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Final Fantasy VII - Resurrect the World. [Closed Recruiting for Now]
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<blockquote data-quote="Jemal" data-source="post: 4426995" data-attributes="member: 9026"><p>couple more questions, I'm almost done.</p><p>First: How are we doing HP? Rolling/using an average?</p><p>Second: What other languages are there to choose besides 'common' in the FF7 Setting? </p><p></p><p>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?</p><p></p><p>[sblock=Kai]</p><p>Alternately, you could make me the main character and do the "main character is more powerful" take and give me a couple extra levels.. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p>[/sblock]</p><p></p><p>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. </p><p>In particular, I'm debating between two of the following feats: </p><p>Cleave, Improved Critical, Improved Skirmish. </p><p>All work for the character, but I'm not sure which two would be best. Any thoughts?</p><p>[sblock=Rough Draft Will]</p><p>Will</p><p>Male Human Scout4/Ranger1/Warblade6/Exotic Weapon Master 1</p><p>AL: CG HT: 6' WT: 180 Hair: Red Eyes: Green</p><p></p><p>STR: 22 (+6) [10 points +2 lvl + 4 Enhancement]</p><p>DEX: 20 (+5) [8 points +1 lvl + 4 Enhancement]</p><p>CON: 14 (+2) [6 points + 4 Enhancement]</p><p>INT: 14 (+2) [4 points + 2 Enhancement]</p><p>WIS: 8 (-1) [2 points + 2 Enhancement]</p><p>CHA: 14 (+2) [4 points + 2 Enhancement]</p><p></p><p>HP: (6d12+2d10+4d8) AC: 19+ (10 base + 5 dex + ? Armour + 2 Deflection + 2 Nat Armour)</p><p>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)</p><p>Init: +6 (+5 dex + 1 class)</p><p>Speed: 40</p><p></p><p>Bab: 11</p><p>Attacks: </p><p>Full Blade: +18/13/8, 2d8+14 (17-20/X2)</p><p>Skirmish *Requires 10' movement*: +18, 2d8+2d6+14 (17-20/x2), +1 AC</p><p></p><p>Skills(Total/Ranks):[118 Points] Balance(+22/15); Craft:Weaponsmithing(+5/3); Diplomacy(+20/15); Intimidate(+20/15); Jump(+27/15); Tumble(+22/15); ?</p><p></p><p>Feats: [8]: Power Attack, Cleave, Exotic W. Proficiency: Full Blade, W.Focus: Full Blade, W.Spec: Full Blade, Improved Critical, Stone Power, Swift Hunter</p><p></p><p>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.</p><p></p><p>Stances: </p><p>(Ironheart 1) Punishing Stance - -2 AC, +1d6 damage</p><p>(Ironheart 3) Absolute Seel - +10 Speed, + 2 AC</p><p>(Tiger Claw 3) Leaping Dragon Stance - +10 jump, all jumps considered running jumps</p><p></p><p>Manuevers Known: 6; Readied: 4</p><p>(Tiger Claw 1) Sudden Leap - Make jump check and gain that as free movement *Straight line, provokes AoO as normal movement* (Swift Action)</p><p>(Tiger Claw 2) Rabid Wolf Strike - +4 Attack, +2d6 damage, -4 ac for one turn (Standard Action)</p><p>(Stone Dragon 2) Mountain Hammer - +2d6 damage, overcome DR/Hardness (Standard Action)</p><p>(Ironheart 3) Ironheart Surge - End one condition with a duration currently affecting you, +2 attacks for 1 round.(Standard Action)</p><p>(Stone Dragon 5) Elder Mountain Hammer - +6d6 damage, overcome DR/Hardness.(Standard Action)</p><p>(Ironheart 5) Ironheart Focus - Reroll a save (Immediate Action)</p><p></p><p>Languages: Common, ??</p><p></p><p>Equipment: 88k</p><p>Belt of Strength+4 (16k)</p><p>Vest of Constitution+4 (16k)</p><p>Gloves of Dexerity+4 (16k)</p><p>Circlet of Awareness [Intelligence+2, Wisdom+2, Persuassion] (16.5k)</p><p>Amulet of Natural Armour+2(8k)</p><p>Ring of Protection+2(8k)</p><p>Cloak of Resistance+1/Charisma+2(5k)</p><p>2,500 GP</p><p></p><p>Preferred Weapon: Full Blade</p><p>Preferred Armour: Mithril Breast Plate</p><p></p><p>BIO: </p><p>Will is a tall, athletic man with long red hair, a cocky grin, and a giant blade slung over one shoulder.</p><p>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.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Jemal, post: 4426995, member: 9026"] 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] [/QUOTE]
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