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scc 3rd Edition Builds: Nazis - Major Maxim!

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Re: scc 3rd Edition Builds(Fourth Edition D&D and Comic Builds)

Postby scc » Thu Mar 22, 2012 4:27 pm

I like to thank thejackolantern from the Classic Marvel forums for this picture he found of Cheetah.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Comic Builds)

Postby Thorpacolypse » Thu Mar 22, 2012 8:13 pm

scc wrote:I like to thank thejackolantern from the Classic Marvel forums for this picture he found of Cheetah.


Me, too! Looking at that pic, I was thinking of something regarding my own face instead of Power Girl's... :wink:
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Comic Builds)

Postby scc » Fri Mar 23, 2012 3:10 pm

Great minds think alike Thorp. :lol:
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Comic Builds)

Postby scc » Mon Mar 26, 2012 11:46 am

Image
Image
Image


Validus
PL 20


Abilities
Strength 30, Stamina 26, Agility 1, Dexterity 0, Fighting 5, Intellect -2, Awareness 0, Presence 1

Powers
One of the Most Powerful Beings in the Universe:
Flight 14 -28 pts
Indestructable: Protection 4 [Impervious 29], Immunity 10 [Life Support] -43 pts
Immeasurable Strength: Power-Lifting 30 -30 pts
Mental Lightning: Blast 24 [Linked(Affliction), Penetrating; Diminished Range -2, Split 3], Ranged Affliction 24 [Resisted by Fortitude(Dazed, Stunned, Incapacitated); Cumulative, Linked(Blast); Diminished Range -2, Split 3] -146 pts
Mental Static: Immunity 5 [Telepathy], Enhanced Will 2 [Limited(Mental Effects only)] -6 pts
Monstrous: Growth 10 [Permanent; Innate] -21 pts

Advantages
All-out Attack
Diehard
Extraordinary Effort
Fast Grab
Improved Grab
Improved Initiative 1
Power Attack
Ultimate Effort [Toughness Saves]
Ultimate Effort [Strength Checks]
Withstand Damage [Reduce Defense to increase Tough]

Skills
Athletics (+30), Close Combat: Unarmed 5 (+10), Deception (+1), Insight (+0), Intimidation 4 (+10), Perception (+0), Ranged Combat: Mental Lightning 8 (+8), Ranged Combat: Throwing 4 (+4), Stealth 0 (-9)

Offense
Initiative +5
Mental Lightning Blast +8, Damage 24, Penetrating, Split 3
Mental Lightning Affliction +8, Rank 24, Resisted by Fort(Dazed, Stunned, Incapacitated), Split 3
Unarmed +10, Damage 30

Defense
Dodge 4, Parry 4
Toughness 30, Fortitude 26, Will 8

Power Points
Abilities 82 + Powers 274 + Advantages 10 + Skills 11 + Defenses 20 = Total 397

Complications
Mindless: Has a hard time acting on his own without directions or orders.
Rage: Validus is like an angry child and will go on a rampage at a moment's notice.

Design Notes
This is Pre-Crisis Validus an enemy of the Legion of Super Heroes. Offensively he is PL 20 unarmed. Defensively he is PL 18 due to Fortitude and Mental Static. His background information is in DC Adventures Heroes and Villains Volume 1.
Validus in considered the third most powerful being in the universe behind only Omega and the Sun-Eater. Superboy said he is a dozen times more powerful than he was. Like most characters in comics his power level is all over the place. Superboy and Mon-El at times have landed mighty blows without Validus flinching while Colossal Boy punches have staggered him. But overall his toughness is off the charts taking blasts from a Sun-Eater and living to tell about it. With 30 Toughness, Ultimate Effort Toughness, Withstand Damage, and Diehard he will be hard to take down physically. His Mental Static makes him immune to Telepathy but not mind control. It is also hard to determine how well he would take a mental blast since no one ever used that on him. Though he has no eyes he can be affected by visual powers. His mental lightning has hurt and knocked out the likes of Superboy. I did not go with the line effect on it but he could always use that as a power stunt. Characters seemed to avoid it too much for it to be considered an auto hit. While possessed by an evil entity he did all sorts of stunts with it like having a shock field around his brain to using an indirect blast to hit somebody behind him. Normal Validus is probably not that clever. His strength is hard to guage but some of his most impressive feats was cracking a service of a planet and getting into the fissure and pushing a significant part of the planet away. He has also grabbed Mon-El and threw him all the way through a planet. He could always power stunt off of power-lifting by adding distracting and tiring for impressive strength feats. He also can fly fast enough to achieve escape velocity but I am not sure if he can reach light speed in the vacuum of space. Overall a pretty powerful character.
Last edited by scc on Mon Mar 26, 2012 1:09 pm, edited 2 times in total.
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Re: scc 3rd Edition Builds(Pre-Crisis Validus)

Postby Goldar » Mon Mar 26, 2012 12:09 pm

Wow, this is one mighty Validus!

Nice pics and I love the lavender powers highlights! Really makes them stand out (and it goes with Validus' costume, too!)

Thanks for all the background, scc. While I knew of Validus, I never saw him in a comic and never knew just how mighty he really was! Your background and comic examples really helped me to learn about him.
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Re: scc 3rd Edition Builds(Pre-Crisis Validus)

Postby scc » Mon Mar 26, 2012 1:15 pm

Thanks Goldar! I always try to match the power colors with the character I am building if possible. I have always liked Validus's look and powers. As you can see the Pre-Crisis version is crazy powerful. I am by no means an expert on Pre-Crisis characters. I just wanted to build a powerful character and Validus seemed like a good candidate.
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Re: scc 3rd Edition Builds(Pre-Crisis Validus)

Postby scc » Mon Apr 09, 2012 3:07 pm

Image
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Lady Bullseye
PL 10


Abilities
Strength 3, Stamina 3, Agility 6, Dexterity 6, Fighting 10, Intellect 3, Awareness 4, Presence 3

Powers
Deadly Assassin:
Hard to Read: Enhanced Trait 6 [Deception; Limited(Acting and Feinting only); Feature(Control her pulse and heart rate)], Concealment 1 [Scent; Precise]
Rapid Fire: Variable 1 [Use multiattack on thrown items; Action(Free); Limited(Thrown items only); Quirk(Small items only)]

Standard Equipment Arsenal
Smoke Grenades (12 ep)
Sniper Rifle (1 ep)
Katana (1 ep)
Shuriken (1 ep)
Katana (1 ep)
Binoculars (1 ep)

Advantages
Agile Feint
Assessment
Close Attack 4
Defensive Attack
Defensive Roll 3
Equipment 4
Evasion 1
Grabbing Finesse
Hide in Plain Sight
Improved Aim
Improved Critical 1 [Unarmed]
Improved Critical 1 [Swords]
Improved Critical 1 [Thrown Weapons]
Improved Defense
Improved Initiative 1
Languages 1 [English, Base: Japanese]
Move-by Action
Power Attack
Precise Attack 2 [Ranged Cover and Concealment]
Quick Draw
Ranged Attack 8
Takedown 1
Throwing Mastery 2
Uncanny Dodge

Skills
Acrobatics 8 (+14), Athletics 9 (+12), Deception 6 (+9), Expertise: Assassin 7 (+10), Expertise: Lawyer 5 (+8), Expertise: Streetwise 5 (+8), Insight 8 (+12), Intimidation 5 (+8), Investigation 5 (+8), Perception 8 (+12), Persuasion (+3), Sleight of Hand 2 (+8), Stealth 8 (+14), Vehicles 2 (+8)

Offense
Initiative +10
Katana +14, Damage 6, Improved Critical(18-20)
Shruiken +14, Damage 3, Improved Critical(19-20), Multiattack
Sniper Rifle +14, Damage 5, Improved Critical(19-20)
Unarmed +14, Damage 3, Improved Critical(19-20)"

Defense
Dodge 13, Parry 13
Toughness 6 (Def Roll 3), Fortitude 7, Will 9

Power Points
Abilities 76 + Powers 12 + Advantages 41 + Skills 39 + Defenses 19 = Total 187

Complications
Enemy: Daredevil, Black Panther, and Master Izo.
Temper: Does not like when a man puts his hands on her without permission. This will usually result in the death of the character who did it.
Obsession: Holds Bullseye in high regard so much so she protected his corpse.
Secret Identity: As a lawyer she goes by the name Maki Matsumoto."

Design Notes
This is Lady Bullseye a Daredevil and Black Panther enemy. Offensively she is PL 10 using a katana. Defensively she is PL 9.5 due to Dodge/Parry and Toughness. The girl who would become Lady Bullseye was sold to the Yakuza Crime Syndicate by the Hand to be used as sex slaves. Bullseye raided the warehouse and killed all the Yakuza members there. She was amazed by what a killing machine he was. She grabbed a key from a dead Yakuza member who fell near her cage and escaped. She ran into a Yakuza member who grabbed her and told her to get back to her cage. She slit his throat with the key and made a vow to herself that no man will touch her without her permission. Some time afterwards she was taught martial arts extensively by Master Izo a former Hand member. He told her she would lead the Hand one day though he didn't really believe it. After Elektra a leader of the Hand was found out to be a Skrull many factions of the Hand tried to fill that void. A high ranking member Lord Hirochi chose Lady Bullseye who had no ties to any faction to accompany him to Manhattan. Their ultimate goal was to offer leadership of the Hand to Daredevil. He turned it down. Then Lady Bullseye and the Hand were going to offer leadership to the Kingpin. When the Kingpin was about to accept he was interupted by Daredevil and Izo. Daredevil accepted the leadership of the Hand and ordered them to have no more ties with the Kingpin or Lady Bullseye. Lady Bullseye figured out that Izo never intended for her to lead the hand and she promised to kill him. She is currently works for the Kingpin.

I got some ideas about how to build Lady Bullseye from Thorp's own Lady Bullseye and Bullseye. She is amazingly calm during combat. Daredevil compared it to yoga. Thus she is hard to read. She can control her heartrate, voice, scent and other traits and was able to decieve Daredevil senses when she was a lawyer Maki Matsumoto. Her rapid fire power allows her to use multiattack with any small object. She is very strong and according to the Marvel Handbook can lift twice her own weight and the comics seem to back this up. Even so Daredevil said she doesn't hit as hard as Bullseye or Kingpin but she hits more often.
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Re: scc 3rd Edition Builds(Pre-Crisis Validus, Lady Bullseye)

Postby scc » Mon Apr 23, 2012 2:09 pm

Image
Image
Perhaps the greatest villain design of all time!


Trull the Mighty
PL 10


Abilities
Strength -4, Stamina 1, Agility 1, Dexterity 1, Fighting 1, Intellect 8, Awareness 2, Presence 2

Powers
The Inhuman:
Immortality 20 [Limited(Can be killed by mental attacks or those that affect insubstantial)], Immunity 30 [Fortitude]
Machine Possession: Variable 10 [Action(Move); Limited(Must have a machine to posess), Side Effect 2(Complication-Limited by abilities and weaknesses of machine he posesses), Side Effect 2(Cannot use Spectral Energy abilities); Activation -1(Move)]
Spectral Energy: Insubstantial 4 [Continuous; Permanent; Innate], Flight 2, Shrinking 4 [Wisp of energy; Continuous; Permanent]

Advantages
Diehard
Inventor
Languages 1 [English, Base: Home Planet's language from Delta Centaurus galaxy]

Skills
Deception (+2), Expertise: Science 7 (+15), Insight (+2), Perception 4 (+6), Persuasion (+2), Stealth (+5), Technology 7 (+15), Vehicles 5 (+6)

Offense
Initiative +1

Defense
Dodge 10, Parry 8
Toughness 1, Fortitude NA, Will 9

Power Points
Abilities 32 + Powers 116 + Advantages 3 + Skills 12 + Defenses 19 = Total 182

Complications
Arrogance: Trull is very confident in his abilities.
Evil: Trull has no conscience or sense of right and wrong, just an instinct to attack and destroy.
Obsession: To conquer!
Side Effect: Trull suffers from two side effects from his machine possession. First he can't use his spectral energy powers. He also suffers from the limits of the machine. Anything from hard to understand speech as he grinds the gears to create a voice, to someone setting a brake that requires an action for him to loosen, to a cracked engine cylinder that renders a machine inoperative. Also his abilities might be limited so that he might not be able to use all his PP or reach a certain PL. He gets no hero points for these complications.

Design Notes
This is Trull the Mighty. He is from the Delta Centaurus galaxy. Trull's power level can vary depending on the machine he takes over. While flying through space his anti-magnetic reactors failed and he crashed in Africa. His physical body was killed but Trull has the natural ability to release his life essence. He took over an experimental steam shovel created by an architect named Phil. Trull revealed himself to Phil, his girlfriend, and the construction crew's foreman. Trull threatened them and held them hostage. He used them to gather materials. First Trull created a television from basic materials to observe what was going on on planet Earth. He then needed materials to create a rocket ship with weapons to take over the Earth. Phil and the others called for help with a radio but no one believed them. Gloria, Phil's girlfriend, couldn't take it anymore and decided to run for it. She tripped and Trull was about to run her down but Phil jumped onboard the steam shovel and set the brake. Phil and Gloria ran for it but Trull was able to release the brake and chase them down. An elephant named Rajah saved them and attacked Trull. Phil saved Rajah from abuse earlier and the elephant remembered. It looked like Trull was going to win but Rajah cracked the engine's cylinder. Trull weakened left the destroyed machine. Trull later worked for Zadkiel against Ghost Rider who promised Trull the Earth once he took over Heaven.

Trull was a tricky build. At first I was going to make his machine possession power as part of an array with his spectral energy powers. But since Trull's insubstantial is permanent I couldn't do that legally. So I made it a side effect that always happens. Trull's various forms can be tricky to stat up. Sometimes Trull's traits might be reduced like dexterity and agility. Trull has fifty points of traits to work with on top of his own. His steam shovel form I came up with is only 39 points. His limits are pretty strong so say if he took over a tank he might be able to shoot one shell but no more unless he had someone to load it for him. He will keep coming back to attack as long as their are machines around. Fun character.


Trull Steamshovel Form
PL 8.5


Abilities
Strength 9, Stamina - , Agility -4, Dexterity -3, Fighting 1, Intellect 8, Awareness 2, Presence 2

Powers
Most Powerful Steam Shovel Ever Made:
Big Metal Machine: Growth 8 [Permanent; Innate], Protection 2 [Impervious 11], Reduced Traits Agility -5, Dexterity -4, Enhanced Trait 2 [Intimidation]
Caterpillar Tracks: Movement 4 [Sure-Footed], Speed 3 [Enhanced Dodge]
Steam Shovel: Strike 1 [Strength-based], Elongation 2 [Limited(Boom, Dipper Stick, and Shovel only); Diminished Range -3(15 ft)]

Advantages
Move-by Action, Power Attack, Startle

Skills
Close Combat: Charging 5 (+6), Close Combat: Shovel 6 (+7), Intimidation (+8)

Offense
Initiative -4
Steam Shovel Strike +7, Damage 10

Defense
Dodge 1, Parry 1
Toughness 11, Fortitude NA, Will 9

Power Points
Abilities 2 + Powers 26 + Advantages 3 + Skills 8 + Defenses 0 = Total 39
Last edited by scc on Mon Apr 23, 2012 6:09 pm, edited 1 time in total.
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Re: scc 3rd Edition Builds(Lady Bullseye, Trull the Mighty!)

Postby prodigyduck » Mon Apr 23, 2012 2:27 pm

I am agog at Trull.... Where the heck did you find this piece of obscurity?
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Re: scc 3rd Edition Builds(Lady Bullseye, Trull the Mighty!)

Postby scc » Mon Apr 23, 2012 2:37 pm

I look on marvunapp every once in awhile and found him. I just had to stat him up. :lol:
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Re: scc 3rd Edition Builds(Lady Bullseye, Trull the Mighty!)

Postby Thorpacolypse » Tue Apr 24, 2012 7:53 pm

Wow, Trull. Another character I never heard of. Mad props for this one, scc! :mrgreen:
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Re: scc 3rd Edition Builds(Lady Bullseye, Trull the Mighty!)

Postby scc » Mon May 07, 2012 2:45 pm

Decided to do some Pathfinder builds. They have a lot of monsters to convert as well. I have conversion notes right under my D&D Fourth Edition notes. Any questions on my conversion notes or builds just ask. I got a lot of inspiration from Prodigyduck's builds and used some of his ideas.
Last edited by scc on Mon May 07, 2012 3:08 pm, edited 2 times in total.
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Re: scc 3rd Edition Builds(Lady Bullseye, Trull the Mighty!)

Postby scc » Mon May 07, 2012 2:59 pm

Image
Wickedly barbed chains adorn this lean figure, and gaps in the
bindings reveal deathly pale flesh etched with jagged scars.
-Pathfinder Roleplaying Game: Bestiary


Kyton
PL 6


Abilities
Strength 3, Stamina 2, Agility 1, Dexterity 3, Fighting 6, Intellect 0, Awareness 1, Presence 1

Powers
Kyton Traits:
Chain Climbing: Movement 2 [Wall-Crawling; Limited 2(Requires chains and the chains must be under the Kyton's control)] -1 pt
Damage Resistance: Impervious Toughness 7 [Limited(Not versus energy, spells, spell like and supernatural abilities)] -4 pts
Dancing Chains: Summon 3 [Controlled, Horde, Multiple Minions 2(4 minions), Perception; Limited(To chains in the area), Limited(Requires a standard action to command instead of a move action)] -24 pts
Darkvision: Senses 2 -2 pts
Immortality 18 [Limited(Still suffers from damage conditions), Limited(Can be killed if regeneration stops working)] -9 pts
Immunity 11 [Cold and Unnerving Gaze of other Kytons] -11 pts
Lawful Evil Outsider: Feature 2 [Attacks to overcome damage reduction are lawful and evil.] -2 pts
Regeneration 2 [Persistent; Regrowth] -5 pts
Spell Resistance: Nullify 5 [Magical Effects; Action 3(Reaction), Effortless; Range 2(Personal)] -15 pts
Unnerving Gaze: Affliction 4 [Resisted by Will(Impaired); Area(Perception Visual); Limited Degrees] -4 pts

Deadly Chains:
Removable (-1 points)
Chain Armor: Protection 1 -1 pt
Chain Strike: Strike 2 [Strength-based; Improved Disarm, Improved Trip, Reach 1] -5 pts

Advantages
Improved Initiative 1
Languages 1 [Common, Base: Infernal]
Tough 2 [+1 bonus to Toughness per rank.]
Precise Attack 1 [Close, Concealment]

Skills
Acrobatics 7 (+8), Athletics: Limited to Climb checks 5 (+8), Close Combat: Chains 1 (+7), Deception (+1), Expertise: Blacksmithing 7 (+7), Insight 2 (+3), Intimidation 6 (+7), Perception 7 (+8), Persuasion (+1), Sleight of Hand: Limited to Escape Artist checks 5 (+8), Stealth (+1)

Offense
Initiative +5
Chain Strike +7, Damage 5, Improved Disarm, Improved Trip, Reach 1
Unarmed +6, Damage 3
Unnerving Gaze, Rank 4, Resisted by Will(Impaired)

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

Power Points
Abilities 34 + Powers 82 + Advantages 5 + Skills 18 + Defenses 11 = Total 150

Complications
Obsession: To cause and receive suffering.
Power Loss: Good spells and weapons and silver weapons will stop regeneration from working the next round it is used.
Power Loss: Silver and good attacks bypass damage resistance.
Power Loss: Unnerving Gaze does not work beyond 30 feet.
Power Loss: A chain in possession of another character cannot be animated if the character makes a DC 14 Will save. The Kyton cannot attempt to animate that chain for 24 hours.

Design Notes
This is a typical Pathfinder Kyton. Offensively it is PL 6 using it's chains. Defensively it is PL 5.5 due to Dodge/Parry and Toughness.

Often classified among the ranks of the infernal and called chain devils by the uninitiated, the sadomasochistic kytons are not true devils. Although some are known to live in Hell, kytons exist outside of the hierarchies established by Asmodeus and his archdevils and can often be found on other planes, particularly on the Plane of Shadow. Many suggest that kytons were natives of Hell who existed there before the advent of devilkind, while others hypothesize they were later brought to the plane by some sadistic power. Regardless of their origins, kytons roam the planes in their lust to cause and receive suffering, seeking pain through violent abductions and sadistic debauches.


Dancing Chains
PL 6


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

Powers
Chain Traits:
Construct: Immunity 30 [Fortitude; Innate]
Elongation 2
Razor-Edged Barb Strike: Strike 2 [Strength-based]
Shrinking 2 [Permanent]
Steel: Protection 6

Advantages
Close Attack 1, Improved Initiative 1

Skills
Close Combat: Chain Strike 1 (+7)

Offense
Initiative +5
Razor-Edged Barb Strike +7, Damage 3

Defense
Dodge 6, Parry 6
Toughness 6, Fortitude NA, Will NA

Power Points
Abilities -14 + Powers 43 + Advantages 2 + Skills 1 + Defenses 4 = Total 36
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Re: scc 3rd Edition Builds(Pathfinder Conversions: Kyton)

Postby scc » Wed May 09, 2012 4:44 pm

Image
This massive, gray-brown slug leaves a viscous trail of slime in its wake as a long rasping tongue tastes the air for prey. -Pathfinder Roleplaying Game: Bestiary

Giant Slug
PL 10


Abilities
Strength 8, Stamina 4, Agility -4, Dexterity -4, Fighting 6, Intellect -5, Awareness 0, Presence -5

Powers
Giant Slug Traits:
Acid Spit: Blast 12 [Acid; Diminished Range -2] -22 pts
Damage Resistance: Impervious Toughness 13 [Limited 3(Blunt force only)] -4 pts
Huge: Growth 8 [Permanent; Innate, Quirk(No speed increase)] -16 pts
Immunity 15 [Acid, Mind-Affecting Effects] -15 pts
Malleable: Feature 1 [Can move through an opening one size category smaller than itself without reducing speed. It can move through an opening two size categories smaller normally.] -1 pt
Rasp-Like Tongue: Strike 4 [Strength-based; Reach 2, Variable(Slashing and Acid)] -4 pts
Slithering: Movement 1 -2 pts
Slug Senses Darkvision: Senses 2 [Darkvision; Limit(Not acute)], Scent: Senses 3 [Acute Extended Smell, Tracking], Tremorsense: Senses 2 [Extended, Ranged(Touch has accurate and radius by default)] -6 pts

Advantages
Toughness 4 [+1 bonus to Toughness per rank.]

Skills
Athletics (+8), Close Combat: Tongue 2 (+8), Insight (+0), Intimidation (-1), Perception (+0), Ranged Combat: Acid Spit 7 (+3), Stealth (-12)

Offense
Initiative -4
Acid Spit +3, Damage 12
Rasp-Like Tongue +8, Damage 12, Reach 2

Defense
Dodge -2, Parry 5
Toughness 8, Fortitude 7, Will 4

Power Points
Abilities -32 + Powers 70 + Advantages 4 + Skills 5 + Defenses 16 = Total 63

Complications
Obsession: Giant Slugs are always looking for food.
Power Loss: Senses do not work beyond 60 feet. Acid Spit doesn't work beyond 60 feet.
Weakness: Salt burns a slug like acid. It takes extra damage from salt. Even a handful can cause three damage.

Design Notes
This is a Pathfinder Giant Slug. Offensively it is PL 10 using it's tongue. Defensively it is PL 6.5 using Toughness and Parry. The Giant Slug in Pathfinder has different senses than the Flail Snail. The Giant Slug has blindsight which is somewhat vague. However Blindsight seems to cover all the sense the Snail has like darkvision and tremorsense. So I went with those instead along with scent and tracking. One thing I did change is that it's darkvision is not acute since snails and slugs see in shades of gray but notice movement.
No simple garden pests, giant slugs pose a serious threat to those caught in their path. Folk who dwell near swamps and other regions that support giant slugs risk losing livestock and even their homes to these enormous beasts. Giant slugs constantly wander in search of food, their preference being fleshy organic material, which they slice into smaller, easily gulped chunks with their rasp-like tongues.
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Re: scc 3rd Edition Builds(Pathfinder: Kyton, Giant Slug)

Postby scc » Mon May 14, 2012 11:36 am

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A spider the size of a bull elephant rears up on its back four legs in a violent challenge, eyes shimmering with magical energy. -Pathfinder Roleplaying Game: Bestiary



Retriever
PL 9.5


Abilities
Strength 5, Stamina NA, Agility 1, Dexterity 3, Fighting 8, Intellect -4, Awareness 0, Presence -5

Powers
Retriever Traits:
Bite: Strike 2 [Strength-based; Fast Grab, Reach 2] -5 pts
Claws: Strike 2 [Strength-based; Reach 2] -4 pts
Construct: Immunity 62 [Fortitude, Mind-Affecting Effects, Necrotic Effects, Paralysis, Stunning, Ability and Energy Drains] -62 pts
Darkvision: Senses 2 -2 pts
Discern Location: Senses 24 [Mental, Detect 2(Location of a single individual or object), Acute, Extended 15, Penetrates Concealment, Radius, Ranged; Dimensional] -48 pts
Eye Rays: Blast 11 [Fire; Action 2(Free); Quirk 2(Can be used once every 4 rounds and can't be used if another ray was used)] -42 pts
Alt: Eye Rays: Blast 11 [Cold; Action 2(Free); Quirk 2(Can be used once every 4 rounds and can't be used if another ray was used)]
Alt: Eye Rays: Blast 11 [Electricity; Action 2(Free); Quirk 2(Can be used once every 4 rounds and can't be used if another ray was used)]
Eye Rays: Ranged Affliction 6 [Resisted by Fortitude(Transformed to Petrified Stone); Continuous; Limited(Transformed only); Quirk 2(Can be used once every 4 rounds and can't be used if another ray was used)] -22 pts
Fast Healing: Regeneration 4 -4 pts
Huge: Growth 8 [Permanent; Innate] -17 pts
Spider Climb: Movement 1 [Wall-Crawling], Enhanced Trait 3 [Athletics; Limited(To Climbing)] -3 pts
Spider Limbs: Extra Limbs 4 [Innate], Enhanced Trait 6 [Enhanced Athletics 2 and Enhanced Acrobatics 4; Limited(To resist tripping attacks only)] -7 pts
Spider Strength: Power-Lifting 2 -2 pts
Water-Walking: Movement 2 -4 pts

Advantages
Improved Critical 1 [Claws]
Improved Initiative 1
Language: Understands Abyssal
Takedown 1
Tough 5 [+1 bonus to Toughness per rank.]

Skills
Athletics (+5), Close Combat: Bite 1 (+9), Close Combat: Claws 1 (+9), Insight (+0), Intimidation (-1), Perception 8 (+8), Ranged Combat: Eye Rays 5 (+8), Stealth 2 (-5)

Offense
Initiative +5
Bite +9, Damage 7, Free Grab, Reach 2
Claws +9, Damage 7, Improved Critical, Reach 2
Eye Ray Blast +8, Damage 11, Free(Fire, Cold, or Electricity)
Eye Ray Affliction +8, Rank 6, Resisted by Fortitude(Transformed to Stone)

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

Power Points
Abilities -10 + Powers 224 + Advantages 8 + Skills 9 + Defenses 13 = Total 244

Complications
Disability: Cannot speak. Limited manipulation with it's claws.
Power Loss: Discern Location can't find a target who is using a Mind Blank spell.
Power Loss: Eye Rays do not work beyond 100 ft.

Design Notes
This is a Pathfinder Retriever. Offensively it is PL 9.5 using it's eye rays. Defensively it is PL 8 using Toughness and Parry. Retrievers are pretty expensive. With Construct traits, Discern Location, and Eye Blasts that are a free action. I didn't include the transform ray into the array since it is a continuous transform. It's Discern Location power allows it to find a target's general location as well as what dimension they are in. In Pathfinder the range is unlimited but extended 15 should do the trick.

Not all constructs are formed from unliving matter like stone, wood, metal, or dead flesh. In the darkest corners of the Great Beyond, certain powerful demon lords have mastered the art of shaping the raw, protoplasmic flesh of the Abyss into hideous monstrosities devoid of life, emotion, and the will to resist control. The monstrous retriever is the best-known of such constructs, a huge spider-like creation capable of unleashing potent energy upon those it has been ordered to seek.
Last edited by scc on Fri May 25, 2012 12:44 pm, edited 2 times in total.
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