Marvel Heroes in Pathfinder


Conversions


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I was just wondering how you would create marvel heroes in pathfinder, this is some of the stuff I had in mind, a lot of it clearly breaks rules, like giving characters monster abilities but what do you think? do you agree or disagree and If you have ideas how to make other heroes feel free to post.

Ironman - Bard/Alchemist - Construct Armour Iron Golem - Skill Focus; Craft
Captain America - Shield Champion - Adamantine Shield - Leadership - Skill Focus; Diplomacy
Hawkeye - Arcane Archer
Daredevil - Ninja - Monster ability; 100 ft Blindsight, 200 ft Blindsense - Rod of Balance. Skill Focus; Sense Motive, Intimidate, Acrobat
Wolverine - Beast Totem Barbarian - Monster Ability; Heal
Ghost Rider - Dullahan - Eldrich Heritage; Infernal
Spiderman - Brawler - Monster Ability; Special Attack: Web - Skill Focus; Acrobat, Climb

Sovereign Court

The Thing... Oread Monk!

Dark Archive

I like they way you quickly break down the characters instead of trying to stat them.

One thing with iron man though is stark is just a human with maybe a couple of hit die but extremely high int, i would say that his suit levels up instead of him, and his suit gains spell like abilities and can be swapped out as he upgrades it.

Key abilities on the suit:
Fly, Scorching ray, Magic missile, a lot of different detect spells, IE detect doors, traps, different creature types.

so that would be a lot of home brew work but i think it would be fun.


Shadowlords wrote:

I like they way you quickly break down the characters instead of trying to stat them.

One thing with iron man though is stark is just a human with maybe a couple of hit die but extremely high int, i would say that his suit levels up instead of him, and his suit gains spell like abilities and can be swapped out as he upgrades it.

Key abilities on the suit:
Fly, Scorching ray, Magic missile, a lot of different detect spells, IE detect doors, traps, different creature types.

so that would be a lot of home brew work but i think it would be fun.

If that were the idea, I'd go with a Summoner with an Inevitable eidolon. Which would work equally well, considering their ability to meld with their eidolon.


Shadowlords wrote:

I like they way you quickly break down the characters instead of trying to stat them.

One thing with iron man though is stark is just a human with maybe a couple of hit die but extremely high int, i would say that his suit levels up instead of him, and his suit gains spell like abilities and can be swapped out as he upgrades it.

Key abilities on the suit:
Fly, Scorching ray, Magic missile, a lot of different detect spells, IE detect doors, traps, different creature types.

so that would be a lot of home brew work but i think it would be fun.

Oh thank you, I don't really think listing a bunch of stats is particularly useful, since you could use the same stats to create any kind of hero. i actually recently realised that you can't have a construct armour golem because golems are large and unless your character is large it wouldn't work. (not that the rules a really stopping us.) could use construct limb on each of the 4 limbs.

Two scorching ray guns with construct limbs, one for each arm. two jets that construct limbs for the legs for flight etc. could build each part of the suit, have a helm with detect abilities etc.


Bradley Mickle wrote:
Shadowlords wrote:

I like they way you quickly break down the characters instead of trying to stat them.

One thing with iron man though is stark is just a human with maybe a couple of hit die but extremely high int, i would say that his suit levels up instead of him, and his suit gains spell like abilities and can be swapped out as he upgrades it.

Key abilities on the suit:
Fly, Scorching ray, Magic missile, a lot of different detect spells, IE detect doors, traps, different creature types.

so that would be a lot of home brew work but i think it would be fun.

If that were the idea, I'd go with a Summoner with an Inevitable eidolon. Which would work equally well, considering their ability to meld with their eidolon.

I'd have to look into that, I've heard a lot of people saying the same thing though. I guess since it is pathfinder a lot of tech based abilities would be switched out for magic.


Gilardes wrote:
The Thing... Oread Monk!

yeah, that actually looks pretty perfect for the Thing.


I've actually been doing this for a little bit.

I took a break as my current adaptation of Dr. Strange is exhausting, but I'll jump back into it soon enough.


If you would view this post:

Andoran Avengers Wolverine and Nightcrawler

I actually have a system I am developing, called SuperPath, for making superheroes using Pathfinder. These are two examples using Nightcrawler and Wolverine with my system.

I can post the general idea if anyone is interested after viewing them, =)


1 person marked this as a favorite.
Gilardes wrote:
The Thing... Oread Monk!

I was thinking more of a brawler for the Thing than a monk


I enjoy writing characters, and I've actually done this pretty legitimately and haven't broken any rules. I have the Avengers statted out as follows:

- Captain America - Brawler with the Shield Champion archetype, nice and simple, gets all the unarmed combat and shield abilities you could want, otherwise go with a Shielded Fighter archetype as a second option
- Hawkeye - Slayer with the Sniper archetype, goes the Vital Strike route with his feats and the archery combat style (from Ranger) to get Pinpoint Targeting; he stands in one place and takes one careful shot at a time
- Black Widow - Rogue who actually uses a lot of grappling feats with Agile Maneuvers, and there is a feat called Strangler, that when you successfully grapple a foe you can spend a swift action to add your sneak attack dice to damage, it's a pretty cool build
- Thor - Aasimar Warpriest, which gets him the high damage with the hammer, spells, etc.
- Ironman - Summoner with the Synthesist archetype, his eidolon actually forms around him and appears to be some kind of otherworldly construct, nice and simple, it doesn't give him any combat spells, so you'd have to fix that with wands and other magic items
- Hulk - two ways to go with this; either a Barbarian with the Titan Mauler archetype, which allows you to (eventually) become size large when you rage, which is why I prefer that over the other option, an Alchemist who prestiges into the Master Chymist

I actually have these characters written (again fully legitimately) for two adventure paths. I wanted to see what they would look like at high levels. Hulk is actually the last one who really has all of the abilities that we see in the movie (the first Avengers).

I did consider a build for Wolverine, and I came up with a skinwalker of some kind (from Blood of the Moon), with a class of Brawler with the Steel Breaker archetype. The race would potentially give him claws (depending on the bloodline), and the Steel Breaker allows you to make a check to ignore DR, thus explaining the ability to cut through anything.

Nightcrawler is easy; a tiefling for sure, and then either do him as a Wizard, specializing in conjuration with the teleportation subschool, or a cleric with the travel domain. Both give lots of teleporting abilities that will piss off any GM.

The problem that I see a bunch of my friends having who look into this is that they want to have the characters be the superheroes at like 5th level, and they're not going to be. You can legitimately make these characters and have them fit perfectly within the rules, you just need to wait a little while and give yourself a little creative and descriptive license.


MikeRPG wrote:

I enjoy writing characters, and I've actually done this pretty legitimately and haven't broken any rules. I have the Avengers statted out as follows:

- Captain America - Brawler with the Shield Champion archetype, nice and simple, gets all the unarmed combat and shield abilities you could want, otherwise go with a Shielded Fighter archetype as a second option
- Hawkeye - Slayer with the Sniper archetype, goes the Vital Strike route with his feats and the archery combat style (from Ranger) to get Pinpoint Targeting; he stands in one place and takes one careful shot at a time
- Black Widow - Rogue who actually uses a lot of grappling feats with Agile Maneuvers, and there is a feat called Strangler, that when you successfully grapple a foe you can spend a swift action to add your sneak attack dice to damage, it's a pretty cool build
- Thor - Aasimar Warpriest, which gets him the high damage with the hammer, spells, etc.
- Ironman - Summoner with the Synthesist archetype, his eidolon actually forms around him and appears to be some kind of otherworldly construct, nice and simple, it doesn't give him any combat spells, so you'd have to fix that with wands and other magic items
- Hulk - two ways to go with this; either a Barbarian with the Titan Mauler archetype, which allows you to (eventually) become size large when you rage, which is why I prefer that over the other option, an Alchemist who prestiges into the Master Chymist

I actually have these characters written (again fully legitimately) for two adventure paths. I wanted to see what they would look like at high levels. Hulk is actually the last one who really has all of the abilities that we see in the movie (the first Avengers).

I did consider a build for Wolverine, and I came up with a skinwalker of some kind (from Blood of the Moon), with a class of Brawler with the Steel Breaker archetype. The race would potentially give him claws (depending on the bloodline), and the Steel Breaker allows you to make a check to ignore DR, thus explaining...

yeah those would work pretty well. shadow dancer might also work for nightcrawler. though the cleric aspect would represent his religiosity quite well.


Swashbucklersdc wrote:

If you would view this post:

Andoran Avengers Wolverine and Nightcrawler

I actually have a system I am developing, called SuperPath, for making superheroes using Pathfinder. These are two examples using Nightcrawler and Wolverine with my system.

I can post the general idea if anyone is interested after viewing them, =)

I'm interested. I'd like to hear about your super path system.


BlackJack Weasel wrote:
I'm interested. I'd like to hear about your super path system.

Here are the basics (spoiler for wall of text):

SuperPath:

Super Path:
All players start at 1st level (except for the Highly Skilled Hero, see below) with a 25 Point Buy.

You may choose any race that starts at 15 RP or lower (Advanced Race Guide) and then will have extra RP to spend to bring your character up to 25 RP using Step 3 of the Race Builder from the ARG. You may not spend RPs to buy any type of flight ability or Spell Resistance (they are only bought with Powers or Gadgets). Highly Skilled Heroes should limit themselves to Attribute, Skill and Feat augmentation. All RP expenditures will be at GM discretion. You may not sell back Racial Abilities standard for your race. The Flexible Bonus Feat bought with these extra Race Points will be slightly modified; it allows the hero to change the Feat once per day, when normal Class Abilities are refreshed. The hero must meet all the prerequisites for any Feat he uses with this ability.

Each player, except Technological/Highly Skilled Heroes, may buy “Powers” for their hero; basically, each player has the equivalent of 13th level WBL (140K GP), Maximum Caster Level 12th level, to purchase Magic Items that are their “Powers”. These items will be bought at full costs (except see Technological/Highly Skilled Hero below) but will not take up any Item Slots as they are permanent abilities of the hero (as per the normal Magic Item bought; bonuses still act as the normal bonuses, however). Combined items are allowed (with the extra 50% costs), but only if the item already takes up the same Item Slot normally. No potions, scrolls, wands, elixirs or other charged items are allowed (except Staffs, since they are rechargeable). Uses per day items are allowed. You must meet the requirement of the Magic Item you buy (as an example, a Mask of Giants requires you to have Wild Shape to use it) to use it; you can purchase a Power and unlock its power later (you will not have its use available until then).

A few exceptions may be made to custom items, using the normal creation rules. This cannot be used to make an item in another slot it normally wouldn’t go in, it is only usable to create something that doesn’t already exist or to modify an existing item to create a better approximation of the Power. The GM will pick which slot the item will take up, based on other similar items. If nothing really makes sense, the item will be slotless, and therefore cost more. In addition, you may have one power that is up to CL 15, up to GM discretion. You may also have one item that does take up a real Magic Item slot (including weapons/armor); this item is limited to CL 10 with a cost of 46K; this item is only usable by you if you desire (it is a signature item). Your signature item is at half cost (23K if maximum spent).

Spells that are progressive (Beast Form, Elemental Body, Form of the Dragon, Giant Form, Summon Monster, Summon Nature's Ally, etc.) require that the lesser forms are bought before you buy the greater form; all in the same chain must be bought at the same caster level (the highest) and all must be at the same # of uses per day.

Staves bear special mention. The only way to purchase attack powers are through staves and a staff may only have instantaneous, no duration, powers (of a specific theme) associated with it. Follow the normal rules for staves, using the creation guides, except a staff bought as a power only regains charges from rest, 1 charge per day (at the normal time class abilities are refreshed).

Technological Heroes: These heroes gain powers from their gear and skill. All their powers are real Magic Items, except that these items may, at your discretion, be only usable by you; they take up normal Magic Item Slots. These items are referred to as Gadgets. Gadgets may be replaced, if destroyed, as if you were Crafting them, but at no cost (time still must be taken to replace and/or repair them). In addition, in between adventures, you may reallocate your Gadgets, but must spend Downtime to do so as if crafting them; limited by how much Downtime is available. This is also at no cost. You may not combine normal Crafting with Gadgets; your pool is still limited by the initial pool. Your initial pool is limited to 10th level WBL with a Maximum Caster 10th level. All of these Gadgets, however, are purchased at half costs, as per normal Crafting rules. In addition, you may have one Gadget that is up to CL 12, up to GM discretion. Finally, you may have a single Gadget (taking up a slot as above) or Power purchased at Full Cost, but this Gadget/power may be at CL 15 /CL 13, with a maximum cost of 46K (it is a signature item/power). The signature item/power does not come out of your pool cost.

Highly Skilled Heroes: Even more so, these heroes gain powers from their skill. They may have Gadgets, as the Technological Hero, above, but only have half the pool. The rest of their pool is spent on Powers that represent their great skill (they still get the half cost break for these powers, but these abilities must be something that affects skills, casting abilities, etc.; a wizard could buy a Ring of Wizardry 1, for example, to represent his highly skilled spell-casting). However, their powers cannot be changed like their Gadgets can be. Finally, instead of the signature item/power of the Technological Hero, the Highly Skilled Hero starts the game at 3rd level. These are “phantom levels” that do not count as normal leveling for experience costs, but do for all other reasons (including normal WBL).

In addition to the above expenditures, heroes may purchase additional Race Points out of their Power and/or Gadget Pool resources. All Race Points are purchased at full cost, regardless of hero type or which pool (either Power or Gadget) the resources are purchased from. All Race Points must be purchased at the same time. The hero may purchase Race Points using the following formula (the X being the amount purchased): 250 (X2+X). Race Points may only be purchased at 1st level.

Throughout the game, the Heroes may gain more WBL to spend on Powers/Gadgets. Each time this occurs, the Hero will gain 2.5 WBL to improve or add Powers/Gadgets (starting at 12.5, so first increase will be WBL 15, then 18, and then finally 20; the Technological hero will advance to 13, then 15, then finally 18); if doing an AP, these increases will normally occur at the end of every other Chapter). The CL maximum does not increase for the Technological Hero, but does for the Super Path Hero (one CL per advancement). Finally, Signature Items/Powers increase in the same fashion, both one in CL and total cost per advancement.
Super Path Hero Technological Hero Super Signature Tech Signature
Starting
13 WBL/12 CL 10 WBL/10 CL 46K/10 CL 46K/15(13)CL
1st Advancement
15 WBL/13 CL 13 WBL/10 CL 62K/11 CL 62K/16(14)CL
2nd Advancement
18 WBL/14 CL 15 WBL/10 CL 82K/12 CL 82K/17(15)CL
3rd Advancement
20 WBL/15 CL 18 WBL/10 CL 108K/13 CL 108K/18(16)CL

Here are some examples of power 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).

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.

I am still working out some kinks and play-testing; this is the basic system.

The starting level are for basically street-level supers; 1st advancement are lower level supers (like lower powered X-Men/Avengers); 2nd advancement are higher powered supers (more powerful X-Men/Avengers); 3rd level advancement are basically the cosmic powered types.


I make all the powers up in Hero Lab as custom items and have the hero equip them as normal, adding slotless to the individual powers (unless they are signature items, gadgets, etc then they take up item slots).

I have an example of Colossus (before and after armored form) and a Highly Skilled Sorcerer...

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