View Single Post

Thread: Anime Characters as D&D characters

  1. - Top - End - #166
    Bugbear in the Playground
    Join Date
    Mar 2013
    Gender
    Male

    Default Gray Fullbuster

    How easy is it to make a rule-obeying Fairy Tail mage build? Well, impossible. This rolls on borderlne RAW readings only for a Tier3ish final effect.
    In other words, Fairy Tail's spirit upheld. If this build's actually too out there, let me know and I'll decrease the insanity.
    On a sidenote, Natsu and Gajeel are a lot easier to make. As is Juvia.

    Gray Fullbuster


    Spoiler: The Basics
    Show

    CG Silverbrow Human (Silver Dragon Major Bloodline)
    Battle Dancer 1/Human Paragon 3/Sorcerer 1/Crusader 1/Spellsword 1/Jade Phoenix Mage 4/War Mage 5/Abjurant Champion 4

    Ability Scores: 32 Point-Buy
    Base: 14/14/15/12/8/15
    Levels: +5 Charisma
    Bloodline: +1 Strength at 3rd, +1 Constitution at 9th, +1 Charisma at 15th
    Total: 15/14/16/12/8/23

    Flaws: Cold-blooded, City Slicker


    Spoiler: The levels
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Human paragon 1 +0 +0 +0 +2 Knowledge (arcana) 4, Concentration 4, Tumble 2, Craft (Sculpting) 2, Knowledge (nature) 4, Knowledge (the Planes) 2 Piercing Cold, Sanctum Spell, Eschew Materials, Combat Casting Adaptive Learning (know (nature)), +2 on Sense Motive checks (BB)
    2nd Battle Dancer 1 +1 +0 +2 +2 Tumble +1, Perform (Dance) 4 Alertness (BB) AC Bonus, Improved Unarmed Strike
    3rd Sorcerer 1 +1 +0 +2 +4 Spellcraft 2, Concentration +1 Weapon Focus (Unarmed Strike) Metamagic Specialist ACF
    4th Human Paragon 2 +2 +0 +2 +5 Knowledge (Arcana) +2, Skill Trick (Collector of Stories), Spellcraft +1, Concentration +1 Energy Substitution (Cold) Resistance to cold 5 (BB)
    5th Human Paragon 3 +3 +1 +3 +5 Perform (Dance) +1, Concentration +2, Spellcraft +2 - Silver dragon affinity +2 (BB)
    6th Crusader 1 +4 +3 +3 +5 Knowledge (religion) 2, Knowledge (history) 2, Concentration +1 Practiced Spellcaster (Sorcerer) +1 natural armor (BB), Furious counterstrike, steely resolve 5
    7th Spellsword 1 +5 +5 +3 +7 Spellcraft +3 - +2 on Perform checks (BB), Ignore Spell Failure 10%
    8th Jade Phoenix Mage 1 +6 +7 +3 +7 Concentration +1, Knowledge (Arcana) +1, Spellcraft +1 - Resistance to cold 10 (BB), Arcane wrath, Rite of Waking
    9th War Mage 1 +6 +9 +3 +9 Concentration +1, Knowledge (Arcana) +1, Spellcraft +1 Arcane Thesis (Elemental Darts) Arcane Aegis (1 ally), Battle Magic +1
    10th War Mage 2 +7 +10 +3 +10 Knowledge (nature), Knowledge (Arcana) +1, Spellcraft +1 Empower Spell (B) Alter self 1/day (BB), Armored Spellcasting -5%
    11th Jade Phoenix Mage 2 +8 +11 +3 +10 Knowledge (nature),, Knowledge (Arcana) +1, Spellcraft +1 - Silver dragon affinity +4 (BB), Mystic Phoenix Stance
    12th Abjurant Champion 1 +9 +11 +3 +12 Knowledge (nature), Knowledge (Arcana) +1, Spellcraft +1 Sculpt Spell +1 natural armor (BB), Abjurant Armor, Extended Abjuration
    13th Abjurant Champion 2 +10 +11 +3 +13 Knowledge (nature), Knowledge (Arcana) +1, Spellcraft +1 - +2 on Bluff checks (BB), Swift Abjuraton
    14th Abjurant Champion 3 +11 +12 +4 +13 Knowledge (nature), Knowledge (Arcana) +1, Spellcraft +1 Power Attack (BB) -
    15th Abjurant Champion 4 +12 +12 +4 +14 Knowledge (nature), Knowledge (Arcana) +1, Spellcraft +1 Arcane Thesis (Wings of Flurry) Arcane Boost
    16th Jade Phoenix Mage 3 +13 +12 +5 +15 Knowledge (nature), Knowledge (Arcana) +1, Spellcraft +1 - Breath weapon
    17th Jade Phoenix Mage 4 +14 +13 +5 +15 Knowledge (nature), Knowledge (Arcana) +1, Spellcraft +1 - Silver dragon affinity +6 (BB), Empowering strike
    18th War Mage 3 +14 +13 +6 +16 Knowledge (nature), Knowledge (Arcana) +1, Spellcraft +1 Arcane Strike +1 natural armor (BB), Arcane Aegis (2 allies), Battle Magic +2
    19th War Mage 4 +15 +14 +6 +16 Knowledge (nature), Knowledge (Arcana) +1, Spellcraft +1 Maximize Spell (B) +2 on jump checks (BB), Armored Spellcasting -10%
    20th War Mage 5 +15 +14 +6 +16 Knowledge (nature), Knowledge (Arcana) +1, Spellcraft +1 - Cold Immunity (BB), Arcane Aegis (3 allies), Battle Magic +3
    (B) - Bonus; (BB) - Bloodline Bonus

    Spoiler: Maneuvers
    Show

    Crusader 1 (ECL 6, IL 5.5=(5/2+(1+2Bldln)): Leading the Attack, White Raven Tactics, Foehammer, Mountain Hammer, Revitalizing Strike; Stance: Martial Spirit
    Jade Phoenix Mage 1 (ECL 8, IL 7): Divine Surge
    Jade Phoenix Mage 3 (ECL 16, IL 12): Radiant Charge



    Spoiler: Sorcerer Spells
    Show

    Spoiler: Per Day
    Show

    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd 5 3 - - - - - - - -
    4th 6 4 - - - - - - - -
    5th 6 5 - - - - - - - -
    6th - 6 5 - - - - - - - -
    7th 6 6 3 - - - - - - -
    8th- 6 6 3 - - - - - - -
    9th 6 6 4 - - - - - - -
    10th 6 6 5 3 - - - - - -
    11th 6 6 6 4 - - - - - -
    12th 6 6 6 5 3 - - - - -
    13th 6 6 6 6 4 - - - - -
    14th 6 6 6 6 5 3 - - - -
    15th 6 6 6 6 6 4 - - - -
    16th 6 6 6 6 6 5 3 - - -
    17th 6 6 6 6 6 6 4 - - -
    18th 6 6 6 6 6 6 5 3 - -
    19th 6 6 6 6 6 6 6 4 - -
    20th 6 6 6 6 6 6 6 5 3 -


    Spoiler: Known
    Show


    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st- - - - - - - - - - -
    2nd- - - - - - - - - - -
    3rd 4 2 - - - - - - - -
    4th 5 2 - - - - - - - -
    5th 5 3 - - - - - - - -
    6th- 5 3 - - - - - - - -
    7th 6 3 1 - - - - - - -
    8th- 6 3 1 - - - - - - -
    9th 6 4 2 - - - - - - -
    10th 7 4 2 1 - - - - - -
    11th 7 5 3 2 - - - - - -
    12th 8 5 3 2 1 - - - - -
    13th 8 5 4 3 2 - - - - -
    14th 9 5 4 3 2 1 - - - -
    15th 9 5 5 4 3 2 - - - -
    16th 9 5 5 4 3 2 1 - - -
    17th 9 5 5 4 4 3 2 - - -
    18th 9 5 5 4 4 3 2 1 - -
    19th 9 5 5 4 4 4 3 2 - -
    20th 9 5 5 4 4 4 3 2 1 -

    Spells Known:
    0th - Ray of Frost, Prestidigitation, Caltrops, Read Magic, Launch Bolt, Detect Magic, Stick, Mage Hand, Amanuensis
    1st - Fist of Stone, Shield, Path of Frost, Ice Dagger (exchange for True Casting when Icelance is learned), Blade of Blood
    2nd - Elemental Darts, Conjure Ice Object, Wings of Cover, Glitterdust, Heroics
    3rd - Icelance, Shivering Touch, Ice Axe, Haste
    4th - Wings of Flurry, Ice Web, Thunderlance, Wall of Ice
    5th - Arcane Fusion, Firebrand, Flesh to Ice, Lightning Leap
    6th - Freezing Fog, Dispel Magic (Greater), Freezing Glance
    7th - Arcane Spellsurge, Scalding Touch
    8th - Greater Arcane Fusion




    Spoiler: Why....
    Show

    Why, thank you for asking. Fary tail wizards are peculiar in that, while being "mages" they are actually melee powerhouses. Molding Magic users are the greatest offenders - while Lyon is most probably a Sorcerer5/Frost Mage10/War Mage 5 focused on summoning and some blasting spells, Rufus is a full-blown Shadowcraft Mage (and wood-make is obscenely easy with Druid...), Gray is one of the Protagonists™. That means he's a melee combatant, weapon specialist, mage and a hot guy. All at the same time. So I went for a gishy early levels, gradually shifting towards bfc/ranged blasting later on.
    Molding magic is an open-ended magic, meaning the only thing that should be your limit is your imagination. With that in mind I tried to create a character that reflects this and allows for multiple ways of dealing with... Well, everything.

    Mild cheese:
    This build makes heavy use of Sanctum Spell. It allows for entering Spellsword a level earlier and War Mage two levels earlier. It's not really necessary but you lose significant part of damage output by doing so (Arcane Fusion trick) (but you gain a caster level, hey! With Battledancer/Sorc4/Crus1/Spellsword1 being your entry levels). For lulz, make your Sanctum your clothing (buy your DM a pizza or something). You'll see why.

    Bloodlines. I went about it the saner way, adding the levels to your Initiator level once. Again - you can do without it, but you lose cold resistance (the ONLY real reason I wanted it), Power Attack (Weaponlike touch spells?) and the nifty SPOILER:breath weapon of a Devil Slayer. As well as Cold Immunity at 20th./SPOILER.

    Oh, and compare the Sorcerer and Wizard entries in SRD. Wizard casts spells from sorcerer/wizard list. Sorcerer casts spells primarily from sorcerer/wizard list. I basically needed it for flavor reasons (Conjure Ice Object and Ice Axe), so it's no big deal. There are plenty of great spells that can be used instead. (2nd - Cloud of Knives, Bladeweave, Dimension Leap, Ray of Ice, Scorching Ray, Minor Image; 3rd - Greater Mage Armor, Control Temperature (hey, it's flavorful), Protection from Energy, Unicorn Arrow... Bah. It goes on and on).

    Sanctum Spell - you make your clothing your sanctum. Makes sense, right? No. When clothed, Gray can qualify for PRCs by the virtue of casting xth level spells while being at <2xth level. So all's good. When he drops the clothes, he can Sanctum spell the Elemental Darts, which allows him to treat the spell as 1st level for Arcane Fusion. And Sanctum Spell on Arcane Fusion means infinite Dart Loop. Hope you have good Dogde bonuses, cause they'll come in handy when books get thrown.


    Spoiler: No, actually why? How does it even work? Playstyle tips.
    Show

    Remember how I said this is an open-ended build? Well. Let me showcase some of the possibilities:

    Ice Make: Floor - Easy. Path of Frost does it for us.
    Ice Make: Freeze Lancer (and all variables) - Elemental Darts.
    The trick? make them Acid Darts, then slap Energy Substitution, Piercing Cold and Empower Spell. Arcane Thesis negates the level adjustment by -1 per feat, so (2+0+2+1)-(1+1+1)=2. Empowered Piercing Cold Darts for free. Each deals (1d6+10)*1.5 damage, you get five if them.
    Translates to about 100 points of damage from a 2nd level slot. It can be saved for half, but it can also crit. And you further augment it with War Mage class ability, as well as you CAN AND SHOULD retrain Alertness from Bloodline for Knowledge Devotion. That adds up to an additional +8 dmg per dart, you know.

    Ice Make: Super Freeze Arrow - Arcane Fusion'd Sanctum Piercing Cold Empowered Darts + Ice Lance. That's RAW-legal. I hope.
    Ice Make: Block - Buy a wand of Blockade. Next.
    Ice Make: Shield - Shield. Duh. Or Wings of Cover.
    Ice Make: Hammer - Hum. I guess that'd be Melf's Unicorn Arrow slamming the enemy into the ground.
    Iced Shell - Flesh to Ice. If succesful, ask your DM to kill your character. Next.
    Ice Make: Prison - Wall of Ice, hemispherical. You lose on pretty ornaments though.
    Ice Make Unlimited: Chaotic One-Sided Dance - Arcane Fusion'd Sanctum Piercing Cold Empowered Darts + Sanctum Arcane Fusion infinite loop. Or just metamagic'd Wings of Flurry if you prefer not having books flung at you.
    Basically all the melee-enhancing ice forms - Fist of Stone. Early on it's invaluable. Later on it's still a free +6 to Strength.

    Seven Slice Dance - Blade of Blood + Foehammer or Divine Surge.

    Ice Make: Battleaxe - Ice Axe. Later on you can use Thunderlance. Those spells may or may not work with War Mage's Battle Magic.
    Ice Make: Really, any melee weapon - Thunderlance. It's that flexible.

    Further: You get the standard anime willpower-driven reserves thanks to the Revitalizing Strike and Martial Spirit stance.

    Standard stuff:
    Twice the Charisma to AC - Battle Dancer + War Mage.
    Quickened abjurations - up to 4th level if you use the "bloodlines count as class levels". You have only one spell that benefits from that, so no big deal. And it's 1st level.
    +11AC Shield spell - +4 + 4AbjChamp + 3 Bloodline. Well. Oops?
    1d6+3/CL damage from Wings of Flurry. Translating to 24d6+72 damage at 20th level. That's before metamagic.
    Mystic Phoenix stance gives you DR/evil, always nice to see.
    SPOILER: Fits the Devil Slayer fluff also.../SPOILER.


    Thunderlance, dealing 3d6+9 damage/attack. Add Power Attack to the mix.
    Actually, use Heroics to grant yourself Aura of Chaos stance. With Divine Surge and Arcane Strike you're looking at a lot of small dice to roll.

    And sculpt spell works quite well with Caltrops, Glitterdust, Wings of Flurry and Lightning Leap. Try it.



    Spoiler: items
    Show

    If you're retraining/PsyRefing Alertness for Knowledge Devotion, masterwork items of Knowledge skill are almost obligatory.
    Metamagic rods are your friends. As are empowered spellshards.

    Before you can go to town with Thunderlance, buy Slippers of Battledancing. Even after you get the spell, those are great.

    If your DM didn't go for clothes=sanctum (why would he? Seriously...), grab an Acorn of Far Travel, cover it in Unguent of Timelessness and PAO it into your clothing.

    Tomes : +5 Cha, +5 Con are great. But expensive as hell. That's why first you buy Belt of Magnificence +6.

    As your only "real" dump stat is probably only Wis (and later on Strength), you may actually get your bang for the buck.




    Spoiler: Sources
    Show

    Bloodlines - Unearthed Arcana
    Spells- SPell Compendium, Frostburn, Dragon Magic
    Silverbrow Human - Dragon Magic
    Battle Dancer - Dragon Compendium
    Jade Phoenix Mage, Crusader - Tome of Battle
    Abjurant Champion - Complete Mage
    War Mage Prc - Age of Mortals
    Last edited by Xerlith; 2014-08-29 at 04:13 PM.
    My homebrew

    Quote Originally Posted by Waker View Post
    This is the Playground. We're a repository of D&D Knowledge. Kinda like the Library of Congress, but with more screaming about RAW vs. RAI.
    Avatar by Terry576