Has anyone seen these? Neither are mine, I want to let that be known, but I thought I'd show them because a couple of people I talked to have said that a video game character build is actually quite hard, and a lot of people forgo trying simply because it's all a matter of perception. This appears to be quite true.
For the Megaman build, I'm curious as to what other people think about what's presented, and what you think it should be (instead).
Megaman X - Lawful Neutral Warforged Artificer
Hit Dice: 20d6+60 (133 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armour Class: 18 (+4 Dex)
Base Attack/Grapple: +15/+17
Space/Reach: 5 ft./5 ft.
Saves: Fort +9, Ref +10, Will +12
Str 14 Dex 19 Con 16 Int 14 Wis 10 Cha 10
1) Artificer - Mithril Body, Scribe Scroll(b), Infuse Self (sub level)
2) Artificer - Brew Potion(b)
3) Artificer - Craft Wondrous Item(b), Empower Spell
4) Artificer - Extend Spell(b), Dex +1
5) Artificer - Craft Magical Arms and Armour(b)
6) Artificer - Extraordinary Artisan
7) Artificer - Craft Wand(b)
8) Artificer - Twin Spell(b), Dex +1
9) Artificer - Craft Rod(b), Exceptional Artisan
10) Artificer -
11) Artificer -
12) Artificer - Persistant Spell, Legendary Artisan(b), Craft Staff(b), Dex +1
13) Artificer -
14) Artificer - Forge Ring(b)
15) Artificer - Magical Artisan(Extraordinary Artisan)
16) Artificer - Maximize Spell(b), Dex +1
17) Artificer -
18) Artificer - Magical Artisan(Legendary Artisan)
19) Artificer -
20) Artificer - Improved Homunculus(Evasion, 2x Flyer, 2x Sneak Attack, Weapon Ability[shocking]), Dex +1
R.U.S.H (Really Uber Support Homunculus)
Small Construct - Iron Defender
Hit Dice: 18d10+10 (109 hp)
Initiative: +8
Speed: 50 ft. (10 squares), fly 40 ft.(perfect)
Armour Class: 31 (+1 size, +4 Dex, +16 Natural), touch 15, flat-footed 27
Base Attack/Grapple: +13/+8
Attack: Bite +17 melee (1d8+3) + 1d6 electric + 2d6 sneak attack
Full Attack: Bite +17 melee (1d8+3) + 1d6 electric + 2d6 sneak attack
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, Evasion, Sneak Attack(2d6)
Saves: Fort +6, Ref +10, Will +6
Abilities: Str 14, Dex 18, Con -, Int 9, Wis 11, Cha 7
Feats: Weapon Focus (bite)(b), Weapon Finesse, Improved Natural Attack, Flyby Attack, Combat Reflexes, Great Flyby, Improved Initiative
Ok, In order for this to work, X needs to create the wand sheath item to put the wand in his forearm, however, he needs to hold 2 wands in there, not 1, so you'll have to make 2 wand sheathes and combine them(rules for combining effects are in the DMG).
Use these wands: Wand of Magic Missile(CL 9) and Wand of Orb of Force(CL 10).
You can use higher if you want, to overcome CL checks or the like, however, both spells max damage out at those levels.
Now, with these embedded, let's get to attacks.
Low Level:
Normal Shot - Magic Missile - 1 charge
Mid Level:
Normal Shot - Twinned Magic Missile - 5 charges
Low Charge - Orb of Force - 1 charge
High Charge - Empowered Orb of Force - 3 charges
High Level:
Normal Shot - Twinned Maximized Empowered Magic Missile(70 damage) - 10 charges
Low Charge - Empowered Orb of Force - 3 charges
High Charge - Maximized Empowered Orb of Force(90 damage) - 6 charges
Buster Upgrade - Twinned Maximized Empowered Orb of Force - 10 charges(180 damage though)
Secondly, you'll probably be burning through wands fairly fast, however, with the combination of feats, the wands break down like this when all the feats are accounted for:
Assuming min CL for max effect:
Wand of Magic Missile(CL 9): 3375gps and 135xp(normal creation cost)
With feats: 1898gps and 76xp
Wand of Orb of Force(CL 10): 15000gps and 600xp(normal creation cost)
With feats: 8438gps and 338xp
These can be further reduced by specific restrictions(race, class, etc...) and if that isn't enough, you can use the metamagic infusion and get an effect for free, so that'd save you on the charges. Yah, I know there are probably better spells to use, however, I think these spells best represent X.
Upgrades:
Helm - Helmet of True Seeing
Body - Enchant armour with "of fortification"
Arm - See above
Boots - Boots of Air Walk
Another builder said that Artificer was all wrong, and that MegaMan should actually a be warforged Warlock 20. However, this was never built. It was only stated. The eldritch blast is unlimited for use, yes, but Megaman is Lawful, but not Lawful Evil. Nor is he Chaotic. Either one is a prereq for being a warlock.
Now there's Simon Belmont. Personally I thought a couple of levels of Ranger and Sworn Slayer should have gone into this, but apparently 21 levels of Fighter and Paladin does this build justice. While I'll admit that the feats aren't out of place, thematically I'd have thought something with a favored enemy, and the Nemesis feat would have been perfect. Perhaps I'm wrong.
Belmont CR 21
Male Human Fighter 17/Paladin 4
LG Medium Humanoid
Init +6; Senses Listen +9, Spot +10
Aura of Courage
Languages: Common
AC 23, touch 16, flat-footed 21
hp 203 (21 HD);
Fort +19, Ref +12, Will +12
Speed 30 ft. (6 squares)
Melee +5 ghost touch holy whip +34/+29/+24/+19 (1d3+13 plus 2d6 holy)
Ranged +3 returning throwing battleaxe +26 (1d8+9)
Base Atk +21; Grp +27
Space 5 ft.; Reach 5 ft.
Atk Options smite evil 1/day, turn undead 5/day (turn damage 2d6+3)
Abilities Str 22, Dex 15, Con 18, Int 13, Wis 14, Cha 14
SQ Aura of Courage, Aura of Good, Divine Grace, Divine Health, Lay on Hands 8 hp/day
Feats Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Endurance, Exotic Weapon Proficiency (whip), Greater Weapon Focus (whip), Improved Bull Rush, Improved Disarm, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quick Draw, Weapon Focus (whip), Weapon Specialization (whip)
Skills Balance +4, Climb +10, Concentration +10, Handle Animal +7, Jump +18, Knowledge (Religion) +5, Listen +9, Ride +9, Search +9, Spot +10, Tumble +12
Possessions +3 returning throwing battleaxe; bracers of strength (+4 STR bonus); boots of speed; ring of protection (+4 deflection bonus to AC); leather armor +5; major ring of energy resistance (fire); "Vampire Killer" (+5 ghost touch holy whip)