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Official Update Thread
End of September Update (And 1st surgery done)

Surgery is over, gotta go back next month for more injections. Enjoy all the new additions.

Races

Hume (Core Race): Added Lufenian Ancestry to alternate racial traits. – Created by Rav
Immortal (New Base Race): These mysterious beings are referred to as Immortals by other denizens of the material plane, however, in actual fact they are outsiders from a different plane of existence. The Immortals send their consciousness and control through a link between planes, controlling a mass of mana and matter on the other side while leaving their soul in their own plane. The plane of the Immortals progresses at a rate of 1 year to 1000 years in the Material plane, causing many to believe them to be ageless.

Classes

Archer (Core Class): Combat Feat archery talent now has a prerequisite of 12th level archer.
Beastmaster (Core Class): Animal Focus was moved to 3rd level (from 1st). Second Animal Focus was moved to 8th level (from 7th). Scent was moved to 7th level (from 8th). All archetypes were updated of replacement abilities. Rage: fatigue cannot be ignored by fatigue-immune races.
Black Belt (Hybrid Class): Combat Feat martial arts talent was moved to advanced martial arts talents.
Chemist (Base Class): Mix now has a limited number of uses per day equal to 3 + INT mod.
Chocobo Knight (Base Class): Combat Feat mounted talent was moved to advanced mounted talents.
Dark Emperor (New Prestige Class): The dark emperor is a mortal hero or villain in whose veins flows the blood of a god. Cut from the same cloth as classic ancient heroes, most dark emperors are the offspring of a god and a mortal humanoid who drew the god’s eye.
Dark Knight (Base Class): Grit Stance now imposes a movement speed limit of half your total movement speed and now requires a move action to enter/leave the stance.
Dragoon (Core Class): Jump now allows 2x base speed distance. Removed mention of height.
Engineer (Base Class): Combat Trick engineer trick now has a prerequisite of 12th level engineer.
Gambler (Base Class): Gil Toss got a rework. Gil Rain was minorly changed. Skew Favor was adjusted as well.
Gunbreaker (Hybrid Class): Combat Feat gunbreaker talent was moved to advanced gunbreaker talents.
Gunner (Base Class): Combat Feat gunnery talent now has a prerequisite of 12th level gunner.
Medic (Base Class): Medical Alchemist now substitutes caster level with medic level and adds Wisdom modifier for the spell’s effect. Added Faster Injections and Swift Injections to the medical practices. Injections are now usable a number of times per day equal to half class level + Wis mod.
Necromancer (Base Class): Removed immunity to ice damage on Bone Commander to keep in line with Undead Trait changes.
Ninja (Hybrid Class): Combat Trick ninja trick was moved to master tricks.
Samurai (Hybrid Class): Combat Feat bushido art now has a prerequisite of 12th level samurai. Removed Kenki Techniques and Combo Finishers. Added Iaijutsu Techniques (1st), Sheath Control (1st), Blazing Initiative (3rd), Kiai Arts (3rd), Sheath Block (5th), Dragon Defense (5th), Advanced Blade (6th), Spirit Charge (7th), Greater Resolve (9th), Opportune Slash (9th), Iaijutsu Mastery (11th), True Spirit Charge (15th), True Resolve (17th), and Last Stand (19th). Terrifying Iaijutsu was moved to 13th level from 12th. All archetypes were updated of replacement abilities.
Sword Saint (Hybrid Class): Removed Stamina Pool and old Sword Saint Talents. Added new Sword Saint Talents. All archetypes were updated of replacement abilities.
Summoner (Base Class): Summoners can now buy their spells.
Thief (Core Class): Combat trick thief talent was removed.

Archetypes / Deific Orders

Akimbo (New Dancer archetype): As deadly as the weapons they wield, yet graceful in the fluidity of their motions, the Akimbo Dancers brilliantly execute flawless dance with the art of the dual pistols.- created by SqueakyNote.
Berserker (Beastmaster archetype): Frenzy: fatigue cannot be ignored by fatigue-immune races.
Cerulean Lancer (Blue Mage Archetype): Jump now allows 2x base speed distance. Removed mention of height.
Crescent Warrior (Gunbreaker Archetype): Jump now allows 2x base speed distance. Removed mention of height.
Demolitionist (Engineer archetype): Added Structural Knowledge (2nd), Structural Insight (3rd), Ricochet (4th), and Battlefield Preparation (8th). Added Improved Demolitions to their list of engineer tricks.
Demon Hunter (Fighter Archetype): Stylish Fighter now gives Style Points for successful antagonise attempts (taunting). Swordmaster’s Aerial Rave split into Single and Full versions. Now forces either ranged weapon or melee weapon attack. Royalguard’s meter changed name from Rage Meter to Royal Meter to save on confusion. Royal Release is now an immediate action while in Block & Charge. Specified that Release damage is non-elemental. Prop and Shredder can be done with any trip attempts rather than being
relegated to just Full-Attacks. – Thanks to MaryMargarine for assistance.
Dreamer (New Deific order for Lakshmi): A dreamer worships the fortune goddess, Lakshmi. Offering good health, luck and fortune to all those who follow in her glorious name, kept safe in her loving arms. – Created by Moggle Mog.
Dream Sage (New Illusionist archetype): Dream sages are a strange group of illusory soothsayers and spies. To them, the information provided by the unconscious mind is a treasure trove of secrets to be protected or exploited. When facing a dream sage, one must be careful; for they can manifest the chaotic aspects of dreams and make them seep into reality. – created by Reggie
Duelist (New Fencer archetype): A warrior with a touch of finesse with some focus on talents on locking enemies in combat to hold the front or parry attacks none other could withstand.
Emissary (New Cleric archetype): Although clerics are faithful servants of their divine patron by choice, others have less agency in their calling. Whether due to divine selection or simply the whims of fate, emissaries are thrust into the role of speaker for their deity whether they desire it or not. They wield great authority, but this power comes at the price of a grim curse—and yet they are unable to turn aside from their path, else greater misfortune befall them. Though they may live many years in the manner they wish, there will come a day when they must deliver a message to their deity’s intended audience. – created by Virgil
Gravewalker (Necromancer archetype): Undead Form: fatigue cannot be ignored by fatigue-immune races.
Guitarist (Bard archetype): Sonic Boom’s duration increased to 1 minute. Bewitching Boom’s duration increased to 1 minute, Blinding Boom’s duration increased to 1 minute. Hindering Boom’s duration increased to 1 minute. Added Additional Sonic Essence Enhancements (9th).
Heritor (Sword Saint archetype): Added Stamina Pool and a new Talent Tree.
Incorporeal Stalker (Necromancer archetype): Incorporeal Form: fatigue cannot be ignored by fatigue-immune races.
Jewel Knight (New Quadav Geomancer archetype): Among the quadav, in worlds where the land’s energies were a chaotic flux and leylines were disrupted, throwing the energies of nature into chaos, Geomancers were slowly dying out, their natural means of drawing their strengths disrupted and weakened. However, one quadav found a means of drawing elemental energies through the use of jewels, and from it, she founded the Order of the Jewel Knights, an armored and martial branch of the Quadav Geomancers who draws their powers and talents from the very minerals that come from the land itself. – Created by GregarMoon
Ki Warrior (Monk archetype): Super Transformation: fatigue cannot be ignored by fatigue-immune races.
Lantern-Bearer (Tonkin Astrologian archetype): Lantern’s Light’s duration increased to 1 minute. Bewitching Light’s duration increased to 1 minute. Blinding Light’s duration increased to 1 minute. Hindering Light’s duration increased to 1 minute. Added Additional Holy Essence Enhancements (6th). Added a page for their Light School spells. – Courtesy of Raiyn
Merchant (Thief archetype): Gil Toss got a rework. Gil Rain was minorly changed. Master Merchant was adjusted as well.
Mystic Knight (Red Mage archetype): Removed the ability to do a Swordskill as a swift action from Stamina Pool but instead can regain a swordskill used during an encounter.
Nightmare Controller (New Illusionist archetype): Since the dawn of man and beasts, one thing that is shared amongst all that lives, is fear itself. Fear can cripple hope and destroy dreams. Fear can manifest as nightmares within those who sleep. Fear can drive man to insanity and commit heinous acts. Fear can even kill outright. Nightmare controllers are the embodiment of this primal force, instilling fear into the hearts of men and beasts, and at the height of their powers, even those that should not fear. – created by GregarMoon.
Nimble Stalker (formerly a Ixal Fighter archetype): Race lock removed.
Poledancer (Dancer archetype): Jump now allows 2x base speed distance. Removed mention of height.
Quartzer (New Fencer archetype): Fencers are infamous for their speed and agility, and yet there are some with a desire to overclock their speed motif, to exceed beyond any conceivable speed and deadliness. Quartzers are fencers who had perfected their unique skills, blending martial skills and their limited dabbling into the powers of time itself to exceed all expectations.
Sentinel (Knight archetype): Added Stamina Pool and Talent Trees.
Skullshield (Necromancer archetype): Now has Limited Spellcasting. No longer immune to Fort saves. Removed immunity to ice damage on Fused Bone Commander to keep in line with Undead Trait changes.
Thaumaturge (Black Mage): Blood Rites now require a move action to enter/leave. And the bonus is now tied to the black mage level.
Virtuoso (Fencer archetype): Swordplay now also replaces lunge techniques.
Warlock (Necromancer archetype): Beshadowed Blast’s duration increased to 1 minute. Bewitching Blast’s duration increased to 1 minute. Brimstone Blast’s duration increased to 1 minute. Hellrime Blast’s duration decreased to 1 minute. Hindering Blast’s duration increased to 1 minute. Vitrolic Blast’s duration increased to 1 minute. Added Additional Eldritch Essence Invocations (6th).
Warmonger (New Sword Saint archetype): The warmonger is a confident adversary, well-versed in taunting foes, cutting through them, and sending them to the dirt in a bloody heap. Warmongers are also experts in controlling enemy aggression, possessing abilities that draw foes toward them and that, through daze effects, cause enemies to forget who they were fighting.

Spells/Songs

Astrologian Spells: Added Aura Break, based on Aura from FFVIII. – Created by DeadKingKicker
Bard Songs: Added Romeo’s Ballad, from FFV. – Created by Kazu
Black Mage Spells: Added Metallasis (4th). – Created by DeadKingKicker, Added Impact, from FFXI. – Created by JIMMEH the Bear
Blue Mage Spells: Fixed the Range and Target of Autumn Breeze, Triumphant Roar, and Summer Breeze.
Geomancer Spells: Added Metallasis (4th). – Created by DeadKingKicker
Necromancer Spells: Added Impact, from FFXI. – Created by JIMMEH the Bear
Red Mage Spells: Added Metallasis (4th). – Created by DeadKingKicker. Added Aura Break, based on Aura from FFVIII. – Created by DeadKingKicker
Time Mage spells: Added Minor Reversion (3rd), Greater Reversion (5th), and Mass Reversion (6th).
White Mage spells: Added Close Wounds (2nd) and Mass Close Wounds (4th). Added Aura Break, based on Aura from FFVIII. – Created by DeadKingKicker
Deshell/Deshellra spell line now affects versus spells, spell-like abilities, and supernatural abilities.
Magic: Updated the Learning New Spells section, summoners are no longer excluded from scroll learning or independent research.
Blue Magic: Blue Mage Spells can now only be crafted into Wondrous Items. FAQ and Magic pages updated accordingly.

Equipment / Magical Items

Alchemical Items: Added Ethereal Mask and Fairy Dust to Tier 1 items, granting See Invisibility and Fly respectively. Impaler had its spell changed from Frog Song to Frog. • Vampire Fang had its spell changed from Death Needles to Ghoul Touch. Lowered duration from 1d6 to 1d4, save DC from 18 to 13, price from 1400 to 300. CL changed from 7th to 3rd, Tier 2 to Tier 1. • Choco Shield had its spell changed from Choco Barrier to Protect, Shell, and Regen. Duration changed from 1d6+1 to 8 rounds. • Choco Feather, Healing Spring, Light Curtain, and Lunar Curtain have had their durations changed from 1d4 to 5 rounds. • Healing Spring, price increased from 100 to 125. • Chocobo Wing has had its duration changed from 1d8 to 5 rounds. • Ghost hand was removed. Added Mettle VX to Tier 1, granting Mage Armor for 1 hour. Cure and Ether line items now have specific item pages and have had their prices changed. Cure Potion – No change. Hi-Potion – Price increased from 300 to 600. X-Potion – Price increased from 750 to 1,500. Mega Potion – No change. Ether – No change. Hi-Ether – Price increased from 2,200 to 3,500. X-Ether – Price increased from 4,250 to 6,750. Turbo Ether – Price increased from 5,100 to 25,000. Mega Phoenix – Altered to no longer restore MP on revival, as per the base spell. Price increased from 7,650 to 9,500. Megalixir – Price increased from 7,650 to 32,000. Added in Sun Drops (Tier 1).
Equipment: Added a page for example Masterwork Tools for GMs to refer to when players ask for a tool for a specific skill.
Magical Items: Added Chausuble of Power to Neck Wondrous Items.
Materia: Doublecut Materia no longer stacks with anything that grants additional attacks.
Vehicles: Fixed speeds of vehicles to conform to normal movement and distance conversion of PF. • Galbadia Soldier Motorcycle – Full speed increased from 200ft to 220ft. • Hardy Daytona – Full speed increased from 550ft to 1,000ft. • Fenrir – Full speed increased from 400ft to 750ft. • Regalia – Full speed increased from 140ft to 500ft, 30 MPH to 50 MPH. Was incorrect against the source material, fixed. • SeeD Personal Carrier Vehicle – Full speed increased from 650ft to 750ft. • Shinra Military Troop Transport – Full speed increased from 350ft to 450ft. • Galbadia Armored Personnel Carrier – Full speed increased from 450ft to 500ft.

Feats

General Rule Notes: Updated Item Creation Feats page, Craft Alchemical Items feat and the Alchemical Items page to state that games should use either Brew Potion or Alchemical Items.
Racial Feats: Added Monstrous Gourmand (Qu).
Arcane Craft (Al Bhed Racial Feat): Can now only select two item creation feats each time this feat is selected.

Miscellaneous

Iconics: Ignus (Iconic Medic) was added. – Created by Luphey.
Magic: Updated the Learning New Spells section, summoners are no longer excluded from scroll learning or independent research.
Website Update: Formatting changes, dark mode, and sidebar gradient color changer has been added to the website. Additionally, the sidebar now follows you when you scroll down the page. Check out the footer of any page to change to dark mode or mess with the sidebar color gradients!


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Xmas Update!
Posted on December 23, 2020 12:57 am by Viladin

Merry Xmas all and have a happy holidays. I hope this update finds you all snug some place warm (if in cold climates). Many, many things going on this update. This took me 13 hours (since I last looked) to update.

Races

Al Bhed (Base Race): Added a racial archetype (see below).
Garlean (Base Race): Added a racial archetype (see below).
Genome (Base Race): Added a FCB for Dancer. Added a racial archetype (see below).
Hume (Core Race): Removed Cetra/Highlander/Lufenian Ancestry alternate racial traits. Added Cetra, Highlander, and Lufenian racial heritages.
Hypello (Base Race): Added a FCB for Archer. Added a racial archetype (see below).
Kojin (Beast Tribe Race): Added a FCB for Astrologian. Added a racial archetype (see below).
Mithra (Core Race): Added a racial archetype (see below).
Namazu (Beast Tribe Race): Fast alternate racial trait now only grants +10 movement speed. Added 3 racial archetypes (See below). Added a FCB for Chocobo Knight.
Nu Mou (Base Race): Added a racial archetype (see below).
Orc (Beast Tribe Race): Added a FCB for Knight. Added Orc Lord as an alternate racial trait. Added 2 racial archetypes (see below).
Palico (Base Race): Added a racial archetype (see below).
Varg (Base Race): Added Gnolls and Kitsunes as alternate racial heritages.

Classes

Black Belt (Hybrid Class): Clarified that the Focus ability only functions once per round. Positioning Attack Martial Arts Talent now usable once per encounter.
Black Mage (Core Class): Added Animated Dolls to their list of weapon proficiencies.
Cleric (Base Class): Added Sense Alignment (2nd) and Legion’s Blessing (11th).
Dark Knight (Base Class): Carve and Spit Abyssal Art was changed. Darkside was changed. Grit Stance’s difficult terrain ability now comes into effect at 5th level instead.
Geomancer (Base Class): Geomancy now only does 1d4 damage if it is non-elemental.
Gunbreaker (Hybrid Class): Added modifications for the Gunsmith ability, Reduced the Fast Healing for Aurora from 2 to 1, but increased the number of uses to 3 + WIS mod instead of just WIS mod. Added Blast Shield and Brutal Shell to Magicked Ammo. Added Agile Armaments, Athletic Physique, Flourishing Assault, Flurry of Swings, Extra Gun Arm Mastery, and Furious Assault to gunbreaker talents and advanced gunbreaker talents. Removed the magicked ammo cost off Gun Arm Techniques, modified the damage of some of them. Added Improved Threat Control as a talent. Clarified Threat Control talent that the antagonize condition does not end after 1 attack, ends only when the duration is over. Heel Crush gunbreaker talent now has 6th level prerequisite.
Knight (Core Class): Added Improved Threat Control as a talent. Clarified Threat Control that the antagonize condition does not end after 1 attack, ends only when the duration is over.
Samurai (Hybrid Class): All iaijutsu stuff and spirit was removed from this hybrid class and moved to a new archetype (see below). In its place, added Forces of Sen, Kenki Pool, and Weaponskills. One With the Sword was moved to 5th from 4th level. Quick Cartridge was moved to 5th from 6th. Third Eye was moved to 11th level. Stalwart was moved to 12th level and now has a kenki cost to use. Deliverance was moved to 13th level from 16th.
Sword Saint (Hybrid Class): Added Improved Threat Control as a talent. Clarified Threat Control talent that the antagonize condition does not end after 1 attack, ends only when the duration is over.
Thief (Core Class): Positioning Attack Thief Talent now usable once per encounter.

Archetypes / Deific Orders

Arcane Exemplar (new Cleric archetype): In some cases, especially with regards to gods of magic, a cleric learns to manipulate magical forces and arcane secrets to aid her god.
Asurite (Deific Order): Asura’s Blessing now limited to their Wisdom modifier per day for usage.
Azure Hunter (new Blue Mage archetype): With bow in hand, these hunters chase their prey from afar and imbues their arrows with the energy of those it slays and learns from. They lead other hunters against such monsters, marking them with their arrows. – Created by Kayos.
Battlerager (Beastmaster archetype): Talent Trees moved to 3rd level, replacing animal focus, second animal focus, and third animal focus.
Bear Warrior (new Beastmaster archetype): Bear warriors, through a special relationship with bear spirits, literally adopt a bear’s strength in the rage of battle, actually transforming into bears while they fight.
Blackarrow (new Orc Archer archetype): Accurate, vindictive and violent, the Blackarrow employs the bow against foes, striking from behind the front-line warriors. Employing fire and deadly gifts of shadow, the Blackarrow is a potent foe who drives his arrows deep into his targets’ midst.
Blade Sage (new Scholar archetype): A swordsman of mind and steel. Studying the arts of magic and the employ of their use in melee combat is essential to those who choose to take up both arts. Blade Sages do just that, switching between their two forms of combat to blend tactical swordplay with the intuition of magecraft. – Created by Kayos.
Bowgunner (new Amalj’aa Archer archetype): The amalj’aa are known for being devout to their false God, Ifrit, they practice many different styles of combat. Some rise as thaumaturges, others as lancers, and others take up archery. These few have learned much from trading and working with the Warrior of Light, gaining new technology to add to their arsenal. Once very strong archers, are now fitted with modern technology to enhance and build upon their strengths. – Created by Kuro.
Cacophonist (new Namazu Bard archetype): A cacophonist is so bad at playing his instruments that instead of providing good morals to his friends and allies, he instead brings woe and misery to those not accustomed to the noise. – Created by Moggle Mog.
Captain (new Knight archetype): The Captain is a masterful leader, a commanding presence who strengthens allies, but is also skilled in the use of arms. Their battle cries strike fear into the hearts of their enemies, while their allies rally to their banners of war.
Commandant (new Garlean Knight archetype): Garleans are known for their ineptitude for magic, but some are such influential beings that their tactics almost feel like magic. Inspiring leaders stir their companions into action, with morale and competence! These commandants specialize in assisting others in combat, providing bonuses and supervision rather than physical might. – Created by Kuro.
Culinarian (Chemist archetype): Number of recipes that can be used are increased by Int mod. Inserted a line stating that the same recipes can be cooked.
Cyberpunk Warrior (new Fighter archetype): Cyberpunk warriors replace fallible flesh with precision-crafted machinery. Some seek to exceed the limitations of humanoid flesh, while others become cyberpunk warriors through drastic repairs necessitated by horrific injuries.
Devout (Cleric archetype): Fervor can now be used by deific order abilities that require channel energy.
Dragonkin (Bard archetype): All shouts now just require a standard action to use. Made changes to Elemental Fury and Whirlwind Sprint.
Favored Soul (new Cleric archetype): The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that favored souls are simply imbued with their gifts by their gods when they begin the cleric’s path. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action.
Foebreaker (Knight archetype): Talent Trees now replace knight talents.
Green Mage (Scholar archetype): Spells: Added this line: All spells learned by the green mage uses her Intelligence modifier for enfeebling spells and Wisdom modifier for enhancing spells instead of the normal casting modifier used for all spells’ effects.
Hawkeye (Archer archetype): Talent Trees moved to 1st level, replacing Aim.
High Roller (new Namazu Gambler archetype): Namazu are natural tradesmen that excel in the creation and sales of wares. Due to their large scale festivals, many foreigners visit, and thus, the high roller shines. Using their deceptively dextrous fins and winning personality, they alter fate and put luck on their side. These gamblers specialize in dice with quite a nasty trick up their sleeves if you’re unprepared! – Created by Kuro.
Iaijutsu Master (new Samurai archetype): The intricate style of swordplay called iaijutsu is dedicated to the martial art of drawing a weapon and attacking in the same fluid motion. This iaijutsu master is based on speed and agility to take down his foes, using momentum instead of pure strength.
Kaiser (Geomancer archetype): Moved all movement modes to 1st level and added a MP pool and spellcasting at 4th.
Ki Warrior (Monk archetype): Ki Barrage and Improved Ki Barrage now target base AC instead of touch. Ki Charging is limited to once per day and now recharges ki points per 10 hps. Instant Transmission now requires Ki Sense and Improved Ki Sense ki powers. For Tiers 2 and 3 of Super Transformation, it costs 1 Ki to maintain, for Tier 4 and 5, it costs 2 Ki to maintain. Exploding Blast and Kamehameha have an increased ki cost of 3 now. Ki Barrage and Improved Ki Barrage have been radically changed, to be more in-line like other similar abilities. Added Advanced Ki Barrage to their list of ki powers.
Medicine Woman (Medic archetype): Removed gender lock and added Knowledge (History) to their list of class skills, replacing Knowledge (Technology).
Mikoshi Leader (new Namazu Chocobo Knight archetype): Many namazu worship an enigmatic Astral known as the Big One, the mythical ancestor of all namazu. A typical celebration of the Big One involves carrying shrines known as mikoshi through the streets in a celebration of Namazu heritage and cooperation. – Created by Anamaria.
Mist Invoker (Cleric archetype): Channeling the Current can now be used by deific order abilities that require channel energy.
Musketeer (new Fencer archetype): Some fencers hold more strongly to a particular ideal of chivalry and teamwork than to the culture and practice of dueling. For these individuals, the path of the musketeer offers special training in light firearms and coordination in combat. With a musketeer on your side, you can be sure of quick support and a reliable comrade-in-arms. – Created by Virgil.
Onimusha (new Samurai archetype): When one shows themselves a potential ally against the clan’s enemies, the Oni bestow their power on a mortal being to aid them in fighting the demon hordes. Granting them the Oni gauntlet, a power relic that lets one to master and use magical weapons to dispose of the clan’s enemies. – Created by Kayos.
Paladin (Cleric archetype): Lay on Hands can now be used by deific order abilities that require channel energy.
Persona Evoker (Summoner Archetype): Now gain proficiency in light and one-handed martial weapons as well as light armor. Altered the HD limit of personas to level + 1, that increases at every 5th level. New Tarot Reading ability to identify possible personas. New talents specific to the archetype. Some wording updates here and there. Added in main ability scores and feature replacements.
Psyche (new Al Bhed Ninja archetype): Blitzball requires intense amounts of training, requiring players to swim and hold their breath for long periods of time, all while competing with physical exertion. The contact of the sport encourages many to prepare for full fledged combat, and Al Bhed teams are no exception. Not only are long hours spent at target practice, but Al Bhed are trained for the fierce blitzes on the playing field. – Created by Rigby Sheperd.
Ruby Guardian (Deific Order for Carbuncle): A Ruby Guardian worships the god, Carbuncle. Whether by believing in the protection of all sentient life or entranced by their deities’ adorableness, those who take up the path wield their magics to heal and protect those who need them. – Created by Chrono.
Shaman (White Mage archetype): Now has diminished spellcasting.
Spellshaper (new Nu Mou Illusionist archetype): Nu mou are known far and wide for their magical prowess and their efficiency with spells, but some are exceptionally gifted, specializing in two schools; black magic and illusions. These individuals marry separate methods of thought into a coherent caster that is engaging on the battlefield and in social discourse. – Created by Kuro.
Squire (Fighter archetype): Talent Trees now replace Determination.
Swarm Monger (new Beastmaster archetype): Swarm mongers are unparalleled survivors, thriving on the filthy fringes of society. Whereas other druids commune with nature or even the spirit of a city, swarm mongers find beauty and strength in decay, and they draw their power from fungus, disease, and their own singular will to survive.
Trance Dancer (new Genome Dancer archetype): Not all genomes are alike, despite them being manufactured by their own kind. Some are sent out for a purpose, and then, they obtain a soul. These “awakened” beings are then free to roam the land like any other sentient race, and make something for themselves. Even so, some are designed to dance and be brutally effective in combat. Once they get to dancing, it is like they enter a Trance and get down to business. – Created by Kuro.
Votary (new Kojin Astrologian archetype): Both Kojin of the Blue and Red harbor a deep respect for the kami within mundane items, and offer them worship. These kojin are aware of the powers the kami hold, and may grant blessings or strike with their might. To them, a red feather holds more value and power than some materia of a known deity, as this is their way of life. Even in times of conflict, they make time to give praise and thanks to these kami that watch over them. – Created by Kuro.
Warleader (new Orc Knight archetype): On the battlefield, the Warleader shines as a warrior on the front line and inspiration to his allies. Through mocking, humiliation and force of will, the Warleader can inspire the meekest of troops to greatness. His fearsome howls augment his strong arm and shield to make his blows all the more deadly.
Wildcat (new Mithra Black Belt archetype): Some mithra have sharp claws, others a predator sense, but wildcats have both. The wildcat leans into the feral calling, using their claws and flexibility to conquer their foes. They are also gifted with thicker skin and able to withstand harsh blows, sometimes more effectively than others that train their bodies. – Created by Kuro.
Yabbleshammy Archer (new Hypello Archer archetype): While the hypello are capable on land and water, some aspire to hone their talents with animals and archery. Using the mobility of a mount, and training in steady precision, the art and sport of Yabusame thrives. They are allowed to focus on their targets, while their trusted mount keeps them mobile and at a distance. – Created by Kuro.
Yapper (new Palico Bard archetype): Palicos’ yammering songs distract opponents in combat, hindering their ability to attack.
Yevonite (new Cleric archetype): Through the teachings of Yevon, the Yevonsnites will atone for their sins and one day Sin will go away, as long as they follow Yevon’s teachings. Yevonites gain power not from gods, but from the Fayth. Otherwise known as summoners, these yevonites journey to defeat sin and bring about the calm. Though not all stay on this pilgrimage, and simply learn the power to use the Fayth to summon forth Aeons. – Created by Kayos.

Spells/Songs

Magic: Holy Ice Spell: limit the number of javelins to a max of half caster level (max of 10) and damage to +15 from caster level. Increased attack roll modifier from BAB to Caster Level. Wall of Stone has had some rewording and clarification on how it is created.
Bard Songs: Added Sentinel’s Scherzo, replicating the same spell from Final Fantasy XI. – created by MagnusXL
Black Mage Spells: Added Alter Food (0), Alter Object (0), Gather Coin (0), Magical Cleaning (0), Magical Hygiene (0) to cantrips. Added Form Road (4th) and Form Highway (5th).
Blue Mage Spells: Seed Cannon (1st) increased to 60 ft. range (from 30 ft.) Grat family monsters have also had their Seed Cannon ability altered to reflect this change.
Geomancer Spells: Added Alter Food (0), Alter Object (0), Gather Coin (0), Magical Cleaning (0), Magical Hygiene (0) to cantrips. Added Form Road (4th) and Form Highway (5th).
Red Mage Spells: Added Alter Food (0), Alter Object (0), Gather Coin (0), Magical Cleaning (0), Magical Hygiene (0) to cantrips.
Summoner Spells: Added Alter Food (0), Alter Object (0), Gather Coin (0), Magical Cleaning (0), Magical Hygiene (0) to cantrips.
White Mage Spells: Added Alter Food (0), Alter Object (0), Gather Coin (0), Magical Cleaning (0), Magical Hygiene (0) to cantrips. Added Form Road (4th) and Form Highway (5th).

Equipment / Magical Items

Artifacts: Added Titan’s Flesh, Garuda’s Protection, Leviathan’s Scale, and Staff of the White Magus.
Cybertech: Cybernetic Arm/Leg Enhancers now have a limit of 5 times it can be purchased with an increasing cost per. Added Body Repair Weave, Initiative Implant, Invisiware, Data Archive, Feat Implant, Feat Plexus, Skill Plexus, and Voice Stress Analyzer.
Firearms: Semi-Automatic no longer stacks with the Rapid Shot feat for an additional extra attack, instead the feat now reduces the penalty applied by Semi-Automatic fire. Machina Pistol changed size to medium, from small. Off-handed firearms now deal 1/2 ability modifier damage instead of full, when the user has a class feature or ability that adds an ability modifier to damage. Added a clarification that Semi-Automatic only works on 1 firearm per full-attack.
Power Weapons: Spell level to damage change reverted. Power weapons now have their extra damage capped to their wielder’s caster level. Thanks to Tame Rat for the suggestion! Clarified that the 1.5x multiplier for two-handed melee weapons happens after the caster level cap.
Wondrous Items: Added Fran’s Bracers lesser and greater to Wrist slot items. Added Hat of the Red Wizard.
Technological Gear: Added Bow Attached Sight to survival gear.

Miscellaneous

Black Mage: Class and archetypes now show main ability scores and their feature replacements. Thanks to @ChaoticNeutral for assistance.
Deific Orders: Updated the table to note which spell lists they get. Thanks to @Ewan for assistance.
Dragoon: Class and archetypes now show main ability scores and their feature replacements. Thanks to @Moggle Mog for assistance.
General Feats: Added Improved Antagonize to the list of general feats.
Prestige Classes: Updated the “Special” requirements of Clan Hunter, SeeD Operative, Soldier, and Turk to be more inclusive and less setting-reliant. Crownsguard now has a special requirement.
System Rules: Added a new section “Content to use with FFD20” to more clearly outline what should/should not be used in conjunction while playing FFD20.
Website Update: Forums are now back online. All content and user info has been imported so you should be able to login with your old credentials and see your old posts.

Removals (The following stuff was requested to be removed by the authors.)

Optional Systems: Subjobs and Warriors of Light were removed, as requested by the author. If you do have the PDFs, out of respect of the author, please do not pass it along on this discord. I have already deleted the PDFs off the server and in my files.
Black Waltz – Black Mage, Iron Brute – Knight, Carnelian Trickster – Red Mage, Battlemind – Black Belt, Thug – Black Belt, Virtuoso – Fencer, Dirty Ronin – Samurai, Ignavian – Deific Order, Blitz Ace Style Feats (Blitz Ace, Blitz Bizarre, Blitz Continuous), PSICOM Style feats (PSICOM Style, PSICOM Switch, PSICOM flow).
Breath Of Life (Monk archetype), Enchantress Deific Order, Shoopuf Rider (Hypello Chocobo Knight archetype), Life Trickster (Gambler archetype), Arcanomancer (Geomancer archetype), Antiquarian (Gunner archetype), Boneshaper (Necromancer archetype), Windspeaker (Ixal Summoner archetype), Manipulator (Time Mage archetype), Interceptor (Ninja archetype), Sword Sage (Scholar archetype).
Pack Member (Deific Order)


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First update of 2021!

Happy New Years, folks. Got lots of things and so little time. This will, hopefully, be the last update for at least a month. I need a break. Enjoy!

Races

Amalj’aa (Beastman Tribe Race): Removed bonus to Wisdom, add bonus to Intelligence. Mamool Ja Heritage: Removed bonus to Intelligence, add bonus to Wisdom. Removed FCB for Geomancer, added FCB for Black Mage.
Goblin (Beastman Tribe Race): Added a racial archetype for Black Mage (see below).
Kobold (Beastman Tribe Race): Added a racial archetype for Engineer (see below).
Lamia (Beastman Tribe Race): Added a racial archetype for Archer (see below).
Mithra (Core Race): Cheetara heritage now has a -2 CON.
Nu Mou (Base Race): Added a racial archetype for Scholar (see below).
Palico (Base Race): Added a racial archetype for Monk and Thief (see below).
Roegadyn (Base Race): Added a racial archetype for Dark Knight (see below).
Tonkin (Base Race): Added a racial archetype for Dark Knight (see below).

Classes

Archer (Core Class): The Barrage Limit Break has changed into Shell Piercer.
Bard (Core Class): The Destructive Shout Limit Break has changed into Auric Beauty.
Beastmaster (Core Class): Beastmaster was split into two classes. Beastmaster will follow the path of nature and animal companions. Berserker will follow the path of rage and destruction. All current archetypes updated to the new Beastmaster.
Berserker (Base Class): Split off from Beastmaster. Battlerager, Bear Warrior, Dragoner, Frenzied Warrior (renamed from Berserker), Hateful Rager, Marauder, Meowsterful Rager, and Werewolf archetypes now function off the Berserker class instead of Beastmaster.
Black Mage (Core Class): The Ultima Beam Limit Break has changed into Ultima Weapons.
Blue Mage (Base Class): The Azure Summoning Limit Break changed into Scan Master.
Chemist (Base Class): Bombs now increase by every 3 levels instead of 2 (to a maximum of 7d6), but added Potent Bombs as a Discovery if you wish your bombs to get back to normal.
Dark Emperor (Prestige Class): Added Spellcasting to their list of talents.
Dark Knight (Base Class): Carve and Spit (Su) (Abyssal Art): Clarified that this only works on creatures. Clarified that Darkside consumes actual hit points and not temporary hit points he may have. Changed from character level in HP to dark knight level in HP cost for Darkside.
Dragoon (Core Class): The Falling Meteor Limit Break has changed into Bahamut Leaps.
Engineer (Base Class): The Overdrive Limit Break no longer grants a bonus to attack and AC.
Fighter (Core Class): The Mighty Strikes Limit Break has changed into Critical Strikes. The Omnistrike Limit Break now grants extra attacks in a full-attack but with penalties.
Gunbreaker (Hybrid Class): Readded the additional damage to magicked ammo, removed the trigger attack penalty removal. Changed the Big Shot modification to specifically reference Blast Shield and Brutal Shell’s bonuses. Gun Arm Techniques now all share their daily uses, rather than daily uses per technique. Resonance Blade: Now removes the penalty from trigger attacks. Razor Sharp (Gunsmith Modification): Increased to +2 damage bonus. Magicked Ammo: Increased damage scaling from every 4th level after 1st to every 2nd level after 1st.
Gunner (Base Class): Added Gunsmith Modifications.
Knight (Core Class): The A Knight’s Blessing Limit Break has had its progression altered to every 4th. The A Knight’s Protection Limit Break was reduced to 1 dr/- but both the DR and SR now stack with other Knight features and talents.
Master (new Prestige Class): The master specializes in more complicated moves than simple damage-dealing strikes. His mastery of combat maneuvers is terrifying to see.
Monk (Core Class): The Force Blast Limit Break has changed into Flawless Fists.
Raven (new Prestige Class): Ravens are created based solely on a single criteria, loyalty. Should a member of an organization show vast loyalty and zeal for their cause, the leader can put in the orders to have a Raven made. Through the ordeal of treatment, they lose their past self and embrace servitude to the one who created them. When the treatment is complete, they are entirely a new person, their memories and personality lost in the fog, but they have the inherent knowledge to follow orders. – created by Kuro.
Redeemed Knight (new Prestige Class): Once having walked the path of darkness you have deemed to walk the path of light again, but having succumbed to your dark side has still left a taint upon you and leaves you forever changed. – created by Arcueid.
Red Mage (Core Class): The Flexibility Limit Break now trades 3hp per 1mp. The Flexibility Limit Break now requires a free action instead of an immediate action for converting HP and MP.
Samurai (Hybrid Class): Made a change to Blazing Initiative.
Thief (Core Class): The Perfect Dodge Limit Break no longer auto-succeeds against reflex saves.
White Mage (Core Class): The Breath of the Earth Limit Break no longer provides a save bonus.

Archetypes / Deific Orders

Academician (new Nu Mou Scholar archetype): The academician focuses his studies on researching carbuncle, being able to summon one to his side and making it a more powerful companion than even the mighty summoners. This focus however, means that they never truly master the art of balancing their light and dark magic in perfect harmony. – Created by Moggle Mog.
Ambusher (Archer Archetype): The Incapacitating Shot Limit Break has changed into Incapacitating Fire.
Battle Dancer (new Black Belt archetype): Battle dancers practice a martial art that emphasizes constant motion, hiding their training from colonial oppressors by presenting it as an acrobatic dance.
Bone Breaker (new Black Belt archetype): Bone breakers excel at breaking things, especially people. The bone breaker is most capable as a one-on-one fighter. A few well-placed blows soften up an opponent and make him more susceptible to the bone breaker’s signature joint-breaking move.
Clone Master (new Time Mage archetype): Through strict adherence to the high-tech art of “mirror mastery”, a clone master can create life-like temporary clones of themselves and use them to overwhelm their opponent. They are part stage- magician, part-warrior, and a crowd unto themselves. The art of mirror mastery originated with a study of blink dogs, which in turn allowed the user to displace themself slightly. After combining that art with the art of illusion and several high-tech augments, the art of mirror mastery was discovered. Clone masters, also known as “shards”, have turned the art of mirror mastery into a martial discipline as deadly as any other fighting style.
Combatant (Thief Archetype): The Adrenaline Rush Limit Break no longer doubles attacks.
Cruise Chaser (new Deific Order for Ark): A cruise chaser worships the god, Ark. Those who follow the path of the Lord of Airships possess a desire to travel the world, protecting those in need as their patron would, and feel their mobility and skill increase with their faith. – Created by Chrono.
Dwarven Crossbowyer (Dwarf Archer archetype): Added Quick Finger (2nd), Bolt Ladder (4th), and Intimidating Shot (13th).
Elementalist (Black Mage Archetype): The Unresistable Elemental Spell Limit Break no longer ignores saves but can now overcome elemental immunity.
Farstriker (Dragoon Archetype): The Aerial Strike Limit Break has changed into Shin Striker.
Grudge Holder (new Tonkin Dark Knight archetype): Few things can strike fear into an adventurer’s heart more than the glint of a tonberry’s knife. It’s slow, unrelenting approach has earned a reputation of doom among those who would venture forth into dark ruins. Each slash of the knife carries with it the anguish and torment of thousands of tonberries who have perished at the hands of their adversaries. With this dark power, the knife’s grudge will be fulfilled. – Created by Tem Wizard.
Hell’s Guard (new Roegadyn Dark Knight archetype): Certain traditions and practices have been passed down by the roegadyn tribes, martial prowess which calls upon darker aspects of one’s self. These Lohengarde roegadyn train in the shadow of a volcano which was believed to be the gateway to Hell. Warriors have passed these martial traditions down through the ages, even if the standards of today’s society would shun these dark arts. Nevertheless, many adventurers will not think twice about standing with these dark warriors, their prowess on the battlefield as invaluable as one of the guards of Hell – Created by Rigby.
Knave (Knight Archetype): The A Knave’s Rebuke Limit Break now uses up their Attack of Opportunity.
Lantern-Bearer (Tonkin Astrologian Archetype): The Empowered Lights Limit Break no longer grants maximum damage, instead it now re-rolls 1s and 2s.
Meowfist (new Palico Monk archetype): A meowfist is a student of the school of hard knocks, who dedicates himself to learning how to take down foes by any means necessary. A meowfist isn’t afraid to smash a tankard over a foe’s head, stomp an opponent’s foot, gouge an eye, or generally create mayhem to gain any possible advantage.
Mystic Knight (Red Mage Archetype): The Mystic Adrenaline Limit Break no longer reduces the cost of talents.
Occurian (Deific Order): Limit Break’s duration changed to fit all other LBs. LBs effects altered. History’s Weave now is a choice between the knowledges. Crystal Cataract has a daily limit. The Throne Immortal has a daily limit. The Undying has a daily limit.
Oracle (Astrologian Archetype): The Future Knowledge Limit Break now progresses every 4 levels instead of 2.
Outfitter (Red Mage archetype): Added Garment Grid Ensemble (20th), replacing Red Wizard.
Paradigm Shifter (Red Mage Archetype): The Gestalt Mode Limit Break was changed to double the effects of your current Paradigm Shift.
Primal Knight (Knight Archetype): Their previous Limit Break was shortened down into the new Primal Influence Limit Break, and now affects their attacks rather than doing a radius.
Prowler (new Palico Thief archetype): Most cat-sized creatures, regardless of their level of intellect or ability to reason, are at a significant disadvantage in combat due to the simple fact that without reach, these little creatures expose themselves to attack when they fight. Palicos have mastered the tactic of lunging with sudden ferocity, allowing them to exploit their size as an advantage rather than a detriment.
Psychic (Astrologian Archetype): The Foresight Limit Break no longer grants a reflex bonus and bonus to ac reduced to 1.
Pyromancer (new Goblin Black Mage archetype): Some goblins use their ingenuity not on clever traps or feats of engineering, but instead on more arcane pursuits. These mages hone their abilities to manipulate fire to their will, excelling at using the destructive power of flames. Inevitably, these pyromancers cannot resist their instinctual urges to blow things up. – Created by Rigby.
Serpent Archer (new Lamia Archer archetype): In some snake cults, there are lamia who admire serpents for their beauty, some for their wisdom, and some for their abilities as predators. Within this last group are a subset that see a serpent’s abilities as weapons to be used and exploited rather than worshiped or emulated. These are the serpent archers, combining the deadly powers of snakes with their own natural aptitude with bows. The serpent archers respect their scaly brethren and practice a strange way of melding their skills with the abilities of the ophidians.
Sky Pirate (Thief Archetype): The Rallying Cry Limit Break no longer provides a save bonus.
Temporal Reaper (new Time Mage archetype): Tick tock, goes the clock, the temporal reaper comes for your flock. Time has a way of making sure anomalies and paradoxes do not happen, and bestows blessings upon those attuned to time to regulate the flow. Not all time mages are harken to the call, but those that do often get referred to as Death’s Assistant. – created by Kuro.
Trader (Thief Archetype): The Bifelgan’s Bounty Limit Break changed into Don’t Touch The Goods.
Tunneler (new Kobold Engineer archetype): Kobolds make their homes beneath the mountains, living in darkness most of their lives. While some may venture up to the surface, others will use their ingenuity to burrow further into the earth to reap the rich mineral bounties. The finest kobold engineering makes use of instruments such as massive drills which tear through rock at alarming pace. – Created by Rigby.
Valkyrie (Dragoon Archetype): The Asgardian’s Conviction Limit Break no longer confirms critical hits.
Vermilion Duelist (Red Mage Archetype): The Manafication Limit Break only affects a single talent or spell per round. The Vermilion Scourge Limit Break has been changed into Crystal Runic Scourge.
Warrior (Fighter Archetype): The Berserk Limit Break no longer auto-crits. The Inner Release Limit Break no longer grants a bonus to attack and damage.

Spells

Astrologian Spells: Added Avoid as a 5th level spell, replicating the spell of the same name from Final Fantasy Type-0 as well as the dodging ability of Noctis in Final Fantasy XV. – Created by DeadKingKicker.
Bard Songs: Added Pinning Nocturne as a 3rd level song, a bard song from FFXI meant to disrupt enemy casters. – Created by MagnusXL.
Black Mage Spells: Added Avoid as a 5th level spell, replicating the spell of the same name from Final Fantasy Type-0 as well as the dodging ability of Noctis in Final Fantasy XV. – Created by DeadKingKicker.
Illusionist Spells: Added Mind Map and Phantasmal Partner to 1st level spells.
Red Mage Spells: Added Avoid as a 5th level spell, replicating the spell of the same name from Final Fantasy Type-0 as well as the dodging ability of Noctis in Final Fantasy XV. – Created by DeadKingKicker. Added Null Element as a 3rd level spell, the White Mage spell based on NulShock and Friends from Final Fantasy X. – Created by Temujin.
Time Mage Spells: Added Avoid as a 5th level spell, replicating the spell of the same name from Final Fantasy Type-0 as well as the dodging ability of Noctis in Final Fantasy XV. – Created by DeadKingKicker.
White Mage Spells: Added Avoid as a 5th level spell, replicating the spell of the same name from Final Fantasy Type-0 as well as the dodging ability of Noctis in Final Fantasy XV. – Created by DeadKingKicker. Added Null Element as a 3rd level spell, the White Mage spell based on NulShock and Friends from Final Fantasy X. – Created by Temujin.

Miscellaneous

Airships finally added! Hooray!
Gun Arms: Added Gunblade (Light). Increased Trigger damage for Gunblade (Standard) to 1d4/1d6, Reduced Trigger Damage for Gunhammer to 1d4/1d6. Added in a section to explain how they work for feats and features for their separate parts.
Style Feats: Added Chocobo Style, Chocobo Drift, and Chocobo Meteor.
Weapons: Made a clarification that ranged power weapons provoke attacks of opportunity, but melee ones do not.


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Break over! February Update!

My break is over, time to update.

Races

Genome (Base Race): Gains a new racial archetype for Blue Mage (see below.)
Gnath (Beast Tribe Race): Gains a new racial archetype for Geomancer (see below.)
Immortal (Base Race): Gains a new racial archetype for Blue Mage (see below.)
Kojin (Beast Tribe Race): Gains a new racial archetype for Black Belt (see below.)
Seeq (Base Race): Gains a new racial archetype for Thief (see below.)
Vanu Vanu (Beast Tribe Race): Gains a new racial archetype for Dancer (see below.)

Classes

Beastmaster (Core Class): Added Natural Savagery (5th). Animal Companions now are d10 HD and full BAB. Animal Focus that used to gave Enhancement Bonuses are now Morale Bonuses.
Berserker (Base Class): Added hammers weapon group to weapon proficiencies. Added the Blood Rush class feature (5th).
Knight Gallant (Prestige Class): Added Knight Gallant talents (2nd/4th/6th/8th/10th). Added links to table.
Raven (Prestige Class): Removed the drawbacks from Rank, added a minor buff. Rank now states the gear cannot be given to others, nor sold or deconstructed. Raven’s Gear now only progresses your favored class.
Redeemed Knight (Prestige Class): Added spellcasting for all levels except 1st.

Archetypes / Deific Orders

Dark Swordsman (Dark Knight archetype): Added a choice of SS talents to DS talents.
Defiant Testudo (new Kojin Black Belt archetype): The kojin black belt eschews armor, preferring to learn to use his own natural defenses.
Demon Hunter (Fighter archetype): Stylish Hunter now grants double points for confirmed critical hits and now loses 1 point if they do not attack for 2 turns instead of 1 turn. Successful acrobatic checks to move through threatened squares or enemies now grants 1 or 2 points respectively.
Dragon Knight (Dragoon archetype): Added Draconic Fury LB.
Empty Vessel (new Genome Blue Mage archetype): By not filling her soul with all the spells of the monsters she has learned from, she is able to gain additional powers by being selective with what spells she uses. This is the way of the empty vessel, ever learning, selectively choosing. – Created by Moggle Mog.
Highlander (new Immortal Blue Mage archetype): Some Immortals have awakened to knowledge of a great and terrible Game, pitting them against their brethren in a contest said to lead to ultimate power. While the fabled Gathering is still rumored to be a long way off, and the coveted Prize even further, these Immortals are still capable of taking the memories, skills, and experiences of those they kill in preparation for this ultimate contest. – Created by Raitzeno.
Holy Swordsman (Holy Knight archetype): Added a choice of SS talents to HS talents.
Hunter (new Archer archetype): Some archers form bonds with well-trained dogs, who help them hunt down the people needed to be taken in.
Living Avalanche (Black Belt archetype): Removed the race-lock.
Mystic Knight (Red Mage archetype): Added a choice of SS talents to Talent Tree Talents.
Pyromancer (Goblin Black Mage archetype): Changed Pyroclasm LB into Fiery Weapons.
Paragon (new Cleric archetype): These believers are less concerned with enforcing their beliefs onto the world via martial prowess, and instead try to strengthen their connection with their god. Some see themselves as mere conduits through which their god acts, while others see themselves as having a stronger and more personal bond with their deity. They walk a harsh road, but those that prevail truly deserve to be called paragons of their faith. – Created by Mir.
Rancher (Deific Order for Chocobo/Fat Chocobo): A rancher worships the gods of transportation, Chocobo and Fat Chocobo. With their faithful chocobo companion, they help raise it as they travel through the world, meeting friends along the way and assisting them in their travels. – Created by Moggle Mog and Chrono.
Sundrop Storm (new Vanu Vanu Dancer archetype): The Sea of Clouds is a sparse archipelago of floating islands, with limited resources to go around. The vanu vanu tribes that inhabit them know this, and that senseless warfare over territory would severely cripple their race’s numbers. To that end, battles can be decided before they are fought through a ritual war dance known as the sundrop. If one side does not falter in morale, they must be prepared to face the full fury of their enemies, for the best war dancers are even more fearsome in a true battle.
Swarm Fighter (Gnath Fighter archetype): Added Swarming Attack (2nd).
Swarm Shifter (new Gnath Geomancer archetype): Gnaths learn to channel the essence of the basest and most overlooked animals, vermin.
Tamer (Beastmaster archetype): Bell now deals non-elemental damage at a range of 25 ft + 5 ft per two beastmaster levels.
Thug (new Seeq Thief archetype): Some seeq steal with finesse, their victims only discovering the crime when the thief is long gone and the coin already spent. A thug, on the other hand, cares nothing for finesse. Through both threat and violence, the thug gets what he wants by the promise of force, and has no problem making good on that promise as needed.
Titan Mauler (new Berserker archetype): In lands overrun by giants, dragons, and other hulking beasts, entire fellowships of berserkers hone tactics and traditions with one purpose—to bring low these massive foes. While her enemies’ size makes the creatures strong, the titan mauler is even stronger, taking up weapons from her fallen foes that no lesser warrior can lift, and using them when she beseeches the spirits to grant her increased size and greater ferocity against her titanic foes.

Spells

Astrologian Spells: Added Benefic I-IV. Added Gravity Ball as a 5th level spell, replicating the attack Gravity Ball by Cecil in Dissidia Final Fantasy (2008) as well as Prompto’s Gravisphere attack from Final Fantasy XV. – Created by DeadKingKicker
Bard Songs: Added Goddess’s Hymnus as a 6th level song, a bard song that provides auto-raise to allies from FFXI. – Created by MagnusXL
Black Mage Spells: Added Gravity Ball as a 5th level spell, replicating the attack Gravity Ball by Cecil in Dissidia Final Fantasy (2008) as well as Prompto’s Gravisphere attack from Final Fantasy XV. – Created by DeadKingKicker
Dark Knight Spells: Added Dark Hold, Dark Retribution. Added Gravity Ball as a 4th level spell, replicating the attack Gravity Ball by Cecil in Dissidia Final Fantasy (2008) as well as Prompto’s Gravisphere attack from Final Fantasy XV. – Created by DeadKingKicker
Necromancer Spells: Added Gravity Ball as a 5th level spell, replicating the attack Gravity Ball by Cecil in Dissidia Final Fantasy (2008) as well as Prompto’s Gravisphere attack from Final Fantasy XV. – Created by DeadKingKicker
Time Mage Spells: Reality Rift, Mass Reality Rift, Greater Reality Rift, have all had their durations lowered and noted that they can only affect the same creature once per 24 hours. All of these spells now have the teleportation subschool. Added Gravity Ball as a 5th level spell, replicating the attack Gravity Ball by Cecil in Dissidia Final Fantasy (2008) as well as Prompto’s Gravisphere attack from Final Fantasy XV. – Created by DeadKingKicker

Miscellaneous

Alchemical Items: Elixir now heals 40 hp and 20 mp, and costs 10,000 gil.
Class Feats: Added Extra Beastmaster Trick. Removed Wild Fury feat.
Status Effects: Added Banished as a status effect, linked it in the Reality Rift line of effects
Weapons: Added a new page “Ammunition (Arrows)” which details different types of arrows, what/how special materials affect them, magical special abilities that can be placed on stacks of 50 arrows, and finally some sample arrow setups and their usage.


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March Update!
Posted on March 1, 2021 9:31 pm by Viladin

Lots of new archetypes, a deific order, a prestige class, and a couple of new Iconics.

Races

Antica (Beast Tribe Race): Added a racial archetype for Black Mage (see below) and favored class bonus for Black Mage.
Bangaa (Base Race): Added a racial archetype for Monk (see below).
Guado (Base Race): Added a racial archetype for Beastmaster (see below) and favored class bonus for Beastmaster.
Ixal (Beast Tribe Race): Added a racial archetype for Engineer (see below).
Moomba (Base Race): Added a racial archetype for Black Belt (see below).
Sahagin (Beast Tribe Race): Added a racial archetype for Ninja (see below).
Seeq (Base Race): Added a racial archetype for Monk (see below) and favored class bonus for Monk.

Classes

Black Mage (Core Class): Added Surecast to list of talents.
Blue Mage (Base Class): Added Surecast to list of talents.
Chemist (Base Class): Removed Alchemical Bullet and Grenade Gun from Discoveries. Added Anarchic Bombs, Axiomatic Bombs, Blackstar Bombs, Concentrate Poisons, Grease Bombs, Hellfire Bombs, Holy Bombs, Holy Poisons, Malignant Poison, Ooze Blight, Poison Conversion, Psychoactive Bombs, Shadow Bombs, Siege Bombs, Sunlight Bombs, Void Bombs.
Geomancer (Base Class): Added Surecast to list of tricks.
Hardened Veteran (new Prestige Class): There are those who have overcome adversity, thrust into a life filled with battlefields and encounters with both monsters as well as man. Through their experiences, they grow more accustomed to the lifestyle, allowing them to better deal with adventures lush with violence. – Created by NapazTrix.
Illusionist (Base Class): Added Surecast to list of powers.
Necromancer (Base Class): Added Surecast to list of talents.
Ninja (Hybrid Class): Moved Shadow Step to 16th level, moved Hidden Master to 19th level, added Slicing Wind (20th level).
NPC Classes: Added a page for NPC classes, classes suited more for Non-Player Characters rather than players. Adding the Commonfolk, Influencer, Lil’ Witch, Malefactor, Studious Meister, and Watchman for the choices of NPC classes. – Created by NapazTrix.
Red Mage (Core Class): Added Surecast to list of arcanas.
Scholar (Hybrid Class): Added Surecast to list of exploits.
Time Mage (Base Class): Added Surecast to list of talents.
White Mage (Core Class): Added Surecast to list of talents.

Archetypes and Deific Orders

Arcane Trickster (new Black Mage archetype): Few can match the guile and craftiness of arcane tricksters. These prodigious thieves blend the subtlest aspects of the arcane with the natural cunning of the bandit and the scoundrel, using spells to enhance their natural thieving abilities. Arcane tricksters can pick locks, disarm traps, and lift purses from a safe distance using their magical legerdemain, and as often as not seek humiliation as a goal to triumph over their foes than more violent solutions.
Blur (new Moomba Black Belt archetype): Moombas are what every shumi dreams of being, their physical forms surpassing their younger kin by far, in both stamina and cuteness. There are moombas that turn this unbridled energy they have into a ferocious weapon of momentum, somersaulting and cartwheeling fast enough that their hands and feet become blurred by movement.
Burglar (new Thief archetype): The burglar is a master of stealth and misdirection. Burglars are able to confound foes with a variety of clever and debilitating tricks. They also excel at attacking from the shadows, allowing them to take enemies by surprise.
Chronodancer (Time Mage archetype): Reduced to 3/4ths caster. (Limited Spellcasting rather than Diminished Spellcasting).
Featherweight (new Bangaa Monk archetype): When fighting hand to hand, many will try to be quick on their feet, avoiding their enemies’ blows at all costs. The nimble bangaa tend to adopt this fighting style, putting their lithe forms and thick hides to good use in dodging their foes’ blows. – created by Rigby.
Fiend Trainer (new Guado Beastmaster archetype): Among those who master the creatures of the wild, few are as feared and uncanny as the fiend trainer. While the activities of the natural world encompass both living and dying, fiend trainers toe this line and dip their fingers into the unseen realm. If beastmasters nurture beings who participate in the circle of life in the full light of day, then fiend trainers thrive in the shadow of this cycle as their companions linger on the doorstep of existence–much like their masters. – created by Virgil.
Healer (new Cleric archetype): The healer is a master of battlefield revivification, sustaining and restoring allies to keep them in the fight.
Heavyweight (new Seeq Monk archetype): When fighting hand to hand, many will try to power through their enemies’ strikes, and hit back much harder. The hardy seeq tend to adopt this fighting style, putting their girthy bulk and meaty arms to good use in pummeling their opponent. – created by Rigby.
Reborn (new Deific Order): The reborn worship the fiery god of rebirth, Phoenix. These worshippers are celebrants of the phenomenon of revival, dedicated to saving all lives, great or small. – created by Raitzeno.
Signifier (new Antica Black Mage archetype): The tunnels dotting the islands of Kuzotz are full of the warlike antica, who efficiently follow orders from their superiors in expanding their empire. Adventurers who venture beneath the sands should be wary, for the mostly silent beastmen can bring unexpectedly ferocious spells to the fore, their telepathy transmitting dangerous snares to careless foes. – created by Rigby.
Silent Wave (new Sahagin Ninja archetype): When sahagins attack a vessel, they will lurk beneath the waves unseen. A sahagin ambush will only happen when a ship is at its most vulnerable. Groups of sahagin will wait silently beneath the water’s surface, sometimes following a vessel for days. Sailors around the world agree; like the calm before the storm, the silent waves are the most fearsome. – created by Rigby.
Time Bandit (new Thief archetype): The time bandit does just what her name suggests—she steals bits of time. Mostly she steals boring, unneeded time from her own future, saving tiny split-seconds she can use to make her life easier in the present. As her powers grow, the time bandit can learn to manipulate bigger slices of time, giving her more options to enhance her actions or even alter the timeline of enemies and allies alike. Most of the time bandit’s effects are subtle to outside observers, seeming to be more good fortune and preternatural speed than control over time. But it’s clear to anyone who seen a time bandit dash past a charging horse, leap onto a narrow ledge, and flip over a guard’s crossbow bolt that a time bandit has some kind of temporal power.
Treasure Hunter (new Thief archetype): A treasure hunter is a discoverer of ancient secrets. They are the expert tomb-robbers, crypt-raiders, and cave-delvers who seek the treasures of lost civilizations and the power such treasures bring. Forgotten artifacts and lost mysteries are the prizes these explorers seek, and those who covet such antiquities will pay heavily for the services of a skilled treasure hunter.
Windrider (new Ixal Engineer archetype): The use of balloons and other aircraft is vital to the ixal way of life, air transportation of cargo through the mountain passes of their home being of extreme importance for the flightless beastmen. Many ixal have taken up the profession of designing and crafting airships, whether for practical reasons or even for spiritual reasons, these engineers stop at nothing until every ixal knows what it means to ride the wind.

Feats

Bard Feats: Added Authoritative Song, Coaxing Song, Crypt Song, Dazing Song, Disruptive Song, Encouraging Song, Fearsome Song, Focused Song, Heighten Song, Persistent Song, Piercing Song, Reach Song, Sickening Song, Song Perfection, Studied Song, Threnodic Song, and Thundering Song. – As suggested by Mir.
Metaspell Feats: Added Ritual Spell I, Ritual Spell II, and Ritual Spell III.

Spells

Blue Mage Spells: Added Level ? Holy (6th), Diabolic Whistle (8th), and Acid Rain (9th).

Miscellaneous

Iconics: Setzer (Iconic Gambler) and Yuna (Iconic Summoner) were added. – Created by Luph.
Limit Breaks: Added an alternate Limit Break, available to all characters called Second Wind.
Website Removal: All of the Fayth feats were removed as requested by author. The Ascian, Conductor, and Scion Deific Orders were removed as requested by author.


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Middle of March Update!

This is gonna part 1 of 2 updates this month. Very shortly, I’m going into the hospital to take care of some infections, so the 2nd update won’t happen to the end of the month. The 1st update will include the new Druid hybrid class, spells, and archetypes.

Races

In preparation of the Druid hybrid class, added Favored Class Bonuses for Druid for the following races: Dwarf, Elvaan, Galka, Half-Breed, Hume, Mithra, Moogle, Orc, Sahagin, Sylph, Tarutaru, and Varg.
Hume (Core Race): Added Mako-Infused Super Soldier to the list of alternate racial heritages. – Suggested by DM Leibfrid.
Yagudo (Beast Tribe Race): Added a new racial archetype for Ninja (see below).

Classes

Azure Magister (new Prestige Class): Where other spellswords imbue their weapons with destructive magic or magically enhance their own combat capabilities, others prefer to lay the enemy low with debilitating spells before taking them to task with magically-empowered weapons. An eclectic blend of frontline fighter and offensive support, the Azure Magister controls the battlefield from the thickest of it, freely swapping between melee and spellcasting to confound and thwart his enemies while supporting his allies.
Dragonmaster (new Prestige Class): The dragonmaster is one who has passed the Dragon Trials, thus gaining the allegiance of the Four Dragons. The dragonmaster’s sole purpose is to protect and aid the Goddess Althena. Their heroic tales are often the theme of many bard songs.
Druid (new Hybrid Class): Within the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature’s wrath.
Hardened Veteran (Prestige class): Added Master of the Fight class feature. Added The Never-Ending Fight class feature.

Archetypes

Animal Shaman (new Druid archetype): This type of druid focuses on calling the spirit of a specific animal, imbuing themselves with their strengths.
Arcane Trickster (Black Mage archetype): Added Trapfinding (1st).
Druid (Beastmaster archetype): Was renamed to Keeper of the Grove.
Feral Child (Hume Druid archetype): Was moved from Geomancer archetype to a Druid archetype.
Green Mage (Scholar archetype): Removed Diminished Spellcasting, removed bonuses/penalties from Enhancing/Enfeebling Arts. Added Improved Enhancing/Enfeebling Arts (19th).
Mooncaller (Varg Druid archetype): Was moved from Astrologian archetype to a Druid archetype.
Muscle Mage (Black Mage archetype): AC Bonus moved to 1st level from 20th. Walk Softly and Carry a Big Stick now grants the muscle mage a bonus attack while full attacking.
Nokizaru (new Yagudo Ninja archetype): The yagudo are fiercely defensive of their ancestral home of Mindartia, having occupied the lands of the continent long before the founding of Windurst. These feathery warriors have a vast knowledge of the forests, hills, and plains of their homeland, allowing for deadly guerilla tactics. Unsuspecting prey may find themselves ambushed by zealous assassins who strike from above. – Created by Rigby.
Orc Fury (new Orc Druid archetype): Orc furies combine a druid’s love of natural balance with a single-minded devotion to the welfare of the orc tribe.
Sahagin Adept (new Sahagin Druid archetype): A sahagin adept dedicates herself to preserving the knowledge of the first sahagins and ensuring her people’s ancient connections to the natural world remain undisturbed. They serve as the keepers of the roots of the sahagin people and as their protectors.
Savant (Blue Mage archetype): Savants now gain bonus MP from high INT scores.
Sky Druid (new Sylph Druid archetype): Some druids develop ties not to a particular landscape, but instead to the endless blue expanse of the skies. Such are the sky druids, who are more at home soaring through air than standing on the ground.
Swarm Monger (Druid archetype): Was moved from Beastmaster archetype to a Druid archetype.
Terrain Druid (new Druid archetype): Some druids are masters of the terrain they are most comfortable with. Their mastery of their chosen terrain can be frightening to some.
Treesinger (new Elvaan Druid archetype): Elvaans live far longer than other common races, and a single elvaan may see whole empires rise and fall. Given the impermanence of the cultures around them, it’s small wonder that some elvaans turn to the timeless growth of nature for solace, finding allies among the great trees themselves, and even leading the forest’s plants into combat.
Treestrider (new Druid archetype): Some druids are masters of the wild. Whether raised by apes or having some other link with simian creatures, these druids glide through the wilderness with ease.
Wild Rider (new Druid archetype): Wild riders, like many druids, form close bonds with their animal companions. In the case of wild riders, though, the druid and animal companion ride into battle together, acting as one entity to bring down their foes, their movements in perfect tandem and harmony. Each learns to anticipate the other’s actions, and the two move in concert.
Wilderness Medic (new Druid archetype): Wilderness medics know a variety of ways they can heal, supply and preserve a rebellion or similar movement without requiring any resources that might make them easier to track down.

Spells

Bard Songs: Added Warden’s Paean, a 5th level song that casts Esuna on a target. Replicates the Bard Song from FFXIV. – Created by MagnusXL
Astrologian Spells: Added Aurorastorm, a 3rd level spell that creates a 30ft aurora that alters the damage/healing of light, healing, and dark school spells. Replicates the spell of the same name from Final Fantasy XI. – Created by DeadKingKicker
Black Mage spells: Added Elemental Body I (4th), Elemental Body II (5th), Elemental Body III (6th), Elemental Body IV (7th).
Blue Mage spells: Added Flare Star (9th).
Geomancer Spells: Added Aurorastorm, a 3rd level spell that creates a 30ft aurora that alters the damage/healing of light, healing, and dark school spells. Replicates the spell of the same name from Final Fantasy XI. – Created by DeadKingKicker. Added Elemental Body I (4th), Elemental Body II (5th), Elemental Body III (6th), Elemental Body IV (7th).
Illusionist Spells: Summon Minor Food and Water (Spell): Removed. Illusory Meal (New Spell): New cantrip for Illusionist. Helps fight against starvation effects.
Time Mage spells: Contingent Spell (2nd) got a new make-over.
White Mage Spells: Added Aurorastorm, a 3rd level spell that creates a 30ft aurora that alters the damage/healing of light, healing, and dark school spells. Replicates the spell of the same name from Final Fantasy XI. – Created by DeadKingKicker. Brighten I-III (Spell): Changed to work with the Illuminated status effect (was Dazzled). Radiance (Spell): Changed to work with the Illuminated status effect (was Dazzled).

Miscellaneous

Status Effects:
Burning now deals 1d6+SL in damage instead of 1d6.
Dimmed no longer inflicts a -1 to AC, perception, and STR/DEX skill checks, the miss chance has increased to 20% from 10%.
Drenched no longer increases encumbrance and now inflicts a penalty to saves versus ice spells and effects equal to 1/2 the SL of the water spell.
Frozen now has an added clause to clarify that flying creatures fall to the floor, the hardness/hp as well as STR/Escape artist checks of the ice now scales based on SL
Squalled has now changed to inflicting a 10% spell failure chance, automatic failure on sound-based perception checks, and a cumulative penalty on attack rolls within a round.
Static has changed to affect all creatures, it has a 50% chance to damage the creature for 1d6+SL lightning damage whenever they take an action, can still only occur once per round.
Weighted has changed to reduce all movement speeds, reduce any flying maneuverability as if they were clumsy, and inflicts a penalty on Reflex saves equal to 1/2 the SL of the earth spell.
Illuminated (New Status Effect): An illuminated creature shines brightly, allowing others to see them clearly. The creature sheds normal light in a 5-foot radius from themselves, and increase the light level for an additional 5 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light), illuminated creatures take a -20 penalty on all Stealth checks. Due to the shining beacon of light, creatures attacking an illuminated target receive a circumstance bonus to attack rolls equal to 1/2 the spell level of the spell that inflicted the illuminated status (Light III grants +1 attack). Dark spells and effects remove this status effect.This status effect applies to Light spell chain, replacing the Dazzled status effect.
Added a Fillable PDF Character Sheet to the Links section. – Courtesy of tehdeef.
Added a Fillable Materia PDF Record Sheet to the Links section. – Courtesy of tehdeef.
Chain Spell (Metamagic Feats): Added in a reflex for secondary targets and DC decrease for secondary targets, to follow the referenced feat more closely.


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May Update!

A whole slew of deific orders from my thoughtful members of my Discord. Appreciate all the work they’ve done.

Races

Nu Mou (Base Race): Adept has increased in rp cost, enfeebling resistance and Overwhelming Caster have been removed. Alternate traits have changed their replacements as a result. The lorespeaker alt trait has had its bonus reduced to compare better with its replacements.
Viera (Base Race): Added Misted Bows as an alternative race trait.

Classes

Archer (Core Class): Added some clarification text to Agile Archer in the case of STR penalties. Added clarification text to Two with One Blow talent that it can affect any attacks in a full attack.
Martial Arts Student (new NPC Class): Not all who learn the martial arts are monks. Even within the monasteries, there are those who practice the styles of the monks without ever mastering their deeper teachings. In more exotic lands where martial arts are commonplace, such as Wutai, Ala Mhigo, and Doma, Martial Arts Students are known as ‘Deshi’ (meaning students) and often serve as temple guards, escorts, and other roles that are filled by Watchpeople in other lands. The deshi is similar to the monk, without mystic abilities. He is often well trained with unarmed combat and can make a formidable opponent. Deshi lacks diverse abilities and make poor adventurers. – Created by Timothy Palmer.
Messenger (new NPC Class): Having to learn some form of self-defence, the messengers of the world are no strangers to dangers on the roads, treetops, or skylines. Messengers are commonly post-moogles and post-burmecians, delivering letters and parcels around the world, distributed by the well-known Mognet system that organises all mail. The motto of messengers is “information greases the cogs of the world, and we’re the engineers”.

Archetypes / Deific Orders

Artificer (new Deific Order for Golem): Artificers worship the father of constructs, Golem. These tinkers take it upon themselves to repair that which is broken, and make sure no building materials go to waste. In tune with the earth, they take only what is necessary to complete their current project. – Created by Rigby Shephard.
Crystalist (new Deific Order for Hydaelyn): Worshippers of the Crystals of Light are granted power by the Mother Crystal, Hydaelyn. These multifaceted magicians work to promote harmony between races – by any means necessary. – Created by Raitzeno.
Disaster (new Deific Order for Kujata): Some clerics worship the cosmic bull, Kujata, for the destructive power he grants. Fearing a congregation of such volatile force in one place, many are barred from creating a true deific order where followers may come to worship Kujata within the walls of cities. Nevertheless, Disasters – as they are often called – will come together away from civilization, taking up new homes within old ruins and ancient forests. – Created by Rigby Shephard.
Drigagoonie (new Hypello Dragoon archetype): Some hypellos strive to overcome their natural limitations on land, giving up on their natural swimming prowess to strengthen their legs. A select few can do both just as well, gracefully leaping through the air as if they were swimming underwater. – Created by Rigby Shephard.
Dwarven Crossbowyer (Archer Archetype): Now gains Quick Bolt Exchange at 7th, replacing uncanny dodge. Updated wording of Quick Bolt Exchange to include full-round in the examples and changed swift into free to work the same as rapid reload. Added example on how it effects the heavy crossbow.
Equestrian (new Deific Order for Ixion): Equestrians worship the stormcaller, Ixion. An equestrian is as proud and noble as the horses and unicorns he styles himself after, bravely venturing forth upon a mount or on foot. Many will form a close bond with a valiant steed, or seek some other way they may grow closer to their patron. – Created by Rigby Shephard.
Gardener (Deific Order for Eden): Changed Spellcasting from Geomancer to Druid.
Grudge Holder (Tonkin Dark Knight archetype): Added Everlasting Grudge to replace the capstone. Suggested by Tem Wizard
Heaven Piercer (Archer Archetype): Arrow Artillery has changed to a static damage bonus, now capped at level or first increment.
Keeper of the Grove (Beastmaster archetype): Now casts Druid spells instead of Geomancer spells.
Kensai (Samurai archetype): The Limit Break that allows a free combo finisher now requires a standard action to perform.
Maverick (new Deific Order for Fenrir): Mavericks worship the silver wolf, Fenrir. These free spirits travel the world to seek out their personal desires, encouraging others to take charge of their own lives. While it is unusual for mavericks to congregate in a holy order, each and every one is known to be fiercely protective of their pack. – Created by Rigby Shephard.
Muse (new Deific Order for Siren): Muses worship Siren, the songstress of Leviathan. Many seafaring souls respect the song of the ocean, knowing full well that it could lead men to their doom. Thus, clerics of this deific order take up the song in order to stave off Siren’s wrath, by stilling the cruelty in the hearts of men. Muses are most often found in coastal settlements or out on seafaring vessels as crew. – Created by Rigby Shephard.
Ranger (Beastmaster archetype): Now casts Druid spells instead of Geomancer spells.
Ostler (new Deific Order for Kirin): Ostlers take after the deity Kirin and his mortal kin. While horses are the Ostler’s area of expertise, he extends the same care to any who come seeking his aid for injuries or illness. Clerics of this order are most commonly found tending to the elderly in remote areas without easy access to hospitals, or in large stretches of farmland taking care of horses. – Created by Rigby Shephard.
Pilgrim (new Deific Order for Valefor): Those who serve the Sky Soarer, Valefor, must take on a pilgrimage to various Astral temples across the land. These pilgrims tend to resemble animal trainers and summoners rather than traditional healers. – Created by Raitzeno.
Planar Emissary (new Deific Order for Maduin): A planar emissary worships Maduin, the Guardian of Astrals. They seek to quell the greed and hatred that is in the hearts of mortals, which they believe drove Maduin’s mortal bride from her home plane. To that end, they travel to every corner of the world, frequently assisting in the work of other cleric deific orders and the populaces those orders serve. A planar emissary strives for the betterment of mortalkind, so that one day there may be peaceful co-existence between man and deity. – Created by Rigby Shephard.
Polarizer (new Deific Order for Quetzalcoatl): Polarizers worship Quetzalcoatl, the bird of static and pulse. Polarizers specialize in explosive devices as well as warfare against machines. With expert control over the battlefield, they move and adjust allies as well as charging up an explosive finale. – Created by fractalWizard.
Sentry (new Deific Order for Cerberus): The few followers that Cerberus has tend to be rather dedicated guardsmen, as those who seek to eradicate the undead – and the power to do so – would rather show deference to his master Hades. Nevertheless, some dedicated Sentries draw their power from the hound of the Underworld, whether to defend all they hold dear from menacing undead hordes or simply to keep pests out of their pantries. – Created by Rigby Shephard.
Serpent Archer (Archer archetype): Bonus Bow Feat reduced to 1 feat at 4th and then another at 8th.
Sundered (new Deific Order for Zodiark): The sundered are those who fall under the view of Zodiark, the dark god that waits at the heart of creation. Though they and many of his faithful or enthralled servants were sundered, the dark spark of their true selves remain, and they can be awoken to this power. By controlling an ancient form of magic, they can weave their will into reality. – Created by fractalWizard.
Triad Master (Summoner archetype): Removed Limited Spellcasting, adding instead, Diminished Spellcasting.
Usher (new Deific Order for Doomtrain): There are very few that worship the ghost train, Doomtrain. Service to The One Who Never Stops will only reward followers with a better seat once it is finally their time for him to claim their soul, as well as knowledge on the workings of trains. Nevertheless, some take it upon themselves to work as an Usher for souls whose times have come, and to make those souls pass on from this mortal coil. – Created by Rigby Shephard.
Void Beckoner (new Deific Order for Diablos): Few mortals dare to give reverence to the devil Diablos. His dark will would see demons and devils invade the material plane, causing untold death and destruction on but a whim. Yet the call of power tempts many, and the power that the Planar Gatekeeper can offer is great indeed. – Created by Rigby Shephard.
Webslinger (Ninja archetype): Added Ki Venom and Greater Ki Venom to their list of ninjutsus.
Zen Archer (Archer archetype): The Limit Break that allows a free combo finisher now requires a standard action to perform.
Zephyrite (new Deific Order for Pandemona): Zephyrites worship the zephyr, Pandemona. These clerics see it as their duty to chase after storms, in hopes that they may witness their god’s destructive winds in person. While it is not strictly part of their duties or beliefs, many zephyrites will provide relief to settlements that have been ravaged by tornados and storms, if only so the inhabitants think they had nothing to do with the one who directed the winds their way. – Created by Rigby Shephard.

Spells

Black Mage Spells: Added Erase, 7th level, replicates the original intention of the NES version of Final Fantasy III spell of the same name. – Created by DeadKingKicker Added Aetherial Manipulation, 3rd level, based on the black mage ability from Final Fantasy XIV of the same name. – Created by Rigby Shepard
Dark Knight Spells: Added Aetherial Manipulation, 3rd level, based on the black mage ability from Final Fantasy XIV of the same name. – Created by Rigby Shepard
Necromancer Spells: Added Erase, 7th level, replicates the original intention of the NES version of Final Fantasy III spell of the same name. – Created by DeadKingKicker
Red Mage Spells: Added Aetherial Manipulation, 3rd level, based on the black mage ability from Final Fantasy XIV of the same name. – Created by Rigby Shepard. Added Bow of the Viera as a 1st level spell.
Time Mage Spells: Added Aetherial Manipulation, 3rd level, based on the black mage ability from Final Fantasy XIV of the same name. – Created by Rigby Shepard
White Mage Spells: Added Repose, a 4th level spell, based on the spell of the same name from Final Fantasy VI and XI. – Created by DeadKingKicker

Items

Alchemical Items: The following items now have item pages and links: Antidote, Antidote Bandage, Arctic Wind, Black Club, Bolt Plume, Calming Cider, Choco Feather, Chocolate, Deadly Waste, Dream Powder, Ear Drops, Earth Drum, Echo Screen, Eye Drops, Faerie Tonic, Farron Perfume, Fire Fang, Fish Scale, Gale Winds, Giant’s Tonic, Healing Spring, Hope Mist, Kupo Nut, Light Curtain, Lunar Curtain, Marcus Cloak, Monochrome Spray, Mountain Water, Mute Mask, Pirate’s Drink, Sage’s Drink, Silver Apple, Smelling Salts, Speed Drink, Squid Ink, Strength Tonic, Sun Drops, Vaccine, Vampire Fang, White Ribbon, Yggdrasil’s Tears. All of the current Tier 1 Alchemical Items now have pages.
Magical Weapons: Charged weapon special ability now affects both elements of multi-rod and multi-staff.

Miscellaneous

Handbooks: Added a page to hold all class handbooks, guides to efficient play of classes with specific builds in mind or the class as a whole. Added The Archer Handbook (Aimed Archer) as a handbook for the Archer core class.


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Middle of June update!

Just a few changes and a few additions.

Races

Aegyl (Base Race): Updated the wording on Eternal Hope.
Au Ra (Base Race): Changed Dragon Resistances into Daemonic Resistances and Dragon Scales into Daemonic Scales. Removed Wyrmscourged trait and Elemental resistances alternate racial trait. Added Cleric and Red Mage favored class bonus. Added two racial archetypes for cleric and red mage respectively (see below).
Gria (Base Race): Added Scaled Fist and Wyrmfang Brawler as their racial archetypes and added Black Belt favored class bonus.
Mithra (Core Race): Updated the wording on Cat’s Luck.
Moogle (Core Race): Updated the wording on Eternal Hope.

Classes

Beastmaster (Core Class): Shared Saves was changed to Shared Senses instead for Animal Companions. Beastmaster Tricks: Added Efficient Tracker, Instinctive Hunter, Quick Hunter, Knowledge of the Wilds, Master’s Orders, Prepared Hunter, Track Master.
Black Mage (Core Class): Updated the wording on Focused Caster.
Engineer (Base Class): Added clarification text that Repair works on his automaton.
Fighter (Core Class): Updated the wording on Reliable Strike
Gambler (Base Class): Luck Pool now refers to lucky status effect.
King (new Prestige Class): The king (or queen if female) is the ruler of an independent state, city, or region, especially one who inherits the position by right of birth.
Knight (Core Class): Added Shield Defender talent. Knight Talents: Added clarification text that Armor Expertise does not work with Adamantine Body (Shindroid).
Samurai (Hybrid Class): Updated the wording on Resolve.
Time Mage (Base Class): Temporal Attunement changed and clarified. Temporal Hiccup now refers to lucky/unlucky status effect.
White Mage (Core Class): Updated the wording on Focused Caster.

Archetypes / Deific Orders

Archmage (Scholar archetype): Added Druid branches.
Crystalist (Deific Order): Now casts Astrologian spells instead of Geomancy.
Daemonic Flayer (new Au Ra Red Mage archetype): Some auri magi can tap the dark energy of their daemonic blood to enhance their arcane and combat talents. By physically carving away their tainted flesh, they can use its dark energies to enhance their powers, call forth weapons from thin air, and bypass enemies’ strongest defenses.
Daemonic Vessel (new Au Ra Cleric archetype): Many clerics pray to or make evil bargains with fiendish powers, devoting body and soul to the insane plans and wicked aims of their despicable deities. But these mortal clerics are often just shallow beings searching for quick power or the caress of true and final oblivion—few truly grasp the full scope of the entities they worship. Daemonic vessels, through their fiendish heritage, share an innate connection with their deity, and that connection grants them understanding and power.
Spear Warden (new Dragoon archetype): A spear warden is a spear fighter who focuses on getting into the thick of a crowded melee. While most lancers aim to keep their foes at bay with the reach of their polearms, spear wardens make use of both ends, spinning their spears around to strike at their foes from up close. Their style of combat can be particularly lethal when they jump behind a group of enemies and let loose with a whirlwind of slashes and strikes. – Created by Kuro.
Tamer (Beastmaster Archetype): Command now only works within 60ft and if the creatures can hear/see the tamer. Call now takes 1 use of the ability for each creature summoned at once.
Witch of the Coven (Scholar archetype): Updated the wording on Fortune and Misfortune.

Feats

Combat Feats: Added Improved Dodge.
General Feats: Added Retain Limit Break.
Racial Feats: Adamantine Body (Shindroid) now notes it reduces movement speed and requires the Masterwork Transformation spell for MWK.

Spells

Astrologian spells: Restoraga’s spell level was increased to 7th level from 5th. Shield Other, Greater has seen some changes to its range and how it splits up the effects.
Bard Songs: Foe Lullaby and Horde Lullaby now have HD limits.
Blue Mage Spells: Changed White Wind to heal all non-self allies for an amount equal to the caster’s current HP in damage. Lowered range to 20 ft. (down from 30 ft.) Increased to 4th spell level (up from 3rd). Marrow Drain (1st Level Blue Mage Spell): Changed to deal 1d3+1 MP damage, healing the caster’s MP for the same amount (up from 1d4). Mustard Bomb now allows a will save on hit and the beginning of the target’s next turn.
Illusionist spells: Added Phantasmal Killer, Lesser (1st). Vanish, Superior has been increased to a 9th level spell, has a longer casting time, and a shorter duration.
Red Mage Spells: Added Aquaveil, a 3rd level spell that replicates the spell of the same name from Final Fantasy XI. – Created by DeadKingKicker
Time Mage spells: Added Recall Agony, Lesser (1st).
White Mage Spells: Added Aquaveil, a 3rd level spell that replicates the spell of the same name from Final Fantasy XI. – Created by DeadKingKicker. Restoraga’s spell level was increased to 7th level from 5th. Shield Other, Greater has seen some changes to its range and how it splits up the effects.

Miscellaneous

Gil & Currencies: Updated the second paragraph to be a bit more clear on gold to gil in relation to item worth.
Magic: Added a portion to explain Arcane and Divine magic to the magic page. Added a portion to learn spells from different spellcasters to the magic page. Added a sentence to explain that FFd20 does not use spellbooks for the most part.
Optional Systems: Added Moogle in the Room.
Status Effects: Added Lucky/Unlucky status effect that are basically advantage/disadvantage from 5e.
Website Update: Bestiary table columns have been trimmed down and allows for horizontal scrolling on smaller devices. Alignment column now lists the alignment acronym instead of the full name (ie: LE instead of “Lawful Evil”). Blue Magic column has been moved to its own page: “Creature Magic” under the Bestiary page. Additionally, all PDF buttons for each monster type have been moved to their corresponding monster type page.
Wondrous Items: Sabin’s Monk Tunic now notes how it effects past level 20.


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End of July Update!

Not much of an update this month, added a few features to Ninja, and 1 single new berserker archetype.

Classes

Bard (Core Class): Removed Auras and Grant Move Action. Removed the skill requirement to perform bard songs (although, still need to for perform more than 1 song), removed weapon proficienciess besides simple, Musical Power updated, moved Inspiration to 3rd instead of 2nd. Moved Unstoppable Performance to 16th from 17th. Added Suggestion and Dirge of Doom to Bardic Performance. (All bard archetypes were updated.) Fixed their Songs ending paragraph to not require a perform check. Fixed Musical Power to have the new updated text with skill ranks. Removed Dissonance. Added Wide Audience in its place. Changed “Additional Song” to “Medley”. A successful Perform check now refreshes the duration of all songs in the medley. Once a bard achieves the maximum allotment of songs allowed by Medley, the bard may substitute any songs currently in effect with a new song on a successful Perform check. Clarified in the Bardic Performance class feature that songs and a bardic performance may be maintained at the same time. Updated Master Bard.
Ninja (Hybrid Class): Renamed Ninjutsus to Ki Powers, added Ninjutsus at 1st level. Added Death Mark (5th), Ambush (11th) and Certain Demise (17th).
Red Mage (Core Class): Armored Mage (Light) class feature now starts at level 1. Ruby Knowledge class feature now starts at level 3.
Thief (Core Class): Removed Ambush.

Archetypes

Cacophonist (Bard archetype): Added Dissonance and Resonance.
Fury (new Berserker archetype): The fury relishes in the glory of combat. Her hedonistic pleasure from battle wounds is borderline masochistic. While under furious assault, she enters a sort of high where pain is just another form of indulgence.
Marshal (new Bard archetype): Auras and Grant Move Action were delegated to this new archetype.

Feats

General Feats: Added in the Clearer Mind feat. Extra MP now only grants 1 MP when taken and the scaling was reduced to +1 mp per 2 CL.
Metamagic Feats: Prolong Spell has had its wording updated and clarified and no longer can be combined with other metamagic feats.

Spells

Black Mage spells: Saber (1st), Decoy (4th). Saber was created by Drage Enzeru. Decoy was created by DeadKingKicker
Dark Knight spells: Saber (1st), Lead Blades (1st)
Holy Knight spells: Lead Blades (1st)
Red Mage spells: Saber (1st), Lead Blades (1st)
White Mage spells: Decoy (4th)

Miscellaneous

Berserk (Status Effect): Changed to the following:This status effect causes the character to fly into a rage, attacking the nearest enemy creature. Once a target is chosen, the subject charges (or takes the most direct path) and attacks the target with their held weapon at all costs until it dies or until the duration ends. If the subject cannot attack its target within their turn, they instead switch to another enemy creature that is nearest to them (if applicable).While under the effects of Berserk, the subject may only utilize move, attack, and full-attack actions in pursuit of and against their target. If the subject possesses any feats that augment the damage of an attack, they are used at every opportunity. The subject’s mind is so clouded by unyielding rage that they forsake using ranged weapons (bows, guns, power weapons, etc) properly, and instead opt to either use them as improvised melee weapons or their bare fists (as an unarmed strike). Creatures affected by Berserk do not threaten other creatures besides their target. Additionally, the subject gains a +2 circumstance bonus to Strength, a -2 penalty to AC, and is immune to fear effects while under the effects of Berserk.


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End of September Update!

A few changes here and there and new stuff.

Races

Monstrous Races: A new category of races that are above the 15 RP cost for the normal races. Beware letting players play these.
Half-Gigas (new Monstrous Race): A descendent of the many varieties of huge, hairy beasts. Half-gigas possess super-human strength and at times form raiding gangs to pillage hume villages. There is no making peace with these wild creatures.
Lizardman (new Monstrous Race): Lizardmen are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardmen are viewed by many other races as backwater savages, but within their isolated communities lizardmen are actually a vibrant people filled with tradition and an oral history stretching back to before humes walked upright.

Classes

Azure Magister (Prestige Class): Now gets two more spell levels.
Black Mage (Core Class): Added Golem Constructor to mage talents.
Chemist (Base Class): Throw Alchemical Item has now become Alchemical Touch, changing alchemical items to work on contact. Alchemical Mixture must now be decided in the beginning of the day and has had the mechanics changed. Chemist’s Mix has now become Alchemical Manipulation, which lets the chemist deconstruct and synthesise alchemical items. Safeguard added to level 14, to become immune to steal CMBs and +4 versus sunder and disarm. Chemist Discoveries: Added Alchemical Residue, to store leftover value from items. Quick Infuse, to use alchemical touch as a free action.
Dancer (Hybrid Class): Added the following Mystic Dances: Blade Dance, Disillusion Flourish, Dream Eater Dance, Forbidden Dance, Last Dance, Mincing Minuet, Pyrrhic Puncture Flourish, Slow Dance, Somnus Step, Sonorous Serra Step, Witch Hunt Samba.
Dragoon (Core Class): Added Double Jump to Advanced Acrobatic Talents. Super Jump was changed from twice deadly lancer damage to 4x deadly lancer damage. Added prerequisites column to both tables.
Druid (Hybrid Class): Added Feral Speech, Forest’s Blessing, and Werewolf Shape to druidic talents.
Illusionist (Base Class): Added Infectous Charms to veil powers.
Knight Gallant (Prestige Class): Updated wording for Prerequisites, Trained in Swordplay, Sword Arts, Knight Gallant Talents, and Formation Tactics. Moved Formation Tactics to 1st level. Added several new Formation Tactics. Added Stalwart (5th). Added additional effects to several Sword Arts.
Ninja (Hybrid Class): Ninjutsu now only require somatic gestures to cast.
Samurai (Hybrid Class): Samurais are now proficient with all simple/martial melee eastern weapons (including katanas and wakizashis) and eastern armor (except shields). All class features should be updated with this change. Some weaponskills operate off swift actions now.
Summoner (Base Class): Efficient Summoning has now become Summoner Bonds, summons now count the DC for dispelling as 4 higher, and summoned monsters gain a +4 morale bonus against mind-affecting effects. Devotion has been changed to be +4 morale bonus against mind-affecting. Faster Summoning now makes full-round spells a standard action, summon monster spells from 1 round to full-round. Weaken Summons now has a limit of 1 minute per summoner level per day. Summoner’s Charm now only allows 1 permanent summon at a time. Summon Talents: Swift summons can be used with a summon monster spell to become a full-round action, or standard action at 10th. Added Balanced Summoning to summon talents.
Thief (Core Class): Added Confounding Blades to Advanced Thief Talents.
Time Mage (Base Class): Added Steward of the Great Beyond and Time Stutter to temporal talents.
Weapon Collector (new Prestige Class): A master of all weapons. He collects weapons either for his own pride and joy in the training of such weapons, or sometimes as trophies of strong adversaries. Whatever the reason may be, the weapon collector journeys across the world to find the strongest weapons. – Created by Kayos.

Archetypes and Deific Orders

Arcane Exemplar (Cleric archetype): Spellstrike now works for any deific order’s spell list.
Demolitionist (Engineer archetype): Grenades now go off the same progression as Chemist’s bombs.
Marauder (Berserker archetype): Can now wear metal armor without penalty.
Planar Emissary (Cleric Deific Order): Updated to the new Summoner rules.
Sage (Scholar archetype): Renamed to “Nymian Scholar”.
Warrior (Berserker archetype): Changed into a Berserker archetype. Can now wear metal armor without penalty. And also gains heavy armor proficiency, replacing fast movement.

Spells

Astrologian Spells: Resurrection added as a 6th level spell, inspired by the raise spell from Final Fantasy XIV. – Created by Rigby Shepard. Full-Cure (7th) has now moved to a 8th level spell and is now close range instead of touch. Full-Cure Mass (9th) has been removed. Cross now requires a CL check against each curse to better reflect Remove Curse of PF.
Black Mage Spells: Distract added as a 6th level spell, replicating the spell of the same name from Final Fantasy XI. – Created by DeadKingKicker. Enfeeblement (1st) has changed to Ray of Enfeeblement and now reflect the PF spell more closely.
Dark Knight Spells: Enfeeblement (1st) has changed to Ray of Enfeeblement and now reflect the PF spell more closely.
Holy Knight Spells: Cross now requires a CL check against each curse to better reflect Remove Curse of PF.
Illusionist Spells: Added Prismatic Spray (7th), Prismatic Wall (8th), and Prismatic Sphere (9th)
Necromancer Spells: Resurrection added as a 6th level spell. Enfeeblement (1st) has changed to Ray of Enfeeblement and now reflect the PF spell more closely. Added (3rd) Mastery of Flesh, Power from Death, (4th) Consume Undead, Eyes of the Bodak, Vampiric Blade, (5th) Bone Explosion, Deny Death, Exsanguinate, Repurpose, (6th) Bone Shield, Greater, False Grace, Siphon Life, (7th) Blessing of Undead, Feast of Blood, Restore Undead, (8th) Domain of the Hungry Flesh, Embrace of Death, (9th) Flay for Purpose, Negative Eruption.
Ninja’s Ninjutsus: Doton, Huton, Hyoton, Katon, Raiton, Suiton series ninjutsu reworked with the Imperil status effect.
Red Mage Spells: Distract and Resurrection added as 6th level spells
Summoner Spells: Mandragora’s Photosynthesis has been split into I and II versions with varying amounts of fast healing and duration.
White Mage Spells: Resurrection added as a 6th level spell. Full-Cure (7th) has now moved to a 8th level spell and is now close range instead of touch. Full-Cure Mass (9th) has been removed. Holy Ice now uses BAB+Wis for attacks rolls to better emulate the power of the PF version. Cross now requires a CL check against each curse to better reflect Remove Curse of PF. Heal moved to 2nd spell level (up from 1st), Healara moved to 4th spell level (up from 2nd), and Healaga moved to 6th spell level (up from 3rd).

Miscellaneous

Imperil (Status Effect): Reworded for clarity.
Petrified (Status Effect): Reworded for clarity.


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