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  • #31
    18 - Brogg

    We've got another new item for our NPC Aisle!


    Yap all ya want, meat...get it all out...them's gonna be your last words, anyway...

    BROGG
    PL: 8 (87 pts) - OPL: 8 ; DPL: 8; HP: 2

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

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

    ADVANTAGES: All-Out Attack, Benefit (1) (Status – Orc War Captain), Close Attack (3), Equipment (4), Great Endurance, Improved Initiative (1), Inspire (2), Languages (1) (Common, Goblin, Base: Orc), Startle, Takedown (1)

    POWERS:
    Orc Senses: Senses 3 (Darkvision, Scent [Acute]); 3 pts
    Gutspiller: 7 pts Traits, Easily Removable (-2 pts), Feature 1 (Magical); 6 pts
    Enchanted Greataxe Strike: Slashing Strength-based Damage 4 (Extra: Breaking, Dangerous, Smashing); 7 pts

    EQUIPMENT:
    (20 pts)
    Low Grade Plate Mail: Protection 4; 4 pts
    Medium Shield: +2 Dodge, +2 Parry; 4 pts
    Throwing Spear: Ranged Piercing Damage 3, Dangerous; 7 pts
    Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts

    OFFENSE:
    Initiative +6
    Close Attack +8 [Unarmed +4; Gutspiller +8, Critical 19-20; Knife +5, Critical 19-20]
    Ranged Attack +1
    Throwing +6 [Throwing Spear +3, Critical 19-20]

    DEFENSES:
    Dodge +5 (+7 with Shield) [DC15/17] Parry +6 (+8 with Shield) [DC16/18]
    Toughness +8, Fortitude +7, Will +5

    COMPLICATIONS:
    Reputation: Orc have been seen as foul creatures for ages, and that's being nice.
    Temper: Orcs are generally foul-tempered, which makes it difficult for them to remain organized as well as causing them to make rash, and often inadvisable, decisions.
    Vulnerable: Orcs prefer the dark. They are vulnerable to light based effects and should be considered impaired when operating in bright light for extended periods.

    Abilities 36 + Skills 16 (32 ranks) + Advantages 16 + Powers 9 + Defenses 10 = 87 / 87

    Comments: So one of the things I decided to do more of in this fantasy run is add more NPC type characters to the list in case I get the gumption up to run another fantasy game in the game room or something.

    So this is Brogg, and legendary Orc War Captain. Haven’t thought about his backstory much, but he’s well known and feared in the Lothos region.
    Last edited by Thorpacolypse; 06-14-2015, 01:29 PM.
    The Thorpacolypse
    Member of the Guild of Calamitous Intent since 2005
    Co-Chair of the Council of 13
    "Hate you can trust"

    Comment


    • #32
      19 - Goblins

      Let's keep this run of races going with these longtime favorite low level party fodder!


      If this doesn't sum about 98% of us on this board, I don't know what does.

      GOBLINS
      PL: 3 (28 pts) - OPL: 3 ; DPL: 3

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

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

      ADVANTAGES: Close Attack (2), Equipment (2), Languages (1) (Most speak Common, 1 other, Base: Goblin), Move-by Action

      POWERS:
      Goblin Size: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1, -1 Mass; Extra: Innate, Permanent); 9 pts
      Shifty: Speed 1 (2 [4] mph/30 fpr); 1 pt
      Goblinoid Senses: Senses 1 (Low-light Vision); 1 pt

      EQUIPMENT:
      (10 pts)
      Crappy Leather Armor: Protection 1; 1 pt
      Crappy Wooden Shield: +1 Dodge, +1 Parry; 2 pts
      Short Sword: Slashing Strength-Based Damage 2, Dangerous; 3 pts
      Shortbow: Ranged Piercing Damage 2; 4 pts

      OFFENSE:
      Initiative +2
      Close Attack +3 [Unarmed -1; Short Sword +1, Critical 19-20]
      Ranged Attack +1
      Bow +3 [Shortbow +2]

      DEFENSES:
      Dodge +4 (+5 with Shield) [DC14/15] Parry +3 (+4 with Shield) [DC13/14]
      Toughness +1, Fortitude +1, Will +1

      COMPLICATIONS:
      Chicken: Goblins are cowardly creatures, likely to flee quickly if the tide of the battle turns against them.

      Abilities 2 + Skills 6 (12 ranks) + Advantages 6 + Powers 11 + Defenses 3 = 28 / 28

      Build Comments: Good old Goblins. Some of my favorite fodder. In Gloriant, they are numerous, quite possibly the largest humanoid race in the known world, but due to their small size and cowardice, they continue to be pushed around by the other races. Although, much like the rumors about an orc leader rising up, there are rumblings of a new Goblin King that looks to unify them.

      Here's some mass combat for some more Goblin thumpin':

      GOBLIN MASS COMBAT

      CORPS (20,000-50,000): ATTACK 17, DAMAGE 15, DEFENSE 3, TOUGHNESS 15, INITIATIVE 1, MORALE -5
      DIVISION (9,000-15,000): ATTACK 16, DAMAGE 14, DEFENSE 3, TOUGHNESS 14, INITIATIVE 1, MORALE -5
      BRIGADE (6,000-8,000): ATTACK 15, DAMAGE 13, DEFENSE 3, TOUGHNESS 13, INITIATIVE 1, MORALE -5
      REGIMENT 1 (3,000-4,000): ATTACK 14, DAMAGE 12, DEFENSE 3, TOUGHNESS 12, INITIATIVE 1, MORALE -5
      REGIMENT 2 (1,250-2,750): ATTACK 13, DAMAGE 11, DEFENSE 3, TOUGHNESS 11, INITIATIVE 1, MORALE -5
      BATALLION 1 (500-1,000): ATTACK 12, DAMAGE 10, DEFENSE 3, TOUGHNESS 10, INITIATIVE 1, MORALE -5
      BATALLION 2 (150-450): ATTACK 11, DAMAGE 9, DEFENSE 3, TOUGHNESS 9, INITIATIVE 1, MORALE -5
      COMPANY 1 (140): ATTACK 10, DAMAGE 8, DEFENSE 3, TOUGHNESS 8, INITIATIVE 1, MORALE -5
      COMPANY 2 (55-125): ATTACK 9, DAMAGE 7, DEFENSE 3, TOUGHNESS 7, INITIATIVE 1, MORALE -5
      PLATOON 1 (30-50): ATTACK 8, DAMAGE 6, DEFENSE 3, TOUGHNESS 6, INITIATIVE 1, MORALE -5
      PLATOON 2 (15-40): ATTACK 7, DAMAGE 5, DEFENSE 3, TOUGHNESS 5, INITIATIVE 1, MORALE -5
      SQUAD (8-10): ATTACK 6, DAMAGE 4, DEFENSE 3, TOUGHNESS 4, INITIATIVE 1, MORALE -5
      SQUAD (4-6): ATTACK 5, DAMAGE 3, DEFENSE 3, TOUGHNESS 3, INITIATIVE 1, MORALE -5
      BASE (2-3): ATTACK 3, DAMAGE 1, DEFENSE 3, TOUGHNESS 1, INITIATIVE 1, MORALE -5
      Last edited by Thorpacolypse; 06-26-2015, 08:54 PM.
      The Thorpacolypse
      Member of the Guild of Calamitous Intent since 2005
      Co-Chair of the Council of 13
      "Hate you can trust"

      Comment


      • #33
        20 - Hobgoblins

        Check out these relatives of our last items that are getting stocked on the J-Mart Fantasy shelves!


        Can you believe we had to buy our race's name back from Rodrick Kingsley?

        HOBGOBLINS
        PL: 5 (41 pts) - OPL: 5 ; DPL: 5

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

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

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

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

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

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

        DEFENSES:
        Dodge +4 (+6 with Shield) [DC14/16] Parry +4 (+6 with Shield) [DC14/16]
        Toughness +4, Fortitude +3, Will +2

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

        Abilities 24 + Skills 7 (14 ranks) + Advantages 5 + Powers 1 + Defenses 4 = 41 / 41

        Comments: Hobgoblins used to seem superfluous to me, but I like their new incarnation as bigger, more organized militaristic goblins. Some people see them as orc strong, if not stronger, but I like them a little weaker, but more agile and better in combat. That’s how they are in Gloriant, but they still find themselves now having their lands being taken by orcs.

        And I have to throw in that I LOVE the recent direction of Rodrick Kingsley, the Marvel Hobgoblin. His angle has been that he "purchased the rights" to several villain, and I guess since AXIS started, hero, identities and has been franchising them out to new jobber villains and heroes. Seeing Spidey and Doc Ock Spidey beat up these familiar jobbers that bought their gear and identities from Kingsley has been great and his whole rivalry with Phil Urich when he took on the mantle was fun stuff.

        A couple more versions and Mass Combat are below:

        HOBGOBLINS (ELITE)
        PL: 6 (53 pts) - OPL: 6 ; DPL: 6

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

        SKILLS: Athletics 2 (+5), Deception (+0), Expertise [Military] 6 (+6), Insight (+2), Intimidation 5 (+5), Perception 2 (+4), Persuasion (+0), Ranged Combat [Bow] 2 (+5), Stealth 1 (+3)

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

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

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

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

        DEFENSES:
        Dodge +4 (+6 with Shield) [DC14/16] Parry +4 (+6 with Shield) [DC14/16]
        Toughness +6, Fortitude +4, Will +3

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

        Abilities 34 + Skills 9 (18 ranks) + Advantages 6 + Powers 1 + Defenses 4 = 54 / 54

        Comments: The team leader Hobgoblin types.

        HOBGOBLIN (WARLORD)
        PL: 7 (74 pts) - OPL: 7; DPL: 7; HP: 1

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

        SKILLS: Athletics 4 (+8), Deception (+2), Expertise [Military] 7 (+8), Insight 2 (+5), Intimidation 4 (+6), Perception 3 (+6), Persuasion (+2), Ranged Combat [Bow] 3 (+6), Stealth 1 (+3)

        ADVANTAGES: Close Attack (3), Equipment (4), Improved Imitative (1), Languages (1) (Most speak Common, 1 other, Base: Goblin), Leadership, Takedown (1)

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

        EQUIPMENT:
        (20 pts)
        Plate Mail: Protection 5; 5 pts
        Medium Shield: +2 Dodge, +2 Parry; 4 pts
        Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
        Arsenal: (7 pts)
        Longbow: Ranged Piercing Damage 3; 6 pts
        Longsword: Slashing Strength-Based Damage 3, Dangerous; 1 pts

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

        DEFENSES:
        Dodge +4 (+6 with Shield) [DC14/16] Parry +4 (+6 with Shield) [DC14/16]
        Toughness +8, Fortitude +5, Will +5

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

        Abilities 44 + Skills 12 (24 ranks) + Advantages 11 + Powers 1 + Defenses 6 = 74 / 74

        Comments: The leaders of bands of hobgoblins are bad asses. A full PL7 with leadership abilities and strong tactical knowledge. A tough out for a low level party.
        And what the heck, here's some Mass Combat for them:

        HOBGOBLIN MASS COMBAT

        CORPS (20,000-50,000): ATTACK 18, DAMAGE 18, DEFENSE 3, TOUGHNESS 18, INITIATIVE 3, MORALE 2
        DIVISION (9,000-15,000): ATTACK 17, DAMAGE 17, DEFENSE 3, TOUGHNESS 17, INITIATIVE 3, MORALE 2
        BRIGADE (6,000-8,000): ATTACK 16, DAMAGE 16, DEFENSE 3, TOUGHNESS 16, INITIATIVE 3, MORALE 2
        REGIMENT 1 (3,000-4,000): ATTACK 15, DAMAGE 15, DEFENSE 3, TOUGHNESS 15, INITIATIVE 3, MORALE 2
        REGIMENT 2 (1,250-2,750): ATTACK 14, DAMAGE 14, DEFENSE 3, TOUGHNESS 14, INITIATIVE 3, MORALE 2
        BATALLION 1 (500-1,000): ATTACK 13, DAMAGE 13, DEFENSE 3, TOUGHNESS 13, INITIATIVE 3, MORALE 2
        BATALLION 2 (150-450): ATTACK 12, DAMAGE 12, DEFENSE 3, TOUGHNESS 12, INITIATIVE 3, MORALE 2
        COMPANY 1 (140): ATTACK 11, DAMAGE 11, DEFENSE 3, TOUGHNESS 11, INITIATIVE 3, MORALE 2
        COMPANY 2 (55-125): ATTACK 10, DAMAGE 10, DEFENSE 3, TOUGHNESS 10, INITIATIVE 3, MORALE 2
        PLATOON 1 (30-50): ATTACK 9, DAMAGE 9, DEFENSE 3, TOUGHNESS 9, INITIATIVE 3, MORALE 2
        PLATOON 2 (15-40): ATTACK 8, DAMAGE 8, DEFENSE 3, TOUGHNESS 8, INITIATIVE 3, MORALE 2
        SQUAD (8-10): ATTACK 7, DAMAGE 7, DEFENSE 3, TOUGHNESS 7, INITIATIVE 3, MORALE 2
        SQUAD (4-6): ATTACK 6, DAMAGE 6, DEFENSE 3, TOUGHNESS 6, INITIATIVE 3, MORALE 2
        BASE (2-3): ATTACK 4, DAMAGE 4, DEFENSE 3, TOUGHNESS 4, INITIATIVE 3, MORALE 2
        Last edited by Thorpacolypse; 06-26-2015, 08:53 PM.
        The Thorpacolypse
        Member of the Guild of Calamitous Intent since 2005
        Co-Chair of the Council of 13
        "Hate you can trust"

        Comment


        • #34
          21 - Tharzok (Hobgoblin Warlord)

          We've got another new item for Aisle 11!


          There is no truth but war...

          THARZOK
          PL: 8 (107 pts) - OPL: 8 ; DPL: 8; HP: 1

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

          SKILLS: Athletics 3 (+6), Deception 1 (+5), Expertise [Military] 7 (+8), Insight 4 (+7), Intimidation 3 (+7), Perception 4 (+7), Persuasion (+4), Stealth (+2)

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

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

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

          OFFENSE:
          Initiative +6
          Close Attack +9 [Unarmed +3; Tharzok Sword +7, Critical 19-20; Dagger +4, Critical 19-20]
          Ranged Attack +7 [Javelin +3, Critical 19-20]

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

          COMPLICATIONS:
          Motivation: Tharzok wants be known as the greatest Hogoblin warlord of all.

          Abilities 52 + Skills 11 (22 ranks) + Advantages 21 + Powers 10 + Defenses 13 = 107 / 107

          Comments: Tharzok is one of the most dangerous Hobgoblin Warlords in the realms. He’s got a large cadre of elite Hobgoblins at his disposal and he lives for battle and conquest.
          Last edited by Thorpacolypse; 06-14-2015, 01:32 PM.
          The Thorpacolypse
          Member of the Guild of Calamitous Intent since 2005
          Co-Chair of the Council of 13
          "Hate you can trust"

          Comment


          • #35
            22 - Bugbears

            We've got another new item in our Goblinoid line that's getting stocked right now!


            And again, how are these beasts related to goblins?!?!?

            BUGBEARS
            PL: 6 (41 pts) - OPL: 6 ; DPL: 6

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

            SKILLS: Athletics 2 (+6), Deception (-1), Expertise [Survival] 5 (+3), Intimidation 8 (+7), Perception 1 (+1), Persuasion (-1), Stealth (+1)

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

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

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

            OFFENSE:
            Initiative +1
            Close Attack +5 [Unarmed +4; Morningstar +7]
            Ranged Attack +0

            DEFENSES:
            Dodge +1 (+3 with Shield) [DC11/13] Parry +3 (+5 with Shield) [DC13/15]
            Toughness +7, Fortitude +6, Will +1

            COMPLICATIONS:
            Reputation: Big, dumb brutes.

            Abilities 22 + Skills 8 (16 ranks) + Advantages 7 + Powers 3 + Defenses 1 = 41 / 41

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

            Here's a boss Bugbear for good measure:

            BUGBEAR WARCHIEF
            PL: 7 (69 pts) - OPL: 7 ; DPL: 7

            ABILITIES: STRENGTH 5, STAMINA 6, AGILITY 2, DEXTERITY 2, FIGHTING 4, INTELLECT 0, AWARENESS 1, PRESENCE 1

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

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

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

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

            OFFENSE:
            Initiative +1
            Close Attack +6 [Unarmed +5; Morningstar +8]
            Ranged Attack +0

            DEFENSES:
            Dodge +2 (+4 with Shield) [DC12/14] Parry +4 (+6 with Shield) [DC14/16]
            Toughness +7, Fortitude +7, Will +3

            COMPLICATIONS:
            Reputation: Big, dumb brutes.

            Abilities 42 + Skills 11 (22 ranks) + Advantages 10 + Powers 3 + Defenses 3 = 69 / 69

            Comments: Warchiefs are the leaders of groups of Bugbears. They are usually of average intelligence and quite intimidating, which is how one rises to power among Bugbears.
            Last edited by Thorpacolypse; 06-26-2015, 08:56 PM.
            The Thorpacolypse
            Member of the Guild of Calamitous Intent since 2005
            Co-Chair of the Council of 13
            "Hate you can trust"

            Comment


            • #36
              23 - Gnolls

              Check out this new item for our Gloriant races aisle!


              Why so serious?

              GNOLL
              PL: 5 (36 pts) - OPL: 5 ; DPL: 5

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

              SKILLS: Athletics 1 (+4), Deception (-1), Expertise [Survival] 4 (+3), Insight (+0), Intimidation 5 (+4/+5), Perception 2 (+2), Persuasion (-1), Ranged Combat [Bow] 3 (+4), Stealth 1 (+3/+2)

              ADVANTAGES: Close Attack (1), Equipment (2), Languages (1) (Common, 1 other, Base: Gnoll)

              POWERS:
              Gnoll Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
              Gnoll Senses: Senses 2 (Low-light Vision, Scent [Extended]); 2 pts
              Scavengers: Feature 1 (Iron Stomach); 1 pt

              EQUIPMENT:
              (10 pts)
              Crappy Leather Armor: Protection 1; 1 pts
              Medium Shield: +2 Dodge, +2 Parry; 4 pts
              Battleaxe: Slashing Strength-Based Damage 3, Breaking, Dangerous; 5 pts
              OR
              Shortbow: Ranged Piercing Damage 2; 4 pts

              OFFENSE:
              Initiative +2
              Close Attack +4 [Unarmed +3; Battle Axe +6, Critical 19-20]
              Ranged Attack +1
              Bow +4 [Shortbow +2]

              DEFENSES:
              Dodge +1 (+3 with Shield) [DC11/13] Parry +2 (+4 with Shield) [DC12/14]
              Toughness +5, Fortitude +5, Will +1

              COMPLICATIONS:
              Reputation: Gnolls are known for being violent and dumb.

              Abilities 14 + Skills 8 (16 ranks) + Advantages 4 + Powers 8 + Defenses 2 = 36 / 36

              Comments: I’ve liked Gnolls as low level humanoid challengers for players. Something about hyena-men is just kinda creepy cool.

              Here's some other variations, kinda based on 4E options, the Claw Fighters and the Packlords.

              GNOLL CLAW FIGHTERS
              PL: 5 (42 pts) - OPL: 5 ; DPL: 5

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

              SKILLS: Athletics 2 (+5), Deception (-1), Expertise [Survival] 4 (+3), Insight (+0), Intimidation 5 (+4/+5), Perception 2 (+2), Persuasion (-1), Stealth 1 (+3/+2)

              ADVANTAGES: Close Attack (1), Equipment (1), Languages (1) (Common, 1 other, Base: Gnoll)

              POWERS:
              Gnoll Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
              Gnoll Senses: Senses 2 (Low-light Vision, Scent [Extended]); 2 pts
              Scavengers: Feature 1 (Iron Stomach); 1 pt

              EQUIPMENT:
              (5 pts)
              Crappy Leather Armor: Protection 1; 1 pts
              Claws: Slashing Strength-based Damage 1, Spilt; 2 pts

              OFFENSE:
              Initiative +2
              Close Attack +6 [Unarmed +3; Claws +4, Critical 19-20]
              Ranged Attack +1

              DEFENSES:
              Dodge +4 [DC14] Parry +5 [DC15]
              Toughness +5, Fortitude +4, Will +1

              COMPLICATIONS:
              Reputation: Gnolls are known for being violent and dumb.

              Abilities 18 + Skills 7 (14 ranks) + Advantages 3 + Powers 8 + Defenses 6 = 42 / 42
              GNOLL PACKLORD
              PL: 7 (71 pts) - OPL: 5 ; DPL: 5

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

              SKILLS: Athletics 3 (+7), Deception (+1), Expertise [Survival] 5 (+5), Expertise [Tactics] 6 (+6), Insight (+1), Intimidation 6 (+5/+7), Perception 4 (+5), Persuasion (-1), Ranged Combat [Bow] 4 (+6), Stealth 2 (+5/+4)

              ADVANTAGES: Close Attack (1), Defensive Roll (1), Equipment (4), Improved Smash, Languages (1) (Common, 1 other, Base: Gnoll)

              POWERS:
              Gnoll Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
              Gnoll Senses: Senses 2 (Low-light Vision, Scent [Extended]); 2 pts
              Scavengers: Feature 1 (Iron Stomach); 1 pt

              EQUIPMENT:
              (20 pts)
              Hide Armor: Protection 3; 3 pts
              Medium Shield: +2 Dodge, +2 Parry; 4 pts
              Flail: Bludgeoning Strength-Based Damage 2, Extra: Disarming, Reach (5 ft.), Tripping; 5 pts
              Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
              Longbow: Ranged Piercing Damage 3; 6 pts

              OFFENSE:
              Initiative +3
              Close Attack +8 [Unarmed +4; Flail +6; Dagger +5, Critical 19-20]
              Ranged Attack +2
              Bow +6 [Longbow +3]

              DEFENSES:
              Dodge +3 (+5 with Shield) [DC13/15] Parry +4 (+6 with Shield) [DC14/16]
              Toughness +8 (+7 without Defensive Roll), Fortitude +7, Will +3

              COMPLICATIONS:
              Reputation: Gnolls are known for being violent and dumb.

              Abilities 32 + Skills 15 (30 ranks) + Advantages 10 + Powers 8 + Defenses 6 = 71 / 71
              Last edited by Thorpacolypse; 08-27-2016, 07:38 PM.
              The Thorpacolypse
              Member of the Guild of Calamitous Intent since 2005
              Co-Chair of the Council of 13
              "Hate you can trust"

              Comment


              • #37
                24 - Lizardfolk

                Check out this GREEN LIGHT SPECIAL for our races aisle!


                I am the Lizard King...

                LIZARDFOLK (GREENSCALE)
                PL: 4 (50 pts) - OPL: 4 ; DPL: 4

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

                SKILLS: Athletics 2 (+5/+11), Deception (-1), Expertise [Survival] 4 (+3), Insight (+1), Intimidation 4 (+3), Perception 4 (+5), Persuasion (-1), Stealth (+2)

                ADVANTAGES: Close Attack (1), Equipment (1), Improved Trip

                POWERS:
                Scaly Hide: Protection 1; 1 pts
                Cold-Blooded: Immunity 1 (Heat); 1 pt
                Lizardfolk Senses: Senses 3 (Low-light Vision, Infravision, Scent [Acute]); 3 pts
                Semi-aquatic: Enhanced Skills 3 (Athletics 6 ranks [Flaw: Limited to swim checks]), Movement 1 (Environmental Adaptation [Underwater]), Immunity 2 (Suffocation [Flaw: Limited to half effect]); 6 pts
                Tail Slap: Affliction 3 (Resisted by Parry, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Extra Condition, Flaw: Limited to two degrees); 3 pts

                EQUIPMENT:
                (5 pts)
                Small Shield: +1 to Active Defenses; 2 pts
                Spear: Piercing Strength-Based Damage 2, Dangerous; 3 pts

                OFFENSE:
                Initiative +2
                Close Attack +4 [Unarmed +3; Spear +5, Critical 19-20; Tail Slap Affliction +3]
                Ranged Attack +2

                DEFENSES:
                Dodge +2 (+3 with Shield) [DC12/13] Parry +3 (+4 with Shield) [DC13/14]
                Toughness +4, Fortitude +4, Will +2

                COMPLICATIONS:
                Vulnerable: Being cold-blooded, Lizardfolk hate the cold and take an extra degree of failure against cold-based effects.

                Abilities 24 + Skills 7 (14 ranks) + Advantages 3 + Powers 14 + Defenses 2 = 50 / 50

                Comments: You gotta have Lizardfolk in a fantasy setting. Scaly lizardmen types have been around since the dawn of sci-fi and show no signs of going away anytime soon.
                The Thorpacolypse
                Member of the Guild of Calamitous Intent since 2005
                Co-Chair of the Council of 13
                "Hate you can trust"

                Comment


                • #38
                  25 - Blackscale Lizardfolk

                  We've got a companion piece to our last item and it's a BLACK LIGHT SPECIAL!


                  No, I am the Lizard King!

                  LIZARDFOLK (BLACKSCALE)
                  PL: 6 (66 pts) - OPL: 6 ; DPL: 6

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

                  SKILLS: Athletics 3 (+8/+14), Deception (-1), Expertise [Survival] 5 (+4), Insight (+1), Intimidation 6 (+5/+6), Perception 6 (+7), Persuasion (-1), Stealth (+2/+0)

                  ADVANTAGES: Equipment (1), Improved Trip, Takedown (1)

                  POWERS:
                  Big Brute: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
                  Scaly Hide: Protection 2; 2 pts
                  Cold-Blooded: Immunity 1 (Heat); 1 pts
                  Lizardfolk Senses: Senses 3 (Low-light Vision, Infravision, Scent [Acute]); 3 pts
                  Semi-aquatic: Enhanced Skills 3 (Athletics 6 ranks [Flaw: Limited to swim checks]), Movement 1 (Environmental Adaptation [Underwater]), Immunity 2 (Suffocation [Flaw: Limited to half effect]); 6 pts
                  Tail Slap: Affliction 5 (Resisted by Parry, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Extra Condition, Flaw: Limited to two degrees); 5 pts

                  EQUIPMENT:
                  (5 pts)
                  Greatclub: Bludgeoning Strength-Based Damage 3; 3 pts

                  OFFENSE:
                  Initiative +2
                  Close Attack +4 [Unarmed +5; Greatclub +8; Tail Slap Affliction +5]
                  Ranged Attack +2

                  DEFENSES:
                  Dodge +3 [DC13] Parry +4 [DC14]
                  Toughness +7, Fortitude +6, Will +2

                  COMPLICATIONS:
                  Vulnerable: Being cold-blooded, Lizardfolk hate the cold and take an extra degree of failure against cold-based effects.

                  Abilities 26 + Skills 10 (20 ranks) + Advantages 3 + Powers 22 + Defenses 5 = 66 / 66

                  Comments: Blackscale Lizardmen are the bigger, dumber cousins of the regular Lizardfolk. I've always liked their look, though.
                  The Thorpacolypse
                  Member of the Guild of Calamitous Intent since 2005
                  Co-Chair of the Council of 13
                  "Hate you can trust"

                  Comment


                  • #39
                    26 - Dragonborn

                    Let's keep the races coming with this new addition to our Races Aisle!


                    Dragonborn FTW.

                    DRAGONBORN
                    PL: 5 (60 pts) - OPL: 5 ; DPL: 5

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

                    SKILLS: Athletics 1 (+4), Deception (+2), Insight 1 (+3), Intimidation 2 (+4), Perception 2 (+4), Persuasion 2 (+4), Stealth (+0)

                    ADVANTAGES: Close Attack (1), Equipment (2), Languages (1) (Draconic, 1 other, Base: Common), Ranged Attack (2)

                    POWERS:
                    Dragon Lineage: Immunity 10 (Heat/Fire/Cold/Acid/Electrical Effects [pick one depending on Draconic lineage], Flaw: Limited to half effect); 5 pts
                    Dragonborn Senses: Senses 3 (Infravision, Low-Light Vision, Scent [Acute]); 3 pts
                    Claws: Slashing Strength-based Damage 1 (Extra: Split); 2 pts
                    Almost Vestigial Wings: Flight 1 (4 mph/60 fpr, Flaw: Distracting, Wings); 1 pt
                    Dragon Breath: Cone Area Damage 5 (Descriptor varies by lineage; Extra: Cone Area [60 ft cone], Flaw: Unreliable [5 uses], Quirk: Dragonborn must recharge their Dragon Breath power every 1-2 rounds. GMs roll 1-10 (2 rounds), 11-20 (1 round) to determine); 4 pts

                    EQUIPMENT:
                    (10 pts)
                    Studded Leather Armor: Protection 2; 2 pts
                    Longsword: Slashing Strength-Based Damage 3, Dangerous; 4 pts

                    OFFENSE:
                    Initiative +0
                    Close Attack +4 [Unarmed +3; Claws +4; Longsword +6, Critical 19-20]
                    Ranged Attack +3

                    DEFENSES:
                    Dodge +2 [DC12] Parry +3 [DC13]
                    Toughness +5 (+5 without Defensive Roll), Fortitude +5, Will +3

                    COMPLICATIONS:
                    Monstrous Appearance: Dragonborn's draconic appearance can make it difficult for them to blend into human society.

                    Abilities 30 + Skills 4 (8 ranks) + Advantages 6 + Powers 15 + Defenses 5 = 60 / 60

                    Comments: I’ve loved Dragonborn ever since they were introduced. What’s funny is that while I have faced several, and built a couple in both D&D and MnM, I’ve never actually played one. I may have to rectify that in my new FTF group.
                    Last edited by Thorpacolypse; 02-15-2015, 02:33 PM.
                    The Thorpacolypse
                    Member of the Guild of Calamitous Intent since 2005
                    Co-Chair of the Council of 13
                    "Hate you can trust"

                    Comment


                    • #40
                      27 - Wood Elves

                      Let's go INTO THE WOODS for this next new item!


                      Heh-heh-heh...wood...heh-heh-heh...

                      ELVES, WOOD
                      PL: 4 (61 pts) - OPL: 4 ; DPL: 4

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

                      SKILLS: Acrobatics 1 (+4), Athletics 4 (+4), Close Combat [Short Blades] 2 (+5), Deception (+1), Expertise [Elven Lore] 2 (+3), Insight 2 (+4), Intimidation (+1), Perception 2 (+4), Persuasion (+1), Ranged Combat [Bow] 2 (+5), Stealth 1 (+4)

                      ADVANTAGES: Animal Empathy, Equipment (2), Languages (1) (Common, Sylvan, Base: Elven), Move-by Action

                      POWERS:
                      Elven Senses: Senses 4 (Normal Vision [Extended], Darkvision, Low-light Vision); 4 pts
                      Elven Physiology: Immunity 11 (Sleep, Charm Effects [Flaw: Limited to half effect], Sleep Effects [Flaw: Limited to magical effects]), Feature 1 (Longevity); 7 pts
                      Woodland Stride: Movement 1 (Trackless, Flaw: Limited to woodland/forest areas]); 1 pt

                      EQUIPMENT:
                      (15 pts)
                      Light Hide Armor: Protection 1; 1 pts
                      Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
                      Short Sword: Slashing Strength-Based Damage 2, Dangerous; 3 pts
                      Elven Bow: Ranged Piercing Damage 3; 6 pts

                      OFFENSE:
                      Initiative +3
                      Close Attack +3 [Unarmed +0]
                      Short Blades +5 [Short Sword +2, Critical 19-20; Dagger +1, Critical 19-20]
                      Ranged Attack +3
                      Bow +5 [Elven Bow +3]

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

                      COMPLICATIONS:
                      Aloof: Elves are known for their aloofness and perceived arrogance.

                      Abilities 28 + Skills 8 (16 ranks) + Advantages 6 + Powers 12 + Defenses 7 = 61 / 61

                      Comments: I never got the real differences between High and Wood elves initially, but then I watched the Lord of the Rings trilogy (can you believe Fellowship is 12 years old now?) and I got it. Wood Elves are like Legolas. High Elves are like Arwen. Kinda...

                      None of the elves in my setting are particularly magical innately, at least in the ability to cast spells, but they have a higher percentage of sorcerers and wizards than other races because of their lineage. They are more effective stick-and-move combatants, though. A highly trained elf can be a mook sweeping machine like Legolas.
                      The Thorpacolypse
                      Member of the Guild of Calamitous Intent since 2005
                      Co-Chair of the Council of 13
                      "Hate you can trust"

                      Comment


                      • #41
                        28 - High Elves

                        And let's get HIGH ON LIFE with this new item!


                        I do have a feeling some high was involved with all this...

                        ELVES, HIGH
                        PL: 4 (63 pts) - OPL: 4 ; DPL: 4

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

                        SKILLS: Acrobatics 2 (+5), Athletics 3 (+4), Close Combat [Short Blades] 2 (+5), Deception (+1), Expertise [Elven Lore] 4 (+5), Insight 3 (+5), Intimidation (+1), Perception 2 (+4), Persuasion (+1), Ranged Combat [Bow] 2 (+5), Stealth (+3)

                        ADVANTAGES: Equipment (3), Languages (1) (Common, 1 other, Base: Elven), Move-by Action

                        POWERS:
                        Elven Senses: Senses 4 (Normal Vision [Extended], Darkvision, Low-light Vision); 4 pts
                        Elven Physiology: Immunity 11 (Sleep, Charm Effects [Flaw: Limited to half effect], Sleep Effects [Flaw: Limited to magical effects]), Feature 1 (Longevity); 7 pts

                        EQUIPMENT:
                        (15 pts)
                        Leather Armor: Protection 1; 1 pts
                        Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
                        Short Sword: Slashing Strength-Based Damage 2, Dangerous; 3 pts
                        Elven Bow: Ranged Piercing Damage 3; 6 pts

                        OFFENSE:
                        Initiative +3
                        Close Attack +3 [Unarmed +1]
                        Short Blades +5 [Short Sword +3, Critical 19-20; Dagger +1, Critical 19-20]
                        Ranged Attack +3
                        Bow +5 [Elven Bow +3]

                        DEFENSES:
                        Dodge +6 [DC16] Parry +5 [DC15]
                        Toughness +2, Fortitude +2, Will +4

                        COMPLICATIONS:
                        Aloof: Elves are known for their aloofness and perceived arrogance.

                        Abilities 30 + Skills 9 (18 ranks) + Advantages 5 + Powers 11 + Defenses 8 = 63 / 63

                        Comments: High Elves are a bit more haughty than Wood Elves and slightly better fighters on the whole, but lack the Wood Elves affinity with nature.
                        The Thorpacolypse
                        Member of the Guild of Calamitous Intent since 2005
                        Co-Chair of the Council of 13
                        "Hate you can trust"

                        Comment


                        • #42
                          29 - Drow Elves

                          We've got a couple of BLACK LIGHT SPECIALS hitting shelves!


                          Tell me this guy doesn't LARP the sh*t out of life.

                          ELVES, DROW
                          PL: 4 (67 pts) - OPL: 4 ; DPL: 4

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

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

                          ADVANTAGES: Equipment (5), Languages (1) (Common, Undercommon, Base: Elven), Move-by Action

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

                          EQUIPMENT:
                          (25 pts)
                          Studded Leather Armor: Protection 2; 2 pts
                          Small Shield: +1 to Active Defenses; 2 pts
                          3 pts for misc. EQ (Ropes, sacks, etc.)
                          Rapier: Piercing Strength-Based Damage 2, Dangerous 2; 4 pts
                          Arsenal: (14 pts)
                          Elven Longbow and Poison Arrows: Ranged Piercing Damage 3 (Extra: Linked [Affliction]), Affliction 3 (Resisted by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep, Extra: Linked [Damage], Flaw: Unreliable [5 uses]); 12 pts
                          Normal Arrows: Ranged Piercing Damage 3; 1 pt
                          Poison Daggers: Piercing Strength-Based Damage 1, Dangerous (Extra: Linked [Affliction]), Affliction 3 (Resisted by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep, Extra: Linked [Damage], Flaw: Unreliable [5 uses]); 1 pt

                          OFFENSE:
                          Initiative +2
                          Close Attack +4 [Unarmed +1; Rapier +3, Critical 19-20; Poison Daggers +2, Critical 19-20/Affliction +3]
                          Ranged Attack +2
                          Bow +5 [Elven Bow Damage/Affliction +3]

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

                          COMPLICATIONS:
                          Aloof: Drow are known for trademark aloofness.
                          Reputation: Drow are known to be evil creatures and are generally untrusted by other races.
                          Vulnerable: While Drow can generally function in normal lighting, bright lighting impairs their eyesight and they are vulnerable to light based visual effects.

                          Abilities 28 + Skills 8 (16 ranks) + Advantages 7 + Powers 19 + Defenses 5 = 67 / 67

                          Build Comments: Standard dark elf warriors for my setting.

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


                          Be afraid of the dark...

                          ELVES, DROW (WARRIOR - ELITE)
                          PL: 6 (91 pts) - OPL: 6 ; DPL: 6

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

                          SKILLS: Acrobatics 3 (+7), Athletics 4 (+6), Expertise [Underdark Lore] 3 (+4), Insight (+2), Perception 5 (+7), Ranged Combat [Bow] 4 (+8), Stealth 5 (+9)

                          ADVANTAGES: Close Attack (1), Equipment (5), Languages (1) (Common, Undercommon, Base: Drow), Move-by Action

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

                          EQUIPMENT:
                          (25 pts)
                          Studded Leather Armor: Protection 2; 2 pts
                          Small Shield: +1 to Active Defenses; 2 pts
                          3 pts for misc. EQ (Ropes, sacks, etc.)
                          Rapier: Piercing Strength-Based Damage 2, Dangerous 2; 4 pts
                          Arsenal: (14 pts)
                          Elven Longbow and Poison Arrows: Ranged Piercing Damage 4 (Extra: Linked [Affliction]), Affliction 4 (Resisted by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep, Extra: Linked [Damage], Flaw: Unreliable [5 uses]); 12 pts
                          Normal Arrows: Ranged Piercing Damage 3; 1 pt
                          Poison Daggers: Piercing Strength-Based Damage 1, Dangerous (Extra: Linked [Affliction]), Affliction 3 (Resisted by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep, Extra: Linked [Damage], Flaw: Unreliable [5 uses]); 1 pt

                          OFFENSE:
                          Initiative +2
                          Close Attack +8 [Unarmed +2; Rapier +4, Critical 19-20; Poison Dagger +3, Critical 19-20/Affliction +3]
                          Ranged Attack +4
                          Bow +8 [Elven Bow Damage/Affliction +4]

                          DEFENSES:
                          Dodge +7 (+8 with Shield) [DC17/18] Parry +7 (+8 with Shield) [DC17/18]
                          Toughness +4, Fortitude +4, Will +5

                          COMPLICATIONS:
                          Aloof: Drow are known for trademark aloofness.
                          Reputation: Drow are known to be evil creatures and are generally untrusted by other races.
                          Vulnerable: While Drow can generally function in normal lighting, bright lighting impairs their eyesight and they are vulnerable to light based visual effects.

                          Abilities 44 + Skills 12 (24 ranks) + Advantages 8 + Powers 19 + Defenses 8 = 91 / 91

                          Build Comments: Elite Drow Warriors are a couple of steps up from the standard warriors, but not a lot different.
                          The Thorpacolypse
                          Member of the Guild of Calamitous Intent since 2005
                          Co-Chair of the Council of 13
                          "Hate you can trust"

                          Comment


                          • #43
                            30 - Null'niss Freani

                            We've got another J-Mart Original Item for our Fantasy Line getting!


                            It is not the dark you should fear, surface scum...it is ME... - Null'niss Freani

                            NULL'NISS FREANI
                            PL: 10 (175 pts) - OPL: 9 ; DPL: 10; HP: 2

                            ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 6, DEXTERITY 5, FIGHTING 13, INTELLECT 3, AWARENESS 4, PRESENCE 3

                            SKILLS: Acrobatics 9 (+15) [Agile Feint], Athletics 9 (+11), Deception 8 (+8/+10) [Attractive], Expertise [Magic] 5 (+8), Expertise [Underdark Lore] 4 (+7), Insight (+4), Intimidation 4 (+7), Investigation 4 (+7), Perception 7 (+11), Persuasion (+3/+5) [Attractive], Ranged Combat [Bow] 2 (+13), Sleight of Hand 2 (+7), Stealth 9 (+15) [Hide in Plain Sight, Skill Mastery]

                            ADVANTAGES: Agile Feint, Attractive (1), Defensive Roll (2), Equipment (4), Evasion (1), Favored Environment (Darkness), Grabbing Finesse, Hide in Plain Sight, Improved Critical (1) (Swords), Improved Defense, Improved Initiative (2), Languages (1) (Common, 1 other, Base: Drow), Move-by Action, Precise Attack (2) (Close, Cover; Close, Concealment), Ranged Attack (6), Skill Mastery (1) (Stealth), Takedown (1), Tracking, Uncanny Dodge

                            POWERS:
                            Drow Sight: Senses 2 (Darkvision); 2 pts
                            Darkness: Burst Area Concealment 4 (Visual, Extra: Burst Area [30 ft radius], Flaw: Activation 2 [Standard Action], Unreliable [5 uses]); 4 pts
                            Web of Lolth: Ranged Affliction 7 (Resisted by Dodge, Overcome by Strength/Sleight of Hand; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Extra Condition, Flaw: Limited to two Degrees, Unreliable [5 uses]); 7 pts
                            Twin Short Swords: 15 pts traits, Easily Removable (-6 pts), Feature 1 (Magic Weapon); 10 pts
                            Rapier Strike: Multiattack Slashing Strength-based Damage 3 (Extra: Breaking, Dangerous, Penetrating 5); 15 pts

                            EQUIPMENT:
                            (20 pts)
                            Studded Leather Armor: Protection 2; 2 pts
                            4 pts for misc. EQ (Ropes, sacks, etc.)
                            Arsenal: (14 pts)
                            Elven Longbow and Poison Arrows: Ranged Piercing Damage 3 (Extra: Linked [Affliction]), Affliction 3 (Resisted by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep, Extra: Linked [Damage], Flaw: Unreliable [5 uses]); 12 pts
                            Normal Arrows: Ranged Piercing Damage 3; 1 pt
                            Poison Daggers: Piercing Strength-Based Damage 1, Dangerous (Extra: Linked [Affliction]), Affliction 3 (Resisted by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep, Extra: Linked [Damage], Flaw: Unreliable [5 uses]); 1 pt

                            OFFENSE:
                            Initiative +14
                            Close Attack +13 [Unarmed +2; Rapiers +5, Critical 18-20, Multiattack; Poison Daggers Damage/Affliction +3, Critical 19-20]
                            Ranged Attack +11 [Web of Lolth Affliction +7]
                            Bow +13 [Elven Bow Damage/Affliction +3]

                            DEFENSES:
                            Dodge +14 [DC24] Parry +13 [DC23]
                            Toughness +6 (+4 without Defensive Roll), Fortitude +7, Will +7

                            COMPLICATIONS:
                            Aloof: Drow are known for trademark aloofness.
                            Power Loss: She needs to be able to gesture and speak to cast her spells.
                            Reputation: Drow are known to be evil creatures and are generally untrusted by other races.
                            Responsibility: To her master.
                            Vulnerable: While Drow can generally function in normal lighting, bright lighting impairs their eyesight and they are vulnerable to light based visual effects.

                            Abilities 76 + Skills 30 (60 ranks) + Advantages 30 + Powers 23 + Defenses 16 = 175 / 175

                            Build Comments: I’m putting together a little potential test thing against some Drow and I thought they needed a strong leader, so I created Null’Niss. She's the first (and hopefully far from the last) NPC I'm posting for my Gloriant setting. She is a warrior with a bit of spellcasting ability. I haven't really worked on her background yet, but it's coming soon.

                            Secret Origins: WORK IN PROGRESS

                            The Story so Far: WORK IN PROGRESS

                            Characterization: WORK IN PROGRESS

                            Friends and Foes: She is a devout follower of Lolth and has a high ranking in her society, being on the fiercest combatants and leaders among her people.
                            Last edited by Thorpacolypse; 06-14-2015, 01:32 PM.
                            The Thorpacolypse
                            Member of the Guild of Calamitous Intent since 2005
                            Co-Chair of the Council of 13
                            "Hate you can trust"

                            Comment


                            • #44
                              31 - Pandafolk

                              We're back to the Races of Gloriant, with this new item!


                              Who the f*ck is Po, again?

                              PANDERIANS (PANDA FOLK)
                              PL: 4 (43 pts) - OPL: 4 ; DPL: 4

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

                              SKILLS: Athletics 1 (+4), Deception (+0), Expertise [Panderian Lore] 3 (+3), Insight 2 (+3), Intimidation (+0), Perception 3 (+4), Persuasion 3 (+3), Stealth (+1)

                              ADVANTAGES: Close Attack (2), Improved Hold, Languages (1) (Common, 1 other, Base: Panderian)

                              POWERS:
                              Panderian Physique: Feature 2 (Increased Mass, Insulating Fur), Protection 2; 3 pts
                              Panderian Senses: Senses 2 (Low-light Vision, Scent [Acute]); 2 pts

                              EQUIPMENT:
                              NONE

                              OFFENSE:
                              Initiative +1
                              Close Attack +5 [Unarmed +3]
                              Ranged Attack +1

                              DEFENSES:
                              Dodge +2 [DC12] Parry +3 [DC13]
                              Toughness +5, Fortitude +5, Will +2

                              COMPLICATIONS:
                              Lazy: Most Panda Folk are thought to be less than motivated and are legendary nap takers.
                              Reputation: Panda Folk are known for their hearty appetites, love of drink and being deceptively effective combatants.

                              Abilities 24 + Skills 6 (12 ranks) + Advantages 4 + Powers 5 + Defenses 4 = 43 / 43

                              Comments: Canít help it, Iím a sucker for anthropomorphic pandas. I almost started playing WOW just to play one.
                              The Thorpacolypse
                              Member of the Guild of Calamitous Intent since 2005
                              Co-Chair of the Council of 13
                              "Hate you can trust"

                              Comment


                              • #45
                                32 - Sahuagin

                                Let's drop a BEYOND THE SEA SPECIAL as we continue to add to the races here at J-Mart Fantasy!


                                Those four arms make the Baron very popular with the lady Sahaugin.

                                SAHUAGIN (WARRIOR)
                                PL: 6 (62 pts) - OPL: 6 ; DPL: 5

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

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

                                ADVANTAGES: Equipment (2), Languages (1) (Aquan, Some speak Common, Base: Sahuagin), Ranged Attack (2)

                                POWERS:
                                Scales: Protection 2; 2 pts
                                Aquatic: Immunity 3 (Cold, Drowning, Pressure), Swimming 2 (2 mph/30 fpr), Movement 1 (Environmental Adaptation [Underwater]); 7 pts
                                Speak With Sharks: Comprehend 2 (Speak, Understand Animals; Limited to sharks); 2 pts
                                Sahuagin Senses: Senses 2 (Darkvision), Senses 3 (Accurate Hearing, Ultra-Hearing, Flaw: Limited to when underwater); 4 pts
                                Blood Frenzy: Enhanced Strength 1, Enhanced Advantages 2 (Close Attack 1, Ranged Attack 1) (Flaw: Limited to opponents that have taken 3 1st, 2 2nd or 1 3rd degree damage failures); 2 pts

                                EQUIPMENT:
                                (10 pts)
                                Trident: Piercing Strength-Based Damage 3, Extra: Reach (5 ft)]; 4 pts
                                Net: Ranged Affliction 3 (Resisted by Dodge, Overcome by Sleight of Hand/Damage; 1st: Hindered and Impeded, 2nd: Defenseless and Immobilized, Flaw: Diminished Range 2 [5/10/25]); 6 pts

                                OFFENSE:
                                Initiative +2
                                Close Attack +4 (+5 with Blood Frenzy) [Unarmed +3; Blood Frenzy Unarmed +4; Trident +6; Blood Frenzy Trident +7]
                                Ranged Attack +4 (+5 with Blood Frenzy) [Net Affliction +3]

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

                                COMPLICATIONS:
                                Disability: Sahuagin can only remain out of water for approximately an hour without drowning.
                                Vulnerable: Sahuagin hate bright light and any failure against a light based dazzle affect makes their vision unaware.

                                Abilities 28 + Skills 6 (12 ranks) + Advantages 5 + Powers 17 + Defenses 6 = 62 / 62

                                Comments: I am considering taking my PCs that I made through a recreation of one of my favorite all time D&D modules, the Sinister Secret of Saltmarsh. As such, I decided to whip up some Sahuagin, one of the first things you face in that adventure. I’m not sure I like that Blood Frenzy mechanic, but it’s pretty close to the 4E interpretation of it.

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

                                SAHUAGIN (PRIEST)
                                PL: 7 (115 pts) - OPL: 7 ; DPL: 7

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

                                SKILLS: Athletics 3 (+5), Deception 2 (+5), Expertise [Religion] 4 (+6) [Ritualist], Expertise [Survival] 4 (+6), Insight (+4), Intimidation (+3), Perception 3 (+7), Persuasion (+3), Ranged Combat [Magic] 2 (+7), Stealth 2 (+4)

                                ADVANTAGES: Close Attack (2 [3]), Equipment (1), Languages (1) (Aquan, Common, Base: Sahuagin), Ranged Attack (2 [3]), Ritualist

                                POWERS:
                                Scales: Protection 2; 2 pts
                                Aquatic: Immunity 3 (Cold, Drowning, Pressure), Swimming 2 (2 mph/30 fpr), Movement 1 (Environmental Adaptation [Underwater]); 7 pts
                                Speak With Sharks: Comprehend 2 (Animals; Limited to sharks); 2 pts
                                Sahuagin Senses: Senses 2 (Darkvision), Senses 3 (Accurate Hearing, Ultra-Hearing, Flaw: Limited to when underwater); 4 pts
                                Blood Frenzy: Enhanced Strength 1, Enhanced Advantages 2 (Close Attack 1, Ranged Attack 1) (Flaw: Limited to opponents that have taken 3 1st, 2 2nd or 1 3rd degree damage failures); 2 pts
                                Priest Spells: 25 pt Array; 27 pts
                                Spectral Jaws: Summon Spectral Shark (75-point minion [uses Jab's Bull Shark, exchaning Flight 2 for Swimming 4, until I build one], Extra: Active, Controlled, Heroic, Flaw: Unreliable [5 uses]); 25 pts
                                Healing: Healing 7 (Extra: Ranged, Flaw: Unreliable [5 uses]); 1 pt
                                Water Bolt: Ranged Water Damage 7 (Flaw: Unreliable [5 uses], Limited to 5 ranks out of water); 1 pt


                                EQUIPMENT:
                                (5 pts)
                                Holy Symbol: Feature 1 (Allows spellcasting); 1 pt
                                Trident: Piercing Strength-Based Damage 3, Extra: Reach (5 ft);4 pts

                                OFFENSE:
                                Initiative +2
                                Close Attack +5 (+6 with Blood Frenzy) [Unarmed +2; Blood Frenzy Unarmed +3; Trident +5; Blood Frenzy Trident +6]
                                Ranged Attack +5 (+6 with Blood Frenzy)
                                Magic +7 [Water Bolt +7]

                                DEFENSES:
                                Dodge +6 [DC16] Parry +4 [DC14]
                                Toughness +5, Fortitude +5, Will +7

                                COMPLICATIONS:
                                Disability: Sahuagin can only remain out of water for approximately an hour without drowning.
                                Power Loss: Sahuagin Priests must be able to speak and gesture to cast their spells.
                                Vulnerable: Sahuagin hate bright light and any failure against a light based dazzle affect makes their vision unaware.

                                Abilities 44 + Skills 10 (20 ranks) + Advantages 7 + Powers 44 + Defenses 10 = 115 / 115

                                Comments: Sahuagin Priests are fine complements to a horde of warriors, sitting back and blasting away at a party, healing the warriors, and when things go bad, they can call on a Spectral Shark to come in and fly around and bite the hell out of the party so they can escape or make a last stand.

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

                                SAHUAGIN (BARON)
                                PL: 9 (149 pts) - OPL: 9 ; DPL: 9; HP: 1

                                ABILITIES: STRENGTH 6 [7], STAMINA 6, AGILITY 4, DEXTERITY 4, FIGHTING 8, INTELLECT 1, AWARENESS 1, PRESENCE 3

                                SKILLS: Athletics 4 (+10), Deception (+3), Expertise [Survival] 4 (+5), Insight (+1), Intimidation 6 (+9/+10), Perception 4 (+5), Persuasion (+3), Stealth 2 (+6/+4)

                                ADVANTAGES: All-Out Attack, Equipment (1), Extraordinary Effort, Fearless, Improved Critical (1) (Claws), Improved Grab, Improved Initiative (1), Languages (1) (Aquan, Common, Base: Sahuagin), Ranged Attack (2)

                                POWERS:
                                Baron Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
                                Thick Scales: Protection 4; 4 pts
                                Born Baron: Extra Limbs 2 (2 Arms); 2 pts
                                Aquatic: Immunity 3 (Cold, Drowning, Pressure), Swimming 3 (4 mph/60 fpr), Movement 1 (Environmental Adaptation [Underwater]); 8 pts
                                Speak With Sharks: Comprehend 2 (Animals; Limited to sharks); 2 pts
                                Sahuagin Senses: Senses 2 (Darkvision), Senses 3 (Accurate Hearing, Ultra-Hearing, Flaw: Limited to when underwater); 4 pts
                                Blood Frenzy: Enhanced Strength 1, Enhanced Advantages 3 (Close Attack 1, Ranged Attack 1, Power Attack) (Flaw: Limited to opponents that have taken 3 1st, 2 2nd or 1 3rd degree damage failures); 3 pts
                                Blood Healing: Burst Area Reaction Healing 5 (Extra: Burst Area x2 [60 ft radius], Reaction [to allies adjacent to opponents that have taken 3 1st, 2 2nd or 1 3rd degree damage failures], Flaw: Limited to allies have taken 3 1st, 2 2nd or 1 3rd degree damage failures, Limited to others); 20 pts
                                Claw Strikes: 10 pt Array; 11 pts
                                Baron's Fury: Multiattack Slashing Strength-based Damage 2; 10 pts
                                Nasty Claws: Slashing Strength-based Damage 1 (Extra: Secondary Effect [Slashing Damage], Split); 1 pt


                                EQUIPMENT:
                                (5 pts)
                                Trident: Piercing Strength-Based Damage 2, Extra: Reach 2 (10 ft); 4 pts

                                OFFENSE:
                                Initiative +8
                                Close Attack +8 (+9 with Blood Frenzy) [Unarmed +6; Blood Frenzy Unarmed +7; Trident +8; Blood Frenzy Trident +8; Claws +7, Critical 19-20; Blood Frenzy Claws +8, Critical 19-20; Baron's Fury +8, Critical 19-20, Multiattack; Blood Frenzy Baron’s Fury +9, Critical 19-20, Multiattack]
                                Ranged Attack +6 (+7 with Blood Frenzy)

                                DEFENSES:
                                Dodge +7 [DC17] Parry +8 [DC18]
                                Toughness +10, Fortitude +8, Will +6

                                COMPLICATIONS:
                                Disability: Sahuagin can only remain out of water for approximately an hour without drowning
                                Vulnerable: Sahuagin hate bright light and any failure against a light based dazzle affect makes their vision unaware

                                Abilities 58 + Skills 10 (20 ranks) + Advantages 10 + Powers 59 + Defenses 12 = 149 / 149

                                Comments: Sahuagin Baron’s are badasses. They are a low level party TPK just waiting to happen. With a Multiattack Claw strike, high Toughness and the ability to heal their warriors if they can “bloody” their opponents, they are a tough out.
                                Last edited by Thorpacolypse; 06-14-2015, 01:33 PM.
                                The Thorpacolypse
                                Member of the Guild of Calamitous Intent since 2005
                                Co-Chair of the Council of 13
                                "Hate you can trust"

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