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Xaroth
2016-11-30, 12:11 PM
Well, I did say that I was gonna revive this thread. So here it is! I'll add this and the other v2.0 thread to my signature when I remember how the hell to do it.

If anybody would like to contribute characters, I'll add it to the list in case somebody is capable of doing so.

If there's a recurring character in a game series (i.e. Bowser), please specify which game in the series.

If you are going to list more than one character, please list the characters in the format:

[Character name] ([Game])

Taking a new line for each character.

If you complete a character, please post its full character sheet in Iron Chef format. Assume you have exactly as much money as you need for the purpose of acquiring the items.

Red = Complete and can find the post by clicking the listed user's name.
Gold = In progress.
Blue = I haven't started it.
Purple = In progress, but by somebody else. Username will be provided.


Absalom (Darksiders 2)
Aigis (Persona 3)
Akihiko Sanada (Persona 3)
Albus (Castlevania: Order of Ecceslia)
Alex Mercer (Prototype)
Alicia (Bulletwitch)
Altair (Assassin's Creed - in progress by Aleolus!)
Amaterasu (Okami)
Amon, Sinistral of Terror (Lufia and the Fortress of Doom)
Ana Amari (Overwatch)
Antler (Fallout: New Vegas)
Ares (Injustice: Gods Among Us}
Arthas (Warcraft III)
Artorias, the Abysswalker (Dark Souls)
Ashley Riot (Vagrant Story)
Asura (Asura's Wrath)
Augus (Asura's Wrath)
Axel (Kingdom Hearts 2)
Ayla (Chrono Trigger)
Ballos (Cave Story)
Bayonetta (Bayonetta)
Cackletta (Mario and Luigi: Superstar Saga)
Cecil (Final Fantasy IV)
Champion Gundyr (Dark Souls III)
Chaos Witch Quelaag (Dark Souls)
Chie Satonaka (Persona 4)
Chuck Greene (Dead Rising 2)
Cloud (Final Fantasy VII)
Corvo (Dishonored)
Crazy Hand (Super Smash Bros. Brawl)
Crono (Chrono Trigger)
Cruiser Tetron (Hero Core)
Dante (Devil May Cry 3)
Daos, Sinistral of Chaos (Lufia and the Fortress of Doom)
Dark Samus (Metroid Prime 3: Corruption)
Darklurker (Dark Souls 2)
Dart (Legend of the Dragoon)
Daud (Dishonored DLC)
Deadpool (Deadpool)
Death (Darksiders 2)
Deathwing (WoW: Cataclysm)
Demoman (Team Fortress 2)
Dormammu (Ultimate Marvel Vs. Capcom 3)
Dr. Nefarious (Ratchet and Clank Future: A Crack in Time)
Dracula (Castlevania: Orders of Ecceslia)
Emperor Griffin (Dark Cloud 2)
Engineer (Team Fortress 2)
Erim, Sinistral of Death (Lufia and the Fortress of Doom)
Faith (Mirrors Edge)
Father Balder (Bayonetta)
Fawkes (Fallout 3)
Fire Mario (Super Mario Bros.)
Fortitudo (Bayonetta)
Frank West (Dead Rising)
Frog (Chrono Trigger)
Fuuka Yamagishi (Persona 3)
Gades (Lufia and the Fortress of Doom)
Ganondorf (TLoZ: Twilight Princess)
Garrett (Thief)
Gene (God Hand)
Genji (Overwatch)
Godzilla (Godzilla Unleashed)
Gohma Vlitra (Asura's Wrath)
Goku (Dragon Ball Z: Battle of Z)
Golbez (Final Fantasy IV)
Gordon Freeman (Half-Life 3)
Grima (Fire Emblem: Awakening)
Hades (God of War III)
Hanzo (Overwatch)
Hiryu (Strider)
Iustitia (Bayonetta)
Izanami-no-Okami (Persona 4)
Izanami (Persona 4)
Jack of Blades (Fable)
Jackie Estacado (The Darkness)
Jan Rosencrantz (Vagrant Story)
Jebediah Kerman (Kerbal Space Program)
Jubileus, the Creator (Bayonetta)
Julius Belmont (Castlevania: Dawn of Sorrow)
Junpei Iori (Persona 3)
Jurl Han (Street Fighter 4 Series)
Kain (Legacy of Kain: Defiance)
Kalameet (Dark Souls)
Kanji Tatsumi (Persona 4)
Kefka (Final Fantasy VI)
Ken Amada (Persona 3)
Koromaru (Persona 3)
Kraid (Metroid: Zero Mission)
Kratos (God of War III)
Kuja (Final Fantasy IX)
Kutaro (Puppeteer)
Lara Croft (Tomb Raider)
Lavos (Chrono Trigger)
Lightning (Final Fantasy XIII)
Lily Bowen (Fallout: New Vegas)
Lucca (Chrono Trigger)
M. Bison (Street Fighter 4 Series)
Marie (Chrono Trigger)
Master Hand (Super Smash Bros Brawl)
Medic (Team Fortress 2)
Mega Mewtwo Y (Pokémon series)
Megaman (Megaman 10)
Minato Arisato (Persona 3)
Mitsuru Kirijo (Persona 3)
Monkey D. Luffy {Pre-timeskip} (One Piece: Pirate Warriors)
Naked Snake (Metal Gear Solid 3)
Nameless King (Dark Souls 3)
Naoto Shirogane (Persona 4)
Naruto Uzumaki (Naruto Ultimate Ninja Storm 3)
Nathan Drake (Uncharted 4: A Thief's End)
Ninetails (Okami)
Noctis Lucis Caelum (Final Fantasy XV)
Nyx (Persona 3)
Omega Ridley (Metroid Prime 3: Corruption)
Ornstein and Smough (Dark Souls)
Orochi (Okami)
Phoenix Wright (Phoenix Wright: Dual Destinies)
Pyro (Team Fortress 2)
Raziel (Legacy of Kain: Defiance)
Razputin "Raz" Aquato (Psychonauts)
Reinhardt (Overwatch)
Rise Kujikawa (Persona 4)
Robo (Chrono Trigger)
Romeo Guildenstern (Vagrant Story)
Roronoa Zoro {Pre-timeskip} (One Piece: Pirate Warriors)
Roxas (Kingdom Hearts II)
Ryu Hayabusa (Ninja Gaiden: Sigma)
Sapientia (Bayonetta)
Sarah Kerrigan, Primal Queen of Blades (Starcraft II: Heart of the Swarm)
Scout (Team Fortress 2)
Sephiroth (Kingdom Hearts 1)
Shadow Queen (Paper Mario)
Shanoa (Castlevania: Order of Ecclesia)
Shao Khan (Mortal Kombat)
Shinjiro Aragaki (Persona 3)
Shuma Gorath (Marvel Vs. Capcom 3)
Sister Friede (Dark Souls 3: Ashes of Ariandel)
Sniper (Team Fortress 2)
Soldier (Team Fortress 2)
Soma Cruz (Castlevania: Dawn of Sorrow)
Sonic (Sonic Adventure)
Sora (Kingdom Hearts II)
Spawn (Spawn: Armageddon)
Spy (Team Fortress 2)
Squall (Final Fantasy VIII)
Starkiller (Star Wars: The Force Unleashed)
Sub-Zero (Mortal Kombat 9)
Tabitha (Fallout: New Vegas)
Teddie (Persona 4)
Temperantia (Bayonetta)
The Cobras (Metal Gear Solid 3: Snake Eater}
The Creator (Aquaria)
The Final Colossus (Shadow of the Colossus)
The Metatron (Spawn: Armageddon)
The Pursuer (Dark Souls 2)
The Redeemer (Spawn: Armageddon)
The Souls of Lords (Dark Souls 3)
The Transcendent One (Planescape: Torment)
Tidus (Final Fantasy X)
Unnamed Agent (Crackdown 2)
Vaan (Final Fantasy XII)
Vergil (Devil May Cry 3)
Vincent Valentine (Final Fantasy: Dirge of Cerberus)
Vyers (Disgaea)
War (Darksiders)
Warmage (Orcs Must Die)
Xehanort (Kingdom Hearts: Birth By Sleep)
Xemnas (Kingdom Hearts 2)
Xigbar (Kingdom Hearts series)
Yami (Okami)
Youske Hanamura (Persona 4)
Yu Narukami (Persona 4)
Yukari Takeba (Persona 3)
Zero (Megaman X8)
Zeus (God of War III)
Zhao Yun (Dynasty Warriors series)
Zidane (Final Fantasy IX)
Adam Jensen (Deus Ex: Human Revolution - completed by Muggins (http://www.giantitp.com/forums/showsinglepost.php?p=17465518&postcount=59)!)
Auron (Final Fantasy X - completed by Agrippa (http://www.giantitp.com/forums/showsinglepost.php?p=21492455&postcount=78)!)
Bowser (Mario - completed by Kazudo (http://www.giantitp.com/forums/showsinglepost.php?p=17472272&postcount=170), refined by Jsketchy (http://www.giantitp.com/forums/showsinglepost.php?p=21481438&postcount=67)! (Jsketchy post #2 as well (http://www.giantitp.com/forums/showsinglepost.php?p=21481447&postcount=68)))
Ezio Auditore de Firenze (Assassin's Creed: Brotherhood - completed by Muggins (http://www.giantitp.com/forums/showsinglepost.php?p=17511616&postcount=196)!)
Illidan Stormrage (WoW: The Burning Crusade - completed by WeaselGuy (http://www.giantitp.com/forums/showsinglepost.php?p=17460774&postcount=126)!)
King Vendrick (Dark Souls 2 - completed by Bluydee (http://www.giantitp.com/forums/showsinglepost.php?p=17457364&postcount=110), and in monster encounter form (http://www.giantitp.com/forums/showsinglepost.php?p=21504943&postcount=89)!)
Kirito (Sword Art Online: Infinity Moment - completed by Dusk Eclipse (http://www.giantitp.com/forums/showsinglepost.php?p=17503269&postcount=187)!)
Link (TLoZ: Majora's Mask - completed by Dire_Stirge (http://www.giantitp.com/forums/showsinglepost.php?p=17484666&postcount=173)!)
Magus (Chrono Trigger - completed by Grey Watcher (http://www.giantitp.com/forums/showsinglepost.php?p=17504722&postcount=188)!)
Raiden (Metal Gear Rising: Revengeance - completed by Muggins (http://www.giantitp.com/forums/showsinglepost.php?p=17467501&postcount=83)!)
Serge (Chrono Cross - completed by Lord Smeagle (http://www.giantitp.com/forums/showsinglepost.php?p=17469834&postcount=112)!)
Terra (Final Fantasy VI - completed by T.G. Oskar (http://www.giantitp.com/forums/showsinglepost.php?p=21476339&postcount=65)!)
The Marked Ninja (Mark of the Ninja - completed by A Tad Insane (http://www.giantitp.com/forums/showsinglepost.php?p=17544296&postcount=230)!)
Travis Touchdown (No More Heroes - completed by Lord Smeagle (http://www.giantitp.com/forums/showsinglepost.php?p=17464627&postcount=53)!)
Youmu Konpaku (Touhou Project - completed by AslanCross (http://www.giantitp.com/forums/showsinglepost.php?p=17501202&postcount=185)!)

Manyasone
2016-11-30, 12:15 PM
Zhao Yun should really be on this list, mate

Xaroth
2016-11-30, 12:18 PM
Zhao Yun should really be on this list, mate

Never heard of 'em. You're welcome to post the format for how to submit characters for the list though, like it says nearer the top of the post.

Manyasone
2016-11-30, 12:22 PM
Never heard of 'em. You're welcome to post the format for how to submit characters for the list though, like it says nearer the top of the post.

Woops, sorry mate.
Ahum
Zhao Yun (Dynasty Warriors series)

khadgar567
2016-11-30, 12:37 PM
noctis lucis caelum (final fantasy XV)

Xaroth
2016-11-30, 12:40 PM
Woops, sorry mate.
Ahum
Zhao Yun (Dynasty Warriors series)


noctis lucis caelum (final fantasy XV)

Both will be added to the list.

Xaroth
2016-12-01, 12:22 PM
Well this died. ._.

Muggins
2016-12-01, 12:30 PM
Well this died. ._.
I didn't even notice that you'd started this thread back up again.

I'll check my files for old builds for this thread and see if there's anything I can patch up and submit. Or maybe I'll update Jensen and Raiden, since I don't like 'em that much.

Seto
2016-12-01, 12:50 PM
Eh, that's a good idea. When I have time (which is not right now), I'll probably try my hand at building the PCs from Chrono Trigger (the hard part being that half of them - Crono, Frog, and Robo, and Magus if you count him- are gishes... I'll probably start with Ayla.)

AvatarVecna
2016-12-01, 01:38 PM
Gordon Freeman (Half-Life 3)

Confirmed? :smalltongue:

I might put something together for the guy.

Xaroth
2016-12-01, 02:19 PM
Confirmed? :smalltongue:

I might put something together for the guy.

I'm glad someone finally noticed, it's said Half-Life 3 ever since I first created the protags thread!

Xaroth
2016-12-01, 02:23 PM
I didn't even notice that you'd started this thread back up again.

I'll check my files for old builds for this thread and see if there's anything I can patch up and submit. Or maybe I'll update Jensen and Raiden, since I don't like 'em that much.

No? I thought you did a pretty great job with both of them, what would you change?

Also, anyone got any ideas for Jackie Estacado? He'd be someone that gains power in darkness for starters, he's a possessed human with his own control, uh...yeah, no idea how to begin tackling this guy.

Muggins
2016-12-01, 02:37 PM
No? I thought you did a pretty great job with both of them, what would you change?
Adam Jensen is literally just a Nimblewright with some ToB classes stapled on. Even if it is pretty thematically and mechanically appropriate, I feel like maybe he'd work better and be more interesting as a Construct or Living Construct with levels in Soulknife. As for Raiden, I just feel generically unsatisfied.

Anyhow, I have a shortlist for characters to build.
Garret (Thief). A roguish sort with a preference for stealing over sneak attacks. High nonlethal damage, and must be capable of using bows. Can hide in shadows as if he were literally invisible. These all seem possible within the DnD ruleset.
Alex Mercer (Prototype). Warshaper, natch, although maybe there's a better way to brew up his menagerie of forms and tools. Probably needs to be able to sunder decently and ignore DR, too. Regeneration is a must.
Corvo (Dishonored). Shadow pounce, maybe? I'm thinking Ardent with some custom mantles while we're at it. There's not much better way to stop time than to use a spellcaster (or in this case, a manifester).
War (Darksiders). He's big, he's burly, and he has a bit of an armory on his back - but despite being of mild intelligence, he's not really all that interesting.

Xaroth
2016-12-01, 02:39 PM
Adam Jensen is literally just a Nimblewright with some ToB classes stapled on. Even if it is pretty thematically and mechanically appropriate, I feel like maybe he'd work better and be more interesting as a Construct or Living Construct with levels in Soulknife. As for Raiden, I just feel generically unsatisfied.

Anyhow, I have a shortlist for characters to build.
Garret (Thief). A roguish sort with a preference for stealing over sneak attacks. High nonlethal damage, and must be capable of using bows. Can hide in shadows as if he were literally invisible. These all seem possible within the DnD ruleset.
Alex Mercer (Prototype). Warshaper, natch, although maybe there's a better way to brew up his menagerie of forms and tools. Probably needs to be able to sunder decently and ignore DR, too. Regeneration is a must.
Corvo (Dishonored). Shadow pounce, maybe? I'm thinking Ardent with some custom mantles while we're at it. There's not much better way to stop time than to use a spellcaster (or in this case, a manifester).
War (Darksiders). He's big, he's burly, and he has a bit of an armory on his back - but despite being of mild intelligence, he's not really all that interesting.

What class do you think War would be? I'll mark you as in progress for all four, if you'd like.

illyahr
2016-12-01, 02:42 PM
I actually got bored one day and made the Final Fantasy IX characters as D&D characters. I'll post Zidane when I get a moment.

Muggins
2016-12-01, 02:42 PM
What class do you think War would be? I'll mark you as in progress for all four, if you'd like.
He's probably as close to a fighter as it gets. No encounter-based buffs, no rage, nothing; he seems to just be consistently, devastatingly powerful.

And don't. If I make it, or start putting serious work into one of them, I'll say. Otherwise, don't wait up. Maybe someone will look at the shortlist, go "I know exactly what to do!" and just make it, y'know?

Xaroth
2016-12-01, 03:15 PM
I actually got bored one day and made the Final Fantasy IX characters as D&D characters. I'll post Zidane when I get a moment.

If you're up for posting the others too, let me know what they're called. Also, remember to Iron Chef them, if they aren't already.

Xaroth
2016-12-01, 03:19 PM
He's probably as close to a fighter as it gets. No encounter-based buffs, no rage, nothing; he seems to just be consistently, devastatingly powerful.

And don't. If I make it, or start putting serious work into one of them, I'll say. Otherwise, don't wait up. Maybe someone will look at the shortlist, go "I know exactly what to do!" and just make it, y'know?

Sounds pretty accurate to him. Quick Draw to get quick access to the arsenal of weapons he has, high strength, probably half-giant for Powerful Build to wield a Large Greatsword? I'm not sure how to tackle the super high damage he'd probably output though.

And that's fair, yeah.

supersonic29
2016-12-01, 05:19 PM
I'd like to submit Phoenix Wright, 8th level expert

IcarusWulfe
2016-12-01, 05:34 PM
I've always thought recreating Daud would be interesting, I'd probably build his as some sort of Swordsage or Arcane Trickster.

Zancloufer
2016-12-01, 05:56 PM
Ooh this thread is back.

The Aigis entry reminded me of a character a player of mine made a bit back. Tome of Radiance (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice) has found it's way into the things allowed at the table and someone decided to make an Empath. That was some sort of Android/Warfodged. With a Gun (Well Bolt device, but it took the shape of an arm cannon). So Aigis, but at the same time totally not her.

The only other thing I can think of that might work would be a Synthesist Summoner, but that seems too magic heavy to really work. If (really well done) homebrew is on the table I could write up a half decent stub of Aigis as a re-fluffed Warfordged Empath. Though it would probably be more of how she was in The Answer, but it would be a decent approximation in both fluff and crunch.

SoraWolf7
2016-12-01, 06:35 PM
I'm gonna hopefully do a little crowdsourcing for a potential Sonic the Hedgehog build, because 1. I can't find the official stats for Hedgehogs aside from a familiar, and 2. I have no idea how to make Sonic as a super-speed charger who can rip through constructs.

Super-speed is easily achieved with some land speed boosts or in some cases, Turning Attempt burning, but the hard part for me is the actual race and possible martial abilities.

Xaroth
2016-12-02, 09:30 AM
I'm gonna hopefully do a little crowdsourcing for a potential Sonic the Hedgehog build, because 1. I can't find the official stats for Hedgehogs aside from a familiar, and 2. I have no idea how to make Sonic as a super-speed charger who can rip through constructs.

Super-speed is easily achieved with some land speed boosts or in some cases, Turning Attempt burning, but the hard part for me is the actual race and possible martial abilities.

That could be interesting. I feel like sundering might come into play with it but I have no idea how you could turn Sonic's entire body into a slashing weapon.

Anybody got any ideas about Sephiroth? So far I'm playing about with the idea of a half-giant wielding a Large Katana, or maybe some other method to wield a huge Katana. As for his magic, that's gonna be something else entirely, not sure what though.

Muggins
2016-12-02, 09:40 AM
I'm gonna hopefully do a little crowdsourcing for a potential Sonic the Hedgehog build, because 1. I can't find the official stats for Hedgehogs aside from a familiar, and 2. I have no idea how to make Sonic as a super-speed charger who can rip through constructs.

Super-speed is easily achieved with some land speed boosts or in some cases, Turning Attempt burning, but the hard part for me is the actual race and possible martial abilities.

The main things for Sonic are speed and that spin dash attack thing he does. For speed, look at the Chuck E. Cheese build elsewhere on the forum; he moves at 3.5x the speed of light, but you only have to go the speed of sound (it's Sonic, after all). As for the spin dash attack (for robbits and similar), maybe look at Chuck's use of the Whirlwind Throw maneuver (though that's not especially accurate) or just build some kind of DR-ignoring, Hardness-smashing superhog.

As for his stats, you'd be best off either using an equivalent anthropomorphic animal or using the hedgehog from the DMG (page 203) and applying Savage Species' anthropomorphic animal template to it. He's definitely small-size.

Xerlith
2016-12-02, 09:41 AM
So I am going to actually request something here:

Ana Amari (Overwatch) (http://overwatch.gamepedia.com/Ana).

I'm curious what can be done in 3.5, lacking the PF Alchemist option.

Muggins
2016-12-02, 09:47 AM
So I am going to actually request something here:

Ana Amari (Overwatch) (http://overwatch.gamepedia.com/Ana).

I'm curious what can be done in 3.5, lacking the PF Alchemist option.
Most of the characters of Overwach are going to be hard to do, what with their common reliance on guns and whatnot. That being said, if one replaces Ana's sniper rifle with a longbow, maybe she could do things. Arcane Archer springs to mind as a possibility, or otherwise some way to imbue shots with cure/inflict wounds.

AvatarVecna
2016-12-02, 09:49 AM
Most of the characters of Overwach are going to be hard to do, what with their common reliance on guns and whatnot. That being said, if one replaces Ana's sniper rifle with a longbow, maybe she could do things. Arcane Archer springs to mind as a possibility, or otherwise some way to imbue shots with cure/inflict wounds.

I don't see why guns would be difficult to do in D&D; the 3.5 DMG has firearm rules, and Pathfinder has good firearm rules, so between the two systems there's gotta be a way to do it.

Xaroth
2016-12-02, 09:53 AM
So I am going to actually request something here:

Ana Amari (Overwatch) (http://overwatch.gamepedia.com/Ana).

I'm curious what can be done in 3.5, lacking the PF Alchemist option.

Added to the list.

I'm also gonna throw Reinhardt, Genji, and Hanzo up there. I feel like they might be much easier to tackle than any of the other gun-toting characters.

Anyone got any ideas for Artorias the Abysswalker?

http://pre03.deviantart.net/91ca/th/pre/f/2015/304/9/c/artorias_the_abysswalker_by_enijoi-d9f231d.jpg

Muggins
2016-12-02, 10:01 AM
I don't see why guns would be difficult to do in D&D; the 3.5 DMG has firearm rules, and Pathfinder has good firearm rules, so between the two systems there's gotta be a way to do it.
Pathfinder adaptations? Sure. But the game isn't balanced around gun-toting characters like those found in Overwatch, and that's especially apparent in 3.5e (although true in both). The main point I was trying to make was that such builds would require some dedication, and that I don't know how likely someone is to take that dive given that we have so many easier characters still left unbuilt.

AvatarVecna
2016-12-02, 10:23 AM
Pathfinder adaptations? Sure. But the game isn't balanced around gun-toting characters like those found in Overwatch, and that's especially apparent in 3.5e (although true in both). The main point I was trying to make was that such builds would require some dedication, and that I don't know how likely someone is to take that dive given that we have so many easier characters still left unbuilt.

Pathfinder's definitely balanced around the possibility of firearms, given they have a base class dedicated to wielding them. Similarly, the 3.5 firearm rules (basically just additional weapons that are potentially available) are presented in the DMG; I've yet to see it in the SRD, but it's still Core material. Regardless of how obscure you consider them to be, though, but the phrase "the game isn't balanced around [them]" implies that including them would be unbalanced, when that's not really true in either system. In Pathfinder, the gun rules are more complicated to make them more interesting, but in 3.5 the difference between a volley-archer Fighter and a rifleman archer is literally just weapon choice, so I don't see how building somebody to use guns instead of bows requires more dedication. Finally, people are gonna build whichever characters they're personally interested in building, they're not going down the list to see which concepts are the easiest to build so they can get this off their to-do list, so I'm not sure why the number of unbuilt characters is relevant either.

Muggins
2016-12-02, 10:31 AM
Well then, I happily stand corrected. My last experience with the DMG firearms was a brief one.

Xerlith
2016-12-02, 11:51 AM
I think that it'd be easier to find the crossbow/bow counterparts here. So Tracer deals with twin hand crossbows, Ana totes a Light Crossbow, and so on.

Xaroth
2016-12-02, 12:21 PM
I think that it'd be easier to find the crossbow/bow counterparts here. So Tracer deals with twin hand crossbows, Ana totes a Light Crossbow, and so on.

Thankfully, Ana's sleep arrow would be easy as hell because it would literally be the Sleep Arrow (http://www.dandwiki.com/wiki/SRD:Sleep_Arrow).

khadgar567
2016-12-02, 01:38 PM
well if any one can create mcree I happily create tracer for them she basicly uses kinda modified time sphere to recall her self to previous turn. warp sphere base ability for blink and some sorth of destruction blast talent to create gravity sphere

illyahr
2016-12-02, 03:33 PM
So I've got Zidane from Final Fantasy IX:

Rogue10/Ranger10 (Death's Ruin, Disrupting Attack Variants/Distracting Attack, Spell Reflection Variants)

Rogue: Death's Ruin (half dice SA vs Undead, loses Trap Sense), Disrupting Attack (Uncanny Dodge at 8th, if he SA, reduce damage to -5 their AC), Crippling Strike ability

Ranger: FE (Humans, Constructs, Monstrous Humanoids), TWF style, Distracting Attack (loses companion, if hits flanks for his allies), Spell Reflection (loses Ranger Evasion, if spell misses can redirect back)

Ranger Spells: Blades of Fire x2, Lion's Charge x2

10/17/14/15/14/16

Traits/Flaws: Easygoing, Quick, Frail, Vulnerable (fast as he is, he can't take a hit at all)

Feats: Combat Expertise/Improved Feint, Dual Strike, EWP (two-bladed sword), TWF/ITWF/GTWF, Savvy Rogue (deal Crippling Strike even if immune to SA), Telling Blow (SA on crit), Improved Critical (two-bladed sword), Staggering Critical (if confirm crit, target is slowed for 1 round), Track, Endurance

High speed, high critical rate melee debuffer. Improved Feint + Dual Strike allows two chances for crit on a flat-footed target (1-2 applications of SA). Maximize Dex to get a high Initiative modifier, Lion's Pounce is a swift cast that gives you full attack on a charge. Blades of Fire is swift cast that adds 1d8 fire damage to all attacks that round. Each SA drops the target's STR by one and slows them for 1 round, add Wounding to the weapon to deal 2 Con per hit as well.

Find a Manual of Quickness of Action and some Gloves of Dexterity to amp his Initiative. If you can get a Ring of Vanishing, you get 3/day greater invisibility that masks you even from scent, blindsight, and tremorsense for a flurry of SA.

Kraklen88
2016-12-02, 07:39 PM
I am going to take a stab at Spawn tonight. That is a hard one because his list of abilities is so long. I am thinking Hellbred Cleric/Bone Knight or Hellbred Warlock/Ur-Priest/Eldritch Disciple.

Xaroth
2016-12-04, 12:07 AM
I am going to take a stab at Spawn tonight. That is a hard one because his list of abilities is so long. I am thinking Hellbred Cleric/Bone Knight or Hellbred Warlock/Ur-Priest/Eldritch Disciple.

Any luck? Also, what's Hellbred?

khadgar567
2016-12-04, 03:05 AM
I am going to take a stab at Spawn tonight. That is a hard one because his list of abilities is so long. I am thinking Hellbred Cleric/Bone Knight or Hellbred Warlock/Ur-Priest/Eldritch Disciple.
there is much easier way to make spawn real he is human symbiotic knight armorist from spheres of power expended options.

Manyasone
2016-12-04, 08:31 AM
there is much easier way to make spawn real he is human symbiotic knight armorist from spheres of power expended options.

That is brilliant. I was thinking of Venom when I saw that Archetype. Never considered Spawn

Rakoa
2016-12-04, 09:19 AM
I went ahead and did Reinhardt (http://www.myth-weavers.com/sheet.html#id=616413) really quickly, so I may have missed some things and am open to suggestions for improvement.

As it is, he has the biggest armour and the biggest hammer I could find for a 16th level character, which have both been further optimized via feats for maximum protection and damage. He has items of Greater Magic Weapon and Greater Magic Armour that he uses to enhance them each day. Furthermore, his Gauntlet allows him to cast Moonweb at will, creating a rectangular barrier that is permeable from one side but completely blocks attacks from the other, perfect for protecting his friends from harm. It is immobile, and so he can only take 5-foot steps before re-casting it at will, allowing him to move slowly but surely, just as he does in game. One downside is that, by the way the spell works, he could actually plop it down and then walk away to do something else, or whatever, but hey. Nothing is perfect.

His hammer is also enchanted to be able to cast Scorch at-will with a CL of 10. His other feats are focused on improving his survivability. Finally, he makes use of the Dungeoncrasher variant, as he has been known to knock his enemies around with his enormous hammer swings. I couldn't find any way to simulate his ability to pin enemies on charges for massive damage, so....I didn't.

khadgar567
2016-12-04, 10:51 AM
That is brilliant. I was thinking of Venom when I saw that Archetype. Never considered Spawn
well technically venom carnage and variants as well as spawn all are humans with symbiotes that give them power venom until flash Thompson uses custom destruction blast while flash uses entire creation sphere to create his weapon based attacks as for spawn check its wiki the thing has name and its if i remember correctly female.

Xaroth
2016-12-06, 09:09 PM
Bumpity bump. Is there anything for possessed characters that retain their own will? Was thinking about Jackie Estacado.

Muggins
2016-12-06, 09:17 PM
Definitely is. I think Fiend of Corruption does that?

SoraWolf7
2016-12-06, 10:06 PM
Definitely is. I think Fiend of Corruption does that?

Fiend of Possession actually. I used it in making Soul "Eater" Evans.

Xaroth
2016-12-07, 12:24 AM
Fiend of Possession actually. I used it in making Soul "Eater" Evans.

Fiend of Possession would be pretty awesome, used on a Human Gunslinger? 'course, I don't know if a willing host has access to the powers of the possessor too. Can they grant that? I know the same works vice versa.

SoraWolf7
2016-12-07, 12:48 AM
Fiend of Possession would be pretty awesome, used on a Human Gunslinger? 'course, I don't know if a willing host has access to the powers of the possessor too. Can they grant that? I know the same works vice versa.

I think you could do it as having the Fiend of Possession being the "Cohort" and taking orders from the Gunslinger, and then the Gunslinger would have access to the Fiend's abilities by proxy. Also, I focused on using the ability to give the weapon of the pair more powers, but that's me.

Xaroth
2016-12-07, 02:30 AM
I think you could do it as having the Fiend of Possession being the "Cohort" and taking orders from the Gunslinger, and then the Gunslinger would have access to the Fiend's abilities by proxy. Also, I focused on using the ability to give the weapon of the pair more powers, but that's me.

That'd be pretty great, here's a better understanding of the powers as far as I've been able to see.


As host of the Darkness, Jackie possesses seemingly unholy Demonic abilities. The Darkness powers include summoning different types of imp-like Darklings that can attack foes and move cars, using tentacles to impale foes or break down walls, using creeping dark tendrils that sneak along floors, walls, and ceilings to take out foes from a distance, and creating a black hole that sucks anything nearby into it.

Over the course of the game, Jackie also comes into possession of the Darkness guns that are more powerful than many conventional weapons but consume some amount of his energy in order to fire. The Darkness guns are held one in each hand, the one on the right being a small minigun, and the other is a sort "one hand cannon" that fires immensely powerful rounds. The Darkness cannot be used when Jackie is in a well-lit area but become more powerful in darker conditions; he is able to shoot out lights to help increase the amount of dark energy available for their attacks.
I've played the game a ton myself, I just didn't really feel like typing my own explanation so I dragged a quote from the wiki. I have zero clue how I would emulate the black hole, or the power in darkness, or the two demon arms (http://ps3media.ign.com/ps3/image/article/799/799624/the-darkness-20070626060004097-000.jpg).

Xaroth
2016-12-07, 10:52 PM
I've added Kain and Raziel from Legacy of Kain: Defiance to the list.

illyahr
2016-12-08, 11:26 AM
So is my Zidane post good or do I still have to adjust the format?

Xaroth
2016-12-08, 01:42 PM
So is my Zidane post good or do I still have to adjust the format?

I'd appreciate you adjusting the format, if you don't mind.

Aleolus
2016-12-08, 10:17 PM
Would someone be willing to try their hand at


Nathan Drake (Uncharted 4, A Thief's End)


?

And I might just be willing to try my hand at
Altair (Assassin's Creed)

Xaroth
2016-12-09, 03:02 AM
Would someone be willing to try their hand at


Nathan Drake (Uncharted 4, A Thief's End)


?

And I might just be willing to try my hand at
Altair (Assassin's Creed)


Wouldn't Altair just be the same as Ezio (http://www.giantitp.com/forums/showsinglepost.php?p=17511616&postcount=196), though? Regardless, added both. Want me to put you as in progress for Altair?

Muggins
2016-12-09, 08:25 AM
Wouldn't Altair just be the same as Ezio (http://www.giantitp.com/forums/showsinglepost.php?p=17511616&postcount=196), though? Regardless, added both. Want me to put you as in progress for Altair?
I could see some fairly significant differences between the two. No leadership or charisma focus, for one. The combat style is different, too; no counters or ripostes, and duels aren't exactly his strong point.

I'd be interested in seeing the major changes between the two.

khadgar567
2016-12-09, 10:21 AM
I could see some fairly significant differences between the two. No leadership or charisma focus, for one. The combat style is different, too; no counters or ripostes, and duels aren't exactly his strong point.

I'd be interested in seeing the major changes between the two.
Altair has regular camping until level 20th. Ezio has king maker campain from the start

Aleolus
2016-12-09, 11:10 AM
Wouldn't Altair just be the same as Ezio (http://www.giantitp.com/forums/showsinglepost.php?p=17511616&postcount=196), though? Regardless, added both. Want me to put you as in progress for Altair?

Yeah, go ahead. If something happens and I have to back out I'll let you guys know

illyahr
2016-12-09, 12:24 PM
I'd appreciate you adjusting the format, if you don't mind.

I don't know what format you want it in. You said something about it before but I didn't know what you meant.

zergling.exe
2016-12-09, 12:51 PM
I don't know what format you want it in. You said something about it before but I didn't know what you meant.

It's in the OP right before the character list. Iron Chef (http://www.giantitp.com/forums/showthread.php?505762) format.

illyahr
2016-12-09, 01:22 PM
It's in the OP right before the character list. Iron Chef (http://www.giantitp.com/forums/showthread.php?505762) format.

Ah, I didn't know what format was used for Iron Chef so I didn't know which one was meant.

khadgar567
2016-12-09, 01:26 PM
he means this table format
NAME OF ENTRY


Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


2nd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


3rd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


4th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


5th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


6th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


7th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


8th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


9th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


10th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


11th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


12th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


13th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


14th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


15th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


16th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


17th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


18th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


19th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


20th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities



Code immediately below (spoiler).

Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


2nd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


3rd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


4th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


5th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


6th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


7th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


8th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


9th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


10th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


11th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


12th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


13th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


14th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


15th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


16th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


17th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


18th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


19th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


20th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


For entries with spellcasting, use the following table for Spells per day and Spells Known. (Spells Known only if necessary, i.e. Sorcerer or Bard, but not Wizard or Warmage)
Spells per Day/Spells Known
Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd
-
-
-
-
-
-
-
-
-
-


3rd
-
-
-
-
-
-
-
-
-
-


4th
-
-
-
-
-
-
-
-
-
-


5th
-
-
-
-
-
-
-
-
-
-


6th
-
-
-
-
-
-
-
-
-
-


7th
-
-
-
-
-
-
-
-
-
-


8th
-
-
-
-
-
-
-
-
-
-


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
-
-
-
-
-
-
-
-
-
-


13th
-
-
-
-
-
-
-
-
-
-


14th
-
-
-
-
-
-
-
-
-
-


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


17th
-
-
-
-
-
-
-
-
-
-


18th
-
-
-
-
-
-
-
-
-
-


19th
-
-
-
-
-
-
-
-
-
-


20th
-
-
-
-
-
-
-
-
-
-


Code immediately below (spoiler)Spells per Day/Spells Known
Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd
-
-
-
-
-
-
-
-
-
-


3rd
-
-
-
-
-
-
-
-
-
-


4th
-
-
-
-
-
-
-
-
-
-


5th
-
-
-
-
-
-
-
-
-
-


6th
-
-
-
-
-
-
-
-
-
-


7th
-
-
-
-
-
-
-
-
-
-


8th
-
-
-
-
-
-
-
-
-
-


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
-
-
-
-
-
-
-
-
-
-


13th
-
-
-
-
-
-
-
-
-
-


14th
-
-
-
-
-
-
-
-
-
-


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


17th
-
-
-
-
-
-
-
-
-
-


18th
-
-
-
-
-
-
-
-
-
-


19th
-
-
-
-
-
-
-
-
-
-


20th
-
-
-
-
-
-
-
-
-
-

Xaroth
2016-12-09, 02:27 PM
Yeah, Khadgar's correct.

Also, I'll mark you in progress for Altair Aleolus.

What about Arthas/The Lich King? Frostmourne would almost undoubtedly be a Weapon of Legacy, starting with Frost. If he starts with base Half-Giant, he could one-hand a large Longsword for it, or Bastard Sword if it'd be worth spending a feat on. Maybe Frostmourne would end with some form of greater imprisonment within it?

khadgar567
2016-12-09, 02:45 PM
Yeah, Khadgar's correct.

Also, I'll mark you in progress for Altair Aleolus.

What about Arthas/The Lich King? Frostmourne would almost undoubtedly be a Weapon of Legacy, starting with Frost. If he starts with base Half-Giant, he could one-hand a large Longsword for it, or Bastard Sword if it'd be worth spending a feat on. Maybe Frostmourne would end with some form of greater imprisonment within it?
you gonna need to ask for warcraft nerd which i dont qualify but sword has no possesion powers just absorbs souls the lich king part of build comes from helm .

Xaroth
2016-12-09, 05:20 PM
you gonna need to ask for warcraft nerd which i dont qualify but sword has no possesion powers just absorbs souls the lich king part of build comes from helm .

Yeah, I'll need to look into that myself. I know that he can raise dead to act as his minions...

Masema
2016-12-09, 05:27 PM
I would like to recommend


Fawkes (Fallout 3)
Tabitha (Fallout: New Vegas)
Lily Bowen (Fallout: New Vegas)
Antler (Fallout: New Vegas)

Xaroth
2016-12-09, 07:55 PM
I would like to recommend

Fawkes (Fallout 3)
Tabitha (Fallout: New Vegas)
Lily Bowen (Fallout: New Vegas)
Antler (Fallout: New Vegas)

Added to the list, but please use the bullet points in future.

T.G. Oskar
2016-12-10, 04:48 AM
Since I noticed you had the Final Fantasy protagonists unworked, I decided to handle the one I obviously know, which would be Terra. You're free to debate, though do note - I take her very seriously (if not, just ask the guys at the FFRK thread).

Race: Human
Template: Half Fire Elemental (LA +3)
Starting Stats: Str 14, Dex 10 (14), Con 14, Int 8 (10), Wis 10, Cha 18 (20)
Starting Feat: Fire Bloodline (Dragon Compendium)



Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st – 3rd
Half Fire Elemental
+0
+0
+0
+0
--
--
Natural Armor +1, Innate Spellcasting


4th
Half Fire Elemental/Fighter 1
+1
+2
+0
+0
Concentration 2 ranks, Spellcraft 2 ranks
Block Arrow
--


5th
Half Fire Elemental/Fighter 1/Battle Sorcerer 1
+1
+2
+0
+2
Concentration 3 ranks, Spellcraft 3 ranks
--
Metamagic Specialist (can cast spells without increasing casting time 3/day)


6th
Half Fire Elemental/Fighter 1/Battle Sorcerer 2
+2
+2
+0
+3
Concentration 4 ranks, Spellcraft 4 ranks
Feats
Practiced Spellcaster (Battle Sorcerer)


7th
Half Fire Elemental/Fighter 1/Battle Sorcerer 3
+3
+3
+1
+3
Concentration 5 ranks, Spellcraft 5 ranks
--
--


8th
Half Fire Elemental/Fighter 1/Battle Sorcerer 4
+4
+3
+1
+4
Concentration 6 ranks, Spellcraft 6 ranks
--
--


9th
Half Fire Elemental/Fighter 1/Battle Sorcerer 5
+4
+3
+1
+4
Concentration 7 ranks, Spellcraft 7 ranks
Blistering Spell
Domain Access (Healing)


10th
Half Fire Elemental/Fighter 1/Battle Sorcerer 6
+5
+4
+2
+5
Concentration 8 ranks, Spellcraft 8 ranks
--
--


11th
Half Fire Elemental/Fighter 1/Battle Sorcerer 7
+6
+4
+2
+5
Concentration 9 ranks, Spellcraft 9 ranks
--
--


ECL 12th -> ECL 11th (LA 3 -> LA 2)


11th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8
+7
+4
+2
+6
Concentration 10 ranks, Spellcraft 10 ranks
Blistering Spell
--


12th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1
+8
+6
+2
+7
Concentration 11 ranks, Spellcraft 11 ranks
--
Ignore spell failure 10%


13th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 1
+9
+8
+2
+7
Concentration 12 ranks, Spellcraft 12 ranks
1 available feat
--


14th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 2
+10
+9
+2
+7
Concentration 13 ranks, Spellcraft 13 ranks
Searing Spell
--


15th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 3
+11
+9
+3
+8
Concentration 14 ranks, Spellcraft 14 ranks
--
--


16th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 4
+12
+10
+3
+8
Concentration 15 ranks, Spellcraft 15 ranks
--
--


ECL 17th -> ECL 16th (LA 2 -> LA 1)


16th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 5
+13
+10
+3
+8
Concentration 16 ranks, Spellcraft 16 ranks
Twin Spell
--


17th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 6
+14
+11
+4
+9
Concentration 17 ranks, Spellcraft 17 ranks
--
--


18th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 7
+15
+11
+4
+9
Concentration 18 ranks, Spellcraft 18 ranks
--
--


ECL 19th -> ECL 18th (LA 1 -> LA 0)


18th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 8
+16
+12
+4
+9
Concentration 19 ranks, Spellcraft 19 ranks
Quicken Spell
--


19th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 9
+17
+12
+5
+10
Concentration 20 ranks, Spellcraft 20 ranks

--


20th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 10
+18
+13
+5
+10
Concentration 21, Spellcraft 21
--
--



Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd
4/3
2/1
-
-
-
-
-
-
-
-


3rd
5/4
3/1
-
-
-
-
-
-
-
-


4th
5/4
4/2
-
-
-
-
-
-
-
-


5th
5/5
5/2
2/1
-
-
-
-
-
-
-


6th
5/5
5/2+1
3/1+1
-
-
-
-
-
-
-


7th
5/6
5/2+1
4/1+1
2/1+1
-
-
-
-
-
-


8th
5/6
5/3+1
5/1+1
3/1+1
-
-
-
-
-
-


9th
5/7
5/3+1
5/1+1
4/1+1
2/1+1
-
-
-
-
-


10th
5/7
5/3+1
5/2+1
5/2+1
3/1+1
-
-
-
-
-


11th
5/7
5/3+1
5/2+1
5/2+1
3/1+1
-
-
-
-
-


12th
5/8
5/3+1
5/2+1
5/2+1
4/1+1
2/1+1
-
-
-
-


13th
5/8
5/3+1
5/3+1
5/3+1
5/2+1
3/1+1
-
-
-
-


14th
5/8
5/3+1
5/3+1
5/3+1
5/2+1
4/1+1
2/1+1
-
-
-


15th
5/8
5/3+1
5/3+1
5/3+1
5/3+1
5/2+1
3/1+1
-
-
-


16th
5/8
5/3+1
5/3+1
5/3+1
5/3+1
5/2+1
3/1+1
2/1+1
-
-


17th
5/8
5/3+1
5/3+1
5/3+1
5/3+1
5/3+1
4/2+1
3/1+1
-
-


18th
5/8
5/3+1
5/3+1
5/3+1
5/3+1
5/3+1
5/2+1
4/1+1
2/1+1
-


19th
5/8
5/3+1
5/3+1
5/3+1
5/3+1
5/3+1
5/2+1
5/2+1
3/1+1
-


20th
5/8
5/3+1
5/3+1
5/3+1
5/3+1
5/3+1
5/2+1
5/2+1
4/1+1
2/1+1



Spell List:
0 – acid splash, daze, detect magic, detect poison, light, message, resistance, touch of fatigue
1st – burning hands, cure light woundsD, hypnotismF, lesser orb of fire, summon monster I
2nd – combust, cure moderate woundsD, pyrotechnicsF, resist energy, scorching ray
3rd – cure serious woundsD, dispel magic, fireball, tonguesF, vampiric touch
4th – cure critical woundsD, dimension door, fire shieldF,orb of fire, polymorph
5th—arcane fusion, break enchantment, cloudkillF, mass cure light woundsD, teleport
6th—flesh to stone, greater dispel magic, healD, summon monster VIF (fire creatures only)
7th – arcane spellsurge, delayed blast fireballF, regenerateD,reverse gravity
8th – incendiary cloud, mass cure critical woundsD, sunburstF
9th – gate, mass healD, meteor swarmF

The biggest challenge, from the start, is how to work with her race (half-Esper). The "half" part would suggest a template, though it could also suggest a race (see: Half-Elf, Half-Orc). I decided for an existing template to make things easier (and somewhat more legal), and I ended up with Half-Elemental (Fire), as it fits several traits - she specializes in Fire magic above anything else, and the template grants a plethora of SLAs related to fire, which works. Not only that, she gets a few boosts, most notably to Dexterity, Intelligence and Charisma, which leads to the second point.

Then, classes. I took one level of Fighter to qualify for Eldritch Knight, as she's a gish focused on spellcasting (and blasting, mostly). This gives her proficiency with her usual weapons (daggers, swords, also flails as all Imperial characters are proficient in them), all kinds of armor (including heavy armor; canonically, she can wear the heaviest armor available) and shields, covering her fighting side. The feat is an afterthought, but it could easily be Combat Casting (you'll see why soon). Then, eight levels of Battle Sorcerer...why, you ask? Battle Sorcerer sacrifices some of her spellcasting ability (which is already hindered by the loss of 1 spellcasting level) for more fighting ability, ending up with cleric BAB, a better HD (d8) and redundant proficiencies. The big loss is in terms of spells known, as she makes another sacrifice later on, but she ends up with roughly the same amount of spells known thanks to the Fire Bloodline feat (from Dragon Compendium; sure, it's frowned upon, but Dragon Compendium is technically 1st party content AND fitting) and the Domain Access ACF from Complete Champion. There's a reason for the choice, which I'll explain later on. A dip in Spellsword allowed me to further boost her skills and give her the ability to ignore some of the spell failure from heavier armor, meaning she could equip a Mithral Breastplate, or even Mithral Twilight Full Plate, and be capable of casting spells with virtually no ASF. That's a huge plus. Finally, even if it means the loss of yet another spell level, she goes full Eldritch Knight. That leaves her with 9th level spells and BAB over 16, which makes her a gish proper.

Feat-wise, Fire Bloodline adds a few interesting spells. Hypnotism and Tongues definitely don't fit, but spells like Delayed Blast Fireball and Fire Shield do. The main reason I do that is because of the Sunburst spell, which I equate with the Holy spell from the FF series, though Holy is supposed to be the strongest White Magic spell, so it technically could count as an Epic spell. Because of the Fighter level and the Eldritch Knight level, Terra gets two spells that can aid her in combat, though her focus is on magic, so they're mostly solid filler (ideas are welcome!) That said, the choice of metamagic is interesting, as it makes her an undisputed Fire specialist, what with increasing the damage of Fire spells AND make them pretty much irresistible to all but creatures that absorb the energy type (though it ignores the regional prerequisite). Twin Spell and Quicken Spell are feats I chose because of her appearances in later games, where she's given the ability to Doublecast (Dissidia, Record Keeper, eventually in Brave Exvius) as befitting of a Red Mage, which is closer to her actual class (in essence, she's a Red Mage on steroids, as she can equip better armor and cast stronger spells).

The spells were another problem, but they were mostly solved aside from three spells. She knows a handful of healing spells, which are dealt with the Healing domain as part of the Domain Access ACF. Her fire specialization is evidently dealt with, and some of her odd spells (Drain, Break, Graviga) are dealt with similar spells (Vampiric Touch, Flesh to Stone, Reverse Gravity). The three spells that I couldn't work with were Raise/Arise (Sorcerers can't cast Raise Dead, and there's no domain that grants such), Meltdown (the closest spell I could think was Fire Storm, and that would have most likely required access to the Fire domain; the slot is filled with Incendiary Cloud instead) and Poisona (because Sorcerers can't cast Neutralize Poison, either). Dispel was also easy to deal with, and she can handle that task quite well (both sources of Dispel Magic + Break Enchantment for allies). As for Ultima? That's for three levels later, when she achieves 24 ranks in Spellcraft and gains the Epic Spellcasting feat - there's no doubt that Ultima IS an Epic spell, judging by how the game treats it.

There are a few filler choices, though. Polymorph is there as a homage to her Trance ability, though you can't really turn into an elemental by means of that spell. Resist Energy isn't a spell that would exist on the FFVI world (it's part of latter spells, specifically the Bar[Element] line of spells), but it's a good filler spell. Finally, Gate is there as part of her link to Espers, as well as being the one who opened the Gate to the Esper World, so you'd expect her to be able to depart to her birthplace if necessary. Arcane Fusion, Greater Arcane Fusion and Arcane Spellsurge are other ways to mimic Doublecast, further reinforcing her spellcasting ability in the same way you'd boost a Red Mage.

I declined giving her equipment because the best equipment in FFVI is so specific; the Ultima Weapon is essentially a Weapon of Legacy, the Ragnarok is essentially an intelligent weapon, the Minerva Bustier would qualify as an Epic weapon, and accessories as they stand blur the line, so assume she holds a sword, a breastplate, maybe a shield, some sort of magic headgear (her ribbon is a good start!), a Cloak of Charisma/Cloak of Resistance (her cape), a dagger, and maybe one or two more magic items (her iconic Pendant, and maybe some boots). I really don't deal much with equipment, since translating FF equipment to D&D stats usually doesn't work as intended, in particular the weapon that fits her the most (Enhancer, which is meant to enhance magic power).

Finally - her stats are meant to reinforce her skill as a warrior and her power as a spellcaster. That is why her Charisma is so high, but she has good physical stats overall. Her Intelligence and Wisdom are low, but not very low (they're actually non-heroic average). Her low Wisdom reflects her ignorance about the world (due to her amnesia and her upbringing) but also justifies why she was mind-controlled (her Will save sucked; luckily, it gets better later on once she gets the level of Spellsword). I wish I could say the same for Intelligence, but...well, she's more heart than anything else. You could justify moving 2 points from Dexterity to Intelligence if you want. Her skills are Concentration (she's a warrior-mage, after all) and Spellcraft (knowledge specific to spells); the third skill is left open, though she does make a decent rider. If you're aware of the DragonMech 3rd party campaign setting, she could have her first level of Fighter replaced by Mech Jockey and have her skill points as Human spent in Mech Piloting, as a nod to her skills as a Magitek Armor user. Creating the Magitek Armor, specifically her variant that's more powerful than the norm, would be an interesting challenge.

Xaroth
2016-12-10, 11:36 AM
Since I noticed you had the Final Fantasy protagonists unworked, I decided to handle the one I obviously know, which would be Terra. You're free to debate, though do note - I take her very seriously (if not, just ask the guys at the FFRK thread).

Race: Human
Template: Half Fire Elemental (LA +3)
Starting Stats: Str 14, Dex 10 (14), Con 14, Int 8 (10), Wis 10, Cha 18 (20)
Starting Feat: Fire Bloodline (Dragon Compendium)



Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st – 3rd
Half Fire Elemental
+0
+0
+0
+0
--
--
Natural Armor +1, Innate Spellcasting


4th
Half Fire Elemental/Fighter 1
+1
+2
+0
+0
Concentration 2 ranks, Spellcraft 2 ranks
Block Arrow
--


5th
Half Fire Elemental/Fighter 1/Battle Sorcerer 1
+1
+2
+0
+2
Concentration 3 ranks, Spellcraft 3 ranks
--
Metamagic Specialist (can cast spells without increasing casting time 3/day)


6th
Half Fire Elemental/Fighter 1/Battle Sorcerer 2
+2
+2
+0
+3
Concentration 4 ranks, Spellcraft 4 ranks
Feats
Practiced Spellcaster (Battle Sorcerer)


7th
Half Fire Elemental/Fighter 1/Battle Sorcerer 3
+3
+3
+1
+3
Concentration 5 ranks, Spellcraft 5 ranks
--
--


8th
Half Fire Elemental/Fighter 1/Battle Sorcerer 4
+4
+3
+1
+4
Concentration 6 ranks, Spellcraft 6 ranks
--
--


9th
Half Fire Elemental/Fighter 1/Battle Sorcerer 5
+4
+3
+1
+4
Concentration 7 ranks, Spellcraft 7 ranks
Blistering Spell
Domain Access (Healing)


10th
Half Fire Elemental/Fighter 1/Battle Sorcerer 6
+5
+4
+2
+5
Concentration 8 ranks, Spellcraft 8 ranks
--
--


11th
Half Fire Elemental/Fighter 1/Battle Sorcerer 7
+6
+4
+2
+5
Concentration 9 ranks, Spellcraft 9 ranks
--
--


ECL 12th -> ECL 11th (LA 3 -> LA 2)


11th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8
+7
+4
+2
+6
Concentration 10 ranks, Spellcraft 10 ranks
Blistering Spell
--


12th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1
+8
+6
+2
+7
Concentration 11 ranks, Spellcraft 11 ranks
--
Ignore spell failure 10%


13th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 1
+9
+8
+2
+7
Concentration 12 ranks, Spellcraft 12 ranks
1 available feat
--


14th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 2
+10
+9
+2
+7
Concentration 13 ranks, Spellcraft 13 ranks
Searing Spell
--


15th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 3
+11
+9
+3
+8
Concentration 14 ranks, Spellcraft 14 ranks
--
--


16th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 4
+12
+10
+3
+8
Concentration 15 ranks, Spellcraft 15 ranks
--
--


ECL 17th -> ECL 16th (LA 2 -> LA 1)


16th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 5
+13
+10
+3
+8
Concentration 16 ranks, Spellcraft 16 ranks
Twin Spell
--


17th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 6
+14
+11
+4
+9
Concentration 17 ranks, Spellcraft 17 ranks
--
--


18th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 7
+15
+11
+4
+9
Concentration 18 ranks, Spellcraft 18 ranks
--
--


ECL 19th -> ECL 18th (LA 1 -> LA 0)


18th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 8
+16
+12
+4
+9
Concentration 19 ranks, Spellcraft 19 ranks
Quicken Spell
--


19th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 9
+17
+12
+5
+10
Concentration 20 ranks, Spellcraft 20 ranks

--


20th
Half Fire Elemental/Fighter 1/Battle Sorcerer 8/Spellsword 1/Eldritch Knight 10
+18
+13
+5
+10
Concentration 21, Spellcraft 21
--
--



Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd
4/3
2/1
-
-
-
-
-
-
-
-


3rd
5/4
3/1
-
-
-
-
-
-
-
-


4th
5/4
4/2
-
-
-
-
-
-
-
-


5th
5/5
5/2
2/1
-
-
-
-
-
-
-


6th
5/5
5/2+1
3/1+1
-
-
-
-
-
-
-


7th
5/6
5/2+1
4/1+1
2/1+1
-
-
-
-
-
-


8th
5/6
5/3+1
5/1+1
3/1+1
-
-
-
-
-
-


9th
5/7
5/3+1
5/1+1
4/1+1
2/1+1
-
-
-
-
-


10th
5/7
5/3+1
5/2+1
5/2+1
3/1+1
-
-
-
-
-


11th
5/7
5/3+1
5/2+1
5/2+1
3/1+1
-
-
-
-
-


12th
5/8
5/3+1
5/2+1
5/2+1
4/1+1
2/1+1
-
-
-
-


13th
5/8
5/3+1
5/3+1
5/3+1
5/2+1
3/1+1
-
-
-
-


14th
5/8
5/3+1
5/3+1
5/3+1
5/2+1
4/1+1
2/1+1
-
-
-


15th
5/8
5/3+1
5/3+1
5/3+1
5/3+1
5/2+1
3/1+1
-
-
-


16th
5/8
5/3+1
5/3+1
5/3+1
5/3+1
5/2+1
3/1+1
2/1+1
-
-


17th
5/8
5/3+1
5/3+1
5/3+1
5/3+1
5/3+1
4/2+1
3/1+1
-
-


18th
5/8
5/3+1
5/3+1
5/3+1
5/3+1
5/3+1
5/2+1
4/1+1
2/1+1
-


19th
5/8
5/3+1
5/3+1
5/3+1
5/3+1
5/3+1
5/2+1
5/2+1
3/1+1
-


20th
5/8
5/3+1
5/3+1
5/3+1
5/3+1
5/3+1
5/2+1
5/2+1
4/1+1
2/1+1



Spell List:
0 – acid splash, daze, detect magic, detect poison, light, message, resistance, touch of fatigue
1st – burning hands, cure light woundsD, hypnotismF, lesser orb of fire, summon monster I
2nd – combust, cure moderate woundsD, pyrotechnicsF, resist energy, scorching ray
3rd – cure serious woundsD, dispel magic, fireball, tonguesF, vampiric touch
4th – cure critical woundsD, dimension door, fire shieldF,orb of fire, polymorph
5th—arcane fusion, break enchantment, cloudkillF, mass cure light woundsD, teleport
6th—flesh to stone, greater dispel magic, healD, summon monster VIF (fire creatures only)
7th – arcane spellsurge, delayed blast fireballF, regenerateD,reverse gravity
8th – incendiary cloud, mass cure critical woundsD, sunburstF
9th – gate, mass healD, meteor swarmF

The biggest challenge, from the start, is how to work with her race (half-Esper). The "half" part would suggest a template, though it could also suggest a race (see: Half-Elf, Half-Orc). I decided for an existing template to make things easier (and somewhat more legal), and I ended up with Half-Elemental (Fire), as it fits several traits - she specializes in Fire magic above anything else, and the template grants a plethora of SLAs related to fire, which works. Not only that, she gets a few boosts, most notably to Dexterity, Intelligence and Charisma, which leads to the second point.

Then, classes. I took one level of Fighter to qualify for Eldritch Knight, as she's a gish focused on spellcasting (and blasting, mostly). This gives her proficiency with her usual weapons (daggers, swords, also flails as all Imperial characters are proficient in them), all kinds of armor (including heavy armor; canonically, she can wear the heaviest armor available) and shields, covering her fighting side. The feat is an afterthought, but it could easily be Combat Casting (you'll see why soon). Then, eight levels of Battle Sorcerer...why, you ask? Battle Sorcerer sacrifices some of her spellcasting ability (which is already hindered by the loss of 1 spellcasting level) for more fighting ability, ending up with cleric BAB, a better HD (d8) and redundant proficiencies. The big loss is in terms of spells known, as she makes another sacrifice later on, but she ends up with roughly the same amount of spells known thanks to the Fire Bloodline feat (from Dragon Compendium; sure, it's frowned upon, but Dragon Compendium is technically 1st party content AND fitting) and the Domain Access ACF from Complete Champion. There's a reason for the choice, which I'll explain later on. A dip in Spellsword allowed me to further boost her skills and give her the ability to ignore some of the spell failure from heavier armor, meaning she could equip a Mithral Breastplate, or even Mithral Twilight Full Plate, and be capable of casting spells with virtually no ASF. That's a huge plus. Finally, even if it means the loss of yet another spell level, she goes full Eldritch Knight. That leaves her with 9th level spells and BAB over 16, which makes her a gish proper.

Feat-wise, Fire Bloodline adds a few interesting spells. Hypnotism and Tongues definitely don't fit, but spells like Delayed Blast Fireball and Fire Shield do. The main reason I do that is because of the Sunburst spell, which I equate with the Holy spell from the FF series, though Holy is supposed to be the strongest White Magic spell, so it technically could count as an Epic spell. Because of the Fighter level and the Eldritch Knight level, Terra gets two spells that can aid her in combat, though her focus is on magic, so they're mostly solid filler (ideas are welcome!) That said, the choice of metamagic is interesting, as it makes her an undisputed Fire specialist, what with increasing the damage of Fire spells AND make them pretty much irresistible to all but creatures that absorb the energy type (though it ignores the regional prerequisite). Twin Spell and Quicken Spell are feats I chose because of her appearances in later games, where she's given the ability to Doublecast (Dissidia, Record Keeper, eventually in Brave Exvius) as befitting of a Red Mage, which is closer to her actual class (in essence, she's a Red Mage on steroids, as she can equip better armor and cast stronger spells).

The spells were another problem, but they were mostly solved aside from three spells. She knows a handful of healing spells, which are dealt with the Healing domain as part of the Domain Access ACF. Her fire specialization is evidently dealt with, and some of her odd spells (Drain, Break, Graviga) are dealt with similar spells (Vampiric Touch, Flesh to Stone, Reverse Gravity). The three spells that I couldn't work with were Raise/Arise (Sorcerers can't cast Raise Dead, and there's no domain that grants such), Meltdown (the closest spell I could think was Fire Storm, and that would have most likely required access to the Fire domain; the slot is filled with Incendiary Cloud instead) and Poisona (because Sorcerers can't cast Neutralize Poison, either). Dispel was also easy to deal with, and she can handle that task quite well (both sources of Dispel Magic + Break Enchantment for allies). As for Ultima? That's for three levels later, when she achieves 24 ranks in Spellcraft and gains the Epic Spellcasting feat - there's no doubt that Ultima IS an Epic spell, judging by how the game treats it.

There are a few filler choices, though. Polymorph is there as a homage to her Trance ability, though you can't really turn into an elemental by means of that spell. Resist Energy isn't a spell that would exist on the FFVI world (it's part of latter spells, specifically the Bar[Element] line of spells), but it's a good filler spell. Finally, Gate is there as part of her link to Espers, as well as being the one who opened the Gate to the Esper World, so you'd expect her to be able to depart to her birthplace if necessary. Arcane Fusion, Greater Arcane Fusion and Arcane Spellsurge are other ways to mimic Doublecast, further reinforcing her spellcasting ability in the same way you'd boost a Red Mage.

I declined giving her equipment because the best equipment in FFVI is so specific; the Ultima Weapon is essentially a Weapon of Legacy, the Ragnarok is essentially an intelligent weapon, the Minerva Bustier would qualify as an Epic weapon, and accessories as they stand blur the line, so assume she holds a sword, a breastplate, maybe a shield, some sort of magic headgear (her ribbon is a good start!), a Cloak of Charisma/Cloak of Resistance (her cape), a dagger, and maybe one or two more magic items (her iconic Pendant, and maybe some boots). I really don't deal much with equipment, since translating FF equipment to D&D stats usually doesn't work as intended, in particular the weapon that fits her the most (Enhancer, which is meant to enhance magic power).

Finally - her stats are meant to reinforce her skill as a warrior and her power as a spellcaster. That is why her Charisma is so high, but she has good physical stats overall. Her Intelligence and Wisdom are low, but not very low (they're actually non-heroic average). Her low Wisdom reflects her ignorance about the world (due to her amnesia and her upbringing) but also justifies why she was mind-controlled (her Will save sucked; luckily, it gets better later on once she gets the level of Spellsword). I wish I could say the same for Intelligence, but...well, she's more heart than anything else. You could justify moving 2 points from Dexterity to Intelligence if you want. Her skills are Concentration (she's a warrior-mage, after all) and Spellcraft (knowledge specific to spells); the third skill is left open, though she does make a decent rider. If you're aware of the DragonMech 3rd party campaign setting, she could have her first level of Fighter replaced by Mech Jockey and have her skill points as Human spent in Mech Piloting, as a nod to her skills as a Magitek Armor user. Creating the Magitek Armor, specifically her variant that's more powerful than the norm, would be an interesting challenge.

Awesome! Thanks a whole bunch, I'll put it in the main post.

thoroughlyS
2016-12-11, 09:55 PM
I know he's already been done, but I felt that the previous build (http://www.giantitp.com/forums/showsinglepost.php?p=17472272&postcount=170) didn't capture the essence of the King Koopa himself

BOWSER
http://static1.comicvine.com/uploads/scale_super/12/125392/3813852-6812090556-c6f8c.jpg
"Mario! You again! Well that's just fine--I've been looking for something to fry with my fire breath! Your Star Power is useless against me! Your friends are all trapped in the walls... And you'll never see the princess again!"

First things first, I need a race. And hoo-boy! Was it fun cooking up this monstrosity for, well, this monstrosity! Race breakdown in next post (because it's so long).

HALF-DRAGON (T’IEN LUNG) HALF-MINOTAUR MAGIC–BLOODED AQUATIC ANTHROPOMORPHIC DUNGEONBRED MAGEBRED HORRID TORTOISE
Large Dragon (Augmented Monstrous Humanoid, Aquatic)
Hit Dice: 2d10
Speed: 30 ft., burrow 30 ft., swim 30 ft., fly 60 ft. (average)
+31 natural armor
Bite (1d8+˝ Str)
2 Claw (1d6+Str)
Gore (1d8+˝ Str)
Special Attacks: Lightning strike, trample (3d8+1.5 Str), Acidic Attack
Special Qualities: Darkvision 60,Low-light Vision, Ill-Tempered, Immunity to Acid, Paralysis, and Sleep Effects, Improved Natural Healing, Excellent Learner, Thick-skinned Breed, Easy Maintenance, Hardy, Spell-like Abilities, Minotaur Cunning, Scent, Water Breathing
Str +28, Con +24, Cha +4
Racial Skills: Hide, Knowledge (arcana), Listen, Search, Spellcraft, Spot, Swim
Bonus Feats: Improved Natural Attack (bite), Multiattack, Improved Natural Attack (bite), Endurance, Track
Bonus Language: Aquan
Favored Class: Sorcerer
Level Adjustment: +4

Bowser is an ill-tempered beast who is quick to lash out at anyone who opposes his rule. Bony plates cover his body, giving it an armored appearance. Bowser is an impressive and robust koopa, with shining golden and green scales. His vast bulk belies his incredible strength and endurance. Bowser is more formidable than other koopas thanks to his draconic nature, and his appearance betrays this nature—bright scales, reptilian eyes, and exaggerated teeth and claws. Bowser is 8 to 15 feet tall and weighs at least 7,000 pounds.

Lightning Strike (Ex): Bowser can lash out very rapidly. On the first round of combat, he gets a surprise round regardless of whether he has been noticed. A creature that notices him is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): Bowser’s claw attacks deal an extra 1d6 points of acid damage per 4 HD (maximum 5d6). His secondary attacks do not deal acid damage.
Breath Weapon (Su): 1/day - 30-foot cone, 6d8 fire damage, Reflex DC (10 + ˝ HD + Con) half. The save DC is Constitution-based.
Ill-Tempered (Ex): Handle Animal checks involving Bowser take a -4 penalty, since he is more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): Bowser has immunity to acid.
Improved Natural Healing (Ex): Bowser heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: Bowser can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving him is reduced by 2. In addition, the time required to train him for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: Bowsers natural armor bonus to AC improves by an additional 2 (*reflected above).
Easy Maintenance (Ex): Bowser consumes food and water as if he were medium size. Further, Bowser will eat the same type of food as his minions, cutting down on the need to import exotic dishes.
Hardy (Ex): Bowser has a +2 racial bonus on saves against disease and poison.
Spell-Like abilities: 1/day - detect magic, nystul's magical aura, nystul's undetectable aura, read magic (caster level equals spark’s character level).
Minotaur Cunning (Ex): Bowser has a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
Scent (Ex): Bowser has a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone.
Water Breathing (Ex): Bowser can breathe water and air.
Skills: Bowser has a +12 racial bonus on Hide checks in underground terrain. He also has a +2 racial bonus on Knowledge (arcana), Listen, Search, Spellcraft, and Spot checks. A spark can use Knowledge (arcana) and Spellcraft untrained because he spends his life devoted to magic. Bowser has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can move through water at his swim speed without making Swim checks. Bowser can always choose to take 10 on a Swim check, even if distracted or endangered. Bowser can use the run action while swimming, provided he swims in a straight line.

NOTE: Due to the ambiguity of the Anthropomorphic Animal template, Bowser may lose some or all of these abilities (see next post for details).

Next up, stats. Assuming 32 point buy, we start with 18, 12, 10, 8, 8, 16. Bowser's modifiers crank these up to:
46 Strength
12 Dexterity
34 Constitution
8 Intelligence
8 Wisdom
20 Charisma (24 at ECL 20)

Finally, we can get to the build. Bowser is a brawler, first and foremost, but is also described as a powerful sorcerer. I know being described with that word does not mean he has to have that class (http://www.giantitp.com/comics/oots0209.html), but I think the small selection of spells, and lack of preparation is fitting. It is also his racial favored class, for all that's worth. Warblade/Sorcerer into Ebon Phoenix Mage plays to his melee strengths, and gives him a plethora of fire based attacks, all while keeping him competitive a higher levels.
NOTE: EBON PHOENIX MAGE
Jade Phoenix Mage (Tome of Battle p.113) was the natural fit for this gish build, but the alignment restriction got in the way. Luckily, one of the suggested adaptations given in Tome of Battle is to make the Masters of the Jade Phoenix evil. The only differences between this and the book are reversing good and evil. The restriction is now any nongood, and mystic phoenix stance provides DR/good.


Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features
Maneuvers Known
Maneuvers Readied
Stances Known
Auras Known
Spellcasting


1st - 6th
Koopa King 2
+2
+0
+3
+3
Concentration 2cc
Intimidate 2cc
Knowledge (arcana) 4
Knowledge (history) 2cc
Knowledge (religion) 2cc
Spellcraft 5
Improved Natural Attack (bite) B*
MultiattackB*
Improved Natural Attack (bite) B*
EnduranceB*
TrackB

Draconic Heritage
Precocious Apprentice (scorching ray)F
Dragon TailF

Flaw:Glory-Hound
Flaw:Slow
Lightning strike*
trample (3d8+1.5 Str)*
Acidic Attack*
Darkvision 60
Low-light Vision
Ill-Tempered
Immunity to Acid,
Paralysis, and Sleep Effects
Improved Natural Healing
Excellent Learner
Thick-skinned Breed
Easy Maintenance
Hardy
Spell-like Abilities
Minotaur Cunning
Scent
Water Breathing
-
-
-
-
-


7th
Sorcerer 1
+2
+0
+3
+5
Concentration 4
Intimidate 2
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
Draconic Claw

Fiery BurstR
Beleaguered Spellcaster
(Dragon 357 p.88)
-
-
-
-
1st level of sorcerer


8th
Sorcerer 2
+3
+0
+3
+6
Concentration 5
Intimidate 2
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
-
-
-
-
-
-
2nd level of sorcerer


9th
Warblade 1
+4
+2
+3
+6
Concentration 8
Intimidate 2
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
-
Battle Clarity
Weapon Aptitude
3
3
1
-
-


10th
Marshal of Battle 1
+4
+4
+3
+8
Concentration 9cc
Intimidate 3
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
Leadership
Might Makes RightB

Skill Focus (Diplomacy)R
Aura
3
3
1
1
-


11th
Ebon Phoenix Mage 1
+5
+6
+3
+8
Concentration 9
Intimidate 4
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
Draconic ClawR
Arcane Wrath
Rite of Waking
4
3
1
1
-


12th
Ebon Phoenix Mage 2
+6
+7
+3
+8
Concentration 9
Intimidate 5
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
-
Mystic Phoenix Stance
4
3
1
1
3rd level of sorcerer


13th
Ebon Phoenix Mage 3
+7
+7
+4
+9
Concentration 9
Intimidate 6
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
Dragon Breath
-
5
4
1
1
4th level of sorcerer


14th
Ebon Phoenix Mage 4
+8
+8
+4
+9
Concentration 9
Intimidate 7
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
Practiced SpellcasterR
Empowering Strike
5
4
1
1
5th level of sorcerer


15th
Ebon Phoenix Mage 5
+9
+8
+4
+9
Concentration 9
Intimidate 8
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
-
-
6
4
2
1
6th level of sorcerer


16th
Ebon Phoenix Mage 6
+10
+9
+5
+10
Concentration 9
Intimidate 9
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
Improved Cohort
Firebird Stance
Ebon Phoenix Master
6
5
2
1
-


17th
Ebon Phoenix Mage 7
+11
+9
+5
+10
Concentration 9
Intimidate 10
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
-
-
7
5
2
1
7th level of sorcerer



ECL 18th -> ECL 17th (LA 4 -> LA 3)



17th
Ebon Phoenix Mage 8
+12
+10
+5
+10
Concentration 9
Intimidate 11
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
-
Quickening Strike
7
5
2
1
8th level of sorcerer


18th
Ebon Phoenix Mage 9
+13
+10
+6
+11
Concentration 9
Intimidate 12
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
Undead Leadership
-
8
6
2
1
9th level of sorcerer


19th
Ebon Phoenix Mage 10
+14
+11
+6
+11
Concentration 9
Intimidate 13
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
-
emerald immolation
8
6
2
1
10th level of sorcerer


20th
Warblade 2
+15
+12
+7
+11
Concentration 9
Intimidate 16
Knowledge (arcana) 4
Knowledge (history) 2
Knowledge (religion) 2
Spellcraft 5
-
Uncanny Dodge
9
6
2
1
-


Spells per Day


ECL
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st-6th
-
-
-
-
-
-
-
-
-
-


7th
5
3
-
-
-
-
-
-
-
-


8th
6
4
-
-
-
-
-
-
-
-


9th
6
4
-
-
-
-
-
-
-
-


10th
6
4
-
-
-
-
-
-
-
-


11th
6
4
-
-
-
-
-
-
-
-


12th
6
5
-
-
-
-
-
-
-
-


13th
6
6
3
-
-
-
-
-
-
-


14th
6
6
4
-
-
-
-
-
-
-


15th
6
6
5
3
-
-
-
-
-
-


16th
6
6
5
3
-
-
-
-
-
-


17th
6
6
6
4
-
-
-
-
-
-



ECL 18th -> ECL 17th (LA 4 -> LA 3)



17th
6
6
6
5
3
-
-
-
-
-


18th
6
6
6
6
4
-
-
-
-
-


19th
6
6
6
6
5
3
-
-
-
-


20th
6
6
6
6
5
3
-
-
-
-


Retraining: Bowser starts the game with 2 RHD and two flaws, granting three feats: Draconic Heritage, Precocious Apprentice, and Dragon Tail. When he gains his class first level, he retrains Dragon Tail into Fiery Burst because it was only for aesthetics. At Marshal 1, he retrains Draconic Claw into Skill Focus (Diplomacy) to free up his bonus feat for Might Makes Right. At Ebon Phoenix Mage 1, he retrains Skill Focus back into Draconic Claw. At Ebon Phoenix Mage 4, he retrains Precocious Apprentice (which became obsolete last level) into Practiced Spellcaster.

Racial Bonus Feats: Assuming Bowser keeps his racial bonus feats from before Anthropomorphic Animal, he should also retrain one of the Improved Natural Attacks from (bite) to (claw) at Sorcerer 2. Bowser can do this because at his first racial hit die (when he gained Improved Natural Attack) he had both attack forms.

Fly Speed Bonus Feats: The Fly speed granted by Half-Dragon - while useful - does not fall in line with Bowser as a concept. Unfortunately there is no legal variant that trades the Fly speed away. One extralegal solution is to treat the Fly speed as its equivalent in feats, and reassign them. The Fly speed most closely matches the feats Dragon Wings, Improved Dragon Wings, and Air Heritage.

Spells Known


ECL
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st-6th
-
-
-
-
-
-
-
-
-
-


7th
4
2
-
-
-
-
-
-
-
-


8th
5
2
-
-
-
-
-
-
-
-


9th
5
2
-
-
-
-
-
-
-
-


10th
5
2
-
-
-
-
-
-
-
-


11th
5
2
-
-
-
-
-
-
-
-


12th
5
3
-
-
-
-
-
-
-
-


13th
6
3
1
-
-
-
-
-
-
-


14th
6
4
2
-
-
-
-
-
-
-


15th
7
4
2
1
-
-
-
-
-
-


16th
7
4
2
1
-
-
-
-
-
-


17th
7
5
3
2
-
-
-
-
-
-



ECL 18th -> ECL 17th (LA 4 -> LA 3)



17th
8
5
3
2
1
-
-
-
-
-


18th
8
5
4
3
2
-
-
-
-
-


19th
9
5
4
3
2
1
-
-
-
-


20th
9
5
4
3
2
1
-
-
-
-



Spells Known (in chronological order):
Cantrips: arcane mark, daze, detect magic, touch of fatigue, fire hand, fire flash, resistance, light, read magic
1st: blood wind, lesser orb of fire, fist of stone, mighty wallop, true strike
2nd: heroics, scorching ray, local tremor,dimension leap
3rd: fireball, hamatula barbs, ferocity of the sanguine rage
4th: orb of fire, sharptooth
5th: fire brand

Maneuvers Known (in chronological order):
1st: charging minotaur,sudden leap*
2nd:rabid wolf strike*,foehammer
3rd: death mark
4th: fan the flames
5th: daunting strike
6th: desert tempest
7th: salamander charge

Stances Known (in chronological order):
leading the charge
thicket of blades

*Rabid wolf strike is taken with the first level of warblade, this qualifies you for sudden leap at the same level.

Aura Known:
bloodthirsty commander

thoroughlyS
2016-12-11, 09:56 PM
Changes listed in red.
Huge Animal
Hit Dice: 14d8
Speed: 20 ft., burrow 20 ft.
+19 natural armor
Bite (1d8+1.5 Str)
Special Attacks: Lightning Strike, Trample (4d8+1.5 Str)
Special Qualities: Low-Light Vision
Str +16, Dex -4, Con +14, Int 2, Cha -4
Racial Skills: Hide, Listen, Spot
Bonus Feats:
Level Adjustment: —

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in rocky terrain.
Starting off simple. This animal was actually one of three that I considered using as the base for Bowser. The other two were the Turtle (Dragon 323 p.98) and the Snapping Turtle (Stormwrack p.168). I rigorously compared the three with varying amounts of templates before deciding.
Huge Animal
Hit Dice: 14d8
Speed: 20 ft., burrow 20 ft.
+24 natural armor
Bite (1d8+1.5 Str)
Special Attacks: Lightning strike, trample (4d8+1.5 Str), Acidic Attack
Special Qualities: Low-light vision, Ill-Tempered, Immunity to Acid, Improved Natural Healing
Str +16, Dex -4, Con +18, Int 2, Cha -4
Racial Skills: Hide, Listen, Spot
Bonus Feats: Improved Natural Attack (bite)
Level Adjustment: —

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in rocky terrain.
The first of three templates that can be applied to animals without changing their type. Also fits Bowser really well because of the acid immunity (http://2.bp.blogspot.com/-zK3bLgZPexU/UpgJwgnt3tI/AAAAAAAAbOg/DYURb5HyCuo/s1600/super-mario-sunshine-final-boss-2.JPG). He also could deal poison damage with his attacks in Super Mario RPG (Although this may be a moot point. See below.). And he's Ill-Tempered.
Huge Animal
Hit Dice: 14d8
Speed: 20 ft., burrow 20 ft.
+28* natural armor
Bite (1d8+1.5 Str)
Special Attacks: Lightning strike, trample (4d8+1.5 Str), Acidic Attack
Special Qualities: Low-light Vision, Ill-Tempered, Immunity to Acid, Improved Natural Healing, Excellent Learner, Thick-skinned Breed
Str +20, Dex -2, Con +20, Int 2, Cha -4
Racial Skills: Hide, Listen, Spot
Bonus Feats: Improved Natural Attack (bite), Multiattack
Level Adjustment: —

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: The creature's natural armor bonus to AC improves by an additional 2 (*reflected above).
Skills: A dire tortoise has a +12 racial bonus on Hide checks in rocky terrain.
The second Eberron template. Fits in-universe if you consider that Kamek raised Bowser. Who knows how much magic has been poured into the Koopa King since birth?
Large Animal
Hit Dice: 14d8
Speed: 20 ft., burrow 20 ft.
+25* natural armor
Bite (1d6+1.5 Str)
Special Attacks: Lightning strike, trample (3d8+1.5 Str), Acidic Attack
Special Qualities: Low-light Vision, Ill-Tempered, Immunity to Acid, Improved Natural Healing, Excellent Learner, Thick-skinned Breed, Easy Maintenance, Hardy
Str +16, Dex -2, Con +20, Int 2, Cha -4
Racial Skills: Hide, Listen, Spot
Bonus Feats: Improved Natural Attack (bite), Multiattack, Improved Natural Attack (bite), Endurance
Level Adjustment: —

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: The creature's natural armor bonus to AC improves by an additional 2 (*reflected above).
Easy Maintenance (Ex): Dungeonbred monsters consume food and water as if they were one size smaller than they actually are (and thus two sizes smaller than the base creature). Further, all carnivorous dungeonbred monsters that are bred for the same dungeon will eat the same type of prey eagerly, regardless of the base creature used in each case, cutting down on the need to import exotic prey for different monsters.
Hardy (Ex): A dungeonbred monster has a +2 racial bonus on saves against disease and poison.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in underground terrain.
The second-most necessary template of the build, as it reduces the number of racial hit dice we'll end up with.
Medium Monstrous Humanoid
Hit Dice: 2d8
Speed: 20 ft., burrow 20 ft.
+23* natural armor
Bite (1d4+1.5 Str)
Special Attacks: Lightning strike1, trample (2d8+1.5 Str) 1, Acidic Attack1
Special Qualities: Darkvision 60,Low-light Vision, Ill-Tempered, Immunity to Acid, Improved Natural Healing, Excellent Learner, Thick-skinned Breed, Easy Maintenance, Hardy
Str +8, Dex +2, Con +16, Int +0, Wis +2, Cha -4
Racial Skills: Hide, Listen, Spot
Bonus Feats: Improved Natural Attack (bite) 2, Multiattack2, Improved Natural Attack (bite) 2, Endurance2
Favored Class: ??
Level Adjustment: ??

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred. An anthropomorphic animal has the natural attacks of the base creature, but it can also use weapons if it did not have hands already. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: The creature's natural armor bonus to AC improves by an additional 2 (*reflected above).
Easy Maintenance (Ex): Dungeonbred monsters consume food and water as if they were one size smaller than they actually are (and thus two sizes smaller than the base creature). Further, all carnivorous dungeonbred monsters that are bred for the same dungeon will eat the same type of prey eagerly, regardless of the base creature used in each case, cutting down on the need to import exotic prey for different monsters.
Hardy (Ex): A dungeonbred monster has a +2 racial bonus on saves against disease and poison.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in underground terrain.

THE MOST NECESSARY TEMPLATE OF THE BUILD.
1 Anthropomorphic Animal is ambiguous as to which special attacks Bowser keeps at this point.

Special Attacks: Attacks that rely on a nonhumanoid shape, such as hind-leg rakes, trampling, or a snake’s constriction, are no longer available.

Lightning Strike seems to be based on a snapping turtle being able to extend out to bite very quickly (http://giphy.com/search/snapping-turtle), so I’d understand losing it. But it’s just so good…
Trample is mentioned explicitly, but other creatures with humanoid forms have that attack (mostly giants). This leads me to believe it’s because of the size, which Bowser gains back thanks to later templates.
Acidic Attack seems the most likely to go, considering the only other race I could find with Acid damage was the Water Mephling.
Because of the ambiguity here, I’m including them all in my build, but not basing anything off of them.

2 By RAW, Anthropomorphic Animals lose all bonus feats except Weapon Finesse, but this may be because in 3rd edition (http://www.dragon.ee/30srd/) animals didn’t gain feats from their Hit Dice, and the ONLY feats they had were Weapon Finesse feats. I’m assuming that Bowser retains these feats, but—much as with the special attacks—not basing anything on them.
Medium Monstrous Humanoid (Aquatic) 3
Hit Dice: 2d8
Speed: 20 ft., burrow 20 ft., swim 20 ft.
+23* natural armor
Bite (1d4+1.5 Str)
Special Attacks: Lightning strike1, trample (2d8+1.5 Str) 1, Acidic Attack1
Special Qualities: Darkvision 60,Low-light Vision, Ill-Tempered, Immunity to Acid, Improved Natural Healing, Excellent Learner, Thick-skinned Breed, Easy Maintenance, Hardy
Str +8, Dex +2, Con +16, Wis +2, Cha -4
Racial Skills: Hide, Listen, Spot, Swim
Bonus Feats: Improved Natural Attack (bite) 2, Multiattack2, Improved Natural Attack (bite) 2, Endurance2
Bonus Language: Aquan
Favored Class: ??
Level Adjustment: ??

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred. An anthropomorphic animal has the natural attacks of the base creature, but it can also use weapons if it did not have hands already. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: The creature's natural armor bonus to AC improves by an additional 2 (*reflected above).
Easy Maintenance (Ex): Dungeonbred monsters consume food and water as if they were one size smaller than they actually are (and thus two sizes smaller than the base creature). Further, all carnivorous dungeonbred monsters that are bred for the same dungeon will eat the same type of prey eagerly, regardless of the base creature used in each case, cutting down on the need to import exotic prey for different monsters.
Hardy (Ex): A dungeonbred monster has a +2 racial bonus on saves against disease and poison.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in underground terrain. An aquatic creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can move through water at its swim speed without making Swim checks. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.
Apparently Bowser can swim but hates doing it. I feel that this is best represented as a swim speed.
3 I’m using the Aquatic variant from Unearthed Arcana, because later on I interpret the T’ien Lung’s Water Breathing as allowing Bowser to also breathe air. If this does not sit well with you, substitute the Amphibious template (Stormwrack p.135). This change means Bowser gains Amphibious at the cost of 10 ft. of swim speed, 2 Dex, and Aquan (http://tvtropes.org/pmwiki/pmwiki.php/Main/ArsonMurderAndJaywalking). It also makes Water Breathing redundant, which kind of sucks.
Medium Monstrous Humanoid (Aquatic) 3
Hit Dice: 2d8
Speed: 20 ft., burrow 20 ft., swim 20 ft.
+23* natural armor
Bite (1d4+1.5 Str)
Special Attacks: Lightning strike1, trample (2d8+1.5 Str) 1, Acidic Attack1
Special Qualities: Darkvision 60,Low-light Vision, Ill-Tempered, Immunity to Acid, Improved Natural Healing, Excellent Learner, Thick-skinned Breed, Easy Maintenance, Hardy, Spell-like Abilities
Str +8, Dex +2, Con +16, Wis +2, Cha +2
Racial Skills: Hide, Knowledge (arcana), Listen, Spellcraft, Spot, Swim
Bonus Feats: Improved Natural Attack (bite) 2, Multiattack2, Improved Natural Attack (bite) 2, Endurance2
Bonus Language: Aquan
Favored Class: Sorcerer
Level Adjustment: ?? +0

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred. An anthropomorphic animal has the natural attacks of the base creature, but it can also use weapons if it did not have hands already. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: The creature's natural armor bonus to AC improves by an additional 2 (*reflected above).
Easy Maintenance (Ex): Dungeonbred monsters consume food and water as if they were one size smaller than they actually are (and thus two sizes smaller than the base creature). Further, all carnivorous dungeonbred monsters that are bred for the same dungeon will eat the same type of prey eagerly, regardless of the base creature used in each case, cutting down on the need to import exotic prey for different monsters.
Hardy (Ex): A dungeonbred monster has a +2 racial bonus on saves against disease and poison.
Spell-Like abilities: 1/day - detect magic, nystul's magical aura, nystul's undetectable aura, read magic (caster level equals spark’s character level).
Skills: A dire tortoise has a +12 racial bonus on Hide checks in underground terrain. A spark gains a +2 racial bonus on Knowledge (arcana) and Spellcraft checks because she spends her life devoted to magic. A spark can use Knowledge (arcana) and Spellcraft untrained. An aquatic creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can move through water at its swim speed without making Swim checks. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.
Technically this template is only for the standard races from the Player's Handbook, but I've seen it applied to various other builds. It meshes nicely with Bowser's build, and his inclination towards sorcerery. That said, it's not entirely necessary, so feel free to nix this step.
Large Monstrous Humanoid (Aquatic) 3
Hit Dice: 2d8
Speed: 30 ft., burrow 30 ft., swim 30 ft.
+27* natural armor
Bite (1d6+˝ Str)
Gore (1d8+Str)
Special Attacks: Lightning strike1, trample (3d8+1.5 Str) 1, Acidic Attack1
Special Qualities: Darkvision 60,Low-light Vision, Ill-Tempered, Immunity to Acid, Improved Natural Healing, Excellent Learner, Thick-skinned Breed, Easy Maintenance, Hardy, Spell-like Abilities, Minotaur Cunning, Scent
Str +20, Dex +2, Con +22, Int -2, Cha +2
Racial Skills: Hide, Knowledge (arcana), Listen, Search, Spellcraft, Spot, Swim
Bonus Feats: Improved Natural Attack (bite) 2, Multiattack2, Improved Natural Attack (bite) 2, Endurance2, Track
Bonus Language: Aquan
Favored Class: Sorcerer
Level Adjustment: ?? +1

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred. An anthropomorphic animal has the natural attacks of the base creature, but it can also use weapons if it did not have hands already. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: The creature's natural armor bonus to AC improves by an additional 2 (*reflected above).
Easy Maintenance (Ex): Dungeonbred monsters consume food and water as if they were one size smaller than they actually are (and thus two sizes smaller than the base creature). Further, all carnivorous dungeonbred monsters that are bred for the same dungeon will eat the same type of prey eagerly, regardless of the base creature used in each case, cutting down on the need to import exotic prey for different monsters.
Hardy (Ex): A dungeonbred monster has a +2 racial bonus on saves against disease and poison.
Spell-Like abilities: 1/day - detect magic, nystul's magical aura, nystul's undetectable aura, read magic (caster level equals spark’s character level).
Minotaur Cunning (Ex): Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
Scent (Ex): The half-minotaur inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in underground terrain. A spark gains a +2 racial bonus on Knowledge (arcana), Listen, Search, Spellcraft, and Spot checks. A spark can use Knowledge (arcana) and Spellcraft untrained because she spends her life devoted to magic. An aquatic creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can move through water at its swim speed without making Swim checks. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.
The ever popular Half-Minotaur makes an appearance! Even though Bowser's size varies frequenly (http://www.mariowiki.com/bowser#Size), one thing remains constant: he's bigger than Mario. Estimates for the plumber's height range from 4' 6" to 5' 1", all of which are Medium size. Even if Bowser was only twice Mario's height, he'd break the minimum 8' into Large. It doesn't hurt that this is widely regarded as one of the best melee oriented templates ever released. This actually raised a slight issue with the final template below.
Large Dragon (Augmented Monstrous Humanoid, Aquatic) 3
Hit Dice: 2d10
Speed: 30 ft., burrow 30 ft., swim 30 ft., fly 60 ft. (average) 4
+31* natural armor
Bite (1d8+˝ Str)
2 Claw (1d6+Str)
Gore (1d8+˝ Str)
Special Attacks: Lightning strike1, trample (3d8+1.5 Str) 1, Acidic Attack1
Special Qualities: Darkvision 60,Low-light Vision, Ill-Tempered, Immunity to Acid, Paralysis, and Sleep Effects, Improved Natural Healing, Excellent Learner, Thick-skinned Breed, Easy Maintenance, Hardy, Spell-like Abilities, Minotaur Cunning, Scent, Water Breathing
Str +28, Con +24, Int -2, Cha +4
Racial Skills: Hide, Knowledge (arcana), Listen, Search, Spellcraft, Spot, Swim
Bonus Feats: Improved Natural Attack (bite) 2, Multiattack2, Improved Natural Attack (bite) 2, Endurance2, Track
Bonus Language: Aquan
Favored Class: Sorcerer
Level Adjustment: ?? +4

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred. An anthropomorphic animal has the natural attacks of the base creature, but it can also use weapons if it did not have hands already. Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature—scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Breath Weapon (Su): 1/day - 30-foot cone, 6d8 fire damage, Reflex DC (10 + ˝ HD + Con) half. The save DC is Constitution-based.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: The creature's natural armor bonus to AC improves by an additional 2 (*reflected above).
Easy Maintenance (Ex): Dungeonbred monsters consume food and water as if they were one size smaller than they actually are (and thus two sizes smaller than the base creature). Further, all carnivorous dungeonbred monsters that are bred for the same dungeon will eat the same type of prey eagerly, regardless of the base creature used in each case, cutting down on the need to import exotic prey for different monsters.
Hardy (Ex): A dungeonbred monster has a +2 racial bonus on saves against disease and poison.
Spell-Like abilities: 1/day - detect magic, nystul's magical aura, nystul's undetectable aura, read magic (caster level equals spark’s character level).
Minotaur Cunning (Ex): Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
Scent (Ex): The half-minotaur inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone.
Water Breathing (Ex): A half-t’ien lung can breathe water as easily as air.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in underground terrain. A spark gains a +2 racial bonus on Knowledge (arcana), Listen, Search, Spellcraft, and Spot checks. A spark can use Knowledge (arcana) and Spellcraft untrained because she spends her life devoted to magic. An aquatic creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can move through water at its swim speed without making Swim checks. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.
4 By RAW, Bowser has wings (and flight) by virtue of being a half-dragon. Period. I’m okay with him having flight (because there are games where it almost seems like that’s the case, i.e. SMB3), but Bowser does not have wings. I went with T’ien Lung so that – from a fluff perspective – you could say that Bowser has a flight pearl in his brain instead.



I ended up leaving Bowser with “just” LA +4, because each “point” of LA is exponentially more costly at all levels of play. At low levels, his mad NA and Con mod keep him feeling pretty untouchable. Except for things that ignore or overcome that (like lesser orb of fire (http://vignette3.wikia.nocookie.net/mario/images/e/e0/Fire_Mario_Artwork_-_New_Super_Mario_Bros.png/revision/latest/scale-to-width-down/800?cb=20120324235855), or lava (https://youtu.be/vgHwSAV0qQQ?t=10)). At high levels... he’s not a full caster. And even if he was, +6 ECL is keeping him from 8th and 9th level spells (usually). Also, I’ve heard that Half-Dragon is very not worth the LA +3, while Half-Minotaur is incredibly strong, so those kind of balance one another out. If you want Bowser to have more class levels, you can replace Half-Dragon with Draconic (Races of the Dragon p.74), but you lose out on the Dragon type, breath weapon, flight, and a few other goodies.

Xaroth
2016-12-12, 02:28 PM
Changes listed in red.
Huge Animal
Hit Dice: 14d8
Speed: 20 ft., burrow 20 ft.
+19 natural armor
Bite (1d8+1.5 Str)
Special Attacks: Lightning Strike, Trample (4d8+1.5 Str)
Special Qualities: Low-Light Vision
Str +16, Dex -4, Con +14, Int 2, Cha -4
Racial Skills: Hide, Listen, Spot
Bonus Feats:
Level Adjustment: —

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in rocky terrain.
Starting off simple. This animal was actually one of three that I considered using as the base for Bowser. The other two were the Turtle (Dragon 323 p.98) and the Snapping Turtle (Stormwrack p.168). I rigorously compared the three wih varyng amounts of templates before deciding.
Huge Animal
Hit Dice: 14d8
Speed: 20 ft., burrow 20 ft.
+24 natural armor
Bite (1d8+1.5 Str)
Special Attacks: Lightning strike, trample (4d8+1.5 Str), Acidic Attack
Special Qualities: Low-light vision, Ill-Tempered, Immunity to Acid, Improved Natural Healing
Str +16, Dex -4, Con +18, Int 2, Cha -4
Racial Skills: Hide, Listen, Spot
Bonus Feats: Improved Natural Attack (bite)
Level Adjustment: —

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in rocky terrain.
The first of three templates that can be applied to animals without changing their type. Also fits Bowser really well because of the acid immunity (http://2.bp.blogspot.com/-zK3bLgZPexU/UpgJwgnt3tI/AAAAAAAAbOg/DYURb5HyCuo/s1600/super-mario-sunshine-final-boss-2.JPG). He also could deal poison damage with his attacks in Super Mario RPG (Although this may be a moot point. See below.). And he's Ill-Tempered.
Huge Animal
Hit Dice: 14d8
Speed: 20 ft., burrow 20 ft.
+28* natural armor
Bite (1d8+1.5 Str)
Special Attacks: Lightning strike, trample (4d8+1.5 Str), Acidic Attack
Special Qualities: Low-light Vision, Ill-Tempered, Immunity to Acid, Improved Natural Healing, Excellent Learner, Thick-skinned Breed
Str +20, Dex -2, Con +20, Int 2, Cha -4
Racial Skills: Hide, Listen, Spot
Bonus Feats: Improved Natural Attack (bite), Multiattack
Level Adjustment: —

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: The creature's natural armor bonus to AC improves by an additional 2 (*reflected above).
Skills: A dire tortoise has a +12 racial bonus on Hide checks in rocky terrain.
The second Eberron template. Fits in-universe if you consider that Kamek raised Bowser. Who knows how much magic has been poured into the Koopa King since birth?
Large Animal
Hit Dice: 14d8
Speed: 20 ft., burrow 20 ft.
+25* natural armor
Bite (1d6+1.5 Str)
Special Attacks: Lightning strike, trample (3d8+1.5 Str), Acidic Attack
Special Qualities: Low-light Vision, Ill-Tempered, Immunity to Acid, Improved Natural Healing, Excellent Learner, Thick-skinned Breed, Easy Maintenance, Hardy
Str +16, XDex -2X, Con +20, Int 2, Cha -4
Racial Skills: Hide, Listen, Spot
Bonus Feats: Improved Natural Attack (bite), Multiattack, Improved Natural Attack (bite), Endurance
Level Adjustment: —

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: The creature's natural armor bonus to AC improves by an additional 2 (*reflected above).
Easy Maintenance (Ex): Dungeonbred monsters consume food and water as if they were one size smaller than they actually are (and thus two sizes smaller than the base creature). Further, all carnivorous dungeonbred monsters that are bred for the same dungeon will eat the same type of prey eagerly, regardless of the base creature used in each case, cutting down on the need to import exotic prey for different monsters.
Hardy (Ex): A dungeonbred monster has a +2 racial bonus on saves against disease and poison.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in underground terrain.
The second-most necessary template of the build, as it reduces the number of racial hit dice we'll end up with.
Medium Monstrous Humanoid
Hit Dice: 2d8
Speed: 20 ft., burrow 20 ft.
+23* natural armor
Bite (1d4+1.5 Str)
Special Attacks: Lightning strike1, trample (2d8+1.5 Str) 1, Acidic Attack1
Special Qualities: Darkvision 60,Low-light Vision, Ill-Tempered, Immunity to Acid, Improved Natural Healing, Excellent Learner, Thick-skinned Breed, Easy Maintenance, Hardy
Str +8, Dex +2, Con +16, Int +0, Wis +2, XCha -4X
Racial Skills: Hide, Listen, Spot
Bonus Feats: Improved Natural Attack (bite) 2, Multiattack2, Improved Natural Attack (bite) 2, Endurance2
Favored Class: ??
Level Adjustment: ??

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred. An anthropomorphic animal has the natural attacks of the base creature, but it can also use weapons if it did not have hands already. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: The creature's natural armor bonus to AC improves by an additional 2 (*reflected above).
Easy Maintenance (Ex): Dungeonbred monsters consume food and water as if they were one size smaller than they actually are (and thus two sizes smaller than the base creature). Further, all carnivorous dungeonbred monsters that are bred for the same dungeon will eat the same type of prey eagerly, regardless of the base creature used in each case, cutting down on the need to import exotic prey for different monsters.
Hardy (Ex): A dungeonbred monster has a +2 racial bonus on saves against disease and poison.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in underground terrain.

THE MOST NECESSARY TEMPLATE OF THE BUILD.
1 Anthropomorphic Animal is ambiguous as to which special attacks Bowser keeps at this point.


Lightning Strike seems to be based on a snapping turtle being able to extend out to bite very quickly (http://giphy.com/search/snapping-turtle), so I’d understand losing it. But it’s just so good…
Trample is mentioned explicitly, but other creatures with humanoid forms have that attack (mostly giants). This leads me to believe it’s because of the size, which Bowser gains back thanks to later templates.
Acidic Attack seems the most likely to go, considering the only other race I could find with Acid damage was the Water Mephling.
Because of the ambiguity here, I’m including them all in my build, but not basing anything off of them.

2 By RAW, Anthropomorphic Animals lose all bonus feats except Weapon Finesse, but this may be because in 3rd edition (http://www.dragon.ee/30srd/) animals didn’t gain feats from their Hit Dice, and the ONLY feats they had were Weapon Finesse feats. I’m assuming that Bowser retains these feats, but – much as with the special attacks – not basing anything on them.
Medium Monstrous Humanoid (Aquatic) 3
Hit Dice: 2d8
Speed: 20 ft., burrow 20 ft., swim 20 ft.
+23* natural armor
Bite (1d4+1.5 Str)
Special Attacks: Lightning strike1, trample (2d8+1.5 Str) 1, Acidic Attack1
Special Qualities: Darkvision 60,Low-light Vision, Ill-Tempered, Immunity to Acid, Improved Natural Healing, Excellent Learner, Thick-skinned Breed, Easy Maintenance, Hardy
Str +8, Dex +2, Con +16, Wis +2, Cha -4
Racial Skills: Hide, Listen, Spot, Swim
Bonus Feats: Improved Natural Attack (bite) 2, Multiattack2, Improved Natural Attack (bite) 2, Endurance2
Bonus Language: Aquan
Favored Class: ??
Level Adjustment: ??

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred. An anthropomorphic animal has the natural attacks of the base creature, but it can also use weapons if it did not have hands already. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: The creature's natural armor bonus to AC improves by an additional 2 (*reflected above).
Easy Maintenance (Ex): Dungeonbred monsters consume food and water as if they were one size smaller than they actually are (and thus two sizes smaller than the base creature). Further, all carnivorous dungeonbred monsters that are bred for the same dungeon will eat the same type of prey eagerly, regardless of the base creature used in each case, cutting down on the need to import exotic prey for different monsters.
Hardy (Ex): A dungeonbred monster has a +2 racial bonus on saves against disease and poison.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in underground terrain. An aquatic creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can move through water at its swim speed without making Swim checks. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.
Apparently Bowser can swim but hates doing it. I feel that this is best represented as a swim speed.
3 I’m using the Aquatic variant from Unearthed Arcana, because later on I interpret the T’ien Lung’s Water Breathing as allowing Bowser to also breathe air. If this does not sit well with you, substitute the Amphibious template (Stormwrack p.135). This change means Bowser gains Amphibious at the cost of 10 ft. of swim speed, 2 Dex, and Aquan (http://tvtropes.org/pmwiki/pmwiki.php/Main/ArsonMurderAndJaywalking). It also makes Water Breathing redundant, which kind of sucks.
Medium Monstrous Humanoid (Aquatic) 3
Hit Dice: 2d8
Speed: 20 ft., burrow 20 ft., swim 20 ft.
+23* natural armor
Bite (1d4+1.5 Str)
Special Attacks: Lightning strike1, trample (2d8+1.5 Str) 1, Acidic Attack1
Special Qualities: XDarkvision 60X,Low-light Vision, Ill-Tempered, Immunity to Acid, Improved Natural Healing, Excellent Learner, Thick-skinned Breed, Easy Maintenance, Hardy, Spell-like Abilities
Str +8, Dex +2, Con +16, XWis +2X, Cha +2
Racial Skills: Hide, Knowledge (arcana), Listen, Spellcraft, Spot, Swim
Bonus Feats: Improved Natural Attack (bite) 2, Multiattack2, Improved Natural Attack (bite) 2, Endurance2
Bonus Language: Aquan
Favored Class: Sorcerer
Level Adjustment: ?? +0

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred. An anthropomorphic animal has the natural attacks of the base creature, but it can also use weapons if it did not have hands already. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: The creature's natural armor bonus to AC improves by an additional 2 (*reflected above).
Easy Maintenance (Ex): Dungeonbred monsters consume food and water as if they were one size smaller than they actually are (and thus two sizes smaller than the base creature). Further, all carnivorous dungeonbred monsters that are bred for the same dungeon will eat the same type of prey eagerly, regardless of the base creature used in each case, cutting down on the need to import exotic prey for different monsters.
Hardy (Ex): A dungeonbred monster has a +2 racial bonus on saves against disease and poison.
Spell-Like abilities: 1/day - detect magic, nystul's magical aura, nystul's undetectable aura, read magic (caster level equals spark’s character level).
Skills: A dire tortoise has a +12 racial bonus on Hide checks in underground terrain. A spark gains a +2 racial bonus on Knowledge (arcana) and Spellcraft checks because she spends her life devoted to magic. A spark can use Knowledge (arcana) and Spellcraft untrained. An aquatic creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can move through water at its swim speed without making Swim checks. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.
Technically this template is only for the standard races from the Player's Handbook, but I've seen it applied to various other builds. It meshes nicely with Bowser's build, and his inclination towards sorcerery. That said, it's not entirely necessary, so feel free to nix this step.
Large Monstrous Humanoid (Aquatic) 3
Hit Dice: 2d8
Speed: 30 ft., burrow 30 ft., swim 30 ft.
+27* natural armor
Bite (1d6+˝ Str)
Gore (1d8+Str)
Special Attacks: Lightning strike1, trample (3d8+1.5 Str) 1, Acidic Attack1
Special Qualities: Darkvision 60,Low-light Vision, Ill-Tempered, Immunity to Acid, Improved Natural Healing, Excellent Learner, Thick-skinned Breed, Easy Maintenance, Hardy, Spell-like Abilities, Minotaur Cunning, Scent
Str +20, XDex +2X, Con +22, Int -2, Cha +2
Racial Skills: Hide, Knowledge (arcana), Listen, Search, Spellcraft, Spot, Swim
Bonus Feats: Improved Natural Attack (bite) 2, Multiattack2, Improved Natural Attack (bite) 2, Endurance2, Track
Bonus Language: Aquan
Favored Class: Sorcerer
Level Adjustment: ?? +1

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred. An anthropomorphic animal has the natural attacks of the base creature, but it can also use weapons if it did not have hands already. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: The creature's natural armor bonus to AC improves by an additional 2 (*reflected above).
Easy Maintenance (Ex): Dungeonbred monsters consume food and water as if they were one size smaller than they actually are (and thus two sizes smaller than the base creature). Further, all carnivorous dungeonbred monsters that are bred for the same dungeon will eat the same type of prey eagerly, regardless of the base creature used in each case, cutting down on the need to import exotic prey for different monsters.
Hardy (Ex): A dungeonbred monster has a +2 racial bonus on saves against disease and poison.
Spell-Like abilities: 1/day - detect magic, nystul's magical aura, nystul's undetectable aura, read magic (caster level equals spark’s character level).
Minotaur Cunning (Ex): Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
Scent (Ex): The half-minotaur inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in underground terrain. A spark gains a +2 racial bonus on Knowledge (arcana), Listen, Search, Spellcraft, and Spot checks. A spark can use Knowledge (arcana) and Spellcraft untrained because she spends her life devoted to magic. An aquatic creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can move through water at its swim speed without making Swim checks. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.
The ever popular Half-Minotaur makes an appearance! Even though Bowser's size varies frequenly (http://www.mariowiki.com/bowser#Size), one thing remains constant: he's bigger than Mario. Estimates for the plumber's height range from 4' 6" to 5' 1", all of which are Medium size. Even if Bowser was only twice Mario's height, he'd break the minimum 8' into Large. It doesn't hurt that this is widely regarded as one of the best melee oriented templates ever released. This actually raised a slight issue with the final template below.
Large Dragon (Augmented Monstrous Humanoid, Aquatic) 3
Hit Dice: 2d10
Speed: 30 ft., burrow 30 ft., swim 30 ft., fly 60 ft. (average) 4
+31* natural armor
Bite (1d8+˝ Str)
2 Claw (1d6+Str)
Gore (1d8+˝ Str)
Special Attacks: Lightning strike1, trample (3d8+1.5 Str) 1, Acidic Attack1
Special Qualities: Darkvision 60,Low-light Vision, Ill-Tempered, Immunity to Acid, Paralysis, and Sleep Effects, Improved Natural Healing, Excellent Learner, Thick-skinned Breed, Easy Maintenance, Hardy, Spell-like Abilities, Minotaur Cunning, Scent, Water Breathing
Str +28, Con +24, XInt -2X, Cha +4
Racial Skills: Hide, Knowledge (arcana), Listen, Search, Spellcraft, Spot, Swim
Bonus Feats: Improved Natural Attack (bite) 2, Multiattack2, Improved Natural Attack (bite) 2, Endurance2, Track
Bonus Language: Aquan
Favored Class: Sorcerer
Level Adjustment: ?? +4

A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. Bony plates cover the horrid animal's body, giving it an armored appearance. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred. An anthropomorphic animal has the natural attacks of the base creature, but it can also use weapons if it did not have hands already. Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature—scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Trample (Ex): Reflex half DC (HD + Str). The save DC is Strength-based.
Acidic Attack (Ex): A horrid animal's primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6). A horrid animal's secondary attacks do not deal acid damage.
Breath Weapon (Su): 1/day - 30-foot cone, 6d8 fire damage, Reflex DC (10 + ˝ HD + Con) half. The save DC is Constitution-based.
Ill-Tempered (Ex): Handle Animal checks involving a horrid animal take a -4 penalty, since horrid animals are more difficult to control than normal animals or even dire animals.
Immunity to Acid (Ex): A horrid animal has immunity to acid.
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night's rest.
Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2. In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).
Thick-Skinned Breed: The creature's natural armor bonus to AC improves by an additional 2 (*reflected above).
Easy Maintenance (Ex): Dungeonbred monsters consume food and water as if they were one size smaller than they actually are (and thus two sizes smaller than the base creature). Further, all carnivorous dungeonbred monsters that are bred for the same dungeon will eat the same type of prey eagerly, regardless of the base creature used in each case, cutting down on the need to import exotic prey for different monsters.
Hardy (Ex): A dungeonbred monster has a +2 racial bonus on saves against disease and poison.
Spell-Like abilities: 1/day - detect magic, nystul's magical aura, nystul's undetectable aura, read magic (caster level equals spark’s character level).
Minotaur Cunning (Ex): Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
Scent (Ex): The half-minotaur inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone.
Water Breathing (Ex): A half-t’ien lung can breathe water as easily as air.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in underground terrain. A spark gains a +2 racial bonus on Knowledge (arcana), Listen, Search, Spellcraft, and Spot checks. A spark can use Knowledge (arcana) and Spellcraft untrained because she spends her life devoted to magic. An aquatic creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can move through water at its swim speed without making Swim checks. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.
4 By RAW, Bowser has wings (and flight) by virtue of being a half-dragon. Period. I’m okay with him having flight (because there are games where it almost seems like that’s the case, i.e. SMB3), but Bowser does not have wings. I went with T’ien Lung so that – from a fluff perspective – you could say that Bowser has a flight pearl in his brain instead.



I ended up leaving Bowser with “just” LA +4, because each “point” of LA is exponentially more costly at all levels of play. At low levels, his mad NA and Con mod keep him feeling pretty untouchable. Except for things that ignore or overcome that (like lesser orb of fire (http://vignette3.wikia.nocookie.net/mario/images/e/e0/Fire_Mario_Artwork_-_New_Super_Mario_Bros.png/revision/latest/scale-to-width-down/800?cb=20120324235855), or lava (https://youtu.be/vgHwSAV0qQQ?t=10)). At high levels... he’s not a full caster. And even if he was, +6 ECL is keeping him from 8th and 9th level spells (usually). Also, I’ve heard that Half-Dragon is very not worth the LA +3, while Half-Minotaur is way strong, so those kind of balance one another out. If you want Bowser to have more class levels, you can replace Half-Dragon with Draconic (Races of the Dragon p.74), but you lose out on the Dragon type, breath weapon, flight, and a few other goodies.

Goddamn, nice. I'll update Bowser.

Agrippa
2016-12-12, 02:37 PM
I'd like to try my hand on Final Fantasy X's Auron.I think he'd be straight forward enough, especially with gestalt and either Tome of Battle of Path of War.

Aleolus
2016-12-12, 06:10 PM
Sooooo, I was thinking about. this, and wouldn't Corvo basically be a Swordsage specializing in Shadow Hand maneuvers?

Xaroth
2016-12-12, 08:39 PM
I'd like to try my hand on Final Fantasy X's Auron.I think he'd be straight forward enough, especially with gestalt and either Tome of Battle of Path of War.

You're marked as in progress for him now.


Sooooo, I was thinking about. this, and wouldn't Corvo basically be a Swordsage specializing in Shadow Hand maneuvers?

What about his time stopping?

Melcar
2016-12-13, 04:05 AM
Where is Geralt of Rivia?

Manyasone
2016-12-13, 05:59 AM
Sooooo, I was thinking about. this, and wouldn't Corvo basically be a Swordsage specializing in Shadow Hand maneuvers?

I was thinking stalker/harbinger with focus on scarlet throne/veiled moon/riven hourglass

Xaroth
2016-12-13, 01:40 PM
Where is Geralt of Rivia?

I dunno. Do you?

Xerlith
2016-12-13, 02:44 PM
How do you feel about Gestalt?

Xaroth
2016-12-14, 12:13 AM
How do you feel about Gestalt?

I feel pretty gestalt about it, man.

But for real, I'm alright with it. As long as it works.

Agrippa
2016-12-14, 04:55 PM
Auron
Lawful or Neutral Good
Race: Human, middle aged
Template: None. I'm treating Auron being an Unsent (corporeal ghost) as flavor for the most part.
Starting feats: Take the Blow and Steadfast Slayer
Starting Abilities: Str 16 (18), Con 15, Dex 10, Int 12, Wis 15, Cha 14
Human Bonus: +2 Strength
Abilities by 4th level: Str 18, Con 15, Dex 11, Int 12, Wis 15, Cha 14
Abilities by 6th level: Str 18, Con 15, Dex 11, Int 12, Wis 15, Cha 16
Abilities by 7th level: Str 20, Con 15, Dex 11, Int 12, Wis 15, Cha 16
Abilities by 8th level: Str 20, Con 15, Dex 12, Int 12, Wis 15, Cha 16
Abilities by 12th level: Str 22, Con 15, Dex 13, Int 12, Wis 15, Cha 18
Abilities by 13th level: Str 22, Con 17, Dex 13, Int 12, Wis 17, Cha 18
Abilities by 15th level: Str 22, Con 17, Dex 13, Int 12, Wis 17, Cha 20
Abilities by 16th level: Str 22, Con 19, Dex 13, Int 12, Wis 18, Cha 20
Abilities by 17th level: Str 22, Con 19, Dex 15, Int 12, Wis 19, Cha 20
Abilities by 18th level: Str 22, Con 19, Dex 15, Int 14, Wis 21, Cha 20
Abilities by 20th level: Str 22, Con 19, Dex 15, Int 14, Wis 22, Cha 20
Abilities by 24th level: Str 22, Con 19, Dex 15, Int 14, Wis 23, Cha 20
With aging penalties/bonuses: Str 21, Con 18, Dex 14, Int 15, Wis 24, Cha 21

Main weapon: dueling, impact and keen greatsword (reflavored as a nodachi)
Attack: +35
Full Attack: +35/+30/+25/+20
Damage: 2d8+10
Critical: 17-20/x2

Defense
AC: 34 (10 base, +2 Dexterity, +5 deflection, +5 natural armor, +4 armor, +8 shield (Armament Shield +5 with greatsword))
Saves: Fort +21, Ref. +11 Will +24

LevelClas**** PointsBase Attack BonusFort SaveRef SaveWill SaveSkillsFeatsAbility Score IncreasesClass Features
1stZweihander Sentinel Warder 1/Void Prophet Zealot 114+1+4+0+4Acrobatics 1 (+4), Climb 1 (+8), Diplomacy 1 (+6), Knowledge (Martial) 1 (+4), Knowledge (Religion) 1 (+4) and Sense Motive 1 (+6)Take the Blow and Steadfast Slayer-Defensive focus, aegis +1 (10 ft.), zweihander training, armament shield, unwilling participant, expanded collective, hollow faith and preach the silence +1
2ndZweihander Sentinel Warder 2/Void Prophet Zealot 222+2+5+0+5Acrobatics 2 (+5), Climb 2 (+9), Diplomacy 1 (+6), Intimidate 1 (+6), Knowledge (Martial) 2 (+5), Knowledge (Religion) 2 (+5), Perception 1 (+6) and Sense Motive 1 (+6)--Armiger's mark, burning contemplation, conviction (Impulsive Reactions) and martyrdom (3)
3rdZweihander Sentinel Warder 3/Void Prophet Zealot 331+3+5+1+5Acrobatics 3 (+6), Climb 2 (+9), Diplomacy 2 (+7), Intimidate 2 (+7), Knowledge (Martial) 2 (+5), Knowledge (Religion) 2 (+5), Perception 1 (+6) and Sense Motive 1 (+6)Stand Still-Bonus feat (Power Attack), endless hunger and telepathy
4thZweihander Sentinel Warder 4/Psychic Warrior 141+4+6+2+6Acrobatics 3 (+6), Bluff 1 (+6), Climb 2 (+9), Diplomacy 2 (+7), Intimidate 3 (+8), Knowledge (Martial) 2 (+5), Knowledge (Religion) 2 (+5), Perception 4 (+9) and Sense Motive 1 (+6)-+1 to DexTactical acumen, bonus feat (Psionic Weapon), psionic proficiency and warrior’s path (weapon master)
5thZweihander Sentinel Warder 5/Psychic Warrior 250+5+6+2+6Acrobatics 5 (+8), Bluff 1 (+4), Climb 4 (+11), Diplomacy 3 (+8), Intimidate 2 (+7), Knowledge (Martial) 2 (+5), Knowledge (Religion) 2 (+5), Perception 4 (+9) and Sense Motive 2 (+7)Golden Legion’s Stayed Blade -Extended defense 1/day, aegis +2 and bonus feat (Ghost Attack)
6thZweihander Sentinel Warder 6/Psychic Warrior 360+6/+1+7+3+7Acrobatics 5 (+8), Bluff 3 (+9), Climb 4 (+11), Diplomacy 4 (+10), Intimidate 4 (+10), Knowledge (Martial) 3 (+6), Knowledge (Religion) 2 (+5), Perception 4 (+9) and Sense Motive 2 (+7)--Clad in steel, defensive reach and expanded path (weapon master)
7thZweihander Sentinel Warder 7/Void Prophet Zealot 474+7/+2+7+3+7Acrobatics 5 (+8), Bluff 3 (+9), Climb 5 (+13), Diplomacy 4 ( +10), Intimidate 5 (+11), Knowledge (Martial) 3 (+6), Knowledge (Religion) 2 (+5), Perception 4 (+9) and Sense Motive 5 (+10)Punch Through-Adaptive tactics and hollow faith (focus)
8thZweihander Sentinel Warder 8/Psychic Warrior 414+8/+3+8+3+8Acrobatics 5 (+10), Bluff 3 (+9), Climb 5 (+13), Diplomacy 5 ( +11), Intimidate 5 (+11), Knowledge (Martial) 5 (+9), Knowledge (Religion) 3 (+7), Perception 4 (+9) and Sense Motive 5 (+10)-+1 to DexExtended defense 2/day, bonus feat (Cleave) and path skill (Acrobatics +2)
9thZweihander Sentinel Warder 9/Void Prophet Zealot 585+9/+4+8+4+8Acrobatics 8 (+14), Bluff 3 (+9), Climb 5 (+13), Diplomacy 5 (+11), Intimidate 7 (+13), Knowledge (Martial) 5 (+9), Knowledge (Religion) 4 (+8), Perception 4 (+9) and Sense Motive 5 (+10)Lunge-Improved armiger's mark, aegis +3, defiance and preach the silence +2
10thZweihander Sentinel Warder 10/Psychic Warrior 594+10/+5+9+4+9Acrobatics 8 (+14), Bluff 5 (+11), Climb 5 (+13), Diplomacy 7 (+13), Intimidate 7 (+13), Knowledge (Martial) 5 (+9), Knowledge (Religion) 4 (+8), Perception 4 (+9) and Sense Motive 7 (+12)--Improved defensive focus and bonus feat (Tactical Rush)
11thZweihander Sentinel Warder 11/Void Prophet Zealot 6108+11/+6/+1+9+4+9Acrobatics 8 (+15), Bluff 5 (+11), Climb 8 (+16), Diplomacy 7 (+12), Intimidate 8 (+13), Knowledge (Martial) 5 (+9), Knowledge (Religion) 4 (+9), Perception 6 (+11) and Sense Motive 8 (+13)Quick Draw-Extended defense 3/days and conviction (Psionic Conviction: Greater Psionic Weapon)
12thZweihander Sentinel Warder 12/Void Prophet Zealot 7118+12/+7/+2+10+5+10Acrobatics 8 (+15), Bluff 5 (+12), Climb 8 (+17), Diplomacy 7 (+14), Intimidate 8 (+15), Knowledge (Martial) 10 (+14), Knowledge (Religion) 5 (+10), Perception 6 (+11) and Sense Motive 8 (+13)-+1 to DexStalwart, punishing defenses and martyrdom (4)
13thZweihander Sentinel Warder 13/Void Prophet Zealot 8142+13/+8/+3+11+5+11Acrobatics 10 (+17), Bluff 5 (+12), Climb 8 (+17), Diplomacy 7 (+14), Intimidate 8 (+15), Knowledge (Martial) 10 (+14), Knowledge (Religion) 8 (+12), Perception 6 (+12) and Sense Motive 8 (+14)Pushing Assault-Bonus feat (Armored Athlete), aegis +4 and hollow faith (augments)
14thZweihander Sentinel Warder 14/Psychic Warrior 6155+14/+9/+4+12+5+12Acrobatics 10 (+17), Bluff 5 (+12), Climb 8 (+17), Diplomacy 10 (+17), Intimidate 11 (+18), Knowledge (Martial) 10 (+14), Knowledge (Religion) 8 (+12), Perception 6 (+12) and Sense Motive 8 (+14)--Extended defense 4/day and martial power
15thZweihander Sentinel Warder 15/Void Prophet Zealot 9168+15/+10/+5+12+6+12Acrobatics 12 (+19), Bluff 5 (+13), Climb 8 (+17), Diplomacy 10 (+18), Intimidate 11 (+19), Knowledge (Martial) 10 (+14), Knowledge (Religion) 11 (+15), Perception 7 (+14) and Sense Motive 8 (+14) Death or Glory-Steel defense and unshakable will
16thZweihander Sentinel Warder 16/Void Prophet Zealot 10197+16/+11/+6/+1+14+6+14Acrobatics 12 (+19), Bluff 7 (+15), Climb 11 (+20), Diplomacy 10 (+18), Intimidate 11 (+19), Knowledge (Martial) 10 (+14), Knowledge (Religion) 11 (+15), Perception 9 (+12) and Sense Motive 8 (+14)-+1 to WisGreater armiger's mark, conviction (Combat Conviction: Great Cleave) and preach the silence +3
17thZweihander Sentinel Warder 17/Psychic Warrior 7209+17/+12/+7/+2+12+6+13Acrobatics 12 (+22), Bluff 11 (+19), Climb 11 (+20), Diplomacy 10 (+18), Intimidate 13 (+21), Knowledge (Martial) 10 (+14), Knowledge (Religion) 11 (+15), Perception 9 (+17) and Sense Motive 8 (+16)Vital Strike-Extended defense 5/day, aegis +5 and path skill (Acrobatics +4)
18thZweihander Sentinel Warder 18/Void Prophet Zealot 11225+18/+13/+8/+3+12+6+13Acrobatics 12 (+22), Bluff 11 (+19), Climb 11 (+20), Diplomacy 10 (+18), Intimidate 13 (+21), Knowledge (Martial) 11 (+16), Knowledge (Religion) 11 (+16), Perception 9 (+17) and Sense Motive 11 (+19)--Bonus feat (Deadly Finish) and echoes of steel (2)
19thZweihander Sentinel Warder 19/Void Prophet Zealot 12240+19/+14/+9/+4+12+6+13Acrobatics 17 (+26), Bluff 11 (+19), Climb 12 (+21), Diplomacy 10 (+18), Intimidate 14 (+22), Knowledge (Martial) 11 (+16), Knowledge (Religion) 11 (+16), Perception 11 (+20) and Sense Motive 11 (+20)Advanced Study-Born of steel and martyrdom (5)
20thZweihander Sentinel Warder 20/Void Prophet Zealot 13245+20/+15/+10/+5+12+6+14Acrobatics 18 (+27), Bluff 11 (+19), Climb 12 (+21), Diplomacy 13 (+21), Intimidate 14 (+22), Knowledge (Martial) 11 (+16), Knowledge (Religion) 11 (+16), Perception 11 (+20) and Sense Motive 14 (+23)-+1 to WisDeathless defenses and stalwart
21stLandsknect 1/Psychic Warrior 8268+21/+16/+11/+6+12+6+14Acrobatics 19 (+28), Bluff 11 (+19), Climb 12 (+21), Diplomacy 13 (+21), Intimidate 14 (+22), Knowledge (Martial) 13 (+18), Knowledge (Religion) 11 (+16), Perception 11 (+20), Perform (Dance) 4 (+12) and Sense Motive 14 (+23)Critical Focus-Threatening demeanor, strength of arms and bonus feat
22ndLandsknect 2/Psychic Warrior 9279+22/+17/+12/+7+12+6+14Acrobatics 20 (+29), Bluff 11 (+19), Climb 12 (+21), Diplomacy 16 (+24), Intimidate 17 (+25), Knowledge (Martial) 13 (+18), Knowledge (Religion) 11 (+16), Perception 11 (+20), Perform (Dance) 4 (+12) and Sense Motive 14 (+23)--Never outnumbered, uncanny dodge and secondary path (Interceptor) (powers: burst)
23rdLandsknect 3/Psychic Warrior 10270+23/+18/+13/+8+12+6+14Acrobatics 21 (+30), Bluff 11 (+19), Climb 12 (+21), Diplomacy 16 (+24), Intimidate 17 (+27), Knowledge (Martial) 13 (+18), Knowledge (Religion) 11 (+16), Perception 11 (+20), Perform (Dance) 10 (+18) and Sense Motive 14 (+23)Stunning Critical-Surprising strike 1/day and path skill (Intimidate +2)
24thLandsknect 4/Psychic Warrior 11304+24/+19/+14/+9+21+11+24Acrobatics 22 (+31), Bluff 11 (+19), Climb 12 (+21), Diplomacy 16 (+24), Intimidate 17 (+27), Knowledge (Martial) 13 (+18), Knowledge (Religion) 11 (+15), Perception 11 (+21), Perform (Dance) 13 (+21) and Sense Motive 17 (+27)-+1 to WisSuperior reach, bonus feat and secondary path (Interceptor) (trance, maneuver)
25thLandsknect 5/Psychic Warrior 12315+25/+20/+15/+10+21+11+24Acrobatics 23 (+32), Bluff 11 (+19), Climb 12 (+21), Diplomacy 16 (+24), Intimidate 17 (+27), Knowledge (Martial) 13 (+18), Knowledge (Religion) 11 (+16), Perception 11 (+21), Perform (Dance) 13 (+21) and Sense Motive 17 (+27)Sickening Critical-Improved uncanny dodge, mobile attacker and twisting path


LevelBonus
1st-
2nd-
3rdResistance +1
4thArmor attunement +1, weapon attunement +1
5thDeflection +1
6thMental prowess +2 (Charisma)
7thPhysical prowess +2 (Strength)
8thArmor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1
9thArmor attunement +2, weapon attunement +2
10thDeflection +2, resistance +3
11thMental prowess +4 (Charisma)
12thPhysical prowess +4 (Strength)
13thMental prowess +4 (Charisma)/+2 (Wisdom), physical prowess +4 (Strength)/+2 (Constitution), resistance +4, toughening +2
14thArmor attunement +2/+2 or +3, resistance +5, weapon attunement +2/+2 or +3
15thArmor attunement +3/+3 or +4, mental prowess +6(Charisma)/+2 (Wisdom), weapon attunement +3/+3 or +4
16thDeflection +3, physical prowess +4 (Strength)/+4 (Constitution), toughening +3
17thArmor attunement +4/+3 or +5, deflection +4, mental prowess +6 (Charisma)/+2 (Wisdom)/+2 (Intelligence), physical prowess +4 (Strength)/+4 (Constitution)/+2 (Dexterity), toughening +4, weapon attunement +4/+3 or +5
18thDeflection +5, mental prowess +6 (Charisma)/+4 (Wisdom)/+2 (Intelligence), physical prowess +4 (Strength)/+4 (Constitution)/+4 (Dexterity), toughening +5
19th3 legendary gifts
20th5 legendary gifts (8 total)
21st7 legendary gifts (15 total)
22nd8 legendary gifts (23 total)
23rd9 legendary gifts (32 total)
24th10 legendary gifts (42 total)
25th11 legendary gifts (53 total)







LevelPower Points (Zealot)Power Points (Psychic Warrior)Powers Known (Psychic Warrior)Maximum Power Level (Psychic Warrior)
1st2---
2nd4---
3rd6---
4th6311st
5th6621st
6th61031st
7th91031st
8th91442nd
9th121442nd
10th121852nd
11th151852nd
12th171852nd
13th221852nd
14th222462nd
15th262462nd
16th302462nd
17th303073rd
18th353073rd
19th403073rd
20th453073rd
21st453683rd
22nd454293rd
23rd4548104th
24th4558114th
25th4568124th

Talents - blinding flash and detect psionics
1st level - biofeedback, dazzling swordplay, inertial armor and stomp
2nd level - distracting strikes and sustenance
3rd level - dispatch, mental barrier and sharpened edge
4th level - immovability , weapon of energy and zealous fury

Path powers (weaponmaster) - empty mind and metaphysical weapon
Path power (interceptor) - burst




LevelManeuvers Known (Warder)Maneuvers Readied (Warder)Stances Known (Warder)Maximum Maneuver Level (Warder)Maneuvers Known (Zealot)Maneuvers Readied (Zealot)Stances Known (Zealot)Maximum Maneuver Level (Zealot)
1st5311st5311st
2nd6421st6421st
3rd7422nd7422nd
4th7422nd7422nd
5th8533rd7422nd
6th8533rd7422nd
7th9534th7423rd
8th9634th8533rd
9th10645th8534th
10th10645th8534th
11th11756th8534th
12th11756th9535th
13th12757th9635th
14th12857th9636th
15th13868th10646th
16th13868th10647th
17th14969th10647th
18th14969th11757th
19th15979th11758th
20th161079th12758th
21st161079th12758th
22nd171079th12758th
23rd171179th12758th
24th171179th12758th
25th181189th12758th
Disciplines (Warder) Scarlet Throne, Eternal Guardian, Golden Lion, Iron Tortoise and Primal Fury
1st - Guard's Oath (EG; strike), Warden's Bearing (EG; boost), Scything Strike (ST; strike), Blade of Breaking (ST; strike), Crushing Blow (PF; strike) and Iron Shell (IT; counter)
2nd - Strike of the Royal Guardian (EG; strike), Garnet Lance (ST; strike) and Calm the Storm (MC; counter)
4th - Smashing Shell (IT; strike) and Snapping Riposte (IT; counter)
5th - Shell Shock (IT; strike)
7th - Orichalcum Swipe (GL; strike), Curse of Impending Doom (EG; strike), Primal Frenzy (PF; strike) and Raging Whirlpool Strike (MC; strike)
8th - Hammer of the Immortal (EG; strike) and Riddle of Steel (ST; strike replacing Shell Shock)
9th - Invulnerable Shell of the Iron Tortoise (IT; counter)

Stances
1st - Valiant Keeper's Stance (EG) and Pride Leader's Stance (GL)
3rd - Iron Tortoise Stance (IT), Golden Commander Stance (GL) and Flowing Water Stance (MC)
6th - Scarlet Duelist's Attitude (ST)
8th - Turtle General Stance (IT) and Triumphant Lion's Leadership (GL)

Disciplines (Zealot) Eternal Guardian, Cursed Razor, Piercing Thunder, Sleeping Goddess and Unquiet Twilight (http://www.giantitp.com/forums/showsinglepost.php?p=9254734&postcount=12)
1st - Steal Vitality (UT; strike), Woeful Burden (CR; strike), Stutter Strike (CR; strike), Ego Wounding Strike (SG; strike) and
Harmony Shattering Strike (SG; strike)
2nd - Adamant Will (SG; counter)
3rd - Call of the Grave (UT; strike)
5th - Witch's Revenge (CR; strike) and Reshape the Sculpted Mind (SG; strike)
6th - Flesh to Bone (UT; strike) and Greater Call of the Grave (UT; strike, replaces Call of the Grave)
7th - Soul-crushing Mien (SG; counter)
8th - Warlock's Mirror (CR; counter)

Stances
1st - Battle Mantra (SG) and Touch of the Witch
3rd - Aura of Shared Misery (CR)
5th - Visage of Ancient Terror (UT)
7th - Death Shall Not Claim Me (UT)
8th - Wake the Unquiet Dead (UT; from Advanced Study)



Auron's Overdrives
Dragon Fang - psionic power stomp - I honestly feel this Overdrive of Auron's is best reflected in the psionic power stomp. It causes a small to decent amount of (non-lethal) damage and may cause those caught in the area to be knocked prone.
Shooting Star - Orichalcum Swipe - Booth Shell Shock and Orichalcum Swipe make for worthy stand ins for Auron Shooting Star Overdrive, but I've ultimately decided that he only needs one such maneuver.
Conquest (I like this name more than Banishing Blade) - sharpened blade and or dispatch psionic powers plus Curse of Impending Doom and Stunning Critical or Riddle of Steel and Sickening Critical - When Auron strikes with conquest he starts off initiating the sharpened blade psionic power, following up the dispatch power, for at least 10 power points, the next round. Auron then attacks and attempt to intent to trip his foe, and if successful Auron follows up with his dispatch provided attack of oppertunity during which he intiates either Curse of Impending Doom or Riddle of Steel. Not only does this deal quite a bit of damage and risk cursing and debilitating (with Curse of Impending Doom) or paralyzing (with Riddle of Steel) but it also has a high chance of either stunning or sickening the enemy.
Tornado - Primal Frenzy or Hammer of the Immortal or Raging Whirlpool Strike combined with weapon of energy (fire) and sharpened blade - For the basic version Auron rushes towards his assembled foes and makes a spinning swing against them all, using either Primal Frenzy or Hammer of the Immortal. For his more advanced Tornado, Auron will briefly meditate over his nodachi, magically honing and beginning to heat it, then quickly re-sheath the blade. sheath his nodachi and take a swig of saki. Auron will move towards his foes, then he'll quickly draw and slash with his nodachi, spitting sake into the air and igniting it with a swing of his great sword. In this state Auron slashes into his foes twice with Raging Whirlpool Strike, having become a fiery and cutting whirlwind of sharpened metal.

Agrippa
2016-12-14, 07:14 PM
I'm no where near finished with my Auron write up, but I do intend to finish it. So Xaroth, would you be willing to do me a favor when I complete it?

Xaroth
2016-12-15, 02:51 AM
I'm no where near finished with my Auron write up, but I do intend to finish it. So Xaroth, would you be willing to do me a favor when I complete it?

What's that?

Agrippa
2016-12-15, 04:26 AM
What's that?

Helping with this (http://www.giantitp.com/forums/showthread.php?507200-Mixing-Miramax-and-Dimension-studios-in-with-Kingdom-Hearts&p=21433683#post21433683) is the favor I'm asking for. There's no need to feel obligated to do it. I'm also inspired by Auron's Unsent status and his native learning of zombie attack (http://finalfantasy.wikia.com/wiki/Zombie_Attack) to give him Unquiet Twilight (http://www.giantitp.com/forums/showsinglepost.php?p=9254734&postcount=12) instead of Riven Hourglass.

Agrippa
2016-12-16, 04:47 AM
I still don't have a finished Auron yet, but I do have his feats, ability scores and hit points down. I'll work on his skills, maneuvers and maybe even psionic powers tomorrow. I'll add in what some of Auron's FF X skills translate into D&D/Pathfinder terms, with the psionic power stomp at least partially standing in for Dragon Fang.

Agrippa
2016-12-17, 06:56 AM
Okay then, I'm almost done with my Auron build's general progression and I've picked out his psionic powers. I just need to decide on his conviction abilities, his maneuvers and how my Auron build's special abilities relate to his FFX abilities and Overdrives.

Xaroth
2016-12-17, 11:04 AM
Okay then, I'm almost done with my Auron build's general progression and I've picked out his psionic powers. I just need to decide on his conviction abilities, his maneuvers and how my Auron build's special abilities relate to his FFX abilities and Overdrives.

Awesome! I look forward to it. I like what you have so far for it.

Xaroth
2016-12-18, 11:13 AM
In Dusk's Kirito build, at first level he has Able Learner and Dodge but both are marked with (F) next to them. What does that mean?

zergling.exe
2016-12-18, 11:27 AM
In Dusk's Kirito build, at first level he has Able Learner and Dodge but both are marked with (F) next to them. What does that mean?

I believe it means that they are gained from taking flaws. Probably described somewhere in the write up, but I don't feel like looking through it either.

Xaroth
2016-12-18, 01:12 PM
I believe it means that they are gained from taking flaws. Probably described somewhere in the write up, but I don't feel like looking through it either.

Ah, gotcha'. I have no idea what flaws Kirito would have though

khadgar567
2016-12-18, 01:22 PM
Ah, gotcha'. I have no idea what flaws Kirito would have though
Father/ husband instinct, good old hero responsibilities, his secret from sugiha

Bluydee
2016-12-18, 01:40 PM
Here's King Vendrick in monster encounter form because with a Int of 1 he isn't really a playable character. To avoid OGL issues I'll instead give the source for his abilities instead of the text.

King Vendrick (Fighter 2/Barbarian 4/War Hulk 10)
Size/Type: Huge Giant
Hit Dice: 2d10+8 plus 14d12+64 (175 hp)
Initiative: +3
Speed: 40 ft (8 squares)
Armor Class: 16 (-2 size, +3 Dex, +4 natural, +1 dodge), touch 12, flat-footed 12
Base Attack/Grapple: +6/+32
Attack: Gargantuan greatsword +21 melee (6d6+18) (wielded in one hand), Bullrush +30
Full Attack: Gargantuan greatsword +21/+16 melee (6d6+18) (wielded in one hand)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rage 2/day, Great Swing, Mighty Swing, Massive Swing, Awesome Blow
Special Qualities: Darkvision 60 ft., Half-Undead traits, Dead Nerves, Detect Mindless Undead, Immunities, Uncanny Dodge, Fast Movement, Trap Sense +1
Saves: Fort +18, Ref +7, Will +3
Abilities: Str 46, Dex 16, Con 18, Int 1, Wis 8, Cha 2
Skills: ?
Feats: Toughness x4 (B), Endurance (B), Die Hard (B), Dodge, Power Attack, Cleave, Monkey Grip, Improved Bullrush, Knockback, Awesome Blow, Large and In Charge, Combat Reflexes, Karmic Strike
Environment: Tomb
Organization: Solitary
Challenge Rating: ?
Treasure: Standard
Alignment: Neutral Evil

Combat
Vendrick is nearly mindless and fights off of instinct. He doesn't attack until the party comes too close, at which point he attacks whatever's closest.

Rage (Ex)
Twice per day, King Vendrick can enter a state of fierce rage that last for 8 rounds. The following changes are in effect as long as he rages: AC 14 (touch 10, flat-footed 10); hp 207; Atk +23/+18 melee (6d6+20, Gargantuan greatsword); SV Fort +20, Will +5; Str 50, Con 22;

Great Swing (Ex)
Minatures Handbook, War Hulk

Mighty Swing (Ex)
Minatures Handbook, War Hulk

Massive Swing (Ex)
Minatures Handbook, War Hulk

Special Qualities

Trap Sense (Ex)
King Vendrick has a +1 bonus on Reflex saves made to avoid traps. He also has a +1 bonus to his AC against attacks by traps.

Uncanny Dodge (Ex)
King Vendrick retains his Dex bonus to AC regardless of being caught flat-footed or attacked by an invisible opponent.


Dragon #313, Gheden:
Half-Undead Traits:
Call of Undeath (Ex)
Detection (Ex)
Fortification (Ex)
Immunity to Energy Drain (Ex)
Necrotic Life (Ex)
Slow Aging (Ex)
Vulnerability to Holy Water (Ex)
Vulnerability to Turning (Ex)
Saves: A half-undead creature gains a +2 racial bonus on saves against fear, poison, disease, paralysis, and spells from the necromancy school.
Dead Nerves (Ex)
Detect Mindless Undead (Sp)
Immunities (Ex)

Skills
Vendrick has a +4 racial bonus to Intimidate.

Xaroth
2016-12-18, 02:12 PM
Here's King Vendrick in monster encounter form because with a Int of 1 he isn't really a playable character. To avoid OGL issues I'll instead give the source for his abilities instead of the text.

King Vendrick (Fighter 2/Barbarian 4/War Hulk 10)
Size/Type: Huge Giant
Hit Dice: 2d10+8 plus 14d12+64 (175 hp)
Initiative: +3
Speed: 40 ft (8 squares)
Armor Class: 16 (-2 size, +3 Dex, +4 natural, +1 dodge), touch 12, flat-footed 12
Base Attack/Grapple: +6/+32
Attack: Gargantuan greatsword +21 melee (6d6+18) (wielded in one hand), Bullrush +30
Full Attack: Gargantuan greatsword +21/+16 melee (6d6+18) (wielded in one hand)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rage 2/day, Great Swing, Mighty Swing, Massive Swing, Awesome Blow
Special Qualities: Darkvision 60 ft., Half-Undead traits, Dead Nerves, Detect Mindless Undead, Immunities, Uncanny Dodge, Fast Movement, Trap Sense +1
Saves: Fort +18, Ref +7, Will +3
Abilities: Str 46, Dex 16, Con 18, Int 1, Wis 8, Cha 2
Skills: ?
Feats: Toughness x4 (B), Endurance (B), Die Hard (B), Dodge, Power Attack, Cleave, Monkey Grip, Improved Bullrush, Knockback, Awesome Blow, Large and In Charge, Combat Reflexes, Karmic Strike
Environment: Tomb
Organization: Solitary
Challenge Rating: ?
Treasure: Standard
Alignment: Neutral Evil

Combat
Vendrick is nearly mindless and fights off of instinct. He doesn't attack until the party comes too close, at which point he attacks whatever's closest.

Rage (Ex)
Twice per day, King Vendrick can enter a state of fierce rage that last for 8 rounds. The following changes are in effect as long as he rages: AC 14 (touch 10, flat-footed 10); hp 207; Atk +23/+18 melee (6d6+20, Gargantuan greatsword); SV Fort +20, Will +5; Str 50, Con 22;

Great Swing (Ex)
Minatures Handbook, War Hulk

Mighty Swing (Ex)
Minatures Handbook, War Hulk

Massive Swing (Ex)
Minatures Handbook, War Hulk

Special Qualities

Trap Sense (Ex)
King Vendrick has a +1 bonus on Reflex saves made to avoid traps. He also has a +1 bonus to his AC against attacks by traps.

Uncanny Dodge (Ex)
King Vendrick retains his Dex bonus to AC regardless of being caught flat-footed or attacked by an invisible opponent.


Dragon #313, Gheden:
Half-Undead Traits:
Call of Undeath (Ex)
Detection (Ex)
Fortification (Ex)
Immunity to Energy Drain (Ex)
Necrotic Life (Ex)
Slow Aging (Ex)
Vulnerability to Holy Water (Ex)
Vulnerability to Turning (Ex)
Saves: A half-undead creature gains a +2 racial bonus on saves against fear, poison, disease, paralysis, and spells from the necromancy school.
Dead Nerves (Ex)
Detect Mindless Undead (Sp)
Immunities (Ex)

Skills
Vendrick has a +4 racial bonus to Intimidate.

Sweet, adding this in now.

As for Kirito's flaws, are they actually considered flaws or is that just memeing?

Agrippa
2016-12-19, 04:23 AM
The hard part, in my opinion, will be figuring out how to carry over the Conquest/Banishing Blade (http://finalfantasy.wikia.com/wiki/Banishing_Blade) Overdrive to D&D/Pathfinder. That's largely because there's no way to achieve a Full Break-like (http://finalfantasy.wikia.com/wiki/Full_Break) effect in game. That would most likely require a feat or maneuver combo that somehow inflicts penalties to attack, AC, saving throws and caster level in one hit, or at least something about as disabling or hindering. I'm also not going to try interpret Auron's Tornado Overdrive as him conjuring an actual tornado, but rather a tornado of slashes. I also don't think I'll be able to the flame boost to Tornado without going epic or rewriting my entire build. I'll leave those two for last. But as far as I'm concerned, I'm done for now.

Xaroth
2016-12-19, 04:41 PM
Champion Gundyr (Dark Souls 3) has been added to the list.

Agrippa
2016-12-19, 11:29 PM
Now I think I'm done with my Auron stat block. Had to go over level 20 for it reinterpret the Tornado Overdrive as a spin attack instead of Auron conjuring up a tornado, but I'm okay with that. Mark it done Xaroth.

Agrippa
2016-12-20, 09:32 PM
Awesome! I look forward to it. I like what you have so far for it.

I finished Auron yesterday. I feel like I did a pretty good job even though I had to use gestalt and go over 20th level to do it.

Xaroth
2016-12-20, 10:41 PM
A part of me wants to add Undyne the Undying to this list, and Asgore, from Undertale.

But really all that's stopping me is that uh, Spears don't seem to get a whole lot of love, and tridents are throwing weapons.

Sans could be interesting but I have no idea how I'd even begin to do anything for him, with his friggin' blasters multiple times per round and constant DoT and throwing bones at you.

danielxcutter
2016-12-21, 08:21 AM
A part of me wants to add Undyne the Undying to this list, and Asgore, from Undertale.

But really all that's stopping me is that uh, Spears don't seem to get a whole lot of love, and tridents are throwing weapons.

Sans could be interesting but I have no idea how I'd even begin to do anything for him, with his friggin' blasters multiple times per round and constant DoT and throwing bones at you.

Remember, Undyne's spears are made of magic, not physical material... Thunderlance, anyone? As for King Fluffybuns, you could give him a ranseur.

Krazzman
2016-12-21, 11:49 AM
I am currently thinking about War from Darksider. From what I remember he is a heavy armored greatsword and scythe user. He can transform into some sort of warfare where he is bigger stronger and looks demonic.

My current way of building him would be Abyssal Bloodline Primalist Bloodrager//Warpriest or Mutation Warrior. This is just a rough draft as well as gestalt since that's the current build guidelines in our group. He might be doable as non gestalt with VMC or regular multiclass. Furthermore for race I would go with a custom 15 pt race in line with aasimar or Tiefling.

Xaroth
2016-12-21, 11:51 AM
Remember, Undyne's spears are made of magic, not physical material... Thunderlance, anyone? As for King Fluffybuns, you could give him a ranseur.

Hm...a Ranseur COULD work, yeah. He could be a Warlock of some sort, for the fireball things that he uses?

danielxcutter
2016-12-21, 05:57 PM
Hm...a Ranseur COULD work, yeah. He could be a Warlock of some sort, for the fireball things that he uses?

Or you know, an Eldritch Knight with the Fireball and/or Orb of Fire spells. :smalltongue: Pretty much all of the warrior-like monsters in that game are technically gishes.

Rakoa
2016-12-21, 06:24 PM
Undyne has gotta be a Water Orc Bloodstorm Blade.

Xaroth
2016-12-21, 06:29 PM
Undyne has gotta be a Water Orc Bloodstorm Blade.

Hm...she'll definitely need Thunderlance as an at-will spell like ability, somehow. Either that or somehow as magical equipment?

Agrippa
2016-12-21, 07:03 PM
Please just count me as finished. I'm not sure how to port over some of Auron's katanas into D&D/Pathfinder. I also really hate the design of Final Fantasy X's masamune (http://finalfantasy.wikia.com/wiki/Masamune_(weapon)) which I consider to be a hideous abomination of weapon design.

http://pre09.deviantart.net/796d/th/pre/i/2012/152/5/0/ffx_auron_weapon_pack_by_frozen_knight-d51uyto.jpg

Xaroth
2016-12-21, 07:08 PM
Auron
Lawful or Neutral Good
Race: Human, middle aged
Template: None. I'm treating Auron being an Unsent (corporeal ghost) as flavor for the most part.
Starting feats: Take the Blow and Steadfast Slayer
Starting Abilities: Str 16 (18), Con 15, Dex 10, Int 12, Wis 15, Cha 14
Human Bonus: +2 Strength
Abilities by 20th level: Str 18, Con 15, Dex 13, Int 12, Wis 17, Cha 14
With aging penalties/bonuses: Str 17, Con 14, Dex 12, Int 13, Wis 18, Cha 15

Main weapon: +4 keen and impact greatsword (reflavored as a nodachi)
Attack: +32
Full Attack: +32/+27/+22/+17
Damage: 2d8+7
Critical: 17-20/x2

LevelClas**** PointsBase Attack BonusFort SaveRef SaveWill SaveSkillsFeatsAbility Score IncreasesClass Features
1stZweihander Sentinel Warder 1/Void Prophet Zealot 114+1+4+0+4Acrobatics 1 (+4), Climb 1 (+8), Diplomacy 1 (+6), Knowledge (Martial) 1 (+4), Knowledge (Religion) 1 (+4) and Sense Motive 1 (+6)Take the Blow and Steadfast Slayer-Defensive focus, aegis +1 (10 ft.), zweihander training, armament shield, unwilling participant, expanded collective, hollow faith and preach the silence +1
2ndZweihander Sentinel Warder 2/Void Prophet Zealot 222+2+5+0+5Acrobatics 2 (+5), Climb 2 (+9), Diplomacy 1 (+6), Intimidate 1 (+6), Knowledge (Martial) 2 (+5), Knowledge (Religion) 2 (+5), Perception 1 (+6) and Sense Motive 1 (+6)--Armiger's mark, burning contemplation, conviction (Impulsive Reactions) and martyrdom (3)
3rdZweihander Sentinel Warder 3/Void Prophet Zealot 331+3+5+1+5Acrobatics 3 (+6), Climb 2 (+9), Diplomacy 2 (+7), Intimidate 2 (+7), Knowledge (Martial) 2 (+5), Knowledge (Religion) 2 (+5), Perception 1 (+6) and Sense Motive 1 (+6)Stand Still-Bonus feat (Power Attack), endless hunger and telepathy
4thZweihander Sentinel Warder 4/Psychic Warrior 141+4+6+2+6Acrobatics 3 (+6), Bluff 1 (+6), Climb 2 (+9), Diplomacy 2 (+7), Intimidate 3 (+8), Knowledge (Martial) 2 (+5), Knowledge (Religion) 2 (+5), Perception 4 (+9) and Sense Motive 1 (+4)-+1 to DexTactical acumen, bonus feat (Psionic Weapon), psionic proficiency and warrior’s path (weapon master)
5thZweihander Sentinel Warder 5/Psychic Warrior 250+5+6+2+6Acrobatics 5 (+8), Bluff 1 (+4), Climb 4 (+11), Diplomacy 3 (+8), Intimidate 2 (+7), Knowledge (Martial) 2 (+5), Knowledge (Religion) 2 (+5), Perception 4 (+9) and Sense Motive 2 (+7)Golden Legion’s Stayed Blade -Extended defense 1/day, aegis +2 and bonus feat (Ghost Attack)
6thZweihander Sentinel Warder 6/Psychic Warrior 360+6/+1+7+3+7Acrobatics 5 (+8), Bluff 3 (+8), Climb 4 (+11), Diplomacy 4 (+9), Intimidate 4 (+9), Knowledge (Martial) 3 (+6), Knowledge (Religion) 2 (+5), Perception 4 (+9) and Sense Motive 2 (+7)--Clad in steel, defensive reach and expanded path (weapon master)
7thZweihander Sentinel Warder 7/Void Prophet Zealot 474+7/+2+7+3+7Acrobatics 5 (+8), Bluff 3 (+8), Climb 5 (+12), Diplomacy 4 ( +7), Intimidate 5 (+10), Knowledge (Martial) 3 (+6), Knowledge (Religion) 2 (+5), Perception 4 (+9) and Sense Motive 5 (+10)Punch Through-Adaptive tactics and hollow faith (focus)
8thZweihander Sentinel Warder 8/Psychic Warrior 414+8/+3+8+3+8Acrobatics 5 (+10), Bluff 3 (+8), Climb 5 (+12), Diplomacy 5 ( +10), Intimidate 5 (+10), Knowledge (Martial) 5 (+9), Knowledge (Religion) 3 (+7), Perception 4 (+9) and Sense Motive 5 (+10)-+1 to DexExtended defense 2/day, bonus feat (Cleave) and path skill (Acrobatics +2)
9thZweihander Sentinel Warder 9/Void Prophet Zealot 585+9/+4+8+4+8Acrobatics 8 (+14), Bluff 3 (+8), Climb 5 (+12), Diplomacy 5 (+10), Intimidate 7 (+12), Knowledge (Martial) 5 (+9), Knowledge (Religion) 4 (+8), Perception 4 (+9) and Sense Motive 5 (+10)Lunge-Improved armiger's mark, aegis +3, defiance and preach the silence +2
10thZweihander Sentinel Warder 10/Psychic Warrior 594+10/+5+9+4+9Acrobatics 8 (+14), Bluff 5 (+10), Climb 5 (+12), Diplomacy 7 (+12), Intimidate 7 (+12), Knowledge (Martial) 5 (+9), Knowledge (Religion) 4 (+8), Perception 4 (+9) and Sense Motive 7 (+12)--Improved defensive focus and bonus feat (Tactical Rush)
11thZweihander Sentinel Warder 11/Void Prophet Zealot 6108+11/+6/+1+9+4+9Acrobatics 8 (+14), Bluff 5 (+10), Climb 8 (+15), Diplomacy 7 (+12), Intimidate 8 (+13), Knowledge (Martial) 5 (+9), Knowledge (Religion) 4 (+9), Perception 6 (+11) and Sense Motive 7 (+12)Quick Draw-Extended defense 3/days and conviction (Psionic Conviction: Greater Psionic Weapon)
12thZweihander Sentinel Warder 12/Void Prophet Zealot 7118+12/+7/+2+10+5+10Acrobatics 8 (+14), Bluff 5 (+10), Climb 8 (+15), Diplomacy 7 (+12), Intimidate 8 (+13), Knowledge (Martial) 10 (+14), Knowledge (Religion) 5 (+10), Perception 6 (+11) and Sense Motive 7 (+12)-+1 to DexStalwart, punishing defenses and martyrdom (4)
13thZweihander Sentinel Warder 13/Void Prophet Zealot 8129+13/+8/+3+10+5+10Acrobatics 10 (+16), Bluff 5 (+10), Climb 8 (+15), Diplomacy 7 (+12), Intimidate 8 (+13), Knowledge (Martial) 10 (+14), Knowledge (Religion) 8 (+12), Perception 6 (+11) and Sense Motive 7 (+12)Pushing Assault-Bonus feat (Armored Athlete), aegis +4 and hollow faith (augments)
14thZweihander Sentinel Warder 14/Psychic Warrior 6141+14/+9/+4+11+5+11Acrobatics 10 (+16), Bluff 5 (+10), Climb 8 (+15), Diplomacy 10 (+15), Intimidate 11 (+16), Knowledge (Martial) 10 (+14), Knowledge (Religion) 8 (+12), Perception 6 (+11) and Sense Motive 7 (+12)--Extended defense 4/day and martial power
15thZweihander Sentinel Warder 15/Void Prophet Zealot 9153+15/+10/+5+11+6+12Acrobatics 12 (+18), Bluff 5 (+10), Climb 8 (+14), Diplomacy 10 (+15), Intimidate 11 (+16), Knowledge (Martial) 10 (+14), Knowledge (Religion) 11 (+15), Perception 7 (+13) and Sense Motive 7 (+13) Death or Glory-Steel defense and unshakable will
16thZweihander Sentinel Warder 16/Void Prophet Zealot 10165+16/+11/+6/+1+12+6+13Acrobatics 12 (+18), Bluff 7 (+12), Climb 11 (+17), Diplomacy 10 (+15), Intimidate 11 (+16), Knowledge (Martial) 10 (+14), Knowledge (Religion) 11 (+15), Perception 9 (+15) and Sense Motive 7 (+13)-+1 to WisGreater armiger's mark, conviction (Combat Conviction: Great Cleave) and preach the silence +3
17thZweihander Sentinel Warder 17/Psychic Warrior 7175+17/+12/+7/+2+12+6+13Acrobatics 12 (+20), Bluff 11 (+16), Climb 11 (+17), Diplomacy 10 (+15), Intimidate 13 (+18), Knowledge (Martial) 10 (+14), Knowledge (Religion) 11 (+15), Perception 9 (+15) and Sense Motive 7 (+13)Vital Strike-Extended defense 5/day, aegis +5 and path skill (Acrobatics +4)
18thZweihander Sentinel Warder 18/Void Prophet Zealot 11189+18/+13/+8/+3+12+6+13Acrobatics 12 (+20), Bluff 11 (+16), Climb 11 (+17), Diplomacy 10 (+15), Intimidate 13 (+18), Knowledge (Martial) 10 (+14), Knowledge (Religion) 11 (+15), Perception 9 (+15) and Sense Motive 10 (+16)--Bonus feat (Deadly Finish) and echoes of steel (2)
19thZweihander Sentinel Warder 19/Void Prophet Zealot 12202+19/+14/+9/+4+12+6+13Acrobatics 16 (+25), Bluff 11 (+16), Climb 11 (+17), Diplomacy 10 (+15), Intimidate 13 (+18), Knowledge (Martial) 10 (+15), Knowledge (Religion) 11 (+16), Perception 11 (+17) and Sense Motive 10 (+16)Advanced Study-Born of steel and martyrdom (5)
20thZweihander Sentinel Warder 20/Void Prophet Zealot 13215+20/+15/+10/+5+12+6+14Acrobatics 16 (+25), Bluff 11 (+16), Climb 11 (+17), Diplomacy 13 (+18), Intimidate 13 (+18), Knowledge (Martial) 10 (+14), Knowledge (Religion) 11 (+15), Perception 11 (+18) and Sense Motive 13 (+21)-+1 to WisDeathless defenses and stalwart
21stLandsknect 1/Psychic Warrior 8226+21/+16/+11/+6+12+6+14Acrobatics 16 (+25), Bluff 11 (+16), Climb 11 (+17), Diplomacy 13 (+18), Intimidate 13 (+18), Knowledge (Martial) 12 (+16), Knowledge (Religion) 11 (+15), Perception 11 (+18), Perform (Dance) 4 (+9) and Sense Motive 13 (+21)Critical Focus-Threatening demeanor, strength of arms and bonus feat
22ndLandsknect 2/Psychic Warrior 9235+22/+17/+12/+7+12+6+14Acrobatics 16 (+25), Bluff 11 (+16), Climb 11 (+17), Diplomacy 16 (+21), Intimidate 16 (+21), Knowledge (Martial) 12 (+16), Knowledge (Religion) 11 (+15), Perception 11 (+18), Perform (Dance) 4 (+9) and Sense Motive 13 (+21)--Never outnumbered, uncanny dodge and secondary path (Interceptor) (powers: burst)
23rdLandsknect 3/Psychic Warrior 10244+23/+18/+13/+8+12+6+14Acrobatics 16 (+27), Bluff 11 (+16), Climb 11 (+17), Diplomacy 16 (+21), Intimidate 16 (+23), Knowledge (Martial) 12 (+16), Knowledge (Religion) 11 (+15), Perception 11 (+18), Perform (Dance) 10 (+15) and Sense Motive 13 (+21)Stunning Critical-Surprising strike 1/day and path skill (Intimidate +2)
24thLandsknect 4/Psychic Warrior 11256+24/+19/+14/+9+12+6+14Acrobatics 16 (+27), Bluff 11 (+16), Climb 11 (+17), Diplomacy 16 (+21), Intimidate 16 (+23), Knowledge (Martial) 12 (+16), Knowledge (Religion) 11 (+15), Perception 11 (+18), Perform (Dance) 13 (+18) and Sense Motive 16 (+24)-+1 to WisSuperior reach, bonus feat and secondary path (Interceptor) (trance, maneuver)
25thLandsknect 5/Psychic Warrior 12265+25/+20/+15/+10+12+6+14Acrobatics 16 (+27), Bluff 11 (+16), Climb 11 (+17), Diplomacy 16 (+21), Intimidate 16 (+23), Knowledge (Martial) 12 (+16), Knowledge (Religion) 11 (+15), Perception 11 (+18), Perform (Dance) 13 (+18) and Sense Motive 16 (+24)Sickening Critical-Improved uncanny dodge, mobile attacker and twisting path






LevelPower Points (Zealot)Power Points (Psychic Warrior)Powers Known (Psychic Warrior)Maximum Power Level (Psychic Warrior)
1st2---
2nd4---
3rd6---
4th6311st
5th6621st
6th61031st
7th91031st
8th91442nd
9th121442nd
10th121852nd
11th151852nd
12th171852nd
13th221852nd
14th222462nd
15th262462nd
16th302462nd
17th303073rd
18th353073rd
19th403073rd
20th453073rd
21st453683rd
22nd454293rd
23rd4548104th
24th4558114th
25th4568124th

Talents - blinding flash and detect psionics
1st level - biofeedback, dazzling swordplay, inertial armor and stomp
2nd level - distracting strikes and sustenance
3rd level - dispatch, mental barrier and sharpened edge
4th level - immovability , weapon of energy and zealous fury

Path powers (weaponmaster) - empty mind and metaphysical weapon
Path power (interceptor) - burst




LevelManeuvers Known (Warder)Maneuvers Readied (Warder)Stances Known (Warder)Maximum Maneuver Level (Warder)Maneuvers Known (Zealot)Maneuvers Readied (Zealot)Stances Known (Zealot)Maximum Maneuver Level (Zealot)
1st5311st5311st
2nd6421st6421st
3rd7422nd7422nd
4th7422nd7422nd
5th8533rd7422nd
6th8533rd7422nd
7th9534th7423rd
8th9634th8533rd
9th10645th8534th
10th10645th8534th
11th11756th8534th
12th11756th9535th
13th12757th9635th
14th12857th9636th
15th13868th10646th
16th13868th10647th
17th14969th10647th
18th14969th11757th
19th15979th11758th
20th161079th12758th
21st161079th12758th
22nd171079th12758th
23rd171179th12758th
24th171179th12758th
25th181189th12758th
Disciplines (Warder) Scarlet Throne, Eternal Guardian, Golden Lion, Iron Tortoise and Primal Fury
1st - Guard's Oath (EG; strike), Warden's Bearing (EG; boost), Scything Strike (ST; strike), Blade of Breaking (ST; strike), Crushing Blow (PF; strike) and Iron Shell (IT; counter)
2nd - Strike of the Royal Guardian (EG; strike), Garnet Lance (ST; strike) and Calm the Storm (MC; counter)
4th - Smashing Shell (IT; strike) and Snapping Riposte (IT; counter)
5th - Shell Shock (IT; strike)
7th - Orichalcum Swipe (GL; strike), Curse of Impending Doom (EG; strike), Primal Frenzy (PF; strike) and Raging Whirlpool Strike (MC; strike)
8th - Hammer of the Immortal (EG; strike) and Riddle of Steel (ST; strike replacing Shell Shock)
9th - Invulnerable Shell of the Iron Tortoise (IT; counter)

Stances
1st - Valiant Keeper's Stance (EG) and Pride Leader's Stance (GL)
3rd - Iron Tortoise Stance (IT), Golden Commander Stance (GL) and Flowing Water Stance (MC)
6th - Scarlet Duelist's Attitude (ST)
8th - Turtle General Stance (IT) and Triumphant Lion's Leadership (GL)

Disciplines (Zealot) Eternal Guardian, Cursed Razor, Piercing Thunder, Sleeping Goddess and Unquiet Twilight (http://www.giantitp.com/forums/showsinglepost.php?p=9254734&postcount=12)
1st - Steal Vitality (UT; strike), Woeful Burden (CR; strike), Stutter Strike (CR; strike), Ego Wounding Strike (SG; strike) and
Harmony Shattering Strike (SG; strike)
2nd - Adamant Will (SG; counter)
3rd - Call of the Grave (UT; strike)
5th - Witch's Revenge (CR; strike) and Reshape the Sculpted Mind (SG; strike)
6th - Flesh to Bone (UT; strike) and Greater Call of the Grave (UT; strike, replaces Call of the Grave)
7th - Soul-crushing Mien (SG; counter)
8th - Warlock's Mirror (CR; counter)

Stances
1st - Battle Mantra (SG) and Touch of the Witch
3rd - Aura of Shared Misery (CR)
5th - Visage of Ancient Terror (UT)
7th - Death Shall Not Claim Me (UT)
8th - Wake the Unquiet Dead (UT; from Advanced Study)



Auron's Overdrives
Dragon Fang - psionic power stomp - I honestly feel this Overdrive of Auron's is best reflected in the psionic power stomp. It causes a small to decent amount of (non-lethal) damage and may cause those caught in the area to be knocked prone.
Shooting Star - Orichalcum Swipe - Booth Shell Shock and Orichalcum Swipe make for worthy stand ins for Auron Shooting Star Overdrive, but I've ultimately decided that he only needs one such maneuver.
Conquest (I like this name more than Banishing Blade) - sharpened blade and or dispatch psionic powers plus Curse of Impending Doom and Stunning Critical or Riddle of Steel and Sickening Critical - When Auron strikes with conquest he starts off initiating the sharpened blade psionic power, following up the dispatch power, for at least 10 power points, the next round. Auron then attacks and attempt to intent to trip his foe, and if successful Auron follows up with his dispatch provided attack of oppertunity during which he intiates either Curse of Impending Doom or Riddle of Steel. Not only does this deal quite a bit of damage and risk cursing and debilitating (with Curse of Impending Doom) or paralyzing (with Riddle of Steel) but it also has a high chance of either stunning or sickening the enemy.
Tornado - Primal Frenzy or Hammer of the Immortal or Raging Whirlpool Strike combined with weapon of energy (fire) and sharpened blade - For the basic version Auron rushes towards his assembled foes and makes a spinning swing against them all, using either Primal Frenzy or Hammer of the Immortal. For his more advanced Tornado, Auron will briefly meditate over his nodachi, magically honing and beginning to heat it, then quickly re-sheath the blade. sheath his nodachi and take a swig of saki. Auron will move towards his foes, then he'll quickly draw and slash with his nodachi, spitting sake into the air and igniting it with a swing of his great sword. In this state Auron slashes into his foes twice with Raging Whirlpool Strike, having become a fiery and cutting whirlwind of sharpened metal.

Should I just use this post, to link to in the main post?

Also where can I find the water orc race?

Agrippa
2016-12-21, 09:47 PM
Should I just use this post, to link to in the main post?

I'm done with it for now, but I'm likely to come back to it later for some automatic bonus (http://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/automatic-bonus-progression) revisions. So I'd say link it back to the original build post.

Krazzman
2016-12-22, 05:42 PM
So I blew a few hours reading and came up with this so far:


He is a heavy armored sword using monstrosity of war. As such I came up with his abilities/iconic weapons with the following:
Assuming level 20: 880k wealth.
Weapons:
Chaos Eater: +1 Adamantine Greatsword with the following enchants: Furious, Holy, Axiomatic, Ghost Touch and any other +2. ~200k
Scythe: +1 Speed Scythe or something as it's his "quicker" weapon afaik. At least ~80k.
War's Boomerang: +1 Starknife with Distance, Seeking and Returning Property.
[a Pistol, actually belonging to another character in the universe, I had the same reservation against the Scythe as that one is supposed to be deaths weapon as this is strife(?)'s weapon...]
Armor: + X Mithril Twilight Fullplate / Adamantine Hellknight Armor. This one is the hardest to place for me. Since he seems to effortlessly run in it but it still looks bulky as hell. With a 2 level dip in Hellknight Commander he can run in Hellknight Armor freely as such I tend to go for Adamantine Hellknight Armor.

Other stuff: Gauntlets of the Weaponmaster (110K)
Ruin (his pony): a use activated item of Phantom Steed (CL 14): 3x14x2000 = 84k.

His Race I would still build a custom Nephalem race with Enhanced Str and Con, maybe Dex.
Classwise I still think Bloodrager with the Abyssal bloodline and the Steelblood archetype (to get casting in Heavy Armor). This would mean he would get at level 20 an effective +16 to Str while bloodraging (+8 Mighty Bloodrage, +6 Abyssal Bloodrage, +2 Size increase from Demonic Bulk).
If someone can come up with anything complementing or even better for him as I am not that well versed in high level play (my highest char was level 11 with WBL of a 8th level char...) or Barbarians/Bloodrager.

Rakoa
2016-12-22, 11:24 PM
Also where can I find the water orc race?

Right here (http://www.d20srd.org/srd/variant/races/environmentalRacialVariants.htm#aquaticOrcs). Turns out they're aquatic Orcs, not water Orcs. Whoops!

danielxcutter
2016-12-23, 03:53 AM
Right here (http://www.d20srd.org/srd/variant/races/environmentalRacialVariants.htm#aquaticOrcs). Turns out they're aquatic Orcs, not water Orcs. Whoops!

Um... (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm#waterOrcs) There is a Water Orc race.

Agrippa
2016-12-23, 03:03 PM
Well Xaroth, you could use this (http://www.giantitp.com/forums/showsinglepost.php?p=21492455&postcount=78) link. Know I feel pretty much done with Auron, at least enough that I'm okay with it being counted in the first post.

Xaroth
2016-12-23, 04:02 PM
Well Xaroth, you could use this (http://www.giantitp.com/forums/showsinglepost.php?p=21492455&postcount=78) link. Know I feel pretty much done with Auron, at least enough that I'm okay with it being counted in the first post.

Added to the list!

Xaroth
2016-12-25, 01:28 PM
Bumping the thread a bit.

Xaroth
2016-12-25, 10:51 PM
I've been thinking a lot about Sans, and how I would handle his extreme and suddenly powerful opening attack. I managed to cook up the idea of Sans casting time stop, then delaying spells, possibly Sunbeams. There was a feat that I found that allowed you to reduce the cost of metamagic of certain schools by 1 level, so perhaps the Gaster Blasters would be delayed Lucent Lances, intended to happen all on the same turn? Sans would also need a very, very, very high AC. Not sure how I'd manage that, if I'm making him a wizard. Hm...

Additionally, Red - the fanmade Undertale boss - seems like she would be so goddamn fun to create and use to fight. She'd probably be a ranger with some earth-shaping capabilities so that she can slice the battlefield in two temporarily, as well.

Any thoughts?

Xaroth
2016-12-25, 10:52 PM
So I blew a few hours reading and came up with this so far:


He is a heavy armored sword using monstrosity of war. As such I came up with his abilities/iconic weapons with the following:
Assuming level 20: 880k wealth.
Weapons:
Chaos Eater: +1 Adamantine Greatsword with the following enchants: Furious, Holy, Axiomatic, Ghost Touch and any other +2. ~200k
Scythe: +1 Speed Scythe or something as it's his "quicker" weapon afaik. At least ~80k.
War's Boomerang: +1 Starknife with Distance, Seeking and Returning Property.
[a Pistol, actually belonging to another character in the universe, I had the same reservation against the Scythe as that one is supposed to be deaths weapon as this is strife(?)'s weapon...]
Armor: + X Mithril Twilight Fullplate / Adamantine Hellknight Armor. This one is the hardest to place for me. Since he seems to effortlessly run in it but it still looks bulky as hell. With a 2 level dip in Hellknight Commander he can run in Hellknight Armor freely as such I tend to go for Adamantine Hellknight Armor.

Other stuff: Gauntlets of the Weaponmaster (110K)
Ruin (his pony): a use activated item of Phantom Steed (CL 14): 3x14x2000 = 84k.

His Race I would still build a custom Nephalem race with Enhanced Str and Con, maybe Dex.
Classwise I still think Bloodrager with the Abyssal bloodline and the Steelblood archetype (to get casting in Heavy Armor). This would mean he would get at level 20 an effective +16 to Str while bloodraging (+8 Mighty Bloodrage, +6 Abyssal Bloodrage, +2 Size increase from Demonic Bulk).
If someone can come up with anything complementing or even better for him as I am not that well versed in high level play (my highest char was level 11 with WBL of a 8th level char...) or Barbarians/Bloodrager.


This seems pretty great, I'm interested to see more!

danielxcutter
2016-12-26, 09:26 AM
Ooh, I just had an idea for Asgore. Why not have the orange attacks be touch attacks? You have to move to not be damaged by them, after all. Maybe blue attacks could be attacks that ignore Dex AC?

Xaroth
2016-12-26, 10:04 AM
Ooh, I just had an idea for Asgore. Why not have the orange attacks be touch attacks? You have to move to not be damaged by them, after all. Maybe blue attacks could be attacks that ignore Dex AC?

That could be interesting. But how would you actually, do that? As in, how would you build that?

danielxcutter
2016-12-26, 10:11 AM
That could be interesting. But how would you actually, do that? As in, how would you build that?

Deep Impact or Wraithstrike for the former, but no idea for the latter to be honest.:smallredface:

Krazzman
2016-12-26, 12:45 PM
This seems pretty great, I'm interested to see more!

Will be glad to work on it (after the holidays/my exams/my group projects...). At least as long as Pathfinder is ok for him.

Xaroth
2016-12-26, 01:10 PM
Will be glad to work on it (after the holidays/my exams/my group projects...). At least as long as Pathfinder is ok for him.

Sure thing, 3.PF is basically what I allow for these.

Xaroth
2016-12-27, 08:15 AM
Added Ornstein and Smough (Dark Souls) to the list. Because you really can't have one without the other, can you? Shhh Dark Souls 2, it's okay

Xerlith
2016-12-27, 09:53 AM
Though they're not in Iron Chef format, here's a writeup.

Ornstein (http://www.myth-weavers.com/sheet.html#id=973604)

Smough (http://www.myth-weavers.com/sheet.html#id=973745)

Valid builds, albeit I used them as bosses so some liberties with Ornstein's spear were taken.

Xaroth
2016-12-28, 06:38 AM
Those could be good for a baseline, Xerilith. Thanks for adding those.

But uh, I actually put Kirito up against a member of my group, and one of his other characters, too. And I realised that Kirito seems to have a fatal flaw that he never really has to combat in the games/anime.

If the enemy flies there's basically nothing he can do other than wait for them to stop flying. :smallannoyed:

Xaroth
2016-12-28, 06:50 AM
Illidan Stormrage

CN Moon Elf / Half-Fiend

Battle Sorcerer 6/Sneak Attack Fighter 1/Dragonslayer (refluffed - Demon Hunter) 1/Unseen Seer 1/Daggerspell Mage (refluffed - Warglaives) 10/Abjurant Champion 1

36 Point Buy
Str - 14 +4(fiend)+2(Size) = 20
Dex - 16 +2(elf)+4(fiend)-2(size) = 20
Con - 14 -2(elf)+2(fiend)+2(level) = 16
Int - 12 +4(fiend) = 16
Wis - 10
Cha - 15 +2(fiend)+3(level) = 20

Feats
Otyugh Hole - Iron Will
1 - Dodge
3 - Exotic Weapon Proficiency (Warglaive)
6 - Weapon Focus (Warglaive)
9 - Two Weapon Fighting
12 - Combat Casting
15 - Craven
18 - Improved Two Weapon Fighting

Permanent Enlarge Person, Arcane Sight

HP: 8+5d8+3d10+1d4+10d6+60= ~144
BAB of 14/9/4, Base saves of Fort 9/Ref 9/Will 18(20 with Iron Will)
5d6+20 Sneak Attack
CL 18
Certainly not the greatest Sneak Attack Gish build ever, but I think it captures the essence of Illidan fairly well... He is portrayed as a sorcerer and a warrior, that dual wields his iconic Warglaives in combat.
I also think his 10,000 years imprisoned after the events at Mt Hyjal probably qualify him for the Otyugh Hole bonus feat.

I don't really know what kind of gear to give him beyond his warglaives. I imagine they probably have Keen, Throwing and Returning, and probably Demon-Bane properties. In the pictures, he usually just has on a blindfold, pants, and a belt, bare-chested with tattoos. His blindfold IC is just meant to hide the fiery orbs that replaced his eyes, which grant him Arcane Sight and the power to sense nearby demons. If I had to pick a belt for him, it would be the ubiquitous Belt of Magnificence +6. Aren't there magic tattoos that you can get in DnD as well? They specifically enhance his arcane powers, so anything that either increases caster level or save dc's of his spell would probably be appropriate.

I don't even know if WeaselGuy is around any more, but I noticed he's a spellcaster, yet there's been no spells listed for what he would use.

Any thoughts?

zergling.exe
2016-12-28, 06:53 AM
I don't even know if WeaselGuy is around any more, but I noticed he's a spellcaster, yet there's been no spells listed for what he would use.

Any thoughts?

Buffs and perhaps polymorph to transform into his demon form. Illidan isn't actually much of a spellcaster, but replacing magic items with self buffs would probably be a good way to use the ability he has.

Xaroth
2016-12-28, 06:59 AM
Buffs and perhaps polymorph to transform into his demon form. Illidan isn't actually much of a spellcaster, but replacing magic items with self buffs would probably be a good way to use the ability he has.

I'm almost tempted to figure out some spells for him, slot him into my campaign, and have him ambush the party wizard, shouting
"YOU ARE NOT PREPARED!"

But jokes aside, he's probably really focused on murdering demons and banishing them, right? Banish spells could work well.

Xaroth
2016-12-28, 07:41 AM
Is Deathwing a dragon with construct grafts, if that's even possible? He's probably gonna be a colossal red dragon at end-state, and if I remember correctly he began as a human. No idea how he became a dragon though.

zergling.exe
2016-12-28, 07:48 AM
Is Deathwing a dragon with construct grafts, if that's even possible? He's probably gonna be a colossal red dragon at end-state, and if I remember correctly he began as a human. No idea how he became a dragon though.

Well, as the Black Aspect and leader of the black dragonflight (http://wowwiki.wikia.com/wiki/Deathwing), Deathwing is definitely a black dragon. Though a pyroclastic dragon might be a better fit overall. His human form was a disguise to cause infighting within the Alliance, he is a dragon through and through.

Braininthejar2
2016-12-28, 07:55 AM
He's a dragon so corrupted by hatred, he had to get himself bolted together to prevent literally bursting with rage,

With the whole dragon aspect thing, he might actually have a divine rank...

danielxcutter
2016-12-28, 08:11 AM
Those could be good for a baseline, Xerilith. Thanks for adding those.

But uh, I actually put Kirito up against a member of my group, and one of his other characters, too. And I realised that Kirito seems to have a fatal flaw that he never really has to combat in the games/anime.

If the enemy flies there's basically nothing he can do other than wait for them to stop flying. :smallannoyed:

Well, he does have that throwing skill that allows him to use throwing picks, but yes, his ranged combat abilities are next to non-existant. I've read the novels from which the anime was based on, and his strategy for dealing with ranged attackers is always get up close and personal. This, among other reasons, is why he got pwnd by the Salamander party in the dungeon before turning into The Gleameyes - he's too specialized in melee combat.

Xaroth
2016-12-28, 08:28 AM
Well, as the Black Aspect and leader of the black dragonflight (http://wowwiki.wikia.com/wiki/Deathwing), Deathwing is definitely a black dragon. Though a pyroclastic dragon might be a better fit overall. His human form was a disguise to cause infighting within the Alliance, he is a dragon through and through.

So he's gonna have levels in Bard, right?

But for real, it'd be way easier if Bronze/Silver/Gold Dragons weren't the only ones that got Alternate Form. He'll probably need Polymorph.


He's a dragon so corrupted by hatred, he had to get himself bolted together to prevent literally bursting with rage,

With the whole dragon aspect thing, he might actually have a divine rank...

Is a Divine Rank basically just, equivalent to a level in terms of what you spend to get one? I've looked into them before. It seemed pretty difficult to determine where something should get a divine rank and where something shouldn't.


Well, he does have that throwing skill that allows him to use throwing picks, but yes, his ranged combat abilities are next to non-existant. I've read the novels from which the anime was based on, and his strategy for dealing with ranged attackers is always get up close and personal. This, among other reasons, is why he got pwnd by the Salamander party in the dungeon before turning into The Gleameyes - he's too specialized in melee combat.

That's something I actually never really noticed, that the writer realised Kirito would be terrible in ranged combat. But yeah, he's really way too focused on melee combat, but even in ALFheim he had wings for getting in close quarters: Here he has nothing. I could technically justify Unseelie Fey, for his ALFheim version? I dunno. I don't wanna go and edit Dusk's build. I'll probably give him Winged Boots to counteract it in-session.

danielxcutter
2016-12-28, 08:49 AM
[COLOR="#0000FF"]-snip-

Yup, as a matter of fact, in book 10 or 11(I forget exactly), he could reasonably hold his own in close quarters against most of his opponents, but he had more than a little trouble when they pulled out the ranged attacks - which unfortunately for him was rather often in that book.

khadgar567
2016-12-28, 08:54 AM
Those could be good for a baseline, Xerilith. Thanks for adding those.

But uh, I actually put Kirito up against a member of my group, and one of his other characters, too. And I realised that Kirito seems to have a fatal flaw that he never really has to combat in the games/anime.

If the enemy flies there's basically nothing he can do other than wait for them to stop flying. :smallannoyed: season one and gun gale arc yes he cant do any thing to flying enemies but his season two self can fly

Xaroth
2016-12-28, 09:05 AM
Yup, as a matter of fact, in book 10 or 11(I forget exactly), he could reasonably hold his own in close quarters against most of his opponents, but he had more than a little trouble when they pulled out the ranged attacks - which unfortunately for him was rather often in that book.

Why the snip? :smallconfused:

And yeah, with what I gave him as a character - keen collision Dragonsplits always slashing - and with Pearl of Black Doubt pretty much on forever, all he gets is more and more AC the more that people try to hit him, and fair to, heh. With Wall of Blades and a high to-hit he can also reasonably counter people with Wall of Blades (though I really wish there was a way to use it more than once at a time) so that gives him that first step to being pretty much untouchable all round.

Unfortunately though, he really doesn't have much against magic users if they fly. I was thinking of giving him Paralysis darts?

danielxcutter
2016-12-28, 06:18 PM
Why the snip? :smallconfused:

'Cause I'm not good with using Chrome on a tablet and it was easier.


And yeah, with what I gave him as a character - keen collision Dragonsplits always slashing - and with Pearl of Black Doubt pretty much on forever, all he gets is more and more AC the more that people try to hit him, and fair to, heh. With Wall of Blades and a high to-hit he can also reasonably counter people with Wall of Blades (though I really wish there was a way to use it more than once at a time) so that gives him that first step to being pretty much untouchable all round.

Unfortunately though, he really doesn't have much against magic users if they fly. I was thinking of giving him Paralysis darts?

True... In the book I mentioned, he barely managed to counter one of the stronger foes - although there's not much you can do to counter sunlight focused so strongly it melts solid marble.

Xaroth
2016-12-29, 06:21 AM
'Cause I'm not good with using Chrome on a tablet and it was easier.

True... In the book I mentioned, he barely managed to counter one of the stronger foes - although there's not much you can do to counter sunlight focused so strongly it melts solid marble.

Sounds about right.

Krazzman
2017-01-02, 05:28 PM
After starting up Darksiders again and then going both into a new game and the "finished" game... I realised something that I would like to have cleared up.

At what stage in the game should I build him? At the very start (Chaoseater + Chaos Form and [due to being a rider]access to Ruin) or at the endgame (Armageddon Blade and all his other tools (like his portal gun?))... this bugs me really... maybe some midgame?

Xaroth
2017-01-04, 06:15 AM
After starting up Darksiders again and then going both into a new game and the "finished" game... I realised something that I would like to have cleared up.

At what stage in the game should I build him? At the very start (Chaoseater + Chaos Form and [due to being a rider]access to Ruin) or at the endgame (Armageddon Blade and all his other tools (like his portal gun?))... this bugs me really... maybe some midgame?

Why not both? You could begin the build with War at early game, and end the build with War at late game.

Of course, if you think that would take an insane number of levels to accomplish, your safest bet is to go with early game, if you ask me.

Krazzman
2017-01-04, 09:00 AM
Why not both? You could begin the build with War at early game, and end the build with War at late game.

Of course, if you think that would take an insane number of levels to accomplish, your safest bet is to go with early game, if you ask me.

With a quick evaluation of this:
Endgame War is level 20 with Tier 10 Mythic.
Start of the "Tutorial" War is underwealthed Level 18 with some mythic.
Start of the Game War has a few permanent negative levels that he slowly overcomes.

Over the course of the game (without really spoling anything):
He get's his powers back and comes out stronger.
War gets: Permanencied [Spellname forgotten] since he can jump longer distances.
A Boomerang "Starknive". A Pistol with unlimited Ammo. A (if build like me) Vampiric Scythe. Warmasters Glove on a Gauntlet with some extra enchantments. A "Hookshot" and a Portal Gun. A mask to see invisible stuff and a horn to blast people away. As well as a Stronger Blade.
Then he basically negates some or all of his negative levels and even gains some.

I will try my best... sadly the first draft I could offer will probably in mid february due to exams and papers I have to do... :/

Xaroth
2017-01-04, 09:46 AM
With a quick evaluation of this:
Endgame War is level 20 with Tier 10 Mythic.
Start of the "Tutorial" War is underwealthed Level 18 with some mythic.
Start of the Game War has a few permanent negative levels that he slowly overcomes.

Over the course of the game (without really spoling anything):
He get's his powers back and comes out stronger.
War gets: Permanencied [Spellname forgotten] since he can jump longer distances.
A Boomerang "Starknive". A Pistol with unlimited Ammo. A (if build like me) Vampiric Scythe. Warmasters Glove on a Gauntlet with some extra enchantments. A "Hookshot" and a Portal Gun. A mask to see invisible stuff and a horn to blast people away. As well as a Stronger Blade.
Then he basically negates some or all of his negative levels and even gains some.

I will try my best... sadly the first draft I could offer will probably in mid february due to exams and papers I have to do... :/

You want to ensure your future before ensuring a fictional character's existence? Heresy!

But for real, good luck on your exams! Those come before D&D.

Xaroth
2017-01-04, 11:52 AM
Also

War gets: Permanencied [Spellname forgotten] since he can jump longer distances.

Was it perhaps Jump (http://www.d20srd.org/srd/spells/jump.htm) that you were thinking of? Heh