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    Bugbear in the Playground
     
    thoroughlyS's Avatar

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    Jul 2012
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    Default Re: Video Game characters as D&D Characters v2.0

    Changes listed in red.
    Spoiler: DIRE TORTOISE (Sandstorm p.151)
    Show
    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.
    Spoiler: HORRID TORTOISE (Eberron Campaign Setting p.287)
    Show
    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. 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.
    Spoiler: MAGEBRED HORRID TORTOISE (Eberron Campaign Setting p.295)
    Show
    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?
    Spoiler: DUNGEONBRED MAGEBRED HORRID TORTOISE (Dungeonscape p.112)
    Show
    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.
    Spoiler: ANTHROPOMORPHIC DUNGEONBRED MAGEBRED HORRID TORTOISE (Savage Species p.214)
    Show
    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.
    Quote Originally Posted by Savage Species p.215
    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, 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 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.
    Spoiler: AQUATIC ANTHROPOMORPHIC DUNGEONBRED MAGEBRED HORRID TORTOISE (Unearthed Arcana p.)
    Show
    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. It also makes Water Breathing redundant, which kind of sucks.
    Spoiler: MAGIC–BLOODED AQUATIC ANTHROPOMORPHIC DUNGEONBRED MAGEBRED HORRID TORTOISE (Dragon 306 p.64)
    Show
    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.
    Spoiler: HALF-MINOTAUR MAGIC–BLOODED AQUATIC ANTHROPOMORPHIC DUNGEONBRED MAGEBRED HORRID TORTOISE (Dragon 313 p.94)
    Show
    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, 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.
    Spoiler: HALF-DRAGON (T’IEN LUNG) HALF-MINOTAUR MAGIC–BLOODED AQUATIC ANTHROPOMORPHIC DUNGEONBRED MAGEBRED HORRID TORTOISE (Monster Manual p.146 & Races of the Dragon p.69)
    Show
    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, or lava). 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.
    Last edited by thoroughlyS; 2018-01-18 at 09:19 PM.
    Goblin in the Playground

    Most 3.5 thing I've ever seen: RAW on RAW. Love you, Curmudgeon.