scc 3rd Edition Builds: Batmanverse...Tally Man!!

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Re: scc 3rd Edition Builds: Giant Monsters...Chtylok!!

Postby scc » Wed Oct 16, 2013 4:57 pm

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Starchild
PL 11.5


Abilities
Strength 16, Stamina 19, Agility -2, Dexterity -2, Fighting 4, Intellect -3, Awareness 0, Presence -1

Powers
The Thing in the Grotto:
Amphibious: Movement 1 [Environmetal Adaption(Aquatic)], Swimming 6 [30 MPH], Immunity 1 [Suffocation (Underwater)], Senses 1 [Low-light vision] -10 pts
Colossal: Growth 16 [Permanent; Innate] -33 pts
Eight Legs: Enhanced Trait 6 [Enhanced Acrobatics and Athletics; Limited (Resisting Trip Attacks)] -3 pts
Eye Blast: Blast 17 [Fire]
Alt: Eye Blast: Blast 11 [Fire; Area (Line)]
Flight 6 [Wings] -6 pts
Inhumanly Tough: Impervious Toughness 19, Immunity 2 [Critical Hits] -21 pts
Paired Tongues: Enhanced Advantages 10 [Fast Grab, Reach 8, Split; Limited 2 (Grappling only and does not cause damage)] -4 pts
Rampaging Monster: Immunity 10 [Control Effects, Interaction Skills; Limited to Half Effect] -5 pts

Advantages
Fearless
Power Attack
Ultimate Effort [Toughness]
Withstand Damage [Reduce Defense to increase Tough]

Skills
Athletics (+16), Close Combat: Tongues 2 (+6), Insight (+0), Intimidation 2 (+9), Perception (+0), Ranged Combat: Eye Blast 8 (+6), Stealth (-18)

Offense
Initiative -2
Eye Blast +6, Damage 17
Eye Blast Line Area, Damage 11, Area Line (30 ft long 5 ft wide)
Paired Tongues +6, Rank 16, Fast Grab, Reach 8, Split, Limited (Grappling only and does not cause damage)
Unarmed +4, Damage 16

Defense
Dodge 2, Parry 2
Toughness 19, Fortitude 19, Will 4

Power Points
Abilities -2 + Powers 116 + Advantages 4 + Skills 6 + Defenses 22 = Total 146

Complications
Disability: The Starchild has no arms to manipulate items or grapple.
Rampaging Monster: The Starchild is built for destruction.
Responsibility: The creature was created by Dr. Demonicus and is loyal to him.

Design Notes
This is the Starchild a Shogun Warrior's enemy. Offensively it is PL 11.5 using it's Eye Blast. Defensively it is PL 11.5 due to Fortitude and Will. It was created by Dr. Demonicus using genetic manipulation and robotics. Dr. Demonicus launched a pod containing the Starchild's embryo towards Earth. Ilongo Savage the pilot of Danguard Ace fought the creature but had a hard time injuring it. The creature ravaged a city with it's fiery blasts. While Danguard Ace prevented a building from collapsing the Starchild grew wings and flew away. The Shogun Warriors met up with the Starchild again along with Cerebus and the Hand of Five. The combined efforts of Combatra and Danguard Ace destroyed the Starchild.

I loved the Shogun Warrior's comic when I was a kid. What young boy doesn't love giant monsters and robots. The Starchild was incredibly tough and Danguard Ace in his initial confrontation really didn't hurt it. It even took finger rockets to the eye and didn't flinch so I gave it immunity to critical hits. Initially I used affliction for it's paired tongues but then I just used enhanced advantages limited to grappling. A lot cheaper. I also figured that they really didn't cause damage but were just used to entangle people. The creature seemed to have some intelligence because when Danguard Ace grappled it it blasted a building that caused it to topple keeping the Shogun Warrior occupied. A very strange looking creature but you can't go wrong with giant monsters.

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Re: scc 3rd Edition Builds: Giant Monsters...Starchild!!

Postby Kreuzritter » Wed Oct 16, 2013 6:58 pm

c'mon Hand of Five Dooms!
Kreuz Control Promotions: over 2800 builds served, and counting...
Crinoverse: Contributions

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Re: scc 3rd Edition Builds: Giant Monsters...Starchild!!

Postby scc » Thu Oct 17, 2013 5:52 pm

I wasn't sure if I would build the Hand of Five Dooms but now that I see some interest I will. Could be a tricky build. I think the Summon Power Profile could help.

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Re: scc 3rd Edition Builds: Giant Monsters...Starchild!!

Postby scc » Mon Oct 28, 2013 2:53 pm

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Hand of Five
PL 14


Abilities
Strength 16, Stamina 17, Agility 0, Dexterity -1, Fighting 5, Intellect -3, Awareness 0, Presence -1

Powers
Hand of Five Dooms:
Colossal: Growth 16 [Permanent; Innate] -33 pts
Detachable Fingers: Summon 9 [Controlled, Heroic, Horde, Multiple Minions 3; Feedback (Damage conditions carry over when fingers reattach except third degree conditions), Side Effect (Lose use of body part); Mental Link, Variable Type (Different Weapon Systems)] -92 pts
Fire Breath: Blast 16 [Split 4] -36 pts
Alt: Fire Breath: Damage 14 [Area (Cone)]
Alt: Fiery Fist: Damage 17 [Grab-based]
Flight 9
Invulnerable: Protection 2 [Impervious 19], Immunity 10 [Fire; Limited to Half Effect] -26 pts
Long Tongues: Enhanced Trait 3 [Fast Grab, Reach 2; Limited 2 (Grappling only and does not cause damage)] -2 pts
Monster and Machine: Immunity 30 [Fortitude; Uncontrolled (The Hand itself is robotic but the fingers are a combination and can be affected by fortitude effects at times)] -15 pts
Rampaging Monster: Immunity 10 [Control Effects, Interaction Skills; Limited to Half Effect] -5 pts
Rocket Fist: Strike 2 [Strength-based; Limited(To when charging or slamming)]

Advantages
Fearless
Move-by Action
Power Attack
Ultimate Effort [Toughness]
Withstand Damage [Reduce Defense to increase Tough]

Skills
Athletics (+16), Close Combat: Rocket Fist 2 (+7), Insight (+0), Intimidation 2 (+9), Perception (+0), Ranged Combat: Fire Breath 8 (+7), Stealth (-16)

Offense
Initiative +0
Fire Breath +7, Damage 16, Split 4
Fire Breath Cone, Damage 14, Area Cone (60 feet)
Fiery Fist +5, Damage 17, Grab-based
Rocket Fist +7, Damage 18, Limited (When charging or slamming)

Defense
Dodge 3, Parry 3
Toughness 19, Fortitude 17, Will 4

Power Points
Abilities 2 + Powers 230 + Advantages 5 + Skills 6 + Defenses 21 = Total 264

Complications
Power Loss: Surprise and powerful attacks can cuase the fingers to trigger and detach. Shooting into the hand nozzles will cause the fingers to go berserk and eventually reattach themselves.
Rampaging Monster: The Hand of Five is built for destruction.
Responsibility: The creature was created by Dr. Demonicus and is loyal to him.

Design Notes
This is the Hand of Five a Shogun Warrior's enemy. Offensively it is PL 14 using it's Fire Breath. Defensively it is PL 11 due to Dodge/Parry and Toughness. It was created by Dr. Demonicus using genetic manipulation and robotics. The Hand of Five left Demonicus's base and headed towards Tokyo where Genji Odashu was being tried for treason. The creature attacked the courthouse and the followers of light sent Combatra to her aid. She was bairly able to get to her Shogun Warrior. Once she was in Combatra she fought the monster in an epic battle where both combatants split into multiple components and reformed during the struggle. The Hand of Five eventually flew away and Combatra could not catch it. The Shogun Warriors met up with the Hand of Five again along with Cerebus and the Starchild. The combined efforts of Raydeen, Combatra and Danguard Ace atomized the monster.

This was a tricky build I was originally going for the combined option under the Summon power profile but I went with Anatomic Split instead with some changes. Any damage to the fingers would carry over to the Hand. However if a detachable finger is incapacitated, bound or killed the Hand would just lose that digit and with that some power ranks among other things thus the side effect. The Hand is pretty useless when the fingers are not attached never doing anything in the comics as far as attacking goes. It probably could but it would not be able to grapple, use flame breath, and even the rocket fist power could be limited or not be able to be used at all. The uncontrolled limit on immunity fortitude is used because it is part monster and machine. The hand itself is probably all machine and would be immune to fortitude effects all the time but the fingers would be. Each finger had a different weapon system it used once they were detached from the hand described below. A strange looking but deadly monster.


Image


Five Heads of Doom
PL 10.5


Abilities
Strength 10, Stamina 13, Agility 2, Dexterity -2, Fighting 4, Intellect -3, Awareness 0, Presence -1

Powers
Head of Doom:
Fire Breath: Blast 11 -22 pts
Alt: Weapon Systems: Blast 11 [Giant Buzz Saws; Unreliable 2 (2 uses); Activation (Move), Improved Critical 2, Penetrating 10, Split]
Alt: Weapon Systems: Damage 11 [Giant Buzz Saws; Activation (Move), Improved Critical 2, Penetrating 10, Quirk (Move by actions only)]
Flight 9
Alt: Burrow 11
Huge: Growth 6 [Permanent; Innate] -13 pts
Invulnerable: Impervious Toughness 13, Immunity 10 [Fire; Limited to Half Effect] 18 pts
Long Tongue: Enhanced Trait 3 [Fast Grab, Reach 2; Limited 2 (Grappling only and does not cause damage)] -2 pts
Rampaging Monster: Immunity 10 [Control Effects, Interaction Skills; Limited to Half Effect] -5 pts

Various Weapon Systems:
Weapon Systems: Blast 10 [Laser Blasters; Multiattack; Activation (Move), Quirk 5 (One Target for Multiattack)]
Weapon Systems: Blast 11 [Laser Cannons; Activation (Move), Split]
Weapon Systems: Blast 14 [Rocket; Area (Burst on 10 ranks); Unreliable 2 (2 uses); Activation (Move)]

Advantages
Improved Initiative 1, Fearless, Move-by Action, Ultimate Effort [Toughness]

Skills
Athletics (+10), Insight (+0), Intimidation 4 (+6), Perception (+0), Ranged Combat: Fire Breath 9 (+7), Ranged Combat: Weapon Systems 9 (+7), Stealth (-4)

Offense
Initiative +6
Fire Breath +7, Damage 11
Weapon Systems +7, Damage 11, Giant Buzzsaws, Activation (Move), Improved Critical 2 (18-20), Penetrating 10, Split, Unreliable (2 uses)
See other Weapon Systems above.

Defense
Dodge 8, Parry 5
Toughness 13, Fortitude 14, Will 3

Power Points
Abilities 22 + Powers 81 + Advantages 4 + Skills 11 + Defenses 17 = Total 135

Complications
Disability: The Five Heads of Doom have no hands or legs and would not be able to move without their flight ability.

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Re: scc 3rd Edition Builds: Giant Monsters..Hand of Five Doo

Postby scc » Mon Nov 18, 2013 3:27 pm

Image
Image


Fafnir
PL 14


Abilities
Strength 16, Stamina 16, Agility 0, Dexterity 0, Fighting 7, Intellect 1, Awareness 2, Presence 2

Powers
Great Dragon:
Burrow 7
Dragon Senses: Senses 3 [Low-light vision, Acute & Extended Scent]
Fiery Breath: Blast 14 [Area (Cone)] -42 pts
Alt: Fiery Breath: Blast 17
Alt: Fiery Breath: Blast 14 [Area (Line)]
Gargantuan: Growth 12 [Permanent; Innate], Enhanced Advantages 5 [Daze (Intimidation), Fast Grab, Improved Hold, Startle, Takedown], Power-Lifting 4 -34 pts
Groundstrike: Affliction 14 [Resisted by Dodge(Hindered & Vulnerable, Prone & Defenseless); Area(Burst), Instant Recovery; Limited Degree, Limited(Fafnir and Targets must be in contact with the ground)], Damage 14 [Area(Burst); Limited(To terrain and objects), Limited (Fafnir and objects must be in contact with the ground] -14 pts
Hypnotic Gaze: Ranged Affliction 11 [Resisted by Will (Entranced, Compeled, Controlled); Cumulative, Perception; Sense Dependent (Visual)] -33 pts
Alt:Illusion 11 [Visual & Auditory]
Immunity 11 [Aging (Long-lived), Life Support]
Invulnerable: Protection 3 [Impervious 19] -22 pts
Powerful Tail: Strike 2 [Strength-based], Enhanced Advantages 2 [Improved Initiative, Improved Trip; Limited to Tail], Elongation 1 [Diminished Range (60 ft)], Extra Limbs 1 [Innate] -6 pts

Advantages
Daze 1 [Intimidation]
Fast Grab
Improved Initiative 1 [Limited to Tail]
Improved Hold
Improved Trip [Limited to Tail]
Power Attack
Startle
Takedown 1
Ultimate Effort [Toughness]
Withstand Damage [Reduce Defense to increase Tough]

Skills
Athletics (+16), Close Combat: Unarmed 2 (+9), Deception 6 (+8), Expertise: Survival 2 (+4), Insight 4 (+6), Intimidation 6 (+14), Perception 5 (+7), Persuasion 4 (+6), Ranged Combat: Fiery Breath 7 (+7), Stealth 2 (-10)

Offense
Initiative +4 (Tail only)
Fiery Breath Blast +7, Damage 17
Fiery Breath Cone Blast, Damage 14, Area Cone (60 ft)
Fiery Breath Line Blast, Damage 14, Area Line (5 ft Wide & 30 ft Long)
Hypnotic Gaze, Rank 10, Resisted by Will (Entranced, Compelled, Controlled), Cumulative, Perception, Sense Dependent (Visual)
Powerful Tail +7, Damage 18, Elongation (60 ft), Improved Initiative, Improved Trip
Unarmed +9, Damage 16

Defense
Dodge 4, Parry 6
Toughness 19, Fortitude 16, Will 12

Power Points
Abilities 40 + Powers 175 + Advantages 3 + Skills 19 + Defenses 25 = Total 262

Complications
Enemy: Thor, Odin, and the Warrior's Three.
Hatred: Odin and Thor.
Monstrous: Fafnir's normal form is that of a dragon.

Design Notes
This is Fafnir a Thor enemy. Offensively it is PL 14 using it's Fiery Breath. Defensively it is PL 14 due to Will and Fortitude. Fafnir was a wicked King of Nastrond. He was a ruler of a very immoral people. Odin destroyed the kingdom and rendered the land incapable of supporting life. Fafnir, the lone survivor, found a radiant pool whose 'deadly rays of shimmering energy fed upon themselves eternally.' The rays kept Fafnir alive and eventually transformed him into a monstrous dragon. It also gave him powers to project himself as an old man. Fafnir fought Thor on many occasions and was slain by him when a magically enchanted spear wielded by Eilef pierced it's seemingly impenetrable hide and then Thor using Mjolnir drove it deep inside him. He has appeared again, perhaps resurrected when Thor restored all of the Asgardians after Ragnarok.

This is Fafnir at his peak when he battled Thor and Eilef. Currently he can fly but not that fast and Captain America was able to take him down. It almost seems like he can change his size now and the illusory form of an old man is real. Not sure about that though. Part of Fafnir's anger was that he was stuck in his dragon form though he enjoyed the power that came with it. Thor worried that his blows from Mjolnir were not having much effect. At his peak he is considered stronger than Thor. The Warrior's Three and Thor were fearful of it's flame though it really never hit anyone with it. I gave it a flame blast that is not very accurate but deadly and of course as most dragons have an area blast. It's tail was considered as quick as lightning thus I gave him improved initiative but only with it's tail. I was going to put inaccurate on it's tail but if you don't take ambidexterity benefit your extra limbs suffer an off hand penalty so no need for it. A very powerful monster.
Last edited by scc on Sun Dec 29, 2013 10:00 am, edited 1 time in total.

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Re: scc 3rd Edition Builds: Giant Monsters..Fafnir!!

Postby scc » Fri Nov 29, 2013 5:33 pm

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Mogaru
PL 18


Abilities
Strength 15, Stamina 14, Agility 2, Dexterity 4, Fighting 14, Intellect -4, Awareness 7, Presence 6

Powers
The Final King:
Absorb Energy: Healing 20 [Reaction(When hit by an energy attack); Limited(Only energy attacks that are blocked by immunites or do not bypass his damage resistance are absorbed), Limited(Self only), Limited(Healing is equal to double the damage rank or it's power rank whichever is less), Source(Energy Attacks); Persistent, Quirk(The first type of energy that affects him in a round determines what type of energy he absorbs that round), Quirk (Mogaru cannot absorb energy generated by himself) ] -9 pts
Aquatic: Swimming 4, Immunity 2 [Suffocation], Movement 1 [Environmental Adaption (Water)] -8 pts
Bite: Strike 2 [Strength-based; Fast Grab, Reach 7] -10 pts
Alt: Claws: Enhanced Trait 8 [Reach 7, Split]
Breath Weapon: Damage 17 [Fire & Force; Area 7 (Line) ; Feature (No bonus for cover for dodge saves), Variable Descriptor (Fire & Force), Quirk (Use once every 4 rounds)] -137 pts
Alt: Breath Weapon: Damage 17 [Fire & Force; Area 5 (Cone); Feature (No bonus for cover for dodge saves), Variable Descriptor (Fire & Force), Quirk (Use once every 4 rounds)]
Alt: Reflexive Breath: Damage 16 [Area (Line), Reaction (Opponents who provoke an attack of opportunity); Feature (No bonus for cover for dodge saves), Variable Descriptor (Fire & Force), Quirk 2 (Only once per round)]
Damage Resistance: Impervious Toughness 19 [Limited(Not versus spells, spell like and supernatural abilities)], Impervious Toughness 4 [Limited(Acid, Cold, Electricity, Negative Energy, and Sonic only)], Enhanced Fortitude 5 [Limited (Damaging Attacks only)], Enhanced Will 7 [Limited (Damaging Attacks only)] -28 pts
Fast Healing: Regeneration 12
Firebolts: Blast 21 [Penetrating 7; Split 5, Variable Descriptor (Fire & Force), Quirk (Can only be used the following round after it uses it's breath weapon)] -54 pts
Immune: Immunity 24 [Aging (Long-lived), Disease, Fire, Fear, Starvation & Thirst, Weaken]
Kaiju: Growth 18 [Permanent; Innate], Movement 2 [Sure-footed], Healing 20 [Reaction (When damaged); Limited(Self only), Limited 3(Only if the attack would kill it), Limited 7(Once per year); Persistent, Stabilize, Quirk 2(Healing equal to twice the attack value or rank of healing whichever is less), Feature 2 [Mogaru's natural attacks count as epic and magic for overcoming impervious] -47 pts
Senses 7 [Low-light Vision, Darkvision, Counters Concealment (Invisibility), Detect Kaiju (Range Mental)]
Staggering Critical: Affliction 14 [Resisted by Fortitude (Dazed); Limited Degrees, Limited to Critical Hits] -4 pts
Swallow Whole: Affliction 15 [Resisted by Strength or Dodge, Overcome by Athletics or Acrobatics (Hindered and Vulnerable, Immobile and Defenseless, Bound [Defenseless, Immobile, and Impaired]); Continuous, Cumulative, Extra Condition ; Instant Recovery, Limited(To characters already grappled in it's mouth); Quirk 4(To characters smaller than itself)], Damage 20 [Bludgeoning & Fire; Reaction(Objects or characters swallowed); Variable Descriptor] -137 pts
Tail: Extra Limbs 1 [Innate], Enhanced Trait 8 [Reach 7, Split] -10 pts
Trample: Damage 16 [Area 3 (Shapable), Selective; Limited(Only through areas Mogaru moved through)] -64 pts

Advantages
Benefit 1 [Ambidexterity]
Diehard
Improved Critical 3 [Bite, Claws & Tail]
Improved Initiative 1
Improved Smash
Language [Understands Aquan]
Skill Mastery [Swimming]
Tough 6 [+1 bonus to Toughness per rank.]

Skills
Athletics: Limited to Swimming 3 (+18), Close Combat: Bite 3 (+17), Close Combat: Claws 3 (+17), Close Combat: Tail 2 (+16), Insight (+7), Intimidation (+15), Perception 10 (+17), Ranged Combat: Firebolts 9 (+13), Stealth (-16)

Offense
Initiative +6
Bite +17, Damage 17, Fast Grab, Improved Critical (19-20), Reach 7
Breath Weapon Line, Damage 17, Area Line (1200 ft), Feature (No bonus for cover), Variable Descriptor (Force & Fire), Quirk (Once every 4 rounds)
Firebolts +13, Damage 21, Split 5, Variable Descriptor (Fire & Force), Quirk (Can only be used the following round after it uses it's breath weapon)
Swallow Whole Affliction, Rank 15, Resisted by Strength or Dodge, Overcome by Athletics or Acrobatics (Hindered and Vulnerable, Immobile and Defenseless, Bound [Defenseless, Immobile, and Impaired])
Swallow Whole Damage, Damage 20, Reaction, Variable Descriptor (Bludgeoning & Fire)
Trample, Damage 16, Area Shapable (120 ft), Selective, Limited(Only through areas Mogaru moved through)

Defense
Dodge 8, Parry 11
Toughness 20, Fortitude 14 (19 versus damage), Will 10 (17 versus damage)

Power Points
Abilities 44 + Powers 554 + Advantages 14 + Skills 16 + Defenses 24 = Total 652

Complications
Disability: It understands Aquan but cannot speak.
Hibernation: Mogaru will go into hibernation if deprived of it's source of energy. A new source of energy will awaken it from it's slumber.
Power Loss: It's Line Area Breath Weapon and Firebolts does not work beyond 1200 feet. It's Cone Area Breath Weapon does not work beyond 600 feet.
Rampaging Monster: Certain events can send Mogaru into a destructive frenzy. Powerful storms, natural disasters, rituals designed to call out to him, powerful magic weapons, wars, and other Kaiju.
Recovery: If Mongaru uses this ability it makes him nauseated and he seeks to return to is lair. However if it is attacked while in this state Mogaru is no longer nauseated.
Susceptible to Song: If a singer succeeds at a DC 14 skill check they can influence Mogaru. The result of the check sets the Will save for Mogaru. He remains open to suggestion if he fails a will save to a reasonable request. Once the reasonable suggestion is over he is back to his normal state. A single singer may only influence Mogaru once per day.

Design Notes
This is the Pathfinder Mogaru from Pathfinder Bestiary 4. Offensively it is PL 17. Defensively it is PL 18 due to Will/Fortitude against damaging attacks. Mogaru is known to kaiju scholars as the Final King or King Mogaru. Mogaru is one of the most destructive of it's kind and has killed around a dozen other Kaiju.

Mogaru is a giant monster standing 140 feet tall and weighing 20,000 tons. It is practically indestructable with a high toughness save, regeneration, immunities, and the ability to heal itself from absorbing energies. It's recovery ability was a strange power to stat like many in Pathfinder or D&D. I felt like since it could only be used once a year that was a severe limitation. Offensively it has many abilities at it's disposal. It can shoot red energy bolts from it's spines after any use of it's Breath Weapon. Both are very deadly. It also has a Reflexive Breath power as a reaction to opponents that present an attack of opportunity which can be determined by the judge. It has a devastating bite which can grab an opponent. The following round it can them swallow the opponent which will cause a lot of damage. Mogaru is obviously a tribute to Godzilla.

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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds

Postby scc » Sun Dec 08, 2013 5:46 pm

scc wrote:Image
Image


Dragon of Tyr
PL 18


Abilities
Strength 10, Stamina 7, Agility 7, Dexterity 6, Fighting 11, Intellect 5, Awareness 6, Presence 7

Powers
Dragon of Tyr's Powers:
Bloodied Pulse: Damage 15 [Action(Free), Area(Burst), Linked(Affliction, Move Object)); Limited(Dragon is really injured), Limited(Once per Encounter)] -15 pts
Alt: Telekinetic Pulse: Damage 15 [Area(Burst), Linked(Affliction, Move Object)); Limited(Once per Encounter)]
Bloodied Pulse: Affliction 14 [Resisted by Toughness(Prone); Action(free), Alt Save(Tough), Area(Burst), Linked(Damage, Move Object); Limited(Dragon must be really injured), Limited Degree, Limited(Prone only), Limited(Once per Encounter); Quirk(No effect if opponent succeeds initial Dodge check)] -4 pts
Alt: Telekinetic Pulse: Affliction 14 [Resisted by Toughness(Prone); Alt Save(Tough), Area(Burst), Linked(Damage, Move Object); Limited Degree, Limited(Prone only), Limited(Once per Encounter); Quirk(No effect if opponent succeeds initial Dodge check)]
Bloodied Pulse: Move Object 8 [Action(Free), Area(Burst), Linked(Affliction, Damage); Close, Duration(Instant), Limited(Once per Encounter), Limited(Dragon must be really injured), Limited Direction(Away only)] -3 pts
Alt: Telekinetic Pulse: Move Object 8 [Area(Burst), Linked(Affliction, Damage); Close, Duration(Instant), Limited(Once per Encounter), Limited Direction(Away only)]
Breath of Shredding Sand: Damage 15 [Area 2(Cone) ; Limited(Dragon must be really injured), Limited(Once per encounter)]
Claw: Strike 4 [Strength-based; Linked(Nullify)], Nullify 15 [Necrotic and Psychic; Alt Res(Fort), Broad(Psychic and Necrotic), Effortless, Continuous, Linked(Strike); Close, Limited(Impervious resistance only)] -34 pts
Crippling Bite: Strike 5 [Strength-based; Linked(Affliction)], Affliction 15 [Resisted by Toughness(Hindered, Immobilized); Alt Res(Tough), Linked(Strike); Limited Degree] -13 pts
Darkvision: Senses 2
Defiling Death: Blast 15 [Necrotic; Alt Res(Fort), Continuous(On 12 ranks); Limited(Needs time to recharge or recharges after successful use of Dragon's Defiling ), Limited(Cont Damage ends after 2 successful saves); Diminished Range -2, Quirk(Cont damage starts at 10 and increases to 12 after failing a save)] -24 pts
Dragon's Defiling: Damage 12 [Necrotic; Alt Res(Fort), Area(Burst) ] 36 pts
Fly: Flight 1 [Continuous; Wings; Quirk(Cont works only when stunned)]
Gargantuan Magical Beast: Growth 12 [Permanent; Innate] -25 pts
Lashing Tail: Strike 5 [Strength-based; Linked(Affliction), Reaction(When an enemy ends it's movement within 20 ft); Quirk(Must target enemy who triggered reaction)], Affliction 14 [Resisted by Dodge(Prone); Linked(Strike), Reaction(When an enemy ends it's movement within 20 ft); Limited Degree, Limited(Prone only); Quirk(Must target enemy who triggered reaction)] -76 pts
Psionic Uplift: Move Object 6 [Action(Move), Area(Burst); Close, Duration(Instant), Limited Direction(Away only); Diminished Range -2(6 ft), Quirk(Dragon must fly after using this)] -3 pts
Raking Claws: Strike 2 [Strength-based; Area(Cone), Selective; Diminished Range -1(20 ft)] -25 pts
Supernal: Comprehend 4
Tail and Wings: Extra Limbs 3 [Innate]
Teleport 1

Equipment
Ur Draxa Palace [Size: Huge Toughness: 8 Feature(Keeps the phylacteries of Liches hidden deep in Citadel to insure obedience), Grounds(Awesome), Isolated(Valley of dust and fire in Sea of Silt), Living Space, Personnel(Liches)]

Advantages
Benefit 5 [Dragon of Tyr]
Equipment 2 [Ur Draxa Palace]
Extraordinary Effort
Improved Initiative 1
Languages 1 [Common, Base: Draconic]
Seize Initiative
Tough 17 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 4 (+11), Athletics 4 (+11), Close Combat: Claw 4 (+15), Close Combat: Bite 4 (+15), Close Combat: Tail 3 (+14), Deception 5 (+12), Expertise: Arcana 5 (+10), Expertise: Dungeoneering 5 (+11), Expertise: History of the Realms 5 (+10), Expertise: Survival 5 (+11), Insight 5 (+11), Intimidation 1 (+14), Perception 5 (+11), Persuasion 5 (+12), Ranged Combat: Defiling Death 8 (+14), Stealth 12 (+7)

Offense
Initiative +11
Claw Strike +15, Damage 14, Reach 3
Claw Nullify +15, Rank 15, Reach 3, Resisted by Fort(Nullify Necrotic and Psychic Imp Res)
Crippling Bite Strike +15, Damage 15, Reach 3
Crippling Bite Affliction +15, Rank 15, Reach 3, Resisted by Tough(Hindered, Immobile)
Dragon's Defiling, Damage 12, Area Burst(25 ft)
Defiling Death +14, Damage 15
Raking Claws, Damage 12, Area Cone(20 ft)
Breath of Shredding Sand, Damage 15, Area Cone(100 ft)
Lashing Tail Strike +14, Damage 15, Reach 3, Reaction
Lashing Tail Affliction +14, Rank 14, Resisted by Dodge(Prone), Reach 3, Reaction
Psionic Uplift, Rank 6, Area Burst(6 ft), Move Object(Away only)
Telekinetic Pulse Damage, Damage 15, Area Burst(25 ft)
Telekinetic Pulse Affliction, Rank 14, Area Burst(25 ft), Resisted by Tough(Prone)
Telekinetic Pulse Move Object, Rank 8, Area Burst(25 ft), Move Object(Away only)

Defense
Dodge 12, Parry 9
Toughness 24, Fortitude 14, Will 14

Power Points
Abilities 70 + Powers 286 + Advantages 28 + Skills 40 + Defenses 30 = Total 454

Complications
Power Loss: Defiling Death does not work beyond 50 ft.
Reputation: Feared throughout Athas. Demands tribute and does what it wants when it wants. It does not feel fear or doubt.
Secret: It was once a Sorcerer King.
Secret: Keeps the phylacteries of Dead Lords hidden deep within citadel to insure obedience.

Design Notes
This is the Dragon of Tyr from D&D Fourth Edition. It appeared in the Dark Sun Creature Catalog. Offensively it is PL 15 due to it's Crippling Bite and Breath of Shredding Sand. Defensively it is PL 18 due to it's Dodge and Toughness. It was once a Sorcerer King which used a ritual that ripped the life from the citizens of Ebe. The ritual transformed the king into a dragon and he named the city he destroyed Ur Draxa, the City of Doom. The people of Athas only see the Dragon when it comes to collect from the other Sorcerer Kings. It takes multitudes of slaves which it either devours or gives them as gifts to Liches, lead by the eldest Lord Vizier, who serve it. The Dragon is fearless and confident it battle. The thought of losing a battle is preposterous in the Dragon's mind. Outside of the City of Doom the Dragon fights it's battles alone.

:!: Update 12/8/13: Used D&D 3.5 rules to determine strength based on it's size and removed reach from some of it's powers since giant characters get a rank of reach for every 4 ranks of growth.


Some minor updates made to a powerful monster from D&D 4th Edition.

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Re: scc 3rd Edition Builds: Giant Monsters...Dragon of Tyr!!

Postby Claire Redfield » Sun Dec 08, 2013 6:11 pm

It's not just the boys: I love me some kaiju, too! Great work on those. Are ya ever gonna stat up Red Ronin?
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds

Postby Narsil » Mon Dec 09, 2013 1:38 am

scc wrote:Some minor updates made to a powerful monster from D&D 4th Edition.


Minor nitpicks;
The Dragon of Tyr, or Borys of Ebe, is still technically a sorcerer-king. It's just that in the Dark Sun setting, that's what a sufficiently developed sorcerer king tends to look like; he's just the one who's gone farthest, and he actually has the magical prowess to prove it.

Borys of Ebe is not actually from Dungeons & Dragons 4th edition. I mean, he's in Dungeons & Dragons 4th edition, though the character in the 4th edition Dark Sun book is a stripped down and simplified version as with most 4th edition adaptations, but his origin is actually in Advanced Dungeons & Dragons 2nd edition.

He not actually a monster per se, or at least I wouldn't class him as such. He's a non-player character, being an intelligent and reasonable individual, closer to a dragon like Smaug than a mindless beast, and his background as a wizard means that he's closer to being like Maleficent in perpetual dragon form. Including the fact that he's a powerful wizard himself. Also, I'd point out that he's a he, not an it. The Dragon of Tyr is an actual individual and character, and a fairly interesting one at that.

[/Obligatory 2nd Edition Grognard Ranting]
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Re: scc 3rd Edition Builds: Giant Monsters...Dragon of Tyr!!

Postby scc » Mon Dec 09, 2013 3:19 pm

Thanks Tifa! After I am done with my giant monster builds I could stat Red Ronin. I only have a couple updates to some builds I did and one other monster.

Narsil I admit I do not know much about the Dragon of Tyr besides what I read in D&D 4th edition. Many times when I stat up monsters I call them it though the Dragon of Tyr is definitely a he. Though intelligent I imagine the people of Athas would still consider him a monster. According to 4th edition anyways not too many people know that the Dragon of Tyr was once a Sorceror King. I imagine it was different in AD&D 2nd edition. He definitely sounds like an interesting character. Thanks for the input.

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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds

Postby scc » Mon Dec 09, 2013 3:54 pm

scc wrote:Image


Dracolich Doomlord
PL 16


Abilities
Strength 7, Stamina 6, Agility 5, Dexterity 5, Fighting 9, Intellect 4, Awareness 4, Presence 3

Powers
Dracolich Traits:
Claws: Strike 5 [Strength-based; Multiattack; Split] -18 pts
Darkvision: Senses 2
Fly: Flight 1 [Limited(Wings)]
Huge Magical Beast: Growth 8 [Permanent; Innate], Power-Lifting 2 -19 pts
Mesmerizing Glance: Affliction 11 [Charm, Resisted by Will; Action(Move), Increased Range; Limited Degree, Limited(Compelled only), Limited(Moving the character); Diminished Range -3] -3 pts
Alt: Instinctive Domination: Affliction 11 [Charm, Resisted by Will; Action(Free), Increased Range; Limited Degree, Limited(Compelled only), Limited(Moving the character), Limited(Only if the Dracolich rolls 10 plus it's initiative); Diminished Range -3]
Tail and Wings: Extra Limbs 3 [Innate]
Undead: Immunity 5 [Disease, Poison, Suffocation Effects, Sleep]

Fueled by Necrotic Energy:
Aura of Doom: Nullify 11 [Healing Effects, Resisted by Fortitude; Alt Resistance(Fort), Area(Burst), Effortless, Reaction(When an enemy enters area), Selective; Diminished Range(15 ft)] -77 pts
Bite: Strike 1 [Strength-based, Necrotic; Secondary Effect(On 7 Ranks)] -8 pts
Breath Weapon: Damage 16 [Necrotic; Area(Cone), Linked(Nullify, Weaken), Selective; Limited(Needs time to recharge or recharges when really injured); Diminished Range(30 ft)] -31 pts
Alt: Bloodied Breath: Damage 16 [Necrotic; Action(free), Area(Cone), Linked(Nullify, Weaken), Selective; Limited(When the Dracolich is really injured), Limited(Once per encounter); Diminished Range(30 ft) ]
Breath Weapon: Weaken 11 [Weaken Damage, Resisted by Fortitude; Area(Cone),Broad, Linked(Damage, Nullify), Progressive, Selective, Simultaneous; Limited(Needs time to recharge or recharges when really injured); Diminished Range(30 ft), Incurable, Quirk(Once an enemy makes a resistance check they immediately recover all stats), Quirk(Enemies who make a dodge check get back any weakened stats the following turn), Quirk(Stats can only be lowered to half of their effectiveness max)] -63 pts
Alt: Bloodied Breath: Weaken 11 [Weaken Damage, Resisted by Fortitude; Action(Free), Area(Cone),Broad, Linked(Damage, Nullify), Progressive, Selective, Simultaneous; Limited(When the Dracolich is really injured), Limited(Once per encounter); Diminished Range(30 ft), Incurable, Quirk(Once an enemy makes a resistance check they immediately recover all stats), Quirk(Enemies who make a dodge check get back any weakened stats the following turn), Quirk(Stats can only be lowered to half of their effectiveness max)]
Breath Weapon: Nullify 11 [Nullify Necrotic, Resisted by Fortitude; Alt Resistance(Fort), Area(Cone), Concentration, Effortless, Linked(Damage, Weaken), Selective, Sustained; Limited(Needs time to recharge or recharges when really injured), Limited(Necrotic Protection and Impervious only); Diminished Range(30 ft) ] -21 pts
Alt: Bloodied breath: Nullify 11 [Nullify Necrotic, Resisted by Fortitude; Action(Free), Alt Resistance(Fort), Area(Cone), Concentration, Effortless, Linked(Damage, Weaken), Selective, Sustained; Limited(When the Dracolich is really injured), Limited(Once per encounter), Limited(Necrotic Protection and Impervious only); Diminished Range(30 ft) ]
Necrotic Resistance: Impervious Toughness 15 [Limited(Necrotic only)], Impervious 15 [Will; Limited 3(Necrotic only)], Impervious 15 [Fortitude; Limited 3(Necrotic only)] -12 pts

Advantages
Extraordinary Effort
Improved Initiative 1
Languages 1 [Common (Base: Draconic)]
Tough 11 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 4 (+9), Athletics 2 (+9), Close Combat: Bite 3 (+12), Close Combat: Claws 3 (+12), Deception 5 (+8), Expertise: Arcana 4 (+8), Expertise: Dungeoneering 4 (+8), Expertise: History of the Realms 4 (+8), Expertise: Survival 4 (+8), Insight 6 (+10), Intimidation 2 (+9), Perception 6 (+10), Persuasion 5 (+8), Stealth 10 (+7)

Offense
Initiative +9
Bite +12, Damage 8, Secondary Effect(7 Ranks)
Claws +12, Damage 12, Multiattack, Split
Breath Weapon Damage, Damage 16, Area Cone(30 ft)
Breath Weapon Weaken, Rank 11, Area Cone(30 ft), Weaken Damage, Resisted by Fortitude
Breath Weapon Nullify, Rank 11, Area Cone(30 ft), Nullify Necrotic
Aura of Doom, Rank 11, Area Burst(15 ft), Nullify Healing Effects

Defense
Dodge 10, Parry 8
Toughness 17, Fortitude 11, Will 10

Power Points
Abilities 54 + Powers 268 + Advantages 14 + Skills 31 + Defenses 23 = Total 390

Complications
Disability: A Dracolich is clumsy while flying and is -2 to attack rolls and -1 to Dodge and Parry
Power Loss: Breath Weapon and Bloodied Breath Weaken do not affect attacks that do not use an attack roll.
Power Loss: Instinctive Domination and Mesmerizing Gaze do not work beyond 25 ft.
Reputation: Evil!
Weakness: Takes 1.5X damage from Radiant attacks.

Design Notes
This is a D&D Fourth Edition Dracolich Doomlord. Offensively it is PL 16 thanks to it's Breath Weapon. Defensively it is PL 13.5 thanks to Dodge and Toughness. Some Dragons choose to be Dracoliches while others are changed to a Dracolich by followers of Tiamat and Vecna. It works behind the scenes and employs minions motivated by power. It's most powerful ability is it's Breath Weapon which causes a lot of damage plus has a weaken and nullify effect. It can use it's Mesmerizing Gaze or Instinctve Domination to bring an opponent closer. Characters within it's Aura of Doom cannot heal or regenerate. It is a diabolically intelligent and incredibly powerful opponent.

:!: Update 12/9/13: Used D&D 3.5 rules to determine strength based on it's size and removed reach from some of it's powers since giant characters get a rank of reach for every 4 ranks of growth. Added Impervious Fortitude and Will against Necrotic attacks.


An update to another powerful D&D 4th Edition monster.

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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Bui

Postby scc » Thu Dec 19, 2013 5:03 pm

scc wrote:Image


Calastryx
PL 10.5


Abilities
Strength 7, Stamina 4, Agility 2, Dexterity 2, Fighting 8, Intellect 4, Awareness 5, Presence 4

Powers
Calastryx Traits:
Bite: Strike 4 [Strength-based] -4 pts
Bloodied Birth: Extra Limbs 1 [Grows a Fourth Head; Limited(When really hurt a Fourth Head sprouts); Split(Adds another Split to Rip and Tear)] -1 pt
Breath Weapon: Damage 9 [Fire; Area(Cone); Limited(Needs time to recharge after all heads have used the Breath Weapon); Diminished Range -1(25 ft)] -8 pts
Darkvision: Senses 2 -2 pts
Extra Limbs 5 [Two more Heads, Two Wings, and a Tail; Innate] -6 pts
Fire Resistance: Impervious Toughness 13 [Limited(Fire only)] -4 pts
Fly: Flight 1 [Limited(Wings)] -1 pt
Huge Dragon: Growth 8 [Permanent; Innate, Quirk(No bonus to speed)] -16 pts
Inferno Shot: Blast 10 [Fire; Diminished Range -2] -18 pts
Rip and Tear: Strike 3 [Strength-based; Multiattack; Limited(Once per encounter after all heads perform this action); Split 2] -5 pts

Advantages
Extraordinary Effort
Improved Initiative 1
Languages 3 [Common, Giant, Goblin, Base: Draconic]
Seize Initiative
Tough 10 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 4 (+6), Athletics 1 (+8), Close Combat: Bite 1 (+9), Deception 3 (+7), Expertise: Arcana 5 (+9), Expertise: Dungeoneering 3 (+8), Expertise: History of the Realms 5 (+9), Expertise: Survival 3 (+8), Insight 4 (+9), Intimidation 2 (+10), Perception 4 (+9), Persuasion 5 (+9), Ranged Combat: Inferno Shot 7 (+9), Stealth 7 (+1)

Offense
Initiative +6
Bite +9, Damage 11
Breath Weapon +9, Damage 9, Area Cone(25 ft)
Inferno Shot +9, Damage 10
Rip and Tear +9, Damage 10, Multiattack, Split 2

Defense
Dodge 7, Parry 6
Toughness 14, Fortitude 9, Will 9

Power Points
Abilities 40 + Powers 65 + Advantages 16 + Skills 27 + Defenses 20 = Total 168

Complications
Enemy: The wizard Starris who put a curse on Calastryx to slumber for nearly 300 years.
Power Loss: Inferno Shot will not work beyond 50 feet.
Reputation: Whenever Calastryx awakes destruction will come to the people of Nentir Vale. The dragon will go out of it's way to make sure her enemies are killed.

Design Notes
This is a D&D Fourth Edition dragon named Calastryx. It appears in the Monster Vault-Threats to Nentir Vale. Offensively it is PL 10 using it's bite. Defensively it is PL 10.5 due to it's Dodge and Toughness. The dragon slumbers in the Dawnforge Mountains due to a curse put on it by the wizard Starris. But it's slumber is about to come to an end and then it will cause destruction to Nentir Vale. The creatures origins are a mystery. The kobolds around that region have been hunted nearly to extinction by the dwarves of Hammerfast. They are currently hiding in the Dawnforge Mountains and are hoping that Calastryx will accept them as her servants.

:!: Update 12/19/13: Used D&D 3.5 rules to determine strength based on it's size and removed reach from some of it's powers since giant characters get a rank of reach for every 4 ranks of growth.


Some minor updates to an interesting dragon.

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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Bui

Postby scc » Thu Dec 19, 2013 5:26 pm

scc wrote:Image
Finally a picture of bigfoot that's not out of focus.

Yetrigar
PL 13


Abilities
Strength 18, Stamina 18, Agility 1, Dexterity 1, Fighting 5, Intellect -3, Awareness 1, Presence 0

Powers
Yeti of Myth:
Bigfoot: Growth 2 [Permanent; Innate] -5 pts
Gamma Irradiated Growth: Growth 14 [Permanent; Partial Limit(Stamina and Tough 18 Max)] -27 pts
Groundstrike: Affliction 13 [Resisted by Dodge(Hindered & Vulnerable, Prone & Defenseless); Area 2(Burst), Extra Condition; Instant Recovery, Limited Degree, Limited(Yetrigar and Target must be in contact with the ground)], Damage 13 [Area 2(Burst), Limited(To terrain and objects), Limited(Yetrigar and objects must be in contact with the ground] -28 pts
Heightened Senses: Senses 3 [Low-Light Vision, Scent(Acute), Tracking ] -3 pts
Hibernation: Immunity 5 [Aging, Heat, Suffocation Effects, Starvation and Thirst; Continuous, Limited 2(Only while in a deep death-like trance)] -2 pts
Insulating Fur: Immunity 1 [Cold] -1 pt
Rampaging Beast: Immunity 10 [Control Effects, Interaction Skills; Limited to Half Effect] -5 pts
Tough Hide: Impervious Toughness 17 -17 pts

Advantages
All-out Attack
Close Attack 3
Fast Grab
Improved Grab
Power Attack
Ultimate Effort [Toughness]
Withstand Damage [Reduce Defense to increase Tough]

Skills
Athletics (+18), Insight (+1), Intimidation 6 (+14), Perception 4 (+5), Ranged Combat: Throwing 5 (+6), Stealth 7 (-8)

Offense
Initiative +1
Unarmed +8, Damage 18

Defense
Dodge 4, Parry 5
Toughness 18, Fortitude 18, Will 5

Power Points
Abilities 20 + Powers 88 + Advantages 9 + Skills 11 + Defenses 23 = Total 151

Complications
Prejudice: Yetrigar is a big hairy monster.
Rage: Radiation has caused Yetrigar to attack anything he sees.

Design Notes
This is Yetrigar a Godzilla enemy. Offensively he is PL 13. Defensively he is PL 11.5. A long time ago a prehistoric humanoid was frozen in a cavern in Alberta, Canada. Recently a nuclear bomb test occurred underneath the deserts of Nevada. The test caused an underground fault to split all the way up to Alberta, Canada where the creature was frozen. The tremor freed Yetrigar and the radiation mutated it and caused it to go mad. It followed the fault all the way back to Nevada growing each step of the way. When it got to the desert it disabled a S.H.I.E.L.D. helicarrier with a large rock and then confronted Godzilla. Red Ronin joined the fray in hopes of stopping the monsters from fighting each other. He realized that couldn't be done and buried Yetrigar under a rockslide in order to stop him from killing Godzilla. Later he was released by Mockingbird as a distraction and was defeated by the West Coast Avengers. He was last seen in the Vault.

:!: Update 12/19/13: Gave Yetrigar a groundstrike attack since he wouldn't be able to use it as an alternate effect off his strength since he gets that from his growth power.


Minor update to Yetrigar.
Last edited by scc on Sun Dec 29, 2013 10:06 am, edited 1 time in total.

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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds

Postby scc » Fri Dec 20, 2013 4:54 pm

scc wrote:Image
Image


Taboo
PL 14


Abilities
Strength 15(Max Growth), Stamina 18(Max Growth), Agility 0, Dexterity 0, Fighting 5, Intellect 2, Awareness 0, Presence 1

Powers
The Thing from the Murky Swamp!:
Huge Pile of Mud: Growth 8 [Permanent; Innate] -17 pts
Colossal Pile of Mud: Growth 4 [Continuous] -12 pts
Flight 8
Immense Strength: Power-Lifting 1
Mud Grapple: Snare 8 [Mud Snare, Resisted by Dodge(Hindered and Vulnerable, Defenseless and Immobile); Linked(Suffocation), Progressive; Close, Grab-Based], Suffocation 8 [Mud clogging airways, Resisted by Fort(Dazed, Stunned, Incap); Linked(Snare); Grab-Based, Limited(Defenseless and Immobile Targets due to Snare) ] -24 pts
Mud-Slinging: Snare 8 [Mud Snare, Resisted by Dodge(Hindered and Vulnerable, Defenseless and Immobile); Progressive; Diminished Range -3] -29 pts
Mudlike Body: Insubstantial 1 [Permanent; Innate]; Immunity 30 [Bludgeoning and Piercing; Limited(Half Effect); Innate]; Impervious Toughness 7 [Limited(Bludgeoning and Piercing)] -26 pts
Many Pieces of Ooze: Summon 4 [Continuous, Heroic, Horde, Multiple Minions 30, Reaction(When blown apart); Limited 2(When Taboo is destroyed), Limited(No longer works once Taboo comes back to life), Uncontrolled(Amount of minions can vary depending on the damage that killed Taboo and some can be weaker than others)] -72 pts
Space Traveler: Movement 2; Immunity 10 [Life Support] -14 pts
Swamp Demon: Concealment 2 [Visual; Continuous; Limited(Swamp or Muddy areas), Passive; Precise]; Enhanced Trait 16 [Stealth; Limited(Swamp or Muddy areas)] -7 pts
Telepathy: Communication 1 [Mental within 100 ft; Area]; Mind Reading 8 [Limited(Surface Thoughts)] -13 pts
Terrible Immortal: Immortality 2 [Limited(Will not reform when the majority of body parts are prevented from coming back together), Uncontrolled(Could take longer depending on how long the pieces of ooze take to reform)] -1 pt

Advantages
Diehard
Fast Grab
Improved Grab
Languages 2 [English, Portuguese, Base: Native Language ]
Prone Fighting
Startle
Ultimate Effort [Toughness Checks]

Skills
Athletics (+15), Close Combat: Unarmed 3 (+8), Close Combat: Grappling 3 (+8), Deception 6 (+7), Insight (+0), Intimidation 6 (+13 at Max Growth), Perception 4 (+4), Persuasion (+1), Ranged Combat: Mud-slinging 6 (+6), Stealth 0 (-12 at Max Growth), Technology 2 (+4)

Offense
Initiative +0
Unarmed +8, Damage 15, At Maximum Growth
Mud-Slinging +6, Damage 8, Resisted by Dodge(Hindered and Vulnerable, Defenseless and Immobile)
Mud Grapple Snare +8, Damage 8, Resisted by Dodge(Hindered and Vulnerable, Defenseless and Immobile)
Mud Grapple Suffocation +8, Damage 8, Resisted by Fort(Dazed, Stunned, Incap)

Defense
Dodge 0(Max Growth), Parry 0(Max Growth)
Toughness 18 (Max Growth), Fortitude 18(Max Growth), Will 10

Power Points
Abilities 34 + Powers 232 + Advantages 8 + Skills 15 + Defenses 17 = Total 306

Complications
Disability: Can only communicate telepathically.
Disability: Has a hard time bracing against certain effects since it has no bone structure.
Enemy: Creatures from his home planet think Taboo is ill and needs treatment.
Obsession: Conquering Planet Earth.
Reputation: Untrustworthy monster.

Design Notes
This is Taboo an enemy of humanity. Offensively it is PL 11.5 due to it's strength and attack. Defensively it is PL 14 due to it's Will and Fortitude when at maximum height. In Brazil in the amazon was rumors of a swamp demon named Taboo. The explorer Norrin Conrad went to investigate and to his surprise Taboo was real. But it was an alien lifeform not a demon. The creature communicated with him telepathically and told Conrad that it's shipped crashed and because of Earth's gravity it was isolated to the swamp. It asked for his help. Conrad returned to New York and told the United Nations about the stranded alien. The scientific community created a device to help the creature return home. Once the monster got the device it revealed it's true nature. It did not crash land on Earth. It came here to find out about Earth's scientific progress. It flew under it's own power into space with the device and threateed to return to conquer Earth. But the scientists put in a failsafe just in case the creature was lying and set off an H-bomb the blew the creature to bits. But that was not the end of Taboo. Every part of it was a living organism. These pieces fell back to Earth and reformed Taboo. It went on a spree of destruction and all seemed lost, especially when creatures from Taboo's own planet arrived. But they came to take Taboo back since they said he was not well. Taboo actually comes from a peaceful race of aliens. They repaired the damage done by Taboo and took it into custody. At one point in time he was captured by the Collector and put in a zoo beneath Canada, but an attack by the Mole Man released the creature. It is now part of Mole Man's array of monsters but it can't sit too well for Taboo being a subordinate.

Taboo is very tough due to it's mudlike body. Even a clone created by Xemnu took blows from an angry Hulk with no ill effect. So I gave it Immunity half effect from blunt and piercing attacks. Plus it has impervious toughness to those attacks. It's most expensive power is it's summon ability. With it it can summon 60 pieces of ooze, but only after he is blown to bits. Of course it is possible that Taboo would be blown into more than 60 pieces but I figure these small bits would only become powerful enough to be a heroic minion if they were human size. Plus it would get crazy expensive. I made the minions heroic so it wouldn't be easy for the heroes to stop Taboo from reforming. Stats for his minions could vary slightly. They are pretty much mindless with their only goal is to reform Taboo. So mental stats would be lacking. They would be normal size so remove Taboo's growth powers from them. They would benefit from a mudlike body but impervious and overall toughness would not be high. And no mudslinging or mud grapple ability. So not very powerful but annoying. It's disability was exploited by Hulk when he smashed a riverbed and cracked the earth underneath and created a whirlpool which Taboo could not resist. And the Nova Corps used gravimetric fields to force the monster back to it's lair. I made it's mudslinging progressive since it hardens after an opponent is hit with it, and when it grapples you it will cover you in the mudlike substance so I linked suffocation to snare. Fun monster.

:!: Update 12/20/13: Updated it's summon power since my math was way off. Also added the controlled extra.


Update to a fun Marvel Monster.

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Re: scc 3rd Edition Builds(Pathfinder:Retriever, Skull Rippe

Postby scc » Fri Dec 20, 2013 5:00 pm

scc wrote:Image
Hungry Hungry Hippos!
This immense behemoth of a hippo is larger than an elephant. Its teeth are like scimitars, and it moves with an indomitable gait. -Pathfinder Roleplaying Game: Bestiary 2


Behemoth Hippopotamus
PL 10.5


Abilities
Strength 8, Stamina 4, Agility -1, Dexterity -1, Fighting 7, Intellect -4, Awareness 1, Presence -3

Powers
Behemoth Hippo Traits:
Bite: Strike 4 [Strength-based; Free Grab,] -5 pts
Hold Breath: Immunity 1 [Suffocation Underwater; Limited(Half Effect)] -1 pt
Huge: Growth 8 [Permanent; Innate] -17 pts
Low-Light Vision: Senses 1 -1 pt
River Horse: Power-Lifting 1 -1 pt
Trample: Damage 9 [Strength-based; Area(Shapeable), Selective; Limited(Only through areas the Behemoth moved through)] -27 pts
Underwater Stealth: Enhanced Trait 5 [Stealth; Limited(Underwater only)] -2 pts

Advantages
Diehard
Improved Critical 1 [Bite]
Improved Initiative 1
Power Attack
Tough 4 [+1 bonus to Toughness per rank.]

Skills
Athletics (+8), Close Combat: Bite 2 (+9), Intimidation (+1), Perception 6 (+7), Stealth 11 (+2; +7 Underwater)

Offense
Initiative +3
Bite +9, Damage 12, Free Grab, Improved Critical
Trample, Damage 9, Area Shapeable(30 ft)

Defense
Dodge 5, Parry 6
Toughness 8, Fortitude 8, Will 5

Power Points
Abilities -10 + Powers 53 + Advantages 8 + Skills 10 + Defenses 21 = Total 82

Complications
Temper: The 'River Horse' has a reputation of being hostile.

Design Notes
This is a Pathfinder Behemoth Hippopotamus. Offensively it is PL 10.5 using it's bite. Defensively it is PL 7 due to Toughness and Parry.

The behemoth hippopotamus is a true monster. Standing taller than an elephant, this animal has few enemies in the natural world—even dinosaurs and dire crocodiles avoid fights with them. Making them even more dangerous is the fact that they are practically carnivores—while not above eating plant matter, they devour carrion or foolish creatures that come too close.


:!: Update 12/20/13: Removed reach from it's bite since it gets a reach bonus from growth.


Fear the Behemoth Hippopotamus!


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