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

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vitruvian
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Re: Prodigy Duck 3e Bestiary Builds (Monsters and Ninjas)

Post by vitruvian » Tue Feb 08, 2011 6:29 pm

prodigyduck wrote:Image

GROOT, The Monster from Planet X (PL 15)

Strength 14, Stamina 12, Agility 3, Dexterity 1,
Fighting 4, Intellect 10, Awareness 6, Presence 9

POWERS
Absorb Wood:
Enhanced Growth 8 – 16 points
Body Armor: Impervious Toughness 6 – 6 points
Huge Size: Growth 8 (Innate, Permanent; -4 active defenses included) – 17 points
Plant Control: Array (40 points)
Animate Trees: Summon 5 (Active, Controlled, Multiple Minions 2) – 40 points
Entangle: Ranged Burst Area Entangle 13 (Medium [plants and wood]) – 1 point
Move Wood: Perception Range Move Objects 13 (Limited to wood) – 1 point
Project Thorns: Ranged Multifire Damage 4 (Accurate 2) – 1 point
Resist Fire: Immunity 6 (Fire Damage, Heat; Limited to half-effect) – 3 points
Space Flight: Movement 3 (Space Travel 3) – 6 points
Support Field: Immunity 10 (Life Support; Noticeable [yellow-glowing force field]) – 9 points

ADVANTAGES
Languages 1 (English [Planet X Common is native])

SKILLS
Close Combat (Unarmed) 4 (+8), Expertise (Biology) 8 (+18), Expertise (Physics) 8 (+18), Perception 4 (+10)

OFFENSE
Initiative
+3
Entangle Area (Ranged, Affliction 13)
Thorns +5 (Ranged, Multifire Damage 4)
Unarmed +8 (Close, Damage 14)

DEFENSE
Dodge
3, Fortitude 12, Parry 4, Toughness 12 (Impervious 6), Will 14

POINTS
Abilities 86 + Advantages 1 + Defenses 16 + Powers 99 + Skills 12 = 214 Total

COMPLICATIONS
Arrogant:
Groot is confident in his abilities, to the point of being smug and reckless. He will reveal his plans, if given the chance and won’t shy away from direct conflict.
Power Loss: Enhanced Growth; Groot must absorb tremendous amounts of wood to increase his size. This often takes several hours to perform.
Power Loss: Impervious Toughness; not vs. Fine-sized creatures.
Returning home from a party, Alice and Leslie Evans witnessed a strange glowing object crash on the outskirts of the small town in which they lived. Because it was late, they decided not to investigate. For the next few days, though, the weird occurrence plagued Leslie, despite his efforts to throw himself into his work as a research biologist.

Only when trees, fences, and other wooden objects began to disappear around town did Leslie give in to his suspicions and go out to investigate the crash site. In the forest, he discovered a glowing wooden giant, 20-ft. tall and shaped roughly like a huge tree. This monstrous creature was absorbing all the wood he could gather: the trees, the missing fence, barrels, brooms, and even doghouses. And with each bit of wood he absorbed, the creature grew larger.

Evans rushed to warn the town, but it wasn’t long before the alien, now 50-ft. tall, lumbered out of the forest. He announced himself as Groot, monarch of Planet X and overlord of all timber in the galaxy. The plan he had come to institute was simple, but astounding: Groot would command the nearby trees to form a wall around the town, then expand their roots to weave a net beneath it. When that root-net was complete, Groot would order the trees to carry the town into space, out of the solar system, and into the waiting labs on Planet X, where the earthlings would provide ample test subjects for the alien scientists.

Though Groot never revealed how he could make the trees fly into space, the power he exhibited over the local pines and oaks seemed to prove he wasn’t bluffing. Under the overlord’s command, the trees surrounded the town and their roots started to grow into a net. The town tried to stop Groot – with bullets and even fire – but nothing worked.

Fortunately, Evans thought to confront Groot with a less obvious weapon. Whereas bullets could not penetrate the alien’s bark and fire had no effect upon him whatsoever, the special termites Evans bred in his lab made short work of the 50-ft. tree. With Groot gone, the town hailed Evans as a hero and started the long process of cleaning up after the rampaging flora.
:idea: A monstrosity from classic Marvel comics.
None of his current history as a member of the Guardians of the Galaxy?

prodigyduck
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Re: Prodigy Duck 3e Bestiary Builds (Monsters and Ninjas)

Post by prodigyduck » Wed Feb 09, 2011 12:43 pm

vitruvian wrote: None of his current history as a member of the Guardians of the Galaxy?
Nope. I have not read Marvel comics since they lost me with Avengers: Disassembled. And none of the stories I have heard about since then have enticed me to return.

I maintain my memories of when, in my opinion, comics were good...
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Hyena)

Post by prodigyduck » Mon Feb 14, 2011 1:41 pm

Image

HYENA (PL 4)

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

POWERS
Hyena Senses:
Senses 3 (Low-Light Vision, Scent, Tracking [olfactory]) – 3 points
Spotted Hide: Enhanced Stealth 4 (Limited to areas of tall grass and undergrowth) – 1 point

ADVANTAGES
Skill Mastery (Perception)

SKILLS
Perception 3 (+4), Stealth 3 (+5, +9 in tall grass)

OFFENSE
Initiative
+2
Unarmed +1 (Close, Damage 2)

DEFENSE
Dodge
5, Fortitude 5, Parry 4, Toughness 2, Will 1

POINTS
Abilities 6 + Advantages 1 + Defenses 9 + Powers 4 + Skills 3 = 23 Total

COMPLICATIONS
Disability:
Hyenas are mute and have no hands.
Hyenas are dog-like carnivorous animals that are native to grassy plains and savannahs. They have large bodies with legs that are shorter in back than their forelegs. This gives the animal a bear-like gait when it runs. The beasts have powerful teeth set into strong jaws that are known to crack bones.

Hyenas are hunters and scavengers. They often attempt to steal the food from other creatures after the prey has been slain. The creatures are often cowardly and will not attack anything larger than themselves unless they have overwhelming numbers.

Gnolls have an affinity with hyenas and will often keep these animals as guard beasts.

Hyenas are sometimes known as “laughing hyenas” due to the noise they make when excited.
"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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Re: Prodigy Duck 3e Bestiary Builds (Invisible Stalker)

Post by prodigyduck » Mon Feb 21, 2011 10:55 pm

Image
Did a zeplin just land behind me?

INVISIBLE STALKER (PL 8]

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

POWERS
Elemental Senses:
Senses 4 (Darkvision, Tracking 2 [visual]) – 4 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) – 9 points
Natural Flight: Flight 5 (60 mph; Innate) – 11 points
Natural Invisibility: Visual Concealment 4 (Innate, Permanent) – 9 points

ADVANTAGES
Improved Initiative, Languages 1 (Common [Auran is native])

SKILLS
Expertise (Survival) 6 (+8), Perception 6 (+8), Stealth 6 (+6)

OFFENSE
Initiative
+8
Unarmed +6 (Close, Damage 4)

DEFENSE
Dodge
8, Fortitude 12, Parry 10, Toughness 6, Will 4

POINTS
Abilities 54 + Advantages 2 + Defenses 20 + Powers 51 + Skills 9 = 136 Total

COMPLICATIONS
Prejudice:
Invisible Stalkers are regarded as simple elemental creatures to be summoned and used by spellcasters. These creatures resent this outlook and seek to harm mortal beings whenever they are subjected to this treatment.
Invisible stalkers are elemental beings from the Plane of Air. They are composed entirely of solidified air, but unlike a normal air elemental, are not tempestuous beings. Their calm demeanor makes them invisible to normal sight. This invisibility makes the stalker a perfect creature for summoners that wish to perform clandestine missions.

The fact that they are so frequently summoned to the natural world makes invisible stalkers hostile towards creatures on the Material Plane. Many invisible stalkers will obey their masters to the letter of their commands, and seek any way they can to subvert their magical shackles.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Invisible Stalker)

Post by Woodclaw » Tue Feb 22, 2011 2:33 am

A I still have fond memories of the Invisible Stalker image in the AD&D 2e Monster Manual, it was real piece of genius.
"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)

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Re: Prodigy Duck 3e Bestiary Builds (Invisible Stalker)

Post by prodigyduck » Tue Feb 22, 2011 12:01 pm

Woodclaw wrote:A I still have fond memories of the Invisible Stalker image in the AD&D 2e Monster Manual, it was real piece of genius.
The piece that was nothing at all...?
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Invisible Stalker)

Post by Woodclaw » Tue Feb 22, 2011 12:12 pm

prodigyduck wrote:
Woodclaw wrote:A I still have fond memories of the Invisible Stalker image in the AD&D 2e Monster Manual, it was real piece of genius.
The piece that was nothing at all...?
Precisly, I lost count of the number of jokes that it caused.
"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)

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Re: Prodigy Duck 3e Bestiary Builds (Kraken)

Post by prodigyduck » Sat Feb 26, 2011 12:33 pm

Image
Let's get... well, you know...

KRAKEN (PL 16)

Strength
10, Stamina 9, Agility 0, Dexterity 0,
Fighting 15, Intellect 5, Awareness 5, Presence 5

POWERS
Aquatic:
Immunity 3 (Cold, Drowning, Pressure), Movement (Environmental Adaptation [underwater]) – 5 points
Fast Swimmer: Enhanced Athletics 8 (Limited to Swimming), Swimming 2 (2 mph) – 4 points
Gargantuan Body: Growth 12 (Innate, Permanent; -6 active defenses included), Protection 5 – 30 points
Jet: Enhanced Swimming 3 – 3 points
Kraken Powers: Array (45 points)
Control Weather: Environment 9 (Intense Cold, Intense Heat; Hamper Movement [-1 rank], Visibility [-2 penalty]; Selective) – 45 points
Control Winds: Perception Range Move Object 9 (Limited to wind) – 1 point
Dominate Animal: Perception Range Affliction 8 (Dazed / Compelled / Controlled; Resisted by Will; Cumulative, Limited to animals) – 1 point
Ink Cloud: Cloud Area Visual Concealment Attack 4 (Area 4 [120-ft. cloud]) – 1 point
Resist Energy: Immunity 20 (Energy Damage; Limited to half-effect, Sustained) – 1 point
Kraken Senses: Senses 3 (Darkvision, Low-Light Vision) – 3 points
Tentacles: Summon 6 (Continuous, Controlled, Horde, Mental Link, Multiple Minions 3, Sacrifice) – 68 points

ADVANTAGES
Defensive Attack, Favored Environment (underwater), Improved Initiative, Languages 1 (Common [Aquan is native])

SKILLS
Athletics 0 (+10, +18 swimming), Expertise (Ocean Lore) 12 (+17), Insight 12 (+17), Intimidation 12 (+23), Perception 12 (+17), Stealth 12 (+0)

OFFENSE
Initiative
+4
Dominate Animal Perception (Ranged, Affliction 8]
Unarmed +15 (Close, Damage 10)

DEFENSE
Dodge
6, Fortitude 21, Parry 15, Toughness 14, Will 11

POINTS
Abilities 50 + Advantages 4 + Defenses 36 + Powers 162 + Skills 30 = 282 Total

COMPLICATIONS
Aquatic Creature:
A kraken drowns when out of the water.
Disability: A kraken’s tentacles offer limited manipulation.
Krakens are feared across the known world. They are creatures that dwell in the depths of the ocean and come to the surface to prey upon ships and their crews.

These creatures appear to be gargantuan squids with massive tentacles that can crush the hull of a galleon. The average kraken is about 100 feet in length and weighs about 4,000 pounds.
While the kraken itself is quite powerful, many never see the creature’s body. It hides below the surface of the water, where it can be protected from any attacks by a ship’s defenders. The kraken instead, sends forth is massive tentacles to catch crewmen and draw them below the water, where the beast can devour the unfortunate souls in one gulp.

KRAKEN TENTACLES (PL 13)
Strength 10, Stamina 9, Agility 0, Dexterity 0,
Fighting 6, Intellect --, Awareness 5, Presence --

POWERS
Aquatic:
Immunity 3 (Cold, Drowning, Pressure), Movement (Environmental Adaptation [underwater]) – 5 points
Huge Body: Growth 8 (Innate, Permanent; -4 active defenses included), Protection 5 – 30 points
Reach: Elongation 3 – 3 points
Tentacle Body: Movement 1 (Slithering) – 2 points

ADVANTAGES
Close Attack 5, Fast Grab, Improved Grab, Improved Hold

OFFENSE
Initiative
+0
Unarmed +11 (Close, Damage 10)

DEFENSE
Dodge
2, Fortitude 15, Parry 8, Toughness 14, Will 11

POINTS
Abilities 8 + Advantages 8 + Defenses 24 + Powers 40 + Skills 0 = 80 Total

COMPLICATIONS
Disability:
Kraken Tentacles are part of the larger form and cannot leave their parent kraken. If severed, the tentacle is slain.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Kraken)

Post by Thorpacolypse » Sat Feb 26, 2011 1:47 pm

I'm glad the Kraken was released! I like the sidebar about the tentacles, too. They could almost be Sidekicks, really, but I like your mechanic.
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Re: Prodigy Duck 3e Bestiary Builds (Kraken)

Post by scc » Sat Feb 26, 2011 1:55 pm

I like how you did the tentacles too. Builds like that one and the Hydra can be tricky.

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Re: Prodigy Duck 3e Bestiary Builds (Kraken)

Post by Flying Cobra » Sat Feb 26, 2011 11:53 pm

You know... You take that Kraken build, remove the Aquatic creature part and give it, say, Flight 4.... Hmmmm....

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Re: Prodigy Duck 3e Bestiary Builds (Kraken)

Post by prodigyduck » Sun Feb 27, 2011 10:30 am

Flying Cobra wrote:You know... You take that Kraken build, remove the Aquatic creature part and give it, say, Flight 4.... Hmmmm....
Don't laugh... they have flying, air-breathing kraken in Forgotten Realms these days...
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Kraken)

Post by Gothenem » Mon Feb 28, 2011 3:56 pm

prodigyduck wrote:
Flying Cobra wrote:You know... You take that Kraken build, remove the Aquatic creature part and give it, say, Flight 4.... Hmmmm....
Don't laugh... they have flying, air-breathing kraken in Forgotten Realms these days...
\Aaand this is why I don't read these books/game products anymore...

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Re: Prodigy Duck 3e Bestiary Builds (Giganto)

Post by prodigyduck » Wed Mar 02, 2011 1:53 pm

Image

GIGANTO (PL 13)
Real Name:
Giganto
Occupation: Monster
Base: Monster Island, Subterranea
Affiliation: Mole Man
Height: 32 ft. tall, Weight: Unknown
Eyes: White, Hair: None

Strength 14, Stamina 14, Agility 0, Dexterity 0
Fighting 2, Intellect -4, Awareness 3, Presence 9

POWERS
Armor Skin:
Impervious Toughness 17, Protection 3 – 20 points
Gargantuan: Growth 14 (Innate, Permanent; -7 active defenses included) – 29 points

ADVANTAGES
Daze (Intimidation)

SKILLS
Close Combat (Unarmed) 8 (+10), Intimidation 4 (+20), Perception 4 (+7)

OFFENSE
Initiative
+0
Unarmed +10 (Close, Damage 14)

DEFENSE
Dodge
1, Fortitude 18, Parry 3, Toughness 17 (Impervious 17), Will 7

POINTS
Abilities 20 + Advantages 1 + Defenses 24 + Powers 49 + Skills 8 = 101 Total

COMPLICATIONS
Disability: Giganto is mute. Giganto can only operate for 1 hour on the surface world. Afterwards, she must rest for 1 day to recover her energy.
Power Loss: Giganto’s armor only protects her from exterior attacks.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Giganto)

Post by prodigyduck » Tue Mar 08, 2011 12:04 am

Image

KYTON (PL 7)

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

POWERS
Chain Armor:
Impervious Toughness 5, Protection 4 – 9 points
Chains: Strength-Based Damage 2 (Reach) – 3 points
Infernal Healing: Regeneration 10 (Limited [not vs. silver and holy weapons or effects) – 5 points
Kyton Powers: Array (12 points)
Animate Chains: Summon 2 (Horde, Multiple Minions 2, Limited to existing chains in local area) – 12 points
Unnerving Gaze: Burst Area Affliction 5 (Shaken; Resisted by Will; Limited to One Degree, Visual Sense-Dependent) – 1 point
Kyton Senses: Senses 2 (Darkvision) – 2 points
Outsider Traits: Feature 1 (Natural and weapon attacks count as the “unholy” descriptor), Immunity 8 (Aging, Cold Damage, Sleep, Starvation and Thirst) – 9 points

ADVANTAGES
Close Combat 1, Improved Critical (chains), Improved Initiative, Languages 1 (Common [Infernal is native])

SKILLS
Athletics 6 (+8), Expertise (Metalwork) 8 (+6), Intimidation 6 (+7), Perception 6 (+6), Stealth 6 (+8)

OFFENSE
Initiative
+6
Chains +7 (Close, Damage 4/19-20)
Unarmed +7 (Close, Damage 2)
Unnerving Gaze Area (Close, Affliction 5)

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

POINTS
Abilities 24 + Advantages 4 + Defenses 10 + Powers 41 + Skills 16 = 95 Total

COMPLICATIONS
Power Loss:
Impervious Toughness; not vs. silver or holy weapons.
Kytons are infernal creatures that are often confused with devils. While they are counted among the infernal legions, they are not true devils, but the vile souls of sadomasochistic beings given power by the Hellish realms. Kytons roam the world and the planes beyond seeking others who they can torture with sadistic glee and debauchery.

A kyton appears to be a humanoid form with deathly-pale skin. Its entire form is covered in chains that are spiked and barbed. The face of a kyton changes based on those who gaze upon it – the face of a slain loved one is all that is ever seen. Often, being confronted with this visage causes despair in those who witness it; leaving them vulnerable to the lethal assault of the kyton.
Kytons have the ability to animate any chains that are in their presence. When they use this power, the chains can use the following traits:

ANIMATED CHAIN (PL 7)

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

POWERS
Construct Traits:
Immunity 30 (Fortitude Effects) – 30 points
Iron Body: Protection 6 – 6 points
Reach: Elongation 1 – 1 point

OFFENSE
Initiative
+0
Unarmed +6 (Close, Damage 1)

DEFENSE
Dodge
2, Fortitude Immune, Parry 8, Toughness 6, Will 2

POINTS
Abilities -16 + Advantages 0 + Defenses 6 + Powers 37 + Skills 0 = 27 Total

COMPLICATIONS
Disability:
An animated chain is mute and has no hands.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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