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Wrath of the Dragon God: Lux

Postby JoshuaDunlow » Mon Apr 23, 2012 10:27 am

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"Come villainy death awaits you"

Lux the Barbarian - PL 8

Abilities
Strength 5/3, Stamina 3, Agility 2, Dexterity 5, Fighting 5, Intellect 0, Awareness 1, Presence 0

Advantages
All-out Attack, Attractive, Chokehold, Close Attack 2, Follow up strike, Improved Critical: +1 Bastard Sword, Improved Critical: Damage: Strength-based Damage 4, Improved Initiative, Improved Smash, Luck 2, Minion 2, Power Attack, Precise Attack (Close, Cover), Startle, Takedown, Weapon Break

Skills
Acrobatics 4 (+6), Athletics 10 (+15), Close Combat: Unarmed 2 (+7), Expertise: Survival 11 (+11), Intimidation 5 (+5), Perception 8 (+9)

Powers
+1 Bastard Sword (Removable)
. . Damage: Strength-based Damage 4 (DC 24, Advantages: Improved Critical; Quirk: In 1 hand, damage is 3. )
+2 Breast Plate (Removable)
. . Protection: Protection 5 (+5 Toughness)
Amulet of Natural Armor (Removable)
. . Force Field: Force Field 1 (+1 Toughness)
Barbarian Toughness: Impervious Toughness 2
Battle Cry: Cone Area Affliction 4 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 14; Cone Area: 60 feet cone; Limited: Fear Effect, Sense-dependent: Hearing)
Cloak of Resistance +1 (Removable)
. . Enhanced Trait: Enhanced Trait 4 (Traits: Will +1 (+8), Fortitude +1 (+8), Dodge +1 (+7), Parry +1 (+7))
Danger Sense: Senses 2 (Danger Sense: Visual, Danger Sense: Hearing)
Rage
. . Barbarian Rage: Enhanced Trait 8 (Traits: Fortitude +2 (+8), Will +2 (+8), Strength +2 (+5); Custom: Rage lasts 5 rounds, Custom 2: Cannot use skills or powers, Quirk 2: Attack & Active Defense Impaired While Raging)
Swift: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Offense
Initiative +6
Battle Cry: Cone Area Affliction 4 (DC Will 14)
Damage: Strength-based Damage 4, +7 (DC 24)
Grab, +7 (DC Spec 15)
Throw, +5 (DC 20)
Unarmed, +9 (DC 20)

Complications
Custom: Can't Read
Rage: Lux can loose control of her rage if she gets angry, or is locked in the heat of battle

Languages
Common

Defense
Dodge 7/6, Parry 7/6, Fortitude 8/5, Toughness 9, Will 8/5

Power Points
Abilities 38 + Powers 21 + Advantages 18 + Skills 14 (40 ranks) + Defenses 11 = 102
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D&D WOTDG: Melora

Postby JoshuaDunlow » Mon Apr 23, 2012 3:22 pm

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"We must show our faith in the Librum, for it to reveal its secrets"

Melora, High Mage - PL 7

Abilities
Strength -1, Stamina 1, Agility 2, Dexterity 3, Fighting 2, Intellect 2, Awareness 3, Presence 2

Advantages
Artificer, Attractive, Eidetic Memory, Improved Critical 2: Staff Strike: Damage 2, Improved Initiative, Inspire, Luck, Ranged Attack, Ritualist, Ultimate Effort: Expertise (arcane)

Skills
Deception 6 (+8), Expertise: Alchemical 6 (+8), Expertise: Arcane 10 (+12), Expertise: Civics 4 (+6), Expertise: Theology 5 (+7), Insight 2 (+5), Investigation 8 (+10), Persuasion 5 (+7)

Powers
Magic (Theurgy)
. . Detect Undead: Senses 3 (Acute: Detect Undead, Detect: Undead 1, Radius: Detect Undead)
. . Sanctuary: Burst Area Affliction 3 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 13; Burst Area: 30 feet radius sphere, Increased Duration: concentration, Selective, Limited [Go away])
Magic (Wizardry)
. . Burning Hands: Line Area Damage 5 (DC 20; Line Area: 5 feet wide by 30 feet long)
. . Gust of Wind: Cone Area Move Object 5 (1600 lbs.; Cone Area: 60 feet cone; Limited Direction: Away from Caster)
. . Identify: Senses 3 (Acute: Detect Magic, Analytical: Detect Magic, Detect: Magic 1)
. . Magic Armor
. . . . Enhanced Trait: Enhanced Trait 4 (Traits: Dodge +2 (+7), Parry +2 (+7))
. . . . Force Field: Force Field 3 (+3 Toughness; Impervious)
. . Summon: Summon 2 (Type (Broad): Animals)
Necklace of Vision (Easily Removable)
. . Senses: Senses 4 (Precognition; Tiring)
Robes of the Magi (Removable)
. . Enhanced Trait: Enhanced Trait 4 (Traits: Dodge +2 (+7), Parry +2 (+7))
. . Immunity: Immunity 2 (Environmental Condition: Choose Condition, Environmental Condition: Choose Condition; Limited - Half Effect)
. . Protection: Protection 2 (+2 Toughness)
Staff of Power (Easily Removable)
. . Staff Strike: Damage 2 (DC 17, Advantages: Improved Critical 2; Great Endurance [when using a magical array/spell])

Offense
Initiative +6
Burning Hands: Line Area Damage 5 (DC 20)
Grab, +2 (DC Spec 9)
Gust of Wind: Cone Area Move Object 5 (DC 15)
Sanctuary: Burst Area Affliction 3 (DC Will 13)
Staff Strike: Damage 2, +2 (DC 17)
Throw, +4 (DC 14)
Unarmed, +2 (DC 14)

Complications
Power Loss: Must be able to gesture and speak to cast spells


Languages
Common

Defense
Dodge 7/3, Parry 7/3, Fortitude 5, Toughness 6, Will 9

Power Points
Abilities 28 + Powers 35 + Advantages 9 + Skills 16 (46 ranks) + Defenses 12 = 100


Builders Notes:
This is Melora by the end of the movie, otherwise, drop the Theurgy; and her staff of power, and robe of the magic.
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Wrath of the Dragon God: Nim the Rogue

Postby JoshuaDunlow » Tue Apr 24, 2012 9:17 am

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"Never before have i heard such Blubbery"

Nim the Rogue - PL 8

Strength 0, Stamina 1, Agility 3, Dexterity 7/5, Fighting 5, Intellect 2, Awareness 0, Presence -2

Advantages
Accurate Attack, Close Attack, Connected, Daze (Deception), Defensive Attack, Defensive Roll 2, Equipment 1, Evasion, Improved Critical: Knife, Improved Defense, Improved Initiative, Languages 1, Luck 2, Precise Attack (Ranged, Cover), Ranged Attack 3, Skill Mastery: Stealth, Taunt, Throwing Mastery, Well-informed

Skills
Acrobatics 8 (+11), Athletics 5 (+5), Deception 8 (+6), Expertise: Gambling 8 (+10), Expertise: Streetwise 8 (+10), Intimidation 4 (+2), Investigation 4 (+6), Perception 10 (+10), Persuasion 9 (+7), Sleight of Hand 7 (+14), Stealth 8 (+11), Technology 8 (+10)

Powers
Thief Skills: Find the Weak Spot (Penetrating 4)
. . Deadly Aim (Alternate; Multiattack [4 extra ranks])
Thief Skills: Sneak Attack: Feature 4 ( Catching an opponent unware or surprised, grants a number of levels of Improved Critical to your attack equal to the rank. )

Devices
+1 Buckler (Removable)
. . Enhanced Trait: Enhanced Trait 2 (Traits: Parry +2 (+10))
+1 Mithril Chain Shirt (Removable)
. . Improved Material Toughness: Feature 1
. . Protection: Protection 3 (+3 Toughness; Impervious [2 extra ranks], Subtle: subtle)
Acid of a Purple Worm (Easily Removable)
. . Weaken: Weaken 7 (Affects: Toughness, Resisted by: Fortitude, DC 17; Alternate Resistance: Toughness)
Bag of Holding (Easily Removable)
. . Can hold 100 lbs of Mass: Feature 1
Gem of True Seeing (Removable)
. . Senses: Senses 7 (Counters All Concealment: Illusion, Counters Illusion: Visual)
Gloves of Dexterity (Removable)
. . Enhanced Trait: Enhanced Trait 4 (Traits: Dexterity +2 (+7))
Ring of Protection +3 (Removable)
. . Enhanced Trait: Enhanced Trait 12 (Traits: Dodge +3 (+9), Fortitude +3 (+8), Parry +3 (+10), Will +3 (+7))

Equipment
Knife, Thieves Tools 0

Offense
Initiative +7
Grab, +6 (DC Spec 10)
Knife, +6 (DC 16)
Throw, +10 (DC 16)
Unarmed, +6 (DC 15)
Weaken: Weaken 7, +6 (DC 17)

Languages
Common, Thieves Cant

Defense
Dodge 9/6, Parry 10/5, Fortitude 8/5, Toughness 6/4, Will 7/4

Power Points
Abilities 28 + Powers 44 + Advantages 23 + Skills 29 (87 ranks) + Defenses 11 = 135
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Re: JD's 3E Thread: D&D: Dorian,Berek,Lux,Melora,Nim

Postby Woodclaw » Tue Apr 24, 2012 9:52 am

I can't really comment of this build since I never watched "Wrath of the Dragon God". Still they're pretty good rendition of D&D characters.

I particularly enjoy Nim. Which isn't surprising considering my preferences for rogues and old & tough characters.
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Wrath of the Dragon God: Ormaline

Postby JoshuaDunlow » Tue Apr 24, 2012 11:51 am

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“And do you know the location of this foul device?”

Ormaline the Wizard - PL 8

Abilities
Strength 0, Stamina 2, Agility 5, Dexterity 4, Fighting 4, Intellect 5, Awareness 1, Presence -2

Advantages
Artificer, Attractive, Close Attack 2, Improved Critical: Staff, Improved Trip, Languages 1, Precise Attack (Ranged, Concealment), Ranged Attack 2, Ritualist, Tracking, Use Damage Bonus +5 vs. Opposed Athletics/Acrobatics

Powers
Elven Abilities
. . Elven Senses: Senses 4 (Detect: Secret Doors 1, Extended: Hearing 1: x10, Infravision, Low-light Vision)
. . Immunity: Immunity 3 (Aging, Disease, Environmental Condition: Cold; Limited - Half Effect)
Magic (Wizardry)
. . Cat's Grace
. . . . Enhanced Ability: Enhanced Agility 2 (+2 AGL)
. . . . Movement: Movement 1 (Sure-footed 1)
. . . . Silent step: Concealment 1 (Sense - Hearing; Blending)
. . Detect Magic & Identify: Senses 5 (Acute: Magic Awareness, Analytical: Magic Awareness, Awareness: Magic Awareness (visual), Extended: Magic Awareness 1: x10, Radius: Magic Awareness)
. . Dispel: Nullify 10 (Counters: Magic, DC 20; Broad)
. . Hallucinatory Terrain: Illusion 5 (Affects: Three Sense Types - Visual & Touch, Area: 60 cft., DC 15; Illusion Area)
. . Haste (Advantages: Improved Initiative 2)
. . . . Concealment: Concealment 2 (Sense - Sight; Partial)
. . . . Quickness: Quickness 3 (Perform routine tasks in -3 time ranks)
. . . . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Magic Missile: Blast 4 (DC 19; Affects Insubstantial 2: full rank, Increased Range: perception, Multiattack)
. . Scry: Remote Sensing 16 (Affects: Visual Senses, Range: 250 miles; Medium: Mirror, Crystal Sphere, or Water)
. . Shield
. . . . Enhanced Trait: Enhanced Trait 4 (Traits: Dodge +2 (+9), Parry +2 (+8))
. . . . Force Field: Force Field 3 (+3 Toughness; Affects Insubstantial 2: full rank, Impervious)
. . Suggestion: Affliction 5 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 15; Increased Duration 3: continuous, Increased Range: ranged; Diminished Range, Sense-dependent: Hearing)
. . Teleport: Teleport 5 (Carry 50 lbs.; Easy, Extended: 30 miles in 2 move actions, Portal; Limited: Must be able to Visualize Location, Limited to Extended)
. . Wall of Fire: Create 6 (Volume: 60 cft., DC 16; Selective)

Devices
Amulet of Natural Armor (Easily Removable)
. . Force Field: Force Field 3 (+3 Toughness)
Bracers of Health (Removable)
. . Enhanced Ability: Enhanced Stamina 1 (+1 STA)
Cloak of Resistance +2 (Removable)
. . Enhanced Trait: Enhanced Trait 8 (Traits: Will +2 (+11), Dodge +2 (+7), Parry +2 (+6), Fortitude +2 (+4))
Figurine of Wonderous Power (Removable)
. . Dove Figurine: Summon 1 (Controlled)
Headband of Intellect (Easily Removable)
. . Enhanced Ability: Enhanced Intellect 1 (+1 INT)
Ring of the Ram (Removable)
. . Linked Effects
. . . . Battering Force: Weaken 5 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 15; Alternate Resistance: Toughness)
. . . . Force Blast: Blast 5 (Linked; DC 20, Advantages: Improved Trip, Use Damage Bonus +5 vs. Opposed Athletics/Acrobatics)
Staff of lightning (Removable)
. . Lightning Bolt: Cone Area Damage 7 (DC 22; Cone Area: 60 feet cone; Unreliable (5 uses))
. . . . Staff
. . . . . . Enchanted: Enhanced Trait 3 (Advantages: Close Attack 2, Improved Critical)
. . . . . . Staff Strike: Damage 3 (DC 18)

Offense
Initiative +5
Battering Force: Weaken 5, +6 (DC 15)
Dispel: Nullify 10, +6 (DC Will 20)
Force Blast: Blast 5, +6 (DC 20)
Grab, +6 (DC Spec 10)
Lightning Bolt: Cone Area Damage 7 (DC 22)
Magic Missile: Blast 4 (DC 19)
Staff Strike: Damage 3, +6 (DC 18)
Suggestion: Affliction 5, +6 (DC Will 15)
Throw, +6 (DC 15)
Unarmed, +6 (DC 15)

Complications
Power Loss: Requires gestures and incantations

Languages
Common, Elven

Defense
Dodge 7/5, Parry 6/4, Fortitude 4/2, Toughness 5, Will 11/9

Power Points
Abilities 30 + Powers 69 + Advantages 8 + Skills 0 (0 ranks) + Defenses 8 = 115
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Re: JD's 3E Thread: D&D: Dorian,Berek,Lux,Melora,Nim

Postby JoshuaDunlow » Tue Apr 24, 2012 12:17 pm

Woodclaw wrote:I can't really comment of this build since I never watched "Wrath of the Dragon God". Still they're pretty good rendition of D&D characters.

I particularly enjoy Nim. Which isn't surprising considering my preferences for rogues and old & tough characters.


Thanks :). I had to come up with some interesting ways of mimicking the rogue abilities. But I liked this movie a lot more than the 1st one.
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Re: JD's 3E Thread: D&D: Dorian,Berek,Lux,Melora,Nim

Postby Woodclaw » Tue Apr 24, 2012 12:42 pm

JoshuaDunlow wrote:
Woodclaw wrote:I can't really comment of this build since I never watched "Wrath of the Dragon God". Still they're pretty good rendition of D&D characters.

I particularly enjoy Nim. Which isn't surprising considering my preferences for rogues and old & tough characters.


Thanks :). I had to come up with some interesting ways of mimicking the rogue abilities. But I liked this movie a lot more than the 1st one.


Well, the first was pretty infamous.
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Re: JD's 3E Thread: D&D: Dorian,Berek,Lux,Melora,Nim,Ormaline

Postby Aerlwyn » Tue Apr 24, 2012 1:25 pm

Ormaline rocks my favorite character from the movie.
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Re: JD's 3E Thread: D&D: Dorian,Berek,Lux,Melora,Nim,Ormaline

Postby JoshuaDunlow » Tue Apr 24, 2012 3:50 pm

Aerlwyn wrote:Ormaline rocks my favorite character from the movie.


Thanks, I love elven wizards :) Now i gotta do damodar
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Wrath of the Dragon God: Damodar

Postby JoshuaDunlow » Tue Apr 24, 2012 4:48 pm

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“The Orb of Falazure is Mine”


Damodar - PL 10

Abilities
Strength 4, Stamina -, Agility 1, Dexterity 4, Fighting 7, Intellect 3, Awareness 3, Presence 3

Advantages
Accurate Attack, All-out Attack, Close Attack 4, Defensive Attack, Diehard, Equipment 1, Improved Disarm, Improved Initiative, Minion 4, Power Attack, Ranged Attack 4, Takedown, Taunt

Skills
Athletics 7 (+11), Deception 4 (+7), Expertise: Arcane 10 (+13), Expertise: Civics 3 (+6), Expertise: The Planes 5 (+8), Insight 4 (+7), Intimidation 11 (+14), Perception 7 (+10), Persuasion 3 (+6)

Powers
+1 Scale Mail (Removable)
. . Protection: Protection 4 (+4 Toughness)
Magic (Wizardy)
. . Teleport: Teleport 5 (Carry 50 lbs.; Extended: 30 miles in 2 move actions, Portal; Limited to Extended)
. . Ward vs. Undead: Perception Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 20; Perception Area, Increased Duration: concentration; Limited: only against undead)
The Orb of Falazur (Easily Removable)
. . Variable: Variable 5 (Distracting)
Undead
. . Immunity: Immunity 38 (Aging, Critical Hits, Environmental Condition: Cold, Environmental Condition: Heat, Fortitude Effects, Sleep, Starvation & Thirst, Suffocation: Choose Type)
. . Impervious Defense: Impervious Will 4
. . Power-lifting: Power-lifting 2 (+2 STR for lifting)
. . Protection: Protection 4 (+4 Toughness; Impervious; Limited: Not impervious against magical weapons and spells [2 ranks only])
. . Senses: Senses 3 (Darkvision, Extended: Hearing 1: x10)

Equipment
Sword

Offense
Initiative +5
Grab, +11 (DC Spec 14)
Sword, +11 (DC 22)
Throw, +8 (DC 19)
Unarmed, +11 (DC 19)
Ward vs. Undead: Perception Area Affliction 10 (DC Will 20)

Complications
Power Loss: Cannot cast spells without gestures and incantations.
Weakness: Suffers one extra degree of damage against holy weapons and powers

Languages
Common

Defense
Dodge 5, Parry 7, Fortitude Immune, Toughness 8, Will 10

Power Points
Abilities 40 + Powers 95 + Advantages 22 + Skills 18 (54 ranks) + Defenses 11 = 186

Image
Good times.. Good times..

Half Orc Henchman - PL 6

Abilities
Strength 3, Stamina 3, Agility 0, Dexterity 2, Fighting 4, Intellect 0, Awareness 2, Presence 0

Advantages
Close Attack, Equipment 2, Languages 1, Power Attack

Skills
Athletics 5 (+8), Intimidation 5 (+5), Perception 3 (+5), Stealth 3 (+3), Treatment 2 (+2)

Powers
Half Orc
. . Senses: Senses 2 (Extended: Smell 1: x10, Infravision)
Protection: Protection 2 (+2 Toughness)

Equipment
Studded Leather [Protection: Protection 2, +2 Toughness], Sword

Offense
Initiative +0
Grab, +5 (DC Spec 13)
Sword, +5 (DC 21)
Throw, +2 (DC 18)
Unarmed, +5 (DC 18)

Languages
Common, Orc

Defense
Dodge 5, Parry 6, Fortitude 8, Toughness 5, Will 4

Power Points
Abilities 28 + Powers 2 + Advantages 5 + Skills 7 (18 ranks) + Defenses 14 = 56



Builder’s Notes:
Damodar Really doesn't use much magic either.. so didn't really know what to do here, all I have ever seen him do is use a teleport spell honestly. So that’s all I gave him <.< The fact of the matter is, even with the orb. The only magic he uses, is the cursing of Melora , the bone trap, and probably the enervating blast of energy he shoots at Berek. Oh yeah and summoning a white dragon. Over all, using the orb is pretty slow. So this gives a chance for the heroes’ to act against him. Overall I took a few liberties with Damodar to make him more of a threat , his attack and defensive abilities are much higher than I would have done. Because it seems to me that between the first and second movie, Damodar went from a Warrior to a Undead Wizard of sorts.

The Orb of Falazure
From what i can tell, the orb removed his undead curse but to what affect. There is a scene that shows his henchmen still feeding him blood through the slot in his back. So I’m just going to guess, the orb made Damodar whole again. And took away the undead weaknesses he might normally have. The orb is mostly a plot device otherwise, able to contain the powers of the Falazure the Night Dragon and keep him in suspended animation. It also contains the power of the Night Dragon itself at the disposal of those crazy enough to use it. In essence the Orb will grant the wielder the Variable Power.

Anyways as far as villains go, i can only say that Damodar sucked. lol. For all his "might" with the orb of Falazure you don’t see him do much. So I suggest that the GM, give Damodar a few alternate powers for magic to flesh him out.
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Re: JD's 3E Thread: D&D: Heroes, Damodar

Postby Thorpacolypse » Tue Apr 24, 2012 7:46 pm

I saw part of this on Syfy, although not enough to be familiar with it. I'll have to check it out. Nice stuff as always, JD.
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Re: JD's 3E Thread: D&D: Heroes, Damodar

Postby JoshuaDunlow » Wed Apr 25, 2012 10:26 am

Thorpacolypse wrote:I saw part of this on Syfy, although not enough to be familiar with it. I'll have to check it out. Nice stuff as always, JD.



Thanks, now I am definetly on a fantasy kick. What to do next.. hmm :?:
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LOTR: Giant Eagles

Postby JoshuaDunlow » Wed Apr 25, 2012 11:04 am

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“I have not forgotten the wizard, who found me and healed me. “… Gwaihir

Giant Eagles - PL 13

Abilities
Strength 6, Stamina 6, Agility 6, Dexterity 0, Fighting 6, Intellect 3, Awareness 6, Presence 2

Advantages
Agile Feint, Favored Environment: Air, Fearless, Improved Grab, Improved Hold, Languages 2, Move-by Action, Seize Initiative

Skills
Acrobatics 5 (+11), Perception 10 (+16), Persuasion 5 (+7)

Powers
Great Eagle Physiology (Innate; Multiple powers as One)
. . Bite and Talons can be Piercing damage: Feature 2
. . Eagle Eyes: Senses 4 (Direction Sense, Extended: Vision 1: x10, Low-light Vision, Time Sense)
. . Great Strength: Power-lifting 1 (+1 STR for lifting)
. . Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size categories, +1 speed ranks; Permanent)
. . Insulated: Feature 1
. . Longevity: Feature 1
. . Majestic: Feature 1
. . Wings: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)

Offense
Initiative +6
Grab, +6 (DC Spec 16)
Throw, +0 (DC 21)
Unarmed, +6 (DC 21)

Complications
Avian: No hands, Replaced with wings.
Hatred: The Eagle's have no love for Orcs, goblins, and any other supernatural creatures that serve the forces of darkness.

Languages
Eagle's Speech, Sindarin, Westron

Defense
Dodge 2, Parry 2, Fortitude 6, Toughness 6, Will 7

Power Points
Abilities 38 + Powers 33 + Advantages 9 + Skills 7 (20 ranks) + Defenses 1 = 88


Builders Notes:
So.. As I started to convert the giant eagles from tolkien into 3E, I came across my first snag. Beings that have a wing span of 55' (I had to reconsider their height, because strength went to 12 instead of 9. ) So I did some research, took examples of bird height vs. wing span and came up with a value of 2.26). So 55 / 2.26 = a height of 24'. (which works out to 10 ranks of growth) Of course we are using my revised mass chart, so instead of lifting 25 tons, becomes 2 tons. But I down played their strength and stamina scores for good reason, to keep a certain balance to them compared to the Balrog. Either way their power level got bumped up in this variation, mainly because of their superior defensive capabilities.
Last edited by JoshuaDunlow on Fri Oct 19, 2012 12:20 pm, edited 1 time in total.
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The Watchmen

Postby JoshuaDunlow » Wed Apr 25, 2012 11:57 am

The Men and Women who Protect
Getting a spurt of creativity and drive towards more fantasy driven posts, I thought I would provide some builds. Of the most important people in a fantasy world, the people who protect! The Watchman, the fantasy version of a cop. Their equipment is not always limited to what you find here, you can alternate some of the weapons they possess. Among villages, you might have guards with axes or small bows for ranged weapons. In towns, gaurds may definetly have a second weapon. A bow is quite common, or some other form of hand weapon like a battle axe. And in Cities, the guards could have just about anything. From Crossbows, to Pikes. Just be mindful of the NPC's power level. And remember this is just the average Watchman, sergeants could be one PL higher, and captains could be 2 PL's higher.

Village Watch - PL 3

Strength 0, Stamina 1, Agility 0, Dexterity 0, Fighting 2, Intellect 0, Awareness 1, Presence 1

Advantages
Benefit: Law Enforcement, Equipment 2

Skills
Athletics 4 (+4), Expertise: Civics 2 (+2), Expertise: Local Lore 2 (+2), Expertise: Streetwise 2 (+2), Perception 3 (+4), Persuasion 2 (+3)

Powers
Power-lifting: Power-lifting 1 (+1 STR for lifting)

Equipment
Leather Armor, Small Wooden Shield, Sword, Watchman Uniform 0

Offense
Initiative +0
Grab, +2 (DC Spec 10)
Sword, +2 (DC 18)
Throw, +0 (DC 15)
Unarmed, +2 (DC 15)

Complications
Responsibility: Watchmen have a responsibility to the residences of the village they protect. They often double as firemen as well.

Languages
Common

Defense
Dodge 1, Parry 3, Fortitude 2, Toughness 2, Will 2

Power Points
Abilities 10 + Powers 1 + Advantages 3 + Skills 5 (15 ranks) + Defenses 2 = 21


Town Watch - PL 4

Strength 1, Stamina 1, Agility 0, Dexterity 1, Fighting 3, Intellect 0, Awareness 1, Presence 1

Advantages
Benefit: Law Enforcement, Equipment 2, Improved Critical: Sword, Languages 1

Skills
Athletics 4 (+5), Deception 2 (+3), Expertise: Civics 3 (+3), Expertise: Local Lore 3 (+3), Expertise: Streetwise 3 (+3), Perception 4 (+5), Persuasion 3 (+4)

Powers
Power-lifting: Power-lifting 1 (+1 STR for lifting)

Equipment
Chain Shirt & Leather [Protection: Protection 2, +2 Toughness], Small Wooden Shield, Sword, Watchman Uniform 0

Offense
Initiative +0
Grab, +3 (DC Spec 11)
Sword, +3 (DC 19)
Throw, +1 (DC 16)
Unarmed, +3 (DC 16)

Complications
Responsibility: Watchmen have a responsibility to the residences of the village they protect. They often double as firemen as well. With the Town watch, they have much more exposure with other races. And many pick up a 2nd language to deal with the others.

Languages
Common, One Other

Defense
Dodge 2, Parry 4, Fortitude 3, Toughness 3, Will 3

Power Points
Abilities 16 + Powers 1 + Advantages 5 + Skills 8 (22 ranks) + Defenses 5 = 35



City Watch - PL 6

Strength 1, Stamina 2, Agility 0, Dexterity 2, Fighting 4, Intellect 1, Awareness 2, Presence 2

Advantages
Benefit: Law Enforcement, Equipment 3, Improved Critical: Sword, Languages 1

Skills
Athletics 5 (+6), Deception 2 (+4), Expertise: Civics 3 (+4), Expertise: Local Lore 4 (+5), Expertise: Streetwise 4 (+5), Perception 5 (+7), Persuasion 4 (+6)

Powers
Power-lifting: Power-lifting 1 (+1 STR for lifting)

Equipment
Chain-mail, Medium Wooden Shield, Pole with Lantern (for night time) 1, Sword, Watchman Uniform 0

Offense
Initiative +0
Grab, +4 (DC Spec 11)
Sword, +4 (DC 19)
Throw, +2 (DC 16)
Unarmed, +4 (DC 16)

Complications
Responsibility: Watchmen have a responsibility to the residences of the village they protect. They often double as firemen as well. With the Town watch, they have much more exposure with other races. And many pick up a 2nd language to deal with the others.

Languages
Common, One Other

Defense
Dodge 3, Parry 6, Fortitude 5, Toughness 5, Will 4

Power Points
Abilities 28 + Powers 1 + Advantages 6 + Skills 9 (27 ranks) + Defenses 6 = 50
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JoshuaDunlow
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Posts: 7024
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Fantasy Armor

Postby JoshuaDunlow » Wed Apr 25, 2012 12:05 pm

Fantasy Armor

Light Armor
Padded [+1 Toughness; Weight 10 lbs]
Leather [+1 toughness; Weight 15 lbs]
Studded Leather [+2 Toughness; Weight 20 lbs]
Medium Armor
Hide [+2 Toughness; Weight 25 lbs]
Scale Mail [+3 Toughness; Weight 30 lbs]
Chainmail [+3 Toughness, Weight 40 lbs]
Breastplate [+4 Toughness; Weight 30 lbs]
Heavy Armor
Split Mail [+4 Toughness; Weight 45 lbs]
Banded Mail [+5 Toughness; Weight 35 lbs]
Plate Mail [+5 Toughness; Weight 50 lbs]
Full Plate [+6 Toughness; Weight 55 lbs]

Padded: Heavy clothes often stuffed to increase thickness.
Leather Armor: Heavy leather plates covering the torso and other vital areas.
Studded Leather: Leather armor augment with metal studs and rivets.
Hide: Crude Armormade form thick animal hides and furs.
Scale Mail: A shirt of interlockng metal scales.
Chainmail: A shirt of heavy metal chain, often with a hauberk (hood) to cover the wearer's head.
Breastplate: Chainmail augmented with a metal breastplate.
Splint Mail: Leather armor with narrow vertical strips of metal riveted to it.
Banded Mail: Chain and leather armor with horizontal bands of metal sewn over top.
Plate Mail: This is chainmail augmented with a metal breastplate, graces (leg gaurds) and vambraces (arm guards)
Full Plate: A full and heavy suit of articulated metal plates, like that worn by medieval knights.
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JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7024
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

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