Final Fantasy D20 (Inactive)

Game Master Crayfish Hora

Set in FFT's setting of Ivalice, where most of the citizens have forgotten how to use the ancient technology they find and they wield swords and shoot magic.


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Crayfish Hora wrote:
I'm going to say no, but I'm sure there'll be a money making adventure for you to start in.

Sadly expected

Although I do want to keep my job for as long as possible

Sczarni

Oh, you'll have a job alright. Shinra's gotta keep up that monopoly somehow!


What would co-gming entail?

Sczarni

Pushing the story along when I'm not. I don't really post everyday, but I tend to post every week. My speed fluctuates depending on how many tasks I have to complete in a day.

Also, combat posts. Combat on the forums slows down the game in most games I have played. Having 2 GMs doing combat rolls for npcs would be best for that.

Anything else is secondary. If the Co-DM had this great idea for a random encounter, then that's great and we'll throw it in there. Or ideas on plot or whatnot. Besides the main two above, anything extra is nice, but not required of a Co-GM.


Wouldn't that present a conflict of interest with the co-GM also playing?

Sczarni

Pushing the story towards what your character wants to accomplish isn't a bad thing. I think all players should have at least a small amount of this.

Posting combat against your character doesn't sound intuitive to me. It's not creating drops and saying your character found fat lutes, it's just combat.

If you had combat where your character was never targeted, that would be pretty boring I'd say. I think a person would be able to regulate between being a character and a GM easily enough, but I could be wrong.

If you go by the magic rules of combat for this setting, you should be fine.

Monsters will attack the closest/weakest in hitpoint terms.

Thinking enemies, like humes, will attack spell-casters if they see them cast spells. And ranged units if they can engage them. Then it comes down to a slug fest after that.

If it becomes a problem, I just take the Co-GM hat away and then it's not a problem. It's like magic.


I don't know, in my opinion it is a very real possiblity and something that should be given proper consideration.

That said, I may be available depending on what you need specifically. If you want to PM me we can discuss details.

Sczarni

Well, I most likely won't need a second DM by the time this game is bound to start. At the end of the month, I may have enough completed characters for a party, I might not. So we'll sit back and see.


Crayfish Hora wrote:
Oh, you'll have a job alright. Shinra's gotta keep up that monopoly somehow!

Thanks

Spoiler:

Mwah ha ha ha Extra loot!!!


Going to have to drop out. Too many games at the moment. Best of luck.

Sczarni

No problem! This game won't happen for another 2 or so weeks anyway.


Will a lawyer be commonly needed?

if so...:

Could you please provide us with a full set of laws because Lawyers are damn expensive


So, I've stopped at Dragoon (Skylancer) and Knight (Temporal Knight). I'm leaning towards Skylancer, as it doesn't really need jumping (which I don't quite like), but an answer to the next question may equalize them in my eyes.

Shield-Trained religion trait - Would it be possible to refluff it in some way, or move it to Faith traits?

Because a Knight with this trait, Overpowered Grip trait from FF, TWFing with two-handed sword and heavy shield while wearing heavy armor is awesome. It might compete with dual-wielding glaives Dragoon in its awesomeness.

Sczarni

You can fluff your traits in any way you want. Don't matter to me. Though if you only get two traits...Overpowered Grip is most likely not a Religion trait so you should be fine.

@Dragon, Lawyers? That depends, you planning on breaking laws? Just kidding. I don't think the setting has courts, but it does have an execution ground that is quite holy. The setting is more heavily leaning towards heretics and hanging rather than fair trials.


Didn't Ivalice have the judges, or was that only in Tactics Advanced?

Sczarni

It was in Tactics Advanced. In the normal Tactics, you were on your own vs. the wild. Poachers, monsters, people running around smashing/stealing your equipment, oh those were the days!


Personally I preferred the setting of Tactics Advanced (Marche did nothing wrong), but perhaps it's because I played it as a kid and am nostalgic for it. I only played Tactics when it came out as War of the Lions on PSP. A2 sucked, though.

Anyways, I'm working on my character right now. I spoke with Dodekatheon via PM so right now I'm building a human Fighter (gunblade specialist) 1/Sword Saint (Blademaster) 1 and we'll see how it works. I don't know how far you are in setting up the game so I'll just put it out there that I'd love to start at level 4 because that's when my character comes online. I can still work with level 2 if we end up going with that for the official recruitment, I just won't have access to any combos yet.

Are we using any unchained rules like Background Skills or Combat Stamina? Both my classes only have 2+ skill ranks...

Sczarni

Background skills was already an valid thing. Combat Stamina is alright for Fighters, so they'll get it for free. But for fighter feats only, so not everyone dips into Fighter for it.

I personally like starting at level 3, so we'll do that.


Do you mean "fighter feats" like feats with fighter as a prerequisite or feats taking with levels in fighter?

Sczarni

I clarified it in the Campaign info. We're going with feats taken in levels of Fighter.


*leans in* What's the current interest count in this?


Four or five.

Sczarni

Around there, yeah.


Now I level up again?!!
What's the maximum traits we can get?

Sczarni

Sorry, leveling up doesn't increase the traits you can get. Ghehe. You can take a feat for extra traits if you're into that. As for the maximum number of traits...

Say you're human. 2 starting traits.
2 feats for 4 traits. Then...
3rd level +2 traits
5 level +2 traits
7 level +2 traits
9 level +2 traits
11 level +2 traits
13 level +2 traits
15 level +2 traits
17 level +2 traits
19 level +2 traits

By my calculations, 24 traits is the maximum. If you want that many traits, be my guest.


Sorry the quoted posts bolted text made me think that we were able to get more than 2 traits

Crayfish Hora wrote:

You can fluff your traits in any way you want. Don't matter to me. Though if you only get two traits...Overpowered Grip (is as powerful as a feat) is most likely not a Religion trait so you should be fine.

@Dragon, Lawyers? That depends, you planning on breaking laws? Just kidding. I don't think the setting has courts, but it does have an execution ground that is quite holy. The setting is more heavily leaning towards heretics and hanging rather than fair trials.

(I really must seem like I have no knowledge how anything works)

Sczarni

It's fine. We all start somewhere! Ask funny questions and get funny answers. But in the end, you'll learn, regardless if you laugh or not.

But I always like funny questions, so no harm done.


What are you looking for for backstory? I'm looking at providing about 1-3 paragraphs.


It's just that I Have played pathfinder for over a year now and I Have played Final fantasy (even if I've never owned the game) but both my questions did not cite the whole question so they made me think that I seem like I have no knowledge of how anything works. [/Rant]


Johnnycat93 wrote:
What are you looking for for backstory?.

Seconded (I hope I do not have to write too much, backstory is my weak point)

Sczarni

Don't worry, I getcha. It's all about phrasing questions at this point. But as long as you get the answers you need, who cares?

Backstories can be anywhere from 1 to 3 paragraphs. For the Dragon, Shinra is a monopolizing trade company that has many rivals in other major trade cities like Dorter and Warjilis. They're situated in the Magick city of Gariland, trying to push dependency on magic to all their customers and to have the most wizards on their employee list. They dish out heavy scholarships for promising graduates of the academy there, so that the students there would have more incentive to work for them.


How much does this setting deviate from Ivalice? Can we take whatever creative liberties necessary?

Sczarni

If you need some basic, setting information, I'd check the Wiki.

Now, Humes are the only thing that actually inhabit FFT's Ivalice, but that's not the case for this adventure. You don't need to read the main story part, as we're not going for that. Other than that, you can be from wherever and whoever you want. Even a lesser landed noble if that's your cup of tea. This is the age where nobility leads army charges and whatnot...and gets poisoned on the battlefield by some dick.


Another question, this one is a little different than the others.

Could I take abundant tactics as a sword saint talent? I'm taking barroom brawler and being able to use it more than 1/day would be nice. If not, it's cool. I figure there's no harm in asking.

Sczarni

Ooh, I'll have to look up that stuff. Hmm, it's for 9th level fighters. But since both your classes are fighter...eh, I'll allow it. At 9th level, when the Fighter class would get it.


Yeah, thats fine. Something to look forward too at least. I feel like a bunch of the sword saint talents are kinda sucky, but that goes for a lot of stuff in ffd20 in my opinion. The creator put a lot into it and it shows, but the quality varies. Like, the fighter is a great class overall while the Dragoon and the Samurai are both not great, I think.

Its still cool to see content like this, especially when its still being updated.

Sczarni

The samurai does look like a normal Pathfindery samurai, which is not what the FFT samurai was like. The Dragoon is a neat class, because I'm partial to it. But I believe the half-falling damage should be full falling damage negation.

But how to fix it!


Very sad to say I won't be putting forward an application. I'm simply getting into too many games and I want to ensure quality over quantity; my GM's and fellow players deserve my best, so I want to avoid spreading myself too thin.

Hope you all have fun, this looks like a blast, and feel free to check out my L5R recruitment!

Sczarni

Alright, I'm going to fiddle with the Samurai class a little. For fun, because why not.

First, we replace

Quote:


Unseen Strike (Su): This Limit Break allows the samurai to make a fast quick strike against his opponents faster than the eye can see. The samurai makes a number of attacks equal to what he can normally make against any opponents within 30 feet (they are considered flat-footed unless they have Uncanny Dodge), if the strike hits, they suffer damage from the samurai’s attack plus +1d6 points of damage + an additional 1d6 per four samurai levels after 1st.

With a less range, but way cooler limit break.

Bonecrusher (Su): This Limit Break allows the samurai to make a terrifying strike against a single target as a standard action. This target is considered flat-footed, as the samurai gains his second wind and unleashes his fury, cleaving through armor and bone alike. If the strike hits, the target suffers additional damage to a total of the samurai's hitdice. This additional damage is not multiplied on a critical hit. Multi-classing samurai only use samurai levels for this Limit Break.

Sczarni

No problem Dode! See you around.


Crayfish Hora wrote:

The samurai does look like a normal Pathfindery samurai, which is not what the FFT samurai was like. The Dragoon is a neat class, because I'm partial to it. But I believe the half-falling damage should be full falling damage negation.

But how to fix it!

Oh boy, I hope this wasn't a rhetorical question because I love talking about this sort of thing!

spoilered for length

Dragoon:

This class is so weird because it's such an iconic Final Fantasy thing with a cool gimmick that isn't actually found in Pathfinder, yet I think it falls flat.

Right off the bat I have a problem with Deadly Lancer. The bonus damage from distance should absolutely be capped. Considering 1 level of druid can net you a 600 ft charge distance you can just drop +60d6 uberjumps on things and I think that's just too much for a 1st level ability.

I also think it'd be cool if the class offered the ability to use Strength OR Dexterity for jumping/acrobatics. Since Acrobatics is tied to dex the automatic thing would be to pump dex, but then you realize that most spears and polearms can't be finessed so you end up needing strength anyways.

Then you get into the rest of the class and I just think that it doesn't have any cool, class-defining abilities beyond 1st level. Pole Fighting only helps IF you're wielding a reach weapon and doesn't do anything otherwise. Armor training is just armor training. Steadfast pike provides a bonus to something that I have legitimately never seen done (bracing vs charge). Hardy landing is meh (max fall damage is 20d6 and boots of the cat are only 1k so you can pretty much guarantee only ever taking 10 damage from a jump). Dragoon Training and Fighter Training are both meh. Tail sweep is kind of interesting but the way it's written is confusing and it is essentially just whirlwind attack as a free feat. Flexible flanker is cool but is it really worth waiting until 9th level to have? Same thing with Springing Charge, Shellbreaker, Step Aside (17th level? Really?) and Pike Defense (a whopping +2 AC that doesn't stack with existing shield bonuses...)

So it's just a class that deals a crapton of damage and it does that right from 1st level so, honestly, I'd be hard pressed to justify actually investing anymore than 4 levels in Dragoon.

Samurai:

I've got two major problems with this class. First: Iaijutsu strike sucks. It sucked for the sword saint and it sucks for the ffd20 samurai. Seriously, it's ridiculous. It takes a full-round action, it requires having your weapon sheathed, it applies a huge AC penalty, and you can only use it against the same opponent once and in return ALL you get is the equivalent of a single sneak attacks worth of bonus damage. I rewrote the ability a long time ago:

As a standard action the sword saint can draw his weapon with blinding speed to deliver an especially deadly attack. When he does this he makes a single melee attack against a target, but makes as many attack rolls as he can, based on his base attack bonus. He makes the attack rolls in order from highest bonus to lowest, as if he were making a full attack. If any of the attack rolls hit the target, the sword saints single attack is considered to have hit. For each additional successful attack roll beyond the first, the sword saint increases the damage of the attack by the base damage dice of his weapon, plus an additional 1d6 for every four sword saint levels he possess. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increases by this attack. If one or more rolls are critical threats, he confirms the critical once using his highest base attack bonus -5. If he successfully confirms the critical then the entire attack is considered to have been a critical hit and the damage for the attack is multiplied as normal. In order to use this ability, the sword saint's weapon must be sheathed at the start of his turn. After making an iaijutsu strike, a sword saint takes a -4 penalt to his AC until his next turn, but his weapon is now drawn and he may to continue to fight normally.

Second: it ends up with the same problem as the Dragoon, only to a lesser extent. It doesn't really have any interesting late-level abilities (except for resolve; resolve is my favorite thing ever). Combos are cool and Sen is a really, really cool concept but they don't really get expanded upon. Weapon Expertise, Brutal Slash, and Terrifying Iaijutsu all suck hard (especially terrifying because you end up getting Frightful Presence 6 levels later, making terrifying Iaijutsu worthless).

I think it'd be cool if the class expanded into the cool quick draw/readied action class. Like a bonus for making readied attacks that makes it actually worthwhile and a bunch of stuff that works off of quick drawing. Like, what if you could apply vital strike to the next attack you make after drawing your weapon? Or shoot sword beams? Or you could ready attacks like barbarians Come and Get Me? Or natural dimensional agility?

Another problem I have with ffd20 overall is that there's no feat support. The only feats are magic related and just "extra x" which I think is really a shame, because there's a lot of opportunity to add interesting stuff using feats.

Sczarni

I'm looking to give the Samurai magical powahs like it had in FFT. Bumping Sen stuff to the early level. I'm using maneuvers from Path of War to judge power levels of special attacks. Taking out Iashitsu strike. Not quite sure what to replace the later things with, but they definitely have to go without Iasomething strike.

Yeah, just the normal feats for martials is a bummer.


Go with an ability called "Stance" that's in the same vein as Stalwart Defender. An ability that benefits staying still, focusing, and holding attacks.


Johnnycat93, What's your take on Skylancer and Temporal Knight?

Sczarni

Temporal Knight use to be a thing for the Samurai class. That's all I know about it.


Skylancer:
Compared to base Dragoon, Skylancer is amazing. Awesomely so. If you ignore the ability to abuse Deadly Lance, Skylancer is a straight upgrade - even if you have no intention to TWF (which you get for FREE). Personally, I don't love the image of dual-wielding spears but you can still run a single spear with this archetype and use every other ability besides Two-Weapon Polefighting.

Dimensional Jump by itself is iffy. It's not a charge which means it loses a lot of potential synergy which is bad considering there is no real dragoon feats already (you can't even take Death From Above anymore). However, it lets you skip acrobatics so you don't need to do anything with DEX and it has a much more workable distance requirement (something I forgot to mention with the original dragoon is that dungeons are not going to consistently provide convenient 60ft jump lanes so the whole gimmick ends up being super-situational).

However, that all turns around because YOU GET POUNCE. You can drop damage boosted full-attacks whenever you feel like and you're still getting serious buffs from mighty charge.

Aero shield is also a useful ability and gives you something to do with your swift action.

Overall I'd say it's a great archetype, but it loses a good chunk of damage from losing Deadly Lance so you'll want to invest in something to boost it back up. The only real complaint I have is that it's not clear Spring Jump would let you use Multi-Bounce as a standard action.

Temporal Knight:

So, I'll be honest. I have not done an in-depth analysis of Knight. I don't generally like playing super-defensively in Pathfinder and the Knight class itself just has too many of those kinds of abilities. This goes into discussions about how AC doesn't scale well and the best way to defend oneself is to just win initiative and kill enemies before they can damage you, but this is all beside the point.

Because we're talking about Temporal Knight, and from what I'm reading this thing is crazy good. First of all, I need to make it clear that you only lose two class features taking this archetype: your capstone (who cares) and defend ally (it's bad anyways). In return you get an ability called Motes, and motes are ridiculous. 3+level per day, not only can you add a bonus to any attack roll, skill check, or saving throw as a FREE ACTION (already amazing) that can be declared after the results are revealed, it also let's you take an extra swift action which opens up all sorts of action economy nonsense. Then, if that wasn't enough (because this ability alone is worth dipping just 1 level to get motes), it scales with level to give you even more things to do with your free action. Move action as a swift action (i.e. pre-nerf runner's shirt i.e. pounce), a bonus to AC, and pounce for OTHER PEOPLE, and the ability to ignore most combat debuffs by simply reducing the duration to 0. This ability gives you boosted offense, defense, utility, and buffing all in one convenient package.

Then there's talents and while I'm not going to analyze each one individually, it should be obvious that getting stuff like haste, teleport, mirror image, and the ability to spend two motes a round (again, ridiculous) as a non-caster are all amazing. They're better than friggin' sword saint talents at the very least.

Basically Motes are the reason you're playing the knight and every other class feature is just a bonus.


Huh. Interesting. Thanks for the input.

Tough decision. One of the hardest part of character creation - decide what do you want to play. Oh well, I'll just create two and then decide which I like better.

Ah, and now I see that we're starting 3rd level and in Ivalice. That'll help.

Sczarni

Misc Samurai fixes:

Now, for the Sen stuff...

We remove Iajitsu Strike and instead give this samurai some magical mumbo jumbo!

Replace this:

Quote:


Iaijutsu Strike (Ex): Also at 1st level, a samurai can perform a lightning quick iaijutsu strike against his opponent to inflict devastating wounds while drawing his sword.

And move the Sen stuff to 1st level. Combine it into something awesome.

Move Bushido's to 2nd level, and every 2 levels after.

We change Weapon Expertise with:

Samurai Expertise (Ex): At 4th level, a samurai gains an unparalleled expertise with his katana. The samurai can draw his katana as a free action as if he had the Quick Draw feat. In addition, whenever he has his katana drawn, he gains his Charisma bonus as AC against non-spell attacks. This bonus increases by +1 at 8th level, and again at 12th level, and 16th level, and 20th level.

Brutal Slash becomes:

Brutal Slash (Ex): At 8th level, a samurai’s strike becomes even more deadly. If a samurai threatens a critical hit strike, he adds a bonus equal to his samurai level to the attack roll to confirm a critical hit.

And we remove the Terrifying Iasomething and the Deafening Iasomething.

We bump down Starry Eyes to 12th level.

We bump down Merciful Eyes to 14th level.


A lot of Cool Samurai stuff:

With this:
Ancestral Blade (Ex): Starting at 1st level, a samurai can channel the spirits of his blade and the blades before it. By spending Sen, the samurai may invoke a named blade. He may only spend his Sen this way once per round. He gains 1 Sen point per defeated target that has at least 1/2 his hitdice, up to a maximum of his Charisma bonus. Opponents defeated by invocations do not generate Sen points. All invocations have a range of Close (25 +5 ft/2 levels) and are a standard action to activate. Below are the available name invocations:

1st level: Ashura. The samurai sheaths his blade and calls out for Ashura to inhabit the weapon temporarily. When he draws it, he causes an unseen specter-sword to slash at targets. The Samurai may make a touch attack using his highest base attack bonus against all enemies in range. This attack affects ghosts and is treated as a force attack. "Legendary sword that kills freely! Ashura!"

3rd level: Kotetsu. The samurai sheaths his blade and calls out for Kotetsu to inhabit the weapon temporarily. When he draws it, he causes a wave of howling dark spirits to torment his enemies. The Samurai may make an attack using his highest base bonus against all enemies in range and enemies struck must make a Will save of 10 + 1/2 the Samurai's level + the Samurai's Charisma modifier or become cursed. Cursed targets receive a -4 penalty to all d20 rolls for 1d4 rounds. "Evil souls of the dark, gather here! Kotetsu!"

5th level: Osafune. The samurai sheaths his blade and calls out for Osafune to inhabit the weapon temporarily. When he draws it, he sends the whispering dead to feed on the target's MP. The Samurai may make an attack using his highest base attack bonus against all enemies in range and enemies struck take the damage as MP damage instead of hitpoints. The Samurai adds his Charisma modifier as well as Strength to damage and targets without MP take hitpoint damage. "Nihilistic sky, inhale magic power! Osafune!"

7th level: Murasame. The samurai sheaths his blade and calls out for Murasame to inhabit the weapon temporarily. When he draws it, he causes it to rain tears of an enlightened soul to restore hitpoints. The Samurai may roll damage for all of his attacks and the total is given to each ally, including the Samurai, within range. The Samurai adds his Charisma modifier instead of Strength to these damage rolls. Allies and the Samurai gain temporary hitpoints for 1d4 rounds equal to the Samurai's Charisma modifier + 1/2 the Samurai's level. "No more loss of precious life! Murasame!"

9th level: Ame-no-Murakumo. The samurai sheaths his blade and calls out for Ame-no-Murakumo to inhabit the weapon temporarily. When he draws it, he causes phantoms of pure mist to attack his targets. The Samurai may make an attack using his highest base attack bonus against all enemies in range and enemies struck must make a Reflex save equal to 10 + 1/2 Samurai's level + Charisma modifier or become Slowed (-1 to attack, -1 to Reflex saves, moves at half-speed, and may only take 1 standard action) for 1d4 rounds. "Yagumo rising, all who know god! Ame-no-Murakumo!"

11th level: Kiyomori. The samurai sheaths his blade and calls out for Kiyomori to inhabit the weapon temporarily. When he draws it, he bestows the protection of its effervescent life force. Each ally, including the Samurai, gains the Samurai's Charisma modifier to AC, saves against magical effects, and as DR/- for 1d4 rounds. The Samurai may make an attack against all enemies within range using his highest attack bonus and enemies struck must make a Fort save equal to 10 + 1/2 the Samurai's level + Charisma modifier or take the Samurai's Charisma modifier as a penalty to AC, saves against magical effects, and to any existing DR. "Innocent sword, slash evils and protect! Kiyomori!"

13th level: Muramasa. The samurai sheaths his blade and calls out Muramasa to inhabit the weapon temporarily. When he draws it, he causes his blade to turn shades and hungrily consume the departing souls around it. Only a living soul will quell its tumult. The Samurai may make an attack using his highest base attack bonus against all enemies in range and enemies struck must make a Will save equal to 10 + 1/2 Samurai's level + Charisma modifier or become Confused for 1d4 rounds and Doomed for 2d4 rounds. "Summon all ghosts of the sword! Muramasa!"

15th level: Kiku-ichimonji. The samurai sheaths his blade and calls out Kiku-ichimonji to inhabit the weapon temporarily. When he draws it, red rain pours down, wreaking havoc with its all-consuming hatred. The Samurai may make an attack using his highest base attack bonus against all enemies in range and enemies struck must make a save of the Samurai's choice equal to 10 + 1/2 Samurai's level + Charisma modifier or become Berserk for 1d4 rounds. Berserk enemies receive the Samurai's Charisma modifier to attacks and damage when targeting other enemies.

17th level: Masamune. The samurai sheaths his blade and calls out Masamune to inhabit the weapon temporarily. When he draws the blade, spirits embrace his allies bestowing physical healing and increased speed. The Samurai and allies receive fast healing equal to double the Samurai's Charisma modifier and the effects of Haste for 1d4 rounds. "Sword of fury, inject power! Masamune!"

19th level: Chirijiraden. The samurai sheaths his blade and calls out Chirijiraden to inhabit the weapon temporarily. When he draws it, a blue flame erupts from the blade pursues the living evil. The Samurai may make an attack using his highest base attack bonus against all enemies in range. Evil enemies struck by the attack lose all DR and Spell resistance for 1d4 rounds and if they are slain, they are banished forever in cleansing blue fire. The Samurai adds his Charisma modifier to attack and damage rolls during Chirijiraden's effect. "Flame-eating sword, swipe away the evils! Chirijiraden!"


So if I could offer my thoughts:

Does Ashura deal force damage? That would make it useful for something besides incorpreal creatures because it would bypass DR. Osafune also seems really situational.

Overall, though, I like a lot of them. CHA to AC against non-magical attacks specifically is something that may be difficult to keep track of, and also something that becomes significantly less useful after level 7 or so when magic weapons become really common.

Sczarni

It's also an aoe touch attack...attack. It doesn't do force damage, unfortunately. Pretty good for heavily armored targets without a lot of Dex.

Osafune has its own use. Say, we take our Math-Wizard friend. He has 8 mana at level 5, plus 2 per level from his feat, plus 1 bonus let's say.

That puts him at 19 mana for spells. Pretty good for casting all day and what not. But a Samurai comes in and cuts him for 1d8+2+6 from two-handing power attack with Osafune. This also hits all his wizard friends who were going to fireball the crap out of the samurai once their turn came to play. With 5 for an average roll, each wizard within 30 or so feet loses 13 MP. Now our wizard friends have 6 mana and are maybe looking at casting 1 spell before the Samurai spends another Sen point to do it again, draining them dry.

But it is pretty situational.

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