J-Mart Fantasy: Loxodons, Khenra

Where in all of your character write ups will go.
Thorpocalypse
Posts: 1341
Joined: Fri Nov 04, 2016 8:52 pm

Re: J-Mart Fantasy: Demonology - Ape, Assassin, Spined, Imp, Chain

Post by Thorpocalypse » Mon Aug 13, 2018 3:01 am

I have more demons coming but I'm going to have to pause this Demonology run to do some other work on the thread in preparation for the game I'm getting ready to run. If you're interested...

Thorpocaverse Fantasy Game Recruiting Thread

I need to add lots more races, expand my information about my domains, fix my Wealth system, etc. So look for the addition of racial templates, lots of NPCs and more odds and ends as the fantasy store gets some much needed attention. I may even have to wake Randal from his nap.

I wouldn't if I were you...

And why not, I am the boss here.

*waves thumb drive with incriminating pictures*

Enjoy your nap, my man!
Me fail English? That's unpossible. - Ralph Wiggum

scc
Posts: 206
Joined: Sun Nov 06, 2016 11:13 pm

Re: J-Mart Fantasy: Demonology - Ape, Assassin, Spined, Imp, Chain

Post by scc » Mon Aug 13, 2018 9:52 pm

I always liked Chain Devils. Thought they had a cool look.

Thorpocalypse
Posts: 1341
Joined: Fri Nov 04, 2016 8:52 pm

209 - Demon (Gnaw)

Post by Thorpocalypse » Fri Aug 24, 2018 2:19 am

Image
Reminds me of my 7th grade math teacher, and sadly, I'm not exaggerating much.

DEMON (GNAW)
PL5


OPL: 5; DPL: 5; HP: 0

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

SKILLS: Athletics (+2), Deception (-2), Insight (+1), Intimidation (-2/-4), Perception 3 (+4), Persuasion (-2), Stealth 3 (+2/+6)

ADVANTAGES: Close Attack (3)

POWERS:
Small Demon: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1, -1 Mass; Extra: Innate, Permanent); 9 pts
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Protection 1, Impervious 2, Regeneration 2 (1/every 5 rounds); 7 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 15 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts
Telepathy: Communication 1 (Mental [100 ft radius]; 4 pts
Bite: Piercing Strength-based Damage 1 (Extra: Split); 2 pts
Wings: Flight 1 (4 mph/60 fpr; Flaw: Wings); 1 pts
Abyssal Hunger: Piercing Strength-based Damage 3 (Extra: Dangerous, Flaw: Limited to opponents that have taken at least 3-1st, 2-2nd or 1-3rd degree damage failures); 2 pts
Pain-Induced Teleport: Reaction Teleport 1 (60 ft; Extra: Reaction, Flaw: Limited to when Gnaw Demon takes 3-1st, 2-2nd or 1-3rd degree damage failures); 4 pts
Hungry Teleport: Teleport 1 (60 ft; Flaw: Limited space adjacent to opponents that have taken at least 3-1st, 2-2nd or 1-3rd degree damage failures); 1 pt

EQUIPMENT:
NONE

OFFENSE:
Initiative -1
Close Attack +5 [Unarmed +2; Bite +3; Abyssal Hunger +5, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +3 [DC13] Parry +4 [DC14]
Toughness +5 (+2 Impervious), Fortitude +4, Will +3

COMPLICATIONS:
Disability: Gnaw Demons are slow and clumsy, only able to move 15 ft per round when not flying.
Enemy: Angels, Holy Warrior, Celestial beings.
Obsession: Causing as much death and destruction as they can.
Power Loss: Demons lose their Impervious Toughness against Holy attacks.
Rivalry: Most other demons.
Vulnerable: Demons are vulnerable against holy effects and in holy locations.
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name.

Abilities 12 + Skills 3 (6 ranks) + Advantages 3 + Powers 50 + Defenses 4 = 72 / 72

Build Comments: So I changed my mind and decided to finish my demon run since I had everything build for the early part of my game. ;)

These are some nasty little buggers from the MM2 that I had to bring into my setting. Gnaw demons are little, ugly, squat things that float around the periphery of battles until someone gets pretty hurt, then they pop in and try to get a quick meal. I had fun converting their powers over to MnM and I like the way they came out.
Last edited by Thorpocalypse on Fri Aug 24, 2018 3:13 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1341
Joined: Fri Nov 04, 2016 8:52 pm

210, 211, 212 - Demon (Legion), Standard, Veteran, Elite

Post by Thorpocalypse » Fri Aug 24, 2018 3:04 am

Image
Long live the legion...

DEMON (LEGION - STANDARD)
PL6


OPL: 6; DPL: 6; HP: 0

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

SKILLS: Athletics 3 (+5), Expertise [Military] 5 (+5), Insight (+1), Intimidation 4 (+4), Perception 3 (+4), Ranged Combat [Bow] 3 (+5), Stealth (+2)

ADVANTAGES: Close Attack (1), Defensive Roll (1), Equipment (3), Interpose, Languages (1) (Common, 1 other, Base: Abyssal)

POWERS:
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Regeneration 2 (1/every 5 rounds); 2 pts
Telepathy: Communication 1 (Mental [100 ft radius]; 4 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 15 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts

EQUIPMENT:
(15 pts)
Hellforged Plate Mail: Protection 3; 3 pts
Medium Shield: +2 to Active Defenses; 4 pts
Arsenal: (8 pts)
Longbow: Ranged Piercing Damage 3; 6 pts
Longsword: Slashing Strength-Based Damage 3, Dangerous; 1 pt
Dagger: Piercing Strength-Based Damage 1, Dangerous; 1 pt

OFFENSE:
Initiative +2
Close Attack +7 [Unarmed +2; Longsword +5, Critical 19-20; Dagger +3, Critical 19-20]
Ranged Attack +2
Bow +5 [Longbow +3]

DEFENSES:
Dodge +3 (+5 with Shield) [DC13/15] Parry +4 (+6 with Shield) [DC14/16]
Toughness +6 (+5 without Defensive Roll), Fortitude +5, Will +3

COMPLICATIONS:
Enemy: Angels, Holy Warrior, Celestial beings.
Obsession: Causing as much death and destruction as they can.
Power Loss: Demons lose their Impervious Toughness against Holy attacks.
Responsibility: To their demon lord and/or their commander.
Rivalry: Most other demons.
Vulnerable: Demons are vulnerable against holy effects and in holy locations.
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name.

Abilities 26 + Skills 9 (18 ranks) + Advantages 9 + Powers 26 + Defenses 6 = 76 / 76

Build Comments: These are the shock troops of the Abyss, the Legion Demons. They exist only to fight and destroy the foes of the Demon Lords, obeying orders without question. A handful of them are no problem for higher level characters, but generally they come in hordes.

Here's some Mass Combat for them.
LEGION DEMONS MASS COMBAT

CORPS (20,000-50,000): ATTACK 19, DAMAGE 18, DEFENSE 4, TOUGHNESS 19, INITIATIVE 2, MORALE 3
DIVISION (9,000-15,000): ATTACK 18, DAMAGE 17, DEFENSE 4, TOUGHNESS 18, INITIATIVE 2, MORALE 3
BRIGADE (6,000-8,000): ATTACK 17, DAMAGE 16, DEFENSE 4, TOUGHNESS 17, INITIATIVE 2, MORALE 3
REGIMENT 1 (3,000-4,000): ATTACK 16, DAMAGE 15, DEFENSE 4, TOUGHNESS 16, INITIATIVE 2, MORALE 3
REGIMENT 2 (1,250-2,750): ATTACK 15, DAMAGE 14, DEFENSE 4, TOUGHNESS 15, INITIATIVE 2, MORALE 3
BATALLION 1 (500-1,000): ATTACK 14, DAMAGE 13, DEFENSE 4, TOUGHNESS 14, INITIATIVE 2, MORALE 3
BATALLION 2 (150-450): ATTACK 13, DAMAGE 12, DEFENSE 4, TOUGHNESS 13, INITIATIVE 2, MORALE 3
COMPANY 1 (140): ATTACK 12, DAMAGE 11, DEFENSE 4, TOUGHNESS 12, INITIATIVE 2, MORALE 3
COMPANY 2 (55-125): ATTACK 11, DAMAGE 10, DEFENSE 4, TOUGHNESS 11, INITIATIVE 2, MORALE 3
PLATOON 1 (30-50): ATTACK 10, DAMAGE 9, DEFENSE 4, TOUGHNESS 10, INITIATIVE 2, MORALE 3
PLATOON 2 (15-40): ATTACK 9, DAMAGE 8, DEFENSE 4, TOUGHNESS 9, INITIATIVE 2, MORALE 3
SQUAD (8-10): ATTACK 8, DAMAGE 7, DEFENSE 4, TOUGHNESS 8, INITIATIVE 2, MORALE 3
SQUAD (4-6): ATTACK 7, DAMAGE 6, DEFENSE 4, TOUGHNESS 7, INITIATIVE 2, MORALE 3
BASE (2-3): ATTACK 5, DAMAGE 4, DEFENSE 4, TOUGHNESS 5, INITIATIVE 2, MORALE 3

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

DEMON (LEGION - VETERAN)
PL7


OPL: 7; DPL: 7; HP: 0

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

SKILLS: Athletics 3 (+6), Expertise [Military] 6 (+6), Insight (+1), Intimidation 6 (+6), Perception 4 (+5), Ranged Combat [Bow] 5 (+7), Stealth (+2)

ADVANTAGES: Close Attack (3), Equipment (4), Improved Initiative (1), Languages (1) (Common, 1 other, Base: Abyssal), Interpose

POWERS:
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Regeneration 2 (1/every 5 rounds); 2 pts
Telepathy: Communication 1 (Mental [100 ft radius]; 4 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 15 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts

EQUIPMENT:
(20 pts)
Hellforged Plate Mail: Protection 3; 3 pts
Medium Shield: +2 to Active Defenses; 4 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Arsenal: (9 pts)
Masterwork Longbow: Ranged Piercing Damage 4; 8 pts
Longsword: Slashing Strength-Based Damage 3, Dangerous; 1 pt

OFFENSE:
Initiative +6
Close Attack +8 [Unarmed +3; Longsword +6, Critical 19-20; Dagger +4, Critical 19-20]
Ranged Attack +2
Bow +7 [Longbow +4]

DEFENSES:
Dodge +6 (+8 with Shield) [DC16/18] Parry +6 (+8 with Shield) [DC16/18]
Toughness +6, Fortitude +6, Will +4

COMPLICATIONS:
Enemy: Angels, Holy Warrior, Celestial beings.
Obsession: Causing as much death and destruction as they can.
Power Loss: Demons lose their Impervious Toughness against Holy attacks.
Responsibility: To their demon lord and/or their commander.
Rivalry: Most other demons.
Vulnerable: Demons are vulnerable against holy effects and in holy locations.
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name.

Abilities 32 + Skills 12 (24 ranks) + Advantages 10 + Powers 26 + Defenses 11 = 91 / 91

Build Comments: These guys are a step up from the standard Legion Demons. They’re more experienced and thusly more accurate and harder to hit than the grunts.

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

DEMON (LEGION - ELITE)
PL8


OPL: 8; DPL: 8; HP: 1

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 3, DEXTERITY 3, FIGHTING 7, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 4 (+7), Deception (+1), Expertise [Military] 6 (+7), Insight (+1), Intimidation 6 (+7), Perception 6 (+7), Persuasion (+1), Ranged Combat [Bow] 5 (+8), Stealth (+2)

ADVANTAGES: Benefit (1) (Status – Legion Elite), Close Attack (3), Equipment (4), Improved Initiative (1), Languages (1) (Common, 1 other, Base: Abyssal), Interpose, Takedown (1), Teamwork

POWERS:
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Regeneration 2 (1/every 5 rounds); 2 pts
Telepathy: Communication 1 (Mental [100 ft radius]; 4 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 15 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts

EQUIPMENT:
(20 pts)
Hellforged Plate Mail: Protection 3; 3 pts
Medium Shield: +2 to Active Defenses; 4 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Arsenal: (9 pts)
Masterwork Longbow: Ranged Piercing Damage 4; 8 pts
Longsword: Slashing Strength-Based Damage 3, Dangerous; 1 pt

OFFENSE:
Initiative +6
Close Attack +10 [Unarmed +3; Longsword +6, Critical 19-20; Dagger +4, Critical 19-20]
Ranged Attack +2
Bow +8 [Longbow +4]

DEFENSES:
Dodge +7 (+9 with Shield) [DC17/19] Parry +7 (+9 with Shield) [DC17/19]
Toughness +7, Fortitude +8, Will +6

COMPLICATIONS:
Enemy: Angels, Holy Warrior, Celestial beings.
Obsession: Causing as much death and destruction as they can.
Power Loss: Demons lose their Impervious Toughness against Holy attacks.
Responsibility: To their demon lord and/or their commander.
Rivalry: Most other demons.
Vulnerable: Demons are vulnerable against holy effects and in holy locations.
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name.

Abilities 48 + Skills 13 (26 ranks) + Advantages 13 + Powers 26 + Defenses 10 = 110 / 110

Build Comments: These are the field generals of Hell’s armies, the Elite. They are badasses and generally are not minions, unlike the Veterans and grunts.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1341
Joined: Fri Nov 04, 2016 8:52 pm

213 - Demon (Ice)

Post by Thorpocalypse » Fri Aug 24, 2018 11:29 pm

Image
ICE to see you...

DEMON (ICE)
PL11


OPL: 11; DPL: 11; HP: 1

ABILITIES: STRENGTH 7, STAMINA 8, AGILITY 6, DEXTERITY 5, FIGHTING 12, INTELLECT 2, AWARENESS 3, PRESENCE 4

SKILLS: Athletics 4 (+11), Deception (+4), Expertise [Abyssal Lore] 5 (+7), Insight 2 (+5), Intimidation 4 (+8/+10), Perception 7 (+10), Persuasion (+4), Stealth 2 (+8/+4)

ADVANTAGES: Improved Initiative (1), Takedown (1)

POWERS:
Large Demon: 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
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Protection 2, Impervious Toughness 5, Regeneration 2 (1/every 5 rounds); 9 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect], Cold Effects); 25 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts
Telepathy: Communication 1 (Mental [100 ft radius]; 4 pts
All Tongues: Comprehend 3 (Speak, Understand, Understood in all languages); 6 pts
Speed: Speed 1 (4 mph/60 fpr); 1 pt
Icy Adaptation: Movement 1 (Sure-footed, Flaw: Limited to icy/snowy environments); 1 pt
Freezing Breath: Cone Area Ice Damage 10 (Extra: Cone Area [60 ft cone], Linked [Affliction]), Cone Area Affliction 10 (Ice; Resisted/Overcome by Fortitude; 1st: Hindered, 2nd: Immobilized, Extra: Cone Area [60 ft cone], Linked [Damage], Flaw: Limited to two degrees); 30 pts
Cold Aura: Reaction Burst Area Affliction 10 (Resisted by Fortitude; 1st: Hindered, Extra: Burst Area [30 ft radius], Reaction [when opponent enters aura radius], Flaw: Limited to one degree, Diminished Range [15 ft radius]); 19 pts
Icy Longspear: 9 pts Traits, Easily Removable (-4 pts); 5 pts
Icy Spear Strike: Cold Piercing Strength-based Damage 3 (Extra: Breaking, Dangerous 2, Disarming, Reach [5 /10 ft], Variable Descriptor [Cold/Piercing]); 9 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +10
Close Attack +12 [Unarmed +7; Icy Longspear +10, Critical 19-20]
Ranged Attack +5
Special Attack [Cold Aura Affliction +10, Burst Area; Freezing Breath Damage/Affliction +10, Cone Area]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +10 (+3 Impervious), Fortitude +10, Will +9

COMPLICATIONS:
Enemy: Angels, Holy Warrior, Celestial beings.
Obsession: Causing as much death and destruction as they can.
Power Loss: Demons lose their Impervious Toughness against Holy attacks.
Power Loss: Ice Demons must wait one (11-20), or two (1-10) rounds before using their Freezing Breath again.
Rivalry: Most other demons.
Vulnerable: Demons are vulnerable against holy effects and in holy locations.
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name.

Abilities 78 + Skills 12 (24 ranks) + Advantages 3 + Powers 112 + Defenses 18 = 223 / 223

Build Comments: Ice Demons are nasty little buggers, with their Freezing Breath and Icy Longspear.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1341
Joined: Fri Nov 04, 2016 8:52 pm

214 - Demon (Goristro)

Post by Thorpocalypse » Fri Aug 24, 2018 11:34 pm

Image
Now that is a lot of bull.

DEMON (GORISTRO)
PL12


OPL: 12; DPL: 12; HP: 1

ABILITIES: STRENGTH 12, STAMINA 14, AGILITY 0, DEXTERITY 0, FIGHTING 6, INTELLECT -2, AWARENESS 1, PRESENCE -2

SKILLS: Athletics (+12), Insight (+1), Intimidation 10 (+8/+12), Perception 10 (+11), Stealth (+0/-8)

ADVANTAGES: All-Out Attack, Close Attack (4), Diehard, Fearless, Improved Critical (1) (Gore), Improved Initiative (1), Power Attack, Takedown (1)

POWERS:
Goristro Size: Growth 8 (+8 Str, +8 Sta, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1, +8 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 17 pts
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Protection 4, Impervious Toughness 13, Regeneration 3 (1/every 3 rounds); 20 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 20 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts
Telepathy: Communication 1 (Mental [100 ft radius]; 4 pts
All Tongues: Comprehend 3 (Speak, Understand, Understood in all languages); 6 pts
Demon Bull Speed: Speed 2 (8 mph/120 fpr); 2 pts
Gore: Piercing Strength-based Damage 2 (Extra: Penetrating 10, Flaw: Limited to when charging); 6 pts
Goristro Stomp: Burst Area Force Damage 12 (Extras: Burst Area [30 ft radius], Linked [Affliction], Flaws: Limited [Goristro must be on the ground, targets must be on the ground]), Burst Area Affliction 12 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Burst Area [30 ft radius], Extra Condition, Linked [Damage], Flaw: Instant Recovery, Limited to two degrees, Limited [Goristro must be on the ground, targets must be on the ground]); 24 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +10 [Unarmed +12; Gore +14, Critical 19-20]
Ranged Attack +0
Special Attack [Goristro Stomp Damage/Affliction +12, Burst Area]

DEFENSES:
Dodge +4 [DC14] Parry +6 [DC16]
Toughness +18 (+7 Impervious), Fortitude +15, Will +9

COMPLICATIONS:
Enemy: Angels, Holy Warrior, Celestial beings
Obsession: Causing as much death and destruction as they can
Power Loss: Demons lose their Impervious Toughness against Holy attacks
Rivalry: Most other demons
Vulnerable: Demons are vulnerable against holy effects and in holy locations
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name

Abilities 26 + Skills 10 (20 ranks) + Advantages 11 + Powers 104 + Defenses 21 = 172 / 172

Build Comments: Loves Goristros. Huge, minotaur-like demonic engines of destruction. A fine challenge to throw at your heroes to set them up to face an even higher level demon, which is frightening in that your heroes should be good and beat up after dealing with this (or "these" if you’re particularly hateful as a GM, which I totally respect :twisted: ) brute(s).
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1341
Joined: Fri Nov 04, 2016 8:52 pm

215 - Demon (Marilith)

Post by Thorpocalypse » Fri Aug 24, 2018 11:44 pm

Image
Marilith, Marilith, Marilith, Marilith...life is but a dream...

DEMON (MARILITH)
PL12


OPL: 12; DPL: 12; HP: 1

ABILITIES: STRENGTH 7, STAMINA 8, AGILITY 5, DEXTERITY 6, FIGHTING 12, INTELLECT 2, AWARENESS 5, PRESENCE 6

SKILLS: Athletics 5 (+12), Deception (+6), Expertise [Abyssal Lore] 6 (+8), Insight 4 (+9), Intimidation 5 (+11/+13), Perception 3 (+8), Persuasion (+6), Stealth 5 (+10/+6)

ADVANTAGES: Accurate Attack, Benefit (1), Defensive Attack, Equipment (2), Improved Defense, Improved Disarm, Improved Initiative (1), Languages (1) (Common, 1 other, Base: Abyssal), Seize Initiative

POWERS:
Marilith 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
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Protection 4, Impervious Toughness 9, Regeneration 2 (1/every 5 rounds); 15 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 15 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts
Telepathy: Communication 1 (Mental [100 ft radius]; 4 pts
All Tongues: Comprehend 3 (Speak, Understand, Understood in all languages); 6 pts
Multi-armed Menace: Extra Limbs 5 (4 Extra Arms, Tail); 5 pts
Snakelike Tail: Movement 1 (Slithering), Speed 1 (4 mph/60 fpr); 2 pts
Blade Mistress: 34 pts Traits, Easily Removable (-14 pts); 20 pts
Wall of Blades: Enhanced Dodge 2, Enhanced Parry 2, Enhanced Advantages 3 (Defensive Attack, Improved Defense, Improved Disarm); 7 pts
Storm of Swords: Multiattack Slashing Strength-based Damage 5 (Extra: Dangerous 2); 7 pts
Weapon Dance: Reaction Slashing Strength-based Damage 5 (Extra: Reaction [to being missed with close attack]); 20 pts


EQUIPMENT:
(10 pts)
Four Great Scimitars: Slashing Strength-Based Damage 4, Dangerous 2, Split; 7 pts

OFFENSE:
Initiative +9
Close Attack +12 [Unarmed +7; Storm of Swords +12, Critical 18-20, Multiattack; Weapon Dance +12, Reaction]
Ranged Attack +6

DEFENSES:
Dodge +10 (+12 with Wall of Blades) [DC20/22] Parry +10 (+12 with Wall of Blades) [DC20/22]
Toughness +12 (+5 Impervious), Fortitude +11, Will +9

COMPLICATIONS:
Enemy: Angels, Holy Warrior, Celestial beings.
Motivation: Mariliths are driven by their love of martial combat and will seek just about any opportunity to prove themselves.
Obsession: Causing as much death and destruction as they can.
Power Loss: Demons lose their Impervious Toughness against Holy attacks.
Rivalry: Most other demons.
Vulnerable: Demons are vulnerable against holy effects and in holy locations.
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name.

Abilities 86 + Skills 14 (28 ranks) + Advantages 7 + Powers 79 + Defenses 14 = 200 / 200

Build Comments: The Mariliths were never favorites of mine until recently but they grew on me.

And NOW I'm done with demons for the moment. I'll come back to them later for different types and the Demon Lords.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1341
Joined: Fri Nov 04, 2016 8:52 pm

216 - Hellhounds

Post by Thorpocalypse » Sun Aug 26, 2018 12:51 am

Image
I got to keep movin', I've got to keep movin'
Blues fallin' down like hail, blues fallin' down like hail
Umm-mm-mm-mm, blues fallin' down like hail, blues fallin' down like hail
And the day keeps on worrin' me, there's a hellhound on my trail
Hellhound on my trail, hellhound on my trail... - Robert Johnson


HELLHOUND
PL7


OPL: 7; DPL: 6; HP: 0

ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 3, DEXTERITY 1, FIGHTING 5, INTELLECT -2, AWARENESS 1, PRESENCE -2

SKILLS: Athletics 3 (+7), Insight (+1), Intimidation 8 (+6/+7), Perception 6 (+7), Stealth 5 (+8/+7)

ADVANTAGES: Close Attack (3), Fast Grab, Improved Trip

POWERS:
Hellhound Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Permanent, Innate); 5 pts
Hellhound Movement: Speed 2 (8 mph/120 fpr), Leaping 1 (15 ft); 3 pts
Canine Senses: Senses 8 (Darkvision, Normal Hearing [Extended], Ultrahearing, Scent [Acute, Ranged, Extended, Tracking]); 8 pts
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Protection 2, Impervious Toughness 5, Regeneration 2 (1/every 5 rounds); 9 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects); 20 pts
Hellfire Breath: 12 pt Array; 13 pts
Hellfire Breath: Cone Area Hellfire Damage 6 (Extra: Cone Area [60 ft cone]); 12 pts
Hellfire Bite: Piercing Strength-Based Damage 2 (Extra: Dangerous, Penetrating 5); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +8 [Unarmed +4; Hellfire Bite +6, Critical 19-20]
Ranged Attack +1
Special Attack [Fire Breath +6, Cone Area]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +7, Fortitude +7, Will +3

COMPLICATIONS:
Disability: Hellhounds cannot speak to humans or use their paws to easily manipulate objects.
Vulnerable Hellhounds are vulnerable to cold and holy based effects, taking an extra degree of damage/effect with a failure.

Abilities 26 + Skills 11 (22 ranks) + Advantages 5 + Powers 59 + Defenses 8 = 109 / 109

Comments: Hellhounds are not technically demons in my setting but they are denizens of the hells. They, like Hellcats, Hellbats and other hellish animals are in a different category. But they still have a lot of the demonic abilities, they're just not truly sentient, which is the cutoff for me to be considered a true demon.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1341
Joined: Fri Nov 04, 2016 8:52 pm

217 - Wolverine

Post by Thorpocalypse » Wed Aug 29, 2018 3:33 am

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What're you lookin' at, bub?!?!?!

WOLVERINE
PL5


OPL: 5; DPL: 5; HP: 0

ABILITIES: STRENGTH 0, STAMINA 2, AGILITY 2, DEXTERITY 0, FIGHTING 4, INTELLECT -4, AWARENESS 1, PRESENCE -3

SKILLS: Acrobatics 1 (+3), Athletics 7 (+7), Close Combat [Claws] 2 (+6), Deception (-3), Insight (+1), Intimidation 12 (+9/+7), Perception 5 (+6), Persuasion (-3), Stealth 3 (+5/+9)

ADVANTAGES: Improved Initiative (1), Move-by Action

POWERS:
Wolverine 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
Wolverine Senses: Senses 4 (Low-light Vision, Scent [Acute, Extended, Tracking]); 4 pts
Quick: Speed 1 (4 [2] mph/60 [30] fpr); 1 pt
Wolverine Physiology: Immunity 1 (Environmental Cold), Movement 1 (Environmental Adaptation [Snowy/Arctic Conditions); 3 pts
Claws/Bite: Strength-based Damage 2 (Extra: Split, Variable Descriptor [Piercing/Slashing]); 4 pts
Berserker Rage: Multiattack Strength-Based Damage 3 (Extra: Dangerous 2, Split, Variable Descriptor [Piercing/Slashing], Flaw: Uncontrolled), Enhanced Stamina 2 (Flaw: Uncontrolled); 6 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +4 [Unarmed +0;
Claws +6 [Claws/Bite +2; Raging Claws/Bite +3, Critical 18-20, Multiattack]
Ranged Attack +0

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +2 (+2 without Defensive Roll, +4 when Raging), Fortitude +5, Will +2

COMPLICATIONS:
Disability: Wolverines cannot speak humanoid languages, nor use their paws to easily manipulate objects.

Abilities 6 + Skills 15 (30 ranks) + Advantages 2 + Powers 27 + Defenses 6 = 56 / 56

Comments: Wolverines are cool creatures and of course, they were the inspiration for one of the most popular superheroes of all time. They are legendary for their fury, taking down creatures many times their size, including, if the stories are true, bears.

I mainly built the regular wolverines so I could build the Dire Wolverines coming up next. But a wolverine could still be something fun to throw at a low level party to keep them on their toes.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1341
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218 - Dire Wolverines

Post by Thorpocalypse » Wed Aug 29, 2018 3:41 am

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Yeah, what're you lookin' at, bub?!?!?!

WOLVERINE (DIRE)
PL7


OPL: 7; DPL: 7; HP: 0

ABILITIES: STRENGTH 3, STAMINA 5, AGILITY 2, DEXTERITY 0, FIGHTING 6, INTELLECT -4, AWARENESS 2, PRESENCE -3

SKILLS: Acrobatics 1 (+3), Athletics 6 (+9), Close Combat [Claws] 2 (+6), Deception (-3), Insight (+2), Intimidation 12 (+9/+10), Perception 4 (+6), Persuasion (-3), Stealth 5 (+7/+6)

ADVANTAGES: Improved Initiative (1), Improved Trip, Move-by Action, Withstand Damage*

POWERS:
Dire Wolverine Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Dire Wolverine Senses: Senses 4 (Low-light Vision, Scent [Acute, Extended, Tracking]); 4 pts
Quick: Speed 1 (4 mph/60 fpr); 1 pt
Dire Wolverine Physiology: Immunity 1 (Environmental Cold), Movement 1 (Environmental Adaptation [Snowy/Arctic Conditions), Protection 1; 4 pts
Claws/Bite: Strength-based Damage 2 (Extra: Dangerous, Split, Variable Descriptor [Piercing/Slashing]); 5 pts
Berserker Rage: Multiattack Strength-Based Damage 3 (Extra: Dangerous 2, Split, Variable Descriptor [Piercing/Slashing], Flaw: Uncontrolled), Enhanced Stamina 2 (Flaw: Uncontrolled), Enhanced Advantages 1 (Withstand Damage); 6 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +6 [Unarmed +3]
Claws +8 [Claws/Bite +5, Critical 19-20; Raging Claws/Bite +6, Critical 17-20, Multiattack]
Ranged Attack +0

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +6 (+6 without Defensive Roll, +8 when Raging), Fortitude +8 (+10 when Raging), Will +2

COMPLICATIONS:
Disability: Wolverines cannot speak humanoid languages, nor use their paws to easily manipulate objects.

Abilities 14 + Skills 15 (30 ranks) + Advantages 3 + Powers 25 + Defenses 10 = 67 / 67

Comments: Dire Wolverines are wicked. I made them really tough PL7’s that are not to be messed with by lower level parties. Dire wolverines tend to be even more territorial than their smaller wolverine cousins, and they defend to the death the areas where they choose to live, often selecting humanoid-settled regions as their own and then fearlessly tearing the settlements apart. Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.
Me fail English? That's unpossible. - Ralph Wiggum

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219 - Loghahn the Berserker

Post by Thorpocalypse » Wed Aug 29, 2018 3:48 am

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We're on our way to rescue a queen, overthrow an evil wizard, and win back a country. Care to join us? - Loghahn the Berserker

LOGHAHN THE BERSERKER
PL9


OPL: 9; DPL: 9; HP: 1
Real Name: Logahn
Archetype: Berserker
Age: Unknown
Height: 5-3
Weight: 185
Eyes: Blue
Hair: Black
Skin: Fair
Race: Half-Human/Half-Dwarf
Alignment: Hero - Chaotic
Occupation: X-Knight; Adventurer
Base of Operations: Kormiant, Gilthorian
Team Affiliations: X-Knights

ABILITIES: STRENGTH 3, STAMINA 7, AGILITY 4, DEXTERITY 2, FIGHTING 10, INTELLECT 0, AWARENESS 7, PRESENCE 3

SKILLS: Acrobatics 2 (+8), Athletics 8 (+11), Close Combat [Unarmed] 2 (+13), Deception (+3), Expertise [Military] 5 (+5), Expertise [Streetwise] 6 (+6), Insight 6 (+13) [Assessment, Combat Clarity], Intimidation 10 (+13) [Startle], Perception 9 (+16), Persuasion (+3), Stealth 9 (+13), Vehicles 5 (+7)

ADVANTAGES: All-Out Attack, Animal Empathy, Assessment, Close Attack (1), Diehard, Combat Clarity* (1), Great Endurance, Improved Critical (2) (Claws 2), Improved Initiative (1), Improved Smash, Languages (2) (Orc, Goblin, 3 others, Base: Common), Last Stand*, Power Attack (2) (Claws, Unarmed), Ranged Attack (3), Second Chance (Will checks against Mind Control effects), Startle, Takedown (2), Ultimate Effort (Will)

POWERS:
Healing Blessing: Immunity 3 (Aging, Disease [Limited], Poisons [Limited]), Enhanced Advantages 2 (Diehard, Great Endurance), Regeneration 8 (8/every 10 rounds; Extra: Persistent); 20 pts
Senses of the Animal: Senses 9 (Normal Sight [Extended], Normal Hearing [Extended]; Scent [Extended, Ranged, Accurate, Acute, Tracking], Low-Light Vision); 9 pts
Bone Claws: Slashing Strength-Based Damage 3 (Extra: Breaking, Split); 5 pts
Berserker Rage: Enhanced Will 2, Enhanced Advantages 2 (Second Chance [Will checks against Mind Control effects], Ultimate Effort [Will Check]), Immunity 4 (Critical Hits, Mind Reading), Buzzsaw Strike 5 (Slashing Strength-based Damage 5, Extra: Multiattack 7); (Flaws: Uncontrolled [only when Raging], Side Effect [Cannot use Awareness based skills, Must make DC17 Will Check each round to stop fighting until incapacitated or exhausted]); 7 pts

EQUIPMENT:
(5 pts)
Leather Armor: Protection 1; 1 pt

OFFENSE:
Initiative +8
Close Attack +11 [Claws +5, Critical 18-20; Berserker Rage Claws +7, Critical 18-20, Multiattack]
Unarmed +13 [Unarmed +3]
Ranged Attack +5

DEFENSES:
Dodge +9 [DC19] Parry +10 [DC20]
Toughness +8, Fortitude +9, Will +7 (+9 when Raging, Ultimate Effort when Raging)

COMPLICATIONS:
Enemy: Any enemy of the crown of Gilthorian but Lord Creed in particular.
Honor: Wolverine generally lives by the samurai code, especially when in Japan. But he's willing to break it from time to time…
Reputation: Loghahn is one of the most feared of the X-Knights.
Responsibility: To the crown of Gilthorian and his fellow X-Knights.
Temper: He does have just a WEE bit of a temper…

Abilities 72 + Skills 33 (66 ranks) + Advantages 22 + Powers 41 + Defenses 7 = 175 / 175

Comments: I really need to put some more thought into his background, but I was so into this build and idea, I had to get this posted. I was looking for some art of the actual wolverine/dire wolverine builds I was working up to post and there it was: fan art of Logan in medieval garb. Then I knew I HAD to work him up for my setting.

More research uncovered lots of superheroes in medieval outfits and it hit me: King Xander Daellion’s X-Knights should be sword and sorcery versions of my favorite superheroes. So I’ll be dropping fantasy versions of the some the big Marvel and DC characters as the muse strikes me.

Loghahn here obviously has a rage issue, but he’s fanatically loyal to the crown and one of the most dangerous members of the X-Knights. With the healing factor he was blessed with and his berserker rage, he’s been know to fight way above his weight class, taking down adult dragons and other epic beasts as well as mowing through whole armies practically single-handedly.
Me fail English? That's unpossible. - Ralph Wiggum

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220, 221 - High King Xander Daellion (with Avagorn)

Post by Thorpocalypse » Sat Sep 01, 2018 8:58 pm

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You have no idea how much I would rather be fighting Demogorgon than attending this council meeting. - Xander Daellion

XANDER DAELLION (HIGH KING OF GLORIANT)
PL16


OPL: 16; DPL: 16; HP: 5
Real Name: Xander Daellion
Archetype: High King of Gloriant; Warrior
Age: 53
Height: 6-4
Weight: 229
Eyes: Brown
Hair: Black
Skin: Brown
Race: Human
Alignment: Hero - Good
Occupation: High King of Gloriant
Base of Operations: Castle Olias - Kormiant
Affiliations: X-Emplars

ABILITIES: STRENGTH 7 [9], STAMINA 7, AGILITY 7, DEXTERITY 7, FIGHTING 12, INTELLECT 7, AWARENESS 7, PRESENCE 7

SKILLS: Athletics 10 (+19), Deception 3 (+10), Expertise [Dungeoneering] 13 (+20), Expertise [Farmer] 1 (+8), Expertise [Gloriant Lore] 5 (+12), Expertise [Magic] 3 (+10), Expertise [Royalty] 6 (+13), Insight 12 (+19) [Assessment, Combat Clarity, Skill Mastery], Intimidation 3 (+10), Perception 12 (+19) [Skill Mastery], Persuasion 12 (+19) [Connected, Skill Mastery], Ranged Combat [Bow] 4 (+11), Stealth (+7), Vehicles 4 (+11)

ADVANTAGES: Accurate Attack, All-Out Attack, Assessment, Benefit (10) (Status, Wealth, Resources 10 – High King of Gloriant), Benefit (Wealth Ranks) (32), Combat Clarity* (1), Combat Leader*, Connected, Defensive Attack, Defensive Roll (2), Equipment (4), Extraordinary Effort, Favored Foe (Demon Lords), Favored Foe (Dragons), Follow-Up Strike*, Improved Critical (2) (Swords, Unarmed), Improved Aim, Improved Disarm, Improved Initiative (1), Inspire (5), Languages (3) (Orc, Arcane, Goblin, Elven, Dragon, Infernal, Sylvan, 4 others, Base: Common), Last Stand*, Leadership, Lionheart*, Luck (2) (Improve Roll), Power Attack, Sidekick (25) (Avagorn), Skill Mastery (3) (Insight, Perception, Persuasion), Takedown (2), Teamwork

POWERS:
Prestidigitation: Feature 1 (You can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings); 1 pt
Full of Life: Feature 1 (You radiate an additional degree of life-force, promoting the health and well-being of living things around you, such that anything growing or healing in your presence gains a +2 circumstance bonus to any necessary checks); 1 pt
Stabilize: Feature 1 (With just a touch and a standard action, you can automatically stabilize any dying creature’s condition); 1 pt
Theme Music: Feature 1 (You have a limited ability to generate a particular sound or sounds, such as the power to create your own “theme music” at will or to produce entertaining “sound effects” useful for a circumstance modifier on some interaction checks [particularly taunts]); 1 pt
Avagorn Connection: Senses 1 (Communication Link [Mental, Avagorn]); 1 pt
Elven Blessing: Feature 1 (Longevity), Senses 2 (Normal Sight [Extended], Normal Hearing [Extended]); 3 pts
Belt of Giant Strength: 4 pts Traits, Removable (-1 pt); 3 pts
Giant Strength: Enhanced Strength 2; 4 pts
Enchanted Adamantite Armor: 22 pts Traits, Removable (-4 pt); 18 pts
Epic Armor: Protection 7, Impervious Toughness 13, Features 2 (Armor is light as Leather, Quick Change); 22 pts
Red Dragonscale Shield: 21 pts Traits, Easily Removable (-8 pts); 13 pts
Red Dragon Protection: Enhanced Dodge 3 (Flaw: Sustained), Enhanced Parry 3 (Flaw: Sustained), Immunity 20 (Fire Effects, Flaw: Sustained, Flaw: Fire Damage, Flaw: Limited to half effect); 21 pts
Bow of Ythurian: 36 pts Traits, Easily Removable (-14 pts); 22 pts
Enchanted Elven Bow and Arrows: Ranged Multiattack Piercing Damage 9 (Extra: Accurate 2, Dangerous 2, Penetrating 5); 36 pts
Star Sapphire Sword: 50 pts Traits, Removable (-10 pts), Extra: Indestructible, Restricted 2 (Xander Daellion only), Quirk (Disarmable for round); 42 pts
Family Birthright: Feature 1 (Contains Interactive spirit of his father, Xavion Avagorn), Senses 1 (Communication Link [Mental, Star Sapphire Sword]); 2 pts
Clairaudience: Senses 5 (Normal Hearing [Extended, Counters Concealment, Counters Illusion]); 5 pts
Starlight: Environment 2 (60 ft radius; Light [eliminates all concealment provided by natural darkness, counter darkness effects with Power Check]); 4 pts
Starfire Array: 39 pt Array; 41 pts
Fire Straight!: Line Area Starfire Energy Damage 13 (Extra: Line Area x2 [60 ft line]); 39 pts
Fire Forked!: Shapeable Area Starfire Energy Damage 13 (Extra: Shapeable Area x2 [60 ft cubic volume], Flaw: Limited to 3 pronged fork shape); 1 pt
Fire Burst!: Burst Area Starfire Energy Damage 13 (Extra: Burst Area x2 [60 ft radius]) 1 pt
Starfire Sword Strike: Multiattack Slashing Strength-Based Damage 6 (Extra: Accurate, Breaking, Dangerous 4, Penetrating 12); 1 pt


EQUIPMENT:
(25 pts)
Headquarters: (22 pts)
Castle Olias: Size - H, Tough - 12, Features - Communications [Crystal Balls/Magic Mirrors], Defense Systems, Dock, Effects 4 (as needed for situation), Garage, Grounds, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel, Workshop; 22 pts

OFFENSE:
Initiative +11
Close Attack +15 [Unarmed +9, Critical 19-20]
Star Sapphire Sword +17 [Star Sapphire Sword +15, Critical 16-20, Multiattack]
Ranged Attack +7
Bow +11
Bow of Ythurian +15 [Bow of Ythurian Arrows +9, Critical 18-20, Multiattack]
Special Attack [Starfire Straight +13, Line Area; Starfire Forked +13, Shapeable Area; Starfire Burst +13, Burst Area]

DEFENSES:
Dodge +13 (+16 with Dragonscale Shield) [DC23/26] Parry +13 (+16 with Dragonscale Shield) [DC23/26]
Toughness +16 (+7 Impervious, +14 without Defensive Roll), Fortitude +13, Will +13 (+15 against Fear Effects)

COMPLICATIONS:
Conflicted: While he loves being with his family and generally enjoys fulfilling his duties as King, he greatly misses his adventuring life.
Doing Good: Xander is driven by a strong need to do good and protect those that cannot protect themselves.
Enemy: Demogorgon and he have a history and the Demon Prince wants payback. for a prior defeat. And there are several former enemies from his adventuring days that seek revenge against him and his family.
Honor: King Daellion is a true man of his word, and he holds to it no matter what the cost.
Phobia: Even though he can swim a little bit now, he still is very afraid of the water.
Relationships: His family, including his 9 siblings, with him being closest to Sian, Pergathon and Balderron;, his mother, Berises, his father Malchior; his wife Diiva, and his children, sons, Jaxx and Jacade and his daughters, Tishana, Arisema, Alispeth, and Danea.
Responsibility: As the High King of Gloriant, his responsibilities to the realm are numerous.

Abilities 124 + Skills 44 (88 ranks) + Advantages 78 + Powers 106 + Defenses 18 = 370 / 370

Comments: Xander Daellion is a the main hero of my little fantasy world. He is a conversion from my first D&D character that I built in 1981 (god, I’m old F!) who rose up from his humble beginnings as a farmboy to become High King of Gloriant. In our original continuity, he met up with Pergathon, Kalen, Sian and M-something (magic user I built whose name is lost to the ages) as adventurers and went from there. If I had to guess, I would say they probably met in a bar…

This is Xander 25 years after he helped bring about the Third Age of Gloriant, where he is the High King of the known lands. While most of the other domains have some sort of monarchy, he is consider the High King of all of the land. Most respect his power and legacy as the slayer of the evil Montarrio and he and his X Knights have worked diligently to maintain peace with all the nations, at least as much as they can. It doesn’t hurt that as far as most everyone knows, he’s the most powerful non-dragon, non-demonlord or non-god being on the planet.

As far as his stats go, they are generally based on where my original character ended up but I did make a few enhancements from where he was when I moved on. He had all 25’s for stats thanks to a Wish spell (that for once, my old DM did not tack on a twist) so that would relate to all 7’s in MnM. And he was given the Star Sapphire Sword, an epic weapon that was +3 to hit, +5 to damage in 1st edition D&D, making it an EPIC weapon for that original edition. It was an original creation of Willard’s, and it could do a lot more than I listed, but alas, I only remember those abilities and the sheet is long gone by now. Willard made “Three Swords of Power” in his setting, another was the Blackfire Sword and third one I cannot remember either, but I will come up with something. I’d like to make that part of an epic level campaign sometime.

The funny thing is that he gave it to me at like 6th level, so I quickly became the party’s big hitter, but Willard was great about not letting me get too big of a head by throwing me into crappy situations all the time. He also let us keep scales from the first red dragon we killed, so I had a shield made from one, which I carried. Of course, it got us attacked by more red dragons, but it was worth it. I cannot remember what level he ended at but it was in the 20’s overall. I stopped taking Fighter levels after 15 and I took some magic user and cleric levels, so I need to add some spells but I’m just stopping at cantrips for now. Xander was my first RPG creation so I couldn’t let his legend die without some of sort of tribute.

And yes, if I ever get this made into a movie, Idris Elba is playing him.

In my revised Gloriant continuity, he, Pergathon and Balderron were taken in as infants by Malchior and Berises Daellion, in the small Gilthorian thorp of Gerenny. There were 11 siblings altogether, 4 other adopted siblings, and 4 biological children, including the oldest daughter, Sian. Xander, Pergathon and Balderron were the only non-Gilthorian human children, with Xander having Zagandan origins, Balderron being a half-orc and Pergathon was a halfling.

The Daellions didn’t treat them any differently and loved them all the same, but several of the townsfolk did not like the three of them, especially the town bullies, The Bonehill brothers. The 3 Bonehill Boys and “The 3 Odd F*cks”, as the Bonehills called them, had several run-ins over the years. Xander also became good friends with a girl named Mairada, who was also considered an outsider by several of the townsfolk because she had a gift for magic. Outside of that, the boys grew up like most anyone else in Gerenny, learning the values of hard work, family but dreaming of being something more.

As time went on, Xander grew into a good-sized boy and due to his many pre-teen fights with the Bonehills and his hours of farm work, by the time he was 13, he had gotten to the point where few people would dare to mess with him. Even The Bonehills, who were far larger than average themselves, got to the point where they talked a far better game against the Daellion brothers than they fought. He became the protector of his family and when he was about 15, he caught they eye of a former adventurer, Elador the Grey, when he took down all 3 of the Bonehill Boys on his own, barely breaking a sweat. He took Xander under his wing and taught him swordplay and proper martial techniques while telling him stories of his time adventuring and his later time in King Olias’ service.

Things went on as they normally did for a couple more years when one day, things changed their fates forever. Balderron went to jail after he accidentally killed one of the Bonehill Boys in self- defense. Knowing he would hang for it because of his reputation and the Bonehill family’s influence, Xander, Mairada and Pergathon, who had become an accomplished thief by this time, decided to break him out. Sian, who was very devout in her faith, overheard their plan and tried to talk them out of it. When she failed at that she decided to assist, just to make sure none of them, or anyone else got hurt.

Their plan worked perfectly but just as they were getting ready to spirit Balderron out of town, a band of brigands stormed the thorp. Instead of fleeing, they stayed and fought alongside Sheriff Gane and the local militia and with their help, they eliminated the threat. Knowing that the siblings had freed Balderron, Sheriff Gane told them he had to lock them all up. But also knowing they would have probably lost their town without them, right before he did so, he winked at them, whispered “thank you” and “took off quickly to deal with something”, giving them time to say goodbye to their family and leave town.

With that, the 5 of them set off for adventure, soon meeting Kalen the Dwarf and other adventurers along their many travels and the rest is history.

And here is his loyal flying steed, Avagorn.
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AVAGORN (PEGASI)
PL10


OPL: 7; DPL: 10; HP: 0

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

SKILLS: Acrobatics (+3/+11), Athletics 3 (+9), Expertise [Survival] 6 (+5), Insight 3 (+5), Perception 4 (+6), Stealth (+3/+1)

ADVANTAGES: Favored Environment (Flying), Move-by Action

POWERS:
Horse Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate); 5 pts
Horse Hide: Protection 1; 1 pt
Horse Speed: Speed 3 (16 mph/250 fpr); 3 pts
Fastest Winged Steed: Flight 7 (2500 mph/1/2 mpr; Flaw: Winged), Enhanced Skill 4 (Acrobatics 8 ranks, Flaw: Limited to when flying); 9 pts
Pegasi Senses: Senses 20 (Normal Vision [Extended], Darkvision, Low-Light Vision, Detect Evil Presences [Mental; Acute, Extended, Radius, Ranged], Detect Good Presences [Mental; Acute, Extended, Radius, Ranged], Scent [Acute, Ranged, Extended, Tracking]); 20 pts
Hoof Strike: Bludgeoning Strength-based Damage 1; 1 pt
Daellion Connection: Senses 1 (Communication Link [Mental, Xander Daellion]); 1 pt
Sian's Blessing: Immunity 2 (Aging, Disease), Regeneration 2 (1/every 5 rounds, Extra: Persistent); 6 pts
Enchanted Equine Armor: 19 pts Traits, Removable (-4 pts); 15 pts
Magic Armor: Protection 6, Impervious Toughness 7; 19 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +5 [Unarmed +4; Hoof Strike +5]
Ranged Attack +0

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +13 (+13 without Defensive Roll, +4 Impervious), Fortitude +9, Will +7

COMPLICATIONS:
Disability: Pegasi cannot speak nor use their hooves to easily manipulate objects

Abilities 38 + Skills 8 (16 ranks) + Advantages 2 + Powers 61 + Defenses 14 = 123 / 123
Me fail English? That's unpossible. - Ralph Wiggum

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222 - Sian Daellion (High Priestess of Therin)

Post by Thorpocalypse » Sat Sep 01, 2018 9:53 pm

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You may be my brothers, but Therin help me, I should have let you rot in the dank dungeons of the Deep Dark all those years ago when I had the chance... - Sian Daellion

SIAN DAELLION (EPIC)
PL14


OPL: 14; DPL: 13; HP: 2
Real Name: Sian
Archetype: Cleric
Age: 55
Height: 5-7
Weight: 133
Eyes: Blue
Hair: Blonde/Grey
Skin: Fair
Race: Human
Alignment: Hero - Good
Occupation: High Priestess of Pelor
Base of Operations: Kormiant
Affiliations: X-Emplars

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 3, DEXTERITY 4, FIGHTING 10, INTELLECT 4, AWARENESS 7, PRESENCE 7

SKILLS: Athletics 6 (+8), Close Combat [Morningstar] 2 (+12), Deception (+7), Expertise [Dungeoneering] 8 (+12), Expertise [Gloriant Lore] 9 (+13), Expertise [Religion] 16 (+20) [Artificer, Ritualist], Insight 11 (+18), Intimidation (+7), Perception 8 (+15), Persuasion 8 (+15) [Connected], Ranged Combat [Prayers] 4 (+13), Stealth (+2), Treatment 9 (+13), Vehicles 5 (+9)

ADVANTAGES: Artificer, Benefit (6) (Status, Resources 5 – High Priestess of Therin, Uses Expertise [Religion] for Artificer and Ritualist), Benefit (Wealth Ranks) (19), Combat Leader*, Connected, Defensive Roll (2), Extraordinary Effort, Favored Foe (Undead), Favored Foe (Demons), Improved Critical (1) (Morningstar), Improved Initiative (2), Inspire (3), Languages (3) (Elven, Draconic, Arcane, Ancient Common, 6 others, Base: Common), Leadership, Lionheart*, Ranged Attack (5), Ritualist, Sidekick (22) (Velora [Horse]), Teamwork

POWERS:
Stabilize: Feature 1 (With just a touch and a standard action, you can automatically stabilize any dying creature’s condition); 1 pt
Full of Life: Feature 1 (You radiate an additional degree of life-force, promoting the health and well-being of living things around you, such that anything growing or healing in your presence gains a +2 circumstance bonus to any necessary checks); 1 pt
SPF: Feature 1 (You have a minor degree of immunity to light effects, enough that you never sunburn, need sunglasses, or otherwise have trouble with any amount of full direct sunlight); 1 pt
Human Sunrod: Feature 1 (You can emit a directed cone or beam of light at will, as if you carried a powerful sunrod at all times); 1 pt
Holy Avenger: Feature 1 (All attacks have Holy descriptor); 1 pt
Faith Sustained: Feature 1 (Longevity), Immunity 2 (Sleep, Starvation/Thirst); 3 pts
Commune with Mount: Senses 1 (Communication Link [Mental, Velora]); 1 pt
Blessed Armor of Gareth Elan: 37 pts Traits, Removable (-7 pts); 30 pts
Holy Armor: Protection 8, Impervious Toughness 9, Immunity 80 (Al Toughness Effects, Flaw: Limited to damage from evil/unholy creatures, Limited to half effect); 37 pts
Blessed Shield: 8 pts Traits, Easily Removable (-4 pts); 4 pts
Shield of Faith: Enhanced Parry 2 (Flaw: Sustained), Enhanced Dodge 2 (Flaw: Sustained), Environment 2 (60 ft radius; Light [eliminates all concealment provided by natural darkness, counter darkness effects with Power Check]); 8 pts
Morningstar of Therin: 12 pts Traits, Easily Removable (-4 pts), Extra: Restricted (Clerics of Pelor); 9 pts
Holy Smite: Bludgeoning Strength-based Damage 4 (Extra: Dangerous, Reach [5 ft], Penetrating 5); 11 pts
Ray of Faith: Ranged Radiant Mystic Damage 13; 26 pts
Divine Sense: Senses 4 (Detect Evil [Mental; Ranged, Extended, Acute]); 4 pts
Prayer Array: 42 pt Array, Quirk: Limited Boons (18 uses of divine powers per day, DC25 Will Check to cast more); 52 pts
Turning the Undead: Burst Area Radiant Damage 14 (Extra: Burst Area x2 [60 ft radius], Linked [Affliction], Flaw: Limited to Undead/Unholy), Burst Area Affliction 14 (Resisted by Will; 1st: Entranced, 2nd: Compelled [to flee], Extra: Burst Area x2 [60 ft radius], Linked, Flaw: Limited to two degrees, Limited to Undead/Unholy only]); 42 pts
Cure Wounds: Healing 16 (Extra: Accurate, Persistent); 1 pt
Healing Word: Ranged Healing 14; 1 pt
Healing Burst: Burst Area Healing 10 (Extra: Burst Area [30 ft radius], Selective, Persistent) ; 1 pt
Resurrection: Healing 16 (Extra: Resurrection, Flaw: Tiring) ; 1 pt
Create Food and Water: Create 7 (Extra: Continuous, Permanent); 1 pt
Bless: Luck Control 2 (You can spend a hero point or use Luck on another character’s behalf, with the normal benefits; You can bestow your hero point or use of Luck on others), Enhanced Advantages 5 (Luck [Improve Roll]); 1 pt
Banish Darkness: Burst Area Nullify Darkness 10 (Extra: Burst Area x2 [60 ft radius], Simultaneous); 1 pt
Blinding Burst: Perception Burst Area Cumulative Affliction 10 (Resisted by Dodge, Overcome by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Burst Area [30 ft radius], Selective, Flaw: Limited to one sense [visual]); 1 pt
Flame Strike: Ranged Burst Area Radiant Damage 10 (Extra: Burst Area [30 ft radius], Indirect 2 [above/below], Selective); 1 pt
Heaven's Gate: Movement 3 (Dimensional Movement 3 [Jaerth/Any Dimension]; Extra: Portal 2 [10 ft portal]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +11
Close Attack +10 [Unarmed +2]
Morningstar +12
Morningstar of Therin +14 [Morningstar of Pelor +8, Critical 18-20]
Ranged Attack +9
Magic +13 [Ray of Faith +13]
Special Attack [Holy Flame Strike +10, Burst Area; Blinding Burst Affliction +10, Burst Area, Turning Undead +14, Area Burst]

DEFENSES:
Dodge +10 (+12 with Shield) [DC20/22] Parry +10 (+12 with Shield) [DC20/22]
Toughness +12 (+4 Impervious, +10 without Defensive Roll), Fortitude +9, Will +13 (+15 against Fear effects)

COMPLICATIONS:
Doing Good: Sian wants nothing more than to rid the world of its evils and to protect its people.
Hatred: She loathes all unholy things, but the Cults of Orcus and Demogorgon are her most hated of "abominations".
Power Loss: She needs to be able to speak and have her Holy Symbol to perform Rituals and cast her spells.
Power Loss: Clerics and Paladins derive their magical abilities through their connection with their deities. Should that faith be shaken, attempt to call upon too many favors in a short period, should they fail to act in accordance with their deities' will (or whim) or attempt to use their abilities while on the grounds of a rival deity, or one whose powers conflict, they can lose their divine powers.
Relationships: She remains loyal to her family, and the members of The X-Emplars as well as her mentor Lady Elsbeth.
Responsibility: As the High Priestess of Therin in Gloriant, she has a great responsibility to the church and her station.

Abilities 78 + Skills 43 (86 ranks) + Advantages 54 + Powers 132 + Defenses 20 = 327 / 327

Comments: Sian the cleric was another of my original characters, my first female character actually. Although I think she started out as a he, but I changed things to make it more interesting for the group since all we had were male characters.

In my updated setting, she is the birth daughter of Xander, Pergathon and Balderron’s adopted parents. Pretty, smart and very strong in her faith, some of the other adopted kids (and everyone, really) were jealous of her, but Balderron and Xander kept them in check and she in turn looked out for them when they got into trouble, which was frequent. When the brothers decided to leave, she went with them, despite her parents’ wishes.

Sian is the High Priestess of Therin in Gilthorian. She’s loyal to her brothers and god, a powerful combatant and the best healer in the land.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1341
Joined: Fri Nov 04, 2016 8:52 pm

223 - Balderron (Master Assassin)

Post by Thorpocalypse » Sat Sep 01, 2018 10:09 pm

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Oh, you're already dead. It's just a matter of how painfully you're going go. If you cooperate, it'll be quick. If not... - Balderron

BALDERRON (MASTER ASSASSIN)
PL13


OPL: 13; DPL: 13; HP: 3
Real Name: Balderron
Archetype: Assassin
Age: 54
Height: 5-11
Weight: 200
Eyes: Brown
Hair: Black
Skin: Olive
Race: Half-Orc
Alignment: Neutral
Occupation: Assassin
Base of Operations: Kormiant
Affiliations: X-Emplars

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 8, DEXTERITY 7, FIGHTING 15, INTELLECT 1, AWARENESS 4, PRESENCE 2

SKILLS: Acrobatics 4 (+12), Athletics 11 (+15), Deception 13 (+15), Expertise [Assassin] 22 (+23), Expertise [Criminal] 15 (+16), Expertise [Poison] 19 (+20) [Skill Mastery], Expertise [Streetwise] 13 (+14), Insight 9 (+13) [Assessment], Intimidation 13 (+15) [Startle], Investigation 14 (+15) [Contacts, Well-Informed], Perception 10 (+14), Persuasion (+2), Ranged Combat [Throwing] 4 (+15), Sleight of Hand 8 (+15), Stealth 12 (+20) [Hide in Plain Sight, Skill Mastery], Technology 4 (+5/+15), Vehicles 3 (+10)

ADVANTAGES: All-Out Attack, Assessment, Benefit (3) (Clean 3), Benefit (Wealth Ranks) (20), Contacts, Defensive Attack, Defensive Roll (2), Equipment (2), Evasion (1), Follow-Up Strike*, Hide in Plain Sight, Improved Critical (2) (Short Blades, Shuriken), Improved Initiative (2), Languages (2) (Orc, Draconic, 3 others, Base: Common), Precise Attack (1) (Close, Cover), Quick Draw, Ranged Attack (4), Skill Mastery (3) (Expertise [Poisons], Sleight of Hand, Stealth), Startle, Takedown (2), Tracking, Uncanny Dodge, Well-Informed

POWERS:
Peak Half-Orc Senses: Senses 7 (Low-Light Vision, Darkvision, Scent [Acute, Accurate, Extended]); 7 pts
Backstab: Piercing Strength-based Damage 0, Enhanced Advantages 4 (Improved Critical 4 [Short Blades 2, Thrown Blades 2]); (Extra: Multiattack 9, Penetrating 4, Flaw: Limited [only against vulnerable opponent], Requires light weapon [daggers, shuriken, short sword, rapier]); 6 pts
Trained Thief: Enhanced Skills 5 (Technology 10 ranks, Flaw: Limited to lockpicking/bypassing security); 3 pts
Blackhand Armor: 16 pts Traits, Removable (-3 pts), Extra: Restricted (PL8 Assassin/thief and above); 14 pts
Shadow Blending: Concealment 4 (All Visual, Flaw: Limited to shadows); 4 pts
Enchanted Leather: Protection 5, Impervious Toughness 7; 12 pts

Deathdealer Blades: 14 pts Traits, Easily Removable (-6 pts), Extra: Restricted 2 [Balderron only]); 12 pts
Blade Strike: Piercing Strength-based Damage 5 (Extra: Accurate, Dangerous 2, Penetrating 5, Split); 14 pts
Poison Blades: 28 pts Traits, Easily Removable (-12 pts); 16 pts
Killing Blades: Piercing Strength-based Damage 5 (Extra: Linked [Weaken], Split), Weaken Stamina 7 (Resisted by Fortitude; Extra: Linked [Damage], Progressive); 27 pts
Paralyzing Blades: Piercing Strength-based Damage 5 (Extra: Linked [Affliction], Split), Cumulative Affliction 7 (Resisted by Fortitude; 1st: Hindered, 2nd: Immobile, 3rd: Paralyzed, Extra: Linked [Damage]); 1 pt

Slicing Shuriken: 16 pts Traits, Easily Removable (-6 pts); 10 pts
Shuriken Blast: Piercing Ranged Damage 5 (Extra: Dangerous, Multiattack); 16 pts

EQUIPMENT:
(10 pts)
Thieves' Tools, Masterwork : Feature 2 (Tools, Technology; +2 Sleight of Hand checks to pick locks); 2 pts
Garotte: Grabbing 0, Chokehold; 1 pt
Twin Daggers: Piercing Strength-Based Damage 2, Dangerous, Double; 4 pts

OFFENSE:
Initiative +16
Close Attack +15 [Unarmed +4; Twin Daggers +6, Critical 18-20; Backstab Twin Daggers +6, Critical 16-20, Multiattack; Killing Blades Damage/Weaken +9/+7; Killing Blades Damage/Weaken +9/+7, Critical 18-20, Multiattack; Paralyzing Blades Damage/Affliction +9/+7; Paralyzing Blades Damage/Affliction +9/+7, Critical 18-20, Multiattack]
Deathdealer Blades +17 [Deathdealer Blades +9, Critical 16-20; Deathdealer Blades Backstab +9, Critical 16-20, Multiattack]; Poison Tipped Blades +9, Critical 18-20]
Ranged Attack +11
Throwing +15 [Slicing Shuriken +5, Critical 19-20, Multiattack]

DEFENSES:
Dodge +14 [DC24] Parry +15 [DC25]
Toughness +11 (+4 Impervious), Fortitude +11, Will +9

COMPLICATIONS:
Conflicted: He is often torn internally between his baser Orc urges, and the values he was raised with
Enemy: As one of the most highly sought after assassins in Gloriant, he has no shortage of enemies
Motivation: Despite all his successes and the constant love and support of his family, he is constantly motivated to prove himself to be as "good" as everyone else
Pain In The Ass: Even when he tries to be good, he usually rubs people the wrong way
Phobia: He is terrified of bats
Relationships: He is extremely loyal to his family and the members of The Great Party
Secret: He knows where a LOT of bodies are buried

Abilities 90 + Skills 87 (174 ranks) + Advantages 35 + Powers 56 + Defenses 18 = 286 / 286

Comments: Balderron was the core character of my friend, Steve, another of the funniest guys I ever knew. He had a really dark sense of humor that made playing a half-orc assassin perfect for him. I really wish I could get my hands on his old sheet, because I thought Steve did a wonderful job of crafting him to be just the way he wanted him. He was brilliant with poisons and stealth and his sneak attack was brutal, as you would expect.

In the new continuity, of the 4 sibs, Balderron is the black sheep. Always in trouble, constantly in fights either because of remarks about his lineage, or taking up for Pergathon or Xander for being hassled about theirs. As such, he had quite the bad rep in their hometown, but the family always stood beside him.

King Xander may be the most powerful man in Gilthorian, but no one is more feared than Balderron. After years of adventuring and dedication to his craft, he can kill just about anyone, anytime, and never get caught. He has done “black ops” work for the kingdom many times and will continue to do so as long as the money is right, and it usually is. He and Xander have a “don’t ask, don’t tell policy” and it’s worked for both of them, even though their opinions about Balderron’s methods have never been of the same mind.

Fortunately for the King, they generally remain close and Balderron remains loyal. He has had several offers to eliminate Xander, and/or members of his inner circle and has turned them all down. So far…
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1341
Joined: Fri Nov 04, 2016 8:52 pm

224 - Kalen (King of Thunderhold)

Post by Thorpocalypse » Sat Sep 01, 2018 10:15 pm

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I am Kalen, son of Toriun and King of Thunderhold! And anyone, or anything that thinks they can try to take my gold will get a face full of dwarven steel! - Kalen

KALEN (KING OF THUNDERHOLD)
PL13


OPL: 13; DPL: 13; HP: 2
Real Name: Kalen
Archetype: Fighter
Age: 95
Height: 4-3
Weight: 160
Eyes: Hazel
Hair: Brown
Skin: Fair
Race: Dwarf
Alignment: Hero - Good
Occupation: King of Thunderhold
Base of Operations: Mount Thunderhold
Affiliations: X-Emplars

ABILITIES: STRENGTH 5, STAMINA 7, AGILITY 1, DEXTERITY 2, FIGHTING 10, INTELLECT 0, AWARENESS 4, PRESENCE 3

SKILLS: Athletics 4 (+9), Deception 4 (+7), Expertise [Blacksmithing] 12 (+12), Expertise [Construction] 15 (+15), Expertise [Dungeoneering] 13 (+13), Expertise [Mining] 16 (+16), Expertise [Nobility] 10 (+10), Insight 9 (+13), Intimidation 6 (+9) [Daze], Perception 3 (+7), Persuasion (+3), Ranged Combat [Throwing] 9 (+11), Stealth 4 (+5), Vehicles 5 (+7)

ADVANTAGES: All-Out Attack, Benefit (8) (Status, Wealth and Resources 8 – King of Thunderhold), Benefit (Wealth Ranks) (28), Close Attack (5), Daze (1) (Intimidation), Diehard, Equipment (3), Favored Foe (Giants), Favored Foe (Drow), Improved Critical (1) (Axes), Improved Defense, Improved Initiative (1), Languages (2) (Giant, Drow, Deep Gnome, Elvish, Common, Base: Dwarven), Leadership, Luck (Recover) (2), Power Attack (2) (Axes, Throwing Axes), Takedown (2)

POWERS:
Dwarven Physiology: Enhanced Strength 2 (Flaw: Limited to Resisting Movement), Senses 1 (Low Light Vision), Feature 1 (Longevity); 4 pts
Natural Geologist: Feature 1 (You can determine the type of any stone you encounter simply by touching [or perhaps even tasting] it); 1 pt
Stonework Knowledge: Feature 1 (You can tell if a stone surface is natural or worked with tools [or even shaped by earth powers] simply by touching or looking at it); 1 pt
Underground Sense: Feature 1 (You can automatically sense when you are underground, as well as the approximate depth); 1 pt
Never Lost in a Mine: Senses 1 (Direction Sense, Flaw: Limited to when underground]); 1 pt
Giant's Bane: Enhanced Dodge 2 (Flaw: Limited to against giants), Enhanced Parry 2 (Flaw: Limited to against giants); 2 pts
Dwarven Chain Armor: 16 pts Traits, Removable (-3 pts); 13 pts
Dust Resistant: Feature 1 (You can shed dust and dirt [including mud] at will, keeping yourself and your clothing clean under almost any conditions); 1 pt
Armor: Protection 5, Impervious 5; 15 pts

Shield of Dwervin: 5 pts Traits, Easily Removable (--2 pts); 3 pts
Shield: Enhanced Dodge 2, Enhanced Parry 2, Enhanced Advantages 1 (Improved Defense); 5 pts
Axe of Burridin: 19 pts Traits, Easily Removable (-8 pts); 11 pts
Axe Strike: Slashing Strength-based Damage 6 (Extra: Breaking, Dangerous 2, Penetrating 9, Smashing); 19 pts
Enchanted Throwing Axes: 7 pts Traits, Easily Removable (-2 pts); 5 pts
Throwing Axes: Ranged Multiattack Slashing Strength-based Damage 2 (Extra: Accurate, Dangerous, Flaw: Diminished Range [10/25/50]); 7 pts

EQUIPMENT:
(15 pts)
Headquarters: (14 pts)
Thunderhold: Size - A, Tough - 12, Features - Defense Systems, Grounds, Holding Cells, Infirmary, Isolated, Library, Living Space, Personnel, Workshop; 14 pts

OFFENSE:
Initiative +5
Close Attack +15 [Unarmed +5; Axe of Burridin +11, Critical 17-20]
Ranged Attack +2
Throwing +11
Enchanted Throwing Axes +13 [Enchanted Throwing Axes +7, Critical 18-20, Multiattack]

DEFENSES:
Dodge +8 (+10 with Shield, +12 against Giants) [DC18/20/22] Parry +10 (+12 with Shield, +14 against Giants) [DC20/22/24]
Toughness +12 (+6 Impervious), Fortitude +13, Will +7

COMPLICATIONS:
Arrogance: He quite sure of himself to the point of often underestimating his opponents.
Enemy: Giants, Drow and various other enemies he picked up during his years of adventuring.
Greed: He has always been a greedy little dwarf, but as he has gotten older, it has gotten worse to where his primary motivation is getting more precious metals from the mines of Thunderhold.
Relationships: Despite some of their differences, he is quite loyal to the members of The X-Emplars. He also dearly loves his sons, Burin, Kolfi and his daughter Bragga and his long-suffering wife Vura.
Responsibility: As the reigning king of the dwarven citadel, Thunderhold, he has numerous royal responsibilities.
Rivalry: He and Balderron have had a long running rivalry as to who was the better figher.

Abilities 64 + Skills 55 (110 ranks) + Advantages 30 + Powers 42 + Defenses 16 = 207 / 207

Comments: When we started playing, my friend Mitch, now a city cop, played Kalen the Dwarf and man, did he play the stereotypical dwarf. He was cocky, he swung first and asked questions later, used no tactics, he always got us into fights that could have been avoided, was useless in half in the fights until he scored a lucky crit at the end just when we needed it, and he tried to bang every wench he saw. In retrospect, I suppose I should have forseen his future cop career…

He had one of my favorite lines ever in role-playing but I have to save it until we reach the point in my little campaign (or in the powered up level builds) that it makes sense. I laughed so hard when our DM god-smacked him down for his stupidity, it was just great.

This is Kalen where I envisioned him ending up. In original setting, he was one of the princes of the Dwarven realm of Thunderhold so it would seem natural that after his adventuring days were done, he would come back and become their king. He’s still a one-trick pony in combat, but now that he’s running things there, he doesn’t fight much anymore and is far more concerned about the mine(s) continuing to produce and him continuing to gather wealth.

He has sworn to King Daellion that should he, or his forces be needed, he will answer the call. But a little persuasion from the Olias Family Vault would certain not be refused.
Me fail English? That's unpossible. - Ralph Wiggum

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