Knifer

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Jeez, with those stats you can do anything & be anything you want...

Maybe Bard?

I don't know, I'm too mesmerized by those starting stats.


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So, I just finished this in my other thread:

Captain America:

Zonugal wrote:

"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 +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.


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Hey, while we're discussing Cap and a Shield Champion Brawler build, how do these feats line up for this build?

Captain America
Human ‘Trapper’ & ‘Toxophilite’ Ranger 1/’Mutagenic Mauler’ & ‘Shield Champion’ Brawler 7/Chevalier 3
Str 16, Dex 16, Con 16, Int 12, Wis 12, Cha 12
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]

Any thoughts? Ideas?


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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.


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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!


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How about something like this?

Gambit
Daemon-Spawn Tiefling Myrmidarch Staff-Magus 4/Rogue 2
CG Medium outsider (native)
Init +4; Senses Perception +8 (+9 against traps); Darkvision
DEFENSE
AC 14, touch 14, flat-footed 10 (+0 armor, +4 Dex)
hp 45 (6d8+12)
Fort +6, Ref +8, Will +3
Evasion, Cold Resistance 5, Electricity Resistance 5, Fire Resistance 5
OFFENSE
Speed 30 ft.
Melee Quarterstaff +6 (1d6+2/x2; bludgeoning)
Ranged Playing Card +8 (1d4+2/x2; 20 ft.; piercing)
Special Attacks
Spell Combat, Spell Strike, Sneak Attack +1d6
Magus Spells Prepared (CL 4th; concentration +7)
2nd -- Invisibility & Scorching Ray
1st -- Color Spray, Grease & Shocking Grasp (x2)
0th (at will) -- Acid Splash, Card Trick, Daze & Prestidigitation
STATISTICS
Str 14, Dex 18, Con 14, Int 16, Wis 8, Cha 12
Base Atk +4; CMB +6; CMD 20
Feats Arcane Strike [1st], Quarterstaff Master [Magus1], Throw Anything [3rd], and Deadly Dealer [5th]
Skills Acrobatics +12 (5 ranks +4 dex +3 bonus), Appraise +7 (1 rank +3 int +3 bonus), Bluff +14 (6 ranks +1 cha +3 bonus +4 racial), Diplomacy +10 (6 ranks +1 cha +3 bonus), Disable Device +14 (6 ranks +4 dex +3 bonus +1 trapfinding), Knowledge (Arcana) +7 (1 rank +3 int +3 bonus), Knowledge (Dungeoneering) +7 (1 rank +3 int +3 bonus), Knowledge (Local) +8 (2 ranks +3 bonus +3 bonus), Perception +8 (6 ranks -1 wis +3 bonus +1 trapfinding), Sleight of Hand +12 (5 ranks +4 dex +3 bonus) and Stealth +13 (6 ranks +4 dex +3 bonus)
Languages Common, Abyssal, Infernal +2 more
Traits Strong Arm, Supple Wrist & Two-World Magic (Card Trick)
SQ Beguiling Liar, Darkness, Fiendish Anonymity, Fiendish Resistance, Fiendish Sorcery


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How about something like this?

"It is a big and beautiful world. Most of us live and die in the same corner where we were born and never get to see any of it. I don’t want to be most of us."
Oberyn Martell; the Red Viper of Dorne
Middle-Aged Human Ninja 1/’Lore Warden’ Fighter 5
TN Medium humanoid (human)
Init +3; Senses Perception +9
DEFENSE
AC 13, touch 13, flat-footed 10 (+0 armor, +3 Dex)
hp 59 (1d8+1/5d10+10)
Fort +5, Ref +6, Will +1
OFFENSE
Speed 30 ft.
Melee Guisarme +8 (2d4+4/x3, slashing)
Special Attacks +1d6 Sneak Attack
STATISTICS
Str 12, Dex 16, Con 12, Int 16, Wis 11, Cha 12
Base Atk +5; CMB +8; CMD 21
Feats Combat Reflexes [1st], Vengeance (Story) [Human], Weapon Focus (Guisarme) [Fighter1], Combat Expertise [Fighter2], Improved Trip [Fighter2], Bloody Vengeance [3rd], Weapon Specialization (Guisarme) [Fighter4], and Spear Dancer [5th].
Skills Acrobatics +12 (6 ranks +3 dex +3 bonus), Bluff +6 (2 ranks +1 cha +3 bonus), Craft (Alchemy) +11 (5 ranks +3 int +3 bonus), Diplomacy +7 (3 ranks +1 cha +3 bonus), Intimidate +7 (3 ranks +1 cha +3 bonus), Knowledge (History) +7 (1 rank +3 int +3 bonus), Knowledge (Geography) +7 (1 rank +3 int +3 bonus), Knowledge (Local) +10 (4 ranks +3 int +3 bonus), Knowledge (Nature) +7 (1 rank +3 int +3 bonus), Knowledge (Nobility) +9 (3 ranks +3 int +3 bonus), Perception +9 (6 ranks +0 wis +3 bonus), Perform (Dance) +8 (4 ranks +1 cha +3 bonus), Sense Motive +10 (6 ranks +0 wis +3 bonus +1 trait bonus), Stealth +10 (4 ranks +3 dex +3 bonus) and Swim +5 (1 rank +1 str +3 bonus).
Languages Common & 2 more
Traits World Traveler (Sense Motive) & Strength of the Sun
SQ Poison Use, Maneuver Mastery (+2), Weapon Training (Polearms; +1)

Character Traits
World Traveler (Sense Motive): Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Strength of the Sun: During the day, you gain a +1 trait bonus on all Charisma-based checks.


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ryogowilder wrote:

Sterling Archer

CN 5th-ish level Ranger - Favored Terrain: Danger Zone, Favored Enemy: Humans, Alligators/Crocodiles

Ridiculously high CON to counteract excessive drinking, low WIS, probably high CHA

I might actually look at building him around the Buccaneer archetype for Human Gunslingers.


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samuraixsithlord wrote:

Surprised no one has done Game of Thrones yet.

Tyrion Lannister
CG Male Halfling Aristocrat 4/Rogue (Charlatan) 8/Fighter 1

Joffrey Lannister
CE Male Young Human Aristocrat 2

Cersi Lannister
LE Female Aristocrat 5/Rogue (Spy) 2

Jaime Lannister
LN Male Human Aristocrat 1/Cavalier (Cockatrice) 5/Fighter 10

Tyren Lannister
LE Male Old Human Aristocrat 6/Cavalier 6 (Cockatrice)

I don't know...

I imagine very few people in GoT are anywhere above 4-6 levels.


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Vamptastic wrote:
I don't know what Bullseye would be, but he'd have a DEX of 20. Possibly Gunslinger, mixed with like a knife-specialist Rogue or something like that. Maybe a Ranger with Humans as a favored enemy.

Maybe something like:

Human 'Zen Archer' Monk 2/'Trapper' Ranger 1/Rogue 2

Eh?

Just give him a high dexterity score, Catch-Off Guard & Throw Anything.


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Hmm...

If we were looking at a Superman build using a base of an Angel-Blooded Aasimar Sorcerer (utilizing the Scion of Humanity racial variant to count for Human's favored class option), perhaps the spells known would look like:

0th
* Detect Magic: Detects all spells and magic items within 60 ft.
* Ghost Sound: Figment sounds.
* Mage Hand: 5-pound telekinesis.
* Message: Whisper conversation at distance.
* Open/Close: Opens or closes small or light things.
* Prestidigitation: Performs minor tricks.
* Ray of Frost: Ray deals 1d3 cold damage.
* Read Magic: Read scrolls and spellbooks.
* Resistance: Subject gains +1 on saving throws.
* Spark: Ignites flammable objects.
1st
* Expeditious Retreat: Your base speed increases by 30 ft.
* Grease: Makes 10-ft. square or one object slippery.
* Mage Armor: Gives subject +4 armor bonus.
* Obscuring Mist: Fog surrounds you.
* Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
Stone Fist: Your unarmed strikes are lethal.
2nd
* Burning Gaze: Inflict 1d6 fire damage to creature by looking at it.
* Resist Energy: Ignores first 10 (or more) points of damage per attack * from specified energy type.
* See Invisibility: Reveals invisible creatures or objects.
3rd
* Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

Thoughts?


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I actually think Dr. Victor von Doom would work really well with Hell Knight Enforcer.

Something akin to:
Middle-Aged Human Learned Sorcerer 6/Shogun Samurai 1/Hell Knight Enforcer X
Str 12, Dex 10, Con 12, Int 17, Wis 9, Cha 18