A little Final in your Fantasy?


Homebrew and House Rules

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Well, I'm not quite sure this is the best place to put this, but here goes. As the title suggests, when I got my print copy of the Bonus Bestiary in about a week ago I noticed something. Axe Beaks are pretty much the perfect stats for a Chocobo. One of my friends then made the comment "dude, you should run a final fantasy game".

A week later...I want too. So, I want to run a game with that Final Fantasy feel with changing as little as possible. Now, because the FF series has span over such a vast array of time frames, worlds, and styles, the feel is definitely something I need to define first.

I am basing my game around the concepts and technologies of Final Fantasy 2 (USA), and Final Fantasy 3 (USA) aka FF 6 (PlayStation 1). A medieval, dark ages game with Pathfinder RPG rules to supplement. I may pull elements from other Final Fantasy games.

Most of what I'm changing are options and flavor. I've gotten some leg work done, and have rolled around with some brainstorming ideas, but I need some help to fill in the blanks.

Races:
Humans are unchanged
Elves are humans that are naturally magical in nature (like Terra from FF 6)
Gnomes are Moogles
Halflings are kids (yes kids)
Dwarves, Half-elves, and Half-orcs are simply not available.

Classes:
All
Bards are Red Magi
Clerics/Oracles are White Magi
Sorcerers/Wizards are Black Magi
Druids are Blue Magi

Other:
Horse prices are Chocobo prices
Axe-Beaks are Chocobos
Big weapons are a must...as is spiky hair for fighter...(hehe)
Bring Acrobatics DC's down a few notches to allow for ridiculous jump checks

Wants:
A way to handle Espers
A mechanically simple way to handle materia (maybe)
A way to handle creatures to fight as solo's with a bunch of hp, without all of the CR or power (boss fights)

Don't Want:
spell points (MP) system
guns
androgynous clothes...looking at your FF 10 - 12

so yeah... If you notice, most of what I'm doing is simply re-Flavoring anything and limiting a handful of options to capture that "feel" of a Final Fantasy like setting. Any suggestions would be appreciated so thanks in advance.


Materia could be weapon enchantments that confer class features or spells per day of a certain spell :D

And you pretty much described how to handle a solo creature- pump the crap out of it's HP only. Double or triple if it doesn't have high AC/damage.

Also:
"Druids are Blue Magi"
This doesn't seem to line up


Why do people always go back to materia? The summoner class is spiffy for that sort of thing.


I once tried my hand at a Final Fantasy styled campaign, based on FF8 (Garden, military academy, juveniles and missions). Didn't get the chance to include Chocobos since that campaign ended prematurely.
Did some changes to the 'Summoner', bound 'Espers' instead of the summon monster list so you could only summon those powers you managed to bind to you. They also evolved with the player instead of summoning a next level beastie.

MOOGLES are a reason to start a FF campaign just on their own. :-)
In my campaign one player obtained a moogle as a familiar, the creatures being bound to the Weave (Forgotten Realms) and made out of its pure magical chaos.

Maybe I should plan the next session now... hmmmmm ;-)


Using materia for enchants would kind of create a more open magical item system.

+1 flaming longsword is a longsword with a +1 materia and a fire materia in it. Could take them out and make it a +1 keen longsword with the keen materia. :P Stuff like that.

All wands, potions and scrolls are now materia, maybe.

Hm... gnomes need a (clumsy) 10ft. fly speed. Maybe 5ft. Something there just to represent that they can indeed fly.


DragonBringerX wrote:

Well, I'm not quite sure this is the best place to put this, but here goes. As the title suggests, when I got my print copy of the Bonus Bestiary in about a week ago I noticed something. Axe Beaks are pretty much the perfect stats for a Chocobo. One of my friends then made the comment "dude, you should run a final fantasy game".

A week later...I want too. So, I want to run a game with that Final Fantasy feel with changing as little as possible. Now, because the FF series has span over such a vast array of time frames, worlds, and styles, the feel is definitely something I need to define first.

I am basing my game around the concepts and technologies of Final Fantasy 2 (USA), and Final Fantasy 3 (USA) aka FF 6 (PlayStation 1). A medieval, dark ages game with Pathfinder RPG rules to supplement. I may pull elements from other Final Fantasy games.

Most of what I'm changing are options and flavor. I've gotten some leg work done, and have rolled around with some brainstorming ideas, but I need some help to fill in the blanks.

Races:
Humans are unchanged
Elves are humans that are naturally magical in nature (like Terra from FF 6)
Gnomes are Moogles
Halflings are kids (yes kids)
Dwarves, Half-elves, and Half-orcs are simply not available.

Classes:
All
Bards are Red Magi
Clerics/Oracles are White Magi
Sorcerers/Wizards are Black Magi
Druids are Blue Magi

Other:
Horse prices are Chocobo prices
Axe-Beaks are Chocobos
Big weapons are a must...as is spiky hair for fighter...(hehe)
Bring Acrobatics DC's down a few notches to allow for ridiculous jump checks

Wants:
A way to handle Espers
A mechanically simple way to handle materia (maybe)
A way to handle creatures to fight as solo's with a bunch of hp, without all of the CR or power (boss fights)

Don't Want:
spell points (MP) system
guns
androgynous clothes...looking at your FF 10 - 12

so yeah... If you notice, most of what I'm doing is simply re-Flavoring anything and limiting a handful of options to capture that "feel" of a Final...

You might need to add a few spells to bards and remove bardic music to get to that "red mage" feel, based on their usage of both white and black magic (e.g. FF 1) or their elemental magic (FF 3).

Espers? Easy. Modify the Summoner. Let him summon multiple times per day, but also pre-build his various eidolons so you can have stats for Ifrit, Ramuh, Shiva, Bahamut, etc. There's a thread full of FF monsters as eidolons around here somewhere, it's plenty good too.

Some of what you want for materia could be drawn from the Magic Item Compendium weapon and armor augment crystals, maybe with a tinge of the intelligent item creation rules and the notes for elven kiira from Magic of Faerun and other sources.

You might also eliminate the cleric and wizard classes. Clerics have full access to the cleric spell list plus 2 domains, which is far more versatility than a White mage ever had. Similar issue with wizards and their spellbooks. Go see how many spells Rosa, Yuna, Rydia, and Lulu knew at game's end. Ignoring the fact that in some games (like my FF10 save file) where you could teach everyone everything, there aren't a lot of spells in their spell lists.

I think the real issue is this. Which FF worlds do you want to emulate most? Only FF7 and the Tactics games had materia, and materia weren't really used in Tactics. They provided the means for everyone to cast spells, since the only character in FF7 who could really be argued to be a spellcaster was Aerith based on stats.

Oh, and androgynous clothing was only present to a certain degree in the later FF games. I'd never call what Lulu wore androgynous;)


Hey there were tons of Dwarves in Final Fantasy!!! I loved IV and IV The After Years for just that reason. I think there were dwarves in V as well

And yes, Lulu's clothes were not androgynous. Her wardrobe is heaven on earth.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Ah, Lulu. The good part of X.


The augment crystals from MiC have the same flavor as Materia. You could expand on them.


TriOmegaZero wrote:
Ah, Lulu. The good part of X.

LOL


Ice Titan wrote:
+1 flaming longsword is a longsword with a +1 materia and a fire materia in it. Could take them out and make it a +1 keen longsword with the keen materia. :P Stuff like that.

+1, also this might be of some use to you *laughs manically* bump their skill points down to 4 or maybe 2+int and give them medium armor and access to all pullarms instead of what I originally gave them and you've got a Dragoon.


Check out Final Fantasy Zero. A fan made Final Fantasy based RPG. It started out as an OGL project but uses a different system now. It's come a long way since I last looked at it, so it may have some things you can use.


I agree with others. I would make the magic item system a little different to handle materia. Each materia would have an effect if placed into a certain type of item. Each item can hold a certain number of materia, and that determines its value. A +1 sword could have 0 slots, and be worth 1000, or 1 slot and be worth 2000 (2000 would be a good cost for a +1 equivalent materia). Materia can be priced linearly based off of the number of slots they require, while the number of slots can be exponential, minus the cost for materia to put in there, and then you keep the current prices ~= to what they are now.

Espers I would handle as summons, Rydia as a Summoner, and FF6 style materia I would handle as minor artifacts. They should not be common, at all, and should be very powerful. I would treat them as staves, with spells of various power levels in them. They would also have a modified Summon Monster spell that temporarily summoned the specific esper to you and fought for a short durration. All of the effects would take charges, and they would recharge over time.

Also, I see missing from your list of wants Chocobo Racing rules :)

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Caineach wrote:
FF6 style materia

'Magicite' is the word you're looking for. ;D

Agreed about the artifact thing.


TriOmegaZero wrote:
Caineach wrote:
FF6 style materia

'Magicite' is the word you're looking for. ;D

Agreed about the artifact thing.

Thank you. Only goes to show that I need to reinstall my SNES and play through again.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

You mean you haven't bought every remake they put out for the various GameBoys? Heathen. XD


Unless you just absolutely hate Psionics, you might consider using the Psionic class for both Black Mages and White Mages. The spell point system is much more like Mana and the psionic powers are much more like the Fire/Fira/Firaga type spells you see in FF games.

Let a white mage pick spells from the cleric list, but burn power points to use them. If you do decide to do that, it would not be unbalancing to let the white mage have domains and powers. Likewise, black mages could have wizard or sorcerer school/bloodline abilities, just to give them a boost.

If I remember correctly, everyone gets a Summon in FF6. You could just use the Summoner Eidolon rules, but let everyone have one. Of course, you'd have to make encounters tougher.


Kelso wrote:

Unless you just absolutely hate Psionics, you might consider using the Psionic class for both Black Mages and White Mages. The spell point system is much more like Mana and the psionic powers are much more like the Fire/Fira/Firaga type spells you see in FF games.

Let a white mage pick spells from the cleric list, but burn power points to use them. If you do decide to do that, it would not be unbalancing to let the white mage have domains and powers. Likewise, black mages could have wizard or sorcerer school/bloodline abilities, just to give them a boost.

If I remember correctly, everyone gets a Summon in FF6. You could just use the Summoner Eidolon rules, but let everyone have one. Of course, you'd have to make encounters tougher.

Everyone gets to summon in FF6, but only after you get materia, which also taught you spells. That was my idea was to make materia a minor artifact that could be used to summon a specific monster, and granted other abilities.


On the Chocobos, you could add in some variants (to show the different colors and whatnot). Give blue a swim speed, black a fly speed (I think that's what black did), green could have woodland stride or possibly a climb speed, you could also increase the speed of some. Each 1 would be more expensive based on what it does.


Hey look, a mana system.

http://dungeons.wikia.com/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule %29


Wish I had my stack of Dragon magazines handy, but there were also Chocobo stats in one of them.

What else do we need to make a good FF game world? Airships? Annoying villains? Imps? Behemoths? What are we forgetting?


Lathiira wrote:


What else do we need to make a good FF game world? Airships? Annoying villains? Imps? Behemoths? What are we forgetting?

A good system of sidequests and a big chart of sometimes witty, sometimes poorly written comments random strangers can say when the PCs talk to them.


Kelso wrote:
Lathiira wrote:


What else do we need to make a good FF game world? Airships? Annoying villains? Imps? Behemoths? What are we forgetting?
A good system of sidequests and a big chart of sometimes witty, sometimes poorly written comments random strangers can say when the PCs talk to them.

I like swords.


Lathiira wrote:
Wish I had my stack of Dragon magazines handy, but there were also Chocobo stats in one of them.

Dragon #323, they call it a Riding Bird and they cost 400gp. They're a large mount with a 60ft base speed, a bite (1d8) and claw (1d6) attack, 5ft reach, and these stats str: 18, dex: 15, con: 14, int: 2, wis: 16, cha: 8, plus you can also get black ones that have a 90ft fly speed (good) but those ones cost 2,000gp.

Lathiira wrote:
What else do we need to make a good FF game world? Airships? Annoying villains? Imps? Behemoths? What are we forgetting?

My airship rules can be found in the 3rd post if anyone's interested :)


Caineach wrote:
Kelso wrote:
Lathiira wrote:


What else do we need to make a good FF game world? Airships? Annoying villains? Imps? Behemoths? What are we forgetting?
A good system of sidequests and a big chart of sometimes witty, sometimes poorly written comments random strangers can say when the PCs talk to them.
I like swords.

Hmm...Maybe if I bring you one of each type of sword, you'll give me new TetraMaster cards.


DragonBringerX wrote:

"dude, you should run a final fantasy game".

A week later...I want too.

Too much to hope you DM games in Louisiana?

Dark Archive

Slacker2010 wrote:
DragonBringerX wrote:

"dude, you should run a final fantasy game".

A week later...I want too.

Too much to hope you DM games in Louisiana?

Actually I am...this game too. I live in Mandeville. Where do u live.

Silver Crusade

Seconding dwarves being available due to FFIV.

Also, they have proficiency with tanks.


Mikaze wrote:

Seconding dwarves being available due to FFIV.

Also, they have proficiency with tanks.

Lali-ho!

Silver Crusade

Umbral Reaver wrote:
Mikaze wrote:

Seconding dwarves being available due to FFIV.

Also, they have proficiency with tanks.

Lali-ho!

jumps off an airship and into a miles-wide tunnel leading to the underworld while carrying a ton of explosives

detonates explosives, sealing the miles-wide tunnel to the underworld

somehow survives and sleeps it off in a few weeks


I've always felt that Privateer Press' Iron Kingdoms setting has a very Final Fantasy feel.

Privateer Press

The company is concentrating on it's miniatures game at the moment, but you can still get it's d20 material fairly easily.


DragonBringerX wrote:
Slacker2010 wrote:
DragonBringerX wrote:

"dude, you should run a final fantasy game".

A week later...I want too.

Too much to hope you DM games in Louisiana?
Actually I am...this game too. I live in Mandeville. Where do u live.

Wow, Blind luck! Dont know how feasible it is but I live in Baton Rouge


Slacker2010 wrote:
Wow, Blind luck! Dont know how feasible it is but I live in Baton Rouge

You know, I've always wondered if people living in Baton Rouge are more annoyed when people spell Rogue like Rouge than people living elsewhere.


Kelso wrote:
Slacker2010 wrote:
Wow, Blind luck! Dont know how feasible it is but I live in Baton Rouge
You know, I've always wondered if people living in Baton Rouge are more annoyed when people spell Rogue like Rouge than people living elsewhere.

Yea, I have no place throwing stones at people for spelling. Without spell check no one online would be able to read anything I wrote.

Dark Archive

Slacker2010 wrote:
DragonBringerX wrote:
Slacker2010 wrote:
DragonBringerX wrote:

"dude, you should run a final fantasy game".

A week later...I want too.

Too much to hope you DM games in Louisiana?
Actually I am...this game too. I live in Mandeville. Where do u live.
Wow, Blind luck! Dont know how feasible it is but I live in Baton Rouge

That does depend on what you consider feasible. While I haven't selected a date (or even a day) that I want to run the game, I will be running it locally. Probably at my friends house. If you want to keep in touch through my email, your more than welcome too.

My Email:
DragonBringerX@gmail.com.

As for an update on what I think I want to do with my game. Here's a few things I've taken from some suggestions listed here.

Sense disrupting a characters fashion sense in a Final Fantasy game is like a Cardinal Sin, I'm going to re-flavor magic items as materia that simply fit into your appropriate body slots. I know materia was suppose to go into your weapons...but I never really liked that to begin with. Rings however, will still be normal magical items that characters equip (sense every FF title had a relic, or accessory slot or two)

Espers will probably be an new item in-between scrolls and wands. They will contain multiple spells (or maybe just one) all related to each other. Once a day, you can cast a spell directly from the esper (like using a wand/scroll) except the esper doesn't disappear afterwords. Wizards can learn spells from an esper as he could from a spell book or scroll. Wizards will not have spell books, but their own personal esper that contains their spells. They can choose to have their familiar be a guardian spirit of the esper (same stat's and everything, just flavored as coming from the esper and not from the wizard).

Magicite will be new items that contain a pre-built Eidolon. Such as Shiva, Ifrit, Chocobo, etc. These will be built using the summoner guidelines at levels 5 for normal ones, 8 for strong ones, and 11 for powerful (legendary ones). A summoner class can use Magicite to summon an Eidolon in place of his own (an extra option for him essentially). A character must bond with a magicite to use it and can only be bonded to one at any given time. Summoning a Eidolon requires a Use Magic Device check DC 20 + the level of the Eidolon and requires a full-round action. A Eidolon can only be summoned once a week.

EDIT: summons will be at levels 5th, 9th, and 13th.

Dwarves will be allowed because of FFIV. (they will be proficient in tanks as well...lol). This does mean the only core race not allowed are half-elves and half-orcs. Oh well...

I will write up a table of (hoping for) 100 different random statements commoners will say when talked too.

Vicks, Biggs, Wedge, and Cid will all be major NPCs somewhere in the game.

Dark Archive

Now, I want to create a list of Magicite in the game. I'll do my best to work on the stat's for them...although I may start a new thread for that.

Here's a list of what I think should be in the game...please feel free to comment/concern/agree/voice said opinion constructively.

Alexander
Bahamut
Carbuncle
Chocobo
Ifrit
Leviathan
Odin
Rahmu
Shiva
Titan

A few others that appear across titles are Golem, Phoenix, Crusader, Sylph, Fenrir, Hades/Diabolos. I may add stat these out if I have time.

In my above post I explained I wanted to stat them out as summoner eidolons at various levels. I think I might stat them out across a wider spread of levels (5th, 9th, and 13th).

5th level Eidolon:
Chocobo
Ifrit
Rahmu
Shiva
[Sylph and Fenrir]

9th level Eidolon:
Carbuncle
Leviathan
Odin
Titan
[Golem and Hades]

13th level Eidolon:
Alexander
Bahamut
[Crusader and Phoenix]

So, what do you guys think?


Mikaze wrote:
Umbral Reaver wrote:
Mikaze wrote:

Seconding dwarves being available due to FFIV.

Also, they have proficiency with tanks.

Lali-ho!

jumps off an airship and into a miles-wide tunnel leading to the underworld while carrying a ton of explosives

detonates explosives, sealing the miles-wide tunnel to the underworld

somehow survives and sleeps it off in a few weeks

Cid wasn't a dwarf, he was a human engineer. He had like... CON 40.


If you really want to make a Final Fantasy campaign setting, I guess you have to decide a couple of factors :

- The technology level. While FF1 through 5 has a more medieval fantastic feel (With rare ancient technology available, such as the floating castle, tower of babil, etc) FF6 brings in technology as a known force that can even channel magic, and FF7 incorporates technology in every people's daily lives, with guns, videogames, and other mundane stuff. One thing is for sure, if your campaign does not feature an airship or more, it's broken. Forever.

- The source of magic. The first 5 FFs offer a view similar to D&D. Study scrolls and develop magic tricks. FF6 is all over espers (Which are ancient beasts, I should mention), FF7 is about stones crafted from the very life of the Planet, containing the wisdom of ancients (Which are part of the planet.) FF8 is similar to FF6, magic comes from beasts, but not select ones; every beast has a part of magic in it. From there.. I don't know FFs so much. As said before, a system based on magicite UMD or Materia Weapon Enhancing and other materias granting spell per day could be cool.

My recommandations :

- Place a system about PC death; phoenix downs are common place in FF Universes, so at least, there should be consequences about dying.

- Chocobos must rock. You can definitely feature different colored chocobos, the black (sometimes dark blue) one can fly, a golden one has 150% moving speed along with better stats; and so on. FF7 offered the widest varieties, so you could look into it and find them cool abilities. Oh, FF-Tactics had chocobo attacks also; though a red chocobo dropping meteors on foes might sound quite strong for a mount :P

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Krimson wrote:

If you really want to make a Final Fantasy campaign setting, I guess you have to decide a couple of factors :

- The technology level. While FF1 through 5 has a more medieval fantastic feel (With rare ancient technology available, such as the floating castle, tower of babil, etc) FF6 brings in technology as a known force that can even channel magic, and FF7 incorporates technology in every people's daily lives, with guns, videogames, and other mundane stuff. One thing is for sure, if your campaign does not feature an airship or more, it's broken. Forever.

- The source of magic. The first 5 FFs offer a view similar to D&D. Study scrolls and develop magic tricks. FF6 is all over espers (Which are ancient beasts, I should mention), FF7 is about stones crafted from the very life of the Planet, containing the wisdom of ancients (Which are part of the planet.) FF8 is similar to FF6, magic comes from beasts, but not select ones; every beast has a part of magic in it. From there.. I don't know FFs so much. As said before, a system based on magicite UMD or Materia Weapon Enhancing and other materias granting spell per day could be cool.

My recommandations :

- Place a system about PC death; phoenix downs are common place in FF Universes, so at least, there should be consequences about dying.

- Chocobos must rock. You can definitely feature different colored chocobos, the black (sometimes dark blue) one can fly, a golden one has 150% moving speed along with better stats; and so on. FF7 offered the widest varieties, so you could look into it and find them cool abilities. Oh, FF-Tactics had chocobo attacks also; though a red chocobo dropping meteors on foes might sound quite strong for a mount :P

Well, there will be airships. Probably about 5 types of chocobo's (yellow/brown, red (real fast), green (takes to hills and mountains), blue (treads shallow water), black (flies), gold (rare, advanced, fast, flying). Okay so like 6 types.

So I'm thinking using the axe beaks stats
Yellow/Brown = no change
Red = 10' faster + run feat
Green = ????? (not sure how to do this one yet)
Blue = swim speed
Black = fly speed (poor)
Gold = advanced, fly speed (average), 10' faster


DragonBringerX wrote:

Well, there will be airships. Probably about 5 types of chocobo's (yellow/brown, red (real fast), green (takes to hills and mountains), blue (treads shallow water), black (flies), gold (rare, advanced, fast, flying). Okay so like 6 types.

So I'm thinking using the axe beaks stats
Yellow/Brown = no change
Red = 10' faster + run feat
Green = ????? (not sure how to do this one yet)
Blue = swim speed
Black = fly speed (poor)
Gold = advanced, fly speed (average), 10' faster

You could give green Woodland Stride (the Druid/Ranger ability) and then possibly a short climb speed, maybe like 10ft. You may also want to give them something like "Mountain Stride" (the Highland Stalker in Complete Adventurer has it) which is pretty much Woodland Stride for mountain terrain. You could possibly even just give them an ability to go over any difficult terrain in general, although that might be a little much.

Dark Archive

Felgoroth wrote:
DragonBringerX wrote:

Well, there will be airships. Probably about 5 types of chocobo's (yellow/brown, red (real fast), green (takes to hills and mountains), blue (treads shallow water), black (flies), gold (rare, advanced, fast, flying). Okay so like 6 types.

So I'm thinking using the axe beaks stats
Yellow/Brown = no change
Red = 10' faster + run feat
Green = ????? (not sure how to do this one yet)
Blue = swim speed
Black = fly speed (poor)
Gold = advanced, fly speed (average), 10' faster

You could give green Woodland Stride (the Druid/Ranger ability) and then possibly a short climb speed, maybe like 10ft. You may also want to give them something like "Mountain Stride" (the Highland Stalker in Complete Adventurer has it) which is pretty much Woodland Stride for mountain terrain. You could possibly even just give them an ability to go over any difficult terrain in general, although that might be a little much.

I like that...mountain stride. I think I might go with that one.


DragonBringerX wrote:
I like that...mountain stride. I think I might go with that one.

I'd go with both woodland and mountain stride if they're made for forest and mountain terrain but that's just me. You could even do 2 different types (1 for woodland stride and 1 for mountain stride), maybe brown is more foresty than yellow and has woodland stride and then green is mountainy. Just my 2cp.

Dark Archive

Felgoroth wrote:
DragonBringerX wrote:
I like that...mountain stride. I think I might go with that one.
I'd go with both woodland and mountain stride if they're made for forest and mountain terrain but that's just me. You could even do 2 different types (1 for woodland stride and 1 for mountain stride), maybe brown is more foresty than yellow and has woodland stride and then green is mountainy. Just my 2cp.

one thing i'm most curious about...what would all those changes do to CR?

Should i raise it by one
tweak until its strong enough to raise by 1
should i drop something else
or do nothing


DragonBringerX wrote:
Felgoroth wrote:
DragonBringerX wrote:
I like that...mountain stride. I think I might go with that one.
I'd go with both woodland and mountain stride if they're made for forest and mountain terrain but that's just me. You could even do 2 different types (1 for woodland stride and 1 for mountain stride), maybe brown is more foresty than yellow and has woodland stride and then green is mountainy. Just my 2cp.

one thing i'm most curious about...what would all those changes do to CR?

Should i raise it by one
tweak until its strong enough to raise by 1
should i drop something else
or do nothing

The only change that I think warrants a CR bump is flight. While mountain stride is nice, it's only helpful to the creature under certain circumstances. Namely, where mountainous terrain is prevalent. Same with swim speeds and woodland stride. For general purposes, flight is just too useful. Now, if PCs fight the chocobos in their preferred terrain, you might give them a little more XP if the chocobo movement abilities are important in battle.

Now, having said that, you might also create a more powerful chocobo to represent something like the gold chocobo, which would then definitely merit a CR bump.


Lathiira wrote:

The only change that I think warrants a CR bump is flight. While mountain stride is nice, it's only helpful to the creature under certain circumstances. Namely, where mountainous terrain is prevalent. Same with swim speeds and woodland stride. For general purposes, flight is just too useful. Now, if PCs fight the chocobos in their preferred terrain, you might give them a little more XP if the chocobo movement abilities are important in battle.

Now, having said that, you might also create a more powerful chocobo to represent something like the gold chocobo, which would then definitely merit a CR bump.

This lol. I can't remember what Axe Beaks had off the top of my head but I think probably something like an 18 str, 16-17 dex, 14 con, 2 int, 14 wis, 8 cha would be pretty good for a gold chocobo. Something else you might want to give to a chocobo variant is the sprint ability that cheetahs get (I just think that would be cool).


Felgoroth wrote:
Something else you might want to give to a chocobo variant is the sprint ability that cheetahs get (I just think that would be cool).

+1

Dark Archive

Felgoroth wrote:
Lathiira wrote:

The only change that I think warrants a CR bump is flight. While mountain stride is nice, it's only helpful to the creature under certain circumstances. Namely, where mountainous terrain is prevalent. Same with swim speeds and woodland stride. For general purposes, flight is just too useful. Now, if PCs fight the chocobos in their preferred terrain, you might give them a little more XP if the chocobo movement abilities are important in battle.

Now, having said that, you might also create a more powerful chocobo to represent something like the gold chocobo, which would then definitely merit a CR bump.

This lol. I can't remember what Axe Beaks had off the top of my head but I think probably something like an 18 str, 16-17 dex, 14 con, 2 int, 14 wis, 8 cha would be pretty good for a gold chocobo. Something else you might want to give to a chocobo variant is the sprint ability that cheetahs get (I just think that would be cool).

their in the bonus bestiary which is free ^_^

they already get sudden charge which allows them to charge/bite and trip as a swift with no chance to trip themselves.
I forget, what does sprint do again?


DragonBringerX wrote:
Felgoroth wrote:
Lathiira wrote:

The only change that I think warrants a CR bump is flight. While mountain stride is nice, it's only helpful to the creature under certain circumstances. Namely, where mountainous terrain is prevalent. Same with swim speeds and woodland stride. For general purposes, flight is just too useful. Now, if PCs fight the chocobos in their preferred terrain, you might give them a little more XP if the chocobo movement abilities are important in battle.

Now, having said that, you might also create a more powerful chocobo to represent something like the gold chocobo, which would then definitely merit a CR bump.

This lol. I can't remember what Axe Beaks had off the top of my head but I think probably something like an 18 str, 16-17 dex, 14 con, 2 int, 14 wis, 8 cha would be pretty good for a gold chocobo. Something else you might want to give to a chocobo variant is the sprint ability that cheetahs get (I just think that would be cool).

their in the bonus bestiary which is free ^_^

they already get sudden charge which allows them to charge/bite and trip as a swift with no chance to trip themselves.
I forget, what does sprint do again?

Sprint lets them move at 10 times their base speed when they make a charge. I have an ability for a homebrewed race called burst which is pretty much the same thing but while they use the run action (although the race can only do it once per day).

Dark Archive

I was also thinking about renaming a few items (potions) to give them a final fantasy feel. A few I'm not too sure what to do with.

Potion - cure light wounds
Hi-Potion - cure moderate wounds
X-Potion - cure serious wounds
Phoenix Down - ?????
Elixir - ?????
Eye Drops - remove blindness/deafness
Antidote - neutralize poison
Soft - remove paralysis
Remedy - dispel magic
Echo Screen - remove curse
Hyper - rage

Others:
Protect - shield of faith
Shell - mage armor
Tiny - reduce person
Big/Maiden's Kiss - enlarge person
Quick/Speed Drink - Haste
Float - levitate

just a thought I had...any thoughts? Any idea's what I could use for elixirs or phoenix downs? I thought about allowing heal for elixirs, but I dunno.


DragonBringerX wrote:

I was also thinking about renaming a few items (potions) to give them a final fantasy feel. A few I'm not too sure what to do with.

Potion - cure light wounds
Hi-Potion - cure moderate wounds
X-Potion - cure serious wounds
Phoenix Down - ?????
Elixir - ?????
Eye Drops - remove blindness/deafness
Antidote - neutralize poison
Soft - remove paralysis
Remedy - dispel magic
Echo Screen - remove curse
Hyper - rage

Others:
Protect - shield of faith
Shell - mage armor
Tiny - reduce person
Big/Maiden's Kiss - enlarge person
Quick/Speed Drink - Haste
Float - levitate

just a thought I had...any thoughts? Any idea's what I could use for elixirs or phoenix downs? I thought about allowing heal for elixirs, but I dunno.

Use breath of life for phoenix downs and go ahead and use heal for elixirs. I'd make soft potions act as stone to flesh though; they're supposed to remove petrification, after all. I'd also alter baleful polymorph so the only possible result is to turn someone into a frog with their full mental faculties. Hmm, what else:

Quake-earthquake
Meteor-meteor swarm
Holy-?
Bio-cloudkill?

Hmm, the elemental spells will be difficult too. Fire, Ice, Thunder (-a, -aga). You can use cure light/mod/ser for Cure/-a/-aga.

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