LEGEND's 13 Halloween Builds: 13. TOOTH FAIRY

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legend
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RUST MONSTER (PL 5)

Post by legend » Tue May 08, 2012 3:10 pm

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STR 0, STA 2, AGL 3, DEX 0, FGT 3, INT -4, AWE 2, PRE -1
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Natural Armor: Protection 3 • 3 points
Rust: Transform 7 (any metal into rust) • 21 points
Scent: Senses 6 (Acute Smell, Tracking; Ranged Detect Metal, Extended, Tracking) • 6 points
Advantages: Second Chance (Surprise)
Skills: Perception 2 (+4)
Offenses:
Initiative +3
Rust +3, Close, Transform 7
Unarmed +3, Close, Damage 0
Defenses: Dodge 3, Parry 5, Will 4, Fortitude 2, Toughness 5
Power Points: Abilities 10 + Powers 32 + Advantages 1 + Skills 1 + Defenses 4 = 48
Descriptors: Aberration

The hide of these creatures varies in color from a yellowish tan underside to a rust-red upper back. A rust monster’s prehensile antennae can rust metals on contact.

A rust monster can scent a metal object from up to 90 feet away. When it detects one, it dashes toward the source and attempts to strike it with its antennae. The creature is relentless, chasing characters over long distances if they still possess intact metal objects but usually ceasing its attacks to devour a freshly rusted meal.

The creature targets the largest metal object available, striking first at armor, then at shields and smaller items. It prefers ferrous metals (steel or iron) over precious metals (such as gold or silver) but will devour the latter if given the opportunity.

legend
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SAHUAGIN (PL 5)

Post by legend » Wed May 09, 2012 8:28 am

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STR 2, STA 2, AGL 2, DEX 0, FGT 2, INT 2, AWE 2, PRE 0
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic), Swimming 4 • 9 points
Blindsense: Senses 1 (Ranged Touch), Limited to while in water • 1 point
Blood Frenzy: Enhanced Strength 1, Enhanced Stamina 1, Reduced Defenses 2 (Dodge 1, Parry 1), Limited to once per day • 3 points
Darkvision: Senses 2 (Darkvision) • 2 points
Natural Armor: Protection 4 • 4 points
Speak with Sharks: Comprehend 2 (Animals), Limited to sharks • 2 points
Talons/Bite: Strength-based Damage 1, Multiattack 3 • 1 point
Equipment:
Heavy Crossbow: Ranged Piercing Damage 4, Improved Critical • 9 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: Close Attack, Equipment 4, Languages 2 (Aquan, Sahuagin)
Skills: Athletics 1 (+3), Perception 2 (+4), Ranged Combat: Crossbow 3 (+3), Stealth 2 (+4)
Offenses:
Initiative +2
Talons/Bite +3, Close, Multiattack Damage 3
Heavy Crossbow +3, Ranged, Damage 4 (Crit 19-20)
Trident +3, Close, Damage 5 (Crit 19-20)
Unarmed +0, Close, Damage 0
Defenses: Dodge 3, Parry 4, Will 3, Fortitude 3, Toughness 6
Power Points: Abilities 24 + Powers 22 + Advantages 7 + Skills 4 + Defenses 5 = 62
Complications:
Freshwater Sensitivity: A sahuagin immersed in fresh water must make a Fortitude check (DC 10, +1 per previous check) every minute or becomes fatigued.
Light Blindness: Abrupt exposure to bright light blinds sahuagin for round. On subsequent rounds, they are visually impaired.
Water Dependent (Ex): Sahuagin can survive out of the water for 1 hour. After that, refer to the drowning rules.
Descriptors: Aquatic, Monstrous Humanoid

Sahuagin are a fish-like monstrous humanoid species that live in oceans, seas, underground lakes, and underwater caves. Sahuagin speak Sahuagin, though some have been known to speak Common and Aquan.

Sahuagin are usually green skinned; darker on the back and lighter on the belly. Many have dark stripes, bands, or spots, but these tend to fade with age. An adult male sahuagin stands roughly six feet tall and weighs about 200 pounds. Sahuagin are highly fish-like, with webbed feet and hands, gills, and a finned tail. There is additional webbing down the back, at the elbows and, notably, also where human ears would be.

Savage fighters, sahuagin ask for and give no quarter. When swimming, a sahuagin tears with its feet, striking with its talons or a weapon. Spears and tridents tend to be their favored weapons. About half of any group of sahuagin are also armed with nets.

legend
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CLOUD GIANT (PL 12)

Post by legend » Wed May 09, 2012 9:14 am

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STR 7, STA 5, AGL 1, DEX 1, FGT 7, INT 2, AWE 3, PRE 2
Powers:
Fog Cloud: Ranged Burst Area Concealment Attack 4 • 16 points
Levitate: Flight 1, Leveitation, Subtle • 2 points
Low-Light Vision: Senses 1 (Low-Light Vision) • 1 point
Natural Armor: Protection 7 • 7 points
Scent: Senses 2 (Acute Smell, Tracking) • 2 points
Size: Growth 5, Permanent, Innate • 11 points
Speed: Speed 1 • 1 point
Unarmed Strike: Strength-based Damage 2 • 2 points
Equipment:
Chain-Mail: Protection 3 • 3 points
Gargatuan Morningstar: Strength-based Bludgeoning Damage 5, Variable Descriptor (Bludgeoning, Piercing) • 6 points
Advantages: Equipment 2, Power Attack, Takedown
Skills: Athletics 7 (+14), Close Combat: Morningstar 4 (+11), Expertise: Perform (stringed instruments), Insight 2 (+5), Intimidation 2 (+6), Perception 5 (+8), Persuasion 1 (+3), Ranged Combat: Throwing 6 (+7), Stealth 0 (-4), Technology 4 (+6)
Offenses:
Initiative +1
Gargatuan Morningstar +11, Close, Bludgeoning or Piercing 12
Throwing +7, Ranged, Damage 7
Unarmed Strike +7, Close, Damage 9
Defenses: Dodge 4, Parry 8, Will 6, Fortitude 8, Toughness 15
Power Points: Abilities 36 + Powers 42 + Advantages 4 + Skills 16 + Defenses 16 = 114
Descriptors: Air, Giant

Cloud giants’ skin ranges in color from milky white to light sky blue. Their hair is silvery white or brass, and their eyes are iridescent blue. Adult males are about 18 feet tall and weigh about 5,000 pounds. Females are slightly shorter and lighter. Cloud giants can live to be 400 years old.

Cloud giants dress in the finest clothing available and wear jewelry. To many, appearance indicates station: The better the clothes and the finer the jewelry, the more important the wearer. They also appreciate music, and most can play one or more instruments (the harp is a favorite).

Cloud giants fight in well-organized units, using carefully developed battle plans. They prefer to fight from a position above their opponents. A favorite tactic is to circle the enemies, barraging them with rocks while the giants with magical abilities confound them with spells.

legend
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ADAMANTINE GOLEM (PL 23)

Post by legend » Wed May 09, 2012 10:54 am

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STR 10, STA -, AGL -1, DEX -1, FGT 18, INT -, AWE 0, PRE -
Powers:
Construct: Immunity 32 (Critical Hits, Fortitude Effects) • 32 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to adamantine or epic weapons) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunity to Magic: Immunity 20 (Magic Effects) • 20 points
Natural Armor: Impervious Protection 14 • 28 points
Odorless: Concealment 1 (Smell), Permanent • 2 points
Size: Growth 8, Permanent, Innate • 17 points
Trample: Burst Area Damage 23, Limited to one opponent at least on size rank smaller • 23 points
Unarmed Strike: Strength-based Damage 12 • 12 points
Skills: Athletics 18 (+28), Close Combat: Unarmed 6 (+24), Stealth 0 (-3)
Offenses:
Initiative +3
Unarmed +24, Close, Damage 22
Defenses: Dodge 9, Parry 14, Will Immune, Fortitude Immune, Toughness 22
Power Points: Abilities 6 + Powers 156 + Advantages 0 + Skills 12 + Defenses 14 = 188
Descriptors: Construct, Earth, Epic (including natural weapons)

Golems are magically created automatons of great power. Constructing one involves the employment of magical rituals using elemental forces. The animating force for a golem is a spirit from the Elemental Plane of Earth. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem’s creator.

An adamantine golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.

legend
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CLAY GOLEM (PL 9)

Post by legend » Wed May 09, 2012 10:55 am

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STR 4, STA -, AGL -1, DEX -1, FGT 5/6*, INT -, AWE 0, PRE -
Powers:
Construct: Immunity 32 (Critical Hits, Fortitude Effects) • 32 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to adamantine or epic weapons) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Haste: Enhanced Fighting 1, Enhanced Defenses 1 (Dodge 1); Multiattack on Unarmed Strike; Speed 1; Limited to 3 rounds after at least 1 round of combat • 3 points
Immunity to Magic: Immunity 20 (Magic Effects), Quirk 3 (Disintegrate spell does Damage 4 and the golem is Dazed, Hindered, Impaired & Vulnerable for 3 rounds; Move Earth does Damage 9 and Move Object 9 (pushes away); Earthquake does Damage 13 and the golem is Immobile for 1 round) • 17 points
Natural Armor: Impervious Protection 7 • 14 points
Size: Growth 2, Permanent, Innate • 5 points
Unarmed Strike: Strength-based Damage 5, Incurable • 6 points
Skills: Athletics 4 (+8), Close Combat: Unarmed 2 (+7), Stealth 0 (-3)
Offenses:
Initiative -1
Unarmed +7/8*, Close, Incurable Damage 9 (Multiattack with Haste)
Defenses: Dodge 2/3*, Parry 7/8*, Will Immune, Fortitude Immune, Toughness 9
Power Points: Abilities -20 + Powers 99 + Advantages 0 + Skills 3 + Defenses 7 = 89
Descriptors: Construct, Earth
*Haste

Golems are magically created automatons of great power. Constructing one involves the employment of magical rituals using elemental forces. The animating force for a golem is a spirit from the Elemental Plane of Earth. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem’s creator.

A clay golem has a humanoid body made from clay. A clay golem wears no clothing except for a metal or stiff leather garment around its hips. A clay golem cannot speak or make any vocal noise. It walks and moves with a slow, clumsy gait. It weighs around 600 pounds.
Last edited by legend on Wed May 09, 2012 10:55 am, edited 1 time in total.

legend
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FLESH GOLEM (PL 7)

Post by legend » Wed May 09, 2012 10:55 am

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Iron Golem (left) and Flesh Golem (right)

STR 4, STA -, AGL -1, DEX -1, FGT 4, INT -, AWE 0, PRE -
Powers:
Construct: Immunity 32 (Critical Hits, Fortitude Effects) • 32 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to adamantine weapons) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunity to Magic: Immunity 20 (Magic Effects), Limited (Fire or Cold Damage cause the golem to be Dazed, Hindered, Impaired & Vulnerable for 7 rounds) • 10 points
Natural Armor: Protection 6 • 6 points
Size: Growth 2, Permanent, Innate • 5 points
Unarmed Strike: Strength-based Damage 4 • 4 points
Skills: Athletics 4 (+8), Close Combat: Unarmed 2 (+6), Stealth 0 (-3)
Offenses:
Initiative -1
Unarmed +6, Close, Damage 8
Defenses: Dodge 2, Parry 5, Will Immune, Fortitude Immune, Toughness 8
Power Points: Abilities -22 + Powers 79 + Advantages 0 + Skills 3 + Defenses 6 = 66
Descriptors: Construct, Earth

Golems are magically created automatons of great power. Constructing one involves the employment of magical rituals using elemental forces. The animating force for a golem is a spirit from the Elemental Plane of Earth. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem’s creator.

A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds. A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.

legend
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IRON GOLEM (PL 12)

Post by legend » Wed May 09, 2012 10:56 am

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Iron Golem (left) and Flesh Golem (right)

STR 6, STA -, AGL -1, DEX -1, FGT 7, INT -, AWE 0, PRE -
Powers:
Construct: Immunity 32 (Critical Hits, Fortitude Effects) • 32 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to adamantine weapons) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunity to Magic: Immunity 20 (Magic Effects), Quirk (Electricity Damage causes the golem to be Dazed, Hindered, Impaired & Vulnerable for 3 rounds) • 19 points
Natural Armor: Impervious Protection 11 • 22 points
Odorless: Concealment 1 (Smell), Permanent • 2 points
Size: Growth 3, Feature (Increased Mass 2), Permanent, Innate • 9 points
Breath Weapon (Posion Gas): Cone Area Weaken Stamina 10, Unreliable (5 uses) • 10 points
Unarmed Strike: Strength-based Damage 6 • 6 points
Skills: Athletics 8 (+14), Close Combat: Unarmed 4 (+11), Stealth 0 (-4)
Offenses:
Initiative -1
Unarmed +11, Close, Damage 12
Defenses: Dodge 4, Parry 10, Will Immune, Fortitude Immune, Toughness 14
Power Points: Abilities -14 + Powers 122 + Advantages 0 + Skills 6 + Defenses 11 = 125
Descriptors: Construct, Earth

Golems are magically created automatons of great power. Constructing one involves the employment of magical rituals using elemental forces. The animating force for a golem is a spirit from the Elemental Plane of Earth. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem’s creator.

This golem has a humanoid body made from iron. An iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a short sword in one hand. An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.

legend
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MITHRAL GOLEM (PL 17)

Post by legend » Wed May 09, 2012 10:56 am

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STR 7, STA -, AGL 3, DEX 0, FGT 13, INT -, AWE 0, PRE -
Powers:
Alacrity: Unarmed Multiattack 17, Speed 1 • 10 points
Construct: Immunity 32 (Critical Hits, Fortitude Effects) • 32 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to adamantine or epic weapons) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunity to Magic: Immunity 20 (Magic Effects), Quirk (Slow negates Alacrity for 3 rounds) • 19 points
Natural Armor: Impervious Protection 12 • 24 points
Odorless: Concealment 1 (Smell), Permanent • 2 points
Size: Growth 5, Permanent, Innate • 11 points
Unarmed Strike: Strength-based Damage 10 • 10 points
Skills: Athletics 12 (+20), Close Combat: Unarmed 4 (+17), Stealth 0 (-3)
Offenses:
Initiative +3
Unarmed +17, Close, Multiattack Damage 17
Defenses: Dodge 8, Parry 15, Will Immune, Fortitude Immune, Toughness 17
Power Points: Abilities 6 + Powers 130 + Advantages 0 + Skills 8 + Defenses 13 = 157
Descriptors: Construct, Earth, Epic (including natural weapons)

Golems are magically created automatons of great power. Constructing one involves the employment of magical rituals using elemental forces. The animating force for a golem is a spirit from the Elemental Plane of Earth. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem’s creator.

A mithral golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. Unlike most golems, it can move just as well as a normal creature.

legend
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STONE GOLEM (PL 10)

Post by legend » Wed May 09, 2012 10:57 am

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STR 5, STA -, AGL -1, DEX -1, FGT 6, INT -, AWE 0, PRE -
Powers:
Construct: Immunity 32 (Critical Hits, Fortitude Effects) • 32 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to adamantine weapons) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunity to Magic: Immunity 20 (Magic Effects), Quirk 2 (Stone to Flesh negates Damage Reduction for 1 round, Transmute Rock to Mud cause the golem to be Dazed, Hindered, Impaired & Vulnerable for 7 rounds) • 18 points
Natural Armor: Impervious Protection 9 • 18 points
Size: Growth 2, Feature (Increased Mass 1), Permanent, Innate • 6 points
Slow: Affliction 4 (Resisted by Will; Dazed, Hindered, Impaired & Vulnerable), Reaction to approaching within 10 feet, Extra Condition 4, Reach 2, Limited Degree 2, Limited to one target every other round • 22 points
Unarmed Strike: Strength-based Damage 5 • 5 points
Skills: Athletics 7 (+12), Close Combat: Unarmed 3 (+9), Stealth 0 (-3)
Offenses:
Initiative -1
Unarmed +9, Close, Damage 10
Defenses: Dodge 3, Parry 8, Will Immune, Fortitude Immune, Toughness 11
Power Points: Abilities -16 + Powers 123 + Advantages 0 + Skills 5 + Defenses 8 = 120
Descriptors: Construct, Earth

Golems are magically created automatons of great power. Constructing one involves the employment of magical rituals using elemental forces. The animating force for a golem is a spirit from the Elemental Plane of Earth. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem’s creator.

A stone golem has a humanoid body made from stone. A stone golem is 9 feet tall and weighs around 2,000 pounds. Its body is frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs.

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HustlerOne
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Re: LEGEND'S Fantasy: 6 GOLEMS (PL 7-PL 23)

Post by HustlerOne » Wed May 09, 2012 12:30 pm

Nice Golems! There's nothing more intimidating and tougher than Golems.

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Re: LEGEND'S Fantasy: 6 GOLEMS (PL 7-PL 23)

Post by JoshuaDunlow » Wed May 09, 2012 12:36 pm

HustlerOne wrote:Nice Golems! There's nothing more intimidating and tougher than Golems.
The only thing that seems down right scary, is the adamantine golem.. I just find it difficult to believe, the damage and toughness ratings of the creating. :shock:

legend
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FROST WORM (PL 10)

Post by legend » Thu May 10, 2012 11:12 am

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STR 8, STA 8, AGL 0, DEX 0, FGT 7, INT -4, AWE 1, PRE 0
Powers:
Bite: Strength-base Damage 2 • 2 points
Breath Weapon: Cone Area Cold Damage 10, Unreliable (5 uses) • 10 points
Burrow: Burrowing 4 • 4 points
Camouflage: Visual Concealment 4, Passsive, Limited to ice & snow • 2 points
Cold Aura: Damage 3, Reaction • 12 points
Darkvision: Senses 2 (Darkvision) • 2 points
Death Throes: Burst Area 2 Piercing Damage 10 Linked to Burst Area 2 Cold Affliction (Resisted by Fortitude; Fatigued, Exhausted), Limited Degree; Limited to one use, Triggered (death of frost worm) • 31 points
Immunity to Cold: Immunity 10 (Cold Effects) • 10 points
Natural Armor: Impervious Protection 6 • 6 points
Size: Growth 8, Permanent, Innate • 17 points
Trill: Perception Area (hearing) Affliction 6 (Resisted by Will; Dazed & Vulnerable, Defenseless & Stunned), Concentration, Extra Condition, Limited Degree • 18 points
Advantages: Improved Initiative, Second Chance (Surprise)
Skills: Athletics 6 (+14), Close Combat: Bite 3 (+10), Intimidation 0 (+4), Perception 3, Stealth 0 (-8)
Offenses:
Initiative +4
Bite +10, Close, Damage 10
Breath Weapon -, Cone Area, Cold Damage 10
Trill -, Perception Area, Affliction 6
Defenses: Dodge 5, Parry 5, Will 4, Fortitude 8, Toughness 14
Power Points: Abilities 8 + Powers 114 + Advantages 2 + Skills 6 + Defenses 14 = 144
Descriptors: Cold, Magical Beast

A frost worm can burrow through ice and frozen earth. When moving through such materials it leaves behind a usable tunnel about 5 feet in diameter.

Frost worms lurk under the snow, waiting for prey to come near. They begin an attack with a trill and then set upon helpless prey with their bite.

legend
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AIR ELEMENTAL (Small) (PL 3)

Post by legend » Thu May 10, 2012 2:33 pm

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STR 0, STA -, AGL 3, DEX 0, FGT 2, INT -3, AWE 0, PRE 0
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Elemental: Visual Concealment 4, Passive; Immunity 44 (Critical Hits, Fortitude Effects, Paralysis, Sleep Effects, Stunning); Insubstantial 2, Permanent, Innate, Strength Affects Corporeal 1 • 60 points
Fly: Flight 2 • 4 points
Natural Armor: Protection 2 • 2 points
Size: Shrinking 2, Permanent, Innate • 5 points
Unarmed Strike: Strength-based Damage 1 • 1 point
Whirlwind: Cylinder Area Concealment Attack 4, Concentration, Partial Linked to Cylinder Area Damage 1, Concentration Linked to Cylinder Area Move Object 2, Close, Concentration • 9 points
Advantages: Favored Environment (Air), Improved Initiative, Languages (Auran), Move-By Action
Skills: Close Combat: Unarmed 2 (+4), Intimidation 0 (-1), Perception 2 (+2), Stealth 0 (+5)
Offenses:
Initiative +7
Unarmed Strike +4, Close, Damage 1
Whirlwind -, Cylinder Area, Concealment Attack 4 Linked to Damage 1 Linked to Move Object 2
Defenses: Dodge 4, Parry 4, Will 0, Fortitude Immune, Toughness 2
Power Points: Abilities -6 + Powers 80 + Advantages 4 + Skills 2 + Defenses 1 = 81
Descriptors: Air, Elemental, Extraplanar

legend
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AIR ELEMENTAL (Medium) (PL 5)

Post by legend » Thu May 10, 2012 2:34 pm

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STR 1, STA -, AGL 4, DEX 0, FGT 3, INT -3, AWE 0, PRE 0
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Elemental: Visual Concealment 4, Passive; Immunity 44 (Critical Hits, Fortitude Effects, Paralysis, Sleep Effects, Stunning); Insubstantial 2, Permanent, Innate, Strength Affects Corporeal 1 • 60 points
Fly: Flight 2 • 4 points
Natural Armor: Protection 3 • 3 points
Size: Growth 1, Permanent, Innate • 3 points
Unarmed Strike: Strength-based Damage 2 • 2 points
Whirlwind: Cylinder Area Concealment Attack 4, Concentration, Partial Linked to Cylinder Area Damage 2, Concentration Linked to Cylinder Area Move Object 3, Close, Concentration • 13 points
Advantages: Favored Environment (Air), Improved Initiative, Languages (Auran), Move-By Action
Skills: Athletics 1 (+2), Close Combat: Unarmed 2 (+5), Intimidation, Perception 3 (+3), Stealth
Offenses:
Initiative +8
Unarmed Strike +5, Close, Damage 3
Whirlwind -, Cylinder Area, Concealment Attack 4 Linked to Damage 2 Linked to Move Object 3
Defenses: Dodge 5, Parry 5, Will 1, Fortitude Immune, Toughness 4
Power Points: Abilities -2 + Powers 87 + Advantages 4 + Skills 3 + Defenses 4 = 96
Descriptors: Air, Elemental, Extraplanar

legend
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AIR ELEMENTAL (Large) (PL 7)

Post by legend » Thu May 10, 2012 2:34 pm

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STR 4, STA -, AGL 4, DEX 0, FGT 4, INT -2, AWE 0, PRE 0
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Elemental: Visual Concealment 4, Passive; Immunity 44 (Critical Hits, Fortitude Effects, Paralysis, Sleep Effects, Stunning); Insubstantial 2, Permanent, Innate, Strength Affects Corporeal • 63 points
Fly: Flight 2 • 4 points
Natural Armor: Protection 3 • 3 points
Size: Growth 4, Permanent, Innate • 9 points
Unarmed Strike: Strength-based Damage 3 • 3 points
Whirlwind: Cylinder Area Concealment Attack 4, Concentration, Partial Linked to Cylinder Area Damage 4, Concentration Linked to Cylinder Area Move Object 4, Close, Concentration • 20 points
Advantages: Favored Environment (Air), Improved Initiative, Languages (Auran), Move-By Action
Skills: Athletics 3 (+7), Close Combat: Unarmed 3 (+7), Intimidation 0 (+2), Perception 4 (+4), Stealth 0 (+0)
Offenses:
Initiative +8
Unarmed Strike +7, Close, Damage 7
Whirlwind -, Cylinder Area, Concealment Attack 4 Linked to Damage 4 Linked to Move Object 4
Defenses: Dodge 7, Parry 6, Will 2, Fortitude Immune, Toughness 7
Power Points: Abilities 2 + Powers 104 + Advantages 4 + Skills 5 + Defenses 11 = 126
Descriptors: Air, Elemental, Extraplanar

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