JLA Vs Avengers, Pathfinder Style.


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Liberty's Edge

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So I used the pathfinder system to make some copies of JLA guys and Avengers guys. Here are the builds in Stat Block Format, some are even Viable.... I want to tinker with Thor more, but I'm tired, and I can't seem to find a good Oracle Mystery for him. Anyway here's what I have and these are all (mostly) PFS legal may be 1 stretch per character. Also I have used Herolab and these are level 12 Stat blocks, so while interesting, they can be long.

Hulk:

Banner
Male Human Alchemist (Ragechemist) 4 Barbarian (Invulnerable Rager) 8
NG Medium Humanoid (human)
Init +3; Senses Perception +16
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Defense
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AC 25, touch 16, flat-footed 22 (+9 armor, +3 Dex, +3 deflection)
hp 131 (8d12+4d8+52)
Fort +17, Ref +12, Will +6; +2 bonus vs. poison
Defensive Abilities fortification 25%; DR 4/—, 8/lethal; Resist fire 1, extreme endurance (fire), poison
resistance +2
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Offense
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Speed 40 ft.
Ranged Bomb +15/+10/+5 (2d6+3 Fire/x2)
Special Attacks bomb 2d6+3 (9/day) (dc 15), rage (28 rounds/day)
Alchemist (Ragechemist) Spells Prepared (CL 4):
2 (2/day) Barkskin, Spider Climb
1 (4/day) Expeditious Retreat, Shield, Jump, Cure Light Wounds
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Statistics
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Str 20, Dex 16, Con 18, Int 16, Wis 10, Cha 12
Base Atk +11; CMB +16 (+18 Bull Rushing); CMD 32 (34 vs. Bull Rush)
Feats Cornugon Smash, Extra Bombs, Extra Discovery, Extra Rage, Extra Rage Power, Improved Bull
Rush, Power Attack -3/+6, Throw Anything, Weapon Focus (Claw)
Traits Accelerated Drinker, Tomb Raider (Perception)
Skills Acrobatics +13 (+18 to jump, +17 jump), Climb +14, Craft (alchemy) +16 (+20 to create alchemical
items), Disable Device +13, Escape Artist +0, Fly +0, Intimidate +15, Knowledge (arcana) +16, Knowledge
(nature) +16, Perception +16, Ride +0, Spellcraft +8, Stealth +0, Swim +2, Use Magic Device +16; Racial
Modifiers alchemy +4
Languages Common, Osiriani, Ancient, Tien, Varisian
SQ discoveries (enhance potion [3/day], feral mutagen, preserve organs 25%), fast movement +10, fast
poisoning (move action), mutagen (dc 15), rage mutagen, rage powers (guarded life, guarded life, greater,
increase damage reduction, knockback [1/round], knockdown [1/rage]), swift alchemy
Combat Gear Feral Mutagen: +6 STR, -2 INT, +2 Nat AC; Other Gear +3 Breastplate, Belt of giant
strength +4, Boots of striding and springing, Bracers of the avenging knight (1/day), Cloak of resistance
+3, Furious Amulet of mighty fists +1, Headband of vast intelligence +2 (Use Magic Device, Ioun stone
(deep red sphere), Ioun stone (pink rhomboid), Ring of feather falling, Ring of protection +3, 450 GP
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Special Abilities
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Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start
your turn with the potion in your hand.
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+3 (9/day) (DC 15) (Su) Thrown Splash Weapon deals 2d6+3 fire damage.
Bracers of the avenging knight (1/day) Can smite 1 foe, adding charisma bonus to hit and +5 damage
vs them.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate
Intimidate check as a free action to attempt to demoralize your opponent.
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Damage Reduction (8/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Fire (1) You have the specified Damage Resistance against Fire attacks.
Enhance Potion (3/day) A number of times per day equal to his Intelligence modifier, the alchemist can
cause any potion he drinks to function at a caster level equal to his class level.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate
effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold
resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Fortification 25% You have a chance to negate critical hits on attacks.
Guarded Life (16 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Knockback (1/round) (Ex) While raging, can bull rush in place of an att, dealing a little dam.
Knockdown (1/rage) (Ex) 1/rage, make a Trip maneuver without AoO
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for
40 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the
chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25%
chance that the critical hit or sneak attack is negated and damag
Rage (28 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg).
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Black Widow:

Romanov
Human Rogue (Spy) 12
CG Medium Humanoid (human)
Init +8; Senses Perception +15
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Defense
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AC 29, touch 22, flat-footed 20 (+7 armor, +6 Dex, +3 deflection, +3 dodge)
hp 87 (12d8+24)
Fort +6, Ref +14, Will +5
Defensive Abilities evasion, improved evasion, improved uncanny dodge (lv >=16)
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Offense
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Speed 30 ft.
Melee Unarmed strike +14/+9 (1d3+8/x2)
Special Attacks sneak attack +6d6
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Statistics
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Str 10, Dex 22, Con 14, Int 14, Wis 12, Cha 14
Base Atk +9; CMB +6 (+8 Grappling, +8 Tripping); CMD 31 (33 vs. Trip)
Feats Combat Expertise +/-3, Combat Reflexes (7 AoO/round), Improved Trip, Improved Unarmed Strike,
Janni Rush, Janni Style, Janni Tempest, Vicious Stomp, Weapon Finesse
Traits Reactionary, Stealthy Escape
Skills Acrobatics +21, Bluff +17 (+23 on opposed rolls to attempt to deceive someone (does not apply to
feint attempts or attempts to pass secret messages)), Climb +5, Diplomacy +15, Disable Device +17,
Disguise +15, Knowledge (dungeoneering) +17, Knowledge (local) +15, Perception +15, Perform (dance)
+15, Sense Motive +15, Sleight of Hand +21, Stealth +21; Racial Modifiers skilled liar +6
Languages Common, Osiriani, Polyglot
SQ advancing (1/round), brawling, poison use, rogue talents (another day [1/day], coax information,
crippling strike, finesse rogue, improved evasion, offensive defense, style master, unarmed combat
training)
Combat Gear Poisoner's gloves (2/day); Other Gear +3 Brawling Mithral Chain shirt, Advancing, Agile
Amulet of mighty fists, Belt of incredible dexterity +4, Boots of speed (10 rounds/day), Ring of feather
falling, Ring of protection +3, 1700 GP
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Special Abilities
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Advancing (1/round) After hit can move 5 ft as a swift action, but -2 to remaining attacks this rd.
Another Day (1/day) (Ex) If attack reduces below 1 hp, move 5 ft. If out of reach take 0 dam, but
staggered next rd.
Boots of speed (10 rounds/day) Affected by haste
Brawling Unarmed strikes count as magic for bypassing DR.
Coax information (Ex) Can use Bluff or Diplomacy to force an opponent to act friendly.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you
fail you take half damage.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be
flanked unless the attacker is Level 16+.
Janni Rush Always count as having a running start for jumping, and deal double damage on a jumping
charge
Janni Style Take only a - 1 AC penalty when charging, flanking opponents only gain +1 attack bonus
against you
Janni Tempest After successful unarmed attack, gain +4 on combat maneuver checks to bull rush or trip
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoner's gloves (2/day) Each glove can be filled with liquid, and deliver with melee touch or natural att.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Skilled Liar +6 (Ex) +6 Bluff to Deceive
Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed.
Vicious Stomp When opponent falls prone, it provokes an attack of opportunity from you

Thor:

Thor
Angel-Blooded Aasimar (Angelkin) Barbarian (Armored Hulk) 2 Oracle 4 Rage Prophet 6
CG Medium Outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 30, touch 19, flat-footed 24 (+9 armor, +6 Dex, +2 natural, +3 deflection)
hp 99 (2d12+6d10+4d8+24); revelations (nature's whispers, spirit of nature [fast healing 1 anywhere])
Fort +13, Ref +7 (+1 against trample attacks), Will +11
Resist acid 5, cold 5, electricity 5, sonic 5, stormchild
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Offense
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Speed 30 ft.
Melee +1 Throwing Adamantine Warhammer +16/+11 (1d8+10/x3)
Special Attacks rage (14 rounds/day), rage powers (moment of clarity [1/rage], no escape [1/rage])
Spell-Like Abilities Alter Self (1/day), Dancing Lights (1/day), Ghost Sound (1/day), Guidance (+3 vs.
fey/outsider/undead/incorporeal) , Mage Hand (1/day)
Oracle Spells Known (CL 10):
4 (4/day) Grove of Respite, Cure Critical Wounds, Forceful Strike (DC 20)
3 (6/day) Magic Vestment, Cure Serious Wounds, Speak with Dead (DC 19), Speak with Plants, Deadly
Juggernaut
2 (8/day) Restoration, Lesser, Barkskin, Cure Moderate Wounds, Whispering Wind, See Invisibility,
Effortless Armor, Returning Weapon
1 (8/day) Moment of Greatness, Divine Favor, Shield of Faith, Remove Fear, Endure Elements, Charm
Animal (DC 17), Cure Light Wounds
0 (at will) Detect Poison, Stabilize, Read Magic, Detect Magic, Mending, Create Water, Guidance, Light
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Statistics
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Str 22, Dex 10, Con 15, Int 10, Wis 10, Cha 22
Base Atk +9; CMB +15 (+16 Overrunning); CMD 34 (35 vs. Overrun)
Feats Eldritch Heritage, Extra Rage, Extra Rage Power, Improved Eldritch Heritage (Stormchild), Power
Attack -3/+6, Skill Focus (Knowledge [nature])
Traits Defender of the Society, Magical Knack (Oracle)
Skills Acrobatics -2, Climb +4, Diplomacy +12, Escape Artist -2, Fly +13, Heal +2, Intimidate +18,
Knowledge (nature) +8, Knowledge (planes) +10, Knowledge (religion) +8, Perception +15, Ride -2, Stealth
-2, Swim +4; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common
SQ defiant mind, enduring rage, indomitable stance, interaction bonus, mysteries (nature), oracle's curses
(legalistic), ragecaster (+6 cl), raging healer, spirit guardian, thunderstaff (shock 5 rds) (9/day), vow to self
(1/day)
Other Gear Celestial armor, +1 Throwing Adamantine Warhammer, Amulet of natural armor +2, Belt of
giant strength +4, Cloak of resistance +4, Headband of alluring charisma +4, Ring of protection +3, 588
GP
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Special Abilities
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Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity
attacks.
Damage Resistance, Sonic (5) You have the specified Damage Resistance against Sonic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Defiant Mind At 10th level, you can make a new saving throw each minute to resist mind-affecting
effects as your subconscious searches for loopholes.
Enduring Rage (Su) While raging, can sacrifice spell slot to extend rage for spell level rds.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also
imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally),
you become sickened for 24 hours or until you meet your ob
Magical Knack (Oracle) +2 CL for a specific class, to a max of your HD.
Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending
the rage.
No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ragecaster (+6 CL) (Su) Oracle CL adds Barbarian level with moment of clarity.
Raging Healer (Su) Can cast cure spells on yourself while raging, without clarity of mind.
Spirit Guardian (Sp) Swift action to spend rage and grant arms ghost touch for 1 rd, even when not
raging.
Spirit of Nature (Fast Healing 1 anywhere) (Su) If reduced to negative HP, you gain Fast Healing 1 for
1d4 rounds.
Stormborn +1 DC for [electricity] and [sonic] spells.
Stormchild (Ex) You gain electricity and sonic resistance 5, treat wind effects as 2 steps lower, and gain
60' Blindsense against fog, mist or weather effects.
Thunderstaff (Shock 5 rds) (9/day) (Sp) Touch a weapon to grant the Shock power for 5 rds.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.

Captain America:

Steve
Human Fighter (Brawler) 7 Steel Falcon 5
LG Medium Humanoid (human)
Init +5; Senses Perception +18
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Defense
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AC 33, touch 16, flat-footed 30 (+7 armor, +8 shield, +3 Dex, +2 natural, +3 deflection)
hp 107 (12d10+31)
Fort +10, Ref +7, Will +5 (+2 vs. fear)
Defensive Abilities bravery +2, heart of freedom
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Offense
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Speed 40 ft.
Melee Heavy Shield Bash +25/+20/+15 (1d8+16/x2) and
Unarmed strike +20 (1d3+9/x2)
Ranged +1 Returning (Throwing) +19/+14/+9 (1d6+11/x2)
Special Attacks bardic performance: inspire courage +2, close combatant +2/+4, enemy of slavers +4
Spell-Like Abilities Bless (1/day), Sanctuary (1/day)
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Statistics
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Str 22, Dex 16, Con 14, Int 10, Wis 8, Cha 14
Base Atk +12; CMB +18 (+20 Bull Rushing, +20 Dragging, +20 Grappling, +20 Repositioning); CMD 37
(39 vs. Bull Rush, 39 vs. Drag, 39 vs. Reposition)
Feats Exotic Weapon Proficiency (Shield, Throwing), Improved Shield Bash, Improved Unarmed Strike,
Iron Will, Missile Shield (1/round), Shield Focus, Shield Master, Shield Slam, Shield Specialization (Heavy
Shield), Two-weapon Fighting, Weapon Focus (Shield, Throwing)
Traits Reactionary, Shield Bearer (Ulfen) (1/day)
Skills Acrobatics +1 (+6 to jump, +5 jump), Climb +4, Diplomacy +12, Escape Artist +1, Fly +1, Intimidate
+15, Knowledge (history) +5, Knowledge (local) +5, Perception +18, Ride +1, Sense Motive +7, Stealth
+16, Swim +4
Languages Common
SQ brawling, chainbreaker, comrade's bond (2), heroic speech (5 rounds/day), luck of the eagle (1/day),
menacing stance -1/-4, natural traps, sailor and survivalist, subtle manipulator, superior aid, talmandor's
blessing, talmandor's fury (1/day) (dc 17)
Combat Gear Golden eagle epaulets (stealth), Grappler's mask; Other Gear +3 Brawling Chain shirt, +5
Bashing, Throwing Heavy steel shield, Amulet of natural armor +2, Belt of giant strength +4, Boots of
striding and springing, Ring of protection +3, 30 GP
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Special Abilities
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Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage
rolls.
Bravery +2 (Ex) +2 to Will save vs. Fear
Brawling Unarmed strikes count as magic for bypassing DR.
Chainbreaker (Ex) Ignore 10 hardness of chains/bindings & +10 bon to escape manacles/ropes.
Close Combatant +2/+4 (Ex) +2 to hit and +4 damage with close weapons.
Comrade's Bond (2) (Ex) Move, grant allies in 30 ft half Enemy of Slavers bonus for 2 r.
Enemy of Slavers +4 (Ex) Slavers/slave owners are favored enemies (as ranger). Doesn't stack.
Grappler's mask You do not provoke AoO when attempting bull rushes and grapples.
Heart of Freedom (Ex) +4 morale bon to saves vs charm, compulsion, or possession.
Heroic Speech (5 rounds/day) (Ex) Can inspire courage as a bard of equal level. Stacks with bard
levels.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Luck of the Eagle (1/day) (Ex) 1/day, reroll any d20 roll and take 2nd result.
Menacing Stance -1/-4 (Ex) Adjacent foes take a -1 penalty to attack rolls and a -4 penalty to
concentration checks.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Natural Traps (Ex) Can create a variety of booby traps in natural environments.
Sailor and Survivalist (Ex) +5 bon to Survival to get along in or navigate wilderness.
Shield Focus +1 Shield AC
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Shield Specialization (Heavy Shield) You have mastered the use of one type of shield.
Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th.
Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shie
Subtle Manipulator (Ex) Full rd, Sense mot vs target's Will save to gain +5 circ bon to Diplo for 1 days.
Superior Aid (Ex) Aid another grants allies a +4 bonus.
Talmandor's Blessing (Su) +10 comp bon to Acrobatics for high/long jumps & constant feather fall.
Talmandor's Fury (1/day) (DC 17) (Su) 1/day, free, 30 ft fear aura 5 rds (Will neg), allies reroll
charm/compulse save.

Wonder Woman:
Dianna
Female Archon-Blooded Aasimar (Lawbringers) Barbarian 2 Monk (Martial Artist) 10
NG Medium Outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +20
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Defense
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AC 28, touch 23, flat-footed 24 (+5 armor, +3 Dex, +2 deflection, +1 dodge)
hp 125 (2d12+10d8+58)
Fort +15, Ref +12, Will +13; +2 bonus vs. sleep, paralysis, and stunning
Defensive Abilities evasion, improved evasion, uncanny dodge; Immune exhaustion, fatigue; Resist acid
5, cold 5, electricity 5
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Offense
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Speed 70 ft.
Melee Unarmed strike +17/+12 (1d10+12/x2)
Special Attacks flurry of blows +8/+8/+3/+3, rage (16 rounds/day), rage powers (knockback [1/round])
Spell-Like Abilities Continual Flame (1/day)
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Statistics
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Str 22, Dex 16, Con 18, Int 10, Wis 20, Cha 8
Base Atk +9; CMB +18; CMD 38
Feats Combat Reflexes (4 AoO/round), Deflect Arrows, Dodge, Dragon Ferocity +3, 1d4+6 rds, Dragon
Style, Extra Rage, Improved Feint, Improved Unarmed Strike, Medusa's Wrath, Stunning Fist (10/day) (DC
22), Weapon Focus (Unarmed strike), Weapon Specialization (Unarmed strike)
Traits Fast-Talker, Reactionary
Skills Acrobatics +16 (+32 jump, +26 to jump), Bluff +15, Intimidate +1, Knowledge (history) +5,
Knowledge (religion) +5, Perception +20, Sense Motive +20, Survival +5 (+7 to avoid becoming lost);
Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Celestial, Common
SQ ac bonus +7, exploit weakness +15, fast movement (+30'), fast movement +10, high jump, maneuver
training, pain points, physical resistance 2, stunning fist (stun, fatigue, sicken), unarmed strike (1d10)
Other Gear Belt of giant strength +4, Boots of levitation, Bracers of armor +5, Cloak of resistance +1,
Furious Amulet of mighty fists +1, Headband of inspired wisdom +4, Ioun stone (deep red sphere), Ioun
stone (pink rhomboid), Ring of feather falling, Ring of protection +2, Wayfinder (1 @ 0 lbs), 50 GP
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Special Abilities
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AC Bonus +7 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity
attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deflect Arrows Deflect an incoming arrow once per round.
Dragon Ferocity +3, 1d4+6 rds Gain bonus on unarmed attacks, and you can cause opponents to be
shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore
difficult terrain/allies when charging.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Exploit Weakness +15 (Ex) At 4th level, as a swift action, a martial artist can observe a creature or
object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 +
the object's hardness or the target's CR. If the check succeeds, the mar
Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flurry of Blows +8/+8/+3/+3 (Ex) Make Flurry of Blows attack as a full rd action.
High Jump (+10/+30 with Ki point) (Ex) +10 to Acrobatics checks made to jump.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you
fail you take half damage.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockback (1/round) (Ex) While raging, can bull rush in place of an att, dealing a little dam.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered,
stunned, or unconscious foe.
Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1
bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1.
This ability replaces still mind.
Physical Resistance 2 (Ex) At 7th level, if a martial artist suffers any effect that causes ability damage,
ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases
by 1 for every three levels beyond 7th (to a maximum redu
Rage (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Stunning Fist (10/day) (DC 22) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat,
even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the
ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is
typically made from silver and bears gold accents. With a command word, you can use a wayfinder to
shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a
+2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small
indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its
normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the
magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

Green Lantern:

Hal
Male Human Summoner 12
LN Medium Humanoid (human)
Init +4; Senses bond senses (12 rounds/day); Perception +0
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Defense
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AC 23, touch 13, flat-footed 21 (+6 armor, +4 shield, +2 Dex, +1 deflection)
hp 81 (12d8+18)
Fort +9, Ref +10, Will +12
Defensive Abilities greater shield ally (+4 ac/saves, +2 for allies); Resist greater shield ally (+4 ac/saves,
+2 for allies)
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Offense
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Speed 30 ft.
Spell-Like Abilities Summon Monster VI (8/day)
Summoner Spells Known (CL 12):
4 (4/day) Acid Pit (DC 19), Hold Monster (DC 19), Overland Flight, Planar Binding, Lesser (DC 19)
3 (5/day) Summon Monster IV, Stoneskin, Wall of Fire, Dispel Magic
2 (6/day) Summon Monster II, Barkskin, See Invisibility, Ablative Barrier, Warding Weapon
1 (7/day) Unseen Servant, Shield, Summon Monster I, Grease (DC 16), Mount, Snowball (DC 16)
0 (at will) Read Magic, Detect Magic, Mending, Guidance, Message, Light
--------------------
Statistics
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Str 10, Dex 14, Con 13, Int 16, Wis 10, Cha 20
Base Atk +9; CMB +9; CMD 22
Feats Eldritch Heritage, Extra Evolution, Extra Evolution, Extra Evolution, Improved Eldritch Heritage (New
Arcana), Skill Focus (Knowledge [arcana]), Spell Focus (Evocation)
Traits Observant (Sense Motive), Reactionary
Skills Fly +17, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11,
Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11,
Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +7, Sense Motive
+1, Use Magic Device +20
Languages Abyssal, Common, Osiriani, Tien, Varisian
SQ eidolon link, life link, maker's call/transposition (2/day), share spells with eidolon
Combat Gear Ring of telekinesis; Other Gear +2 Mithral Chain shirt, Headband of mental prowess (Int &
Cha +2) (Fly), Ring of protection +1, 1600 GP
--------------------
Special Abilities
--------------------
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Arcane Bond (Ring of telekinesis) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day.
Without it, Concentration required to cast spells (DC20 + spell level).
Bond Senses (12 rounds/day) (Ex) As a standard action, you can share Eidolon's senses while on same
plane.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Greater Shield Ally (+4 AC/Saves, +2 for allies) (Ex) +4 AC and save when within Eidolon's reach.
Allies gain +2.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Maker's Call/Transposition (2/day) (Su) Eidolon teleports to an adjacent square or you switch places, as
dimension door.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your
personal spells.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Summon Monster VI (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time
and can't use with eidolon.

I'm not real happy about this one, but I made him the Eidolon....
Superman:

Clark
Biped (Slam)
LN Medium Outsider
Init +3; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 38, touch 13, flat-footed 35 (+5 armor, +3 Dex, +20 natural)
hp 100 (+51)
Fort +10, Ref +6, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; DR 10/chaotic
--------------------
Offense
--------------------
Speed 30 ft., flight (70 feet, perfect)
Melee Slam (1 extra at -5) (Slam) +17 (1 extra at -5) (1d8+24/x2)
--------------------
Statistics
--------------------
Str 31, Dex 17, Con 18, Int 8, Wis 10, Cha 11
Base Atk +9; CMB +19 (+21 Bull Rushing); CMD 32 (34 vs. Bull Rush)
Feats Improved Bull Rush, Power Attack -3/+6, Step Up, Toughness +9, Weapon Focus (Slam)
Skills Bluff +12, Diplomacy +9, Fly +23, Perception +12, Sense Motive +12
Languages Common
SQ devotion +4, multiattack / extra attack
Combat Gear Cape of the mountebank; Other Gear Belt of giant strength +4, Bracers of armor +5, You
have no money!
--------------------
Special Abilities
--------------------
Damage Reduction (10/chaotic) You have Damage Reduction against all except Chaotic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (70 feet, Perfect) You can fly!
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.

Batman:

Bruce
Human Monk (Master of Many Styles, Monk of the Sacred Mountain) 2 Rogue 10
LN Medium Humanoid (human)
Init +10; Senses Perception +15
--------------------
Defense
--------------------
AC 32, touch 22, flat-footed 22 (+9 armor, +8 Dex, +1 natural, +2 deflection, +2 dodge)
hp 103 (12d8+40)
Fort +8, Ref +18 (+3 bonus vs. traps), Will +6
Defensive Abilities evasion, improved uncanny dodge (lv >=14), trap sense
--------------------
Offense
--------------------
Speed 40 ft.
Melee Gauntlet (from Armor) +18/+13 (1d3+10/x2) and
Unarmed strike +19/+14 (1d6+10/x2)
Special Attacks sneak attack +5d6
--------------------
Statistics
--------------------
Str 10, Dex 26, Con 14, Int 14, Wis 10, Cha 12
Base Atk +8; CMB +8; CMD 30
Feats Combat Reflexes (9 AoO/round), Crane Riposte, Crane Style, Crane Wing, Dazzling Display
(Unarmed strike), Dodge, Enforcer, Improved Unarmed Strike, Sap Adept, Sap Master, Shatter Defenses
(Unarmed strike), Snake Fang, Snake Style, Stunning Fist (4/day) (DC 16), Toughness +12, Weapon
Finesse, Weapon Focus (Unarmed strike)
Traits Dominator (Belkzen), Reactionary
Skills Acrobatics +21 (+26 to jump, +25 jump), Bluff +15, Climb +13, Disable Device +26, Disguise +15,
Escape Artist +6, Fly +6, Intimidate +16 (+18 to demoralize foes), Knowledge (dungeoneering) +10,
Knowledge (history) +10, Knowledge (local) +10, Knowledge (religion) +10, Perception +15 (+20 to locate
traps), Ride +6, Sense Motive +15, Stealth +21, Swim -2
Languages Common, Skald, Tien
SQ fuse style (2 styles), rogue talents (bonus feat, combat trick, finesse rogue, offensive defense, style
master, weapon training), stunning fist (stun), trapfinding +5, unarmed strike (1d6)
Other Gear Celestial armor, Agile Amulet of mighty fists +2, Belt of incredible dexterity +6, Boots of
striding and springing, Ring of protection +2, 100 GP
--------------------
Special Abilities
--------------------
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crane Riposte When you deflect an attack, you may make an attack of opportunity
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Dazzling Display (Unarmed strike) Intimidate check to demoralize can affect those within 30' who see
you.
Dominator (Belkzen) You receive a +2 trait bonus on all attempts to demoralize an opponent in combat
using your Intimidate skill.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into
a more perfect style. The master of many styles can have two style feat stances active at once. Starting a
stance provided by a style feat is still a swift action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be
flanked unless the attacker is Level 14+.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Stunning Fist (4/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not
meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a
new condition to the target of his Stunning Fist. This conditio
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

This is one of (I'm sure) many takes on Batman, but it's my favorite rendering so far.


Neat idea! i cant help much but i can say that i think the eidolon would fit captain marvel a lot more then supes, but i cant really figure out what supes would be either? only thing i can think of atm is fighter 7 / stalwart defender 5, but SD stationary rage is problematic...

Grand Lodge

What about Battle Oracle for Thor? Also, why doesn't Mjolnir have shock, shocking burst, and returning on it?

Liberty's Edge

This is because Thor has the Returning Weapon Spell and Thor has the ability to Grant Mjolnir Shock through his bloodline power.

Liberty's Edge

Vinja89 wrote:
Neat idea! i cant help much but i can say that i think the eidolon would fit captain marvel a lot more then supes, but i cant really figure out what supes would be either? only thing i can think of atm is fighter 7 / stalwart defender 5, but SD stationary rage is problematic...

Yeah the problem with Superman is the diversity of his powers, and the level of strength he has to have, you've got to shoot for 30 at least, and just to put Fly as a power on him reduces your options significantly.


Re batman:
Take a look at the super genius games talented monk and talented rogue. They allow you to combine the abilities of the monk (and its archetypes) and the rogue (and its archetypes including the ninja). Really effective for creating batman. They also have a product called the genius guide to archer archetypes, which has the 'alchemical archer' which could be added to the class in place of some of its edges and talents, which allows you to create ammunition that either has alchemical items built in (shocking, exploting, smoke, entangline shurikens) or turn any ammunition into a bola, a grappling hook, or an poison injector. Its how I'd do it.

also
Supes is like a level 5 fighter with a 200 point custom race. Or maybe just a level 20 super genius mighty godling? The godling is an extermely flexible class that can pull from all over the place and at 20th level it becomes a demigod, which is fairly apt for superman.

(you might note I recommend alot of super genius material because they release alot of base classes to make it easy to do things the paizo classes do sort of ok).


also I think this class the riven mage works alot better for green lantern then the summoner. It has a few basic 'riven spells' that can have fairly basic effects which he can pour more or less power into. This is a pretty good representation of what GL can do with his constructs, and the fact that he has a power reserve in his ring that needs recharging from time to time.

And yea, for superman, the godling has something called divine traits. These are points that can be put into talent like abilities. What of those is called divine portfolio which lets the godling get oracle mystery powers. So you can get the wings of air power from the wind mystery, iron skin from the metal mystery (for heavy dr), among his other ludicrous list of powers. It might work, but I still think custom race is the way to go.


Quote:
I want to tinker with Thor more, but I'm tired, and I can't seem to find a good Oracle Mystery (Curse) for him

Legalistic

We've done this before in Conversions

Shadow Lodge

The problem here is that even city-level superheroes like Spidey are far fary beyond the power bounds of the Pathfinder system. Then you get into the real powerhouse guy like Thor or the Hulk.

And then there's the power differential between DC and Marvel. While Marvel has some incredibly powerful characters, they actually do tend to put some limits on even the mightiest. For example, look at pure physical strength. Marvel's roster of extremely strong characters tends to get VERY thing beyond the bounds of 100 tons. There's probably only a dozen or so characters that are substantially beyond that threshhold.

Compare that to Superman, who's strength level, when DC gives it numbers, tends to venture into the quintillions of tons. You can also compare speedsters. Quicksilver can run at 10 times the speed of sound. The Flash can run at far faster than the speed of light.

Simply put, Marvel characters need a superhero system in order to function properly...and the most powerful DC heroes need a diety system to function properly.

Don't even get me started on the crossovers, where fan appeal is more of a determining factor than actual powers. Like Batman's kick actually stunning the Hulk. Then again, Bats does have the most powerful Mary Sue powers in all of fiction.


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No, make the Summoner Jimmy Olsen.

Also, it makes me laugh that Supes has 8 int.

Silver Crusade

Has anyone tried doing Iron Man yet?

Really curious to see what gets done with him.


For War Machine, make him a Gun Tank, whose weapon and armor are actually the same item.

Silver Crusade

Might work.

Stark, on the other hand, would be a Machinesmith using the mobius suit option from the Cutting Edge Machinesmith add-on. Outside of that, I can't figure what other class would work for that.


Maybe a Merchant and Noble multiclass, that just so happens to have like 25 INT, and a wondrous suit of armor the likes of which the world has never seen?

Silver Crusade

hmm... aristocrat 1/expert 2/Machinesmith 9 looks like a good way to go.

I may have to work on that...

A friend also suggested aristocrat X/expert X/summoner (synthesist) X as a possible way to go, but I'm a little leery on that being used to stat him up.


How does Wonder Woman only have 8 Charisma? She's canonically "one of the most beautiful women in the world."

Also, Punisher would be a Gunslinger/Trench Gunner combo.


Vamptastic wrote:

How does Wonder Woman only have 8 Charisma? She's canonically "one of the most beautiful women in the world."

Good looks <> Charisma. That said, it should be higher.

Hm. Maybe Paladin for WW? She _is_ on a mission from the Gods...


At the risk of some thread necro, I figured it would be better to add this here rather than start a whole new thread. Now that the mythic rules have come out, how would that affect how you build these character?

I was kicking this around in my head as well, but I love what's been done here. I was thinking that Wonder Woman could be Paladin/Monk, but the Barbarian levels definitely account for her anger issues. Flash would almost any class with the Travel domain, or even a Wiz/Sorcerer that stacked speed effects...or even a Druid with Travel that wildshapes into super fast monsters; it's hard to tell what he looks like when he's moving that fast. Batman (besides from needing Batman to be a class or at least a template) could be a Rogue/Monk/Lore Oracle. Hawkman/Hawkgirl would be Assimar Paladins or Magus.

Jumping companies Hawkeye Ranger/Sorceror/Arcane Archer or Zen Archer. Spiderman would be Monk/Magus or Monk/Foresight Wizard. And Doctor Strange Foresight Wizard 20 with 10 Mythic tiers, of course.

Of course all that takes some fleshing out, but hopefully we can even get the conversation reignited.


I suggest the ultimate super-powered matchup, of both teams' heaviest hitters:

AVENGERS
Ant-Man
Swordsman
Mockingbird
Mantis
Hellcat
Two-Gun Kid
Falcon
Triathlon

JUSTICE LEAGUE
Elongated Man
Vibe
General Glory
Black Condor (or Blue Jay)
Crimson Fox
L-Ron
Congorilla
Godiva


Hulk, I think, needs Master Chymist. Ragechemist 7/Barbarian 2/MC 3

I don't feel the Barbarian levels for Wonder Woman.

I think Batman could be done well with Ninja.

For Superman, something like the Aegis (Aberrant) archetype from Supergenius? Of course, to be most accurate (though not as friendly to playing him as a PC), you could just make him an Outsider. Leonal and Monadic Deva are CR 12.

Iron Man could be a regular Aegis.


Calybos1 wrote:

I suggest the ultimate super-powered matchup, of both teams' heaviest hitters:

AVENGERS
Ant-Man
Swordsman
Mockingbird
Mantis
Hellcat
Two-Gun Kid
Falcon
Triathlon

JUSTICE LEAGUE
Elongated Man
Vibe
General Glory
Black Condor (or Blue Jay)
Crimson Fox
L-Ron
Congorilla
Godiva

No, we are talking about standard play; not epic levels.

Those are all CR 50+ encounters.


Thor could be a Titan Mauler Barbarian with Mjolnir as an intelligent weapon. Mjolnir does "choose" who is worthy to wield. Give it shocking burst, throwing, and returning special abilities, call lightning x/day, and fly as an at will ability. Early comics stated that Thor "flew" by throwing Mjolnir and holding on to it.

Dark Archive

I did this to but most of mine I made level 20

Exsample

Tony Stark:
Tony Stark
Male Human Fighter (Armor Master) 20
CN Medium Humanoid (human)
Init +9; Senses blindsense 60 ft., darkvision 120 ft.; Perception +22
--------------------
Defense
--------------------
AC 44, touch 30, flat-footed 32 (+14 armor, +5 Dex, +5 deflection, +7 dodge)
hp 264 (20d10+140)
Fort +19, Ref +13, Will +10; +3 resistance bonus vs. poison
DR 12/—; Resist acid 30, cold 20, electricity 30, fire 30; SR 15
--------------------
Offense
--------------------
Speed 30 ft., flight (100 feet, average)
Melee Gauntlet (from Armor) +30/+25/+20/+15 (1d3+16/x2) and
Unarmed strike +30/+25/+20/+15 (1d8+16/19-20/x2)
--------------------
Statistics
--------------------
Str 40, Dex 20, Con 20, Int 31, Wis 14, Cha 22
Base Atk +20; CMB +29; CMD 65
Feats Bullseye Shot, Catch Off-Guard, Combat Expertise +/-6, Desperate Battler, Dodge, Fast Learner, Greater Vital Strike, Improved Critical (Unarmed strike), Improved Initiative, Improved Unarmed Strike, Improved Vital Strike, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Scholar (Knowledge [engineering], Knowledge [geography]), Shot On The Run, Sidestep, Snapping Turtle Style +1, Spring Attack, Toughness, Vital Strike
Skills Acrobatics +25, Appraise +30, Bluff +26, Craft (armor) +33, Craft (blacksmith) +33, Craft (firearms) +33, Craft (leather) +33, Diplomacy +26, Escape Artist +25, Fly +28, Knowledge (engineering) +37, Perception +22, Sense Motive +22, Use Magic Device +26
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Halfling, Infernal, Jistka, Necril
SQ armored defense, deflective shield +5, impervious, indestructible, poison resistant, radiant (1/day), stanching
Combat Gear Necklace of fireballs VII, Vambraces of defense (1/day); Other Gear Jarvis, Bag of holding IV (1 @ 14290 lbs), Belt of physical perfection +6, Eyes of the dragon, Headband of mental prowess (Int & Cha +6) (Escape , Monk's robe, Necklace of adaptation, Ring of protection +5, Ring of x-ray vision, 714500 GP
--------------------
Special Abilities
--------------------
Armored Defense (Ex) At 5th level, an armor master gains DR 1/ - when wearing light armor, DR 2/ - when wearing medium armor, and DR 3/ - when wearing heavy armor. At 19th level, this damage reduction increases to DR 4/ - when wearing light armor, DR 8/ - when wearing me
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.

Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.

Benefit: You can spend a move action to steady your shot. When yo
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (12/-) You have Damage Reduction against all attacks.
Damage Resistance, Acid (30) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (20) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (30) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (30) You have the specified Damage Resistance against Fire attacks.
Darkvision (120 feet) (Eyes of the dragon) You can see in the dark (black and white vision only).
Deflective Shield +5 (Ex) +5 bonus to touch AC, up to AC bonus provided by shield worn.
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Eyes of the dragon See four times as well as a human in dim light, and twice as well in normal light.
Flight (100 feet, Average) You can fly!
Impervious 2x enhance bonus to hardness, Hp, break DC. Item gains +5 to saves.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Indestructible (Ex) Immune to critical hits and armor cannot be sundered.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Necklace of adaptation Immune to all harmful vapors and gases and can breathe anywhere.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistant +3 resistance bonus to saves vs poison.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Radiant (1/day) At will, can shed light as a torch. Can intensify to daylight for an hour.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of x-ray vision On command, this ring gives its wearer the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.

Using the ring is exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day. The ring must be used in 1-minute increments.

Construction
Requirements: Forge Ring, true seeing; Cost 12,500 gp
Scholar (Knowledge [engineering], Knowledge [geography]) +2 bonus on two Knowledge skills
Shot On The Run When attacking with a ranged weapon, you can move - attack - move.
Sidestep When an opponent misses you in melee, you can immediately take your next 5' step, as long as you remain within their threatened area.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Spell Resistance (15) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stanching Reduce bleed damage to Hp or attributes by 5 each rd.
Vambraces of defense (1/day) As an immediate action, use a free hand to block ranged hit, as Deflect Arrows.
Vital Strike Standard action: x2 weapon damage dice.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


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I had never thought of Iron Man as an Armor Master Fighter, but it could work really well. Especially if his mithral full plate of speed was an intelligent armor.


Yes, Iron Man, and Thor would definitely require intelligent weapons/artifacts. I also made the point in talking with friends about this today that Cap's shield would be an artifact as well. like a + 10 returning determination heavy steel shield. Really everyone but the Hulk would need an artifact of some sort...and even he would need mythic stretchy purple pants.

RPG Superstar 2009 Top 32

ecw1701 wrote:
Really everyone but the Hulk would need an artifact of some sort...and even he would need mythic stretchy purple pants.

They would not need to be Mythic.


Lord Fyre wrote:
ecw1701 wrote:
Really everyone but the Hulk would need an artifact of some sort...and even he would need mythic stretchy purple pants.
They would not need to be Mythic.

You win this round, Lord Fyre; you win this round.

Silver Crusade

Here's my PFS legal Thor <click my name>. I plan on going mostly Cleric onward, and I think 1 more level of Barbarian.

I took the alternate Channeling to be able to sort of "Hulk Smash" the ground and make difficult terrain, and am looking at going with both melee and throwing, with some wind and lighting based powers. Returning Conductive Weapon is my goal.

I chose Dwarf because of the synergy of basic flavor.


I've been digging around the Multi-Class Archetypes thread, and some of those would be a good fit for these heroes. For example, I see how the Furious Fist Monk/Barbarian Archetype would work pretty well for Wonder Woman.

Here is the entire list of archetypes (so far)

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