That's good to know. I actually liked the John Carter movie, but like Woodclaw, I never got into the novels. I'll have to hit some Wikis and see what else I can build homages to in my setting.Woodclaw wrote: ↑Tue Jan 02, 2018 10:30 amI only found out about that very recently (I really don't like the John Carter novels), but one of the interesting bits is that, according to the original source material, every now and then, a 'Black furred ape' is born, which is way more ferocious than its kin.
J-Mart Fantasy: Closed for remodeling
-
- Posts: 3239
- Joined: Fri Nov 04, 2016 8:52 pm
Re: J-Mart Fantasy: Owlbears, Bulette, Girallon
Me fail English? That's unpossible. - Ralph Wiggum
-
- Posts: 3239
- Joined: Fri Nov 04, 2016 8:52 pm
80 - Mind Flayer
Licenses to Illithid.
MIND FLAYER
PL8
OPL: 8; DPL: 8; HP: 1
ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 2, DEXTERITY 2, FIGHTING 6, INTELLECT 4, AWARENESS 4, PRESENCE 4
SKILLS: Athletics (+2), Close Combat [Tentacles] 3 (+9), Deception 6 (+10) [Daze], Expertise [Underdark] 6 (+10), Insight 5 (+9), Intimidation 6 (+10), Perception 8 (+12), Persuasion 5 (+9), Stealth 5 (+7)
ADVANTAGES: Daze (1) (Deception), Equipment (1), Fast Grab, Improved Defense, Improved Hold, Languages (1) (Common, Draconic, Base: Deep Speech), Speed of Thought*
POWERS:
Natural Body Armor: Protection 4; 4 pts
Underground Dweller: Senses 2 (Darkvision); 2 pts
Tentacles: Extra Limbs 4 (4 Tentacles), Enhanced Advantages 2 (Fast Grab, Improved Hold); 6 pts
Ageless: Immunity 1 (Disease), Feature 1 (Longevity); 2 pts
Brain Extraction: Damage 5 (Extra: Concentration, Linked, Penetrating 5, Flaw: Grab-based), Weaken Intellect 3 (Extra: Concentration, Linked, Flaw: Grab-based); 13 pts
Brain Ingestion: Reaction Healing 5 (Extra: Reaction [when target takes damage from Brain Extraction], Flaw: Limited to Self Only); 20 pts
Psionic Array: 33 pt Array; 35 pts
Mental Blast: Psychic Perception Ranged Damage 8 (Extra: Alternate Resistance [Will], Subtle); 33 pts
Mind Control: Perception Ranged Cumulative Affliction 8 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Subtle); 1 pt
Telepathy: Mind Reading 8, Communication 1 (Mental, 100 ft), Comprehend 2 (Speak, Understand all languages); 1 pt
EQUIPMENT:
(5 pts)
Quarterstaff: Bludgeoning Strength-Based Damage 2; 2 pts
OFFENSE:
Initiative +4
Close Attack +6 [Unarmed +2; Staff +4]
Tentacles +9 [Brain Extraction +5]
Special Attack [Mind Blast +8, Perception; Mind Control Affliction +8, Perception]
DEFENSES:
Dodge +9 [DC19] Parry +8 [DC18]
Toughness +7, Fortitude +6, Will +9
COMPLICATIONS:
Arrogance: Mind Flayers consider themselves superior to all other creatures
Motivation: Illithids live to dominate others and are constantly planning ways, or searching for objects or pawns to help them do so
Reputation: Their reputation precedes them anywhere they go across Gloriant
Abilities 54 + Skills 22 (44 ranks) + Advantages 5 + Powers 82 + Defenses 17 = 180 / 180
Comments: As much as I never though D&D handled psionic powers that well (I thought they were unbalancing) I always loved Mind Flayers. Many are the times I’ve had my character, or a party member turned against the party thanks to these bastards. Despite that, I love the concept and they were one of the first things I knew I had to do a version of for my setting.
Me fail English? That's unpossible. - Ralph Wiggum
-
- Posts: 3239
- Joined: Fri Nov 04, 2016 8:52 pm
81 - Hydra
Hail, HYDRA! Cut off one head, two more will take it's place!
HYDRA
PL9
OPL: 9; DPL: 9; HP: 1
ABILITIES: STRENGTH 7, STAMINA 8, AGILITY 0, DEXTERITY 0, FIGHTING 7, INTELLECT -4, AWARENESS 1, PRESENCE -3
SKILLS: Athletics 3 (+10), Deception (-3), Insight (+1), Intimidation (-3/+1), Perception 7 (+8), Persuasion (-3), Stealth (+0/-8)
ADVANTAGES: Close Attack (4), Diehard, Fearless, Improved Grab, Improved Initiative (1), Takedown (1), Trance
POWERS:
Hydra Size: Growth 8 (+8 Str, +8 Sta, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1 [4 mph/60 fpr], +8 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 17 pts
Hydra Senses: Senses 4 (Darkvision, Low-light Vision, Scent [Acute]); 4 pts
Aquatic: Immunity 1 (Suffocation [Drowning]), Swimming 2 (2 mph/15 fpr); 3 pts
Hydra Hide: Protection 4, Impervious Toughness 8; 12 pts
Many Heads: Summon 5 (75 pt Minions; Extra: Continuous, Heroic, Horde, Innate, Multiple Minions 2 [4 Heads], Sacrifice, Flaw: Limited to Hydra Heads); 51 pts
Cut Off One Head, Two More Grow in it's Place: Summon 5 (75 pt Minions; Extra: Continuous, Heroic, Horde, Innate, Multiple Minions 5 [32 Heads], Sacrifice, Triggered [when a head is severed without applying fire to the wound], Flaw: Limited [Horde limited to two Hydra Heads per round], Limited to Hydra Heads, Limited to no more than 9 Hydra Heads at a time, Uncontrolled); 62 pts)
Hydra Bite: Piercing Strength-based Damage 0 (Extra: Dangerous); 1 pt
EQUIPMENT:
NONE
OFFENSE:
Initiative +4
Close Attack +11 [Unarmed +7; Hydra Bite +7, Critical 19-20]
Ranged Attack +0
DEFENSES:
Dodge +2 [DC12] Parry +6 [DC16]
Toughness +12 (+4 Impervious), Fortitude +10, Will +6
COMPLICATIONS:
Disability: Hydras cannot speak humanoid languages, nor they use their claws to easily manipulate objects.
Abilities 0 + Skills 5 (10 ranks) + Advantages 10 + Powers 150 + Defenses 16 = 181 / 181
Comments: My take on the Hydra for my setting. I struggled with this one for a while because I was torn about using a Minion Summoning mechanic for the heads or just going with some modified Regen and a Multiattack Strike for the multiple heads, but I went with the summon, at least for now.HYDRA HEADS
PL9
OPL: 9; DPL: 9; HP: 0
ABILITIES: STRENGTH 7, STAMINA 4, AGILITY 0, DEXTERITY 0, FIGHTING 7, INTELLECT -4, AWARENESS 1, PRESENCE -3
SKILLS: Athletics (+7), Deception (-3), Insight (+1), Intimidation (-3), Perception 7 (+8), Persuasion (-3), Stealth (+0/-4)
ADVANTAGES: Close Attack (4), Fearless, Improved Initiative (1), Takedown (1), Trance
POWERS:
Hydra Head and Neck 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
Hydra Senses: Senses 4 (Darkvision, Low-light Vision, Scent [Acute]); 4 pts
Aquatic: Immunity 1 (Suffocation [Drowning]); 1 pt
Hydra Hide: Protection 4, Impervious 4; 12 pts
Hydra Bite: Piercing Strength-based Damage 0 (Extra: Dangerous); 1 pt
EQUIPMENT:
NONE
OFFENSE:
Initiative +4
Close Attack +11 [Unarmed +7; Hydra Bite +7, Critical 19-20]
Ranged Attack +0
DEFENSES:
Dodge +7 [DC17] Parry +8 [DC18]
Toughness +8 (+4 Impervious), Fortitude +10, Will +6
COMPLICATIONS:
Disability: Hydra heads cannot speak humanoid languages, nor they use their mouth to easily manipulate objects.
Vulnerable: Hydra Heads are obviously the multiple heads of the Hydra and cannot function without the body.
Abilities 8 + Skills 4 (7 ranks) + Advantages 8 + Powers 27 + Defenses 23 = 70 / 70
I could easily see me building a much higher level version for when my PCs get to epic levels or just for fun, because I love Hydras, especially since I started playing Magic. They seem to have some in every set and they are always fun to play, even if they rarely make it top tier decks.
Me fail English? That's unpossible. - Ralph Wiggum
-
- Posts: 3239
- Joined: Fri Nov 04, 2016 8:52 pm
82 - Trolls
I am completely offended by internet arseholes being named after us!
TROLL
PL7
OPL: 7; DPL: 7; HP: 1
ABILITIES: STRENGTH 6, STAMINA 7, AGILITY 0, DEXTERITY 0, FIGHTING 6, INTELLECT -2, AWARENESS -1, PRESENCE -2
SKILLS: Athletics (+6), Deception (-2), Insight (-1), Intimidation 9 (+7), Perception 8 (+7), Persuasion (-2), Ranged Combat [Throwing] 3 (+3), Stealth (+0/-3)
ADVANTAGES: All-Out Attack, Chokehold, Fast Grab, Fearless, Languages (1) (Most speak Common, Base: Troll)
POWERS:
Troll Size: Growth 3 (+3 Str, +3 Sta, -1 Dodge/Parry, -3 Stealth, +1 Intimidation, Speed +0, +3 Mass; Extra: Innate, Permanent); 7 pts
Troll Senses: Senses 7 (Darkvision, Scent [Acute, Ranged, Extended, Tracking]); 7 pts
Troll Hide: Impervious Protection 2, Impervious Toughness 3; 7 pts
Iron Stomach: Feature 1 (Iron Stomach); 1 pt
Regeneration: Regeneration 10 (1/every round, Extra: Persistent); 20 pts
Hard to Kill: Immortality 11 (1 hour); 22 pts
EQUIPMENT:
(5 pts)
Club: Bludgeoning Strength-Based Damage 2; 2 pts
OFFENSE:
Initiative +0
Close Attack +6 [Unarmed +6; Club +8]
Ranged Attack +0
Throwing +3
DEFENSES:
Dodge +3 [DC13] Parry +5 [DC15]
Toughness +9 (+3 Impervious), Fortitude +10, Will +4
COMPLICATIONS:
Power Loss: Trolls cannot regenerate damage inflicted by fire or acid damage, nor use their Immortality if their body is burned
Reputation: Big, dumb, cannibalistic savages
Abilities 16 + Skills 10 (20 ranks) + Advantages 5 + Powers 64 + Defenses 14 = 109 / 109
Build Comments: Ah, Trolls. Gotta love ‘em. Big, dumb, and nigh unkillable. A low level parties' nightmare. I always like to make the players roll a high DC check if their characters are low level to see if they know about the fire stuff, since pretty much all the regular players know the deal, but their characters should not.
Last edited by Thorpocalypse on Sun Jan 07, 2018 1:52 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
-
- Posts: 3239
- Joined: Fri Nov 04, 2016 8:52 pm
83 - Vine Horror
And I am offended my people are associated with those stupid short videos!
VINE HORROR
PL6
OPL: 6; DPL: 6; HP: 1
ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 3, DEXTERITY 0, FIGHTING 5, INTELLECT -2, AWARENESS 1, PRESENCE -3
SKILLS: Athletics (+4), Deception (-3), Insight (+1), Intimidation (-3), Perception 7 (+8), Persuasion (-3), Stealth 3 (+6/+16)
ADVANTAGES: Chokehold, Close Attack (2), Diehard, Languages (1) (Common, Sylvan, Base: Native Tongue)
POWERS:
Plant Creature Hide: Protection 2, Impervious 5 (Flaw: Limited to bludgeoning damage), Enhanced Skills 5 (Stealth 10 ranks, Flaw: Limited to swampy or forested areas); 10 pts
Vine Horror Senses: Senses 5 (Darkvision, Tactile [Acute, Extended, Ranged]); 5 pts
Plant Creature Physiology: Immunity 31 (Electrical Effects, Mental Effects, Paralysis Effects, Poison, Sleep, Stunning Effects, Transform Effects); 31 pts
Slip through Cracks: Insubstantial 1 (Fluid); 4 pts
Swamp Walk: Movement 2 (Trackless, Flaw: Limited to plant covered areas); 1 pt
Claws: Slashing Strength-based Damage 1; 1 pt
Vicious Vines: Burst Area Cumulative Affliction 6 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Extra Condition, Selective, Flaw: Limited to two Degrees); 24 pts
Constricting Vines: Burst Area Constriction Damage 6 (Extra: Burst Area [30 ft radius], Duration [Concentration], Selective, Flaw: Limited to targets with 2nd degree failure against Vicious Vines); 18 pts
EQUIPMENT:
NONE
OFFENSE:
Initiative +7
Close Attack +7 [Unarmed +4; Claws +5]
Ranged Attack +0
Special Attack [Vicious Vines Affliction +6, Burst Area; Constricting Vines +6, Burst Area]
DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +7, Fortitude +7, Will +5
COMPLICATIONS:
Vulnerable: Vine Horrors are vulnerable to fire effects, taking an extra degree of failure against them.
Abilities 26 + Skills 5 (10 ranks) + Advantages 6 + Powers 94 + Defenses 8 = 139 / 139
Comments: I like creatures that can throw out a nice area effect to give a party trouble and the Vine Horror has a good one. In D&D, it’s a +10 to hit burst, but I didn’t want to make it that powerful so 6 ranks of the Affliction felt about right. I may amp it up depending on if I test it against my (currently) PL6 PCs.
Me fail English? That's unpossible. - Ralph Wiggum
-
- Posts: 3239
- Joined: Fri Nov 04, 2016 8:52 pm
84 - Shambling Mound
Every day I'm shamblin'...
SHAMBLING MOUND
PL8
OPL: 8; DPL: 8; HP: 0
ABILITIES: STRENGTH 6, STAMINA 8, AGILITY -1, DEXTERITY 0, FIGHTING 7, INTELLECT -4, AWARENESS 0, PRESENCE -3
SKILLS: Athletics (+6), Deception (-3), Insight (+0), Intimidation (-3/+1), Perception 6 (+6), Persuasion (-3), Stealth (-1/-5/+11)
ADVANTAGES: Chokehold, Close Attack (2), Diehard, Fast Grab, Fearless, Improved Grab, Trance
POWERS:
Shambling Mound 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
Plant Hide: Protection 3, Impervious Toughness 9 (Flaw: Limited to bludgeoning damage), Enhanced Skills 8 (Stealth 16 ranks, Flaw: Limited to swampy or forested areas); 11 pts
Plant Senses: Senses 4 (Tactile [Acute, Extended 2, Ranged]), Immunity 31 (Blinding Effects, Deafening Effects, Mental Effects, Paralysis Effects, Poison, Sleep, Stunning Effects, Transform Effects); 35 pts
Lightning Absorption: Immunity 10 (Electrical Effects), Healing 8 (Extra: Triggered [when hit with electrical effect], Flaw: Limited to Self Only); 19 pts
EQUIPMENT:
NONE
OFFENSE:
Initiative -1
Close Attack +9 [Unarmed +6]
Ranged Attack +0
DEFENSES:
Dodge +2 [DC12] Parry +5 [DC15]
Toughness +11 (+5 Impervious against bludgeoning), Fortitude +11, Will +5
COMPLICATIONS:
Disability: Shambling Mounds cannot speak humanoid languages nor use their tendrils to easily manipulate objects.
Slow: Shambling Mounds are slow, moving at Speed Rank -1 (1 mpr/15 fpr).
Abilities 10 + Skills 3 (6 ranks) + Advantages 8 + Powers 74 + Defenses 13 = 108 / 108
Comments: Good old Shambling Mounds. Yet another great ambush hunter. Slow, but effective and damn hard to hurt.
And the killer of my first two characters in my D&D game with my current FTF group. I was playing twins, a rogue and a cleric and the rogue failed his perception check and got sucked into the hidden Mound's maw and his brother tried to save him and also got eaten. Since then, I've played all my new characters with an unreasonable fear of Shambling Mounds.
Me fail English? That's unpossible. - Ralph Wiggum
-
- Posts: 3239
- Joined: Fri Nov 04, 2016 8:52 pm
85 - Treant
There is unrest in the forest, there is trouble with The Trees...
TREANT
PL9
OPL: 9; DPL: 9; HP: 1
ABILITIES: STRENGTH 8, STAMINA 8, AGILITY -1, DEXTERITY 0, FIGHTING 6, INTELLECT 2, AWARENESS 3, PRESENCE 2
SKILLS: Athletics (+8), Close Combat [Unarmed] 3 (+9), Deception (+2), Expertise [Nature] 5 (+7), Insight 2 (+5), Intimidation (+2), Perception 6 (+9), Persuasion (+2), Stealth (-1/-9/+7)
ADVANTAGES: Improved Smash, Languages (1) (Common, Sylvan, Base: Treant), Trance
POWERS:
Treant Size: Growth 8 (+8 Str, +8 Sta, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1 [4 mph/60 fpr], +8 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 17 pts
Barkskin: Protection 5, Impervious Toughness 9 (Flaw: Limited to bludgeoning/piercing damage); 10 pts
Treant Physiology: Feature 1 (Longevity), Senses 1 (Low-light Vision), Enhanced Skills 8 (Stealth 16 ranks, Flaw: Limited to forest environments), Immunity 16 (Mind Control, Paralysis Effects, Transform Effects, Sleep); 22 pts
Talk to Plants: Comprehend 2 (Understand, Understood by Plants); 4 pts
Bring the Forest to Life: Summon 5 (75 pt Minions, Extra: Controlled, Heroic, Multiple Minions 2 [4 trees/shrubs], Variable Type [Trees/Shrubs]); 45 pts
EQUIPMENT:
NONE
OFFENSE:
Initiative -1
Close Attack +6
Unarmed +9 [Unarmed +8]
Ranged Attack +0
DEFENSES:
Dodge +3 [DC13] Parry +5 [DC15]
Toughness +13 (+5 Impervious against bludgeoning/piercing), Fortitude +10, Will +8
COMPLICATIONS:
Vulnerable: Treants are vulnerable to fire effects, taking an extra degree of failure against them.
Abilities 24 + Skills 8 (16 ranks) + Advantages 3 + Powers 98 + Defenses 18 = 151 / 151
Comments: Treants are cool fantasy creations. Based on the Ents from LOTR, they’ve been a fantasy staple for ages.
Here's a summoned tree. I'll eventually get around to the shrubs.
AWAKENED TREE
PL7
OPL: 7; DPL: 7; HP: 0
ABILITIES: STRENGTH 8, STAMINA 8, AGILITY -1, DEXTERITY 0, FIGHTING 6, INTELLECT -5, AWARENESS 0, PRESENCE -5
SKILLS: Athletics (+8), Deception (-5), Insight (+0), Intimidation (-5/-1), Perception (+0), Persuasion (-5), Stealth (-1/-9)
ADVANTAGES: Improved Smash, Languages (1) (Can understand Treant but cannot speak it, 1, Trance
POWERS:
Tree Size: Growth 8 (+8 Str, +8 Sta, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1 [4 mph/60 fpr], +8 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 17 pts
Barkskin: Protection 4, Impervious Toughness 9 (Flaw: Limited to bludgeoning/piercing damage); 9 pts
Plant Physiology: Feature 1 (Longevity), Senses 1 (Low-light Vision), Enhanced Skills 8 (Stealth 16 ranks, Flaw: Limited to forest environments), Immunity 16 (Mind Control, Paralysis Effects, Transform Effects, Sleep); 22 pts
EQUIPMENT:
NONE
OFFENSE:
Initiative -1
Close Attack +6 [Unarmed +8]
Ranged Attack +0
DEFENSES:
Dodge +0 [DC10] Parry +2 [DC12]
Toughness +12 (+5 Impervious against bludgeoning/piercing), Fortitude +10, Will Immune
COMPLICATIONS:
Disability: Awakened Trees cannot speak humanoid languages.
Vulnerable: Awakened Trees are vulnerable to fire effects, taking an extra degree of failure against them.
Abilities -10 + Skills 0 (0 ranks) + Advantages 3 + Powers 48 + Defenses 7 = 48 / 48
Comments: When a Treant or Druid-type wakes up a tree, this is what you get.
Me fail English? That's unpossible. - Ralph Wiggum
-
- Posts: 24689
- Joined: Fri Nov 04, 2016 8:05 pm
Re: J-Mart Fantasy: Hydra, Trolls, Vine Horror, Shambling Mound, Treant
Sweet plants, Thorp! I'd left those out entirely of my Fantasy thread for some reason, but you did a good job of making them all seem unique and separate from each other! The Vine Horrors are more of a "living plant" with lots of Plant Control abilities; the Shambling Mound is a powerhouse with one of those uniquely D&D "Random Power Won't Work On Them" Immunities; and the Treants are super-heavyweights with Intelligence and Druidic powers.
Re: J-Mart Fantasy: Hydra, Trolls, Vine Horror, Shambling Mound, Treant
Plants are one of those bits of D&D bestiary that might work or might not. Sometimes they're just glorified traps (killer vines) others they're very much redundant, but I agree with Jab these are some really nice builds.
-
- Posts: 3239
- Joined: Fri Nov 04, 2016 8:52 pm
Re: J-Mart Fantasy: Hydra, Trolls, Vine Horror, Shambling Mound, Treant
Thanks. I have a couple more plant things coming since I'm missing the most important sub-type of any creature: the mooks!Jabroniville wrote: ↑Sun Jan 07, 2018 7:00 am Sweet plants, Thorp! I'd left those out entirely of my Fantasy thread for some reason, but you did a good job of making them all seem unique and separate from each other! The Vine Horrors are more of a "living plant" with lots of Plant Control abilities; the Shambling Mound is a powerhouse with one of those uniquely D&D "Random Power Won't Work On Them" Immunities; and the Treants are super-heavyweights with Intelligence and Druidic powers.
Me fail English? That's unpossible. - Ralph Wiggum
-
- Posts: 3239
- Joined: Fri Nov 04, 2016 8:52 pm
86, 87, 88 - Blights (Twig, Needle, Vine)
Blight makes right.
TWIG BLIGHTS
PL2
OPL: 2; DPL: 2; HP: 0
ABILITIES: STRENGTH -1, STAMINA -1, AGILITY 1, DEXTERITY 0, FIGHTING 1, INTELLECT -4, AWARENESS 0, PRESENCE -3
SKILLS: Athletics (-1), Deception (-3), Insight (+0), Intimidation (-3/-5), Perception 3 (+3), Persuasion (-3), Stealth 1 (+2/+6/+12)
ADVANTAGES: Close Attack (2), Languages (1) (Understands but cannot speak Common, 1 other, Base: Blight), Trance
POWERS:
Twig Blight Size: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1 [1 mph/15 fpr], -1 Mass; Extra: Innate, Permanent); 9 pts
Tremorsense: Senses 2 (Tactile [Acute, Ranged]); 2 pts
Blight Physiology: Immunity 10 (Auditory Affliction Effects, Paralysis Effects, Sleep, Visual Affliction Effects); 10 pts
Putting Roots Down: Immunity 1 (Starvation/Thirst. Flaw: Limited), Enhanced Skills 3 (Stealth 6 ranks, Flaw: Limited to forest/wooded environments); 3 pts
Claws: Slashing Strength-based Damage 1 (Extra: Split); 2 pts
EQUIPMENT:
NONE
OFFENSE:
Initiative +1
Close Attack +3 [Unarmed -1; Claws +0]
Ranged Attack +0
DEFENSES:
Dodge +3 [DC13] Parry +3 [DC13]
Toughness -1, Fortitude +0, Will +1
COMPLICATIONS:
Disability: Twig Blights cannot speak humanoid languages.
Vulnerable: All Blights are vulnerable to fire effects, taking an extra degree of failure against them.
Abilities -12 + Skills 2 (4 ranks) + Advantages 4 + Powers 26 + Defenses 2 = 22 / 22
Comments: Twig Blights origined in one of the first 3E Modules, The Sunless Citadel. A twisted plant-like spawn of the Gulthias Tree, which sprouted from a stake that was used to slay an ancient vampire. Since then, they’ve become a staple of fodder for lower level parties.
They have since been joined by their cousins, the Needle Blights and the Vine Blights in later editions.
And here's some Mass Combat for them:
TWIG BLIGHT MASS COMBAT
CORPS (20,000-50,000): ATTACK 17, DAMAGE 15, DEFENSE 2, TOUGHNESS 13, INITIATIVE 1, MORALE -2
DIVISION (9,000-15,000): ATTACK 16, DAMAGE 14, DEFENSE 2, TOUGHNESS 12, INITIATIVE 1, MORALE -2
BRIGADE (6,000-8,000): ATTACK 15, DAMAGE 13, DEFENSE 2, TOUGHNESS 11, INITIATIVE 1, MORALE -2
REGIMENT 1 (3,000-4,000): ATTACK 14, DAMAGE 12, DEFENSE 2, TOUGHNESS 10, INITIATIVE 1, MORALE -2
REGIMENT 2 (1,250-2,750): ATTACK 13, DAMAGE 11, DEFENSE 2, TOUGHNESS 9, INITIATIVE 1, MORALE -2
BATALLION 1 (500-1,000): ATTACK 12, DAMAGE 10, DEFENSE 2, TOUGHNESS 8, INITIATIVE 1, MORALE -2
BATALLION 2 (150-450): ATTACK 11, DAMAGE 9, DEFENSE 2, TOUGHNESS 7, INITIATIVE 1, MORALE -2
COMPANY 1 (140): ATTACK 10, DAMAGE 8, DEFENSE 2, TOUGHNESS 6, INITIATIVE 1, MORALE -2
COMPANY 2 (55-125): ATTACK 9, DAMAGE 7, DEFENSE 2, TOUGHNESS 5, INITIATIVE 1, MORALE -2
PLATOON 1 (30-50): ATTACK 8, DAMAGE 6, DEFENSE 2, TOUGHNESS 4, INITIATIVE 1, MORALE -2
PLATOON 2 (15-40): ATTACK 7, DAMAGE 5, DEFENSE 2, TOUGHNESS 3, INITIATIVE 1, MORALE -2
SQUAD (8-10): ATTACK 6, DAMAGE 4, DEFENSE 2, TOUGHNESS 2, INITIATIVE 1, MORALE -2
SQUAD (4-6): ATTACK 5, DAMAGE 3, DEFENSE 2, TOUGHNESS 1, INITIATIVE 1, MORALE -2
BASE (2-3): ATTACK 3, DAMAGE 1, DEFENSE 2, TOUGHNESS -1, INITIATIVE 1, MORALE -2
-----------------------------------------------------------------------------------
NEEDLE BLIGHTS
PL3
OPL: 3; DPL: 3; HP: 0
ABILITIES: STRENGTH 1, STAMINA 1, AGILITY 0, DEXTERITY 1, FIGHTING 3, INTELLECT -3, AWARENESS 1, PRESENCE -3
SKILLS: Athletics (+1), Deception (-3), Insight (+1), Intimidation (-3), Perception 4 (+5), Persuasion (-3), Ranged Combat [Needles] 3 (+4), Stealth 3 (+3)
ADVANTAGES: Close Attack (1), Languages (1), Trance
POWERS:
Thick Skinned: Protection 1; 1 pts
Tremorsense: Senses 2 (Tactile [Acute, Ranged]); 2 pts
Blight Physiology: Immunity 10 (Auditory Affiction Effects, Paralysis Effects, Sleep, Visual Affliction Effects); 10 pts
Needle Claws: Piercing Strength-based Damage 1 (Extra: Split); 2 pts
Needle Array: 6 pt Array; 7 pts
Thrown Needles: Ranged Multiattack Piercing Damage 2; 6 pts
Needle Burst: Burst Area Piercing Damage 1 (Extra: Burst Area [30 ft radius], Flaw: Unreliable [5 uses]); 1 pt
EQUIPMENT:
NONE
OFFENSE:
Initiative +0
Close Attack +4 [Unarmed +1; Claws +2]
Ranged Attack +1
Needles +4 [Needles +2, Multiattack]
Special Attack [Needle Burst +1, Burst Area]
DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +2, Fortitude +2, Will +1
COMPLICATIONS:
Disability: Needle Blights cannot speak humanoid languages.
Vulnerable: All Blights are vulnerable to fire effects, taking an extra degree of failure against them.
Abilities 2 + Skills 5 (10 ranks) + Advantages 3 + Powers 22 + Defenses 6 = 38 / 38
Comments: Needle Blights are bigger spawn of the Gulthias Tree that have needles all over them and can fling that enemies. I almost gave them a damaging aura, but since they are not that big, I decided against it for now.
-------------------------------------------------------------------------------------
VINE BLIGHTS
PL4
OPL: 4; DPL: 4; HP: 0
ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 0, DEXTERITY 1, FIGHTING 4, INTELLECT -3, AWARENESS 1, PRESENCE -3
SKILLS: Athletics 1 (+3), Deception (-3), Insight (+1), Intimidation (-3), Perception 4 (+5), Persuasion (-3), Stealth 5 (+5/+11)
ADVANTAGES: Close Attack (1), Fast Grab, Languages (1) (Common, 1 other, Base; Blight), Trance
POWERS:
Thick Skinned: Protection 1; 1 pt
Tremorsense: Senses 2 (Tactile [Acute, Ranged]); 2 pts
Blight Physiology: Immunity 10 (Auditory Affiction Effects, Paralysis Effects, Sleep, Visual Affliction Effects); 10 pts
Putting Roots Down: Immunity 1 (Starvation/Thirst. Flaw: Limited), Enhanced Skills 3 (Stealth 6 ranks, Flaw: Limited to forest/wooded environments); 3 pts
Tangling Vines: Enhanced Strength 1 (Flaw: Limited to grab checks); 1 pt
Vine Burst: Burst Area Cumulative Affliction 4 (Plant Vines; Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Burst Area 30 [15] ft radius], Extra Condition, Flaw: Diminished Range [15 ft radius], Limited to two Degrees); 11 pts
EQUIPMENT:
NONE
OFFENSE:
Initiative +0
Close Attack +5 [Unarmed +2; Grabbing Unarmed +3]
Ranged Attack +1
Special Attack [Vine Snare Affliction +4, Burst Area]
DEFENSES:
Dodge +3 [DC13] Parry +4 [DC14]
Toughness +4, Fortitude +4, Will +2
COMPLICATIONS:
Vulnerable: All Blights are vulnerable to fire effects, taking an extra degree of failure against them.
Abilities 10 + Skills 5 (10 ranks) + Advantages 4 + Powers 28 + Defenses 5 = 52 / 52
Comments: Vines Blights are nice addition to the Blight family and far more dangerous than the others. Which isn’t saying much, but could still be a good challenge for some lower level parties in pairs.
Last edited by Thorpocalypse on Mon Jan 15, 2018 2:48 am, edited 2 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
-
- Posts: 3239
- Joined: Fri Nov 04, 2016 8:52 pm
89 - Roper
Three's Company's original landlord? Never heard of him...
ROPER
PL8
OPL: 8; DPL: 8; HP: 0
ABILITIES: STRENGTH 5, STAMINA 7, AGILITY -1, DEXTERITY 1, FIGHTING 8, INTELLECT -2, AWARENESS 2, PRESENCE -2
SKILLS: Athletics (+5), Deception (-2), Insight (+2), Intimidation 9 (+7/+9), Perception 7 (+9), Persuasion (-2), Stealth (-1/-5)
ADVANTAGES: Close Attack (1), Improved Initiative (2), Languages (1) (Undercommon, 1 other, Base: Terran)
POWERS:
Roper 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
Rocky Hide: Protection 3, Impervious Toughness 3, Concealment 4 (All Visual; Flaw: Limited to rocky/cavernous/icy environments, Limited to when not moving); 9 pts
Aberrant Physiology: Immunity 30 (Cold Effects, Electrical Effects, Magic Effects, Flaw: Limited to half effect); 15 pts
Roper Senses: Senses 3 (Low-Light Vision, Darkvision); 3 pts
Roper Movement: Movement 1 (Wall-Crawling 1 [Speed rank -1]); 2 pts
Bite: Piercing Strength-based Damage 2 (Extra: Dangerous, Penetrating 5); 8 pts
6 Tendrils: Extra Limbs 4 (4 Tendrils), Summon 3 (45 pt Minions, Roper Tendrils, Extra: Controlled, Horde, Mental Link, Multiple Minions 3 [8 Tendrils]); 35 pts
EQUIPMENT:
NONE
OFFENSE:
Initiative +7
Close Attack +9 [Unarmed +5; Bite +7, Critical 19-20]
Ranged Attack +1
DEFENSES:
Dodge +1 [DC11] Parry +6 [DC16]
Toughness +10 (+2 Impervious), Fortitude +9, Will +5
COMPLICATIONS:
Disability: Ropers are slow moving. They move at Speed rank -1 (1 mpr/15 fpr).
Disability: Ropers cannot use their tendrils to easily manipulate objects.
Abilities 20 + Skills 12 (24 ranks) + Advantages 4 + Powers 81 + Defenses 9 = 126 / 126
Comments: Ropers are pretty fun monsters. Like their cousin Darkmantles, they blend into caverns and icy type locations until it’s too late and they’ve got their tendrils around you. I decided to try and Summon Minion type setup to start to see how that goes.
ROPER (TENDRILS)
PL7
OPL: 7; DPL: 6; HP: 0
ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 0, DEXTERITY 2, FIGHTING 7, INTELLECT --, AWARENESS 0, PRESENCE --
SKILLS: Athletics (+4), Deception (-5), Insight (+0), Intimidation (-5), Perception (+0), Persuasion (-5), Stealth (+0)
ADVANTAGES: Close Attack (1), Fast Grab, Improved Grab
POWERS:
Stretchy: Elongation 2 (30 ft); 2 pts
Strength Drain: Weaken Strength 6 (Resisted by Fortitude; Flaw: Grab-based); 3 pts
Aberrant Physiology: Immunity 30 (Cold Effects, Electrical Effects, Magic Effects, Flaw: Limited to half effect); 15 pts
EQUIPMENT:
NONE
OFFENSE:
Initiative +0
Close Attack +8 [Unarmed +4; Strength Drain Weaken +6]
Ranged Attack +2
DEFENSES:
Dodge +9 [DC19] Parry +8 [DC18]
Toughness +3, Fortitude +4, Will Immune
COMPLICATIONS:
NONE:
Abilities 12 + Skills 0 (0 ranks) + Advantages 3 + Powers 20 + Defenses 10 = 45 / 45
Me fail English? That's unpossible. - Ralph Wiggum
Re: J-Mart Fantasy: Vine Horror, Shambling Mound, Treant, Blights (Twig, Needle, Vine)
Helen was always trying to find Mr. Roper's one-eyed monster.
My Amazing Woman: a super-hero romantic comedy podcast.
When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
Re: 89 - Roper
Do not forget the PiercersThorpocalypse wrote: ↑Fri Jan 12, 2018 4:06 am Comments: Ropers are pretty fun monsters. Like their cousin Darkmantles, they blend into caverns and icy type locations until it’s too late and they’ve got their tendrils around you. I decided to try and Summon Minion type setup to start to see how that goes.
Re: J-Mart Fantasy: Vine Horror, Shambling Mound, Treant, Blights (Twig, Needle, Vine)
I thought I was going to see the Ropers profiled here, both Stanley and Helen! Imagine my surprise.
@Ken: Yeah, Stanley didn't seem to enjoy getting undressed nor fooling about! Poor Helen had to beg just to see it on her Birthday!