D&D 4E Final Fantasy Races for 4e

Xethreau

Josh Gentry - Author, Wanderer
Hello all. I don't really know how to write an intro for this thread besides "Title says it all!" These are some Final Fantasy races that I wrote up, which I am trying to balance against the other 4e races. (You can find those in the Pre-Release Rules Compilation.) Tell me what you think, but please, keep it to constructive criticisms.

[Notes: I did not design races for FFXI because I have never played the game. I think that Al Bhed and Humes are different enough to deserve their own race (sort of like the difference between elves/eladrin and humans/tieflings). I did not mess with languages because one of the many things 4e changed up was how many languages there were, and with nearly all these races having their own language, things might get cumbersome. Information regarding alchemical weapons are speculation.]

Hume
As Human.


Moogle
+2 Cha, +2 Dex
Vision: Normal
Speed: 5
Skill Bonus: +2 Diplomacy, +2 Insight
Group Insight: All allies within 10 squares gain a +1 racial bonus to Insight checks.
Winged Shift: Ignore difficult terrain when you shift.
Mog Wings (Moogle Racial Power)
You flap the small bat wings on your back, and surprisingly, they lift you up into the air.
Encounter * Flight
Move Action Personal
Effect
: Fly up to 4 squares. If you do not land, you remain in flight until the beginning of your next turn.
Sustain Minor: So long as you sustain this power you remain in flight, and you can continue to use move actions to fly 4 spaces (or shift in mid-air). You can sustain this power with a successful saving throw (which is made at the minor action used to sustain this power). Failure results in an immediate fall to the ground.
Special: Heavy armor gives you a penalty to the sustaining saving throw equal to it's movement penalty.


Vieara
+2 Dex, +2 Wis
Vision: Low Light Vision
Speed: 7
Skill Bonus: Nature +2, Perception +2
Myst Senses: You can detect magic with (trained) Perception (instead of Arcana).
Group Awareness: All allies within 10 squares gain a racial bonus of +1 to Perception checks
Weapon Training: Longbow and shortbow.
Wildwood Poise (Vieara Racial Power)
With an instant of focus, you take careful aim at your foe and strike
with the legendary accuracy of the forest people.
Encounter ✦ Weapon
Free Action Personal
Effect:
Reroll an attack roll. Use the second roll, even if it's lower.


Bangaa
+2 Str, +2 Wis
Vision: Low Light
Speed: 6
Skill Bonus: +2 Intimidation
Group Intimidation: All allies within 10 squares gain a +1 racial bonus to Intimidation checks.
Natural Armor: +1 Racial Bonus to AC
Bloodhunt: +1 racial bonus to attacks vs. bloodied foes.
Bloodrush (Bangaa Racial Power)
With the monstrous fury of your race, you charge in with lethal intent.
Encounter * Weapon
Free Action Personal
Effect
: When you charge an enemy and hit, +[strength modifier] damage (but no less than +1). (This is in addition to the normal STR bonus applied to basic meele attacks.)


Nu Mou
+2 Wisdom, +2 Intelligence
Vision: Low Light
Speed: 5 (does not loose speed while wearing heavy armor)
Skill Bonus: +2 Arcana, +2 Religion
Devout Mind: +5 to saving throws vs. charm
Heavy Body: Move 1 square less when subject to a push, pull or slide; when knocked prone make an immediate saving throw to stay standing.
Nu Mou Sagecraft (Nu Mou Racial Power)
Through your wisdom and innate magical ability, your magical attacks are what make your race famous.
Encounter * Implement
Free Action Personal
Effect
: Reroll an attack roll for a power with the Implement keyword. Use the second roll, even if it's lower.


Cetra
+2 Wisdom, +2 Charisma
Vision: Normal
Speed: 6
Ancient Lore: You are trained in one of the following skills: Nature, History, or Religion.
Lifeward: +5 to saving throws vs. poison
Whispers of the Lifestream (Cetra Racial Power)
Your kind are bound to the world, and the souls of the living, dead, and yet to be born constantly whisper their wisdom to you.
Encounter
Free Action Personal
Effect
: Reroll a skill check. Use the second roll, even if it is lower.
Special: +[Wisdom Bonus] to your next attack roll or skill check made this encounter (but no less than +1).


Ronso
+2 Str, +2 Wis
Vision: Normal
Speed: 6
Skill Bonus: +2 Perception, +2 Nature
Bestial Charge: Ignore difficult terrain when charging.
Cold Resistance: 5 +1/2 level
Ronso Rage (Ronso Racial Power)
Your clan is known for their ferocity and their unique anatomy. When an enemy's power effects you, your body adapts so that you can throw it right back at them!
Encounter
Immediate Reaction Personal
Trigger
: You are hit or effected by an enemy's attack power that does not require specific equipment.
Effect: During your next turn, you may use the power that was used against you . You use the same sort of action to activate the power as the enemy who owned the power originally did.


Al Bhed
+2 Int, +2 Dex
Vision: Normal
Speed: 6
Skill Bonus: +2 Insight, +2 Arcana
Machina Expert: You are trained in Mechanics.
Artifice Rituals: You can cast rituals to create magic or alchemical items.
Weapon Training: Shotgun (heavy crossbow), handgun (hand crossbow)
High Alchemy (Al Bhed Racial Power)
You are the heir of a long line of well learned magicians and artificers. Though your knack and knowledge, you use thrown alchemical explosives to great effect.
Encounter * Alchemical Explosive
Free Action
Effect
: The thrown alchemical explosive weapon you attack with gains a +2 bonus to attack and damage, and the radius burst increases by 1.


Cosmo
+2 Dex, +2 Wis
Low Light Vision
Speed: 8
Skill Bonus: +2 Perception, +4 Athletics
Natural Weapons: You are considered to be constantly armed with melee weapons that deal 1d6 damage. These may be given enhancement bonuses and additional weapon effects through "head-dresses."
Head-dress Implementor: You may use a head-dress in place of an implement, when a particular manner of implement is not specified. A head-dress adorned with a holy-symbol and blessed by the temple of that religion may be used in place of a holy-symbol.
Four Legged: You may not wield weapons or wear armor designed for humanoids. Armor you wear and weapons you wield must be custom made.
Nimble Reaction: +2 AC vs. Opportunity Attacks
Sled Fang (Cosmo Racial Power)
You channel the otherworldly essence that is the heritage of your race. With a burst of speed and wrath, you literally cut through the foes that stand before you.
Encounter * Weapon
Standard Action
Effect
: Shift (fly) [1/2 speed] squares in a straight line
Target: All creatures in line
Attack: Dexterity vs. Ref
Hit: [W]+ Wisdom modifier damage.
 
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I like 'em! Without knowing much about the game, there's no way I can say that it's all great, but the powers are pretty good. I especially like the way the Ronso Rage evokes the blue mage without totally ruining the monster/PC split in 4e (though that might be something you want to watch out for with the ability in practice).

Just going to point out the wonky things.

  • The Bangaa ability...isn't Strength usually added to a charge anyway?
  • You might want to swap the Nu Mou and the Cetra. The healing stereotype for the Cetra is strong, and the Nu Mou seem to be a more generally "magickal sage" type, so rerolling a skill check would work better for them, and easier healing works better for the Cetra. You might also want to make that skill reroll something else...most of the abilities on the races so far seem to be more battle-focused.

But yeah, I like. It's kind of surprising how similar a lot of these are to FFZ's new take on it. ;)
 

Thanks! (Love the icon, btw.) I clarified that STR bonus on this charge is in addition to the normal STR bonus form basic meele attacks. I want to keep the "Wispers of the Lifestream" ability for the Cetra (and I feel it will become more battle applicable once we see the full ruleset), but I totally do not mind changing the Nu Mou's power to something more magey (I just have no ideas ATM). And I'll be sure to keep an eye on that Ronso! ;)

-edit-
Not to n00b it up or anything, but what is FFZ?

-edit2-
Changed the wording on Bangaa's power, added an important detail for Mog Flight, and added a bonus to Wispers of the Lifestream to make it more useful in combat.
 
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I clarified that STR bonus on this charge is in addition to the normal STR bonus form basic meele attacks.

Double bonus! Excellent!

I want to keep the "Wispers of the Lifestream" ability for the Cetra (and I feel it will become more battle applicable once we see the full ruleset)

The title is cool, and I can see it being the whole idea of "the spirits of the dead are all around me all the time!" which is a great RP hook for a cetra. It's just that most who play the Cetra will probably be thinking "I'm like Aeris!", and the white mage/healing cliche is hard to escape. Still, you could be right, and once we see the full rules, a re-rolled skill check might be more flexible in the end (I can use it on Heal...or on Arcana...or on Religion...or...anything!).

but I totally do not mind changing the Nu Mou's power to something more magey (I just have no ideas ATM).

An idea I've had is to let them re-roll a magical attack roll, so if they miss on a Fireball, they can roll the attack again. You might also play up their association in Tactics Advance with monsters and give them something like the Ronso ability that lets them control a monster. That might end up being kind of abusable, especially if there's a ronso in the party, too, though (Nu Mou Player: I take control of that monster with the huge buffing spell, and use it on the Ronso; Ronso Player: Having already been buffed, I also buff my friend!), but because they're encounter powers they might not get too crazy, even with that.

And I'll be sure to keep an eye on that Ronso!

Especially on the Elite and Solo monsters! By copying the right ability, the Ronso could gain a bunch of actions or some crazy damage or something...a Ronso copying the eye rays of a beholder is a potential problem. ;)

Not to n00b it up or anything, but what is FFZ?

Heh, I wouldn't expect you to know. It stands for Final Fantasy Zero, it's the name for my Final Fantasy table-top game. It was originally going to be 3e-compatible, but the editions shifted, and I've been bonking it around to make it 4e-compatible. One of the first things I did was write up the races, and, for instance, our moogle is scarily similar. ;)

You can check my sig for the start of the 3e-work, and I'll be getting a website this fall to showcase the redesign, I'm working on some sample combats now in another window, even...

Uh-oh! Looks like Cloud won't be able to win against this Marlboro with just himself and his Braver ability....do I want the white mage to use Esuna at an early level and remove all those statuses, or do I want a heirarchy of status removers like the earlier games....hmmm....

Anyway, yeah, I'm a fan of the race write-ups. :)
 


Alright! Suggestions taken in, and edits made (except for one I'm about to add, which changes "next attack or" to "next attack roll or"). Thanks for the support and suggestions!
 


RyukenAngel said:
Alright! Suggestions taken in, and edits made (except for one I'm about to add, which changes "next attack or" to "next attack roll or"). Thanks for the support and suggestions!

http://bluwiki.com/go/Finalfantasysaga

Check out the link above. Its Final Fantasy races for the SWSE game, but its close to 4E. Its not my page .... I grabbed it off the sig of an EN World poster (whose name I've forgotten).

C.I.D.
 


Sir Sebastian Hardin said:
What Final Fantasy are this races from? (I stayed at FF9)

Moogles: All of them since FF3.

Viera, Bangaa, Nu Mou: Final Fantasy Tactics Advanced and FF12

Cetra: FF7

Ronso, Al Bhed: FF10, FF10-2
 

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