Final Fantasy d20 Core Rulebook.pdf
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4467 KB
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Introduction
Chapter 1: Basics
Ability Scores
The Abilities
Miscellaneous Rules
Chapter 2: Races
Aegyl
Al Bhed
Bangaa
Cetra
Dwarf
Elvaan
Galka
Gria
Hume
Mithra
Moogle
Nu Mou
Qu
Ronso
Seeq
Tarutaru
Viera
Chapter 3: Classes
Class Descriptions
Archer
Bard
Beastmaster
Black Mage
Blue Mage
Chemist
Chocobo Knight
Dark Knight
Dragoon
Engineer
Fighter
Gunner
Holy Knight
3
5
6
6
8
9
10
10
10
11
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12
12
13
13
13
14
14
15
15
16
16
17
18
18
21
25
30
41
44
48
55
58
62
65
72
75
79
Knight
Monk
Red Mage
Summoner
Thief
White Mage
Chapter 4: Skills
Skill Summary
Acquiring Skill Ranks
Skill Descriptions
Chapter 5: Feats
Acquiring Feats
Types of Feats
Feat Descriptions
Chapter 6: Equipment
Wealth and Money
Weapons
Armor
Goods and Services
Chapter 7: Prestige Classes
Arithmetician
Berserker
Clan Hunter
Corsair
Dancer
Diamond Master
Divine Knight
Dragon Disciple
Elemental Fist Disciple
Elementalist
Fell Knight
Geomancer
Green Mage
Gun Mage
Judge Magister
Lucky Gambler
83
87
96
100
114
121
127
127
128
129
131
131
131
133
Magicite Knight
Magitek Pilot
Mediator
Mime
Mystic Knight
Ninja
Onyx Magister
Oracle
Paradigm Shifter
Ruby Magister
Samurai
Sapphire Master
Scholar
Skald
Sky Pirate
Soldier
Time Mage
213
214
216
218
220
222
227
229
231
232
235
236
239
241
246
248
249
253
253
253
252
256
257
259
264
264
267
270
272
274
286
355
382
382
406
411
145
145
Chapter 8: Magic
149 MP System
161 Casting Spells
166 Spell Types
Elements
175 Status Effects
175 Spell Descriptions
179
181
Chapter 9: Spells & Songs
184 Black Mage Spell List
187 Blue Mage Spell List
189 Red Mage Spell List
190 White Mage Spell List
193 Bard Song List
196 Spells
198 Songs
200
202
Chapter 10: Magical Items
205 Materia
206 Alchemical Items
209 Magical Accessories
211
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Credits
Alan Willig (Viladin – FFd20 Creator)
– Lead Designer, Editor, Proofreader, Destroyer of Worlds
Website:
http://www.finalfantasyd20.com/ffd20/index.html
Forums:
http://www.finalfantasyd20.com/ffd20/index.php
Tesla and Zane of the FF1 Project
– For harassing me, breaking my system, laughing at my spelling mistakes,
and generally allowing me to copy their stuff because they're better at wordsing than I am.
Eric Apfel –
Artwork (Cover and Backcover), Proofreader, Ideas and Concepts
Nu and Zeta-Kai (from Giant in the Playground Forums)
– Ideas and Concepts
I would also like to thank people from my forums and people from my Forums for helping with suggestions and
playtesting. You know who you are.
Welcome to Final Fantasy d20!
In this handbook, you will find all the information needed to run a Final Fantasy d20 game, or to add Final
Fantasy flavor to your normal 3.5 edition or Pathfinder campaign. The series is designed for electronic
distribution, made to for modular access to the game system in PDF format that is easy to print out and use as
you need them for your games.
This particular chapter is only the beginning. It is designed as an introduction to the FFd20 game, to give
interested parties the overall design philosophy. This chapter is an introduction to the game itself.
It is important to note that this game is built entirely with the 3.5 edition and Pathfinder rules in mind, and thus
often very closely resembles those rules. Departures from the core system were carefully considered and studied
to measure their impact on the game. Those departures that were ultimately embraced were those that added a
significant “Final Fantasy Feel” to the tabletop game, which includes emulating some aspects of a computer
RPG (CRPG) in Pen-And-Paper format, and adopting some of the more archetypal FF trappings. Departures
include things like the magic points, limit breaks, FF spells, summons and plenty of other ways in which FFd20
is distinguished.
Even with these diversions, care has been taken to ensure a balance with non-FFd20 sources. Any materials
made for the core system of 3.5 edition and Pathfinder should work side-by-side with the FFd20 rules without
much complication. Advice is given in a later document (“Conversions”) about how to integrate the material. It
is largely assumed, however, that in using the FFd20 system, you will be largely using things designed for the
FFd20 system. Final Fantasy d20 puts you in control of the vast worlds of Final Fantasy. Regardless of how you
use the material in these documents, it is your world now.
What is Final Fantasy d20?
Final Fantasy d20 (abbreviated as FFd20) is a table-top role-playing game that uses 3.5 edition rules and
Pathfinder combined with the style of the Final Fantasy videogames to create a pen-and-paper RPG that is
capable of putting the epic, save-the-world adventure, deep characterization, and story philosophies that have
become the hallmark of the Final Fantasy games into the control of any group of gamers.
In doing this, FFd20 takes 3.5 edition and Pathfinder as its rules base, and supplements it with new races, new
classes, feats, skills, spells, prestige classes, characters, monsters, meanings, and iconography of the Final
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Fantasy games. Rather than focus on emulating the mechanics of the FF games, FFd20 cherry-picks from
various games in the series, utilizing trends that unite them to forge a table-top game system that can
successfully drive home a unique Final Fantasy feel in play.
In short, the rules and advice in these documents is not just for any night of normal gaming. FFd20 promotes
episodic, narrative-focused, character-driven gaming, in which the players put themselves in the roles of heroes,
not just adventurers. More dramatic and involved than dungeon raids, the campaigns of FFd20 focus on
philosophical themes of humanity, such as death, love, truth, evolution, time and space, and true human nature,
entwining these ideas into the heroes and the villains and the world itself.
FFd20 explores these stories with imagery drawn from the Final Fantasy series, and through that series, through
world myth and legend. At the center of FFd20, like at the center of any FF game, is the concept of envelope-
pushing storytelling, examining the meaning behind the myths, and drawing them into a blending of logic and
passion, coupled with fast-paced, interesting battles and epic struggles the entire way. FFd20 does for tabletop
role-playing what FF has done for video games, creating a dynamic and robust system for pushing the meaning
of RPG Fantasy to its final limits, and breaking through. Enjoy it!
Legal Notice
This is a fan project, not an official product by any means. Though I have endeavored to hold myself to
professional criteria wherever possible, it remains a fan project. I have no ownership of the trademarks used
herein, and such things are not owned or operated by me. This material is presented for simple personal use, not
for sale or re-sale. The mechanics were either my own design, or arrived at based on a combination of Final
Fantasy, 3.5 edition rules, and Pathfinder as they already exist.
FFd20 is a synthesis made by someone with a passion for a good story and a good twenty-sided die. All the
artwork in these documents is taken from artwork done for the games, by various artists, or from the games
themselves. It was not done specifically for this project, and remains the property of the respective owners, just
like every other trademarked phrase, character, or concept given in these documents. Again, the only original
product in these documents is my own game design, built upon the game design of the revised 3.5 edition,
Pathfinder, and of Final Fantasy.
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CHAPTER 1: THE BASICS
The Core Mechanic: Whenever you attempt an action that has some chance of failure, you roll a twenty-sided
die (d20). To determine if your character succeeds at a task you do this:
• Roll a d20.
• Add any relevant modifiers.
• Compare the result to a target number.
If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target
number, you fail.
DICE
Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3”
(resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results
together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates
a quantity that is added or subtracted from the result.
ROUNDING FRACTIONS
In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.
Exception: Certain rolls, such as damage and hit points, have a minimum of 1.
MULTIPLYING
Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier,
multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or
a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value
to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3,
because 2 + 1 = 3).
When applying multipliers to real-world values (such as weight or distance), normal rules of math apply
instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which
would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal.
Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares
(doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice).
ABILITY SCORES
ABILITY MODIFIERS
Each ability, after changes made because of race, has a modifier ranging from –5 to +5. Table 1-1: Ability
Modifiers and Bonus MP shows the modifier for each score. It also shows bonus MP, which you’ll need to
know about if your character is a spellcaster.
The modifier is the number you apply to the die roll when your character tries to do something related to that
ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus,
and a negative modifier is called a penalty.
ABILITIES AND SPELLCASTERS
The ability that governs bonus MP depends on what type of spellcaster your character is: Intelligence for black
mages; Wisdom for white mages; or Charisma for bards, red mages, summoners and blue mages. In addition to
having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given
spell level. (See the class descriptions for details.)
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Inne pliki z tego folderu:
Final Fantasy d20 Core Rulebook.pdf
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Final Fantasy d20 Monster Compendium.pdf
(1202 KB)
FFd20_Spell_Descriptions.pdf
(800 KB)
FFd20_Song_Descriptions.pdf
(278 KB)
FFd20_Skills_and_Feats.pdf
(297 KB)
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