Final Fantasy Tactics (Pathfinder) take 2


Homebrew and House Rules

Dark Archive

Well this is now my improved version of my ongoing project of creating my campaign setting on the awesome world of Final Fantasy Tactics and other titles that form up the Ivalice Alliance games, but the setting itself is after the War of the Lions event.

right now I worked on adding some more prestige classes to bring it to a total of 15. I'm still missing the Astrologer, Mimic and the Onion Knight.

A lot of people have helped already and I thank them all as well, I mostly need people help to polish this classes and hopefully playtest them.

Prestige Classes

I will keep adding more things like background and such if people really want to read the fluff and regions. I also need help with the Bestiary but that one I will post later on.

Dark Archive

If it would be easier for some people I can just post here the prestige classes instead of a link to a googledoc.

RPG Superstar 2013 Top 8

Love the calculator. I haven't read through the whole doc though. Good work!


Pathfinder LO Special Edition Subscriber

Dot. :)

Glad to see you again Deiros. Can report my own FFT campaign went pretty well, though ended due to RL issues. Was heck of a lot of fun though!


Would a better use of the dark knights abilities be you take half damage from most those attacks instead of it costing channel uses? Since nothing in the job itself makes me think of cleric. In fact I think white mage is the only job not needed for it.

Dark Archive

Well I would enjoy some feedback Aleron ^^

I did think about using that non-lethal damage mechanic instead of regular channel energy use, but I couldn't figure out a way to work it around and ties it down to an amount of uses per day, of course any suggestions are always welcome as to how to do it, after all it took me quite a while to work the calculator with some help as I was very stuck on that one.

I reduced the price of most magic items since it's a very high magical place with an equal amount of magical beast as there are regular normal animals in the world of final fantasy.

I might be able to drop the channel use on all Sword skill users to make them fighter available classes, instead of only paladin or cleric accessible?

Dark Archive

Ark Knight change.

Power Break (Su): The ark knight resolves a standard melee attack, but instead of dealing damage as normal, the target makes a Fortitude save DC 10 + Ark Knight’s level + Ark knight’s Constitution modifier, if the opponent fails their Base Attack Bonus suffers a penalty equal to the Ark Knight’s strength modifier. This penalty is cumulative and lasts till the end of an encounter.

Made a small change in the ability so it targets the effective combat capability of his opponents.

Another important change is I removed the aeons of the bestiary and just made it into a subtype. Yes the regular aeons still exist and I will work on them they are quite plenty of them and some of them are just regular creatures in a bestiary (like cyclops, unicorn, etc...)

Aeons list:
Abadon, Alexander, Anima, Ark, Asura, Atomos, Babel, Bahamut, Bismark, Brothers, Brynhildr, Cactuar, Caith Sith, Catoblepas, Carbuncle, Cerberus, Crusader, Cyclops, Death Knight, Deathgaze, Demon Wall, Diabolos, Djin, Doomtrain, Fairy, Fenrir, Garuda, Gilgamesh, Hades, Hecatoncheir, Ifrit, Ixion, Jormungand, Kiata, Kirin, Knights of the Round, Lakshmi, Leviathan, Lich, Madeen, Maduin, Mist Dragon, Moogle, Nix, Odin, Pandemona, Pandemonium, Phantom, Phoenix, Quetzalcoatl, Raiden, Ragnarok, Ramuh, Remora, Salamander, Seraphim, Shinryu, Shiva, Siren, Stiria, Syldra, Sylph, Titan, Typhon, Ultros, Unicorn, Valefor, Valigarmanda, Yojimbo

Aeons

Spoiler:

Aeon Subtype
Aeons are extraplanar entities that interact with the material world in very rare occasions.
An aeon possesses the following features:
• Hit Dice d12
• Base attack bonus equal to total Hit Dice
• Two good saving throws
• Skill points equal to 6 + Intelligence modifier per Hit Die. The following are class skills for Aeons: Bluff, Knowledge Planes, Perception and Sense motive. Due to their varied nature, aeons also receive 5 additional class skills determined by the aeon theme.
An aeon possesses the following traits:
• Darkvision 60ft and low-light vision.
• Immunity to stone, paralysis and disable.
• +4 racial bonus on saves against spells and spell-like abilities.
• Truespeech (Su): All aeon can speak with any creature that has a language, as though using a tongues spell. This ability is always active.
• Aeons do not die and cannot be raised or summoned except by the Gate spell or with a special item.
• Proficient with all weapons.
• Proficient with whatever type of armor it is described wearing. Aeons are proficient with shields if proficient with armor.
• Aeons breathe, but do not need to eat or sleep (although they can do so if they wish).
• Aeons have the Advanced Creature template.

Aeons can have additional traits according to whatever other subtypes they might have. If any feature or trait is also present in an additional subtype, they do not stack, only the one with the highest value is taken.

New entry in the bestiary:

ADAMANTOISE CR 11

Spoiler:

N Huge Magical Beast
XP 12,800
Init +1; Senses Perception +6, Darkvision 60ft., Low-light vision
AC 21 (-2 size, +1 Dex, +12 natural); touch 9; flat-footed 20
HP 132 (12d10+66)
Fort +13, Ref +8, Will +4
Special Defenses: Adamantine Shell
DR 5/Adamantine
Speed 30ft.
Melee 2 Slam +19 (2d6+9)
Space/Reach 15ft./10ft.
Special Attack Breath, Earthquake
Str 28, Dex 12, Con 23, Int 2, Wis 13, Cha 7
BAB/CMB/CMD +11/+9/ 25
Skills Climb +12, Perception +6, Survival +8, Swim +14
Feats Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Power Attack
Environment any underground, aquatic, temperate swamps
Organization solitary or pair

Adamantine Shell: Adamantoise gains DR 5/adamantine as their shell is of the hardest materials.

Breath (Su): once every 1d4+1 rounds, the creature can emit a 70’ cone of deadly breath, dealing 2d6 points of acid damage; Reflex save (DC25) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

Earthquake (Ex): the creature can leap into the air & crash to the ground, shaking the earth with it’s bulk; all creatures standing on the ground within 70’ must make a Fortitude save (DC22) or suffer a -20 Initiative penalty for the next round; this is a full-round action that does not provoke attacks of opportunity


For a CR 11, that breath weapon seems awfully....useless. And it's AC seems low. The average AC given for a CR 11 monster is 25

Dark Archive

Thank you, I do need some help with the creatures to balance them out, I shall improve his breath weapon to do a bit more damage then.

Breath (Su): once every 1d4+1 rounds, the creature can emit a 60ft cone of deadly breath, dealing 8d6 points of acid damage; Reflex save (DC25) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity.

Dark Archive

Here by the Goblin

GOBLIN CR 1

Spoiler:

NE Small Humanoid (Goblinoid)
XP 400
Init +1; Senses Perception +4, Darkvision 60ft
AC 16, Touch 12, Flat-footed 15 (+1 Dex, +2 armor, +2 shield, +1 size)
HP 11 (2d8 +2)
Fort +4, Ref +1, Will +0
Speed 30 ft
Melee Battleaxe +2 (1d8+1) or Scimitar +2 (1d6+1/18-20x2)
Special Attack Eye Gouge
Str 13, Dex 13, Con 12, Int 10, Wis 11, Cha 8
BAB/CMB/CMD +1/ +1/ 12
Feats Power Attack
Skills Intimidate +7, Perception +4, Stealth +5, Survival +8
Special Qualities Goblin’s Way
Language Goblin
Environment Temperate forest or plains (usually coastal regions)
Organization Gang (4 – 9), warband (10 – 16 with boar mounts) or tribe (17+ plus 100% noncombatants; 1 Black Goblin per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 Gobbledyguck and 10–40 boars)

Goblin’s Way: Goblins are very aggressive and raiders. Racial modifiers +4 Intimidate and +4 Survival. (Need a better name I know)

Eye Gouge (Ex): 3/day, a Goblin as standard action can make a melee attack that blinds his opponents. The goblin attacks as normal but instead of dealing damage it blinds his opponent for 1d4+1 rounds.

Dark Archive

Well I need to add another small continent called Jylland, which is from FFTA II, which will house some of the "dead" races that the people of Ivalice believe are extinct, while ordalians are more aware of them but they keep to themselves mostly.

Any helpers?


Rather than an ability with an arbitrary daily limit, why not give them Improved Dirty Trick instead?

EDIT: or a monster ability similar to grab but for dirty tricks.

Dark Archive

Make it some kind of modified full attack that he can do sounds better then?

it's not technically a grab, but I can just add it also as the feat +some other thing that he might do.

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