Final Fantasy XI races


Conversions


I'm currently running a game set in the world of Final Fantasy XI. I've converted the races from that game into Pathfinder, and would like comments from the community. Although these races are intended to stand alone, I would also like them to be usable in generic games.

I've included a short description of the race to give you the overall feel. I've also excluded a language section, since that is more specific to individual game worlds.

Please comment on game stats, as well as flavor if you're familiar with these races.

Hume: exact same as human

Elvaan

  • A race of proud warriors. Physically, they are characterized by their tall, slender bodies and pointed ears. Their unshakable pride and faith in their beliefs is visible in each of their determined faces. Both males and females of the race excel in swordsmanship. Most Elvaan seem to eschew the business world, preferring an austere lifestyle as skilled sword fighters.
  • +2 Strength, +2 Wisdom, –2 Dexterity: Elvaan are strong warriors with firm faith, but not as nimble as other races.
  • Medium: Elvaan are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elvaan have a base speed of 30 feet.
  • Low-Light Vision: Elvaan can see twice as far as humans in conditions of poor illumination.
  • Keen Senses: Elvaan receive a +2 bonus on sight- and sound-based Perception checks.
  • Weapon Familiarity: Elvaan are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
  • Hatred: Elvaan receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes.
  • Noble Upbringing: Elvaan take great pride in their history, culture, and government. They receive a +2 bonus on Knowledge (nobility) and Knowledge (history) checks.

Galka

  • The Galka are a hulking race of powerful warriors. The sheer strength of their powerful physiques is second to none. They have used their skills to contribute to the construction and development of the numerous mines.
  • +2 Strength, +2 Constitution, –2 Intelligence: Galka physically mighty, but not as mentally adept as other races.
  • Medium: Galka are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Galka have a base speed of 30 feet.
  • Darkvision: Galka can see in the dark up to 60 feet.
  • Galka Ferocity: Once per day, when a Galka is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Stability: Galka receive a +4 bonus to their combat maneuver bonus when resisting a bull rush or trip attempt while standing on the ground.
  • Hearty: Galka receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Mithra

  • The Mithra are a predominantly female race of hunters. They are easily identified by their characteristic ears, which give them spectacular hearing ability, and their long tails, which result in an unparalleled sense of balance. They are known for their energy, curiosity, and their penchant for causing playful mischief.
  • +2 Dexterity, +2 Charisma, –2 Wisdom: Mithra are highly dextrous and extremely amiable, but are infamous for acting before they think.
  • Medium: Mithra are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Mithra have a base speed of 30 feet.
  • Low-Light Vision: Mithra can see twice as far as humans in conditions of poor illumination.
  • Keen Senses: Mithra receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.
  • Mithra Luck: Mithra receive a +1 racial bonus on all saving throws.
  • Adaptability: Mithra receive Skill Focus, as a bonus feat, at 1st level.

Tarutaru

  • The Tarutaru are a race of skilled magic users. Although the Tarutaru physically resemble children, their size does not reflect their age. Masters of the magical arts, the Tarutaru have honed their abilities through dutiful study of the world around them.
  • +2 Intelligence, +2 Dexterity, –2 Constitution: Tarutaru are quick in both mind and body, but physically frail.
  • Small: Tarutaru are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.
  • Slow Speed: Tarutaru have a base speed of 20 feet.
  • Keen Senses: Tarutaru receive a +2 bonus on smell- and touch-based Perception checks.
  • Talented: Tarutaru receive a +2 racial bonus on a Craft or Profession skill of their choice.
  • Illusion Resistant: Tarutaru get a +2 racial saving throw bonus against illusion spells or effects.
  • Tarutaru Magic: Tarutaru receive a +2 racial bonus on caster level checks made to overcome spell resistance.
  • Hatred: Tarutaru receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblin subtypes due to special training against these hated foes.
  • Defensive Training: Tarutaru get a +4 dodge bonus to AC against monsters of the giant type.


Interesting.

It's been a few years since I played in Vanad'iel, but two things that jumped out at me were:

1) You mention that Mithra are a predominatly female race, but not that Galka are all(?) male I forget the backstory but aren't thay all clones or something.

2) Tarutaru should get a penalty to Str due to their size rather than Con. (IMO)


I'm afraid that despite being a FFF (Final Fantasy Fan), I haven't actually played XI.

So I can only comment on the races overall, and I don't see anything about them that is over the top, and none seem all that weak either. They seem relatively balanced with the core races in power.


Wolfthulhu wrote:

1) You mention that Mithra are a predominatly female race, but not that Galka are all(?) male I forget the backstory but aren't thay all clones or something.

2) Tarutaru should get a penalty to Str due to their size rather than Con. (IMO)

1) Galka are asexual and "reproduce using a form of reincarnation." Although mostly fluff, you're right, there should be some note about that. How does this sound:

Galka are asexual and do not reproduce in the same manner as other species. However, other races typically use the male pronoun to refer to Galka, as their physical appearance is more masculine than feminine. Some time after a Galka dies (between a month and a year), the Galka's soul is reincarnated into a new body in a Galkan settlement. The newly reincarnated Galka has no abilities or traits of the previous soul, and only hazy memories of its previous lives. Once a Galka's soul has been reincarnated, the original Galka cannot be raised from the dead, not even with Wish or Miracle.

2) Honestly, I think they should have penalties to both, but that wouldn't fit the +2/+2/-2 model. I could go either way on the penalty.


I like a lot of your choices, though I think you might consider a few changes:

Hume - Give them the multiclass ability of Half-Elves.

Taru-Taru - Illusion Resistant doesn't actually make much sense, especially when you're drawing from FFXI. I would change this to Magical Resistance, and grant a +2 bonus to saves against spell and spell-like effects. It would really explain the strength a race of mages has against their best weapons.


fanguad wrote:
Wolfthulhu wrote:

1) You mention that Mithra are a predominatly female race, but not that Galka are all(?) male I forget the backstory but aren't thay all clones or something.

2) Tarutaru should get a penalty to Str due to their size rather than Con. (IMO)

1) Galka are asexual and "reproduce using a form of reincarnation." Although mostly fluff, you're right, there should be some note about that. How does this sound:

Galka are asexual and do not reproduce in the same manner as other species. However, other races typically use the male pronoun to refer to Galka, as their physical appearance is more masculine than feminine. Some time after a Galka dies (between a month and a year), the Galka's soul is reincarnated into a new body in a Galkan settlement. The newly reincarnated Galka has no abilities or traits of the previous soul, and only hazy memories of its previous lives. Once a Galka's soul has been reincarnated, the original Galka cannot be raised from the dead, not even with Wish or Miracle.

2) Honestly, I think they should have penalties to both, but that wouldn't fit the +2/+2/-2 model. I could go either way on the penalty.

reincarnation, that's what it was. I like the way you left a window for Raise dead. SHould work. (I can also see a scenario where the party is on a timeline to get the damned heavy Galka back to civilization for a Raise before his soul is reborn. :-D )

Taru's I guess I always saw as more physically weak than frail. You're right though, either works ok.


Wolfthulhu wrote:
fanguad wrote:
Wolfthulhu wrote:

1) You mention that Mithra are a predominatly female race, but not that Galka are all(?) male I forget the backstory but aren't thay all clones or something.

2) Tarutaru should get a penalty to Str due to their size rather than Con. (IMO)

1) Galka are asexual and "reproduce using a form of reincarnation." Although mostly fluff, you're right, there should be some note about that. How does this sound:

Galka are asexual and do not reproduce in the same manner as other species. However, other races typically use the male pronoun to refer to Galka, as their physical appearance is more masculine than feminine. Some time after a Galka dies (between a month and a year), the Galka's soul is reincarnated into a new body in a Galkan settlement. The newly reincarnated Galka has no abilities or traits of the previous soul, and only hazy memories of its previous lives. Once a Galka's soul has been reincarnated, the original Galka cannot be raised from the dead, not even with Wish or Miracle.

2) Honestly, I think they should have penalties to both, but that wouldn't fit the +2/+2/-2 model. I could go either way on the penalty.

reincarnation, that's what it was. I like the way you left a window for Raise dead. SHould work. (I can also see a scenario where the party is on a timeline to get the damned heavy Galka back to civilization for a Raise before his soul is reborn. :-D )

Taru's I guess I always saw as more physically weak than frail. You're right though, either works ok.

I don't think the +2/+2/-2 is set in stone. I think you'd be ok with a +2/+2/+2/-2/-2 as well. I think the idea is overall +2. So...

+2 Int/+2 Cha/+2 Dex/-2 Str/-2 Con

They're small and frail, but smart, cute and hyperactive. :)


mdt wrote:

I don't think the +2/+2/-2 is set in stone. I think you'd be ok with a +2/+2/+2/-2/-2 as well. I think the idea is overall +2. So...

+2 Int/+2 Cha/+2 Dex/-2 Str/-2 Con

They're small and frail, but smart, cute and hyperactive. :)

I'm worried that might be too abusable. Although I can't think of any particular class off the top of my head that this particular combination would overpower. It would have the advantage of favoring both Wizards and Sorcerers. Fighter types would take a double-penalty though, which might be too much. Certainly Tarutaru melee-types are suboptimal, but with a -4 to physical stats, that's hard to compensate for.


fanguad wrote:
mdt wrote:

I don't think the +2/+2/-2 is set in stone. I think you'd be ok with a +2/+2/+2/-2/-2 as well. I think the idea is overall +2. So...

+2 Int/+2 Cha/+2 Dex/-2 Str/-2 Con

They're small and frail, but smart, cute and hyperactive. :)

I'm worried that might be too abusable. Although I can't think of any particular class off the top of my head that this particular combination would overpower. It would have the advantage of favoring both Wizards and Sorcerers. Fighter types would take a double-penalty though, which might be too much. Certainly Tarutaru melee-types are suboptimal, but with a -4 to physical stats, that's hard to compensate for.

Not really, you just have to be more careful with your build.

Barbarian : Actually not bad for a barbarian, rage overcomes loss of str and con for short periods, and base hit dice makes up for hit to con.

Bard : Bonus's to Cha, Int and Dex? Who cares about Str and Con (well, everyone, but the bonus's outwiegh the negatives for this class).

Druid : Wild shape can overcome the loss of str and con.

Fighter : Would have to build a high-dex finesse fighter, not an armored tank. Duelist route would be a good idea, but the dex and int bonus's, combined with some feats to utilize the good cha bonus (such as feinting and such).

Cleric : Can heal self, so con not as bad. High int helps skills, High Cha helps channel and turn.

Paladin : Would be helped by all bonus's. Str and Con hurt, but can heal self to compensate, and the cha bonus helps a lot in that respect. Again, I'd go for a light armor build with finesse weapon. Not all Paladin's have to have plate mail.

Rogue : Int and Dex and Cha? See Bard. :)

Sorcerer : Cha and Dex and Int all a help. Only the con is a problem.

Wizard : Dex and Int very good, only con is a problem.

Monk : AC can be pretty high with that dex bonus, but the str and con hurt a lot. Probably the hardest class to do with this race.


Nifty stuff you've got here! One of my players played Final Fantasy XI religiously, and I occasionally watched in spurts of mild interest. Seems like you've covered most everything to me.

Now, just out of curiosity, I was wondering if maybe you were going to do write-ups for the Kupos or the Goblins (Goblins because most versions of D&D have always provided stats for the Goblin and its ilk, and Kupos because, well, they're there). I also love those little Gobbies; I always told my friend that if he wanted me to play FFXI then they would have to release the FFXI Goblin as a playable race.

Perhaps, more to the point, I'm asking "if they aren't playable races, what are they in your world? Simply 'unplayable races', or are they even there, or do you just not want to make them available to PCs right off the bat?"


The Weave05 wrote:
Now, just out of curiosity, I was wondering if maybe you were going to do write-ups for the Kupos or the Goblins (Goblins because most versions of D&D have always provided stats for the Goblin and its ilk, and Kupos because, well, they're there). I also love those little Gobbies; I always told my friend that if he wanted me to play FFXI then they would have to release the FFXI Goblin as a playable race.

I wanted to get the "playable" races done first. Of the monster races, Demons, Orcs and Quadavs are right out - they're pretty much solid evil and wouldn't cooperate with the standard races. I'm not interested in running a game for a monster-party. Yagudo, Goblins and Moblins have the potential to cooperate with the standard races, so I may stat them up later. As for moogles... well, they're friendly, but they're solidly a non-playable race in FFXI.


fanguad wrote:

I wanted to get the "playable" races done first. Of the monster races, Demons, Orcs and Quadavs are right out - they're pretty much solid evil and wouldn't cooperate with the standard races. I'm not interested in running a game for a monster-party. Yagudo, Goblins and Moblins have the potential to cooperate with the standard races, so I may stat them up later. As for moogles... well, they're friendly, but they're solidly a non-playable race in FFXI.

Ah! That's right, they're Moogles not Kupos. My mistake. But yeah, I see your point. I was just curious.


veector, I'm planning on submitting these races to pathfinderdb, but I would prefer to submit them as a packet. Is there an option for that, or should I just submit all the races individually?


Here is the final version of these races:

Races of Vana'diel

These races are native to Vana'diel (the world of Final Fantasy XI), but have been designed to be integrated into a standard fantasy world. In particular, the language section for each race is populated with the standard Pathfinder RPG languages. You may instead wish to add a racial language for each race.

If you are playing on Vana'diel, a selection of other racial languages and beastman languages are available as bonus languages. This is listed as a separate "Vana'diel Languages" section under each race.

Elvaan

A race of proud warriors. Physically, they are characterized by their tall, slender bodies and pointed ears. Their unshakable pride and faith in their beliefs is visible in each of their determined faces. Both males and females of the race excel in swordsmanship. Most Elvaan seem to eschew the business world, preferring an austere lifestyle as skilled sword fighters.

Elvaan Racial Traits

  • +2 Strength, +2 Wisdom, –2 Dexterity: Elvaan are strong warriors with firm faith, but not as nimble as other races.
  • Medium: Elvaan are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elvaan have a base speed of 30 feet.
  • Low-Light Vision: Elvaan can see twice as far as humans in conditions of poor illumination.
  • Keen Senses: Elvaan receive a +2 bonus on sight- and sound-based Perception checks.
  • Weapon Familiarity: Elvaan are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
  • Hatred: Elvaan receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes.
  • Noble Upbringing: Elvaan take great pride in their history, culture, and government. They receive a +2 bonus on Knowledge (nobility) and Knowledge (history) checks.
  • Languages: Elvaan begin play speaking Common and Elven. Elvaan with high Intelligence scores can choose from the following: Gnome, Goblin, Orc and Sylvan.
  • Vana'diel Languages: Elvaan begin play speaking Common and Elvaan. Elvaan with high Intelligence scores can choose from the following: Mithra, Tarutaru, Galka, Orc, Gnole and Goblin.

Hume

Humes are the most common race and have spread to the farthest reaches of Vana'diel. They are characterized by their equally balanced abilities, moderate intelligence, and high level of skill in numerous areas.

Hume Racial Traits

  • As per Human.

Galka

The Galka are a hulking race of powerful warriors. The sheer strength of their powerful physiques is second to none. They have used their skills to contribute to the construction and development of the numerous mines.

Galka are asexual and do not reproduce in the same manner as other species. However, other races typically use the male pronoun to refer to Galka, as their physical appearance is more masculine than feminine. Some time after a Galka dies (between a month and a year), the Galka's soul is reincarnated into a new body in a Galkan settlement. The newly reincarnated Galka has no abilities or traits of the previous soul, and only hazy memories of its previous lives. Once a Galka's soul has been reincarnated, the original Galka cannot be raised from the dead, not even with Wish or Miracle.

Galka Racial Traits

  • +2 Strength, +2 Constitution, –2 Intelligence: Galka physically mighty, but not as mentally adept as other races.
  • Medium: Galka are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Galka have a base speed of 30 feet.
  • Darkvision: Galka can see in the dark up to 60 feet.
  • Galka Ferocity: Once per day, when a Galka is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Stability: Galka receive a +4 bonus to their combat maneuver bonus when resisting a bull rush or trip attempt while standing on the ground.
  • Hearty: Galka receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Languages: Galka begin play speaking Common, and Undercommon. Galka with high Intelligence scores can choose from the following: Dwarven, Giant, Goblin, Orc and Terran.
  • Vana'diel Languages: Galka begin play speaking Common and Galka. Galka with high Intelligence scores can choose from the following: Mithra, Tarutaru, Elvaan, Orc, Quadav or Gigas.

Mithra

The Mithra are a predominantly female race of hunters. They are easily identified by their characteristic ears, which give them spectacular hearing ability, and their long tails, which result in an unparalleled sense of balance. They are known for their energy, curiosity, and their penchant for causing playful mischief.

Mithra Racial Traits

  • +2 Dexterity, +2 Charisma, –2 Wisdom: Mithra are highly dextrous and extremely amiable, but are infamous for acting before they think.
  • Medium: Mithra are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Mithra have a base speed of 30 feet.
  • Low-Light Vision: Mithra can see twice as far as humans in conditions of poor illumination.
  • Keen Senses: Mithra receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.
  • Feline Grace: Mithra receive a +2 bonus on Acrobatics checks.
  • Mithra Luck: Mithra receive a +1 racial bonus on all saving throws.
  • Languages: Mithra begin play speaking Common. Mithra with high Intelligence scores can choose from the following: Elven, Gnoll, Gnome, Halfling, and Sylvan.
  • Vana'diel Languages: Mithra begin play speaking Common and Mithra. Mithra with high Intelligence scores can choose from the following: Elvaan, Tarutaru, Galka, Yagudo, Orc and Gnole.

Tarutaru

The Tarutaru are a race of skilled magic users. Although the Tarutaru physically resemble children, their size does not reflect their age. Masters of the magical arts, the Tarutaru have honed their abilities through dutiful study of the world around them.

Tarutaru Racial Traits

  • +2 Dexterity, +2 Intelligence, +2 Charisma, –2 Strength, –2 Constitution: Tarutaru are quick in both mind and body, but physically frail.
  • Small: Tarutaru are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.
  • Slow Speed: Tarutaru have a base speed of 20 feet.
  • Keen Senses: Tarutaru receive a +2 bonus on smell- and touch-based Perception checks.
  • Talented: Tarutaru receive a +2 racial bonus on a Craft or Profession skill of their choice.
  • Magic Resistant: Tarutaru get a +1 racial saving throw bonus against spells or spell-like effects.
  • Tarutaru Magic: Tarutaru receive a +2 racial bonus on caster level checks made to overcome spell resistance.
  • Hatred: Tarutaru receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblin subtypes due to special training against these hated foes.
  • Defensive Training: Tarutaru get a +4 dodge bonus to AC against monsters of the giant type.
  • Languages: Tarutaru begin play speaking Common and Halfling. Tarutaru with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, and Gnome.
  • Vana'diel Languages: Tarutaru begin play speaking Common and Tarutaru. Tarutaru with high Intelligence scores can choose from the following: Mithra, Elvaan, Galka, Goblin, and Yagudo.


Also available here with a print-out option


I love it, the only thing I would redo is the Taru Taru. They master the arts of magic, they should have +2 Int, +2 Wis, -2 con, they made great warriors in the game so why should their str be hinderd. Anyway, thats just my opinion but, otherwise love it. Keep coming up with more stuff and posting it, like the yagudo and orcs and everything. I loved the game and converting it to pathfinder is a great idea.


Sean FitzSimon wrote:


Hume - Give them the multiclass ability of Half-Elves.

Agreed, but I would also add one proficient skill of choice.


Humes are Humans, that is pretty well fixed. Though since this is a house-rule to being with, you could just change them in your own game.

As for Tarutaru, I thought quite a bit about what their racial modifiers should be. With bonuses to Int and Cha, they excel as both Wizards and Sorcerers. In Final Fantasy XI, Tarutaru make excellent Black Mages, but aside from their MP pool they don't really excel at being White Mages. And I'm sorry, but Tarutaru just aren't that great at melee jobs.

The video game has more stats and more granular values for them, so there's definitely going to be some disconnect, but I tried to stay true to both the realities of the numbers as well as the spirit of the races.

The Exchange

Not to mention that the game description of Taru Taru specifically states that they are physicaly weaker than other racws.


fanguad wrote:

Humes are Humans, that is pretty well fixed. Though since this is a house-rule to being with, you could just change them in your own game.

As for Tarutaru, I thought quite a bit about what their racial modifiers should be. With bonuses to Int and Cha, they excel as both Wizards and Sorcerers. In Final Fantasy XI, Tarutaru make excellent Black Mages, but aside from their MP pool they don't really excel at being White Mages. And I'm sorry, but Tarutaru just aren't that great at melee jobs.

The video game has more stats and more granular values for them, so there's definitely going to be some disconnect, but I tried to stay true to both the realities of the numbers as well as the spirit of the races.

I have been doing some calculations on the power of the humans, in the thread in the general discussion "humans". It becomes clear that humans are short 1 bonus feat of choice in power, or equally valuable, 1 skill of choice, and getting both HP and Skill points for favored class.

Edit: accentual the humans are short 3 trait equivalent effects.

As to the Tarutaru, I agree completely.


Sir Hexen Ineptus wrote:

I have been doing some calculations on the power of the humans, in the thread in the general discussion "humans". It becomes clear that humans are short 1 bonus feat of choice in power, or equally valuable, 1 skill of choice, and getting both HP and Skill points for favored class.

Edit: accentual the humans are short 3 trait equivalent effects.

Well, I'd say that whatever you house-rule for humans in a standard game you should house-rule for Humes, but that's not really a discussion for this thread.

Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / Final Fantasy XI races All Messageboards

Want to post a reply? Sign in.