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Donkey Kong, D&D version!

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darkzumi

3,850 Points
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PostPosted: Mon Jan 19, 2015 6:14 pm


Here's a d&d version of Donkey Kong. I made him as an epic level npc.

DONKEY KONG
Large Monstrous Humanoid (Exemplar 9th, Fighter 4th, Hulking Hurler 3rd, Monk 22nd, Tempest 5th)
Hit Dice: 9d6+22d8+12d10+473 (669 hp)
Initiative: +16
Speed: 125 ft. (25 squares), climb 35 ft.
Armor Class: 45 (-1 size, +11 Dex, +3 natural, +9 intrinsic, +8 armor, +5 deflection), touch 34, flat-footed 34
Base Attack/Grapple: +27/+51
Attack: Unarmed strike +51 melee (4d8+30, 19-20: x2 critical)
Full Attack: Unarmed strike +51/+51/+51/+51/+46/+46/+41/+41/+36/+36 melee (4d8+30, 19-20: x2 critical) or flurry of blows +51/+51/+51/+51/+51/+51/+46/+46/+41/+41/+36/+36 melee (4d8+30, 19-20: x2 critical)
Space/Reach: 10 ft./10 ft.
Special Attacks: Flurry of blows, ki strike, quivering palm, really throw anything, two-handed hurl trick, two-weapon spring attack, two-weapon versatility, unarmed strike
Special Qualities: Abundant step, AC bonus, ambidexterity, catch weapon, damage reduction 10/magic, diamond body, diamond soul, empty body, evasion, fast movement, hold breath, improved evasion, intellectual agility, lend talent, low-light vision, persuasive performance, possessions, purity of body, scent, skill artistry, skill mastery, slow fall, spell resistance 32, still mind, sustaining presence, tempest defense, timeless body, tongue of the sun and moon, wholeness of body
Saves: Fort +41, Ref +40, Will +32 (+34 vs enchantment)
Abilities: Str 50 (+20), Dex 33 (+11), Con 33 (+11), Int 13 (+1), Wis 18 (+4), Cha 14 (+2)
Skills: Balance +40, Climb +34, Concentration +17, Diplomacy +10, Escape Artist +24, Jump +79, Knowledge (arcana) +14, Knowledge (nature) +16, Listen +27, Ride +14, Search +14, Sense Motive +17, Spellcraft +16, Spot +20, Survival +10 (+12 following tracks), Swim +33, Tumble +40.
Skill Tricks: Back on Your Feet, Extreme Leap, Leaping Climber, Nimble Charge, Nimble Stand.
Feats: Brachiation*, Brutal Throw, Combat Expertise*, Deflect Arrows*, Dodge*, Greater Two-Weapon Fighting, Improved Initiative*, Improved Trip*, Improved Two-Weapon Fighting, Improved Unarmed Strike*, Leap Attack, Mobility*, Point Blank Shot, Power Attack, Power Throw, Pulverize Foe, Roundabout Kick, Skill Focus (Jump), Snatch Arrows*, Spring Attack*, Stunning Fist*, Throw Anything*, Track*, Two-Weapon Fighting, Weapon Focus (thrown barrel). * = bonus feat.
Epic Feats: Dire Charge, Epic Weapon Focus (thrown barrel), Perfect Two-Weapon Fighting, Righteous Strike
Environment: Any (his adventures take him everywhere)
Organization: Solitary, pair (Donkey Kong and Diddy Kong), or group (Donkey Kong, Diddy Kong, Cranky Kong, Dixie Kong, and Candy Kong)
Challenge Rating: 43
Treasure: Special, see possessions
Alignment: Always lawful good
Advancement: By character class
Level Adjustment: +2

The person before you is a large humanoid ape. He has brown fur, dark brown eyes, and wears a colorful tie. His hair on his head stands up in a stylish look. He exudes power and righteousness.

Donkey Kong is a heroic champion of his family and a protector of the wilds against the depredations of the villainous Kaptain K. Rool and his band of scurvy pirates. He's had many adventures and has been all over the place. His effective character level (ECL) is 45. Donkey Kong stands 7 foot and 4 inches tall, he weighs about 425 pounds. Donkey Kong speaks Common and Sylvan (plus he has his tongue of the sun and moon power).

COMBAT
Donkey Kong fights using unarmed strikes or by throwing objects at enemies, he's especially talented at throwing barrels of all sizes. He uses speed and agility in his attacks, making frequent use of his Jump and Tumble skills while attacking. He's known to climb up vines or jump up ledges to get high up and then jump down at his foes, which makes a good opportunity for him to use his Leap Attack feat. Donkey Kong has read many magical tomes, so his three physical ability scores (Str, Dex, Con) all have had a +5 bonus applied to them, the ability increases have already been included in his statistics. Donkey Kong's unarmed strikes are treated as adamantine, lawful-aligned, and magic for the purposes of overcoming damage reduction or hardness. When using his meteor strike ability, Donkey Kong can lift and throw any object weighing up to 59,712 pounds (which is almost 30 tons and would do 301d6 damage per the rules in Complete Warrior)! For the purposes of spells and magical effects he is treated as an outsider (native) due to his perfect self ability.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell Dimension Door, once per day. His caster level for this effect is one-half his monk level (rounded down).
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This bonus is already included in his statistics, and is listed as an intrinsic bonus.
Ambidexterity (Ex): For a tempest of 2nd lvl or higher, his attack penalties for fighting with two weapons are lessened by 1 (from -4 to -3, or from -2 to -1 if the off-hand weapon is a light weapon). At 4th lvl, the attack penalties are lessened by another 1 (from -3 to -2, or to +0 if the off-hand weapon is a light weapon). The character loses this ability when fighting in medium or heavy armor.
Catch Weapon (Ex): A hulking hurler gains the Snatch Arrows feat even if he does not meet the prerequisites. He may catch weapons of his size or smaller (and hurl them back at the attacker immediately if he chooses).
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell Etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his monk level.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before his next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). He may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies his Strength bonus (not Str bonus × 1½ or ×½) to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that he has enough attacks in his flurry of blows routine to do so.
Greater Flurry: When a monk reaches 11th level, his flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at his full base attack bonus.
Hold Breath (Ex): Donkey Kong can hold his breath as long as he wants to.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Intellectual Agility (Su): Starting at 8th level, an exemplar can channel his intellect to more physical needs. He adds his Intelligence bonus (if any) to his initiative checks and Reflex saves.
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Lend Talent (Ex): Starting at 2nd level, an exemplar can lend some of his skill artistry to allies, allowing them to exceed their normal talents. By accepting a penalty on checks using a skill for which he has selected skill artistry, an exemplar grants a competence bonus on checks with that skill to all allies within 30 feet. The penalty can be any number that does not exceed the exemplar’s class level, and the competence bonus is equal to one-half the penalty. Activating this ability is a full-round action, and the effect lasts for as long as the exemplar remains conscious and within range. For example, a 4th-level exemplar who has selected skill artistry with Craft (armorsmithing) can accept a –4 penalty on Craft (armorsmithing) checks to grant all allies within 30 feet a +2 competence bonus on Craft (armorsmithing) checks for as long as he remains nearby. At 8th level, the competence bonus granted by this ability becomes equal to the penalty accepted by the exemplar.
Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.
Persuasive Performance (Ex): Starting at 5th level, an exemplar can use his skill artistry to improve the attitudes of NPCs. To do this, the NPCs must observe him using one of the skills to which he has applied skill artistry. Treat this as a Diplomacy check made to influence NPC attitudes, but replace the Diplomacy check with a check using the chosen skill. The demonstration must be nonthreatening and intended to entertain and amuse the onlookers. Viewers must be within 30 feet of the exemplar, must be able to see him clearly, and must willingly pay attention to his actions. This ability requires at least 1 minute to perform, and it can affect a particular creature only once every 24 hours.
Possessions: Donkey Kong's tie (see item description below).
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once a week, and he must announce his intent before making his attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Really Throw Anything (Ex): A hulking hurler gains the Throw Anything feat (described in Chapter 3 of this book) as a bonus feat. However, since a hulking hurler depends on brute strength more than skill, he can throw anything (not just weapons) he can lift as a light load. If the item is an improvised weapon, he takes a –2 penalty on his attack roll instead of the normal –4. The range increment of a thrown weapon or improvised weapon wielded by a hulking hurler is 10 feet + 5 feet per size category the hulking hurler is beyond Large (this is a modification of the Throw Anything feat).
Skill Artistry (Ex): An exemplar is particularly talented in the use of one of his skills. Choose one skill in which the exemplar has at least 13 ranks. He gains a +4 competence bonus on all checks involving that skill. At 4th, 7th, and 10th levels, an exemplar gains this ability again. Each time he selects a different skill to receive the +4 competence bonus, provided he has at least 13 ranks in a skill that he has not yet chosen to benefit from this ability. If not, he gains no benefit from the ability until he has 13 ranks in another skill. He can then immediately apply the benefit of skill artistry to that skill. Donkey Kong has selected Balance and Tumble for his skill artistry.
Skill Mastery (Ex): An exemplar is so confident in the use of certain skills that he can use them reliably even under adverse conditions. He selects a number of skills equal to 1 + his Int modifier. When making a check with one of these skills, he can take 10 even if stress and distractions would normally prevent him from doing so. Each time an exemplar gains a class level, he can add another skill to the list of skills with which he has mastery. Donkey Kong has selected Balance, Escape Artist, Jump, Listen, Ride, Search, Sense Motive, Spot, Swim, and Tumble for his skill mastery.
Skills: Donkey Kong has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even when rushed or threatened.
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Sustaining Presence (Su): Starting at 4th level, an exemplar knows how to call upon his force of personality to help keep himself alive in tense or dangerous situations. He adds his Charisma bonus (if any) to his Concentration checks and Fortitude saves.
Tempest Defense (Ex): When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), a tempest gains a +1 bonus to armor class. This bonus increases to +2at 3rd lvl and +3 at 5th lvl. The character loses this ability when fighting in medium or heavy armor.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when his time is up.
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.
Two-Handed Hurl Trick (Ex): At 2nd level and again at 3rd level, a hulking hurler chooses one of the following tricks. In order to use any of these abilities, the hulking hurler must grip the weapon or improvised weapon in two hands and throw it as a full-round action. Donkey Kong has selected meteor strike and overburdened heave as his hurling tricks.
Meteor Strike: As a full-round action, a hulking hurler deals extra damage equal to twice his Strength bonus on a successful hit with a thrown weapon.
Overburdened Heave: The hulking hurler can throw a weapon up to two sizes larger than his size category, or an item that weighs as much as his medium load (so a Large hulking hurler with a Strength score of 25 could heave a Gargantuan javelin or a rock weighing up to 533 pounds).
Two-Weapon Spring attack (Ex): When a 5th-lvl tempest makes a spring attack, he can attack once each with two different weapons as an attack action. The character loses this ability when fighting in medium or heavy armor.
Two-Weapon Versatility (Ex): When a tempest of 3rd lvl or higher fights with two weapons, he can apply the effects of certain feats from one weapon for the other weapons as well, as long as those effects can be applied legally. He can use this ability only with the following feats: greater weapon focus, greater weapon specialization, improved critical, weapon focus, and weapon specialization. For example, a tempest who wields a longsword and a short sword and who has the weapon focus (longsword) feat can apply the effect of weapon focus to his short sword as well as to his longsword. If a tempest already has a feat with both weapons, he gains no additional effect.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.


Donkey Kong's Tie: This is an epic magic item with multiple powers. It functions as the following items/weapons/etc.
* Belt of Physical Perfection +6 (+6 to Str/Dex/Con).
* Bracers of Armor +8 (+8 armor to AC) and has the following magic armor/shield powers:
1. Quickness (increases speed by +5 ft.)
* Cloak of Resistance +5 (+5 on all saving throws)
* Makes his unarmed strikes +5 weapons with the following powers:
1. Bane: animals & monstrous humanoids (increases enhancement bonus by +2 & +2d6 damage vs such foes)
2. Clouting (A weapon enhanced by this property has the ability to drive its targets back. On a successful hit, the target of the attack must succeed on a DC 19 Fortitude save or be knocked back 10 feet (falling to the ground instead if such movement is impossible). If the first save fails, the target must succeed on another DC 19 Fortitude save or be stunned for 1 round.)
3. Collision (+5 damage per hit, in addition to weapon's enhancement bonus)
4. Ghost Strike (functions as Ghost Touch and can critically hit/sneak attack incorporeal undead)
5. Impact (doubles threat range of bludgeoning weapon)
6. Jumping (as Ring of Feather Falling, +30 to Jump checks: usable every other round)
7. Speed (adds +1 attack per round on a full attack action)
* Monk's Tattoo (+4 to effective monk level to determine unarmed strike, speed bonus, and AC bonus)
* Ring of Protection +5 (+5 deflection to AC)
* Sandals of Harmonious Balance (+10 insight bonus on Balance checks and can balance on vertical surfaces. The normal DC modifiers (such as for a slippery surface) apply, except for the modifier for a sloped or angled surface. If balanced on a vertical surface, the wearer can move up or down as if she were climbing. However, she is not actually climbing, so she can make attacks normally, retains her Dexterity bonus to Armor Class, and generally follows the rules of the Balance skill rather than the Climb skill. If the wearer has 10 or more ranks in Balance, she can balance on liquids, semisolid surfaces such as mud or snow, or similar surfaces that normally couldn’t support her weight. For each consecutive round that she begins balanced on a particular surface of this sort, the DC of her Balance check increases by 5. A s with all uses of the Balance skill, the wearer moves at half speed unless she decides to use the accelerated movement option (thereby increasing the DC of the Balance check by 5).  
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