domingo, 9 de junio de 2013

Del cine al juego: Thor

¡Bienvenidos otra vez! Hoy traigo algo que me cruzó por la mente. Recientemente he visto de nuevo las películas del universo de Marvel Inc, y me llamó la atención el personaje de Thor. Una vez despojado de sus poderes, claramente no era un reto para un dios. Sin embargo, permaneció siendo una amenaza considerable para los humanos normales, por lo que me dí a la tarea de crear un bloque de estadísticas para representarlo. En este, considero que el nivel promedio de personaje para los agentes con los que combatió es 10.

(Nota: Si se preguntan porqué el arma de electrochoque logró dejarlo inconsciente, hay que considerar que previamente había recibido unos 120 puntos de daño de caída, más unos 50 daños de embestida del carro)

(stats en Google Drive: Thor Odinson)

You must not give up. You must finish what you've started.



















THOR ODINSON
                                                                                            CR 18

Male Human Barbarian 10 / Ranger 10
CG Medium humanoid (human)
Init +3; Senses Perception +25


DEFENSE

AC 12, touch 12, flat-footed 10 (+2 Dex, ), Combat Expertise
hp 185 (10d12)+(10d10)+50
Fort +16, Ref +12, Will +8
Defensive Abilities Evasion
DR 2/-


OFFENSE

Speed 40 ft., Fast Movement, Woodland Stride
Space 5 ft.; Reach 5 ft.
Special Attacks Brawler, Brawler, Greater, Favored Enemy (Dragon) +2, Favored Enemy (Humanoid (Giant)) +6, Favored Enemy (Outsider (Water)) +2, Reckless Abandon


STATISTICS

Str 48, Dex 14, Con 14, Int 13, Wis 15, Cha 14
Base Atk +20; CMB +39 (+41 bullrush) (+41 grapple) (+43 trip); CMD 51 (53 vs bullrush) (53 vs grapple) (53 vs trip)
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Combat Expertise, Death from Above, Death or Glory, Endurance, Greater Trip, Greater Two-Weapon Fighting, Improved Bull Rush, Improved Critical (Warhammer), Improved Grapple, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Focus (Warhammer)
Skills Acrobatics +25, Acrobatics (Jump) +29, Appraise +1, Bluff +2, Climb +19, Craft (Untrained) +1, Diplomacy +7, Disguise +2, Escape Artist +7, Fly +7, Heal +2, Intimidate +25, Knowledge (Nobility) +6, Knowledge (Planes) +6, Perception +25, Perform (Untrained) +2, Ride +10, Sense Motive +2, Sleight of Hand +7, Spellcraft +9, Stealth +25, Survival +25, Survival (Follow or identify tracks) +30, Swim +19,
Languages Celestial, Common
Archetypes Brutal Pugilist, Skirmisher,
Special Qualities Bonus Feat, Damage Reduction, Fast Movement, Favored Terrain (Plane, aligned) +2, Favored Terrain (Urban) +4, Hateful Attack, Hunter's Tricks, Hunting Companions, Improved Savage Grapple, Low-Light Vision, Night Vision, Pit Fighter, Rage, Rattling Strike, Savage Grapple, Skilled, Swift Tracker, Track +5, Upending Strike, Wild Empathy +12, Woodland Stride


SPECIAL ABILITIES




Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).

Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks.

Damage Reduction (Ex) You gain damage reduction. Substract 2 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction can reduce damage to 0 but not below 0.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Favored Enemy (Humanoid (Giant)) (Ex) You gain a +6 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against giants. Likewise, you get a +6 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures. You have a +2 bonus against Dragons and Outsider (water)

Favored Terrain (Urban) (Ex) You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in urban terrain (buildings, streets, and sewers). Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Hateful Attack (Ex) The ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon's threat range.

Hunter's Tricks At 5th level, a skirmisher ranger learns the use of hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger's spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. The following is a list of hunter tricks and their effects.

Hunting Companions (Ex) You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for 2 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.

Improved Savage Grapple (Ex) At 5th level, the brutal pugilist takes no penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She also is treated as one size larger than her actual size when determining whether she can grapple or be grappled by another creature. This ability replaces improved uncanny dodge.

Killer You made your first kill at a very young age and found the task of war or murder to your liking. You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

Low-Light Vision (Ex) Your senses sharpen and you gain low-light vision while raging.

Night Vision (Ex) Your senses grow incredibly sharp while raging and you gain darkvision 60 feet.

Pit Fighter (Ex) At 3rd level, the brutal pugilist has learned combat tricks from fighting in pit brawls and gladiatorial arenas. She selects one combat maneuver and gains a +1 insight bonus on her CMB or to her CMD in that maneuver. This bonus increases to +2 if the barbarian is wearing no armor (shields are allowed). At every three levels after 3rd, the barbarian may select another combat maneuver and add this bonus on her CMB or to her CMD. This bonus can be applied to each maneuver no more than twice, once on CMB and once to CMD. This ability replaces trap sense.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 24 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 40 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Rattling Strike (Ex) The ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

Reckless Abandon (Ex) While raging, the barbarian can take a -1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by -1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Savage Grapple (Ex) At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.

Swift Tracker (Ex) You can move at your normal speed while using Survival to follow tracks without taking the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Track (Ex) You gain +5 to Survival checks made to follow or identify tracks.

Upending Strike (Ex) The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

Veteran of Battle (Odin) You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.

Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+12 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.



¡Espero esto les sirva para futuros juegos! Y como siempre, pueden contactarme por el correo rolsimple@gmail.com para cualquier consulta, duda o sugerencia.