Help me build Alucard from Castlevania

BASHMAN

Basic Action Games
So, I am wanting to build a Dhampir Character, based on Alucard from Castlevania: Symphony of the Night.

Let's say I'm building for 12th level.

What (base) race do I go with? What class? What items? Feats? Which will best emulate the ABILITIES of the original?

Likely Classes:
Warlock (Infernal)-- lots of dark, necro, & vampiric type powers. Esp. useful are vampire-like utilities like spider scuttle. Downside: little emphasis on his fighting ability (multiclass rogue & pickup a rapier pact blade?)

Rogue-- I can emphasize the fencing aspect & his agility. Downside: Not very supernatural. Perhaps items & multiclassing can aid this.

Fighter-- Definately emphasizes his fighting fitness & toughness, but doesn't seem to fit right.

Ranger-- Again, good for the fencing/agility aspect, not so good for the supernatural.

Swordmage-- Good for the swordsmanship & supernatural aspect, but the flavor is wrong-- too elemental, not dark enough...

Likely Races:
Human (closest to the original story, but probably not best for what I am trying to do)

Half-Elf: good if I go warlock(infernal)

Elf: Good if I go Rogue or Ranger.

Eladrin: Not sure on this one.

Shadar-Kai-- seems to fit the theme-- would be mediocre for Rogue or Warlock though-- though I would like to be Infernal warlock if I went that way.

Tiefling: No-- I will not have horns. Only way I would pick this is if the GM allows me to take tiefling and "reskin" as human.

What do you guys think? Can someone suggest a build for 12th level?
 

log in or register to remove this ad

Well, there was that thing last month about Necromancy Powers. That should provide another dark element if necessary.

If you choose a Warlock you might take that feat from the Shadarkai article that allows you to use your Eldritch Blast at melee range.
 

Here is what I have built so far:

Alucard , level 5 Half-Elf, Dhampir Warlock
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Background: Luskan

ABILITY SCORES
Str 10, Con 18, Dex 13, Int 16, Wis 8, Cha 16.

AC: 18 Fort: 17 Reflex: 17 Will: 17 RESIST 5 Necro & Poison, Range 5+ attacks -5 vs. me
HP: 50 Surges: 10 Surge Value: 12 Concealment = +2 all defenses!

Class Features: Infernal Pact, Prime Shot (+1 hit if closest), Shadow Walk (concealment if I move 3+)

TRAINED SKILLS
Insight, Stealth, Arcana, History, Thievery.

FEATS
1: Vampiric Heritage, 2: Sneak of Shadows, 4: Weapon Proficiency (Rapier)

Basic Attacks
+1 Pact Blade Rapier, +6 vs. AC, 1d8+1 dmg, CRIT: 9+1d6
Hand Crossbow, +5 vs. AC, 1d6+1 dmg, Range 10/20
Eldritch Blast, +7 vs. Reflex, 1d10+5 dmg, Range 10, CRIT: 15+1d8 dmg

At-Will Powers
Hellish Rebuke: +7 vs. Reflex, 1d6+5 Fire. If I take dmg for 1 turn, target takes extra d6+5 dmg.
CRIT: 11+1d8 dmg
Dark One's Blessing: FREE. Cursed Foe --> 0hp = I gain 5 temp HP
Warlock's Curse: MINOR. Curse closest foe & it takes 1 dmg. Foe takes +1d6 dmg from me as long as he remains cursed (till I change, he dies, or encounter ends).
Pact Blade: FREE: If cursed foe melee attacks me, it takes 1 dmg.

Encounter POWERS
1, Frigid Blade +9 vs. AC, 1d8+4 Cold dmg, & foe's speed is reduced by 4 if they begin adj. CRIT: 12+1d6 dmg
R, Blood Drain +8 vs. Fort, 1d4+4 dmg & I spend healing surge, CRIT: 8
1, Vampiric Embrace +7 vs. Will, 2d8+5 Necro & I gain 8 temp HP. Range 5. CRIT: 21+1d8
3, Frigid Darkness +7 vs. Fort, 2d8+5 Cold & target grants C.A. to Team for 1 turn. Range 10.
2, Utility: Shadow Veil MINOR: Gain +5 Stealth for 1 turn

Daily Powers
1, Flames of Phlegethos: +7 vs. Ref, 3d10+5 Fire. Range 10. EFFECT: foe takes ongoing 5 Fire. CRIT: 35+1d8
5, Hunger of Hadar: Area burst 1, Range 10. Zone of Darkness. Enter/Start in Zone = 2d10 Necro. SUSTAIN MINOR: +7 vs. Fort to each creature in zone, 1d6+5 Necro CRIT: 11+1d8
Armor Imm. React. Enemy melee hits = foe takes 1d10+3 Necro.

ITEMS
Pact Blade Rapier +1, Deathcut Leather Armor +1, Rod of Reaving +1, Cloak of Distortion +1, Fire Beetle Potion (heroic tier), Adventurer's Kit, Hand Crossbow
 

Swordmage!!!!!!!! Seriously....the swordmage is essentially an arcane fencer. They have teleportation effects just like Alucard, they can launch fireballs, they have high intelligence so you can take ritual caster and appropriate wizard powers, they wear light armor so they remain graceful and quick. best of all, you'll have a free hand to use blood drain and high intelligence to use dominating gaze.

I'd use either a human or an eladrin. Ok...I think I have to build this now. :)
 

As for race, I'd suggest you ask your DM if you can reskin just about anything. Eladrin seems nice, but Genasi are awesome if you go with Assault Swordmage.
 

Trending content

Remove ads

Top