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Final Fantasy Tactics Conversion (Wizard) #1
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<blockquote data-quote="killtr" data-source="post: 4612937" data-attributes="member: 81333"><p><strong>Monk</strong></p><p></p><p>I’m not sure how balanced it is, but here you go. </p><p></p><p> 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.</p><p></p><p>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.</p><p></p><p><strong>Monk (FFT)</strong></p><p><em>Fight for justice...fists of fury! Repeated Fist!</em></p><p></p><p>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.</p><p></p><p>BECOMING A MONK</p><p>Most Monks start as Knights from Squires, although Fighters, Rangers, and other Martial Classes can become a Monk with effort.</p><p></p><p>ENTRY REQUIREMENTS</p><p>: BAB 3</p><p> : Ride 6</p><p> : Improved Unarmed Strike</p><p></p><p>Class Skills</p><p>The Monk’s class skills are Balance, Climb, Craft, Jump, Knowledge: Geography, Profession, Sense Motive, Tumble</p><p></p><p>Skills Points at Each Level: 2 + int</p><p></p><p>Hit Dice: d12</p><p></p><p>Level: BAB: Fort: Ref: Will: Abilities</p><p>1 - 1 - 2 - 0 - 0 - Spin Fist, Monk Unarmed Damage</p><p>2 - 2 - 3 - 0 - 0 - Stigma Magic, Martial Arts</p><p>3 - 3 - 3 - 1 - 1 - Repeating Fist, Wave Fist</p><p>4 - 4 - 4 - 1 - 1 - Secret Fist, Counter</p><p>5 - 5 - 4 - 1 - 1 - Move-HP Up</p><p>6 - 6 - 5 - 2- 2 - Chakra</p><p>7 - 7 - 5 - 2 - 2 - Revive</p><p>8 - 8 - 6 - 2 - 2 - HP Restore</p><p>9 - 9 - 6 - 3 - 3 - Earth Slash</p><p>10 - 10 - 7 - 3 - 3 - Hamedo</p><p></p><p>Weapon Proficiencies: No Weapons and Light Armor</p><p></p><p>CLASS ABILITIES</p><p>--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.</p><p><strong>Monk Unarmed Damage</strong>: Gain unarmed damage as a d20/D&D Monk of (Class level +4)</p><p><strong>Spin Fist</strong>: Attack all surrounding creatures with base unarmed damage</p><p> <strong>Stigma Magic</strong>: Heals as Esuna, Wis mod + 1 / day (min 1)</p><p> <strong>Martial Arts</strong>: As Squires "Equip Axe" for Unarmed</p><p> <strong>Repeating Fist</strong>: 1d4 * base unarmed damage to one adjacent creature</p><p> <strong>Wave Fist</strong>: Unarmed damage to one target up to close range</p><p> <strong>Secret Fist</strong>: Melee strike, Fort save vs 14+Wis or hp = -1 after 3 turns</p><p> <strong>Counter</strong>: If enemies melee attack hits and you are adding Dex to AC, use attack of opportunity action for single melee attack against that opponent.</p><p> <strong>Move-HP Up</strong>: 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)</p><p> <strong>Chakra</strong>: As spell Cure Serious Wounds and recover level 2 spells or 3 MP self and adjacent creatures, Wis mod + 1 / day (min 1)</p><p> <strong>Revive</strong>: As (fft) Spell Raise to one adjacent creature</p><p> <strong>HP Restore</strong>: 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)</p><p> <strong>Earth Slash</strong>: Do base unarmed damage as 40 ft line, Ref vs 17+Str mod only against creatures touching the ground</p><p> <strong>Hamedo</strong>: 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</p><p></p><p>PLAYING A MONK</p><p>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.</p><p>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. </p><p>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.</p><p> ----</p></blockquote><p></p>
[QUOTE="killtr, post: 4612937, member: 81333"] [b]Monk[/b] 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. [B]Monk (FFT)[/B] [I]Fight for justice...fists of fury! Repeated Fist![/I] 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. [B]Monk Unarmed Damage[/B]: Gain unarmed damage as a d20/D&D Monk of (Class level +4) [B]Spin Fist[/B]: Attack all surrounding creatures with base unarmed damage [B]Stigma Magic[/B]: Heals as Esuna, Wis mod + 1 / day (min 1) [B]Martial Arts[/B]: As Squires "Equip Axe" for Unarmed [B]Repeating Fist[/B]: 1d4 * base unarmed damage to one adjacent creature [B]Wave Fist[/B]: Unarmed damage to one target up to close range [B]Secret Fist[/B]: Melee strike, Fort save vs 14+Wis or hp = -1 after 3 turns [B]Counter[/B]: If enemies melee attack hits and you are adding Dex to AC, use attack of opportunity action for single melee attack against that opponent. [B]Move-HP Up[/B]: 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) [B]Chakra[/B]: As spell Cure Serious Wounds and recover level 2 spells or 3 MP self and adjacent creatures, Wis mod + 1 / day (min 1) [B]Revive[/B]: As (fft) Spell Raise to one adjacent creature [B]HP Restore[/B]: 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) [B]Earth Slash[/B]: Do base unarmed damage as 40 ft line, Ref vs 17+Str mod only against creatures touching the ground [B]Hamedo[/B]: 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. ---- [/QUOTE]
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