I’m possibly taking a step back from updating and adding new stuff for now.

Races

  • Au Ra (Base Race): Battle-hardened replaces both skill traits. Bite increased to d4 to account for RP cost of replacement. Xaela noted as default, Raen moved to alt heritage for keeping the house style of other races. Khagan trait moved to variant heritages like other races. Added Unknown Origins, Questioned Heritage, and Bull-Headed alt traits. Added Thief and Ninja FCBs due to representation with Yugiri Mistwalker.
  • Gnath (Beastman Tribe): Added One Will, One Swarm as an alternate racial trait.
  • Loporrit (Beastman Tribe): Added Hydaelyn’s Spark and Purpose-Driven as alternate racial traits.
  • Qiqirn (Beastman Tribe): Added Qitari as an alternate racial heritage.
  • Sylph (Beastman Tribe): Made a bunch of changes to Sylph and their alternate racial heritages.
  • Trollkin (New Beastman Tribe race): Among the myriad of hostile beastman tribes, the Trollkins stand out as formidable inhabitants of Vana’diel’s dense jungles and are descendents of real trolls. These hulking humanoids are renowned for their immense strength, thick hides, and the characteristic regeneration that makes them particularly challenging adversaries in combat. Primarily found lurking in the oppressive humid depths of Yhoator Jungle and the shadowy recesses of Mamook, trolls pose a constant threat to adventurers daring to venture into their territories. Unlike some other beastmen, the trolls often appear more savage and less organized, yet they are deeply aligned with the dark forces that plague San d’Oria’s borders and are believed to harbor a potent, if primitive, connection to black magic.
  • Velkk (New Beastman Tribe race): The Velkk are one of Vana’diel’s more formidable and distinct beastman tribes, readily identifiable by their lupine, bipedal forms, often clad in crude furs and leather armor. Hailing predominantly from the treacherous region of Velkkhasa, they embody a fierce, predatory nature. Unlike the more structured militaries of the Yagudo or the industrial ingenuity of the Goblins, the Velkk operate with a more feral, pack-based mentality. They are largely driven by instinct, territoriality, and a primal aggression towards outsiders, especially the enlightened races. While their prowess in combat – employing axes, clubs, and sometimes black magic – is well-documented by countless adventurers, their skills extend beyond mere skirmishes.

Classes

  • Dark Knight (Base Class): Added wording from PF for Harm Touch to work off LoH feats etc. Dark Knight Talents: Added the following talents – Cleanliness is next to Devilishness, Coin Of Tails, Extra Defile, Extra Harm Touch, Fall To Perdition, First Into War, Mark of Crime, Necrotic Hand Training, Profane Rebuttal, Profane Words, Prolonged Offense, and Protection From Alignment.
  • Ninja (Hybrid Class): Ninjas can now learn new ninjutsus from makimonos. Added Jutsus (basically, Cantrips) as a class feature. Ninjas now get extra ninjutsus.
  • Paladin (Base Class): Paladin Talents: Sacred Sword now grants a bonus after gaining the aura of good feature. Added the following talents – Cleanliness is next to Godliness, Coin Of Heads, Divine Hand Training, Extra Blessing, Extra Lay On Hands, First Into War, Mark of Justice, Prolonged Defense, Protection From Alignment, Raised From Perdition, Sacred Rebuttal, and Sacred Words.
  • Psychic (Base Class): Split Brain I minor word changes to replicate aid another. Psychic Talents: Focused Trance changed to taking a 20 on the roll.

Archetypes

  • Commander (New Knight archetype): The commander transforms the traditional stalwart guardian into a true leader on the field of battle, inspiring their allies and orchestrating victory through tactical brilliance. These knights lead from the front, not just by example of their martial prowess, but by issuing precise commands and radiating an aura of unwavering resolve. They are less focused on dealing raw damage and more adept at bolstering their comrades, granting timely buffs, creating tactical openings, and protecting the vulnerable through well-placed directives and defensive formations. Their unique blend of strength and strategic acumen often sees them investing in Charisma alongside their martial stats, reflecting their influence and foresight. A commander truly shines when surrounded by allies, ensuring that every member of the party fights smarter, harder, and as one cohesive unit against the gravest of threats, turning a desperate skirmish into a decisive triumph.
  • Dance Performer (Dancer archetype): Added a stamina pool and 2 stamina trees, shuffling other abilities around.
  • Heaven Knight (Paladin Archetype): Added Deific Patronage, Enduring Sacred Weapon, and Glowing Smite. Minor wording changes, added other options to sacred weapon that were FFd20-only.
  • Monstrous Shifter (Blue Mage archetype): Removed Shifter’s Bane, added several abilities and shifted a few abilities around to replace.
  • Primal Fury (New Seto Lion Berserker archetype): The primal fury learns to focus their animal instincts in combat, driving themselves to be faster, tougher and deadlier. Savage Fury transforms the typical berserker into a terrifying embodiment of untamed, primal rage. This path isn’t for those who merely get angry, but for seto lions who fully surrender to the beast within, becoming a living force of destruction on the battlefield. Savage furies forgo intricate combat techniques for sheer overwhelming force, their attacks becoming less about precision and more about tearing through foes with raw, unbridled power. They might channel their fury into monstrous strength, capable of rending armor, shattering weapons, or even temporarily transforming into a more bestial form. Pain becomes a distant concept, merely fuel to their relentless assault, allowing them to shrug off blows that would fell lesser warriors as they relentlessly pursue their targets. This archetype embodies a terrifying devotion to destruction, leaving a trail of chaos and broken enemies in their wake, a true force of nature unleashed.
  • Songhealer (New Bard archetype): The songhealer is a unique healer that draws inspiration from the goddess, Althena. The songhealer’s connection to Althena, the goddess of light and music, is a central aspect of their power. They believe that their healing powers come from the divine energy of Althena’s songs, and they often invoke her name in their prayers and chants.

Feats

  • Item Creation feats: Added Scribe Makimono.
  • Racial Feats: Added Fey Nobility, Improved Fey Nobility, and Greater Fey Nobility.

Spells

  • Illusionist spells: Added Lesser Confusion (1st), and put Confusion (4th) and Mass Confusion (6th) on the illusionist spell list.
  • Ninja ninjutsus: Added Kunai’s Bane, Meisui-Ichi, Ninja Run, Water Run (1st). Added Envenom, Kazematoi, Meisui-Ni (2nd). Added Hollow Nozuchi, Kunai’s Bane II, Meisui-San, Ninja Run II, Phantom Kamatachi, Unspell (3rd). Added Black Veil, Earth Veil, Fire Veil, Gold Veil, Ice Veil, Suiyaku, Water Veil, Wood Veil (4th). Added Clear Tranquil, Kassatsu, Midareyuki, Shade Shift (5th). Added Oblivion, Suiyaku II, Tenri Jindo, Zesho Meppo (6th). <- All created by Kayos. Added a section for 0-level ninjutsus (or jutsus). Added Detect Magic, Distract, Fuma Toss, False Blink, Kunai Hurl, Message, Phantasmal Tripwire, Read Makimono, Utsusemi-Rei to their 0-level ninjutsus.

Miscellaneous

  • Enhancements (Optional System): Think I updated Gambler to the rework.
  • Sub-Jobs (Optional System): Added additional features to Archer, Dragoon, Monk, Thief, Warrior, Dark Knight, Paladin, Psychic, Black Belt, Dancer, and Samurai. Added Cantrips/Jingles/Jutsus to the various spellcasting/songperforming/ninjutsuweaving classes that give spells/songs/ninjutsus as a class feature.