PDA

View Full Version : Making Marvel's Green Goblin



eyebreaker7
2020-10-07, 01:41 AM
What would you say he has at his disposal? It's been ages since I read anything comic related. Just watched some of the movies and even that the ones with Green Goblin in them I don't remember much.

1: Mithril chain shirt (how much would it cost to make a pair of mithril pants? I was thinking of the Celestial Armor but it has a 15% chance of arcane spell failure. The mithril still has a 10% so maybe 5% might be worth it?
Celestial Armor
This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of -2, and an arcane spell failure chance of 15%. It is considered light armor, weighs 20 pounds, and it allows the wearer to use fly on command (as the spell) once per day.
Faint transmutation [good]; CL 5th; Craft Magic Arms and Armor, creator must be good, fly; Price 22,400 gp; Cost 12,550 gp + 1,004 XP.


2: Handy Haversack Bag (A bag with a shoulder strap that works like a Handy Haversack for all these goodies:

Special Substances And Items
Acid
Alchemist’s Fire
Antitoxin
Everburning Torch
Holy Water
Smokestick
Sunrod
Tanglefoot Bag
Thunderstone
Tindertwig
lots of bombs and such.

3: Goblin Glider ???? Not sure how to work this maybe like a flying carpet but the glider has those things he hooks his feet under to hang on with. I'm thinking maybe something like slippers of spider climbing? Or maybe some sort of command to have the glider close up around his feet sorta like a built in pair of boots.

4: some sort of gauntlets/gloves that shoot fire and/or lightning. Or some other sort of “blasting” spell/effect.

5: His level would be maybe around 5 or 6. Class????? Maybe Alchemist since he makes all those toys for the girls and boys? Lol.

Venger
2020-10-07, 03:03 AM
1) Armor like mcs protects your whole body. You can wear normal pants. Norman just wears normal tights under there.
2) Solid choices.
3) Custom magic item of flight is probably fine. Winged mask is a good flying item, you can just pay a little more to make it a big thing he stands on.
4) gloves of the starry sky from raiment of the four gives magic missile a couple times a day. the goggles that're part of that set give fireball
5) alchemical savant for spellvials fits well, which you could fluff as pumpkin bombs

eyebreaker7
2020-10-07, 03:59 AM
http://village.photos/images/user/c305cbbe-e053-4c83-8f55-e8d66ccfa88f/7c807b73-b976-4df8-92c1-34e63cd8bb12.jpg


Honestly I think it looks more like some sort of scale mail. but alchemists can only wear light armor so there we have the chain shirt :)
No need to figure out mithril chain pants?

Found a couple more possible items

Travel Cloak
This lightweight gray-green cloak protects the wearer against some of the hazards and discomforts of outdoor travel. The wearer resists cold as if affected by an endure elements (cold) spell. Furthermore, the cloak sheds precipitation, keeping dry the area of the body covered by the cloak (head to knees). In addition, three times per day, the wearer can reach into one of the pockets of the cloak and pull out trail rations sufficient to feed himself. From another pocket, the wearer may with-draw a stoppered 1-quart metal flask that produces either pure cool water or sugared hot tea. The flask produces up to two gallons of liquid per day. The flask only 'refills if placed back in the pocket of the cloak; if separated from the cloak or wearer, it has no magical properties. Finally, when the wearer utters a command word, the travel cloak expands once per day to the size of a one-person tent.
Caster Level: 5th
Prerequisites: Craft Wondrous Item, endure elements, create food and water, enlarge
Market Price; 1,200 gp
Weight.: 1 lb.

Blast Globes
Magic Item
(Magic Item Compendium, p. 152)
Price: 8,000 gp
Item Level: 11th
Body Slot: held
Caster Level: 11th
Aura: Moderate; (DC 20) Evocation
Activation: Standard (command)
Weight: 1.0 lb.
Dozens of smaller glass spheres comprise this fist-sized orb. The flicker of a small flame seems to reflect from deep within.
When you activate a set of blast globes, the transparent globes separate and begin circling each other. One round after they activate, you can direct the globes to strike (as a group) any location within 400 feet as a free action. The globes then move to that location and create an explosion in a 20-foot-radius spread. Any creature in the area takes 10d6 points of fire damage and 2d6 points of sonic damage, is deafened for 2d6 rounds, and is pushed 1d6 squares away from the center of the blast. A successful DC 15 Reflex save halves the fire damage and negates the push, while a successful DC 15 Fortitude save negates the deafening effect.
After exploding, the globes reform in your hands or at your feet (if your hands are full). This ability functions once per day.
Prerequisites: Craft Wondrous Item , Fireball, Shout .
Cost to Create: 4,000 gp, 320 XP, 8 days.

ShurikVch
2020-10-07, 11:06 AM
Dungeon #90 has "Pulp Heroes" series of articles
In it some new base classes - some just slightly changed (Martial Artist is about 97% Monk), some - completely new
One of those classes is Scientist: able to produce "Inventions" which are duplicating effects of spells from Wizard list while not being a magic
To build Invention, you would need to spend some XP, time, and name it (Naming is mandatory!)
Invention would break after 50 uses (unless you have Extend Invention feat)
For somebody else but the Scientist to use the Invention, they would need ranks in Use Invention skill
Inventions are somewhat bulky: weighs 10 lbs. per "spell level"; held, carried, or worn Inventions are took two body slots

BlueWitch
2020-10-08, 07:52 PM
He also has to yell "YOU KNOW HOW MUCH I SACRIFICED!" :smallbiggrin:

eyebreaker7
2020-10-10, 08:05 AM
"His intelligence has been enhanced to gifted levels, though at the price of his sanity. His involvement with the Gathering of the Five loosened his grip on reality, though he is able to maintain some semblance of his sanity via chemically treated dermal patches."

Would that be a negative to Wis or Cha or both?

Venger
2020-10-10, 08:20 AM
Deformity (madness) is a good way to represent this, conferring immunity to mind affecting with a penalty to wis.

ShurikVch
2020-10-10, 08:27 AM
"His intelligence has been enhanced to gifted levels, though at the price of his sanity. His involvement with the Gathering of the Five loosened his grip on reality, though he is able to maintain some semblance of his sanity via chemically treated dermal patches."

Would that be a negative to Wis or Cha or both?
Insanity in 3E was always associated with low Wis:
thing which are supposed to drive your character mad are causing Wis damage, drain, or penalty;
also, considering the fact such skills as Heal, Listen, Profession, Sense Motive, Spot, and Survival are keyed of Wisdom - you should see how decreased Wis may impact it...

The only other notable alternative is implementation of actual Sanity (http://www.d20srd.org/srd/variant/campaigns/sanity.htm) rules

Also, several creatures - such as Brain in a Jar, Derro (http://www.d20srd.org/srd/monsters/derro.htm), Mistling (Forge of War), Proto-Creature (Bestiary Of Krynn, Revised), Tainted Raver (Heroes of Horror) - have Madness (Ex or Su), effect of which differs from creature to creature. Usually, it may be save bonus (or complete Immunity) vs mind-affecting (maybe Divinations too), usage of Cha for save bonuses, and psychical damage to those who trying to get in a head of the Mad one (means Wis or San damage)