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Final Fantasy VII - Resurrect the World. [Closed Recruiting for Now]

Reville, I'm going to have you all in the same group, and I'm going to be closing recruitment within a day or so methinks.

That said, having multiple of one concept is just generally bad news methinks. Too much toe-stepping. *Laugh*
All right, I'll see if I can whip something up by Saturday morning. Will that be acceptable? I'm going to be out for a good portion of the day tomorrow and will have precious little time to work on a character.

I'm thinking about a straight archivist or a straight martial rogue (swaps sneak attack for fighter bonus feats).
 

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Alright, most likely the last post before I go off to play the videogames!

Shayuri, I have a concept for you that might work, though I hate to spoil it through Sblocks (Doesn't trust a damn one of you not to read it. Hehe.)

Spellcasting without access to materia isn't just rare, its pretty much unheard of. In the framework I'm looking at, Cetra (Ancients such as Aerith) and creatures spawned of Jenova (Sephiroth, Jenova herself, and to a lesser extent, Genisis and Angeal from Crisis Core.) are the only ones who can cast D&D brand magic.

Some people might be freaked out by you if they found out you weren't using Materia to cast these spells, but no one would really know enough to dislike you.

Reville, You're gonna hate me. ^_^

Archivist is pretty much out as it looks like we already have a spellcaster. As far as the martial rogue goes, I just plain dislike it the class. I'm sorry!!!

That's probably it for tonight folks, be around tomorrow to answer questions. Also, check page 1 for the story update. =)
 

Well Reveille, he said he'd be accepting 4 or 5 players to start with, and there are 5 of us so far, so it's not too full yet. I know how hard it is to try and make an effective monk though. :heh: Plenty of FF character types not really accounted for yet, though.

I don't mind if someone else plays the spellcaster, anyway, I just figured one might be needed in the group. I'm pretty split between my three concepts, so I'd gladly play any one of them.

If Blackrat fills the "criminal"/sneak role and Shayuri the spellcaster, I'll probably just go with my Dragoon concept and try to differentiate him a bit more from Jemal's swordsman. If the sneak/criminal role isn't filled yet, I'll play the Ninja instead.
 


Who said anything about you being a 'former' turk.

Ah. Yes. Now in that case that's exactly what I want if you're okay for a turks being in the party... I think multiclass Rogue/Fighter actually instead the Ranger/Fighter... I'll be propably our main sneak... Is there any roleplay-benefits for being a turks? I could spend a feat to gain something similar to Favored in House from Eberron for example to be able to get favours etc from Shinra?

So let's go over this little detail again: The game is set after AC, right? So Rufus is the boss of Shinra now, right? How long after the movie are we talking about. Right after - few months? Year? Few years?
 

All right, then I'm out.

If I'm correct, of the traditional FF character-types we're still missing the Fists, the "Other Melee" and the Thrower.

Fists would prolly be monk?

With "Other Melee" I mean chars like Quistis, Selphie, Steiner, Red XIII etc. Supporting melee characters outside the main big-sword. I think pure fighter would be good.

I think the Thrower might not work in D&D but it would be cool to see if someone could build it effectively...
 

Kai, I'd like to see your ideas, and work with you on that question.

Can you use PMs on this board? Or you can use my email:

samminmax at gmail dot com.

In the meantime, reading up on the wiki. :)
 

Alright, couple of updates, then bed.

Blackrat, Yes there are roleplay benefits to being a Turk. While they are slightly underfunded these days, they're still supplied with whatever they need that shinra can give, no feat required. =)

As to your storyline questions, see the most recent update to the original post.

Shayuri, see your e-mail.

BEDTIME!
 

couple more questions, I'm almost done.
First: How are we doing HP? Rolling/using an average?
Second: What other languages are there to choose besides 'common' in the FF7 Setting?

As for the 'special power' you referred to, I think I've got an idea. You see, my main problem with the manuevers is the same reason I dislike playing Wizards... More Manuevers known than I can ready at a time. What's the point of knowing a manuever you can't use without 5 minutes warning?!? So what I'd like to suggest as a power is the ability to ready all of my known manuevers (It's 6 instead of 4, not that big of a deal, I think). would that be more, less, or about appropriate to the power level you were figuring these specials should be on?

[sblock=Kai]
Alternately, you could make me the main character and do the "main character is more powerful" take and give me a couple extra levels.. ;) :p
[/sblock]

Well here's the first draft of my swordsman. I'm still debating a few things about manuevers & feats, and have to choose some more skills.
In particular, I'm debating between two of the following feats:
Cleave, Improved Critical, Improved Skirmish.
All work for the character, but I'm not sure which two would be best. Any thoughts?
[sblock=Rough Draft Will]
Will
Male Human Scout4/Ranger1/Warblade6/Exotic Weapon Master 1
AL: CG HT: 6' WT: 180 Hair: Red Eyes: Green

STR: 22 (+6) [10 points +2 lvl + 4 Enhancement]
DEX: 20 (+5) [8 points +1 lvl + 4 Enhancement]
CON: 14 (+2) [6 points + 4 Enhancement]
INT: 14 (+2) [4 points + 2 Enhancement]
WIS: 8 (-1) [2 points + 2 Enhancement]
CHA: 14 (+2) [4 points + 2 Enhancement]

HP: (6d12+2d10+4d8) AC: 19+ (10 base + 5 dex + ? Armour + 2 Deflection + 2 Nat Armour)
Saves: FORT: +16 (10 base + 3 con +2 Resist +1 class) REF: +17 (8 base + 5 dex +2 Resist +2 clarity) WILL: +6 (3 base +1 wis +2 Resist)
Init: +6 (+5 dex + 1 class)
Speed: 40

Bab: 11
Attacks:
Full Blade: +18/13/8, 2d8+14 (17-20/X2)
Skirmish *Requires 10' movement*: +18, 2d8+2d6+14 (17-20/x2), +1 AC

Skills(Total/Ranks):[118 Points] Balance(+22/15); Craft:Weaponsmithing(+5/3); Diplomacy(+20/15); Intimidate(+20/15); Jump(+27/15); Tumble(+22/15); ?

Feats: [8]: Power Attack, Cleave, Exotic W. Proficiency: Full Blade, W.Focus: Full Blade, W.Spec: Full Blade, Improved Critical, Stone Power, Swift Hunter

Class Features: Improved Uncanny Dodge, Battle Clarity/Ardor/Cunning/Skill (+2 to reflex saves, critical confirmation), 2 bonus feats, Uncanny Blow(Exotic Weapon 2-handed adds 2x str mod), +1 Battle Fortitude, Fast Move +10, Skirmish (+2d6, +1 AC), Trackless Step.

Stances:
(Ironheart 1) Punishing Stance - -2 AC, +1d6 damage
(Ironheart 3) Absolute Seel - +10 Speed, + 2 AC
(Tiger Claw 3) Leaping Dragon Stance - +10 jump, all jumps considered running jumps

Manuevers Known: 6; Readied: 4
(Tiger Claw 1) Sudden Leap - Make jump check and gain that as free movement *Straight line, provokes AoO as normal movement* (Swift Action)
(Tiger Claw 2) Rabid Wolf Strike - +4 Attack, +2d6 damage, -4 ac for one turn (Standard Action)
(Stone Dragon 2) Mountain Hammer - +2d6 damage, overcome DR/Hardness (Standard Action)
(Ironheart 3) Ironheart Surge - End one condition with a duration currently affecting you, +2 attacks for 1 round.(Standard Action)
(Stone Dragon 5) Elder Mountain Hammer - +6d6 damage, overcome DR/Hardness.(Standard Action)
(Ironheart 5) Ironheart Focus - Reroll a save (Immediate Action)

Languages: Common, ??

Equipment: 88k
Belt of Strength+4 (16k)
Vest of Constitution+4 (16k)
Gloves of Dexerity+4 (16k)
Circlet of Awareness [Intelligence+2, Wisdom+2, Persuassion] (16.5k)
Amulet of Natural Armour+2(8k)
Ring of Protection+2(8k)
Cloak of Resistance+1/Charisma+2(5k)
2,500 GP

Preferred Weapon: Full Blade
Preferred Armour: Mithril Breast Plate

BIO:
Will is a tall, athletic man with long red hair, a cocky grin, and a giant blade slung over one shoulder.
An ex-Soldier (third class), Will became a popular gladiator at the Gold Saucer Arena when Soldier was disbanded, due to his combination of swordsmanship skill, daring flare, and attitude. Recently, he's grown bored with the Arena and is yearning for a challenge.
[/sblock]
 

See, I knew we'd be stepping on each others' toes a bit like that....both jumping around the battlefield and hitting guys with Stone Dragon maneuvers half the time, just my Dragoon using a few different Tiger Claw strikes and being tougher but somewhat weaker on offense.....

He mentioned earlier, BTW, maximum HP for all levels; one of the first-post updates I think.

Since the spellcaster and the sneak/"criminal" role will already be filled, I'll go with my Dragoon concept or maybe try something a little different.... I *could* try to do a "thrower" as a Warblade 7/Bloodstorm Blade 5. Or I might try a "brawler" sort as a Monk 6/Swordsage 1/Master of Nine 5. Hmm. Probably just best to go with the Dragoon, just not sure yet.

[sblock=Dragoon so far]Human, Male, Lawful Neutral
Green eyes, shoulder-length black hair, pale skin
Age 27, 6'-4", 215 lbs.
Languages: Common, Draconic

Level 12 Warblade
Total Character Level: 12
Experience Points (XP): 66,000

Strength 16 (+3), Dexterity 13 (+1), Constitution 16 (+3)
Intelligence 12 (+1), Wisdom 11 (+0), Charisma 14 (+2)

Total HP: 178, Current HP: 178, Nonlethal Damage: 0
AC: 23 (+1 Dex, +12 Armor), Touch AC: 11, Flat-Footed AC: 22
Base Attack Bonus: +12/+7/+2
Melee Attack Bonus: +15/+10/+5 (+20/+15/+10 longspear)
Ranged Attack Bonus: +13/+8/+3
Initiative: +5 (+1 Dex, +4 Feat), Speed: 20 Feet (armored)
Fortitude +11 (+8 Base, +3 Con)
Reflex +6 (+4 Base, +1 Dex, +1 Int)
Will +6 (+4 Base, +0 Wis, +2 Feat)

Feats: Vital Recovery (15 hp) (General), Weapon Focus (longspear) (General), Sudden Recovery (General), Iron Will (General), Martial Stance (leaping dragon stance) (General), Weapon Specialization (longspear) (Special), Improved Initiative (General), Improved Critical (longspear) (General)

Skills: Balance +5 (5 ranks, +1 Dex, +2 synergy, -3 armor), Climb +8 (8 ranks, +3 Str, -3 armor), Diplomacy +15 (13 ranks, +2 Cha), Intimidate +17 (15 ranks, +2 Cha), Jump +17 (15 ranks, +3 Str, +2 synergy, -3 armor), Knowledge (history) +5 (4 ranks, +1 Int), Knowledge (local) +5 (4 ranks, +1 Int), Martial Lore +5 (4 ranks, +1 Int), Swim +5 (8 ranks, +3 Str, -6 armor), Tumble +14 (14 ranks, +1 Dex, +2 synergy, -3 armor)

Human Racial Traits: Medium Humanoid (Human), bonus feat, extra skill points, favored class is highest-level class.
Class Features: Proficiencies (all simple and martial melee weapons, all light and medium armors, all shields except tower shields), Battle Clarity (ex, Int bonus as an insight bonus to Reflex saves when not flat-footed), Weapon Aptitude (ex, qualifies for feats as though effective fighter level is warblade level -2, can change feats allocated to particular weapons to be for a different weapon with 1 hour of training in the morning), Uncanny Dodge (ex, retains Dex to AC even when caught flat-footed or attacked by an invisible foe), Battle Ardor (ex, Int bonus as an insight bonus to critical threat confirmation rolls), 2 Bonus Feats, Improved Uncanny Dodge (ex, cannot be flanked), Battle Cunning (ex, Int bonus as an insight bonus to damage against flanked or flat-footed targets), Battle Skill (ex, Int bonus as an insight bonus on opposed checks to resist bull rush, disarm, feint, overrun, sunder, or trip attempts).

Maneuvers Known: Sudden Leap (tiger claw 1, boost), Claw at the Moon (tiger claw 2, strike), Soaring Raptor Strike (tiger claw 3, strike), Lightning Recovery (iron heart 4, counter), Death from Above (tiger claw 4, strike), Elder Mountain Hammer (stone dragon 5, strike), Dancing Mongoose (tiger claw 5, boost), Iron Bones (stone dragon 6, strike), Iron Heart Endurance (iron heart 6, boost).
Stances Known: Punishing Stance (iron heart 1), Stonefoot Stance (stone dragon 1), Leaping Dragon Stance (tiger claw 3), Dancing Blade Form (iron heart 5).
Maneuvers Readied: Sudden Leap, Soaring Raptor Strike, Death from Above, Elder Mountain Hammer, Dancing Mongoose.
Stance Active: Leaping Dragon Stance.

Longspear +4 (Two-Handed, 32,305 gp, 1d8+10 damage, 20 threat range, x3 critical multiplier, Piercing, 9 lbs.)
Mithral Full Plate Armor +4 (Medium, 26,500 gp, AC +12, max Dex to AC +3, armor check -3, arcane spell failure 25%, speed 20 feet, 25 lbs.)
Weapon and armor are just placeholders for whatever he might get[/sblock]
 

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