CLASSES AND PRESTIGE CLASSES OF FINAL FANTASY
BERSERKER
A Berserker is a warrior who fights battles in an unbridled rage, and is thus vicious but uncontrollable. Berserkers characteristically dress in animal skins, much like the classic Norse Berserkers. In most games, the Berserker has access only to physical attacks is not directly controlled by the player, simply attacking enemies automatically on each battle turn. The character Umaro from Final Fantasy VI (whose class is given as Sasquatch in the Japanese language version and as Yeti in the North American version) is analogous to the Berserker class. Vincent Valentine's Limit Break Ability in Final Fantasy VII gives him berserker traits. Berserker is present as a class in Final Fantasy V and Final Fantasy X-2.
Many Final Fantasy games include the spell "Berserk", or some other equivalent ability, which can be used to mimic the characteristics of the berserker class (that is, the target gains increased physical strength and sometimes speed, but becomes uncontrollable and can use only physical attacks).
Game Considerations: Stock Barbarian class, with stock abilities. Rage now also has the added effect of a Haste spell for it's duration.
BARD/DANCER
Bards in the Final Fantasy series use songs to cause effects, often strengthening the party or weakening the opposition through temporary stat reduction. They generally equip harps as weapons, which vary in strength from game to game. Moreover, some Bard incarnations, including Edward Chris von Muir from Final Fantasy IV, have the ability to hide from the enemy. This command is mainly inserted due to the Bard's low physical abilities. The attempted insult "You spoony bard!" from Final Fantasy IV is often parodied in Internet Culture, particularly among Final Fantasy fans. A variation of the class, the Dancer uses special dances to cause status effects or damage to all enemies on a battle field. Other variations include types of Moogles, Songstresses, and various members of royalty. Bards are the most desirable class for experience parties in Final Fantasy XI because of their MP regeneration songs as well as their stat boosting songs. The Bard class is seen in Final Fantasy III, Final Fantasy V along with Dancer, Final Fantasy XI, and Final Fantasy X-2 as the Songstress. In Final Fantasy Tactics Bard and Dancer are the only male and female (respectively) unique classes. Edward from Final Fantasy IV is characterized as a Bard, while Mog from Final Fantasy VI has the Dance ability.
Alignment: Any nonlawful.
Hit Die: d8.
Class Skills
The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
|
Table: The Bard |
||||||
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
––—— Songs/Dances——–— |
|
1st |
+0 |
+0 |
+2 |
+2 |
Bardic knowledge, countersong/counterdance, |
Song/Dance of Defense |
|
2nd |
+1 |
+0 |
+3 |
+3 |
|
|
|
3rd |
+2 |
+1 |
+3 |
+3 |
|
Song/Dance of Sleep |
|
4th |
+3 |
+1 |
+4 |
+4 |
|
|
|
5th |
+3 |
+1 |
+4 |
+4 |
|
Song/Dance of Attack |
|
6th |
+4 |
+2 |
+5 |
+5 |
|
|
|
7th |
+5 |
+2 |
+5 |
+5 |
|
Song/Dance of Slow |
|
8th |
+6/+1 |
+2 |
+6 |
+6 |
|
|
|
9th |
+6/+1 |
+3 |
+6 |
+6 |
|
Song/Dance of Magical Defense |
|
10th |
+7/+2 |
+3 |
+7 |
+7 |
|
|
|
11th |
+8/+3 |
+3 |
+7 |
+7 |
|
Song/Dance of Blindness |
|
12th |
+9/+4 |
+4 |
+8 |
+8 |
Leadership |
|
|
13th |
+9/+4 |
+4 |
+8 |
+8 |
|
Song/Dance of Spell Restoration |
|
14th |
+10/+5 |
+4 |
+9 |
9 |
|
|
|
15th |
+11/+6/+1 |
+5 |
+9 |
+9 |
|
Song/Dance of Frog |
|
16th |
+12/+7/+2 |
+5 |
+10 |
+10 |
|
|
|
17th |
+12/+7/+2 |
+5 |
+10 |
+10 |
|
Song/Dance of Countering |
|
18th |
+13/+8/+3 |
+6 |
+11 |
+11 |
|
|
|
19th |
+14/+9/+4 |
+6 |
+11 |
+11 |
|
Song/Dance of Confusion |
|
20th |
+15/+10/+5 |
+6 |
+12 |
+12 |
|
Ever Song/Ever Dance |
Class Features
All of the following are class features of the bard.
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields).
Songs/Dances: At first level, and every other level following a bard/dancer gains specialized songs/dances that can either help him and his allies, or hinder his enemies.
Bardic songs are in two categories, buffing and debuffing. Buffing spells all have special rules. Debuffing spells do as well, but they can be resisted with a will check. The Difficulty Class for a saving throw against a bard’s/dancer's song/dance is 10 + ½ the Bard's/Dancer's level + the bards/dancer’s Charisma modifier. These songs are the only action that the bard can take for the entire duration of each.
Song/Dance of Defense: This song/dance gives all members of the Bard/Dancer's party a +1 competence bonus to armor class, that increases by +1 every 4 levels to a maximum of +5. So +1 at 1st, +2 at 4th, +3 at 8th, +4 at 12th, and +5 at 16th.
Song/Dance of Sleep: This song/dance is a debuffing ability that puts a single target to sleep for 1 round for every 5 levels with a maximum of 4 rounds. So at 3nd level it would be 1 round, 8th level it would be 2 rounds, 13th it would be 3 rounds, 18th would be 4 rounds.
Song/Dance of Attack: This song/dance gives all members of the Bard/Dancer's party a +2 competence bonus to attack, that increases by +1 every 5 levels to a maximum of +5. So +2 at 5th, +3 at 10th, +4 at 15th, and +5 at 20th.
Song/Dance of Slow: This song/dance is a debuffing ability that subtracts 1 action from a target, if the target only has one action then it takes two rounds to make a full action. This lasts for 1 round per 2 levels of the casting Bard/Dancer rounded down. A 10th level bard would slow someone for 5 rounds.
Song/Dance of Magical Defense: This song/dance gives all members of the Bard/Dancer's party a +3 competence bonus to all saves resulting from a spell, this increases by +1 at 14th and 20th. So +3 at 9th, +4 at 14th, and +5 at 20th.
Song/Dance of Blindness: This song/dance is a debuffing ability that blinds a single target for 2 rounds for every 3 levels with a maximum of 4 rounds. So at 11th level it would be 2 round, 14th level it would be 3 rounds, and 17th it would be 4.
Song/Dance of Spell Restoration: This song/dancer can only be done 1/day, but it fully recharges any one in the bard's/dancer's party spells as if they had a full night's rest.
Song/Dance of Frog: This song/dance is a debuffing ability that turns a single target into a frog, with the same amount of hitpoints as the target but with none of the abilities for 1 rounds for every 2 levels with a maximum of 4 rounds. So at 15th level it would be 2 round, 17th level it would be 3 rounds, and 19th it would be 4.
Song/Dance of Countering: This song/dancer can only use this once per day, and it only affects one person, but anytime anyone in the party is attacked the target of this song is allowed to make an immediate counter attack (if he is within range) at his highest base attack bonus.
Song/Dance of Confusion: This song/dance is a debuffing ability that turns a single target against his allies and/or himself for 4 rounds.
Ever Song/Ever Dance: This song/dance allows the Bard to affect all enemies, with all debuffing songs/dances at the same time, or alternatively affect all party members with all buffing songs/dances at the same time.
Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
|
DC |
Type of Knowledge |
|
10 |
Common, known by at least a substantial minority drinking; common legends of the local population. |
|
20 |
Uncommon but available, known by only a few people legends. |
|
25 |
Obscure, known by few, hard to come by. |
|
30 |
Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge. |
Countersong/Counterdance: A bard with 3 or more ranks in a Perform skill can use his music or damce to counter song/dance effects from other bards. Each round of the countersong/counterdance, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent debuff may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong/counterdance is already under the effect of a song it gains another saving throw against the effect each round it hears the countersong/counterdance, but it must use the bard’s Perform check result for the save. Countersong/Counterdance has no effect against effects that don’t allow saves. The bard may keep up the countersong/counterdance for 10 rounds.
Ex-Bards
A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.
BLUE MAGE
The Blue Mage is a practitioner of blue magic, a specialized school of magic which replicates the special attacks of various monsters, usually through observation: in most games, the only way to learn blue magic spells is to survive being targeted by them. Blue Mages have appeared as classes in Final Fantasy V, Final Fantasy Tactics Advance, Final Fantasy X-2 (as 'Gun Mages), and the Final Fantasy XI: Treasures of Aht Urhgan expansion pack. Additionally, various characters in other games have been identified as Blue Mages, including Strago Magus, Quistis Trepe (Final Fantasy VIII), Quina Quen (Final Fantasy IX), and Kimahri Ronso (Final Fantasy X). In Final Fantasy VII, the "Enemy Skills" materia allows a character to cast blue magic.
Alignment: A Blue Mage can be of any alignment
Hit Die: d6.
Class Skills
The Blue Mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), (Cha), Knowledge (arcana) (Int), Knowledge (monster abilities) (Int)Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
|
Table: The Blue Mage |
||||||
|
|
|
|
|
|
|
—— Blue Points——– |
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
|
1st |
+0 |
+2 |
2 |
+2 |
Lancet |
2 |
|
2nd |
+1 |
+3 |
3 |
+3 |
Scan |
3 |
|
3rd |
+2 |
+3 |
3 |
+3 |
|
4 |
|
4th |
+3 |
+4 |
4 |
+4 |
|
5 |
|
5th |
+3 |
+4 |
4 |
+4 |
Absorb |
6 |
|
6th |
+4 |
+5 |
5 |
+5 |
|
7 |
|
7th |
+5 |
+5 |
5 |
+5 |
|
8 |
|
8th |
+6/+1 |
+6 |
6 |
+6 |
|
9 |
|
9th |
+6/+1 |
+6 |
6 |
+6 |
|
10 |
|
10th |
+7/+2 |
+7 |
7 |
+7 |
Absorb (No Damage) |
11 |
|
11th |
+8/+3 |
+7 |
7 |
+7 |
|
12 |
|
12th |
+9/+4 |
+8 |
8 |
+8 |
|
13 |
|
13th |
+9/+4 |
+8 |
8 |
+8 |
|
14 |
|
14th |
+10/+5 |
+9 |
9 |
+9 |
|
15 |
|
15th |
+11/+6/+1 |
+9 |
9 |
+9 |
Absorb (Safe) |
16 |
|
16th |
+12/+7/+2 |
+10 |
10 |
+10 |
|
17 |
|
17th |
+12/+7/+2 |
+10 |
10 |
+10 |
|
18 |
|
18th |
+13/+8/+3 |
+11 |
11 |
+11 |
|
19 |
|
19th |
+14/+9/+4 |
+11 |
11 |
+11 |
|
20 |
|
20th |
+15/+10/+5 |
+12 |
12 |
+12 |
Lancet (Steal) |
21 |
|
Blue Magic has no set spell levels, how ever there are limitations, please see below for rules. |
||||||
Class Features
All of the following are class features of the Blue Mage.
Weapon and Armor Proficiency: Blue Mages are proficient with quarterstaves, and all pole arms.
Blue mages are proficient with light and medium armor. They incur no spell failure in light or medium armor, but they incur spell failure in heavy armor but at 10% less than listed for the armor.
Blue Magic: Blue magic are abilities that monsters have, anything listed in the back of the Monster Manual is potentially blue magic. Any spell-like ability, feat, special ability, spell, subtype, or extraordinary ability have the potential to be blue magic.
Blue magic has set costs per ability type trying to be used. Anything with a duration other than instantaneous last as many rounds as the blue mage has levels of the blue mage class unless the blue mage is casting a spell or spell like ability, then it is the duration listed. Certain abilities, like breathing water, taking on a subtype, etc all also last as long as the blue mage has class levels. Once an ability has been used to it's duration if the blue mage has enough blue points he can just cast it again.
Spell-like abilities and spells cost twice the spell level being cast in blue point. A shield spell (1st level spell) being cast by a blue mage would cost 2 blue points to cast.
Any feat cost 1 blue point to cast, and last as many rounds as the characters blue mage level. A single feat can not be cast twice, and it can not be used to qualify for a prestige class. However, the blue mage does not have to qualify for the feat to be able to use it. This is only for feats that the blue mage has taken from monsters/NPCS/PCs, and not feats they earn through level advancement.
Supernatural abilities cost 5 blue points to activate. Use the rules based on the Monster Manual to figure these out. An example being:
Kimari has used Lancet and has taken the breath weapon from a blue dragon. Find the breath weapon entry in the back of the Monster Manual to find out the rules for using it.
A breath weapon attack usually deals damage and is often based on some type of energy.
Such breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + breathing creature’s Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save.
By this example, when Kimari uses this breath weapon it will have a DC of 10+1/2 Kimari's HD (he is a 12th level Blue mage, so for this example it will be 6)+Kimari's Con modifier (+2 in this case). His breath weapon DC is 18. Since he got this from a blue dragon the breath weapon is a bolt of lightning and needs a reflex save to halve.
The damage is based on the dragon Kimari learned the ability from. In this case, Kimari is a 12th level blue mage. All he has to do is find the nearest (rounded down) damage chart for blue dragon that is CR 12 or lower. As Kimari levels up, so does his breath weapon. Making learning a breath weapon from a dragon a very intelligent move. If he learned a breath attack from something that does not have a chart, then it will be treated as always being the same damage the base creature rolls.
Extraordinary Abilities cost 3 blue points to activate, and the duration that the blue mage can use this ability in is always his class level in rounds. He can use it more than once in that duration, once the duration ends he will have to either recast or let it go.
Subtypes cost 10 blue points to activate, and last either one full day or until the blue mage wishes to revert back to no subtype(or its normal subtype) or change subtype. When a blue mage takes on a subtype he gains all benefits and drawbacks of that subtype. An example:
Kimari has used Lancet to learn the Fire subtype from a fire elemental. During the fight he was wounded badly and does not have a white mage in his party. Instead of waiting to heal, he uses his new fire subtype to turn into sentient ball of fire. He then has the party's black mage cast Fire II on him. This heals Kimari fully.
Lancet: A blue mage can use Lancet to send out blue floating balls of blue light from the demi-plane of Blue Magic into a target with a ranged touch attack. If the target is willing to give the blue mage an ability it will not resist. If it is not willing, then the blue mage must make a special blue magic check. This is a d20+ ½ blue mage's level rounded down+Cha Modifier, which has to beat the target's CR+Will Save+5. For Example:
Kimari wants to learn Swallow Whole from a sandworm. He succeds in a ranged touch attack, and the sandworm resists. Kimari is 12th level and has a Charisma modifier of +4. He rolls a d20 and gets a 15, leaving him with a 25. The Sandworm is a CR 14 creature, has a Base will save of 5. Leaving the sandworm with 24. Kimari beats the sandworm and learns Swallow Whole.
Scan: A blue mage can take a full round action to examine a creature/person, after which the blue mage will know roughly how difficult the target will be to fight, what it is weak aganist if anything, and what it is strong against if anything. Example:
Kimari finds himself staring down a water elemental, after scanning it he learns that a water attack will heal it and a lightning attack will do a lot of damage. He also learns that the elemental is already half way to being beaten.
Absorb: A blue mage that is attack with an ability/spell/spell-like ability that he has the capability to learn he can choose not to make a saving throw (if one is allowed) and instead make a Blue Magic check (d20+ ½ blue mage levels+Cha modifier vs target's CR+Will Save+5) and learn the ability. He will still take full damage or ailment from the attack.
Absorb (No Damage): A blue mage with this level of absorb can do the same thing as normal absorb allows, but if his check is successful he takes no damage from the attack.
Absorb (Safe): This is the same as Absorb (No Damage) but now even if he fails he takes no damage so long as he fails by no more than 8.
Lancet (Steal): This is the same as Lancet, only now the blue mage not only learns the ability but removes the target's ability to use the power/ability stolen from it for the rest of the day.
GEOMANCER
Geomancers channel the powers of the environment around them. Therefore, their abilities differ depending on where they currently are. If in a forest, they will attack with vines and forest animals, if in a cave with rockslides, if in a desert with quicksand, etc. Geomancers are featured in a few Final Fantasy games, either as a class or in loose association with a characters powers. They first appear in Final Fantasy III, and they reappear in Final Fantasy V and Final Fantasy Tactics. Mog the moogle (Final Fantasy VI) is considered a member of the Dancer class, however, his dances are elemental in nature and change depending on his environment, therefore making his abilities much closer to a Geomancer's than a Dancer's.
Alignment: Any
Hit Die: d8.
Class Skills
The Geomancer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
|
Table: The Geomancer |
|||||||||||||||
|
|
|
|
|
|
|
———————— Spells per Day ——–————— |
|||||||||
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1st |
+0 |
0 |
+0 |
+2 |
Terrain Specialization, nature sense, wild empathy |
3 |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
+1 |
0 |
+0 |
+3 |
Woodland stride |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
3rd |
+2 |
1 |
+1 |
+3 |
Trackless step |
4 |
2 |
1 |
— |
— |
— |
— |
— |
— |
— |
|
4th |
+3 |
1 |
+1 |
+4 |
Resist nature’s lure |
5 |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
|
5th |
+3 |
1 |
+1 |
+4 |
Terrain Specialization |
5 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
— |
|
6th |
+4 |
2 |
+2 |
+5 |
|
5 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
— |
|
7th |
+5 |
2 |
+2 |
+5 |
|
6 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
|
8th |
+6/+1 |
2 |
+2 |
+6 |
|
6 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
|
9th |
+6/+1 |
3 |
+3 |
+6 |
Venom immunity |
6 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
|
10th |
+7/+2 |
3 |
+3 |
+7 |
Terrain Specialization |
6 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
|
11th |
+8/+3 |
3 |
+3 |
+7 |
|
6 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
|
12th |
+9/+4 |
4 |
+4 |
+8 |
|
6 |
5 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
|
13th |
+9/+4 |
4 |
+4 |
+8 |
|
6 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
— |
|
14th |
+10/+5 |
4 |
+4 |
+9 |
|
6 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
— |
— |
|
15th |
+11/+6/+1 |
5 |
+5 |
+9 |
Timeless body, Terrain Specialization |
6 |
5 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
|
16th |
+12/+7/+2 |
5 |
+5 |
+10 |
|
6 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
— |
|
17th |
+12/+7/+2 |
5 |
+5 |
+10 |
|
6 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
|
18th |
+13/+8/+3 |
6 |
+6 |
+11 |
|
6 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
|
19th |
+14/+9/+4 |
6 |
+6 |
+11 |
|
6 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
|
20th |
+15/+10/+5 |
6 |
+6 |
+12 |
Terrain Specialization |
6 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
4 |
4 |
Class Features
All of the following are class features of the Geomancer.
Weapon and Armor Proficiency: Geomancers are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
Geomancers are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A Geomancer may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Geomancers are proficient with shields (except tower shields) but must use only wooden ones.
A geomancer who wears prohibited armor or carries a prohibited shield is unable to cast geomancer spells while doing so and for 24 hours thereafter.
Spells: A Geomancer casts divine spells, which are drawn from the Geomancer spell list. A Geomancer must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the Geomancer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a geomancer’s spell is 10 + the spell level + the geomancer’s Wisdom modifier.
Like other spellcasters, a geomancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.
A geomancer prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Terrain Casting, below). A geomancer may prepare and cast any spell on the Geomancer spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Terrain Casting: Geomancers have spell lists for terrain types, and can only cast those spells while on that terrain. However, if the Geomancer has a Terrain Specialization in the terrain she is on, all of her spells are effected by +4 caster level and she has all the spells she would if she were a level higher.
Terrain Specialization: There are 7 terrain types to choose from, Plains, Arctic, Desert, Wooded, Ocean, Mountain, and Underground. Each Specialization gives the Geomancer a special ability.
Bonus Languages: A Geomancer’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A Geomancer also knows Geomanceric, a secret language known only to Geomancers, which she learns upon becoming a 1st-level Geomancer. Geomanceric is a free language for a Geomancer; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Geomancers are forbidden to teach this language to nonGeomancers.
Geomanceric has its own alphabet.
Nature Sense (Ex): A Geomancer gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A Geomancer can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Geomancer rolls 1d20 and adds her Geomancer level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Geomancer and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A Geomancer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a Geomancer may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a Geomancer leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a Geomancer gains a +4 bonus on saving throws against the spell-like abilities of fey.
Venom Immunity (Ex): At 9th level, a Geomancer gains immunity to all poisons.
Timeless Body (Ex): After attaining 15th level, a Geomancer no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the Geomancer still dies of old age when her time is up.
Geomancer Spell List by Terrain:
Any Terrain Spells
0-LEVEL GEOMANCER SPELLS
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.
1ST-LEVEL GEOMANCER SPELLS
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-ft. square or one object slippery.
Identify M: Determines properties of magic item.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Summon Nature's I: Calls extraplanar creature to fight for you.
2ND-LEVEL GEOMANCER SPELLS
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkness: 20-ft. radius of supernatural shadow.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level..
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Scare: Panics creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Summon Nature's Ally II: Calls extraplanar creature to fight for you.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL GEOMANCER SPELLS
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Daylight: 60-ft. radius of bright light.
Fear: Subjects within cone flee for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haste: One creature/level moves faster
Phantom Steed: Magic horse appears for 1 hour/level.
Scrying F: Spies on subject from a distance.
See Invisibility: Reveals invisible creatures or objects.
Slow: Slow
Speak with Animals: You can communicate with animals.
Summon Nature's Ally III: Calls extraplanar creature to fight for you.
4TH-LEVEL GEOMANCER SPELLS
Detect Scrying: Alerts you of magical eavesdropping.
Freedom of Movement: Subject moves normally despite impediments.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Locate Creature: Indicates direction to familiar creature.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Speak with Plants: You can talk to normal plants and plant creatures.
Summon Nature's Ally IV: Calls extraplanar creature to fight for you.
5TH-LEVEL GEOMANCER SPELLS
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Shadow Walk: Step into shadow to travel rapidly.
Summon Nature's Ally V: Calls extraplanar creature to fight for you.
Arctic Terrain Specialization
Granted Powers: 1/day create a blanket of ice around the party capable of taking 40 points of damage before collapsing, no attacks can be made through the ice either direction. AC 10.
Arctic Terrain Spells
1 Endure Elements: Exist comfortably in hot or cold environments.
2 Hold Person: Paralyzes one humanoid for 1 round/level.
3 Deep Slumber: Puts 10 HD of creatures to sleep.
4 Hold Monster: As hold person, but any creature.
5 Wall of Ice: As Wall of Fire spell, but with ice damage.
6 Freezing Sphere: Freezes water or deals cold damage.
7 Symbol of Weakness M: Triggered rune weakens nearby creatures.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an ice spell only.
Plains Terrain Specialization
Granted Powers: 1/day turn any 20 ft of plant matter of your choice into Razor Grass.
Plains Terrain Spells
1 Calm Animals: Calms (2d4 + level) HD of animals.
2 Hold Animal: Paralyzes one animal for 1 round/level.
3 Dominate Animal: Subject animal obeys silent mental commands.
4 Summon Nature’s Ally IV*: Calls creature to fight.
5 Commune with Nature: Learn about terrain for 1 mile/level.
6 Antilife Shell: 10-ft. field hedges out living creatures.
7 Animal Shapes: One ally/level polymorphs into chosen animal.
8 Summon Nature’s Ally VIII*: Calls creature to fight.
9 Shapechange F: Transforms you into any creature, and change forms once per round.
*Can only summon animals..
Mountain Terrain Specialization
Granted Power: 1/day cause the ground to shake, forcing all creatues (including you) to make a DC 15 Fort save or fall prone.
Mountain Terrain Spells
1 Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3 Stone Shape: Sculpts stone into any shape.
4 Spike Stones: Creatures in area take 1d8 damage, may be lowed.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Stoneskin M: Ignore 10 points of damage per attack.
7 Earthquake: Intense tremor shakes 80-ft.-radius.
8 Iron Body: Your body becomes living iron.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an earth spell only.
Underground Terrain Specialization
Granted Power: 1/day cause stalactites to fall on your enemies for 2d10 damage.
Underground Terrain Spells
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Find Traps: Notice traps as a Thief does.
3 Meld into Stone: You and your gear merge with stone.
4 Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
5 Insect Plague: Locust swarms attack creatures.
6 Symbol of Fear M: Triggered rune panics nearby creatures.
7 Insanity: Subject suffers continuous confusion.
8 Maze: Traps subject in extradimensional maze.
9 Imprisonment: Entombs subject beneath the earth.
Wooded Terrain Specialization
Granted Powers: 1/day turn any 10 vines into assassin vines.
Wooded Terrain Spells
1 Entangle: Plants entangle everyone in 40-ft.-radius.
2 Barkskin: Grants +2 (or higher) enhancement to natural armor.
3 Plant Growth: Grows vegetation, improves crops.
4 Command Plants: Sway the actions of one or more plant creatures.
5 Wall of Thorns: Thorns damage anyone who tries to pass.
6 Repel Wood: Pushes away wooden objects.
7 Animate Plants: One or more trees animate and fight for you.
8 Control Plants: Control actions of one or more plant creatures.
9 Shambler: Summons 1d4+2 shambling mounds to fight for you.
Desert Terrain Specialization
Granted Power: 1/day cause one target to go blind for 2 rounds with a sandblast to the eyes.
Desert Terrain Spells
1 Endure Elements: Exist comfortably in hot or cold environments.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
5 Flame Strike: Smite foes with divine fire (1d6/level damage).
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Sunbeam: Beam blinds and deals 4d6 damage.
8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Ocean Terrain Specialization
Granted Power: 1/day cause a strong wave to rise which deals 2d10 damage to a single target
Ocean Terrain Spells
1 Obscuring Mist: Fog surrounds you.
2 Fog Cloud: Fog obscures vision.
3 Water Breathing: Subjects can breathe underwater.
4 Control Water: Raises or lowers bodies of water.
5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
6 Cone of Cold: 1d6/level cold damage.
7 Acid Fog: Fog deals acid damage.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as a water spell only.
Ex-Geomancers
A Geomancer who ceases to revere nature loses all spells and Geomancer abilities. She cannot thereafter gain levels as a Geomancer until she atones (see the atonement spell description).
Squire
Alignment: Any.
Hit Die: d10.
Class Skills
The Squire’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
|
Table: The Squire |
|||||
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1st |
+1 |
+2 |
+0 |
+0 |
Bonus feat |
|
2nd |
+2 |
+3 |
+0 |
+0 |
Bonus feat |
|
3rd |
+3 |
+3 |
+1 |
+1 |
|
|
4th |
+4 |
+4 |
+1 |
+1 |
Bonus feat |
|
5th |
+5 |
+4 |
+1 |
+1 |
|
|
6th |
+6/+1 |
+5 |
+2 |
+2 |
Bonus feat |
|
7th |
+7/+2 |
+5 |
+2 |
+2 |
|
|
8th |
+8/+3 |
+6 |
+2 |
+2 |
Bonus feat |
|
9th |
+9/+4 |
+6 |
+3 |
+3 |
Knight |
|
10th |
+10/+5 |
+7 |
+3 |
+3 |
Bonus feat |
|
11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
|
12th |
+12/+7/+2 |
+8 |
+4 |
+4 |
Bonus feat |
|
13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
|
|
14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
Bonus feat |
|
15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
|
|
16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
Bonus feat |
|
17th |
+17/+12/+7/+2 |
+10 |
+5 |
+5 |
|
|
18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
Bonus feat |
|
19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
|
|
20th |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
Bonus feat |
Class Features
All of the following are class features of the Squire.
Weapon and Armor Proficiency: A Squire is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, a Squire gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Squire gains an additional bonus feat at 2nd level and every two Squire levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as Squire bonus feats. A Squire must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Squire is not limited to the list of Squire bonus feats when choosing these feats.
Knight: At 9th level, a Squire becomes a Knight. This grants him access to 3 Knight feats.
MONK
The Monk is a master of martial arts (especially karate) who shuns heavy weapons or armor in favor of barehanded fighting. In the later games, it has also shown a proclivity towards certain meditative techniques which can improve its attack power, or heal its battle wounds. Frequently it has the ability to immediately counterattack against physical attacks directed at its person. In early English localizations of the series, the Monk was known as the Black Belt. The Monk has appeared as a class in Final Fantasy, Final Fantasy III, Final Fantasy V, Final Fantasy XI, Final Fantasy Tactics, and Final Fantasy Tactics Advance. The characters Yang Fang Leiden (Final Fantasy IV), Sabin René Figaro (Final Fantasy VI), Tifa Lockhart (Final Fantasy VII) and Zell Dincht (Final Fantasy VIII)) can be roughly categorized as Monk-type characters. Amarant Coral (Final Fantasy IX) incorporates a number of characteristics of both the Monk class and the Ninja character class.
Game Considerations: None, just use the Monk class.
THIEF
The Thief is generally a slightly weaker physical combatant, but with an unusually high skill at evasion, speed and often luck due to their natural dexterity. They can steal items from their foes, disarm various traps, and sneak up on their opponents unawares. The Thief has appeared as a class in Final Fantasy, Final Fantasy III, Final Fantasy V, Final Fantasy X-2, Final Fantasy XI, Final Fantasy Tactics, and Final Fantasy Tactics Advance. The characters Locke Cole (Final Fantasy VI), Zidane Tribal (Final Fantasy IX), and Rikku (Final Fantasy X) are characterized as thieves.
Game Considerations: Base class is Rogue, but at 10th level they gain Mug.
Mug: Mug allows a Thief to make a sleight of hand during combat without invoking an attack of opportunity.
HUNTER
The Hunter is a ranged combatant, often using a bow. Wakka from Final Fantasy X is a hunter.
Game Considerations: Base class is Ranger, but the combat style has to be ranged. Also, the Hunter gets no spells. Instead replace the spells with a feat. Every time the ranger would gain a new spell level instead allow to it select a Fighter Bonus Feat, including weapon specialization.
NINJA
The Ninja, is generally both fast and powerful, combining the agility of a Thief and strength of a Fighter. However, in order to achieve this level of dexterity, Ninja are limited in defense, unable to wear heavy armor. Ninja usually possess the Throw ability, which allows them to throw powerful, damage-dealing items like shuriken and items from the inventory such as weapons at the enemy. In many games, they possess the ability two hold a weapon in each hand, sometimes known as Doublehand. They appear in Final Fantasy III, Final Fantasy V, Final Fantasy Tactics, and Final Fantasy Tactics Advance. The characters Shadow and Yuffie Kisaragi (Final Fantasy VII) are characterized as Ninjas. Furthermore, the characters of Edge (Final Fantasy IV), Amarant Coral (Final Fantasy IX) and Rikku (Final Fantasy X) incorporate some of the elements the Ninja class, altough they are not necessarily classified as such.
Game Considerations: Base class is Ninja from the Complete Adventurer, the only change is that at 10th level they gain the ability Throw.
Throw: A Ninja can make any object a improvised ranged weapon without taking penalty.
WHITE/BLACK/GREEN MAGE
A White Mage uses magic to replenish party members's hit points, revive the wounded, cure status conditions, and deal holy damage to the enemy. White Mages have appeared as a class in Final Fantasy, Final Fantasy III, Final Fantasy V, Final Fantasy X-2, Final Fantasy XI, Final Fantasy Tactics, and Final Fantasy Tactics Advance. Minwu of Final Fantasy II, Rosa Farrell and Porom of Final Fantasy IV are all White Mages. Aerith Gainsborough of Final Fantasy VII can be classified as a White Mage as her limit breaks mostly involve healing, curing and reviving party members. Yuna of Final Fantasy X, Garnet Til Alexandros XVII and Eiko Carol of Final Fantasy IX are all a mix of a white mage and summoner. In the English localization of Final Fantasy Tactics, White Mages were referred to as Priests.
A 'Black Mage' is a magic-user that specializes in attack magic. Many of their spells utilize the elements to attack their enemies (fire, ice, electricity, water.). The Black Mage is available as a class in Final Fantasy, Final Fantasy III, Final Fantasy V, Final Fantasy X-2, Final Fantasy XI, Final Fantasy Tactics, and Final Fantasy Tactics Advance. In the English localization of Final Fantasy Tactics, Black Mages were called Wizards. Other black mages throughout the series are Rydia (who is also a Summoner and loses the ability to cast white Magic halfway through the game) Palom of Final Fantasy IV and Vivi Ornitier from Final Fantasy IX. On her default sphere path, Lulu of Final Fantasy X is roughly analogous to a Black Mage. As the series has grown, Black Mages have gained the ability to not only inflict elemental damage, but also to cause certain status ailments such as Blind.
The most recent magic set is called Green Magic, first appearing as in the Oracle class from Final Fantasy Tactics and later as Arcana in Final Fantasy X-2, then as a fully separate magic type in demos of Final Fantasy XII. Green Magic introduces skills which were previously classified as Black or White magic, such as Darkness and Petrification.
Alignment: Any good (White), Any neutral or evil (Black and Green)
Hit Die: d4.
Class Skills
The Mage’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
|
Table: The White/Black/Green Mage |
|||||||||||||||
|
|
|
|
|
|
|
——––———————Spells per Day————————— |
|||||||||
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1st |
+0 |
+0 |
+0 |
+2 |
Bonus Feat |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
+1 |
+0 |
+0 |
+3 |
|
6 |
4 |
— |
— |
— |
— |
— |
— |
— |
— |
|
3rd |
+1 |
+1 |
+1 |
+3 |
|
6 |
5 |
— |
— |
— |
— |
— |
— |
— |
— |
|
4th |
+2 |
+1 |
+1 |
+4 |
|
6 |
6 |
3 |
— |
— |
— |
— |
— |
— |
— |
|
5th |
+2 |
+1 |
+1 |
+4 |
|
6 |
6 |
4 |
— |
— |
— |
— |
— |
— |
— |
|
6th |
+3 |
+2 |
+2 |
+5 |
|
6 |
6 |
5 |
3 |
— |
— |
— |
— |
— |
— |
|
7th |
+3 |
+2 |
+2 |
+5 |
Bonus Feat |
6 |
6 |
6 |
4 |
— |
— |
— |
— |
— |
— |
|
8th |
+4 |
+2 |
+2 |
+6 |
|
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
— |
— |
|
9th |
+4 |
+3 |
+3 |
+6 |
|
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
— |
— |
|
10th |
+5 |
+3 |
+3 |
+7 |
Sage |
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
— |
|
11th |
+5 |
+3 |
+3 |
+7 |
|
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
— |
|
12th |
+6/+1 |
+4 |
+4 |
+8 |
|
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
|
13th |
+6/+1 |
+4 |
+4 |
+8 |
|
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
|
14th |
+7/+2 |
+4 |
+4 |
+9 |
Bonus Feat |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
|
15th |
+7/+2 |
+5 |
+5 |
+9 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
|
16th |
+8/+3 |
+5 |
+5 |
+10 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
|
17th |
+8/+3 |
+5 |
+5 |
+10 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
|
18th |
+9/+4 |
+6 |
+6 |
+11 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
|
19th |
+9/+4 |
+6 |
+6 |
+11 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
|
20th |
+10/+5 |
+6 |
+6 |
+12 |
Bonus Feat |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
|
Table: White/Black/Green Spells Known |
||||||||||
|
|
———————— Spells Known —–——————— |
|||||||||
|
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1st |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
5 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
3rd |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
|
4th |
6 |
3 |
1 |
— |
— |
— |
— |
— |
— |
— |
|
5th |
6 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
|
6th |
7 |
4 |
2 |
1 |
— |
— |
— |
— |
— |
— |
|
7th |
7 |
5 |
3 |
2 |
— |
— |
— |
— |
— |
— |
|
8th |
8 |
5 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
|
9th |
8 |
5 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
|
10th |
9 |
5 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
|
11th |
9 |
5 |
5 |
4 |
3 |
2 |
— |
— |
— |
— |
|
12th |
9 |
5 |
5 |
4 |
3 |
2 |
1 |
— |
— |
— |
|
13th |
9 |
5 |
5 |
4 |
4 |
3 |
2 |
— |
— |
— |
|
14th |
9 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
— |
|
15th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
2 |
— |
— |
|
16th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
|
17th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
|
18th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
2 |
1 |
|
19th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
2 |
|
20th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
Class Features
All of the following are class features of the Mage.
Weapon and Armor Proficiency: White Mages are proficient with war hammers, Black mages are proficient with daggers, and Green Mages are proficient with quarterstaves. They are not proficient with any type of armor or shield. Armor of any type interferes with a Mage’s gestures, which can cause his spells with somatic components to fail.
Spells: A Mage casts arcane spells which are drawn primarily from the White/Black/Green spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a Mage must have a Wisdom/Intelligence/Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Mage’s spell is 10 + the spell level + the Mage’s Wisdom/Intelligence/Charisma modifier.
Like other spellcasters, a 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 Mage. In addition, he receives bonus spells per day if he has a high Charisma score.
A Mage’s selection of spells is extremely limited. A Mage begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Mage level, he gains one or more new spells, as indicated on Table: Mage Spells Known. (Unlike spells per day, the number of spells a Mage knows is not affected by his Wisdom/Intelligence/Charisma score; the numbers on Table: Mage Spells Known are fixed.) These new spells can be common spells chosen from the Mage/wizard spell list, or they can be unusual spells that the Mage has gained some understanding of by study. The Mage can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered Mage level after that (6th, 8th, and so on), a Mage can choose to learn a new spell in place of one he already knows. In effect, the 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 Mage spell the Mage can cast. A 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.
Unlike a wizard or a cleric, a 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 spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Bonus Feats: At 1st, 7th, 14th, and 20th level, a Mage gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Sage: At 10th level, a Mage becomes a Sage and may pick any three Sage feats.
White Magic Spells
0-LEVEL WHITE SPELLS
Aid: Cures 1 point of damage.
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Detect Poison: Detects poison in one creature or object.
Detect Undead: Reveals undead within 60 ft.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Virtue: Subject gains 1 temporary hp.
1st-LEVEL WHITE SPELLS
Cure I:
BarrierI:
M-BarrierI:
Soft:
BlessI:
2ND-LEVEL WHITE SPELLS
Cure II:
BarrierII:
M-BarrierII:
Null ShockI:
Null FireI:
Null WaterI:
Null IceI:
BlessII:
3RD-LEVEL WHITE SPELLS
Cure III:
BarrierIII:
M-BarrierIII:
Null ShockII:
Null FireII:
Null WaterII:
Null IceII:
BlessIII:
4TH-LEVEL WHITE SPELLS
Cure I, All:
BarrierI, All:
M-BarrierI. All:
Null ShockIII:
Null FireIII:
Null WaterIII:
Null IceIII:
Ensuna:
5TH-LEVEL WHITE SPELLS
Cure II, All:
BarrierII, All:
M-BarrierII. All:
Null ShockI, All:
Null FireI, All:
Null WaterI, All:
Null IceI, All:
Raise:
6TH-LEVEL WHITE SPELLS
Cure III, All:
BarrierIII, All:
M-BarrierIII. All:
Null ShockII, All:
Null FireII, All:
Null WaterII, All:
Null IceII, All:
Full Life:
7TH-LEVEL WHITE SPELLS
Null ShockIII, All:
Null FireIII, All:
Null WaterIII, All:
Null IceIII, All:
Raise, All:
Ensuna, All:
8TH-LEVEL WHITE SPELLS
Auto Raise:
Reflect:
M-Reflect:
Dispel:
9TH-LEVEL WHITE SPELLS
Holy:
Dispel, All:
Reflect, All:
MReflect, All:
Black Magic Spells
0-LEVEL BLACK SPELLS
Splash: Orb deals 1d3 water damage.
Detect Magic: Detects spells and magic items within 60 ft.
Shocking Finger: Touch attack, 1 point of air damage.
Read Magic: Read scrolls and spellbooks.
Flare: Dazzles one creature (–1 on attack rolls).
Ray of Frost: Ray deals 1d3 ice damage.
1ST-LEVEL BLACK SPELLS
Fire:
Ice:
Bolt:
Water:
Quake:
2ND-LEVEL BLACK SPELLS
Fire 2:
Ice2:
Bolt2:
Water2:
Quake2:
Bio:
3RD-LEVEL BLACK SPELLS
Fire 3:
Ice3:
Bolt3:
Water3:
Quake2:
Bio2:
4TH-LEVEL BLACK SPELLS
Fire 1, All:
Ice1, All:
Bolt1, All:
Water1, All:
Quake3:
Bio3:
5TH-LEVEL BLACK SPELLS
Fire2, All:
Ice2, All:
Bolt2, All:
Water2, All:
Quake1, All:
Bio1, All:
Demi:
5TH-LEVEL BLACK SPELLS
Fire3, All:
Ice3, All:
Bolt3, All:
Water3, All:
Quake2, All:
Bio2, All:
Demi2:
6TH-LEVEL BLACK SPELLS
Flare:
Freeze:
Death:
Bio3, All:
Demi3:
7TH-LEVEL BLACK SPELLS
Comet:
Flare2:
Freeze2:
Death2:
Demi1, All:
8TH-LEVEL BLACK SPELLS
Comet2:
Flare3:
Freeze3:
Death1, All:
Demi2, All:
9TH-LEVEL BLACK SPELLS
Ultima:
Tidal:
Tornado:
Death2, All:
Demi3, All:
Green Magic Spells
0-LEVEL GREEN SPELLS
Distraction: Dazzles one creature (–1 on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Daze: Humanoid creature of 4 HD or less loses next action.
Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep.
Prestidigitation: Performs minor tricks.
1ST-LEVEL GREEN SPELLS
Blind:
Sleep:
HasteI:
SlowI:
Escape:
2ND-LEVEL GREEN SPELLS
Berserk:
Silence:
HasteII:
SlowII:
Exit:
3RD-LEVEL GREEN SPELLS
HasteIII:
SlowIII:
Repulsion:
Confuse:
Fix:
4TH-LEVEL GREEN SPELLS
HasteI, All:
SlowI, All:
Blind, All:
Sleep, All:
Remove:
5TH-LEVEL GREEN SPELLS
HasteII, All:
SlowII, All:
Berserk, All:
Silence, All:
Frog:
6TH-LEVEL GREEN SPELLS
HasteIII, All:
SlowIII, All:
Mini:
Resist:
7TH-LEVEL GREEN SPELLS
Stop:
Mini, all:
Resist, all:
Barrier:
8TH-LEVEL GREEN SPELLS
Debarrier:
Petrify, All:
Confuse, All:
Stop, all:
Frog, all:
9TH-LEVEL GREEN SPELLS
Moon Soul:
Charon's Kiss:
RED MAGE
Alignment: Any
Hit Die: d6.
Class Skills
The Red Mage’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
|
Table: The Red Mage |
||||||||||||
|
|
|
|
|
|
|
––—— Spells per Day ——–— |
||||||
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
|
1st |
+0 |
+0 |
+2 |
+2 |
Bonus Feat |
2 |
1 |
— |
— |
— |
— |
— |
|
2nd |
+1 |
+0 |
+3 |
+3 |
|
3 |
1 |
— |
— |
— |
— |
— |
|
3rd |
+2 |
+1 |
+3 |
+3 |
|
3 |
2 |
— |
— |
— |
— |
— |
|
4th |
+3 |
+1 |
+4 |
+4 |
|
3 |
2 |
1 |
— |
— |
— |
— |
|
5th |
+3 |
+1 |
+4 |
+4 |
|
3 |
3 |
1 |
— |
— |
— |
— |
|
6th |
+4 |
+2 |
+5 |
+5 |
Bonus Feat |
3 |
3 |
2 |
— |
— |
— |
— |
|
7th |
+5 |
+2 |
+5 |
+5 |
|
3 |
3 |
2 |
1 |
— |
— |
— |
|
8th |
+6/+1 |
+2 |
+6 |
+6 |
|
3 |
3 |
3 |
1 |
— |
— |
— |
|
9th |
+6/+1 |
+3 |
+6 |
+6 |
|
3 |
3 |
3 |
2 |
— |
— |
— |
|
10th |
+7/+2 |
+3 |
+7 |
+7 |
Sage |
3 |
3 |
3 |
2 |
1 |
— |
— |
|
11th |
+8/+3 |
+3 |
+7 |
+7 |
Bonus Feat |
3 |
3 |
3 |
3 |
1 |
— |
— |
|
12th |
+9/+4 |
+4 |
+8 |
+8 |
|
3 |
3 |
3 |
3 |
2 |
— |
— |
|
13th |
+9/+4 |
+4 |
+8 |
+8 |
|
3 |
3 |
3 |
3 |
2 |
1 |
— |
|
14th |
+10/+5 |
+4 |
+9 |
+9 |
|
4 |
3 |
3 |
3 |
3 |
1 |
— |
|
15th |
+11/+6/+1 |
+5 |
+9 |
+9 |
|
4 |
4 |
3 |
3 |
3 |
2 |
— |
|
16th |
+12/+7/+2 |
+5 |
+10 |
+10 |
Bonus Feat |
4 |
4 |
4 |
3 |
3 |
2 |
1 |
|
17th |
+12/+7/+2 |
+5 |
+10 |
+10 |
|
4 |
4 |
4 |
4 |
3 |
3 |
1 |
|
18th |
+13/+8/+3 |
+6 |
+11 |
+11 |
|
4 |
4 |
4 |
4 |
4 |
3 |
2 |
|
19th |
+14/+9/+4 |
+6 |
+11 |
+11 |
|
4 |
4 |
4 |
4 |
4 |
4 |
3 |
|
20th |
+15/+10/+5 |
+6 |
+12 |
+12 |
Bonus Feat |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Table: Black Spells Known |
|||||||
|
|
————— Spells Known ————— |
||||||
|
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
|
1st |
1 |
— |
— |
— |
— |
— |
— |
|
2nd |
2 |
1 |
— |
— |
— |
— |
— |
|
3rd |
2 |
2 |
— |
— |
— |
— |
— |
|
4th |
2 |
2 |
1 |
— |
— |
— |
— |
|
5th |
2 |
2 |
2 |
— |
— |
— |
— |
|
6th |
2 |
2 |
2 |
— |
— |
— |
— |
|
7th |
3 |
3 |
2 |
1 |
— |
— |
— |
|
8th |
3 |
3 |
2 |
2 |
— |
— |
— |
|
9th |
3 |
3 |
3 |
2 |
— |
— |
— |
|
10th |
3 |
3 |
3 |
2 |
1 |
— |
— |
|
11th |
3 |
3 |
3 |
2 |
2 |
— |
— |
|
12th |
3 |
3 |
3 |
3 |
2 |
— |
— |
|
13th |
3 |
3 |
3 |
3 |
2 |
1 |
— |
|
14th |
4 |
3 |
3 |
3 |
2 |
2 |
— |
|
15th |
4 |
4 |
3 |
3 |
3 |
2 |
— |
|
16th |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
|
17th |
4 |
4 |
4 |
3 |
3 |
2 |
2 |
|
18th |
4 |
4 |
4 |
3 |
3 |
3 |
2 |
|
19th |
4 |
4 |
4 |
3 |
3 |
3 |
2 |
|
20th |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
|
|
|||||||
|
Table: White Spells Known |
|||||||
|
|
————— Spells Known ————— |
||||||
|
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
|
1st |
1 |
— |
— |
— |
— |
— |
— |
|
2nd |
2 |
1 |
— |
— |
— |
— |
— |
|
3rd |
2 |
2 |
— |
— |
— |
— |
— |
|
4th |
2 |
2 |
1 |
— |
— |
— |
— |
|
5th |
2 |
2 |
2 |
— |
— |
— |
— |
|
6th |
2 |
2 |
2 |
— |
— |
— |
— |
|
7th |
3 |
3 |
2 |
1 |
— |
— |
— |
|
8th |
3 |
3 |
2 |
2 |
— |
— |
— |
|
9th |
3 |
3 |
3 |
2 |
— |
— |
— |
|
10th |
3 |
3 |
3 |
2 |
1 |
— |
— |
|
11th |
3 |
3 |
3 |
2 |
2 |
— |
— |
|
12th |
3 |
3 |
3 |
3 |
2 |
— |
— |
|
13th |
3 |
3 |
3 |
3 |
2 |
1 |
— |
|
14th |
4 |
3 |
3 |
3 |
2 |
2 |
— |
|
15th |
4 |
4 |
3 |
3 |
3 |
2 |
— |
|
16th |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
|
17th |
4 |
4 |
4 |
3 |
3 |
2 |
2 |
|
18th |
4 |
4 |
4 |
3 |
3 |
3 |
2 |
|
19th |
4 |
4 |
4 |
3 |
3 |
3 |
2 |
|
20th |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
|
|
|||||||
Class Features
All of the following are class features of the Red Mage.
Weapon and Armor Proficiency: A Red Mage is proficient with all swords. Red Mages are proficient with light armor. A bard can cast Red 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 bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A Red Mage casts arcane spells, which are drawn from the Red Magic 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 Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Red Mage’s spell is 10 + the spell level + the Red Mage’s Intelligence modifier.
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.
The Red Mage’s selection of spells is extremely limited. A Red Mage begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: White/Black Spells Known. (Unlike spells per day, the number of spells a Red Mage knows is not affected by his Intelligence score; the numbers on Table: White/Black Spells Known 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 magic 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.
Bonus Feats: A Red Mage can take any feat as a bonus feat, feats that require levels in another class the Red Mage can substitute that class with Red Mage.
Sage: At 10th level, a Red Mage becomes a Sage and may pick any three Sage feats.
0-LEVEL RED MAGE SPELLS
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
1st-LEVEL RED SPELLS
Cure I:
BarrierI:
M-BarrierI:
Soft:
BlessI:
Fire:
Ice:
Bolt:
Water:
Quake:
2ND-LEVEL RED SPELLS
Cure II:
BarrierII:
M-BarrierII:
Null ShockI:
Null FireI:
Null WaterI:
Null IceI:
BlessII:
Fire 2:
Ice2:
Bolt2:
Water2:
Quake2:
Bio:
3RD-LEVEL RED SPELLS
Cure III:
BarrierIII:
M-BarrierIII:
Null ShockII:
Null FireII:
Null WaterII:
Null IceII:
BlessIII:
Fire 3:
Ice3:
Bolt3:
Water3:
Quake2:
Bio2:
4TH-LEVEL RED SPELLS
Cure I, All:
BarrierI, All:
M-BarrierI. All:
Null ShockIII:
Null FireIII:
Null WaterIII:
Null IceIII:
Ensuna:
Fire 1, All:
Ice1, All:
Bolt1, All:
Water1, All:
Quake3:
Bio3:
5TH-LEVEL RED SPELLS
Cure II, All:
BarrierII, All:
M-BarrierII. All:
Null ShockI, All:
Null FireI, All:
Null WaterI, All:
Null IceI, All:
Raise:
Fire2, All:
Ice2, All:
Bolt2, All:
Water2, All:
Quake1, All:
Bio1, All:
Demi:
6TH-LEVEL RED SPELLS
Cure III, All:
BarrierIII, All:
M-BarrierIII. All:
Null ShockII, All:
Null FireII, All:
Null WaterII, All:
Null IceII, All:
Full Life:
Flare:
Freeze:
Death:
Bio3, All:
Demi3:
BEASTMASTER
Beastmasters appeared in Final Fantasy V, X-2, XI and Final Fantasy Tactics Advance in which they are able to control or even capture and train. In Final Fantasy Tactics, the ability is adjusted for the job Mediator as learning an ability to communicate with monsters.
Alignment: Any.
Hit Die: d8.
Class Skills
The Beastmaster’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
|
Table: The Beastmaster |
|||||||||
|
|
|
|
|
|
|
—Spells per Day— |
|||
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
2nd |
3rd |
4th |
|
1st |
+1 |
+2 |
+2 |
+0 |
1st captured monster, Track, wild empathy |
— |
— |
— |
— |
|
2nd |
+2 |
+3 |
+3 |
+0 |
Two-Weapon Combat |
— |
— |
— |
— |
|
3rd |
+3 |
+3 |
+3 |
+1 |
Endurance |
— |
— |
— |
— |
|
4th |
+4 |
+4 |
+4 |
+1 |
|
0 |
— |
— |
— |
|
5th |
+5 |
+4 |
+4 |
+1 |
2nd captured monster |
0 |
— |
— |
— |
|
6th |
+6/+1 |
+5 |
+5 |
+2 |
Improved Two-Weapon combat |
1 |
— |
— |
— |
|
7th |
+7/+2 |
+5 |
+5 |
+2 |
Woodland stride |
1 |
— |
— |
— |
|
8th |
+8/+3 |
+6 |
+6 |
+2 |
Swift tracker |
1 |
0 |
— |
— |
|
9th |
+9/+4 |
+6 |
+6 |
+3 |
Evasion |
1 |
0 |
— |
— |
|
10th |
+10/+5 |
+7 |
+7 |
+3 |
3rd captured monster |
1 |
1 |
— |
— |
|
11th |
+11/+6/+1 |
+7 |
+7 |
+3 |
Combat mastery |
1 |
1 |
0 |
— |
|
12th |
+12/+7/+2 |
+8 |
+8 |
+4 |
|
1 |
1 |
1 |
— |
|
13th |
+13/+8/+3 |
+8 |
+8 |
+4 |
Camouflage |
1 |
1 |
1 |
— |
|
14th |
+14/+9/+4 |
+9 |
+9 |
+4 |
|
2 |
1 |
1 |
0 |
|
15th |
+15/+10/+5 |
+9 |
+9 |
+5 |
4th captured monster |
2 |
1 |
1 |
1 |
|
16th |
+16/+11/+6/+1 |
+10 |
+10 |
+5 |
|
2 |
2 |
1 |
1 |
|
17th |
+17/+12/+7/+2 |
+10 |
+10 |
+5 |
Hide in plain sight |
2 |
2 |
2 |
1 |
|
18th |
+18/+13/+8/+3 |
+11 |
+11 |
+6 |
|
3 |
2 |
2 |
1 |
|
19th |
+19/+14/+9/+4 |
+11 |
+11 |
+6 |
|
3 |
3 |
3 |
2 |
|
20th |
+20/+15/+10/+5 |
+12 |
+12 |
+6 |
5th captured monster |
3 |
3 |
3 |
3 |
Class Features
All of the following are class features of the Beastmaster.
Weapon and Armor Proficiency: A Beastmaster is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Captured Monster: The Beastmaster starts combat with a monster that is CR 1, it can be any monster. He can capture any monster he fights from there out to replace this monster (if he beats the monster in a fight without killing it). The only requirements are that the monster have less than 6 Intelligence, or if it has more than 6 intelligence that it is a Beast or Magical Beast. And if can not be higher than CR 4.
At 5th, 10th, 15th, and 20th level the Beastmaster gains another captured monster. These monsters have the same requirements as the first monster, except their challenge rating has to be roughly the same as what they are replacing each time.
These monsters do not gain experience, instead it all goes to the Beastmaster. They will follow any order they are given to the best of their abilities and will freely die if commanded to.
Track: A Beastmaster gains Track as a bonus feat.
Wild Empathy (Ex): A Beastmaster can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Beastmaster rolls 1d20 and adds his Beastmaster level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Beastmaster and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The Beastmaster can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Two Weapon Combat (Ex): At 2nd level, a Beastmaster gains the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the Beastmaster’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance: A Beastmaster gains Endurance as a bonus feat at 3rd level.
Spells: Beginning at 4th level, a Beastmaster gains the ability to cast a small number of divine spells, which are drawn from the Beastmaster spell list. A Beastmaster must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a Beastmaster must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Beastmaster’s spell is 10 + the spell level + the Beastmaster’s Wisdom modifier.
Like other spellcasters, a Beastmaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Beastmaster. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Beastmaster indicates that the Beastmaster gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Beastmaster does not have access to any domain spells or granted powers, as a cleric does.
A Beastmaster prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Beastmaster may prepare and cast any spell on the Beastmaster spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a Beastmaster has no caster level. At 4th level and higher, his caster level is one-half his Beastmaster level.
Improved Two Weapon Combat (Ex): At 6th level, a Beastmaster is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Woodland Stride (Ex): Starting at 7th level, a Beastmaster may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a Beastmaster can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a Beastmaster can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Beastmaster is wearing light armor or no armor. A helpless Beastmaster does not gain the benefit of evasion.
Combat Mastery (Ex): At 11th level, a Beastmaster is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Camouflage (Ex): A Beastmaster of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a Beastmaster of 17th level or higher can use the Hide skill even while being observed.
PRESTIGE CLASSES
DARK KNIGHT
Dark Knights are the embodiment of sorrow, regret, and mourning. They wield dark magic dedicated to stealing the health of an enemy. They use very heavy armor and weaponry to augment their skills. Some of the most notable dark knights in the series include Leonhart (Final Fantasy II), Cecil Harvey (Final Fantasy IV), and Gaff Gafgarion (Final Fantasy Tactics). They are also found in Final Fantasy III, Final Fantasy X-2 and Final Fantasy XI. In Final Fantasy XI they are a damage dealing class but have relatively weak armor and spells. In Final Fantasy VIII and Final Fantasy IX, they don't appear, but their trademark Dark Wave ability is learnable.
Hit Die: d10.
Requirements
To qualify to become a Dark Knight, a character must fulfill all the following criteria.
Alignment: Any evil.
Feats: Darkside, Black Magic Adept, Weapon Focus: (Any two handed sword)
Special: Must be considered a Knight
Class Skills
The Dark Knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points at Each Level: 2 + Int modifier.
|
Table: The Dark Knight |
|||||||||
|
|
|
|
|
|
|
— Spells per Day — |
|||
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
2nd |
3rd |
4th |
|
1st |
+1 |
+2 |
0 |
2 |
Dark Wave |
0 |
— |
— |
— |
|
2nd |
+2 |
+3 |
0 |
3 |
Dark blessing, Magic Break |
1 |
— |
— |
— |
|
3rd |
+3 |
+3 |
+1 |
3 |
Aura of fear |
1 |
0 |
— |
— |
|
4th |
+4 |
+4 |
+1 |
4 |
Sneak attack +1d6 |
1 |
1 |
— |
— |
|
5th |
+5 |
+4 |
+1 |
4 |
Armor Break |
1 |
1 |
0 |
— |
|
6th |
+6 |
+5 |
+2 |
5 |
|
1 |
1 |
1 |
— |
|
7th |
+7 |
+5 |
+2 |
5 |
Sneak attack +2d6 |
2 |
1 |
1 |
0 |
|
8th |
+8 |
+6 |
+2 |
6 |
|
2 |
1 |
1 |
1 |
|
9th |
+9 |
+6 |
+3 |
6 |
|
2 |
2 |
1 |
1 |
|
10th |
+10 |
+7 |
+3 |
7 |
Sneak attack +3d6, Zombie Break |
2 |
2 |
2 |
1 |
Class Features
All of the following are Class Features of the Dark Knight prestige class.
Weapon and Armor Proficiency: Dark Knights are proficient with all simple and martial weapons, with all types of armor, and with shields.
Dark Wave (Su): This supernatural ability allows a Dark Knight to make ranged attacks with his sword by firing out negative energy from the blade. This has a maximum distance of 15 feet.
Aura of Fear(Ex): The Dark Knight can unsettle foes with his mere presence. The ability takes effect automatically whenever the Dark Knight attacks, charges, or makes threatening actions. Creatures within a radius of 30 feet x ½ the Dark Knight's level are subject to the effect if they have fewer HD than the Dark Knight. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 Dark Knights over all level + Cha modifier) remains immune to that Dark Knight’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Dark Blessing (Su): A Dark Knight applies his Charisma modifier (if positive) as a bonus on all saving throws.
Spells: A Dark Knight has the ability to cast a small number of divine spells. To cast a Dark Knight spell, a Dark Knight must have a Wisdom score of at least 10 + the spell’s level, so a Dark Knight with a Wisdom of 10 or lower cannot cast these spells.
Dark Knight bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the Dark Knight’s Wisdom modifier. When the Dark Knight gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Dark Knight’s spell list appears below. A Dark Knight has access to any spell on the list and can freely choose which to prepare, just as a cleric. A Dark Knight prepares and casts spells just as a cleric does (though a Dark Knight cannot spontaneously cast cure or inflict spells).
Magic Break (Su): Once a day, a Dark Knight of 2nd level or higher may attempt make an attack that weakens a target's magical defense. The Dark Knight must make a successful melee attack, and as well as doing damage to the target also halves all saves for the remainder of combat.
Armor Break (Su): At 5th level and beyond, a Dark Knight gains a once a day ability called Armor Break, which works like Magic Break but instead of halving saves it deals -5 to the target's armor class.
Zombie Break (Su): When a Dark Knight reaches 10th level, he gains the supernatural ability to once a day make a melee attack that if successful applies undead subtype to the target as well as dealing damage. This last until reversed by a Heal spell.
Sneak Attack: This ability, gained at 4th level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 4th (7th and 10th). If a Dark Knight gets a sneak attack bonus from another source the bonuses on damage stack.
Dark Knight Spell List
Dark Knights choose their spells from the following list:
1ST-LEVEL BLACK SPELLS
Fire:
Ice:
Bolt:
Water:
Quake:
2ND-LEVEL BLACK SPELLS
Fire 2:
Ice2:
Bolt2:
Water2:
Quake2:
Bio:
3RD-LEVEL BLACK SPELLS
Fire 3:
Ice3:
Bolt3:
Water3:
Quake2:
Bio2:
4TH-LEVEL BLACK SPELLS
Fire 1, All:
Ice1, All:
Bolt1, All:
Water1, All:
Quake3:
Bio3:
PALADIN
Paladins are virtuous knights devoted to the good of the people; these "knights in shining armor" wield white magic to aid the people. A possible precursor to the class existed in Final Fantasy III with the Mystic Knight job, which was a dark sword wielding knight capable of using lower level white magic. Important paladins in the series include Cecil Harvey (Final Fantasy IV), Beatrix (Final Fantasy IX), Agrias Oakes, and Delita Samuel Hyral (both of which are called Holy Knights in Final Fantasy Tactics). In Final Fantasy XI, they are considered a "tanking" job and rely on curative magic and high defense bonuses to aid their parties in battle. Beatrix from Final Fantasy IX may be considered as a paladin in terms of her abilities and equipment descriptions.
Hit Die: d10.
Requirements
To qualify to become a Paladin, a character must fulfill all the following criteria.
Alignment: Any good.
Feats: Knightly Code, White Magic Adept, Weapon Focus: (Any two handed sword)
Special: Must be considered a Knight
Class Skills
The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.
|
Table: The Paladin |
|||||||||
|
|
|
|
|
|
|
— Spells per Day — |
|||
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
2nd |
3rd |
4th |
|
1st |
+1 |
+2 |
0 |
2 |
Lay On Hands |
0 |
— |
— |
— |
|
2nd |
+2 |
+3 |
0 |
3 |
Blessed Blade, Magic Break |
1 |
— |
— |
— |
|
3rd |
+3 |
+3 |
+1 |
3 |
Aura of Heroics |
1 |
0 |
— |
— |
|
4th |
+4 |
+4 |
+1 |
4 |
Smite 1/day |
1 |
1 |
— |
— |
|
5th |
+5 |
+4 |
+1 |
4 |
Armor Break |
1 |
1 |
0 |
— |
|
6th |
+6 |
+5 |
+2 |
5 |
|
1 |
1 |
1 |
— |
|
7th |
+7 |
+5 |
+2 |
5 |
Smite 2/day |
2 |
1 |
1 |
0 |
|
8th |
+8 |
+6 |
+2 |
6 |
|
2 |
1 |
1 |
1 |
|
9th |
+9 |
+6 |
+3 |
6 |
|
2 |
2 |
1 |
1 |
|
10th |
+10 |
+7 |
+3 |
7 |
Smite 3/day, Ability Break |
2 |
2 |
2 |
1 |
Class Features
All of the following are Class Features of the Paladin prestige class.
Weapon and Armor Proficiency: Dark Knights are proficient with all simple and martial weapons, with all types of armor, and with shields.
Lay On Hands (Su): This supernatural ability allows a Paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her character level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Heroics(Ex): A paladin with this ability is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Blessed Blade (Su): A Paladin with this ability turns any sword she uses into a disrupting weapon.
Smite: As the Paladin core class ability, only it does not have to be evil. Anything can be smote, so long as smite is not the first action in combat.
Spells: A Paladin has the ability to cast a small number of divine spells. To cast a Paladin spell, a Paladin must have a Wisdom score of at least 10 + the spell’s level, so a Paladin with a Wisdom of 10 or lower cannot cast these spells.
Paladin bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the Paladin’s Wisdom modifier. When the Paladin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Paladin’s spell list appears below. A Paladin has access to any spell on the list and can freely choose which to prepare, just as a cleric. A Paladin prepares and casts spells just as a cleric does (though a Paladin cannot spontaneously cast cure or inflict spells).
Magic Break (Su): Once a day, a Paladin of 2nd level or higher may attempt make an attack that weakens a target's magical defense. The Paladin must make a successful melee attack, and as well as doing damage to the target also halves all saves for the remainder of combat.
Armor Break (Su): At 5th level and beyond, a Paladin gains a once a day ability called Armor Break, which works like Magic Break but instead of halving saves it deals -5 to the target's armor class.
Ability Break (Su): When a Paladin reaches 10th level, he gains the supernatural ability to once a day make a melee attack that if successful deals -10 to an ability score. This last until reversed by a Heal spell.
Paladin Spell List
Paladins choose their spells from the following list:
1st-LEVEL WHITE SPELLS
Cure I:
BarrierI:
M-BarrierI:
Soft:
BlessI:
2ND-LEVEL WHITE SPELLS
Cure II:
BarrierII:
M-BarrierII:
Null ShockI:
Null FireI:
Null WaterI:
Null IceI:
BlessII:
3RD-LEVEL WHITE SPELLS
Cure III:
BarrierIII:
M-BarrierIII:
Null ShockII:
Null FireII:
Null WaterII:
Null IceII:
BlessIII:
4TH-LEVEL WHITE SPELLS
Cure I, All:
BarrierI, All:
M-BarrierI. All:
Null ShockIII:
Null FireIII:
Null WaterIII:
Null IceIII:
Ensuna:
MAGIC KNIGHT
Magic Knights are knights that can cast magic on their swords to perform attacks with the power of the spell for several rounds. They have also been called Mageknights or Biskmatars. (In the English localization of FFV they are called Sorcerers.) In Final Fantasy V the magic knight can use any magic previously learned on their sword. In Final Fantasy Tactics it is called Temple knight and is a special character class. The skill itself is called Magic sword. Their magic power might not be as powerful as the mages' but since each cast can last for more attacks, they use less MP as compared to the mages. Note that the magic effects will affect the target when hit, therefore they are very useful when used to poison, stone, etc. enemies. In Final Fantasy IX, Vivi is able to cast magical effects on Steiner's sword, which resembles the ability of a magic knight.
Hit Die: d10.
Requirements
To qualify to become a Magic Knight, a character must fulfill all the following criteria.
Alignment: Any
Feats: Weapon Bond, Green Magic Adept, Weapon Focus: (Any two handed sword)
Special: Must be considered a Knight
Class Skills
The Magic Knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Skill Points at Each Level: 2 + Int modifier.
|
Table: The Magic Knight |
|||||||||
|
|
|
|
|
|
|
— Spells per Day — |
|||
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
2nd |
3rd |
4th |
|
1st |
+1 |
+2 |
0 |
2 |
Magic Sword 1/day |
0 |
— |
— |
— |
|
2nd |
+2 |
+3 |
0 |
3 |
|
1 |
— |
— |
— |
|
3rd |
+3 |
+3 |
+1 |
3 |
Magic Sword 2/day |
1 |
0 |
— |
— |
|
4th |
+4 |
+4 |
+1 |
4 |
|
1 |
1 |
— |
— |
|
5th |
+5 |
+4 |
+1 |
4 |
Magic Sword 3/day |
1 |
1 |
0 |
— |
|
6th |
+6 |
+5 |
+2 |
5 |
|
1 |
1 |
1 |
— |
|
7th |
+7 |
+5 |
+2 |
5 |
Magic Sword 4/day |
2 |
1 |
1 |
0 |
|
8th |
+8 |
+6 |
+2 |
6 |
|
2 |
1 |
1 |
1 |
|
9th |
+9 |
+6 |
+3 |
6 |
Magic Sword 5/day |
2 |
2 |
1 |
1 |
|
10th |
+10 |
+7 |
+3 |
7 |
Armor Break |
2 |
2 |
2 |
1 |
Class Features
All of the following are Class Features of the Magic Knight prestige class.
Weapon and Armor Proficiency: Magic Knights are proficient with all simple and martial weapons, with all types of armor, and with shields.
Magic Sword (Su): This ability allows the Magic Knight to enchant her weapon with a spell, and cast that spell every time the weapon hits a target for the next 5 rounds. This becomes 2/day at 3rd, and goes up once a day every 2 levels.
Spells: A Magic Knight has the ability to cast a small number of spells. To cast a Magic Knight spell, a Magic Knight must have an Intelligence score of at least 10 + the spell’s level, so a Magic Knight with an Intelligence of 10 or lower cannot cast these spells.
Magic Knights bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the Magic Knight’s Intelligence modifier. When the Magic Knight gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Magic Knight’s spell list appears below. A Magic Knight has access to any spell on the list and can freely choose which to prepare, just as a cleric. A Magic Knight does not prepare spells.
Armor Break (Su): At 5th level and beyond, a Magic Knight gains a once a day ability called Armor Break, which works like Magic Break but instead of halving saves it deals -5 to the target's armor class.
Magic Knight Spell List
Magic Knights choose their spells from the following list:
1ST-LEVEL GREEN SPELLS
Blind:
Sleep:
HasteI:
SlowI:
Escape:
2ND-LEVEL GREEN SPELLS
Berserk:
Silence:
HasteII:
SlowII:
Exit:
3RD-LEVEL GREEN SPELLS
HasteIII:
SlowIII:
Repulsion:
Confuse:
Fix:
4TH-LEVEL GREEN SPELLS
HasteI, All:
SlowI, All:
Blind, All:
Sleep, All:
Remove:
DRAGOON
The Dragoon uses spears to Jump onto enemies. Kain Highwind of Final Fantasy IV, and Freya Crescent of Final Fantasy IX were Dragoons. Cid Highwind (Final Fantasy VII) and Ward Zabac (Final Fantasy VIII) are similar to Dragon Knights in that they both fight using harpoon-style weapons and both characters' limit breaks are aerial attacks (jump attack). Kimahri Ronso (Final Fantasy X) has abilities from both the Dragon Knight class and the Blue Mage class. Richard Highwind of Final Fantasy II is referred to as a Dragon Knight, but does not have class's trademark aerial attack. Dragon Knights are available as part of the job system in Final Fantasy III, Final Fantasy V, Final Fantasy XI, Final Fantasy Tactics, and Final Fantasy Tactics Advance. The English software localization of Final Fantasy IV, Final Fantasy XI and Final Fantasy Tactics Advance incorrectly refers to Dragon Knights as Dragoons(due to the word sounding similar to dragon, which the dragon knight is often closely allied with), and the English localization of Final Fantasy Tactics refers to them as Lancers.
Hit Die: d12.
Requirements
To qualify to become a Dragoon, a character must fulfill all the following criteria.
Alignment: Any.
Special: Must be considered a Knight.
Feats: Knight's Focus (Jump), Knight's Toughness, Weapon Focus (Any pole arm)
Class Skills
The Dragoon’s class skills (and the key ability for each skill) are Craft (Int), Listen (Wis), Jump (Str), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.
|
Table: The Dragoon |
|||||
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1st |
+1 |
+2 |
+0 |
+2 |
Leap 1/day |
|
2nd |
+2 |
+3 |
+0 |
+3 |
Armor Break |
|
3rd |
+3 |
+3 |
+1 |
+3 |
Leap 2/day |
|
4th |
+4 |
+4 |
+1 |
+4 |
|
|
5th |
+5 |
+4 |
+1 |
+4 |
Leap 3/day |
|
6th |
+6 |
+5 |
+2 |
+5 |
Damage reduction 3/– |
|
7th |
+7 |
+5 |
+2 |
+5 |
Leap 4/day |
|
8th |
+8 |
+6 |
+2 |
+6 |
Power Break |
|
9th |
+9 |
+6 |
+3 |
+6 |
Leap 5/day |
|
10th |
+10 |
+7 |
+3 |
+7 |
Damage reduction 6/– |
Class Features
All of the following are Class Features of the Dragoon prestige class.
Weapon and Armor Proficiency: A Dragoon is proficient with all simple and all pole arm weapons, all types of armor, and shields.
Leap: A Dragoon can Leap during combat and forgo his current turn. On his next turn, he rolls a jump skill check. For ever 5 past 10 the Dragoon gets on the check he gains +1 to hit and +1 to damage. The Dragoon gains more uses of this per two levels.
Damage Reduction (Ex): At 6th level, a Dragoon gains damage reduction. Subtract 3 points from the damage the Dragoon takes each time he is dealt damage. At 10th level, this damage reduction rises to 6/–. Damage reduction can reduce damage to 0 but not below 0.
Armor Break (Su): At 2nd level and beyond, a Dragoon gains a once a day ability called Armor Break, which works like Magic Break but instead of halving saves it deals -5 to the target's armor class.
Power Break (Su): At 8th level and beyond, a Dragoon gains a once a day ability called Power Break, which works like Magic Break but instead of halving saves it deals -5 to the target's attack bonus.
SAMURAI
Samurai are Japanese fighters whose weapon of choice is the katana. They hold their blades with both hands for increased damage, and are often associated with the "Coin Toss" (or "Gil Toss" or "GP Rain") special attack. In the original Japanese version of Final Fantasy VI, the character of Cyan Garamonde is identified as a Samurai. Samurai are featured as classes in Final Fantasy V, Final Fantasy X-2, Final Fantasy XI and Final Fantasy Tactics. Auron, from Final Fantasy X can be seen as a Samurai. Many of his special moves use Samurai terminology such as Bushido and Auron himself is somewhat of a Ronin.
Hit Die: d12.
Requirements
To qualify to become a Samurai, a character must fulfill all the following criteria.
Alignment: Any Lawful.
Special: Must be considered a Knight.
Feats: Noble's Stipend, Knight's Toughness, Weapon Focus (Katana)
Class Skills
The Samurai’s class skills are Craft, Climb, Jump, Ride, Knowledge (Nobility and Royalty), Knowledge (Tactics), and Tumble
Skill Points at Each Level: 2 + Int modifier.
|
Table: The Samurai |
|||||
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1st |
+1 |
+2 |
+0 |
+2 |
Coin Toss 1/day |
|
2nd |
+2 |
+3 |
+0 |
+3 |
Armor Break |
|
3rd |
+3 |
+3 |
+1 |
+3 |
Coin Toss 2/day |
|
4th |
+4 |
+4 |
+1 |
+4 |
Power Break |
|
5th |
+5 |
+4 |
+1 |
+4 |
Coin Toss 3/day |
|
6th |
+6 |
+5 |
+2 |
+5 |
Magic Break |
|
7th |
+7 |
+5 |
+2 |
+5 |
Coin Toss 4/day |
|
8th |
+8 |
+6 |
+2 |
+6 |
Ability Break |
|
9th |
+9 |
+6 |
+3 |
+6 |
Coin Toss 4/day |
|
10th |
+10 |
+7 |
+3 |
+7 |
Zombie Break |
Class Features
All of the following are Class Features of the Samurai prestige class.
Weapon and Armor Proficiency: A Samurai is proficient with all simple and all pole arm weapons, all types of armor, and shields.
Coin Toss: A Samurai can throw handfuls of coins in a single round (maximum 50), and if he makes a successful ranged attack each coin counts as one point of damage.
Armor Break (Su): A Samurai gains the ability at 2nd level to do an armor break 1/day.
Power Break (Su): A Samurai gains the ability at 4th level to do a power break 1/day.
Magic Break (Su): A Samurai gains the ability at 6th level to make a Magic Break 1/day.
Ability Break (Su): A Samurai gains the ability at 8th level to make an ability break 1/day.
Zombie Break (Su): A Samurai gains the ability at 10th level to make a Zombie Break 1/day.
GAMBLER
Hit Die: d8.
Requirements
To qualify to become a Gambler, a character must fulfill all the following criteria.
Feats: Gambler's luck
Class Skills
The Gambler’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
|
Table: The Gambler |
|||||
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1st |
+0 |
+2 |
+0 |
+2 |
Gamble |
|
2nd |
+1 |
+3 |
+0 |
+3 |
Oops! 1/day |
|
3rd |
+1 |
+3 |
+1 |
+3 |
Oops! 2/day |
|
4th |
+2 |
+4 |
+1 |
+4 |
Oops! 3/day |
|
5th |
+2 |
+4 |
+1 |
+4 |
Oops! 4/day |
Class Features
All the following are Class Features of the Gambler prestige class.
Weapon and Armor Proficiency: Gamblers gain no proficiency with any weapon or armor.
Gamble: In order to play this prestige class you will need a standard deck of cards. A Gambler can use the gamble special ability any time it can make an attack action. The Gambler declares that he is going to Gamble. He then shuffles the deck, and deals three cards face down.
The DM will ask him to flip one card over first to find “target” if the card is black, the target is the caster, if the card is red the target an enemy. If the card is 2-7 then the target is a single person, if the card is 8-Ace then the target is a whole group. Joker is wild on both counts.
Next the DM ask the Gambler to flip the next card for “spell type” if the card is red then the spell is white magic, if the card is black, then it is black magic. The number of the card also determines the spell level being used. 2-5=0, 6-7=1, 8-9=2, 10=3, Jack=4, Queen=5, King=6, Ace= 7, Joker =Wild.
The DM then ask for the final card to be flipped over, this determines which spell is to be used as well as any other modifiers. If the card is red then the player gets to choose which spell is cast (from the level and spell color already determined). If the card is black, then the DM gets to pick which spell is cast. As you can imagine, 3 black cards is not something you want to happen. However if the last card flipped is a Joker then that is also wild in both color, suit, and number.
Now here is where it gets fun, 2 of a kind (same suit or same number)means add an addition 10% damage onto the final total. 3 of a kind(same suit or same number) means that you get to shuffle and draw again, and cast another spell on top of the one just cast. A Jack, Queen and King of unmatching suits means that the spell is heightened, A Jack, Queen, King of matching suits means the spell is heightened and maximized.
Oops!: This extraordinary ability allows the Gambler to ignore his draw, reshuffle and try again. This is a once per day ability gained at second level and raises by one use per day, per level.
SUMMONER
Hit Die: d4.
Requirements
To qualify to become a Summoner, a character must fulfill all the following criteria.
Special: Must be considered a Sage
Class Skills
The Summoner’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search (Int), Speak Language (Int), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.
|
Table: The Summoner |
||||||
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells |
|
1st |
+0 |
+0 |
+0 |
+2 |
Summon Chocobo-Mog 1/day |
+1 level of existing spellcasting class |
|
2nd |
+1 |
+0 |
+0 |
+3 |
Summon Shiva 1/day |
0 |
|
3rd |
+1 |
+1 |
+1 |
+3 |
Summon Ifrit 1/day |
0 |
|
4th |
+2 |
+1 |
+1 |
+4 |
Summon Ramuh 1/day |
+1 level of existing spellcasting class |
|
5th |
+2 |
+1 |
+1 |
+4 |
Summon Titan 1/day |
0 |
|
6th |
+3 |
+2 |
+2 |
+5 |
Summon Leviathan 1/day |
0 |
|
7th |
+3 |
+2 |
+2 |
+5 |
Summon Yojimbo 1/day |
+1 level of existing spellcasting class |
|
8th |
+4 |
+2 |
+2 |
+6 |
Summon Fenris 1/day |
0 |
|
9th |
+4 |
+3 |
+3 |
+6 |
Summon Phoenix 1/day |
0 |
|
10th |
+5 |
+3 |
+3 |
+7 |
Summon Bahamat 1/day |
+1 level of existing spellcasting class |
Class Features
All of the following are Class Features of the Summoner prestige class.
Weapon and Armor Proficiency: Summoners gain no proficiency with any weapon or armor.
Spells: As Summoner levels are gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class.
Summon Magic: A summoner can only have one summon in this plane of existence at a time, and while it is here the Summoner can not take any actions other than free actions.
Summon Chocobo-Mog (Su): This super natural ability allows the Summoner to call on the Esper Chocobo-Mog. This summon remains with the Summoner until the summoner wills it away or it is killed.
------------------------------------------------
Chocobo-Mog
|
|
Large Outsider (Esper, Extraplanar) |
|
Hit Dice: |
10d8+93 (138 hp) |
|
Initiative: |
+0 |
|
Speed: |
60 ft. (12 squares) |
|
Armor Class: |
23 (–1 size, +14 natural) touch 9, flat-footed 23 |
|
Base Attack/Grapple: |
+10/+19 |
|
Attack: |
Peck +14 melee (4d4+5) |
|
Full Attack: |
Peck +14 melee (4d4+5) and 2 claws +9 melee (1d8+2) |
|
Space/Reach: |
10 ft./10 ft. |
|
Special Attacks: |
Spell-like abilities |
|
Special Qualities: |
Damage reduction 10/magic, darkvision 60 ft., immunity to slow, stop and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 19 |
|
Saves: |
Fort +16, Ref +7, Will +9 |
|
Abilities: |
Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18 |
|
Skills: |
Jump +18, Concentration +22, Escape Artist +13, Survival +17, Listen +23, Knowledge (Plains) +13, Search +15, Spellcraft +15, Spot +23, Survival +2 |
|
Feats: |
Bull Rush, Cleave, Power Attack, Toughness, Improved Trip |
|
Environment: |
- |
|
Organization: |
Solitary |
|
Challenge Rating: |
11 |
|
Treasure: |
Standard |
|
Alignment: |
Always chaotic neutral |
Chocobo-Mog is about 8 feet tall and weighs about 750 pounds.
Chocobo-Mog is actually two separate creatures, a golden Chocobo and a Moggle. All Espers are Gods of old or legends. The Chocobo-Mog is a famous legend among the Moggles. They claim that A Moggle hero took to try and mounting a Chocobo to stop a calvary charge against some adventurer friends he had made a few days before.
Unfortunately the Moggle did not know how to ride a Chocobo, so it used magic to attach himself to the saddle. Unfortunately he could not release himself afterwards, and he had no control over the Chocobo. The adventurers helped to spread this legend as a humorous joke, while the Moggles see him as a hero.
The combination of these two things created a legend around the Moggle and Chocobo, which empowered them to become an Esper and thus they were sent to the Plane of Esper, where they can be called upon in a time of need and will return to unharmed if destroyed on any other Plane.
Combat
Chocobo-Mog enjoys nothing more than a bull rush.
Spell-Like Abilities: At will— Haste (Self Only), Plane Shift (Self Only); 3/day—Stop (DC 21). Caster level 13th. The save DCs are Charisma-based.
-------------------------------------------------------------------
Summon Shiva (Su): This super natural ability allows the Summoner to call on the Esper Shiva. This summon remains with the Summoner until the summoner wills it away or it is killed.
-------------------------------------------------------------------
SHIVA
|
|
Medium Outsider (Extraplanar, Good, Esper, Ice) |
|
Hit Dice: |
12d8+60 (114 hp) |
|
Initiative: |
+3 |
|
Speed: |
30 ft. (6 squares) |
|
Armor Class: |
27 (+3 Dex, +14 natural) |
|
Base Attack/Grapple: |
+12/+20 |
|
Attack: |
Kick +20 melee (1d6+8) |
|
Full Attack: |
Kick +20 melee (1d6+8) and punch +15 melee (1d8+4) |
|
Space/Reach: |
5 ft./5 ft. |
|
Special Attacks: |
Heavenly Strike, Diamond Dust, spell-like abilities |
|
Special Qualities: |
Damage reduction 10/evil and fire darkvision 60 ft., immunity to ice and petrification, lay on hands, lowlight vision, protective aura, resistance to sonic 10, spell resistance 28 |
|
Saves: |
Fort +13, Ref +11, Will +10 |
|
Abilities: |
Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 20 |
|
Skills: |
Balance +22, Concentration +12, Diplomacy +4, Survival +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Listen +22, Sense Motive +17, Spot +17, Decipher Script +17 |
|
Feats: |
Dodge, Mobility, Spring Attack |
|
Environment: |
- |
|
Organization: |
Solitary |
|
Challenge Rating: |
12 |
|
Treasure: |
No coins; double goods; standard items |
|
Alignment: |
Always neutral good |
Shiva was a Goddess of a long forgotten race of elves known as Ice Elves. After her followers went extinct she was invited to the Plane of Esper to help those who require it.
Combat
Shiva likes to stay on the move when forced into melee, but likes nothing more than blasting her opponents with ice.
Heavenly Strike (Su): Using an attack action, Shiva can all upon her home plane of Holy Glacier to send a shard of ice to fall on her enemies. This deals 2d10+Shiva's Charisma modifier in damage, half of this damage is considered Ice, and the other half is considered good for purposes of damage.
Spell-Like Abilities: At will—Ice I (DC 15), 3/day—Ice II (DC 16). Caster level 10th. The save DCs are Charisma-based.
Lay on Hands (Su): As the paladin class feature, except that each day, a leonal can heal an amount of damage equal to its full normal hit points.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals leonal’s HD). (The defensive benefits from the circle are not included in a leonal’s statistics block.)
Diamond Dust(Su): If Shiva loses more than ¾ of her life, she can use the Diamond Dust ability once per day. Shiva creates a ball of energy over her head, then unleashes it as a freezing wind, encasing the enemy party in shards of ice. The final blow is dealt with a simple snap of her fingers, shattering the glacier and dealing ice elemental damage. This damage is 4d10 + Shiva's charisma modifier.
---------------------------------------------------------------
Summon Ifrit (Su): This super natural ability allows the Summoner to call on the Esper Ifrit. This summon remains with the Summoner until the summoner wills it away or it is killed.
--------------------------------------------------------------
IFRIT
|
|
Large Outsider (Evil, Extraplanar, Chaotic, Fire) |
|
Hit Dice: |
14d8+84 (147 hp) |
|
Initiative: |
+5 |
|
Speed: |
40 ft. (8 squares) |
|
Armor Class: |
32 (–1 size, +5 Dex, +18 natural) touch 14, flat-footed 27 |
|
Base Attack/Grapple: |
+14/+24 |
|
Attack: |
Claw +20 melee (2d6+9/x3 plus slow) or bite +19 melee (1d10+6) |
|
Full Attack: |
Claw +20/+15/+10 melee (2d6+9/x3) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow); or 2 claws +19 melee (1d10+6) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow) |
|
Space/Reach: |
10 ft./10 ft. |
|
Special Attacks: |
Fear aura, spell-like abilities, Meteor Strike, Hell Fire |
|
Special Qualities: |
Damage reduction 10/Ice and Good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10, see in darkness, spell resistance 25. |
|
Saves: |
Fort +15, Ref +14, Will +15 |
|
Abilities: |
Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20 |
|
Skills: |
Bluff +22, Climb +23, Concentration +23, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Jump +27, Knowledge (any three) +23, Listen +25, Move Silently +22, Search +23, Sense Motive +23, Spellcraft +23, Spot +25, Survival +6 (+8 following tracks) |
|
Feats: |
Alertness, Cleave, Combat Reflexes, Power Attack |
|
Environment: |
- |
|
Organization: |
Solitary |
|
Challenge Rating: |
13 |
|
Treasure: |
Standard coins; double goods; standard items |
|
Alignment: |
Always chaotic evil |
Ifrit was the God of a long forgotten race of Imps known as Fire Imps, after his followers died he accepted an invitation to the Plane of Esper so that his power would not completely fade.
Combat
Ifrit loves nothing more than to rend his foes limb from limb with his claws.
Fear Aura (Su): Ifrit can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 22 Will save or be affected as though by a fear spell (caster level 13th). A creature that successfully saves cannot be affected again by Ifrit’s aura for 24 hours. The save DC is Charisma-based.
Spell-Like Abilities: At will—Fire II (DC 20), fly, Fire I, All (DC 19). Caster level 13th. The save DCs are Charisma-based.
Meteor Strike: Using an attack action, Ifrit can summon a ball of fire from the Plane of Fire dealing 4d10+Charisma modifier to a single target. Half of this damage is considered fire while the other half is considered evil.
Hell Fire: If Ifrit loses more than ¾ of his life, he can use the Hell Fire ability once per day. Leaping high into the air, Ifrit will conjure up a flaming meteor and launch it at the enemy party. After landing, he will then create a fireball to incinerate their remains and hold them captive in the air. As a final move, he will throw a chunk of earth into the inferno, dispelling it with an explosion. This damage is 8d10 + Ifrit's charisma modifier.
--------------------------------------------------------------------
Summon Ramuh (Su): This super natural ability allows the Summoner to call on the Esper Ramuh. This summon remains with the Summoner until the summoner wills it away or it is killed.
-------------------------------------------------------------------
Ramuh
|
|
Medium Outsider ( Extraplanar, Electric, Esper) |
|
Hit Dice: |
14d8+112 (175 hp) |
|
Initiative: |
+1 |
|
Speed: |
30 ft. (6 squares) |
|
Armor Class: |
27 (–2 size, +1 Dex, +18 natural) touch 9, flat-footed 26 |
|
Base Attack/Grapple: |
+14/+29 |
|
Attack: |
Thundering Staff +20 melee (2d8+7) |
|
Full Attack: |
Thundering Staff +20 melee (2d8+7) and Thundering Staff +17 melee (2d8+7) (Dual wielded) |
|
Space/Reach: |
5 ft./5 ft. |
|
Special Attacks: |
Spell-like abilities, Bolt Fist, Thor's Hammer |
|
Special Qualities: |
Damage reduction 10/water, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 22, true seeing |
|
Saves: |
Fort +17, Ref +10, Will +15 |
|
Abilities: |
Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 26 |
|
Skills: |
Bluff +22, Concentration +25, Diplomacy +26, Disguise +5 (+7 acting), Hide +10, Intimidate +22, Knowledge (arcana) +23, Listen +31, Move Silently +18, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +6 (+8 following tracks), Use Magic Device +22 (+24 scrolls) |
|
Feats: |
Alertness, Cleave, Combat Reflexes, Power Attack |
|
Environment: |
- |
|
Organization: |
Solitary |
|
Challenge Rating: |
13 |
|
Treasure: |
Standard coins; double goods; standard items |
|
Alignment: |
Always Lawful Neutral |
Ramuh was a legend during his life as a black mage. His specialization in bolt spells made him deeply connected to lightning and thunder. He was central to driving back creatures from the sea in a long forgotten war, but his name was never forgotten. He was extended an invitation to the Plane of Esper, and he accepted rather than face mortality.
Combat
Ramuh enjoys destroying his enemies at a distance.
Spell-Like Abilities: At will—Lightning I, Lightning I All. 3/day- Lightning III, Lightning II, All Caster level 15th. The save DCs are Charisma-based.
Bolt Fist: Using an attack action, Ramuh can summon a bolt of lightning from the Plane of Thunder dealing 5d10+Charisma modifier to a single target. Half of this damage is considered electric while the other half is considered sonic.
Thor's Hammer: If Ramuh loses more than ¾ of his life, he can use the Hell Fire ability once per day. Focusing a charge in his staff, Ramuh will strike the enemy party with a bolt of electricity which holds them fixed in place. After lifting them into the air, he will increase the attack and send a power spike down the line to hit everyone with strong Thunder magic. This damage is 10d10 + Ramuh's charisma modifier.
-------------------------------------------------------------------
Summon Titan: This super natural ability allows the Summoner to call on the Esper Titan. This summon remains with the Summoner until the summoner wills it away or it is killed.
-------------------------------------------------------------------
TITAN
|
|
Large Giant (Earth, Outsider, Esper) |
|
Hit Dice: |
15d8+125 (192 hp) |
|
Initiative: |
+2 |
|
Speed: |
40 ft. |
|
Armor Class: |
25 (–1 size, +2 Dex, +11 natural, +3 hide), touch 11, flat-footed 23 |
|
Base Attack/Grapple: |
+17/+22 |
|
Attack: |
Greatclub +27 melee (2d8+14) or slam +27 melee (1d4+10) or rock +24 ranged (2d8+14) |
|
Full Attack: |
Greatclub +27/+20 melee (2d8+14) or 2 slams +27 melee (1d4+10) or rock +24 ranged (2d8+14) |
|
Space/Reach: |
10 ft./10 ft. |
|
Special Attacks: |
Rock throwing, Rock Slide |
|
Special Qualities: |
Darkvision 60 ft., low-light vision, rock catching, Damage reduction 10/- |
|
Saves: |
Fort +13, Ref +6, Will +7 |
|
Abilities: |
Str 30, Dex 15, Con 20, Int 10, Wis 12, Cha 18 |
|
Skills: |
Climb +11, Jump +11, Spot +12 |
|
Feats: |
Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot |
|
Environment: |
- |
|
Organization: |
Solitary |
|
Challenge Rating: |
15 |
|
Treasure: |
Standard |
|
Alignment: |
Always Neutral |
Titan is a a proto-God, a being who fathered a God. After the God's became ascendant the proto-Gods were forgotten. Titan instead accepted an invitation to Esper so he would never be forgotten.
COMBAT
Titan likes to fight from a distance whenever possible, but if he can’t avoid melee, they he will use a gigantic club chiseled out of stone.
Rock Throwing (Ex): The range increment is 180 feet for Titan’s thrown rocks. He uses both hands when throwing a rock.
Rock Catching (Ex): Titan gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.
Rock Slide: If Titan loses more than ¾ of his life, he can use the Rock Slide ability once per day. Gripping the ground around his feet, Titan pulls up the earth in front of a party of enemies. They slide off the slab of earth and then Titan throws it on top of their prone bodies. This damage is 12d10 + Titan's charisma modifier.
----------------------------------------------------------------------------------
Summon Leviathan: This super natural ability allows the Summoner to call on the Esper Leviathan. This summon remains with the Summoner until the summoner wills it away or it is killed.
----------------------------------------------------------------------------------
LEVIATHAN
|
|
Huge Dragon (Water, Outsider, Esper) |
|
Hit Dice: |
24d12+120 (276) |
|
Initiative: |
+0 |
|
Speed: |
20 ft. (4 squares), swim 150 ft. |
|
Armor Class: |
31 (–2 size, +23 natural), touch 8, flat-footed 31 |
|
Base Attack/Grapple: |
+23/+40 |
|
Attack: |
Bite +32 melee (4d6+9) |
|
Full Attack: |
Bite +32 melee (4d6+9) and 2 claws +27 melee (2d8+5) |
|
Space/Reach: |
15 ft./10 ft. |
|
Special Attacks: |
Breath weapon, Tsunami, Spell-like abilities, Tidal Wave |
|
Special Qualities: |
Darkvision 60 ft., immunity to fire, sleep, and paralysis, low-light vision, scent, Spell resistance 22, Damage reduction 20/ electricity. |
|
Saves: |
Fort +18, Ref +13, Will +18 |
|
Abilities: |
Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 20 |
|
Skills: |
Diplomacy +3, Hide +7*, Intimidate +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Swim +21 |
|
Feats: |
Blind-Fight, Cleave, Improved Bull Rush, Power Attack, Snatch |
|
Environment: |
- |
|
Organization: |
Solitary |
|
Challenge Rating: |
16 |
|
Treasure: |
Triple standard |
|
Alignment: |
Always Neutral |
The Leviathan was a God of an ancient race known as Sea Goblins, but with the destruction of the Sea Goblin civilization Leviathan choose to go to the Plane of Esper so that he would not be forgotten.
COMBAT
Breath Weapon (Su): Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 16d4 (27) water, Reflex DC 21 half; effective both on the surface and underwater. The save DC is Constitution-based.
Tsunami: Using an attack action, Leviathan can all upon it's home plane of Water to send a giant wave into a party of enemies. This deals 5d10+Leviathan's Charisma modifier in damage.
Spell-like abilities: At will- Water III, Water II All, 3/day Water III All.
Tidal Wave: If Leviathan loses more than ¾ of it's life, it can use the Tidal Wave ability once per day. Darkness covers the battlefield as it becomes a vast ocean. A dragonesque blur rushes through the depths, visible only in silhouette. Leviathan then bursts forth in a mushroom cloud of water, before settling his gaze on the enemy. Curling into position, he begins to speed along just above the surface, forming a large tidal wave behind him which crashes down and washes the victim away. This damage is 14d10 + Leviathan's charisma modifier.
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Summon Yojimbo: As Summon Chocobo-Mog, only now you summon the Esper Yojimbo.
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YOJIMBO
|
|
Large Outsider (Lawful, Extraplanar, Esper) |
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Hit Dice: |
16d8+144 (216 hp) |
|
Initiative: |
+4 |
|
Speed: |
40 ft. (8 squares) |
|
Armor Class: |
29 (–1 size, +4 Dex, +16 natural), touch 13, flat-footed 25 |
|
Base Attack/Grapple: |
+16/+29 |
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Attack: |
Longsword +25 melee (2d6+9/19–20) or slam +24 melee (1d8+9) or tail slap +24 melee (4d6+9) |
|
Full Attack: |
Primary longsword +25/+20/+15/+10 melee (2d6+9/19–20) and 5 longswords +25 melee (2d6+4/19–20); or 6 slams +24 melee (1d8+9) |
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Space/Reach: |
10 ft./10 ft. |
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Special Attacks: |
Payment |
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Special Qualities: |
Damage reduction 15/-, darkvision 60 ft., immunity to poison, resistance to acid 10, cold 10, electricity 10, water 10, and fire 10, spell resistance 25 |
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Saves: |
Fort +19, Ref +14, Will +14 |
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Abilities: |
Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24 |
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Skills: |
Diplomacy +30, Intimidate +28, Listen +31, Knowledge (nobility and royalty) +23, Search 23, Sense Motive +23, Bluff +23, Spot +31, Survival +4 |
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Feats: |
Combat Expertise, Combat Reflexes, Cleave, Improved Sunder, Power Attack, Weapon Focus (longsword) |
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Environment: |
- |
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Organization: |
Solitary |
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Challenge Rating: |
17 |
Yojimbo was once a samurai in charge of protecting a prince in his homeland. This prince went on many adventures and if it were not for Yojimbo would have died on all of them.
Yojimbo was brought to the Plane of Esper on his death by Buhamat as an homage to his bravery and loyalty in life. Yojimbo considers himself still employed by the prince, and thus requires payment for his services since they are not the Summoners to command.
Combat
Payment(Ex): Before Yojimbo can take any offensive action on behalf of a Summoner first the summoner must pay Yojimbo a certain amount of Gil. The following abilities are what a Summoner can purchase. Handing money to Yojimbo is considered a free action, but can only be done once per round.
Kozuka(Payment): Yojimbo will make a full attack against any creature for 100 gil.
Wakizashi(Payment):Yojimbo's second most powerful attack is a clean swipe from his sword, which may hit either one or all enemies at once, dealing massive damage. For 500 gil Yojimbo will hit a single target of your choice, and for 1000 gil Yojimbo will hit an entire enemy party with this attack.
Zanmoto(Payment):If Yojimbo loses more than ¾ of his life, he can use the Zanmoto ability once per day. If the Summoner gives Yojimbo 1000 gil x the target's CR (or parties combined challenge rating if the summoner wishes Yojimbo to strike everyone in an enemy party) Yojimbo will casually toss his sword into the air, catching the sheath perfectly next to the hilt. He draws it slowly in anticipation of what he is about to do, his eyes reflecting from the blade as it slides gracefully out. There is a moment's pause, a clean strike... and blossoms blow away in the wind, the target(s) is sliced in two. Instant defeat to anyone.
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Summon Fenris(Su): This super natural ability allows the Summoner to call on the Esper Fenris. This summon remains with the Summoner until the summoner wills it away or it is killed.
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FENRIS
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Large Magical Beast |
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Hit Dice: |
26d8+188 (305 hp) |
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Initiative: |
+8 (+4 Dex, +4 Improved Initiative) |
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Speed: |
50 ft. |
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Armor Class: |
23 (–1 size, +4 Dex, +10 natural) |
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Base Attack/Grapple: |
+27/+45 |
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Attack: |
Bite +35 (2d8+11) melee |
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Full Attack: |
Bite +35 (2d8+11) melee, 2 claws +24 (2d8+5) melee |
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Space/Reach: |
10 ft./5 ft. |
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Special Attacks: |
Millennial Decay, Ragnorok |
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Special Qualities: |
Scent, Damage Reduction 20/- |
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Saves: |
Fort +22, Ref +19, Will +12 |
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Abilities: |
Str 32, Dex 18, Con 24, Int 2, Wis 14, Cha 12 |
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Skills: |
Survival +13, Hide +15, Jump +19, Listen +12, Move Silently +15, Spot +12, Swim +16 |
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Feats: |
Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Toughness(x2), Track |
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Environment: |
- |
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Organization: |
Solitary |
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Challenge Rating: |
18 |
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Treasure: |
None |
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Alignment: |
Always neutral |
Fenris is a wolf of the Apocolypse, and will be called on by the God's of some worlds to unmake everything. But until he is needed by the Gods, he resides in Esper.
COMBAT
Millennial Decay: Using an attack action, Fenris becomes many wolf-headed gusts of wind that rush the enemy and form a tornado dealing 9d10+Charisma modifier to a single target.
Ragnorok: If Fenris loses more than ¾ of his life, he can use the Ragnorok ability once per day. Against a red moon stands Fenris. With a howl, the totem on which he was apparently standing rises. The ground beneath the enemy party cracks and churns, and then a rock fist thrusts out and punches the enemies into the sky. This deals 15d10 damage to the enemy party.
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Summon Phoenix(Su): This super natural ability allows the Summoner to call on the Esper Phoenix. This summon remains with the Summoner until the summoner wills it away or it is killed.
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PHOENIX
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Large Outsider (Good, Extraplanar, Esper) |
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Hit Dice: |
20d8+160 (250 hp) |
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Initiative: |
+5 (+1 Dex, +4 Improved Initiative) |
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Speed: |
60 ft, fly 200 ft (clumsy) |
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Armor Class: |
23 (-4 size, +1 Dex, +16 natural) |
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Base Attack/Grapple: |
+30/+49 |
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Attack: |
Peck +40 melee (4d4+15) |
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Full Attack: |
Peck +40 melee (4d4+15) and 2 claws +29 melee (1d8+12) |
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Space/Reach: |
20 ft by 40 ft/15 ft |
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Special Attacks: |
Spell-like abilities, Rebirth Flame, Funeral Pyre |
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Special Qualities: |
Damage reduction 30/Evil, SR 21, magic circle against evil, plane shift, darkvision 120 ft |
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Saves: |
Fort +20, Ref +13, Will +17 |
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Abilities: |
Str 30, Dex 19, Con 29, Int 18, Wis 18, Cha 24 |
|
Skills: |
Concentration +31, Diplomacy +29, Knowledge (any) +27, Knowledge (arcana) +27, Knowledge (planes) +27, Listen +30, Move Silently +24, Search +27, Scry +27, Spot +30 |
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Feats: |
Alertness, Cleave, Flyby Attack, Improved Initiative, Power Attack |
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Environment: |
- |
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Organization: |
Solitary |
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Challenge Rating: |
19 |
The phoenix is an extra-planar bird that represents the spirit of freedom and rebirth. It's home plane is the Plane of Esper.
A phoenix appears as a large bird with a 40' wingspan of bright, multi-colored feathers. The plumage includes bright violet, scarlet, crimson and flaming orange. Its beak and claws are blue-violet. Its eyes are a deep, glowing ruby color.
COMBAT
Spell-Like Abilities: At will- Cure III, Fire III, Raise, 3/day- Cure III All, Fire III All, Auto Raise
Rebirth Flame: Using an attack action, Phoenix causes fire damage an enemies, and all party members get a raise dealing 5d10+Charisma modifier to a single target, and raises all party members and heals them 5d10+Charisma modifer.
Funeral Pyre: If Phoenix loses more than ¾ of his life, she can use the Funeral Pyre ability once per day. With a flash and rainbows of refracted light, Phoenix explodes in a burst of flame and light. The enemy are engulfed in flames as shock waves from the Phoenix's explosion reach them . It disappears into a shower of red particles which revive the party, casting Haste, M-Barrier, Barrier and Reflect on all members of the Summoner's party. This deals 15d10+Charisma modifier to all members of an enemy party.
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Summon Bahamat(Su): This super natural ability allows the Summoner to call on the Esper Bahamat. This summon remains with the Summoner until the summoner wills it away or it is killed.
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BAHAMAT
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Huge Dragon (Good, Lawful, Esper) |
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Hit Dice: |
29d12+203 (391) |
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Initiative: |
0 |
|
Speed: |
60 ft, fly 200 ft (clumsy) |
|
Armor Class: |
23 (-4 size, +1 Dex, +16 natural) |
|
Base Attack/Grapple: |
+29/+55 |
|
Attack: |
39 |
|
Full Attack: |
Bite +39 melee (2d8+15) and 2 claws +17 melee (2d8+2) |
|
Space/Reach: |
15 ft./10 ft |
|
Special Attacks: |
Spell-like abilities, Impulse, Mega Flare |
|
Special Qualities: |
Frightful Presence, Damage Reduction 30/-, Dragon Immunities, Blindsense, Keen Senses, Spell Resistance 22 |
|
Saves: |
Fort +23, Ref +16, Will +23 |
|
Abilities: |
Str 39, Dex 10, Con 25, Int 24, Wis 25, Cha 24 |
|
Skills: |
Listen +22, Search +22, and Spot +22, Concentration +22, Diplomacy +22, Escape Artist +22, Intimidate +22, Knowledge (any) +22, Sense Motive +22, and Use Magic Device +22 |
|
Feats: |
Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw or bite), Wingover, and Maximize Spell |
|
Environment: |
- |
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Organization: |
Solitary |
|
Challenge Rating: |
20 |
Bahamat is the God of Dragons, and the Lord of the Plane of Esper.
COMBAT
Spell-Like Abilities: At will- Bolt III, Fire III, Ice III, Water III, Quake III, Bio III 3/day- Bolt III All, Fire III All, Ice III All, Water III All, Quake III All, Bio III All
Frightful Presence (Ex): Bahamat can unsettle foes with his mere presence. The ability takes effect automatically whenever Bahamat attacks, charges, or flies overhead. Creatures within a radius of 30 feet x 10 are subject to the effect if they have fewer HD than Bahamat. A potentially affected creature that succeeds on a Will save (DC 10 + 14 + Bahamat’s Cha modifier) remains immune to Bahamat's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Immunities (Ex): All dragons have immunity to sleep and paralysis effects.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Impulse: Once every four rounds, Bahamut's Impulse can hit all of the enemies on the battlefield for16d10. This damage is non-elemental.
Mega Flare: If Bahamat loses more than ¾ of his life, Bahamut can draw in energy from his surroundings and focus it for his ultimate attack. Digging himself into the ground for support, the powerful beam of energy tears up the enemy party and the ground alike. This deals 24d10 damage to all enemies.