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


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Sarah - All groups need a healer, whether they admit it or not. :D

Arkhandus -
An anime-ish Final Fantasy (Such as 7) in my mind requires good jumping on the part of the melee characters, as such I felt that Leaping dragon Stance and Sudden Leap were required. (Just look at the fight scenes in Advent Children for an example)

I like the dragoon concept, and had seriously contemplated it myself. I don't think we'll be stepping on each other's toes too much, after all a good group kinda needs two main melee types. I admit that our characters ARE similar, but why not work WITH that instead of assuming it'll get in the way? A pair of hard-hitting melee's with complementary skills is a tough nut to crack, and can be very fun to play so long as we each have something unique.

And now, a few mechanical issues about your character.

First and foremost:
You can't play a Dragoon without Leap Attack, it's... it's just... wrong...
Second:
You should take Leap Attack. (this bears mentioning twice).
Third:
Do you really need Sudden Recovery as a Warblade? They can allready recover ALL expended manuevers as a swift action.
Fourth: Improved Initiative is generally a wasted feat unless your character's fighting style relies on catching your opponent flat-footed.

My suggestions so far would be to drop sudden recovery and Improved Initiative and replace them with Power Attack and Leap Attack. That will greatly increase your offensive capabilities.

And Finally:
I recall Kai saying DON'T buy weapon/armour, b/c they will be provided for us (It seems a large part of his final fantasy setting is using a similar approach to what I used for my FFJ game). As such, I suggest re-allocating the gold you spent on your +4 long spear and +4 Mithril Full Plate to other items. This returns 58,805 gp that you can use on other stuff.
A Belt of Strength+6 would be my biggest suggestion, upping you to a +6 strength modifier, making your 'normal' spear attack +19 for 1d8+11 damage(19-20/x3 crit), not counting whatever weapon you are given. That being done, your 'offensive lag' isn't all that much. I'd also suggest buying some defensive items to up your AC.. perhaps a Ring of Protection, Amulet of Natural Armour, and maybe even Gloves of Dex (As mithril full plate has a max dex of +3 and your current dex mod is +1).

My quick comparison of our characters:

Assuming we both get our 'preferred' armour types, I'd have a Mithril Breast-plate for a total AC of 24+enhancement. If you were to spend 20,000 GP on defensive items (Which is less than I spent), you'd have mithril full plate for a total AC of 24+enhancement, giving us the same AC.
YOU would have a +1 to hit, 30 more HP, and harder hitting crits.
I would deal 1d8+3 more damage, and more frequent crits.

It's our respective playing/fighting styles and special manuevers/abilities that will set us apart from each other.

Oh, also - I'm not the DM, but if you could break down your ability scores as to how they each got their current total (Points spent + where your level bonuses went and what (if any) enhancement/racial bonuses you may have?
 

Sarah - Sure, every group needs a healer. We just don't know yet what kind of spellcaster Shayuri's going to play, and a non-spellcasting healer would be hard......maybe a dragon shaman, or a well-designed crusader, but I can't think of any other ways. The DM is restricting us to one spellcaster since people in Final Fantasy 7 generally don't have any magic besides Materia (Cetra/Ancients, Jenova, and Sephiroth being the only exceptions shown).

some good points but ones that don't need addressing....and then:

And now, a few mechanical issues about your character.

First and foremost:
You can't play a Dragoon without Leap Attack, it's... it's just... wrong...
Second:
You should take Leap Attack. (this bears mentioning twice).
Third:
Do you really need Sudden Recovery as a Warblade? They can allready recover ALL expended manuevers as a swift action.
Fourth: Improved Initiative is generally a wasted feat unless your character's fighting style relies on catching your opponent flat-footed.

My suggestions so far would be to drop sudden recovery and Improved Initiative and replace them with Power Attack and Leap Attack. That will greatly increase your offensive capabilities.
1./2. I believed I mentioned earlier, though it may've been in my stupid lost post that EN World ate, that I don't have Complete Warrior. Therefore I don't have Leap Attack, as I believe it comes from that supplement. I don't even know what the heck Leap Attack does, I just know that people mention it a lot around here and that it seems like it must be really broken or just really strong.

PHB2 and ToB:Bo9S are the only 3.5 books I have. Everything else in my collection is 3.0 or other systems. I use the SRD for 3.5 games. I do have some 3.5 issues of Dragon Magazine (dead tree version), which includes the issue that featured Complete Adventurer's "Ninja" class, and I have checked out a few things in 3.5 books of other gamers at some game sessions before, but I do not own any of those other books.

3. Sudden Recovery is there so he can, if needed, use Soaring Raptor Strike or Elder Mountain Hammer two rounds in a row. Mostly just because I couldn't spare enough non-bonus feats to get him something more handy.

Warblades have a really limited bonus feat selection, thus Iron Will and Improved Initiative. Shoring up my weak save to less auto-fail levels, and getting a better chance at acting quickly in battle. With all my jumping around, Ironheart Aura would be a waste, and my Dexterity isn't high enough to make some other feats useful.

While I could swap out one or two feats for better ones, I don't want to munchkinize my PC. So I'm not going for cheesy two-handed Power Attack with Cleave and excessively high Strength, though it would be really easy to do that and have a brutal Warblade. I hate 3.5's overtwinking of Power Attack.

Jemal said:
And Finally:
I recall Kai saying DON'T buy weapon/armour, b/c they will be provided for us (It seems a large part of his final fantasy setting is using a similar approach to what I used for my FFJ game). As such, I suggest re-allocating the gold you spent on your +4 long spear and +4 Mithril Full Plate to other items. This returns 58,805 gp that you can use on other stuff.
A Belt of Strength+6 would be my biggest suggestion, upping you to a +6 strength modifier, making your 'normal' spear attack +19 for 1d8+11 damage(19-20/x3 crit), not counting whatever weapon you are given. That being done, your 'offensive lag' isn't all that much. I'd also suggest buying some defensive items to up your AC.. perhaps a Ring of Protection, Amulet of Natural Armour, and maybe even Gloves of Dex (As mithril full plate has a max dex of +3 and your current dex mod is +1).
I haven't spent any gold, really. I don't know yet how much starting wealth we're getting, or what we're allowed to spend it on, though it may've been added to the first post sometime after my most recent checking of that post.

I just guesstimated that by 12th-level, my Dragoon could expect to have at least a +4 weapon and +4 armor, so I inserted those as placeholders for determining what his probable AC, attack, and damage values would be. I noted the gold piece values for these items only out of habit, I didn't bother with any further GP/"Gil" calculations.

Jemal said:
My quick comparison of our characters:

Assuming we both get our 'preferred' armour types, I'd have a Mithril Breast-plate for a total AC of 24+enhancement. If you were to spend 20,000 GP on defensive items (Which is less than I spent), you'd have mithril full plate for a total AC of 24+enhancement, giving us the same AC.
YOU would have a +1 to hit, 30 more HP, and harder hitting crits.
I would deal 1d8+3 more damage, and more frequent crits.

It's our respective playing/fighting styles and special manuevers/abilities that will set us apart from each other.

Oh, also - I'm not the DM, but if you could break down your ability scores as to how they each got their current total (Points spent + where your level bonuses went and what (if any) enhancement/racial bonuses you may have?
I know, that's why I didn't just reject my original Dragoon concept altogether, I'm still giving it thought. Dragoon types have always seemed to me to be the really-freaking-tough melee combatants of Final Fantasy, sometimes with a few support abilities. Soaring Raptor Strike and Elder Mountain Hammer are the closest things to monster-hunter techniques I can think of that fit within the concept and class.

The characters' respective "specials", equipment, and whatever little changes I may make to feats and ability scores, will be what differentiate these two. And it is handy sometimes to have two meat shields/tanks.

Stat-wise: Strength 16 (+3), Dexterity 13 (+1), Constitution 16 (+3)
Intelligence 12 (+1), Wisdom 11 (+0), Charisma 14 (+2).
Strength base of 14 (6 points), +1 from 4th-level and again at 8th-level.
Dexterity base of 13 (5 points).
Constitution base of 15 (8 points), +1 from 12th-level.
Intelligence base of 12 (4 points).
Wisdom base of 11 (3 points).
Charisma base of 14 (6 points).
6+5=11, 11+8=19, 19+4=23, 23+3=26, 26+6=32.
32-point nonstandard-point-buy per the DMG.
 

Also, Kai Sarutobi, here's something I put together over the past 2-3 days inbetween reading, posting, and handling my Sannin runs in Billy Versus SNAKEMAN....

A list of Materia in Final Fantasy 7 with some basic details like their shop price, AP total needed for each level, spells/abilities unlocked at each level, MP cost, element (though some are a bit different in name from D&D ones; Ice in FF7 is Cold in D&D, Lightning in FF7 is Electricity in D&D, Wind in FF7 is Air in D&D, etc.), and attribute changes from equipping the Materia (those attributes differ somewhat from the D&D ones too; Vitality instead of Constitution, for instance, and the FF7 values are higher; a +4 in FF7 is like +2 or +1 to a D&D ability score). Just something to help out a bit with whatever Materia conversion you plan to do.

[sblock=FF7 Materia]* Attribute Changes all apply when equipping the materia, and do not change with the materia's level.
** At this level the materia is Mastered. Mastered materia no longer accumulates Ability Points, but magically "grows" and splits off a new materia of the same type with 0 AP, and the new materia may advance normally.
Code:
[U]Green (Magic) Materia In FF7[/U]
[B]Materia Name		Price And	Element	Attribute
And Spell Names		AP Needed	And MP	Changes *[/B]
Barrier Materia		10,000 gil	None	Strength -2
Barrier			0 ap		16 mp	Vitality -1
M-Barrier		5,000 ap	24 mp	Magic +2
Wall			15,000 ap	58 mp	Magic Defense +1
Reflect			30,000 ap	30 mp	Max HP -5%
[I]Mastered[/I] **		45,000 ap		Max MP +5%

Comet Materia		------- gil	None	Strength -2
Comet			0 ap		70 mp	Vitality -1
Comet 2			12,000 ap	110 mp	Magic +2
[I]Mastered[/I] **		60,000 ap		Magic Defense +1
						Max HP -5%
						Max MP +5%

Contain Materia		------- gil	None	Strength -4
Freeze (ice element)	0 ap		82 mp	Vitality -2
Break (earth element)	5,000 ap	86 mp	Magic +4
Tornado (wind element)	10,000 ap	90 mp	Magic Defense +2
Flare (fire element)	15,000 ap	100 mp	Max HP -10%
[I]Mastered[/I] **		60,000 ap		Max MP +10%

Destruct Materia	9,000 gil	None	Strength -2
DeBarrier		0 ap		12 mp	Vitality -1
DeSpell			6,000 ap	20 mp	Magic +2
Death			10,000 ap	30 mp	Magic Defense +1
[I]Mastered[/I] **		45,000 ap		Max HP -5%
						Max MP +5%

Earth Materia		1,500 gil	Earth	Strength -1
Quake			0 ap		6 mp	Vitality -0
Quake 2			6,000 ap	28 mp	Magic +1
Quake 3			22,000 ap	68 mp	Magic Defense +0
[I]Mastered[/I] **		40,000 ap		Max HP -2%
						Max MP +2%

Exit Materia		10,000 gil	None	Strength -1
Escape			0 ap		16 mp	Vitality -0
Remove			10,000 ap	99 mp	Magic +1
[I]Mastered[/I] **		30,000 ap		Magic Defense +0
						Max HP -2%
						Max MP +2%

Fire Materia		600 gil		Fire	Strength -1
Fire			0 ap		4 mp	Vitality -0
Fire 2			2,000 ap	22 mp	Magic +1
Fire 3			18,000 ap	55 mp	Magic Defense +0
[I]Mastered[/I] **		35,000 ap		Max HP -2%
						Max MP +2%

Fullcure Materia	------- gil	None	Strength -4
-------			0 ap			Vitality -2
Fullcure		3,000 ap	99 mp	Magic +4
[I]Mastered[/I] **		100,000 ap		Magic Defense +2
						Max HP -10%
						Max MP +10%

Gravity Materia		8,000 gil	Gravity	Strength -1
Demi			0 ap		14 mp	Vitality -0
Demi 2			10,000 ap	33 mp	Magic +1
Demi 3			20,000 ap	48 mp	Magic Defense +0
[I]Mastered[/I] **		40,000 ap		Max HP -2%
						Max MP +2%

Heal Materia		1,500 gil	None	Strength -1
Poisona			0 ap		3 mp	Vitality -0
Esuna			12,000 ap	15 mp	Magic +1
Resist			52,000 ap	120 mp	Magic Defense +0
[I]Mastered[/I] **		60,000 ap		Max HP -2%
						Max MP +2%

Ice Materia		600 gil		Ice	Strength -1
Ice			0 ap		4 mp	Vitality -0
Ice 2			2,000 ap	22 mp	Magic +1
Ice 3			18,000 ap	55 mp	Magic Defense +0
[I]Mastered[/I] **		35,000 ap		Max HP -2%
						Max MP +2%

Lightning Materia	600 gil		Lightning  Strength -1
Bolt			0 ap		4 mp	Vitality -0
Bolt 2			2,000 ap	22 mp	Magic +1
Bolt 3			18,000 ap	55 mp	Magic Defense +0
[I]Mastered[/I] **		35,000 ap		Max HP -2%
						Max MP +2%

Master Magic Materia	------- gil	None	None
[I]Master Magic does not gain AP and cannot be Mastered[/I]

Mystify Materia		6,000 gil	None	Strength -1
Confu			0 ap		18 mp	Vitality -0
Berserk			12,000 ap	28 mp	Magic +1
[I]Mastered[/I] **		25,000 ap		Magic Defense +0
						Max HP -2%
						Max MP +2%

Poison Materia		1,500 gil	Poison	Strength -1
Bio			0 ap		8 mp	Vitality -0
Bio 2			5,000 ap	36 mp	Magic +1
Bio 3			20,000 ap	80 mp	Magic Defense +0
[I]Mastered[/I] **		38,000 ap		Max HP -2%
						Max MP +2%

Restore Materia		750 gil		None	Strength -1
Cure			0 ap		5 mp	Vitality -0
Cure 2			2,500 ap	24 mp	Magic +1
Regen			17,000 ap	30 mp	Magic Defense +0
Cure 3			24,000 ap	64 mp	Max HP -2%
[I]Mastered[/I] **		40,000 ap		Max MP +2%

Revive Materia		3,000 gil	None	Strength -2
Life			0 ap		34 mp	Vitality -1
Life 2			45,000 ap	100 mp	Magic +2
[I]Mastered[/I] **		55,000 ap		Magic Defense +1
						Max HP -5%
						Max MP +5%

Seal Materia		3,000 gil	None	Strength -1
Sleepel			0 ap		8 mp	Vitality -0
Silence			10,000 ap	24 mp	Magic +1
[I]Mastered[/I] **		20,000 ap		Magic Defense +0
						Max HP -2%
						Max MP +2%

Shield Materia		------- gil	None	Strength -4
-------			0 ap			Vitality -2
Shield			10,000 ap	180	Magic +4
[I]Mastered[/I] **		100,000 ap		Magic Defense +2
						Max HP -10%
						Max MP +10%

Time Materia		6,000 gil	None	Strength -2
Haste			0 ap		18 mp	Vitality -1
Slow			8,000 ap	20 mp	Magic +2
Stop			20,000 ap	34 mp	Magic Defense +1
[I]Mastered[/I] **		42,000 ap		Max HP -5%
						Max MP +5%

Transform Materia	5,000 gil	None	Strength -1
Mini			0 ap		10 mp	Vitality -0
Toad			8,000 ap	14 mp	Magic +1
[I]Mastered[/I] **		24,000 ap		Magic Defense +0
						Max HP -2%
						Max MP +2%

Ultima Materia		------- gil	None	Strength -4
-------			0 ap			Vitality -2
Ultima			5,000 ap	130 mp	Magic +4
[I]Mastered[/I] **		100,000 ap		Magic Defense +2
						Max HP -10%
						Max MP +10%
Code:
[U]Blue (Support) Materia In FF7[/U]
[B]Materia Name			Price And	Element	Attribute
And Effect Names		AP Needed	And MP	Changes *[/B]
Added Cut Materia		------- gil	None	None
Added Cut			0 ap		0 mp
[I]Mastered[/I] **			200,000 ap

Added Effect Materia		------- gil	None	None
Added Effect			0 ap		0 mp
[I]Mastered[/I] **			100,000 ap

All Materia			20,000 gil	None	None
All (1/battle)			0 ap		0 mp
All (2/battle)			1,500 ap	0 mp
All (3/battle)			6,000 ap	0 mp
All (4/battle)			18,000 ap	0 mp
All (5/battle) **		35,000 ap	0 mp

Counter Materia			------- gil	None	None
Counter 30%			0 ap		0 mp
Counter 40%			40,000 ap	0 mp
Counter 60%			80,000 ap	0 mp
Counter 80%			120,000 ap	0 mp
Counter 100% **			200,000 ap	0 mp

Elemental Materia		------- gil	None	None
Elemental (attack or halve)	0 ap		0 mp
Elemental (attack or void)	10,000 ap	0 mp
Elemental (attack or absorb)	40,000 ap	0 mp
[I]Mastered[/I] **			80,000 ap

Final Attack Materia		------- gil	None	None
Final Attack (1/battle)		0 ap		0 mp
Final Attack (2/battle)		20,000 ap	0 mp
Final Attack (3/battle)		40,000 ap	0 mp
Final Attack (4/battle)		80,000 ap	0 mp
Final Attack (5/battle) **	160,000 ap	0 mp

HP Absorb Materia		------- gil	None	None
HP Absorb (1/10th)		0 ap		0 mp
[I]Mastered[/I] **			100,000 ap

Magic Counter Materia		------- gil	None	None
Magic Counter 30%		0 ap		0 mp
Magic Counter 40%		40,000 ap	0 mp
Magic Counter 60%		80,000 ap	0 mp
Magic Counter 80%		160,000 ap	0 mp
Magic Counter 100% **		300,000 ap	0 mp

MP Absorb Materia		------- gil	None	None
MP Absorb (1/10th)		0 ap		0 mp
[I]Mastered[/I] **			100,000 ap

MP Turbo Materia		------- gil	None	None
MP Turbo +10%			0 ap		0 mp
MP Turbo +20%			10,000 ap	0 mp
MP Turbo +30%			30,000 ap	0 mp
MP Turbo +40%			60,000 ap	0 mp
MP Turbo +50% **		120,000 ap	0 mp

Quadra Magic Materia		------- gil	None	None
Quadra Magic (1/battle)		0 ap		0 mp
Quadra Magic (2/battle)		40,000 ap	0 mp
Quadra Magic (3/battle)		80,000 ap	0 mp
Quadra Magic (4/battle)		120,000 ap	0 mp
Quadra Magic (5/battle) **	200,000 ap	0 mp

Sneak Attack Materia		------- gil	None	None
Sneak Attack 20%		0 ap		0 mp
Sneak Attack 35%		20,000 ap	0 mp
Sneak Attack 50%		60,000 ap	0 mp
Sneak Attack 65%		100,000 ap	0 mp
Sneak Attack 80% **		150,000 ap	0 mp

Steal as Well Materia		------- gil	None	None
Steal as Well			0 ap		0 mp
[I]Mastered[/I] **			200,000 ap
Code:
[U]Yellow (Command) Materia In FF7[/U]
[B]Materia Name			Price And	Element	Attribute
And Ability Names		AP Needed	And MP	Changes *[/B]
Deathblow Materia		10,000 gil	None	Luck +1
Deathblow			0 ap		0 mp
[I]Mastered[/I] **			40,000 ap

Double Cut Materia		------- gil	None	Dexterity +2
2x-Cut				0 ap		0 mp
4x-Cut				100,000 ap	0 mp
[I]Mastered[/I] **			150,000 ap

Enemy Skill Materia		------- gil	None	None
Enemy Skill (any absorbed)	[I]No AP gain[/I]	[I]Variable mp[/I]
[I]Mastered[/I] **			[I]Master by absorbing all Enemy Skill techniques[/I]

Manipulate Materia		10,000 gil	None	None
Manipulate			0 ap		0 mp
[I]Mastered[/I] **			40,000 ap

Master Command Materia		------- gil	None	None
[I]Master Command does not gain AP and cannot be Mastered[/I]

Mime Materia			------- gil	None	None
Mime				0 ap		0 mp
[I]Mastered[/I] **			100,000 ap

Morph Materia			------- gil	None	None
Morph				0 ap		0 mp
[I]Mastered[/I] **			100,000 ap

Sense Materia			1,000 gil	None	None
Sense				0 ap		0 mp
[I]Mastered[/I] **			40,000 ap

Slash-All Materia		------- gil	None	None
Slash-All			0 ap		0 mp
Flash				130,000 ap	0 mp
[I]Mastered[/I] **			150,000 ap

Steal Materia			1,200 gil	None	Dexterity +2
Steal				0 ap		0 mp
Mug				40,000 ap	0 mp
[I]Mastered[/I] **			50,000 ap

Throw Materia			10,000 gil	None	Vitality +1
Throw				0 ap		0 mp
Coin				45,000 ap	0 mp
[I]Mastered[/I] **			60,000 ap

W Item Materia			------- gil	None	None
W-Item				0 ap		0 mp
[I]Mastered[/I] **			250,000 ap

W Magic Materia			------- gil	None	None
W-Magic				0 ap		0 mp
[I]Mastered[/I] **			250,000 ap

W Summon Materia		------- gil	None	None
W-Summon			0 ap		0 mp
[I]Mastered[/I] **			250,000 ap
Code:
[U]Purple (Independent) Materia In FF7[/U]
[B]Materia Name			Price And	Element	Attribute
And Effect Names		AP Needed	And MP	Changes *[/B]
Chocobo Lure Materia		------- gil	None	Luck +1
Chocobo Lure 100%		0 ap		0 mp
Chocobo Lure 150%		3,000 ap	0 mp
Chocobo Lure 200%		10,000 ap	0 mp
[I]Mastered[/I] **			30,000 ap

Counter Attack Materia		------- gil	None	None
Counter Attack 20%		0 ap		0 mp
Counter Attack 40%		10,000 ap	0 mp
Counter Attack 60%		20,000 ap	0 mp
Counter Attack 80%		50,000 ap	0 mp
Counter Attack 100% **		100,000 ap	0 mp

Cover Materia			1,000 gil	None	Vitality +1
Cover 20%			0 ap		0 mp
Cover 40%			2,000 ap	0 mp
Cover 60%			10,000 ap	0 mp
Cover 80%			25,000 ap	0 mp
Cover 100% **			40,000 ap	0 mp

Enemy Away Materia		------- gil	None	Luck +1
Enemy Away -50%			0 ap		0 mp
Enemy Away -75%			10,000 ap	0 mp
[I]Mastered[/I] **			50,000 ap

Enemy Lure Materia		------- gil	None	Luck -1
Enemy Lure 150%			0 ap		0 mp
Enemy Lure 200%			10,000 ap	0 mp
[I]Mastered[/I] **			50,000 ap

EXP Plus Materia		------- gil	None	Luck +1
EXP Plus 150%			0 ap		0 mp
EXP Plus 200%			60,000 ap	0 mp
[I]Mastered[/I] **			150,000 ap

Gil Plus Materia		------- gil	None	Luck +1
Gil Plus 150%			0 ap		0 mp
Gil Plus 200%			80,000 ap	0 mp
[I]Mastered[/I] **			150,000 ap

HP <-> MP Materia		------- gil	None	None
HP <-> MP			0 ap		0 mp
[I]Mastered[/I] **			60,000 ap

HP Plus Materia			8,000 gil	None	None
HP Plus +10%			0 ap		0 mp
HP Plus +20%			10,000 ap	0 mp
HP Plus +30%			20,000 ap	0 mp
HP Plus +40%			30,000 ap	0 mp
HP Plus +50% **			50,000 ap	0 mp

Long Range Materia		------- gil	None	None
Long Range			0 ap		0 mp
[I]Mastered[/I] **			80,000 ap

Luck Plus Materia		------- gil	None	None
Luck Plus +10%			0 ap		0 mp
Luck Plus +20%			15,000 ap	0 mp
Luck Plus +30%			30,000 ap	0 mp
Luck Plus +40%			60,000 ap	0 mp
Luck Plus +50% **		100,000 ap	0 mp

Magic Plus Materia		8,000 gil	None	None
Magic Plus +10%			0 ap		0 mp
Magic Plus +20%			10,000 ap	0 mp
Magic Plus +30%			20,000 ap	0 mp
Magic Plus +40%			30,000 ap	0 mp
Magic Plus +50% **		50,000 ap	0 mp

Mega All Materia		------- gil	None	None
Mega All (1/battle)		0 ap		0 mp
Mega All (2/battle)		20,000 ap	0 mp
Mega All (3/battle)		40,000 ap	0 mp
Mega All (4/battle)		80,000 ap	0 mp
Mega All (5/battle) **		160,000 ap	0 mp

MP Plus Materia			8,000 gil	None	None
MP Plus +10%			0 ap		0 mp
MP Plus +20%			10,000 ap	0 mp
MP Plus +30%			20,000 ap	0 mp
MP Plus +40%			30,000 ap	0 mp
MP Plus +50% **			50,000 ap	0 mp

Pre-Emptive Materia		------- gil	None	Dexterity +2
Pre-Emptive +6%			0 ap		0 mp
Pre-Emptive +9%			8,000 ap	0 mp
Pre-Emptive +11%		20,000 ap	0 mp
Pre-Emptive +14%		40,000 ap	0 mp
Pre-Emptive +19% **		80,000 ap	0 mp

Speed Plus Materia		------- gil	None	None
Speed Plus +10%			0 ap		0 mp
Speed Plus +20%			15,000 ap	0 mp
Speed Plus +30%			30,000 ap	0 mp
Speed Plus +40%			60,000 ap	0 mp
Speed Plus +50% **		100,000 ap	0 mp

Underwater Materia		------- gil	None	None
[I]Underwater does not gain AP and cannot be Mastered[/I]
Code:
[U]Red (Summon) Materia In FF7[/U]
[B]Materia Name			Price And	Element	Attribute
And Spell Names			AP Needed	And MP	Changes *[/B]
Alexander Materia		------- gil	Holy	Strength -0
Judgement (1/battle)		0 ap		120 mp	Vitality -0
Judgement (2/battle)		25,000 ap	120 mp	Magic +1
Judgement (3/battle)		65,000 ap	120 mp	Magic Defense +1
Judgement (4/battle)		100,000 ap	120 mp	Max HP -5%
Judgement (unlimited) **	150,000 ap	120 mp	Max MP +5%

Bahamut Materia			------- gil	None	Strength -0
Mega Flare (1/battle)		0 ap		100 mp	Vitality -0
Mega Flare (2/battle)		20,000 ap	100 mp	Magic +1
Mega Flare (3/battle)		50,000 ap	100 mp	Magic Defense +1
Mega Flare (4/battle)		80,000 ap	100 mp	Max HP -5%
Mega Flare (unlimited) **	120,000 ap	100 mp	Max MP +5%

Bahamut ZERO Materia		------- gil	None	Strength -0
Tera Flare (1/battle)		0 ap		180 mp	Vitality -0
Tera Flare (2/battle)		35,000 ap	180 mp	Magic +4
Tera Flare (3/battle)		120,000 ap	180 mp	Magic Defense +4
Tera Flare (4/battle)		150,000 ap	180 mp	Max HP -10%
Tera Flare (unlimited) **	250,000 ap	180 mp	Max MP +15%

Choco/Mog Materia		------- gil	Wind	Strength -0
Deathblow!/Fat						Vitality -0
Chocobo (1/battle)		0 ap		14 mp	Magic +1
Deathblow!/Fat						Magic Defense +0
Chocobo (2/battle)		2,000 ap	14 mp	Max HP -2%
Deathblow!/Fat						Max MP +2%
Chocobo (3/battle)		14,000 ap	14 mp
Deathblow!/Fat	
Chocobo (4/battle)		25,000 ap	14 mp
Deathblow!/Fat	
Chocobo (unlimited) **		35,000 ap	14 mp

Hades Materia			------- gil	None	Strength -0
Black Cauldron (1/battle)	0 ap		150 mp	Vitality -0
Black Cauldron (2/battle)	35,000 ap	150 mp	Magic +4
Black Cauldron (3/battle)	120,000 ap	150 mp	Magic Defense +4
Black Cauldron (4/battle)	150,000 ap	150 mp	Max HP -10%
Black Cauldron (unlimited) **	250,000 ap	150 mp	Max MP +15%

Ifrit Materia			------- gil	Fire	Strength -0
Hellfire (1/battle)		0 ap		34 mp	Vitality -0
Hellfire (2/battle)		5,000 ap	34 mp	Magic +1
Hellfire (3/battle)		20,000 ap	34 mp	Magic Defense +0
Hellfire (4/battle)		35,000 ap	34 mp	Max HP -2%
Hellfire (unlimited) **		60,000 ap	34 mp	Max MP +2%

Kjata Materia			------- gil	Fire/Ice/Lightning
Tetra Disaster (1/battle)	0 ap		110 mp	Strength -0
Tetra Disaster (2/battle)	22,000 ap	110 mp	Vitality -0
Tetra Disaster (3/battle)	60,000 ap	110 mp	Magic +1
Tetra Disaster (4/battle)	90,000 ap	110 mp	Magic Defense +1
Tetra Disaster (unlimited) **	140,000 ap	110 mp	Max HP -5%
							Max MP +5%

Knights of the Round Materia	------- gil	None	Strength -0
Ultimate End (1/battle)		0 ap		250 mp	Vitality -0
Ultimate End (2/battle)		50,000 ap	250 mp	Magic +8
Ultimate End (3/battle)		200,000 ap	250 mp	Magic Defense +8
Ultimate End (4/battle)		300,000 ap	250 mp	Max HP -10%
Ultimate End (unlimited) **	500,000 ap	250 mp	Max MP +20%

Leviathan Materia		------- gil	Water	Strength -0
Tidal Wave (1/battle)		0 ap		78 mp	Vitality -0
Tidal Wave (2/battle)		18,000 ap	78 mp	Magic +1
Tidal Wave (3/battle)		38,000 ap	78 mp	Magic Defense +1
Tidal Wave (4/battle)		70,000 ap	78 mp	Max HP -5%
Tidal Wave (unlimited) **	100,000 ap	78 mp	Max MP +5%

Master Summon Materia		------- gil	None	None
[I]Master Summon does not gain AP and cannot be Mastered[/I]

Neo Bahamut Materia		------- gil	None	Strength -0
Giga Flare (1/battle)		0 ap		140 mp	Vitality -0
Giga Flare (2/battle)		30,000 ap	140 mp	Magic +2
Giga Flare (3/battle)		80,000 ap	140 mp	Magic Defense +2
Giga Flare (4/battle)		140,000 ap	140 mp	Max HP -10%
Giga Flare (unlimited) **	200,000 ap	140 mp	Max MP +10%

Odin Materia			------- gil	None	Strength -0
Gunge Lance/Steel-Bladed				Vitality -0
Sword (1/battle)		0 ap		80 mp	Magic +1
Gunge Lance/Steel-Bladed				Magic Defense +1
Sword (2/battle)		16,000 ap	80 mp	Max HP -5%
Gunge Lance/Steel-Bladed				Max MP +5%
Sword (3/battle)		32,000 ap	80 mp
Gunge Lance/Steel-Bladed
Sword (4/battle)		65,000 ap	80 mp
Gunge Lance/Steel-Bladed
Sword (unlimited) **		90,000 ap	80 mp

Phoenix Materia			------- gil	Fire	Strength -0
Phoenix Flame (1/battle)	0 ap		180 mp	Vitality -0
Phoenix Flame (2/battle)	28,000 ap	180 mp	Magic +2
Phoenix Flame (3/battle)	70,000 ap	180 mp	Magic Defense +2
Phoenix Flame (4/battle)	120,000 ap	180 mp	Max HP -10%
Phoenix Flame (unlimited) **	180,000 ap	180 mp	Max MP +10%

Ramuh Materia			------- gil	Lightning  Strength -0
Judgement Bolt (1/battle)	0 ap		40 mp	Vitality -0
Judgement Bolt (2/battle)	10,000 ap	40 mp	Magic +1
Judgement Bolt (3/battle)	25,000 ap	40 mp	Magic Defense +0
Judgement Bolt (4/battle)	50,000 ap	40 mp	Max HP -2%
Judgement Bolt (unlimited) **	70,000 ap	40 mp	Max MP +2%

Shiva Materia			------- gil	Ice	Strength -0
Diamond Dust (1/battle)		0 ap		32 mp	Vitality -0
Diamond Dust (2/battle)		4,000 ap	32 mp	Magic +1
Diamond Dust (3/battle)		15,000 ap	32 mp	Magic Defense +0
Diamond Dust (4/battle)		30,000 ap	32 mp	Max HP -2%
Diamond Dust (unlimited) **	50,000 ap	32 mp	Max MP +2%

Titan Materia			------- gil	Earth	Strength -0
Anger of the Land (1/battle)	0 ap		46 mp	Vitality -0
Anger of the Land (2/battle)	15,000 ap	46 mp	Magic +1
Anger of the Land (3/battle)	30,000 ap	46 mp	Magic Defense +0
Anger of the Land (4/battle)	60,000 ap	46 mp	Max HP -2%
Anger of the Land					Max MP +2%
(unlimited) **			80,000 ap	46 mp

Typoon Materia			------- gil	Earth/Fire/Ice/Lightning
Disintegration (1/battle)	0 ap		160 mp	Strength -0
Disintegration (2/battle)	35,000 ap	160 mp	Vitality -0
Disintegration (3/battle)	120,000 ap	160 mp	Magic +4
Disintegration (4/battle)	150,000 ap	160 mp	Magic Defense +4
Disintegration (unlimited) **	250,000 ap	160 mp	Max HP -10%
							Max MP +15%
[/sblock]
 
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Ark - Leap Attack is from Complete Adventurer.
[sblock=leap attack]
Prerequisites: Jump 8 ranks, Power Attack
Benefit: you can combine a jump with a charge against an opponent. if you cover at least 10 feet of horizontal distance with your jump and end yur jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the power attack feat. If you use this tactic with a two-handed weapon, you istead triple the extra damage from power attack. This attack must follow all the normal rules for using the jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.
[/sblock]

As for equipment, he did indeed add it in one of his daily updates.
Standard Wealth for level 12. Do not buy weapons or anything that gives an 'Armor' Bonus

Also...
While I could swap out one or two feats for better ones, I don't want to munchkinize my PC. So I'm not going for cheesy two-handed Power Attack with Cleave and excessively high Strength, though it would be really easy to do that and have a brutal Warblade. I hate 3.5's overtwinking of Power Attack.
Jemal's Pet peeve number 238: People who think that if they don't make their character effective, they are somehow better than those of us who like to create a character that can actually hold his own.
I find it amusing how you managed to fit all three of the derogatories that set me off into a single paragraph. "Munchkinize, Cheezy, overtwink"
 

There's a difference between effective and "frustrates the DM" or "makes other players feel like their characters are useless/pointless". I've seen too many players (and some DMs) who only care about their own enjoyment and make the rest of the group feel like they're wasting their time.

Just because I avoid min-maxing every little thing, doesn't mean I don't try to make an effective, useful character. I just avoid the few bits and pieces that would put it over the top. And most of my character concepts just aren't of the really-effective sort, so I optimize them as much as I can to make them useful, but since they weren't powerful concepts to start with (like a monk as opposed to a barbarian), they don't come out broken.

If I had anything against making effective characters, I wouldn't have even mentioned the Tome of Battle, let alone used it. Nor would I own it as one of my only two 3.5 books. I'm just avoiding the few really broken maneuvers. I generally play wizards or druids, both of which are among the most powerful core classes, but that doesn't mean I try to make them as overpowered as possible; nor do I ever choose sucky spells.
 

how about I play the weird not so good but working on it ninja-ish love interest #2 girl?

I'd go for Swordsage. Never played one of those but they look fun =)
 

Oh, they're fun. :D

Anyway, Kai Sarutobi, here's a slightly revised version of my Dragoon. I'm still considering a few different ideas on his background and name, so haven't added them yet.

I shifted a point from Wisdom to Dexterity, and moved some skill points around to make him a better "Face" for the party if needed. I did worry before that he might be a bit too weak on offense, so I acquiesced on Power Attack and threw in one copy of Melee Weapon Mastery (a feat from PHB 2, requires Weapon Specialization, +8 BAB, and stuff, for +2 to attack and damage with piercing melee weapons in this character's case).

I dropped Improved Critical, Sudden Recovery, Improved Initiative, and Martial Stance. Made Leaping Dragon Stance his third normal Warblade stance instead of Dancing Blade Form. Took Endurance in place of Improved Initiative, as a prerequisite for Steadfast Determination at 12th-level (a feat from PHB 2 that changes his Will save modifier to Constitution instead of Wisdom, and allows natural 1 rolls on Fortitude to have a chance at success instead of auto-failure).

Swapped out his last level of Warblade for one level of Fighter, taking Armor Specialization (full plate) as the bonus feat (from PHB 2, required armor proficiency and +12 BAB, gives him DR 2/- in the chosen type of masterwork or magical armor as long as he retains his Dexterity bonus to AC). With that level change, I had to reverse the 12th-level maneuver swap of Mountain Hammer for Iron Bones, so he now has Mountain Hammer as a maneuver instead. The level change also reduced his saves a bit, except Fortitude, but the feat changes and a Cloak of Resistance +2 helped fix that. HP and skills were also adjusted a bit with the Fighter level.

Added items, mostly some stat/AC-boosters, a few potions, and a Stone Salve (in case anyone gets petrified; I had 4k gp left, so...). All from the DMG/SRD. Left the +4 longspear and +4 mithral full plate in for now as temporary placeholders, but didn't spend any of his starting gold on them.

Melee Weapon Mastery is on page 81 of the Player's Handbook II, Steadfast Determination is on page 83 of it, and Armor Specialization is on page 75 of it. If you don't approve these feats, I'll just swap them back out for something else in the core rules or Tome of Battle.
[sblock=Dragoon 2.0]Dragoon
Human, Male, Lawful Neutral
Green eyes, shoulder-length black hair, pale skin
Age 27, 6'-4", 215 lbs.
Languages: Common, Draconic

Level 11 Warblade, 1 Fighter
Total Character Level: 12
Experience Points (XP): 66,000

Strength 16/22 (+6), Dexterity 14/16 (+2), Constitution 16 (+3)
Intelligence 12 (+1), Wisdom 10 (+0), Charisma 14 (+2)

Total HP: 176, Current HP: 176, Nonlethal Damage: 0, DR: 2/- (armored)
AC: 32 (+3 Dex, +12 Armor, +2 Shield, +2 Natural, +3 Deflection)
Touch AC: 16, Flat-Footed AC: 29
Base Attack Bonus: +12/+7/+2
Melee Attack Bonus: +18/+13/+8 (+25/+20/+15 longspear)
Ranged Attack Bonus: +15/+10/+5
Initiative: +3 (+3 Dex), Speed: 20 Feet (armored)
Fortitude +14 (+9 Base, +3 Con, +2 Resistance)
Reflex +9 (+3 Base, +3 Dex, +1 Int, +2 Resistance)
Will +10 (+3 Base, +3 Con*, +2 Feat, +2 Resistance)

Feats: Vital Recovery (15 hp) (General), Weapon Focus (longspear) (General), Power Attack (General), Iron Will (General), Weapon Specialization (longspear) (General), Melee Weapon Mastery (piercing) (General), Endurance (General), Steadfast Determination (General), Armor Specialization (full plate) (General)

Skills: Balance +7 (5 ranks, +3 Dex, +2 synergy, -3 armor), Bluff +10 (5 ranks cross-class, +2 Cha, +3 competence), Climb +5 (2 ranks, +6 Str, -3 armor), Diplomacy +20 (11 ranks, +2 Cha, +3 competence, +4 synergy), Intimidate +15 (8 ranks, +2 Cha, +3 competence, +2 synergy), Jump +20 (15 ranks, +6 Str, +2 synergy, -3 armor), Knowledge (history) +5 (4 ranks, +1 Int), Knowledge (local) +5 (4 ranks, +1 Int), Martial Lore +3 (2 ranks, +1 Int), Sense Motive +5 (5 ranks cross-class, +0 Wis), Swim +5 (5 ranks, +6 Str, -6 armor), Tumble +14 (12 ranks, +3 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 weapons, all armors, all 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), 3 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), Mountain Hammer (stone dragon 2, strike), 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 Heart Endurance (iron heart 6, boost).
Stances Known: Punishing Stance (iron heart 1), Stonefoot Stance (stone dragon 1), Leaping Dragon Stance (tiger claw 3).
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+17 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.)

Belt of Giant Strength (36,000 gp, +6 enhancement to Strength, 1 lb.)
Gloves of Dexterity (4,000 gp, +2 enhancement to Dexterity)
Ring of Force Shield (8,500 gp, +2 shield AC)
Ring of Protection (18,000 gp, +3 deflection AC)
Amulet of Natural Armor (8,000 gp, +2 enhancement to natural armor AC)
Cloak of Resistance (4,000 gp, +2 resistance on saving throws)
Circlet of Persuasion (4,500 gp, +3 competence on Charisma-based checks)

Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards encumbrance)
Spare Traveler's Outfit (1 gp, 5 lbs.)
Backpack (2 gp, 2 lbs.)
4 Belt Pouches (4 gp, 2 lbs.)
Bedroll (1 sp, 5 lbs.)
Tent (10 gp, 20 lbs.)
Rope (2 gp, 100 feet, 20 lbs.)
Grappling Hook (1 gp, 4 lbs.)
Whetstone (2 cp, 1 lb.)
Soap (5 sp, 1 lb.)
Flint & Steel (1 gp, 0 lbs.)
2 Torches (2 cp, 2 lbs.)
7 Trail Rations (35 sp, 7 lbs.)
7 Waterskins (7 gp, 28 lbs.)

4 Potions of Cure Light Wounds (200 gp, heals 1d8+1 lethal and nonlethal damage)
Potion of Cure Serious Wounds (750 gp, heals 3d8+5 lethal and nonlethal damage)
Stone Salve (4,000 gp, petrifies or cures petrification)

17 Gold, 8 Silver, 6 Copper
Carrying 98 lbs.
Light load is 0-173 lbs.
Medium load is 174-346 lbs.
Heavy load is 347-250 lbs.
Can lift up to 520 lbs. over his head
Can lift up to 1,040 lbs. off the ground
Can push or pull up to 2,600 lbs.[/sblock]
 

Okay, here's a crappy sheet 'cause it's made with e-tools. I'll clean it up to more understandable later but this now to give you idea what I'm doing :D (Ranged Disarm and Sharpshooting are from Complete Warrior):

[sblock=crappy unfinished sheet]Unknown, Male Human Rog4/Ftr8: CR 12; Medium Humanoid ; HD 4d6+8(Rogue) , 8d10+16(Fighter) ; hp ?; Init +8; Spd 30; AC:14 (Flatfooted:14 Touch:14); Atk +10/5/0 base melee, +15/10/5 base ranged; AL N; SV Fort +9, Ref +10, Will +3; STR 8, DEX 19, CON 14, INT 16, WIS 10, CHA 12.
Skills: Bluff +8, Climb +2, Diplomacy +14, Disable Device +8, Escape Artist +11, Gather Information +12, Hide +15, Intimidate +18, Jump +6, Move Silently +15, Open Lock +9, Search +10, Spot +7, Tumble +13.

Feats: Dodge, Far Shot, Improved Initiative, Manyshot, Point Blank Shot, Precise Shot, Ranged Disarm, Rapid Shot, Sharp-Shooting, Weapon Focus: Rifle, Weapon Specialization: Rifle.[/sblock]
Edit: There's something fishy about the skills since e-tools counts them with some quantum-mechanics way so they are not definite yet :D
 
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