
![]() |
1 person marked this as a favorite. |

My birthday's in early May. I'm turning 30, so to celebrate how responsible and adult I am, I'm organizing a birthday Pathfinder PvP team battle where everyone's playing an X-Men character. Rather than try to use existing classes, I'm basically putting together monster statblocks for each character that reflect the actual power sets and characteristics of each individual character. My plan at the moment is for everyone to have between 3 and 5 hit dice, and to keep the relative power level low so that the heavy hitters feel like heavy hitters, etc.
As a starting point, I decided to look at the "stat-blocks" Marvel publishes for each of their characters and see if I could port those numbers over to Pathfinder stats. So, the numbers listed after each character are their Intelligence, Strength, Speed, Durability, Energy Projection, and Fighting Skill, respectively (on a scale of 1 to 7).
Blink 2 2 3 2 1 4
Deadpool 2 4 2 4 1 6
Gambit 2 2 2 2 2 4
Juggernaut 2 7 2 7 1 4
Magik 4 2 2 3 6 4
Magneto 5 2 5 2 6 4
Marrow 2 3 2 4 1 4
Mystique 4 2 2 4 1 5
Nightcrawler 3 2 3 2 1 3
Psylocke 2 3 2 3 5 6
Rogue 2 6 3 6 1 3 (clearly these are 90s stats)
Wolverine 2 4 2 4 1 7
How much weight should I give these numbers? Some of them feel a little weird to me. And do people have suggestions on how to implement these numbers? My gut is that the intelligence and strength scores listed should actually just be the characters' Int and Str modifiers. Maybe do the same with speed and durability? Just port them directly as Dex and Con modifiers? I had some ideas about using fighting skill to figure out BAB, but nothing's clicking so far. What do people think?
Once I have the basics worked out for the system (and I do want to stick as closely to actual Pathfinder rules as possible, not reinvent the wheel), I'll start posting my first drafts of stat-blocks here for people to critique and help me balance. I think we're going to actually play on May 12th, so I've got until then to get everything done!

ParagonDireRaccoon |
It might be easier to write up the characters using PF races, classes, and/or monsters rather than convert Marvel Superheros mechanics. It is difficult to impossible to write up some of them as they are in the comics, but they can be written up reasonably close. You could use a troll as the base for Wolverine and Sabretooth, and add a couple levels of barbarian or ninja. Juggernaut could be written up using the stats for a construct with a CR in the range you'd like to use.

kricothebarbarian |
Hey - good birthday to you.
I'd say pick your 1-2 favorite x-men, get them as accurate as you can, whether you use monsters, classes, any means you want. Then figure power levels and effort needed for the rest of the x-men from there.
For an example, para-dire-raccoon's idea of trolls as a base for wolverine is good, then change size to medium, make sure they've got scent, wild empathy. I also think you could start with a ranger-fighter and give him regeneration. I say pick your favorite x-man and start there. Be flexible, stay fun.
(Speaking of The Danger Room: Next week, God willing, i will introduce my party to a training exercise I named after the danger room. The military they are working with are using illusions, telepathy, etc., to train them.)

Swashbucklersdc |

I actually converted Champions (Hero System) characters over to D20 Silver Age Sentinels then over to Pathfinder. I run a campaign for my group using their Champions characters after being converted we call Superpath; the heroes basically come out around being close to CR 15 heroes.
Using that same system, I was converting some Marvel characters over for the group to meet; basically, when traveling back to their home plane, they get sucked into Marvel's Secret Wars minseries.
If interested, I can post some of the completed characters as I finish them. I used the Marvel Superheroes RPG (FASERIP) to get base stats then converted using the above system and backed it up with the original Handbook of the Marvel Universe stats (which were very scientific and thus easily used for game conversion).
As an example, Fighting in the Marvel RPG has a maximum ranking of Amazing (50) for human potential. I use that as the baseline for a character being level 20. The perfect example of this would be Captain America as a Fighter 20 (with many archetype abilities thrown in). Converting other Fighting stats actually works out very well; every 2.5 Fighting is a BAB or so. A Excellent Fighting (20-25 range) is basically a special forces level trained character so they would be around 8 to 10 BAB with their primary attacks, which works out almost perfectly.

Sauce987654321 |

Well if you wanted to create them like a monster, that would be the best approach. Pathfinder characters are limited by classes, feats, and races, but you can give a monster an ability that resembles exactly what you want to do and still keep it balanced if done right.
One example of a monster I made that can do crazy things with its strength and fly at mach speeds among other things. I just took the First Blade monster and instead equipped it with a super suit (sort of an iron man rip off)
powerful enough to blast through hundreds of feet of solid stone and steel.
First Blade
CR 20
CN Large outsider (chaotic, extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision, ironsense; Perception +23
DEFENSE
AC 36, touch 10 (36; see text), flat-footed 33 (+20 armor, +4 deflection +3 Dex, –1 size)
hp 361 (18d10+162+100 force field); regeneration 5 (adamantine)
Fort +20, Ref +18, Will +8
DR 15/adamantine and law, DR 15/- (see text); Improved evasion (see text), force field; Immune criticals, magic, poison; Resist acid 30, cold 30, fire 30, electricity 30, sonic 30;
OFFENSE
Speed 30 ft., fly 300 ft (good)
Melee 2 slams +29 (4d10+36 plus bleed)
Ranged 2 integrated chainguns +20 (4d8 x4), and mounted 120mm cannon +20 (10d10 x4)
Space 10 ft.; Reach 10 ft.
Special Attacks blade slam, bleed (1d10), piercing plasma beam, six pack rocket launchers
Spell-Like Abilities (CL 18th; concentration +19)
3/day—chill metal, heat metal, repel metal or stone, wall of iron
1/day—blade barrier
STATISTICS
Str 35, Dex 16, Con 28, Int 16, Wis 16, Cha 20
Base Atk +18; CMB +54; CMD 67
Feats Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Overrun, Power Attack
Skills Acrobatics +22, Fly +22, Intimidate +25, Knowledge (history) +24, Perception +25, Sense Motive +23, Stealth +2
Languages Abyssal, Celestial, Common, Infernal, Protean
SQ booster jets, breathless, legendary feats of strength, lord of battle, powerful blows and maneuvers, swarm form
SPECIAL ABILITIES
Blade Slam (Ex)
The First Blade’s slam attacks deal bludgeoning and slashing damage. Its slams count as natural weapons or manufactured weapons (whichever is most beneficial to it) for the purpose of spells that enhance attacks. Its attacks count as adamantine, chaos, and magic for the purpose of overcoming damage reduction.
Booster Jets (Ex)
This grants the First Blade a fly speed of 300 ft. with good maneuverability. This also allows the First Blade to fly at mach speeds. The First Blade can double its fly speed for every round it uses at least a single move action to fly, which must be consecutive to gain additional flight speed the following rounds. The First Blade reaches full speed the round after the fifth round, in which it may move up to 5-miles every round it continues to fly. When using standard action to attack while building speed during its movement, it takes a cumulative -2 to attack rolls for every round it continues to increase speed to a maximum of -10. If the First Blade makes contact with an object or another creature at maximum speed, they are both dealt 20d6 bludgeoning damage and the First Blade's movement comes to a stop. The First Blade, however, must make a successful bull rush attempt with a +10 bonus to collide with a creature and deal damage to it. Melee attacks during full speed deal an additional 10d6 damage.
Breathless (Ex)
Unlike most outsiders, the First Blade does not need to breathe.
Chain Guns (Ex)
These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never misfire.
Force Field (Su)
The First Blade is integrated with a force field generator. It provides it with a bonus 100 hit points, all of its current elemental resistances, treats its armor class as touch armor class, DR 15/-, and Improved Evasion. The Force Field replenishes its health at 5 points a round. If broken, the First Blade loses all of the force field's benefits and it must regain its total bonus hit points to 80 to regain the benefits of the Force Field, including the health bonus.
Legendary Feats of Strength (Ex)
The First Blade is treated as having +20 Strength for the purposes of carrying capacity, skill checks, and strength checks. Three times per day as a free action it can treat its strength score (with the bonus included) as double for the purposes of carrying capacity, skill checks, and strength checks for 1 minute. In addition, three times per day the First Blade can choose to automatically succeed at any strength check that is equal or lower to DC 100
Immunity to Magic (Ex)
The First Blade is immune to spells or spell-like abilities that allow spell resistance. The First Blade can lower this resistance for 1 round as a standard action (similar to a creature with spell resistance lowering its spell resistance) to allow other creatures to cast spells on it; it can use its spell-like abilities on itself without difficulty.
Certain spells and effects function differently against it, as noted below.
•A magical attack that deals electricity damage slows the First Blade (as the slow spell) for 1 round, with no saving throw.
•A magical attack that deals fire damage breaks any slow effect on the First Blade and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the First Blade to exceed its full normal hit points, it gains any excess as temporary hit points. The First Blade gets no saving throw against fire effects.
•The First Blade is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.
Ironsense (Ex)
The First Blade automatically detects iron objects (including steel) within 300 feet, just as if it possessed the blindsight ability.
Lord of Battle (Ex)
The First Blade is treated as an 18th-level barbarian and fighter for any game rule (such as a feat prerequisite) that requires levels in barbarian or fighter. It is proficient in all weapons.
Piercing Plasma Beam (Ex)
Once every 1d4+1 rounds, the First Blade can unleash a fierce plasma beam from its cannon. This attack is a 300-ft. line that deals 10d10 fire damage and 10d10 electricity damage (Reflex DC 28 for half) and ignores hardness of less than 20. Creatures that fail their reflex saves take 1d8 points of strength, constitution, and dexterity drain. When an object is damaged from this attack that has a hardness less than 20, it destroys every 5-ft square of nonliving matter of the affected object in the line's path and may pass through the other side of the object; potentially allowing the beam to affect anything beyond the object once it passes though .
Mighty Blows and Maneuvers (Ex)
The First Blade inflicts three times its Strength modifier with its melee attacks, threatens a critical hit on a 19–20 with its slam attacks, and adds three times its strength modifier to its combat maneuvers and combat maneuver defense.
Six Pack Rocket Launchers (Ex)
The First Blade is equipped with two shoulder mounted six pack rocket launchers. A rocket deals 4d6 slashing damage and 4d6 fire damage (Reflex DC 20 half). The First Blade can choose how many rocket attacks it can make with the current amount of rockets it has. The rockets have a range of 800 ft. with a radius of 20 ft, ignores 10 points of hardness, and the fire damage deals normal damage against objects.
Swarm Form (Su)
The First Blade can shift between its normal body and a flying swarm of diminutive versions of itself as a standard action. In swarm form it has the swarm subtype; it cannot use its slam attacks but can instead make an attack with the options noted below.
- swarm attack (4d6 and distraction)
- plasma beams (2d8 electricity and 2d8 fire in 30-ft.)
- chain guns (2d8 bludgeoning and piercing in a 30-ft. cone)
-20mm cannons (4d8 bludgeoning and piercing in 30-ft)
- rockets (2d6 fire and 2d6 slashing in a 30-ft cone).
The First Blade remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the First Blade revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously. All of the First Blade's modes of movement speed is reduced by half. The First Blade may use its booster jets to achieve mach speeds, but requires double the rounds.
I can give you ability ideas based off what the X-men do, if you want. Maybe that's not what you meant though by saying monster statblocks, but I'm still throwing that out there.

![]() |

I have a few rough drafts of stat-blocks done at this point, so I figured I'd start posting them for commentary.
Nightcrawler
LG Medium humanoid (mutant)
Init +4; Senses low-light vision; Perception +4
DEFENSE
AC 18, touch 18, flat-footed 10 (+4 Dex, +4 dodge)
hp 17 (3d8)
Fort +1, Ref +7, Will +4
Defensive Abilities blend into shadows
OFFENSE
Speed 30 ft., climb 20 ft.
Melee masterwork rapier +7 (1d6+1/18-20), slam +1 (1d4), tail +1 (1d6) or rapier +7 (1d6+1/18-20), 2 slams +1 (1d4) or 2 slams +6 (1d4+1), tail slap +6 (1d6+1)
Special Attacks bamf
STATISTICS
Str 12, Dex 18, Con 10, Int 12, Wis 12, Cha 14
Base Atk +2; CMB +3; CMD 21
Feats Dimensional Agility (B), Dimensional Assault (B), Dimensional Dervish (B), Dimensional Savant (B), Improved Grapple, Improved Unarmed Strike, Weapon Finesse (B)
Skills Acrobatics +14, Climb +15, Escape Artist +7, Heal +7, Knowledge (planes) +4, Knowledge (religion) +7, Perception +4, Sense Motive +4, Stealth +7; Racial Modifiers +4 Acrobatics, +8 Climb, +4 Stealth
Languages English, German
SQ prehensile tail, wall crawler
SPECIAL ABILITIES
Bamf (Ex) Once per turn as a move action, Nightcrawler can teleport himself, and up to one other creature with whom he’s in contact, as though using dimension door with a range of 500 ft. He can use this ability to teleport an unwilling creature, but to do so he must either already be grappling that creature, or must first make a touch attack against that creature as a standard action. When he teleports with another creature, both become sickened and fatigued for 1d4 rounds. It’s possible to teleport further than 500 ft. using this ability, but for each increment of 500 ft. beyond the first, Nightcrawler takes 1 point of Constitution damage.
Blend Into Shadows (Ex) Nightcrawler gains a +20 circumstance bonus to Stealth in areas of dim light or darker.
Prehensile Tail (Ex) Nightcrawler has a long, flexible tail that he can use to carry objects. He can wield a weapon with his tail, and he can use it to retrieve small objects stowed on his person as a swift action.
Wall Crawler (Ex) Nightcrawler can climb sheer surfaces as though under the effects of a spider climb spell.

![]() |

Wolverine
CN Medium humanoid (mutant)
Init +6; Senses low-light vision, scent; Perception +15
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 Dex, +2 dodge, +2 natural)
hp 47 (5d10+15); regeneration 3
Fort +7, Ref +3, Will +10
Immune disease, fatigue, loss of limb, poison, sickening
OFFENSE
Speed 30 ft.
Melee 2 adamantine claws +8 (1d8+3)
Special Attacks claws
STATISTICS
Str 16, Dex 14, Con 16, Int 14, Wis 14, Cha 12
Base Atk +5; CMB +8 (+10 when sundering); CMD 22 (24 vs. sunder)
Feats Endurance (B), Improved Initiative, Improved Sunder, Power Attack
Skills Intimidate +9, Knowledge (history) +7, Linguistics +7, Perception +15, Sense Motive +15, Survival +10; Racial Modifiers +8 Perception, +8 Sense Motive
Languages English, Japanese, etc., etc.
SQ berserker rage
SPECIAL ABILITIES
Berserker Rage (Ex) If reduced to a quarter of his total hit points, Wolverine enters a rage state like that of a barbarian. This rage is involuntary and cannot be ended by any means other than being restored to above half his starting hit points.
Claws (Ex) Wolverine can extract or sheathe razor sharp claws from his forearms as a free action. While extracted, these claws are treated as natural weapons made of adamantine, allowing him to make two claw attacks. These claws are primary attacks that each deal 1d8 points of damage.

![]() |

Psylocke
NG Medium humanoid (mutant)
Init +7; Senses Perception +5
DEFENSE
AC 17, touch 17, flat-footed 10 (+3 Dex, +4 dodge)
hp 30 (4d10+4)
Fort +2, Ref +7, Will +5
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee masterwork katana +7 (1d8+3/18-20)
Special Attacks psychic knife, sneak attack +2d6, telepathy
STATISTICS
Str 14, Dex 16, Con 12, Int 18, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 23
Feats Improved Initiative, Improved Unarmed Strike
Skills Acrobatics +10, Bluff +7, Climb +9, Escape Artist +7, Knowledge (nobility) +8, Perception +5, Sense Motive +5, Stealth +10
Languages English, Japanese, telepathy
SPECIAL ABILITIES
Psychic Knife (Ex) As a swift action, Psylocke can generate a blade of psychic energy that extrudes from her hand. She can make a touch attack with this blade as a standard action, and if she succeeds, she can choose either to end all mind-affecting effects currently affecting her target, or to immediately activate her telepathy ability against the target. If she chooses the latter, the effect is activated as part of the standard action used to make the touch attack, she pays half the psi-points (rounded up) to activate and maintain the effect, and the DC for the will save associated with the effect increases by 2. The creature must be a legal target for the effect she chooses.
Telepathy (Ex) Psylocke can duplicate the effects of a number of different spells using the power of her mind. At the beginning of each of her turns, she gains 5 psi-points which last until the beginning of her following turn and can be spent to activate or maintain these effects. The spell effects she can duplicate as well as the action necessary to utilize each effect, the number of psi-points necessary to activate or maintain that effect, the range of the effect, and whether or not it must be maintained are listed on the chart below.
Spell / Action / Psi-Points / Range / Status
Battlemind Link / Swift action / 3 / personal and 40 ft. / Must be maintained
Charm Person / Standard action / 1 / 40 ft. / Must be maintained
Dominate Person / Full-Round action / 4 / 40 ft. / Must be maintained
Feeblemind / Full-Round action / 5 / 40 ft. / Instantaneous
Hold Person / Full-Round action / 3 / 100 ft. / Must be maintained
Invisibility* / Standard action / 2 / personal / Must be maintained
Major Image** / Standard action / 3 / 100 ft. / Must be maintained
Seek Thoughts / Standard action / 2 / 40 ft. / Must be maintained
Telepathic Bond*** / Swift action / 1 / 40 ft. / Must be maintained
* Creatures with line of sight to Psylocke get a will save to ignore the effects of invisibility. This will save applies once per activation of this ability per creature and is taken by each creature the first opportunity it has to draw line of sight to Psylocke.
** The effects of Psylocke’s major image can occupy any number of spaces within range of her.
*** Telepathic bond can target any number of allies within range of her.
Each of these effects can be activated by expending the listed action and spending the listed amount of psi-points. Many of these effects must be maintained each round to continue to function. Maintaining an effect is a free action, but must be done at the beginning of Psylocke’s turn immediately after she gains psi-points, and costs the same amount of psi-points as activating the ability. If she fails to maintain any effect, it ceases to function until she activates it again. If an effect is listed as instantaneous, she need not maintain it and its effects are permanent upon its activation.
Each of these effects is mind-affecting and allows a will save with a DC equal to 10 + ½ Psylocke’s HD + her Int modifier. Creatures with immunity to mind-affecting effects or who succeed on their saves against invisibility or major image see through the illusions provided by these effects.
Additionally, Psylocke can expend 1 psi-point as an immediate action to gain a dodge bonus to AC against one attacker equal to that attacker’s base attack bonus. This effect lasts until the beginning of her next turn, but does not apply against creatures that are immune to mind-affecting effects, and the attacker can make a will save to ignore its effects.

![]() |

Gambit
CN Medium humanoid (mutant)
Init +3; Senses Perception +8
DEFENSE
AC 17, touch 17, flat-footed 10 (+3 Dex, +4 dodge)
hp 21 (4d8)
Fort +1, Ref +7, Will +2
OFFENSE
Speed 30 ft.
Melee masterwork quarterstaff +5 (1d6+1)
Ranged playing card +6 (3d6 force)
Special Attacks molecular acceleration
STATISTICS
Str 12, Dex 16, Con 10, Int 12, Wis 12, Cha 16
Base Atk +3; CMB +4 (+6 when stealing); CMD 21 (23 vs. steal)
Feats Combat Expertise, Improved Steal
Skills Acrobatics +10, Appraise +8, Bluff +10, Disable Device +10, Escape Artist +7, Perception +8, Sense Motive +5, Sleight of Hand +10, Stealth +7
Languages Cajun, English
SQ pick a card
SPECIAL ABILITIES
Molecular Acceleration (Ex) Gambit can excite the molecules in an object he’s touching, charging it with kinetic energy and causing it to explode. The action it takes to charge an object, the amount of damage it deals, the amount of time it takes to detonate, the size of its explosion, and its range increment if thrown are based on the size of the object as listed on the below chart.
Size / Action / Damage / Detonation / Explosion / Range
Fine / Swift action / 3d6 / 1 round / 0 ft. / 20 ft.
Diminutive / Swift action / 3d6 / 1 round / 0 ft. / 10 ft.
Tiny / Move action / 4d6 / 1 round / 0 ft. / 5 ft.
Small / Standard action / 5d6 / 1 round / 5 ft. / N/A
Medium / Full-Round action / 6d6 / 1 round / 5 ft. / N/A
Large / Two consecutive Full-Round actions / 7d6 / 2 rounds / 10 ft. / N/A
Huge / Three consecutive Full-Round actions / 8d6 / 3 rounds / 15 ft. / N/A
Gargantuan / Four consecutive Full-Round actions / 10d6 / 4 rounds / 20 ft. / N/A
Colossal / Five consecutive Full-Round actions / 15d6 / 5 rounds / 30 ft. / N/A
To charge an object, Gambit must expend the listed action(s). If he does, the object explodes after the listed number of rounds, utterly destroying itself and dealing the listed amount of force damage to any creature within the listed explosion radius from itself, including any creature with whom it shares a square. This ability cannot be used to charge a creature.
When Gambit charges a Tiny or smaller object he’s holding, he can choose to throw it as a standard action by making a ranged touch attack (with the listed range increment based on its size), causing it to detonate upon impact instead of doing so one round later. If he misses his target, randomly determine which adjacent square to his target the object hits. The thrown object deals no damage except the listed force damage based on its size.
Gambit can also use this ability to accelerate the extant kinetic energy in a weapon he wields. As a swift action Gambit can charge the weapon he’s holding, dealing an extra 2d6 points of force damage on the next successful hit he makes with that weapon this round.
Pick a Card Gambit treats all fine and diminutive objects on his person as ammunition for the purposes of drawing them.

![]() |

After showing these to a friend, I've made some modifications.
Nightcrawler: I did away with his racial bonus to Stealth (which I had forgotten to include in his stats anyway), but made it a class skill. It's now a +10 normally. I also added the bonuses to grapple from his Improved Grapple feat to the stats, since I'd forgotten to do so before.
Wolverine: I increased his racial bonus to Will saves from +4 to +8.
Psylocke: I dropped her down to 3 HD (dropping her hp to 24), increased the activation time of feeblemind to two consecutive full-round actions, changed all her mental stats to 12s, made her telepathy DCs Charisma-based, and changed her psychic knife ability to the following.
Psychic Knife (Ex) As a swift action, Psylocke can generate a blade of psychic energy that extrudes from her hand. She can end this effect as a free action. While this blade is materialized, she can choose to deliver her telepathy with a touch attack using the normal action for the effect she chooses and expending the appropriate number of psi-points. If this attack misses, the ability has no effect. If it hits, she adds +5 to the save DC to resist and can maintain the effect as normal for as long as she likes. Additionally, Psylocke can utilize this blade as a standard action to make a touch attack against a creature, immediately ending all mind-affecting effects currently affecting her target if she succeeds.
Gambit: I made it so he can charge up to three fine objects using a single swift action and added a clause that he could throw three fine objects at once, counting as a 15 ft. cone of force emanating from him that allows a Reflex save for half instead of requiring a ranged touch attack. Otherwise his abilities are unchanged. This is just an additional way of using it.
I finished a few more characters and am posting them momentarily.

![]() |

Colossus
LG Medium humanoid (mutant)
Init +0; Senses Perception +0
DEFENSE
AC 18, touch 10, flat-footed 18 (+8 natural)
hp 36 (5d8+10)
Fort +6, Ref +4, Will +1
DR 10/—; Immune exhaustion, fatigue, precision damage
OFFENSE
Speed 30 ft.
Melee slam +9 (1d8+9)
Special Attacks fastball special
STATISTICS
Str 22, Dex 10, Con 14, Int 12, Wis 10, Cha 12
Base Atk +3; CMB +9 (+13 when grappling); CMD 19 (21 vs. grapple)
Feats Endurance(B), Furious Focus, Greater Grapple(B), Improved Grapple(B), Power Attack, Throw Anything
Skills Diplomacy +6, Heal +8, Profession (artist) +8
Languages English, Russian
SQ organic steel
SPECIAL ABILITIES
Fastball Special (Ex) Colossus can throw creatures he’s grappling as though they were improvised weapons. Creatures thrown in this way take damage as if falling, treating each 10 feet they’re thrown as 10 feet of falling, and creatures hit by a thrown creature take damage as if being hit by a falling object of the appropriate size category. If Colossus misses his target when throwing a creature, randomly determine which adjacent square to his target the creature hits.
Organic Steel (Ex) Colossus has the ability to transform his living tissue into an unbreakable organic steel. He can activate and deactivate this ability as a swift action. While encased in steel, he has a +6 enhancement bonus to Strength, a +8 natural armour bonus to AC, DR 10/—, and he’s immune to precision damage. These bonuses are reflected in his stats.

![]() |

Mystique
N Medium humanoid (mutant)
Init +4; Senses Perception +5
DEFENSE
AC 18, touch 18, flat-footed 10 (+4 Dex, +4 dodge)
hp 24 (3d10+3)
Fort +7, Ref +10, Will +8
OFFENSE
Speed 30 ft.
Melee unarmed strike +7 (1d3+2)
Ranged masterwork revolver +7 (1d8/x4)
STATISTICS
Str 14, Dex 18, Con 12, Int 14, Wis 14, Cha 16
Base Atk +3; CMB +5 (+7 when disarm or tripping); CMD 23 (25 vs. disarm and trip)
Feats Combat ExpertiseB, Improved Disarm, Improved Trip, Weapon FinesseB
Skills Acrobatics +10, Bluff +9, Diplomacy +9, Disguise +9 (+19 when using change shape), Intimidate +9, Linguistics +5, Perception +5, Sense Motive +8, Stealth +10, Survival +8
Languages Czech, English, French, German, Portuguese, Spanish
SQ change shape (alter self), force of personality, perfect copy
SPECIAL ABILITIES
Force of Personality (Ex) Mystique adds her Charisma modifier to all her saving throws. This is reflected in her stats. Additionally, when an opponent targets her with a melee or ranged attack while she’s using her change shape ability to take the appearance of an ally of that opponent, she can spend an immediate action to make a Disguise check. She uses the result as her AC or touch AC against that attack. She cannot use this ability against creatures with scent or against Deadpool or Rogue.
Perfect Copy (Ex) When Mystique uses change shape, she can assume the appearance of specific individuals.

![]() |

Deadpool
CN Medium humanoid
Init +6; Senses Perception +5
DEFENSE
AC 14, touch 14, flat-footed 10 (+2 Dex, +2 dodge)
hp 32 (5d10); regeneration 5
Fort +1, Ref +6, Will +4
Immune disease, mind-affecting effects, poison
OFFENSE
Speed 30 ft.
Melee masterwork katana +9 (1d8+3/18-20) or 2 masterwork katanas +5 (1d8+3/18-20)
Ranged masterwork revolver +8 (1d8/x4) or 2 masterwork revolvers +4 (1d8/x4)
STATISTICS
Str 16, Dex 15, Con 10, Int 14, Wis 10, Cha 16
Base Atk +5; CMB +8; CMD 22
Feats Combat Reflexes, EnduranceB, Improved Initiative, Two-Weapon Fighting
Skills Acrobatics +10, Climb +11, Linguistics +7, Perception +5, Ride +10, Stealth +10
Languages Chinese, English, German, Japanese, Pashto, Russian, Spanish, Urdu
SQ bizarre arsenal, fourth wall breaker
SPECIAL ABILITIES
Bizarre Arsenal Roll randomly on the following weapons chart before each game. Deadpool brings the rolled weapon with him and is proficient with it.
(I haven't put this table together yet)
Fourth Wall Breaker (Ex) Deadpool is aware that he’s a fictional Pathfinder character being played on a tabletop. The player playing Deadpool has perfect information about the game and is allowed to meta-game in any way he’d like. This can manifest itself in the form of knowing the exact location of an invisible creature, knowing that a polymorphed creature is disguising itself, knowing that a creature has readied an action, or in any other way the player can think to abuse it.