J-Mart: Preparing for Relocation... :)

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Aerlwyn
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Re: J-Mart: Pegasi, Dark Elves, Drider, Spiders, Hook Horror

Postby Aerlwyn » Sun Jan 27, 2013 3:39 pm

Really good and creative designs, looking forward to seeing more of them :) Keep them coming.

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Postby Thorpacolypse » Sun Jan 27, 2013 3:42 pm

We've another new item for our Fantasy Line!

Image
She may be an evil creature that lures men to their deaths, but I still like her better than the last Hawkgirl.

HARPY
PL: 6 (108 pts) - OPL: 6 ; DPL: 6

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 4, DEXTERITY 0, FIGHTING 6, INTELLECT 1, AWARENESS 2, PRESENCE 4

SKILLS: Athletics (+2), Deception 6 (+10), Insight (+2), Intimidation (+4), Perception 5 (+7), Persuasion (+4), Stealth 5 (+9)

ADVANTAGES: All-Out Attack, Move-by Action

POWERS:
Wings: Flight 3 (16 mph/250 fpr); 3 pts
Claws: Slashing Strength-based Damage 1 (Extra: Split); 2 pts
Harpy Senses: Senses 5 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision [Extended]); 5 pts
Alluring Song: Perception Burst Area Affliction 6 (Resisted/Overcome by Will; 1st: Entranced, 2nd: Compelled, 3rd: Controlled, Extra: Burst Area 2 [60 ft radius], Concentration, Flaw: Sense Dependent [Auditory]); 36 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +6 [Unarmed +2; Claws +3, Critical 19-20]
Ranged Attack +0
Special Attack [Alluring Song Affliction +6, Burst Area]

DEFENSES:
Dodge +8 [DC18] Parry +7 [DC17]
Toughness +3, Fortitude +5, Will +6

COMPLICATIONS:
Temper: Harpies are prone to fly into rages when even slightly provoked

Abilities 44 + Skills 8 (16 ranks) + Advantages 2 + Powers 43 + Defenses 11 = 108 / 108

Comments: I hate harpies. I seem to recall getting charmed by one in 1E and getting my arse kicked. Still, they’re pretty much a staple of a fantasy setting.
Last edited by Thorpacolypse on Wed Feb 05, 2014 9:24 pm, edited 1 time in total.
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Postby Thorpacolypse » Tue Jan 29, 2013 8:51 pm

We've got more new items for our Fantasy Line!

Image
I am the Lizard King...

LIZARDFOLK (GREENSCALE)
PL: 4 (50 pts) - OPL: 4 ; DPL: 4

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 2, DEXTERITY 2, FIGHTING 3, INTELLECT -1, AWARENESS 1, PRESENCE -1

SKILLS: Athletics 2 (+5/+11), Deception (-1), Expertise [Survival] 4 (+3), Insight (+1), Intimidation 4 (+3), Perception 4 (+5), Persuasion (-1), Stealth (+2)

ADVANTAGES: Equipment (1), Improved Trip

POWERS:
Scaly Hide: Protection 1; 1 pts
Cold-Blooded: Immunity 1 (Heat); 1 pt
Lizardfolk Senses: Senses 3 (Low-light Vision, Infravision, Scent [Acute]); 3 pts
Semi-aquatic: Enhanced Skills 3 (Athletics 6 ranks [Flaw: Limited to swim checks]), Movement 1 (Environmental Adaptation [Underwater]), Immunity 2 (Suffocation [Flaw: Limited to half effect]); 6 pts
Tail Slap: Affliction 3 (Resisted by Parry, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Extra Condition, Flaw: Limited to two degrees); 3 pts

EQUIPMENT:
(5ep)
Small Shield: +1 to Active Defenses; 2ep
Spear: Piercing Strength-Based Damage 2, Critical 19-20; 3ep

OFFENSE:
Initiative +2
Close Attack +3 [Unarmed +3; Spear +5, Critical 19-20; Tail Slap Affliction +3]
Ranged Attack +2

DEFENSES:
Dodge +3 [DC13] Parry +4 [DC14]
Toughness +4, Fortitude +5, Will +2

COMPLICATIONS:
Vulnerable: Being cold-blooded, Lizardfolk hate the cold and take an extra degree of failure against cold-based effects

Abilities 24 + Skills 7 (14 ranks) + Advantages 2 + Powers 14 + Defenses 3 = 50 / 50

Comments: You gotta have Lizardfolk in a fantasy setting. Scaly lizardmen types have been around since the dawn of sci-fi.
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Postby Thorpacolypse » Tue Jan 29, 2013 9:30 pm

This BLACK LIGHT SPECIAL is a companion piece to our previous item!

Image
No, I AM the Lizard King...

LIZARDFOLK (BLACKSCALE)
PL: 6 (67 pts) - OPL: 6 ; DPL: 6

ABILITIES: STRENGTH 5, STAMINA 5, AGILITY 2, DEXTERITY 2, FIGHTING 4, INTELLECT -1, AWARENESS 1, PRESENCE -1

SKILLS: Athletics 3 (+8/+14), Deception (-1), Expertise [Survival] 5 (+4), Insight (+1), Intimidation 6 (+5/+6), Perception 6 (+7), Persuasion (-1), Stealth (+2/+0)

ADVANTAGES: Equipment (1), Improved Trip, Takedown (1)

POWERS:
Big Brute: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Scaly Hide: Protection 2; 2 pts
Cold-Blooded: Immunity 1 (Heat); 1 pts
Lizardfolk Senses: Senses 3 (Low-light Vision, Infravision, Scent [Acute]); 3 pts
Semi-aquatic: Enhanced Skills 3 (Athletics 6 ranks [Flaw: Limited to swim checks]), Movement 1 (Environmental Adaptation [Underwater]), Immunity 2 (Suffocation [Flaw: Limited to half effect]); 6 pts
Tail Slap: Affliction 5 (Resisted by Parry, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Extra Condition, Flaw: Limited to two degrees); 5 pts

EQUIPMENT:
(5ep)
Greatclub: Bludgeoning Strength-Based Damage 3; 3ep

OFFENSE:
Initiative +2
Close Attack +4 [Unarmed +5; Greatclub +8; Tail Slap Affliction +5]
Ranged Attack +2

DEFENSES:
Dodge +3 [DC13] Parry +4 [DC14]
Toughness +7, Fortitude +7, Will +2

COMPLICATIONS:
Vulnerable: Being cold-blooded, Lizardfolk hate the cold and take an extra degree of failure against cold-based effects

Abilities 26 + Skills 10 (20 ranks) + Advantages 3 + Powers 22 + Defenses 6 = 67 / 67

Comments: Blackscale Lizardmen are the bigger, dumber cousins of the regular Lizardfolk. I've always liked their look, though.
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Re: J-Mart: Umber Hulk, Girallon, Pegasi, Dark Elves, Drider

Postby death tribble » Wed Jan 30, 2013 6:06 am

Narsil wrote:So, horrible admission time... I adore the drow, and I often wind up using them a lot in my own campaigns. They're an interesting race, and have a lot of potential when people finally manage to look beyond the whole infinite number of Drizzt clones.

That said, I had a build lying around somewhere that I recently posted, for those requesting Drizzt. It's 2nd edition, but it's something that could be converted forward easily enough I suppose. Some feats are taken from Mecha & Manga and the Warriors & Warlocks book.


You couldn't list all the people who wanted this character could you ? Only Lolth wants a word with them.....
Well she's going to put spiders in their underwear.
Dangerous when cute

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763, 764, 765

Postby Thorpacolypse » Thu Jan 31, 2013 7:47 pm

We've got more new items for our Fantasy Line on Aisle 22!

Image
Tell Namor we've come to get the money he owes us for that last Go Fish game.

SAHUAGIN (WARRIOR)
PL: 6 (63 pts) - OPL: 6 ; DPL: 6

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 2, DEXTERITY 2, FIGHTING 4, INTELLECT 0, AWARENESS 1, PRESENCE -1

SKILLS: Athletics 3 (+6), Deception (-1), Expertise [Survival] 4 (+4), Insight (+1), Intimidation (-1), Perception 3 (+4), Persuasion (-1), Stealth 2 (+4)

ADVANTAGES: Equipment (2), Languages (1) (Aquan, Some speak Common, Base: Sahuagin), Ranged Attack (2)

POWERS:
Scales: Protection 2; 2 pts
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Swimming 2 (2 mph), Movement 1 (Environmental Adaptation [Underwater]); 7 pts
Speak With Sharks: Comprehend 2 (Animals; Limited to sharks); 2 pts
Sahuagin Senses: Senses 2 (Darkvision), Senses 3 (Accurate Hearing, Ultra-Hearing, Flaw: Limited to when underwater); 4 pts
Blood Frenzy: Enhanced Strength 1, Enhanced Advantages 2 (Close Attack 1, Ranged Attack 1) (Flaw: Limited to opponents that have taken 3 1st, 2 2nd or 1 3rd degree damage failures); 2 pts

EQUIPMENT:
(10ep)
Trident: Piercing Strength-Based Damage 3, Extra: Reach [5 ft.]; 4ep
Net: Ranged Affliction 3 (Resisted by Dodge, Overcome by Sleight of Hand/Damage; 1st: Hindered and Impeded, 2nd: Defenseless and Immobilized, Flaw: Diminished Range 2 [5/10/25]); 6ep

OFFENSE:
Initiative +2
Close Attack +4 [Unarmed +3; Trident +6]
Ranged Attack +4 [Net Affliction +3]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +5, Fortitude +4, Will +3

COMPLICATIONS:
Disability: Sahuagin can only remain out of water for approximately an hour without drowning
Vulnerable: Sahuagin hate bright light and any failure against a light based dazzle affect makes their vision unaware

Abilities 28 + Skills 6 (12 ranks) + Advantages 5 + Powers 17 + Defenses 7 = 63 / 63

Comments: I am considering taking my PCs that I made through a recreation of one of my favorite all time D&D modules, the Sinister Secret of Saltmarsh. As such, I decided to whip up some Sahuagin, one of the first things you face in that adventure. I’m not sure I like that Blood Frenzy mechanic, but it’s pretty close to the 4E interpretation of it.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SAHUAGIN (PRIEST)
PL: 7 (115 pts) - OPL: 7 ; DPL: 7

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 2, DEXTERITY 3, FIGHTING 3, INTELLECT 2, AWARENESS 4, PRESENCE 3

SKILLS: Athletics 3 (+5), Deception 2 (+5), Expertise [Religion] 4 (+6) [Ritualist], Expertise [Survival] 4 (+6), Insight (+4), Intimidation (+3), Perception 3 (+7), Persuasion (+3), Ranged Combat [Magic] 2 (+7), Stealth 2 (+4)

ADVANTAGES: Close Attack (2), Equipment (1), Languages (1) (Aquan, Common, Base: Sahuagin), Ranged Attack (2), Ritualist

POWERS:
Scales: Protection 2; 2 pts
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Swimming 2 (2 mph), Movement 1 (Environmental Adaptation [Underwater]); 7 pts
Speak With Sharks: Comprehend 2 (Animals; Limited to sharks); 2 pts
Sahuagin Senses: Senses 2 (Darkvision), Senses 3 (Accurate Hearing, Ultra-Hearing, Flaw: Limited to when underwater); 4 pts
Blood Frenzy: Enhanced Strength 1, Enhanced Advantages 2 (Close Attack 1, Ranged Attack 1) (Flaw: Limited to opponents that have taken 3 1st, 2 2nd or 1 3rd degree damage failures); 2 pts
Priest Spells: 25 pt Array; 27 pts
Spectral Jaws: Summon Spectral Shark (75-point minion [uses Jab's Bull Shark, exchanging Flight 2 for Swimming 4, until I build one], Extra: Active, Controlled, Heroic, Flaw: Unreliable [5 uses]); 25 pts
Healing: Healing 7 (Extra: Ranged, Flaw: Unreliable [5 uses]); 1 pt
Water Bolt: Ranged Damage 7 (Flaw: Unreliable [5 uses], Limited to 5 ranks out of water); 1 pt[/b]

EQUIPMENT:
[i](5ep)

Holy Symbol: Feature 1 (Allows spellcasting); 1ep
Trident: Piercing Strength-Based Damage 3, Extra: Reach [5 ft.];4ep

OFFENSE:
Initiative +2
Close Attack +5 [Unarmed +2; Trident +5]
Ranged Attack +5
Magic +7 [Water Bolt +7]

DEFENSES:
Dodge +6 [DC16] Parry +3 [DC13]
Toughness +5, Fortitude +5, Will +8

COMPLICATIONS:
Disability: Sahuagin can only remain out of water for approximately an hour without drowning
Power Loss: Sahuagin Priests must be able to speak and gesture to cast their spells
Vulnerable: Sahuagin hate bright light and any failure against a light based dazzle affect makes their vision unaware

Abilities 44 + Skills 10 (20 ranks) + Advantages 7 + Powers 44 + Defenses 10 = 115 / 115

Comments: Sahuagin Priests are fine complements to a horde of warriors, sitting back and blasting away at a party, healing the warriors, and when things go bad, they can call on a Spectral Shark to come in and fly around and bite the hell out of the party so they can escape or make a last stand.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SAHUAGIN (BARON)
PL: 9 (152 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 6, STAMINA 6, AGILITY 4, DEXTERITY 4, FIGHTING 8, INTELLECT 1, AWARENESS 1, PRESENCE 3

SKILLS: Athletics 4 (+10), Deception (+3), Expertise [Survival] 4 (+5), Insight (+1), Intimidation 6 (+9/+10), Perception 4 (+5), Persuasion (+3), Stealth 2 (+6/+4)

ADVANTAGES: All-Out Attack, Equipment (1), Extraordinary Effort, Fearless, Improved Critical (1) (Claws), Improved Grab, Improved Initiative (1), Languages (1) (Aquan, Common, Base: Sahuagin), Ranged Attack (2)

POWERS:
Baron Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Thick Scales: Protection 4; 4 pts
Born Baron: Extra Limbs 2 (2 Arms); 2 pts
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Swimming 3 (4 mph), Movement 1 (Environmental Adaptation [Underwater]); 8 pts
Speak With Sharks: Comprehend 2 (Animals; Limited to sharks); 2 pts
Sahuagin Senses: Senses 2 (Darkvision), Senses 3 (Accurate Hearing, Ultra-Hearing, Flaw: Limited to when underwater); 4 pts
Blood Frenzy: Enhanced Strength 1, Enhanced Advantages 3 (Close Attack 1, Ranged Attack 1, Power Attack) (Flaw: Limited to opponents that have taken 3 1st, 2 2nd or 1 3rd degree damage failures); 3 pts
Blood Healing: Healing 5 (Extra: Area Burst 2 [60 ft radius], Reaction [to allies adjacent to opponents that have taken 3 1st, 2 2nd or 1 3rd degree damage failures], Flaw: Limited to allies have taken 3 1st, 2 2nd or 1 3rd degree damage failures, Limited to others); 20 pts
Claw Strikes: 10 pt Array; 11 pts
Baron's Fury: Slashing Strength-based Damage 2 (Extra: Multiattack 8]; 10 pts
Nasty Claws: Slashing Strength-based Damage 1 (Extra: Secondary Effect [Slashing Damage], Split); 1 pt


EQUIPMENT:
(5ep)
Trident: Piercing Strength-Based Damage 2, Extra: Reach 2 [10 ft.]; 4ep

OFFENSE:
Initiative +8
Close Attack +8 [Unarmed +6; Trident +8; Claws +7, Critical 19-20; Baron's Fury +8, Critical 19-20, Multiattack
Ranged Attack +6

DEFENSES:
Dodge +7 [DC17] Parry +8 [DC18]
Toughness +10, Fortitude +10, Will +7

COMPLICATIONS:
Disability: Sahuagin can only remain out of water for approximately an hour without drowning
Vulnerable: Sahuagin hate bright light and any failure against a light based dazzle affect makes their vision unaware

Abilities 58 + Skills 10 (20 ranks) + Advantages 10 + Powers 59 + Defenses 15 = 152 / 152

Comments: Sahuagin Baron’s are badasses. They are a low level party TPK just waiting to happen. With a Multiattack Claw strike, high Toughness and the ability to heal their warriors if they can “bloody” their opponents, they are a tough out.
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Dragon Blurb

Postby Thorpacolypse » Thu Jan 31, 2013 8:07 pm

DRAGONS:

Image

It was only a matter of time before I got to them and since I am nearing the end of my current fantasy run, I figured now was the time. I'm not trying to break any new ground with Dragons for my Gloriant setting. Like in most settings, they are one of the oldest species in the world, and they have earned their place at the top of the food chain. They are smart, strong, and their power is only exceeded by their greed and territoriality. There are only 5, maybe 6 species of dragons for my setting; Fire, Frost and Swamp, which I have done now, and the Alduvians, who are the truly magical dragons, and Storm dragons, which are still in the development stages. I might do something Oceanic, but other than, that's it. No metallic, no dimensional types, just those handful. And those should be PLENTY.

For the 3 sets I have done, I will be posting 5 versions of each: Hatchling, Young, Adult, Old, and Ancient. I may go back later and add a few in-between versions, but I thought those should suffice. Hatchling and Young dragons are built to be challenges to low level parties, but not insurmountable by any means. An Adult Dragon would give a higher level party a good fight and should they show up in the modern Thorpacoverse, they should give a PL10 paragon type all they can handle, or make a young Titans team work. Old Dragons should be a battle for a team of PL10 heroes, and I built the Ancient versions where I thought they could give truly epic heroes, like my King Xander Daellion or Superman a fight and probably even be able to give a Justice League and Avengers core team a good fight.

So without further ago, here there be dragons...
Last edited by Thorpacolypse on Thu Jan 31, 2013 8:09 pm, edited 1 time in total.
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Re: J-Mart: Hook Horror, Choker, Harpy, Lizardmen

Postby kenmadragon » Thu Jan 31, 2013 8:08 pm

Ooo. Dragons. These should be fun builds. :mrgreen:

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Postby Thorpacolypse » Thu Jan 31, 2013 8:14 pm

And here come the dragons...

Image
Born to Bling, baby...

DRAGON, FIRE (HATCHLING)
PL: 6 (101 pts) - OPL: 6 ; DPL: 6

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 2, DEXTERITY 0, FIGHTING 4, INTELLECT -1, AWARENESS 0, PRESENCE 1

SKILLS: Athletics (+4), Deception (+1), Expertise [Survival] 3 (+2), Insight 2 (+2), Intimidation 4 (+5), Perception 3 (+3), Persuasion (+1), Stealth (+2)

ADVANTAGES: Close Attack (1), Fast Grab, Improved Hold, Improved Trip

POWERS:
Dragon Senses: Senses 8 (Normal Vision [Extended], Normal Hearing [Extended], Infravision, Ultrahearing [Extended], Scent [Acute, Ranged, Extended, Tracking]); 8 pts
Fire Dragon Traits: Feature 1 (Longevity), Regeneration 1 (1/every 5 rounds), Immunity 12 (Fire Effects, Disease, Sleep, Poison [Flaw: Limited to half effect]); 14 pts
Dragon Scales: Protection 3, Impervious 3; 9 pts
Dragon Speed: Speed 1 (4 mph); 1 pt
Dragon Wings: Flight 3 (16 mph; Flaw: Wings); 3 pts
Natural Weapons: 10 pt Array; 11 pts
Bite: Piercing Strength-based Damage 1 (Extra: Secondary Effect [Fire Damage]); 10 pts
Claws: Slashing Strength-based Damage 1 (Extra: Split); 1 pt[/1]
Fire Breath: Cone Area Damage 4 (Extra: Area Cone [60 ft]); 8 pts

EQUIPMENT:
[i]NONE


OFFENSE:
Initiative +2
Close Attack +5 [Unarmed +4; Claws/Bite +5]
[Ranged Attack +0
Special Attack [Fire Breath +4, Area Cone]

DEFENSES:
Dodge +3 [DC13] Parry +5 [DC15]
Toughness +7, Fortitude +7, Will +4

COMPLICATIONS:
Motivation: Greed and territoriality. Even at birth, dragons know their place in the world and that's to get as much as they can and carve a territory defend against others who want everything they've gotten
Power Loss: A dragon must wait 1-2 rounds (GM rolls 1-10 [2 rounds], 11-20 [1 round]) before using their breath weapon again
Reputation: THE monsters of the world
Vulnerable: Fire Dragons are vulnerable to cold based attacks

Abilities 28 + Skills 6 (12 ranks) + Advantages 3 + Powers 54 + Defenses 9 = 100 / 100

Comments: Fire Dragons are the most common dragons in my setting and they can be found pretty much everywhere, if in far lesser numbers than before the last Great War. They have brown, brownish black, reddish brown/black or pure red scales. They are the closest relatives to the great Alduvian Dragons, who also breath fire, but these are not nearly as smart, wise, powerful or magical. Although some ancient Fire Dragons can pick up a trick or two over the years.

Fire Dragons are lethal from birth, able to take on groups of new adventurers and hold their own with most natural predators in the animal kingdom. As they mature, they become exponentially more powerful to where ancient Fire Dragons rival arch-demons and gods in might.
Last edited by Thorpacolypse on Tue Feb 05, 2013 3:48 pm, edited 1 time in total.
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Postby Thorpacolypse » Thu Jan 31, 2013 8:18 pm

More dragons getting stocked on Aisle 22!

Image

FIRE DRAGON (YOUNG)
PL: 8 (159 pts) - OPL: 8 ; DPL: 8

ABILITIES: STRENGTH 7, STAMINA 7, AGILITY 2, DEXTERITY 1, FIGHTING 5, INTELLECT 0, AWARENESS 1, PRESENCE 2

SKILLS: Athletics (+7), Deception 3 (+5), Expertise [Survival] 5 (+5), Insight 4 (+5), Intimidation 5 (+7/+9), Perception 6 (+7), Persuasion (+2), Stealth 3 (+5/+1)

ADVANTAGES: All-Out Attack, Close Attack (2), Diehard, Fast Grab, Improved Critical (1) (Claws/Bite), Improved Hold, Improved Trip, Languages (1) (Common, 1 other, Base: Draconic), Takedown (1)

POWERS:
Dragon Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass; Extra: Innate, Permanent); 9 pts, Dragon Senses: Senses 8 (Normal Vision [Extended], Normal Hearing [Extended], Infravision, Ultrahearing [Extended], Scent [Acute, Ranged, Extended, Tracking]); 8 pts
Fire Dragon Traits: Feature 1 (Longevity), Regeneration 1 (1/every 5 rounds), Immunity 12 (Fire Effects, Disease, Sleep, Poison [Flaw: Limited to half effect]); 14 pts
Dragon Scales: Protection 3, Impervious 4; 11 pts
Dragon Speed: Speed 2 (8 mph); 2 pts
Dragon Wings: Flight 3 (16 mph; Flaw: Wings); 3 pts
Frightful Presence: Burst Area Affliction 5 (Resisted by Will; 1st: Dazed, 2nd: Stunned, Extra: Area Burst [30 ft radius], Flaw: Limited to two degrees, Sense-Dependent [Visual]); 3 pts
Natural Weapons: 18 pt Array; 20 pts
Flaming Bite: Piercing Strength-based Damage 2 (Extra: Secondary Effect [Fire Damage]); 18 pts
Tail Swipe: Bludgeoning Burst Area Damage 7 (Extra: Area Burst, Flaw: Diminished Range [15 ft radius]); 1 pt
Claws: Slashing Strength-based Damage 2 (Extra: Split); 1 pt

Fire Breath: 16 pt Array; 17 pts
Fire Cone: Cone Area Damage 8 (Extra: Area Cone [60 ft]); 16 pts
Fire Line: Line Area Damage 8 (Extra: Area Line [30 ft]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +7 [Unarmed +7; Claws/Bite +9, Critical 19-20]
Ranged Attack +1
Special Attack [Fire Cone +8, Area Cone; Fire Line +8, Area Line; Tail Swipe +7, Area Burst; Frightful Presence Affliction +5, Area Burst]

DEFENSES:
Dodge +4 [DC14] Parry +6 [DC16]
Toughness +10 (+4 Impervious), Fortitude +10, Will +6

COMPLICATIONS:
Motivation: Greed and territoriality. Even at birth, dragons know their place in the world and that's to get as much as they can and carve a territory defend against others who want everything they've gotten
Power Loss: A dragon must wait 1-2 rounds (GM rolls 1-10 [2 rounds], 11-20 [1 round]) before using their breath weapon again
Reputation: THE monsters of the world
Vulnerable: Fire Dragons are vulnerable to cold based attacks

Abilities 34 + Skills 13 (26 ranks) + Advantages 10 + Powers 87 + Defenses 15 = 159 / 159

Comments: A young Fire Dragon is pretty wicked. A starting party (PL4-5 in my setting), has a shot at it, but they’ll have to work hard. At this stage, the dragon has usually left it’s mother and has begun searching for a territory and begun building a hoard.
Last edited by Thorpacolypse on Tue Feb 05, 2013 3:49 pm, edited 2 times in total.
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Postby Thorpacolypse » Thu Jan 31, 2013 8:22 pm

More dragons...

Image
Bet you wish you had your Bat-stuff for this one, eh, Bale?

FIRE DRAGON (ADULT)
PL: 10 (206 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 9, STAMINA 9, AGILITY 2, DEXTERITY 2, FIGHTING 7, INTELLECT 1, AWARENESS 3, PRESENCE 2

SKILLS: Athletics (+9), Deception 5 (+7), Expertise [Survival] 7 (+8), Insight 6 (+9), Intimidation 8 (+10/+13) [Daze], Perception 6 (+9), Persuasion (+2), Ranged Combat [Fire Blast] 6 (+8), Stealth 4 (+6/+0)

ADVANTAGES: All-Out Attack, Close Attack (2), Daze (1) (Intimidation), Diehard, Fast Grab, Fearless, Improved Critical (1) (Natural Weapons), Improved Grab, Improved Trip, Languages (1) (Common, 1 other, Base: Draconic), Takedown (1)

POWERS:
Adult Dragon Size: Growth 6 (+6 Str, +6 Sta, -3 Dodge/Parry, -6 Stealth, +3 Intimidation, Speed +0, +6 Mass; Extra: Innate, Permanent); 13 pts
Dragon Senses: Senses 8 (Normal Vision [Extended], Normal Hearing [Extended], Infravision, Ultrahearing [Extended], Scent [Acute, Ranged, Extended, Tracking]); 8 pts
Fire Dragon Traits: Feature 1 (Longevity), Regeneration 1 (1/every 5 rounds), Immunity 12 (Fire Effects, Disease, Sleep, Poison [Flaw: Limited to half effect]); 14 pts
Dragon Scales: Protection 3, Impervious 5; 13 pts
Dragon Speed: Speed 2 (8 mph); 2 pts
Dragon Wings: Flight 4 (32 mph; Flaw: Wings); 4 pts
Frightful Presence: Burst Area Affliction 7 (Resisted by Will; 1st: Dazed and Impaired, 2nd: Stunned and Compelled [to flee], Extra: Area Burst [30 ft radius], Extra Condition, Flaw: Limited to two degrees, Sense-Dependent [Visual]); 7 pts
Natural Weapons: 22 pt Array; 24 pts
Flaming Bite: Piercing Strength-based Damage 2 (Extra: Secondary Effect [Fire Damage]); 22 pts
Tail Swipe: Bludgeoning Burst Area Damage 9 (Extra: Area Burst); 1 pt
Claws: Slashing Strength-based Damage 2 (Extra: Split); 1 pt

Fire Breath: 20 pt Array; 22 pts
Fire Cone: Cone Area Damage 10 (Extra: Area Cone [60 ft]); 20 pts
Fire Line: Line Area Damage 10 (Extra: Area Line [30 ft]); 1 pt
Spitting Fire: Ranged Damage 10; 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +9 [Unarmed +9; Claws/Bite +11, Critical 19-20]
Ranged Attack +2
Blast +8 [Spitting Fire +10]
Special Attack [Fire Cone +10, Area Cone; Fire Line +10, Area Line; Tail Swipe +9, Area Burst; Frightful Presence Affliction +8, Area Burst]

DEFENSES:
Dodge +6 [DC16] Parry +8 [DC18]
Toughness +12 (+5 Impervious), Fortitude +11, Will +9

COMPLICATIONS:
Motivation: Greed and territoriality. Even at birth, dragons know their place in the world and that's to get as much as they can and carve a territory defend against others who want everything they've gotten
Power Loss: A dragon must wait 1-2 rounds (GM rolls 1-10 [2 rounds], 11-20 [1 round]) before using their breath weapon again
Reputation: THE monsters of the world
Vulnerable: Fire Dragons are vulnerable to cold based attacks

Abilities 46 + Skills 21 (42 ranks) + Advantages 13 + Powers 107 + Defenses 19 = 206 / 206

Comments: An adult Fire Dragon is a true monster. A PL10, easily able to lay waste to a whole medieval city without a whole lot of trouble unless there are some experience heroes to oppose her.

And I have to admit, I liked Reign of Fire. It wasn't as good as I hoped it would be, but it wasn't awful and Bale was really good in it as always. And I loved Matthew McConaghy hamming it up as US Army bad ass, Denton Van Zan. Heck, I may even stat him up. It's just hard to believe dragons could truly wipe out humanity with all the firepower we now have. Even looking at this build, this one would last long against a few F-16's.
Last edited by Thorpacolypse on Tue Feb 05, 2013 3:49 pm, edited 2 times in total.
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Re: J-Mart: Harpy, Lizardmen. Sahuagin, Dragons

Postby SCKnight » Thu Jan 31, 2013 9:46 pm

Wow. Excellent work there Thor.

You always always do splendid builds. I'm looking forward to seeing new builds of the Witchblade series and whatever else you decide to amaze us with. :3

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Re: J-Mart: Harpy, Lizardmen. Sahuagin, Dragons

Postby kenmadragon » Thu Jan 31, 2013 9:50 pm

I've been looking all over for a PL 10 3e version of The Darkness myself. My friend has the game, and won't stop ranting about it...

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Re: J-Mart: Harpy, Lizardmen. Sahuagin, Dragons

Postby Thorpacolypse » Sat Feb 02, 2013 9:59 am

SCKnight wrote:Wow. Excellent work there Thor.

You always always do splendid builds. I'm looking forward to seeing new builds of the Witchblade series and whatever else you decide to amaze us with. :3


kenmadragon wrote:I've been looking all over for a PL 10 3e version of The Darkness myself. My friend has the game, and won't stop ranting about it...


You know, I just started reading Artifacts so I think some builds from that could be done in the near future. I can't believe I haven't gotten around to Jackie already. He's a longtime fave.
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769

Postby Thorpacolypse » Sat Feb 02, 2013 10:04 am

The dragons keep comin'...

Image
Who you callin' OLD?

FIRE DRAGON (OLD)
PL: 12 (247 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 11, STAMINA 10, AGILITY 2, DEXTERITY 2, FIGHTING 8, INTELLECT 2, AWARENESS 4, PRESENCE 2

SKILLS: Athletics (+11), Deception 6 (+8), Expertise [Survival] 8 (+10), Insight 7 (+11), Intimidation 11 (+13/+17) [Daze], Perception 6 (+10), Persuasion (+2), Ranged Combat [Blast] 8 (+10), Stealth 6 (+8/+0)

ADVANTAGES: All-Out Attack, Close Attack (2), Daze (1) (Intimidation), Diehard, Fast Grab, Fearless, Improved Critical (1) (Natural Weapons), Improved Grab, Improved Trip, Languages (1) (Common, 1 other, Base: Draconic), Takedown (1)

POWERS:
Old Dragon Size: Growth 8 (+8 Str, +8 Sta, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1, +8 Mass; Extra: Innate, Permanent); 17 pts
Dragon Senses: Senses 8 (Normal Vision [Extended], Normal Hearing [Extended], Infravision, Ultrahearing [Extended], Scent [Acute, Ranged, Extended, Tracking]); 8 pts
Fire Dragon Traits: Feature 1 (Longevity), Regeneration 1 (1/every 5 rounds), Immunity 12 (Fire Effects, Disease, Sleep, Poison [Flaw: Limited to half effect]); 14 pts
Dragon Scales: Protection 5, Impervious 6; 17 pts
Dragon Speed: Speed 2 (8 mph); 2 pts
Dragon Wings: Flight 4 (32 mph; Flaw: Wings); 4 pts
Frightful Presence: Burst Area Affliction 8 (Resisted by Will; 1st: Dazed and Impaired, 2nd: Stunned and Compelled [to flee], Extra: Area Burst [30 ft radius], Extra Condition, Flaw: Limited to two degrees, Sense-Dependent [Visual]); 8 pts
Natural Weapons: 24 pt Array; 26 pts
Flaming Bite: Piercing Strength-based Damage 2 (Extra: Secondary Effect [Fire Damage 12]); 24 pts
Tail Swipe: Bludgeoning Burst Area Damage 10 (Extra: Area Burst, Flaw: Diminished Range [15 ft radius]); 1 pt
Claws: Slashing Strength-based Damage 2 (Extra: Split); 1 pt

Fire Breath: 36 pt Array; 38 pts
Fire Cone: Cone Area Damage 12 (Extra: Area Cone 2 [120 ft]); 36 pts
Fire Line: Line Area Damage 12 (Extra: Area Line [60 ft]); 1 pt
Spitting Fire: Ranged Damage 12 (Extra: Multiattack); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +10 [Unarmed +11; Claws/Bite +13, Critical 19-20]
Ranged Attack +2
Fire Blast +10 [Spitting Fire +14]
Special Attack [Fire Cone +12, Area Cone; Fire Line +12, Area Line; Tail Swipe +10, Area Burst; Frightful Presence Affliction +8, Area Burst]

DEFENSES:
Dodge +8 [DC18] Parry +9 [DC19]
Toughness +15 (+6 Impervious), Fortitude +13, Will +10

COMPLICATIONS:
Motivation: Greed and territoriality. Even at birth, dragons know their place in the world and that's to get as much as they can and carve a territory defend against others who want everything they've gotten
Power Loss: A dragon must wait 1-2 rounds (GM rolls 1-10 [2 rounds], 11-20 [1 round]) before using their breath weapon again
Reputation: THE monsters of the world
Vulnerable: Fire Dragons are vulnerable to cold based attacks

Abilities 50 + Skills 26 (52 ranks) + Advantages 14 + Powers 133 + Defenses 24 = 247 / 247

Comments: Now we’re getting into truly frightening range here. People have to make a DC18 Will check just to avoid running away from these beasts and once they breathe, all hell truly breaks loose.
Last edited by Thorpacolypse on Tue Feb 05, 2013 3:49 pm, edited 1 time in total.
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