Andoran Avengers


Conversions


This thread continues brainstorming for the Spooky's potential campaign that was initially recruited here.

Spooky wrote:

I'm looking to run some very derivative, very high-power superhero fun, and to give people who ponder the Pathfinder builds for fictional characters something to work with, using Golarion with a few key changes to adapt various important elements of the Marvel Universe over. I ran something very similar last spring before living situation issues forced me to stop down, but in bringing it back I'd like to tighten the focus away from "everything Marvel and DC" to purely Marvel, just to bring it all in.

To help achieve builds, we will be working with the gestalt rules. Even if we're going for high power and cheese, your enemies will not be pushovers, and of course the major threats you face will also be gestalt, for fairness. A pummelfest just wouldn't be fun, y'know?

Character Creation Guidelines:
-Any heroic character from Marvel comics, save for the following banned heroes, who I'm not allowing for reasons I will be vague about when asked:
--Doctor Strange, the Fantastic Four, Ghost Rider, Hulk, Jean Grey, Nick Fury, Professor X, Red Hulk, The Punisher, pretty much any cosmic hero, and either heroic version of Venom (as tempting as recreating Venom: Circle of Four may be.)
-Gestalt. If you're not familiar with the rules, you can read them here.
-As is allowable by gestalt rules, you may substitute class levels on one side for an applicable template or to use a creature of CR 5 or lower.
-25 point buy
-Starting level is 5th
-Two traits
-Material from any applicable Paizo sourcebook is allowable.
-Third-party material is on a case-by-case basis. Anything that introduces entirely new subsystems, such as Path of War or Psionics, is disallowed. Beyond that, my biggest issue is being able to see it; if I have the book or it's on a site like D20PFSRD then I will be able to approve or deny it. If I can't, it's a flat "no".
-Any race under 20 RP.
--When I initially ran this, I allowed the use of a "race enhancer" system, to help people suit their build and concepts more tightly. Everybody gets ten additional race points for an extra point buy sort of thing. Using the rules for creating new races, you may modify your chosen race with the traits on the page, even without meeting the listed requirements.

You can also spend one point to "embed" a magical item inside of you. You still have to buy this item, but you will get the effect while no longer taking up a slot, and it cannot be removed, broken, or dispelled (although the plot monster may find some way to suppress things if needed for drama's sake). Again, these have to be items that fit your character's canon powers. For instance, if you're making Martian Manhunter, you can embed a Hat of Disguise, allowing you to change shape and disguise yourself fluidly at will.

I'll allow allow custom abilities where needed, particularly for things not easily emulatable by anything else in the game.
-Everything can be refluffed. Everything. Want to run Thor as a cleric? He doesn't need to worship anything. Want to use the dwarf stats for him because of the bonus against giants? He doesn't have to be 5'0". I'm flexible as s!+# about this.
-10,500 starting wealth, as appropriate for 5th level characters.
-I'm flexible and willing to houserule a great deal of things to achieve the intended aim of a character, so feel free to ask about any changes or tweaks.
-Obviously, provide a background wherein you rewrite and refluff your character's origin story to fit the setting, replacing details like "science experiment" with magic and alchemy where required. I'll be taking background strength into consideration a great deal, actually; the ability to give a creative twist to fit the setting is a good asset that says good things about how you'll be playing the character. Along with the background, give me a rundown of their personality, in your mind.

On a note of morality and tone; killing is obviously more acceptable in this universe than it is in the universes of comic books. As a result, even characters notable for the golden rule will not be expecting to uphold it here, although making someone who has focus on nonlethal damage so that they don't have to just kill all the time is certainly a good way to go. However, I'm very much of the "superheroes are fun" camp. Complexity and conflict are good and can build deep characters, but endless brooding and angst are not. Broody necksnappiness is not something I'm keen on, and characters who just kill kill kill like The Punisher are also not really what I'm after. Look to the recent Marvel movies for the sort of thing I'm going for; superheroes are fun and good; Captain America isn't a dick, and at the end of the day the hero shows expression that aren't just scowls.


Playing with lots of build ideas, I think 6th might be a better level, because Arcanist, Oracle, and Sorcerer get 3rd level spells. Ninja's get Light Steps, which is very comic booky.

cheers

Grand Lodge

Hmmm Moon Knight as an Inquisitor/Investigator would be fun
Hawkeye as a Monk(Zen archer)/Fighter
Hank Pym Alchemist/Rogue
Black Panther Investigator/Monk


Wouldn't Dr Strange basically be a Wiz / Sorcerer?


I'm gestalting Iron Fist as a monk/ninja, cause I want ALL. THE. KI!


I'd probably make Black Panther a alchemist/Inquisitor.


1 person marked this as a favorite.

Here's my build for Narya, the Snowbird, posted for feedback/suggestions. I’ve been trying to map her powers to those listed here as much as is reasonable to do...and I’m pretty pleased:

Arctic Animal Shape-shifting: Druid (only 1/day & medium so far, but it’ll grow). Starting at 6th would let me become a polar bear, but a snow leopard is just fine for now.
Flight: Half-Celestial template: 60’ fly (good)
Self Healing: channel (3d6, 3/day), CLW from Inquisitor
Superhuman Strength: Half-Celestial +4 Human +2 Belt +2 Level +1 = 26 STR (doesn’t quite get me to lifting a ton, but not bad for 5th level)
Postcognition: At Will SLA, bought with race points[1]
Compel Others: Inquisitor (Conversion Inquisition, stern gaze, Command spell)
Mystical Sense & Resistance: Inquisitor (monster lore, detect alignment, track), sacred slayer archetype (studied target), Menhir Savant (detect undead, fey, outsiders, astral, ethereal, incorporeal)

Concessions to the format conversion: Snowbird doesn’t cast spells in the comics, but a Druid is a full caster (and an Inquisitor a partial one). Given that she’s the child of a god with a mystical connection to the arctic I’m fine with that, and I’ve made her Druid spells cold spells (and will use her summons for arctic animals).

Inquisitor w/ sanctified slayer archetype turned out to help flesh out some of her abilities (mostly mystical sense & compel others). There aren’t really any winter/arctic themed spells, but I was still able to find some thematic ones. (As a side note, the reason I asked about Physical Exemplar was to trade out the (less thematic) Inquisitor spells for some abilities to buff her heroic strength and stamina...but I think the build works equally well in either case.

[1] Careful readers will note there *is* no Postcognition spell, but in the now aborted recruitment thread the DM approved a custom 3rd level spell that I used 6 RP to take as an At-Will SLA.

Current crunch:
Advancement Choices
Druid 1 | Half-Celestial Template - feat: augment summoning, human: spell focus (conjuration)
Druid 2 | Inquisitor 1 -
Druid 3 | Inquisitor 2 - feat: natural spell
Druid 4 | Inquisitor 3 - teamwork: outflank
Druid 5 | Inquisitor 4 - feat: wild speech

Narya, the Snowbird
Druid (menhir savant) 5 | Half-Celestial template + Inquisitor (sanctified slayer) 4
NG Medium outsider (human, native, cold)
Init +8; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex, +1 natural)
hp 43 (5d8+15)
Fort +6, Ref +4, Will +9; +4 vs. fey and plant-targeted effects
DR 5/magic; Immune cold
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft., fly 60’ (good)
Special Attacks wild shape 1/day
Spell-Like Abilities
. . At will—postcognition, spirit sense (CL 5th; concentration +5)
. . At will—detect alignment (CL 4th; concentration +4)
Druid Spells Prepared (CL 5th; concentration +10):
. . 3rd—ice spears (DC 18), sleet storm [D], sleet storm
. . 2nd—aspect of the bear [D], flurry of snowballs (2, DC 17), frost fall (DC 17)
. . 1st—frostbite [D], ice armor, obscuring mist (2), snowball (2, DC 16)
. . 0 (at will)—create water, detect magic, light, read magic
[D] Domain spell; Domain Arctic
Inquisitor Spells Known (CL 4th; concentration +9):
. . 2nd (2/day)—bloodhound, detect thoughts (DC 17)
. . 1st (5/day)—burst bonds (DC 16), comprehend languages, cure light wounds, divine favor
. . 0 (at will)—detect poison
Domain Conversion Inquisition

--------------------
Statistics
--------------------
Str 26, Dex 16, Con 15, Int 14, Wis 20, Cha 10
Base Atk +4; CMB +11; CMD 24
Feats Augment Summoning, Natural Spell, Outflank, Spell Focus (conjuration), Wild Speech
Traits wisdom in the flesh (acrobatics), militia
Skills (48 Points - 4 druid, 24 inquisitor, 10 int, 5 human, 5 FCB):
Acrobatics +10 (2 ranks, 3 class, 5 wis)
Bluff +9 (1 rank, 3 class, 5 wis)
Climb +12 (1 rank, 3 class, 8 str)
Diplomacy +11 (3 ranks, 3 class, 5 wis)
Fly +11 (4 ranks, 3 class, 3 dex)
Handle Animal +12 (1 ranks, 3 class, 0 cha)
Heal +9 (1 rank, 3 class, 5 wis)
Intimidate +14 (4 ranks, 3 class, 5 wis, 2 morale)
Knowledge (arcana) +7[12] (2 ranks, 3 class, 2 int, [5 wis for monster lore])
Knowledge (dungeoneering) +7[12] (2 ranks, 3 class, 2 int, [5 wis for monster lore])
Knowledge (geography) +6 (1 rank, 3 class, 2 int)
Knowledge (nature) +7[12] (2 ranks, 3 class, 2 int, [5 wis for monster lore])
Knowledge (planes) +7[12] (2 ranks, 3 class, 2 int, [5 wis for monster lore])
Knowledge (religion) +7[12] (2 ranks, 3 class, 2 int, [5 wis for monster lore])
Perception +13 (5 ranks, 3 class, 5 wis)
Ride +7 (1 rank, 3 class, 3 dex)
Sense Motive +12 (2 ranks, 3 class, 5 wis, 2 morale)
Spellcraft +6 (1 rank, 3 class, 2 int)
Stealth +12 (5 ranks, 3 class, 3 dex)
Survival +13[15] (5 ranks, 3 class, 5 wis, [2 track])
Swim +12 (1 rank, 3 class, 8 str)

Languages Celestial, Common, Druidic, Erutaki
SQ call cold, nature bonds (arctic domain), place magic, spirit sense, cunning initiative, domains (conversion inquisition), judgement 2/day, monster lore +5, solo tactics, stern gaze, track +2

Other Gear 10,500 gp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Call Cold (3/day, DC 12) (Su) Channel as cleric to heal/command cold subtype targets.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Druid Domain (Arctic) Granted Powers: You master the might of the endless, snowcovered wastes beneath the midnight sun, where icy polar winds blow.
Immunity to Cold You are immune to cold damage but vulnerable to fire.
Inquisitor Domain (Conversion Inquisition) Use WIS instead of CHA for diplomacy, bluff, and intimidate
Militia +1 trait bonus to hit when flanking.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Natural Spell You can cast spells while in Wild Shape.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Place Magic (8/day) (Su) Free, +1 to caster level for 1 round.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Smite Evil +5 damage (1/day) swift to add +CHA to hit/AC, +LEVEL to damage
Sneak Attack 1d6 (Ex) deal +1d6 precision damage to flanked foes, or foes denied DEX to AC.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spirit Sense (Sp) Simultaneous detect undead, fey, outsider, astral/ethereal/incorporeal.
Studied Target (Ex) Study foe as a move action to gain +1 (untyped) to hit/dam, bluff, know, perception, sense motive, survival. Can study as an immed. action when deals SA allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
Track +2 Add the listed bonus to survival checks made to track.
Wild Shape (1/day) (Su) Into small or medium animal as per Beast Form I for LEVEL hrs/day.
Wild Speech Speak while in wild shape.
Wisdom in the Flesh (Acrobatics) Acrobatics becomes a Wisdom-based, class skill.
--------------------
Custom race & template
--------------------
Custom race points (10): (6 RP) At will postcognition; (4 RP) Immunity to cold
Half-celestial template: +4 STR, WIS, CON; +2 DEX, INT, CHA; +1 nat armor; Darkvision; Flight; DR 5/magic; SLAs; smite evil (1/day) as L5 Paladin


you might consider muleback cords as your cloak slot for permanent ant haul.


Am still crunching away at my version of Sasquatch. He's currently shaping up as a Ragechemist/Brutal Pugilist with a bunch of Templates added to the Barbarian side.

Having a shed load of fun trying to tip the nod to Langkowski's origin and build from the comics... will punt it up once I nail down some of the concepts (probably later this week). The Marvel Zombie in me has probably over-thought the whole process, but I'm hoping you guys like what I come up with...

Gyros Snowbird build has provided great inspiration :)

Am also keen (if anyone else is) to tie the Marvel U concepts to Golarian counterparts... in some previous posts (and my scribbled notes) I drew comparisons with the Great Beasts and Spawn of Rovagug...


There are a couple of ways, thematically, that you can go with the great beasts: Either the spawns of rovagug or the great old ones. both fit thematically (sorta), and both are interesting.

I would almost recommend that you consider medium as one of your two classes, since Sasquatch is effectively possessed by Whatshisbucket.

Shadow Lodge

Tiny Coffee Golem wrote:
Wouldn't Dr Strange basically be a Wiz / Sorcerer?

If I were to stat him out to lvl 20 I'd go

Sorcerer 10/oracle 10/mystic theurge 10/monk 10
Human favored class bonus for sorcerer going to getting more spells.


Still personally working on my Iron Man build (synthesist+alchemist).

I was also thinking of Gambit... what do you all suggest? Definitely charisma based in some way... perhaps Ninja for one of the classes, with shurikens being the playing cards, and sneak attack simulating the kinetic explosion?

Mystic theurge also doesn't work under gestalt rules.

Oooooh, Mystique might work. A master of diguise sort of character. I'm thinking I'd eventually go veiled illusionist, but that doesn't make up for a lack of shapeshifting now...

Shadow Lodge

I'd go staff magus/maybe bard of some sort that or ninja for gambit

Though I gotta say using iron man without making him an artificer or machinesmith or some kind of other tech based class just sits with me weird.

Mystic theurge usually doesn't work
It's an optional rule that most everyone who uses gestalt adopts, that said The good doctor is an NPC, they have their own rules

That said I totally see him as having ninth level spells from two classes on top of being a monk

Mistique can be made from first level by being a kitsune monk and/or ninja with the realistic likeness feat.


Vrog Skyreaver wrote:

There are a couple of ways, thematically, that you can go with the great beasts: Either the spawns of rovagug or the great old ones. both fit thematically (sorta), and both are interesting.

I would almost recommend that you consider medium as one of your two classes, since Sasquatch is effectively possessed by Whatshisbucket.

Never thought of Medium - agree he was effectively possessed by Tanaraq but looking at Medium not 100% sure on how the other powers would fit thematically? Would need to be a Transformative Influence...


there is an archetype of magus from the varisia book that expands on arcane strike that would work pretty well for gambit.

Mystic theurge is specifically called out as one of the classes that doesn't work in gestalt.


I will say that the more I look at it, the less likely I am to take ninja for Iron Fist. I'll probably take a full bab class for him (although inquisitor would be an interesting way to reimagine some ki abilities; I'm not really keen on him spellcasting though).


1 person marked this as a favorite.

Strongly considering Nightcrawler as a Tiefling Swashbuckler...some other quick ideas:

-Black Panther would be cool as a Catfolk
-Rocket as Ratfolk Gunslinger? Kind of close...
-Hank McCoy as Skinwalker Alchemist
-Sam Wilson as Falconer Ranger
-Psylocke as Magus (the archetype with the energy blade)
-Ka-Zar and Zabu as Mad Dog Barbarian (or Hunter)

Just Spitballin'

For Gambit, isn't there an archetype for tossing charged Harrow cards?


2 people marked this as a favorite.

I knew there was something from the Varisia book for a gambit style character and I was right: Namely this.

This would be the Magus archetype in question.

Shadow Lodge

On the last page I did mention the feat


Hm. I may want to try to build Gambit then. Tony Stark is just far too... mainstream right now, and I don't want to seem like I'm jumping on a bandwagon. There are also a crap ton of X-Men that I could think about,,, maybe one of the cooler, yet obscure ones.

Hm. Blade is also technically a possibility. Dhampir anyone?


1 person marked this as a favorite.

Hmmm...with Snowbird and Sasquatch, the Alpha Flight team (From Ulfen maybe? Or Northern Kingdom to reflect Canada?)would be complete with:

-Shaman (a shaman, duh!)
- Box (Maybe an Armored Hulk Barb mixed with a lvl of Alchemist?)
- Talisman (Oracle)
- Marina (Undine?)
- Vindicator (Hmmm....this one's tough)
- Puck (dwarven brawler)
- And the ubiquitous Wolverine or Sabretooth (Brutal Pugilist Barbarian)


Funnily enough I did wonder about Alpha Flight...

Up North has enough different cultures to cover the bases of the group.

Shaman - possibly a Shoanti Druid/Oracle? He did commune with animals and use totems... possibly Summoner/Oracle??

Puck (was actually thinking he's a human whose been cursed into a small size body? RPs would allow for this) Brawler makes perfect sense tho.

Box - Summoner (Synthesist)/Barbarian (Armoured Hulk)??

You've also got Diamond Lil and Wild Child to add to the mix

With regards X-Men/Mutants - what about X-Force or X-Calibur characters? Two faves of mine:

Warpath: Shoanti Magus (Bladebound) Barbarian (Invulnerable Rager)

Pete Wisdom - Investigator/Magus (Spellblade)


1 person marked this as a favorite.

Hm. I forgot we could imbed a magic item. Mystique could definitely work wi the hat of disguise... There are just too many characters to choose from! Mystique, Gambit, Shadowcat, Blade... Good thing we have a little time to decide!

Shadow Lodge

You don't need a hat of disguise,
You can get better with a kitsune with one feat,
A hat of disguise gives a save (DC 11 will I think) to disbelieve the illusion
Kitsunes don't
I'd make her a kitsune Ninja/monk
I just realized,
The characters we don't use can be used to populate the world


I've been working on a daredevil, but now I kind of want to do a bloodrager (primalist/rageshaper)/ Samurai (sword saint) Wolverine. Make his "embedded" magical item his adamantium claws.


Here's my (still work in progress) version of Walter Langkowski (the man who would be Sasquatch)... still have some ideas to iron out, but have tried to create the man who transforms into Big Ginger :)

Plan is to have an alternative alias for Sasquatch (which will be the mutagen form of Langkowski and will detail all abilities etc in full) - with the added rankle that in becoming such a brute he's opened the door to a powerful ancient spirit - which he now attempts to keep in check whilst continuing to harness the power of his mutagen form)

Have been somewhat inspired by Gyr's Snowbird and tried to capture the flavour of the character and Golarian - still stumped at some options, but as always open to comments and notions folks.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I just LOVE Andorian Avengers!

Oh...wait...

Shadow Lodge

Heh, amusing.
I'm trying to figure out stats for captain Mar-Vael
And Ms Marvel,
So far comming up with nadda,

Thinking warlock for ms Marvel's energy blasts, but not sure where to get the super strength, durability, and flight from
Maaaaybe bloodrager.

Mar-Vael is a artificer, but I'm at a loss to his secondary class.


1 person marked this as a favorite.

If you want to stay with Paizo, the Kineticist seems like a great base for any blaster from cyclops to ms marvel.

Shadow Lodge

Kenetisist? As in the psion discipline? Could work I suppose,
Actually, it would fit ms marvel quite well,
Hmm bloodrager/kinetisist would be a fair design for ms marvel
Captain Mar-Vael might be a kinetisist/artificer
Both of them need flight but that's easy enough to give them
Mar-Vael would have an embedded hat of disguise (greater)


Spooky wrote:

. . .

-Third-party material is on a case-by-case basis. Anything that introduces entirely new subsystems, such as Path of War or Psionics, is disallowed. Beyond that, my biggest issue is being able to see it; if I have the book or it's on a site like D20PFSRD then I will be able to approve or deny it. If I can't, it's a flat "no".
. . .
I'll allow allow custom abilities where needed, particularly for things not easily emulatable by anything else in the game. . . .

Hmm. This seems at odds to me. :\ Why reinvent the wheel?

Lord Foul II wrote:
Kenetisist? As in the psion discipline? Could work I suppose. . .

He specifically means the (warlock) class from Occult Adventures, since psionics is disallowed.

Shadow Lodge

Ah then I'm not familiar with it could you throw me a link?


Trying to figure out how to make Groot work on a practical level, just for fun. Harder than I thought it'd be.

Racially, an Awakened Large tree would be the obvious approach. Easy enough thematically, but difficult to make practical as it'd be a CR5 and probably much weaker than just building a race with 15 or so RP and then adding the bonus 10 on top. So that'd be the secondary option if it was allowed.

Classes, one side screams Barbarian. For the other... I'm honestly tempted to say Primal Companion/Divine Hunter (with no animal companion of course)? Take a plant-based domain of course, as many plant-based spells to simulate all the stuff Groot tends to pull out of his hat. Would need to figure out something to replace the Divine Hunter giving the companion the Fiendish/Celestial template though.

The other one I'd love is Omega Sentinel, but I have no idea where to even start with that one.


Kineticist is in the Occult Adventures play test.


As far as groot goes, there are two different races that I found easily for a game i'm running on the SRD: Oakling, and I believe the other is called seedling.

If you do a search for occult adventures playtest in the search engine LF, you'll find what you need =)


Given the 10 RP to modify, one of those could probably be made to work-- I like Oakling a lot more, personally. Though it looks a hair over the norm in power, it's probably about as good as a Tiefling. The big lacking is the Large size there, which seems pretty key to proper Grootyness.

Shadow Lodge

Buy it with the ten extra points
That or go synthesist.


1 person marked this as a favorite.

This is kinda funny; I have been working on a system (Superpath) to make superheroes for Pathfinder. I have some basics developed, here is an example of Superpath versions of some X-Men, starting with Wolverine (these are street-level versions, so lower power level):

Wolverine:

Logan (Wolverine)
Male skinwalker (wolverine) augmented ranger (skirmisher, wild stalker) 5 (Pathfinder RPG Advanced Player's Guide 128, Pathfinder RPG Ultimate Combat 68)
CG Medium humanoid (shapechanger, skinwalker)
Hero Points 5
Init +3; Senses Perception +18
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+2 armor, +1 deflection, +3 Dex, +1 natural)
hp 80 (5d10+46); regeneration 1
Fort +13 (+4 vs. disease and poison), Ref +8, Will +5; +1 trait bonus vs. cold effects, +4 trait bonus vs. cold environments
Defensive Abilities fortification 25%, healthy, uncanny dodge; Immune bleeds
--------------------
Offense
--------------------
Speed 40 ft., mountaineer, sprinter
Melee +1 keen adamantine laced claws +7 (1d4+4/17-20/×3) or
+1 keen adamantine laced claws +7 (1d4+2/17-20/×3)
Special Attacks ferocity, rage (12 rounds/day)
Spell-Like Abilities (CL 5th; concentration +4)
1/day—calm animals (DC 10)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 22, Int 13, Wis 16, Cha 8
Base Atk +5; CMB +8; CMD 22
Feats Alertness, Endurance, Great Fortitude, Hero's Fortune, Power Attack, Toughness, Tribal Scars, Two-weapon Fighting
Traits chip on the shoulder, frostborn, reckless, spirit sense
Skills Acrobatics +10 (+14 to jump), Climb +10, Handle Animal +5, Heal +8, Intimidate +5 (+5 on your next Intimidate check against that creature), Knowledge (geography) +8, Knowledge (nature) +8, Perception +18 (+20 vs. surprise and to detect invisible or incorporeal creatures), Profession (hunter) +8, Sense Motive +5, Stealth +8, Survival +13, Swim +8; Racial Modifiers +2 Climb
Languages Common, Sasquatch
SQ change shape, change shape (+1 natural armor), change shape (bite), change shape (claws), change shape (climb 20 ft.), change shape (scent), favored terrain (cold +2), hero points, hunter's trick (hunter's trick [uncanny senses]), hunter's tricks, rage power (reckless abandon), track +2, wild empathy +6
Combat Gear ferocious recovery, potion of barkskin +2, potion of jump, potion of shield of faith +2 (3); Other Gear +1 fortification (light) padded armor, +1 keen adamantine laced claws, +1 keen adamantine laced claws, amulet of natural armor +1, cloak of resistance +1, flask of endless sake, handy haversack, mighty constitution +6, mutant regeneration, ring of protection +1, normal equipment (worth 500 gp), 34 pp, 5 gp
--------------------
Special Abilities
--------------------
Change Shape (+1 Natural Armor) (Su) You chan choose to gain +1 natural armor when shifting into bestial form.
Change Shape (5/day) (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Climb 20 ft.) (Su) You can choose to gain a climb speed of 20 feet when shifting into bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Chip on the Shoulder Creature fails to intimidate you, +2 trait bonus on Intim. vs. that creature.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Cold +2) (Ex) +2 to rolls when in Favored Terrain (Cold).
Ferocity (Ex) Fight without penalty even while disabled or dying.
Fortification 25% You have a chance to negate critical hits on attacks.
Frostborn You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.
Healthy (Ex) +2 to save vs poison, and disease (including magical diseases).
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hunter's Trick (Uncanny Senses) (Ex) As an immediate action, the ranger gains a +10 insight bonus on Perception checks for 1 round.
Hunter's Tricks (5/day) (Ex) Various tricks.
Immunity to Bleeds You are immune to bleeds.
Mountaineer (Ex) Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Mutant Regeneration Heal 1 point of damage and 1 point of nonlethal damage per round.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Regeneration 1 Heal HP quickly and cannot die.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Track +2 Add the listed bonus to survival checks made to track.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Ferocious Recovery is basically a Ring of Ferocious Action re-skinned. I have my basic rules written up and I'm tweeking them; basically, each character is given an allotment of a "cash pool" to buy magic items that are permanent powers. This was an example of a street-level wolverine made with the system, using the following example:

Wolverine Character Creation:

Wanting to play a Wolverine type character, the player chooses a normal Super-Path Hero (as opposed to a Technological or Highly Skilled Hero).

The player decides to start his fantasy Wolverine as a Were-Bear Blooded Skin Walker (10 RP). He spends the extra 15 RP as follows: Advanced Constitution +2 (4 RP), Healthy (2 RP), Mountaineer (1 RP), Sprinter (1 RP), Fast +10’ (1 RP), Ferocity (4 RP) and Frenzy (2 RP).

For Powers, he gets permission to exceed the CL12 limit to buy a Ring of Regeneration power for 90K. In addition, he wants to have retractable claws. He buys a pair of Keen Adamantine Tekko-Kagi +1 for 11K each. The same action of drawing or sheathing a weapon would be used for his claws. Considering these actually take up a weapon slot (he cannot use other weapons while his claws are out), he counts this pair as his Signature Item, thus paying half cost. The total for his powers is now 101K.

He has 39K left to buy his other powers, so decides on a Belt of Mighty Constitution +6 (the extra HPs are quickly regenerating wounds) and a Ring of Ferocious Action to further represent Wolverine’s healing factor.

Before spending points from his 25 Point Buy, Wolverine starts with a +10 Constitution (+2 from being a Were-Bear Blooded Skin Walker, +2 Advanced Constitution, +6 Power), -2 Charisma, and +2 Wisdom (only when feral).

I also have examples of Nightcrawler, Colossus, Hepzibah and a "Highly Skilled Hero" (a sorcerer made with the system, starting 2 levels higher and having more Skill/Feat-like Powers).

I can post those and my system if any one is interested (knowing the system is a work in progress).


2 people marked this as a favorite.

Here is Kurt von Wagner Darkholme, AKA...

Nightcrawler:

Kurt von Wagner Darkholme (Nightcrawler)
Tiefling (bamf) augmented swashbuckler 5 (Pathfinder RPG Advanced Class Guide 56)
CG Medium outsider (native)
Hero Points 5
Init +12; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 23, touch 18, flat-footed 15 (+4 armor, +6 Dex, +2 dodge, +1 shield)
hp 40 (5d10+6)
Fort +3, Ref +13, Will +3; +1 trait bonus vs. effects that require the Perform skill
Defensive Abilities charmed life 3/day, nimble +1; Resist cold 5
--------------------
Offense
--------------------
Speed 40 ft., climb 20 ft., expert climber, sprinter
Melee mithral rapier +10 (1d6+2/15-20,+5 Precision) and
mithral rapier +10 (1d6+1/15-20, +5 Precision) or
starknife +13 (1d4+2/19-20/x3,+5 Precision)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (3), swashbuckler weapon training +1
--------------------
Statistics
--------------------
Str 13, Dex 23, Con 13, Int 16, Wis 10, Cha 16
Base Atk +5; CMB +7; CMD 24
Feats Acrobatic, Combat Expertise, Dimensional Agility[UC], Dimensional Assault[UC], Dodge, Hero's Fortune, Improved Initiative, Lightning Reflexes, Two-weapon Defense, Two-weapon Fighting
Traits acrobat, child of the temple, fencer, thrill-seeker, trouper
Skills Acrobatics +18 (+23 to jump, +22 to jump), Appraise +5, Bluff +10, Climb +25 (23 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Diplomacy +10, Escape Artist +10, Fly +8, Intimidate +8, Knowledge (local) +8, Knowledge (nobility) +8, Knowledge (religion) +8, Perception +5, Perform (comedy) +10, Ride +10, Sense Motive +5, Sleight of Hand +13, Stealth +13, Swim +5; Racial Modifiers +8 Climb
Languages Common, Halfling, Infernal, Shoanti, Varisian
SQ dare (), hero points, see in darkness, swashbuckler finesse
Combat Gear bamfing, oil of bless weapon, potion of barkskin +2, potion of bear's endurance, potion of cure light wounds (3), potion of protection from evil, potion of shield of faith +2 (3), scabbard of vigor, shadow blending; Other Gear +1 mithral parade armor, mithral rapier, mithral rapier, starknife (3), acrobatic mastery, cape of free will +1/+2, cracked pale green prism ioun stone (attack), daredevil boots, handy haversack, incredible dexterity +6, multi-armed: fully functional prehensile tail, normal equipment (worth 500 gp), 10 pp, 13 gp
--------------------
Special Abilities
--------------------
Acrobat When doing an accelerated climb, penalty is reduced to -2.
Acrobatic Mastery (10 rounds/day) Affected by haste
Cape of free will +1/+2 Spend 1 power as immediate action to reroll failed Will save.
Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Climbing (20 feet) You have a Climb speed.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Daredevil boots (10 rounds/day) +5 Acrobatics to avoid AoO moving in threatened squares. If successful, +1 attack vs that enemy.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Expert Climber (Ex) Can climb almost any surface, no matter how sheer, as spider climb.
Fencer +1 to hit with dagger or sword AoOs.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Scabbard of vigor (1/day) Once per day, as part of the action of drawing forth the weapon held by the scabbard, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls. The duration of the effect depends on the desired enhancement bonus for the weapon.
Bonus Duration
+4 1 round
+3 3 rounds
+2 5 rounds
+1 10 rounds
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having
Thrill-Seeker (1/day) Before making an Acrobatics check, you may choose to roll twice and take better result.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.

Here was the character creation example...

Nightcrawler Character Creation:

Modeling Nightcrawler, the player chooses a normal Super-Path Hero.
The player chooses Tielfling (RP 15) as his race, buying many alternate racial abilities to meet the image of Nightcrawler. He then advances his Prehensile Tail to Multi-Armed, paying the difference (2 RP). He takes both Climb (2 RP) and Expert Climber (4 RP). Finally, he rounds it out with Quick Reactions (2 RP).
He gets permission to buy a modified Cape of the Mountebank, CL10, usable at will, for 72K. He wants to be very quick and nimble, so adds a Belt of Incredible Dexterity +6 for 36K. He further adds a Shozoku of the Night Wind for 12K. Finally, he adds a set of Boots of the Cheetah (Boots of Speed combined with Boots of Striding and Springing) for 20K. The rounds of Haste will be flavored as amazing maneuvers of agility, speed and tumbling.
Before spending Point Buy Points, Nightcrawler receives a +8 Dexterity, +2 Intelligence and -2 Wisdom.

His Bamfing power is the Cape of the Mountebank. Acrobatic Mastery is the Boots of the Cheetah. The Shozoku explains his blending into shadows and his image inducer he occasionally uses.

He has the Dimensional Agility line, but only the first two. He has to practice (gain some levels) before he has the same power level as seen in the comics.

He also hasn't taken Fencing Grace (or agile on his weapons) yet; but, for a street-level Nightcrawler, i think he is pretty close.

He is Varisian and trained in a traveling circus, =)

Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / Andoran Avengers All Messageboards

Want to post a reply? Sign in.
Recent threads in Conversions