The Marvel Universe; Pathfinder Style


Conversions

1 to 50 of 58 << first < prev | 1 | 2 | next > last >>

3 people marked this as a favorite.

Welcome Heroes!

In this thread I will chronicle my labors in adapting, re-imagining and constructing characters from Marvel comics into Pathfinder characters. This is largely a fun, thought-exercise for me to do and I personally love the process of converting popular characters into role-playing games.

With that said I do have some aesthetic guidelines for myself in bringing over the Marvel universe, they are as follows:
* This world, regarding firearms, is Commonplace Guns.
* All heroes, villains, & characters aren't equal. Some characters will be 7th-levle while others 11th and others at the ceiling of 20th-level. This is to emulate the power differential between folks like Tony Stark & Dr. Strange.
* The predominate race is Human, with other aliens being different races. This gives us a nice way to add a uniqueness to Asgardians and other species that interact with the Humans of Earth.

Beyond those, let's dig in!


1 person marked this as a favorite.

For our hero, let's not be shy. Let's go big, let's go bold.

Let's go with the best.

"For I am lord of the winds...and the storm! Thunder and lightning are my hunting dogs...the rain is my whip...and when I must, I ride a great and terrible steed...the earthquake! Nothing mortal can stand before it."

Thor Odinson
Dwarven Ranger 1/Cleric 8/Sun Seeker 10/Paladin 1
LG Medium humanoid (dwarf)
Init +1; Senses Perception +19
DEFENSE
AC 11, touch 11, flat-footed 10 (+0 armor, +1 Dex)
hp 171 (12d10+36/8d8+32)
Fort +15 , Ref +7, Will +13
Defensive Abilities Spell Resistance 25, Stalwart
OFFENSE
Speed 20 ft.
Melee Warhammer +22/+17/+12/+7 (1d8+6/x3; bludgeoning)
Ranged Warhammer +19/+14/+9/+4 (1d8+6/x3; 10 ft.; bludgeoning)
Special Attacks channel positive energy 4/day (DC 15, 4d6 [+12 vs. undead])
Cleric Spells Prepared (CL 17th; concentration +19)
8th— Greater Angelic Aspect & Whirlwind [D]
7th— Bestow Grace of Champion, Control Weather [D] & Summon Monster VII
6th— Eaglesoul, Greater Heroism [D], Heal & Heroes’ Feast
5th— Dispel Evil, Fickle Winds, Geniekind, Plane Shift & Righteous Might [D]
4th— Aura of Doom, Blessings of Fervor, Death Ward, Dismissal, Freedom of Movement & Sleet Storm [D]
3rd— Call Lightning [D], Channel Vigor, Dispel Magic, Magic Circle Against Evil, Prayer & Wind Wall.
2nd— Fog Cloud [D], Ironskin, Resist Energy, Lesser Restoration, Shock Arrow & Tremor Blast
1st— Bless, Divine Favor, Entropic Shield, Moment of Greatness, Protection from Evil & Shield of Faith [D]
0th (at will)[/b]— Create Water, Detect Magic, Guidance & Read Magic
D Domain spell; Domains Heroism, Weather
STATISTICS
Str 18, Dex 12, Con 16, Int 10, Wis 18, Cha 12
Base Atk +18; CMB +21; CMD 32
Feats Power Attack [1st], Cleave [3rd], Improved Sunder [5th], Great Cleave [7th], Goblin Cleaver [9th], Greater Sunder [11th], Orc Hewer [12th], Alignment Channel (Evil) [13th], Channel Smite [15th], Stunning Assault [17th] and Extra Traits (Magica Knack & Ship’s Surgeon) [19th]
Skills Craft (Carpentry) +5 (1 rank +0 int +3 bonus +1 trait bonus), Diplomacy +11 (6 ranks +2 cha +3 bonus), Heal +11 (3 ranks +4 wis +3 bonus +1 trait bonus), Intimidate +11 (6 ranks +2 cha +3 bonus), Knowledge (Arcana) +4 (1 ranks +0 int +3 bonus), Knowledge (Dungeoneering) +4 (1 ranks +0 int +3 bonus), Knowledge (Geography) +4 (1 ranks +0 int +3 bonus), Knowledge (History) +4 (1 ranks +0 int +3 bonus), Knowledge (Nature) +4 (1 ranks +0 int +3 bonus), Knowledge (Nobility) +4 (1 ranks +0 int +3 bonus), Knowledge (the Planes) +8 (5 ranks +0 int +3 bonus), Knowledge (Religion) +4 (1 ranks +0 int +3 bonus), Perception +19 (12 ranks +4 wis +3 bonus), Sense Motive +18 (11 ranks +4 wis +3 bonus), Spellcraft +15 (12 ranks +0 int +3 bonus) and Swim +8 (1 rank +4 str +3 bonus)
Languages Common & Dwarven
Traits Divine Warrior, Glory of the Old, Magical Knack (Cleric) & Ship’s Surgeon
SQ Defensive Training, Giant Hunter, Lorekeeper, Magic Resistance (spell resistance 25), Slow & Steady, Stability, Stonecunning, Surface Survivalist (Cold), Weapon Familiarity, Favored Enemy (Giants; +2), Track (+1), Wild Empathy (+2), Aura (Overwhelming), Channel Energy (4d6; DC 15; 4/day), Domains (Heroism & Weather), Touch of Glory (+8 for an hour; 6/day), Storm Burst (1d6+4; 6/day), Spontaneous Casting (Good), Aura of Heroism (8 rounds/day), Lightning Lord (8/day), Ancestral Weapon (+4d6 against Giants), Find Citadel, Rune-Carved Armor, Commune (1/week; CL 10), Dwarven Armor Training, Darkvision (90 ft.), Runes of Resistance (10 rounds/day), Paths of the Ancients, Stalwart, Call to Arms (1/day), Detect Evil (at will) and Smite Evil (1/day; +1 to atk, dmg & AC).

Character Traits
Divine Warrior: Whenever you cast a divine spell that affects any melee weapons, choose one of those weapons; it gains a +1 trait bonus on damage rolls for the duration of the spell.
Glory of the Old: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Magical Knack (Cleric): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Ship’s Surgeon: You begin play with a fully stocked healer's kit and gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.

Racial Traits
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells.
Slow & Steady: A Dwarf’s speed is never modified by armor or encumbrance.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Surface Survivalist (Cold): Some dwarves have dwelt so long above ground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Spells Prepared
0-level
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: Touched creature gains +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.
1st-level
Bless: Allies gain +1 on attack rolls and saves against fear.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Moment of Greatness: Doubles a morale bonus.
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
Shield of Faith [H]: Aura grants +2 or higher deflection bonus.
2nd-level
Fog Cloud [W]: Fog obscures vision.
Ironskin: Your skin hardens and takes on the color and texture of rough iron.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Lesser Restoration: Dispels magical ability penalty or repairs 1d4 ability damage.
Shock Arrow: You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon.
Tremor Blast: You create a minor earthquake that can trip creatures.
3rd-level
[b]Call Lightning [W]
: Calls down lightning bolts (3d6 per bolt) from sky.
Channel Vigor: You gain either a +4 competence bonus on Knowledge, Perception checks and ranged attack rolls, or, you gain the benefits of the haste spell, or, you gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks, or, you gain a +6 competence bonus on Fortitude saving throws and Concentration checks.
Dispel Magic: Cancels one magical spell or effect.
Magic Circle Against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-level
Aura of Doom: Creatures in your aura become shaken.
Blessings of Fervor: Gives allies a choice of benefits.
Death Ward: Grants bonuses against death spells and negative energy.
Dismissal: Forces a creature to return to native plane.
Freedom of Movement: Subject moves normally despite impediments to movement.
Sleet Storm [W]: Hampers vision and movement.
5th-level
Dispel Evil: +4 bonus against attacks.
Fickle Winds: Wind walls selectively block attacks.
Geniekind: Gain your choice of genie-themed powers.
Plane Shift: As many as 8 subjects travel to another plane.
Righteous Might [H]: Your size increases, and you gain bonuses in combat.
6th-level
Eaglesoul: Grants combat bonuses against evil creatures, particularly against evil outsiders.
Greater Heroism [H]: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Heal: Cures 10 points/level damage, all diseases and mental conditions.
Heroes Feast: Food for one creature/level cures and grants combat bonuses.
7th-level
Bestow Grace of the Champion: Target gains paladin abilities for 1 round/level.
Control Weather [W]: Changes weather in local area.
Summon Monster VII: Summons extraplanar creature to fight for you.
8th-level
Greater Angelic Aspect: As angelic aspect but DR increases to 10/evil; you gain immunity to acid, cold, and petrification; resistance to electricity and fire 10; +4 racial bonus on saves against poison; a protective aura, and truespeech as supernatural abilities. Also, your fly speed increases to 60 ft. (good maneuverability).
Whirlwind [W]: Cyclone deals damage and can pick up creatures.

Thor with Magic Items & Wealth:

Thor Odinson
Dwarven Ranger 1/Cleric 8/Sun Seeker 10/Paladin 1
LG Medium humanoid (dwarf)
Init +1; Senses Perception +22; Darkvision (90ft.)
DEFENSE
AC 25, touch 11 (20 against spells & spell-like abilities), flat-footed 24 (+14 armor, +1 Dex)
hp 211 (12d10+60/8d8+48)
Fort +17, Ref +7, Will +16
Defensive Abilities Spell Resistance 25, Stalwart, 20% miss chance
Immunity to Mazes
OFFENSE
Speed 20 ft.; Fly 40 ft. (good maneuverability)
Melee Mjölnir +29/+24/+19/+14 (2d6+14+1d6 electrical dmg +2d6 holy dmg/x3; bludgeoning)
Ranged Mjölnir +29/+24/+19/+14 (2d6+11+1d6 electrical dmg +2d6 holy dmg/x3; 20 ft.; bludgeoning)
Special Attacks channel positive energy 6/day (DC 17, 4d6)
Cleric Spells Prepared (CL 17th; concentration +24)
8th— Greater Angelic Aspect & Whirlwind [D]
7th— Bestow Grace of Champion, Control Weather [D] & Summon Monster VII
6th— Eaglesoul, Greater Heroism [D], Heal & Heroes’ Feast
5th— Dispel Evil, Fickle Winds, Geniekind, Plane Shift & Righteous Might [D]
4th— Aura of Doom, Blessings of Fervor, Death Ward, Dismissal, Freedom of Movement & Sleet Storm [D]
3rd— Call Lightning [D], Channel Vigor, Dispel Magic (x2), Magic Circle Against Evil, Prayer & Wind Wall.
2nd— Fog Cloud [D], Ironskin, Resist Energy, Lesser Restoration, Shock Arrow & Tremor Blast (x2)
1st— Bless, Divine Favor (x2), Entropic Shield, Moment of Greatness, Protection from Evil & Shield of Faith [D]
0th (at will)— Create Water, Detect Magic, Guidance & Read Magic
D Domain spell; Domains Heroism, Weather
STATISTICS
Str 22, Dex 12, Con 20, Int 10, Wis 24, Cha 16
Base Atk +18; CMB +21; CMD 32
Feats Power Attack [1st], Cleave [3rd], Improved Sunder [5th], Great Cleave [7th], Goblin Cleaver [9th], Greater Sunder [11th], Orc Hewer [12th], Alignment Channel (Evil) [13th], Channel Smite [15th], Stunning Assault [17th] and Extra Traits (Magica Knack & Ship’s Surgeon) [19th]
Skills Craft (Carpentry) +5 (1 rank +0 int +3 bonus +1 trait bonus), Diplomacy +12 (6 ranks +3 cha +3 bonus), Heal +14 (3 ranks +7 wis +3 bonus +1 trait bonus), Intimidate +12 (6 ranks +3 cha +3 bonus), Knowledge (Arcana) +4 (1 ranks +0 int +3 bonus), Knowledge (Dungeoneering) +4 (1 ranks +0 int +3 bonus), Knowledge (Geography) +4 (1 ranks +0 int +3 bonus), Knowledge (History) +4 (1 ranks +0 int +3 bonus), Knowledge (Nature) +4 (1 ranks +0 int +3 bonus), Knowledge (Nobility) +4 (1 ranks +0 int +3 bonus), Knowledge (the Planes) +8 (5 ranks +0 int +3 bonus), Knowledge (Religion) +4 (1 ranks +0 int +3 bonus), Perception +22 (12 ranks +7 wis +3 bonus), Sense Motive +21 (11 ranks +7 wis +3 bonus), Spellcraft +15 (12 ranks +0 int +3 bonus) and Swim +8 (1 rank +4 str +3 bonus)
Languages Common & Dwarven
Traits Divine Warrior, Glory of the Old, Magical Knack (Cleric) & Ship’s Surgeon
SQ Defensive Training, Giant Hunter, Lorekeeper, Magic Resistance (spell resistance 25), Slow & Steady, Stability, Stonecunning, Surface Survivalist (Cold), Weapon Familiarity, Favored Enemy (Giants; +2), Track (+1), Wild Empathy (+3), Aura (Overwhelming), Channel Energy (4d6; DC 17; 6/day), Domains (Heroism & Weather), Touch of Glory (+8 for an hour; 10/day), Storm Burst (1d6+4; 6/day), Spontaneous Casting (Good), Aura of Heroism (8 rounds/day), Lightning Lord (8/day), Ancestral Weapon (+4d6 against Giants), Find Citadel, Rune-Carved Armor, Commune (1/week; CL 10), Dwarven Armor Training, Darkvision (90 ft.), Runes of Resistance (10 rounds/day), Paths of the Ancients, Stalwart, Call to Arms (1/day), Detect Evil (at will) and Smite Evil (1/day; +3 to atk, dmg & AC).
Equipment Greater Belt of Mighty Hurling, Headband of Aerial Agility (+6), +5 Heavily Fortified Mithral Full Plate, +5 Holy, Impact, Shock, Throwing, Thundering, Impervious Adamantine Warhammer, Horn of Wind, Minor Cloak of Displacement, Necklace of Adaptation, Shoes of Lightning Leaping, Starlord’s Helm and 141,338 gp left.

Character Traits
Divine Warrior: Whenever you cast a divine spell that affects any melee weapons, choose one of those weapons; it gains a +1 trait bonus on damage rolls for the duration of the spell.
Glory of the Old: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Magical Knack (Cleric): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Ship’s Surgeon: You begin play with a fully stocked healer's kit and gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.

Racial Traits
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells.
Slow & Steady: A Dwarf’s speed is never modified by armor or encumbrance.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Surface Survivalist (Cold): Some dwarves have dwelt so long above ground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Spells Prepared
0-level
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: Touched creature gains +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.
1st-level
Bless: Allies gain +1 on attack rolls and saves against fear.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Moment of Greatness: Doubles a morale bonus.
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
Shield of Faith [H]: Aura grants +2 or higher deflection bonus.
2nd-level
Fog Cloud [W]: Fog obscures vision.
Ironskin: Your skin hardens and takes on the color and texture of rough iron.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Lesser Restoration: Dispels magical ability penalty or repairs 1d4 ability damage.
Shock Arrow: You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon.
Tremor Blast: You create a minor earthquake that can trip creatures.
3rd-level
Call Lightning [W]: Calls down lightning bolts (3d6 per bolt) from sky.
Channel Vigor: You gain either a +4 competence bonus on Knowledge, Perception checks and ranged attack rolls, or, you gain the benefits of the haste spell, or, you gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks, or, you gain a +6 competence bonus on Fortitude saving throws and Concentration checks.
Dispel Magic: Cancels one magical spell or effect.
Magic Circle Against Evil: As protection spells, but 10-ft. radius and 10 min./level.
[b]Prayer
: Allies get +1 bonus on most rolls, enemies –1 penalty.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-level
Aura of Doom: Creatures in your aura become shaken.
Blessings of Fervor: Gives allies a choice of benefits.
Death Ward: Grants bonuses against death spells and negative energy.
Dismissal: Forces a creature to return to native plane.
Freedom of Movement: Subject moves normally despite impediments to movement.
Sleet Storm [W]: Hampers vision and movement.
5th-level
Dispel Evil: +4 bonus against attacks.
Fickle Winds: Wind walls selectively block attacks.
Geniekind: Gain your choice of genie-themed powers.
Plane Shift: As many as 8 subjects travel to another plane.
Righteous Might [H]: Your size increases, and you gain bonuses in combat.
6th-level
Eaglesoul: Grants combat bonuses against evil creatures, particularly against evil outsiders.
Greater Heroism [H]: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Heal: Cures 10 points/level damage, all diseases and mental conditions.
Heroes Feast: Food for one creature/level cures and grants combat bonuses.
7th-level
Bestow Grace of the Champion: Target gains paladin abilities for 1 round/level.
Control Weather [W]: Changes weather in local area.
Summon Monster VII: Summons extraplanar creature to fight for you.
8th-level
[b]Greater Angelic Aspect
: As angelic aspect but DR increases to 10/evil; you gain immunity to acid, cold, and petrification; resistance to electricity and fire 10; +4 racial bonus on saves against poison; a protective aura, and truespeech as supernatural abilities. Also, your fly speed increases to 60 ft. (good maneuverability).
Whirlwind [W]: Cyclone deals damage and can pick up creatures.

Thor with Magic Items, Wealth & Buffs Active:

Thor Odinson
Dwarven Ranger 1/Cleric 8/Sun Seeker 10/Paladin 1
LG Large humanoid (dwarf)
Init +2; Senses Perception +22; Darkvision (90ft.), Low-Light Vision
DEFENSE
AC 37, touch 16 (25 against spells & spell-like abilities), flat-footed 34 (+14 armor, +0 Dex, +4 deflection bonus, +7 natural armor bonus, -1 size penalty, +3 dodge bonus)
hp 211+70 temporary hit-points (12d10+60/8d8+48)
Fort +29 [+33 against evil outsiders], Ref +21 [+25 against evil outsiders], Will +28 [+32 against evil outsiders]
Defensive Abilities Spell Resistance 25, Stalwart, 20% miss chance, DR 10/Evil
Immunity to Mazes, Acid, Cold, Petrification, Fear & Disease
Fire Resistance 10, Electricity Resistance 10
Protective Aura (magic circle against evil and a lesser globe of invulnerability; 20 ft. radius; CL 17)
OFFENSE
Speed 20 ft.; Fly 60 ft. (good maneuverability)
Melee Mjölnir +36/+31/+26/+21 (3d6+19+1d6 electrical dmg +2d6 holy dmg/x3; bludgeoning)
Ranged Mjölnir +36/+31/+26/+21 (3d6+15+1d6 electrical dmg +2d6 holy dmg/x3; 20 ft.; bludgeoning)
Special Attacks channel positive energy 6/day (DC 17, 4d6)
Cleric Spells Prepared (CL 17th; concentration +24)
8th— Greater Angelic Aspect & Whirlwind [D]
7th— Bestow Grace of Champion, Control Weather [D] & Summon Monster VII
6th— Eaglesoul, Greater Heroism [D], Heal & Heroes’ Feast
5th— Dispel Evil, Fickle Winds, Geniekind, Plane Shift & Righteous Might [D]
4th— Aura of Doom, Blessings of Fervor, Death Ward, Dismissal, Freedom of Movement & Sleet Storm [D]
3rd— Call Lightning [D], Channel Vigor, Dispel Magic (x2), Magic Circle Against Evil, Prayer & Wind Wall.
2nd— Fog Cloud [D], Ironskin, Resist Energy, Lesser Restoration, Shock Arrow & Tremor Blast (x2)
1st— Bless, Divine Favor (x2), Entropic Shield, Moment of Greatness, Protection from Evil & Shield of Faith [D]
0th (at will)— Create Water, Detect Magic, Guidance & Read Magic
D Domain spell; Domains Heroism, Weather
STATISTICS
Str 26, Dex 10, Con 24, Int 10, Wis 24, Cha 16
Base Atk +18; CMB +27; CMD 36
Feats Power Attack [1st], Cleave [3rd], Improved Sunder [5th], Great Cleave [7th], Goblin Cleaver [9th], Greater Sunder [11th], Orc Hewer [12th], Alignment Channel (Evil) [13th], Channel Smite [15th], Stunning Assault [17th] and Extra Traits (Magica Knack & Ship’s Surgeon) [19th]
Skills Craft (Carpentry) +10 (1 rank +0 int +3 bonus +1 trait bonus +4 morale bonus +1 luck bonus), Diplomacy +17 (6 ranks +3 cha +3 bonus +4 morale bonus +1 luck bonus), Heal +19 (3 ranks +7 wis +3 bonus +1 trait bonus +4 morale bonus +1 luck bonus), Intimidate +17 (6 ranks +3 cha +3 bonus +4 morale bonus +1 luck bonus), Knowledge (Arcana) +9 (1 ranks +0 int +3 bonus +4 morale bonus +1 luck bonus), Knowledge (Dungeoneering) +9 (1 ranks +0 int +3 bonus +4 morale bonus +1 luck bonus), Knowledge (Geography) +9 (1 ranks +0 int +3 bonus +4 morale bonus +1 luck bonus), Knowledge (History) +9 (1 ranks +0 int +3 bonus +4 morale bonus +1 luck bonus), Knowledge (Nature) +9 (1 ranks +0 int +3 bonus +4 morale bonus +1 luck bonus), Knowledge (Nobility) +9 (1 ranks +0 int +3 bonus +4 morale bonus +1 luck bonus), Knowledge (the Planes) +13 (5 ranks +0 int +3 bonus +4 morale bonus +1 luck bonus), Knowledge (Religion) +9 (1 ranks +0 int +3 bonus +4 morale bonus +1 luck bonus), Perception +27 (12 ranks +7 wis +3 bonus +4 morale bonus +1 luck bonus), Sense Motive +26 (11 ranks +7 wis +3 bonus +4 morale bonus +1 luck bonus), Spellcraft +20 (12 ranks +0 int +3 bonus +4 morale bonus +1 luck bonus) and Swim +13 (1 rank +4 str +3 bonus +4 morale bonus +1 luck bonus)
Languages Common & Dwarven
Traits Divine Warrior, Glory of the Old, Magical Knack (Cleric) & Ship’s Surgeon
SQ Defensive Training, Giant Hunter, Lorekeeper, Magic Resistance (spell resistance 25), Slow & Steady, Stability, Stonecunning, Surface Survivalist (Cold), Weapon Familiarity, Favored Enemy (Giants; +2), Track (+1), Wild Empathy (+3), Aura (Overwhelming), Channel Energy (4d6; DC 17; 6/day), Domains (Heroism & Weather), Touch of Glory (+8 for an hour; 10/day), Storm Burst (1d6+4; 6/day), Spontaneous Casting (Good), Aura of Heroism (8 rounds/day), Lightning Lord (8/day), Ancestral Weapon (+4d6 against Giants), Find Citadel, Rune-Carved Armor, Commune (1/week; CL 10), Dwarven Armor Training, Darkvision (90 ft.), Runes of Resistance (10 rounds/day), Paths of the Ancients, Stalwart, Call to Arms (1/day), Detect Evil (at will) and Smite Evil (1/day; +3 to atk, dmg & AC).
Equipment Greater Belt of Mighty Hurling, Headband of Aerial Agility (+6), +5 Heavily Fortified Mithral Full Plate, +5 Holy, Impact, Shock, Throwing, Thundering, Impervious Adamantine Warhammer, Horn of Wind, Minor Cloak of Displacement, Necklace of Adaptation, Shoes of Lightning Leaping, Starlord’s Helm and 141,338 gp left.

Character Traits
Divine Warrior: Whenever you cast a divine spell that affects any melee weapons, choose one of those weapons; it gains a +1 trait bonus on damage rolls for the duration of the spell.
Glory of the Old: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Magical Knack (Cleric): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Ship’s Surgeon: You begin play with a fully stocked healer's kit and gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.

Racial Traits
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells.
Slow & Steady: A Dwarf’s speed is never modified by armor or encumbrance.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Surface Survivalist (Cold): Some dwarves have dwelt so long above ground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Spells Prepared
0-level
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: Touched creature gains +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.
1st-level
Bless: Allies gain +1 on attack rolls and saves against fear.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Moment of Greatness: Doubles a morale bonus.
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
Shield of Faith [H]: Aura grants +2 or higher deflection bonus.
2nd-level
Fog Cloud [W]: Fog obscures vision.
Ironskin: Your skin hardens and takes on the color and texture of rough iron.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Lesser Restoration: Dispels magical ability penalty or repairs 1d4 ability damage.
Shock Arrow: You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon.
Tremor Blast: You create a minor earthquake that can trip creatures.
3rd-level
Call Lightning [W]: Calls down lightning bolts (3d6 per bolt) from sky.
Channel Vigor: You gain either a +4 competence bonus on Knowledge, Perception checks and ranged attack rolls, or, you gain the benefits of the haste spell, or, you gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks, or, you gain a +6 competence bonus on Fortitude saving throws and Concentration checks.
Dispel Magic: Cancels one magical spell or effect.
Magic Circle Against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-level
[b]Aura of Doom
: Creatures in your aura become shaken.
Blessings of Fervor: Gives allies a choice of benefits.
Death Ward: Grants bonuses against death spells and negative energy.
Dismissal: Forces a creature to return to native plane.
Freedom of Movement: Subject moves normally despite impediments to movement.
Sleet Storm [W]: Hampers vision and movement.
5th-level
Dispel Evil: +4 bonus against attacks.
Fickle Winds: Wind walls selectively block attacks.
Geniekind: Gain your choice of genie-themed powers.
Plane Shift: As many as 8 subjects travel to another plane.
Righteous Might [H]: Your size increases, and you gain bonuses in combat.
6th-level
Eaglesoul: Grants combat bonuses against evil creatures, particularly against evil outsiders.
Greater Heroism [H]: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Heal: Cures 10 points/level damage, all diseases and mental conditions.
Heroes Feast: Food for one creature/level cures and grants combat bonuses.
7th-level
Bestow Grace of the Champion: Target gains paladin abilities for 1 round/level.
Control Weather [W]: Changes weather in local area.
Summon Monster VII: Summons extraplanar creature to fight for you.
8th-level
Greater Angelic Aspect: As angelic aspect but DR increases to 10/evil; you gain immunity to acid, cold, and petrification; resistance to electricity and fire 10; +4 racial bonus on saves against poison; a protective aura, and truespeech as supernatural abilities. Also, your fly speed increases to 60 ft. (good maneuverability).
Whirlwind [W]: Cyclone deals damage and can pick up creatures.

Thoughts? Ideas?

If you have any requests for other heroes I'd love to here them.


Honestly for some of the heroes/villains in Marvel, notably ones on the power and versatility level of Thor, Silver Surfer, etc., you're going to need more.

For example I'd probably make Thor a gestalted Cleric 20/Paladin 20/Champion tier 10.

Doctor Doom would be Wizard 10/Technomancer 10/Archmage tier 10.

Certain heroes and villains just have exploits or feats that are beyond normal. Doctor has conquered the entire world like 4 times, stolen Galactus' power, Surfer's power, and even stole the Beyonder's power and effectively ruled the universe for a time. Some of them just need to be mythic to truly hit the correct scope.

(Also mythic allows the asgardians to take Divine Source and be able to able to grant spells appropriately heh.)


I applaud your notion of keeping them "same, yet different," though I think it could stand to be even a bit more different than the source material.

I'm not sure I understand giving him the Ship's Surgeon trait, particularly at such a high level (19) when their impact is lesser (at least that trait).

I also can't help but think Thor should have some Mythic levels, but I'm interested to see what else you do.

One of these days I should get around to posting my take on Golarion's Guardians of the Galaxy.


Groot is obviously a Wood Oracle with Tongues Curse


3 people marked this as a favorite.
Myrryr wrote:

Honestly for some of the heroes/villains in Marvel, notably ones on the power and versatility level of Thor, Silver Surfer, etc., you're going to need more.

For example I'd probably make Thor a gestalted Cleric 20/Paladin 20/Champion tier 10.

Doctor Doom would be Wizard 10/Technomancer 10/Archmage tier 10.

Certain heroes and villains just have exploits or feats that are beyond normal. Doctor has conquered the entire world like 4 times, stolen Galactus' power, Surfer's power, and even stole the Beyonder's power and effectively ruled the universe for a time. Some of them just need to be mythic to truly hit the correct scope.

(Also mythic allows the asgardians to take Divine Source and be able to able to grant spells appropriately heh.)

The problem is that you, like so many, many, god-I-want-to-kick-a-legion-of-people, MANY people try to make Superheroes based purely on Class.

Heads up: IT'S IMPOSSIBLE.

It's NOT impossible to stat out superheros for D&D.

It IS impossible to do it by Class alone.

Superman is a Kryptonian, which means he's a Race that's likely quantified as a 40RP+ Race. Sure, The Big Blue Boyscout has 20 levels of Brawler and probably a few more of Fighter, but nearly every single ability ascribed to him besides his martial skills comes from his Race, not his Class.

The Hulk is the same way, to a large degree. Hulk may have levels in Barbarian, but more realistically all his DR and super-strength comes from the accident altering his DNA, not from Class.

Thor is an Asgardian - see my explanation for the Kryptonians as to why Thor having levels in Fighter, Paladin, etc. doesn't matter nearly as much as his Race.

The Green Lantern Corps are odd - they DO use the Lantern Rings, so their power comes ENTIRELY from their Rings, but each Lantern's proficiency with their Rings varies from Lantern to Lantern, and Lanterns can become stronger with their Rings based on training & practice, so Lanterns may be using a Class which utilizes a Bonded Object or other Artifact, and thus is a mix.

The Specter is the Vengeance of God incarnate - no classes needed for that.

Ghost Rider is The Specter, but based on power from the OTHER place.

The Atom and Ant Man both created their machines used to shrink and grow

The Flashes obtained their powers and links to the Speed Force by outside forces (usually based on an accident).

Quicksilver is a Speedster because of his mutation.

The list goes on and on...

---

There ARE some characters for whom Class is EVERYTHING, though:

Steven Strange is a lv20 Arcanist without a doubt, and he may also be a Shaman - he could realistically be lv20 in both, given his potential godlike power

Green Arrow & Hawkeye are either Archer Fighters, Guide Skirmisher Urban Rangers, or most likely those two classes together.

Black Widow is a Cleaner Slayer and Assassin, possibly a Master Spy.

Daredevil is a Brawler and Brawler-Fighter with Blind Fight, Blindsense, etc.

Iron Fist is a Monk (the Iron Fist being earned through training).

Frank Castle, aka Punisher, is a normal person. "Normal" being relative, in that he has lots and lots of Spec. Forces training, his own personal training, and more than a little psychopathy going for him, but Punisher can be created as a Human with good Stats and levels in Martial Classes.

John Constantine lives by the notion that the ultimate secret of Magic is that "any c#$t can do it". John Constantine is a normal human with an abnormal number of levels in Oracle, Arcanist, Mystic Theurge, and Occultist (the OA class).

Captain America had the Super-Soldier Serum give him a major boost, but only in so far as making giving him Fast Healing, a higher Base Speed, and major boosts to all 3 physical stats; basically, he'd probably be around the same number of RP as an Aasimar. The rest is ALL him - lots of levels in Tactician Fighter and/or Exemplar Brawler

Iron Man and Lex Luthor are prime examples of WHY you should beware of the Expert with Technologist, Craft Technological Item, Craft Technological Arms & Armor, and Craft Cybernetics - they can make things. FUN things. HURTY things...

Batman is the POSTER CHILD for "Class vs Race" - Batman is a Human, with albeit-phenomenal stats, and has levels in Slayer, levels in Brawler, levels in Tactician Fighter... Batman rightfully has one of the highest-level character levels in the DCU.


So... you ignore the part where he's trying to make it a PC and not just a flat out monster? It wouldn't be a race buy, Thor and friends would be 30+ HD outsiders in that regard, just like a demon or empyreal lord.

Which entirely defeats the purpose of leveling one. Unless you make a savage species lvl chart, in which case it's basically a class now, class "Thor."


I think, and this is important for my approach to adapting/re-imagining these kinds of characters, you have to keep a lower guage for power & grand accomplishments. I basically use monsters like Solars, Pit Fiends, Balors and Ancient Dragons to feel out "high power" in Pathfinder.

Cthulhudrew wrote:

I applaud your notion of keeping them "same, yet different," though I think it could stand to be even a bit more different than the source material.

I'm not sure I understand giving him the Ship's Surgeon trait, particularly at such a high level (19) when their impact is lesser (at least that trait).

I didn't go into my thoughts & such during the construction of the character but the idea for this particular re-imagining of Thor is at 19th level he loses all of his divine abilities & is exiled to Midgard by Odin. So following this point he becomes something akin to Dr. Donald Blake.

It's why the final level is Paladin.

Cthulhudrew wrote:
I also can't help but think Thor should have some Mythic levels, but I'm interested to see what else you do.

I thought about this, and perhaps will add another version of him with Mythic levels under his stat-block with items & buffs, but I honestly just don't know the mythic system that well at the moment.

I also wanted the character to be able to be dropped into any game (baring PFS).

Cthulhudrew wrote:
One of these days I should get around to posting my take on Golarion's Guardians of the Galaxy.

I eagerly await!


Zonugal wrote:

I didn't go into my thoughts & such during the construction of the character but the idea for this particular re-imagining of Thor is at 19th level he loses all of his divine abilities & is exiled to Midgard by Odin. So following this point he becomes something akin to Dr. Donald Blake.

It's why the final level is Paladin.

Oh, duh! I completely forgot about the Don Blake aspect of Thor. Makes sense now, and I do like that you have developed him "organically" that way, rather than just mechanically.


My next entry, one for the kids!

"With great power comes great responsibility"

Spider-Man
Human Ninja 2/’Sohei’ Monk 1/Ninja 2/’Beastmorph’ ‘Mindchemist’ ‘Vivisectionist’ Alchemist 6
LG Medium humanoid (human)
Init +3; Senses Perception +20
DEFENSE
AC 13, touch 13, flat-footed 10 (+0 armor, +3 Dex)
hp 86 (11d8+28)
Fort +10, Ref +15, Will +5
Defensive Abilities Uncanny Dodge
OFFENSE
Speed 30 ft.
Melee Unarmed Strike +8/+8/+3 (1d6+3/x2; bludgeoning)
Ranged Shuriken +8/+8/+3 (1d2+3/x2; 10ft.; piercing)
Ranged Bomb +10 (5d6+3; 20 ft.; x2; 20 ft.; fire)
Special Attacks Sneak Attack +5d6, Flurry of Blows (-2), Bomb (5d6; 3/day; Tanglefoot bomb DC 17)
Extracts Prepared (CL 6th; concentration +9)
2nd— Animal Aspect, Barkskin, Bull’s Strength, & Perceive Cues
1st— Ant Haul, Enlarge Person, Shield & True Strike
STATISTICS
Str 16, Dex 16, Con 14, Int 16, Wis 10, Cha 11
Base Atk +7; CMB +10; CMD 23
Feats Power Attack [1st], Skill Focus (Sense Motive) [Human], Sap Adept [Ninja2], Combat Reflexes [Monk1], Snake Style [3rd], Antagonize [5th], Brew Potion [Alchemist1], Throw Anything [Alchemist1], Snake Sidewinder [7th], Skill Focus (Perception) [Human], Sap Master [9th] and Snake Fang [11th]
Skills Acrobatics +17 (11 ranks +3 dex +3 bonus), Bluff +8 (5 ranks +0 cha +3 bonus), Climb +8 (2 ranks +3 str +3 bonus), Craft (Alchemy) +21 (10 ranks +3 int +3 bonus +5 racial), Craft (Painting) +7 (1 rank +3 int +3 bonus), Diplomacy +10 (7 ranks +0 cha +3 ranks), Disable Device +14 (8 ranks +3 int +3 bonus), Disguise +4 (1 rank +0 cha +3 bonus), Intimidate +14 (8 ranks +3 int +3 bonus), Heal +4 (1 rank +0 wis +3 bonus), Knowledge (Arcana) +10 (1 rank +3 int +3 bonus +3 perfect recall), Knowledge (Dungeoneering) +7 (1 rank +3 int +3 perfect recall), Knowledge (Engineering) +7 (1 rank +3 int +3 perfect recall), Knowledge (Geography) +7 (1 rank +3 int +3 perfect recall), Knowledge (Nature) +10 (1 rank +3 int +3 bonus +3 perfect recall), Knowledge (History) +10 (1 rank +3 int +3 bonus +3 perfect recall), Knowledge (Local) +10 (1 rank +3 int +3 bonus +3 perfect recall), Knowledge (Nobility) +10 (1 rank +3 int +3 bonus +3 perfect recall), Knowledge (Religion) +10 (1 rank +3 int +3 bonus +3 perfect recall), Perception +20 (11 ranks +0 wis +3 bonus +6 skill focus), Sense Motive +22 (11 ranks +0 wis +3 bonus +6 skill focus +2 snake style) and Stealth +17 (11 ranks +3 dex +3 bonus).
Languages Common
Traits Accelerated Drinker & Clever Wordplay (Intimidate)
SQ Focused Study (Skill Focus: Perception & Sense Motive), Heart of the Fields (Craft: Alchemy), Poison Use, Sneak Attack +5d6, Ki Pool (2/day), Ninja Trick (Bomber (5d6; 3/day), Bomber’s Discovery (Tanglefoot Bomb), Combat Trick: Sap Adept), Flurry of Blows (-2), Unarmed Strike, Devoted Guardian, No Trace (+1), Uncanny Dodge, Alchemy, Cognatogen, Discovery (Enhance Potion, Mutagen & Poison Conversion), Perfect Recall, Torturer’s Eye, Beastform Mutagen, Cruel Anatomist, and Improved Beastform Mutagen.

Character Traits
Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Clever Wordplay (Intimidate): Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Racial Traits
Heart of the Fields (Craft: Alchemy): Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted.

Extracts Prepared
1st-level
Ant Haul: Triples carrying capacity of a creature.
Enlarge Person: Humanoid creature doubles in size.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
True Strike: +20 on your next attack roll.
2nd-level
Animal Aspect: You gain some of the beneficial qualities of an animal.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Perceive Cues: +5 Perception and Sense Motive 10 min./level.

Spider-Man with Magic Items & Wealth:

Spider-Man
Human Ninja 2/’Sohei’ Monk 1/Ninja 2/’Beastmorph’ ‘Mindchemist’ ‘Vivisectionist’ Alchemist 6
LG Medium humanoid (human)
Init +4; Senses Perception +20
DEFENSE
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex +1 deflection bonus)
hp 97 (11d8+28)
Fort +11, Ref +16, Will +5
Defensive Abilities Uncanny Dodge
OFFENSE
Speed 30 ft.; Climb 20ft.
Melee Unarmed Strike +11/+11/+6 (1d6+6/x2; bludgeoning)
Melee Whip +8/+8/+3 (1d3+3/x2; 15 ft.; bludgeoning)
Ranged Shuriken +9/+9/+4 (1d2+3/x2; 10ft.; piercing)
Ranged Bomb +11 (5d6+4; 20 ft.; x2; 20 ft.; fire)
Special Attacks Sneak Attack +5d6, Flurry of Blows (-2), Bomb (5d6; 4/day; Tanglefoot bomb DC 18)
Extracts Prepared (CL 6th; concentration +10)
2nd— Animal Aspect, Barkskin, Bull’s Strength & Perceive Cues
1st— Ant Haul, Enlarge Person, Shield & True Strike
STATISTICS
Str 16, Dex 18, Con 16, Int 18, Wis 10, Cha 11
Base Atk +7; CMB +10; CMD 24
Feats Power Attack [1st], Skill Focus (Sense Motive) [Human], Sap Adept [Ninja2], Combat Reflexes [Monk1], Snake Style [3rd], Antagonize [5th], Brew Potion [Alchemist1], Throw Anything [Alchemist1], Snake Sidewinder [7th], Skill Focus (Perception) [Human], Sap Master [9th] and Snake Fang [11th]
[b]Skills
Acrobatics +18 (11 ranks +4 dex +3 bonus), Bluff +8 (5 ranks +0 cha +3 bonus), Climb +16 (2 ranks +3 str +3 bonus +8 racial bonus), Craft (Alchemy) +22 (10 ranks +4 int +3 bonus +5 racial), Craft (Painting) +8 (1 rank +4 int +3 bonus), Diplomacy +10 (7 ranks +0 cha +3 ranks), Disable Device +15 (8 ranks +4 int +3 bonus), Disguise +4 (1 rank +0 cha +3 bonus), Intimidate +15 (8 ranks +4 int +3 bonus), Heal +4 (1 rank +0 wis +3 bonus), Knowledge (Arcana) +12 (1 rank +4 int +3 bonus +4 perfect recall), Knowledge (Dungeoneering) +9 (1 rank +4 int +4 perfect recall), Knowledge (Engineering) +9 (1 rank +4 int +4 perfect recall), Knowledge (Geography) +9 (1 rank +4 int +4 perfect recall), Knowledge (Nature) +12 (1 rank +4 int +3 bonus +4 perfect recall), Knowledge (History) +12 (1 rank +4 int +3 bonus +4 perfect recall), Knowledge (Local) +12 (1 rank +4 int +3 bonus +4 perfect recall), Knowledge (Nobility) +12 (1 rank +4 int +3 bonus +4 perfect recall), Knowledge (Religion) +12 (1 rank +4 int +3 bonus +4 perfect recall), Perception +20 (11 ranks +0 wis +3 bonus +6 skill focus), Sense Motive +22 (11 ranks +0 wis +3 bonus +6 skill focus +2 snake style), Stealth +18 (11 ranks +4 dex +3 bonus) and Use Magical Device +11 (11 ranks +0 cha).
Languages Common
Traits Accelerated Drinker & Clever Wordplay (Intimidate)
SQ Focused Study (Skill Focus: Perception & Sense Motive), Heart of the Fields (Craft: Alchemy), Poison Use, Sneak Attack +5d6, Ki Pool (2/day), Ninja Trick (Bomber (5d6; 4/day), Bomber’s Discovery (Tanglefoot Bomb), Combat Trick: Sap Adept), Flurry of Blows (-2), Unarmed Strike, Devoted Guardian, No Trace (+1), Uncanny Dodge, Alchemy, Cognatogen, Discovery (Enhance Potion, Mutagen & Poison Conversion), Perfect Recall, Torturer’s Eye, Beastform Mutagen, Cruel Anatomist, and Improved Beastform Mutagen.
Equipment Acrobat Slippers, Amulet of Mighty Fists (+1 & Bane [Humanoid: Humans]), Belt of Physical Mighty (+2; Dexterity & Constitution), +1 Brawling, Lightly Fortified Mithral Chain Shirt, Cloak of Arachnida, Cracked Opalescent White Pyramid (Whip), Headband of Vast Intelligence (+2), +1 Prehensile Whip, 5 Poison Doses of Oil of Taggit [alchemically changed to an injury poison], Ring of Protection (+1), 20 Shurikens, 5 Spider Sacs, 10 Tanglefoot bag and 576 gp left.

Character Traits
Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Clever Wordplay (Intimidate): Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Racial Traits
Heart of the Fields (Craft: Alchemy): Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted.

Extracts Prepared
1st-level
Ant Haul: Triples carrying capacity of a creature.
Enlarge Person: Humanoid creature doubles in size.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
True Strike: +20 on your next attack roll.
2nd-level
Animal Aspect: You gain some of the beneficial qualities of an animal.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Perceive Cues: +5 Perception and Sense Motive 10 min./level.

Spider-Man with Magic Items, Wealth & Buffs Active:

Spider-Man
Human Ninja 2/’Sohei’ Monk 1/Ninja 2/’Beastmorph’ ‘Mindchemist’ ‘Vivisectionist’ Alchemist 6
LG Large humanoid (human)
Init +3; Senses Perception +25; Darkvision (60ft.), Low-Light Vision, Scent
DEFENSE
AC 29, touch 14, flat-footed 25 (+5 armor, +4 Dex +1 deflection bonus -1 size penalty +5 natural armor bonus +4 shield bonus)
hp 97 (11d8+28)
Fort +11, Ref +15, Will +5
Defensive Abilities Uncanny Dodge
OFFENSE
Speed 30 ft.; Climb 20ft.
Melee Unarmed Strike +15/+15/+10 (2d6+11/x2; bludgeoning)
Melee Whip +15/+10 (1d3+9/x2; 15 ft.; bludgeoning)
Ranged Shuriken +7/+7/+2 (1d2+8/x2; 10ft.; piercing)
Ranged Bomb +9 (5d6+3; 20 ft.; x2; 20 ft.; fire)
Special Attacks Sneak Attack +5d6, Flurry of Blows (-2), Bomb (5d6; 4/day; Tanglefoot bomb DC 17)
Extracts Prepared (CL 6th; concentration +9)
2nd— Animal Aspect, Barkskin, Bull’s Strength & Perceive Cues.
1st— Ant Haul, Enlarge Person, Shield & True Strike
STATISTICS
Str 26, Dex 16, Con 16, Int 16, Wis 10, Cha 11
Base Atk +7; CMB +16; CMD 30
Feats Power Attack [1st], Skill Focus (Sense Motive) [Human], Sap Adept [Ninja2], Combat Reflexes [Monk1], Snake Style [3rd], Antagonize [5th], Brew Potion [Alchemist1], Throw Anything [Alchemist1], Snake Sidewinder [7th], Skill Focus (Perception) [Human], Sap Master [9th] and Snake Fang [11th]
Skills Acrobatics +18 (11 ranks +4 dex +3 bonus), Bluff +8 (5 ranks +0 cha +3 bonus), Climb +19 (2 ranks +6 str +3 bonus +8 racial bonus), Craft (Alchemy) +21 (10 ranks +3 int +3 bonus +5 racial), Craft (Painting) +7 (1 rank +3 int +3 bonus), Diplomacy +10 (7 ranks +0 cha +3 ranks), Disable Device +14 (8 ranks +3 int +3 bonus), Disguise +4 (1 rank +0 cha +3 bonus), Intimidate +14 (8 ranks +3 int +3 bonus), Heal +4 (1 rank +0 wis +3 bonus), Knowledge (Arcana) +10 (1 rank +3 int +3 bonus +3 perfect recall), Knowledge (Dungeoneering) +7 (1 rank +3 int +3 perfect recall), Knowledge (Engineering) +7 (1 rank +3 int +3 perfect recall), Knowledge (Geography) +7 (1 rank +3 int +3 perfect recall), Knowledge (Nature) +10 (1 rank +3 int +3 bonus +3 perfect recall), Knowledge (History) +10 (1 rank +3 int +3 bonus +3 perfect recall), Knowledge (Local) +10 (1 rank +3 int +3 bonus +3 perfect recall), Knowledge (Nobility) +10 (1 rank +3 int +3 bonus +3 perfect recall), Knowledge (Religion) +10 (1 rank +3 int +3 bonus +3 perfect recall), Perception +25 (11 ranks +0 wis +3 bonus +6 skill focus +5 competence bonus), Sense Motive +27 (11 ranks +0 wis +3 bonus +6 skill focus +2 snake style +5 competence bonus) and Stealth +18 (11 ranks +4 dex +3 bonus).
Languages Common
Traits Accelerated Drinker & Clever Wordplay (Intimidate)
SQ Focused Study (Skill Focus: Perception & Sense Motive), Heart of the Fields (Craft: Alchemy), Poison Use, Sneak Attack +5d6, Ki Pool (2/day), Ninja Trick (Bomber (5d6; 4/day), Bomber’s Discovery (Tanglefoot Bomb), Combat Trick: Sap Adept), Flurry of Blows (-2), Unarmed Strike, Devoted Guardian, No Trace (+1), Uncanny Dodge, Alchemy, Cognatogen, Discovery (Enhance Potion, Mutagen & Poison Conversion), Perfect Recall, Torturer’s Eye, Beastform Mutagen, Cruel Anatomist, and Improved Beastform Mutagen.
Equipment Acrobat Slippers, Amulet of Mighty Fists (+1 & Bane [Humanoid: Humans]), Belt of Physical Mighty (+2; Dexterity & Constitution), +1 Brawling, Lightly Fortified Mithral Chain Shirt, Cloak of Arachnida, Cracked Opalescent White Pyramid (Whip), Headband of Vast Intelligence (+2), +1 Prehensile Whip, 5 Poison Doses of Oil of Taggit [alchemically changed to an injury poison], Ring of Protection (+1), 20 Shurikens, 5 Spider Sacs, 10 Tanglefoot bag and 576 gp left.

Character Traits
Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Clever Wordplay (Intimidate): Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Racial Traits
Heart of the Fields (Craft: Alchemy): Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted.

Extracts Prepared
1st-level
Ant Haul: Triples carrying capacity of a creature.
Enlarge Person: Humanoid creature doubles in size.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
True Strike: +20 on your next attack roll.
2nd-level
Animal Aspect: You gain some of the beneficial qualities of an animal.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Perceive Cues: +5 Perception and Sense Motive 10 min./level.


Maybe replace Thor's Heroism domain with Magic. Then, he can start throwing his warhammer at cleric level 1.

cheers

Sovereign Court

ever read this?

Marvel Pathfinders: The age of Strange

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Eltacolibre wrote:

ever read this?

Marvel Pathfinders: The age of Strange

Great page.

The D20 system has it's merits, but D20 based games simply can't accomodate characters whose power levels range from Aunt May to Galactus.


I'm a big fan of converting superheroes into the system without creating special rules. It's always fun to see the varied ways different people work these heroes.

I'm looking forward to seeing a bunch more conversions and hopefully less naysayers saying it's wrongbadfun.


Combat Monster wrote:

I'm a big fan of converting superheroes into the system without creating special rules. It's always fun to see the varied ways different people work these heroes.

I'm looking forward to seeing a bunch more conversions and hopefully less naysayers saying it's wrongbadfun.

It's not that people think it's badwrongfun, but a lot of people somehow got it in their head that it's impossible to convert characters or anything from a source other than pathfinder. I've even seen people post that it's impossible to convert characters as simple as the ones from Game of Thrones without house rules.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Sauce987654321 wrote:
Combat Monster wrote:

I'm a big fan of converting superheroes into the system without creating special rules. It's always fun to see the varied ways different people work these heroes.

I'm looking forward to seeing a bunch more conversions and hopefully less naysayers saying it's wrongbadfun.

It's not that people think it's badwrongfun, but a lot of people somehow got it in their head that it's impossible to convert characters or anything from a source other than pathfinder. I've even seen people post that it's impossible to convert characters as simple as the ones from Game of Thrones without house rules.

You'd need house rules... it's not the same kind of universe, definitely NOT the same style of magic, and alignment is pretty much an irrelevant quality.


1 person marked this as a favorite.
Sauce987654321 wrote:
Combat Monster wrote:

I'm a big fan of converting superheroes into the system without creating special rules. It's always fun to see the varied ways different people work these heroes.

I'm looking forward to seeing a bunch more conversions and hopefully less naysayers saying it's wrongbadfun.

It's not that people think it's badwrongfun, but a lot of people somehow got it in their head that it's impossible to convert characters or anything from a source other than pathfinder. I've even seen people post that it's impossible to convert characters as simple as the ones from Game of Thrones without house rules.

Granted things are done on a smaller scale and some details need to be altered for sake of the world setting, (say Captain Andoran rather then Captain America) or rule mechanics. Looking over just Paizo's products, I could build a crap ton of characters that take the spirit of the characters into account. Monks that resemble Spider-Man, Barbarians that look like Wolverine or Hawkman, Sorcerers that could pass as Green Lantern. The list goes on and on.

As a matter of fact we're likely to play Wrath of the Righteous as our next adventure path and I plan to straight up play Thor.

Will every detail be exact down to the letter? Nope. Will somebody sitting at the table realize my intent? Damn straight.

As far as this thread is concerned, I'm just finding it sad that rather then posters saying "Wow, that's an interesting take on character X. Good stuff" people would rather pull the "You can't make it." jackass route.

With that out of the way, Zonugal, keep on doing your thing.


If you reflavour, hulk is alchemist not barbarian or at least a multi class between the two.


Hulk is an Abyssal Bloodrager maybe


Thanks for the support folks!

I'm currently working on the Punisher with my proposed builds for after that being an AIM goon, the Hulk, Wolverine & Batroc the Leaper.


Zonugal wrote:

Thanks for the support folks!

I'm currently working on the Punisher with my proposed builds for after that being an AIM goon, the Hulk, Wolverine & Batroc the Leaper.

Is the AIM guy based out of Numeria?


Combat Monster wrote:
Zonugal wrote:

Thanks for the support folks!

I'm currently working on the Punisher with my proposed builds for after that being an AIM goon, the Hulk, Wolverine & Batroc the Leaper.

Is the AIM guy based out of Numeria?

I'm not too knowledgeable regarding the official Pathfinder setting, but I guess so?

I mean, they sound a lot like the Technic League...?


my curiosities...

0. Stan Lee
1. Swamp-Thing / Man Thing
2. Hobgoblin / Green Goblin (arcane crafter/alchemist or techomancer)
3. Vision / ultron (android)
4. Iron Man (Synthsist or Golem Crafter Caster) hmmm, or both in one... crap.
5. Psylocke (soulknife) meh
6. carnage / venom / various symbiotes, (easy. Synthsist)
7. Mister Fantastic
8. Black Cat/Widow (ninja [rogue]/witch,
9. nightcrawler
10. yondu


Zonugal wrote:
Combat Monster wrote:
Zonugal wrote:

Thanks for the support folks!

I'm currently working on the Punisher with my proposed builds for after that being an AIM goon, the Hulk, Wolverine & Batroc the Leaper.

Is the AIM guy based out of Numeria?

I'm not too knowledgeable regarding the official Pathfinder setting, but I guess so?

I mean, they sound a lot like the Technic League...?

Indeed!


"They laugh at the law. The rich ones who buy it and twist it to their whims. The other ones, who have nothing to lose, who don't care about themselves, or other people. All the ones who think they're above the law, or outside it, or beyond it. They know all the law is good for is to keep good people in line. And they all laugh. They laugh at the law. But they don't laugh at me."

The Punisher
Middle-Aged Human ‘Trapper’ Ranger 2/’Snakebite Stalker’ Brawler 2/Stalker 3
CN Medium humanoid (human)
Init +4; Senses Perception +9
DEFENSE
AC 14, touch 14, flat-footed 10 (+0 armor, +4 Dex)
hp 60 (7d10+14)
Fort +11, Ref +13, Will -1
Defensive Abilities Defensive Strategist Trait
OFFENSE
Speed 30 ft.
Melee Unarmed Strike +7/+/+2 (1d6+2/20x2; bludgeoning)
Melee Knife +7/+7/+2 (1d4+3/19-20x3; 10ft.; slashing)
Ranged Knife +10/+10/+5 (1d4+4/19-20x3; 10ft.; slashing)
Ranged Pistol +10/+10/+8 (1d8+1/x4; 20ft.; bludgeoning & piercing)
Ranged Musket +12/+7 (1d12+1/x4; 40ft.; bludgeoning & piercing)
Special Attacks Sneak Attack (+2d6)
STATISTICS
Str 14, Dex 18, Con 14, Int 12, Wis 9, Cha 9
Base Atk +7; CMB +9; CMD 23
Feats Point Blank Shot [1st], Precise Shot [Human], Rapid Reload (Pistol) [Ranger2], Quick Draw [3rd], Shadow Strike [Brawler2], Rapid Shot [5th], Deadly Aim [Slayer2], & Learn Ranger Trap (Snare Trap) [7th]
Skills Acrobatics +10 (3 ranks +4 dex +3 bonus), Climb +6 (1 rank +2 str +3 bonus), Craft (Alchemy) +11 (7 ranks +1 int +3 bonus), Disable Device +13 (5 ranks +4 dex +3 bonus +1 trapfinding bonus), Escape Artist +8 (1 rank +4 dex +3 bonus), Heal +3 (1 rank -1 wis +3 bonus), Intimidate +9 (7 ranks -1 cha +3 bonus), Knowledge (Dungeoneering) +5 (1 rank +1 int +3 bonus), Knowledge (Geography) +5 (1 rank +1 int +3 bonus), Knowledge (Local) +8 (4 ranks +1 int +3 bonus), Knowledge (Nature) +5 (1 rank +1 int +3 bonus), Perception +9 (7 ranks -1 wis +3 bonus), Sense Motive +5 (3 ranks -1 wis +3 bonus), Stealth +14 (7 ranks +4 dex +3 bonus), Survival +7 (5 ranks -1 wis +3 bonus) & Swim +6 (1 rank +2 str +3 bonus)
Languages Common
Traits Defensive Strategist & River Rat
SQ Favored Enemy (Humans; +2), Track (+2), Wild Empathy (+1), Trapfinding (+1), Brawler’s Cunning, Martial Training, Unarmed Strike, Sneak Attack (+2d6), Brawler’s Flurry, Studied Target (+1) & Slayer Talents (Ranger Combat Style: Deadly Aim)

Character Traits
Defensive Strategist: You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
River Rat: You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

The Punisher with Magic Items & Wealth:

The Punisher
Middle-Aged Human ‘Trapper’ Ranger 2/’Snakebite Stalker’ Brawler 2/Stalker 3
CN Medium humanoid (human)
Init +4; Senses Perception +9
DEFENSE
AC 23, touch 15, flat-footed 18 (+7 armor, +4 Dex, +1 natural armor bonus, +1 deflection bonus)
hp 60 (7d10+14)
Fort +12, Ref +14, Will +0
Defensive Abilities Defensive Strategist Trait
OFFENSE
Speed 30 ft.
Melee Unarmed Strike +7/+/+2 (1d6+2/20x2; bludgeoning)
Melee Knife +7/+7/+2 (1d4+3/19-20x3; 10ft.; slashing)
Ranged Knife +10/+10/+5 (1d4+4/19-20x3; 10ft.; slashing)
Ranged Pistol +10/+10/+8 (1d8+1/x4; 20ft.; bludgeoning & piercing)
Ranged Musket +12/+7 (1d12+1/x4; 40ft.; bludgeoning & piercing)
Special Attacks Sneak Attack (+2d6)
STATISTICS
Str 14, Dex 18, Con 14, Int 12, Wis 9, Cha 9
Base Atk +7; CMB +9; CMD 23
Feats Point Blank Shot [1st], Precise Shot [Human], Rapid Reload (Pistol) [Ranger2], Quick Draw [3rd], Shadow Strike [Brawler2], Rapid Shot [5th], Deadly Aim [Slayer2], & Learn Ranger Trap (Snare Trap) [7th]
Skills Acrobatics +10 (3 ranks +4 dex +3 bonus), Climb +6 (1 rank +2 str +3 bonus), Craft (Alchemy) +11 (7 ranks +1 int +3 bonus), Disable Device +13 (5 ranks +4 dex +3 bonus +1 trapfinding bonus), Escape Artist +8 (1 rank +4 dex +3 bonus), Heal +3 (1 rank -1 wis +3 bonus), Intimidate +9 (7 ranks -1 cha +3 bonus), Knowledge (Dungeoneering) +5 (1 rank +1 int +3 bonus), Knowledge (Geography) +5 (1 rank +1 int +3 bonus), Knowledge (Local) +8 (4 ranks +1 int +3 bonus), Knowledge (Nature) +5 (1 rank +1 int +3 bonus), Perception +9 (7 ranks -1 wis +3 bonus), Sense Motive +5 (3 ranks -1 wis +3 bonus), Stealth +14 (7 ranks +4 dex +3 bonus), Survival +7 (5 ranks -1 wis +3 bonus) & Swim +6 (1 rank +2 str +3 bonus)
Languages Common
Traits Defensive Strategist & River Rat
SQ Favored Enemy (Humans; +2), Track (+2), Wild Empathy (+1), Trapfinding (+1), Brawler’s Cunning, Martial Training, Unarmed Strike, Sneak Attack (+2d6), Brawler’s Flurry, Studied Target (+1) & Slayer Talents (Ranger Combat Style: Deadly Aim)
Equipment +1 Agile Mithral Breastplate, 60 Alchemical Cartridges, Amulet of Natural Armor (+1), Burst Jar, Caltrops, Cauldron of Brewing, Cloak of Resistance (+1), 10 Daggers, Endless Bandolier, Flash Powder, 3 Fuse Grenades, Gunsmith’s Kit, 5 Iron Pellet Grenades, Masterwork Musket, Oil of Silence, Masterwork Pistol, 5 Potions of Cure Light Wounds, 5 Potions of Infernal Healing, Potion of Owl’s Wisdom, 5 Potions of Shield, Ring of Protection (+1), Shard Gel, Smoke Pellet, Thunderstone & 4,238 gp left.

Character Traits
Defensive Strategist: You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
River Rat: You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.


Pathfinder Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

I wish you good luck in your endeavors.

It may be simpler to just create a new system to allow for tremendous powers in play. Most superhero systems that replicate comic book battles are a curve, rather than linear system. Linear systems break down when a character that lifts thousands of tons punches a villain. The damage dice would take all night to count.

A curve system allows such characters to life vast amounts of weight, yet mathematically cushions things to an easy number or roll to calculate when damage is required.

The trade off is that most curve hero systems can't replicate "super normal" very well (Batman, Green Arrow, Hawkeye, Punisher, etc.) as they are under the same blanket of feats as the super powered characters.

The old Marvel Super Heroes system, DC heroes, villains and vigilantes (champions) are good systems. GURPS is good at trying (though you need the specialized sourcebook for it). Palladium's Heroes Unlimited tried and fell short. All d20 attempts also tried, yet falls short of the cosmically powered level heroes (silver surfer, and superman for example).


And here an basic npc for the other folks to beat up!

A.I.M. Soldier
Human ‘Grenadier’ Alchemist 2
NE Medium humanoid (human)
Init +2; Senses Perception +4
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 17 (2d8+4)
Fort +4, Ref +5, Will -1
OFFENSE
Speed 30 ft.
Melee Dagger +1 (1d4+0/19-20x2; bludgeoning)
Ranged Pistol +4 (1d6+1/x4; 20ft.; bludgeoning & piercing)
Ranged Bomb +4 (1d6+5/x4; 30ft.; fire)
Special Attacks Bomb (1d6; Precise & Explosive)
Extracts Prepared (CL 6th; concentration +6)
1st— Crafter’s Fortune, Cure Light Wounds & Shield
STATISTICS
Str 10, Dex 14, Con 12, Int 18, Wis 8, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Point Blank Shot [1st], Gunsmithing [Human], Martial Weapon Proficiencies (Firearms) [Alchemist1], & Throw Anything [Alchemist1]
Skills Craft (Alchemy) +8 (1 rank +4 int +3 bonus), Craft (Armor) +4 (1 rank +4 int +3 bonus), Craft (Traps) +8 (1 rank +4 int +3 bonus), Craft (Weapons) +8 (1 rank +4 int +3 bonus), Disable Device +7 (2 ranks +2 dex +3 bonus), Knowledge (Arcana) +9 (2 ranks +4 int +3 bonus), Knowledge (Engineering) +5 (1 rank +4 int), Knowledge (Nature) +9 (2 ranks +4 int +3 bonus), Perception +4 (2 ranks -1 wis +3 bonus), Stealth +3 (1 rank +2 dex), Spellcraft +9 (2 ranks +4 int +3 bonus) and Use Magic Device +4 (2 ranks -1 cha +3 bonus)
Languages Common
SQ Alchemy, Bomb (6/day; DC 15; 1d6), Mutagen, Discovery (Explosive Bombs, Precise Bombs), & Alchemical Weapon.
Equipment 20 Alchemist Cartridges, Alchemist’s Kit, Black Powder Kit, Chain Shirt, Dagger, Pistol & 192.2 gp left.


Inspired by the latest Marvel film, here's the star spangled man himself!

"Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — 'No, you move.'"

Captain America
Human ‘Trapper’ & ‘Toxophilite’ Ranger 1/’Mutagenic Mauler’ & ‘Shield Champion’ Brawler 7/Chevalier 3
LG Medium humanoid (human)
Init +3; Senses Perception +15
DEFENSE
AC 13, touch 13, flat-footed 10 (+0 armor, +3 Dex)
hp 109 (11d10+39)
Fort +12, Ref +11, Will +5
Defensive Abilities
Immunity to Fear & Poison
OFFENSE
Speed 30 ft.
Melee Heavy Shield +12/+12/+7/+2 (1d8+3/x2; 10 ft., bludgeoning)
Melee Unarmed Strike +12/+12/+7/+2 (1d8+4/x2; bludgeoning)
Ranged Heavy Shield +13/+13/+8/+3 (1d8+3/x2; 10 ft., bludgeoning)
Ranged Pistol +15 (1d8/x4; 20ft.; bludgeoning & piercing)
Special Attacks Knockout (1/day; DC 16), Smite Evil (1/day; +1 to atk & +11 to dmg)
STATISTICS
Str 16, Dex 16, Con 16, Int 12, Wis 12, Cha 12
Base Atk +11; CMB +14; CMD 27
Feats Improved Shield Bash [1st], Point Blank Shot [Human], Precise Shot [3rd], Power Attack [Brawler2], Dragon Style [5th], Two-Weapon Fighting [Brawler 5], Shield Slam [7th], Deadly Aim [9th] & Shield Master [11th]
Skills Acrobatics +16 (10 ranks +3 dex +3 bonus), Climb +7 (1 rank +3 str +3 bonus), Diplomacy +10 (6 ranks +1 cha +3 bonus), Disable Device +12 (5 ranks +3 dex +3 bonus +1 trapfinding), Escape Artist +10 (4 ranks +3 dex +3 bonus), Heal +5 (1 rank +1 wis +3 bonus), Intimidate +5 (1 rank +1 cha +3 bonus), Knowledge (Dungeoneering) +5 (1 rank +1 int +3 bonus), Knowledge (Geography) +5 (1 rank +1 int +3 bonus), Knowledge (Local) +10 (6 ranks +1 int +3 bonus), Knowledge (Nature) +5 (1 rank +1 int +3 bonus), Knowledge (Nobility) +2 (1 rank +1 int), Perception +15 (11 ranks +1 wis +3 bonus), Ride +7 (1 rank +3 dex +3 bonus), Sense Motive +10 (6 ranks +1 wis +3 bonus), Stealth +17 (11 ranks +3 dex +3 bonus), Survival +5 (1 rank +1 wis +3 bonus) & Swim +7 (1 rank +3 str +3 bonus)
Languages Common
Traits Awakened from Stasis & Strong Arm, Supple Wrist
SQ Arrow-Splitter, Favored Enemy (Humans; +2), Trapfinding (+1), Brawler’s Cunning, Martial Training, Mutagen (70 minutes); Unarmed Strike, Brawler’s Flurry, Throw Shield, Beastmorph, Returning Shield, Close Weapon Mastery, Aura of Courage, Recklessness (+3), Controlled Charge, & Stubborn Mind.

Character Traits
Awakened from Stasis: As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.
Strong Arm, Supple Wrist: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown.

Captain America with Buffs & Items:

Captain America
Human ‘Trapper’ & ‘Toxophilite’ Ranger 1/’Mutagenic Mauler’ & ‘Shield Champion’ Brawler 7/Chevalier 3
LG Medium humanoid (human)
Init +4; Senses Perception +15, Low-Light Vision
DEFENSE
AC 32, touch 16, flat-footed 28 (+7 armor, +4 Dex, +5 shield, +2 deflection, +4 natural armor)
hp 120 (11d10+50)
Fort +15, Ref +14, Will +7
Defensive Abilities
Immunity to Fear & Poison
OFFENSE
Speed 40 ft.
Melee Heavy Shield +20/+20/+15/+10 (1d8+13/x2; 10 ft., bludgeoning)
Melee Unarmed Strike +15/+15/+10/+5 (1d8+11/x2; bludgeoning)
Ranged Heavy Shield +21/+21/+16/+11 (1d8+11/x2; 10 ft., bludgeoning)
Ranged Pistol +16 (1d8/x4; 20ft.; bludgeoning & piercing)
Special Attacks Knockout (1/day; DC 19), Smite Evil (1/day; +1 to atk & +11 to dmg)
STATISTICS
Str 22, Dex 18, Con 18, Int 12, Wis 12, Cha 12
Base Atk +11; CMB +17; CMD 31
Feats Improved Shield Bash [1st], Point Blank Shot [Human], Precise Shot [3rd], Power Attack [Brawler2], Dragon Style [5th], Two-Weapon Fighting [Brawler 5], Shield Slam [7th], Deadly Aim [9th] & Shield Master [11th]
Skills Acrobatics +17 (10 ranks +4 dex +3 bonus), Climb +10 (1 rank +6 str +3 bonus), Diplomacy +10 (6 ranks +1 cha +3 bonus), Disable Device +13 (5 ranks +4 dex +3 bonus +1 trapfinding), Escape Artist +11 (4 ranks +4 dex +3 bonus), Heal +5 (1 rank +1 wis +3 bonus), Intimidate +5 (1 rank +1 cha +3 bonus), Knowledge (Dungeoneering) +5 (1 rank +1 int +3 bonus), Knowledge (Geography) +5 (1 rank +1 int +3 bonus), Knowledge (Local) +10 (6 ranks +1 int +3 bonus), Knowledge (Nature) +5 (1 rank +1 int +3 bonus), Knowledge (Nobility) +2 (1 rank +1 int), Perception +15 (11 ranks +1 wis +3 bonus), Ride +8 (1 rank +4 dex +3 bonus), Sense Motive +10 (6 ranks +1 wis +3 bonus), Stealth +18 (11 ranks +4 dex +3 bonus), Survival +5 (1 rank +1 wis +3 bonus) & Swim +10 (1 rank +6 str +3 bonus)
Languages Common
Traits Awakened from Stasis & Strong Arm, Supple Wrist
SQ Arrow-Splitter, Favored Enemy (Humans; +2), Trapfinding (+1), Brawler’s Cunning, Martial Training, Mutagen (70 minutes); Unarmed Strike, Brawler’s Flurry, Throw Shield, Beastmorph, Returning Shield, Close Weapon Mastery, Aura of Courage, Recklessness (+3), Controlled Charge, & Stubborn Mind.
[b]Equipment
Amulet of Natural Armor (+2), Lesser Belt of Mighty Hurling, Belt of Physical Might (+2), +1 Lightly Fortified Mithral Breastplate, Cloak of Resistance (+2), 10 Paper Alchemical Cartridges, Pistol, 4 Potions of Cure Light Wounds (CL 1), Potion of Lesser Restoration (CL 3), 4 Potions of Protection from Evil (CL 1), Ring of Protection (+2), +5 Adamantine Heavy Steel Shield & 1000 gp left over.

Character Traits
Awakened from Stasis: As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.
Strong Arm, Supple Wrist: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown.


LazarX wrote:


The D20 system has it's merits, but D20 based games simply can't accomodate characters whose power levels range from Aunt May to Galactus.

Mutants and Masterminds seems to do a half-decent job of it.


Good stuff, Zonugal.


Clinton Boomer's Marvel Pathfinder Setting needs to be mentioned here...


Does anybody know of a Vision build?


Glomgnar wrote:
Does anybody know of a Vision build?

You could probably do him justice with a build like:

Android 'Cross-blooded' Sorcerer 20 with both the Impossible & Sage bloodlines.


I'd consider the Nanite bloodline too

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

For threads like this.. this is mandatory reading.

Empire of M, Holdings of Emperor Erik Magnus the Red

- sits upon his iron throne, dead but dreaming -

It is said that no blade of steel or gun forged by man can be brought into the throne-room of Magnus, lest it turn against it’s wielder, and that none wearing armor can survive against the dead stare of the Red Emperor.


I like these, it gives me alot of ideas for the superhero/pathfinder (Superpath) system I am working on. An example is here:
Superpath Examples: Wolverine and Nightcrawler

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

More from The Age of Strange: While a lot of folks have been talking about Pathfindering Avengers, very little attention has been paid about building a Pathfinder world suitable for them. Think of Clinton Boomer's effort as another take at Elseworlds, A Marvel Universe transformed by the Ages of Change into something that operates more like a Pathfinder world.

Morlock is the generic term for non-human.

Classes:

Alchemist - primarily from the Pym Collegium, although the explosive sciences of alchemy are practiced elsewhere, including by the Shield, by insane worshipers of the Hulk, and in Latveria.

Barbarian - all too common amongst the Saber-Tooth Men of the Savage Lands, the Asgard-worshipping humans of the Holds of Broxton also employ great rage in their fighting styles.

Bard - a rare form of magic, it is known as an art practiced by the Devils Who Dare, amongst others; some morlocks have the gift for it.

Cavalier - the Ghost-Riders, the Paladins of Omyrka, certain of the Iron Masks of Doom, the Quicksilver Blades and Juggernauts of M, and others belong to cavalier orders.

Channelers (AKA ‘Clerics’) - the rarest of spell-casters, these faithful can channel pure positive and negative energy.

Druid - common in the Savage Lands

Fighter - the most common class

Gunslinger - second most-common class

Inquisitor - hunters of the Bloodstone Family, many Furies of The Shield and others

Magus - incredibly rare warriors trained either by the Sorcerer Supreme or by the Green Wizards of Doom.

Monk - the Hawkeye academy famously produces Zen Archers; members of the Devils Who Dare, the Iron Fists, the Red Spiders and many other warriors dabble in the martial forms of the strange monastic orders called the Watchers of Infinity, now banished from the city.

[New Feat: Unarmored Combatant]

If you have taken at least one level of Monk, your unarmored bonus to AC, Fast Movement, Slow Fall and High Jump are calculated by character level instead of by Monk class level. These benefits are lost if you wear armor or carry a medium or heavy load.

[/end Sidebar]

Oracle - a form of morlock

Paladin - most serve the memory of the shield-bearing Paladin Omyrka, the warrior who carried no blade, although there are some devoted to other causes.

Ranger - most common in the Savage Lands

Rogue - the third-most common class

Sorcerer - a form of morlock

Summoner - most often associated with those obedient to Dromammu, training in this art can be given by many spirits.

Witch - primarily composed of morlocks trained by the Scarlet Witches

Wizard - arcane studies taught by the Sorcerer Supreme and by many former students of the Sanctum Sanctorum including Amadeus Cho and the Green Wizards of Doom.

Silver Crusade

Having talked with Mr. Boomer a lot about the Pathfinder Marvels: Age of Strange setting, I can say that the major source of inspiration for it is the Marvel 1602 limited series done by Neil Gaiman and Andy Kubert. This Earth (designated as 311) is in the Elizabethan era when the superheroes begin to appear earlier than they would have (by 400 years or so). Using that as a basis makes it easier to do superheroes that are closer to what would be found in something like Pathfinder or D&D. The Fantastic Four become the Four from the ship Fantastick, explorers who gained powers after encountering a strange vortex while at sea (sounds like an adventuring party to me), while Stephen Strange is the court magician of Her Majesty Queen Elizabeth I. Mutants are referred to as the witchbreed and they are persecuted by Grand Inquisitor Enrique, head of a "Brotherhood Of Those Who Will Inherit The World" and is assisted by Sister Wanda and Petros. The Savage Land is in fact the New World. And there's more that can serve as inspiration to make Marvel-inspired characters for a fantasy setting.
My first taste of this sort of thing came about, oddly enough, as a result of a two-part X-Men story involving the Hyborean sorcerer Kulan Gath and an attempt to gain revenge on Spider-Man (who had previously thwarted him) by possessing someone who'd came across his amulet in "our" time and then transforming all of Manhattan so that it resembled "his" time. All sorts of fun could be had with something like that with Pathfinder.


I wanted to knock this one out for a while, as its a fairly requested build.

I give you, the big guy...

"Don't make me...angry. You wouldn't like me when I'm angry."

Bruce Banner
Human ‘Beastmorph’ Alchemist 8/’Monk of the Empty Hand’ Monk 1/ ‘Beastmorph’ Alchemist 4/Master Chymist 7
NG Medium humanoid (human)
Init +2; Senses Perception +22
DEFENSE
AC 12, touch 12, flat-footed 10 (+0 armor, +2 Dex)
hp 223 (13d8+78/7d10+35)
Fort +19, Ref +16, Will +8
Defensive Abilities Light Fortification
Immunity to Cold, Nonlethal Damage, Paralysis & Sleep
OFFENSE
Speed 30 ft.
Melee Unarmed Strike +14/+14/+9/+4/-1 (1d6+4/x2; bludgeoning)
Ranged Bomb +18/+13/+8/+3 (10d6+4/x2; 20 ft., cold)
Special Attacks Bomb (16/day; DC 20), Flurry of Blows (-2), Stunning Fist (1/day; DC 19)
Formulas Prepared (CL 17th; concentration +21)
6th— Giant Form I & Heal
5th— Ancestral Memory, Delayed Consumption, Planar Adaption & Resurgent Transformation
4th— Caustic Blood, Death Ward, Dragon’s Breath, Freedom of Movement & Fluid Form
3rd—Haste, Heroism, Nondetection, Protection from Energy, Rage & Thorn Body
2nd— Ablative Barrier, Animal Aspect, Bull’s Strength, Ironskin, Resist Energy & Lesser Restoration
1st— Ant Haul, Crafter’s Fortune, Endure Elements, Jump, Long Arm & Shield
STATISTICS
Str 10, Dex 14, Con 20, Int 19, Wis 8, Cha 8
Base Atk +16; CMB +16; CMD 28
Feats Power Attack [1st], Improved Bull Rush [Human], Brew Potion [Alchemist 1], Throw Anything [Alchemist 1], Intimidating Prowess [3rd], Master Craftsman [5th], Craft Wondrous Item [7th], Improved Unarmed Strike [Monk1], Catch Off-Guard [Monk1], Stunning Fist [Monk1], Pummeling Style [9th], Cornugon Smash [12th], Improved Sunder [15th], Dazing Assault [17th] & Awesome Blow [19th]
Skills Acrobatics +25 (20 ranks +2 dex +3 bonus), Climb +7 (4 ranks +0 str +3 bonus), Craft (Alchemy) +20 (11 ranks +4 int +3 bonus +2 master craftsman bonus), Disable Device +16 (11 ranks +2 dex +3 bonus), Disguise +4 (5 ranks -1 cha), Heal +13 (11 ranks -1 wis +3 bonus), Intimidate +22 (20 ranks -1 cha +3 bonus), Knowledge (Arcana) +18 (11 ranks +4 int +3 bonus), Knowledge (Dungeoneering) +8 (1 rank +4 int +3 bonus), Knowledge (Engineering) +9 (5 ranks +4 int), Knowledge (History) +8 (1 rank +4 int +3 bonus), Knowledge (Nature) +17 (10 ranks +4 int +3 bonus), Knowledge (Religion) +8 (1 rank +4 int +3 bonus), Perception +22 (20 ranks -1 wis +3 bonus), Spellcraft +18 (11 ranks +4 int +3 bonus), Stealth +13 (8 ranks +2 dex +3 bonus), Survival +3 (1 rank -1 wis +3 bonus), Swim +7 (4 ranks +0 str +3 bonus) & Use Magical Device +13 (11 ranks -1 cha +3 bonus)
Languages Common
Traits Accelerated Drinker & Carefully Hidden
SQ Alchemy, Mutagen, Discovery (Precise Bombs, Preserve Organs, Frost Bombs, Fast Bombs, Mummification & Greater Mutagen), Poison Use, Beastmorph Mutagen, Improved Beastform Mutagen, AC Bonus, Flurry of Blows, Unarmed Strike, Stunning Fist (1/day; DC 19), Greater Beastform Mutagen, Mutagenic Form, Mutate (3/day; 170 minutes), Advanced Mutagen (Evasion, Growth Mutagen & Grand Mutagen), & Brutality (+4)

Character Traits
Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

Formulas Prepared
1st-level
Ant Haul: Triples carrying capacity of a creature.
Crafter’s Fortune: Subject gains +5 on next Craft check.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Endure Elements: Exist comfortably in hot or cold regions.
Jump: Subject gets bonus on Acrobatics checks.
Long Arm: Your arms lengthen, giving you extra reach.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
2nd-level
Ablative Barrier: Surrounds the target with layers of force.
Animal Aspect: You gain some of the beneficial qualities of an animal.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Ironskin: Your skin hardens and takes on the color and texture of rough iron.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3rd-level
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Nondetection: Hides subject from divination, scrying.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Thorn Body: Those attacking you take 1d6+1 damage/level.
4th-level
Caustic Blood: Any time you take piercing or slashing damage, a spray of acidic blood spurts from your body in a 10-foot line, in the direction of the opponent who inflicted the wound, dealing 1d6 points of acid damage per caster level (maximum 15d6, Reflex half). This damages the first creature or object it touches, with no splash damage.
Death Ward: Grants bonuses against death spells and negative energy.
Dragon’s Breath: Gives you a dragon's breath weapon.
Freedom of Movement: Subject moves normally despite impediments to movement.
Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water.
5th-level
Ancestral Memory: Gain insight into current situation.
Delayed Consumption: Extract doesn't come into effect until you want it to.
Planar Adaption: Resist harmful effects of one plane.
Resurgent Transformation: Gain second wind when close to death.
6th-level
Giant Form I: Turns you into a Large giant.
Heal: Cures 10 points/level damage, all diseases and mental conditions.

Bruce Banner with Buffs & Items a.k.a. THE HULK!:

"HULK SMASH!!!!"

The Hulk
Human ‘Beastmorph’ Alchemist 8/’Monk of the Empty Hand’ Monk 1/ ‘Beastmorph’ Alchemist 4/Master Chymist 7
CN Large humanoid (human, water)
Init +6; Senses Perception +23; Low-Light Vision, Darkvision (60ft.), Tremorsense 20 ft.
DEFENSE
AC 43, touch 20, flat-footed 30 (+8 armor, +6 Dex, +5 deflection +1 class bonus +11 natural armor +4 shield bonus +1 dodge bonus -2 rage penalty -1 size penalty)
hp 263+100 temporary (13d8+169/7d10+84); Regeneration 5 (Fire & Acid)
Fort +33, Ref +28, Will +16
Defensive Abilities Light Fortification, Evasion, DR 10/Slashing
Immunity to Cold, Energy Drain, Negative Energy Effects, Nonlethal Damage, Paralysis & Sleep
OFFENSE
Speed 60 ft., Climb (90ft.), Swim (90 ft.)
Size/Reach 10 ft./20 ft.
Melee Unarmed Strike +30/+30/+30/+25/+20/+15 (3d6+18+1d6 acid +1d6 piercing/x2; bludgeoning)
Ranged Bomb +24/+24/+19/+14/+9 (10d6+6/x2; 20 ft., cold)
Special Attacks Bomb (18/day; DC 19), Flurry of Blows (-2), Stunning Fist (1/day; DC 18), Rend (2d6), Grab, Pounce
Formulas Prepared (CL 17th; concentration +22)
6th— Giant Form I & Heal
5th— Ancestral Memory, Delayed Consumption, Planar Adaption & Resurgent Transformation
4th— Caustic Blood, Death Ward, Dragon’s Breath, Freedom of Movement & Fluid Form
3rd— Haste, Heroism, Nondetection, Protection from Energy, Rage & Thorn Body
2nd— Ablative Barrier, Animal Aspect, Bull’s Strength, Cat’s Grace, Ironskin, & Resist Energy
1st— Ant Haul, Crafter’s Fortune, Cure Light Wounds, Endure Elements, Jump, Long Arm & Shield
STATISTICS
Str 30, Dex 22, Con 35, Int 20, Wis 6, Cha 6
Base Atk +16; CMB +27; CMD 43
Feats Power Attack [1st], Improved Bull Rush [Human], Brew Potion [Alchemist 1], Throw Anything [Alchemist 1], Intimidating Prowess [3rd], Master Craftsman [5th], Craft Wondrous Item [7th], Improved Unarmed Strike [Monk1], Catch Off-Guard [Monk1], Stunning Fist [Monk1], Pummeling Style [9th], Cornugon Smash [12th], Improved Sunder [15th], Dazing Assault [17th] & Awesome Blow [19th]
Skills Acrobatics +29 [+71 for jumping] (20 ranks +6 dex +3 bonus +30 to jumping +12 racial bonus to jumping +2 morale bonus), Climb +19 (4 ranks +10 str +3 bonus +2 morale bonus), Craft (Alchemy) +23 (11 ranks +5 int +3 bonus +2 master craftsman bonus +2 morale bonus), Disable Device +22 (11 ranks +6 dex +3 bonus +2 morale bonus), Disguise +5 (5 ranks -2 cha +2 morale bonus), Heal +14 (11 ranks -2 wis +3 bonus +2 morale bonus), Intimidate +37 (20 ranks -2 cha +10 str +3 bonus +4 competence bonus +2 morale bonus), Knowledge (Arcana) +21 (11 ranks +5 int +3 bonus +2 morale bonus), Knowledge (Dungeoneering) +11 (1 rank +5 int +3 bonus +2 morale bonus), Knowledge (Engineering) +12 (5 ranks +5 int +2 morale bonus), Knowledge (History) +11 (1 rank +5 int +3 bonus +2 morale bonus), Knowledge (Nature) +20 (10 ranks +5 int +3 bonus +2 morale bonus), Knowledge (Religion) +11 (1 rank +5 int +3 bonus +2 morale bonus), Perception +23 (20 ranks -2 wis +3 bonus +2 morale bonus), Spellcraft +21 (11 ranks +5 int +3 bonus +2 morale bonus), Stealth +15 (8 ranks +6 dex +3 bonus +2 morale bonus -4 size penalty), Survival +4 (1 rank -2 wis +3 bonus +2 morale bonus), Swim +27 (4 ranks +10 str +3 bonus +2 morale bonus +8 racial bonus) & Use Magical Device +14 (11 ranks -2 cha +3 bonus +2 morale bonus)
Languages Common
Traits Accelerated Drinker & Carefully Hidden
SQ Alchemy, Mutagen, Discovery (Precise Bombs, Preserve Organs, Frost Bombs, Fast Bombs, Mummification & Greater Mutagen), Poison Use, Beastmorph Mutagen, Improved Beastform Mutagen, AC Bonus, Flurry of Blows, Unarmed Strike, Stunning Fist (1/day; DC 18), Greater Beastform Mutagen, Mutagenic Form, Mutate (3/day; 170 minutes), Advanced Mutagen (Evasion, Growth Mutagen & Grand Mutagen), & Brutality (+4)
Equipment Admixture Vial, +4 Amulet of Mighty Fists (with Ghost-Touch), Belt of Stoneskin, +5 Book of Manuel Health, +8 Bracers of Armor, Cauldron of Brewing, +5 Cloak of Resistance, Crown of Conquest, Deliquescent Gloves, Monk’s Robe, +5 Ring of Protection, Sipping Jacket, +3 Tome of Clear Thought, Tremor Boots & 356,700 gp left.

Character Traits
Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

Formulas Prepared
1st-level
Ant Haul: Triples carrying capacity of a creature.
Crafter’s Fortune: Subject gains +5 on next Craft check.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Endure Elements: Exist comfortably in hot or cold regions.
Jump: Subject gets bonus on Acrobatics checks.
Long Arm: Your arms lengthen, giving you extra reach.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
2nd-level
Ablative Barrier: Surrounds the target with layers of force.
Animal Aspect: You gain some of the beneficial qualities of an animal.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Ironskin: Your skin hardens and takes on the color and texture of rough iron.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3rd-level
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Nondetection: Hides subject from divination, scrying.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Thorn Body: Those attacking you take 1d6+1 damage/level.
4th-level
Caustic Blood: Any time you take piercing or slashing damage, a spray of acidic blood spurts from your body in a 10-foot line, in the direction of the opponent who inflicted the wound, dealing 1d6 points of acid damage per caster level (maximum 15d6, Reflex half). This damages the first creature or object it touches, with no splash damage.
Death Ward: Grants bonuses against death spells and negative energy.
Dragon’s Breath: Gives you a dragon's breath weapon.
Freedom of Movement: Subject moves normally despite impediments to movement.
Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water.
5th-level
Ancestral Memory: Gain insight into current situation.
Delayed Consumption: Extract doesn't come into effect until you want it to.
Planar Adaption: Resist harmful effects of one plane.
Resurgent Transformation: Gain second wind when close to death.
6th-level
Giant Form I: Turns you into a Large giant.
Heal: Cures 10 points/level damage, all diseases and mental conditions.

The Exchange

At first I sighed & rolled my eyes, with the ancient mantra of "you can't do it, the genres aren't right, the rules are too vague, the powers not flexible enough."

But that's my old Marvelphile knee-jerk reaction. This isn't an attempt to "make" powers fit, just a way to transport the essence of the character's power and personality, then rebuild them in the style of Marvel 1602 or the more bizarre What If-? issues.

Now my question is - does the armor mean Dr. Doom has to be a Magus? Because honestly he strikes me as a straight-up Witch getting around that class's defense problems by investing in Arcane Armor Mastery.

"Doom felt a familiar was beneath his dignity! So Doom had its consciousness transferred into Doom's armor! Doom would never have been defeated by that ridiculous Squirrel-Person if his armor had not secretly originally been a squirrel!"


Lincoln Hills wrote:

At first I sighed & rolled my eyes, with the ancient mantra of "you can't do it, the genres aren't right, the rules are too vague, the powers not flexible enough."

But that's my old Marvelphile knee-jerk reaction. This isn't an attempt to "make" powers fit, just a way to transport the essence of the character's power and personality, then rebuild them in the style of Marvel 1602 or the more bizarre What If-? issues.

Now my question is - does the armor mean Dr. Doom has to be a Magus? Because honestly he strikes me as a straight-up Witch getting around that class's defense problems by investing in Arcane Armor Mastery.

"Doom felt a familiar was beneath his dignity! So Doom had its consciousness transferred into Doom's armor! Doom would never have been defeated by that ridiculous Squirrel-Person if his armor had not secretly originally been a squirrel!"

For Dr. Doom (and Magneto) I would disregard the flavor and use the Hell Knight Enforcer prestige class.

Doom might resemble a build like:

Human 'Infernal Binder' Wizard 5/Fighter 1/Hell Knight Enforcer 6
Str 10, Dex 10, Con 12, Int 20, Wis 8, Cha 16


For Doom i'd consider some levels in the technomancer PrC


And Daredevil is basically a Lawful Good Grimlock Brawler.


Asmodeus wrote:
And Daredevil is basically a Lawful Good Grimlock Brawler.

and VMC with Battle Oracle for the blind Curse


Taskmaster: straight up brawler.


IIRC there is a feat or class feature that lets you temporarily copy combat feats of the enemies but maybe I'm wrong


Cap: Shield Champion Brawler, maybe a couple levels in Paladin.

Iron Man: Aegis

Hulk: Hulk has two separate character sheets, one as Bruce Banner, an Alchemist, and one as the Hulk, a Wild Rager Barbarian. He only has access to his current set of abilities in a given form, the others are locked out to him.


Entryhazard wrote:
For Doom i'd consider some levels in the technomancer PrC

I'd personally save the more advanced technology stuff for characters like Cable & Bishop.

Asmodeus wrote:
And Daredevil is basically a Lawful Good Grimlock Brawler.

Oh I have a way more complicated idea for the devil of Hell's Kitchen.


Zonugal wrote:
Entryhazard wrote:
For Doom i'd consider some levels in the technomancer PrC
I'd personally save the more advanced technology stuff for characters like Cable & Bishop.

They are more about cybernetic implants.

Doom is an expert in technology who dabbles in sorcery. His armor is technological and full of gadgets like the lightning fingers.

Also he's infamous for using robot duplicates of him.


Entryhazard wrote:
Zonugal wrote:
Entryhazard wrote:
For Doom i'd consider some levels in the technomancer PrC
I'd personally save the more advanced technology stuff for characters like Cable & Bishop.

They are more about cybernetic implants.

Doom is an expert in technology who dabbles in sorcery. His armor is technological and full of gadgets like the lightning fingers.

Also he's infamous for using robot duplicates of him.

But if I follow this road I have to provide a lot of characters access to those additional rules.

I'd rather keep this domain of adaptations within the realm of magic.

1 to 50 of 58 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / The Marvel Universe; Pathfinder Style All Messageboards

Want to post a reply? Sign in.