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    Bugbear in the Playground
    Join Date
    Feb 2008
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    Default Re: Video Game characters as D&D Characters v2.0

    Auron
    Lawful or Neutral Good
    Race: Human, middle aged
    Template: None. I'm treating Auron being an Unsent (corporeal ghost) as flavor for the most part.
    Starting feats: Take the Blow and Steadfast Slayer
    Starting Abilities: Str 16 (18), Con 15, Dex 10, Int 12, Wis 15, Cha 14
    Human Bonus: +2 Strength
    Abilities by 4th level: Str 18, Con 15, Dex 11, Int 12, Wis 15, Cha 14
    Abilities by 6th level: Str 18, Con 15, Dex 11, Int 12, Wis 15, Cha 16
    Abilities by 7th level: Str 20, Con 15, Dex 11, Int 12, Wis 15, Cha 16
    Abilities by 8th level: Str 20, Con 15, Dex 12, Int 12, Wis 15, Cha 16
    Abilities by 12th level: Str 22, Con 15, Dex 13, Int 12, Wis 15, Cha 18
    Abilities by 13th level: Str 22, Con 17, Dex 13, Int 12, Wis 17, Cha 18
    Abilities by 15th level: Str 22, Con 17, Dex 13, Int 12, Wis 17, Cha 20
    Abilities by 16th level: Str 22, Con 19, Dex 13, Int 12, Wis 18, Cha 20
    Abilities by 17th level: Str 22, Con 19, Dex 15, Int 12, Wis 19, Cha 20
    Abilities by 18th level: Str 22, Con 19, Dex 15, Int 14, Wis 21, Cha 20
    Abilities by 20th level: Str 22, Con 19, Dex 15, Int 14, Wis 22, Cha 20
    Abilities by 24th level: Str 22, Con 19, Dex 15, Int 14, Wis 23, Cha 20
    With aging penalties/bonuses: Str 21, Con 18, Dex 14, Int 15, Wis 24, Cha 21

    Main weapon: dueling, impact and keen greatsword (reflavored as a nodachi)
    Attack: +35
    Full Attack: +35/+30/+25/+20
    Damage: 2d8+10
    Critical: 17-20/x2

    Defense
    AC: 34 (10 base, +2 Dexterity, +5 deflection, +5 natural armor, +4 armor, +8 shield (Armament Shield +5 with greatsword))
    Saves: Fort +21, Ref. +11 Will +24

    Spoiler: General Progression
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    Level Class Hit Points Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Ability Score Increases Class Features
    1st Zweihander Sentinel Warder 1/Void Prophet Zealot 1 14 +1 +4 +0 +4 Acrobatics 1 (+4), Climb 1 (+8), Diplomacy 1 (+6), Knowledge (Martial) 1 (+4), Knowledge (Religion) 1 (+4) and Sense Motive 1 (+6) Take the Blow and Steadfast Slayer - Defensive focus, aegis +1 (10 ft.), zweihander training, armament shield, unwilling participant, expanded collective, hollow faith and preach the silence +1
    2nd Zweihander Sentinel Warder 2/Void Prophet Zealot 2 22 +2 +5 +0 +5 Acrobatics 2 (+5), Climb 2 (+9), Diplomacy 1 (+6), Intimidate 1 (+6), Knowledge (Martial) 2 (+5), Knowledge (Religion) 2 (+5), Perception 1 (+6) and Sense Motive 1 (+6) - - Armiger's mark, burning contemplation, conviction (Impulsive Reactions) and martyrdom (3)
    3rd Zweihander Sentinel Warder 3/Void Prophet Zealot 3 31 +3 +5 +1 +5 Acrobatics 3 (+6), Climb 2 (+9), Diplomacy 2 (+7), Intimidate 2 (+7), Knowledge (Martial) 2 (+5), Knowledge (Religion) 2 (+5), Perception 1 (+6) and Sense Motive 1 (+6) Stand Still - Bonus feat (Power Attack), endless hunger and telepathy
    4th Zweihander Sentinel Warder 4/Psychic Warrior 1 41 +4 +6 +2 +6 Acrobatics 3 (+6), Bluff 1 (+6), Climb 2 (+9), Diplomacy 2 (+7), Intimidate 3 (+8), Knowledge (Martial) 2 (+5), Knowledge (Religion) 2 (+5), Perception 4 (+9) and Sense Motive 1 (+6) - +1 to Dex Tactical acumen, bonus feat (Psionic Weapon), psionic proficiency and warriorís path (weapon master)
    5th Zweihander Sentinel Warder 5/Psychic Warrior 2 50 +5 +6 +2 +6 Acrobatics 5 (+8), Bluff 1 (+4), Climb 4 (+11), Diplomacy 3 (+8), Intimidate 2 (+7), Knowledge (Martial) 2 (+5), Knowledge (Religion) 2 (+5), Perception 4 (+9) and Sense Motive 2 (+7) Golden Legionís Stayed Blade - Extended defense 1/day, aegis +2 and bonus feat (Ghost Attack)
    6th Zweihander Sentinel Warder 6/Psychic Warrior 3 60 +6/+1 +7 +3 +7 Acrobatics 5 (+8), Bluff 3 (+9), Climb 4 (+11), Diplomacy 4 (+10), Intimidate 4 (+10), Knowledge (Martial) 3 (+6), Knowledge (Religion) 2 (+5), Perception 4 (+9) and Sense Motive 2 (+7) - - Clad in steel, defensive reach and expanded path (weapon master)
    7th Zweihander Sentinel Warder 7/Void Prophet Zealot 4 74 +7/+2 +7 +3 +7 Acrobatics 5 (+8), Bluff 3 (+9), Climb 5 (+13), Diplomacy 4 ( +10), Intimidate 5 (+11), Knowledge (Martial) 3 (+6), Knowledge (Religion) 2 (+5), Perception 4 (+9) and Sense Motive 5 (+10) Punch Through - Adaptive tactics and hollow faith (focus)
    8th Zweihander Sentinel Warder 8/Psychic Warrior 4 14 +8/+3 +8 +3 +8 Acrobatics 5 (+10), Bluff 3 (+9), Climb 5 (+13), Diplomacy 5 ( +11), Intimidate 5 (+11), Knowledge (Martial) 5 (+9), Knowledge (Religion) 3 (+7), Perception 4 (+9) and Sense Motive 5 (+10) - +1 to Dex Extended defense 2/day, bonus feat (Cleave) and path skill (Acrobatics +2)
    9th Zweihander Sentinel Warder 9/Void Prophet Zealot 5 85 +9/+4 +8 +4 +8 Acrobatics 8 (+14), Bluff 3 (+9), Climb 5 (+13), Diplomacy 5 (+11), Intimidate 7 (+13), Knowledge (Martial) 5 (+9), Knowledge (Religion) 4 (+8), Perception 4 (+9) and Sense Motive 5 (+10) Lunge - Improved armiger's mark, aegis +3, defiance and preach the silence +2
    10th Zweihander Sentinel Warder 10/Psychic Warrior 5 94 +10/+5 +9 +4 +9 Acrobatics 8 (+14), Bluff 5 (+11), Climb 5 (+13), Diplomacy 7 (+13), Intimidate 7 (+13), Knowledge (Martial) 5 (+9), Knowledge (Religion) 4 (+8), Perception 4 (+9) and Sense Motive 7 (+12) - - Improved defensive focus and bonus feat (Tactical Rush)
    11th Zweihander Sentinel Warder 11/Void Prophet Zealot 6 108 +11/+6/+1 +9 +4 +9 Acrobatics 8 (+15), Bluff 5 (+11), Climb 8 (+16), Diplomacy 7 (+12), Intimidate 8 (+13), Knowledge (Martial) 5 (+9), Knowledge (Religion) 4 (+9), Perception 6 (+11) and Sense Motive 8 (+13) Quick Draw - Extended defense 3/days and conviction (Psionic Conviction: Greater Psionic Weapon)
    12th Zweihander Sentinel Warder 12/Void Prophet Zealot 7 118 +12/+7/+2 +10 +5 +10 Acrobatics 8 (+15), Bluff 5 (+12), Climb 8 (+17), Diplomacy 7 (+14), Intimidate 8 (+15), Knowledge (Martial) 10 (+14), Knowledge (Religion) 5 (+10), Perception 6 (+11) and Sense Motive 8 (+13) - +1 to Dex Stalwart, punishing defenses and martyrdom (4)
    13th Zweihander Sentinel Warder 13/Void Prophet Zealot 8 142 +13/+8/+3 +11 +5 +11 Acrobatics 10 (+17), Bluff 5 (+12), Climb 8 (+17), Diplomacy 7 (+14), Intimidate 8 (+15), Knowledge (Martial) 10 (+14), Knowledge (Religion) 8 (+12), Perception 6 (+12) and Sense Motive 8 (+14) Pushing Assault - Bonus feat (Armored Athlete), aegis +4 and hollow faith (augments)
    14th Zweihander Sentinel Warder 14/Psychic Warrior 6 155 +14/+9/+4 +12 +5 +12 Acrobatics 10 (+17), Bluff 5 (+12), Climb 8 (+17), Diplomacy 10 (+17), Intimidate 11 (+18), Knowledge (Martial) 10 (+14), Knowledge (Religion) 8 (+12), Perception 6 (+12) and Sense Motive 8 (+14) - - Extended defense 4/day and martial power
    15th Zweihander Sentinel Warder 15/Void Prophet Zealot 9 168 +15/+10/+5 +12 +6 +12 Acrobatics 12 (+19), Bluff 5 (+13), Climb 8 (+17), Diplomacy 10 (+18), Intimidate 11 (+19), Knowledge (Martial) 10 (+14), Knowledge (Religion) 11 (+15), Perception 7 (+14) and Sense Motive 8 (+14) Death or Glory - Steel defense and unshakable will
    16th Zweihander Sentinel Warder 16/Void Prophet Zealot 10 197 +16/+11/+6/+1 +14 +6 +14 Acrobatics 12 (+19), Bluff 7 (+15), Climb 11 (+20), Diplomacy 10 (+18), Intimidate 11 (+19), Knowledge (Martial) 10 (+14), Knowledge (Religion) 11 (+15), Perception 9 (+12) and Sense Motive 8 (+14) - +1 to Wis Greater armiger's mark, conviction (Combat Conviction: Great Cleave) and preach the silence +3
    17th Zweihander Sentinel Warder 17/Psychic Warrior 7 209 +17/+12/+7/+2 +12 +6 +13 Acrobatics 12 (+22), Bluff 11 (+19), Climb 11 (+20), Diplomacy 10 (+18), Intimidate 13 (+21), Knowledge (Martial) 10 (+14), Knowledge (Religion) 11 (+15), Perception 9 (+17) and Sense Motive 8 (+16) Vital Strike - Extended defense 5/day, aegis +5 and path skill (Acrobatics +4)
    18th Zweihander Sentinel Warder 18/Void Prophet Zealot 11 225 +18/+13/+8/+3 +12 +6 +13 Acrobatics 12 (+22), Bluff 11 (+19), Climb 11 (+20), Diplomacy 10 (+18), Intimidate 13 (+21), Knowledge (Martial) 11 (+16), Knowledge (Religion) 11 (+16), Perception 9 (+17) and Sense Motive 11 (+19) - - Bonus feat (Deadly Finish) and echoes of steel (2)
    19th Zweihander Sentinel Warder 19/Void Prophet Zealot 12 240 +19/+14/+9/+4 +12 +6 +13 Acrobatics 17 (+26), Bluff 11 (+19), Climb 12 (+21), Diplomacy 10 (+18), Intimidate 14 (+22), Knowledge (Martial) 11 (+16), Knowledge (Religion) 11 (+16), Perception 11 (+20) and Sense Motive 11 (+20) Advanced Study - Born of steel and martyrdom (5)
    20th Zweihander Sentinel Warder 20/Void Prophet Zealot 13 245 +20/+15/+10/+5 +12 +6 +14 Acrobatics 18 (+27), Bluff 11 (+19), Climb 12 (+21), Diplomacy 13 (+21), Intimidate 14 (+22), Knowledge (Martial) 11 (+16), Knowledge (Religion) 11 (+16), Perception 11 (+20) and Sense Motive 14 (+23) - +1 to Wis Deathless defenses and stalwart
    21st Landsknect 1/Psychic Warrior 8 268 +21/+16/+11/+6 +12 +6 +14 Acrobatics 19 (+28), Bluff 11 (+19), Climb 12 (+21), Diplomacy 13 (+21), Intimidate 14 (+22), Knowledge (Martial) 13 (+18), Knowledge (Religion) 11 (+16), Perception 11 (+20), Perform (Dance) 4 (+12) and Sense Motive 14 (+23) Critical Focus - Threatening demeanor, strength of arms and bonus feat
    22nd Landsknect 2/Psychic Warrior 9 279 +22/+17/+12/+7 +12 +6 +14 Acrobatics 20 (+29), Bluff 11 (+19), Climb 12 (+21), Diplomacy 16 (+24), Intimidate 17 (+25), Knowledge (Martial) 13 (+18), Knowledge (Religion) 11 (+16), Perception 11 (+20), Perform (Dance) 4 (+12) and Sense Motive 14 (+23) - - Never outnumbered, uncanny dodge and secondary path (Interceptor) (powers: burst)
    23rd Landsknect 3/Psychic Warrior 10 270 +23/+18/+13/+8 +12 +6 +14 Acrobatics 21 (+30), Bluff 11 (+19), Climb 12 (+21), Diplomacy 16 (+24), Intimidate 17 (+27), Knowledge (Martial) 13 (+18), Knowledge (Religion) 11 (+16), Perception 11 (+20), Perform (Dance) 10 (+18) and Sense Motive 14 (+23) Stunning Critical - Surprising strike 1/day and path skill (Intimidate +2)
    24th Landsknect 4/Psychic Warrior 11 304 +24/+19/+14/+9 +21 +11 +24 Acrobatics 22 (+31), Bluff 11 (+19), Climb 12 (+21), Diplomacy 16 (+24), Intimidate 17 (+27), Knowledge (Martial) 13 (+18), Knowledge (Religion) 11 (+15), Perception 11 (+21), Perform (Dance) 13 (+21) and Sense Motive 17 (+27) - +1 to Wis Superior reach, bonus feat and secondary path (Interceptor) (trance, maneuver)
    25th Landsknect 5/Psychic Warrior 12 315 +25/+20/+15/+10 +21 +11 +24 Acrobatics 23 (+32), Bluff 11 (+19), Climb 12 (+21), Diplomacy 16 (+24), Intimidate 17 (+27), Knowledge (Martial) 13 (+18), Knowledge (Religion) 11 (+16), Perception 11 (+21), Perform (Dance) 13 (+21) and Sense Motive 17 (+27) Sickening Critical - Improved uncanny dodge, mobile attacker and twisting path

    Level Bonus
    1st -
    2nd -
    3rd Resistance +1
    4th Armor attunement +1, weapon attunement +1
    5th Deflection +1
    6th Mental prowess +2 (Charisma)
    7th Physical prowess +2 (Strength)
    8th Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1
    9th Armor attunement +2, weapon attunement +2
    10th Deflection +2, resistance +3
    11th Mental prowess +4 (Charisma)
    12th Physical prowess +4 (Strength)
    13th Mental prowess +4 (Charisma)/+2 (Wisdom), physical prowess +4 (Strength)/+2 (Constitution), resistance +4, toughening +2
    14th Armor attunement +2/+2 or +3, resistance +5, weapon attunement +2/+2 or +3
    15th Armor attunement +3/+3 or +4, mental prowess +6(Charisma)/+2 (Wisdom), weapon attunement +3/+3 or +4
    16th Deflection +3, physical prowess +4 (Strength)/+4 (Constitution), toughening +3
    17th Armor attunement +4/+3 or +5, deflection +4, mental prowess +6 (Charisma)/+2 (Wisdom)/+2 (Intelligence), physical prowess +4 (Strength)/+4 (Constitution)/+2 (Dexterity), toughening +4, weapon attunement +4/+3 or +5
    18th Deflection +5, mental prowess +6 (Charisma)/+4 (Wisdom)/+2 (Intelligence), physical prowess +4 (Strength)/+4 (Constitution)/+4 (Dexterity), toughening +5
    19th 3 legendary gifts
    20th 5 legendary gifts (8 total)
    21st 7 legendary gifts (15 total)
    22nd 8 legendary gifts (23 total)
    23rd 9 legendary gifts (32 total)
    24th 10 legendary gifts (42 total)
    25th 11 legendary gifts (53 total)




    Spoiler: Psionics/"Magic"
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    Spoiler: Psionic Progression
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    Level Power Points (Zealot) Power Points (Psychic Warrior) Powers Known (Psychic Warrior) Maximum Power Level (Psychic Warrior)
    1st 2 - - -
    2nd 4 - - -
    3rd 6 - - -
    4th 6 3 1 1st
    5th 6 6 2 1st
    6th 6 10 3 1st
    7th 9 10 3 1st
    8th 9 14 4 2nd
    9th 12 14 4 2nd
    10th 12 18 5 2nd
    11th 15 18 5 2nd
    12th 17 18 5 2nd
    13th 22 18 5 2nd
    14th 22 24 6 2nd
    15th 26 24 6 2nd
    16th 30 24 6 2nd
    17th 30 30 7 3rd
    18th 35 30 7 3rd
    19th 40 30 7 3rd
    20th 45 30 7 3rd
    21st 45 36 8 3rd
    22nd 45 42 9 3rd
    23rd 45 48 10 4th
    24th 45 58 11 4th
    25th 45 68 12 4th


    Spoiler: Psionic Powers
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    Talents - blinding flash and detect psionics
    1st level - biofeedback, dazzling swordplay, inertial armor and stomp
    2nd level - distracting strikes and sustenance
    3rd level - dispatch, mental barrier and sharpened edge
    4th level - immovability , weapon of energy and zealous fury

    Path powers (weaponmaster) - empty mind and metaphysical weapon

    Path power (interceptor) - burst


    Spoiler: Warder and Zealot Maneuvers
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    Spoiler: Maneuver Progression
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    Level Maneuvers Known (Warder) Maneuvers Readied (Warder) Stances Known (Warder) Maximum Maneuver Level (Warder) Maneuvers Known (Zealot) Maneuvers Readied (Zealot) Stances Known (Zealot) Maximum Maneuver Level (Zealot)
    1st 5 3 1 1st 5 3 1 1st
    2nd 6 4 2 1st 6 4 2 1st
    3rd 7 4 2 2nd 7 4 2 2nd
    4th 7 4 2 2nd 7 4 2 2nd
    5th 8 5 3 3rd 7 4 2 2nd
    6th 8 5 3 3rd 7 4 2 2nd
    7th 9 5 3 4th 7 4 2 3rd
    8th 9 6 3 4th 8 5 3 3rd
    9th 10 6 4 5th 8 5 3 4th
    10th 10 6 4 5th 8 5 3 4th
    11th 11 7 5 6th 8 5 3 4th
    12th 11 7 5 6th 9 5 3 5th
    13th 12 7 5 7th 9 6 3 5th
    14th 12 8 5 7th 9 6 3 6th
    15th 13 8 6 8th 10 6 4 6th
    16th 13 8 6 8th 10 6 4 7th
    17th 14 9 6 9th 10 6 4 7th
    18th 14 9 6 9th 11 7 5 7th
    19th 15 9 7 9th 11 7 5 8th
    20th 16 10 7 9th 12 7 5 8th
    21st 16 10 7 9th 12 7 5 8th
    22nd 17 10 7 9th 12 7 5 8th
    23rd 17 11 7 9th 12 7 5 8th
    24th 17 11 7 9th 12 7 5 8th
    25th 18 11 8 9th 12 7 5 8th

    Spoiler: Maneuvers and Disciplines
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    Disciplines (Warder) Scarlet Throne, Eternal Guardian, Golden Lion, Iron Tortoise and Primal Fury
    1st - Guard's Oath (EG; strike), Warden's Bearing (EG; boost), Scything Strike (ST; strike), Blade of Breaking (ST; strike), Crushing Blow (PF; strike) and Iron Shell (IT; counter)
    2nd - Strike of the Royal Guardian (EG; strike), Garnet Lance (ST; strike) and Calm the Storm (MC; counter)
    4th - Smashing Shell (IT; strike) and Snapping Riposte (IT; counter)
    5th - Shell Shock (IT; strike)
    7th - Orichalcum Swipe (GL; strike), Curse of Impending Doom (EG; strike), Primal Frenzy (PF; strike) and Raging Whirlpool Strike (MC; strike)
    8th - Hammer of the Immortal (EG; strike) and Riddle of Steel (ST; strike replacing Shell Shock)
    9th - Invulnerable Shell of the Iron Tortoise (IT; counter)

    Stances
    1st - Valiant Keeper's Stance (EG) and Pride Leader's Stance (GL)
    3rd - Iron Tortoise Stance (IT), Golden Commander Stance (GL) and Flowing Water Stance (MC)
    6th - Scarlet Duelist's Attitude (ST)
    8th - Turtle General Stance (IT) and Triumphant Lion's Leadership (GL)

    Disciplines (Zealot) Eternal Guardian, Cursed Razor, Piercing Thunder, Sleeping Goddess and Unquiet Twilight
    1st - Steal Vitality (UT; strike), Woeful Burden (CR; strike), Stutter Strike (CR; strike), Ego Wounding Strike (SG; strike) and
    Harmony Shattering Strike (SG; strike)
    2nd - Adamant Will (SG; counter)
    3rd - Call of the Grave (UT; strike)
    5th - Witch's Revenge (CR; strike) and Reshape the Sculpted Mind (SG; strike)
    6th - Flesh to Bone (UT; strike) and Greater Call of the Grave (UT; strike, replaces Call of the Grave)
    7th - Soul-crushing Mien (SG; counter)
    8th - Warlock's Mirror (CR; counter)

    Stances
    1st - Battle Mantra (SG) and Touch of the Witch
    3rd - Aura of Shared Misery (CR)
    5th - Visage of Ancient Terror (UT)
    7th - Death Shall Not Claim Me (UT)
    8th - Wake the Unquiet Dead (UT; from Advanced Study)



    Auron's Overdrives
    Dragon Fang - psionic power stomp - I honestly feel this Overdrive of Auron's is best reflected in the psionic power stomp. It causes a small to decent amount of (non-lethal) damage and may cause those caught in the area to be knocked prone.
    Shooting Star - Orichalcum Swipe - Booth Shell Shock and Orichalcum Swipe make for worthy stand ins for Auron Shooting Star Overdrive, but I've ultimately decided that he only needs one such maneuver.
    Conquest (I like this name more than Banishing Blade) - sharpened blade and or dispatch psionic powers plus Curse of Impending Doom and Stunning Critical or Riddle of Steel and Sickening Critical - When Auron strikes with conquest he starts off initiating the sharpened blade psionic power, following up the dispatch power, for at least 10 power points, the next round. Auron then attacks and attempt to intent to trip his foe, and if successful Auron follows up with his dispatch provided attack of oppertunity during which he intiates either Curse of Impending Doom or Riddle of Steel. Not only does this deal quite a bit of damage and risk cursing and debilitating (with Curse of Impending Doom) or paralyzing (with Riddle of Steel) but it also has a high chance of either stunning or sickening the enemy.
    Tornado - Primal Frenzy or Hammer of the Immortal or Raging Whirlpool Strike combined with weapon of energy (fire) and sharpened blade - For the basic version Auron rushes towards his assembled foes and makes a spinning swing against them all, using either Primal Frenzy or Hammer of the Immortal. For his more advanced Tornado, Auron will briefly meditate over his nodachi, magically honing and beginning to heat it, then quickly re-sheath the blade. sheath his nodachi and take a swig of saki. Auron will move towards his foes, then he'll quickly draw and slash with his nodachi, spitting sake into the air and igniting it with a swing of his great sword. In this state Auron slashes into his foes twice with Raging Whirlpool Strike, having become a fiery and cutting whirlwind of sharpened metal.
    Last edited by Agrippa; 2016-12-23 at 12:53 PM.
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