Prodigy Duck's Beastiary and More (Allabar)

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Postby prodigyduck » Fri Jun 29, 2007 11:16 am

Servitor_2152 wrote:
prodigyduck wrote:
SKELETON (PL 3, Minion 2)

Powers
Immunity 5 (Slashing and Piercing Weapons; Flaw: Limited -- half effect [-1]) (3pp)


I think Slashing and Piercing each count as one descriptor, so that should probably be Immunity 10, for a total cost of 5pp.

EDIT: Also, why did you bother to purchase Immunity to non-lethal physical and energy damage for the zombie? It makes the beastie awfully expensive for what it does, and anything with no Constitution score takes all damage as lethal anyway.


Looked it up.. you are correct. I'll make some edits.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Fri Jun 29, 2007 11:49 am

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DEMON (Lesser) (PL 10, Minion 12)

Attributes
STR 16 (+3), DEX 16 (+3), CON 16 (+3), INT 16 (+3), WIS 16 (+3), CHA 16 (+3)

Combat
Attack +10, Damage +3 (unarmed), +10 (flaming whip), +10 (hellfire blast), Defense 20 (Flat-Footed 12), Initiative +3

Saves
TGH +10, Fort +8, Ref +8, Will +8

Feats
Dodge Focus 5, Eidetic Memory, Fascinate (any one), Ritualist

Skills
Bluff 6 (+9), Concentration 2 (+5), Diplomacy 7 (+10), Knowledge: Arcane Lore 7 (+10), Notice 4 (+7), Perform: Any One 7 (+10), Search 4 (+7), Sense Motive 7 (+10), Stealth 8 (+11)

Powers
Comprehend 4 (speak, understand, and read all languages) (8pp)
Flight 3 (6pp)
Hellfire Control 10 (20pp)
AP - Blast 5 ("unholy energy" Extra: Alternate Save -- Will [+1], Area -- Cloud [25-ft. diameter; +1], Selective Attack [does not harm Evil creatures; +1], Flaw: Action -- Full-Round [-1]) (1pp)
AP - Drain Constitution 5 ("energy drain" Power Feat: Slow Fade 6 [1 day], Extra: Insidious [+1], Flaw: Action -- Full-Round [-1], Limited -- requires intimate contact [-1], Drawback: Action -- 5 minutes) (1pp)
AP - Illusion 5 (all senses) (1pp)
AP - Mind Control 10 (Extra: Duration -- Continuous [+1], Flaw: Sense-Dependent -- Visual [-1]) (1pp)
AP - Possession 6 (1pp)
AP - Strike 7 ("flame whip" Power Feats: Mighty, Extended Reach, Extra: Penetrating [+1]) (1pp)
AP - Summon Minor Demon 7 (Power Feat: Progression 2 [5 minions], Extra: Horde [+1], Flaw: Action -- Full-Round [-1]) (1pp)
AP - Telepathy 9 (Power Feat: Selective, Subtle) (1pp)
AP - Teleport 6 (Power Feat: Change Direction, Easy, Extra: Accurate [+1]) (1pp)
Immunity 10 (aging, disease, fire damage, poison, suffocation) (10pp)
Morph 4 (humanoid forms; Flaw: Action -- Standard [-2]) (2pp)
Protection 5 (Extra: Impervious 5 [+1], Flaw: Limited -- not vs. holy or magic [-1]) (5pp)
Regeneration 2 (Recovery Rate: Bruised 1, Injured 1) (2pp)
Super-Movement 1 (Dimensional Movement 1 [ethereal]) (2pp)
Super-Senses (Celestial Awareness, Demonic Awareness, Darkvision, Detect Magic [ranged]) (6pp)

Drawbacks
Power Loss (Flight, if wings are restrained) (-1pp)
Weakness (holy objects/places [uncommon, moderate, -1 Con, per minute]) (-5pp)

Ability Scores: 36, Skills 13, Feats 8, Powers 72, Combat 30, Saves 15, Drawbacks –6 = 168

:!: The Lesser Demon is your basic foot-soldier demon. They are also perfect for a succubus/incubus.
Last edited by prodigyduck on Tue Jul 03, 2007 11:49 pm, edited 1 time in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Fri Jun 29, 2007 12:22 pm

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DEMON (PL 14, Minion 18]

Attributes
STR 20 (+5), DEX 18 (+4), CON 20 (+5), INT 20 (+5), WIS 19 (+4), CHA 18 (+4)

Combat
Attack +12 (includes -1 size), Damage +5 (unarmed), +15 (flaming whip or sword), +15 (hellfire blast), Defense 22 (Flat-Footed 13), Initiative +4

Saves
TGH +15, Fort +11, Ref +10, Will +10

Feats
Dodge Focus 6, Eidetic Memory, Fearsome Presence 7 (DC 17, 35-ft.), Ritualist

Skills
Bluff 7 (+11), Concentration 8 (+12), Diplomacy 7 (+11), Gather Information 5 (+9), Intimidate 7 (+11), Knowledge: Arcane Lore 7 (+12), Notice 5 (+9), Search 5 (+10), Sense Motive 7 (+11), Stealth 6 (+6)

Powers
Comprehend 4 (speak, read, and understand all languages) (8pp)
Drain 4 (“unholy aura”; Ability Scores and Combat Traits all at once; Extras: Alternate Save – Willpower [+0], Area – Burst (20-ft. radius; +1), Aura [+1], Duration – Sustained [+2], Flaws: Limited – can only Drain 4 points, no more [-1]) (20pp)
Flight 3 (6pp)
Growth 4 (Power Feat: Innate, Extra: Duration – Continuous [+1]) (17pp)
Hellfire Control 15 (30pp)
AP – Blast 7 (“unholy energy”; Extra: Alternate Save – Willpower [+1], Area – Cloud [35-ft. diameter; +1], Selective Attack [+1], Flaw: Action – Full Round [-1]) (1pp)
AP – Create Object 9 (Power Feats: Innate, Precise, Subtle, Extra: Duration – Continuous [+1], Independent [+0]) (1pp)
AP – Nullify 7 (all magic powers at once; Extra: Duration – Sustained [+1]) (1pp)
AP – Possession 10 (1pp)
AP – Strike 10 ("flame whip or sword" Power Feats: Mighty, Extended Reach, Extra: Penetrating 10 [+1]) (1pp)
AP – Summon 7 (minor demon; Power Feat: Progression 4 – 25 minions, Sacrifice, Extra: Fanatical [+1], Horde [+1], Flaw: Action – Full Round [-1]) (1pp)
AP – Summon 12 (lesser demon; Power Feat: Progression 2 – 5 minions, Sacrifice, Extra: Horde [+1], Flaw: Action – Full Round [-1]) (1pp)
AP – Telekinesis 10 (Extra: Damaging [+1]) (1pp)
AP – Telepathy 14 (Power Feats: Selective, Subtle) (1pp)
AP – Teleport 9 (Power Feats: Change Direction, Easy, Extra: Accurate [+1]) (1pp)
Immunity 10 (aging, disease, fire damage, poison, suffocation) (10pp)
Morph 4 (any humanoid; Flaw: Action – Standard [-2]) (2pp)
Protection 10 (Extra: Impervious [+1], Flaws: Limited – not vs. Holy [-1]) (10pp)
Regeneration 5 (Bruised 1, Injured 4) (5pp)
Super-Movement 1 (dimensional move [ethereal plane]) (2pp)
Super-Senses 16 (Celestial Awareness, Demonic Awareness, Darkvision, Detect Magic [ranged], True Sight) (16pp)
Super-Strength 2 (1.5 tons heavy lift) (4pp)

Drawbacks
Power Loss (Flight, if wings are restricted) (-1pp)
Weakness (holy objects/places [uncommon, moderate, -1 Con, per minute] (-5pp)

Ability Scores: 42, Skills 16, Feats 15, Powers 140, Combat 40, Saves 18, Drawbacks –6 = 265

:!: These demons are just shy of being Balrogs. They are powerful enough to take on superheroes, and would slaughter any normal adventuring party.
Last edited by prodigyduck on Tue Jul 03, 2007 11:50 pm, edited 1 time in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Fri Jun 29, 2007 12:25 pm

The Minor, Lesser, and regular Demon descriptions above were actually created by my roommate. His demons were so cool, I just had to use them.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Fri Jun 29, 2007 12:41 pm

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GHOUL (PL 2, Minion 6)

Attributes
STR 13 (+1), DEX 15 (+2), CON -- (--), INT 13 (+1), WIS 14 (+2), CHA 12 (+1)

Combat
Attack +1, Damage +1 (unarmed; plus Paralyze), +3 (sneak attack), Defense 11 (Flat-Footed 10), Initiative +2

Saves
TGH +3, Fort --, Ref +2, Will +5

Feats
Sneak Attack

Skills
Acrobatics 4 (+6), Climb 4 (+5), Notice 4 (+6), Stealth 4 (+6)

Powers
Drain Constitution and Dexterity 2 ("ghoul fever" Power Feats: Slow Fade 6 [1 day], Extra: Disease [+2], Linked to bite [+0], Flaw: Requires Grapple [-1]) (14pp)
Immunity 32 (Critical Hits, Fortitude Effects) (32pp)
Paralyze 2 (Extra: Linked to unarmed [+0]) (4pp)
Protection 3 (3pp)
Regeneration 5 (Recovery Check 5 [allows Recovery Checks at +0]) (5pp)
Super-Senses 2 (Darkvision) (2pp)

Ability Scores: 7, Skills 4, Feats 1, Powers 60, Combat 4, Saves 3, Drawbacks –0 = 79
Last edited by prodigyduck on Tue Jul 03, 2007 11:38 pm, edited 1 time in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Fri Jun 29, 2007 12:50 pm

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GRIFFON (PL 6, Minion 5)

Attributes
STR 18 (+4), DEX 15 (+2), CON 16 (+3), INT 5 (-3), WIS 13 (+1), CHA 8 (-1)

Combat
Attack +6 (+8 bite; includes -1 size), Damage +4 (unarmed), Defense 13 (Flat-Footed 11), Initiative +2

Saves
TGH +6, Fort +8, Ref +7, Will +3

Feats
Attack Specialization (bite), Split Attack (claws)

Skills
Acrobatics 4 (+6), Notice 8 (+9)

Powers
Flight 4 (8pp)
Growth 4 (Power Feat: Innate, Extra: Duration -- Continuous [+1], Flaw: Permanent [-1]) (13pp)
Protection 3 (3pp)
Super-Senses 5 (Darkvision, Extended Vision, Low-Light Vision, Scent) (5pp)

Drawbacks
Disability (mute [very common, moderate]) (-4pp)
Disability (no hands [very common, moderate) (-4pp)
Power Loss (Flight, if wings are restricted) (-1pp)

Ability Scores: 3, Skills 3, Feats 2, Powers 29, Combat 22, Saves 12, Drawbacks –9 = 62
Last edited by prodigyduck on Tue Oct 09, 2007 12:47 pm, edited 2 times in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Fri Jun 29, 2007 1:04 pm

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HELLHOUND (PL 5, Minion 4)

Attributes
STR 13 (+1), DEX 13 (+1), CON 13 (+1), INT 6 (-2), WIS 10 (+0), CHA 6 (-2)

Combat
Attack +4, Damage +1 (unarmed), +2 (fiery bite), +3 (fire breath), Defense 14 (Flat-Footed 12), Initiative +5

Saves
TGH +5, Fort +5, Ref +5, Will +4

Feats
Improved Initiative

Skills
Acrobatics 8 (+9), Notice 4 (+4), Stealth 8 (+9), Survival 8 (+8]

Powers
Hellfire Control 3 (“breath weapon”; Extra: Area – Cone [30-ft.; +1], Flaw: Range – Touch [-1]) (6pp)
AP – Strike 1 (“fiery bite”; Power Feat: Mighty) (1pp)
Immunity 8 (Aging, Fire Damage, Sleep, Sustenance) (8pp)
Protection 4 (4pp)
Super-Senses 4 (Darkvision, Scent, Tracking) (4pp)

Drawbacks
Disability (mute [very common, moderate]) (-4pp)
Disability (no hands [very common, moderate]) (-4pp)
Vulnerable (cold damage [uncommon, moderate) (-2pp)

Ability Scores: 1, Skills 7, Feats 1, Powers 23, Combat 16, Saves 16, Drawbacks –10 = 54
Last edited by prodigyduck on Tue Oct 09, 2007 12:53 pm, edited 2 times in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Fri Jun 29, 2007 2:05 pm

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GLASYA (PL 13)

Attributes
STR 23 (+6), DEX 30 (+10), CON 21 (+5), INT 20 (+5), WIS 20 (+5), CHA 26 (+8]

Combat
Attack +11 (includes -1 size), Damage +6 (unarmed), +9 (Sword of Speed), +8 (hellfire blast), Defense 21 (Flat-Footed 15), Initiative +14

Saves
TGH +14, Fort +16, Ref +21, Will +16

Feats
Attractive 2, Benefit (daughter of Asmodeus), Improved Initiative, Ritualist

Skills
Bluff 20 (+28], Concentration 20 (+25), Diplomacy 20 (+28], Disguise 20 (+28], Intimidate 16 (+24), Knowledge: Arcane Lore 8 (+13), Knowledge: Nobility and Royalty 8 (+13), Knowledge: Religion 8 (+13), Knowledge: The Planes 4 (+9), Language 3 (Celestial, Draconic, Mabrahoring [Infernal is native]), Notice 12 (+17), Search 8 (+13), Stealth 20 (+30)

Powers
Comprehend 4 (speak, understand, and read any language) (8pp)
Device 2 (Sword of Speed; easy to remove) (6pp)
-- Strike 3 (Power Feat: Improved Critical, Mighty, Seize Initiative, Extra: Penetrating [+1])
Drain 4 (“unholy aura”; Ability Scores and Combat Traits all at once; Extras: Alternate Save – Willpower [+0], Area – Burst [20-ft. radius; +1], Aura [+1], Duration – Sustained [+2], Flaws: Limited – can only Drain 4 points, no more [-1]) (24pp)
Flight 3 (6pp)
Growth 4 (Power Feat: Innate, Extra: Duration – Continuous [+1], Flaw: Permanent [-1]) (13pp)
Immunity 10 (aging, disease, fire damage, poison, suffocation) (10pp)
Morph 4 (any form; Flaw: Action – Standard [-2]) (4pp)
Protection 9 (Extra: Impervious [+1], Flaw: Limited – not vs. holy or magic [-1]) (9pp)
Regeneration 9 (Bruised 3, Injured 6) (9pp)
Summon 18 (demon; Extra: Duration – Continuous [+1], Fanatical [+1], Flaw: Action – Full-Round [-1], Requires Concentration Check [-1]) (36pp)
AP – Animate Objects 2 (Power Feat: Progression 5 [50 objects], Extra: Horde [+1], Flaw: Limited – Corpses only [skeletons and zombies; -1]) (1pp)
AP – Concealment 4 (all visual senses) (1pp)
AP – Create Objects 8 (Power Feats: Innate, Precise, Subtle, Extra: Duration – Continuous [+1], Independent [+0], Total Fade [+1])
AP – Drain Constitution 8 (Power Feat: Slow Fade 6 [1 day]) (1pp)
AP – Hellfire Control 8 (1pp)
AP – Illusion 8 (all senses) (1pp)
AP – Mind Control 8 (Extra: Duration – Continuous [+2], Flaw: Sense-Dependent – Visual [-1]) (1pp)
AP – Nullify Magic 16 (all magic effects at once) (1pp)
AP – Paralyze 8 (Extra: Range – Ranged [+1]) (1pp)
AP – Summon 12 (lesser demons; Power Feat: Progression 2 [5 lesser demons], Sacrifice, Extra: Duration – Continuous [+1], Fanatical [+1], Flaw: Action – Full-Round [-1]) (1pp)
AP – Telepathy 8 (Power Feat: Selective, Subtle) (1pp)
AP – Teleport 9 (Power Feats: Change Direction, Easy, Extra: Accurate [+1]) (1pp)
AP – Transform 8 (any corpse into Undead; Extra: Duration – Continuous [+1], Flaw: Range – Touch [-1]) (1pp)
AP – Ward 16 (vs. good; Extra: Duration – Sustained [+1]) (1pp)
Super-Senses 18 (Celestial Awareness, Demonic Awareness, Darkvision, Detect Good [ranged], Detect Magic [ranged], True Sight) (18pp)

Drawbacks
Power Loss (Flight, if wings are immobilized) (-1pp)
Weakness (holy objects / locations; -1 Con, every minute) (-5pp)

Ability Scores: 68, Skills 42, Feats 5, Powers 157, Combat 48, Saves 33, Drawbacks –6 = 371

:arrow: EDIT: Altered Glasya's Combat Traits to reflect a different scale I have been thiking about. It seems to work better and might allow PCs to eventually face named Demons/Devils without feeling totally useless.

:arrow: EDIT: I forgot one of my own rules regarding converting 3rd Edition DCs to MnM Ranks. Had to redu Glasya entirely (she is now PL 13, instead of 19 due to changes).
Last edited by prodigyduck on Wed Aug 22, 2007 2:30 pm, edited 3 times in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Fri Jun 29, 2007 4:16 pm

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ORCUS, Demon Prince of the Undead (PL 20)

Attributes
STR 39 (+14), DEX 25 (+7), CON 43 (+16), INT 29 (+9), WIS 22 (+6), CHA 21 (+5)

Combat
Attack +13 (+15 w/Wand of Orcus; includes -1 size), Damage +14 (unarmed), +17 (Wand of Orcus), Defense 23 (Flat-Footed 16), Initiative +7

Saves
TGH +26, Fort +23, Ref +18, Will +17

Feats
Ambidexterity, Attack Specialization (Wand of Orcus), Artificer, Benefit (Demon Prince of Thanatos), Improved Critical (Wand of Orcus), Power Attack, Takedown Attack

Skills
Bluff +20 (+25), Concentration +20 (+26), Craft: Artistic +16 (+25), Craft: Chemical +20 (+29), Diplomacy +20 (+25), Escape Artist +16 (+23), Intimidate +20 (+25), Knowledge: Arcane Lore +20 (+29), Knowledge: Religion +20 (+29), Knowledge: The Planes +20 (+29), Notice +20 (+26), Search +20 (+29), Sense Motive +20 (+26), Stealth +16 (+19)

Powers
Comprehend 4 (speak, understand, and read all languages) (8pp)
Device 6 (“Wand of Orcus” easy to remove; Power Feat: Restricted – chosen of Orcus only) (19pp)
-- Strike 3 (Power Feats: Mighty, Extra: Linked – Drain Constitution 15 [Power Feat: Slow Fade 6 – 1/day], Penetrating [+1])
AP – Drain 4 (“unholy aura”; Ability Scores and Combat Traits all at once; Extras: Alternate Save – Willpower [+0], Area – Burst [20-ft. radius; +1], Aura [+1], Duration – Sustained [+2], Flaws: Limited – can only Drain 4 points, no more [-1])
Flight 3 (6pp)
Growth 4 (Power Feat: Innate, Extra: Duration – Continuous) (17pp)
Immunity 12 (Aging, Disease, Electrical Damage, Poison, Sleep, Suffocation, Sustenance) (12pp)
Impervious Toughness 20 (Flaw: Limited – not vs. magic or holy) (10pp)
Magic 13 (Telekinesis; Power Feat: Alternate Power 13 [select 13 Alternate Powers as “spells”], Subtle, Extra: Damaging [+1]) (53pp)
Morph 4 (any form; Flaw: Action – Standard [-2]) (4pp)
Protection 10 (10pp)
Summon Undead 10 (Power Feat: Progression 5 [50 undead], Extra: Duration – Continuous [+1], Horde [+1], Type [undead; +1], Flaws: Action – Full-Round [-1]) (45pp)
AP – Animate Objects 2 (Power Feat: Progression 8 [500 objects], Extra: Duration – Continuous [+1], Horde [+1], Flaw: Limited – corpses only [skeletons and zombies; -1]) (1pp)
AP – Blast 5 (“lightning bolt” Extra: Area – Line [50-ft.; +1], Flaw: Range – Touch [-1]) (1pp)
AP – Create Object 5 (Power Feat: Innate, Precise, Subtle, Extra: Independent [+0], Total Fade [+1]) (1pp)
AP – Drain Intelligence 5 (Extra: Range – Ranged [+1]) (1pp)
AP – Emotion Control 5 (Extra: Independent [+0], Total Fade [+1], Flaw: Limited – fear only [-1]) (1pp)
AP – Mind Control 5 (Extra: Duration – Continuous [+2], Flaw: Sense-Dependent – Visual [-1]) (1pp)
AP – Nullify 10 (all magic effects at once) (1pp)
AP – Obscure 5 (vision; Extra: Independent [+0], Total Fade [+1]) (1pp)
AP – Summon 12 (lesser demons; Power Feat: Progression 3 [10 lesser demons], Sacrifice, Extra: Duration – Continuous [+1], Horde [+1], Flaws: Action – Full-Round [-1]) (1pp)
AP - Telepathy 10 (Power Feat: Selective, Subtle) (1pp)
AP – Teleport 9 (Power Feats: Change Direction, Easy, Extra: Accurate [+1]) (1pp)
AP – Transform 5 (any corpse into Undead; Extra: Duration – Continuous [+1], Flaw: Range – Touch [-1]) (1pp)
AP – Ward 5 (Extra: Duration – Sustained [+1], Independent [+0], Total Fade [+1]) (1pp)
Super-Senses 6 (Darkvision, Detect Good [ranged], See Invisibility [vision, counters concealment]) (6pp)

Drawbacks
Power Loss (Flight, if wings are immobilized) (-1pp)
Power Loss (Magic, if unable to speak or gesture) (-2pp)
Weakness (holy objects / locations; -1 Con, every minute) (-5pp)

Ability Scores: 107, Skills 67, Feats 7, Powers 203, Combat 56, Saves 29, Drawbacks –8 = 461
Last edited by prodigyduck on Tue Jul 03, 2007 11:20 pm, edited 2 times in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby Servitor_2152 » Fri Jun 29, 2007 4:30 pm

prodigyduck wrote::arrow: EDIT: Altered Glasya's Combat Traits to reflect a different scale I have been thiking about. It seems to work better and might allow PCs to eventually face named Demons/Devils without feeling totally useless.

:arrow: EDIT: I forgot one of my own rules regarding converting 3rd Edition DCs to MnM Ranks. Had to redu Glasya entirely (she is now PL 13, instead of 19 due to changes).


If you don't mind my asking, what are your rules for converting d20 over to MnM? I've been doing it a certain way for my Iron Kingdoms conversions, and I'd like to see how other people approach the process.

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Postby Geraturatu » Fri Jun 29, 2007 5:30 pm

prodigyduck wrote:ORCUS, Demon Prince of the Undead (PL 20)


I actually saw him as higher than PL 20 since he was epic in DnD, and that was even before they made more powerful (and fitting) versions of them.

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Postby Arnwolf » Fri Jun 29, 2007 5:59 pm

I love your write-ups, but I think your succubus should have the
attractive feat (at least once).

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Postby prodigyduck » Fri Jun 29, 2007 7:08 pm

Arnwolf wrote:I love your write-ups, but I think your succubus should have the
attractive feat (at least once).


I did not give the Lesser Demon the Attractive feat, as it is also intended for demonic minions and soldiers (many of whom would not qualify for Attractiveness). It is easy enough to add one or two ranks of Attractive, as it will not alter their Minion Summon PL.
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Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Fri Jun 29, 2007 7:23 pm

As for my Monster Conversions, I have several guidlines that I follow.

In general, I pay attention to the guidelines listed in the 3rd Edition Monster Manual for each creature's Type (Outsider, Humanoid, etc.). I have constructed a basic chart with Attack Bonuses and Saving Throws (pretty much like the one at the beginning of the Class section from the Player's Handbook).

For example, were I converting a 6 Hit Die Aberration, it would have an Attack and Defense Bonus of +4 (as Aberrations have "Fair" Combat Values). Aberrations have Good Will saves, so the example creature has Fort +2, Ref +2, and Will +5 (to be modified by Ability Score bonuses, of course).

When it comes to the powers of a creature, I pay attention to the DCs of the power's saving throw. If the Monster Manual says the saving throw DC is 15, then I give the equivalent MnM power a rank of 5 (at the save will be DC 15). I find it to be very intuitive.

It is important to pay attention to the little details of a monster's powers. For example, the Water Elemental has a variety of special tricks and abilities associated with its "Water Mastery" power. This had to be broken up into Telekinesis, Enhanced Attack Bonus, and several other Traits. One should use their judgement in such cases.

As for Protection, I usually give the creatures a number of ranks of Protection equal to their natural armor. Now, sometimes, the creature just has an unbelieveable Natural Armor score. In these cases, I try to use my judgement on trying to get it on the same PL as the Monster Manual's Challenge Rating. This can sometimes be done by simply dividing the Natural Armor in half or even thirds (in extreme cases).

If there is anything folks are a little unsure about, just let me know.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Fri Jun 29, 2007 7:27 pm

As for starting an actual MnM Fantasy Campaign, I suggest starting characters around PL 6 to 8, with anywhere between 100 to 120 starting Power Points. Use the Heroic PLs, rather than the Agent rules (for those who use Agents of Freedom), as the characters should have actual Powers (be it magic, or "super-skills").
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.


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