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{{author
 
|author_name=The-Marksman
 
|date_created=April 2019
 
|status=In Progress
 
|editing=
 
|balance=Rogue
 
}}
 
  
==Footpad==
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__TOC__
  
A Footpad is a highly skilled and highly mobile rogue who utilizes a blend of styles from other skill based rogues. Footpad's often work in either large organized and structured groups, usually called either "clans" or "guilds". He is an opportunist by nature, who specializes in speed and mobility while navigating a battlefield. 
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===Frequently Asked Questions===
  
===Making a Footpad===
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I know that Final Fantasy is a very popular franchise, so there may be questions or concerns about how this class came together, and I want to do my best to preemptively answer as many questions as possible. Below are the things I could think of ahead of time that may come up as questions. If you have any further questions, please feel free to leave a signed comment below and I'll do my best to answer it.
  
'''Abilities:''' Footpads benefit most from a high Dexterity score, as Dexterity allows them to be better at sneaking around, disabling traps and opening locks, (one of their primary functions). Footpads also get [[SRD:Weapon Finesse|weapon finesse]] for free which allows them to use their dexterity modifier for attack rolls with light melee weapons as well. Footpads also benefit from a high Intelligence score in order to get more skill points which makes them a more versatile rogue, and also benefits in them searching for traps to disable. A Footpad also gains cunning strike which enables them to add their Intelligence modifier to attack rolls with weapons that qualify for weapon finesse. 
 
  
'''Characteristics:''' A Footpad is a master of stealth, subterfuge and tracking. He can  He can move faster than anyone except a Monk, and can efficiently jump or climb over obstacles in his path, and tumble over or around various obstructions better than any other thief. He also isn't afraid to fight dirty, willing to take cheap shots to take advantage of an exposed opponent for more damage and even resort to poisoning enemies. They are adept at blending in and can even dabble a little bit of magic power to enable them to subtly alter their appearance for those occasions where they need to blend in or sneak in somewhere without being recognized.
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===Esper and Tier Names===
  
'''Races:''' Any race can be a Footpad. Humans, Halflings and Elves make the most common Footpads. Half-Elves and Dwarves make excellent Footpads when drawn in that direction, but that doesn't happen as regularly as with the aforementioned races. Half-Orcs dont often find themselves as Footpad, but when they do, their strength and darkvision often pay dividends and they are both feared and respected among Footpads. Gnomes do not often find themselves drawn to the Footpad lifestyle.  
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Some summoned monsters have different names in the American localization compared to the original Japanese version. After some research, I found that the original Japanese names are more consistently used, in more titles across the franchise. Although I grew up with the American localization names, I chose to use the more frequently seen original Japanese names in this class. Below are the summoned monsters that had different names that I had to decide between.
  
'''Alignment:''' Much of what a Footpad does involves either taking things from others, or at the very least, taking advantage of others. As such they break the law as often as they break their word. This means that they lean more toward chaos on the law-chaos axis. Footpads tend to steal from or hurt others and therefore are rarely good. While some of them can be good by putting their skill set to good uses, the skill set utilized by a Footpad lends it towards people with more selfish goals. A Footpad's most common alignments are Chaotic Neutral and True Neutral, but it's not uncommon for some to be Neutral Evil or Chaotic Evil as well. 
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Valigarmanda = Tritoch<br/>
 +
Midgardsormr = Terrato<br/>
 +
Catoblepas = Shoat<br/>
 +
Lakshmi = Starlet<br/>
 +
Cait Sith = Stray<br/>
  
'''Starting Gold:''' 5d4 &times; 10 gp (125 gp).
+
As far as the naming convention for the summoned monsters and tiers; I decided I wanted to pay homage to all of the various names that the creatures have been called over the years. I found the terms Esper, Ediolon, Guardian Force, Aeon, Avatar and Astral. I had broken up the summoned monsters into 5 tiers, and they needed a name as a whole, so I decided to use all these names so they would all be represented in the class.
  
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Moderate" or "As [[Rogue]]"
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To begin, I named the summoned monsters as a whole Espers for two reasons. Firstly, it was the first term used for these creatures in the Final Fantasy series, originating from Final Fantasy VI. Although the entities were introduced earlier in Final Fantasy III, IV, and V, they were simply referred to as 'summoned monsters'. Secondly, having personally spent more hours playing Final Fantasy IV than any other game in the series, the name Espers holds sentimental value for me.
  
{| class="zebra d20"
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With the tiers, I wanted Aeon to be the last tier so that I could make the level 20 capstone ability be called "Final Aeon" to reference the story from Final Fantasy X. Guardian Forces felt fitting as an introductory-sounding tier. Ediolon, one of the more commonly used in the franchise, found its place in the 2nd tier, where many popular summoned monsters are. That just left Avatars and Astrals. I went back and forth on this for a while, but what I landed on was that when I think of the word Avatar (other than the movie and cartoon), I think about the Avatar of a deity which is like their right-hand man, so to speak. So, I placed it in the 4th tier, leaving Astral as the 3rd tier.
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<div>{{Anchor|Table: The Footpad}}</div>
 
[[SRD:Hit Dice|Hit Die]]: d8
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | [[#Fast Movement|Speed<br/>Bonus]]
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-
 
|1st|| class="left" | +0 || +0 || +2 || +0
 
| class="left" | [[#Weapon Finesse|Weapon Finesse]], [[#Trapfinding|Trapfinding]], [[#Track|Track]] || class="left" | +0 ft
 
|- 
 
|2nd|| class="left" | +1 || +0 || +3 || +0
 
| class="left" | [[#Evasion|Evasion]], [[#Battle Alertness|Battle Alertness]] +1 || class="left" | +0 ft
 
|-
 
|3rd|| class="left" | +2 || +1 || +3 || +1
 
| class="left" | [[#Cunning Strike|Cunning Strike]], [[#Poison Use|Poison Use]], [[#Trap Sense|Trap Sense]] +1|| class="left" | +10 ft
 
|-
 
|4th|| class="left" | +3 || +1 || +4 || +1
 
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Great Leap|Great Leap]] || class="left" | +10 ft
 
|-
 
|5th|| class="left" | +3 || +1 || +4 || +1
 
| class="left" | [[#Devious Strike|Devious Strike]] +1d8, [[#Swift Stalker|Swift Stalker]] || class="left" | +10 ft
 
|-
 
|6th|| class="left" | +4 || +2 || +5 || +2
 
| class="left" | [[#Flawless Stride|Flawless Stride]], [[#Deft Hands|Deft Hands]] +2, Trap Sense +2|| class="left" | +20 ft
 
|-
 
|7th|| class="left" | +5 || +2 || +5 || +2
 
| class="left" | [[#Master Tracker|Master Tracker]], [[#Speed Climb|Speed Climb]] || class="left" | +20 ft
 
|-  
 
|8th|| class="left" | +6/+1 || +2 || +6 || +2
 
| class="left" | [[#Camouflage|Camouflage]], [[#Improved Flanking|Improved Flanking]] || class="left" | +20 ft
 
|-
 
|9th|| class="left" | +6/+1 || +3 || +6 || +3
 
| class="left" | [[#Improved Evasion|Improved Evasion]], Trap Sense +3 || class="left" | +30 ft
 
|-
 
|10th||class="left" | +7/+2 || +3 || +7 || +3
 
| class="left" | [[#Skill Mastery|Skill Mastery]], Devious Strike +2d8 || class="left" | +30 ft
 
|-
 
|11th||class="left" | +8/+3 || +3 || +7 || +3
 
| class="left" | [[#Improved Poison Use|Improved Poison Use]], Battle Alertness +2 || class="left" | +30 ft
 
|-
 
|12th||class="left" | +9/+4 || +4 || +8 || +4
 
| class="left" | [[#Lucky|Lucky]], Deft Hands +4, Trap Sense +4|| class="left" | +40 ft
 
|-
 
|13th||class="left" | +9/+4 || +4 || +8 || +4
 
| class="left" | [[#A Thousand Faces|A Thousand Faces]] || class="left" | +40 ft
 
|-
 
|14th||class="left" | +10/+5 || +4 || +9 || +4
 
| class="left" | [[#Hide in Plain Sight|Hide in Plain Sight]],  || class="left" | +40 ft
 
|-
 
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5
 
| class="left" | Devious Strike +3d8, Trap Sense +5|| class="left" | +50 ft
 
|-
 
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5
 
| class="left" | [[#Opportunist|Opportunist]] || class="left" | +50 ft
 
|-
 
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5
 
| class="left" | [[#Free Movement|Free Movement]] || class="left" | +50 ft
 
|-
 
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6
 
| class="left" | Deft Hands +6, Trap Sense +6|| class="left" | +60 ft
 
|-
 
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6
 
| class="left" | Battle Alertness +3 || class="left" | +60 ft
 
|-
 
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6
 
| class="left" | [[#Master of the Foot-clan|Master of the Foot-clan]], Devious Strike +4d8 || class="left" | +60 ft
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
|}
 
'''[[SRD:Class|Class]] Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]),
 
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]),
 
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]),
 
[[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]),
 
[[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]),
 
[[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]),
 
[[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]),
 
[[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]),
 
[[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]),
 
[[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]),
 
[[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]),
 
[[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]),
 
[[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]),  
 
[[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]),  
 
[[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]),
 
[[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]),
 
[[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).
 
  
====Class Features====
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===Tier Organization===
  
All of the following are [[SRD:Class|class]] features of the Footpad.
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Ranking summoned monsters into tiers is inherently subjective, inviting potential disagreements. To address questions like "''Why is this Esper in that tier?''" or "''How come X Esper is more powerful than Y Esper?''" I'll provide explanations for some of my decisions.  
  
'''Weapon and Armor Proficiency:''' Footpads are proficient with all [[SRD:Simple Weapon Proficiency|simple]] weapons, and plus bolas, hand crossbows, kukris, long bow, rapier, short bow, shortsword, spiked chains, and whips. Footpads are also proficient with all [[SRD:Armor Proficiency (Light)|light]] armors, but not with any [[SRD:Shield Proficiency|shields]].
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I feel like the majority of the first tier and the last tier are pretty self-evident, I dont think there will be very many disputes there. I went with the ones I perceived as the least powerful in the first tier and the most powerful in the last tier.
  
'''{{Anchor|Weapon Finesse}}:''' At first level a Footpad gains [[SRD:Weapon Finesse|Weapon Finesse]] as a bonus feat even if he doesn't meet the prerequisites. If he already has Weapon Finesse from another source, he may instead select any other feat for which he qualifies.
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I also organized the Espers among the tiers to try to ensure a diverse distribution of attacks/styles, trying to avoid a concentration of similar Espers on a single tier while leaving other tiers without that type. Some of the different ways that I organized them were:  
 +
 +
* I wanted Leviathan and Asura to be on the same tier to reflect their story in Final Fantasy IV. But I didnt feel they were on Bahamut's level, so I placed them a tier under Bahamut and also, they provide some name recognition and power for the Avatar tier.
  
'''{{Anchor|Trapfinding}}:''' Footpads can use the Search skill to locate [[SRD:Traps|traps]] when the task has a Difficulty Class higher than 20. Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Footpads can use the Disable Device skill to [[SRD:Disarm|disarm]] magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. a Footpad who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
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* The Mist Dragon was available to Rydia at the start of Final Fantasy IV, so I didnt want it to be too high up, but it felt more powerful than tier 1, so I moved it to tier 2.
  
'''{{Anchor|Track}}:''' At first level a Footpad gains [[SRD:Track|Track]] as a bonus feat even if he doesn't meet the prerequisites. If he already has Track from another source, he may instead select any other feat for which he qualifies.
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* I intentionally grouped Shiva, Ifrit, and Ramuh on the same tier due to their recurring story connections across the franchise. These iconic Espers, are commonly acquired early in the game and are placed in the 2nd tier to reflect their usual availability. Additionally, given their Ice/Fire/Lightning themes, I purposefully positioned Valigarmanda in the tier following them, as it is tri-elemental.
  
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a Footpad can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion and [[#Improved Evasion|Improved Evasion]] can be used only if the Footpad is wearing light armor or no armor. A [[SRD:Helpless|helpless]] Footpad does not gain the benefit of evasion.
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* I made it so that the player will get a new mount option on every tier except Aeon.  
  
'''{{Anchor|Battle Alertness}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 2nd level, a Footpad gains a +1 competence bonus on all initiative checks and all armor class. This bonus improves by an additional +1 at 11th and 19th levels (+2 at 11th level, +3 at 9th level).
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'''Tier 1:''' Chocobo <br/>
 +
'''Tier 2:''' Unicorn <br/>
 +
'''Tier 3:''' Syldra (aquatic) <br/>
 +
'''Tier 4:''' Ixion (2 person)<br/>
  
'''{{Anchor|Cunning Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Footpad is smart about when he choses to attack and how, always slipping in through an opponents guard by noticing openings and weakness in an opponents stance, posture, footing, over reaching for a swing, etc. Because of this, whenever a Footpad is using any light or one handed slashing or piercing weapon, a Footpad can add their Intelligence score to all of their attack rolls in addition to any normal strength or dexterity bonus. This ability does not stack with any other ability that allows you to add alternate ability scores to attack rolls.
+
* I had a total of 6 restorative Espers and 5 tiers. So, I organized them, ensuring each tier had only one restorative or curative Esper, except one tier. It's worth noting that in the lore of Final Fantasy VI, Lakshmi (formerly known as Starlet) is established as a more potent healer than Sraphim, and I adhered to that lore.
  
'''{{Anchor|Poison Use}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level and higher, a Footpad never risks accidentally poisoning himself when applying poison to a weapon.
+
'''Tier 1:''' Kirin<br/>
 +
'''Tier 2:''' Unicorn<br/>
 +
'''Tier 3:''' Sraphim<br/>
 +
'''Tier 4:''' Lakshmi and Asura (Asura's effects are randomized, hense why I stacked this tier)<br/>
 +
'''Tier 5:''' Phoenix<br/>
  
'''{{Anchor|Trap Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Footpad gains an intuitive sense that alerts him to danger from [[SRD:Traps|traps]], giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Footpad reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack and this ability stacks with the bonus to Reflex saves from his Reactive Instinct ability.
+
I also tried to somewhat separate the thematic Espers between tiers as well.
  
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Footpad can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Footpad already has uncanny dodge from a different class he automatically gains Improved Uncanny Dodge instead.
+
* Electrical Attack Espers:
  
'''{{Anchor|Great Leap}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 5th level Footpad is adept at jumping over and around various obstacles, and always makes Jump checks as if he was running and had the Run feat, enabling him to make long jumps without a running start and granting him a +4 bonus on the jump (see the skill description, page 77 of the Players Handbook). a Footpad loses this bonus when wearing medium or heavy armor or carrying a heavy load.
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'''Tier 2:''' Ramuh<br/>
 +
'''Tier 3:''' Quezacotl<br/>
 +
'''Tier 4:''' Ixion<br/>
  
'''{{Anchor|Devious Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a Footpad gains the ability to strike precisely with any light or one-handed slashing or piercing weapon, gaining an extra 1d8 damage added to his normal damage roll. When making a Devious Strike, a Footpad cannot attack with any weapon in his other hand or use a shield. A Footpad’s Devious Strike only works against living creatures with discernible anatomies. However, this ability '''does''' work on creatures that are immune to critical hits. At 10th level and every 5 levels there after, the extra damage on a Devious Strike increases by an additional +1d8.
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* Earth Attack Espers:
  
'''{{Anchor|Swift Stalker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level, a Footpad can move at his normal speed while following tracks without taking the normal &minus;5 penalty. He only takes a &minus;10 (instead of the normal &minus;20) when moving at up to twice his normal speed while tracking. a Footpad can also move stealthily even at a quick pace. He no longer takes a &minus;5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he takes only a &minus;10 (instead of the normal &minus;20) on Hide and Move Silently checks when running. (He still takes the normal &minus;20 on such checks when charging).
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'''Tier 2:''' Brothers<br/>
 +
'''Tier 3:''' Midgardsormr<br/>
 +
'''Tier 4:''' Titan<br/>
  
'''{{Anchor|Flawless Stride}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 6th level, a Footpad can move through any sort of terrain that slows movement (such as undergrowth, rubble, overgrown areas, natural thorns, briars and similar terrain) at her normal movement speed and without taking damage or suffering any other impairment. This ability also allows him to run and charge in situations where others cannot. He may charge, or run over difficult terrain that normally slows movement or allies or neutral characters blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, and tumble over tables to get to his destination. Depending on the circumstances, he still may need to make appropriate checks (Jump and Tumble, in particular) to successfully move over the terrain. This ability does not let him move more quickly through terrains that are enchanted or have been magically manipulated to impede movement. a Footpad loses this ability when wearing heavy armor, or carrying a heavy load.
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* Fire Attack Espers:
  
'''{{Anchor|Deft Hands}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' a Footpad is amazingly good with his hands and excels at skills that require fine motor control. Starting at 6th level a Footpad gains a +2 bonus on Disable Device, Open Locks and Slight of Hand checks. This bonus increases by +2 every 6 levels there after to +4 at 12 level and +6 at 18th level.
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'''Tier 1:''' Bomb<br/>
 +
'''Tier 2:''' Ifrit<br/>
 +
'''Tier 3:''' Cerberus<br/>
  
'''{{Anchor|Master Tracker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' a Footpad gains the Urban Tracking feat as a bonus feat at 4th level, allowing him to more readily use Gather Information to locate and track people within communities. This feat can be found on page 154 in Races of Destiny or page 56 of the Unearthed Arcana. Also starting at 4th level, a Footpad is so good at following tracks that he can even track someone that is under the influence of a "[[SRD:Pass_without_Trace|''Pass without Trace'']]" spell or similar effect, though he takes a &minus;10 on his Survival checks when doing so. A Footpad leaves absolutely no trail while traveling in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
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* Ones with dark themes:
  
'''{{Anchor|Speed Climb}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' a Footpad of 7th level or higher can scramble up or down walls and slopes with great speed. He can climb at his speed as a move action with no penalty; however, he must begin and end his move on a horizontal surface (such as the ground or a flat rooftop). If he does not end his movement on a horizontal surface, he falls, taking falling damage as appropriate for his distance above the ground. a Footpad only needs to have one hand free to use this ability. a Footpad loses this ability when wearing heavy armor or carrying a heavy load.
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'''Tier 3:''' Cerberus<br/>
 +
'''Tier 4:''' Hades<br/>
 +
'''Tier 5:''' Diablos<br/>
  
'''{{Anchor|Camouflage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 8th level, a Footpad can use the hide skill in any sort of terrain, whether natural or not, even if the terrain doesn't grant cover or concealment. He loses this benefit when wearing medium or heavy armor. 
+
* Then a loose association between humanoid shaped characters wielding manufactured weapons:
  
''' {{Anchor|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level a Footpad gains Improved Evasion. This ability works like [[#Evasion|evasion]], except that while the Footpad still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Footpad does not gain the benefit of improved evasion.
+
'''Tier 1:''' Goblin<br/>
 +
'''Tier 2:''' Gilgamesh<br/>
 +
'''Tier 3:''' Yojimbo<br/>
 +
'''Tier 5:''' Odin / Knights of the Round<br/>
  
'''{{Anchor|Skill Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level The Footpad becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. a Footpad may gain this ability multiple times from multiple classes, selecting additional skills for it to apply to each time.
+
Some Espers were placed by the power of their abilities so that it was more balanced in the game.
  
'''{{Anchor|Improved Poison Use}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 11th level, a Footpad can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.)
+
* Catoblepas, Carbunkle and Phantom were placed in the Avatar tier because thats when their abilities (aoe save vs death, spell turning and etherealness respectively) would be more balanced. Tonberry was originally tier 1, but I couldnt justify the single target save vs death at level 1, even if the save were easy.
  
'''{{Anchor|Lucky}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  Many Footpads live by the credo "Better lucky than good." Once per day, a Footpad of 12th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it's worse than the original roll.
+
===Unused Espers===
  
'''{{Anchor|A Thousand Faces}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 13th level, a Footpad gains the ability to change his appearance at will, as if using the ''[[SRD:Disguise Self|disguise self]]'' spell. This affects the Footpad’s body but not his possessions. It is not an illusory effect, but a minor physical alteration of the Footpad’s appearance, within the limits described for the spell.
+
Some readers may wonder why a specific summoned monster or their favorite one isn't featured in this class. If you include Spin-Offs like Ivalice, Dimensions, Dissidia, Crystal Chornicles, Record Keeper, etc, there are almost 100 unique summoned creatures in the Final Fantasy franchise, including all of them in one class isn't practical. '''''So I've tried to focus almost exclusively on those seen in the main series.''''' Even with the number I've included, I've already substantially exceeded the typical count found in any one Final Fantasy game. Below is a list of summoned monsters not selected for this class, along with my general rationale for their exclusion.
  
''' {{Anchor|Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While in any sort of terrain, whether natural or not, a Footpad of 14th level or higher may make use the Hide skill even while being observed.  
+
If there is a particular Esper that you're particularly fond of and want to be able to use it, I'm not opposed to a player working with their DM and coming up with a stat block and overdrive for the Esper and then just slotting it into whatever tier you both agree is balanced. Alternatively, I would also challenge you to wait, and consider using it as your Final Aeon.  
  
'''{{Anchor|Opportunist}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Once per round a Footpad can make an attack of opportunity against an opponent who as just been struck for damage in melee by another character. This attack counts as the Footpads attack of opportunity for that round. Even a Footpad with the [[SRD:Combat Reflexes|Combat Reflexes]] feat cannot use this ability more than once per round.
+
* '''Raiden, Bahamut Fury, Neo Bahamut, Bahamut Zero:''' Im sure these ones will be among the most pointed out. I didnt want multiples of any given summon, and I see these as alternate forms of Odin & Bahamut respectively and I wanted to use the originals for nostalgia's sake.
  
'''{{Anchor|Free Movement}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Footpad is so sneaky and so familiar with how knots, ropes, chains, manacles, and locks work and so determined not to be captured, that he can slip out of grapples, bonds and even the effects of confining spells easily. Starting at 17th level, this ability duplicates the effects of a "[[SRD:Freedom_of_Movement|''Freedom of Movement'']]" spell at will.
+
* '''Eden, Ark, Doomtrain, Atomos:''' I did initially look into all of these, but they are so large that it wouldnt be practical to be able to summon them in many locations / situations. With Eden, Ark and Doomtrain in particular, I also didnt want to use anything that would appear as too technological that may clash with a game's setting.
  
'''{{Anchor|Master of the Foot-clan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 20th-level Footpad's exploits have become so legendary that great numbers of footpads, thieves, rogues, and general scoundrels are willing to sign up as part of the Footpad's crew for no compensation other than a share of the loot. Treat this ability as the equivalent of the Leadership feat, except that only followers (and no cohorts) are gained.
+
* '''Maduin, Zoneseek, Quetzalli (Palidor):''' These were originally on the list to be used in middle/lower tiers, but the combination of difficulty finding high resolution images of them, and their limited appearances in so few games ultimately led to me cutting them.
  
====Human Footpad Starting Package====
+
* '''Moogle, Mini Mog, Boko:''' The silliness of the animation thematics didnt match with the theme and energy I was going for with the Summoner class. Also, with Boko, there is never any Chocobo in the franchise with those kinds of attack powers and I didnt want to set a president for that with the normal Chocobo summon. 
  
'''Weapons:''' Longbow (1d8, crit 20/x3),  
+
* '''Pandemona, Madeen:''' Found both of these interesting, but both only appeared in 1 game. I was afraid anyone who hasnt played the one game they came from wouldnt be familiar with them. Note that Kujata also falls into this category, but I was able to find an exceptional image for Kujata, and FF7 is one of the most popular in the franchise which ultimately led to me using Kujata.
  
'''Skill Selection:''' Pick a number of skills equal to 8 + [[Int]] modifier.
+
* '''Remora, Moomba:''' Lack of appearances in more than one game and having such a small role in the game they did appear in, coupled with the lack of high-quality images to use, didnt make it a priority to try and fit them in.
  
{| class="zebra d20"
+
* '''Bismarck:''' This one actual WAS initially included in the list, but during the project's later stages when defining each Esper's mechanics, practical considerations arose. Summoning Bismarck would require large aquatic environments, or the Esper would need to float/fly, potentially stretching the suspension of disbelief. Additionally, due to its sheer size, even a slightly scaled-down version would be too large for many dungeons or situations. Scaling it down further to fit would diminish its impressiveness and grandeur.
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
| class="left" | Climb || 2 || Str || &mdash;
 
|- class=
 
| class="left" | Disable Device || 4 || Dex || &mdash;
 
|- class=
 
| class="left" | Hide || 4 || Dex || &mdash;
 
|- class=
 
| class="left" | Jump || 2 || Str || &mdash;
 
|- class=
 
| class="left" | Listen || 4 || Wis || &mdash;
 
|- class=
 
| class="left" | Move Silently || 4 || Dex || &mdash;
 
|- class=
 
| class="left" | Open Locks || 4 || Dex || &mdash;
 
|- class=
 
| class="left" | Search || 4 || Int || &mdash;
 
|- class=
 
| class="left" | Spot || 4 || Wis || &mdash;
 
|- class=
 
| class="left" | Survival || 4 || Wis || &mdash;
 
|- class=
 
|}
 
  
'''Feat:''' Nimble Fingers
+
* '''Crusader:''' Had originally intended to use him as an Aeon in my original sketch out of the class, but when I reviewed Crusader's attack and remembered it's meant to damage the party as well, I didnt want anything in the class that would be viewed as a detriment to the D&D party and I also didnt want to alter it and have it stray from the source material.
  
'''Bonus Feats:''' Point Blank Shot for Human.
+
* '''Magic Pot:''' Found a decent enough image, but was unsure how to convert his abilities into something useful in D&D. Also, I already had the Goblin summon from Final Fantasy 4 and didnt want to have 2 so similar.
  
'''Gear:''' Studded Leather.
+
* '''Ragnarok''' The concept of a sword as an Esper didnt feel very right to me. Also, with only a couple appearances and no amazing images of it, I wasn't very compelled to consider it.  
  
'''Gold:''' 5d4 X 10.
+
* '''Typhon:''' Classic creature to the series but comes off as more of an antagonist even though he has been summonable a couple times.
 +
 +
* '''Angelo:''' Wasnt technically a normal summon. Was associated with Riona.
  
 +
* '''Final Fantasy 12 summons; Zodiark, Adrammelech, Zalera, Mateus, Zeromus, Exodus, Chaos, Famfrit, Ultima, Belais, Hashmal, Cuchulainn, Shemhazai:''' I have never played FFXII to know how to convert these, and also, I did watch these summons on You Tube. Not only are these creatures that have never been summons in any other Final Fantasy game (like others on this list), but I found their animations to be more flash and less substance.
  
====Epic Footpad====
+
* '''Final Fantasy 13 summons; Hecatoncheir, Brynhildr, Bahamut, Alexander, Odin, Shiva:''' While I liked that they did a hybrid selection of classic and new summoned creatures, and the summoning animations were not “more flash and less substance” like the FFXII summons, everything positive about it was completely thrown away by the atrocious and hideous remakes of the classic summons, and the fact that everyone was a Transformer. Also, see the previous technological concern from Eden, Ark & Doomtrain.
  
{| class="zebra d20"
 
|+ class="epic" |
 
<div>{{Anchor|Table: The Epic Footpad}}</div>
 
[[SRD:Hit Dice|Hit Die]]: d8
 
|-
 
! Level !! Special
 
|-
 
| 21st || class="left" | [[#Epic Trap Sense|Epic Trap Sense]] +8, [[#Bonus Feat|Bonus Feat]]
 
|-
 
| 22nd || class="left" |
 
|-
 
| 23rd || class="left" | Bonus Feat
 
|-
 
| 24th || class="left" | Deft Hands +8, Epic Trap Sense +10
 
|-
 
| 25th || class="left" | Bonus Feat
 
|-
 
| 26th || class="left" |
 
|-
 
| 27th || class="left" | Epic Trap Sense +12, Bonus Feat
 
|-
 
| 28th || class="left" | [[#Eternal Freedom|Eternal Freedom]]
 
|-
 
| 29th || class="left" | Bonus Feat
 
|-
 
| 30th || class="left" | Deft Hands +10, Epic Trap Sense +14
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
8 + [[SRD:Intelligence|Int]] modifier skill points per level.
 
|}
 
  
'''{{Anchor|Epic Trap Sense}}: ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Footpad’s bonus on Trap Sense increases by +2 at every three levels higher than 18th.
+
===Esper by Ability Scores===
  
'''{{Anchor|Bonus Feats}}:''' The epic Footpad gains a bonus [[SRD:Feats|feat]] at 21st level and every other level there after. These feats are selected from the Footpad class feat list presented above. Alternatively your DM may also allow class appropriate epic feats as well.
+
In case anyone wonders how I came to my decisions about ability scores for the Espers. I made a list in WordPad of the ability scores in these ranges and then tried to place them where it felt they made the most sense. The ones that may stand out as weird to some people may be Unicorn, Ixion and Bahamut. I ranked these ones differently. I tried to get close to the unicorn stats from the Monster Manual for Unicorn and used Celestial Charger as a gauge for Ixion. I also looked at stats for various dragons in the Monster Manual for Bahamut. Specifically, that's why his strength and constitution are so much higher.
  
'''{{Anchor|Eternal Freedom}}: ([[SRD:Special Abilities Overview#Supernatural|Su]])''' A Footpad is so attuned with slipping out of grapples, bonds and even the effects of confining spells that starting at 26th level, she is always considered to be under the effects of an "''Eternal Freedom''" spell, except that it is always active. This spell, located on page 80 of the Epic Level Handbook grants permanent immunity to the following spells, effects and spell-like abilities: ''entangle, hold, imprisonment'', paralysis, petrification, ''sleep, slow'', stunning, ''temporal stasis'' and ''web''.
+
As this process is highly subjective, any specific Esper might very well be moved slightly up or down in any given stat and you could very well be right. Agreements on these decisions may vary, but this is where I landed, and I feel I'm somewhat close. While I will always listen to feedback, I am not looking to debate these for any reason.  
  
===Campaign Information===
 
  
====Playing a Footpad====
+
{| class="zebra d20" style="border: 1px solid black;"
 +
|+ Strength
 +
|-
 +
! Score !! Esper
 +
|-
 +
| 4-5 || Sylph
 +
|-
 +
| 6-7 || Cactuar, Carbuncle
 +
|-
 +
| 8-9 || Cait Sith, Tonberry, Siren, Seraphim
 +
|-
 +
| 10-11 || Bomb, Cockatrice, Ramuh, Asura, Lakshmi
 +
|-
 +
| 12-13 || Mindflayer, Shiva, Goblin, Valefor
 +
|-
 +
| 14-15 || Kirin, Magus Sisters, Fenrir, Quezacotl
 +
|-
 +
| 16-17 || Gilgamesh, Kujata, Yojimbo, Catoblepas, Knights of the Round
 +
|-
 +
| 18-19 || Valigarmanda, Chocobo, Phoenix, Hades, Brothers
 +
|-
 +
| 20-21 || Ifrit, Syldra, Cerberus, Diablos
 +
|-
 +
| 22-23 || Unicorn, Golem, Mist Dragon
 +
|-
 +
| 24-25 || Alexander, Anima, Ixion
 +
|-
 +
| 26-27 || Leviathan, Odin
 +
|-
 +
| 28-29 || Midgardsormr, Titan
 +
|-
 +
| 45 || Bahamut
 +
|}
  
'''Religion:''' A Footpad's patron deity is almost exclusively Olidimmara. There are a rare few who worship other deities, but this is very rare. For those rare few, some of the other deities that other Footpads might follow can include Fharllagn or Obad'hai for more neutral Footpads, or Nerull or Vecna for evil Footpads.
+
{| class="zebra d20" style="border: 1px solid black;"
 +
|+ Dexterity
 +
|-
 +
! Score !! Esper
 +
|-
 +
| 6-7 || Alexander
 +
|-
 +
| 8-9 || Tonberry, Catoblepas, Golem
 +
|-
 +
| 10-11 || Anima, Kujata, Kirin, Yojimbo, Titan
 +
|-
 +
| 12-13 || Cockatrice, Ramuh, Goblin, Midgardsormr, Bahamut, Knights of the Round, Valigarmanda, Diablos
 +
|-
 +
| 14-15 || Hades, Brothers, Mindflayer, Ifrit, Syldra, Asura, Odin
 +
|-
 +
| 16-17 || Sraphim, Magus Sisters, Gilgamesh, Unicorn, Leviathan
 +
|-
 +
| 18-19 || Ixion, Lakshmi, Cerberus, Mist Dragon, Siren
 +
|-
 +
| 20-21 || Chocobo, Shiva, Phoenix, Fenrir, Cait Sith, Valefor
 +
|-
 +
| 22-23 || Bomb, Quezacotl, Phantom
 +
|-
 +
| 24-25 || Carbuncle
 +
|-
 +
| 26-27 || Cactuar
 +
|-
 +
| 28-29 || Sylph
 +
|-
 +
|}
  
'''Other Classes:''' Footpads work best alone or in small groups. They get along and work well with other skilled classes like Rogue, Bard, Ninja, Scout, Ranger, Duskblade and Swashbuckler. Footpad's rely too much on stealth to completely embrace the idea of working in a large mixed group of adventurers. Because many of the Footpad's activities are things that could get him recognized in a bad way, the more visible and less subtle his companions are the easier it is for him to remain in the shadows of the background and conceal his presence, identity and motives from others.
+
{| class="zebra d20" style="border: 1px solid black;"
 +
|+ Constitution
 +
|-
 +
! Score !! Esper
 +
|-
 +
| – || Phantom, Golem
 +
|-
 +
| 6-7 || Sylph
 +
|-
 +
| 8-9 || Cactuar, Cait Sith, Carbuncle, Ramuh
 +
|-
 +
| 10-11 || Cockatrice, Sraphim, Siren
 +
|-
 +
| 12-13 || Mindflayer, Lakshmi, Valefor, Kirin
 +
|-
 +
| 14-15 || Bomb, Goblin, Fenrir, Magus Sisters
 +
|-
 +
| 16-17 || Shiva, Chocobo, Kujata, Quezacotl, Hades
 +
|-
 +
| 18-19 || Valigarmanda, Gilgamesh, Asura, Mist Dragon, Syldra, Catoblepas
 +
|-
 +
| 20-21 || Knights of the Round, Ixion, Unicorn, Yojimbo
 +
|-
 +
| 22-23 || Brothers, Cerberus, Diablos
 +
|-
 +
| 24-25 || Ifrit, Leviathan, Anima, Tonberry
 +
|-
 +
| 26-27 || Phoenix, Alexander, Titan
 +
|-
 +
| 28-29 || Odin, Midgardsormr
 +
|-
 +
| 30 || Bahamut
 +
|-
 +
|}
  
'''Role:''' A Footpad's primary function is that they are the skill monkey of the group and serve the same roll as a Rogue. The Footpad can also assume some of the Ranger or Scout's out of combat responsibilities since he is a capable tracker and is also adept at blending into his environment. With his skill points and skill selection he can make a great party speaker and with his mobility and maneuverability he makes an excellent scout. A Footpad's stealth and trapfinding abilities make him the natural choice for entering and searching dangerous areas.
+
{| class="zebra d20" style="border: 1px solid black;"
 +
|+ Intelligence
 +
|-
 +
! Score !! Esper
 +
|-
 +
| 4-5 || Cockatrice, Chocobo, Bomb, Midgardsormr
 +
|-
 +
| 6-7 || Cactuar, Valefor, Cerberus, Fenrir, Quezacotl
 +
|-
 +
| 8-9 || Catoblepas, Kirin, Kujata, Carbuncle, Golem, Goblin
 +
|-
 +
| 10-11 || Unicorn, Syldra, Brothers, Gilgamesh, Tonberry, Titan
 +
|-
 +
| 12-13 || Phantom, Sylph, Alexander, Ixion, Siren, Knights of the Round, Ifrit
 +
|-
 +
| 14-15 || Shiva, Yojimbo, Cait Sith
 +
|-
 +
| 16-17 || Phoenix, Mist Dragon, Anima, Sraphim
 +
|-
 +
| 18-19 || Leviathan, Valigarmanda, Hades, Mindflayer
 +
|-
 +
| 20-21 || Lakshmi, Bahamut
 +
|-
 +
| 22-23 || Asura, Diablos
 +
|-
 +
| 24-25 || Odin
 +
|-
 +
| 26-27 || The Magus Sisters
 +
|-
 +
| 28-29 || Ramuh
 +
|-
 +
|}
  
'''Advancement:''' Which class a Footpad advances in after Footpad would depend on which skills he was looking to enhance. If he wants to become better with traps and assisting the party in the dungeon, ''Dungeon Delver'' from Complete Adventurer or ''Temple Raider of Olidammara'' would be great places to start. If he wants to improve his mobility, picking up some levels some levels in ''Thief Acrobat'' from Complete Adventurer would be good. 
+
{| class="zebra d20" style="border: 1px solid black;"
 +
|+ Wisdom
 +
|-
 +
! Score !! Esper
 +
|-
 +
| 8-9 || Gilgamesh, Brothers
 +
|-
 +
| 10-11 || Alexander, Titan, Midgardsormr, Bomb, Golem, Goblin
 +
|-
 +
| 12-13 || Knights of the Round, Valefor, Cait Sith, Fenrir
 +
|-
 +
| 14-15 || Cockatrice, Tonberry, Ifrit, Chocobo, Phantom, Quezacotl, Syldra
 +
|-
 +
| 16-17 || Mindflayer, Phoenix, Mist Dragon, Catoblepas, Yojimbo, Kirin
 +
|-
 +
| 18-19 || Cerberus, Sylph, Shiva, Diablos, The Magus Sisters
 +
|-
 +
| 20-21 || Cactuar, Carbuncle, Kujata, Unicorn, Valigarmanda, Siren
 +
|-
 +
| 22-23 || Sraphim, Ixion, Anima, Hades
 +
|-
 +
| 24-25 || Leviathan, Bahamut, Lakshmi
 +
|-
 +
| 26-27 || Ramuh, Asura
 +
|-
 +
| 28-29 || Odin
 +
|-
 +
|}
  
====Footpads in the World====
+
{| class="zebra d20" style="border: 1px solid black;"
 +
|+ Charisma
 +
|-
 +
! Score !! Esper
 +
|-
 +
| 6-7  || Alexander, Golem, Kujata, Goblin
 +
|-
 +
| 8-9  || Phantom, Midgardsormr, Titan, Brothers
 +
|-
 +
| 10-11 || Cockatrice, Bomb, Tonberry
 +
|-
 +
| 12-13 || Knights of the Round, Cactuar, Valefor, Quezacotl, Fenrir
 +
|-
 +
| 14-15 || Syldra, Sylph, Mist Dragon, Yojimbo, Cerberus, Ramuh
 +
|-
 +
| 16-17 || Mindflayer, Catoblepas, Chocobo, Gilgamesh, Valigarmanda
 +
|-
 +
| 18-19 || Carbuncle, Ifrit, Leviathan
 +
|-
 +
| 20-21 || Ixion, Hades, Kirin, Cait Sith, Anima
 +
|-
 +
| 22-23 || Shiva, Diablos, Unicorn, Odin
 +
|-
 +
| 24-25 || Siren, Phoenix, Bahamut
 +
|-
 +
| 26-27 || Seraphim, Asura
 +
|-
 +
| 28-29 || The Magus Sisters, Lakshmi
 +
|-
 +
|}
  
{{quote|X |orig=X, Human Footpad}}
 
  
'''Adventures:''' X
+
===Esper Ability Scores by Tier===
  
'''Notables:''' X
+
Here's a comparison of each Esper against others in their tier, including the total of their ability scores. Some, like Golem and Phantom, may appear slightly lower as they lack Constitution scores. Knights of the Round may also seem comparatively weaker, reflecting the game's emphasis on the volume of individual strikes rather than each Knight being individually extraordinary, such as with Bahamut.
  
'''Organizations:''' X
 
  
'''NPC Reactions:''' X
+
{| class="zebra d20" style="width: 50%" style="border: 1px solid black;"
 +
|+ Guardian Forces
 +
|-
 +
! Esper !! STR !! DEX !! CON !! INT !! WIS !! CHA !! Total
 +
|-
 +
| Bomb || 10 || 22 || 14 || 5 || 11 || 11 || 73
 +
|-
 +
| Cactuar || 6 || 26 || 8 || 6 || 20 || 12 || 78
 +
|-
 +
| Cait Sith || 8 || 21 || 8 || 15 || 13 || 21 || 86
 +
|-
 +
| Chocobo || 19 || 20 || 16 || 4 || 14 || 16 || 89
 +
|-
 +
| Cockatrice || 10 || 12 || 10 || 4 || 14 || 13 || 63
 +
|-
 +
| Goblin || 13 || 12 || 14 || 9 || 11 || 7 || 66
 +
|-
 +
| Kirin || 14 || 11 || 17 || 8 || 17 || 21 || 88
 +
|-
 +
| Mindflayer || 12 || 14 || 12 || 18 || 16 || 16 || 88
 +
|-
 +
| Siren || 9 || 19 || 11 || 13 || 21 || 24 || 97
 +
|-
 +
| Sylph || 5 || 28 || 7 || 12 || 18 || 15 || 86
 +
|-
 +
|}
  
====Footpad Lore====
+
{| class="zebra d20" style="width: 50%" style="border: 1px solid black;"
 +
|+ Ediolons
 +
|-
 +
! Esper !! STR !! DEX !! CON !! INT !! WIS !! CHA !! Total
 +
|-
 +
| Brothers || 19 || 14 || 22 || 10 || 11 || 9 || 85
 +
|-
 +
| Fenrir || 15 || 21 || 15 || 7 || 13 || 13 || 84
 +
|-
 +
| Gilgamesh || 16 || 16 || 18 || 11 || 9 || 17 || 87
 +
|-
 +
| Ifrit || 20 || 15 || 24 || 13 || 14 || 18 || 104
 +
|-
 +
| Kujata || 16 || 10 || 17 || 8 || 20 || 7 || 78
 +
|-
 +
| Mist Dragon || 22 || 19 || 19 || 16 || 16 || 15 || 107
 +
|-
 +
| Ramah || 11 || 12 || 9 || 29 || 26 || 15 || 102
 +
|-
 +
| Shiva || 12 || 20 || 16 || 14 || 19 || 22 || 103
 +
|-
 +
| Tonberry || 8 || 8 || 25 || 11 || 14 || 11 || 76
 +
|-
 +
| Unicorn || 22 || 17 || 21 || 10 || 21 || 23 || 114
 +
|-
 +
|}
  
Characters with a lore skill or ranks in Knowledge (Local) can research Footpads to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
+
{| class="zebra d20" style="width: 50%" style="border: 1px solid black;"
 +
|+ Astrals
 +
|-
 +
! Esper !! STR !! DEX !! CON !! INT !! WIS !! CHA !! Total
 +
|-
 +
| Cerberus || 21 || 19 || 22 || 6 || 18 || 15 || 101
 +
|-
 +
| Golem || 22 || 9 || – || 9 || 11 || 6 || 57
 +
|-
 +
| Midgardsormr || 28 || 12 || 29 || 5 || 10 || 8 || 92
 +
|-
 +
| Quezacotl || 15 || 22 || 17 || 7 || 15 || 13 || 89
 +
|-
 +
| Sraphim || 9 || 16 || 10 || 17 || 22 || 26 || 100
 +
|-
 +
| Syldra || 20 || 15 || 19 || 10 || 15 || 14 || 93
 +
|-
 +
| Valefor || 13 || 21 || 12 || 6 || 12 || 13 || 77
 +
|-
 +
| Valigarmanda || 18 || 13 || 18 || 18 || 21 || 17 || 105
 +
|-
 +
| Yojimbo || 17 || 11 || 21 || 15 || 17 || 15 || 96
 +
|-
 +
|}
  
{| class="zebra d20"
+
{| class="zebra d20" style="width: 50%" style="border: 1px solid black;"
|+ Knowledge (Local)
+
|+ Avatars
! DC || class="left" | Result
+
|-
|-  
+
! Esper !! STR !! DEX !! CON !! INT !! WIS !! CHA !! Total
| 5 || class="left" | X
+
|-
|-  
+
| Asura || 11 || 15 || 18 || 22 || 27 || 27 || 120
| 10 || class="left" | X
+
|-
|-  
+
| Carbuncle || 6 || 25 || 9 || 9 || 20 || 18 || 87
| 15 || class="left" | X
+
|-
|-  
+
| Catoblepas || 17 || 9 || 19 || 8 || 17 || 16 || 86
| 20 || class="left" | Anyone making this level of success can learn about most any Footpad ability, and even stories about specific Footpads, how a Footpad is trained and even the current location of a specific Footpad provided she's not in hiding.
+
|-
 +
| Hades || 19 || 14 || 17 || 19 || 19 || 20 || 108
 +
|-
 +
| Ixion || 25 || 18 || 20 || 13 || 22 || 20 || 118
 +
|-
 +
| Lakshmi || 11 || 18 || 12 || 20 || 25 || 29 || 115
 +
|-
 +
| Leviathan || 26 || 17 || 24 || 18 || 24 || 19 || 128
 +
|-
 +
| Phantom || 4 || 23 || – || 12 || 15 || 8 || 62
 +
|-
 +
| Titan || 29 || 13 || 27 || 11 || 10 || 9 || 99
 +
|-
 
|}
 
|}
  
====Footpads in the Game====
+
{| class="zebra d20" style="width: 50%" style="border: 1px solid black;"
 +
|+ Aeons
 +
|-
 +
! Esper !! STR !! DEX !! CON !! INT !! WIS !! CHA !! Total
 +
|-
 +
| Alexander || 24 || 7 || 27 || 12 || 10 || 6 || 86
 +
|-
 +
| Anima || 25 || 10 || 25 || 16 || 22 || 21 || 119
 +
|-
 +
| Bahamut || 45 || 12 || 30 || 21 || 25 || 25 || 158
 +
|-
 +
| Diablos || 21 || 13 || 23 || 23 || 19 || 22 || 121
 +
|-
 +
| Knights of the Round || 17 || 11 || 20 || 13 || 12 || 12 || 83
 +
|-
 +
| Magus Sisters || 14 || 16 || 15 || 26 || 23 || 28 || 122
 +
|-
 +
| Odin || 27 || 15 || 28 || 24 || 29 || 23 || 146
 +
|-
 +
| Phoenix || 19 || 20 || 26 || 16 || 16 || 25 || 122
 +
|-
 +
|}
  
  
'''Sample Encounter:'''  
+
'''Most Powerful Espers by Ability Score Totals'''
  
{{:User:The-Marksman/NavBox}}
+
Keep in mind while looking at this table, that just because Espers like Unicorn or Shiva are on this list and more powerful Espers like Alexander and Knights of the Round are not, that doesnt mean Shiva or Unicorn are more powerful overall. Unicorn and Shiva only have X hit dice and their overdrives only have a scaling bonus of X4, as where Alexander and Knights of the Round have X hit dice and their overdrives have a scaling bonus of X6. So, ultimately, the tier does far more to decide overall power than the stats do. This is merely meant for comparative purposes.
  
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{| class="zebra d20" style="width: 50%" style="border: 1px solid black;"
{{3.5e Base Classes Breadcrumb}}
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[[Category:User]]
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! Esper !! STR !! DEX !! CON !! INT !! WIS !! CHA !! Total
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[[Category:Base Class]]
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| Bahamut || 45 || 12 || 30 || 21 || 25 || 25 || 158
 
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| Odin || 27 || 15 || 28 || 24 || 29 || 23 || 146
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| Leviathan || 26 || 17 || 24 || 18 || 24 || 19 || 128
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| Phoenix || 19 || 20 || 26 || 16 || 16 || 25 || 122
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| Magus Sisters || 14 || 16 || 15 || 26 || 23 || 28 || 122
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| Diablos || 21 || 13 || 23 || 23 || 19 || 22 || 121
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| Asura || 11 || 15 || 18 || 22 || 27 || 27 || 120
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| Anima || 25 || 10 || 25 || 16 || 22 || 21 || 119
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| Ixion || 25 || 18 || 20 || 13 || 22 || 20 || 118
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| Lakshmi || 11 || 18 || 12 || 20 || 25 || 29 || 115
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| Unicorn || 22 || 17 || 21 || 10 || 21 || 23 || 114
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| Hades || 19 || 14 || 17 || 19 || 19 || 20 || 108
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| Mist Dragon || 22 || 19 || 19 || 16 || 16 || 15 || 107
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| Valigarmanda || 18 || 13 || 18 || 18 || 21 || 17 || 105
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| Ifrit || 20 || 15 || 24 || 13 || 14 || 18 || 104
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| Shiva || 12 || 20 || 16 || 14 || 19 || 22 || 103
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| Ramah || 11 || 12 || 9 || 29 || 26 || 15 || 102
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| Cerberus || 21 || 19 || 22 || 6 || 18 || 15 || 101
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| Sraphim || 9 || 16 || 10 || 17 || 22 || 26 || 100
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Latest revision as of 16:14, 9 March 2024

Frequently Asked Questions[edit]

I know that Final Fantasy is a very popular franchise, so there may be questions or concerns about how this class came together, and I want to do my best to preemptively answer as many questions as possible. Below are the things I could think of ahead of time that may come up as questions. If you have any further questions, please feel free to leave a signed comment below and I'll do my best to answer it.


Esper and Tier Names[edit]

Some summoned monsters have different names in the American localization compared to the original Japanese version. After some research, I found that the original Japanese names are more consistently used, in more titles across the franchise. Although I grew up with the American localization names, I chose to use the more frequently seen original Japanese names in this class. Below are the summoned monsters that had different names that I had to decide between.

Valigarmanda = Tritoch
Midgardsormr = Terrato
Catoblepas = Shoat
Lakshmi = Starlet
Cait Sith = Stray

As far as the naming convention for the summoned monsters and tiers; I decided I wanted to pay homage to all of the various names that the creatures have been called over the years. I found the terms Esper, Ediolon, Guardian Force, Aeon, Avatar and Astral. I had broken up the summoned monsters into 5 tiers, and they needed a name as a whole, so I decided to use all these names so they would all be represented in the class.

To begin, I named the summoned monsters as a whole Espers for two reasons. Firstly, it was the first term used for these creatures in the Final Fantasy series, originating from Final Fantasy VI. Although the entities were introduced earlier in Final Fantasy III, IV, and V, they were simply referred to as 'summoned monsters'. Secondly, having personally spent more hours playing Final Fantasy IV than any other game in the series, the name Espers holds sentimental value for me.

With the tiers, I wanted Aeon to be the last tier so that I could make the level 20 capstone ability be called "Final Aeon" to reference the story from Final Fantasy X. Guardian Forces felt fitting as an introductory-sounding tier. Ediolon, one of the more commonly used in the franchise, found its place in the 2nd tier, where many popular summoned monsters are. That just left Avatars and Astrals. I went back and forth on this for a while, but what I landed on was that when I think of the word Avatar (other than the movie and cartoon), I think about the Avatar of a deity which is like their right-hand man, so to speak. So, I placed it in the 4th tier, leaving Astral as the 3rd tier.

Tier Organization[edit]

Ranking summoned monsters into tiers is inherently subjective, inviting potential disagreements. To address questions like "Why is this Esper in that tier?" or "How come X Esper is more powerful than Y Esper?" I'll provide explanations for some of my decisions.

I feel like the majority of the first tier and the last tier are pretty self-evident, I dont think there will be very many disputes there. I went with the ones I perceived as the least powerful in the first tier and the most powerful in the last tier.

I also organized the Espers among the tiers to try to ensure a diverse distribution of attacks/styles, trying to avoid a concentration of similar Espers on a single tier while leaving other tiers without that type. Some of the different ways that I organized them were:

  • I wanted Leviathan and Asura to be on the same tier to reflect their story in Final Fantasy IV. But I didnt feel they were on Bahamut's level, so I placed them a tier under Bahamut and also, they provide some name recognition and power for the Avatar tier.
  • The Mist Dragon was available to Rydia at the start of Final Fantasy IV, so I didnt want it to be too high up, but it felt more powerful than tier 1, so I moved it to tier 2.
  • I intentionally grouped Shiva, Ifrit, and Ramuh on the same tier due to their recurring story connections across the franchise. These iconic Espers, are commonly acquired early in the game and are placed in the 2nd tier to reflect their usual availability. Additionally, given their Ice/Fire/Lightning themes, I purposefully positioned Valigarmanda in the tier following them, as it is tri-elemental.
  • I made it so that the player will get a new mount option on every tier except Aeon.

Tier 1: Chocobo
Tier 2: Unicorn
Tier 3: Syldra (aquatic)
Tier 4: Ixion (2 person)

  • I had a total of 6 restorative Espers and 5 tiers. So, I organized them, ensuring each tier had only one restorative or curative Esper, except one tier. It's worth noting that in the lore of Final Fantasy VI, Lakshmi (formerly known as Starlet) is established as a more potent healer than Sraphim, and I adhered to that lore.

Tier 1: Kirin
Tier 2: Unicorn
Tier 3: Sraphim
Tier 4: Lakshmi and Asura (Asura's effects are randomized, hense why I stacked this tier)
Tier 5: Phoenix

I also tried to somewhat separate the thematic Espers between tiers as well.

  • Electrical Attack Espers:

Tier 2: Ramuh
Tier 3: Quezacotl
Tier 4: Ixion

  • Earth Attack Espers:

Tier 2: Brothers
Tier 3: Midgardsormr
Tier 4: Titan

  • Fire Attack Espers:

Tier 1: Bomb
Tier 2: Ifrit
Tier 3: Cerberus

  • Ones with dark themes:

Tier 3: Cerberus
Tier 4: Hades
Tier 5: Diablos

  • Then a loose association between humanoid shaped characters wielding manufactured weapons:

Tier 1: Goblin
Tier 2: Gilgamesh
Tier 3: Yojimbo
Tier 5: Odin / Knights of the Round

Some Espers were placed by the power of their abilities so that it was more balanced in the game.

  • Catoblepas, Carbunkle and Phantom were placed in the Avatar tier because thats when their abilities (aoe save vs death, spell turning and etherealness respectively) would be more balanced. Tonberry was originally tier 1, but I couldnt justify the single target save vs death at level 1, even if the save were easy.

Unused Espers[edit]

Some readers may wonder why a specific summoned monster or their favorite one isn't featured in this class. If you include Spin-Offs like Ivalice, Dimensions, Dissidia, Crystal Chornicles, Record Keeper, etc, there are almost 100 unique summoned creatures in the Final Fantasy franchise, including all of them in one class isn't practical. So I've tried to focus almost exclusively on those seen in the main series. Even with the number I've included, I've already substantially exceeded the typical count found in any one Final Fantasy game. Below is a list of summoned monsters not selected for this class, along with my general rationale for their exclusion.

If there is a particular Esper that you're particularly fond of and want to be able to use it, I'm not opposed to a player working with their DM and coming up with a stat block and overdrive for the Esper and then just slotting it into whatever tier you both agree is balanced. Alternatively, I would also challenge you to wait, and consider using it as your Final Aeon.

  • Raiden, Bahamut Fury, Neo Bahamut, Bahamut Zero: Im sure these ones will be among the most pointed out. I didnt want multiples of any given summon, and I see these as alternate forms of Odin & Bahamut respectively and I wanted to use the originals for nostalgia's sake.
  • Eden, Ark, Doomtrain, Atomos: I did initially look into all of these, but they are so large that it wouldnt be practical to be able to summon them in many locations / situations. With Eden, Ark and Doomtrain in particular, I also didnt want to use anything that would appear as too technological that may clash with a game's setting.
  • Maduin, Zoneseek, Quetzalli (Palidor): These were originally on the list to be used in middle/lower tiers, but the combination of difficulty finding high resolution images of them, and their limited appearances in so few games ultimately led to me cutting them.
  • Moogle, Mini Mog, Boko: The silliness of the animation thematics didnt match with the theme and energy I was going for with the Summoner class. Also, with Boko, there is never any Chocobo in the franchise with those kinds of attack powers and I didnt want to set a president for that with the normal Chocobo summon.
  • Pandemona, Madeen: Found both of these interesting, but both only appeared in 1 game. I was afraid anyone who hasnt played the one game they came from wouldnt be familiar with them. Note that Kujata also falls into this category, but I was able to find an exceptional image for Kujata, and FF7 is one of the most popular in the franchise which ultimately led to me using Kujata.
  • Remora, Moomba: Lack of appearances in more than one game and having such a small role in the game they did appear in, coupled with the lack of high-quality images to use, didnt make it a priority to try and fit them in.
  • Bismarck: This one actual WAS initially included in the list, but during the project's later stages when defining each Esper's mechanics, practical considerations arose. Summoning Bismarck would require large aquatic environments, or the Esper would need to float/fly, potentially stretching the suspension of disbelief. Additionally, due to its sheer size, even a slightly scaled-down version would be too large for many dungeons or situations. Scaling it down further to fit would diminish its impressiveness and grandeur.
  • Crusader: Had originally intended to use him as an Aeon in my original sketch out of the class, but when I reviewed Crusader's attack and remembered it's meant to damage the party as well, I didnt want anything in the class that would be viewed as a detriment to the D&D party and I also didnt want to alter it and have it stray from the source material.
  • Magic Pot: Found a decent enough image, but was unsure how to convert his abilities into something useful in D&D. Also, I already had the Goblin summon from Final Fantasy 4 and didnt want to have 2 so similar.
  • Ragnarok The concept of a sword as an Esper didnt feel very right to me. Also, with only a couple appearances and no amazing images of it, I wasn't very compelled to consider it.
  • Typhon: Classic creature to the series but comes off as more of an antagonist even though he has been summonable a couple times.
  • Angelo: Wasnt technically a normal summon. Was associated with Riona.
  • Final Fantasy 12 summons; Zodiark, Adrammelech, Zalera, Mateus, Zeromus, Exodus, Chaos, Famfrit, Ultima, Belais, Hashmal, Cuchulainn, Shemhazai: I have never played FFXII to know how to convert these, and also, I did watch these summons on You Tube. Not only are these creatures that have never been summons in any other Final Fantasy game (like others on this list), but I found their animations to be more flash and less substance.
  • Final Fantasy 13 summons; Hecatoncheir, Brynhildr, Bahamut, Alexander, Odin, Shiva: While I liked that they did a hybrid selection of classic and new summoned creatures, and the summoning animations were not “more flash and less substance” like the FFXII summons, everything positive about it was completely thrown away by the atrocious and hideous remakes of the classic summons, and the fact that everyone was a Transformer. Also, see the previous technological concern from Eden, Ark & Doomtrain.


Esper by Ability Scores[edit]

In case anyone wonders how I came to my decisions about ability scores for the Espers. I made a list in WordPad of the ability scores in these ranges and then tried to place them where it felt they made the most sense. The ones that may stand out as weird to some people may be Unicorn, Ixion and Bahamut. I ranked these ones differently. I tried to get close to the unicorn stats from the Monster Manual for Unicorn and used Celestial Charger as a gauge for Ixion. I also looked at stats for various dragons in the Monster Manual for Bahamut. Specifically, that's why his strength and constitution are so much higher.

As this process is highly subjective, any specific Esper might very well be moved slightly up or down in any given stat and you could very well be right. Agreements on these decisions may vary, but this is where I landed, and I feel I'm somewhat close. While I will always listen to feedback, I am not looking to debate these for any reason.


Strength
Score Esper
4-5 Sylph
6-7 Cactuar, Carbuncle
8-9 Cait Sith, Tonberry, Siren, Seraphim
10-11 Bomb, Cockatrice, Ramuh, Asura, Lakshmi
12-13 Mindflayer, Shiva, Goblin, Valefor
14-15 Kirin, Magus Sisters, Fenrir, Quezacotl
16-17 Gilgamesh, Kujata, Yojimbo, Catoblepas, Knights of the Round
18-19 Valigarmanda, Chocobo, Phoenix, Hades, Brothers
20-21 Ifrit, Syldra, Cerberus, Diablos
22-23 Unicorn, Golem, Mist Dragon
24-25 Alexander, Anima, Ixion
26-27 Leviathan, Odin
28-29 Midgardsormr, Titan
45 Bahamut
Dexterity
Score Esper
6-7 Alexander
8-9 Tonberry, Catoblepas, Golem
10-11 Anima, Kujata, Kirin, Yojimbo, Titan
12-13 Cockatrice, Ramuh, Goblin, Midgardsormr, Bahamut, Knights of the Round, Valigarmanda, Diablos
14-15 Hades, Brothers, Mindflayer, Ifrit, Syldra, Asura, Odin
16-17 Sraphim, Magus Sisters, Gilgamesh, Unicorn, Leviathan
18-19 Ixion, Lakshmi, Cerberus, Mist Dragon, Siren
20-21 Chocobo, Shiva, Phoenix, Fenrir, Cait Sith, Valefor
22-23 Bomb, Quezacotl, Phantom
24-25 Carbuncle
26-27 Cactuar
28-29 Sylph
Constitution
Score Esper
Phantom, Golem
6-7 Sylph
8-9 Cactuar, Cait Sith, Carbuncle, Ramuh
10-11 Cockatrice, Sraphim, Siren
12-13 Mindflayer, Lakshmi, Valefor, Kirin
14-15 Bomb, Goblin, Fenrir, Magus Sisters
16-17 Shiva, Chocobo, Kujata, Quezacotl, Hades
18-19 Valigarmanda, Gilgamesh, Asura, Mist Dragon, Syldra, Catoblepas
20-21 Knights of the Round, Ixion, Unicorn, Yojimbo
22-23 Brothers, Cerberus, Diablos
24-25 Ifrit, Leviathan, Anima, Tonberry
26-27 Phoenix, Alexander, Titan
28-29 Odin, Midgardsormr
30 Bahamut
Intelligence
Score Esper
4-5 Cockatrice, Chocobo, Bomb, Midgardsormr
6-7 Cactuar, Valefor, Cerberus, Fenrir, Quezacotl
8-9 Catoblepas, Kirin, Kujata, Carbuncle, Golem, Goblin
10-11 Unicorn, Syldra, Brothers, Gilgamesh, Tonberry, Titan
12-13 Phantom, Sylph, Alexander, Ixion, Siren, Knights of the Round, Ifrit
14-15 Shiva, Yojimbo, Cait Sith
16-17 Phoenix, Mist Dragon, Anima, Sraphim
18-19 Leviathan, Valigarmanda, Hades, Mindflayer
20-21 Lakshmi, Bahamut
22-23 Asura, Diablos
24-25 Odin
26-27 The Magus Sisters
28-29 Ramuh
Wisdom
Score Esper
8-9 Gilgamesh, Brothers
10-11 Alexander, Titan, Midgardsormr, Bomb, Golem, Goblin
12-13 Knights of the Round, Valefor, Cait Sith, Fenrir
14-15 Cockatrice, Tonberry, Ifrit, Chocobo, Phantom, Quezacotl, Syldra
16-17 Mindflayer, Phoenix, Mist Dragon, Catoblepas, Yojimbo, Kirin
18-19 Cerberus, Sylph, Shiva, Diablos, The Magus Sisters
20-21 Cactuar, Carbuncle, Kujata, Unicorn, Valigarmanda, Siren
22-23 Sraphim, Ixion, Anima, Hades
24-25 Leviathan, Bahamut, Lakshmi
26-27 Ramuh, Asura
28-29 Odin
Charisma
Score Esper
6-7 Alexander, Golem, Kujata, Goblin
8-9 Phantom, Midgardsormr, Titan, Brothers
10-11 Cockatrice, Bomb, Tonberry
12-13 Knights of the Round, Cactuar, Valefor, Quezacotl, Fenrir
14-15 Syldra, Sylph, Mist Dragon, Yojimbo, Cerberus, Ramuh
16-17 Mindflayer, Catoblepas, Chocobo, Gilgamesh, Valigarmanda
18-19 Carbuncle, Ifrit, Leviathan
20-21 Ixion, Hades, Kirin, Cait Sith, Anima
22-23 Shiva, Diablos, Unicorn, Odin
24-25 Siren, Phoenix, Bahamut
26-27 Seraphim, Asura
28-29 The Magus Sisters, Lakshmi


Esper Ability Scores by Tier[edit]

Here's a comparison of each Esper against others in their tier, including the total of their ability scores. Some, like Golem and Phantom, may appear slightly lower as they lack Constitution scores. Knights of the Round may also seem comparatively weaker, reflecting the game's emphasis on the volume of individual strikes rather than each Knight being individually extraordinary, such as with Bahamut.


Guardian Forces
Esper STR DEX CON INT WIS CHA Total
Bomb 10 22 14 5 11 11 73
Cactuar 6 26 8 6 20 12 78
Cait Sith 8 21 8 15 13 21 86
Chocobo 19 20 16 4 14 16 89
Cockatrice 10 12 10 4 14 13 63
Goblin 13 12 14 9 11 7 66
Kirin 14 11 17 8 17 21 88
Mindflayer 12 14 12 18 16 16 88
Siren 9 19 11 13 21 24 97
Sylph 5 28 7 12 18 15 86
Ediolons
Esper STR DEX CON INT WIS CHA Total
Brothers 19 14 22 10 11 9 85
Fenrir 15 21 15 7 13 13 84
Gilgamesh 16 16 18 11 9 17 87
Ifrit 20 15 24 13 14 18 104
Kujata 16 10 17 8 20 7 78
Mist Dragon 22 19 19 16 16 15 107
Ramah 11 12 9 29 26 15 102
Shiva 12 20 16 14 19 22 103
Tonberry 8 8 25 11 14 11 76
Unicorn 22 17 21 10 21 23 114
Astrals
Esper STR DEX CON INT WIS CHA Total
Cerberus 21 19 22 6 18 15 101
Golem 22 9 9 11 6 57
Midgardsormr 28 12 29 5 10 8 92
Quezacotl 15 22 17 7 15 13 89
Sraphim 9 16 10 17 22 26 100
Syldra 20 15 19 10 15 14 93
Valefor 13 21 12 6 12 13 77
Valigarmanda 18 13 18 18 21 17 105
Yojimbo 17 11 21 15 17 15 96
Avatars
Esper STR DEX CON INT WIS CHA Total
Asura 11 15 18 22 27 27 120
Carbuncle 6 25 9 9 20 18 87
Catoblepas 17 9 19 8 17 16 86
Hades 19 14 17 19 19 20 108
Ixion 25 18 20 13 22 20 118
Lakshmi 11 18 12 20 25 29 115
Leviathan 26 17 24 18 24 19 128
Phantom 4 23 12 15 8 62
Titan 29 13 27 11 10 9 99
Aeons
Esper STR DEX CON INT WIS CHA Total
Alexander 24 7 27 12 10 6 86
Anima 25 10 25 16 22 21 119
Bahamut 45 12 30 21 25 25 158
Diablos 21 13 23 23 19 22 121
Knights of the Round 17 11 20 13 12 12 83
Magus Sisters 14 16 15 26 23 28 122
Odin 27 15 28 24 29 23 146
Phoenix 19 20 26 16 16 25 122


Most Powerful Espers by Ability Score Totals

Keep in mind while looking at this table, that just because Espers like Unicorn or Shiva are on this list and more powerful Espers like Alexander and Knights of the Round are not, that doesnt mean Shiva or Unicorn are more powerful overall. Unicorn and Shiva only have X hit dice and their overdrives only have a scaling bonus of X4, as where Alexander and Knights of the Round have X hit dice and their overdrives have a scaling bonus of X6. So, ultimately, the tier does far more to decide overall power than the stats do. This is merely meant for comparative purposes.

Espers
Esper STR DEX CON INT WIS CHA Total
Bahamut 45 12 30 21 25 25 158
Odin 27 15 28 24 29 23 146
Leviathan 26 17 24 18 24 19 128
Phoenix 19 20 26 16 16 25 122
Magus Sisters 14 16 15 26 23 28 122
Diablos 21 13 23 23 19 22 121
Asura 11 15 18 22 27 27 120
Anima 25 10 25 16 22 21 119
Ixion 25 18 20 13 22 20 118
Lakshmi 11 18 12 20 25 29 115
Unicorn 22 17 21 10 21 23 114
Hades 19 14 17 19 19 20 108
Mist Dragon 22 19 19 16 16 15 107
Valigarmanda 18 13 18 18 21 17 105
Ifrit 20 15 24 13 14 18 104
Shiva 12 20 16 14 19 22 103
Ramah 11 12 9 29 26 15 102
Cerberus 21 19 22 6 18 15 101
Sraphim 9 16 10 17 22 26 100