Author Topic: Mega Man and Simon Belmont Builds  (Read 9825 times)

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dark_samuari

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Re: Mega Man and Simon Belmont Builds
« Reply #20 on: September 06, 2010, 07:31:30 PM »
I did a rough build of someone like Goku about two years ago.

Quote
Ki Warrior
Male Longstride Shifter, 19th-Level Shifter Wilder (Expanded Knowledge variant)/1st-Level Denying Stance Monk
Size/Type: Medium Humanoid (Shapechanger)
Hit Dice: 19d6+19, 1d8+1 (104 hp)
Initiative: +2
Speed: 30 ft. (6 squares),
Armor Class: 16 (+0 armor, +2 Dex, +0 Wis, +4 bonus), touch 16, flat-footed 14
Base Attack/Grapple: +14/+20
Attack: Unarmed Strike +14/+14/+14/+14/+9/+4 melee (4d8+1/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flurry of Blows
Special Qualities: Shifting (1/day; 4 rounds; +2 Dex & +10ft. to speed), Low-Light Vision, Wild Psychometabolism, Wild Surge (+6), Surging Euphoria (+2)
Powers (ML 19; 351 PP)Saves: Fort +9 (+8 base, +1 Con), Ref +10 (+8 base, +2 Dex), Will +14 (+14 base, +0 Wis)
Abilities: Str 14, Dex 14 (13 base, +1 at 20th), Con 12, Int 10, Wis 10, Cha 19 (15 base, +1 at 4th, 8th, 12th, 16th)
Skills: Autohypnosis +20 (20 ranks, +0 Wis), Balance +6 (2 ranks, +2 Dex, +2 racial bonus), Climb +4 (0 ranks, +2 Str, +2 racial), Concentration +24 (23 ranks, +1 Con), Jump +4 (0 ranks, +2 Str, +2 racial), Sense Motive +23 (23 ranks, +0 Wis), and Tumble +27 (23 ranks, +2 Dex, +2 Denying Stance bonus)
Skill Tricks: Back on Your Feet
Feats: Monastic Training (Wilder) [1st], Improved Unarmed Strike [Monk], Improved Grapple [Monk], Tashalatora [3rd], Maximize Power [6th], Improved Natural Attack (Unarmed Strike) [9th], Snap Kick [12th], Link Power [15th], Extend Power [18th],
Alignment: Neutral Good
Languages: Common
Challenge Rating: 20

Ki Warrior Super Sayian ( 38 rounds/ 70 pp used)
[spoiler]Male Longstride Shifter, 19th-Level Shifter Wilder(Expanded Knowledge variant)/1st-Level Denying Stance Monk
Size/Type: Medium Outsider (Shapechanger)
Hit Dice: 19d6+19, 1d8+1 (144 hp); Regeneration 10
Initiative: +3
Speed: 30 ft. (6 squares), Fly 60 ft. (Good Maneuverability)
Armor Class: 33 (+13 armor, +3 Dex, +2 Wis, +4 bonus, +1 natural armor), touch 19, flat-footed 30
Base Attack/Grapple: +14/+22
Attack: Magical Unarmed Strike +23/+23/+23/+23/+18/+13 melee (4d8+4/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flurry of Blows, Smite Evil (1/day; +20 damage),
Special Qualities: Shifting (1/day; 4 rounds; +2 Dex & +10ft. to speed), Low-Light Vision, Wild Psychometabolism, Wild Surge (+6), Surging Euphoria (+2), Daylight (At will), Protection from Evil (3/day; CL 9), Bless (1/day; CL 9), Aid (1/day; CL 9), Detect Evil (1/day; CL 9), Cure Serious Wounds (1/day; CL 9), Neutralize Poisons (1/day; CL 9), Holy Smite (1/day; CL 9), Remove Disease (1/day; CL 9), Dispel Evil (1/day; CL 9), Darkvision (60ft.),
Resistances: Immunity to Disease, Acid Resistance 10, Cold Resistance 10, Electricity Resistance 10, Damage Reduction 10/Magic, Spell Resistance 30,
Powers (ML 19; 371 PP)Saves: Fort +11 (+15 against poison) (+8 base, +3 Con), Ref +11 (+8 base, +3 Dex), Will +16 (+14 base, +2 Wis)
Abilities: Str 18, Dex 16 (13 base, +1 at 20th), Con 16, Int 12, Wis 14, Cha 23 (15 base, +1 at 4th, 8th, 12th, 16th)
Skills: Autohypnosis +22 (20 ranks, +2 Wis), Balance +7 (2 ranks, +3 Dex, +2 racial bonus), Climb +6 (0 ranks, +4 Str, +2 racial), Concentration +26 (23 ranks, +3 Con), Jump +6 (0 ranks, +4 Str, +2 racial), Sense Motive +25 (23 ranks, +2 Wis), and Tumble +28 (23 ranks, +3 Dex, +2 Denying Stance bonus)
Skill Tricks: Back on Your Feet
Feats: Monastic Training (Wilder) [1st], Improved Unarmed Strike [Monk], Improved Grapple [Monk], Tashalatora [3rd], Maximize Power [6th], Improved Natural Attack (Unarmed Strike) [9th], Snap Kick [12th], Link Power [15th], Extend Power [18th]
Alignment: Neutral Good
Languages: Common
Challenge Rating: 20
Powers Active:
* True Metabolism (19 minutes; 15 pp)
* Planar Embrace (38 rounds [3 minutes]; 17 pp)
* Inertial Armor (19 hours; 19 pp)
* Offensive Precognition (19 minutes; 19 pp)[/spoiler]

Ki Warrior Oozaru Form (19 rounds/80 pp used)
[spoiler]Male Dire Ape, 19th-Level Shifter Wilder(Expanded Knowledge variant)/1st-Level Denying Stance Monk
Size/Type: Gargantuan Animal
Hit Dice: 19d6+19, 1d8+1 (144 hp); Regeneration 10
Initiative: +2
Speed: 30 ft. (6 squares), Climb 15ft.
Armor Class: 32 (+13 armor, +2 Dex, +0 Wis, +4 bonus, -1 size, +4 natural armor bonus), touch 15, flat-footed 30
Base Attack/Grapple: +20/+44
Attack: Unarmed Strike +30/+30/+30/+30/+25/+20/+15 melee (12d8+10/x2) or 2 Claws +30 melee (1d6+10/x2) and Bite +25 melee (18+5)
Space/Reach: 20 ft./15 ft.
Special Attacks: Flurry of Blows, Rend 2d6+9
Special Qualities: Shifting (1/day; 4 rounds; +2 Dex & +10ft. to speed), Low-Light Vision, Wild Psychometabolism, Wild Surge (+6), Surging Euphoria (+2), Scent
Saves: Fort +16 (+8 base, +3 Con, +5 bonus), Ref +10 (+8 base, +2 Dex), Will +14 (+14 base, +0 Wis)
Abilities: Str 30, Dex 15, Con 16, Int 10, Wis 10, Cha 19 (15 base, +1 at 4th, 8th, 12th, 16th)
Skills: Autohypnosis +20 (20 ranks, +0 Wis), Balance +6 (2 ranks, +2 Dex, +2 racial bonus), Climb +18 (0 ranks, +10 Str, +8 racial; can always take 10), Concentration +26 (23 ranks, +3 Con), Jump +18 (0 ranks, +10 Str, +2 racial), Sense Motive +23 (23 ranks, +0 Wis), and Tumble +27 (23 ranks, +2 Dex, +2 Denying Stance bonus)
Skill Tricks: Back on Your Feet
Feats: Monastic Training (Wilder) [1st], Improved Unarmed Strike [Monk], Improved Grapple [Monk], Tashalatora [3rd], Maximize Power [6th], Improved Natural Attack (Unarmed Strike) [9th], Snap Kick [12th], Link Power [15th], Extend Power [18th]
Alignment: Neutral Good
Languages: Common
Challenge Rating: 20
Powers Active:
* Inertial Armor (19 hours; 19 pp)
* Offensive Precognition (19 minutes; 19 pp)
* True Metabolism (19 minutes; 15 pp)
* Metamorphosis linked with Expansion (19 minutes/190 minutes; 16 pp)
* Combat Transformation (19 rounds; 11 pp) [/spoiler]

Looking back on it now I would probably change a good amount of the stuff around.

Flay Crimsonwind

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Re: Mega Man and Simon Belmont Builds
« Reply #21 on: September 15, 2010, 12:54:52 AM »
I don't recall Saiyan immunity, but I do remember them saying that if a saiyan is beaten half to death (or more accurate probably, just the more injuries they sustain), the stronger they get once they heal. It's why Vegeta was such a savage on Namek; they'd kick his ass easily, he'd hand their ass back to them once he healed (you'd think they'd catch on).


kevin_video

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Re: Mega Man and Simon Belmont Builds
« Reply #23 on: September 15, 2010, 02:55:50 PM »
Which is pretty much "gain XP from combat encounters". Although, I think they have in-combat levelling in use.
I always understood it as "gain XP from combat encounters as if 1 level lower." In the official DBZ dice rpg, saiyans gained XP at 1.5 times that of another race if they were brought to less than 1/4 health, and 2 times that if they survived a near death experience.
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Nunkuruji

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Re: Mega Man and Simon Belmont Builds
« Reply #24 on: September 15, 2010, 03:57:16 PM »
My quick & dirty take on e6 Simon Belmont from Castlevania I


Hunter of Fiends Paladin 1 (Smite -> FE: Evil Outsiders)
Solitary Hunter Ranger 1 - (Animal Companion -> FE +ATK Rolls) FE: Undead
Solitary Hunter Ranger 2 - Throwing Style: Quick Draw
Kensai 1 Chosen Weapon: Whip
Kensai 2 Rain of Blows
Lasher 1

Feats: Weapon Focus(Whip), Point Blank Shot?, Rapid Shot?, Incorporeal Target Fighting?

Equipment: Whip, Leather Armor, Throwing Daggers, Holy Water, Throwing Axes, Boomerangs, Roast Beef Rations

Skills: Jump, Use Rope, Craft (leatherworking)


Items & Weapons as per the game
Small Heart: Unimplemented
Big Heart: Unimplemented
Whip Powerups: Unimplemented or +X weapon enhancements
Cross & Chain: Unimplemented
Gold Fluid: Unimplemented
Money Bags: gp
II: Rain of Blows
III: Rain of Blows
Roast Beef: Rations/Cure Pots
Daggers
Holy Water
Axe
Stop Watch: some implementation as Mass Hold vs. Evil?
Boomerang

DM Fiat: All of Simon's weapons have been permanently blessed as per Blessed Weapon.

kevin_video

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Re: Mega Man and Simon Belmont Builds
« Reply #25 on: September 15, 2010, 04:09:23 PM »
An E6 build. Nice. And that would make a lot of sense too as vampires aren't necessarily going to be all that high a CR. At least not usually. And if it was any higher, an E8 build would likely be allowed instead.

Hadn't thought of a Mass Hold Monster or Person for the stop watch. I took it literally as being something like Time Stop.
I reject your reality, and substitute my own.

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

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Nunkuruji

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Re: Mega Man and Simon Belmont Builds
« Reply #26 on: September 15, 2010, 04:51:34 PM »
An E6 build. Nice. And that would make a lot of sense too as vampires aren't necessarily going to be all that high a CR. At least not usually. And if it was any higher, an E8 build would likely be allowed instead.

Hadn't thought of a Mass Hold Monster or Person for the stop watch. I took it literally as being something like Time Stop.

Yeah, Stop Watch bought you time to directly attack critters, which you can't really do with Time Stop.

The biggest bitch against putting this guy up against a d20 Vampire with his traditional equipment is getting by the DR.

If you're actually playing  'Castlevania', you've only got 1 vampire to deal with, the BBEG himself. As far as building Castlevania I Dracula, his game abilities aren't particularly tough to just build a Savage Species custom HD block, At-Will Teleport, Fire Nukes, and a 1/day Polymorph into something nasty. Otherwise I suppose Warlock or Sorcerer is appropriate, potentially with reserve feats for at-wills.

kevin_video

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Re: Mega Man and Simon Belmont Builds
« Reply #27 on: September 15, 2010, 05:02:55 PM »
I supposed you could always make the weapon Metalline for silver, or have him were those arcane gauntlets that treat his attacks as silver. That would work. Otherwise, I'd say put a true death crystal on the whip.

If doing an E8 campaign, I'd try to throw in a level of Sworn Slayer. Just because it'd be fun thematically. A Belmont is sworn to take down Dracula after all, and he would be the one you'd do Nemesis for.

I could see Dracula being both a sorcerer and warlock with one level of eldritch theurge.
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.

Xaktsaroth

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Re: Mega Man and Simon Belmont Builds
« Reply #28 on: September 20, 2010, 07:56:30 PM »
I have thought about porting the DCCT to these boards, mainly because the new forum layout at the WoC forums makes my friggen eyes bleed. That, and I really wanna update my contributions to the thread, and finish a few projects I've had on the fire for far too long.

That said, finding the time to do it is still spotty at best, as I'm married now, and my time flexes between OMGNOTIME, to Do I have time.....please?

Glad to see my old Mega man build though. Still think Artificier is the way to go. You can acurrately reflect Mega man, regardless of series you decide you want to use. :D

And since this is my first post on a DnD board in about 2 years, I guess, the rumors of my demise are greatly...........kinda sorta right. :(

But, I shall fight! :D
Kinda back, in a limited sense. Currently working on a decent sized "I'm back!" project.

Current Project Progress: 7% Completed.

Nanshork

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Re: Mega Man and Simon Belmont Builds
« Reply #29 on: September 20, 2010, 08:00:33 PM »
I have thought about porting the DCCT to these boards, mainly because the new forum layout at the WoC forums makes my friggen eyes bleed. That, and I really wanna update my contributions to the thread, and finish a few projects I've had on the fire for far too long.

That said, finding the time to do it is still spotty at best, as I'm married now, and my time flexes between OMGNOTIME, to Do I have time.....please?

Glad to see my old Mega man build though. Still think Artificier is the way to go. You can acurrately reflect Mega man, regardless of series you decide you want to use. :D

And since this is my first post on a DnD board in about 2 years, I guess, the rumors of my demise are greatly...........kinda sorta right. :(

But, I shall fight! :D

I feel the need to jump in and say Welcome back!  I miss some of your old threads, you should port them over.   :p
My babies - A thread of random builds I've come up with over the years.
Notes to self

kevin_video

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Re: Mega Man and Simon Belmont Builds
« Reply #30 on: September 20, 2010, 08:04:02 PM »
Agreed. Port them over. Your demise will look far more temporary.
I reject your reality, and substitute my own.

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

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kevin_video

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Re: Mega Man and Simon Belmont Builds
« Reply #31 on: October 03, 2010, 04:18:14 AM »
I was wondering how Dracula would go. I had originally thought that Strahd would make for a good substitute until I found out that he was a necromancer specialist with no conjuration or evocation. That's kind of the opposite of what Dracula is.

Vlad Tepes was build on another site, and they had him as a Aristocrat 5/Fighter 3, with the LM feat that made him able to stay in the sun for X rounds before he'd finally start bursting into flames. Personally I thought making him a Vampire Lord or Vampire Master would suffice, but that'd make him really powerful, and in the Castlevania games, you never actually meet another vampire (except maybe Alucard) so he couldn't have the Master Vampire PrC.
I reject your reality, and substitute my own.

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

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dark_samuari

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Re: Mega Man and Simon Belmont Builds
« Reply #32 on: October 03, 2010, 04:41:17 AM »
For a nice & simplistic vampire build how about something like this?

Male Vampire Lord Human Wizard 5/Red Wizard 5
Feats: Spell Thematics (Blood) [1st], Collegiate Wizard [H], Tattoo Focus [Flaw], Fell Animate [Flaw], Scribe Scroll [Wizard1], Craft Wondrous Item [3rd], Cormarythian Moon Magic [6th], Alertness [V], Combat Reflexes [V], Dodge [V], Improved Initiative [V], Lightning Reflexes [V], Flyby Attack [9th], Sculpt Spell [RW5], Iron Will [VL] and Leadership [VL].

kevin_video

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Re: Mega Man and Simon Belmont Builds
« Reply #33 on: October 03, 2010, 05:16:25 AM »
It's only nice and simplistic if you know what those flaws and feats are. Personally, I don't know three of them. At all. Also, red wizard? What super specialized wizard are you because you've given up like three schools now.

I agree with leadership though. Thematically it explains how you have all of those minions trying to kill the PC.
I reject your reality, and substitute my own.

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

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dark_samuari

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Re: Mega Man and Simon Belmont Builds
« Reply #34 on: October 03, 2010, 05:20:27 AM »
Flaws aren't important because any two will really do and which feats didn't you know? The only one that jumps out as odd is Cormarythian Moon Magic which can be found in Lost Empires of Faerun.

kevin_video

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Re: Mega Man and Simon Belmont Builds
« Reply #35 on: October 03, 2010, 05:30:07 AM »
Ones I didn't recognize for both flaws and feats were
Spell Thematics (Blood) [1st], Tattoo Focus [Flaw], Fell Animate [Flaw], Cormarythian Moon Magic [6th], Sculpt Spell [RW5]
Also, Craft Wondrous Item for vampires?
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.

dark_samuari

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Re: Mega Man and Simon Belmont Builds
« Reply #36 on: October 03, 2010, 06:48:41 AM »
Ones I didn't recognize for both flaws and feats were
Spell Thematics (Blood) [1st], Tattoo Focus [Flaw], Fell Animate [Flaw], Cormarythian Moon Magic [6th], Sculpt Spell [RW5]
Also, Craft Wondrous Item for vampires?

I sense protest.

McPoyo

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Re: Mega Man and Simon Belmont Builds
« Reply #37 on: October 03, 2010, 12:32:57 PM »
Don't actually need Leadership, there's a minion mechanic in one of the books that works quite a bit better, and doesn't require a feat investment.
[Spoiler]
A gygaxian dungeon is like the world's most messed up game show.

Behind door number one: INSTANT DEATH!
Behind door number 2: A magic crown!
Behind door number 3: 4d6 giant bees, and THREE HUNDRED POUNDS OF HONEY!
They don't/haven't, was the point. 3.5 is as dead as people not liking nice tits.

Sometimes, their tits (3.5) get enhancements (houserules), but that doesn't mean people don't like nice tits.

Though sometimes, the surgeon (DM) botches them pretty bad...
Best metaphor I have seen in a long time.  I give you much fu.
Three Errata for the Mage-kings under the sky,
Seven for the Barbarian-lords in their halls of stone,
Nine for Mortal Monks doomed to die,
One for the Wizard on his dark throne
In the Land of Charop where the Shadows lie.
[/spoiler]

kevin_video

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Re: Mega Man and Simon Belmont Builds
« Reply #38 on: October 03, 2010, 12:53:09 PM »
Ones I didn't recognize for both flaws and feats were
Spell Thematics (Blood) [1st], Tattoo Focus [Flaw], Fell Animate [Flaw], Cormarythian Moon Magic [6th], Sculpt Spell [RW5]
Also, Craft Wondrous Item for vampires?

I sense protest.
Not protest. I just question it.
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.

dark_samuari

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Re: Mega Man and Simon Belmont Builds
« Reply #39 on: October 03, 2010, 06:06:12 PM »
Ones I didn't recognize for both flaws and feats were
Spell Thematics (Blood) [1st], Tattoo Focus [Flaw], Fell Animate [Flaw], Cormarythian Moon Magic [6th], Sculpt Spell [RW5]
Also, Craft Wondrous Item for vampires?

I sense protest.
Not protest. I just question it.

Got to confess here, I enjoy the feat.