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Jab's He-Builds: She-Ra, Tri-Klops, Mer-Man, Orko, Glimmer

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Re: Jab's Builds: Illithids, Aboleths, Beholder, Kobolds, Skinks

Postby Jabroniville » Fri Oct 21, 2011 9:05 pm

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HEAVY LIZARDMEN:
Typical Adult Height: 7'5""-10'5"
Birth Rate: Clutch of 6-12 eggs once a year
Lifespan: 0-4 (Child), 5-10 (Young Adult), 11-499 (Adult), 500-700 (Elder)
Nicknames: Unique to various races (Horn-Heads, Rexes, Kroxigor, etc.)
Sexual Dimorphism: Very little
Skin Tones: Nearly any possible shade or design (Yellow, Red, Green, Blue, etc.- Usually striped)
Hair: None
Racial Mounts: Carnosaurs
Racial Weapons: Huge Clubs
Religion: Elder Dragon Gods

Allies: Skinks, Lizardmen, Kobolds, Dragons

Encounter Groups:
Solitary (1)
Group (2-8, plus 0-3 Elites)
Bands (8-13 plus 0-6 Elites, 0-2 Mounts, 0-5 Animals, 0-30 Skinks, 0-40 Kobolds, 0-1 Monster)

PL Variants:
PL 0-6: Weaker Specimens
PL 7: Common Heavy
PL 8+: Elites, Important Characters

-The creatures usually refered to as "Heavy Lizardmen" are in fact numerous races, all Humanoid in shape, and reflecting some form of Reptile in physiology. Big, slow and mighty, they are nonetheless near-animalistic in intelligence, and rarely capable of much thought. Instead, they are used as the strongest Heavy Infantry of the various Reptilian Races, often being the heavy "Hammer" unit brought down on interlopers. Many more of these creatures are found throughout the Dark Continent, with others making their way to other lands via the slave trade.

Jab's Notes: The reptilians known to be featured as Heavy Lizardmen are as follows: Crocodilians (long or short snouts- these are the most-commonly-seen race), Carnosaurs (among the largest- these are vicious predatory creatures), Stegosaurs, Ceratopsians (nearly any variety of horned types- these are the second-most common), Pterosaurs (usually much lighter and with Flight capability- use Beast-Kin as a template), Horned Lizards, Pachycephalosaurs, Komodo Dragons (these retain a Poisonous Bite- Weaken Stamina 4- Extras: Disease +2) & Hadrosaurs.

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HEAVY REPTILIAN
Role:
Reptilian Elite Mooks
PL 7 (54)
STRENGTH
7 STAMINA 8 AGILITY -1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Athletics 1 (+8)
Close Combat (Unarmed) 2 (+7)
Expertise (Survival) 4 (+4)
Intimidation 11 (+10 Size)
Perception 2 (+2)

Advantages:
Equipment, Fast Grab, Fearless, Improved Critical (Weapon), Improved Critical (Unarmed), Power Attack, Startle, Withstand Damage

Powers:
"Cold-Blooded" Immunity 1 (Heat) [1]
"Reptilian Senses" Senses 3 (Acute & Extended Scent, Infravision) [3]
"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]

Equipment:
"Heavy Weapon" Strength-Damage +2 (Feats: Reach 2) (4)

Offense:
Unarmed +7 (+7 Damage, DC 22)
Weapon +5 (+9 Damage, DC 24)
Initiative -1

Defenses:
Dodge +3 (DC 13), Parry +5 (DC 15), Toughness +8, Fortitude +9, Will +4

Complications:
Weakness (Cold)- As cold-blooded reptiles, Lizardmen are very prone to temperature change, and will not survive for long in winter habitats. Similarly, they will take additional afflictions from any Cold-based attack.

Total: Abilities: 14 / Skills: 20--10 / Advantages: 8 / Powers: 11 / Defenses: 11 (54)
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Re: Jab's Builds: Aboleths, Beholder, Kobolds, Skinks, Lizardmen

Postby Jabroniville » Sat Oct 22, 2011 12:50 am

Oh good- I finally found that neat Ursula picture I was looking for when I posted the build, but lost it in the horde of... NON-pornographic pictures on my computer: viewtopic.php?p=896099#p896099

Also, I heard the greatest quote EVER regarding the Emperor of Muay Thai himself: Sagat

And also, I bring you incontrovertible proof that Hawkeye is the greatest character ever:
Image

-He can steal a kiss from the man-hatingest amazon in comics history, and not only avoid death, but get her to admit SHE LIKED IT.

Up next: The mightiest creatures in ANY kind of Fantasy World (hint: they're one of the "D"s in "D&D").
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Re: Jab's Builds: Aboleths, Beholder, Kobolds, Skinks, Lizardmen

Postby catsi563 » Sat Oct 22, 2011 1:59 am

Heck by just being himself he got mockingbird to not only fall for him but be the one to propose marriage herself. if that wasnt proof he was the greatest archer in the fame I dont know what is.

Oh and Lizard Men SQUUEEEEE!! :mrgreen: my fave warhammer race and D&D race, i lvoen a rmy fo those beasties they amke great adversaries

What else can yous ay about a race whos leader heroes ride a freaking T-Rex into battle?
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Jab's Builds: Aboleths, Beholder, Kobolds, Skinks, Lizardmen

Postby Jabroniville » Sat Oct 22, 2011 10:29 pm

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DRAGONS:
Creature Type: Dragon, Reptilian
Typical Adult Height: 36-60' long (minus the neck and tail)
Birth Rate: 1-6 eggs once every 10 years
Lifespan: 0-2 (hatchling), 3-10 (infant), 11-30 (child), 31-50 (young adult), 51-200 (adult), 201-500 (elder), 501-Ageless (ancient)
Nicknames: Flying Lizards, Gods
Sexual Dimorphism: None (though Dragons can tell easily)
Skin Tones: Any possible colour
Hair: None
Racial Mounts & Animals: None
Racial Weapons: Natural & Breath Weapons
Religion: Dragon Gods, Primordial Entities

Allies: Any (Enslaved or otherwise), usually Lizardmen

Encounter Groups:
Solo (1, plus 0-5 Allies/Slaves)
Gang (2-5 plus 0-25 Allies/Slaves, 0-2 Monsters)
Band (5-8 plus 0-5 Elites, 5-55 Slaves, 0-4 Monsters)

PL Variants:
PL 2-4: Hatchlings (Dog or Man-Sized)
PL 5: Infants (Man-Sized)
PL 6-7: Children (Horse-Sized)
PL 8-9: Young Adults (Rhino-Sized)
PL 10-11: Adults (Elephant-Sized)
PL 12: Elders (Larger Than Elephants)
PL 13+: Elites (Even Larger)

-The Dragons are the mightiest of the races on Castellia, and the entire world. They were the progenitors of almost all the other races- the workings of their more creative members led first to the birth of the Age of Reptiles, then to the Mammals. This gives all creatures a certain sense of awe and fear for the Dragons, as almost any races' historical texts describes at least one battle with the horrible Beasts. Eventually, the Age of Dragons was replaced with the Age of Titans (the Giants' progenitors), who were then replaced with Humans, Dwarves and others. Many civilized races will order Dragons to be exterminated on sight, especially on Castellia (where Maresellian lore is replete with Dragon Slayers). However, many races propogate and worship them- the Elves are known for allying with Dragons, and powerful enough creatures are enable to exert control over any other race, including Humans.

-Dragons were once the sole race on Earth, and many of these ageless creatures preferred things this way- new races have usurped their control, and many of the mighty creatures have fallen to "Dragon Slayers". There are dozens of species of Dragon, and it is often said that no two are alike- though foolish rookie Dragon Slayers often make the dreadful mistake that "all Red Dragons are Fire-Breathing and Greedy"- this mistake often leads to many, many horrible deaths. Though Dragons often have their similar quirks and habits (similar to most humans being Ambitious and Social, most Dwarves love beer and beards, etc.- always there are exceptions, but some assumptions are usually correct), such as solitary lifestyles and a love of hoarding objects (much like certain species of Bird, Dragons love to hoard things), they are not all the same, and personalities of Dragons vary immensely. Some Dragons defy all stereotypes, such as becoming social creatures.

-By far the most common type of Dragon are fire-breathers (usually called "Fire Dragons" by Draconologists), and most of these are either Red or Green. Most start out as dog or man-sized as Hatchlings, and grow up slowly over the centuries into vast creatures- 48 feet (not including the neck and tail) is normal for Elder Dragons (typically the most powerful), though some truly Ancient Dragons may grow even larger than that.

-Draconic populations are difficult to ascertain, as many are nomadic, populations are sparse, and the creatures travel quickly and are solitary. Some are much more rare than others (Magma Dragons, for example), while others often gather in larger groups in specific areas. There are certainly thousands of Dragons still alive, though many are good at hiding. Most Dragons have their own territory, fought for over the centuries- the eldest and most Ancient ones are truly rare specimens, since wars between Dragons have been known to occur, and they breed less frequently than other creatures, and live harder lives (few other sentients will allow young Dragons to wander amidst their populations).

Jab's Notes: Dragons are, of course, the ULTIMATE in pure, unadulterated fancy. Titanic monsters with supreme physical and magical might, they're a big part of human culture (super-sized versions of any creature are common in mythology, and adding that to located Dinosaur bones is what I would assume created a LOT of these beasts in people's imaginations). Dragons are a big part of my world, being part of a huge undercurrent of political goings-on, and many elite bad guys will have Elder Dragon allies. They won't be horribly common (I'm not a fan of the whole "horde of Half-Dragons and babies" concept), but they'll be common enough that they're not unheard of.

Similarly, I'm ignoring the whole "All ____ Dragons act like _____". I cannot for the life of me figure out why all Brass Dragons would be gregarious conversationalists, or why Red Dragons would automatically be the most covetous. It's insane to think that a nigh-immortal race of super-reptiles would somehow be limited to only a few personality types. I figure that any colour of Dragon has just as likely a chance of turning out evil as another.


Magic- Most Elder Dragons will possess at least some magical might. The sheer number of centuries they can live for almost ensures that these creatures will dabble in the mystic arts, and many grow considerably powerful with this, quite often choosing a second school as well (after all, they have the time to specialize in two, while most Sentients will only live long enough to master one and take some side-talents in the other). The added versatility often makes the Dragon a much more vicious opponent than even it's prodigious physical might would. The most common Specialty by far is Blue Magic of Elementalism, as creatures like Sky, Ocean & Lightning Dragons often already specialize in many of it's aspects. Red Magic is perfect for more violent, powerful creatures. Gold Magic is common for those who employ trickery and guile (see "Shapeshifting" below). More Travel-focused Dragons choose Ochre Magic. More rare are Mentalism or Clericism, though you will find specialists of either type. Among the most frightening Dragons of all are the Necromancers, who will have the time to build truly massive armies that require little sustenance.

Even Dragons who don't cast Spells will have some natural Ritual abilities, being creatures of innate magic.
---
Stats: Magic augments a Dragon's natural power, often providing many Alternate Effects to their Breath Weapon, though many possess their own Flaws. Dragons are scary enough, being PL 11+ at higher levels in a much lower-PL world, but adding Magic to the equation makes them almost exponentially tougher than what is at it's core a Strong, Flying Blaster.

Shapeshifting- Many Dragons, especially Elder ones, possess the ability to change form. This often enables titanic creatures, scores of feet in length, to become human-sized or smaller. This is among the most powerful of Alchemical Spells known to Magic, and requires an incredible undertaking in learning. Some Dragons learn the ability naturally though Magical Might (Gold Magic at one of it's highest forms), while others utilize Magical amulets and sigils. Others still perform Ritual Magic to enable transformations.
---
Stats: For a Gold Magic Spell, The Dragon's Growth changes to Continuous (a +1 Extra), and it gains the Power "Change Forms" Morph 3 (Animal & Humanoid Shape) (Extras: Continuous) [18]
This increases the Dragon's cost considerably (by 30 points in an Elder's case!), but Devices are cheaper (-6 or -12 points in difference), and Ritualistic Transformations are often temporary and hard to turn back if altered.
Last edited by Jabroniville on Sun Oct 23, 2011 1:29 am, edited 2 times in total.
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Re: Jab's Builds: Aboleths, Beholder, Kobolds, Skinks, Lizardmen

Postby Jabroniville » Sun Oct 23, 2011 12:43 am

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YOUNG DRAGON- BASELINE
Role:
Elite Monster, The Big Bad
PL 7 (127)
STRENGTH
7 STAMINA 8 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Skills:
Deception 1 (+4)
Expertise (Magic) 1 (+4)
Expertise (Dragon) 2 (+5)
Insight 2 (+4)
Intimidation 5 (+8, +11 Size)
Investigation 3 (+5)
Perception 6 (+8)
Persuasion 3 (+6)
Ranged Combat (Breath Weapon) 2 (+4)
Stealth 8 (+5 Size)

Advantages:
Accurate Attack, All-Out Attack, Fast Grab, Great Endurance, Improved Critical (Natural Weapons), Improved Hold, Move-By Action, Power Attack, Ranged Attack 2

Powers:
"Draconic Senses" Senses 7 (Low-Light & Extended Vision, Acute, Extended & Accurate Scent, Extended Hearing) [7]
"Detect Dragons" Senses 5 (Detect Dragons- Ranged, Acute & Analytical) [5]
"Draconic Healing" Regeneration 4 (Feats: Regrowth, Diehard) [6]
"Ageless" Immunity 3 (Aging, Poison, Disease) [3]

"Dragon's Wings" Flight 5 (60 mph) (Flaws: Winged) (5) -- [6]
    AE: "Dragon's Legs" Speed 3 (30 mph) (3)
"Dragon's Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]

"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Impervious Toughness 5 [5]

"Draconic Attacks"
"Base Powers" (Depends of the Dragon) (xx) -- [xx]
    AE: "Claws & Teeth" Strength-Damage +0 (Feats: Penetrating 4) (4)
Offense:
Unarmed +7 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +8 (+3 Impervious), Fortitude +8, Will +6

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

Total: Abilities: 44 / Skills: 48--24 / Advantages: 10 / Powers: 41 +xx / Defenses: 8 (127)

Jab's Notes: I figure the best and easiest way to build Dragons is to lay out a template for some age groups, and then post the added abilities for each species.

Even when young, Dragons are very dangerous- PL 7 is nothing to sneeze at. I was gonna make it lower level, but having a DRAGON be lower-level than comparatively-large creatures seemed crazy. This is about bare-bones size for what a Dragon mount would be like. I kind of had the idea of making all Dragons able to sense the presence of other Dragons- sort of a racial memory thing. Leaves them less likely to be manipulated by other Dragons in disguise.


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YOUNG ADULT DRAGON- BASELINE
Role:
Elite Monster, The Big Bad
PL 8 (156), PL 9 (156) Defenses
STRENGTH
8 STAMINA 10 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Skills:
Deception 4 (+7)
Expertise (Magic) 5 (+8)
Expertise (History) 3 (+6)
Expertise (Dragon) 4 (+7)
Insight 5 (+7)
Intimidation 5 (+8, +11 Size)
Investigation 3 (+5)
Perception 6 (+8)
Persuasion 3 (+6)
Ranged Combat (Breath Weapon) 2 (+6)
Stealth 8 (+5 Size)

Advantages:
Accurate Attack, All-Out Attack, Daze (Intimidation), Fast Grab, Great Endurance, Improved Critical (Natural Weapons), Improved Critical (Draconic Weapon), Improved Initiative, Improved Hold, Languages (A Few), Move-By Action, Power Attack, Ranged Attack 4, Startle, Takedown

Powers:
"Draconic Senses" Senses 9 (Low-Light & Extended Vision, Acute, Extended & Accurate Scent, Magical Awareness- Ranged, Extended Hearing) [9]
"Detect Dragons" Senses 5 (Detect Dragons- Ranged, Acute & Analytical) [5]
"Draconic Healing" Regeneration 4 (Feats: Regrowth, Diehard) [6]
"Ageless" Immunity 3 (Aging, Poison, Disease) [3]

"Dragon's Wings" Flight 6 (120 mph) (Flaws: Winged) (6) -- [7]
    AE: "Dragon's Legs" Speed 4 (60 mph) (4)
"Dragon's Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]

"Draconic Size" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Impervious Toughness 7 [7]

"Draconic Attacks"
"Base Powers" (Depends of the Dragon) (xx) -- [xx]
    AE: "Claws & Teeth" Strength-Damage +1 (Feats: Penetrating 4) (5)
Offense:
Unarmed +7 (+8 Damage, DC 23)
Natural Weapons +7 (+9 Damage, DC 25)
Initiative +7

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +10 (+4 Impervious), Fortitude +10, Will +8

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

Total: Abilities: 48 / Skills: 48--24 / Advantages: 18 / Powers: 52 +xx / Defenses: 14 (156)

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ADULT DRAGON- BASELINE
Role:
Elite Monster, The Big Bad
PL 10 (197), PL 11 (197) Defenses
STRENGTH
10 STAMINA 12 AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 4

Skills:
Deception 5 (+9)
Expertise (Magic) 6 (+10)
Expertise (History) 5 (+9)
Expertise (Dragon) 8 (+12)
Insight 6 (+9)
Intimidation 5 (+9, +13 Size)
Investigation 4 (+7)
Perception 9 (+12)
Persuasion 4 (+8)
Ranged Combat (Breath Weapon) 2 (+8)
Stealth 10 (+2 Size)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Beginner's Luck, Benefit 3 (Status- Adult Dragon), Daze (Intimidation), Fascinate (Intimidation), Fast Grab, Fearless, Great Endurance, Improved Critical (Natural Weapons), Improved Critical (Draconic Weapon), Improved Grab, Improved Initiative, Improved Hold, Jack-of-All-Trades, Languages 2 (Many), Last Stand, Move-By Action, Power Attack, Ranged Attack 6, Startle, Takedown 2, Withstand Damage

Powers:
"Draconic Senses" Senses 9 (Low-Light & Extended Vision, Acute, Extended & Accurate Scent, Magical Awareness- Ranged, Extended Hearing) [9]
"Detect Dragons" Senses 5 (Detect Dragons- Ranged, Acute & Analytical) [5]
"Draconic Healing" Regeneration 4 (Feats: Regrowth, Diehard) [6]
"Ageless" Immunity 3 (Aging, Poison, Disease) [3]

"Dragon's Wings" Flight 6 (120 mph) (Flaws: Winged) (6) -- [7]
    AE: "Dragon's Legs" Speed 4 (60 mph) (4)
"Dragon's Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]

"Draconic Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]
Impervious Toughness 9 [9]

"Draconic Attacks"
"Base Powers" (Depends of the Dragon) (xx) -- [xx]
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 30ft. Burst) (10)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 30ft. Shapeable) (Flaws: Limited to Movement Path) (5)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 4) (6)
Offense:
Unarmed +8 (+10 Damage, DC 27)
Natural Weapons +8 (+12 Damage, DC 29)
Area Attacks +10 (+10 Damage, DC 25)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12 (+5 Impervious), Fortitude +12, Will +10

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

Total: Abilities: 52 / Skills: 64--32 / Advantages: 33 / Powers: 58 +xx / Defenses: 22 (197)

-An Adult Dragon easily trumps most full-sized Parties by virtue of it's varied abilities- Dragons at this size gain Area Attacks from their physical breadth, in addition to advanced power, and great age. By this point, they can modify MANY of their caps.

Image

ELDER DRAGON- BASELINE
Role:
Elite Monster, The Big Bad
PL 12 (227), PL 13 (227) Defenses
STRENGTH
12 STAMINA 14 AGILITY 0
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 4 PRESENCE 5

Skills:
Deception 7 (+12)
Expertise (Magic) 6 (+12)
Expertise (History) 5 (+11)
Expertise (Dragon) 8 (+14)
Insight 8 (+11)
Intimidation 5 (+10, +16 Size)
Investigation 3 (+7)
Perception 10 (+14)
Persuasion 4 (+9)
Ranged Combat (Breath Weapon) 2 (+10)
Stealth 12 (+0 Size)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Beginner's Luck, Benefit 4 (Status- Elder Dragon), Daze (Intimidation), Extraordinary Effort, Fascinate (Intimidation), Fast Grab, Fearless, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Critical (Draconic Weapon), Improved Grab, Improved Initiative, Improved Hold, Jack-of-All-Trades, Languages 2 (Many), Last Stand, Move-By Action, Power Attack, Ranged Attack 8, Startle, Takedown 2, Trance, Ultimate Toughness Save, Well-Informed, Withstand Damage

Powers:
"Draconic Senses" Senses 9 (Low-Light & Extended Vision, Acute, Extended & Accurate Scent, Magical Awareness- Ranged, Extended Hearing) [9]
"Detect Dragons" Senses 5 (Detect Dragons- Ranged, Acute & Analytical) [5]
"Draconic Healing" Regeneration 4 (Feats: Regrowth, Diehard) [6]
"Ageless" Immunity 3 (Aging, Poison, Disease) [3]

"Dragon's Wings" Flight 6 (120 mph) (Flaws: Winged) (6) -- [7]
    AE: "Dragon's Legs" Speed 4 (60 mph) (4)
"Dragon's Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]

"Draconic Size" Growth 12 (Str & Sta +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) (Feats: Innate) (Extras: Permanent +0) [25]
Impervious Toughness 13 [13]

"Draconic Attacks"
"Base Powers" (Depends of the Dragon) (xx) -- [xx]
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
Offense:
Unarmed +10 (+12 Damage, DC 27)
Natural Weapons +10 (+14 Damage, DC 29)
Area Attacks +12 (+12 Damage, DC 27)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +10 (DC 20), Toughness +14 (+7 Impervious), Fortitude +14, Will +12

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

Total: Abilities: 54 / Skills: 70--35 / Advantages: 41 / Powers: 70 +xx / Defenses: 27 (227)

-An Elder Dragon is a horrifying adversary. It has fearsome strength, great speed, and Magical energies within it's body that allow for extranormal feats beyond even the most powerful Mages. Add to this a natural inclination towards Magic, and an ageless life that allow them near-endless time to practise and learn, and you have the greatest threat the world could ever know. All the best that most Dragons are rare, and many are Good.

Jab's Notes: Elder Dragons are PL 12 creatures in a world that has a "soft cap" at PL 8- extremely dangerous. Much moreso thanks to their Alt-Effects (especially if they choose Magic, and most Elders will). Also scary are their Advantages- the Dragons are limited to +10 to Attack, but can modify almost all of their caps with ease, often going All-Out or Accurate (for smaller creatures). They are extremely good fighters, can strike down the whole party at once with Area Attacks (Takedown, Breath Weapon or Sweeps & Slams), and are also incredibly intelligent. They are NOT cheap on points, but this is fitting- most everyone knows that a Dragon's key strength is it's versatility. A group of PL 8s can defeat a PL 12 creature with "Bane" weapons or the like to move up a few levels in power, but something that ALSO has Magic and various abilities that affect different Saves? Not an easy foe to master.

I figure this build would handle most types of Dragons at their eldest and most powerful. Of course, individual Dragons can be much more powerful- it's all a matter of focus. Age isn't an automatic signifier of power, either- younger Dragons can perfect far more magical might if they need to, and some older ones may have lost some "pep" as time went on.
Last edited by Jabroniville on Mon Oct 24, 2011 1:35 pm, edited 1 time in total.
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Re: Jab's Builds: Kobolds, Skinks, Lizardmen, Dragons

Postby prodigyduck » Sun Oct 23, 2011 11:03 am

Wow... Nice dragons.
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Re: Jab's Builds: Kobolds, Skinks, Lizardmen, Dragons

Postby HustlerOne » Sun Oct 23, 2011 11:43 am

prodigyduck wrote:Wow... Nice dragons.


I second that! Really Nice Dragons. I never liked how powerful the 2E dragon were in the 2E rulebook.
Your dragons are something that a party of heroes at least have a shot at.

I'm looking forward to your version of the undead. :twisted:
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Re: Jab's Builds: Kobolds, Skinks, Lizardmen, Dragons

Postby Jabroniville » Sun Oct 23, 2011 7:44 pm

Image

The Dragon is titanic and red as the hottest fires of Hell- guttural flame seeps from it's partially-open mouth, and it's evil yellow eyes look you over with a mixture of amusement and contempt.

ELDER FIRE DRAGON
Role:
Elite Monster, The Big Bad
PL 12 (291), PL 13 (291) Defenses
STRENGTH
12 STAMINA 14 AGILITY 0
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 4 PRESENCE 5

Skills:
Deception 7 (+12)
Expertise (Magic) 6 (+12)
Expertise (History) 5 (+11)
Expertise (Dragon) 8 (+14)
Insight 8 (+11)
Intimidation 5 (+10, +16 Size)
Investigation 3 (+7)
Perception 10 (+14)
Persuasion 4 (+9)
Ranged Combat (Fire) 2 (+10)
Stealth 12 (+0 Size)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Beginner's Luck, Benefit 4 (Status- Elder Dragon), Daze (Intimidation), Extraordinary Effort, Fascinate (Intimidation), Fast Grab, Fearless, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Critical (Draconic Weapon), Improved Grab, Improved Initiative, Improved Hold, Jack-of-All-Trades, Languages 2 (Many), Last Stand, Move-By Action, Power Attack, Ranged Attack 8, Startle, Takedown 2, Trance, Ultimate Toughness Save, Well-Informed, Withstand Damage

Powers:
"Draconic Senses" Senses 9 (Low-Light & Extended Vision, Acute, Extended & Accurate Scent, Magical Awareness- Ranged, Extended Hearing) [9]
"Detect Dragons" Senses 5 (Detect Dragons- Ranged, Acute & Analytical) [5]
"Draconic Healing" Regeneration 4 (Feats: Regrowth, Diehard) [6]
"Ageless" Immunity 3 (Aging, Poison, Disease) [3]

"Dragon's Wings" Flight 6 (120 mph) (Flaws: Winged) (6) -- [7]
    AE: "Dragon's Legs" Speed 4 (60 mph) (4)
"Dragon's Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]

"Draconic Size" Growth 12 (Str & Sta +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) (Feats: Innate) (Extras: Continuous) [25]
Impervious Toughness 13 [13]

"Draconic Attacks"
"Fire Breath" Damage 12 (Feats: Penetrating 9) (Extras: Area- 120ft. Cone +2) (45) -- [51]
    AE: "Fireburst" Damage 12 (Feats: Penetrating 9) (Extras: Area- 60ft. Line +2) (45)
    AE: "Fireball" Blast 14 (Feats: Extended Range 2- 400 ft., Penetrating 9) (39)
    AE: "Pyrokinesis" Fire Control 12 (24)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Fire Dragon Traits"
Senses 1 (Infravision) [1]
Immunity 10 (Fire & Heat Effects) [10]
Movement 1 (Environmental Adaptation- Heat & Volcanic Regions) [2]

Offense:
Unarmed +10 (+12 Damage, DC 27)
Natural Weapons +10 (+14 Damage, DC 29)
Area Attacks +12 (+12 Damage, DC 27)
Fireball +10 (+14 Damage, DC 29)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +10 (DC 20), Toughness +14 (+7 Impervious), Fortitude +14, Will +12

Complications:
Weakness (Cold-Based Attacks)- As creatures of Fire, Fire Dragons are more vulnerable to attacks based off of Cold or Wind.
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

Total: Abilities: 54 / Skills: 70--35 / Advantages: 41 / Powers: 134 / Defenses: 27 (291)

-"Fire" Dragons are far and away the most common type of Dragon, and appear in the most colours- Reds and Greens are most-common, but Black and even Dragons the colour of precious metals have been discovered. They have a wicked reputation, owing to many dark-minded tyrants, but are no more inherently evil than any other type of creature. Their appearance is as varied as the colour of their scales- number of horns, precise shape of the wings, etc., is all variable. Being so relatively-common has made Fire Dragons more willing to ally with others, and there are many secret enclaves and alliances on Castellia that date back ages.

Jab's Builds: This is as generic as a Dragon build can get- a powerful Fire-breathing monster, with access to a powerful Breath Weapon (standard 1d4 Dragon Breath Weapon rules here- a Complication). It has a few different types of Area Effects, in addition to a standard Ranged Attack- I was never too comfortable with the D&D idea that Dragons HAD TO stick with one exact shape for Fire Breath. Nor did I like the idea that all Dragons of a type had the same types of Magical Spell-Like Abilities- I figure those can be adjusted to the creature.

Image

Liquid-hot magma seeps from the Dragon's very skin- it's outer shell appears to be dark gray (like the outer surface of lava), but the golden-orange energy of the Earth's innards is omnipresent.

ELDER MAGMA DRAGON
Role:
Elite Monster, The Big Bad
PL 12 (318), PL 13 (318) Defenses
STRENGTH
12 STAMINA 14 AGILITY 0
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 4 PRESENCE 5

Skills:
Deception 7 (+12)
Expertise (Magic) 6 (+12)
Expertise (History) 5 (+11)
Expertise (Dragon) 8 (+14)
Insight 8 (+11)
Intimidation 5 (+10, +16 Size)
Investigation 3 (+7)
Perception 10 (+14)
Persuasion 4 (+9)
Ranged Combat (Fire) 2 (+10)
Stealth 12 (+0 Size)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Beginner's Luck, Benefit 4 (Status- Elder Dragon), Daze (Intimidation), Extraordinary Effort, Fascinate (Intimidation), Fast Grab, Fearless, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Critical (Draconic Weapon), Improved Grab, Improved Initiative, Improved Hold, Jack-of-All-Trades, Languages 2 (Many), Last Stand, Move-By Action, Power Attack, Ranged Attack 8, Startle, Takedown 2, Trance, Ultimate Toughness Save, Well-Informed, Withstand Damage

Powers:
"Draconic Senses" Senses 9 (Low-Light & Extended Vision, Acute, Extended & Accurate Scent, Magical Awareness- Ranged, Extended Hearing) [9]
"Detect Dragons" Senses 5 (Detect Dragons- Ranged, Acute & Analytical) [5]
"Draconic Healing" Regeneration 4 (Feats: Regrowth, Diehard) [6]
Burrowing 11 (120 mph) (11) -- [13]
    AE: "Dragon's Wings" Flight 6 (120 mph) (Flaws: Winged) (6)
    AE: "Dragon's Legs" Speed 4 (60 mph) (4)
"Ageless" Immunity 3 (Aging, Poison, Disease) [3]

"Dragon's Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]

"Draconic Size" Growth 12 (Str & Sta +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) (Feats: Innate) (Extras: Continuous) [25]
Impervious Toughness 13 [13]

"Draconic Attacks"
"Magma Breath" Damage 12 (Feats: Penetrating 3) (Extras: Area- 120ft. Cone +2, Secondary Effect 10) (49) -- [55]
    AE: "Magma Stream" Damage 12 (Feats: Penetrating 3) (Extras: Area- 60ft. Line +2, Secondary Effect 10) (49)
    AE: "Black Cloud" Concealment 2 (Visuals) (Extras: Attack, Area- 60ft. Cloud +3) (12)
    AE: "Enhanced Aura" Aura 7 (28)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Magma Dragon Traits"
Senses 1 (Infravision) [1]
Immunity 10 (Fire & Heat Effects) [10]
Movement 1 (Environmental Adaptation- Heat & Volcanic Regions) [2]
"Skin of Lava" Aura 5 [20]

Offense:
Unarmed +10 (+12 Damage, DC 27)
Natural Weapons +10 (+14 Damage, DC 29)
Lava Aura +10 (+5-12 Damage, DC 20-32)
Area Attacks +12 (+12 Damage, DC 27)
Fireball +10 (+14 Damage, DC 29)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +10 (DC 20), Toughness +14 (+7 Impervious), Fortitude +14, Will +12

Complications:
Weakness (Cold-Based Attacks)- As creatures of Fire, Magma Dragons are more vulnerable to attacks based off of Cold or Wind.
Power Loss (Fire Powers)- Magma Dragons must periodically bathe in lava or magma to retain their damaging abilities. Their powers will lose one rank in effectiveness every day they are without a "lava bath". They must bathe for five minutes per rank of each power.
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

Total: Abilities: 54 / Skills: 70--35 / Advantages: 41 / Powers: 161 / Defenses: 27 (318)

-Magma Dragons are extremely rare, and typically only inhabit volcanic regions- it is to be expected that every major volcano will have either one of these, or a Fire Dragon, living within it- it's remote and dangerous enough that no other creature (save a Crimson Worm) would dare invade, and the Dragon is immune to the effects of the volcano. These creatures actively swim through molten lava beneath the surface of the world, and often only rise out to feed. More dangerous than even Fire Dragons, they are less of a threat thanks to their smaller numbers, and the fact that they must maintain access to their lava-borne homes.
Last edited by Jabroniville on Mon Oct 24, 2011 1:35 pm, edited 1 time in total.
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Re: Jab's Builds: Kobolds, Skinks, Lizardmen, Dragons

Postby Jabroniville » Sun Oct 23, 2011 7:58 pm

Image

ELDER FROST DRAGON
Role:
Elite Monster, The Big Bad
PL 12 (328), PL 13 (328) Defenses
STRENGTH
12 STAMINA 14 AGILITY 0
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 4 PRESENCE 5

Skills:
Deception 7 (+12)
Expertise (Magic) 6 (+12)
Expertise (History) 5 (+11)
Expertise (Dragon) 8 (+14)
Insight 8 (+11)
Intimidation 5 (+10, +16 Size)
Investigation 3 (+7)
Perception 10 (+14)
Persuasion 4 (+9)
Ranged Combat (Ice) 2 (+10)
Stealth 12 (+0 Size)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Beginner's Luck, Benefit 4 (Status- Elder Dragon), Daze (Intimidation), Extraordinary Effort, Fascinate (Intimidation), Fast Grab, Fearless, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Critical (Draconic Weapon), Improved Grab, Improved Initiative, Improved Hold, Jack-of-All-Trades, Languages 2 (Many), Last Stand, Move-By Action, Power Attack, Ranged Attack 8, Startle, Takedown 2, Trance, Ultimate Toughness Save, Well-Informed, Withstand Damage

Powers:
"Draconic Senses" Senses 9 (Low-Light & Extended Vision, Acute, Extended & Accurate Scent, Magical Awareness- Ranged, Extended Hearing) [9]
"Detect Dragons" Senses 5 (Detect Dragons- Ranged, Acute & Analytical) [5]
"Draconic Healing" Regeneration 4 (Feats: Regrowth, Diehard) [6]
"Ageless" Immunity 3 (Aging, Poison, Disease) [3]

"Dragon's Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]

"Draconic Size" Growth 12 (Str & Sta +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) (Feats: Innate) (Extras: Permanent +0) [25]
Impervious Toughness 13 [13]

"Draconic Attacks"
"Ice Storm" Damage 10 (Extras: Area- 60ft. Cone) Linked to Affliction 12 (Strength; Hindered, Vulnerable & Dazed 5/Defenseless, Immobile & Stunned 5/Paralyzed & Incapacitated 5) (Extras: Cumulative, Extra Condition, Extra Condition 5, Area- 60ft. Cone) (73) -- [79]
    AE: "Ice Beam" Damage 10 (Extras: Area- 30ft. Line) Linked to Snare 12 (Strength; Hindered, Vulnerable & Dazed 5/Defenseless, Immobile & Stunned 5/Paralyzed & Incapacitated 5) (Extras: Cumulative, Extra Condition, Extra Condition 5, Area- 30ft. Line) (73)
    AE: "Icicle Blast" Blast 14 (Feats: Penetrating 4) (32)
    AE: "Icicle Barrage" Blast 12 (Extras: Multiattack) (36)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Frost Dragon Traits"
Senses 1 (Infravision) [1]
Immunity 6 (Cold Damage, Drowning) [6]
Movement 1 (Environmental Adaptation- Cold) [2]

Swimming 8 (120 mph) (8) -- [11]
    AE: "Travel Through Ice" Burrowing 7 (16 mph) (Flaws: Limited to Ice) (3.5)
    AE: "Dragon's Wings" Flight 6 (120 mph) (Flaws: Winged) (6)
    AE: "Dragon's Legs" Speed 4 (60 mph) (4)
Offense:
Unarmed +10 (+12 Damage, DC 27)
Natural Weapons +10 (+14 Damage, DC 29)
Area Attacks +12 (+10 Damage & +12 Affliction, DC 25 & DC 22)
Icicles +10 (+12-14 Ranged Damage, DC 27-29)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +10 (DC 20), Toughness +14 (+7 Impervious), Fortitude +14, Will +12

Complications:
Weakness (Fire-Based Attacks)- As creatures of Cold, Frost Dragons are more vulnerable to attacks based off of Heat or Fire.
Power Loss (Ice Attacks)- Frost Dragons will slowly lose power the longer they are outside of Arctic conditions. Their powers will lose one rank in effectiveness every day they are in a sufficiently warm environment (this includes most non-Arctic lands in the spring or summer). It will take a few days in a cold area to allow them to retain full power.
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

Total: Abilities: 54 / Skills: 71--35 / Advantages: 41 / Powers: 162 / Defenses: 27 (328)

-Frost Dragons are among the most seclusive breeds, being at home in the farthest reaches of the Northlands. Living in remote areas, they often have their pick of the large animals to eat, though scouring the landscape of life tends to draw the wrong kind of attention (from powerful humanoids, or even other Dragons). Their Breath Weapons are among the most lethal- at the same time injuring, suffocating, and freezing their targets solid. Their only flaw is a general lack of distance versus the other Draconic powers out there. Naturally cold creatures, Frost Dragons can take fewer natural colours than most Draconic species, being limited to whites and clearer tones, though some appear blue in colour. They are among the slowest of Dragons to age, often not attaining maximum power until well into their Elder stage.

-Frost Dragon Magic generally takes Elemental forms, though a few particularly sneaky and wise Elders have chosen Red Magic as their forte, as it allows them to use Heat & Fire-based attacks upon unsuspecting parties of adventurers, who are often decked-out against Cold-based monsters. Frost Dragons of varying degrees often choose to ally with the sentients in their respective areas- though rarely getting along well with other Dragons, younger ones often seek out Frost Giant tribes for mutually-beneficial benefit and survival (the Grimmsvell contains creatures frightening for even a Dragon). Some grow so powerful than they can dominate an entire area, controlling a whole battalion or army of people.

Jab's Notes: D&D's weak, comparatively-stupid White Dragons always bugged me, because I thought the idea of a Dragon that shot ICE instead of Fire was a cool idea. I saw no reason why one type almost always had to be animalistic & dumb, especially if it was sentient. Therefore, I decided my world would have REALLY powerful Frost Dragons, with an extremely powerful, high-damage Ice Breath attack that would freeze AND suffocate it's victims.

Image

OCEANIC DRAGON
Role:
Elite Monster, The Big Bad
PL 12 (286), PL 13 (286) Defenses
STRENGTH
12 STAMINA 14 AGILITY 0
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 4 PRESENCE 5

Skills:
Deception 7 (+12)
Expertise (Magic) 6 (+12)
Expertise (History) 5 (+11)
Expertise (Dragon) 8 (+14)
Insight 8 (+11)
Intimidation 5 (+10, +16 Size)
Investigation 3 (+7)
Perception 10 (+14)
Persuasion 4 (+9)
Stealth 12 (+0 Size)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Beginner's Luck, Benefit 4 (Status- Elder Dragon), Daze (Intimidation), Extraordinary Effort, Fascinate (Intimidation), Fast Grab, Fearless, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Critical (Draconic Weapon), Improved Grab, Improved Initiative, Improved Hold, Jack-of-All-Trades, Languages 2 (Many), Last Stand, Move-By Action, Power Attack, Ranged Attack 8, Startle, Takedown 2, Trance, Ultimate Toughness Save, Well-Informed, Withstand Damage

Powers:
"Draconic Senses" Senses 9 (Low-Light & Extended Vision, Acute, Extended & Accurate Scent, Magical Awareness- Ranged, Extended Hearing) [9]
"Detect Dragons" Senses 5 (Detect Dragons- Ranged, Acute & Analytical) [5]
"Draconic Healing" Regeneration 4 (Feats: Regrowth, Diehard) [6]
"Ageless" Immunity 3 (Aging, Poison, Disease) [3]

"Dragon's Tail"
Extra Limb 1 [1]
Enhanced Advantages: Improved Trip [1]

"Draconic Size" Growth 12 (Str & Sta +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) (Feats: Innate) (Extras: Permanent +0) [25]
Impervious Toughness 13 [13]

"Draconic Attacks"
"Water Torrent" Damage 12 (Extras: Area- 120ft. Cone +2) (36) -- [41]
    AE: "Water Wheel" Damage 12 (Extras: Area- 60ft. Burst +2) (36)
    AE: "Water Storm" Affliction 12 (Strength; Hindered & Vulnerable/Defenseless & Prone) (Extras: Ranged, Area- 60ft. Burst +2) (Flaws: Limited Degree) (36)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Oceanic Dragon Traits"
Immunity 3 (Drowning, Cold, Pressure) [3]
Immunity 10 (Water Effects) (Flaws: Limited to Half-Effect) [5]
Swimming 10 (500 mph) (10) -- [12]
    AE: "Dragon's Wings" Flight 6 (120 mph) (Flaws: Winged) (6)
    AE: "Dragon's Legs" Speed 3 (30 mph) (3)
Movement 1 (Environmental Adaptation- Aquatic) [2]
"Echolocation" Senses 4 (Extended, Ultra & Accurate Hearing) [4]

Offense:
Unarmed +10 (+12 Damage, DC 27)
Natural Weapons +10 (+14 Damage, DC 29)
Area Attacks +12 (+12 Damage, DC 27)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +10 (DC 20), Toughness +14 (+7 Impervious), Fortitude +14, Will +12

Complications:
Power Loss & Weakness (Aquatic)- Oceanic Dragons require immersement in water to retain full strength. They will rapidly lose power the longer they spend out of water, starting at a day, and losing a full rank in each ability per hour afterwards. Eventually, they will be reduced to ST 9 creatures, and be sick to the point of dying. They also will take extra damage from dehydrating attacks.
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

Total: Abilities: 54 / Skills: 68--34 / Advantages: 41 / Powers: 130 / Defenses: 27 (286)

-Oceanic Dragons are the most powerful of the Dragons that make their domain in the world's oceans. Their locales also leave them the most-protected from Dragon Slayers and the like- few can make it underwater. These Dragons enjoy much greater ranges than others, and vary greatly in culture and alignment as a result- some Ocean Dragons are kindly protectors of local Merman communities, while others are vicious tyrants that rule with an iron claw, and demand tribute before allowing passage to any mortal ships that pass through.
Last edited by Jabroniville on Mon Oct 24, 2011 1:36 pm, edited 1 time in total.
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Re: Jab's Builds: Lizardmen, Dragons- Fire, Magma, Frost, Ocean

Postby catsi563 » Sun Oct 23, 2011 11:16 pm

Just curious Jab but how do you handle the old kill them with flattery schtick? One of the common dragon psychologies in various stories is theyre being susceptible to flattery and fascinted by riddles and riddling talk. Such as what Bilbo did to distract smaug as example.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Jab's Builds: Lizardmen, Dragons- Fire, Magma, Frost, Ocean

Postby Woodclaw » Mon Oct 24, 2011 12:12 am

catsi563 wrote:Just curious Jab but how do you handle the old kill them with flattery schtick? One of the common dragon psychologies in various stories is theyre being susceptible to flattery and fascinted by riddles and riddling talk. Such as what Bilbo did to distract smaug as example.


I think that Catsi have a point a complication might be in order (in 2E it could be a Vulnerable to flattery drawback).

Anyway these are some impressive dragons.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


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Re: Jab's Builds: Lizardmen, Dragons- Fire, Magma, Frost, Ocean

Postby Jabroniville » Mon Oct 24, 2011 1:22 am

I figure it depends on the Dragon- more of a character flaw than something inherent to the race- call it a really good Persuasion/Storytelling Skill check.
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Re: Jab's Builds: Lizardmen, Dragons- Fire, Magma, Frost, Ocean

Postby catsi563 » Mon Oct 24, 2011 2:00 am

fair enough, I bring it up only because its interesting to note that even the 'Good Dragons" were sucsecptible to it though a smidge less arrogant about it :P
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Re: Jab's Builds: Lizardmen, Dragons- Fire, Magma, Frost, Ocean

Postby Jabroniville » Mon Oct 24, 2011 1:26 pm

Image

SKY DRAGON
PL 12 (293), PL 13 (293) Defenses
Abilities:
Stamina -1 [-2]
Powers: +1 Flight [1]
"Draconic Attacks"
"Sky Cyclone" Damage 12 (Extras: Area- 120ft. Burst +3) (48) -- [57]
    AE: "Weather Effects" Environment 6 (900 feet) (Cold, Impede Movement 2) (18)
    AE: "Tornado" Blast 11 (Extras: 30ft. Cylinder) (34)
    AE: "Air Power" Move Object 12 (Extras: Area- 120ft. Burst +3) (Flaws: Touch Range) (48)
    AE: "Wind Storm" Affliction 12 (Strength or Athletics; Hindered/Prone) (Extras: Area- 120ft. Cone +2) (Flaws: Limited Degree, Instant Recovery) (12)
    AE: "Wind Burst" Affliction 12 (Strength or Athletics; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery) (12)
    AE: "Wind" Features 2 (-2 Thrown Weapons, snuffing flames, etc.) (3)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Sky Dragon Traits"
Immunity 2 (Cold, Pressure) [2]
Immunity 10 (Air Effects) (Flaws: Limited to Half-Effect) [5]
Movement 1 (Environmental Adaptation- Airborne/High Winds) [2]
"Hearing on the Winds" Senses 1 (Extended Hearing 1- total 2) [1]

Complications:
Weakness (Being Grounded)- Sky Dragons need to take to the air to remain healthy- a Dragon bound to earth for whatever reason (chains, severed wings, etc.) will rapidly lose health over a period of days, and will remain deathly ill for years (though it will not quite die).
Quirk (Breath Weapons)- A Dragon's Elemental Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a weapon again.

-The Sky Dragon stands out by being the fastest flier among the Dragons, and having control over the very winds. Lacking Breath Weapons, but instead having control over the Winds, these are often the lightest and longest of all Dragons, taking very elongated, snake-like forms quite often. The most common colours are white and blue, though green, silvery and golden Sky Dragons have also been seen. Among the most mysterious Dragons, they spend very little time on land at all, preferring to fly constantly.

-Sky Dragon Magical Power is often focused on Elementalism, or Red Magic, with which to make up for their lack of Energy Weapons. Lighter and a bit weaker than other Dragons, they are a fair bit faster (especially at smaller sizes) and harder to hit thanks to their often-elongated forms.

Image

LIGHTNING DRAGON
PL 12 (328), PL 13 (328) Defenses
Powers:
+1 Flight [1]
"Draconic Attacks"
"Lightning Bolt" Damage 12 (Feats: Penetrating 5) (Extras: Area- 120ft. Line +3) (53) -- [59]
    AE: "Chain Lightning" Blast 12 (Feats: Penetrating 5) (Extras: Multiattack) (41)
    AE: "Lightning Crashes" Damage 12 (Extras: Area- 60ft. Burst +2, Ranged) (48)
    AE: "Charge Body" Electrical Aura 7 (28)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Lightning Dragon Traits"
Energy Aura 5 [20]
Immunity 10 (Electrical Effects) (Flaws: Limited to Half-Effect) [5]
Senses 4 (Detect Electricity- Ranged, Acute & Analytical) [4]
Movement 1 (Environmental Adaptation- Storms) [2]

"Sky Dragon Traits"
Immunity 2 (Cold, Pressure) [2]
Immunity 10 (Air Effects) (Flaws: Limited to Half-Effect) [5]
Movement 1 (Environmental Adaptation- Airborne/High Winds) [2]
"Hearing on the Winds" Senses 1 (Extended Hearing 1- total 2) [1]

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

-Lightning Dragons come in many forms, usually Bolt Yellow, White, or Coppery Red in colour (these are typically called "Copper Dragons"), though they may take any natural colour of lightning (which covers a great deal of the spectrum). They are naturally at home during storms, and possess great Lightning Breath Weapons. These Dragons tend to be a bit smaller than other Dragons of their age groups, and so they often specialize in aerial fighting and acts of agility- a natural result for creatures so at home in the air.

-Elder Lightning Dragons grow to such power levels that they have natural Auras of Electrical Energy surrounding their bodies at all times (though they can shut this off at-will), which can grow even more powerful with some focus. Many of these Dragons also learn Magic- Blue Magic is the most-common, as the creatures are immune to many of the effects of the Storms they can create with these powers, and many Dragons also just flat-out enjoy the elements in this manner.

Image

EARTH DRAGON
PL 12 (289), PL 13 (289) Defenses
Abilities:
+1 Strength, -1 Fighting [0]
Powers: Add Burrowing 11 (120 mph), with an Alt-Effect of Flight 4 (30 mph) [5]

"Draconic Attacks"
"Earth-Cracker" Blast 14 (Feats: Extended Range- 200 ft.) (Extras: Multiattack for 8 ranks) (39) -- [46]
    AE: "Animate Earth" Earth Control 12 (Extras: Perception Range) (36)
    AE: "Earthquake" Affliction 12 (Strength; Hindered & Vulnerable/Defenseless & Prone) (Extras: Ranged, Area- 120ft. Burst +2) (Flaws: Limited Degree, Instant Recovery) (24)
    AE: "Earthquake" Affliction 12 (Strength; Hindered & Vulnerable/Defenseless & Prone) (Extras: Ranged, Area- 120ft. Line +2) (Flaws: Limited Degree, Instant Recovery) (24)
    AE: "Earth Wave" Damage 12 (Extras: Area- 60ft. Burst +2) (36)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Earth Dragon Traits"
Immunity 10 (Earth Effects) (Flaws: Limited to Half-Effect) [5]
"Tremorsense" Senses 5 (Accurate Ranged & Extended 2 Touch) [5]
"Earthen Disguise" Enhanced Skills 4: Stealth 4 (+3 Size) (Flaws: Limited to Earth) [1]

Complications:
Quirk (Breath Weapons)- A Dragon's Elemental Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a weapon again.

-Earth Dragons are an anomaly among Dragon-kind (in fact, many Dragons refuse to acknowlege their existence, or their legitimacy to the name "Dragon")- they possess no wings nor Breath Weapons, and instead burrow and tunnel their way through the earth. Masters of Stealth despite their incredible size, these burly heavyweights (often the physically strongest of Dragons), Earth Dragons also possess incredible elemental power over the very earth. Many can create powerful earthquakes.

Image

BOG DRAGON
PL 12 (305), PL 13 (305) Defenses
Abilities:
+1 Fighting, -1 Strength [0]
Powers: Swimming 8 (120 mph) (Flight & Speed Alt-ed off) [3]
"Draconic Attacks"
"Acid Spray" Damage 11 (Extras: Area- 30ft. Line, Secondary Effect 7) Linked to Weaken Toughness 10 (Extras: Affects Objects, Area- 30ft. Line) (59) -- [63]
    AE: "Poison Breath" Weaken Stamina 12 (Extras: Area- 60ft. Cone) Linked to Affliction 12 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 60ft. Cone) (48)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Bog Dragon Traits"
Immunity 5 (Acid Damage) [5]
Immunity 1 (Drowning) [1]
Movement 1 (Environmental Adaptation- Aquatic) [2]
"Echolocation" Senses 4 (Extended, Ultra & Accurate Hearing) [4]

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

-Bog Dragons are among the darkest and most-feared Dragons, though they typically only grow to the size of the Bog which they inhabit. This makes them smaller than most, though powerful and aged-enough Dragons are known to increase the size of their territory through magical means, or merely their very knowledge of ecology and landscaping. They typically inhabit only poisonous swamps, dark bogs, and other forbidden territory, meaning they often live by themselves, as few other sentients come to visit.

Jab's Notes: This is sorta like the old Black Dragon in D&D- I never liked that the potentially coolest-looking Dragon was some acid-spitting swamp-dweller, but I liked the concept nonetheless. This just removes the colour aspect of the thing.

Image

SMOKE DRAGON
PL 12 (285), PL 13 (285) Defenses
Abilities:
+1 Fighting, -1 Strength, -1 Stamina [-2]
Powers: Swimming 8 (120 mph) (Flight & Speed Alt-ed off) [3]
"Draconic Attacks"
"Choking Clouds" Concealment 4 (Visual Senses) (Extras: Area- 30ft. Cloud +2, Attack +0) Linked to Affliction 12 (Fort; Impaired/Disabled/Incapacitated) (Extras: Area- 30ft. Cloud +2) (52) -- [55]
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Smoke Dragon Traits"
Immunity 1 (Own Smoke) [1]
"Smoke Field" Enhanced Parry 1 & Dodge 3 [4]

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

-Smoke Dragons differ from their allies by being much harder to hit- clouds of Smog surround their very bodies, rendering them dangerous in spite of a lack of varied options in combat.

Image

SUN DRAGON
PL 12 (284), PL 13 (284) Defenses
Powers:
Flight +1 [1]
"Draconic Attacks"
"Solar Beam" Damage 12 (Feats: Penetrating 8) (Extras: Area- 120ft. Line +2) (44) -- [49]
    AE: "Solar Blast" Damage 14 (Feats: Penetrating 5, Extended Range- 200ft.) (34)
    AE: "Solar Flare" Dazzle Visuals 12 (Extras: Area- Visual Perception) (Flaws: Touch Range) (24)
    AE: "Tail Swipe" Strength-Damage +0 (Extras: Area- 60ft. Burst +2 for 12 ranks) (24)
    AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
    AE: "Claws & Teeth" Strength-Damage +2 (Feats: Penetrating 6) (8)
"Sun Dragon Traits"
Immunity 2 (Visual Dazzles) [2]
Immunity 10 (Fire & Heat Effects) (Flaws: Limited to Half-Effect) [5]

Complications:
Quirk (Breath Weapons)- A Dragon's Breath Weapon cannot be used continuously; it must wait 1d4 Rounds before being able to use a Breath Weapon again.

-Sun Dragons fire beams of radiant energy, and are often mistaken for Gods. Socities that fear the Dragon still avoid the creatures, but almost all view them with awe.
Last edited by Jabroniville on Tue Oct 25, 2011 5:07 am, edited 1 time in total.
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Re: Jab's Builds: Dragons- Fire, Magma, Frost, Oceanic, Template

Postby Gazman » Mon Oct 24, 2011 8:47 pm

Oh man! Those are some scary awesome dragons you got there. Love the variety by age and type. So many types with different traits and powers! Niiiiiice.
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