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Post by Golurkcanfly on Sept 8, 2014 17:45:11 GMT -6
Name: Fathyon Stridefoot "The Faithful Shield" RP/CYOA of origin: Of Myths, Monsters, and Many Mistakes (Projected) Card Character?: Nope. Weapon: +8 Bastard Sword of Defending +6 Buckler of Arrow Deflection +7 Glamered Breastplate Belt of Giant Strength +10 Cloak of Charisma +12 Cloak of Resistance +7 (Yes he wears two cloaks, one on each shoulder) Ring of Protection +6 Ring of Spell Turning
Notable Traits, Powers and Abilities: As an 26th Level Favored Soul Variant, he is very powerful. He has access to a wide variety of Divine Spells and a number of abilities. HP: 147 - Ability Scores: Strength: 17 (+10) Olympic Level Dexterity: 10 Average Constitution: 12 Above Average Intelligence: 12 Above Average Wisdom: 10 Average Charisma: 22 (+12) Impossibly Superhuman - Feathered Wings (good maneuverability) as a good-aligned Favored Soul (Air speed 6.66 ft/sec air, 3.33 ft/sec walk, 13.33 ft/sec sprint) - Great Energy Resistance (10) to fire, electricity, and sound - Extremely hard to damage with physical attacks (AC 35) and takes reduced damage from weapons that aren't silver (10/silver) - Slowed Down by armor (-3 AC penalty) - Excellent knowledge on the divine (31), concentration (32), diplomatic skills (41+2 with good creatures), and social observation skills (29+2 with good creatures) along with basic first aid skills (6). - Feats: Augment Healing, Blood of the Old Ones, Insight of the Old Ones, Might of the Old Ones, Knowledge of the Old Ones, Greatness of the Old Ones, Ultimacy of the Old Ones, Great Old One, Nimbus Light, Holy Radiance, Spell Focus (Good) Weapon Focus (Bastard Sword), and Weapon Specialization (Bastard Sword) - Inherently strong will, fortitude, and reflexes (27 Fortitude, 26 Will and Reflex) along with excellent combat skill (17) and moderately fast initiative (3). - Spells are very hard to avoid (+17 to save DC) - Can drive those of weak will insane or extremely afraid - Emits a faint glow that can increase in size to damage undead - Spells Known: 0-Level - Cure Minor Wounds, Purify Food and Drink, Create Water, Slash Tongue, Detect Magic, Virtue, Detect Poison, Light, Mending 1st-Level - Cure Light Wounds, Light of Lunia, Sanctuary, Conviction, Shield of Faith, Bane 2nd-Level - Cure Moderate Wounds, Hold Person, Bull's Strength, Owl's Wisdom, Light of Mercuria, Protection from Negative Energy 3rd-Level - Cure Serious Wounds, Summon Monster III, Divine Retaliation, Mass Conviction, Light of Venya, Dispel Magic 4th-Level - Cure Critical Wounds, Divine Power, Mass Shield of Faith, Mystic Aegis, Restoration, Death Ward 5th-Level - Mass Cure Light Wounds, Plane Shift, Righteous Might, True Seeing, Flaywind Burst, Mark of Justice 6th-Level - Mass Cure Moderate Wounds, Greater Dispel Magic, Heroes' Feast, Mass Bear's Endurance, Heal, Summon Monster VI 7th-Level - Mass Cure Serious Wounds, Holy Word, Resurrection, Wraith Claw, Ethereal Jaunt 8th-Level - Mass Cure Critical Wounds, Holy Aura, Last Judgement, Antimagic Field, Symbol of Insanity 9th-Level - Gate, Mass Heal, End to Strife, Miracle 10th-Level - Tentacled Abyss (Only once per day) Spells Per Day: 0-Level - 6 1st-Level - 9 2nd-Level - 9 3rd-Level - 9 4th-Level - 8 5th-Level - 8 6th-Level - 8 7th-Level - 8 8th-Level - 7 9th-Level - 7 Allies: None Bio: NG Favored Soul of an unknown patron. Raised in a church of the divine being Leo, he was chosen as the god's servant and reluctantly performed his duties. However, a new god, an unnamed god, took pity on him and chose him as his new champion. After long adventures in a struggle between the gods and their enemies, he has found his place in that war, and is ready to take sides.
Updated.
Don't worry, I'll make a more powerful villain to counteract this in the form of Anthor who has an ECL of 32 by being a lich sorcerer who has access to epic spells.
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Post by empireoffire on Sept 8, 2014 17:47:50 GMT -6
^Someone power check this one for me. It's like trying to read ancient Egyptian hieroglyphics for me.
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Post by Golurkcanfly on Sept 8, 2014 17:51:44 GMT -6
Less powerful than Neo's characters and some of Emperor's.
Think about the same as Mario is with all of his power upgrades, except that this one is extremely suave and persuasive.
He could still be curbstomped by Ethan, even before his power upgrades, with maybe one or two situations where he comes out on top.
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Post by empireoffire on Sept 8, 2014 17:58:07 GMT -6
I see stuff like " Ultimacy of the Old Ones" and "Ethereal Jaunt" and I have no idea what any of that means.
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Post by Deleted on Sept 8, 2014 17:58:12 GMT -6
What? I think Seraph is the only powerful one I have. Selene and Fenrir are normal. Gran is the same. Then again, he is right Emp, we need another person that can at least match Ethan....
Gran certainly can't...Well, mid!Gran can't and even end probably won't.
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Post by Golurkcanfly on Sept 8, 2014 18:02:01 GMT -6
I described the effects of all the feats (most are stat bonuses) in the abilities.
Ethereal Jaunt is sort of like the Become Ethereal shout. You can't be hurt or hurt anyone, and are also invisible and silent. You can pass through walls and fly too.
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Post by Deleted on Sept 8, 2014 18:09:07 GMT -6
Yep, this definitely can't defeat Ethan at all, but I'm okay with that. I just wanted Neo to know I have nothing against his character(s) I actually believe this will be the most fun of majority of the RP's. I liked Dissidia. This reminds me of it.
But yeah.... Repost....
WRITTEN IN RED FOR HOTBLOODED YOUTH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Name:Gran "Champion of Heroes"
RP/CYOA of Origin: Grand Saga
Weapons: Vánagandr, a Great Sword the is borderline Zweihander that is composed of two blades. Has the small ability to allow him to use Draconic and Wind Magicka. Also, a steel bow for small ranges attacks.
Allies: ....
Notable Traits, Powers, and Abilities: Nothing much but the ability to use Draconic(Magic of the ancient Dragon Guardians), wind magicka.
Vànagandr's Heir:Gran crouches, and transforms into a wolf of gigantic proportions, gaining the power of Vànagandr. Fights, hunts, and uses magicka like a wolf. Can only be used for ten minutes, and cannot be used until two days have passed.
Burning Whip: Gran snaps his fingers, creating a purple whip of power. Leaves behind an acidic smell and burn marks on what it touches.
Fordo's Chosen: Gran disappears, reappearing in Fordo's armor, gaining a power boost. In this form, Vànagandr transforms into a bow of legend. The arrows are enchanted with nothing but wind.
Burst: Gran uses his surroundings to jump in the air, gathering a blend of wind and draconic magicka. Vànagandr glows a faint blue hue, and he swings, unleashing a devastating blast of energy.
Card Character: No
Bio: The child of a union between nomads of the Ykash plains. Somewhere along the way, he found his true companion, Aden. Aspiring hero and self declared hero of Belle. Only time will tell if can succeed in his current journey.
Tech Level: Medieval/ Mix of some modern -------
Name: Belle "Goddess of Creation"
RP/CYOA of origin: Grand Saga
Weapon: De Magicka, a ancient draconic tome of light.
Card Character: Yes~Gran's
Allies:...
Notable Traits, Powers, and Abilities:
Rightful Shaman: Belle extends her hand, creating two twisters of light. Nature begins to react, binding, flooding, or either shocking the opponent. Random chance of any of them happening.
Oracle's Shield: Jumps in to protect Gran from only one lethal attack. Instantly reverts to CC form.
Child of Divinity: Briefly taps into the divinity of Fordo, transforming into a being of pure brightness. Creates multiple weapons to attack and defend.
Rejuvenate: Heals a medium amount of Gran's wounds. Only use twice per battle.
Combat Techniques: Belle puts away De Magicka, and behinds using her fists, and legs to strike. Considered a stance.
Tech: Same as Gran's ------
Edited, and I believe they stand more of a chance now.
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Post by empireoffire on Sept 8, 2014 18:12:06 GMT -6
What? I think Seraph is the only powerful one I have. Selene and Fenrir are normal. Gran is the same. Then again, he is right Emp, we need another person that can at least match Ethan.... Gran certainly can't...Well, mid!Gran can't and even end probably won't. Seeing as he's a temp. villain, it would probably be better to look at if as whether a small team of people can stand a chance instead of just one person. If we make someone who can match Ethan, we'll still have a problem, but with 4 OP characters instead of just 3. That's not how it goes. Of course, that's a temporary solution since he'll turn good which leads to the villains either becoming more powerful to stand a chance and leaving everyone else in the dust, or the villains being ROFL-stomped no matter what they try to do.
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Post by Deleted on Sept 8, 2014 18:23:45 GMT -6
You have a point. It would be unfair to leave everyone in the dust, or just best the villains up. Sorry. So, let's try to work this out. I got one OP main, a OP CC that will only be used for the toughest villain, and three normals and one CC that is strong, but not OP.
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Post by Neo on Sept 8, 2014 18:45:02 GMT -6
The way I see it, we just need to find ways for the weaker characters to catch up, and/or create instances where the villains can be outwitted/outmanoeuvred and defeated that way.
In UB, all of the main villains are infinitely more powerful than the MCs, with only like two exceptions. This creates interesting battles that can't simply be won by Awakening tactics, I.E blindly charging head and smashing A.
I had already planned that certain villains in the Crossover would be even stronger than Naga. Personally, I think it's better this way. Because it means you can't simply walk up to a villain and curbstomp him/her with just one character. You'll need a team and a coordinated strategy.
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Post by Deleted on Sept 8, 2014 18:49:16 GMT -6
While that is true, the writers of the underpowered characters don't feel like they are "contributing" to a victory. Meanwhile, the OP characters are on even strength with the villains. That doesn't seem entirely fair. Not saying we should tone the OPness down, but we need to restrict how and when our OP characters use their skills. I, for one, nerfed Seraph's attacks to his AoL form. And left him like two he could use, but weaker than before to help level the field.
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Post by Neo on Sept 8, 2014 18:59:47 GMT -6
The 'OP' characters are NOT on even terms with the villains. That's the point. None of the PCs are. You presume to speak for other people. A villain that requires strategic thinking and good writing is what I'm talking about.
You're also only thinking in 2D. You only see what's on paper. You fail to realize all my characters need to be in dragon form to use their full power. And said forms are absolutely massive. Trap Ethan in a closed space, and he's suddenly not so OP anymore, is he? Do you understand now?
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Post by empireoffire on Sept 8, 2014 19:05:43 GMT -6
Trap Ethan in a closed space, and he's suddenly not so OP anymore, is he? Assuming he goes into a cave/underground or stuck in a barrier that won't break when a dragon is pushing around every wall (of which I don't believe any character thus far as demonstrated the ability). If a dragon suddenly appears in some small room in a building, he won't be trapped; the walls around him would just break.
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Post by Golurkcanfly on Sept 8, 2014 19:13:16 GMT -6
Surprise b****!
Name: Anthor Camoran RP: A Single Spark Card Character: Nope Weapons: +1 Dagger Cloak of Charisma +12 Cloak of Resistance +10 Headband of Intellect +12 Ring of Protection +9 Ring of Greater Spell Turning
Notable Traits, Powers, and Abilities: 12 Sorcerer/16 Epic Loremaster - Lich HP: 218 Ability Scores: Strength: 8 Below Average Dexterity: 14 Great Constitution: 0 Undead Intelligence: 16 (+12) Genius Wisdom: 12 Perceptive Charisma: 25 Impossible (+12) - Has pretty nice hardness (AC 26) and damage resistance (15/bludgeoning and magic) - Awesome Saves (Reflex 21, Fortitude 32, Will 26) - Takes damage from positive energy, is healed by negative energy - Damaging Touch - Weak creatures are overcome by fear - Paralyzing Touch - Can create acidic spheres - Can create fiery explosion - Can create an electric bolt - Can create a small elemental - Immune to cold, electricity, polymorph, and mind affecting spells - +4 Turn Resistance - Skills: Bluff (45), Concentration (45), History (26), Arcana (40), Diplomacy (14), Profession (3), Spellcraft (40) - Feats: Skill Knowledge (History), Apprentice (Spellcaster), Quicken Spell, Still Spell, Silent Spell, Maximize Spell, Acidic Splatter, Combat Casting, Fiery Burst, Storm Bolt, Summon Elemental, Automatic Quicken Spell, Epic Spellcasting, Spells: 0: Prestigitation Mending Ray of Frost Detect Magic Light Mage Hand Ghost Sound Message Caltrops
1: Color Spray Magic Missile Mage Armor Charm Person Identify
2: Glitterdust Scortching Ray Mirror Image. Web Rope Trick
3: Fireball Suggestion Fly Slow
4: Black Tentacles Solid Fog Acid Breath Greater Invisibility
5: Arcane Fusion Cloudkill Baleful Polymorph Feeblemind
6: Chain Lightning Acid Storm Greater Dispel Magic
7: Plane Shift Spell Turning Forcecage
8: Summon Monster VIII Prismatic Wall Greater Arcane Fusion
9: Greater Dimension Jumper Meteor Swarm Time Stop
Epic: Crown of Vermin
Spells Per Day: 0 - 6 1 - 9 2 - 9 3 - 9 4 - 9 5 - 8 6 - 8 7 - 8 8 - 8 9 - 7 Allies: Vici A tiny viper who lives in Anthor's rib cage who serves as his familiar. Hard to hit and hard to kill, Anthor can empower him with many spells. Bio: A LE Sorcerer Lich who lost his faith in his patron goddess, he now seeks to spread his dominion over the land. While not a complete jerk, he will crush anyone who gets in his way and prefers to smash his opponents with arcane might instead of taking them over with an army. He doesn't really like the undead that much, as most are unintelligent. He will offer refuge to any intelligent undead who has been estranged from society, and welcomes goblinoids and humanoids alike. He does kill for fun when he gets bored though, but it's usually those who defy him anyways.
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Post by Neo on Sept 8, 2014 19:15:07 GMT -6
Trap Ethan in a closed space, and he's suddenly not so OP anymore, is he? Assuming he goes into a cave/underground or stuck in a barrier (of which I don't believe any character thus far as demonstrated the ability). If a dragon suddenly appears in some small room in a building, he won't be trapped; the walls around him would just break. I know. I meant an underground space, like a cave system, or some such. However, if we're using my villains from UB(Jeckel, Charon, Ephidel, Thanatos etc) then they already possess the ability to trap Dragons. Jeckel and Ephidel can also lock Manaketes in dragon form, or in human form, for extended periods of time. And in the end, Ethan is still a Manakete. So are Eon and Naga. What I'm saying is they have plenty of weaknesses.
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Post by Golurkcanfly on Sept 8, 2014 19:18:45 GMT -6
I assumed that most fighting would be done in open fields, since Oz isn't really known for its vast cave network.
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Post by empireoffire on Sept 8, 2014 19:19:03 GMT -6
Assuming he goes into a cave/underground or stuck in a barrier (of which I don't believe any character thus far as demonstrated the ability). If a dragon suddenly appears in some small room in a building, he won't be trapped; the walls around him would just break. I know. I meant an underground space, like a cave system, or some such. However, if we're using my villains from UB(Jeckel, Charon, Ephidel, Thanatos etc) then they already possess the ability to trap Dragons. Jeckel and Ephidel can also lock Manaketes in dragon form, or in human form, for extended periods of time. And in the end, Ethan is still a Manakete. So are Eon and Naga. What I'm saying is they have plenty of weaknesses. Because the characters being used are villains from UB specifically made with Dragon-trapping in mind despite the fact that not all settings even have dragons and you think a Grass-type Pokemon wouldn't take extra damage from a fire spell simply because the fire spell isn't from Pokemon (and as a result Fairy-types, Pokemon's anti-dragons, are suddenly affected by dragons).
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Post by Golurkcanfly on Sept 8, 2014 19:21:53 GMT -6
Even though Grass Pokemon should still totally take extra damage from fire, since its sort of common sense.
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Post by empireoffire on Sept 8, 2014 19:22:14 GMT -6
Even though Grass Pokemon should still totally take extra damage from fire, since its sort of common sense. Neo's words, not mine.
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Post by Neo on Sept 8, 2014 19:26:13 GMT -6
Alright fine, let's use common sense. Fire Pokemon take extra damage from water spells, etc.
How is Fairy defeating Dragon common sense? It's not. At all. It doesn't make any sense in any universe other than Pokemon. Not even in mythology, which is saying something.
My characters are sufficiently balanced, and I'm not changing anything else. So deal.
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