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ZeronosVega's Creation Index - ZeronosVega - 12-10-2012 EDIT: I plan on using this thread to host my various creations, so excuse the mess while I adjust it. Thanks! Juggler Hit Die: d6. Requirements To qualify to become a juggler, a character must fulfill all the following criteria. Base Attack Bonus: +3. Skills: Perform 4 ranks, Thievery 4 ranks Special: Bomb (3d6) Chemist ability Class Skills The juggler's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Concentration (Con), Craft (alchemy), Disguise (Cha), Escape Artist (Dex), Perception (Wis), Perform (Cha), Sense Motive (Wis), and Thievery (Dex). Skill Points at Each Level: 5 + Int modifier. [code] Table: Juggler Level BAB Fort Ref Will Special 1 +0 +0 +2 +0 Juggling, Stunt, Limit Break 2 +1 +0 +3 +0 Deflect Projectile 3 +2 +1 +3 +1 Stunt 4 +3 +1 +4 +1 5 +3 +1 +4 +1 Stunt 6 +4 +2 +5 +2 Catch Projectile 7 +5 +2 +5 +2 Stunt 8 +6 +2 +6 +2 9 +6 +3 +6 +3 Stunt 10 +7 +3 +7 +3 [/code] Class Features All of the following are class features of the juggler. Weapon and Armor Proficiency: Jugglers are proficient with all simple weapons, plus shuriken and throwing axes. Jugglers gain no proficiency with any type of armor or shield. Limit Breaks (Su): At 1st level, the juggler receives the Limit Break (X). Juggling (Ex): A juggler has taken the performer's craft and turned it into a deadly discipline. As a move action, a juggler may begin a cascade of up to three Diminutive or smaller inanimate objects. The usual choices are knives and clubs, but other objects (such as keys, stones and fruit) may also be used. As a standard action, the juggler can shift his routine slightly and hurl one of these items as a ranged weapon with a range of 30 feet. This attack is treated as a Feint at a penalty of -4 added to the bluff check for each successive projectile per round. A juggler may maintain a number of items in her cascade less than or equal to 3+ her class level. Adding items to a cascade can be done with a move action. The concentration required to maintain this cascade imposes a -2 penalty to AC while juggling. At 3rd-level, and for every 3rd level beyond that, the number of projectiles that can be thrown per standard action increases by 1 to a maximum of 4 at 9th level. The juggler must have both hands free to use this ability. If the juggler is damaged while maintaining a cascade, she must make a perform (Juggling) check at a DC equal to the damage dealt in order to prevent dropping the cascade. While Juggling, the juggler may only wear light or no armor. This ability was taken from the Infernal Juggler. Stunt: Starting at 1st level and every other level thereafter, a juggler learns a new stunt from the list below. A juggler cannot select an individual stunt more than once. Each stunt ability requires a standard action to use and the decision must be made before the attack roll is made. Berserk Stop Confuse Quicken/Haste Thrown Weapon Focus (Ex): At 2nd level, the Juggler gains greater proficiency with thrown attacks of all kinds. The character gains a +1 bonus to attack rolls made with any thrown weapon. This bonus does not stack with other similar abilities. Ideas for the class are as follows:
Any suggestions or help with this class will be appreciated! RE: Juggler - Nihilarian - 12-14-2012 I thought of making a juggler prestige class for the chemist. Never finished it. RE: Juggler - ZeronosVega - 12-14-2012 (12-14-2012, 11:55 AM)Nihilarian Wrote: I thought of making a juggler prestige class for the chemist. Never finished it.Yeah, I was looking at the chemist last night and realized that the juggler would make for an interesting prestige class. Admittedly, I'm taking most of my inspiration from Final Fantasy Tactics Advance/A2, so the abilities are similar to the ones in those game rather than the chemist as of right now. RE: ZeronosVega's Creation Index - ZeronosVega - 12-14-2012 Optional Rule: Holy Dragoon Inspired by Final Fantasy IV: The After Years, the Holy Dragoon is an alternative take on the typical Dragoon class. By incorporating the use of white magic, as well as new skills, the Holy Dragoon is a knight of righteousness and good. The alterations made to the original class are outlined below; except for these changes the abilities all function the same. GAME RULE INFORMATION Holy Dragoons have the following game statistics. Alignment: Holy Dragoons must be of any good alignment. Special: A character may convert any number of levels in dragoon to holy dragoon at the GM's discretion. Class Skills In addition to a dragoon's class skills, the holy dragoon also has Concentration (Con) and Heal (Wis). Class Features Limit Break: The following limit break replaces Falling Meteor. Saint Dive (Su): This Limit Break allows the holy dragoon to make a giant leap to crash like a meteor upon his enemies within 60 feet, affecting a 20-foot-radius area. Enemies in the area of effect take 2d6 points of holy damage + an additional 2d6 points of damage per four holy dragoon class levels, a Reflex save (DC 10 + 1/2 holy dragoon class level + Strength modifier) or fall prone. Spells: Beginning at 4th level, a holy dragoon gains the ability to cast white magic spells, which are drawn from the white mage spell list, gaining the same spells as a holy knight. Like most spellcasters, a holy dragoon can find or purchase scrolls with spells to add to her repertoire. Unlike other spellcasters, a holy dragoon wearing armor does not affect her spellcasting ability. To learn or cast a spell, the holy dragoon must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a holy dragoon’s spell is 10 + the spell level + the holy dragoon’s Wisdom modifier. In addition, a holy dragoon gains additional MP for having a high attribute (Wisdom). See the holy knight class for MP and spell level progression. RE: ZeronosVega's Creation Index - Nihilarian - 12-14-2012 What does the Holy Dragoon give up for the spellcasting progression? For the juggler, here's what I had before I got massively distracted. Feel free to use it, if you wish. If I ever get back to it, it will be a long time away. Keep in mind I designed it purely for the chemist. Quote:Limit Break (Su): At 1st level, the fencer receives the Limit Break (Bombard) I like your juggling mechanic, by the way. RE: ZeronosVega's Creation Index - ZeronosVega - 12-14-2012 I'm still tweaking the Holy Dragoon, as I wanted to do more than just add spells and a few changes. I was considering adding a few more of the 'holy' abilities of the Holy Knight and exchanging some of its old abilities in return. What those abilities are, I don't know as of yet. And thanks for showing me your materials. It was only yesterday that I realized how much the chemist could influence the Juggler class. I'm hoping to enhance elements of the chemist while incorporating elements found in FFTA, plus a few others. RE: ZeronosVega's Creation Index - Nihilarian - 12-14-2012 Sneak Attack/Bomb Progression: Any PrC of a chemist or thief should have some damage die progression (+3 to +5 damage die, depending on your preference), unless it has quite a bit to make up for not having it. I see two ways you can give the juggler more damage die. 1) Stacking Progression: Put an ability at the first level (like Bomb-Thrower from my suggestions above) that specifically states that you add your juggler levels to either your chemist levels (for bombs) or your thief levels (for sneak attack). Unfortunately, sneak attack isn't often advanced like that. 2) Bonus Die: At certain intervals, give the character bonus damage die for one of the abilities (their choice). For example, Bonus Damage +1d6 at 2nd level, Bonus Damage +2d6 at 4th level, etc. There's a sneaky casting PrC somewhere (CMage?) that might have wording you can borrow. Names aren't set in stone, of course. RE: ZeronosVega's Creation Index - ZeronosVega - 01-08-2013 I got bored and decided to try my hand at converting a race to this system. Criticism is always welcomed. And just know, I'm still working on the Juggler class. I've included my notes for the race, so everyone can see where I'm coming from with some of the racial abilities. Yuke First seen in Final Fantasy Crystal Chronicles Yuke Racial Traits • +2 Wisdom, +2 Intelligence. Yukes are natural-born spellcasters. • Medium: As Medium creatures, Yukes have no special bonuses or penalties due to their size. • Yuke base land speed is 30 feet. • +2 racial bonus to all Knowledge checks. Notes: I just know that they are incredibly knowledgeable as a race, but I couldn't immediately think of a way to limit this knowledge. • Armor Body: A Yuke is always found wearing its trademark armor which is used not only for protection, but for identification, individualism and even gender. A Yuke begins play with the equivalent of Copper Armor (See the equipment section) and treats the armor as if it were his or her own body. As such, a Yuke never risks a chance of spell failure nor does it suffer from the effects of exhaustion if attempting to sleep in armor. Their armor may be exchanged, though the process is far more difficult that simply donning another suit of armor, resulting a donning process which takes five times longer than normal. However, a Yuke can don any kind of armor without assistance, but will only try to do so in private or with individuals with whom they have a strong relationship with. Yukes can never be treated as having natural armor. Note: See Crystal Bearers on how the armor body functions. • Longevity: Due to the questionable nature of their existence, Yukes possess an extremely long lifespan which transcends millennia. • Automatic Languages: Common, Yuken. Notes: Magic preference. Very knowledgeable. Extremely long lifespan. Always found “wearing” a suit of armor (as such, no casting penalty), believed to be a sort of soul which uses armor as a sort of outer shell. Have natural elemental resistance (Ring of Fates). |