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Official Update Thread
Got more archetypes, spells, avatar overhaul, etc.

Races

Garif (Base Race): Renamed the Racial Monk archetype (Parivir) to Peacekeeper.
Ixal (Beast Tribe Race): Added a Racial Fighter archetype (Nimble Striker).
Kojin (Beast Tribe Race): Added a Racial Ninja archetype (Vigilante).

Classes

Archer: Changed Archery Style, Improved Archery Style, and Archery Style Mastery to allow the archer to pick feats.
Engineer: Added +2 Str or Dex bonus for every Automaton Upgrade. Modified Auto-Repair Limit Break to allow the Engineer to choose what stuff gets repaired. Changed Humanoid Automaton's movement speed from 20 to 30 feet.
Fighter: Added Martial Flexibility at 1st level. Added additional fighter talents (Combat Maneuver Defense, Effortless Dual-Wielding, Fighter's Reflexes, Fighter's Tactics, Trained Initiative, Warrior Spirit, and Weapon Sacrifice).
Freelancer: Increased the JP cost of Weapons/Armor. Added restriction of not allowing Freelancers to be able to use the Sub-Job system.
Geomancer: Added Homefield Advantage (4th Level), Renamed Movement Powers to Terrain Movement and remove the restriction of picking powers, geomancers get them all. Added Nature's Armor (8th Level), and added Nature's Resilience (9th Level).
Summoner: Added Blood Pact, Greater Blood Pact, Tireless Pact, and Mighty Blood Pact. Avatars have gotten an entire overhaul. Ixion, Phoenix, and Valefor were removed (maybe temporary, maybe not). New Avatars added: Alexander, Fenrir, Garuda, Odin, Ramuh, and Siren. Avatars overhauled by Fortheseen from Discord.
White Mage: Changed Breath of the Wild Limit Break to add the further limitation to curing negative status effects: (from 1st-7th level, cures 3rd level or lower status effects, 8th-15th level, cures 6th level or lower status effects, 16th-20th level, cures any status effects).

Archetypes

Battlefield Minstrel (Archer archetype): Moved Stamina Pool to 3rd level, replacing deadshot. Moved Voices from the Quiver to 4th level, replacing Expert Archer. Moved Talent Trees to 5th level, replacing Hunter's Tricks.
Dimensional Hopper (Time Mage archetype): Changed Narrow Escape's DC save equal to Atk Roll or DC of Spell/Effect.
Gunblade Speciailist (Fighter archetype): Gunsmithing now replaces Martial Flexibility.
Ironman (Engineer archetype): Power Armor must be Humanoid form. Added a bonus to Str or Dex at each power armor upgrade.
Jack of All Trades (new Freelancer archetype): A jack of all trades may have chosen a career path at one point in his life but has never settled into the position for further advancement. Although he was quick to master early basic skills, his need for variety overwhelmed his need for advancement. The jack of all trades is more interested in what he can learn next as opposed to becoming a master of a chosen profession. Ideally, he latches onto groups of adventurers picking up knowledge from the more skilled members of the party to compensate for his lack of rigorous training. A jack of all trades makes an excellent adventuring companion and is always eager to learn. His skills translate well into adventuring but are lacking when forced to choose a life of quite solitude. As such, a jack of all trades is the epitome of the phrase, “I’ll stopping adventuring when I die”.
Kaiser (Geomancer archetype): Elemental Avatars are now large-sized at 20th level.
Lanista (Fighter archetype): Know Your Enemy moved to 1st level and replaces Martial Flexibility.
Magicite Knight (Knight archetype): Separated Infusion as two abilities (Experienced Materia User). Moved Materia Forte to 2nd level, replacing Shield Training.
Nimble Striker (new Ixal Fighter archetype): Ixal warriors are proficient with a wide variety of weapons, but they are especially adept with swords. Disdaining the use of heavy armors, the ixal fighting style focuses on quick movements, prodigious leaps, and dexterous sword-play.
Parivir (Garif Monk archetype): Renamed to Peacekeeper.
Parivir (new Samurai archetype): There are some ronin who rather than find themselves in search of a new lord, opt instead to serve nature itself. Combining both swordsmanship and nature’s fury, the parivir beats down foes with blindingly fast swordstrikes of deadly precision.
Poledancer (new Dancer archetype): Poledancers are typically exotic dancers, expert in handling the poles. These alluring individuals are the master at their craft, wielding spears, lances, and polearms with expertise and deadliness.
Primal Knight (new Knight archetype): The primal knight is a knight who harnesses a Primal’s power for his own.
Pugilist (Black Belt archetype): Nerf to Chain Punches, added this line: Chain punches doesn’t double extra attacks gain through haste or any other similar effects that grants additional attacks except for Two-Weapon Fighting feats.
Raging Hulk (Chemist archetype): Made significant changes. Removed Rage, added Frenzy. Remove Rage Mutagen, Sturdy Rage, and Lumbering Rage. Added Ferocity and Deathless Frenzy. Added Berserk powers to the Raging Discovery list.
Sage (Red Mage archetype): Renamed to Wizard.
Sage (new Scholar archetype): In an age long past, when mankind flourished under the radiance of arcane mastery, the island of Vylbrand was home to a city-state called Nym. Though the history of that age tells of countless wars waged with earth-shattering incantations, it was the brilliant strategic maneuvering of Nym’s sages that allowed their mundane army of mariners to throw back would-be conquerors time and again. These learned men and women defended the freedom of their tiny nation with their unique command over spell-weaving faeries, utilizing the creatures’ magicks to heal the wounded and bolster the strength of their allies. Created by ArchmageL from Discord.
Scoundrel (new Gambler archetype): Sometimes playing the odds too much leads someone down a rough path where luck alone will not ward off all the consequences. In these cases, an edge of mercenary ruthlessness might be necessary to save a gambler’s skin. Often surfacing in seedy underbellies, these sorts of scoundrels excel at taking dirty jobs and making quick getaways while saving face with their roguish charm and resolve. Created by Virgil from Discord.
Shield Champion (Fighter.. Black Belt archetype): Major rework. Changed from Fighter archetype to Black Belt. Couple of abilities removed, other abilities added.
ShinSect (Fighter archetype): Added this line to Solid Swing ability: Abilities and fighter talents that use Chosen Weapon, function normally with this replaced ability. Soldier (Fighter archetype): Giant Weapon Wielder now replaces Martial Flexibility. Squire (Fighter archetype): Stamina Pool moved to 1st level and replaces Martial Flexibility.
Vigilante (new Kojin Ninja archetype): It isn’t easy for many to walk the path of a hero. Especially a hero fighting against corruption and evil under the cover of night.
Warmech (Engineer archetype): Added +2 Str or Dex bonus for every Battle Armor Upgrade.
Webslinger (Ninja archetype): Added Spidey Sense (2nd level) ability.

Feats

Added Extra Defensive Stance (Class feat): Gives a knight 6 more defensive stance rounds.
Added Geomancy (Class feat): Gives the geomancer two additional uses for geomancy.
Added Megaton Punch (Technology feat): Allows the operator to deal 2 slam attacks.

Spells

Astrologian Spells: Added Deprotect, Deprotect II, Deprotect III, Deprotect IV, Deprotect V, Deprotectra, Deprotectra II, Deprotectra III, Deprotectra IV, Deshell, Deshell II, Deshell III, Deshell IV, Deshell V, Deshellra, Deshellra II, Deshellra III, Deshellra IV, Hasteja, Slowja.
Black Mage Spells: Added Abyss, Abyss II, Bioga, Bioja, Blindja, Burst, Burst II, Comet, Cometra, Drainra, Drainga, Flood, Flood II, Glacier, Glacier II, Gravija, Infectja, Poisonja, Quake, Quake II, Rasp, Ruinra, Ruinga, Sleepja, Silenceja, Tornado, Tornado II.
Blue Mage Spells: Added Downburst, Ecliptic Howl, Hailstorm, Mesmerizing Voice, Night Terror, Permafrost, Sacrament, Silver Powder, Thunderspark, Tidal Roar, Water Shield, Whirlpool.
Dark Knight Spells: Added Ohdark, Ohdarkra.
Geomancer Spells: Added Comet, Cometra. Renamed Glacier to Iceburg.
Holy Knight Spells: Added Ohlight, Ohlightra, Phalanx, Phalanx II, Phalanx III.
Necromancer Spells: Added Abyss, Abyss II, Bioga, Bioja, Drainra, Drainga, Infectja, Pain, Painga, Poisonja, Rasp, Wound, Woundra, Woundga.
Red Mage Spells: Added Ohspell, Ohspellra, Imperil, Imperilra, Imperilga, Phalanx, Phalanx II, Phalanx III.
Time Mage Spells: Added Gravija, Hasteja, Slowja.
White Mage Spells: Added Blindja, Bravera, Deprotect, Deprotect II, Deprotect III, Deprotect IV, Deprotect V, Deprotectra, Deprotectra II, Deprotectra III, Deprotectra IV, Deshell, Deshell II, Deshell III, Deshell IV, Deshell V, Deshellra, Deshellra II, Deshellra III, Deshellra IV, Faithra, Hold, Holdga, Radiance, Radiance II, Sleepja, Silenceja. Succor renamed to Dissipation.
Most spells provided by Fortheseen from Discord.

Miscellaneous

Magitek: Changed a bit on how Magitek operate. Instead of an equipment bonus to Strength, Magiteks of all sizes have a Strength score. In addition, Magiteks have a Dexterity score that is increased by the number of ranks in Drive or Pilot (if flying) to a maximum equal to the operator's Dexterity score. The operator uses the Strength and Dexterity scores of its Magitek rather than their own.
Also added two new Miscellaneous systems: Finessing Structure (adds an enhancement bonus to Dexterity) and Strengthening Structure (adds an enhancement bonus to Strength). I have lowered the base costs of all Magiteks by half and lowered the Copper and Iron Superstructure costs a little bit.

Signing of Viladin

Reply
Some ghostly goodies in the form of new archetypes, new spells, new avatars, and a variety of fixes/changes! Enjoy, be safe on Halloween!

Races

Burmecian (Base Race): Lost Tangle Feet as a racial feat.
Goblin (Beast Tribe Race): Gained Tangle Feet as a racial feat.
Hume (Core Race): Added new Alternate Racial Trait: Cetra Ancestry: Some humes can trace their ancestry to the ancient Cetra. The protectors of the Lifestream. These humes often retain the knowledge of the earth, gaining a +2 racial bonus on all Knowledge skill checks and all Knowledge skills are class skills. In addition, they gain a bonus language of their choice. This racial trait replaces skilled and bonus feat.
Hypello (Base Race): Removed Merchant as a racial class archetype. Sorry Hypellos.

Classes

Black Mage (Core Class): Restricted Sudden Metamagic to 6th level spells or lower.
Cleric (Base Class): Channel Energy no longer deals positive or negative energy, it deals holy or shadow damage.
Dark Knight (Base Class): Now learns a spell per level starting at 4th. Harm Touch now deals shadow damage.
Geomancer (Base Class): Geomancy's Status Effects got a 80% makeover. Changed out all 4th Level+ status effects for lower level status effects.
Gunner (Base class): Removed Quick Draw feat, Removed Shot on the Run feat, Moved Flanking Fire to 4th, Added Gunner Style (1st level), Improved Gunner Style (5th level), and Gunner Style Mastery (10th level). Changed Death's Shot deed to Dazing Shot deed at 19th level. Replaced Barrage Limit Break for Trigger Happy LB.
Holy Knight (Base Class): Now learns a spell per level starting at 4th. Lay on Hands now deals holy damage to undead.
Necromancer (Base Class): Harm Touch now deals shadow damage.
Summoner (Base Class): Added 5 more avatars (brought back Ixion, Phoenix, and Valefor), the two new ones: Bismarck and Yojimbo. Courtesy of Fortheseen from Discord.
White Mage (Core Class): Restricted Sudden Metamagic to 6th level spells or lower. Lay on Hands now deals holy damage to undead.

Prestige Classes

SeeD Operative: Updated Guardian Force abilities as per Kayos's update.

Archetypes

Archmage (Scholar archetype): Moved Esoteric Magic to 5th level, replacing Consume MP. Added Signature Spells ability at 1st level, replacing Grimoire.
Blademaster (Sword Saint archetype): Moved Combo Finishers to 1st, replacing Swordplay. Added Threatening Demeanor ability at 1st level to replace Swordskills.
Dragon Knight (Dragoon archetype): Replaced Hardy Landing with Draconic Attunement.
Green Mage (Scholar archetype): Now are proficient with Earth Breakers.
Gunblade Specialist (Fighter archetype): Added this ability: Double Weapon Specialty.
Immortal (New Blue Mage archetype): Special forces of Aht Urhgan, these units obey and fight for only the queen almost zealously. Usually, adventurers who are deemed worthy to possibly become an immortal are created and tested on, then thrown out as an empty vessel for them learn and fight on their own, crawling back as a beast to serve the queen. These formidable fighter-mages employ elegantly curved blades for close combat, while decimating their enemies from afar with fell magic mastered from their opponents. Created by Kayos from Discord.
Invoker (Summoner archetype): Changed Diminished Spellcasting to Limited Spellcasting. Removed Blood Pact abilities. Added the new Avatars.
Jack of All Trades (Freelancer archetype): Changed how Master of None works.
Linker (New White Mage archetype): A linker creates and attaches a magical tether to allies to heal, buff, and control damage deal to them.
Merchant (Thief archetype): Removed the racial restriction. Sorry Hypellos.
Mesmerist (New Illusionist archetype): Experts at charm and deceit, mesmerists compel others to heed their words and bend to their will. Illusions give mesmerists the tools they need to manipulate others—usually for their own personal gain. The very gaze of a mesmerist can hypnotize someone into following his whims. Mesmerists frequently form cults of personality around themselves, and they develop skills and contingency plans in case their ploys are discovered.
Oracle (New Astrologian archetype): Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. Unlike a cleric, who draws her magic through devotion to a deity, oracles garner strength and power from many sources, namely those patron deities who support their ideals. Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways.
Phantom Blade (Illusionist archetype): Their weapons must be melee.
Princess (Bard archetype): Her Royal Command moved to 4th level and Prestigious Influence moved to 3rd level.
Raging Hulk (Chemist archetype): Added Brutality ability at 2nd level. Added a few more raging discoveries: Burly, Extended Mutagen, Furious Mutagen, Night Vision, Nimble, Restoring Change, and Scent.
Ravager (Shindroid Ninja archetype): Their weapons must be melee and deal non-elemental damage.
Swordmaster (Yagado Fencer archetype): Trances got a makeover.
Swordsman (New Sword Saint archetype): A warrior of the sword. A swordsman focuses on unleashing the true potential in his swordplays and using his warrior spirit to fuel his skills and perfecting the style. Instead of learning to lead others, he instead focuses purely on his skill with swords. Created by Kayos from Discord.
Vermilion Duelist (New Red Mage archetype): A weapon in hand, their magic guided by their magic crystal medium; these red mages adept themselves to fighting in the fray with strength to contend even with knights, though their magic is weakened, causing them to rely on their crystal medium to unleash their magic.
Vivisectionist (New Medic archetype): A vivisectionist studies bodies to better understand their function. A vivisectionist’s goals are not related to healing, but rather to experimentation and knowledge that most people would consider evil.

Spells

Deprotect and Deshell spells: They now inflict an untyped penalty to armor class/saving throws vs spells. Can be removed with Esuna (or higher).
Panacea spell: Can no longer cure Sap status, only Esuna can.
Blue Mage Spells: Added Exploding Bubbles, Healing Flame, Sea Song, Thunder Guard.
Illusionist Spells: Added Auditory Hallucination, Audiovisual Hallicination, Blurred Movement, Disguise Weapon, Illusion of Treachery, Illusion of Treachery (Greater), Phantasmal Putrefaction, Scripted Hallucination, Triggered Hallucination.
Red Mage Spells: Added Blurred Movement, Disguise Weapon.

Weapons

Galka War Pick: Now has Trip.
Gunblades: Now have the double weapon special applied to them.
Qu Battle Fork: Now has: Brace, Disarm, and Reach.

Miscellaneous

Added more Magitek clarifications.
Tangle Feet feat: Burmecians lost it because they realized they're medium sized. Goblins stole it from them.
Added Abyssal, Abyssal Burst, Earthen, Earthen Burst, Jetstream, Jetstream burst, Roaring, Roaring Burst to the Magical Weapons page.
Frozen status updated: Ice forms upon the character's legs, encasing him in solid ice 1 inch thick per spell level. Characters that are inflicted with this status effect are frozen to the spot, unable to take a move action. While frozen, the character takes 1 point of ice damage per spell level each round it has the frozen status. The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed. They can, however, break loose by spending 1 round and making a DC 10 + spell level Strength check or a DC 15 + spell level Escape Artist check. Any fire spells and effects that deal fire damage can melt the ice and remove the status effect.
Mini status updated: This status effect causes the creature to shrink to 10% of its total size, effectively becoming Fine size, gaining all the size bonuses and penalties but a miniaturize creature’s damage only does 10% of its total damage it can dish out.

Signing of Viladin

Reply
Before I devote my gaming attention to a new game for a few weeks, here are some new goodies.

Races

Burmecian (Base Race): Added Masterful Leaper as a racial feat.
Genome (New Base Race): Created by Luphey from Discord/Forums.
Kobold (New Beast Tribe Race): Created by Gilgamesh from Discord/Forums.
Nu Mou (Base Race): Removed Studious alternate racial trait, because shenanigans.
Vanu Vanu (New Beast Tribe Race): Created by Gilgamesh from Discord/Forums.

Classes

Geomancer (Base Class): Removed the limitation of known geomancy powers, they know all. Clarified the radius effect of geomancy.
Red Mage (Core Class): Quick Mind's extra swift/immediate actions can only be used with red mage class features and red mage spells.
Sword Saint (Hybrid Class): Added Martial Training at 1st level.
Time Mage (Base Class): Motes of Time extra swift actions can now only be used with time mage class features and time mage spells.

Archetypes

Dragonkin (Bard archetype): Storm Call shouts now inflicts Dazzled status effect instead of Dazed.
Juggernaut (Shindroid Knight archetype): Added Armor Spike Growth ability to replace Counterattack.
Lady Luck (Gambler archetype): Added Discord ability to replace Gil Rain.
Temporal Knight (Knight archetype): Motes of Time extra swift actions can now only be used with temporal knight or knight class features and also now replaces Bulwark as well.

Deific Orders

Chronomancer (Cleric Deific Order): Motes of Time extra swift actions can now only be used with cleric or chronomancer class features and spells.

Feats

Harmonic Song: Added to the Bard Feat list.
Masterful Leaper: Added as a Burmecian racial feat.

Miscellaneous

Added Iconics (Edward, Firion, Fran, Kain, and Vivi). - Created by Luphey from Discord.

Signing of Viladin

Reply
Some changes and revisions.

Races

Au Ra (Base Race): Removed gender-lock features, changed to different clans.
Kobold (Beastman Tribe Race): Now have 30 ft base movement.
Shindroid (Base Race): Changed Integrated Weaponry to only allow 1-handed firearms. Added an alternate racial trait: Race Simulation: For some shindroids, the blood of a particular race flows through their body, emulating that race to better infiltrate or blend in easier. Shindroids with this racial trait chooses another humanoid race. They count as both shindroid and that race for any effects related to race. For example, if a shindroid chooses dwarf, he is considered both a shindroid and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on. In addition, shindroids with this racial trait age as that chosen race, gaining the benefits and penalties of aging. This racial trait replaces immortal.

Classes

Engineer (Base Class): Core Reactor (Engineer Trick): Added a duration to the ability: This ability lasts until the start of the engineer's next turn.
Red Mage (Base Class): Quick Cast limited to Red Mage spells only.

Prestige Classes

Magitek Pilot: Renamed Limit Break: Megaton Punch to Megaton Smash. Removed Magitek Weapon Proficiency, replaced with Expert Piloting. Removed Bonus Feats, replaced with More Bang For Your Money.

Deific Orders

Seeress: Of the followers of the death goddess Etro, few are given the same kind of opportunity for the spread of Her faith as the dedicated clergy who demonstrate Etro’s well-meaning power through overwhelming precognitive and temporal abilities. Created by Manly Man from Discord/Forums.

Archetypes

Card Shark (Gambler archetype): Uncanny Precision now replaces Gil Rain instead. Added 52-Card Pickup ability to replace Skew Favor.
Invoker (Summoner archetype): Removed from the website. Kinda a long time in coming. Wasn't happy with the archetype for awhile. While removed from the website, the PDF is still there: http://www.finalfantasyd20.com/Invoker.pdf
Ironman (Engineer archetype): Added a Limit Break, removed the ability to pick up engineer tricks that automatons, and added a couple of augmentations that affect their power armor.
Lady Luck (Gambler archetype): Added Great Discord ability to replace Skew Favor.
Mako Weapon Specialist (Engineer archetype): Added alternate engineer tricks (augmentations). 
Oracle (Astrologian archetype): Replaced Immunity to Surprise with Momentary Glimpse ability.
Pen Mage (Black Mage archetype): Added Sense Motive as a class skill, replacing Appraise. Added The Power of Speech, gaining Orator as a bonus feat, replacing Spell Proficiency.
Sorcerer (Black Mage archetype): Replaced Metamagic Adept with Spell Study and modified Arcane Apoethesis.
Synthesist (Engineer archetype): Added alternate engineer tricks (augmentations). 
Technomancer (Engineer archetype): Droid Familiar now replaces Repair. Moved Arcane Battery to 2nd level, replacing Combat Awareness. Moved Chemical Mixture to 5th level, replacing Crafting Expertise. Moved Metamagic Science to 11th level, replacing Unflustered. Added Analyzer ability at 4th level, replacing Support Droid. Added Axiom ability at 7th level, replacing Quick Craft. And added alternate engineer tricks (augmentations).

Feats

Added: Improved Power Weapons and Advanced Power Weapons feats
Added: Perceive Weakness feat.

Skills

Repair skill: Changed how much Repair restores HPs.

Spells

Time Stop and Lesser Time Stop: Added a limitation to the spells: Due to the constraints of the space/time continuum, you cannot cast time stop within a time stop effect and when the effect ends, you must wait 1 round to be able to cast it again.

Miscellaneous

Alchemical Items: Baccus Wine renamed to Bacchus's Wine and changed from giving Haste to giving Berserk instead.
Deities: Added Etro, Lesser Old Goddess of Death, Time, and Chaos. Created by Manly Man from Discord/Forums.
Iconics: Added Basch - Iconic Knight and Zell - Iconic Monk. Created by Luphey from Discord.
Magitek: Revamped for the last time. Simplified the system and made them to be more like a mounts/vehicles. Most magitek-related feats were removed as well.
Materia: Made the following change: Different materia require different amounts of materia experience points (MXP) in order to level and become more powerful. When you have materia attached, 1/10th of the XP you earn (through combat only) is added and shared equally among all attached materias' MXP. (For example, if you receive 1,000 XP, and you have 2 materia attached, each of them earns 50 MXP). Any materia you have but are not attached will not earn any MXP.
Power Rods/Staves: Now requires a Caster Level and MP Pool to use, as well as having at least 1 MP in your MP Pool to activate.

Signing of Viladin

Reply
Merry Christmas and Happy Holidays! Be safe and have fun.

Races

Genomes (Base Race): Added Spellthief (Racial Thief archetype).

Classes

Beastmaster (Core Class): Added the following rage powers: Armor Ripper, Battle Roar, Bloody Bite, Bloody Fist, Body Bludgeon, Damage Reduction, Deathless Rage, Elemental Eruption, Feast of Blood, Feasting Bite, Fierce Fortitude, Fight Response, Fueled by Vengeance, Gearbreaker, Guarded Life, Greater Guarded Life, Penetrating Bite, Raging Grappler, Rolling Dodge, and Savage Intuition.
Black Belt (Hybrid Class): Added shield proficiencies. Moved AC Bonus from 1st to 4th, can be used with light armor. Added more weapon proficiencies and renamed Close Weapon Mastery to Weapon Mastery.
Chemist (Base Class): Lowered Item Lore ability from 17th level to 8th level, splitting it up into 4 separate stages from tier 1 at lvl 8 and every 4 levels therafter increasing the tier. Added new ability at 17th level called Alchemical Diffusion. Can now craft alchemical items without needing a caster level requirement.
Chocobo Knight (Base Class): Added White Chocobo back in as an option if Black Chocobo isn't preferred.
Cleric (Base Class): Skills per level increased to 4. Blessing of the Faithful now a swift action.
Elemental Fist Disciple (Prestige Class): Changed damage to all abilities from every two levels to every level. Added Extra Ki at 1st level and Ki Powers at 2nd level and every even level therafter.
Geomancer (Base Class): Local Quake now inflicts Staggered instead of Dazed and Short Circuit now inflicts Static instead of Stunned.
Magitek Pilot (Prestige Class): Added Repair ability at 1st level and every two levels therafter.
Monk (Core Class): Added the following new Ki Powers: Action Before Thought, Bare-Hand Block, and Ki Sunder.
Ninja (Hybrid Class): Added the following ninja tricks: Graceful Toss and Shadow Duplicate
Red Mage (Core Class): Changed Quick Cast from red mage spells only to up to 6th level spells.
Samurai (Hybrid Class): Modified Meikyo Shisui Limit Break. Modified Forces of Sen. Added the ability to sheath the katana after using Bushido. Overhauled the Meditate ability. Added the following abilities: Armor Training (3rd), Blade Block (5th), Blocking Cuts (7th), and Stalwart (10th).
Thief (Core Class): Added the following thief talents: Chink in the Armor, Cloying Shades, Enhanced Delivery, Gloom Magic, Shadow Duplicate, Shadow's Chill, and Underhanded Maneuver

Deific Orders

Arcnaean (Deific Order): Mighty Pebble can be used a number of times per day equal to 3 + Cha mod. Steelbreaker Skin ignores 10 hardness at the start, and 15 at 15th level, plus an additional use.
Chronomancer (Deific Order): Time Manipulations moved to 20th level and now grants immunity to Stop spells. Temporal Jammer moved to 18th level.
Draconian (Deific Order): Bahamut's Presence's aura range increased to 20 feet. Bahamut's Wings is now a swift action. Bahamut's Wrath's duration increased to Cha mod in rounds.
Glacian (Deific Order): Shatter Strike adds ice damage to the attack. Reflections of Ice now grants a passive ability and an activated ability. Storm of Glass now deals 1d6 instead of 1d4. Heavenly Dance now a swift action.
Hydraean (Deific Order): Hydraulic Crush reduced in damage, but increased in number of uses. Fluid Mastery's damage increased to d6s and inflicts a bull rush attempt instead of a push. Raise the Deep's number of uses are increased.
Infernian (Deific Order): Bringer of War's damage increased.
Kefkanite (Deific Order): Kefka's Vision's penalties doubled.
Soulreaper (Deific Order): Reap was overhauled. Soul Siphon's uses increased. Life from Death's uses increased. Final Guide grants Full-Life instead of Arise.

Archetypes

Culinarian (Chemist archetype): Added Fulfilling Snacks ability at 8th to replace item lore.
Fool (New Gambler archetype): While most who play the fickle fate of fortune focus on positivity, the fool instead turns the other cheek, making the worst out of a good situation. - Created by Shichiro from Discord.
Mirage Keeper (Summoner archetype): Tiny update, added clarification on movement for Stacking.
Morpher (Blue Mage archetype): Morphing now includes natural attacks. Improved Morph now includes defensive abilities, elemental resistances and weaknesses.
Pack-Bonded Hunter (Beastmaster archetype): Moved Heart of the Pack to 5th level, added Revitalizing Frenzy at 6th level.
Parivir (Samurai archetype): Updated their version of Forces of Sen.
Spellthief (New Genome Thief archetype): Most thieves are known for being cutpurses who steal your material wealth, but genomes who pursue a profession of skullduggery can steal something far more valuable than their target’s gil: they steal their magic.  - Created by Manly Man from Forums/Discord.
Warrior Monk (Samurai archetype): Updated their version of Forces of Sen.
Wizard (Red Mage archetype): Modified Quick Cast to include up to 7th level spells.

Spells

Blue Mage: Added Wail (5th level), Concerted Effort (6th level), and Anathema (9th level).

Miscellaneous

Ribbon/Super Ribbon: Changed again. Ribbon prevents magical negative status effects except Countdown, Doom, and Stop from spells and spell-like abilities. Super Ribbon prevents all from supernatural, spells, and spell-like abilities.
Firearms: Removed Burst Fire rate of fire, made changes to Automatic and Semi-automatic.

Signing of Viladin

Reply
Another year rolls by and I'm still updating this crazy system Smile 13 years ago, I don't think I ever thought I would still be working on this for this long. Have a safe New Years, folks.

Classes

Beastmaster (Base Class): Removed Feral Combat Style, Natural Savagery, Savage Charge, Greater Savage Charge. Beastmasters are now proficient with all martial weapons and medium armor. Added the following abilities: Animal Focus (1st), Beastmaster Tactics (5th), Teamwork Feats (5th), Second Animal Focus (7th), Third Animal Focus (13th).

Archetypes

Archmage (Scholar archetype): Esoteric Magic moved to 10th level, replacing Sublimation instead.
Berserker (Beastmaster archetype): Added Steady Gait, replacing Animal Focus (1st) and Fearless Killer, replacing Second Animal Focus and Third Animal Focus (7th). Replaced Teamwork Feat with Combat Feat.
Druid (Beastmaster archetype): Removed Animal Focus and Second Animal Focus. Added Nature's Bond (1st), Favored Terrain (7th), and Nature's Resilience (13th).
Herald of Woe (New Astrologian archetype): While astrologians may be viewed as benevolent or aloof fortune tellers, heralds of woe are better known as cold harbingers of misfortune—though some might go so far as to say that the heralds are themselves the cause of their ill tidings. - Created by Virgil from Discord/Forums.
Magitek Pilot (New Chocobo Knight archetype): Converted from a Prestige Class into a Chocobo Knight archetype.
Marauder (Beastmaster archetype): Removed Lesser Animal Companion. Added Power Attack (1st), replacing Wild Empathy. Moved Shattering Strike to 1st level, replacing Animal Focus. Moved Overhand Chop to 2nd level. Changed replaced old abilities with replaced new ones.
Memorist (New Scholar archetype): The memorist is a dedicated student of the past, and knows that what has happened is the greatest determinator of what will happen. By turning his attention more fully not only to formal history but to the theory of memory, he gains insight into how best to approach present happenings. In any meaningful sense of the word, a memorist never forgets. - Created by Virgil from Discord/Forums.
Pact-Bonded Hunter (Beastmaster archetype): Added Evasion (7th), replacing second animal focus and Improved Evasion (13th), replacing third animal focus.
Tree Guardian (Beastmaster archetype): Added Plant Focus (1st), replacing Animal Focus. Added Second Plant Focus (7th), Plant Shield (8th), and Third Plant Focus (13th).

Miscellaneous

Added saves to the following Alchemical Items: Bacchus's Wine, Impaler, and Vampire Fang.

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After New Year's Small Update!
Another year, another update. Enjoy!

Archetypes

Chaos Knight (New Dark Knight archetype): The chaos knight is a beacon of chaos among all dark knights. Chaos knights gather groups of other worshipers to follow and fight for chaos. Bending the some the elements to their will and creating shrines of evil in the name of Chaos. - Created by Kayos from Discord.
Magician (New Gambler archetype): Some lucky souls play the odds, but others stack the deck for the sake of putting on a show. These canny entertainers live by the saying, “Fortune favors the bold,” and they profit by it in both reputation and compensation. - Created by Virgil from Discord/Forums.
Magitek Pilot (Chocobo Knight archetype): Changed Class Skills (added Knowledge: Technology and Repair, removed Animal Handling and Ride). Changed Magitek Feint ability to Magitek Juggernaut. Added Magitek Defense (19th level), replacing Indomitable Steed. Beam Cannons now use DC equal to 10 + half chocobo knight level + Int mod instead.
Mistwalker (New White Mage archetype): While some try to quantify their understand of the world through study and experimentation, others seek deeper waters. By tuning their ears to mystic currents, mistwalkers count themselves among the latter. In opening themselves to the voice of the planet, in whatever form that may take, they develop a growing awareness of reality’s bounds and bridges--and in light of this grander perception of crude matter, these luminous beings may begin to blur the line between what is there and what is not, what is and what might be. To know the world through this lightest of touches is to grant some measure of control over its texture. - Created by Virgil from Discord/Forums.
Soldier (Fighter archetype): Removed Mako Infusion and Persistent Mako Infusion. Added Mako Power and Greater Mako Power. Modified Mako Perfection.

Spells

Black Magic Spells: Added Torrent Spikes, Torrent Spikes II, Torrent Spikes III, Umbral Spikes, Umbral Spikes II, Umbral Spikes III
Blue Magic Spells: Inertial Barrier, Inertial Barrier II, Inertial Barrier III, Levinbolt, Life Sounding, Miasma, Multicast, Multicast II, Multicast III, Putrescence, Tears of Frustration, Wind Shear. Curse put back to 4th level where it belonged. Magnitude 8 put back to 8th where it belonged.
Dark Knight Spells: Added Umbral Spikes, Umbral Spikes II
Holy Knight Spells: Added Radiant Spikes, Radiant Spikes II
Necromancer Spells: Added Umbral Spikes, Umbral Spikes II, Umbral Spikes III
Red Magic Spells: Added Torrent Spikes, Torrent Spikes II
White Magic Spells: Added Radiant Spikes, Radiant Spikes II, Radiant Spikes III

Miscellaneous

Added Faris - Iconic Beastmaster alongside with Syldra, her animal companion - Created by Luphey from Discord.

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Lots of little changes to make the people happy. o7

Races

Several races have updated dark/holy knight favor class bonus changes.
Classes

Chemist (Base Class): Made slight changes to Craft Alchemical Item and Item Lore abilities based on suggestions from Manly Man and Luci from Discord.
Dark Knight (Base Class): Major revision. Removed alignment restrictions, removed alignment-related abilities, melded the Abyssal Knight archetype into the revised Dark Knight class.
Holy Knight (Base Class): Major revision. Removed alignment restrictions, removed alignment-related abilities, melded the Paladin archetype into the revised Holy Knight class.
Monk (Core Class): Combo Finishers moved from 3rd to 1st level.Added Suplex to the list of Combo Finishers. Fix up any Combo Finishers that affects all creatures to affecting enemies only.
Samurai (Hybrid): Bushidos moved from 3rd to 1st level. Fix up any Bushidos that affects all creatures to affecting enemies only.
Sword Saint (Hybrid Class): Vanguard Talent Tree now indicates only melee attacks/weapons.
Archetypes

Abyssal Knight (Dark Knight archetype): Was removed and consumed by the new dark knight class.
Black Knight (new-ish Dark Knight archetype): Old dark knight converted into an archetype.
Battlerager (Beastmaster archetype): Added Unrelenting Endurance ability to replace Improved Empathic Link, as per Ionus‘s suggestion from Discord.
Blademaster (Sword Saint archetype): Fix up any Combo Finishers that affects all creatures to affecting enemies only.
Chaos Knight (Dark Knight archetype): Removed Beacon of Chaos.
Dark Swordsman (Dark Knight archetype): Moved Dark Pool from 3rd to 1st level and Dark Sword Talents from 4th to 2nd level, gaining every two levels thereafter.
Death Knight (Dark Knight archetype): Added an alignment restriction.
Druid (Beastmaster archetype): Replaced One with the Wild ability for Geostep. Added Armored Mage ability (5th), replacing Beastmaster Tactics and Teamwork Feats.
Face Stealer (new Illusionist archetype): Among practitioners and adepts in the ways of illusion, there are those who specialize in the art of disguise to a degree unmatched by many. Developing their talents for impersonation and deception, face stealers are often shadowy agents of espionage and social trickery. Trust is a luxury many can ill afford, and the face stealer has a hidden monopoly on the market. Created by Virgil from Discord and the Forums.
Fell/Temple Knight (Dark/Holy Knight archetypes): Added more clarification to their spellcasting and added Armored Mage ability to each.
Holy Swordsman (Holy Knight archetype): Moved Holy Pool from 3rd to 1st level and Holy Sword Talents from 4th to 2nd level, gaining every two levels thereafter.
Kaiser (Geomancer archetype): Replaced Geocache LB with Avatar Protection LB.
Monk of the Wild (Monk archetype): Martial Arts Style Mastery moved from 3rd to 1st level. Added Greater Rage, Tireless Rage, and Mighty Rage.
Morpher (Blue Mage archetype): Drastically changed the Morph ability, removed Improved Morph and Superior Morph.
Paladin (Holy Knight archetype): Was removed and consumed by the new holy knight class.
Parivir (Samurai archetype): Swordmanship Techniques moved from 3rd to 1st level.
Redeemer (Qu Holy Knight archetype): Changed wording on Merciful Smite. Moved Pact of Peace to 6th level.
Rune Knight (Holy Knight archetype): Moved Scribe Rune from 4th to 5th level. Moved Rune Eruption from 14th to 13th level.
Scaled Fist (Au Ra Monk archetype): Draconic Mettle now scales by level.
Shadowrager (new Dark Knight archetype): While nearly all dark knights weaponize their malice, none can do so quite like the shadowrager. Just beneath their skin lies a burning hatred that comes out in a glorious display of wrath, with which they lay their enemies flat. Created by Manly Man from Discord.
Stonelord (Dwarf Holy Knight archetype): Moved Phase Strike from 12th to 13th level and moved Mobile Defense from 19th to 17th level.
Warrior Monk (Samurai archetype): Replacement Bushido moved from 3rd to 1st level.
White Knight (new-ish Holy Knight archetype): Old holy knight converted into an archetype.
Spells

Black Mage spells: Added Gloom and Gloom II.
Blue Magic Spells: Added the following spells: Bedazzle, Big Wave, Calcifying Ray, Glare, Hundred Needles, Inferno, Maelstorm, Samba de Flan, Snowpit, Ten Needles, Twister. Emerald Blast and Ruby Fire were moved to 8th level. Poison Needles reduced to 2d4 damage. Multicast (1/2/3) changed from ranged touch to unerring missiles. Inertial Barrier (1/2/3) changed from negating physical damage to granting damage reduction.
Necromancer spells: Added Gloom and Gloom II.
White Mage spells: Added Bright and Bright II.
Feats

Body Fuel feat: Changed ability damage to ability burn and made it a swift action to use. To compensate for the nerf, I added Mind Over Body feat.
Added a couple of Blitzball feats under Combat Feats.
Elemental Focus, Greater Elemental Focus, Elemental Penetration, Greater Elemental Penetration feats: Now grants a bonus to a specific element while inducing a penalty to all other elements, but stacks with Spell Focus/Spell Penetration feats.
Added a slew of Reserve feats: Acidic Splatter, Aquatic Breath, Borne Aloft, Clutch of Earth, Drowning Glance, Face-Changer, Fiery Burst, Hurricane Breath, Shadow Veil, Storm Bolt, Summon Elemental, Sunlight Eyes, and Winter’s Blast. Possibly more to come.
Miscellaneous

Alisaie – Iconic Red Mage added. Created by Luphey from Discord.
Blitzball and Spiked Blitzball weapons added to the Weapons list, courtesy of NapazTrix from Discord.

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More goodies, another update!
More changes, some drastic, some minor. Enjoy!

Classes

Archer (Core Class): Added Archer Training (1st).
Blitzer (new Prestige Class): The game of Blitzball is a graceful ballet of underwater maneuvers. It is also a sometimes brutal full-contact sport with ruthless players vying for any advantage. This has led to blitzers becoming adept at ranged combat, using blitzballs as deadly weapons. They have even been known to use magic to enhance their balls, giving them spell-like properties that with affect their opponents.
Dancer (Hybrid Class): Now proficient with “Monk” weapons and Rain of Blows can use Monk weapons with it.
Dark Knight (Base Class): Revised Dark Sword Techs. Removed the limited number of uses for Darkside. Moved Darkness Unleash, Plunge, Bloodspiller, and Blood Price into Abyssal Arts. Removed the level limit of Abyssal Arts abilities, now can choose which to get. Souleater now only affects melee attacks, and can’t be healed except by spells and class features while under the effects. Removed the DR from Dark Champion. Added Aura of Cowardice (11th), Aura of Despair (13th), Aura of Quietus (17th), and Aura of Rage (19th).
Holy Knight (Base Class): Revised Holy Sword Techs. Removed Bulwark and Holy Shield abilities, replaced them with Unwavering Confidence and Flash of Light. Moved Circle of Scorn, Royal Authority, Goring Blade, and Holy Spirit into Divine Arts. Removed the level limit of Divine Arts abilities, now can choose which to get. Made changes to Royal Authority and Holy Spirit. Added Aura of Courage (11th), Aura of Resolve (13th), Aura of Healing (17th), and Aura of Warding (19th).
Judge Magister (Prestige Class): Was removed and made into a Deific Order for Cleric.
Knight (Core Class): Reduced movement restriction from Defensive Stance. Removed Mobile Defense and Improved Mobile Defense, added Improved Defensive Stance (11th), Tireless Stance (17th), and Superior Defensive Stance (20th). Modified Armored Defense. All other Knight archetypes that replace Defensive Stance also replace these new abilities.
Medic (Base Class): Major revamp. Removed Improved First Aid, Survey the Damage, Piercing Mastery, Calming Touch, Expert Healer, Field Healer, Resuscitate, Vigorous First Aid, First Aid Mastery, and Master Mender. Added the following abilities: Medic Training, Triage, Medic’s Expertises, Improved Treatment, Improved Triage, Resuscitation, Improved Resuscitation, Greater Resuscitation, Master Medic. Medic Archetypes updated to the new changes.
Samurai (Hybrid Class): Added the following new Bushidos (courtesy of Meta from Discord): Gekka, Guren, Kasha, Yukikaze.
Time Mage (Base Class): Removed Quickening. Added Time Flicker (3rd), Reactive System (5th), and Time Shift (9th). Added the following temporal talents: Accelerate, Aging Touch, Erase from Time, Insight, Knowledge of the Ages, and Time Hop. Added the following advanced temporal talents: Abbreviate Magic and Rewind. Modified Ahead of Time ability. Modified Motes of Time ability.
Deific Order

Judge Magister: Judge magisters worship the God of Law, Alexander. They are the elite guard, the chief arbiters, and enforcers of Imperial law in the Lands of Ivalice. They are feared for their ability to bring in lawbreakers easily. Their unique armor, a badge of office, makes them intimidating to everyone. They excel at knocking down foes while fearlessly standing their ground.
Archetypes

Azure Dragoon (Dragoon archetype): Geirskogul now only usable once per Blood of the Dragon. Nastrod (Talent) was revised.
Black Knight (Dark Knight archetype): Replaced Aura of Cowardice with Aura of Desecration. Replaced Aura of Despair with Aura of Putrefaction.
Dark Swordsman (Dark Knight archetype): Revised Dark Sword Techs.
Hawkeye (Archer archetype): Archery Talent Trees are only usable by bows and crossbows now.
Holy Shield (new Holy Knight archetype): When faced by enemies, the holy shield reaches first not for a weapon, but for her trusty shield. With the power of light, she can ward others from harm.
Holy Swordsman (Holy Knight archetype): Revised Holy Sword Techs.
Juggernaut (Shindroid Knight archetype): Added Unbreakable ability (20th).
Ki Warrior (Monk archetype): Added a line for Super Transformation that increases Ki Blast damage by 1d6 per transformation tier. Added a tiny limitation to Spirit Bomb ki power. Added Tireless Transformation (17th) to replace Timeless Body.
Magitek Pilot (Chocobo Knight archetype): Adding clarification on Magitek Upgrades to indicate the magitek mount gets the extra slam and push special ability. Removed Grab, added Push to Magitek Upgrade 3.
Stonelord (Dwarf Holy Knight archetype): Removed Mobile Defense with Improved Defensive Stance.
Warlord (new Knight archetype): A warlord is a leader on the battlefield, standing on the front line, commanding troops and offering aid to allies as the battle rages. They are brilliant tacticians, often spelling the difference between defeat and victory.
White Knight (Holy Knight archetype): Replaced Aura of Courage with Aura of Life. Replaced Aura of Resolve with Aura of Purity.
Spells

Dark Knight spells: Removed Dark Sacrifice, Murderous Command, Protection from Good, Demonhide, Protection from Good (Communal), Defile Armor, Magic Circle against Good, Dark Blight, Mantle of Evil, Unholy Sword
Holy Knight spells: Removed Bless Weapon, Challenge Evil, Protection from Evil, Fire of Entanglement, Protection from Evil (Communal), Fire of Judgment, Magic Circle against Evil, Sanctify Armor, Sanctify Weapons, Crusader’s Edge, Fire of Vengeance, Holy Smite, Holy Sword
Feats

Added Extra Abyssal Arts and Extra Divine Arts feats to the class feats section.
Added the following feats: First Aid Training (General) and Extra Medic’s Expertise (Class)
Familiar feat now requires a caster level instead of MP pool as a prerequisite.
Miscellaneous

Iconics: Minwu (Iconic White Mage) and Locke (Iconic Thief) was added, courtesy of Luphey from Discord.
Variant Multiclassing: Updated Dark Knight, Holy Knight, Medic, and Time Mage.

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Hey Vil, maybe my search fu is weak today but I can't seem to find the judge order anywhere, via the deific orders page or through search, thought you might want to know
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(02-17-2019, 08:57 PM)Xyrandis Wrote: Hey Vil, maybe my search fu is weak today but I can't seem to find the judge order anywhere, via the deific orders page or through search, thought you might want to know

It was changed recently. Removed as a Deific Order, changed into a Knight archetype.

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Another Update Before Vil Disappears Into Division 2

Changes, big and small. Probably will upset people, meh!

Races

Gria (Base Race): Added Strengthened Wings racial feat. Added 4 Alternate Racial Heritages (Cave Wyrm, Draconic, Ocean Wyrm, and Sand Wyrm), as suggested by Bahamut from Discord.
Moogle (Core Race): Added Strengthened Wings racial feat.
Roegadyn (Base Race): Powerful Build no longer stacks with any other abilities.
Tarutaru (Core Race): Removed -2 Con, +2 Cha from base racial stats. Added an Alternate Racial Trait called Lalafell Ancestry that grants a +2 Cha, -2 Con, in addition to starting racial traits.
Classes

Black Mage/White Mage (Core Classes): Metamagic Enhancement changed from a Free Action to a Move Action.
Dark Knight (Base Class): Abyssal Art (Bloodspiller) now changed to a standard action and instead deals double weapon damage. Removed Dark Sword Techs.
Fencer (Hybrid Class): Updated their weapon proficiencies.
Holy Knight (Base Class): Removed Holy Sword Techs.
Knight Gallant (new Prestige Class): Noble swordsman who earn their valor and honor on the battlefield. Honing their swordskills, and becoming commanders on the battlefield, these valiant knights earn the title “Knight Gallant”. Their swordskill prowess, and presence on the battlefield is unmatched by any warrior. They are a King’s greatest sword. – Created by Kayos from Discord.
Medic (Base Class): Triage now heals 1d6 per level and instead of a number of encounter per use, it now uses half level + Wis mod per day. Improved Triage now reduces Triage from a standard action to a move action, and using to heal multiple allies requires a standard action instead of a full round action. Due to the increased healing for Triage, I removed maximized healing from Master Medic.
Samurai (Hybrid Class): Some major revisions. Meikyo Shisui limit break was modified. Iaijutsu Strike’s enhancements removed. Forces of Sen ability was removed. Resolve moved to 3rd level from 4th. Mediate was overhauled. Bushidos was renamed to Combo Finishers. One with the Sword capstone renamed to Master Samurai. 3 new Combo Finishers were added (Higanbana, Midare Setsu Gekka, and Tenka Goken). Bushido Pool added to 2nd level. Bushido Arts added at 2nd level and every 2 levels thereafter. One with the Sword ability added at 4th level. – Changes made by Kayos from Discord.
Sword Saint (Hybrid Class): Overhauled the Swordskills. Made changes to Swordplay, Practiced Skill, and Perfected Skill. All talent trees (including ones from archetypes) now indicate what weapons can be used with the talents. – Created by Kayos from Discord.
Deific Order

Asurite (Asura Deific Order): Servants of Asura, the queen of astrals and eidolons, asurites strive to be a mortal reflection of their patron, proving their strength in battle and their care for those they cherish in times of need.
Judge Magister: After a quick review, I decided to remove it as a deific order for cleric and made into a Knight archetype instead.
Archetypes

Berserker (Beastmaster archetype): Ferocity now ignores the effects of nonlethal damage (not the damage itself). Ronso’s Grip (Berserk power) no longer stacks with any other abilities.
Bladecaller (Samurai archetype): Added The Forces of Sen at 1st level.
Chaos Knight (Dark Knight archetype): Was removed because the Dark Sword Techs were removed from the base class and it was lackluster without additional abilities.
Dark Swordsman (Dark Knight archetype): Removed Dark Sword Techs. Added Dark Swordplay, Practiced Skill, and Perfected Skill.
Holy Swordsman (Holy Knight archetype): RemovedHoly Sword Techs. Added Holy Swordplay, Practiced Skill, and Perfected Skill.
Jack of All Trades (Freelancer archetype): Added a line to Master of None to indicate class feature effectiveness limited by level.
Judge Magister (Knight archetype): Was converted from a Deific Order to a Knight archetype.
Magicite Knight (Knight archetype): Removed Bonus Spells talent.
Monsterkin (Freelancer archetype): Added the option to buy a Subtype for the creature type purchased.
Parivir (Samurai archetype): Removed The Forces of Sen.
Pluto Knight (Knight archetype): Was removed because abilities were moved to the Knight Gallant prestige class.
Reaver (Dark Knight archetype): Blood Frenzy talent now grants a bonus to damage for 10 HPs the reaver is missing. And this extra damage is not multiplied on a critical hit.
Skullshield (Necromancer archetype): Skullshields now count as undead while fused with their bone commander.
Swordsman (Sword Saint archetype): Removed Branched Swordplay due to upcoming changes to Dark/Holy Knight.
Warrior Monk (Samurai archetype): Removed The Forces of Sen.Removed access to any combo finishers that indicate the use of iaijutsu strikes.
Feats/Traits/Drawbacks

Added the following class feats: Extra Bushido and Extra Bushido Arts
Added the following racial feat: Strengthened Wings
Added the following magic trait: Mana Vision – Created by NapazTrix
Added the following regional traits: Bahamut’s Legs, Beard Above Your Station, Downtown Living, High-Life Wanderer, On The Fence, and Scaley Ally – Created by NapazTrix
Added the following religion traits: Fenrir’s Drift, Gale of Valefor, and Order of Alexander – Created by NapazTrix
Added the following drawbacks: Mana Echoes (Guado) and Mist Vulnerability (Viera) – Created by NapazTrix
Spells

Esuna spell now is able to cure supernatural status effects.
Miscellaneous

Added links to NapazTrix’s Campaign Module and Campaign Setting in the Links section. Check it out.

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Quick small update!
Posted on March 10, 2019 4:22 am by Viladin

I know I’m just rushing these out, but enjoy.

Races

Ronso (Base Race): Added a new racial blue mage archetype, the Cerulean Lancer.
Classes

Blue Mage (Base Class): Slight overhaul. Moved Analysis to 3rd from 2nd. Modified Azure Lore ability to affect only 6th level or lower blue magic spells. Moved Azure Counter to 9th from 10th. Moved Easy Learning to 13th from 15th. moved Azure Lore to 17th from 19th. Added Azure Talents and Advanced Azure Talents at 2nd-20th, suggestions made by XenoMorphine from Discord.
Illusionist (Base Class): Removed Surprise Casting, replaced it with the ability, Mirror. Removed alignment restriction from class.
Deific Orders

Asurite (Deific Order for Asura): Made a scaling adjustment for Asura’s Strength. Switched Asura’s Guardianship and Asura’s Reprimand’s levels.
Archetypes

Card Shark (Gambler archetype): Made a slight change to Throwing Card Specialist.
Cerulean Lancer (new Ronso Blue Mage archetype): The ronso tribes are known for learning the monster’s ways of fighting. While most take to fighting with natural weapons, some ronsos wield lances to hunt down the monsters themselves and jump on them before they can react.- Created by Kayos from Discord.
Dragon Slayer (new Dragoon archetype): These dragoons specialize in the slaying of dragons, learning all they can to use their own powers against them and to support their allies. – Created by Kayos from Discord.
Phantom Blade (Illusionist archetype): Added Surprise Casting (5th), replacing bonus feats.
Poledancer (Dancer archetype): Added Jump (replacing AC bonus). Added Deadly Lancer (replacing Fleet), and added Light Armor.
Savant (new Blue Mage archetype): While typically the study of monsters is associated with the blue mage, there are those who learn magic instead, watching other mages and copying them.
Shadowrager (Dark Knight archetype): Rage Casting moved to 6th level from 5th, replacing a defile gained at 6th level.
Spells

Added the following Blue Mage spells: Acid Droplet (2nd), Bacteria (3rd), and Hydrotwister (4th).
Miscellaneous

Magitek: Removed the line that indicated it had an armor bonus, armor check penalty, and max dex of full plate.
I cleaned up all the messy “boxes” in all the classes. Should be much cleaner to look at.

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Last update until FFXIV drops the new classes. Enjoy. I was going to do an April's Fool thing, but I think everyone knows too quickly. Tongue

Races

Galka (Core Race): Ferocity Racial Trait was changed to its actual version that it should be.
Roegadyn (Base Race): Ferocity Racial Trait was changed to its actual version that it should be.

Classes

Chocobo Knight (Base Class): Added Mounted Talents and Advanced Mounted Talents.
Dragoon (Core Class): Made changes to Jump and Deadly Lancer (from suggestions from OwOnion Knight on Discord). Added Spear Parry and Riposte ability (13th level).
Illusionist (Base Class): Added more Veil Powers to flush it out some more.
Scholar (Hybrid Class): Added the following additional Scholar Exploits: Mending Flesh, Obfuscated Spellcasting, Orderly Casting, and Weather Sage. Added the following additional Advanced Scholar Exploits: Convert Wand, Dimensional Seal, and Greater Consume Magic Items.

Archetypes

Azure Knight (new Knight archetype): Azure knights take the bits and pieces of creatures they fought and killed, to imbue their shields with the creature’s powers.
Cerulean Lancer (Blue Mage archetype): Made appropriate changes to Jump and Deadly Lancer. Added proficiency in spears, polearms, and lances.
Kaiser (Geomancer archetype): Added Elemental Shape ability to replace geosynchronous, the earth speaks, the air sings, and the echoes dance.
Memorist (Scholar archetype): Added Limit Breaks to replace the scholar's Limit Breaks. Added Recall ability to replace grimoire.
Poledancer (Dancer archetype): Made appropriate changes to Jump and Deadly Lancer.
Savant (Blue Mage archetype): Added these lines (nerf) to Learned Sorcery: The maximum number of known spells a savant can have is equal to double his blue mage level plus his Intelligence modifier. If at any time a savant exceeds this limit, he immediately loses a spell from his known spells list, at his choice.
Soldier (Fighter archetype): Are now proficient with an exotic or martial two-handed melee weapon along with simple weapons and light armor.
Tamer (Beastmaster archetype): Made some overhaul changes due to suggestions from Xeno on Discord.

Spells

Blue Magic spells: Added Self Destruct (1st level)
Summoner spells: Renamed Self-Destruct (3rd level) to Explode.

Skills and Feats

Skill Unlocks: Added Drive and Repair. Drive skill got updated Drive actions in preparation for the Vehicle update.
Added the following class feats: Extra Challenge and Extra Mounted Talent.

Miscellaneous

ForTheSeen from Discord has been doing a fantastic job of adding new monsters in the bestiary. I can't list everything, but there's been alot of additions.
Zombie status effect: Added this line: When hit points drops at or below 0 hit points, the status effect is removed and the character is unconscious.

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The Quiet Before the Storm Update

I know I said I wasn’t going to update until Shadowbringers expansion of FFXIV. But I’ve had a pile up of updates and new stuff. So, enjoy.

Races

Ronso (Base Race): Removed Powerful Charge as a racial trait, added (with changes) as a racial feat. Added Fearless and Darkvision as racial traits. Moved Mountaineers to Skill/Feat Racial Traits, made a slight change to it. Made slight changes to alternate racial traits.

Classes

Bard (Core Class): Added new capstone, Master Bard (20th level). Moved all bardic performance abilities under Bardic Performance.
Black Belt (Hybrid Class): Added Bonus Combat Feats (3rd, every 3 levels) and Exploit Weakness (7th). Moved Focus to 7th from 6th.
Blue Mage (Base Class): Revised and clarified the Azure Summoning Limit Break.
Diamond Magister (Prestige Class): Modified prerequisite.
Freelancer (Miscellaneous Class): Any leftover JP at 1st level are lost. Leftover JP thereafter are carried over.
Gambler (Base Class): Classified Throwing Cards as light thrown weapons that work like Shurikens. Luck points can now be spent on extra swift actions to be used with gambler class features.
Onyx Magister (Prestige Class): Modified prerequisite. Modified Limit Break.

Archetypes/Deific Orders

Ark Knight (Dark/Holy Knight archetype): Added Managerial Enlightenment ability (2nd) to replace First Into Battle.
Azure Knight (Knight archetype): Added Clear Mind (10th level). Added Extra Azure Pool talent to the Azure Talent list.
Card Shark (Gambler archetype): Replaced Quick Draw from Throwing Card Specialist with Rapid Shot. Added Flick of the Wrist ability (5th) replacing Professional Gambler.
Commando (Gunner archetype): Added Favored Terrain (2nd), Military Expertise (3rd), Expert Tracking (4th), and Battlefield Camouflage deed (15th). Description of Commando updated as well. All of these suggestions were created by Lady Natalie Miravelle from Discord.
Divine Knight (new Cleric archetype): Divine knights are crusaders who use the power of their divine patron to annihilate the faith’s enemies.
Iconic Summoner (new Summoner archetype): These summoners form a pact with an iconic hero instead of an avatar.
Immortal (Blue Mage archetype): Now begins with at least 1 Blue Mage spell.
Master Caller (new Summoner archetype): Those who can give their life in dedication to their god earns their respect and can call upon multiple gods to summon their avatars. These summoners come from all forms of life, and can summon the will of the gods in all forms as well.
Mastermind (new Freelancer archetype): A mastermind bonds with many companions rather than just one to prove his superiority, achieving a level of communication beyond expectations.
Monstrous Shifter (new Blue Mage archetype): Rather than focusing on higher learning of blue magic, these shifters focus on becoming a monster themselves, forming natural weapons from their bodies and rending creatures asunder.
Phantom Blade (Illusionist archetype): Changed Diminished Spellcasting to Limited Spellcasting (from 9th level spells to 6th), removed Hardened Casting (3rd). Moved Bright Blade to 1st level, replacing Cantrips (from 2nd). Added Sneak Attack (3rd) and Fully-Armed Caster (4th). Veil Pool modified and changed radically. Illusionary Weapon Talents added to replace Veil Powers. Swirling Colors moved to 7th level (from 3rd).
Poledancer (Dancer archetype): Added Poledancer Stance (2nd) to replace Evasion and Polearm Defense (12th) to replace Improved Evasion.
Savant (Blue Mage archetype): Savants now use their Intelligence for learning and casting spells. Reduced the number of starting cantrips to 2, 1 per 4 levels thereafter.
Seeress (Deific Order for Cleric): Made changes to the following abilities: Eyes of Etro, Temporal Threads, and If You Change the Future, You Change the Past.
Stormbreaker (new Fighter archetype): Warriors who walk in the tempest unafraid draw the power of the storm into themselves and become stormbreakers.
Technomancer (Engineer archetype): Removed the Item Creation Feat requirement from the Magical Salvage class feature.

Spells

Blue Mage spells: Added (2nd) Garuda’s Favor, Telekinetic. (3rd) Greater Magic Hammer, Light Rays, Sonic Tail. (5th) Fire Roar, Ice Roar, Sandstorm. (6th) Heaven’s Cataract, Lightning Roar. (9th) Rest In Peace, Vespersong, Warsong.
Illusionist spells: Added Lesser Shadow Elemental (3rd).and Lesser Shadow Summoning (3rd). Moved Shadow Summoning to 5th from 4th. Moved Phantasmal Web from 5th to 4th. Moved Greater Shadow Summoning to 8th from 7th.

Miscellaneous

Static (Status Effect): Now only affects once per round.
Added a new section on the website called Roles and Positions. This displays (primarily on Discord) what the roles and positions of my current crew members that help me with FFd20.
Added a new section on the website called FAQ. This section shows the commonly-asked questions and answers.

Signing of Viladin

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Another update, less pileup.

Cleaning off my to-do list. Enjoy!

Classes

Archer (Core Class): Major revision: Made extreme changes to Aim and Take Aim abilities. Changed Hail of Arrows Limit Break to Barrage. Added Bluff and Sense Motive to Class Skills. Removed Precision Shot, Deadshot, Improved Deadshot, High Ground, Threatening Shot, Trick Shot, and Hunter’s Tricks as class features. Added Archery Talents (2nd), Agile Archery (3rd), Called Shot (5th), Quick Shot (8th),.and Aim Mastery (19th). Moved Quick Shot and Uncanny Dodge to 7th from 8th. Moved Take Aim to 13th from 12th. Moved Improved Uncanny Dodge to 17th from 18th. Modified Fast Movement, Critical Aim, Volley, and Ranged Defense.
Cleric (Base Class): All Deific Order spellcasting are now Wisdom-based. All spell effects use Wisdom instead of the spell’s normal spellcasting score.
Dragoon (Core Class): Deadly Lancer now increases bonuses for every 10 instead of 5 of the DC.
Necromancer (Base Class): Removed Bone Minions, added Necromancy Talents (2nd). Changed Capstone ability into Lich Transformation.

Archetypes

Battlefield Minstrel (Archer archetype): Moved Stamina Pool to 2nd from 3rd. Moved Talent Trees to 2nd from 5th. Moved Ballads of the Battlefield to 5th from 4th.
Belmont (new Cleric archetype): Belmonts are entrusted with the duty of slaying undead and other creatures of the night. They wield sacred whips, bear holy crosses, and employ holy water that make them formidable enemies of the creatures of darkness.
Blood Mage (Necromancer archetype): Moved Request Aid to 6th from 5th.
Bonedancer (new Necromancer archetype): Created this archetype to place Bone Minions in and moved to 3rd level from 5th.
Dwarven Crossbowyer (Archer archetype): Moved Preferred Environment to 5th from 4th and modified it. Moved Meteor Shot to 19th from 17th.
Gadgeteer (new Engineer archetype): The gadgeteer specializes in applied science and uses esoteric formulas and theories developed in laboratories to create extraordinary devices that aid and support in combat. Many gadgeteers become adventurers not only to right wrongs or fight for country, but also to gather the necessary funding to continue their research and tinkering.
Hawkeye (Archer archetype): Moved Stamina Pool and Talent Trees to 2nd from 1st.
Monstrous Shifter (Blue Mage archetype): A number of changes: Added increase BAB/HD, Good Fort/Reflex saves, Bad Will, replacing creature magic/MP pool. Added Evolved Instinct (1st), replacing spell proficiency/cantrips. Added Adaptable Circumstance (2nd), replacing azure talents/advanced azure talents. Added Monstrous Anatomy (3rd), replacing armored mage. Added Adaptability (10th), replacing clear mind. Added Rapid Adaptability (19th), replacing cerulean focus. Added Dragon, Magical Beast, and Plant to available creature types to Monstrous Transformation capstone ability, as well as a clarification that only the traits are gained from the creature type chosen.
Necrotic Healer (Necromancer archetype): Moved Healing Magic to 1st (from 2nd), replacing bone commander, modified it. Made changes to Rebuke Death. Removed access from certain necromancy talents and added access to certain white mage talents. Added White Magery (2nd), replacing undead body. Added Transfer Wounds (3rd), replacing harm touch. Moved Power Over Undead to 4th from 3rd, replacing unholy fortitude. Moved Enhanced Healing to 8th (from 7th), replacing unlife healer. Added Healer’s Touch (7th), replacing cheat death. Added Efficient Transfer (10th), replacing unholy protection, Added Divine Seal (12th), replacing master of undeath.
Ranger (Archer archetype): Added Hunter’s Tricks (2nd). Moved Hunter’s Bond to 5th from 4th. Moved Woodland Stride to 7th from 6th. Moved Camouflage to 6th from 12th.
Skullshield (Necromancer archetype): Added Quick Infusion (3rd), replacing Lifetap. Added Superior Shielded Meld (17th), replacing Deathly Abeyance. Moved Bone Armaments to 3rd from 5th.
Sniper (Archer archetype): Added Precision Shots (2nd), Deadshot (3rd), Precision Aim (3rd), Improved Deadshot (7th). Moved Accuracy to 2nd from 3rd. Moved Deadly Range to 6th from 5th.
Soldier (Fighter archetype): Removed Unstoppable Momentum, replaced with Evade Reach. Modified Giant Weapons Wielder.
Stargazer (new Astrologian archetype): An astrologian who spends much time studying the paths of the stars will discover the most truly influential domains of the heavens: the constellations of the zodiac. These twelve signs dominate the events of the world from behind the scenes, and they call for a finely attuned spirit to best mark their passing. Stargazers are devotees of this kind, and their knowledge of the celestial sphere is unmatched. Created bv Virgil from the forums/discord.
Vampire (Necromancer archetype): Moved Vampiric Swarm to 3rd from 5th.
Warlock (Necromancer archetype): Added Fear Immunity (5th), replacing Fear Aura. Added Fiendish Resistance (9th), replacing Miasma.
Warrior Monk (Samurai archetype): Removed Unstoppable Momentum, replaced with Divider.

Feats

Added Extra Necromancy Talent and Extra Archery Talent as class feats.

Miscellaneous

Added Pirate’s Drink and Sage’s Drink to Tier 1 Alchemical Items. – Created by NapazTrix from Discord.
Added the following alchemical items to tier 2: Black Curtain, Brown Curtain, Clear Curtain, Green Curtain, and Silver Curtain. – Created by DMLeibfrid and Thorne from Discord.

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A. Everything here is awesome
B. Minor nitpick, the Belmonts do fight against varied demons (and other stuff, but eh) as well, could their abilities that affect undead be expanded to hit evil outsiders too, as per standard holy water?
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(05-31-2019, 08:44 AM)Xyrandis Wrote: A. Everything here is awesome
B. Minor nitpick, the Belmonts do fight against varied demons (and other stuff, but eh) as well, could their abilities that affect undead be expanded to hit evil outsiders too, as per standard holy water?

Uhh... sure.

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Big Update!

New Hybrid Class, new archetypes for it, and some other changes! Enjoy.

Classes

Black Belt (Hybrid Class): Removed Bonus Combat Feats class feature and added Martial Art Talents (2nd). Moved AC Bonus to 3rd from 4th and buffed it a little.
Gunbreaker (new Hybrid Class): Fast, deadly and explosive. The gunbreaker is a warrior who jumps into the fray to protect his allies while utilizing the special gun arms, to break through enemy lines with their explosive blades or fire from range while protecting the back lines. Most gunbreakers are high ranking officers or guardians of an aristocratic, as the exotic and powerful nature of the gun arms is awed by many. – Gunbreaker, archetypes, and gun arms was created by Kayos (Wife from Discord). He did an amazing amount of work.

Archetypes

Belmont (Cleric archetype): Added Vampire Hunter (1st), replacing Spell Proficiency.
Bullet Hand (new Gunbreaker archetype): Warriors who wield a pair of gunbaghnakhs usually becomes mercenaries or thugs, hiding their gun arms up their sleeves when the time is right. When they fight, it almost seems as if their hands fire bullets.
Crescent Warrior (new Gunbreaker archetype): The wutai unit known as the crescent unit works in espionage and fighting those who defile their land. Wielding gunhalberds, they barrage their foes with fire and jump on them when they get too close to their land.
Crimsonbreaker (new Gunbreaker archetype): These gun arm wielders specialize in using the double-bladed gunblades, attacking with a flurry of crimson swings and firing from range on unsuspecting foes.
Guardian Corps (new Gunbreaker archetype): Within their assigned jurisdictions, the soldiers of the Guardian Corps fulfill the role of police officers and protectors, working to eliminate all manner of criminal activity as well as rampaging wildlife. They use assault gunblades to be well in both melee and ranged combat able to fulfill any role.
Gunstriker (new Gunbreaker archetype): These warriors specialize in using gun arms in melee utilizing the trigger attack function of the gun arm. They rip and tear through the battlefield with an explosive relentless force
Gunzerker (new Gunbreaker archetype): In the midst of battle, the raging howls of the gunzerker is heard as his bloody gun arm cuts and blasts through his foes. These mad dogs wield gun arms, usually becoming pirates and other criminals, loving to be in places where they can freely let loose and go wild on their foes.
Knife Master (Tonkin Thief archetype): Added Chef’s Knife (20th), replacing Master Strike.
Legionnaire (new Gunbreaker archetype): Officers of the garlean empire employ the use of magitek gunblades as a badge of honor and service to the empire. Those who wield these weapons are feared and respected among all ranks and to lose it would be to lose their badge of authority.
Mystic (Astrologian archetype): Increased BAB/HD by 1 step, loses access to 7th-9th level spells and have a lower base MP pool.
Shieldbreaker (new Gunbreaker archetype): Protectors of the weak, the shieldbreaker wields a gunshield to protect his allies. Usually coming up as valiant warriors, they aim to safeguard those who need their shield and lay down the fire before anyone can reach them.
Sorceress Knight (new Gunbreaker archetype): Mages and healers have always found themselves at the end of conflict, be it by their own design or from those who wish to end their lives quickly due to their role on the battlefield or in politics. These mages employ a special guard to help protect them known as Sorceress Knights. While female mages are more often the employers of such warriors, its not uncommon for men to also employ their protectors.

Feats

Added the following class feats: Extra Gunbreaker Talent, Extra Gun Arm Technique, Extra Martial Art Talent.

Miscellaneous

Added Gun Arms under the Equipment section.

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Some new archetypes and some removals. Cleaning out my inbox of stuff again. Enjoy!

Races

Tonkin (Base Race): Added Lantern-Bearer as a tonkin astrologian archetype. Added Tonberry Nobility to racial feats.

Classes

Gunbreaker (Hybrid Class): Starting gun arm has a -2 penalty to ranged attack rolls. This is removable by upgrading to masterwork with Gunsmithing. Beat Fang and Lightning Shot gunbreaker talents now use the melee part of the gun arm’s critical hit range and multiplier for the attack. Heart of Stone and Heart of Light now does not stack with any other ability that applies a modifier to Fortitude and Reflex saves. Added Improved Form-Switch and Advanced Form-Switch to Gunbreaker Talents. Modified Aurora and Greater Aurora.
Gunner (Base Class): Moved Death Shot to 18th level from 19th. Added Cover Fire (3rd), Disengage (7th), and Ranged Specialist (19th).
Medic (Base Class): Triage ability now stops bleeding effects. Renamed Medical Expertises to Medical Practices, sounded better. Modified Medical Alchemist ability.

Archetypes

Belmont (Cleric archetype): Added a Limit Break (Grand Cross).
Bladedancer (new Sword Saint archetype): Swift and fearless on the battlefield, bladedancers are an exceptional kind of sword saint that forgo the safety of armor in order to instead be more mobile as they hit their targets with lightning fast speed. – Created by sage20500 from Discord.
Chiknife (new Ninja archetype): Never caught unarmed, the chiknife is the literal interpretation of using the power of ki as a weapon. Creating a ki blade is the core of the chiknife, and with it, she is a deadly combatant. Versatile and varied, the chiknife can be found in all shapes and sizes, wielding blades unique to the wielder and customized to fit the needs of the chiknife. Fluid in function, the chiknife has mastered how to alter her ki blade to fit the situation, bringing power and versatility into any combat.
Crescent Warrior (Gunbreaker archetype): Can now choose Gunlances if they want.
Guardian Corps (Gunbreaker archetype): Removed Fusilade, added Rapid Shot (3rd).
Gunblade Specialist (Fighter archetype): Was removed due to the new hybrid class.
Gunstriker (Gunbreaker archetype): Relentless Revolver reduces Critical Hit Multiplier TO 1, not by 1.
Lantern-Bearer (new Tonkin Astrologian archetype): Tonkins bear lanterns to guard and light the way. Lantern-bearers devote themselves and harness the power of the lanterns to fight the darkness.
Magicite Knight (Knight archetype), Skylancer (Dragoon archetype), and Mog Knight (Chocobo Knight archetype) were removed from the FFd20 site at author‘s request. She no longer wants to be apart of the system.
Necrotic Healer (Necromancer archetype): Added Bone Healer, replacing Bone Commander. Necrotic Healer loses access to Dark-line spells (Dark, Darkra, etc) in addition to Animate Dead and Summon Undead spells. Removed Power Over Undead, replaced it with Healer’s Pulse.
Professional Duelist (Gunbreaker archetype): Elite gunbreakers may find themselves bored by their usual duties, and some may turn to dueling not only as a pastime, but even (for the especially mercenary or thrill-seeking) as a form of employment. These swift-footed individuals hone their fighting style into a sequence of deadly repartees, even as they navigate the social battleground with equal deftness. – Created by Virgil from Forums/Discord.

Alchemical Items

Added the following Tier 3 Alchemical Items: Aeroga Mote, Aquara Mote, Blue Fang, Dark Mote, Earth Fang, and Lightning Fang. As suggested by DM Leibfrid from the Forums/Discord.
Added the following Tier 4 Alchemical Items: Mega Potion. Aa suggested by Dual-Wielding Ninja from Discord.
Adjusted prices for Ether, Hi-Ether, X-Ether. Changed White Musk to match its counterparts.

Miscellaneous

Added Antagonized status effect to status effects and to the Intimidate skill to taunt.
Added Gunsmithing to General feats, updated all classes with Gunsmithing with the correct links.
Added Tonberry Nobility (Tonkin) to Racial Feats.
Gun Arms: Added Gunknives and Gunlances to the mix. Made changes to Gunaxe (more shotgun-like, and 2-handed instead). Added Speed-Loaders (in the Technological Gear section) that reduces reloading gun arms by 1 step. Added info for Scatter Weapon Quality for Gunaxes. Trigger attack information has a little more clarity. Double Gunblade moved to 2h table. Gunhammer trigger damage reduced by 1 die step.

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