Final Fantasy Tactics Conversion (Wizard) #1

killtr

First Post
Changes made based primarily on Arkhandus suggestions. To see how spells work, look at a later post in this thread.

Hey, first time posting. I love converting systems, characters, etc from one system to another. I recently converted all the final fantasy tactics jobs to D&D classes. I would like a review of at least some of them. Ideas, thoughts, good jobs appreciated.

Understand this is a very rough draft and I don't know what format works on this forum.

Wizard (FFT)
"Destruction of nature, gather in flame! Fire!"

The Wizard controls the elements which make up this world. Often uses attack magic known as Black Magic.

BECOMING A WIZARD
Most wizards start as chemists, although this class is open to anyone with a basic knowledge of magic.

ENTRY REQUIREMENTS
: Knowledge: Arcana 5
: Knowledge: Planar 5
: Any Item Creation or Metamagic feat

Class Skills
The Wizard's class skills are Concentration, Craft, Decipher Script, Knowledge: Arcana, Knowledge: History,

Knowledge: Planar, Spellcraft, Use Magic Device

Skills Points at Each Level: 2 + int

Hit Dice: d6

Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Bolt, Fire, Ice, 11 MP
2nd +1 +0 +0 +3 Poison, 17 MP
3rd +1 +1 +1 +3 Bolt 2, Fire 2, Ice 2, 25 MP
4th +2 +1 +1 +4 Magic AttackUP, 35 MP
5th +2 +1 +1 +4 Bolt 3, Fire 3, Ice 3, 46 MP
6th +3 +2 +2 +5 Frog, 58 MP
7th +3 +2 +2 +5 Death, 72 MP
8th +4 +2 +2 +6 Counter Magic, 88 MP
9th +4 +3 +3 +6 Bolt, Fire, Ice 4, 106 MP
10th +5 +3 +3 +7 Flare, 126 MP

Weapon Proficiencies: Club, Dagger, Heavy Crossbow, Light Crossbow, and Quarterstaff

CLASS ABILITIES

Magic AttackUP: +2 DC for all spells and spell-like abilities
Counter Magic: When hit by spell with at least partial effect, respond with highest spell with an equal or lower spell level from the same school and subtype with necessary range as a special Attack of Oppourtunity action
Spells: Armor failure and concentration checks apply. Saves are Ref vs 10+level+Int and range is close single target unless otherwise indicated.
A Wizard gains bonus MP based on Int as a Psion gains PP.

Class Spells

Spells Level 2
Bolt (Evocation, Electricity) : Effect: 2d6+ 1/(2 levels) (max 5)
Fire
(Evocation, Fire): Effect: 2d6+ 1/level (max 10)
Ice
(Evocation, Cold): Effect: 2d6+ 1/level (max 10)
Poison (Necromancy): Effect: 1d8 Con damage spread over rds 1 con/rd, no secondary damage
Spells Level 3
Bolt 2
(Evocation, Electricity): Effect: 3d6+ 1/(2 levels) (max 5), 5 ft radius
Fire 2
(Evocation, Fire): Effect: 3d6+ 1/level (max 15), 5 ft radius
Ice 2 (Evocation, Cold): Effect: 3d6+ 1/level (max 15), 5 ft radius
Spells Level 4
Bolt 3
(Evocation, Electricity): Effect: 4d6+ 1/(2 levels) (max 10), 10 ft radius
Fire 3
(Evocation, Fire): Effect: 4d6+ 1/level (max 20), 10 ft radius
Ice 3
(Evocation, Cold): Effect: 4d6+ 1/level (max 20), 10 ft radius
Frog (Transmutation): Effect: Fort save or effect as Baleful Polymorph except items meld into form and 1 rd/level
Spells Level 5
Death (Necromancy, Death): Effect: Fort save with a +2 bonus or target's hp become -1
Spells Level 6
Bolt 4
(Evocation, Electricity): Effect: 6d6+ 1/(2 levels), 15 ft radius
Fire 4
(Evocation, Fire): Effect: 6d6+ 1/level, 15 ft radius
Ice 4
(Evocation, Cold): Effect: 6d6+ 1/level, 15 ft radius
Spells Level 7
Flare
(Evocation, Fire): Effect: 12d6+ 1/level (fire), single target

PLAYING A WIZARD
Though they are physically very weak, Wizards have powerful magical attacks.
Combat: Wizards wreak havoc with a variety of offensive magic, and should stay far far away from the front line whenever possible.
Advancement: Most Wizards supplement their strong but limited offensive capabilities with additional magical training.

----


Most spells are compared to cleric "inflict" spells at a similar level and reduced from d8 to d6. This is because they are range single target spells rather than touch. "Brave" is replaced with an Attack of Opportunity action.

I have converted all the classes and will only post a few here. Please let me know if you would like to see all classes or a specific class.
 
Last edited:

log in or register to remove this ad

Hey there! Welcome to ENWorld!

I've been playing some FFT lately on my PSP... and have toyed with the idea of converting Ivalice to a homebrewed setting (use what little we can glean from FFXII & FFT and build from there).

I'd love to see what you've done with the FFT classes. You can email me at Drowbane@gmail.com and/or db_sd_va@hotmail.com...
 

Chemist

Edited for formatting purposes and to add xth level potions class ability.

Hey,

Thanks for showing an interest. If anyone else wants to see, here's my chemist class. Comments or suggestions welcome.

Chemist (FFT Base Class)

Chemist who prescribes items to restore HP and treat abnormal status. Item throw ability.

Class Skills
The Chemist’s class skills are Appraise, Concentration, Craft, Decipher Script, Forgery, Heal, All Knowledges, Profession, Ride, Sense Motive, Spot, Survival, Swim, Use Rope

Skills Points at Each Level: 8 + Int

Hit Dice: d6

Level: BAB: Fort: Ref: Will: Abilities
1 - 0 - 0 - 0 - 2 - Equip Change, Potion, Antidote, Brew Potion
2 - 1 - 0 - 0 - 3 - Eye Drop, Poison Use
3 - 2 - 1 - 1 - 3 - Phoenix Down
4 - 3 - 1 - 1 - 4 - Move-Find Item
5 - 3 - 1 - 1 - 4 - Echo Grass
6 - 4 - 2 - 2 - 5 - Hi-Potion
7 - 5 - 2 - 2 - 5 - Maiden's Kiss, 4th level potions
8 - 6 - 2 - 2 - 6 - Soft, Resistance to Poisons
9 - 6 - 3 - 3 - 6 - Maintenance, 5th level potions
10 - 7 - 3 - 3 - 7 - x-Potion
11 - 8 - 3 - 3 - 7 - Ether, 6th level potions
12 - 9 - 4 - 4 - 8 - Throw Item
13 - 9 - 4 - 4 - 8 - Hi-Ether, 7th level potions
14 - 10 - 4 - 4 - 9 - Holy Water
15 - 11 - 5 - 5 - 9 - 8th level potions
16 - 12 - 5 - 5 - 10 - Auto Potion
17 - 12 - 5 - 5 - 10 - 9th level potions
18 - 13 - 6 - 6 - 11 – Remedy
19 - 14 - 6 - 6 - 11 - Immunity to Poisons
20 - 15 - 6 - 6 - 12 - Elixir

Weapon Proficiencies: Club, Dagger, Heavy Crossbow, Light Crossbow, and Quarterstaff. Light Armor


Class Abilities
Poison Use: Chemists are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Brew Potion: The Chemist gains the feat Brew Potion, even if he does not meet normal requirements.
Equip Change: The Chemist may retrieve and change weapons and armor faster than normal (not reload), see chart below
Move-Find Item: Constant "take 10" search check while moving at base movement or slower
Maintenance: +4 and gain AoO on opponents attempting to sunder, even enemies with improved sunder or equivalent feat/ability while adding Dex to AC
Throw Item: May apply a potion or other alchemical item to another as a ranged touch attack with range of dagger
Auto Potion: When damaged, lowest healing potion automatically activates adding Dex to AC
Xth level potions: A chemist can create potions higher than 3rd level for any spell he knows that fit the requirements for a potion (minus the level cap)
Ex: A 9th level Cleric, 9th level Chemist could create a potion of True Seeing (5th level, 2,250 gp)
Resistance/Immunity to Poisons: At 8th level, working with potions starts to build a resistance to poison as a +4 bonus on all saves vs poison. This becomes immunity at level 19.

Potions
--Create with brew potion for 1/2 cost and 1/25 gp in xp), Caster Level equals the Chemist Class Level.
Potion: Cure Light; Potion Level 1, gp cost 50
Antidote: Neutralize Poison but only on poisons currently active (instantaneous); Potion Level 1, gp cost 50
Eye Drop: Remove Blindness/Deafness (does not heal non-magical condition); Potion Level 1, gp cost 50
Phoenix Down: Revive negative hp, but not dead to (level) hp; Potion Level 2, gp cost 300
Echo Grass: Remove Silence; Potion Level 3, gp cost 750
Hi-Potion: Cure Serious; Potion Level 3, gp cost 750
Maiden's Kiss: Remove Baleful Polymorph or any resisted Polymorph; Potion Level 4, gp cost 1400
Soft: Remove Petrification; Potion Level 4, gp cost 1400
x-Potion: Heal; Potion Level 5, gp cost 2250
Ether: Gain Mana or Spell(s) and spell-like ability(s). 4 levels or 7 pts; Potion Level 6, gp cost 3300
Hi-Ether: Gain Mana or Spell(s) and spell-like ability(s). 6 levels or 11 pts; Potion Level 7, gp cost 4550
Holy Water: Holy Water with Raise Dead (fft) effect; Potion Level 7, gp cost 4450
Remedy: Dispels hostile magic or harmful effects as Esuna with CL Check; Potion Level 9, gp cost 7650
Elixir: Heal and Recover 8 spell levels or 15 pts; Potion Level 9, gp cost 7650

Equip Change table:
Without : With
Swift Action : Free Action
Move Action : Swift Action
Standard Action : Move Action
Full Rd : Standard Action
1 Rd : Full Rd
2-10 Rds (1 minute) : 1 Rd
1 minute - 10 minutes : 1 minute
10 minutes+ : 10 minutes

PLAYING A CHEMIST
The chemist is a starting class for many magic-users. They have much expertise in alchemy, and can create a wide variety of items with training.
Combat: Physically weak and unable to use most armors or shields, many chemists avoid combat altogether. Those who do face danger generally do not do so alone and stand in the rear supporting their fellow adventurers.
Advancement: Most Chemists become Priests or Wizards, however a few perfect the art of alchemy or train in combat arts to survive the dangers adventurers face. Some Martial Characters learn a small bit of alchemy to create basic potions and change equipement in battle.
---


Hopefully someone can use this. Let me know if there's a specific class you'd like to see. Otherwise I'll post 1 or 2 more.
 
Last edited:

I, too, have been working on various Final Fantasy conversions over the years, just slowly. ^_^ I'll get around to posting them on EN World eventually...so far only posted my Geomancer 1-2 years ago.

Anyway, I'll review your Chemist later, for now a quick review of your Wizard:

Firstly, nice work! It looks really simple and easy to use, but there are some gaps/minor problems.

For example, electricity resistance/immunity is much less common in D&D/d20 than cold or fire resistance/immunity, so you might've noticed that electricity damage spells and abilities tend to be a tad weaker or more limited on average. Lightning Bolt only tends to hit 1 or 2 targets, for example, because of its very narrow attack area. I would suggest that your Bolt spells measure their base damage in d4s instead of d6s; so 2d4, 3d4, 4d4, 6d4, etc.

Secondly, I would suggest that the spells' area of effect for Bolt/Fire/Ice 2 be specified as a 5-foot radius, or maybe 15-foot diameter instead, otherwise it will vary drastically with the size of the opponent targeted (an ogre takes up 4 spaces for example, so more enemies surrounding that ogre could be blasted at the same time, compared to targeting a human).

Thirdly, your Poison spell is kinda weak, weaker than Melf's Acid Arrow. The initial Constitution damage should probably be increased to 1d6 or 1d8 base, or just replaced with 2 or 3 points of lethal damage per round for 1 round per caster level. It might also make sense to add a restriction that if Poison affects a target more than once, the previous Poison on that target stops doing additional damage (so the Poisons don't pile up rapidly).

Fourthly, you ought to assign each spell a school of magic. Evocation for most, Necromancy for Poison and Death, Transmutation for Frog.

Fifthly, you do not describe how metamagic feats would be used with this Wizard's spells. Or how they might make magic items with Item Creation feats despite not having the normal spells from the core rules.


Besides that minor stuff, the main problem is that you don't mention how often the Wizard may cast his or her spells. In FFT they have Magic Points, but you don't provide any indication of how they cast the spells here. Do they have a certain number of magic points, with higher-level spells costing more MP, or do they have some other spellcasting mechanic?
 
Last edited:

Thank you

Thank you for your review, Arkhandus. It's very helpful.

I had not considered lightning as a stronger element, but I see your point. I'm not sure I want to make the change to d4's though. I don't see it as horribly overbalancing. Maybe lightning could come a level later but keeps the same damage and spell level? Let me know what you think. I used lightning most of the time in FFT unless I knew a monster had a particular weakness. :)

Also, it seemed like at least lighting spell had weather effects (did more damage while raining), does anyone know if this is correct? Perhaps all the elements could increase the die code when certain conditions are met. (Heat or Cold enough to cause fort saves, raining/storming out)

I had thought poison was weak, but I tried to scale it off of the 4th level poison cleric spell (1d10 then 1d10). Since the spell converted as 2nd level I knew it had to be much less effective. And in FFT, poison wasn't extremely useful, however I 100% agree it should be increase in potency and multiple poisons spells. I think keeping it relative to the poison spell is probably the way to go, so I'll keep the con damage, increase it to 1d8 and no secondary, still spread it over time, but multiple poison spells overlap and do not stack. (Keep the highest con damage remaining).

I will assign spell schools, and talk about mp. (Basically use the psionic rules of "spellcasting"). This will also cover metamagic and item creation.

I tried to simplify the spell descriptions to save time, but I should change it to 5 ft radius, etc. That is what I meant, I had just pictured a "normal" medium sized monster.

I'm not sure whether I should modify the existing wizard post or make a seperate one will these changes. Does anyone have an opinion on that?

Thanks again and I can't wait to hear what you have to say about the Chemist!

Killtr
 

Squire

The Squire was a surprising difficult class to convert. Many of their abilities either don't convert (Gained JP UP), or are far less useful (Monster Skill). I have added 3 abilities at level 20 to play up the Squires strengths and as a reason to finish the class. With high Fort/Ref saves, high skills, decent HP and BAB, the squire has few strong points and few weaknesses.

I would greatly appreciate feedback with this class as it was very difficult. I would like to keep all the abilities in FFT in some form.

Squire (FFT)
So, they need us cadets.”

The starting class for many front-line fighters, referred to as Knights in training. They are respectable fighters, but weak compared to other fighting classes.

BECOMING A SQUIRE
Because Squires are Knights in training, only those of noble birth are accepting into the academies. However it is possible to either prove your worth or be trained outside the academies.

Class Skills
The Squire’s class skills are Appraise, Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Listen, Profession, Ride, Sense Motive, Spot, Survival, Swim, Use Rope

Skills Points at Each Level: 6 + int

Hit Dice: d8

Level: BAB: Fort: Ref: Will: Abilities
1 - 0 - 2 - 2 - 0 - Defend
2 - 1 - 3 - 3 - 0 - Dash
3 - 2 - 3 - 3 - 1 - Throw Stone
4 - 3 - 4 - 4 - 1 - -
5 - 3 - 4 - 4 - 1 - Heal
6 - 4 - 5 - 5 - 2 - -
7 - 5 - 5 - 5 - 2 - Equip Axe
8 - 6 - 6 - 6 - 2 - -
9 - 6 - 6 - 6 - 3 - Counter Tackle
10 - 7 - 7 - 7 - 3 - -
11 - 8 - 7 - 7 - 3 - Monster Skill
12 - 9 - 8 - 8 - 4 - -
13 - 9 - 8 - 8 - 4 - Gained JP UP
14 - 10 - 9 - 9 - 4 - -
15 - 11 - 9 - 9 - 5 - Move +1
16 - 12 - 10 - 10 - 5 - -
17 - 12 - 10 - 10 - 5 - -
18 - 13 - 11 - 11 - 6 - Accumulate, Advanced Heal
19 - 14 - 11 - 11 - 6 - Axe Focus
20 - 15 - 12 - 12 - 6 - Advanced Monster Skill

Weapon Proficiencies: Simple, Battleaxe and Flail, Light Armor and Sheild (except tower sheild)

CLASS ABILITIES
Defend: Total Defense +2 shield bonus (stacks)
Dash: Standard action to Unarmed Attack with no Attack of Opportunity and free bull rush (maximum 5 ft, do not move with target)
Throw Stone: Proficiency with improvised thrown weapons (no -4 penalty)
Heal: Use heal check in place of or in addition to save for Blindness/Deafness, Silence
Equip Axe: Use axe as weapon when normally couldn't (need one hand free, as monk weapon, etc). This doesn't counter a druid's vow against metal
Counter Tackle: If melee attack hits while you are adding Dex to AC, use Attack of Opportunity action to "Dash"
Monster Skill: As a standard action, select one friendly monster/animal within close range with <3 Int. This creature gains +3 tricks of your choice while within 25 ft + 5 level / 2 levels for 1 rd/level. In addition, that creatures handle animal DC is lowered by 5 for squire only
Gained JP UP: Gain feats every 2 levels instead of every 3
Move +1: +10 ft base movement (as monk)
Accumulate: May spend standard action to gain +5 damage on all melee attack for (level / 2 rds) damage increase stacks with itself
Advanced Monster Skill: Creatures trained by the squire gain +3 bonus tricks
Axe Focus: Gain +1 to hit and +2 damage that stacks with feats such as weapon focus and weapon specialization (Axe)
Advanced Heal: Heal can now cure Paralyzed condition (DC 25 or DC of spell or poison) and 1 point of Ability Damage, 1 / day (DC 15 + 2 / current ability damage for that stat)

PLAYING A SQUIRE
Squires have very few sophisticated abilities, but some of its abilities augment character growth. Monster Skill is useful if you use monsters or animals in your party. Counter Tackle is a decent counter and can push enemies away.
Combat: Squires use axes and their unique abilities to fill holes in a party and increase monster and animal usefulness.
Advancement: Most Squires advance into the Knight class, although some choose other martial classes as well such as Archer or even Monk. With their many skills, some Squires enter more rogue-like classes with a high Fort save and different weapon options.
 
Last edited:

Knight

I kept the names of the abilities, but changed them to simply augment the sunder feat/combat option. I'm considering making them specialize sunder per item as in FFT. Let me know what you think.



Knight (FFT)
Cadets, ready your swords!

Knights are a powerful class. They are able to use most weapons and armor to augment their powerful training.

BECOMING A KNIGHT
Most knights start as squires, although Fighters, Rangers, and other Martial Classes can become a knight.

ENTRY REQUIREMENTS
: Ride 5
: Handle Animal 5

Class Skills
The Knight's class skills are Craft, Diplomacy, Handle Animal, Intimidate, Knowledge: Nobility and royalty, Listen, Ride, and Spot

Skills Points at Each Level: 2 + int

Hit Dice: d10

Level: BAB: Fort: Ref: Will: Abilities
1 - 1 - 2 - 0 - 0 - Weapon Guard
2 - 2 - 3 - 0 - 0 - Equip Shield, Equip Light Armor
3 - 3 - 3 - 1 - 1 - Head Break
4 - 4 - 4 - 1 - 1 - Shield Break
5 - 5 - 4 - 1 - 1 - Armor Break, Equip Medium Armor
6 - 6 - 5 - 2- 2 - Weapon Break
7 - 7 - 5 - 2 - 2 - Equip Sword
8 - 8 - 6 - 2 - 2 - Equip Heavy Armor
9 - 9 - 6 - 3 - 3 - Magic Break, Speed Break
10 - 10 - 7 - 3 - 3 - Power Break, Mind Break

Weapon Proficiencies: Simple and Martial Weapons, Light, Medium, and Heavy Armors and Sheilds

CLASS ABILITIES
Weapon Guard: Gain bonus equal to 1 + the to hit modifier of your weapon (+1 if for each additional weapon wielded) as a shield bonus that stacks with other shield bonuses (Defender weapons count x2)
Equip Shield: As Squire's "Equip Axe" for all shields
Head Break: Improved Sunder Feat
Shield Break: +2 to hit and damage for sunder
Armor Break: +4 total to hit and damage for sunder
Weapon Break: Ignore 10 pts of hardness for sunder attempts
Equip Sword: As Squire's "Equip Axe" for all swords (including exotic), but not katanas
Equip Light Armor: As Squire's "Equip Axe" for light armor
Equip Medium Armor: As Squire's "Equip Axe" for medium armor
Equip Heavy Armor: As Squire's "Equip Axe" for heavy armor
Magic Break: Standard action to cause special ability damage. Reduce DC of all spells cast by the target by 1d4.
Speed Break: Standard action, (1d4+str) as ability damage against initiative
Power Break: Standard action, (1d4+str) Str ability damage
Mind Break: Standard action, (base weapon damage+str) Damage to Mp or Pp. Also converted to remove spells and spell-like abilities (converted from Mp/Pp)


PLAYING A KNIGHT
A Knights battle skill is quite valuable. It can even be used with ranged weapons. Equip Armor enables Knights to cast spells without armor failure.
Combat: Knights are front line fighters and their skills can hamper important targets
Advancement: Most Knights choose to further their battle skills with martial classes although some augment their abilities with magical abilities.
----
 

Is this for a 20 level standard 3E game? Because I'm not sure what you're trying to accomplish with the abilities spread out for each class over 10 or 20 levels. To me, a FFT game should not only make it easy, but openly encourage, massive multiclassing. The reward for focusing on two specific classes being that you can only equip two primary class abilities at a time. So, I'd think it should be more like 10 levels for the "base classes" Squire and Chemist, and 5 or even in some cases 3 levels for the prestige classes -- Wizard, Knight, Mime, etc... Just a random thought that may be moot if I knew the entire rules setup.

Also...for Knight.
"Speed Break: Standard action, (1d4+str) as ability damage against initiative"
Are you drastically changing how initiative works from 3E rules to better mimic the CT counter? If not, this ability is utterly worthless except on a surprise round.
 

StreamOfTheSky,

20th level is standard for base classes in 3E and that's what I'm going for. I understand the multiclass function in FFT will not work with this concept, but it's a blending of FFT and D&D, so I think that having the 10/20 level standard works well.

The idea is to use these classes alongside standard classes, so you can introduce a FFT character into your D&D game, not create an entire new system. I'm hoping these classes are balanced with existing classes and will complement them.

Although you only roll initiative once, using speedbreak you can damage their initiative count and have them go later in the later rounds, just as if they delayed and go later in this and future rds. This uses the existing rule set for initiative count and even works if you use the available alternate rules where you roll every round (take the penalty with every roll).

Killtr
 
Last edited:

Priest

Priest (FFT)
Life's refreshing breeze, blow in energy! Cure!

The priest has many useful spells, the most notable being the Cure, Raise, Esuna, and Holy. Holy is an incredibly powerful divine offensive spell. Magic DefenseUP is also very powerful.

BECOMING A PRIEST
Most Priests start as a Chemist, although anyone with basic knowledge of magic and religion can become a Priest.

ENTRY REQUIREMENTS
: Knowledge: Religion 5
: Spellcraft 5
: Any Item Creation or Metamagic Feat

Class Skills
The Priest’s class skills are Concentration, Craft, Decipher Script, Diplomacy, Heal, Intimidate, Knowledge: Arcana, Knowledge: Geography, Knowledge: History, Knowledge: Nature, Knowledge: Nobility and Royalty, Knowledge: Religion, Listen, Sense Motive, Spellcraft, Spot, Use Magic Device

Skills Points at Each Level: 6 + Int

Hit Dice: d6

Level: BAB: Fort: Ref: Will: Abilities
1 - 0 - 0 - 0 - 2 - Cure, Protect, Shell, 8 MP
2 - 1 - 0 - 0 - 3 - Cure 2, Raise, 12 MP
3 - 2 - 1 - 1 - 3 - Esuna, 18 MP
4 - 3 - 1 - 1 - 4 - Regen, 26 MP
5 - 3 - 1 - 1 - 4 - Wall, Cure 3, Regenerator, 34 MP
6 - 4 - 2 - 2- 5 - Magic DefenseUP, 43 MP
7 - 5 - 2 - 2 - 5 - Raise 2, Protect 2, Shell 2, 54 MP
8 - 6 - 2 - 2 - 6 - Holy, 66 MP
9 - 6 - 3 - 3 - 6 - Cure 4, 79 MP
10 - 7 - 3 - 3 - 7 - Reraise, 94 MP

Weapon Proficiencies: Club, Dagger, Heavy Crossbow, Light Crossbow, and Quarterstaff. No Armor or Shields

CLASS ABILITIES
Regenerator: When hit by and damaged at least 1 hp, Vigor on self
Magic DefendUP: +2 Permanent insight bonus to saves vs spells and spell-like abilities
Spells: A Priest’s spells are Wis based and a Priest gains bonus MP based on Wis as a Psychic Warrior gains PP.

Class Spells
Spells Level 2
Cure: Cure Light Wounds
Protect: +2 Deflection to AC, 1 rd/level
Shell: +2 to saves vs spells and spell-like abilities, 1 rd/level
Spells Level 3
Cure 2: Cure Medium Wounds
Raise: Revive negative hp, but not dead to (level) hp
Esuna: Removes Petrify, Darkness/Deafness, Confusion, Silence, Polymorph, Poison, Sleep, Compulsion
Spells Level 4
Regen: Vigor (Complete Divine)
Wall: Protect and Shell on Target
Spells Level 5
Cure 3: Cure Critical Wounds
Raise 2: Revive negative hp, but not dead and 5 hp/level
Protect 2: +6 Deflection to AC, 1 rd/level
Shell 2: +6 to saves vs spells and spell-like abilities, 1 rd/level
Spells Level 6
Holy: 1d6/level (max 15d6), Evil creatures take 1d8/level (20d8)
Cure 4: Heal
Spells Level 7
Reraise: If lowered to negative hp, but not dead: Heal to (level) hp. 1 rd/level

PLAYING A PRIEST
Priests are physically weak and vulnerable, but their healing powers are quite significant.
Combat: Their powerful Holy spell and the fact that their curative magic damages the undead makes a Priest offensively valuable.
Advancement: Most Priests continue their spiritual journey as Clerics or Oracles although a few use their knowledge of spells and advance in other arcane or divine spellcasting classes.
----
 
Last edited:

Pets & Sidekicks

Remove ads

Top