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by Kendermage » Mon Oct 05, 2009 7:32 pm
I'm tossing out an unofficial Halloween challenge for all you budding Dr. Frankenstein's.
Stat up classic movie monsters like Frankenstein's Monster, Dracula, the Mummy, the Wolfman, Creature from the Black Lagoon, etc.... Lets see some interesting takes on these Halloween classics.
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Kendermage
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by True20Chick » Tue Oct 06, 2009 9:57 am
Cool idea! They used to do something like this over at EnWorld.
I'll work up the Gill-Man, the Creature from the Black Lagoon!
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True20Chick
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by Anime » Tue Oct 20, 2009 10:51 pm
Thought it be fun to write-up the Headless Horseman today. I don't know much on ye old horseman, so I Google'd it up and found...not much. So I tried to look for other game write-ups and how they approached him. Hopefully it isn't to overpowered, but I was going with the idea that he'd work better for a low-level villain and that anyone going up against him would have to outsmart him and use his weaknesses against him to survive. Headless Horseman7th-level Undead [Augmented, Human]Size: Medium Speed: 30 ft. Abilities: Str +2, Dex +1, Con --, Int +0, Wis +2, Cha +2 ----------------------------------------------------------- Skills: Handle animal 8 [+10], Intimidate 8 [+10], Notice 8 [+10], Ride 8 [+9], Search 8 [+8]. Feats: Attack focus (battle axe)*, Cleave, Firearm training*, Iron will, Move-by action, Tough* 1, Vehicular combat, Weapon training*. * Bonus feat. Traits: Undead traits, Human background, Decapitate, Fear aura, Incorporeal, Powerful charge, Regeneration 2, Rejuvenation, Summon mount; Powerlessness (consecrated grounds), Unnatural aura, Vulnerability (blessed weapons). ----------------------------------------------------------- Initiative: +1 (+1 Dex) Combat: ( Base Combat: +3; Dex: +1) - Melee Attack: +4 slam attack, +6 battle axe (+1 feat, +1 item) - Ranged Attack: +4 Defense: Dodge 14 / Parry 15 ----------------------------------------------------------- Damage: ( Str: +2) - Melee Damage: +4 slam attack (bludgeoning, 20/+3), +5 battle axe (slashing, 20/+4), +8 charge attack - Ranged Damage: by attack ----------------------------------------------------------- Saving Throws:- Toughness: +4 (+3 undead, +1 feat) - Fortitude: -- - Reflex: +3 (+2 base, +1 Dex) - Will: +9 (+5 base, +2 Wis, +2 feat) Equipment:Battle axe, masterwork (+1 attack, +3 slashing damage, 20/+4) • Decapitate: The Headless Horseman can try to decapitate it's victims, instantly killing them. The target must make a successful Fortitude save (DC 15) or be instantly dropped to the "Dead" condition. This takes a full-action and is considered a Death attack. • Fear aura: The Headless Horseman emits an aura of fear, all those within 30 feet of the Headless Horseman must make a Will save (DC 15) or become Shaken. The shaken condition lasts so long as the opponent is within 30 feet of the Headless Horseman. • Incorporeal: The Headless Horseman can become incorporeal as a free-action once per round. While incorporeal the Headless Horseman gains all the normal benefits and hindrances while in this state, plus the Headless Horseman cannot physically attack corporeal opponents either. • Powerful charge: When the Headless Horseman makes a charge attack, it deals +3 additional damage in addition to the normal benefits and hazards of a charge attack. • Regeneration 2: The Headless Horseman treats any damage from all non-supernatural weapons and/or attacks as non-lethal damage. Damage done from supernatural powers (like elemental blast) deal damage as normal. Character possessing the Supernatural strike or Supernatural weapon powers also deal damage as normal. • Rejuvenation: It is quite difficult to destroy the Headless Horseman through simple combat, it will restore itself within eight days. There are two ways to permanently destroy the Headless Horseman; either destroy it while it is on consecrated grounds, or find it's lost head, have the head blessed by a religious figure, and then burned. • Summon mount: As a full-round action, the Headless Horseman can summon a fiery steed as a mount. If the mount is killed the Headless Horseman must wait 24 hours before a new mount can be summoned. • Powerlessness (holy ground): The Headless Horseman is powerless on holy ground (like that around a Church) and flees from it. If caught on such ground it cannot attack and can take only a single move or standard action per round. It cannot move and attack in the same round unless it charges. If it succeeds on the Will save to avoid fleeing the area of the shining ward effect of the Purifying Light power must make another Will save at the same Difficulty or be rendered powerless as if by sunlight. The Headless Horseman regains its powers once it leaves the area of the shining ward or holy ground. • Unnatural aura: Animals, whether wild or domesticated, can sense the unnatural presence of the Headless Horseman at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. • Vulnerability (blessed attacks): The Headless Horseman suffers double the normal effects from weapons that have been blessed by a religious figure. Headless Horseman's Mount
4th-level Undead Size: Large Speed: 50 ft., fly 90 ft. (poor) Abilities: Str +3, Dex +1, Con --, Int -3, Wis +1, Cha -2 ----------------------------------------------------------- Skills: Notice 7 [+8]. Feats: Dodge focus 1, Double strike, Tough* 1. * Bonus feat. Traits: Incorporeal, Regeneration 2, Trample; Powerlessness (consecrated grounds), Unnatural aura, Vulnerability (blessed weapons). ----------------------------------------------------------- Initiative: +1 (+1 Dex) Combat: (Base Combat: +2; Dex: +1) - Melee Attack: +3 kick, +3 bite Defense: Dodge 14 (+1 feat) / Parry -- ----------------------------------------------------------- Damage: (Str: +3) - Melee Damage: +3 kick (bludgeoning, 20/+3), +4 bite (piercing, 20/+3) ----------------------------------------------------------- Saving Throws: - Toughness: +3 (+2 undead, +1 feat) - Fortitude: -- - Reflex: +2 (+1 base, +1 Dex) - Will: +6 (+4 base, +2 Wis)
• Incorporeal: The Headless Horseman's Mount can become incorporeal as a free-action once per round. While incorporeal the Headless Horseman's Mount gains all the normal benefits and hindrances while in this state, plus the Headless Horseman's Mount cannot physically attack corporeal opponents either. • Regeneration 2: The Headless Horseman's Mount treats any damage from all non-supernatural weapons and/or attacks as non-lethal damage. Damage done from supernatural powers (like elemental blast) deal damage as normal. Character possessing the Supernatural strike or Supernatural weapon powers also deal damage as normal. • Trample: The Headless Horseman's Mount can trample any medium size or smaller opponent as a full-round action, dealing +4 bludgeoning damage. The Reflex save difficulty is 15.
• Powerlessness (holy ground): The Headless Horseman's Mount is powerless on holy ground (like that around a Church) and flees from it. If caught on such ground it cannot attack and can take only a single move or standard action per round. It cannot move and attack in the same round unless it charges. If it succeeds on the Will save to avoid fleeing the area of the shining ward effect of the Purifying Light power must make another Will save at the same Difficulty or be rendered powerless as if by sunlight. The Headless Horseman's Mount regains its powers once it leaves the area of the shining ward or holy ground. • Unnatural aura: Animals, whether wild or domesticated, can sense the unnatural presence of the Headless Horseman at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. • Vulnerability (blessed attacks): The Headless Horseman's Mount suffers double the normal effects from weapons that have been blessed by a religious figure.
Note on Undead SkillsOne thing I noticed while writing this guy up is that between the core book and the Bestiary, the number of starting skills and skill points per level for Undead critters are different. In the core book it is 4+Intelligence but in the Bestiary it is 6+Intelligence. I did a little math and it looks like 4+Int to be correct one, so that is what I used here, but was I right?
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Anime
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by Father of Dragons » Wed Oct 21, 2009 7:16 am
Very nice! I'm pretty sure that 4 vs 6 points for undead has come up before, and I think the conclusion was that 4 points was correct. It's on the forums somewhere!
If that's pure logic I'll take vanilla.
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Father of Dragons
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by Kendermage » Sun Oct 25, 2009 5:02 pm
Not a classic movie monster, but still a Halloween favorite of mine none the less. I'm still working on her sisters.  Winifred Sanderson (Hocus Pocus, 1993)Concept (Role): Witch (Adept 7) Background: Human Abilities: Str +1, Dex +0, Con +0, Int +2, Wis +1, Cha +3, Spd 30 ft. Core Ability: The Talent Initiative: +0 Combat: Attack +3 (+3 base, +0 Dex) Defense: 13/14 Dodge/Parry +3/+4 (+3 base, +0 Dex/+1 Str) Saving Throws: Toughness +0 (+0 Con, +0 Tough, +0 armor), Fortitude +2 (+2 base, +0 Con), Reflex +2 (+2 base, +0 Dex), Will +6 (+5 base, +1 Wis) Conviction: 6; Virtue: Loyal, Vice: Arrogant Reputation: +2 Non-Lethal Damage: Bruised (5) [ ] [ ] [ ], Dazed (10) [ ] [ ] [ ], Staggered (15) [ ], Unconscious (20) [ ] Lethal Damage: Hurt (5) [ ], Wounded (10) [ ], Disabled (15) [ ], Dying (20) [ ], Dead (25) [ ] Fatigue: Winded [ ], Fatigued [ ], Exhausted [ ] Special: Skills: Bluff 5 (+8), Concentration 9 (+10), Craft (Alchemy) 9 (+11), Intimidate 10 (+13), Knowledge (Herbalism) 9 (+11), Knowledge (Supernatural) 9 (+11), Notice 5 (+6), Perform (Singing) 8 (+11) Feats: Imbue Item. Legacy, Power: 6, Ritualist, Sympathetic Magic, Widen Power Bonus Feats: Legacy Favored Feats: Fascinate, Master Plan Powers: (10 ranks, Cha, Fatigue Save 14, Save Difficulty 17); Curse 10 (+13), Heart Shaping 10 (+13), Move Object 10 (+13), Pain 10 (+13), Revelry 10 (+13), Suggestion 10 (+13) Languages: American English, Infernal Weapons: prefers to use magic as her weapon. Armor: none Possessions: Legacy Item (Spellbook – Winnie needs this item to make use of her Core Ability); Wealth: +14 Broom of FlyingSkill: Craft (Broomsticks), masterwork broomstick imbued with 10 ranks of Wind Walk. Distinguishing Features & Mannerisms: Winnie is the most magically powerful of the three Sanderson sisters thanks in part to her spellbook. She is arrogant and vain. She is prone to underestimating those she considers her lessers; including her sisters. Design Notes: [*]Winifred makes use of Baduin's Alternative Damage System [*]I couldn't think of a good virtue to give Winifred because she seems evil through and through.
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Kendermage
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by ValhallaGH » Sun Oct 25, 2009 6:21 pm
She was loyal to her sisters. Not above herself, but she was loyal to them.
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ValhallaGH
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by Kendermage » Sun Oct 25, 2009 9:27 pm
ValhallaGH wrote:She was loyal to her sisters. Not above herself, but she was loyal to them.
I had considered that one, but didn't know if it really fit. Thanks for confirming it.
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Kendermage
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