Marauders from X-Men


Conversions


Has anyone converted the Marauders from the X-Men to Pathfinder? I converted them in 3.5 and it worked pretty well, but haven't tried in Pathfinder.

Sabretooth works reasonably well using the troll as a base with class levels. Harpoon worked well in 3.5 as a cleric with the Stormlord PrC. Arclight works as a half-dragon monk, replacing the breath weapon with an earthquake punch, causing damage and knocking anyone who fails a reflex save over. Scalphunter more or less works as a rogue/assassin, I'm thinking of combining inquisitor and assassin in Pathfinder.

Thoughts?


Sounds interesting. Arclight could probably be a straight-up monk, frankly, and Blockbuster a fighter or barbarian with grapple feats. And with Prism, you can build a -literal- glass cannon!

Scrambler would be a bit tougher, though. What class disrupts the abilities of other classes?

Shadow Lodge

Sabretooth would almost certainly be a Ranger with Natural Weapons tree. Gives him the tracking and great melee.


Great ideas! I started with the easiest Marauders. The Marauders work nicely as npc villains, if the players are familiar with them they are immediately recognizable as bad guys and the stat up pretty well in 3.5/PF.


I'm guessing Vertigo would be some sort of enchantment specialist or else have nonlethal attacks that cause Sickened, Dazed, Staggered, etc. The key is that she can affect multiple targets at once. Don't forget Scalphunter's immunity to mind effects (probably a hugely boosted Will save).

Not sure how to represent Riptide, except he's probably affiliated with air-element powers and is a master of thrown weapons that bypass armor and damage reduction.

Grand Lodge

I would make Scalphunter a Gunslinger, maybe gunslinger sniper (rogue)


Calybos1 and Aeshuura, very nice.


I usually don't post in these threads but there are some great ideas here.

Grand Lodge

Scrambler was always one of my favorites, powers-wise. Arclight has always been one of my favorite villains too, but that was mostly because she was the first Filipina Marvel character that I have known.

I actually preferred Creed after he left the Marauders though... Big pimpin with Birdie! Then I thought he became much deeper when Joe Mad drew him in Astonishing X-Men (Age of Apocolypse) and later in Uncanny X-Men (when he got lobotomized by Wolvie)...

For the 'tooth, I would make him a Half-orc ranger with the natural weapon training. Make sure that he has the feat from APG that gives him the scent ability, and probably the feat that makes him look more human.


Calybos1 wrote:

Sounds interesting. Arclight could probably be a straight-up monk, frankly, and Blockbuster a fighter or barbarian with grapple feats. And with Prism, you can build a -literal- glass cannon!

Scrambler would be a bit tougher, though. What class disrupts the abilities of other classes?

What do you think of Prism as a sorcerer with the Diamond template? Not perfect, but it makes him a lot harder to kill than he is in the comics (four deaths and counting).


Here's my attempt at Arclight with Mythic tiers:

Arclight

Dual Talent Human with modified Half-Dragon template*, with exceptional stats
Monk (Martial Artist) 8/Mythic Tier 3 (Champion, Smasher build)

*the modified Half-Dragon template doesn't alter her appearance and doesn't give her immunity to an energy type. The breath weapon is replaced by an "earthquake punch," in a 30' cone dealing 8d6 damage and knocking those affected over (prone), Reflex save for half damage and resist being knocked over

Str 30 (base 18 +8 half-dragon +1 lvl 4+1 lvl 8+2 mythic bonus)
Dex 18 (16 base +2 dual talent human)
Con 24 (16 base +2 dual talent human +6 half-dragon)
Int 14
Wis 16
Cha 16

Initiative +11 (+4 dex +4 imp. init +3 amazing initiative) BAB +6 AC 30 (+4 dex +4 wis +2 monk +4 natural armor +6 bracers of armor +6)

Feats- Dodge, Improved Initiative, Weapon Focus- unarmed strike, Combat Reflexes, Dragon Style, Dragon Ferocity, Improved Bull Rush, Weapon Specialization- unarmed strike
Mythic Feats- Improved Bull Rush (mythic)
1st tier abilities- Tear Apart, Wall Smasher 3rd tier ability- Destroyer

CR 13 (7 for 8 levels of monk +2 half-dragon +3 mythic tier +1 for exceptional stats)

It's not an overly optimized build, but I think it makes a reasonably accurate and fairly challenging conversion of Arclight.


I got a pm request for more Marauders. I'm using a base troll for Sabretooth and a modified half-dragon template (without flying and replacing the breath weapon with an earthquake punch) for Arclight, they might work better as a pure barbarian and monk respectively. Here's my attempt at Sabretooth:

Sabretooth

Modified troll (easiest way to simulate fast healing, he's medium size)

Barbarian (Invulnerable Rager) 6/Champion (Furious Fighter) 2
HD 6d8+6d12+96

Str 26
Dex 16
Con 27
Int 10
Wis 16
Cha 12

BAB +10 CMB +18 CMD 21
Regeneration 5 (fire and acid), DR 3

Initiative +9 (+3 Dex, imp. init., +2 amazing initiative), AC 18 (+5 natural armor, +3 dex)

Feats- Intimidating Prowess, Iron Will, Skill Focus- Perception, Improved Initiative, Power Attack, Step Up

Mythic abilities- Burst Through, Flash of Rage

Rage Powers: Lesser Beast Totem, Beast Totem, Greater Beast Totem

Combat Gear: Amulet of Might Fists +3


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Here's my attempt at Harpoon:

Dual-Talented Human Inquisitor 12/Hierophant (Holy Warrior) 2
HD 12d8+ 60
Domain- Destruction

Str 22 (18+2 racial+2 belt of perfection)
Dex 18
Con 20
Int 12
Wis 24 (18+2 racial+4 for levels)
Cha 10

BAB +9 CMB +14 CMD 18

Initiative +17 (+4 dex,+4 imp. init., +2 amazing initiative +7 wis), AC 20 (+6 armor +4 dex)

Feats- Point Blank Shot, Ex. Weapon Prof.-Harpoon, Precise Shot, Improved Initiative, Deadly Aim, Weapon Focus- Harpoon
Teamwork Feats- Coordinated Defense, Coordinated Maneuvers, Lookout, Outflank
Mythic Feat- Extra Mythic Power
Mythic Powers- Heathen Slayer, Eldritch Breach

Cr 13, and Sabretooth is also approximately CR 13

Combat Gear: Efficient Quiver, 6 masterwork harpoons, Belt of Physical Perfection +2, Marauder Armor (equivalent of elven chain +2 and grants +2 to saving throws)

I took a few liberties with Harpoon, who is my favorite Marauder. I'm Yupik Inuit (Eskimo) from Alaska, Harpoon is one of the few Inuit characters in comics (I believe he is Inuit from Canada, Green Lantern's sidekick is another Inuit in comics). Chris Claremont's writing of Alaska Natives and Native Americans was really good in my opinion, he wrote Native characters as interesting characters who happen to be Native (Shaman from Alpha Flight didn't have much personality or backstory and is an example of a poorly written character, being Native was his personality and backstory). Something that works particularly well, and may have been an accident, is Harpoon tries to avoid getting killed. It was eventually revealed that Mr. Sinister can clone the Marauders so they never stay dead, but a few try to avoid getting killed (and some do not try to avoid getting killed). Inuit traditionally believed in reincarnation if you are in harmony with your community, the animal world, and the spirit world. Harpoon would be reluctant to be reincarnated (even as himself) given that he kills lots of people for Mr. Sinister.


Here's my attempt at Scalphunter:

Dual-Talented Human Slayer 5/Assassin 9/Marshal (Warmaster) 1
CR 15 (15 for 15 levels +1 for extraordinary stats)

HD 12d8 +

Str 16
Dex 22 (18 +2 racial +2 belt of physical perfection)
Con 16
Int 23 (18 +2 racial +3 for levels)
Wis 18
Cha 8

BAB +11 CMB +14 CMD 20

Initiative +11 (+6 Dex, +4 Imp. Init., +1 amazing initiative) AC 22 (+6 armor, +6 Dex)
Sneak Attack +6d6

Feats- Impr. Initiative, Ex. Weapon Prof.- Firearms (from Slayer Talent), Point Blank Shot, Precise Shot, Rapid Reload, Gunsmithing, Deadly Aim, Imp. Precise Shot, Iron Will, Amateur Gunslinger (from Grit Slayer talent), Deft Shootist (from Grit Slayer talent)
Mythic Feat- Mythic Iron Will
Mythic Power- Deadly Guidance
Special- Scalphunter can use Death Attack with a ranged weapon (as long as target is within 30')

Combat Gear- Pepperbox +1, alchemical ammunition, Belt of Physical Perfection +2, Marauder Armor (equivalent of elven chain +2 and grants +2 to saving throws)


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You are giving me pathfinders to use in my darklight sisterhood game. Please please PLEASE do reavers next.


Freehold DM wrote:
You are giving me pathfinders to use in my darklight sisterhood game. Please please PLEASE do reavers next.

When the Advanced Class Guide is released I'll do some more Marauders and a few X-Men. When I get the chance I'll pick up the Essential X-Men trade paperback with Donald Pierce forming the Reavers, I've been meaning to pick up more trade paperbacks from Chris Claremont's run on the X-Men.

I'm thinking converting Vertigo as a witch, Blockbuster as a fighter or brawler, and Prism as a sorcerer. Riptide is tough, Calybos1 has the best idea for converting him. I think Scrambler might work as a monk, dazing or stunning opponents with an unarmed attack. I haven't provided alignments in the conversions, Sabretooth in particular would have a different alignment depending on when he's written.


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It shouldn't be that hard to do Riptide- you can make him an Air-specialist wizard. Also the spell foe hammer might make some sense. I'm making them all good, mind, so this should be interesting.


Here's my attempt at Prism (Freehold DM, he might not work as a PC as I've written him):

Dual-Talented Human Sage (Wild-blooded) Sorcerer 14
HD 14d6 +28
CR 13

Str 10
Dex 16 (13 +2 racial +1 at level 12)
Con 14
Int 26 (18 +2 racial +2 at levels 4 and 8 +4 headband of intellect)
Wis 9
Cha 7

BAB +7 CMB +7 CMD 20

Initiative +7 (imp. init. and +3 dex) AC 15 (Ring of Prot. +2 and +3 dex)

Crystalline Body- Prism can absorb spells with the Light or Energy descriptor as an immediate action similar to a Staff of the Magi. He can expend charges absorbed this way to add a metamagic feat to a spell at a cost of one charge per spell level.

Fragile- If Prism gets hit for 30 or more points of damage in a single attack, he shatters and dies. All other characters (including other Marauders) receive a 5000 xp story award, and also receive a +3 morale bonus to all rolls for the rest of the encounter.

Feats- Combat Casting, Spell Focus- Evocation, Greater Spell Focus- Evocation, Empower Spell, Improved Initiative, Quicken Spell, Still Spell (from Arcane Bloodline), Iron Will (from Arcane Bloodline)

Sorcerer Spells known:
7th Prismatic Spray
6th Disintegrate, Chain Lightning
5th Cone of Cold, Wall of Force, Planar Adaptation
4th Detonate, Lesser Globe of Invulnerability, Ice Storm, Dimensional Anchor
3rd Draconic Reservoir, Elemental Aura, Dispel Magic, Haste, Lightning Bolt
2nd Scorching Ray, Dust of Twilight, Protective Penumbra, Shatter, See Invisibility, Darkvision
1st Magic Missile, Color Spray, Magic Weapon, Ray of Enfeeblement, Floating Disk, Mage Armor


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Freehold DM wrote:
It shouldn't be that hard to do Riptide- you can make him an Air-specialist wizard. Also the spell foe hammer might make some sense. I'm making them all good, mind, so this should be interesting.

Looks like there are some style feats from Inner Sea Combat that fit Riptide's abilities.

Unfolding Wind Strike and UW Rush.


Thanks Onyewu! Here's my attempt at Riptide:

Dual-Talented Human (Advanced Creature template) Fighter 13
HD 13d10+39
CR 13

Str 20 (13+2 racial +4 advanced creature+1 for levels)
Dex 32 (18+2 racial+4 advanced creature+6 belt of dex+2 for levels)
Con 16 (12 +4 advanced creature)
Int 14
Wis 14
Cha 12

BAB +13 CMB +18 CMB 39

Init +15 AC 21 (dex +11)

Feats- Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus- throwing dagger, Weapon Spec.-throwing dagger, Deadly Aim, Imp. Precise Shot, Imp. Unarmed Combat, Perfect Strike, Quick Draw, Unfolding Wind Strike, Unfolding Wind Rush, Imp. Initiative, Imp. Critical- throwing dagger

Combat Gear- Belt of Incredible Dexterity +6


I made a few mistake with Riptide. He needs Dodge, Mobility, and Spring Attack to take Unfolding Wind Rush. If you use him at CR 13, replace a level of Fighter with a level of Monk to get Imp. Unarmed Strike and take an archetype that provides Perfect Strike, then replace those feats with Dodge and Mobility in the feat selection list. Replace Deadly Aim or Improved Precise Shot with Spring Attack. And his combat gear should include a custom Efficient Quiver that carries 60 masterwork throwing daggers (I didn't list skills, but I would max out Perception and Craft-weaponsmith and use his remaining skill points however you find interesting, probably taking advantage of Monk class skills).


Taking a level of Monk changes hit dice, BAB, CMB, and CMD. Riptide's AC increases from the level of Monk due to his Wisdom bonus.

I'm trying to do Scrambler as a Magus/Monk focusing on Dispelling Strike:

Scrambler

Dual-Talented Human (Advanced template) Magus 10/Monk 3

HD 13d8+39
CR 13

Str 12 (7 +4 advanced template +1 at level 12)
Dex 22 (14 +4 advanced template +4 belt of scrambling)
Con 17 (13 +4 advanced template)
Int 24 (16 +2 racial + 4 advanced template +2 at levels 4 and 8)
Wis 26 (16 +2 racial +4 advanced template + 4 belt of scrambling)
Cha 11

BAB +9 CMB + 10 CMD 34

Initiative +10 AC 24 Arcane Pool 18

Combat Gear- Belt of Scrambling (Unique Item) gives Scrambler +4 dex, +4 wis, +4 to arcane pool

Feats- Imp. Unarmed Strike (from Monk), Weapon Finesse(unarmed strike), Dervish Dance, Arcane Strike, Intensify Spell, Dispelling Strike, Extra Arcane Pool, Imp. Initiative, Combat Reflexes (monk bonus feat), Dodge (monk bonus feat) Stunning Fist (from monk)

I hope this write-up works for Scrambler. Dispelling strike simulates disrupting powers, and hitting opponents with an intensified shocking grasp unarmed attack is the closest thing I can think of to how his power works.


Vertigo is tough to convert to PF, but I think witch works best. I'm choosing hexes so Vertigo can double as a healer, so if you use the Marauders they can last more than one encounter. Here's my attempt at Vertigo:

Vertigo
Female Dual-talented Human Insanity Patron Witch 14
HD 14d6+28

CR 13

Str 7
Dex 16 (13 +2 racial +1 at level 12)
Con 14
Int 26 (18 +2 racial + 2 for levels +4 bodysuit of Int +4)
Wis 10
Cha 8

BAB +7 CMB +5 CMD 18

Initiative +7

Combat Gear- Bodysuit of Int +4/AC +4

Hexes- Evil Eye, Slumber, Misfortune, Healing, Cackle, Agony, Waxen Image, Major Healing

Feats- Combat Casting, Imp. Init., Spell Penetration, Split Hex, Split Major Hex, Dazing Spell

Vertigo is important because the Marauders make use of action economy in their tactics. They typically start an encounter with either Arclight using her earthquake punch or Vertigo using the agony hex to immobilize opponents. Scalphunter, Harpoon, Riptide, Arclight, Sabretooth, and Blockbuster (whichever are present) do damage to prone or nauseated opponents.

I'll probably write up Blockbuster as a fighter or brawler, and I'm not sure how to write up Malice.


Here's my attempt at Malice while she's possessing Dazzler:

Malice (while possessing Dazzler)

Female Dual-talented Human Bard (Celebrity archetype) 13
HD 13d8+13

CR 13

Str 8
Dex 16 (13 +1 at level 12 +2 racial)
Con 12
Int 12
Wis 8
Cha 26 (18 +2 racial +2 for levels +4 1980s windbreaker of Cha +4)

BAB +10 CMB +9 CMD 25 (Combat Maneuver Defense)

Init +7

Combat Gear- 1980s Windbreaker of Cha +4 (occupies same slot as a cloak), Choker of Protection from Good (while Malice is possessing Dazzler she is effectively immune to mind control)

Feats- Improved Initiative, Arcane Strike, Defensive Combat Training, Dodge, Prodigy (perform-sing and perform- dance), Arcane Blast, Spellsong

Special Attack: Bad Writing and Lack of Editorial Oversight- Dazzler can solo any male opponent (she has defeated or effectively defeated Juggernaut, Galactus, and the Beyonder). She has a 100% base chance to solo a male opponent (once per story arc) and this chance increases by 20% for each alcoholic beverage consumed by a Marvel Comics writer or the GM.

Special Defense: Recyclable Villain. If Malice is defeated while possessing Dazzler, she stops possessing Dazzler and flees. Dazzler has 1 hit point after this (regardless of what her hp had previously been) and joins the team. Malice will return the next time a Mr. Sinister or Marauder storyline occurs.


Here's my attempt at Blockbuster:

Male Dual-talented Human (Giant template) Brawler 13
HD 13d10+72

CR 13

Str 32 (18+2 racial+4 giant template+6 belt of giant str+2 levels)
Dex 12 (14 -2 giant template)
Con 22 (16+2 racial +4 giant)
Int 7
Wis 8 (7+1 at level 12)
Cha 7

BAB +13 CMB +25 CMD 26

Init +5 (+4 improved initiative +1 dex)

Feats- Imp. Unarmed Strike, Imp. Initiative, Imp. Grapple, Power Attack, Combat Expertise, Weapon Focus- unarmed attack, Stunning Fist, Jawbreaker, Bonebreaker, Greater Grapple, Neckbreaker, Dragon Style

Combat Gear- Belt of Giant Str +6, Bracers of Armor +2

AC 18 (-1 size +1 dex +3 natural armor(giant template) +3 brawler +2 bracers)

That's all of the Marauders. Per Freehold DM's request, I'll write up conversions for the Reavers. That will have to wait for the Technology Guide, I might post write-ups for Forge and Warpath also at some point.


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WOOOOOOOOOOOOOOOOO THANKS MAN


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Really good stuff. Thanks!


I got a PM request for a write-up of Mr. Sinister. Anyone have suggestions? I'm thinking either a fiendish or celestial template for SR and DR. He is nearly impossible to harm (except for his vulnerability to Cyclop's optic blast) and has the power of 'plot,' which is difficult to model.


Here's my attempt at Mr. Sinister. I'm trying to make a write-up that is sufficiently powerful and resistant to damage.

Mr. Sinister (Nathaniel Essex)

Advanced Dual-Talented Human Empyreal Sorcerer 20
HD 20d6+160

CR 22

Str 17
Dex 22
Con 26
Int 24
Wis 34
Cha 17

BAB +10 CMB +13 CMD 28

Init +10

Feats- Combat Casting, Imp. Init., Arcane Strike, Armor Prof (light, medium, heavy), Arcane Armor Training, Arcane Armor Mastery, Iron Will, Dodge, Extend Spell, Quicken Spell, Dazing Spell

Special- Sinister Blessing: Mr. Sinister can grant a boon to the Marauders, allowing them to either roll twice and take the better of the two results or force an opponent to roll twice and take the worse of the two results on one saving throw.

Equipment:
Artifacts- Demon Prince Armor, Branch of Life (ignores good requirement and only works for Mr. Sinister)
Amulet of Proof against Detection and Location, Belt of Physical Perfection +6, Hat of Disguise, Headband of Mental Superiority +6, Rod of Greater Quicken Metamagic, Ioun Stones (iridescent, pearly white, pale green, orange, and lavender and green- all combined into gemstone on Mr. Sinister's forehead and impossible to remove)

Spell Known:
9th Gate, Prismatic Sphere, Time Stop, Wish

8th Sunburst, Horrid Wilting, Mind Blank, Polymorph any Object

7th Banishment, Reverse Gravity, Finger of Death, Forcecage

6th Greater Dispel Magic, Disintegrate, True Seeing, Globe of Invulnerability

5th Flame Strike, Baleful Polymorph, Wall of Force, Teleport, Fickle Winds

4th Remove Curse, Emergency Force Sphere, Scrying, Black Tentacles, Solid Fog

3rd Magic Circle against Good/Evil, Haste, Fly, Lightning Bolt, Greater Magic Weapon

2nd Resist Energy, False Life, Blood Money, Eagle's Splendor, Shatter, Hideous Laughter

1st Bless, Mr. Sinister either has the spell or a scroll for any first level spell.

Mr. Sinister was written up with a 20 point buy and the advanced template. There is an additional +2 CR for the artifacts and equipment. the Branch of Life allows for unlimited ressurection for Mr. Sinister and the Marauders, he has contingency cast that will teleport him to the Branch if he is reduce below zero hit points. Hopefully this write-up makes an appropriately challenging Mr. Sinister, he has resistances and immunities from the Empyreal bloodline and from the Demon Prince Armor.

I believe I forgot to include a mythic feat for Sabretooth, he should have Mythic Iron Will. The Sinister Blessing boon is meant to represent that the Marauders can be extremely deadly and extremely difficult to kill. Marauders who significantly injure one of the X-Men or X-Force members usually die shortly thereafter, so they can force one save reroll against an opponent or make one reroll themselves.

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