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

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Jabroniville
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Re: Prodigy Duck 3e Bestiary Builds (Dragons Done)

Post by Jabroniville » Wed Nov 10, 2010 11:24 am

Nice stuff, again. Cool to see all those powers accounted for. I'm curious, though, how come the Bronze Dragon ends up at a higher PL than the Gold or Silver? Is it just the way the Attack Bonus & Damage counter-acted each other based off of a direct translation of the stats?

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Re: Prodigy Duck 3e Bestiary Builds (Dragons Done)

Post by prodigyduck » Wed Nov 10, 2010 1:15 pm

Jabroniville wrote:Nice stuff, again. Cool to see all those powers accounted for. I'm curious, though, how come the Bronze Dragon ends up at a higher PL than the Gold or Silver? Is it just the way the Attack Bonus & Damage counter-acted each other based off of a direct translation of the stats?
Alas, yes. The Bronze Dragon has an Attack BOnus / Strength Damage ratio that brings it just above golds and silvers in PL. Thus is the trade-off when converting from one system to another. Things don't always end up where they are stated in the original format.
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Re: Prodigy Duck 3e Bestiary Builds (Dragons Done)

Post by prodigyduck » Mon Nov 15, 2010 10:30 am

Image

DRAGON TURTLE (PL 11)

Strength
8, Stamina 5, Agility 0, Dexterity 0,
Fighting 9, Intellect 1, Awareness 1, Presence 1

POWERS
Aquatic:
Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation [underwater]) – 5 points
Dragon Senses: Senses 5 (Darkvision, Low-Light Vision, Scent, Tracking [olfactory]) – 5 points
Dragon Traits: Immunity 11 (Fire Damage, Paralysis Effects, Sleep) – 11 points
Huge Body: Growth 8 (Innate, Permanent; -4 active defenses included), Protection 4 – 21 points
Steam Breath: Cloud Area Damage 11 – 22 points
Stealthy Swimmer: Enhanced Stealth 8 (Limited [only while submerged]) – 2 points
Swift Swimmer: Enhanced Athletics 8 (Limited to swimming), Swimming 2 (2 mph) – 4 points

ADVANTAGES
Improved Initiative, Languages 2 (Aquan, Common [Draconic is native]), Power Attack, Takedown

SKILLS
Athletics 4 (+12, +20 swimming), Expertise (Survival) 8 (+9), Insight 8 (+9), Intimidation 8 (+13), Perception 8 (+9), Persuasion 4 (+5), Stealth 8 (+0, +8 while submerged)

OFFENSE
Initiative
+4
Steam Breath Area (Close, Damage 11)
Unarmed +9 (Close, Damage 8]

DEFENSE
Dodge
4, Fortitude 9, Parry 9, Toughness 9, Will 9

POINTS
Abilities 18 + Advantages 4 + Defenses 24 + Powers 70 + Skills 24 = 140 Total

COMPLICATIONS
Aquatic Creature:
Suffocates when out of water.
Disability: No hands.
Dragon turtles are aquatic creatures that are related to dragons. While they cannot fly, they are adept swimmers and many consider them to be the most dangerous things in the ocean, after krakens. Many sailors avoid the territories of dragon turtles or attempt to placate the creatures with treasure.

Dragon turtles appear to be huge sea turtles with long tails used to attain great swimming speeds. Their bodies are protected with a heavy shell. Dragon turtles are capable of expelling a blast of scalding steam from their mouths. An adult dragon turtle can measure from 20 to 30 feet from snout to tail, with a shell from 15 to 25 feet in diameter, and can weigh 8,000 to 32,000 pounds.
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Re: Prodigy Duck 3e Bestiary Builds (Dragonne)

Post by prodigyduck » Tue Nov 16, 2010 1:10 pm

Image

DRAGONNE (PL 7)

Strength
4, Stamina 3, Agility 2, Dexterity 1,
Fighting 6, Intellect -2, Awareness 1, Presence 1

POWERS
Dragonne Senses:
Senses 8 (Darkvision, Extended Hearing, Extended Olfactory, Extended Vision, Low-Light Vision, Scent, Tracking [olfactory]) – 8 points
Fast: Speed 1 (4 mph) – 1 point
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 4 – 13 points
Roar: Burst Area Affliction 5 (Fatigued / Exhausted; Resisted by Fortitude; Area 2 [120-ft.], Cumulative, Hearing-Sense Dependent, Limited to Two Degrees) – 10 points
Wings: Flight 2 (8 mph; Wings) – 2 points

ADVANTAGES
Improved Initiative, Languages 0 (Draconic is native), Move-By Action

SKILLS
Perception 6 (+7)

OFFENSE
Initiative
+6
Roar Area (Close, Affliction 5)
Unarmed +6 (Close, Damage 4)

DEFENSE
Dodge
6, Fortitude 9, Parry 6, Toughness 7, Will 3

POINTS
Abilities 16 + Advantages 2 + Defenses 16 + Powers 34 + Skills 3 = 71 Total

COMPLICATIONS
Disability:
A dragonne has no hands.
Dragonnes are dangerous monsters that possess the ferocity of a lion and the cunning of a dragon. They appear to be lions covered in brass-colored scales with massive wings like those of a dragon.

Dragonnes are highly territorial and will attack any invading creatures in their home. They are not generally evil or malicious, allowing any intruders the opportunity to flee before they attack. Those who do not leave a dragonne’s lair will find themselves quickly set upon by a savage opponent.

The roar of a dragonne is its greatest weapon. Those who hear this creature’s roar find their minds and body weakened, leaving them vulnerable to the attacks of the dragonne.
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Re: Prodigy Duck 3e Bestiary Builds (Dragon Turtle, Dragonne)

Post by prodigyduck » Thu Nov 18, 2010 12:10 pm

Image

DRYAD (PL 6)

Strength
0, Stamina 1, Agility 4, Dexterity 2,
Fighting 3, Intellect 2, Awareness 2, Presence 4

POWERS
Bark-Like Skin:
Impervious Toughness 2, Protection 2 – 4 points
Dryad Powers: Array (25 points)
Suggestion: Perception Range Affliction 5 (Dazed / Compelled; Resisted by Will; Cumulative, Limited to Two Degrees, Progressive) – 25 points
Charm Person: Perception Range Affliction 3 (Dazed / Compelled / Controlled; Resisted by Will; Cumulative, Limited to humanoids) – 1 point
Deep Slumber: Perception Ranged Affliction 5 (Fatigued / Exhausted / Asleep; Resisted by Will; Cumulative) – 1 point
Entangle: Ranged Burst Area Affliction 3 (Hindered and Vulnerable / Defenseless and Immobilized; Resisted by Dodge; Cumulative, Extra Condition, Limited to Two Degrees) – 1 point
Tree Shape: Morph 1 (Tree Form) – 1 point
Tree Stride: Teleport 5 (Accurate, Medium [trees]) – 1 point
Fey Senses: Senses 1 (Low-Light Vision) – 1 point
Speak With Plants: Comprehend 2 (Plants) – 4 points

EQUIPMENT
Weapons:
Array (6 points)
Longbow: Ranged Damage 3 – 6 points
Dagger: Strength-Based Damage 1 (Improved Critical) – 1 point

ADVANTAGES
Animal Empathy, Attractive, Equipment 2, Grabbing Finesse, Languages 2 (Common, Elven [Sylvan is native])

SKILLS
Expertise (Nature) 4 (+6), Perception 4 (+6), Ranged Combat (Bows) 4 (+6), Sleight of Hand 4 (+6), Stealth 4 (+8)

OFFENSE
Initiative
+4
Charm Person Perception (Ranged, Affliction 3)
Dagger +3 (Close, Damage 1/19-20)
Deep Slumber Perception (Ranged, Affliction 5)
Entangle Area (Ranged, Affliction 3)
Longbow +6 (Ranged, Damage 3)
Suggestion Perception (Ranged, Affliction 5)
Unarmed +3 (Close, Damage 0)

DEFENSE
Dodge
8, Fortitude 2, Parry 4, Toughness 3, Will 6

POINTS
Abilities 36 + Advantages 7 + Defenses 10 + Powers 39 + Skills 10 = 102 Total

COMPLICATIONS
Power Loss:
Impervious Toughness; not vs. cold iron weapons.
Weakness: If a dryad stray more than 1,000 feet from her bonded tree or if her tree is cut down, she becomes Impaired. If she lingers too long from her tree, she becomes Disabled and eventually becomes Dying. Straying too long from a bonded tree results in the death of the dryad.
Dryads are fey-maidens who act as the protectors of forests and trees. They appear to be beautiful women with delicate features seemingly made of soft wood. Their hair appears to be made of leaves and foliage that changes color as the seasons change. During the spring and summer months, the hair of a dryad is lush and green, while during autumn it turns red and eventually brown in the winter.

Dryads prefer to live away from civilization, delighting in the savage wilderness away from those that would seek to cut their trees. They live with respect to nature and will accept the company of those that do so as well. Attractive men who are fond of nature will often be taken in by a dryad to act as both a mate and a guardian.

Dryads are generally benign, and will attempt to warn off intruders. Only those that seem cruel and determined to destroy a dryad’s forest will see the full wrath of these fey.

All dryads are magically bound to a single tree. These trees serve as the dryad’s life force and home. A dryad will fight to the death to protect her bonded tree, as, should the tree be cut or destroyed, the dryad will die soon afterward. A dryad cannot stray too far from her bonded tree without suffering the same fate.
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Re: Prodigy Duck 3e Bestiary Builds (Dragonne, Dryad)

Post by prodigyduck » Fri Nov 19, 2010 11:17 am

Image

EAGLE (PL 4)

Strength
0, Stamina 1, Agility 2, Dexterity 1,
Fighting 0, Intellect -4, Awareness 2, Presence -2

POWERS
Eagle Senses:
Senses 3 (Extended Vision 2, Low-Light Vision) – 3 points
Small Body: Shrinking 4 (Innate, Permanent; +2 active defenses included) – 5 points
Wings: Flight 5 (60 mph; Wings) – 5 points

ADVANTAGES
Grabbing Finesse, Move-By Action

SKILLS
Perception 2 (+4)

OFFENSE
Initiative
+2
Unarmed +0 (Close, Damage 0)

DEFENSE
Dodge
6, Fortitude 3, Parry 2, Toughness 1, Will 2

POINTS
Abilities 2 + Advantages 2 + Defenses 4 + Powers 13 + Skills 1 = 22 Total

COMPLICATIONS
Disability:
Eagles are mute and have no hands. Their feet allow them only limited manipulation.
Eagles are large, majestic birds of prey that are often seen as symbols of nobility or as divine messengers. They are generally larger than other birds, with a powerful build and heavier head and beak. They possess broad wings allowing for faster flight. Eagles build their nests on tall trees or high cliffs. These nests are called eyries.

Eagles hunt their prey from the sky using their enhanced vision, which is able to see small animals from great distances away. They capture food with their long talons and powerful beaks.

Eagles weigh between 8 and 15 pounds with an average wingspan of 7 feet. There are over 60 different species of eagles of varying sizes.
GIANT EAGLE (PL 4)

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

POWERS
Eagle Senses:
Senses 3 (Extended Vision 2, Low-Light Vision) – 3 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 2 – 11 points
Wings: Flight 5 (60 mph; Wings) – 5 points

ADVANTAGES
Evasion, Languages 1 (Common [Auran is native]), Move-By Action

SKILLS
Expertise (Nature) 4 (+0), Insight 4 (+6), Perception 4 (+6)

OFFENSE
Initiative
+3
Unarmed +3 (Close, Damage 4)

DEFENSE
Dodge
5, Fortitude 5, Parry 2, Toughness 3, Will 3

POINTS
Abilities 12 + Advantages 3 + Defenses 10 + Powers 19 + Skills 6 = 50 Total

COMPLICATIONS
Disability:
Giant eagles have no hands. Their feet allow them only limited manipulation.
Giant eagles are large-sized magical beasts that resemble massive eagles. They are intelligent creatures that stand about 15 feet tall and possess a wingspan of 30 feet. A giant eagle weighs 300 pounds.

Giant eagles consider themselves to be the defenders of mountaintops and will make fast friends with any who respect and aid them in times of need.
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Mediocrity always attacks excellence.

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Re: Prodigy Duck 3e Bestiary Builds (Dryad, Eagles)

Post by Jabroniville » Fri Nov 19, 2010 1:18 pm

Nice Eagles. I find it funny that the D&D stats for Giant Eagles leave them with the same PL as regular ones, if only defensively. It's why I always boost up my giant mounts. I always thought a Giant Eagle would be the coolest mount to use in D&D- it's not as "woo! Look at me and how SPECIAL I am!" as a Dragon, but it's way more interesting and unique than a horse.

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Re: Prodigy Duck 3e Bestiary Builds (Dryad, Eagles)

Post by prodigyduck » Sun Nov 21, 2010 12:38 pm

Image

ELEMENTAL
Elementals are mystical creatures that are native to the four Elemental Planes of Air, Earth, Fire, and Water. These creatures embody the primal and primitive forces of their individual element and possess great destructive power.

Elementals enjoy existing within their plane of existence or an environment similar to it. For example, a water elemental will rarely leave a body of water willingly. Just the same, a fire elemental will always choose to dwell in a place of burning fury – such as a volcano or flame pit – over any place that is not aflame.

Elementals are outsiders in every regard. Not only are they not native to the mortal world, but they do not think or experience existence in the same manner as a mortal creature. It is this alien methodology that causes many to think of elementals as mindless creatures to be summoned from their native planes and manipulated with magic. Elementals have absolutely no regard for mortal life. They will destroy a city and slay every living creature within without regret; not due to malice – as elementals lack such a moral ideology – but because mortal life is insignificant to that of an elemental. These creatures will slay a living being without regard in the same manner as a man would swat a mosquito.

An elemental will never kill, torture, or destroy for pleasure or vengeance, as these are alien concepts to the creature. They do not feel emotions such as love, hatred, friendship, jealousy, or ambition. They are completely alien to mortal thinking, with no understanding of the concept of civilization, laws, or the meaning of existence. Elementals are the purest form of primal nature that do as they please.

One emotion that elementals do experience is rage; which is terrible to behold. An elemental will lash out and do what they will with little thought or emotion. To complicate the situation, elementals forced away from their home planes of existence become angry and hostile if they are not allowed to dwell within their chosen environment. This rage causes them to destroy everything they encounter.

An elemental can never truly die. When its physical form is destroyed, its animating spirit will eventually reform in its home plane of existence. This leads elementals to callously ignore the idea that “life is precious.” They cannot comprehend the meaning of death, as they always have been and always shall be. As such, fear is also unknown to an elemental.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

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Re: Prodigy Duck 3e Bestiary Builds (Elementals)

Post by prodigyduck » Sun Nov 21, 2010 12:44 pm

Image

AIR ELEMENTAL (PL 8]

Strength
4, Stamina 3, Agility 7, Dexterity 3,
Fighting 6, Intellect -2, Awareness 0, Presence 0

POWERS
Air Body:
Affects Corporeal with Strength 4, Insubstantial 2 (Innate, Permanent) – 15 points
Elemental Senses: Senses 2 (Darkvision) – 2 points
Elemental Traits: Immunity 18 (Aging, Critical Hits, Paralyze Effects, Poison, Sleep, Starvation and Thirst, Stunning Effects, Suffocation) – 18 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Impervious Toughness 5, Protection 2 – 16 points
True Flight: Flight 3 (16 mph; Innate) – 7 points
Whirlwind: Close Cylinder Area Move Object 8 (Affects Corporeal) – 24 points

ADVANTAGES
Close Attack 2, Favored Environment (mid-air), Fearless, Grabbing Finesse, Improved Initiative, Languages 0 (Auran is native)

SKILLS
Acrobatics 6 (+13), Perception 6 (+6), Sleight of Hand 6 (+9), Stealth 6 (+9)

OFFENSE
Initiative
+11
Unarmed +8 (Close, Damage 4)

DEFENSE
Dodge
11, Fortitude 9, Parry 10, Toughness 5, Will 2

POINTS
Abilities 26 + Advantages 6 + Defenses 20 + Powers 82 + Skills 12 = 146 Total

COMPLICATIONS
Temper:
Air elementals will fly into a rage if not allowed to fly free.
An air elemental is a being made up of wind and living air. It appears as a cyclone of air that moves in any direction, even against the wind when enraged.

Air elementals are always flying, an expression of freedom that they enjoy to its fullest. They attack targets from the air, detesting touching the ground even for the slightest moment.
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Re: Prodigy Duck 3e Bestiary Builds (Elementals)

Post by prodigyduck » Mon Nov 22, 2010 3:49 pm

Image

EARTH ELEMENTAL AIR ELEMENTAL (PL 10)

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

POWERS
Digging:
Burrow 5 (2 mph) – 5 points
Earth Gliding: Movement 3 (Permeate 3; Limited to earth and stone) – 3 points
Elemental Senses: Senses 10 (Darkvision, Tremorsense [Accurate, Penetrates Concealment, Radius, Ranged Touch]) – 10 points
Elemental Traits: Immunity 18 (Aging, Critical Hits, Paralyze Effects, Poison, Sleep, Starvation and Thirst, Stunning Effects, Suffocation) – 18 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Impervious Toughness 5, Protection 7 – 21 points

ADVANTAGES
Close Attack 3, Fearless, Improved Slam, Languages 0 (Terran is native), Power Attack, Takedown

SKILLS
Athletics 6 (+13), Expertise (Geology) 6 (+4), Perception 6 (+6), Stealth 6 (+1)

OFFENSE
Initiative
-1
Unarmed +9 (Close, Damage 7)

DEFENSE
Dodge
-1, Fortitude 9, Parry 10, Toughness 10, Will 6

POINTS
Abilities 8 + Advantages 7 + Defenses 20 + Powers 57 + Skills 12 = 104 Total

COMPLICATIONS
Weakened:
If removed from the group – such as in water or in the air – an earth elemental becomes Disabled.
Slow and stubborn, earth elementals are creature made of living stone. When they do not move, they appear as nothing more than a heap of rocks and earth. The eyes of an earth elemental are often made of gemstones that burn with the fury of the elemental’s spirit.
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Re: Prodigy Duck 3e Bestiary Builds (Elementals)

Post by prodigyduck » Mon Nov 22, 2010 3:52 pm

Image

FIRE ELEMENTAL AIR ELEMENTAL (PL 8]

Strength
2, Stamina 2, Agility 5, Dexterity 2,
Fighting 6, Intellect -2, Awareness 0, Presence 0

POWERS
Burn:
Damage 6 (Reaction) – 24 points
Elemental Senses: Senses 2 (Darkvision) – 2 points
Elemental Traits: Immunity 24 (Aging, Critical Hits, Fire Damage, Heat, Paralyze Effects, Poison, Sleep, Starvation and Thirst, Stunning Effects, Suffocation) – 24 points
Fast: Speed 1 (4 mph) – 1 point
Fire Body: Affects Corporeal with Strength 2, Insubstantial 3 (Innate, Permanent) – 17 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Impervious Toughness 5, Protection 3 – 17 points

ADVANTAGES
Close Attack 1, Fearless, Grabbing Finesse, Improved Initiative, Languages 0 (Ignan is native), Move-By Action

SKILLS
Acrobatics 6 (+11), Athletics 6 (+8), Intimidation 6 (+8), Perception 6 (+6), Sleight of Hand 6 (+8)

OFFENSE
Initiative
+9
Burn Reaction (Close, Damage 6)
Unarmed +7 (Close, Damage 2)

DEFENSE
Dodge
9, Fortitude 8, Parry 10, Toughness 5, Will 2

POINTS
Abilities 14 + Advantages 5 + Defenses 20 + Powers 85 + Skills 15 = 139 Total

COMPLICATIONS
Weakness:
Vulnerability to cold damage. Their fiery body is extinguished in liquid or environments without oxygen.
Fire elementals embody the destructive and creative force of burning. They are fast-moving creatures that delight in setting things ablaze with their fiery touch. As one would theorize, a fire elemental cannot enter water or a vacuum, as their flaming bodies requires oxygen to continue existing.

A fire elemental usually appears as a pillar of flame.
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Mediocrity always attacks excellence.

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Re: Prodigy Duck 3e Bestiary Builds (Elementals)

Post by prodigyduck » Mon Nov 22, 2010 3:54 pm

Image

WATER ELEMENTAL AIR ELEMENTAL (PL 8]

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

POWERS
Aquatic:
Immunity 2 (Cold, Pressure), Movement (Environmental Adaptation [underwater]) – 4 points
Drench: Close Nullify Fire 5 (Broad, Simultaneous, Linked to unarmed) – 10 points
Elemental Senses: Senses 2 (Darkvision) – 2 points
Elemental Traits: Immunity 18 (Aging, Critical Hits, Paralyze Effects, Poison, Sleep, Starvation and Thirst, Stunning Effects, Suffocation) – 18 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Impervious Toughness 5, Protection 3 – 17 points
Swimmer: Enhanced Athletics 8 (Limited to swimming), Swimming 4 (8 mph) – 6 points
Water Body: Insubstantial 1 (Innate, Permanent), Visual Concealment 4 (Innate, Limited to while underwater, Passive) – 9 points
Whirlpool: Close Cylinder Area Move Object 8 – 16 points

ADVANTAGES
Close Attack 2, Favored Environment (water), Fearless, Languages 0 (Aquan is native), Power Attack, Takedown 2

SKILLS
Acrobatics 6 (+8), Athletics 0 (+5, +13 swimming), Perception 6 (+6), Stealth 6 (+4)

OFFENSE
Initiative
+2
Unarmed +8 (Close, Damage 5)

DEFENSE
Dodge
6, Fortitude 9, Parry 10, Toughness 6, Will 2

POINTS
Abilities 14 + Advantages 7 + Defenses 20 + Powers 82 + Skills 9 = 132 Total

COMPLICATIONS
Temper:
Water elementals will fly into a rage if removed from water.
Weakness: Water elementals are Disabled if removed from water.
Water elementals are patient creatures made of living water. Below the surface of the water, these elementals look like nothing more than water themselves. Only when they are enraged, does their appearance manifest as a vicious whirlpool or living tidal wave.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

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Re: Prodigy Duck 3e Bestiary Builds (Elementals)

Post by Tyrant Lizard King » Tue Nov 23, 2010 3:26 pm

Man, what a great thread. You have all kinds of awesomeness here. So many fantasy creatures, all ready for use in 3E. Very cool!

Hey, I have a request for one, sometime: how about an Undead Dragon Slayer from the AD&D Monstrous Compendium, vol. 2 I believe it was? Those things were cool. I love how they looked. I always wanted to play one when I was but a hatchling.

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Re: Prodigy Duck 3e Bestiary Builds (Elementals)

Post by Dirigible » Tue Nov 23, 2010 6:05 pm

Someone's making a fortune selling durable bracelets.

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Re: Prodigy Duck 3e Bestiary Builds (Elementals)

Post by prodigyduck » Tue Nov 23, 2010 9:40 pm

Tyrant Lizard King wrote:Man, what a great thread. You have all kinds of awesomeness here. So many fantasy creatures, all ready for use in 3E. Very cool!

Hey, I have a request for one, sometime: how about an Undead Dragon Slayer from the AD&D Monstrous Compendium, vol. 2 I believe it was? Those things were cool. I love how they looked. I always wanted to play one when I was but a hatchling.
I'll see if I can find a resource for that. It that 2nd edition?
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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