Author Topic: Mega Man and Simon Belmont Builds  (Read 11764 times)

0 Members and 1 Guest are viewing this topic.

kevin_video

  • Organ Grinder
  • *****
  • Posts: 4833
    • Email
Mega Man and Simon Belmont Builds
« on: September 04, 2010, 04:04:56 AM »
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. :P

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)
I reject your reality, and substitute my own.

When God gives you lemons... it's time to find a new God.

Like D&D Freakouts? Check out this 4th Ed one.

telehax

  • Bi-Curious George
  • ****
  • Posts: 443
Re: Mega Man and Simon Belmont Builds
« Reply #1 on: September 04, 2010, 06:19:43 AM »
Warlock;

Senevri

  • Donkey Kong
  • ****
  • Posts: 708
    • Art and Depression
Re: Mega Man and Simon Belmont Builds
« Reply #2 on: September 04, 2010, 06:48:07 AM »
Digital character conversion thread; has it been ported here?

In any case, one thinks maybe Erudite could work for Megaman too? or even Factotum, (Factotum/Spellthief?) as Mega-man's thing is taking other people's toys.

For mr. Belmont, maybe some sort of undead slayer/exotic weapon master?

telehax

  • Bi-Curious George
  • ****
  • Posts: 443
Re: Mega Man and Simon Belmont Builds
« Reply #3 on: September 04, 2010, 07:53:14 AM »
Illithid Savant

Zaxter

  • Domesticated Capuchin Monkey
  • **
  • Posts: 111
Re: Mega Man and Simon Belmont Builds
« Reply #4 on: September 04, 2010, 08:14:39 AM »
Simon Belmont needs the Lasher class from Sword and Fist -- at least a one-level dip.

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Mega Man and Simon Belmont Builds
« Reply #5 on: September 04, 2010, 09:39:29 AM »
Fighter 17? Ew. :p

I remember one Megaman build which combined Shocking Fist with lightning throw to deal electric damage in a line.

And there are a few threads like this.
« Last Edit: September 04, 2010, 09:41:38 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

kurashu

  • Donkey Kong
  • ****
  • Posts: 719
  • K?
    • Androgynous Moose Hippy
    • Email
Re: Mega Man and Simon Belmont Builds
« Reply #6 on: September 04, 2010, 10:02:00 AM »
I remember one Megaman build which combined Shocking Fist with lightning throw to deal electric damage in a line.

Wasn't there also one that used Warblade/Bloodstorm Blade and a Battle Fist?

kevin_video

  • Organ Grinder
  • *****
  • Posts: 4833
    • Email
Re: Mega Man and Simon Belmont Builds
« Reply #7 on: September 04, 2010, 10:59:16 AM »
Fighter 17? Ew. :p

I remember one Megaman build which combined Shocking Fist with lightning throw to deal electric damage in a line.

And there are a few threads like this.
Yeah, I'm not too pleased with the 17th level of Fighter either. I guess the person's using the Favored rules where you can only take two base classes before taking penalties.

So I see. There's actually quite a lot of them. Maybe I put this thread in the wrong section.
I reject your reality, and substitute my own.

When God gives you lemons... it's time to find a new God.

Like D&D Freakouts? Check out this 4th Ed one.

Slaughterhouserock

  • Barbary Macaque at the Rock of Gibraltar
  • ***
  • Posts: 161
  • Hail to the king, baby.
    • Horror Movie Fans
    • Email
Re: Mega Man and Simon Belmont Builds
« Reply #8 on: September 04, 2010, 11:03:54 AM »
Digital character conversion thread; has it been ported here?

I don't think it has been, but here's the link to the 339 thread.
The DM giveth and the rogue taketh away.
I have a 5 in Charisma and Diplomacy is a cross-class skill.  Hopefully I don't piss off too many people.

kevin_video

  • Organ Grinder
  • *****
  • Posts: 4833
    • Email
Re: Mega Man and Simon Belmont Builds
« Reply #9 on: September 04, 2010, 11:05:11 AM »
Digital character conversion thread; has it been ported here?

I don't think it has been, but here's the link to the 339 thread.
Yeah, I don't agree with half of those builds, unfortunately. Some of them look like they've just been slapped together with a "Good enough" sign.
I reject your reality, and substitute my own.

When God gives you lemons... it's time to find a new God.

Like D&D Freakouts? Check out this 4th Ed one.

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Mega Man and Simon Belmont Builds
« Reply #10 on: September 04, 2010, 11:08:54 AM »
Digital character conversion thread; has it been ported here?

I don't think it has been, but here's the link to the 339 thread.
Here's a BG thread from 2008.


Also:
Quote
Son Goku
NG Half-orc Monk 2/Half-orc paragon 2/Ardent 11/Cerebral ragerHC 7
Feats: Maximise Power, Overchannel, Practiced Manifester (ardent), Psychic Meditation, Sun School, Tashalatora (ardent), ?
Mantles: Conflict, Energy (Dominant Ideal), Force, Freedom (Substitute Powers ACF: trade evade burst for inconstant location)


Comes complete with a rage that has three levels. If he has his tail, add a level of bear warrior.
Doesn't include the saiyan ability to become resistant to any attack that's affected them once - the closest thing I've seen to that is the infernal's Learned Spell Immunity.
« Last Edit: September 05, 2010, 11:55:15 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Senevri

  • Donkey Kong
  • ****
  • Posts: 708
    • Art and Depression
Re: Mega Man and Simon Belmont Builds
« Reply #11 on: September 05, 2010, 07:03:35 AM »
Also:
Quote
Son Goku
NG Half-orc Monk 2/Half-orc paragon 2/Ardent 11/Cerebral ragerHC 7
Feats: Maximise Power, Overchannel, Practiced Manifester, Psychic Meditation, Sun School, Tashalatora (Ardent), ?
Mantles: Conflict, Energy (Dominant Ideal), Force, Freedom (Substitute Powers ACF: trade evade burst for inconstant location)


Comes complete with a rage that has three levels. If he has his tail, add a level of bear warrior.
Doesn't include the saiyan ability to become resistant to any attack that's affected them once - the closest thing is the infernal's Learned Spell Immunity.
They don't. So it's okay.

IAC, the builds in DCCT (sorry about the acronyms) are more for having the correct abilities and right flavor rather than maximum power. Not to mention how HARD it's to build even relatively simple characters correctly.

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Mega Man and Simon Belmont Builds
« Reply #12 on: September 05, 2010, 11:52:03 AM »
They don't. So it's okay.
Huh? ???

That was a build I threw together just now.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

dna1

  • Hong Kong
  • ****
  • Posts: 1131
  • Im not albino Im just from Alaska
    • Email
Re: Mega Man and Simon Belmont Builds
« Reply #13 on: September 06, 2010, 12:05:17 AM »
i really like that megaman build. idk who belmont is.


but i agree that x could also be a factotum/spelltheif or something similar
Slappin ho's like E-Honda

Zaxter

  • Domesticated Capuchin Monkey
  • **
  • Posts: 111
Re: Mega Man and Simon Belmont Builds
« Reply #14 on: September 06, 2010, 12:41:17 AM »

dna1

  • Hong Kong
  • ****
  • Posts: 1131
  • Im not albino Im just from Alaska
    • Email
Re: Mega Man and Simon Belmont Builds
« Reply #15 on: September 06, 2010, 02:30:15 AM »
nothing pops up on the vnes page for me
Slappin ho's like E-Honda

SorO_Lost

  • Man in Gorilla Suit
  • *****
  • Posts: 2355
  • I'll kill you before you're born.
Re: Mega Man and Simon Belmont Builds
« Reply #16 on: September 06, 2010, 11:26:33 AM »
Also:
Quote
Son Goku
NG Half-orc Monk 2/Half-orc paragon 2/Ardent 11/Cerebral ragerHC 7
Feats: Maximise Power, Overchannel, Practiced Manifester (ardent), Psychic Meditation, Sun School, Tashalatora (ardent), ?
Mantles: Conflict, Energy (Dominant Ideal), Force, Freedom (Substitute Powers ACF: trade evade burst for inconstant location)
I once threw a skinny guy that turned into an overgrown brute with yellow hair.

Here is a nonoptimized Broli build created using a creditable homebrew class called The Champion

Broli (normal)
[spoiler]Medium Feral Monstrous Humanoid
HD: 20d8+140 (233 HP)
Ini: +1(dex)
Speed: 40ft.
AC: 32 (+8 armor, +3 dex, +5 deflection, +6 natural), touch 18, flat-footed 29.
Base Attack/Grapple: +15/+31
Attack: Unarmed Strike +31 melee (2d6+16)
Full Attack: Three Unarmed Strikes +31/+26/+21 melee (2d6+16) Or
      Three Unarmed Strikes +29/+24/+19 melee (2d6+16) & One offhand Unarmed Strikes +29 melee (2d6+16).
Space/Reach: 5ft/5ft
Special Attacks: Improved Grab, Pounch, Rake, Rend, Snap Kick.
Special Qualities: Dark Vision 60ft, Domain (x2), Fast Healing 3, Hero Form 5/day (5 min per), Perfect Transformation.
Saves: Fort +18, Ref +14, Will +17.
Abilities: Str 34, Dex 16, Con 24, Int 8. Wis 10, Cha 14.
Feats: Combat Reflexes, Flying Kick, Improved Grapple, Improved Unarmed Strike, Power Attack, Snap Kick, Superior Unarmed Strike, Weapon Focus (unarmed strike), Two-Weapon Fighting.
Skills: Bluff +24, Listen +24, Spot +24.
Equipment: Amulet of Mighty Fists +5, Belt of Giant Strength +6, Boots of Speed, Bracers of Armor +8, Cloak of Resistance +5, Manual of Bodily Health +4*, Manual of Gainful Exercise +4*, Manual of Quickness in Action +4*, Ring of Protection +5, Ring of Telekinesis.
Spells: 1st - divine favor, endure elements. 2nd - cure serious wounds, resist energy x2. 3rd - heroism x2, prayer. 4th - cure critical wounds x2, freedom of movement.
Environment: Any.
Organization: Any.
CR: 24
Treasure: 1,800pp plus items.
Alignment: Neutral Good.
Advancement: By class.
Level Adjustment: +1
Effective Character Level: 21.[/spoiler]

Super Saiyen Broli (avatar)
[spoiler]Large Feral Monstrous Humanoid/Outsider
HD: 20d12+240 (375 HP)
Ini: +1(dex)
Speed: land 40ft, fly 90 (perfect).
AC: 36 (+8 armor, +5 dex, +5 deflection, +9 natural, -1 size), touch 19, flat-footed 31.
Base Attack/Grapple: +20/+35
Attack: Unarmed Strike +45 melee (3d6+26)
Full Attack: Four Unarmed Strikes +45/+40/+35/+30 melee (3d6+26) Or
      Four Unarmed Strikes +43/+38/+33/+28 melee (3d6+26) & Three offhand Unarmed Strikes +43/+38/+33 melee (3d6+26).
Space/Reach: 5ft/5ft
Special Attacks: Fiery Fist, Flying Kick, Improved Grab, Ki Blast, Pounch, Rake, Rend, Snap Kick.
Special Qualities: DR 10/Good, Dark Vision 60ft, Fast Healing 3.
Resistances: acid 10, cold 10, electricity 10, fire 10, sonic 10.
Immunities: Ability Drain, Ability Damage, Disease, Energy Drain, Poison, and Polymorph.
Saves: Fort +29, Ref +22, Will +13.
Abilities: Str 52, Dex 20, Con 34, Int 10, Wis 14, Cha 10.
Feats: Blind-Fight, Combat Reflexes, Fiery Fist, Flying Kick, Greater Two-Weapon Fighting, Improved Grapple, Improved Two-Weapon Fighting, Improved Unarmed Strike, Ki Blast, Power Attack, Snap Kick, Stunning Fist, Superior Unarmed Strike, Weapon Focus (unarmed strike), Two-Weapon Fighting.
Skills: Listen +25, Spot +25.
Equipment: Amulet of Mighty Fists +5, Belt of Giant Strength +6, Boots of Speed, Bracers of Armor +8, Cloak of Resistance +5, Manual of Bodily Health +4*, Manual of Gainful Exercise +4*, Manual of Quickness in Action +4*, Ring of Protection +5, Ring of Telekinesis.
Spells: 1st - divine favor, endure elements. 2nd - cure serious wounds, resist energy x2. 3rd - heroism x2, prayer. 4th - cure critical wounds x2, freedom of movement.
Environment: Any.
Organization: Any.
CR: 25
Treasure: 1,800pp plus items.
Alignment: Neutral Good.
Advancement: By class.
Level Adjustment: +2
Effective Character Level: 22.[/spoiler]

He did make a cool novelty of a fight.

***

Speaking of game characters. Anyone got a good Samus?
« Last Edit: September 06, 2010, 11:33:45 AM by SorO_Lost »
Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
[/spoiler]

BeholderSlayer

  • Hong Kong
  • ****
  • Posts: 1258
Re: Mega Man and Simon Belmont Builds
« Reply #17 on: September 06, 2010, 11:29:04 AM »
i really like that megaman build. idk who belmont is.
The guy with the whip from the video games Castlevania.
Hi Welcome
[spoiler]
Allow me to welcome you both with my literal words and with an active display of how much you fit in by being tone deaf, dumb, and uncritical of your babbling myself.[/spoiler]


Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Mega Man and Simon Belmont Builds
« Reply #19 on: September 06, 2010, 01:09:25 PM »
They don't. So it's okay.
Huh? ???

That was a build I threw together just now.
Saiyans don't suddenly become resistant to attacks they've encountered.
It's not enormous, or drawn attention to very often, but it is stated.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]