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scc 3rd Edition Builds: Nazis - Major Maxim!

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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Wed Sep 07, 2011 4:59 pm

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King
PL 7


Abilities
Strength 4, Stamina 5, Agility 0, Dexterity 0, Fighting 5, Intellect 0, Awareness 0, Presence 0

Powers
Big and Fat:
Growth 1 [Permanent; Innate] -3 pts


Equipment
Spiked Club: Strike 2 [Strength-based; Improved Critical]

Advantages
All-out Attack
Equipment 1 [Spiked Club]
Favored Environment [Sewers]
Minion 4 [Sewer Dwellers]
Power Attack
Sidekick 12 [Alligator]
Startle

Skills
Athletics (+4), Close Combat: Unarmed 3 (+8), Close Combat: Club 3 (+8), Deception 2 (+2), Expertise: Sewers 8 (+8), Insight (+0), Intimidation 10 (+10), Perception (+0), Persuasion (+0), Stealth 4 (+3)

Offense
Initiative +0
Unarmed +8, Damage 4
Spiked Club +8, Damage 6, Improved Critical

Defense
Dodge 5, Parry 7
Toughness 5, Fortitude 8, Will 6

Power Points
Abilities 24 + Powers 3 + Advantages 21 + Skills 15 + Defenses 16 = Total 79

Complications
Disability: Missing right eye.
Disability: Pink irises make him sensitive to light.
Enemy: Daredevil.
Prejudice: King is a scary giant albino that reaks of filth.

Design Notes
This is the King of the Sewers a Daredevil enemy. Offensively he is PL 7(PL8 in sewers) while using his spiked club. Defensively he is PL 6(PL 7 in sewers) due to Parry and Toughness. King leads a group of sewer dwellers. He killed his one queen since she failed to please him and replaced her with the amnesiac Vanessa Fisk. Ben Urich discovered that Vanessa was living in the sewers. Daredevil was informed and fought the King to win her freedom. The King has fought Daredevil a couple other times but to no avail. He holds a grudge against Daredevil for his humilating defeats and loss of respect among sewer dwellers.

The King is a big strong guy who is a decent fighter but all about offense. He has some minions whose points would be barely above a bystander since most are sickly and malnourished but carry basic melee weapons. The King raised a alligator which would have slightly better stats than the spectacled caiman under Jab's build. His Expertise: Sewers allows him to survive in the sewers and know his way around the sewers.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Sun Sep 25, 2011 2:44 pm

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Lotus Newmark
PL 8.5


Abilities
Strength 2, Stamina 2, Agility 3, Dexterity 3, Fighting 8, Intellect 4, Awareness 3, Presence 4

Powers
Manipulative Power:
Hypnosis: Affliction 6 [Resisted by Will(Entanced, Compelled); Cumulative, Perception; Limited Degree, Sense Dependent(Visual)] -12 pts

Equipment
Sai: Strike 1 [Strengthed-based; Improved Disarm]
Short Blade: Strike 2 [Strength-based; Improved Critical]

Advantages
Accurate Attack
Attractive 1
Benefit 3 [Wealth(Millionaire)]
Close Attack 5
Contacts
Connected
Defensive Roll 3
Equipment 1 [Sai, Short Blade]
Fascinate 1 [Persuasion]
Improved Critical 1 [Unarmed]
Improved Initiative 1
Languages 1 [Chinese, Base: English]
Martial Strike 1 [Unarmed attacks inflict additional damage]
Precise Attack 1 [Close; Concealment]
Ranged Attack 3
Skill Mastery [Persuasion]
Well-Informed

Skills
Acrobatics 4 (+7), Athletics 6 (+8), Deception 8 (+12), Expertise: Business 9 (+13), Expertise: Streetwise 6 (+10), Expertise: Current Events 4 (+8), Insight 7 (+10), Intimidation 2 (+6), Perception 7 (+10), Persuasion 9 (+13), Stealth 6 (+9)

Offense
Initiative +7
Unarmed +13, Damage 3, Improved Critical
Short Blade +13, Damage 4, Improved Critical
Sai +13, Damage 3, Improved Disarm
Hypnosis, Rank 6, Resisted by Will(Entranced, Compelled)

Defense
Dodge 11, Parry 12
Toughness 5 (Def Roll 3), Fortitude 6, Will 9

Power Points
Abilities 58 + Powers 12 + Advantages 27 + Skills 34 + Defenses 22 = Total 153

Complications
Enemy: Beast and Wonder Man
Greed: Lotus is all about making money.
Responsibilities: Lotus has a reputation to uphold as being reliable in all her business dealings.
Hardened: Lotus will do anything to get what she wants. She at times brags about how she killed her father. She will sleep around with anyone even when there is no attraction for her. She will kill those in her employ and have them take the fall for her without blinking an eye.

Design Notes
This is Lotus Newmark a Wonder Man enemy. Offensively she is PL 8.5 using a short blade. Defensively she is PL 8.5 with Parry and Toughness. When she was young her father moved their family to Hong Kong. One day a runaway taxicab was heading toward them and he pulled Lotus out of the way but her mother twisted her ankle and got hit by the cab and killed. Her father began to drink a lot and gamble getting into debt. Li Fong came one day and demanded payment. He could not pay. Li Fong gave him a choice to lose two of his fingers or his daughter Lotus. Her father kept his fingers and gave Lotus to Li Fong. She was trained in martial arts and academia. She caught on quickly. Li Fong demanded other favors from her when she got older. She had no problem doing things for Li Fong since she figured he gave her so much. On her 21st birthday he granted her freedom and a parting gift. She wanted to know the address of hewr father. She found him in LA and cut off two of his fingers then killed him by driving her hand through his chest and ripping out his heart. She has established herself as a crime lord in Los Angeles. She is involved in many illegal activities as well as working as a film producer. Her illegal activities brought her into confrontation with Wonder Man. At times it seemed Wonder Man was one step ahead of her but that was just by luck and coincidence.

Lotus is more of a behind the scenes villian but she can handle herself using her martial art skills. She killed her father by driving her hand through his chest. I gave her martial strike as a advantage, improved critical unarmed, and figured she used a villian point to give herself power attack to finish off the job. She keeps files on all potential enemies thus she has the well informed advantage. She has decent hypnotic skills but Beast was able to easily resist them. She is highly persusive and can convince men in her employ into practically anything and has no problem using her feminine charms to do so.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Mon Sep 26, 2011 4:02 pm

Will be posting some more Fourth Edition D&D builds soon. Got some new books and see some fun characters to build.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Mon Sep 26, 2011 4:33 pm

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Hurly-Burly Brothers
PL 9


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

Powers
Shaman Enhanced Troll Traits:
Bound by Blood: Immortality 20 [Limited(If killed by acid or fire and a brother is within 25 feet), Limited(Only worst damage conditions are removed)] -10 pts
Large Brute: Growth 4 [Permanent; Innate] -9 pts
Regeneration 7 [Persistent] -14 pts
Speed 1 -1 pt

Battleaxe:
Easily Removable (-10 points)
Cleave: Strike 3 [Strength-based; Area(Burst), Selective; Diminished Range -1(10 ft), Feature(Only used by Hurley-Burley Brothers)] -19 pts
Hack: Strike 5 [Strength-based; Feature(Anyone else wielding the Axe does +3 damage), Reach 1] -7 pts

Advantages
Languages 1 [Common, Base: Giant]
Extraordinary Effort
Improved Initiative 1
Ranged Attack 2
Tough 4 [+1 bonus to Toughness per rank]

Skills
Acrobatics 4 (+6), Athletics 3 (+8), Close Combat: Battleaxe 1 (+8), Deception 4 (+3), Expertise: Arcana 4 (+2), Expertise: Dungeoneering 3 (+5), Expertise: History of the Realms 4 (+2), Expertise: Survival 5 (+7), Insight 3 (+5), Intimidation 3 (+4), Perception 5 (+7), Persuasion 4 (+3), Stealth 6 (+4)

Offense
Initiative +6
Cleave, Damage 8, Area Burst(10 ft)
Hack +8, Damage 10, Reach 1
Unarmed +7, Damage 5

Defense
Dodge 6, Parry 5
Toughness 8, Fortitude 7, Will 6

Power Points
Abilities 26 + Powers 50 + Advantages 9 + Skills 25 + Defenses 13 = Total 123

Complications
Hatred: The brothers hate each other.
Power Loss: Lose the Bound by Blood ability if one of the brothers dies.
Power Loss: If the brothers take acid or fire damage their regeneration does not work the next turn.
Reputation: Known for their bad history and causing problems for the residents of Winterhaven. The locals gave them the name Hurly-Burly brothers because of this.
Temper: After fighting each other they are so frustrated they take it out on farmlands and passerbys.

Design Notes
These are D&D Fourth Edition trolls known as the Hurly-Burly brothers. They appear in the Monster Vault-Threats to Nentir Vale. Offensively they are PL 9 using a Battleaxe. Defensively they are PL 7 due to Dodge and Toughness, though their regenerative abilities and Bound by Blood will make them tougher to deal with. Their mother was a Shaman and she cast a Bound by Blood spell on the fraternal twins when they were born. Each troll lives in his own cave but sometimes the brothers cross paths which can cause them to argue or fight. Sometimes these fights could last for days and afterwards they would take their frustrations out on the local populace.

For some reason the Hurly-Burly brothers remind me of Hammer and Anvil or the Blood Brothers from Marvel Comics. But they are nothing like them. For one they hate each other and two being in close proximity of each and getting killed by acid or fire is the only way to make sure they stay dead. This would take a DC 10 Arcanna check to figure this out. When they do come back to life they don't heal up all the way and only get rid of the worst damage conditions while retaining the bruised conditions. Of course any good GM will do his best to prevent the PCs from killing such great mooks.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Tue Oct 04, 2011 2:12 pm

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Bloodfire Ooze
PL 8


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

Powers
Bloodfire Ooze Traits:
Blindsight: Senses 8 [Mental, Accurate, Counters All Concealment, Extended] -8 pts
Bloodfire Aura: Damage 7 [Fire; Area(Burst), Reaction, Penetrating 7; Diminished Range -1(10 ft)] -41 pts
Boiling Blood: Damage 7 [Fire; Area(Burst), Penetrating 7, Reaction(When Bloodfire Ooze gets really injured), Secondary Effect(4 ranks); Limited(Once per encounter); Diminished Range -1(15 ft)] -31 pts
Fiery Eruption: Damage 7 [Fire; Area(Burst), Penetrating 7, Secondary Effect(4 ranks); Limited(Needs time to recharge); Diminished Range -1(15 ft)] -17 pts
Immune to Fire: Immunity 10 -10 pts
Large Elemental: Growth 4 [Permanent; Innate] -9 pts
Ooze: Insubstantial 1 [Permanent; Innate] -6 pts
Slam: Damage 9 [Fire; Penetrating 7; Reach 1] -17 pts
Sulfuric Breath: Damage 7 [Poison; Area(Cone), Action(Move), Alt Res(Fort); Diminished Range -2(15 ft), Quirk(Use once per round)] -25 pts

Advantages
Extraordinary Effort
Improved Initiative 1
Tough 3 [+1 bonus to Toughness per rank]

Skills
Acrobatics 4 (+4), Athletics 1 (+4), Close Combat: Slam 3 (+7), Insight 3 (+3), Intimidation 1 (+0), Perception 6 (+6), Stealth 4 (+0)

Offense
Initiative +4
Bloodfire Aura, Damage 7, Area Burst(10 ft), Penetrating
Boiling Blood, Damage 7, Area Burst(15 ft), Penetrating, Reaction, Secondary Effect(4 Ranks)
Fiery Eruption, Damage 7, Area Burst(15 ft), Penetrating, Secondary Effect(4 Ranks)
Slam +7, Damage 9, Penetrating 7, Reach 1
Sulfuric Breath, Damage 7, Area Cone(15 ft), Action(Move), Alt Res(Fort)

Defense
Dodge 5, Parry 2
Toughness 7, Fortitude 7, Will 5

Power Points
Abilities -8 + Powers 164 + Advantages 5 + Skills 11 + Defenses 15 = Total 187

Complications
Power Loss: Blindsight does not work beyond 100 ft.
Weakness: Takes extra damage from cold attacks.

Design Notes
This is a D&D Fourth Edition Bloodfire Ooze. They appear in the Monster Vault-Threats to Nentir Vale. Offensively it is PL 8 using it's Slam attack. Defensively it is PL 6 due to Dodge and Toughness. Bloodfire Ooze's are created through a ritual using a horrible mix of sacrificial blood and ichor from a demon. When it uses it's Sulpheric Breath it's amorpheus form portrays the faces of those who were sacrificed to create it. These creatures know who it's creators are and can be used as guardians as long as they are fed regularly.
Last edited by scc on Tue Oct 11, 2011 3:47 pm, edited 1 time in total.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Mon Oct 10, 2011 2:23 pm

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Calastryx
PL 10.5


Abilities
Strength 6, Stamina 4, Agility 2, Dexterity 2, Fighting 8, Intellect 4, Awareness 5, Presence 4

Powers
Calastryx Traits:
Bite: Strike 5 [Strength-based; Reach 2] -7 pts
Bloodied Birth: Extra Limbs 1 [Grows a Fourth Head; Limited(When really hurt a Fourth Head sprouts); Split(Adds another Split to Rip and Tear)] -1 pt
Breath Weapon: Damage 9 [Fire; Area(Cone); Limited(Needs time to recharge after all heads have used the Breath Weapon); Diminished Range -1(25 ft)] -8 pts
Darkvision: Senses 2 -2 pts
Extra Limbs 5 [Two more Heads, Two Wings, and a Tail; Innate] -6 pts
Fire Resistance: Impervious Toughness 13 [Limited(Fire only)] -4 pts
Fly: Flight 1 [Limited(Wings)] -1 pt
Huge Dragon: Growth 8 [Permanent; Innate, Quirk(No bonus to speed)] -16 pts
Inferno Shot: Blast 10 [Fire; Diminished Range -2] -18 pts
Rip and Tear: Strike 4 [Strength-based; Multiattack; Limited(Once per encounter after all heads perform this action); Reach 2, Split 2] -14 pts

Advantages
Extraordinary Effort
Improved Initiative 1
Languages 3 [Common, Giant, Goblin, Base: Draconic]
Seize Initiative
Tough 10 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 4 (+6), Athletics 2 (+8), Close Combat: Bite 1 (+9), Deception 3 (+7), Expertise: Arcana 5 (+9), Expertise: Dungeoneering 3 (+8), Expertise: History of the Realms 5 (+9), Expertise: Survival 3 (+8), Insight 4 (+9), Intimidation 2 (+10), Perception 4 (+9), Persuasion 5 (+9), Ranged Combat: Inferno Shot 7 (+9), Stealth 7 (+1)

Offense
Initiative +6
Bite +9, Damage 11, Reach 2
Breath Weapon +9, Damage 9, Area Cone(25 ft)
Inferno Shot +9, Damage 10
Rip and Tear +9, Damage 10, Multiattack, Reach 2, Split 2

Defense
Dodge 7, Parry 6
Toughness 14, Fortitude 9, Will 9

Power Points
Abilities 38 + Powers 77 + Advantages 16 + Skills 28 + Defenses 20 = Total 179

Complications
Enemy: The wizard Starris who put a curse on Calastryx to slumber for nearly 300 years.
Power Loss: Inferno Shot will not work beyond 50 feet.
Reputation: Whenever Calastryx awakes destruction will come to the people of Nentir Vale. The dragon will go out of it's way to make sure her enemies are killed.

Design Notes
This is a D&D Fourth Edition dragon named Calastryx. It appears in the Monster Vault-Threats to Nentir Vale. Offensively it is PL 10 using it's bite. Defensively it is PL 10.5 due to it's Dodge and Toughness. The dragon slumbers in the Dawnforge Mountains due to a curse put on it by the wizard Starris. But it's slumber is about to come to an end and then it will cause destruction to Nentir Vale. The creatures origins are a mystery. The kobolds around that region have been hunted nearly to extinction by the dwarves of Hammerfast. They are currently hiding in the Dawnforge Mountains and are hoping that Calastryx will accept them as her servants.
Last edited by scc on Wed Nov 16, 2011 6:28 pm, edited 2 times in total.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby Thorpacolypse » Mon Oct 10, 2011 5:59 pm

Cool Dragon, scc. I liked the Hurly Burly Brothers, too.
Shop J-Mart!

Service with a smilie! :)
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Wed Oct 12, 2011 4:09 pm

Thanks Thorp I figured the Hurly-Burly brothers would be right up your alley.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Wed Oct 12, 2011 4:14 pm

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Dire Corby
PL 7


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

Powers
Dire Corby Traits:
Darkvision: Senses 2 -2 pts
Gashing Beak: Strike 3 [Strength-based; Secondary Effect(On 4 ranks)] -7 pts
Rending Screech: Damage 7 [Psychic; Area(Burst), Action(Free), Alt Res(Will), Linked(Affliction); Limited(Only when really hurt), Limited 2(Once per encounter); Diminished Range -2(10 ft)] -12 pts
Rending Screech: Affliction 7 [Transformed to someone vulnerable to all damage(Resisted by Will); Area(Burst), Action(Free), Linked(Damage); Instant Recovery, Limited(Transformed only), Limited(Only when really hurt), Limited 2(Once per encounter); Diminished Range -2(10 ft)] -1 pt
Speed 1 -1 pt

Advantages
Improved Initiative 1
Tough 1 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 4 (+6), Athletics 3 (+7), Close Combat: Beak 2 (+7), Deception 3 (+2), Expertise: Arcana 3 (+3), Expertise: Dungeoneering 2 (+4), Expertise: History of the Realms 3 (+3), Expertise: Survival 2 (+4), Insight 2 (+4), Intimidation 3 (+2), Perception 5 (+7), Persuasion 3 (+2), Stealth 6 (+8)

Offense
Initiative +6
Gashing Beak +7, Damage 7, Secondary Effect(On 4 ranks)
Rending Screech Damage, Damage 7, Area Burst(10 ft), Action(Free), Alt Res(Will)
Rending Screech Affliction, Rank 7, Resisted by Will(Transformed), Area Burst(10 ft), Action(Free)
Unarmed +5, Damage 4

Defense
Dodge 7, Parry 6
Toughness 4, Fortitude 6, Will 5

Power Points
Abilities 38 + Powers 23 + Advantages 2 + Skills 21 + Defenses 12 = Total 96

Complications
Disability: Though intelligent Corbies can only communicate through shrieks and caws.
Reputation: Viscious and predatory.

Design Notes
This is a D&D Fourth Edition Dire Corby. They appear in the Neverwinter Campaign Setting. Offensively it is PL 7 using Gashing Beak and Rending Shriek. Defensively it is PL 5.5 due to Dodge and Toughness. Dire Corbies are descended from an assortment of predatory birds that were trapped in the Underdark. Over time each generation grew more deadly. They eat anything remotely edible. The caws they make sound something like the word doom.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Mon Oct 17, 2011 3:39 pm

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Scroll Mummy
PL 10


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

Powers
Grisgol's Traits:
Choking Dust: Damage 8 [Necrotic, Poison; Alt Res(Fort), Area(Burst), Continuous, Reaction; Limited(Cont Damage ends after a save), Limited 3(Only when initially hurt badly); Diminished Range -1(10 ft), Quirk 3(Cont damage is only 7 ranks), Variable(Poison and Necrotic)] -37 pts
Darkvision: Senses 2 -2 pts
Hulking Monstrosity: Growth 4 [Permanent; Innate] -9 pts
Immune: Immunity 10 [Charm, Disease, Necrotic, Poison, Sleep, Suffocation Effects, Starvation and Thirst] -10 pts
Paralyzing Claw: Damage 10 [Necrotic; Linked(Affliction); Reach 1] -11 pts
Paralyzing Claw: Affliction 10 [Necrotic, Resisted by Tough(Immobilized); Alt Res(Tough), Linked(Damage); Instant Recovery, Limited Degrees, Limited(Immobile only); Reach 1] -4 pts

Scroll Magic:
Shadowy Tendrils: Damage 7 [Necrotic; Alt Res(Fort), Area(Burst), Linked(Affliction), Selective; Diminished Range -1(10 ft)] -27 pts
Shadowy Tendrils: Affliction 9 [Resisted by Fort(Transformed to being vulnerable to necrotic); Area(Burst), Linked(Damage), Selective; Limited(Transformed only); Diminished Range -1(10 ft)] -17 pts
Alt: Boiling Blood: Damage 7 [Fire; Alt Res(Fort), Area(Burst), Selective, Secondary Effect; Diminished Range -1(10 ft), Quirk 2(Initial damage is 5)]
Alt: Ice Barrage: Damage 8 [Cold; Area(Cone) ; Diminished Range -1(25 ft)]
Alt: Lightning Lure: Damage 8 [Lightning; Area(Cone), Linked(Move Object), Selective; Diminished Range -1(25 ft)]
Alt: Lightning Lure: Move Object 8 [Area(Cone), Linked(Damage), Selective; Close, Limited Direction(Towards Mummy); Diminished Range -1(25 ft)]
Alt: Thunderforce Pulse: Damage 8 [Force and Thunder; Alt Res(Fort), Area(Burst), Linked(Affliction), Selective; Diminished Range -1(10 ft), Variable(Force and Thunder)]
Alt: Thunderforce Pulse: Affliction 9 [Force and Thunder, Resisted by Fort(Prone); Area(Burst), Linked(Damage), Selective; Limited Degrees, Limited(Prone only); Diminished Range -1(10 ft), Variable(Force and Thunder)]
Alt: Wave of Madness: Damage 7 [Psychic; Alt Res(Will), Area(Cone), Linked(Affliction), Secondary Effect, Selective; Diminished Range -1(25 ft), Quirk(Secondary effect only affects those not compelled to attack their ally)]
Alt: Wave of Madness: Affliction 9 [Psychic, Resisted by Will(Compelled to attack ally); Area(Cone), Linked(Damage), Selective; Limited Degrees, Limited(Compelled), Limited(To attack allies only); Diminished Range -1(25 ft)]

Advantages
Extraordinary Effort
Improved Initiative 1
Tough 9 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 4 (+7), Athletics 2 (+7), Close Combat: Paralyzing Claw 3 (+10), Deception (+0), Expertise: Arcana 6 (+4), Expertise: Dungeoneering 4 (+7), Expertise: History of the Realms 6 (+4), Expertise: Survival 4 (+7), Insight 4 (+7), Intimidation 4 (+6), Perception 5 (+8), Persuasion (+0), Stealth 7 (+6)

Offense
Initiative +7
Paralyzing Claw Damage +10, Damage 10, Reach 1
Paralyzing Claw Affliction +10, Damage 10, Reach 1, Resisted by Tough(Immobile)
Boiling Blood, Damage 7, Area Burst(10 ft), Alt Res(Fort), Secondary Effect(Initial damage 5 ranks)
Ice Barrage, Damage 8, Area Cone(25 ft)
Lightning Lure Damage, Damage 8, Area Cone(25 ft)
Lightning Lure Move Object, Rank 8, Area Cone(25 ft), Limited Direction(Towards Mummy)
Shadowy Tendrils Damage, Damage 7, Area Burst(10 ft), Alt Res(Fort)
Shadowy Tendrils Affliction, Rank 9, Area Burst(10 ft), Resisted by Fort(Transformed)
Thunderforce Pulse Damage, Damage 8, Area Burst(10 ft), Alt Res(Fort)
Thunderforce Pulse Affliction, Rank 9, Area Burst(10 ft), Resisted by Fort(Prone)
Wave of Madness Damage, Damage 7, Area Cone(25 ft), Alt Res(Will), Secondary Effect
Wave of Madness Affliction, Rank 9, Area Cone(25 ft), Resisted by Will(Compelled to attack allies)
Choking Dust, Damage 8, Area Burst(10 ft), Alt Res(Fort), Cont, Reaction

Defense
Dodge 8, Parry 7
Toughness 9, Fortitude 9, Will 8

Power Points
Abilities 24 + Powers 125 + Advantages 11 + Skills 25 + Defenses 23 = Total 208

Complications
Disabled: Cannot speak
Weakness: Takes extra damage from fire.

Design Notes
This is a D&D Fourth Edition Scroll Mummy. They appear in the Monster Vault-Threats to Nentir Vale. Offensively it is PL 10 due to it's Paralyzing Claw. Defensively it is PL 8.5 due to Dodge and Toughness. A Scroll Mummy is the result of discarded magic items and the essence of a Lich. To animate the construct you have to destroy a Lich, recover it's phylactery, and place it within the construct before the Lich reforms. If successful the Lich is bound to the Scroll Mummy and it's creator. However if the Scroll Mummy is destroyed the Lich is released to seek it's revenge. Mages call a Scroll Mummy Griscol since it is not a true mummy.

Scroll Mummies have a lot of options. Under D&D you can roll a d6 to determine what power it will use. Since it is not that intelligent this could be a fun way to use it's powers as a GM. A DC12 history check reveals that the name 'Grisgol' was given to the first Scroll Mummy created. It was created by using the essence of the Lich Asperdies who found a way to break free of it's containment.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Wed Nov 02, 2011 4:48 pm

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Tar Devil Guard
PL 6.5


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

Powers
Tar Devil Traits:
Darkvision: Senses 2 -2 pts
Fire Protection: Protection 3 [Limited 3(Fire only)] -1 pt
Fire Resistance: Impervious Toughness 13 [Limited 3(Fire only)] -4 pts
Hot Reek: Damage 2 [Fire; Area(Burst), Reaction; Diminished Range -2(5 ft)] -8 pts
Immortal Devil: Immunity 2 [Aging, Sleep] -2 pts
Lizardlike Tail: Extra Limbs 1 -1 pt
Supernal: Comprehend 4 -8 pts

Infernal Weapon:
Easily Removable (-2 points)
Tar Net: Blast 5 [Fire; Linked(Affliction); Limited(If target is not suffering from your Tar Net affliction); Diminished Range-2] -3 pts
Tar Net: Ranged Affliction 5 [Resisted by Dodge(Immobile and Vulnerable); Extra Condition; Limited(One target at a time), Limited(Immobile and Vulnerable only), Limited Degree; Diminished Range-2, Tether] -2 pts

Equipment
Khopesh: Strike 4 [Strength-based]

Advantages
Equipment 1 [Khopesh]
Improved Initiative 1
Tough 3 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 3 (+4), Athletics (+3), Close Combat: Khopesh 3 (+6), Deception 2 (+3), Expertise: Arcana 2 (+2), Expertise: Dungeoneering 2 (+2), Expertise: History of the Realms 2 (+2), Expertise: Survival 2 (+2), Insight 2 (+2), Intimidation 2 (+3), Perception 5 (+5), Persuasion 2 (+3), Ranged Combat: Tar Net 2 (+5), Stealth 3 (+4)

Offense
Initiative +5
Hot Reek, Damage 2, Area Burst(5 ft), Reaction
Khopesh +6, Damage 7
Tar Net Damage +5, Damage 5
Tar Net Affliction +5, Rank 5, Resisted by Dodge(Immobile and Vulnerable)

Defense
Dodge 5, Parry 4
Toughness 4, Fortitude 4, Will 4

Power Points
Abilities 24 + Powers 29 + Advantages 5 + Skills 16 + Defenses 12 = Total 86

Complications
Power Loss: Tar Net does not work beyond 25 ft.
Quirk: Drips a tarlike substance.
Weakness: Takes extra damage from acid.

Design Notes
This is a D&D Fourth Edition Tar Devil Guard. It appears in Monster Vault-Threats to Nentir Vale. Offensively it is PL 6.5 using a khopesh. Defensively it is PL 6 due to Dodge and Fire Protection. The Iron Circle has made pacts with the nine hells and summon Tar Devils to spread the group's dark reputation. The Iron Circle is a group of evil mercenaries stationed in Nentir Vale.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby Thorpacolypse » Wed Nov 02, 2011 7:45 pm

I like that Tar Devil Guard, scc. I especially like the Hot Reek power. Kinda reminds me of myself after a trip to White Castle. :shock:
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Sat Nov 05, 2011 4:26 pm

Lol! I was thinking the same thing about the hot reek power.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Wed Nov 09, 2011 5:35 pm

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Bone Naga
PL 10


Abilities
Strength 6, Stamina 5, Agility 3, Dexterity 3, Fighting 8, Intellect 4, Awareness 4, Presence 5

Powers
Bone Naga Traits:
Bite: Strike 2 [Strength-based; Cont(4 Ranks), Linked(Weaken); Limited(Cont damage stops after successful save); Reach 1, Variable(Piercing and Necrotic)] -13 pts
Bite: Weaken 10 [Necrotic, Weaken Damage, Resisted by Will; Broad, Linked(Strike), Simultaneous; Instant Recovery; Quirk(Stats can only be lowered to half of their effectiveness max), Reach 1] -20 pts
Darkvision: Senses 2 -2 pts
Death Rattle: Damage 7 [Necrotic; Alt Res(Will), Area(Burst), Linked(Affliction), Reaction; Limited(Targets who were already dazed); Diminished Range -1(10 ft)] -34 pts
Death Rattle: Affliction 7 [Resisted by Will(Dazed); Area(Burst), Linked(Damage), Reaction; Instant Recovery, Limited Degrees, Limited(Does not work on Dazed Targets); Diminished Range -1(10 ft)] -6 pts
Death Sway: Damage 9 [Necrotic; Alt Res(Will), Area(Burst), Linked(Affliction); Limited(Dazed Targets only); Diminished Range -1(15 ft)] -17 pts
Alt: Death Sway: Affliction 9 [Resisted by Will(Dazed); Area(Burst), Linked(Damage); Limited Degrees, Limited(Does not work on Dazed Targets); Diminished Range -1(15 ft)] -1 pt
Immortal Undead: Immunity 6 [Aging, Disease, Poison, Sleep, Suffocation Effects] -6 pts
Large Magical Beast: Growth 4 [Permanent; Innate] -9 pts
Necrotic Protection: Protection 1 [Limited 3(Necrotic only)] -1 pt
Necrotic Resistance: Impervious Toughness 19 [Limited 3(Necrotic only)] -5 pts
Speed 1 -1 pt
Supernal: Comprehend 4 -8 pts

Advantages
Extraordinary Effort
Improved Initiative 1
Tough 4 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 4 (+7), Athletics 2 (+8), Close Combat: Bite 2 (+10), Deception 3 (+8), Expertise: Arcana 5 (+9), Expertise: Dungeoneering 4 (+8), Expertise: History of the Realms 5 (+9), Expertise: Survival 4 (+8), Insight 5 (+9), Intimidation 1 (+8), Perception 4 (+8), Persuasion 3 (+8), Stealth 6 (+5)

Offense
Initiative +7
Bite +10, Damage 8, Reach 1
Bite Weaken +10, Rank 10, Weaken Damage, Resisted by Will, Reach 1
Death Rattle Damage, Damage 7, Alt Res(Will), Area Burst(10 ft), Reaction
Death Rattle Affliction, Rank 7, Resisted by Will(Dazed), Area Burst(10 ft), Reaction
Death Sway Damage, Damage 9, Alt Res(Will), Area Burst(15 ft)
Death Sway Affliction, Rank 9, Resisted by Will(Dazed), Area Burst(15 ft)"

Defense
Dodge 8, Parry 7
Toughness 9, Fortitude 10, Will 9

Power Points
Abilities 60 + Powers 123 + Advantages 6 + Skills 24 + Defenses 18 = Total 231

Complications
Arrogance: Though it won't compromise it's duty a Naga will gladly converse with other scholars thinking it is too capable to be tricked.
Selective Steward: Not only must the Naga be paid in some fashion to guard it's location it must also have a special interest such as appealing to it's intellect or defending against opponents it hates.
Quirk: Prizes magic items that are old and have an unusual background as well as treasure with an interesting history.
Responsibility: Keeps safe anything it guards.
Weakness: Takes extra damage from radiant attacks.
Power Loss: Death Sway does not work on blind creatures.

Design Notes
This is a D&D Fourth Edition Bone Naga. It appears in the Monster Manual update. Offensively it is PL 10 due to it's bite. Defensively it is PL 9.5 due to Will and Fortitude. Bone Nagas guard tombs, Liches' phylactories, necropolises, and portals to the Shadowfell. A Bone Naga prefers solitude and sets up traps within it's lair. Reptilian races such as kobolds worship Nagas as gods. Bone Nagas come from the Astral Sea. Every couple centuries Nagas head to a hidden location to meet up with the oldest of their kind to plot and scheme. Even gods take notice of this convention and send out spies to find out what is going on.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Mon Nov 21, 2011 1:30 pm

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Fimbrul Devil
PL 7.5


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

Powers
Fimbrul Devil Traits:
Fire and Cold Resistance: Protection 3 [Limited 2(Fire and Cold only)], Impervious Toughness 13 [Limited 2(Fire and Cold only)] -6 pts
Frozen Prison: Blast 9 [Cold; Alt Res(Fort), Linked(Affliction); Limited 2(Once per encounter); Diminished Range -2] -7 pts
Frozen Prison: Ranged Affliction 6 [Resisted by Dodge then Damage(Hindered and Vulnerable, Immobile and Vulnerable); Linked(Damage); Limited Degree, Limited 2(Once per encounter); Diminished Range -2] -1 pt
Icy Claw: Strike 4 [Strength-based; Variable(Piercing and Cold)] -5 pts
Icy Exhalation: Damage 6 [Cold; Alt Res(Fort), Area(Cone), Linked(Affliction); Diminished Range -2(15 ft)] -16 pts
Icy Exhalation: Affliction 6 [Resisted by Fortitude(Hindered, Immobile); Area(Cone), Linked(Damage); Instant Recovery, Limited Degree; Diminished Range -2(15 ft), Quirk(Immobile only works if the character is already hindered)] -1 pt
Ice Walk: Movement 1 [Sure-Footed; Limited(Ice and snow)] -1 pt
Immortal Devil: Immunity 2 [Aging, Sleep] -2 pts
Supernal: Comprehend 4 -8 pts

Advantages
Improved Initiative 1

Skills
Acrobatics 4 (+4), Athletics 1 (+4), Close Combat: Icy Claw 3 (+7), Deception 2 (+3), Expertise: Arcana 2 (+3), Expertise: Dungeoneering 1 (+4), Expertise: History of the Realms 2 (+3), Expertise: Survival 1 (+4), Insight 1 (+4), Intimidation 2 (+3), Perception 1 (+4), Persuasion 2 (+3), Ranged Combat: Frozen Prison 3 (+6), Stealth 7 (+7)

Offense
Initiative +4
Frozen Prison Blast +6, Damage 9, Alt Res(Fort)
Frozen Prison Affliction +6, Rank 6, Resisted by Dodge then Damage(Hindered and Vulnerable, Immobile and Vulnerable)
Icy Claw +7, Damage 7
Icy Exhalation Damage, Damage 6, Area Cone(15 ft), Alt Res(Fort)
Icy Exhalation Affliction, Rank 6, Resisted by Fort(Hindered, Immobile), Area Cone(15 ft)"

Defense
Dodge 5, Parry 4
Toughness 4 , Fortitude 5, Will 5

Power Points
Abilities 38 + Powers 47 + Advantages 1 + Skills 16 + Defenses 8 = Total 110

Complications
Enemies: Gods and Demons.
Power Loss: Frozen Prison does not work beyond 25 ft.

Design Notes
This is a D&D Fourth Edition Fimbrul Devil. It appears in the Neverwinter Campaign Setting. Offensively it is PL 7.5 using Frozen Prison. Defensively it is PL 6 due to Dodge/Parry and it's Fire and Cold Resistance. Fimbrul Devils come from either Cannia or Nessus, Hell's eight and ninth layers. They are summoned by the Ashmadei a devil worshipping cult whose loyalty is to Asmodeus. The cult keeps an eye on and are in conflict with New Neverwinter, Aboleths who are also determined to cause the fall of Neverwinter, and Thayans and there oversear Valindra Shadowmantle.
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