Jump to content
Sign in to follow this  
W'Kar

D20 Modern Guyver Statistics

Recommended Posts

This isn't really a video game, but something interesting for anyone who is in to table-top roleplaying like I am. The Third Edition d20 modern system is the base for this add-on and knowing the system the way I do is not too bad for actually using a guyver in an actual d20 modern table-top game.

http://www.scribd.com/doc/5111532/Guyver-for-DnD-printer-friendly

Share this post


Link to post
Share on other sites

Nice setup. I'm working on a non guyver related game myself.

Given the number of units, races and zoanoid forms used within the two main fanfics on this site and variations of that setup a decent fan based game could be made.

Share this post


Link to post
Share on other sites

I think I had found something once a while back that incorporated the Guyver Unit into D&D. Had a long list of rules and stats. How it's acquired, what can be equipped and unequipped in order to use it. Say like if you had a weapon on you, you had to remove it, other wise the blastfield would destroy it upon activating the unit. lol. It kinda made me want to get into D&D just for the thought of using a Guyver Unit in it.

Share this post


Link to post
Share on other sites

I have to say if one were to try and get the stats for a Guyver into D20 style roleplaying it would be way overpowered for the system itself. I'd treat it instead as a template added to an existing creature complete with Hit Die and Level Adjustments rather than just an item to be picked up. That way proper XP penalties should apply for a highly powered character.

Not to go into way too much on this board concerning a topic that doesn't entirely belong here, the basic idea would be to add a template kind of like the Half-Fiend, Half-Dragon, whatever on there. Template would alter the creature to gain bonuses to statistics, damage reduction, energy resistance and so on and so forth.

Depending on whether you wanted to use it in a modern or classic style game, the exact nature of the template would be different. I'm far more knowledgeable in the classic sword and spell kind of RPG than Modern style ones, and frankly a Guyver Unit would have to be dramatically altered story wise to really fit a medieval setting properly. Maybe a kind of like... Godly Artifact, or something like that. Would be fun as hell in epic campaigns. But statistically tricky to balance for fairness. Fighter type characters with high attack bonuses would benefit FAR more in my opinion than Wizard types.

Share this post


Link to post
Share on other sites

Not bad, but I think Deathmvp.tripod.com's guyver template is a better example for a guyver D&D template, My only real problem with that one is that it is written as a prestigous class. But thats why I used his template as a bases for this one(see below).This is the Url http://deathmvp.tripod.com/id23.html.

Table 1 The Guyver

Base Fort Ref Will Guyver Form Guyver Form

Level Attack Bonus Save Save Save Attack Bonus AC Bonus Special

1 +0 +2 +2 +0 +1/+1 +4 Mega smasher 1d10x5+5, telepathy, vibrational blades, damage reduction 15/adamantine

2 +1 +3 +3 +0 +2/+2 +4 Uncanny dodge

3 +1 +3 +3 +1 +3/+3 +5 Forehead beam, gravity orb: lv 1

4 +2 +4 +4 +1 +4/+4 +5 Mega smasher 2d10x5+5

5 +2 +4 +4 +1 +5/+5/+0 +5 Sonic buster, gravity orb: lv 2

6 +3 +5 +5 +2 +6/+6/+1 +6 Improved uncanny dodge

7 +3 +5 +5 +2 +7/+7/+2 +6 Mega smasher 3d10x5+5

8 +4 +6 +6 +2 +8/+8/+8/+3 +6 Gravity orb: lv 3

9 +4 +6 +6 +3 +9/+9/+9/+4 +7 Power punch

10 +5 +7 +7 +3 +9/+9/+9/+4 +7 Mega smasher 4d10x5+5, bonus feat

11 +5 +7 +7 +3 +10/+10/+10/+5 +7 Mega smasher 5d10x5+5

12 +6 +8 +8 +4 +11/+11/+11/+6/+1 +8

13 +6 +8 +8 +4 +12/+12/+12/+7/+2 +8 Bonus feat

14 +7 +9 +9 +4 +12/+12/+12/+7/+2 +8

15 +7 +9 +9 +5 +13/+13/+13/+8/+3 +9 Mega smasher cost no longer goes up

16 +8 +10 +10 +5 +14/+14/+14/+9/+4 +9 Bonus feat

17 +8 +10 +10 +5 +15/+15/+15/+10/+5 +9 Mega smasher cost 10% less

18 +9 +11 +11 +6 +15/+15/+15/+10/+5 +10

19 +9 +11 +11 +6 +16/+16/+16/+11/+6/+1 +10 Mega smasher cost 20% less, bonus feat

20 +10 +12 +12 +6 +17/+17/+17/+12/+7/+2 +10 Mega smasher cost 30% less

GAME RULE INFORMATION

Guyvers have the fallowing game statistics.

Abilities: Constitution is the most important ability for a guyver since it affects HP which dictates how much energy points they have in their energy reserves. Strength and Dexterity is helpful for a guyver to so they can have a better armor class while in guyver form and the guyvers special attacks like vibrational blades and the power punch get a boost for higher strength while attacks like the forehead beam, sonic buster, pressure cannon, and the all destructive mega smasher are more likely to hit if you have high dexterity. Wisdom though is just as important since it affects how well you can focus so you can transform or for abilities that require constant consentration like the gravity orbs gravity manipulation.

Alignment: Any

Hit Dice: d10 (+5 per level but only in guyver form.)

Class Skills

The Guyver’s skills (and their key ability for each skill) are Intimidate (Cha), Jump (Str), Survival (Wis), Tumble (Dex), and Spot (Wis). See Chapter 4 of the Player Handbook for skill descriptions.

Skill Points at 1st Level: (4+ Int modifier) x 4.

Skill Points at Each Additional Level: 4+ Int modifier

Class Features

All of the Fallowing are class features of the Guyver.

Weapon and Armor Proficiency: A Guyver is proficient with all simple weapons, guyver weapons, and with light armor but not shields.

Guyver Transformation (EX): The act of transforming into the guyver requires only a single thought, or some people have a word or short fraise they say to help them mentally trigger the transformation. Transforming requires a Willpower check to be made, DC 15. If the check is made the user summons a Omni-directional shield of hyperspace energy called a blast shield that does 1d20 per level with in a 5 feet distance from which the guyver armor wraps around them(Note: This action causes all worn or possessed items on the host to be placed into hyperspace including clothing until they deactivate the armor in which case they have all possessions exactly where they were before transformation unless the control metal had to regenerate the host from the genetic data stored in the control metal in which case all their items are permanently lost unless you use a wish spell or other means to bring them back.), if the check is failed, they are unable to focus enough on the task of activating it. The DC can be enhanced upon by different factors like the character being under a great deal of mental or emotional stress will increase the DC of the check by an additional 1-5 point. When transforming into the guyver, the host can pay 25% of his max Energy to heal 25% of his total HP (limit max HP).

Guyver Form Ability Score Enhancements: While in guyver form the character gets the fallowing adjustments to his ability scores; Str +4, Dex +4, Con +4.

Guyver Form Characteristics: While in guyver form the host gets the fallowing abilities, their base speed is three times its normal while moving and is five times while running flat out. Their range of sight is doubled and they have dark vision. The armor is durable against dramatic temperatures giving them a Fire and cold resistance of 25+1 per guyver level and they are not harmed by gases or liquids (unless corrosive) and can remain in the environment for an unspecified amount of time since it is believed that the armor produces oxygen for the host (or whatever they host must breath to survive) while in an environment that is harmful to breath in or has no air.

Energy Reserves: The guyver unit allows its host to make use of the host natural bio energy reserves that all living organisms have including the trees. The guyver uses its host’s bio energy to power its special weapon abilities; because of this all guyver abilities are considered extraordinary abilities. Their Energy Reserves hold one point of energy for every two hit points of their maximum HP in guyver form including bonus points from high constitution, that amount is their maximum amount of bio energy their body is able to hold and cannot increase unless they get a higher total HP. If the host energy reserves hit zero of lower the armor will automatically deactivate unless in a hostile environment in which case they guyver goes into self defense mode until the area is safe, after the unit is deactivated the host is fatigued and takes the normal penalties even in guyver form until the host energy reserves is at least 50% of maximum.

Guyver Form Armor Class Bonus: While in guyver form the host gains a bonus to AC due to the guyver unit enhancing the host reflexes and the armors natural durability. At level 1 it starts out at a +4, then becomes a+5 at level 3 and increases by +1 every three levels afterword.

Damage Reduction (EX): The guyver armor is so durable that it gives its host a Damage reduction 15/ Adamantine.

Regeneration (EX): The Guyver can regenerate lost or destroyed body parts while in the Guyver form only, if the host looses a body part and then transform then they will instantly regain it, but will need to remain in the guyver form for a specific time while the Guyver regenerates the severed or missing limb. The Guyver regenerates physical damage as in wounds and missing body parts at a rate of 1 inch per 2 minutes. It also regenerates any lost hit points at a rate of one point per level every two rounds, the host cannot deactivate the armor until all extensive damage to the host’s body is healed (if deactivated before the armor is fully regenerate after sustaining heavy physical damage to the armor like a hole blown through the chest might leave a bruise on the host in which then the hosts body will have to heal naturally) and the host total HP is at least half of its maximum including temporary points from being in guyver form. The character cannot regain lost energy until he or she is out of guyver form from which they regain energy in their energy reserves at a rate of one point per level for every two hours of rest (by rest it means eating, sleeping, drinking or other forms of not exerting energy).

Hyper Sensors (EX): While in the Guyver form the character is vastly aware of their surroundings. At any time the character can use their sensors to detect motion, or life forces around them. A Will check, (DC 15) is needed to concentrate on the task. The DC increases depending on the situation and the number of distractions, like being in combat would boost the DC to 20 depending on the ferocity of combat. Alternatively, the DM can control this function, at one point the Guyver may not sense anything, but then suddenly they detect motion off to their right. Unfortunately the Guyver can't detect specific actions, only positions, movement and life signs. Essentially at anytime it provides a +6 to Spot and Listen checks so long as the character is in their Guyver form.

The Mega Smasher (EX): The Mega Smasher is defiantly the most devastating weapon in the known multi-verse; it is a particle beam weapon fired from two circular organs hidden underneath the chest plates one mega smasher cell under each side of the chest plate. Each mega smasher cell can be fired independently or together. Due to the massive power and energy use of this weapon the mega smasher is a last resort and even then should be used sparingly. The mega smasher’s power increases in level, but beware so does the cost of energy as well. The range of the mega smasher is one mile per level the particle beam has a radius in width of six foot per cell or twelve feet with both. A single mega smasher cell does 1d10x5at level one, but firing both does 1d10x5+5 damage (half of this is force damage so any resistance or immunities against force damage can protect them from half the weapons total damage) and gains 1d at level four, seven, ten, and eleven with a max of 5d10x5+5 for both cells. Also because of the size of the beam the attack gets a +2 to hit. The Mega Smasher is an atomizing weapon that bypasses hardness rating, cut the effect of damage reduction in half and delays regeneration for half its normal time making it take two times as long to regenerate the same amount. It takes five points of bio energy per cell to fire but this increase by three for every level as a guyver, not counting level one (current level minus one time three plus five per cell equals total cost). (To fire both cells it would cost 10 points of bio energy at level one)Firing the mega smasher is a full round action.

Vibrational Blades (EX): A guyver has a set of blades (protrusions on the lower arm) normal 2 to 4 blades depending the host these blades can be forward facing (on the wrist pointing towards their hands) of curving backwards (on the elbow curving upwards) it’s the DM’s choice whether they are forward facing or not but all guyvers have at least one set of blades, if they have two pairs of blades the DM can allow it so one pair faces forward and the other backwards. When the character first takes the Guyver class they must roll a 1d4, if the results are 1-2 they have one pair of blades (one on each arm)and if the results are 3-4 they have two pairs of blades (two on each arm). The vibrational blades do 2d6 sonic damage for one blade or 2d10 sonic damage for two blades with a critical threat of 19-20 x2; forward facing vibrational blades do slashing and/or piercing type damage, while backwards vibrational blades do slashing type damage. These blades vibrate at an ultra high frequency that allows them to cut threw almost anything; because of this they ignore hardness rating. If two vibrational blade hit each other the two frequency react with each other causing an almost ear shattering noise that does no damage but can be used to stop surrounding creature from chasing or whatever. Note: creatures unaffected by sonic type attacks or cannot feel or hear sonic vibrations are unaffected by the reacting frequencies. It cost two points of bio energy to extend one or all blades (if you are doing so at the same time) you do not need to pay to de-extend them.

Uncanny dodge (EX): At level two a guyver gain uncanny dodge like the rouge ability (see Player Handbook for more details) and then gains improve uncanny dodge at level six (see Player Handbook for more details).

Fore Head Beam (EX): At level three a guyver gains the use of its fore head beam. The fore head beam fires a red beam of excess thermal energy from the guyver’s body heat form the gem on the fore head directly above the control metal. The fore head beam isn’t powerful but it is accurate it can be fired reflexively when attacked or when there is an attack aimed at the control metal at no cost (DC 15). The beam has a range of forty meter and does 2d6 fire damage with a critical of 19-20 x3. It cost one point of bio energy to fire the fore head beam.

Gravitational Orb (EX): On the guyver’s waist is a small metallic orb this orb allows the guyver some small gravity manipulation abilities. A guyver’s gravitational powers are split into three levels. At level three the guyver gains access to the first level of the gravitational orb’s powers, they learn to use their gravity manipulation to lighten the gravitation forces on them allowing them to jump higher and farther, they also learn how to increase the amount of gravity on them making them heavier and harder to move or push in order to keep this effect they must keep focused on the task; using either of these abilities can give them a +6 to jump check or whatever skills could benefit from increased gravity on themselves (not others), DM choice. It cost two points of bio energy per round to use the first level of the Gravitational orb’s abilities. At level five the guyver gains access to the second level of the gravitational orb’s powers, the guyver is able to lunch a pressure cannon. The pressure cannon is a gravity weapon, it is basically a miniature compressed black hole/worm hole it eat small amounts of matter it comes against, a one inch thick wall for example would have a five foot hole in diameter and the pressure cannon would still keep on going until it hit against a object with a larger thickness of mass or until it reaches its maximum range, but if it smashed into a foot thick stone or steel wall or a brownie or human for example it would eat the mass it could and explode the brownie there would be small amounts of flesh flying about, the human would be blown apart limbs everywhere and the wall would have five foot to eight foot size hole in it. The pressure cannon range is thirty meters and does 2d6x2 gravity damage at level five with a critical of 19-20 x2. It cost ten points of bio energy to fire a pressure cannon and a guyver can rapid fire up to three pressure cannon at a time (you pay for each one). Also with the level two abilities they can manipulate gravity around them to allow the guyver to fly at 120 feet, this can also be used to slow the guyvers fall or stop it. It cost four points of bio energy per round of use to fly and they must concentrate to stay flying. Note: If a successful ram attack is made, they are hit by someone with an equivalent strength of twenty or more, or they take a single barrage of fifteen or more damage they can be knocked out of the sky. At level eight the guyver gains access to the third level of the gravitational orb’s powers, first the pressure cannons damage becomes 3d6x2. Second, the guyver leans to use their pressure cannon as a shield, the pressure cannon shield look like a swirling black and red semi-sphere vertex, the pressure cannon shield can take 10 times the characters guyver levels in damage (shield points) the shield takes both of the users hands to use the shields effects are instantaneous and the shield can only repel one attack then isn’t in effect and then you will have to summon up another. The pressure cannon shield offers protect for the user (generally ten feet in the front) and anyone behind the user, line shape attack like the mega smashers particle beam will cut around the protective area damaging anything around the area protect the ten feet at the shields wielder and twenty foot wide area at the back of the protected area generally thirty feet behind the user. It cost twelve points of bio energy to create a single shield, each one has the maximum amount of protection (previous shield health does not carry over).

Sonic Buster (EX): These deadly weapons are designed to target a person's cellular structure essentially vibrating the person’s molecules until they "shatter". Next to the mega smasher this is possibly the most gruesome and deadliest weapon on the Guyver since its attack is totally invisible. Victims get to make a Fortitude save for half damage at a -2, but if they make it they are stunned and weakened gaining a -4 on all actions and are reduced to one action for one round. Those that don't make the save and yet survive the attack get a -6 on all actions and are still at one action, but now for two rounds. The attack does however require that the target to be directly in front of the user for the attack to work. The attack is considered a full melee action. The sonic buster is created from the two sonic emitter orbs on the face most commonly where the mouth would be. The sonic buster’s range is twenty four feet and does 4d6+4 sonic damage targets can make a save throw for half damage see above. It costs sixteen points of bio energy to use.

Power Punch (EX): The guyver unit allows the host to channel more energy into their punches or kicks allowing a medium size guyver to do 1d10, large size guyver to do 3d6, and a small guyver to do 1d6 (add str modifier). This cost no extra energy.

Telepathy (EX): The organism on the hosts back gives the guyver’s host natural telepathy in and out of guyver form as often as they want. This telepathy can only be used to talk to other guyvers and other beings with telepathy, but not with those without it.

The Control Metal: The control metal is the most important part of the guyver it regulates the symbiotic/host relationship and keeps the guyver in its current shape. The control metal keeps control over the parasitical organism that was used for the creation of the guyver, thus keeping its symbioses in check (little is known about the parasite itself except that they might have natural telepathy). The control metal is made of an unknown organic metallic alloy that is capable of regenerating itself after being activated. The control metal has sixty hit points, Armor Class 20, hardness rating 25; it can regenerate two points of HP per round and is immune to effects that bypass hardness rating. They control metal can only repair damage to it after activated, if 30 points of damage is done to it before activation that damage is permanent and then the control metal cannot regenerate damage done to it after that when activate, also other of the guyvers abilities may no longer work in short a damage guyver is not likely going to survive. The control metal can be targeted by making a call shot (saying they are attacking the control metal). If a active control metal is damage down to ten points the control metal will deactivate the armor, going back into hyperspace to regenerate, causing the host to become unconscious and will be fatigued when they awaken, also they cannot summon their armor until the control metal is fully regenerated then. Should the control metal be destroyed on a active host, the guyver will go back to its parasitical roots and change as it devours its host, two things could happen; if the control metal was damage before activation then the parasite will continue to eat the host until they are nothing left but a pile of goo, or if the control metal was ok then it would go to its true form with its host body the creature would look similar to the guyver, the parasite is in complete control and will attack all in site, it has the same HP, AC, Ability scores, ect as the guyver did, but not racial abilities or guyver power.

Self Defense Mode: This mode becomes activated when the host becomes unconscious like form extreme damage from a destroyed brain for example, or the host ran out of energy in a hostile environment. The Guyver then targets all creatures in the immediate area that are aggressive towards the guyver, hold a weapon, attacks the guyver, or is deemed hostile to the guyver by the control metal. The control metal will attack with the full power of the guyver that the host can use and won’t stop until the area is safe for the host or the host regains consciousness. This activates after the control metal regenerates the host from the stored genetic data.

Control Metal Resurrection Process (EX): When the hosts in guyver form dies, the control metal is removed from the body in guyver form, or the body in guyver form is incinerated and the control metal survived. The control metal uses the host genetic data that it stored in the control metal to regenerate the host (in guyver form), then the control metal regenerates the host at its normal speed, one inch per two minutes until it fully regenerates the host, thus it would take two hours and twenty four minutes to regenerate a six foot guyver (seventy two inches). This process can happen as often as necessary as long as the control metal isn’t destroyed or damage from before activation.

Acid Weakness: The guyver armor is fully affected by acid damage and takes double damage from acid with the exception of the control metal which is unaffected by acid at all.

Bonus Feat: Starting at level ten and every three levels afterwards, a guyver character gets a bonus feat from the feats list in the players handbook (See Players Handbook).[list=]

Edited by Guest

Share this post


Link to post
Share on other sites

Not bad, but this um... well looks like a base class to me... doesn't follow the standard Fort/Ref/Will on level nor BAB.

And let's not mention just by looking at it I can tell it way overpowers any other class.

And plus making it a class seems... well... kind of breaking the entire point.

Personally I think a Guyver would be better expressed in D20 by a template, not a class.

But still, pretty neat looking :)

Share this post


Link to post
Share on other sites

So then you preferr it be a race rather than a class and yes this version is a base class, Death mvp's was a prestiges class. I just think that a guyver class would be better for character developement than a race, with the Energy system does make characters have a limitation, and I have it as a basic class so people could have you know the gigantic, Warrior guyver and such as a prestiges class. But thats just my opinion.

PS. sorry about my table it didn't really convert when i copied it . it every shows i have spaces but i can't figure out why they are sticking together like that.

Share this post


Link to post
Share on other sites

Well if you were going to go ahead and develop a full fledged game based off of guyver, and not just use it as an add-on, classes and prestige classes are the way to go. Allows far more options.

But... if you were just going to go with a one shot thing as a more 'Canonized Representation', or as an option for characters I feel that a template is the way to go. A race... well... that just get complicated when you start to consider the LA and all that, then trying to balance it properly with a party.

Basically a template. Much like Half-Fiend or Half-Dragon, or one of the other dozens of others that are out there. That way it could be applied to a character of any race.

But hey, I'm definitely not the D20 aficionado given flesh. I'm willing to see other options out there.

Share this post


Link to post
Share on other sites

Ok, I see what you were think about. yah, I have been thinking more on the lines of a large campaign more than a couple of quest for a adventer. Does any one have any Ideals on how to convert Zoalords into monsters, I been wanting to use some Zoalord as like unique boss creature, but I don't know how to approach it? But look on the bright side at least any one looking at the forum as two varieties to choose from depending on their prefrence. Now if i can only fix how the Chart appearce.

Share this post


Link to post
Share on other sites

Heh, plenty of magic already placed in d20 system to be used as spell-like abilities to mimic some of the zoalord powers. Waferdanos could use Entangle for example. Just make it that its described as hair rather than as roots and vines and such. With the plethora of options available out there it's easy enough to flesh them out. I'd classify them as Abberations... maybe even outsiders. Definitely not shapechangers despite the obvious choice. Shapechanger statistics just don't fit. Zoanoids, yeah, but not zoalords.

I'd also definitely consider a pretty unique option of making XP not part of the system. Huge deviation from the norm, but let me explain...

Basically you could treat a standard guyver as say... a level 5 character. That way all your basic zoanoids types could range with CR's around 1-2, a group or a single guyver would be more than enough to defeat them even en-masse to a point. You could then make the Hyper Zoanoids say CR's between 3-9 or so. Zx-tole was an extremely dangerous adversary for a standard guyver and should be up there in range. This makes the Team 5, CR's ranging between 4-7 or so a real huge danger for one guyver, but a group of 3 or 4 guyvers should be able to handle them fair enough with some danger.

Now say one of them becomes a Gigantic, you could make a new sheet with a guyver being a level 20 character, or even higher depending on how you want to go. That would make the Team 5 not nearly a threat, but if the zoalords are CR's 17-24 or so, a real danger for the gigantic and a death sentence for the standard guyver who's a level 5 character.

Were you to apply new guyvers in the scenario they could come really anywhere between a standard guyver and a gigantic. For example a Warrior Guyver could be rated at a Level 10 character, I'd have to run though the math to be sure but 10 sounds about right. Able to take the Team 5, but is still a dangerous task, but likely ain't gonna make too much of a dent in the Zoalords without serious luck or backup.

Of course could rate Alkie up at like CR 35 or so, making him an extreme danger to everyone. The individual statistics are up to you.

Share this post


Link to post
Share on other sites
Heh, plenty of magic already placed in d20 system to be used as spell-like abilities to mimic some of the zoalord powers. Waferdanos could use Entangle for example. Just make it that its described as hair rather than as roots and vines and such. With the plethora of options available out there it's easy enough to flesh them out. I'd classify them as Abberations... maybe even outsiders. Definitely not shapechangers despite the obvious choice. Shapechanger statistics just don't fit. Zoanoids, yeah, but not zoalords.

I'd also definitely consider a pretty unique option of making XP not part of the system. Huge deviation from the norm, but let me explain...

Basically you could treat a standard guyver as say... a level 5 character. That way all your basic zoanoids types could range with CR's around 1-2, a group or a single guyver would be more than enough to defeat them even en-masse to a point. You could then make the Hyper Zoanoids say CR's between 3-9 or so. Zx-tole was an extremely dangerous adversary for a standard guyver and should be up there in range. This makes the Team 5, CR's ranging between 4-7 or so a real huge danger for one guyver, but a group of 3 or 4 guyvers should be able to handle them fair enough with some danger.

Now say one of them becomes a Gigantic, you could make a new sheet with a guyver being a level 20 character, or even higher depending on how you want to go. That would make the Team 5 not nearly a threat, but if the zoalords are CR's 17-24 or so, a real danger for the gigantic and a death sentence for the standard guyver who's a level 5 character.

Were you to apply new guyvers in the scenario they could come really anywhere between a standard guyver and a gigantic. For example a Warrior Guyver could be rated at a Level 10 character, I'd have to run though the math to be sure but 10 sounds about right. Able to take the Team 5, but is still a dangerous task, but likely ain't gonna make too much of a dent in the Zoalords without serious luck or backup.

Of course could rate Alkie up at like CR 35 or so, making him an extreme danger to everyone. The individual statistics are up to you.

Thank for the advise on that. though I'll probally have alkanphel's CR at 30 just so he won't give them to much Xp. Though I kind like the Ideal I have for Alkanphel, where the player would fight him in his human form(200 HP) than in Warrior guyver human form(250 HP), then Zoalord form(some where in the 300-400 HP range), and then finially warrior guyver zoalord form(500 HP). One form right after another, my ideal for a kind of final boss fight, but these is one problem with alkanphel, in the anime and mange he could use his shield to magnify and reflex energy attack. How shough we have that work and would it be able to be used against spells. that kind my main problem.

Share this post


Link to post
Share on other sites

Could always treat it as Spell Turning spell-like ability, if your treating all energy based attacks as 'Spells' for the purposes of the system.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...