FFd20 Technology

29
Clan Hunter A bandit king raids caravans on the road. An ogre pillages farms to the north. A mage has kidnapped the mayor’s son and hidden him somewhere in the marsh—and the soldiers of the king cannot seem to stem the tide. The terrified citizens have only one choice, and it isn’t cheap. They call in a Clan Hunter. A Clan Hunter tracks down creatures and either eliminates them or brings them to whatever justice awaits them. Hit Die: d10. Requirements To qualify to become a clan hunter, a character must fulfill all the following criteria. Base Attack Bonus: +4. Skills: Gather Information 4 ranks, Move Silently 4 ranks, Survival 4 ranks. Feats: Endurance. Special: Must have joined one of the Clan Hunter guilds. Class Skills The clan hunter's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Computer Use (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). Skill Points at Each Level: 6 + Int modifier. Table: The Clan Hunter Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 st +1 +2 +2 +0 Mark (1), Track, Limit Break 2 nd +2 +3 +3 +0 Woodland Stride, Ready and Waiting 3 rd +3 +3 +3 +1 Clan Discount (10%), Trackless Step, Tenacious Pursuit (Speed +10 ft.) 4 th +4 +4 +4 +1 Heightened Perception, Hunter’s Dedication, Move Like the Wind, Mark (2) 5 th +5 +4 +4 +1 Swift Tracker, Track the Trackless 6 th +6 +5 +5 +2 Clan Discount (20%), Low-Light Vision, Tenacious Pursuit (Speed +20 ft.) 7 th +7 +5 +5 +2 Locate Creature, Mark (3) 8 th +8 +6 +6 +2 Anticipation, Scent 9 th +9 +6 +6 +3 Clan Discount (30%), Tenacious Pursuit (Speed +30 ft.) 10 th +10 +7 +7 +3 Darkvision (60’), Find the Path, Mark (4) Class Features All of the following are class features of the clan hunter prestige class.

Transcript of FFd20 Technology

Page 1: FFd20 Technology

Clan HunterA bandit king raids caravans on the road. An ogre pillages farms to the north. A mage has kidnapped the mayor’s son and hidden him somewhere in the marsh—and the soldiers of the king cannot seem to stem the tide. The terrified citizens have only one choice, and it isn’t cheap. They call in a Clan Hunter. A Clan Hunter tracks down creatures and eithereliminates them or brings them to whatever justice awaits them. Hit Die: d10.

RequirementsTo qualify to become a clan hunter, a character must fulfill all the following criteria.Base Attack Bonus: +4.Skills: Gather Information 4 ranks, Move Silently 4 ranks, Survival 4 ranks.Feats: Endurance.Special: Must have joined one of the Clan Hunter guilds.

Class SkillsThe clan hunter's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Computer Use (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), GatherInformation (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).Skill Points at Each Level: 6 + Int modifier.

Table: The Clan Hunter

LevelBase

Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st +1 +2 +2 +0 Mark (1), Track, Limit Break2nd +2 +3 +3 +0 Woodland Stride, Ready and Waiting3rd +3 +3 +3 +1 Clan Discount (10%), Trackless Step, Tenacious

Pursuit (Speed +10 ft.)4th +4 +4 +4 +1 Heightened Perception, Hunter’s Dedication,

Move Like the Wind, Mark (2)5th +5 +4 +4 +1 Swift Tracker, Track the Trackless6th +6 +5 +5 +2 Clan Discount (20%), Low-Light Vision,

Tenacious Pursuit (Speed +20 ft.)7th +7 +5 +5 +2 Locate Creature, Mark (3)8th +8 +6 +6 +2 Anticipation, Scent9th +9 +6 +6 +3 Clan Discount (30%), Tenacious Pursuit (Speed

+30 ft.)10th +10 +7 +7 +3 Darkvision (60’), Find the Path, Mark (4)

Class FeaturesAll of the following are class features of the clan hunter prestige class.

Page 2: FFd20 Technology

Weapon and Armor Proficiency: Clan Hunters are proficient with all simple and martial weapons, and with light armor.

Limit Break (Su): At 1st level, the clan hunter receives the Limit Break (Vital Strike).

Vital Strike (Su): This Limit Break allows the clan hunter to see the vital point in a creature’s body and capitalizes on it with a powerful blow. Against an unmarked creature, the clan hunter makes a single attack, if it hits, the attack becomes a confirmed critical hit (even against creatures that are normally immune to critical hits) and deals maximum damage. Against a marked creature, the critical multiplier increases by 1.

Mark (Ex): A clan hunter can target, or mark, an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do so, the clan hunter must focus on a foe that is present and visible, or on the depiction or description of the creature, for 10 minutes. Any interruption ruins the attempt and forces the clan hunter to start the process again. Once this study is complete, that target is called a mark. A clan hunter adds hisclan hunter level as an insight bonus on all Gather Information, Listen, Search, Spot, and Survival checks made to determine the whereabouts of a mark. As a clan hunter gains levels, he gains additional abilities against a mark. If a clan hunter chooses a new mark before finishing with an existing one, the latter becomes unmarked, and the clan hunter loses experience points equal to the amount he would have earned for defeating that creature. A clan hunter can choose a mark only once a week.

Initially, a clan hunter can have only one mark at a time. For every three clan hunter levels gained beyond the 1st, a clan hunter can have one additional mark, but only if all the marks are chosen during the same process (see above). If a clan hunter gives up on finishing any of his marks, all remaining marked creatures become unmarked as described above.

Track: At 1st level, a clan hunter gains Track as a bonus feat.

Woodland Stride (Ex): Starting at 2nd level, a clan hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Ready and Waiting (Ex): Beginning at 2nd level, a clan hunter is ready for trickery at all times. He can ready an action against his mark, even outside of the initiative sequence. If the mark triggers the clan hunter’s readied action at any point within the next 10 minutes, the clan hunter can carry out his readied action as if the two were engaged in combat (as long as the clan hunter is capable of carrying out that action. If the clan hunter is incapable of carrying out the action—for instance, if he is too far away to strike the mark with a readied melee attack—the readied action is lost.

Trackless Step (Ex): Starting at 3rd level, a clan hunter leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Page 3: FFd20 Technology

Tenacious Pursuit (Ex): At 3rd level and above, a clan hunter tracking a mark gains a +4 bonus on Constitution checks made to resist nonlethal damage from a forced march. In addition, a clan hunter tracking a mark can increase his own speed by 10 feet, up to a maximum value equal to the mark’s speed. This bonus stacks with all other speed increases. At 6th level, the speed increase improves to 20 feet and it goes up to 30 feet at 9th level.

Clan Discount: Also at 3rd level, the clan hunter’s reputation within the Clan improves. The clan hunter receives a 10% discount on any goods purchased within the Clan. He receives an additional 10% discount at 6th level, and another at 9th level. Up to the DM on what goods a clan hunter can purchase.

Heightened Perception (Ex): At 4th level, a clan hunter’s senses grow sharper than even the most observant. The clan hunter may add a bonus equal to half his levels in the prestige class (fractions round down) on any Listen and Spot checks. This will also stack with the bonuses provided by the Mark ability.

Hunter’s Dedication (Ex): Beginning at 4th level, a clan hunter adds his Constitution bonus (if any) to Will saves made to resist the special attacks or spells of his mark.

Move Like the Wind (Ex): Starting at 4th level, a clan hunter can move stealthily even at a quick pace. He no longer takes a -5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he takes only a -10 penalty (instead of a -20 penalty) on Hide and Move Silently checks when running. (He takes the normal -20 penalty when attacking or charging).

Swift Tracker (Ex): Beginning at 5th level, a clan hunter can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Track the Trackless (Su): Also at 5th level, a clan hunter can track a creature moving under the influence of trackless step or a similar effect, though he takes a -20 penalty on his Survival checks when doing so.

Low-Light Vision (Ex): At 6th level, a clan hunter gains low-light vision, allowing him to see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions.

If he already has low-light vision from another source (such as his race), his low-light vision improves, allowing him to see three times as far as a hume in conditions of shadowy illumination.

Locate Creature (Su): Once per day, a clan hunter of 7th level or higher can locate a marked creature supernaturally. At a duration of 10 minutes per clan hunter class level, the clan hunter slowly turns and senses when he is facing in the direction of the marked

Page 4: FFd20 Technology

creature to be located. He will also know in which direction the creature is moving, if any. If the duration runs out before the clan hunter can find his mark, he loses the trail.

Scent (Ex): At 8th level, a clan hunter gains the scent ability. This ability allows the clan hunter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A clan hunter can identify familiar odors just as humes do familiar sights.

The clan hunter can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above.

When the clan hunter detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The clan hunter can take a move action to note the direction of the scent. Whenever a clan hunter comes within 5 feet of the source, the clan hunter pinpoints the source’s location.

Anticipation (Ex): After achieving 8th level, the clan hunter can notice the tiny movements of his mark along with other visual and auditory ones that allow him to react more quickly in combat. This grants him a +4 competence bonus on all initiative checks (stacks with Improved Initiative). In addition, the clan hunter may select one mark each round, if there are more than one mark in the same area; that marked creature may not make attacks of opportunity against or flank the clan hunter during that round.

Darkvision (Ex): At 10th level, a clan hunter’s vision becomes adjusted to see without a light source, out to a range of 60 feet.

Find the Path (Su): Once per day, a clan hunter of 10th level can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors or underground. This works with respect to locations, not objects or creatures at a locale. This ability enables the clan hunter to sense the correct direction that will eventually lead him to his destination, indicating at appropriate times the exact path to follow or physical actions to take. This ability lasts for 1 hour per clan hunter class level.

Page 5: FFd20 Technology

Corsair

Many pirates fly the skies, but few reach the infamy of the corsair, so called from the trail

of blood left in her wake. Where most other pirates are content to use intimidation to cow

their opponents into submission, allowing them to plunder as they please, the corsair

revels in combat and slaughter. This isn’t to say that all corsairs are violent killers,

though most certainly are—a few corsairs refuse to take on a target unless that target is

capable of putting up a good fight. Whether patriotic privateer or self-serving buccaneer,

the corsair relies on the reputation of her quick blade and terrible fighting skills to drive

her prey before her.

Hit Die: d8.

Requirements

To qualify to become a corsair, a character must fulfill all the following criteria.

Alignment: Any nonlawful.

Base Attack Bonus: +5.

Skills: Bluff 8 ranks, Intimidate 8 ranks, Profession (sailor) 8 ranks.

Special: Sneak attack +1d6.

Class Skills

The corsair's class skills (and the key ability for each skill) are Appraise (Int), Balance

(Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha),

Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int),

Knowledge (local) (Int), Perform (Cha), Profession (sailor) (Wis), Survival (Wis), Swim

(Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

Table: Corsair

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st

+1 +0 +2 +0 Improved Feint, Limit Break

2nd

+2 +0 +3 +0 Sneak Attack (+1d6)

3rd

+3 +1 +3 +1 Consair’s Feint (once per 2d4 rounds)

4th

+4 +1 +4 +1 Sailor’s Step +2

5th

+5 +1 +4 +1 Scourge of the Skies

6th

+6 +2 +5 +2 Sneak Attack (+2d6)

7th

+7 +2 +5 +2 Consair’s Feint (once per 1d4 rounds)

8th

+8 +2 +6 +2 Sailor’s Step +4

9th

+9 +3 +6 +3 Frightening Lunge

10th

+10 +3 +7 +3 Sneak Attack (+3d6)

Class Features

All of the following are class features of the corsair prestige class.

Page 6: FFd20 Technology

Weapon and Armor Proficiency: Corsairs are proficient with all simple weapons, and

light martial weapons, and with the rapier. Corsairs are proficient with light armor, but

not with shields.

Limit Break (Su): At 1st level, the corsair receives the Limit Break (Swaying Dance).

Swaying Dance (Su): This Limit Break allows the corsair to enter a deadly dance

of confusing movement. For the next 5 rounds, the corsair receives a +1 competence

bonus to Attack rolls, a +2 competence bonus to Bluff skill checks to feint in combat and

a +1 dodge bonus to Armor Class per two levels of the corsair prestige class.

Improved Feint: Upon joining this prestige class you gain Improved Feint as a bonus

feat, even if you do not have the normal prerequisites for that feat. You can feint in

combat as a move action to render your foes flat-footed and thus make sneak attacks

against them.

Sneak Attack: At 2nd level, you gain the ability to deal an extra 1d6 points of damage

when you catch your foe off guard. This is exactly like the thief ability of the same name

(see page 45 of the Final Fantasy d20 book). The extra damage dealt increases to 2d6 at

6th level and to 3d6 at 10th level. If you get a sneak attack bonus from another source

(such as thief levels), the bonuses on damage stack.

Corsair’s Feint (Ex): As a corsair, you are a master of dirty fighting and trickery. You

can make a feint as a free action rather than as a move action (see the Improved Feint

feat, page 95 of the D&D Player’s Handbook). But once you’ve surprised your enemies

with such a feint, it takes time before you’re able to fool them again. At 3rd

level, you

must wait 2d4 rounds before using corsair’s feint again. Waiting requires no specific

actions on your part; you can fight normally during this time. Beginning at 7th level your

reflexes improve and the time between corsair’s feints drops to only 1d4 rounds.

Sailor’s Step (Ex): At 4th level, you have learned to use the chaos of an airship to your

benefit, taking advantage of the swaying airship and swinging rigging to remain out of

reach of your opponents. While aboard an airship and wearing nothing more than light

armor you gain a +2 dodge bonus to your Armor Class. If you are caught flat-footed or

otherwise denied your Dexterity bonus, you also lose this bonus. At 8th level, the dodge

bonus from the sailor’s step class feature increases to +4.

Scourge of the Skies (Ex): Starting at 5th

level, a corsair can instill fear into his enemies.

When the character uses Intimidate to demoralize foes, the attempt affects all enemies

within 30 feet who can see and hear him, and the effect lasts for a number of rounds

equal to his Charisma modifier (minimum 1 round). Multiple uses of this ability don’t

stack. This is a mind-affecting ability.

Frightening Lunge (Ex): Your ability to run your enemies through is unnerving to those

who cross swords with you. Beginning at 9th level, on a successful sneak attack, you can

Page 7: FFd20 Technology

sacrifice 1d6 points of damage to render your foe shaken. A shaken character takes a –2

penalty to all attack rolls, saves, skill checks, and ability checks.

Page 8: FFd20 Technology

EngineerEngineers are vital members of the Lands of Spira. They’re responsible for building and maintaining weapons, vehicles, airships, Magitek, and more. Although many Engineers confine themselves to workshops, garages, and shipyards, many are drawn to a life of adventure and prefer to work “in the field.” Some of the best and brightest Engineers ply their trade aboard airships, on distant lands, and on the battlefield. Every organization and nation that depends on technology relies on their knowledge. Engineers use their knowledge of how things are put together to more effectively take things apart and are often called in to bypass security measures or whip up special weapons for field troops in dangerous situations. Hit Die: d6.

RequirementsTo qualify to become an engineer, a character must fulfill all the following criteria.Skills: Craft (electrical) 7 ranks, Craft (mechanical) 7 ranks, Knowledge (technology) 7 ranks, Repair 7 ranks.Feats: Mastercrafter.

Class SkillsThe engineer's class skills (and the key ability for each skill) are Concentration (Con), Craft (electrical, mechanical, structural, weaponsmith, armorsmith, blacksmith) (Int), Disable Device (Int), Knowledge (technology) (Int), Listen (Wis), Navigate (Int), Pilot (Dex), Profession (Wis), Repair (Int), Search (Int), and Spot (Wis).Skill Points at Each Level: 6 + Int modifier.

Table: The Engineer

LevelBase

Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st +0 +2 +2 +0 Builder, Craft XP Reserve, Limit Break2nd +1 +3 +3 +0 Quick Craft, Superior Repair, Craft XP Reserve3rd +2 +3 +3 +1 Bonus Feat, Salvage, Craft XP Reserve4th +3 +4 +4 +1 Sabotage, Craft XP Reserve5th +3 +4 +4 +1 Quick Craft, Craft XP Reserve6th +4 +5 +5 +2 Skilled Salvager, Bonus Feat, Craft XP Reserve7th +5 +5 +5 +2 Quick Fix, Craft XP Reserve8th +6 +6 +6 +2 Jackwrench, Craft XP Reserve9th +6 +6 +6 +3 Expeditious Salvager, Bonus Feat, Craft XP

Reserve10th +7 +7 +7 +3 Master Engineer, Unflustered, Craft XP Reserve

Class FeaturesAll of the following are class features of the engineer prestige class.

Weapon and Armor Proficiency: Engineers do not gain any proficiency with weapons or armor.

Page 9: FFd20 Technology

Limit Break (Su): At 1st level, the engineer receives the Limit Break (Auto-Repair).

Auto-Repair (Su): This Limit Break grants the engineer an aura that extends out to 30 feet around him. Any damaged items, vehicles, airships, or Magitek nearby starts repairing themselves at 4 hit points per two engineer class levels a round up to 5 rounds.

Builder: At 1st level, the engineer gains the bonus feat Builder.

Craft XP Reserve: Starting at 1st level, an engineer with the Mastercrafter feat can build mastercraft items without investing as much of himself in the process.

At 1st level and every level thereafter, an engineer gains a special reserve of experience points equal to 200 x his engineer class level. These extra experience points are separate from experience gained through level advancement and can only be used to make mastercraft items; they do not count toward level gain.

An engineer must spend the extra experience points he gains at each level, for when the engineer gains a level, he loses any unspent experience points in his reserve. For example, at 6th level, the engineer gains 1200 XP to spend on making mastercraft items; any unspent experience points in his reserve from the previous level are lost.

Quick Craft (Ex): At 2nd level, an engineer learns how to craft ordinary scratch-built items more quickly than normal.

When using any Craft skill to build an ordinary scratch-built item, the engineer reduces the building time by one-quarter.

At 5th level, the engineer reduces the building time of ordinary objects and mastercraft objects by half.

Superior Repair (Ex): At 2nd level, an engineer learns improved ways of repairing items, vehicles, airships, and Magitek.

An engineer with an appropriate facility (a workshop, garage, or hangar) can repair damage to items, vehicles, airships, and Magitek. With 1 hour of work, the engineer can restore a number of hit points based on his Repair check result shown in the table below. If damage remains, the engineer may continue to make repairs for as many hours as needed to fully repair the damaged items, vehicles, airships, and Magitek.

Table: Superior RepairRepair Check Result Damage Repaired

Less than 20 None20 – 29 2d6 + Engineer class level30 – 39 3d6 + Engineer class level

40+ 4d6 + Engineer class level

Page 10: FFd20 Technology

Bonus Feats: At 3rd, 6th, and 9th level, the engineer gets a bonus feat. The engineer must still meet all prerequisites for a bonus feat.

Salvage: At 3rd level, the engineer gains the bonus feat Salvage.

Skilled Salvager (Ex): An engineer of 6th level or higher has a special knack for scavenging useful components from destroyed items, vehicles, airships, and Magitek.

When using the Salvage feat, the engineer gains a competence bonus on his Search checks equal to one-half his engineer class level.

Quick Fix (Ex): At 7th level, the engineer can repair items in half the normal time. However, cutting the repair time increases the Repair check DC by 5.

Jackwrench (Ex): Machines can be stubborn, and sometimes they need a bit of coaxing to get working. The engineer of 8th level or higher can, by kicking, striking, and swearing at machinery, make it function for 1d4 rounds. In combat, jackwrenching is a full-round action. A piece of machinery can only be jackwrenched 1d4 times. Afterwards, it will require a successful Repair in order to function again. Of course, if the machinery breaks down again after the repairs are completed, the engineer can convince it to work again with sufficient cursing and bashing.

Expeditious Salvager (Ex): An engineer of 9th level or higher can use the Salvage feat to salvage items, vehicles, airships, and Magitek in half the usual time.

Master Engineer (Ex): At 10th level, the engineer’s expertise with dealing with crafting and repairing becomes exceedingly easy. The engineer is considered always taking 10 on any Craft and Repair checks. The engineer can also take 20 in half the time.

Unflustered (Ex): A 10th-level engineer can perform complicated tasks without provoking attacks of opportunity from adjacent foes.

During any round in which the engineer uses the Craft, Disable Device, or Repair skill, he can first make a Concentration check (DC 15) to use the desired skill without provoking attacks of opportunity. Making the Concentration check doesn’t cost the engineer an action. He may take 10 on the Concentration check, but he cannot take 20.

Page 11: FFd20 Technology

Gun Mage Gun mages are wild cards; they use their magic to imbue their firearms with spells. Due

to their strong desire to wield firearms and their hours of training with them, their magic

is more limited than that of the mages. However, they are far better combatants, though

their emphasis on firearms has limited their knowledge of other weapons.

Hit Die: d6.

Requirements

To qualify to become a gun mage, a character must fulfill all the following criteria.

Skills: Spellcraft 7 ranks.

Spells: Able to cast 2nd-level spells (of any type).

Feats: Exotic Weapon Proficiency (Firearms)

Class Skills

The gun mage's class skills (and the key ability for each skill) are Bluff (Cha), Climb

(Str), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Listen (Wis),

Profession (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Table: Gun Mage

Level

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save Special

1st +0 +0 +2 +0 +1 level to existing spell-casting

class, Channel Spell (3/day), Limit

Break

2nd

+1 +0 +3 +0 Cast Rune Bullets

3rd

+2 +1 +3 +1 Bonus Feat, +1 level to existing

spell-casting class, Channel Spell

(4/day)

4th

+3 +1 +4 +1 Precise Shot

5th

+3 +1 +4 +1 Call Firearm, +1 level to existing

spell-casting class, Channel Spell

(5/day)

6th

+4 +2 +5 +2 Bonus Feat, Mastery Channel

Spell I

7th

+5 +2 +5 +2 +1 level existing to spell-casting

class, Channel Spell (6/day)

8th

+6 +2 +6 +2 Mastery Channel Spell II

9th

+6 +3 +6 +3 Bonus Feat, +1 level to existing

spell-casting class, Channel Spell

(7/day)

10th

+7 +3 +7 +3 Mastery Channel Spell III,

Multiple Channel Spell, Limit

Break (Dual Spell Channeling)

Page 12: FFd20 Technology

Class Features

All of the following are class features of the gun mage prestige class.

Weapon and Armor Proficiency: Gun mages gain no proficiency with any weapon or

armor.

MP per Day / Spells Known: Beginning at 1st level and every odd level thereafter, a gun

mage gains MP per day and spells known as if she had also gained a level in a spell-

casting class to which she belonged before adding the prestige class level. She does not,

however, gain any other benefit a character of this class would have gained. If she had

more than one spell-casting class before becoming a gun mage, she must decide to which

class to add each level for the purpose of determining MP per day and spells known.

Limit Break (Su): At 1st level, the gun mage receives a Limit Break (Dual Spell

Channeling).

Dual Spell Channeling (Su): This Limit Break allows the gun mage to imbue her

firearm with two spells of any level. Once per round for up to 5 rounds, the gun mage to

can fire these two spells without expending the charges.

Channel Spell (Su): At 1st level, a gun mage can channel any spell she can cast into her

firearm. Using this ability requires a move action, and the gun mage spends MP just as if

she had cast the spell. The channeled spell affects the next target that the gun mage

successfully attacks with her firearm (saving throws and spell resistance still apply). Even

if the spell normally affects an area or is a ray, it affects only the target. The spell is

discharged from the weapon, which can then hold another spell. A gun mage can channel

her spells into only one firearm at a time. Spells channeled into a firearm are lost if not

used in 8 hours. At 1st level, a gun mage can use this ability 3 times per day. This

increases by 1 every other level to a maximum of 7 times per day.

Cast Rune Bullets: At 2nd

level, the gun mage learns how to craft special bullets that

channel spell energy. When firing a rune-cast bullet, the gun mage can, as a free action,

channel a spell into the bullet. If the bullet hits its target, it does an additional +1d6

damage of the appropriate type (I.E. If a gun mage casts Fire into his bullet, it does fire

damage. All non-elemental spells do non-elemental damage) per level of the spell

channeled into the bullet.

In addition, upon reaching 4th

level, the gun mage’s rune-cast bullets are treated as having

a +1 enhancement bonus when spell levels are channeled into the bullet. This bonus

increases by +1 for every 2 levels in the gun mage thereafter; +2 at 6th

level, +3 at 8th

level, +4 at 10th

level.

Casting rune bullets is a very intensive process, requiring molten and powdered metals

and meticulous spell work. Casting rune bullets requires a properly equipped crafter’s kit

and an appropriate skill check (DC 20 on Craft (Firearms)). The material cost, in addition

to the standard pistol charge cost, is 5 gil for each rune-cast bullet, which are regularly

Page 13: FFd20 Technology

lead with gold shavings or dust—indispensable for its conductive properties. Once the

lead is liquefied, the gold is sprinkled into the molten metal and, as the rounds cool,

manifests as flecks. Thereupon the caster etches his signature mark—a runic glyph—with

gold shavings onto the bullet. This mark acts as the receiving point for the gun mage’s

spells, and the flecks carry the spell throughout the bullet.

Gun mages normally are able to cast and etch 5 bullets per hour, but the work is exacting

and requires focus. Every hour after the first, a gun mage must make a Concentration

check (DC 12). If the check fails, the gun mage is fatigued and must wait a full day

before attempting to cast more bullets. Magnifying glasses and mastercrafted etching

tools can lower this DC at the DM’s discretion.

Etching the very precise runes is meticulous, especially difficult on the eyes even under

the best lighting. A bleary-eyed gun mage takes a temporary penalty of –1 to all ranged

attacks per hour spent casting rune bullets. These points are recovered at a rate of 1 point

every 2 hours provided the gun mage is no longer etching runes.

Bonus Feats: At 3rd

, 6th

, and 9th

level, the gun mage gains a bonus feat. The gun mage

must still meet all prerequisites for a bonus feat.

Precise Shot: At 4th

level, the gun mage gains the bonus feat, Precise Shot.

Call Firearm (Su): At 5th

level, the gun mage gains the ability to summon her firearm to

her hand. By spending 1 MP, the gun mage can cause her firearm to fly into her hand so

long as it is not gripped by another and can be seen. This ability is a move action, though

a gun mage with the Quick Draw feat can call, as a free action, her firearm to her hand.

Mastery Channel Spell I (Su): At 6th

level, the gun mage can channel any 1st-level spell

into her firearm as a swift action, but the MP cost is doubled.

Mastery Channel Spell II (Su): At 8th

level, the gun mage can channel any 2nd

-level

spell into her firearm as a swift action, but the MP cost is doubled.

Mastery Channel Spell III (Su): At 10th

level, the gun mage can channel any 3rd

-level

spell into her firearm as a swift action, but the MP cost is doubled.

Multiple Channel Spell (Su): A 10th

-level gun mage can channel two spells into her

firearm. Using this ability requires a move action, and the gun mage spends MP just as if

she had cast both spells. Both channeled spells affect the next target the gun mage

successfully attacks with her firearm, in the order the spells were placed into the firearm.

As with the channel spell class feature, saving throws and spell resistance apply

normally. Each time a gun mage uses multiple channel spell, two of her channel spell

uses per day are expended.

Page 14: FFd20 Technology

GunslingerThe gun-toting, deadly duelist for hire—this is the gunslinger. These gunfighters are the types that can stare a man down at hundred paces, shoot him dead where he stands, and have their gun back in the holster before their foe’s body hits the ground—all without batting an eye. Hit Die: d8.

RequirementsTo qualify to become a gunslinger, a character must fulfill all the following criteria.Base Attack Bonus: +5.Skills: Craft (firearms) 8 ranks, Intimidate 4 ranks.Feats: Exotic Weapon Proficiency (firearms), Quick Draw.Special: Ownership of at least one pistol.

Class SkillsThe gunslinger's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (firearms) (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), and Tumble (Dex).Skill Points at Each Level: 4 + Int modifier.

Table: The Gunslinger

LevelBase

Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st +1 +2 +2 +0 Firearm Focus, Vital Shot (+1d6), Limit Break2nd +2 +3 +3 +0 Bonus Feat, Pistol Whip3rd +3 +3 +3 +1 Pistol Mastery, Vital Shot (+2d6)4th +4 +4 +4 +1 Two-Pistol Fighting5th +5 +4 +4 +1 Vital Shot (+3d6)6th +6 +5 +5 +2 Hairtrigger7th +7 +5 +5 +2 Quick Load, Vital Shot (+4d6)8th +8 +6 +6 +2 Improved Two-Pistol Fighting9th +9 +6 +6 +3 Lightning Draw, Vital Shot (+5d6)10th +10 +7 +7 +3 Gunsmith Expertise

Class FeaturesAll of the following are class features of the gunslinger prestige class.

Weapon and Armor Proficiency: Gunslingers gain no proficiency with any weapon or armor.

Limit Break (Su): At 1st level, the gunslinger receives the Limit Break (Barrage).

Barrage (Su): This Limit Break allows the gunslinger to make a single attack to shoot a single bullet towards the designated area within his normal range. As the bullet approaches, the gunslinger can decide where the bullet explodes and splits into hundreds

Page 15: FFd20 Technology

of bullets, barraging his enemies. It then extends out into a 60-ft.-cone, damaging creatures for 2d6 points of damage per gunslinger class level, a Reflex save for half damage.

Firearms Focus: At 1st level, gunslingers gain Weapon Focus (firearms) as a bonus feat, representing their dedication to these weapons of choice. If the gunslinger already has this feat, he may choose one of the following feats, but must meet all of the feat’s prerequisites: Alertness, Combat Reflexes, Improved Critical (firearms), Improved Feint, Lightning Reflexes, Point Blank Shot, Far Shot, Improved Precise Shot, Shot on the Run.

Vital Shot (Ex): If a gunslinger can catch an opponent flat-footed, he can fire his pistol to strike a vital spot for extra damage. Any time the gunslinger’s target would be denied his Dexterity bonus to AC, the gunslinger’s attack deals extra damage. The extra damage is +1d6 at 1st level and an additional +1d6 every other level thereafter. Should the gunslinger score a critical hit with a vital shot, this extra damage is not multiplied. This ability only functions at point-blank range (30 feet). Gunslingers with both Far Shot and Precise Shot feats can extend this 50% to 45 feet. All the limits on what targets can be affected are the same as for a thief’s sneak attack ability.

This ability stacks with any sneak attack ability from another class, but is only added when using a pistol. For example, a Thief 7 / Gunslinger 4 would inflict +4d6 damage when using a melee-based sneak attack, but +6d6 when using a pistol to make a ranged sneak attack/vital shot.

Bonus Feat: At 2nd level, the gunslinger’s ability to fight skillfully with the pistol continues to increase. The gunslinger may choose one feat from the list presented under the Firearms Focus ability. The gunslinger must still meet all the prerequisites for the bonus feat.

Pistol Whip (Ex): Also at 2nd level, the gunslinger gains the ability to use the butt of his pistol as a weapon, dealing 1d4 bludgeoning damage, with no chance of damaging the firearm (unless striking something as hard as stone—hardness 8). Further, the gunslinger can decide whether this damage is regular or nonlethal without the usual penalties, so long as it is declared ahead of time. This attack is generally used in desperation, or if the gunslinger wants to quietly knock-out a sentry.

Pistol Mastery (Ex): At 3rd level, gunslingers become masters in the use of pistols (any firearm under 2 feet in length), gaining a +1 bonus to attack and damage rolls if the target is within point blank range (30 feet or 45 feet with the Far Shot and Precise Shot feats). These bonuses stack with the bonuses from the feats Greater Weapon Focus (firearms), Greater Weapon Specialization (firearms), Point Blank Shot, Weapon Focus (firearms), and Weapon Specialization (firearms).

Two-Pistol Fighting: At 4th level, gunslingers can fight with a one-handed firearm in each hand. He can make one extra attack per round with the firearm in his off-hand. Also,

Page 16: FFd20 Technology

his penalties for fighting with two firearms are reduced by 2 for his primary and 6 for his off-hand.

At 8th level, the gunslinger’s two-pistol fighting improves. In addition to the standard extra attack the gunslinger gets with an off-hand firearm, the gunslinger gets a second attack with his off-hand firearm, albeit at a –5 penalty.

Hairtrigger (Ex): Starting at 6th level, a gunslinger holding a drawn and loaded pistol at the ready receives a +4 circumstance bonus to Initiative.

Quick Load (Ex): Through long practice, the gunslinger learns to reload firearms faster than most. This only applies to his own pistols, or those with which he has had a great deal of practice and familiarity. The gunslinger gets a +2 bonus on all Craft (firearms) rolls to reload, and can reduce reloading time for his pistols by 1 standard action. If the weapon normally requires 1 standard action to reload, reload time is reduced to a move action. A firearm that normally takes 2 standard actions to reload, now only takes 1 standard action to reload. This allows a gunslinger to fire and reload in the same round if using a firearm that normally requires one standard action to reload, and if he does not move.

Gunsmith Expertise: By 10th level, gunslingers have such familiarity with firearms that they excel as gunsmiths. All gunslingers with this ability gain a +5 competence bonus to any skill checks involving Craft (firearms) checks, and can reduce the cost of materials involved in crafting firearms by 20%.

Page 17: FFd20 Technology

Judge MagisterThe elite guard and the chief arbiters and enforcers of Imperial law in the Lands of Ivalice. They are feared for their ability to bring in lawbreakers easily. Their unique armor, a badge of office, makes them intimidating to everyone. They excel at knocking down foes while fearlessly standing their ground.Hit Die: d12.

RequirementsTo qualify to become a judge magister, a character must fulfill all the following criteria.Base Attack Bonus: +7.Skills: Diplomacy 10 ranks, Intimidate 10 ranks.Special: Must be appointed by one of the ruling houses.

Class SkillsThe judge magister's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).Skill Points at Each Level: 2 + Int modifier.

Table: The Judge Magister

LevelBase

Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st +1 +2 +0 +2 Judge’s Badge of Office, Fearless, Unhindered, Limit Break

2nd +2 +3 +0 +3 Judge’s Might (1/day), Steamroller3rd +3 +3 +1 +3 Stability, Bonus Feat4th +4 +4 +1 +4 Master Defender (+2)5th +5 +4 +1 +4 Judge’s Might (2/day), Knockdown6th +6 +5 +2 +5 Bonus Feat7th +7 +5 +2 +5 Master Defender (+4)8th +8 +6 +2 +6 Judge’s Might (3/day), Heavy Weaponry9th +9 +6 +3 +6 Bonus Feat10th +10 +7 +3 +7 Master Defender (+6), Frightful Presence

Class FeaturesAll of the following are class features of the judge magister prestige class.

Weapon and Armor Proficiency: Judge Magisters are proficient with all simple and martial weapons, all types of armor, and shields.

Limit Break (Su): At 1st level, the judge magister receives the Limit Break (Final Judgement).

Final Judgement (Su): This Limit Break causes all enemies within range to be judged and executed. All enemies within a 60-ft.-radius takes 1d6 points of light damage

Page 18: FFd20 Technology

per judge magister class level and must make a Fortitude save (DC = 10 + judge magister’s class level + Charisma modifier) or suffer the Doom status effect.

Judge’s Badge of Office: A judge magister’s official badge of office is a suit of mastercrafted judgment armor (see below) +1. It is tailor-fitted for the judge magister. Every two levels after 1st, the judge magister takes his badge of office to be upgraded and refitted, gaining an additional +1 added to the judgment armor. At any time the judge magister stops working for the ruling houses, he is to turn in his badge of office or be hunted down.

Judgement Armor: Type (Heavy), Armor Bonus +9, Nonprof. Bonus +4, Max Dex Bonus +1, Armor Penalty -6. The judgment armor also provides the following benefits: +4 circumstance bonus to Strength, +10 feet base land speed, and +1 equipment bonus on attack rolls.

Fearless (Ex): The judge magister is immune to fear effects.

Unhindered (Ex): The judge magister treats his badge of office as thought its armor penalty is 2 better.

Judge’s Might (Ex): At 2nd level, the judge magister can temporarily increase his Strength but at a penalty to Armor Class. At 5th and 8th level, he can use this ability more frequently.

The judge magister gains a +8 morale bonus to Strength, but takes a –2 penalty to Armor Class. Activating judge’s might is a free action, and it lasts for a number of rounds equal to the judge magister’s class level. Following the judge’s might, the judge magister is fatigued for as many rounds as he used the ability.

The judge magister may use the judge’s might once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level.

Steamroller (Ex): Starting at 2nd level, the judge magister does not need to move before making an overrun attempt against an opponent. He also gains a +2 bonus on any trip attack made against an opponent who blocks his overrun attempt.

Stability (Ex): The judge magister is incredibly sure-footed. He gains a +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack.

Bonus Feats: At 3rd, 6th, and 9th level, the judge magister gains a bonus feat. The judge magister must still meet all prerequisites for a bonus feat.

Master Defender (Ex): Starting at 4th level, the judge magister becomes especially skilled in defensive fighting. Whenever he fights defensively or takes the total defense action, he gains +2 bonus to Armor Class (in addition to the dodge bonus to Armor Class

Page 19: FFd20 Technology

gained while fighting defensively or engaged in total defense). The bonus increases to +4 at 7th level and +6 at 10th level.

Knockdown (Ex): At 5th level and beyond, whenever the judge magister is allowed to apply his Strength modifier to damage, he forces the target of his successful attack to make at a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow.

Heavy Weaponry (Ex): Beginning at 8th level, a judge magister treats all weapons as one size category smaller for purposes of determining whether or not he can wield them in one hand and if they are considered light weapons.

Frightful Presence (Ex): At 10th level, the judge magister’s reputation precedes himself, bringing about him a frightful presence. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the judge magister. A potentially effected creature that succeeds on a Will save (DC 10 + Judge Magister's level + Judge Magister's Charisma modifier) remains immune to that judge magister's frightful presence for 24 hours. On a failed save, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Page 20: FFd20 Technology

Magitek KnightA Magitek Knight commands a massive, armored war machine equipped with materia-based weaponry. Magitek Knights are often freelancers, serving as shock troopers or scouts to earn money to pay for repairs and upgrades for their Magitek.Hit Die: d10.

REQUIREMENTSTo qualify to become a magitek knight, a character must fulfill all the following criteria.Skills: Drive 6 ranks.Feats: Magitek Operation.

Class SkillsThe magitek knight’s class skills are as follows. Bluff (Cha), Computer Use (Int), Drive (Dex), Knowledge (technology) (Int), Navigate (Int), Profession (Wis), Repair (Int), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).Skill Points at Each Level: 4 + Int modifier.

Table: The Magitek Knight

LevelBase

Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st +0 +0 +2 +0 Magitek Weapon Proficiency, Limit Break2nd +1 +0 +3 +0 Magitek Mastery (+2)3rd +2 +1 +3 +1 Bonus Feat4th +3 +1 +4 +1 Magitek Feint5th +3 +1 +4 +1 Magitek Mastery (+4)6th +4 +2 +5 +2 Bonus Feat7th +5 +2 +5 +2 Evasive Action8th +6 +2 +6 +2 Magitek Mastery (+6)9th +6 +3 +6 +3 Bonus Feat10th +7 +3 +7 +3 Improved Evasive Action

Class FeaturesAll of the following are class features of the magitek knight prestige class.

Weapon and Armor Proficiency: Magitek Knights gain no proficiency with any weapon or armor.

Limit Break (Su): At 1st level, the magitek knight receives the Limit Break (Megaton Punch).

Megaton Punch (Su): This Limit Break empowers the magitek knight’s Magitek to make a single slam attack with a +1 circumstance bonus to attack rolls per two magitek knight class levels. If the attack hits, the creature suffers 1d6 points of damage per two magitek knight class levels in addition to the normal damage it deals with its slam plus double the strength modifier for damage. If the attack was a critical hit, the strength modifier is tripled instead.

Magitek Weapon Proficiency: At 1st level, the magitek knight gains the bonus feat Magitek Weapon Proficiency.

Page 21: FFd20 Technology

Magitek Mastery (Ex): Starting at 2nd level, a magitek knight gains a bonus on Drive and Repair checks when applied to a Magitek he designates as familiar. The same bonus is applied to the magitekknight’s attack rolls with the Magitek’s ranged weapons. This bonus is +2 at 2nd level and increases by 2 every three levels thereafter (+4 at 5th level, +6 at 8th level). To designate a Magitek as familiar, the magitek knight must have operated it for at least one month. Minor changes and upgrades to the Magitekdon’t affect familiarity, but if the magitek knight switches to a Magitek with a different size, different superstructure, different flight system, or more than one new weapon, he must operate it for at least one month before he is familiar with it. A magitek knight can be familiar with only one Magitek at a time.

Bonus Feat: At 3rd, 6th, and 9th level, the magitek knight gains a bonus feat. The magitek knight must still meet all prerequisites for a bonus feat.

Magitek Feint (Ex): At 4th level, a magitek knight operating a Magitek can make a Bluff check in combat as a move action (instead of an attack action). He receives a +2 bonus on the Bluff check made to feint in melee combat. If the magitek knight has the Improved Feint feat, his bonus on Bluff checks made to feint increases to +4 while operating a Magitek.

Evasive Action (Ex): At 7th level, the magitek knight can make a Drive or Tumble check (as appropriate) to lessen the damage dealt by a successful attack against his Magitek. If the check result exceeds the attack roll, the damage is reduced by half (round fractions down, minimum of 1 point of damage). The magitek knight can make an Evasive Action check once per round.

Improved Evasive Action (Ex): At 10th level, the magitek knight’s evasive action ability improves. A successful Drive or Tumble check negates all damage dealt by the attack.

Page 22: FFd20 Technology

Magitek TechnologyMagitek are large, robotic war machines. They were used in the old days to help soldiers who did not have magic be able to use magic through the use of their Magitek. It has been recently revived from the Lands of Spira by a famous Engineer, Cid Gilgamesh.

The following examples are the most recent designs that are commonly used. These magitek uses statistics of the pilot and the bonuses granted by magitek’s size. The magitek has its own Strength score, its own base hit points, and its own Armor Class. Some statistics, such as attack rolls and armor class, also uses the pilot’s statistics as well.

Table: Magitek Core StructureMagitek Type Base Str Base Dex Base AC Hit Points

Mach I (Large) 20 12 16 100Mach II (Large) 26 10 18 125Mach Elite (Huge) 32 8 20 150

Table: Magitek Physical QualitiesMagitek Type Speed DR Slam Damage

Mach I (Large) 30 ft. 10/adamantine 2d6+5Mach II (Large) 40 ft. 15/adamantine 2d8+8Mach Elite (Huge) 50 ft. 20/adamantine 2d10+11

Use the following methods for deriving magitek statistics:

Armor Class: Magitek uses the base Armor Class of the Magitek Type and the Pilot’s Dexterity modifier.

Initiative: Use the Dexterity bonus/penalty of the magitek, based on the magitek’s base Dexterity score. The pilot’s Initiative modifier also applies.

Attacks: Use the Strength modifier of the magitek, and apply the pilot’s base attack bonus.

Saves: The magitek has a fortitude save bonus equal to its Strength bonus, and uses the pilot’s Reflex and Will saves (the former of which is modified by the magitek’s Dexterity).

Abilities Scores: The magitek uses its own Strength and Dexterity as detailed above, and uses the pilot’s Intelligence, Wisdom, and Charisma scores. And like Constructs, the magitek does not have a Constitution score.

Special Defenses: Magiteks possesses the qualities of Constructs. Furthermore, magiteks are unaffected by any Cure spells. They must be repaired. When a magitek reaches 0 hit points, it ceases to function. What happens to the magitek at that point depends on a number of factors. In all cases, the magitek is immediately disabled. The pilot can no longer operate it. If a magitek reaches 0 hit points as the result of an attack that deals 50 or more points of damage (after subtracting DR), the magitek explodes 1d4 rounds later, dealing 12d6 points of damage to the pilot. Additionally, any characters, other Magiteks, or objects within 60 feet of the magitek take 10d6 points of damage (Reflex DC 15 half).

Page 23: FFd20 Technology

Magitek Types

Each magitek type has a different array of spells that can be used a limited number of times per day until it recharges on the following day. The costs are as follows: Mach I (50,000 gil), Mach II (100,000 gil), Mach Elite (150,000 gil).

Mach I MagitekThe Mach I was the first magitek design revived by Cid Gilgamesh. It was design for simple forays and keeping peace. It has an impressive array of single-target spells.

Mach I Spell Array List: Fire III (DC 14, 3/day), Blizzard III (DC 14, 3/day), Thunder III (DC 14, 3/day), Aero III (DC 14, 3/day), Water III (DC 14, 3/day), Bio (DC 14, 3/day), Cure III (3/day).

Mach II MagitekThe Mach II was the second magitek design created for war and large skirmishes. It possesses an array of spells for wide-target area effects.

Mach II Spell Array List: Fira (DC 16, 3/day), Blizzara (DC 16, 3/day), Thundara (DC 16, 3/day), Aera (DC 16, 3/day), Watera (DC 16, 3/day), Toxify (DC 16, 3/day), Cura (3/day).

Mach Elite MagitekThe Mach Elite was the final magitek design. Magitek Knights dream of owning of one of these superior magiteks. It was designed for assassination. It possesses an array of spells of powerful single-target spells and invisibility.

Mach Elite Spell Array List: Burn (DC 18, 3/day), Crush (DC 18, 3/day), Drown (DC 18, 3/day), Freeze (DC 18, 3/day), Shock (DC 18, 3/day), Gravity (DC 18, 3/day), Cure III (3/day), Vanish (3/day).

Page 24: FFd20 Technology

Sky Pirate

Thugs and cutthroats in every city lay claim to the title “pirate,” but actually making a

fortune through piracy is no easy task. A sky pirate, however, has mastered every aspect

of larceny in the high skies. His network of contacts tells him when a particularly

valuable cargo is shipping out. After a flawless ambush, he swings aboard the target

airship on a rope, rapier in hand. Once he and his shipmates have overpowered the prize

vessel’s crew, they liberate the cargo and make their escape.

Hit Die: d8.

Requirements

To qualify to become a sky pirate, a character must fulfill all the following criteria.

Alignment: Any nonlawful.

Base Attack Bonus: +4.

Skills: Appraise 8 ranks, Profession (sailor) 8 ranks, Swim 4 ranks, Use Rope 4 ranks.

Feats: Quick Draw, Weapon Finesse.

Special: The character must own an airship worth at least 10,000 gil. The method of

acquisition—purchase, force of arms, or skullduggery—makes no difference, as long as

he can freely operate it in the high skies.

Class Skills

The sky pirate's class skills (and the key ability for each skill) are Appraise (Int), Balance

(Dex), Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Intimidate (Cha),

Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive

(Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope

(Dex).

Skill Points at Each Level: 6 + Int modifier.

Table: Sky Pirate

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st

+1 +0 +2 +0 Seamanship, Two-Weapon Fighting, Limit Break

2nd

+2 +0 +3 +0 Fearsome Reputation (+2)

3rd

+3 +1 +3 +1 Rally the Crew +1 (1/day) or Sneak Attack (+1d6)

4th

+4 +1 +4 +1 Acrobatic Charge, Steady Stance

5th

+5 +1 +4 +1 Luck of the Wind or Scourge of the Skies

6th

+6 +2 +5 +2 Fearsome Reputation (+4)

7th

+7 +2 +5 +2 Rally the Crew +2 (2/day) or Sneak Attack (+2d6)

8th

+8 +2 +6 +2 Skill Mastery

9th

+9 +3 +6 +3 Fight to the Death or Motivate the Scum

10th

+10 +3 +7 +3 Fearsome Reputation (+6), Sky Pirate King

Class Features

All of the following are class features of the sky pirate prestige class.

Page 25: FFd20 Technology

Weapon and Armor Proficiency: Sky pirates are proficient with all simple weapons,

and light martial weapons, and with the rapier. Sky pirates are proficient with light armor,

but not with shields.

Limit Break (Su): At 1st level, the sky pirate receives the Limit Break (Rallying Cry).

Rallying Cry (Su): This Limit Break allows the sky pirate to make a loud shout,

encouraging allies to be more courageous and to fight better. For the next 5 rounds, all

allies (including the sky pirate) is granted a morale bonus of +1 per two sky pirate levels

to attack rolls, skill checks, and saving throws as well as a +1 dodge bonus per two sky

pirate levels to armor class.

Seamanship (Ex): A sky pirate adds his class levels as an insight bonus on all Profession

(sailor) checks. Allies within sight or hearing of a sky pirate add an insight bonus equal to

half this number on their Profession (sailor) checks.

Two-Weapon Fighting: A sky pirate wearing light or no armor is treated as having the

Two-Weapon Fighting feat, even if he does not have the prerequisites for the feat.

Fearsome Reputation (Ex): By the time he attains 2nd

level, a sky pirate has developed a

reputation in the high skies. At this point, he must choose whether to cultivate a

reputation as an honorable pirate (avoiding undue bloodshed, honoring flags of truce, and

the like) or as a dishonorable pirate (favoring mayhem and dire treatment of prisoners).

An honorable sky pirate gains a +2 circumstance bonus on Diplomacy checks, while a

dishonorable sky pirate gains a +2 circumstance bonus on Intimidate checks. This bonus

increases to +4 at 6th

level and to +6 at 10th

level. In addition, a sky pirate gains other

abilities at higher levels based on his chosen reputation.

A sky pirate’s actual activities or alignment need not match his reputation. However, a

radical shift from his reputation might negate or even reverse that reputation at the DM’s

option. Also, a sky pirate in disguise does not gain any effect granted by his reputation

(including the special abilities described below that depend on the sky pirate’s

reputation).

Rally the Crew (Ex): Starting at 3rd

level, an honorable sky pirate can inspire his allies

(including himself) to great bravery in combat once per day. This inspiration grants them

a +1 morale bonus on saving throws against charm and fear effects and a +1 morale

bonus on attack and weapon damage rolls. To be affected, an ally must be able to see or

hear the sky pirate. The effect requires a free action to activate and lasts for 1 minute per

class level, even if the sky pirate moves out of range or loses consciousness. This is a

mind-affecting ability.

At 7th

level, a sky pirate can use this ability twice per day, and the bonus increases to +2.

Page 26: FFd20 Technology

If a sky pirate has the inspire courage inspiration ability, he can add the morale bonus

gained from that ability to the morale bonus gained from this ability to determine the total

morale bonus granted. For example, an 8th

-level bard/3rd

-level sky pirate would provide a

+3 morale bonus on attack rolls and weapon damage rolls.

Sneak Attack (Ex): Beginning at 3rd

level, a dishonorable sky pirate deals an extra 1d6

points of damage when flanking an opponent or at any time when the target would be

denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target

is within 30 feet. See the thief class feature, page 45 of the Final Fantasy d20 book. The

amount of extra damage dealt increases to 2d6 at 7th

level. If a dishonorable sky pirate

gets a sneak attack bonus from another source (such as levels of thief), the bonuses on

damage stack.

Acrobatic Charge (Ex): A sky pirate of 4th

level or higher can charge over difficult

terrain that normally slows movement or through the squares occupied by allies blocking

his path. This ability enables him to charge across a cluttered airship’s deck, leap down

from a higher deck, or swing between two adjacent airships to get to his target.

Depending on the circumstances, he might still need to make appropriate checks (such as

Jump, Tumble, or Use Rope checks) to successfully move the terrain.

Steady Stance (Ex): At 4th

level and higher, a sky pirate remains stable on his feet when

others have difficulty standing. He is not considered flat-footed while balancing or

climbing, and he adds his class level as a bonus on Balance or Climb checks to remain

balancing or climbing when he takes damage.

Luck of the Wind (Ex): Once per day, an honorable sky pirate of 5th

level or higher can

reroll any failed attack roll, skill check, ability check, or saving throw. He must take the

result of the reroll, even if it’s worse than the original roll.

Scourge of the Skies (Ex): Starting at 5th

level, a dishonorable sky pirate can instill fear

into his enemies. When the character uses Intimidate to demoralize foes, the attempt

affects all enemies within 30 feet who can see and hear him, and the effect lasts for a

number of rounds equal to his Charisma modifier (minimum 1 round). Multiple uses of

this ability don’t stack. This is a mind-affecting ability.

Skill Mastery (Ex): At 8th

level, a sky pirate becomes supremely confident of his

mobility. He has mastered the skills Balance, Climb, Jump, and Tumble to the extent that

he can take 10 with them even under stress.

Fight to the Death (Ex): At 9th

level and higher, an honorable sky pirate can inspire his

allies to carry on against tremendous odds. Each ally affected by the sky pirate’s rally the

crew ability (see above) also gains temporary hit points equal to 10 + the sky pirate’s Cha

bonus (minimum +1), gains a dodge bonus to Armor Class equal to the sky pirate’s Cha

bonus (minimum +1), and is treated as having the Diehard feat even if he doesn’t meet

the prerequisites. These effects are lost if the sky pirate loses consciousness.

Page 27: FFd20 Technology

Motivate the Scum (Ex): Once per day, a dishonorable sky pirate of 9th

level or higher

can motivate his allies by killing a helpless individual. All allies of the sky pirate who see

the act gain a +2 morale bonus on damage rolls. This effect lasts for 24 hours.

Most dishonorable sky pirates don’t care whether the victim is a prisoner or one of their

own crew. In fact, if the slain individual is one of the sky pirate’s crew, the morale bonus

on damage rolls improves to +4, but the allies also take a -2 penalty on Will saves for the

duration of the effect.

Sky Pirate King (Ex): A 10th

-level sky pirate’s exploits have become so legendary that

great numbers of able sailors are willing to sign on as his crew for no compensation other

than a share of the booty. Treat this ability as the equivalent of the Leadership feat,

except that only followers (and no cohorts) are gained.

The Sky Pirate Code

Most sky pirate codes share a number of elements regarding the proper “etiquette” of

piracy. Here are a few ideas that might be appropriate for your sky pirate’s personal code:

• Everyone shall obey all orders.

• Everyone shall have a vote in major decisions. (This point is not necessarily limited to

honorable sky pirates.)

• Everyone shall have a share of captured food and drink.

• Booty will be shared out as follows: one share to each among the crew; one and one-

half shares each to the first mate, master engineer, and master carpenter; and two shares

to the captain. (Some honorable captains might accept a smaller share, but they will take

no fewer than one and one-half shares.)

• Anyone not keeping his weapons clean and fit for an engagement shall be cut off from

his share, and suffer other punishment as the captain deems fit.

• Anyone who strikes another among the crew shall receive forty lashes across his back.

• Anyone who attempts to desert or keep any secret from the company shall be marooned

with one bottle of water and one weapon.

• Anyone who steals from a crewmate shall be marooned or run through. (The latter

consequence is more appropriate for dishonorable sky pirates.)

Page 28: FFd20 Technology

Soldier SOLDIERs are experimented warriors developed by the Shinra Corporation. They are infused with Mako

energy to become stronger and tougher, but are slightly weakened in other aspects by the Mako poisoning.

Hit Die: d10.

Requirements

To qualify to become a soldier, a character must fulfill all the following criteria.

Base Attack Bonus: +7

Feats: Monkey Grip, Weapon Focus

Special: Must be hired by the Shinra Corporation.

Class Skills

The soldier's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Handle

Animal (Cha), Intimidate (Cha), Jump (Str), and Ride (Dex).

Skill Points at Each Level: 2 + Int modifier.

Table: The Soldier

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st

+1 +2 +0 +0 Soldier (3rd

Class), Weapon Upgrade, Limit Break

2nd

+2 +3 +0 +0 Mako Infusion

3rd

+3 +3 +1 +1 Weapon Upgrade

4th

+4 +4 +1 +1 Mako Infusion

5th

+5 +4 +1 +1 Soldier (2nd

Class), Weapon Upgrade

6th

+6 +5 +2 +2 Mako Infusion

7th

+7 +5 +2 +2 Weapon Upgrade

8th

+8 +6 +2 +2 Mako Infusion

9th

+9 +6 +3 +3 Weapon Upgrade

10th

+10 +7 +3 +3 Soldier (1st Class), Mako Infusion, Mako

Perfection (1/day)

Class Features

All of the following are class features of the soldier prestige class.

Weapon and Armor Proficiency: Soldiers are proficient with all simple and martial weapons, all types of

armor, and shields.

Limit Break (Su): At 1st level, the soldier receives a Limit Break (Blade Beam).

Blade Beam (Su): This Limit Break allows the soldier to make waves of powerful energy fly out of his

sword and collide with an enemy up to 60 feet away for 2d6 points of damage per soldier class level which then

explodes out in a cone for an additional 30 feet for half damage. A Reflex save (DC 10 + soldier class level +

Strength modifier) halves this damage.

Soldier (3rd

Class): Soldiers of 3rd

Class receive their own room and board within the barracks. All utilities

paid and receive a pay of 250 gil a month. Anything in the equipment list (within reason, upon GM’s discretion)

is available to the soldier freely. Soldiers of 3rd

Class work closely with a chosen Soldier of 1st Class.

Page 29: FFd20 Technology

Weapon Upgrade: Upon reaching 1st level of the soldier class, the soldier’s weapon is upgraded by a +1

mastercrafted bonus and receives an additional +1 every other level to a maximum of +5. If the weapon isn’t a

huge weapon, it is rebuilt as one to utilize the soldier’s monkey grip feat.

Mako Infusion: Beginning of 2nd

level and every other level thereafter, the soldier receives an infusion of mako

energy. The soldier receives two stat points permanently to either Strength, Dexterity, or Constitution but loses

a stat point in either Intelligence, Wisdom, or Charisma due to Mako poisoning.

Soldier (2nd

Class): Soldiers of 2nd

Class receive their own apartment paid by the Shinra Corporation. Soldiers’

pay increases to 500 gil a month. In addition to the equipment list, the soldier may take one materia of any sort

(common only). Soldiers of 2nd

Class are no longer working with the Soldiers of 1st Class so that they may work

missions personally.

Soldier (1st Class): Soldiers of 1

st Class are appointed two Soldiers of 3

rd Class who work closely with them.

Soldiers’ pay increases to 750 gil a month. In addition to the equipment list, the soldier may take two materias

of any sort (common or uncommon only).

Mako Perfection (Su): At 10th

level, a soldier can use the mako energy inside him to great effect. Once per

day, the soldier is affected by spells of Haste, Protect III, and Shell III for 10 rounds. When the effects end, the

soldier becomes fatigued (or exhausted if the soldier is already fatigued).