J-Mart Fantasy: Closed for remodeling

Where in all of your character write ups will go.
scc
Posts: 267
Joined: Sun Nov 06, 2016 11:13 pm

Re: 100 - Beholder

Post by scc »

Thorpocalypse wrote: Sat Jan 13, 2018 5:33 pm We've got a landmark build for our Fantasy Location with BUILD #100! Didn't look like we were going to make it for a while there, but at least for a while, we're stocking the shelves like the old days! And in the really old days, this one thing no one ever wanted to run into! Check out this iconic item!

Image
*shudder*

That's all I got for this one...*double shudder*...


BEHOLDER
PL10


OPL: 10 ; DPL: 10; HP: 5

ABILITIES: STRENGTH 5, STAMINA 8, AGILITY 3, DEXTERITY 7, FIGHTING 8, INTELLECT 6, AWARENESS 7, PRESENCE 7

SKILLS: Athletics (+5), Deception 3 (+10), Expertise [Magic] 5 (+11), Insight 3 (+10), Intimidation 1 (+8/+9), Perception 2 (+9) [Skill Mastery], Persuasion (+7), Ranged Combat [Eye Beams] 4 (+11), Stealth (+3/+1)

ADVANTAGES: Diehard, Improved Initiative (1), Languages (2) (Common, Arcane, 2 others, Base: Undercommon), Lionheart*, Skill Mastery (1) (Perception)

POWERS:
Big Floating Eye Monster: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Beholder Hide: Protection 4, Impervious 3; 10 pts
Beholder Physiology: Senses 6 (Normal Vision [Radius], Darkvision [Radius], Low-light Vision [Radius]), Immunity 5 (Aging, Suffocation [Drowning], Pressure, Environmental Cold, Environmental Heat); 11 pts
Hovering: Flight 1 (4 mph/60 fpr; Extra: Continuous, Subtle), Enhanced Advantages 1 (Move-by Action, Flaw: Limited to when flying); 5 pts
Beholder Maw: Strength-based Piercing Damage 1 (Extra: Dangerous); 2 pts
Anti-Magic Cone: Cone Area Nullify Magic 10 (Extra: Cone Area x2 [120 ft cone], Broad, Simultaneous, Sustained); 60 pts
Eyes of The Beholder: 45 pt Array; 52 pts
Disintegration Ray: Ranged Weaken Toughness 9 (Resisted by Fortitude; Extra: Affects Objects, Linked [Damage]), Ranged Mystic Damage 9 (Extra: Linked [Weaken]); 45 pts
Petrification Ray: Ranged Cumulative Affliction 9 (Resisted by Fortitude; 1st: Dazed and Hindered, 2nd: Defenseless and Immobile, 3rd: Transformed and Unaware; Extra Condition); 1 pt
Fear Ray: Ranged Cumulative Affliction 9 (Resisted/Overcome by Will; 1st: Impaired, 2nd: Disabled, 3rd: Controlled); 1 pt
Sleep Ray: Ranged Cumulative Affliction 9 (Resisted by Will; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep); 1 pt
Slow Ray: Ranged Affliction 9 (Resisted by Will; 1st: Dazed and Hindered, Extra: Extra Condition, Flaw: Limited to One Degree); 1 pt
Telekinetic Ray: Move Object 8; 1 pt
Wounding Ray: Ranged Psychic Damage 9 (Extra: Alternate Resistance [Fortitude]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +8 [Unarmed +5; Bite+6, Critical 19-20]
Ranged Attack +7
Eye Beams +11 [Disintegration Ray Damage/Weaken +9; Petrification Ray Affliction +9; Fear Ray Affliction +9; Sleep Ray Affliction +9; Slow Ray Affliction +9; Wounding Ray +9; Telekinetic Ray Move Object +8]

DEFENSES:
Dodge +7 [DC17] Parry +8 [DC18]
Toughness +12, Fortitude +8, Will +10 (+12 against Fear Effects)

COMPLICATIONS:
Arrogance: Beholders believe they are the superior creatures of the land will remind others of that at every opportunity.
Disability: Beholders have no hands to easily manipulate objects.
Reputation: About as close to pure evil as you can get.
Rivalry: With other Beholders.
Vulnerable: If the Beholder's Flight is somehow negated, they can only move at Speed -3 [1800 fph; 3 ft per round) on the ground.

Abilities 94 + Skills 9 (18 ranks) + Advantages 6 + Powers 144 + Defenses 9 = 262 / 262

Comments: It originally took me a long time to work up a Beholder. The main reason it took me so long was me waffling about just having the eye beams come from the Beholder, or whether to work up an Eye Stalk Minion set up. For now, I’m going with this non-minion version and giving it 5 HP to use to recover from Extra Effort several times when I want it to take an extra action to send another eye beam at the PCs. If I don’t like how it tests, I’ll go back to the minion set up idea.
Yeah the eye stalk thing can be a tough build. I never built a Beholder but I did stat a Retriever which has similar powers. I made it a free action but with a quirk (or you could go limitation) that the beam cannot be used if another beam was used.
User avatar
Ken
Posts: 3460
Joined: Fri Nov 04, 2016 10:40 pm
Location: Sycalb, Madiganistan

Re: J-Mart Fantasy: Displacer Beast, Beholder, Stirges, Darkmantles, Skeletons, Ghouls

Post by Ken »

Yojimbo wrote: Mon Jan 15, 2018 2:45 pm I love ghouls. I really like what Pathfinder has done with them, making them more of a social animal and less mindless undead.
They just wanna...
They just wannaaaaaaa.

Ghouls just wanna have fun...
My Amazing Woman: a super-hero romantic comedy podcast.

When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Re: J-Mart Fantasy: Displacer Beast, Beholder, Stirges, Darkmantles, Skeletons, Ghouls

Post by Thorpocalypse »

Yojimbo wrote: Mon Jan 15, 2018 2:45 pm I love ghouls. I really like what Pathfinder has done with them, making them more of a social animal and less mindless undead. I think as a DM I've killed more player characters with ghouls than I have with dragons.

That's a pretty solid conversion - I like the little bit of regeneration.
That's similar to how they function in the Dresdenverse, which I why I have the tag Fantasy on my Gloriant ghouls. I have a build of those, too, that I will eventually post at J-Mart when I get around to Harry and crew.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

105 - Wraith

Post by Thorpocalypse »

Image
I'm way better than any Wraith that Marvel has ever come up with.

WRAITH
PL6


OPL: 5; DPL: 6; HP: 0

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

SKILLS: Athletics (-5), Close Combat [Life Drain] 3 (+7), Deception (+2), Insight 3 (+6), Intimidation 7 (+9), Perception 4 (+7), Persuasion (+2), Stealth 3 (+5)

ADVANTAGES: Improved Initiative (1), Move-by Action

POWERS:
Undead Physique: Immunity 43 (Fortitude Effects, Aging, Critical Hits, Necrotic Damage [Flaw: Limited to half effect]), Senses 2 (Darkvision), Protection 5; 45 pts
Incorporeal: Insubstantial 4 (Incorporeal, Affected by Magic; Extra: Innate, Permanent); 21 pts
Life Detection: Senses 4 (Detect Life [Ranged, Extended, Radius]); 4 pts
Floating: Flight 1 (4 mph/60 ft pr); 2 pts
Life Drain: Necrotic Damage 1 (Extra: Affects Corporeal 1, Linked [Weaken]), Weaken Stamina 3 (Extra: Affects Corporeal 3, Linked [Damage]); 8 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +4 [Unarmed --]
Life Drain +7 [Life Drain Damage +1/Life Drain Weaken +3]
Ranged Attack +1

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

COMPLICATIONS:
Disability: Wraiths cannot function in sunlight. They have the staggered condition while in direct sunlight.
Motivation: Wraiths are horribly jealous of, and hate all life. They are driven to destroy it at every chance.

Abilities 28 + Skills 10 (20 ranks) + Advantages 2 + Powers 80 + Defenses 7 = 127 / 127

Comments: Wraiths are long time D&D creatures that have been the bane of low level parties without clerics or magic.
Me fail English? That's unpossible. - Ralph Wiggum
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: 105 - Wraith

Post by Jabroniville »

Thorpocalypse wrote: Fri Jan 19, 2018 3:16 am I'm way better than any Wraith that Marvel has ever come up with.
God yes. I don't know why they struggle so much with that, but they're like 0 for 6 with that freakin' name.
User avatar
Goldar
Posts: 1229
Joined: Mon Nov 07, 2016 2:10 pm

Re: J-Mart Fantasy: Displacer Beast, Beholder, Stirges, Darkmantles, Skeletons, Ghouls

Post by Goldar »

Ken wrote: Mon Jan 15, 2018 10:18 pm
Yojimbo wrote: Mon Jan 15, 2018 2:45 pm I love ghouls. I really like what Pathfinder has done with them, making them more of a social animal and less mindless undead.
They just wanna...
They just wannaaaaaaa.

Ghouls just wanna have fun...
Hey, you can't sing that, Ken! Because Cindy Lauper has already recorded that song (or was it Ghost Busters?)! :lol:
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Kurikami

Post by Thorpocalypse »

Image

As I stated in my Gilthorian domain post, I will be posted snippets about the other domains of Gloriant a few builds to capture the flavor of the land. This is land of Kurikami, based on the Magic the Gathering plane of Kamigawa.

--

KURIKAMI

Reminiscent of sengoku-era Japan, the land of Jaijin contains two symbiotic planes: the utsushiyo, or material realm, and the kakuriyo, or kami spirit realm. Each kami was a divinity, and the way to happiness was to honor these gods and live by their ways. For many hundreds of years, Jaijin's denizens peacefully worshipped the spirits of their land. The inhabitants of Jaijin were content with this life of devotion. Then the unimaginable happened. Their gods turned on them.

Slowly at first, the kami began to take form in the material world. Some scholars believed they were delivering a message or a warning. But their appearance was so alien and surreal, no true meaning could be discerned.

Meanwhile, the land's most powerful warlord, the daimyo Takeshi Konda, ruled over the Towabara Plains from his stronghold at Eiganjo. Even as his armies and samurai secured more territory in Konda's name, the kami manifested in ever-greater numbers.

Then came the night that changed Jaijin forever. A few miles from Eiganjo Castle, the kami set upon the town of Reito. Scores of spirit-world monstrosities swept through the town, killing nearly every living thing. Hundreds were slain and few survived. The Kami War had begun. Over the next twenty years, spirits of every shape and size would descend on the plains, ravaging everything in their path. Jaijin's people wondered why the kami betrayed them, even as they fought for survival. What had they done wrong?

Throughout this siege, Konda remained within his stronghold, mysteriously safe from harm.

In truth, it was the proud daimyo Konda who had begun the war. With aid from moonfolk allies, Konda kidnapped a kami to secure his own power and immortality. This outraged the great O-Kagachi, kami of all things, igniting an ire that would claim countless lives.

Only Konda's daughter Michiko and a stolen kami—an entity who calls herself Kyodai—have any hope of placating the kami and restoring a fragile peace to the land. But they cannot do it alone.

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

PCs:

Bataar (Shokan Brawler)
Pon-Bak (Pandafolk Monk)
Sister Eli (Human Monk)

NPCs:


Archetypes:

Mystic Ninjas

Races:

Panderians
Shokan

Creatures:
Last edited by Thorpocalypse on Sun Feb 04, 2018 5:48 am, edited 5 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

106 - Mystic Ninjas

Post by Thorpocalypse »

Image
The warrior learns of the spiritual realm by dwelling on the cutting edge of the sword, standing at the edge of the fire pit, venturing right up to the edge of starvation if necessary. Vibrant and intense living is the warrior's form of worship.

MYSTIC NINJA
PL7


OPL: 7; DPL: 7; HP: 1

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 5, DEXTERITY 5, FIGHTING 8, INTELLECT 1, AWARENESS 3, PRESENCE 1

SKILLS: Acrobatics 6 (+11) [Agile Feint, Up the Wall*], Athletics 8 (+10), Close Combat [Short Blades] 2 (+10), Deception 4 (+5), Expertise [Magic] 5 (+6), Expertise [Ninja] 5 (+6), Insight (+3), Intimidation 3 (+4), Investigation 3 (+4), Perception 6 (+9), Persuasion (+1), Ranged Combat [Throwing] 2 (+11), Stealth 6 (+11/+13) [Hide in Plain Sight], Technology 4 (+5)

ADVANTAGES: Agile Feint, Defensive Attack, Defensive Roll (1), Equipment (3), Evasion (1), Grabbing Finesse, Hide in Plain Sight, Improved Defense, Improved Initiative (1), Languages (1) (Common, 1 other, Base: Kurikami), Move-by Action, Ranged Attack (4), Takedown (1), Up the Wall*

POWERS:
Mystic Ninja Training: Speed 1 (4 mph/60 fpr), Leaping 1 (15 ft); 2 pts
Mystic Ninja Abilities: 10 pt Array, Quirk: Chi Limits (12 uses of Mystic Ninja Abilities per day, DC16 Will check to use more); 13 pts
Paralyzing Strike: Cumulative Affliction 5 (Mystic; Resisted by Fortitude; 1st: Hindered, 2nd: Immobile, 3rd: Paralyzed); 10 pts
Ninjato Fury: Slashing Strength-based Damage 4 (Extra: Dangerous 2, Multiattack 6, Flaw: Easily Removable); 1 pt
Silent Running: Concealment 1 (Auditory); 1 pt
Water Running: Movement 1 (Water-Walking 2 [Normal speed/lying]); 1 pt
Ninja Vanish: Teleport 2 (120 ft; Increased Mass 3 [400 lbs]); 1 pt


EQUIPMENT:
(20 pts)
Camo Clothing: Protection 1, Feature 1 (+2 Stealth in Chosen Environment [Darkness]); 2 pts
Twin Ninjato: Slashing Strength-Based Damage 4, Dangerous 2, Feature 1 (Multi-Purpose Tool); 7 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 1 pt
Arsenal: (10 pts)
Poison Darts: Ranged Cumulative Affliction 3 (Poison; Resisted by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Incapacitated); 9 pts
Shuriken: Ranged Multiattack Piercing Damage 1; 1 pt

OFFENSE:
Initiative +9
Close Attack +8 [Unarmed +2; Twin Ninjato +6, Critical 18-20; Ninjato Fury +6, Critical 18-20, Multiattack; Paralyzing Strike Affliction +5]
Short Blades +10 [Dagger +3, Critical 19-20;]
Ranged Attack +9 [Poison Dart Affliction +3]
Throwing +11 [Shuriken +1, Multiattack]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +4 (+3 without Defensive Roll), Fortitude +5, Will +6

COMPLICATIONS:
Power Loss: Mystic Ninjas must be able to use their hands to cast their spells.
Responsibility: To their clan and/or their mission.

Abilities 54 + Skills 27 (54 ranks) + Advantages 20 + Powers 15 + Defenses 13 = 129 / 129

Comments: From the land of Kurikami come Mystic Ninjas who are…um…mystic…ninjas…

Huh. Didn’t realize it was going to be that straight forward. Oh well. They’re bad asses anyway. Expect a couple of NPCs based off this eventually.
Last edited by Thorpocalypse on Sun Jan 21, 2018 6:47 pm, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

107 - Shokan

Post by Thorpocalypse »

Image
Forewarned is Four-Armed...

SHOKAN
PL6


OPL: 6; DPL: 6; HP: 0

ABILITIES: STRENGTH 5, STAMINA 5, AGILITY 1, DEXTERITY 1, FIGHTING 6, INTELLECT -1, AWARENESS 1, PRESENCE -1

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

ADVANTAGES: Benefit (1) (Ambidexterity), Chokehold, Fast Grab, Improved Grab, Languages (1) (Common, 1 other, Base: Shokan), Ranged Attack (2), Takedown (1)

POWERS:
Shokan Physiology: Feature 1 (Longevity), Senses 4 (Infravision, Low-light Vision, Scent [Acute, Extended]), Extra Limbs 2 (2 extra arms, Extra: Innate), Leaping 1 (15 ft); 8 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +6
Unarmed +7 [Unarmed +5]
Ranged Attack +3

DEFENSES:
Dodge +4 [DC14] Parry +6 [DC16]
Toughness +5 (+5 without Defensive Roll), Fortitude +6, Will +3

COMPLICATIONS:
Reputation: Shokan are known for being easy to anger and vicious warriors.
Responsibility: To their clan.

Abilities 34 + Skills 10 (20 ranks) + Advantages 8 + Powers 9 + Defenses 6 = 67 / 67

Comments: Completely stole Jab’s idea of stealing the Shokan as a race for my fantasy setting. They are just a GREAT design for a fantasy setting. Big, bad, four-armed brawlers just seem to be perfect for throwing in as big time mooks or making a grabbling beast of a PC out of.

I thought about Growth for the base build but I started looking at art and most of the depictions of Goro, Sheeva and Kintaro and it seems that Shokan size is all over the place so I figure the base Shokan are big for humans, but not gigantic. That’s reserved for Goro and a few NPC types like the huge Shokan in that pic.
Last edited by Thorpocalypse on Sun Jan 21, 2018 6:48 pm, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

108 - Sister Eli

Post by Thorpocalypse »

Image
As you wish, master. I will guard her with my life. - Sister Eli

SISTER ELI
PL7


OPL: 7; DPL: 7; HP: 1
Real Name: Elysian Field Flower
Archetype: Monk
Age: 21
Height: 5-9
Weight: 122
Eyes: Brown
Hair: Orange (with black spots)
Skin: Pink
Race: Tabaxi
Alignment: Hero - Neutral Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The 21

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 5, DEXTERITY 4, FIGHTING 9, INTELLECT 1, AWARENESS 3, PRESENCE 1

SKILLS: Acrobatics 6 (+11) [Agile Feint], Athletics 5 (+7/+11), Close Combat [Unarmed] 2 (+11), Expertise [Theology and Philosophy] 4 (+5), Insight 3 (+7), Perception 4 (+7/+9), Ranged Combat [Throwing] 6 (+10), Stealth 4 (+9/+11)

ADVANTAGES: Agile Feint, Defensive Attack, Defensive Strike* (1), Equipment (2), Improved Critical (1) (Unarmed), Improved Defense, Improved Initiative (1), Improved Trip, Martial Strike* (1), Move-by Action, Precise Attack (2) (Close, Cover; Close, Concealment), Sweeping Strike*, Takedown (2)

POWERS:
Tabaxi Physiology: Feature 1 (Insulating Fur), Enhanced Skills 2 (Perception 2 ranks, Stealth 2 ranks), Senses 3 (Low-light Vision, Darkvision), Speed 1 (60 fpr/4 mph); 7 pts
Tabaxi Claws: Slashing Strength-based Damage 1 (Extra: Dangerous), Enhanced Skills 2 (Athletics 4 ranks, Flaw: Limited to climb checks); 2 pts
Hands as Weapons: Feature 1 (In situations where being armed is important, you are always considered armed, even when you have no weapons in-hand); 1 pt
Potent Chi: Feature 1 (Your life force is so abundant and focused that you can make it visible to others by concentrating, creating a faint aura of light or a shimmer between your hands good for an interaction bonus); 1 pt
Monk Trained Physique: Feature 1 (Longevity), Immunity 2 (Disease, Poison), Leaping 1 (15 ft), Movement 1 (Slow Fall); 6 pts
Chi Power: 6 pt Array, Quirk: Chi Limits (12 Chi power uses per day, DC17 Will check to use more); 13 pts
Lay Hands: Healing 5 (Extra: Stabilize, Flaw: Limited to others); 6 pts
Self-Healing: Healing 5 (Extra: Limited to self); 1 pt
Fist/Claw Flurry: Multiattack Strength-based Damage 1 (Extra: Dangerous 2, Variable Descriptor [Bludgeoning/Slashing]); 1 pt
Breaking Blow: Bludgeoning Strength-based Damage 3 (Extra: Dangerous 2, Penetrating 5, Flaw: Inaccurate 2, Limited to Objects, Activation [Move Action]); 1 pt
Crushing Blow: Bludgeoning Strength-based Damage 3 (Extra: Dangerous, Penetrating 3, Flaw: Inaccurate); 1 pt
Pressure Point Strikes: Cumulative Affliction 5 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, Extra: Dangerous 2, Flaw: Inaccurate, Limited to two degrees); 1 pt
Wall Run: Movement 2 (Wall-Crawling 2 [Normal speed, Flaw: Limited to when running]); 1 pt
Water Run: Movement 2 (Water-Walking 2 [Normal speed]); 1 pt
Ignore the Elements: Immunity 4 (Heat, Cold, Weather Effects, Flaw: Sustained); 1 pt


Acquired Magic Items:
NONE

EQUIPMENT:
(10 pts)
Mithril Garments: Protection 1, Subtle; 2 pts
Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts

Acquired Items:


OFFENSE:
Initiative +9
Close Attack +9
Unarmed +11 [Unarmed +2, Critical 18-20; Martial Strike Unarmed +3, Critical 19-20; Claws +3, Critical 19-20; Fist/Claw Flurry +3, Critical 17-20, Multiattack]
Pressure Point Strike +9 [Pressure Point Strike Affliction +5, Critical 18-20]
Breaking Blow +9 [Breaking Blow +5, Critical 18-20]
Crushing Blow +9 [Crushing Blow +5, Critical 19-20]
Ranged Attack +4
Throwing +10 [Shuriken +1, Multiattack]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +4 (+4 without Defensive Roll), Fortitude +5, Will +7

COMPLICATIONS:
Aloof: She can be hard to get to know even though he is very nice and charitable.
Doing Good: Sister Eli is driven by a strong need to do as much good in this world as she can.
Honor: Sister Eli is as honorable of a woman as you can get.
Responsibility: To the Order of the Rose.
Secret: She has not told Arisema that her father sent her to find Arisema and to protect her at all costs.

Abilities 56 + Skills 17 (34 ranks) + Advantages 16 + Powers 30 + Defenses 12 = 131 / 131

Comments: Sister Eli is a Tabaxi monk from Kurikami who is a member of the Order of the Rose. Brother Tym, the leader of the Order is good friends with King Xander Daellion and as such, unbeknownst to Arisema, Sister Eli has been sent with her to watch over her and report back to the King if anything goes awry. Arisema had met Sister Eli years ago and has known Brother Tym as a family friend for years so she didn't question Sister Eli's desire to adventure with her, stating her reasons to be that she wishes to see the world and fight for justice. But Sister Eli regrets her inability to tell her the true reason she is accompanying her because she and the King know that Arisema would be ticked off about it. But she gave her word so she intends to keep it.

I am iffy on how I adjusted her caps, but a test will see if she performs like I want. I went for a stick and move type of monk with her so she should goon sweep pretty well, but without Power Attack, she will be at a disadvantage against more powerful opponents.
SISTER ELI
PL6


OPL: 6; DPL: 6; HP: 1
Real Name: Eliza
Archetype: Monk
Age: 23
Height: 5-8
Weight: 145
Eyes: Brown
Hair: Brown
Skin: Brown
Race: Human
Alignment: Hero - Lawful Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The 21

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 5, DEXTERITY 4, FIGHTING 7, INTELLECT 1, AWARENESS 4, PRESENCE 0

SKILLS: Acrobatics 5 (+10) [Agile Feint], Athletics 4 (+6), Close Combat [Unarmed] 2 (+9), Expertise [Theology and Philosophy] 4 (+5), Insight (+4), Perception 4 (+8), Ranged Combat [Throwing] 5 (+9), Stealth 2 (+7)

ADVANTAGES: Agile Feint, Defensive Strike* (1), Equipment (2), Improved Critical 2) (Unarmed 2), Improved Defense, Improved Initiative (1), Improved Trip, Martial Strike* (1), Move-by Action, Sweeping Strike*, Takedown (2)

POWERS:
Hands as Weapons: Feature 1 (In situations where being armed is important, you are always considered armed, even when you have no weapons in-hand); 1 pt
Potent Chi: Feature 1 (Your life force is so abundant and focused that you can make it visible to others by concentrating, creating a faint aura of light or a shimmer between your hands good for an interaction bonus); 1 pt
Monk Trained Physique: Immunity 1 (Disease), Speed 1 (4 mph/60 fpr), Leaping 1 (15 ft), Movement 1 (Slow Fall); 5 pts
Chi Power: 6 pt Array, Quirk: Chi Limits (11 Chi power uses per day, DC16 Will check to use more); 10 pts
Lay Hands: Healing 5 (Extra: Stabilize, Flaw: Limited to others); 6 pts
Self-Healing: Healing 5 (Extra: Limited to self); 1 pt
Fist of Flurry: Multiattack Bludgeoning Strength-based Damage 0 (Extra: Dangerous 2); 1 pt
Pressure Point Strikes: Cumulative Affliction 5 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, Flaw: Limited to two degrees); 1 pt
Water Run: Movement 1 (Water-Walking 2 [Normal speed]); 1 pt
Ignore the Elements: Immunity 4 (Heat, Cold, Weather Effects, Flaw: Sustained); 1 pt


Acquired Magic Items:
NONE

EQUIPMENT:
(10 pts)
Mithril Garments: Protection 1; 1 pt
Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts

Acquired Items:


OFFENSE:
Initiative +9
Close Attack +8
Unarmed +9 [Unarmed +2, Critical 18-20; Martial Strike Unarmed +3, Critical 18-20; Fists of Flurry +3, Critical 18-20, Multiattack]
Stunning Strike +7 [Pressure Points Affliction +5]
Ranged Attack +4
Throwing +5 [Shuriken +1, Multiattack]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +4 (+4 without Defensive Roll), Fortitude +6, Will +6

COMPLICATIONS:
Aloof: She can be hard to get to know even though he is very nice and charitable.
Doing Good: Sister Eli is driven by a strong need to do as much good in this world as she can.
Honor: Sister Eli is as honorable of a woman as you can get.
Responsibility: To the Order of the Rose.
Secret: She has not told Arisema that her father sent her to find Arisema and to protect her at all costs.

Abilities 52 + Skills 13 (26 ranks) + Advantages 14 + Powers 17 + Defenses 9 = 105 / 105
Last edited by Thorpocalypse on Fri Apr 06, 2018 3:59 am, edited 3 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

109 - Giant Mantis

Post by Thorpocalypse »

Image
Its wings produce a high-pitched, barely audible whirring sound in flight. Only Ojutai masters are quiet enough to hear one coming.

MANTIS (GIANT)
PL5


OPL: 5; DPL: 5; HP: 0

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

SKILLS: Athletics 2 (+6), Deception (-3), Insight (+0), Intimidation (-3), Investigation , Perception 2 (+2), Persuasion (-3), Stealth (+2), Technology , Treatment , Vehicles , Variable

ADVANTAGES: Fast Grab, Improved Grab, Improved Hold

POWERS:
Giant Mantis 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
Carapace: Protection 2; 2 pts
Camoflauge: Concealment 4 (All Visual Senses; Flaw: Blending, Limited to forest/jungle environments); 3 pts
Wings: Flight 2 (8 mph/120 ft pr; Flaw: Winged); 2 pts
Mantis Senses: Senses 1 (Darkvision); 2 pts
Bite: Piercing Strength-based Damage 1 (Flaw: Grab-based); 1 pt

EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +5 [Unarmed +4; Bite +5]
Ranged Attack +0

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

COMPLICATIONS:
Disability: Giant Mantis' cannot speak, nor can they use their claws for easy manipulation of objects.
Motivation: Giant Mantis' are known and feared for their ravenous appetite and seemingly live to eat.

Abilities -2 + Skills 2 (4 ranks) + Advantages 3 + Powers 19 + Defenses 9 = 31 / 31

Comments: I love Praying Mantis’ (Mantises?). They are cool looking creatures. I had a few in my back yard for a while and you don’t see that many in my part of the Midwest so I was pretty happy. And then I got the Mantis Rider card for Magic The Gathering when I became Jeskai ‘Til I Die and my love grew even more because it’s a great card. So I couldn’t wait much longer to post some Giant Mantis’ here for my fantasy setting.

Giant Mantis' (Mantisees'?) are found in large numbers in the land of Jatar but are also populous in the domain of Kurikami. They can be tamed as mounts for the monk orders that live high in the mountains where they are often found but it requires great skill as they can be vicious predators.

And I didn’t get to see it live, but watching a real female mantis tear the head off her mate after they do it is one the more disturbing sights in the animal kingdom. Makes me glad human women only do that metaphorically. ;)
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

110 - Pandafolk

Post by Thorpocalypse »

Image
And who is this Po guy you speak of?

PANDERIAN
PL4


OPL: 4; DPL: 4; HP: 0

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: Can’t help it, I’m a sucker for anthropomorphic pandas. I almost started playing WOW just to play one. Anyway, in my setting, Panderians can be found in many places but originated in Kurikami and are most populous there.

That's it for the denizens of Kurimkami at the moment. I'll add more after I get builds from all the domains up over the next few weeks. I really want to get some Moonfolk up as well as some of the Kami creatures.
Me fail English? That's unpossible. - Ralph Wiggum
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: J-Mart Fantasy: Wraith, Ninjas, Shokan, Sister Eli, Giant Mantis, Pandafolk

Post by Jabroniville »

Haha, sweet- this is super-detailed and cool. I forgive you for taking my Shokan idea, since they seem to fit into this world quite well :).
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Re: J-Mart Fantasy: Wraith, Ninjas, Shokan, Sister Eli, Giant Mantis, Pandafolk

Post by Thorpocalypse »

Jabroniville wrote: Sun Jan 21, 2018 9:39 am Haha, sweet- this is super-detailed and cool. I forgive you for taking my Shokan idea, since they seem to fit into this world quite well :).
Thanks for the forgiveness of the swiping of the swiping! ;)

I was thinking of all the races I wanted for my world and I was struggling with some to add to my homage to the east setting. I was actually looking at your Overwatch stuff when MK jumped into my mind and it hit me that you had brought in the Shokan to Castellia. And I figure one good swipe deserved another. :)
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

111 - Vampires (Standard)

Post by Thorpocalypse »

Image

Image

Image

VAMPIRES
PL5


OPL: 5; DPL: 5; HP: 1

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

SKILLS: Athletics 3 (+6), Deception 3 (+4), Insight (+1), Intimidation 4 (+5), Perception 4 (+5), Persuasion (+1), Stealth 4 (+7)

ADVANTAGES: Improved Initiative (1)

POWERS:
Immortal: Immunity 31 (Aging, Fortitude Effects), Protection 5, Impervious Toughness 3, Immortality 6 (1 day; Flaw: Limited [if death is not by wooden stake, body is not beheaded or burned); 45 pts
Vampire Senses: Senses 9 (Darkvision, Normal Vistion [Extended], Normal Hearing [Extended], Low-Light Vision, Scent [Acute, Tracking], Ultra-Hearing); 9 pts
Vampiric Movement: Leaping 1 (15 ft), Speed 1 (4 mph/60 fpr), Movement 1 (Wall-Crawling [half-speed]); 4 pts
Blood Drain: Piercing Damage 1 (Extra: Linked [Weaken], Flaw: Grab-based), Weaken Stamina 1 (Extra: Linked [Damage], Flaw: Grab-based); 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +4 [Unarmed +3; Blood Drain Damage/Weaken +1]
Ranged Attack +2

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

COMPLICATIONS:
Power Loss: Vampires lose their Impervious Toughness vs. fire, silver weapons, or holy effects. They also lose their Regeneration against holy effects or having a wooden stake driven through their heart.
Weakness: A vampire requires blood of the living to survive. If a vampire does not drink regularly, they suffer as if starving.
Weakness: Vampires are Impaired at the presence of strong garlic.
Weakness: Some vampires bloodlines are Dazed for one round when presented with a reflective surface or holy symbol and losing an opposed Charisma or Will check.
Weakness: As part of the Dark Trade, many more powerful vampires cannot enter a private home or dwelling unless invited in by the owner.
Weakness: Some vampire bloodlines are Dazed and Hindered when exposed to direct sunlight. They are Impaired and Disabled on the following round and Debilitated in terms of Strength and Powers. On the third round of exposure to sunlight, a vampire is dying and will eventually be destroyed.

Abilities 20 + Skills 9 (18 ranks) + Advantages 1 + Powers 60 + Defenses 6 = 96 / 96

Comments: Here’s a core build of vampires for my setting. Much like the Dresdenverse and the Magic the Gathering settings, I plan on having different versions of vampires for different domains and situations. Some can function in daylight, some can fly, some are regal an refined, some are feral, some are ridiculuously powerful, some aren’t. But all of them are a pain in the ass to the heroes of the world in one way or another.

This is a build for what could be considered a “base” Black Court vampire, your standard vampire, but expect builds of the other types in the future.

--

The term vampire is used for several kinds of creatures. They each are separate and different, but have a common trait in feeding on other beings in various ways.

The different vampire kinds do not seem to have distinct proper names, instead being called after the organisations heading their kind, the Vampire Courts. It is believed that are seven vampire courts. Four Courts are known: the White Court, the Red Court, the Black Court, and the Jade Court. Besides those, the others are "little better than mosquitos" according the heads of the four main courts. Sometimes, the term "anthrophage" (or "human-eater"), is used for them.

The Courts are several organizations of vampires. Each Court represents one type of creatures that, although different, are commonly all called "vampires".

Black Court vampires are the most common vampires and are found in all domains. They have been around since the "dawn of human memory". Black Court vampires are a dangerous type of undead. Whilst humans are the most common victims of their vampirism, it can infect other species as well, including hounds and even dragons. Throughout the world, vampires can be created through other vampires transforming their victims, or through enchantment.

The most defining characteristic of these vampires is their hunger for the blood or lifeforce of others. Other traits of vampires can include unnatural physical strength, enhanced healing powers and the ability to fly, with the method of flight being through either natural or magical means. Many Black Court vampires are highly sensitive to sunlight and therefore only go out at night or in the shade, but this is not always the case. Regardless, the secretive and predatory nature of the creatures means that they all prefer the cover of darkness. The Black Court vampires can range from being mindless predators to sophisticated and intelligent nobles. The appearance of these vampires is similarly varied, although they all have at least two elongated fangs and the more feral ones have bat-like qualities.

Not all Black Court vampires are created equal. Among the existing vampiric bloodlines, some are more common but prestigious whereas some are rare but less respected. It is believed that their were originally twelve bloodlines, which originated long ago in a ritual that had something to do with their progenitor. It is believed that three of these bloodlines have died out completely. Five others are relatively minor, having sired fewer vampires. Each bloodline has a special affinity to certain abilities innate to the vampiric form.

White Court vampires appear human and prey on human emotions and energies. They are long lived, possibly immortal. The ones that have been seen can be identified by a shared inhuman beauty, and blood that is "a few shades too pale to be human".

Their vampiric state is genetic and highly hereditary, rather than created like the other three Courts. They are, for all intents and purposes, human until their vampirism manifests sometime around the age of their maturity. As with the Red Court, their first feeding, with its subsequent and almost inevitable kill, usually marks their full transformation, and awakens the demon that lives inside of them, forcing them to feed. If they refrain from feeding for too long, this "Hunger" drives them into a frenzy where they must feed, usually enough to permanently harm or kill their victim, and can drive the vampire permanently insane. However, under specific circumstances, individuals descended from White Court vampires may curtail their transformation into vampires completely.

Red Court vampires are non-human creatures, capable of disguising themselves as humans and preying upon humans for their blood. A lot less human-like than White Court vampires, they are slimy bat-like creatures hidden under a flesh mask, which they use to trick their prey into being more comfortable, and to hide in plain sight.

They are incredibly strong and fast, and can heal from any injury quickly. They are, however vulnerable to sunlight and to having their bellies cut open, which can spill the blood they have drunk, seriously weakening or even killing them. Crosses and other forms of faith magic don't repel them as much as they do Black Court vampires, and they have a more solid footing in reality.

Very little is known about the Jade Court. They are very secretive and that they originated in reside in the Kurikami domain.
Me fail English? That's unpossible. - Ralph Wiggum
Post Reply