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Video Game Character Conversion Thread.

First off, Abberant Blood feat (the one that's fluffed as gangly limbs for +3 to grapple) + Inhuman Reach feat (+5 ft reach, -1 to attacks). He'd probably need to be a changeling, but in whatever low ECL fashion, qualify for Warshaper. Go up to level 3 for another +5 ft reach. Possibly level 4 for fast healing, not something directly represented in the games, but something that seems thematically appropriate. Fo base class, monk, unarmed swordsage, or some combination thereof. Swordsage is best though, as it gives access to Desert Wind for all the "Yoga fire" stuff and Shadow Hand for teleportation (earlier than Monk gets Abrupt Jaunt). The two disciplines even have stances to hover off the ground!

At higher levels, consider Warblade dip or feats to get Dancing Blade Form stance (another +5 ft reach, only on your turn, though), though that might be overkill. :)
 

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What would you do with Dhalsim? He's always been my favorite to play.
As I've posted elsewhere:

I knew I knew of a way to make your NPC both creepier and possibly, just possibly, more effective...if you have lots of feats.

Add these feats:

1) Aberration Feat: Aberration Blood (LoM p178)
2) Aberration Feat: Inhuman Reach [adds +5reach] (LoM p 180)
3) Vile Feat: Willing Deformity (HoH p125)
4) Vile feat: Deformity [Tall] gives your PC the natural reach of a PC one size larger (HoH p 121)

and your NPC Ghoul/Monk will have at least +10' of reach he wouldn't normally have, allowing him to get more AoOs and attack- hopefully paralyzing- more PCs.

Bonus: the extra long arms will evoke memories of Street Fighter's Dhalsim...an Indian martial artist with strechy limbs.

In addition, the Oriental Adventures Shaman (updated to 3.5Ed in Dragon #318):

1) It has IUC standard, like a Monk, but unlike that class, it does not scale up automatically (until the aforementioned update in Dragon #318) and there is no language allowing them to treat their unarmed strikes as natural and/or manufactured weapons. Its Unarmed strikes should stack with the Monk.

2) It has clerical spells, starting with 2 Domains, and eventually gaining a 3rd, and is a full caster. Their spell and available Domains list varies a little from the cleric, but given the lack of support to OA, I wouldn't be averse to augmenting that list with stuff from the Cleric. I believe the Strength Domain is one they can choose, so in addition to Bull's Strength, he should also be able to cast Enlarge on himself.

3) It can only use light armor and a few weapons. It does not have FoB or any of the nifty powers the Monk has.

4) The flavor of their divine magic is more animist. They talk to spirits...and if memory serves, can Turn them as well. I don't recall if they can Turn non-spirit undead.

Thematically, the Shaman has an overall flavor that matches well with the Monk and Indian culture a little better than the standard Cleric.
 
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That's all awesome, thanks. What about Bowser? I'm feeling Lizard King from Serpent Kingdoms, and maybe some way to get firebreathing and in to War Hulker (Which would be cliche for a hulk build.)
 

That's all awesome, thanks. What about Bowser? I'm feeling Lizard King from Serpent Kingdoms, and maybe some way to get firebreathing and in to War Hulker (Which would be cliche for a hulk build.)

Since Bowser is the king of the Koopa's maybe Bowser is a half-dragon-Koopa... where Koopa's are Tauric-anthropomorpic eagle-turtles (if anthropomorpic isnt RAW then a Tauric-turtle-raptoran (although the base animal for the tauric template must have 4 or more legs that doesnt mean the end result will, right?)... If the tauric template creates 4 legged creatures then Koopa's could be anthropomorpic winged turtles OR winged reptilian humans (that have shells for some reason, is there a template that gives a shell???)
 
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From what I remember of the War Hulk class, it puts a limit on the character's mental abilities. Bowser, though inept at times, is not limited that way. He's most definitely a Large Lizard-something. He might be called a Dragon Turtle or whatever.

It's Koopa by the way.
 


I didn't include willing deformity feats because they're strongly evil flavored, which I don't think Dhalsim should be. If you can reflavor them as non-vile feats, then it's definitely worth another 2 feats for the additional reach. Warshaper + Tall + Inhuman Reach = 20 ft reach for a medium Dhalsim. The Blood Wind spell in SpC could be useful for phantom striking even farther than that.
 


Ok, actually started statting out Link at level 10. It's definitely not optimized, but I tried to make it viable. On that note, needed to be human to be viable, unfortunately. Unfinished.

[sblock]
(32 point buy, original scores: Str 16, Dex 16, Con 14, Int 14, Wis 8, Cha 8)
Link
Human Martial Rogue 2 / Ranger 2 / Warblade 6
Str 16 (18), Dex 16 (18), Con 16 (18), Int 14, Wis 8, Cha 8
AC: 25* (10 +6 armor +4 shield +4 dex +1 deflection)
Touch: 19*; FF: 21* (* +5 vs. ranged)
Saves: Fortitude +13, Reflex +13, Will +7
BAB +9/+4; Grapple +13

Skills (101 points):
Balance +11 (5 ranks +4 dex +2 synergy)
Disable Device +17 (13 ranks +2 int +2 circumstance)
Jump +11 (5 ranks +4 str +2 synergy)
Knowledge (arcana) +3 (1 rank +2 int)
Search +15 (13 ranks +2 int)
Tumble +19 (13 ranks +4 dex +2 synergy)
Use Magic Device +12 (13 ranks -1 cha)

Feats:
1 Parrying Shield
1 Able Learner [Human]
1 Point Blank Shot [Rogue]
3 Exotic Weapon Proficiency (Boomerang)
3 Rapid Shot [Ranger]
4 Endurance [Rogue]
6 Boomerang Daze (fort DC 10 + damage dealt)
9 Quickdraw [Warblade]
9 Steadfast Determination

Class: Trapfinding, Spell Reflection 5/day, Arcane Hunter (Favored Enemy: Arcanists +2), Spiritual Connection (Speak with Animals or Plants, 3/day, CL 2), Track, Battle Clarity (Reflex saves), Weapon Aptitude, Improved Uncanny Dodge, Battle Ardor (Crit confirm)

Maneuvers (IL 8; 6 known, 4 readied)
2 Pegasus Boots (Battle Leader’s Charge)
2 Parry (Wall of Blades)
3 Downward Thrust (Soaring Raptor Strike)
3 “I still have 18 hearts!” (Iron Heart Surge)
4 Power Spin (Mithral Tornado)
4 Swordmaster (Lightning Recovery)

Stances:
1 Bolstering Voice (+2 Will saves; +4 vs. fear)
3 Roots of the Mountain (+10 vs. bull rush, trip, grapple, overrun, tumble; DR 2/--)

Equipment: Handy Haversack, +1 Longsword, +2 Mithral Heady Shield, +2 Mithral Chain Shirt, Lesser Crystal of Arrow Deflection, +1 Composite Longbow (+4 str), Str +2, Dex +2, Con +2, Cloak of Resistance +1, Ring of Protection +1, Boots of Agile Leaping, hookshot, boomerangs (10), bombs (many), cold iron arrows, silver arrows, masterwork thief’s tools
[/sblock]
 


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