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    Apr 2004

    Default Re: Video Game protagonists as D&D characters

    OK, remember when I said I couldn't do the characters I'd committed to? Apparently that was a load of THAC0, because here's a Pathfinder version of Magus (as far as I can tell, all the resources I used are Paizo)

    EDIT 2: I went back and reworked Magus a bit after all. Bought the rest of his gear, and tweaked his stats (he's now a 15 point buy character, which is standard for Pathfinder)

    Spoiler: Magus from Chrono Trigger, v. 2
    Show
    Magus (Pathfinder)
    Male human Sorcerer (Crossblooded) 9 / Fighter (Weapon Master) 1 / Eldritch Knight 10
    NE medium humanoid (human)
    Init: +5; Senses: Darkvision 60 ft., Perception +11

    Defense
    AC: 30 (32 vs Aberrations), touch 16, flat-footed 29 (31 vs Aberrations) (+9 Armor, +5 Natural Armor, +1 Dex, +5 Deflection)
    Spell Resistance: 21
    Damage Reduction: (2/- vs. Aberrations)
    HP: 114 (9d6 + 11d10 + 20)
    Fort: +16 (+19 vs poison), Ref: +12, Will: +13
    Bloodline Abilities:
    • 7 rounds/day - Heroic Echo (Su), CL 20
    • 1/day - Shadow Well (Sp), CL 9, Concentration +16 (+21 casting defensively)

    Gear Abilities:
    • 1/day - Warding Armor End all challenge, smite, and judgement abilities targeting self


    Offense
    Speed: 30 ft.

    Melee:
    +5 Wounding Furyborn Bane (Aberration) Adamantine Scythe
    Full Attack: +26/+21/+16 (2d4 + 12 20/x4, + 1 to hit and damage per times damaged, +2 hit and +2d6 damage vs. Aberrations)
    Standard Attack: +26 (8d4 + 18 20/x4, + 1 to hit and damage per times damaged, +2 hit and +2d6 damage vs. Aberrations)

    Bloodline Abilities:
    • 7 rounds/day - Heroic Echo (Su), CL 20
    • At will - Take Your Best Shot (Su), CL 20

    Sorcerer Spells Known: - CL 20, Concentration +30 (+35 casting defensively)
    • 8th (6/day) - Protection from Spells
    • 7th (7/day) - Finger of Death, Hungry Darkness
    • 6th (8/day) - Globe of Invulnerability, Greater Dispel Magic
    • 5th (8/day) - Baleful Polymorph, Damnation Stride, Shadow Evocation
    • 4th (14/day) - Bestow Curse, Phantasmal Killer, Shadow Conjuration, Shadow Step
    • 3rd (8/day) - Arcane Sight, Communal Resist Energy, Dispel Magic, Vision of Hell
    • 2nd (9/day) - Brow Gasher, Eagle's Splendor, Haunting Mists, Spectral Hand, Invisibility
    • 1st (9/day) - Feather Fall, Mirror Strike, Ray of Enfeeblement, Shield, True Strike
    • 0 (at will) - Daze, Ghost Sound, Haunted Fey Aspect, Mage Hand, Open/Close, Penumbra, Prestidigitation, Read Magic


    Bloodlines: Arcane and Shadow

    Gear Abilities:
    • , 1/day - Bracers of Sworn Vengeance +1 competence to hit, +2d6 damage vs one target, -2 to hit to all other targets until target death/destruction or up to 24 hours. Failure to destroy target within 24 hours makes bracers unusable for 7 days.


    Other Abilities:
    • At will - Spell Critical (Su)


    Statistics
    Str: 21, Dex: 13, Con: 13, Int: 20, Wis: 13, Cha: 31
    Base Atk: +15, CMB: 20, CMD: +36
    Feats: Arcane Armor Training, Combat Casting, Devastating Strike, Eldritch Heritage (Imperious), Eschew Materials, Greater Eldritch Heritage (Imperious), Greater Spell Focus (Illusion), Greater Spell Penetration, Greater Vital Strike, Improved Eldritch Heritage (Imperious), Improved Initiative, Improved Vital Strike, Skill Focus (Perform (Oratory)), Spell Focus (Illusion), Spell Penetration, Vital Strike, Weapon Focus (Scythe)
    Skills: Fly +24, Intimidate +33, Knowledge (Arcana) +28, Knowledge (History) +28, Knowledge (Nobility) +28, Perception +11, Perform (Oratory) +13, Spellcraft +28, Stealth +25
    SQ: Arcane Bond (Amulet) (Su), Arcane Student, Bloodline Arcana (Arcane), Bloodline Arcana (Shadow), Diverse Training, Killer, Loner, Magical Knack, Nighteye (Ex), Student of Humanity (Ex)
    Equipment: +5 Wounding Furyborn Bane (Aberration) Adamantine Scythe, Headband of Mental Superiority +6, Cloak of Resistance +5, Bonded Amulet of Natural Armor +5, Mantle of Spell Resistance, +5 Defiant (Aberration) Warding Shadow Poison-Resistant Mithral Shirt, Belt of Physical Perfection +6, Bracers of Sworn Vengeance, Ring of Wizardry (IV), Ring of Protection +5, Potions: Cure Serious Wounds x9. Cure Moderate Wounds x7, Remove Disease x3, Remove Curse x3, Remove Blindess/Deafness x3, Neutralize Poison x3, 32 GP
    Spoiler: Design Notes
    Show

    Magus's Techs vs. Abilities in this build:
    • Lighting 2 - Shadow Evocation (Ball Lightning)
    • Ice 2 - Shadow Evocation (Ice Storm)
    • Fire 2 - Shadow Evocation (Volcanic Storm)
    • Dark Bomb - Shadow Conjuration (Gloomblind Bolts)
    • Magic Wall - Protection from Spells
    • Dark Mist - Horrid Wilting (does not get until level 21, though a rebuild that's not Crossblooded could get it at 17)
    • Black Hole - Imprisonment (does not get until level 21, though a rebuild that's not Crossblooded could get it at 18)
    • Dark Matter - Weird (does not get until level 22, though a rebuild that's not Crossblooded could get it at 19)
    • Geyser/HP Down (boss ability only) - Hungry Darkness
    • Barrier Change (boss ability only) - Resist Energy, Communal


    Other notes
    • 15 point point buy, which is standard for Pathfinder, plus the Enhancement bonuses from gear, which, in Pathfinder, become permanent once the gear is worn for at least 24 hours. Original scores before racial modifer: Str 15 Dex 7 Con 7 Int 14 Wis 7 Cha 18, human +2 goes to Charisma
    • I tripled up on the bloodlines because I feel like the powers selected, as well as the fluff associated with each bloodline, fit Magus very well. That said, it delays some important spells until epic levels. An alternate build would make him a straight Arcane Blooded Sorcerer, with the Eldritch Heritage (Imperious) feats. His spell list would have to be reworked to get the shadow spells.
    • I made use of Traits and Drawbacks to improve things a bit. Magical Knack keeps his caster level equal to his HD, so while he's behind a pure Sorcerer in terms of spells per day and spells known and he's quite a long ways behind in terms of class features, his effective caster level keeps pace. Killer boosts his melee abilities a little and synergizes nicely with the scythe's big crit multiplier, and Battlefield Caster is good for a caster he's going to be in melee. Loner is a very fitting drawback, and I'd probably take it even if I didn't want to buy a third trait.


    EDIT 3: I took out Blacklight and put in Communal Resist Energy to simulate his Barrier Change move from his boss battle.



    Spoiler: Original version for posterity
    Show
    Magus (Pathfinder)
    Male human Sorcerer (Crossblooded) 9 / Fighter (Weapon Master) 1 / Eldritch Knight 10
    NE medium humanoid (human)
    Init: +5; Senses: Darkvision 60 ft., Perception +5

    Defense
    AC: 30, touch 16, flat-footed, 29 (+9 Armor, +5 Natural Armor, +1 Dex, +5 Deflection)
    HP: 154 (9d6 + 11d10 + 60)
    Fort: +18, Ref: +12, Will: +12
    Bloodline Abilities:
    • 7 rounds/day - Heroic Echo (Su), CL 20
    • 1/day - Shadow Well (Sp), CL 9, Concentration +16 (+20 casting defensively)


    Offense
    Speed: 30 ft.
    • At will - Spell Critical (Su)

    Bloodline Abilities:
    • 7 rounds/day - Heroic Echo (Su), CL 20
    • At will - Take Your Best Shot (Su), CL 20

    Sorcerer Spells Known: - CL 20, Concentration +25 (+29 casting defensively)
    • 8th (5/day) - Protection from Spells
    • 7th (7/day) - Finger of Death, Hungry Darkness
    • 6th (7/day) - Globe of Invulnerability, Greater Dispel Magic
    • 5th (7/day) - Baleful Polymorph, Damnation Stride, Shadow Evocation
    • 4th (13/day) - Bestow Curse, Phantasmal Killer, Shadow Conjuration, Shadow Step
    • 3rd (8/day) - Arcane Sight, Blacklight, Dispel Magic, Vision of Hell
    • 2nd (8/day) - Brow Gasher, Eagle's Splendor, Haunting Mists, Spectral Hand, Invisibility
    • 1st (8/day) - Feather Fall, Mirror Strike, Ray of Enfeeblement, Shield, True Strike
    • 0 (at will) - Daze, Ghost Sound, Haunted Fey Aspect, Mage Hand, Open/Close, Penumbra, Prestidigitation, Read Magic

    Bloodlines: Arcane and Shadow

    Statistics
    Str: 15, Dex: 13, Con: 16, Int: 14, Wis: 10, Cha: 25
    Base Atk: +15, CMB: 17, CMD: +33
    Feats: Arcane Armor Training, Combat Casting, Devastating Strike, Eldritch Heritage (Imperious), Eschew Materials, Greater Eldritch Heritage (Imperious), Greater Spell Focus (Illusion), Greater Spell Penetration, Greater Vital Strike, Improved Eldritch Heritage (Imperious), Improved Initiative, Improved Vital Strike, Skill Focus (Perform (Oratory)), Spell Focus (Illusion), Spell Penetration, Vital Strike, Weapon Focus (Scythe)
    Skills: Fly +24, Intimidate +30, Knowledge (Arcana) +26, Knowledge (History) +10, Knowledge (Nobility) +10, Perception +5, Perform (Oratory) +10, Spellcraft +26, Stealth +18
    SQ: Arcane Bond (Amulet) (Su), Arcane Student, Bloodline Arcana (Arcane), Bloodline Arcana (Shadow), Diverse Training, Killer, Loner, Magical Knack, Nighteye (Ex), Student of Humanity (Ex)
    Equipment: +5 Defiant Adamantine Scythe, +5 Mithral Shirt of Spell Resistance (15), Cloak of Resistance +5, Bonded Amulet of Natural Armor +5, Bracers of Sworn Vengeance, Ring of Wizardry (IV), Ring of Protection +5, up to 504,882 GP worth of undetermined gear

    Spoiler: Design Notes
    Show

    Magus's Techs vs. Abilities in this build:
    • Lighting 2 - Shadow Evocation (Ball Lightning)
    • Ice 2 - Shadow Evocation (Ice Storm)
    • Fire 2 - Shadow Evocation (Volcanic Storm)
    • Dark Bomb - Shadow Conjuration (Gloomblind Bolts)
    • Magic Wall - Protection from Spells
    • Dark Mist - Horrid Wilting (does not get until level 21, though a rebuild that's not Crossblooded could get it at 17)
    • Black Hole - Imprisonment (does not get until level 21, though a rebuild that's not Crossblooded could get it at 18)
    • Dark Matter - Weird (does not get until level 22, though a rebuild that's not Crossblooded could get it at 19)
    • Geyser/HP Down (boss ability only) - Hungry Darkness


    Other notes
    • The ability score array is just some numbers I made up that look good. Charisma is maxed out since, short of Queen Zeal and possibly Schala, Magus is supposed to be the most powerful mage you meet.
    • I tripled up on the bloodlines because I feel like the powers selected, as well as the fluff associated with each bloodline, fit Magus very well. That said, it delays some important spells until epic levels. An alternate build would make him a straight Arcane Blooded Sorcerer, with the Eldritch Heritage (Imperious) feats. His spell list would have to be reworked to get the shadow spells.
    • I made use of Traits and Drawbacks to improve things a bit. Magical Knack keeps his caster level equal to his HD, so while he's behind a pure Sorcerer in terms of spells per day and spells known and he's quite a long ways behind in terms of class features, his effective caster level keeps pace. Lone and Arcane Student were put in mostly for flavor.


    EDIT: Just stumbled on the "Battlefield Caster" trait, which would've been better than Arcane Student for something to pick up via the drawback, since it helps boost his ability to cast in melee. Oh well, hindsight is 20/20


    Next up: Frog, because the Grippli race and the Sacred Servant Paladin Archetype are almost tailor made for him.

    PS: I apologize for doing Pathfinder instead of 3.5. I don't own a lot of 3.5 books, so it's harder for me to do.
    Last edited by Grey Watcher; 2014-05-25 at 10:47 PM.