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Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Goblins: ???

Post by Thorpocalypse »

Just in case
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Hobgoblins: Earth-G

Post by Thorpocalypse »

Image
In a hobgoblin's view of the world, the weak owe tribute and fealty to the strong.

HOBGOBLINS
PL4


OPL: 4; SPL: -; DPL: 4; FWPL: 3; HP: 0

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

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

ADVANTAGES: Close Attack (2), Equipment (3), Languages (1) (Most speak Common, 1 other, Base: Goblin)

POWERS:
Goblinoid Senses: Senses 1 (Low-light Vision); 1 pt

EQUIPMENT:
(15 pts)
Studded Leather Armor: Protection 2; 2 pts
Medium Shield: +2 Dodge, +2 Parry; 4 pts
Arsenal: (7 pts)
Longbow: Ranged Piercing Damage 3; 6 pts
Longsword: Slashing Strength-Based Damage 3, Dangerous; 1 pts

OFFENSE:
Initiative +3
Close Attack +4 [Unarmed +1; Longsword +4, Critical 19-20]
Ranged Attack +2
Bow +4 [Longbow +3]

DEFENSES:
Dodge +2 (+4 with Shield) [DC12/14] Parry +2 (+4 with Shield) [DC12/14]
Toughness +4, Fortitude +3, Will +2

COMPLICATIONS:
Motivation: Hobgoblins are motivated by combat and their desire to conquer the continent.

Abilities 18 + Skills 7 (14 ranks) + Advantages 6 + Powers 1 + Defenses 2 = 34 / 34

Comments: Hobgoblins used to seem superfluous to me, but I like their new incarnation as bigger, more organized militaristic goblins. Some people see them as orc strong, if not stronger, but I like them a little weaker, but more agile and better in combat.

Here are some higher level versions and some Mass Combat:
HOBGOBLIN MASS COMBAT

CORPS (20,000-50,000): ATTACK 18, DAMAGE 18, DEFENSE 3, TOUGHNESS 18, INITIATIVE 3, MORALE 2
DIVISION (9,000-15,000): ATTACK 17, DAMAGE 17, DEFENSE 3, TOUGHNESS 17, INITIATIVE 3, MORALE 2
BRIGADE (6,000-8,000): ATTACK 16, DAMAGE 16, DEFENSE 3, TOUGHNESS 16, INITIATIVE 3, MORALE 2
REGIMENT 1 (3,000-4,000): ATTACK 15, DAMAGE 15, DEFENSE 3, TOUGHNESS 15, INITIATIVE 3, MORALE 2
REGIMENT 2 (1,250-2,750): ATTACK 14, DAMAGE 14, DEFENSE 3, TOUGHNESS 14, INITIATIVE 3, MORALE 2
BATALLION 1 (500-1,000): ATTACK 13, DAMAGE 13, DEFENSE 3, TOUGHNESS 13, INITIATIVE 3, MORALE 2
BATALLION 2 (150-450): ATTACK 12, DAMAGE 12, DEFENSE 3, TOUGHNESS 12, INITIATIVE 3, MORALE 2
COMPANY 1 (140): ATTACK 11, DAMAGE 11, DEFENSE 3, TOUGHNESS 11, INITIATIVE 3, MORALE 2
COMPANY 2 (55-125): ATTACK 10, DAMAGE 10, DEFENSE 3, TOUGHNESS 10, INITIATIVE 3, MORALE 2
PLATOON 1 (30-50): ATTACK 9, DAMAGE 9, DEFENSE 3, TOUGHNESS 9, INITIATIVE 3, MORALE 2
PLATOON 2 (15-40): ATTACK 8, DAMAGE 8, DEFENSE 3, TOUGHNESS 8, INITIATIVE 3, MORALE 2
SQUAD (8-10): ATTACK 7, DAMAGE 7, DEFENSE 3, TOUGHNESS 7, INITIATIVE 3, MORALE 2
SQUAD (4-6): ATTACK 6, DAMAGE 6, DEFENSE 3, TOUGHNESS 6, INITIATIVE 3, MORALE 2
BASE (2-3): ATTACK 4, DAMAGE 4, DEFENSE 3, TOUGHNESS 4, INITIATIVE 3, MORALE 2
HOBGOBLINS (ELITE)
PL5


OPL: 5; SPL: -; DPL: 5; FWPL: 4; HP: 0

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

SKILLS: Athletics 3 (+5), Deception (+0), Expertise [Military] 6 (+6), Insight (+2), Intimidation 5 (+5), Perception 2 (+4), Persuasion (+0), Ranged Combat [Bow] 2 (+5), Stealth (+2)

ADVANTAGES: Close Attack (2), Equipment (3), Languages (1) (Most speak Common, 1 other, Base: Goblin)

POWERS:
Goblinoid Senses: Senses 1 (Low Light Vision); 1 pt

EQUIPMENT:
(15 pts)
Studded Leather Armor: Protection 2; 2 pts
Medium Shield: +2 Dodge, +2 Parry; 4 pts
Arsenal: (7 pts)
Longbow: Ranged Piercing Damage 3; 6 pts
Longsword: Slashing Strength-Based Damage 3, Dangerous; 1 pts

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

DEFENSES:
Dodge +3 (+5 with Shield) [DC13/15] Parry +3 (+5 with Shield) [DC13/15]
Toughness +5, Fortitude +4, Will +3

COMPLICATIONS:
Motivation: Hobgoblins are motivated by combat and their desire to conquer the continent.

Abilities 30 + Skills 9 (18 ranks) + Advantages 6 + Powers 1 + Defenses 3 = 49 / 49

Comments: The leader Hobgoblins.
For higher levels encounters:
HOBGOBLINS
PL6


OPL: 6; SPL: -; DPL: 6; FWPL: 4; HP: 0

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

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

ADVANTAGES: Close Attack (2), Equipment (3), Languages (1) (Most speak Common, 1 other, Base: Goblin)

POWERS:
Goblinoid Senses: Senses 1 (Low-light Vision); 1 pt

EQUIPMENT:
(15 pts)
Chain Mail: Protection 3; 3 pts
Medium Shield: +2 Dodge, +2 Parry; 4 pts
Arsenal: (7 pts)
Longbow: Ranged Piercing Damage 3; 6 pts
Longsword: Slashing Strength-Based Damage 3, Dangerous; 1 pts

OFFENSE:
Initiative +3
Close Attack +7 [Unarmed +2; Longsword +5, Critical 19-20]
Ranged Attack +2
Bow +6 [Longbow +3]

DEFENSES:
Dodge +5 (+7 with Shield) [DC15/17] Parry +5 (+7 with Shield) [DC15/17]
Toughness +5 (+5 without Defensive Roll), Fortitude +4, Will +3

COMPLICATIONS:
Motivation: Hobgoblins are motivated by combat and their desire to conquer the continent.

Abilities 26 + Skills 10 (20 ranks) + Advantages 6 + Powers 1 + Defenses 7 = 50 / 50
HOBGOBLINS (ELITE)
PL7


OPL: 7; SPL: -; DPL: 7; FWPL: 5; HP: 0

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

SKILLS: Athletics 5 (+7), Deception (+0), Expertise [Military] 6 (+6), Insight (+2), Intimidation 5 (+5), Perception 4 (+6), Persuasion (+0), Ranged Combat [Bow] 4 (+7), Stealth (+3)

ADVANTAGES: Close Attack (3), Equipment (3), Languages (1) (Most speak Common, 1 other, Base: Goblin)

POWERS:
Goblinoid Senses: Senses 1 (Low Light Vision); 1 pt

EQUIPMENT:
(15 pts)
Chain Mail: Protection 3; 3 pts
Medium Shield: +2 Dodge, +2 Parry; 4 pts
Arsenal: (7 pts)
Longbow: Ranged Piercing Damage 3; 6 pts
Longsword: Slashing Strength-Based Damage 3, Dangerous; 1 pts

OFFENSE:
Initiative +3
Close Attack +9 [Unarmed +2; Longsword +5, Critical 19-20]
Ranged Attack +3
Bow +7 [Longbow +3]

DEFENSES:
Dodge +6 (+8 with Shield) [DC16/18] Parry +6 (+8 with Shield) [DC16/18]
Toughness +6 (+6 without Defensive Roll), Fortitude +5, Will +4

COMPLICATIONS:
Motivation: Hobgoblins are motivated by combat and their desire to conquer the continent.

Abilities 38 + Skills 12 (24 ranks) + Advantages 7 + Powers 1 + Defenses 7 = 65 / 65
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Tharzok (Hobgoblin Warlord): Earth-G

Post by Thorpocalypse »

Image
What kind of fool thinks a war can bring peace? And what kind of fool would want it? - Tharzok

THARZOK
PL9


OPL: 9; SPL: 2; DPL: 9; FWPL: 7; HP: 1
Real Name: Tharzok
Archetype: Warlord
Age: Unknown
Height: 6-5
Weight: 280
Eyes: Brown
Hair: Black
Skin: Red
Race: Hobgoblin
Alignment: Villain
Occupation: Warlord
Base of Operations: Mobile
Affiliations: Tharzok's Clan

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

SKILLS: Athletics 7 (+10), Deception 1 (+5), Expertise [Military] 10 (+12), Insight 7 (+10), Intimidation 7 (+11), Perception 4 (+7), Persuasion (+4), Stealth (+2)

ADVANTAGES: Accurate Attack, Benefit (1) (Status – Hobgoblin Warlord), Close Attack (3), Defensive Roll (1), Equipment (4), Improved Initiative (1), Inspire (2), Languages (1) (Common, 1 other, Base: Goblin), Leadership, Quick Draw, Ranged Attack (5), Takedown (2)

POWERS:
Goblinoid Senses: Senses 1 (Low Light Vision); 1 pt
Tharzok's Axe: 12 pts Traits, Easily Removable (-4 pts), Feature 1 (Magical); 9 pts
Magic Axe Strike: Slashing Strength-based Damage 4 (Extra: Breaking, Dangerous, Penetrating 5, Smashing); 12 pts

EQUIPMENT:
(20 pts)
Chain Mail: Protection 3; 3 pts
Medium Shield: +2 Dodge, +2 Parry; 4 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Javelin: Ranged Piercing Strength-based Damage 3, Dangerous; 7 pts

OFFENSE:
Initiative +6
Close Attack +11 [Unarmed +3; Tharzok Axe +7, Critical 19-20; Dagger +4, Critical 19-20]
Ranged Attack +8 [Javelin +6, Critical 19-20]

DEFENSES:
Dodge +7 (+9 with Shield) [DC17/19] Parry +8 (+10 with Shield) [DC18/20]
Toughness +8 (+7 without Defensive Roll), Fortitude +8, Will +6

COMPLICATIONS:
Motivation: Tharzok wants be known as the greatest Hobgoblin warlord of all.
Rivalry: There are some other Hobgoblin warriors that are all trying to become the leader of their race and none seem to be fond of the others.

Abilities 58 + Skills 18 (36 ranks) + Advantages 24 + Powers 10 + Defenses 12 = 122 / 122

Comments: Tharzok is one of the most dangerous Hobgoblin Warlords in the realms. He’s got a large cadre of elite Hobgoblins at his disposal and he lives for battle and conquest.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Hobgoblins: ???

Post by Thorpocalypse »

Maybe
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Bugbears: Earth-G

Post by Thorpocalypse »

Image
Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.

BUGBEARS
PL5


OPL: 5; SPL: -; DPL: 5; FWPL: 4; HP: 0

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

SKILLS: Athletics 3 (+6), Deception (-1), Expertise [Survival] 5 (+3), Intimidation 7 (+6), Perception 1 (+1), Persuasion (-1), Stealth (+1)

ADVANTAGES: Close Attack (2), Equipment (2), Improved Grab, Languages (1) (Most speak Common, 1 other, Base: English), Power Attack (2) (Morningstar, Unarmed)

POWERS:
Goblinoid Senses: Senses 1 (Low-light Vision); 1 pt
Bugbear Nose: Senses 2 (Scent [Ranged, Acute]); 2 pts

EQUIPMENT:
(10 pts)
Raggedy Leather Armor: Protection 1; 1 pt
Medium Shield: +2 Dodge, +2 Parry; 4 pts
Morningstar: Bludgeoning Strength-Based Damage 3, Extra: Reach [5 ft.]; 4 pts

OFFENSE:
Initiative +1
Close Attack +4 [Unarmed +3; Morningstar +6]
Ranged Attack +0

DEFENSES:
Dodge +1 (+3 with Shield) [DC11/13] Parry +2 (+4 with Shield) [DC12/14]
Toughness +6, Fortitude +6, Will +1

COMPLICATIONS:
Reputation: Big, dumb brutes.

Abilities 16 + Skills 8 (16 ranks) + Advantages 8 + Powers 3 + Defenses 2 = 37 / 37

Build Comments: Gotta love Bugbears. Big, dumb, feral brutes that usually boss a bunch of goblins around and take all the spoils. Reminds me of management at my work…
BUGBEAR WARCHIEF
PL7


OPL: 7; SPL: -; DPL: 7; FWPL: 5; HP: 1

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

SKILLS: Athletics 4 (+8), Deception (+1), Expertise [Survival] 5 (+5), Expertise [Tactics] 5 (+5), Intimidation 8 (+9) [Startle], Insight (+1), Perception 2 (+3), Persuasion (+1), Stealth (+2)

ADVANTAGES: Close Attack (3), Equipment (2), Improved Grab, Improved Smash, Languages (1) (Most speak Common, 1 other, Base: English), Power Attack (2) (Morningstar, Unarmed), Startle, Takedown (1)

POWERS:
Goblinoid Senses: Senses 1 (Low-light Vision); 1 pt
Bugbear Nose: Senses 2 (Scent [Ranged, Acute]); 2 pts

EQUIPMENT:
(10 pts)
Studded Leather Armor: Protection 2; 2 pts
Medium Shield: +2 Dodge, +2 Parry; 4 pts
Morningstar: Bludgeoning Strength-Based Damage 3, Extra: Reach [5 ft.]; 4 pts

OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +4; Morningstar +7]
Ranged Attack +0

DEFENSES:
Dodge +2 (+4 with Shield) [DC12/14] Parry +4 (+6 with Shield) [DC14/16]
Toughness +7 (+7 without Defensive Roll), Fortitude +7, Will +3

COMPLICATIONS:
Reputation: Big, dumb brutes.

Abilities 38 + Skills 12 (24 ranks) + Advantages 12 + Powers 3 + Defenses 4 = 69 / 69

Comments: Warchiefs are the leaders of groups of Bugbears. They are usually of average intelligence and quite intimidating, which is how one rises to power among Bugbears.
And for higher level encounters:
BUGBEARS
PL7


OPL: 7; SPL: -; DPL: 7; FWPL: 4; HP: 0

ABILITIES: STRENGTH 3, STAMINA 6, AGILITY 2, DEXTERITY 0, FIGHTING 4, INTELLECT -2, AWARENESS 0, PRESENCE -1

SKILLS: Athletics 5 (+8), Deception (-1), Expertise [Survival] 6 (+4), Insight (+0), Intimidation 7 (+6), Perception 1 (+1), Persuasion (-1), Ranged Combat [Throwing] 5 (+5), Stealth (+2)

ADVANTAGES: Close Attack (2), Equipment (3), Improved Grab, Languages (1) (Most speak Common, 1 other, Base: Goblin), Power Attack (2) (Morningstar, Unarmed), Tough (1)

POWERS:
Goblinoid Senses: Senses 1 (Low-light Vision); 1 pt
Bugbear Nose: Senses 2 (Scent [Ranged, Acute]); 2 pts

EQUIPMENT:
(20 pts)
Hide Armor: Protection 2; 2 pts
Medium Shield: +2 Dodge, +2 Parry; 4 pts
Great Morningstar: Bludgeoning Strength-Based Damage 5, Extra: Reach [5 ft.]; 6 pts
Javelin: Ranged Piercing Strength-based Damage 2, Dangerous; 5 pts

OFFENSE:
Initiative +2
Close Attack +6 [Unarmed +3; Great Morningstar +8]
Ranged Attack +0
Throwing +5 [Javelin +5, Critical 19-20]

DEFENSES:
Dodge +3 (+5 with Shield) [DC13/15] Parry +4 (+6 with Shield) [DC14/16]
Toughness +8 (+8 without Defensive Roll), Fortitude +6, Will +2

COMPLICATIONS:
Reputation: Big, dumb brutes.

Abilities 22 + Skills 12 (24 ranks) + Advantages 11 + Powers 3 + Defenses 4 = 52 / 52
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Bugbears: ???

Post by Thorpocalypse »

Just in case
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Owlbears: Earth-G

Post by Thorpocalypse »

Image
A monstrous cross between giant owl and bear, an owlbear’s reputation for ferocity and aggression makes it one of the most feared predators of the wild. An owlbear’s screech echoes through dark valleys and benighted forests, piercing the quiet night to announce the death of its prey. Feathers cover the thick, shaggy coat of its bearlike body, and the limpid pupils of its great round eyes stare furiously from its owlish head.

OWLBEAR
PL7


OPL: 7; SPL: -; DPL: 6; FWPL: 5; HP: 0

ABILITIES: STRENGTH 6, STAMINA 5, AGILITY 1, DEXTERITY 0, FIGHTING 7, INTELLECT -4, AWARENESS 1, PRESENCE -3

SKILLS: Athletics 2 (+8), Deception (-3), Insight (+1), Intimidation 9 (+6/+10), Perception 5 (+6), Persuasion (-3), Stealth (+1/-3)

ADVANTAGES: Fast Grab

POWERS:
Owlbear 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
Feathered Hide: Protection 3, Immunity 1 (Environmental Cold); 4 pts
Owlbear Senses: Senses 6 (Darkvision, Scent [Acute, Ranged, Extended]); 6 pts
Talons: Slashing Strength-based Damage 1 (Extra: Dangerous, Split); 3 pts
Stunning Screech: Burst Area Reaction Affliction 6 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Stunned, Extra: Burst Area [30 ft radius], Reaction [when Owlbear suffers a 2nd or 3rd degree damage failures], Flaw: Limited to two degrees, Limited to when Owlbear takes when Owlbear suffers a 2nd and 3rd degree damage failures); 18 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +6; Talons +7, Critical 19-20]
Ranged Attack +0
Special Attack [Stunning Screech Affliction +6, Burst Area]

DEFENSES:
Dodge +3 [DC13] Parry +5 [DC15]
Toughness +8, Fortitude +7, Will +2

COMPLICATIONS:
Disability: Owlbears cannot speak humanoid languages and cannot use their paws to easily manipulate objects.
Temper: Owlbears are very aggressive and attack anything they think they can kill.

Abilities 10 + Skills 8 (16 ranks) + Advantages 1 + Powers 40 + Defenses 7 = 66 / 66

Comments: Owlbears. The greatest fantasy monsters of all time. Fight me. 8-)

Larger version:
OWLBEAR (GREATER)
PL8


OPL: 8; SPL: 2; DPL: 8; FWPL: 7; HP: 0

ABILITIES: STRENGTH 6, STAMINA 6, AGILITY 1, DEXTERITY 0, FIGHTING 6, INTELLECT -4, AWARENESS 1, PRESENCE -1

SKILLS: Athletics 3 (+9), Expertise [Survival] 8 (+4), Insight (+1), Intimidation 9 (+8/+12), Perception 6 (+7), Stealth (+1/-3)

ADVANTAGES: All-Out Attack (2) (Talons, Unarmed), Close Attack (3), Fast Grab

POWERS:
Large Creature: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass; Extra: Innate); 9 pts
Feathered Hide: Protection 4, Immunity 1 (Cold); 3 pts
Owlbear Senses: Senses 6 (Darkvision, Scent [Acute, Ranged, Extended]); 6 pts
Talons: Slashing Strength-based Damage 1 (Extra: Dangerous, Split); 3 pts
Stunning Screech: Burst Area Reaction Affliction 7 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Stunned, Extra: Area Burst [30 ft], Reaction [when Owlbear takes 3 1st, 2 2nd or 1 3rd degree damage failures], Flaw: Limited to two degrees, Limited to when Owlbear takes 3 1st, 2 2nd or 1 3rd degree damage failures); 21 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +9 [Unarmed +6; Talons +7, Critical 19-20]
Ranged Attack +0
Special Attack [Stunning Screech Affliction +7, Burst Area]

DEFENSES:
Dodge +4 [DC14] Parry +6 [DC16]
Toughness +10, Fortitude +10, Will +4

COMPLICATIONS:
Disability: Owlbears cannot speak and cannot use their paws to easily manipulate objects.
Temper: Owlbears are very aggressive and attack anything they think they can kill.

Abilities 14 + Skills 13 (25 ranks) + Advantages 6 + Powers 42 + Defenses 14 = 89 / 89
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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Joined: Fri Nov 04, 2016 8:52 pm

Tigorilla: Earth-G

Post by Thorpocalypse »

Image
From a certain perspective, it’s an inspiring story of overcoming obstacles.

TIGORILLA
PL7


OPL: 7; SPL: 5; DPL: 7; FWPL: 6; HP: 0

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

SKILLS: Acrobatics 4 (+6/+10), Athletics (+7/+15), Deception (-2), Insight (+1), Intimidation 9 (+7/+9), Perception 5 (+6), Persuasion (-2), Stealth (+2/+0/+4)

ADVANTAGES: Chokehold, Fast Grab, Improved Grab, Improved Hold

POWERS:
Large Beast: 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
Cat Senses: Senses 5 (Low-Light Vision, Scent [Acute, Ranged], Normal Hearing [Extended], Ultra-Hearing); 5 pts
Tigorilla Agility: Speed 1 (4 mph/60 fpr), Leaping 1 (15 ft), Enhanced Skills 4 (Athletics 8 ranks, Flaw: Limited to Climb Checks), Enhanced Skills 2 (Acrobatics 4 ranks, Flaw: Limited to balance checks); 5 pts
Tigorilla Hide: Protection 3, Enhanced Skills 2 (Stealth 4 ranks, Flaw: Limited to tall grass/jungle terrain/heavy undergrowth); 4 pts
Claws and Fangs: Piercing/Slashing Strength-based Damage 1 (Extra: Dangerous, Split, Variable Descriptor [Piercing/Slashing), Movement 2 (Wall-Crawling 2 [Normal speed], Flaw: Limited to surfaces where claws can find purchase); 6 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +6 [Unarmed +7; Claws/Fangs +8]
Ranged Attack +1

DEFENSES:
Dodge +4 [DC14] Parry +5 [DC15]
Toughness +9 (+9 without Defensive Roll) Fortitude +8, Will +3

COMPLICATIONS:
Disability: Tigorillas cannot speak humanoid languages.
Rivalry: Other male Tigorillas most of the time.
Sink Like a Stone: Because of their density, Tigorillas cannot swim very well. They suffer a -5 penalty to all Swimming checks.

Abilities 20 + Skills 9 (18 ranks) + Advantages 4 + Powers 29 + Defenses 9 = 71 / 71

Comments: God, I love creature mashups! I posted this in my D&D 5E thread and now it’s here in 3E. A monster from the Magic the Gathering set of Ikoria: Lair of Behemoths, the Ferocious Tigorilla. The card is only good in draft environments (which I suck at) so I never play it since I only play constructed formats (which I suck less at) but from a flavor perspective, it was love at first sight. I think because it’s in the vein of Owlbears and Griffons, just being a mashup of creatures that is just fun.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Wolfbear: Earth-G

Post by Thorpocalypse »

Image
Sometimes the Eludha is a sacred harmony of souls. Sometimes the bonder grabs some fur and holds on tight.

WOLFBEAR
PL7


OPL: 7; SPL: 1; DPL: 7; FWPL: 6; HP: 0

ABILITIES: STRENGTH 6, STAMINA 6, AGILITY 2, DEXTERITY 0, FIGHTING 6, INTELLECT -4, AWARENESS 1, PRESENCE -3

SKILLS: Athletics 3 (+9), Deception (-3), Insight (+1), Intimidation 11 (+8/+10), Perception 4 (+5), Persuasion (-3), Stealth (+2/+0)

ADVANTAGES: Chokehold, Fast Grab, Improved Trip, Teamwork

POWERS:
Wolfbear 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
Wolfbear Hide: Protection 2, Impervious Toughness 3, Immunity 1 (Environmental Cold); 6 pts
Wolfbear Movement: Speed 2 (8 mph/120 fpr), Leaping 1 (15 ft); 3 pts
Wolfbear Senses: Senses 7 (Low-light vision, Normal Hearing [Extended], Ultrahearing, Scent [Acute, Ranged, Extended, Tracking]); 7 pts
Bite: Piercing Strength-based Damage 1 (Extra: Dangerous); 2 pts
Claws: Slashing Strength-based Damage 2 (Extra: Double); 3 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +6 [Unarmed +6; Bite +7, Critical 19-20; Claws +8]
Ranged Attack +0

DEFENSES:
Dodge +4 [DC14] Parry +5 [DC15]
Toughness +8 (+8 without Defensive Roll, +2 Impervious), Fortitude +8, Will +3

COMPLICATIONS:
Disability: Wolfbears cannot speak nor use their paws to easily manipulate objects.
Relationships: Wolfbears are known by a strict pecking order in the pack, with the Alphas getting first choice in any matter, and Omegas at the bottom.

Abilities 12 + Skills 9 (18 ranks) + Advantages 4 + Powers 30 + Defenses 9 = 64 / 64

Comments: Another creature mashup from the MTG Ikoria set, the Wolfbear. I know it's the same territory as the Tigorilla but damn, that's just a fun mix.
Last edited by Thorpocalypse on Thu Jul 22, 2021 6:59 pm, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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Patagia Tiger: Earth-G

Post by Thorpocalypse »

Image
Lukka looked out from the parapet and saw not a monster to be put down, but a fierce kind of beauty.

PATAGIA TIGER
PL8


OPL: 8; SPL: 3; DPL: 8; FWPL: 6; HP: 0

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

SKILLS: Acrobatics (+3/+7), Athletics 2 (+9/+13), Deception (-2), Insight (+1), Intimidation 7 (+5/+7), Perception 5 (+6), Persuasion (-2), Stealth 4 (+7/+3/+7)

ADVANTAGES: Chokehold, Fast Grab, Improved Hold, Move-by Action, Prone Fighting

POWERS:
Giant Tiger: 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
Cat Senses: Senses 5 (Low-Light Vision, Scent [Acute, Ranged], Normal Hearing [Extended], Ultra-Hearing); 5 pts
Big Cat Agility: Speed 2 (8 mph/120 fpr), Leaping 1 (15 ft), Enhanced Skills 2 (Athletics 4 ranks, Flaw: Limited to Climb Checks), Enhanced Skills 2 (Acrobatics 4 ranks, Flaw: Limited to balance checks); 5 pts
Big Cat Hide: Protection 2, Enhanced Skills 2 (Stealth 4 ranks, Flaw: Limited to tall grass/jungle terrain/heavy undergrowth); 3 pts
Tiger Wings: Flight 3 (16 mph/250 ft pr; Flaw: Winged); 3 pts
Born to Fly: Enhanced Dodge 2 (Flaw: Limited to when flying), Enhanced Parry 2 (Flaw: Limited to when flying), Enhanced Advantages 1 (Move-by Action, Flaw: Limited to when flying); 3 pts
Claws and Fangs: Piercing/Slashing Strength-based Damage 1 (Extra: Dangerous, Split, Variable Descriptor [Piercing/Slashing); 4 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +7 [Unarmed +7; Claws/Fangs +8, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +4 (+6 when flying) [DC14/16] Parry +5 (+7 when flying) [DC15/17]
Toughness +9 (+9 without Defensive Roll), Fortitude +8, Will +3

COMPLICATIONS:
Disability: Tigers cannot speak nor use their paws to easily manipulate objects.
Rivalry: Other male tigers most of the time.

Abilities 22 + Skills 9 (18 ranks) + Advantages 4 + Powers 32 + Defenses 6 = 73 / 73

Build Comments: I've mentioned before that my original DM back in the early 80's loved to put wings on things. Many were the battles we had against winged worgs and the like. I feel like his spirit lives on with this creature, the Patagia Tiger which is also from MTG's Ikoria set. It's a tiger that is nearly 6 ft. at the shoulder but has dragon wings. I probably undersold it a bit but I don't have a lot of info on them and the main one from the story didn't have a great performance against some fairly low level warriors so this feels OK for now.
Me fail English? That's unpossible. - Ralph Wiggum
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Arisema Navara: Earth-G

Post by Thorpocalypse »

Image]
I know you worry father, but this is what I was born to do, just like you were. And like you, I will forge my own legacy. - Arisema Navara

ARISEMA NAVARA
PL6


OPL: 6; SPL: 1; DPL: 6; FWPL: 6; HP: 1
Real Name: Arisema Daellion
Archetype: Warlord
Age: 18
Height: 5-6
Weight: 128
Eyes: Blue
Hair: Black
Skin: Brown
Race: Human
Alignment: Hero - Neutral Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

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

SKILLS: Athletics 5 (+6), Deception (+4), Expertise [Tactics] 10 (+11), Insight 5 (+7), Intimidation (+4), Perception 5 (+7), Persuasion 5 (+9), Ranged Combat [Bow] 4 (+7), Stealth (+2)

ADVANTAGES: Close Attack (1), Combat Leader*, Equipment (4), Improved Critical (1) (Long Blades), Improved Initiative (1), Inspire (5), Languages (1) (Draconic, Orcish, Base: Common), Leadership, Luck (Improve Roll) (1), Luck (Inspiration) (2), Move-by Action, Takedown (1), Teamwork

POWERS:
Hieromancy: Enhanced Advantages 8 (Inspire 5, Luck [Improve Roll], Luck 2 [Inspiration 2]); 8 pts
Warlord's Decree: Burst Area Affliction 6 (Mystic; Resisted/Overcome by Fortitude; 1st: Defense Vulnerable, 2nd: Defenseless, Extra: Burst Area [30 ft radius], Selective, Flaw: Limited to two degrees, Unreliable [5 uses]); 6 pts

Magic Items (*does not count against Power Point Totals):


EQUIPMENT:
(20 pts)
Studded Leather: Protection 2; 2 pts
Explorer’s Pack: Backpack, Bedroll, Mess kit, Tinderbox, 10 torches, 10 days of Rations, Waterskin, 50 ft of rope; 7 pts
Longsword: Slashing Strength-Based Damage 3, Dangerous; 4 pts
Skinsplitter Bow: Ranged Piercing Damage 3, Dangerous; 7 pts


Acquired Items (*does not count against Power Point Totals): (0 pts)


OFFENSE:
Initiative +6
Close Attack +8 [Unarmed +2; Longsword +4, Critical 18-20]
Ranged Attack +3
Bow +7 [Skinsplitter Longbow +3, Critical 19-20]

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

COMPLICATIONS:
Honor: Arisema is a woman of her word, like the other members of her family.
Legacy: With her father being the High King of Gloriant, her mother being the "perfect" Queen, and her older brothers being great warriors, she feels she has a lot to live up to.
Mommy Issues: Her mother never approved her wanting to be an adventurer and this has caused a rift between them.
Motivation: Becoming a great hero on her own and protecting the people of her land.
Plot Device: Being the youngest child of the Daellion Monarchy comes with its advantages. She is determined to make her own legacy, but when things get dire, she can always call on the most powerful man in the kingdom or his allies.
Relationships: She is close to her family, her friend since childhood, Beaver the Bard, as well as Jobymme and 997.
Secret: She does not want anyone to know who her father is, for fear of not just retribution from his enemies, but mainly to avoid any preferential treatment as she wants to forge her own legacy.

Abilities 46 + Skills 17 (34 ranks) + Advantages 13 + Powers 14 + Defenses 10 = 100 / 100

Comments: Time for the PCs I use to test my fantasy creatures. Arisema here is a legacy character, the second youngest child of my original main D&D character, Xander Daellion, the current High King of Gloriant. She has idolized her father since day one and as much as he and her mother tried to talk her out of becoming and adventurer, she has thought of little else since she was a young child. Xander reluctantly allowed her to train with his X Knights and her brothers, Jaxx and Jacade and at age 18, she has become a gifted warrior and leader, if still a bit immature.

Her life as an adventurer is starting out under a veil of secrecy, as she has taken the last name of Navara as she sets out for adventure. If she were to be found to be the daughter of the High King, her problems would be two-fold. First, there are always enemies of the crown that would love to kidnap her and use her as a bargaining piece (or worse), but most importantly to her, since the fans of the Royal Family greatly outnumber the enemies (or so most think), she wants no preferential treatment. She wants to succeed or fail on her own, and as difficult as it has been for them, the King and Queen are letting her do so.

Mostly… ;)

As a build, I built her with her mother's looks and her father's gift for strategy and leadership. She's basically a Warlord, with more of a focus on accuracy than power, but hopefully as she levels and powers up, that will probably even out. As I would normally start out PCs in a big campaign at PL4, I started thinking about Arisema and my group of initial PCs and I'm seeing them as having adventured together a bit (even if my earlier adventures with them are no longer canon) and starting at PL6 with 100 points.
Last edited by Thorpocalypse on Sat Jul 24, 2021 2:23 am, edited 2 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
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Jobymme: Earth-G

Post by Thorpocalypse »

Image
Hammer Time... - Jobymme

JOBYMME
PL6


OPL: 6; SPL: -; DPL: 6; FWPL: 5; HP: 1
Real Name: Jobymme
Archetype: War Priest of Thjor
Age: 22
Height: 6-6
Weight: 335
Eyes: Red
Hair: None
Skin: Reddish Brown
Race: Dragonborn
Alignment: Hero - Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

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

SKILLS: Athletics 3 (+6), Deception (+3), Expertise [Theology and Philosophy] 6 (+7) [Ritualist], Insight (+3), Intimidation 6 (+9), Perception (+3), Persuasion (+3), Ranged Combat [Divine Powers] 5 (+5), Stealth (+0), Technology 1 (+2), Treatment 1 (+2)

ADVANTAGES: Benefit (1) (Uses Expertise [Theology and Philosophy] for Ritualist), Close Attack (3), Equipment (4), Languages (2) (Arcane, Draconic, Orc, 2 others, Base: Common), Ritualist, Takedown (2)

POWERS:
Gold Dragon Lineage: Immunity 10 (Heat/Fire Effects, Flaw: Limited to half effect); 5 pts
Dragonborn Senses: Senses 3 (Infravision, Low-Light Vision, Scent [Acute]); 3 pts
Claws: Slashing Strength-based Damage 1; 1 pt
Almost Vestigial Wings: Leaping 3 (60 ft); 3 pts
Dragon Breath: Cone Area Fire Damage 6 (60 ft [30 ft] cone; Flaw: Diminished Range [30 ft cone], Unreliable [5 uses]); 4 pts
Fire in the Eyes: Feature 1 (Harmless flames that flicker within the depths of the character’s eyes or around their person, providing a +2 circumstance bonus to Presence-based checks); 1 pt
Stormy Moods: Feature 1 (The weather dramatically reflects your emotions, giving you a circumstance bonus for appropriate interaction skill checks [like Intimidation]); 1 pt
Holy Avenger: Feature 1 (All attacks have Holy descriptor); 1 pt
Divine Powers: 14 pt Array; 18 pts
Lightning Bolt: Ranged Mystical Electrical Damage 7; 14 pts
Call the Storm: Environment 2 (60 ft radius; Cold [extreme cold], Impede Movement [reduce movement by 2 ranks, -5 Acrobatics/Athletics], Light [eliminates all concealment provided by natural darkness, counter darkness effects with Power Check], Visibility [-5 modifier to Perception checks]; Extra: Selective); 1 pt
Thjor's Mercy: Healing 6; 1 pt
Mending: Healing 6 (Flaw: Affects Objects only); 1 pt
Thunderous Smite: Bludgeoning Strength-based Damage 3 (Extra: Dangerous 4, Linked [Affliction], Flaw: Easily Removable [requires warhammer], Unreliable [5 uses]), Affliction 6 (Thunder; Resisted by Fortitude; 1st: Vulnerable, 2nd: Stunned, 3rd: Incapacitated, Extra: Linked [Damage], Flaw: Easily Removable [requires warhammer], Noticeable [loud thunderclap], Unreliable [5 uses]; 1 pt


Magic Items (*does not count against Power Point Totals):




EQUIPMENT:
(20 pts)
Scale Mail Protection 3; 3 pts
Storm Shield: +2 Dodge, +2 Parry; 4 pts
Warhammer of Thjor: Bludgeoning Strength-Based Damage 3, Feature 1 (Prayer Focus); 4 pts
Explorer’s Pack: Backpack, Bedroll, Mess kit, Tinderbox, 10 torches, 10 days of Rations, Waterskin, 50 ft of rope; 7 pts
Ritualist's Kit: Feature 1 (tools for casting rituals); 1 pt

Acquired Items (*does not count against Power Point Totals):



OFFENSE:
Initiative +0
Close Attack +6 [Unarmed +3; Claws +4; Warhammer +6; Thunderous Smite Damage/Affliction +6, Critical 16-20]
Ranged Attack +0
Divine Powers +5 [Lightning Bolt +7]
Special Attack [Dragon Breath +6, Cone Area]

DEFENSES:
Dodge +3 (+5 with Shield) [DC13/15] Parry +3 (+5 with Shield) [DC13/15]
Toughness +7 (+7 without Defensive Roll), Fortitude +6, Will +4

COMPLICATIONS:
Acceptance: Jobymme has been the subject of much prejudice because of his dragonborn lineage and he just wants to be accepted.
Monstrous Appearance: Jobymme is an obvious dragonborn, making it difficult for him to blend into human society.
Motivation: Becoming a great hero and spreading the word of his god.
Power Loss: Jobymme must be able to speak and gesture to cast his 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.

Abilities 34 + Skills 11 (22 ranks) + Advantages 12 + Powers 37 + Defenses 6 = 100 / 100

Comments: Jobymme is a Dragonborn War Priest of Thjor, with his half dragon side being Gold Dragon. He and his mother led a rough life as she struggled to raise him amidst a mass of prejudice in his hometown. Still, thanks to her unconditional love and few good friends, he became a noble, if rough around the edges, young man and dreamed of using his abilities to help anyone who might have suffered as he had. He has faced many challenges along the way but he has remained compassionate, with a pure heart and he remains undaunted in his quest to make a better world.

Jobymme and his compatriot 997 hooked up with Arisema and her friends fatefully as they were each in the thorp (wink) of Do, each drawn there by rumors of orc raid issues. Each group quickly developed a respect for each other and they decided to join forces to aid the town. They've been a single party ever since.

He is the most versatile member of the party, and the only one able to heal 997 (Warforged tank, coming up next), which is very much needed since you have to keep the team tank going and I'm going old school were Warforged need repair, not healing spells, to heal. Jobe can fill in as tank for a bit, too, he can work ranged and he can goon sweep with his Dragon Breath. I really like how he came out and he’s probably the member of this group that I enjoyed testing the most.
Last edited by Thorpocalypse on Sat Jul 24, 2021 2:23 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
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997: Earth-G

Post by Thorpocalypse »

Image
My goddess Therin, I swear that whatever strength I have left, I will use to see that my friends live to see another day, even if I do not. - 997

997
PL6


OPL: 6; SPL: -; DPL: 6; FWPL: 5; HP: 1
Real Name: 997
Archetype: Paladin of Therin
Age: Unknown
Height: 6-6
Weight: 350
Eyes: Red
Hair: None
Skin: Metal
Race: Warforged
Alignment: Hero - Lawful Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

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

SKILLS: Athletics 3 (+7), Close Combat [Unarmed] 4 (+8), Deception (+1), Expertise [Magic] 4 (+5), Expertise [Religion] 9 (+10) [Ritualist], Insight 3 (+5), Intimidation (+1), Perception 3 (+5), Persuasion 4 (+5), Stealth (+0), Technology 5 (+6), Treatment 3 (+4)

ADVANTAGES: All-Out Attack (1) (Greataxe), Benefit (2) (Can take a full round Technology check [DC12] for healing, Uses Expertise [Religion] for Ritualist), Diehard, Equipment (4), Fearless, Great Endurance, Interpose, Languages (1) (Elven, 1 other, Base: Common), Last Stand*, Ritualist, Takedown (2)

POWERS:
Armored Body: Protection 3, Feature 1 (Increased Mass); 4 pts
Perfect Soldiers: Immunity 12 (Disease, Environmental Cold, Environmental Heat, Nausea, Paralysis, Poison, Pressure, Sleep, Starvation/Thirst, Suffocation [No need to breathe]); 12 pts
Holy Avenger: Feature 1 (All attacks have Holy descriptor); 1 pt
Stabilize: Feature 1 (With just a touch and a standard action, you can automatically stabilize any dying creature’s condition); 1 pt
Human Sunrod: Feature 1 (You can emit a directed cone or beam of light at will, as if you carried a powerful torch at all times); 1 pt
Divine Powers: 6 pt Array; 9 pts
Light of the Lord: Environment 3 (120 ft radius; Light [eliminates all concealment provided by natural darkness, counter darkness effects with Power Check]); 6 pts
Light of Therin: Burst Area Affliction 6 (Light; 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, Unreliable [5 uses]); 1 pt
Cure Wounds: Healing 5 (Extra: Accurate, Flaw: Affects others only); 1 pt
Turning the Undead: Burst Area Radiant Damage 6 (Extra: Burst Area [30 ft radius], Linked [Affliction], Flaw: Limited to Undead/Unholy, Unreliable [5 uses]), Burst Area Affliction 6 (Resisted by Will; 1st: Entranced, 2nd: Compelled [to flee], Extra: Burst Area [30 ft radius], Linked [Damage], Flaw: Limited to two degrees, Limited to Undead/Unholy only], Unreliable [5 uses]); 1 pt


Magic Items (*does not count against Power Point Totals):


EQUIPMENT:
(20 pts)
Shield of Therin: +2 Dodge, +2 Parry, Feature 1 (Holy symbol on shield for divine focus); 5 pts
Holy Symbol: Feature 1 (Allows for casting of Divine Spells); 1 pt
Backpack: Feature 1 (equipment storage); 1 pt
Healer's Kit: Feature 1 (Tools, Treatment); 1 pt
Rope: Feature 1 (several uses; binding, climbing, etc.); 1 pt
Sunrods: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none]; 1 pt
Greataxe: Slashing Strength-Based Damage 4, Breaking, Dangerous, Reach [5 ft]; 7 pts

Acquired Items (*does not count against Power Point Totals):



OFFENSE:
Initiative +0
Close Attack +4 [Greataxe +8, Critical 19-20]
Unarmed +8 [Unarmed +4]
Ranged Attack +0
Special Attack [Light of Therin +6, Burst Area; Turning Undead Affliction/Damage +6 Burst Area]

DEFENSES:
Dodge +2 (+4 with Shield) [DC12/14] Parry +2 (+4 with Shield) [DC12/14]
Toughness +8 (+8 without Defensive Roll), Fortitude +6, Will +4

COMPLICATIONS:
Disability: Warforged cannot heal damage on their own, they must be repaired by someone with magical construct knowledge or a Mending spell.
Emotionally Stunted: Warforged are often lacking in personality due their creation, but most ponder their existence and look for ways to fit into the world.
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.
Honor: 997 is a man of his word.
Motivation: Protecting his friends and ridding the world of the evil that led to his race's creation.
Relationships: He is honor bound to his friend Jobymme.
Sink Like a Stone: Because of his dense metal makeup, 997 cannot swim.

Abilities 30 + Skills 19 (38 ranks) + Advantages 18 + Powers 28 + Defenses 5 = 100 / 100

Comments: 997 is a Warforged Paladin that hooked up with Jobymme years ago back after he saved Jobymme from some townsfolk that wanted to “slay a dragon”. Jobymme in turn repaired 997’s wounds and the two of them have been inseparable ever since. They both are honorable, devoutly religious men, but freaks to most, and that's what binds them more than any other members of the party.
Last edited by Thorpocalypse on Sat Jul 24, 2021 2:22 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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Xellenia Nailo: Earth-G

Post by Thorpocalypse »

Image
Why did you automatically assume I took it? I mean, I did, but I still don't like the implication. - Xelennia Nailo

XELENNIA NAILO
PL6


OPL: 6; SPL: 2; DPL: 6; FWPL: 6; HP: 1
Real Name: Xelennia Nailo
Archetype: Rogue Assassin
Age: 65
Height: 5-3
Weight: 110
Eyes: Green
Hair: Black
Skin: Grey
Race: Dark Elf
Alignment: Hero - Chaotic
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

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

SKILLS: Acrobatics 3 (+7), Athletics 2 (+3), Close Combat [Short Blades] 4 (+9), Deception (-1), Insight (+3), Intimidation (-1), Investigation 3 (+5), Perception 2 (+5), Persuasion (-1), Sleight of Hand 5 (+9), Stealth 7 (+11), Technology 2 (+4/+12)

ADVANTAGES: Equipment (4), Improved Critical (2) (Short Blades, Thrown Blades), Languages (1) (Thieves’ Cant, Common, Base: Elven), Move-by Action, Power Attack (2) (Short Blades, Thrown Blades), Quick Draw, Takedown (1)

POWERS:
Elven Senses: Senses 4 (Normal Vision [Extended], Darkvision, Low-light Vision); 4 pts
Elven Physiology: Immunity 11 (Sleep, Charm Effects [Flaw: Limited to half effect], Sleep Effects [Flaw: Limited to magical effects]), Feature 1 (Longevity); 7 pts
Darkness: Burst Area Concealment 4 (Visual, Extra: Burst Area [30 ft radius], Flaw: Activation 2 [Standard Action], Unreliable [5 uses]); 4 pts
Trained Thief: Enhanced Skills 4 (Technology 8 ranks, Flaw: Limited to lockpicking/bypassing security); 2 pts

Magic Items (*does not count against Power Point Totals):


EQUIPMENT:
(20 pts)
Studded Leather Armor: Protection 2; 2 pts
Burglar’s Pack: Backpack, bag of 1,000 Ball bearings, 10 feet of string, bell, 5 candles, Crowbar, Hammer, 10 pitons, Hooded lantern, 2 flasks of oil, 5 days Rations, Tinderbox, 50 feet of rope; 9 pts
Thieves' Tools, Masterwork : Feature 1 (Tools, Technology); 1 pt
Smoke Pellet: Enhanced Advantage 1 (Hide in Plain Sight); 1 pt
Arsenal: (7 pts)
Throwing Knives: Ranged Multiattack Piercing Damage 2; 6 pts
Twin Daggers: Piercing Strength-based Damage 2, Double, Dangerous; 1 pt

Acquired Items (*does not count against Power Point Totals):



OFFENSE:
Initiative +4
Close Attack +5 [Unarmed +1]
Short Blades +9 [Twin Daggers +3, Critical 18-20]
Ranged Attack +4
Throwing +10 [Throwing Knives +2, Critical 19-20, Multiattack]

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +3 (+3 without Defensive Roll), Fortitude +4, Will +6

COMPLICATIONS:
Aloof: Elves are known for their aloofness and perceived arrogance.
Daddy Issues: Xelennia's father has never approved of her becoming a rogue and despite what she says, she does crave his approval.
Greed: She really likes shiny things…
Motivation: Becoming the greatest thief ever while helping her friends achieve their goals.
Relationships: Arisema, Barunn and Jobymme saved her from certain death and the hands of a vengeful victim of her thievery so she feels she owes them her services.
Thrills: She is a total thrill seeker and oftentimes makes tasks more difficult by trying to add an air of danger to them.

Abilities 38 + Skills 17 (34 ranks) + Advantages 12 + Powers 18 + Defenses 15 = 100 / 100

Comments: The party rogue and snark queen, Dark Elf rogue named Xelennia Nailo. Need to work on her background more.
Me fail English? That's unpossible. - Ralph Wiggum
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Extherene Hope: Earth-G

Post by Thorpocalypse »

Image
You've got until the count of three to give me a good reason not to fry you where you stand.

...Three. - Exthyrene Hope


EXTHYRENE HOPE
PL6


OPL: 6; SPL: -; DPL: 6; FWPL: 5; HP: 2
Real Name: Extherene Hope
Archetype: Warlock
Age: 21
Height: 5-6
Weight: 122
Eyes: Red
Hair: Black
Skin: Olive
Race: Tiefling
Alignment: Hero - Chaotic
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

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

SKILLS: Athletics (+0), Deception 4 (+7), Expertise [Magic] 7 (+10) [Ritualist], Insight (+2), Intimidation 5 (+8), Perception 3 (+5), Persuasion (+2), Ranged Combat [Magic] 3 (+5), Stealth (+2)

ADVANTAGES: Close Attack (1), Equipment (3), Improved Initiative (1), Languages (1) (Arcane, Infernal, Base: Common), Ritualist

POWERS:
Tiefling Physiology: Senses 2 (Darkvision), Immunity 2 (Environmental Cold, Environmental Heat); 4 pts
Tail: Extra Limbs 1 (Prehensile Tail); 1 pt
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
Fire in the Eyes: Feature 1 (Harmless flames that flicker within the depths of the character’s eyes or around their person, providing a +2 circumstance bonus to Presence-based checks); 1 pt
Flame Shield: Enhanced Dodge 5 (Flaw: Sustained), Enhanced Parry 5 (Flaw: Sustained); 10 pts
Warlock Spells: 18 pt Array; 21 pts
Sleep Spell: Ranged Cloud Area Affliction 6 (Resisted and Overcome by Will; 1st: Dazed, 2nd: Stunned, 3rd: Asleep, Extra: Cloud Area [15 ft radius]); 18 pts
Eldritch Missiles: Ranged Multiattack Mystical Damage 5 (Extra: Accurate); 1 pt
Fire Bolt: Ranged Mystic Fire Damage 7; 1 pt
Charm: Perception Ranged Affliction 6 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Flaw: Sense-Dependent [Visual]); 1 pt


Magic Items (*does not count against Power Point Totals):


EQUIPMENT:
(15 pts)
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Explorer’s Pack: Backpack, Bedroll, Mess kit, Tinderbox, 10 torches, 10 days of Rations, Waterskin; 50 ft rope; 7 pts
Rod: Bludgeoning Strength-based Damage 1, Feature 1 (Focus for spellcasting); 2 pts
Orb: Feature 1 (Tool for scyring); 1 pt

Acquired Items (*does not count against Power Point Totals):



OFFENSE:
Initiative +6
Close Attack +3 [Unarmed +0; Dagger +1, Critical 19-20; Rod +1]
Ranged Attack +2
Magic +5 [Firebolt +7]
Eldritch Missiles +7 [Eldritch Missiles +5, Multiattack]
Special Attack [Sleep Spell Affliction +6, Cloud Area; Charm +6, Perception]

DEFENSES:
Dodge +5 (+10 with Flame Shield) [DC15/20] Parry +5 (+10 with Flame Shield) [DC15/20]
Toughness +2 (+2 without Defensive Roll), Fortitude +4, Will +6

COMPLICATIONS:
Bitch: Extherene tells it like it is, whether you like it or not and if you don't, to the Seven Hells with you.
Dark Side: She constantly fights against her dark urges from her demon tainted blood.
Monstrous Appearance: Some people find her horned head and tail a bit unsettling. She claims not to care, but it does bother her sometimes.
Motivation: Becoming a powerful Warlock and proving herself to be a great heroine.
Power Loss: Extherene needs to be able to speak and gesture to cast her spells.
Power Loss: Arcane spellcasters require mana, the ambient magical energy that courses through Gloriant, in order to cast their spells. Attempting to draw on too much mana at one time, being in a low mana area or attempting to draw upon mana that is incompatible with their arcane focus can cause them to lose their ability to cast spells.
Relationships: She has been friends with Arisema for years and is hopelessly in love with Arisema's brother, Jacade, which is the main reason for adventuring with her; to prove herself to him.
Sibling Rivalry: With her brother, Desmion. He is also a Warlock but with far more malicious tendencies. The two of them have butted heads since they were children and each wants to prove themselves the better of the other.

Abilities 32 + Skills 11 (22 ranks) + Advantages 7 + Powers 38 + Defenses 12 = 100 / 100

Comments: I’ve never played a Tiefling in D&D, but I think I’m going to have to give it a go soon. Exthyrene here, is the bad girl of the group, with a heart of maybe brass, not quite gold. She’s a gifted spell slinger and has it bad for Arisema’s brothers, which is why she’s adventuring with her. She wants to get in good with Arisema, which can give her more time with Jacade during their downtime.
Me fail English? That's unpossible. - Ralph Wiggum
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