Prodigy Duck's Beastiary and More (Allabar)

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Libra
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Post by Libra » Tue Sep 11, 2007 12:49 pm

8)

<Whistles the last bars of The Simpsons theme.>
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prodigyduck
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Post by prodigyduck » Tue Sep 11, 2007 12:57 pm

Image

PLANETAR (Angel) (PL 16, Minion 38]

Attributes
STR 25 (+7), DEX 19 (+4), CON 20 (+5), INT 22 (+6), WIS 23 (+6), CHA 22 (+6)

Combat
Attack +13 (+15 greatsword; includes -1 size), Damage +7 (unarmed), +13 (greatsword), Defense 23 (Flat-Footed 16), Initiative +8

Saves
TGH +19, Fort +14, Ref +13, Will +15

Feats
Blind-Fight, Improved Initiative, Improved Sunder, Power Attack, Takedown Attack

Skills
Concentration 16 (+22), Craft or Knowledge: Any Four 17 (+23), Diplomacy 19 (+25), Escape Artist 17 (+21), Intimidate 17 (+23), Language 2 (Draconic, Infernal [Celestial is native]), Notice 17 (+23), Search 17 (+23), Sense Motive 17 (+23), Stealth 17 (+17)

Powers
Comprehend 4 (languages) (8pp)
Device 3 (Magic Greatsword; easy to remove) (9pp)
-- Strike 6 (Power Feat: Accurate, Improved Critical, Mighty, Extra: Penetrating [+1])
Flight 3 (6pp)
Growth 4 (Power Feat: Innate, Extra: Duration – Continuous [+1]) (17pp)
Immunity 15 (Acid Damage, Aging, Cold Damage, Petrification Effects, Sleep, Sustenance) (15pp)
Impervious Toughness 10 (10pp)
Magic 17 (Healing; Power Feat: Alternate Power 17 [select 17 Alternate Powers as “divine spells”) (51pp)
Mind Control 14 (Power Feat: Slow Fade 6 [1 day/pp], Extra: Area – Burst [75-ft. radius; +1], Duration – Sustained [+1], Independent [+0], Total Fade [+1]) (76pp)
AP – Blast 10 (“holy smite” Flaw: Limited – not vs. good creatures [-1]) + Dazzle 10 (visual; Extra: Linked [+0], Flaw: Limited – not vs. good creatures [-1]) (1pp)
AP – Blast 11 (“flame strike” Extra: Area – Cylinder [55-ft.; +1]) (1pp)
AP – Concealment 4 (all visual; Power Feat: Slow Fade 3 [20 minutes/pp], Extra: Independent [+0], Total Fade [+1], Flaw: Action – Standard [-2], Passive [-1]) (1pp)
AP – Create Object 12 (“blade barrier” Extra: Independent [+0], Total Fade [+1], FEATURES: Damage 12 [Autofire]) (1pp)
AP – Earth Control 14 (“earthquake” Power Feat: Progression 9 [area], Extra: Area – Burst [14-mile radius; +1], Damaging [+1], Independent [+0], Total Fade [+1], Flaw: Limited – only vs. grounded targets [-1]) (1pp)
AP – Emotion Control 7 (Extra: Area – Burst [35-ft. radius; +1], Independent [+0], Total Fade [+1], Flaw: Limited – calm only [-1]) (1pp)
AP – Environmental Control 3 (“continual flame” light [25-ft. radius]; Extra: Duration – Continuous [+1]) (1pp)
AP – Fatigue 11 (Extra: Area – Cone [120-ft.; +1]) (1pp)
AP – Healing 13 (Extra: Restoration [+1]) (1pp)
AP – Healing 16 (Extra: Resurrection [+1]) (1pp)
AP – Nullify Curses 9 (all effects at once; Flaw: Range – Touch [-1]) (1pp)
AP – Nullify Diseases 9 (all effects at once; Flaw: Range – Touch [-1]) (1pp)
AP – Nullify Magic 16 (all effects at once) (1pp)
AP – Stun 15 (“power word: stun” Extra: Range – Perception [+2], Flaw: Sense-Dependent – Hearing [-1]) (1pp)
AP – Super-Senses 4 (“speak with dead” Postcognition; Flaw: Limited – knowledge of corpse [-1], Drawback: Power Loss without corpse [uncommon, minor]) (1pp)
Morph 4 (humanoid forms; Flaw: Action – Standard [-2]) (2pp)
Nullify 20 (all magic effects at once; Extra: Power Resistance [+1]) (60pp)
Protection 14 (14pp)
Regeneration 9 (Recovery Rate: Bruised 3 [no action], Injured 6 [no action]) (9pp)
Super-Senses 19 (Darkvision, Detect Evil [ranged], Detect Lies [ranged, hearing], Detect Snares and Pits [ranged], Low-Light Vision, True Sight) (19pp)
Ward 5 (vs. evil [25-ft. radius]; Extra: Aura [+1], Duration – Continuous [+1]) (15pp)
Linked – Enhanced Fortitude Save 4 (Power Feat: Selective [good creatures], Extra: Affects Others [others only +0], Area – Burst [20-ft. radius; +1]) (9pp)
Linked – Enhanced Reflex Save 4 (Power Feat: Selective [good creatures], Extra: Affects Others [others only +0], Area – Burst [20-ft. radius; +1]) (9pp)
Linked – Enhanced Willpower Save 4 (Power Feat: Selective [good creatures], Extra: Affects Others [others only +0], Area – Burst [20-ft. radius; +1]) (9pp)
Linked – Immunity 5 (Mind Control Effects; Extra: Area – Burst [25-ft. radius; +1]) (10pp)
Linked – Shield 4 (Power Feat: Selective [good creatures], Extra: Affects Others [others only +0], Area – Burst [20-ft. radius; +1]) (9pp)

Drawbacks
Power Loss (Flight, if wings are restricted) (-1pp)
Power Loss (Impervious Toughness, Regeneration; vs. unholy) (-2pp)
Power Loss (Magic, if unable to speak or gesture) (-2pp)

Ability Scores: 59, Skills 52, Feats 5, Powers 372, Combat 56, Saves 27, Drawbacks –5 = 566
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

Libra
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Post by Libra » Tue Sep 11, 2007 1:02 pm

That's one intimidating celestial. I can't wait to unleash it on some unsuspecting Daemon. . . :twisted:
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prodigyduck
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Post by prodigyduck » Thu Sep 13, 2007 12:22 am

Image

MEZZOLOTH (Yugoloth) (PL 8, Minion 13)

Attributes
STR 16 (+3), DEX 11 (+0), CON 13 (+1), INT 7 (-2), WIS 10 (+0), CHA 14 (+2)

Combat
Attack +8 (+10 trident), Damage +3 (unarmed), +6 (trident), Defense 18 (Flat-Footed 14), Initiative +4

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

Feats
Attack Specialization (trident), Equipment 2, Improved Critical (trident), Improved Initiative

Skills
Intimidate 11 (+13), Knowledge: The Planes 11 (+9), Language 2 (Draconic, Infernal [Abyssal is native]), Notice 11 (+11), Stealth 11 (+11)

Powers
Additional Limbs 2 (2 extra arms; Power Feat: Innate) (3pp)
Comprehend 4 (languages) (8pp)
Drain Constitution 7 (“cloudkill” Extra: Area – Cloud [35-ft. diameter; +1], Poison [+1], Range – Ranged [+1]) (32pp)
AP – Blast 4 (“produce flame”) (1pp)
AP – Emotion Control 3 (Extra: Independent [+0], Total Fade [+1], Flaw: Limited – fear only [-1]) (1pp)
AP – Nullify Magic 5 (all magic effects at once) (1pp)
AP – Obscure 3 (visual [25-ft. radius]; Power Feat: Slow Fade 2 [5 minutes/pp], Extra: Independent [+0], Total Fade [+1]) (1pp)
AP – Summon Mezzoloth 13 (Extra: Duration – Continuous [+1], Flaw: Action – Full-Round [-1]) (1pp)
AP – Telepathy 8 (Power Feat: Selective, Subtle) (1pp)
AP – Teleport 9 (Power Feat: Change Direction, Easy, Extra: Accurate [+1]) (1pp)
Immunity 9 (Acid Damage, Aging, Poison, Sleep, Sustenance) (9pp)
Impervious Toughness 8 (8pp)
Nullify 12 (all magic effects at once; Extra: Power Resistance [+1]) (36pp)
Protection 7 (7pp)
Super-Senses 4 (Darkvision, See Invisbility) (4pp)

Equipment
Trident (as Spear)

Drawbacks
Power Loss (Impervious Toughness, not vs. holy) (-1pp)
Weakness (holy objects / locations; -1 Con, every minute) (-5pp)

Ability Scores: 11, Skills 12, Feats 5, Powers 114, Combat 32, Saves 18, Drawbacks –6 = 186
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

Libra
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Post by Libra » Thu Sep 13, 2007 8:09 am

Ah, that'll be target number one then. . . :twisted:
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

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prodigyduck
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Post by prodigyduck » Thu Sep 13, 2007 10:26 am

Image

NYCALOTH (Yugoloth) (PL 10, Minion 18]

Attributes
STR 20 (+5), DEX 14 (+2), CON 17 (+3), INT 13 (+1), WIS 10 (+0), CHA 16 (+3)

Combat
Attack +10 (includes -1 size), Damage +5 (unarmed), +8 (axe), Defense 21 (Flat-Footed 14), Initiative +2

Saves
TGH +9, Fort +10, Ref +9, Will +7

Feats
Dodge Focus 1, Equipment 1, Improved Grab, Move-By Action, Power Attack

Skills
Bluff 14 (+17), Concentration 17 (+17), Diplomacy 4 (+7), Intimidate 2 (+5), Knowledge: Arcane Lore 7 (+8], Knowledge: The Planes 7 (+8], Language 2 (Draconic, Infernal [Abyssal is native]), Notice 14 (+14), Search 7 (+8], Sense Motive 14 (+14), Stealth 14 (+12)

Powers
Additional Limbs 2 (2 extra arms; Power Feat: Innate) (3pp)
Comprehend 4 (languages) (8pp)
Flight 3 (6pp)
Growth 4 (Power Feat: Innate, Extra: Duration – Continuous [+1], Flaw: Permanent [-1]) (13pp)
Immunity 9 (Acid Damage, Aging, Poison, Sleep, Sustenance) (9pp)
Impervious Toughness 9 (9pp)
Nullify Magic 14 (all effects at once; Extra: Power Resistance [+1]) (42pp)
Protection 6 (6pp)
Secondary Effect ("wounding" with unarmed [+1]; Power Feat: Incurable) (6pp)
Summon Mezzoloth 13 (Power Feat: Progression 1 [2 mezzoloths], Extra: Duration – Continuous [+1], Horde [+1], Flaw: Action – Full-Round [-1]) (40pp)
AP – Concealment 4 (“invisibility” all visual; Power Feat: Slow Fade 3 [20 minutes/pp], Extra: Independent [+0], Total Fade [+1], Flaw: Action – Standard [-2]) (1pp)
AP – Emotion Control 7 (Extra: Area – Cone [70-ft.; +1], Independent [+0], Total Fade [+1], Flaw: Limited – fear only [-1], Range – Touch [-2]) (1pp)
AP – Obscure 4 (“deeper darkness” Power Feat: Slow Fade 6 [1 day/pp], Extra: Independent [+0], Total Fade [+1]) (1pp)
AP – Summon Nycaloth 15 (Extra: Duration – Continuous [+1], Flaw: Action – Full-Round [-1]) (1pp)
AP – Telepathy 10 (Power Feat: Selective, Subtle) (1pp)
AP – Teleport 9 (Power Feat: Change Direction, Easy, Extra: Accurate [+1]) (1pp)
Super-Senses 4 (Darkvision, See Invisibility) (4pp)

Equipment
Axe

Drawbacks
Power Loss (Flight, if wings are restricted) (-1pp)
Power Loss (Impervious Toughness, not vs. holy) (-1pp)
Weakness (holy objects / locations; -1 Con, every minute) (-5pp)

Ability Scores: 18, Skills 26, Feats 5, Powers 152, Combat 44, Saves 21, Drawbacks –7 = 259
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

Libra
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Post by Libra » Thu Sep 13, 2007 10:49 am

Good builds as always Prodigy.

Good quality, rather than moral alignment, to be precise. 8)
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.

prodigyduck
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Post by prodigyduck » Thu Sep 13, 2007 11:37 am

Libra wrote:Good builds as always Prodigy.

Good quality, rather than moral alignment, to be precise. 8)
:lol:
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
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Post by prodigyduck » Thu Sep 13, 2007 11:50 am

Image

ULTRALOTH (Yugoloth) (PL 15, Minion 22)

Attributes
STR 13 (+1), DEX 16 (+3), CON 13 (+1), INT 16 (+3), WIS 15 (+2), CHA 19 (+4)

Combat
Attack +13, Damage +1 (unarmed), +4 (sword), Defense 23 (Flat-Footed 16), Initiative +7

Saves
TGH +9, Fort +9, Ref +11, Will +10

Feats
Attack Specialization (rays), Equipment 1, Improved Initiative, Precise Shot

Skills
Bluff 16 (+20), Concentration 15 (+17), Diplomacy 20 (+24), Intimidate 18 (+22), Knowledge: Arcane Lore 16 (+19), Knowledge: The Planes 16 (+19), Language 2 (Draconic, Infernal [Abyssal is native]), Notice 8 (+10), Search 16 (+19), Sense Motive 16 (+18], Stealth 16 (+19)

Powers
Comprehend 4 (languages) (8pp)
Enhanced Feat 1 (“hypnotic gaze” Fascinate [Bluff]) (1pp)
Immunity 9 (Acid Damage, Aging, Poison, Sleep, Sustenance) (9pp)
Impervious Toughness 9 (9pp)
Morph 4 (any humanoid form; Flaw: Action – Standard [-2]) (2pp)
Nullify 15 (all magic effects at once; Extra: Power Resistance [+1]) (45pp)
Protection 8 (8pp)
Summon Yugoloths 18 (Power Feat: Progression 2 [5 yugoloths], Extra: Duration – Continuous [+1], Horde [+1], Type [narrow – any “lesser” yugoloth; +1], Flaw: Action – Full-Round [-1]) (74pp)
AP – Concealment 4 (“invisibility” all visual; Power Feat: Slow Fade 3 [20 minutes/pp], Extra: Independent [+0], Total Fade [+1], Flaw: Action – Standard [-2]) (1pp)
AP – Create Object 9 (“wall of fire” Extra: Independent [+0], Total Fade [+1]; FEATURES: Damage 9) (1pp)
AP – Dazzle 6 (visual) (1pp)
AP – Emotion Control 7 (Extra: Area – Cone [70-ft.; +1], Independent [+0], Total Fade [+1], Flaw: Limited – fear only [-1], Range – Touch [-2]) (1pp)
AP – ESP 9 (“scrying” visual and hearing; Power Feat: Slow Fade 1 [1 minute/pp], Extra: Duration – Sustained [+1], Independent [+0], Total Fade [+1]) (1pp)
AP – Insubstantial 2 (“gaseous form”) + Flight 1 (Extra: Linked [+0]) (1pp)
AP – Mind Control 10 (Power Feat: Slow Fade 6 [1 day/pp], Extra: Duration – Sustained [+1], Independent [+0], Total Fade [+1]) (1pp)
AP – Obscure 4 (“deeper darkness” Power Feat: Slow Fade 6 [1 day/pp], Extra: Independent [+0], Total Fade [+1]) (1pp)
AP – Summon Prying Eyes 3 (Power Feat: Progression 3 [10 eyes], Slow Fade 4 [1 hour/pp], Extra: Independent [+0], Horde [+1], Total Fade [+1]) (1pp)
AP – Summon Ultraloth 22 (Extra: Duration – Continuous [+1], Flaw: Action – Full-Round [-1]) (1pp)
AP – Telepathy 15 (Power Feat: Selective, Subtle) (1pp)
AP – Teleport 9 (Power Feat: Change Direction, Easy, Extra: Accurate [+1]) (1pp)
AP – Variable Power 13 (any one power with the “Magic Symbol” descriptor [4pp/rank]) (1pp)
Super-Senses 4 (Darkvision, See Invisibility) (4pp)

Equipment
Sword

Drawbacks
Power Loss (Impervious Toughness, not vs. holy) (-1pp)
Weakness (holy objects / locations; -1 Con, every minute) (-5pp)

Ability Scores: 32, Skills 40, Feats 4, Powers 173, Combat 52, Saves 24, Drawbacks –6 = 319

:!: For being the "undisputed masters of the Yugoloths, Ultraloths are'nt very powerful. The only reason they are PL 15 is due to some of their Skill Ranks, othersies, they would only be PL 11.

:!: If anyone is curious how to create a "Symbol", here is an example:

"Symbol of Death" Drain Constitution 12 (Power Feat: Trigger, Extra: Area -- Burst [60-ft. radius; +1], Duration -- Continuous [trigger; +3])
PRYING EYES
STR: 1, DEX: 10, CON: --, INT: --, WIS: 10, CHA: --
Combat: Attack +8, Damage -5, Defense +8, Initiative +0
Saves: TGH -4, Fort --, Ref +0, Will +0
Skills: Notice 12 (+12), Stealth 0 (+16)
Powers: (2) Flight 1
(30) Immunity 30 (Fortitude effects)
(17) Shrinking 16 (Power Feat: Innate, Extra: Duration – Continuous [+1], Flaw: Permanent [-1])
(2) Super-Senses 2 (Radius Vision)
Drawbacks: (4) Disability (no hands [very common, moderate])
Power Points: Abilities -14, Skills 4, Feats 0, Powers 51, Combat 0, Saves 0, - Drawbacks 4 = 37
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
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Post by prodigyduck » Thu Sep 13, 2007 11:54 am

Looking at all the creatures I have converted already, it looks like I've mostly got Devils, Demons, and the occasional other Outsider on my plate for a while.

I recently picked up a copy of the World of Warcraft Monster Guide, which should also be a fun task to convert.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

Servitor_2152
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Post by Servitor_2152 » Thu Sep 13, 2007 11:58 am

prodigyduck wrote:I recently picked up a copy of the World of Warcraft Monster Guide, which should also be a fun task to convert.
Woohoo! :D
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fireinthedust
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Post by fireinthedust » Fri Sep 14, 2007 1:32 pm

before I put it off again: brilliant, and it's going to be massively useful for my new DnD MnM campaign (ie: fantasy setting using MnM 2nd ed.). it's PL8, but should be fun. Any recommendations for monsters for a newbie MnM DM? like, what you recommend?


Also: I'd love to see some magic items (equipment, etc.) and racial packages (like drow: attractive, darkvision, immunity: aging, etc.) for PCs and villains. This in addition to the standard character you've got, for races that're generally converted.

Question: if I had a master vampire, and I wanted to work in Hivemind (to trip up holy symbol-use; the master saves and so all the minions do, etc.), how would you work that? I'd enjoy seeing a nifty master vampire type.

Libra
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Post by Libra » Sat Sep 15, 2007 5:13 am

Warcraft beasties, eh?

That sounds like a worthy statting challenge. :D
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Rule Brittania! Praise the Hoff and the Grin!

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prodigyduck
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Post by prodigyduck » Sat Sep 15, 2007 12:14 pm

fireinthedust wrote:before I put it off again: brilliant, and it's going to be massively useful for my new DnD MnM campaign (ie: fantasy setting using MnM 2nd ed.). it's PL8, but should be fun. Any recommendations for monsters for a newbie MnM DM? like, what you recommend?
I always recommend starting where D&D would begin: Orcs, Goblins, Skeletons, and Zombies. Now, at PL 8, you would definately have many more options to choose from. There are plenty of creatures that fall into the PL 8 or less category that your players could easily face.

In the M&M game my roommate is running (a Greek-Era game), we are PL 6, and we have successfully faced of against Hydras (PL 8], Large and Huge Monstrous Scorpions (PL 4-7), a small army of Assurite warriors (including a sorcerer and several Heroic-level fighter-types; PL 3-6), and a Stone Golem (PL 11). The possibilities of what M&M-based character can face are much more open than a standard D&D game.

But, in my suggestion, start small, and work your way up until you find a place you and your players are comfortable.

Also: I'd love to see some magic items (equipment, etc.) and racial packages (like drow: attractive, darkvision, immunity: aging, etc.) for PCs and villains. This in addition to the standard character you've got, for races that're generally converted.
I'm pretty sure I've statted Drow...

They've got +2 Intelligence and Charisma, and all the Powers listed in their description. Give them Attractive, as well, and you're all set.

As for Equipment and Magic Items, they are Devices. They usually have pretty basic write-ups, unless their powers get really out of hand.

A Magic Sword is easy.

A basic Sword is: Strike 3 (Power Feat: Improved Critical, Mighty)

For Magic Swords, I add Penetrating to the Strike (a +1 Extra). Also, if the sword has bonuses to hit, I usually try to figure those in.

For example, a +2 Sword would be: Strike 5 (Power Feat: Accurate, Improved Critical, Mighty, Extra: Penetrating [+1])

The Strike goes from 3 to 5 due to the magical bonuses, plus it gets Accurate, giving the weilder a +2 bonus to her Attack roll.

I may consider statting up Magic Items if I reach my annoyance factor of statting up monsters (which would take a while for me to reach, as I have been enjoying this personal project).
Question: if I had a master vampire, and I wanted to work in Hivemind (to trip up holy symbol-use; the master saves and so all the minions do, etc.), how would you work that? I'd enjoy seeing a nifty master vampire type.
For a Master Vampire, see Strahd Von Zarovich.

As for the Hive Mind ability, that would be tough...

Some suggestions:

Create a master Vampire with Duplication or Summon (make sure all the duplicates/summoned vampires are Minions, not Heroic) with the "Mental Link" Power Feat. You could give these minions Immunity to Ward Effects (the "Ward" Power in the Ultimate Powers book would be the best way to create a "turn undead"-based power). This Immunity could have the Flaw: Ward Effects Transfered to Master Vampire (it's basically like the Feedback Flaw, only circumstantial).
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
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Post by prodigyduck » Sat Sep 15, 2007 12:33 pm

Image

LEMURE (Devil) (PL 3, Minion 2)

Attributes
STR 10 (+0), DEX 10 (+0), CON 10 (+0), INT -- (--), WIS 11 (+0), CHA 5 (-3)

Combat
Attack +2, Damage +0 (unarmed), Defense 12 (Flat-Footed 11), Initiative +0

Saves
TGH +4, Fort +3, Ref +3, Will +3

Powers
Immunity 24 (Aging, Fire Damage, Interaction Skills, Mental Effects [except Telepathy], Poison, Sleep, Sustenance) (24pp)
Impervious Toughness 4 (Flaw: Limited – not vs. holy or silver [-1]) (2pp)
Protection 4 (4pp)
Super-Senses 2 (Darkvision) (2pp)

Drawbacks
Disability (Mute [very common, moderate]) (-4pp)
Weakness (holy objects / locations; -1 Con, every round) (-6pp)

Ability Scores: -14, Skills 0, Feats 0, Powers 32, Combat 8, Saves 9, Drawbacks –10 = 25
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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