I am considering running a Hellboy D20 Modern game, the players would not actually play Hellboy and his friends, but there may be a few run ins with them at the Bureau. The comic books give us plenty of inspiration for a sort of modern horror, but not nearly as deadly as CoC, and no insanity... sorta. I realize there is a Gurps version of this, but I just like D20 Modern better, never been a big gurps fan at all. Anyway, out of boredom I tried my hand at Hellboy (no skills done yet, those take forever) Here he is, 90% done. I am not sure the half fiend template made him really tough enough. It is said several times in the books that he is tougher and stronger than any human. While he is quite tough and strong, he isnt inhumanly so. Perhaps Hellboy should just get his own little template since he is the son of a fairly important demon and all. Oh well, post away!!!
Hellboy
Half-fiend Tough Hero 3/Dedicated Hero 3/Investigator 10: CR 18; Medium-sized Outsider; HD 3d10+21 plus 3d6+21 plus 10d6+70 plus 3; hp 182; Mas 24; Init +3; Spd 30 ft.; Defense 23, touch 22, flat-footed 11 (+3 Dex, +9 class, +1 natural); BAB +11; Grap +16; Atk +24 melee (1d8+13, "Right hand of Doom"); Full Atk +22/+17/+12 melee (1d8+13, "Right hand of doom), +19/+14/+9 melee (1d4+5 claw), or +14/+9 ranged (2d8, Desert Eagle); FS 5 ft. by 5 ft.; Reach 5 ft.; SA Darkness 3/day, Desecrate, Unholy Blight, Poision 3/day, Contagion, Blasphemy, Unholy Aura 3/day, Unhallow, Horrid Wilting, Summon Monster IX: Fiends only (Hellboy cannot use any of these unless he accepts his role in Ragna Rok, and reclaims his Crown of Fire); SQ: acid, cold, electricity, and fire resistance 20, DR 5/-, fast healing 1; AL friends (Abe Sapien, Liz Sherman, Roger); SV Fort +11, Ref +10, Will +11; AP 8; Rep +6; Str 30, Dex 16, Con 25, Int 14, Wis 14, Cha 10.
Skills: Climb +7, Knowledge: (Arcane Lore) +12, Knowledge: (Current events) +5, Knowledge: (History) +10, Knowledge: (Streetwise) +5, Investigate +12, Jump +8, Listen +10, Profession: (BPRD Investigator) +5, Read/Write Language (Latin, Greek any 3 other) +2, Sense Motive +10, Spot +7, Survival +14, Tumble +4
Feats: Advanced Two-Weapon Fighting, Archaic Weapons Proficiency, Defensive Martial Arts, Dodge, Educated, Heroic Surge, Improved Damage Threshhold, Improved Two-Weapon Fighting, Personal Firearms Proficiency, Power Attack, Simple Weapon Proficiency, Track, Two Weapon Fighting
Talents (Tough Hero): Remain Concious, Robust
Talents (Dedicated Hero):Skill Emphasis: Investigate, Aware
Talents (Investigator): Discern Lie, Low/Mid/High Level Contact, Non-lethal force, Profile, Sixth Sense
Possessions: Belt Pouch full of 50 years worth of collected charms and wards, Desert Eagle Pistol, Right Hand of Doom (+3 warhammer, grafted to his lower right arm), trenchcoat
Edit: Gave him more innate demonic powers and stats to correctly reflect Hellboy. He said in the actual comic he cant see in the dark, so no dark vision, got rid of his immunity to poision, removed BRPD from his alignment (since he quit...) Added fast healing and innate Damage reduction and boosted his stats to reflect his inhuman strength and toughness. I feel his CR remains the same, since he has no wings and wont use his special attacks, lost dark vision and poision immunity.
Also, I think he is a pretty bad investigator for a 16th lvl character, and a very very good fighter!
Alternate Hellboy as a Shadow Slayer...
Hellboy
Half-fiend Tough Hero 3/Dedicated Hero 3/Shadow Slayer 10: CR 18; Medium-sized Outsider; HD 3d10+21 plus 3d6+21 plus 10d8+70 plus 3; hp 192; Mas 24; Init +3; Spd 30 ft.; Defense 23, touch 22, flat-footed 11 (+3 Dex, +9 class, +1 natural); BAB +14; Grap +24; Atk +27 melee (1d8+13, "Right hand of Doom"); Full Atk +25/+20/+15 melee (1d8+13, "Right hand of doom), +22/+17/+12 melee (1d4+5 claw), or +17/+12/+7 ranged (2d8, Desert Eagle); FS 5 ft. by 5 ft.; Reach 5 ft.; SA Darkness 3/day, Desecrate, Unholy Blight, Poision 3/day, Contagion, Blasphemy, Unholy Aura 3/day, Unhallow, Horrid Wilting, Summon Monster IX: Fiends only (Hellboy cannot use any of these unless he accepts his role in Ragna Rok, and reclaims his Crown of Fire); SQ: acid, cold, electricity, and fire resistance 20, DR 5/-, fast healing 5; AL friends (Abe Sapien, Liz Sherman, Roger); SV Fort +13, Ref +10, Will +11; AP 8; Rep +4; Str 30, Dex 16, Con 25, Int 14, Wis 14, Cha 10.
Skills: Climb +7, Knowledge: (Arcane Lore) +7, Knowledge: (Current events) +5, Knowledge: (History) +5, Knowledge: (Streetwise) +5, Investigate +7, Jump +8, Listen +10, Profession: (BPRD Investigator) +5, Read/Write Language (Latin, Greek any 3 other) +2, Sense Motive +5, Spot +7, Survival +14, Tumble +4
Feats: Advanced Two-Weapon Fighting, Archaic Weapons Proficiency, Defensive Martial Arts, Dodge, Educated, Heroic Surge, Improved Damage Threshhold, Improved Two-Weapon Fighting, Personal Firearms Proficiency, Power Attack, Simple Weapon Proficiency, Track, Two Weapon Fighting
Talents (Tough Hero): Remain Concious, Robust
Talents (Dedicated Hero):Skill Emphasis: Investigate, Aware
Talents (Shadow Slayer): Detect Shadow, Shadow Immunity, Slayer Weapon, Shadow Enemy (Outsiders +2, Undead +1), Fast Healing 5, Word of Slaying
Possessions: Belt Pouch full of 50 years worth of collected charms and wards, Desert Eagle Pistol, Right Hand of Doom (+3 warhammer, grafted to his lower right arm), trenchcoat
Hellboy
Half-fiend Tough Hero 3/Dedicated Hero 3/Investigator 10: CR 18; Medium-sized Outsider; HD 3d10+21 plus 3d6+21 plus 10d6+70 plus 3; hp 182; Mas 24; Init +3; Spd 30 ft.; Defense 23, touch 22, flat-footed 11 (+3 Dex, +9 class, +1 natural); BAB +11; Grap +16; Atk +24 melee (1d8+13, "Right hand of Doom"); Full Atk +22/+17/+12 melee (1d8+13, "Right hand of doom), +19/+14/+9 melee (1d4+5 claw), or +14/+9 ranged (2d8, Desert Eagle); FS 5 ft. by 5 ft.; Reach 5 ft.; SA Darkness 3/day, Desecrate, Unholy Blight, Poision 3/day, Contagion, Blasphemy, Unholy Aura 3/day, Unhallow, Horrid Wilting, Summon Monster IX: Fiends only (Hellboy cannot use any of these unless he accepts his role in Ragna Rok, and reclaims his Crown of Fire); SQ: acid, cold, electricity, and fire resistance 20, DR 5/-, fast healing 1; AL friends (Abe Sapien, Liz Sherman, Roger); SV Fort +11, Ref +10, Will +11; AP 8; Rep +6; Str 30, Dex 16, Con 25, Int 14, Wis 14, Cha 10.
Skills: Climb +7, Knowledge: (Arcane Lore) +12, Knowledge: (Current events) +5, Knowledge: (History) +10, Knowledge: (Streetwise) +5, Investigate +12, Jump +8, Listen +10, Profession: (BPRD Investigator) +5, Read/Write Language (Latin, Greek any 3 other) +2, Sense Motive +10, Spot +7, Survival +14, Tumble +4
Feats: Advanced Two-Weapon Fighting, Archaic Weapons Proficiency, Defensive Martial Arts, Dodge, Educated, Heroic Surge, Improved Damage Threshhold, Improved Two-Weapon Fighting, Personal Firearms Proficiency, Power Attack, Simple Weapon Proficiency, Track, Two Weapon Fighting
Talents (Tough Hero): Remain Concious, Robust
Talents (Dedicated Hero):Skill Emphasis: Investigate, Aware
Talents (Investigator): Discern Lie, Low/Mid/High Level Contact, Non-lethal force, Profile, Sixth Sense
Possessions: Belt Pouch full of 50 years worth of collected charms and wards, Desert Eagle Pistol, Right Hand of Doom (+3 warhammer, grafted to his lower right arm), trenchcoat
Edit: Gave him more innate demonic powers and stats to correctly reflect Hellboy. He said in the actual comic he cant see in the dark, so no dark vision, got rid of his immunity to poision, removed BRPD from his alignment (since he quit...) Added fast healing and innate Damage reduction and boosted his stats to reflect his inhuman strength and toughness. I feel his CR remains the same, since he has no wings and wont use his special attacks, lost dark vision and poision immunity.
Also, I think he is a pretty bad investigator for a 16th lvl character, and a very very good fighter!
Alternate Hellboy as a Shadow Slayer...
Hellboy
Half-fiend Tough Hero 3/Dedicated Hero 3/Shadow Slayer 10: CR 18; Medium-sized Outsider; HD 3d10+21 plus 3d6+21 plus 10d8+70 plus 3; hp 192; Mas 24; Init +3; Spd 30 ft.; Defense 23, touch 22, flat-footed 11 (+3 Dex, +9 class, +1 natural); BAB +14; Grap +24; Atk +27 melee (1d8+13, "Right hand of Doom"); Full Atk +25/+20/+15 melee (1d8+13, "Right hand of doom), +22/+17/+12 melee (1d4+5 claw), or +17/+12/+7 ranged (2d8, Desert Eagle); FS 5 ft. by 5 ft.; Reach 5 ft.; SA Darkness 3/day, Desecrate, Unholy Blight, Poision 3/day, Contagion, Blasphemy, Unholy Aura 3/day, Unhallow, Horrid Wilting, Summon Monster IX: Fiends only (Hellboy cannot use any of these unless he accepts his role in Ragna Rok, and reclaims his Crown of Fire); SQ: acid, cold, electricity, and fire resistance 20, DR 5/-, fast healing 5; AL friends (Abe Sapien, Liz Sherman, Roger); SV Fort +13, Ref +10, Will +11; AP 8; Rep +4; Str 30, Dex 16, Con 25, Int 14, Wis 14, Cha 10.
Skills: Climb +7, Knowledge: (Arcane Lore) +7, Knowledge: (Current events) +5, Knowledge: (History) +5, Knowledge: (Streetwise) +5, Investigate +7, Jump +8, Listen +10, Profession: (BPRD Investigator) +5, Read/Write Language (Latin, Greek any 3 other) +2, Sense Motive +5, Spot +7, Survival +14, Tumble +4
Feats: Advanced Two-Weapon Fighting, Archaic Weapons Proficiency, Defensive Martial Arts, Dodge, Educated, Heroic Surge, Improved Damage Threshhold, Improved Two-Weapon Fighting, Personal Firearms Proficiency, Power Attack, Simple Weapon Proficiency, Track, Two Weapon Fighting
Talents (Tough Hero): Remain Concious, Robust
Talents (Dedicated Hero):Skill Emphasis: Investigate, Aware
Talents (Shadow Slayer): Detect Shadow, Shadow Immunity, Slayer Weapon, Shadow Enemy (Outsiders +2, Undead +1), Fast Healing 5, Word of Slaying
Possessions: Belt Pouch full of 50 years worth of collected charms and wards, Desert Eagle Pistol, Right Hand of Doom (+3 warhammer, grafted to his lower right arm), trenchcoat
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