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  1. FF HERO: fencer

    FENCER

    Category: warrior

    Ability maxes: 10 10 15 6 6 13

    Allowed Weapons: knives, light swords, swords

    Allowed Armor: Armwear, Hats, Suits, Shields

    Starting ability:

    Martial maneuvers (fencing) as defined in 6e2.

    Can use Dex instead of Str for extra dam (Dex min is same as Str min on weapons)

    Other powers:
    Swarm strike: 1 RKA NND (poison immunity can stop it) (+1/2) dam ...

    Updated 08-30-2010 at 11:44 AM by yukonhorror

    Categories
    Final Fantasy in 6th edition HERO
  2. FF HERO: dragoon

    DRAGOON

    Category: warrior

    Ability maxes 14 12 10 8 6 10

    Allowed Weapons: Axes, Knives, Polearms, Swords

    Allowed Armor: Gauntlets, Helmets, Mail, Shields

    Starting power:
    Leap: +12m to Accurate Jump (11 Active points) Extra phase (-3/4) requires acrobatics roll (-1/2) OAF (-1) Real cost: 3 pts; Damage negation (physical) -3 DC Active Cost 15 pts Only vs. H2H atks (-1/4) linked (-1/4) OAF (-1) lasts while jumping (-2.5) ...
  3. FF HERO: berserker

    Berserker

    Category: warrior

    Ability maxes: 15 15 10 5 5 10

    Allowed Weapons: axes, claws, greatswords, swords

    Allowed Armor: Armwear, Hats, Suits, Shields

    Starting ability:

    Rage: +10 Str +10 Con Active cost 20 pts. Only works in combat (-1/2) concentration (not affected by enraged but DCV) (-1/4) costs x2 END to maintain (-1) Real cost: 7 pts.

    You invigorate yourself, but drain your energy. ...

    Updated 08-30-2010 at 11:36 AM by yukonhorror

    Categories
    Final Fantasy in 6th edition HERO
  4. FF HERO: the archer

    If you haven't noticed, I have been updating my fighter class like crazy. That is because as I do more and more classes, I keep refining how I want the powers to work. Anyhoo, without a game to play in this weekend, I got a lot of classes/statuses/etc... done. I will only post the classes, but will do them one by one. Also, I have done some rearranging of classes (as to what category they belong to), and messed with ability maximums.

    so the archer:



    ...
  5. Week 12 - Oooooooh Shiny...

    Last week we saw the rebuilt Jarvix help entice some cannibalistic halflings into not eating our party and then ran off to recover our stuff and bolt into an unknown forest. This week in encounters we find out why the cloth wearers stand in the back. Once again I fell prey to a sense of ownership, this time to the winning perception roll to find something cool in the forest. It turned out to be a teleportation circle powered by a crossover of Athas and the Land within the Wind (Feywild). Since ...
    Categories
    Uncategorized