LEGEND's 13 Halloween Builds: 13. TOOTH FAIRY

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
Locked
legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

LIZARDFOLK (PL 4)

Post by legend » Wed May 02, 2012 8:44 am

Image
STR 2, STA 2, AGL 0, DEX 0, FGT 2, INT 0, AWE 0, PRE 0
Powers:
Claws and Bite: Strength-based Damage 1, Multiattack 3, Improved Critical • 5 points
Hold breath: Immunity 2 (Suffocation Effects), Half Effect • 1 point
Natural Armor: Protection 3 • 3 points
Size: Growth 1, Permanent, Innate • 3 points
Equipment:
Club: Strength-based Bludgeoning Damage 2 • 2 points
Heavy Shield: Enhanced Defenses 4 (Dodge 2, Parry 2) • 4 points
Javelin: Ranged Damage 2 • 6 points
Advantages: Equipment 3, Languages 1 (Draconic), Improved Trip, Second Chance (Trip)
Skills: Athletics 1 (+3), Ranged Combat: Throwing 1 (+1)
Offenses:
Initiative +0
Claws and Bite +2, Close, Multiattack Damage 4
Club +2, Close, Damage 4
Javelin +2: Ranged, Damage 2
Defenses: Dodge 3, Parry 4, Will 0, Fortitude 2, Toughness 3
Power Points: Abilities 8 + Powers 12 + Advantages 6 + Skills 1 + Defenses 1 = 28
Descriptors: Humanoid, Reptilian

A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.

Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.
Last edited by legend on Fri May 04, 2012 5:24 am, edited 1 time in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

HILL GIANT (PL 8)

Post by legend » Wed May 02, 2012 11:56 am

Image
STR 4, STA 3, AGL -1, DEX 0, FGT 5, INT -2, AWE 0, PRE -1
Powers:
Low-Light Vision: Senses 1 (Low-Light Vision) • 1 point
Natural Armor: Protection 5 • 5 points
Size: Growth 2, Permanent, Innate • 5 points
Unarmed Strike: Strength-based Damage 1 • 1 point
Equipment:
Greatclub: Strength-based Bludgeoning Damage 3 • 3 points
Hide Armor: Protection 2 • 2 points
Advantages: Equipment 1, Improved Smash, Power Attack, Takedown
Skills: Athletics 6 (+10), Close Combat: Club 3 (+8), Intimidation 0 (+0), Perception 4 (+4), Ranged Combat: Throwing 5 (+5), Stealth 0 (-3)
Offenses:
Initiative +0
Greatclub +8, Close, Damage 7
Throwing +5, Ranged, Damage 4
Unarmed Strike +5, Close, Damage 5
Defenses: Dodge 3, Parry 6, Will 3, Fortitude 7, Toughness 10
Power Points: Abilities 8 + Powers 12 + Advantages 4 + Skills 9 + Defenses 14 = 47
Descriptors: Giant

Reckless brutes of incredible strength but little wit, hill giant characters are never truly accepted into society. Yet they do well on its edges and frontiers, forging a strong and profitable existence. Despite their rugged appearance and great size, their basically humanoid shape makes it easy for them to relate with more civilized folk.

Skin color among hill giants ranges from light tan to deep ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring to simply add more hides as their old ones wear out.

Hill giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves. Hill giants love to charge smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.
Last edited by legend on Fri May 04, 2012 5:22 am, edited 1 time in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

TROGLODYTE (PL 4)

Post by legend » Wed May 02, 2012 1:35 pm

Image
STR 0, STA 1, AGL 0, DEX 0, FGT 2, INT -1, AWE 0, PRE 0
Powers:
Claws and Teeth: Strength-based Damage 1, Multiattack 1, Improved Critical • 3 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 1 (Poisonous Stench) • 1 point
Natural Armor: Protection 4 • 4 points
Poisonous Stench: Burst Area Affliction 3 (Resisted by Fortitude; Impaired), Reaction to anger or fear, Limited Degree 2, Uncontrolled • 6 points
Size: Shrinking 1, Permanent, Innate • 3 points
Equipment:
Club: Strength-based Bludgeoning Damage 2 • 2 points
Javelin: Ranged Piercing Damage 2 • 6 points
Advantages: Equipment 2, Languages 1 (Draconic)
Skills: Athletics 1 (+1), Perception 3 (+3), Stealth 3 (+4), Ranged Combat: Throwing 1 (+1)
Offenses:
Initiative +0
Claws and Teeth +2, Close, Multiattack Damage 1 (Crit 19-20)
Club +2, Close, Damage 2
Javelin +2, Ranged, Damage 2
Defenses: Dodge 0, Parry 3, Will 0, Fortitude 4, Toughness 5
Power Points: Abilities 4 + Powers 19 + Advantages 3 + Skills 4 + Defenses 4 = 34
Descriptors: Humanoid, Reptilian

A troglodyte stands about 5 feet tall and weighs about 150 pounds. Half of a group of troglodytes are armed only with claws and teeth; the rest carry one or two javelins and clubs. They normally conceal themselves, launch a volley of javelins, then close to attack. If the battle goes against them, they retreat and attempt to hide.
Last edited by legend on Fri May 04, 2012 5:29 am, edited 1 time in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

SVIRFNEBLIN (Deep Gnome) (PL 6)

Post by legend » Wed May 02, 2012 3:04 pm

Image
STR 0, STA 1, AGL 1, DEX 1, FGT 1, INT 0, AWE 1, PRE -3
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Nondetection: Concealment 10, Limited to divination spells, Permanent, Resistible by Will, Quirk (Will DC 16) • 4 points
Size: Shrinking 4, Permanent, Innate • 9 points
Spell Resistance: Immunity 20 (Magic Effects), Half Effect • 10 points
Spell-Like Abilities: Array (9 points) • 12 points
• Disguise Self: Morph 3 (Humanoid), Increased Action 2 • 9 points
• Blindness: Perception Ranged Affliction 3 (Resisted by Fortitude; Impaired, Disabled, Unaware), Limited to vision • 1 point
• Blur: Visual Concealment 4, Affects Others, Increased Action 2, Partial • 1 point
• Deafness: Perception Ranged Affliction 3 (Resisted by Fortitude; Impaired, Disabled, Unaware), Limited to hearing • 1 point
Stonecunning: Feature 3 (detect if stone is natural or worked, detect when underground and depth, determine type of any stone) • 3 points
Equipment:
Banded-Mail: Protection 4 • 4 points
Buckler: Enhanced Defenses 2 (Dodge 1, Parry 1) • 2 points
Heavy Pick: Strength-based Piercing Damage 2 • 2 points
Light Crossbow: Ranged Piercing Damage 3, Improved Critical • 7 points
Advantages: Equipment 3, Favored Foe 4 (Bugbears, Goblins, Hobgoblins, Kobolds), Languages 2 (Gnome, Undercommon)
Skills: Close Combat: Heavy Pick 1 (+2), Intimidation 1 (-4), Perception 1 (+2), Ranged Combat: Crossbow 2 (+3), Technology 1 (+2), Stealth 0 (+4)
Offenses:
Initiative +1
Heavy Pick +2, Close, Damage 2
Light Crossbow +3, Ranged, Damage 3
Unarmed +1, Close, Damage 0
Defenses: Dodge 6, Parry 6, Will 2, Fortitude 4, Toughness 5
Power Points: Abilities 6 + Powers 40 + Advantages 9 + Skills 3 + Defenses 10 = 68
Descriptors: Gnome, Humanoid

Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground.

A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. The average svirfneblin lifespan is 250 years.
Last edited by legend on Fri May 04, 2012 5:28 am, edited 1 time in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

INVISIBLE STALKER (PL 6)

Post by legend » Thu May 03, 2012 4:53 am

Image
STR 3, STA -, AGL 3, DEX 0, FGT 4, INT 2, AWE 2, PRE 0
Powers:
Air Elemental: Immunity 30 (Fortitude Effects), Insubstantial 2, Permanent, Innate; Protection 3; Strength Affects Corporeal 3 • 47 points
Darkvision: Senses 2 (Darkvision) • 2 points
Flight: Flight 1 • 2 points
Immortality: Immunity 1 (Aging), Immortality 1, Limited - not Elemental Plane of Air • 2 points
Immunities: Immunity 14 (Critical Hits, Paralysis, Sleep Effects, Stunning) • 14 points
Improved Tracking: Senses 2 (Visual Tracking 2) • 2 points
Natural Invisibility: Visual Concealment 4, Permanent, Innate • 9 points
Size: Growth 2, Permanent, Innate • 5 points
Strike: Strength-based Damage 3, Affects Corporeal 3 • 6 points
Advantages: Favored Environment (Air), Improved Critical (Strike), Improved Initiative
Skills: Athletics 4 (+7), Close Combat: Unarmed 2 (+6), Intimidation 0 (+1), Investigation 5 (+7), Perception 5 (+7), Stealth 8 (+9)
Offenses:
Initiative +7
Strike +6, Close, Damage 6 (Crit 19-20)
Defenses: Dodge 6, Parry 4, Will 3, Fortitude Immune, Toughness 5
Power Points: Abilities 14 + Powers 89 + Advantages 3 + Skills 12 + Defenses 6 = 124
Descriptors: Air, Elemental, Extraplanar

Invisible stalkers are creatures native to the Elemental Plane of Air. They sometimes serve wizards and sorcerers, who summon them to perform specific tasks.

A summoned invisible stalker undertakes whatever task the summoner commands, even if the task sends it hundreds or thousands of miles away. The creature follows a command until the task is completed and obeys only the summoner. However, it resents protracted missions or complex tasks and seeks to pervert its instructions accordingly.
Last edited by legend on Fri May 04, 2012 5:23 am, edited 1 time in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

INVISIBLE STALKER, GREATER (PL 9)

Post by legend » Thu May 03, 2012 4:55 am

STR 6, STA -, AGL 3, DEX 0, FGT 4, INT 2, AWE 2, PRE 1
Image
Powers:
Air Elemental: Immunity 30 (Fortitude Effects), Insubstantial 2, Permanent, Innate; Protection 1; Strength Affects Corporeal 6 • 48 points
Darkvision: Senses 2 (Darkvision) • 2 points
Flight: Flight 1 • 2 points
Immortality: Immunity 1 (Aging), Immortality 1, Limited - not Elemental Plane of Air • 2 points
Immunities: Immunity 14 (Critical Hits, Paralysis, Sleep Effects, Stunning) • 14 points
Improved Tracking: Senses 2 (Visual Tracking 2) • 2 points
Natural Invisibility: Visual Concealment 4, Permanent, Innate • 9 points
Size: Growth 6, Permanent, Innate • 13 points
Strike: Strength-based Damage 4, Affects Corporeal 4 • 8 points
Advantages: Defensive Roll, Favored Environment (Air), Improved Critical (Strike), Improved Initiative
Skills: Athletics 4 (+10), Close Combat: Unarmed 4 (+8), Intimidation 0 (+4), Investigation 5 (+7), Perception 7 (+9), Stealth 12 (+9)
Offenses:
Initiative +7
Strike +8, Close, Damage 10 (Crit 19-20)
Defenses: Dodge 6, Parry 5, Will 4, Fortitude Immune, Toughness 8/7
Power Points: Abilities 14 + Powers 100 + Advantages 4 + Skills 16 + Defenses 12 = 146
Descriptors: Air, Elemental, Extraplanar

Invisible stalkers are creatures native to the Elemental Plane of Air. They sometimes serve wizards and sorcerers, who summon them to perform specific tasks.

A summoned invisible stalker undertakes whatever task the summoner commands, even if the task sends it hundreds or thousands of miles away. The creature follows a command until the task is completed and obeys only the summoner. However, it resents protracted missions or complex tasks and seeks to pervert its instructions accordingly.
Last edited by legend on Fri May 04, 2012 5:23 am, edited 1 time in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BASILISK (PL 5)

Post by legend » Thu May 03, 2012 9:08 am

Image
STR 2, STA 2, AGL -1, DEX -1, FGT 4, INT -4, AWE 2, PRE 1
Powers:
Bite: Strength-based Damage 3 • 3 point
Camouflage: Visual Concealment 4, Blending, Passive • 2 points
Darkvision: Senses 2 (Darkvision) • 2 points
Natural Armor: Protection 4 • 4 points
Petrifying Gaze: Perception Ranged Affliction 5 (Resisted by Fortitude; Hindered, Immobile, Transformed (stone)), Progressive, Limited to within 30 feet, Sense-Dependent (Vision) • 15 points
Advantages: Precise Attack (Close Concealment), Second Chance (Surprise)
Skills: Athletics 3 (+5), Close Combat: Bite 1 (+5), Perception 2 (+4)
Offenses:
Initiative -1
Petrifying Gaze -, Perception Ranged (30 feet), Progressive Affliction 5
Bite +5, Close, Damage 6
Defenses: Dodge 3, Parry 4, Will 3, Fortitude 5, Toughness 6
Power Points: Abilities 10 + Powers 26 + Advantages 2 + Skills 3 + Defenses 8 = 49
Descriptors: Magical Beast

A basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk’s body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds.

A basilisk relies on its gaze attack, biting only when opponents come within reach. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures.
Last edited by legend on Sun May 06, 2012 8:08 am, edited 2 times in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

GIANT ANT QUEEN (PL 6)

Post by legend » Thu May 03, 2012 10:25 am

STR 3, STA 2, AGL 0, DEX 0, FGT 2, INT -5, AWE 2, PRE 0
Powers:
Bite: Strength-based Damage 4 • 4 points
Darkvision: Senses 2 (Darkvision) • 2 points
Mindless: Immunity 10 (Mental Effects) • 10 points
Natural Armor: Protection 5 • 5 points
Scent: Senses 2 (Acute Smell, Tracking) • 2 points
Size: Growth 2, Permanent, Innate • 5 points
Advantages: Close Attack 2, Fast Grab
Skills: Athletics 6 (+6), Intimidation 0 (+1), Stealth 0 (-2)
Offenses:
Initiative +0
Bite +4, Close, Damage 8
Defenses: Dodge 0, Parry 4, Will 2, Fortitude 4, Toughness 7
Power Points: Abilities 0 + Powers 28 + Advantages 2 + Skills 3 + Defenses 5 = 38
Descriptors: Vermin
Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.
Last edited by legend on Fri May 04, 2012 5:16 am, edited 1 time in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

GIANT ANT SOLDIER (PL 5)

Post by legend » Thu May 03, 2012 10:26 am

Image
STR 2, STA 2, AGL 0, DEX 0, FGT 2, INT -5, AWE 2, PRE -1
Powers:
Acid Sting: Damage 3, Grab-based • 2 points
Bite: Strength-based Damage 3 • 3 points
Darkvision: Senses 2 (Darkvision) • 2 points
Mindless: Immunity 10 (Mental Effects) • 10 points
Natural Armor: Protection 4 • 4 points
Scent: Senses 2 (Acute Smell, Tracking) • 2 points
Speed: Speed 1 • 1 point
Wall-Crawling: Movement 2 (Wall-Crawling) • 2 points
Advantages: Close Attack 1, Fast Grab
Skills: Athletics 4 (+4)
Offenses:
Initiative +0
Acid Sting +3, Close, Grab-based Damage 3
Bite +3, Close, Damage 5
Defenses: Dodge 0, Parry 4, Will 2, Fortitude 3, Toughness 6
Power Points: Abilities 4 + Powers 26 + Advantages 2 + Skills 2 + Defenses 3 = 37
Descriptors: Vermin

Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long. A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting.
Last edited by legend on Sun May 06, 2012 8:11 am, edited 2 times in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

GIANT ANT WORKER (PL 4)

Post by legend » Thu May 03, 2012 10:27 am

STR 0, STA 0, AGL 0, DEX 0, FGT 2, INT -5, AWE 0, PRE -1
Powers:
Bite: Strength-based Damage 2 • 2 points
Darkvision: Senses 2 (Darkvision) • 2 points
Mindless: Immunity 10 (Mental Effects) • 10 points
Natural Armor: Protection 4 • 4 points
Scent: Senses 2 (Acute Smell, Tracking) • 2 points
Speed: Speed 1 • 1 point
Wall-Crawling: Movement 2 (Wall-Crawling) • 2 points
Advantages: Fast Grab
Offenses:
Initiative +0
Bite +2, Close, Damage 2
Defenses: Dodge 0, Parry 4, Will 0, Fortitude 3, Toughness 4
Power Points: Abilities -8 + Powers 23 + Advantages 1 + Skills 0 + Defenses 5 = 21
Descriptors: Vermin

Giant ants are among the hardiest and most adaptable vermin. Workers are about 6 feet long.
Last edited by legend on Fri May 04, 2012 5:16 am, edited 1 time in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

CENTAUR (PL 5)

Post by legend » Thu May 03, 2012 2:25 pm

Image
STR 3, STA 3, AGL 2, DEX 0, FGT 3, INT -1, AWE 2, PRE 1
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Hooves: Strength-based Damage 2 • 2 points
Natural Armor: Protection 3 • 3 points
Run: Speed 3 • 3 points
Size: Growth 2, Feature (Increased Mass 2), Permanent, Innate • 9 points
Equipment:
Composite Longbow: Ranged Strength-based Piercing Damage 3, Extended Range • 10 points
Longsword: Strength-based Slashing Damage 3, Improved Critical • 3 points
Advantages: Close Attack 1, Equipment 3, Languages 2 (Elven, Sylvan)
Skills: Athletics 4 (+7), Intimidation 0 (+2), Perception 1 (+3), Ranged Combat: Bow 3 (+3), Stealth 4 (+4)
Offenses:
Initiative +2
Hooves +4, Close, Damage 5
Composite Longbow +3, Ranged (Extended), Damage 6
Longsword +4, Close, Damage 6
Defenses: Dodge 4, Parry 3, Will 4, Fortitude 3, Toughness 6
Power Points: Abilities 18 + Powers 19 + Advantages 6 + Skills 6 + Defenses 6 = 55
Descriptors: Monstrous Humanoid

A centaur has the upper body of a humanoid, and the lower body of a horse. Centaurs generally live in tribal hunter-gatherer societies. They have good relations with elves, being as they are both creatures of the forest. They generally despise humans and dwarves but aren't actively hostile to them. Centaurs warriors are usually equipped with composite longbows and longswords. A centaur druid is usually a tribe’s designated leader and speaker.
Last edited by legend on Fri May 04, 2012 5:05 am, edited 1 time in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BULETTE (Land Shark) (PL 9)

Post by legend » Thu May 03, 2012 5:29 pm

Image
STR 7, STA 5, AGL 2, DEX 0, FGT 5, INT -4, AWE 2, PRE -2
Powers:
Bite: Strength-based Damage 3 • 3 points
Burrow: Burrowing 4, Penetrating • 8 points
Enhanced Senses: Senses 5 (Acute Smell, Tracking; Darkvision; Tremorsense - Ranged Tactile) • 5 points
Leap: Leaping 1 • 1 point
Natural Armor: Impervious Protection 6 • 12 points
Size: Growth 5, Permanent, Innate • 11 points
Advantages: Second Chance (Surprise)
Skills: Athletics 6 (+13), Close Combat: Unarmed 3 (+8), Intimidation 0 (+0), Perception 3 (+5), Stealth 0 (-3)
Offenses:
Initiative +2
Bite +8, Close, Damage 10
Claws +8, Close, Damage 7
Defenses: Dodge 5, Parry 7, Will 4, Fortitude 6, Toughness 11
Power Points: Abilities 10 + Powers 40 + Advantages 1 + Skills 6 + Defenses 14 = 71
Descriptors: Magical Beast

Also known as the landshark, the bulette is a terrifying predator that lives only to eat. A bulette attacks anything it regards as edible, choosing the easiest or closest prey first. The only creatures it refuses to eat are elves (and it dislikes the taste of dwarves). When burrowing underground, a landshark relies on its tremorsense ability to detect prey. When it senses something edible (that is, senses movement), it breaks to the surface, crest first, and begins its attack.
Last edited by legend on Sun May 06, 2012 8:08 am, edited 2 times in total.

User avatar
Thorpacolypse
Cosmic Entity
Cosmic Entity
Posts: 7994
Joined: Tue Aug 15, 2006 8:19 pm
Location: Bloomington, IL (Summer home in the dark recesses of the human psyche...)

Re: LEGEND'S Fantasy: BULETTE (Land Shark)

Post by Thorpacolypse » Thu May 03, 2012 7:12 pm

*knock, knock*

Who's there?

Pizza guy...

I didn't order any pizza.

*knock, knock*

Who is it?

....FTD Florist...

No one ever sends me flowers.

*knock, knock*

Who is it?

...Land Shark...

Oh, OK...AAAAAAAAAAAAAAAAAAAA!!!

-------------------------------

Man, I miss when SNL was funny. Nice Bullette build, Legend. Are D&D Hill Giants really only STR 4? That seems a little weak, but it wouldn't surprise me too much, I guess.
Shop J-Mart!

Service with a smilie! :)

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

SPECTRE (PL 5)

Post by legend » Fri May 04, 2012 5:34 am

Image
STR -, STA -, AGL 3, DEX 0, FGT 4, INT 2, AWE 2, PRE 2
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Energy Drain: Regeneration 10, Source (Abilities drained by Incorporeal Touch) • 5 points
Incorporeal: Flight 1, Subtle 2; Insubstantial 4, Innate, Permanent; Protection 5 • 30 points
Incorporeal Touch: Damage 3 Linked to Weaken Abilities 6 (Resisted by Fortitude), Broad, Simultaneous • 21 points
Undead: Immunity 42 (Critical Hits, Fortitude Effects, Mental Effects); Protection 4 • 47 points
Unnatural Aura: Burst Area Affliction 5 (Resisted by Will; Compelled (flee)), Reaction, Limited to third degree, Limited to animals • 15 points
Advantages: Improved Initiative, Precise Attack (Close Concealment), Second Chance 2 (Surprise, Turn Undead)
Skills: Expertise: Religion 5 (+7), Intimidation 5 (+7), Investigation 5 (+7), Perception 5 (+7), Stealth 4 (+7)
Offenses:
Initiative +7
Incorporeal Touch +4, Close, Damage 3 Linked to Weaken Abilities 6
Defenses: Dodge 4, Parry 4, Will 4, Fortitude Immune, Toughness 5
Power Points: Abilities 6 + Powers 120 + Advantages 4 + Skills 12 + Defenses 3 = 145
Weaknesses:
Sunlight Powerlessness: Spectres are powerless in natural sunlight and flee from it. A spectre caught in sunlight cannot attack and is dazed.
Descriptors: Incorporeal, Undead

Spectres are undead, incorporeal creatures that resemble ghosts, with a hatred for all living things. Spectres drain the life energy from living creatures, turning them into new spectres upon death. They are powerless in natural sunlight to the point of fleeing from it. A spectre appears as a humanoid, with a mostly transparent and faintly luminous form; it look much as it did in life, and can be recognized by someone who knows what the person looked like.

Spectres are very similar to wraiths.
Last edited by legend on Thu May 10, 2012 2:15 pm, edited 3 times in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

PIXIE (PL 4)

Post by legend » Fri May 04, 2012 10:55 am

Image
Grig (left), Nixie (middle), and Pixie (right)

STR -1, STA 0, AGL 3, DEX 2, FGT 0, INT 3, AWE 2, PRE 3
Powers:
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to cold iron weapons) • 20 points
Fly: Flight 1, Wings • 2 points
Greater Invisibility: Visual Concealmet 4, Continuous, Innate • 13 points
Low-Light Vision: Senses 1 (Low-Light Vision) • 1 point
Natural Armor: Protection 1• 1 point
Size: Shrinking 5, Permanent, Innate • 11 points
Special Arrows: Array (12 points), Easily Removable (Requires Bow, -4 points) • 9 points
• Memory Loss: Ranged Affliction 4 (Resisted by Will; Dazed, Stunned, Transformed), Cumulative • 12 points
• Sleep: Ranged Affliction 4 (Resisted by Fortitude; Fatigued, Exhausted, Asleep), Cumulative • 1 point
Spell Resistance: Immunity 20 (Magic), Half Effects • 10 points
Spell-Like Abilities: Array (17 points) • 26 points
• Dispel Magic: Perception Ranged Nullify Magic 4, Broad, Simultaneous, Precise • 17 points
• Dancing Lights: Visual Illusion 1, Independent, Limited to lanterns or torches • 1 point
• Detect Chaos: Senses 6 (Detect Chaos, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Evil: Senses 6 (Detect Evil, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Good: Senses 6 (Detect Good,Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Law: Senses 6 (Detect Law, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Thoughts: Mind Reading 4, Effortless, Limited to Surface Thoughts, Subtle; Senses 5 (Detect Minds, Accurate, Acute, Ranged) • 1 point
• Entangle: Ranged Burst Area Affliction 4 (Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree • 1 point
• Lesser Confusion: Perception Ranged Affliction 3 (Resisted by Will; Dazed, Stunned, Controlled), Insidious, Limited (Controlled condition is random; Roll 1D20: 1-2 attack caster, 3-4 act normally, 5-10 babble incoherently, 11-14 flee, 15-20 attack nearest creature) • 1 point
• Permanent Image: Illusion 4 (Auditory, Visual) • 1 point
Equipment:
Longbow: Ranged Piercing Damage 3, Extended Range • 7 points
Shortsword: Strength-based Slashing Damage 2, Improved Critical • 3 points
Advantages: Defensive Roll, Equipment 2, Languages (Sylvan), Second Chance (Surprise)
Skills: Close Combat: Sword 4 (+4), Deception 1 (+4), Insight 2 (+6), Intimidation 0 (+1), Investigation 2 (+5), Perception 4 (+6), Ranged Combat: Bow 4 (+4), Sleight of Hand 3 (+5), Stealth 0 (+8)
Offenses:
Initiative +3
Spell-Like Abilities, Varies, Varies
Longbow +4, Ranged Piercing Damage 3
Shortsword +4, Close, Damage 1 (Crit 19-20)
Unarmed +0, Close, Damage -1
Defenses: Dodge 5, Parry 4, Will 3, Fortitude 0, Toughness 2/1
Power Points: Abilities 26 + Powers 93 + Advantages 4 + Skills 10 + Defenses 3 = 140
Descriptors: Fey

Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes. A pixie stands about 2-1/2 feet tall and weighs about 30 pounds. Pixies speak Sylvan and Common, and may know other languages as well.

The normally carefree pixies ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.
Last edited by legend on Mon May 07, 2012 8:05 am, edited 3 times in total.

Locked