Amdy_vill
2018-01-31, 09:05 AM
so this is what the playground help me build awhile a go
Elan martial monk 2/ardent 17/cancer mage 1
Templates:necropolitan, paragon?(If possible)
Str 33
Dex 30
Con 0
Int 25
Wis 41
Chr 34
(Note:body is made out of stone and is the size of the earth in this example)
Hardness 8
Hp 16462642000000000000164
Ac 25
AL Le
Bab +14/+8/+3
For 24
Ref 22
Wil 26
Speed 90
R 15 to acid, cold, electricity, fire, and sonic energy
Festering Anger
Vile Rigidity
Feats Bonus
Improved Whirlwind Attack(B)
improved Unarmed Strike(B)
Weapon focus (Unarmed)(B)(1)
feats
improved Sunder(1)
Improved Bull Rush(2)
Snap kick(3)
leadership(9)
Superior Unarmed Strike(12)
Combat reflexes (15)
Karmic Strike(18)
Abilities
ardent mantles: Time, Conflict, Destruction, Guardian,Physical,energy
Ardent powers 18
power points: 267
Flurry of Blows -1/-1
Unarmed Strike 1d6
Evasion
Paragon abilities
Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll.
Damage: A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks.
Special Abilities: A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once.
Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better.
Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better.
Spell Resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher.
Fast healing 20. If the creature already possesses fast healing, use whichever is better.
A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level.
Ardent powers
Synchronicity(P)
Inertial Armor(P)
Energy Ball(P)
Teleport Psionic(P)
Energy Cone(P)
Timehop(P)
Energy wave(P)
True Metabolism(P)
Psychofeedback(P)
Energy bolt(P)
Energy burst(P)
Iron body(P)
Mind over Energy(P)
Dispel Psionics(P)
Ultrablast(P)
Intellect Bomb(P)
Energy Ray(P)
Energy Manipulation(P)
Feats from items and locations(Dark chaos shuffle feats)
Power Attack
Dodge
up the wall
might makes right
Exceptional Deflection
Great Fortitude
Poison Immunity
Toughness
Stunning fist
robilar’s gambit
Freezing the Lifeblood
Pharaoh’s fist
Item
Spell storing +1 necklace of natural attack(speed,throwing and distance)
Shrink collar
Rod of Bodily Restoration
belt of Str +6 and a psychoactive skin of proteus
this kind of missed the mark of what one punch man is. and most of that was my fault. So how would we make a better one punch man build. by better i mean one that fits him more. these are the things i am looking at
1. unarmed
2. hight Hp
3. flight flight by jumping incredibly far
Elan martial monk 2/ardent 17/cancer mage 1
Templates:necropolitan, paragon?(If possible)
Str 33
Dex 30
Con 0
Int 25
Wis 41
Chr 34
(Note:body is made out of stone and is the size of the earth in this example)
Hardness 8
Hp 16462642000000000000164
Ac 25
AL Le
Bab +14/+8/+3
For 24
Ref 22
Wil 26
Speed 90
R 15 to acid, cold, electricity, fire, and sonic energy
Festering Anger
Vile Rigidity
Feats Bonus
Improved Whirlwind Attack(B)
improved Unarmed Strike(B)
Weapon focus (Unarmed)(B)(1)
feats
improved Sunder(1)
Improved Bull Rush(2)
Snap kick(3)
leadership(9)
Superior Unarmed Strike(12)
Combat reflexes (15)
Karmic Strike(18)
Abilities
ardent mantles: Time, Conflict, Destruction, Guardian,Physical,energy
Ardent powers 18
power points: 267
Flurry of Blows -1/-1
Unarmed Strike 1d6
Evasion
Paragon abilities
Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll.
Damage: A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks.
Special Abilities: A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once.
Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better.
Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better.
Spell Resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher.
Fast healing 20. If the creature already possesses fast healing, use whichever is better.
A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level.
Ardent powers
Synchronicity(P)
Inertial Armor(P)
Energy Ball(P)
Teleport Psionic(P)
Energy Cone(P)
Timehop(P)
Energy wave(P)
True Metabolism(P)
Psychofeedback(P)
Energy bolt(P)
Energy burst(P)
Iron body(P)
Mind over Energy(P)
Dispel Psionics(P)
Ultrablast(P)
Intellect Bomb(P)
Energy Ray(P)
Energy Manipulation(P)
Feats from items and locations(Dark chaos shuffle feats)
Power Attack
Dodge
up the wall
might makes right
Exceptional Deflection
Great Fortitude
Poison Immunity
Toughness
Stunning fist
robilar’s gambit
Freezing the Lifeblood
Pharaoh’s fist
Item
Spell storing +1 necklace of natural attack(speed,throwing and distance)
Shrink collar
Rod of Bodily Restoration
belt of Str +6 and a psychoactive skin of proteus
this kind of missed the mark of what one punch man is. and most of that was my fault. So how would we make a better one punch man build. by better i mean one that fits him more. these are the things i am looking at
1. unarmed
2. hight Hp
3. flight flight by jumping incredibly far