Item Shop  ·  Display Window

Final Fantasy Homebrew

Phoenix feathers, bottled aether, materia in the sockets, and a limit gauge that fills when you're nearly done for.

Cases
Six
Entries
Eleven
Priced in
gp

Homebrew Items

Case I

Phoenix Down

3,000 gp
Auramoderate Life
CL10th
Slotnone
Price3,000 gp
Weight—

When used, this item returns to life one dead creature it touches that has been dead no longer than 5 rounds. The revived creature has 5d8+50 hit points.

Phoenix Pinion

6,000 gp
Aurastrong Life
CL20th
Slotnone
Price6,000 gp
Weight—

When used, this item returns to life one dead creature it touches that has been dead no longer than 10 rounds. The revived creature has 5d8+100 hit points.

Ether

1,500 gp
Auramoderate Transmutation
CL10th
Slotnone
Price1,500 gp
Weight—

Processed via the alchemical extraction of aetheric essence occurring in elemental crystals, the contents of this vial instantly restore a fair amount of aether. Imbibing an ether grants 4 temporary spell points for 1 minute. After the imbiber casts any sphere effect that costs at least 1 spell point, all temporary spell points granted by the ether are removed, even if the sphere effect did not use all of them. Unwilling creatures may make a Will save to resist being granted spell points.

Alternatively, if an ether is imbibed as part of an hour rest period it grants a normal spell point.

Ethers are not effective on those with Incompatible Energies or Alien Source.

Construction Requirements

Distill Compound, Mana sphere (Transfer (Manipulation)); Cost 750 gp; Special creator must have 10 ranks in Craft (Alchemy)

Hi-Ether

3,000 gp
Aurastrong Transmutation
CL20th
Slotnone
Price3,000 gp
Weight—

Processed via the alchemical extraction of aetheric essence occurring in elemental crystals, the contents of this vial instantly restore a fair amount of aether. Imbibing a hi-ether grants 6 temporary spell points for 2 minutes. After the imbiber casts any sphere effect that costs at least 1 spell point, all temporary spell points granted by the hi-ether are removed, even if the sphere effect did not use all of them. Unwilling creatures may make a Will save to resist being granted spell points.

Alternatively, if a hi-ether is imbibed as part of a 10 minute rest period it grants a normal spell point.

Ethers are not effective on those with Incompatible Energies or Alien Source.

Construction Requirements

Distill Compound, Mana sphere (Transfer (Manipulation)); Cost 1,500 gp; Special creator must have 20 ranks in Craft (Alchemy)

Homebrew Items

Relics

Case II

Vellatur Lacrimae

(Ventus: Adamantine Collapsible +1 Light Fortification Full Plate)

Relic
  • Vellatur Lacrimae detects as magical, but functions as masterwork splint mail. Vellatur Lacrimae sheds light as a candle at all times as embers radiate from its magma carapace.
  • Vellatur Lacrimae detects as magical, but functions as masterwork banded mail.
  • Vellatur Lacrimae detects as magical, but functions as masterwork half plate with a base +1 maximum Dexterity bonus and -6 armor check penalty (reduced to a -5 armor check penalty as a result of being masterwork).
  • Vellatur Lacrimae is +1 full plate. Vellatur Lacrimae burns hotter and sheds light as a torch whenever fiends come within 100 feet of it.
  • Vellatur Lacrimae also grants whoever wears it access to the Nature ((fire) package) sphere (which the wearer may cast at CL 2nd). In addition, like a spell engine, the suit also provides a single temporary spell point which must be recharged. This spell point may only be used to power any sphere talents or abilities which Vellatur Lacrimae provides.
  • Any sphere talent or ability which Vellatur Lacrimae provides is now cast at CL 4th. In addition to the Nature ((fire) package) sphere, the wearer is also granted access to the Nature’s Carapace talent.
  • Vellatur Lacrimae is +1 Light Fortification Full Plate
  • Vellatur Lacrimae is Collapsible +1 Light Fortification Full Plate
  • Any sphere talent or ability which Vellatur Lacrimae provides is now cast at CL 6th. In addition to the Nature ((fire) package) sphere and Nature’s Carapace talent, the wearer is also granted access to the Expanded Geomancing (earth) talent.
  • Once per day you may enter an untethered state, your body puts off an aura of heat affecting all creatures and objects within reach (including yourself). Each round that you are untethered, the heat severity level in the affected area increases by 1 step (maximum heat severity 4 + 1 step per 7 points of base attack bonus). Any round that you are not untethered, the heat severity level in the affected area decreases by 1 step, until it has reached normal heat levels. For the purpose of control weather, you are considered to have a magic skill bonus equal to your base attack bonus. You are untethered until you are out of combat for 5 rounds or have been made helpless for more than one round.
  • Vellatur Lacrimae is Adamantine Collapsible +1 Light Fortification Full Plate

Justice Claws

(+2 Claw Blades)

Relic
  • The Justice Claws detect as magical, but function as masterwork claw blades. The Justice Claws shed light as a candle at all times as motes of light drip from the claws like water before disappearing moments later.
  • The Justice Claws also grant whoever wears them access to the Boxing sphere.
  • The Justice Claws grant a +2 competence bonus to Charisma based rolls.
  • The Justice Claws become +1 Claw Blades. In addition to the Boxing sphere, the Justice Claws now grant the user the Launching Uppercut (counter) talent. The Justice Claws leave streaks of iridescent light, like claw marks through the air, whenever they’re moved. Any square the Justice Claws pass through sheds normal light in a 5-foot radius for one round, and increases the level of illumination by one step (to a maximum of normal) in a 10-foot radius.
  • The Justice Claws also grant whoever wears them the Alteration sphere (which the wearer may cast at CL 2nd). However, you may not select pincers or purposefully adjust cosmetics when casting using the claws. In addition, like a spell engine, the claws also provide a single temporary spell point which must be recharged. This spell point may only be used to power any sphere talents or abilities which the Justice Claws provide. When the Alteration sphere is cast via the claws the user always takes on a scaled draconic appearance. This grants a +10 bonus on Disguise checks when imitating any type of scaled creature. This does not count against the trait limit.
  • In addition to the Boxing sphere and the Launching Uppercut (counter) talent, the Justice Claws now grant the user the Chasing Assault talent.
  • Any sphere talent or ability which the Justice Claws provide is now cast at CL 4th. In addition to the Alteration sphere, the wearer is also granted access to the Powerful Limbs talent.
  • The Justice Claws become +2 Claw Blades. In addition to the Boxing sphere, Launching Uppercut (counter) and Chasing Assault talents, the Justice Claws now grant the user the Tight Guard talent.
  • Any sphere talent or ability which the Justice Claws provide is now cast at CL 6th. In addition to the Alteration sphere and Powerful Limbs talent, the wearer is also granted access to the Size Change talent. When using these talents the user is only able to grow in size, in addition to taking on a scaled draconic appearance.
Homebrew Items

Materia

Case III

Slots and Links

Socket board
Included with the itemBoard
Free with +1 Weapons and Armor: 1 Materia Slot
Free with +2 Weapons and Armor: 2 Materia Slots
Free with +3 Weapons and Armor: 3 Materia Slots, 1 Link
Free with +4 Weapons and Armor: 4 Materia Slots, 1 Link
Free with +5 Weapons and Armor: 5 Materia Slots, 2 Links
  • Additional Materia Slots cost +1 and cap at 8 Materia Slots.
  • Additional Links cost +1 and cap at 4 Links.
  • Maxed combination would be a +10 Weapon or Armor with 8 Materia Slots and 4 Links.
  • Read an item's free Slots and Links from its current enhancement bonus; the rows are not cumulative.

Homebrew Feats

Case IV

Limit Break (Aristeia)

Feat

You've got to hang in there. Your limit gauge is just starting to build.

Benefit: Upon gaining this feat work with the GM to create a Limit Break using the technique system. Ignore the creation times for the sake of this feat. In any situation where you could use Aristeia, you gain access to the special techniques made using this feat. While you are in Aristeia, you may end your Aristeia state early to perform your Limit Break. The technique takes a full-round action and costs no resources when used in this manner. The situation tied to this feat is forced to be "When I'm at 25% or less HP." You may take this feat twice, upon gaining a second time the situation changes to "When I'm at 50% or less HP." You do not gain an additional situation trigger.

Homemade Traditions

Case V

Vermillion Duelist

Sworn enemies buried their history for the sake of the future, and cast aside their vestments of black and white. Upon the remnants of their arts a new discipline was built, and the first red mages stepped forward with rapiers in hand to fight back against the rising tides of destruction.

Martial Training:

  • Equipment: Duelist Training
  • Duelist sphere
  • Fencing sphere or Finesse Fighting
  • Spell Attack (champion) feat
  • Bonus Magic Talents: Enhancement sphere, Crippling Strike.
  • Drawbacks: Galvanized, Madness Mantra, Mental Focus, Unstable Storage [2], Verbal Casting, Witchmarked (Vermillion Taint [Aura/Shadow])
  • Boons: +1 Spell Point per odd level in a casting class, Magical Focus (Drawback), Empowered Abilities

Aetheric Corruption

  • Drawbacks: Magical Signs (Crystals), Painful Magic, Somatic Casting [2], Unstable Storage [2], Verbal Casting
  • Boons: +1 Spell Point per odd level in a casting class, Alien Source, Empowered Abilities.

Garlean Warmage

Magic TypeArcane
Casting Ability ModifierCharisma
  • Drawbacks: Consciousness Linked, Galvanized, Innate Curse (Legalistic), Magical Signs (Darkness), Skilled Casting (Intimidate, can't target objects or creatures immune to intimidate); Personal Warp (Warp), Subtle Light
  • Boons: Deathful Magic, Drawback Feat (Curse Mastery) +1 spell point, +1 per six levels in casting classes.

Limit Breaks

Case VI

Judgment Cut End

Complexity 8
Combat SpheresDual Wielding, Guardian
Magic SphereWarp
Complexity8 (3 base talents, 8 talents total)
Rangesee text
Targetsee text
Durationinstantaneous
Saving ThrowReflex half; Spell Resistance no
  • Prerequisites Dual Wielding sphere (Cyclone Cut), Guardian sphere (Patrol), Warp sphere (Pouncing Teleport, Quick Teleport, Recall)

Description

You cause black and blue distortions as you ripple across the battlefield. Rather than instantly appearing next to your opponent, you travel and home in on your targets, tracing a visible line on the floor when performed on the ground. As a standard action you expend your Martial Focus and spend 6 Spell Points to teleport to a point within Close range and each creature within 15 ft. of you must take damage equal to your weapon damage for both your primary and one of your off-hand attacks. A successful Reflex save reduces this damage by half. At 3 base attack bonus you may increase the radius by 10 ft. For every 5 additional base attack bonus afterward you possess, you may increase the radius by an additional 10 ft.

At the end of the round you may return to where you initiated the technique provided you are still within range of it.

Final Fantasy Homebrew Items  ·  Relics  ·  Materia  ·  Feats  ·  Traditions  ·  Limit Breaks

← more homebrew  ·  Studio Egregori