[Final Fantasy - Ry'ia] New Core Classes


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Dragoon Knight

Dragoon Knight
The Dragoon Knights are a powerful force in the world of Ry'ia. Many rulers employ them for their armies. They come fromt he Order of Dragoon, a mystical, secret sect that no one knows where it originated or even is. People who need to employ the dragoon knights send word of their plight and soon enough, a dragoon knight comes calling.

Adventures: Most dragoon knights see adventures as adventures. They seek out training and self-discipline while trying to fulfill their contract to their employer.

Characteristics: All dragoon knights honor their contracts and never back out of it. They are stoic and always thinking. Some speak only when spoken too, but all dragoon knights share one quality. They are dealy with a lance-like weapon.

Alignment: Dragoon knights may be of any alignment. Good dragoon knights follow the teachings of the Order of Dragoon and help others where they may while fulfilling their contracts. Lawful dragoon knights follow the laws of Dragoon first and foremost and then the laws of their contractor second. Evil dragoon knights twist the laws to their own desires and will backstab their contractor if a better offer comes up.

Religion: Dragoon Knights worship one of three forgotten gods. Bahamut, the god of metallic dragons; Tiamat, the goddess of chromatic dragons or Sasha, the goddess of gem dragons. All dragoon knights worship one of these three deities, which, dictates their alignment of good, evil or neutral. They usually worship another god to cover up their true deity.

Background: Dragoon knights are all born and raised normally. When they come of age and show talent, a dragoon knight comes to the childs parents and ask them to take the child for training with the Order. The child very rarely sees his parents ever again.

Races: Anyone can become a dragoon knight if they have the potential. There is no racial boundries in the Order of Dragoon.

Other Classes: A dragoon knight can not focus on becoming anything other than a dragoon knight. If the dragoon knight chooses to make a pilgrimage to find their forgotten god, they can choose to become a dragoon priest, a dragoon knight who keeps all his abilities and classes over to cleric.

Game Rule Information
Abilities:
Strength is a good quality for a dragoon knight to have as it deals with their jump ability. Dexterity and Constitution are also good stats to have for a higher armor class and higher hit points.
Alignment: Any
Hit Die: d10
Skill Pts per level: 4 + Int Mod
Class Skills: The dragoon knight's class skills (and the key ability for each skill) are Balance (Dex), Climb(Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Weapon and Armor Proficiency: A dragoon knight is proficient with the following weapons: Duom (Sword and Fist), Shortspear, Ranseur, Longspear, Glaive, Guisarme and Halberd. Dragoon knights can not use any other weapons than those listed above. Dragoon knights are proficient with light and medium armor and also proficient with shields.

TABLE: The Dragoon Knight

Level BAB Fort Ref Will Special
------- ------- ------ ------ ------ -----------

1 +1 +0 +2 +0 Dragoon Blessing, Inner Training, Leap
2 +2 +0 +3 +0
3 +3 +1 +3 +1 Inner Training
4 +4 +1 +4 +1
5 +5 +1 +4 +1 Leap +1d4
6 +6/+1 +2 +5 +2 Inner Training
7 +7/+2 +2 +5 +2
8 +8/+3 +2 +6 +2
9 +9/+4 +3 +6 +3 Inner Training
10 +10/+5 +3 +7 +3 Leap +1d4
11 +11/+6/+1 +3 +7 +3
12 +12/+7/+2 +4 +8 +4 Inner Training
13 +13/+8/+3 +4 +8 +4
14 +14/+9/+4 +4 +9 +4
15 +15/+10/+5 +5 +9 +5 Inner Training, Leap +1d4
16 +16/+11/+6/+1 +5 +10 +5
17 +17/+12/+7/+2 +5 +10 +5
18 +18/+13/+8/+3 +6 +11 +6 Inner Training
19 +19/+14/+9/+4 +6 +11 +6
20 +20/+15/+10/+5 +6 +12 +6 Leap +1d4

Dragoon Blessing: When a dragoon knight leaves the order and heads out to fulfill the contract, they are given a spear (a weapon of their choice that they can use) blessed by the High Dragoon priest. The Dragoon Blessing increases as per the table below. You must be the appropriate character level and spend the required XP in order to 'invoke' a new Dragoon Blessing.

Table: Dragoon Blessing
Weapon Level XP Cost Character Level
-------------------- ------------ ----------------------

1 80 4
2 320 7
3 720 9
4 1280 11
5 2000 13
6* 2880 14
7* 3920 15
8* 5120 16
9* 6480 17
10* 8000 18

* weapons cannot gain higher than +5 but additional abilities are used as per making a magic weapon

Inner Training: At 1st level, the dragoon knightd gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The dragoon knight gains an additional bonus feat at 3rd level and every three levels thereafter (6th, 9th, 12th, etc.). These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Mantis Leap, Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Weapon Finesse, Weapon Focus, Weapon Specialization*.

Some of the bonus feats available to a dragoon knight cannot be acquired until the fighter has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A dragoon knight must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.

*Weapon Specialization: On achieving 4th level or higher, as a feat the dragoon knightmay take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take Weapon Specialization. The dragoon knight may take this feat as a bonus feat or as a regular one.

Leap: At 1st level, the dragoon knight gains the ability of leap of the clouds. His jumping is no longer limited by his height. Also, at 1st level, a dragoon knight can declare a leap attack. A leap attack is a Charge attack that the dragoon knight can perform in any direction, be it skyward, vertically, or even upside-down. Like a Charge, a Leap attack requires the dragoon knight to move at least 10 feet (at most, double move), but this requirement is easily circumvented by the fact that a dragoon knight needs to leap upwards for at least ten feet before they can descend as an attack. A Leap attack provokes an attack of opporunity ONLY from the target of the attack, and only at the end of the attack. In addition to usual Charge benefits, the dragoon knight deals double damage when using a his weapon as if he were mounted. Lastly, the dragoon knight deals an extra amount of damage (+1d4 at first level, +1d4 every additional five levels) as well as a +1 attack bonus for attacking from a higher vantage point. Note that opponents with reach can strike at the dragoon knight only AFTER the attack, effectively losing the benefits of their reach.

A dragoon knight must move at least 10 feet + the target's height to get the benefits of their special attack. If they don't, it counts as a miss. Example: A dragoon knight must leap 48 feet vertically if he wishes to attack a monster that is 38 feet high. Evidently, Large creatures and even bigger ones might require the dragoon knight to get close enough normally so they can jump attack the next turn, using double move distance to get high enough.

In exchange for the Leap attack, a dragoon knight suffers the Charge penalties for the next two rounds. Also, upon landing, the dragoon knight must succeed a Reflex save (DC 1/2 of Distance travelled) or be flat-footed for the round.

A Spot check (DC 20) can permit the player to receive a hint on the height of the target. The player must then guess what the height would be.

Another note, a Dragoon who loses his spear cannot use his Leap ability.
 

The Caller

Callers

Conjurers. Summoners. Callers. Theirs is the gift of summoning and calling forth creatures from other planes known as Anima, Espers, Guardian Forces, Eidolons or Aeons. Callers come from many walks of life, humble beginnings and continue helping others along their lives or born of wealth and spoiled riches and continued thinking of their superiority over others. They are all on Ry'ia for one purpose, to guard the 6 shards of the Xaos Stone. There are some, however, who choose devote their abilities to the forces of darkness.

There is a major rift war between human callers and elven callers. Most callers have uneasy ties with other racial callers and most will band together but for mixed reasons and unclear stories, but the elven callers have retreated into hiding.

Adventures: Most callers see adventures as life experiences. They learn as they venture forth gaining the power to summon their mystic allies to guard the stones.

Characteristics: Most callers are wise and intelligent. Callers mainly stick to staves, short spears and daggers to defend and protect themselves. Usually callers are acompanied by a Guardian. Some callers have been known to have more than one Guardian.

Alignment: Callers may be of any alignment. Good callers follow the teachings of their Faith and giving their lives to protect the Xaos shards. Lawful callers follow the laws of the callers and help those in need while protecting the shards. Evil callers follow their own Faith and their inner beliefs. They could care less about protecting the shards, in fact, rumors persist of callers who seek the shards for themselves.

Religion: Callers tend to worship Hiro, the god ancestors, community and family; Obi, the god of the arcane, magic and knowledge; Carbunkle, the god of protection, ancestors and protection. Evil callers tend to worship Drake, the god of Chaos, Ancestors, Magic. There is rumors of a forgotten goddess whose sole purpose was to guide, protect and help the callers, but her pressence has been lost to mankind and is only a fairy tale told to children callers. Other caller's who believe in themself draw upon their teachings. Caller's may also pray to other gods as well.

Background: Callers come from all walks of life, from the bustling city of Veruna, to the small desert town of Omni, to a tribal community in Gemordia to staying hidden in the technological cities in the Machine Empire. Most callers are enlightened but some take to arms and decide to battle the forces with arms and armor.

Races: Human callers are the majority of callers on Ry'ia. Elven callers are known but they don't speak much to the other callers. Half-Elf callers are second to humans. They are torn between the war against human and elven callers. Gnome callers are uncommon but not rare. They tend to use their allies for pranks. Hafling callers are next to human and half-elf callers. Dwarven callers are rare but they tend to stick to calling allies who are made of rock and earth. Half-Orc callers are extremely rare but their are tales that speak of these remarkable people.

Other Classes: The caller isnt suited for hand to hand combat but instead excells at using their summoning abilities for fighting. Most callers tend to start studying the arcane arts of the black mages or focusing their Faith into the cloisters of white mages. Some warrior callers take to learning how to fight in case the forces of darkness come to them.

Game Rule Information
Abilities: Wisdom is useful for callers for great will saves, allows more bonus points to summon allies and they gain an armor bonus as well. Constitution is good for callers to boost their hit points and dexterity is good because it boosts their armor class.
Alignment: Any
Hit Die: d6.
Skill Pts per level: 6 + Int Mod
Class Skills: The caller's class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), and Use Magic Device (Cha, exclusive skill).
Weapon and Armor Proficiency: A caller is proficient with all simple weapons. Callers are not proficient with any armor or shields.

TABLE: The Caller
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------

1 +0 +2 +0 +2 Faith, Domain Spells, The Calling
2 +1 +3 +0 +3
3 +1 +3 +1 +3 Caller's Gift
4 +2 +4 +1 +4 Birthright
5 +2 +4 +2 +4
6 +3 +5 +2 +5
7 +3 +5 +3 +5
8 +4 +6 +3 +6 Birthright
9 +4 +6 +4 +6
10 +5 +7 +4 +7 Blessed Faith
11 +5 +7 +5 +7
12 +6/+1 +8 +5 +8 Birthright
13 +6/+1 +8 +6 +8
14 +7/+2 +9 +6 +9
15 +7/+2 +9 +7 +9
16 +8/+3 +10 +8 +10 Birthright
17 +8/+3 +10 +8 +10
18 +9/+4 +11 +9 +11
19 +9/+4 +11 +9 +11
20 +10/+5 +12 +10 +12 Birthright

Table: Calling Points (CP)
Level CP Pts/Day
----- -----------

1 2
2 3
3 4
4 7
5 10
6 15
7 20
8 27
9 34
10 43
11 52
12 63
13 74
14 87
15 95
16 105
17 115
18 123
19 132
20 141

Calling Points/Day: How many calling points the caller has access to each day. The caller possesses a maximum number of calling points equal to the given number of calling points per day plus any bonus calling points per day.

Table: Caller Bonus Calling Points

Ability --------- Bonus Calling Points (by Caller Level) ---------
Score 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20
------- --- --- --- --- ---- ----- ----- ----- ----- -----

1-11 - - - - - - - - - -
12-13 1 - - - - - - - - -
14-15 1 3 - - - - - - - -
16-17 1 3 5 - - - - - - -
18-19 1 3 5 7 - - - - - -
20-21 3 3 5 7 9 - - - - -
22-23 3 5 5 7 9 11 - - - -
24-25 3 5 7 7 9 11 13 - - -
26-27 3 5 7 9 9 11 13 15 - -
28-29 5 5 7 9 11 11 13 15 17 -
30-31 5 7 7 9 11 13 13 15 17 19
32-33 5 7 9 9 11 13 15 15 17 19
34-35 5 7 9 11 11 13 15 17 17 19
36-37 7 7 9 11 13 13 15 17 19 19
38-39 7 9 9 11 13 15 15 17 19 21
40-41 7 9 11 11 13 15 17 17 19 21

note: A caller's summonings use the Astral Construct summonings from the Psionics handbook as used. Below are additional Construct Abilities. They do not appear ectoplasmic and, in fact, look as how the caller wishes them to be, however, once the look is asigned, it never changes. It is also assigned a name. A caller gains summonings as follows:

Level 1 - Astral Construct I
Level 4 - Astral Construct II
Level 6 - Astral Construct III
Level 8 - Astral Construct IV
Level 10 - Astral Construct V
Level 12 - Astral Construct VI
Level 14 - Astral Construct VII
Level 16 - Astral Construct VIII
Level 18 - Astral Construct IX

The Caller may also choose one of the following templates to add to her summoned creature: Celestial, Infernal, Shadow, Earth, Fire, Water, Cold, Wood, Axiomatic, Anarchic. Once the form and template have been chosen, it cannot change short of a Wish or Miracle.

Faith: A caller adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier. The Wisdom bonus represents a preternatural awareness of danger, and a caller does not lose it even in situations when she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Callers do lose these AC bonuses when immobilized.)

When wearing armor, a caller loses her AC bonus for Wisdom. Furthermore, her special abilities all face the arcane spell failure chance that the armor type normally imposes.

Domain Spells: At 1st level, choose a deity for your caller. The caller's deity influences her alignment, her values, and how others see her.

Choose two from among the deity's domains for your caller's domains. You can only select an alignment domain (such as Good) for your caller if her alignment matches that domain.
If your caller is not devoted to a particular deity, you still select two domains to represent her spiritual inclinations and abilities (but the restriction on alignment domains still applies).

Each domain gives your caller access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your caller gets the granted powers of all the domains selected. With access to two domain spells at a given spell level, a caller prepares one or the other each day.

The Calling: At 1st level, the caller gains the feat Spell Thematics used only for her summonings.

Caller's Gift: At 3rd level, the caller gains the Augment Summoning feat.

Augment Construction
Prerequisite: Manifester level 2nd+.
Benefit: Summoned creatures you create with the astral construct power gain +1 hit point per Hit Die and a +1 competence bonus on attack and damage rolls.

Birthright: At 4th, 8th, 12th, 16th and 20th level the caller gains one of the following feats: Extend Summoning, Persistant Summoning, Quicken Summoning, Empower Summoning and Advanced Summoning.

Note: The feats above can be found below.

Blessed Faith: At 10th level, the caller gains another domain ability. She can still only have one domain spell per day.

-----

Summoning Feats

Empower Construction
You can manifest creatures with additional special abilities.
Prerequisite: Augment Summoning
Benefit: Summoned creatures you create with the astral construct powers gain one additional special ability. The ability must be from a menu that the construct can legally choose from.

Advanced Construction
You can choose special abilities for your creature from an extended list.

Prerequisite: Augment Summoning.
Benefit: You can add new special abilities to the list of special abilities from which you can choose when manifesting creatures. When you take this feat, you can select from Table 1-1: Advanced Summoning Special Abilities a number of Menu A special abilities that equal twice your caller level. When you make a selection, that ability is permanently added to the selection from which you can choose when manifesting creatures. For each caller level that you gain, you can select two additional special abilities from Menu A. You can trade in two selections from Menu A for one selection from Menu B. You can elect to postpone your selections until you gain another level. If you have postponed a selection from an earlier level, you can trade in four Menu A selections for one selection from the Menu C. If you have postponed selections so that you have eight Menu A selections available, you can trade them for a selection from the D menu.

Extended Construction
You gain an increased duration on your manifested creatures.

Prerequisite: Caller level 3rd+, Augment Summoning
Benefit: Creatures that you manifest have a duration of 1 minute per caller level instead of their normal duration. For example a 13th-level caller manifests astral construct VI, creating a single type VI construct with a duration of 13 minutes

Persistent Power
Creatures summoned stay around longer.

Prerequisite: Extend Power.
Benefit: A persistent power has a duration of 24 hours. A persistent power costs a number of power points equal to its standard cost +8.

Quicken Power
Summonings are quicker.

Benefit: Manifesting a quickened power is a free action. You may only manifest one quickened power per round. The quickened power costs a number of power points equal to its standard cost +8.

-----

Table 1-1: Advanced Construction Special Abilities

Menu A

Brawn (Ex): The creatures does an additional +1 point of damage on a successful melee attack. (Multiple selections stack, and you cannot select this ability more than 8 times.)

Claws (Ex): The creature has razor sharp claws. Attacks are now considered claw attacks instead of slams. Damage from these claw attacks is 1d8 + Strength modifier. The claw attacks are considered slashing or piercing weapons. The type is chosen when the creature is manifested. (If the construct has the extra arms ability, this ability must be chosen twice to affect both sets of arms.)

Cleave (Ex): The cleave extraordinary ability works as the Cleave feat, and though no prerequisites are required (Str 13+, Power Attack), creatures do not get the benefits from the prerequisites, either.

Dodge (Ex): The dodge extraordinary ability works as the Dodge feat, and though no prerequisites are required (Dex 13+), creatures do not get the benefits from the prerequisites, either.

Improved Bull Rush (Ex): The improved bull rush extraordinary ability works as the Improved Bull Rush feat, and though no prerequisites are required (Str 13+, Power Attack), creatures do not get the benefits from the prerequisites, either.

Power Attack (Ex): The power attack extraordinary ability works as the Power Attack feat, and though no prerequisites are required (Str 13+), creatures do not get the benefits from the prerequisites, either.

Spiked Armor (Ex): The creatures body is covered in spikes. The spikes allow the construct to deal 1d6 points of piercing damage (x2 critical) with a successful trample, squeeze, bull rush, or grapple attack.

Menu B
Astral Repair (Ex): The creature heals 2 hit points each round so long as it has at least 1 hit point.

Carapace (Ex): The creature's surface forms hard, armorlike plates. The creature gains a damage reduction of 10/+1 . This replaces any damage reduction the creature might already have.

Energy Touch (Ex): The creature's physical attacks do 1d4 points of energy damage (fire, cold, electricity, sonic, acid) in addition to their standard damage. The type of energy is chosen when the creature is manifested. (Multiple selections stack and may be of different energy types. You cannot select this ability more than 5 times.)

Extra Arms (Ex): The creature has an additional set of arms and can make an additional attack with an attack bonus equal to its highest attack bonus -2. (A creature with squeeze or rend can use that ability with these arms, as well.) This ability cannot be chosen more than once.)

Expertise (Ex): The expertise extraordinary ability works as the Expertise feat, and though no prerequisites are required (Int 13+), creatures do not get the benefits from the prerequisites, either.

Great Cleave (Ex): The great cleave extraordinary ability works as the Great Cleave feat, and though no prerequisites are required (Str +13, Power Attack, Cleave, base attack bonus +4 or higher), creatures do not get the benefits from the prerequisites, either.

Improved Critical (Ex): The improved critical extraordinary ability works as the Improved Critical feat, and though no prerequisites are required (proficient with weapon, base attack bonus +8 or higher), creatures do not get the benefits from the prerequisites, either.

Improved Fly (Ex): The creature has physical wings (12-foot wingspan) and a speed of 120 feet (average). (This is similar to the power in the Psionics Handbook, though slower.)

Improved Swim (Ex): The creature becomes streamlined and sharklike with a large (8-foot-wide) tail. Its speed is 120 feet.

Mobility (Ex): The mobility extraordinary ability works as the Mobility feat, and though no prerequisites are required (Dex 13+, Dodge), creatures do not get the benefits from the prerequisites, either.

Poison Touch (Ex): The creature is covered in a shimmering purple liquid. If the creature hits with a melee attack, the target must make an initial Fortitude save (DC 15) or take 1d2 points of temporary Wisdom damage. A minute later, the target must save again (Fortitude save DC 15) or lose 1d4 points of temporary Wisdom damage.

Reach (Ex): The creature's arms elongate, which increases its reach by 5 feet. (If the creature has the extra arms ability, this ability must be chosen twice to affect both sets of arms.)

Spike Volley (Ex): The creature can send forth a volley of 3 spikes as a standard action. This ranged attack has a range of 120 feet with no range increment. These spike attacks are treated as thrown weapons, so the construct's Strength bonus is applied to damage (see page 97 of the Player's Handbook for more on thrown weapons). Damage is 1d6 + Strength modifier per spike. The creature can use this attack up to three times. (The creature must have the spiked armor ability to use this attack.) This volley can be fired in any direction (including straight up) regardless of the direction the creature is facing.

Stunning Fist (Ex): The stunning fist extraordinary ability works as the Stunning Fist feat, and though no prerequisites are required (Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher), creatures do not get the benefits from the prerequisites, either.

Tough (Ex): The creature receives 7 hit points per die, instead of 5.5 per die.

Menu C
Ectoplasmic Form (Sp): The creature manifests ectoplasmic form as a standard action.

Hardened Carapace (Ex): The creature's surface forms hard, armorlike plates. The creature gains a damage reduction of 15/+2. This replaces any damage reduction the creature might already have.

Power Resistance (Ex): The creature gains a power resistance of 5 + the creature's Hit Dice. This ability can be chosen multiple times and adds 5 to the power resistance of the creature. For example, choosing this ability three times for an astral construct IX would give a total power resistance of 34 (19 + 5 + 5 +5 = 34)

Rend (Ex): A creature that hits with its claw attack does an additional 2d6 + 1.5 times its Strength modifier points of damage. (It must also have the claws ability; see entry above. A creature cannot use squeeze and rend in the same round.)

Spike Flurry (Ex): The creature can send forth a hail of spikes as a standard action. The attack is a cone shape with a range of 60 feet. Anyone caught in the flurry is immediately struck by 2d4 spikes that deal 1d6 damage each. A successful Reflex save (DC 13) halves the damage. This attack can be used only once. (The creature must have the spiked armor ability to use this attack.)

Spring Attack (Ex): The spring attack extraordinary ability works as the Spring Attack feat, and though no prerequisites are required, creatures do not get the benefits from the prerequisites, either.

Tail Slap (Ex): The creature has a tail and gains one additional slam attack with an attack bonus equal to its highest attack bonus -2, and it deals damage of 2d8 + 1.5 times its Strength modifier (A creature cannot have a tail if it has extra arms.)

Tougher (Ex): The creature receives 8.5 hit points per die, instead of 5.5 per die.

Whirlwind Attack (Ex): The whirlwind attack extraordinary ability works as the Whirlwind Attack feat, and though no prerequisites are required (Int 13+, Expertise, Dex 13+, Dodge, Mobility, base attack bonus +4 or higher, Spring Attack), creatures do not get the benefits from the prerequisites, either.

Menu D
Amplified Invisibility (Sp): The creature manifests amplified invisibility (self only) as a standard action.

Extra Hard Carapace (Ex): The creature's surface forms hard, armorlike plates. The creature gains a damage reduction of 20/+3. This replaces any damage reduction the creature might already have.

Mass Concussion (Sp): The creature manifests mass concussion as a free action 3 times per day.

Super Buff (Ex): The creature gains 17d10 temporary hit points. Multiple selections do not stack.

Toughest (Ex): The creature receives 10 hit points per die, instead of 5.5 per die.

Ultraheavy Armor (Ex): The creature gains a +10 deflection bonus to AC.

Whitefire Aura (Ex): The entire surface of the creature radiates with an intense white-hot flame. Anyone within 5 feet of the creature take 5d4 points of damage. The fire ignites combustibles as the whitefire power. Once activated, the aura burns for a number of rounds equal to half of the creature's Hit Dice. Multiple selections do not stack.
 

I love your Callers! Its exactly like I was thinking they should be. All your posts have me pondering a Final Fantasy D20 game of my own.

The Dragoon Knights are interesting. However, I would make them a PrC. But then again, I make extensive use of PrCs.
 

The Dragoon is a class because all starting games had a dragoon knight who could use leap at 1st level.

The Runic Knight is a PrC

and the Caller, thanks!! One of my favorite classes in FF and inspired by Yuna's unique summons and what Rydia was. A Caller
 

What other classes are available? Are any of the PHB classes around?

Also, have you thought about allowing access to the Monster's Handbook, from the Legends and Lairs series of hardcovers? I think it'd be really really useful for this, allowing even further customization.
 
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Yes, i have Mythic Races. And there are some other creatures around but they chose Aelfin and Human.

All the PHB classes are around (except Sorcerrers are called Blue Mages and spend XP to learn spells).

I am creating some more classes just as soon as i figure out what i need next =)
 

No, maybe you misunderstood what I meant. USe the Monster's HAndbook to provide even more options for the Caller, to make even more customized monsters. Also, wasn't Rydia able to call more than one kind of monster? I might change that bit if I use these in my world(also based off of Final Fantasy, the concept is "If Michael Moorcock and J.R.R. Tolkien were able to get together now and make a Final Fantasy world, what would it be like?", I think that at least the caller, if not the Dragoon, would fit very well).
 

The caller can someone more than one type. Each time the caller gains the ability to 'Summon', they choose how it looks and what ability it has. Two 1st level summoners may have the same creature that has 'extra attack', but one may have it as a human knight who can attack twice and one may have it with a three armed creature.
 

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