Prodigy Duck 3e Builds (Red Ghost, Red Guardian, Red Skull)

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Re: Prodigy Duck 3e Bestiary Builds (Ankheg)

Post by prodigyduck » Wed Aug 11, 2010 10:58 pm

JoshuaDunlow wrote:
I checked my extensive PDF collection, and only found small references to Jane Foster in the Marvel Phile Information that Dragon Magazine had come out with. But no statistics.
Yeah, that's all I've been able to find myself.

Thanks, JD! :)
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Re: Prodigy Duck 3e Bestiary Builds (Ankheg)

Post by Arthur Eld » Thu Aug 12, 2010 8:57 am

I'm really digging those Celestial builds, PD. Any chance of seeing the rest (Archons, Eladrin, ect)? Or possibly devils & demons?

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Re: Prodigy Duck 3e Bestiary Builds (Ankheg)

Post by prodigyduck » Thu Aug 12, 2010 9:38 am

Arthur Eld wrote:I'm really digging those Celestial builds, PD. Any chance of seeing the rest (Archons, Eladrin, ect)? Or possibly devils & demons?

They are on the list of projects to convert, yes. It is just taking me a little bit to get the balance of the new system in my head so I can convet things without having to look at the book for every rule and point cost. I had the previous edition down solid. All that is gone now....
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Re: Prodigy Duck 3e Bestiary Builds (Ankheg)

Post by prodigyduck » Thu Aug 12, 2010 12:03 pm

Image
Gimme some sugar, baby! Ewww... Not like -THAT-

GIANT QUEEN ANT (PL 7)

Strength 4, Stamina 4, Agility 0, Dexterity -2,
Fighting 3, Intellect --, Awareness 1, Presence 0

POWERS
Ant Senses:
Senses 4 (Darkvision, Scent, Tracking [olfactory]) – 4 points
Large Size: Growth 4 (Innate, Permanent), Protection 5 – 14 points

ADVANTAGES
Close Combat 4, Fast Grab

OFFENSE
Initiative
+0
Unarmed +7 (Close, Damage 4)

DEFENSE
Dodge
1, Fortitude 8, Parry 4, Toughness 9, Will 2

POINTS
Abilities -8 + Advantages 5 + Defenses 7 + Powers 18 + Skills 0 = 22 Total

COMPLICATIONS
Disability:
Giant ants cannot speak and have no hands.
Giant ant queen are immense creatures, with bloated bodies filled with eggs. They are often so large that they cannot travel through the tunnels created in the underground ant nests.
GIANT SOLDIER ANT (PL 5)

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

POWERS
Ant Senses:
Senses 4 (Darkvision, Scent, Tracking [olfactory]) – 4 points
Chitin: Protection 4 – 4 points
Climbing: Movement 1 (Wall-Crawling 1) – 2 points
Fast: Speed 1 (4 mph) – 1 point
Poison Sting: Weaken Strength 2 (Grab-Based, Progressive) – 4 points

ADVANTAGES
Close Combat 2, Fast Grab, Teamwork

SKILLS
Perception 4 (+5)

OFFENSE
Initiative
+2
Unarmed +3 (Close, Damage 2)

DEFENSE
Dodge
2, Fortitude 6, Parry 1, Toughness 7, Will 1

POINTS
Abilities -3 + Advantages 4 + Defenses 3 + Powers 15 + Skills 2 = 21 Total

COMPLICATIONS
Disability:
Giant ants cannot speak and have no hands.
Soldier ants remain near the hives unless directed to conquest by the queen. If the colony is in a particularly dangerous area with many predators, the soldiers will accompany lines of workers as they collect food for the colony. Some soldier ants have even been seen to make tunnels of their own bodies in which the workers pass with complete safety.
GIANT WORKER ANT (PL 3)

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

POWERS
Ant Senses:
Senses 4 (Darkvision, Scent, Tracking [olfactory]) – 4 points
Chitin: Protection 2 – 2 points
Climbing: Movement 1 (Wall-Crawling 1) – 2 points
Fast: Speed 1 (4 mph) – 1 point

ADVANTAGES
Close Combat 2, Fast Grab, Teamwork

SKILLS
Perception 4 (+5)

OFFENSE
Initiative +0
Unarmed +3 (Close, Damage 2)

DEFENSE
Dodge
0, Fortitude 6, Parry 1, Toughness 5, Will 1

POINTS
Abilities -5 + Advantages 4 + Defenses 3 + Powers 9 + Skills 2 = 13 Total

COMPLICATIONS
Disability:
Giant ants cannot speak and have no hands.
Worker ants perform most of the labor of the colony, including building new tunnels in the nest, collecting food, and tending to the young ants.
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Re: Prodigy Duck 3e Bestiary Builds (Ants)

Post by prodigyduck » Sat Aug 14, 2010 12:47 pm

Image
Because everything's better with gorillas...

APE (PL 5)

Strength 5, Stamina 4, Agility 2, Dexterity 1,
Fighting 3, Intellect -4, Awareness 1, Presence -2

POWERS
Ape Senses:
Senses 2 (Low-Light Vision, Scent) – 2 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included) – 9 points

SKILLS
Athletics 8 (+13), Perception 4 (+5)

OFFENSE
Initiative
+2
Unarmed +3 (Close, Damage 5)

DEFENSE
Dodge
3, Fortitude 8, Parry 4, Toughness 4, Will 2

POINTS
Abilities 4 + Advantages 0 + Defenses 7 + Powers 11 + Skills 6 = 28 Total

COMPLICATIONS
Disability:
Apes cannot speak.
Apes – also called gorillas – are animals composing the largest of the primates. An adult male ape is 5-1/2 to 6 feet tall and weighs 300 to 400 pounds. These animals are heavily-muscled and incredibly strong. Their bones are also very dense. While this makes it unlikely they will break a bone, the density also prevents apes from swimming.

Apes move about by knuckle-walking. They tend to put on violent displays of aggression to warn away intruders to their territory. They will only attack if they are truly threatened, but will usually give chase to those who run away from their aggressive displays.

They are an herbivorous race of ground-dwelling creatures who gather in small communities for protection. Apes dwell in tropical and subtropical forests.
DIRE APE (PL 6)

Strength 6, Stamina 4, Agility 3, Dexterity 1,
Fighting 3, Intellect -4, Awareness 1, Presence -2

POWERS
Ape Senses:
Senses 2 (Low-Light Vision, Scent) – 2 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 2 – 11 points
Rend: Strength-Based Damage 2 (Grab-Based) – 1 point

ADVANTAGES
Close Combat 3, Fast Grab

SKILLS
Athletics 8 (+14), Perception 4 (+5), Stealth 4 (+3)

OFFENSE
Initiative
+3
Unarmed +6 (Close, Damage 6)

DEFENSE
Dodge
4, Fortitude 8, Parry 4, Toughness 6, Will 2

POINTS
Abilities 8 + Advantages 4 + Defenses 7 + Powers 14 + Skills 8 = 41 Total

COMPLICATIONS
Disability:
Dire apes cannot speak.
Dire apes are more savage and bestial versions of the generally peaceful gorilla. They tend to attack anything that enters their territory without warning. A dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds.
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Re: Prodigy Duck 3e Bestiary Builds (Apes)

Post by prodigyduck » Sat Aug 14, 2010 1:38 pm

Image
"Is this the house of Peter Parker?"

ARANEA (PL 5)

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

POWERS
Change Shape:
Morph 1 (Humanoid Form) – 5 points
Poison Bite: Strength-Based Damage 2; Linked to Weaken Strength 3 (Resisted by Fortitude; Progressive) – 11 points
Spells: Array (12 points)
Sleep: Ranged Affliction 3 (Dazed and Fatigued / Defenseless and Stunned / Asleep and Unaware; Resisted by Will, Cumulative, Extra Condition) – 12 points
Images: Illusion 3 (Visual; Resisted by Will) – 1 point
Spider-Climbing: Movement 3 (Environmental Adaptation [webs], Wall-Crawling 2), Speed 1 – 7 points
Spider-Senses: Senses 3 (Darkvision, Low-Light Vision) – 3 points
Webs: Array (21 points)
Web Throw: Ranged Affliction 7 (Hindered and Vulnerable / Defenseless and Immobile; Resisted by Dodge; Cumulative, Extra Condition, Limited to Two Degrees) – 21 points
Web Structure: Close Create 7 (Innate, Continuous); Linked to Environment 3 (Impede Movement [-1 rank]; Continuous) – 1 point

ADVANTAGES
Close Attack 2, Improved Initiative, Ritualist

SKILLS
Acrobatics 3 (+5), Athletics 8 (+8), Expertise (Magic) 3 (+5), Perception 3 (+4), Sleight of Hand 3 (+5)

OFFENSE
Initiative
+6
Bite +5 (Close, Damage 2 plus Weaken 3)
Unarmed +5 (Close, Damage 0)
Web Throw +2 (Ranged, Affliction 7)

DEFENSE
Dodge
5, Fortitude 5, Parry 6, Toughness 2, Will 2

POINTS
Abilities 28 + Advantages 4 + Defenses 10 + Powers 61 + Skills 10 = 113 Total

COMPLICATIONS
Power Loss:
An aranea cannot cast magical spells without speaking or gesturing. An aranea cannot use poison bite, spider-climbing, or webs while in humanoid form.
Prejudice: Araneas have an unfair reputation as evil monsters.
Aranea are a race of shape-shifting magical beasts that can transform between the appearance of a human and a giant spider. In their natural form, these creatures appear to be giant spiders with a pair of long arms ending in many-jointed fingers and double-jointed thumbs.
Despite their terrifying appearance, the aranea are a peaceful race of beings. They feed on animals and do not prey upon sentient creatures to live. These beings live far from civilized society, as they are hunted by those who do not understand them. They tend to dwell in deep forests, jungles, and isolated islands.

Aranea society is matriarchal, usually ruled by the queen who gave birth to the community. They will occasionally go into other communities disguised as healers or barbarians to trade or – when the situation warrants doing so – take a new mate to prevent inbreeding.

All aranea are capable of using magical spells. They tend to prefer magic that creates illusions and enchantment effects. They dislike magical that is fire-based.
Last edited by prodigyduck on Mon Aug 16, 2010 3:38 pm, edited 2 times in total.
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Re: Prodigy Duck 3e Bestiary Builds (Apes, Aranea)

Post by prodigyduck » Sat Aug 14, 2010 11:44 pm

Image

FOUR-PLAY (PL 10)
Real Name: Jaimie (BC: Alice Goodwin)
Occupation: Professional Wrestler
Base: New York City
Affiliation: Bad Girls

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

POWERS
Duplication:
Summon Duplicate 10 (Active, Horde, Multiple Minions 2, Sacrifice) – 81 points

ADVANTAGES
Attractive, Chokehold, Close Attack 2, Daze (Deception), Fast Grab, Improved Defense, Improved Grab, Improved Hold, Interpose, Set-Up, Taunt, Teamwork

SKILLS
Athletics 4 (+6), Close Combat (Unarmed) 8 (+12), Deception 8 (+10), Perception 4 (+5), Stealth 4 (+6)

OFFENSE
Initiative
+2
Unarmed +12 (Close, Damage 2)

DEFENSE
Dodge
5, Fortitude 5, Parry 7, Toughness 2, Will 4

POINTS
Abilities 26 + Advantages 13 + Defenses 16 + Powers 81 + Skills 14 = 150 Total

COMPLICATIONS
Fame:
Jaimie is a member of ANGEL (American National Girls Extreme League) Wrestling.
Independent-Minded: Jaimie’s duplicates sometimes have ideas of their own and refuse to recombine.
Motivation: Thrill-seeker. Jaimie is fun-loving, adventurous, and uninhibited.
Relationships: Jaimie and her duplicates are often romantically involved with different people at the same time.
Secret: Jaimie is a mutant meta-human.

:!: A friend of mine is going to run a "bad-girls" superhero game (ala the 90's character trope). This is the character I am thinking about playing.

:!: Her powers will eventually branch out to include a bio-electrical feedback that can hurt anyone who is touched by two duplicates at the same time. I would like to have included it from the start, but buying Multiple Minions is really expensive in the 3rd edition.
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Re: Prodigy Duck 3e Bestiary Builds (Ape, Aranea, Four-Play)

Post by prodigyduck » Sun Aug 15, 2010 9:46 am

Image
"Will smite for Scooby Snacks."

HOUND ARCHON (PL 8]

Strength 2, Stamina 1, Agility 0, Dexterity 0,
Fighting 4, Intellect 0, Awareness 1, Presence 1

POWERS
Archon Hide:
Protection 8 (Impervious Toughness 8] – 16 points
Archon Powers: Array (11 points)
Message: Communication 2 (Subtle) – 11 points
Continual Flame: Environment 1 (Light; Continuous) – 1 point
Archon Senses: Senses 8 (Darkvision, Detect Evil Auras [Acute, Ranged], Low-Light Vision, Scent, Tracking [olfactory]) – 8 points
Archon Speed: Speed 1 (4 mph) – 1 point
Aura of Menace: Burst Area Affliction 6 (Impaired / Disabled; Resisted by Will; Cumulative, Limited to Fighting, Limited to Two Degrees, Reaction [when angered or battled]) – 24 points
Change Shape: Morph 2 (Canine Forms) – 10 points
Outsider Traits: Feature 1 (Natural and Weapon Attacks Count as Holy), Immunity 10 (Aging, Electricity Damage, Petrification, Sleep, Starvation and Thirst) – 11 points
Teleport: Teleport 14 (60 miles; Accurate) – 42 points
Tongues: Comprehend 3 (Languages) – 6 points

EQUIPMENT
Greatsword: Strength-Based Damage 4 (Improved Critical) – 5 points

ADVANTAGES
Close Attack 2, Equipment 1, Improved Initiative, Languages 2 (Draconic, Infernal [Celestial is native]), Power Attack

SKILLS
Athletics 6 (+8), Insight 6 (+7), Intimidation 6 (+7), Perception 6 (+7), Stealth 6 (+6)

OFFENSE
Initiative +4
Aura of Menace Area (Close, Affliction 6)
Greatsword +4 (Close, Damage 6/19-20)
Unarmed +4 (Close, Damage 2)

DEFENSE
Dodge
5, Fortitude 6, Parry 6, Toughness 9, Will 6

POINTS
Abilities 18 + Advantages 7 + Defenses 17 + Powers 130 + Skills 15 = 187 Total

COMPLICATIONS
Enemy:
Demons, devils, and other fiends. Against these beings, hound archons show no mercy.
Motivation: Uphold goodness and order.
Power Loss: A hound archon has no Impervious Toughness against evil/unholy effects.
Hound archons are the well-disciplined soldiers and sentinels of their heavenly realm. They are well-trained in the fight against evil and show no mercy to fiends. Against mortals, however, they are loath to use lethal force, even against those dedicated to evil. They believe that mortals should be the judges of their own kind while on the mortal world.

Hound archons look like well-muscled humans with canine heads. They can also assume the form of a wolf, dog, or other canine. While on the mortal world, these archons often assume a canine form to subtly help good mortals as a “clever pet.”
Last edited by prodigyduck on Mon Aug 16, 2010 9:19 am, edited 1 time in total.
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Re: Prodigy Duck 3e Bestiary Builds (Four-Play, Hound Archon)

Post by MisterO » Sun Aug 15, 2010 7:18 pm

prodigyduck wrote:Image

:!: A friend of mine is going to run a "bad-girls" superhero game (ala the 90's character trope). This is the character I am thinking about playing.

:!: Her powers will eventually branch out to include a bio-electrical feedback that can hurt anyone who is touched by two duplicates at the same time. I would like to have included it from the start, but buying Multiple Minions is really expensive in the 3rd edition.
Wow! :shock: Any chance that we could see the other player's characters? This is a sub-genre of superheroes that doesn't get much attention and when it does it's rarely positive.

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Re: Prodigy Duck 3e Bestiary Builds (Four-Play, Hound Archon)

Post by prodigyduck » Mon Aug 16, 2010 12:28 am

MisterO wrote:
Wow! :shock: Any chance that we could see the other player's characters? This is a sub-genre of superheroes that doesn't get much attention and when it does it's rarely positive.

I'll see if they want to share their ideas. Currently, the campaign is only in the idea stage; we don't even know if it is actually going to run yet.

I'll keep you posted.
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Re: Prodigy Duck 3e Bestiary Builds (Four-Play, Hound Archon)

Post by prodigyduck » Mon Aug 16, 2010 9:18 am

Image
"Blinded by the light! Revved up like a... WHAT?!"

LANTERN ARCHON (PL 3)

Strength -5, Stamina 1, Agility 0, Dexterity 0,
Fighting 1, Intellect -2, Awareness 0, Presence 0

POWERS
Archon Senses:
Senses 6 (Darkvision, Detect Evil Auras [Acute, Ranged], Low-Light Vision) – 6 points
Aura of Menace: Burst Area Affliction 2 (Impaired / Disabled; Resisted by Will; Cumulative, Limited to Fighting, Limited to Two Degrees, Reaction [when angered or battled]) – 8 points
Flying Body: Flight 1 (4 mph; Innate) – 3 points
Light Body: Environment 1 (Continuous) – 2 points
Light Ray: Ranged Damage 2 (Penetrating 2) – 6 points
Outsider Traits: Feature 1 (Natural and Weapon Attacks Count as Holy), Immunity 10 (Aging, Electricity Damage, Petrification, Sleep, Starvation and Thirst) – 11 points
Small Body: Impervious Toughness 4, Protection 3, Shrinking 4 (Innate, Permanent; +2 active defenses included) – 12 points
Teleport: Teleport 14 (60 miles; Accurate) – 42 points
Tongues: Comprehend 3 (Languages) – 6 points

ADVANTAGES
Improved Initiative, Languages 2 (Draconic, Infernal [Celestial is native])

SKILLS
Expertise (Extradimensional Planes) 2 (+0), Insight 2 (+2), Perception 2 (+2), Persuasion 2 (+2), Ranged Combat (Light Ray) 2 (+2)

OFFENSE
Initiative
+4
Aura of Menace Area (Close, Affliction 2)
Light Ray +2 (Ranged, Damage 2)
Unarmed +1 (Close, Damage -5)

DEFENSE
Dodge
4, Fortitude 3, Parry 5, Toughness 1, Will 2

POINTS
Abilities -8 + Advantages 3 + Defenses 8 + Powers 96 + Skills 5 = 104 Total

COMPLICATIONS
Disability:
Lantern archons have the bodies of a ball of light; possessing no hands, arms or legs. Their manipulation of the world and objects around them is extremely limited.
Enemy: Demons, devils, and other fiends. Against these beings, archons show no mercy.
Motivation: Uphold goodness and order.
Power Loss: A lantern archon has no Impervious Toughness against evil/unholy effects.
Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.

Lantern archons are friendly beings who are curious about mortals and the mortal world. Most lantern archons never leave the heavenly realm from which they originate; always serving as custodians and guides for mortal souls that have passed into the heavens. A few find their way to the mortal world, either by being summoned forth or through a random planar gate.

Despite their “lowly” status, lantern archons are content with their existence. They love to help those in need and work well with others. The bravery of these creatures often leads them to be promoted into other forms of archons.
:!: I love how lantern archons are depicted in Order of the Stick.
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Re: Prodigy Duck 3e Bestiary Builds (Four-Play, Archons)

Post by prodigyduck » Mon Aug 16, 2010 10:25 pm

Image
"I'm not taking requests tonight..."

TRUMPET ARCHON (PL 14)

Strength 5, Stamina 6, Agility 3, Dexterity 3,
Fighting 9, Intellect 3, Awareness 5, Presence 3

POWERS
Archon Hide:
Impervious Toughness10, Protection 8 – 18 points
Archon Powers: Array (11 points)
Message: Communication 2 (Subtle) – 11 points
Continual Flame: Environment 1 (Light; Continuous) – 1 point
Archon Senses: Senses 6 (Darkvision, Detect Evil Auras [Acute, Ranged], Low-Light Vision) – 6 points
Archon Wings: Flight 2 (8 mph; Wings) – 2 points
Aura of Menace: Burst Area Affliction 11 (Impaired / Disabled; Resisted by Will; Cumulative, Limited to Fighting, Limited to Two Degrees, Reaction [when angered or battled]) – 44 points
Outsider Traits: Feature 1 (Natural and Weapon Attacks Count as Holy), Immunity 10 (Aging, Electricity Damage, Petrification, Sleep, Starvation and Thirst) – 11 points
Teleport: Teleport 14 (60 miles; Accurate) – 42 points
Tongues: Comprehend 3 (Languages) – 6 points
Trumpet: Array (45 points); Easily Removable (-18 points) – 28 points
Trumpet Call: Burst Area Affliction 9 (Hindered / Immobile / Paralyzed; Resisted by Fortitude; Burst Area 3 [120 feet], Cumulative, Hearing-Based) – 36 points
Greatsword: Strength-Based Damage 4 (Improved Critical) – 1 point

ADVANTAGES
Close Attack 5, Improved Initiative, Languages 2 (Draconic, Infernal [Celestial is native]), Power Attack, Ritualist, Takedown Attack

SKILLS
Expertise (Magic) 8 (+11), Expertise (Religion) 8 (+11), Expertise (Wind Instruments) 8 (+11), Insight 8 (+11), Perception 8 (+13), Persuasion 8 (+11), Stealth 8 (+11)

OFFENSE
Initiative +7
Aura of Menace Area (Close, Affliction 11)
Greatsword +14 (Close, Damage 9/19-20)
Unarmed +9 (Close, Damage 5)

DEFENSE
Dodge 7, Fortitude 14, Parry 13, Toughness 14, Will 13

POINTS
Abilities 74 + Advantages 11 + Defenses 24 + Powers 169 + Skills 28 = 306 Total

COMPLICATIONS
Enemy:
Demons, devils, and other fiends. Against these beings, archons show no mercy.
Motivation: Uphold goodness and order.
Power Loss: A trumpet archon has no Impervious Toughness against evil/unholy effects.
Trumpet archons serve as the messengers of the gods of good and the heralds of the heavenly armies. When the gods of the heavenly realms require mortals to know their will, they send forth a trumpet archon to deliver the message.

A trumpet archon appears to be a beautiful humanoid being with pale skin, white hair and feathered wings, and eyes the color of gleaming pearls. Each trumpet archon carries a gleaming silver trumpet about 6 feet long; often adorned with the symbol of their patron deity. This trumpet can transform into a magical sword at the whim of its bearer.
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Re: Prodigy Duck 3e Bestiary Builds (Four-Play, Archons)

Post by prodigyduck » Thu Aug 19, 2010 11:13 am

Image
Durkon was right! The trees -are- trying to get us!

ASSASSIN VINE (PL 5)

Strength 5, Stamina 4, Agility 0, Dexterity 0,
Fighting 3, Intellect --, Awareness 1, Presence -1

POWERS
Blindsight:
Senses 5 (Accurate, Acute, Radius, Ranged Mental Sense) – 5 points
Camouflage: Visual Concealment 4 (Limited [only in natural, plant-filled environments], Passive) – 2 points
Constrict: Enhanced Advantage 1 (Chokehold), Strength-Based Damage 2 (Grab-Based) – 1 point
Entangle: Area Burst Affliction 3 (Hindered and Vulnerable / Defenseless and Immobilized; Resisted by Dodge; Cumulative, Extra Condition, Limited to Two Degrees) – 9 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 2 – 9 points
Plant Traits: Immunity 22 (Electrical Damage, Paralysis, Poison, Sleep, Stunning, Transform) – 22 points

ADVANTAGES
Chokehold, Fast Grab

OFFENSE
Initiative
+0
Constrict +3 (Close, Damage 7)
Unarmed +3 (Close, Damage 5)

DEFENSE
Dodge
-1, Fortitude 8, Parry 2, Toughness 6, Will 2

POINTS
Abilities -2 + Advantages 1 + Defenses 7 + Powers 48 + Skills 0 = 54 Total

COMPLICATIONS
Disability:
Assassin Vines cannot speak and have no hands.
Slow: Assassin Vines are slow-moving; traveling only 6 feet each round (speed rank -2).
The assassin vine is a semi-mobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots.

A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine.

An assassin vine can move about, albeit very slowly, but usually stays put unless it needs to seek prey in a new vicinity.

A subterranean version of the assassin vine grows near hot springs, volcanic vents, and other sources of thermal energy. These plants have thin, wiry stems and gray leaves shot through with silver, brown, and white veins so that they resemble mineral deposits. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it.
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Re: Prodigy Duck 3e Bestiary Builds (Assassin Vine)

Post by Thorpacolypse » Thu Aug 19, 2010 8:44 pm

Great stuff as always Prodigy Duck, but I have one nitpick. With the new 3E Growth, 4 ranks puts you about 12 feet tall. That probably seems a bit much for a regular ape. I figured up that 2 ranks of Growth gives about the same size as 4 did in 2E, even if it doesn't quite give you all the strength.

That Assassin Vine is great. It's swiped for a game I have coming shortly for sure!
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Re: Prodigy Duck 3e Bestiary Builds (Assassin Vine)

Post by prodigyduck » Thu Aug 19, 2010 11:06 pm

Thorpacolypse wrote:Great stuff as always Prodigy Duck, but I have one nitpick. With the new 3E Growth, 4 ranks puts you about 12 feet tall. That probably seems a bit much for a regular ape. I figured up that 2 ranks of Growth gives about the same size as 4 did in 2E, even if it doesn't quite give you all the strength.

That Assassin Vine is great. It's swiped for a game I have coming shortly for sure!
Every 4 ranks of Growth increases one size by one size rank. As apes are Large in the SRD, I have just done the simple conversion to do the same.

If I was aiming for more realistic ape sizes, yes, I would probably only go for 2 ranks fo Growth.

Thanks, regarding the assassin vine. I'm rather happy with it. The thing should make a great minion for any Poison Ivy or Plant Man builds.
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