LEGEND's 13 Halloween Builds: 13. TOOTH FAIRY

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
Locked
legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

VROCK (PL 8)

Post by legend » Tue May 15, 2012 11:24 am

Image
STR 4, STA 4, AGL 2, DEX 2, FGT 6, INT 2, AWE 3, PRE 3
Powers:
Claws: Strength-based Damage 3, Multiattack 7 • 10 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Good descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 45 (Acid Damage, Aging, Cold Damage, Disease, Electricity Damage, Fire Damage, Magic Effects, Need for Sleep, Poison, Starvation & Thirst), Half Effect (Acid, Cold, Fire, Magic Effects Effects) • 28 points
Spell-Like Abilities: Array (42 points) • 50 points
• Summon Demons: Summon 7, Broad (Demon), Horde, Multiple Minions 1, Unreliable • 42 points
• Dance of Ruin: Burst Area 3 Damage 8, Activation (Move) • 1 point
• Darkness: Burst Area Visual Concealment Attack 4, Increased DC 4 • 1 point
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Displacement: Concealment 10, Quirk (attackers know the right area to target) • 1 point
• Greater Teleport: Teleport 21, Change Direction, Increased Action (Standard) • 1 point
• Heroism: Enhanced Intellect 1 Linked to Enhanced Advantages 4 (Close Attack, Ranged Attack) Linked to Enhanced Skills 9 (Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth) Linked to Enhanced Defenses 3 (Dodge 1, Will 1, Fortitude 1), Affects Others • 26 points
• Mirror Image: Visual Concealment 4, Increased DC 4, Resistible (Insight) Linked to Visual Illusion 8, Limited to duplicates of self • 1 point
• Telekinesis: Move Object 5 • 1 point
Natural Armor: Impervious Protection 6 • 12 points
Psionics: Array (8 points) • 9 points
• Suggestion: Perception Ranged Affliction 5 (Resisted by Will; Controlled); Limited to third degree, Limited to carrying out one suggested course of action, Insidious, Subtle, Triggered • 8 points
• Charm: Perception Ranged Affliction 4 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Resistible (Insight) • 1 point
Size: Growth 2, Permanent, Innate • 3 points
Spores: Cloud Area Poison Damage 2 Linked to Cloud Area Weaken Toughness 8 (Resisted by Fortitude) • 20 points
Stunning Screech: Burst Area Affliction 8 (Resisted by Fortitude; Dazed, Stunned), Instant Recovery, Limited Degree, Unreliable (5 uses), Sense-Dependent (Hearing) • 2 points
Telepathy: Area Mental Communication 1, Selective Linked to Comprehend 2 (Speak & Understand Languages), Selective • 10 points
Wings: Flight 2, Wings • 2 points
Advantages: Power Attack, Takedown
Skills: Athletics 6 (+10), Close Combat: Unarmed 2 (+8), Expertise: Magic 6 (+8), Insight 5 (+8), Intimidation 4 (+8), Perception 9 (+12), Persuasion 2 (+5), Stealth 8 (+8)
Offenses:
Initiative +2
Claws +8, Close, Multiattack Damage 7
Magic, Varies, Varies
Psionics, Varies, Varies
Spores -, Cloud Area, Damage 2 Linked Weaken Toughness 8
Stunning Screech -, Burst Area, Affliction 8
Defenses: Dodge 5, Parry 6, Will 6, Fortitude 7, Toughness 10
Power Points: Abilities 44 + Powers 168 + Advantages 2 + Skills 21 + Defenses 11 = 246
Descriptors: Chaotic (including natural & wieled weapons), Demon, Extraplanar, Evil (including natural & wieled weapons), Outsider

Few demons are as despised as the vrocks. These fiends embody the worst traits of the demonic race: betrayal, rage, and hatred. Vrocks are used by other demons as shock troops, but are always watched carefully, as they tend to turn sides at the last minute. Such is their chaotic nature. Vrocks delight in slowly slaying mortal creatures and feasting on their warm entrails while the still-living victim watches in horror. Much like the vultures they appear to resemble, vrocks will scavenge meat from any kill they can find.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

VROCK LORD (PL 12)

Post by legend » Tue May 15, 2012 11:25 am

Image
STR 6, STA 6, AGL 2, DEX 2, FGT 8, INT 3, AWE 3, PRE 3
Powers:
Claws: Strength-based Damage 3, Multiattack 9 • 12 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Good descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 45 (Acid Damage, Aging, Cold Damage, Disease, Electricity Damage, Fire Damage, Magic Effects, Need for Sleep, Poison, Starvation & Thirst), Half Effect (Acid, Cold, Fire, Magic Effects Effects) • 28 points
Spell-Like Abilities: Array (42 points) • 50 points
• Summon Demons: Summon 7, Broad (Demon), Horde, Multiple Minions 1, Unreliable • 42 points
• Dance of Ruin: Burst Area 3 Damage 9, Activation (Move) • 1 point
• Darkness: Burst Area Visual Concealment Attack 4, Increased DC 8 • 1 point
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Displacement: Concealment 10, Quirk (attackers know the right area to target) • 1 point
• Greater Teleport: Teleport 21, Change Direction, Increased Action (Standard) • 1 point
• Heroism: Enhanced Intellect 1 Linked to Enhanced Advantages 4 (Close Attack, Ranged Attack) Linked to Enhanced Skills 9 (Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth) Linked to Enhanced Defenses 3 (Dodge 1, Will 1, Fortitude 1), Affects Others • 26 points
• Mirror Image: Visual Concealment 4, Increased DC 8, Resistible (Insight) Linked to Visual Illusion 12, Limited to duplicates of self • 1 point
• Telekinesis: Move Object 9 • 1 point
Natural Armor: Impervious Protection 9 • 18 points
Psionics: Array (12 points) • 13 points
• Suggestion: Perception Ranged Affliction 9 (Resisted by Will; Controlled); Limited to third degree, Limited to carrying out one suggested course of action, Insidious, Subtle, Triggered • 12 points
• Charm: • Charm: Perception Ranged Affliction 8 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Resistible (Insight) • 1 point
Size: Growth 6, Permanent, Innate • 13 points
Spores: Cloud Area Poison Damage 2 Linked to Cloud Area Weaken Toughness 8 (Resisted by Fortitude) • 20 points
Stunning Screech: Burst Area Affliction 12 (Resisted by Fortitude; Dazed, Stunned), Instant Recovery, Limited Degree, Unreliable (5 uses), Sense-Dependent (Hearing) • 3 points
Telepathy: Area Mental Communication 1, Selective Linked to Comprehend 2 (Speak & Understand Languages) • 10 points
Wings: Flight 2, Wings • 2 points
Advantages: Close Attack 3, Improved Critical (Unarmed), Power Attack, Takedown
Skills: Acrobatics 10 (+12), Athletics 12 (+18), Close Combat: Unarmed 3 (+14), Expertise: Magic 10 (+13), Insight 9 (+12), Intimidation 7 (+13), Investigate 10 (+13), Perception 9 (+12), Persuasion 2 (+5), Stealth 16 (+12)
Offenses:
Initiative +2
Claws +14, Close, Multiattack Damage 9
Magic, Varies, Varies
Psionics, Varies, Varies
Spores -, Cloud Area, Damage 2 Linked Weaken Toughness 8
Stunning Screech -, Burst Area, Affliction 12
Defenses: Dodge 7, Parry 8, Will 8, Fortitude 9, Toughness 15
Power Points: Abilities 42 + Powers 191 + Advantages 6 + Skills 45 + Defenses 19 = 303
Toughness checks due to damage from weapons with the Good descriptor.
*See Gamemaster's Guide for Demon Warrior
Descriptors: Chaotic (including natural & wieled weapons), Demon, Extraplanar, Evil (including natural & wieled weapons), Outsider

Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air and bringing their clawed feet into play. Despite their advantage in mobility, the vrocks’ deep love of battle frequently leads them into melee combats against heavy odds.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BABAU (PL 8)

Post by legend » Tue May 15, 2012 11:31 am

Image
STR 5, STA 5, AGL 1, DEX 1, FGT 4, INT 2, AWE 1, PRE 3
Powers:
Claws: Strength-based Damage 2, Multiattack 7 • 9 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to cold iron weapons or effects with the Good descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 45 (Acid Damage, Aging, Cold Damage, Disease, Electricity Damage, Fire Damage, Magic Effects, Need to Sleep, Poison, Starvation & Thirst), Half Effect (Acid, Cold, Fire, Magic Effects Effects) • 28 points
Natural Armor: Protection 4 • 5 points
Protective Slime: Acid Damage 3, Reaction • 12 points
Sneak Attack: Enhanced Damage 2, Limited to Vulnerable targets, Variable Descriptor 2 (any attack up to the attack’s rank) • 3 points
Spell-Like Abilities: Array (24 points) • 28 points
• Dispel Magic: Perception Ranged Nullify Magic 6, Broad, Simultaneous, Precise • 24 points
• Darkness: Burst Area Concealment Attack 4 • 1 point
• See Invisibility: Senses 2 (Counters Invisibility), Dimensional (Ethereal) • 1 point
• Summon Demon: Summon 7, Broad (Demon), Unreliable (50/50) • 1 point
• Teleport, Greater: Teleport 21, Change Direction, Increased Action • 1 point
Telepathy: Area Mental Communication 1, Selective Linked to Comprehend 2 (Speak & Understand Languages) • 10 points
Advantages: Languages 3 (Abyssal, Celestial, Draconic), Power Attack, Takedown
Skills: Athletics 3 (+8), Close Combat: Unarmed 3 (+7), Deception 4 (+7), Investigation 8 (+10), Perception 8 (+9), Sleight of Hand 5 (+6), Stealth 8 (+9), Technology 5 (+7)
Offenses:
Initiative +0
Claws +7, Close, Multiattack Damage 7/9*
Spell-Like Abilities, Varies, Varies
Defenses: Dodge 4, Parry 5, Will 4, Fortitude 6, Toughness 10
Power Points: Abilities 44 + Powers 117 + Advantages 5 + Skills 22 + Defenses 9 = 197
Descriptors: Chaotic (including natural & wieled weapons), Demon, Extraplanar, Evil (including natural & wieled weapons), Outsider
*Sneak Attack

Babaus stand about 6 feet tall and resemble a gaunt humanoid covered in black leathery skin with pointed ears and a long curved horn jutting out of the back of their heads. They also are covered by a red protective slimy jelly that damages anything it touches like acid.

Babaus usually serve as a spy or assassin to more powerful demons of the Abyss or sometimes to spellcasters on the material plane. Babaus strike with sudden ferocity after forming careful, devious plans. Most demon lords have at least several babaus as minions. Babaus usually try to summon another Babau before battle so they can both lay plans together using their telepathy to strike from either side of the opponent.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

ANKHEG (PL 6)

Post by legend » Wed May 16, 2012 10:22 am

Image
STR 4, STA 3, AGL 0, DEX -2, FGT 3, INT -4, AWE 1, PRE -2
Powers:
Burrow: Burrowing 6 • 6 points
Darkvision: Senses 2 (Darkvision) • 2 points
Natural Armor: Protection 4 • 4 points
Natural Attacks: Array (14 points) • 15 points
• Bite: Strength-based Damage 4 Linked to Weaken Toughness 6 (Acid), Affects Objects Only • 14 points
• Acid Spit: Line Area Damage 6, Unreliable (5 uses) Linked Line Area Weaken Toughness 6, Unreliable (5 uses) • 1 point
Size: Growth 2, Permanent, Innate • 5 points
Tremorsense: Senses 1 (Ranged Touch) • 1 point
Advantages: Fast Grab, Second Chance (Surprise)
Skills: Athletics 4 (+8), Close Combat: Unarmed 1 (+4), Intimidation 0 (-1), Persuasion 3 (+4), Stealth 0 (-2)
Offenses:
Initiative +0
Bite +4, Close, Damage 8 Linked to Weaken Toughness 6 (objects)
Acid Spit, Line Area, Damage 6 Linked to Weaken Toughness 6 (objects)
Defenses: Dodge 3, Parry 5, Will 2, Fortitude 4, Toughness 7
Power Points: Abilities -2 + Powers 33 + Advantages 2 + Skills 4 + Defenses 9 = 0
Descriptors: Magical Beast

An ankheg has six legs and a many-segmented body, all covered in a brown (some closer to yellow) chitinous exoskeleton. The head has black compound eyes, mandibles capable of snapping small trees, and antennae. Usually, ankhegs do not create tunnels, and simply burrow down into the ground. However, they are able to make tunnels if they dig slowly. When seriously pressed, it can spit acid. Spitting acid is usually a last resort, as it cannot digest food for several hours afterwards. Ankhegs are around 10 feet long and weigh 800 lb. One might describe it as a giant combination of ant, cockroach, and larval antlion.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BEE, GIANT (PL 4)

Post by legend » Wed May 16, 2012 1:57 pm

Image
STR 0, STA 2, AGL 0, DEX -2, FGT 2, INT -, AWE 1, PRE -1
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Fly: Flight 1, Wings • 1 point
Natural Armor: Protection 2 • 2 points
Sting: Strength-based Damage 1 Linked to Weaken Stamina 6 (Resisted by Fortitude), Secondary Effect • 13 points
Skills: Athletics 2 (+2), Perception 4 (+5)
Offenses:
Initiative +0
Sting +2, Close, Damage 1 Linked to Weaken Stamina 6
Defenses: Dodge 3, Parry 4, Will Immune, Fortitude 3, Toughness 4
Power Points: Abilities -6 + Powers 18 + Advantages 0 + Skills 3 + Defenses 8 = 23
Complications:
Weakness: Bee dies after successfull use of sting.
Descriptors: Vermin

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

KOLYARUT (PL 10)

Post by legend » Fri May 18, 2012 5:34 pm

Image
Inevitables: Zelekhut (light), Kolyarut (middle), Marut (right)

STR 2, STA -, AGL 1, DEX 0, FGT 5, INT 0, AWE 3, PRE 3
Powers:
Construct: Immunity 42 (Critical Hits, Fortitude Effects, Mental Effects) • 42 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Chaos descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Enervation: Ranged Weaken Abilities 14 (Resisted by Fortitude), Broad, Simultaneous • 56 points
Fast Healing: Regeneration 5 • 5 points
Natural Armor: Impervious Protection 6 • 6 points
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Spell-Like Abilities: Array (40 points) • 48 points
• Hold Person: Perception Ranged Affliction 10 (Resisted by Will; Hindered; Immobile; Paralyzed), Progressive, Limited to creatures with the Humanoid descriptor • 40 points
• Discern Lies: Enhanced Perception 14 Linked to Senses 4 (Detect Lies, Accurate, Ranged) • 1 point
• Disguise Self: Morph 3 (Humanoid) • 1 point
• Fear: Cone Area Affliction 10 (Resisted by Will; Impaired, Compelled (flee), Controlled (flee)) • 1 point
• Hold Monster: Perception Ranged Affliction 10 (Resisted by Will; Hindered; Immobile; Paralyzed), Progressive, Limited to once per day • 1 point
• Invisibility: Visual Concealment 4, Affects Others, Passive • 1 point
• Locate Creature: Enhanced Perception 14 Linked to Senses 8 (Detect Creature, Accurate, Acute, Extended 2, Radius, Ranged), Variable Descriptor 2 (specific kind of creature or a specific creature known) • 1 point
• Mark of Justice: Affliction 10 (Resisted by Will; Impaired, Disabled), Progressive, Limited Degree, Triggered • 1 point
• Quest: Perception Ranged Affliction 10 (Resisted by Will; Controlled); Continuous, Insidious, Subtle, Limited to third degree, Limited to carrying out some service or to refrain from some action, Limited to once per day • 1 point
Unarmed Strike: Strength-based Damage 2 • 2 points
Vampiric Touch: Regeneration 20, Source (Weaken Toughness ranks); Weaken Toughness 14 (Resisted by Fortitude), Alternate Effect of Enervation • 1 point
Equipment:
Banded-Mail: Protection 4 • 4 points
Magic Longsword: Strength-based Slashing Damage 5, Improved Critical, Accurate • 7 points
Advantages: Close Attack 1, Equipment 3, Second Chance (Surprise)
Skills: Athletics 5 (+7), Deception 4 (+7), Insight 4 (+7), Investigation 7 (+7), Perception 3 (+6), Persuasion 1 (+4), Ranged Combat: Enervation Ray 6 (+6)
Offenses:
Initiative +1
Enervation +6, Ranged, Weaken Abilities 14
Spell-Like Abilities, Varies, Varies
Vampiric Touch +6, Close, Weaken Toughness 14
Magic Longsword +8, Close, Damage 7 (Crit 19-20)
Unarmed +6, Close, Damage 2
Defenses: Dodge 4, Parry 9, Will 4, Fortitude Immune, Toughness 10
Power Points: Abilities 18 + Powers 192 + Advantages 5 + Skills 15 + Defenses 8 = 238
Descriptors: Construct, Extraplanar, Lawful (including natural and wield weapons)

Kolyaruts mete out punishment to those who break bargains and oaths.

Before beginning a mission against a deal-breaker, a kolyarut learns as much about the contract or oath as possible. It’s not interested in those who break deals accidentally or against their will— only those who willingly break contracts violate the principle that kolyaruts are created to uphold. If a written contract was broken, the kolyarut typically carries a copy of the contract with it.

Kolyaruts are the most talkative of the inevitables, making credible attempts at social niceties such as proper greetings before getting down to the matter at hand. They can use disguise self to appear as almost any kind of humanoid—useful if they need to go undercover to catch their quarry.

Like all inevitables, a kolyarut is patient enough to study a target before striking. It has a good idea of the deal-breaker’s abilities and defenses before it enters battle. When it fights, it tries to get the conflict over as soon as possible, minimizing excess bloodshed and mayhem. It doesn’t let concern for innocents delay or endanger its mission, however.

A kolyarut’s favorite tactic is to use invisibility or disguise self to sneak close, then eliminate the quarry with its vampiric touch ability before it can react. A kolyarut has no compunctions about using its vampiric touch ability on allies to increase its own power, if doing so helps it complete its mission.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

MARUT (PL 13)

Post by legend » Fri May 18, 2012 5:34 pm

Image
Inevitables: Zelekhut (light), Kolyarut (middle), Marut (right)

STR 7, STA -, AGL 1, DEX 0, FGT 6, INT 1, AWE 3, PRE 3
Powers:
Construct: Immunity 42 (Critical Hits, Fortitude Effects, Mental Effects) • 42 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Chaos descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Fast Healing: Regeneration 10 • 10 points
Fists of Thunder and Lightning: Array (13 points) • 15 points
• Fist of Thunder: Strength-based Damage 8 Linked to Affliction 12 (Resisted by Fortitude; Impaired, Disabled, Unaware), Limited to hearing • 14 points
• Fist of Lightning: Strength-based Damage 8 Linked to Affliction 12 (Resisted by Fortitude; Impaired, Disabled, Unaware), Limited to vision • 1 point
Natural Armor: Protection 13 • 13 points
Size: Growth 2, Permanent, Innate • 5 points
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Spell-Like Abilites: Array (66 points) • 76 points
• Greater Dispel Magic: Perception Ranged Nullify Magic 13, Broad, Effortless, Simultaneous, Precise • 66 points
• Air Walk: Flight 1, Limited (max upward or downward angle is 45 degrees) • 1 point
• Dimension Door: Teleport 6, Change Direction, Increased Mass 5, Increased Action • 1 point
• Earthquake:Ranged Burst Area 2 Damage 13, Limited to structures Linked to Ranged Burst Area 2 Affliction 13 (Resisted by Dodge; Dazed & Vulnerable, Stunned & Prone), Extra Condition, Instant Recovery, Limited Degree, Limited to targets on ground, Unreliable (5 uses) • 1 point
• Fear: Cone Area Affliction 13 (Resisted by Will; Impaired, Compelled (flee), Controlled (flee)) • 1 point
• Geas: Perception Ranged Affliction 13 (Resisted by Will; Controlled); Continuous, Insidious, Subtle, Limited to third degree, Limited to carrying out some service or to refrain from some action • 1 point
• Greater Command: Perception Ranged Burst Area Affliction 13 (Resisted by Will; Dazed, Compelled, Controlled), Selective, Instant Recovery, Limited to single word commands, Subtle • 1 point
• Locate Creature: Enhanced Perception 15 Linked to Senses 8 (Detect Creature, Accurate, Acute, Extended 2, Radius, Ranged), Variable Descriptor 2 (specific kind of creature or a specific creature known) • 1 point
• Mass Inflict Wound: Perception Ranged Burst Area Damage 13, Resistible by Will (6 ranks) • 1 point
• Plane Shift: Movement 3 (Dimension Travel), Affects Others, Increased Mass 6 • 1 point
• True Seeing: Enhanced Perception 15 Linked to Senses 7 (Vison Counters Concealment, Vison Counters Illusion, Darkvision, Extended Vision), Affects Others, Dimensional (Ethereal) • 1 point
Advantages: Power Attack
Skills: Athletics 5 (+13), Close Combat: Unarmed Strike 5 (+11), Expertise: Religion 5 (+6), Insight 4 (+7), Intimidation 0 (+4), Investigation 5 (+6), Perception 5 (+8), Persuasion 1 (+3), Stealth 0 (-1)
Offenses:
Initiative +1
Fists of Thunder and Lightning +11, Close, Damage 15 Linked to Affliction 12
Spell-Like Abilites, Varies, Varies
Defenses: Dodge 4, Parry 11, Will 5, Fortitude Immune, Toughness 15
Power Points: Abilities 28 + Powers 193 + Advantages 1 + Skills 15 + Defenses 12 = 249
Descriptors: Construct, Extraplanar, Lawful (including natural and wield weapons)

Maruts confront those who would try to deny the grave itself. Any who use unnatural means to extend their life span could be targeted by a marut. Those who take extraordinary measures to cheat death in some other way might be labeled transgressors as well. Those who use magic to reverse death aren’t worthy of a marut’s attention unless they do so repeatedly or on a massive scale.

When a marut has identified its target, it walks surely and implacably toward the foe, never resting until the marut brings it the death it has been trying to avoid. Those who defile death through necromancy may instead receive a geas and/or mark of justice to enforce proper respect. It typically uses wall of force to shut off any escape routes, then opens up with chain lightning while it closes to melee range. Once there, it strikes with its massive fists, using circle of death if beset by numbers of defenders. It hits spellcasting opponents with repeated uses of greater dispel magic, and it uses dimension door and locate creature to track down foes who flee.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

ZELEKHUT (PL 9)

Post by legend » Fri May 18, 2012 5:35 pm

Image
Inevitables: Zelekhut (light), Kolyarut (middle), Marut (right)

STR 5, STA -, AGL 0, DEX 0, FGT 4, INT 0, AWE 3, PRE 2
Powers:
Construct: Immunity 42 (Critical Hits, Fortitude Effects, Mental Effects) • 42 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Chaos descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Fast Healing: Regeneration 5 • 5 points
Fly: Flight 1 • 2 points
Natural Armor and Plate Barding: Protection 7 • 7 points
Size: Growth 4, Permanent, Innate • 9 points
Speed: Speed 1 • 1 point
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Spell-Like Abilities: Array (45 points) • 53 points
• Hold Monster: Perception Ranged Affliction 9 (Resisted by Will; Hindered; Immobile; Paralyzed), Progressive • 45 points
• Clairaudience/Clairvoyance: Remote Sensing 14 (Auditory, Visual), Subtle • 1 point
• Dimensional Anchor: Ranged Immunity Attack 10 (Extradimensional Movement), Sustained, Affects Object, Accurate 4 • 1 point
• Dispel Magic: Perception Ranged Nullify Magic 9, Broad, Simultaneous, Precise • 1 point
• Fear: Cone Area Affliction 9 (Resisted by Will; Impaired, Compelled (flee), Controlled (flee)) • 1 point
• Geas: Perception Ranged Affliction 9 (Resisted by Will; Controlled); Continuous, Insidious, Subtle, Limited to third degree, Limited to carrying out some service or to refrain from some action • 1 point
• Locate Creature: Enhanced Perception 14 Linked to Senses 8 (Detect Creature, Accurate, Acute, Extended 2, Radius, Ranged), Variable Descriptor 2 (specific kind of creature or a specific creature known) • 1 point
• Mark of Justice: Affliction 9 (Resisted by Will; Impaired, Disabled), Progressive, Limited Degree, Permanent, Triggered • 1 point
• True Seeing: Enhanced Perception 14 Linked to Senses 7 (Vison Counters Concealment, Vison Counters Illusion, Darkvision, Extended Vision), Affects Others, Dimensional (Ethereal) • 1 point
Spiked Chain: Strength-based Damage 4, Improved Disarm, Improved Grab, Improved Trip Linked to Electricity Affliction 2 (resisted by Fortitude; Dazed, Stunned, Incapacitated); Reach 2 • 11 points
Advantages: Close Attack 4, Move-By Action
Skills: Athletics 4 (+9), Insight 4 (+7), Intimidation 0 (+4), Investigation 5 (+5), Perception 2 (+5), Persuasion 1 (+3), Stealth 0 (-4)
Offenses:
Initiative +0
Spiked Chain +8, Close (Reach 2), Damage 9 (Improved Disarm, Improved Grab, Improved Trip) Linked to Affliction 2
Defenses: Dodge 2, Parry 7, Will 5, Fortitude Immune, Toughness 11
Power Points: Abilities 10 + Powers 151 + Advantages 5 + Skills 8 + Defenses 11 = 185
Descriptors: Construct, Extraplanar, Lawful

Zelekhuts are charged with hunting down those who would deny justice—especially those who flee to escape punishment. Expert trackers, they use a combination of natural skill and magic to find fugitives wherever they may hide.

A zelekhut may initially appear rather non-threatening—but when it is about to enter combat, it can cause two spiked chains to spring forth from its forearms a pair of golden metallic wings to emerge from its back.

Once it has found its fugitive, a zelekhut uses its speed and its spell-like abilities to cover the most likely escape routes. Then it immobilizes any defenders while attempting to protect any innocent bystanders. Finally, it apprehends the fugitive with its spiked chains, tripping or disarming the foe as needed.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

ROPER (PL 8)

Post by legend » Sat May 19, 2012 2:13 pm

Image
STR 3, STA 3, AGL 2, DEX 0, FGT 6, INT 1, AWE 3, PRE 1
Powers:
Bite: Strength-based Damage 4, Accurate • 5 points
Camouflage: Visual Concealment 4, Limited to stony or icy areas, Passive • 2 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 35 (Electricity Effects, Cold Damage, Magic), Half Effect (Cold, Magic) • 26 points
Natural Armor: Protection 6 • 6 points
Size: Growth 2, Permanent, Innate • 5 points
Tendrils: Elongation 3; Enhanced Advantages 3 (Fast Grab, Improved Grab, Improved Hold); Extra Limbs 4; Weaken Strength 9 • 19 points
Advantages: Close Attack 1, Improved Initiative, Second Chance (Surprise)
Skills: Athletics 6 (+9), Intimidation 0 (+2), Perception 4 (+7), Stealth 0 (+0)
Offenses:
Initiative +6
Bite +9, Close, Damage 7
Strands +7, Close (Elongation 3), Weaken Strength 9 (Fast Grab)
Defenses: Dodge 1, Parry 7, Will 7, Fortitude 8, Toughness 9
Power Points: Abilities 30 + Powers 65 + Advantages 3 + Skills 5 + Defenses 9 = 112
Descriptors: Magical Beast

Ropers are ambush hunters that evolved in the underworld. They take the appearance of stalagmites and wait for a living creature to draw close. When this happens, the roper quickly lashes out with tendrils extruded from its body that wrap around its target, sapping the creature’s strength. The roper then draws its prey into its fang-filled mouth to consume. As a rope never knows when its next meal is coming, they often slay and eat more than they can possibly consume at once.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

ROC (PL 12)

Post by legend » Sun May 20, 2012 5:55 am

Image
STR 10, STA 10, AGL 2, DEX -2, FGT 7, INT -4, AWE 1, PRE 0
Powers:
Bite/Talons: Strength-based Damage 4 • 4 points
Enhanced Vision: Senses 1 (Extended Vision, Low-Light Vision) • 2 points
Fly: Flight 2, Wings • 2 points
Natural Armor: Protection 6 • 6 points
Size: Growth 10, Permanent, Innate • 21 points
Advantages: Fast Grab, Improved Grab, Improved Hold, Move-By Action, Second Chance (Surprise), Power Attack
Skills: Athletics 7 (+17), Close Combat: Unarmed 3 (+10), Intimidation 0 (+5), Perception 6 (+7), Stealth 0 (-8)
Offenses:
Initiative +2
Unarmed +10, Close, Damage 14
Defenses: Dodge 7, Parry 4, Will 8, Fortitude 16, Toughness 16
Power Points: Abilities 8 + Powers 35 + Advantages 6 + Skills 8 + Defenses 23 = 80
Descriptors: Animal
Last edited by legend on Sun May 20, 2012 9:19 am, edited 1 time in total.

Wyld0007
Henchman
Henchman
Posts: 207
Joined: Mon Jun 30, 2008 3:41 pm

Re: ROC (PL 12)

Post by Wyld0007 » Sun May 20, 2012 9:09 am

definitely love your builds and keep up the good work. --- but shouldn't the Roc have some kind of winged flight? :shock:

legend wrote:Image
STR 10, STA 10, AGL 2, DEX -2, FGT 7, INT -4, AWE 1, PRE 0
Powers:
Bite/Talons: Strength-based Damage 4 • 4 points
Enhanced Vision: Senses 1 (Extended Vision, Low-Light Vision) • 2 points
Natural Armor: Protection 6 • 6 points
Size: Growth 10, Permanent, Innate • 21 points
Advantages: Fast Grab, Improved Grab, Improved Hold, Move-By Action, Second Chance (Surprise), Power Attack
Skills: Athletics 7 (+17), Close Combat: Unarmed 3 (+10), Intimidation 0 (+5), Perception 6 (+7), Stealth 0 (-8)
Offenses:
Initiative +2
Unarmed +10, Close, Damage 14
Defenses: Dodge 7, Parry 4, Will 8, Fortitude 16, Toughness 16
Power Points: Abilities 8 + Powers 33 + Advantages 6 + Skills 8 + Defenses 23 = 78
Descriptors: Animal

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

Re: ROC (PL 12)

Post by legend » Sun May 20, 2012 9:20 am

Wyld0007 wrote:definitely love your builds and keep up the good work. --- but shouldn't the Roc have some kind of winged flight? :shock:
Yes. I made the fix. Thank you!

scc
Zealot
Zealot
Posts: 1100
Joined: Sun Aug 15, 2004 9:24 am

Re: LEGEND'S Fantasy: ROC

Post by scc » Sun May 20, 2012 3:02 pm

Really great builds here. Plus it gives me a lot of ideas on how to build certain powers from D&D.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

OGRE MAGE (Oni Mage) (PL 6)

Post by legend » Sun May 20, 2012 5:44 pm

Image
STR 4, STA 3, AGL 0, DEX 0, FGT 3, INT 2, AWE 2, PRE 3
Powers:
Change Shape: Morph 3 (Humanoid or Giant), Increased Action 2 Linked to Variable 2 for assumed form's traits, Quirk (size rank -3 to -1) • 22 points
Darkvision: Senses 2 (Darkvision) • 2 points
Flight: Flight 1 • 2 points
Natural Armor: Protection 3 • 3 points
Size: Growth 2, Permanent, Innate • 5 points
Regeneration: Regeneration 5, Persistent, Limited (cannot remove penalties to due to acid or fire damage equal) • 5 points
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Spell-Like Abilities: Array (21 points) • 26 points
• Gaseous Form: Flight 1, Affects Others; Immunity 3 (Critical Hits, Poison), Affects Others; Insubstantial 2, Affects Others • 21 points
• Darkness: Burst Area Concealment Attack 4 • 1 point
• Charm Person: Perception Ranged Affliction 6 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Limited to creatures with the Humanoid descriptor, Resistible (Insight) • 1 point
• Cone of Cold: Cone Area Cold Damage 6 • 1 point
• Invisibility: Visual Concealment 4, Affects Others, Passive • 1 point
• Sleep: Perception Ranged Burst Area Affliction 5 (Resisted by Will; Fatigued, Exhausted, Asleep) • 1 point
Equipment:
Chain Shirt: Protection 2 • 2 points
Greatsword: Strength-based Slashing Damage 4, Improved Critical • 5 points
Longbow: Ranged Piercing Damage 3, Extended Range • 7 points
Advantages: Defensive Attack, Equipment 3, Improved Initiative
Skills: Athletics 3 (+7), Close Combat: Sword 1 (+4), Expertise: Magic 4 (+6), Intimidation 0 (+4), Perception 4 (+6), Ranged Combat: Bow 2 (+2), Stealth 0 (-1)
Offenses:
Initiative +4
Greatsword +4, Close, Damage 8
Longbow +2, Ranged, Damage 3
Unarmed +3, Close, Damage 4
Spell-Like Abilities, Varies, Varies
Defenses: Dodge 1, Parry 4, Will 6, Fortitude 7, Toughness 8
Power Points: Abilities 26 + Powers 75 + Advantages 5 + Skills 7 + Defenses 14 = 127
Descriptors: Giant

Oni mages (often called ogre mages) are versatile giants that combine physical and magical prowess in combat, using their prodigious strength to deal out significant amounts of damage while relying on its regeneration ability to shrug off wounds. When found in real danger though, they can duck out quickly using darkness, invisibility, gaseous form, or even their ability of flight.

Given their intelligence and their magical powers, oni prefer to dress as nobility, wearing fine clothing and armor. Despite their intelligence, oni are known to be brutish and wicked. They delight in the suffering of others. They often steal what they want from surrounding communities, be it property or persons (young maidens are their favorite).

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

ETTIN (PL 7)

Post by legend » Tue May 22, 2012 11:21 am

Image
STR 4, STA 4, AGL 2, DEX 0, FGT 4, INT -2, AWE 0, PRE 0
Powers:
Low-Light Vision: Senses 1 (Low-Light Vision) • 1 point
Natural Armor: Protection 4 • 4 points
Size: Growth 3, Permanent, Innate • 3 points
Two Heads: Multiattack 7, Variable Descriptor 2 (any attack effect wielded up to the attack’s rank) • 9 points
Equipment:
Hide: Protection 2 • 2 points
Javelin: Ranged Piercing Damage 2 • 6 points
Morningstar (x2): Strength-based Bludgeoning Damage 3, Variable Descriptor (Bludgeoning, Piercing) • 8 points
Advantages: Equipment 4, Improved Initiative, Languages 3 (Giant, Goblin, Orc), Power Attack, Second Chance 2 (Mind Control, Surprise)
Skills: Acrobatics, Athletics 5 (+9), Close Combat: Morningstar 3 (+7), Intimidation 0 (+1), Perception 6 (+6), Ranged Combat: Throwing 4 (+4), Stealth 0 (-1)
Offenses:
Initiative +6
Morningstar +7, Close, Multiattack Damage 7
Javelin +4, Ranged, Multiattack Damage 2
Unarmed +4, Close, Damage 4
Defenses: Dodge 2, Parry 5, Will 5, Fortitude 7, Toughness 8
Power Points: Abilities 12 + Powers 17 + Advantages 11 + Skills 9 + Defenses 9 = 58
Descriptors: Giant

Ettin are giant-like creatures with two heads, each of which is capable of independent thought, and each controlling one arm for attacking. The left head directs the left arm and right head directs the right arm during combat. They are vicious and unpredictable hunters that stalk the night. Their two heads make them exceptionally sharp-eyed and alert. They are excellent guardsmen and scouts, as a result.

An ettin never bathes if it can help it, which usually leaves it so grimy and dirty that their skin resembles thick, grey hide (Ettins that don't smell bad are rare indeed). Adult ettins are about 13 feet tall, and weight about 5,200 pounds. They live about 75 years. Ettins talk among themselves without difficulty, despite their low intelligence, and a lone Ettin often whiles away the hours chatting to itself.

Ettins are ugly two-headed giants who are vicious and often unpredictable. They resemble ogres or hill giants, with brown skin and heavy tusks in their mouths. They are usually garbed in filthy clothing. Their dual-heads allow them great powers of perception, which many find useful.

Though ettins aren't very intelligent, they are cunning fighters. They prefer to ambush victims rather than charge into a straight fight, but once the battle has started, an ettin fights ferociously until all enemies are dead.

Ettins like to establish themselves in remote, rocky areas. They dwell in dark underground caves that stink of decaying food and offal. They tolerate other creatures, such as orcs if these can be useful in some way. Otherwise, ettins are violently isolationist, crushing trespassers without question.

Ettins are generally solitary, and a mated pair only stays together for a few months after a child is born. Young ettins mature quickly. Within eight to ten months they are self-sufficient enough to go off on their own.

On rare occasions. a particularly strong ettin may gather a small group, or gang of ettins. This gang stays together only as long as the leader is undefeated. Any major defeat shatters the leaders hold over the others and they go separate ways.

Ettins place little value on wealth but are smart enough to understand its value to others. They collect treasures only because it can buy them the service of goblins or orcs. These lesser creatures sometimes build traps around ettins' lairs, or help them fight off powerful opponents.

Locked