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Author Topic: Psionic Naruto Builds v2.0  (Read 16953 times)
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Risada
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« Reply #40 on: October 11, 2009, 03:31:49 PM »

Credits for this build go to RadicalTaoist


Kaguya Kimimaro - Human Wilder 7/Ranger1/Fighter 2/Slayer 10

Feats: Dodge (1), Combat Expertise (Human), Mental Leap (3), Expanded Knowledge: Claws of the Beast (6), Track (Ranger1), Combat Reflexes (Fighter1), Expanded Knowledge: Call Weapon (9), Mobility (Fighter2), Spring Attack (12), Expanded Knowledge: Perfect Riposte* (15), Whirlwind Attack (18)
Powers:
1st - Claws of the Beast, Call Weapon, Thicken Skin~, Inertial Armor
2nd - Biofeedback, Specified Energy Adaptation, Wall Walker~
3rd - Psionic Keen Edge, Hustle~
4th - Empathic Feedback
5th - Perfect Riposte*, Psychofeedback~
6th - Form of Doom~
8th - Mindquake†

*from Races of Stone †from Hyperconscious ~Implanted via Psychic Chirurgery

Kimimaro's Signature Abilities
Shikotsu Myaku - Corpse Bone Pathways - Kimimaro inherited the bloodline limit of the Kaguya clan, the ability to mold and reshape one's own bones with more ease than shaping clay, as well as to increase their density and give them incredible hardness. In combat, he used this to a variety of ends, including pulling ready-made weapons of lethal quality and any shape out of his own body (Call Weapon and Psionic Keen Edge), forcing claws out of his forearms (Claws of the Beast), protecting his body from taijutu strikes, sword cuts, and even Gaara's sand attacks (Thicken Skin, Inertial Armor, Biofeedback, and Specified Energy Adaptation), catching enemies who tried to hit him with painful bone spikes (Empathic Feedback), and even unleashing a massive storm of bone shards from the ground in a final attack that tore up the ground and left a forest of razor sharp bone in its wake (Mindquake).
The Nine Dances - Kimimaro has mastered the nine dances, a series of demanding close combat forms named after various flowers. As a result he is a fighter of incredible skill, who humbled both Naruto and Lee in close quarters combat. To represent this, he has a final BAB of 18 and a number of combat feats and powers to show for his various combat abilities. He proved exceedingly fast and agile (Hustle, Mental Leap, the Spring Attack chain of feats), was devastating againt multiple opponents (Whirlwind Attack), and could defend and counterattack with the best of them (Combat Expertise, Combat Reflexes, Perfect Riposte). Cursed Seal - Orochimaru granted Kimimaro a number of abilities by affixing him with a cursed seal. This granted him the ability to assume a more dangerous form (Form of Doom) as well as increasing his power level (Wild Surge, Psychofeedback).

Designer's Note: I ran out of spare feats, and had to give Kimimaro some of the more 'staple' abilities through Psychic Chirurgery (such as Wall Walker for the wall running and Thicken Skin for the natural armor). I didn't figure this for too much of a stretch, considering that Oro probably trained Kimimaro quite a bit.
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Risada
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« Reply #41 on: October 11, 2009, 03:34:03 PM »


Kidoumaru, The East Gate - Insectile* Human Psychic Warrior 18

* - Insectile Template from Savage Species

Feats: Point Blank Shot (1), Precise Shot (Human), Rapid Shot (PsyWar1), Speed of Thought (PsyWar2), Mental Leap (3), Up the Walls (PsyWar5), Psionic Meditation (6), Dodge (PsyWar8), Mobility (9), Expanded Knowledge (Ectoplasmic Cocoon) (PsyWar11), Expanded Knowledge (Energy Wall) (12), Expanded Knowledge (Psychic Reformation) (PsyWar14), Psionic Shot (15), Expanded Knowledge (Power Resistance) (PsyWar17), Fell Shot (18)

Powers:
1st - Call Weaponry, Entangling Ectoplasm, Thicken Skin, Biofeedback
2nd - Hustle
3rd - Ectoplasmic Cocoon, Touchsight, Energy Wall
4th - Psychic Reformation
5th - Power Resistance
6th - Form of Doom

Kidoumaru's Signature Abilities:
Kumomayu – Spider Cocoon – Ectoplasmic Cocoon
Kumonendo – Spider Web – Entangling Ectoplasm

Kumonenkin – Sticky Spider Gold – Kidoumaru in addition to webs for entangling or imobilizing, is capable of creating a substance called Kumonenkin which is a chakra infused substance that solidifies when it contacts air and is strong as steel. In addition, it blocks the flow of chakra through it. Kidoumaru is capable using this to form weapons (Call Weaponry), physical armor (Thicken Skin and Biofeedback), and chakra armor (Power Resistance)

Techniques of the Sound Four - Like all of the sound four Kidoumaru can create powerful barriers (Energy Wall), perform dark sealing techniques (Psychic Reformation), and enter a high stage cursed seal form (Form of Doom)


Ukon and Sakon, The West Gate - Kalashtar Egoist 10/Slayer10

Feats: Track (1), Speed of Thought (Egoist1), Mental Leap (3), Up the Walls (Egoist5), Psionic Meditation (6), Psionic Fist (9), Psicrystal Affinity (Egoist10), Unavoidable Strike (12), Expanded Knowledge (Form of Doom) (15), Psicrystal Containment (18)
Powers:
3rd - Body Adjustment, Energy Wall, Forced Share Pain, Vigor
4th - Psychic Reformation
5th - Major Creation
6th - Contingency, Form of Doom, Disintegrate
7th - Fission
8th - Fusion

Ukon and Sakon's Signature Abilities:
Souma no Kou - Evil Spirit Pair - The bloodline limit of Ukon and Sakon is the evil spirit pair ability, which allows them to separate from each other and fuse with others. This is represented by Fission and Fusion
Rashomon - Ukon and Sakon use a lesser version of Orochimaru's defensive wall of iron technique, represented by major creation. Using contingency will avoid the 10 minute casting time issue, and it is a summoning technique when all is said and done
Mutating Body Taijutsu - When fused and fighting Ukon and Sakon extend limbs from out of nowhere to hit their opponents when they would otherwise easily block or dodge. This is represented by the feat unavoidable strike.
Ukon's Assassination Technique - While from a flavor standpoint the move is closest to fusion, the effect is not. For this reason, Ukon's assassination by destroying the cells of a fused body has another mechanical implementation. To do so he manifests forced share pain on his subject, vigor on himself, and then disintegrates himself repeatedly to destroy his vigor hp, and his opponent's real hp.

Techniques of the Sound Four - Like all of the sound four Ukon and Sakon can create powerful barriers (Energy Wall), perform dark sealing techniques (Psychic Reformation), and enter a high stage cursed seal form (Form of Doom)


Jiroubou, The South Gate - Human Wilder 20

Feats: Improved Unarmed Strike (1), Psionic Fist (Human), Mental Leap (3), Psionic Meditation (6), Greater Psionic Fist (9), Psicrystal Affinity (12), Psicrystal Containment (15), Expanded Knowledge (Form of Doom) (18)

Powers:
3rd - Mental Barrier, Energy Wall, Solicit Psicrystal
4th - Shatterstorm, Wall of Ectoplasm, Psychic Reformation, Power Leech
6th - Form of Doom

Jiroubu's Signature Abilities:
Doton: Doryo Dango - Earth Element: Mud Dumpling - Shatterstorm (Hyperconscious)
Doton: Doroku Gaeshi - Earth Element: Mud Shield - Mental Barrier
Doton: Doryuuheki - Earth Element: Mudslide Barrier - Wall of Ectoplasm (Square Wall)
Doton: Kekkai Doroutoumu - Earth Element: Destruction Mud Prison - Wall of Ectoplasm (Hemisphere)
Chakra Eating - Jiroubu's unique ability is that he eats the chakra of his foes. This seems to be a very slow process that requires him to concentrate to perform. For that reason, I chose power leech to represent it. While this cannot approximate the way Jiroubu drains five opponents at once within his mud prison, it comes close, being able to drain two at once with solicit psicystal.

Techniques of the Sound Four - Like all of the sound four Jiroubu can create powerful barriers (Energy Wall), perform dark sealing techniques (Psychic Reformation), and enter a high stage cursed seal form (Form of Doom)


Tayuya, The North Gate - Human Wilder 14/Cognition Thief* 6

* - Player's Guide to Faerun

Feats: Inquisitor (1), Mental Leap (Human), Up the Walls (3), Psionic Mediation (6), Psionic Endowment (9), Greater Psionic Endowment (12), Expanded Knowledge (Contol Body) (15), Expanded Knowledge (Form of Doom) (18)

Powers:
2nd - Suggestion
3rd - Energy Wall, False Sensory Input, Psionic Blast
4th - Correspond, Control Body, Dominate, Psychic Reformation
6th - Contingency, Form of Doom

Tayuya's Signature Abilities
Kuchiyose no Jutsu - Tayuya summons a trio of phantom warriors to fight for her, which she then controls through the melody of her flute.
Mateki: Genbusoukyoku – Magic Flute: Phantom Warrior Melody – Control Body Makyou no Ran – Demonic Haunting Melody – Dominate - Tayuya uses this melody to make use of the chakra draining powers of her phantom warriors
Genjutsu - Tayuya uses sound based genjutsu as one of her main offensive weapons, this is approximated using False Sensory Input and Suggestion as usual
Mateki: Mugen Onsa - Demonic Flute: Illusion Tune - Psionic Blast - A genjutsu technique that binds or stuns the victim.

Techniques of the Sound Four - Like all of the sound four Tayuya can create powerful barriers (Energy Wall), perform dark sealing techniques (Psychic Reformation), and enter a high stage cursed seal form (Form of Doom)
« Last Edit: October 11, 2009, 05:42:32 PM by Risada » Logged

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« Reply #42 on: October 11, 2009, 03:36:12 PM »

Uchiha Itachi - Human Monk3/Erudite*10/Slayer10/Lucid Cenobyte**4

* - Complete Psionic ** - Hyperconscious

Because of the placement of Epic Bonus Feats and Base Attack prior to level 21, order of levels matters in this build, so here is how it all pans out:
 
1 Monk1 Improved Unarmed StrikeB, Stunning FistB, Combat Expertise, Improved FeintB
2 Monk2 Combat ReflexesB
3 Monk3 Track
4 Erudite1 Psicrystal AffinityB, Speed of ThoughtB
5 Erudite2
6 Erudite3 Quicken Power
7 Erudite4
8 Slayer1
9 Slayer2 Twin Power
10 Slayer3
11 Slayer4
12 Slayer5 Psionic Meditation
13 Slayer6
14 Slayer7
15 Slayer8 Expanded Knowledge (Energy Manipulation)
16 Slayer9
17 Slayer10
18 Lucid Cenobyte1 Psicrystal Containment
19 Lucid Cenobyte2
20 Lucid Cenobyte3
21 Lucid Cenobyte4 Maximize Power
22 Erudite5 Empower PowerB
23 Erudite6
24 Erudite7 Epic Psionic Focus
25 Erudite8
26 Erudite9
27 Erudite10 Improved Metapsionics, Improved MetapsionicsB

Powers:
1st - Mindlink, Defensive Precognition, Offensive Precognition, Offensive Prescience, Energy Ray
2nd - Suggestion, Feat Leech
3rd - Energy Burst, False Sensory Input, Mindfire**
4th - Metamorphosis, Energy Ball, Phantasmal Killer*, Sensorinural Cascade*, Thieving Mindlink
5th - Leech Power Known*, True Seeing, Psychic Crush, Energy Manipulation
6th - Contingency, Mind Switch, Disintegrate
7th - Reddopsi, Fission
9th - Microcosm, Urge Extermination**

* - Hyperconscious ** - Complete Psionic

Itachi's Signature Abilities:
Sharingan Eye of Insight - Defensive Precognition, Offensive Precognition, Offensive Prescience, Feat Leech, Thieving Mindlink, Leech Power Known, True Seeing.
Sharingan Eye of Hypnosis - Suggestion, False Sensory Input, Reddopsi (against genjutsu)
Mangekyou Sharingan: Tsukuyomi - I'm up in the air on how exactly to do this one so I've included a number of options. The version used against Kakashi in the earlier stages of both the anime and manga is most akin to psychic crush, leaving kakashi crippled and on the verge of death. However, Kakashi mentions that he could have killed him if he tried, and given Itachi's demoralizing speech about his control of the torturous dreamworld, I'm inclined to believe that he can do a number of things with it. Included for the sake of completeness for this ability are Psionic Phantasmal Killer, Sensorinural Cascade, and Microcosm, Mindfire, Urge Extermination, in addition to psychic crush.
Mangekyou Sharingan: Amaterasu - Itachi's second Mangekyou form is never actually seen, merely its after effect. The clues are a very powerful blasting effect that looks like fire, but is far more dangerous. This one is approximated by Psionic Disintegrate.
Akatsuki Techniques - Itachi likes to use exploding clones and has used the Akatsuki communication and astral projection techniques as well. These are approximated by Contingency, Fission, Mind Switch, Metamorphosis, and Mind Link
Taijutsu - While not front and center in his fighting style, Itachi does pretty flawlessly destroy both Sasuke and Kurenai in hand to hand combat. For this reason Itachi has a base attack of +16, Unarmed Strikes and Flurry of Blows as a 12th level monk, and the friendly add ons of Offensive Precognition/Prescience and epic to hit bonuses. Quicken Power - When Itachi uses techniques in combat with kakashi, he does so too fast for kakashi to follow his hand seals, and fires off several techniques in an extremely short period of time. As such, this itachi build is the master of quicken power. Note: Itachi would easily be my favorite character in the series, so if this build is a little too flattering for your tastes, that may be why Big Grin
« Last Edit: December 22, 2009, 08:27:35 AM by Risada » Logged

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« Reply #43 on: October 11, 2009, 03:37:41 PM »


Hoshigake Kisame - Shifter Ranger 1/Wilder 14/Psychic Weapon Master 10
Notes:
1) For maximum base attack, Kisame must take all 10 Psychic Weapon Master levels before level 21. He qualifies to take the class by his 10th level.
2) Kisame takes the shifter wilder substitution from Races of Eberron that gives him access to the Egoist list so he can take animal affinity, hustle, psychic vampire, psychofeedback and combat transformation
3) Ranger is used to get martial weapon profs without spending a feat or invoking an XP penalty

Feats: Track (Ranger1), Power Attack (1), Dodge (Flaw), Psionic Dodge (Flaw), Mobility (3), Psionic Weapon (6), Weapon Focus (Greatsword) (9), Deep Impact (12), Psionic Meditation (15), Quicken Power (18), Improved Manifestation (21), Improved Manifestation (24) Flaws: Shaky, Vulnerable

Powers:
1st - Vigor, Energy Ray, Mindlink*
2nd - Animal Affinity
3rd - Hustle
4th - Correspond, Psychic Vampire, Metamorphosis*
5th - Metaconcert*, Psychofeedback
6th - Contingency, Combat Transformation**, Mind Switch*
7th - Energy Wave

* - These powers are techniques taught to Kisame by other members of Akatsuki, they are added via Psychic Chirurgery and are for techniques common to members of Akatsuki ** - From the Mind's Eye

Kisame's Signature Abilities:
Incredible Stamina - This was the only point about Kisame that kept me from making him a Psychic Warrior/Psychic Weapon Master. Kisame makes the Akatsuki grade because he has a massive chakra stamina, and it is required to power some of their group techniques. To represent this, Kisame has two Improved Manifestation epic feats, giving him a base power point total of 351, higher than any other individual build so far. He can also conserve power points with wild surge. Kisame also has strong physical stamina, represented by vigor and animal affinity.
Incredible Strength - Kisame possesses massive physical strength, he overpowers a Jounin close combat specialist in Asuma very easily. To represent this, Kisame has both animal affinity and psychofeedback available to augment his strength.
Samehada - Kisame wields that chakra eating blade Samehada in combat. In game terms it would begin as a +1 Vicious Psychic Deep Crystal Greatsword, and through Kisame's Psychic Weapon Master abilities would gain the Keen, Dissipator, Suppression, Soulbreaker, and Mindfeeder abilities. In addition, Kisame's blade drains chakra, which is represented by channeling Psychic Vampire to his Sword/Psicrystal and making the touch attack as a weapon strike. In Kisame's hands Samehada acts as a +5 Vicious Keen Dissipator Soulbreaker Mindfeeder Deep Crystal Greatsword of Suppression, that is also his Psicrystal (with containment). This coupled with his +17 base attack, epic bonuses, incredible strength and physical endurance, make Kisame a beast in close combat.
Flaws - While Kisame would not be described as Shaky or Vulnerable, he doesn't fight at range, and he doesn't fight defensively by any stretch of the imagination, so these seemed like the most fitting flaws to allow him to qualify for Psychic Weapon Master in time.
Kuchiyose no Jutsu - Kisame summons sharks. He prefers to do so after drowning his foes under massive suiton jutsus, and this is only demonstrated when he attempts to do so to Gai in the manga. Interestingly enough, he doesn't call this technique Kuchiyose no Jutsu, but rather uses it as an element of an attack jutsu, much the same way Temari does when she summons as part of Dai Kamaitachi. This is represented as usual with contingent correspond.
Suiton Jutsu - Kisame uses a pair of water element techniques, one targeted (suikoudan no jutsu) represented by energy ray, and one area, represented by energy wave. Akatsuki Techniques - Like his partner Itachi, Kisame has used the Akatsuki communication and astral projection techniques. These are approximated by Contingency, Mind Switch, Metamorphosis, and Mind Link. In his case most of these have been added via Psychic Chirurgery, as it is unlikely he is the source of them within Akatsuki, and he doesn't have much power selection room after you account for his other abilities.
« Last Edit: December 22, 2009, 08:27:00 AM by Risada » Logged

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« Reply #44 on: October 11, 2009, 03:39:43 PM »


Akasuna no Sasori, The Red Sand Scorpion - Stone Half Golem* Shaper 10/Constructor 10/Body Leech 5

* - Half Golem Template Found in Monster Manual II

Order of Levels: Shaper9/Constructor10/Shaper+1/Body Leech5

Feats: Inquisitor (1), Body Fuel (Human), Boost Construct (Shaper1), Speed of Thought (3), Expanded Knowledge (Mind Link) (Shaper5), Speed of Thought (6), Expanded Knowledge (Dominate) (9), Expanded Knowledge (Revivify) (12), Expanded Knowledge (Mind Switch) (15), Expanded Knowledge (Truevenom Weapon) (18), Expanded Knowledge (Modify Memory) (Shaper10), Epic Expanded Knowledge (Teleportation Circle) (21), Great Intelligence* (24)

* - Epic Level Handbook

Powers:
1st - Astral Construct, Mind Link, Ecto Protection
2nd - Repair Damage
3rd - Stasis Cocoon
4th - Ectoplasmic Cocoon, Dominate, Create Tether Hound. Modify Memory, Psychic Reformation, Truevenom Weapon
5th - Revivify
6th - Mind Switch, Contingency
9th - Reality Revision, Teleportation Circle

Sasori's Signature Abilities: Kugutsu no Jutsu - Puppetry Technique - This technique was founded in the sand by long before Sasori was born, but it was Sasori who perfected it. Though he uses them very little Sasori has an array of powerful conventional puppets, and was responsible for the design of most of the puppets in Suna, including Kanuro's Kurorai and Karasu. This is approximated by Astral Construct and the various constructor abilities.
Hitokugutsu - Human Puppet - The evolution of Sasori's puppetry technique was to fashion puppets out of humans, in order to make puppets that could use chakra and consequently ninjutsu techniques. Sasori has made 298 human puppets in the 20 years he's been a wanted criminal. The process for doing so is a complicated one. In game terms Sasori defeats his opponent and imprisons them in a stasis cocoon. If they happen to perish he has revivify to keep them alive. While they are in stasis he afflicts them with Dominate, using the utter thrall augment from hyperconscious to make his control permanent. He then uses Psychic Reformation to minutely modify their abilities to improve their will save such that they will not lose thier chakra using abilities in the transformation to come. Sasori then uses a ritual to apply the Half Golem template to them (see designers notes for details). This creates perfectly obediant, trapped, enhanced, puppets that retain of the abilities they had in life. All of which are key in creating Sasori's final technique.
Aka Higi: Hyakki no Souen - Scarlet Technique: Dance of 100 Puppets - It is said that the true mark of strength for a puppeteer is measured by the number of puppets they can control at once. Kankuro controls two, one with each hand. Chiyo, Sasori's grandmother and sensei can control 10, one with each finger. Sasori can control all his puppets, and he uses 100 of them at once. This technique is represented through a contingent teleportation circle to summon his puppets, as his Hitokugutsu do not require concentration to control (being half golem thralls, which prevents me from having to build a character than can nova off 100 astral constructs in a single round Big Grin).

Sasori's Favorite Puppets:

Hiruko, Level 9 Astral Construct
Huge Construct
Hit Dice:
19d10+40 (144 hp)
Initiative: +0
Speed: 60 feet
Armor Class: 33 (+25 natural, -2 size), touch 8, flat footed 33
Base Attack/Grapple: +14/+40
Attack: Slam +32 melee (2d6+32 + poison)
Full Attack: Slam +32 melee (2d6+32 + poison) and Tail Slap +27 melee (2d8+32 + poison)
Space/Reach: 15 ft/15 ft Special Attacks: Improved Grab, Constrict 2d6+27 Special Qualities: Construct Traits, Damage Reduction 15/Magic, Darkvision 60 ft, Low Light Vision
Saves: Fort +6, Reflex +6, Will +6
Abilities: Str 47, Dex 11, Con --, Int --, Wis 11, Cha 10
Menu Abilities: Muscle (B), Constrict (C), Tail Slap* (C), Poison Touch (B), Extra Brawn* (C), Improved Grab (B), Celerity (A), Power Attack (A)

* - From the Mind's Eye Constructor Article

Sandaime Kazekage - Stone Half Golem Human Wilder 16/Slayer 8
Feats: Track (1), Speed of Thought (Human), Up the Walls (3), Mental Leap (6), Psionic Meditation (9), Expanded Knowledge (Call Weaponry) (12), Power Attack (15), Psionic Weapon (18), Expanded Knowledge (Hail of Crystals) (21), Deep Impact (24)

Powers:
1st - Call Weaponry, Crystal Shard
2nd - Swarm of Crystals
3rd - Telekinetic Thrust, Telekinetic Force
4th - Wall of Ectoplasm, Shatterstorm*, Telekinetic Maneuver
5th - Hail of Crystals

* - Hyperconscious

Sandaime Kazekage's Signature Abilities:
Satetsu – Iron Sand – A special form of telekinesis used only by the third kazekage due to his unique ability to change his chakra into magnetic force. He modeled most of the techniques based of this ability after the sand controlling abilities of the sands previous hosts for the Shukaku, making many of them similar to Gaara's techniques. He uses this power to create weapons (Call Weaponry), move objects or blast opponents backwards (Telekinetic Force and Telekinetic Thrust), disarm his opponents (Telekinetic Maneuver), form walls (Wall of Ectoplasm), and attack with shards of metal or other ranged implements (Crystal Shard, Swarm of Crystals, Shatterstorm, Hail of Crystals)
Satetsu Kaihou – Iron Sand World Strike – Shatterstorm
Satetsu Shigure – Iron Sand Shower – Hail of Crystals

Designer's Notes: This build makes use of the MMII Half Golem Template (specifically the Stone Half Golem) under a rules adaptation assumption. That assumption is that it is reasonable to replace the spell requirements for applying the half golem template with similar psionic requirements. For the half stone golem I recommend replacing Stone to Flesh with Reality Revision or Restore Extremity, and replacing Geas/Quest with Dominate using the Utter Thrall augment from Hyperconscious. In both cases Sasori's puppet creation techniques are not recommended for PC use. Also, Sasori offsets the -6 penalty to intelligence from the half golem template by giving himself a +5 inherent bonus through reality revision and Great Intelligence at level 24. Logically following this build Sasori would have spent an enormous amount of experience crafting his army over his twenty years in exile from sunagakure, both before and after joining Akatsuki. Given that, he is far far more dangerous than even his enormous CR of 28 would indicate.[/sblock]
« Last Edit: October 11, 2009, 05:49:54 PM by Risada » Logged

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« Reply #45 on: October 11, 2009, 03:41:10 PM »


Tsunade, Godaime Hokage - Human Ardent* 11/Sangehirn 10/Kensai** 5

* - Complete Psionic ** - Complete Warrior

Feats: Combat Expertise (1), Mind Over Body (Human), Psionic Body (3), Up the Walls (6), Psionic Meditation (9), Power Attack (12), Psionic Fist (15), Greater Psionic Fist (18), Expanded Knowledge (Contingency) (21), Expanded Knowledge (Correspond) (24)

* - Complete Psionic

Mantles: Primary: Life and Physical Power Secondary: Conflict, and Any Two Others

Powers:
1st - Disable, Vigor, Touch of Health*, Adrenline Boost*, Offensive Prescience
2nd - Animal Affinity, Body Adjustment, Empathic Transfer, From the Brink*
3rd - Body Purification
4th - Correspond
5th - Adapt Body, Psionic Revivify, Restore Extremity, Psychofeedback
6th - Restoration, Contingency, Mend Wounds*
8th - True Metabolism

* - Complete Psionic

Tsunade's Signature Abilities:
Medical Ninjutsu - Tsunade pioneered the current Naruto medical ninja path, developing most of the techniques that are common practice among their ranks, which is why she has the full array of healing and restoration techniques.
Monstrous Strength - The 2nd of the Sannin's legendary abilities is her incredible strength in combat. The precise chakra control required of a medical ninja also denotes a talent for using chakra flow to strength and enhance movement in combat. Tsunade is the master of this ability, able to crush walls, topple buildings, and general destroy anything that gets in her path. When trying to teach naruto some humility, she not only floors him with but one finger, she also creates a sizeable crater where he impacts the stone ground. To represent this legendary ability, Tsunade has access to the following: Adrenaline Boost, Animal Affinity, Psychofeedback, Offensive Prescience, Psionic Fist, Greater Psionic Fist, Power Attack, and the Kensai's Power Surge
Oath of Office - The other reason Kensai was chosen for Tsunade is her clear (though slightly begrudged) dedication to the office of Hogake after the battle with Orochimaru in episodes 95 and 96.
Infuuin: Kai - Ninpo: Souzou Saisei - Secret Mark Seal Release - Ninja Art: Genesis Regeneration - Represented by True Metabolism, this is Tsunade's ultimate medical ninjutsu, she claim's its ability will prevent her from ever falling in battle. It is considered kinjutsu because it will supposedly shorten her lifespan.
« Last Edit: October 11, 2009, 05:51:14 PM by Risada » Logged

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« Reply #46 on: October 11, 2009, 03:42:08 PM »


Jiraiya - Human Wilder 26

Feats: Speed of Thought (1), Up the Walls (Human), Mental Leap (3), Psionic Mediation (6), Empower Power (9), Psicrystal Affinity (12), Psicrystal Containment (15), Expanded Knowledge (Mass Ectoplasmic Cocoon) (18), Maximize Power (21), Epic Psionic Focus (24)

Powers:
1st - Energy Ray, Control Flames, Dissipating Touch, Entangling Ectoplasm
3rd - Dispel Psionics
4th - Correspond, Empathic Feedback, Wall of Ectoplasm
6th - Mass Ectoplasmic Cocoon, Contingency
9th - Reality Revision

Jiraiya's Signature Abilities:
Rasengan - Spiral Sphere - Dissipating Touch
Doton: Yomi Nima - Earth Element: Underworld Swamp - Mass Ectoplasmic Cocoon Ninpou: Hari Jizou - Ninja Art: Underworld Guardian Spikes - Empathic Feedback
Fuuka Houin - Fire Suppressor - Control Flames
Ninpou Gamagouchi Shibari - Ninja Art: Frog Mouth Trap - Wall of Ectoplasm and Entangling Ectoplasm
Gamayu Endan - Toad Oil Fireball - Energy Ray: used in combination with his strongest summon gamabunta, Jiraiya's part in this jutsu is to light the oil stream with a fire jutsu, I chose energy ray for this for simplicity, but Jiraiya would likely have a number of options when it comes to fire jutsus.
Reality Revision - Jiraiya demonstrates the ability to use Fuuinjutsu to undo the effects of potentially harmful or debilitating permanent or instantaneous effects of other Fuuinjutsu, such as his Gogyo Kaiin or Five Element Unsealer. The best catch all for this ability is reality revision. For this reason Jiraiya also has access to dispel psionics. Note: While these abilities cover most of what Jiraiya does in the series, I would feel remiss without pointing out that a Shaper/Slayer build might be more approriate for the Sannin, as while the wilder very simply sums up Jiraiya's abilities, he seems generically quite good at every aspect of being a shinobi, and probably has quite a few more techniques hidden up his sleeves. No focus beyond a wilder's base attack and epic bonuses were given to Jiraiya's close combat ability, because while he spars with orochimaru in the Sannin battle, he generally seems to prefer using ninpou to disable his enemies, as evidenced by his use of Gamaguchi Shibari and Yomi Nima in the two battles where he was pressed with a strong opponent or opponents.
« Last Edit: October 11, 2009, 05:51:43 PM by Risada » Logged

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« Reply #47 on: October 11, 2009, 03:43:38 PM »


Orochimaru - Human Telepath 8/Slayer 5/Subverted Psion 13

Feats: Otherworldly** (1), Shape Soulmeld*** (Planar Chaucible) (Human), Speed of Thought (Telepath1), Expanded Knowledge (Reach) (3), Expanded Knowledge (Bite of the Wolf) (Telepath5), Lunatic Insight* (6), Track (9), Psionic Meditation (12), Quicken Power (15), Psionic Body (18), Epic Expanded Knowledge (True Creation) (21), Expanded Knowledge (Truevenom) (24)

* - Heroes of Horror ** - Player's Guide to Faerun *** - Magic of Incarnum

Powers:
1st - Call Weaponry, Reach**, Charm, Bite of the Wolf
2nd - Alter Self*
3rd - Telekinetic Thrust, Graft Weapon
4th - Correspond, Truevenom, Psychic Reformation
5th - Psianimate Dead***
6th - Contingency
9th - Reality Revision, Psychic Chirurgery, True Mind Switch, True Creation

* - Dark Sun 3.5 ** - Mind's Eye *** - Hyperconscious

Orochimaru's Signature Abilities:
Sword of Kusanagi - One of Orochimaru's common close combat techniques is the use of the sword of kusanagi. Orochimaru has summoned it into battle, attacked with it grafted to a snake tentacle in his mouth, and thrust it through the air at an opponent with a wave of his finger. These abilities are approximated by Call Weaponry, Graft Weapon, and Telekinetic Thrust
Disguise - Orochimaru uses disguises quite a bit. He appeared in a disguised form at the Chuunin Exam, hid the fact that he possessed the body of a little girl from everyone, and so on. To represent this Orochimaru has Psionic Alter Self
Charm of a Snake - Orochimaru has used the lure of power to seduce more than a few up and coming shinobi into being his subordinates, most notably Sasuke. For this reason he has psionic charm.
Taijutus - Orochimaru uses a unique form of Taijutsu that concentrates on delivering bite attacks at long range with an extending neck. Given his snake theme I wouldn't be surprised if he incorperated poison into this attack form in some way, though I don't believe he has done so yet. This is represented by Reach, Bite of the Wolf, and Truevenom Jutsu Research - Orochimaru's goal, and indeed his need for immortality stems from a desire to the create and understand all the ninja techniques in the world. He feels all he needs to accomplish this is time, and it is also his motivation for attempting to gain access to the sharingan. This is represented by Psychic Reformation, and Psychic Chirurgery. Also, several of his psychic warrior powers have been added this way.
Fuuinjutsu - Orochimaru makes use of a lot of sealing techniques to make permanent changes to the abilities of himself and his subordinates, most notably his signature cursed seal. For this reason he has Psychic Chirurgery and Reality Revision.
Edo Tensei - Ressurection to the Impure World - Psianimate Dead
Fushi Tensei - Living Corpse Reincarnation - True Mind Switch
Triple Rashomon - For custom sculpted giant triple iron walls, we turn to one place and one place only. True Creation.
« Last Edit: October 11, 2009, 05:52:56 PM by Risada » Logged

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« Reply #48 on: October 11, 2009, 03:45:31 PM »


Haku - Human Wilder 10/Slayer 10

Feats: Track (1), Speed of Thought (Human), Up the Walls (3), Mental Leap (6), Expanded Knowledge (Throw Ectoform) (9), Psionic Meditation (12), Point Blank Shot (15), Precise Shot (18)

Powers:
1st - Crystal Shard
2nd - Swarm of Crystals, Specified Energy Adaptation, Throw Ectoform*
3rd - Energy Wall
4th - Dimension Door, Shatterstorm*
6th - Inconstant Location**

* - Hyperconscious ** - Sandstorm

Haku's Signature Abilities:
Needle Throwing - As a rather unusual combat style, Haku tends to attack his opponent with precisely thrown needles, being capable of precision strikes and controling how much actual damage is dealt by an attack so as to incapacitate someone without killing them. To represent this Haku uses Crystal Shard, Swarm of Crystals, and Shatterstorm as his primary offense
Shunshin no Jutsu - Body Flicker Technique - Dimension Door and Inconstant Location: Haku is fast, short range teleportation fast.
Makyou Hyoushou - Demonic Crystal Ice Mirrors - This one is hard to approximate. Basically, Haku surrounds his target with a wall of Ice Mirrors, then appears within all of them, and barrages his foes with needles as he jumps mirror to mirror too fast for the eye to see. For the mirrors we have Energy Wall: Cold, and Specified Energy Adaptation so Haku can stand in them without hurting himself. Then he can move into the area, barrage his foes with Shatterstorm then Inconstant Location to another mirror. As for appearing to be in every mirror at once, that is what Throw Ectoform has been included for.
« Last Edit: October 11, 2009, 05:53:19 PM by Risada » Logged

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« Reply #49 on: October 11, 2009, 03:46:46 PM »

Credits for this build go to RadicalTaoist


Momochi Zabuza - Human Ranger1/Wilder4/Slayer7/Psychic Assassin8

Feats: Track (Ranger1), Blind-Fight (Human), Monkey Grip* (1), Guerilla Warrior** (3), Mental Leap (6), Expanded Knowledge: Energy Missile (9), Expanded Knowledge: Greater Concealing Amorpha (12), Expanded Knowledge: Energy Cone (15), Ability Focus: Death Attack (18)

*from Complete Warrior **from Heroes of Battle

Powers:
1st - Control Light, Entangling Ectoplasm
2nd - Body Equilibrium, Energy Missile, Throw Ectoform*
3rd - Greater Concealing Amorpha, Energy Cone
4th - Telekinetic Manuver

*from Hyperconscious

Zabuza's Signature Abilities

Suiton Jutsu - Water Element Techniques: As a rogue Kiri nin Zabuza excels in use of water element attacks (most of which were borrowed by Hatake Kakashi when the two fought). They are represented as follows:
Suiryuudan no Jutsu - Water Dragon Blast Technique: Energy Missile (Cold)
Daibakufu no Jutsu - Grand Waterfall Technique: Energy Cone (Cold)
Suirou no Jutsu - Water Prison Technique: Entangling Ectoplasm and Telekinetic Manuver (Grapple)
Kirigakure no Jutsu – Mist Concealment Technique: Zabuza is renowned for his mastery of the Kiri village's signature technique, which summons up a fog to disappear into. This ability is represented by the powers Greater Concealing Amorpha, and Control Light, along with the Psychic Assassin's Hide in Plain Sight class feature. In conjunction, Zabuza can use these to become practically invisible.
Mizu Bunshin no Jutsu – Water Clone Technique: Zabuza can form clones out of water to distract and attack with. This is represented by the power Throw Ectoform.

Other Abilities:
Master of the Silent Kill - Zabuza is infamous for his ability to dispatch enemies in utter quiet and darkness. To represent this, he has the feats Guerilla Warrior, Blind-Fight, and Ability Focus to improve the Psychic Assassin's Death Attack class feature.
Mental Leap + Body Equilibrium - I haven't seen Zabuza run up walls, but I've seen him walk on water (tree running won't be a problem with Body Equilibrium either).
Monkey Grip - That's one huge sword, man.
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« Reply #50 on: October 11, 2009, 03:48:32 PM »

Credits for these builds go to the_taken


Fuujin and Raijin - Goliath* Monk 2/Ardent** 11/Drunken Master*** 5/Slayer 6

* Races of Stone ** Complete Psionic *** Complete Warrior

Favoured Enemy: - Humans

Feats: Track (1), Great Fortitude (Flaw), Dodge (Flaw), Improved Unarmed Strike (Monk1), Deflect Arrows (Monk2), Rock Hurling* (3), Weapon Focus (Unarmed Strike)(Conflict Mantle), Power Attack (6), Improved Bullrush (9), Mental Leap (12), Fling Enemy* (15), Up the Walls (18), Fling Ally (21), Awesome Blow (24)**

* Races of Stone ** Monster Manual

Flaws: Pathethic Inteligence, Unreactive
Traits: Muscle Bound, Detached

Unique NPC Ability*: Prodigy of Strength * DMG2

Mantles Primary- Conflict and Physical Power Secondary- Energy and Guardian, plus one more

Powers:
1st- Adrenaline Boost*, Deaden Blow*, Metaphysical Weapon, Offensive Prescience, Thicken Skin, Vigor
2nd- Animal Affinity, Damp Power*, Psionic Lion's Charge
3rd- Dispel Psionics, Energy Burst
4th- >none<
5th- Psychofeedback, Protection from Psionics*
6th- Mind Over Energy*
7th- Oak Body
8th- True Metabolism, Spirit of War*

* Complete Psionic

Signature Abilities of the Stupid Brothers: "... a few noodles short of a ramen bowl." - Fuujin and Raijin and not intelligent, and take a moment (or a few) to make sense of any situation. They have the Unreactive and Pathetic Intelligence flaws, and the Detached trait. As Strong as the Sannin - Fuujin and Raijin are power houses of muscle and physical might. They can lift a huge boulder, smash the ground with their fists, and leap huge distances. They have 24 class levels, the Prodigy ability powering their strength, the Muscle Bound trait, and access to the Adrenelin Boost, Animal Affinity, Metaphysical Weapon, Offensive Prescience and Psychofeedback powers, all on top of goliath to really pile it on. With the correct order of class progression, their base attack bonus is +16 before epic bonuses. Grappling the stupid brothers is ineffective. The Fling Enemy feat combined with their mighty strength and Improved Grapple feat allows them to launch their oponents off of them. They're also supernaturaly tough, shrugging off Naruto-clone punches like koosh balls. It's also very likely that they can shrug off much more potent attacks. The powers Damp Power, Deaden Blow, Oak Body, Thicken Skin and Vigor aproximate this. Awesome Blow - following up on their droping rock of doom, one of the brothers punched Naruto so hard he went flying into the boulder.

Will as strong as their bulk - Through sheer physical might, Fuujin alone could resist Shikamaru's shadow binding technique, enough for him to free his brother, Raijin, from Ino's mind switch technique. They have the powers Animal Affinity (enhancing wisdom), Dispel Psionics, and Protection form Psionics, as well as the Slayer's lucid bufer, to augment their high wisdom and epic will save.

Hina - Spatula - The stupid brother's most potent close combat maneuver. One brother grabs the other and uses him as weapon to attack everything around them. Their are three ways to aproximate this. First, the drunken master's improvised weapon ability combined with flurry of blows. The improvised weapon 'Stupid Brother' is a two-handed weapon that deals 1d8+1.5*STR mod. It has reach but can also be used to attack adjacent foes, like a spiked chain. Additionaly, it is a special monk weapon, and can be used in conjunction with a flurry of blows. Second, the Fling Ally feat. One brother tosses the other 5ft while the tossed brother manifests psionic lion's charge. Third, the process is entirely cinematic. One brother makes a flurry of blows, then the two of them make 5ft steps to switch places, and the other brother finishes with his flurry blows.

Ground Smash - A judicious aplication of strength can have surprising results. The two brothers stand back to back and pound the ground, destroying everthing around them. To aproximate this each manifests Mind Over Body [sonic], so as not to hurt each other when they manifest Energy Burst [sonic] imediately after. Alternatively, to keep with the theme that they are named after the gods of thunder and the lightning, one manifests Mind Over Body [sonic] and Energy Burst [electricity], while the other manifests Mind Over Body [electricity] and Energy Burst [sonic].

Other Abilities - Mental leap because they can jump huge distances. Up the walls because all shinobi should be able to do that. Favoured enemy (human) plus enemy sense because they are so good at hide-and-seek and tag. Rock Hurling because they did hurl one big rock, as well as qualifying them for the fling people feats. Emulating their anger when someone does something bad with food is the Spirit of War power. Surprisingly, after fighting Naruto and Team 10, and being flicked by Tsunada, they were still fit enough to run back to prison ready for dinner. True Metabolism was added to make their toughness even higher, if the need should arise. Also, I wanted to fill up their powers known list.
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« Reply #51 on: October 11, 2009, 03:50:51 PM »

Credits for these builds go to the_taken

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Kurosuki Raiga - Human Fighter 2/Ardent* 10/Storm Disciple* 5/Dervish** 1/Ranger 1/Slayer 5/Elocator 1

* Complete Psionic ** Complete Warrior

To maximize his choice of feats, Raiga takes 6 levels of Ardent between Fighter 1 and 2, followed imediately by his last 4 levels of Ardent.

Feats: Dodge (1), Mobility (Human), Two-weapon Fighting (Fighter1), Combat Expertice (Flaw), Antagonist (Flaw), Weapon Focus (Scimitar)(Conflict Mantle), Up the Walls (3), Two Weapon Defence (6), Improved Two-weapon Fighting (Fighter2), Improved Two-weapon Deffence** (9), Expanded Knowledge (Energy Retort)(12), Track (Ranger), Greater Two-weapon Fighting (15), Greater Two-weapon Defence** (18), Expanded Knowledge (Energy Missile)(21), Epic Expanded Knowledge (Tornado Blast)(24)

* Complete Psionic ** Complete Warrior

Flaws: Inattentive and Weak Will

Mantles: Primary - Energy and Fate Secondary - Conflict, Deception and Madness

Powers:
1st- Defencive Precognition, Energy Ray, Metaphysical Weapon, Offensive Precognition, Offensive Prescience, Primal Fear*, Psionic Daze
2nd- Concealing Amorpha, Energy MissileEK, Energy Push
3rd- Energy Bolt, Energy Burst, Energy RetortEK, Energy Wall
4th- none
5th- Energy Manipulation
6th- Greater Precognition
7th- Energy Wave, Fate of One
8th- none
9th- Tornado BlastEEK

* Complete Psionic

Kurosuki Raiga's Signature Abilities:
Storm Disciple - During electrical storms, Raiga taps into them, becoming a living lighning rod with swords! As one of the Hidden Mist Village's
Seven Shinobi Swordsman, Raiga has a respectable close combat ability. He fights with two vicious swords (aproximated by scimitars) that he uses equally for attacking and defending, and he can generate electricity for some mass combat madness. He is given a big truck full of energy powers that he switches up with his melee abilities. When a thunder storm rolls overhead, he uses Energy Manipulation [Electricity] to redirect lightning bolts onto his enemies.
Kirigakure no Jutsu – Mist Concealment Technique – Concealing Amorpha. Raiga doesn't need to use the mist as well as Zabuza, since Ranmaru can confusle oponnents anyway.
Ikazuchi no Kiba - Ikazuchi's Fangs/Fangs of Lightning - Raiga charges his swords with electrical energy, then calls down a large bolt of lightning. This is aproximated by the Strom Disciple's Thuderblade ability, followed up with Energy Missile [Electricity].
Raizou Izakuchi Wo Utte - Lightning Strike - Energy Bolt [Electricity] or Energy Missile [Electricity] depending on the circumstances
Raikyuu - Lightningball - Energy Push [Electricity] or Energy Ray [Electricity]
Hi no Hagane - Wings of the Sun - Part jutsu, part maneuver. While running up a cliff, Energy Wave [Sonic] is used to cause an avalanch just ahead of Raiga. He scoots past as it starts, and pursuers are crushed.
Rairyuu no Tatsumaki - Lighning Dragon Tornado - Tornado Blast
Raigeki no Yoroi - Lighning Armor - Energy Retort [Electricity]. In the case of protecting Raiga from Lee's attack, Lee's Psionic Lion's Charge attack was interupted by the effect. Aproximating his abilty to stand in a lightning storm undamaged is the Strom Disciple's Electrical Resistance and Strom Walker abilities. That prestige class is just charged full of Raiga-ness. What a shock when I first saw it.:rimshot: ---

Ranmaru Human Seer 20
Feats: Linked Power* (Human), Extend Power (Flaw), Enlarge Power (Flaw), Overchannel (Lvl1), Talented (Psion1), Transcend Limits** (Lvl3), Expanded Knowledge (See Invisibility, Psionic)(Psion5), Psionic Meditation (Lvl6), Telepathic Affinity* (Lvl9), Expanded Knowledge (Concealing Amorpha, Greater)(Psion10), Gestalt Anchor* (Lvl12), Skill Focus (Spot)(Psion15), Expanded Knowledge (False Sensory Input)(Lvl15), Skill Finess** (Spot)(Lvl18), Expanded Knowledge (Psionic Revivify)(Psion20)

*Complete Psionic ** Hyperconcious

Flaws: Frail and Pathetic Constitution

Powers:
1st- Damp Power*, Empathy, Syncronicity*, Vigor
2nd- Clairvoyent Sense, Detect Hostile Intent, Psionic See Invisibility*EK, Sensitivity to Psychic Impressions, Serenity*, Zone of Alertness*
3rd- False Sensory InputEK, Greater Concealing AmorphaEK, Realized Potential*, Touchsight
4th- Detect Remote Viewing
5th- Psionic RevivifyEK, Psionic True Seeing, Second Chance
6th- Mass Cloud Mind, Mind Over Energy*
7th- Fate of One
8th- Hypercognition, Psionic Mind Blank
9th- Metafaculty

*Complete Psionic

Ranmaru's Signature Abilities:
Zero HP :confused: - As a sickly child, Ranmaru can't do very much on his own, and has to be carried around by Raiga as he lacks his own mobility. The combination of Ranmaru's low constitution (CON 6), the Frail flaw, and the Quick trait makes his HP equal 0. He can only take non-strenuous move actions during any given round. This includes manifesting powers that take a standard action. To get around this limitaion he manifests a 1pp Vigor before begining his sensor sweeps. This is also the first thing he does when combat is about to occur. He knows when a fight is going to break out.

All seeing Eyes - Ranmaru has incredible powers of perception, greater even than the Byakugan. The ability to see thru walls and his cocoon is aproximated by an enlarged max augmented talented transcended touch sight. The ability to perceive the movements of people in an entire valley is aproximated by an extended clairvoyent sense from a high altitude combined with an insane spot modifyer, then zooming in with a localized clairvoyent sense. Determin the aspects of a person's abilities, Metafaculty.
Additionaly, Ranmaru can decieve Neji's Byakugan, making him detect chakra systems in rocks, trees and midair. The standard catch all genjutsu, False Sensory Input can fool True Seeing in this case since Ranmaru can tell wether or not Neji has his 'white eyes' open.

Sincronicty + Linked Power to enable some weak novas.

Putting the two Together:
Ranmaru's Zone of Alertness + fully upgrade Touchsight means it's impossible to flank or sneak up on Raiga, as it's impossible to sneak up on Ranmaru. A few clairsentient upgrades placed on Raiga to up his game, Realized Potential, Serenity plus the Gestalt Anchor feat for a few misc bonuses. Since the two share the same space, only Ranamaru needs to manifest Greater Concealing Amorpha for the two of them to hide. Using Mass Cloud Mind renders both Ranmaru and Raiga invisible, especialy within the Concealing Amorpha. It also fools the Byakugan since it's a mental attack, not an illusion.

---------------------------
New Minor Atifact:

The Curry of Life

This excessively spicy combination of seafood, swampfood, forrestfood, volatile herbs, turtles and dread pepper sauce poured onto steamed sweat-rice is a delicacy to those with a fireproof digestive system. Consuming the dish takes 20 minutes and a successful DC 25 fortitude save or DC 30 will save (consumer's choice). Failling the save means the subject stopped eating for more than a moment to breathe, and cannot benefit from the Curry of Life's supreme benefit. Ever. Upon completion of the dish, wether the consumer saves or not, fully restores him (or her), replenishing health (HP) and chakra (power points) as well as granting a +5 inherent bonus to fortitude saves against spicy foods. Those who consume a full dish non-stop receive a +1 inherant bonus to their primary manifesting ability score, and enough experiance points to bring him (or her) to the next character level and half way to the next. A character can only benefit from the curry's supreme ability once, but the restorative properties can be used repeatedly without consequances beyond an ignited tongue. When Ranmaru ate it, he became a 21st level charater and took the Improved Toughness feat, ending up with an HP total of 21. He could then function unaided.
« Last Edit: October 11, 2009, 05:56:41 PM by Risada » Logged

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« Reply #52 on: October 11, 2009, 03:52:14 PM »

Credits for this build go to the_taken



Amachi - Sahuagin Egoist 10/Sangehirn 10

Feats: Endurance (1), Psionic Body (Egoist1), Mindover Body (3), Speed of Thought (6), Mental Leap (Egoist5), Psionic Meditaion (9), Psycrystal Affinity (Egoist10), Psycrystal Containment(12), Focused Skill User* (Heal,Concentration,Swim)(15), Skill Focus (Swim)(18), Controled Respiration**(21)

* Complete Psionic ** Savage Species

Powers:
1st- Float
2nd- Body Adjustment, Energy Push, Swarm of Crystals
3rd- Body Purification
4th- Correspond, Metamorphosis
5th- Adapt Body
6th- Energy Barrage*, Psionic Contingeancy, Psionic Restoration, Suspend Life
7th-
8th-
9th- Reality Vision

* Complete Psionic

Amachi's Signature Abilities
Sahuagin: Monstrous aquatic humanoid with tough scales and powerful natural attacks.
Suiton Kaihoudan - Water Element: Pressure Cannon - Energy Push [COLD]
Barrage of Water Balls - Energy Barrage [COLD]. Not actualy named, but instead the rapid application of succesive Water Pressure Cannons.
Disguise - After his own transformation, Amachi continued to pass himself off as a 'normal' human mad scientist. Most shinobi can disguise themselves anyway.
Burst of Scales - Amachi launches a swarm of his razor sharp scales. This is aproximated by the Swarm of Crystals power.
Twisted Medical Ninjutsu - Similar to Kabuto and Tsunade, Amachi is a student of medical jutsu. He isn't as proficient in their restorative aplication as Tsunade, or offensive use as Kabuto. But he has developed the ability to adjust and change the anatomy of a 'subject', an ability worthy of Orochimaru's attention. He has a bunch of restorative powers, and the Reality Vision power to function in the place of a Wish spell for the monster transformation ritual.

Kuchiyose no Jutsu - Amachi can summon the enormous blob of salt water, Sea Boss. This is represented by a Correspond contained within a Psionic Contingency.
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« Reply #53 on: October 11, 2009, 03:58:09 PM »

This is based off of a Dire Wolf layered with the Titanic, Monster of Legend, Fiendish, and Phrenic templates. I also added two claw attacks. Fiendish, oddly enough, is unneccessary, as Titanic gives the great size and strength, Monster of Legend gives many "otherworldly" and "demonic" abilities (haste, fast healing, frightful presence, a great deal of stat mods), and Phrenic adds the nice psionic abilities.



Kyuubi
Gargantuan Outsider (Extraplanar, Psionic)
HD 25d8+300 (413 hp)
Initiative +8 (+4 dex, +4 improved initiative)
Speed 50 ft
Armor Class 30 (-4 size, +4 dex, +20 natural), touch 10, flat-footed 26
Base Attack/Grapple +18/+50
Attack Bite +36 melee (6d6+20)
Full Attack Bite +36 melee (6d6+20) and 2 claws +34 melee (3d8+10)
Space/Reach 20 ft/15 ft
Special Attacks: frightful presence, psi-like abilities, smite good, trample, trip
Special Qualities: darkvision 60', DR 10/magic, fast healing 5, haste, low-light vision, naturally psionic, PR 35, resist cold and fire 10, scent, SR 25
Saves: fort +31, ref +14, will +13
Abilities: str 51, dex 19, con 35, int 6, wis 16, cha 18
Skills: hide +0*, listen +14*, move silently +0*, spot +14*, survival +5*
Feats: alertness, awesome blow, great fortitude**, improved bull rush, improved intitiative**, improved natural attack (bite), improved natural attack (claw), multiattack**, power attack, run, track**, weapon focus (bite), weapon focus (claw) Environment: any (temperate forest)
Organization: unique
CR: 23
Treasure: none
Alignment: Lawful Evil
Advancement: --
Level Adjustment: --

Kyuubi is the nine tailed demon fox, one of nine Bijuus (enormous demonic animals). It has immense power both in physical combat and has nigh-inexhaustable stores of chakra to fuel its many supernatural abilities.

COMBAT

Fast Healing (Ex): Kyuubi's wounds heal with incredible swiftness. It heals 5 hp worth of damage each round.
Frightful Presence (Ex): When Kyuubi growls, it inspires terror in all creatures within 100 ft. with fewer HD than it has. Each opponent must make a Will save (DC 28) or become shaken-- a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to Kyuubi's frightful presence for 24 hours.
Haste (Su): Kyuubi is supernaturally quick. During a full attack, it may make one additional attack at its full attack bonus, as if it were under the effects of a haste spell.
Naturally Psionic (Ex): Kyuubi has 1 power point.
Psi-Like Abilities (Psi): Kyuubi possesses the following psi-like abilities: 3/day-- defensive precognition, empty mind, intellect fortress, mind thrust, psionic teleport, 1/day-- aversion, body adjustment, brain lock, energy current, fission, force screen, psionic blast, psionic dominate, psychic crush, tower of iron will, ultrablast.
Skills: Kyuubi has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. It also has a +4 bonus to Survival checks when tracking by scent.
Smite Good (Su): Once per day, Kyuubi may make a smite good attack that deals an additional +25 damage against a good target.
Trample (Ex): As a standard action during its turn each round, Kyuubi can trample a Huge or smaller opponent. This attack deals 3d8+30 damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 32) for half damage.
Trip (Ex): If Kyuubi hits with a bite attack it can attempt to trip its opponent (+32 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Kyuubi.

** denotes a bonus feat. Kyuubi recieves Track from being a Dire Wolf, Improved Initiative and Multiattack from Monster of Legend, and Great Fortitude from Titanic.
« Last Edit: October 11, 2009, 05:57:53 PM by Risada » Logged

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« Reply #54 on: October 11, 2009, 04:02:43 PM »

Shukaku is a based off of a Fiendish, Phrenic, Titanic, Monster of Legend Dire Rat. Dire Rat was used as a base to model a Dire Raccoon--- they're both very intelligent animals, but both have a tendency to be disease carriers. In addition, I added two claw attacks. Notice may of Shukaku's psi-like abilities have been changed from the stadard Phrenic template--- these changes are to bring it more in line with Gaara's abilities.



Shukaku
Gargantuan Outsider (Extraplanar, Fire, Psionic)
HD 25d8+350 (462 hp)
Initiative +7 (+3 dex, +4 improved initiative)
Speed 40 ft, climb 20 ft
Armor Class 34 (-4 size, +3 dex, +25 natural), touch 9, flat 31
Base Attack/Grapple: +18/+50
Attack: Bite +34 melee (3d8+20 plus disease)
Full Attack: Bite +34 melee (3d8+20 plus disease) and 2 claws +32 melee (2d6+10)
Space/Reach: 20 ft/15 ft
Special Attacks: Disease, frightful presence, psi-like abilities, smite good, trample
Special Qualities: Darkvision 60’, DR 10/magic, immunities and weaknesses, low-light vision, PR 35, SR 25, resist cold 10, scent
Saves Fort +31, Ref +20, Will +20
Abilities: Str 50, Dex 17, Con 38, Int 6, Wis 16, Cha 18
Skills Climb +28, Hide +0, Listen +10, Move Silently +0, Spot +10, Swim +28
Feats: Alertness, Awesome Blow, Empower Psi-like Ability (Energy Ball: Fire), Great Fortitude**, Improved Bull Rush, Improved Initiative**, Improved Natural Attack (bite), Improved Natural Attck (claw), Maximize Psi-like Ability (Energy Ball: Fire), Multiattack**, Power Attack, Quicken Psi-like Ability (Energy Ball: Fire), Weapon Finesse** Environment Any
Organization: Unique
CR: 20
Treasure: None
Alignment: Chaotic Evil
Advancement: --
Level Adjustment: --

Shukaku is the first of the nine Bijuu (gigantic animal demons). It has a special affinity for sand.

Disease (Ex): Filth Fever – Bite, Fort DC 36, damage 1d3 dex and 1d3 con. Unlike other diseases, this one takes effect immediately. The save DC is Constitution based.
Frightful Presence (Ex): When Shukaku laughs, he causes fear in all opponents with fewer HD within 100 feet. Opponents must make a Will save (DC 28) or become shaken- an effect which continues until they are no longer in range. Opponents who successfully save are immune to Shukaku’s frightful presence for 24 hours.
Immunities and Weaknesses (Ex): Shukaku is immune to fire, poison, and mind-affecting effects. It is vulnerable to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Naturally Psionic (Ex): Shukaku has 1 power point.
Psi-like Abilities (Psi): Shukaku has the following psi-like abilities: 3/day—empty mind, energy ball: fire, inertial armor, mind thrust, psionic teleport, 1/day— aversion, body adjustment, brain lock, energy wave: sonic, fission, force screen, hail of crystals, psionic dominate, psychic crush, telekinetic thrust, tower of iron will.
Skills: Shukaku has a +8 racial bonus on Swim checks. It also has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Smite Good (Su): Once per day, Shukaku may make an attack that deals an additional +25 damage to a good target.
Trample (Ex): As a standard action during its turn each round, Shukaku can trample a Huge or smaller opponent. This attack deals 3d8+30 damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 32) for half damage.

To mimic Shukaku's awesomely powerful Renkuudan, simply Quicken, Empower, and Maximize Shukaku's Energy Ball: Fire. All totaled, you'll get 187+12d6 Fire damage with a save DC of 27. On average, that's 229 fire damage-- no wonder Gamabunta didn't want to face Shukaku!

« Last Edit: October 11, 2009, 06:01:32 PM by Risada » Logged

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« Reply #55 on: October 11, 2009, 04:05:32 PM »

Credits for this build go to RadicalTaoist


Gamabunta-oyabin, the Frog Boss Advanced Red Slaad (11 HD) Wilder 12/Slayer 9
Hit Dice: 20d8 + 12d12 + 192 (360 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 20 (-2 size, +1 Dex, +11 natural), Touch 14, Flat Footed 19
Base Attack/Grapple: +25/+43
Attack: +5 longsword +38 melee (2d6+20) or tongue +33 melee (3d8+10)
Full Attack: +5 longsword +38/+33/+28/+23 melee (2d6+20) and tongue +31 melee (3d8+10) or tongue +33 melee (3d8+10) and 2 claws +29 melee (1d6+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Pounce, Stunning Croak, Summon Frog, powers, breach power resistance
Special Qualities: Darkvision 60 ft, fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5, lucid buffer, cerebral blind, cerebral immunity, elude touch, volatile mind
Saves: Fort +27, Ref +10, Will +21
Abilities: Str 30, Dex 13, Con 22, Int 10, Wis 10, Cha 20
Skills: Climb +15, Hide +12, Jump +40, Listen +8, Move Silently +12, Spot +8 (this is actually very low, Gamabunta will have a ton of skill points to spread out as he wishes, the Jump check is the only one I really boosted)
Feats: Dodge, Mobility, Multiattack, Track, Mental Leap, Psionic Meditation, Expanded Knowledge: Energy Ball, and four epic feats of your choice (suggestions are welcome).
Environment: Any (temperate forest and marshlands)
Organization: Solitary or accompanied by additional frog summons (like that samurai-looking frog Jiraiya summons more often)
Challenge Rating: 20
Treasure: Normal (Gamabunta may be using magical equipment to boost his combat capabilities, I'm treating his weapon as +5, and he needs an eversmoking pipe)
Alignment: True Neutral
Advancement: -
Level Adjustment: +6 (Gamabunta is in PC terms a level 38 character)

Progression: To maximize the BAB to get Gamabunta's impressive combat prowess, enter Slayer immediately after taking one level of Wilder. This leaves Gamabunta with a pre-epic BAB of +19, and eventually an epic BAB of +25. To maximize the saves, all Wilder levels except the first have been taken AFTER Slayer levels and Red Slaad HD.
Deleted/ignored/renamed abilities: The Red Slaad's Implant was ditched. Summon Slaad is altered for frogs as you like - I'd be surprised if Gamabunta couldn't call his own to help. Bite attacks are called tongue attacks. Some of Gamabunta's ability scores include inherent bonuses from tomes or Reality Revision - I don't find it likely that the Boss would not be boosted. Gamabunta's knife I represented as a +5 longsword - he uses it two-handed enough to imply there's a damage bonus from doing so. Since Slaad's are Wizard's Intellectual Property, I'm going to skip the details and just go straight to the important stuff.
 
Powers:
1st - Psionic Grease
4th - Energy Ball
7th - Energy Wave

Gamabunta's Signature Abilities:
Suitaihou - Water Cannonball - Gamabunta's most common projectile jutsu is to attack by spitting a large, high-pressure ball of water at his target. This is approximated by Energy Ball (Cold element).
Katon: Gamayu Endan - Fire Element: Toad Oil Fireball - a combination technique between Gamabunta and Jiraiya, Gamabunta spits a mass of toad oil which then becomes a powerful flamethrower when ignited by another fire technique (although Naruto approximates it by supplying an explosive tag, and the Boss could probably supply his own ignition through his pipe). This is approximated by Energy Ball or Energy Wave (Fire element). Since I feel it would be silly if the Boss couldn't spit oil for practical purposes, I'd give him Psionic Grease as well.
Other Abilities: Volatile Mind, Cerebral Immunity, etc. - you do not tell the Boss what to do. Nor do you mess with the Boss's head. Jiraiya did state that the Fourth was the only ninja who could get Gamabunta's full cooperation.
+40 or higher Jump check and Mental Leap - he's a frog. Duh.
Red Slaad's Stunning Croak - when the Boss yells at you, you shut up and listen.
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« Reply #56 on: October 11, 2009, 04:09:16 PM »


Enma, the Monkey King

Awakened Dire Ape Egoist 10/Slayer 10

Large Magical Beast
Hit Dice: 7d10 +10d4 +10d8 +135 (248 hp)
Initiative: +3 (+3 dex)
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +22/+36
Attack: Claw +31 melee (1d6+10)
Full Attack: 2 claws +31 melee (1d6+10) and bite +26 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+15
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +15, Will +18
Abilities: Str 30, Dex 16, Con 18, Int 22, Wis 16, Cha 14
Skills: Climb +18, Listen +6, Move Silently +5, Spot +6 (skills have not been touched yet. At the least, Climb and Jump should be incredible.)
Feats: Alertness, Improved Toughness, Track, Mental Leap, Psicrystal Affinity, Psionic Fist, Greater Psionic Fist, Expanded Knowledge: Expansion, three other epic or non epic feats (suggestions welcome)
Environment: Warm forests
Organization: Unique
Challenge Rating: 23
Treasure: None
Alignment: Always neutral
Advancement: By Character Class
Level Adjustment:

Key powers:
1 -- Expansion (while in staff form mostly)
2 -- Biofeedback (for extra protection when in staff form)
3 -- Ubiquitous Vision (Enma seems to have uncanny awareness in staff form)
4 -- Telekinetic Manuever (for mobility in staff form, general use), Metamorphosis (Henge: Kongonyoi/Transformation: Adamantine Staff for staff transformation), Wall of Ectoplasm (Kongo Roheki: Adamantine Prison Wall, used to protect the Third during battle with Orochimaru)
5 -- Psychofeedback (for increased Str in staff form)

Those are his key powers, Enma most likely has access to a variety of attack and utility powers as well, but the only ones we specifically see used are Metamorphosis and Wall of Ectoplasm.

Design notes: I assumed Enma had a maximized Awaken spell cast upon him, granting him 18 int, +3 cha, +2 HD, and the Magical Beast type.
« Last Edit: October 11, 2009, 06:17:16 PM by Risada » Logged

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« Reply #57 on: October 11, 2009, 04:11:54 PM »

Credits for this build go to the_taken

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Sea Boss
Water Monolith Wilder 13/Metamind* 10 - *Varient from Hyperconscious
Hit Dice: 36d8+13d6+10d4+481 (701hp)
Initiative: +6
Speed: 30ft. Swim 120ft
Full AC: 27 |Touch AC: 18 |Flat-footed AC: 21
BAB: +39 |Grapple: +69
Attack: Slam +50 melee 6d8+14 |Full Attack: 2 Slams +50 melee 6d8+14
Space: 20ft |Reach: 20ft
Special Attack: Drench, Vortex, Water mastery
Special Qualities: Darkvision 60ft, elemental traits
Saves: Fort +38, Ref +31, Will +27
Ability Scores: STR 38, DEX 22, CON 25, INT 12, WIS 15, CHA 23
Skills: Concentration +20, Intimidate +20, Jump +46, Listen +64, Sense Motive +20, Spot +64, Swim +25
Feats: Iron Will (1), Lighning Reflexes (3), Power Attack (6), Cleave (9), Great Cleave (12), Improved Bullrush (15), Awesome Blow (18), Improved Natural Attack (Slam)(21), Weapon Focus (Slam)(24), Improved Critical (Slam)(27), Improved Toughness (30), Alertness (33), Improved Unarmed Strike (36), Improved Grapple (39), Psicrystal Affinity (42), Psycrystal Containment (45), Expanded Knowledge (Energy Ball)(48), Psionic Meditation (51), Empower Power (54), Twin Power (57)
Chalenge Rating: 35

Powers Known:
4th- Energy Ball

Power Points per Day: 583

Signature Abilities of Sea Boss: He's a big blob of water. Elemental Monolith covers that. As a boss, he has an enormous supply of chakra. He knows very few tricks though. Show up, swallow something and blast stuff. All the powers he might of known have been sequestered into power points by the Metamind Varient form Hyperconscious. The Sea Boss's secondary attack form is a large blast of water he launches. This is aproximated by a Wild Surged Empowered Twined 15pp Energy Ball [COLD]. That's (30d6+30)x1.5 cold damage. He can pull this off twice every three rounds (M+R,R+M,R+R), and a total of 25 blasts can be made, then a lame 8pp Energy ball can be fired off. Of course, the Font of Power ability of the metamind means that he can make 7 more water blasts.

----------------------------

I think a custom monster would be more suitable. This monster just blows Gamabunta out of the water.
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« Reply #58 on: October 11, 2009, 04:12:39 PM »



Manda, Advanced (23 HD) Deathcoil of Legend Warmind 10
Gargantuan Outsider
HD: 23d10 + 10d10 + 264, (445 hp)
Initiative: +10 (+6 dex, +4 Improved Initiative)
Speed: 50 ft, climb 50 ft, swim 50 ft, burrow 50 ft
Armor Class: 25 (-4 size, +6 dex, +13 natural), touch 12, flat 19
BAB/Grapple: +27/+65
Attack: Bite +39 melee (2d8+24 and poison)
Full Attack: Bite +39 melee (2d8+24 and poison)
Space/Reach: 20'/15'
Special Attacks: Constrict 2d8+24, improved grab, poison, poison breath, psionics
Special Qualities: Darkvision 60', enhanced attributes, haste, low-light vision, scent
Saves: Fort +24, Ref +22, Will +12
Abilities: Str 43, Dex 23, Con 27, Int 14, Wis 20, Cha 8
Skills: Balance + 14, Climb +24, Concentration +18, Knowledge (History) +38, Knowledge (Psionics) +38, Listen +32, Spot +32, Swim +24
Feats: Ability Focus: Poison, Awesome Blow, Deadly Poison, Epic Speed, Greater Multigrab, Improved Bull Rush, Improved Initiative*, Legendary Wrestler, Multiattack*, Multigrab, Power Attack, Run, Versatile, Wild Talent
Environment: Any
Organization: Unique
Challenge Rating: 22
Treasure: None
Alignment: Neutral Evil
Advancement: By Character Class
Level Adjustment: --

Manda is the Snake Boss. He currently has a contract with Orochimaru, but their relationship is somewhat strained. Manda is very greedy and demands sacrifices be made whenever he is summoned, and if he ever detects a hint of weakness in someone he will void any existing contracts and attempt to devour them.

Constrict (Ex): On a successful grapple check, Manda deals 2d8+24 points of damage.
Enhanced Attributes (Ex): All of Manda's Extraordinary special attacks and powers have a +4 enhancement bonus to their save DC.
Haste (Su): Manda can make an extra attack at his full bonus when making a Full Attack action, as if he were continually under a haste spell.
Improved Grab (Ex): To use this ability, Manda must hit an opponent up to one size category larger than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can transfer the opponent into his coils and constrict. Manda often drags grabbed prey underwater to drown (see page 304 in the Dungeon Master's Guide).
Poison (Ex): Manda delivers poison with each successful bite attack. An opponent must make a Fort save (DC 35) or take damage. Manda's poison deals 1d6 Str damage initially, and 2d6 Str damage a minute later.
Poison Breath (Ex): Twice per day, Manda can breathe a 60-foot cone of poisonous gas (inhaled, Fortitude DC 33, initial damage sleep for 2d4 hours or until damage is taken, secondary damage 1d6 Con).
Psionics (Psi): Manda manifests as a 10th level Psychic Warrior. He has a reserve of 97 PP and knows the following powers: 1st - Reach, Burst; 2nd -- Dimension Swap; 3rd -- Greater Concealing Amorpha; 4th -- Truevenom (DC 23); 5th -- Oak Body
Skills: Manda gains a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. Manda can always choose to take 10 on a Climb check, even if rushed or threatened. Manda can use either his Strength or his Dexterity modifier for Climb checks, whichever is higher. Manda has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.

DESIGN NOTES/FLAVOR CHANGES: Manda's mental ability scores have all been tweaked somewhat, as Manda would have access to tomes and/or Reality Revision in addition to being an exceptional member of his species to begin with. The mental scores aren't that impressive in comparison to other challenges of Manda's caliber, but relative to a snake Manda is godlike. Manda has taken Versatile from the Rokugan Campaign Setting to add Knowledge (History) and Knowledge (Psionics) to his class skill list. Additionally, he has taken Deadly Poison, Multigrab, and Greater Multigrab from the FR supplement Serpent Kingdoms. All totaled, this doubles the secondary damage of his poison and allows him to make grapple checks using only his coils or mouth with no penalty whatsoever to his grapple check. In other words: he can grapple multiple opponents just as easily as one. The Epic Speed feat was interpreted to add 30 ft. to ALL movement modes, even though it probably doesn't. Manda is the Snake Boss, exceptions can be made. War Mind also adds plenty of nasty abilities to Manda, not the least of which is Sweeping Strike and the Chain of Overwhelming Force. I chose War Mind for this reason, and not another manifesting class because Manda doesn't strike me as being particularly powerful in terms of Chakra use but being incredibly dangerous physically. He has amazing speed and power, and his most dangerous ability is his ability to move through nearly any terrain quickly to grapple his foes. Repeated exposure to his venom is sure to be deadly, whether it be the breath, bite, or truevenom power. Manda will often burrow underground to strike at enemies from below. He then grapples and constricts his opponent to death. If pressed, Manda will also manifest Truevenom each round and bite, counting on the combination of Strength and Constitution damage to kill his foes.

« Last Edit: October 11, 2009, 06:16:04 PM by Risada » Logged

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« Reply #59 on: October 11, 2009, 06:21:22 PM »

I ALMOST messed up by forgetting Manda....  Bang Head

Anyway.... I guess I'm done with this... right ?  Confused
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