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<blockquote data-quote="Obly99" data-source="post: 8803557" data-attributes="member: 7035194"><p>On commission from [USER=6866720]@Bootlebat[/USER] today I bring a version of Magneto. This version is a mid-low power level. To create it I used a 20 HD humanoid to which I applied the same abilities as a Kineticist of 20th (also taking powers from archetypes <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/kineticist/archetypes/paizo-llc-kineticist-archetypes/psychokineticist-kineticist-archetype/" target="_blank">Psychokineticist – d20PFSRD</a> and from <a href="http://spheresofpower.wikidot.com/cerebral-kineticist" target="_blank">Cerebral Kineticist (Kineticist Archetype) - Spheres of Power Wiki</a> to replicate the fact that they are mental). Also, I used the Hyperborean template (Beefermatic version <a href="https://www.enworld.org/threads/enemies-allies-and-ideas-for-sidereals-eternals-and-above.349578/post-6230947" target="_blank">Enemies, Allies, and Ideas for Sidereals, Eternals, and above</a>). For the rest I know that this version is not as powerful as many others that existed in various comics but as Upper_Krust say (<a href="https://www.enworld.org/threads/divine-ranks-of-various-fictional-entities.540983/post-8719013" target="_blank">Divine ranks of various fictional entities</a>) is almost impossible create a perfect replicate of a Marvel or DC character, also, I am not an expert of Magneto (the only thing I saw of him was the movie <a href="https://en.wikipedia.org/wiki/X-Men:_The_Last_Stand" target="_blank">X-Men: The Last Stand - Wikipedia</a>) and I created him for what I knew: an old man who can control metal in the range of power required by Bootlebat.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Magneto</span></strong></p><p></p><p>Male Venerable Hyperborean (Beefermatic version) Human</p><p></p><p>LE Medium humanoid (augmented, human)</p><p></p><p><strong>Init</strong> +27; Perception +37</p><p></p><p><strong>Aura</strong> divine (DC 27, 75 ft.)</p><p></p><p><strong>AC</strong> 54, touch 36, flat-footed 50 (+8 armor, +5 deflection, +4 Dex, +13 insight, +10 natural, +4 perfection)</p><p></p><p><strong>hp</strong> 300 (20d8+140)</p><p></p><p><strong>Fort </strong>+32, <strong>Ref</strong> +30, <strong>Will</strong> +45; +50 against detect or scry</p><p></p><p><strong>Defensive Abilities</strong> adaption, freedom of movement, internal buffer (3), mental barrier; <strong>DR</strong> 10/— and 10/adamantine; <strong>PR/SR</strong> 34</p><p></p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>Melee</strong> unarmed strike +23/+18/+13 (1d3+4)</p><p></p><p><strong>Ranged</strong> kinetic blast +39</p><p></p><p><strong>Special Attacks</strong> kinetic blast, mythic power (4/day, surge +1d8)</p><p></p><p><strong>Kineticist Wild Talents Known:</strong></p><p><strong></strong></p><p><strong>Infusions (save DC (if any) 18 + talent level)</strong>—foe throw, force hook, fragmentation, grappling (+52), hyper-dimensional blast (<a href="http://spheresofpower.wikidot.com/infusion-wild-talents#toc26" target="_blank">Infusion Wild Talents - Spheres of Power Wiki</a>), impale, imprisoning (<a href="http://spheresofpower.wikidot.com/infusion-wild-talents#toc38" target="_blank">Infusion Wild Talents - Spheres of Power Wiki</a>), kinetic fist, many throw</p><p></p><p><strong>Blasts</strong>—earth blast (10d6+25), metal blast (20d6+35), telekinetic blast (10d6+25)</p><p></p><p><strong>Utility (save DC (if any) 29 + talent level)</strong>—basic geokinesis, basic telekinesis, friend throw (<a href="http://spheresofpower.wikidot.com/aether-utility-talents#toc16" target="_blank">Aether Utility Talents - Spheres of Power Wiki</a>), kinetic cityscape, kinetic healer, kinetic revification, kinetic shelter (<a href="https://libraryofmetzofitz.fandom.com/wiki/Kinetic_Shelter" target="_blank">Kinetic Shelter</a>), magnetism (<a href="https://libraryofmetzofitz.fandom.com/wiki/Magnetism" target="_blank">Magnetism</a>), magnetism (greater), material affinity (metal), metal manipulator (<a href="http://spheresofpower.wikidot.com/earth-utility-talents#toc26" target="_blank">Earth Utility Talents - Spheres of Power Wiki</a>), twisted metal (<a href="http://spheresofpower.wikidot.com/earth-utility-talents#toc34" target="_blank">Earth Utility Talents - Spheres of Power Wiki</a>)</p><p></p><p><strong>Str </strong>18, <strong>Dex</strong> 18, <strong>Con</strong> 22, <strong>Int</strong> 40, <strong>Wis</strong> 36, <strong>Cha</strong> 36</p><p></p><p><strong>Base Atk </strong>+15; <strong>CMB</strong> +38; <strong>CMD</strong> 55</p><p></p><p><strong>Feats</strong> Afterburn, Greater Spell Penetration, Improved Initiative, Improved Unarmed Strike, Kinetic Combo, Mobile Gathering, Precision Blast, Presence of Mind, Spell Penetration, Toughness, Weapon Focus (kinetic blast)</p><p></p><p><strong>Skills</strong> Appraise +39, Bluff +37, Diplomacy +37, Fly +28, Intimidate +37, Knowledge (arcane, engineering, history, local, nobility, religion) +39, Perception +37, Sense Motive +37, Spellcraft +39</p><p></p><p><strong>Languages</strong> Common, other 15;</p><p></p><p><strong>SQ</strong> cerebral overflow, composite specialization, elemental defense (flesh of stone), elemental focus (earth), expanded elements (earth, aether), infusion specialization (-6), intellectual control, metakinesis (empower, maximized, quicken), mind burn, mind power, gather power, supercharge</p><p></p><p><strong>Gears</strong> braces of armor +8, amulet of natural armor +5, ring of protection +5, ring of freedom of movement, belt of physical perfection +6, headband of mental superiority +6 (fly, knowledge (arcana), spellcraft), cloak of resistance +5</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Apocrypha (Ex): You are difficult to detect or scry</p><p></p><p>• Intellectual Mind (Ex): Int as competence to attack rolls</p><p></p><p>• Intellectual Soul (Ex): Int as competence to saving throw</p><p></p><p>• Perfect Mind (Ex): +5 inherent bonus to all mentals</p><p></p><p><strong>Cerebral Overflow (Ex)</strong></p><p>Magneto psychic energy sends strange elemental humors and planar echoes through his brain instead of reshaping his body with matter from his element. Instead of gaining size bonuses to physical ability scores from elemental overflow, he gains alchemical bonuses to his mental ability scores in equal amounts (a +2 alchemical bonus to two mental ability scores at 6th level if he has at least 3 points of burn; a +4 alchemical bonus to one mental ability score and a +2 alchemical bonus to the other two at 11th level if he has at least 5 points of burn; and a +6 alchemical bonus to one mental ability score, a +4 alchemical bonus to another, and a +2 alchemical bonus to the last at 16th level if he has at least 7 points of burn).</p><p></p><p>Magneto doesn’t gain a chance to negate critical hits and sneak attacks based on his burn.</p><p></p><p>This ability alters the elemental overflow class feature.</p><p></p><p><strong>Intellectual Control (Su)</strong></p><p>Magneto, unlike a normal kineticist, uses his mind over his body: he use his Intelligence modifier instead of his Constitution modifier to determine his damage with wild talents, the DCs of Constitution based wild talents, the duration of wild talents with a Constitution-based duration, his bonus on concentration checks for wild talents, and the other Constitution based effects of all his wild talents as well as the amount of burn he may accept. This ability alters the kineticist’s class skills and the key ability score of wild talents and burn.</p><p></p><p><strong>Mental Barrier (Ex)</strong></p><p>The powers of Magneto allow him to avoid the most dangerous of effects of channeling such powers, if only slightly. Magneto can accept up to 6 points of burn without suffering any negative effects.</p><p></p><p><strong>Mind Burn (Ex)</strong></p><p>Magneto’s mind strains when he overtaxes himself. He takes a –2 penalty on Intelligence checks, and Intelligence-based skill checks for each point of burn he has accepted, rather than taking nonlethal damage from burn. Also, whenever Magneto accepts burn beyond what his mental barrier allows him to ignore, he gain the following conditions:</p><p></p><p>1+: Magneto is dazzled</p><p></p><p>2+: Magneto is shaken</p><p></p><p>3+: Magneto is treated as though under the effects of a feeblemind spell</p><p></p><p>4+: Magneto is comatose for 8 hours</p><p></p><p>Magneto cannot accept burn if he is immune to any of these conditions.</p><p></p><p>Otherwise, his burn works just like a normal kineticist’s.</p><p></p><p><strong>Mind Power</strong></p><p>Magneto has the same abilities of a 20th level kineticist with the following differences:</p><ul> <li data-xf-list-type="ul">has Intellectual Control</li> <li data-xf-list-type="ul">Mind Burn (alter burn)</li> <li data-xf-list-type="ul">Celebral Overflow (alter elemental overflow)</li> <li data-xf-list-type="ul">can only gains the aether and earth elements</li> <li data-xf-list-type="ul">with the wild talents and infusion of aether (like grappling) can only manipulate metalic objects and creatures</li> <li data-xf-list-type="ul">the earth element is only usable with metal manipulator utility wild talent</li> <li data-xf-list-type="ul">he does not gain omnikinesis</li> </ul><p><strong>Mythic (Ex)</strong></p><p>Magneto has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Magneto use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spells.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8803557, member: 7035194"] On commission from [USER=6866720]@Bootlebat[/USER] today I bring a version of Magneto. This version is a mid-low power level. To create it I used a 20 HD humanoid to which I applied the same abilities as a Kineticist of 20th (also taking powers from archetypes [URL='https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/kineticist/archetypes/paizo-llc-kineticist-archetypes/psychokineticist-kineticist-archetype/']Psychokineticist – d20PFSRD[/URL] and from [URL='http://spheresofpower.wikidot.com/cerebral-kineticist']Cerebral Kineticist (Kineticist Archetype) - Spheres of Power Wiki[/URL] to replicate the fact that they are mental). Also, I used the Hyperborean template (Beefermatic version [URL='https://www.enworld.org/threads/enemies-allies-and-ideas-for-sidereals-eternals-and-above.349578/post-6230947']Enemies, Allies, and Ideas for Sidereals, Eternals, and above[/URL]). For the rest I know that this version is not as powerful as many others that existed in various comics but as Upper_Krust say ([URL='https://www.enworld.org/threads/divine-ranks-of-various-fictional-entities.540983/post-8719013']Divine ranks of various fictional entities[/URL]) is almost impossible create a perfect replicate of a Marvel or DC character, also, I am not an expert of Magneto (the only thing I saw of him was the movie [URL='https://en.wikipedia.org/wiki/X-Men:_The_Last_Stand']X-Men: The Last Stand - Wikipedia[/URL]) and I created him for what I knew: an old man who can control metal in the range of power required by Bootlebat. [CENTER][B][SIZE=7]Magneto[/SIZE][/B][/CENTER] Male Venerable Hyperborean (Beefermatic version) Human LE Medium humanoid (augmented, human) [B]Init[/B] +27; Perception +37 [B]Aura[/B] divine (DC 27, 75 ft.) [B]AC[/B] 54, touch 36, flat-footed 50 (+8 armor, +5 deflection, +4 Dex, +13 insight, +10 natural, +4 perfection) [B]hp[/B] 300 (20d8+140) [B]Fort [/B]+32, [B]Ref[/B] +30, [B]Will[/B] +45; +50 against detect or scry [B]Defensive Abilities[/B] adaption, freedom of movement, internal buffer (3), mental barrier; [B]DR[/B] 10/— and 10/adamantine; [B]PR/SR[/B] 34 [B]Speed[/B] 30 ft. [B]Melee[/B] unarmed strike +23/+18/+13 (1d3+4) [B]Ranged[/B] kinetic blast +39 [B]Special Attacks[/B] kinetic blast, mythic power (4/day, surge +1d8) [B]Kineticist Wild Talents Known: Infusions (save DC (if any) 18 + talent level)[/B]—foe throw, force hook, fragmentation, grappling (+52), hyper-dimensional blast ([URL='http://spheresofpower.wikidot.com/infusion-wild-talents#toc26']Infusion Wild Talents - Spheres of Power Wiki[/URL]), impale, imprisoning ([URL='http://spheresofpower.wikidot.com/infusion-wild-talents#toc38']Infusion Wild Talents - Spheres of Power Wiki[/URL]), kinetic fist, many throw [B]Blasts[/B]—earth blast (10d6+25), metal blast (20d6+35), telekinetic blast (10d6+25) [B]Utility (save DC (if any) 29 + talent level)[/B]—basic geokinesis, basic telekinesis, friend throw ([URL='http://spheresofpower.wikidot.com/aether-utility-talents#toc16']Aether Utility Talents - Spheres of Power Wiki[/URL]), kinetic cityscape, kinetic healer, kinetic revification, kinetic shelter ([URL='https://libraryofmetzofitz.fandom.com/wiki/Kinetic_Shelter']Kinetic Shelter[/URL]), magnetism ([URL='https://libraryofmetzofitz.fandom.com/wiki/Magnetism']Magnetism[/URL]), magnetism (greater), material affinity (metal), metal manipulator ([URL='http://spheresofpower.wikidot.com/earth-utility-talents#toc26']Earth Utility Talents - Spheres of Power Wiki[/URL]), twisted metal ([URL='http://spheresofpower.wikidot.com/earth-utility-talents#toc34']Earth Utility Talents - Spheres of Power Wiki[/URL]) [B]Str [/B]18, [B]Dex[/B] 18, [B]Con[/B] 22, [B]Int[/B] 40, [B]Wis[/B] 36, [B]Cha[/B] 36 [B]Base Atk [/B]+15; [B]CMB[/B] +38; [B]CMD[/B] 55 [B]Feats[/B] Afterburn, Greater Spell Penetration, Improved Initiative, Improved Unarmed Strike, Kinetic Combo, Mobile Gathering, Precision Blast, Presence of Mind, Spell Penetration, Toughness, Weapon Focus (kinetic blast) [B]Skills[/B] Appraise +39, Bluff +37, Diplomacy +37, Fly +28, Intimidate +37, Knowledge (arcane, engineering, history, local, nobility, religion) +39, Perception +37, Sense Motive +37, Spellcraft +39 [B]Languages[/B] Common, other 15; [B]SQ[/B] cerebral overflow, composite specialization, elemental defense (flesh of stone), elemental focus (earth), expanded elements (earth, aether), infusion specialization (-6), intellectual control, metakinesis (empower, maximized, quicken), mind burn, mind power, gather power, supercharge [B]Gears[/B] braces of armor +8, amulet of natural armor +5, ring of protection +5, ring of freedom of movement, belt of physical perfection +6, headband of mental superiority +6 (fly, knowledge (arcana), spellcraft), cloak of resistance +5 [U][B]Divine Abilities[/B][/U] • Apocrypha (Ex): You are difficult to detect or scry • Intellectual Mind (Ex): Int as competence to attack rolls • Intellectual Soul (Ex): Int as competence to saving throw • Perfect Mind (Ex): +5 inherent bonus to all mentals [B]Cerebral Overflow (Ex)[/B] Magneto psychic energy sends strange elemental humors and planar echoes through his brain instead of reshaping his body with matter from his element. Instead of gaining size bonuses to physical ability scores from elemental overflow, he gains alchemical bonuses to his mental ability scores in equal amounts (a +2 alchemical bonus to two mental ability scores at 6th level if he has at least 3 points of burn; a +4 alchemical bonus to one mental ability score and a +2 alchemical bonus to the other two at 11th level if he has at least 5 points of burn; and a +6 alchemical bonus to one mental ability score, a +4 alchemical bonus to another, and a +2 alchemical bonus to the last at 16th level if he has at least 7 points of burn). Magneto doesn’t gain a chance to negate critical hits and sneak attacks based on his burn. This ability alters the elemental overflow class feature. [B]Intellectual Control (Su)[/B] Magneto, unlike a normal kineticist, uses his mind over his body: he use his Intelligence modifier instead of his Constitution modifier to determine his damage with wild talents, the DCs of Constitution based wild talents, the duration of wild talents with a Constitution-based duration, his bonus on concentration checks for wild talents, and the other Constitution based effects of all his wild talents as well as the amount of burn he may accept. This ability alters the kineticist’s class skills and the key ability score of wild talents and burn. [B]Mental Barrier (Ex)[/B] The powers of Magneto allow him to avoid the most dangerous of effects of channeling such powers, if only slightly. Magneto can accept up to 6 points of burn without suffering any negative effects. [B]Mind Burn (Ex)[/B] Magneto’s mind strains when he overtaxes himself. He takes a –2 penalty on Intelligence checks, and Intelligence-based skill checks for each point of burn he has accepted, rather than taking nonlethal damage from burn. Also, whenever Magneto accepts burn beyond what his mental barrier allows him to ignore, he gain the following conditions: 1+: Magneto is dazzled 2+: Magneto is shaken 3+: Magneto is treated as though under the effects of a feeblemind spell 4+: Magneto is comatose for 8 hours Magneto cannot accept burn if he is immune to any of these conditions. Otherwise, his burn works just like a normal kineticist’s. [B]Mind Power[/B] Magneto has the same abilities of a 20th level kineticist with the following differences: [LIST] [*]has Intellectual Control [*]Mind Burn (alter burn) [*]Celebral Overflow (alter elemental overflow) [*]can only gains the aether and earth elements [*]with the wild talents and infusion of aether (like grappling) can only manipulate metalic objects and creatures [*]the earth element is only usable with metal manipulator utility wild talent [*]he does not gain omnikinesis [/LIST] [B]Mythic (Ex)[/B] Magneto has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Magneto use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spells. [/QUOTE]
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