LEGEND's 13 Halloween Builds: 13. TOOTH FAIRY

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legend
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Re: LEGEND'S FANTASY BUILDS: INTELLECT DEVOURER

Post by legend » Fri Apr 27, 2012 8:02 am

JoshuaDunlow wrote:I'm curious what you are using to measure power level for these builds? :)

And I don't know why, but Gnolls are one of my favorite monsters.
I just covert the stats

I review different sources (D&D 3.5 & lower, D20 modern, etc) & then roughly convert the stats. D20 stats are a little higher and increase, for the most part, linearly. Since M&M has an exponential scale, I do a rough logarithmic scale down. Then I just set the PL based upon the conversion.

By the way, if you just check out the Intellect Devourer, the PL was wrong. It's PL 6 and has been corrected.

legend
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DROW (PL 3)

Post by legend » Fri Apr 27, 2012 4:15 pm

Image
STR 1, STA 0, AGL 2, DEX 1, FGT 2, INT 1, AWE 0, PRE 0
Powers:
Dark Fey Magic: Array (4 points) • 6 points
• Darkness: Burst Area Concealment 4, Increased Action 2 • 4 points
• Dancing Lights: Visual Illusion 1, Independent, Limited to lanterns or torches • 1 point
• Faerie Fire: Nullify Concealment 3 • 1 point
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 22 (Magic Effects, Sleep Effects), Half Effect on Magic Effects • 12 points
Size: Shrinking 1, Permanent, Innate • 2 points
Equipment:
Chain-Mail: Protection 3 • 3 points
Hand Crossbow: Ranged Piercing Damage 2, Improved Critical • 5 points
Poison: Affliction 3 (Resisted by Fortitude; Dazed, Stunned, Incapacitated), Activation (Move), Unreliable (5 use), Linked to Hand Crossbow, Alternate Effect (Close & Linked to Rapier) • 3 points
Rapier: Strength-based Piercing Damage 2, Improved Critical 2 • 4 points
Small Shield: Enhanced Defenses 2 (Dodge 1, Parry 1) • 2 points
Advantages: Equipment 4
Skills: Close Combat: Sword 1 (+3), Investigation 2 (+3), Perception 2 (+2), Ranged Combat: Crossbow 1 (+2), Stealth 0 (+3)
Offenses:
Initiative +0
Rapier +3, Close, Damage 3 (Crit 18-20)
Hand Crossbow +2, Close, Damage 2 (Crit 19-20)
Unarmed +2, Close, Damage 1
Defenses: Dodge 3, Parry 3, Will 0, Fortitude 2, Toughness 3
Power Points: Abilities 14 + Powers 22 + Advantages 4 + Skills 3 + Defenses 2 = 45
Descriptors: Humanoid

Also known as dark elves, drow are a depraved and evil subterranean offshoot. White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red. Drow usually coat their arrows with a potent venom.
Last edited by legend on Fri May 04, 2012 5:05 am, edited 3 times in total.

legend
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BLUE (Psionic Goblin) (PL 4)

Post by legend » Fri Apr 27, 2012 5:40 pm

Image
STR -2, STA 2, AGL 1, DEX 1, FGT 0, INT 3, AWE 2, PRE -1
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Inertial Armor: Protection 2, Sustained • 2 points
Psionic Body: Regeneration 2 • 2 points
Size: Shrinking 4, Permanent, Innate • 9 points
Equipment:
Light Crossbow: Ranged Piercing Damage 3, Improved Critical • 7 points
Quarterstaff: Strength-based Damage 2 • 2 points
Advantages: Defensive Roll, Equipment 2
Skills: Athletics 3 (+1), Expertise: Psionics 1 (+4), Intimidation 0 (-3), Perception 1 (+3)
(+3), Ranged Combat: Crossbow 1 (+2), Stealth 0 (+6)
Offenses:
Initiative +1
Light Crossbow +2, Ranged, Damage 3
Quarterstaff +0, Close, Damage 0
Unarmed +0, Close, Damage -2
Defenses: Dodge 3, Parry 3, Will 3, Fortitude 3, Toughness 5/4
Power Points: Abilities 14 + Powers 15 + Advantages 3 + Skills 3 + Defenses 3 = 38
Descriptors: Goblinoid, Humanoid, Psionic

Blues are a sub-race of goblins with an innate knack for psionics. A blue is often smaller than an average goblin, standing just about 3 feet tall and weighing about 40 pounds. Blues have noticeably blue-tinged skin, and their eyes are less dull than those of a common goblin. Otherwise, they resemble their kin. They generally dress in short leather robes, dyed black.
Last edited by legend on Fri May 04, 2012 5:02 am, edited 1 time in total.

legend
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MINOTAUR (PL 7)

Post by legend » Sat Apr 28, 2012 2:33 pm

Image
STR 4, STA 3, AGL 0, DEX 0, FGT 4, INT -1, AWE 0, PRE -1
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Natural Armor: Protection 4 • 4 points
Natural Cunning: Immunity 5 (Maze Spells); Senses 1 (Direction Sense) • 6 points
Powerful Charge: Strength-based Piercing Damage 5, Limited to Charge or Slam • 3 points
Scent: Senses 2 (Acute Smell, Tracking) • 2 points
Size: Growth 1, Permanent, Innate • 3 points
Equipment:
Battleaxe: Strength-based Slashing Damage 4 • 4 points
Advantages: Close Attack, Equipment 1, Great Endurance, Power Attack, Uncanny Dodge
Skills: Athletics 3 (+7), Intimidation 5 (+4), Investigation 5 (+4), Perception 5 (+5), Stealth 0 (-1)
Offenses:
Initiative +0
Powerful Charge +5, Close (Charge or Slam), Damage 9
Greateaxe +5, Close, Damage 8
Unarmed +5, Close, Damage 4
Defenses: Dodge 4, Parry 3, Will 4, Fortitude 5, Toughness 7
Power Points: Abilities 14 + Powers 26 + Advantages 5 + Skills 9 + Defenses 9 = 63
Descriptors: Monstrous Humanoid

A minotaur stands more than 7 feet tall and weighs about 700 pounds.

Minotaurs prefer melee combat, where their great strength serves them well. A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play.

Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never vulnerable when surprised or otherwise caught off-guard.
Last edited by legend on Fri May 04, 2012 5:26 am, edited 1 time in total.

legend
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ELF (PL 3)

Post by legend » Sat Apr 28, 2012 5:24 pm

Image
STR 1, STA 0, AGL 2, DEX 1, FGT 2, INT 0, AWE 1, PRE 1
Powers:
Elven Sight: Senses 2 (Extended Vision, Low-Light Vision) • 2 points
Immunities: Immunity 14 (Aging, Mental Effects, Sleep Effects), Half Effect on Mental Effects • 8 points
Size: Shrinking 1, Permanent, Innate • 2 points
Equipment:
Chain-Mail: Protection 3 • 3 points
Light Shield: Enhanced Defenses 2 (Dodge 1, Parry 1) • 2 points
Longbow: Ranged Piercing Damage 3, Extended Range • 7 points
Longsword: Strength-based Slashing Damage 3, Improved Critical • 3 points
Advantages: Attractive, Equipment 3, Languages 2 (Elven, Sylvan)
Skills: Investigation 3 (+3), Perception 1 (+2), Ranged Combat: Bow 2 (+3), Stealth 0 (+3)
Offenses:
Initiative +2
Longbow +3, Ranged, Damage 3
Longsword +2, Close, Damage 3 (Crit 19-20)
Unarmed +2, Close, Damage 1
Defenses: Dodge 3, Parry 3, Will 1, Fortitude 2, Toughness 3
Power Points: Abilities 16 + Powers 12 + Advantages 6 + Skills 3 + Defenses 2 = 39
Descriptors: Elf, Humanoid

Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.

Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead.

They prefer longbows, shortbows, rapiers, and longswords. In melee, elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their wizards often use sleep spells during combat because these won’t affect other elves.
Last edited by legend on Fri May 04, 2012 5:14 am, edited 2 times in total.

legend
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AQUATIC ELF (PL 3)

Post by legend » Sat Apr 28, 2012 6:03 pm

Image
STR 1, STA 0, AGL 3, DEX 1, FGT 2, INT -1, AWE 1, PRE 1
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic), Swimming 3 • 8 points
Elven Sight: Senses 3 (Extended Vision 2, Low-Light Vision) • 3 points
Immunities: Immunity 14 (Aging, Mental Effects, Sleep Effects), Half Effect on Mental Effects • 8 points
Size: Shrinking 1, Permanent, Innate • 2 points
Equipment:
Chain-Mail: Protection 3 • 3 points
Net: Affliction 3 (Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree • 3 points
Trident: Strength-based Piercing Damage 3, Improved Critical • 4 points
Advantages: Attractive, Equipment 2, Favored Environment (Aquatic), Languages 1 (Elven)
Skills: Investigation 3 (+3), Perception 1 (+2), Ranged Combat: Throwing 2 (+3), Stealth 0 (+4)
Offenses:
Initiative +2
Net +2, Close, Affliction 3
Trident +2, Close, Damage 3 (Crit 19-20)
Trident +3, Ranged (Thrown), Damage 1 (Crit 19-20)
Unarmed +2, Close, Damage 1
Defenses: Dodge 3, Parry 2, Will 1, Fortitude 2, Toughness 3
Power Points: Abilities 16 + Powers 21 + Advantages 5 + Skills 3 + Defenses 2 = 47
Descriptors: Aquatic, Elf, Humanoid

Also called sea elves, these creatures are water breathing cousins to land-dwelling elves. Aquatic elves fight underwater with tridents, spears, and nets.
Last edited by legend on Fri May 04, 2012 5:14 am, edited 2 times in total.

legend
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DWARF (PL 5)

Post by legend » Sun Apr 29, 2012 6:37 am

Image
STR 2, STA 2, AGL 0, DEX 1, FGT 2, INT 0, AWE 0, PRE -2
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Size: Shrinking 2, Permanent, Innate • 5 points
Stonecunning: Feature 3 (detect if stone is natural or worked, detect when underground and depth, determine type of any stone) • 3 points
Equipment:
Dwarven Waraxe: Strength-based Slashing Damage 3, Improved Critical • 4 points
Heavy Shield: Enhanced Defenses 4 (Dodge 2, Parry 2) • 4 points
Scale-Mail: Protection 3 • 3 points
Light Crossbow: Ranged Piercing Damage 3, Improved Critical • 7 points
Advantages: Equipment 4, Favored Foe 3 (Giants, Goblinoids, Orcs), Languages 2 (Dwarven, Goblin), Second Chance 5 (Dodge vs. Magic, Fortitude vs. Magic, Poison, Trip, Will vs. Magic)
Skills: Athletics 1 (+2), Close Combat: Dwarven Waraxe 1 (+3), Expertise: Appraise 2 (+2), Intimidation 0 (-3), Perception 2 (+2), Stealth 0 (+2), Technology 2 (+2)
Offenses:
Initiative +0
Dwarven Waraxe +3, Close, Damage 5 (Crit 19-20)
Light Crossbow +1, Ranged, Damage 3 (Crit 19-20)
Unarmed +2, Close, Damage 2
Defenses: Dodge 3, Parry 5, Will 0, Fortitude 3, Toughness 5
Power Points: Abilities 10 + Powers 10 + Advantages 14 + Skills 4 + Defenses 1 = 39
Descriptors: Dwarf, Humanoid

Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans. Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves.

Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.
Last edited by legend on Fri May 04, 2012 5:11 am, edited 1 time in total.

legend
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NYMPH (PL 6)

Post by legend » Sun Apr 29, 2012 12:24 pm

Image
STR 0, STA 0, AGL 3, DEX 2, FGT 3, INT 3, AWE 3, PRE 3
Powers:
Blinding Beauty: Burst Area Affliction 4 (Resisted by Fortitude; Impaired, Disabled, Unaware), Reaction to looking at Nymph, Limited to Vision, Sense-Dependent (Vision) • 12 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to cold iron weapons) • 20 points
Dimension Door: Teleport 5, Change Direction, Increased Action, Limited to once per day • 3 points
Fey Magic: Array (20 points) • 35 points
• Call Lightning: Perception Ranged Damage 6, Indirect 2 • 20 points
• Barkskin: Protection 1, Affects Others, Impervious Toughness 4 • 1 point
• Calm Animals: Ranged Burst Area Affliction 6 (Resisted by Will; Dazed, Stunned), Sustained, Limited Degree, Limited to normal animals • 1 point
• Cure: Healing 8, Stabilize • 1 point
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Entangle: Ranged Burst Area Affliction 6 (Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree • 1 point
• Flare: Affliction 6 (Resisted by Fortitude; Impaired), Limited Degree 2, Limited to vision • 1 point
• Guidance: Enhanced Advantage (Luck), Affects Others • 1 point
• Heat Metal: Damage 2, Sustained, Limited to metal or targets in contact with metal • 1 point
• Lesser Restoration: Healing 3, Restorative, Limited to Restorative • 1 point
• Light: Environment 1 (Light 2) • 1 point
• Longstrider: Speed 1 • 1 point
• Protection from Energy; Immunity 20 (Energy), Affects Others, Sustained, Limited to one type of energy • 1 point
• Rusting Grasp: Transform 6 (metal to rust) • 1 point
• Speak with Animals: Comprehend 2 (Animals) • 1 point
• Tree Shape: Morph 1 (Tree) • 1 point
Low-Light Vision: Senses 1 (Low-Light Vision) • 1 point
Stunning Glance: Perception Ranged Affliction 4 (Resisted by Fortitude; Dazed, Stunned, Incapacitated), Sense-Dependent (Vision) • 8 points
Swim: Swimming 2 • 2 points
Unearthly Grace: Protection 3 • 3 points
Wild Empathy: Enhanced Persuasion 6, Limited to animals • 2 points
Equipment:
Dagger: Strength-based Piercing Damage 1, Improved Critical • 1 point
Advantages: Animal Empathy, Attractive 2, Defensive Roll, Equipment 1, Languages (Sylvan)
Skills: Athletics 3 (+3), Close Combat: Dagger 1 (+4), Insight 3 (+7), Perception 4 (+7), Persuasion 2 (+5), Sleight of Hand 5 (+7), Stealth 4 (+7), Treatment 4 (+7)
Offenses:
Initiative +3
Blinding Beauty -, Burst Area, Reaction Affliction 4
Fey Magic -, Varies, Varies
Stunning Glance -, Perception Ranged, Affliction 4
Dagger +4, Close, Damage 1 (Crit 19-20)
Unarmed +3, Close, Damage 0
Defenses: Dodge 7, Parry 4, Will 7, Fortitude 4, Toughness 4/3
Power Points: Abilities 34 + Powers 86 + Advantages 6 + Skills 13 + Defenses 13 = 152
Descriptors: Fey

Nymphs resemble unfathomably perfect and beautiful elven women. They are so physically attractive, in fact, that the slightest glance can permanently blind a person. Nymphs are able to suppress this effect if they choose to, however.

Little is known about nymphs. They prefer attractive aquatic environments, such as a secluded cove or sandy beach, and are mostly solitary, though sometimes live in groups. They might assist a or have a love affair with a man who wanders into their midst, but there is little contact between them and civilization otherwise. Nymphs absolutely hate ugliness and evil.
Last edited by legend on Mon May 07, 2012 8:03 am, edited 6 times in total.

legend
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GNOME (PL 4)

Post by legend » Mon Apr 30, 2012 12:40 pm

Image
STR 0, STA 1, AGL 1, DEX 1, FGT 1, INT 0, AWE 0, PRE -1
Powers:
Low-Light Vision: Senses 1 (Low-Light Vision) • 1 point
Size: Shrinking 4, Permanent, Innate • 9 points
Spell-Like Abilities: Array (2 points) • 4 points
• Dancing Lights: Visual Illusion 1, Independent, Limited to lanterns or torches • 2 points
• Ghost Sound: Auditory Illusion 1, Independent • 1 point
• Speak with Animals: Comprehend 2 (Animals), Limited to burrowing mammals • 1 point
Equipment:
Chain-Mail: Protection 3 • 3 points
Longsword: Strength-based Slashing Damage 3, Improved Critical • 3 points
Light Crossbow: Ranged Piercing Damage 3, Improved Critical • 7 points
Light Shield: Enhanced Defenses 2 (Dodge 1, Parry 1) • 2 points
Advantages: Equipment 3, Favored Foe 3 (Giants, Kobolds, Goblinoids), Languages 2 (Gnome, Goblin), Second Chance (Illusion Insight Checks)
Skills: Close Combat: Longsword 1 (+2), Intimidation 0 (-3), Perception 2 (+2), Stealth 0 (+5), Technology 1 (+1)
Offenses:
Initiative +1
Longsword +2, Close, Damage 3 (Crit 19-20)
Light Crossbow +3, Ranged, Damage 3 (Crit 19-20)
Unarmed +1, Close, Damage 1
Defenses: Dodge 4, Parry 4, Will 0, Fortitude 3, Toughness 4
Power Points: Abilities 8 + Powers 14 + Advantages 9 + Skills 2 + Defenses 2 = 35
Descriptors: Gnome, Humanoid

Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.

Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders, tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin
Last edited by legend on Fri May 04, 2012 5:18 am, edited 1 time in total.

JoshuaDunlow
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Re: LEGEND'S BASIC FANTASY: GNOME

Post by JoshuaDunlow » Mon Apr 30, 2012 12:48 pm

Wow , psionic goblins. Thats cool 8)

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DUERGAR (PL 5)

Post by legend » Mon Apr 30, 2012 2:51 pm

Image
STR 1, STA 2, AGL 0, DEX 1, FGT 2, INT 0, AWE 0, PRE -3
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 11 (Visual Illusions, Paralysis, Posion) • 11 points
Psionics: Array (12 points) • 13 points
• Enlarge: Ranged Growth 4, Affects Others Only, Unreliable (5 uses) • 12 points
• Invisibility: Visual Concealment 4, Affects Others, Passive, Unreliable (5 uses) • 1 point
Size: Shrinking 2, Permanent, Innate • 5 points
Stonecunning: Feature 3 (detect if stone is natural or worked, detect when underground and depth, determine type of any stone) • 3 points
Equipment:
Chain-Mail: Protection 3 • 3 points
Heavy Shield: Enhanced Defenses 4 (Dodge 2, Parry 2) • 4 points
Light Crossbow: Ranged Piercing Damage 3, Improved Critical • 7 points
Warhammer: Strength-based Bludgeoning Damage 3 • 3 points
Advantages: Diehard, Equipment 4, Favored Foe 3 (Giants, Goblins, Orcs), Languages 2 (Dwarven, Undercommon), Second Chance 4 (Dodge vs. Magic, Fortitude vs. Magic, Trip, Will vs. Magic)
Skills: Athletics 1 (+2), Expertise: Appraise 2 (+2), Intimidation 0 (-4), Investigation 2 (+2), Perception 2 (+2), Stealth 1 (+3), Technology 2 (+2)
Offenses:
Initiative +0
Light Crossbow +1, Ranged, Damage 3 (Crit 19-20)
Warhammer +2, Close, Damage 4
Unarmed +2, Close, Damage 1
Defenses: Dodge 3, Parry 5, Will 0, Fortitude 3, Toughness 5
Power Points: Abilities 6 + Powers 34 + Advantages 14 + Skills 5 + Defenses 1 = 60
Descriptors: Humanoid (Dwarf)

Sometimes called gray dwarves, these evil beings dwell in the underground. Most are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.

Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.
Last edited by legend on Fri May 04, 2012 5:09 am, edited 1 time in total.

legend
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FOREST GNOME (PL 4)

Post by legend » Mon Apr 30, 2012 4:43 pm

STR 0, STA 1, AGL 1, DEX 1, FGT 1, INT 0, AWE 0, PRE -1
Powers:
Camouflage: Concealment 4, Blending, Limited to Woodlands • 2 points
Low-Light Vision: Senses 1 (Low-Light Vision) • 1 point
Pass Without Trace: Movement 2 (Trackless, Trackless Scent) • 4 points
Size: Shrinking 6, Permanent, Innate • 13 points
Spell-Like Abilities: Array (2 points) • 4 points
• Dancing Lights: Visual Illusion 1, Independent, Limited to lanterns or torches • 2 points
• Ghost Sound: Auditory Illusion 1, Independent • 1 point
• Speak with Animals: Comprehend 2 (Animals), Limited to burrowing mammals • 1 point
Equipment:
Chain-Mail: Protection 3 • 3 points
Longsword: Strength-based Slashing Damage 3, Improved Critical • 3 points
Light Crossbow: Ranged Piercing Damage 3, Improved Critical • 7 points
Advantages: Equipment 3, Favored Foe 4 (Goblinoids, Kobolds, Orcs, Reptilian Humanoids), Languages 3 (Elven, Gnome, Sylvan), Second Chance (Illusion Insight Checks)
Skills: Close Combat: Longsword 1 (+2), Intimidation 0 (-4), Perception 2 (+2), Stealth 0 (+7), Technology 1 (+1)
Offenses:
Initiative +1
Longsword +2, Close, Damage 3 (Crit 19-20)
Light Crossbow +3, Ranged, Damage 3 (Crit 19-20)
Unarmed +1, Close, Damage 1
Defenses: Dodge 4, Parry 4, Will 0, Fortitude 3, Toughness 4
Power Points: Abilities 8 + Powers 24 + Advantages 11 + Skills 2 + Defenses 2 = 35
Descriptors: Gnome, Humanoid

They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. A very long-lived people, forest gnomes have an average life expectancy of 500 years.
Last edited by legend on Fri May 04, 2012 5:13 am, edited 1 time in total.

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LOCATHAH (PL 3)

Post by legend » Tue May 01, 2012 7:32 am

Image
STR 0, STA 0, AGL 1, DEX 0, FGT 2, INT 1, AWE 1, PRE 0
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic), Swimming 3 • 8 points
Natural Armor: Protection 3 • 3 points
Size: Shrinking 1, Permanent, Innate • 3 points
Equipment:
Light Crossbow: Ranged Piercing Damage 3, Improved Critical • 7 points
Longspear: Strength-based Piercing Damage 3, Improved Critical, Reach • 5 points
Advantages: Equipment 3, Favored Environment (Aquatic), Languages 1 (Aquan)
Skills: Perception 3 (+4), Ranged Combat: Crossbow 2 (+2), Stealth 0 (+2), Technology 3 (+4)
Offenses:
Initiative +1
Light Crossbow +2, Ranged, Damage 3 (Crit 19-20)
Longspear +2, Close, Damage 3 (Crit 19-20)
Unarmed +2, Close, Damage 0
Defenses: Dodge 1, Parry 3, Will 1, Fortitude 3, Toughness 3
Power Points: Abilities 10 + Powers 14 + Advantages 5 + Skills 4 + Defenses 4 = 37
Descriptors: Aquatic, Humanoid

Although humanoid in shape, locathahs are clearly more fish than human. The average locathah stands 5 feet tall and weighs 175 pounds. Females and males look very much alike, although the former can be recognized by the two ochre stripes marking their egg sacs.

Any battle with locathahs usually begins with the creatures loosing volleys of bolts from their crossbows. If they have managed to set up an ambush or other trap, they continue to employ crossbows for as long as possible. Otherwise, they close to bring their longspears into play. Although primarily used for fishing, these spears make formidable weapons.

Locathahs lack teeth, claws, and other natural weapons, so they are not especially dangerous if unarmed. A weaponless locathah will generally turn and flee.
Last edited by legend on Fri May 04, 2012 5:25 am, edited 1 time in total.

legend
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MERFOLK (PL 3)

Post by legend » Tue May 01, 2012 10:11 am

Image
STR 1, STA 2, AGL 2, DEX 0, FGT 2, INT 0, AWE 0, PRE 0
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic), Swimming 3 • 8 points
Low-Light Vision: Senses 1 (Low-Light Vision) • 1 point
Size: Growth 1, Permanent, Innate • 3 points
Equipment:
Heavy Crossbow: Ranged Piercing Damage 4, Improved Critical • 9 points
Leather Armor: Protection 1 • 1 point
Trident: Strength-based Piercing Damage 3, Improved Critical • 4 points
Advantages: Equipment 3, Farvored Environment (Aquatic), Languages (Aquan)
Skills: Athletics 1 (+2), Perception 3 (+3), Ranged Combat: Crossbow 2 (+2)
Offenses:
Initiative +2
Heavy Crossbow +2, Ranged, Damage 4
Trident +2, Close, Damage 4
Unarmed +0, Close, Damage 0
Defenses: Dodge 2, Parry 2, Will 1, Fortitude 3, Toughness 3
Power Points: Abilities 10 + Powers 12 + Advantages 5 + Skills 3 + Defenses 3 = 33
Descriptors: Aquatic, Humanoid

A merfolk is about 8 feet long from the top of the head to the end of the tail, and weighs about 400 pounds. Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines. Merfolk often barrage their enemies before closing, when they resort to Tridents.
Last edited by legend on Fri May 04, 2012 5:26 am, edited 1 time in total.

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OWLBEAR (PL 6)

Post by legend » Tue May 01, 2012 2:31 pm

Image
STR 6, STA 4, AGL 2, DEX 0, FGT 3, INT -4, AWE 2, PRE 0
Powers:
Natural Armor: Protection 3 • 3 points
Scent: Senses 2 (Acute Smell, Tracking) • 2 points
Size: Growth 4, Permanent, Innate • 9 points
Advantages: All-Out Attack, Fast Grab, Second Chance (Surprise)
Skills: Athletics 1 (+7), Close Combat: Unarmed 2 (+5), Intimidation 0 (+2), Perception 3 (+5), Stealth 0 (-4)
Offenses:
Initiative +2
Claws +5, Close, Damage 6
Defenses: Dodge 3, Parry 4, Will 2, Fortitude 5, Toughness 7
Power Points: Abilities 10 + Powers 14 + Advantages 3 + Skills 3 + Defenses 7 = 38
Descriptors: Magical Beast

An owlbear’s coat ranges in color from brown-black to yellowish brown; its beak is a dull ivory color. A full-grown male can stand as tall as 8 feet and weigh up to 1,500 pounds. Those who have survived encounters with the creature often speak of the bestial madness they glimpsed in its red-rimmed eyes.

Owlbears attack any creature bigger than a mouse on sight and always fighting to the death. They slash with claws and beak, trying to grab their prey and rip it apart.
Last edited by legend on Sun May 06, 2012 8:15 am, edited 2 times in total.

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