How To Build Cait Sith From Final Fantasy VII In Dungeons & Dragons

How To Build Cait Sith From Final Fantasy VII In Dungeons & Dragons

The cast of Final Fantasy VII is one of the most beloved in video game history, and Cait Sith is also in the game.



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How To Build Cait Sith From Final Fantasy VII In Dungeons & Dragons

The cast of Final Fantasy VII is one of the most beloved in video game history, and Cait Sith is also in the game. There are many reasons to dislike Cait Sith – his obnoxious Scottish accent in Advent Children/Dirge of Cerberus, the fact that he was secretly a spy, the fact that he was controlled by one of the Shinra higher-ups the whole time, and his general dumb appearance, coupled with the fact that it makes no sense for the Avalanche crew to let such an ostentatious individual hang around with them when they’re trying to keep a low profile. Despite the issues with the character in Final Fantasy VII, there is a lot that can be done with Cait Sith by transplanting him into Dungeons & Dragons.

Cait Sith is a combination of two machines, which are controlled from a distance by Reeve from the Shinra Corporation. Reeve initially uses Cait Sith to spy on Avalanche, but he later has a face-turn and starts to help the group from within Shinra. In terms of combat abilities, Cait Sith starts out with Materia that lets him transform his foes, while his Limit Breaks are based around random chance. Cait Sith’s Limit Breaks have the power to bring even the mighty Emerald & Ruby Weapon to their knees, but they can also backfire and OHKO the entire party.

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Cait Sith’s Ability Scores, Class, And Background

The version of Cait Sith we have created uses material from the Player’s Handbook and Eberron: Rising from the Last War. Cait Sith is a warforged sorcerer who takes on the Wild Magic Origin at level one. Using the basic stat spread listed on page 13 of the Player’s Handbook and taking his race into consideration, Cait Sith’s starting stats would be STR 8, DEX 13, CON 16, INT 12, WIS 10, and CHA 16. The chance of a wild magic event happening is as close an approximation of Cait Sith’s Limit Breaks as can be found in the D&D ruleset and it can be equally as deadly for the player as it is for the enemy.

Cait Sith’s background would be Guild Artisan, to reflect the fact that he is the mouthpiece for an incredibly skilled artificer or similar enchanter, and would share the skills of their controller. His starting skills would be Insight, Persuasion, Deception, Intimidation, and Religion. If the variant Feat rules are used, then he would benefit from Actor, Durable, Spell Sniper, or War Caster.

Cait Sith’s alignment would depend a great deal on whether his character is similar to that of Final Fantasy VII. It could be argued that Cait Sith starts out as Lawful Evil, as he willingly turns a blind to the atrocities caused by the Shinra Corporation and spies on the one group trying to save the world. As time goes on, he would shift to Lawful Neutral, as he starts to question his actions and role within the party, eventually culminating in Lawful or Neutral Good, as he eschews his old ways and genuinely tries to save the world.

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Cait Sith’s Spells

In terms of spells, Cait Sith’s selection would be filled with enchantment, illusion, and transmutation, to mimic his starting role in the party and his Limit Breaks. As such, his spell list would benefit from friends, mending, message, minor illusion, charm person, color spray, disguise self, silent image, alter self, blindness/deafness, hold person, phantasmal force, suggestion, fear, hypnotic pattern, major image, slow, stinking cloud, confusion, dominate beast, polymorph, cloudkill, dominate person, hold monster, insect plague eyebite, mass suggestion, prismatic spray, dominate monster, power word stun, power word kill, and time stop. In terms of Metamagic abilities, Cait Sith would start with Heightened Spell & Quickened Spell, followed by Empowered Spell, and then Distant Spell.



Cait Sith’s gimmick could work really well in a Dungeons & Dragons. It starts out with him presenting himself as a fortune teller to the group and he quickly joins the party when something in the cards/crystal ball tells him to. The truth is that he is being controlled from a distance by the powerful artificer/sorcerer/wizard who created him. There could be many reasons why Cait Sith was created and why they have joined the party. If the player is following the story from Final Fantasy VII, then Cait Sith’s controller could be working with the villains of the campaign to infiltrate the party and bring them down from within, but he eventually has a change of heart. Discuss this idea with your DM first, so they can properly incorporate it without ruining their story. It’s possible that the person controlling Cait Sith only has limited access to his senses, so he might not be able to reliably relay information to his superiors. This offers an easy explanation as to why the party isn’t led into a trap straight away. Over time, the controller of Cait Sith could see the error of his ways and become the inside man for the party, feeding them information from within. This could lead to a rescue mission if the plot is uncovered, with the party meeting the true person that they have been dealing with the whole time. How they choose to react to this situation will vary depending on the players and the story, but it could make for an interesting campaign if it’s pulled off.

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(Whatever you do, don’t put on the Scottish accent from Advent Children, unless you like books being thrown at your head.)

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