Final Fantasy d20
Your Job determines your role in combat and your character’s stats and talents. As your character levels up, they learn more talents and their stats improve. The stats vary by class, and the talent trees characters can pick talents from vary, but the number of talents is constant across Jobs. At level 4, all characters get to pick a secondary Job. They may purchase talents from any of their new job’s talent trees. A character may pick their primary Job as their secondary Job if they want to really specialize in their Job’s talents. All characters have access to the Freelancer talent tree, which they may use either primary or secondary talent slots to purchase talents from.
Each time you level up, you may choose to retrain one talent you’ve previously learned for a talent of equal level or lower.
When a Job offers a choice between two schools of magic, the first time you pick a talent from one of the two schools you are locked in to that school and may not select spells from the other school unless you retrain all your talents out of the first school.
A Note on the Design Philosophy
I chose level 12 as the maximum level, because that way I could have classes whose stats advanced at different rates without their stats becoming too divergent. Also, I’ve found that with weekly 3-4 hour sessions of D&D 4e characters tend to level once or twice a month, and 6 months to a year is a fairly realistic length for a single campaign. Also, it fits nicely into a 3 act structure, with 4 levels per act. You pick your secondary Job as the capstone to act 1, and you enter act 3 learning your first level 4 talent to make it clear that you’ve hit the big leagues.
XP required to level up is identical to D&D 4e, and since I don’t want to steal WotC’s thunder completely, I won’t be reprinting the XP table here.
|Level||Lvl 1||Lvl 2||Lvl 3||Lvl 4||2nd Lvl 1||2nd Lvl 2||2nd Lvl 3|
This is a brief description of each of the Jobs and their talent trees. Their role is listed in parenthesis.
The master of items, both offensive and defensive. The Alchemist can craft a certain number of items per day for free, and can use those items more effectively than anyone. Supports the party with healing and remedies using defensive items, and is powerful offensively crafting bombs. Talent Trees: Chemistry, Herbalism, Item Mastery.(Leader/Controller)
The Bard is a strong support character who uses a variety of quasi-magical songs and dances to inspire their allies and demoralize their enemies. As strong dancers, they are no slouch physically, but weapon skills are not their main forte. Talent Trees: Dancer, Mobility, Songster. (Leader/Controller)
Blue Mages study the magic of their opponents, and learn how to turn it back against them. They are physically stronger than most other mages, though they need to be to withstand the attacks of their foes so they can learn them. Talent Trees: Blue Magic, Courage, choice of Green Magic or Time Magic. (Defender/Controller)
Heavily armored front line warriors who know a variety of curses which they can inflict on their enemies with the flick of a blade. They have a strong dark streak and are feared throughout the land. Talent Trees: Fear, Sword Magic, choice of Black Magic or Green Magic. (Defender/Striker)
The famed ‘Dragon Warriors,’ known for wearing their heavy armor like a second skin. They are highly mobile despite their strong defenses, and masters of the lance, known for their jumping and their charge attacks. Talent Trees: Arms Mastery, Lancer, Mobility. (Striker)
Shining beacons of courage and hope. Noble paladins whose righteous swords bring hope to the pure and death to the wicked. They know a variety of spells they cast through their swords to support their allies and crush their foes. Talent Trees: Courage, Sword Magic, choice of Time Magic or White Magic. (Defender/Leader)
Crafty masters of ranged combat, whether it be the gun or the bow. They use stealth to skulk around the edges of combat and use well placed shots to cripple foes before they can get close. Talent Trees: Arms Mastery, Marksman, Stealth. (Striker/Controller)
Heavily armored front line combatants. They are the masters of battle, able to perform many skill maneuvers to debilitate their opponents while protecting their allies. Talent Trees: Arms Mastery, Battle Skill, Courage. (Defender/Controller)
Lightly armored front line fighters who know a variety of martial arts techniques to pummel their foes. Their mastery of their chakras allow for mastery over their body that borders on the mystical. Talent Trees: Chakra, Dual Wield, Martial Arts. (Defender/Striker)
Also known as White Mages, these fragile spellcasters are the ultimate in party support. With powerful white magic they heal their allies while cursing their enemies with green magic. Talent Trees: Green Magic, Spell Mastery, White Magic. (Leader/Controller)
The ultimate in versatility. They blast their foes with black magic, while healing their allies with white magic, all on the front lines with their flashing blades. They are a true jack of all trades. Talent Trees: Black Magic, Sword Magic, White Magic. (Striker/Leader)
The masters of battlefield control, these powerful spellcasters summon eldritch spirits to wage their battles for them. Talent Trees: Summoning, Summons Mastery, choice of Black Magic or White Magic. (Controller/Leader)
Charming rogues who can steal anything, from their opponent’s wallet to their heart. Highly mobile fighters, they tumble into the enemy’s back line and wreak havoc. Talent Trees: Dual Wield, Mobility, Theft. (Striker/Controller)
Masters of magic, these Black Mages are the ultimate artillery. They rain fire and lightning on their foes from afar, while they alter the fabric of reality with their time magic. Talent Trees: Black Magic, Spell Mastery, Time Magic. (Striker/Controller)