[Final Fantasy Campaign] Ry'ia Creatures


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Angelsboi

First Post
Chocobos - All Colors

Chocobo, Yellow
Large Animal
HD: 3d8 + 6 (18 HP)
Init: +3 (+3 dex)
Speed: 50'
AC: 14 (+2 natural, +3 dex, -1 size)
Attacks: Beak +6 melee, 2 tallons +1 melee
Damage: Beak 1d6+2, tallons 1d4+1
Face/Reach 5ft. by 5 ft./10ft.
SA: -
SQ: -
Saves: Fort +5, ref +6, wil +1
Abilities: Str 15, Dex 17, Con 14, Int 2, Wis 10, Cha 7
Skills: Listen +5, Spot +5, Jump +11*
Feats: Endurance
*chocobos receve a +4 racial bonus to jump

Chocobo, Blue (light)
Large Animal
HD: 3d8 + 6 (18 HP)
Init: +3 (+3 dex)
Speed: 50'
AC: 14 (+2 natural, +3 dex, -1 size)
Attacks: Beak +6 melee, 2 tallons +1 melee
Damage: Beak 1d6+2, tallons 1d4+1
Face/Reach 5ft. by 5 ft./10ft.
SA: Waterwalking
SQ: -
Saves: Fort +5, ref +6, wil +1
Abilities: Str 15, Dex 17, Con 14, Int 2, Wis 10, Cha 7
Skills: Listen +5, Spot +5, Jump +11*
Feats: Endurance
*chocobos receve a +4 racial bonus to jump

Chocobo, Blue (Dark)
Large Animal
HD: 3d8 + 6 (18 HP)
Init: +3 (+3 dex)
Speed: 50'
AC: 14 (+2 natural, +3 dex, -1 size)
Attacks: Beak +6 melee, 2 tallons +1 melee
Damage: Beak 1d6+2, tallons 1d4+1
Face/Reach 5ft. by 5 ft./10ft.
SA: Waterwalking, Waterbreathing (also bestowed upon Owner)
SQ: -
Saves: Fort +5, ref +6, wil +1
Abilities: Str 15, Dex 17, Con 14, Int 2, Wis 10, Cha 7
Skills: Listen +5, Spot +5, Jump +11*
Feats: Endurance
*chocobos receve a +4 racial bonus to jump

Chocobo, Red
Large Animal
HD: 3d8 + 6 (18 HP)
Init: +3 (+3 dex)
Speed: 50'
AC: 14 (+2 natural, +3 dex, -1 size)
Attacks: Beak +6 melee, 2 tallons +1 melee
Damage: Beak 1d6+2, tallons 1d4+1
Face/Reach 5ft. by 5 ft./10ft.
SA: Freedom of Movement (mountains only)
SQ: -
Saves: Fort +5, ref +6, wil +1
Abilities: Str 15, Dex 17, Con 14, Int 2, Wis 10, Cha 7
Skills: Listen +5, Spot +5, Jump +11*
Feats: Endurance
*chocobos receve a +4 racial bonus to jump

Chocobo, Gold
Large Animal
HD: 3d8 + 6 (18 HP)
Init: +3 (+3 dex)
Speed: 50'
AC: 14 (+2 natural, +3 dex, -1 size)
Attacks: Beak +6 melee, 2 tallons +1 melee
Damage: Beak 1d6+2, tallons 1d4+1
Face/Reach 5ft. by 5 ft./10ft.
SA: Fly as if 6th level
SQ: Waterwalking, Waterbreathing (also bestowed upon Owner), Freedom of Movement (mountains)
Saves: Fort +5, ref +6, wil +1
Abilities: Str 15, Dex 17, Con 14, Int 2, Wis 10, Cha 7
Skills: Listen +5, Spot +5, Jump +11*
Feats: Endurance
*chocobos receve a +4 racial bonus to jump
 

Angelsboi

First Post
Moogles

Moogles

Small Creatures
HD 1d6
Init +1 (dex)
Spd 30
AC 13 (+1 dex, +1 size, +1 fur)
Atks 1 free martial or exotic weapon proficiency (Halfspear +1 Melee, Halfspear +2 Ranged)
Dmg Halfspear 1d8 Melee/Ranged
Face/Reach 5x5/5
SA none
SQ Lowlight vision SR 11
Save Fort -1 Refl +3 Will +3
Abil ST 9 DX 12 CN 8 IN 11 WS 13 CH 10
Skil Perform +2, Move Silently +3, Hide +5
Feat None
Climate/Terrain: Temperate and Warm Land
Orgaitation: Tribe(20-200)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Lawful Good
Advancement: By character class

Player Character Moogles have the following advantages:
* A +2 bonus to wisdom and dexterity, but a -2 penalty to strength and constitution. Moogles are agile and very connected to the world around them, but they are not as strong as most races and suffer in regard to physical condition.
* A +2 bonus to Tumble, Perform and Move silently skill checks. All Moogles receive the performance type Dance without any ranks in the skill
* Automatic Simple Weapon proficiency in the Halfspear.
* Darkvision to a range of 60 feet (in FF6/3US the Moogles were cave dwellers. This is debatable).
* Moogles in cold weather (below 40F degrees) suffer no penalties due to their fur. In conditions of extreme cold (below 0F degrees) moogles suffer the penalties which most suffer in cold weather.
* An unarmed moogle can attack with her claws for 1d2 damage.
* Favored class for Moogles is Bard.
* As size Small creatures moogles gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on hide check, but they must use smaller weapons than humans use and their lifting and carrying limits are three quarters of those of a medium size character.
* Moogle base speed is 30 feet.

Dances
* A moogle must spend a number of days equal to their level times 2 in each 'range' to learn the dance. Also when trying to do a dance, thats NOT in its propper terrain, you will always have a 75% chance of failing. These are quite random and are as follows:

Wind Song (Learned in grass fields) ((roll 1d4))
*Wind Slash (Blasts enemies with a gust of wind)
Wind blast (like sonic blast)
*Sun Bath (Restores HP to the entire party)
Cure light wounds
*Plasma (Powerful attack agaist a single enemy)
Fireball
*Cockatrice (Attacks an enemy with a Wild Cockatrice)
Summon Natures Ally I

Forest Suite (Learned in forests) ((roll 1d4))
*Rage (A ragging wind blasts enemies with dirt and leaves)
Gust of Wind
*Harvester (Cures abnormal status effects)
Remove Disease
*Elf Fire (Mystical blast of Fire engulfs enemies)
Faerie Fire
*Wombat (Attacks an enemy with a Wild Wombat)
Summon Natures Ally I

Desert Aria (Learned in the sands of a desert) ((roll 1d4))
*Sand Storm (All enemies are caught in a violent sandstorm)
Wind blast (like sonic blast but a 15% of being blinded)
*Wind Slash (Blasts enemies with a gust of wind)
Wind blast (like sonic blast)
*Antilon (All enemies are swalloed up by quicksand)
Summon Natures Ally III
*Kitty (Casts haste on Mog and his allies)
Haste on 1 person

Love Sanata (learned when fighting in Towns) ((roll 1d4))
*Elf Fire (Mystical blast of fire engulfs enemies)
Faerie Fire
*Snare (Mog sets a trap for an enemy that eliminates it from battle)
Slow
*Specter (Casts Confuse on a single enemy)
Confusion
*Tapir (Cures any abnormal status effects)
Remove Disease

Earth Blues (Learned in the mountains) ((roll 1d4))
*Land Slide (Drops a load of rocks on an enemies head)
Stone Storm (like Ice Storm)
*Sun Bath (Restores HP to the entire party)
Cure light wounds
*Sonic Boom (Attacks an enemy with a sonic boomerang)
Sound Burst
*Whump (Attacks an enemy with a herd of wild rock animals)
Natures Ally II

Water Rondo (learned on the seas) ((roll 1d4))
*El Nino (A ragging wind blasts enemies with dirt and leaves)
Sleet Storm (add 2d10)
*Specter (Casts confuse on a single enemy)
Confuse
*Plasma (Powerful attack against a single enemy)
Fireball
*Harvester (Cures abnormal status effects)
Remove Disease

Dusk Requiem (learned in caves) ((roll 1d4))
*Cave In (Drops huge boulders on an enemies head)
Stone Storm (like Ice Storm)
*Elf Fire (Mystical blast of Fire engulfs enemies)
Faerie Fire
*Snare (Mog sets a trap for an enemy that eliminates it from battle)
Slow
*Poison Frog (A poisonous frog appears and hits the enemies with a poison attack) Natures Ally II

Snowman Jazz (learned in the snow) ((roll 1d4))
*Snowball (Cuts an enemie's HP in half)
inflict Moderate Wounds
*Snare (Mog sets a trap for an enemy that eliminates it from battle)
Slow
*Surge (Group of enemies is caught in a powerful avalanche)
Sleet Storm
*ice Rabbit (Bunny Rabbit heals the partie's wounds)
Natures Ally III
 

dglass

First Post
I have a question. Sorry, but I don't understand the Dances. Are they spell-like abilities? How many times per day can they cast them?

Also, Moogles are Lawful Good? My instinct just says Chaotic Good. I guess thats because they were so random to use in battle and just a little bit silly in the game. I don't know.

Oh, yeah. WARK! hehe
 

Angelsboi

First Post
Dances are spell like abilties and the moogle can cast dance equal to his CHA Mod a day.

And yes, they are meant to be Chaotic Good
 

Krail Stromquism

First Post
Ronso?

Ive been working on Ronso and also Kzinti, I was wondering if you had come up with anything for Ronso?

I love Kimahri, I bought the great big 12' resin figure of him. SO cool. anyway just wondering.

thanks
 


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