Final Fantasy Tactics Conversion (Wizard) #1

FFT Spells

Casting Spells
FFT Spells work similar to d20 Psionics. Spells cost (spell level x 2) – 1 MP base (level 1 spell costs 1 MP, level 7 spell costs 13 MP). FFT Spells may be altered using metamagic feats a character has known, however only one feat may affect a spell at a time and the character pays 2 MP per level adjustment of the metamagic feat.

MP may be used to power other FFT spells the caster may have access to (regardless of arcane or divine origin). In addition, MP may prepare non-mana based spells (non-FFT spells) by paying the normal spell level MP cost + 2. Spells powered this way must be currently available to cast (normally through multiclassing) and may not be affected by metamagic feats.

FFT spells are more basic than normal d20/D&D spells and the caster may substitute any spell they have known for another spell of equal level or lower with the same school and subtype for item creation (Fire 2 may substitute a Fireball for item creation purposes)

For all classes unless otherwise specified, MP returns after 8 hours of rest.
 

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Monk

I’m not sure how balanced it is, but here you go.

I made most of the recovery abilities limited by Wis mod and changed Move-HP Up to make it fit better within a D&D type game (easy to use for combat, but not overpowering), but tried to keep the “spirit” of the class.

The entry requirement of Ride 6 may seem odd, but I’m trying to ensure the easiest way into the class is through the “standard” FFT Squire for 2 levels and Knight for 2 levels.

Monk (FFT)
Fight for justice...fists of fury! Repeated Fist!

A Monk's abilities are destructive on the enemy from a distance and are effective at healing and curing allies, making the monk very versatile.

BECOMING A MONK
Most Monks start as Knights from Squires, although Fighters, Rangers, and other Martial Classes can become a Monk with effort.

ENTRY REQUIREMENTS
: BAB 3
: Ride 6
: Improved Unarmed Strike

Class Skills
The Monk’s class skills are Balance, Climb, Craft, Jump, Knowledge: Geography, Profession, Sense Motive, Tumble

Skills Points at Each Level: 2 + int

Hit Dice: d12

Level: BAB: Fort: Ref: Will: Abilities
1 - 1 - 2 - 0 - 0 - Spin Fist, Monk Unarmed Damage
2 - 2 - 3 - 0 - 0 - Stigma Magic, Martial Arts
3 - 3 - 3 - 1 - 1 - Repeating Fist, Wave Fist
4 - 4 - 4 - 1 - 1 - Secret Fist, Counter
5 - 5 - 4 - 1 - 1 - Move-HP Up
6 - 6 - 5 - 2- 2 - Chakra
7 - 7 - 5 - 2 - 2 - Revive
8 - 8 - 6 - 2 - 2 - HP Restore
9 - 9 - 6 - 3 - 3 - Earth Slash
10 - 10 - 7 - 3 - 3 - Hamedo

Weapon Proficiencies: No Weapons and Light Armor

CLASS ABILITIES
--Base Damage is the dice only, no Str mod, feats, or other class abilities such as sneak attack. Unarmed Damage is full damage as a normal unarmed strike.
Monk Unarmed Damage: Gain unarmed damage as a d20/D&D Monk of (Class level +4)
Spin Fist: Attack all surrounding creatures with base unarmed damage
Stigma Magic: Heals as Esuna, Wis mod + 1 / day (min 1)
Martial Arts: As Squires "Equip Axe" for Unarmed
Repeating Fist: 1d4 * base unarmed damage to one adjacent creature
Wave Fist: Unarmed damage to one target up to close range
Secret Fist: Melee strike, Fort save vs 14+Wis or hp = -1 after 3 turns
Counter: If enemies melee attack hits and you are adding Dex to AC, use attack of opportunity action for single melee attack against that opponent.
Move-HP Up: Activate with Swift Action (effect lasts class level rds). Gain fast heal 1 while moving at least 10ft / rd, Usable Wis mod + 1 / day (min 1)
Chakra: As spell Cure Serious Wounds and recover level 2 spells or 3 MP self and adjacent creatures, Wis mod + 1 / day (min 1)
Revive: As (fft) Spell Raise to one adjacent creature
HP Restore: If hp < HD but more than 0, Free action Fort save DC 10+HD for effect as the spell "Heal" hp gain only (self only), Wis mod + 1 / day (min 1)
Earth Slash: Do base unarmed damage as 40 ft line, Ref vs 17+Str mod only against creatures touching the ground
Hamedo: If targeted by an unarmed strike, melee non-natural attack or ranged non-natural attack, immediate attack of opportunity action to strike first if enemy is in range

PLAYING A MONK
A Monk combines powerful attacks with powerful healing. Their inability to wear medium or heavy armor makes them less of a frontline fighter, although d12 HD ensure they will survive long enough to use their powerful fists.
Combat: Earth Slash hits multiple enemies from far away, and Wave Fist is powerful and more precise. Chakra, Revive, and Stigma Magic all help the monk heal its allies. Hamedo is a very powerful ability as well.
Advancement: Most Monks gain a better understanding of the flow of the earth and become Geomancers, some choose a more Martial Class and Become D20/D&D Monks, Fighters, or Lancers. A few become the feared Samurai, focusing their martial abilities through a katana rather than their fists.
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Samurai

Here's the Samurai.

Comments Welcome. Because the FFT weapons don't exist in D&D, I changed it to any magical katanas of a certain level. Please let me know what you think.



Samurai (FFT)
Legendary sword that kills freely! Asura!"


Foreign warrior who forges their soul by improving swordsmanship. Uses skill that 'Draw Out' the spirit of the sword.

BECOMING A SAMURAI
Becoming a Samurai is a daunting task. Being able to sense a Katana’s inner power and draw it out requires a very high Sense Motive. In addition, you must be a skilled warrior on and off horseback

ENTRY REQUIREMENTS
: BAB 12
: Improved Unarmed Strike
: Sense Motive 17
: Jump 10
: Ride 5

Class Skills
The Samurai’s class skills are Craft, Diplomacy, Handle Animal, Knowledge: Nobility and royalty, Listen, Ride, Sense Motive, Spot

Skills Points at Each Level: 2 + int

Hit Dice: d6

Level: BAB: Fort: Ref: Will: Abilities
1 - 1 - 2 - 0 - 0 - Asura Knife
2 - 2 - 3 - 0 - 0 - Koutetsu, Meatbone Slash
3 - 3 - 3 - 1 - 1 - Bizen Boat, Walk on Water
4 - 4 - 4 - 1 - 1 - Murasame, Equip Knife
5 - 5 - 4 - 1 - 1 - Heaven's Cloud
6 - 6 - 5 - 2- 2 - Kiyomori, Muramasa
7 - 7 - 5 - 2 - 2 - Kikuichimoji
8 - 8 - 6 - 2 - 2 - Blade Grasp, Masamune
9 - 9 - 6 - 3 - 3 - Chirijiraden
10 - 10 - 7 - 3 - 3 - Two Hands

Weapon Proficiencies: Simple and Martial Weapons as well as all Katanas. Heavy Armors.

CLASS ABILITIES
Meatbone Slash: If damaged to hp < HD, immediate Ref Save DC 20 to immediate attack of opportunity action attack at full BAB if offending enemy is within range, HDd6 replaces base weapon damage if higher
Walk on Water: All water treated as 3 ft deep
Equip Knife: As Squire’s "Equip Axe" for Katana
Two Hands: Use both hands to double weapon and str damage (instead of 1.5)
Blade Grasp: Use attack of opportunity action to automatically block one melee or ranged attack with a physical component

Draw Out Techniques
--These techniques use any katana with at least the effective enhancement bonus listed. Everytime a technique is used, there is a 15% chance the katana will break (1, 2, or 3 on a d20) and need to be repaired (1/2 gp cost of creating the item). For effects centered on caster, caster may choose any or all targets within range.
Asura Knife: Any +1 Katana, 15 ft range centered on caster 5d6+level damage, Ref vs 16+Wis for ½ damage
Koutetsu: Any +2 Katana, 15 ft range centered on caster 7d6+level damage, Ref vs 16+Wis for ½ damage
Bizen Boat: Any +3 Katana, 15 ft range centered on caster 1d6+level damage to spell levels (can convert to MP or PP), Ref vs 17+Wis for ½ damage
Murasame: Any +4 Katana, 15 ft range centered on caster, heals 7d6+level for allies (may choose to hurt undead as positive energy), Ref vs 17+Wis for ½ damage
Heaven's Cloud: Any +5 Katana, 15 ft range centered on caster 7d6+level damage and Slow, Will DC 13+Wis, Ref vs 18+Wis for ½ damage and no Slow effect
Kiyomori: Any +6 Katana, 15 ft range centered on caster, add protect and shell to allies
Muramasa: Any +7 Katana, 15 ft range centered on caster, 9d6+level damage, Confusion and Death Sentence Will DC 14+Wis each, Ref vs 18+Wis for ½ damage and no additional effects
Kikuichimoji: Any +8 Katana, 40 ft line, 8d6+level damage, Ref vs 19+Wis for ½ damage
Masamune: Any +9 Katana, 15 ft range centered on caster, Regen and Haste to allies
Chirijiraden: Any +10 Katana, 15 ft range centered on caster, 14d6+level, Ref vs 19+Wis for ½ damage

PLAYING A SAMURAI
Samurai are well armed and armored. They have effective abilities that effect large radii of enemies or allies, and their attacks can discriminate between enemy and ally.
Advancement: Most Samurai have spent their lives perfecting their connection with their blades and never change classes; however the few that either master the class or simply want more power generally advance in a Martial Class. Very few Samurai end up mastering both blade and magic, but those few are a feared opponent indeed.
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A few more minor notes on the Wizard first:

I still think the Bolt spells deserve a minor weakening compared to the Ice/Fire spells of the same levels; maybe the bonus damage becomes +1/2 level (1 per 2 caster levels)?

The Death spell seems a bit too strong for a 5th-level effect, even considering that it has no effect on a failed save, so I'd say limit it to affecting a target with no more Hit Dice or levels than the caster level (or, if the Wizard only counts their Wizard levels for caster level, thus going up to 10th-level caster at most, then base it on the Wizard's character level instead).

Flare should probably do more damage for its level. 12d6 or 13d6? It is just single-target after all, unlike the area effect of Fire 4 (let alone a normal 7th-level D&D spell like Delayed Blast Fireball).

(I've been busy since X-Mas and so haven't done much reading/posting around here)
 
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Chemist (FFT Base Class)

Class Skills
The Chemist’s class skills are Appraise, Concentration, Craft, Decipher Script, Forgery, Heal, Knowledge Arcana, Knowledge Architecture and engineering, Knowledge Dungeoneering, Knowledge Geography, Knowledge History, Profession, Ride, Sense Motive, Spot, Survival, Swim, Use Rope

Skills Points at Each Level: 6 + Int

Hit Dice: d6
I'd suggest bumping the skill points up to 8 + Int mod, since Chemists have so little combat ability and are even more skill and utility oriented than D&D Rogues. Or maybe just add a bonus feat of choice at every fourth or fifth level of Chemist, I dunno....
Level: BAB: Fort: Ref: Will: Abilities
1 - 0 - 2 - 0 - 2 - Equip Change, Potion, Antidote, Brew Potion
2 - 1 - 3 - 0 - 3 - Eye Drop
3 - 2 - 3 - 1 - 3 - Phoenix Down
4 - 3 - 4 - 1 - 4 - Move-Find Item
5 - 3 - 4 - 1 - 4 - Echo Grass
6 - 4 - 5 - 2 - 5 - Hi-Potion
7 - 5 - 5 - 2 - 5 - Maiden's Kiss
8 - 6 - 6 - 2 - 6 - Soft
9 - 6 - 6 - 3 - 6 - Maintenance, 4th level potions
10 - 7 - 7 - 3 - 7 - x-Potion
11 - 8 - 7 - 3 - 7 - Ether, 5th level potions
12 - 9 - 8 - 4 - 8 - Throw Item
13 - 9 - 8 - 4 - 8 - Hi-Ether, 6th level potions
14 - 10 - 9 - 4 - 9 - Holy Water
15 - 11 - 9 - 5 - 9 - 7th level potions
16 - 12 - 10 - 5 - 10 - Auto Potion
17 - 12 - 10 - 5 - 10 - 8th level potions
18 - 13 - 11 - 6 - 11 – Remedy
19 - 14 - 11 - 6 - 11 - 9th level potions
20 - 15 - 12 - 6 - 12 - Elixir
They don't look like they should have a high Fortitude save. As a general rule, it doesn't make any sense for a class with d6 or d4 HD to have good Fortitude, especially when they just have a mediocre or poor BAB. Fortitude comes from physical activity and training, not labwork and research. A high Reflex save would make slightly more sense, since they may have to avoid chemical explosions sometimes when learning/experimenting, but even that might just not make enough sense.

It seems like 4th-level potions should become available at 7th-level, when they gain the skills to brew up Maiden's Kiss potions. Besides, if they multiclass to get spells of 4th-level to make into potions, they're going to already be at least 14th-level as a character (7 levels of cleric or whatnot). I'd likewise move 5th-level potions down to 9th-level Chemist, 6th-level potions down to 11th-level Chemist, 7th-level potions down to 13th-level Chemist, 8th-level potions down to 15th-level Chemist, and 9th-level potions down to 17th-level Chemist. Just makes more sense, and it's not like they won't already be very epic-level by the time they could brew other spells into such potions, anyway.

For 19th-level, I'd suggest adding a bonus feat or the Evasion ability, if 9th-level potions are moved down to 17th-level as suggested. Maybe Poison Immunity or Poison Use instead, since they deal with chemicals a lot and might have worked on building up immunity to various toxic fumes and other things, or might've learned the related trade of poisonmaking...
Class Abilities
Brew Potion: The Chemist gains the feat Brew Potion, even if he does not meet normal requirements.
Equip Change: May retrieve and change weapons and armor faster than normal (not reload), see chart below
Move-Find Item: As elf, detect secret doors while moving
Maintenance: +4 and gain AoO on opponents attempting to sunder, even enemies with improved sunder or equivalent feat/ability
Throw Item: May apply a potion as a ranged touch attack with range of dagger
Auto Potion: When damaged, lowest healing potion automatically activates
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, 11th level Chemist could create a potion of True Seeing (5th level, 2,250 gp)
I assume Equip Change only works for the Chemist themselves, not changing an ally's equipment? Just want it to be clear.

Move-Find Item ought to be a little more useful.....why not just allow them to use the Search skill passively when moving, without needing active searches? Or treat them as taking 10 on Search checks on adjacent spaces while they move (a weaker but still useful benefit).

Auto-Potion and Maintenance should require that the character be able to physically act at the time they would be used, so they can't use the abilities when paralyzed, surprised, unconscious, or whatever. Maintenance, and maybe Auto-Potion, should require that they have their Dexterity bonus to AC at the time (so no quick-drinking a potion when a rogue sneak attacks them outta the blue, unless they got uncanny dodge somehow).
Potions
--Create with brew potion for 1/2 cost and 1/25 gp in xp)
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
I assume that these potions are all effectively at the minimum caster level for their spell level? So the Potion is like Cure Light Wounds from a 1st-level caster, the X-Potion is like a Heal spell from a 9th-level caster, the Remedy is like Esuna or whatever from a 17th-level caster, etc.?
 

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.
Well, Gained JP UP would be equivalent in D&D to bonus feats, skill points, or an XP bonus.....so it might result in, for example, a bonus feat every so often at upper levels (Like 13th, 16th, and 19th-level, since they start benefitting from it at 13th, so that's when they'd start 'training harder' for the rest of their squirehood or whatever). Or it might be removal of the XP penalty for multiclassing, allowing them to multiclass freely without XP penalties, perhaps.

Monster Skill could encompass Animal Companions, Wild Empathy, or both. Maybe gained at different levelrs, and if they got an Animal Companion, they'd probably be treated as only a Druid of half their Squire level for purposes of Animal Companion benefits. Wild Empathy should definitely be there to some extent, either equal to a Druid's or at half their Squire level, though both abilities should probably be gained around the middle levels in the class.
Squire (FFT)

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: d6
I really think Squires should get a d8 Hit Die. They may not be as good as the major warrior-types, but they're still tougher than Chemists, Wizards, and such, and still have much more combat training than those folks.
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
19 - 14 - 11 - 11 - 6 - -
20 - 15 - 12 - 12 - 6 - Advanced Monster Skill, Axe Focus, Advanced Heal
One or two abilities should be moved down from 20th-level, shifted down to 17th and 19th-level. Probably Advanced Monster Skill at 19th and Advanced Heal at 17th.
CLASS ABILITIES
Defend: Total Defense +2 shield bonus (stacks)
Dash: Standard action to Unarmed Attack with no Attack of Opportunity and free bull rush
Throw Stone: Improvised weapons count as +1 size for damage code
Heal: Use heal check in place of or in addition to save for Blindness/Deafness, Silence, and Poison
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: Nearby friendly monster/animal with <3 Int gains +3 tricks of your choice while within 5 ft/level (1 hr/level), only one creature at a time, also DC get that monster to use tricks -5 for squire only
Gained JP UP: Bonus Feat you qualify for
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 Ability Damage (DC 15 + 2 /pt) and Paralyzed condition (DC 25 or DC of spell or poison)
Dash should probably specify something about only being able to bull rush an opponent back 5 feet with it, and it should probably specify that you don't need to enter the opponent's space to make that bull rush.

Throw Stone should probably reduce the attack penalty for improvised weapons by 2 points, or maybe even eliminate the attack penalty for improvised weapons, otherwise it won't be any use (their mediocre attack bonus will already hinder attempts to hit stuff with improvised weapons, they don't want the normal -4 penalty to hit with an improvised weapon).

Does Heal work for an ally? And if so, is it like the Heal skill's normal use against poison, or is it more like a free action?

Equip Axe should probably make them proficient in all axes, or at least a specific set of them (like handaxe, throwing axe, greataxe, halberd, glaive, guisarme, and orc double-axe).

Monster Skill's duration needs to be clarified; is use of Monster Skill a standard action or something? Does it last as long as the animal is within range, or is it that the Squire must target an animal within range to begin with but then the effect lingers for the number of hours listed?

For Advanced Heal, how much ability damage is healed with each use? Is the DC based on how much ability damage has been taken in total, or how much has been taken to the score you're trying to heal, or is it based on how much ability damage you're attempting to heal with that individual use of the skill?

Just trying to help ya clarify things and whatnot.
 
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Feedback and Changes

Wow,
Fantastic Feedback. Thanks!

Wizard
I didn't like reducing bolt to 1d4, but 1/2 caster levels is a better idea. Not sure if I'll have it gained at the same level as fire/ice. I think both getting the spell later and doing less damage makes the spell much less useful unless you know a target is weak vs lightning. I want it to remain an option in normal combat.

Flare is converted straight from the FFT battle mechanics guide (as much as possible), but I will look into increasing damage.

Chemist
Chemist with more skill points makes sense. I'll think about bonus feats too. They are far weaker in combat than I like.

I chose good Fortitude since it's how a character resists poisons. Although I think good Will save + poison resistance and eventually poison immunity is a better way to go.

I agree that I should move the xth level potions down.

Equip Change is only for the chemist (will clarify).

I thought move-find was weak, but didn't know another way to handle it. I think an automatic "take 10" is a good idea.

Maintenance and Auto-Potion should only work while you add Dex to AC, I agree.

The Caster Level will be the Chemist Class Level for all potions.

Squire
I like getting more benefit for JP-UP, since it's so indispensable in FFT. Multiple Bonus Feats over levels would be great. Perhaps change feats from every 3 levels to every 2 levels after that point?

I wonder about making the Squire levels simply not count against multiclassing, since it's built more than the other classes to be multiclassed.

I didn't want Monster Skill to get them a companion, but rather increase the effectiveness of any "creature" would is already fighting alongside, such as another druid's companion, paladin's mount, etc. If the squire wants an animal, he would have to train it using handle animal as normal or multiclass into a class that gets one (or simply buy a horse)

The HD was converted straight from FFT battle mechanics, but increasing to d8's isn't a bad idea. I want more time to compare it to other classes before I do though.

I like spreading out the later abilities.

Dash only moving 5 ft is perfect.

Throw Stone negating penalties is a much better idea.

Heal does indeed work for an ally, and is used just like a normal heal check (I will remove that part of the description)

I'm not sure what to do about the "Equip" abilities. In FFT, it allows you to use a weapon, armor, or item when your class wouldn't normally allow it. Also, I want squires to use axes from the beginning (And later, Samurai "gaining" the ability to use katanas with "Equip Knife" wouldn't make sense. I tried to keep the spirit of the ability by making it helpful for multiclassing. Perhaps something like weapon focus makes more sense. Let me know what you think about this please.

Use of Monster Skill will be a standard action, and should have a duration (preferable long enough to help, but not long enough to last outside of battle or long enough to "keep" the extra tricks forever by spending an action every couple of minutes. Perhaps 1 rd / level? The animal/creature must also remain within range. (Close Range?)

For Advanced Heal, I'm not sure about the amount of ability damage. I was thinking perhaps 1 pt / use, but perhaps I should limit it to 1 / day only for balance purposes? The DC will be based on the damage taken to the score you are attempting to heal.
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I'll make some changes and update the classes when I can. I'm very grateful for your suggestions and ideas. I feel like these classes are coming along. What do you think about the entrance requirements? I tried to make them as accurate to FFT as possible, but now I think perhaps I should alter them to be more D&D like and increase the min level to at least 5, at most 10.
 

Due to lack of responses, I will not post the rest of the classes here. However feel free to either ask a question/response here or email me. I love to brainstorm about conversions in rpgs (not just d&d). --I even converted weapons from EDF 2017 to mechwarrior.

Thanks,

Killtr
 

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