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doko239
2012-06-19, 01:29 PM
Hello all,

Exactly what it says on the tin. Share your best/most creative comic-inspired builds here. 28-pt buy (superheroes should be super, after all).

Here's a couple of my own:

Batman

Human Ninja 12

Str 20, Dex 18, Con 14, Int 14, Wis 16, Cha 14

AC 22, Touch 14, Flat-Footed 18

Fort +9, Ref +15, Will +12

HP 87 (12d8 + 24)

BAB +9, CMB +15, CMD 28

Attacks: Cestus +17/+12 (1d4 + 8) OR
Sneak Attack Cestus +17/+12 (1d4 + 6d6 + 8) OR
Nonlethal Sneak Attack Cestus +17/+12 (1d4 + 12d6 + 44) OR
Masterwork Shuriken +14/+9 (1d2 + 6) OR
Sneak Attack Shuriken +14/+9 (1d2 + 6d6 + 6)

Feats: Bludgeoner, Enforcer, Sap Adept, Sap Master, Weapon Focus (Cestus), Knockout Artist, Dazzling Display, Shatter Defenses, Improved Unarmed Strike, Iron Will

Ninja Tricks: Smoke Bomb, Combat Trick, Weapon Training, Unarmed Combat Training, Feat, Evasion

Equipment (108000 gp): +2 Mithral Breastplate of Improved Shadow (23200 gp), +2 Dueling Cestus (22305 gp), Belt of Physical Might (Dex/Str) +4 (40000 gp), Cloak of Resistance +3 (9000 gp), Handy Haversack (refluffed into belt pouches) (2000 gp), Masterwork Hand Crossbow w/Grappling Arrows (400 gp plus 1 gp/arrow), Wrist Sheaths with Masterwork Shuriken (5 gp plus 7 gp/10 shuriken), various bat-gadget-esque consumables for the rest of WBL.

Notes: Batman excels at dealing large amounts of nonlethal damage to his opponents, using Enforcer and Shatter Defenses in combination with Sap Adept, Sap Master and Knockout Artist. Whenever he deals nonlethal damage to a target, he can make an intimidate check to demoralize as a free action; while the target is demoralized, they're flat-footed to his attacks; while they're flat-footed, he deals double sneak dice with +3/die on nonlethal sneak attacks.


Superman

Half-Elf Summoner (Synthesist) 18

Str 24, Dex 16, Con 25, Int 14, Wis 14, Cha 18 (Normal)
Str 40, Dex 30, Con 32, Int 14, Wis 14, Cha 18 (Eidolon Active)

AC 37 (10 base + 10 dex + 1 dodge + 16 natural), Touch 21, Flat-Footed 26

Fort +21, Ref +20, Will +17

HP 522 (18d8 + 198 + 14d10 + 154)

BAB +13, CMB +32, CMD 39

Speed 30', Fly 110' (Perfect)

Attacks: Arcane Strike Unarmed Strike +32/+27/+22 (1d3 + 23) Plus Slam +32 (1d8 + 23) OR
Power Attack Arcane Strike Unarmed Strike +27/+22/+17 (1d3 + 33) Plus Slam +27 (1d8 + 33) OR
Arcane Blast +23 Touch ([spell level +2]d6)

Feats: Improved Unarmed Strike, Power Attack, Arcane Strike, Death from Above, Dodge, Mobility, Spring Attack, Arcane Blast

Evolutions (24 pts): Str Increase x3 (6 pts), Dex Increase x2 (4 pts), Con Increase x3 (6 pts), Increased Speed (Flight) x3 (3 pts), DR 10/Evil (5 pts)

Aspect evolutions (6 pts): Flight (Supernatural) (4 pts), Slam Attack (1 pt), Increased Speed (Flight) (1 pt)

Equipment (530000 gp): Manual of Bodily Health +5 (137500 gp), Manual of Gainful Exercise +5 (137500 gp), Belt of Physical Perfection +6 (144000 gp), Cloak of Resistance +4 (16000), Amulet of Mighty Fists +4 (80000)

Notes: Pretty simple, fly around and hit stuff. Went with Half-Elf because of the obvious benefits, as well as to reflect that Superman isn't human. Can charge, slam, and retreat using Flight + Spring Attack + Death from Above, or can full-attack for good damage. Huge HP and decent AC. Arcane Blast used to duplicate eye beams. Can use Evolution Surge and other magic to replicate other powers.


Captain America (http://www.giantitp.com/forums/showthread.php?p=13018902#post13018902)

Edit: For the Superman build, I forgot to incorporate Greater Aspect into the build. Rebuilt to reflect it.

Khosan
2012-06-19, 01:42 PM
I can say with some degree of certainty that the Hulk is an Alchemist who probably took some levels in Mastery Chymist. I'm just unwilling to stat him out.

grarrrg
2012-06-19, 03:05 PM
Superman
Half-Elf Summoner (Synthesist) 18

Evolutions (27 pts): Slam Attack (1 pt), Flight (Supernatural) (4 pts), Str Increase x3 (6 pts), Dex Increase x3 (6 pts), Con Increase x3 (6 pts), Increased Speed (Flight) x4 (4 pts)

Can use Evolution Surge and other magic to replicate other powers.


I feel he should have DR by default, Energy Immunity is definitely a Surge ability though. It costs 3 points for DR 5, 5 points for DR 10. Maybe drop a Dex boost and a Flight increase for the DR 5.


I can say with some degree of certainty that the Hulk is an Alchemist who probably took some levels in Mastery Chymist. I'm just unwilling to stat him out.
See the entire thread in the "Captain America" link.
All of the Avengers (movie) were stated out fairly well.
Including MULTIPLE versions of the Hulk (Myster Chymist/Synthesist/Barbarian)

SSGoW
2012-06-19, 03:43 PM
A Fighter (archer) + some Rogue (rooftop runner?) = Green Arrow.

Maybe Alchemist to create special arrows?

grarrrg
2012-06-19, 03:47 PM
A Fighter (archer) + some Rogue (rooftop runner?) = Green Arrow.

Maybe Alchemist to create special arrows?

Same basic build also works for Hawkeye, Deadshot, Bullseye,....
Some would need a way to use Improvised Weapons without the penalty, and others would want Gunslinger instead of Fighter, but same basic idea.

doko239
2012-06-19, 04:06 PM
Updated Superman build, as I'd forgotten some stuff.

Gambit (X-Men) could be done using a Ninja, with Ki Charge and Improvised Weapon Mastery.

grarrrg
2012-06-19, 05:31 PM
Updated Superman build, as I'd forgotten some stuff.

Evolutions (24 pts): Str Increase x3 (6 pts), Dex Increase x2 (4 pts), Con Increase x3 (6 pts), Increased Speed (Flight) x3 (3 pts), DR 10/Evil (5 pts)

Aspect evolutions (6 pts): Flight (Supernatural) (4 pts), Slam Attack (1 pt), Increased Speed (Flight) (1 pt)

I'm not entirely sure how (or even really IF) Aspect is supposed to work with Synthesist...
At the very least Slam should be in the Main Evolutions (presumably replacing Claws yes?).
You "should" be safe with Magical Flight, and Speed Increase x2 as Aspects though.
Again, Synthesist rulings are VERY up for debate.

It's a good thing they clarified that "no armor" clause with the recent errata though, cause that was SO the biggest problem...

Blue Text is for sarcasm, White Text is for ninjas!

Ravens_cry
2012-06-19, 05:42 PM
I know everyone loves Synthesist to death, but it's more Ironman than Superman in my opinion.
What Boy Blue is, in my opinion, is a Sorcadin.

Metahuman1
2012-06-19, 06:32 PM
Ok, here are a pare of trickier ones for everyone to take a stab at.

Giant/Ant Man and Wasp. (Yes, Hank and Janet. Marvels favorite dysfunctional couple. )

grarrrg
2012-06-19, 06:38 PM
Attempt at Wolverine:
Race will be Half-Orc as Wolverine is a Mutant, so he is not quite fully human (and Half-Orcs get access to awesome Barbarian stuff...)

Rough Stats (28 Pathfinder Point-buy as per OP):
Str 16
Dex 14
Con 20 (18 Base + 2 Race)
Int 8 (not exceptionally bright)
Wis 12 (could possibly be higher)
Cha 7 (grumpy/rude/crass/picks fights/etc...)
Most/All Level Stat increases go towards CON.

Class: Barbarian Scarred Rager 10+/Ranger (Wild Stalker) 2+
Barbarian is obvious choice for "Berserker Rage!".

Wolverine is well known for his Regenerative ability, to represent this I shall start with Scarred Rager (http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/scarred-rager). Fast Movement, Uncanny Dodge(s), and Trap Sense (oh no) are traded away, in return we get extra Saves vs. various Status Effects, and can ignore 1 point of Bleed damage every round per 3 Barb levels.
It's a good start, but what are we going to do about actually regaining HP?
Regenerative Vigor (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/regenerative-vigor-ex) Rage power, while Raging gain Fast Healing 1 for every 6 Barb levels, it isn't much, but it's one of the very few ways to gain non-Magic healing.

*Note: Because Regenerative Vigor is limited to 1/day, we will NOT be making much use of "rage-cycling" with this build.

Next up, Claws.
Oh, lookie here, Beast Totem!
Lesser Beast (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/beast-totem-lesser-su) Gives 2 Claw attacks while Raging.
Normal Beast (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/beast-totem-su) gives a Natural Armor bonus, which isn't very "Wolverine-ish", but we need this Rage Power in order to take:
Greater Beast (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/beast-totem-greater-su) gives Pounce, a bump up in Claw damage, and a better Crit Multiplier on Claw Criticals.

Other Rage Powers worth considering (with more levels and/or "Extra" feats)
Fearless Rage (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/fearless-rage-ex): Immune to Frightened/Shaken.
Flesh Wound (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/flesh-wound-ex): Once per Rage, take half damage from an attack, and convert the damage taken to non-lethal.
Guarded Life (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/guarded-life-ex) & Greater Guarded Life (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/guarded-life-greater-ex): If reduced below 0HP automatically converts some damage into Non-Lethal.

I am also adding 2 levels of Wild Stalker (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/wild-stalker) Ranger to the build, to regain Uncanny Dodge (one of the few Full Bab ways to get Uncanny Dodge). 4 or more levels of Wild Stalker also put the RAGE in RAnGEr, also granting Rage Powers. So if Skills are desired levels can be freely taken in either class.


Notable Feats (assume any/all pre-reqs)
Raging Brutality (http://www.d20pfsrd.com/feats/general-feats/raging-brutality): While Raging and Power Attacking you can spend 3 rounds of Rage to add your CON bonus to damage for 1 round.
Raging Throw (http://www.d20pfsrd.com/feats/general-feats/raging-throw): While Raging, you can spend 1 round of Rage to add your CON bonus to a Bull Rush attempt, if you Bull Rush the target into a wall/other creature you deal STR+CON damage to it/them.
Raging Vitality (http://www.d20pfsrd.com/feats/general-feats/raging-vitality): +2 CON while Raging, can continue Raging while Unconscious.
Ferocious Tenacity (http://www.d20pfsrd.com/feats/combat-feats/ferocious-tenacity-combat): If an attack would kill you, you may spend rounds of Rage to prevent damage. Works VERY nicely with our huge CON mod.
Gore Fiend (http://www.d20pfsrd.com/feats/combat-feats/gore-fiend-combat): Any Critical hit we Make or Take adds 1 round of Rage.

Did I miss anything?

Arbane
2012-06-19, 11:11 PM
Attempt at Wolverine:
(SNIP)
Did I miss anything?

Well, he's also a ninja... :smallamused:

grarrrg
2012-06-19, 11:40 PM
Well, he's also a ninja... :smallamused:

Yes and no.
While he certainly has ninja-like abilities, he has never had "ninja" training.
His ninja-ness is a combination of his skills and other abilities.
Comicvine (http://www.comicvine.com/wolverine/29-1440/) entry on Wolverine:

Wolverine has been often times stated as one of the most talented martial artists on Earth. His training with the X-Men, the C.I.A, as well as having trained as a samurai makes Wolverine a very skilled hand to hand combatant. Because of his longevity Wolverine has been able to learn virtually every form of fighting style on Earth as well as the pressure points located on the human body.

So no "ninja" training. Samurai was considered for my build, but the PF Samurai (http://www.d20pfsrd.com/classes/alternate-classes/samurai) doesn't mesh well with the rest of the build I've outlined. It was considered, but too much just doesn't fit.
Resolve would have been nice for 1 or 2/day Remove Fatigue, but the other abilities just wouldn't work (Weapon Expertise), or would be too low level to care about (Mount, Order).

doko239
2012-06-20, 12:36 AM
Spiderman could be done as a level 14 Beastmorph/Vivisectionist Alchemist, gaining Climb (90'), Pounce, Blindsense (30') and Web.

Going up to level 16 would allow for an Eternal Potion of Haste :smallbiggrin:

grarrrg
2012-06-20, 04:11 PM
Spiderman could be done as a level 14 Beastmorph/Vivisectionist Alchemist, gaining Climb (90'), Pounce, Blindsense (30') and Web.

Going up to level 16 would allow for an Eternal Potion of Haste :smallbiggrin:


?
What does Vivisectionist add to the build?
I know Spider-man doesn't throw Bombs (that'd be the guy in the EVIL costume), but Sneak Attacks aren't really his thing either?

Actually...Tanglefoot Bomb (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/tanglefoot-bomb-su) Discovery would be PERFECT for webbing...

Khosan
2012-06-20, 04:48 PM
?
What does Vivisectionist add to the build?
I know Spider-man doesn't throw Bombs (that'd be the guy in the EVIL costume), but Sneak Attacks aren't really his thing either?

Actually...Tanglefoot Bomb (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/tanglefoot-bomb-su) Discovery would be PERFECT for webbing...

Maybe mix with Prehensile Hair from Witch? Gives him something vaguely like webbing he could use as a weapon.

EDIT: I think you might be able to make trip attempts with it, but not disarm attempts which is...close but not quite to the flavor. It doesn't specifically mention that you can't use it for combat maneuvers, just that it can manipulate 'objects (but not weapons).'


Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

grarrrg
2012-06-20, 05:59 PM
Maybe mix with Prehensile Hair from Witch? Gives him something vaguely like webbing he could use as a weapon.

EDIT: I think you might be able to make trip attempts with it, but not disarm attempts which is...close but not quite to the flavor. It doesn't specifically mention that you can't use it for combat maneuvers, just that it can manipulate 'objects (but not weapons).'

You can make Disam/Sunder/Trip attempts with any weapon. The weapon Properties Disarm/Sunder/Trip merely give you bonuses when attempting the matching Maneuver. So Hair>Trip is a go.


Prehensile Hair?
No thanks.
I like my Hair White (http://www.d20pfsrd.com/classes/base-classes/witch/archetypes/paizo---witch-archetypes/white-haired-witch) thank you...