J-Mart Fantasy: Brachiosaurus, Regisaur, Gishath

Where in all of your character write ups will go.
Thorpocalypse
Posts: 995
Joined: Fri Nov 04, 2016 8:52 pm

159 - Golem (Flesh)

Post by Thorpocalypse » Mon Feb 05, 2018 2:36 am

Image
Fear the flesh!

GOLEM (FLESH)
PL8


OPL: 8; DPL: 8; HP: 0

ABILITIES: STRENGTH 5, STAMINA --, AGILITY -1, DEXTERITY -1, FIGHTING 6, INTELLECT --, AWARENESS 0, PRESENCE --

SKILLS: Athletics (+5), Deception (--), Insight (+0), Intimidation (--), Perception (+0), Persuasion (--), Stealth (-1/-3)

ADVANTAGES: Close Attack (4), Diehard

POWERS:
Flesh Golem Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Magical Construct: Immunity 55 (Fortitude Effects, Magic Effects, Transform Effects); 55 pts
Flesh Golem Physiology: Protection 8, Impervious Toughness 5; 13 pts
Golem Senses: Senses 3 (Darkvision, Low-Light Vision); 3 pts
Slam: Bludgeoning Strength-based Damage 1, Feature 1 (Magic) (Extra: Split); 3 pts
Electrical Regeneration: Healing 6 (Extra: Affects Objects, Reaction [to being hit with electrical effect], Flaw: Limited to Self); 30 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative -1
Close Attack +10 [Unarmed +5; Slam +6]
Ranged Attack -1

DEFENSES:
Dodge +1 [DC11] Parry +5 [DC15]
Toughness +10 (+10 without Defensive Roll, +3 Impervious), Fortitude Immune], Will [Immune]

COMPLICATIONS:
Disability: While they can understand the language of their creator, golems cannot speak.
Vulnerable: Flesh golems are vulnerable to fire and cold effects, adding the Dazed condition to any failure against them.

Abilities -16 + Skills 0 (0 ranks) + Advantages 5 + Powers 109 + Defenses 7 = 105 / 105

Comments: Here’s my first take on Flesh Golems. They are extremely effective guardians of magical types due to their magical resistance, strength and considerable toughness. As of late, I don’t recall the newer additions of D&D adding the damage based regeneration for the different golems but I always liked it so I’m going to keep it going on the Gloriant versions.

Thorpocalypse
Posts: 995
Joined: Fri Nov 04, 2016 8:52 pm

160 - Golem (Clay)

Post by Thorpocalypse » Mon Feb 05, 2018 2:41 am

Image
I'm sure you were expecting them, but no Clayface jokes. Way too obvious.

GOLEM (CLAY)
PL9


OPL: 9; DPL: 9; HP: 0

ABILITIES: STRENGTH 7, STAMINA --, AGILITY -1, DEXTERITY -1, FIGHTING 8, INTELLECT --, AWARENESS 0, PRESENCE --

SKILLS: Athletics (+7), Deception (--), Insight (+0), Intimidation (--), Perception (+0), Persuasion (--), Stealth (-1/-5)

ADVANTAGES: Close Attack (2), Diehard

POWERS:
Clay Golem Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Magical Construct: Immunity 55 (Fortitude Effects, Magic Effects, Transform Effects); 55 pts
Clay Golem Physiology: Protection 8, Impervious Toughness 9; 17 pts
Golem Senses: Senses 3 (Darkvision, Low-Light Vision); 3 pts
Slam: Bludgeoning Strength-based Damage 1, Feature 1 (Magic) (Extra: Incurable, Split); 4 pts
Acidic Regeneration: Healing 8 (Extra: Affects Objects, Reaction [to being hit with acidic effect], Flaw: Limited to Self); 40 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative -1
Close Attack +10 [Unarmed +7; Slam +8]
Ranged Attack -1

DEFENSES:
Dodge +1 [DC11] Parry +6 [DC16]
Toughness +12 (+12 without Defensive Roll, +5 Impervious), Fortitude Immune], Will [Immune]

COMPLICATIONS:
Disability: While they can understand the language of their creator, golems cannot speak.
Vulnerable: Clay golems are vulnerable to Disintegration effects, adding the Dazed condition to any failure against them.
Vulnerable: Clay golems are vulnerable to Earth Control based effects, taking an extra degree of failure against them.

Abilities -16 + Skills 0 (0 ranks) + Advantages 5 + Powers 109 + Defenses 7 = 105 / 105

Comments: Clay Golems are slightly more powerful than Flesh Golems, but harder to hurt and they leave incurable wounds.

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Ken
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Re: 160 - Golem (Clay)

Post by Ken » Mon Feb 05, 2018 3:58 am

Thorpocalypse wrote:
Mon Feb 05, 2018 2:41 am
Comments: Clay Golems are slightly more powerful than Flesh Golems, but harder to hurt and they leave incurable wounds.
But they're easier to relate to, since they have feet of clay.
After his success co-authoring a murder mystery w/James Patterson, Marvel is now talking to Bill Clinton about doing some comics writing: a revival of Steve Gerber's swamp monster hero. They expect Bill Clinton's 'Man-Thing' will be very popular.

Thorpocalypse
Posts: 995
Joined: Fri Nov 04, 2016 8:52 pm

161 - Stone Golem

Post by Thorpocalypse » Thu Feb 08, 2018 3:00 am

Image
Everybody must get stoned!

GOLEM (STONE)
PL10


OPL: 10; DPL: 10; HP: 0

ABILITIES: STRENGTH 9, STAMINA --, AGILITY -1, DEXTERITY -1, FIGHTING 7, INTELLECT --, AWARENESS 0, PRESENCE --

SKILLS: Athletics (+9), Deception (--), Insight (+0), Intimidation (--), Perception (+0), Persuasion (--), Stealth (-1/-5)

ADVANTAGES: Close Attack (3), Diehard

POWERS:
Stone Golem Size: Growth 5 (+5 Str, +5 Sta, -2 Dodge/Parry, -5 Stealth, +2 Intimidation, Speed +0, +5 Mass, Reach [5 ft]; Extra: Innate, Permanent); 11 pts
Magical Construct: Immunity 55 (Fortitude Effects, Magic Effects, Transform Effects); 55 pts
Stone Golem Physiology: Protection 8, Impervious Toughness 9; 17 pts
Golem Senses: Senses 3 (Darkvision, Low-Light Vision); 3 pts
Slam: Bludgeoning Strength-based Damage 1, Feature 1 (Magic) (Extra: Split); 3 pts
Slow Aura: Burst Area Affliction 7 (Mystic; Resisted by Fortitude; 1st: Dazed and Hindered, Extra: Burst Area [30 ft radius], Extra Condition, Flaw: Limited to one degree); 14 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative -1
Close Attack +10 [Unarmed +9; Slam +10]
Ranged Attack -1
Special Attack [Slow Aura Affliction +7, Burst Area]

DEFENSES:
Dodge +1 [DC11] Parry +6 [DC16]
Toughness +13 (+13 without Defensive Roll, +5 Impervious), Fortitude Immune], Will [Immune]

COMPLICATIONS:
Disability: While they can understand the language of their creator, golems cannot speak.
Vulnerable: Clay golems are vulnerable to Disintegration effects, adding the Dazed condition to any failure against them.
Vulnerable: Clay golems are vulnerable to Earth Control based effects, taking an extra degree of failure against them.

Abilities -12 + Skills 0 (0 ranks) + Advantages 4 + Powers 103 + Defenses 9 = 104 / 104

Comments: Stone Golems have the great battlefield control ability of a Slow aura, making opponents really have to work to beat him if they fail their checks.

Thorpocalypse
Posts: 995
Joined: Fri Nov 04, 2016 8:52 pm

162 - Iron Golem

Post by Thorpocalypse » Thu Feb 08, 2018 3:06 am

Image
I AM IRON MAN...

Art by njoo

GOLEM (IRON)
PL12


OPL: 12; DPL: 12; HP: 0

ABILITIES: STRENGTH 10, STAMINA --, AGILITY -1, DEXTERITY -1, FIGHTING 11, INTELLECT --, AWARENESS 0, PRESENCE --

SKILLS: Athletics (+10), Deception (--), Insight (+0), Intimidation (--), Perception (+0), Persuasion (--), Stealth (-1/-5)

ADVANTAGES: Diehard

POWERS:
Iron Golem Size: Growth 6 (+6 Str, +6 Sta, -3 Dodge/Parry, -6 Stealth, +3 Intimidation, Speed +0, +6 Mass, Reach [5 ft]; Extra: Innate, Permanent); 13 pts
Magical Construct: Immunity 55 (Fortitude Effects, Magic Effects, Transform Effects); 55 pts
Iron Golem Physiology: Protection 9, Impervious Toughness 11; 20 pts
Golem Senses: Senses 3 (Darkvision, Low-Light Vision); 3 pts
Slam: Bludgeoning Strength-based Damage 1, Feature 1 (Magic) (Extra: Split); 3 pts
Flame Regeneration: Healing 8 (Extra: Affects Objects, Reaction [to being hit with fire effect], Flaw: Limited to Self); 40 pts
Poison Breath: Cloud Area Affliction 9 (Poison; Resisted, Overcome by Fortitude; 1st: Dazed and Hindered, 2nd: Stunned and Fatigued, 3rd: Incapacitated, Extra: Cloud Area [15 ft radius], Extra Condition); 27 pts
Iron Sword: 9 pts Traits, Easily Removable (-4 pts); 5 pts
Greatsword: Slashing Strength-based Damage 3 (Dangerous, Penetrating 5); 9 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative -1
Close Attack +11 [Unarmed +9; Slam +10; Sword +13, Critical 19-20]
Ranged Attack -1
Special Attack [Poison Breath Affliction +9, Cloud Area]

DEFENSES:
Dodge +2 [DC12] Parry +9 [DC19]
Toughness +15 (+15 without Defensive Roll, +6 Impervious), Fortitude Immune], Will [Immune]

COMPLICATIONS:
Disability: While they can understand the language of their creator, golems cannot speak.
Vulnerable: Iron golems are vulnerable to electrical effects, adding the Dazed condition to any failure against them.

Abilities -4 + Skills 0 (0 ranks) + Advantages 1 + Powers 166 + Defenses 11 = 174 / 174

Comments: Iron Golems are the biggest and baddest of the main golems. Their poison breath is their secret weapon, eliminating close combatants before they can do much damage.

I will possibly get around to some other golems, like Mithral or Adamantite, but that can wait for a while as move on to other things.

It should also be noted that moving forward, and going back as I have time, I am going to start giving art credit here and at main J-Mart. They deserve it. ;)

Thorpocalypse
Posts: 995
Joined: Fri Nov 04, 2016 8:52 pm

163 - Ettin

Post by Thorpocalypse » Thu Feb 08, 2018 4:03 am

Image
Two heads are better than one. Well, in this case...

ETTIN
PL8


OPL: 8; DPL: 8; HP: 0

ABILITIES: STRENGTH 7, STAMINA 9, AGILITY -1, DEXTERITY 0, FIGHTING 5, INTELLECT -2, AWARENESS 1, PRESENCE -2

SKILLS: Athletics (+7), Deception (-2), Insight (+1), Intimidation 7 (+5/+8), Perception 6 (+7), Persuasion (-2), Ranged Combat [Throwing] 5 (+5), Stealth (-1/-7)

ADVANTAGES: Benefit (1) (Ambidexterity), Close Attack (2), Equipment (4), Improved Smash, Languages (1) (Some speak common, Orcish, Base: Giant), Second Chance (1) (Visual Perception checks against Stealth), Second Chance (1) (Will checks against Mental Effects)

POWERS:
Ettin Size: Growth 6 (+6 Str, +6 Sta, -3 Dodge/Parry, -6 Stealth, +3 Intimidation, Speed +0, +6 Mass, Reach [5 ft]; Extra: Innate, Permanent); 13 pts
Ettin Senses: Senses 2 (Normal Vision [Radius], Low-light Vision); 2 pts
Thick Hide: Protection 1, Impervious Toughness 5; 6 pts
Both of Us Want to Bash You!: Extra: Multiattack 9 (on Unarmed, Morningstar/Axe attacks); 18 pts

EQUIPMENT:
(20 pts)
Battleaxe: Slashing Strength-Based Damage 2, Breaking, Dangerous; 4 pts
Morningstar: Bludgeoning Strength-Based Damage 2, Extra: Reach [5 ft.]; 3 pts
Giant Javelins: Ranged Piercing Damage 6; 12 pts

OFFENSE:
Initiative -1
Close Attack +7 [Unarmed +7, Multiattack; Morningstar/Battle Axe +9, Critical 19-20, Multiattack
Ranged Attack +0 Throwing +5 [Javelins +6]

DEFENSES:
Dodge +2 [DC12] Parry +4 [DC14]
Toughness +10 (+3 Impervious), Fortitude +10, Will +3

COMPLICATIONS:
Reputation: Big, destructive mooks.
Vulnerable: Ettin's have distinct personalities for each of their heads and can be tricked into fighting with itself. Consider them Impaired on resistance to deception and persuasion checks.

Abilities 10 + Skills 9 (18 ranks) + Advantages 11 + Powers 39 + Defenses 11 = 80 / 80

Comments: Time to drop some giant types. We're starting off with Ettins. I love Ettins. Big, dumb brutes with two heads that argue with themselves a lot. In D&D, they aren’t that great, but using Multiattack to simulate their double attacks makes them pretty formidable in MnM, especially against one opponent.

Thorpocalypse
Posts: 995
Joined: Fri Nov 04, 2016 8:52 pm

164 - Giants (Hill)

Post by Thorpocalypse » Sat Feb 10, 2018 12:19 am

Image
Run to the hills...

HILL GIANT
PL8


OPL: 8; DPL: 8; HP: 0

ABILITIES: STRENGTH 7, STAMINA 8, AGILITY -1, DEXTERITY 0, FIGHTING 7, INTELLECT -2, AWARENESS 0, PRESENCE -1

SKILLS: Athletics 3 (+10), Deception (-1), Intimidation 8 (+7/+9), Perception 5 (+5), Persuasion (-1), Ranged Combat [Throwing] 6 (+6), Stealth (-1/-5)

ADVANTAGES: All-Out Attack, Equipment (1), Improved Smash, Languages (1) (Most speak Common, 1 other, Base: Giant), Power Attack, Takedown (1)

POWERS:
Hill Giant Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Thick Hide: Protection 2, Impervious Toughness 3, Immunity 1 (Environmental Cold); 6 pts
Giant Senses: Senses 1 (Low-light Vision); 1 pt

EQUIPMENT:
(5 pts)
Greatclub: Bludgeoning Strength-based Damage 2; 2 pts

OFFENSE:
Initiative -1
Close Attack +7 [Unarmed +7; Greatclub +9]
Ranged Attack +0
Throwing +6

DEFENSES:
Dodge +3 [DC13] Parry +6 [DC16]
Toughness +10 (+2 Impervious), Fortitude +10, Will +3

COMPLICATIONS:
Reputation: Big, dumb brutes.

Abilities 20 + Skills 11 (22 ranks) + Advantages 6 + Powers 16 + Defenses 12 = 65 / 65

Build Comments: Continuing on with the big boys (and girls) of the fantasy world, here come the giants. And here are some of my faves, the
Hill Giants. In Gloriant, they are around 10-12 feet tall, dumb as the rocks they throw but a good challenge for a team of lower level heroes.

I felt weird about giving them, and other upcoming giants, rocks as equipment as some others have done of the way just seem to have a bunch to throw in D&D. It just seemed to weird to think of a bunch of Hill or Stone Giants going to raid a town and carrying a bunch of rocks in a pack on their backs like Green Arrow carries his quiver. So I am ruling that they don't always have rocks to throw but when they do, I'm testing this set it up:

D20 rolls:
1-6 – Medium Rock: Ranged Damage 6 (Flaw: Diminshed Range [10/25/50])
7-13 – Large Rock: Ranged Damage 7 (Flaw: Diminshed Range [10/25/50])
14-20 - Boulder: Ranged Damage 8 (Flaw: Diminshed Range [10/25/50])

Thorpocalypse
Posts: 995
Joined: Fri Nov 04, 2016 8:52 pm

165 - Giants (Stone)

Post by Thorpocalypse » Sat Feb 10, 2018 12:26 am

Image
Stone cold...

STONE GIANT
PL9


OPL: 9; DPL: 9; HP: 0

ABILITIES: STRENGTH 8, STAMINA 8, AGILITY 0, DEXTERITY 1, FIGHTING 6, INTELLECT 0, AWARENESS 1, PRESENCE 1

SKILLS: Athletics 4 (+12), Deception (+1), Insight (+1), Intimidation 7 (+8/+10), Perception 4 (+5), Persuasion (+1), Ranged Combat [Throwing] 7 (+8), Stealth (0/-5)

ADVANTAGES: All-Out Attack, Close Attack (2), Improved Smash, Languages (1) (Common, 1 other, Base: Giant), Takedown (1)

POWERS:
Stone Giant Size: Growth 5 (+5 Str, +5 Sta, -2 Dodge/Parry, -5 Stealth, +2 Intimidation, Speed +0, +5 Mass, Reach [5 ft]; Extra: Innate, Permanent); 11 pts
Heal the Stone: Feature 1 (You can “heal” damage or upheaval to stone or stone construction, simply by smoothing over the damaged surface with your hands); 1 pt
Natural Geologist: Feature 1 (You can determine the type of any stone you encounter simply by touching [or perhaps even tasting] it); 1 pt
Stone Hide: Protection 5, Impervious Toughness 9; 14 pt
Giant Senses: Senses 1 (Low-light Vision); 1 pt

EQUIPMENT:
(5 pts)
Great Club: Bludgeoning Strength-based Damage 2; 2 pts

OFFENSE:
Initiative +0
Close Attack +8 [Unarmed +8; Great Club +10]
Ranged Attack +1
Throwing +8

DEFENSES:
Dodge +2 [DC12] Parry +5 [DC15]
Toughness +13 (+5 Impervious), Fortitude +11, Will +5

COMPLICATIONS:
Motivation: Stone Giants are very xenophobic. They do not like outsiders and will protect their clans at all costs.

Abilities 30 + Skills 11 (22 ranks) + Advantages 7 + Powers 31 + Defenses 12 = 91 / 91

Build Comments: Stone Giants are pretty cool, able to blend into rocky environments before surprising folks with a boulder to the back.

And forgive me for all the YouTube classic rock links, I am in quite the musical mood tonight! ;)

D20 rolls:
1-6 – Medium Rock: Ranged Damage 6 (Flaw: Diminshed Range [10/25/50])
7-13 – Large Rock: Ranged Damage 7 (Flaw: Diminshed Range [10/25/50])
14-20 - Boulder: Ranged Damage 8 (Flaw: Diminshed Range [10/25/50])
Last edited by Thorpocalypse on Sat Feb 10, 2018 12:33 am, edited 1 time in total.

Thorpocalypse
Posts: 995
Joined: Fri Nov 04, 2016 8:52 pm

166 - Giant (Fire)

Post by Thorpocalypse » Sat Feb 10, 2018 12:30 am

Image
Fire Woman, you're to blame...

FIRE GIANT
PL9


OPL: 9; DPL: 9; HP: 0

ABILITIES: STRENGTH 9, STAMINA 9, AGILITY 0, DEXTERITY 1, FIGHTING 7, INTELLECT 0, AWARENESS 1, PRESENCE 1

SKILLS: Athletics 4 (+13), Deception (+1), Insight (+1), Intimidation 8 (+9/+12), Perception 4 (+5), Persuasion (+1), Ranged Combat [Throwing] 6 (+7), Stealth (+0/-6)

ADVANTAGES: All-Out Attack, Improved Smash, Languages (1) (Common, 1 other, Base: Giant), Takedown (1)

POWERS:
Fire Giant Size: Growth 6 (+6 Str, +6 Sta, -3 Dodge/Parry, -6 Stealth, +3 Intimidation, Speed +0, +6 Mass, Reach [5 ft]; Extra: Innate, Permanent); 13 pts
Fire Aura: Reaction Fire Damage 1 (Extra: Reaction [being touched]); 4 pts
Thick Hide: Protection 2, Impervious Toughness 3, Immunity 6 (Heat, Fire Damage); 11 pts
Giant Senses: Senses 1 (Low-light Vision); 1 pt
Fire Giant Greatsword: 13 pts traits, Easily Removable (-6 pts); 7 pts
Greatsword Strike: Fire Slashing Damage 2 (Extra: Dangerous, Extra Descriptor [Fire], Penetrating 8, Reach [5/10 ft]); 13 pts
Giant Armor: 7 pts traits, Removable (-1 pt); 6 pts
Fire Giant Armor: Protection 1, Impervious Toughness 3; 7 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +7 [Unarmed +9; Fire Giant Axe +11, Critical 19-20]
Ranged Attack +1
Throwing +7

DEFENSES:
Dodge +3 [DC13] Parry +6 [DC16]
Toughness +12 (+5 Impervious), Fortitude +11, Will +5

COMPLICATIONS:
Vulnerable: Fire Giants are vulnerable to cold and ice based effects.

Abilities 32 + Skills 11 (22 ranks) + Advantages 4 + Powers 42 + Defenses 14 = 103 / 103

Build Comments: I’ve never been a huge fan of Fire Giants, but if you have Frost Giants (which I will in a minute), you need to have Fire Giants, too.

D20 rolls:
1-6 – Medium Rock: Ranged Damage 6 (Flaw: Diminshed Range [10/25/50])
7-13 – Large Rock: Ranged Damage 7 (Flaw: Diminshed Range [10/25/50])
14-20 - Boulder: Ranged Damage 8 (Flaw: Diminshed Range [10/25/50])

Thorpocalypse
Posts: 995
Joined: Fri Nov 04, 2016 8:52 pm

167 - Giants (Frost)

Post by Thorpocalypse » Sat Feb 10, 2018 12:35 am

Image
You gots to chill...

FROST GIANT
PL9


OPL: 9; DPL: 9; HP: 0

ABILITIES: STRENGTH 9, STAMINA 9, AGILITY 0, DEXTERITY 1, FIGHTING 6, INTELLECT 0, AWARENESS 1, PRESENCE 1

SKILLS: Athletics 3 (+12), Deception (+1), Insight (+1), Intimidation 7 (+8/+11), Perception 4 (+5), Persuasion (+1), Ranged Combat [Throwing] 6 (+7), Stealth 8 (+8/+2)

ADVANTAGES: All-Out Attack, Close Attack (1), Equipment (1), Improved Smash, Languages (1) Common, 1 other, Base: Giant), Takedown (1)

POWERS:
Frost Giant Size: Growth 6 (+6 Str, +6 Sta, -3 Dodge/Parry, -6 Stealth, +3 Intimidation, Speed +0, +6 Mass, Reach [5 ft]; Extra: Innate, Permanent); 13 pts
Insta-Chill: Feature 1 (You can cool small, hot items instantly by touch, turning boiling water into ice water, for example, or making hot food cold); 1 pt
Cold Shoulder: Feature 1 (You can generate a small drop in temperature, enough to give people “chills” in your immediate area, good for a circumstance bonus for some interactions); 1 pt
Thick Hide: Protection 2, Impervious Toughness 7, Immunity 5 (Cold Effects); 14 pts
Giant Senses: Senses 1 (Low-light Vision); 1 pt
Ice Walking: Movement 1 (Environmental Adaptation [Ice/Snow], Sure-Footed [Flaw: Limited to ice/snow]); 3 pts
Giant Armor: 7 pts traits, Removable (-1 pt); 6 pts
Frost Giant Armor: Protection 1, Impervious Toughness 3; 7 pts

EQUIPMENT:
(5 pts)
Greatzeaxe: Slashing Strength-Based Damage 2, Dangerous; 3 pts

OFFENSE:
Initiative +0
Close Attack +7 [Unarmed +9; Frost Giant Axe +11, Critical 19-20]
Ranged Attack +1
Throwing +7

DEFENSES:
Dodge +3 [DC13] Parry +6 [DC16]
Toughness +12 (+5 Impervious), Fortitude +11, Will +6

COMPLICATIONS:
Vulnerable: Frost Giants are vulnerable to heat and fire based effects.

Abilities 30 + Skills 14 (28 ranks) + Advantages 6 + Powers 39 + Defenses 16 = 105 / 105

Secret Origins: I like Frost Giants a lot. Maybe it’s my Thor fascination, I suppose. These Frost Giants are pretty basic, but I added a few touches from the Cold Powers Power Profile for flavor. And I bet you all thought I was going to link to Ice, Ice, Baby, huh? No way. That's for Iceman and Iceman alone. 8-)

Thorpocalypse
Posts: 995
Joined: Fri Nov 04, 2016 8:52 pm

168 - Giants (Storm)

Post by Thorpocalypse » Sat Feb 10, 2018 12:41 am

Image
Riders on the storm...fo' shizzle...

STORM GIANT
PL12


OPL: 12; DPL: 12; HP: 1

ABILITIES: STRENGTH 12, STAMINA 12, AGILITY 2, DEXTERITY 2, FIGHTING 8, INTELLECT 3, AWARENESS 3, PRESENCE 4

SKILLS: Athletics 4 (+16), Deception (+4), Insight 5 (+8), Intimidation 7 (+11/+15) [Daze], Perception 7 (+10), Persuasion 3 (+7), Ranged Combat [Bow] 2 (+12), Stealth (+2/-6)

ADVANTAGES: Close Attack (2), Daze (1) (Intimidation), Languages (2) (Common, Draconic, Arcane, 2 others, Base: Giant), Power Attack, Ranged Attack (8), Takedown (1)

POWERS:
Storm Giant Size: Growth 8 (+8 Str, +8 Sta, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1, +8 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 17 pts
Immunity to Weather: Immunity 10 (Weather Effects); 10 pts
Storm Giant Physiology: Protection 3, Impervious Toughness 7, Immunity 3 (Aging, Suffocation [Drowning]); 13 pts
Giant Senses: Senses 1 (Low-light Vision); 1 pt
Weather Resistant: Feature 1 (No matter the weather conditions, you remain dry, your hair and clothing never mussed by the wind); 1 pt
Stormy Moods: Feature 1 (The weather dramatically reflects your emotions, giving you a circumstance bonus for appropriate interaction skill checks [like Intimidation]); 1 pt
Breezy: Feature 1 (You can create small gusts of wind, roughly equal to a –5 rank Move Object effect; able to scatter small, light objects, ruffle hair or clothing, blow off hats, and so forth); 1 pt
Personal Storms: Feature 1 (You can create tiny “micro-storms” focused enough to water potted plants or to shower beneath); 1 pt
Fresh Air: Feature 1 (The air around you always smells as clean as after a rainstorm, dispelling any strong odors); 1 pt
Cloud Dispersal: Feature 1 (You can cause individual clouds in the sky to move, or even break up, by focusing your attention on them); 1 pt
Weather Control: Environment 8 (1 Mile Radius; 3 points of effect [cold, impair movement, and visibility], Extra: Selective); 32 pts
Storm Giant Weather Control: 36 pt Array; 39 pts
Chain Lightning: Ranged Multiattack Damage 12; 36 pts
Lightning Storm: Burst Area Damage 12 (Extra: Burst Area [30 ft radius], Selective, Flaw: Unreliable [5 uses]); 1 pt
Thunderbolt: Line Area Damage 12 (Extra: Line Area [30 ft radius]); 1 pt
Gale Force: Cone Area Move Object 10 (Extra: Cone Area 2 [120 ft cone], Flaw: Limited Direction [Away]); 1 pt

Storm Giant Weaponry: 14 pts traits, Easily Removable (-6 pts); 8 pts
Greatsword: Lightning Slashing Damage 2 (Extra: Dangerous, Extra Descriptor [Lightning], Penetrating 8, Reach [5/15 ft]); 13 pts
Giant Bow: Ranged Piercing Damage 6 (Extra: Extended Range 2 [100/200/500]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +10 [Unarmed +12; Greatsword +14, Critical 19-20]
Ranged Attack +10 [Chain Lightning +12, Multiattack; Gale Force Winds +10 Cone Area]
Bow +12 [Giant Bow +6]
Special Attack [Lightning Storm +12, Burst Area; Thunderbolt +12, Line Area]

DEFENSES:
Dodge +6 [DC16] Parry +9 [DC19]
Toughness +15 (+4 Impervious), Fortitude +14, Will +10

COMPLICATIONS:
Superiority Complex: Storm Giants, while generally easy to deal with, tend to look down on all other races and do not take kindly to comments or actions that contradict their implied superiority.

Abilities 60 + Skills 14 (28 ranks) + Advantages 15 + Powers 126 + Defenses 18 = 233 / 233

Build Comments: The mighty Storm Giants. I’m not sure I made them powerful enough but this feels good for a first run.

Thorpocalypse
Posts: 995
Joined: Fri Nov 04, 2016 8:52 pm

169 - Formorian

Post by Thorpocalypse » Sat Feb 10, 2018 12:46 am

Image
To hell with y'all, I'm too sexy...

FORMORIAN
PL9


OPL: 9; DPL: 9; HP: 0

ABILITIES: STRENGTH 8, STAMINA 9, AGILITY -1, DEXTERITY 0, FIGHTING 6, INTELLECT -2, AWARENESS 0, PRESENCE -2

SKILLS: Athletics (+8), Deception (-2), Insight (+0), Intimidation 7 (+5/+8), Perception 3 (+3), Persuasion (-2), Stealth (-1/-7)

ADVANTAGES: Close Attack (2), Equipment (1), Languages (1) (2 others, Base: Giant)

POWERS:
Formorian Hide: Growth 6 (+6 Str, +6 Sta, -3 Dodge/Parry, -6 Stealth, +3 Intimidation, Speed +0, +6 Mass, Reach [5 ft]; Extra: Innate, Permanent); 13 pts
Thick Hide: Protection 3, Impervious Toughness 3; 6 pts
Formorian Senses: Senses 3 (Low-light Vision, Darkvision); 3 pts
Evil Eye: Perception Ranged Affliction 9 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Immobilized, 3rd: Paralyzed); 27 pts

EQUIPMENT:
(5 pt)
Greatclub: Bludgeoning Strength-Based Damage 2; 2 pts

OFFENSE:
Initiative -1
Close Attack +8 [Unarmed +8; Greatclub +10]
Ranged Attack +0
Special Attack [Evil Eye Affliction +9, Perception]

DEFENSES:
Dodge +2 [DC12] Parry +5 [DC15]
Toughness +12 (+2 Impervious), Fortitude +11, Will +4

COMPLICATIONS:
Arrogance: Despite their appearance, Formorians believe that they are the chosen race of Gloriant.
Monstrous Appearance: Because of their misshapen appearance, they have trouble fitting into most other humanoid, or giant, societies.

Abilities 12 + Skills 5 (10 ranks) + Advantages 4 + Powers 49 + Defenses 14 = 84 / 84

Comments: Formorians are pains in the arses to fight, especially once they put that Evil Eye on you. But if you can get past that, they’re not any more difficult than other giants.

Jabroniville
Posts: 7481
Joined: Fri Nov 04, 2016 8:05 pm

Re: J-Mart Fantasy: Gravehound, Golems, Giants

Post by Jabroniville » Sat Feb 10, 2018 2:08 am

Always loved Giants. You have a shameful lack of pictures of female ones, though :).

Ettins, too, are one of my favorite "dumb thug" monsters.

Thorpocalypse
Posts: 995
Joined: Fri Nov 04, 2016 8:52 pm

Re: J-Mart Fantasy: Weekend Build Dump - NPCs, PCs, Setting info, etc...

Post by Thorpocalypse » Sat Feb 10, 2018 5:22 am

Woodclaw wrote:
Sun Feb 04, 2018 9:54 pm
Also if I really want to be extremely nitpicky and annoying the surname "Di Fiori" while absolutely viable is a teensy bit odd. In Italian preposition are a bit odd because they are only singular and must be joined with articles to be used for plurals, so since Fiori (Flowers) is plural the surname should read "Dei Fiori" o "Di Fiore". Still, "Di Fiori" isn't completely unreasonable and there are a few instances of people with this kind of singular/plural dycothomy, especially in northen Italy.
Duly noted. Dei Fiori it is. I like the way that sounds.

Thorpocalypse
Posts: 995
Joined: Fri Nov 04, 2016 8:52 pm

Re: J-Mart Fantasy: Gravehound, Golems, Giants

Post by Thorpocalypse » Sat Feb 10, 2018 5:23 am

Jabroniville wrote:
Sat Feb 10, 2018 2:08 am
Always loved Giants. You have a shameful lack of pictures of female ones, though :).

Ettins, too, are one of my favorite "dumb thug" monsters.
Yeah, you can't beat a mook that argues with itself. Kinda makes me wish Man-Bull had two heads. :D

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