This is gonna part 1 of 2 updates this month. Very shortly, I’m going into the hospital to take care of some infections, so the 2nd update won’t happen to the end of the month. The 1st update will include the new Druid hybrid class, spells, and archetypes.

Races

  • In preparation of the Druid hybrid class, added Favored Class Bonuses for Druid for the following races: Dwarf, Elvaan, Galka, Half-Breed, Hume, Mithra, Moogle, Orc, Sahagin, Sylph, Tarutaru, and Varg.
  • Hume (Core Race): Added Mako-Infused Super Soldier to the list of alternate racial heritages. – Suggested by DM Leibfrid.
  • Yagudo (Beast Tribe Race): Added a new racial archetype for Ninja (see below).

Classes

  • Azure Magister (new Prestige Class): Where other spellswords imbue their weapons with destructive magic or magically enhance their own combat capabilities, others prefer to lay the enemy low with debilitating spells before taking them to task with magically-empowered weapons. An eclectic blend of frontline fighter and offensive support, the Azure Magister controls the battlefield from the thickest of it, freely swapping between melee and spellcasting to confound and thwart his enemies while supporting his allies.
  • Dragonmaster (new Prestige Class): The dragonmaster is one who has passed the Dragon Trials, thus gaining the allegiance of the Four Dragons. The dragonmaster’s sole purpose is to protect and aid the Goddess Althena. Their heroic tales are often the theme of many bard songs.
  • Druid (new Hybrid Class): Within the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature’s wrath.
  • Hardened Veteran (Prestige class): Added Master of the Fight class feature. Added The Never-Ending Fight class feature.

Archetypes

  • Animal Shaman (new Druid archetype): This type of druid focuses on calling the spirit of a specific animal, imbuing themselves with their strengths.
  • Arcane Trickster (Black Mage archetype): Added Trapfinding (1st).
  • Druid (Beastmaster archetype): Was renamed to Keeper of the Grove.
  • Feral Child (Hume Druid archetype): Was moved from Geomancer archetype to a Druid archetype.
  • Green Mage (Scholar archetype): Removed Diminished Spellcasting, removed bonuses/penalties from Enhancing/Enfeebling Arts. Added Improved Enhancing/Enfeebling Arts (19th).
  • Mooncaller (Varg Druid archetype): Was moved from Astrologian archetype to a Druid archetype.
  • Muscle Mage (Black Mage archetype): AC Bonus moved to 1st level from 20th. Walk Softly and Carry a Big Stick now grants the muscle mage a bonus attack while full attacking.
  • Nokizaru (new Yagudo Ninja archetype): The yagudo are fiercely defensive of their ancestral home of Mindartia, having occupied the lands of the continent long before the founding of Windurst. These feathery warriors have a vast knowledge of the forests, hills, and plains of their homeland, allowing for deadly guerilla tactics. Unsuspecting prey may find themselves ambushed by zealous assassins who strike from above. – Created by Rigby.
  • Orc Fury (new Orc Druid archetype): Orc furies combine a druid’s love of natural balance with a single-minded devotion to the welfare of the orc tribe.
  • Sahagin Adept (new Sahagin Druid archetype): A sahagin adept dedicates herself to preserving the knowledge of the first sahagins and ensuring her people’s ancient connections to the natural world remain undisturbed. They serve as the keepers of the roots of the sahagin people and as their protectors.
  • Savant (Blue Mage archetype): Savants now gain bonus MP from high INT scores.
  • Sky Druid (new Sylph Druid archetype): Some druids develop ties not to a particular landscape, but instead to the endless blue expanse of the skies. Such are the sky druids, who are more at home soaring through air than standing on the ground.
  • Swarm Monger (Druid archetype): Was moved from Beastmaster archetype to a Druid archetype.
  • Terrain Druid (new Druid archetype): Some druids are masters of the terrain they are most comfortable with. Their mastery of their chosen terrain can be frightening to some.
  • Treesinger (new Elvaan Druid archetype): Elvaans live far longer than other common races, and a single elvaan may see whole empires rise and fall. Given the impermanence of the cultures around them, it’s small wonder that some elvaans turn to the timeless growth of nature for solace, finding allies among the great trees themselves, and even leading the forest’s plants into combat.
  • Treestrider (new Druid archetype): Some druids are masters of the wild. Whether raised by apes or having some other link with simian creatures, these druids glide through the wilderness with ease.
  • Wild Rider (new Druid archetype): Wild riders, like many druids, form close bonds with their animal companions. In the case of wild riders, though, the druid and animal companion ride into battle together, acting as one entity to bring down their foes, their movements in perfect tandem and harmony. Each learns to anticipate the other’s actions, and the two move in concert.
  • Wilderness Medic (new Druid archetype): Wilderness medics know a variety of ways they can heal, supply and preserve a rebellion or similar movement without requiring any resources that might make them easier to track down.

Spells

  • Bard Songs: Added Warden’s Paean, a 5th level song that casts Esuna on a target. Replicates the Bard Song from FFXIV. – Created by MagnusXL
  • Astrologian Spells: Added Aurorastorm, a 3rd level spell that creates a 30ft aurora that alters the damage/healing of light, healing, and dark school spells. Replicates the spell of the same name from Final Fantasy XI. – Created by DeadKingKicker
  • Black Mage spells: Added Elemental Body I (4th), Elemental Body II (5th), Elemental Body III (6th), Elemental Body IV (7th).
  • Blue Mage spells: Added Flare Star (9th).
  • Geomancer Spells: Added Aurorastorm, a 3rd level spell that creates a 30ft aurora that alters the damage/healing of light, healing, and dark school spells. Replicates the spell of the same name from Final Fantasy XI. – Created by DeadKingKicker. Added Elemental Body I (4th), Elemental Body II (5th), Elemental Body III (6th), Elemental Body IV (7th).
  • Illusionist Spells: Summon Minor Food and Water (Spell): Removed. Illusory Meal (New Spell): New cantrip for Illusionist. Helps fight against starvation effects.
  • Time Mage spells: Contingent Spell (2nd) got a new make-over.
  • White Mage Spells: Added Aurorastorm, a 3rd level spell that creates a 30ft aurora that alters the damage/healing of light, healing, and dark school spells. Replicates the spell of the same name from Final Fantasy XI. – Created by DeadKingKicker. Brighten I-III (Spell): Changed to work with the Illuminated status effect (was Dazzled). Radiance (Spell): Changed to work with the Illuminated status effect (was Dazzled).

Miscellaneous

  • Status Effects:
    • Burning now deals 1d6+SL in damage instead of 1d6.
    • Dimmed no longer inflicts a -1 to AC, perception, and STR/DEX skill checks, the miss chance has increased to 20% from 10%.
    • Drenched no longer increases encumbrance and now inflicts a penalty to saves versus ice spells and effects equal to 1/2 the SL of the water spell.
    • Frozen now has an added clause to clarify that flying creatures fall to the floor, the hardness/hp as well as STR/Escape artist checks of the ice now scales based on SL
    • Squalled has now changed to inflicting a 10% spell failure chance, automatic failure on sound-based perception checks, and a cumulative penalty on attack rolls within a round.
    • Static has changed to affect all creatures, it has a 50% chance to damage the creature for 1d6+SL lightning damage whenever they take an action, can still only occur once per round.
    • Weighted has changed to reduce all movement speeds, reduce any flying maneuverability as if they were clumsy, and inflicts a penalty on Reflex saves equal to 1/2 the SL of the earth spell.
    • Illuminated (New Status Effect): An illuminated creature shines brightly, allowing others to see them clearly. The creature sheds normal light in a 5-foot radius from themselves, and increase the light level for an additional 5 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light), illuminated creatures take a -20 penalty on all Stealth checks. Due to the shining beacon of light, creatures attacking an illuminated target receive a circumstance bonus to attack rolls equal to 1/2 the spell level of the spell that inflicted the illuminated status (Light III grants +1 attack). Dark spells and effects remove this status effect.This status effect applies to Light spell chain, replacing the Dazzled status effect.
  • Added a Fillable PDF Character Sheet to the Links section. – Courtesy of tehdeef.
  • Added a Fillable Materia PDF Record Sheet to the Links section. – Courtesy of tehdeef.
  • Chain Spell (Metamagic Feats): Added in a reflex for secondary targets and DC decrease for secondary targets, to follow the referenced feat more closely.