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So, can you ride a T. rex? I mean is it physically capable of bearing a rider, if you have an exotic saddle of course. I've been thinking about having a 20th level conjurer summon up a group of T. rex to serve as mounts for the party, not really all that powerful for that level, but you sure as the Abyss make an impression riding into town.


While Sorcerer is a better fit, thematically, I had to go Wizard because I didn't see any way for a Sorcerer to gain Hand of the Acolyte, which is required for Throw Lightsaber. Just about all Jedi know how to do the Force Throw, which precludes it from being a high level ability.


Yeah, I'm currently going through and playing some of the older games. Doing near simultaneous play of FF IV, FF VI, FF IX, and Final Fantasy Tactics:War of the Lions.


Here's something that might be interesting, depending on the level: Witch/Fighter/Eldritch Knight. He had boiling water cast on him, so having burns would be expected, possibly wrapped in bandages (and yes, this is ripped a little off of Shishio Makoto), give him the Hex for Prehensile Hair, but with the bandages instead of hair, so that the wrappings detach and attach them. Let the damage that was done to him be a key part of him attacking his foe. The whips could also be reflavored as the wrappings. Witch does seem to work for the "dark heart" of the macguffin, Fighter is his military training, or possibly warrior since it doesn't have to be a PC class. And Eldritch Knight is him turning his shadowy gifts and original training into his own style.


I've actually stated up a Jedi-like group in my game, which may work fairly well for Yoda as well. Looking at the 20th level version of him, he would be Wizard 5/ Fighter 5/ Eldritch Knight 10. Yes, some tweaking is needed, but that's a good start, especially once we remember that a level 19 character has been masquerading as a god. This build will give him a BAB of 17, and access to 8th level spells, he would probably choose Moment of Prescience for one of them. Otherwise, he displays Force Leap, or the Jump spell, probably has the Jedi Mind Trick, or Suggestion, Force Burst, where he increases his speed as per Expeditious Retreat, make him a Universalist so that he can use Hand of the Acolyte for Throw Lightsaber, Force Push would be Telekinesis, as is lifting the X-Wing out of the swamp. Various divination spells are his connection to the Force.

Now, for the lightsaber, it is NOT a brilliant energy weapon. If it were, the Separatists would have beaten the hell out of the Jedi, as would Grievous, with no loses, because Brilliant Energy does not harm undead, or CONSTRUCTS, or other nonliving material. It's been shown as cutting right through those things, so I would say it's an adamantine weapon, for ignoring hardness, at least +1 obviously, with the magical property of glowing, or, and this is what I prefer, Flaming. Consider, the lightsaber cauterizes the wounds it makes, as would a flaming sword. And of course it's a bonded object. The construction of these things were a major part of Padawan training, after all.


Okay, that's a good idea for the Magicite Bonded witch, though I'm going to have to make up different spell lists for a few basic Espers. A lot of the standard patron lists are going to be maintained, since they work fairly well.


Given his history as a "bandit king", which resulted in him, after over 10 years of absence being looked up by Hiei for a job, I would give him a few rogue levels, especially since Sneak Attack is easily described as knowing where to hit them, which is a forte of both Hiei and Kurama.

Hiei I would see, at least in the beginning, as a Swordmaster Rogue. Remember, he didn't start to use magic of his own until the Dark Tournament. Before then, it was all due to his Jagan, which would be a graft giving him a Charm Person ability that only affects Demons, a lesser dominate power on humans, and so on. Starting at level 1, I'ld say he's an Ifrit, or something else that would probably be made with the Advanced Race Guide for simplicity. As an Ifrit, you might want to swap Burning Hands as the SLA for a fire element Shocking Grasp or Cold Touch, as it better approximates giving him Fist of the Mortal Flame. I'ld say Cold Touch as it fits with him delivering multiple punches.

Kurama would be a rogue, probably could make a case for Cleric with an odd selection of spells. Druid might work, but he doesn't use any of the Elemental spells, nor does he wildshape. His Yoko form as a wildshape is a rather large stretch. Race wise, I would say Kurama, from level 1, would be a tiefling. Remember, he was a demonic soul inhabiting a human body. He didn't actually have reiki, as humans do, which is why Kuwabara had to be the one to give Yusuke an infusion of Reiki after his fight with Suzaku, to keep Yusuke alive. Work up a new 1st level spell for Rose Whip, and you're good. I'ld probably have it turn a rose into a Whip Dagger from 3rd edition D&D, but a scourge might work as well.


Hello all. I've seen a number of ideas for Final Fantasy themed games on here, and am currently in the process of working on my own. My eventual goal is to have the overarching material, and then material for each world. To start with, since I'm in the middle of a playthrough of FF6, I was thinking about how to simulate the magicite system, and something hit me and I wanted people's opinions:

In Final Fantasy 6, the knowledge of magic is passed down from an esper to a human through the magacite. Wouldn't this be fairly well established by having using the Witch class? The Esper would be the patron, granting magic through shards of its essence? I'll have to look to see if there's a Witch subclass that switches out Familiars for more of an Arcane Bond, or making one myself, but does anyone see any problems with this?

And as I said, this is the beginning of my work on a FF world, so I'll post more as they come along. Currently working on stating some weapons.


If you're an animal, you can't be a PC. Animals, as per the type description in the Bestiary, have an Intelligence of 1 or 2. Intelligence of 3 or higher means you are not an animal, and any Intelligence that would be reduced below 3 is instead reduced to 3, at least in terms of starting ability scores.


The rules are quiet on this. Let's see, if water actually dealt damage to a fire elemental, I would say it's dead, but at this point, it's going to at least be stuck.


Craft the item with Heighten Spell. If it's a wand, you can get a maximum of 16, going by Core. Otherwise, craft it as a Wonderous Item, and continue for a maximum DC of 23.


As people have said, if the skeletons are faced separate from the Necromancer, they are there own encounter with full XP. If they are animated by the Necromancer on a previous day, and faced with the Necromancer, full XP for both because there is no loss of resources on the part of the Necromancer. Now, if the Necromancer animates them that day, and thus has lost some spell slots, and they are encountered together, then the skeletons give no XP, as they represent some of the Necromancer's resources. It's really no different than if the Necro cast his, as Bastion of Broken Souls called it, power-up suite.


Sephiroth is a level 12 Fighter. This is determined by checking his level during Cloud's flashback, where he is level 50. Given that this is out of 99, I divided 25, the listed max in Pathfinder Core, by 99, multiplied by 50, and determined him to be level 12.62, which you can round up if you want. Personally, I'm tempted to just give him the Advanced template in place of another level of fighter, to simulate his enhanced power due to the Jenova cells. I decided plain fighter because any magic he uses is due to him having his image used by Jenova, who would be stated up as either an Outsider or Aberration, thus having either natural spellcasting capability or Spell-Like Abilities.

Kefka is, at first, a 4th level Sorcerer. Yes, at the first "fight" at the Imperial Camp Kefka only uses a Morningstar, but given the fight isn't serious to him, he wasn't interested in battle, but in poisoning Doma. If a Sorcerer in Pathfinder is fighting a couple of interlopers who are obviously weaker than him, and are not really impeding his main plan, AND HE'S SURROUNDED BY SOLDIERS BEHOLDEN TO HIM, is the Sorcerer going to fight, or just make a token effort and let his minions handle it? At the final battle, if we're looking at him with a character class, he's a human Sorcerer, level 18. He's still human, but the energy from the Triad has warped him, shown with the Bloodline abilities of the sorcerer. I'ld give Aberrant, or a tainted Celestial personally. Might be interesting doing a Crossblood Sorcerer, Celestial and Abyssal or Infernal.

I'm going to disagree with Garland. He's a fighter, pure and simple, at the beginning. Best knight of Corneria and all that. He becomes Chaos because of a bargain, like they list as possible in Book of the Damned, the Transformation Ritual. Garland in FF IX may be a Fighter/Sorcerer, or Magus, I haven't played in a while, so don't recall.

Golbez is a Sorcerer, as I recall. He summons the Shadow Dragon, but that could just be either a spell, probably a combo of Mass Hold Person and Phantasmal Killer. If it is a summoned creature, Planar Binding or Summon Monster spells can conjure it. Arcane Armor Training can take care of the armor conundrum.

X-Death works as a Sorcerer as well, probably Magic Jared into the form he's usually seen in. His true form is a Treant, I'ld say. Level would be about 16.

Emperor, I don't know what level, but he's definitely a Wizard of some sort.

Ultimecia is definitely a Sorcerer.