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Revising Salient Divine Abilities |
The following conversions are my favourite monsters from Squaresoft's Final Fantasy VII RPG, one of the best videogames of all time. Converting creatures and characters from Final Fantasy, may seem simple (given that it has its own levelling system going from 1-99), but I am dubious as to whether a 99th-level character in FF VII is the equivalent of a 99th-level D&D character. More likely they would convert to about 4:1. With the Weapons below, I must admit I have taken a few liberties. For example, Sapphire Weapon is never fought in the game as it gets killed by a spell cannon (or somesuch). So there are no details for it or its powers. I also invented a few powers here and there where needed, but I think they are more interesting opponents for it. There are five Weapons in Final Fantasy VII (Diamond, Emerald, Ruby, Sapphire and Ultima), there is another in Final Fantasy VIII called Omega Weapon. Ultima and Omega are fairly similar, so I'll just be assuming they are one and the same. There may be others in later incarnations of the series that I have not encountered (I have only played VII and VIII all the way through). Use of 'The Weapons' here is not done in the course of trade and is not intended as a challenge to any trademarks. THE WEAPONS The legendary weapons are elemental avatars of Gaea (Mother Nature) herself, released to protect the planet from those who would invite harm upon it. Only one of each weapon type exists on a given planet at any one time. If destroyed, that weapon will rejuvenate after 100 years, although Ultima/Omega weapon will rejuvenate after 1 year. Diamond Weapon Gargantuan Elemental (Earth) This great monster resembles a diamond plated hulking humanoid. Diamond weapon is 50 feet tall, and it weighs about 200 tons. Augmented Criticals (Ex): Diamond weapons physical attacks threaten a critical hit on a natural roll of an 18-20, dealing triple damage on a successful critical hit. Diamond Cutter (Su): Once per round as a free action the diamond weapon can deliver a ray attack, similar to a disintegrate spell but dealing 50d6 damage, or 12d6 if the target makes a successful Fortitude save (DC 42). The save DC is Constitution based. Diamond Dust (Su): As a standard action, diamond weapon can breathe a cone of diamond dust 40 feet long, that acts as dust of sneezing and choking (as per the DMG pg. 275). Targets are automatically stunned for 5d4 rounds. In addition they must make a Fortitude save (DC 42) or take 2d6 constitution damage. One minute later they must make a second Fortitude save (DC 42) or suffer a following 1d6 points of constitution damage. Divine Traits: Weapons are effectively quasi-deities and as such add a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Elemental Traits: Immune to poison, sleep, paralysis and stunning. Not subject to critical hits. Spell-like Abilities (Su): At will - earthquake, soften earth and stone, spike stones, stone shape, wall of stone; 3/day - summon elemental swarm (Earth). Emerald Weapon Gargantuan Elemental (Water) This creature resembles a large maw with legs and other protrusions. Emerald weapon is 35 feet tall, long and wide, and it weighs about 200 tons. Aire Tam Storm (Su): All those within a 100 foot radius of emerald weapon suffer 25d6 damage per round, minus 1d6 for each spellcaster level they possess. Augmented Criticals (Ex): Emerald weapons physical attacks threaten a critical hit on a natural roll of an 18-20, dealing triple damage on a successful critical hit. Death Drain (Su): Once it kills any opponent emerald weapon immediately regenerates to full hit points. Divine Traits: Weapons are effectively quasi-deities and as such add a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Elemental Traits: Immune to poison, sleep, paralysis and stunning. Not subject to critical hits. Emerald Beam (Su): Once per round as a free action the emerald weapon can deliver a ray attack similar to an implosion spell, the target makes a successful Fortitude save (DC 42). The save DC is Constitution based. Emerald Shoot (Su): As a standard action, emerald weapon can breathe a cone of flame with a range of 40 feet that reduces a targets current hit points by 50%. Targets caught by the blast can make a Reflex save (DC 42) for half damage (25% of current hit points). Emerald weapon can use this attack once every 1d4 rounds. Spell-like Abilities (Su): At will - acid fog, cone of cold (DC 24), control water, fog cloud, horrid wilting (DC 27), ice storm, obscuring mist, water walk; 3/day - summon elemental swarm (water). Ruby Weapon Gargantuan Elemental (Fire) This tall gangly giant has immense claws almost too big for its frame to support. Ruby weapon is 60 feet tall, and it weighs about 200 tons. Augmented Criticals (Ex): Ruby weapons physical attacks threaten a critical hit on a natural roll of an 18-20, dealing triple damage on a successful critical hit. Divine Traits: Weapons are effectively quasi-deities and as such add a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Elemental Traits: Immune to poison, sleep, paralysis and stunning. Not subject to critical hits. Ruby Flame (Su): As a standard action, ruby weapon can breathe a cone of flame with a range of 40 feet, dealing 25d6 fire damage, half of which should be treated as divine damage. Targets caught by the blast can make a Reflex save (DC 42) for half damage. Ruby weapon can use this attack once every 1d4 rounds. The save DC is Constitution based. Ruby Ray (Su): Once per round as a free action the ruby weapon can deliver a ray attack dealing 25d6 fire damage, half the damage should be treated as divine damage. Spell-like Abilities (Su): At will - burning hands, fire shield, fire storm (DC 26), incendiary cloud (DC 27), meteor swarm (DC 28), produce flame, resist energy (cold), wall of fire (DC 23); 3/day - summon elemental swarm (fire). Whirlsand (Su): As a full round action, ruby weapon can open a hole in the ground and suck any target standing upon the ground into its very bowels of the earth, killing them instantly. Sapphire Weapon Gargantuan Elemental (Air) This azure monstrousity is a mass of tendrils, and tentacles, one of which ends in a great sapphire spike. Sapphire weapon is 50 feet tall, and it weighs about 200 tons. Augmented Criticals (Ex): Sapphire weapons physical attacks threaten a critical hit on a natural roll of an 18-20, dealing triple damage on a successful critical hit. Divine Traits: Weapons are effectively quasi-deities and as such add a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Elemental Traits: Immune to poison, sleep, paralysis and stunning. Not subject to critical hits. Elusion (Su): Anyone attacking sapphire weapon can only score a single attack upon the elemental each round. Sapphire Shaft (Su): Once per round as a free action the sapphire weapon can deliver a ray attack similar to an prismatic spray spell. The save for each of the myriad effects is (DC 42). The save DC is Constitution based. Sapphire Suction (Su): As a standard action, sapphire weapon can create a vacuum cone with a range of 40 feet. This attack crushes the lungs, affecting all targets as if they had just donned a neclace of strangulation (see the DMG page 276). Those affected suffer 6 hit points of damage per round until a limited wish, minor miracle, miracle or wish spell is cast to end the effect. Sapphire weapon can use this attack every 1d4 rounds. Spell-like Abilities (Su): At will - air walk, chain lightning (DC 25), control weather, control winds, gaseous form, obscuring mist, whirlwind, wind wall; 3/day - summon elemental swarm (air). Omega Weapon Colossal Elemental This creature resembles a colossal armoured centaur, wielding a mighty greatsword that corruscates with energy. The legendary omega weapon is an aspect of mother natures destructive side. Omega weapon is 100 feet long and 50 feet tall, and it weighs about 1500 tons. Combat Augmented Criticals (Ex): Omega weapons physical attacks threaten a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit. Divine Traits: Omega weapon is effectively a lesser deity aspect of Gaea and as such add a +8 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Elemental Traits: Immune to poison, sleep, paralysis and stunning. Not subject to critical hits. Gravija (Su): As a standard action, omega weapon can breathe a cone of gravitic force with a range of 60 feet. Those caught in the blast have their current hit points reduced by 75%. Targets caught by the blast can make a Reflex save (DC 66) to suffer a loss of only 50% of their current hit points. Omega weapon can use this attack once every 1d4 rounds. Level 5 Death (Su): When destroyed, anyone within 500 feet of omega weapon automatically dies with no save if their Hit Dice and/or Levels are a multiple of 5. Light Pillar (Su): Omega weapon has a gaze attack with a range of 60 feet. Anyone meeting its gaze is stunned unless they make a successful Fortitude save (DC 52). The save DC is Charisma based. Omega Blast (Su): Once per round as a free action the omega weapon can deliver a ray attack dealing that reduces a target to 1 hit point. Spell-like Abilities (Su): At will - burning hands, fire shield, fire storm, incendiary cloud, meteor swarm, produce flame, resist energy (cold), wall of fire; 3/day - summon elemental swarm (fire). Terra Break (Su): Omega weapon can critical hit objects and incorporeal targets. This ability also allows it to bypass the fortification ability of armour or shields. Possessions: Omega weapon wields
Ultima Weapon. A major artifact greatsword which not
only shapes itself to the size of its current wielder, but also duplicates
and doubles the power of any single weapon used against
it. When not duplicating another weapon it should be treated as a +20
greatsword. |
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