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Hey [you]! If you haven't noticed, this is now the old digibutter forums. Go over to the new site!
digibutter.nerr
It's Hi-Technicaaal!
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Current form: Normal Marker Magikoopa Vampire
Joined: 04 May 2007 Posts: 2261
HP: 38 MP: 6 Lives: 0
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Posted: Thu May 17, 2007 8:26 pm
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Got done with Sonic the Hedgehog's character. I even calculated it's running speed. Since he's able to go as fast as 5 times the listed speed when traveling in a straight line and using a full round action and a round represents 6 seconds, I've found out that he can run as fast as 210,000 feet per hour or just a little bit less than 40 MPH (approx. 39.7727273 MPH). This is one speedy little penguin.
Speedy Penguinfolk Bandit 10 Small Humanoid (Avian) Init +4; Senses Sight, Listen +13, Spot +13 AC 22 (+4 dex +6 class +1 size +1 shield), touch 22, flat-footed 11 Defense 0 Def Options none hp 43 (10 HD) DR 0 mp 33 (10 MD) Immune none Resist Cold 5 Fort +4 Ref +11 Will +3 Weakness none Speed 70' (12 squares); Swim 30' (6 squares) Melee WEAPON +11/+6 two daggers (dmg 1d3+3/1d3+1)(crit 19-20/x2) Ranged WEAPON +12/+7 daggers (throwing one) Space 5'; Reach 5' Base Atk +7/+2; Grp +10 Atk Options full attack with both daggers (+9/+4/+4/+1), standard attack with both daggers (+9/+9/+6) Special Actions none Combat Stances Armor Pierce Combat Gear 2 daggers Abilities Str 16, Dex 18, Con 12, Int 10, Wis 10, Cha 8 SA Ray of frost SQ none Talents Fast x5 Feats Armor Pierce, Dodge, Improved Two-Weapon Fighting, Mobility, Run, Simple Weapon Proficiency, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting Ranks Bluff +13, Hide +13, Jump +13, Listen +13, Move Silently +13, Search +13, Spot +13, Tumble +13 Skills Balance +2, Bluff +12, Hide +17, Jump +16, Listen +13, Move Silently +17, Search +13, Spot +13, Survival, +2, Swim + 11, Tumble +17 Possessions none Weapon Proficiencies all simple weapons ABILITY BREAKDOWNS
Ray of frost as a spell-like ability with caster level 5. Deals 1d3 cold damage on a ranged touch attack. Takes a standard action and 1 MP to use. Range is 35'.
Feat descriptions that aren't in the Mario D20 pdf file.
Dodge +1 dodge bonus to AC against selected target
Mobility +4 dodge bonus to AC against attacks of opportunity caused by moving out of or within a threatened area
Spring Attack attack in the middle of a move action and avoid any attacks of opportunity from the target of this attack while using this attack
Run can move in a straight line at 5 times normal speed as a full round action without losing your dexterity bonus to AC (without this feat, you would only be able to move up to 4 times normal speed and would lose your dexterity bonus to AC while doing so)
Two-Weapon Fighting decreases penalties for fighting with two weapons
Two-Weapon Defense able to use extra weapon to provide a shield bonus to AC
Improved Two-Weapon Fighting get a second attack with extra weapon |
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Larry Koopa Sam
Joined: 30 Apr 2007 Posts: 16957
HP: 35 MP: 1 Lives: 0
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Posted: Thu May 17, 2007 10:30 pm
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when do i get in? |
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Current form: Normal Marker Magikoopa Vampire
Joined: 04 May 2007 Posts: 2261
HP: 38 MP: 6 Lives: 0
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Posted: Fri May 18, 2007 12:05 am
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Larry Koopa wrote: | when do i get in? |
I'll make your character for it next. And I was thinking about having your character just have levels in basher. It is a class that basically focuses on strength above all else. But if you'd rather be the type to take hits rather than deal them, the soldier might be a good class. If you just give me a good idea of HOW you want your character to fight, it might help a bit more. If he would focus mostly on his natural abilities (like slaming into enemies with his shell), then that would give me a good idea of what class to give him (in this case, it would be the natural warrior class).
With Gigabowser, I simply took the royal koopa entry from the pdf file and applied the titan template to it to increase its size.
With Speedy, I knew that there was only one class that gave the option to increase speed.
With Paul the cheep-cheep, I was given pleanty of input by ? Block through PMs. He had even mentioned that he thought the sharpshooter class seemed most appropriate for his character. So I focused on giving it the best skill with ranged weapons I could.
I'll probably just try to go for natural warrior for your character. Unless you disagree with me that is. |
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Current form: Normal Marker Magikoopa Vampire
Joined: 04 May 2007 Posts: 2261
HP: 38 MP: 6 Lives: 0
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Posted: Fri May 18, 2007 8:21 pm
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Here's Larry's character. I'm going to have to do some edits after I find the book with the Improved Natural Attack feat listed in it. EDIT: done
Larry Koopa Koopa Basher 3, Natural Warrior 7 Medium Humanoid (Reptilian) Init -1; Senses, Listen +7, Spot +0 AC 14 (-1 dex, +5 class), touch 14, flat-footed 9 Defense 11 hp 108 (10 HD) mp 10 (10 MD) Resist Fire 5 Fort +12 Ref +5 Will +3 Speed 20' (4 squares) Melee slam +15/+10 (2d6+13 bludgeoning and piercing) Melee vigor +4 slam +19/+14 (2d6+17 bludgeoning and piercing) Melee vigor +6 slam +21/+16 (2d6+19 bludgeoning and piercing) Space 5'; Reach 5' Base Atk +10/+5; Grp +14 Special Actions tuck Combat Gear Shell spikes Abilities Str 18, Dex 8, Con 20, Int 8, Wis 10, Cha 10 SQ No speed reduction from a medium or heavy load; Shell (Ex); Heavy Fortification, Magic Nail, Natural Armor +2, Sharp Nail Talents Smite x2, Valor +6, Vigor +6 Feats Improved Natural Attack (Slam) x3, Improved Natural Defense, Light Shell, Heavy Shell, Savage (Slam), Weapon Focus (Slam) Ranks Intimidate +6, Listen +7 Skills Climb +6, Intimidate +6, Jump +6, Listen +7 ABILITY BREAKDOWNS
Heavy Shell (Ex): Your natural Defense from your shell increases to 8, you gain Heavy Fortification (75% immunity to critical hits), and your shell's spell failure chance increases to 35%. Your shell gains an armor check penalty of -6 and a maximum Dexterity bonus of +1. Your shell is treated as heavy armor for all purposes.
Tuck (Ex): As a move action, a koopa can fall prone and gain total concealment and cover as a move action.
So, all that's left now is the battlefield and the few edits to the characters for things that I've either simply forgotten, or didn't have access to one of my books for at the time. |
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Larry Koopa Sam
Joined: 30 Apr 2007 Posts: 16957
HP: 35 MP: 1 Lives: 0
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Posted: Sat May 19, 2007 6:45 pm
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ok great, when do i battle? |
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Current form: Normal Marker Magikoopa Vampire
Joined: 04 May 2007 Posts: 2261
HP: 38 MP: 6 Lives: 0
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Posted: Sat May 19, 2007 6:46 pm
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As I have said before, the battle was delayed until Sunday (which will be tomorrow). |
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Larry Koopa Sam
Joined: 30 Apr 2007 Posts: 16957
HP: 35 MP: 1 Lives: 0
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Posted: Sat May 19, 2007 6:47 pm
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tommorow? i wont be here i have to be at a meeting! |
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Current form: Normal Marker Magikoopa Vampire
Joined: 04 May 2007 Posts: 2261
HP: 38 MP: 6 Lives: 0
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Posted: Sat May 19, 2007 7:04 pm
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It will simply start on Sunday. I expect it to take awhile. If you are there for one of your turns durring that day, you'll still be able to participate (if not, your place in the battle goes to the first person who asks for it). If you skip three days in a row though (and we end up waiting on you for a full 72 hours), your place in the battle will go to the first person who asks for it. |
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