Prodigy Duck 3e Builds (Red Ghost, Red Guardian, Red Skull)

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
prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Devils)

Post by prodigyduck » Sat Oct 02, 2010 10:52 pm

Image
Look, buddy... I enjoy a good summoning as much as the next girl; but could you at least learn to pronounce the name correctly...?

ERINYES (PL 9)

Strength 5, Stamina 5, Agility 6, Dexterity 3,
Fighting 6, Intellect 2, Awareness 4, Presence 5

POWERS
Infernal Powers:
Array (45 points)
Teleport: Teleport 9 (Accurate, Easy, Extended) – 45 points
Charm: Perception Range Affliction 9 (Dazed / Compelled / Controlled; Resisted by Will; Cumulative)
Fear: Perception Ranged Affliction 9 (Impaired / Compelled [to flee]; Resisted by Will; Cumulative, Limited to Two Degrees) – 1 point
Images: Illusion 9 (Visual; Resisted by Will) – 1 point
Summon Devil: Summon Bearded Devil 9 (Active, Continuous, Unreliable) – 1 point
Summon Devil: Summon Lemure 2 (Active, Continuous, Horde, Multiple Minions 3 [8 lemures], Unreliable) – 1 point
Telepathy: Communication 1 (Subtle); Linked to Comprehend 2 (Languages) – 1 point
Unholy Blight: Ranged Area Burst Damage 9; Linked to Ranged Area Burst Affliction 9 (Impaired; Resisted by Will; Limited to One Degree) – 1 point
Infernal Senses: Senses 9 (Darkvision, True Sight [Vision Counters All Concealment, Counters Illusion]) – 9 points
Infernal Toughness: Impervious Toughness 5, Protection 3 – 8 points
Infernal Traits: Feature 1 (all natural attacks count as “Unholy”), Immunity 9 (Aging, Fire Damage, Poison, Sleep, Starvation and Thirst) – 10 points
Magic Weapons: Array (28 points) Easily Removable (-12 points) – 18 points
Entangling Rope: Ranged Affliction 9 (Hindered and Vulnerable / Defenseless and Immobilized; Resisted by Dodge; Cumulative, Extra Condition, Limited to Two Degrees, Tether) – 28 points
Flaming Longbow: Strength-Based Ranged Damage 3 – 1 point
Magic Longsword: Strength-Based Damage 3 (Improved Critical, Penetrating 3) – 1 point
Wings: Flight 4 (30 mph; Wings) – 4 points

ADVANTAGES
Attractive, Close Attack 2, Favored Environment (Mid-Air), Languages 3 (Celestial, Common, Draconic [Infernal is native]), Move-By Action, Precise Attack 1 (Range Cover), Ranged Attack 6, Ritualist

SKILLS
Acrobatics 6 (+12), Deception 6 (+11), Expertise (Magic) 6 (+8), Insight 6 (+10), Intimidation 6 (+11), Perception 6 (+10), Persuasion 6 (+11), Stealth 6 (+12)

OFFENSE
Initiative +6
Charm Perception (Ranged, Affliction 9)
Fear Perception (Ranged, Affliction 9)
Flaming Bow +9 (Ranged, Damage 8]
Sword +8 (Close, Damage 8/19-20)
Rope +9 (Ranged, Affliction 9)
Unholy Blight Area (Ranged, Damage 9 plus Affliction 9)
Unarmed +8 (Close, Damage 5)

DEFENSE
Dodge
9, Fortitude 8, Parry 9, Toughness 8, Will 10

POINTS
Abilities 72 + Advantages 8 + Defenses 15 + Powers 101 + Skills 24 = 220 Total

COMPLICATIONS
Arrogant:
Devils are confident in their powers and position over those weaker than themselves.
Enemy: Angels and other good celestial beings.
Power Loss: Impervious Toughness; not vs. silver weapons or holy attacks. The devil loses its Impervious Toughness and cannot use its powers against anyone who invokes the creature’s True Name.
Weakness: Holy objects and locations.
Erinyes devils serve as the scouts and spies of the infernal legions. They all appear to be attractive humanoids with large, feathered wings. As they are the most comely of the infernal ranks, Erinyes often serve as concubines of high ranking devils and archdevils.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

Xarathos
Comrade
Comrade
Posts: 429
Joined: Sun May 09, 2010 6:42 pm

Re: Prodigy Duck 3e Bestiary Builds (Devils)

Post by Xarathos » Sat Oct 02, 2010 11:02 pm

NICE. :D

Always liked the Erinyes, even if their biggest difference in usage from the Succubus was largely fluff. A little less focused on seduction, sure, (and less directly associated with it in the minds of most) but they even filled that role occasionally. The coolest part for me though was probably the direct reminder that the devils were angelic once.

Once.

Very nice build. :)

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Devils)

Post by prodigyduck » Sun Oct 03, 2010 9:33 am

Xarathos wrote:NICE. :D

Always liked the Erinyes, even if their biggest difference in usage from the Succubus was largely fluff. A little less focused on seduction, sure, (and less directly associated with it in the minds of most) but they even filled that role occasionally. The coolest part for me though was probably the direct reminder that the devils were angelic once.

Once.

Very nice build. :)
Thanks! :D
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Devils)

Post by prodigyduck » Sun Oct 03, 2010 3:25 pm

Image
Whip it! Whip it good!

HORNED DEVIL (PL 14)

Strength
10, Stamina 7, Agility 7, Dexterity 3,
Fighting 11, Intellect 2, Awareness 4, Presence 6

POWERS
Aura of Fear:
Affliction 13 (Impaired; Resisted by Will; Limited to One Degree, Reaction) – 36 points
Infernal Powers: Array (75 points)
Teleport: Teleport 15 (Accurate, Easy, Extended) – 75 points
Dispel Good: Close Nullify Magic 11 (Broad, Limited to good/holy celestial creatures, Reduced Range, Simultaneous); Linked to Movement 1 (Dimensional Movement [heavenly plane]; Affects Others Only, Attack) – 1 point
Fireball: Ranged Burst Area Damage 9 – 1 point
Images: Illusion 11 (Hearing, Olfactory, Visual; Resisted by Will) – 1 point
Lightning Bolt: Line Area Damage 9 – 1 point
Stunning Chain Blow: Affliction 13 (Dazed / Stunned; Resisted by Fortitude; Cumulative, Linked to Spiked Chain, Reach, Split) – 1 point
Summon Devil: Summon Barbed Devil 16 (Active, Continuous, Unreliable) – 1 point
Telepathy: Communication 1 (Subtle); Linked to Comprehend 2 (Languages) – 1 point
Wounding Tail: Damage 10 (Progressive) – 1 point
Infernal Senses: Senses 2 (Darkvision) – 2 points
Infernal Toughness: Impervious Toughness 10, Protection 8 – 18 points
Infernal Traits: Feature 1 (all natural attacks count as “Unholy”), Immunity 9 (Aging, Fire Damage, Poison, Sleep, Starvation and Thirst) – 10 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included) – 9 points
Unholy Healing: Regeneration 10 – 10 points
Wings: Flight 3 (16 mph; Wings) – 3 points

EQUIPMENT
Spiked Chain:
Strength-Based Damage 3 (Reach, Split) – 5 points

ADVANTAGES
Equipment 1, Improved Smash, Languages 3 (Celestial, Common, Draconic [Infernal is native]), Power Attack, Ritualist, Takedown

SKILLS
Deception 10 (+16), Expertise (Magic) 10 (+12), Insight 10 (+14), Intimidation 10 (+18), Perception 10 (+14), Persuasion 10 (+16), Stealth 10 (+13)

OFFENSE
Initiative
+7
Fireball Area (Ranged, Damage 9)
Lightning Bolt Area (Ranged, Damage 9)
Spiked Chain +11 (Close, Damage 13 plus Affliction 13)
Tail +10 (Close, Damage 10)
Unarmed +11 (Close, Damage 10)

DEFENSE
Dodge
13, Fortitude 11, Parry 13, Toughness 15, Will 12

POINTS
Abilities 84 + Advantages 8 + Defenses 24 + Powers 171 + Skills 35 = 322 Total

COMPLICATIONS
Arrogant:
Devils are confident in their powers and position over those weaker than themselves.
Enemy: Angels and other good celestial beings.
Power Loss: Impervious Toughness; not vs. silver weapons or holy attacks. The devil loses its Impervious Toughness and cannot use its powers against anyone who invokes the creature’s True Name. A horned devil loses its regeneration if affected by holy damage.
Weakness: Holy objects and locations.
Horned devils serve as the field commanders of the infernal legions. They are powerful warriors, capable of causing great devastation with their physical attacks and infernal powers.

A horned devil – also called a cornugon – appears to be a large gargoyle-like fiend, with a thickly-scaled hide, massive wings, and a crest of horns along its head. A cornugon stands 9 feet tall and weighs 600 pounds.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

Woodclaw
Luminary
Luminary
Posts: 2636
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: Prodigy Duck 3e Bestiary Builds (Devils)

Post by Woodclaw » Mon Oct 04, 2010 1:33 am

As much as the whole Demon and Devil division always left me a little cold, and my general preference for not including them or clestial being in my D&D games I really like your builds (and the elemination of the whole "summon another demon/devil" is one of the few good things of the 4th edition).
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Devils)

Post by prodigyduck » Mon Oct 04, 2010 9:51 am

Woodclaw wrote:As much as the whole Demon and Devil division always left me a little cold, and my general preference for not including them or clestial being in my D&D games I really like your builds (and the elemination of the whole "summon another demon/devil" is one of the few good things of the 4th edition).
It is easy enough to eleminate that particular Alternate Power from a build for those who don't like it. That's the beauty of a RPG; take what you want, ignore the rest.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Devils)

Post by prodigyduck » Mon Oct 04, 2010 10:02 am

Image

ICE DEVIL (PL 13)

Strength 6, Stamina 6, Agility 5, Dexterity 2,
Fighting 10, Intellect 6, Awareness 6, Presence 5

POWERS
Aura of Fear:
Burst Area Affliction 10 (Impaired; Resisted by Will; Limited to One Degree, Reaction) – 30 points
Infernal Powers: Array (70 points)
Teleport: Teleport 14 (Accurate, Easy, Extended) – 70 points
Cone of Cold: Cone Area Damage 10 – 1 point
Freezing Spear: Affliction 9 (Dazed and Hindered; Resisted by Fortitude; Extra Condition, Linked to Spear) – 1 point
Ice Storm: Environment 10 (Extreme Cold, Impede Movement [-1 rank]) – 1 point
Images: Illusion 10 (Hearing, Olfactory, Visual; Resisted by Will) – 1 point
Summon Devil: Summon Bone Devil 15 (Active, Continuous, Unreliable) – 1 point
Telepathy: Communication 1 (Subtle); Linked to Comprehend 2 (Languages) – 1 point
Wall of Ice: Create 10 (Continuous) – 1 point
Infernal Senses: Senses 2 (Darkvision) – 2 points
Infernal Toughness: Impervious Toughness 10, Protection 8 – 18 points
Infernal Traits: Feature 1 (all natural attacks count as “Unholy”), Immunity 15 (Aging, Cold, Cold Damage, Fire Damage, Poison, Sleep, Starvation and Thirst) – 16 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included) – 9 points
Magical Flight: Flight 4 (30 mph; Subtle) – 9 points
Unholy Healing: Regeneration 10 – 10 points

EQUIPMENT
Spear:
Strength-Based Damage 3 (Reach) – 4 points

ADVANTAGES
Close Attack 3, Equipment 1, Improved Initiative, Languages 3 (Celestial, Common, Draconic [Infernal is native]), Power Attack, Ritualist, Takedown

SKILLS
Athletics 7 (+13), Deception 7 (+12), Expertise (Magic) 7 (+13), Insight 7 (+13), Intimidation 7 (+14), Perception 7 (+13), Persuasion 7 (+12), Stealth 7 (+8)

OFFENSE
Initiative
+9
Cone of Cold Area (Close, Damage 10)
Spear +13 (Close, Damage 9 plus Affliction 9)
Unarmed +13 (Close, Damage 6)

DEFENSE
Dodge
10, Fortitude 9, Parry 11, Toughness 14, Will 12

POINTS
Abilities 76 + Advantages 11 + Defenses 20 + Powers 171 + Skills 28 = 306 Total

COMPLICATIONS
Arrogant:
Devils are confident in their powers and position over those weaker than themselves.
Enemy: Angels and other good celestial beings.
Power Loss: Impervious Toughness; not vs. silver weapons or holy attacks. The devil loses its Impervious Toughness and cannot use its powers against anyone who invokes the creature’s True Name. An ice devil loses its regeneration if affected by holy damage.
Weakness: Holy objects and locations.
Ice devils – also called gelugons – are the strategists and masterminds of Hell’s armies. They make their decisions based on cold, calculated logic, with no thought of the losses of troops. As long as success to possible with their plans, they are willing to sacrifice any number of infernal soldiers.

Gelugons appear to be large, insectile devils that stand on bird-like legs. They carry frozen spears that numb and slow the bodies of anyone struck by their pointed ends. A gelugon stands 12 feet tall and weighs 700 pounds.
:twisted: Art be ME!
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Devils)

Post by prodigyduck » Tue Oct 05, 2010 10:39 am

Image

IMP (PL 6)

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

POWERS
Change Shape:
Morph 2 (Tiny Animal Forms) – 10 points
Fast Healing: Regeneration 5 – 5 points
Infernal Powers: Array (25 points)
Suggestion: Perception Range Affliction 5 (Dazed / Compelled; Resisted by Will; Cumulative, Limited to Two Degrees, Progressive) – 25 points
Commune: Senses 1 (Communication Link to Devil Lord [Dimensional 1 (Hell)]) – 1 point
Invisibility: Visual Concealment 4 (Passive) – 1 point
Infernal Senses: Senses 8 (Darkvision, Detect Good Presences [Acute, Ranged], Detect Magic [Acute, Ranged]) – 8 points
Infernal Toughness: Impervious Toughness 4, Protection 3 – 7 points
Infernal Traits: Feature 1 (all natural attacks count as “Unholy”), Immunity 9 (Aging, Fire Damage, Poison, Sleep, Starvation and Thirst) – 10 points
Poison Stinger: Strength-Based Damage 1; Linked to Weaken Agility 3 (Resisted by Fortitude) – 4 points
Tiny Body: Shrinking 8 (Innate, Permanent; +4 active defenses included) – 9 points
Wings: Flight 5 (60 mph; Wings) – 5 points

ADVANTAGES
Grabbing Finesse, Ritualist

SKILLS
Close Combat (Stinger) 3 (+5), Deception 3 (+5), Expertise (Magic) 3 (+4), Perception 3 (+4), Persuasion 3 (+5), Stealth 3 (+14)

OFFENSE
Initiative
+3
Stinger +5 (Close, Damage 1 plus Weaken 3)
Suggestion Perception (Ranged, Affliction 5)
Unarmed +2 (Close, Damage 0)

DEFENSE
Dodge
8, Fortitude 3, Parry 7, Toughness 4, Will 4

POINTS
Abilities 22 + Advantages 2 + Defenses 8 + Powers 85 + Skills 9 = 126 Total

COMPLICATIONS
Arrogant:
Devils are confident in their powers and position over those weaker than themselves.
Enemy: Angels and other good celestial beings.
Power Loss: Impervious Toughness; not vs. silver weapons or holy attacks. The devil loses its Impervious Toughness and cannot use its powers against anyone who invokes the creature’s True Name. An imp can only use its Commune power once per week.
Weakness: Holy objects and locations.
Imps are vicious, manipulative fiends that make up the least powerful ranks of the infernal legions. They serve as tempters and lackeys to mortals whom devils want groomed to the side of evil. Imps delight in the opportunity to leave Hell and tempt a mortal to evil. Many evil spellcasters can be found with an imp in their company, serving as a “familiar.”

Although they can alter their form into that of any tiny animal, an imp normally appears as a tiny, red-skinned humanoid with a pair of black wings and a long tail ending in a poisonous stinger. An imp stands about 2 feet tall and weighs only 8 pounds.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Devils)

Post by prodigyduck » Thu Oct 07, 2010 1:02 am

Having just watched Let Me In (which was great, IMO) and Fright Night Part 2, I was inspired...

Image
Blah... There, I said it.

VAMPIRE
Vampires are among the most feared of all undead creatures. They feed on the living essence of creatures by drinking their blood.

These humanoid undead appear much as they did in life. However, their bodies are pale from being away from sunlight. The face of a vampire often has a feral, predatory look. Most vampires try to conceal their undead nature by assuming the guise of handsome aristocrats; which enables them to more easily feed upon an unsuspecting population of living humanoids.
VAMPIRE TEMPLATE

ABILITIES
+3 Strength, +2 Agility, +1 Dexterity, +1 Intellect, +1 Awareness, +2 Presence; vampires have no Stamina score

POWERS
Alternate Forms:
Array (35 points)
Animal Forms: Variable 5 (assumed forms; Limited to bat, rat, and wolf forms) – 35 points
Gaseous Form: Flight 1 (4 mph), Immunity 2 (Critical Hits), Insubstantial 2 – 1 point
Shadowless: Visual Concealment 4 (Innate, Limited to casting shadows and reflections in mirrors, Permanent) – 5 points
Spider Climb: Enhanced Athletics 8 (Limited to Climbing), Movement 2 (Wall-Crawling 2) – 6 points
Vampire Powers: Array (29 points)
Children of the Night: Summon 4 (Horde, Limited to animals available in area, Mental Link, Multiple Minions 2 [4 minions], Variable General Type [bats, rats, and wolves]) – 29 points
Blood Drain: Weaken Stamina and Strength 2 (Resisted by Fortitude; Broad, Concentration, Grab-Based, Simultaneous) – 1 point
Dominate: Perception Range Affliction 8 (Dazed / Compelled / Controlled; Resisted by Will; Cumulative, Visual-Sense Dependent) – 1 point
Vampire Senses: Senses 8 (Darkvision, Extended Hearing, Extended Vision, Low-Light Vision, Scent, Tracking [olfactory], Ultra-Hearing) – 8 points
Vampire Toughness: Impervious Toughness 6, Protection 6 – 12 points
Vampire Traits: Immortality 6 (next sunset; Limited [not if beheaded or burned]), Immunity 30 (Fortitude Effects), Regeneration 5 – 35 points

ADVANTAGES
Improved Initiative

SKILLS
Deception 8, Insight 8, Perception 8, Stealth 8

POINTS
Abilities 10 + Advantages 1 + Powers 133 + Skills 16 = 160 Total

COMPLICATIONS
Power Loss:
Impervious Toughness; not vs. fire, silver weapons, or holy effects. Regeneration; not vs. holy effects.
Weakness: A vampire requires living blood to survive. If a vampire does not drink regularly, they suffer as if starving.

Vampires are Impaired at the presence of strong garlic. They are Dazed for one round when presented with a reflective surface or holy symbol and losing an opposed Charisma check.

Vampires cannot enter a private home or dwelling unless invited in by the owner.

Driving a wooden stake through a vampire’s heart will cause the creature to become Incapacitated.

A Vampire is Dazed and Hindered when exposed to direct sunlight. They are Impaired and Disabled on the following round and Debilitated in terms of Strength and Powers. On the third round of exposure to sunlight, a vampire is dying and will eventually be destroyed.
Alternate Vampire Powers
Vampire powers have been many and varied in the different books and legends of these creatures. The traits described above show a vampire in its most basic of form and abilities.

Some vampires can control energy on a wide scale. This can include simple telekinesis that allows the movement of small objects; pyro-kinesis which allows the creatures to alight a room full of candles or even a presented crucifix; or cryo-kinesis which allows the vampires to bring the ambient temperature to a bitter cold. This power can also be so massive as to allow a vampire to control the weather.

Vampires are often described as being fast. This is represented in the basic template with the Improved Initiative advantage. However, vampires that can move faster than the human eye can follow are not unheard of. This can be represented with several ranks of Speed and a linked Visual Concealment.

Other series and legends – particularly those found in film and television – have vampires being able to fly under their own power. These vampires will have several ranks of Flight. However, they tend to not possess the ability to alter their forms, and thus lose those powers.
:!: EDIT (10/08/10) - Eh heh... I forgot to reduce all the Ability bonuses by half when initially creating the template. This has been fixed. :oops:
Last edited by prodigyduck on Fri Oct 08, 2010 11:32 am, 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.

Xarathos
Comrade
Comrade
Posts: 429
Joined: Sun May 09, 2010 6:42 pm

Re: Prodigy Duck 3e Bestiary Builds (Vampire Segue)

Post by Xarathos » Thu Oct 07, 2010 7:13 am

Sweet job on the Vampire template, Prodigy - keep up the good work. :D

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Vampire Segue)

Post by prodigyduck » Thu Oct 07, 2010 12:01 pm

Image
(Insert the most terrifying sound of anguished pain you have ever heard)

LEMURE (PL 4)

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

POWERS
Infernal Senses:
Senses 2 (Darkvision) – 2 points
Infernal Toughness: Impervious Toughness 4, Protection 3 – 7 points
Infernal Traits: Feature 1 (all natural attacks count as “Unholy”), Immunity 9 (Aging, Fire Damage, Poison, Sleep, Starvation and Thirst) – 10 points

OFFENSE
Initiative
+0
Unarmed +1 (Close, Damage 0)

DEFENSE
Dodge
3, Fortitude 4, Parry 4, Toughness 4, Will Immune

POINTS
Abilities -12 + Advantages 0 + Defenses 9 + Powers 19 + Skills 0 = 16 Total

COMPLICATIONS
Enemy:
Angels and other good celestial beings.
Power Loss: Impervious Toughness; not vs. silver weapons or holy attacks. The devil loses its Impervious Toughness and cannot use its powers against anyone who invokes the creature’s True Name.
Weakness: Holy objects and locations.
After a mortal soul has been thoroughly tortured for an untold time, its soul it wracked with pain and infused with hatred. It is at this time that the devils then transform the soul into one of their own. The mortal soul is corrupted with infernal power and turned into the least powerful of the devils: a lemure.

These mindless fiends make up the rank-and-file of the infernal legions. They shamble forward at the command of their masters’ whips, thoughtlessly slaughtering everything in their path. When not engaged in battle, lemures are left in the fiery spawning pits of Hell to torture any mortal souls that they find swimming amid the hellfire.

A lemure is a hideous creature, appearing as nothing more than a lump of melted flesh that oozes across the ground as it moves. They stand about 5 feet tall and weigh about 100 pounds.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Vampire Segue)

Post by prodigyduck » Thu Oct 07, 2010 12:05 pm

Image
Yes, I sound like Tim Curry... or, does he sound like me?

PIT FIEND (PL 16)

Strength 11, Stamina 8, Agility 6, Dexterity 3,
Fighting 13, Intellect 6, Awareness 8, Presence 9

POWERS
Aura of Fear:
Burst Area Affliction 13 (Impaired; Resisted by Will; Limited to One Degree, Reaction) – 39 points
Infernal Powers: Array (80 points)
Summon Devil: Summon Devil 20 (Active, Broad [any devil], Continuous, Unreliable) – 80 points
Blasphemy: Burst Area Affliction 15 (Dazed and Strength Impaired / Strength Disabled and Stunned / Paralyzed; Resisted by Will; Cumulative, Extra Condition, Hearing Sense-Dependent, Limited to Strength) – 1 point
Create Undead: Summon Undead 20 (Active, Broad [any Undead], Continuous, Limited [requires deceased corpse]) – 1 point
Diseased and Poisonous Bite: Weaken Stamina and Strength 11 (Resisted by Fortitude; Broad, Linked to bite, Progressive, Simultaneous) – 1 point
Fireball: Ranged Burst Area Damage 11 – 1 point
Dispel Magic: Nullify Magic 15 (Broad, Simultaneous) – 1 point
Images: Illusion 13 (Hearing, Olfactory, Visual; Resisted by Will) – 1 point
Invisibility: Visual Concealment (Passive) – 1 point
Mass Hold: Ranged Area Burst Affliction 15 (Dazed / Immobile / Paralyzed; Resisted by Will; Cumulative) – 1 point
Stunning Word: Perception Range Affliction 15 (Dazed / Stunned / Incapacitated; Resisted by Will; Cumulative, Hearing Sense-Dependent) – 1 point
Teleport: Teleport 15 (Accurate, Easy, Extended) – 1 point
Telepathy: Communication 1 (Subtle); Linked to Comprehend 2 (Languages) – 1 point
Infernal Senses: Senses 2 (Darkvision) – 2 points
Infernal Toughness: Impervious Toughness 15, Protection 7 – 22 points
Infernal Traits: Feature 1 (all natural attacks count as “Unholy”), Immunity 9 (Aging, Fire Damage, Poison, Sleep, Starvation and Thirst) – 10 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included) – 9 points
Tail: Enhanced Advantage 2 (Chokehold, Fast Grab), Extra Limb 1 (Innate) – 4 points
Unholy Healing: Regeneration 10 – 10 points
Wings: Flight 3 (16 mph; Wings) – 3 points

ADVANTAGES
Chokehold, Fast Grab, Improved Initiative, Languages 3 (Celestial, Common, Draconic [Infernal is native]), Power Attack, Ritualist, Takedown 2

SKILLS
Deception 9 (+18), Expertise (Magic) 9 (+15), Expertise (Religion) 9 (+15), Insight 9 (+17), Intimidation 9 (+20), Perception 9 (+17), Persuasion 9 (+18), Stealth 9 (+11)

OFFENSE
Initiative
+10
Bite +13 (Close, Damage 11 plus Weaken 11)
Blasphemy Area (Close, Affliction 15)
Fireball Area (Ranged, Damage 11)
Mass Hold Area (Ranged, Affliction 15)
Stunning Word Perception (Ranged, Affliction 15)
Unarmed +13 (Close, Damage 11)

DEFENSE
Dodge
14, Fortitude 13, Parry 16, Toughness 15, Will 13

POINTS
Abilities 112 + Advantages 8 + Defenses 25 + Powers 190 + Skills 36 = 371 Total

COMPLICATIONS
Arrogant:
Devils are confident in their powers and position over those weaker than themselves.
Enemy: Angels and other good celestial beings.
Power Loss: Impervious Toughness; not vs. silver weapons or holy attacks. The devil loses its Impervious Toughness and cannot use its powers against anyone who invokes the creature’s True Name. A pi fiend loses its regeneration if affected by holy damage.
Weakness: Holy objects and locations.
Pit fiends are the most powerful of the infernal legions. They serve not only as the generals of Hell’s armies, but also as the lower nobility of the infernal courts. These monstrous fiends are only rivaled in power by the archdevils.

When mortals think of devils, the pit fiends are the creatures that are brought to mind. These creatures appear to be large humanoids with brilliant red skin. Their heads are adorned with massive horns while their bodies are cloaked in a pair of bat-like wings. A long, prehensile tail snakes from their backside. The mouth of a pit fiend is filled with sharpened fangs whose bite carries both a terrible poison and a virulent disease. A pit fiend stands over 12 feet tall and weighs 800 pounds.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

User avatar
Thorpacolypse
Cosmic Entity
Cosmic Entity
Posts: 7994
Joined: Tue Aug 15, 2006 8:19 pm
Location: Bloomington, IL (Summer home in the dark recesses of the human psyche...)

Re: Prodigy Duck 3e Bestiary Builds (Vampire Segue, Devils Done)

Post by Thorpacolypse » Thu Oct 07, 2010 7:01 pm

I am SO borrowing all these demons and devils for playtests...they are great.

That's a nice vampire template, too. Seems to stray from the Edward ilk, so I like that. :wink:
Shop J-Mart!

Service with a smilie! :)

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Vampire Segue, Devils Done)

Post by prodigyduck » Thu Oct 07, 2010 11:31 pm

Thorpacolypse wrote:I am SO borrowing all these demons and devils for playtests...they are great.

That's a nice vampire template, too. Seems to stray from the Edward ilk, so I like that. :wink:
Of course it is not a Twilight vampire. MY vampires are monsters!

Good inspirations for vampires include:
Nosferatu (1922); directed by F.W. Murnau
Fright Night (1985); directed by Tim Holland
The Lost Boys (1987); directed by Joel Schumacher
Fright Night Part 2 (1988); directed by Tommy Lee Wallace
Bram Stoker’s Dracula (1992); directed by Francis Ford Coppola
Innocent Blood (1992); directed by John Landis
Let Me In (2010); directed by Matt Reeves
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

Jabroniville
Cosmic Entity
Cosmic Entity
Posts: 8711
Joined: Sat Nov 04, 2006 1:12 am

Re: Prodigy Duck 3e Bestiary Builds (Vampire Segue, Devils Done)

Post by Jabroniville » Fri Oct 08, 2010 2:45 am

Man, the Balors & Pit Fiends (I always forget which one is which- did D&D just base both off of the Balrog?) always remind me how many powers D&D gives all their upper-level creations. Quite fitting for a D&D game, though in the comic book world, they run alongside the Dr. Strange & Dr. Fate-types for having every possible power at their beck & call, making them really annoying :).

Gotta say, though, this is my favourite Build Topic to follow on the entire ATT. I love this stuff.
Last edited by Jabroniville on Sun Oct 09, 2011 2:15 am, edited 1 time in total.

Locked