[FULL] [FF] Saints and Lucavi

Okay! Made my first character! No doubt it has many flaws in it, but take a look.

N’mou
Poor BAB and defense, Ref and Will good, Fort median focused
Female, Capricorn
Current Class: Priest
HP: 11
MP: 12
AC: 10
Str: 10
Dex: 10
Con: 12
Int: 12
Wis: 14
Cha: 16
Per: 10
Faith: 75
Brave: 43

BAB: +0
Fort: +2
Will: +4
Ref: +2

Skills:
Bluff:
Concentration: 4+1=5
Spellcraft: 4+1=5
Diplomacy: 4+3=7
Knowledge: (arcana): 4+1=5
Spot: 4+2=6
Listen: 4+2=6
Search: 4+2=6

Equipment: Feather Hat +2 Hp, +2 MP
Clothes: +2 hp, +0 Mp
Dagger: +2, 1d4+1

Items: 5 potions

Abilities Equipped:
Action: Item
Support:
Movement:
Reaction:

Abilities known:
Chemist:
Potion
Phoenix Down

Priest:
Cure


Jps in each class:
Chemist: 0
Priest: 4
Wizard: 0

Spell DC: 18

EDIT: hmm, we may have to change around the Mp rules. I only have enough MP for one Cure. And should I use the Chemist's HD/MD, since that's where my character conceptually started, or should I add the Priest HD/MD because that is what my character is now?
 
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You only used 4 'points' for increasing progressions. You can increase your BAB, Defense, or Fort save to median.

You only have one action ability set; in addition, you'll need to point out which is current for your job (and what your current job is, you need to point out).

Total JP gained for all your classes would be nice, but not necessary.

Other than that, looks fine.
 

Also, I propose that when we change classes, the HD/MD be retroactive. That was how it was in the original FFT anyway. You roll up the HD/MD per level for every class you have, and when you change classes, you change it to the appropriate HD/MD.
 

Tidus4444 said:
EDIT: hmm, we may have to change around the Mp rules. I only have enough MP for one Cure. And should I use the Chemist's HD/MD, since that's where my character conceptually started, or should I add the Priest HD/MD because that is what my character is now?

Hmm... low MPs are the bane of 1st-level characters. Equipment will help that, though, so don't worry about it...

Stick with Chemist, as that was where the character was at the beginning of 1st level. You'll just have to rely on Potions somewhat more than Cure, I suppose, until you level as a Priest. :)
 

Tidus4444 said:
Also, I propose that when we change classes, the HD/MD be retroactive. That was how it was in the original FFT anyway. You roll up the HD/MD per level for every class you have, and when you change classes, you change it to the appropriate HD/MD.

...

That's actually a good idea. I like it! Ignore my post to your edit - this is a much better idea.

When you change jobs, your HP and MP change retroactively.
 

Still , I do remember having more MP han this as a 1st level priest in FFT. And if we're going with our D20 counterparts, Clerics can cast far more than 1 cure light wounds at 1st level. But it's up to you if you want to change or not. Of course, if we increase the amount of MP you get, this opens up a whole new can of worms, when you factor in that one Time Mage ability that allows you to swap HP damage for MP damage. Even as the system is now, with MP being nearly as big as HP ,if not more, I think this ability might be overpowered.
 
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Tidus4444 said:
Still , I do remember having more MP han this as a 1st level priest in FFT. And if we're going with our D20 counterparts, Clerics can cast far more than 1 cure light wounds at 1st level. But it's up to you if you want to change or not.

And the first battle you fought, all your team had around 30-40 hit points with Clothes and Leather Hats. :) We'll keep the power level toned down a little, so keep the HD/MD the same.

Cure is only 6 MP... going with the retroactive HP/MP idea, and with your Wisdom modifier, you have 12 MP, enough to cast it twice.
 

That may be so, but the damage for every attack in the game has gone down to D20 levels. While MP has been reduced to D20, the spell costs haven't. Not trying to sound argumentative or anything, just trying to balance the system better. 2 more posts to 200, woot.
 
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Hmm... however, note that the most expensive spell, MP-wise and not counting Zodiac, is 70. Now, assuming alternating average MP die rolls for a Time Mage (as the spell in question is Meteor), you will have 70 MP around 14th level, making Meteor the equivalent of a 7th level spell. Not only that, but if the Time Mage in question has any kind of Wisdom modifier, that level will go down - and adding equipment to that, as well. You could probably cast Meteor around 10th level, given decent equipment and a moderate Wisdom. IMO, there's nothing really wrong with that.

Does it mess someone up at lower levels? Sure it does. Having only 16 MP (10 + 2 Wis + 4 Equipment) does somewhat suck. But this number will go up, and at a slightly sharper curve than the MP increases of spells.

And - if it turns out it's not balanced, it'll be fixed. :) So if I turn out to be completely wrong, and this doesn't work out, I'll look at ways to fix the MP costs of spells. For now, though, we'll stick with how it is at the moment.
 

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