8/23/2014 - Major update: Yay, another update finally. Added two new sections: Cybertech and Firearms. Added a new archetype and a few more feats.
Dark Knight - Reduced the damage from some of the dark sword techs.
Engineer - Changed the name of the Engineer Talent of Overdrive to Improved Power and clarified number of uses.
Holy Knight - Reduced the damage from some of the holy sword techs.
Red Mage - Added new ruby arcanas.
Assassin - Fixed a minor error where Death Attack uses half of the assassin's level and not full.
Evoker - Fixed a minor grammer error.
Red Warrior - A new red mage archetype that ditches spellcasting for mastery of the arcane pool and defending others.
Templar - Increases hit dice from d6 to d8.
Skills and Feats
New Skills - Added Craft (Electrical), Craft (Explosives), and Craft (Mechanical)
New Feats - Added a few Shindroid racial feats: Empathy, Extra Surges, Living Construct, Nanite Disruption, Rapid Recovery, and Rapid Repair. Added a few general and technology feats: Builder, Craft Cybernetics, Cybertech Savant, Exotic Weapon Proficiency (Simple Firearms, Advanced Firearms, and Artillery Firearms), Gear Head, Operator, and Technologist.
Cybertech - Added a new section involving cybernetic technology.
Firearms - Added a new section involving simple, advanced, and artillery firearms. As well as explosives.
7/20/2014 - Minor update: Yup, I lied. I overhauled the Magitek section (converted to Pathfinder the d20 future Mecha with some added magitek stuff). Added more feats.
Added the following feats: Shield Ward (General), Prolong Spell (Metamagic), Builder (Technology), Gearhead (Technology), Stun Magitek (Technology), Thruster Blast (Technology), Operator (Technology), Vehicle Dodge (Technology), Vehicle Expert (Technology), and Vehicle Specialization (Technology).
7/17/2014 - Minor update: I know I know, another minor update. Promise this one will be the last for awhile. Anyways, made changes to the Bard class, converted Soldier PRC into a Fighter archetype, added a slew of bard songs, added more class feats, and general error fixes.
Bard - Bards are now a d8 HD class, with 3/4ths BAB, but with less MP progression and now Bard Songs are only up to 6th level. Added Jingles (Cantrips for Bards) as well.
Red Mages - A slight nerf for Convert and added some new Ruby Arcanas.
7/14/2014 - Minor update: Added a slew of necromancy spells. Changed Time Mage to Base class from prestige class and added a bunch of chronomancy spells. Separated feats into different categories.
Separated feats into sections - General and Combat, Class, Racial, Item Creation, Metamagic, Bard, Burst, and Technology.
7/10/2014 - Major update: Added a slew of racial and burst (channeling) feats, two new (relatively) races (Al Bheds and Mandragoras), and a few more archetypes.
All races - Added their racial feats to the race themselves.
Al Bhed - I've changed them from a racial package of humes to a whole race by themselves.
Aegyl - Added and modified a racial trait.
Mandragora - A new small plant-like humanoid race.
Shindroid - Modified their Force Field racial trait, added a new weakness as well as a new alternate racial trait.
Bard - Changed auras to morale bonuses.
Gunner - Changed Gun Smithing from gaining additional firearms to gain bonuses with to gaining extra damage instead.
White Mage - Changed holy burst to 30 feet radius, but can either heal living creatures or harm undead, not both.
Charlatan - A medic archetype that pretends his magic is just miracles of modern technology.
Evoker - A summoner archetype that prefers the presence of an outsider creature than an aspect of a primal or deity.
Field Specialist - A medic archetype that uses firearms over piercing weapons.
Generalist - A hume red mage archetype that doesn't focus on any particular area of expertise. (Created by dairius_chi, edited by me.)
Machinist - Changed archetype to be an al bhed only engineer archetype.
Skyseer - An aegyl geomancer archetype that gains a hawk companion and masters the skies.
Tree Guardian - A mandragora beastmaster archetype that uses plants as companions.
Warmech - Modified the battle armor to give an enhancement bonus instead of an untype bonus to stats.
Burst Feats - Added the following burst (channeling) feats to fit within this system: Alignment Burst, Burst Endurance, Burst Smite, Burst Viciousness, Clarifying Burst, Command Undead, Elemental Burst, Extra Burst, Fateful Burst, Forceful Burst, Improved Burst, Ki Burst, Liberation Burst, Poisoner's Burst, Protective Burst, Selective Burst, Siphon Burst, Steelskin Burst, and Trailblazing Burst.
Racial Feats: Added a total of 78 feats (not including feats from Dwarf and Hume which used Pathfinder).
Aegyl - Airy Step, Cloud Gazer, Stretched Wings, and Wings of Air.
Al Bhed - Arcane Ruin, Booby Trap, Jury-Rig, Monkey Wrench, and Spring Loaded.
Bangaa - Greater Swimmer, Rending Claws, and Tail Terror.
Burmecian - Tangle Feet
Elvaan - Discerning Eye, Elvaan Battle Training, Shared Insight, Shared Manipulation, and Sociable.
Galka - Beast Rider, Bullying Blow, Ferocious Action, Ferocious Resolve, Ferocious Tenacity, Galka Weapon Expertise, Horde Charge, Improved Surprise Follow-Through, Ironhide, Resilient Brute, Reverse-Feint, Surprise Follow-Through, Tenacious Survivor, and Trap Wrecker.
Mandragora - Cactuar Affinity, Deep Roots, One with Wood, Paragon Mandragoran, and Sun Loving.
Moogle - Bargain, Blundering Defense, Cautious Fighter, Desperate Swing, Lucky Moogle, Moogle Gunner, Risky Striker, Surprise Strike, Tangle Feet, and Uncanny Defense.
Nu Mou - Arcane Talent and Servitor’s Diplomacy.
Qu - Agile Tongue, Fantastic Tongue, Grasping Tongue, Improved Stability, and Tongue Lash.
Ronso - Focusing Blow and Ronso Discipline.
Seeq - Grudge Fighter and Resolute Rager.
Shindroid - Construct Lock, Improved Resiliency, Jaws of Death, Mithral Fluidity, Second Slam, and Shocking Fist.
Tarutaru - Arcane Aptitude, Arcane Craft, Arcane Talent, Scavenger’s Eye, Stoic Pose, and Tangle Feet.
Varg - Taste of Blood.
Viera - Attuned to the Wild, Guardian of the Wild, Leaf Singer, Light Step, Mage of the Wild, Natural Instinct, One with Wood, Spirit of the Wild, Stabbing Shot, and Vieran Accuracy.
6/30/2014 - Minor update: Added a slew of metamagic feats and racial feats, a new race (Burmecians), and a few more archetypes. Also corrected some minor errors.
Dragon Knight - Made changes to the DK dragoon archetype. It is now a burmecian-only archetype and I added new abilities.
Gulch Gunner - A burmercian gunner archetype that uses firearms up close and personal to deadly effect.
Plague Bringer - A burmecian chemist archetype that creates plague vials to infect his enemies.
Pugilist - A bangaa monk archetype that uses an unique form of fighting style.
Warmech - A shindroid engineer archetype that helps protects his allies with his force fields and battle armor.
Metamagic Feats - Added the following metamagic feats to fit within this system: Bouncing Spell, Burning Spell, Dazing Spell, Disruptive Spell, Ectoplasmic Spell, Elemental Spell, Flaring Spell, Heighten Spell, Intensified Spell, Lingering Spell, Merciful Spell, Persistant Spell, Piercing Spell, Reach spell, Rime Spell, Selective Spell, Sickening Spell, Threatening Illusion, Thundering Spell, and Umbral Spell.
Racial Feats - Added 6 varg racial feats: Bone-Crushing Jaws, Desert Runner, Pack Tactician, Spotter, Throwdown Trip, and Tripping Bite. Added 2 burmecian racial feats: Burrowing Teeth and Sharpclaw.
6/21/2014 - Major update: Another? So soon? I know, I was feeling pretty bored over the week. Two new races and 38 archetypes (including racial archetypes). The FFd20 main book will be updated... tomorrow. I don't think I could stomach dealing with bookmarks again so soon. :p
Feral Gnasher - A ronso beastmaster archetype that uses its fangs to get its point across.
Pack-Bonded Hunter - A varg beastmaster archetype that bonds with its allies rather than with an animal companion.
Wild Shadow - A viera beastmaster archetype that uses the terrain to her advantage.
Arcane Bomber - A black mage archetype that combines bombs and magic for exploding fun.
Arcanist - A black mage archetype that uses primal magic to fuel some of his spells.
Sorcerer - A black mage archetype that develops powers from his bloodline.
Airborne Ambusher - An aegyl fighter archetype that masters the sky for battle.
Dirty Fighter - A seeq fighter archetype that uses dirty tricks and sneakiness to enhance his prowess.
Foehammer - A dwarf fighter archetype that uses hammers to smite his foes.
Redeemer - A qu holy knight archetype that tries to redeem evil and monstrous creatures to the path of good.
Stonelord - A dwarf holy knight archetype that masters the powers of earth.
Tranquil Guardian - A ronso holy knight archetype that tries to spread peace and tranquility.
Diminutive Adept - A tarutaru monk archetype that uses his small stature to one-up anyone bigger than him.
Ironskin Monk - A galka monk archetype that focuses on hardening himself against attacks rather than speed.
Student of the Stone - A dwarf monk archetype that masters the power of earth and stone.
Treetop Monk - A viera monk archetype that uses the trees to her advantage.
Wanderer - A hume monk archetype that masters his movement, often being quicker than his opponents.
Deadly Courtesan - A viera thief archetype that masters manipulation and deception.
Eldritch Raider - A nu mou thief archetype that searches for artifacts and relics in destroyed homelands.
Filcher - A tarutaru thief arcfhetype that empathizes on becoming the perfect theft artist.
Skulking Slayer - A galka thief archetype that focuses on brute force than agile and dexterity.
Street Magician - A thief archetype that focuses on magic and tricks.
Swordmaster - An elvaan thief archetype that masters the six deadly sword trances.
Trickster - A gria thief archetype that uses charm and persuasion to get what she wants.
6/18/2014 - Major update: Eight new archetypes, a new Primal monster, removal of spells and replaced with new ones, and FFd20 Main Book updated and finished (tentatively). With the photoshop help of Bren McGuire, he has created me 2 new covers, one for the FFd20 Monster Compendium (which is almost finished, whenever I can finish Leviathan and Garuda primals) and the new book I'm working on: FFd20 Technology Book. You will noticed that I removed all instances of technology from the main book (gunner, engineer, medic classes, as well as archetypes and prestige classes that has dealt with technology), so I can put them all in the new book.
Caller - Summoner archetype that allows the summoner to summon monsters even while his avatar is out.
Cannoneer - Gunner archetype that specializes in cannons and the like.
Defender - Fighter archetype that prefers defense over offense.
Lancer - Dragoon archetype that uses mounts to deal their deadly lancer damage.
Marauder - Beastmaster archetype that uses large two-handed weapons to overcome their foes.
Mog Knight - A moogle-only Chocobo Knight archetype that specializes in pouncing their enemies. (Created by Gabriel Waisaith)
Ranger - Archer archetype that hunts down their favored foes, using their favored terrain to their advantage.
Viking - Fighter archetype that strikes fear into the heart of her foes, and in battle can fly into a terrible rage.
Black Mage - Removed all 6th and 8th redundant aoe spells, replaced them with other spells.
Geomancer - Added a couple of new spells at 6th and 8th.
White Mage - Added a couple of new spells at 6th and 8th.
A new Primal has been added: Ifrit, Lord of the Inferno. On the horizon, the next to be created are: Garuda, Lady of the Vortex and Leviathan, Lord of the Whorl.
6/5/2014 - Minor update: Minor overhaul on the Thief class, updates to certain spells and the Red Mage spell list, and changes to the Accessory magical items.
Blue Mage - Added wording to Simulation and Assimulation to include Standard actions.
Dark Knight - Corrected a minor word error for Smite Good.
Necromancer - Added a couple of necromancer spells.
Red Mage - Spell list given a slight overhaul.
Thief - Added a whole slew of Thief Talents. Changed Improved Steal and Greater Steal into Improved Theft and Theft Mastery. These will help the thief with their Sleight of Hand skill checks and Steal combat maneuvers.
Mage's Ballad - Mage's Ballad was removed from the Bard song list. It was deemed unbalancing.
Raise spells - Removed the material component for all raise-type spells and added limited timers.
Esuna spells - Changed how esuna-type spells functioned (the wording was confusing to alot of players and myself). Esuna was raised to 4th level, Esunaga raised to 6th. New spell: Greater Esuna, 7th level spell. New spell: Greater Esunaga, 9th level spell.
Red Mage spell list - Removed the majority of the current 6th level spells and added new ones as well as added a few illusion spells.
Detect Magic - Detect Magic cantrip was added to all the spell lists.
Dispel - Changed the wording to fit the Pathfinder Dispel Magic spell.
Craft Accessory was removed as it was no longer necessary with the change over to Pathfinder. All the Accessories were converted into Wondrous Items or Rings and the prices were changed for most of the items.
New swords (courtesy of Kaiser6012) were also added to the list.
5/23/2014 - Major update: A new class, a new prestige class, new archetypes, and new spells, oh my!
Blue Mage - Removed Knowledge (Beast Lore) and now Blue Mages now need most of the Knowledge skills to learn spells and use your class features. Upgraded their Skill Points per level from 4 to 6.
Dark Knight - Removed black mage spells and added their own spell list. Changed the wording for Aura of Spell Resistance to start off at 20.
Dragoon - Readded bonus damage to their Deadly Lancer ability for jumping beyond 10 feet.
Holy Knight - Removed white mage spells and added their own spell list.
Illusionist - A new spellcasting base class that utilizes (you guessed it!) illusions.
Necromancer - Added a couple of new necromancy spells.
Red Mage - Readded spellstrike with a slight change. Added Magic Weapon and Greater Magic Weapon to their spell list.
White Mage - Added new lower level (2nd) stat buff spells.
Berserker - Removed as a prestige class and added as a Beastmaster archetype.
Ninja - Hit points upgraded from d6 to d8.
Phantom Blade - A new prestige class for Illusionists (mainly) that aims to be a melee illusory weapons master.
Berserker - Removed as a prestige class and added as a Beastmaster archetype.
Death Knight - Changed wording from black mage spells to dark knight spells.
Fell Knight - Slight wording change.
Rune Knight - Changed wording from white mage spells to holy knight spells.
Saboteur - New archetype for the Thief class.
Sniper - New archetype for the Archer class.
Tamer - Archetype fixed and readded to the Beastmaster class.
Templar - New archetype for the White Mage class.
Temple Knight - Slight wording change.
Trickster - New archetype for the Thief class.
4/20/2014 - Major update: Changes to the MP system, a whole slew of blue magic spells, and a few changes here and there to classes.
Bard - Moved Clear Mind ability to 10th level because of the MP system change.
Black Mage - Moved Clear Mind ability to 10th level because of the MP system change.
Blue Mage - Moved Clear Mind ability to 10th level because of the MP system change. Removed all blue magic spells that were part of other mage's spells and added a whole slew of new blue magic spells in replacement.
Dark Knight - Changed all abilities (including spellcasting) that used Intelligence modifier to Charisma modifier instead. All auras were changed to Charisma modifier for bonuses/penalties.
Dragoon - Removed Sweeping Fend ability and added Shellbreaker ability in replacement.
Geomancer - Added Clear Mind ability to 10th level because I forgot to give them this ability.
Holy Knight - Changed all abilities (including spellcasting) that used Wisdom modifier to Charisma modifier instead. All auras were changed to Charisma modifier for bonuses.
Kefkanite - Added Clear Mind ability to 10th level because I forgot to give them this ability.
Knight - Added Shield Training at 2nd level, to allow them to take shield-related feats that were fighter only.
Necromancer - Moved Clear Mind ability to 10th level because of the MP system change.
Red Mage - Moved Clear Mind ability to 10th level because of the MP system change.
Summoner - Moved Clear Mind ability to 10th level because of the MP system change. Added a new ability, Paragon Summons at 15th level.
White Mage - Moved Clear Mind ability to 10th level because of the MP system change.
Fell Knight - Changed mount to yellow chocobo at 5th level, then upgrades to black chocobo at 10th.
Temple Knight - Changed mount to yellow chocobo at 5th level, then upgrades to white chocobo at 10th.
Added a whole slew of new blue magic spells and removed all spells that were borrowed from other mage's spell list.
MP now regens at a slower rate. After at least 8 hours of rest, characters may meditate for 30 minutes to restore their amount of magic points equal to their caster level plus their primary casting modifier.
4/3/2014 - Minor update: More changes, good and bad.
Archer - Tweaked the Hawkeye ability. Removed Extended Range and replaced it with High Ground. Moved Expert Archer from 5th to 4th level. Added Hunter Tricks at 5th level. Changed Master Archer ability.
Blue Mage - Scan and Libra now allow creatures to resist with a successful Will save.
Dragoon - Tweaked the Jump ability to allow dragoons to jump as part of a charge. Dropped the additional d6's of damage for Deadly Lancer for jumping farther. Deleted Dragon Knight ability, moved Leaping Charge to its place, added Mighty Charge in replacement. Added Fighter Training at 6th level.
3/26/2014 - Minor update: What? So soon? This is madness!
Archer - Added Hawkeye (at level 2) ability.
Black Mage - Changed Cantrips ability to Cantrip spells (0 level). Added a list of 0-level spells.
Blue Mage - Added Cantrip spells (0 level). Added a list of 0-level spells.
Dark Knight - Added Shadow Burst (at level 5) ability.
Geomancer - Added Cantrip spells (0 level). Added a list of 0-level spells.
Holy Knight - Added Holy Burst (at level 5) ability..
Knight - Removed Quick Strap, Irresistible Advance, Supreme Armor Mastery, and Shield Saint abilities. Added Armored Defense, Shield Buffet, Fortification, Stalwart, Shield Guard, Shield Ward, and Indestructible. Moved Defend Ally ability from 2nd level to 1st. Moved Stand Firm ability from 3rd level to 2nd. Moved Active Defense ability from 7th level to 3rd. Moved Fortress of Defense ability from 9th level to 8th. Lowered Skill Points per level from 4 to 2.
Necromancer - Added Cantrip spells (0 level). Added a list of 0-level spells
Red Mage - Added Cantrip spells (0 level). Added a list of 0-level spells.
Summoner - Added Cantrip spells (0 level). Added a list of 0-level spells.
White Mage - Changed Cantrips ability to Cantrip spells (0 level). Added a list of 0-level spells.
3/20/2014 - Major update: Finally! An update! Sorry for the long delay. In addition to this major update, changing how it looks for people to understand what has changed. With furtherado, here it is:
Bard - Did a major overhaul of the bard's songs. Moved a few songs to higher levels and added new single target songs. Moved Additional Song ability to 5th level and added 3 more bardic performance abilities at 1st level.
Blue Mage - Added a couple of new spells (Fearful Bay and Mournful Howl). Going to eventually remove all non-blue magic spells from their spell lists.
Dark Knight - Added a new Sense Good ability.
Dragoon - Nerfed the amount of bonus Acrobatics skill gained through Jump from double class level to class level. Added a new ability at 10th level, Springing Charge.
Fighter - Added CMB to the Agility fighter talent.
Geomancer - Added a new base class, removed from prestige class. Has their own spell list as well.
Gunner - Removed Rapid Reload feat as it does nothing for them. Added a couple of new abilities (Can't Out-cast a Bullet and Belly Shot)
Holy Knight - Added a new Sense Evil ability.
Summoner - All the Avatars' limit breaks now say they affect enemies only. Added a new summon spell, Unicorn Horn.
White Mage - All raise spells now require a material component to cast. All esuna-type spells now require a caster level check.
Fencer - Changed the wording of Natural Dodge to make it more clear.
Geomancer - Removed as a prestige class and added as a base class.
Mime - Increased the Aptitude Focus bonus from 1-5 to 2-10.
Bombardier - Removed Overdrive limit break and added Perfect Bomb.
Death Knight - Added "song" to the wording for the Special Command.
Tamer - Removed the archetype until I can fix it.
11/22/2013 - Minor update: Added 6 subraces for Mithra (based after Thundercats). Made a couple of changes to the Beastmaster's Beast Shape ability and Feral Combat Style. Added a whole slew of talents, tricks, and techniques for Beastmaster, Chemist, Engineer, Fighter, and Thief, created by Nihilarian, as well as a new Archetype for Beastmaster, the Tamer. Changed Spellcraft skill a little bit for detecting magic and identifying magical items.
11/3/2013 - Minor update: Changed Summoner's avatar starting stats and added a 7th level upgrade for each of them. Changed Holy Knight's and Dark Knight's Holy/Dark Sword Techs, retuned them. Did minor error fixes on spells and spell lists. Added Medic favored class options to the core races. Added Medic skill points and money to the appropriate charts. Modified Red Mage's Dual Spellcasting Limit Break. Modified the Archer's Aim ability. Modified the Bard's Funeral Ballad ability. Changed all Raise-type spells to Full Round Actions.
10/17/2013 - Major update: Finished the Medic base class. Removed some redundancy deeds from the Gunner class. Added/changed some archetypes (created by Nihilarian). Changed the Esuna spell to require to spend more MP to cure higher level status effects. Changed pricing on Power Rods/Staves and added a damage component equal to the caster's casting modifier. Changed Green Mage's first ability to increase duration of the appropriate type rather than +1 round. Made a few fixes on typos and suggestions on different wording (with help from Cycopaethtic), though I'm not done with it.
10/4/2013 - Major update: Lowered the spell levels of most of the spellcasting classes starting from 3rd level and higher (basically Wizard progression from Pathfinder). Also changed MP for all the spellcasting classes. Added new mage talents for black mage and white mage. Modified Rune Knight archetype for holy knights, changed scribe runes from 1 hour to a full-round action.
9/29/2013 - Minor update: Made a few changes to the Monk class, added a couple of new abilities. Edit/Cleaned up the Monk Archetypes due to the change. Since the new Esuna change, I removed all the spells that are no longer required (Stona, Vox, Poisona, Cleanse, etc). Removed Toxify, changed Poison/Bio a little bit. Added two new Necromancer spells (Zombify, Mass Zombify), and added new blue mage spells that were created in my FFd20 campaign. Thanks to Cycopaethic (forum user) who sends me walls of text on suggestions to fix errors or make suggestions, he has been invaluable.
Edit: The night is young! Also made changes to the Gunner class, filling out a few problem areas that seem empty as well as removing gunblades from the class and dropping the lightning shot ability (as rapid shot feat mimics it). Made a few changes to the firearms as well.
9/26/2013 - Minor update: Made some minor adjustments to the Necromancer class, changed out its capstone ability. Added new summon undead spells to the necromancer spell list. Changed the classic spells' bonus damage to +1 per level instead of what it was before.
9/24/2013 - Minor update: Removed Natural Talent from Bards and added a set of new abilities called Dissonance. Made overall changes and fixes to the Engineer class. Made minor corrections to Engineer's archetypes and a few spells.
9/21/2013 - Minor update: Due to the spell change, I made a revision on the Red Mage class, removing Spellstrike and adding an Arcane Pool and Ruby Arcanas. In addition, I overhauled the Ruby Magister prestige class, removing and changing alot of its abilities.
9/19/2013 - Major update: Changed all the classic ranged touch spells (Aero, Blizzard, Dark, Fire, Light, Stone, Thunder, Water) to non-ranged touch. This wasn't a light decision. Also, removed the number of affected allies limitation on all area effect healing spells. Protectra, Shellra, and Renew got a 3rd level version as well as changing the morale bonus to resistance bonus for Bar-status, Bar-element, and Shell spells. Esuna changed to a 1st level spell and majorly changed as well as Esunaga as a 3rd level spell. Minor errors corrected on a few classes.
8/22/2013 - Minor update: Changed Bard's aura size to 15 feet. Also changed Bard's Inspiration and Grant Move Action abilities from standard actions to move actions. Changed Dark Knight's Blood Weapon limit break to heal half of the damage dealt instead of full. Made some minor editing on every class. The new Starting Gil list has finally been updated.
8/19/2013 - Major update: Created a new archetype for white mages (Netherseer). Minor changes/nerfs to Blue Mages (Some changes to Blue Magery and Azure Physical). Major changes to Engineers (changed Support Droids). Minor changes to Archer (added a couple of new abilities). Minor nerf to Monks (changed Full BAB to 3/4ths). Added a new optional Action Point system (lifted from d20 Modern). Located under Miscellaneous Rules.
7/31/2013 - Major update: Created a few archetypes (with the help of Nihilarian). Some aren't done. And I'm far from being done, but wanted to put this update up for the few I do have done.
7/26/2013 - Minor update: Converted a few of the Ability Materia over to Pathfinder feats. Added 2 more Independant Materia (HP and MP Materia). Changed the costs for Spells, a bit more expensive, more on line with FF1's spell cost, but less:
1st level scrolls: 200 gil
2nd level scrolls: 400 gil
3rd level scrolls: 800 gil
4th level scrolls: 1,600 gil
5th level scrolls: 3,200 gil
6th level scrolls: 6,400 gil
7th level scrolls: 12,800 gil
8th level scrolls: 25,600 gil
9th level scrolls: 51,200 gil
Spells are and should be more powerful and this change reflects the costs. Scribe Scrolls feat reduces this cost, but by the time mages get to the higher levels, they should have enough money to spend carefully on what spells they want.
7/25/2013 - Minor update: Overhauled the Magiteks, looking buffed and scary now. Kinda regretting giving my current group 2 of them. But they probably forgot about them.
Went over the Monster Compendium once again and fixed a few errors. I also added the entries onto the website instead of just PDFs. (Finally.)
7/24/2013 - Major update: Finished the Monster Compendium Pathfinder conversion. All monsters got tweaked, nerfed, enhanced, and buffed. Blue Mages got a few more spells and a couple revised ones as well. Summoner got a new spell to summon their avatars if dead.
On the Horizon:
More Blue Magic Spells based on Pathfinder monsters
Illusionist and (maybe) Medic base class
7/20/2013 - Minor update: Changed A Knight's Protection Limit Break from the Knight class. Also changed Diamond and Onyx Magister's Limit Breaks as well.
Still working on the Monster Compendium Pathfinder conversion. Its a long process. I've included a few in the PDF section. Finished A - D.
5/15/2013 - Update: Finally finished the Summoner class. Also added some new spells to the Summoner Spell List. Fixed some minor errors under skills and some spells.
5/1/2013 - Update: Finally finished the Summoner Spell List. Over the next week or so, will be doing an overhaul on the Summoner class, changing how their pets work and a few class abilities.
4/24/2013 - Update: Changed the Limit Break system. I was kinda unhappy with how it was (and still kinda am after the change), reverted back to how it was before with an added feature. Limit breaks are special abilities that all base and prestige classes get at 1st level. To activate a limit break, most require a standard action (though some limit breaks allow swift actions to be used) and you can only activate a limit break while your health is 50% or less. At 1st level, you get 1 limit break usage per day, and every 4 levels thereafter, you gain an additional limit break usage. With this new change, most of the limit breaks got a minor change.
4/15/2013 - Minor Update: Fixed prestige classes with high amount of skill ranks needed, lowered the requirements.
4/13/2013 - Update: STILL working on Summoner's spell list. Change (read: nerf) damage on a few black mage swift combo spells. I had not intended for the Black Magery damage upgrade to affect them, so I fixed it. Added Heal skill back to the White Mage's skill list. Added a line about Engineer's Automaton if its destroyed. Blue Mages now start off with spells at 1st level and gain new ones with each level gained. Fixed Soldier Prestige class, lack of Monkey Grip feat in Pathfinder. And finally, due to boredom and someone challenging me to make a base class based off Kefka, I created this, the Kefkanite (http://www.finalfantasyd20.com/ffd20/pathfinder/Kefkanite.pdf). You may snicker now, but I love it. :)
3/28/2013 - Epic update: I have fully changed over to Pathfinder for FFd20. Though, still working on Summoner's spell list.
11/14/12 - Major update: Melded the Holy/Divine Knight classes and the Dark/Fell Knight classes, dropped Divine/Fell Knight prestige classes.
11/3/12 - Major update: Major overhaul of the spell database, updated all spell lists to reflect this major change. Created and edited the Necromancer base class. Summoner's Greater Summon ability changed. New Blue Mage feat (Azure Learning). Critical hit system going back to normal, all weapons will be converted back to their multiplying damaging ways. Fencer prestige class (created by Nihilarian, edited by me) created.
10/23/2012 - Minor update - Samurai and Mystic Knight got an overhaul. Elemental Fists Disciple changed to a mana-based system. Minor editing. Made changes to the Knight class, fleshed out more talents and moved stuff around.
10/14/2012 - Major update - Changed out Fighter's Bonus Feats for Fighter Talents. Changed Monk, dropped the whole Ki system and added a few random abilities. Added a few random Gunnery talents for Gunner class.
10/11/2012 - Minor update: Chocobo Knight and Beastmaster receive starting stats for their respective pets. Chocobo Knight gaining the various colors of chocobos as well. Chocobos themselves have been updated. FFd20 book now updated as well. Still working on correcting the website though.
10/8/2012 - Minor update: Number of Materia slots for Armor has changed. Listed here: http://www.finalfantasyd20.com/ffd20/Materia.pdf
10/7/2012 - Minor update: New Bard (Bardic Performance) feats. Listed here: http://www.finalfantasyd20.com/ffd20/Bard_Feats.pdf
10/6/2012 - Minor update: Changes to the Beastmaster's natural weapons to a feral fighting style. Minor nerf to Beastmaster's trip bonus from Wolf companion. Added new rage power. Changed Blue Mage back to an Int caster. White Mage talents changed.
10/5/2012 - Minor update: Minor changes to Skald prestige class, and major overhaul to Judge Magister prestige class.
10/4/2012 - Minor update: Salvage removed from feats, added to Engineer class as a class feature.
10/3/2012 - Minor update: Minor overhauls were applied to Holy Knight and Dark Knight. Minor adjustments were made to Bard and Knight.
10/2/2012 - Major update: Engineer got a massive overhaul and Knight got tweaked again.
9/30/2012 - Major update: Bard got an overhaul as well as bard songs. Knight got a minor overhaul. Working on Black/White Mage next as well as spells. Finished with a minor overhaul on Black and White mage classes. Will have spells eventually done over the week.
9/27/2012 - Minor update: Archer's 5th and 10th level abilities changed from Deadly Aim and Improved Precise Shot to Rapid Shot and Manyshot. Gunner's 5th and 10th level abilities changed from Rapid Shot and Manyshot to Double Tap and Burst Fire. The modern feats will be put in the Feat Section.
9/9/2012 - Major update: Archer class got a minor overhaul. Beastmaster's natural weaponry got tweaked and lowered to 1st level. Added two new feats (Improved Deadly Aim and Supreme Deadly Aim). Added Thievery skill to replace Open Locks and Sleight of Hand. Added Greatbow to the weapon section.
9/3/2012 - Changed the Materia Proficiency feat. Reduced Galka's speed to 20 feet. Monk's Aurablast was changed.
8/4/2012 - Monk's Aurablast was changed.
4/10/2012 - Minor HP change to Archer and Gunner base class, upgraded to d8's. The FFd20 main book pdf updated with all the new changes.
4/4/2012 - Minor change to all of the FF races and added three new ones (Aegyl, Gria and Seeq). I dropped all the negative stats.
3/8/2012 - Major change - Lost the forums I had been using, temporary (or permanent) forums under the Forums link. Added this News and Updates section.
2/22/2012 - Major changes to Bard and Summoner base classes. As well as slight changes to bard prestige classes (Dancer, Mediator, and Skald).
2/20/2012 - Minor change to Mastercrafted weapons and armor. The bonus to weapons also ignores damage reduction. Armor now receives additional DR at a cost of armor to DR ratio at half (round up for armor). For example, an adamantite plate armor +5 would normally be +10 armor, 5/- DR. With the new way, it would be +8 armor, 7/- DR.
2/9/2012 - Updated the website with the new changes as well as added new feats for Monks, Dark Knights, and Holy Knights. Changed the accessories that grant the Toughness feat to grant a static amount of HPs instead. Drop some prices for accessories.
2/8/2012 - Azure Magister renamed to Sapphire Magister and Beastmaster got another overhaul.
2/3/2012 - Materia section revamped and added new Summon Materia.
1/28/2012 - Skald prestige class created (Skyrim themed Bard prestige class). And a slight Fighter nerf.
1/27/2012 - Monk base class's Ki system got reworked. Ninja prestige class got an overhaul, adopting Monk's Ki system. Chemist got a minor change to their discoveries. White Mage's Holy Burst nerfed down to 15 foot radius.
1/22/2012 - Blue Mage upgraded from d4 to d6 hit points. Fighter's Reliable Strike got upgraded from once per day every 5 levels to 3 + Constitution modifier per day.
1/19/2012 - Minor update: Finished the Alchemical Item list for Chemists and those who took the Craft Alchemical Item feat. And reworked the Thief base class. It seemed lackluster compared to the other classes.
11/17/2011 - Major update: Updated the website for Weapons, Armor, Materia, and Goods and Services.
11/13/2011 - Minor update: Updated the website with the changes.
11/9/2011 - Major update: Chocobo Knight base class created.
11/8/2011 - Major update: Chemist base class created.
11/6/2011 - Minor update: Dark Knight/Holy Knight got a couple of revisions. Berserker, Geomancer, Mystic Knight, and Ruby Magister prestige classes got a few changes.
11/5/2011 - Minor update: Changed/updated some of the Fighter's and Monk's abilities.
11/4/2011 - Major update: Fighter and Beastmaster got a major overhaul. Blue Mage's limit break changed. Engineer got a major overhaul as well.
11/3/2011 - Red Mage: Nerf the amount of Convert uses to equal 3 + Cha Mod and removed the improved versions of Convert. 5:1 is fine as it is. Dark/Holy Knights are no longer subsidiaries of the Knight class. They are now their own Base Class and to reflect such, each got a minor change. Monk's martial arts ability is now based on monk level and not at specific monk level (I know that doesn't make sense, just read it.) Now Monk PrCs gain the benefits of increased unarmed strike damage and critical hit threat range. Monk's Capstone ability changed for the better, gaining a +2 strength/dexterity/wisdom. Engineer's Automaton changed to reflect the changes in Animal Companions.