Jump to content

Eternal Phoenix's Character Factory and Archetype Blendarama


Recommended Posts

Property Locker Redux

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +10 (10/30), DEX: +1 (12), CON: +5 (10/20), INT: +0 (10), WIS: +3 (16), CHA: +2 (14)

 

Tough: +5/+15, Fort: +10, Ref: +5, Will: +8

 

Skills: Bluff 8 (+10), Concentration 12 (+15), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (User's Choice) 8 (+8), Notice 7 (+10), Sense Motive 7 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Specialization 3 (Unarmed Attack), Power Attack, Second Chance (Concentration checks to maintain powers), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Lockdown Effect (Array 20) (default power: create object)

   Flesh Lockdown (Paralyze 10) (Array; DC 20; Shapeable Area (10 cubes of 125 cu. ft. (5x5x5) - General), Selective Attack)

   Hardened Air (Create Object 10) (Default; Max Size: 10x 5' cubes, DC 20; Impervious, Independent, Range (perception), Total Fade; Action (full))

   Immutable Might (Linked)

      Enhanced Strength 20 (Linked; +20 STR, Feats: Attack Specialization 3 (Unarmed Attack))

      Immovable 5 (Linked; Resist Movement: +20, Resist Knockback: -5)

      Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 25.6 tons; +5 STR to some checks; Countering Punch, Super-Breath (+10, Cone: 100 ft., DC 20))

   Transform 10 (Array; affects: 1 thing > 1 thing - normal state into locked state, Transforms: 1000 lbs., DC 20; Affects Objects)

Personal Seal (Linked)

   Enhanced Constitution 10 (Linked; +10 CON; Duration (sustained))

   Force Field 10 (Linked; +10 Toughness; Impervious)

   Immunity 17 (Linked; aging, alteration effects, life support, sleep, starvation & thirst; Duration (continuous); Duration (sustained))

 

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +14/+19)

 

Attacks: Flesh Lockdown (Paralyze 10) (DC Staged/Will 20), Transform 10, +4 (DC Fort 20), Unarmed Attack, +10 (DC 25)

 

Defense: +5  (Flat-footed: +3), Knockback: -17

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 12 + Skills 15 (58 ranks) + Feats 6 + Powers 85 + Combat 18 + Saves 14 + Drawbacks 0 = 150

 

Yep, brought one of the PL 7s back from the last Part and bumped it up. Same basic deal. Fully Toughness shifted with just about everything pushed up to meet PL 10 caps. Picked up some Charisma and social skills on the way, though. I did this one more or less because I was curious as to what it would look like, and then didn't have the courage to let my work go to waste by deleting it. So, you all can have it. Why not.

Link to comment
  • Replies 872
  • Created
  • Last Reply

Top Posters In This Topic

  • EternalPhoenix

    873

Scion of Asclepius

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +3 (16), DEX: +3 (16), CON: +3 (16), INT: +0 (10), WIS: +5 (20), CHA: +2 (14)

 

Tough: +3/+5, Fort: +8, Ref: +8, Will: +10

 

Skills: Acrobatics 7 (+10), Diplomacy 13 (+15), Gather Information 8 (+10), Knowledge (arcane Lore) 8 (+8), Knowledge (theology & philosophy) 8 (+8), Medicine 10 (+15), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Attack Focus (melee) 4, Attack Specialization 2 (Caduceus (Device 5)), Defensive Attack, Defensive Roll 2, Dodge Focus 7, Fearless, Improved Defense, Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Diplomacy, Medicine, Notice, Sense Motive), Takedown Attack, Ultimate Effort (Medicine checks), Uncanny Dodge (Auditory)

 

Powers:

Caduceus (Device 5) (Easy to lose)

   Divine Energy Source (Features 20) (Notes: Buys off Tiring Flaw on Divine Doctor Array)

   Strike 2 (DC 20; Accurate (+2), Extended Reach (5 ft.), Mighty)

Divine Doctor (Array 20) (default power: nauseate; Tiring)

   Drain 10 (Array; drains: any trait, DC 20; Range 2 (perception))

   Fatigue 10 (Array; DC 20; Range 2 (perception))

   Healing 10 (Array; DC 20; Range (ranged), Restoration; Limited to Others)

   Nauseate 10 (Default; DC 20; Range 2 (perception))

   Stun 10 (Array; DC 20; Range 2 (perception))

Immunity 1 (disease)

 

Attack Bonus: +5 (Ranged: +5, Melee: +9, Grapple: +12)

 

Attacks: Drain 10 (DC Fort/Staged 20), Fatigue 10 (DC Fort 20), Nauseate 10 (DC Fort/Staged 20), Strike 2, +15 (DC 20), Stun 10 (DC Fort/Staged 20), Unarmed Attack, +9 (DC 18)

 

Defense: +13  (Flat-footed: +3), Knockback: -2

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 16 (64 ranks) + Feats 25 + Powers 40 + Combat 22 + Saves 15 + Drawbacks 0 = 150

 

Yes, another Greek god. Ish. For those who don't know, Asclepius is the god of medicine. So, life controller, master of the medical arts, and the staff associated with him to whack people who annoy him with. Simple enough, you'd think, but I had to fight tooth and nail with PP limitations to get this to work. Finally had to give up the INT and KN (life sciences). Has some synergy with Scion of Hephaestus now though, with both being excellent at application but no grasp of theory. So there's that.

 

Link to comment

Car Drivin' Badass Redux

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +5 (20), CON: +3 (16), INT: +2 (14), WIS: +5 (20), CHA: +3 (16)

 

Tough: +3/+8, Fort: +7, Ref: +10, Will: +8

 

Skills: Acrobatics 5 (+10), Bluff 7 (+10), Craft (electronic) 13 (+15), Craft (mechanical) 13 (+15), Diplomacy 7 (+10), Drive 15 (+20), Gather Information 7 (+10), Knowledge (physical sciences) 8 (+10), Knowledge (streetwise) 8 (+10), Knowledge (technology) 13 (+15), Medicine 2 (+7), Notice 5 (+10), Sense Motive 5 (+10), Stealth 5 (+10), Survival 7 (+12)

 

Feats: Attack Focus (melee) 5, Attack Specialization 2 (Collapsibile Baton (Device 1)), Defensive Roll 2, Dodge Focus 5, Equipment 2, Power Attack, Sidekick 24, Skill Mastery (Craft (mech), Drive, KN (tech), Survival), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Collapsibile Baton (Device 1) (Easy to lose; Subtle (subtle))

   Strike 4 (DC 21; Mighty)

Discreet Body Armor (Protection 3) (+3 Toughness; Subtle (subtle))

 

Equipment: Discreet Body Armor [Discreet Body Armor (Protection 3), +3 Toughness; Subtle (subtle)], Toolkit (Basic), Video Camera

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +12)

 

Attacks: Strike 4, +14 (DC 21), Unarmed Attack, +10 (DC 17)

 

Defense: +10  (Flat-footed: +3), Knockback: -4

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 30 (120 ranks) + Feats 44 + Powers 4 + Combat 20 + Saves 12 + Drawbacks 0 = 150

 

********************************************************************************

 

Sentient Badass Car

 

Power Level: 10; Power Points Spent: 120/120

 

STR: +5 (20), DEX: +1 (12), CON: +0 (4/-), INT: +0 (10), WIS: +1 (12), CHA: +0 (10)

 

Tough: +12, Fort: Immune, Ref: +5, Will: +5

 

Skills: Notice 6 (+7), Sense Motive 6 (+7)

 

Feats: Attack Focus (melee) 7, Dodge Focus, Fast Overrun, Improved Overrun

 

Powers:

Built In GPS (Super-Senses 2) (direction sense, distance sense)

Car Fu (Array 3) (default power: obscure)

   Caltrops (Strike 6) (Array; DC 21; Burst Area (30 ft. radius - General); Unreliable (5 Uses))

   Oil Slick (Trip 6) (Array; Burst Area (30 ft. radius - General); Unreliable (5 Uses))

   Smoke Screen (Obscure 6) (Default; affects: visual senses, Radius: 250 ft.; Unreliable (5 Uses))

Car Sized (Alternate Form 2) (Custom (Alternate Form 1.9), Notes: Won't work properly otherwise, might be doing it wrong.)

   Car Sized (Alternate Form) (Powers: Growth 4, Constitution -4 (0, +0))

      Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)

Mechanical Object (Immunity 40) (fortitude saves, mental effects)

Protection 12 (+12 Toughness; Impervious [6 ranks only])

Speed 5 (Speed: 250 mph, 2200 ft./rnd)

Still A Car (Features 1) (Notes: Basically, can do everything Equipment land vehicle can. Carry passengers inside body, be driven, etcetera. While being driven, all possible actions and useable powers are surrendered to driver as if they are his/hers. Any Attacks are made with driver's attack bonus, if applicable. By default, cannot be forcibly driven. Must choose to allow it (as a free action). Retaking own wheel is also a free action.)

Super-Strength 3 (+15 STR carry capacity, heavy load: 3.2 tons; +3 STR to some checks)

 

Power Settings:

Car Sized (Alternate Form) (Powers: Growth 4, Constitution -4 (0, +0))

 

Attack Bonus: +4 (Ranged: +4, Melee: +11, Grapple: +21/+24)

 

Attacks: Caltrops (Strike 6) (DC 21), Oil Slick (Trip 6) (DC 16), Unarmed Attack, +11 (DC 20)

 

Defense: +4  (Flat-footed: +2), Size: Large, Knockback: -13

 

Initiative: +1

 

Drawbacks: Disability, very common, moderate, No Hands

 

Languages: Native Language

 

Totals: Abilities -4 + Skills 3 (12 ranks) + Feats 10 + Powers 89 + Combat 18 + Saves 8 - Drawbacks 4 = 120

 

Yes, I've bumped up another PL 7 from the last Part. Dunno if I'm gonna make this a habit, though. The reason I bothered this time is that I got the idea to turn his car from mere Equipment to a full fledged Sidekick. It only meets PL 8 caps, however. It can drive itself, or let his master/best pal/creator drive. Oddly, the Badass is the better driver of the two, but sometimes it's better to function separately. Also, the car is now bulletproof. The Badass himself is just kicked up to PL 10 caps/standards and his Baton is now a harder hitting Device. Dunno how rules legal having a sentient car for a sidekick is, but....c'mon, you know you want to give them a test drive. :D

Edited by EternalPhoenix
Link to comment

Weather Controlling Ninja

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +3 (16), DEX: +3 (16), CON: +3 (16), INT: +0 (10), WIS: +2 (14), CHA: +0 (10)

 

Tough: +3/+7, Fort: +7, Ref: +10, Will: +8

 

Skills: Acrobatics 12 (+15), Concentration 5 (+7), Disguise 15 (+15), Gather Information 15 (+15), Knowledge (arcane Lore) 5 (+5), Knowledge (current events) 10 (+10), Knowledge (streetwise) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 12 (+15)

 

Feats: Acrobatic Bluff, All-Out Attack, Defensive Attack, Defensive Roll, Dodge Focus 4, Equipment 1, Evasion, Hide in Plain Sight, Improved Critical 2 (Ninja Sword (Strike 2)), Improved Initiative, Move-by Action, Ninja Run, Power Attack, Precise Shot, Quick Draw, Skill Mastery (Acrobatics, Disguise, Gather Information, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Ninja Armor (Protection 3) (+3 Toughness; Subtle (subtle))

Ninja Gear (Device 2) (Hard to lose)

   Ninja Gear (Array 4) (default power: strike)

      Climbing Claws (Linked)

         Climbing Claws (Strike 2) (Linked; DC 20; Mighty)

         Enhanced Trait 1 (Linked; Traits: Climb +4 (+7))

         Super-Movement 2 (Linked; slow fall, wall-crawling 1 (half speed))

      Ninja Sword (Strike 2) (Default; DC 20, Feats: Improved Critical 2 (Ninja Sword (Strike 2)); Penetrating [1 extra rank]; Mighty)

      Shuriken (Blast 2) (Array; DC 20; Mighty 3 (+3 to damage))

Weather Control (Array 5) (default power: environmental control)

   Dense Fog (Obscure 5) (Array; affects: visual senses, Radius: 100 ft.)

   Lightning Storm (Strike 10) (Array; DC 25; Shapeable Area (10 cubes of 125 cu. ft. (5x5x5) - General); Action (full))

   Weather Control (Environmental Control 5) (Default; mix-and-match 2, Radius: 100 ft.)

 

Equipment: Ninja Armor [Ninja Armor (Protection 3), +3 Toughness; Subtle (subtle)]

 

Attack Bonus: +15 (Ranged: +15, Melee: +15, Grapple: +18)

 

Attacks: Climbing Claws (Strike 2), +15 (DC 20), Lightning Storm (Strike 10) (DC 25), Ninja Sword (Strike 2), +15 (DC 20), Shuriken (Blast 2), +15 (DC 20), Unarmed Attack, +15 (DC 18)

 

Defense: +12  (Flat-footed: +4), Knockback: -3

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 25 (100 ranks) + Feats 20 + Powers 20 + Combat 46 + Saves 17 + Drawbacks 0 = 150

 

Ninja Storm. Yes. This is a stealthy ninja, with a side of weather control. For the most part, it's just a normal PL 10 ninja. An agile spy with a knack for gathering information and a mastery of the combat arts. It's the weather control that kicks things into superheroic levels, with twisting local weather conditions, generating dense fog, or, best of all, unleashing a devastating barrage of lightning upon a whole area. It's pretty badass, I think.

Link to comment

Scion of Athena

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +5 (20), DEX: +1 (12), CON: +5 (20), INT: +0 (10), WIS: +5 (20), CHA: +0 (10)

 

Tough: +5/+10, Fort: +10, Ref: +10, Will: +10

 

Skills: Acrobatics 4 (+5), Concentration 10 (+15), Intimidate 15 (+15), Knowledge (tactics) 15 (+15), Notice 10 (+15), Sense Motive 10 (+15)

 

Feats: Accurate Attack, All-Out Attack, Defensive Attack, Fearless, Improved Critical 2 (Spear Strike (Strike 5)), Improved Initiative, Master Plan, Master Plan 2 (Use tactics), Move-by Action, Power Attack, Quick Draw, Skill Mastery (KN (tactics), Notice, Sense Motive), Stunning Attack, Takedown Attack, Ultimate Effort (KN (tactics) checks), Uncanny Dodge (Auditory)

 

Powers:

Aegis (Device 6) (Easy to lose)

   Immunity 40 (lethal physical damage, nonlethal physical damage; Duration (continuous); Duration (sustained), Limited - Half Effect)

   Impervious Toughness 10 (Duration (continuous); Duration (sustained))

Armor (Device 1) (Hard to lose)

   Protection 5 (+5 Toughness)

Spear (Device 2) (Easy to lose)

   Spear Strike (Strike 5) (DC 25, Feats: Improved Critical 2 (Spear Strike (Strike 5)); Mighty, Thrown 2 (Range: 100 ft., incr 20 ft.))

 

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +15)

 

Attacks: Spear Strike (Strike 5), +10 (DC 25), Unarmed Attack, +10 (DC 20)

 

Defense: +10  (Flat-footed: +5), Knockback: -10

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 16 (64 ranks) + Feats 15 + Powers 28 + Combat 40 + Saves 19 + Drawbacks 0 = 150

 

I'll say this before I get started. Athena is BAD. ASS. I don't mean the Marvel or DC comics depictions, either. I mean the OG. Goddess of Wisdom and War. Absolutely fearless. Backs down from absolutely nobody. And has a fury unrivaled by any other being from Greek Myth. She threw Sicily! The island! To crush flat ONE giant from the invading horde that, I must add, couldn't be killed by the gods. So...he's still alive down there. Under Sicily, just about the largest island in the Mediterranean. Crushed flat. Yeah. I've tried to represent a more mortal verison of the goddesss here. Still fearless. Sill badass. But not quite up to throwing a million tons of rock and soil at the scum who DARED trespass in her home. I did with the Aegis a slightly different thing than I did with Hephaestus's armor. First, energy damage isn't part of the immunity. Second, both the Impervious and the Immunity are sustained. So, if by chance she's stunned she won't be able to lift her shield to block the attack. I do think someone like this could've been mistaken for Athena, back in ancient Greece. Hopefully she'd have had the grace to decline the compliment. The Greek pantheon was a bit touchy about that sort of thing.

Link to comment

Scythe Wielding Cleric

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +3 (16), DEX: +3 (16), CON: +3 (16), INT: +0 (10), WIS: +5 (20), CHA: +3 (16)

 

Tough: +3/+12, Fort: +10, Ref: +5, Will: +10

 

Skills: Acrobatics 12 (+15), Concentration 5 (+10), Diplomacy 12 (+15), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (arcane Lore) 5 (+5), Knowledge (theology & philosophy) 15 (+15), Medicine 5 (+10), Notice 5 (+10), Sense Motive 10 (+15)

 

Feats: Attack Specialization 2 (Great Scythe (Device 3)), Improved Critical 2 (Great Scythe Strike (Strike 5)), Improved Trip, Power Attack, Skill Mastery (Acrobatics, Diplomacy, KN (theo & philo), Sense Motive), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Blessed Garments (Device 1) (Hard to lose)

   Protection 5 (+5 Toughness)

Divine Magic (Array 11) (default power: mind control)

   Antimagic Field (Nullify 10) (Array; counters: all powers of (type), DC 20; Burst Area (50 ft. radius - General); Range (touch); Affects Insubstantial 2 (full power))

   Cure Wounds (Healing 10) (Array; DC 20)

   Holy Fire (Blast 8) (Array; DC 23; Accurate 2 (+4), Affects Insubstantial 2 (full power))

   Holy Ward (Mind Control 10) (Default; DC 20; Burst Area (50 ft. radius - General), Duration 2 (continuous), Total Fade; Action (full), Check Required (Will), Fades, One Command (Stay Out of Area))

Divine Shield (Force Field 4) (+4 Toughness)

Great Scythe (Device 3) (Easy to lose)

   Great Scythe Strike (Strike 5) (DC 23, Feats: Improved Critical 2 (Great Scythe Strike (Strike 5)), Improved Trip; Penetrating; Extended Reach (5 ft.), Mighty)

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +11)

 

Attacks: Antimagic Field (Nullify 10) (DC Will 20), Great Scythe Strike (Strike 5), +12 (DC 23), Holy Fire (Blast 8), +12 (DC 23), Holy Ward (Mind Control 10) (DC Will 20), Unarmed Attack, +8 (DC 18)

 

Defense: +8  (Flat-footed: +4), Knockback: -6

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 22 (88 ranks) + Feats 6 + Powers 42 + Combat 32 + Saves 14 + Drawbacks 0 = 150

 

There's a video that was on Youtube. I dunno if it's still there. it was a song named Hill of Sorrow. The video portion was just one image. A girl, with pink hair. In a black leotard (cut just so, of course), very long black gloves and black thigh high socks. In one hand is a bloody skull with a rose over one ear and in the other hand the biggest scythe you've ever seen shy of Gundam Wing. She appears to have just cut down Big Ben (the clock tower, not the quarterback), among other things, because it's tilted as if falling in the background. Blood is simultaneously staining and dripping from the blade, as droplets fly through the air.

 

You could say it's a pretty badass image, yeah. Song's pretty good, too. I have the video on lappy here, and well, this is more or less her. As a D&D inspired cleric. Yes, proper clerics can do a hell of a lot more. But this is what stunting is for, yes? Give her a whirl. I promise you won't be disappointed.

Link to comment

Draconic Battlesuit

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +3 (16), CON: +3 (16), INT: +3 (16), WIS: +3 (16), CHA: +0 (10)

 

Tough: +3/+8, Fort: +8, Ref: +8, Will: +8

 

Skills: Acrobatics 7 (+10), Craft (chemical) 12 (+15), Craft (mechanical) 12 (+15), Diplomacy 10 (+10), Gather Information 10 (+10), Intimidate 10 (+10), Knowledge (arcane Lore) 12 (+15), Knowledge (physical sciences) 12 (+15), Notice 7 (+10), Sense Motive 7 (+10)

 

Feats: All-Out Attack, Artificer, Attack Focus (melee) 2, Attack Specialization (Fire Spit (Blast 10)), Dodge Focus 6, Improved Critical (Flaming Sword (Strike 8)), Improvised Tools, Inventor, Move-by Action, Power Attack, Skill Mastery (Craft (chem & mech), KN (arcane lore & phys sci)), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Draconic Battlesuit (Device 9) (Hard to lose)

   Draconic Weaponry (Array 10) (default power: strike)

      Fire Breath (Strike 10) (Array; DC 25; Cone Area (100 ft. cone - General))

      Fire Spit (Blast 10) (Array; DC 25)

      Flaming Sword (Strike 8) (Default; DC 25, Feats: Improved Critical (Flaming Sword (Strike 8)); Penetrating [2 extra ranks]; Mighty)

   Flight 3 (Speed: 50 mph, 440 ft./rnd; Power Loss (Restrainable))

   Protection 5 (+5 Toughness; Impervious [2 extra ranks])

   Super-Strength 3 (+15 STR carry capacity, heavy load: 1.4k lbs; +3 STR to some checks)

 

Attack Bonus: +8 (Ranged: +8, Melee: +10, Grapple: +12/+15)

 

Attacks: Fire Breath (Strike 10) (DC 25), Fire Spit (Blast 10), +10 (DC 25), Flaming Sword (Strike 8), +10 (DC 25), Unarmed Attack, +10 (DC 17)

 

Defense: +12  (Flat-footed: +3), Knockback: -7

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 25 (99 ranks) + Feats 18 + Powers 36 + Combat 28 + Saves 15 + Drawbacks 0 = 150

 

I've made a Dragon Mage, a Dragon Totem, and a Dragon Totem Swordmaster. Now here's a Battlesuit's take on the whole thing. Note that it's not purely a technological battlesuit, due to the arcane lore there's some mystic power involved in keeping the suit running. It's got wings, breathes fire, and most importantly, swings a flaming sword of JUSTICE. Nothing too complicated.

Link to comment

Professional Doctor

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +5 (20), WIS: +5 (20), CHA: +5 (20)

 

Tough: +2/+5, Fort: +7, Ref: +7, Will: +8

 

Skills: Acrobatics 4 (+5), Bluff 5 (+10), Craft (chemical) 15 (+20), Diplomacy 15 (+20), Drive 4 (+5), Gather Information 10 (+15), Intimidate 5 (+10), Investigate 5 (+10), Knowledge (business) 5 (+10), Knowledge (life sciences) 15 (+20), Knowledge (physical sciences) 5 (+10), Knowledge (streetwise) 5 (+10), Medicine 15 (+20), Notice 10 (+15), Sense Motive 10 (+15)

 

Feats: Attack Focus (melee) 4, Attack Specialization 3 (Medical Gear (Array 5)), Benefit (Wealth 1), Defensive Attack, Defensive Roll, Dodge Focus 7, Equipment 3, Fearless, Improved Critical (Scalpel Sword (Strike 3)), Light Sleeper, Move-by Action, Power Attack, Skill Mastery (Craft (chemical), Diplomacy, KN (life sci), Medicine), Takedown Attack, Ultimate Effort (Medicine checks), Uncanny Dodge (Auditory)

 

Powers:

Medical Gear (Device 3) (Hard to lose)

   Medical Gear (Array 5) (default power: strike)

      Headset Microscope (Super-Senses 2) (Alternate; microscopic vision 2 (cell-size))

      Stethoscope (Super-Senses 4) (Alternate; penetrates concealment: Auditory)

      Thermometer (Super-Senses 1) (Alternate; awareness: Tempurature (Visual))

      Halogen Penlight (Dazzle 5) (Array; affects: visual senses, DC 15; Secondary Effect; Range (touch))

      Scalpel Sword (Strike 3) (Default; DC 20, Feats: Improved Critical (Scalpel Sword (Strike 3)); Penetrating [2 extra ranks]; Mighty)

      Sedative Syringe (Fatigue 5) (Array; DC 15)

      Surgical Tubing (Snare 5) (Array; DC 15; Transparent; Range (touch))

      Ultrasonic Tissue Disruptor (Strike 5) (Array; DC 20; Alternate Save (Fortitude))

Immunity 1 (environmental condition: Radiation; Limited - Half Effect)

Protection 2 (+2 Toughness)

 

Equipment: Medkit (Basic), Repurposed Lead Aprons [Immunity 1, environmental condition: Radiation; Limited - Half Effect; Protection 2, +2 Toughness], Vehicle: Midsize Car, Video Camera

 

Attack Bonus: +5 (Ranged: +5, Melee: +9, Grapple: +11)

 

Attacks: Halogen Penlight (Dazzle 5), +15 (DC Fort/Ref 15), Scalpel Sword (Strike 3), +15 (DC 20), Sedative Syringe (Fatigue 5), +15 (DC Fort 15), Surgical Tubing (Snare 5), +15 (DC Ref/Staged 15), Ultrasonic Tissue Disruptor (Strike 5), +15 (DC Fort 20), Unarmed Attack, +9 (DC 17)

 

Defense: +14  (Flat-footed: +4), Knockback: -2

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 32 (128 ranks) + Feats 28 + Powers 12 + Combat 24 + Saves 14 + Drawbacks 0 = 150

 

Yes, this is a doctor who fights crime. With his doctorin' gear. He's a real people person and one of the finest physicians on the planet. This is the guy you call when that special NPC is critically injured. And he can fight a bit. Dunno what else you want, really. The car is right out of the book.

Link to comment

Scion of Artemis

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +1 (12), DEX: +5 (20), CON: +3 (16), INT: +0 (10), WIS: +5 (20), CHA: +3 (16)

 

Tough: +3/+5, Fort: +8, Ref: +10, Will: +8

 

Skills: Acrobatics 10 (+15), Bluff 7 (+10), Diplomacy 7 (+10), Gather Information 7 (+10), Intimidate 7 (+10), Knowledge (earth sciences) 10 (+10), Knowledge (theology & philosophy) 5 (+5), Notice 10 (+15), Sense Motive 5 (+10), Stealth 10 (+15), Survival 10 (+15)

 

Feats: Attack Focus (ranged) 4, Attack Specialization 3 (Divine Bow (Device 5)), Defensive Roll 2, Dodge Focus 7, Evasion, Improved Critical 2 (Divine Bowshot (Blast 4)), Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Notice, Stealth, Survival), Uncanny Dodge (Auditory)

 

Powers:

Archery Supremacy (Probability Control 5) (Minimum Result: 5; Limited 2 (Archery))

Comprehend 2 (animals - speak to, animals - understand)

Concealment 6 (all olfactory senses, all visual senses; Limited (to Wilderness areas))

Divine Bow (Device 5) (Easy to lose, Only you can use)

   Divine Bowshot (Blast 4) (DC 20, Feats: Improved Critical 2 (Divine Bowshot (Blast 4)); Penetrating [1 extra rank]; Affects Insubstantial 2 (full power), Improved Range 2 (200 ft. incr), Mighty (+1 to damage), Progression, Increase Range 2 (max range x5, 2000 feet), Subtle (subtle), Variable Descriptor 2 (Broad group - Any Divine))

 

Attack Bonus: +5 (Ranged: +9, Melee: +5, Grapple: +6)

 

Attacks: Divine Bowshot (Blast 4), +15 (DC 20), Unarmed Attack, +5 (DC 16)

 

Defense: +13  (Flat-footed: +3), Knockback: -2

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 22 (88 ranks) + Feats 22 + Powers 37 + Combat 22 + Saves 13 + Drawbacks 0 = 150

 

http://sangrde.deviantart.com/art/Artemis-668227789

 

I wasn't going to do any more divine scions, but then I saw that up there. So...here's another one. Very, very good archer. With that much Archery Supremacy, there's a vanishingly small list of foes she can't hit. And with Concealment and Skill Mastery'ed Stealth, they won't see her coming. Pure hunter, whether it be of men or animals, the latter of which she can talk to if she likes.

Link to comment

Gunslinger Mage

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +0 (10), DEX: +5 (20), CON: +2 (14), INT: +5 (20), WIS: +5 (20), CHA: +2 (14)

 

Tough: +2/+6, Fort: +5, Ref: +10, Will: +10

 

Skills: Acrobatics 10 (+15), Concentration 5 (+10), Diplomacy 10 (+12), Gather Information 10 (+12), Knowledge (arcane Lore) 10 (+15), Knowledge (streetwise) 10 (+15), Knowledge (theology & philosophy) 10 (+15), Notice 5 (+10), Sense Motive 5 (+10), Stealth 5 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (ranged) 4, Defensive Attack, Defensive Roll, Dodge Focus 5, Equipment 1, Evasion, Improved Acrobatic Bluff, Improved Aim, Improved Initiative, Move-by Action, Power Attack, Precise Shot, Quick Draw, Skill Mastery (Acrobatics, KN (arcane lore, streetwise, & theo/philo)), Uncanny Dodge (Auditory)

 

Powers:

Protection 3 (+3 Toughness; Subtle (subtle))

Magic Cartridges (Array 18) (default power: blast; Limited (Requires Magic Channeling Gun); Variable Descriptor 2 (Broad group - Any Magical))

   Area Blast (Blast 9) (Default; DC 24; Shapeable Area (9 cubes of 125 cu. ft. (5x5x5) - General), Selective Attack)

   Autofire Blast (Blast 12) (Array; DC 27; Autofire (interval 2, max +5))

   Dazzle 12 (Array; affects: 1 type + visual - auditory, DC 22)

   Snare 12 (Array; DC 22; Regenerating)

   Stun 12 (Array; DC 22; Range (ranged))

   Transform 6 (Array; affects: broad > broad - inorganic to inorganic, Transforms: 50 lbs., DC 16; Duration (continuous))

Magic Channelling Gun (Device 2) (Easy to lose)

   Gunshot (Blast 4) (DC 19; Improved Range (100 ft. incr), Progression, Increase Range (max range x2, 1000 feet))

 

Equipment: Discreet Body Armor [Protection 3, +3 Toughness; Subtle (subtle)]

 

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +4)

 

Attacks: Area Blast (Blast 9) (DC 24), Autofire Blast (Blast 12), +8 (DC 27), Dazzle 12, +8 (DC Fort/Ref 22), Gunshot (Blast 4), +8 (DC 19), Snare 12, +8 (DC Ref/Staged 22), Stun 12, +8 (DC Fort/Staged 22), Transform 6, +8 (DC Fort 16), Unarmed Attack, +4 (DC 15)

 

Defense: +13  (Flat-footed: +4), Knockback: -3

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 38 + Skills 20 (80 ranks) + Feats 24 + Powers 31 + Combat 24 + Saves 13 + Drawbacks 0 = 150

 

 

Pathfinder is an interesting game, at least to play around with. Their Wizard class has an Archetype, Spellslinger, which basically sacrifices a large portion of the Wizard's power and versatility in order to wield guns. And do what essentially inspired this build, which is put a spell into a bullet and pull the trigger.

 

I've modified it to be more Gunbunny with magic cartridges than that archetype, but the idea is still more or less the same. Good skills, smart as a whip, and agile to boot. It's a dangerous foe and a joy to have at one's back. I hope you enjoy it.

Edited by EternalPhoenix
Link to comment

Goddess of Storms

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +0 (10), DEX: +1 (12), CON: +15 (24/40), INT: +0 (10), WIS: +5 (20), CHA: +0 (10)

 

Tough: +15, Fort: +15, Ref: +5, Will: +10

 

Skills: Bluff 5 (+5), Concentration 5 (+10), Diplomacy 5 (+5), Intimidate 10 (+10), Knowledge (theology & philosophy) 5 (+5), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, Fearless, Power Attack, Precise Shot, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 16 (+16 CON)

Immunity 1 (aging)

Might of the Storm (Array 25) (default power: weather control)

   Air Control 15 (Array; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons; Shapeable Area (15-75 cubes of 125 cu. ft. (5x5x5) - General); Freshen Air (Radius: 75 ft.), Progression, Increase Area 2 (area x5), Selective, Wind-Blown Effects)

   Fury of the Storm (Strike 15) (Array; DC 30; Shapeable Area (15-75 cubes of 125 cu. ft. (5x5x5) - Targeted), Selective Attack; Progression, Increase Area 2 (area x5), Variable Descriptor 2 (Broad group - Any Weather))

   Shock & Awe (Dazzle 15) (Array; affects: 1 type + visual - auditory, DC 25; Shapeable Area (15 cubes of 125 cu. ft. (5x5x5) - Targeted), Selective Attack; Action (full), Range (touch))

   Weather Control 10 (Default; mix-and-match 4, Radius: 5000 ft., DC 20; Independent, Total Fade)

Windrider (Flight 5) (Speed: 250 mph, 2200 ft./rnd)

 

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +5)

 

Attacks: Fury of the Storm (Strike 15), +5 (DC 30), Shock & Awe (Dazzle 15), +5 (DC Fort/Ref 25), Unarmed Attack, +5 (DC 15)

 

Defense: +5  (Flat-footed: +3), Knockback: -7

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 10 (40 ranks) + Feats 5 + Powers 80 + Combat 20 + Saves 9 + Drawbacks 0 = 150

 

Yes, the Goddesses are probably going to be a regular feature now. They're simple yet complex, and quite fun. Anyway, this one can do all the basic weather controller stuff cranked up to eleven. Has the CON score, and the other traditional elements of Godhood. So...yeah...Storm God. There you go.

Link to comment

Feline Totem Speedster

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +5 (14/20), DEX: +8 (16/26), CON: +5 (14/20), INT: +0 (10), WIS: +2 (14), CHA: +4 (18)

 

Tough: +5/+6, Fort: +8, Ref: +10, Will: +8

 

Skills: Acrobatics 7 (+15), Bluff 8 (+12), Diplomacy 8 (+12), Gather Information 6 (+10), Knowledge (streetwise) 8 (+8), Notice 8 (+10), Sense Motive 8 (+10), Stealth 7 (+15)

 

Feats: Attack Focus (melee) 8, Attractive (+4), Defensive Roll, Dodge Focus 5, Improved Critical (Cat's Claws (Strike 3)), Improved Initiative 4, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Cat's Claws (Strike 3) (DC 23, Feats: Improved Critical (Cat's Claws (Strike 3)); Mighty)

Enhanced Constitution 6 (+6 CON)

Enhanced Dexterity 10 (+10 DEX)

Enhanced Strength 6 (+6 STR)

Quicker Than The Cheetah (Linked)

   Enhanced Trait 4 (Linked; Feats: Improved Initiative 4)

   Quickness 8 (Linked; Perform routine tasks at 500x speed)

   Speed 8 (Linked; Speed: 2500 mph, 22000 ft./rnd)

Super-Movement 6 (sure-footed 3 (75% penalty reduction), wall-crawling 2 (full speed), water walking; Limited (to while running))

Super-Senses 2 (low-light vision, scent)

 

Attack Bonus: +4 (Ranged: +4, Melee: +12, Grapple: +17)

 

Attacks: Cat's Claws (Strike 3), +12 (DC 23), Unarmed Attack, +12 (DC 20)

 

Defense: +13  (Flat-footed: +4), Knockback: -3

 

Initiative: +24

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 15 (60 ranks) + Feats 19 + Powers 55 + Combat 24 + Saves 11 + Drawbacks 0 = 150

 

Heh, like I'd go a whole Part without giving you a Speedster. Interestingly, without her powers she's still about PL 7. Which I didn't mean to do, but cool that it turned out that way. So, then. Pretty quick, superhumanly agile, has sharp claws, and an adequate knowledge of the streets. Done and done.

Link to comment

Physical Biokinetic

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +7 (14/24), DEX: +7 (14/24), CON: +7 (14/24), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

Tough: +7/+8, Fort: +10, Ref: +10, Will: +8

 

Skills: Acrobatics 8 (+15), Bluff 8 (+10), Craft (chemical) 10 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (life sciences) 10 (+10), Knowledge (physical sciences) 10 (+10), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 3 (+10)

 

Feats: Accurate Attack, Attack Focus (melee) 4, Dodge Focus 4, Endurance (+4), Improved Initiative, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Bioboost (Container, Passive 7)

   Enhanced Constitution 10 (+10 CON)

   Enhanced Strength 10 (+10 STR)

   Hardened Flesh/Fingernail Claws (Strike 1) (DC 23; Mighty, Variable Descriptor 2 (Broad group - Any Physical))

   Leaping 2 (Jumping distance: x5)

   Protection 1 (+1 Toughness; Impervious [5 extra ranks])

   Speed 2 (Speed: 25 mph, 220 ft./rnd)

Biokinesis (Array 5) (default power: enhanced ability)

   Enhanced Dexterity 10 (Default; +10 DEX)

   Morph 5 (Array; morph: broad group - humans of same biological gender, +25 Disguise)

   Super-Senses 10 (Array; darkvision, extended (type): Visual 1 (-1 per 100 ft), extended (type): Auditory 1 (-1 per 100 ft), infravision, scent, ultra-hearing, ultravision)

   Super-Strength 5 (Array; +25 STR carry capacity, heavy load: 11.2 tons; +5 STR to some checks)

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +19)

 

Attacks: Hardened Flesh/Fingernail Claws (Strike 1), +12 (DC 23), Unarmed Attack, +12 (DC 22)

 

Defense: +12  (Flat-footed: +4), Knockback: -7

 

Initiative: +11

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 23 (92 ranks) + Feats 15 + Powers 48 + Combat 32 + Saves 12 + Drawbacks 0 = 150

 

This one...i dunno. It just doesn't feel special enough to me. I mean, it'll be effective in a good variety of situations, the Biokinesis array is broad enough to stunt interesting things off of, but it just feels kind of...generic. You know what I mean? By the numbers. Simple is nice, complex is all right, but generic? Eh, not my style. But who knows? Maybe someone disagrees with me and can show this build some love.

Link to comment

Valkyrie

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +5 (20), DEX: +5 (20), CON: +5 (20), INT: +0 (10), WIS: +5 (20), CHA: +0 (10)

 

Tough: +5/+10, Fort: +8, Ref: +10, Will: +8

 

Skills: Acrobatics 5 (+10), Intimidate 15 (+15), Knowledge (arcane Lore) 15 (+15), Knowledge (theology & philosophy) 10 (+10), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 8, Defensive Attack, Dodge Focus 4, Improved Critical (Valkyrie Sword Strike (Strike 3)), Improved Initiative, Move-by Action, Power Attack, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Chooser of the Slain (Super-Senses 2) (awareness: Near Death (visual), awareness: Worthy Warrior (visual))

Rune Bag (Device 5) (Hard to lose, Restricted use (Valkyries))

   Runes (Array 10) (default power: teleport)

      Bifrost Rune (Super-Movement 2) (Array; dimensional: Divine Dimensions 2 (group); Custom 2 (Portal))

      Communication Rune (Communication 10) (Array; sense type: magic; Omni-Directional Area)

      Explosive Rune (Blast 8) (Array; DC 23; Explosion Area (80 ft. explosion - General); Unreliable (5 Uses); Triggered 2 (any trigger), Variable Descriptor 2 (Broad group - Any Divine))

      Helping Hand Rune (Move Object 10) (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Burst Area (50 ft. radius - General); Unreliable (5 Uses))

      Portal Rune (Teleport 5) (Default; 500 ft. as move action, 5 miles as full action; Accurate, Portal; Unreliable (5 Uses))

      Scouting Rune (ESP 5) (Array; affects: 2 types, inc. visual - auditory; Simultaneous)

Valkyrie Armor (Device 1) (Hard to lose, Restricted use (Valkyries))

   Protection 5 (+5 Toughness)

Valkyrie Sword (Device 2) (Easy to lose, Restricted use (Valkyries))

   Valkyrie Sword Strike (Strike 3) (DC 23, Feats: Improved Critical (Valkyrie Sword Strike (Strike 3)); Penetrating [2 extra ranks]; Mighty)

Valkyrie's Wings (Flight 5) (Speed: 250 mph, 2200 ft./rnd; Power Loss (Restrainable))

 

Attack Bonus: +4 (Ranged: +4, Melee: +12, Grapple: +17)

 

Attacks: Explosive Rune (Blast 8) (DC 23), Unarmed Attack, +12 (DC 20), Valkyrie Sword Strike (Strike 3), +12 (DC 23)

 

Defense: +10  (Flat-footed: +3), Knockback: -5

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 14 (55 ranks) + Feats 21 + Powers 44 + Combat 20 + Saves 11 + Drawbacks 0 = 150

 

Valkyries. Choosers of the Slain. Beautiful women who wander battlefields in search of worthy warrior to carry away to Valhalla. This is basically one of those, from the bit I know about Norse mythology. Which comes from the two Valkyrie Profile games, the Dresden Files, and a few short stories I've read, in addition to the myths themselves. So, runes. Sword. Armor. Wings. Scary, and can see why people are about to kick the bucket, along with who's worthy of becoming an Einherijar. Good enough in a fight to convince people of her Asgardian nature. A note. CHA isn't a measure of physical attractiveness, necessarily. So, my valkyrie can have unearthly beauty but be cold and unapproachable in compensation. There you have it.

Link to comment

Frog Totem

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +5 (14/20), DEX: +5 (12/20), CON: +5 (14/20), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

Tough: +5/+6, Fort: +8, Ref: +10, Will: +8

 

Skills: Acrobatics 15 (+20), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (streetwise) 10 (+10), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 15 (+20), Swim 5 (+10)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 6, Attack Specialization 2 (Unarmed Attack), Defensive Roll, Dodge Focus 6, Evasion, Hide in Plain Sight, Improved Grapple, Improved Initiative, Improved Trick, Power Attack, Skill Mastery (Acrobatics, Medicine, Stealth, Swim), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Frog Powers (Container, Passive 10)

   Enhanced Constitution 6 (+6 CON)

   Enhanced Dexterity 8 (+8 DEX)

   Enhanced Strength 6 (+6 STR)

   Leaping 5 (Jumping distance: x50)

   Poison Skin (Confuse 5) (DC 15; Alternate Save (Fortitude), Aura, Duration 2 (sustained), Secondary Effect; Range (touch))

   Prehensile Tongue (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple)

   Stretchy Tongue (Elongation 4) (Elongation: 50 ft., range incr 40 ft., +4 Escape & Grapple; Limited (to Prehensile Tongue))

   Swimming 2 (Speed: 5 mph, 44 ft./rnd)

 

Attack Bonus: +5 (Ranged: +5, Melee: +11, Grapple: +16/+20)

 

Attacks: Poison Skin (Confuse 5), +11 (DC Fort 15), Unarmed Attack, +15 (DC 20)

 

Defense: +13  (Flat-footed: +4), Knockback: -3

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 18 + Skills 20 (80 ranks) + Feats 24 + Powers 50 + Combat 24 + Saves 14 + Drawbacks 0 = 150

 

You know...I may have said something like this before, but most totems are of predatory animals and mammals or birds at that. There are some kinds of animals that, despite having some interesting and useful abilities, just never get any of the totemic love. Like the frog. Good leaper, fairly agile, and some of them are literally poisonous. This one's got all of that. I don't think attacks that affect exotic saves stack as Auras, but don't quote me. As built, opponents have to make two saves every time this guy frog kicks them. And Confuse is a nasty thing to get stuck with. If they dare to strike back, they have to save again. Pretty effective, eh?

Link to comment

Intrepid Pilot

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +5 (20), CON: +2 (14), INT: +0 (10), WIS: +3 (16), CHA: +0 (10)

 

Tough: +2/+7, Fort: +7, Ref: +10, Will: +8

 

Skills: Bluff 8 (+8), Craft (electronic) 15 (+15), Craft (mechanical) 15 (+15), Diplomacy 8 (+8), Gather Information 8 (+8), Medicine 2 (+5), Notice 7 (+10), Pilot 15 (+20), Sense Motive 7 (+10), Survival 7 (+10)

 

Feats: Accurate Attack, Attack Focus (ranged) 4, Attack Specialization 2 (Blaster Rifle (Device 5)), Defensive Roll, Dodge Focus 5, Equipment 9, Fearless, Improved Aim, Minions 7, Fanatical, Power Attack, Precise Shot 2, Skill Mastery (Craft (elec & mech), Medicine, Pilot), Uncanny Dodge (Auditory)

 

Powers:

Blaster Rifle (Device 5) (Easy to lose)

   Blaster Rifle Shot (Blast 8) (DC 23; Penetrating)

      Stun Shot (Stun 8) (Alternate; DC 18; Range (ranged))

Flight Suit (Device 2) (Hard to lose)

   Armored Fabric (Protection 4) (+4 Toughness)

   Link with Vanguard One (Super-Senses 1) (communication link: Radio)

   Self Contained (Immunity 3) (environmental condition: Cold, suffocation (all))

   Super-chute (Super-Movement 1) (slow fall)

 

Equipment: Jet Plane, The Hangar

 

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +6)

 

Attacks: Blaster Rifle Shot (Blast 8), +12 (DC 23), Stun Shot (Stun 8), +12 (DC Fort/Staged 18), Unarmed Attack, +4 (DC 17)

 

Defense: +12  (Flat-footed: +4), Knockback: -3

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 23 (92 ranks) + Feats 43 + Powers 23 + Combat 22 + Saves 15 + Drawbacks 0 = 150

 

*******************************

 

Vanguard One

 

Power Level: 10; Power Points Spent: 104/105

 

STR: -2 (6), DEX: +1 (12), CON: +0 (-), INT: +0 (10), WIS: +5 (20), CHA: +0 (10)

 

Tough: +5, Fort: Immune, Ref: +1, Will: +5

 

Skills: Notice 10 (+15)

 

Powers:

Armament (Blast 5) (DC 20)

Flight 3 (Speed: 50 mph, 440 ft./rnd)

Immunity 40 (fortitude saves, mental effects)

Link with Pilot (Super-Senses 1) (communication link: Radio)

Protection 6 (+6 Toughness)

Sensor Package (Super-Senses 15) (accurate: Radio, extended: Radio 3 (-1 per 2 mi), extended (type): Visual 2 (-1 per 1k ft), infravision, radio, radius: Radio, ranged: Radio, ultravision)

Shrinking 4 (-4 STR, -1 Toughness, -1 size category, 3/4 movement speed; Permanent; Innate)

 

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: -2)

 

Attacks: Armament (Blast 5), +5 (DC 20), Unarmed Attack, +5 (DC 13)

 

Defense: +5  (Flat-footed: +3), Size: Small, Knockback: -1

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 2 + Skills 3 (10 ranks) + Feats 0 + Powers 83 + Combat 16 + Saves 0 + Drawbacks 0 = 104

 

******************************

 

Jet Plane

 

Power Level: 10; Equipment Points Spent: 25

 

STR: +20 (50)

 

Toughness: +12

 

Features: Remote Control

 

Powers:

Flight 9 (Speed: 5000 mph, 44000 ft./rnd)

 

Defense: -4, Size: Gargantuan

 

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 18 + Combat 3 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 25

 

**************************

 

The Hangar

 

Power Level: 10; Equipment Points Spent: 16

 

Toughness: +15

 

Features: Communications, Computer, Concealed 1, Defense System, Gym, Hangar, Infirmary, Library, Living Space, Power System, Workshop

 

Size: Huge

 

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 11 + Powers 0 + Combat 3 + Saves 2 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 16

 

As the saying goes, and now for something completely different. This one was made more or less for Sailor, who is a big fan of characters with an aerospace or nautical bent. Basically, this one's nothing more than a fantastic pilot with a blaster rifle. Though...it does have a few tricks up it's sleeve. Like' its own HQ, travel plane, and scouting drone Minion. I've named the drone Vanguard One for...reasons...but you can name it whatever you like. Pretty great with the rifle, too. Fearless, so the Intrepid part is no lie.

Edited by EternalPhoenix
Link to comment

Heart of the Earth

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +0 (10), DEX: +1 (12), CON: +2 (14), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

 

Tough: +2/+12, Fort: +8, Ref: +5, Will: +8

 

Skills: Bluff 7 (+10), Concentration 12 (+15), Diplomacy 7 (+10), Gather Information 7 (+10), Knowledge (earth sciences) 12 (+15), Knowledge (physical sciences) 5 (+8), Notice 7 (+10), Sense Motive 7 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 3, Dodge Focus 5, Power Attack, Precise Shot, Uncanny Dodge (Tactile)

 

Powers:

Earth Control (Array 15) (default power: earth control)

   Earth Control 15 (Default; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons)

   Encasement (Snare 15) (Array; DC 25)

   Localized Earthquake (Trip 10) (Array; Burst Area (50 ft. radius - General), Secondary Effect; Range (touch); Improved Throw)

   Rock Blast (Blast 15) (Array; DC 30)

Flight 5 (Speed: 250 mph, 2200 ft./rnd; Platform)

   Burrowing 5 (Alternate; Speed: 25 mph, 220 ft./rnd)

Immunity 10 (common descriptor: Earth/Rock)

Rock Armor (Force Field 10) (+10 Toughness; Impervious)

Tremorsense (Super-Senses 3) (accurate: Tactile, ranged: Tactile)

 

Attack Bonus: +2 (Ranged: +5, Melee: +2, Grapple: +2)

 

Attacks: Encasement (Snare 15), +5 (DC Ref/Staged 25), Localized Earthquake (Trip 10) (DC 20), Rock Blast (Blast 15), +5 (DC 30), Unarmed Attack, +2 (DC 15)

 

Defense: +8  (Flat-footed: +2), Knockback: -11

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 16 (64 ranks) + Feats 13 + Powers 72 + Combat 10 + Saves 15 + Drawbacks 0 = 150

 

You know, I was sitting and thinking of what I could possibly to do next, when I thought of Gaian Knight and realized I'd never done an earth controller. I've done the other three primary elements (fire, water, and air) in one form or another. I've even done an elementalist or two. But never an earth controller. I can't say that anymore, now can I? It's...not that complicated, actually. Element controllers rarely are. Control of the element, Blast, a couple of other powers, and a movement power or two. Threw Tremorsense in there for fun.

 

At least I can say I did one now. And that GK isn't the only build of one on our site. Unless AA or troll did one, I guess. I don't think so, but memory is ever fickle.

Link to comment

Sonic the Hedgehog

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +5 (20), CON: +5 (20), INT: +0 (10), WIS: +2 (14), CHA: +5 (20)

 

Tough: +5/+6, Fort: +8, Ref: +10, Will: +8

 

Skills: Acrobatics 10 (+15), Bluff 10 (+15), Diplomacy 5 (+10), Gather Information 5 (+10), Knowledge (streetwise) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 5, Defensive Roll, Dodge Focus 6, Elusive Target, Evasion, Fearless, Improved Initiative, Improved Trick, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Bluff, Gather Info, KN (streetwise)), Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Immunity 5 (damage type: Self Inflicted Slam)

Leap Attack (Strike 10) (DC 25; Limited (to after jumping))

Leaping 2 (Jumping distance: x5)

Quickness 10 (Perform routine tasks at 2500x speed)

Speed 10 (Speed: 10000 mph, 88000 ft./rnd)

Super-Movement 3 (wall-crawling 2 (full speed), water walking; Limited (While moving))

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +12)

 

Attacks: Leap Attack (Strike 10), +10 (DC 25), Unarmed Attack, +10 (DC 17)

 

Defense: +13  (Flat-footed: +4), Knockback: -3

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 38 + Skills 14 (56 ranks) + Feats 25 + Powers 35 + Combat 24 + Saves 14 + Drawbacks 0 = 150

 

Doing a new thing here. Request builds to fill out the last 10 slots. The first request, from olopi, is Sonic the Hedgehog. Genesis era, no Super Sonic. He's fast, dodgy, and charismatic. The leap attack is here. I've flavored Slam attack as his spin dash. Can taunt enemies into making unwise choices, and his acrobatics are second to few. Going after the Genesis era, Sonic's feats start getting ridiculous and a little erratic. So this'll have to do.

 

If I were to describe him, it would be basically a Speedster, with a trick or two to keep him from being vanilla.

Link to comment

Negative Woman

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +0 (10), DEX: +3 (16), CON: +2 (14), INT: +0 (10), WIS: +3 (16), CHA: +2 (14)

 

Tough: +2/+8, Fort: +7, Ref: +8, Will: +8

 

Skills: Acrobatics 7 (+10), Bluff 8 (+10), Concentration 7 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (tactics) 5 (+5), Notice 7 (+10), Pilot 7 (+10), Sense Motive 7 (+10), Stealth 7 (+10)

 

Feats: Attack Focus (ranged) 4, Attack Specialization 2 (Radiation Control (Array 8)), Benefit (Rank (AEGIS)), Dodge Focus 6, Equipment 1, Luck, Uncanny Dodge (Auditory)

 

Powers:

Immunity 10 (common descriptor: Radiation)

Blocks Radioactive Body (Features 1)

Protection 2 (+2 Toughness; Subtle (subtle))

Out of Body Experience (Alternate Form 12) (Projection)

   Going Negative (Alternate Form) (Powers: Flight 4, Force Field 6, Insubstantial 4, Radiation Control (Array 8))

      Flight 4 (Speed: 100 mph, 880 ft./rnd)

      Force Field 6 (+6 Toughness)

      Insubstantial 4 (Incorporeal)

      Radiation Control (Array 8) (default power: blast; Affects Corporeal)

         Irradiation (Drain 8) (Array; drains: all traits of type - ability scores, DC 18; Limited (to Physical Ability Scores))

         Radiation Blast (Blast 8) (Default; DC 23)

         Radiation Purge (Nullify 8) (Array; counters: all powers of (type) - radiation, DC 18)

Radioactive Body (Environmental Control 3) (radiation (moderate), Radius: 25 ft.; Aura, Permanent; Range (touch); Power Loss 3 (Lead bandages/clothing))

 

Power Settings:

Going Negative (Alternate Form) (Powers: Flight 4, Force Field 6, Insubstantial 4, Radiation Control (Array 8))

 

Equipment: Lead Bandages [Blocks Radioactive Body (Features 1); Protection 2, +2 Toughness; Subtle (subtle)]

 

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +4)

 

Attacks: Irradiation (Drain 8), +8 (DC Fort/Staged 18), Radiation Blast (Blast 8), +12 (DC 23), Radiation Purge (Nullify 8), +12 (DC Will 18), Unarmed Attack, +4 (DC 15)

 

Defense: +12  (Flat-footed: +3), Knockback: -4

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 18 (71 ranks) + Feats 16 + Powers 61 + Combat 20 + Saves 15 + Drawbacks 0 = 150

 

Ari asked for this one, and here it is. The Doom Patrol's Negative Woman. She's a capable spy and pilot and can leap out of her body to become an Incorporeal Radiation controller. I...don't have much else to say about it. A bunch of work went into this one. She's reasonably capable before abandoning her body, even being PL 8 defensively. But having that out of body experience is when she shines.

 

There you go, Ari. You enjoy it.

Link to comment

Avian Speedster

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +5 (14/20), DEX: +5 (12/20), CON: +5 (14/20), INT: +0 (10), WIS: +5 (20), CHA: +0 (10)

 

Tough: +6/+7, Fort: +8, Ref: +10, Will: +8

 

Skills: Acrobatics 5 (+10), Bluff 10 (+10), Diplomacy 10 (+10), Gather Information 10 (+10), Language 1 (+1), Notice 10 (+15), Sense Motive 5 (+10), Stealth 5 (+10)

 

Feats: Accurate Attack, Attack Focus (melee) 4, Defensive Roll, Dodge Focus 4, Evasion 2, Improved Initiative 5, Luck, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 6 (+6 CON)

Enhanced Dexterity 8 (+8 DEX)

Enhanced Strength 6 (+6 STR)

Enhanced Trait 5 (Feats: Improved Initiative 5)

Flight 5+7 ([Stacking ranks: +7], Speed: 50000 mph, 440000 ft./rnd; Power Loss (Restrainable, not in water))

Quickness 10 (Perform routine tasks at 2500x speed)

Speedy Bird (Array 7) (default power: flight)

   Claw Barrage (Strike 3) (Array; DC 23; Autofire (interval 2, max +5) [5 extra ranks]; Accurate 2 (+4), Mighty)

   Flight Speed Boost (Flight 7) (Default; Speed: 1000 mph, 8800 ft./rnd; Stacks with (Flight 5+7))

   Hypersonic Claw (Strike 3) (Array; DC 23; Penetrating [5 extra ranks]; Accurate 2 (+4), Mighty)

   Vibrational Form (Insubstantial 4) (Array; Incorporeal; Action 2 (standard))

Super-Senses 2 (extended: Normal Vision 1 (-1 per 100 ft), low-light vision)

Toughness (Protection 1) (+1 Toughness)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +13)

 

Attacks: Claw Barrage (Strike 3), +12 (DC 23), Hypersonic Claw (Strike 3), +12 (DC 23), Unarmed Attack, +8 (DC 20)

 

Defense: +12  (Flat-footed: +4), Knockback: -3

 

Initiative: +25

 

Languages: Avian, English

 

Totals: Abilities 20 + Skills 14 (56 ranks) + Feats 17 + Powers 64 + Combat 24 + Saves 11 + Drawbacks 0 = 150

 

It's true. The avians haven't recieved a lot of love here at FCPBP. Olopi, he of the Sonic request earlier, requested this one as well. Seems well enough. Not all that complicated, really. Basically a speedster with wings. Though, can call on that speedster part to really fly. He doesn't have speed because it's redundant when you can fly.

Link to comment

Insect Mimic

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +5 (20), DEX: +5 (20), CON: +5 (20), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

Tough: +10, Fort: +8, Ref: +8, Will: +8

 

Skills: Acrobatics 5 (+10), Bluff 8 (+10), Concentration 8 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: All-Out Attack, Attack Focus (melee) 10, Dodge Focus 5, Luck 3, Move-by Action, Power Attack, Uncanny Dodge (Tactile)

 

Powers:

Insect Attacks (Array 5) (default power: - linked powers -)

   Sticky Goo (Snare 5) (Array; DC 15; Contagious; Range (touch))

   Stinkbug Spray (Nauseate 5) (Array; DC 15; Cone Area (50 ft. cone - General); Action (full))

   Wasp Sting (Linked)

      Poison (Drain 5) (Linked; drains: single trait - con, DC 15)

      Sting (Strike 5) (Linked; DC 20)

Insect Mobility (Array 5) (default power: flight)

   Burrower Beetle (Linked)

      Burrowing 8 (Linked; Speed: 250 mph, 2200 ft./rnd)

      Immunity 2 (Linked; suffocation (all); Limited - Half Effect)

   Diver Beetle (Linked)

      Enhanced Trait 2 (Linked; Traits: Swim +8 (+13))

      Swimming 7 (Linked; Speed: 250 mph, 2200 ft./rnd)

   Fly's Wings (Flight 5) (Default; Speed: 250 mph, 2200 ft./rnd)

   Swimming 7 (Array; Speed: 250 mph, 2200 ft./rnd)

   Wall Climber (Linked)

      Speed 5 (Linked; Speed: 250 mph, 2200 ft./rnd)

      Super-Movement 2 (Linked; wall-crawling 2 (full speed))

Protection 5 (+5 Toughness)

Utility Insect Powers (Array 5) (default power: super-strength)

   Ant Strength (Super-Strength 5) (Default; +25 STR carry capacity, heavy load: 6.4 tons; +5 STR to some checks)

   Cockroach's Toughness (Linked)

      Rad Resistance (Immunity 10) (Linked; common descriptor: Radiation; Limited - Half Effect)

      Roach Armor (Impervious Toughness 10) (Linked; Duration (continuous); Duration (sustained), Limited (to Physical))

   Insect Camo (Concealment 6) (Array; all aural senses, all visual senses; Blending; Close Range)

   Insect Senses (Super-Senses 7) (Array; accurate: Tactile, infravision, ranged: Tactile, scent, ultra-hearing, ultravision)

 

Attack Bonus: +5 (Ranged: +5, Melee: +15, Grapple: +20/+25)

 

Attacks: Poison (Drain 5), +15 (DC Fort/Staged 15), Sticky Goo (Snare 5), +15 (DC Ref/Staged 15), Sting (Strike 5), +15 (DC 20), Stinkbug Spray (Nauseate 5) (DC Fort/Staged 15), Unarmed Attack, +15 (DC 20)

 

Defense: +10  (Flat-footed: +3), Knockback: -5

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 38 + Skills 14 (53 ranks) + Feats 22 + Powers 44 + Combat 20 + Saves 12 + Drawbacks 0 = 150

 

This one was requested by Thunder King. He asked for a Animal Man/Vixen style character, only with just insects. Which honestly only changes the names on most of the poers they'd get. The insect kingdom is a wide and varied place. I've crammed in most of it in one way or another in the three arrays. I could have just gone with Flawed Animal Mimcry, but...I don't like to use Variable and it's many child powers if I don't absolutely have to. And here, I kind of don't. The Arrays cover a wide variety of powers and scenarios, and if there's an insect power that fits under one of the array categories and isn't there, this build has 3 ranks of Luck to stunt that power with.

 

There you go, TK. Insect Mimic without Flawed Animal Mimicry. Don't know if that's what you were looking for, but it's what you've got.

Link to comment

Goddess of Art

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +0 (10), DEX: +1 (12), CON: +15 (24/40), INT: +0 (10), WIS: +5 (20), CHA: +10 (20/30)

 

Tough: +15, Fort: +15, Ref: +5, Will: +10

 

Skills: Craft (artistic) 15 (+15), Knowledge (arcane Lore) 5 (+5), Knowledge (art) 15 (+15), Knowledge (theology & philosophy) 5 (+5), Notice 5 (+10), Perform (dance) 5 (+15), Perform (singing) 5 (+15), Sense Motive 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 2, Dodge Focus 3, Power Attack, Skill Mastery (Craft (art), KN (art), Perform (dance & sing)), Uncanny Dodge (Auditory)

 

Powers:

A True Muse (Array 20) (default power: illusion)

   Essense of Tragedy (Blast 13) (Array; DC 28; Alternate Save (Will); Accurate (+2))

   Inspiration (Emotion Control 10) (Array; DC 20; Limited to Emotion (Hope))

   Master Sculptor (Shape Matter 10) (Array; Transforms: 1000 lbs.)

   Musicial Attack (Blast 15) (Array; DC 30, Notes: Bonus points for singing during.)

   World Is My Canvas (Illusion 10) (Default; affects: 1 type + visual, DC 20; Duration (sustained))

Enhanced Charisma 10 (+10 CHA)

Enhanced Constitution 16 (+16 CON)

 

Attack Bonus: +3 (Ranged: +5, Melee: +3, Grapple: +3)

 

Attacks: Essense of Tragedy (Blast 13), +7 (DC Will 28), Inspiration (Emotion Control 10) (DC Staged/Will 20), Musicial Attack (Blast 15), +5 (DC 30), Unarmed Attack, +3 (DC 15)

 

Defense: +5  (Flat-footed: +1), Knockback: -7

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 15 (60 ranks) + Feats 10 + Powers 70 + Combat 10 + Saves 9 + Drawbacks 0 = 150

 

This and the next were requested by Sandman XI. This is a completely rebuild of his archived PC Muse. Tore her all the way down to the conceptual level and started over. As a nice aside, she's also the newest member of the Goddess series. Illusion to "paint" the world around her. Shape Matter for scupture skills. Sings so well she can cause damage. Acts so well it can damage someone's mind. And a true inspiration when someone's feeling down.

 

I hope you like it, Sand. Now, for Quark.

Link to comment

Time Controlling Gadgeteer

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +0 (10), DEX: +1 (12), CON: +0 (10), INT: +15 (24/40), WIS: +0 (10), CHA: +0 (10)

 

Tough: +0/+15, Fort: +5, Ref: +5, Will: +10

 

Skills: Craft (electronic) 5 (+20), Craft (mechanical) 5 (+20), Knowledge (physical sciences) 5 (+20), Knowledge (technology) 5 (+20), Notice 10 (+10), Sense Motive 10 (+10)

 

Feats: Attack Focus (ranged) 4, Dodge Focus 3, Eidetic Memory, Improvised Tools, Inventor, Jack-of-All-Trades, Luck, Online Research, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Speed of Thought, Uncanny Dodge (Auditory)

 

Powers:

Chronal Stasis Suit (Device 7) (Hard to lose, Only you can use)

   Chronal Stasis Field (Force Field 15) (+15 Toughness; Impervious [10 ranks only])

   Immunity 3 (aging, uncommon descriptor: Temporal/Time)

   Super-Movement 3 (temporal move 3 (any time))

   Super-Senses 1 (time sense)

Enhanced Intelligence 16 (+16 INT)

Quickness 10 (Perform routine tasks at 2500x speed; One Type (Mental))

Time Gun (Device 8) (Easy to lose, Only you can use)

   Chronal Control (Array 18) (default power: paralyze)

      Accelerate Object's Timestream (Disintegration 12) (Array; DC 27; Affects Objects (Only); Action (full))

      Chronal Energy Blast (Blast 12) (Array; DC 27; Autofire (interval 2, max +5))

      Rapid Aging Ray (Drain 12) (Array; drains: all traits of type - ability scores, DC 22; Custom (Can't reduce Scores to zero))

      Rapid Deaging Ray (Transform 12) (Array; affects: 1 thing > 1 thing - adult creatures into young creatures, Transforms: 5000 lbs., DC 22)

      Time Freeze (Paralyze 12) (Default; DC 22; Alternate Save (Reflex), Range (ranged))

 

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +4)

 

Attacks: Accelerate Object's Timestream (Disintegration 12), +8 (DC Fort/Tou ), Chronal Energy Blast (Blast 12), +8 (DC 27), Rapid Aging Ray (Drain 12), +4 (DC Fort/Staged 22), Rapid Deaging Ray (Transform 12), +8 (DC Fort 22), Time Freeze (Paralyze 12), +8 (DC Ref/Staged 22), Unarmed Attack, +4 (DC 15)

 

Defense: +5  (Flat-footed: +1), Knockback: -12

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 16 + Skills 10 (40 ranks) + Feats 16 + Powers 77 + Combat 12 + Saves 19 + Drawbacks 0 = 150

 

As promised, here's Sandman XI's other request. His other archived PC, Muse. He started pretty much as Brainiac 5, but with a note from Sand about him ending up a time travelling hero, well...ain't nothing wrong with accelerating things a bit. Temporal Movement is something to be watched closely, especially at rank 3, but it fits thematically. You can drop it at any time. Otherwise he's a solid time controller, immune to his own powers, and an incredible genius, on par with my own Terrifica. Not that he has any skills literally anywhere else, but you know...sometimes that's okay. Not every PC has to be able (if not any good at) to do everything.

Link to comment

Vampire Hunter

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +5 (20), CON: +2 (14), INT: +0 (10), WIS: +5 (20), CHA: +2 (14)

 

Tough: +2/+7, Fort: +8, Ref: +10, Will: +10

 

Skills: Acrobatics 10 (+15), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (arcane Lore) 5 (+5), Knowledge (theology & philosophy) 10 (+10), Medicine 3 (+8), Notice 5 (+10), Sense Motive 5 (+10), Stealth 10 (+15)

 

Feats: Attack Focus (ranged) 6, Attack Specialization 2 (Vampire Hunter's Crossbow (Device 3)), Defensive Roll, Dodge Focus 6, Evasion, Fearless, Improved Aim, Improved Initiative, Move-by Action, Power Attack, Precise Shot, Quick Draw, Skill Mastery (Acrobatics, Gather Info, Notice, Stealth), Ultimate Effort (Will saves), Uncanny Dodge (Auditory)

 

Powers:

Holy Relic (Device 2) (Hard to lose, Restricted use (Vampire Hunters Guild))

   The Power Of the Relic (Mind Control 10) (DC 20; Burst Area (50 ft. radius - General), Duration (sustained), Effortless; Limited (to Vampires), One Command (Can't get close to/harm user), Range 2 (touch))

Vampire Hunter's Cloak (Device 3) (Hard to lose)

   Concealment 10 (all senses; Blending; Close Range)

   Protection 4 (+4 Toughness)

Vampire Hunter's Crossbow (Device 3) (Easy to lose)

   Crossbow Shot (Blast 5) (DC 20; Penetrating)

Vampire Hunting Goggles (Device 2) (Hard to lose)

   True Sight (Super-Senses 10) (counters concealment: Visual, counters illusion: Visual, counters obscure (all): Visual, low-light vision)

 

Attack Bonus: +5 (Ranged: +11, Melee: +5, Grapple: +7)

 

Attacks: Crossbow Shot (Blast 5), +15 (DC 20), The Power Of the Relic (Mind Control 10) (DC Will 20), Unarmed Attack, +5 (DC 17)

 

Defense: +12  (Flat-footed: +3), Knockback: -3

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 16 (64 ranks) + Feats 26 + Powers 38 + Combat 22 + Saves 16 + Drawbacks 0 = 150

 

This one is for Kolohehonu. He wanted to do some kind of divine gadgeteer. Only in my head that's a bit of a contradiction in terms. But we talked it out a bit and here we are. A crossbow master with a few Devices to make him really, really good at fighting vampires. Vampires will find it hard to hide from him/her because ot True Sight. Will have trouble finding him/her because ot the cloak's Concealment. And even if those two things fail, there's always the Holy Relic. It's supposed to do the thing crosses and/or religious symbols traditionally do the vampires. Special note: Ultimate Will save, for when you really need not to be mind controlled right now.

 

I hope you like it, Kolo. Even better, I hope you give it a try. Or a redesign and a try. Whichever.

Link to comment

Skylar Storm

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +12 (20/34), DEX: +5 (20), CON: +12 (20/34), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

Tough: +12, Fort: +12, Ref: +5, Will: +8

 

Skills: Diplomacy 6 (+8), Gather Information 6 (+8), Knowledge (tactics) 8 (+8), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Attack Focus (ranged) 4, Attack Specialization 2 (Unarmed Attack), Beginner's Luck, Dodge Focus 5, Jack-of-All-Trades, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Array 12 (default power: - linked powers -)

   Concealment 4 (Alternate; all visual senses)

   Super-Movement 3 (Alternate; permeate 3 (full speed))

   Blast 12 (Array; DC 27)

   Move Object 12 (Array; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons)

   Shrinking 20 (Array; -20 STR, -5 Toughness, -5 size categories, 1/16 movement speed)

   Stun 12 (Array; DC 22; Range (ranged); Action (full))

   Super Strength (Linked)

      Enhanced Strength 14 (Linked; +14 STR)

      Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 44.8 tons; +5 STR to some checks)

Enhanced Constitution 14 (+14 CON)

Flight 5 (Speed: 250 mph, 2200 ft./rnd)

   Speed 10 (Alternate; Speed: 10000 mph, 88000 ft./rnd)

Immunity 9 (life support)

Regeneration 3 (recovery rate (bruised) 3 (recover 1 / round without rest); Regrowth)

Super-Senses 8 (extended: Normal Vision 2 (-1 per 1k ft), extended: Normal Auditory 2 (-1 per 1k ft), penetrates concealment: Vision)

 

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +16/+21)

 

Attacks: Blast 12, +8 (DC 27), Stun 12, +8 (DC Fort/Staged 22), Unarmed Attack, +8 (DC 27)

 

Defense: +8  (Flat-footed: +2), Knockback: -6

 

Initiative: +5

 

Drawbacks: Disability, uncommon, minor, Blinded in low light conditions, Weakness, uncommon, major, Coal, -1 to ability scores each round, can kill +5

 

Languages: Native Language

 

Totals: Abilities 38 + Skills 9 (36 ranks) + Feats 17 + Powers 75 + Combat 14 + Saves 6 - Drawbacks 9 = 150

 

http://mightymed.wikia.com/wiki/Skylar_Storm

 

Tiffany Korta requested this one, and it's a doozy. Powers out the wazoo. But with that said, most of them were capable of being safely arrayed. The result is basically a paragon with a few exotic powers. Skylar can do a dizzying array of things, but for the most part she flies, blasts, and hits things very hard. Move object may seem redundant when you have superstrength, but don't knock the ability to reach out and grab things at range.

 

Tiff, I hope you like it. I managed to incorporate everything but the petrify attack. Because yea gods, Transform is expensive.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...