Just saw Avengers. Lets make Hulk!


Conversions

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Name Violation wrote:
The Rot Grub wrote:

I'm curious... how would you emulate Thor's ability to retrieve his hammer from anywhere?

*this is such a fun thread*

Black blade magus?

Intelligent returning weapon?

if nothing else its an epic weapon ability

I would go with the Intelligent returning weapon. If Thor is a Paladin then make it his Bonded Item.


If you want smartest people on Earth in the Marvel Universe.

-Reed Richards
-Peter Parker
-Bruce Banner
-Hank Pym

All of them are off the chart Geniuses and the order I put them in is actually pretty close to the mark. All 4 of them were that smart before they became superhuman. Also with the exception of Reed Richards and Hank Pym none of them got boosts to their intelligence from what they were doing or exposed to.

Tony Stark is a genius but he is not as diverse as the four above. He is focused in engineering and has the capacity to grasp concepts quickly. Now ironically from a combat point of view the smartest/best tacticians are these four.

-Captain America
-Cyclops (Scott Summers)
-Hawkeye
-Cannonball (Sam Guthrie)

I listed the last one because Sam managed to keep his team (X-Force) out of reach of the above teams who at one time or another pursuing them. He learned strategy and tactics under some of the best there are which include Charles Xavier, Magneto, Cable, and Cyclops. Also I like Sam so I am biased only X-man to knock Gladiator of the Shi'ar on his butt which the entire X-men (including Wolverine) couldn't do.


SolidHalow wrote: wrote:

-Reed Richards

-Peter Parker
-Bruce Banner
-Hank Pym

All of them are off the chart Geniuses and the order I put them in is actually pretty close to the mark. All 4 of them were that smart before they became superhuman. Also with the exception of Reed Richards and Hank Pym none of them got boosts to their intelligence from what they were doing or exposed to.

Tony Stark is a genius but he is not as diverse as the four above. He is focused in engineering and has the capacity to grasp concepts quickly. Now ironically from a combat point of view the smartest/best tacticians are these four.

-Captain America
-Cyclops (Scott Summers)
-Hawkeye
-Cannonball (Sam Guthrie)

I'd buy most of that, except that Black Panther belongs in those lists, though I can't say for sure where.

Sauce987654321 wrote: wrote:
Now another way to play with strength: Let's say we have a 20th level barbarian. I'm going to assume that the strength is going to be at 37 from enhancements, inheret, whatever. With rage, now the score is up to 45. If you want to assume that strength surge helps with carrying, which it logically should since you need to make a strength check to move things like a porticullis or rocks (if your buried.) Now that adds plus 20 making it 65. Since the game doesn't offer rules for benching exactly, I'll just guess that it's equivalent to pushing at unfavorable conditions (2.5 times the amount.) Now I'm going to make him large, which is x2 on carrying. That's 1,024,000 pounds for bench pressing. Now what about I'm about to do isn't really hulk related, but now I'm going to make him a 20 barbarian/cleric gestalt. With Might of the Gods from the strength Domain, that's +14 enhancement to strength for strength related things (+14 because we have the +6 already from enhancement.) Let him cast Ant haul as that's x3 carrying now. Strength is now at 79 (still 45 for normal means). Since he's large(x2) plus ant haul (x3) and assuming benching is pushing at unfavorable conditions (2.5x), this comes out to be 21,504,000 pounds benching. Not bad for a pathfinder character.

Not bad for a Pathfinder character, way under powered for Hulk. :)

Here's some examples!

My favorites include:
Lifting 150 billion tons
One punch destroying an asteroid twice the size of Earth
Surviving a direct Nova Burst from the Human Torch

Favorite Not on this list:
Hulk
Makes
Black Bolt
Scream
...and then beats up everybody else

RPG Superstar 2012 Top 16

Peter Parker is definitely NOT on the list of top ten geniuses on earth.

Amadeus Cho, the little supersmart kid, is on there. Banner is on there, Doom is on there, the Panther is on there, Tony Stark is on there (seriously, he can beat Reed Richards at chess). The Leader is probably on there, and so might be the Mad Thinker. Hank Pym might be, but his field is very specialized.

or, as Reed Richards commented, it would probably take him an entire day of uninterrupted research to catch up to Pym's expertise in biochemistry...

I'm not sure who the last two could be. Maybe that one old girlfriend of Reed's, that would put a woman on the list. And maybe Reed's dad.

Now, could Mr. Parker make it onto that list? It's possible...he's got talent.
He also has reflexes fifteen times faster then human, which means he thinks faster then anyone on that list.

However, they've been underplaying Peter Parker for years. C'mon, he didn't even grab the Scarlet SPider's impact webbing or web grenades. He doesn't bother to actually train. He can't drive a car. He doesn't know weapons. He could make a full time living as a science hero, and he's a photographer...sometimes.

Meh. Anytime he really starts getting cool, they pull the plug and reset him to ignorant again.

==Aelryinth


By the way, I figured it out; lifting 150 billion tons over your head (assuming a large creature with Ant Haul) requires a Strength of 205.

It takes 213 Strength without Ant Haul.


So with a 205 str the character would have a str bonus of 97. which is about 50 points past the GM throwing the core rulebook at you, and 40 points past the GM quitting.


Balin wrote:
So with a 205 str the character would have a str bonus of 97. which is about 50 points past the GM throwing the core rulebook at you, and 40 points past the GM quitting.

If the Hulk doesn't make the GM give up, you haven't made the Hulk. :)

The same could be said of Thor too when you consider how powerful he actually is in the Marvel universe. At least the other Avengers are kill-able. The movies are really underplaying the Asgardians.


Balin wrote:
So with a 205 str the character would have a str bonus of 97. which is about 50 points past the GM throwing the core rulebook at you, and 40 points past the GM quitting.

"Puny Game Master!"

Dark Archive

once in a BESM/3.5 gestalt campaign i made a 5th level character with over an 80 str and the throw enemy feat.. only thing i could find published with a higher str was Thor from dieties and Demigods, but he had to have armbands to double his str to do it...

the anaconda grapples you- improvised whip!!!
the triceratops impales you-improvised heavy shield!!
you're too big to fit in the hallway/dorrway-I call B.S. WHats the str check to make is "me" size"


Dragonamedrake wrote:
The Rot Grub wrote:

Cool to see this thread-- I kept thinking during the movie what PF classes the different Avengers would be. Hawkeye would be an arcane archer, Captain America would be some cavalier type maybe. Loki's teleportation ability kind of makes me think the shadowdancer prestige class or ninja might suit him.

Of course, I don't have the rulebooks with me right now so I could be way off.

The hardest would be Iron Man. In 3.5 he would be a Warforge Artificer. In PF the only think I can think of is a Synthesist Summoner. After all he would be cacooned in it like a suit. And you could give him Magical Flight and such.

Maybe a Spellstrike Wizard (the Gun Archtype) 1/ Sythesist Summoner 19.

That way he can shoot rays from his hands (Guns). Have Flight, a ton of NA, Blindsight, SR. That should make a good Iron Man.

It's entirely possibly to do Iron Man with what's available for Pathfinder right now... with a bit of thematic tweaking.

The Aegis is a new Psionics class released in the Unlimited Possibilities book of the Psionics Expanded series, and the long and short of it is basically a psionic version of Iron Man. The suit isn't made of metal, naturally, but with the exception of Iron Man's impressive weaponry arsenal, you can basically get everything you need from it.


Player 1: "Ok so I want to take a few feats and... now stay with me... I want to do a very specific thing."

GM: "Ok, what is it"

Player 1: "So I want something like Throw anything and Improved Grapple... but I want to be able to pick up a NPC... say a Dimi God... and make up to my Base attack in Sunder attempts on the floor with him."

GM: Starts looking for a book.

Player 1: "If your looking at what damage it would do I have worked up a table based on what the floor is made of!"

GM: "No, Im looking for a book I dont mind damaging by flying across the room and slaming into your face."

Player 1: So... thats a maybe?"

Dark Archive

Dragonamedrake wrote:

Player 1: "Ok so I want to take a few feats and... now stay with me... I want to do a very specific thing."

GM: "Ok, what is it"

Player 1: "So I want something like Throw anything and Improved Grapple... but I want to be able to pick up a NPC... say a Dimi God... and make up to my Base attack in Sunder attempts on the floor with him."

GM: Starts looking for a book.

Player 1: "If your looking at what damage it would do I have worked up a table based on what the floor is made of!"

GM: "No, Im looking for a book I dont mind damaging by flying across the room and slaming into your face."

Player 1: So... thats a maybe?"

you want this rage power

Grand Lodge

I was thinking of making an archetype for alchemist to make Banner/Hulk. To me that is the best blend for high Int/high Str trade-off. He would probably lose his bomb ability for something else, maybe improved duration his mutagen, or a triggered mutagen effect, so that it goes from a standard to move to swift to immediate action.

Hmm...


The Rot Grub wrote:
Loki's teleportation ability kind of makes me think the shadowdancer prestige class or ninja might suit him.

Actually Loki never really teleports, speaking from the comics. He is a master illusionist and deceiver. Those are illusionary copies of himself in the city square. The rest of the time he will capture your attention with an illusion of himself and then sneak around behind you with short spurts of invisibility.

He is he god of trickery, mischief, lies and misdirection.

Dark Archive

Aeshuura wrote:

I was thinking of making an archetype for alchemist to make Banner/Hulk. To me that is the best blend for high Int/high Str trade-off. He would probably lose his bomb ability for something else, maybe improved duration his mutagen, or a triggered mutagen effect, so that it goes from a standard to move to swift to immediate action.

Hmm...

this prestige class on a vivisectionist rage chemist, and let the SA stack instead of bomb damage


Name Violation wrote:
you want this rage power

Yup, body bludgeon for a level 14 titan mauler to act as one size category higher.

Dark Archive

this is why i say most super hero characters work best as a gestalt.

also titan mauler is a trap. you ant invulnerable rager for the hulk


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For Iron Man: Dreamscarred has the Aegis (Psionics Expanded- Unlimited Possibilities), who effectively fights in an ectoplasmatic power armor. The Aegis is an intelligence based martial class, you can select a varity of boni for your armour (including strength, con, flight, a ranged attack etc), Knowledge (Engineering), Fly and UMC are Class Skills and you even get some boni on chosen craft skills.
I think it could be relatively useful, though it has some important differences (can be dismissed, can very easily reconfigure it, including the armor type, exists only when used and runs on power points.)
There is no SRD to be found about it, but you can find beta versions and sample views and they are avaible in the development version of Pcgen.
Hope this is helpful.

RPG Superstar 2012 Top 32

WARSMITH

BAB: +¾
Good Saves: Fortitude and Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Craft, Disable Device, Fly, Intimidate, Knowledge engineering, Knowledge nature, Perception, Profession, Ride, Spellcraft, Survival, Swim, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier

Warsmiths are proficient in all simple and martial weapons, all armors, and shields (but not tower shields).

LEVEL ABILITY
1. Arcane Strike, Bomb 1d6, Craft Arms and Armor, Enchanted Armor, Enhancements
2. Discovery, Enchanted Armor (+1)
3. Bomb 2d6
4. Discovery, Enchanted Armor (+2)
5. Bomb 3d6
6. Discovery, Enchanted Armor (+3)
7. Bomb 4d6
8. Discovery, Enchanted Armor (+4)
9. Bomb 5d6
10. Discovery, Enchanted Armor (+5)
11. Bomb 6d6
12. Discovery, Enchanted Armor (+6*)
13. Bomb 7d6
14. Discovery, Enchanted Armor (+7*)
15. Bomb 8d6
16. Discovery, Enchanted Armor (+8*)
17. Bomb 9d6
18. Discovery, Enchanted Armor (+9*)
19. Bomb 10d6
20. Discovery, Enchanted Armor (+10*), Forged Intellect

Arcane Strike: At 1st level, the warsmith gains Arcane Strike as a bonus feat.

Bomb (Su): As the alchemist special ability. Alchemist and warsmith levels stack when determining the base damage of a multi-classed character.

Craft Arms and Armor: At 1st level, the warsmith gains Craft Arms and Armor as a bonus feat, even if he does not meet the normal requirements.

Enchanted Armor (Su): Beginning at 1st level, the warsmith possesses a suit of enchanted armor that he has built. This armor is masterwork. While wearing his enchanted armor, the warsmith gains a number of bonus hit points equal to his warsmith level multiplied by his Intelligence modifier. At 2nd level, the warsmith’s enchanted armor gains a +1 enhancement bonus; this bonus increases by +1 at 4th level and every 2 levels thereafter. At 4th level, the warsmith may choose to add a special armor ability worth +1 in place of increasing its enhancement bonus by +1. Upon gaining an additional level, the warsmith can choose to change the special armor ability of his enchanted armor or enhancement bonus of his armor. The maximum enhancement bonus the warsmith‘s armor can possess is +5, but it can have a total of enhancement bonus and special ability bonus of up to +10.

In addition, the warsmith’s enchanted armor gains an additional special ability at 1st level, 2nd level, and every 2 levels beyond 2nd. While these special abilities are built into the warsmith’s suit of armor, they also take up one of the warsmith’s body slots from the following list of body slots: belt, body, chest, eyes, feet, hands, head, headband, neck, shoulders, or wrist. These special abilities mimic the abilities of wondrous items that normally fill the allocated body slot. The caster level required to construct the body slot item cannot exceed the warsmith’s level. At each level, the warsmith can choose to change the special abilities on his suit of enchanted armor.

Belts: belts and girdles.
Body: robes and vestments.
Chest: mantles, shirts, and vests.
Eyes: eyes, glasses, and goggles.
Feet: boots, shoes, and slippers.
Hands: gauntlets and gloves.
Head: circlets, crowns, hats, helms, and masks.
Headband: headbands and phylacteries.
Neck: amulets, brooches, medallions, necklaces, periapts, and scarabs.
Shoulders: capes and cloaks.
Wrist: bracelets and bracers.

Enhancements (Sp): At 1st level, the warsmith learns a small number of arcane spells called enhancements. The warsmith uses the alchemist’s extracts known and extracts per day table. A warsmith prepares enhancements from an instruction manual the same way an alchemist prepares extracts from a formula book. A warsmith must have an Intelligence score equal to 10 + the spell level of an enhancement in order to cast enhancement. The save DC, if any, of a warsmith’s enhancement is 10 + the spell level + the warsmith’s Intelligence modifier. However, most warsmith enhancements target himself or his armor.

Discovery (Ex, Sp, or Su): At 2nd level, and every 2 levels beyond 2nd, the warsmith gains one of the following discoveries.

Discoveries:

Additional Armor: The warsmith may construct a number of additional suits of enchanted armor equal to his Intelligence modifier. He must pay the construction costs for these additional suits of armor. If the warsmith has the Enchanted Shield discovery, he may also construct a number of additional enchanted shields equal to his Intelligence modifier.

Alchemical Bomb Discovery: The warsmith selects a discovery from the list of alchemist discoveries; the selected discovery must be one that has the word “bomb“ in its name. The warsmith levels stack with alchemist levels for the purposes of qualifying for alchemical discoveries; a warsmith without alchemist levels uses his warsmith level as his alchemist level. This discovery may be selected more than once; each time, the warsmith selects a different bomb discovery.

Amateur Gunslinger: The warsmith gains Amateur Gunslinger as a bonus feat.

Armor Training: As the fighter ability of the same name. The warsmith may select this discovery up to 2 times. The first time, the warsmith gains the ability to

Armored Damage Reduction: While wearing his enchanted armor, the warsmith gains DR/adamantine equal to ½ his class level. The warsmith may select this discovery a second time; when he does, his damage reduction increases to DR/adamantine equal to his class level.

Armored Familiar: This discovery acts as the Tumor Familiar alchemist discovery, except the familiar is a mechanical construct, gaining all the traits of the construct type. When the warsmith selects this discovery, he may choose to apply the clockwork template to his familiar. The warsmith uses his class level as his equivalent alchemist level; alchemist and warsmith levels stack for the purposes of this discovery.

Deflective Armor: The warsmith’s enchanted armor’s armor bonus (including any enhancement bonus to its armor bonus), up to an amount equal to half the warsmith’s level, applies against touch and ranged touch attacks.

Energy Resistant Armor: The warsmith gains energy resistance 5 against one of the following energy types while wearing his enchanted armor: acid, cold, electricity, fire, or sonic. At 4th level, and every 2 levels thereafter, the warsmith’s energy resistance increases by 5 or he gains energy resistance 5 to a different energy type.

Efficient Armor Crafting: The warsmith reduces the cost of adding special abilities to his armor by 25%. The warsmith may select this discovery up to 3 times; its effects stack.

Enchanted Shield: The warsmith may enchant a shield as if it were a suit of enchanted armor. The only body slot enhancements the enchanted shield are the hand, ring, and wrist body slots.

Explosive Missile: The warsmith gains the alchemist discovery of the same name.

Extra Armor Slot: The warsmith’s enchanted armor gains an extra item body slot of the warsmith’s choice. This essentially gives the warsmith two item body slots of the same type on his enchanted armor. Each time the warsmith gains a new level, he can change which item body slot is doubled.

Firearm Enabled: The warsmith gains the ability to build firearms into his enchanted armor. A single one-handed firearm may be built into the wrist slot of the enchanted armor; this uses up the warsmith’s enchanted armor’s wrist slot. The warsmith can also build a one-handed or two-handed firearm into his shoulders slot. The warsmith must pay the cost of the built-in firearms.

Firearm Proficiency: The warsmith gains proficiency in all firearms.

Force Armor: The warsmith’s enchanted armor’s armor bonus (including any enhancement bonus to its armor bonus), up to an amount equal to the warsmith’s level, applies against incorporeal touch and incorporeal ranged touch attacks.

Gunsmithing: The warsmith gains Gunsmithing as a bonus feat.

Item Creator: The warsmith gains a bonus item creation feat. He must meet the requirements of the selected feat. He may select this discovery multiple times, each time selecting a different item creation feat that he meets the requirements for.

Skilled Armor: The warsmith selects one of the following skills: Acrobatics, Climb, Escape Artist, Fly, Stealth, or Swim. The warsmith’s enchanted armor provides him with a circumstance bonus equal to his level to the selected skill. The warsmith can select this discovery multiple times; each time, it applies to a different skill.

Sudden Spell: The warsmith can choose to cast any prepared spell that targets himself or his enchanted armor as an immediate action; this reduces the duration of the spell to 1 round.

Trapfinding: The warsmith adds half his class level on Disable Device skill checks to disarm traps and on Perception skill checks to detect traps. The warsmith can detect and disarm traps with a DC higher than 20 and can detect and disarm magical traps.

Vestigial Arm: The warsmith gains the alchemist discovery of the same name, using his warsmith level as his alchemist level. This discovery can be selected two times, gaining the same benefits of the alchemist version of this discovery. Additional arms are enhancements to the warsmith’s armor; the warsmith’s body does not grow additional limbs of his own when selecting this discovery.

Wings: The warsmith gains the alchemist discovery of the same name, using his warsmith level as his alchemist level. This discovery can be selected multiple times, gaining the same benefits of the alchemist version of this discovery. These wings are enhancements to the warsmith’s armor; the warsmith’s body does not grow wings of his own when selecting this discovery.

Forged Intellect: At 20th level, the warsmith gains either the Awakened Intellect grand discovery or the warsmith’s enchanted armor becomes an intelligent magic item.


SmiloDan wrote:

WARSMITH

BAB: +¾
Good Saves: Fortitude and Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Craft, Disable Device, Fly, Intimidate, Knowledge engineering, Knowledge nature, Perception, Profession, Ride, Spellcraft, Survival, Swim, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier

Warsmiths are proficient in all simple and martial weapons, all armors, and shields (but not tower shields).

LEVEL ABILITY
1. Arcane Strike, Bomb 1d6, Craft Arms and Armor, Enchanted Armor, Enhancements
2. Discovery, Enchanted Armor (+1)
3. Bomb 2d6
4. Discovery, Enchanted Armor (+2)
5. Bomb 3d6
6. Discovery, Enchanted Armor (+3)
7. Bomb 4d6
8. Discovery, Enchanted Armor (+4)
9. Bomb 5d6
10. Discovery, Enchanted Armor (+5)
11. Bomb 6d6
12. Discovery, Enchanted Armor (+6*)
13. Bomb 7d6
14. Discovery, Enchanted Armor (+7*)
15. Bomb 8d6
16. Discovery, Enchanted Armor (+8*)
17. Bomb 9d6
18. Discovery, Enchanted Armor (+9*)
19. Bomb 10d6
20. Discovery, Enchanted Armor (+10*), Forged Intellect

Arcane Strike: At 1st level, the warsmith gains Arcane Strike as a bonus feat.

Bomb (Su): As the alchemist special ability. Alchemist and warsmith levels stack when determining the base damage of a multi-classed character.

Craft Arms and Armor: At 1st level, the warsmith gains Craft Arms and Armor as a bonus feat, even if he does not meet the normal requirements.

Enchanted Armor (Su): Beginning at 1st level, the warsmith possesses a suit of enchanted armor that he has built. This armor is masterwork. While wearing his enchanted armor, the warsmith gains a number of bonus hit points equal to his warsmith level multiplied by his Intelligence modifier. At 2nd level, the warsmith’s enchanted armor gains a +1 enhancement bonus; this bonus increases by +1 at 4th level and every 2 levels thereafter. At 4th level, the warsmith may choose to add a special armor ability worth +1 in place of increasing its enhancement bonus by +1. Upon gaining an additional...

Sorry for being a bit off-topic everyone, but that class is awesome. Is it from anywhere or homebrewed or what, cause I go to pfsrd for most of my knowledges and can't find that there or anywhere else on the net! Also, armour training cuts short mid-sentence if you didn't know that already, just curious as to what it says because the info here could be complete and balanced enough that my GM would let me play it, just gotta ask him really! Also, do you have to pay for the special abilities you aquire, or is there one suit of armour you don't have to pay for, but the others you pay for everything in full, or what? That part wasn't that clear to me.

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