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Ricky's Tabletop Character Factory!; Roll for Initiative
Topic Started: Jan 30 2015, 03:00 AM (454 Views)
MK Kilmarnock
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WELCOME!

It should come as no surprise that I love to play tabletop RPGs. This is mostly in the form of Dungeons and Dragons; I remember rolling up my first character to play some 3.5 ed in college, and I also remember just how brutally I was treated by a little something called the Tomb of Horrors, which was my very first game. But really, what I remember most was just how LONG it took me to roll up that character who inevitably shared the fate that nearly all Tomb of Horror characters share, which is death. Swift death.

That character took nearly two hours to create in its entirety, and since then I've done my best to become better and better at creating my own characters with less help and to greater effect. I now find such a great joy in creating characters that I've taken on 'challenges', attempting to create characters in certain systems simply for the joy of creating them and seeing how great I can make them. Now, I'm no extreme powergamer - I can't make a level 10 character who can kill a god in a single turn, nor can I make a level 1 character who can ascend to godhood. But I can create characters who are powerful AND can peacefully exist within a campaign.

So! I'm sure we'd love to get started, but first thing's first... what exactly are we doing here?

The RRRRRRRRRRRRRRURURULES!

1. Simply post in this thread requesting that I make a character. Specify any of the following:
a. System (I can currently run D&D 3.5 and Pathfinder, with a preference to the latter)
b. Character class
c. Character race
d. Character level
2. You can also, in addition to or in lieu of the previous parameters, request specific limitations or objectives. Basically, there are three types of characters I can make here.
a. Munchkin - Basically, I'm going to try to make the best character I can given the limitations (example: 6th level dwarf bard. I'll try my best to build the best all-around character I can under the circumstances)
b. Trick - I build a character with one specific goal in mind (example: You request that I build a level 1 character with the highest possible perception check that I can possibly attain)
c. Flavor - I build a character that tries to fit in with something unusual. Tough to describe and tougher to actually implement, I may need to break system restrictions on this one (example: Build a character that's a close representation to the character Luffy from One Piece).
3. I create characters using 29-point point buy. This gives me a fair bit of freedom while also making the builds standardized. I will still roll for HP, but can simply average HP on request.
4. Once you've requested a character, I'll get to it when I can! I'll keep a queue of five challenge requests open and complete them on a first-come, first-serve basis. I will post the link to the character sheet AND a breakdown of the creative process, and link to them in the original post as well (aka THIS post).
5. You can use the character I create at your request in any way you wish. So while this is mainly a personal challenge for myself, you can also request that I help you make a character for an upcoming game you'll be playing with friends! You're SOL if you happen to be playing 4th ed though... I never intend on learning that system! (XD)

The Queue

1. Ciel - Munchkin (level 1, elf, any class)
2. Espi - "Make LeBlanc" (level 11 human)
3. Slamexo - "Make Nico Robin" (max level 10)
4. (open)
5. (open)

Completed Concepts
1. Yudric Warhollow - Requested by Imehal - Level 11 Ranger - Munchkin (post) (sheet)
2. Tony Tony Chopper - Requested by Slamexo - Level 8 Monk - Flavor (post) (sheet)
3. Peacock - Requested by Yugikun - Level 7 Machinesmith/3 Transmechanical Ascendant - Flavor (post) (Sheet)
Edited by MK Kilmarnock, Feb 6 2015, 03:27 AM.
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MK Kilmarnock
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Concept: Level 11 Ranger (Pathfinder)
Objective: Munchkin
Submitted by: Imehal
Link: http://www.myth-weavers.com/sheetview.php?sheetid=1110410

Overview: Here we have Yudric Warhollow, a level 11 ranger created for the pathfinder system. The character is built largely as a long-range sniper and arrow dispenser, having a lot of focus on beefing up his attacks. It's interesting to think about how, somewhere around halfway through designing him, Yudric sort of defined himself as a guardian of the forest who specializes in a few tasks (and he seems to really have it out for humans). It's not a stretch to imagine Yudric patrolling the forest with his hawk, seeking out and punishing trespassers.

Couple things to note: Yudric does have an animal companion, but I didn't really bother to flesh him out. Tactically, his hawk (named Honor) will search the forest for trespassers and report back to him if he finds any, while he himself looks for tracks and signs of life. Hawk doesn't do much in combat so there's little point in wasting time on him. ALSO, check out the 'additional info' stat block. I put some fun notes in there.

Strengths & Weaknesses: Yeah, that objective reads 'munchkin' and not 'trick', but Yudric definitely excels at a few things and suffers in other areas. In particular, this guy REALLY has it out for humans. Ideally, facing humans or half-humans in a forested area, the balance is wildly tipped in his favor (again, check out that stat block to realize how badly). Yudric has his gold (all 81,000 of it) in a very few items, but those items give him a massive kick in combat. I wasn't speccing this guy for AC, and yet he managed to have a staggering 31 of it anyway, so good luck hitting this jerk.

However, Yudric's got a few soft spots. First and foremost, he doesn't have a serviceable wisdom score (since too many points went into strength/dex). I'll admit this was initially a mistake, but I began to run with it, making the archery the true focus of the character. Still, spellcasting is a big part of being a ranger, and Yudric cannot cast spells at all. Also I forgot to give him any sort of melee option, so if the enemy caster knows wind wall or anybody carries a tower shield, they've got a free approach and absolute immunity to his only method of attack.

Would I play it? Yes I most certainly would! He may not be the most powerful level 11 ranger possible, but Yudric has obvious strengths in combat and his weaknesses can be covered up by placing him in the right team (particularly one with a cleric or druid). He weakens a bit if you take him somewhere that isn't a forest or a town and have him shoot at dragons or something, but his damage is still completely serviceable and he's a fantastic duelist, using his quarry ability to give him easier criticals and boosting his already fantastic attack bonus.
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Slam
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Mr. Danya
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Here's a flavour challenge for ya: make Tony Tony Chopper (Pathfinder rules, can't go over level 10).
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MK Kilmarnock
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I hate you.

I will do my best.
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Yugikun
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maybe if you're lucky the random avatar will sync up to the character you're reading right now
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Peacock. Pathfinder. Can't go over level 10.

Have fun.
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Ciel
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Level 1 Elf.. Munchkin, class is totally up to you. I am a dumb-dumb newbie to Pathfinder and I want to know the perfect build to start off with.

I shall live vicarious through you, Sir Kilmarnock of Daventry.
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Espi
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I'd like to see you make LeBlanc from League of Legends. Level 11 Human, Pathfinder.
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MK Kilmarnock
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Concept: Tony Tony Chopper (Pathfinder)
Objective: Flavor
Submitted by: Slamexo
Link: http://www.myth-weavers.com/sheetview.php?sheetid=1111110

Overview: Finally turning in my first flavor concept, and I had to say, it was both very fun and challenging. When making a character like this, you're trying to answer one basic question: "What identifies this character?".

So, what is Tony Tony Chopper? Well, first off, he's a character from One Piece, but more importantly, he's a reindeer. No, not just a normal reindeer, a reindeer with human-like intelligence because he ate a fruit that let him turn more human-like. I was at a loss to try and figure out where to start. I thought about making him a druid (which would admittedly cover a lot of bases like Chopper's shapeshifting, his animal form and affinity for nature). I also thought about simply having him be polymorphed, but then I struck upon something better. I found the animal lord template.

The template was more intended for monsters and thus use by the DM rather than players, but I translated that "CR+2" to a "LA+2" and called it good. This gave me eight more levels to play around with. I decided to make Chopper a monk because the character uses natural and unarmed strikes, and made sure to skill him according to his character (he's a doctor, so I leveled up profession and heal, stuff like that).

Strengths & Weaknesses: Chopper turned out to be an absolute beast, in no small part due to the animal lord template. Turns out it's a little crazy to choose your ability scores, then take the score that's higher between your natural form and your animal one, then ADD FOUR TO ALL FLIPPIN' SCORES. This means Chopper's stats are great all the way across the board, and monks are so absurdly reliable on multiple-stat dependencies that it was a match made in heaven. Chopper's crazy movement speed and combat style means he can dart in and out of fights, attacking with nearly no chance of retaliation. Even if he is attacked, his HP, AC and saves are great. He has evasion to help him avoid blasty spells, and any attack that hits him is subject to an acrobatic dodge.

Weaknesses on Chopper are few, but I suppose his lack of ranged options certainly qualifies. Also his flurry of blows synergizes very poorly with his usual style of playing keep-away, but that's a woe of monks in general. I feel like his offensive abilities could have used some tuning but for a monk, it's fairly serviceable.

Would I play it? Not going to lie, as I was making Chopper, I thought he was going to turn out very weak (as I expect most flavor concepts to do). Instead, the animal lord template turned that right around and made all of his stats skyrocket, and from there it was a matter of marveling at what the little guy could do. Yes, I would play this character, provided a DM would let me.
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Mr. Danya
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Dang you did a sexy job.

But I know how much you want to do Nico Robin so I'm just going to throw that out there too. (Pathfinder, max level 10 again)
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MK Kilmarnock
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Just realized that I didn't spend any gold on Tony Tony Chopper, not even for a monk's belt. Just as well, he's still really powerful without it.

Also the queue is up to date and I will probably continue work tonight, possibly tomorrow.
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MK Kilmarnock
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Concept: Peacock (Pathfinder)
Objective: Flavor
Submitted by: Yugikun
Link: http://www.myth-weavers.com/sheetview.php?sheetid=1114303

Overview: Jesus christ Yugikun, I hated this challenge.

The challenges to creating Peacock are numerous, and I initially felt this challenge may have been insurmountable. Peacock is a... unique character, to say the least, full of technology and wacky elements that seem to be impossible to build in Pathfinder. I was going to call this one a wash, slap a half-golem template on her for her arms and call it a day. Then I discovered a few obscure third-party classes on the pathfinder database and rolled with it.

So, the first step is trying to build Peacock herself. She's a human who isn't too strong, but has a strong force of will and is a lot more intelligent than she lets on. However, she's cocky, arrogant and foolish, not knowing when to call it quits (but generally can get through most situations out of sheer pluck). I used the machinesmith's mobius weapon class feature to simulate her Argus system, which are the eyes along her arms that shoots laser beams (and her true eyes to begin with. Peacock's facial eyes are just empty sockets. It's pretty horrifying). I then used the transmechanical ascendant's mobius soul to simulate the Avery system, which is the thing in Peacock that lets her pull shit out of hammerspace and reality-warp it (it really just allows her to recall prototypes which are functionally spells, but that DOES simulate the spontaneous summoning that the Avery system allows).

Peacock's hyperspace arsenal was simple enough to replicate: Give her a handy haversack, and also give her a portable hole so she can duck in and out of it (if you've ever seen Looney Tunes, you know how portable holes work). For her summoned familiars including George, Andy and Lenny, there's the blade drone prototype and craft wondrous item feat for that (she can create constructs given proper preparation). And... that's about it. I left a lot of free space for feats and gold, basically anything that Peacock didn't specifically need to have. You could use it to beef up her firearms or her Argus system to give her more punch.

Strengths & Weaknesses: She's, uh... versatile, I guess? The machinesmith seems to be a significantly weaker wizard who can get into prestige classes with a 1:1 BAB (transmechanical ascendant). However, the prestige class buffs entirely useless stats (natural armor is okay, but strength? A caster has nearly no use for that). I'd have to say Peacock's power is very low-key but in order to make a concept THIS bizarre, I had to really spread out her power.

Would I play it? Hell no. Peacock is tremendously weak for her level. I'm pretty sure I've built characters at level 6 stronger than her, and I know a gunslinger at level 7 makes mincemeat of this build. Fun little exercise at first but with all the digging I had to do I quickly came to hate it. You can't win 'em all, folks.
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MK Kilmarnock
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Concept: Level 1 Elf
Objective: Munchkin
Submitted by: Ciel
Link: Sheet 1 Sheet 2

Overview: So, here's the deal. This was a pretty easy challenge. I was asked to make a level 1 character, ideally one that I might play. Because it was left pretty open-ended and vague if you ask me (I was asked to make the ideal build and... well, there's a few 'ideal' ways to play at level 1), I made a few sheets.

The fact of the matter is, at level 1, you're not going to be very strong. I could make a level 1 character that's like, the strongest level 1 character... but it would be gimped for later growth. If I wanted this character to be incredibly powerful right off the bat, I would have made a fighter or bar-bar. Instead, I've made two builds. You'll notice one is a wizard and one is a rogue. So... why wizard and rogue?

Consider that we're starting with an elf, and elves get natural bonuses to dexterity and intelligence at the cost of some constitution. This is kind of a downer because con is always such an important stat and thus both of these examples pay dearly for it with their HP and fort saves. The wizard definitely pays, because at level 1 wizards are pretty much jokes, no exceptions. The rogue fares a little better; Thanks to the bonuses to both int and dex, the elven rogue has more than enough ability to think and sneak their way behind somebody for 2d6 non-lethal damage (or 1d4+1d6 lethal), often more than enough to instantly neutralize their target and steal everything off of them.

The wizard, though... this build is basically the cornerstone to building an abjurer specialist that is practically invincible, counterspelling anybody who attempts to fight the party protecting them. In short, I was playing the short game with the rogue, the long game with the wizard.

Strengths & Weaknesses: The first weakness is the most obvious, and a shared one: both characters suffer from absolutely ABYSMAL constitution. In fact, when I was first making this, I nearly made the wizard venerable to give it an absurdly high 23 int... at the cost of, you know, having 4 strength, 6 dex, and a lousy TWO constitution. Yeah. It was insane, and the weaknesses at that level far outweighed the benefits. Also the wizard can do very little by itself at level 1... but can reasonably cover a party with an array of defensive spells... and color spray. Never forget color spray.

The rogue's strength lies in a good amount of early damage that will step up at an even rate as the character progresses. Also, thanks to the high intelligence of each character and the rogue's skill point bonuses, each character will have tons of skill monkey potential. This is a character you play intelligently, not just charging in with swords a-swinging.

Would I play it? Of course! I would prefer to play the rogue, but let me level these suckers up to level 8 and I'd gladly switch out to the wizard. It was a simple, wholesome challenge and I'd do it again in a heartbeat.
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