J-Mart Fantasy: Closed for remodeling

Where in all of your character write ups will go.
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

141 - Surath the Skull Cleaver

Post by Thorpocalypse »

Image
RAAAAAARGH! - Surath the Skull Cleaver

SURATH THE SKULL CLEAVER
PL9


OPL: 9; DPL: 9; HP: 1
Real Name: Surath
Archetype: Warlord
Age: Unknown
Height: 8-6
Weight: 650
Eyes: Brown
Hair: Brown
Skin: Brown
Race: Minotaur
Alignment: Villain - Chaotic
Occupation: Warlord
Base of Operations: Mobile
Affiliations: Surath's Warband

ABILITIES: STRENGTH 6, STAMINA 7, AGILITY 2, DEXTERITY 0, FIGHTING 8, INTELLECT 1, AWARENESS 3, PRESENCE 5

SKILLS: Athletics 4 (+10), Deception (+5), Expertise [Survival] 6 (+7), Expertise [Tactics] 6 (+7), Insight 4 (+7), Intimidation 6 (+11/+12) [Daze, Startle], Perception 4 (+7), Persuasion (+5), Stealth 1 (+3/+1)

ADVANTAGES: All-Out Attack, Benefit (3) (Status, Resources 3 – Minotaur Warlord), Close Attack (1), Daze (1) (Intimidation), Fearless, Improved Initiative (1), Inspire (2), Languages (1) (Common, Orc, Base: Minotaur), Power Attack (2) (Axe, Gore), Startle, Takedown (2)

POWERS:
Minotaur Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate); 5 pts
Minotaur Senses: Senses 7 (Normal Hearing [Extended], Darkvision, Scent [Acute, Ranged, Extended]); 7 pts
Gore: Piercing Strength-based Damage 2 (Flaw: Limited to when charging); 1 pt
Tough Hide: Protection 3, Impervious Toughness 5, Feature 1 (Insulating Fur); 9 pts
Maze Masters: Enhanced Skills 3 (Stealth 6 ranks, Flaw: Limited to when in mazes/labyrinths), Enhanced Advantages 2 (Improved Defense, Tracking, Flaw: Limited to when mazes/labyrinths), Senses 2 (Direction Sense, Time Sense, Flaw: Limited to when in mazes/labyrinths); 4 pts
Fearsome Presence: Burst Area Affliction 5 (Presence; Resisted and Overcome by Will; 1st: Impaired, 2nd: Disabled, 3rd: Paralyzed, Extra: Burst Area [30 ft radius], Selective, Subtle, Flaw: Intimidation Check Required [DC 15], Sense-Dependent [Visua;]); 15 pts
Skull Cleaver Axe: 11 pts Traits, Easily Removable (-4 pts); 7 pts
Enchanted Axe Strike: Slashing Strength-based Damage 3, Feature 1 (Magical) (Extra: Affects Insubstantial 2, Breaking, Dangerous 2, Reach [5 ft], Smashing); 11 pt

EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +9 [Unarmed +6; Special Close Attack +0]
Ranged Attack +0

DEFENSES:
Dodge +4 [DC14] Parry +7 [DC17]
Toughness +10 (+10 without Defensive Roll, +0 Impervious), Fortitude +9, Will +5

COMPLICATIONS:
Motivation: Surath wants to become the most powerful warlord in the land and he dares anyone to try and stop him.
Reputation: Minotaurs are well-known for being quite savage, temperamental and often cannibilistic.
Temper: Minotaurs are known for their towering rages that often cause them to act erratically.

Abilities 56 + Skills 16 (31 ranks) + Advantages 16 + Powers 43 + Defenses 7 = 138 / 138

Comments: I've been building and refining old builds all week at wo..er, in my free time so it time to get a bunch posted. Kicking off this weekend build dump is another NPC for my heroes to go up against, Surath the Skull Cleaver, minotaur chieftain and warlord. Need to think more about his backstory, but then again, maybe I don’t. He’s big, he’s bad, he’s angry. Probably don’t need more than that.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

ATHANOS

Post by Thorpocalypse »

Image

Inspired by Greek mythology and such...

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ATHANOS

Athanos is ruled by an awe-inspiring pantheon of gods. Mortals tremble before them, feel the sting of their petty whims, and live in terror of their wrath. It is a domain where barbaric, cave-dwelling minotaurs descend on wayward travelers. Giants stalk the land, drawing strength from the terrain on which they tread. At sea, massive krakens prowl its depths, and sirens lure its sailors to their demise. Yet amid such colossal perils, mortals have found a way to endure, and it is here that the hero's mantle is raised highest.

Not only have the mortals endured, they have managed to thrive, for Athanos is also a land where civilization is protected behind the walls of great poleis, each city-state a bulwark against the raging monsters that roam the more savage places of Athanos. Calarta, the polis of learning, progress, magic, and devotion to the gods, is a testament to the achievements of civilized humanity. It is hemmed in by vast golden wheat fields and the Siren Sea, and defended by the Reverent Army. In the polis of Cythidos, martial prowess is held in the highest esteem. Cythidosian warriors have reached near-mythic status throughout Athanos. The imposing cliff-top fortress of Cythidos lies at the center of a network of outposts that serve to protect the rest of Athanos, a fact that comforts many Athanosians. Theusis, the isolated polis surrounded by concentric rings of forest, is fiercely independent. Strong bonds connect its inhabitants, and all in Theusis share a veneration of nature.

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PCs:



NPCs:

Surath the Skull Cleaver (Minotaur Warlord)

Archetypes:

Races:

Creatures:

Hydra
The Kraken
Lion (Fleecemane Lion)
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

142 - Bataar

Post by Thorpocalypse »

Image
I can beat his ass with three arms tied behind my back. - Bataar

BATAAR
PL5


OPL: 5; DPL: 5; HP: 1
Real Name: Bataar
Archetype: Brawler
Age: 21
Height: 8-1
Weight: 500
Eyes: Brown
Hair: Brown
Skin: Olive
Race: Shokan
Alignment: Hero - Chaotic
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

ABILITIES: STRENGTH 5, STAMINA 6, AGILITY 2, DEXTERITY 1, FIGHTING 5, INTELLECT -1, AWARENESS 1, PRESENCE -1

SKILLS: Athletics 5 (+10), Deception (-1), Expertise [Survival] 6 (+5), Insight (+1), Intimidation 7 (+6/+7), Perception 4 (+5), Persuasion (-1), Ranged Combat [Throwing] 2 (+5), Stealth (+2/+0)

ADVANTAGES: All-Out Attack, Benefit (1), Benefit (Wealth Ranks) (7) (25 gp), Chokehold, Equipment (1), Fast Grab, Great Endurance, Improved Critical (1) (Unarmed), Improved Grab, Improved Initiative (1), Languages (1) (Common, Draconic, Base: Shokan), Ranged Attack (2), Takedown (2)

POWERS:
Shokan Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Shokan Physiology: Feature 1 (Longevity), Senses 4 (Infravision, Low-light Vision, Scent [Acute, Extended]), Extra Limbs 2 (2 extra arms, Extra: Innate), Leaping 1 (15 ft); 8 pts
Hands Like Tools: Feature 1 (You have sufficient strength and toughness to use your bare hands to do things like pound nails, loosen or tighten lug-nuts and heavy bolts, and even carve metal and stone with nothing more than your fingertips. You can do a great deal of work without the circumstance penalty for lacking proper tools); 1 pt
Strongest There Is: Feature 1 (In any contest or comparison of Strength, you win against anyone else with the same Strength rank, rather than tie); 1 pt
Brawling Skill: 10 pt Array, Quirk: Power Limits (10 uses of Brawling Skill per day, DC16 Fort check to use more); 14 pts
Sleeper Hold: Progressive Affliction 5 (Strength; Resisted and Overcome by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Flaw: Grab-Based); 10 pts
Fist Flurry: Bludgeoning Strength-based Damage 0 (Extra: Dangerous, Multiattack 5, Flaw: Unreliable [5 uses]); 1 pt
Cutting Loose: Extra: Penetrating 5 on Strength Damage; 1 pt
Massive Knockback: Move Object 5 (Extra: Linked [Strength Damage], Flaw: Ranged [Close], Limited to Flinging Targets Away); 1 pt
Sonic Slam: Cone Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Cone Area [60 ft cone], Extra Condition, Flaw: Limited to two degrees); 1 pt
Bracing: Immunity 10 (Being moved, Flaw: Sustained); 1 pt


Acquired Magic Items:
NONE

EQUIPMENT:
(5 pts)
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts

Acquired Items:

OFFENSE:
Initiative +6
Close Attack +5 [Unarmed +5; Fist Flurry +5, Critical 19-20, Multiattack; Sleeper Hold Affliction +5]
Ranged Attack +3
Special Attack [Sonic Slam Affliction +5, Cone Area]

DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +6 (+6 without Defensive Roll), Fortitude +7, Will +3

COMPLICATIONS:
Addiction: Bataar loves his drink, sometimes a bit too much.
Arrogance: Bataar doesn't think any other races are as tough as the Shokan. Obviously, that's not always the case…
Motivation: Proving himself to be the greatest brawler of all time.
Reputation: Shokan are known for being easy to anger and vicious warriors.
Responsibility: To his team and his clan.

Abilities 28 + Skills 12 (24 ranks) + Advantages 14 + Powers 30 + Defenses 6 = 90 / 90

Comments: Had to do a Shokan PC eventually. This is Bataar, cousin of Brakan, one of the kings’ elite bodyguards. Bataar worshipped his cousin and wants travel to learn about more fighting techniques and raise his skill so that he can eventually stand beside his cousin.
BATAAR
PL5


OPL: 5; DPL: 5; HP: 1
Real Name: Bataar
Archetype: Brawler
Age: 21
Height: 8-1
Weight: 500
Eyes: Brown
Hair: Brown
Skin: Olive
Race: Shokan
Alignment: Hero - Chaotic
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

ABILITIES: STRENGTH 5, STAMINA 6, AGILITY 2, DEXTERITY 1, FIGHTING 5, INTELLECT -1, AWARENESS 1, PRESENCE -1

SKILLS: Athletics 5 (+10), Deception (-1), Expertise [Survival] 6 (+5), Insight (+1), Intimidation 7 (+6/+7), Perception 4 (+5), Persuasion (-1), Ranged Combat [Throwing] 2 (+5), Stealth (+2/+0)

ADVANTAGES: All-Out Attack, Benefit (1), Benefit (Wealth Ranks) (7) (25 gp), Chokehold, Equipment (1), Fast Grab, Great Endurance, Improved Critical (1) (Unarmed), Improved Grab, Improved Initiative (1), Languages (1) (Common, Draconic, Base: Shokan), Ranged Attack (2), Takedown (2)

POWERS:
Shokan Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Shokan Physiology: Feature 1 (Longevity), Senses 4 (Infravision, Low-light Vision, Scent [Acute, Extended]), Extra Limbs 2 (2 extra arms, Extra: Innate), Leaping 1 (15 ft); 8 pts
Hands Like Tools: Feature 1 (You have sufficient strength and toughness to use your bare hands to do things like pound nails, loosen or tighten lug-nuts and heavy bolts, and even carve metal and stone with nothing more than your fingertips. You can do a great deal of work without the circumstance penalty for lacking proper tools); 1 pt
Strongest There Is: Feature 1 (In any contest or comparison of Strength, you win against anyone else with the same Strength rank, rather than tie); 1 pt
Brawling Skill: 10 pt Array, Quirk: Power Limits (10 uses of Brawling Skill per day, DC16 Fort check to use more); 14 pts
Sleeper Hold: Progressive Affliction 5 (Strength; Resisted and Overcome by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Flaw: Grab-Based); 10 pts
Fist Flurry: Bludgeoning Strength-based Damage 0 (Extra: Dangerous, Multiattack 5, Flaw: Unreliable [5 uses]); 1 pt
Cutting Loose: Extra: Penetrating 5 on Strength Damage; 1 pt
Massive Knockback: Move Object 5 (Extra: Linked [Strength Damage], Flaw: Ranged [Close], Limited to Flinging Targets Away); 1 pt
Sonic Slam: Cone Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Cone Area [60 ft cone], Extra Condition, Flaw: Limited to two degrees); 1 pt
Bracing: Immunity 10 (Being moved, Flaw: Sustained); 1 pt


Acquired Magic Items:
NONE

EQUIPMENT:
(5 pts)
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts

Acquired Items:

OFFENSE:
Initiative +6
Close Attack +5 [Unarmed +5; Fist Flurry +5, Critical 19-20, Multiattack; Sleeper Hold Affliction +5]
Ranged Attack +3
Special Attack [Sonic Slam Affliction +5, Cone Area]

DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +6 (+6 without Defensive Roll), Fortitude +7, Will +3

COMPLICATIONS:
Addiction: Bataar loves his drink, sometimes a bit too much.
Arrogance: Bataar doesn't think any other races are as tough as the Shokan. Obviously, that's not always the case…
Motivation: Proving himself to be the greatest brawler of all time.
Reputation: Shokan are known for being easy to anger and vicious warriors.
Responsibility: To his team and his clan.

Abilities 28 + Skills 12 (24 ranks) + Advantages 14 + Powers 30 + Defenses 6 = 90 / 90
Last edited by Thorpocalypse on Mon Feb 05, 2018 1:51 pm, edited 2 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

143 - Tak-Cha (Thri-Kreen Fighter)

Post by Thorpocalypse »

Image
Tik-tik-tik-tika-chit-tika-tika-chit-chika. - Tak-Cha

TAK-CHA
PL5


OPL: 5; DPL: 5; HP: 1
Real Name: Tak-Cha
Archetype: Figher
Age: 15
Height: 6-3
Weight: 150
Eyes: Red
Hair: None
Skin: Brown
Race: Thri-Kreen
Alignment: Hero - Neutral
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 4, DEXTERITY 2, FIGHTING 5, INTELLECT 0, AWARENESS 2, PRESENCE -1

SKILLS: Acrobatics 1 (+5), Athletics 5 (+7), Deception (-1), Expertise [Survival] 5 (+5), Insight (+2), Intimidation 5 (+4), Perception 5 (+7), Persuasion (-1), Ranged Combat [Throwing] 4 (+6), Stealth 1 (+5/+9)

ADVANTAGES: Benefit (1) (Ambidexterity), Benefit (Wealth Ranks) (5) (5 gp), Close Attack (1), Defensive Roll (1), Equipment (3), Great Endurance, Improved Disarm, Improved Initiative (1), Languages (1) (Common, 1 other, Base: Thri-Kreen), Move-by Action, Quick Draw, Takedown (2), Trance

POWERS:
Thri-Kreen Senses: Senses 3 (Normal Vision [Radius], Low-light Vision, Direction Sense); 3 pts
Thri-Kreen Physiology: Enhanced Strength 1 (Flaw: Limited to 2 arms), Extra Limbs 2 (2 extra arms), Immunity 4 (Sleep, Thirst [Flaw: Limited to half effect], Sleep Effects); 7 pts
Carapace: Protection 2, Enhanced Skills 2 (Stealth 4 ranks, Flaw: Limited to dessert/brown environments); 3 pts
Thri-Kreen Movement: Speed 1 (4 mph/60 fpr), Leaping 1 (15 ft); 2 pts
Hive Mind: Communication 1 (Mental [100 ft radius]); 4 pts
Poison Bite: Affliction 3 (Poison; Resisted/Overcome by Fortitude; 1st: Hindered, 2nd: Immobile, 3rd: Paralyzed, Flaw: Unreliable [5 uses], Quirk: Thri-Kreen must recharge their Poison Bite power every 1-2 rounds. GMs roll 1-10 (2 rounds), 11-20 (1 round) to determine frequency of usage); 1 pt
Fighting Skill: 4 pts Traits, Quirk: Ability Limits (10 uses of Fighting Skill per day, DC15 Fort check use more); 4 pts
Second Wind: Healing 4 (Flaw: Limited to self); 4 pts
Action Surge: Enhanced Advantages 1 (Luck [Recover]); 1 pt
Distracting Strike: Cumulative Affliction 4 (Martial; Resisted by Will, 1st: Defense Impaired, 2nd: Defenseless, Flaw: Limited to two degrees); 1 pt


Acquired Magic Items:
NONE

EQUIPMENT:
(15 pts)
Gythka: Slashing Strength-based Damage 2, Dangerous, Disarming, Double, Reach (5 ft); 6 pts,
Chatkcha: Ranged Piercing Damage 2, Dangerous; 5 pts

OFFENSE:
Initiative +8
Close Attack +6 [Unarmed +2; Gythka +4, Critical 19-20; Distracting Strike Affliction +4; Poison Bite Affliction +3]
Ranged Attack +2
Throwing +6 [Chatkcha +2, Critical 19-20]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +5 (+4 without Defensive Roll), Fortitude +5, Will +5

COMPLICATIONS:
Emotionally Stunted: Thri-Kreen do not have personalities like many other humanoids.
Monstrous Appearance: The Thri-Kreen's insectoid appearance can make it difficult for them fit into "normal" societal situations.
Motivation: Unlike many members of her brood, Tak-Cha is infinitely curious about the outside world and seeks to learn and expeirence as much of it as she can.
Naïve: Being raised in the Thri-Kreen society, Tak-Cha has little knowledge of the otherside world and other customs.
Phobia: Thri-Kreen are from the deserts and wastes so they do not swim and have a fear of drowning.
Relationships: She has grown very fond of Drenna and Naenen.

Abilities 30 + Skills 13 (26 ranks) + Advantages 15 + Powers 25 + Defenses 7 = 90 / 90

Comments: Not 100% sure of this first run a Thri-Kreen PC but I think I hit the high points. Thri-Kreen are insect people, or more the point, mantis people that live in the arid plains and deserts. They have been around through several editions of D&D and are a fave of a lot of people. I never really went up against or played one so I thought I would rectify that with Tak-Cha.

Tak-Cha was separated from her people after an attack by a rival clutch and ended up making her way to the outer edges of the King’s Patrol area in Gilthorian where she ran into Naenen the Firbolg who had just begun his Druid training. They immediately took a liking to each and other and have been inseparable ever since.
TAK-CHA
PL5


OPL: 5; DPL: 5; HP: 1
Real Name: Tak-Cha
Archetype: Figher
Age: 15
Height: 6-3
Weight: 150
Eyes: Red
Hair: None
Skin: Brown
Race: Thri-Kreen
Alignment: Hero - Neutral
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 4, DEXTERITY 2, FIGHTING 5, INTELLECT 0, AWARENESS 2, PRESENCE -1

SKILLS: Acrobatics 1 (+5), Athletics 5 (+7), Deception (-1), Expertise [Survival] 5 (+5), Insight (+2), Intimidation 5 (+4), Perception 5 (+7), Persuasion (-1), Ranged Combat [Throwing] 4 (+6), Stealth 1 (+5/+9)

ADVANTAGES: Benefit (1) (Ambidexterity), Benefit (Wealth Ranks) (5) (5 gp), Close Attack (1), Defensive Roll (1), Equipment (3), Great Endurance, Improved Disarm, Improved Initiative (1), Languages (1) (Common, 1 other, Base: Thri-Kreen), Move-by Action, Quick Draw, Takedown (2), Trance

POWERS:
Thri-Kreen Senses: Senses 3 (Normal Vision [Radius], Low-light Vision, Direction Sense); 3 pts
Thri-Kreen Physiology: Enhanced Strength 1 (Flaw: Limited to 2 arms), Extra Limbs 2 (2 extra arms), Immunity 4 (Sleep, Thirst [Flaw: Limited to half effect], Sleep Effects); 7 pts
Carapace: Protection 2, Enhanced Skills 2 (Stealth 4 ranks, Flaw: Limited to dessert/brown environments); 3 pts
Thri-Kreen Movement: Speed 1 (4 mph/60 fpr), Leaping 1 (15 ft); 2 pts
Hive Mind: Communication 1 (Mental [100 ft radius]); 4 pts
Poison Bite: Affliction 3 (Poison; Resisted/Overcome by Fortitude; 1st: Hindered, 2nd: Immobile, 3rd: Paralyzed, Flaw: Unreliable [5 uses], Quirk: Thri-Kreen must recharge their Poison Bite power every 1-2 rounds. GMs roll 1-10 (2 rounds), 11-20 (1 round) to determine frequency of usage); 1 pt
Fighting Skill: 4 pts Traits, Quirk: Ability Limits (10 uses of Fighting Skill per day, DC15 Fort check use more); 4 pts
Second Wind: Healing 4 (Flaw: Limited to self); 4 pts
Action Surge: Enhanced Advantages 1 (Luck [Recover]); 1 pt
Distracting Strike: Cumulative Affliction 4 (Martial; Resisted by Will, 1st: Defense Impaired, 2nd: Defenseless, Flaw: Limited to two degrees); 1 pt


Acquired Magic Items:
NONE

EQUIPMENT:
(15 pts)
Gythka: Slashing Strength-based Damage 2, Dangerous, Disarming, Double, Reach (5 ft); 6 pts,
Chatkcha: Ranged Piercing Damage 2, Dangerous; 5 pts

OFFENSE:
Initiative +8
Close Attack +6 [Unarmed +2; Gythka +4, Critical 19-20; Distracting Strike Affliction +4; Poison Bite Affliction +3]
Ranged Attack +2
Throwing +6 [Chatkcha +2, Critical 19-20]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +5 (+4 without Defensive Roll), Fortitude +5, Will +5

COMPLICATIONS:
Emotionally Stunted: Thri-Kreen do not have personalities like many other humanoids.
Monstrous Appearance: The Thri-Kreen's insectoid appearance can make it difficult for them fit into "normal" societal situations.
Motivation: Unlike many members of her brood, Tak-Cha is infinitely curious about the outside world and seeks to learn and expeirence as much of it as she can.
Naïve: Being raised in the Thri-Kreen society, Tak-Cha has little knowledge of the otherside world and other customs.
Phobia: Thri-Kreen are from the deserts and wastes so they do not swim and have a fear of drowning.
Relationships: She has grown very fond of Drenna and Naenen.

Abilities 30 + Skills 13 (26 ranks) + Advantages 15 + Powers 25 + Defenses 7 = 90 / 90
Last edited by Thorpocalypse on Mon Feb 05, 2018 1:53 pm, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Sekhumnkhet

Post by Thorpocalypse »

Image

Inspired the Egyptian themed MTG set, which is one of my all-time favorites storyline-wise...

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SEKHUMNKHET

Towering, gold-encrusted monuments break the unending monotony of a horizon formed of sun-blasted sand. Awe-inspiring, animal-headed gods walk among the people, offering them care and protection from the horrors of the desert. A wide, life-giving river offers its abundant bounty, providing for every physical need. Happy, hopeful people offer sacrifices in grand temples dedicated to their benevolent gods, addressing their spiritual needs. They know that this life—wonderful as it is—is just the beginning, the prelude to the perfection that awaits them in the afterlife, promised to them by their God-Pharaoh.

Sekhumnkhet is a land of dichotomy. Beyond the lush river valley lies endless, scorching desert. Accursed, desiccated mummies roam the desert, while carefully embalmed mummies attend to the needs of the living in the glorious city. The people have everything they need—they are protected from the desert heat and wandering mummies by a magical barrier, and they spend their lives in focused training, honing their bodies and minds to perfection. Yet they eagerly anticipate the time when they will be permitted to die in combat and leave this world behind.

The gods are custodians of the path to the afterlife, established by the God-Pharaoh to purify and perfect the people who follow it and undergo its trials. Each god oversees one of the five trials and instructs the initiates who are preparing to face the trial, helping them to cultivate one of the five aspects of mortal perfection: solidarity, knowledge, strength, ambition, and zeal.

On the surface, Sekhumnkhet seems like a marvelous place to live, but something unsettling and nefarious lurks behind the grand facade...

Image
The Multiverse only suffers fools briefly. A useful lesson, if you survive.

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PCs:

Tak-Cha (Thri-Kreen Fighter)

NPCs:


Archetypes:

Races:

Khenra

Creatures:

Crocodile
Crocodile (Dire)
Sphinx
Sphinx (Criosphinxes)
Tiger
Tiger (Sabretooth Tiger)
Zombies
Zombies (Gravehound)
Last edited by Thorpocalypse on Mon Feb 05, 2018 2:25 am, edited 4 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Naenen (Firbolg Druid)

Post by Thorpocalypse »

Image
You're right, Tak-Cha. He is not very nice. But you really shouldn't threaten to eat his head. - Naenen

NAENEN
PL5


OPL: 5; SPL: -; DPL: 5; FWPL: 5; HP: 1
Real Name: Naenen
Archetype: Druid
Age: 98
Height: 8-2
Weight: 425
Eyes: Brown
Hair: Brown
Skin: Purple
Race: Firbolg
Alignment: Hero - Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 0, DEXTERITY 0, FIGHTING 4, INTELLECT 1, AWARENESS 2, PRESENCE 2

SKILLS: Athletics 2 (+6), Deception (+2), Expertise [Magic] 4 (+5), Expertise [Nature] 4 (+5) [Ritualist], Insight 3 (+5), Intimidation (+2/+3), Perception 3 (+5), Persuasion (+2), Stealth (+0/-2)

ADVANTAGES: Benefit (Wealth Ranks) (6), Equipment (2), Languages (1) (Giant, Sylvan, Base: Common), Ritualist

POWERS:
Firbolg Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Firbolg Hide: Protection 1; 1 pt
Long Lived: Feature 1 (Longevity); 1 pt
Speech of Beast and Leaf: Comprehend 3 (Speak Understand Plants and Animals): 6 pts
Firbolg Magic: 5 pt Array, Flaw: Unreliable (5 uses); 5 pts
Disguise Self: Morph 1 (Single form; smaller version of self); 5 pts
Hidden Step: Concealment 2 (Visual); 1 pt
Detect Magic: Detect Magic (Mental, Ranged); 1 pt
Green Thumb: Feature 1 (You have a potent “green thumb,” allowing you to grow small (size rank –4 or less) plants from seeds to full maturity in a matter of seconds, a limited version of the Plant Growth power); 1 pt
Horticulture: Feature 1 (You can identify different plant species and their properties simply by looking at or touching them); 1 pt
Living Springtime: Feature 1 (You can make flowering plants flower instantly out of season, or make fruiting plants produce mature fruit instantly out of season); 1 pt
Plant Healer: Feature 1 (Your touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health, like a limited version of the Healing effect); 1 pt
Nature's Aid: Healing 2; 4 pts

Magic Items:
NONE

EQUIPMENT:
(10 pts)
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Quarterstaff: Bludgeoning Strength-Based Damage 2; 2 pts

OFFENSE:
Initiative +0
Close Attack +4 [Unarmed +4; Staff +6]
Ranged Attack +0

DEFENSES:
Dodge +3 [DC13] Parry +4 [DC14]
Toughness +6 (+6 without Defensive Roll), Fortitude +6, Will +4

COMPLICATIONS:
Honor: Firbolgs are naturally good creatures overall and Naenen is one of the most honorable.
Monstrous Appearance: Frirbolgs have a hard time fitting into "normal" society due to size and unique appearance.
Motivation: Naenen wants to protect nature and his friends from evil.
Power Loss: Druids need to be able to speak and gesture to cast their spells.
Rivalry: Firbolgs do not get along with most other giants.

Abilities 28 + Skills 8 (16 ranks) + Advantages 4 + Powers 27 + Defenses 8 = 75 / 75

Comments: How can you not love Firbolgs? Naenen here is my first take on one and I made him a Druid since Firbolgs have great ties to nature and I never saw those big lugs as good rangers, but I guess they could be.

Naenen has decided to leave his tribe and see the world and met up with Tak-Cha when she was being hassled by some brigands. After saving her, Tak-Cha began to follow him and they have been close friends ever since.
NAENEN
PL5


OPL: 5; SPL: -; DPL: 5; FWPL: 5; HP: 1
Real Name: Naenen
Archetype: Druid
Age: 98
Height: 8-2
Weight: 425
Eyes: Brown
Hair: Brown
Skin: Purple
Race: Firbolg
Alignment: Hero - Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 0, DEXTERITY 0, FIGHTING 4, INTELLECT 1, AWARENESS 2, PRESENCE 2

SKILLS: Athletics 2 (+6), Deception (+2), Expertise [Magic] 4 (+5), Expertise [Nature] 4 (+5), Insight 3 (+5), Intimidation (+2/+3), Perception 3 (+5), Persuasion (+2), Stealth (+0/-2)

ADVANTAGES: Benefit (Wealth Ranks) (6), Equipment (2), Languages (1), Ritualist

POWERS:
Firbolg Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Firbolg Hide: Protection 1; 1 pt
Long Lived: Feature 1 (Longevity); 1 pt
Speech of Beast and Leaf: Comprehend 3 (Speak Understand Plants and Animals): 6 pts
Firbolg Magic: 5 pt Array, Flaw: Unreliable (5 uses); 5 pts
Disguise Self: Morph 1 (Single form; smaller version of self); 5 pts
Hidden Step: Concealment 2 (Visual); 1 pt
Detect Magic: Detect Magic (Mental, Ranged); 1 pt
Green Thumb: Feature 1 (You have a potent “green thumb,” allowing you to grow small (size rank –4 or less) plants from seeds to full maturity in a matter of seconds, a limited version of the Plant Growth power); 1 pt
Horticulture: Feature 1 (You can identify different plant species and their properties simply by looking at or touching them); 1 pt
Living Springtime: Feature 1 (You can make flowering plants flower instantly out of season, or make fruiting plants produce mature fruit instantly out of season); 1 pt
Plant Healer: Feature 1 (Your touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health, like a limited version of the Healing effect); 1 pt
Nature's Aid: Healing 2; 4 pts

Magic Items:
NONE

EQUIPMENT:
(10 pts)
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Quarterstaff: Bludgeoning Strength-Based Damage 2; 2 pts

OFFENSE:
Initiative +0
Close Attack +4 [Unarmed +4; Staff +6]
Ranged Attack +0

DEFENSES:
Dodge +3 [DC13] Parry +4 [DC14]
Toughness +6 (+6 without Defensive Roll), Fortitude +6, Will +4

COMPLICATIONS:
Honor: Firbolgs are naturally good creatures overall and Naenen is one of the most honorable.
Monstrous Appearance: Frirbolgs have a hard time fitting into "normal" society due to size and unique appearance.
Motivation: Naenen wants to protect nature and his friends from evil.
Power Loss: Druids need to be able to speak and gesture to cast their spells.
Rivalry: Firbolgs do not get along with most other giants.

Abilities 28 + Skills 8 (16 ranks) + Advantages 4 + Powers 27 + Defenses 8 = 75 / 75
Last edited by Thorpocalypse on Fri Dec 13, 2019 8:27 pm, edited 5 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

145 - Tilron (Merfolk Shaman)

Post by Thorpocalypse »

Image
Water grants life to us all. But for those that don't respect it, it can also bring a very painful end. - Tilron

TILRON
PL5


OPL: 5; DPL: 5; HP: 1
Real Name: Tilron
Archetype: Shaman
Age: 20
Height: 6-3
Weight: 200
Eyes: Yellow
Hair: Red
Skin: Blue
Race: Merfolk
Alignment: Hero - Neutral
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 2, DEXTERITY 2, FIGHTING 3, INTELLECT 2, AWARENESS 3, PRESENCE 1

SKILLS: Athletics 2 (+4), Close Combat [Trident] 2 (+5), Deception (+1), Expertise [Magic] 3 (+5) [Ritualist], Expertise [Nature] 3 (+5), Insight 2 (+5), Intimidation (+1), Perception 2 (+5), Persuasion (+1), Stealth (+2)

ADVANTAGES: Animal Empathy, Benefit (Wealth Ranks) (6) (10 gp), Equipment (2), Favored Environment (Underwater), Languages (1) (Common, Sylvan, Base: Merfolk), Ranged Attack (2), Ritualist

POWERS:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation: Aquatic), Senses 1 (Low-light Vision); 6 pts
Aquatic Movement: Swimming 3 (4 mph/60 fpr), Enhanced Athletics 4 (Flaw: Limited to swim checks); 5 pts
Living Canteen: Feature 1 (Produce clean, drinkable water at will, at rank –5 volume per round [increasing volume with rank]; 1 pt
Water Sponge: Feature 1 (Undo any water damage caused by your powers at will, similar to the Reversible modifier); 1 pt
Human Water Purifier: Feature 1 (Make contaminated water pure and drinkable instantly at a rate of about a gallon per round); 1 pt
Water Shield: Enhanced Dodge 2 (Flaw: Sustained), Enhanced Parry 2 (Flaw: Sustained); 4 pts
Shaman Spells: 12 pt Array, Quirk: Mana Limits (10 uses of Shaman Spells per day, DC15 Will check to cast more); 15 pts
Water Blast: Ranged Bludgeoning Water Damage 6; 12 pts
Wall of Water: Create 6 (Water Objects); 1 pt
Water Scrying: Remote Sensing 6 (1800 ft; Visual and Auditory, Flaw: Medium [Water]); 1 pt
Hydrokinesis: Perception Range Move Object 5 (Flaw: Limited [to Water]); 1 pt
Drown: Cumulative Ranged Affliction 4 (Water; Resisted and Overcome by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Incapacitated); 1 pt
Water Healing: Healing 5 (Extra: Stabilize); 1 pt


Acquired Magic Items:
NONE

EQUIPMENT:
(10 pts)
Seashell Armor: Protection 2; 2 pts
Arsenal: (8 pts)
Trident: Piercing Strength-based Damage 3, Dangerous, Disarming, Reach, Feature 1 (Spellcasting focus); 7 pts
Javelin: Ranged Piercing Damage 2, Dangerous, Flaw: Unreliable [5 uses]; 1 pt

Acquired Items:


OFFENSE:
Initiative +2
Close Attack +3 [Unarmed +2]
Trident +5 [Trident +5, Critical 19-20]
Ranged Attack +4 [Javelin +2, Critical 19-20; Water Blast +6; Water Wall Create +6; Drown Affliction +4]
Special Attack [Hydokinesis Move Object +5, Perception]

DEFENSES:
Dodge +3 (+5 with Water Shield) [DC13/15] Parry +3 (+5 with Water Shield) [DC13/15]
Toughness +5 (+5 without Defensive Roll), Fortitude +5, Will +5

COMPLICATIONS:
Motivation: Tilron wants to see the world and protect those who need the protection of the strong.
Power Loss: Shaman need to be able speak and gesture to cast their spells.
Responsibility: Merfolk are very protective of their clans and their home seas, lake or rivers.
Vulnerable: Merfolk can function on land for an extended period of time, but must ingest or be immersed in water on a daily basis or risk impaired, disability, incapacitation and eventually death if dry for too long.

Abilities 36 + Skills 7 (14 ranks) + Advantages 8 + Powers 34 + Defenses 5 = 90 / 90

Comments: Tilron a Merfolk Shaman, based on loosely on many of the same type of character from numerous Magic the Gathering sets over the years.

Tilron is from the Deeproot Tribe of Teztaca.
TILRON
PL5


OPL: 5; DPL: 5; HP: 1
Real Name: Tilron
Archetype: Shaman
Age: 20
Height: 6-3
Weight: 200
Eyes: Yellow
Hair: Red
Skin: Blue
Race: Merfolk
Alignment: Hero - Neutral
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 2, DEXTERITY 2, FIGHTING 3, INTELLECT 2, AWARENESS 3, PRESENCE 1

SKILLS: Athletics 2 (+4), Close Combat [Trident] 2 (+5), Deception (+1), Expertise [Magic] 3 (+5) [Ritualist], Expertise [Nature] 3 (+5), Insight 2 (+5), Intimidation (+1), Perception 2 (+5), Persuasion (+1), Stealth (+2)

ADVANTAGES: Animal Empathy, Benefit (Wealth Ranks) (6) (10 gp), Equipment (2), Favored Environment (Underwater), Languages (1) (Common, Sylvan, Base: Merfolk), Ranged Attack (2), Ritualist

POWERS:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation: Aquatic), Senses 1 (Low-light Vision); 6 pts
Aquatic Movement: Swimming 3 (4 mph/60 fpr), Enhanced Athletics 4 (Flaw: Limited to swim checks); 5 pts
Living Canteen: Feature 1 (Produce clean, drinkable water at will, at rank –5 volume per round [increasing volume with rank]; 1 pt
Water Sponge: Feature 1 (Undo any water damage caused by your powers at will, similar to the Reversible modifier); 1 pt
Human Water Purifier: Feature 1 (Make contaminated water pure and drinkable instantly at a rate of about a gallon per round); 1 pt
Water Shield: Enhanced Dodge 2 (Flaw: Sustained), Enhanced Parry 2 (Flaw: Sustained); 4 pts
Shaman Spells: 12 pt Array, Quirk: Mana Limits (10 uses of Shaman Spells per day, DC15 Will check to cast more); 15 pts
Water Blast: Ranged Bludgeoning Water Damage 6; 12 pts
Wall of Water: Create 6 (Water Objects); 1 pt
Water Scrying: Remote Sensing 6 (1800 ft; Visual and Auditory, Flaw: Medium [Water]); 1 pt
Hydrokinesis: Perception Range Move Object 5 (Flaw: Limited [to Water]); 1 pt
Drown: Cumulative Ranged Affliction 4 (Water; Resisted and Overcome by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Incapacitated); 1 pt
Water Healing: Healing 5 (Extra: Stabilize); 1 pt


Acquired Magic Items:
NONE

EQUIPMENT:
(10 pts)
Seashell Armor: Protection 2; 2 pts
Arsenal: (8 pts)
Trident: Piercing Strength-based Damage 3, Dangerous, Disarming, Reach, Feature 1 (Spellcasting focus); 7 pts
Javelin: Ranged Piercing Damage 2, Dangerous, Flaw: Unreliable [5 uses]; 1 pt

Acquired Items:


OFFENSE:
Initiative +2
Close Attack +3 [Unarmed +2]
Trident +5 [Trident +5, Critical 19-20]
Ranged Attack +4 [Javelin +2, Critical 19-20; Water Blast +6; Water Wall Create +6; Drown Affliction +4]
Special Attack [Hydokinesis Move Object +5, Perception]

DEFENSES:
Dodge +3 (+5 with Water Shield) [DC13/15] Parry +3 (+5 with Water Shield) [DC13/15]
Toughness +5 (+5 without Defensive Roll), Fortitude +5, Will +5

COMPLICATIONS:
Motivation: Tilron wants to see the world and protect those who need the protection of the strong.
Power Loss: Shaman need to be able speak and gesture to cast their spells.
Responsibility: Merfolk are very protective of their clans and their home seas, lake or rivers.
Vulnerable: Merfolk can function on land for an extended period of time, but must ingest or be immersed in water on a daily basis or risk impaired, disability, incapacitation and eventually death if dry for too long.

Abilities 36 + Skills 7 (14 ranks) + Advantages 8 + Powers 34 + Defenses 5 = 90 / 90
Last edited by Thorpocalypse on Tue Feb 06, 2018 4:18 pm, edited 2 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Wolfenstrahd

Post by Thorpocalypse »

Image

Image

Gothic settings are great to role play in. I'm currently playing through the Curse of Strahd campaign in my FTF D&D group and it's been a lot of fun so far. So taking some cues from that, the gothic MTG setting and some of the great RPG video games of all time, here is...

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

WOLFENSTRAHD

When the light fades and the moon rises over Wolfenstrahd, humanity becomes the universal prey. Packs of werewolves are drawn out by the moon, their humanity washed away by animal rage. Vampire families bare their fangs at the scent of human blood. Hordes of walking dead lurch across the manors and moors, driven by an innate hunger for the living. Alchemically created abominations twitch to life in alchemists' laboratories. Geists haunt the huddled human towns and terrify travelers along the dark crossways in between. From Wolfenstrahd's depths, powerful demons and impish devils plot humanity's downfall.

The humans of Wolfenstrahd have done their best to fight back. They form torch-wielding mobs to cleanse the abominations with fire. They train specialized holy warriors called cathars to strike back against the supernatural horrors. Most of all, they brandish the power of the Church of Avacyn. The Church is named for its leader, the powerful archangel Avacyn who was created to safeguard humanity and allow them to coexist with their predators.

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

PCs:

Dathan Caspian (Human War Mage)
Lady Laurien Montrayne (Aasimar Fiend Hunter)

NPCs:


Archetypes:


Races:

Vampires (Standard)

Creatures:

Werewolves
Werewolves (Packlord Alpha)
Wolf
Wolf (Dire)
Wraith
Zombies
Zombies (Gravehound)
Zombies (Minotaur)
Zombies (Ogre)
Last edited by Thorpocalypse on Mon Feb 05, 2018 2:26 am, edited 3 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

146 - Lady Laurien Montrayne

Post by Thorpocalypse »

Image
To hell with you. - Lady Laurien Montrayne

LADY LAURIEN MONTRAYNE
PL5


OPL: 5; DPL: 5; HP: 1
Real Name: Laurien Montrayne
Archetype: Fiend Hunter
Age: 33
Height: 5-5
Weight: 116
Eyes: Golden
Hair: Black
Skin: Red
Race: Aasimar
Alignment: Hero - Neutral
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 4, DEXTERITY 4, FIGHTING 4, INTELLECT 2, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 3 (+7) [Agile Feint], Athletics 2 (+3), Close Combat [Short Blades] 3 (+7), Deception (+0), Expertise [Demonolgy] 3 (+5), Expertise [Magic] 3 (+5), Insight 2 (+4), Intimidation (+0), Perception 3 (+5), Persuasion (+0), Ranged Combat [Crossbow] 3 (+7), Stealth (+4)

ADVANTAGES: Agile Feint, Benefit (Wealth Ranks) (8) (50 gp), Equipment (3), Deep Ties* (1) (Obsession), Favored Foe (Fiends), Improved Critical (1) (Crossbow), Improved Initiative (1), Languages (1) (Abyssal, Undercommon, Base: Common), Move-by Action, Takedown (1)

POWERS:
Aasimar Senses: Senses 4 (Darkvision, Detect Celestials [Mental, Ranged]); 4 pts
Aasimar Physiology: Immunity 10 (Necrotic Damage [Flaw: Limited to half effect], Radiant Damage [Flaw: Limited to half effect); 5 pts
Fiend Hunter Training: Enhanced Advantages 1 (Second Chance [Will checks against demonic effects]), Senses 3 (Detect Fiends [Mental, Ranged, Tracking]); 4 pts
Twin Enchanted Crossbows: 12 pts Traits, Easily Removable (-4 pts), Feature 1 (Magical); 9 pts
Crossbow Blast: Ranged Multiattack Piercing Damage 3 (Extra: Affects Insubstantial 2, Dangerous); 12 pts

Acquired Magic Items:
NONE

EQUIPMENT:
(15 pts)
Studded Leather Armor: Protection 2; 2 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Twin Silver Daggers: Strength-based Piercing Damage 2, Dangerous, Double, Feature 1 (Silver); 5 pts

OFFENSE:
Initiative +8
Close Attack +4 [Unarmed +1]
Short Blades +7 [Twin Silver Daggers +3, Critical 19-20]
Ranged Attack +4
Crossbow +7 [Twin Enchanted Crossbows +3, Critical 18-20, Multiattack]

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +4 (+4 without Defensive Roll), Fortitude +4, Will +5

COMPLICATIONS:
Dark Side: Being the daughter of a fallen celestial, Lady Laurien has to fight against her dark side on a regular basis.
Enemy: Having performed several exorcisms and outright destruction of demons and unholy creatures over the years, she' developed several enemies.
Obsession: Destroying demons, fiends and the unholy.

Abilities 38 + Skills 11 (22 ranks) + Advantages 11 + Powers 21 + Defenses 9 = 90 / 90

Comments: This is my take on an Aasimar Fiend Hunter, Lady Laurien Montrayne. I felt like making an Elsa Bloodstone expy so I whipped her up based on her and the sweet art I ran across.

Lady Laurien is an Aasimar who comes from a well to do family from Wolfenstrahd where she learned her fiend and monster hunting skills as a matter of survival.
LADY LAURIEN MONTRAYNE
PL5


OPL: 5; DPL: 5; HP: 1
Real Name: Laurien Montrayne
Archetype: Fiend Hunter
Age: 33
Height: 5-5
Weight: 116
Eyes: Golden
Hair: Black
Skin: Red
Race: Aasimar
Alignment: Hero - Neutral
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 4, DEXTERITY 4, FIGHTING 4, INTELLECT 2, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 3 (+7) [Agile Feint], Athletics 2 (+3), Close Combat [Short Blades] 3 (+7), Deception (+0), Expertise [Demonolgy] 3 (+5), Expertise [Magic] 3 (+5), Insight 2 (+4), Intimidation (+0), Perception 3 (+5), Persuasion (+0), Ranged Combat [Crossbow] 3 (+7), Stealth (+4)

ADVANTAGES: Agile Feint, Benefit (Wealth Ranks) (8) (50 gp), Equipment (3), Deep Ties* (1) (Obsession), Favored Foe (Fiends), Improved Critical (1) (Crossbow), Improved Initiative (1), Languages (1) (Abyssal, Undercommon, Base: Common), Move-by Action, Takedown (1)

POWERS:
Aasimar Senses: Senses 4 (Darkvision, Detect Celestials [Mental, Ranged]); 4 pts
Aasimar Physiology: Immunity 10 (Necrotic Damage [Flaw: Limited to half effect], Radiant Damage [Flaw: Limited to half effect); 5 pts
Fiend Hunter Training: Enhanced Advantages 1 (Second Chance [Will checks against demonic effects]), Senses 3 (Detect Fiends [Mental, Ranged, Tracking]); 4 pts
Twin Enchanted Crossbows: 12 pts Traits, Easily Removable (-4 pts), Feature 1 (Magical); 9 pts
Crossbow Blast: Ranged Multiattack Piercing Damage 3 (Extra: Affects Insubstantial 2, Dangerous); 12 pts

Acquired Magic Items:
NONE

EQUIPMENT:
(15 pts)
Studded Leather Armor: Protection 2; 2 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Twin Silver Daggers: Strength-based Piercing Damage 2, Dangerous, Double, Feature 1 (Silver); 5 pts

OFFENSE:
Initiative +8
Close Attack +4 [Unarmed +1]
Short Blades +7 [Twin Silver Daggers +3, Critical 19-20]
Ranged Attack +4
Crossbow +7 [Twin Enchanted Crossbows +3, Critical 18-20, Multiattack]

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +4 (+4 without Defensive Roll), Fortitude +4, Will +5

COMPLICATIONS:
Dark Side: Being the daughter of a fallen celestial, Lady Laurien has to fight against her dark side on a regular basis.
Enemy: Having performed several exorcisms and outright destruction of demons and unholy creatures over the years, she' developed several enemies.
Obsession: Destroying demons, fiends and the unholy.

Abilities 38 + Skills 11 (22 ranks) + Advantages 11 + Powers 21 + Defenses 9 = 90 / 90
Last edited by Thorpocalypse on Mon Feb 05, 2018 1:55 pm, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Vellenza

Post by Thorpocalypse »

Image

Image

The first two Assassin's Creed games are two of my faves. I became a huge fan of Ezio and Altair and the concept of the Assassin's Guild. I also am a fan of the Conspiracy set of MTG and the two are just ripe for crossover with their Italian renaissance setting. So...

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

VELLENZA

Country of perpetual renaissance, Vellenza's beautiful cities are known across the continent for their breathtaking architecture and the ingenuity of their inventors. Despite its scenic vistas, Vellenza is one of the most dangerous planes an adventurer can visit. Every sleeve hides a dagger, every smile a lie. In the capital of Vellenza —Tuliani, the High City—murder and subterfuge are common. Here, the fine print has fine print. Beneath the thin veil of civility, political factions and ruthless thugs vie for control of Tuliani. Those who sit in the legislative seats of the High City control the vote, and the laws issued from Tuliani mystically bind the populace. Adventurers travelling to Vellenza should note that murder, manslaughter, and violence have never been outlawed—in fact, they are tools utilized by politicians on a regular basis.

Outside of Tuliani, the populace lives in smaller towns run by local government. Although they are not directly involved in the schemes of Tuliani, the towns are still rife with corruption and back-alley dealings. The massacre of Tadiz is a grim reminder of this truth. Although far from the High City and bordering the wilderness, everyone was viciously murdered here years ago, their lives lost to an unknown scheme. The expansive wilderness also remains unexplored. The explorer Selvala was one of the first to travel the frontier, trying to find the world beyond the debauchery of nobles. Although the magic of the High City still dictates a citizen's actions, deep in the ancient forests, there is a promise of peace, for a reprieve from the backstabbing—and frontstabbing—of Vellenzian politics.

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

PCs:

Magdalena Di Fiori (Human Assassin)

NPCs:


Archetypes:


Races:


Creatures:
Last edited by Thorpocalypse on Sun Feb 04, 2018 7:13 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
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Joined: Fri Nov 04, 2016 8:52 pm

147 - Magdalena Di Fiori (Human Assassin)

Post by Thorpocalypse »

Image
I didn't really want to kill him, but "want to kill" isn't in the job description for an assassin. - Magdalena Di Fiori

MAGDALENA DEI FIORI
PL6


OPL: 6; DPL: 6; HP: 1
Real Name: Magdalena Di Fiori
Archetype: Assassin
Age: 21
Height: 5-5
Weight: 123
Eyes: Green
Hair: Brown
Skin: Olive
Race: Human
Alignment: Hero - Neutral
Occupation: Assassin/Adventurer
Base of Operations: Mobile
Affiliations: The Assasssin's Order

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 5, DEXTERITY 4, FIGHTING 8, INTELLECT 2, AWARENESS 2, PRESENCE 2

SKILLS: Acrobatics 6 (+11) [Accelerated Acrobatics], Athletics 6 (+7), Close Combat [Short Blades] 1 (+9), Deception 2 (+4), Expertise [Assassin] 4 (+6), Expertise [Poison] 3 (+5), Expertise [Theology and Philosophy] 1 (+3), Insight (+2), Intimidation (+2), Investigation 4 (+6), Perception 4 (+6), Persuasion (+2), Ranged Combat [Crossbow] 5 (+9), Sleight of Hand 3 (+7), Stealth 5 (+10), Technology (+4/+12)

ADVANTAGES: Accelerated Acrobatics*, Benefit (Wealth Ranks) (7) (25 gp), Equipment (3), Improved Initiative (1), Languages (1) (2 others, Base: Common), Move-by Action, Quick Draw, Takedown (1)

POWERS:
Parkour: Movement 5 (Environmental Adaptation [Urban]), Safe Fall, Sure-Footed 2 [Reduce penalty by 2 ranks], Wall-Crawling 1 [Speed rank -1], Flaw: Limited to Moving in Urban Environments) 5 pts
Trained Thief: Enhanced Skills 4 (Technology 8 ranks, Flaw: Limited to lockpicking/bypassing security); 2 pts
Backstab: Piercing Strength-based Damage 0, Enhanced Advantages 6 (Improved Critical 6 [Short Blades 3, Crossbow 3]), (Extra: Multiattack/Ranged Multiattack 3, Flaw: Easily Removable [Requires light weapon as determined by GM – ex: daggers/knives, short sword, rapier, short bow, shuriken, throwing knives], Limited [must succeed at Perception vs. Stealth check or have ally within close range of opponent]); 4 pts

Acquired Magic Items:
NONE

EQUIPMENT:
(15 pts)
Cloak and Leather Armor: Protection 1, Subtle; 2 pts
Twin Daggers: Piercing Strength-Based Damage 2, Concealable, Dangerous, Double; 5 pts
Garotte: Grabbing 0, Chokehold; 1 pt
Arsenal: (6 pts)
Light Crossbow: Ranged Piercing Damage 2, Dangerous; 5 pts
Short Sword: Slashing Strength-Based Damage 2, Dangerous; 1 pt

Acquired Items:


OFFENSE:
Initiative +9
Close Attack +8 [Unarmed +1]
Short Blades +9 [Twin Daggers +3, Critical 19-20; Twin Daggers Backstab +3, Critical 16-20, Multiattack; Shortsword +3, Critical 19-20; Shortsword Backstab +3, Critical 16-20, Multiattack]
Ranged Attack +4
Crossbow +9 [Crossbow +2, Critical 19-20; Crossbow Backstab +2, Critical 19-20, Multiattack]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +4 (+3 without Defensive Roll), Fortitude +5, Will +6

COMPLICATIONS:
Daddy Issues: Magdalenas father was an assassin and unfortunately he made some mistakes that Guiseppe and his family have had to pay for.
Motivation: Restoring honor to her family's name amongst the Assassin's Guild.
Relationships: She is close to his mother Franchetta, and her brother, Guiseppe.
Responsibility: To the Assassin's Order.
Sibling Rivalry: While close to her brother, she wants to prove herself to be as great of an assassin as he, so she has chosen to travel and hone her skills, leaving their home city in his hands.

Abilities 52 + Skills 22 (44 ranks) + Advantages 10 + Powers 11 + Defenses 10 = 105 / 105

Comments: I know I’ve been saying this for over 10 years when I post builds, but I really cannot wait to test Magdalena. The minute I started considering takes on the MTG settings for part of my world and I saw Fiora, I knew I was going to include the Asssassin’s Guild too. So obviously I was going to do a PC take on one. I was originally going to go with an Ezio expy, but after looking at some art, I had to go with a female.

Magdalena is the little sister of well known (well, amongst the underworld) assassin Giuseppe Di Fiori. Wanting to forge her own path she decided to get out of Tuliani and ply her trade elsewhere. She’s met with mixed success as she didn’t complete all of her training but her natural ability and, so far, her luck, has allowed her to be moderately successful. She’s made her way to Gilthorian where appears she will meet up with some adventurers who will help her use her skills for the right reasons.
MAGDALENA DEI FIORI
PL5


OPL: 5; DPL: 5; HP: 1
Real Name: Magdalena Di Fiori
Archetype: Assassin
Age: 21
Height: 5-5
Weight: 123
Eyes: Green
Hair: Brown
Skin: Olive
Race: Human
Alignment: Hero - Neutral
Occupation: Assassin/Adventurer
Base of Operations: Mobile
Affiliations: The Assasssin's Order

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 5, DEXTERITY 4, FIGHTING 5, INTELLECT 2, AWARENESS 2, PRESENCE 2

SKILLS: Acrobatics 4 (+9) [Accelerated Acrobatics], Athletics 3 (+4), Close Combat [Short Blades] 2 (+7), Deception 2 (+4), Expertise [Assassin] 1 (+3), Expertise [Poison] 2 (+4), Expertise [Theology and Philosophy] 1 (+3), Insight (+2), Intimidation (+2), Investigation 1 (+3), Perception 3 (+5), Persuasion (+2), Ranged Combat [Crossbow] 4 (+8), Sleight of Hand 3 (+7), Stealth 4 (+9), Technology

ADVANTAGES: Accelerated Acrobatics*, Benefit (Wealth Ranks) (7) (25 gp), Equipment (3), Improved Initiative (1), Languages (1) (2 others, Base: Common), Move-by Action, Quick Draw, Takedown (1)

POWERS:
Parkour: Movement 5 (Environmental Adaptation [Urban]), Safe Fall, Sure-Footed 2 [Reduce penalty by 2 ranks], Wall-Crawling 1 [Speed rank -1], Flaw: Limited to Moving in Urban Environments) 5 pts
Trained Thief: Enhanced Skills 4 (Technology 8 ranks, Flaw: Limited to lockpicking/bypassing security); 2 pts
Backstab: Piercing Strength-based Damage 0, Enhanced Advantages 6 (Improved Critical 6 [Short Blades 3, Crossbow 3]), (Extra: Multiattack/Ranged Multiattack 3, Flaw: Easily Removable [Requires light weapon as determined by GM – ex: daggers/knives, short sword, rapier, short bow, shuriken, throwing knives], Limited [must succeed at Perception vs. Stealth check or have ally within close range of opponent]); 4 pts

Acquired Magic Items:
NONE

EQUIPMENT:
(15 pts)
Cloak and Leather Armor: Protection 1, Subtle; 2 pts
Twin Daggers: Piercing Strength-Based Damage 2, Concealable, Dangerous, Double; 5 pts
Garotte: Grabbing 0, Chokehold; 1 pt
Arsenal: (6 pts)
Light Crossbow: Ranged Piercing Damage 2, Dangerous; 5 pts
Short Sword: Slashing Strength-Based Damage 2, Dangerous; 1 pt

Acquired Items:


OFFENSE:
Initiative +9
Close Attack +5 [Unarmed +1]
Short Blades +7 [Twin Daggers +3, Critical 19-20; Twin Daggers Backstab +3, Critical 19-20, Multiattack; Shortsword +5, Critical 19-20; Shortsword Backstab +3, Critical 19-20, Multiattack]
Ranged Attack +4
Crossbow +8 [Crossbow +2, Critical 19-20; Crossbow Backstab +2, Critical 19-20, Multiattack]

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +3 (+3 without Defensive Roll, +0 Impervious), Fortitude +4, Will +5

COMPLICATIONS:
Daddy Issues: Magdalena's father was an assassin and unfortunately he made some mistakes that Giuseppe and his family have had to pay for.
Motivation: Restoring honor to her family's name amongst the Assassin's Guild.
Relationships: She is close to his mother Franchetta, and her brother, Giuseppe.
Responsibility: To the Assassin's Order.
Sibling Rivalry: While close to her brother, she wants to prove herself to be as great of an assassin as he, so she has chosen to travel and hone her skills, leaving their home city in his hands.

Abilities 46 + Skills 15 (30 ranks) + Advantages 9 + Powers 11 + Defenses 9 = 90 / 90
Last edited by Thorpocalypse on Sat Feb 10, 2018 5:26 am, edited 2 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville »

Good God! So many builds! You're shaming ME with this stuff, now :)!

I love the Shokan Monk idea- I never added any PCs to my Castellia campaign from the Shokan race, oddly. All of those cities are really cool, too- I kind of just made indiscriminate "kingdoms" and characters without making actual REAL settings for stuff. I should really look into that. I'm digging the low-end PC builds of the more "odd" races, like Firbolg, Thri-Kreen, and others.
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Woodclaw
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Re: J-Mart Fantasy: Weekend Build Dump - NPCs, PCs, Setting info, etc...

Post by Woodclaw »

I can smell the 5th Edition material all over this thread :P

Kudos to you Thorp for not butchering any Italian name with these last posts.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)
Yojimbo
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Re: J-Mart Fantasy: Weekend Build Dump - NPCs, PCs, Setting info, etc...

Post by Yojimbo »

This is awesome stuff. Digging the gothic setting and the Assassin's Creed stuff especially. Are you planning on doing more with your Fantasy Wakanda (my D&D setting has a version, too because of course you need one) - I'd love to see more of that.
Thorpocalypse
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Re: J-Mart Fantasy: Weekend Build Dump - NPCs, PCs, Setting info, etc...

Post by Thorpocalypse »

Jabroniville wrote: Sun Feb 04, 2018 9:47 am Good God! So many builds! You're shaming ME with this stuff, now :)!

I love the Shokan Monk idea- I never added any PCs to my Castellia campaign from the Shokan race, oddly. All of those cities are really cool, too- I kind of just made indiscriminate "kingdoms" and characters without making actual REAL settings for stuff. I should really look into that. I'm digging the low-end PC builds of the more "odd" races, like Firbolg, Thri-Kreen, and others.
Like I said before, sitting around with the laid up wife for the past couple of weeks has given me time to get back into the swing. I'm not feeling the superhero stuff at the moment (although that will probably change after Black Panther, of course). The last x-rays did show a hairline crack so that actually made her feel better since it explained the pain that wasn't being accounted for with the initial x-rays. Life lesson folks, do NOT just take the ER's word for things. They're generally pretty good, but they're like McDonald's, get you in, get you out, get the next patient in. Always follow up with your primary care physician after if it's anything even moderately serious, especially with this John Sublime-like Flu that's going around.

Originally I was going to make an NPC or PC from every race in my world. Then I realized I'm closing in on 50 races, not counting dragons, giants and other more monstrous creatures that could almost be "races". Probably not going to happen. I'm up to 28 PCs at the moment, so that throws out my other plan of trying to play them all, too. I'll get to some of them, though. I'm getting ready to hit some playtesting again. I loaded up on one-shot adventures at Drive-Thru RPG so I just need to do a little converting and I should have some stuff posted in a couple of weeks, if not sooner.
Woodclaw wrote: Sun Feb 04, 2018 2:23 pm I can smell the 5th Edition material all over this thread :P

Kudos to you Thorp for not butchering any Italian name with these last posts.
No doubt. I am plucking heavily from that and the Magic the Gathering lore for things right now just because I am really pleased with where Wizards is going with both of those properties at the moment. I keep toying with the idea of starting a 5E thread, but haven't really taken the time to think about to convert superheroes over and not just do my own takes on fantasy stuff. I'll keep kicking it around, maybe I'll jump on it soon.

And I am really glad I did OK with the Italian names. If I keep doing more stuff, call me out if I screw something up. Same with anyone familiar with any if the settings I'm doing based on other cultures. I'd like to be as accurate as possible on things because I know how frustrating it can when it seems like people don't take your culture seriously. And I certainly do try to respect all culture, I just tend to be...um, well, stupid, sometimes and it doesn't always come off that way. Although I guess I'm far from the only one that has had that happen. ;)
Me fail English? That's unpossible. - Ralph Wiggum
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