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Official Update Thread
Major update: Added a slew of racial and burst (channeling) feats, two new (relatively) races (Al Bheds and Mandragoras), and a few more archetypes.

Races

All races - Added their racial feats to the race themselves.
Al Bhed - I've changed them from a racial package of humes to a whole race by themselves.
Aegyl - Added and modified a racial trait.
Mandragora - A new small plant-like humanoid race.
Shindroid - Modified their Force Field racial trait, added a new weakness as well as a new alternate racial trait.

Classes

Bard - Changed auras to morale bonuses.
Gunner - Changed Gun Smithing from gaining additional firearms to gain bonuses with to gaining extra damage instead.
White Mage - Changed holy burst to 30 feet radius, but can either heal living creatures or harm undead, not both.

Archetypes

Charlatan - A medic archetype that pretends his magic is just miracles of modern technology.
Evoker - A summoner archetype that prefers the presence of an outsider creature than an aspect of a primal or deity.
Field Specialist - A medic archetype that uses firearms over piercing weapons.
Generalist - A hume red mage archetype that doesn't focus on any particular area of expertise. (Created by dairius_chi, edited by me.)
Machinist - Changed archetype to be an al bhed only engineer archetype.
Skyseer - An aegyl geomancer archetype that gains a hawk companion and masters the skies.
Tree Guardian - A mandragora beastmaster archetype that uses plants as companions.
Warmech - Modified the battle armor to give an enhancement bonus instead of an untype bonus to stats.

Feats

Burst Feats - Added the following burst (channeling) feats to fit within this system: Alignment Burst, Burst Endurance, Burst Smite, Burst Viciousness, Clarifying Burst, Command Undead, Elemental Burst, Extra Burst, Fateful Burst, Forceful Burst, Improved Burst, Ki Burst, Liberation Burst, Poisoner's Burst, Protective Burst, Selective Burst, Siphon Burst, Steelskin Burst, and Trailblazing Burst.

Racial Feats: Added a total of 78 feats (not including feats from Dwarf and Hume which used Pathfinder).

Aegyl - Airy Step, Cloud Gazer, Stretched Wings, and Wings of Air.
Al Bhed - Arcane Ruin, Booby Trap, Jury-Rig, Monkey Wrench, and Spring Loaded.
Bangaa - Greater Swimmer, Rending Claws, and Tail Terror.
Burmecian - Tangle Feet
Elvaan - Discerning Eye, Elvaan Battle Training, Shared Insight, Shared Manipulation, and Sociable.
Galka - Beast Rider, Bullying Blow, Ferocious Action, Ferocious Resolve, Ferocious Tenacity, Galka Weapon Expertise, Horde Charge, Improved Surprise Follow-Through, Ironhide, Resilient Brute, Reverse-Feint, Surprise Follow-Through, Tenacious Survivor, and Trap Wrecker.
Mandragora - Cactuar Affinity, Deep Roots, One with Wood, Paragon Mandragoran, and Sun Loving.
Moogle - Bargain, Blundering Defense, Cautious Fighter, Desperate Swing, Lucky Moogle, Moogle Gunner, Risky Striker, Surprise Strike, Tangle Feet, and Uncanny Defense.
Nu Mou - Arcane Talent and Servitor’s Diplomacy.
Qu - Agile Tongue, Fantastic Tongue, Grasping Tongue, Improved Stability, and Tongue Lash.
Ronso - Focusing Blow and Ronso Discipline.
Seeq - Grudge Fighter and Resolute Rager.
Shindroid - Construct Lock, Improved Resiliency, Jaws of Death, Mithral Fluidity, Second Slam, and Shocking Fist.
Tarutaru - Arcane Aptitude, Arcane Craft, Arcane Talent, Scavenger’s Eye, Stoic Pose, and Tangle Feet.
Varg - Taste of Blood.
Viera - Attuned to the Wild, Guardian of the Wild, Leaf Singer, Light Step, Mage of the Wild, Natural Instinct, One with Wood, Spirit of the Wild, Stabbing Shot, and Vieran Accuracy.
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Hey Vil... one of those days where I gotta go and make some extra work for you :p

Shindroid in general: Lots of weaknesses added I see... I get that you're trying to offset the benefits of being a Construct but it feels a little overdone.
Right off the top, a race with an innate vulnerability to an energy type is pretty freaking big. Given what they get and what they don't I really think this could be dropped... especially since they have a racial feat that allows them to coat their attack in Electricity (Shocking Fist)

Construct Lock's save DC is con-based... was this an oversight as Shindroid's have no constitution or was it just meant to be (10+1/2 level)?
It also mentions Action Points as a special rule, was this meant to be PF's Hero Points or implementing Action Points in some fashion?

Extra MP's wording is still kind of off, I know I asked you about it before but best to remove the 'casting stat is treated as four higher' part since it contradicts the +1 MP/level (which was the intended bonus).

Focusing Blow: Nothing actually wrong with it, I just thought Nonlethal damage should apply for it since it's like a friend socking you in the jaw and knocking you out of something. Just a personal opinion on it.

Improved Resiliency: Shindroid doesn't mention being affected by Nonlethal damage to begin with so this feat isn't really necessary- and the penalties it gives make it so only Mending and Repair skill can heal you. Feats don't usually have downsides... just pointing that out.

Armored Hide(Bangaa) and Ironhide(Dwarf/Galka) can probably just be compiled into one feat, yes?

Monkey Wrench: Says you can use it after failing, but only before the results are revealed by the GM. Is this just in the case of you failing, but before finding out if it was a critical fail or something? Wording seemed off.

Reach Spell: Nothing wrong, just wanted to thank you personally for this one Smile

Reverse-Feint: I see what it's supposed to do... it just feels pointless. Giving up your Full-Attack(uses a move action) to make yourself easier for one foe to hit, to get a single attack in return (+2 bonus isn't bad, but still). I just don't see the point of it myself, there were feats that did something like this better in DnD (Robilar's Gambit, iirc)

Ronso Discipline: "While you are within 30 feet of at least two other hobgoblins..." :p

Tangle Feet: Burmecian are not small size or smaller and should not be- Would need a special note for them or they should be removed as a racial prerequisite.

Throwdown Trip: Nothing wrong with it, but in prerequisites it lists "Tripping Bite (below)". It's just weird since no other feats bother pointing that out. Not a problem, just stood out.

Trailblazing Burst/Liberation Burst: Just a thought, but since Freedom of Movements is a very powerful spell effect and an advancement of ignoring terrain, maybe Trailblazing Burst could be a prerequisite of Liberation Burst? Not necessary, but given Freedom of Movement isn't a spell ffd20 casters can normally make use of... just a thought.
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(07-12-2014, 01:40 AM)dairius_chi Wrote: Hey Vil... one of those days where I gotta go and make some extra work for you :p

I hate you.

(07-12-2014, 01:40 AM)dairius_chi Wrote: Shindroid in general: Lots of weaknesses added I see... I get that you're trying to offset the benefits of being a Construct but it feels a little overdone.
Right off the top, a race with an innate vulnerability to an energy type is pretty freaking big. Given what they get and what they don't I really think this could be dropped... especially since they have a racial feat that allows them to coat their attack in Electricity (Shocking Fist)

This is encoded in all robot constructs. Its fine. They get alot of HPs starting off anyways.

(07-12-2014, 01:40 AM)dairius_chi Wrote: Construct Lock's save DC is con-based... was this an oversight as Shindroid's have no constitution or was it just meant to be (10+1/2 level)?
It also mentions Action Points as a special rule, was this meant to be PF's Hero Points or implementing Action Points in some fashion?

Fixed, uses Charisma instead, and Hero point instead of Action.

(07-12-2014, 01:40 AM)dairius_chi Wrote: Extra MP's wording is still kind of off, I know I asked you about it before but best to remove the 'casting stat is treated as four higher' part since it contradicts the +1 MP/level (which was the intended bonus).

Fixed, used casting stat is treated as four higher part instead of +1 MP/level.

(07-12-2014, 01:40 AM)dairius_chi Wrote: Focusing Blow: Nothing actually wrong with it, I just thought Nonlethal damage should apply for it since it's like a friend socking you in the jaw and knocking you out of something. Just a personal opinion on it.

Meh, agree to disagree.

(07-12-2014, 01:40 AM)dairius_chi Wrote: Improved Resiliency: Shindroid doesn't mention being affected by Nonlethal damage to begin with so this feat isn't really necessary- and the penalties it gives make it so only Mending and Repair skill can heal you. Feats don't usually have downsides... just pointing that out.

Removed as a feat. I clearly wasn't thinking when I added that.

(07-12-2014, 01:40 AM)dairius_chi Wrote: Armored Hide(Bangaa) and Ironhide(Dwarf/Galka) can probably just be compiled into one feat, yes?

Fixed, done.

(07-12-2014, 01:40 AM)dairius_chi Wrote: Monkey Wrench: Says you can use it after failing, but only before the results are revealed by the GM. Is this just in the case of you failing, but before finding out if it was a critical fail or something? Wording seemed off.

Fixed, now says roll instead of fail.

(07-12-2014, 01:40 AM)dairius_chi Wrote: Reach Spell: Nothing wrong, just wanted to thank you personally for this one Smile

Nerf.

(07-12-2014, 01:40 AM)dairius_chi Wrote: Reverse-Feint: I see what it's supposed to do... it just feels pointless. Giving up your Full-Attack(uses a move action) to make yourself easier for one foe to hit, to get a single attack in return (+2 bonus isn't bad, but still). I just don't see the point of it myself, there were feats that did something like this better in DnD (Robilar's Gambit, iirc)

Fixed, switched to swift action.

(07-12-2014, 01:40 AM)dairius_chi Wrote: Ronso Discipline: "While you are within 30 feet of at least two other hobgoblins..." :p

Fixed, you saw nothing.

(07-12-2014, 01:40 AM)dairius_chi Wrote: Tangle Feet: Burmecian are not small size or smaller and should not be- Would need a special note for them or they should be removed as a racial prerequisite.

Ah, fixed. Added Mandragora instead.

(07-12-2014, 01:40 AM)dairius_chi Wrote: Throwdown Trip: Nothing wrong with it, but in prerequisites it lists "Tripping Bite (below)". It's just weird since no other feats bother pointing that out. Not a problem, just stood out.

Fixed.

(07-12-2014, 01:40 AM)dairius_chi Wrote: Trailblazing Burst/Liberation Burst: Just a thought, but since Freedom of Movements is a very powerful spell effect and an advancement of ignoring terrain, maybe Trailblazing Burst could be a prerequisite of Liberation Burst? Not necessary, but given Freedom of Movement isn't a spell ffd20 casters can normally make use of... just a thought.

Geomancers actually get Freedom of Movement.
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(07-12-2014, 07:48 PM)Viladin Wrote:
(07-12-2014, 01:40 AM)dairius_chi Wrote: Hey Vil... one of those days where I gotta go and make some extra work for you :p

I hate you.
I love you too, Vil.
(07-12-2014, 07:48 PM)Viladin Wrote:
(07-12-2014, 01:40 AM)dairius_chi Wrote: Shindroid in general: Lots of weaknesses added I see... I get that you're trying to offset the benefits of being a Construct but it feels a little overdone.
Right off the top, a race with an innate vulnerability to an energy type is pretty freaking big. Given what they get and what they don't I really think this could be dropped... especially since they have a racial feat that allows them to coat their attack in Electricity (Shocking Fist)

This is encoded in all robot constructs. Its fine. They get alot of HPs starting off anyways.
Well... if you say so. Mandragora have their weakness to Fire but they also have a lot of alternate racial traits that can remove it.

It's just that early on the base Thunder spells are going to WRECK them since being constructs they have no ability mod to apply even if their class has good fort saves.

Just a thought, but maybe allowing them a racial feat that gives Mettle. I dunno, it kind of fits the 'walking tank' vibe that picture you have on the sight gives.
(07-12-2014, 07:48 PM)Viladin Wrote:
(07-12-2014, 01:40 AM)dairius_chi Wrote: Reach Spell: Nothing wrong, just wanted to thank you personally for this one Smile

Nerf.
XD Nuuuu! But my buffs! What will they ever do! Seriously though, I love this feat- can't believe I missed it in PF. In 3.5 there was the spell that let you cast touch range spells at close range for +2 spell levels... this blows that out of the water. Not only more efficient, but allows you to affect Close/Medium too.
(07-12-2014, 07:48 PM)Viladin Wrote:
(07-12-2014, 01:40 AM)dairius_chi Wrote: Trailblazing Burst/Liberation Burst: Just a thought, but since Freedom of Movements is a very powerful spell effect and an advancement of ignoring terrain, maybe Trailblazing Burst could be a prerequisite of Liberation Burst? Not necessary, but given Freedom of Movement isn't a spell ffd20 casters can normally make use of... just a thought.

Geomancers actually get Freedom of Movement.
They do? Well... not exactly the most common 'Mage' type, have yet to see one get use in a game I've played but very well. It just seemed like a logical sort or progression, so someone didn't just magically go 'doot dee doo, oh hey Freedom of Movement Channel' out of nowhere.
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Minor update: Added a slew of necromancy spells. Changed Time Mage to Base class from prestige class and added a bunch of chronomancy spells. Separated feats into different categories.

Races

All base races and Nu Mou - Added Time Mage for favored class.

Classes

Time Mage - Changed from PRC to Base Class.

Archetypes

Chronotrigger - Time mage archetype that uses firearms.

Feats

Separated feats into sections - General and Combat, Class, Racial, Item Creation, Metamagic, Bard, Burst, and Technology.

Spells

Added a bunch of necromancy and chronomancy spells.
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Minor update: I know I know, another minor update. Promise this one will be the last for awhile. Anyways, made changes to the Bard class, converted Soldier PRC into a Fighter archetype, added a slew of bard songs, added more class feats, and general error fixes.

Classes

Bard - Bards are now a d8 HD class, with 3/4ths BAB, but with less MP progression and now Bard Songs are only up to 6th level. Added Jingles (Cantrips for Bards) as well.
Red Mages - A slight nerf for Convert and added some new Ruby Arcanas.

Archetypes

Soldier - Converted from PRC into a fighter archetype.

Prestige Classes

Ruby Magister - Add a duration to Chain Spell limit break.
Skald - Shouts now require a standard action instead.

Feats

Added a few more class feats. Too lazy to list them, but you'll see what's new.

Songs

Added a slew of new bard songs.

Materia

Added a slight nerf due to the way my players were abusing them. They now only gain MXP through combat and require weapons with materia attached to be either wielded or drawn to gain MXP.
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Minor update: Yup, I lied. I overhauled the Magitek section (converted to Pathfinder the d20 future Mecha with some added magitek stuff). Added more feats.

Races

Base races and the Nu mou race got a minor change for Red Mage for favored class option.

Classes

Red Mage - Fixed some minor errors.

Archetypes

Assassin - Assassins lose Disable Device and gain Survival as a class skill.
Soldier - Fixed a minor error. Stat bonuses gain from Mako Infusion are now inherent bonuses.

Feats

Added the following feats: Shield Ward (General), Prolong Spell (Metamagic), Builder (Technology), Gearhead (Technology), Stun Magitek (Technology), Thruster Blast (Technology), Operator (Technology), Vehicle Dodge (Technology), Vehicle Expert (Technology), and Vehicle Specialization (Technology).

Materia

Added a new Bio Materia to the Spell Materia section.

Magitek

Converted the d20 Future Mecha into customizable Magitek with extra FF flavoring.
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Major update: Yay, another update finally. Added two new sections: Cybertech and Firearms. Added a new archetype and a few more feats.

Races

Shindroid - Slightly overhauled the shindroids, made them less robot, more humanoid. Remove some penalties.

Classes

Dark Knight - Reduced the damage from some of the dark sword techs.
Engineer - Changed the name of the Engineer Talent of Overdrive to Improved Power and clarified number of uses.
Holy Knight - Reduced the damage from some of the holy sword techs.
Red Mage - Added new ruby arcanas.

Prestige Classes

Skald - Changed shouts back to a swift action and changed Whirlwind shout.

Archetypes

Assassin - Fixed a minor error where Death Attack uses half of the assassin's level and not full.
Evoker - Fixed a minor grammer error.
Red Warrior - A new red mage archetype that ditches spellcasting for mastery of the arcane pool and defending others.
Templar - Increases hit dice from d6 to d8.

Skills and Feats

New Skills - Added Craft (Electrical), Craft (Explosives), and Craft (Mechanical)
New Feats - Added a few Shindroid racial feats: Empathy, Extra Surges, Living Construct, Nanite Disruption, Rapid Recovery, and Rapid Repair. Added a few general and technology feats: Builder, Craft Cybernetics, Cybertech Savant, Exotic Weapon Proficiency (Simple Firearms, Advanced Firearms, and Artillery Firearms), Gear Head, Operator, and Technologist.

Miscellaneous

Cybertech - Added a new section involving cybernetic technology.
Firearms - Added a new section involving simple, advanced, and artillery firearms. As well as explosives.
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Major update: A new update, its been awhile. I blame Archeage for that. Fun addicting MMO. Anyways, a new Hybrid Class: The Dancer (and yes, it has been removed as a PRC) and various of error corrections. Future hybrid classes I'm thinking of making: Black Belt (Fighter/Monk) and Scholar (Black Mage/White Mage).

Races

Mandragora - Fixed a minor error for Dark Roots.
Varg - Added a new feat (Varg Exemplar) courtesy of Timothy Palmer.

Classes

Archer - Fixed a minor error under Precision Shot.
Blue Mage - Fixed a grammar error.
Chemist - Added a line for their Craft Alchemical Items that allows them to use their chemist level as their caster level.
Holy Knight - Fixed a few minor errors under Blessings.

Hybrid Classes

Dancer - A Bard/Monk hybrid that uses dances to inspire, deter, and empower herself and others.

Archetypes

Necrotic Healer - Fixed an error. Moved Protective Aura to 20th level instead of 17th, and added Charisma modifer to the ability.
Red Warrior - Added Limit Breaks and fixed a minor error.
Warmech - Added Limit Breaks.

Equipment

Buster Sword - Removed the Monkey Grip feat requirement.
Alchemical Items - Fixed some errors.

Feats

Added a new racial feat (Varg Exemplar).

Miscellaneous

MP Chart - Updated MP chart to reflect the changes to the caster spell progression.
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The way the dancer looks now, reminds me of a class I found called the Gemini Dancer...can send ya the document for it if ya like Vil. Interesting stuff.
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(10-16-2014, 08:37 AM)silverwerret Wrote: The way the dancer looks now, reminds me of a class I found called the Gemini Dancer...can send ya the document for it if ya like Vil. Interesting stuff.

Sure. Can always use ideas. Do need some archetypes for dancer anyways.
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Awesome stuff, love it.
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Alright, maybe I am tired or just blind, but how do I send someone an attachment on this site? Went to email and PM and didn't see a spot in either place.
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(10-17-2014, 10:33 AM)silverwerret Wrote: Alright, maybe I am tired or just blind, but how do I send someone an attachment on this site? Went to email and PM and didn't see a spot in either place.

Try emailing it to me.
Reply
1/23/2015 - Major update: A new update in the year 2015! Finally! More procastinating and games. Smile I, at least, made this update big. New stuff, 4 new hybrid classes (Black Belt, Scholar, Sword Saint, and Technomancer) and new feats, spell changes, and armor changes.

Races

Shindroid - Changed Plating to Composite Plating (with changes) as well as changed a couple of Shindroid feats.

Classes

Blue Mage - For some reason, I forgot to update the changes to the Blue Mage onto the website for the changes in the Knowledge skills. My bad.
Engineer - Made minor changes for the Support Droid. Fixed minor errors.
Fighter - Changed Agility fighter talent (removed the Int mod).

Hybrid Classes

Black Belt - A Fighter/Monk hybrid that drops the mysticism for raw fighting ability.
Scholar - A former PRC, now a Black Mage/White Mage hybrid that summons a grimoire and a fairie familiar to help with spellcasting.
Sword Saint - A Dark Knight/Holy Knight hybrid that uses special sword techniques in an array of defensive and offensive abilities.
Technomancer - A Black Mage/Engineer hybrid that specializes in creating Buster Weapons, Constructs, Gadgets, and Power Suits.

Spells

Changed all the iconic starter spells (Aero, Blizzard, Dark, Fire, Light, Stone, Thunder, and Water) back to Ranged Touch attacks.
Added Mage Armor to a few spell lists.
Fixed a few errors on spell listing.

Armor

I have reverted the armor system back to Pathfinder and dropped the Cloth/Leather/Chain/Plate name scheme.

Feats

Added a whole slew of Class Feats pertaining to the new hybrid classes and added a few from the old classes.
Converted two spellcaster feats (Arcane Shield and Arcane Blast) due to a suggestion.
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New Hybrid Classes are not in "hybrid classes" category. They can be accesed by changing adress manualy tho...
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The new Shindroid racial trait Composite Plating is still referred to as "Plating" in all alternative racial traits that replace it (Body Double, Force Field, and Magitek Core).
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(01-24-2015, 12:11 PM)Nekomimi Wrote: New Hybrid Classes are not in "hybrid classes" category. They can be accesed by changing adress manualy tho...

I don't get what you mean. I can see them on the main website and in the pdf section.

(01-24-2015, 12:59 PM)Klinkin Wrote: The new Shindroid racial trait Composite Plating is still referred to as "Plating" in all alternative racial traits that replace it (Body Double, Force Field, and Magitek Core).

Whoops. Thanks for the catch. Fixed!
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Something I noticed with the technomancer. Their suits can have shoulder slots for ranged busters, and it mentions having one in each slot, but two handed variations need two slots to work. However, there's no listed way for a ranged buster to be one handed.

Also, I shall miss having armor for mages (I guess, excluding those who get mage armor. But even then, no materia slots)
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With the change to standard Pathfinder armors, where does it say how many Materia slots each armor type has? Are casters intended not to have armor Materia slots anymore without taking proficiencies, or do you plan to put in a Cloth armor with +0 armor, no max dex, no armor check, and 0% spell failure?

Can you send me the old armor chart in a private message? My GM isn't sure how he feels about the change.

Materia page 2 on the webpage has 2 broken image links: Lightning materia and the MXP chart at the beginning.
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