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General Tabletop Discussion
Character Builds & Optimization
Marv from Sin City - d20 Modern build
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<blockquote data-quote="ValhallaGH" data-source="post: 2952484" data-attributes="member: 41187"><p>Not bad at all, though I see a few things. Still, it's pretty darn close to the source material.</p><p></p><p>First, I think he needs some more Strong Hero levels (at least 3 more, probably 5 more). Marv wasn't mid-level, he was high level.</p><p></p><p>Second, I really wish I could show you my d20 Modern Skill Groups rules. They'd allow you to fix the skill issues you have with this build (and I completely agree with you regarding those). Also, it would allow you to give him some Escape Artist, a skill he desperately needs ranks in since he untied himself with the first skill check, and even some Treat Injury, which he would need to both bandage himself after his harbor swim and to keep Kevin alive while he performed field amputations on the man. </p><p>Unfortunately I don't have any web space to host them in. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> </p><p></p><p>Third, I question some of your Talent choices. I see an Energy Resistance (electricity) and probably a Second Wind rather than Remain Concious; it's not that he was still concious despite being in negatives but rather that he made the necessary saves and still had positive hp despite the coup de grace that is the electric chair. This point is open to debate, and your version may actually be closer to the truth of the matter.</p><p></p><p>Fourth, I feel that he needs an Improved Initiative and maybe one Combat Martial Arts (though that's questionable). He couldn't have always rolled 20 on his initiative but he almost always got the drop on his opposition, even when they were aware of him.</p><p></p><p>Finally, you may want to squeeze in a couple Dedicated levels. He was extremely devoted to his friends, and it would give you the excuse to take Skill Emphasis (Listen).</p><p></p><p></p><p>With regards to your notes:</p><p>Brawling damage is still non-lethal, meaning that it is meaningless until a save is forced and failed. With a -4 to the attack it can be made lethal but that just doesn't seem right for the way Marv worked. CMA and hideous melee damage could easily put a mook's head into a wall.</p><p></p><p>Kevin's sledgehammer to the head was a Knockout Blow (see non-lethal combat). This can be done, as a full round action that provokes AoO, on any opponent that is denied their dex to defense, such as a blinded opponent.</p><p>A feat similar to D&D Stunning Fist, that imposed 1d4 rounds of blindness rather than stunning, seems completely appropriate and easily balanced. </p><p>I'd have the fingernails simply be the flavor of his attacks rather than inventing a mechanic to have him deal slashing damage. It's normal combat martial arts damage but his hand attacks are described as being slashes with his fingernails rather than punches or palm strikes.</p><p></p><p>In the final bout I'd say that Marv imposed a grapple that left Kevin denied his dexterity bonus to defense, leaving him vulnerable to Improved Knockout Punch and the subsequent 1d4 rounds of unconciousness. Marv simply knocked him out again as necessary.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 2952484, member: 41187"] Not bad at all, though I see a few things. Still, it's pretty darn close to the source material. First, I think he needs some more Strong Hero levels (at least 3 more, probably 5 more). Marv wasn't mid-level, he was high level. Second, I really wish I could show you my d20 Modern Skill Groups rules. They'd allow you to fix the skill issues you have with this build (and I completely agree with you regarding those). Also, it would allow you to give him some Escape Artist, a skill he desperately needs ranks in since he untied himself with the first skill check, and even some Treat Injury, which he would need to both bandage himself after his harbor swim and to keep Kevin alive while he performed field amputations on the man. Unfortunately I don't have any web space to host them in. :( Third, I question some of your Talent choices. I see an Energy Resistance (electricity) and probably a Second Wind rather than Remain Concious; it's not that he was still concious despite being in negatives but rather that he made the necessary saves and still had positive hp despite the coup de grace that is the electric chair. This point is open to debate, and your version may actually be closer to the truth of the matter. Fourth, I feel that he needs an Improved Initiative and maybe one Combat Martial Arts (though that's questionable). He couldn't have always rolled 20 on his initiative but he almost always got the drop on his opposition, even when they were aware of him. Finally, you may want to squeeze in a couple Dedicated levels. He was extremely devoted to his friends, and it would give you the excuse to take Skill Emphasis (Listen). With regards to your notes: Brawling damage is still non-lethal, meaning that it is meaningless until a save is forced and failed. With a -4 to the attack it can be made lethal but that just doesn't seem right for the way Marv worked. CMA and hideous melee damage could easily put a mook's head into a wall. Kevin's sledgehammer to the head was a Knockout Blow (see non-lethal combat). This can be done, as a full round action that provokes AoO, on any opponent that is denied their dex to defense, such as a blinded opponent. A feat similar to D&D Stunning Fist, that imposed 1d4 rounds of blindness rather than stunning, seems completely appropriate and easily balanced. I'd have the fingernails simply be the flavor of his attacks rather than inventing a mechanic to have him deal slashing damage. It's normal combat martial arts damage but his hand attacks are described as being slashes with his fingernails rather than punches or palm strikes. In the final bout I'd say that Marv imposed a grapple that left Kevin denied his dexterity bonus to defense, leaving him vulnerable to Improved Knockout Punch and the subsequent 1d4 rounds of unconciousness. Marv simply knocked him out again as necessary. [/QUOTE]
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Marv from Sin City - d20 Modern build
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