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    Orc in the Playground
     
    BardicLasher's Avatar

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    Default Super Smash Brothers Melee Project

    (C&P ing from the other board I posted this on, I know the Sblock code doesn't work, but oh well)

    All right, I am currently on a quest to turn all 25 1/2 characters from Super Smash Brothers Melee into d20 characters. Here's what I've got so far. Any help would be appreciated greatly!

    Basic rules:
    -All characters must have ECL 10
    -All races and classes allowed
    -Monster races encouraged

    I'm putting them down here in order of how much of an idea I have of what they should be like. Note that for some characters I listed more or less feats or abilities than they actually get, this is for brainstorming purposes. Here goes...

    Falco: Anthro Eagle Fast/Strong/Tough (3/2/2)
    Zelda: Sorcerer 10, High Elf Feats: 4
    Sheik: Rogue 10, High Elf Feats: 4
    (Can't figure out how to mesh them)
    Peach: Charismatic hero? Aristocrat?
    Yoshi: Done as Monster?
    Kirby: Not a clue
    Samus: Can't figure it out at ALL.
    Jigglypuff: No clue.
    Pichu: No clue

    And now, the theoretically finished sheets! Note that if the AC doesn't add up, it means I'm using Class Defense Bonus from Unearthed Arcana.

    Bowser
    [sblock]King Bowser Koopa
    NE Large Dragon
    Init -2; Senses Listen +1, Spot +1, Darkvision 60', low-light vision
    Languages: Common
    ----------------
    AC 19 (-2 dex, +10 natural armor, -1 size, +2 bracers), touch 7, flatfooted 19, Light fortification
    hp: 118 (10 HD)
    Immune: Magical sleep and paralysis
    Fort +10, Ref +5, Will +8
    --------------
    Speed: 15 ft.
    Melee 2 Claws +16 (1d8+9, 19-20/x4) and Bite +14 (1d8+9, 19-20)
    Melee Spike Slam +16 (1d8+12, 19-20)
    Space: 10 foot by 10 foot
    Reach: 10 feet
    Base Attack +10; Grapple +21
    Special Actions: Breath Weapon (Cone of Fire or Firestream)
    Atk Options: Maximize Breath
    ---------------------
    Abilities: Str 24, Dex 6, Con 17, Int 10, Wis 12, Cha 13
    Feats: Improved Toughness, Multiattack, Improved Natural Weapon (Claw), Maximize Breath
    Traits: Slow, Reckless
    Skills: Intimidate +16 Bluff +14 Use Magic Device +14 Diplomacy +16 Concentration +16 Knowedge (Nobility and History) +13
    Possessions: Claws of the Ripper, Gemstone of Light Fortification, Belt of Giant's Strength +4, Amulet of Mighty Fists +1 Keen, Bracers of Armor +2
    ---------------
    Breath Weapon (Ex): Once every 1d4 rounds. 30 foot Cone of fire (5d6 damage, reflex half DC 18.) or Fire Stream (30 foot line, 2d6 fire, reflex half DC 18. If Reflex save failes, fort save DC 18 or dazed for one round. May be maintained for a number of rounds equal to 1+Bowser's con modifier by Concentration. The 1d4 rounds to determine how long Bowser must wait before using his breath weapon again don't start until fire stream ends)[/sblock]

    Captain Falcon
    [sblock]Captain Falcon
    Human Monk 10
    LN Medium Humanoid
    Init: +7; Senses: Listen +2, Spot +2
    Languages: Common
    ---------------
    AC: 24, touch 23, flatfooted 20 Dodge (+2), Mobility
    HP: 68 (10 HD)
    Immune: normal disease
    Resist: Improved evasion
    Fort: +10, Ref: +11, Will: +9 (+11 vs enchantments)
    Weaknesses: -2 on strength checks vs. bullrush and overrun attacks
    ------
    Speed: 85 feet (17 squares)
    Melee: Unarmed Strike +11/+11/+6 (1d10+4)
    Base Attack: +7/+2, Grapple: +16
    Atk Options: Power Attack, Spring Attack, Ki Strike (Magic, Lawful), Improved Grapple, Flying Kick (+1d12 damage on unarmed charge)
    -------------
    Abilities: Str:18, Dex 18, Con 16, Int 10, Wis 14, Cha 8
    Special actions: Wholeness of Body (20 hp/day)
    SQ: fast movement, slow fall 50
    Feats: Dash, Improved Initiative, DodgeB (+2 bonus), MobilityB, Spring AttackB, Improved Grapple, Power Attack, Flying Kick, Improved Unarmed Strike
    Traits: Skinny, Quick
    Skills: Jump +44, Tumble +17, Balance +17, Escape Artist +26, Sense Motive +15
    Possessions: Boots of Striding and Springing, Belt of Giant's Strength +4, Amulet of Health +4, Gloves of Dexterity +2, Vest of Escape, Ring of Protection +1[/sblock]

    Doctor Mario
    [sblock]
    Doctor Mario
    Human Strong 4/Tough 4/Dedicated 2
    NG Medium Humanoid
    Init:+0; Senses Listen -1, Spot -1
    ---------------------------
    AC: 19, Touch 19, Flatfooted 10
    hp 74 (10 HD), DR 1/-
    Fort +8, Ref +2, Will +5
    +2 on Strength checks to avoid being bull rushed or overrun
    ------------------
    Speed 30 ft. (6 squares)
    Melee Unarmed Strike +18/+13 (1d8+9)
    Ranged Thrown Pill +8 (1d2+5) [20 foot range increment)
    Base Atk +8, Grp +14
    Atk Options: Streetfighting, Knockout Punch, Power Attack
    --------------
    Abilities: Str 20 Dex 10 Con 14 Int 14 Wis 12 Cha 8
    Talents: Melee Smash, Improved Melee Smash, Robust, Damage Reduction 1/-, Skill Emphasis (Jump)
    Feats: Skill Knowledge (Jump), Skill Focus (Jump), Brawl, Streetfighting, Improved Brawl, Acrobatic, Knockout Punch, Power Attack, Defensive Martial Arts, Far Shot
    Occupation: Doctor [Craft (Pharmeceutical), Treat Injury]
    Traits: Brawler, Stout
    Skills: Jump +38, Tumble +10, Treat Injury +14, Craft (Pharmeceutical) +15, Profession +14, Sense Motive +3, Knowledge (Earth and Life Sciences) +4, Escape Artist -1
    Possessions: Ring of Improved Jumping, Belt of Giant's Strength +4, Amulet of Natural Weapons +2, Arbitrarily large amount of Pills[/sblock]

    Donkey Kong
    [sblock]
    Donkey Kong
    Awakened Ape
    CG Large Magical Beast (Augmented Animal)
    Init -1; Senses: Listen +16, Spot +16, Low-Light Vision, Scent
    Languages: Common
    ------------
    AC: 16, Touch 10, Flatfooted 15
    HP: 98 (10 HD)
    Fort +12, Ref +8, Will +6 (+7 vs. enchantment [compulsion] effects)
    -------
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Melee: Slam +17/+12 and Slam +12 (1d6+11)
    Base Attack: +7/+2, Grapple: +26
    Atk Options: Improved Grapple, Rock Hurling, Improved Rock Hurling, Fling Enemy
    ------------
    Abilities: Str 32, Dex 13, Con 20, Int 10, Wis 16, Cha 10
    Feats: Improved Grapple, Rock Hurling, Improved Rock Hurling, Fling Enemy
    Skills: Spot +16, Listen +16, Jump +12, Climb +20
    Traits: Musclebound, Torpid
    Possessions: Belt of Giant's Strength +6, Amulet of Health +2, Bracers of Armor +3[/sblock]

    Fox
    [sblock]
    Fox McCloud
    Anthropomorphic Fox Fast Hero 7
    CG Medium Monstrous Humanoid
    Init +5; Senses Listen +3, Spot +3, Low Light Vision
    Languages: Common, Japanese
    ------------------------
    AC: 28 (10+6 defense +1 natural +6 dex +5 Armor), Touch 22, Flatfooted 16, Dodge, Mobility
    hp: 53 (9 HD)
    Resist: Evasion
    Fort: +5, Ref +14, Will +6
    --------------
    Speed: 55 feet (11 squares)
    Melee Unarmed Strike +13/+8 (1d3+2)
    Melee Pistol Whip +14/+14/+9 (1d4+3)
    Ranged Blaster +14/+14 (2d6+1) or +12/+12/+12 (2d6+1) or +12/+12 (3d6+1) or +10/+10/+10 (3d6+1) (Range 50 feet)
    Base Attack: +7/+2, Grapple +8 (+10 to escape a grapple)
    Atk Options: Improved Unarmed Strike, Point Blank Shot, Rapid Shot, Double Tap
    -------------------
    Abilities: Str 14, Dex 22, Con 14, Int 12, Wis 12, Cha 10
    SQ: Scent
    Feats: Weapon Finesse, Personal Firearms Proficiency, Mobility, Double Tap, Dodge, Point Blank Shot, Rapid Shot, Improved Unarmed Strike, Light Armor Proficiency
    Talents: Increased Speed, Improved Increased Speed, Advanced Increased Speed, Evasion
    Traits: Quick, Slippery
    Starting Occupation: Military (Drive, Pilot), Light Armor Proficiency
    Skills: Jump +29, Tumble +20, Escape Artist +18 (+19 to escape grapples), Pilot +14, Drive +14
    Possesions: +1 Blaster of Speed, +3 Light Undercover Shirt, Gloves of Dexterity +2, Ring of Jumping, Cloak of Resistance +1[/sblock]

    Ganondorf
    [sblock]
    Ganondorf
    Human Fighter 1/Monk 1/Warlock 4/Enlightened Fist 4
    LE Medium Humanoid
    Init: +1; Senses: Spot -1, Listen -1
    Languages: Common
    ----------
    AC: 22, Touch 12, Flatfooted 20
    hp: 75 (10 HD), DR 1/cold iron
    Resist: (Dark One's Own Luck, +2 to any one save for 24 hours)
    Fort +9, Ref +9, Will +9
    --------
    Speed: 20 ft (4 squares)
    Melee: Unarmed Strike +11/+6 (1d8+6) or Unarmed Strike +9/+9/+4
    Base Attack +7/+2, Grapple +16
    Atk Options: Stunning Fist 6/day, Improved Grapple, Power Attack, Roundabout Kick, Leap Attack, Ki Strike (Magic), Arcane Fist, Fist of Energy, Hideous Blow
    Special Attacks:
    Ranged Touch: Eldritch Blast +8 (4d6)
    Special Actions: Dark One's Own Luck
    Spell-Like Abilities: Detect Magic, Hideous Blow, Leaps and Bounds, Dark One's Own Luck, Curse of Despair (DC 16)
    --------------------
    Abilities:
    Str: 20 Dex 14 Con 16 Int 10 Wis 8 Cha 14
    SQ: Decieve Item
    Feats: Combat Casting, Improved Grapple, Stunning Fist, Power Attack, Roundabout Kick (Free unarmed strike when unarmed strike crits), Battle Caster, Leap Attack (10 feet of horizontal jump in a charge (DC 10), double power attack damage)
    Skills: Concentration +15 (+19 casting defensively), Knowledge Arcana +5, Jump +11, Spellcraft +5 Tumble +11, Balance +11, Intimidate +13
    Traits: Abrasive, Reckless
    Possessions: +5 Breastplate, Belt of Giant's Strength +4, Gloves of Dexterity +2, Amulet of Health +2[/sblock]

    Ice Climbers
    [sblock]
    Popo and Nana (both have the same sheet)
    Halfling Warmage 5/Cold Savant 3
    N Small Humanoid
    Init: +3; Senses; Listen +1, Spot -1
    Languages: Common, Japanese, Aquan
    --------------
    AC: 20, Touch 20, Flatfooted 16
    HP: 36 (8 HD)
    Immune: Sleep
    Resistance: Cold 5
    Fort: +4, Ref +7, Will +7 (+9 vs fear)
    ----------------
    Speed: 20 ft (4 squares)
    Melee: Warhammer +8/+3 (1d6+2, 20/x3)
    Base Attack: +4, Grapple +0
    Spells:
    4th- 3/day- DC 17
    3rd- 6/day- DC 16
    2nd- 7/day- DC 15
    1st- 7/day- DC 14
    0th- 6/day- DC 13
    --------
    Abilities: Str 10 Dex 18 Con 12 Int 14 Wis 8 Cha 16
    SQ: Warmage Edge +2, Cold Specialty, Cold Penetration +2, Armored Mage (Light), Advanced Learning (Tenser's Floating Disk)
    Feats: Still Spell, Energy Substitution (Cold), Cooperative Spellcasting
    Skills: Knowledge (Arcana) +13, Knowledge (The Planes) +9, Concentration +11, Jump +3
    Possessions: +1 Skillful Small Warhammer, Amulet of Health +2, Gloves of Dexterity +2[/sblock]

    Link
    [sblock]
    Link
    Elf Fighter 10
    NG medium Humanoid
    Init: +2 Senses Spot +1, Listen +1, Low-Light Vision
    Languages: Common, Elven, Sylvan
    ----------
    AC: 25, touch 21, flatfooted 23, dodge, mobility, Deflect Arrows (Reflex DC 20)
    HP: 69 (10 HD)
    Immune: Sleep
    Resist: +2 vs. Enchantments
    Fort +9, Ref +5, Will +1
    -------
    Speed: 30 ft.
    Melee: Longsword +18/+13 (1d8+9/19-20) or Longsword +14/+9 and Shield Bash +9 (1d4+1)
    Ranged: Masterwork Shortbow +13 (1d6/x3, range 60 ft.)
    Ranged: Boomerang +12 (1d4 nonlethal, range 20 ft)
    Ranged: Bomb +12 (4d6 fire damage, reflex 20 half OR Reflex vs. Attack Roll to catch, range 10 feet)
    Ranged Touch: Hookshot +12 (No damage, opposed strength checks, pulls loser to winner, initiates grapple. Range 10 feet)
    Base Attack +10, Grp: +13
    Atk Options: Whirlwind Attack, Spring Attack
    ------
    Abilities: Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 10
    Feats: Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword), Exotic Weapon Proficiency (Boomerang), Quick Draw, Two Weapon Fighting
    Skills: Ride +15, Jump +15, Tumble +7
    Traits: Passionate, Honest
    Possessions: Longsword +4, Bomb Bag, Hookshot, MW Shortbow, Arrow Deflecting Large Steel Shield +1, Ring Of Protection +1[/sblock]

    Luigi
    [sblock]
    Luigi Mario
    Human Monk 10
    LG Medium Humanoid
    Init: +2; Senses Spot +1, Listen +1
    ----------------
    AC: 20, Touch 20, Flatfooted 18 Combat Expertise, Cautious, Deflect Arrows, Snatch arrows
    hp 58 (10 HD)
    Immune normal disease
    Resist improved evasion
    Fort +8, Ref +9, Will +8 (+10 against enchantments, +7 against fear, +9 against fear enchantments)
    Weakness: -2 on Strength checks to avoid being bull rushed or overrun
    -------------
    Speed 60 ft. (12 squares)
    Melee Unarmed Strike +13/+13/+8 (1d10+6)
    Base Atk +7, Grp +15
    Atk Options Combat Expertise, Improved Trip, Power Attack, Flying Kick, Ki strike (magic), Ki Strike (lawful)
    Special Actions: Wholeness of body (20 hp/day)
    --------
    Abilities: Str 18 Dex 15 Con 12 Int 13 Wis 12 Cha 8
    SQ: Slow Fall 50 ft.
    Feats: Improved Grapple, Deflect Arrows, Improved Trip, Combat Expertise, Clever Wrestling, Power Attack, Flying Kick, Snatch Arrows
    Traits: Skinny, Cautious
    Skills: Jump +41, Tumble +17, Climb +17, Escape Artist +16, Profession +14, Craft (Structural) +14
    Possessions: Ring of Improved Jumping, Belt of Giant's Strength+4, Amulet of Natural Weapons +2[/sblock]

    Mario
    [sblock]
    Mario Mario
    Human Strong 4/Tough 4/Sorcerer 2
    NG Medium Humanoid
    Init:+0; Senses Listen -1, Spot -1
    ---------------------------
    AC: 19, Touch 19, Flatfooted 10
    hp 72 (10 HD), DR 1/-
    Fort +6, Ref +2, Will +4
    +2 on Strength checks to avoid being bull rushed or overrun
    ------------------
    Speed 30 ft. (6 squares)
    Melee Unarmed Strike +17/+12 (1d8+8+1d6 fire)
    Base Atk +8, Grp +14
    Atk Options: Streetfighting, Knockout Punch, Power Attack
    Sorcerer Spells Known (CL 2nd):
    1st (5/day) --Lesser Orb of Fire, Enlarge Person
    0th (6/day) --Light, Arcane Mark, Resistance, Detect Magic, Detect Poison
    --------------
    Abilities: Str 20 Dex 10 Con 14 Int 14 Wis 8 Cha 12
    Talents: Melee Smash, Improved Melee Smash, Robust, Damage Reduction 1/-
    Feats: Skill Knowledge (Jump), Skill Focus (Jump), Brawl, Streetfighting, Improved Brawl, Acrobatic, Knockout Punch, Power Attack, Defensive Martial Arts
    Occupation: Blue Collar [Climb, Craft (Structural), Profession]
    Traits: Brawler, Stout
    Skills: Jump +35, Tumble +10, Climb +18, Craft (Structural) +15, Profession +13, Escape Artist -1
    Possessions: Ring of Improved Jumping, Belt of Giant's Strength +4, Amulet of Natural Weapons +1 Flaming[/sblock]

    Marth
    [sblock]
    Marth
    Human Fighter 10
    NG Medium Humanoid
    Init: +4; Senses: Listen +0, Spot +0
    Languages: Common, Japanese
    ---------------
    AC: 25, Touch 23, Flatfooted 21, Dodge, Mobility, Combat Expertise, Improved Combat Expertise, Karmic Strike, Cautious
    HP: 69 (10 HD)
    Fort: +9, Ref: +6, Will: +3 (+2 vs. fear)
    ---------------------
    Speed: 40 ft (8 squares)
    Melee: Bastard Sword +16/+11 (1d10+7 or 1d10+8, 17-20/x2)
    Base Attack: +10/+5, Grapple: +12
    Atk Options: Spring Attack, Combat Reflexes, Defensive Strike, Karmic Strike
    ------
    Abilities: Str 15, Dex 18, Con 14, Int 13, Wis 10, Cha 8
    Feats: Combat Expertise, Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Dodge, Karmic Strike, Mobility, Spring Attack, Improved Combat Expertise, Combat Reflexes, Defensive Strike
    Traits: Quick, Cautious
    Skills: Jump +18, Tumble +9, Sense Motive +6, Concentration +6, Swim +3
    Possessions: +3 Keen Bastard Sword, Ring of Protection +2, Gloves of Dexterity +2, Amulet of Natural Health +2[/sblock]

    Mewtwo
    [sblock]
    Mewtwo
    Anthropomorphic Leopard Warlock 6
    NE Medium Monstrous Humanoid
    Init +4, Senses Listen +2, Spot +2, Low Light Vision, Darkvision, Scent
    Languages: Common, Pokemon, Japanese
    -----------------
    AC: 21, Touch 21, Flatfooted 17
    hp: 73, DR 1/cold iron
    Resist: Evasion
    Fort +8, Ref +10, Will +11
    ------------
    Speed: 30 ft, Climb 20 ft.
    Melee: Claw +12/+7 (1d3+6)
    Ranged: Eldritch Blast +10 (3d6)
    Base Attack +6, Grp +11 (+13 to escape/avoid a grapple)
    Atk Options: Hideous Blow, Psionic Weapon
    Special Actions: Psionic Medidation
    Spell-Like Abilities: Eldritch Blast (3d6), Detect Magic, Hideous Blow, Leaps and Bounds, Entropic Warding, Flee the Scene
    ---------------------
    Abilities: Str 22, Dex 18, Con 20, Int 14, Wis 14, Cha 16
    Feats: Weapon Finesse, Wild Talent, Psionic Weapon, Psionic Meditation
    Traits: Abrasive, Slippery
    Skills: Concentration +16, Jump +33, Tumble +20, Intimidate +15, Balance +18, Climb +14, Hide +7, Move Silently +7, Diplomacy +2, Bluff +2
    Possessions: Ring of Evasion, Belt of Giant's Strength +4, Gloves of Dexterity +2, Cloak of Resistance +1 (has gold left, need to deal withthat) [/sblock]

    Ness
    [sblock]
    Ness
    Human Psychic Warrior 10
    NG Medium Humanoid
    Init -1; Senses Listen +3, Spot +3
    Langages: Common, Dog, Mouse
    ---------------------
    AC 18, touch 18, flatfooted 18, Inertial Armor, Force Screen, Mental Barrier
    HP 72 (10 HD)
    Fort +8, Ref +2, Will +6
    ----------
    Speed 30 ft. (6 squares)
    Melee: Baseball bat +11/+6 (1d10+1d4+5. [2d10+1d4+1d6+10 on critical hits])
    Melee: Yo-Yo +7 (1d4+2)
    Base Attack +7/+2 Grapple +9
    Atk Options: Psionic Weapon, Greater Psionic Weapon
    Power Points: 42
    Powers Known (ML 10th [ML 12 to overcome power resistance]):
    4th- Energy Adaptation
    3rd- Mental Barrier, Evade Burst, Exhalation of the Red Dragon
    2nd- Specified Energy Adaptation, Levitate, Lion's Charge, Energy Missile (DC 16)
    1st- Inertial Armor, Grip of Iron, Force Screen, Energy Ray
    ----------------
    Abilities: Str 14 Dex 8 Con 12 Int 14 Wis 16 Cha 10
    Feats: Exotic Weapon Proficiency (Spindle Disk), Combat Manifestation, Psionic Body, Mental Leap, Psionic Weapon, Psionic Meditation, Expanded Knowledge (Energy Ray), Greater Psionic Weapon, Expanded Knowledge (Energy Missile)
    Skills: Jump +17, Autohypnosis +18, Tumble +7, Concentration +14 (+18 when manifesting defensively, manifesting while grappling, or becoming psionically focused), Climb +15
    Possessions: Masterwork Spindel Disk (Yo-Yo), +2 Psychokinetic Burst Greatclub (Baseball Bat), Psionatrix of Psychokenisis, Third Eye of Penetration


    Spindle Disk: A spindle disk is a tiny exotic melee weapon. The fist-sized sharpened crystal disk has a seam around the edge and a 3-foot cord wrapped into the seam. It is used like a yo-yo; the wielder spins the disk outward at a target, and, if it misses, it automatically winds itself up again (it can be used to make iterative attacks). If the disk hits a target, it must be wound manually (a move-equivalent action) before it can be used to attack again. A spindle disk is technically a thrown item and uses the wielder's Dexterity bonus instead of Strength for the attack roll, although it does not provoke an attack of opportunity when used. The wielder's Strength bonus applies to damage.
    Cost 5 gp; damage 1d4, critical x2, weight 3 lb., type bludgeoning.[/sblock]

    Pichu
    [sblock]
    Pichu
    N Tiny Magical Beast
    Init: +12, Senses Spot +2, Listen +2, Darkvision 60, Low-Light vision
    Languages: Pikachu
    -------
    AC: 19, touch 19, flat-footed 12; Dodge, Mobility
    HP: 39 (10 HD)
    Resist: Evasion, Electricity 10
    Fort +6, Ref +14, Will +5
    --------
    Speed: 40 ft(8 squares)
    Melee: Slam +11 (1d2-1+2d6 [1d6 to pichu))
    Ranged Touch: Thundershock +19 (1d3+2d6+5 Nonlethal electricity [1d6 to pichu], Range 5 ft.)
    Base Attack +10, Grp +1 (+2 to avoid/escape a grapple)
    Atk Options: Spring Attack, Thunderbolt (Once every 1d4+1 rounds, 50 feet range, 2d3+2d6+10 electric damage to 5 foot radius burst, Ref Half DC 22 [1d6 to pichu])
    ------------
    Abilities: Str 9, Dex 24, Con 9, Int 9, Wis 14, Cha 21
    Skills: Tumble +20
    Feats: Improved Initiative [b], Ability Focus: Thunderbolt [b], Dodge, Mobility, Spring Attack
    Traits: Quick, Slippery
    Possessions: Belt of Magnificence +2, Boots of Striding and Springing, +1 Vicious Amulet of Natural Weapons, +0 Goggles

    "The goggles! They do nothing!" [/sblock]

    Pikachu
    [sblock]
    Pikachu
    N Small Magical Beast
    Init: +12, Senses Spot +7, Listen +7, Darkvision 60, Low-Light vision
    Languages: Pikachu
    -------
    AC: 22, touch 19, flat-footed 14; Dodge, Mobility
    HP: 59 (10 HD)
    Resist: Evasion, Electricity 10
    Fort +7, Ref +15, Will +6
    --------
    Speed: 50 ft (10 squares)
    Melee: Bite +12/+7 (1d3+1)
    Ranged Touch: Thundershock +19/+14 (1d8+6 electricity, 10 ft range)
    Base Attack +10, Grp +7
    Atk Options: Spring Attack, High Voltage (nonlethal damage at will), Thunderbolt (Once every 1d4+1 rounds, 50 feet range, 10d4 electric damage to 5 foot radius burst, Ref Half DC 23)
    ------------
    Abilities: Str 13, Dex 26, Con 10, Int 11, Wis 16, Cha 23
    Special Qualities: Agility (Hasted for 15 rounds/day, need not be consecutive, activated or suppressed as a free action)
    Skills: Spot +7, Listen +7, Hide +18, Move Silent +14, Jump +15
    Feats: Improved Initiative [b], Ability Focus: Thunderbolt [b], Dodge, Mobility, Spring Attack
    Possessions: Belt of Magnificence +2, Boots of Striding and Springing, Ring of Protection +3[/sblock]

    Roy
    [sblock]
    Roy
    Human Fighter 10
    NG Medium Humanoid
    Init: +4; Senses: Listen +0, Spot +0
    Languages: Common, Japanese
    ---------------
    AC: 22, Touch 20, Flatfooted 20, Dodge, Mobility, Combat Expertise, Karmic Strike
    HP: 79 (10 HD)
    Fort: +9, Ref: +5, Will: +3
    ---------------------
    Speed: 30 ft (6 squares)
    Melee: Bastard Sword +15/+10 (1d10+8+1d6 fire, 17-20/x2 [2d10+16+1d6 fire+1d10 fire] +4 to confirm critical hits)
    Melee: Bastard Sword, Two hands +15/+10 (1d10+10+1d6 fire, as above)
    Base Attack: +10/+5, Grapple: +14
    Atk Options: Power Attack, Cleave, Defensive Strike, Karmic Strike, Power Critical, Combat Reflexes
    ------
    Abilities: Str 18, Dex 15, Con 14, Int 13, Wis 10, Cha 8
    Feats: Combat Expertise, Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Dodge, Karmic Strike, Power Critical, Power Attack, Cleave, Combat Reflexes, Defensive Strike
    Traits: Aggressive, Reckless
    Skills: Jump +15, Tumble +8, Sense Motive +6, Climb +14, Swim +5
    Possessions: +1 Keen Flaming Burst Bastard Sword, Ring of Protection +2, Gauntlets of Ogre's Power +2, Amulet of Natural Health +2[/sblock]

    Young Link
    [sblock]
    Young Link
    Young Elf Fighter 10
    NG Small Humanoid
    Init: +4 Senses Spot +1, Listen +1, Low-Light Vision
    Languages: Common, Elven, Sylvan
    ----------
    AC: 28, touch 24, flatfooted 24, dodge, mobility, Deflect Arrows (Reflex DC 20)
    HP: 59 (10 HD)
    Immune: Sleep
    Resist: +2 vs. Enchantments
    Fort +8, Ref +6, Will +1
    -------
    Speed: 40 ft. (8 squares)
    Melee: Small +3 Longsword, +17/+12 (1d6+7, 19-20/x2) or Longsword +13/+8 and Shield Bash +9 (1d3+1)
    Ranged: +1 Flaming Shortbow +16 (1d4+1d6 fire, 20/x3, range 60 ft.)
    Ranged: Boomerang +16 (1d3+2 nonletal, range 20 ft)
    Ranged: Bomb +15 (4d6 fire damage, reflex 20 half OR Reflex vs. Attack Roll to catch, range 10 feet)
    Ranged Touch: Hookshot +15 (No damage, opposed strength checks, pulls loser to winner, initiates grapple. Range 10 feet)
    Base Attack +10, Grp: +8
    Atk Options: Whirlwind Attack, Spring Attack
    ------
    Abilities: Str 14, Dex 19, Con 12, Int 13, Wis 8, Cha 10
    Feats: Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword), Exotic Weapon Proficiency (Boomerang), Quick Draw, Two Weapon Fighting
    Skills: Ride +17, Jump +18, Tumble +9
    Traits: Quick, Passionate
    Possessions: Small Longsword +3, Bomb Bag, Hookshot, MW Boomerang, +1 Flaming Shortbow, Arrow Deflecting Large Wooden Shield +1, Ring Of Protection +1, Gloves of Dexterity +2, Amulet of Health +2[/sblock]

    Princess Zelda
    High Elf Sorcerer 10
    LG Medium Humanoid (Elf)
    Init: +3; Senses Spot +5, Listen +5, Low-Light Vison
    Languages: Common, Elven
    ---------------------------
    AC: 18, Touch 18, Flatfooted 15
    HP: 62 (10 HD)
    Immune: Sleep
    Fort: +6, Ref +7, Will +11 (+13 vs. enchantment spells or effects)
    ------------------------
    Speed: 30 ft
    Melee Spiked Chain +6 , 2d4+1+1d6 electricity
    Ranged Shuriken +8, 1d2
    Base Atk +5 Grp +5
    Atk Options:
    Sorcerer Spells Known: (CL 10th):
    Level 5, 3/day: Nightstalker's Transformation
    Level 4, 5/day: Dimension Door, Spell Enhancer
    Level 3, 7/day: Fireball, Dispel Magic, Wind Wall
    Level 2, 7/day: Swift Fly, Owl's Wisdom, Gust of Wind, Protection from Arrows
    Level 1, 7/day: Jump, Distract Assailant, Shocking Grasp, Disguise Self, Shield
    Level 0, 6/day: Resistance, Prestidigiation, Mage Hand, Ghost Sound, Flare, Detect Magic, Daze, Sonic Snap
    ----------------------------------
    Str 10 Dex 16 Con 14 Int 10 Wis 17 Cha 17
    Feats: Exotic Weapon Proficiency (Spiked Chain), Exotic Weapon Proficiency (Shuriken), Versatile Spellcaster, Improved Toughness
    Skills: Concentration +13, Spellcraft +13
    Possessions: 100 Shuriken, +1 Shocking Spiked Chain, 4 potions of Cat's Grace, Amulet of Health +4, Cloak of Charisma +4, Gauntlets of Ogre's Power +2, Vest of Resistance +1, Ring of Feather Falling, Spell Component Pouch, 250 GP remaining
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    Default Re: Super Smash Brothers Melee Project

    Captain Falcoln's attacks aren't flaming?

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    Default Re: Super Smash Brothers Melee Project

    I didn't have to read all of that.

    Ness is pretty good. I think somehow including the Roy and Marth differences (Marth has more dexterity, Roy has more strength, swords deal different damage at different distances). As for Luigi, he is Mario. Same stats mostly, except Luigi can jump higher.

    Marth and Roy probably either have some levels of Duelist or Swashbuckler, since they do not actually use armor. I think that they have levels in the Duelist prestige class.

    Pichu is not that much smaller than Pikachu, they should probably be the same, except Pichu damages him/herself with the lightning attacks.

    Make Zelda/Shiek a 5 Rogue/5 Sorcerer, which makes a lot of sense if you think about it (maybe less rogue).

    Peach is probably an aristocrat, but she has some other stuff. Maybe an Aristocrat 7/Monk 5 or something (aristocrats aren't that powerful, are they?)

    Samus is a Futuristic bounty hunter. If you have the Future Tech d20 book, that might help you. Basically, a Fast/Tough/Strong Human (5/3/2 or 4/4/2?)with a special warsuit.

    Yoshi should be done like DK, except that there are multiple Yoshis, so he would not be awakened...probably a magical beast or something. Remember that Yoshi can serve as a mount...not that it should or will matter.

    Jigglypuff is like the other pokemon, a Magical Beast.

    Kirby...A Magical Beast with Class levels...probably Fighter 5. The magical beast would have the ability to "absorb" the abilities of another, gaining one of their special abilities, no matter the type, under DM's discretion.

    Zelda and Sheik are actually separate personalities, so they could be done as that, where each has a special ability to become the other.

    I'd do falcon as a Strong/Tough character (6/4 or 7/3 or 5/5 or something) instead of a monk, kinda like Mario, except without as much Fast (maybe a 5/4/1?)

    Mewtwo has no natural attack: If you pay attention in the game, all of his attacks are with psychic ability: he never touches anything, unless of course it hits him. He doesn't actually hit things. So no claw attack. He never actually hits anyone. Also, maybe a Ring of Protection or power stones might work. Languages for Mewtwo: He never speaks. It is all telepathy that he "speaks" with, so technically "All". Mewtwo should also have low strength and super-powerful Wisdom and Intelligence, since he can control people's minds, and all that jaz. He should also have telechanetic powers. He never actually walks: always floats with telekinetic powers.

    Bowser speaks in "Bowser" or "Koopa", not Common. Mario would thus have this as a language.
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    Default Re: Super Smash Brothers Melee Project

    Ness is pretty good.
    - Thank you

    I think somehow including the Roy and Marth differences (Marth has more dexterity, Roy has more strength, swords deal different damage at different distances).
    - As they both have 5 foot reach, there are no different differences, but if you lok at them, you'll see that Roy has STR 18 and DEX 15 while Marth has STR 15 and DEX 18. Their feats also reflect this.

    As for Luigi, he is Mario. Same stats mostly, except Luigi can jump higher.
    -In classic Mario, maybe, but in Smash Brothers? Not at all. I gave Mario two levels in sorcerer so he could use Enlarge Person and throw Fireballs, while Luigi's fighting style is all aboutthe judo chop.

    Marth and Roy probably either have some levels of Duelist or Swashbuckler, since they do not actually use armor. I think that they have levels in the Duelist prestige class.
    -As said in the first post, I use Class Defense Bonuses... And Roy wears a breastplate. It's plainly visible.


    Pichu is not that much smaller than Pikachu, they should probably be the same, except Pichu damages him/herself with the lightning attacks.
    -I found Pikachu and Pichu already statted out on another site, then I altered them to suit my needs. As for the damaging self, all of Pichus attacks are vicious.

    Make Zelda/Shiek a 5 Rogue/5 Sorcerer, which makes a lot of sense if you think about it (maybe less rogue).
    -Why does it make a lot of sense?

    Peach is probably an aristocrat, but she has some other stuff. Maybe an Aristocrat 7/Monk 5 or something (aristocrats aren't that powerful, are they?)
    -Aristocrat is a heavy armor, melee combat class if you actually look at it. Peach can fly, conjure turnips, and explode her butt.

    Samus is a Futuristic bounty hunter. If you have the Future Tech d20 book, that might help you. Basically, a Fast/Tough/Strong Human (5/3/2 or 4/4/2?)with a special warsuit.
    -Samus is easy. The warsuit is hard.

    Yoshi should be done like DK, except that there are multiple Yoshis, so he would not be awakened...probably a magical beast or something. Remember that Yoshi can serve as a mount...not that it should or will matter.
    -And what creature, pray tell, can I upgrade to ECL 10 for Yoshi? There's already ape stats for me to use.

    Jigglypuff is like the other pokemon, a Magical Beast.
    -Obviously.

    Kirby...A Magical Beast with Class levels...probably Fighter 5. The magical beast would have the ability to "absorb" the abilities of another, gaining one of their special abilities, no matter the type, under DM's discretion.
    -I don't like DM discretion. Therein lies the problem... Maybe a spellthief?

    Zelda and Sheik are actually separate personalities, so they could be done as that, where each has a special ability to become the other.
    -I considered that, but I couldn't find a good way to do it.

    I'd do falcon as a Strong/Tough character (6/4 or 7/3 or 5/5 or something) instead of a monk, kinda like Mario, except without as much Fast (maybe a 5/4/1?)
    -Increased Speed. Increased damage with unarmed attacks. Rapid punch attack. Super high jumping. Falcon is a monk.


    Mewtwo has no natural attack: If you pay attention in the game, all of his attacks are with psychic ability: he never touches anything, unless of course it hits him. He doesn't actually hit things. So no claw attack. He never actually hits anyone. Also, maybe a Ring of Protection or power stones might work.
    -Aerial Forward A. But just because he has a claw attack doesn't mean he'll USE it, except as part of a hideous blow (and because of hideous blow, I needed him to have a melee attack that didn't provoke an AoO)
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    Default Re: Super Smash Brothers Melee Project

    Quote Originally Posted by Jothki
    Captain Falcoln's attacks aren't flaming?
    I really wanted them to be, but I couldn't find a good way to do it other than an amulet of natural weapons, and I found the other equipment more important.
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    Default Re: Super Smash Brothers Melee Project

    All of Mewtwo's attacks are literaly psychic. How do I know this? I am an avid Pokemon fan. He literaly never hits anyone with anything, other than psychic energy. The attack that you are quoting to give reason to this is still a psychic attack: the purple black energy around it gives it away.

    As for the Warsuit...
    It obviously has DR some amount, an energy blast, bombs, super-jump capabilites, and probably some other abilites that I'm missing, since I am not a fan of Samus, at least, not as much as any of these other guys. Maybe she loses a class level just because her suit is so damn CHEAP.

    Under your Captain Falcon logic, Mario should also be a monk. Rapid Punching, though not on the same level. Speed, pretty close. Super-Jumping is also not a monk special ability.

    If it wouldn't be too cheap, Zelda and Sheik each have some super-form of Alter Self or Polymorph or something that turns them only into the other (Zelda uses it to become Sheik) as a move action that provokes AoOs.

    Luigi also throws fireballs. Maybe he aslo has a level of sorcerer?
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    Default Re: Super Smash Brothers Melee Project

    All of Mewtwo's attacks are literaly psychic. How do I know this? I am an avid Pokemon fan. He literaly never hits anyone with anything, other than psychic energy. The attack that you are quoting to give reason to this is still a psychic attack: the purple black energy around it gives it away.
    -I, too, am an Avid Pokemon fan. My Mewtwo knew Strength. According to Serebii.net, Mewtwo can also learn Iron Tail (and he DOES use a non-psychic tail attack in Smash, aerial back A), Rock Smash, and many other physical attacks. And remember, just becasue it's part psychic doesn't mean it's not part physical. If I hit you with a flaming longsword, it's fire AND slashing damage.


    As for the Warsuit...
    It obviously has DR some amount, an energy blast, bombs, super-jump capabilites, and probably some other abilites that I'm missing, since I am not a fan of Samus, at least, not as much as any of these other guys. Maybe she loses a class level just because her suit is so damn CHEAP.
    -Which is why I'd rather try to find a way to balance her suit as equipment, but I've no idea how.

    Under your Captain Falcon logic, Mario should also be a monk. Rapid Punching, though not on the same level. Speed, pretty close. Super-Jumping is also not a monk special ability.
    -Mario's not one of the faster characters, and I dealt with his jumping in a different way. His punching isn't NEARLY as fast as Captain Falcon's (He doesn't have a rapid A attack). Super-Jumping isn't a monk special ability, but increased speed translates into bonuses on jump checks, so it becomes one. Of course, in 3.0, Super-jumping WAS a monk special ability.

    If it wouldn't be too cheap, Zelda and Sheik each have some super-form of Alter Self or Polymorph or something that turns them only into the other (Zelda uses it to become Sheik) as a move action that provokes AoOs.
    -If I had these characters two levels higher, Zelda would be a straight sorcerer who knew Nightstalker's Transformation. But yeah, the problem is, how do I make it not uber-cheap if they're both at the same level, and how would I make her not suck in standard combat if she were a sorc 5/ninja 5?

    Luigi also throws fireballs. Maybe he aslo has a level of sorcerer?
    -Luigi's fireballs suck, and I know of no skilled player who uses them, so I decided to ignore them.
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    This seems like a lot of fun. Too bad it isn't really balanced. Now, I know you got your Chu stats from somewhere else, but being a solid Chu fan I must disagree. First of all, Pichu and Pikachu are both intelligent enough to have an alignment so, based on pokedex info, I think that they would tend more towards CG than TN. Which brings me to the next point. Intelligence. The Chu's are VERY intelligent pokemon. Not in the same league as the psychic types, but they are most likely the smartest Electric pokemon around. Now compared to most of the others, they are dumb as bread. Ness and Mewtwo would without a doubt be the smartest ones. Doubtfully the wisest ones, but smartest ones oh yes. Also, I see that Pikachu has a higher dexterity than Pichu. Not right. Pichu is a lot more nimbler than her older sister so those two stats should be switched. Their charisma does indeed seem correct, but you should drop their strenght slightly. Remember that they are almost squished when they lift heavy objects. Even more so, you forgot their static effect. May I suggest something along the lines of "Static: Upon contact with either a metallic weapon, unarmed strike or natural weapon the attacker must roll a fortitude save with DC 15/16. The save DC is Charisma based. And PLEASE take a look at the items. The wealth is very unbalanced. And the Chu's have tail sweep attacks as well. In short, you need to balance them out. And Pichu has recieved way too little credit. And no I am not saying that just because I am a Chu fan.

    Oh and one more thing. If Falcon has Imp Evasion then the Chus and Fox has it too.

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    Default Re: Super Smash Brothers Melee Project

    I will just say one thing: I think you made Fox's blaster too powerful, considering it does one percentage point of damage... That is all.

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    Fox's blaster is as it is because it's the only thing I found appropriate. I agree, many of the things here are unbalanced, and that should be fixed. Fox's blaster is too strong, so how do we balance it out without making him suck?

    As for the wealth... The wealth isn't unbalanced. All characters were given 50K to spend. Mewtwo is the only one who didn't spend close to it all.

    Pikachu and Pichu... Well, if you want to tinker with them, do so. I see what you mean about the dexterity. The alignmentis listed as Neutral because, well, what Chus ARE these? If this was Ash Ketchum's Pikachu, then I'd definitely say CG, but this is just Pikachu. It could be Lt. Surge's, it could be Richie's, or it could be a member of Team Rocket. Same goes for Pichu.

    And why are Pikachu and Pichu smarter than the average human?

    Strength is a bit higher than it perhaps should be, but I'm trying to make them not suck.
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    Default Re: Super Smash Brothers Melee Project

    I don't think Link ought to be set up as a straight Fighter. Sure, that's fair enough for his Smash Bros. incarnation, but in order to provide a complete picture of Link, he ought to have a couple levels of Rogue and Wizard.

    His familiar would, of course, be a pixie.
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    Default Re: Super Smash Brothers Melee Project

    Quote Originally Posted by MagFlare
    I don't think Link ought to be set up as a straight Fighter. Sure, that's fair enough for his Smash Bros. incarnation, but in order to provide a complete picture of Link, he ought to have a couple levels of Rogue and Wizard.

    His familiar would, of course, be a pixie.
    I'd have to disagree. Though he has a few spells, they're all granted to him, not innate or learned. As for the Rogueness, there's nothing rogue specific that he needs, and I really don't see Link as having Sneak Attack.
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    Default Re: Super Smash Brothers Melee Project

    There is proof that it is not Richie's Pikachu, as that Pikachu has the weird hair thing, but yes, that is a point. I do believe, however, that all Pikachu and Pichu, or most of them, are somewhat Chaotic, and not too Lawful. I believe also that the Pikachu in the SSBM game was based off of Ash's Pikachu, as the Red Team Pikachu as an Ash Ketchum hat.

    My friend is good at Luigi, his fireballs do not completely suck.

    Also note that "Strength" in pokemon is lifting a boulder and throwing it at your opponent, or otherwise just beating them sensless. You don't need Strength to actually use Strength, at least in physical terms. It would make sense that Mewtwo could, say, use his super Mental Strength to lift up a rock and throw it at you.

    As for the tail thing, yes, but I take note that that attack is not too powerful. And in response, just because it's physical, doesn't mean it's psychic. Why am I not allowed to have my Longsword to piercing damage when I stab you? And why can't I slash at you with my short sword? Mewtwo could easily "Rock Smash" with his mind, he's just that good. The moves that this "rule" applies to are Mega Kick and it's brother, Mega Punch. Reminds me of when my brother had a lvl. 100 Mewtwo with Blizzard, Mega Kick, Psychic, and Recover that could single-handedly defeat the Elite Four and his Rival...ah, that was fun. It is also hard to imagine Mental and Physical damage combined into Mewtwo's Punch.

    Simply, make Samus's Suit cost 50K. Give it tons of abilites to balance her against the others. It is the suit that makes her cool, and good.

    Under your ruling, Kirby should then also be a monk, as he has that "super-speed punch". If I had time, I would make a Kirby stat card, seeing as Kirby is one of my favorite SSBM characters. I prefer to use Marth, and sometimes Yoshi, no matter how much people think that Yoshi is horrible. And I agree, Pikachu is good. Samus is also pretty good also. If she was faster, she would rule.
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    Default Re: Super Smash Brothers Melee Project

    I do believe, however, that all Pikachu and Pichu, or most of them, are somewhat Chaotic, and not too Lawful. I believe also that the Pikachu in the SSBM game was based off of Ash's Pikachu, as the Red Team Pikachu as an Ash Ketchum hat.
    -Yeah, the going thoery is that it's Ash's Pikachu, but I still don't see any convincing evidence to asign this Pikachu an alignment.

    My friend is good at Luigi, his fireballs do not completely suck.
    -As someone who plays with people who regularly go to major tournoments, and as one who regularly watches matches from major tournoments, I stand by my statement.

    Also note that "Strength" in pokemon is lifting a boulder and throwing it at your opponent, or otherwise just beating them sensless. You don't need Strength to actually use Strength, at least in physical terms. It would make sense that Mewtwo could, say, use his super Mental Strength to lift up a rock and throw it at you.
    -Strength, Mega Punch, and Mega Kick, all moves that Mewtwo can learn, deal damage based on the pokemon's PHYSICAL attack stat, not his special attack stat.

    It is also hard to imagine Mental and Physical damage combined into Mewtwo's Punch.
    -How so? Psychokinetic Weapons do it all the time. NESS does it all the time.

    Simply, make Samus's Suit cost 50K. Give it tons of abilites to balance her against the others. It is the suit that makes her cool, and good.
    -I'd like to, but how do I put in it all I need to put in it?

    Under your ruling, Kirby should then also be a monk, as he has that "super-speed punch".
    -Maybe, though I'm not sure if I can justify giving Kirby a lawful alignment.
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    Default Re: Super Smash Brothers Melee Project

    Ok, Samus Suit. I don't play a lot of SSBM, but here is my best guess. Tell me if I mess up on something

    Full Plate Armor with a +4 max dex bonus, -4 armor check penalty

    Laser Canon: 1d6, can be boosted 2d6 per round of holding fire to a max of +11d6

    Mines/Bombs: Place 1/round, 4d6 fire damage when touched

    +20 to Jump while wearing the suit

    Laser whip: Allows ranged grapple attacks

    Missles: 3d10 damage per, +5 to hit with them(tracking)



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    Default Re: Super Smash Brothers Melee Project

    Samus wears a suit specialized to not be hurt by the specific energy of bombs and superbombs. All her other junk can hurt her, and all other stuff hurts her the same. It's Immunity: Bomb energy, not DR.

    Pokemon are all magical beasts, though definitely with at least 3 intelligence. Mewtwo would just be a psionic beast, not an actual Psion. Kirby is a unique race (dreamlander, or something), with levels in a unique class, Dreamland Warrior.

    Peach is...ummm...there's not a good way to handle Peach. She's annoying, though. I'd give har levels in sorcerer, as she uses magic (floating, pulling toads and radishes out of anywhere, exploding kick, and various weapons).

    That's all my suggestions. For now. I like this project, and maybe would like the whole thing re-presented when finished for printing-out purposes (to show off to SSBM/D&D fans).

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    Default Re: Super Smash Brothers Melee Project

    Actually, it should provide DR. Any normal human getting hit by her blast would be dead or severly wounded, but she survives pretty well. Same for the space pirate attacks, and Metriods.

    I'm all for Kirby beind a Dreamlander, except that he is the only Dreamlander, and I don't think every Dreamlander can do what Kirby does. Dreamland Warrior, however:

    I can imagine this. Good BAB (as fighter), probably Good Fortitude and Reflex saves, the absorbtion ability at some level, and probably some stuff that I'm missing.

    Mewtwo being a Psionic beast is true. Also, just because it doesn't use the Special Attack stat doesn't mean it isn't a special attack. How can a Blaze Kick not qualify as a Physical Attack, yet there it is, Special Attack in all. Same with every punch attack. Also, how can the move Bite be a Special Attack? A "bite" is clearly Physical. Thank you, very much. Also, how is a move called Shadow Ball a Physical Attack? Seriously, the Pokemon stat chart is not the most accurate. Otherwise, Mewtwo would have, like, 25 in every stat, because he is the best pokemon in the game, and a Dragonite would probably have some stupid amount of physical attack.
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    Default Re: Super Smash Brothers Melee Project

    Ok, I hate to bring up the movies, but I do recall that Mewtwo used his powers exclusively in the movie. He never once punched or tail-smacked anyone. He lifted stuff with his powers and so on. I'm all for him not having any sort of physical attacks.

    Other than that, most of this is completely beyond me. Except, Samus' suit should be WAAAAY better than just full plate mail. Her suit almost makes her a freakin tank.

    -JM
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    Default Re: Super Smash Brothers Melee Project

    Quote Originally Posted by tgva8889
    Mewtwo being a Psionic beast is true. Also, just because it doesn't use the Special Attack stat doesn't mean it isn't a special attack. How can a Blaze Kick not qualify as a Physical Attack, yet there it is, Special Attack in all. Same with every punch attack. Also, how can the move Bite be a Special Attack? A "bite" is clearly Physical. Thank you, very much. Also, how is a move called Shadow Ball a Physical Attack? Seriously, the Pokemon stat chart is not the most accurate. Otherwise, Mewtwo would have, like, 25 in every stat, because he is the best pokemon in the game, and a Dragonite would probably have some stupid amount of physical attack.
    Eitehr way, Mewtwo can learn Mega Punch and Mega Kick, so there ya go.
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    of the Batman Fanclub, old chum.

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    Ogre in the Playground
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    Default Re: Super Smash Brothers Melee Project

    I'd gladly do the Chus for you. First change should be giving them Improved Evasion instead of Evasion. Now I'll have to work a bit on the Static and other things, but I'll do them. I still think they are CG though. Since their closest relative, Plusle and Minun, are NG.

    Oh, and Bowser is Immune to MAGICAL sleep and Paralysis. That is a big difference.

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    Orc in the Playground
     
    BardicLasher's Avatar

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    Default Re: Super Smash Brothers Melee Project

    Quote Originally Posted by Maryring
    I'd gladly do the Chus for you. First change should be giving them Improved Evasion instead of Evasion. Now I'll have to work a bit on the Static and other things, but I'll do them. I still think they are CG though. Since their closest relative, Plusle and Minun, are NG.

    Oh, and Bowser is Immune to MAGICAL sleep and Paralysis. That is a big difference.
    Why are Plusle and Minun NG? But yeah, tinker with them and see how well you can do. As for Bowser, I'll go fix that now.
    Bardic Backup of Fanclub - Because a Chaotic Evil Barbarian needs a Chaotic Evil Inspire Courage
    Bardic Backup of Fanclub - Inspire Courage and a lot of Touch Range buff spells.
    of the Batman Fanclub, old chum.

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    Barbarian in the Playground
     
    Griffon

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    Default Re: Super Smash Brothers Melee Project

    I think it's pretty much canon that the personality of a pokemon depends upon how it is raised.

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    Ogre in the Playground
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    Default Re: Super Smash Brothers Melee Project

    I am talking about natural pokemon and even then, trainer influence is only partial. An evil Plusle or Minun is very rare, even if they belong to team rocket. That's because Plusle + Minun are usually caring towards other pokemon. They aren't CHEERING pokemon for nothing. They show concern for others and commit sacrifices. It doesn't automatically make the Chus good, but I think they are. Oh, and Pikachu would probably considered tiny as well. She is about the size of a cat.

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    Titan in the Playground
     
    tgva8889's Avatar

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    Default Re: Super Smash Brothers Melee Project

    Technically, it, since we never learn what gender the pikachu in SSBM is.

    And actually, the animation for Mega Kick and Mega Punch in Pokemon Stadium and Pokemon Stadium 2 for Mewtwo is he just throws his fist/foot forward, and a blue thing shoots out and hits the enemy. He could just kick/punch AT them and hit them with psionic force.
    Thanks to araveugnitsuga for my Pika-tar!
    PTU: Alyssa OOC IC

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    Barbarian in the Playground
     
    The White Knight's Avatar

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    Default Re: Super Smash Brothers Melee Project

    You could make Zelda/Sheik a gestalt sorceror/rogue with fewer levels, with the innate ability to 'alter self'.

    (from SRD, regarding Gestalt characters:)
    In general, a party of four gestalt characters can handle multiple encounters with a single monster of a Challenge Rating equal to their average level + 1.

    Perhaps a gestalt sorceror/rogue 8 or 9 then?

  26. - Top - End - #26
    Dwarf in the Playground
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    Default Re: Super Smash Brothers Melee Project

    Shiek OWNS. Also, zelda should totally be a wizard, as her spells take way to long to cast. She could have some magic item that speeds up the casting a bit but they totally take FORVER. Also, how can you fit two oppisite characters into one, only be at level 10, and do both sides of Zelda justice? I says, you can't. Not so far as I can see. Not without having that alter-self thing let her change into two different characters with different class levels and stats and everything...
    Project CUTE:&&http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11543005 05

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    Brickwall's Avatar

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    Default Re: Super Smash Brothers Melee Project

    Actually, it's a well-known fact to LoZ geeks that everyone in the land of Hyrule can use magic. It's sorcerous power. Actually, it works weird there, because they can also research spells and use the same power. It's not intended to fit into D&D terms at all.

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    Orc in the Playground
     
    BardicLasher's Avatar

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    Default Re: Super Smash Brothers Melee Project

    Quote Originally Posted by The White Knight
    You could make Zelda/Sheik a gestalt sorceror/rogue with fewer levels, with the innate ability to 'alter self'.

    (from SRD, regarding Gestalt characters:)
    In general, a party of four gestalt characters can handle multiple encounters with a single monster of a Challenge Rating equal to their average level + 1.

    Perhaps a gestalt sorceror/rogue 8 or 9 then?

    The problem with Gestalting her is that then there's no reason why Shiek can't cast fireball and Zelda can't use Sudden Strike (Shiek is Ninja,not rogue)
    Bardic Backup of Fanclub - Because a Chaotic Evil Barbarian needs a Chaotic Evil Inspire Courage
    Bardic Backup of Fanclub - Inspire Courage and a lot of Touch Range buff spells.
    of the Batman Fanclub, old chum.

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    Gralamin's Avatar

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    Default Re: Super Smash Brothers Melee Project

    For Samus - Make her a Living Construct, so the armor is part of her (practicaly is by now). Living Constructs are in MM3 and ECS. and it is impossible to balance the power suit.
    Another reason for living construct - play fusion, when one X parasite attacks samus in the beginning the suit is fused to her.

    Edit:
    Quote Originally Posted by BardicLasher


    The problem with Gestalting her is that then there's no reason why Shiek can't cast fireball and Zelda can't use Sudden Strike (Shiek is Ninja,not rogue)
    hmm how bout an Improved alternate form ability? like a dragons except changes you to one form (that is set the first time used) with different class levels, and the ability to turn back at any time?

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    tgva8889's Avatar

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    Default Re: Super Smash Brothers Melee Project

    Eh, lets see...

    What else do we need?

    I can get working on a Dreamstar Warrior class...altough it makes more sense to be a Prestige Class...maybe Kirby is a Fighter/Dreamstar Warrior.
    Thanks to araveugnitsuga for my Pika-tar!
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