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J-Mart Fantasy - Hyenas, Scorpions, Felidar Sovereign

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  • Re: J-Mart Fantasy - Hydra, Undead or Alive Specials, Werewolves

    We've got yet another new race for the Gloriant setting with these new items for Aisle 5!


    Half-man, Half-horse...All cop...

    Wait...wrong tagline...


    CENTAUR
    PL: 5 (68 pts) - OPL: 5; DPL: 5; HP: 1

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

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

    ADVANTAGES: Equipment (3), Great Endurance, Improved Trip, Languages (1) (Common, Elven, Base: Sylvan), Tracking

    POWERS:
    Centaur 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
    Centaur Senses: Sense 2 (Normal Vision [Extended], Low-light Vision); 2 pts
    Centaur Body: Extra Limbs 2 (2 horse legs [four total]), Enhanced Advantages 1 (Improved Trip); 3 pts
    Equine Speed: Speed 2 (8 mph/120 ft pr); 2 pts

    EQUIPMENT:
    (15 pts)
    Longsword: Slashing Strength-Based Damage 2, Dangerous; 3 pts
    Large Longbow: Ranged Piercing Damage 4; 8 pts
    Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts

    OFFENSE:
    Initiative +2
    Close Attack +4 [Sword +6, Critical 19-20; Dagger +5, Critical 19-20]
    Unarmed +6 [Unarmed +4]
    Ranged Attack +3
    Bow +6 [Longbow +4]

    DEFENSES:
    Dodge +4 [DC14] Parry +5 [DC15]
    Toughness +5, Fortitude +6, Will +4

    COMPLICATIONS:
    Reputation: Centaurs are well-known for being wild and aggressive beings.
    Vulnerable: While they are difficult to knock off their feet, when they are prone, it takes them a full round to get to their feet again.

    Abilities 26 + Skills 10 (20 ranks) + Advantages 6 + Powers 16 + Defenses 10 = 68 / 68

    Comments: Centaurs are a staple of just about every fantasy setting so I had to get them whipped up.




    PEGACENTAUR
    PL: 5 (74 pts) - OPL: 5; DPL: 5; HP: 1

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

    SKILLS: Acrobatics (+2/+6), Athletics 3 (+7), Close Combat [Unarmed] 2 (+6), Deception (+1), Expertise [Nature] 5 (+5), Insight 1 (+3), Intimidation 2 (+3), Perception 5 (+7), Persuasion (+1), Ranged Combat [Bow] 3 (+6), Stealth 1 (+3)

    ADVANTAGES: Equipment (3), Favored Environment (Flying), Great Endurance, Improved Trip, Languages (1), [b]Move-by Action[/i], Tracking

    POWERS:
    Centaur 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
    Centaur Senses: Sense 2 (Normal Vision [Extended], Low-light Vision); 2 pts
    Centaur Body: Extra Limbs 2 (2 horse legs [four total]), Enhanced Advantages 1 (Improved Trip); 3 pts
    Aerial Mastery: Enhanced Skills 2 (Acrobatics 4 ranks, Flaw: Limited to when flying), Enhanced Advantages 2 (Favored Environment [Flying], Move-by Action, Flaw: Limited to when flying); 2 pts
    Pegasus Wings: 3 pt Array; 4 pts
    Winged Flight: Flight 3 (16 mph/250 ft pr; Flaw: Winged); 3 pts
    Equine Speed: Speed 2 (8 mph/120 ft pr); 1 pt


    EQUIPMENT:
    (15 pts)
    Longsword: Slashing Strength-Based Damage 2, Dangerous; 3 pts
    Large Longbow: Ranged Piercing Damage 4; 8 pts
    Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts

    OFFENSE:
    Initiative +2
    Close Attack +4 [Sword +6, Critical 19-20; Dagger +5, Critical 19-20]
    Unarmed +6 [Unarmed +4]
    Ranged Attack +3
    Bow +6 [Longbow +4]

    DEFENSES:
    Dodge +5 [DC15] Parry +5 [DC15]
    Toughness +5, Fortitude +6, Will +4

    COMPLICATIONS:
    Reputation: Centaurs are well-known for being wild and aggressive beings.
    Vulnerable: While they are difficult to knock off their feet, when they are prone, it takes them a full round to get to their feet again.

    Abilities 26 + Skills 11 (22 ranks) + Advantages 6 + Powers 20 + Defenses 11 = 74 / 74

    Comments: As I have mentioned before, my original DM taught me that everything is better with wings on it, so I here are some winged Centaurs, Pegacentaurs in the Gloriant setting.
    The Thorpacolypse
    Member of the Guild of Calamitous Intent since 2005
    Co-Chair of the Council of 13
    "Hate you can trust"

    Comment


    • Quaggoth

      We've got more new items for our Bestiary Aisle!


      Here, evil kitty, kitty, kitty-man...

      QUAGGOTH
      PL: 6 (53 pts) - OPL: 6; DPL: 6

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

      SKILLS: Athletics 3 (+6), Deception (-2), Expertise [Underdark Lore] 6 (+4), Insight 2 (+3), Intimidation (-2), Perception 4 (+5), Persuasion (-2), Stealth 3 (+5)

      ADVANTAGES: Move-by Action

      POWERS:
      Quaggoth Physiology: Protection 2, Senses 3 (Darkvision [Extended]), Enhanced Skills 3 (Athletics 6 ranks, Flaw: Limited to climb checks), Immunity 1 (Poisons); 8 pts
      Claws: Slashing Strength-based Damage 1 (Extra: Split); 2 pts
      Wounded Fury: Slashing Multiattack Strength-based Damage 1 (Extra: Accurate, Dangerous 2, Flaw: Limited [only when Quaggoth has taken two 2nd degree damage failures, three 1st degree damage failures, or a 3rd degree damage failure]); 3 pts

      EQUIPMENT:
      NONE

      OFFENSE:
      Initiative +2
      Close Attack +6 [Unarmed +3; Claws +4]
      Wounded Fury +8 [Wounded Fury +4, Critical 18-20, Multiattack]
      Ranged Attack +0

      DEFENSES:
      Dodge +5 [DC15] Parry +6 [DC16]
      Toughness +6, Fortitude +5, Will +3

      COMPLICATIONS:
      Vulnerable: Quaggoths do not function well in broad daylight. Consider them impaired on all checks when it direct sunlight.

      Abilities 24 + Skills 9 (18 ranks) + Advantages 1 + Powers 13 + Defenses 6 = 53 / 53

      Comments: I might do something with an Underdark type feel, but I canít call it that since itís trademarked. But if I do, or if I just get the urge to throw them out somewhere, Iíll use some Quaggoths. I think theyíre a neat concept, being creatures driven to the Underdark by the elves and now they often ally with Drow, who also love to hate on surface elves.
      The Thorpacolypse
      Member of the Guild of Calamitous Intent since 2005
      Co-Chair of the Council of 13
      "Hate you can trust"

      Comment


      • Re: J-Mart Fantasy - Werewolves, Centaurs, Quaggoths

        Pathfinder got around that by calling theirs the 'Darklands'. A decent enough option might be to call it Nidavellir (alt: Myrkheim), which is where the svartalfar are from, and given the obvious parallels between the svartalfar and the drow you'd probably be pretty much set.

        I'm not a million percent sure how I'll handle the subterranean underworld in my own fantasy setting, if I'll even have one since I'm not really aiming to make it into a homebrew D&D-style campaign setting so much as my own take on various fantasy elements in general, but there are so many options available that I wouldn't have a problem. I am using the drow, but making them into nocturnal island-dwellers as a nod to the fact that the term 'drow' derives from the folklore and mythology of the Shetlands.
        Formerly Narsil.

        Comment


        • Hyenas

          We've got a couple of new items for our Bestiary Aisle!


          Again, I have no idea why these things get a bad rap.

          HYENA
          PL: 4 (34 pts) - OPL: 4; DPL: 4

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

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

          ADVANTAGES: Improved Trip, Move-by Action

          POWERS:
          Spotted Fur: Enhanced Skill 1 (Stealth 2 ranks, Flaw: Limited to plains/savanna conditions); 1 pt
          Tough Hide: Protection 1; 1 pt
          Ultimate Scavenger: Feature 1 (Iron Stomach); 1 pt
          Canine Movement: Speed 2 (8 mph/120 fpr); 2 pts
          Canine Senses: Senses 7 (Low-light vision, Normal Hearing [Extended], Ultrahearing, Scent [Acute, Ranged, Extended, Tracking]); 7 pts
          Bite: Piercing Strength-based Damage 2; 2 pts

          EQUIPMENT:
          NONE

          OFFENSE:
          Initiative +2
          Close Attack +4 [Unarmed +2; Bite +4]
          Ranged Attack +0

          DEFENSES:
          Dodge +5 [DC15] Parry +5 [DC15]
          Toughness +3, Fortitude +3, Will +1

          COMPLICATIONS:
          Disability: Hyenas cannot speak humanoid languages, nor use their paws to easily manipulate objects.
          Reputation: Hyenas are almost universally disliked by humanoid species (except Gnolls) and have a reputation for not only being vicious scavengers, but even opportunistic child killers and by some, servants of the underworld.

          Abilities 10 + Skills 3 (6 ranks) + Advantages 2 + Powers 14 + Defenses 5 = 34 / 34

          Comments: Hyenas get a really bad rap the world over. Granted, that laugh of the spotted hyenas is pretty creepy, and yes, they are vicious and run leopards and lions away from their own kills sometimes, and they have been known to kill children, butÖ

          OK, maybe itís deservered. But still, I like them. And if any creature deserves the old Iron Stomach Feature, itís them. Their big brothers, the Dire Hyenas are below.


          DIRE HYENA
          PL: 6 (56 pts) - OPL: 6; DPL: 6

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

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

          ADVANTAGES: Improved Trip, Move-by Action

          POWERS:
          Large Beast 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
          Tough Hide: Protection 2; 2 pts
          Ultimate Scavenger: Feature 1 (Iron Stomach); 1 pt
          Canine Movement: Speed 2 (8 mph/120 fpr); 2 pts
          Canine Senses: Senses 7 (Low-light vision, Normal Hearing [Extended], Ultrahearing, Scent [Acute, Ranged, Extended, Tracking]); 7 pts
          Bite: Piercing Strength-based Damage 2 (Extra: Penetrating 3); 5 pts
          Unsettling Laugh: Burst Area Affliction 3 (Resisted/Overcome by Will; 1st: Impaired, 2nd: Compelled [to leave area], Extra: Burst Area x2 [60 ft radius], Flaw: Limited to two degrees, Sensory Dependent [Auditory], Quirk: Once opponent has resisted, they cannot be affected again); 5 pts

          EQUIPMENT:
          NONE

          OFFENSE:
          Initiative +2
          Close Attack +6 [Unarmed +2; Bite +6]
          Ranged Attack +0
          Special Attack [Unsettling Laugh Affliction +3, Burst Area]

          DEFENSES:
          Dodge +4 [DC14] Parry +5 [DC15]
          Toughness +7, Fortitude +6, Will +2

          COMPLICATIONS:
          Disability: Dire Hyenas cannot speak humanoid languages, nor use their paws to easily manipulate objects.
          Reputation: Hyenas are almost universally disliked by humanoid species (except Gnolls) and have a reputation for not only being vicious scavengers, but even opportunistic child killers and by some, servants of the underworld.

          Abilities 12 + Skills 5 (10 ranks) + Advantages 2 + Powers 31 + Defenses 6 = 56 / 56

          Comments: The big, badder cousins of regular hyenas, the Dire Hyenas. Only real change from a standard d20 conversion is the Unsettling Laugh power I added. No sense in them having that legendarily creepy laugh without giving it an actual use.
          The Thorpacolypse
          Member of the Guild of Calamitous Intent since 2005
          Co-Chair of the Council of 13
          "Hate you can trust"

          Comment


          • Scorpions (Giant)

            Check out this STINGER SPLASH SPECIAL!


            Harry Hamlin's hair in Clash of the Titans should have Impervious 30.

            SCORPION (GIANT)
            PL: 4 (35 pts) - OPL: 4 ; DPL: 4

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

            SKILLS: Athletics 3 (+5), Intimidation (-4), Perception 5 (+5), Stealth 2 (+3)

            ADVANTAGES: Chokehold, Close Attack (1), Fast Grab, Improved Trip

            POWERS:
            Carapace: Protection 1; 1 pt
            Fast Movement: Speed 1 (4 mph/60 fpr); 1 pt
            Scorpion Senses: Senses 6 (Darkvision, Tremorsense [Touch, Ranged, Extended, Radius]); 6 pts
            Claws: Piercing Strength-based Damage 1 (Extra: Split); 2 pts
            Stinger: Piercing Strength-based Damage 1 (Extra: Linked [Weaken], Reach 1 [5 ft]), Progressive Weaken Stamina 2 (Extra: Linked [Damage], Reach 1 [5 ft]); 9 pts

            EQUIPMENT:
            NONE

            OFFENSE:
            Initiative +1
            Close Attack +5 [Unarmed +2; Claws +3; Sting Damage/Affliction +3]
            Ranged Attack +0

            DEFENSES:
            Dodge +3 [DC13] Parry +4 [DC14]
            Toughness +4, Fortitude +5, Will +1

            COMPLICATIONS:
            Disability: Scorpions cannot speak, nor can they use their claws for easy manipulation of objects

            Abilities 2 + Skills 5 (10 ranks) + Advantages 4 + Powers 19 + Defenses 5 = 35 / 35

            Build Comments: This is a man-sized Giant Scorpion. I like these kinds since they are about the size of the ones they fight in the original Clash of the Titans, which makes them far better than the colossal ones they fight in that so-called remake.
            The Thorpacolypse
            Member of the Guild of Calamitous Intent since 2005
            Co-Chair of the Council of 13
            "Hate you can trust"

            Comment


            • Felidar Sovereign

              We've got a new Magic the Gathering inspired item for our Bestiary Aisle!


              It surveys the withering landscape, waiting for a victory only it can see.

              FELIDAR SOVEREIGN
              PL: 9 (128 pts) - OPL: 9; DPL: 9

              ABILITIES: STRENGTH 7, STAMINA 8, AGILITY 5, DEXTERITY 0, FIGHTING 8, INTELLECT -3, AWARENESS 2, PRESENCE -2

              SKILLS: Athletics 4 (+11), Deception (-2), Insight (+2), Intimidation 8 (+6/+8) , Perception 8 (+10), Persuasion (-2), Stealth 6 (+11/+7)

              ADVANTAGES: Fighting Climb*, Improved Trip, Move-by Action, Uncanny Dodge

              POWERS:
              Great Cat Beast 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
              Thick Hide: Protection 4, Impervious 2, Feature 1 (Insulating Fur); 9 pts
              Cat Beast Senses: Senses 7 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision [Extended], Scent [Acute]); 7 pts
              Feline Movement: Speed 2 (8 mph/120 fpr), Leaping 2 (30 ft); 4 pts
              Lifelink: Healing 8 (Extra: Reaction [to dealing damage], Flaw: Self-only); 32 pts
              Claws: Slashing Strength-based Damage 1 (Extra: Dangerous, Split); 3 pts
              Antlers: 5 pt Array; 6 pts
              Antler Gore: Piercing Strength-based Damage 3 (Extra: Dangerous, Penetrating 5, Flaw: Limited to when charging); 5 pts
              Antler Strike: Piercing Strength-based Damage 2 (Extra: Dangerous); 1 pt


              EQUIPMENT:
              NONE

              OFFENSE:
              Initiative +5
              Close Attack +8 [Unarmed +7; Claws +8, Critical 19-20; Antlers +9, Critical 19-20; Antler Gore +10, Critical 19-20]
              Ranged Attack +0

              DEFENSES:
              Dodge +5 [DC15] Parry +6 [DC16]
              Toughness +12 (+2 Impervious), Fortitude +10, Will +5

              COMPLICATIONS:
              Disability: Felidar Sovereigns cannot speak and cannot use their hooves to easily manipulate objects.
              Territorial: Wild Felidar Sovereigns are very territorial and are quick to confront any encroachers.

              Abilities 34 + Skills 13 (26 ranks) + Advantages 4 + Powers 70 + Defenses 7 = 128 / 128

              Comments: The Felidar Sovereign is one of my favorite cards in the Battle for Zendikar Magic the Gathering set. Not because itís that great in comparison to many of the other cards in MTG, but because it is FUN. I wonít go into the MTG mechanics of why, but suffice it to say, anytime you can trigger itís ability to automatically win a game, it REALLY ticks off your opponent. And thatís what makes it fun.

              As a build, I was pretty freewheeling with it because I basically built this because I love the art and the concept. A giant cat beast thingy with antlers? And that you can train as a mount? Sign me up.
              The Thorpacolypse
              Member of the Guild of Calamitous Intent since 2005
              Co-Chair of the Council of 13
              "Hate you can trust"

              Comment


              • Halflings

                It's time for a HALF AND HALF SPECIAL for our Races Aisle!


                Halflings riding foxes...Winner, winner, chicken dinner.

                HALFLINGS
                PL: 4 (53 pts) - OPL: 4; DPL: 4; HP: 1

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

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

                ADVANTAGES: Close Attack (1), Equipment (1), Evasion (1), Languages (1), Luck (Improve Roll) (1)

                POWERS:
                Halfling Size: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1, -1 Mass; Extra: Innate, Permanent); 9 pts
                Halfling Physiology: Feature 1 (Longevity), Senses 1 (Low-light Vision); 2 pts

                EQUIPMENT:
                (5 pts)
                Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
                4 pts as needed for situation

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

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

                COMPLICATIONS:
                Curiousity: Halflings have a tendency to be very curious.
                Motivation: Most halflings are content to remain in their comfortable societies and live quiet lives. However, there are a fewÖ
                Underestimated: Halflings are often underestimated by other races due to their size. That's usually not a wise thing to do.

                Abilities 22 + Skills 6 (12 ranks) + Advantages 5 + Powers 11 + Defenses 9 = 53 / 53

                Comments: Here are some generic halflings for my setting. Hearty and lucky, they make good additions to any adventuring group.
                The Thorpacolypse
                Member of the Guild of Calamitous Intent since 2005
                Co-Chair of the Council of 13
                "Hate you can trust"

                Comment


                • Re: 52 - Halflings

                  Originally posted by Thorpacolypse View Post
                  We've got a big new item for our PC Aisle!


                  Kiss my axe...

                  ZAILA
                  PL: 5 (90 pts) - OPL: 5; DPL: 5; HP: 1

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

                  SKILLS: Athletics 5 (+9), Close Combat [Unarmed] 3 (+6), Deception (+1), Expertise [Survival] 7 (+7), Insight 4 (+6), Intimidation 7 (+8/+9), Perception 5 (+7), Persuasion (+1), Ranged Combat [Throwing] 3 (+4), Stealth (-1)

                  ADVANTAGES: All-Out Attack, Chokehold, Diehard, Equipment (4), Great Endurance, Improved Critical (2) (Axes, Unarmed), Improved Grab, Improved Initiative (1), Interpose, Languages (2) (Goblin, Dwarven, Common, 2 others, Base: Gol-Kaa), Last Stand*, Takedown (2), Tracking

                  POWERS:
                  Goliath Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
                  Goliath Hide: Immunity 1 (Environmental Cold), Protection 2; 3 pts
                  Mountain Movement: Enhanced Skills 2 (Athletics 4 ranks, Flaw: Limited to climb checks), Leaping 2 (30 ft), Movement 2 (Environmental Adaptation, Sure-Footed 2 [Reduce penalty by 2 ranks, Flaw: Limited to mountainous terrain]); 5 pts
                  Barbarian Rage: 23 pts Traits, Flaw: Unreliable (5 uses); 11 pts
                  Fighting Fury: Enhanced Advantages 2 (Diehard, Last Stand), Immunity 7 (Mind Control, Mind Reading), Regeneration 5 (1/every 2 rounds), Extra: Multiattack 7 on Unarmed and Axe Damage, Enhanced Speed 1 (4 mph/60 fpr); 23 pts

                  Magic Items:
                  NONE

                  EQUIPMENT:
                  (20 pts)
                  Piecemeal Leather Armor: Protection 1; 1 pt
                  Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
                  Greataxe: Slashing Strength-Based Damage 4, Breaking, Dangerous, Reach [5 ft]; 8 pts
                  Throwing Axe: Ranged Slashing Strength-Based Damage 1; 2 pts
                  Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts

                  OFFENSE:
                  Initiative +4
                  Close Attack +3 [Great Axe +7, Critical 18-20; Dagger +5, Critical 19-20; Raging Great Axe +7, Critical 18-20, Multiattack]
                  Unarmed +6 [Unarmed +4, Critical 19-20; Raging Unarmed +4, Critical 19-20, Multiattack]
                  Ranged Attack +1
                  Throwing +4 [Throwing Axes +5]

                  DEFENSES:
                  Dodge +3 [DC13] Parry +3 [DC13]
                  Toughness +7, Fortitude +7, Will +3

                  COMPLICATIONS:
                  Bottomless Pit: Zaila LOVES to eat and she can eat a lot. Fortunately all the fighting she does helps her keep "her girlish figure".
                  Daddy Issues: After being exiled from her tribe, she has mixed feelings for her father who did little to stop the tribe from making their final decision. Yet she still wants his approval.
                  Motivation: Proving herself to be a hero and go back and prove it to the tribe that shunned her.
                  Phobia: She hates mice and rats.
                  Temper: Like many Goliaths, you don't want to make her angry and sometimes her Barbarian rages can go out of control.
                  UmÖYeah...: Sometimes she says something she, or her allies, wish she could take back.

                  Abilities 22 + Skills 17 (34 ranks) + Advantages 17 + Powers 25 + Defenses 9 = 90 / 90

                  Comments: I never get tired of making playmates for my fantasy PCs. I settled on a Tetradecima (14) characters, and then I get the urge for more so here is Zaila, a female Goliath Barbarian. I figured the group could use another tank, and I will also be building a couple more healers so that the two parties can become 3.
                  Another PC for use in this setting. I got inspired by Travis Willingham's Goliath Barbarian from Critical Role so I whipped one of my own.
                  The Thorpacolypse
                  Member of the Guild of Calamitous Intent since 2005
                  Co-Chair of the Council of 13
                  "Hate you can trust"

                  Comment


                  • Re: Felidar Sovereign

                    Originally posted by Thorpacolypse View Post
                    We've got a new Magic the Gathering inspired item for our Bestiary Aisle!


                    It surveys the withering landscape, waiting for a victory only it can see.

                    FELIDAR SOVEREIGN
                    I really like what you did here. The creature itself is pretty mighty, and presumably its auto-win ability in the CCG represents its pride conquering the land or becoming too charged with mana to defeat. You could have some fun with things like Rhox Faithmender and such, too, or in something like a white/green Elf deck running Oracle of Nectars or whatnot. Ramp up into a True Conviction or something and you can build up life pretty quickly.

                    I'd like to see you do up the original Leviathan, which didn't scale well with updated creature designs, but just reminds me of back when I first started playing. I love that art. Its cousin, Stormtide Leviathan, is much closer to appropriate power level for cost and representing the creature. I had often considered getting a set of Stormtides art altered to have the original Leviathan art for my blue/green sea monsters deck, but I don't play enough anymore to justify it.
                    Last edited by Lara Croft; 11-01-2016, 07:54 PM.

                    Comment


                    • Re: J-Mart Fantasy - Hyenas, Scorpions, Felidar Sovereign

                      Bump. Need to reference some old stuff and I'm too lazy to keep clicking to Page 2.
                      The Thorpacolypse
                      Member of the Guild of Calamitous Intent since 2005
                      Co-Chair of the Council of 13
                      "Hate you can trust"

                      Comment

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