opponent's magic bounce back at them.

Ruby Ray(Su): An Avatar of Carbuncle can create rays of magic energy at will, firing them as ranged touch attacks. Each ray deals 1d10 points of damage plus the Avatar of Carbuncle's charisma modifier. *The Full attack line above assumes the Avatar of Carbuncle uses the Rapid Shot ability. If they choose not to their full attack is Ruby Ray +15/+10 Ranged (1d10+8)

Aura of Deflection(Su): An Avatar of Carbuncle is always surrounded by an invisible barrier that deflects attack. In addition to providing a deflection bonus to AC equal to the Avatar of Carbuncle's Positive Charisma Bonus the aura will rebound spells as well. Any time a spell or spell-like ability that targets the Avatar of Carbuncle fails against the Avatar of Carbuncle's spell resistance, that spell effect is reflected against it's caster. This applies to effects whose spell level is no more than half the Avatar of Carbuncle's HD total. (5th spell level for the above Avatar).
>> Carbuncle Part 3 Anonymous 03/12/08(Wed)21:08 No.1325121
Archaic Summons
Spell Level: 5th
Power: Ruby Light: An incarnation of Carbuncle rises over your heads, engulfing you and all allies within 50ft in a shower of ruby light. The next spell or spell-like ability of 5th caster level or lower which targets a creature so protected(regardless of source) is negated. Spells of 2nd level or lower are instead reflected back on their caster as though by Spell Turning.This protection lasts until discharged or for a number of rounds equal to the summoners caster level. This will also potentially deflect even beneficial spell effects.

Special: Carbuncle is easily bribed, and can be convinced(with effort) to provide alternate services. If the caster holds a gemstone, or gemstones, of the proper value in their hand when they cast the spell, sacrificing it to Carbuncle, they can get carbuncle to provide alternate effects. Gemstones used in this way vanish.

Sapphire worth at least 1000gp: Sapphire Light: A soft blue glow suffuses the area of effect. The caster and all allies gain fast healing 3 for a number of rounds equal to the caster level of the summoner.
Emerald worth at least 1500gp: Emerald Light: A viridian radiance shines over the party. The caster and all allies are hasted, as the spell, for a number of rounds equal to the summoner's caster level.
Diamond worth at least 2500gp: Diamond Light. A brilliant scintillation engulfs the area. The caster and all allies are engulfed in an aura of protection. They gain Damage Reduction 5/-. This lasts for a number of turns equal to the summoner's caster level or until the effect has absorbed a number of hitpoints of damage equal the summoner's caster level times 5.
>> Anonymous 03/12/08(Wed)21:11 No.1325144
a magic ruby armandillo was in the FIend Folio
>> Anonymous 03/12/08(Wed)21:20 No.1325198
Well, the FF Carbuncle sure ain't the D&D Carbuncle, that's for sure.
>> Anonymous 03/12/08(Wed)21:22 No.1325213
There's Carbuncle... still not sure if the extra different gems idea was too much for him... might increase the necessary spell level.

To touch on a couple of things:
I'm Keeping Archaic Lords for now cause I kinda like it... I mean, they've been called a dozen things over the years so I could go with any one of them, the only uniform part of their name was "Summons" and I wanted to make sure to keep them seperate from the standard Summon Monster/nature's Ally spells. But I'd be open to a new name(besides, keeping the same name means if It needs to be changed, it's just one Find/replace job away).

For the Complainers:
You do raise some valid points. But, really, I like BOTH video RPGs and Pen and Paper RPG's, for different reasons, but that doesn't mean they have to remain mutually exclusive.

As for the botheration with the Returner's stuff... yikes. Look, it was never my intention to make Final Fantasy D20(I didn't actually have an intent, other than to share one monster in a statme, it's just kinda snowballed), all of my monsters(and the one PrC) are being made specifically for D&D. Because that's the primary Fantasy D20 game, and the only fantasy d20 game that I play. That's why the the critters have Spell-like Abilities and references to the D&D great wheel. IF an actual D20 Final Fantasy product were created, my monsters could be dropped in there with just a bit of tweaking fluff, but frankly I don't think it's necessary. D&D has everything you need for a Final Fantasy themed game with nothing but a bit of tweaking of fluff. It's not necessary to create whole new classes and new spells when a few simply name-changes and some roleplaying will accomplish the same thing.

We don't have to create a whole new system, but it's nice to make a few useful tools to add more flavour and flare to an existing system to accomplish the same.
>> Anonymous 03/12/08(Wed)21:25 No.1325229
     File :1205371536.jpg-(68 KB, 558x800, 012.jpg)
68 KB
Keep up the good work!
>> Anonymous 03/12/08(Wed)21:31 No.1325256
>We don't have to create a whole new system, but it's nice to make a few useful tools to add more flavour and flare to an existing system to accomplish the same.

Which is why I'm glad you and everyone else isn't doing that, and just doing FF-related crunchwork for fun. I mean, I appreciate this because even if I don't run a "Final Fantasy d20" game, I could still do something like toss one of these monsters at my PCs.
>> Anonymous 03/12/08(Wed)21:31 No.1325257

I totally agree. Even though I haven't actually contributed any content yet, I saw this project as more of a splat book to be used with D&D than a full campaign setting.

So far there have only been two supporters of the wiki, and no volunteers for admins if I do get one up. As it is, I'm spending a lot of time getting everything formatted for the PDF, so I don't have time to make sure the wiki is setup right. If you really want a wiki speak up and/or volunteer to take charge.
>> Anonymous 03/12/08(Wed)21:37 No.1325296
So, the black mage. Seems like Intelligence would be the proper stat for their spellcasting. It should be spontaneous, assuming that spells need to be recited rather than memorized. 1/2 BAB, definitely. Good will. 4 + Int skill points per level. d4 hit die? I rather dislike the d4 hit die, I'd rather make the d6 the lowest for the FF setting. Definitely needs its own spell list, focusing on nasty evocation and conjuration spells, with a few of the more macabre or fearful illusions and enchantments thrown in.

A similar revision should be necessary for the white mage, who obviously isn't just a cleric. FF white mages aren't as combat ready as D&D clerics, though they should certainly be a little better in a scrap than black mages. I'm not sure how to balance them out if their domains, proficiencies, and undead turning are taken away, though...

I don't think that the FF classes should distinguish between divine and arcane magic, so the usual penalties to armor should still exist, regardless of magic type.
>> Anonymous 03/12/08(Wed)21:44 No.1325343
I'm actually planning a bit on throwing a Tonberry at my PCs. Just as a nice little Easter-egg/ possible TPK.

Btw, speaking of FF, Lost Odyssey is pretty damn cool, although it would probably play better in Exalted.
>> MonkeyToho 03/12/08(Wed)21:45 No.1325349

I would suggest taking a look at the Healer class from the Miniature's Handbook. They have defensive magic and phenomenal healing--adding cha bonus to any spell from the healing subschool for any hit point restoration, in addition to their level. Their combat abilities suck balls on the walls, though.
>> Anonymous 03/12/08(Wed)21:59 No.1325469
Ah, yes, the Healer might be a good starting point to design the White Mage. A White Mage's repertoire is a little more diverse than the Healer's, but it's still closer than the cleric.
>> Anonymous 03/12/08(Wed)22:00 No.1325482

The goal so far has been to keep this as an additive to D&D, not a setting. So changing the minimum HD size and doing away with arcane / divine isn't really in the spirit of what is going on. The black mage probably doesn't even need to be statted up. Play an evoker and roleplay the rest.
>> Anonymous 03/12/08(Wed)22:10 No.1325522
Eh, this is for my own amusement, now. We've got the Red Mage now, so why not write up a few classes or class variants for FF?
>> NEW PDF Anonymous 03/12/08(Wed)22:12 No.1325537
** PDF UPDATE FOR 03/12/08 **

I have a movie to watch tonight so I'm doing the update a little earlier than I said I would. It looks like we're going to need a new title (or at least a new subtitle) for this project; We're not dedicated to only monsters anymore.

Just reread my response, sorry if it came off as discouraging. I fully support anyone that wants to contribute to this, I'm just trying to make sure it all fits together.
>> Anonymous 03/12/08(Wed)22:12 No.1325538
This stuff is getting archived right?
>> MonkeyToho 03/12/08(Wed)22:13 No.1325543

I still made up a Black Mage spell list, because I'm bored.

* - denotes spell from Complete Arcane

0-level: Acid Splash,Flare,Ray of Frost,Touch of Fatigue

1st: Orb of Acid, Lesser*, Orb of Cold, Lesser*, Orb of Electricity, Lesser*, Orb of Fire, Lesser*, Grease, Burning Hands, Magic Missile, Shocking Grasp, Cause Fear, Chill Touch, Ray of Enfeeblement

2nd: Fireburst*, Earthen Grasp*, Whirling Blade*, Acid Arrow, Darkness, Flaming Sphere, Scorching Ray

3rd: Dispel Magic, Fireball, Lightning bolt, Ray of Exhaustion, Vampiric Touch, Resonanting Bolt*

4th: Blast of Flame*, Orb of Acid*, Orb of Cold*, Orb of Electricity*, Orb of Fire*, Blistering Radiance*, Evard's Black Tentackles, Confusion, Fire Shield, Ice Storm, Shout, Wall of Fire, Wall of Ice, Bestow Curse, Enervation

5th: Arc of Lightning*, Vitriolic Sphere*, Fireburst, Greater*, Cloudkill, Cone of Cold, Waves of Fatigue, Wall of Force

6th: Dispel Magic, Greater, Acid Fog, Wall of Iron, Chain Lightning, Freezing Sphere, Mislead, Shadow Walk, Veil, Eyebite

7th: Emerald Flame fist*, Sword of Darkness*, Delayed Blast Fireball, Mage's Sword, Prismatic Spray, Finger of Death

8th: Blackfire*, Flensing*, Incendiary Cloud, Power Word Stun, Polar Ray, Shout, Greater, Sunburst, Horrid Wilting

9th: Sphere of Ultimate Destruction*, Gate, Power Word Kill, Meteor Swarm, Energy Drain, Time Stop, Wish
>> Anonymous 03/12/08(Wed)22:18 No.1325554
Not a bad start. Needs illusion, necromancy, and enchantment spells that fit the "harm and control" theme, however. Right now it's a little too focused on blasting, and even if it's an FF game, it's also tabletop, so more variety is needed.
>> MonkeyToho 03/12/08(Wed)22:27 No.1325592

I whipped it up in the span of a few minutes, and going by what little I remember of the FF games. I don't see BM's having much in the way of utility spells, or even necromancy spells; they were always better at making sure things STAY dead than raising them.

But hey, hopefully someone can expand on this more than I can.
>> Anonymous 03/12/08(Wed)22:28 No.1325607

And as I promised, Porn!
>> Anonymous 03/12/08(Wed)22:29 No.1325611
1. gotta remember, the black mages you saw were from vidya games, there are a great deal of spells that are useless in video games that are used in table top games. 2. ffXI has them able to teleport. 3. Why not throw in some elemental control spells? Most of their attack spells deal with the elements already, how about animate fire or control water?
>> Anonymous 03/12/08(Wed)22:30 No.1325614
The Major Spellcasters (Black, White, Blue(time) have always broken down like this in my mind:

Black: Doom and Gloom- The offensive elemental spells, negative energy spells(Inflict), most status effects(blind, curse, etc), spells about creating and controling undead.

White: Health and Protection- Healing spells, spells that aleviate status ailments, protection spells, spells that destory undead, spells that smite evil and unnatural creatures.

Blue(Time)- The manipulation of Time and Space: Force Spells, the bigby's hands spells, spells which directly affect time(haste, slow) and space(teleport, disintigrate) and the summoning spells.

Stick the new spell list on a wizard, switch to the MP variant from UA and bam, colour mages.

The problem, though, is that even with mixing and matching the ideal spell-list, they're all going to come up kind of one-sided because, in the games, the classes are made to support one another as well as the party compared to the more"self sufficient" powers of the Wizard and cleric... the FF mages come off as a bit one-dimensional in terms of power.
>> MonkeyToho 03/12/08(Wed)22:30 No.1325617

Valid point. Gimme a little bit to try and rework this.
>> LIBERATION! 03/12/08(Wed)22:34 No.1325632
Blue magic isn't usually time magic. Blue consists entirely of magic effects used by monsters, and learned by getting hit by them. Time magic is just Time magic, it's own category.
>> Anonymous 03/12/08(Wed)22:36 No.1325640
Green Magic is time magic in FF12. Blue is what you steal/learn from monsters.