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angrydurf

Angrydurfs Antagonists

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I know I know you'd think I'm antagonistic enough on my own!

This is a collection of some common classic comic book style antagonists. Some are Villains and henchmen some minions. Some could be either! Background isn't supplied as these are more plug and play sets of stats to insert into a thread without having to go through the effort of scratch building a custom villain for a one shot fight. Take a basic outline here slap on appropriate descriptors and they can fit any number of storylines.

(These are designed as NPCs their point totals may be higher or lower than the bottom of their PL range. PLs in this case are mostly in regards to what caps they hit rather than point totals.)

Villains and Henchmen: These are designed not to be henchmen and to be used either singularly or in small groups.

PL-13

Mad Scientist

PL-12

Femme Fatale/Swashbuckler

PL -10

Mad Science Monster

PL-8

Novice Mystic

Minions!: These are designed to work in groups as minions. For certain cases they could be run as villains or henchmen of course as well.

PL-10

Robots

PL-8

Robots

Demons

PL-4

Robots

Demons

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Sneaky, Dexterous, lovely and absolutely deadly. This is a foe that works for any number of situations. Most classically this sort of Femme Fatale is a henchwoman to a plot by SHADOW or a similar organization, possibly ripe to be turned to the cause of good for a handsome enough hero, or perhaps she just wants to make you think that? Certainly could be presented on her own as well as a deadly assassin, or in a pinch could be used for your classic cat burglar. Just as easy to make this a swashbuckling and charming man with a silver tongue and a quick blade. Likewise one could take them down to a darker path as a shadowy assassin figure but losing out on the wit and charm of all that bluff etc would be a waste. At PL 13 one of these is a good challenge for a group of PL tens and of course one on one many a hero of PL 13-14 would be challenged solo. Excellent opportunity for a "two men enter" scenario if you have a wide split of PLs let the big guy or gal take on this deadly viper while the rest take on other challenges or stop the launch countdown on the mcguffin. Need to vary it up have the magic blade be a cyber implant laser weapon, or a hellfire related demonic mark, Could just as easily call the weapon a whip or pair of daggers, don't like fencing have them use some Kendo stylings, Just switch up her Feats to fit the weapon of choice This is a master of a single weapon/style and oriented on agility and wit over brawn and intimidation. It's all in what you describe.

Stats: 54pp

Str: 20 (+5)

Dex: 26 (+8)

Con: 20 (+5)

Int: 10 (+0)

Wis: 18 (+4)

Cha: 20 (+5)

Combat: 24pp

Attack: +6 (+18 Swords)

Grapple: +11

Defense: +18 (+3 flat-footed)

Knockback: -4

Initiative: +20

Saves: 22pp

Toughness: +8 (+5 Con, +3 Costume)

Fortitude: +8 (+5 Con, +3)

Reflex: +18 (+8 Dex, +10)

Will: +13 (+4 Wis, +9)

Skills: 124r = 31pp

Acrobatics 18 (+26)

Bluff 10 (+15, +23 W/Attractive)

Diplomacy 2 (+7, +15 W/Attractive)

Escape Artist 17 (+25)

Intimidate 10 (+15)

Knowledge: Arcane Lore 5 (+5)

Knowledge: Tactics 5 (+5)

Language 3 (Native Plus 3 more)

Notice 16 (+20)

Sense Motive 6 (+10)

Slight of Hand 7 (+15)

Stealth 17 (+25)

Feats: 45pp

Accurate Attack

Acrobatic Bluff

All out Attack

Attack Specilization: Swords 6

Attractive 2

Blind Fight

Defensive Attack

Dodge Focus 12

Equipment 2

Evasion 2

Grappling Finesse

Hide In Plain Sight

Improved Critical: Swords 2

Improved Initiative 3

Leadership

Power Attack

Prone Fighting

Quick Draw

Skill Mastery

Takedown attack 2

Taunt

Uncanny Dodge: Hearing

Equipment: 10ep

Sword (Damage 3, mighty, Martingale (+2 vs disarm attempts)) [5ep]

Armored Jumpsuit (Protection 3, Immunity Critical Hits) [5ep]

Powers: 14pp

Strike 3 (Shadowbrand/Magic; Extras: Autofire 1 (8), Power Feats: Mighty, Alternate Power 2)

AP: Drain Con 8 (Extras: Linked: Healing) Healing 2 ([Extras] Action: Standard, Total, Linked: Drain Con; Flaws: Personal, Temporary)

AP: Drain Defense 6 (Extras: Linked: Drain Dex) Drain Dex 6 (Extras: Linked: Drain Defense]

Drawbacks: 0pp

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Sword ------ 23/Toughness ------ Bruise/Injury

Shadowbrand ------ 23/Toughness ------ Bruise/Injury

Drain Con ------ 18/Fortitude ------ Drain Con

Drain Defense ------ 16/Fortitude ------ Drain Defense

Drain Dex ------ 16/fortitude------ Drain Dex

Costs: Abilities (54) + Combat (24) + Saves (22) + Skills (31) + Feats (45) + Powers (14) - Drawbacks (00) = 190 Total Cost

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Basically this is your big bruiser mad scientist creation. A good threat for a group of PL 7-8s or maybe a mad scientist has several to challenge some PL 10+. Variations would be to have the lightning generation be acid projection, flame throwers or frickin lasers! Could just as easily be a robot instead of a cyber undead mix it up some!

Stats: 18 -4 - 16 - 2 - 2 - 10 = -16pp

Str: 28/40 (+9, +15 growth)

Dex: 6 (-2)

Con: - (-)

Int: 8 (-1)

Wis: 8 (-1)

Cha: - (-)

Combat: 20pp

Attack: +5

Grapple: +33

Defense: +5 (+2 flat-footed)

Knockback: -12

Initiative: -2

Saves: 0pp

Toughness: +15 (+10 Impervious) ( - Con, +15 Protection)

Fortitude: - (- Con, +0)

Reflex: -2 (-2 Dex, +0)

Will: -2 (-2 Wis, +0)

Skills: 20r = 5pp

Notice 10 (+9)

Sense Motive 10 (+9)

Feats: 7pp

Accurate Attack

All Out Attack

Improved Grab

Interpose

Power Attack

Takedown Attack 2

Powers: 134pp

Array 20 (Electro Cannon/Tech; 40pp Effects; PFs: Alternate power 2) [42]

BE:: Damage 10 (Electric Aura/Electric; Extras: Duration: Sustained 2, Aura)

AP: Damage 15 (Electro Blast/Electric; Extras: Range: Ranged; Power Feats: Split Attack 5, Knockback 5)

AP: Damage 10 (Electro Burst/Electric; Extras: Area: General Burst, Linked: Stun) Stun 10 (Electro Burst/Electric; Extras: Area: General Burst, Linked: Damage; Flaws: Daze)

Growth 6 (Flaws: Permanent; PFs: Innate) [13]

Immunity 30 (Fortitude; PFs: Innate) [31]

Protection 15 (Extras: Impervious 10; Power Feats: Innate) [26]

Super Strength 10 (Extras: whatever; Flaws: whatever; PFs: Innate, Groundstrike) [22]

Drawbacks: 0pp

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Costs: Abilities (-16) + Combat (20) + Saves (00) + Skills (05) + Feats (7) + Powers (134) - Drawbacks (00) = 150

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Are they clockwork automata? Alien killbots? Doc Otakus latest malign plot? They could be any of the above. These are a basic but versatile set of powerful robot minions. Even a few of these would be a challenge for PL 7-10s and in numbers with tactics they could be a real challenge for even higher PLs Aid and Combine attack are your friend when an army of robots has to face down big heroes. They have a morph effect allowing them to pass as human to cursory examination wither through a disguise, Holographic projection, or synthskin (bonus if you need more of them Bystanders can suddenly become reinforcements!). Vary up the weapon descriptors to taste they could shoot lightning as clockworks, or maybe they are kicking it old school with slugthrowers for more Dakka. As an added bonus they can self destruct to make sure those meddling heroes can't trace their origin. Unlike the Mad Science Creation above these guys are not really independently intelligent. They are well programmed with extensive combat protocols but have no actual minds behind them this is what makes them so well suited as minions rather than henchmen. Added bonus they are "Acceptable targets"! A small group of these could tax a PL10 or two and in numbers they are good fodder for PL 12-13.

Stats: -14pp

Str: 20 (+5)

Dex: 16 (+3)

Con: --

Int: --

Wis: 10 (+0)

Cha: --

Combat: 24pp

Attack: +6

Grapple: +10

Defense: +10 (+3 flat-footed)

Knockback: -5

Initiative: +3

Saves: 0pp

Toughness: +10 (+10 Protection)

Fortitude: --

Reflex: +3 (+3 Dex, +0)

Will: +0 (+0 Wis, +0)

Skills: 12r = 3pp

Notice 12 (+12)

Feats: 13pp

Accurate Attack

All-Out Attack

Defensive Attack

Dodge Focus 4

Interpose

Move-by-Action

Power Attack

Teamwork 3

Powers: 124pp

Blast 10 (Autolaser/Energy, Laser; Extras: Autofire; Flaws: whatever; PFs: Accurate 2, Alternate Power) [33]

AP: Stun 10 (Neural Scrambler/Energy; Extras: Range: Ranged; Power Feats: Accurate2)

Damage 10 (Self Destruct/Explosive; Extras: Area: General {Burst}, Action: Free +2; Flaws: Side Effect: Always {Corrosion 20} -2, Uncontrolled) [10]

Flight 5 (Repulsorlift) [10]

Immunity 46 (Robot Immunities; Fear 1, Fortitude 30, Interaction Skills 5, Mental Effects 10) [46]

Morph 10 (Holofield and Vocal Scrambler; Any Humanoid; Flaws: Limited: Visual and Auditory only, Duration: Concentration; PFs: Quick Change 2) [7]

Protection 10 (Armor Plating) [10]

Super Senses 8 (Sensor Suite; Radar 4, Radio, Time Sense, Direction sense, Distance Sense) [8]

Drawbacks: 0pp

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Autolaser -------------- 25/Toughness ------- Bruise

Neural Scrambler ------ 20/Will ------------- Stun

Self Destruct ----------- 25/Toughness ------ Bruise

Unarmed --------------- 20/Toughness ------ Bruise

Costs: Abilities (-14) + Combat (24) + Saves (00) + Skills (3) + Feats (13) + Powers (124) - Drawbacks (00) = 150

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Very Basic PL 8 fighting Robots. Fit descriptors to fit their creator, Lasers, Gravtic Weapons, Lightning, fire? anything goes! Dangerous even to powerful heroes in sufficient numbers. Against PL 7-9 or so these make good "elite" minions like the final guards for the big bad. Against PL 10+ these are more likely to be common fodder.

Stats: -20pp

Str: 18 (+4)

Dex: 10 (+0)

Con: -

Int: -

Wis: 10 (+0)

Cha: -

Combat: 32pp

Attack: +11

Grapple: +15

Defense: +5 (+2 flat-footed)

Knockback: -5

Initiative: +0

Saves: 0pp

Toughness: +11 (+11 Protection)

Fortitude: -

Reflex: +0 (+0 Dex, +0)

Will: -

Skills: 0r = 0pp

Feats: 0pp

Powers: 88pp

Blast 5 (Laser fists; Extras: Autofire) [15]

Create Object 8 (field generator/Tech; Extras: Impervious; PFs: Selective; Drawback: Field shorts out if destroyed -1) [24] (field is Impervious toughness 8)

Immunity 70 (Will saves 30, Fort Saves 30) [60]

Protection 11 (Armored body) [11]

Super-Senses 2 (dark vision) [2]

Drawbacks: 0pp

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Blast ------ 20/Toughness ------ Bruise/Staged

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PL 4 Combat robots! Like above tailor descriptors to suit from clockworks to battle droids to your classic bots. Good fodder for low PL threads (PL 7-9)

Stats: -22pp

Str: 16 (+3)

Dex: 10 (+0)

Con: -

Int: -

Wis: 10 (+0)

Cha: -

Combat: 10pp

Attack: +4

Grapple: +7

Defense: +1 (+0 flat-footed)

Knockback: -4

Initiative: +0

Saves: 0pp

Toughness: +7 (+7 Protection)

Fortitude: -

Reflex: +0 (+0 Dex, +0)

Will: -

Skills: 0r = 0pp

Feats: 0pp

Powers: 88pp

Device 3 (Laser Rifle 15 points, Easy to lose) [9]

DE:Blast 4 (Laser Beam; Extras: Autofire)

Immunity 70 (Will saves 30, Fort Saves 30) [60]

Protection 7 (Armored body) [7]

Super-Senses 2 (dark vision) [2]

Drawbacks: 0pp

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Blast ------ 19/Toughness ------ Bruise/Staged

Costs: Abilities (00) + Combat (00) + Saves (00) + Skills (00) + Feats (00) + Powers (00) - Drawbacks (00) = Total Cost

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Flying Demons for all your infernal needs. Could shake things up a bit and make their Hellfire be shadow related or vary it up a bit more and make them like gargoyles that breath a stream of acid. These work well as "elite" minions for a group of PL 7-9s or standard minions for PL 10+

Stats: 8pp

Str: 20 (+5)

Dex: 10 (+0)

Con: 18 (+4)

Int: 6 (-2)

Wis: 10 (+0)

Cha: 6 (-2)

Combat: 12pp

Attack: +3 (+8 melee)

Grapple: +13

Defense: +8 (+4 flat-footed)

Knockback: -4

Initiative: +0

Saves: 0pp

Toughness: +8 Impervious (+5 Con, +3 other)

Fortitude: +9 (+4 Con, +5)

Reflex: +5 (+0 Dex, +5)

Will: +5 (+0 Wis, +5)

Skills: 0r = 3pp

Intimidate 4 (+2)

Knowledge: Arcana 4 (+2)

Notice 4 (+4)

Feats: 5pp

Attack Focus: Melee 5

Evasion 2

Fearless

Power Attack

All Out Attack

Powers: 5pp

Strike 3 (Flaming Claws/demonic, fire; PFs: Mighty) [4]

Flight 2 (Winged Flight; Drawbacks: Power Loss: Wings) [3]

Protection 3 (Deamon Armor; Impervious 8) [11]

Blast 8 (Summon Hellfire: Extras: Aoe: burst 20' radius, prograsion 1(smaller)) [24]

Drawbacks: 0pp

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Flaming Claws ------ 20/Toughness ------ Bruise/Staged

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Like the demons above these could be summoned infernals or wandering imps. Also could be used for assorted winged minor threat from giant bugs to flying monkeys (Though only if Equinox is in the thread ;) ) Good basic mooks for PL 7-9 or even 10.

Stats: 8pp

Str: 18 (+4)

Dex: 10 (+0)

Con: 18 (+4)

Int: 6 (-2)

Wis: 10 (+0)

Cha: 6 (-2)

Combat: 12pp

Attack: +2 (+3 melee)

Grapple: +0

Defense: +4 (+2 flat-footed)

Knockback: -0

Initiative: +0

Saves: 0pp

Toughness: +4 (+4 Con, +0 other)

Fortitude: +9 (+4 Con, +5)

Reflex: +5 (+0 Dex, +5)

Will: +5 (+0 Wis, +5)

Skills: 0r = 3pp

Intimidate 4 (+2)

Knowledge: Arcana 4 (+2)

Notice 4 (+4)

Feats: 5pp

Attack Focus: Melee

Evasion 2

Fearless

Teamwork 1

Powers: 5pp

Strike 1 (Flaming Claws/demonic, fire; PFs: Mighty) [2]

Flight 2 (Winged Flight; Drawbacks: Power Loss: Wings) [3]

Drawbacks: 0pp

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Flaming Claws ------ 20/Toughness ------ Bruise/Staged

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And they called him MAD! AHAHAHAHHA.

Basic super genius gone 'wrong'. Beyond a staggering intellect his powers are primarily rooted in three devices a Worn defensive field generator providing armor and defense (and a few immunities), a Hand held weapon with assorted damaging effects, and a worn set og goggles or headgear that give a bundle of super senses. He's PL 13 and hits his caps on a few of his attacks but many are under capped. This is intentional to make him a varied challenge. His device could produce any number of effects from electric to particle beams to pure force. His defenses are set to be a forcefield style set up but could just as easily be sealed armor. His big Weakness is magic. Being a non believer he hasn't really accounted for it in his plans you see and thus it effects him more strongly than most things. That weakness could be swapped out to almost any descriptor from magnetism to heat. On his own he's not much of a threat really. But he's intended to have minions (See the assorted robots) and even on his own can stand toe to toe with a PL 13 for awhile so long as they don't exploit his vulnerability. If the Heroes can exploit his vulnerability he's weaker by a good bit and is a good challenge for PL 8-10. On the flip side with his inventor feat you can slap a few upgrades on his gear or give him a big powerful device tailored against the team coming after him. This is a character that is best used as the heroes finally track him to his lair rather than out in the open.

Stats: 54pp

Str: 10 (+0)

Dex: 10 (+0)

Con: 10 (+0)

Int: 44 (+17)

Wis: 30 (+10)

Cha: 10 (+0)

Combat: 16pp

Attack: +5 (+13 Energy modulator, +15 Neural Disruptor)

Grapple: +0

Defense: +13 (+1 flat-footed)

Knockback: -6

Initiative: +17

Saves: 12pp

Toughness: +13 (+0 Con, +13 other)

Fortitude: +6 (+0 Con, +6)

Reflex: +6 (+0 Dex, +6)

Will: +10 (+10 Wis)

Skills: 160r = 40pp

Computers 13 (+30)

Concentration 10 (+20)

Craft(Chemical) 3 (+20)

Craft(Electronic) 17 (+34)

Craft(Mechanical) 17 (+34)

Craft(Structural) 3 (+20)

Diplomacy 5 (+5)

Disable Device 3 (+20)

Intimidate 5 (+5)

Investigate 3 (+20)

Knowledge(Earth Sciences) 7 (+24)

Knowledge(Life Sciences) 7 (+24)

Knowledge(Physical Sciences) 17 (+34)

Knowledge(Technology) 17 (+34)

Knowledge(all others) 0 (+17)

Medicine 5 (+15)

Notice 15 (+25)

Search 3 (+20)

Sense Motive 10 (+20)

Feats: 10pp

Benefit(Diplomatic Immunity)

Benefit(Wealth) 2

Diehard

Edetic Memory

Improvised Tools

Inventor

Master Plan

Skill Mastery (Notice, Sense Motive, Computers, Disable Device)

Speed Of Thought

Powers: 70pp

Comprehend 2 (Polyglot/Training; Read/write all languages, Speak any language, comprehend all languages) [4]

Device 7 (Sensor HUD/Technology; Flaws: Easy To Lose) [21]

Supersenses 35 (Sensor Array; Analytical: Vision/hearing 6, Counters Concealment: Vision/hearing 4, , Counters Obscure: Vision/hearing 10, Extended: Vision 1, Penetrates Concealment: Vision 4, Infravision 1, Ultravision 1, Microscopic vision 4, Ultra Hearing 1, Distance Sense 1, Time Sense 1, Comunication Link(HQ) 1)

Device: 6 (Field generator/Technology; Flaws: Hard To Lose) [24]

Protection 13 (Force Field; Extras: Force Field)

Enhanced Feats 11 (Point Defense Shield; Dodge Focus 11)

Immunity 6 (Suffocation, Radiation, Vacuum, High Presure, Own Powers)

Device: 7 (Technology, energy; Flaws: Easy to lose) [21]

Array 14 (PFs: Accurate 3, Alternate Power 4) [35]

BE: Blast: 13 (Directed Energy Discharge/Variable; )

AP: Blast 13 (Energy Vent/Variable; Extras: Area: Burst; Flaws: Range: Touch)

AP: Stun 9 (Neural Disruptor/Neuro-electric; Extras: Alt Save: Will, Range: Ranged; Flaws: whatever; Power Feats: Accurate)

AP: Move Object 13 (Kinetics Modulation)

AP: Disentegration 5 (Disruptor/Radiation; Power Feats: Accurate 2, Precise)

Drawbacks: -2pp

Vulnerabilty: Moderate (Magic effects)

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage)

Blast 28/Toughness Damage

AOE Blast 28/Toughness Damage

Stun 19/Will Stun

Disintegrate 15/Fort and 20/Toughness Disintegrate

Costs: Abilities (54) + Combat (16) + Saves (12) + Skills (40) + Feats (10) + Powers (70) - Drawbacks (-2) = 200Total Cost

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This is a fun one. Your basic novice Mystic that has stumbled upon a little bit of 'Dark Power'. He has a small suite of spells (which may look familiar) and can summon demons (Use the minions above for example). With ritualist and artificer he can be buffed up a bit by giving him a couple good rituals or Magic devices. But at the core he's just not that powerful. More than likely he's the apprentice of the real villain. Against a group of eve PL 7's he doesn't stand much of a chance but you could have three of these as a cabal of some sort to challenge such groups. Also works as low level cult leader/member. Could also be an ally for the heroes that has gotten in over his head and now need thier help (Summoned a demon he couldn't control for instance?)

Stats: 16pp

Str: 10 (+0)

Dex: 8 (-1)

Con: 10 (+0)

Int: 18 (+4)

Wis: 20 (+5)

Cha: 10 (+0)

Combat: 4pp

Attack: +0 (+4 Ranged, +8 Spells)

Grapple: +0

Defense: +6 (+1 flat-footed) (+2 base)

Knockback: -0

Initiative: -1

Saves: 7pp

Toughness: +10 (+0 Con, +10 Force Field)

Fortitude: +2 (+0 Con, +2)

Reflex: +1 (-1 Dex, +2)

Will: +8 (+5 Wis, +3)

Skills: 36r = 9pp

Bluff 2 (+2)

Computers 4 (+8)

Craft: Artistic 4 (+8)

Craft: Structural 4 (+8)

Diplomacy 2 (+2)

Knowledge: Arcane 4 (+8)

Knowledge: Pop Culture 5 (+9)

Knowledge: Pholosophy and Theology 3 (+7)

Language3 (English, elvish(tolkien), klingon, Latin)

Notice 5 (+10)

Feats: 10pp

Artificer

Attack Focus: Ranged 4

Dodge Focus 4

Ritualist

Powers: 74pp

Flight 4 (Magic;) [8]

Magic 11 (Array/Magical; Flaws: Limitation: must be able to speak and gesture; PFs: Alternate Power 4 ) [15]

BE:Blast 8 (Magic Missle; PFs: Split Attack, accurate 2, Indirect, Homing, effects insubstantial) [22]

AP:Stun 7 (Sleep; Extras: Range: ranged, Sleep +0; Subtle) [22]

AP:Blast 7 (Fire Ball; Extras: AOE: Burst 35';) [21]

AP:Dazzle 7 (Prismatic Spray, Visual; AOE: Cone;) [21]

AP:Teleport 9 (Blink; Extras: Accurate; Flaws: Short Range; PFs: Change direction, Change Velocity) [22]

Protection 10 (mystic shield; Extras: Forcefield +0) [10]

Summon Minions 7 (Demon Summoning; Extras: Type: Demons +2; Flaws: Attitude -1; PFs: , PL8 version}) [21]

Summon Minions 4 (Demon Summoning; Extras: Horde +1, Type: Demons +2; Flaws: Attitude -1; PFs: Mental link, progression 3{10 minions, PL4 version}) [20]

Drawbacks: 0pp

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Magic missles ------ DC 23 Toughness ------ Bruise staged

Sleep ------ 17/will ------ Stun staged

Fireball ----- 22/toughness ------ Bruise staged

Prismatic Spray ------ 17/Reflex ------ Dazzle visual

Costs: Abilities (16) + Combat (04) + Saves (07) + Skills (09) + Feats (10) + Powers (74) - Drawbacks (00) = 120 Total Cost

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