Lvl 10 Williamson town zombies

Siren

 

lvl 11 Gerolt and Penchura Plagues

Diablos

 

lvl 12 Xantonian Revolt and the Priors Plan

Zioni

 

lvl 13 Return to the Sky Sanctuary and of an Old Enemy

Tanannim

 

lvl 14 Impending War and the rise of the Priors?

Eden

 

lvl 15 Showdown between the Old world and the New World. Armegeddon fall.

Fenrir

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10 1

11 2

12 3

13 4

14 5

15 6 and 7

16 8

17 9 and 10

18 11 and 12

19  13 and tattuvam

20 Nicitel

 

Lvl 10 Williamson town zombies

Siren

 

lvl 11 Gerolt and Penchura Plagues

Diablos

 

lvl 12 Xantonian Revolt and the Priors Plan

Zioni

Gates of Xantonia finally cinvinced Theago that Boniface is the rightful heir to the throne, and then drops a bombshell on Boniface.

The Prior he said he dealt with was infact still free roaming. His entire army had cited loyalty to him due to his power. The Prior was headed north to the site of the late Founder's citadel. The PC's stop the Prior, but not before he reveals to them that he was not the only prior, and that the other one was already in the Sky sanctuary.

 

lvl 13 Return to the Sky Sanctuary and of an Old Enemy

Tanannim

The PC's must get another of the Nine to confront the other Prior before persuing him into the Sky Sanctuary. They travel to Sudosa where they must face Tannanim. After they get his power, they Travel to the Sky Santuary again. There they encounter more undead, an obsene amount. They must deal with the one who brought the undead to the world; Ghate. He has returned. His influenced has delayed the PC's long enough for the Prior to do what he came there to do; Unleash the Armegeddon Spell upon the world. Ghate escapes but the Prior is dealt with.

 

lvl 14 Impending War and the rise of the Priors?

Fenrir

The Priors have made a stand against the world. They have summoned Armegeddon. It apears to be the moon. It shows signs of getting closer to the planet day by day. Boniface will have issues with his inner wolf because of this. The Priors have made an assault on Azzemour, and they ask the PC's for help. Boniface must also confront his inner wolf to be of any use to the PC's. All this while preparing for war against the Elves which are marching from to the South. 

 

lvl 15 Showdown between the Old world and the New World. Armegeddon fall.

Eden

The PC's are drawn to Darsana Jungle to confront the Prior's temple directly.

On the way they pick up Eden. But when they get to the Temple of Tattuvam, they are confronted by 2 priors.

All of their efforts are moot at this point, as the Final stage of Armegeddon has started as the army of the south make their way past the wall into Daksina.

Siren Chelton

Diablos Penchura

Zioni Xantonia

Tanannim Sudosa

Eden Darsana

Fenrir Azemour.

Rook Nersia

Lilith Umralands

Azdin Estrada

.

.

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新生ff14 オーディン BGMのみ

Fenrir Battle Mechanics

                Fenrir will start off small. A Cute little Baby Wolf. In this phase, Fenrir uses impulse and charging Spring attacks to damage his foes. He will repeat this for several rounds. During this time, Dire Wolves will spawn and attack the group. There is nothing special about these Dire Wolves... except that each time one is killed, energy flows from the cub and into Fenrir. The Dire wolves need to be killed as they can add up quickly. Each time a cub is killed, the overhanging moon will go from crescent stage, to quarter moon, half moon, 3 quarter moon, then Full.

                Each time a Wolf is killed, Fenrir gets a stacking rage bonus that lasts one round.

                Once the Moon goes full, Fenrir teleports to one side of the map and does his limit break, Howling Moon which does 5d6 of force damage to everyone.

After Howling moon, Fenrir grows one size category (to Medium) the phase before repeats, now with size bonuses and Fenrir can use Vicious Bite.

                Once the Full Moon appears again, Fenrir again uses Holwing Moon. This time it does 8d6 points of Damage

In this Next Phase, Fenrir is now Large and emits a frightful presence along having large weapons.

                Next Full Moon, Howling Moon does 11d6 damage.

Now Fenrir is Huge, and has access to Graviga.

                Howling Moon does 14d6

Fenrir is Gargantuan in this next phase, and has access to Moon Crush.

                Holwing Moon does 17d6

Fenrir is now Colossal and has access to Scathe

 

 

 

 

 

 

               

 

Eden Battle Mechanics

                The fight won't start with Eden. Instead, the fight will start with her 7 fairy sprite servants.

                Barbarian             Great Axe

                Bard                       Harp

                Cleric                     Mace

                Fighter                  Long sword and Shield

                Ranger                  Bow and Arrow

                Rogue                   Dagger

                Wizard                  Staff

 

At first, it will be in a certain order.

                Fighter

then 2 rounds later

                Ranger

                Wizard  

then 2 rounds later

                Barbarian

                Rogue

                Cleric

then 2 rounds later

                Bard

AND THEN... 2 rounds later

                The Fairy Sprites raise by themselves and come together and communion summon Eden.

This is when the fight get's interesting... the PC's must fight all of them at one time.

                Eden herself is a Druid.

 

 

 

 

 

 

 

 

 

 

 

Leon: He is a Dark Knight. While he gives off an evil aura, it is due to the type of Veil shard implanted into him that gives him his powers. He wields a buster sword and is built to wield it.

            Bhai: An Engineer. He uses an Automation to do his bidding. It acts much like a summoner... only its Magitech.

            Viera: A Red Mage. She is sort of the jack of all trades in the party. She can cast arcane and healing magic as well know her way around a sword.

            Rydia: A Black Mage. Rivals Invokers of Naturna.

            Nila: The Leader of the group. She is a Blue Mage, which means she uses monster magic.

 

Viera and Rydia battle mechanics.

Viera will show her abilities as a black mage and quad cast and dual cast as well as her limit breaks of mana wall and overcast

Rydia will be able to go into melee with the party and cast offensive and defensive spells as well as her limit break of dual cast and Flexibility.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Pc's are traveling to the Moon Well

there is a Prior Army marching advancing in Azzemour

there is an Elven Army advancing on the Wall.

Moon is getting closer to the Planet.

 

The Moon Well:

                The PC's must travel to the Moon Well. En route, they are met by Prior forces... including the Dragon Prior himself. the PC's cannot deal with this prior until they complete their journey to the Moon well... so they must evade him.

                To complicate matters, Boniface is having issues with his wolf form. He will have to fight to control it, with little sucsess.

Boniface may become injured in this fight by the dragon. in doing so he will lose control of his wolf and it will go rampaging. However it will injure the Dragon to its surprise and force him to retreat. Afterwards, Boniface will run into the Moon Forrest.

The PC's will have to follow Boniface into the forest. There they will encounter Dire Wolves and must deal with them.

By the time they find Boniface, he is back in his human form... because it is night and Moon seems to be in a state of New Moon.

This is where they encounter Fenrir, upon the howling of the Dire wolves in unison. Fenrir will be summoned as a small creature.... refer to text above.

After Fenir is taken care of, Boniface will have total control over his wolf form. It will be that of a Fenrir form. Maybe through Gile's Avatar.

By this time, the Prior army has reached Corona Gorad. While the city has to repel yet another siege, the PC's can deal with the Prior. Dragon Fight ensues.

By the time the battle is won, the Wall will have fallen with reports of superior weaponry.

 

Level 15!

Daksinian forces march upon the wall, and reports of the Elven adventurers have been spotted in Talea.

Gavin explains that Velkýničitelablížícísebouře was the leader of the Primordials and he was the one that created the Armegeddon spell before he disappeared at the end of the War. It was said that Brotherhood repelled him on the final days preventing the destruction of the world. There was also mention of a binding spell that was created, to prevent the Moon from crashing into the world.

The PC's leave with this information to confront the Elves.

Once confronted, there may be a confrontation with them. Afterwards, they will share that they have found the homeland of the Priors... Darsana Jungle.

Before they can enter the Jungle, Diami confronts the PC;s saying these strange creatures have been leaving the Darsana jungle and have been causing mischief with the Taleans.

Dew, a fairy like creature meets up with the PC's to further give credit to this story. She tells them that a faction of Sprites have grown angry with the world of men and are trying to summon their Goddess to the world to destroy the world of men. However everything has a place in the world and this is wrong etc. etc.

The PC's can follow Dew to confront the Sprites. There are seven of them, each with a different aspect of mortal martial professions. They challenge the PC's to a fight so they can summon their goddess.

Refer to Eden Battle mechanics above.

As the fight implies, their goddess is the Lady of the Forrest.

after they defeat the LAdy of the forest, it will be revealed to be Eden, one of the nine, and her power is bestowed upon the PC's in fighting off the followers of Tattuvam.

when they travel deeper into the Darsana jungle, they find the homeland of the Priors... an Aztec like city with a giant statue of a 13 headed snake. it is here they are confronted by not one, but two priors.

 

By the time the fight ends, the Elven army of the south and the Daksinian army will meet in the field of battle. The Elves are hell bent on purifying the new world of evil. No negotiations seem to have worked.

Power Word Kill

School enchantment (compulsion) [death, mind-affecting]; Level

sorcerer/wizard 9

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Target one living creature with 100 hp or less

Duration instantaneous

Saving Throw none; Spell Resistance yes

You utter a single word of power that instantly kills one creature

of your choice, whether the creature can hear the word or not. Any

creature that currently has 101 or more hit points is unaffected by

power word kill.

Storm of Vengeance

School conjuration (summoning); Level cleric 9, druid 9

Casting Time 1 round

Components V, S

Range long (400 ft. + 40 ft./level)

Effect 360-ft.-radius storm cloud

Duration concentration (maximum 10 rounds) (D)

Saving Throw see text; Spell Resistance yes

You create a huge black storm cloud in the air. Each creature under the

cloud must succeed on a Fortitude save or be deafened for 1d4 × 10

minutes. Each round you continue to concentrate, the spell generates

additional effects as noted below. Each effect occurs on your turn.

2nd Round: Acid rains down in the area, dealing 1d6 points of acid

damage (no save).

3rd Round: You call six bolts of lightning down from the cloud.

You decide where the bolts strike. No two bolts may be directed at

the same target. Each bolt deals 10d6 points of electricity damage. A

creature struck can attempt a Reflex save for half damage.

4th Round: Hailstones rain down in the area, dealing 5d6 points of

bludgeoning damage (no save).

5th through 10th Rounds: Violent rain and wind gusts reduce

visibility. The rain obscures all sight, including darkvision, beyond 5

feet. A creature 5 feet away has concealment (attacks have a 20% miss

chance). Creatures farther away have total concealment (50% miss

chance, and the attacker cannot use sight to locate the target). Speed

is reduced by three-quarters.

Ranged attacks within the area of the storm are impossible. Spells

cast within the area are disrupted unless the caster succeeds on a

Concentration check against a DC equal to the storm of vengeance’s

save DC + the level of the spell the caster is trying to cast.

Earthquake

School evocation [earth]; Level cleric 8, druid 8

Casting Time 1 standard action

Components V, S, DF

Range long (400 ft. + 40 ft./level)

Area 80-ft.-radius spread (S)

Duration 1 round

Saving Throw see text; Spell Resistance no

When you cast earthquake, an intense but highly localized tremor

rips the ground. The powerful shockwave created by this spell

knocks creatures down, collapses structures, opens cracks in the

ground, and more. The effect lasts for 1 round, during which time

creatures on the ground can’t move or attack. A spellcaster on the

ground must make a Concentration check (DC 20 + spell level)

or lose any spell he or she tries to cast. The earthquake affects

all terrain, vegetation, structures, and creatures in the area. The

specific effect of an earthquake spell depends on the nature of the

terrain where it is cast.

Cave, Cavern, or Tunnel: The roof collapses, dealing 8d6 points

of damage to any creature caught under the cave-in (Reflex DC 15

half) and pinning that creature beneath the rubble (see below). An

earthquake cast on the roof of a very large cavern could also endanger

those outside the actual area but below the falling debris and rubble.

Cliffs: Earthquake causes a cliff to crumble, creating a landslide

that travels horizontally as far as it falls vertically. Any creature in the

path takes 8d6 points of bludgeoning damage (Reflex DC 15 half )

and is pinned beneath the rubble (see below).

Open Ground: Each creature standing in the area must make a

DC 15 Reflex save or fall down. Fissures open in the earth, and every

creature on the ground has a 25% chance to fall into one (Reflex

DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end

of the spell, all fissures grind shut. Treat all trapped creatures as if

they were in the bury zone of an avalanche, trapped without air (see

Chapter 13 for more details).

Structure: Any structure standing on open ground takes 100

points of damage, enough to collapse a typical wooden or masonry

building, but not a structure built of stone or reinforced masonry.

Hardness does not reduce this damage, nor is it halved as damage

dealt to objects normally is. Any creature caught inside a collapsing

structure takes 8d6 points of bludgeoning damage (Reflex DC 15

half ) and is pinned beneath the rubble (see below).

River, Lake, or Marsh: Fissures open under the water, draining away

the water from that area and forming muddy ground. Soggy marsh or

swampland becomes quicksand for the duration of the spell, sucking

down creatures and structures. Each creature in the area must make

a DC 15 Reflex save or sink down in the mud and quicksand. At the

end of the spell, the rest of the body of water rushes in to replace the

drained water, possibly drowning those caught in the mud.

Pinned Beneath Rubble: Any creature pinned beneath rubble

takes 1d6 points of nonlethal damage per minute while pinned. If

a pinned character falls unconscious, he or she must make a DC 15

Constitution check or take 1d6 points of lethal damage each minute

thereafter until freed or dead.

Fire Storm

School evocation [fire]; Level cleric 8, druid 7

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Area two 10-ft. cubes per level (S)

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

When a fire storm spell is cast, the whole area is shot through with

sheets of roaring flame. The raging flames do not harm natural

vegetation, ground cover, or any plant creatures in the area that

you wish to exclude from damage. Any other creature within the

area takes 1d6 points of fire damage per caster level (maximum

20d6). Creatures that fail their Reflex save catch on fire, taking

4d6 points of fire damage each round until the flames are

extinguished. Extinguishing the flames is a full-round action that

requires a DC 20 Reflex save.

Power Word Stun

School enchantment (compulsion) [mind-affecting]; Level

sorcerer/wizard 8

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Target one creature with 150 hp or less

Duration See text

Saving Throw none; Spell Resistance yes

You utter a single word of power that instantly causes one

creature of your choice to become stunned, whether the creature

can hear the word or not. The duration of the spell depends on

the target’s current hit point total. Any creature that currently has

151 or more hit points is unaffected by power word stun.

Hit Points Duration

50 or less 4d4 rounds

51–100 2d4 rounds

101–150 1d4 rounds

Blasphem y

School evocation [evil, sonic]; Level cleric 7

Casting Time 1 standard action

Components V

Range 40 ft.

Area nonev l creatures in a 40-ft.-radius spread centered on you

Duration instantaneous

Saving Throw W ll partial; Spell Resistance yes

Any nonevil creature within the area of a blasphemy spell suffers

the following ill effects.

HD Effect

Equal to caster level Dazed

Up to caster level –1 Weakened, dazed

Up to caster level –5 Paralyzed, weakened, dazed

Up to caster level –10 Killed, paralyzed, weakened, dazed

The effects are cumulative and concurrent. A successful Will save

reduces or eliminates these effects. Creatures affected by multiple

effects make only one save and apply the result to all the effects.

Dazed: The creature can take no actions for 1 round, though it

defends itself normally. Save negates.

Weakened: The creature’s Strength score decreases by 2d6 points

for 2d4 rounds. Save for half.

Paralyzed: The creature is paralyzed and helpless for 1d10

minutes. Save reduces the paralyzed effect to 1 round.

Killed: Living creatures die. Undead creatures are destroyed. Save

negates. If the save is successful, the creature instead takes 3d6

points of damage + 1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this

spell, nonevil extraplanar creatures within the area are instantly

banished back to their home planes. Creatures so banished cannot

return for at least 24 hours. This effect takes place regardless of

whether the creatures hear the blasphemy or not. The banishment

effect allows a Will save (at a –4 penalty) to negate.

Creatures whose Hit Dice exceed your caster level are unaffected

by blasphemy.

Destruction

School necromancy [death]; Level cleric 7

Casting Time 1 standard action

Components V, S, F (holy or unholy symbol costing 500 gp)

Range close (25 ft. + 5 ft./2 levels)

Target one creature

Duration instantaneous

Saving Throw Fortitude partial; Spell Resistance yes

This spell instantly delivers 10 points of damage per caster level.

If the spell slays the target, it consumes the remains utterly in

holy (or unholy) fire (but not its equipment or possessions). If the

target’s Fortitude saving throw succeeds, it instead takes 10d6

points of damage. The only way to restore life to a character who

has failed to save against this spell (and was slain) is to use true

resurrection, a carefully worded wish spell followed by resurrection,

or miracle.

Blade Barrier

School evocation [force]; Level cleric 6

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Effect wall of whirling blades up to 20 ft. long/level, or a ringed

wall of whirling blades with a radius of up to 5 ft. per two levels;

either form is 20 ft. high

Duration 1 min./level (D)

Saving Throw Reflex half or Reflex negates; see text; Spell

Resistance yes

An immobile, vertical curtain of whirling blades shaped of pure

force springs into existence. Any creature passing through the

wall takes 1d6 points of damage per caster level (maximum 15d6),

with a Reflex save for half damage.

If you evoke the barrier so that it appears where creatures

are, each creature takes damage as if passing through the wall.

Each such creature can avoid the wall (ending up on the side of

its choice) and thus take no damage by making a successful

Reflex save.

A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex

 

saves) against attacks made through it.