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

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Re: Prodigy Duck 3e Bestiary Builds (Satyr, Scorpion)

Post by prodigyduck » Wed Aug 31, 2011 8:43 pm

MisterO wrote:
prodigyduck wrote: Good looking satyrs that can actually get women. That's different!

Is having the demi-human/monstrous humanoids being more appealing something common in Pathfinder or am I not paying enough attention?
This piece of art is actually from the 4e Mosnter Manual for D&D.

Pathfinder has a decent enough piece of art for the satyr, but one can always state what they want a satyr to look like in their own games, without having to reference a single illustration.

Imagination is the point of this hobby. GMs shouls feel free to say what they want things to look like in their own games. Err on the side of awesome!
"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 (Shadow, Shadow Mastiff)

Post by prodigyduck » Fri Sep 02, 2011 11:37 pm

Image

SHADOW (PL 3)

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

POWERS
Incorporeal:
Flight 1 (Subtle), Immunity 2 (Critical Hits), Insubstantial 4 (Affected by Magic; Innate, Permanent), Protection 2 – 28 points
Shadow Blend: Visual Concealment 4 (Limited to while in shadows, Passive) – 2 points
Strength Draining: Weaken Strength 2 (Resisted by Fortitude; Affects Corporeal) – 4 points
Undead Traits: Immunity 30 (Fortitude Effects), Regeneration 1, Senses 2 (Darkvision) – 33 points

ADVANTAGES
Skill Mastery (Perception)

SKILLS
Perception 5 (+6), Stealth 3 (+5)

OFFENSE
Initiative
+2
Strength Drain +2 (Close, Weaken 2)

DEFENSE
Dodge
3, Parry 3, Toughness 2
Fortitude Immune, Will 4

POINTS
Abilities -10 + Advantages 1 + Defenses 6 + Powers 67 + Skills 4 = 68 Total

COMPLICATIONS
Motivation:
Shadows have no purpose in life other than to sap the strength from living creatures.
Shadows are a form of incorporeal undead that resembles nothing more than their namesake. These wraith-like creatures exist to slay living beings, which they hate and desire to feed upon. When a shadow touches a living creature it saps the strength of the being. Any living creature slain by a shadow rises as a shadow soon afterwards.

Shadows often travel in groups; hiding from the sun in the depths of the world or within buried ruins and crypts.
"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 (Shadow, Shadow Mastiff)

Post by prodigyduck » Fri Sep 02, 2011 11:39 pm

Image

SHADOW MASTIFF (PL 6)

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

POWERS
Bay:
Hearing Perception Area Affliction 3 (Defenseless and Impaired; Resisted by Will; Extra Condition) – 9 points
Fast: Speed 1 (4 mph) – 1 point
Outsider Traits: Immunity 3 (Aging, Sleep, Starvation and Thirst) – 3 points
Shadow Blend: Visual Concealment 4 (Limited to while in shadows) – 4 points
Shadowy Hide: Protection 2 – 2 points
Shadow Senses: Senses 4 (Darkvision, Scent, Tracking [olfactory]) – 4 points

ADVANTAGES
Close Attack 1, Improved Initiative, Improved Trip, Languages 0 (Common is native), Power Attack

SKILLS
Perception 4 (+5), Stealth 4 (+6)

OFFENSE
Initiative
+6
Bay Area (Close, Affliction 3)
Unarmed +5 (Close, Damage 3)

DEFENSE
Dodge
6, Parry 5, Toughness 5
Fortitude 7, Will 2

POINTS
Abilities 24 + Advantages 4 + Defenses 10 + Powers 23 + Skills 4 = 65 Total

COMPLICATIONS
Disability:
Although it can understand the Common tongue, a shadow mastiff cannot speak. It has no hands.
These black-furred hounds dwell in the dark places of the world. They do this thanks to their innate magical power to blend into any shadows in the area. Only if the darkness is removed can the shadow mastiff be seen in all its terrifying glory.

Many claim that shadow mastiffs are the result of hounds from the natural world having lived and evolved on a realm of darkness for thousands of years. They are tireless hunters and relentlessly pursue any creature that they are set against.
"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 (Shadow, Shadow Mastiff)

Post by prodigyduck » Sat Sep 03, 2011 7:01 pm

Image

SHAMBLING MOUND (PL 8]

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

POWERS
Electrical Healing:
Immunity 5 (Electrical Damage), Healing 5 (Limited to Self Only, Triggered [when struck with electrical damage]) – 11 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 7 – 16 points
Plant-Covered Body: Enhanced Stealth 12 (Limited to swampy or forested areas) – 3 points
Plant Senses: Senses 3 (Darkvision, Low-Light Vision) – 3 points
Plant Traits: Immunity 27 (Mental Effects, Paralysis Effects, Poison, Sleep, Stunning Effects, Transform Effects) – 27 points
Strong Swimmer: Enhanced Athletics 8 (Limited to swimming), Swimming 3 (2 mph) – 5 points

ADVANTAGES
Chokehold, Close Attack 2, Fast Grab, Languages 1 (Common [Sylvan is native]), Power Attack, Takedown

SKILLS
Athletics 0 (+5, +13 swimming), Perception 6 (+6), Stealth 6 (+2, +14 in swamps or forests)

OFFENSE
Initiative
+0
Unarmed +8 (Close, Damage 5)

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

POINTS
Abilities 6 + Advantages 7 + Defenses 12 + Powers 65 + Skills 6 = 96 Total

COMPLICATIONS
Disability:
Although it can understand the Common and Sylvan tongues, a shambling mound cannot speak. It’s tendrils offer limited manipulation.
Shambling mounds are a type of plant creature that dwells in forests and swamps. They appear to be moving, vaguely man-shaped mounds of rotting vegetation. Shambling mounds feed off of the flesh and blood of living creatures they have engulfed and crushed within their own bodies.
"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 (Shark!)

Post by prodigyduck » Mon Sep 05, 2011 12:22 pm

Image

SHARK
Sharks are the perfect killing machine. These creatures have been swimming in the oceans for millions of years with little change in their appearance or methods. Sharks come in a variety of sizes and appearances, but their general shape is consistent – everyone can recognize a shark when they see one.

MEDIUM SHARK (PL 4)

Strength
1, Stamina 1, Agility 2, Dexterity 0
Fighting 2, Intellect -5, Awareness 1, Presence -4

POWERS
Aquatic:
Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation – Aquatic) – 5 points
Dermal Armor: Protection 2 – 2 points
Shark Senses: Senses 9 (Extended Olfactory, Lateral Line Sense [accurate, acute, extended, radius, ranged sense], Scent, Tracking [olfactory]) – 9 points
Strong Swimmer: Enhanced Athletics 8 (Limited to swimming), Swimming 3 (4 mph) – 5 points

ADVANTAGES
Grabbing Finesse

SKILLS
Athletics 0 (+1, +9 swimming), Perception 4 (+5)

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

DEFENSE
Dodge
5, Parry 3, Toughness 3
Fortitude 4, Will 2

POINTS
Abilities -4 + Advantages 1 + Defenses 8 + Powers 21 + Skills 2 = 28 Total

COMPLICATIONS
Aquatic:
Sharks will begin to drown if removed from the water.
Disability: A shark is mute and has no hands.
Medium sharks, such as the mako shark, are sleep, spindle-shaped sharks that are renowned for their speed and ability to jump out of the water.
LARGE SHARK (PL 5)

Strength
3, Stamina 1, Agility 2, Dexterity 0
Fighting 5, Intellect -5, Awareness 1, Presence -4

POWERS
Aquatic:
Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation – Aquatic) – 5 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 3 – 12 points
Shark Senses: Senses 9 (Extended Olfactory, Lateral Line Sense [accurate, acute, extended, radius, ranged sense], Scent, Tracking [olfactory]) – 9 points
Strong Swimmer: Enhanced Athletics 8 (Limited to swimming), Swimming 3 (4 mph) – 5 points

ADVANTAGES
Close Attack 1, Improved Initiative

SKILLS
Athletics 0 (+3, +11 swimming), Perception 6 (+7)

OFFENSE
Initiative
+6
Unarmed +6 (Close, Damage 3)

DEFENSE
Dodge
5, Parry 5, Toughness 4
Fortitude 6, Will 3

POINTS
Abilities -10 + Advantages 2 + Defenses 14 + Powers 31 + Skills 3 = 40 Total

COMPLICATIONS
Aquatic:
Sharks will begin to drown if removed from the water.
Disability: A shark is mute and has no hands.
Large sharks include creature like tiger sharks. They are solitary night-time hunters that have tiger-like stripes along their back. These stripes fade as the shark matures.
HUGE SHARK (PL 8]

Strength
5, Stamina 3, Agility 2, Dexterity 0
Fighting 7, Intellect -5, Awareness 1, Presence -4

POWERS
Aquatic:
Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation – Aquatic) – 5 points
Huge Body: Growth 8 (Innate, Permanent; -4 active defenses included), Protection 6 – 23 points
Shark Senses: Senses 9 (Extended Olfactory, Lateral Line Sense [accurate, acute, extended, radius, ranged sense], Scent, Tracking [olfactory]) – 9 points
Strong Swimmer: Enhanced Athletics 8 (Limited to swimming), Swimming 3 (4 mph) – 5 points

ADVANTAGES
Close Attack 2, Improved Initiative

SKILLS
Athletics 0 (+5, +13 swimming), Perception 8 (+9)

OFFENSE
Initiative
+6
Unarmed +9 (Close, Damage 5)

DEFENSE
Dodge
5, Parry 6, Toughness 9
Fortitude 10, Will 4

POINTS
Abilities -14 + Advantages 3 + Defenses 20 + Powers 42 + Skills 4 = 55 Total

COMPLICATIONS
Aquatic:
Sharks will begin to drown if removed from the water.
Disability: A shark is mute and has no hands.
Huge sharks include such creatures as the great white shark. Great whites are found in the coastal waters of every ocean. They are apex predators, feeding on dolphins, whales, and seals. The teeth of a great white are as sharp as razor blades.
DIRE SHARK (PL 12)

Strength
6, Stamina 3, Agility 2, Dexterity 0
Fighting 11, Intellect -5, Awareness 1, Presence 0

POWERS
Aquatic:
Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation – Aquatic) – 5 points
Huge Body: Growth 8 (Innate, Permanent; -4 active defenses included), Protection 8 – 25 points
Shark Senses: Senses 9 (Extended Olfactory, Lateral Line Sense [accurate, acute, extended, radius, ranged sense], Scent, Tracking [olfactory]) – 9 points
Strong Swimmer: Enhanced Athletics 8 (Limited to swimming), Swimming 3 (4 mph) – 5 points
Swallow Whole: Affliction 6 (Hindered and Vulnerable / Defenseless and Immobilized / Paralyzed and Unaware; Resisted by Dodge; Cumulative, Extra Condition, Grab-Based, Instant Recovery, Limited to Medium-sized or smaller creatures, Progressive, Sustained); Linked to Damage 6 (Reaction) – 48 points

ADVANTAGES
Close Attack 3, Fast Grab, Improved Critical (bite), Improved Grab, Improved Initiative

SKILLS
Athletics 0 (+6, +14 swimming), Perception 10 (+11)

OFFENSE
Initiative
+6
Bite +14 (Close/Ranged, Damage 6/19-20)
Unarmed +14 (Close, Damage 6)

DEFENSE
Dodge
7, Parry 12, Toughness 11
Fortitude 12, Will 6

POINTS
Abilities 4 + Advantages 7 + Defenses 28 + Powers 92 + Skills 5 = 136 Total

COMPLICATIONS
Aquatic:
Dire sharks will begin to drown if removed from the water.
Disability: A dire shark is mute and has no hands.
Megalodons are sharks at the pinnacle of evolution. They are massive sea-hunters of immense size and ravenous appetite.
"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 (Shark!)

Post by catsi563 » Mon Sep 05, 2011 12:29 pm

Love sharks great stuff. And its exactly like you said thats how you know perfection, when Nature makes an animal that for all intents and purposes has not changed save to grow smaller--and one could even argue that fact as well given that no megaldon has ever been sighted--it does exactly what its meant to do.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

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Re: Prodigy Duck 3e Bestiary Builds (Shark!)

Post by prodigyduck » Mon Sep 05, 2011 10:26 pm

catsi563 wrote:Love sharks great stuff. And its exactly like you said thats how you know perfection, when Nature makes an animal that for all intents and purposes has not changed save to grow smaller--and one could even argue that fact as well given that no megaldon has ever been sighted--it does exactly what its meant to do.
I used to live in Humboldt County in northern California. There were great whites in the ocean up there... I did not go into the water - EVER.
"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 (Shark, Skeleton)

Post by prodigyduck » Tue Sep 06, 2011 12:06 pm

Image
I love me some zylophone music

SKELETON (PL 3)

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

POWERS
Skeletal Invulnerability:
Impervious Toughness 2, Protection 2 – 4 points
Undead Senses: Senses 2 (Darkvision) – 2 points
Undead Traits: Immunity 35 (Cold Damage, Fortitude Effects) – 35 points

EQUIPMENT
Small Shield:
Enhanced Dodge 1, Enhanced Parry 1 – 2 points
Sword: Strength-Based Damage 3 (Improved Critical) – 4 points

ADVANTAGES
Close Attack 1, Equipment 2, Improved Initiative

OFFENSE
Initiative
+5
Sword +1 (Close, Damage 4/19-20)
Unarmed +1 (Close, Damage 1)

DEFENSE
Dodge
2 / 1*, Parry 1 / 0*, Toughness 2
Fortitude Immune, Will 2
* without shield

POINTS
Abilities -26 + Advantages 4 + Defenses 2 + Powers 41 + Skills 0 = 21 Total

COMPLICATIONS
Disability:
Skeletons cannot speak.
Power Loss: Impervious Toughness; not vs. bludgeoning weapons.
Skeletons are the animated bones of once-living creatures. Their forms are kept together and ambulatory by means of necromantic energy – often a spell or some other outside magical source.

Human skeletons are the most commonly-encountered skeletal undead. This is due to the fact that the average necromancer has to do little more than steal a body from a local cemetery to gain an additional undead minion.
"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 (Shark, Skeleton, Snake)

Post by prodigyduck » Wed Sep 07, 2011 11:14 am

Image

SNAKE
Snakes are natural reptiles that have no legs. They slither along the ground or in trees in search of food, which consists of small mammals, insects, and birds. In many parts of the world, snakes are seen as helpful creatures, due to their feeding on unwanted vermin.


CONSTRICTOR (PL 4)

Strength
3, Stamina 1, Agility 3, Dexterity 1
Fighting 2, Intellect -5, Awareness 1, Presence -4

POWERS
Scales:
Protection 1 – 1 point
Serpentine Body: Enhanced Acrobatics 8 (Limited to balance), Movement 3 (Slithering, Wall-Crawling 2) – 8 points
Serpentine Senses: Senses 3 (Extended Olfactory, Infravision, Scent) – 3 points
Strong Swimmer: Enhanced Athletics 8 (Limited to swimming), Swimming 2 (2 mph) – 4 points

ADVANTAGES
Chokehold, Close Attack 1, Fast Grab, Improved Hold

SKILLS
Acrobatics 0 (+3, +11 balance), Athletics 0 (+3, +11 swimming), Perception 3 (+4), Stealth 3 (+6)

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

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

POINTS
Abilities 4 + Advantages 4 + Defenses 11 + Powers 16 + Skills 3 = 38 Total

COMPLICATIONS
Disability:
A snake is mute and has no hands.
These snakes are often long, large, and powerful. They use their massive bodies to warp around their prey and slowly squeeze the air from its lungs before consuming it whole. After feeding, these snakes often crawl up a tree to digest their meal over the course of many days.
VENOMOUS SNAKE (PL 5)

Strength
-1, Stamina 0, Agility 3, Dexterity 1
Fighting 1, Intellect -5, Awareness 1, Presence -4

POWERS
Scales:
Protection 3 – 3 points
Serpentine Body: Enhanced Acrobatics 8 (Limited to balance), Movement 3 (Slithering, Wall-Crawling 2) – 8 points
Serpentine Senses: Senses 3 (Extended Olfactory, Infravision, Scent) – 3 points
Strong Swimmer: Enhanced Athletics 8 (Limited to swimming), Swimming 2 (2 mph) – 4 points
Venomous Bite: Weaken Stamina 3 (Resisted by Fortitude; Linked to unarmed, Progressive) – 9 points

ADVANTAGES
Benefit (uses Agility for Athletics checks to climb and swim), Grabbing Finesse, Improved Initiative

SKILLS
Acrobatics 0 (+3, +11 balance), Athletics 0 (-1, +3 climbing, +11 swimming), Perception 3 (+4), Stealth 3 (+6)

OFFENSE
Initiative
+7
Bite +1 (Close, Damage -1 plus Weaken 3)
Unarmed +1 (Close, Damage -1)

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

POINTS
Abilities -8 + Advantages 3 + Defenses 6 + Powers 27 + Skills 3 = 31 Total

COMPLICATIONS
Disability:
A snake is mute and has no hands.
There are many varieties of snakes found all over the world that use venom to kill their prey (as well as anything else that provokes them). They inject their venom into their victim with a pair of powerful retractable fangs.

Some species of venomous snakes give warning before striking. For example, the many breeds of rattlesnakes will shake their tails, producing a distinctive rattle sound to alert intruders to their presence. Cobras will stand erect and flair their hoods as a sign of provocation. Those who do not take heed will quickly find themselves bitten and suffering the painful effects of the serpent’s venom.
"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 (Shark, Skeleton, Snake)

Post by Kara » Thu Sep 08, 2011 3:55 pm

Snake. Snake? Snaaaayyyke!

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Re: Prodigy Duck 3e Bestiary Builds (Spectre)

Post by prodigyduck » Fri Sep 09, 2011 11:45 pm

Image

SPECTRE (PL 5)

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

POWERS
Incorporeal:
Flight 2 (8 mph; Subtle), Immunity 2 (Critical Hits), Insubstantial 4 (Affected by Magic; Innate, Permanent), Protection 2 – 30 points
Life-Draining Touch: Damage 5 (Affects Corporeal, Alternate Resistance [Fortitude]) – 15 points
Undead Traits: Immunity 30 (Fortitude Effects), Resurrection 1, Senses 2 (Darkvision) – 33 points
Unnatural Aura: Area Burst Affliction 5 (Vulnerable / Compelled [to flee]; Resisted by Will; Limited to Two Degrees, Reaction) – 20 points

ADVANTAGES
Improved Initiative, Skill Mastery (Perception)

SKILLS
Expertise (History) 6 (+8), Expertise (Religion) 6 (+8), Intimidation 6 (+8), Perception 6 (+9), Stealth 6 (+9)

OFFENSE
Initiative
+7
Life-Draining Touch +5 (Close, Damage 5)

DEFENSE
Dodge
5, Parry 7, Toughness 2
Fortitude Immune, Will 8

POINTS
Abilities 12 + Advantages 2 + Defenses 9 + Powers 98 + Skills 15 = 136 Total

COMPLICATIONS
Disabled:
A spectre in the sunlight cannot attack and is dazed.
Hatred: Spectres hate all living creatures and seek to slay them whenever they sense their presence.
Spectres are a type of incorporeal undead that haunts the places in which they died. They have a great jealousy and hatred for living creatures; their anger fueling their undead nature.
"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 (Spectre)

Post by prodigyduck » Sun Sep 11, 2011 12:25 am

Image
Riddle me this, Batman...

SPHINX
Sphinxes are a race of intelligent, immortal magical beasts. It is said that they once held a vast kingdom given to them by the gods in an effort to teach mortals the way of truth. The sphinxes had their own methods, however, by teaching mortals to think for themselves with riddles and parables.

All sphinxes have leonine bodies with great feathery wings. They possess the heads of humanoids, with their facial features being an attractive mix of humanoid and feline.

Sphinxes tend to be very solitary creatures and territorial. Many make their lairs within the ruins of ancient civilizations or in isolated caves. They are neither good nor evil, but follow their own path, just as any mortal can do.
ANDROSPHINX (PL 12)

Strength
7, Stamina 4, Agility 0, Dexterity 0
Fighting 9, Intellect 3, Awareness 3, Presence 3

POWERS
Fast:
Speed 1 (4 mph) – 1 point
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 9 – 18 points
Roar: Array (45 points)
Fearsome Roar: Burst Area Affliction 9 (Impaired / Disabled; Resisted by Will; Area 5 [500-ft. radius], Cumulative, Hearing Sense-Dependent, Limited to Two Degrees) – 45 point
Paralyzing Roar: Burst Area Affliction 9 (Hindered / Immobilized / Paralyzed; Resisted by Fortitude; Area 4 [250-ft. radius], Cumulative, Hearing Sense-Dependent) – 1 point
Shattering Roar: Burst Area Damage 9 (Area 3 [120-ft. radius], Limited to stone and crystalline objects); Linked to Burst Area Affliction 9 (Vulnerable / Prone; Resisted by Dodge; Area 3 [120-ft. radius], Limited to Two Degrees, Limited to Small-sized or smaller creatures) – 1 point
Weakening Roar: Burst Area Weaken Strength 9 (Resisted by Fortitude; Area 4 [250-ft. radius], Hearing Sense-Dependent) – 1 point
Shielded Senses: Immunity 2 (Androsphinx Roars) – 2 points
Sphinx Senses: Senses 3 (Darkvision, Low-Light Vision) – 3 points
Wings: Flight 3 (16 mph; Wings) – 3 points

ADVANTAGES
Close Attack 3, Languages 2 (Common, Draconic [Sphinx is native]), Move-By Action, Power Attack, Ritualist, Takedown 2

SKILLS
Expertise (Magic) 8 (+11), Expertise (Religion) 8 (+11), Intimidation 8 (+13), Perception 8 (+11)

OFFENSE
Initiative
+0
Roar Area (Close, Affliction, Damage, or Weaken 9)
Unarmed +12 (Close, Damage 7)

DEFENSE
Dodge
6, Parry 11, Toughness 13
Fortitude 12, Will 7

POINTS
Abilities 42 + Advantages 10 + Defenses 24 + Powers 75 + Skills 16 = 167 Total

COMPLICATIONS
Disability:
An androsphinx’s paws offer limited manipulation.
Motivation: Doing good.
Androsphinxes are the male of the sphinx species. They are physically powerful creatures with inherent magical powers and a terrifying roar. While they tend to be short-tempered and terse, androsphinxes possess good-natured ideals and always attempt to do the right thing.
GYNOSPHINX (PL 9)

Strength
4, Stamina 3, Agility 1, Dexterity 0
Fighting 6, Intellect 4, Awareness 4, Presence 4

POWERS
Fast:
Speed 1 (4 mph) – 1 point
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 8 – 17 points
Linguist: Comprehend 4 (Languages) – 8 points
Magic Powers: Array (21 points)
Clairvoyance: Remote Sensing 7 (visual and hearing) – 21 points
Dispel Magic: Nullify 7 (Broad [all magical effects], Simultaneous) – 1 point
Legend Lore: Senses 4 (Postcognition; Limited to examined object or device) – 1 point
Remove Curse: Nullify 7 (Broad [all curse effects], Simultaneous) – 1 point
Sphinx Senses: Senses 8 (Darkvision, Detect Magic [acute, ranged mental sense], Low-Light Vision, Vision Counters Concealment [see invisibility]) – 8 points
Wings: Flight 2 (8 mph; Wings) – 2 points

ADVANTAGES
Close Attack 2, Improved Initiative, Languages 2 (Common, Draconic [Sphinx is native]), Ritualist

SKILLS
Deception 6 (+10), Expertise (Magic) 6 (+10), Expertise (Riddles) 6 (+10), Insight 6 (+10), Intimidation 6 (+12), Perception 6 (+10), Persuasion 6 (+10)

OFFENSE
Initiative
+5
Unarmed +8 (Close, Damage 4)

DEFENSE
Dodge
5, Parry 6, Toughness 11
Fortitude 9, Will 6

POINTS
Abilities 36 + Advantages 6 + Defenses 16 + Powers 60 + Skills 21 = 139 Total

COMPLICATIONS
Disability:
A gynosphinx’s paws offer limited manipulation.
Obsession: Riddles and trivia.
A gynosphinx is a female sphinx. While not as physically powerful as an androsphinx, the gynosphinx is still a capable combatant and possesses a number of magical powers.

Gynosphinxes prefer to pursue intellectual ideals. They love to collect knowledge and ancient lore and delight in solving riddles, puzzles and mental challenges.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

Jabroniville
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Re: Prodigy Duck 3e Bestiary Builds (Spectre, Sphinx)

Post by Jabroniville » Sun Sep 11, 2011 1:11 pm

I always find it funny how the artists go out of their way to make Gynosphinxes look blazingly-hot for the lady half. I mean, it's such a waste! Only Furries & Zoophiles would get excited about the rest of her. I also found it curious that I've seen no builds of a "life size" Sphinx, like the actual statue. I figure that'd be cool.

Nice builds, though, as always.

prodigyduck
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Re: Prodigy Duck 3e Bestiary Builds (Spectre, Sphinx)

Post by prodigyduck » Mon Sep 12, 2011 9:53 am

Jabroniville wrote:I always find it funny how the artists go out of their way to make Gynosphinxes look blazingly-hot for the lady half. I mean, it's such a waste! Only Furries & Zoophiles would get excited about the rest of her.
In a fantsay world where strange-looking things have intelligence, one must give their romantic horizons a broader view than we have on our tiny world. It's something I have to tell my players in my fantsay game. How else did all those half-dragons / half-trolls / half-whatevers come to be?
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

Darzoni
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Re: Prodigy Duck 3e Bestiary Builds (Spectre, Sphinx)

Post by Darzoni » Mon Sep 12, 2011 10:18 am

prodigyduck wrote: In a fantsay world where strange-looking things have intelligence, one must give their romantic horizons a broader view than we have on our tiny world. It's something I have to tell my players in my fantsay game. How else did all those half-dragons / half-trolls / half-whatevers come to be?
Dragons polymorph and seduce the object of their desire, much like what Zeus tended to do. Trolls do... unspeakable things. So do Orcs and Ogres.

Apparently 'Elf' is a common enough fetish among fantasy humans that half-elves get made. Reverse is true for elves... :D
Elf: He has issues with things like letters and numbers.
Dwarf: I can count to ten, how dumb is that?

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