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Final Fantasy Races for 4e
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<blockquote data-quote="Xethreau" data-source="post: 4146959" data-attributes="member: 57584"><p>Hello all. I don't really know how to write an intro for this thread besides "Title says it all!" These are some Final Fantasy races that I wrote up, which I am trying to balance against the other 4e races. (You can find those in the <a href="http://www.enworld.org/showthread.php?t=221806" target="_blank">Pre-Release Rules Compilation.</a>) Tell me what you think, but please, keep it to constructive criticisms.</p><p></p><p>[Notes: I did not design races for FFXI because I have never played the game. I think that Al Bhed and Humes are different enough to deserve their own race (sort of like the difference between elves/eladrin and humans/tieflings). I did not mess with languages because one of the many things 4e changed up was how many languages there were, and with nearly all these races having their own language, things might get cumbersome. Information regarding alchemical weapons are speculation.]</p><p></p><p><strong>Hume</strong></p><p><em>As Human.</em></p><p></p><p></p><p><strong>Moogle</strong></p><p>+2 Cha, +2 Dex</p><p>Vision: Normal</p><p>Speed: 5</p><p>Skill Bonus: +2 Diplomacy, +2 Insight</p><p>Group Insight: All allies within 10 squares gain a +1 racial bonus to Insight checks.</p><p>Winged Shift: Ignore difficult terrain when you shift.</p><p><strong>Mog Wings</strong> (Moogle Racial Power)</p><p><em>You flap the small bat wings on your back, and surprisingly, they lift you up into the air.</em></p><p><strong>Encounter * Flight</strong></p><p><strong>Move Action Personal</strong></p><p><strong>Effect</strong>: Fly up to 4 squares. If you do not land, you remain in flight until the beginning of your next turn.</p><p><strong>Sustain Minor</strong>: So long as you sustain this power you remain in flight, and you can continue to use move actions to fly 4 spaces (or shift in mid-air). You can sustain this power with a successful saving throw (which is made at the minor action used to sustain this power). Failure results in an immediate fall to the ground.</p><p><strong>Special</strong>: Heavy armor gives you a penalty to the sustaining saving throw equal to it's movement penalty.</p><p></p><p></p><p><strong>Vieara</strong></p><p>+2 Dex, +2 Wis</p><p>Vision: Low Light Vision</p><p>Speed: 7</p><p>Skill Bonus: Nature +2, Perception +2</p><p>Myst Senses: You can detect magic with (trained) Perception (instead of Arcana).</p><p>Group Awareness: All allies within 10 squares gain a racial bonus of +1 to Perception checks</p><p>Weapon Training: Longbow and shortbow.</p><p><strong>Wildwood Poise (Vieara Racial Power)</strong></p><p>With an instant of focus, you take careful aim at your foe and strike</p><p>with the legendary accuracy of the forest people.</p><p><strong>Encounter ✦ Weapon</strong></p><p><strong>Free Action Personal</strong></p><p><strong>Effect:</strong> Reroll an attack roll. Use the second roll, even if it's lower.</p><p></p><p></p><p><strong>Bangaa</strong></p><p>+2 Str, +2 Wis</p><p>Vision: Low Light</p><p>Speed: 6</p><p>Skill Bonus: +2 Intimidation</p><p>Group Intimidation: All allies within 10 squares gain a +1 racial bonus to Intimidation checks.</p><p>Natural Armor: +1 Racial Bonus to AC</p><p>Bloodhunt: +1 racial bonus to attacks vs. bloodied foes.</p><p><strong>Bloodrush</strong> (Bangaa Racial Power)</p><p><em>With the monstrous fury of your race, you charge in with lethal intent.</em></p><p><strong>Encounter * Weapon</strong></p><p><strong>Free Action Personal</strong></p><p><strong>Effect</strong>: When you charge an enemy and hit, +[strength modifier] damage (but no less than +1). (This is in addition to the normal STR bonus applied to basic meele attacks.)</p><p></p><p></p><p><strong>Nu Mou</strong></p><p>+2 Wisdom, +2 Intelligence</p><p>Vision: Low Light</p><p>Speed: 5 (does not loose speed while wearing heavy armor)</p><p>Skill Bonus: +2 Arcana, +2 Religion</p><p>Devout Mind: +5 to saving throws vs. charm</p><p>Heavy Body: Move 1 square less when subject to a push, pull or slide; when knocked prone make an immediate saving throw to stay standing.</p><p><strong>Nu Mou Sagecraft</strong> (Nu Mou Racial Power)</p><p><em>Through your wisdom and innate magical ability, your magical attacks are what make your race famous.</em></p><p><strong>Encounter * Implement</strong></p><p><strong>Free Action Personal</strong></p><p><strong>Effect</strong>: Reroll an attack roll for a power with the Implement keyword. Use the second roll, even if it's lower.</p><p></p><p></p><p><strong>Cetra</strong></p><p>+2 Wisdom, +2 Charisma</p><p>Vision: Normal</p><p>Speed: 6</p><p>Ancient Lore: You are trained in one of the following skills: Nature, History, or Religion.</p><p>Lifeward: +5 to saving throws vs. poison</p><p><strong>Whispers of the Lifestream</strong> (Cetra Racial Power)</p><p><em>Your kind are bound to the world, and the souls of the living, dead, and yet to be born constantly whisper their wisdom to you.</em></p><p><strong>Encounter</strong></p><p><strong>Free Action Personal</strong></p><p><strong>Effect</strong>: Reroll a skill check. Use the second roll, even if it is lower.</p><p><strong>Special</strong>: +[Wisdom Bonus] to your next attack roll or skill check made this encounter (but no less than +1).</p><p></p><p></p><p><strong>Ronso</strong></p><p>+2 Str, +2 Wis</p><p>Vision: Normal</p><p>Speed: 6</p><p>Skill Bonus: +2 Perception, +2 Nature</p><p>Bestial Charge: Ignore difficult terrain when charging.</p><p>Cold Resistance: 5 +1/2 level</p><p><strong>Ronso Rage</strong> (Ronso Racial Power)</p><p><em>Your clan is known for their ferocity and their unique anatomy. When an enemy's power effects you, your body adapts so that you can throw it right back at them!</em></p><p><strong>Encounter</strong></p><p><strong>Immediate Reaction Personal</strong></p><p><strong>Trigger</strong>: You are hit or effected by an enemy's attack power that does not require specific equipment.</p><p><strong>Effect</strong>: During your next turn, you may use the power that was used against you . You use the same sort of action to activate the power as the enemy who owned the power originally did.</p><p></p><p></p><p><strong>Al Bhed</strong></p><p>+2 Int, +2 Dex</p><p>Vision: Normal</p><p>Speed: 6</p><p>Skill Bonus: +2 Insight, +2 Arcana</p><p>Machina Expert: You are trained in Mechanics.</p><p>Artifice Rituals: You can cast rituals to create magic or alchemical items.</p><p>Weapon Training: Shotgun (heavy crossbow), handgun (hand crossbow)</p><p><strong>High Alchemy </strong>(Al Bhed Racial Power)</p><p><em>You are the heir of a long line of well learned magicians and artificers. Though your knack and knowledge, you use thrown alchemical explosives to great effect.</em></p><p><strong>Encounter * Alchemical Explosive</strong></p><p><strong>Free Action</strong></p><p><strong>Effect</strong>: The thrown alchemical explosive weapon you attack with gains a +2 bonus to attack and damage, and the radius burst increases by 1.</p><p></p><p></p><p>Cosmo</p><p>+2 Dex, +2 Wis</p><p>Low Light Vision</p><p>Speed: 8</p><p>Skill Bonus: +2 Perception, +4 Athletics</p><p>Natural Weapons: You are considered to be constantly armed with melee weapons that deal 1d6 damage. These may be given enhancement bonuses and additional weapon effects through "head-dresses."</p><p>Head-dress Implementor: You may use a head-dress in place of an implement, when a particular manner of implement is not specified. A head-dress adorned with a holy-symbol and blessed by the temple of that religion may be used in place of a holy-symbol.</p><p>Four Legged: You may not wield weapons or wear armor designed for humanoids. Armor you wear and weapons you wield must be custom made.</p><p>Nimble Reaction: +2 AC vs. Opportunity Attacks</p><p><strong>Sled Fang</strong> (Cosmo Racial Power)</p><p><em>You channel the otherworldly essence that is the heritage of your race. With a burst of speed and wrath, you literally cut through the foes that stand before you.</em></p><p><strong>Encounter * Weapon</strong></p><p><strong>Standard Action</strong></p><p><strong>Effect</strong>: Shift (fly) [1/2 speed] squares in a straight line</p><p><strong>Target</strong>: All creatures in line</p><p><strong>Attack</strong>: Dexterity vs. Ref</p><p><strong>Hit</strong>: [W]+ Wisdom modifier damage.</p></blockquote><p></p>
[QUOTE="Xethreau, post: 4146959, member: 57584"] Hello all. I don't really know how to write an intro for this thread besides "Title says it all!" These are some Final Fantasy races that I wrote up, which I am trying to balance against the other 4e races. (You can find those in the [URL="http://www.enworld.org/showthread.php?t=221806"]Pre-Release Rules Compilation.[/URL]) Tell me what you think, but please, keep it to constructive criticisms. [Notes: I did not design races for FFXI because I have never played the game. I think that Al Bhed and Humes are different enough to deserve their own race (sort of like the difference between elves/eladrin and humans/tieflings). I did not mess with languages because one of the many things 4e changed up was how many languages there were, and with nearly all these races having their own language, things might get cumbersome. Information regarding alchemical weapons are speculation.] [B]Hume[/B] [I]As Human.[/I] [B]Moogle[/B] +2 Cha, +2 Dex Vision: Normal Speed: 5 Skill Bonus: +2 Diplomacy, +2 Insight Group Insight: All allies within 10 squares gain a +1 racial bonus to Insight checks. Winged Shift: Ignore difficult terrain when you shift. [B]Mog Wings[/B] (Moogle Racial Power) [I]You flap the small bat wings on your back, and surprisingly, they lift you up into the air.[/I] [B]Encounter * Flight Move Action Personal Effect[/B]: Fly up to 4 squares. If you do not land, you remain in flight until the beginning of your next turn. [B]Sustain Minor[/B]: So long as you sustain this power you remain in flight, and you can continue to use move actions to fly 4 spaces (or shift in mid-air). You can sustain this power with a successful saving throw (which is made at the minor action used to sustain this power). Failure results in an immediate fall to the ground. [B]Special[/B]: Heavy armor gives you a penalty to the sustaining saving throw equal to it's movement penalty. [B]Vieara[/B] +2 Dex, +2 Wis Vision: Low Light Vision Speed: 7 Skill Bonus: Nature +2, Perception +2 Myst Senses: You can detect magic with (trained) Perception (instead of Arcana). Group Awareness: All allies within 10 squares gain a racial bonus of +1 to Perception checks Weapon Training: Longbow and shortbow. [B]Wildwood Poise (Vieara Racial Power)[/B] With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the forest people. [B]Encounter ✦ Weapon Free Action Personal Effect:[/B] Reroll an attack roll. Use the second roll, even if it's lower. [B]Bangaa[/B] +2 Str, +2 Wis Vision: Low Light Speed: 6 Skill Bonus: +2 Intimidation Group Intimidation: All allies within 10 squares gain a +1 racial bonus to Intimidation checks. Natural Armor: +1 Racial Bonus to AC Bloodhunt: +1 racial bonus to attacks vs. bloodied foes. [B]Bloodrush[/B] (Bangaa Racial Power) [I]With the monstrous fury of your race, you charge in with lethal intent.[/I] [B]Encounter * Weapon Free Action Personal Effect[/B]: When you charge an enemy and hit, +[strength modifier] damage (but no less than +1). (This is in addition to the normal STR bonus applied to basic meele attacks.) [B]Nu Mou[/B] +2 Wisdom, +2 Intelligence Vision: Low Light Speed: 5 (does not loose speed while wearing heavy armor) Skill Bonus: +2 Arcana, +2 Religion Devout Mind: +5 to saving throws vs. charm Heavy Body: Move 1 square less when subject to a push, pull or slide; when knocked prone make an immediate saving throw to stay standing. [B]Nu Mou Sagecraft[/B] (Nu Mou Racial Power) [I]Through your wisdom and innate magical ability, your magical attacks are what make your race famous.[/I] [B]Encounter * Implement Free Action Personal Effect[/B]: Reroll an attack roll for a power with the Implement keyword. Use the second roll, even if it's lower. [B]Cetra[/B] +2 Wisdom, +2 Charisma Vision: Normal Speed: 6 Ancient Lore: You are trained in one of the following skills: Nature, History, or Religion. Lifeward: +5 to saving throws vs. poison [B]Whispers of the Lifestream[/B] (Cetra Racial Power) [I]Your kind are bound to the world, and the souls of the living, dead, and yet to be born constantly whisper their wisdom to you.[/I] [B]Encounter Free Action Personal Effect[/B]: Reroll a skill check. Use the second roll, even if it is lower. [B]Special[/B]: +[Wisdom Bonus] to your next attack roll or skill check made this encounter (but no less than +1). [B]Ronso[/B] +2 Str, +2 Wis Vision: Normal Speed: 6 Skill Bonus: +2 Perception, +2 Nature Bestial Charge: Ignore difficult terrain when charging. Cold Resistance: 5 +1/2 level [B]Ronso Rage[/B] (Ronso Racial Power) [I]Your clan is known for their ferocity and their unique anatomy. When an enemy's power effects you, your body adapts so that you can throw it right back at them![/I] [B]Encounter Immediate Reaction Personal Trigger[/B]: You are hit or effected by an enemy's attack power that does not require specific equipment. [B]Effect[/B]: During your next turn, you may use the power that was used against you . You use the same sort of action to activate the power as the enemy who owned the power originally did. [B]Al Bhed[/B] +2 Int, +2 Dex Vision: Normal Speed: 6 Skill Bonus: +2 Insight, +2 Arcana Machina Expert: You are trained in Mechanics. Artifice Rituals: You can cast rituals to create magic or alchemical items. Weapon Training: Shotgun (heavy crossbow), handgun (hand crossbow) [B]High Alchemy [/B](Al Bhed Racial Power) [I]You are the heir of a long line of well learned magicians and artificers. Though your knack and knowledge, you use thrown alchemical explosives to great effect.[/I] [B]Encounter * Alchemical Explosive Free Action Effect[/B]: The thrown alchemical explosive weapon you attack with gains a +2 bonus to attack and damage, and the radius burst increases by 1. Cosmo +2 Dex, +2 Wis Low Light Vision Speed: 8 Skill Bonus: +2 Perception, +4 Athletics Natural Weapons: You are considered to be constantly armed with melee weapons that deal 1d6 damage. These may be given enhancement bonuses and additional weapon effects through "head-dresses." Head-dress Implementor: You may use a head-dress in place of an implement, when a particular manner of implement is not specified. A head-dress adorned with a holy-symbol and blessed by the temple of that religion may be used in place of a holy-symbol. Four Legged: You may not wield weapons or wear armor designed for humanoids. Armor you wear and weapons you wield must be custom made. Nimble Reaction: +2 AC vs. Opportunity Attacks [B]Sled Fang[/B] (Cosmo Racial Power) [I]You channel the otherworldly essence that is the heritage of your race. With a burst of speed and wrath, you literally cut through the foes that stand before you.[/I] [B]Encounter * Weapon Standard Action Effect[/b]: Shift (fly) [1/2 speed] squares in a straight line [B]Target[/B]: All creatures in line [B]Attack[/B]: Dexterity vs. Ref [B]Hit[/B]: [W]+ Wisdom modifier damage. [/QUOTE]
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