RocketLord Posted September 21 Share Posted September 21 (edited) I've converted a number of 3e villains, mainly from Threat Report and Rogues Gallery, but until I feel like creating whole npc profiles for them, I can just as well share. Some are more fleshed out than others, depending on what I've needed. Some are straight conversions, some have been changed based on what was needed. I use most of these or have plans for them, so please ask before you use them, just to be sure there's no conflicts. Index New Young Freedom: Casanova, Chump, Bluebird, Toxin, Stinger/Ms. Scorpion Princess Poison/Sportsman Family: Princess Poison, Sportsman I, Sportsman II, Ms. Scorpion The Looking Glass Gang: White Rabbit, Bill the Lizard, Dormouse, Red Queen. Coming: Alice, the Hatter coming eventually... Scarlet Mist and Purple Haze The Devil's Advocates Edited September 21 by RocketLord Link to comment
RocketLord Posted September 21 Author Share Posted September 21 (edited) The Looking Glass Gang Threat report p. 143 The White Rabbit Power Level: 12 Abilities: STR: +0 (10), DEX: +2 (14), CON: +1 (12), INT: +1 (12), WIS: +2 (14), CHA: +4 (18) Saves: Tou: +1/+7, Fort: +10, Ref: +12, Will: +13 Skills: Acrobatics 8 (+10), Bluff 12 (+14), Diplomacy 6 (+10), Notice 8 (+10), Sense Motive 12 (+14), Sleight of Hand 8 (+10), Stealth 8 (+10) Feats: Attack Focus (melee) 3, Defensive Roll 3, Dodge Focus 9, Evasion 2, Fascinate (Bluff), Improved Initiative, Improved Trip, Redirect, Set-Up, Taunt Powers: Down The Rabbit Hole (Mind Control 12) (DC 22) Mad, Mad Mind (Immunity 10) (mental effects) Now You See Me... (Concealment 10) (all senses; Saving Throw (Will); Variable Descriptor (Narrow group - Illusions)) Wonderland (Illusion 12) (affects: all sense types, DC 21; Duration (sustained), Independent, Selective Attack; Progression, Area 9 (5000 ft. radius)) Attack Bonus: +4 (Ranged: +4, Melee: +7, Grapple: +7) Attacks: Down The Rabbit Hole (Mind Control 12) (DC Will 22), Unarmed Attack, +7 (DC 15) Defense: +17 (Flat-footed: +4), Knockback: -2 Initiative: +6 Complications Escaped Government Experiment: He’s also not entirely wrong about THEM... Mad As a March Hare: White Rabbit is a delusional paranoid certain THEY are out to get him. Tea-Time Forever!:White Rabbit wants to bring down institutions to “free” people, whether they want to be or not Dormouse * = with Shrinking Power Level: 10 Abilities: STR: +0/-1* (10/8*), DEX: +3 (16), CON: +0 (10), INT: +2 (14), WIS: +2 (14), CHA: +1 (12) Saves: Tou: +0/+8, Fort: +8, Ref: +12, Will: +10 Skills: Acrobatics 9 (+12), Bluff 12 (+13), Knowledge [Technology] 9 (+11), Notice 9 (+10), Sense Motive 9 (+11), Sleight of Hand 12 (+15), Stealth 12 (+15/+19*) Feats: Attack Focus [Melee] 4, Defensive Roll 4, Evasion 2, Hide In Plain Sight, Taunt Powers: Fey (Immunity 3 [Aging, Disease, Poison], Morph 4 [Any shape] Mouse Door (Teleport 11, Accurate, Extended, Portal, Medium [Door or surface]) Run The Maze (Stun 11 resisted by Will) Small (Shrinking 4, Continous duration) Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +8/+4*) Attacks: Run The Maze +8/+9* (DC21 Will Save vs. Stun), Unarmed +8/+9* (DC14 TOU) Defense: +11/+12* (Flat-footed: +5), Knockback: -2 Initiative: +3 Complications Fey: Dormouse is not of this world but of the world of faery. Sleepy: Acquires teh Entranced condition when left with nothing to do for more than two rounds, asleep after ten rounds. Bill The Lizard Power Level: 10 Abilities: STR: +12 (10/34), DEX: +2 (14), CON: +12 (22/34), INT: +0 (10), WIS: +2 (14), CHA: +0 (10) Saves: Tou: +12, Fort: +12, Ref: +8, Will: +8 Skills: Acrobatics 6 (+8), Intimidate 12 (+12), Notice 6 (+8), Sense Motive 9 (+11), Stealth 9 (+11) Feats: All-Out Attack, Animal Empathy, Attack Focus (melee) 4, Improved Grapple, Improved Grab, Improved Pin, Improved Trip, Interpose, Power Attack, Takedown Attack 2 Powers: Just a Little Lizard Array BP: Enhanced Constitution 12 (Linked; +12 CON) Enhanced Strength 24 (Linked; +24 STR) AP: Shrinking 12 (Alternate; -12 STR, -3 size categories, 1/4 movement speed; Normal Toughness) Scaly Hide (Impervious Toughness Snake-Eyes (Super-Senses 2) (infravision, low-light vision) Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple; Custom (Detactable), Innate) Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20) Attacks: Unarmed Attack, +8 (DC 27) Defense: +8 (Flat-footed: +4), Knockback: -9 Initiative: +2 Complications Amnesiac: Bill doesn’t remember his life before the Gang. Cold-Blooded: Dazed in cold environments. Lizard: Bill is strange-looking at best Red Queen Power Level: 11 Abilities: STR: +7 (24), DEX: +1 (12), CON: N/A, INT: +3 (16), WIS: +2 (14), CHA: +1 (12) Saves: Tou: +8, Fort: Immune, Ref: +9, Will: +10 Skills: Knowledge (Cosmology) 12 (+15), Knowledge (Technology) 8 (+11), Notice 8 (+10), Sense Motive 8 (+10) Feats: Eidetic Memory, Fearless Powers: Immunity 30 (Fortitude Saves) Super-Senses (Detect Dimensional descriptor effects, Direction Sense, Distance Sense, Low-Light Vision, Time Sense, Tracking) Enhanced Feats (Improved Initiative 2) Comprehend (Languages 3 (Understand and be understood in any language)) Temporal Circuitry Array BP: Accelerate Self Enhanced Feats (Dodge Focus 6) Quickness 8 Speed 8 (2500 mph, 25,000 ft/rnd) AP: Decelerate Others Stun 11 (Area [General Burst]; Extras: Alternate Save (Will), Selective, Insidious) Attack Bonus: +8 (Grapple: +15) Attacks: Unarmed: +8, DC23 Damage, - Deceleration: General Burst Area (DC21 Reflex) -> DC21 Will Save vs Stun Defense: +14 (+8 without Dodge Focus, Flat-footed: +4), Knockback: -4 Initiative: +10 Complications Alien: Robot from another dimension and time. Amnesia: No recollections prior to recent arrival on Earth Alice and The Hatter coming eventually. Edited September 21 by RocketLord Link to comment
RocketLord Posted September 21 Author Share Posted September 21 New Young Freedom Casanova Hero High 3e p. 155 Power Level : 12 *Abilities: STR: +0 (10), DEX: +2 (12), CON: +0 (10), INT: +4 (18), WIS: +3 (16), CHA: +6 (22) *Saves: TOU (+10), Fort (+10), Ref (+8), Will (+14) *Skills: Bluff 6 (+12/+16), Intimidation 9 (+15), Notice 2 (+5), Sense Motive 12 (+15), Search +8 *Feats: Attack Focus [Ranged] 2, Attractive, Benefit (Wealth), Eidetic Memory, Fascinate 2 (Bluff, Intimidation), Luck 3 (Work it as more chances for HP to heroes) *Powers - Mind Control 12 -- Blast (Alternate Save [Will]) 10 -- Mind Control 8 (General Area) -- Dazzle (Alternate Save [Will], Perception Range) 10 - Super-Senses (Mental Awareness) - Super-Senses (Psychic Blindsight) - Device (Suit) -- Protection 6 *Combat: Initiative +4, Defense +14 (flat +6), Ranged Attack +12, Melee Attack +8, Knockback -5 *Attacks - Mind Control: DC22 Will, Perception - Mind Blast: DC25 Will, +14 - Mind Control: DC18 Will, General Area Burst - Dazzle: Choose one sense; DC22 Will, Perception, Will to overcome Chump Hero High 3e p. 15 *Power Level: 10 *Abilities: STR: +15* (4,*), DEX: +3 (16), CON: +15 (34), INT: +2 (14), WIS: +2 (14), CHA: +0 (10) *Saves: TOU (+15), Fort (+15), Ref (+8), Will (+4) *Skills: Climb 6 (+15/+17), Swim 6 (+15/+17), Knowledge [Popular Culture] 3 (+5), Knowledge [Technology] 1 (+3), Computers 3 (+5), Notice 3 (+5), Stealth 2 (+5), Intimidate 10 (+10) *Feats: All-Out Attack*, Attack Focus [Melee] 2, Diehard, Fearless*, Improved Critical 2 [Unarmed]*, Improved Grab, Takedown Attack 2*, Ultimate Effort [Toughness]* *Powers - Invulnerability -- Enhanced Feat 1 (Ultimate Effort [Toughness]) -- Immunity 8 (Cold, Disease, Heat, High Pressure, Poison, Radiation, Vacuum, Suffocation [Must hold breath]) -- Impervious Toughness 10 -- Regeneration 1 (Bruised 1/r) - Super-Strength 6 (Feats: Groundstrike, Shockwave, Thunderclap) *Combat: Initiative +3, Defense +5 (flat +2), Attack +3, Ranged Attack +3, Melee Attack +5, Knockback -13, Grapple +26 *Attacks - Unarmed: DC31, +5 - Groundstrike: Trip vs. +9/+11* Strength in General Burst Area at DC19/21 Reflex - Shockwave: DC24/26 Cone Area Strength damage at DC19/21 Reflex - Thunderclap: DC19/21 General Burst Area Auditory Dazzle at DC19/21 Reflex Toxin Hero High 3e p. 156 *Power Level: 10 *Abilities: STR: +0 (10), DEX: +2 (14), CON: +5 (20), INT: +0 (10), WIS: +0 (10), CHA: +1 (12) *Saves: TOU (+12), Fort (+10), Ref (+8), Will (+5) *Skills: Bluff 4 (+5), Perform [Acting] 4 (+5), Notice 5 (+5) *Feats: Attack Focus [Melee] 4 *Powers - Immunity 2 (Poison, Disease) - Stun 10 -- Damage 10 (Extras: Secondary Effect) -- Fatigue 10 -- Nauseate 10 -- Drain TOU/FORT 10 - Device (Protective Suit) - Damaging the suit means a constant Area Damage effect -- Protection 3 *Combat: Initiative +2, Defense +8 (flat +3), Attack +4, Ranged Attack +6, Melee Attack +8, Knockback -4 *Attacks - Stun: DC20 Fort, +10 - Damage: DC25 TOU, +10 - Fatigue: DC20 Fort, +10 - Nauseate: DC20 Fort, +10 - Drain TOU/FORT: DC20 Fort, +10, Drain TOU or FORT Bluebird Hero High 3e p. 155 *Power Level: 8 *Abilities: STR: +0 (10), DEX: +4 (18), CON: +2 (14), INT: +1 (12), WIS: +1 (12), CHA: +0 (10) *Saves: TOU (+8), Fort (+6), Ref (+6), Will (+6) *Skills: Acrobatics 6 (+10), Climb 5 (+5), Swimming 5 (+5), Bluff 5 (+5), Knowledge [Current Events] 4 (+5), Knowledge [Popular Culture] 4 (+5), Notice 9 (+10), Stealth 6 (+10), Medicine 4 (+5) *Feats: Connected, Evasion 2, Improved Initiative 1, Move-By Action *Powers - Move Object 8 (Extras: Damaging; Feats Accurate 2) - Flight 6 (120 mph; Feats: Subtle 2) -- Flight 4 (Extras: Area, Affect Others, Selective; Feats Subtle 2) - Force Field 8 (Impervious Sustained) *Combat: Initiative +8, Defense +8 (flat +4), Attack +6, Ranged Attack +6, Melee Attack +6, Knockback -8 *Attacks - Move Object Throw/Damage: DC21, +10 - Move Object Grapple: +16 Stinger/Ms. Scorpion Hero High 3e p. 156 *Power Level: 10 *Abilities: STR: +4 (18), DEX: +7 (24), CON: +5 (20), INT: +2 (14), WIS: +5 (20), CHA: +5 (20) *Saves: TOU (+8), Fort (+8), Ref (+11), Will (+10) *Skills: Acrobatics 8 (+15), Bluff 5 (+10), Climb 8 (+10), Swim 8 (+10), Bluff 10 (+15), Intimidation 10 (+15), Investigation 8 (+10), Notice 5(+10), Sleight of Hand 3 (+10), Stealth 3 (+10), Sense Motive 3 (+10) *Feats: All-Out Attack, Attack Focus [Melee] 4, Chokehold*, Defensive Attack, Evasion 2, Endurance, Hide in Plain Sight, Improved Disarm*, Improved Grab*, Improved Trip*, Instant Up, Skill Mastery 1 (Bluff, Stealth, Intimidation, Notice), Taunt, Well-Informed *Powers - Device (Scorpion Sting Whip) -- Enhanced Feat (Chokehold, Improved Disarm, Improved Grab, Improved Trip) -- Adds (Feats Extended Reach 3 [15 ft.] to Strength-based Damage -- Damage 2 (Feats: Extended Reach 3 [15 ft.], Linked to Toxin Whip Array, Mighty) -- Toxin Whip Array (Extras: Linked to Damage) --- Dazzle 6 (Visual; Alternate Save [Fort]; Feats: Extended Reach 3) --- Stun 6 (Feats: Extended Reach 3 [15 ft.]) --- Paralyze 6 (Extras: Alternate Save [Fort]; Feats: Extended Reach 3 [15 ft.]) - Device (Suit) -- Super-Senses (Darkvision, others as needed) -- Impervious Toughness 8 *Combat: Initiative +7, Defense +12 (flat +6), Attack +6, Ranged Attack +6, Melee Attack +12, Knockback -5 , Grapple +16 (normal) *Attacks - Grapple +16 (3 ft.) - Dazzle: DC18 Fort vs. Visual Dazzle, DC21 TOU vs Damage, +10 - Stun: DC18 Fort vs. Stun, DC21 TOU vs Damage, +10 - Paralyze: DC18 Fort vs. Visual Dazzle, DC21 TOU vs Damage, +10 Link to comment
RocketLord Posted September 21 Author Share Posted September 21 (edited) Sportsman/Princess Poison Family Sportsman I 3E Rogues p. Gallery 161 *PL11 *Abilities: STR: +3 (16), DEX: +6 (22), CON: +4 (18), INT: +5 (20), WIS: +5 (20), CHA: +5 (20) *Saves: TOU (+11), Fort (+12), Ref (+12), Will (+9) *Skills: Acrobatics 14 (+20), Climb 9 (+12), Swim 9 (+12), Stealth 9 (+15), Craft [Technology] 5 (+10), Knowledge [Technology] 5 (+10), Knowledge [Popular Culture] 5 (+10), Escape Artist 9 (+15) *Feats: Accurate Attack, All-Out Attack, Attack Focus [Melee] 4, Chokehold, Defensive Attack, Evasion, Hide in Plain Sight, Improved Aim, Improved Defense, Improved Disarm, Improved Grab, Improved Initiative, Improved trip, Inventor, Power Attack, Takedown Attack, Teamwork 3, Weapon Bind *Powers Device (Jet Ski) Flight 3 (50 mph) Device (Protective Gear) Protection 7 Device (Gimmick Sports Equipment) Gimmick Sports Array Snare 10 (Extras: Area [General Line]) - Goal Net Blast 10 (Extras: Area [General Burst], Ricochet 4) - Exploding Balls Damage 7 (Feats: Mighty, Variable Descriptor 1 (Weapons, Bludgeoning or Piercing damage) - Baseball Bat / Golf Club / Fencing Sword / Hockey Stick Blast 7 (Extras: Penetrating 5; Feats: Accurate 4, Mighty 3, Precise, Split Attack, Subtle 1) - Bow & Arrows Adds (Feats Extended Reach 16 [80 ft.] to Strength-based Damage), Damage 4 (Feats: Might, Linked (Strength based damage) - Fishing Rod & Reel Blast 11 (Extras: Area [General Line]; Feats: Triggered 2) - Giant Expanding Bowling Balls *Combat: Initiative +10, Defense +11 (flat +5), Attack +6, Ranged Attack +6, Melee Attack +14, Knockback -5 , Grapple +17 (normal) *Attacks Goal Net: DC20 REF vs. Area, DC25/20 TOU vs. Damage Exploding Balls: DC20 REF vs. Area, DC25/20 TOU vs. Damage Baseball Bat, etc.: DC25 TOU vs. Damage, +12 Bow & Arrows: DC25 TOU vs. Damage, Penetrating 5, Subtle, +12 Fishing Rod & Reel: 80 ft. reach, Grapple +17, DC22 TOU vs. Damage, +12 Giant Expanding Bowling Balls: DC21 REF vs. Area, DC26/21 TOU vs. Damage Princess Poison 3E Rogues Gallery p. 162 *PL12 *Abilities: STR: +0 (10), DEX: +6 (22), CON: +4 (18), INT: +4 (18), WIS: +5 (20), CHA: +5 (20) *Saves: TOU (+10), Fort (+12), Ref (+10), Will (+9) *Skills: Acrobatics 10 (+15), Bluff 10 (+15), (+10), Intimidation 10 (+15), Notice 5(+10), Sleight of Hand 3 (+10), Stealth 5 (+10), Sense Motive 5 (+10) *Feats: Attractive 2, Attack Focus [Melee] 4, Defensive Roll 2, Distract [Bluff], Set-Up, Skill Mastery [Acrobatics , Bluff, Sleight of Hand, Stealth], Teamwork 3, Well-Informed *Powers Immunity 1 (Poisons) Toxic Touch Array Mind Control 10 (Touch Range; Extras: Contagious, Alternate Save [Fort]) Stun 10 (Touch Range; Extras: Contagious) Damage 10 (Touch Range; Extras: Contagious, Secondary Effect) Paralyze 10 (Touch Range; Extras: Contagious, ALternate Save [Fort]) *Combat: Initiative +5, Defense +14 (flat +7), Attack +6, Ranged Attack +6, Melee Attack +14, Knockback -2 , Grapple +14 (normal) *Attacks Damage: DC25 TOU vs. Damage, Contagious, +12 Stun: DC20 Fort vs. Stun, Contagious, +12 Paralyze: DC20 Fort vs. Paralyze, Contagious, +12 Mind Control: DC20 Fort vs. Mind Control, Contagious, +12 Sportsman II 3E Rogues Gallery 119 *PL10 *Abilities: STR: +5 (20), DEX: +5 (20), CON: +5 (20), INT: +3 (16), WIS: +0 (10), CHA: +1 (12) *Saves: TOU (+12), Fort (+12), Ref (+8), Will (+7) *Skills: Acrobatics 14 (+20), Climb 13 (+18), Swim 13 (+18), Stealth 13 (+18), Craft [Technology] 5 (+8), Knowledge [Technology] 5 (+8), Knowledge [Popular Culture] 7 (+10), Bluff 14 (+15) *Feats: Accurate Attack, All-Out Attack, Attack Focus [Melee] 1, Challenge [Fast Feint], Chokehold, Defensive Attack, Evasion 2, Hide in Plain Sight, Improved Aim, Improved Defense, Improved Disarm, Improved Grab, Improved Initiative, Improved trip, Inventor, Power Attack, Takedown Attack, Teamwork 3, Weapon Bind *Powers Container (Trained and Enhanced) Super-Strength 4 Super-Movement 6 (Environmental Adaption [Urban], Slow Fall, Sure-Footed 2, Wall-Crawling 2) Leaping 2 Swimming 1 Speed 1 Device (Skates) Flight 4 (100 mph) Device (Protective Gear) Protection 5 Impervious TOU 10 Device (Gimmick Sports Equipment) Gimmick Sports Array Snare 10 (Extras: Area [General Line]) - Goal Net Blast 10 (Extras: Area [General Burst], Ricochet 4) - Exploding Balls Damage 7 (Feats: Mighty, Variable Descriptor 1 (Weapons, Bludgeoning or Piercing damage) - Baseball Bat / Golf Club / Fencing Sword / Hockey Stick Adds (Feats Extended Reach 16 [80 ft.] to Strength-based Damage), Damage 7 (Feats: Might, Linked (Strength based damage) - Fishing Rod & Reel Blast 10 (Extras: Area [General Line]; Feats: Triggered 2) - Giant Expanding Bowling Balls Stun 12 - Hard Blow *Combat: Initiative +9, Defense +8 (flat +4), Attack +6, Ranged Attack +6, Melee Attack +8, Knockback -7 , Grapple +17 (normal) *Attacks Goal Net: DC20 REF vs. Area, DC25/20 TOU vs. Damage Exploding Balls: DC20 REF vs. Area, DC25/20 TOU vs. Damage Baseball Bat, etc.: DC27 TOU vs. Damage, +8 Fishing Rod & Reel: 80 ft. reach, Grapple +17, DC27 TOU vs. Damage, +8 Giant Expanding Bowling Balls: DC20 REF vs. Area, DC25/20 TOU vs. Damage Hard Blow: DC22 Fort vs. Stun, +8 Ms. Scorpion See New Young Freedom Edited September 21 by RocketLord Link to comment
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