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Jab's He-Builds: Bow, She-Ra, Swift Wind, Tri-Klops, Mer-Man

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Re: Jab's Builds: Dragons- Fire, Magma, Frost, Oceanic, Template

Postby Jabroniville » Mon Oct 24, 2011 10:51 pm

Image

SHADOW DRAGON
PL 12 (324), PL 13 (324) Defenses
Powers:
Flight +1 [1]
"Draconic Attacks"
"Shadow Wave" Damage 12 (Feats: Penetrating 9) (Extras: Area- 120ft. Cone +2) Linked to Affliction 10 (Fort; Impaired/Disabled/Paralyzed) (Extras: Area- 120ft. Cone +2) (75) -- [81]
    AE: "Shadow Stream" Damage 12 (Feats: Penetrating 9) (Extras: Area- 60ft. Line +2) Linked to Affliction 10 (Fort; Impaired/Disabled/Paralyzed) (Extras: Area- 60ft. Line +2) (75)
    AE: "Shadow Blast" Blast 14 (Feats: Extended Range 2- 400 ft., Penetrating 9) Linked to Affliction 10 (Fort; Impaired/Disabled/Paralyzed) (Extras: Ranged) (59)
    AE: "Shadow Field" Concealment 4 (Visuals) (Extras: Attack +0, Area- 120ft. Cloud +4) (28)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Shadow Dragon Traits"
Senses 2 (Counters Concealment) [2]
Immunity 10 (Cold Effects) (Flaws: Limited to Half-Effect) [5]
Concealment 4 (Visuals) [8]

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

Image

BRASS & COPPER DRAGONS
PL 12 (281), PL 13 (281) Defenses
Powers:

"Draconic Attacks"
"Fireburst" Damage 12 (Feats: Penetrating 5) (Extras: Area- 60ft. Line +2) (41) -- [46]
    AE: "Sleep" Affliction 12 (Fort; Fatigued/Exhausted/Asleep) (Extras: Cumulative, Area- 60ft. Cone) (24)
    AE: "Fireball" Blast 12 (Feats: Penetrating 5) (29)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Brass or Copper Dragon Traits"
Senses 1 (Infravision) [1]
Immunity 10 (Fire & Heat Effects) (Flaws: Limited to Half-Effect) [5]
Movement 1 (Environmental Adaptation- Heat & Volcanic Regions) [2]

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

Jab's Notes: I was gonna make Coppers the same as their D&D versions, but then I remembered that Copper burns green, and I figured that Green Fire Breath was cool-looking for a Dragon. Note that in my world, I would probably make these guys just other variants of Fire Dragons, but I felt like statting up the "other" Breath Weapons that Dragons tend to have.

Image

BRONZE DRAGON
PL 12 (292), PL 13 (292) Defenses
Powers:

"Draconic Attacks"
"Lightning Crashes" Damage 12 (Extras: Area- 60ft. Burst +2, Ranged) (48) -- [54]
    AE: "Lightning Bolt" Damage 12 (Feats: Penetrating 5) (Extras: Area- 60ft. Line +2) (41)
    AE: "Chain Lightning" Blast 12 (Feats: Penetrating 5) (Extras: Multiattack) (41)
    AE: "Repulsion" Affliction 12 (Fort; Entranced/Compelled/Controlled) (Extras: Area- 120ft. Cone +2) (Flaws: Limited to Fleeing Dragon) (24)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Bronze Dragon Traits"
Immunity 10 (Electrical Effects) (Flaws: Limited to Half-Effect) [5]
Senses 4 (Detect Electricity- Ranged, Acute & Analytical) [4]
Movement 1 (Environmental Adaptation- Storms) [2]

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

Image

FANG DRAGON
PL 12 (269), PL 13 (269) Defenses
Skills:
Remove Ranged Combat [-1]
Advantages: Ranged Attack -4 [-4]
Powers:
"Draconic Attacks"
"Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 10, Split 3) Linked to Weaken Stamina 10 (Extras: Progressive +2) (45) -- [47]
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
Complications:
None

Jab's Notes: Fang Dragons are kewl- a variant that's focused on a lethal Bite instead of Breath Attacks.

Image

SILVER DRAGON
PL 12 (282), PL 13 (282) Defenses
Powers:

"Draconic Attacks"
"Eldritch Burst" Damage 12 (Feats: Penetrating 5) (Extras: Area- 60ft. Line +2) (41) -- [46]
    AE: "Magic Ball" Blast 12 (Feats: Penetrating 5) (29)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
    AE: "Paralyzing Gas" Affliction 12 (Fort; Fatigued/Exhausted/Paralyze) (Extras: Cumulative, Area- 60ft. Cone) (24)
"Silver Dragon Traits"
Senses 1 (Infravision) [1]
Immunity 6 (Cold Damage, Drowning) [6]
Movement 1 (Environmental Adaptation- Cold) [2]

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

-Silver Dragons resemble Frost Dragons physically, but possess Paralyzing Gas, and the very Eldritch energy of Magic itself as Breath Weapons. The most fabled Silver Dragon of all was Silversmith, the Dragon God responsible for the creation of Giants, Humans, Elves, Dwarves and other creatures, all in the name of finding the "perfect" race.

Image

GOLD DRAGON
PL 12 (281), PL 13 (281) Defenses
Powers:

"Draconic Attacks"
"Fireburst" Damage 12 (Feats: Penetrating 5) (Extras: Area- 60ft. Line +2) (41) -- [46]
    AE: "Weakening Gas" Weaken Strength 12 (Extras: Area- 60ft. Cone) (24)
    AE: "Fireball" Blast 12 (Feats: Penetrating 5) (29)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Brass or Copper Dragon Traits"
Senses 1 (Infravision) [1]
Immunity 10 (Fire & Heat Effects) (Flaws: Limited to Half-Effect) [5]
Movement 1 (Environmental Adaptation- Heat & Volcanic Regions) [2]

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

Image

HOWLING DRAGON
PL 12 (269), PL 13 (269) Defenses
Abilities:
-1 Strength, -1 Stamina [-4]
Powers:
"Draconic Attacks"
"Chaotic Wail" Affliction 12 (Will; Dazed/Compelled/Transformed to Insane) (Extras: Area- Audio Perception, Cumulative) (36) -- [40]
    AE: "Painful Caterwauling" Dazzle Auditory 12 (Extras: Area- Audio Perception) (Flaws: Touch Range) (24)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Howling Dragon Traits"
Immunity 2 (Audio Dazzles) [2]

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon (or Wail) cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

-Howling Dragons aren't as powerful as most other types, but their fearsome wailing makes them by far the loudest.

Jab's Notes: And that's it for the Common Dragon variants! I never really cared for the Gem-based Dragons (Amethyst, Emerald, Crystal, etc.- and not just because "Crystal" isn't really a stone by itself), as they looked a little odd, and I think that they would just as easily fit as "regular" Dragons that happen to use Psionic Magic anyways.
Last edited by Jabroniville on Tue Oct 25, 2011 4:59 am, edited 6 times in total.
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Re: Jab's Builds: Dragons- Fire, Magma, Frost, Oceanic, Template

Postby Jabroniville » Mon Oct 24, 2011 11:48 pm

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LINNORM
Role:
Elite Monster, The Big Bad
PL 14 (257)
STRENGTH
12 STAMINA 15 AGILITY 0
FIGHTING 13 DEXTERITY 0
INTELLIGENCE 7 AWARENESS 5 PRESENCE 5

Skills:
Deception 7 (+12)
Expertise (Magic) 8 (+15)
Expertise (History) 7 (+14)
Expertise (Dragon) 10 (+17)
Insight 10 (+13)
Intimidation 7 (+12, +18 Size)
Investigation 3 (+8)
Perception 10 (+15)
Persuasion 4 (+9)
Ranged Combat (Blasts) 2 (+12)
Stealth 12 (-1 Size)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Beginner's Luck, Benefit 4 (Status- Elder Dragon), Daze (Intimidation), Extraordinary Effort, Fascinate (Intimidation), Fast Grab, Fearless, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Critical (Draconic Weapon), Improved Grab, Improved Initiative, Improved Hold, Jack-of-All-Trades, Languages 2 (Many), Last Stand, Move-By Action, Power Attack, Ranged Attack 10, Startle, Takedown 2, Trance, Ultimate Toughness Save, Well-Informed, Withstand Damage

Powers:
"Draconic Senses" Senses 9 (Low-Light & Extended Vision, Acute, Extended & Accurate Scent, Magical Awareness- Ranged, Extended Hearing) [9]
"Detect Dragons" Senses 5 (Detect Dragons- Ranged, Acute & Analytical) [5]
"Draconic Healing" Regeneration 4 (Feats: Regrowth, Diehard) [6]
"Ageless" Immunity 3 (Aging, Poison, Disease) [3]
Movement 1 (Slithering) [2]

"Dragon's Wings" Flight 6 (120 mph) (12) -- [13]
    AE: "Dragon's Legs" Speed 4 (60 mph) (4)
"Dragon's Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]

"Draconic Size" Growth 13 (Str & Sta +13, +13 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -13 Stealth) -- (60 feet) (Feats: Innate) (Extras: Permanent +0) [27]
Impervious Toughness 17 [17]

"Draconic Attacks"
"Stuff" (xx) -- [xx]
    AE: "Tail Swipe" Strength-Damage +2 (Extras: Area- 60ft. Burst +2 for 14 ranks) (30)
    AE: "Body Slam" Strength-Damage +2 (Extras: Area- 60ft. Shapeable +2 for 14 ranks) (Flaws: Limited to Movement Path) (16)
    AE: "Claws & Teeth" Strength-Damage +3 (Feats: Penetrating 8) (11)
Offense:
Unarmed +13 (+12 Damage, DC 27)
Natural Weapons +13 (+15 Damage, DC 30)
Area Attacks +14 (+14 Damage, DC 29)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +15 (+9 Impervious), Fortitude +15, Will +13

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

Total: Abilities: 62 / Skills: 80--40 / Advantages: 43 / Powers: 84 +xx / Defenses: 28 (257)

-Linnorms are the most powerful of all Dragons- so much the better that it seems only a few of each of the three species exists. Titanically powerful monsters, Linnorms are incredibly ancient- even the Dragons cannot remember ever seeing a child version- it may be that these beasts are dying out, should the last generation pass on. They are easily distinguished from "Common" Dragons by virtue of their lack of wings (though the creatures can still fly, via innate Magical force) and rear legs. Instead, they move rapidly via serpentine undulations, and appear to be even faster than their Draconic ilk. All known Linnorms are shockingly evil, though not all of them are evil in the same precise ways. Each of the Dragons possess their own Magical Powers, making them nearly unkillable to anyone save the Gods (and even the Gods themselves are wary of such creatures).

Jab's Builds: Y'know what's cooler than a Dragon? A more ancient, MORE EVIL type of Dragon, unknown to virtually all. I loved these guys in the 3.5 "Monster Manual II"- it was like Dragons on steroids, and if there's one creature that deserves upgrades to Epic Level campaigns, it's the freaking Dragons. I keep the "only a few left alive" syndrome, making them an eternal, tired, dying-out breed. This opens many storytelling opportunities- other creatures (from heroes to Demons to Dragons) will seek out the creatures' knowledge, treasure, or hide (can you imagine what it's body is worth in monetary value?), and I even have an idea for a super-campaign involving heroes searching for the first Linnorn EGG to be laid in over a millenium- opening the floodgates of every crazy Quester and would-be dictator in the world. Some of these guys are REALLY freakingn expensive- their powers are massive in scope, and cover a huge range. Most of these things would be nigh-impossible for any party to defeat, as it should be.

Image

GRAY LINNORM
PL 14 (363)
Abilities:
-1 Strength, -1 Stamina [-4]
Powers:
"Draconic Attacks"
"Acid Spray" Damage 14 (Extras: Area- 60ft. Line +2, Secondary Effect 12) Linked to Weaken Toughness 10 (Extras: Affects Objects, Area- 60ft. Line +2) (94) -- [99]
    AE: "Poison Breath" Weaken Stamina 14 (Extras: Area- 120ft. Cone +2) Linked to Affliction 14 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 120ft. Cone +2) (84)
    AE: "Acid Weapon" Blast 16 (Extras: Penetrating 8, Secondary Effect 12) Linked to Weaken Toughness 14 (Extras: Affects Objects) (80)
    AE: "Tail Swipe" Strength-Damage +2 (Extras: Area- 60ft. Burst +2 for 14 ranks) (30)
    AE: "Body Slam" Strength-Damage +2 (Extras: Area- 60ft. Shapeable +2 for 14 ranks) (Flaws: Limited to Movement Path) (16)
    AE: "Poisonous Claws & Teeth" Strength-Damage +3 (Feats: Penetrating 8) Linked to Weaken Stamina 15 (Extras: Progressive +2) (56)
Immunity 6 (Acid Damage, Drowning) [6]
Immunity 1 (Drowning) [1]
"Echolocation" Senses 4 (Extended, Ultra & Accurate Hearing) [4]

-Gray Linnorms are the weakest variety, though still more powerful than almost any other Dragon. Sleek and dark gray, they emit Acid like Bog Dragons (it is believed that both are related), and tend to attack with otherwhelming offense from high-peak homes. They are equally at-home in swamps or aquatic territory, however- many prefer inlets and valleys for their homes.

Image

DREAD LINNORM
PL 14 (406)
Powers:

"Two Heads" Enhanced Perception 4 (+19) [2]
Burrowing 11 (120 mph) (Alt-Effect of Flight) [1]

"Draconic Attacks"
"Ice Storm" Damage 14 (Extras: Area- 120ft. Cone +2) Linked to Affliction 14 (Strength; Hindered, Vulnerable & Dazed 5/Defenseless, Immobile & Stunned 5/Paralyzed & Incapacitated 5) (Extras: Cumulative, Extra Condition, Extra Condition 5, Area- 120ft. Cone +3) (131) -- [139]
"Fire Breath" Damage 15 (Feats: Penetrating 10) (Extras: Area- 240ft. Cone +3) (70)
    AE: "Ice Beam" Damage 14 (Extras: Area- 120ft. Line +3) Linked to Affliction 14 (Strength; Hindered, Vulnerable & Dazed 5/Defenseless, Immobile & Stunned 5/Paralyzed & Incapacitated 5) (Extras: Cumulative, Extra Condition, Extra Condition 5, Area- 120ft. Line +3) (131)
    AE: "Icicle Barrage" Blast 16 (Extras: Multiattack) (48)
    AE: "Fireburst" Damage 14 (Feats: Penetrating 10) (Extras: Area- 120ft. Line +3) (66)
    AE: "Fireball/Ice Blast" Blast 16 (Feats: Variable- Ice or Fire, Extended Range, Penetrating 10) (44)
    AE: "Pyrokinesis" Fire Control 16 (32)
    AE: "Tail Swipe" Strength-Damage +2 (Extras: Area- 60ft. Burst +2 for 14 ranks) (30)
    AE: "Body Slam" Strength-Damage +2 (Extras: Area- 60ft. Shapeable +2 for 14 ranks) (Flaws: Limited to Movement Path) (16)
    AE: "Energy-Draining Claws & Teeth" Strength-Damage +3 (Feats: Split, Penetrating 8) Linked to Affliction 14 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Cumulative) (40)
Senses 4 (Infravision, Tremorsense- Accurate Ranged Touch) [4]
Movement 1 (Environmental Adaptation- Heat & Volcanic Regions) [2]

-Dread Linnorms are the largest of their kind, and their most notable feature is existence of two gigantic heads. They have the unique ability to use TWO different kinds of Breath Weapons- that of Ice and Fire. This makes them the equivalent of a Fire & Frost Dragon combined. These Dragons tend to burrow into the Earth, living in massive, labyrinthine tunnel systems. These lairs are well-laid-out with traps both natural and magical in nature, and the Dragons tend to live alone.

Jab's Notes: These nasty bastards are the priciest Dragons so far, and rightly-so, for they have a huge variant of the Frost Dragon's Ice Weapons, in addition to a Fire Dragon's stuff. They're not Immune like either creature is, however, so be warned.

Image

CORPSE TEARER
PL 14 (393)
Powers:

"Draconic Attacks"
"Disease Wave" Affliction 14 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Progressive +2, Area- 120ft. Cone +2) Linked to Weaken Stamina 12 (Extras: Progressive +2, Area- 120ft. Cone +2) (130) -- [141]
    AE: "Disease Blast" Affliction 14 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Progressive +2, Area- 60ft. Line +2) Linked to Weaken Stamina 12 (Extras: Progressive +2, Area- 60ft. Line +2) (130)
    AE: "Paralysis I" Affliction 14 (Fort; Dazed & Fatigued/Stunned & Exhausted/Paralyzed) (Extras: Progressive +2, Area- 240ft. Cone +3) (84)
    AE: "Paralysis II" Affliction 14 (Fort; Dazed & Fatigued/Stunned & Exhausted/Paralyzed) (Extras: Progressive +2, Area- 240ft. Line +4) (98)
    AE: "Tail Swipe" Strength-Damage +2 (Extras: Area- 60ft. Burst +2 for 14 ranks) (30)
    AE: "Body Slam" Strength-Damage +2 (Extras: Area- 60ft. Shapeable +2 for 14 ranks) (Flaws: Limited to Movement Path) (16)
    AE: "Energy-Draining Claws & Teeth" Strength-Damage +3 (Feats: Split, Penetrating 8) Linked to Affliction 14 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Cumulative) (40)
-Corpse Tearers are so decayed and vicious-looking, and spend time with so many Undead creatures, that many mistake them for Undead themselves. Instead, these creatures specialize in the creation of Undead creatures, and often have massive armies of Undead to act as sentries, minions and spies. The few Corpse Tearers left alive are shockingly evil beings, but can also be gregarious and helpful if the mood strikes them- they've learned from each other in a society of sorts (they meet up every century or so, mostly to visit and brag). They are among the best Linnorms to go to for aid or advice- they can even lend their services to mortals who impress them. But be warned- the mercurial species may attack without warning, or decide that an impressive specimen belongs in their menagerie.

Jab's Notes: I left it as "Progressive" instead of "Disease" (an Extra left out of 3e, but it still could be used, I would think), because it's better to have immediate effects. Most of these guys would have Necromantic Magic at their command, in addition to huge armies of Undead creatures.
Last edited by Jabroniville on Tue Oct 25, 2011 4:58 am, edited 1 time in total.
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Re: Jab's Builds: Multiple Dragon Templates, Linnorms

Postby Woodclaw » Tue Oct 25, 2011 12:18 am

Wow these are some major threats. I'm not a fan of "standardized dragon", in my opinion they're so massive and powerful that they must be unique creatures, but these variants are really great.
Just one minor nitpick some of these dragons are list lacking a breath weapon (Sky Dragon and Fang Dragon above all) but they keep the breath weapon Quirk among the complications.
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Jab's Builds: Multiple Dragon Templates, Linnorms

Postby Jabroniville » Tue Oct 25, 2011 4:49 am

That's because I'm lazy and just wanted to quote the same thing over and over again- some are more Elemental, using magic and stuff. I'll fix it, though.

And yeah, any time I'd use a Dragon (especially an aged one), I would imagine some extra Magical Powers to come into effect. It's virtually a cliche in Fantasy now to have a Frost Dragon use Fire spells on the heroes, just because they're expecting an Ice-based guy and come with all their anti-Ice gear... but it's a cliche for a REASON. Something like a Dragon is great because not only is it super-powerful, but it's also smart enough to PLAN AHEAD, meaning that it's not just some throwaway XP-gift. Some of these bastards are like Professor X in Fin Fang Foom's body.
Last edited by Jabroniville on Tue Oct 25, 2011 5:09 am, edited 1 time in total.
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Re: Jab's Builds: Multiple Dragon Templates, Linnorms

Postby Aerlwyn » Tue Oct 25, 2011 4:52 am

Love the Shadow Dragon a really cool build and lovely picture. Hope to see more of your dragon ideas posted.
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Re: Jab's Builds: Multiple Dragon Templates, Linnorms

Postby dwellerofthedeep » Tue Oct 25, 2011 8:14 am

Love the linnorms Jab!
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Re: Jab's Builds: Multiple Dragon Templates, Linnorms

Postby luketheduke86 » Tue Oct 25, 2011 9:09 am

You know I think all of your dragon's are cool but I find the Howling Dragon and its "Chaotic Wail" particularly awesome. 8)
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Re: Jab's Builds: Multiple Dragon Templates, Linnorms

Postby Jabroniville » Tue Oct 25, 2011 10:57 pm

Image

GIANT SNOWY OWL (Aquila gigantes)
Role:
Awesome Aerial Mount
PL 8 (96)- Minion Rank 6, Sidekick Rank 18
Normal Version:
PL 6-7
STRENGTH 6 STAMINA 6 AGILITY 4
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -2

Skills:
Acrobatics 6 (+10)
Athletics 2 (+8)
Close Combat (Natural Weapons) 4 (+8)
Expertise (Survival) 8 (+8)
Insight 4 (+4)
Intimidation 10 (+9)
Perception 11 (+11)
Stealth 9 (+10)

Advantages:
Fast Grab, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Hold, Power Attack, Startle

Powers:
"Animal Senses" Senses 3 (Extended, Ultra & Low-Light Vision) [3]
"Natural Weapons- Talons & Beak" Strength-Damage +2 (Feats: Reach) (Extras: Penetrating 5) [8]
"Owl Ear Tufts" Senses 2 (Accurate Hearing) [2]

Flight 5 (60 mph) (Flaws: Winged) [5]
Movement 1 (Environmental Adaptation- Arctic) [2]
Immunity 1 (Cold) [1]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Protection 1 [1]

Offense:
Unarmed +4 (+6 Damage, DC 21)
Natural Weapons +8 (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +7, Fortitude +9, Will +6

Complications:
Disabled (Animal)- Birds cannot speak to humans, nor use their talons to easily manipulate objects.
Disabled (Scent)- Owls appear to have a terrible sense of smell. Though this has benefits, as they can hunt the Skunk without worry, which very few animals will.

Total: Abilities: 18 / Skills: 54--27 / Advantages: 7 / Powers: 29 / Defenses: 19 (96)

Era: Fantasy Realms
Range: Open Plains, Arctic Regions
Colouring: White with some dark spots
Size: Up to 10 feet long (500-1000 lbs.)
Encounter Groups: Solitary or pairs.
Diet: Hoofed mammals, humanoids, anything available.
Tactics: Dive-bomb from above with lethal weapons.

-Giant Snowy Owls are fairly common in the Northern territories, as the creatures have adapted perfectly to cold weather, and snowy terrain. Many Northern legends surround these creatures.

Jab's Notes: Here's a Giant Snowy Owl, similar to my old Giant Eagle build, but stealthier and with greater sensory perception, in addition to some Arctic adaptations.
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Re: Jab's Builds: Multiple Dragon Templates, Linnorms

Postby Jabroniville » Tue Oct 25, 2011 11:04 pm

Image

KYOGRE
Role:
Lost God, Elemental Being
PL 15 (301)
STRENGTH
20 STAMINA 17 AGILITY -2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2

Skills:
Expertise (Survival) 5 (+6)
Intimidation 13 (+11, +20 Size)
Ranged Combat (Elemental Blasts) 2 (+8)

Advantages:
Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Critical (Elemental Blasts) 3, Last Stand, Power Attack, Ranged Attack 6, Startle, Takedown 2, Withstand Damage

Powers:
"DaiKaiju"
Growth 19 (Str & Sta +19, +19 Mass, +9 Intimidation, -9 Dodge/Parry, +4 Speed) -- (168 feet) (Feats: Innate) (Extras: Permanent +0) [39]
Protection 4 (Extras: Impervious 27) [31]

"Animal Senses" Senses 6 (Low-Light Vision, Acute & Extended Scent, Tremorsense- Ranged Accurate Touch) [6]

"Water-Type Magical Creature"
Immunity 16 (Water & Ice Damage, Aging, Starvation & Thirst, Disease, Drowning, Pressure, Cold) [16]
Immunity 10 (Fire Effects) [10]

"Drought"
Environment 9 (Impede Movement, Visibility) [18]
Affliction 10 (Fort; Impaired/Disabled Powers) (Extras: Area- 60ft. Burst +2, Sustained +2) (Flaws: Limited to Fire-Type Moves, Limited Degree) [30]
Swimming 8 (120 mph) [8]
Movement 2 (Environmental Adaptation- Arctic, Aquatic) [4]

"Aurora Beam" Blast 22 (Feats: Extended Range 2, Variable- Ice or Water) (Extras: Penetrating 16) (62) -- [72]
    AE: "Fire Wave" Damage 15 (Extras: Area- 240ft. Cone +3) (60)
    AE: "Water Stream" Damage 15 (Feats: Variable- Ice or Water) (Extras: Area- 120ft. Line +3) (61)
    AE: "Explosive Blast" Blast 15 (Feats: Variable- Ice or Water) (Extras: Area- 60ft. Burst +2) (61)
    AE: "Giant-Size Smash" Damage 15 (Extras: Area- 60ft. Burst +2) (45)
    AE: "Icy Wind" Blast 20 Linked to Affliction 11 (Fort; Hindered/Exhausted) (Extras: Ranged, Cumulative) (Flaws: Limited Degree) (62)
    AE: "Hail" Environment 4 (240 feet) (Impede Movement, Visibility, Cold 2) Linked to Damage 10 (Extras: Area- 60ft. Burst +2) (46)
    AE: "Power Spray" Damage 10 (Extras: Area- 240ft. Cone +3) Linked to Affliction 11 (Strength; Hindered/Prone) (Extras: Area- 240ft. Cone +3) (Flaws: Limited Degree, Instant Recovery) (62)
    AE: "Water Pulse" Blast 20 Linked to Affliction 16 (Will; Dazed/Stunned/Paralyzed) (Extras: Ranged) (Flaws: Unreliable) (56)
    AE: "Haze" Nullify 12 (Status Affects) (Extras: Area- 30ft. Burst, Simultaneous, Broad) (Flaws: Touch Range) (36)
    AE: "Surf" Damage 15 (Extras: Area- 120ft. Burst +3) (60)
Offense:
Unarmed +10 (+20 Damage, DC 35)
Elemental Blasts +8 (+22 Ranged Damage, DC 30-37)
Area Attacks +15 Area (+15 Damage, DC 30)
Initiative -2

Defenses:
Dodge +4 (DC 14), Parry +7 (DC 17), Toughness +21 (+14 Impervious), Fortitude +17, Will +12

Complications:
Disabled (Animal)- Kyogre cannot speak, nor use his limbs to easily manipulate objects.

Abilities: 6 / Skills: 20--10 / Advantages: 19 / Powers: 234 / Defenses: 32 (301)

Era: Fantasy Realms
Range: Under the Planetary Crust
Colouring: Blue plating with white & red underparts
Size: Up to 164 feet long (and frickin' heavy)
Encounter Groups: Only One
Diet: Does not eat.
Tactics: Dive-bomb from above with lethal weapons.

Image

GROUDON
Role:
Lost God, Elemental Being
PL 15 (305)
STRENGTH
20 STAMINA 17 AGILITY -2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2

Skills:
Expertise (Survival) 5 (+6)
Intimidation 13 (+11, +20 Size)
Ranged Combat (Elemental Blasts) 2 (+8)

Advantages:
Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Critical (Elemental Blasts) 3, Last Stand, Power Attack, Ranged Attack 6, Startle, Takedown 2, Withstand Damage

Powers:
"DaiKaiju"
Growth 19 (Str & Sta +19, +19 Mass, +9 Intimidation, -9 Dodge/Parry, +4 Speed) -- (168 feet) (Feats: Innate) (Extras: Permanent +0) [39]
Protection 4 (Extras: Impervious 27) [31]

"Animal Senses" Senses 6 (Low-Light Vision, Acute & Extended Scent, Tremorsense- Ranged Accurate Touch) [6]

"Fire Type Magical Creature"
Immunity 25 (Heat & Flame Effects, Electrical Effects, Aging, Starvation & Thirst, Disease, Drowning, Pressure) [25]
Immunity 20 (Grass & Ice Effects) (Flaws: Limited to Half-Effect) [10]

"Drought"
Environment 9 (Heat 2) [18]
Affliction 10 (Fort; Impaired/Disabled Powers) (Extras: Area- 60ft. Burst +2, Sustained +2) (Flaws: Limited to Water-Type Moves, Limited Degree) [30]
Burrowing 11 (120 mph) [11]

"Fire Blast" Blast 22 (Feats: Extended Range 2, Variable- Fire or Rock) (Extras: Penetrating 16) (62) -- [68]
    AE: "Fire Wave" Damage 15 (Extras: Area- 240ft. Cone +3) (60)
    AE: "Fire Stream" Damage 15 (Extras: Area- 120ft. Line +3) (60)
    AE: "Explosive Blast" Blast 15 (Extras: Area- 60ft. Burst +2) (60)
    AE: "Giant-Size Smash" Damage 15 (Extras: Area- 60ft. Burst +2) (45)
    AE: "Lava Plume/Earthquake" Blast 15 (Feats: Variable- Fire or Rock) (Extras: Area- 60ft. Burst +2) (62)
    AE: "Earthquake" Damage 15 (Extras: Area- 120ft. Burst +3) (Flaws: Limited to Grounded Targets) Linked to Affliction 15 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) (52.5)
Offense:
Unarmed +10 (+20 Damage, DC 35)
Atomic Breath +8 (+22 Ranged Damage, DC 30-37)
Area Attacks +15 Area (+15 Damage, DC 30)
Initiative -2

Defenses:
Dodge +4 (DC 14), Parry +7 (DC 17), Toughness +21 (+14 Impervious), Fortitude +17, Will +12

Complications:
Disabled (Animal)- Groudon cannot speak, nor use his claws to easily manipulate objects.

Abilities: 6 / Skills: 20--10 / Advantages: 19 / Powers: 248 / Defenses: 32 (305)

Era: Fantasy Realms
Range: Under the Planetary Crust
Colouring: Red plating with darker underparts
Size: Up to 164 feet long (and frickin' heavy)
Encounter Groups: Only One
Diet: Does not eat.
Tactics: Dive-bomb from above with lethal weapons.

-Kyogre and Groudon are not true animals- they are actually supremely powerful Animal Spirits, holding dominion over portions of the elemental planes of the planet itself. Though still animalistic in intelligence (they are about as smart as Great Apes), they have unfathomable energy powers, and are more powerful than nearly any other creature alive on the planet itself. So much the better that the creatures spend decades at a time in hibernation.

Jab's Notes: Kyogre & Groudon were the "Mascots" of the Ruby & Sapphire editions of the Pokemon games, and both of them looked pretty damn cool. They were itty-bitty in the game-stats (11 feet tall or something), but some depictions showcase them as being building-sized- I just went with the same stats as frickin' Godzilla and said "to hell with it"- they're vastly powerful creatures that add together most of the Elemental Powers of their respective types.
Last edited by Jabroniville on Fri Oct 28, 2011 10:05 pm, edited 1 time in total.
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Re: Jab's Builds: Multiple Dragon Templates, Linnorms

Postby Jabroniville » Tue Oct 25, 2011 11:25 pm

ImageImage
Image

VAMPIRE
Role:
Scary Monster, Manipulator
PL 8 (151)
STRENGTH
6 STAMINA -- AGILITY 4
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 3 (+9)
Deception 4 (+7, +9 Attractive)
Expertise (History) 4 (+5)
Expertise (Nobility) 4 (+5)
Insight 4 (+6)
Intimidation 7 (+10)
Perception 6 (+8)
Persuasion 4 (+7, +9 Attractive)
Stealth 4 (+8)

Advantages:
All-Out Attack, Attractive, Animal Empathy, Chokehold, Close Attack 2, Daze (Intimidation), Fascinate (Intimidation), Fast Grab, Improved Grab, Improved Initiative 2, Improved Hold, Move-By Action, Power Attack, Seize Initiative, Startle, Tracking

Powers:
"Undead Monster" Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
Regeneration 8 (Feats: Regrowth) [9]
Speed 2 (8 mph) [2]
Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]

"Animal Shifting" Shapeshift 2 (Flaws: Limited to Bats, Dogs, Rats, Mist) [14]
"Vampire's Bite" Strength-Damage +2 (Flaws: Grab-Based) Linked to Weaken Stamina 6 (Flaws: Grab-Based) [4]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Vampire's Bite +8 (+8 Damage & +6 Weaken, DC 23 & 16)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +6, Fortitude --, Will +4

Complications:
Weakness (Sunlight, Holy Water)- Either will cause the equivalent of Damage 10, and is not able to be Regenerated.
Weakness (Holy Symbols)- Vampires must succeed in a Will Check against the wielder's Presence, or else suffer from Affliction 10 (Dazed/Stunned/Paralyzed).
Disabled (Flowing Water)- Vampires cannot willingly cross flowing water (streams, rivers, etc.), and must be carried across.
Disabled (Garlic)- Vampires will not willing pass doors covered with garlic, and the stuff itself is noxious poison to them.

Total: Abilities: 44 / Skills: 40--20 / Advantages: 17 / Powers: 68 / Defenses: 2 (151)

-Vampires are uncommon in most parts of the world, thanks to a great number of Questers that would love to go hunting for them. However, a large portion of the Eastern lands of Castellia (blocking Marsellia and Gallea from the other Human-controlled lands in the crescent-shaped continent) is covered with the Kingdoms of the Vampires. These immortal, powerful beings were able to play political games, hide from Undead Hunters, and form massive armies to protect themselves from interlopers, and eventually became the sole Upper-Class of this part of the world. They vary greatly in power, allies and sanity, with some being deranged monsters that hunt lone travellers, while others are intelligent, savvy manipulators, able to easily move into legitimate Human courts.

Jab's Notes: I haven't really thought a lot about my campaign's Vampires- I've never been that big a fan of Vampires in fiction, as I always thought drinking blood was gross, so I never got the "seductive" aspect of them, and too many Goths & emo-teens decided to actively worship the damn things. So much BAD culture has been attached to Vampirism that I just kinda got sick of the whole mess. So I just threw together all the cliched powers into one build. I would fully expect any skilled Vampire Lord to have a SWACK of magical powers, whereas more Animalistic types would lose Intellect and Awareness. A Vampire's Army would likely resemble a Necromancer's, with hordes of Zombies and Skeletons, including some from varied species.
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Re: Jab's Builds: Multiple Dragons, Linnorms, Groudon, Vampires

Postby Jabroniville » Wed Oct 26, 2011 10:02 pm

Image

OGRE SKELETON
Role:
Giant Undead Mooks
PL 6 (54)
STRENGTH
5 STAMINA -- AGILITY -1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -- AWARENESS -1 PRESENCE --

Skills:
Athletics 1 (+6)
Close Combat (Unarmed) 2 (+6)
Intimidation 7 (+12)
Perception 2 (+1)

Advantages:
All-Out Attack, Benefit (Uses Strength instead of Presence for Intimidation Checks), Equipment, Fast Grab, Improved Hold, Startle, Takedown

Powers:
Growth 2 (Str & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Ogre Senses" Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
"Giant's Reach" Strength-Damage +0 (Feats: Reach) [1]

Movement 1 (Environmental Adaptation- Arctic Areas) [2]
"Devour Anything" Weaken Toughness 5 (Extras: Affects Objects Only +0) [5]

"Undead Monster" Immunity 30 (Fortitude Effects) [30]
"Bag of Bones" Immunity 10 (Piercing Damage, Cold Damage) (Flaws: Limited to Half-Effect) [5]
Protection 4 [4]

Equipment:
"Great Club" Strength-Damage +2 (Feats: Restricted- Size) (Extras: Penetrating 2) (5)

Offense:
Unarmed +6 (+5 Damage, DC 20)
Great Club +4 (+7 Damage, DC 21)
Initiative -1

Defenses:
Dodge +1 (DC 11), Parry +5 (DC 15), Toughness +6, Fortitude --, Will --

Complications:
None

Total: Abilities: -20 / Skills: 12--6 / Advantages: 7 / Powers: 55 / Defenses: 6 (54)

Jab's Notes: I felt like throwing in a pair of alternate-type Skeletal Creatures, to better fill an Undead-type army.

Image

TYRANNOSAURUS REX SKELETON
Role:
Huge-Sized Theropod, Prehistoric Nightmare Fuel, Undead Monster
PL 9 (82)
STRENGTH
7 STAMINA -- AGILITY -1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -- AWARENESS -1 PRESENCE --

Skills:
Athletics 1 (+8)
Close Combat (Bite) 1 (+8)
Intimidation 3 (+10, +13 Size)
Perception 6 (+5)
Stealth 9 (+8, +1 Size)

Advantages:
All-Out Attack, Benefit (Uses Strength instead of Presence for Intimidation Checks), Fast Grab, Improved Critical (Bite) 2, Improved Hold, Improved Initiative, Power Attack, Startle, Takedown

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute Scent & Extended Scent 3) [5]
Speed 3 (16 mph) [3]
"Theropod Bite" Strength-Damage +1 (Feats: Penetrating 5) [6]

"Dino-Sized" Growth 7 (Str & Toughness +7, +7 Mass, +3 Intimidation, -3 Dodge/Parry, -7 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [15]
Strength-Damage +2 (Feats: Reach) [3]
Protection 3 (Extras: Impervious 5) [8]

"Undead Monster" Immunity 30 (Fortitude Effects) [30]
"Bag of Bones" Immunity 10 (Piercing Damage, Cold Damage) (Flaws: Limited to Half-Effect) [5]

Offense:
Unarmed +7 (+9 Damage, DC 24)
Bite +8 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +2 (DC 12), Parry +5 (DC 15), Toughness +10 (+3 Impervious), Fortitude --, Will --

Complications:
Disabled (Animal)- Dinosaurs cannot speak to humans, nor use their limbs to easily manipulate objects.

Total: Abilities: -20 / Skills: 20--10 / Advantages: 10 / Powers: 75 / Defenses: 7 (82)

Jab's Notes: A T-Rex is so powerful that it's Skeletal version falls a bit short- a lack of muscle mass at this scale renders it slightly-less-severe of a threat.
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Re: Jab's Builds: Multiple Dragons, Linnorms, Groudon, Vampires

Postby Jabroniville » Wed Oct 26, 2011 10:03 pm

Image

GRYPH
Role:
Freakish Flier
PL 5 (43)
STRENGTH
0 STAMINA 2 AGILITY 2
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Aerobatics 6 (+8)
Perception 4 (+5)
Stealth 4 (+10 Size)

Advantages:
Close Attack 3, Fast Grab, Improved Grab, Improved Hold

Powers:
"Animal Senses" Senses 3 (Low-Light Vision, Darkvision) [3]
"Racial Bonus to Grappling" Enhanced Strength 2 (Flaws: Limited to Grappling) [2]
"Six Limbs" Extra Limbs 2 [2]
Flight 4 (30 mph) (Flaws: Winged) [4]

"Implant Eggs"
Damage 2 (Flaws: Grab-Based) [1]
Linked to
Weaken Stamina 4 (Extras: Multiattack) (Flaws: Grab-Based, Randomized Multiattack -1/2) (Quirks: Takes 1d4 Minutes) [1]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Defenses, +4 Stealth, -2 Intimidation)

Offense:
Unarmed +5 (+0 Damage, DC 15)
Implant Eggs +5 (+2 Damage & +4 Weaken, DC 17 & DC 14)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +4 (DC 14), Toughness +2, Fortitude +5, Will +1

Complications:
Motivation (Justice)

Total: Abilities: 4 / Skills: 14--7 / Advantages: 6 / Powers: 22 / Defenses: 4 (43)

Jab's Notes: This is a direct conversion of the Pathfinder Gryph... I just thought they were gross-looking and neat :).
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Re: Jab's Builds: Multiple Dragons, Linnorms, Groudon, Vampires

Postby Jabroniville » Wed Oct 26, 2011 10:06 pm

Image

GIGARUS (Male Minotaur General)
Role:
The Dragon (to Kaiser Elric)
Group Affiliations: Gallea
PL 10 (149)
STRENGTH
6 STAMINA 8 AGILITY 1
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 1

Skills:
Athletics 4 (+10)
Close Combat (Unarmed) 1 (+11)
Expertise (General) 11 (+12)
Insight 5 (+8)
Intimidation 10 (+11, +12 Size)
Perception 5 (+8)
Stealth 4 (+3 Size)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Benefit 3 (Rank- General), Chokehold, Daze (Intimidation), Diehard, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Axe) 3, Improved Grab, Improved Initiative, Improved Smash, Inspire, Power Attack, Ranged Attack 4, Startle, Takedown 2, Tracking, Ultimate General Skill

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
Enhanced Strength 1 (Flaws: Limited to Striking) [1]
"Gore!" Strength-Damage +2 (Flaws: Limited to While Charging) [1]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Axe of the Minotaurs" (Flaws: Easily Removable) [14]
Strength-Damage +3 (Feats: Reach, Penetrating 5) (Extras: 9 Ranks Each- Area- 15ft. Burst +1/2, Selective +1/2) (18)
"Batter Down the Ramparts!" Weaken Toughness 8 (Flaws: Limited to Buildings) (4)
-- (22 points)

"Minotaur Armour" (Flaws: Removable) [8]
Protection 2 (Extras: Impervious 3) (5)
Immunity 5 (Arrows) (5)
-- (10 points)

Offense:
Unarmed +11 (+7 Damage, DC 22)
Horns +10 (+9 Damage, DC 24)
Axe +10 (+10 Damage, DC 25)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +8 (+10 Armour), Fortitude +12, Will +8

Complications:
Motivation (Gallean Power)- Gigarus is loyal to Kaiser Elric, and shares his desire to see Gallean control fall over the continent.
Rivalry (Cygor)- Gigarus is rivals with Cygor, a younger, up-and-coming Minotaur. Cygor schemes against his superior officer.
Relationship (Family)- Gigarus has a mate and three "calves". It is for them, and in their honour, that he fights.

Total: Abilities: 48 / Skills: 40--20 / Advantages: 31 / Powers: 32 / Defenses: 18 (149)

-Gigarus is the mightiest of all the world's Minotaurs, and the General of the Gallean Army, answering only to Kaiser Elric himself. The son of Minotaur Island's best General, Gigarus was always destined for greatness, but few believed he would get so far. Taking part in the mandatory military service of all Minotaurs in the Gallean Army, Gigarus excelled, and took to fighting like a fish to water. He rapidly rose through the ranks, and he eventually became the best General. Finally, when he single-handedly slew an Adult Fire Dragon that had scoured his entire warband, his legend was sealed. Kaiser Elric asked for a private meeting, and pushed Gigarus to the Human ranks of the Gallean army, making him a General there.

-This appointment proved unpopular to many (Humans, mostly), but Gigarus refused to heed them. Eventually, his skills allowed him to become the Grand General of Gallea itself- the only non-Human to ever be appointed to that position. Gigarus is noble and dutiful, but also brusque and humorless, a creature of little patience for the immature or inexperienced. He is devoted to the strength of the military, and acts as a father to his men, Human and Minotaur alike. Tactics come naturally to him, and he is the greatest Gallean fighter as well- he leads from the front, using his powerful Axe of the Minotaurs to strike down scores of men by himself. Though he has his enemies, everyone respects his wisdom and power.

Jab's Notes: Gigarus is the formative concept I had when I created the Castellian Minotaurs, several years ago when I was flipping through D&D books at a local "Chapters". Basically this huge black bull carrying around armour and a gigantic Axe, he is the classic case of the "Loyal Enemy General" who opposes the heroes, but a mutual respect lies between them, and he acts with honour and integrity rather than trickery and murder. Most tactical RPGs I've played have at least ONE guy like that- they fight on the battlefield and don't play any games. At PL 10, he's a step beyond most any of the heroes, which makes any victory all the more impressive. His Axe does a TON of damage by Fantasy standards, and excels as a Siege Weapon- he can tear down the greatest buildings with a Weaken Toughness effect.
Last edited by Jabroniville on Thu Oct 27, 2011 3:08 am, edited 2 times in total.
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Re: Jab's Builds: Multiple Dragons, Linnorms, Groudon, Vampires

Postby Murkglow » Thu Oct 27, 2011 12:33 am

Jabroniville wrote:Strength-Damage +3 (Feats: Reach) (Extras: Penetrating 5) Linked to Strength-Damage +2 (Extras: Area- 15ft. Burst +1/2, Selective +1/2) (19)


This isn't really a correct power build. It's either against the rules (you can't link two of the same effect together, in this case damage, to "double" up on it) or simply an incorrect build (if you just want his attack to have a weaker secondary area to it, you do that by adding a partial area modifier).
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Re: Jab's Builds: Dragons, Linnorms, Groudon, Kyogre, Vampires

Postby Jabroniville » Thu Oct 27, 2011 2:13 am

I was doing the thing that the main rulebook did with it's Missiles & Tank Guns and stuff, where it does damage, and also has an Area Effect (Blast 10 & Burst Area 7 = 27 points). Except it's a Melee attack instead of a Blast. Essentially, it's +3 to his Strength (adding up to +10 overall) for a melee attack, while a Burst Area Effect goes off as well (to guys standing around him). This latter effect is +2 to Strength (meaning that a weaker character would get less out of it), so it's a +9 Selective Area Burst, Half-price because he doesn't go the full 30-foot range (and since it doubles for every +1 Extra, I figure half-price for half-distance is OK). I don't know what you mean by "Partial Area Modifier", though.

Seems to me like it would stat up as:
Strength-Damage +3 (Feats: Reach) (Extras: Penetrating 5) (9 points)
Linked to
Strength-Damage +2 (Extras: Area- 15ft. Burst +1/2 on 9 Damage, Selective +1/2 on 9 Damage) (2 4.5 4.5 = 11 points... must've done the math wrong before)

If I'd just gone with straight damage on the latter effect (no Strength), it'd look like this:
Damage 9 (Extras: Area- 15ft. Burst +1/2, Selective +1/2) (18 points)
Last edited by Jabroniville on Thu Oct 27, 2011 2:53 am, edited 1 time in total.
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