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    Titan in the Playground
     
    Inevitability's Avatar

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    Feb 2014
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    Planes of Law

    Default Re: Video Game protagonists as D&D characters

    (Note: this build assumes that the Hyrule Historia Zelda timeline is canon, making MM a sequel to OoT)

    Spoiler: Link, forgotten hero of time
    Show


    Ghostwise Halfling
    Fighter 4/ fey bard 3 (healing hymn variant)/ occult slayer 2/ horizon walker 4
    Chaotic Good

    Ability scores (32 point buy)

    STR: 17 (+3)
    DEX: 16 (+3)
    CON: 14 (+2)
    INT: 10 (+0)
    WIS: 10 (+0)
    CHA: 14 (+2)

    HP: 10 + 3d10 + 3d6 + 2d8 + 4d8 + 26 = 90
    BAB: +11/+6/+1
    AC: 19 (+3 dex, +2 armor, +3 shield +1 size)

    Fort: +9
    Ref: +5
    Will: +8

    Feats:

    1: Endurance
    B:Improved initiative

    B: Weapon Focus (longsword)

    3: Mounted Combat

    B: Mounted Archery

    6: Obtain Familiar

    9: Practiced Spellcaster

    12: Celestial Familiar

    Languages:
    Common
    Halfling (Kokiri)
    Giant (Goron)
    Elven (Zora)

    Class features:

    Fighter:
    -3 bonus feats

    Bard:
    -Spellcasting
    -Animal companion
    -Nature Sense
    -Wild Empathy
    -Bardic Music
    -Healing Hymn

    Occult Slayer
    -Magical Defense
    -Weapon Bond
    -Mind over magic

    Horizon Walker
    -Terrain mastery (swamp, plains, aquatic, mountains)


    Skills:

    Balance: 4 ranks
    Climb: 5 ranks
    Gather Information: 3 ranks
    Handle Animal: 5 ranks
    Jump: 3 ranks
    Knowledge (arcana): 4 ranks
    Knowledge (dungeoneering): 1 rank
    Knowledge (geography): 8 ranks
    Ride: 7 ranks
    Speak language: 2 ranks
    Spellcraft: 4 ranks
    Survival: 4 ranks

    Spells known:
    (Caster level 7)

    Cantrips:

    -Resistance
    -Songbird
    -Lullaby
    -Easy Math
    -Fine-tuning
    -Summon Instrument

    1st level

    -Cure Light Wounds
    -Healthful Rest
    -Improvisation

    Items:

    Gilded Sword (+3 small longsword)
    Hero's Bow (+2 flaming frost holy shortbow)
    Ocarina of time (Masterwork ocarina with several spells stored in it)
    Mirror Shield (+1 blinding heavy steel shield)
    Kokiri Tunic (+1 padded cloth)
    Masks (Head slot items of alter self)
    Deku nuts (flash pellets)
    Hookshot (Masterwork grappling hook)
    Lens of truth (Item of True Seeing)


    Explanation:

    Ghostwise Halfling is a nod to the fact that Link never speaks. It's just something I thought would be funny.

    I built link as fighter for his combat skills, bard for the ocarina music (and healing hymn is basically the song of healing), horizon walker for the long distances he travels, and occult slayer because they get to reflect spells back at the caster and to reflect Link's training for his battle with Ganondorf.

    His spells are mainly for aiding and befriending others, something that has to reflect the songs that accomplish this across the game. Improvisation reflects the high amount of luck Link sometimes has.

    I know Link's alignment should probably be NG, but this was the only way of shoving in a fairy companion. And some of Link's deeds are straight-out unlawful, especially those of his younger self. (Sneaking into palaces comes to mind)

    Link travels with two companions. Tatl, a fairy, and Epona, his horse. Stats for these will be provided later on in this post.



    Spoiler: Epona (animal companion)
    Show



    Medium Animal
    Hit Dice: 4d8+4 (22 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
    Base Attack/Grapple: +3/+3
    Attack: Hoof +0 melee (1d3+1)
    Full Attack: 2 hooves +0 melee (1d3+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities:Low-light vision, scent, Evasion
    Saves:Fort +5, Ref +6, Will +1
    Abilities:Str 14, Dex 14, Con 12, Int 2, Wis 11, Cha 4
    Skills:Listen +6, Spot +6, Jump +7
    Feats: Endurance, Open Minded
    Alignment: True Neutral

    Epona's tricks are 'Come' and 'Stay'.


    Spoiler: Tatl (familiar)
    Show


    Tiny Outsider (Chaotic , Eladrin , Extraplanar , Good)
    Hit dice: 13 HD, 1/2 master's HP (45 hp)
    Initiative: +7
    Speed: 20 ft. , Fly 60 ft. (Perfect)
    Armor class: 25 (+2 size, +7 Dex, +6 natural), touch 18, flat-footed 17
    Base Attack/Grapple: +2/−8
    Attack: Tiny dagger +20 melee (1d2–2)
    Full Attack: Tiny dagger +20/+15/+10 melee (1d2–2)
    Space/Reach: 0 ft./0 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Alternate form, eladrin subtype, immunity to electricity and petrification, magic circle against evil, resistance to acid 10 and cold 10, tongues
    Saves: Fort +9 (+13 against poison) Ref +7 Will +8
    Abilities: Str 6, Dex 24, Con 12, Int 12, Wis 10, Cha 14
    Skills: Concentration +6, Diplomacy +9, Escape Artist +12, Hide +24, Knowledge (the planes) +6, Listen +5, Move Silently +16, Sense Motive +5, Spot +5, Survival (2 on other planes) +0, Use Rope (9 on bindings) +7
    Feats: Weapon Finesse
    Alignment: Chaotic Good

    Spell-Like Abilities: At will—dancing lights, detect evil, detect magic, faerie fire; 3/day—magic missile, sleep (DC 13). Caster level 4th. The save DCs are Charisma-based.

    Alternate Form (Su): A coure can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, the coure can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the coure has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A coure in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this form, a coure always moves silently and cannot be heard with Listen checks if it doesn't wish to be. While incorporeal, the coure sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the coure can perform once per round.

    Magic Circle against Evil (Su): A magic circle against evil effect always surrounds the coure, as the magic circle against evil spell cast by an 8th-level sorcerer. (The defensive benefits of the circle are not included in the statistics above.)

    Skills: Coures have a +4 racial bonus on Hide and Move Silently checks (included in the statistics above).
    Last edited by Inevitability; 2014-05-18 at 12:54 PM.
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