The Marvel Universe; Pathfinder Style


Conversions

51 to 58 of 58 << first < prev | 1 | 2 | next > last >>
Sovereign Court

Well funny enough with Secret War...it would be kinda easier to make them, current issues are kind of fantasy sci-fi vibe.

Plus you don't need to work on Doom...God Doom.


Eltacolibre wrote:

Well funny enough with Secret War...it would be kinda easier to make them, current issues are kind of fantasy sci-fi vibe.

Plus you don't need to work on Doom...God Doom.

ALL HOPE LIES IN DOOM


I'vw wanted to construct a build around the cavalier's order of the hammer and I'm a huge fan of the crazy Frenchman who battles the cap, so here goes...

“In battle, as in life, style is all-important.”

Batroc ze Leaper!
Human ‘Daring Champion’ Cavalier 8
LE Medium humanoid (human)
Init +3; Senses Perception +11
DEFENSE
AC 15, touch 15, flat-footed 10 (+0 armor, +3 Dex, +2 dodge)
hp 76 (8d10+24)
Fort +9, Ref +5, Will +2
OFFENSE
Speed 30 ft.
Melee Unarmed Strike +11/+6 (1d10+3/x2; piercing)
Ranged Dagger +11/+6 (1d4+3/19-20x2; 10 ft., slashing)
STATISTICS
Str 16, Dex 16, Con 16, Int 10, Wis 10, Cha 14
Base Atk +8; CMB +11 [+13 for grappling]; CMD 24 [26 against grappling]
Feats Improved Unarmed Strike [1st], Skill Focus (Acrobatics) [Human], Weapon Finesse [Cavalier1], Stealth Synergy [Cavalier1], Snake Style [3rd], Power Attack [5th], [Cavalier6], Improved Grapple [7th], Skill Focus (Perception) [Human] & Chokehold [Cavalier8]
Skills Acrobatics +17 [+24 to jumping] (8 ranks +3 dex +3 bonus +3 skill focus +7 to jumping), Bluff +6 (1 rank +2 cha +3 bonus), Diplomacy +6 (1 rank +2 cha +3 bonus), Disable Device +15 (8 ranks +3 dex +3 bonus +1 trait bonus), Intimidate +6 (1 rank +2 cha +3 bonus), Knowledge (Local) +8 (5 ranks +0 int +3 bonus), Perception +11 (8 ranks +0 wis +3 skill focus), Sense Motive +13 (8 ranks +0 wis +3 bonus +2 snake style) & Stealth +15 (8 ranks +3 dex +3 bonus +1 trait bonus)
Languages Common
Traits Bandit (Stealth) & Trap Finder
SQ Challenge (3/day), Champion’s Finesse, Order (Order of the Hammer), Tactician (7 rounds/day; 2/day), Mighty Bash, Nimble (+2), Panache & Deeds (2 Panache Deeds; dodging panache, opportune parry and riposte, precise strike, & swashbuckler initiative), Banner & Crushing Grapple.

Character Traits
Bandit: Choose one of the following skills: Escape Artist, Intimidate, or Stealth. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Batroc ze Leaper with Items:

Batroc ze Leaper!
Human ‘Daring Champion’ Cavalier 8
LE Medium humanoid (human)
Init +4; Senses Perception +16
DEFENSE
AC 27, touch 17, flat-footed 20 (+7 armor, +4 Dex, +2 dodge, +2 shield, +1 natural armor, +1 deflection)
hp 76 (8d10+24)
Fort +11, Ref +8, Will +4
OFFENSE
Speed 30 ft.
Melee Unarmed Strike +15/+10 (1d10+6/x2; piercing)
Ranged Dagger +12/+7 (1d4+3/19-20x2; 10 ft.; slashing)
STATISTICS
Str 16, Dex 18, Con 16, Int 10, Wis 10, Cha 14
Base Atk +8; CMB +11 [+16 for grappling]; CMD 25 [27 against grappling]
Feats Improved Unarmed Strike [1st], Skill Focus (Acrobatics) [Human], Weapon Finesse [Cavalier1], Stealth Synergy [Cavalier1], Snake Style [3rd], Power Attack [5th], [Cavalier6], Improved Grapple [7th], Skill Focus (Perception) [Human] & Chokehold [Cavalier8]
Skills Acrobatics +22 [+29 to jumping] (8 ranks +4 dex +3 bonus +3 skill focus +7 to jumping +5 competence bonus -1 acp), Bluff +6 (1 rank +2 cha +3 bonus), Diplomacy +6 (1 rank +2 cha +3 bonus), Disable Device +15 (8 ranks +4 dex +3 bonus +1 trait bonus -1 acp), Intimidate +6 (1 rank +2 cha +3 bonus), Knowledge (Local) +8 (5 ranks +0 int +3 bonus), Perception +16 (8 ranks +0 wis +3 skill focus +5 competence bonus), Sense Motive +13 (8 ranks +0 wis +3 bonus +2 snake style) & Stealth +15 (8 ranks +4 dex +3 bonus +1 trait bonus -1 acp)
Languages Common
Traits Bandit (Stealth) & Trap Finder
SQ Challenge (3/day), Champion’s Finesse, Order (Order of the Hammer), Tactician (7 rounds/day; 2/day), Mighty Bash, Nimble (+2), Panache & Deeds (2 Panache Deeds; dodging panache, opportune parry and riposte, precise strike, & swashbuckler initiative), Banner & Crushing Grapple.
Equipment +1 Amulet of Natural Armor, Armbands of the Brawler, +2 Belt of Incredible Dexterity, +1 Brawling Mithral Breastplate, +1 Body Wrap of Mighty Strikes, Boots of Elvenkind, +1 Buckler, +2 Cloak of Resistance, 5 Daggers, Lens of Detection, +1 Ring of Protection & 2285 gp left.

Character Traits
Bandit: Choose one of the following skills: Escape Artist, Intimidate, or Stealth. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.


I recently re-watched the best movie in the Marvel Cinematic Universe, so I've been on a Captain America bend lately.

So, here's his trusted & lost companion!

The Winter Soldier
Human ‘Sniper’ Slayer 2/’Snakebite Striker’ Brawler 1/’Sniper Slayer 8
CG Medium humanoid (human)
Init +4; Senses Perception +14 (+19 against traps)
DEFENSE
AC 14, touch 14, flat-footed 10 (+0 armor, +4 Dex)
hp 92 (11d10+22)
Fort +11, Ref +13 (+16 against traps), Will +4 (+6 against divination effects)
OFFENSE
Speed 30 ft.
Melee Dagger +14/+11/+4 (1d4+3/x2; 10 ft., piercing)
Melee Unarmed Strike +14/+11/+4 (1d6+3/x2; 10 ft., bludgeoning)
Ranged Dagger +17/+12/+7 (1d4+4/x2; 10 ft., piercing)
Ranged Pistol +17/+12/+7 (1d8/x4; 20ft.; bludgeoning & piercing)
Special Attacks Sneak Attack (+4d6)
STATISTICS
Str 16, Dex 18, Con 14, Int 14, Wis 10, Cha 10
Base Atk +11; CMB +14; CMD 28
Feats Point Blank Shot [1st], Rapid Reload (Pistol) [Human], Rapid Shot [3rd], Improved Unarmed Strike [Brawler1], Shadow Strike [5th], Precise Shot [Slayer4], Deadly Aim [7th], Improved Precise Shot [Slayer 6], Clustered Shot [9th] & Extra Slayer Talent (Ranger Combat Style: Pinpoint Targeting) [11th]
Skills Acrobatics +18 (11 ranks +4 dex +3 bonus), Bluff +13 (10 ranks +0 cha +3 bonus), Climb +10 (2 ranks +3 str +3 bonus), Disable Device +23 (11 ranks +4 dex +3 bonus +5 trapfinding bonus), Disguise +5 (2 ranks +0 cha +3 bonus), Escape Artist +9 (5 ranks +4 dex), Heal +5 (2 ranks +0 wis +3 bonus), Knowledge (Dungeoneering) +6 (1 rank +2 int +3 bonus), Knowledge (Geography) +6 (1 rank +2 int +3 bonus), Knowledge (Local) +15 (10 ranks +2 int +3 bonus), Perception +14 (11 ranks +0 wis +3 bonus), Sense Motive +14 (11 ranks +0 wis +3 bonus), Sleight of Hand +9 (5 ranks +4 dex), Stealth +18 (11 ranks +4 dex +3 bonus), Survival +5 (2 ranks +0 wis +3 bonus) & Swim +10 (2 ranks +3 str +3 bonus)
Languages Common
Traits Carefully Hidden & Defensive Strategist
SQ Studied Target (+3; 3 targets/encounter), Accuracy, Deadly Range, Brawler’s Cunning, Martial Training, Sneak Attack (+4d6), Unarmed Strike, Slayer Talents (Trapfinding & Ranger Combat Style: Precise Shot, Improved Precise Shot & Pinpoint Targeting) & Stalker Advanced Talents (Assassinate)

Character Traits
Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Defensive Strategist: You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.

The Winter Soldier with Items:

The Winter Soldier
Human ‘Sniper’ Slayer 2/’Snakebite Striker’ Brawler 1/’Sniper Slayer 8
CG Medium humanoid (human)
Init +5; Senses Perception +14 (+19 against traps)
DEFENSE
AC 26, touch 17, flat-footed 19 (+7 armor, +5 Dex, +2 natural armor, +2 deflection)
hp 92 (11d10+22)
Fort +13, Ref +16 (+19 against traps), Will +6 (+8 against divination effects)
OFFENSE
Speed 30 ft.
Melee +1 Dagger +15/+12/+5 (1d4+4/x2; 10 ft., slashing)
Melee Unarmed Strike +14/+11/+4 (1d6+3/x2; 10 ft., bludgeoning)
Ranged Dagger +18/+13/+8 (1d4+4/x2; 10 ft., slashing)
Ranged +1 Pistol +19/+14/+9 (1d8+1/x4; 20ft.; bludgeoning & piercing)
Ranged (against Humans) +3 Pistol +21/+16/+11 (1d8+3+2d6/x4; 20ft.; bludgeoning & piercing)
Ranged +1 Musket +17 (1d12+1/x4; 40ft.; bludgeoning & piercing)
Special Attacks Sneak Attack (+4d6)
STATISTICS
Str 16, Dex 20, Con 14, Int 14, Wis 10, Cha 10
Base Atk +11; CMB +14; CMD 29
Feats Point Blank Shot [1st], Rapid Reload (Pistol) [Human], Rapid Shot [3rd], Improved Unarmed Strike [Brawler1], Shadow Strike [5th], Precise Shot [Slayer4], Deadly Aim [7th], Improved Precise Shot [Slayer 6], Clustered Shot [9th] & Extra Slayer Talent (Ranger Combat Style: Pinpoint Targeting) [11th]
Skills Acrobatics +18 (11 ranks +5 dex +3 bonus -1 acp), Bluff +13 (10 ranks +0 cha +3 bonus), Climb +9 (2 ranks +3 str +3 bonus -1 acp), Disable Device +23 (11 ranks +5 dex +3 bonus +5 trapfinding bonus -1 acp), Disguise +5 (2 ranks +0 cha +3 bonus), Escape Artist +9 (5 ranks +5 dex -1 acp), Heal +5 (2 ranks +0 wis +3 bonus), Knowledge (Dungeoneering) +6 (1 rank +2 int +3 bonus), Knowledge (Geography) +6 (1 rank +2 int +3 bonus), Knowledge (Local) +15 (10 ranks +2 int +3 bonus), Perception +14 (11 ranks +0 wis +3 bonus), Sense Motive +14 (11 ranks +0 wis +3 bonus), Sleight of Hand +9 (5 ranks +5 dex -1 acp), Stealth +18 (11 ranks +5 dex +3 bonus -1 acp), Survival +5 (2 ranks +0 wis +3 bonus) & Swim +9 (2 ranks +3 str +3 bonus -1 acp)
Languages Common
Traits Carefully Hidden & Defensive Strategist
SQ Studied Target (+3; 3 targets/encounter), Accuracy, Deadly Range, Brawler’s Cunning, Martial Training, Sneak Attack (+4d6), Unarmed Strike, Slayer Talents (Trapfinding & Ranger Combat Style: Precise Shot, Improved Precise Shot & Pinpoint Targeting) & Stalker Advanced Talents (Assassinate)
Equipment +2 Amulet of Natural Armor, +2 Belt of Incredible Dexterity, +2 Cloak of Resistance, Clockwork Prosthesis Arm, 4 Daggers, +1 Dagger, Endless Bandolier, 2 Fuse Grenades, Gunsmith’s Kit, 4 Iron Pellet Grenades, +1 Mithral Breastplate, +1 Musket, Oil of Silence, 30 Paper Alchemical Cartridges, +1 Human-Bane Pistol, 4 Potions of Cure Light Wounds, Potion of Darkvision, Potion of Invisibility, Potion of Pass Without Trace, Ring of Mind Shielding, +2 Ring of Protection & Sniper Goggles

Character Traits
Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Defensive Strategist: You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Gambit wrote:

Cap: Shield Champion Brawler, maybe a couple levels in Paladin.

In the Marvel Pathfinder setting, he's mainly a corpse. Dead as the Noble Empire he served.

I see Batroc as an affable version of Chaotic Evil.


LazarX wrote:
I see Batroc as an affable version of Chaotic Evil.

Why do you think that?


Alright, I took a break but decided to jump back into this.

And boy oh boy did I pick a doozie, this guy took forever...

"Genius, billionaire, playboy, philanthropist."

Tony Stark
Middle-Aged Human ’Synthesist’ Summoner 5/Rogue 1/’Synthesist’ Summoner 5
CG Medium humanoid (human)
Init +0; Senses Perception +13
DEFENSE
AC 10, touch 10, flat-footed 10 (+0 armor, +0 Dex)
hp 69 (11d8+11)
Fort +4, Ref +5, Will +6
OFFENSE
Speed 30 ft.
Melee Dagger +8/+3 (1d4+0/19-20x2; 10 ft.; piercing)
Special Attacks Sneak Attack +1d6
Summoner Spell-like Abilities (CL 10th; concentration +15)
7/day — Summon Monster V
1/day — Dimension Door
Summoner Spells Known (CL 10th; concentration +15)
4th (2/day)— Greater Evolution Surge & Wall of Stone
3rd (4/day)— Evolution Surge, Heroism & Stoneskin
2nd (5/day)— Haste, Lesser Evolution Surge, Lesser Restore Eidolon & Summon Eidolon
1st (6/day)— Identify, Mage Armor, Lesser Rejuvenate Eidolon, Snowball & Unseen Servant
0th (at will)— Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Mending & Read Magic
STATISTICS
Str 10, Dex 10, Con 12, Int 20, Wis 9, Cha 18
Base Atk +7; CMB +7; CMD 17
Feats Extra Traits (Eternal Understanding & Iron Liver) [1st], Skill Focus (Spellcraft) [Human], Craft Wondrous Item [3rd], Craft Magic Arms & Armor [5th], Craft Wand [7th], Skill Focus (Use Magical Device) [Human], Craft Construct [9th] & Leadership [11th]
Skills Appraise +9 (1 rank +5 int +3 bonus), Bluff +10 (3 ranks +4 cha +3 bonus), Craft (Alchemy) +10 (1 ranks +5 int +3 bonus +1 trait bonus), Craft (Armor) +10 (1 rank +5 int +3 bonus +1 trait bonus), Craft (Traps) +10 (1 rank +5 int +3 bonus +1 trait bonus), Craft (Weapons) +10 (1 rank +5 int +3 bonus +1 trait bonus), Diplomacy +15 (11 ranks +4 cha), Disable Device +14 (11 ranks +0 dex +3 bonus), Fly +12 (9 ranks +0 dex +3 bonus), Knowledge (Arcana) +18 (10 ranks +5 int +3 bonus), Knowledge (Engineering) +18 (10 ranks +5 int +3 bonus), Knowledge (Local) +9 (1 rank +5 int +3 bonus), Perception +13 (11 ranks -1 wis +3 bonus), Perform (Oratory) +8 (1 rank +4 cha +3 bonus), Sense Motive +7 (5 ranks -1 wis +3 bonus), Spellcraft +25 (11 ranks +5 int +3 bonus +6 skill focus), Stealth +8 (5 ranks +0 dex +3 bonus) & Use Magical Device +24 (11 ranks +4 cha +3 bonus +6 skill focus)
Languages Common
Traits Charming (Diplomacy), Eternal Understanding, Iron Liver & Spark of Creation
SQ Fused Eidolon, Fused Link, Summon Monster V (3+Cha/day; 10 minutes), Shielded Meld, Trapfinding (+1), Maker’s Jump (1/day) & Aspect.

Character Traits
Charming (Diplomacy): You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Eternal Understanding: You can attempt Knowledge checks with a DC of 15 or lower untrained.
Iron Liver: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Spark of Creation: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

Summoner Spells Known
0-level
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Detect Magic: Detects all spells and magic items within 60 ft.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Read Magic: Read scrolls and spellbooks.
1st-level
Identify: Gives +10 bonus to identify magic items.
Mage Armor: Gives subject +4 armor bonus.
Lesser Rejuvenate Eidolon: Eidolon cured 1d10 damage +1/level (max +5).
Snowball: Ranged touch delivers 1d6/level cold damage (max 5d6) and might stagger a foe.
Unseen Servant: Invisible force obeys your commands.
2nd-level
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Lesser Evolution Surge: Grants eidolon an evolution with 2 evolution points.
Lesser Restore Eidolon: Lesser restoration for an eidolon.
Summon Eidolon: Instantly summons your eidolon for duration of spell.
3rd-level
Evolution Surge: Grants eidolon an evolution with 4 evolution points.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Stoneskin: Grants DR 10/adamantine.
4th-level
Greater Evolution Surge: Grants eidolon two evolutions with a total of 6 evolution points.
Wall of Stone: Creates a stone wall that can be shaped.

Tony Stark with Items:

Tony Stark
Middle-Aged Human ’Synthesist’ Summoner 5/Rogue 1/’Synthesist’ Summoner 5
CG Medium humanoid (human)
Init +0; Senses Perception +13
DEFENSE
AC 12, touch 12, flat-footed 12 (+0 armor, +0 Dex, +1 luck bonus +1 deflection bonus)
hp 80 (11d8+22)
Fort +8, Ref +8, Will +9
OFFENSE
Speed 30 ft.
Melee Adamantine Dagger +9/+4 (1d4+1/19-20x2; 10ft.; piercing)
Melee Unarmed Strike +9/+4 (1d3+2+1d6 electricity; x2; bludgeoning)
Special Attacks Sneak Attack +1d6
Summoner Spell-like Abilities (CL 10th; concentration +16)
8/day — Summon Monster V
1/day — Dimension Door
Summoner Spells Known (CL 10th; concentration +16)
4th (2/day)— Greater Evolution Surge & Wall of Stone
3rd (4/day)— Evolution Surge, Heroism & Stoneskin
2nd (5/day)— Haste, Lesser Evolution Surge, Lesser Restore Eidolon & Summon Eidolon
1st (7/day)— Identify, Mage Armor, Lesser Rejuvenate Eidolon, Snowball & Unseen Servant
0th (at will)— Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Mending & Read Magic
STATISTICS
Str 12, Dex 10, Con 14, Int 22, Wis 9, Cha 20
Base Atk +7; CMB +8; CMD 18
Feats Extra Traits (Eternal Understanding & Iron Liver) [1st], Skill Focus (Spellcraft) [Human], Craft Wondrous Item [3rd], Craft Magic Arms & Armor [5th], Craft Wand [7th], Skill Focus (Use Magical Device) [Human], Craft Construct [9th] & Leadership [11th]
Skills Appraise +10 (1 rank +6 int +3 bonus), Bluff +19 (11 ranks +5 cha +3 bonus), Craft (Alchemy) +11 (1 ranks +6 int +3 bonus +1 trait bonus), Craft (Armor) +11 (1 rank +6 int +3 bonus +1 trait bonus), Craft (Traps) +11 (1 rank +6 int +3 bonus +1 trait bonus), Craft (Weapons) +11 (1 rank +6 int +3 bonus +1 trait bonus), Diplomacy +19 (11 ranks +5 cha +3 class bonus), Disable Device +14 (11 ranks +0 dex +3 bonus), Fly +12 (9 ranks +0 dex +3 bonus), Knowledge (Arcana) +19 (10 ranks +6 int +3 bonus), Knowledge (Engineering) +19 (10 ranks +6 int +3 bonus), Knowledge (Local) +10 (1 rank +6 int +3 bonus), Perception +13 (11 ranks -1 wis +3 bonus), Perform (Oratory) +9 (1 rank +5 cha +3 bonus), Sense Motive +7 (5 ranks -1 wis +3 bonus), Spellcraft +26 (11 ranks +6 int +3 bonus +6 skill focus), Stealth +8 (5 ranks +0 dex +3 bonus) & Use Magical Device +25 (11 ranks +5 cha +3 bonus +6 skill focus)
Languages Common
Traits Charming (Diplomacy), Eternal Understanding, Iron Liver & Spark of Creation
SQ Fused Eidolon, Fused Link, Summon Monster V (8/day; 10 minutes), Shielded Meld, Trapfinding (+1), Maker’s Jump (1/day) & Aspect.
Equipment Adamantine Dagger, +1 Shocking Amulet of Mighty Fists, Adventurer’s Sash (including: Potion of Ant Haul [Cl 1], Potion of Blur [CL 5], Potion of Cat’s Grace [CL 5] & Potion of Enlarge Person [CL 5]), +2 Belt of Physical Might, Cauldron of Brewing, +3 Cloak of Resistance, Efficient Quiver (including: Wand of Cure Light Wounds [CL 1], Wand of Infernal Heal [CL 1], Wand of Lesser Rejuvenate Eidolon [Cl 1], Wand of Shield [CL 1], & Wand of Lesser Evolution Surge [CL 4], Wand of Lesser Restore Eidolon [CL 4], Wand of Fireball [CL 10]), Eidolon Anchoring Harness, +2 Headband of Mental Prowess, Homunculus, Jingasa of the Fortunate Soldier, 5 Iron Pellet Grenades, +1 Ring of Protection, Rogue’s Kit, 2 Spring-Loaded Wrist Sheaths (including: Wand of Magic Missile [CL 3] & Wand of Admonishing Ray [CL 7]), 1988 gp and owns a Caster’s Tower, a Mansion & an Artisan’s Guild.

Character Traits
Charming (Diplomacy): You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
[b]Eternal Understanding
: You can attempt Knowledge checks with a DC of 15 or lower untrained.
Iron Liver: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Spark of Creation: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

Tony Stark with Items & Buffs aka IRON MAN:

Iron Man
Middle-Aged Human ’Synthesist’ Summoner 5/Rogue 1/’Synthesist’ Summoner 5
CG Medium humanoid (human, outsider)
Init +3; Senses Perception +15
DEFENSE
AC 34, touch 16, flat-footed 30 (+4 armor, +3 Dex, +2 shield bonus, +12 natural armor, +1 luck bonus +1 deflection bonus +1 dodge bonus)
hp 157 (11d8+22+77 temporary)
Fort +12, Ref +16, Will +13
Defensive Abilities Evasion
OFFENSE
Speed 60 ft., flight 60 ft. (perfect)
Melee Adamantine Dagger +20/+15 (1d4+8/19-20x2; 10ft.; piercing)
Melee Slam +20/+20 (2d6+9+1d6 electricity/x2; bludgeoning) & Claws +18 (1d4+5+1d6 electricity/x2; bludgeoning & slashing) & Tentacle +18/+18/+18 (1d4+5+1d6 electricity/x2; bludgeoning)
Special Attacks Sneak Attack +1d6
Summoner Spell-like Abilities (CL 10th; concentration +16)
8/day — Summon Monster V
1/day — Dimension Door
Summoner Spells Known (CL 10th; concentration +16)
4th (2/day)— Greater Evolution Surge & Wall of Stone
3rd (4/day)— Evolution Surge, Heroism & Stoneskin
2nd (5/day)— Haste, Lesser Evolution Surge, Lesser Restore Eidolon & Summon Eidolon
1st (7/day)— Identify, Mage Armor, Lesser Rejuvenate Eidolon, Snowball & Unseen Servant
0th (at will)— Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Mending & Read Magic
STATISTICS
Str 26, Dex 16, Con 16, Int 22, Wis 9, Cha 20
Base Atk +8; CMB +16; CMD 28
Feats Extra Traits (Eternal Understanding & Iron Liver) [1st], Skill Focus (Spellcraft) [Human], Craft Wondrous Item [3rd], Craft Magic Arms & Armor [5th], Craft Wand [7th], Skill Focus (Use Magical Device) [Human], Craft Construct [9th] & Leadership [11th]
Skills Appraise +12 (1 rank +6 int +3 bonus +2 morale bonus), Bluff +21 (11 ranks +5 cha +3 bonus +2 morale bonus), Craft (Alchemy) +13 (1 ranks +6 int +3 bonus +1 trait bonus +2 morale bonus), Craft (Armor) +13 (1 rank +6 int +3 bonus +1 trait bonus +2 morale bonus), Craft (Traps) +13 (1 rank +6 int +3 bonus +1 trait bonus +2 morale bonus), Craft (Weapons) +13 (1 rank +6 int +3 bonus +1 trait bonus +2 morale bonus), Diplomacy +21 (11 ranks +5 cha +3 class bonus +2 morale bonus), Disable Device +19 (11 ranks +3 dex +3 bonus +2 morale bonus), Fly +17 (9 ranks +3 dex +3 bonus +2 morale bonus), Knowledge (Arcana) +21 (10 ranks +6 int +3 bonus +2 morale bonus), Knowledge (Engineering) +21 (10 ranks +6 int +3 bonus +2 morale bonus), Knowledge (Local) +12 (1 rank +6 int +3 bonus +2 morale bonus), Perception +15 (11 ranks -1 wis +3 bonus +2 morale bonus), Perform (Oratory) +11 (1 rank +5 cha +3 bonus +2 morale bonus), Sense Motive +9 (5 ranks -1 wis +3 bonus +2 morale bonus), Spellcraft +28 (11 ranks +6 int +3 bonus +6 skill focus +2 morale bonus), Stealth +13 (5 ranks +3 dex +3 bonus +2 morale bonus) & Use Magical Device +27 (11 ranks +5 cha +3 bonus +6 skill focus +2 morale bonus)
Languages Common
Traits Charming (Diplomacy), Eternal Understanding, Iron Liver & Spark of Creation
SQ Fused Eidolon, Fused Link, Summon Monster V (8/day; 10 minutes), Shielded Meld, Trapfinding (+1), Maker’s Jump (1/day) & Aspect.
Equipment Adamantine Dagger, +1 Shocking Amulet of Mighty Fists, Adventurer’s Sash (including: Potion of Ant Haul [Cl 1], Potion of Blur [CL 5], Potion of Cat’s Grace [CL 5] & Potion of Enlarge Person [CL 5]), +2 Belt of Physical Might, Cauldron of Brewing, +3 Cloak of Resistance, Efficient Quiver (including: Wand of Cure Light Wounds [CL 1], Wand of Infernal Heal [CL 1], Wand of Lesser Rejuvenate Eidolon [Cl 1], Wand of Shield [CL 1], & Wand of Lesser Evolution Surge [CL 4], Wand of Lesser Restore Eidolon [CL 4], Wand of Fireball [CL 10]), Eidolon Anchoring Harness, +2 Headband of Mental Prowess, Homunculus, Jingasa of the Fortunate Soldier, 5 Iron Pellet Grenades, +1 Ring of Protection, Rogue’s Kit, 2 Spring-Loaded Wrist Sheaths (including: Wand of Magic Missile [CL 3] & Wand of Admonishing Ray [CL 7]), 1988 gp and owns a Caster’s Tower, a Mansion & an Artisan’s Guild.

Character Traits
Charming (Diplomacy): You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Eternal Understanding: You can attempt Knowledge checks with a DC of 15 or lower untrained.
Iron Liver: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Spark of Creation: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

The Hulk-Buster:

The Hulk-Buster
Middle-Aged Human ’Synthesist’ Summoner 5/Rogue 1/’Synthesist’ Summoner 5
CG Large humanoid (human, outsider)
Init +4; Senses Perception +15
DEFENSE
AC 40, touch 18, flat-footed 34 (+4 armor, +4 Dex, +4 shield bonus, +16 natural armor, +1 luck bonus +1 deflection bonus +1 dodge bonus -1 size penalty)
hp 173 (11d8+22+93 temporary)
Fort +14, Ref +17, Will +13
Defensive Abilities Evasion, Concealment (20%), Damage Reduction 10/Adamantine (100 max dmg)
OFFENSE
Speed 60 ft., flight 60 ft. (perfect)
Melee Adamantine Dagger +23/+18 (1d4+11/19-20x2; 10ft.; piercing)
Melee Slam +23/+23 (2d6+12+1d6 electricity +1d6 bleed/x2; bludgeoning) & Claws +21 (1d4+6+1d6 electricity/x2; bludgeoning & slashing) & Tentacle +21/+21/+21 (1d4+6+1d6 electricity/x2; bludgeoning)
Special Attacks Sneak Attack +1d6, Trample (Reflex DC 25)
Summoner Spell-like Abilities (CL 10th; concentration +16)
8/day — Summon Monster V
1/day — Dimension Door
Summoner Spells Known (CL 10th; concentration +16)
4th (2/day)— Greater Evolution Surge & Wall of Stone
3rd (4/day)— Evolution Surge, Heroism & Stoneskin
2nd (5/day)— Haste, Lesser Evolution Surge, Lesser Restore Eidolon & Summon Eidolon
1st (7/day)— Identify, Mage Armor, Lesser Rejuvenate Eidolon, Snowball & Unseen Servant
0th (at will)— Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Mending & Read Magic
STATISTICS
Str 32, Dex 18, Con 20, Int 22, Wis 9, Cha 20
Base Atk +8; CMB +21; CMD 35
Feats Extra Traits (Eternal Understanding & Iron Liver) [1st], Skill Focus (Spellcraft) [Human], Craft Wondrous Item [3rd], Craft Magic Arms & Armor [5th], Craft Wand [7th], Skill Focus (Use Magical Device) [Human], Craft Construct [9th] & Leadership [11th]
Skills Appraise +12 (1 rank +6 int +3 bonus +2 morale bonus), Bluff +21 (11 ranks +5 cha +3 bonus +2 morale bonus), Craft (Alchemy) +13 (1 ranks +6 int +3 bonus +1 trait bonus +2 morale bonus), Craft (Armor) +13 (1 rank +6 int +3 bonus +1 trait bonus +2 morale bonus), Craft (Traps) +13 (1 rank +6 int +3 bonus +1 trait bonus +2 morale bonus), Craft (Weapons) +13 (1 rank +6 int +3 bonus +1 trait bonus +2 morale bonus), Diplomacy +21 (11 ranks +5 cha +3 class bonus +2 morale bonus), Disable Device +20 (11 ranks +4 dex +3 bonus +2 morale bonus), Fly +16 (9 ranks +4 dex +3 bonus +2 morale bonus -2 size penalty), Knowledge (Arcana) +21 (10 ranks +6 int +3 bonus +2 morale bonus), Knowledge (Engineering) +21 (10 ranks +6 int +3 bonus +2 morale bonus), Knowledge (Local) +12 (1 rank +6 int +3 bonus +2 morale bonus), Perception +15 (11 ranks -1 wis +3 bonus +2 morale bonus), Perform (Oratory) +11 (1 rank +5 cha +3 bonus +2 morale bonus), Sense Motive +9 (5 ranks -1 wis +3 bonus +2 morale bonus), Spellcraft +28 (11 ranks +6 int +3 bonus +6 skill focus +2 morale bonus), Stealth +10 (5 ranks +4 dex +3 bonus +2 morale bonus -4 size penalty) & Use Magical Device +27 (11 ranks +5 cha +3 bonus +6 skill focus +2 morale bonus)
Languages Common
Traits Charming (Diplomacy), Eternal Understanding, Iron Liver & Spark of Creation
SQ Fused Eidolon, Fused Link, Summon Monster V (8/day; 10 minutes), Shielded Meld, Trapfinding (+1), Maker’s Jump (1/day) & Aspect.
Equipment Adamantine Dagger, +1 Shocking Amulet of Mighty Fists, Adventurer’s Sash (including: Potion of Ant Haul [Cl 1], Potion of Blur [CL 5], Potion of Cat’s Grace [CL 5] & Potion of Enlarge Person [CL 5]), +2 Belt of Physical Might, Cauldron of Brewing, +3 Cloak of Resistance, Efficient Quiver (including: Wand of Cure Light Wounds [CL 1], Wand of Infernal Heal [CL 1], Wand of Lesser Rejuvenate Eidolon [Cl 1], Wand of Shield [CL 1], & Wand of Lesser Evolution Surge [CL 4], Wand of Lesser Restore Eidolon [CL 4], Wand of Fireball [CL 10]), Eidolon Anchoring Harness, +2 Headband of Mental Prowess, Homunculus, Jingasa of the Fortunate Soldier, 5 Iron Pellet Grenades, +1 Ring of Protection, Rogue’s Kit, 2 Spring-Loaded Wrist Sheaths (including: Wand of Magic Missile [CL 3] & Wand of Admonishing Ray [CL 7]), 1988 gp and owns a Caster’s Tower, a Mansion & an Artisan’s Guild.

Character Traits
Charming (Diplomacy): You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Eternal Understanding: You can attempt Knowledge checks with a DC of 15 or lower untrained.
Iron Liver: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Spark of Creation: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.


Here we go with a villain to challenge some of these noble champions.

"Freedom is only for the one who rules! All others must be slaves!"

The Red Skull
Middle-Aged Human ‘Scarred Witch Doctor’ Witch 12
NE Medium humanoid (human)
Init +1; Senses Perception +11
DEFENSE
AC 11, touch 11, flat-footed 11 (+0 armor, +1 Dex)
hp 98 (12d6+24)
Fort +6, Ref +5, Will +7
OFFENSE
Speed 30 ft.
Melee Dagger +8/+2 (1d4+2/19-20x2; 10 ft.; piercing)
Witch Spells Prepared (CL 12th; concentration +19)
6th— Create Undead, Epidemic, Geas/Quest & Unconscious Agenda
5th— Cloudkill, Feeblemind, Giant Vermin, Magic Jar & Teleport
4th— Animate Dead, Black Tentacles, Crushing Despair, Enervation & Threefold Aspect
3rd— Bestow Curse, Contagion, Dispel Magic, Howling Agony, Suggestion & Summon Monster III
2nd— Blindness-Deafness, Burning Gaze, Command Undead, Death Knell, Hold Person, Scare & Vomit Swarm
1st— Cause Fear, Command, Detect Undead, Eye Piercing Scream, Mage Armor, Obscuring Mist & Sow Thought
0th (at will)— Detect Magic, Guidance, Read Magic & Touch of Fatigue
STATISTICS
Str 14, Dex 12, Con 14, Int 20, Wis 9, Cha 14
Base Atk +6; CMB +8; CMD 19
Feats Spell Focus (Necromancy) [1st], Racial Heritage (Orc) [Human], Craft Wondrous Item [3rd], Soulless Gaze [5th], Mask of Virtue [7th], Maleficium [9th], Undead Master [11th]
Skills Craft (Alchemy) +20 (12 ranks +5 int +3 bonus), Bluff +14 (12 ranks +2 cha), Disguise +5 (3 ranks +2 cha), Heal +16 (12 ranks -1 wis +3 bonus +2 circumstance bonus), Intimidate +26 (12 ranks +5 int +3 bonus +2 circumstance bonus +4 damnation bonus), Knowledge (Arcana) +20 (12 ranks +5 int +3 bonus), Knowledge (History) +10 (2 ranks +5 int +3 bonus), Knowledge (Nature) +10 (2 ranks +5 int +3 bonus), Knowledge (Planes) +10 (2 ranks +5 int +3 bonus), Linguistics +8 (3 ranks +5 int), Perception +11 (12 ranks -1 wis), Spellcraft +20 (12 ranks +5 int +3 bonus) & Use Magical Device +17 (12 ranks +2 cha +3 bonus)
Languages Common
Traits Bruising Intellect & Horrifying Mind
SQ Fierce-Intelligence, Hex Scar, Fetish Mask, Scarshield (+6; 12 minutes/day), Hexes (Cackle, Charm, Evil Eye & Misfortune), Patron (Plague), Major Hexes (Ice Tomb & Retribution)

Character Traits
Bruising Intellect: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Horrifying Mind: When a non-evil humanoid attempts to read your mind via a magical effect, the reader must attempt a Will save opposed by your Wisdom or Charisma check (your choice). If the reader fails this save, she is shaken for 1 round. If she fails by 10 or more, she is instead frightened for 1 round, then shaken for 1 round.

Spells
0-level
Detect Magic: Detects all spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.
Touch of Fatigue: Touch attack fatigues target.
1st-level
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Detect Undead: Reveals undead within 60 ft.
Eye Piercing Scream: Deal sonic damage and daze target.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Sow Thought: Plant a brief thought in the mind of another.
2nd-level
Blindness-Deafness: Makes subject blinded or deafened.
Burning Gaze: Inflict 1d6 fire damage to creature by looking at it.
Command Undead: Undead creature obeys your commands.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Scare: Frightens creatures of less than 6 HD.
Vomit Swarm: Produces a spider swarm that fights for you.
3rd-level
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Dispel Magic: Cancels one magical spell or effect.
Howling Agony: Screaming pain limits the target's actions.
Suggestion: Compels a subject to follow stated course of action.
[b]Summon Monster III
: Summons extraplanar creature to fight for you.
4th-level
Animate Dead: Creates undead skeletons and zombies out of corpses.
Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Enervation: Subject gains 1d4 negative levels.
Threefold Aspect: Appear older or younger.
5th-level
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Feeblemind: Subject's Int and Cha drop to 1.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Magic Jar: Enables possession of another creature.
Teleport: Instantly transports you as far as 100 miles per level.
6th-level
Create Undead: Raises ghouls, ghasts, mummies, or mohrgs from physical remains.
Epidemic: Infect a subject with a highly contagious disease.
Geas/Quest: As lesser geas, but affects any creature.
Unconscious Agenda: Plant subconscious directive in target creature.

The Red Skull with Items & Buffs:

The Red Skull
Middle-Aged Human ‘Scarred Witch Doctor’ Witch 12
NE Medium humanoid (human)
Init +2; Senses Perception +13
DEFENSE
AC 25, touch 15, flat-footed 21 (+4 armor, +2 Dex, +6 natural armor, +3 deflection)
hp 98 (12d6+24)
Fort +10, Ref +10, Will +12
Defensive Abilities Immunity to Disease & Mind/Alignment-Reading
OFFENSE
Speed 30 ft.
Melee +1 Human-Bane Reliquary Dagger +9/+3 (1d4+3/19-20x2; 10 ft.; piercing)
Witch Spells Prepared (CL 12th; concentration +21)
6th— Create Undead, Epidemic, Geas/Quest & Unconscious Agenda
5th— Cloudkill, Feeblemind, Giant Vermin, Magic Jar & Teleport
4th— Animate Dead, Black Tentacles, Crushing Despair, Enervation & Threefold Aspect
3rd— Bestow Curse, Contagion, Dispel Magic, Howling Agony, Suggestion & Summon Monster III
2nd— Blindness-Deafness, Burning Gaze, Command Undead, Death Knell, Hold Person, Scare & Vomit Swarm
1st— Cause Fear, Command, Detect Undead, Eye Piercing Scream, Mage Armor, Obscuring Mist & Sow Thought
0th (at will)— Detect Magic, Guidance, Read Magic & Touch of Fatigue
Spell-like Abilities
3/day (CL 5)— Bleed & Vampiric Touch.
STATISTICS
Str 12, Dex 14, Con 14, Int 24, Wis 13, Cha 14
Base Atk +6; CMB +7; CMD 19
Feats Spell Focus (Necromancy) [1st], Racial Heritage (Orc) [Human], Craft Wondrous Item [3rd], Soulless Gaze [5th], Mask of Virtue [7th], Maleficium [9th], Undead Master [11th]
Skills Craft (Alchemy) +22 (12 ranks +7 int +3 bonus), Bluff +14 (12 ranks +2 cha), Disguise +5 (3 ranks +2 cha), Heal +17 (12 ranks +1 wis +3 bonus +2 circumstance bonus), Intimidate +30 (12 ranks +7 int +3 bonus +2 circumstance bonus +4 damnation bonus +2 competence bonus), Knowledge (Arcana) +22 (12 ranks +7 int +3 bonus), Knowledge (History) +12 (2 ranks +7 int +3 bonus), Knowledge (Nature) +12 (2 ranks +7 int +3 bonus), Knowledge (Planes) +12 (2 ranks +7 int +3 bonus), Linguistics +10 (3 ranks +7 int), Perception +13 (12 ranks +1 wis), Spellcraft +22 (12 ranks +7 int +3 bonus) & Use Magical Device +17 (12 ranks +2 cha +3 bonus)
Languages Common
Traits Bruising Intellect & Horrifying Mind
SQ Fierce-Intelligence, Hex Scar, Fetish Mask, Scarshield (+6; 12 minutes/day), Hexes (Cackle, Charm, Evil Eye, Flight & Misfortune), Patron (Plague), Major Hexes (Ice Tomb & Retribution)
Equipment +4 Belt of Incredible Dexterity, Cackling Hag’s Blouse, +4 Cloak of Resistance, +1 Human-Bane Reliquary Dagger, Deadman’s Headband, Deathwatch Eyes, Fetish Mask [enchanted to act as a Hat of Disguise], 10 Iron Pellet Grenades, 1st-level Pearl of Power, Periapt of Health, +3 Ring of Deflection, Ring of Mind Shielding, Focused Metamagic Rod, Lesser Extend Metamagic Rod, Wand of Enervation [CL 7], Witch’s Kit (including: a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), Vampiric Gloves, Voidstick and 1340 gp left over.

Character Traits
Bruising Intellect: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Horrifying Mind: When a non-evil humanoid attempts to read your mind via a magical effect, the reader must attempt a Will save opposed by your Wisdom or Charisma check (your choice). If the reader fails this save, she is shaken for 1 round. If she fails by 10 or more, she is instead frightened for 1 round, then shaken for 1 round.

51 to 58 of 58 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / The Marvel Universe; Pathfinder Style All Messageboards

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