Giza Plains - The Dry

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Re: Giza Plains - The Dry

Quote

Post by Strato »

Name: Hume Paladin
(These intentions apply for all bandit types.)
Intention(1d100)
71-100: The bandits take 15% of your gil and flee, leaving you for dead.
21-70: The bandit removes a random piece of your equipment and leaves you for dead. This can be recovered by encountering bandits once more and winning.
2-19: The bandits steal 30% of your gil and leave you to the birds.
1: The bandits take your life.

Flee: Athletics DC 30

Reward(1d100)
1-80: 1d20000 gil
81+: Roll 1d2. 1=Light Shield, 2=Heavy Armor. Roll 1d5. 1=Aetherium, 2=Duralloy, 3=Amber, 4=Garnet, 5=Jasper.

Description: The most common of the races, humes can be found throughout Ivalice. In skill and ability they are perhaps the most balanced race. while they excel in no single area, they perform capably in most any role.
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Initiative: 1d300

HP: 300,000
MP: 5000
Dodge: 1d340+165
Physical Soak: 6000
Magical Soak: 4000

Equipped Weapon: Longsword - 8 Slots
Attack Behavior: 1d5
1: Attack(1d350+170) - The paladin strikes with his longsword. 1d3 hits, 15000 damage apiece.
2: Nurse - The paladin restores 10% of max HP for 3 targets.
3: Defense - Chronic 'Defense' status for 1d5 rounds.
4: Cover - The paladin covers for the enemy with the lowest HP remaining.
5: Holy Blade(1d330+160) - A single, powerful holy-elemental sword strike. 25000 holy damage.
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Name: Hume Illusionist

Flee: Athletics DC 30

Reward(1d100)
1-80: 1d20000 gil
81+: Roll 1d2. 1=Staff, 2=Light Armor. Roll 1d5. 1=Aetherium, 2=Duralloy, 3=Amber, 4=Garnet, 5=Jasper.

Description: The most common of the races, humes can be found throughout Ivalice. In skill and ability they are perhaps the most balanced race. while they excel in no single area, they perform capably in most any role.
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Initiative: 1d300

HP: 150,000
MP: 25000
Dodge: 1d300+145
Physical Soak: 3000
Magical Soak: 7000

Attack Behavior: 1d7(All spells target the entire party and roll 1d250+120.)
1: Prominence - 6000 fire damage.
2: Star Cross - 6000 holy damage.
3: Stardust - 7500 non-elemental damage.
4: Deluge - 6000 water damage.
5: Soil Evidence - 6000 earth damage.
6: Wild Tornado - 6000 wind damage.
7: Shadow Rush - 6000 dark damage.
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Name: Nu Mou White Mage

Flee: Athletics DC 25

Reward(1d100)
1-80: 1d20000 gil
81+: One random Final Fantasy spell under Restorative and Support or Defensive of level 1d4+3.

Description: Canine features and long, droopy ears set this race apart. Even-tempered and thoughtful, they possess the capacity for great intellect. Like moogles, they shun water and avoid it to all cost. Though ill-suited for the front lines of battle, they make incomparable mages and weavers of magick.
Image

Initiative: 1d250

HP: 150,000
MP: 50000
Dodge: 1d290+140
Physical Soak: 2000
Magical Soak: 8000

Attack Behavior: 1d11
1-2: Cura II - 20% Max HP restored for 2 targets.
3: Protectga - 3 targets gain Mild 'Defense' for 1d5 rounds.
4: Shellga - 3 targets gain Moderate 'Defense' for 1d5 rounds.
5: Wall - Target receives Chronic 'Defense' for 1d5 rounds.
6: Raise - Target restored from KO at 25% Max HP.
7-8: Cure III - 20% Max HP restored for 3 targets.
9: Full-Life - Target restored from KO at 100% Max HP.
10: Bravega - 3 targets gain +5000 physical damage for 1d5 rounds.
11: Faithga - 3 targets gain +5000 magic damage for 1d5 rounds.
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Name: Nu Mou Black Mage

Flee: Athletics DC 25

Reward(1d100)
1-80: 1d20000 gil
81+: One random Final Fantasy attack spell of any element or under Status Ailments of level 1d4+3.

Description: Canine features and long, droopy ears set this race apart. Even-tempered and thoughtful, they possess the capacity for great intellect. Like moogles, they shun water and avoid it to all cost. Though ill-suited for the front lines of battle, they make incomparable mages and weavers of magick.
Image

Initiative: 1d250

HP: 150,000
MP: 50000
Dodge: 1d290+140
Physical Soak: 2000
Magical Soak: 8000

Attack Behavior: 1d10(All spells roll 1d330+160.)
1: Fire III - 12000 fire damage to 3 targets.
2: Quake III - 12000 earth damage to 3 targets.
3: Aero III - 12000 wind damage to 3 targets.
4: Water III - 12000 water damage to 3 targets.
5: Shadow III - 12000 shadow damage to 3 targets.
6: Lux III - 12000 light damage to 3 targets.
7: Dia III - 12000 holy damage to 3 targets.
8: Dark III - 12000 dark damage to 3 targets.
9: Ruin III - 12000 non-elemental damage to 3 targets.
10: Osmoga - Steals 1500 MP.
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Name: Viera Archer

Flee: Athletics DC 45

Reward(1d100)
1-80: 1d20000 gil
81+: Roll 1d2. 1=Shortbow, 2=Longbow. Roll 1d5. 1=Aetherium, 2=Duralloy, 3=Amber, 4=Garnet, 5=Jasper.

Description: Often called the People of the Wood, the viera are a lithe and swift race. Like humes, they can fill a great variety of roles on the battlefield.
Image

Initiative: 1d450

HP: 250,000
MP: 10000
Dodge: 1d370+180
Physical Soak: 4000
Magical Soak: 6000

Equipped Weapon: 1d2 - Short Bow - 5 Slots/Longbow - 8 Slots
Attack Behavior: 1d4
1: Quad Arrow(1d360+175) - 1d4 arrows inflict 10,000 damage apiece.
2: Advanced Sweet Shot(1d330+160) - 30,000 damage.
3: Aim: Arm(1d330+160) - 7500 damage & Mild 'Pain' status for 1d5 rounds.
4: Blackout(1d330+160) - 7500 damage & Moderate 'Blind' status for 1d5 rounds.
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Name: Viera Elementalist

Flee: Athletics DC 40

Reward(1d100)
1-80: 1d20000 gil
81+: Shortsword(Rapier). Roll 1d5. 1=Aetherium, 2=Duralloy, 3=Amber, 4=Garnet, 5=Jasper.

Description: Often called the People of the Wood, the viera are a lithe and swift race. Like humes, they can fill a great variety of roles on the battlefield.
Image

Initiative: 1d400

HP: 225,000
MP: 25000
Dodge: 1d350+170
Physical Soak: 3000
Magical Soak: 7000

Equipped Weapon: Rapier - 3 Slots
Attack Behavior: 1d7
1: Rapid Strike(1d340+165) - 1d4 hits of 8000 damage apiece.
2: White Flame - Heals 20000 HP to 3 targets.
3: Fire Whip(1d300+145) - 10000 fire damage & Mild 'Pain' for 1d5 rounds.
4: Shining Air(1d300+145) - 10000 wind damage & Mild 'Blind' for 1d5 rounds.
5: Sliprain(1d300+145) - 10000 water damage & Mild 'Slow' for 1d5 rounds.
6: Heavy Dust(1d300+145) - 10000 earth damage & Mild 'Off-Guard'.
7: Elemental Shift(1d300+145, will resist) - Changes target's elemental weakness.
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Name: Bangaa Defender

Flee: Athletics DC 25

Reward(1d100)
1-80: 1d20000 gil
81+: Roll 1d2. 1=Longsword, 2=War Axe. Roll 1d5. 1=Aetherium, 2=Duralloy, 3=Amber, 4=Garnet, 5=Jasper.

Description: Tough scales cover this reptilian race head to toe. Their violent tempers, powerful physique, and love of the battle make them at home on the front lines.
Image

Initiative: 1d250

HP: 450,000
MP: 5000
Block: 1d360+175
Dodge: 1d300+145
Physical Soak: 8000
Magical Soak: 2000

Equipped Weapon: 1d2 - Longsword - 8 Slots/War Axe - 8 Slots
Attack Behavior: 1d6
1: Dual Strike(1d340+165) - 1d2 hits of 20,000 damage apiece.
2: Improved Cleave(1d340+165) - 20,000 damage to 3 targets.
3: Tremor(1d330+160) - A powerful blow that sends a target reeling in pain. 25,000 damage & Mild 'Knockback'.
4: Defense - Raises Defender's soak values by 10,000 until next turn.
5: Cover - Covers for a random ally.
6: Mow Down(1d250+120) - A heavy, all-out blow. 30,000 damage to 3 targets. Inflicts Mild 'Slow' on Defender for 1d5 rounds.
====================================================================================================
Name: Bangaa Gladiator

Flee: Athletics DC 30

Reward(1d100)
1-80: 1d20000 gil
81+: Roll 1d2. 1=Greatsword, 2=Battle Axe. Roll 1d5. 1=Aetherium, 2=Duralloy, 3=Amber, 4=Garnet, 5=Jasper.

Description: Tough scales cover this reptilian race head to toe. Their violent tempers, powerful physique, and love of the battle make them at home on the front lines.
Image

Initiative: 1d300

HP: 400,000
MP: 5000
Block: 1d350+170
Dodge: 1d300+145
Physical Soak: 7000
Magical Soak: 3000

Equipped Weapon: 1d2 - Greatsword - 12 Slots/Battle Axe - 16 Slots
Attack Behavior: 1d7
1-2: Wild Swing(1d300+145) - A wild and wide swing through a group of enemies. 20,000 damage to 3 targets.
3-4: Blitz(1d370+180) - A focused comination of blows. 1d3 hits, 10,000 damage per hit.
5-6: Beatdown(1d300+145) - The gladiator's fury focused upon a single target. 1d3 hits, 20,000 damage per hit.
7: Ultima Sword(1d350+170) - The gladiator's strongest blow. Deals 40,000 damage.
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Name: Moogle Thief

Flee: Athletics DC 40

Reward(1d100)
1-80: 1d20000 gil
81+: Roll 1d2. 1=Dagger, 2=Light Armor. Roll 1d5. 1=Aetherium, 2=Duralloy, 3=Amber, 4=Garnet, 5=Jasper

Description: This short-statured race is distinguished by the pom poms on their heads and bat-like wings on their backs. They have no love for water, and will not venture in the shallowest of pools. Moogles are accomplished machinists, and they boast a great many unique jobs all their own.
Image

Initiative: 1d400

HP: 200,000
MP: 10000
Dodge: 1d350+170
Physical Soak: 4000
Magical Soak: 6000

Equipped Weapon: Dagger - 1 Slot
Attack Behavior:
1-2: Rapid Combo(1d350+170) - 1d5 dagger strikes for 5000 damage apiece.
3: Steal Gil(1d320+155): Steals 1d10000 gil from target.
4: Flee(If thief has not stolen any gil yet, reroll behavior.)
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Name: Moogle Time Mage

Flee: Athletics DC 30

Reward(1d100)
1-80: 1d20000 gil
81+: Roll 1d2.
1=Staff(Roll 1d5. 1=Aetherium, 2=Duralloy, 3=Amber, 4=Garnet, 5=Jasper)
2=One random Final Fantasy spell under Time Magic of level 1d4+3.

Description: This short-statured race is distinguished by the pom poms on their heads and bat-like wings on their backs. They have no love for water, and will not venture in the shallowest of pools. Moogles are accomplished machinists, and they boast a great many unique jobs all their own.
Image

Initiative: 1d300

HP: 150,000
MP: 25000
Dodge: 1d330+160
Physical Soak: 2000
Magical Soak: 8000

Attack Behavior: 1d7(All casting rolls are 1d300+145. Slowra, Slow II, and Stop are will-resist.)
1: Slowra - Moderate Slow for 1d5 rounds.
2: Hastera - Moderate Haste for 1d5 rounds.
3: Slow II - 3 targets receive Mild Slow for 1d5 rounds.
4: Haste II - 3 targets receive Mild Haste for 1d5 rounds.
5: Stop - Target unable to move for 1d3 rounds. Cannot act or dodge.
6: Comet - Sends a comet crashing into an enemy. 15,000 damage.
7: Cometra - Sends four comets that target at random. More than one comet can strike the same target. 15,000 damage per hit.
Strato
Posts: 374
Joined: December 31st, 2008, 10:08 pm

Re: Giza Plains - The Dry

Quote

Post by Strato »

When rolling for a piece of random gear from the bandit clan battle, roll 1d3 and use the following table:

[1]Melee Weapon(1d28)

1-Hand Axe
2-Shortsword
3-Sword
4-Longsword
5-Greatsword
6-Claw Edge
7-Chakram
8-Scythe
9-Flail
10-Meteor Hammer
11-Sword Hammer
12-War Hammer
13-Battle Axe
14-War Axe
15-Javelin
16-Trident
17-Spear
18-Club
19-Mace
20-Whip
21-Swallow
22-Staff
23-Dagger
24-Glove
25-Claw
26-Spiked Glove
27-Repulsor Glove
28-Stun Glove

[2]Ranged Weapon(1d17)

1-Longbow
2-Shortbow
3-Throwing Weapon
4-LMG
5-Sniper Rifle
6-Battle Rifle
7-Assault Rifle
8-Shotgun
9-PDW(SMG w/Full Auto retrofit)
10-SMG
11-Carbine(SMG w/High Power retrofit)
12-Machine Pistol(Pistol w/Full Auto retrofit)
13-Pistol
14-Revolver(Pistol w/High Power retrofit)
15-Crossbow
16-IGL
17-MGL

[3]Protective(1d5)

1-Heavy Shield
2-Light Shield
3-Heavy Armor
4-Medium Armor
5-Light Armor
Strato
Posts: 374
Joined: December 31st, 2008, 10:08 pm