Kirinke's Conversions

Where in all of your character write ups will go.
kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Figurine of Wondrous Power - Bronze Griffon

Post by kirinke » Sun Nov 06, 2016 2:38 am

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Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves and understands its owner and whatever common language he or she speaks. When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor.

10PP BRONZE GRIFFON (Easily Removable Device)
Minion - PL 8
Strength 4, Stamina 8, Agility 4, Dexterity 4, Fighting 8, Intellect 4, Awareness 4, Presence 4

Advantages
Improved Initiative, Luck (Improve Roll) 2

Skills
Acrobatics 4 (+8), Athletics 4 (+8), Insight 4 (+8), Intimidation 2 (+8), Perception 4 (+8)

Powers
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)
Protection: Protection 4 (+4 Toughness)
Senses: Senses 14 (Acute: sight, Acute: olfactory, Analytical: sight, Analytical: olfactory, Darkvision, Direction Sense, Distance Sense, Extended: olfactory 3: x1k, Extended: sight 3: x1k)
Damage (Claws/Bite): Damage 8

Offense
Initiative +8
Grab, +8 (DC Spec 14)
Throw, +4 (DC 19)
Unarmed, +8 (DC 19)
Languages
Native Language
Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 12, Will 8

Power Points
Abilities 64 + Powers 40 + Advantages 3 + Skills 9 (18 ranks) + Defenses 12 = 128
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Figurine of Wondrous Power - Ebon Fly

Post by kirinke » Sun Nov 06, 2016 2:40 am

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8PP EBON FLY (Easily Removable Device)

Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves and understands its owner and whatever common language he or she speaks. When animated, an ebony fly is the size of a pony.

Strength 4, Stamina 12, Agility 4, Dexterity 4, Fighting 8, Intellect 0, Awareness 2, Presence 0

Skills
Acrobatics 4 (+8), Intimidation 6 (+8), Perception 7 (+9)

Powers
Bite/Claw: Damage 8 (DC 23)
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category)
Senses: Senses 10 (Acute: hearing, Acute: vision, Acute: olfactory, Analytical: hearing, Analytical: vision, Analytical: olfactory, Darkvision, Direction Sense, Distance Sense)

Offense
Initiative +4
Bite/Claw: Damage 8, +8 (DC 23)
Grab, +8 (DC Spec 14)
Throw, +4 (DC 19)
Unarmed, +8 (DC 19)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 12, Toughness 12, Will 8

Power Points
Abilities 52 + Powers 34 + Advantages 0 + Skills 9 (17 ranks) + Defenses 10 = 105
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Figurine of Wondrous Power - Golden Lions

Post by kirinke » Sun Nov 06, 2016 2:41 am

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16PP GOLDEN LIONS (Easily Removable Device)
These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for one full week. They enlarge and shrink upon speaking the command word.

Strength 4, Stamina 8, Agility 4, Dexterity 4, Fighting 8, Intellect 0, Awareness 0, Presence 4

Advantages
Improved Grab, Improved Initiative

Skills
Athletics 4 (+8), Stealth 8 (+8)

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category)
Senses: Senses 7 (Acute: olfactory, Acute: sight, Analytical: olfactory, Analytical: sight, Extended: olfactory 2: x100, Low-light Vision)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +8
Grab, +8 (DC Spec 14)
Throw, +4 (DC 19)
Unarmed, +8 (DC 19)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 8, Will 8

Power Points
Abilities 48 + Powers 17 + Advantages 2 + Skills 6 (12 ranks) + Defenses 16 = 89
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Figurine of Wondrous Power - Ivory Goats

Post by kirinke » Sun Nov 06, 2016 2:41 am

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26PP IVORY GOATS (Easily Removable Device)
These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function:

THE GOAT OF TRAVELING
This statuette provides a speedy and enduring mount equal to that of a draft horse.
Strength 6, Stamina 8, Agility 2, Dexterity 2, Fighting 8, Intellect 0, Awareness 0, Presence 0

Skills
Athletics 2 (+8), Perception 8 (+8), Stealth 2 (+0)

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Movement: Movement 1 (Sure-footed 1)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +2
Grab, +8 (DC Spec 16)
Throw, +2 (DC 21)
Unarmed, +8 (DC 21)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 8, Will 8

Power Points
Abilities 36 + Powers 15 + Advantages 0 + Skills 6 (12 ranks) + Defenses 18 = 75

The GOAT OF TRAVAIL
This statuette becomes an enormous creature, larger than a bull, with the statistics of a nightmare (without the evil descriptor).

Strength 6, Stamina 8, Agility 2, Dexterity 2, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 6

Skills
Athletics 2 (+8), Perception 8 (+8), Stealth 2 (+0)

Powers
Fire Breath: Damage 8 (DC 23; Increased Range: ranged)
Choking Smoke: Environment 8 (Alternate; Visibility (-5), Radius: 0.5 miles)
Flaming Hooves and Horns: Damage 8 (Alternate; DC 23)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category)
Immunity: Immunity 20 (Damage Effect: fire)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Movement: Movement 1 (Sure-footed 1)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +2
Fire Breath: Damage 8, +8 (DC 23)
Flaming Hooves and Horns: Damage 8, +8 (DC 23)
Grab, +8 (DC Spec 16)
Throw, +8 (DC 21)
Unarmed, +8 (DC 21)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 8, Will 8

Power Points
Abilities 36 + Powers 53 + Advantages 6 + Skills 6 (12 ranks) + Defenses 18 = 119

THE GOAT OF TERROR
When called upon with the proper command word, this terrible mount leaps into battle at the command of its master, sowing fear and carnage in it's wake.

Strength 6, Stamina 8, Agility 2, Dexterity 2, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 6

Skills
Athletics 2 (+8), Perception 8 (+8), Stealth 2 (+0)

Powers
Fire Breath: Shapeable Area Damage 8 (DC 23; Shapeable Area: 30 cft., DC 18, Increased Range: ranged)
Choking Smoke: Environment 8 (Alternate; Visibility (-5), Radius: 0.5 miles)
Flaming Hooves and Horns: Damage 8 (Alternate; DC 23)
Mind Control: Cumulative Shapeable Area Affliction Attack 1 (Alternate; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 11; Shapeable Area: 30 cft., DC 11, Attack: Will, Cumulative, Increased Range 2: perception)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category)
Immunity: Immunity 5 (Damage Effect: fire)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Movement: Movement 1 (Sure-footed 1)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +2
Fire Breath: Shapeable Area Damage 8 (DC 23)
Flaming Hooves and Horns: Damage 8, +8 (DC 23)
Grab, +8 (DC Spec 16)
Mind Control: Cumulative Shapeable Area Affliction Attack 1 (DC Will 11)
Throw, +8 (DC 21)
Unarmed, +8 (DC 21)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 8, Will 8

Power Points
Abilities 36 + Powers 47 + Advantages 6 + Skills 6 (12 ranks) + Defenses 18 = 113
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Figurine of Wondrous Power - Marble Elephant

Post by kirinke » Sun Nov 06, 2016 2:41 am

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Marble Elephant
(PP 5 Easily Removable Device)
This is the largest of the figurines, the statuette being about the size of a human hand. Upon utterance of the command word, a marble elephant grows to the size and specifications of a real Elephant. The animal created from the statuette is fully obedient to the figurine’s owner, serving as a beast of burden, a mount, or a combatant. The statue can be used once every other day.

Summon Minion Elephant - 7

Strength 10, Stamina 10, Agility 0, Dexterity 0, Fighting 10, Intellect 0, Awareness 0, Presence 0

Advantages
Improved Grab

Powers
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size categories, +1 speed ranks)
Senses: Senses 9 (Acute: Scent, Acute: Hearing, Analytical: Scent, Analytical: hearing, Extended: Scent 2: x100, Extended: Hearing 2: x100, Low-light Vision)
Trample: Damage 10 (DC 25; Multiattack)
Trunk: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)

Offense
Initiative +0
Grab, +10 (DC Spec 20)
Throw, +0 (DC 25)
Trample: Damage 10, +10 (DC 25)
Unarmed, +10 (DC 25)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 10, Toughness 10, Will 10

Power Points
Abilities 28 + Powers 46 + Advantages 0 + Skills 0 (0 ranks) + Defenses 20 = 94
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Figurine of Wondrous Power - Obsidian Steed

Post by kirinke » Sun Nov 06, 2016 2:42 am

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9PP Obsidian Steed
This figurine appears to be a small, shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped. On command, the near-formless piece of obsidian becomes a fantastic mount. There is a 10% chance per use that the steed will transport the rider to the lower planes and revert to its statue state for 24 hrs. Note that when an obsidian steed becomes ethereal or plane shifts, its rider and his gear follow suit.

Summon Minion PL 8
(There is a 10% chance per use that the steed will transport the rider to the lower planes and revert to its statue state for 24 hrs)

Strength 8, Stamina 8, Agility 2, Dexterity 2, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
Great Endurance

Skills
Perception 8 (+8)

Powers
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category)
Movement: Movement 3 (Dimensional 3: any dimension, 50 lbs.; Affects Others)
Senses: Senses 9 (Acute: hearing, Acute: sight, Analytical: hearing, Analytical: sight, Extended: hearing 2: x100, Extended: sight 2: x100, Low-light Vision)

Offense
Initiative +2
Grab, +8 (DC Spec 18)
Throw, +2 (DC 23)
Unarmed, +8 (DC 23)
Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 8, Will 8

Power Points
Abilities 40 + Powers 36 + Advantages 1 + Skills 4 (8 ranks) + Defenses 18 = 99
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Figurine of Wondrous Power - Obsidian Steed

Post by kirinke » Sun Nov 06, 2016 2:42 am

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17PP Onyx Dog Easily Removable Device

When commanded, this statuette changes into a creature that resembles a huge black malamute/wolf hybrid about the size of a heavy war horse. It can be summoned for 24 hrs once every other day. It can speak any language and has exceptional olfactory and visual abilities.

Summon Minion PL 8

Strength 8, Stamina 8, Agility 4, Dexterity 4, Fighting 8, Intellect 4, Awareness 4, Presence 4

Advantages
Fearless, Languages 1

Skills
Deception 8 (+12), Insight 4 (+8), Intimidation 6 (+12), Perception 8 (+12), Persuasion 8 (+12), Stealth 12 (+12)

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category)
Senses: Senses 14 (Acute: sight, Acute: olfactory, Acute: hearing, Analytical: sight, Analytical: olfactory, Analytical: hearing, Darkvision, Extended: sight 2: x100, Extended: olfactory 2: x100, Extended: hearing 2: x100)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Leaping: Leaping 5 (Alternate; Leap 250 feet at 60 miles/hour)

Offense
Initiative +4
Grab, +8 (DC Spec 18)
Throw, +4 (DC 23)
Unarmed, +8 (DC 23)

Languages
English, Native Language
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Figurine of Wondrous Power - Serpentine Owl

Post by kirinke » Sun Nov 06, 2016 2:43 am

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Serpentine Owl (Easily Removable Device)
This figurine becomes either a normal-sized horned owl or a giant owl according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours.
The owl communicates with its owner by telepathic means, informing her of all it sees and hears.

Abilities
Strength 1, Stamina 1, Agility 2, Dexterity -2, Fighting 1, Intellect 0, Awareness 2, Presence -3

Skills
Perception 6 (+8), Stealth 2 (+12)

Powers
Communication: Mental Communication 3
Comprehend: Comprehend 5 (Animals - Speak To, Animals - Understand, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round; Subtle: subtle; Wings)
Growth: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -1 active defenses)
Senses: Senses 2 (Low-light Vision, Ultravision)
Shrinking: Shrinking 3 (-1 Intimidate, +3 Stealth, +1 active defenses)
Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent)

Offense
Initiative +2
Grab, +1 (DC Spec 11)
Throw, -2 (DC 16)
Unarmed, +1 (DC 16)

Languages
Native Language

Defense
Dodge 6, Parry 5, Fortitude 5, Toughness 1, Will 2
Power Points

Abilities -4 + Powers 57 + Advantages 0 + Skills 4 (8 ranks) + Defenses 4 = 61
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Figurine of Wondrous Power - Silver Raven

Post by kirinke » Sun Nov 06, 2016 2:44 am

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Silver Raven (Easily Removable Device)
This silver figurine turns into a white raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities.

Abilities
Strength -2, Stamina -2, Agility 2, Dexterity -2, Fighting 1, Intellect 2, Awareness 2, Presence -3

Skills
Perception 6 (+8)

Powers
Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round; Subtle: subtle; Wings)
Senses: Senses 2 (Low-light Vision, Ultravision)
Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent)

Offense
Initiative +2
Grab, +1 (DC Spec 8)
Throw, -2 (DC 13)
Unarmed, +1 (DC 13)

Languages
Native Language

Defense
Dodge 6, Parry 5, Fortitude 2, Toughness -2, Will 2

Power Points
Abilities 0 + Powers 23 + Advantages 0 + Skills 3 (6 ranks) + Defenses 4 = 30
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Feather Tokens

Post by kirinke » Sun Nov 06, 2016 2:55 am

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Feather Token
Each of these items is a small feather that has a power to suit a special need. Below are some sample tokens.

16PP Feather Token Fan (Easily Removable)
A token that forms a huge flapping fan that can control the Air itself.
Create: Create 1 (Volume: 2 cft., DC 11; Increased Duration: continuous; Limited: creating fan)
Element Control: Move Object 8 (6 tons, DC 23; Damaging)

2PP Feather Token: Ancor (Easily Removable)
This token creates an ancor and a rope that can render a boat immobile. At least until the rope is cut or the boat is sunk or something...
Create: Create 2 (Volume: 4 cft., DC 12; Increased Duration: continuous; Limited: An Ancor and a rope strong enough to tether a boat.

2PP Feather Token: Bird (Easily Removable)
A token that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon.
Summon: Summon 2

2PP Feather Token: Swan Boat (Easily Removable)

A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination.
Create: Create 5 (Volume: 30 cft., DC 15; Increased Duration: continuous, Movable; Limited 5: Swan boat and Movable is limited to swimming)

4PP Feather Token: Tree (Easily Removable)
This weird token creates a huge fruit tree, fully loaded with whatever fruit it should produce.
Create: Create 3 (Volume: 8 cft., DC 13; Increased Duration: continuous; Limited: Fruit Trees)

8PP Feather Token: Whip (Easily Removable)

This token creates a huge leather whip.
Create: Create 1 (Volume: 2 cft., DC 11; Increased Duration: continuous, Secondary Effect)
Damage: Damage 8 (DC 23; Entangling, Tripping)
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Gauntlets, Gloves, Gems and Goggles

Post by kirinke » Sun Nov 06, 2016 2:56 am

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37PP Gauntlet of Rust (Removable)
These powerful gauntlets protect the wearer from rust (magical other otherwise) and also allows the wearer to deliver damage to their opponent's gear.
Corrosive (activation, command word)
Immunity To Rust: Immunity 6 (Linked; Damage Effect: Rust, Environmental Condition: Rust)
Rust: Damage 8 (Linked; DC 23; Secondary Effect)
Rust: Weaken 8 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 18; Affects Objects, Secondary Effect)

3PP Gauntlets of Ogre Power (Removable)
These sturdy gauntlets give the wearer enhanced strength.
Enhanced Ability: Enhanced Strength 2 (+2 STR)

11PP Gem of Brightness (Easily Removable)
This crystal appears to be a long, rough prism. Upon utterance of a command word, the crystal emits bright light of three different sorts.
Lantern Light: Environment 2 (Light, Radius: 60 feet; Activation: command word)
Light Blast: Damage 8 (DC 23; Increased Range: ranged; Activation: command word)
Blinding Flash: Cumulative Affliction 1 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 11; Cumulative, Increased Range: ranged; Activation: command word, Limited: Sight)

9PP Gem of Seeing (Easily Removable)
This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a gem of seeing enables the user to see through all illusions and concealment.
True Perception: Senses 15 (Counters All Concealment: Sight, Counters Illusion: Vision, Counters Illusion: Hearing, Counters Illusion: Taste, Counters Illusion: Touch, Counters Illusion: Smell)

1PP Glove of Storing (Removable)
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored item appears instantly.
Dimensional Pocket: Feature 1, Activation: command word

13PP Gloves of Snaring (Removable)
Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible. They allow the user to catch almost any projectile.
Snare: Cumulative Affliction 8 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 18; Cumulative, Extra Condition, Increased Range: ranged; Limited: Projectiles, Limited Degree, Activation: command word)

7PP Gloves of Swimming and Climbing (Removable)
These apparently normal lightweight gloves allow the wearer to swim and climb anything with ease.
Movement: Movement 2 (Wall-crawling 2: full speed, Activation: command word)
Swimming: Swimming 5 (Speed: 16 miles/hour, 250 feet/round, Activation: command word)

2PP Goggles of Minute Seeing (Easily Removable, Activation: command word)
The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see things at their molecular level.
Senses: Senses 4 (Microscopic Vision 4: atom-size)

2PP Goggles of Night (Easily Removable, Activation: command word)
These goggles allow the wearer to see perfectly in pitch black darkness.
Senses: Senses 4 (Darkvision, Infravision, Low-light Vision)

Gloves of Dexterity
These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus of +2, +4, or +6.
06PP Gloves of Dexterity +4 (Removable): Enhanced Dexterity 4 (+4 DEX)
10PP Gloves of Dexterity +6 (Removable): Enhanced Dexterity 6 (+6 DEX)
03PP Gloves of Dexterity +2 (Removable): Enhanced Dexterity 2 (+2 DEX)
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Golem Manual

Post by kirinke » Sun Nov 06, 2016 2:56 am

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10PP Golem Manual (Summon 10, Easily Removable Device)


These strange, powerful and ancient tomes contain the arcane knowledge to summon golems of various types.

Sample Golem

Abilities
Strength 10, Stamina -, Agility 0, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Interpose, Power Attack

Skills
Intimidation 12 (+14), Perception 4 (+4), Ranged Combat: Throw 6 (+6), Stealth 4 (+0)

Powers
Mystically-Forged Body
Enchanted Clay: Protection 10 (+10 Toughness; Impervious)

Ensorcelled Strength (Incurable)
Groudstrike: Burst Area Affliction 10 (Alternate; 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20, Extra Condition; Limited: Golem and targets must be touching the ground, Limited Degree)

Mystic Senses: Senses 6 (Accurate: Magical Awareness, Awareness: Magical, Darkvision, Radius: Magical Awareness)

Mystical Might: Power-lifting 3 (+3 STR for lifting; Innate; Permanent)
Self-Healing: Regeneration 5 (Every 2 rounds)
Stature: Growth 4 (+4 STR, +4 Tough, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)

Warded: Immunity 55 (Fortitude Effects, Interaction Skills, Very Common Descriptor: Magic; Limited - Half Effect [20 ranks only])

Offense
Initiative +0
Grab, +8 (DC Spec 20)
Groudstrike: Burst Area Affliction 10 (DC Fort 20)
Throw, +6 (DC 25)
Unarmed, +8 (DC 25)

Complications
Fail-safe: If stationary with "death" (in any language) written on it is placed in its mouth, the Golem is immediately Incapacitated, like the condition of the same name.

Mute: The Golem is incapable of speaking

Languages
Native Language

Defense
Dodge 5, Parry 7, Fortitude None, Toughness 10, Will 8

Power Points
Abilities 18 + Powers 90 + Advantages 3 + Skills 13 (26 ranks) + Defenses 16 = 140
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Hands

Post by kirinke » Sun Nov 06, 2016 2:57 am

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5PP Hand of Glory (Easily Removable)
This creepy, icky and gross magical item resembles a defleshed or mummified hand and hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use daylight and see invisibility when a command word is spoken.

Daylight: Environment 2 (Light (Bright), Radius: 60 feet), Activation: Command Word
Extra Ring: Feature 1
See Invisibility and Counters Illusion: Senses 4 (Counters Concealment: Invisibility, Counters Illusion: Sight), Activation: Command Word

3PP Hand of the Mage (Easily Removable)

This creepy, icky and gross magical item resembles a defleshed or mummified hand and hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to move objects (up to 100 lbs)

Mage Hand: Move Object 1 (100 lbs.), Activation: Command Word
Extra Ring: Feature 1
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Bag of Holding

Post by kirinke » Sun Nov 06, 2016 2:57 am

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The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown below.

If a bag of holding is turned inside out, its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action—unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full round action.

PP 3 BAG TYPE I
Easily Removable Device, Dimensional Pocket 2, Teleport 1, Accurate.
Holds 250 lbs, weights 15 lbs

PP 4 BAG TYPE II
Easily Removable Device, Dimensional Pocket 3, Teleport 1, Accurate.
Holds 500 lbs, weights 30 lbs

PP 5 BAG TYPE III
Easily Removable Device, Dimensional Pocket 4, Teleport 1, Accurate.
Holds 1000 lbs, weights 30 lbs

PP 6 BAG TYPE IV
Easily Removable Device, Dimensional Pocket 5, Teleport 1, Accurate.
Holds 250 lbs, weights 60 lbs
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1133
Joined: Sat Nov 05, 2016 2:28 pm

Handy Haversack

Post by kirinke » Sun Nov 06, 2016 2:58 am

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A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is standard move action.

3PP Handy Haversack
Easily Removable Device, Dimensional pocket 1, Teleport Accurate 1
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

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