Anime Martial artists [Archive] - Wizards Community

Post/Author/DateTimePost
likerpgs

01-19-06, 12:49 PM
Anime martial artists do some of the most outrageous but interesting things to fend off, kill or disable their foes. Sometimes beyond the realm of published D20 info.

Always loved Fist of the North Star.
Any suggested ideas on how the three masters can be created under D20 rules, preferably fit within the WOTC-only stuff???
Can it be done with the existing classes or should they be custom-made prestige classes?

Kenshiro
The Man with 7 Scars, Master of Hokuto Shinken

Rei
Master of Nanto Suichoken

Shin
Master of Nanto Seiken

Thanks!
If I am posting this incorrectly, I will delete this posting.
Amrien

01-19-06, 01:23 PM
And while we're at it...

Monkey D. Luffy.
Changeling Chaos Monk (Unearthed Arcana) 14/5 Warshaper (Complete Warrior)

Take the feat Stretch from Savage Species.

Then you got a Monk who can punch with a reach of 15'.

GUM GUM NO PISTOL!

:P
klode_me

01-19-06, 01:28 PM
And while we're at it...

Monkey D. Luffy.
Changeling Chaos Monk (Unearthed Arcana) 14/5 Warshaper (Complete Warrior)

Take the feat Stretch from Savage Species.

Then you got a Monk who can punch with a reach of 15'.

GUM GUM NO PISTOL!

:P

i'll suggest only taking 4 warshaper levels.
Lyinginbedmon

01-19-06, 01:37 PM
And while we're at it...

Monkey D. Luffy.
Changeling Chaos Monk (Unearthed Arcana) 14/5 Warshaper (Complete Warrior)

Take the feat Stretch from Savage Species.

Then you got a Monk who can punch with a reach of 15'.

GUM GUM NO PISTOL!

:P
Maybe Sanji is a better idea for this thread
MysteryGilgamesh

01-19-06, 01:41 PM
Most anime martial artists can easily be made with monk gish builds just by choosing the correct spells. Sorc works best for this, if only because of certain feats and the fact it has spell slots to burn while still having enough spells known at the earlier levels to give you all of the good buffs (Enlarge, Fly, Haste, PM, etc).

Either Enlightend Fist, or Sacred Fist work depending on what sort of powers you want, but with Enlightend Fist, I know I've managed some completely horrible amount of damage each round with only a minor bit of prep. With Magic of Eberron, Races of Destiny (Illumian race), Complete Adventurer, and the Spell Compendium, I think I can manage around base unarmed damage+Str+Enhancement+1d6 fire+13d6 fire (or was it elec? I forget)+Xd4+X damage+X damage+Power Attack mod per hit, with an additional 20d6 thrown in on your very last attack if you feel like sheer overkill, and thats not even counting buffs.

I think I saw a feat somewhere that lets you hold two touch attack spells, one in each hand, which would probably enhance the build, but I can't remember if the feat exists.

With Races of the Dragon, I can now further augment my base damage with Mighty Wallop and the Grtr. version, meaning I can easily tack on another massive amount of dice.

"WA-TA-TA-TA-TA-TA-TA! YOU ARE ALREADY DEAD!"