And for a somewhat off-the-wall request… it’s how to build a d20 RPG character resembling Mario, of video-game fame.
- Well, Mario is mostly a fighter type. He can take a lot of damage and keep going, hits well, may know various martial arts, and seems to be resistant to most attacks. He sometimes uses abilities such as Whirlwind Attack and uses several different weapons. I’m not aware of him dual-wielding anything, but he apparently does fairly often use a big two-handed hammer, with which he charges at things and smashes them. That’s a pretty standard charger build.
- While he apparently is skilled in a lot of professions (race car driver, doctor, demolitions, sports referee, etc), that is not at all hard in d20 where a total of +5 (easy enough with adventurer-level attributes and even a minor general skill booster) represents a normal human level of proficiency for holding a job in any given field.
- He’s been shown to have some pretty incredible superhuman attributes too – but those are far less consistent and mostly only appear in games that are arguably set in superhero worlds. Such demonstrations can reasonably be taken to go with higher levels, the superheroic world template, and buying the Four-Color Template. After all, once you start ignoring physics there’s not much point in trying to rate abilities in terms of physics.
- He’s a destined hero, one of the Seven Star Children who will possess extraordinary power. Of course, this is d20 where heroic destinies are a dime a dozen and pretty much EVERY player-character can quickly grow into a being of extraordinary power.
- He somehow finds “power-ups” pretty much everywhere he goes.
So what do we need to make a reasonable low-level Mario?
Race… I’d put him as a (Pathfinder) Dwarf personally. Sure, that slows him down a little – but the general modifiers fit and he kind of looks like a dwarf to me. It will also let him use a Dwarven Longhammer as a martial weapon and helps him spot all those bonus boxes disguised as stone blocks.
His most favored method of attack is jumping on or kicking things. Ergo, his usual weapon will be…
Plumber’s War Boots
- Weapon Construction (Pathfinder Weapon Creation Rules): Two Footed, Close Martial Weapon (Must wear both to use, 5 DP), Additional Design Points +3 (+45 GP), Attached (Cannot be disarmed, 1 DP), Improved Critical Threat Range (19-20, 3 DP), Improved Damage (2d6 at Medium Size, 5 DP),
- These finely stitched boots are ornamented with the sigil of Sun Wukong, and so carry a small hint of the power of the Great Sage, Equal to Heaven. Anyone who wears them can kick or stomp on things really, REALLY, well. Melee. They come as a pair, and both must be worn to use them effectively (Treat as two-handed weapons). Damage (M) 2d6B, Critical 19-20/x2, 50 GP (May have both Weapon Enchantments and/or a +2 Masterwork Tool Bonus to Balance, Jump, and/or Tumble added).
He’ll need a Martial Art to go with those. So how about…
Tai Kwan Leep (Str Based Weapon Form – Plumbers War Boots):
Ed Gruberman, you fail to grasp Ti Kwan Leep. Approach me that you might see… Boot to the head!
- Requires: Jump +5 or more, +2 or higher BAB specialized in Melee Combat, and Dex 12+.
- Basic Techniques: Attack 2, Damage 4, Defenses 4, Synergy/Tumble, Synergy/Jump.
- Advanced and Master Techniques: Enhanced Strike (Crushing) with +4 Bonus Uses, Opportunist (May make a Full Attack after a Charge), .
- Occult Techniques: Inner Strength, Light Foot, Healing (Specialized for Double Effect / Personal Only), and Inhalation Of The New World (Rite of Chi with +4 Bonus Uses, Specialized/only to recover Inner Strength, 6 CP).
Star Child Template (32 CP / +1 ECL).
I usually recommend limiting characters to 12 CP worth of Innate Enchantments, so as to avoid them simply going after every possible small bonus – but this doesn’t quite cover the basics this type of character seems to require, so he or she will need…
- Immunity to the normal value-limit of Innate Enchantment (Very Common, Minor, Minor, Specialized for Half Cost / only allows exceeding the limit by 6 CP, not 12) (4 CP). This allows the user to have up to 18 CP worth of Innate Enchantment.
- Immunity/The XP Cost of his floating Innate Enchantments (Uncommon, Minor, Trivial, 1 CP).
- Immunity to Dispelling and Antimagic (Common, Minor, Great,, Specialized and Corrupted/only protects Innate Enchantments, 6 CP).
- Opportunist: May renew Innate Enchantments as a free action when necessary (6 CP).
- Innate Enchantment: Up to 17,500 GP total value. All effects Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use Activated x .7 (Personal Only) if relevant (18 CP).
- Ant Haul (Triples Carrying Capacity, 1400 GP).
- Immortal Vigor I: Provides +12 (2 x Con Mod) HP. (1400 GP).
- Jump: +10 Enhancement Bonus to Jump (1400 GP).
- Lead Blades (Hammer Only, x.7, 1400 GP). Hammer does 3d6 damage.
- Light Foot (1400 GP). +30 circumstance bonus on ground movement speed+10 circumstance bonus on jump checks, as well as DR 10 versus Falling Damage [only]. The user is, however, considered one size category smaller in a Bull Rush, Grapple, Trip, or Overrun situation.
- Muleback Cords (1000 GP). +8 Strength for the purpose of computing Carrying Capacity.
- Personal Heroism: +2 Morale Bonus to Attacks, Saves, and Skills (2000 GP).
- Personal Haste (2000 GP). +30′ Enhancement to Movement Rate,
- Produce Flame (2000 GP).
- Skill (Any) Mastery: +2 Competence Bonus to All Skills (1400 GP)
- Wrath: +2 Morale Bonus to Str and Con, +1 to Will, -2 to AC (1400 GP).
- Weaponry:
- Plumbers War Boots (50 GP), Masterwork Weapon (+300 GP), Masterwork Tool (+2) for Balance, Jump, and Tumble (+150 GP)
- Dwarven Longhammer (2d6 (3d6 with Lead Blades), Crit 20/.x3, Reach, Exotic Weapon, 70 GP).
- Conventional Items:
- Adventurer’s Sash (20 GP). For carrying an inventory of power-ups.
- Air Bladder x 30 (3 G). Can easily hold his breath for three minutes.
- Canteens x 2 (4 GP). Rarely needs to stop to drink.
- Cold Weather Outfit (8 GP). Traverses icy glaciers without concern.
- Compass (10 GP). Keeps moving in one direction with no errors.
- Hot Weather Outfit (8 GP). Traverses deserts without concern.
- Masterwork Tools for any one profession or craft skill (50 GP).
- Music Box (20 GP). Star Children are often accompanied by tinkling music wherever they go.
- Toolbelt, Heavy (Haramaki, 3 GP). +1 Armor Bonus to AC. Lots of tool loops and pockets (+4 GP).
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- Grand Total: 17,500 GP.
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- Template Disadvantage: Obligations. Must go to the rescue whenever people are kidnaped or held hostage, even if no reward is in the offing (although there is almost always cake somehow) (-3 CP).
For the power-ups take…
- 4d6 Mana with Reality Editing, Specialized and Corrupted / only to produce Relics (as above) and minor power-up devices, only a specific list of items specific to the character, devices must be “harvested” from relevant areas, the user may only carry a maximum of (Cha Mod) devices along with him or her (8 CP).
- Rite of Chi with +16 Bonus Uses, Specialized and Corrupted / only usable to refill the pool for producing power-up devices and relics above, only usable between levels/maps/stages/whatever (10 CP).
- Create Relic, Specialized and Corrupted / only to allow the creation of a limited set of relics appropriate to the character, Relics only function for the duration of a level / world / extended scene / what-have-you before resetting (2 CP),
- Double Enthusiast with Adaption, Specialized for Increased Effect (four floating CP, can be reassigned immediately via the expenditure of 1 Mana per CP) and Corrupted for Reduced Cost / only to invest in Relics, Relics only function for the duration of a level / world / extended scene / what-have-you before resetting, only for a limited set of relics appropriate to the character (4 CP).
While I’ve never been much for video games, it would be hard to miss the memes – and quite a lot of video game “power ups” are pretty awkward in RPG terms. RPG “power ups” tend to come in two forms – short term stuff like spells and potions that usually only last for the length of a scene or two and semi-permanent additions to the user’s character sheet. Short term video game powers ups match well enough, but many video games have an intermediate level – stuff that lasts through one dungeon/world/adventure/module/whatever you want to call a stage of the overall game / adventure and then goes away. RPG’s don’t have a lot of stuff like that, if only because they tend to be settings, not a collection of maps and levels that you go through one by one. Sure, that intermediate duration does turn up in RPG’s sometimes – occasionally you get loaned an item for the duration of your quest, or the blessing of the water goddesses shrine lets everyone breathe under water while adventuring there (so that everyone can play with the rules for underwater adventures for a bit), or something like that, but that sort of thing is always set up by the game master simply because levels/maps/whatever are not nearly as strictly designed in freeform RPG’s as they have to be in computer-run video games.
In addition, you generally don’t just find power-ups laying around. After all, in most RPG’s, the setting doesn’t revolve around one particular character – and if that rare mushroom can heal wounds in moments, somebody will grab it as soon as they see it. Doom may have had weapons and healing kits laying all over it’s volcanic demon maze, but in an RPG people will be asking “who put them there, and why aren’t the demons either using them or kicking them into the lava to keep the characters from using them?”
Neither will most RPG’s turn the characters into sharks with laser beams for the sake of an underwater novelty level, just as RPG’s don’t usually reset characters to “unwounded but none of the enhancements they just finished collecting” at the start of each new segment. If a RPG character gathers eight fire orbs that let him or her throw blasts of fire of ever-increasing power, and which work forever as long as they are in the pixie kingdom… they are going to want to know why all the fire orbs they’ve collected so far vanish as soon as they leave the pixie kingdom for the gnome tunnels, forcing them to start collecting a new set of the blasted things so they can throw blasts of fire again. They may also start wondering why no one ELSE bothers collecting fire orbs when they’re just lying around in odd corners – or perhaps why that ancient shrine has a puzzle you have to solve to get in? Shrines are places that get a lot of traffic!
Sure, you can invent convoluted reasons for that kind of thing, but that gets old fast. Worse, since power-ups are a pretty integral part of a video-game character, it’s kind of incumbent on said character to build them in.
So here’s a package for that. The user’s Mana Pool should be full at the start of any given “Map” (World? Level?). It will deplete as the user adventures.
- Pass by a forest spring? That’s a good place to look for a Fairy! (Legend of Zelda)
- Visiting a Cathedral? Probably a good place to get a bottle of Castlevania’s super Holy Water.
- At a carnival? Perhaps it’s time to pick up a Tanooki Suit (Mario).
- Haunted House? Look for Magic Fruit that lets you eat ghosts for a bit (Pac-Man).
In general, things like Super Mushrooms or Fire Flowers (Mario) generally just cost Mana – although the amount depends on just how potent the game master thinks that they are. Things that last through a level (such as Pegasus Boots (Zelda), the Hammer from Donkey King, or Mario’s FLUDD are generally relics.
So that’s +1 ECL for the Star Child Template and 24 CP for the Power-Up Package. That’s not really too bad. You could take it at level one. Sure, you won’t be able to afford much else with only 10-12 CP left over from Disadvantages and Duties or some such (Proficiency with Simple and a limited set of Martial Weapons (6 CP), and a skill point (1 CP), +1 BAB Specialized in Melee Combat (3 CP), and +2 HP (2 CP)) – but you’re going to be fast (about 80′ ground movement), get two attacks that hit fairly hard, have (17 + 3 x Con Mod) HP, will be all around competent, and will be able to find useful items pretty much wherever you go (a relic that provides a decent AC boost would be a good choice until you get to level two). That’s not at all bad for a starting character.
Where to go from here? Well, there’s a long series of articles on fighter-type builds already, but… more hit points (possibly using Advanced Improved Augmented Bonus to add in another attribute modifier), more BAB, Luck for Saves (and better base saves), more Skill Points, Fast Learner (probably specialized in Skills or Hit Dice), Expertise (Power Attack), and various weapon or attack boosts (such as buying up the immunity on Innate Enchantment and applying Lead Blades to his boots too, for 4d8). If you want the “Extra Lives” you’ll want Returning – but RPG’s are usually a lot harder to die in than video games anyway, just because it takes a lot longer to make a new character than it does to press “start”. If you want Yoshi you want Companion, and use the level-based bonus points to add the ability to swallow things whole.
For special tricks throw in 3d6 Mana with Reality Editing/Spell Enhancement, Specialized and Corrupted / only to boost the Innate Enchantments of the Star Child template, requires a full-round action to use (6 CP) and Rite of Chi with +8 Bonus Uses (Specialized and Corrupted / only to recharge the “Special Tricks” pool, only between encounters, 6 CP).
That will let you turn Produce Flame into a Fireball, use Jump to bounce over a castle or reach something flying high above, boost the Mule Cords to lift some incredible weight, or use Light Foot to imitate an effect like Dimension Door or just to run up walls or stand on clouds. Sure, you can’t pull those tricks off all that often – but it’s always nice to have semi-freeform special moves in your back pocket.
Overall this looks like a decent “mystic warrior” build, and will probably be fun to play – at least if you know enough about the Mario video games to know what kind of power-ups you might be able to come up with.
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