Sollir Furryfoot
Explorer
Master List of Material:
Post 1:
The SOLDIER (PrC based off of Cloud of FF7)
The Guardian of the Ancients (PrC based off of Aeris of FF7)
The Cursed One (PrC based off of Vincent of FF7)
The Dark Knight (PrC based off of Gafgarion of FFT)
The Divine Knight (PrC based off of Meliadul of FFT)
The Heaven Knight (PrC based off of Rafa of FFT)
The Hell Knight (PrC based off of Malak of FFT)
The Holy Knight (PrC based off of Agrias of FFT)
The Biskmatar (PrC based off of Llednar Twem of FFTA)
Post 2:
The Prince of Persia (PrC based off of the Prince of Persia game)
Race: Moogle (Race based off of FF3)
Race: Half-Esper (Race based off of FF3)
Race: True Esper (Race based off of FF3)
The Black Knight (PrC based off of Ogre Battle 64)
The Dragoon (PrC based off of Ogre Battle 64)
The Ninja Master (PrC based off of Ogre Battle 64)
The Knight-Paladin (PrC based off of Ogre Battle 64)
The Blood Mage (PrC based off of Warcraft III)
The Magic Card Duelist (PrC based off of Yu-Gi-Oh!)
Post 3:
The Saga Magician (PrC and spells made to emulate the magic of Saga Frontier)
I've done quite a bit of video game conversions of my favorite characters to DnD, so I decided to create one thread where I can put everything in it. As the title says, I'm taking requests-so if anyone has a video game character they really like and want something to be converted so they can recreate them, then by all means, ask. Please note however that I'm only familiar with a handful of video games, so please include all the relevent information you want me to incorporate into the PrC-as well as some background and flavor information to get my brain working. I won't promise to do all of the requests, nor will the requests be completed quickly-my gaming muse only works only so fast

As with any of my work, I appreciate all comments given, and by no means do I think all of my PrCs are balanced-so please, if you have something to add, just post it and i'll respond to the best of my ability. Without further ado:
Final Fantasy 7 PrCs:
The SOLDIER
HD-d8
Requisites:
BAB: 7+
Skills: Profession (Soldier) 10 ranks
Feats: Dodge, Expertise, Power Attack, Weapon Focus (Any sword), Weapon Specialization (Any sword).
Class Skills:
The Soldier’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Jump (Str), Listen (Wis), Profession (Wis), and Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points Per Level: 4+Int Modifier
Code:
Lvl BAB Fort Ref Will Special
1 +1 +2 +0 +0 Limit Break: Braver
2 +2 +3 +0 +0 Limit Break: Cross Slash
3 +3 +3 +1 +1 Limit Break: Blade Beam
4 +4 +4 +1 +1 Limit Break: Climb Hazard
5 +5 +4 +1 +1 Limit Break: Meteorian
6 +6 +5 +2 +2 Limit Break: Finishing Touch
7 +7 +5 +2 +2 Limit Break: Omnislash
Class Features:
Weapon and Armor Proficiency: The Soldier gains no new weapon or armor proficiency.
Limit Break (Su): At every level, the Soldier gains access to a new Limit Break as shown on the chart. Each one is a supernatural effect, focused through the Soldier’s sword, limiting his choice of weapons to use his Limit Breaks with. Using a Limit Break inflicts an amount of temporary ability point damage to the Soldier’s constitution equal to the amount specified in the ability, immediately after the ability used. Hit point loss from constitution damage taken in this fashion may not reduce the Soldier to less than 1 hit point (Note that this does not prevent him dying if his constitution reaches 0). Unlike normal ability damage, constitution damage suffered from using a Limit Break may only be healed naturally.
Limit Breaks:
Braver: (1 point of temporary constitution damage)
Make a single melee attack with your highest base attack bonus against an adjacent target. If the attack hits, it automatically deals critical damage. This ability requires a standard action to use.
Cross Slash (1 point of temporary constitution damage)
Make a single melee attack with your highest base attack bonus against an adjacent target. If the attack hits, it automatically deals critical damage. Furthermore, an opponent who takes damage must make a Fortitude save (DC 10 + Soldier level + Soldier’s Strength modifier) or be paralyzed for 1d4 rounds. This ability requires a full round action to use.
Blade Beam (2 points of temporary constitution damage)
On a successful ranged touch attack, this ability deals 1d10 points of damage/Soldier level to a single opponent (No Save). This attack has a range of 30’ per Soldier level and requires line of effect. This ability requires a standard action to use.
Climb Hazard (2 points of temporary constitution damage)
Make a single melee attack with your highest base attack bonus against an adjacent target. If the attack hits, it automatically deals critical damage. The Soldier may then make a Jump check to deal an additional amount of damage to the target equal to the result of the check. This ability requires a full round action to use.
Meteorian (3 points of temporary constitution damage)
The soldier makes a number of ranged touch attacks at his highest base attack bonus equal to his class level split between one or more targets within 20’ per class level. Each attack that hits deals 3d6 points of damage, half of which is fire and the other bludgeoning. This ability requires a full round action to use.
Finishing Touch (3 points of temporary constitution damage)
All targets within a 15’ radius spread must make a Fortitude save (DC 10 + Soldier level + Soldier’s charisma modifier) or die. Those who make their saves still take 3d6 points of damage. This attack is a death effect and the area can be centered anywhere within a range of 10’ per Soldier level. This ability requires a full round action to use.
Omnislash (4 points of temporary constitution damage)
The Soldier makes a number of melee attacks at his highest base attack bonus equal to his class level split between one or more targets adjacent to him. Every attack that hits deals normal damage, plus 3 additional points of damage for every previous attack from Omnislash that hit the target. This ability requires a full round action to use.
Guardian of the Ancients
HD-d8
Requisites:
Skills: Knowledge (History) 5 ranks, Knowledge (Nature) 5 ranks, Knowledge (Religion) 5 ranks.
Feats: Iron Will, Skill Focus: Knowledge (Nature), Weapon Focus (Quarterstaff).
Spells: Must have access to 3rd level divine spells.
Class Skills:
The Guardian’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points Per Level: 4+Int Modifier
Code:
Lvl BAB Fort Ref Will Special Spellcasting
1 +0 +0 +0 +2 Limit Break: Healing Wind +1 caster level
2 +1 +0 +0 +3 Limit Break: Seal Evil
3 +1 +1 +1 +3 Limit Break: Breath of Earth +1 caster level
4 +2 +1 +1 +4 Limit Break: Fury Brand
5 +2 +1 +1 +4 Limit Break: Planet Protector +1 caster level
6 +3 +2 +2 +5 Limit Break: Pulse of Life
7 +3 +2 +2 +5 Limit Break: Great Gospel +1 caster level
Class Features:
Weapon and Armor Proficiency: The Guardian gains no new weapon or armor proficiency.
Limit Break (Su): At every level, the Guardian gains access to a new Limit Break as shown on the chart. Each one is a supernatural effect, focused through the Guardian’s quarterstaff, limiting his choice of weapons to use his Limit Breaks with. Using a Limit Break inflicts an amount of temporary ability point damage to the Guardian’s constitution equal to the amount specified in the ability, immediately after the ability used. Hit point loss from constitution damage taken in this fashion may not reduce the Guardian to less than 1 hit point (Note that this does not prevent him dying if his constitution reaches 0). Unlike normal ability damage, constitution damage suffered from using a Limit Break may only be healed naturally.
Limit Breaks:
Healing Wind: (1 point of temporary constitution damage)
All living allies within a 30' radius burst centered around the Guardian are cured of 3d8 + 3 per class level points of damage. This ability requires a full round action to use.
Seal Evil: (1 point of temporary constitution damage)
The Guardian targets a creature up to 15' per class level away from him. The target must make a Will save (DC 10 + Guardian level + the Guardian's wisdom modifier) or become paralyzed for 1d4+1 rounds. If the target is evil, the DC to resist this ability is increased by +4. This ability requires a standard action to use.
Breath of the Earth: (2 points of temporary constitution damage)
All allies within a 30' radius burst centered around the Guardian are cured of all temporary ability damage, negative levels (although not levels that have already been drained), and also any fatigue or exhaustion they may be suffering from. This ability requires a full round action to use.
Fury Brand: (2 points of constitution damage)
All allies within a 15' radius burst centered around the Guardian may move either up or down their initiatives to just one below the Guardian's initiative. This allows them to take a second round's worth of actions if they've already went during the round. This ability requires a full round action to use.
Planet Protector: (3 points of constitution damage)
All allies within a 15' radius burst centered around the Guardian gain Damage Reduction 5/- (Which does not stack with any other type of Damage Reduction) and SR equal to 10 + 2x the Guardian's class level for 1 round per Guardian level. This ability requires a standard round action to use.
Pulse of Life: (3 points of constitution damage)
All allies within a 15' radius burst centered around the Guardian are cured of 1d12 points of damage per Guardian level. Furthermore, spellcasters affected gain a +2 bonus to their caster level (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only) for one round per Guardian level. This ability requires a full round action to use.
Great Gospel: (4 points of constitution damage)
All allies within a 10' radius burst centered around the Guardian are cured of 1d12 + 1d12 points of damage per Guardian level, gain Damage Reduction 7/- (Which does not stack with any other type of Damage Reduction) and SR equal to 15 + 2x the Guardian's class level for 1 round per Guardian level. This ability requires a full round action to use.
The Cursed One
HD-d8
Requisites:
BAB: 5+
Skills: Concentration 6 ranks.
Feats: Endurance, Great Fortitude, Iron Will.
Special: Must have been subjected the spell baleful polymorph
Class Skills:
The Cursed One’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skill Points Per Level: 4+Int Modifier
Code:
[b]The Cursed One:[/b]
Lvl BAB Fort Ref Will Special
1 +0 +2 +2 +2 Limit Break: Galian Beast
2 +1 +3 +3 +3 Galian Beast Special: Beast Flair
3 +2 +3 +3 +3 Limit Break: Death Gigas
4 +2 +4 +4 +4 Death Gigas Special: Livewire
5 +3 +4 +4 +4 Limit Break: Hell Masker
6 +4 +5 +5 +5 Hell Masker Special: Nightmare
7 +5 +5 +5 +5 Limit Break: Chaos
Class Features:
Weapon and Armor Proficiency: The Cursed One gains no new weapon or armor proficiency.
Limit Break (Su): At every odd level, the Cursed One gains access to a new Limit Break as shown on the chart. Each one is a supernatural effect, which causes the Cursed One to transform into a monstrous form for 1 round/class level + the Cursed One’s constitution modifier. All of these take a full round action to use, and the save DC, where applicable, is 10 + Cursed One level + Cursed One’s Constitution Modifier. While transformed, the Cursed One’s equipment melds into his form, and any magical effects are temporarily suppressed. Furthermore, in any of his forms he becomes immune to all spells that would change his form in any fashion (such as the Polymorph line of spells, but also spells like Flesh to Stone). Using a Limit Break inflicts an amount of temporary ability point damage to the Cursed One’s constitution equal to the amount specified in the ability, immediately after the transformation has ended. Hit point loss from constitution damage taken in this fashion may not reduce the Cursed One to less than 1 hit point. Unlike normal ability damage, constitution damage suffered from using a Limit Break may only be healed naturally.
Limit Breaks:
Galian Beast: (1 point of temporary constitution damage)
The Cursed One’s type temporarily changes to Magical Beast with the (Shapechanger) subtype and he gains a +10 bonus to movement speed, +4 natural armor, +2 to Strength, +6 to Dexterity, and 10 temporary hit points (which are lost first before normal hit points) when assuming this form. He gains two natural claw attacks and a primary, natural bite attack that deals a base 1d6 and 1d10 points of slashing damage, respectively. He temporarily gains the use of the feats Improved Initiative, Multiattack, and Weapon Finesse as well. As a special ability, he has the ability to make an additional attack with his claw whenever he would normally attack at his highest base attack bonus, although if he does this, all attacks suffer a -2 penalty to hit for the round (as per the Monk’s flurry of blows).
At 2nd level, the Cursed One gains access to the special ability ‘Beast Flair’ while in Galian Beast form. He may use this ability once per transformation as a full round action, affecting those around him in an emanation with a radius equal to 5 ft. per class level. All those caught within the area of effect suffer 3d8 + 1d8/class level points of fire damage, with a Reflex save for half damage.
Death Gigas: (2 points of temporary constitution damage)
The Cursed One’s type temporarily changes to Construct (gaining all the Construct traits but retaining his constitution score) and he gains a -10 ft. penalty to movement speed, +6 natural armor, +12 to Strength, -2 to Dexterity, and 30 temporary hit points (which are lost first before normal hit points) when assuming this form. He gains a natural slam attack that deals 1d12 + 1 and ½ times his Strength modifier points of bludgeoning damage.
At 4th level, the Cursed One gains access to the special ability ‘Livewire’ while in Death Gigas form. He may use this ability once per transformation as a full round action, affecting those around him in an emanation with a radius equal to 10 ft. per class level. All those caught within the area of effect suffer 3d6 + 1d6/class level points of electricity damage, with a Reflex save for half.
Hell Masker: (3 points of temporary constitution damage)
The Cursed One’s type temporarily changes to Undead (gaining all the Undead traits but retaining his constitution score) and he gains a +5 bonus to natural armor, +8 to Strength, +4 to Dexterity, Damage Reduction 3/-, and 15 temporary hit points (which are lost first before normal hit points) when assuming this form. He gains a natural attack that deals a base of 1d10 points of piercing damage that threatens for x3 critical damage on a natural roll of 18-20. He temporarily gains the use of the feats Cleave and Power Attack as well.
At 6th level, the Cursed One gains access to the special ability ‘Nightmare’ while in Hell Masker form. He may use this ability once per transformation as a full round action, affecting those around him in an emanation with a radius equal to 10 ft. per class level. All those caught within the area of effect must make a Fortitude save or suffer 2d6 points of constitution damage. Creatures immune to poison are immune to this ability.
Chaos: (4 points of temporary constitution damage)
The Cursed One’s type temporarily changes to Outsider with the (Chaos) subtype and he gains a flight speed equal to twice his base movement with good maneuverability, +7 bonus to natural armor, +8 to Strength, +8 to Dexterity, Damage Reduction 5/Law, and 20 temporary hit points (which are lost first before normal hit points) when assuming this form. He gains 2 primary, natural claw attacks that deals 2d8 slashing damage that threatens for critical damage on a natural roll of 19-20 and 2 wing attacks that deal 2d6 points of bludgeoning. He temporarily gains the use of the feats Flyby Attack and Multiattack as well.
Furthermore, once per transformation as a full round action, the Cursed One may use ‘Chaos Impact’, affecting those around him in an emanation with a radius equal to 5 ft. per class level. All those caught within the area of effect must make a Fortitude save or die. Creatures immune to death effects are immune to this ability.
Final Fantasy: Tactics (Advance) PrCs, Part 1:
New Item-
Knight Sword (Exotic Melee Weapon), Cost 600 Gold, Size-M, Damage 2d6, Critical x2, Range Increment -, Weight: 8 lbs.
Knight Swords are always created as Masterwork items, this has already been reflected in its price.
The Dark Knight
HD-d8
Requisites:
BAB: 7+
Skills: Knowledge (Religion) 10 Ranks
Feats: Exotic Weapon Proficiency (Knight Sword), Extra Turning, Weapon Focus (Knight Sword)
Special: Must be able to turn or rebuke at least one type of creature.
Class Skills:
The Dark Knight’s class skills (and the key ability for each skill) are Concentration (Con), Disguise (Cha), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points Per Level: 2+Int Modifier
Code:
Lvl BAB Fort Ref Will Special
1 +1 +0 +0 +2 Sword Skill-Night Sword
2 +2 +0 +0 +3 Sword Skill-Dark Sword
3 +3 +1 +1 +3 Sword Skill-Sleep Sword
4 +4 +1 +1 +4 Sword Skill-Dark Wave
5 +5 +1 +1 +4 Sword Skill-Shadow Flare
Class Features:
Weapon and Armor Proficiency: The Dark Knight gains no new weapon or armor proficiency.
Sword Skills (Su): At every level, the Dark Knight gains access to a new Sword Skill as shown on the chart. All of these take a standard action to use, and the save DC, where applicable, is 10 + Dark Knight level + Dark Knight‘s Charisma Modifier + Enhancement Bonus of the Knight Sword used (Example, a 3rd level Dark Knight with a Charisma of 16 and a +3 Knight Sword would have a DC of 19). Level dependant effects refer to the character‘s Dark Knight level. Each one is a supernatural effect, focused through the Knight Sword, so while it is not a melee attack in any way, it requires the Knight to have a sword in hand. Using a Sword Skill takes a number of turning or rebuke attempts equal to the amount specified in the ability.
The Knight may attempt to use a Sword Skill without spending any turning or rebuke attempts, but each time he does so he must make a Fortitude save (DC 10 + 1 per Turning/Rebuking attempt it would normally use + 2 for each time he’s executed a Sword Skill in this fashion without 8 hours of rest), if he fails, the ability fails, and the Knight becomes fatigued. If he is fatigued already he becomes exhausted instead. He may not use a Sword Skill if exhausted. The Knight may otherwise use these abilities at will, but must wait 1d4 rounds after using one before using the same Skill (although he may use others during this time frame).
Sword Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him. The following feats the Knight may have may be applied to his Sword Skills that either require a ranged attack or deal damage (as appropriate): Improved Critical (Knight Sword), Weapon Focus (Knight Sword), Weapon Specialization (Knight Sword)
Sword Skills:
Night Sword: (1 Turning/Rebuking Attempt)
Does 1d8 per level + Charisma modifier damage (Fortitude half) to a single target upon a successful ranged touch attack. The Dark Knight heals the same amount as the damage taken by the target, up to his maximum number of hit points. Range is 15' per level.
Dark Sword: (1 Turning/Rebuking Attempts)
Causes a single target capable of casting spells to lose 1d4 random memorized spells or spell slots of their highest spell level currently available upon a successful ranged touch attack (Will negates). Furthermore, if the attack is successful, the Dark Knight gains an number of temporary Turning or Rebuking attempts (his choice), which he can use normally, equal to the number of spells lost. These extra Turning/Rebuking attempts last for up to 10 minutes, or until used. Note that this does not grant the Dark Knight the ability to Turn or Rebuke if he could not normally do so. This is a mind-affecting effect. Range is 15' per level.
Sleep Sword: (2 Turning/Rebuking Attempts)
Causes a single target to fall into a magical slumber upon a successful ranged touch attack (Will negates). Furthermore, if the target is put to sleep and the Dark Knight is currently fatigued, he is relieved of the effect (Note that this ability does not prevent him from becoming fatigued again). Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). This ability is a mind-affecting effect, and does not function on unconscious creatures, constructs, or undead creatures. Range is 15' per level.
Dark Wave: (2 Turning/Rebuking Attempts)
Does 1d10 per level + Charisma modifier of unholy damage (Reflex half) to all creatures within a cone shaped area, up to 10' per Knight level starting from the Dark Knight. Furthermore, those who take damage must make a Fortitude save to avoid being blinded for 1d4 hours. Using this ability deals 1d10 points of subdual damage to the Dark Knight for each target affected.
Shadow Flare (3 Turning/Rebuking Attempts)
All targets within a 15’ radius burst gain 1d4 negative levels. Unlike other Sword Skills, this ability takes a full-round action to use. Range is 10’ per level.
The Divine Knight
HD-d8
Requisites:
BAB: 7+
Skills: Knowledge (Religion) 10 Ranks
Feats: Exotic Weapon Proficiency (Knight Sword), Extra Turning, Weapon Focus (Knight Sword)
Special: Must be able to turn or rebuke at least one type of creature.
Class Skills:
The Divine Knight’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex),and Sense Motive (Wis).
Skill Points Per Level: 2+Int Modifier
Code:
Lvl BAB Fort Ref Will Special
1 +1 +0 +0 +2 Sword Skill-Blastar Punch
2 +2 +0 +0 +3 Sword Skill-Icewolf Bite
3 +3 +1 +1 +3 Sword Skill-Shellburst Stab
4 +4 +1 +1 +4 Sword Skill-Hellcry Punch
5 +5 +1 +1 +4 Sword Skill-Resonating Sunder
Class Features:
Weapon and Armor Proficiency: The Divine Knight gains no new weapon or armor proficiency.
Sword Skills (Su): At every level, the Divine Knight gains access to a new Sword Skill as shown on the chart. All of these take a standard action to use, and the save DC, where applicable, is 10 + Divine Knight level + Divine Knight‘s Charisma Modifier + Enhancement Bonus of the Knight Sword used (Example, a 3rd level Divine Knight with a Charisma of 16 and a +3 Knight Sword would have a DC of 19). Level dependant effects refer to the character‘s Divine Knight level. Each one is a supernatural effect, focused through the Knight Sword, so while it is not a melee attack in any way, it requires the Knight to have a sword in hand. Using a Sword Skill takes a number of turning or rebuke attempts equal to the amount specified in the ability.
The Knight may attempt to use a Sword Skill without spending any turning or rebuke attempts, but each time he does so he must make a Fortitude save (DC 10 + 1 per Turning/Rebuking attempt it would normally use + 2 for each time he’s executed a Sword Skill in this fashion without 8 hours of rest), if he fails, the ability fails, and the Knight becomes fatigued. If he is fatigued already he becomes exhausted instead. He may not use a Sword Skill if exhausted. The Knight may otherwise use these abilities at will, but must wait 1d4 rounds after using one before using the same Skill (although he may use others during this time frame).
Sword Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him. The following feats the Knight may have may be applied to his Sword Skills that either require a ranged attack or deal damage (as appropriate): Improved Critical (Knight Sword), Weapon Focus (Knight Sword), Weapon Specialization (Knight Sword)
Sword Skills:
Blastar Punch: (1 Turning/Rebuking Attempt)
Does 1d8 per level + Charisma modifier (Reflex half) of acid damage. Furthermore, if the target takes any damage, he must succeed at a Will save or a randomly selected shield worn by him is destroyed. If the shield is magical, he gains a bonus to his save equal to the item’s total enhancement bonus. The attack also does no damage if the selected shield cannot be destroyed or the target is not wielding any shields. Range is 10' per level.
Icewolf Bite: (1 Turning/Rebuking Attempt)
Does 1d8 per level + Charisma modifier (Reflex half) of cold damage. Furthermore, if the target takes any damage, he must succeed at a Will save or one random magical item worn is destroyed as shown on the chart below. The attack deals no damage if the target is not wearing any valid magical items or if the selected item cannot be destroyed. Range is 10' per level.
Roll 1d10 (Re-roll until an item the target has is selected, unless the target has none of the possible items to be destroyed, in which case this attack fails)
1-headband, hat, helmet, or phylactery on the head
2-pair of eye lenses or goggles on or over the eyes
3-amulet, brooch, medallion, necklace, periapt, or scarab around the neck
4-vest, vestment, or shirt on the torso
5-belt around the waist (over a robe or suit of armor)
6-cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
7-pair of bracers or bracelets on the arms or wrists
8-glove, pair of gloves, or pair of gauntlets on the hands
9-ring on each hand (or two rings on one hand)
10-pair of boots or shoes on the feet
Shellburst Stab: (2 Turning/Rebuking Attempts)
Does 1d8 per level + Charisma modifier (Reflex half) of electricity damage. Furthermore, if the target takes any damage, he must succeed at a Will save or any armor worn by him is destroyed. If the armor is magical, he gains a bonus to his save equal to the item’s total enhancement bonus. The attack also does no damage if the armor cannot be destroyed or the target is wearing no armor. Range is 10' per level.
Hellcry Punch: (2 Turning/Rebuking Attempts)
Does 1d8 per level + Charisma modifier (Reflex half) of fire damage. Furthermore, if the target takes any damage, he must succeed at a Will save or a randomly selected weapon worn by him is destroyed. If the weapon is magical, he gains a bonus to his save equal to the item’s total enhancement bonus. The attack also does no damage if the selected weapon cannot be destroyed or the target is not wielding any weapons (natural weapons cannot be destroyed). Range is 10' per level.
Resonating Sunder: (3 Turning/Rebuking Attempts)
Does 1d4 per level + Charisma modifier (Reflex half) of sonic damage to all targets within a 15 ft. radius burst. Furthermore, all targets that take damage must succeed at a Will save or have a random item worn by him destroyed as shown on the chart below. The attack deals no damage if the selected item cannot be destroyed or the target is not wielding any items (natural weapons cannot be destroyed). Range is 15 ft. per level.
Roll 1d4 (No re-rolls)
1-Shield
2-Accessory (Roll on Icewolf Bite table)
3-Armor
4-Weapon
The Heaven Knight
HD-d6
Requisites:
Alignment: Any good
Skills: Knowledge (The Planes) 4 Ranks, Knowledge (Religion) 8 Ranks.
Feats: Iron Will, Skill Focus: Knowledge (Religion)
Special: Ability to cast 2nd level divine spells.
Class Skills:
The Heaven Knight’s class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill Points Per Level: 4+Int Modifier
Code:
Lvl BAB Fort Ref Will Special Spellcasting
1 +0 +0 +0 +2 Truth Skill-Heaven’s Thunder
2 +1 +0 +0 +3 Truth Skill-Asura +1 caster level
3 +2 +1 +1 +3 Truth Skill-Diamond Sword +1 caster level
4 +3 +1 +1 +4 Truth Skill-Hydrogen Pit
5 +3 +1 +1 +4 Truth Skill-Space Storage +1 caster level
6 +4 +2 +2 +5 Truth Skill-Sky Angel +1 caster level
Class Features:
Weapon and Armor Proficiency: The Heaven Knight gains no new weapon or armor proficiency.
Truth Skill (Su): At every level, the Heaven Knight gains access to a new Truth Skill as shown on the chart. All Truth Skills are area attacks that strikes every individual within them a number of times equal to 1d6-2 (rolled separately for each individual, treating negative ones as zeroes), dealing an amount of damage indicated under each separate ability. All of these take a standard action to use, and the save DC, where applicable, is 10 + Heaven Knight level + Heaven Knight’s Wisdom Modifier + 2 for every time the target is struck by the ability beyond the first time by the current attack. Level dependant effects refer to the character’s Heaven Knight level. Using a Truth Skill inflicts an amount of temporary ability point damage to the Heaven Knight’s charisma equal to the amount specified in the ability. Unlike normal ability damage, charisma damage suffered from using a Truth Skill may only be healed naturally.
Truth Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him.
Truth Skills:
Heaven’s Thunder: (1 point of temporary charisma damage)
Does 1d8 points of electricity damage per strike to all individuals within a 30’ radius of its origin (Fortitude Half). Range is 20' per level.
Asura: (1 point of temporary charisma damage)
Does 1d10 points of fire damage per strike to all individuals within a 30’ radius of its origin (Fortitude Half). Range is 10’ per level.
Diamond Sword: (2 points of temporary charisma damage)
Does 2d10 points of slashing damage per strike to all individuals within a 20’ radius of its origin (Fortitude Half). Range is 20' per level.
Hydrogen Pit: (2 points of temporary charisma damage)
Does 2d12 points of bludgeoning damage per strike to all individuals within a 20’ radius of its origin (Fortitude Half). Range is 10’ per level.
Space Storage: (3 points of temporary charisma damage)
Does 3d6 points of force damage per strike to all individuals within a 15’ radius of its origin (Fortitude Half). Furthermore, all targets who take damage must make another Fortitude save or suffer a random effect determined by the table below. Range is 10’ per level.
Roll 1d4:
1-Target is shaken for 1 round per strike.
2-Target is stunned for 1 round per strike.
3-Target is paralyzed for 1 round per strike.
4-Target is petrified.
Sky Angel: (4 points of temporary charisma damage)
Does 4d8 points of holy damage per strike to all individuals within a 10’ radius of its origin (No Save). Range is 20’ per level.
The Hell Knight
HD-d6
Requisites:
Alignment: Any non-good
Skills: Knowledge (Arcana) 8 Ranks, Knowledge (The Planes) 4 Ranks
Feats: Great Fortitude, Skill Focus: Knowledge (Arcana)
Special: Ability to spontaneously cast 2nd level arcane spells.
Class Skills:
The Hell Knight’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), and Spellcraft (Int).
Skill Points Per Level: 4+Int Modifier
Code:
Lvl BAB Fort Ref Will Special Spellcasting
1 +1 +2 +0 +0 Untruth Skill-Hell’s Lightning
2 +2 +3 +0 +0 Untruth Skill-Black Asura +1 caster level
3 +3 +3 +1 +1 Untruth Skill-Obsidian Sword +1 caster level
4 +4 +4 +1 +1 Untruth Skill-Hydrogen Blast
5 +5 +4 +1 +1 Untruth Skill-Time Storage +1 caster level
6 +6 +5 +2 +2 Untruth Skill-Sky Demon +1 caster level
Class Features:
Weapon and Armor Proficiency: The Hell Knight gains no new weapon or armor proficiency.
Untruth Skill (Su): At every level, the Hell Knight gains access to a new Untruth Skill as shown on the chart. All Untruth Skills are area attacks that strikes every individual within them a number of times equal to 1d6-2 (rolled separately for each individual, treating negative ones as zeroes), dealing an amount of damage indicated under each separate ability. All of these take a standard action to use, and the save DC, where applicable, is 10 + Hell Knight level + Hell Knight’s Charisma Modifier + 2 for every time the target is struck by the ability beyond the first time by the current attack. Level dependant effects refer to the character’s Hell Knight level. Using a Untruth Skill inflicts an amount of temporary ability point damage to the Hell Knight’s wisdom equal to the amount specified in the ability. Unlike normal ability damage, wisdom damage suffered from using a Untruth Skill may only be healed naturally.
Untruth Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him.
Untruth Skills:
Hell’s Lightning: (1 point of temporary wisdom damage)
Does 1d8 points of electricity damage per strike to all individuals within a 30’ radius of its origin (Will Half). Range is 20' per level.
Black Asura: (1 point of temporary wisdom damage)
Does 1d10 points of fire damage per strike to all individuals within a 30’ radius of its origin (Will Half). Range is 10’ per level.
Obsidian Sword: (2 points of temporary wisdom damage)
Does 2d10 points of slashing damage per strike to all individuals within a 20’ radius of its origin (Will Half). Range is 20' per level.
Hydrogen Blast: (2 points of temporary wisdom damage)
Does 2d12 points of bludgeoning damage per strike to all individuals within a 20’ radius of its origin (Will Half). Range is 10’ per level.
Time Storage: (3 points of temporary wisdom damage)
Does 3d6 points of force damage per strike to all individuals within a 15’ radius of its origin (Will Half). Furthermore, all targets who take damage must make another Fortitude save or suffer a random effect determined by the table below. Range is 10’ per level.
Roll 1d4:
1-Target is shaken for 1 round per strike.
2-Target is stunned for 1 round per strike.
3-Target is paralyzed for 1 round per strike.
4-Target is petrified.
Sky Demon: (4 points of temporary wisdom damage)
Does 4d8 points of unholy damage per strike to all individuals within a 10’ radius of its origin (No Save). Range is 20’ per level
The Holy Knight
HD-d8
Requisites:
BAB: 7+
Skills: Knowledge (Religion) 10 Ranks
Feats: Exotic Weapon Proficiency (Knight Sword), Extra Turning, Weapon Focus (Knight Sword)
Special: Must be able to turn or rebuke at least one type of creature.
Class Skills:
The Holy Knight’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Wis), Heal, Knowledge (Religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points Per Level: 2+Int Modifier
Code:
Lvl BAB Fort Ref Will Special
1 +1 +0 +0 +2 Sword Skill-Stasis Sword
2 +2 +0 +0 +3 Sword Skill-Split Punch
3 +3 +1 +1 +3 Sword Skill-Crush Punch
4 +4 +1 +1 +4 Sword Skill-Lightning Stab
5 +5 +1 +1 +4 Sword Skill-Holy Explosion
Class Features:
Weapon and Armor Proficiency: The Holy Knight gains no new weapon or armor proficiency.
Sword Skills (Su): At every level, the Holy Knight gains access to a new Sword Skill as shown on the chart. All of these take a standard action to use, and the save DC, where applicable, is 10 + Holy Knight level + Holy Knight‘s Charisma Modifier + Enhancement Bonus of the Knight Sword used (Example, a 3rd level Holy Knight with a Charisma of 16 and a +3 Knight Sword would have a DC of 19). Level dependant effects refer to the character‘s Holy Knight level. Each one is a supernatural effect, focused through the Knight Sword, so while it is not a melee attack in any way, it requires the Knight to have a sword in hand. Using a Sword Skill takes a number of turning or rebuke attempts equal to the amount specified in the ability.
The Knight may attempt to use a Sword Skill without spending any turning or rebuke attempts, but each time he does so he must make a Fortitude save (DC 10 + 1 per Turning/Rebuking attempt it would normally use + 2 for each time he’s executed a Sword Skill in this fashion without 8 hours of rest), if he fails, the ability fails, and the Knight becomes fatigued. If he is fatigued already he becomes exhausted instead. He may not use a Sword Skill if exhausted. The Knight may otherwise use these abilities at will, but must wait 1d4 rounds after using one before using the same Skill (although he may use others during this time frame).
Sword Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him. The following feats the Knight may have may be applied to his Sword Skills that either require a ranged attack or deal damage (as appropriate): Improved Critical (Knight Sword), Weapon Focus (Knight Sword), Weapon Specialization (Knight Sword)
Sword Skills:
Stasis Sword: (1 Turning/Rebuking Attempt)
Several bolts of blue energy in the shape of a sword arcs from the sky towards the Holy Knight's opponent, freezing him with its power.
Does 1d6 + 1d6 per level + Charisma modifier cold damage to a single target upon a successful ranged touch attack. Furthermore if the target takes any damage, he must make a Fortitude save to avoid being paralyzed for 1d4 rounds. Range is 10' per level.
Split Punch: (1 Turning/Rebuking Attempt)
A sharp blade of jagged holy energy rises forward from the ground, skewering whomever is above it in a bloody mess.
Does 1d8 + 1d8 per level + Charisma modifier (Reflex half) of holy damage to a single target who must be within 5 ft. of the ground. Furthermore if the target takes any damage, he suffers an effect similar to a sword of wounding (target takes 1 point of temporary con damage from blood loss, Fortitude negates). Range is 15' per level.
Crush Punch (2 Turning/Rebuking Attempts):
With this ability, a column of solid, holy power concentrated into one mass rains down upon the unfortunate foe of the Holy Knight.
Does 1d4 + 1d4 per level + Charisma modifier (Reflex half) of holy damage to a single target. Furthermore if the target takes any damage, he must make a fortitude save or die instantly. This ability is a death effect, and does not work on a target that is naturally immune to criticals (undead, constructs, etc). Range is 5' per level.
Lightning Stab (2 Turning/Rebuking Attempts):
A dazzling blast of holy lightning intensifies itself around a group of targets, taking the shape of a cross as it's energy courses through them.
Does 1d10 + 1d10 per level + Charisma Modifier (Reflex half) electricity damage to all within a 5' radius emanating from the main target. Furthermore, those who take damage must make a Fortitude save to avoid being deafened for 1d4 hours. Range is 10' per level.
Holy Explosion (3 Turning/Rebuking Attempts):
The Holy Knight's most powerful ability, Holy Explosion causes a beeline of light to rise forth from the ground with pure, holy destruction erupting from it and overwhelming all within its path.
Does 1d12 + 1d12 per level + Charisma Modifier (Reflex half) of holy damage to all creatures within the path of a straight line that emanates out from the swordsman in the chosen direction. Each creature that takes damage must make a will save or become confused (as the 4th level spell) for 2d4 rounds. The line is 5 ft. wide, and 10 ft. high with a maximum length of 10' per level.
Final Fantasy: Tactics (Advance) PrCs, Part 2:
The Mage Knight
Also known as the Biskmatar
HD-d8
Requisites:
Alignment: Any Evil
BAB: 5+
Skills: Knowledge (Arcana) 4 ranks, Knowledge (History) 4 ranks, Spellcraft 4 ranks
Feats: Exotic Weapon Proficiency (Knight Sword), Expertise, Power Attack, Weapon Focus (Knight Sword).
Special: Ability to cast 1st level arcane spells.
Class Skills:
The Mage Knight’s class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (History) (Int), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Points Per Level: 4+Int Modifier
Code:
Lvl BAB Fort Ref Will Special Spellcasting
1 +0 +2 +2 +2 Aura of Hate, Dark Magic
2 +1 +3 +3 +3 Corruption of Spirit, Rip Circle
3 +2 +3 +3 +3 +1 caster level
4 +3 +4 +4 +4 Emotionless, Fury Circle
5 +3 +4 +4 +4 Emptied Soul
6 +4 +5 +5 +5 Heart Render +1 caster level
7 +5 +5 +5 +5
8 +6 +6 +6 +6 Life Render
9 +6 +6 +6 +6 +1 caster level
10 +7 +7 +7 +7 Omega
Class Features:
Weapon and Armor Proficiency: The Biskmatar gains no new weapon or armor proficiency.
Aura of Hate (Su): All non-evil NPC reactions are automatically shifted 1 category lower towards the Biskmatar and may never reach ‘Helpful’ to him. This ability cannot be suppressed.
Dark Magic (Su): At 1st level, the Mage Knight gains access to a single Dark Magic ability chosen from the list below. All of these take a standard action to use, and the save DC, where applicable, is 10 + Mage Knight level + Mage Knight’s Intelligence Modifier. Level dependant effects refer to the character’s Mage Knight level. Using a Dark Magic ability inflicts an one point of temporary ability damage to the Mage Knight’s wisdom. Unlike normal ability damage, wisdom damage suffered from using a Dark Magic ability may only be healed naturally.
Dark Magic abilities never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him.
-Abyss-Does 1d4 per level (Reflex negates) of acid damage to all targets within a 10’ radius burst. Targets who take damage must make a Fortitude save immediately and then 1 minute later or take 1d4 points of temporary constitution damage for each failed save. Creatures immune to poison are immune to this ability.
-Death Cold-Does 1d6 per level (Fortitude half) of cold damage. Furthermore, if the target takes any damage, he is slowed (as per the 3rd level wizard spell, Slow) for 1 round per level.
-Despair-Does 1d4 per level (Will half) of sonic damage. Furthermore, if the target takes any damage, he undergoes an effect similar to a targeted dispel (as per the 3rd level wizard spell, Dispel Magic, except with no cap on the amount that can be added to the die roll) with a caster level equal to the Knight’s class level + all other caster levels he possesses.
-Hell-Does 1d8 per level (Fortitude half) of fire damage. Furthermore, if the target takes any damage, he must make a Will save or be paralyzed for 1d4 rounds.
-Loss-Does 1d10 per level (Fortitude half) of electricity damage. Furthermore, if the target takes any damage, he must make a Will save or be confused for 1d4+1 rounds.
-Nightmare Syndrome-Target must make a Will save or fall asleep for 1d4 minutes (The sleeping effect has the same conditions as the 1st level wizard spell Sleep). If the target has not woken up by the end of the duration, he must make another Fortitude save. If he is successful, he wakes up without any additional harm, if he is unsuccessful, he dies.
Corruption of Spirit (Ex): At 2nd level and every even level after that, the Mage Knight permanently and irrevocably loses 1 point of charisma.
Rip Circle (Ex): Once per day for every 2 class levels, the Mage Knight may make a Rip Circle attack as a standard action. This ability functions as if the Mage Knight had used the Whirlwind Attack feat (even if he doesn’t possess the feat), except he gains an additional +5 bonus to his damage rolls versus all targets struck by this attack.
Emotionless (Ex): At 4th level the Mage Knight becomes immune to both non-magical and magical fear and all compulsions.
Fury Circle (Ex): Once per day for every 3 class levels, the Mage Knight may make a Fury Circle attack as a standard action. This ability functions as if the Mage Knight had used the Whirlwind Attack feat (even if he doesn’t possess the feat), except in addition to taking damage, all targets struck by his attack are pushed back 1 ft. per point of damage taken away from the Mage Knight.
Emptied Soul (Ex): At 5th level the Mage Knight becomes immune to energy draining attacks, spells with the [Death] descriptor, and charisma drain/damage.
Heart Render (Su): Once per day for every 2 class levels, the Mage Knight may make a Heart Render attack as a standard action. The Mage Knight makes a single attack roll (using his highest attack bonus). On a successful attack, he deals damage normally, but in addition the Mage Knight’s foe must make a Will save or lose all prepared and/or unused spell slots of the highest spell level he has available (targets unable to cast spells or have unused spells remaining are immune to this effect). For every spell lost this way, the Mage Knight regains 5 hit points, up to his total maximum.
Life Render (Su): Once per day for every 3 class levels, the Mage Knight may make a Life Render attack as a standard action. The Mage Knight makes a single attack roll (using his highest attack bonus). On a successful attack, he deals damage normally and gains a number of temporary hit points equal to the amount of damage dealt.
Omega (Su): Once per day, the Mage Knight may use this ability against one opponent within 100’. This attack deals 1d12 points of unholy damage for every character level the Mage Knight possesses (Reflex save against DC 10 + Mage Knight level + Mage Knight’s intelligence modifier for half).
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