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#1
The Bard FKA Mick Marner

The Bard FKA Mick Marner
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Hey people, I guess the other forum is closed. This is my first post here. I've been playing around making characters/equipment with some utility mods. Check out JEG's Training Module if you haven't; I prefer that over Vordan's Hero Creator (which is also good).

I decided to make Batman the best I could on NWN2. I think he turned out pretty cool. I played around with making him more Dex based and giving him Ranger levels, but in the end this is what I came up with:

Posted Image

I thought level 12 seemed just about right for a human super hero. As for alignment, I'm sure a lot of people would debate that, but it has to be Lawful to gain Monk levels. (I actually think Batman really personifies Neutral Good, as he's a vigilante, but he always turns in criminals to be sentenced by the legal authorities.)

The build itself is a "legal" character -- or whatever the proper term is -- meaning he doesn't have extra feats or stats or anything like that. His equipment is slightly uber, but, you know... he's Batman :ph34r:

I welcome any comments or suggestions for improvment.

Feats: Luck of Heros, Circle Kick, Feint, Whirlwind Attack and Pre req feats, class Feats for Monk 6/Rogue 3/Fighter 3
Skills: Appr 2, Bluf 11, DisD 5, Hide 14, Inti 11, List 7, Lore 7, Move 14, Open 5, Sear 7, SetT 5, Slei 5, Spot 7, Taun 11, Tumb 10, UMD 2

Cowl/Mask: Darkvision, True Seeing, Immunity: Mind Affecting Spells, Spot/Listen/Search/Intimidate +5
Suit/Armor: Adamantine Plate Mail +5 (DR 3/-), Weight Reduction: 40%, SR 16
Utility Belt: Freedom of Movement, Bonus Feats: HiPS/Track, Survival +10, Cast each 3 times a day: Entangle (5)/Cure SW (5)/Neut Pois (5)/Restoration (7)
Gloves: +5 Attack/Bludgeon Damage, Bonus Feat: Impr Disarm, Open Lock/Disable Device +10
Cape/Cloak: +3 Deflection, Hide +10, DR: Fire 15/Acid 5/Cold 5
Boots: + 3 Dodge, + 3 Dex, Move Silently +10, Immunity: Knockdown, Cast once a day: Creeping Doom (Could not find a spell that summons a swarm of bats, so Creeping Doom will have to do)

Grappling Gun/Rod: Cast 3 times a day: Power Word Stun, Cast unlimited times: Expidious Retreat
Batarang: +2 Shuriken, On Hit: Daze DC 22 10%/2 Rounds
Homing Batarang: +7 Shuriken, On Hit: Daze DC 22 10%/2 Rounds
Explosive Batarang: +2 Shuriken, 4D6 Fire Damage
Tranquilizer Dart: +2 Dart, On Hit: Sleep DC 30 100%/5 Rounds

#2
dunniteowl

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I always thought of Batman, the Dark Knight as Lawful Neutral. Or possibly Chaotic Good, with Lawful tendencies, which sort of slap him back to LN. And maybe Neutral Good is as fitting a choice as either of those. Vigilante, screams Chaotic. Turning them over to the authorities touts, Lawful. In the original series beginnings, the Dark Knight was not above taking a life if that was what seemed necessary to defend himself or to protect someone. So not totally good, but certainly not evil either.



That screenie looks great, by the way.



What? No Bat-a-rang? POW! Boff! WHAM!

#3
The Bard FKA Mick Marner

The Bard FKA Mick Marner
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Look again; I made three variations of the Batarang.

I think, depending on what incarnation you go by, Batman could be considered anywhere between Lawful-Chaotic Good. In the old, cheesy TV show with Adam West for example, he was pretty lawful.

Edit: I think a character killing a bad guy does not make them Evil or even Neutral. Superhero's like Spawn and the Punisher, for example, I would consider Chaotic Good.

People always tend to interpret alignment differently. We'll probably never see exactly eye-to-eye. I notice they removed Neutrality pretty much entirely from D&D 4.0, and it's probably for that same reason.

Modifié par The Bard FKA Mick Marner, 09 octobre 2010 - 10:35 .


#4
dunniteowl

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I sit corrected. I had to zoom in over 200% to be able to read that. So did you convert a shuriken for that? As to Alignments, sure, it's always a bit subjective for each person's take is a tad different. But the Dark Knight is actually pretty hard to pin down; he's something of an enigma, because there's no clear cut defining characteristic for the guy.

Look forward to seeing more stuff like this.

dno

#5
The Bard FKA Mick Marner

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Dunniteowl, you do see the equipment list don't you? The last two paragraphs in the original post? As far as the picture, if you are using Firefox you can just Right Click>View Image.



Here is the other character I made. Any fan of Sega Genesis should recognize him immediately:



Posted Image

Posted Image



His equipment is of course not nearly as overpowered as Batman, and about half of it is non-customized items. He has a magic item that casts Call Lightning to simulate his magic attack, which is great because you couldn't ask for a closer emulation (see picture). He also has a few "non-canon" items I took the liberty of giving him, but he kind of had to to flesh him out a little bit.



I'm not sure who I really want to make next. Ironman maybe, but I already did a superhero so... maybe later down the line after I do some others, and only if I can find a armor/helmet with a decent aesthetic match. His attacks would be easy to make, missile spells, various ranged touch attack spells, etc. If I do get a good collection going maybe I'll upload it on the vault.

#6
dunniteowl

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I have to be honest, I didn't actually read the equipment list -- until you pointed it out. My attention span is limited at this time (not in the picture of health state and am mentally distracted) and so stats and lists sort of cause a 'glazing over' effect on my mental clarity lately.

Doh! I feel like the Scarecrow. There are models I'd be seeing and lists that I'd be reading, if I only had a brain. If I only had a brain. There are areas I'd be making and photos I'd be taking, if I only had a brain. If I only had a brain.



Keep up the good work and keep us updated, please. This is really cool stuff!

dno

#7
The Bard FKA Mick Marner

The Bard FKA Mick Marner
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Hellboy would make a great Tiefling. I'm currently researching his powers and equipment. A lot of it seems do-able. I'm not sure if I can really simulate his one big hand though, and that seems essential. I mean, I don't just throw these things together, a lot of thought goes into it. I welcome any intelligent criticism.



http://hellboy.wikia.com/wiki/Hellboy



I may also do Simon Belmont from Castlevania.



I'm thinking of changing the damage type on Batman's gloves, probably Sonic, just for overall well-roundedness and playability. I'm also considering lowering his Search/Spot/Listen maybe a point or two and redistributing them elsewhere. I think they would still be high enough for RP sake, and the points could be put to better use.

#8
_Knightmare_

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Since Hellboy doesn't wear any armor, is it possible to make him a set of armor that just has a large gauntlet for the one hand?

The Half-Orc appearance might look better for him too, but don't think red is a skin color option for them.

Modifié par _Knightmare_, 10 octobre 2010 - 07:03 .


#9
The Bard FKA Mick Marner

The Bard FKA Mick Marner
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_Knightmare_ wrote...

Since Hellboy doesn't wear any armor, is it possible to make him a set of armor that just has a large gauntlet for the one hand?

The Half-Orc appearance might look better for him too, but don't think red is a skin color option for them.


I've been giving this one some thought. The first problem -- at least aesthetically -- even if was able to do it as a gauntlet (or an armor) that would only change the color and not the size, which is of absolutely no use because it would already be red. :blush:

The other thing is I think he should dual-wield and the big hand should function like an off-hand bludgeoning weapon. If I could just simply get a bludgeoning weapon with no actual graphic, like invisible, that would work at least on a functional level. Ideally, if there is a way to actually render the big hand, it should probably be on another item, perhaps unequipable, so it's always there even if he equips a missile weapon. (Crap, I just realized I may have to make him a Ranger because there
is no way I'm investing that many Dex points on what is an obvious Str
build. Eh, that will probably work... sorta...)

I see the reasoning behind the Half-Orc, the obvious Str bonus and all, but that really cuts down on the RP factor for me.

#10
The Bard FKA Mick Marner

The Bard FKA Mick Marner
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The Bard FKA Mick Marner wrote...

If I could just simply get a bludgeoning weapon with no actual graphic,
like invisible, that would work at least on a functional level.


I think I have found just that, although it is a medium weapon. :o

The Item is called the "Orc Smithy Hammer". Apparently due to some glitch it is missing the hammer, so it's basically an invisible hammer. I believe it's on the Pre-Order or OC item list. I found mine on JEG's Training Module.

What I want to know is, does this item appear invisible for everyone or is it just my game? If one of you guys can check that would be awesome.

Edit: I have another favor to ask, if it is possible. Can somebody perhaps, through the use of a hak or an override, create a red gauntlet that makes the right hand/forearm appear larger? Maybe create the item and place it in a blank module so I can load and export. Don't worry about adding item properties because I can do that later. I have no idea how difficult this would be but I would appreciate it immensly. If I upload the character on the vault I would be sure to credit you.

Modifié par The Bard FKA Mick Marner, 11 octobre 2010 - 04:07 .


#11
BigfootNZ

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The Bard FKA Mick Marner wrote...

_Knightmare_ wrote...

Since Hellboy doesn't wear any armor, is it possible to make him a set of armor that just has a large gauntlet for the one hand?

The Half-Orc appearance might look better for him too, but don't think red is a skin color option for them.


I've been giving this one some thought. The first problem -- at least aesthetically -- even if was able to do it as a gauntlet (or an armor) that would only change the color and not the size, which is of absolutely no use because it would already be red. :blush:

The other thing is I think he should dual-wield and the big hand should function like an off-hand bludgeoning weapon. If I could just simply get a bludgeoning weapon with no actual graphic, like invisible, that would work at least on a functional level. Ideally, if there is a way to actually render the big hand, it should probably be on another item, perhaps unequipable, so it's always there even if he equips a missile weapon. (Crap, I just realized I may have to make him a Ranger because there
is no way I'm investing that many Dex points on what is an obvious Str
build. Eh, that will probably work... sorta...)

I see the reasoning behind the Half-Orc, the obvious Str bonus and all, but that really cuts down on the RP factor for me.


Make the hand a bracer accessory that fits over and hides the hand... it wouldnt be animated but you can just have it as a closed fist, setting it as a bracer means its rigidly locked to the arm and wont wiggle or move with any hand animations like regular weapons. You could then give him a custom bludgeoning weapon with its pieces set to 0 (I think that works to make weapons completely invisable)... or give him a glove that gives a damage bonus, like monk gloves do.

Although this would require a custom bracer model...

Modifié par BigfootNZ, 11 octobre 2010 - 10:54 .


#12
The Bard FKA Mick Marner

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I'm going to post a screen shot and some stats on Hellboy soon. Everything on him is worked out and all I need is the hand model if it is doable. The added problem I realized is his left hand should be his primary weapon hand and all the characters are right handed, so the whole hand model thing is beginning to seem like too much trouble than it is worth...

Other than that major aesthetic disappointment he should function just fine. I made Gauntlets (normal size with the item editor, not like a model or anything) with Improved Unarmed Attack, a damage bonus, and all his innate abilities like Regeneration and Immunity to Fire. I found another invisible weapon*, a mace, renamed it to "(Right Hand for dual wield)" and adjusted the damage bonuses and everything to match the unarmed attack. Basically, his attack stats while unarmed are the same as with this invisible mace, so he'll be able to dual wield with his right fist and a left-hand weapon.

*Apparently these were items in the game's database but were never implemented or given models; Googling them renders  nothing.

I also put this in my override folder to give him a revolver:
http://nwvault.ign.c...l.Detail&id=505
It still works perfectly fine without that override in place, he just has a crossbow instead.

Modifié par The Bard FKA Mick Marner, 12 octobre 2010 - 12:18 .


#13
The Bard FKA Mick Marner

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I altered Batman's skills slightly. I also replaced Entangle with Stonehold and increased the spell level of CSW on his utility belt.

Now Hellboy:

The great thing about Hellboy is he is perfectly at home in a D&D environment. I know he's not a super Ranger-ish character, but I had to go that route to get a strength build dual wielder. It pretty much worked out though; I chose his favored enemies as Undead, Outsiders and Giants (which includes ogres and trolls) all things he has fought in the past and all good choices for favored enemies too. His animal companion is a wolf, "Mac", semi-canon (it's a stretch) as he had a dog named Mac when he was a kid. Originally I was going go with a panther because he has a thing for cats but there was really no obvious name choice and the panther isn't all that great.

Posted Image

Right Hand of Doom: +3 attack, +5 AC, +2d8 bludgeoning, 10 Regeneration (He has a healing factor comparable to Wolverine) Immunity to Fire and Knockdown, Bonus Feats: Improved Unarmed Strike, Improved Critical Unarmed Strike, Improved Knockdown, Monkey Grip.

Excalibur: Holy Avenger stats on a short sword (short for dual wielding practical reasons).

The Good Samaritan: +3 Revolver (Light Crossbow) with Rapid Reload and Point Blank Shot bonus feats.

Creature Killers: (bolt ammo) 1d6 damage each for Positive Energy, Divine, Magic, Fire and vs Incorporeal.

Rosary Beads: Necklace of Prayer Beads with a +5 Natural AC bonus

+ A few misc magic trinkets because that's kind of his thing. Didn't I tell you he was a great fit for this game? ;)

The mace is invisible with some similar stats to provides the same "punch" attack for dual wielding. The cloak and leather armor have no enhancements.

He has the Great Cleave feats, Extend Rage, Natural Bond and Able Learner. Skills: 15 UMD/Lore; 10 Intimidate/Taunt/Tumble, 5 in several others Spellcraft/Craft Alchemy/etc.

Modifié par The Bard FKA Mick Marner, 12 octobre 2010 - 10:22 .