Dwarfakin |
1 person marked this as a favorite. |
So i was thinking (smell bacon anyone?) and i thought it would be neat if one could build the Avengers in pathfinder.
Rules
1.The books that you are allowed to reference are the Core Rulebook, Ultimate Magic, Ultimate Combat, Advanced Playes guide, Ultimate Equipment, and The Inner Sea Guide.
Reason being is i may use some of these builds and my rule for my home games is that if i dont own the book you cant use it. and those are the ones i own.
2. The stats that are to be used are 18, 16, 14, 12, 12 ,10
That should give a pretty good character.
3.Be creative. Choose a build and state why you think it would work.
I'll Start.
I would Build Captain America as a straight ranger who uses the shield and weapon combat style. Instead of a weapon he uses a Cestus.
Hum
Str-18
Dex-18(+2)
Con-14
Int-10
Wis-12
Cha-12
Give him all the shield bashing feats available and make sure he is proficient with throwing shields. Give the shield the return ability and the bashing ability. Shield spikes and the clangorus abilities as well. The ranger spells that i would keep on speed dial would be Lead blades and ricochet shot(as that spell would allow the shield to bounce from foe to foe as it did in the comics).
How would you build the rest?
Spell Slingin' Steve |
If you use the search you should be able to find an older thread on just this topic. But here is my take on it anyways... First off i wouldn't try and make the Marvel Superhero Avengers. Make Avengers inspired Fantasy Heroes.
I will agree with Gelrond on The Cap. Alchemist/ Master Chymist is also the best fit for Hulk (ragechemist Archtype), i'm not a fan of the bombs for him though.
Hawkeye: Rogue(Sniper)/Wizard(1 level dip)/Arcane Archer
Black Widow: (staying away from guns all together) Rogue(Knife Master)
Iron Man: Requires some GM flexibility and might be a little imbalanced. I would build Tony Stark as a Wizard(Fire) lots of skills in Craft Weapons and Armor, Craft Construct. And here is where the flex is needed: He builds an Iron Golem that he is able to wear as armor. If i was actually to game with this i would need to make several pages of houserules.
Thor: Melee cleric, Domains: Air(Cloud subdomain), Weather. Take the weather channeling effect. Intelligent Hammer Mjolnir
thats my overview... will look into specific builds soon.
Question: Level Cap for the builds? Wealth limit for items needed?
Lord Foul II |
Thor: Slyph or Suli sky druid or storm druid 10/master of storms (aka storm kindler) 10
base stat-----if suli-----if slyph
str 18--------(20)
con 14--------------------(12)
dex 12--------------------(14)
int 10---------(8)--------(12)
cha 12--------(14)
wis 16
bosting strength by two wisdom by two and cha by one with lvl advancement (con or wis by one if suli insteed of cha)
give advanced and celestial template or half celestial template
+4 to all stats
if half celestial then +6 to str con and cha, +4 to dex int and wis
belt of physical perfection (or whatever it was called, +6 to all physical stats)
adamanite or mithral or some alloy of the two warhammer enchanted with throwing, returning, shocking, thundering burst, impervious,
enchanted as a wonderous item with at will controll weather, call down lightning, and at will and (maxamised) lightning bolt 5 times per day
enchanted as an intelegant item
if gsealt is allowed gsealt with barberian
+5 Toaster |
)
Iron Man: Requires some GM flexibility and might be a little imbalanced. I would build Tony Stark as a Wizard(Fire) lots of skills in Craft Weapons and Armor, Craft Construct. And here is where the flex is needed: He builds an Iron Golem that he is able to wear as armor. If i was actually to game with this i would need to make several pages of houserules.
construct armor is already in the rules so no gm fiat there, at least.
Lazurin Arborlon |
2 people marked this as a favorite. |
Nah guys, Iron Man is a Synthesist Summoner all the way.
I think Widow is more of Ninja...High Charisma is a must.
Agree with the others for the most part.
Though I might do Hulk as a dual class Alchemist/Barbarian. With Vivisectionist archetype. Double down on the superstrength and angryness. Get the bombs out of there...dude is a mad scientist not a mad bomber.
Spell Slingin' Steve |
Spell Slingin' Steve wrote:construct armor is already in the rules so no gm fiat there, at least.)
Iron Man: Requires some GM flexibility and might be a little imbalanced. I would build Tony Stark as a Wizard(Fire) lots of skills in Craft Weapons and Armor, Craft Construct. And here is where the flex is needed: He builds an Iron Golem that he is able to wear as armor. If i was actually to game with this i would need to make several pages of houserules.
Could you point me towards that?
Spell Slingin' Steve |
1 person marked this as a favorite. |
My first take on Hawkeye
Hawkeye (Elf)
Wizard 1 (Evocation: Admixture subschool, opposed: Necromancy, Enchantment)
Rogue 9 (sniper)
Arcane Archer 4
Rogue Sniper gives:
Accuracy - half range increments
Sneak attack 70ft +5d6
Improved uncanny dodge
Talents(4): Snipers Eye (sneak attack on concealed, 30ft), Snap Shot (always attack in surprise round), Ledge Walker, Expert Leaper
BAB +6
Wizard gives:
Ability to change Energy type of spells
Familiar: Hawk (mmm flavourful)
Ability to cast 1st level Arcane spells
Arcane Archer gives:
Enhance Arrows: Magic+1 PLUS Flaming OR Frost OR Shock special quality
Imbue Arrow: place an area spell where a shot arrow lands
Seeker Arrow: 1 per day negate cover and concealment
Cast spells as Wizard 4
Feats: Point Blank Shot, Precise Shot, Weapon Focus (Longbow), Weapon Specialization (longbow), Rapid Shot, Many Shot, Point Blank Master
Stats: Str 16, Dex 20 (+2), Con 10 (-2), Int 14 (+2), Wis 14, Cha 10
Realmwalker |
BBBut...what about the Bombs. :)
Is there any other archtype that drops the bombs for something else?
I am not even sure.
Vivisectionist drops bombs for sneak... a great way to get melee damage up :),
I'd go Ninja for Black Widow
Synth Summoner for Iron Man
Cap Straight fighter (you can easily go a throwing shield specialist)
Hawkeye Ranged fighter maybe Alchemist Grenadier for trick arrows
Tigra Catfolk Fighter or Rogue
Thor is Tricky but could be done easy if you used SGG Mighty Godling Class
Black Panther Ninja or if you went a more mystic approach Lion Shaman Druid
Albatoonoe |
Thor is a fighter with eldritch bloodline for Air, which would give him flying and lightning abilities. If you are familiar with Thor, most of his power comes from Mjolnir, so give him an artifact hammer. Or not, the "Eldritch Fighter" as I like to call it is sufficient.
Iron Man is an Alchemist or Wizard that makes golems, and he clearly rides around in a decked out Mithril Golem. Make it outfitted with cannons or guns for good measure.
Hawkeye is a straight fighter. He doesn't "hunt prey" or survive in the wild. He's just a straight arrow spitter.
Cap is a fighter, too. Just using a shield. An Adamantine shield.
Black Widow is a Rogue and maybe Master Spy.
Hulk is significantly more powerful than the rest. He's max level and has some mythic tiers. Alchemist Rage Chemist/Master Chymist. Champion mythic path.
Beckett |
Actually, almost none of Thor's power's come from Mjolnir. In the past (in the comic) Thor needed to have the hammer near to remain as Thor (rather than reverting to a human sort of like in the Thor movie, sorda-kida, but not really), and he would twirl it around and then fling it, with the weapon cord tied on allowing him to fly, but that's about it. He had full power over storms, was stronger than the Hulk, Wolverine-like regeneration, and is other abilities without the Hammer. At some points, Mjolnir was also able to open planer gate ways, but that went away. In the movie, it's pretty much the same deal. He was stripped of his power in the Thor movie, but in Avengers, I don't think the Hammer was responcibl for any of his abilities.
I'd go with a Cleric, too, but there is a major issue in that Cleric's just do not get much lightning spells, even through Domains you'd think that would. Druid, just doesn't fit thematically, and he is pretty clearly CG, which knocks that out. If you can house rule melee Cleric, to have a free Elemental Substitution Metamagic Feat (as in it doesn't change spell levels), that would be I think the closest.
I'm really tempted to make Cpt America a Cleric, too, as he is a superm warrior, but is primarily a leader and front-line support. LG Crusader/Evngalist Cleric with Heavy Shield as Favored Weapon.
Dwarfakin |
Is this the movie Avengers, or the comic-book Avengers?
Do both. It would be interesting to see what you can come up with.
Question: Level Cap for the builds? Wealth limit for items needed?
Lets get crazy, lets do a full lvl 20 with a 880,000 GP limit for items.
I think iron man would be the hardest to build as you would need GM approval because of the whole construct armor rules in Ultimate magic.
But then again if we go by the original comic, how would you do Ant-Man and Wasp?
Piccolo |
Iron Man: Requires some GM flexibility and might be a little imbalanced. I would build Tony Stark as a Wizard(Fire) lots of skills in Craft Weapons and Armor, Craft Construct. And here is where the flex is needed: He builds an Iron Golem that he is able to wear as armor. If i was actually to game with this i would need to make several pages of houserules.
One, this whole thread needs to start using the Advanced Race Guide.
Two, it's the dreaded Rouge, Mary Kay sneak thief!
Three, Iron Man: Dude, seriously. All you'd need is a nice suit of full plate, and then make it an intelligent item. Normally weapons are made like this, but nothing says it can't be armor.
Dwarfakin |
And if Hulk isn't an Ogre or Troll, I will SO call you guys "Bubula" and eat my words!
Well firstly Bruce Banner is not an Ogre or a troll. He is a very intelligent puny man that turns into an angry mass of muscle and awesome. secondly you have a point with the troll. i dont know if the ragechemist has fast healing or not but for a hulk build i think it would almost be a nessecity as it is one of his abilities. other than a ring of regeneration how can one accomplish that?
Rune |
5 people marked this as a favorite. |
I'd really recommend building Avengers-like characters on your setting, focusing on the essence of the characters instead of one single power or another.
Captain America would be the High Knight of the kingdom, leading the adventurers into quests that further the realm's goals. Human cavalier (granting serious leadership abilities) or fighter (tactician) using said shield feats.
The Black Widow is the Kingdom's Master Spy, a former enemy converted at one of the realm's most diligent agents. She infiltrates enemies' ranks to gather information while waiting on grander quests. Female human monk 3/ninja 17 (between Monastic Legacy and the Unarmed Combat Mastery ninja talent she can fight unarmed and her many many tricks and feats support disarms, grapples and trips).
The Iron Man was the son of a mighty wizard who marveled at the intricacies of the fundamental laws of reality. Studying the plane of Axis and its myriad of Inevitables, he discovered how to channel those mechanical energies into his body, creating a suit of mechanical-magical armor. Human summoner (synthesist) 20 (aside from spells and UMD'd wands of scorching ray, his Greater Eldritch Bloodline (air elemental) gives him flight, electrical blasts from his hands and a 15d6 big bomb).
The Hulk started out as a shy alchemical student buried in his work until his formulas gave him all the power he secretly craved. Then he started to lose his temper and develop a second personality and wreaked havoc on the capital city until the Avengers caught him. Now, suffering from a geas spell, he tries to atone for his sins and recover the love of his wife by fighting threats to the kingdom. Human alchemist (ragechemist, vivisectionist) 9/barbarian 1/master chymist 10 whose routine in combat is to drink an extract of giant form transforming into a Large green troll (complete with regeneration, rend and ridiculous Strenght, natural armor and Constitution).
SmiloDan RPG Superstar 2012 Top 32 |
Here is the archetype I would have submitted for the Superstar Contest. I think it would be very apt for the Hulk. Heck, they're even green!
Greenreaver (Alchemist)
Greenreaver (Alchemist)
Greenreavers venerate the Green Faith. Natural philosophers devoted to the Oakstewards of Sevenarches, they rely on intellect where druids rely on intuition. Greenreavers sacrifice bombs and poison use in order to revel in bestial forms. They defend Sevenarches as scouts and skirmishers.
Class Skills: A greenreaver gains Acrobatics, Climb, Intimidate, and Stealth as class skills and does not gain Disable Device, Knowledge arcana, Sleight of Hand, and Use Magic Device as class skills.
Bestial Mojo (Sp): Each level the greenreaver adds 1 spell from the list of druid spells as an extract of the same level to his formula book. The selected spell must be one that can target the greenreaver and be of a level he can cast.
This replaces Brew Potion.
Feral Mutagen (Su): At 1st level, the greenreaver gains the Feral Mutagen discovery.
This replaces Throw Anything.
Rend (Ex): At 1st level, when the greenreaver hits an opponent with two or more natural attacks in the same round, he causes an additional 1d6 points of damage. At 3rd level, and every 2 levels beyond 3rd, this damage increases by 1d6.
This replaces the bomb ability.
Enhance Mutagen (Su): At 2nd level, when preparing a mutagen, the greenreaver may select one extract (with a non-instantaneous duration) he is capable of creating and gain the benefits of that extract for the duration of the mutagen; this expends the extract. Each time he creates a new mutagen, he may enhance it with a different extract.
This replaces poison use.
Swift Alchemy (Ex): At 3rd level, a greenreaver can create alchemical items with astounding speed. It takes him half the normal amount of time to create alchemical items. He can brew a mutagen in 10 minutes.
This alters the standard alchemist’s swift alchemy ability.
Improved Mutagen (Su): At 6th level, a greenreaver can create a mutagen in 1 minute. In addition, he can have a number of active mutagens equal to half his Intelligence modifier (minimum 1). This does not allow him to gain the effects of multiple mutagens—only the most recently imbibed mutagen has any effect.
This replaces swift poisoning.
Instant Alchemy (Ex): At 18th level, a greenreaver can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can also create a mutagen as a full-round action.
This alters the instant alchemy ability.
Discoveries: The following discoveries complement the greenreaver archetype: Chameleon, Grand Mutagen, Greater Mutagen, Mummification, Preserve Organs, Spontaneous Healing, Tentacle, Tumor Familiar, Vestigial Arm, and Wings.
Dwarfakin |
I'd really recommend building Avengers-like characters on your setting, focusing on the essence of the characters instead of one single power or another.
Captain America would be the High Knight of the kingdom, leading the adventurers into quests that further the realm's goals. Human cavalier (granting serious leadership abilities) or fighter (tactician) using said shield feats.
The Black Widow is the Kingdom's Master Spy, a former enemy converted at one of the realm's most diligent agents. She infiltrates enemies' ranks to gather information while waiting on grander quests. Female human monk 3/ninja 17 (between Monastic Legacy and the Unarmed Combat Mastery ninja talent she can fight unarmed and her many many tricks and feats support disarms, grapples and trips).
The Iron Man was the son of a mighty wizard who marveled at the intricacies of the fundamental laws of reality. Studying the plane of Axis and its myriad of Inevitables, he discovered how to channel those mechanical energies into his body, creating a suit of mechanical-magical armor. Human summoner (synthesist) 20 (aside from spells and UMD'd wands of scorching ray, his Greater Eldritch Bloodline (air elemental) gives him flight, electrical blasts from his hands and a 15d6 big bomb).
The Hulk started out as a shy alchemical student buried in his work until his formulas gave him all the power he secretly craved. Then he started to lose his temper and develop a second personality and wreaked havoc on the capital city until the Avengers caught him. Now, suffering from a geas spell, he tries to atone for his sins and recover the love of his wife by fighting threats to the kingdom. Human alchemist (ragechemist, vivisectionist) 9/barbarian 1/master chymist 10 whose routine in combat is to drink an extract of giant form transforming into a Large green troll (complete with regeneration, rend and ridiculous Strenght, natural armor and Constitution).
I really like this idea. How would i do the other avengers? Hawkeye, what would his purpose be in the realm? What about Thor? how would he be influencing the realm? I can come up with ideas for other Avengers (from the comics) and what they would be able to do. but those two kinda draw a blank.
but i have ideas for other superhero builds
Human torch,
Transmutation wizard that turns into a fire elemental
Bruunwald |
For Stark/Iron Man, might be fun to make a new class: armor wrangler. Total skill monkey, centered around construction/maintenance of his armor. Advancement means improvements to armor per level, that sort of thing. Maybe he uses scrolls or adapts existing magic items to make the improvements. Level one, first ability: power source.
Spells needed are easy enough. Fly spell, searing light, etc.
Avenger |
Black Widow
-Ninja
Iron Man
-probably an Evoker Wizard with necromancy and illusion as opposite schools
-Stark Industries provides virtually unlimited cash, and Tony starts the game with a Golem Armor artifact
Hulk
-Invulnerable Rager archetype Barbarian/Ragechemist multiclass
-an obscene amount of elemental resistances and fast healing/regeneration via "The Invulnerable Pants" (probably a greater artifact!)
Captain America
-Sacred Shield archetype Paladin
-adamantine ("vibranium") heavy shield with magic enhancements, probably a minor artifact
Thor
-this guy is probably a Magus or an Oracle, I'm having doubts about his build at the moment
-starts with Mjolnir, greater artifact
Hawkeye
-this guy looks like a Zen Archer to me (the other option would be a fighter)
Shane LeRose |
2 people marked this as a favorite. |
Thor is a rage prophet. Wind mystery, legalistic curse.
Iron is a synthethist summoner. Just look at the way he dons his armor.
Captain America is a paladin. Can't believe no one else called that.
Black Widow, ninja. Nuff said.
Hawkeye, arcane archer or a zen archer. Either could work.
Hulk, rage chemists into master chymist.
Nick Fury, master spy or arcane trickster. He can do a lot of different things.
Agent Coulson. Corpse
JK! He would be a paladin/ninja. Pure awesomeness!
SmiloDan RPG Superstar 2012 Top 32 |
My take on the Ironman suit/class.
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.
[spoiler=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.
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 can have 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.
[/spoiler]
Dwarfakin |
i think spider woman would be a monk of some sort with some other abilities like blindsense and the ability to cast poison. as for her abilities of flight it depends on which comic you refer to. In the original she couldn't fly but she glided using the web extentions on her suit. But since she lost her powers and regaind them again and again in the later comics she has the ability to fly.
oh and slippers of spider climb of course would be mandatory.
as for ant man i think he would be tricky. He can shrink down to the size of an ant (however retain his strength) and was a master thief. so he would have to be part rogue but i think he would also be a vermin lord since he can speak telepathicly to insects. but he was an electronics guru so...yea
galahad2112 |
For Thor, I think that I have a far-out idea. Dwarf Magus7/PaladinX.
I'd use the stat array:
Str 18
Dex 12
Con 14 (12+2)
Int 14
Wis 12 (10+2)
Cha 14 (16-2)
The Magus levels will give him all of the good Electricity spells, and he can give his Dwarven Thrower Shocking Burst, while wearing up to medium armor. The Paladin levels will increase his (already very good) saves, give him that self-righteous Divine Powerhouse feel, allow him to have a divine bond (with Mjolnir the Dwarven Thrower, of course) and get him access to Heavy Armor, so he can wear Mithral Full plate and cast his shocking grasps with no ASF.
Venshad |
Greetings,
First of all, as I could understand from the first poster, JUST CORE RULEBOOKS (rule 1), so no house rules here.
Second, Rune got it straight. Excellent point!
Iron Man seems the more tricky, but with a synthesist summoner he can do wonders!
Hulk IS an alchemist/barbarian with levels in Master Chymist.
SmiloDan RPG Superstar 2012 Top 32 |
Dwarfakin |
Iron Man is indeed the most tricky. How do you take a futuristic person with weapons that couldn't have been conceived of be in a middle age fantasy setting?
Although i like Galahad2112's take on Thor. it does give good electricity attacks and also gives the divine side a whirl as well.
what about the other avengers? i mean yea there are a million of them but i'm talking about the cool ones. like Doctor Strange...
Easy enough he's a sorcerer. but what about the others?
"Devil's Advocate" |
For Thor, I think that I have a far-out idea. Dwarf Magus7/PaladinX.
I'd use the stat array:
Str 18
Dex 12
Con 14 (12+2)
Int 14
Wis 12 (10+2)
Cha 14 (16-2)The Magus levels will give him all of the good Electricity spells, and he can give his Dwarven Thrower Shocking Burst, while wearing up to medium armor. The Paladin levels will increase his (already very good) saves, give him that self-righteous Divine Powerhouse feel, allow him to have a divine bond (with Mjolnir the Dwarven Thrower, of course) and get him access to Heavy Armor, so he can wear Mithral Full plate and cast his shocking grasps with no ASF.
The only issue is that Thor (more in the comics than the movie) is clearly absolutely ignorant of all things arcane, and clearly more of a divine sort of character. Not Lawful by any means, so paladin, while somewhat appropriate mechanically, is out. He defies the laws of asgard and odin all the time, doesn't care about human laws, and really will only follow or ally with those that have earned his respect, not those that are put in charge. (he even offered to kill/slaughter iron man to avenge cpt america after his death). He is also not at all charismatic. Maybe a homebrewed divine magus? Aside from lacking some stormy spells, Cleric/Barbarian is the way to go, I think, maybe with an arcane bloodline to compensate.
Craig Frankum |
Personal Marvel builds; all level 1; most are abstract, but hit the fundamental of each character. Everyone has their own opinions and these are mine.
Iron Man: gnome synthesist summoner; Academian & Master Tinker alternate racial traits
Ben Grimm: oread student of stone monk; Granite Skin & Treacherous Earth alternate racial traits
Hawkeye: human zen archer monk; most controversal decision, but mechanically sound. Arcane Archer is absurd, too skillful archer fighter, too good at archery for rogue archetypes. Lawful in no way describes Hawkeye, but as far as skills and abilities, it's a good fit.
Iron Fist: human weapon adept monk
Sabertooth: catfolk invulnerable rager barbarian; Cat’s Claws & Sprinter alternate racial traits
Wolverine: human wild stalker ranger
Warpath: human spirit ranger; Heart of the Wilderness alternate racial trait
Nick Fury / Black Widow: human spy rogue
Ghost Rider: ifrit immolator inquisitor of Asmodeus
Cable: human spellblade magus
Mr. Sinister: kobold alchemist; draconic aspect (white) feat
Colossus: aasimar martial artist monk; Deathless Spirit & Scion of Humanity alternate racial traits
Gambit: half-elf charlatan rogue; Dual Minded & Wary alternate racial trait
Spider-Man: halfling ninja; Avenger subtype alternate racial traits
Captain America: human shielded fighter
Juggernaut: duergar armored hulk barbarian; relentless alternate racial trait
Iceman: human oracle of waves; Heart of the Snows alternate racial trait
Cyclops: human oracle of ancestors; fluffing it as a connection with jean to fuel his powers. no real way to utilize optic blasts.
Archangel: aasimar shapeshifter ranger
Thor: dwarf cleric of Gozreh; Giant Hunter & Surface Survivalist (Cold) alternate racial traits; Air & Weather Domain
Bruunwald |
i think spider woman would be a monk of some sort with some other abilities like blindsense and the ability to cast poison. as for her abilities of flight it depends on which comic you refer to. In the original she couldn't fly but she glided using the web extentions on her suit. But since she lost her powers and regaind them again and again in the later comics she has the ability to fly.
oh and slippers of spider climb of course would be mandatory.
Spider Woman is psionic in the comics. Why not just use psionics for her?
Jubal Breakbottle |
I searched conversions for Thor here and found an earlier post describing him as a Barbarian / Oracle (Wind, Legalistic) / Rage Prophet, so I tinkered with it.
I think Human with Heart of Fields, Barbarian (titan mauler) 3 / Oracle (Battle, Legalistic) 3 / Rage Prophet works better. You want Wind for flight, but you can't get it with only 3 levels of oracle. Battle gives Fog Cloud and some weather spells; plus the revelations are better.
Mjolnir would be a large-sized earth breaker (3d6 damage) that he could wield in one or two hands as a titan mauler. I was thinking that he could dump full ranks into Craft (weapons) and eventually take Craft Weapons & Armor to customize Mjolnir, as opposed to relying on the Dwarven Thrower.
Rune |
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So it got really late and I didn't finish the team I started above and then I lost the thread. Continuing:
Thor was first regarded as a madman, ranting about how he "got expelled from Valhalla" and "cursed into a mortal, fragile form to learn humility from the humans" on town squares. During a goblin attack he took a blacksmith's hammer ("a pale imitation of my true weapon: the hammer of thunderbolts") and fought the menace wildly, impressing the realm's Avengers. His claims of lost godhood fell on deaf ears, his eccentric quirks ignored as long as he kept fighting like a possessed man. But then things started getting weird. He presented small, strange powers at first, charging his hammer with electricity and reading the winds. But as he found several magic items he claimed were his "royal regalia, sent from the Heavens as reward for his dedication", it was getting more and more difficult to ignore his boasts of divine blood. Human (or suli focused on electricity) barbarian (titan mauler) 20. He has all the Eldritch Bloodline (Stormborn) feats, granting him the ability to summon a massive 17d6 lightning bolt, add shock to his already powerful hammer of thunderbolts. He can also summon storms with his Stormlord's Helm and throw his massive weapon at enemies (via the belt of mighty hurling). He would benefit from a small touch of DM's fiat replacing the Stormborn's 15th level bloodline ability for the Elemental (air) one (namely flight at 60 ft. speed). At this level using the Suli's racial ability, quickened shock spell-like ability and elemental rage, he deals 3d6 extra electricity damage with any hammer attack (plus another 2d8 sonic and 2d10 electricity on a crit).
You can see I rather like the Ultimate's Thor instead of the regular one.
Hawkeye was only a simple man trying to do good. He traveled far and wide with his varisian artist troupe, honing his performance archery skills until he found a cruel lord who abused both his subjects and the troupe. Inspired by the tales of the realm's Avengers, he donned a circus costume and fought the tyrant in a small guerilla-style conflict. The Iron Man came to defend the lord and succeeded, making Hawkeye run away. The archer, horrified that the realm's heroes would defend a tyrant, fought the Iron Man many times since then, trying to expose the realm's corruption for all to see. One person saw this: the realm's Master Spy, also known as Black Widow. Originally sent to kill Hawkeye in his sleep, she got carried away on his views, finding proof of the lords' corruption. In a famous battle on the Redwood forest, Hawkeye, the Black Widow and the Iron Man fought a battle with constantly-switching sides, until the latter conceded and heard the archer's points. The subsequent attack on the noble manor is forever engraved in the Realm's history, just as Clint Barton's place in the Avengers. Mechanically, I think I'll disappoint you: Human fighter (archer) 20 (come on, it has an ability with his name!). His Trick Shot ability allows him to make maneuvers (disarm, feint, sunder, bull rush, grapple or trip) using a bow (while his feats allow him to do it with minimum penalties - Agile Maneuvers, Improved Precise Shot) without even factoring his many, many specialty magical arrows (which he makes himself with his Master Craftsman feat). Examples: sleep/merciful arrows deal nonlethal damage, dispelling ones to wreak spellcasters, limning reveal invisibles, etc. He really should have at least one out of every possible ranged weapon enchantment in his efficient quiver.
The story was an effort to keep true to Hawkeye's origin as a villain in the comics who later repented and joined the Avengers.