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

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Re: Prodigy Duck 3e Bestiary Builds (Whale, Wight)

Post by Thorpacolypse » Wed Nov 02, 2011 7:42 pm

For some reason, I keep thinking the caption for the Wight should be "Hey, where's all the Wight women at?!?!?" 8)
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Re: Prodigy Duck 3e Bestiary Builds (Whale, Wight)

Post by prodigyduck » Thu Nov 03, 2011 1:58 pm

Thorpacolypse wrote:For some reason, I keep thinking the caption for the Wight should be "Hey, where's all the Wight women at?!?!?" 8)
Thank you, Clevon Little...
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Re: Prodigy Duck 3e Bestiary Builds (Wisp, Winter Wolf)

Post by prodigyduck » Thu Nov 03, 2011 2:05 pm

Image

WILL-O’-WISP (PL 9)

Strength
-5, Stamina 0, Agility 9, Dexterity 4
Fighting 6, Intellect 2, Awareness 6, Presence 2

POWERS
Fey Senses:
Senses 2 (Darkvision) – 2 points
Fey Traits: Immunity 10 (Magic Effects) – 10 points
Light Body: Environment 1 (Light; Selective [a will-o’-wisp can alter the intensity of its light as well as its radius]) – 2 points
Natural Flight: Flight 5 (60 mph) – 10 points
Natural Invisibility: Visual Concealment 4 (Innate, Continuous) – 13 points
Shock: Damage 5 – 5 points
Small Body: Shrinking 4 (Innate, Permanent; +2 active defenses included) – 5 points

ADVANTAGES
Defensive Roll 4, Improved Initiative, Grabbing Finesse, Second Chance (Sleight of Hand checks to Escape)

SKILLS
Deception 6 (+8), Perception 6 (+12), Sleight of Hand 6 (+10), Stealth 6 (+19)

OFFENSE
Initiative
+13
Shock +6 (Close, Damage 5)
Unarmed +6 (Close, Damage -5)

DEFENSE
Dodge
14, Parry 11, Toughness 4 / 0*
Fortitude 3, Will 12
* flat-footed

POINTS
Abilities 50 + Advantages 7 + Defenses 15 + Powers 47 + Skills 12 = 131 Total

COMPLICATIONS
Obsession:
Will-o’-wisps delight in causing strife, misery, and death.
Will-o’-wisps, also called will-o’-the-wisps, are malicious fey creatures often seen floating over lakes or within swamps. They enjoy leading lone travelers off the beaten path at night. As the traveler follows the ghostly light into a dangerous swamp, the will-o’-wisp then extinguishes its light, leaving the traveler lost within a dark swamp where it is easy pray for the wisp or any other malicious creatures. The wisp then feeds on the fear and despair of the lost traveler.
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Re: Prodigy Duck 3e Bestiary Builds (Wisp, Winter Wolf)

Post by prodigyduck » Thu Nov 03, 2011 2:07 pm

Image

WINTER WOLF (PL 6)

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

POWERS
Cold Breath:
Cone Area Damage 6 – 12 points
Icy Hide: Enhanced Stealth 2, Enhanced Stealth 4 (Limited to snowy and icy areas), Immunity 6 (Cold, Cold Damage) – 8 points
Fast: Speed 1 (4 mph) – 1 point
Freezing Bite: Strength-Based Damage 2 – 2 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 1 – 10 points
Winter Wolf Senses: Senses 6 (Darkvision, Extended Olfactory, Low-Light Vision, Scent, Tracking [olfactory]) – 6 points

ADVANTAGES
Close Attack 2, Improved Trip, Languages 1 (Common [Giant is native])

SKILLS
Expertise (Survival) 5 (+4), Perception 6 (+7), Stealth 5 (+4, +8 in icy/snowy areas)

OFFENSE
Initiative
+1
Cold Breath Area (Close, Damage 6)
Freezing Bite +6 (Close, Damage 6)
Unarmed +6 (Close, Damage 4)

DEFENSE
Dodge
4, Parry 4, Toughness 5
Fortitude 9, Will 3

POINTS
Abilities 10 + Advantages 4 + Defenses 14 + Powers 39 + Skills 8 = 75 Total

COMPLICATIONS
Disability:
Winter wolves have no hands.
Power Loss: A winter wolf must wait at least one round before being able to use its breath weapon while it collects its energy.
Weakness: Winter wolves are vulnerable to fire and heat effects.
Winter wolves are a race of intelligent canines that have adapted a freezing breath weapon from the magical energies of the world. They are more akin to worgs than actual wolves, being of wicked intelligence and cunning.

Winter wolves are often found as allies and guardians of frost giants, white dragons, and other evil arctic beings.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Fuzzy W Beasts)

Post by prodigyduck » Fri Nov 04, 2011 11:15 am

Image

WOLF
A wolf is a common canine predator found in many parts of the world, but especially in northern climates. They are apex predators who hunt in well-organized packs using tactics honed over millions of years of evolution.

A wolf pack is a highly-structured society, commanded by an alpha male and his alpha female. Subordinate wolves are in a beta class, while the bottom of the social order is an omega wolf. Packs often hunt together. Their tactics include harrying their pray into an area where the pack can surround it and slowly weaken it with attacks that come one at a time from each wolf until the pray is dropped to the ground. At this time, the entire pack converges in for the final kill and feasting.
GRAY WOLF (PL 2)

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

POWERS
Fast:
Speed 1 (4 mph) – 1 point
Wolf Senses: Senses 4 (Extended Olfactory, Low-Light Vision, Scent, Tracking [olfactory]) – 4 points

ADVANTAGES
Improved Trip

SKILLS
Perception 3 (+4), Stealth 3 (+5)

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

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

POINTS
Abilities 4 + Advantages 1 + Defenses 6 + Powers 5 + Skills 3 = 19 Total

COMPLICATIONS
Disability:
Wolves are mute and have no hands.
The gray wolf is the most common variety of wolf to be found.

While wolves are often blamed for attacks on stray wanderers and children, they are actually quite afraid of humans. Most wolves will stay away from area inhabited by humanoids; only attacking if they are extremely hungry or desperate.
DIRE WOLF (PL 6)

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

POWERS
Fast:
Speed 1 (4 mph) – 1 point
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included) – 9 points
Wolf Senses: Senses 4 (Extended Olfactory, Low-Light Vision, Scent, Tracking [olfactory]) – 4 points

ADVANTAGES
Close Attack 3, Improved Trip, Skill Mastery (Perception)

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

OFFENSE
Initiative
+2
Unarmed +7 (Close, Damage 4)

DEFENSE
Dodge
5, Parry 4, Toughness 3
Fortitude 8, Will 3

POINTS
Abilities 6 + Advantages 5 + Defenses 14 + Powers 14 + Skills 5 = 44 Total

COMPLICATIONS
Disability:
Dire wolves are mute and have no hands.
Dire wolves are a larger breed of normal wolves; existing in a more primitive form. They are the size of horses and far more aggressive than normal wolves, often attacking humanoids and their settlements when hungry.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Fuzzy W Beasts)

Post by prodigyduck » Fri Nov 04, 2011 11:18 am

Image
Snickt! Bub!

WOLVERINE
Wolverines are natural animals known to be the largest land-dwelling species of the weasel family. They are stocky, muscular creatures with features more similar to bears than normal mustelids.
WOLVERINE (PL 5)

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

POWERS
Digging:
Burrowing 4 (1 mph) – 4 points
Rage: Enhanced Strength 2, Linked to Enhanced Stamina 2; Distracting – 4 points
Strong Climber: Enhanced Athletics 8 (Limited to climbing), Movement 1 (Wall-Crawling) – 4 points
Wolverine Senses: Senses 3 (Low-Light Vision, Scent, Tracking [olfactory]) – 3 points

ADVANTAGES
Close Attack 1

SKILLS
Athletics 1 (+3, +11 climbing), Perception 3 (+4)

OFFENSE
Initiative
+2
Unarmed +3 (Close, Damage 4* / 2)
* with rage

DEFENSE
Dodge
5, Parry 3, Toughness 4* / 2
Fortitude 7* / 5, Will 2
* with rage

POINTS
Abilities 12 + Advantages 1 + Defenses 8 + Powers 15 + Skills 2 = 38 Total

COMPLICATIONS
Disability:
Wolverines are mute and have no hands.
The wolverine is a creature known for its ferocity and great strength.
DIRE WOLVERINE (PL 6)

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

POWERS
Large Body:
Growth 4 (Innate, Permanent; -2 active defenses included) – 9 points
Rage: Enhanced Strength 2, Linked to Enhanced Stamina 2; Distracting – 4 points
Strong Climber: Enhanced Athletics 8 (Limited to climbing), Movement 1 (Wall-Crawling) – 4 points
Wolverine Senses: Senses 3 (Low-Light Vision, Scent, Tracking [olfactory]) – 3 points

ADVANTAGES
Close Attack 2, Improved Initiative

SKILLS
Athletics 0 (+4, +12 climbing), Perception 4 (+5)

OFFENSE
Initiative
+7
Unarmed +5 (Close, Damage 6* / 4)
* with rage

DEFENSE
Dodge
5, Parry 2, Toughness 6* / 4
Fortitude 10* / 8, Will 2
* with rage

POINTS
Abilities 8 + Advantages 3 + Defenses 10 + Powers 20 + Skills 2 = 43 Total

COMPLICATIONS
Disability:
Dire wolverines are mute and have no hands.
Dire wolverines are the size of bears and are considerably more territorial and savage than their smaller cousins.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Fuzzy W Beasts)

Post by prodigyduck » Fri Nov 04, 2011 11:20 am

Image
Those guys on the Lord of the Rings movies looked way cooler than us.

WORG (PL 4)

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

POWERS
Fast:
Speed 1 (4 mph) – 1 point
Worg Senses: Senses 6 (Darkvision, Extended Olfactory, Low-Light Vision, Scent, Tracking [olfactory]) – 6 points

ADVANTAGES
Close Attack 1, Improved Trip, Languages 2 (Common, Goblin [Worg is native])

SKILLS
Expertise (Survival) 4 (+2), Perception 4 (+6), Stealth 4 (+6)

OFFENSE
Initiative
+2
Unarmed +4 (Close, Damage 3)

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

POINTS
Abilities 22 + Advantages 4 + Defenses 10 + Powers 7 + Skills 6 = 49 Total

COMPLICATIONS
Disability:
Worgs have no hands.
A worg is a wolf-like creature that is often allied with goblins and orcs. Despite their animalistic natures, these creatures are wickedly intelligent and delight in hunting and killing other beings.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Fuzzy W Beasts)

Post by prodigyduck » Fri Nov 04, 2011 11:22 am

And this pretty much finishes up my bestiary.

From here on in, I am willing to entertain requests. Are there any characters or creatures folks want to see for their own campaigns / amusement?
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Fuzzy W Beasts)

Post by Gothenem » Fri Nov 04, 2011 1:10 pm

WHAT?!!?!?! No Yrthak? No Wyvern? Yeth Hound? Xorn? Xill? Vargouille?

OK, seriously now -

I'd like to see your take on the Beholder and Mind Flayer

and since I know you have the MM2 ...

Abiel, Ash Rat, Asperi, Automaton, Avolakia, Banshee, Bladeline, Blood Ape, Boggle, Bogun, Bone Naga, Bone Ooze, Braxat, ...

Oh, uh, ok, I was kidding, I don't want all the book done.

Seriously though, I wouldn't mind seeing your take on the Psurlon, Neogi, and Yugoloths.

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Re: Prodigy Duck 3e Bestiary Builds (Fuzzy W Beasts)

Post by Woodclaw » Fri Nov 04, 2011 1:20 pm

prodigyduck wrote:Image
Those guys on the Lord of the Rings movies looked way cooler than us.
I respectfully disagree with this statement.

Still they're not as cool as this:

Image
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Prodigy Duck 3e Bestiary Builds (Fuzzy W Beasts)

Post by Flying Cobra » Fri Nov 04, 2011 2:12 pm

prodigyduck wrote: Rage: Enhanced Strength 2, Linked to Enhanced Stamina 2; Distracting – 4 points
Nice. That's a construct which I don't think I've seen before.

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Re: Prodigy Duck 3e Bestiary Builds (Fuzzy W Beasts)

Post by prodigyduck » Fri Nov 04, 2011 8:14 pm

Gothenem wrote:WHAT?!!?!?! No Yrthak? No Wyvern? Yeth Hound? Xorn? Xill? Vargouille?
Yrthak...?

Really...?

I do have a wyvern build. Its in my list at the front of the thread.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Fuzzy W Beasts)

Post by Jabroniville » Fri Nov 04, 2011 8:41 pm

Yeah, I like that Rage thing. It's fitting based off of how it usually worked in 2e, if I recall correctly.

You're taking requests? Hmmm... how bout that weird Super-Daemon thing (said to give Balors nightmares), the Klurichir, from the "Fiend Folio" in 3.5e? Actually, the Paeliryon Demon is also super-freaky and tough in that book also. Ooh- and it's Dire Rhino (Elasmotherium), the Indricothere, the Gathra (super-predator Bulls FTW) and the Hullathoin (Super-Undead-Spawning Beast)! When you get around to them, of course- I know getting hordes of requests at once can be annoying :).

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Re: Prodigy Duck 3e Bestiary Builds (Fuzzy W Beasts)

Post by Gothenem » Sat Nov 05, 2011 1:04 pm

prodigyduck wrote:
Gothenem wrote:WHAT?!!?!?! No Yrthak? No Wyvern? Yeth Hound? Xorn? Xill? Vargouille?
Yrthak...?

Really...?

I do have a wyvern build. Its in my list at the front of the thread.
lol, no I didn't really want the Yrthak, I was just trying to put the ones you missed in the MM that were still Open Gaming Content.

Seriously though, I would like to see the Beholder and Mind Flayer

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Re: Prodigy Duck 3e Bestiary Builds (Mind Flayer)

Post by prodigyduck » Tue Nov 15, 2011 1:37 am

Image
"Now Zoidberg is the popular one!"

MIND FLAYER (PL 7)

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

POWERS
Bore Into Brain:
Damage 4 (Concentration, Grab-Based), Linked to Weaken Intellect 4 (Concentration, Grab-Based, Incurable) - 9 points
Brain Ingestion: Healing 4 (Limited to Self Only, Reaction [when target takes damage from Bore Into Brain effect]) – 16 points
Dense Flesh: Protection 2 – 2 points
Levitate: Flight 1 (Levitate, Subtle) – 2 points
Psionics: Array (28 points)
Charm: Perception Range Affliction 7 (Dazed / Compelled / Controlled; Resisted by Will; Cumulative) – 28 points
Detect Thoughts: Mind Reading 5 (Limited to Surface Thoughts, Subtle) – 1 point
Plane Shift: Movement 3 (Dimensional Movement 3) – 1 point
Suggestion: Perception Range Affliction 6 (Entranced / Compelled; Resisted by Will; Cumulative, Instant Recovery, Limited to Two Degrees) – 1 point
Telepathy: Mental Communication 1 (Subtle), Comprehend 2 (Languages) – 1 point
Mind Blast: Cone Area Affliction 7 (Dazed / Stunned; Resisted by Will; Cumulative, Limited to Two Degrees) – 14 points
Tentacles: Enhanced Advantage 3 (Fast Grab, Improved Grab, Improved Hold) – 3 points

ADVANTAGES
Benefit (Wealth 1), Daze (Intimidation), Grabbing Finesse, Improved Initiative

SKILLS
Close Combat (Tentacles) 2 (+8), Deception 6 (+9), Expertise (Underdark Lore) 6 (+10), Insight 6 (+9), Intimidation 6 (+9), Perception 6 (+9), Persuasion 6 (+9), Stealth 6 (+8)

OFFENSE
Initiative
+6
Bore Into Brain +8 (Close, Grab-Based Damage 4 plus Weaken 4)
Charm Perception (Ranged, Affliction 7)
Mind Blast Area (Close, Affliction 7)
Unarmed +6 (Close, Damage 1)

DEFENSE
Dodge
4, Parry 8, Toughness 3
Fortitude 3, Will 9

POINTS
Abilities 42 + Advantages 4 + Defenses 12 + Powers 78 + Skills 22 = 158 Total

COMPLICATIONS
Arrogance:
Mind flayers believe themselves to be superior to all other living creatures.
Infamy: Mind flayers are monstrous aberrations that seek to dominate humanoid creatures and consume their brains.
Obsession: Mind flayers seek to dominate and control others. They constantly seek out powerful magical lore or objects that can help them dominate others.
As ambitious as they are sinister, mind flayers hatch sprawling plots to achieve dominion. A single mind flayer might control an entire dungeon or settlement: a small cabal could set its sights on ruling a continent; a city of mind flayers aims to conquer and reshape the planes.

Mind flayers, or illithids as they call themselves, are the embodiment of mortals' worst fears. They dwell in darkness and order monsters on foul errands. They slaughter or enslave multitudes of peaceful creatures and exert total dominance over prisoners. Mind flayers have spent centuries on selective breeding and magical manipulation experiments in an attempt to create the perfect slave race. Their efforts birthed the githyanki race, which eventually escaped the mind flayers' control. Mind flayers can control countless thralls at once. No one knows how many worlds have crumbled under their deadly embrace, nor how many innocents have nourished the mind flayer hordes.

Perhaps the most horrifying and repulsive attribute of the illithids is their physical form, a grisly mockery of the humanoid victims from which they were birthed. Mind flayers use other creatures to reproduce. They implant a juvenile illithid inside a victim's skull, where the tadpole-shaped offspring eats the creature's brain. The progeny's Far Realm essence irrevocably alters the creature's form, turning it into an adult illithid with features that hint at its former occupant. Some mind flayer cabals search out specific vessels for their young, believing that a powerful host body makes for a strong illithid.
Last edited by prodigyduck on Wed Nov 16, 2011 9:53 am, edited 1 time in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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