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Final Fantasy d20 A d20 system conversion of Final Fantasy
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FlyinBrian Member

Joined: 15 Dec 2008 Posts: 6
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Posted: Sun Jul 26, 2009 2:45 am Post subject: Relics |
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I've created FF6 relics to work with this system. I didn't port over every relic, and a couple have redundancies in the normal wondrous item list, but they should inject some FFness to your wondrous item collections. I kinda ballparked the costs and the CL (the CL is the caster level required to construct the item with the Craft Wondrous Items feat)
here they be
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Relics
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Holy Amulet Protects against Poison, Blind, and Disease
These powerful amulets have been blessed by a white mage to protect against several nasty status ailments.
Cost: 16000 GP CL: 12th
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Atlas Armlet These powerful bracers increase the STR mod damage added to melee attacks by .5 So a one handed weapon would deal 1.5 STR mod, a two handed weapon would deal 2.0 STR mod and an offhand weapon would deal 1.0 STR mod.
Cost: 12000 GP CL: 8th
Slot: Hands
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Barrier Ring Casts a Shell spell as a white mage equal to the characters level (check spell tables for upgraded Shell spells) when HP is low (25% or less)
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Prayer Beads These beads, when wrapped around the hands can cause what would normally be a sure hit to suddenly deflect off their target, as if protected by a magical force. This gives the wearer a 10% Concealment against all attacks.
Cost: 12000 GP CL: 7
Slot: Hands
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Cherub Down These glowing feathers have been encased in amber and are worn around the neck. When rubbed, the feathers grant the wearer all the effects of the float spell as cast by a mage of their character level. The Down can be called upon 5 times a day.
Cost: 20000 CL: 9th
Slot: Amulet
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Crystal Orb This small crystal orb is attached to a chain and can be worn around the neck. Raises Max MP by 15%
Cost: 50000 CL: 12th
Slot: Amulet
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Cure Ring This ring can cast a Regen line spell as a mage of equivalent character level (only on the wearer) up to 3 times daily.
Cost: 35000 GP CL: 12th
Slot: Ring
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Czarina Ring This powerful ring can cast both a Protect and Shell spell at the same time. The spells have a power equivalent to a caster equal to the character level. This ring can be used up to 3 times a day and only works on the wearer
Cost: 65000 GP CL: 14th
Slot: Ring
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Dragoon Boots This magical footwear allows the wearer to fight using deadly jumping attacks. The wearer, as a full round action may choose to charge at an enemy and perform a jump check. This maneuver must consist of at least 10 feet of running distance and 10 feet of jumping distance. The jump check is always considered to have a running start. On a successful jump check, the wielder then deals an attack on the enemy with a +3 to hit bonus and deals an additional 1d6 physical damage per 3 character levels. Foes immune to critical hits and sneak attacks are also immune to this extra damage.
Cost: 50000 GP CL 12th
Slot: Boots
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Dragoon Horn Though small (about the size of a piccolo) this horn is able to produce a powerful bellow when blown, able to be heard by any within a mile radius. The real power of the horn is shown when combined with the Dragoon Boots. When carrying the horn and wearing the boots a warrior is able to make their full attack at the end of a jump charge rather than just one. Only the first attack gets the damage bonus, but all get the +3 to hit.
Cost: 50000 GP CL 14th
Slot: None, mealy having the horn on ones person conveys the effects
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Mysidian Earrings These plain looking silver studs can channel powerful amounts of arcane energy. 4 times per day, a mage wearing these earrings can empower any spell they can cast. This costs the normal amount of extra MP but ignores normal max MP spent rules.
Cost: 35000 GP CL 8th
Slot: Head
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Fairy Ring Grants Immunity to Poison and Blind.
Cost: 15000 GP CL 8th
Slot: Ring
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Soul of Magus This large gem has been fitted with a chain to be worn around ones neck. When invoked, this powerful artifact allows a caster to cast two spells in a single round. This power can be used 5 times per day
Cost: 100000 CL: 18th
Slot: Neck
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Genji Glove These gloves grant an unparalleled ability to fight with both hands. When wearing the gloves, anyone without two weapon fighting gains the feat. Anyone with the Two Weapon fighting feat reduces the penalties by 2 with the main hand (making the total penalties 0/-2 with a light off hand weapon)
Cost: 15000 CL: 6th
Slots: Hands
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Black Goggles These stylish opaque glass goggles can easily be seen through on the inside as if they were clear and grant the wearer immunity to the Blind status ailment. Reports that they do nothing have been highly exaggerated.
Cost: 9000 CL: 6
Slot: Head
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Gold Hairpin Halves MP consumed
Cost: 50000 CL: 15
Slot: Head
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Guard Ring Casts a Protect spell as a White Mage equivalent to your character level. Useable 4 times per day
Cost: 10000 CL: 9
Slot: Ring
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Hero Ring This powerful ring grants two potent benefits. First, whenever you strike in melee you deal additional damage based on your primary casting stat (INT for Black magic, WIS for White Magic, etc). If you have no class levels in a casting class you do not get this benefit. Secondly, you can use this ring to empower any spell you can cast up to 3 times per day. The empowerment still costs additional MP but you can ignore MP usage caps.
Cost: 50000 CL: 13
Slot: Ring
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Jewel Ring Protects against Blind and Petrify statuses
Cost: 20000 CL: 9
Slot: Ring
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Marvel Shoes By clicking the heels of these magical boots together you can summon any 2 of the following effects: Haste, Regen, Protect, Shell as if they were cast by a white mage of equivalent character level. The shoes function 3 times per day.
Cost: 24000 CL: 12
Slot: Boots
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Mithril Gloves These Mithril lined gloves are supple yet strong. When your HP is low (25% or less) these gloves will automatically cast Protect. The Protect spell will also recast if it runs you and your HP has not improved.
Cost: 16000 CL: 12
Slot: Hands
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Muscle Belt This garish black belt is lined with gold and has an enormous gold buckle that proudly sports the phrase “World’s Strongest” Though embarrassing to wear in public, the benefits of this belt cannot be discounted as it increase max HP by 25%
Cost: 250000 CL: 15
Slot: Belt
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Master’s Soul this item appears to be a well made belt with elegant runes running across its surface. The buckle shows two crossed swords. This potent relic allows the wielder to call upon the master’s soul who resides within the belt. 3 times per day the wearer is able to enter a state of pure focused martial skill. While enhanced, the wielder can take a full round action to move up to their full movement allowance and perform a full attack. This belt also has a continuous effect of granting +5 to Tumble checks. Each enhanced state lasts 10 rounds.
Cost: 750000 Gil (takes a willing soul with a BAB of 16 or more to create) CL: 18
Slot: Belt
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Peace Ring Protects against Berserk and Confusion
Cost: 20000 CL: 12
Slot: Ring
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Ribbon This 2 foot long hair ribbon seems to swim with every color of the rainbow. It’s as strong as steel yet light and supple to the touch. These are potent magical artifacts of a bygone civilization and as such are considered priceless. The process used to create a Ribbon has been long since lost. The potent magic of these ribbons protects the wearer from all status ailments (except Death)
Cost: Priceless (the last known Ribbon was sold to a private collector for over 5 million Gil)
Slot: Head
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Safety Bit This oddly shaped metal plate is placed over the heart (where it is magically held in place once activated) and grants Immunity to Death Magic
Cost: 25000 CL: 12
Slot: None (Armor and Clothing can be comfortably worn over the Safety Bit)
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246 Sneak Ring This ring gives a +5 competency bonus on the Sleight of Hand, Hide in Shadows and Move Silently skills
Cost: 20000 CL: 9
Slot: Ring
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Star Pendant This lovely 6 pointed star is made of an almost translucent purple metal. It protects the wearer from all forms of poison, magical and mundane alike.
Cost: 8000 CL: 5
Slot: Amulet
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True Knight This small crest can easily be attached to any suit of armor, shield, and (non-magical) belt or worn as an amulet. Wearing this crest fills the wearer with a strong sense of duty to their allies, willingly throwing themselves in front of attacks to guard them. If any ally within your reach (5ft for most characters) is below 50% of their max HP you can choose to intercept an attack or spell aimed at them. You must make a DC 15 Dex check to react in time however.
Cost: 20000 CL: 10
Slot: Multiple (see description)
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Wall Ring This ring can cast the reflect spell on the wearer at an equivalent caster level as the character using the item. This power can be used 4 times per day.
Cost: 16000 CL: 8
Slot: Ring
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White Cape This supple white cape grants immunity to Mini, Silence and Frog status ailments and grants a +3 bonus to all saves VS magical spells.
Cost: 55000 CL: 14
Slot: Cloak
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Zephyr Cape This vibrant red cape will randomly raise itself up before an attack and neutralize it. This effect works on all maneuvers requiring an attack roll (including spells using ranged touch attacks) and gives the wearer a 10% miss chance against the attacks. The cape can also protect against magical effects, granting a +3 bonus to saves VS spells.
Cost: 75000 CL: 15
Slot: Cloak |
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NeroEx Member +1

Joined: 30 Jul 2009 Posts: 10
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Posted: Thu Jul 30, 2009 7:52 pm Post subject: |
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very nice list of relics, i may use some of these im my current campaign  |
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Phoenix Jade Dungeon Master


Joined: 08 Jul 2008 Posts: 61 Location: Rhode Island, USA  |
Posted: Wed Aug 05, 2009 6:54 pm Post subject: |
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This list is...
Amazing.
I think you have some seriously strong merit in creating this. You've got a good idea here. _________________ And so it was written. |
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FlyinBrian Member

Joined: 15 Dec 2008 Posts: 6
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Posted: Thu Aug 06, 2009 8:35 am Post subject: |
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ya think so? thanks
a couple updates/corrections:
Barrier Ring: the cost is 16.000 CL 12th Slot:Ring
Dragoon Boots: The boots now give a +5 competency bonus to Jump checks when worn.
Dragoon Horn: The Dragoon Horn allows you to ignore armor check penalties when making a jump attack (note: not all jumps, just the special attack granted by the boots) when worn.
Note: The Dragoon Boots and Horn are rather unbalanced if you're playing with Dragoons already and are meant as an alternative to the class itself, like they were in FF6. use in a campaign at your own discretion (ie your Dragoon might throw things at you ^_^) The Horn would probably be OK when using Dragoons and would only grant it's power to members of the class using Swooping Dragon class feature.
also, in case there was any confusion, all the rings and whatnot that cast spells (such as the Cure Ring and Cherub Down) only work on the person wearing the item
i'm also planning on putting classic FF legendary weapons into the Weapons of Legacy format. I'll post those if I ever get around to it. For now the only one finished is the Buster Sword. Here's a sample of what i've got. would upload more, but the posting doesn't like my Word table
The Buster Sword
Nonlegacy Description: +1 Full blade: This massive sword is as tall as a man and nearly as wide. It has a thick, single edged blade and requires special training to wield.
Wielder Requirements:
Monkey Grip
Base Attack Bonus +4
Legacy Item Abilities
Enchantment Bonus: The enchantment bonus of the Buster Sword is equal to the characters level divided by 3 (so +1 at third level, +2 at 6th level and so on) up to the maximum of +5 at 15th level. (I'll probably use this progression for all of my Legendary Weapons)
Braver: The wielder rushes forward and strikes the enemy with a vicious leaping slash. This requires a charge maneuver with at least 10 feet of movement. The charge does not provoke an attack of opportunity and the attack dealt is an automatic critical hit if it lands, even if the target is immune to criticals. This power is usable once per encounter. 5th Level
Cross Slash: The wielder slashes across their enemy in two fluid motions, leaving them physically stunned for 1d6 rounds if they fail a fortitude save (DC 10 + ½ wielder level + STR Mod)and dealing the maximum damage of their weapon with each hit. This power is useable once per encounter. 8th Level
Blade Beam: The wielder fires a powerful beam of energy at the target. On a successful ranged touch attack, the target takes damage equal to 1d6 per the wielders character level. The beam then splits off from the target, dealing damage to nearby foes. The beam can split a number of times equal to 1/5th the characters level and deals half damage to each target hit. The initial beam has a range of 30ft plus 5ft per character level. The splits can travel up to 30 feet from the target of the initial beam. This power is useable once per encounter 11th level
Climhazzard: The wielder rushes forward, plunging the buster sword into their target. This initial attack is unyielding, ignoring all DR and concealment (but still requiring a hit roll). If the initial attack succeeds, a follow up is performed where the wielder lifts the sword upward in a vicious arc. This follow-up requires no hit roll and deals an automatic maximum damage critical. This power is useable once per encounter. 14th level
Meteorain: The wielder leaps into the air, spinning the sword over their head and calling down powerful magical fireballs. Each fireball hits a 10 foot square for 1d6 fire damage per 2 wielder levels. The fireballs can hit anywhere within a 60 foot radius centered on the wielder. The number of fireballs conjured is random, roll 2d4 to determine the number of projectiles. This power is useable once per day. 16th level
Finishing Touch: This potent attack calls on a vicious whirlwind to suck up all enemies in a 30 foot radius. The enemies are lifted in the air and dropped hard for 5d6 damage. In addition, any target must make a will save or suffer the effect of slow, stop, petrify and instant death. Each save is made separately and the DC is equal to 10 + ½ wielder level + STR Mod. The whirlwind can be conjured anywhere within 90 feet of the wielder and does not affect him or his allies. This power is useable once per day 18th level
Omnislash: The ultimate SOLDIER technique, the wielder charges up to their move at their target and them performs a rapid succession of 7 strikes, all at full BAB. After performing this potent attack, the wielder is left winded until the end of the encounter and can not use any other Buster Sword abilities. This power is useable once a day. 20th Level
as you can see I basically just copied Cloud's Limit Breaks. It gives your front line fighter some more tricks than "I attack the squishy things that scream and bleed"
I have written some history fluff and rituals for the sword and have a table of sacrifices for wielding the sword. I might post them later. |
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Phoenix Jade Dungeon Master


Joined: 08 Jul 2008 Posts: 61 Location: Rhode Island, USA  |
Posted: Thu Aug 06, 2009 8:39 am Post subject: |
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The good concept about the Weapons of Legacy format is that it lends particularly well to FF -- once you sort out the base weapon you're working with, you can modify the weapon's developments.
Think about a Legacy Weapon Voodoo Doll -- the Onion Knight.
It's useful to develop a weapon with creative powers than to just format a weapon from 'pick and choose' -- but that's what the material system is for. _________________ And so it was written. |
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Agent Smith Dungeon Master


Joined: 09 Dec 2007 Posts: 128 Location: The Royal Mountain  |
Posted: Fri Aug 07, 2009 10:32 pm Post subject: |
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i beleive cross slash is 3 strikes  _________________ Kupo! |
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FlyinBrian Member

Joined: 15 Dec 2008 Posts: 6
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Posted: Sat Nov 07, 2009 5:55 am Post subject: |
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I promised them and here they are. a set of legendary weapons.
still to come:
Murasame (Military Rifle)
Cimmerian Edge (Dark Knight's weapon)
Masamune (Katana)
Zantesuken (Odin's sword)
Revolver (Squall's Gunblade)
others at request/random inspiration
note that these weapons were designed for my own party, so there are some kinda character specific weapons in here. I also used a somewhat abridged version of the standard weapon of legacy rules. You no longer need to pass rites or take feats to get the abilities of the weapon, only qualify to wield it and be of the appropriate level.
Excalibur
Base item: Holy Longsword or Bastard Sword (you could even make it a greatsword if you really wanted it to)*
*Note: sword doesn't change form, choose what kinda blade you want it to be when introducing it in campaign
Wielder requirements: must be of good alignment and be a member of a class with Knight in the name (Knight, Holy Knight, Dark Knight, Mystic Knight, etc)
Enhancement: Enchantment value equal to 1/3 the users level, with the standard max of +5
Penalties: Level 3: -1 AC, Level 5: -2 HP, Level 9: -1 Fort save, Level 12: -1 all attack rolls, level 15: -5 HP, Level 18: -1 all saves
Abilities:
Level 5: Lights Blessing: standard action allows wielder to cast any 1 healing spell as if they were a white mage of equal level. useable 1/day per Enchantment value
Level 8: Dispel Evil: Dispel any harmful status ailments on all allies within 30 feet. Also removes beneficial effects from enemies (enemy makes will save 10 + 1/2 wielder level + CHA mod per effect) within same 30 foot radius. 1/encounter
Level 11: 60 foot cone (+10 feet per 2 levels after 11) deals 1d6 light/holy damage per wielder level. reflex save for half damage (save DC same as Dispel Evil) 1/encounter
Level 14: Big Guard: cast a protect and shell spell on all allies within 60 feet as a white mage of equal level. 1/encounter
Level 17: Paladin Force: creates an aura effect that deals 2d6 holy damage per round to any evil creature within 20 feet. All attacks made with this aura active are considered smites (deal extra holy damage equal to CHA mod on melee attacks) Lasts till end of the encounter. 1/Day
Level 20: Kings Call: casts Full-Life and Full-Cure on all allies within 30 feet. 1/day
Artemis Bow
Longbow with variable might (becomes a mighty value equal to wielders STR mod)
Wielder Requirements: must have Point blank shot and Precise Shot feats
Enhancement: Enchantment value equal to 1/3 the users level, with the standard max of +5
Penalties: Level 3: -1 AB, Level 5: -1 Initiative, Level 9: -1 Ref save, Level 12: -2 HP, level 15: -1 AC, Level 18: -5 HP
Abilities:
Level 5: Hunter's Arrow: can imbue up to 20 arrows per day with the Bane property. only one bane per arrow. all arrows must have same bane. only considered Bane when fired from Artemis. Power fades from arrow 5 days after imbuement. Can have a number of bane arrows equal to 20x the current enchantment value.
Level 8: Armor Piercer: causes all attacks to be considered ranged touch attacks for one round. 1/encounter
Level 11: Unyielding Shot: till the end of the encounter any missed shots make a second attack on the following turn. an enemy is considered flat footed against the follow up attacks (unless immune to being flat footed of course) 1/day
Level 14: Splinter Shot: fire an arrow that splits into a 30 foot cone of death anywhere in it's flight path (must make attack roll of 10 for aiming, otherwise attack starts in a random spot within 20 feet of target) cone deals 1d6 piercing damage per wielder level. Reflex save for half (ST = 10 + 1/2 level + Dex Mod)
Level 17: Slayers's Arrow: can upgrade a single Bane arrow into a Slayers Arrow per day. Enemies affected by the Bane must roll vs fortitude or be slain. considered a standard instant death effect. Wielder can have no more than 5 Slayers arrows at any given time. Slayers Arrows do not lose their power until they are fired (when fired they become normal, regardless of whether they hit their target) |
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