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Victor

 

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

 

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

 

Tough: +5/+6, Fort: +8, Ref: +12, Will: +8

 

Skills: Acrobatics 3 (+8), Bluff 8 (+10), Climb 3 (+8), Diplomacy 6 (+8), Knowledge (technology) 3 (+5), Notice 6 (+8), Sense Motive 8 (+10), Stealth 3 (+8), Swim 3 (+8)

 

Feats: Assessment, Attack Focus (ranged) 2, Attack Specialization 2 (Unarmed Attack), Defensive Roll, Distract (Bluff), Dodge Focus 4, Evasion, Improved Initiative, Inspire 5 (+5), Jack-of-All-Trades, Leadership, Luck 2, Quick Draw, Set-Up, Teamwork, Uncanny Dodge (Auditory)

 

Powers:

Blaster Pistol (Device 3) (Hard to lose)

   Blaster Shot (Blast 5) (DC 20; Accurate (+2))

      Neural Scrambler (Blast 5) (Alternate; DC 20; Alternate Save (Will); Limited (Target must have a nervous system); Accurate (+2))

      Stunner (Stun 5) (Alternate; DC 15; Range (ranged); Daze; Accurate (+2))

Speed 1 (Speed: 10 mph, 88 ft./rnd)

Super-Movement 1 (swinging)

 

Attack Bonus: +11 (Ranged: +13, Melee: +11, Grapple: +16)

 

Attacks: Blaster Shot (Blast 5), +15 (DC 20), Neural Scrambler (Blast 5), +15 (DC Will 20), Stunner (Stun 5), +15 (DC Fort/Staged 15), Unarmed Attack, +15 (DC 20)

 

Defense: +13  (Flat-footed: +5), Knockback: -3

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 42 + Skills 11 (43 ranks) + Feats 26 + Powers 15 + Combat 40 + Saves 16 + Drawbacks 0 = 150

 

 

Real Name: Victor Hieronymus Prophet

Occupation: Adventurer

Base: Emerald City

 

Personality

Victor has surprisingly "old world" manners for a young man; he could easily fit into the 1950s in many regards. He's forthright, honest, and compassionate, a true "Boy Scout" without a hint of irony about it. He has a commanding presence and a tendency to slip into giving orders without thinking, especially in crisis situations. He's trained to take charge and to help coordinate people, and generally manages it without coming off as arrogant.

 

Powers & Abilities

Victor has no super-human powers, although Vanguard science and his Prophet heritage make him about as physically perfect as a human being can be. He lacks his father's brilliant intellect, however.

 

Victor is a skilled athlete and a masterful unarmed combatant and marksman. He's also an insightful judge of character and well-trained in working with, and directing, a team.

 

He "borrowed" one useful item from Vanguard's arsenal: a high-tech blaster pistol with multiple settings, able to fire bolts of destructive force or a neural scrambling beam to stun a target's nervous system.

 

History

When they say some people are "born to greatness" it's usually in retrospect: "He was always destined for great things." In Victor Prophet's case, it was true even before he was conceived.

 

In the 1920s and '30s, Doctor Thomas Osiris Prophet, better known to the world as "Doc Prophet, the Man of Marble" was a famous explorer, adventurer, and crime-fighter. Doc was the scion of a long line of men driven by destiny, including his father, Adam Prophet, the Pale Ranger. Perhaps it was his father's own exploits-including exposure to Magic Mesa and a return from death-that led to Thomas being born an albino, but still possessed of remarkable strength and intellect.

 

After a long career, Doc Prophet sought to protect the world in a different way. He founded Vanguard, a secret organization devoted to preserving knowledge, peace, and the future of humanity. Among other works, Vanguard hunted escaped war-criminals and fought against a variety of threats, from Nazi experiments gone wrong to mythical monsters and alien beings from other worlds. They also accumulated a considerable store of knowledge and resources.

 

Although incredibly long-lived, even the legendary Doc Prophet was mortal. He passed on, leaving a legacy of knowledge and an organization devoted to using it. Vanguard, however, was lost without their founder, rudderless. They saw a world plunged into darkness, in dire need of heroes. So the torchbearers of Doc Prophet's legacy decided to provide one. In Vanguard's secret laboratories, DNA samples were recombined, cultured and-months later-a child came into the world who was the genetic offspring of the Prophet line, the success of "Project: Victor".

 

Victor Prophet was raised by some of the world's greatest minds. Under their tutelage, he studied the skills necessary to be the kind of leader the heroic community needed. Taught from birth the values of leadership and teamwork, young Victor was isolated for much of his life, without the company of other children. Times changed, as they do, and the dark times that inspired his birth passed. New heroes took up the cause, while Vanguard raised their charge in secret.

 

Once he reached adulthood, Victor chaffed under the guidance of his mentors. He was eager to take his place in the world, to do what he had been born for, but Vanguard had become conservative and overcautious. They counseled patience. The right time would come, they said.

 

Never had Victor wished so badly for the guidance of his father. So he sought out a relic in Vanguard's Area Five archives called the Sands of Time, which once belonged to his grandfather's ally, the shaman Broken Crow. The multicolored sands flowed around Victor and showed him confusing images of the past and future, of the long line of Prophets before-and after-him, but one thing was certain: A threat was coming, and the world needed heroes more than ever before. So, that night, Victor left the secret Vanguard haven, to seek his own destiny and the allies he would need to reach it.

 

Using Victor as a Villain

Vanguard may have started with the best of intentions, but gathering knowledge in secret and operating outside the law corrupted the organization. Doc Prophet saw what was happening, but too late, as his "Vanguard Council" decided to replace him with a more... pliable figurehead. So "Project: Victor" was conceived. The head of the Vanguard also commands his own elite cadre of super-villains, some of them empowered by Vanguard's various experiments and plundered secrets. He may remain a puppet of the Council or turn out to be a more capable leader than they ever imagined.

 

This background also serves if you want to make Vanguard more of an active villain organization, but keep Victor a hero. Instead of impatience, it was his own deep core of morality that allowed him to cast off the yoke of his makers and mentors and become a hero true to the Prophet heritage, earning Vanguard's enmity in the process.

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  • EternalPhoenix

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Vortex

 

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

 

STR: +0 (10), DEX: +4 (18), CON: +3 (16), INT: +2 (14), WIS: +2 (14), CHA: +0 (10)

 

Tough: +3/+6, Fort: +8, Ref: +4/+15, Will: +8

 

Skills: Acrobatics 3 (+7), Bluff 8 (+8), Concentration 6 (+8), Diplomacy 5 (+5), Knowledge (art) 2 (+4), Knowledge (business) 2 (+4), Knowledge (civics) 2 (+4), Knowledge (theology & philosophy) 2 (+4), Notice 6 (+8), Perform (singing) 4 (+4), Perform (stringed instruments) 4 (+4), Sense Motive 6 (+8), Stealth 6 (+10)

 

Feats: Accurate Attack, Dodge Focus 9, Evasion 2, Luck, Power Attack, Quick Change, Redirect, Taunt, Ultimate Effort (Reflex checks), Uncanny Dodge (Auditory)

 

Powers:

Quick Change (Enhanced Trait 1) (Feats: Quick Change)

Shunting Field (Linked)

   Enhanced Trait 22 (Linked; Traits: Reflex +11 (+15), Feats: Dodge Focus 9, Evasion 2)

   Force Field 3 (Linked; +3 Toughness)

Summoning Vortices (Array 13) (default power: blast)

   Projection Vortex (Blast 12) (Default; DC 27; Variable Descriptor 2 (Broad group - Any Enviromental))

   Wide-Angle Vortex (Strike 10) (Array; DC 25; Cone Area (60-100 ft. cone - General); Progression, Decrease Area 4 (-4 ranks), Variable Descriptor 2 (Broad group - Any Enviromental))

   Wind Tunnel Vortex (Linked)

      Move Object 6 (Linked; Strength: 30, Carry: 532 / 1.1k / 1.6k / 3.2k; Cone Area (60 ft. cone - General); Limited Direction (Straight away), Range (touch))

      Trip 6 (Linked; Cone Area (60 ft. cone - General), Duration (concentration))

Travel Vortices (Array 10) (default power: teleport)

   Dimensional Vortex (Super-Movement 3) (Array; dimensional 3 (any dimension); Progression, Dimensional Move 2 (carry 500 lbs))

   Long Range Personal Vortex (Teleport 8) (Array; 2000 miles as full action; Accurate; Long-Range; Change Direction, Easy, Progression, Mass 2 (carry 500 lbs))

   Personal Vortex (Teleport 8) (Default; 800 ft. as move action; Accurate; Short-Range; Change Direction, Progression, Mass 2 (carry 500 lbs), Turnabout)

   Vortex Portal (Teleport 6) (Array; 600 ft. as move action, 20 miles as full action; Accurate, Portal; Distracting, Tiring; Change Direction, Easy)

Vortex Platform (Flight 1) (Speed: 10 mph, 88 ft./rnd; Platform)

 

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

 

Attacks: Projection Vortex (Blast 12), +4 (DC 27), Trip 6 (DC 16), Unarmed Attack, +4 (DC 15), Wide-Angle Vortex (Strike 10) (DC 25)

 

Defense: +14  (Flat-footed: +3), Knockback: -3

 

Initiative: +4

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 14 (56 ranks) + Feats 7 + Powers 78 + Combat 18 + Saves 11 + Drawbacks 0 = 150

 

 

Real Name: Matthew "Matt" McDonald

Occupation: Musician, unemployed

Base: Emerald City

 

Personality

Vortex is always saying things without thinking and is always surprised when people "take things the wrong way." He honestly doesn't expect people to be offended, because he doesn't get easily offended. Despite his obnoxiousness, at heart he's a good guy and regrets his past actions while being forced to work for Professor Zed. He's vowed to make up for his past and wants to do good, not only for himself, but to show his teammates their faith in him isn't misplaced.

 

Powers & Abilities

Vortex opens vortices to other dimensions and uses them to teleport himself and others as well as "shunt" energies into other worlds. In addition, he can open smaller portals to a variety of dimensions and allow their contents to stream forth as blasts of destructive energy. His Projection Vortex and Wide-angle Vortex both have the Variable Descriptor, allowing him to fire blasts of fire, heat, lightning, cold, radiation, or any other attack with an "environmental" descriptor. He doesn't have any control over the energies that spill forth, but he's able to vary the intensity of the attacks significantly. Using Accurate Attack and Power Attack Vortex can shift his attack and damage values from +13 to attack with 7 damage all the way to +3 to hit with 17 damage!

 

Vortex has the ability to travel to other dimensions, but he doesn't like to because he has no real knowledge of other worlds and thus no idea where he'll end up. The excitement of not knowing where he'll end up is a rush, but one too many jaunts into vacuum, searing heat, or other dangerous environments has taught him it's better not to push his luck with that particular ability.

 

Enemies

Vortex is afraid Professor Zed and whatever it was that came through the second portal are both out to get him... and he's right. Zed hasn't raised his head since disappearing, but it's only a matter of time. As for the thing that came through the portal, Vortex doesn't know it, but that's the creature known as Cerebrus Rex. One day soon, the two of them will come after Vortex and try to reclaim the power he's "stolen."

 

History

Matthew McDonald has always been lucky. Even when his parents were killed in a car accident when he was in high school (which wasn't so lucky, really), he came away with a nice little trust fund he's still living off and got to move from the middle-of-nowhere Iowa to one of the up-and-coming cities on the West Coast, Emerald City. He's spent most of his life coasting from one thing to the next with no thought to making a plan for the future. When he got into trouble, he always managed to find a way out of it.

 

In college, pursuing a degree in Marketing, or Political Science, or Philosophy, or whatever he told people when they asked, he landed a work-study position as, what amounted to, a night watchman for one of the physics labs. He spend most of his time sitting behind a desk reading, doing homework, listening to music, and watching YouTube, until one night when he heard noises from one of the labs.

 

Upon investigating, Matt found an apparently deserted lab lit by a glow coming from a mirror-like disk of energy held inside a circular frame. Then he heard words coming from the disk in a low, rumbling voice, "We're losing synchronicity, Professor. If we're to do this, it has to be now! Professor?" Matt, more than a little surprised, managed a, "Hello?" and the voice on the other side growled, "Ah, there you are. Beginning transmission!" At that, Matt remembers a stream of energy coming from the silvery disk, a shadowy, inhuman shape, and after that, nothing.

 

He awoke moments later with a raging headache, feeling as if he'd been literally put through a wringer. Above him was one of the professors who worked at the lab. He seemed upset. The man, Professor Zediker, known as "Professor Zed" to the staff, explained that Matt had accidently been exposed to dangerous energies that might be fatal and that it was very important that Matt do exactly what he said if he wanted to live. Matt felt like he had little choice and agreed.

 

Matt took a moment to collect his thoughts, trying to will the buzzing in his head to go away, and as he did so he realized it was something he could tap into. With a little push he opened his first vortex in front of his right hand and mistakenly obliterated the device that had previously held the glowing disk. The professor went from upset to furious, but Matt didn't notice, he was exploring the power he could feel suffusing his body. The more he concentrated, the more he understood what he could do, like moving an arm he'd just remembered he had. Within minutes he was teleporting across the room and he knew he could do so much more.

 

Then the professor was back at his side, telling him not to use the power frivolously, that it was dangerous and there was no way to know how it was affecting him. Zediker went on to explain that Matt would need to get some equipment that could mean the difference between life and death for him. Over the course of the next few weeks, Vortex made his debut... as Emerald City's newest super-powered thief.

 

At first, Matt didn't question his activities; he was doing what he had to in order to save his life, but after news of his thefts hit the news, he started to have doubts. While still struggling with his actions, he ran into Ultramarine and Xeno, who'd figured out where he was likely to strike next. After trading a few panicked shots with the heroes, Vortex threw up his hands and asked for help.

 

The heroes accompanied him back to Professor Zed's lab to find it in ruins and the professor missing. And at the center of all the destruction were the ruins of another portal device....

 

Since then, Vortex has been working with the Sentinels--who managed to make Vortex's legal problems go away by promising to watch over the young man. His private life is a bit of a mess and he's dropped out of college until he can get things straightened out. In the meantime he's living off the stipend from his trust fund and doing the whole singer/songwriter thing at the bars around town. At least the commute is easy!

 

Using Vortex as a Villain

As opposed to being basically a good person, the villainous Vortex was a scofflaw and troublemaker from day one. When he lucked into his powers, his partnership with Professor Zed lead to a truly impressive string of thefts that never let up. Vortex continues to use his powers to take what he wants and get away Scot free. That included ducking out on his erstwhile "partner," who is looking to even the score.

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Xeno

 

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

 

STR: +10 (30), DEX: +2 (14), CON: +10 (30), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)

 

Tough: +14, Fort: +10, Ref: +5, Will: +8

 

Skills: Intimidate 6 (+8), Knowledge (life sciences) 6 (+8), Knowledge (technology) 6 (+8), Language 1 (+1), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Attack Specialization (Unarmed Attack), Defensive Attack, Dodge Focus 2, Interpose, Move-by Action, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

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

Immunity 10 (life support, starvation & thirst)

Protection 4 (+4 Toughness)

Xenobiology (Array 10) (default power: morph)

   Eye Beams (Blast 8) (Array; DC 23; Accurate 4 (+8))

   Insubstantial 4 (Array; Incorporeal)

   Shapeshifting (Morph 4) (Default; morph: broad group, +20 Disguise; Duration (continuous))

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +18)

 

Attacks: Eye Beams (Blast 8), +12 (DC 23), Unarmed Attack, +10 (DC 25)

 

Defense: +6  (Flat-footed: +2), Knockback: -7

 

Initiative: +2

 

Languages: Native Language, Other Language

 

Totals: Abilities 56 + Skills 9 (35 ranks) + Feats 14 + Powers 46 + Combat 16 + Saves 9 + Drawbacks 0 = 150

 

 

Real Name: Malak Krin/Kim Kamada

Occupation: Political dissident/biologist

Base: Emerald City

 

Personality

Xeno is a study in opposites. Quiet, cool, and reserved, she is also a fierce advocate of freedom and willing to fight to protect those in need. She believes in the peaceful ideals of her people, but also that there are things worth fighting to protect.

 

Xeno is also deeply conflicted as to her true nature: Is she truly Malak Krin, only possessed of the memories (and sometimes appearance) of the human Kim Kamada, or some merger of Kim and Malak into a new entity that is Xeno? Although Xeno has the complete memories of a human life, she does not always understand them or have the same emotional connection to them. They are like someone else's experiences. This can make her interaction with humans difficult at times.

 

Powers & Abilities

Xeno's is physically powerful, can fly, fire laser-like beams from her eyes, and is able to change her shape to take other humanoid forms, which she uses to assume her Kim Kamada form. She's also able to "shift" out of phase with reality to pass through physical objects.

 

Her flight, shapeshifting, and intangibility are apparently the result of the treatment Malak underwent with the Ruluan Rebellion, or later experimentation by the Grue. Xeno is not certain.

 

History

The inhabitants of the planet Rulu IV (ROO-loo) were a peaceful people, just achieving spaceflight and exploring their solar system, when the shifting fronts of the centuries-old conflict between the Lor Republic and the Grue Unity came to their world. A Grue fleet surrounded the planet, and the Ruluan authorities surrendered after the invaders demonstrated their might by vaporizing a population center. So began what the Ruluans called the Occupation, and the formation of the Resistance.

 

Malak Krin joined the Resistance after Grue troopers killed one of her brothers and the other, a government minister and collaborator, chose to do nothing. Fighting against the telepathic- and shape-shifting Grue was a daunting task, even for a race like the Ruluans, possessed of considerable strength and energy projection abilities. Rebel scientists sought ways to neutralize the Grue's advantages or, at least, even the playing field. An isolation of Grue neoplasm had promising potential. Several rebels volunteered to test it but, before they learned its effects, the Grue and Ruluan government forces raided their base. Many of the rebels were killed, while others were captured. All Malak can recall from that terrible day is the blaster fire, the screams and the smoke, the strange sensation of her body slipping away from her, terrible pain, and then long, deep darkness...

 

Biologist Kim Kamada didn't know what to make of the strange artifact at first, found embedded in the volcanic soil of a Pacific Northwest rainforest while she was investigating reports of mutated animals in the area. It was a metallic cylinder, similar in size and shape to a SCUBA tank, but covered with years of mineral deposits. She put it aside and notified the proper authorities, planning to investigate further. Then, during the night, she heard-or felt-it calling out to her. Almost in a trance, Kim touched the cylinder and received flashes of memories not her own: alien vessels skirting the mountains and forests, an overload rupturing a vital system, the offending part jettisoned into the night, crashing to Earth...

 

Light flared at her camp, and Kim squinted, blinded. Was it the Feds? The police?

 

"We'll take that," a voice said, weapons raised and trained at Kim. She ran, and they opened fire. One of the shots must have hit the cylinder, because it ruptured and burst. The attackers backed off as a humanoid shape unfolded from within. "The Xeno!" one of the men yelled, just before laser-like beams flared from the alien's dark eyes. The men fled, taking their injured with them and leaving behind a very confused visitor, and a mortally-wounded Kim Kamada.

 

Malak tried to save her but, when she did, she instead found her shifting, unstable form was merging with Kim's. Memories that were not her own flooded her mind and, suddenly, she was Kim Kamada. At least, she looked like her, sounded like her, and could remember her whole life. But inside, she was still Malak Krin, lost and alone and very far from home. Since then, Xeno has adopted Kim Kamada's identity and used it to get her bearings. She also uses her amazing abilities to aid the people of her new home while searching for information about what has become of her homeworld, her people, and the Rebellion.

 

Using Xeno as a Villain

Malak Krin might not have been a well-intentioned rebel, but a terrorist seeking to overthrow her planet's government. Even if her intentions were good once, decades of imprisonment and the effects of the treatment used on her have warped her mind. She killed and replaced the human Kim Kamada who found and freed her from her prison and now intends to use her powers to conquer this backwater mudball of a planet, or at least cobble together sufficient resources to leave it behind and return to the rightful conquest awaiting her among the stars, ideally leaving the Earth a blasted wasteland behind her.

 

This is the last one. Back to our regularly scheduled build a thon!

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Gunslinging Gadgeteer

 

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

 

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

 

Tough: +2/+7, Fort: +5, Ref: +8/+12, Will: +8

 

Skills: Acrobatics 5 (+10), Computers 10 (+15), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Craft (structural) 10 (+15), Disable Device 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Attack Focus (ranged) 4, Attack Specialization 2 (Revolvers (Device 6)), Defensive Roll, Dodge Focus 4, Eidetic Memory, Evasion 2, Improved Initiative, Improvised Tools, Inventor, Move-by Action, Precise Shot, Quick Draw, Skill Mastery (Acrobatics, Craft (elec and mech), KN (tech)), Uncanny Dodge (Auditory)

 

Powers:

Cowgirl Costume (Device 7) (Hard to lose)

   Armor (Protection 4) (+4 Toughness)

   Desert Survival Gear (Immunity 15) (dazzle effects, life support, starvation & thirst; Limited - Half Effect)

   Fastest Hands In The West (Enhanced Trait 2) (Feats: Improved Initiative, Quick Draw)

   Rocket Roller Skates (Speed 4) (Speed: 100 mph, 880 ft./rnd, Feats: Move-by Action)

   Shielding (Enhanced Trait 14) (Traits: Defense Bonus +4 (+12), Reflex +4 (+12), Feats: Evasion 2)

   Super-Strength 1 (+5 STR carry capacity, heavy load: 200 lbs; +1 STR to some checks)

Revolvers (Device 6) (Hard to lose)

   Revolvers (Array 12) (default power: blast)

      Armor-Piercing Revolver (Blast 8) (Array; DC 23; Penetrating)

      Automatic Revolver (Blast 8) (Default; DC 23; Autofire (interval 2, max +5))

      Explosive Shell Revolver (Blast 8) (Array; DC 23; Explosion Area (80 ft. explosion - General))

      Indestructible Net Revolver (Snare 8) (Array; DC 18; Regenerating)

      Long Range Revolver (Linked)

         Long Rang Scope (Super-Senses 4) (Linked; extended (type): Choose Sense Type 1 (-1 per 100 ft), infravision, ultravision)

         Long Range Revolver (Blast 8) (Linked; DC 23; Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet))

      Neural Scramble Revolver (Paralyze 8) (Array; DC 18; Range (ranged))

      Stun Shock Revolver (Stun 8) (Array; DC 18; Range (ranged))

 

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +4/+5)

 

Attacks: Armor-Piercing Revolver (Blast 8), +12 (DC 23), Automatic Revolver (Blast 8), +12 (DC 23), Explosive Shell Revolver (Blast 8) (DC 23), Indestructible Net Revolver (Snare 8), +12 (DC Ref/Staged 18), Long Range Revolver (Blast 8), +12 (DC 23), Neural Scramble Revolver (Paralyze 8), +12 (DC Staged/Will 18), Stun Shock Revolver (Stun 8), +12 (DC Fort/Staged 18), Unarmed Attack, +4 (DC 15)

 

Defense: +8/+12  (Flat-footed: +4), Knockback: -3

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 22 (85 ranks) + Feats 17 + Powers 52 + Combat 16 + Saves 9 + Drawbacks 0 = 150

 

I saw a picture on DeviantArt, and got inspired.

 

http://zeronis.deviantart.com/art/PK-Amused-412792301

 

That one, to be precise. Got a western techie vibe from it, and rolled with the idea. Inventing fiend, with a large array of cool revolvers. I am using our Multiple Weapons rules again, so while all the Revolvers as a set are Hard to Lose, the individual Revolvers can be disarmed.

 

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Phantom Psionic

 

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

 

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

 

Tough: +0/+12, Fort: Immune, Ref: +5, Will: +10

 

Skills: Concentration 10 (+15), Diplomacy 4 (+5), Knowledge (theology & philosophy) 5 (+5), Knowledge (User's Choice) 10 (+10), Notice 5 (+10), Sense Motive 10 (+15)

 

Feats: Attack Specialization 3 (Telekinetic Blast (Blast 10)), Dodge Focus 5

 

Powers:

Flight 1 (Speed: 10 mph, 88 ft./rnd; Permanent)

Force Field 12 (+12 Toughness)

Immunity 30 (fortitude saves)

Insubstantial 4 (Incorporeal; Permanent; Innate)

Psionic Array (Array 15) (default power: telekinesis)

   Mental Blast 5 (Array; DC 20)

   Telekinesis 10 (Default; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Affects Corporeal)

   Telekinetic Blast (Blast 10) (Array; DC 25; Affects Corporeal)

   Telepathy 10 (Array; DC 20, Adds: Communication 10, Mind Reading 10)

      Communication 10 (sense type: mental)

      Mind Reading 10 (DC 20)

Super-Senses 6 (accurate: Mental, acute: Mental, radius: Mental, ranged: Mental, uncanny dodge: Mental)

 

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

 

Attacks: Mental Blast 5 (DC Will 20), Mind Reading 10 (DC Will 20), Telekinetic Blast (Blast 10), +10 (DC 25), Telepathy 10 (DC Will 20), Unarmed Attack, +4 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 4 + Skills 11 (44 ranks) + Feats 8 + Powers 104 + Combat 14 + Saves 9 + Drawbacks 0 = 150

 

 

Exactly what it says on the tin. In the same vein as my Phantom Swordsman, it's another archetype as a ghost. The difference is, Psionic have a bit more versatility and thus skills and feats suffer in comparison. That said, it can do all the thing a Psionic is supposed to while being a ghost, so I think I can call this one a success.

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Songstress

 

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

 

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

 

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

 

Skills: Bluff 3 (+8), Diplomacy 3 (+8), Gather Information 3 (+8), Knowledge (art) 5 (+7), Knowledge (current events) 3 (+5), Knowledge (popular culture) 3 (+5), Notice 8 (+10), Perform (dance) 10 (+15), Perform (singing) 10 (+15), Sense Motive 8 (+10)

 

Feats: All-Out Attack, Attack Focus (melee) 4, Attack Specialization 3 (Quarterstaff), Attractive (+4), Benefit (Wealth), Connected, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Equipment 1, Fascinate (Perform), Improved Defense, Improved Initiative, Power Attack, Skill Mastery (Bluff, Diplomacy, Perform (dance & sing)), Uncanny Dodge (Auditory)

 

Powers:

Immunity 1 (rare descriptor: Own powers)

Song & Dance (Array 15) (default power: blast)

   Dark Dance (Emotion Control 10) (Array; DC 20; Selective Attack; Limited to Emotion (Fear & Despair), Sense-Dependent (Visual))

   Dazzling Moves (Dazzle 10) (Array; affects: 1 type + visual - visual & auditory, DC 20; Range (perception); Sense-Dependent (Visual))

   Healing Song (Healing 10) (Array; DC 20; Action (standard), Range 2 (perception); Limited to Others, Sense-Dependent (Auditory))

   Paralysis Dance (Paralyze 10) (Array; DC 20; Range 2 (perception); Sense-Dependent (Visual))

   Sickening Dance (Nauseate 10) (Array; DC 20; Range 2 (perception); Sense-Dependent (Visual))

   Song of Light (Emotion Control 10) (Array; DC 20; Selective Attack; Limited to Emotion (Calm & Hope), Sense-Dependent (Auditory))

   Sonic Song (Blast 10) (Default; DC 25; Range (perception), Selective Attack; Sense-Dependent (Auditory))

 

Equipment: Quarterstaff

 

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

 

Attacks: Dark Dance (Emotion Control 10) (DC Staged/Will 20), Dazzling Moves (Dazzle 10) (DC Fort/Ref 20), Paralysis Dance (Paralyze 10) (DC Staged/Will 20), Quarterstaff, +15 (DC 19), Sickening Dance (Nauseate 10) (DC Fort/Staged 20), Song of Light (Emotion Control 10) (DC Staged/Will 20), Sonic Song (Blast 10) (DC 25), Unarmed Attack, +9 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 14 (56 ranks) + Feats 26 + Powers 37 + Combat 26 + Saves 13 + Drawbacks 0 = 150

 

 

I've had this one built for a while, and I just adore how it came together. Her name is Cavatina, but as her place in the Phoenixverse is unsettled, here's the build. A qualtiy striker with the quarterstaff, and able to thoroughly ruin the day of anyone who can see and hear her. And fully capable of functioning in a support role when the real heavy hitters go to war. Where do her powers come from? I dunno, hence her unsettled status. Could be unconscious telepathy, superhuman control over her body and voice, or just straight up magic. Created to be an Exile, but she just doesn't quite fit. Honestly, I love her to death, but I have no earthly idea what to do with her. Great performer, though. Yep.

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Icy Wyrm

 

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

 

STR: +12 (18/34), DEX: +1 (12), CON: +9 (20/28), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

Tough: +12, Fort: +9, Ref: +5, Will: +8

 

Skills: Diplomacy 6 (+8), Gather Information 10 (+12), Intimidate 10 (+16), Knowledge (civics) 5 (+5), Knowledge (tactics) 5 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Attack Focus (ranged) 8, Attack Specialization 2 (Unarmed Attack), Dodge Focus 6, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Cold Control (Array 8) (default power: cold control)

   Cold Control 8 (Default; Radius: 1000 ft., DC 18; Independent)

   Create Object 8 (Array; Max Size: 8x 5' cubes, DC 18; Independent)

   Freeze The Body (Blast 8) (Array; DC 23; Alternate Save (Fortitude); Action (full))

   Ice Blast (Blast 8) (Array; DC 23)

   Ice Shards (Strike 7) (Array; DC 22; Cone Area (70-350 ft. cone - General); Progression, Increase Area 2 (area x5))

   Icy Snare (Snare 8) (Array; DC 18)

Frost Armor (Protection 1) (+1 Toughness)

Immunity 7 (damage type: Cold, environmental condition: Heat, environmental condition: Cold)

Wake The Dragon (Alternate Form 9)

   Wyrm Form (Alternate Form) (Powers: Flight 3, Growth 8, Protection 2, Attack Bonus +2 (+4), Dodge Focus 6 +2 (+6), Attack Focus (ranged) 8 +6 (+8), Feats: Attack Specialization 2 (Unarmed Attack))

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

      Growth 8 (+16 STR, +8 CON, +2 size categories)

      Protection 2 (+2 Toughness)

 

Power Settings:

Wyrm Form (Alternate Form) (Powers: Flight 3, Growth 8, Protection 2, Attack Bonus +2 (+4), Dodge Focus 6 +2 (+6), Attack Focus (ranged) 8 +6 (+8), Feats: Attack Specialization 2 (Unarmed Attack))

 

Attack Bonus: +2/+4 (Ranged: +4/+12, Melee: +2/+4, Grapple: +24/+26)

 

Attacks: Freeze The Body (Blast 8), +12 (DC Fort 23), Ice Blast (Blast 8), +12 (DC 23), Ice Shards (Strike 7) (DC 22), Icy Snare (Snare 8), +12 (DC Ref/Staged 18), Unarmed Attack, +8 (DC 27)

 

Defense: +8  (Flat-footed: +1), Size: Medium/Huge, Knockback: -14

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 13 (52 ranks) + Feats 9 + Powers 74 + Combat 16 + Saves 10 + Drawbacks 0 = 150

 

 

How many fantasy stories have that sorceress who turns into a dragon? A bunch, most if not all of them inspired by Maleficent. And that's kind of what I've done here. Perfectly functional PL 7 Cold Controller gets big and scaly to meet PL 10 caps. With both her suddenly building busting fists and her cold powers. And, through way too much fiddling, without breaking any house rules about Attack & Defense. Probably. Do size penalties affect that? I don't know.

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Nigh-Invincible Man

 

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

 

STR: +5 (20), DEX: +1 (12), CON: +15 (20/40), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

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

 

Skills: Bluff 3 (+5), Diplomacy 3 (+5), Gather Information 6 (+8), Knowledge (User's Choice) 8 (+8), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: All-Out Attack, Attack Focus (melee) 4, Attack Specialization 3 (Unarmed Attack), Dodge Focus 3, Power Attack, Takedown Attack, Ultimate Effort (Toughness saves)

 

Powers:

Enhanced Constitution 20 (+20 CON)

Immunity 10 (life support, starvation & thirst)

Impervious Toughness 10

Regeneration 31 (ability damage 8 (recover 1 / round without rest), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 8 (recover 1 / round without rest), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 6 (recover 1 / round without rest); Persistent, Regrowth)

 

Attack Bonus: +5 (Ranged: +5, Melee: +9, Grapple: +14)

 

Attacks: Unarmed Attack, +15 (DC 20)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 9 (36 ranks) + Feats 14 + Powers 73 + Combat 14 + Saves 10 + Drawbacks 0 = 150

 

 

Had something like this in my head for a loooooong time. So I slapped it together real quick. The name says it all. He's unkillable as a PL 10 can get from regular Damage. Enviromental stuff slides right off. Fort save is huge. Aaaand that's about it. Everything else is mediocre to awful. I've built so many fragile dodge monkeys. Or people one failed concentration check or Device loss away from being brutally owned. Thought I'd throw in someone with a little more survivability.

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Punchy Gadgeteer

 

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

 

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

 

Tough: +2/+12, Fort: +7, Ref: +8, Will: +8

 

Skills: Acrobatics 2 (+5), Bluff 6 (+8), Computers 9 (+12), Craft (electronic) 9 (+12), Craft (mechanical) 9 (+12), Disable Device 9 (+12), Knowledge (physical sciences) 9 (+12), Knowledge (technology) 9 (+12), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+9)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Dodge Focus 4, Improved Initiative, Improvised Tools, Interpose, Inventor, Power Attack, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Uncanny Dodge (Auditory)

 

Powers:

Combat Armor (Device 8) (Hard to lose)

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

   Immunity 5 (dazzle effects)

   Masterwork Tools (Features 1)

   Protection 10 (+10 Toughness; Impervious)

   Super-Strength 2 (+10 STR carry capacity, heavy load: 700 lbs; +2 STR to some checks)

Mega Fists (Device 5) (Hard to lose)

   Array 11 (default power: strike)

      "Shotgun" Blast (Strike 10) (Array; DC 25; Cone Area (100 ft. cone - General))

      Mega Punch (Strike 10) (Default; DC 27; Penetrating; Extended Reach (5 ft.), Mighty)

      Shock Punch (Stun 10) (Array; DC 20; Accurate (+2))

      Sticky Net (Snare 8) (Array; DC 18; Accurate 4 (+8), Precise, Tether (800 ft.))

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +10/+12)

 

Attacks: "Shotgun" Blast (Strike 10) (DC 25), Mega Punch (Strike 10), +8 (DC 27), Shock Punch (Stun 10), +10 (DC Fort/Staged 20), Sticky Net (Snare 8), +12 (DC Ref/Staged 18), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 21 (84 ranks) + Feats 17 + Powers 52 + Combat 16 + Saves 16 + Drawbacks 0 = 150

 

 

Most gadgeteers are either ranged specialists or full on battlesuits. As you can see I went another way with it. This is a gadgeteer who isn't afraid to get up close and personal, but isn't sporting a full battlesuit. Well, I think it's interesting, anyway.

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Mistress of Dark Lightning

 

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

 

STR: +0 (10), DEX: +1 (12), CON: +4 (18), INT: +4 (18), WIS: +4 (18), CHA: +4 (18)

 

Tough: +4/+12, Fort: +8, Ref: +5, Will: +12

 

Skills: Gather Information 4 (+8), Intimidate 8 (+12), Knowledge (arcane Lore) 8 (+12), Notice 6 (+10), Sense Motive 6 (+10)

 

Feats: Accurate Attack, Attack Focus (ranged) 4, Attack Specialization 2 (Dazzle 8), Defensive Attack, Dodge Focus 4, Improved Initiative, Move-by Action, Power Attack, Precise Shot, Quick Change, Ritualist, Startle, Uncanny Dodge (Auditory)

 

Powers:

Combat Armor (Device 2) (Hard to lose)

   Protection 8 (+8 Toughness, Feats: Precise Shot, Quick Change)

Dark Lightning (Array 12) (default power: darkness control)

   Blast 8 (Array; DC 23; Burst Area (40 ft. radius - General))

   Darkness Control 8 (Default; Radius: 1000 ft.; Selective Attack)

   Dazzle 8 (Array; affects: 1 type + visual - auditory, DC 18)

   Electrical Control 12 (Array; DC 27)

   Snare 12 (Array; DC 22)

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

Flight 6 (Speed: 500 mph, 4400 ft./rnd)

   Teleport 5 (Alternate; 500 ft. as move action, 5 miles as full action; Accurate; Medium (Shadows); Change Velocity, Easy)

Immunity 7 (damage type: Electricity/Lightning, uncommon descriptor: Darkness/Shadow)

Super-Senses 1 (awareness: Magic (visual))

 

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

 

Attacks: Blast 8 (DC 23), Dazzle 8, +12 (DC Fort/Ref 18), Electrical Control 12, +8 (DC 27), Snare 12, +8 (DC Ref/Staged 22), Unarmed Attack, +4 (DC 15)

 

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

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 8 (32 ranks) + Feats 18 + Powers 58 + Combat 16 + Saves 16 + Drawbacks 0 = 150

 

 

Yeah, I'm mashing up varying Energy Controllers now. Though technically this chick is a Mystic who does that stuff. Nothing to fancy here. Base powerset, a few alt effect. Skills, feats...I could do this forever.

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Stealth Android

 

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

 

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

 

Tough: +4/+6, Fort: Immune, Ref: +8, Will: +8

 

Skills: Acrobatics 10 (+15), Notice 10 (+15), Pilot 10 (+15), Stealth 10 (+15)

 

Feats: Attack Focus (melee) 4, Attack Specialization 3 (Unarmed Attack), Attractive 2 (+8), Defensive Attack, Defensive Roll 2, Dodge Focus 4, Eidetic Memory, Hide in Plain Sight, Power Attack, Skill Mastery (Acrobatics, Notice, Pilot, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Immunity 40 (fortitude saves, mental effects)

Protection 4 (+4 Toughness)

Stealth Device (Device 2) (Hard to lose)

   Concealment 10 (all senses; Blending)

 

Attack Bonus: +5 (Ranged: +5, Melee: +9, Grapple: +14)

 

Attacks: Unarmed Attack, +15 (DC 20)

 

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

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 10 (40 ranks) + Feats 22 + Powers 52 + Combat 26 + Saves 6 + Drawbacks 0 = 150

 

 

Well, look at that. I made a construct. Stealth and guile, my friends. Stealth and guile. Sense Motive is low on purpose, not because I ran out of points or anything <.< >.>

 

But seriously, not being alive is a little expensive. That said, she does exactly what she's supposed to do, just with less support skills than someone who's alive would. Ah, well. Gotta earn some PP to fill in those gaps, eh?

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Survivalist Gadgeteer

 

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

 

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

 

Tough: +2/+4, Fort: +8, Ref: +10, Will: +8

 

Skills: Acrobatics 5 (+8), Computers 5 (+10), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Disable Device 5 (+10), Knowledge (history) 5 (+10), Knowledge (physical sciences) 5 (+10), Knowledge (technology) 10 (+15), Notice 5 (+10), Sense Motive 5 (+10), Stealth 5 (+8), Survival 10 (+15)

 

Feats: Accurate Attack, Attack Focus (melee) 4, Defensive Attack, Defensive Roll 2, Dodge Focus 8, Eidetic Memory, Elusive Target, Endurance 2 (+8), Evasion, Improved Critical 2 (Sledgehammer (Strike 4)), Improved Defense, Improved Initiative, Improvised Tools, Inventor, Move-by Action, Power Attack, Quick Draw, Skill Mastery (Craft (elec & mech), KN (tech), Survival), Takedown Attack, Track, Track 2 (full speed), Uncanny Dodge (Auditory)

 

Powers:

Gadget Arsenal (Device 4) (Hard to lose)

   Gadget Arsenal (Array 8) (default power: blast, Feats: Quick Draw; Custom (Array 7.5))

      Communication 5 (Alternate; sense type: radio; Subtle (subtle))

      Datalink 5 (Alternate; sense type: radio; Machine Control, Subtle (subtle))

      Bomb (Blast 5) (Default; DC 20; Explosion Area (50 ft. explosion - General))

      Laser Cutter (Corrosion 4) (Array; DC 19; Accurate (+2))

      Particle Cannon (Strike 10) (Array; DC 25; Line Area (5x250-500 ft. line - General); Unreliable (5 Uses); Progression, Increase Area (area x2))

      Sledgehammer (Strike 4) (Array; DC 21, Feats: Improved Critical 2 (Sledgehammer (Strike 4)); Accurate (+2), Extended Reach (5 ft.), Mighty)

Hoverbike (Device 1) (Hard to lose)

   Flight 5 (Speed: 250 mph, 2200 ft./rnd; Platform; Low Ceiling 2)

   Super-Strength 2 (+10 STR carry capacity, heavy load: 700 lbs; +2 STR to some checks; Limited (Does not affect grapple))

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +14/+16)

 

Attacks: Bomb (Blast 5) (DC 20), Laser Cutter (Corrosion 4), +14 (DC Fort/Tou ), Particle Cannon (Strike 10) (DC 25), Sledgehammer (Strike 4), +14 (DC 21), Unarmed Attack, +12 (DC 17)

 

Defense: +14  (Flat-footed: +3), Knockback: -2

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 20 (80 ranks) + Feats 32 + Powers 20 + Combat 28 + Saves 16 + Drawbacks 0 = 150

 

 

Here we have a Gadgeteer who comes from a rough situation. It's been hard going, but she's scraped together a few useful gadgets in addition to her skills at survival. A somewhat versatile combatant. Invents stuff. Knows a bunch of stuff. I think she'd be pretty fun to play.

 

http://zeronis.deviantart.com/art/Ayla-Character-1-274337662

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Sonic Controlling Speedster

 

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

 

STR: +0 (10), DEX: +4 (18), CON: +2 (14), INT: +1 (12), WIS: +2 (14), CHA: +2 (14)

 

Tough: +2/+10, Fort: +5, Ref: +10, Will: +8

 

Skills: Acrobatics 6 (+10), Bluff 8 (+10), Concentration 8 (+10), Gather Information 8 (+10), Knowledge (physical sciences) 4 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+10)

 

Feats: Accurate Attack, Attack Focus (melee) 2, Attack Specialization (Blast 10), Defensive Attack, Dodge Focus 4, Elusive Target, Evasion 2, Improved Initiative 5, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Force Field 8 (+8 Toughness)

Sonic Control (Array 11) (default power: sonic control)

   Blast 10 (Array; DC 25; Accurate 2 (+4))

   Sonic Control 10 (Default; Radius: 50 ft., DC 20; Progression, Increase Area 2 (area x5))

   Strike 10 (Array; DC 25; Burst Area (50 ft. radius - General))

   Strike 10 (Array; DC 25; Autofire (interval 2, max +5); Accurate 2 (+4))

Super Speed (Linked)

   Enhanced Trait 5 (Linked; Feats: Improved Initiative 5)

   Quickness 10 (Linked; Perform routine tasks at 2500x speed)

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

   Super-Movement 5 (Linked; sure-footed 2 (50% penalty reduction), wall-crawling 2 (full speed), water walking; Limited (to while moving))

 

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

 

Attacks: Blast 10, +10 (DC 25), Sonic Control 10 (DC Fort/Ref 20), Strike 10 (DC 25), Strike 10, +10 (DC 25), Unarmed Attack, +6 (DC 15)

 

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

 

Initiative: +24

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 14 (56 ranks) + Feats 16 + Powers 63 + Combat 20 + Saves 15 + Drawbacks 0 = 150

 

 

It's a fun idea, I think. Sonic Controllers usually aren't that fast, specialize in ranged combat, and are pretty tanky with their force fields. Speedsters are pretty much the opposite of all three. So. Put them together and you get this. If you wanted a strictly speed of sound, I'd drop speed and quickness 3-4 ranks, but as it is she does what I want her to do.

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Lucky Sniper

 

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

 

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

 

Tough: +2/+4, Fort: +5, Ref: +10, Will: +8

 

Skills: Acrobatics 5 (+10), Diplomacy 6 (+8), Disable Device 10 (+10), Knowledge (streetwise) 10 (+10), Notice 10 (+15), Sense Motive 10 (+15), Stealth 5 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (ranged) 8, Defensive Attack, Defensive Roll 2, Dodge Focus 8, Endurance (+4), Evasion 2, Hide in Plain Sight, Improved Aim, Improved Initiative, Luck 5, Move-by Action, Power Attack, Precise Shot 2, Quick Draw, Ultimate Effort 2 (Aim, Toughness checks), Uncanny Dodge (Auditory)

 

Powers:

Luck Control 4 (bestow hero points, force a re-roll, negate gm fiat, spend hero point for another, Feats: Luck 5)

Rifle (Device 6) (Hard to lose)

   Rifle Ammo (Array 13) (default power: blast)

      Energy Net (Snare 8) (Array; DC 18; Constricting; Improved Range (200 ft. incr), Progression, Increase Range (max range x2, 2000 feet))

      Sniper Shot (Blast 8) (Default; DC 23; Penetrating; Improved Range (200 ft. incr), Progression, Increase Range (max range x2, 2000 feet))

      Stun Shot (Stun 8) (Array; DC 18; Range (ranged); Improved Range (200 ft. incr), Progression, Increase Range (max range x2, 2000 feet))

   Scope (Super-Senses 2) (extended: Normal Vision 1 (-1 per 100 ft), infravision)

Super-Senses 1 (danger sense: Mental)

 

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

 

Attacks: Energy Net (Snare 8), +12 (DC Ref/Staged 18), Sniper Shot (Blast 8), +12 (DC 23), Stun Shot (Stun 8), +12 (DC Fort/Staged 18), Unarmed Attack, +4 (DC 15)

 

Defense: +14  (Flat-footed: +3), Knockback: -2

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 14 (56 ranks) + Feats 35 + Powers 42 + Combat 20 + Saves 11 + Drawbacks 0 = 150

 

 

I've made precisely zero Luck Controllers. The field just seems...well served by other build threads. But you know...can't avoid it forever, and so here we are. Luck. Sniping. Exactly what the name says it is. Capable enough, I think.

 

http://zeronis.deviantart.com/art/Arcade-Miss-Fortune-Concept-Art-475705078

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Full Contact Sorcerer

 

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

 

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

 

Tough: +2/+7, Fort: +5, Ref: +10, Will: +10

 

Skills: Acrobatics 5 (+10), Bluff 3 (+5), Concentration 5 (+10), Diplomacy 3 (+5), Knowledge (arcane Lore) 8 (+10), Knowledge (User's Choice) 8 (+10), Notice 5 (+10), Sense Motive 5 (+10), Stealth 2 (+7)

 

Feats: Accurate Attack, Attack Focus (melee), Attack Specialization 3 (Sword (Device 1)), Defensive Attack, Defensive Roll, Dodge Focus 4, Evasion, Improved Critical (Sword (Strike 3)), Improved Initiative, Move-by Action, Power Attack, Quick Draw, Ritualist, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Armored Costume (Device 1) (Hard to lose)

   Protection 4 (+4 Toughness; Subtle (subtle))

Magic (Array 13) (default power: blast)

   Blast 12 (Default; DC 27; Variable Descriptor 2 (Broad group - Any Magic))

   Blast 8 (Array; DC 23; Burst Area (40 ft. radius - General); Variable Descriptor 2 (Broad group - Any Magic))

   Illusion 6 (Array; affects: all sense types, DC 16; Progression, Area 2 (25 ft. radius))

   Mind Reading 10 (Array; DC 20; Sensory Link; Subtle (subtle))

   Snare 12 (Array; DC 22; Variable Descriptor 2 (Broad group - Any Magic))

   Telekinesis 12 (Array; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Precise, Subtle (subtle))

   Teleport 8 (Array; 800 ft. as move action, 2000 miles as full action; Accurate; Change Direction, Change Velocity)

Sword (Device 1) (Easy to lose)

   Sword (Strike 3) (DC 20, Feats: Improved Critical (Sword (Strike 3)); Mighty)

 

Attack Bonus: +8 (Ranged: +8, Melee: +9, Grapple: +11)

 

Attacks: Blast 12, +8 (DC 27), Blast 8 (DC 23), Mind Reading 10 (DC Will 20), Snare 12, +8 (DC Ref/Staged 22), Sword (Strike 3), +15 (DC 20), Unarmed Attack, +9 (DC 17)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 11 (44 ranks) + Feats 19 + Powers 39 + Combat 32 + Saves 13 + Drawbacks 0 = 150

 

 

You know...most Mystics are ranged tanks with powerful forcefields. One Concentration check away from disaster. And generally awful in melee. This one is not. A fine swordsperson and effective mage at the same time. Imagine the surprise a enemy swordsperson would get upon disarming this one, or an enemy mage nullifies it's magic. I think it'd be pretty cool.

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Death Knight

 

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

 

STR: +4 (18), DEX: +1 (12), CON: +0 (-), INT: +1 (12), WIS: +2 (14), CHA: +2 (14)

 

Tough: +4/+12, Fort: Immune, Ref: +5, Will: +8

 

Skills: Intimidate 10 (+12), Knowledge (arcane Lore) 4 (+5), Knowledge (tactics) 6 (+7), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 8, Defensive Attack, Improved Initiative, Power Attack, Startle, Stunning Attack, Takedown Attack, Ultimate Effort (Toughness checks), Uncanny Dodge (Auditory)

 

Powers:

Heavy Armor (Device 3) (Hard to lose)

   Protection 8 (+8 Toughness; Impervious [7 ranks only])

Immunity 30 (fortitude saves)

Protection 4 (+4 Toughness)

Regeneration 21 (recovery bonus 15 (+15 to recover), recovery rate (injured) 6 (recover 1 / round without rest))

Runeblade (Device 4) (Easy to lose)

   Array 7 (default power: strike; Custom (Array 6.5))

      Blast 8 (Array; DC 23; Action (full); Accurate 4 (+8))

      Drain 6 (Array; drains: any trait, DC 16; Accurate (+2))

      Strike 4 (Default; DC 23; Vampiric [4 extra ranks]; Mighty)

      Strike 4 (Array; DC 23; Penetrating [4 extra ranks]; Mighty)

   Cold Control 4 (Radius: 50 ft., DC 14; Range (touch))

 

Attack Bonus: +4 (Ranged: +4, Melee: +12, Grapple: +16)

 

Attacks: Blast 8, +12 (DC 23), Drain 6, +14 (DC Fort/Staged 16), Strike 4, +12 (DC 23), Strike 4, +12 (DC 23), Unarmed Attack, +12 (DC 19)

 

Defense: +8  (Flat-footed: +4), Knockback: -9

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 10 + Skills 9 (36 ranks) + Feats 18 + Powers 79 + Combat 24 + Saves 10 + Drawbacks 0 = 150

 

 

I dipped into World of Warcraft for this one. It's not an exact replica, but still functional. Swordsmanship, heavy armor, and some mean tricks against enemies who aren't Fort immune. Even shrugs off lesser damage and injuries like no one's business. It's not quite my cup of tea, but I'm not building for myself, now am I?

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Gepetto The Puppeteer

 

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

 

STR: +0 (10), DEX: +1 (12), CON: +2 (14), INT: +4 (18), WIS: +4 (18), CHA: +2 (14)

 

Tough: +2/+6, Fort: +5/+7, Ref: +5/+7, Will: +10

 

Skills: Bluff 8 (+10), Craft (mechanical) 11 (+15), Craft (structural) 11 (+15), Diplomacy 8 (+10), Disguise 8 (+10), Escape Artist 7 (+8), Gather Information 8 (+10), Knowledge (arcane Lore) 6 (+10), Notice 6 (+10), Perform (acting) 13 (+15), Perform (comedy) 13 (+15), Sense Motive 6 (+10), Sleight of Hand 7 (+8)

 

Feats: Accurate Attack, Defensive Attack, Dodge Focus 3, Fascinate (Perform), Inventor, Power Attack, Quick Change, Ritualist, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Cornelia The Puppet (Device 8) (Hard to lose)

   Adaptation 1 (Controlled, Reaction; Limited (to Elemental Damage))

   Array 11 (default power: blast)

      Blast 10 (Default; DC 25; Variable Descriptor 2 (Broad group - Any Elemental))

      Move Object 10 (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Indirect (in front of you, directed away), Precise)

      Strike 10 (Array; DC 25; Penetrating)

   Shield 5 (+5 dodge bonus)

Puppeteer's Coat (Device 2) (Hard to lose)

   Enhanced Trait 4 (Traits: Fortitude +2 (+7), Reflex +2 (+7))

   Protection 4 (+4 Toughness, Feats: Quick Change; Subtle (subtle))

 

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

 

Attacks: Blast 10, +10 (DC 25), Strike 10, +10 (DC 25), Unarmed Attack, +10 (DC 15)

 

Defense: +14  (Flat-footed: +3), Knockback: -3

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 28 (112 ranks) + Feats 11 + Powers 40 + Combat 32 + Saves 13 + Drawbacks 0 = 150

 

 

This is an...odd one. Gepetto is from Shadow Hearts: Covenant. He made his living in the theatres of Paris as a  puppeteer. He had a daughter, but she died young. You can see where this is going. Fortunately, his puppet seems to have helped him through his grief and he's a solid source of support to Yuri and the gang throughout their adventure. He's a bit more capable in this build than in game. A bit more powerful, too. But I think someone out there could always rename the puppet and show this build some love.

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Phoenix Corps Member

 

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

 

STR: +12 (14/34), DEX: +1 (12), CON: +12 (14/34), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

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

 

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

 

Feats: Accurate Attack, All-Out Attack, Attack Specialization 2 (Flames of Destruction (Blast 12)), Attack Specialization 2 (Unarmed Attack), Dodge Focus 4, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Phoenix Crystal (Device 20) (Hard to lose)

   Enhanced Constitution 20 (+20 CON)

   Flight 5 ([3 active, 10/10 PP, 2/r], Speed: 50 mph, 440 ft./rnd)

      Super-Strength 5 (Alternate; [2 active, 10/10 PP, 2/r], +10 STR carry capacity, heavy load: 22.4 tons; +2 STR to some checks)

   Immunity 9 (life support)

   Phoenix Power (Array 12) (default power: - linked powers -)

      Destruction and Rebirth (Transform 4) (Array; affects: anything, Transforms: 10 lbs., DC 14; Duration (continuous); Action (full))

      Flames of Destruction (Blast 12) (Array; DC 27)

      Flames of Rebirth (Healing 7) (Array; DC 17; Affects Objects, Restoration, Resurrection; Empathic, Limited to Others; Persistent, Regrowth)

      Intergalatic Space Travel (Super-Movement 3) (Array; extra ranks 3)

      Strength Shift (Linked)

         Enhanced Strength 20 (Linked; +20 STR)

         Super-Strength 2 (Linked; +10 STR carry capacity, heavy load: 22.4 tons; +2 STR to some checks)

   Regeneration 28 (ability damage 5 (recover 1 / minute), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 7 (recover 1 / action), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 5 (recover 1 / action), resurrection 2 (1 day); Persistent, Regrowth)

 

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +16/+20)

 

Attacks: Destruction and Rebirth (Transform 4), +4 (DC Fort 14), Flames of Destruction (Blast 12), +8 (DC 27), Unarmed Attack, +8 (DC 27)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 18 + Skills 12 (48 ranks) + Feats 14 + Powers 80 + Combat 16 + Saves 10 + Drawbacks 0 = 150

 

 

Nick Phoenix, in one of his many poor choices born out of a desire to to finally cure his Chronic Hero Syndrome (it's complicated), created a space police force out of whole cloth. They weren't as powerful as he was, obviously, but they had some juice as you can see. This is actually more of a neophyte member of the Corps. Trained, professional members would likely clock in at PL 12, with the legitimately legendary ones going even higher, up to PL 15. Nick himself usually hangs out at around PL 20, utterly outclassing most of his opponents. So you can see how he'd like someone else to do the work.

 

Unfortunately, Nick refuses to learn the bloody reason the Phoenix picked him. He's the only person in the entirety of existence who can handle the power the Phoenix provides without giving in to darker urges and letting the power control them rather than the other way around. So...the Corps eventually went WAY out of control and Nick was forced to kill them all for the good of the universe. Or rather, he thought he killed them all. As previously established, he's far from perfect. So Corps members survived and continue to bedevil him throughout much of his life. But not all of them. Even in their waning days, heroes still walked among them and some of those survived as well.

 

This build would be one of them. Or you could toss the backstory wholesale and make up your own. Whatever.

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Euryale

 

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

 

STR: +4 (18), DEX: +2 (14), CON: +7 (24), INT: +0 (10), WIS: +2 (14), CHA: +8 (18/26)

 

Tough: +12, Fort: +7, Ref: +5, Will: +8

 

Skills: Bluff 4 (+12), Concentration 8 (+10), Diplomacy 4 (+12), Knowledge (arcane Lore) 8 (+8), Knowledge (theology & philosophy) 8 (+8), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Specialization 2 (Unarmed Attack), Attractive 2 (+8), Dodge Focus 4, Endurance (+4), Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Array 12 (default power: petrification)

   - Linked Powers -

      (Strength Bonus) Strike 8 (Linked; Alternate Save (Fortitude), Secondary Effect)

      Enhanced Strength 8 (Linked; +8 STR)

   - Linked Powers -

      Morph 5 (Linked; morph: broad group - snakes, +25 Disguise)

      Super-Movement 3 (Linked; slithering, wall-crawling 2 (full speed))

   Acid 8 (Array; DC 23; Range (ranged))

   Petrification 8 (Default; Transforms: 250 lbs., DC 18; Gaze (you gaze at others))

   Summon 7 (Array; Heroic; Mental Link)

Enhanced Charisma 8 (+8 CHA, Feats: Attractive 2 (+8))

Immunity 6 (alteration effects, poison)

Impervious Toughness 10 (Limited (No Effect vs Divine))

Protection 5 (+5 Toughness)

 

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

 

Attacks: Acid 8, +8 (DC 23), Petrification 8 (DC Fort 18), Unarmed Attack, +12 (DC 19)

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 38 + Skills 12 (48 ranks) + Feats 13 + Powers 54 + Combat 24 + Saves 9 + Drawbacks 0 = 150

 

 

Giant Snake

 

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

 

STR: +7 (24), DEX: +4 (18), CON: +7 (24), INT: +0 (10), WIS: +1 (12), CHA: +0 (10)

 

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

 

Skills: Climb 9 (+12), Notice 7 (+8), Sense Motive 3 (+4), Stealth 12 (+12), Swim 9 (+12)

 

Feats: Accurate Attack, Attack Focus (melee) 3, Dodge Focus 3, Grappling Finesse, Improved Grab, Improved Grapple, Improved Pin, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

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

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

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

Super-Movement 1 (slithering)

Super-Senses 2 (infravision, scent)

Super-Strength 2 (+10 STR carry capacity, heavy load: 2.8 tons; +2 STR to some checks)

Venomous Bite (Drain 5) (drains: any trait, DC 15; Secondary Effect; Accurate (+2), Selective)

   Hypnosis (Mind Control 7) (Alternate; DC 17; Duration (sustained); Sense-Dependent (Visual); Mental Link)

 

Attack Bonus: +4 (Ranged: +4, Melee: +7, Grapple: +19/+21)

 

Attacks: Hypnosis (Mind Control 7) (DC Will 17), Unarmed Attack, +7 (DC 22), Venomous Bite (Drain 5), +9 (DC Fort/Staged 15)

 

Defense: +7  (Flat-footed: +2), Size: Large, Knockback: -7

 

Initiative: +4

 

Drawbacks: Disability, very common, moderate, Mute, Disability, very common, moderate, No Hands

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 10 (40 ranks) + Feats 13 + Powers 42 + Combat 20 + Saves 2 - Drawbacks 8 = 105

 

 

Based again, on a picture from DeviantArt. Not literally the creature from Greek Mythology, but there could be a connection if you like. Turns flesh to stone, punches hard (and right in the Fort save) or summons a giant snake. All while being nigh-impervious to mortal weapons. Works well enough, I think.

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Ancient Paragon

 

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

 

STR: +12 (14/34), DEX: +1 (12), CON: +12 (14/34), INT: +1 (12), WIS: +2 (14), CHA: +2 (14)

 

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

 

Skills: Bluff 8 (+10), Knowledge (civics) 4 (+5), Knowledge (tactics) 4 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Defensive Attack, Dodge Focus 4, Elusive Target, Endurance (+4), Fearless, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Stunning Attack, Takedown Attack, Ultimate Effort (Choose Action), Uncanny Dodge (Auditory)

 

Powers:

Ancient Armor (Device 2) (Hard to lose)

   Enhanced Constitution 8 (+8 CON)

   Immunity 2 (disease, poison)

Ancient Bracers (Device 2) (Hard to lose)

   Enhanced Strength 8 (+8 STR)

   Super-Strength 1 (+5 STR carry capacity, heavy load: 2.8 tons; +1 STR to some checks)

Enhanced Constitution 12 (+12 CON)

Enhanced Strength 12 (+12 STR)

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

Immunity 1 (aging)

Impervious Toughness 8

Regeneration 15 (recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 3 (recover 1 / 20 mins), recovery rate (injured) 3 (recover 1 / minute), recovery rate (staggered) 3 (recover 1 / minute), resurrection 3 (5 hours); Persistent, Regrowth)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20/+21)

 

Attacks: Unarmed Attack, +8 (DC 27)

 

Defense: +8  (Flat-footed: +2), Knockback: -10

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 8 (32 ranks) + Feats 22 + Powers 74 + Combat 16 + Saves 10 + Drawbacks 0 = 150

 

 

What if history as written is missing some pieces? Canon history says there simply weren't any heroes above over PL 8 or so until the Centurion started opening the floodgates. What if that was wrong? What if from the very beginning of human history there'd been someone looking out for us? Well, I figure you'd get someone like this. Not that impressive by modern standards, but hell on wheels before the Age of Firearms. Why does she speak English and nothing else? Because this is a base for you to build off of, of course. Got nothing to do with PP limitations, nooooo. <.< >.>

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Vampire

 

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

 

STR: +8 (26), DEX: +3 (16), CON: +0 (-), INT: +0 (10), WIS: +4 (18), CHA: +5 (20)

 

Tough: +12, Fort: Immune, Ref: +7, Will: +7

 

Skills: Bluff 5 (+10), Diplomacy 5 (+10), Knowledge (arcane Lore) 5 (+5), Notice 6 (+10), Sense Motive 6 (+10), Stealth 12 (+15)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Attack Specialization 2 (Unarmed Attack), Defensive Attack, Dodge Focus 4, Elusive Target, Fearless, Hide in Plain Sight, Improved Initiative, Jack-of-All-Trades, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Array 6 (default power: (strength bonus) strike)

   (Strength Bonus) Strike 8 (Default; Vampiric)

   Hypnosis 10 (Array; DC 20; Action (full); Subtle 2 (unnoticable))

   Insubstantial 2 (Array; Gaseous; Subtle 2 (unnoticable))

Drain 2 (drains: single trait, DC 12; Requires Grapple)

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

Immunity 30 (fortitude saves)

Impervious Toughness 8 (Limited (No effect against Holy, Silver, or Magic))

Protection 12 (+12 Toughness)

Regeneration 6 (recovery bonus 5 (+5 to recover), resurrection 1 (1 week); Source (Blood); Persistent, Regrowth)

Super-Senses 3 (darkvision, scent)

 

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

 

Attacks: Drain 2, +8 (DC Fort/Staged 12), Unarmed Attack, +12 (DC 23)

 

Defense: +8  (Flat-footed: +2), Knockback: -10

 

Initiative: +7

 

Drawbacks: Weakness, common, moderate, holy symbols, stunned for one round after losing an opposed CHA check, Weakness, uncommon, moderate, sunlight, destroyed in 10 rounds +5

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 10 (39 ranks) + Feats 22 + Powers 75 + Combat 16 + Saves 7 - Drawbacks 10 = 150

 

 

I was going to get around to this eventually, so why not now? Based more or less off of the Vampire Lord from the core book. Have fun with it.

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Winged Water Controller

 

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

 

STR: +0 (10), DEX: +4 (18), CON: +2 (14), INT: +2 (14), WIS: +2 (14), CHA: +4 (18)

 

Tough: +2/+4, Fort: +5, Ref: +8, Will: +8

 

Skills: Acrobatics 6 (+10), Bluff 6 (+10), Concentration 8 (+10), Diplomacy 6 (+10), Escape Artist 6 (+10), Gather Information 6 (+10), Knowledge (User's Choice) 6 (+8), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 6, Defensive Attack, Defensive Roll 2, Dodge Focus 8, Environmental Adaptation (Choose Environment), Evasion, Improved Initiative, Move-by Action, Power Attack, Precise Shot, Ultimate Effort (Water Control checks), Uncanny Dodge (Auditory)

 

Powers:

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

   Swimming 8 (Alternate; Speed: 500 mph, 4400 ft./rnd)

Immunity 3 (environmental condition: Cold, environmental condition: Pressure, suffocation: Drowning)

Water Control (Array 15) (default power: water control)

   Dehydrate (Blast 10) (Array; DC 25; Alternate Save (Fortitude))

   Obscure 10 (Array; affects: visual senses, Radius: 5000 ft.; Selective Attack)

   Pressure Blasts (Blast 10) (Array; DC 25; Autofire (interval 2, max +5))

   Trip 10 (Array; Autofire (interval 2, max +5), Knockback)

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

 

Attack Bonus: +4 (Ranged: +10, Melee: +4, Grapple: +4)

 

Attacks: Dehydrate (Blast 10), +10 (DC Fort 25), Pressure Blasts (Blast 10), +10 (DC 25), Trip 10, +10 (DC 20), Unarmed Attack, +4 (DC 15)

 

Defense: +14  (Flat-footed: +3), Knockback: -2

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 15 (60 ranks) + Feats 27 + Powers 47 + Combat 20 + Saves 13 + Drawbacks 0 = 150

 

 

There you go, a water controller with wings. Nothing too fancy here. A little fragile, yeah, but she doesn't do "hard" water or sport a fancy costume. Yet. So instead she has to make do with the greater maneuverability that wings provide.

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Bird Themed Mystic

 

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

 

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

 

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

 

Skills: Concentration 10 (+12), Intimidate 7 (+10), Knowledge (arcane Lore) 12 (+15), Knowledge (streetwise) 7 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Artificer, Defensive Attack, Dodge Focus 4, Evasion, Improved Initiative, Move-by Action, Power Attack, Ritualist, Uncanny Dodge (Auditory)

 

Powers:

Array 9 (default power: esp)

   Animal Control 8 (Array; DC 18; Burst Area (40-200 ft. radius - General); Limited (to Birds); Progression, Increase Area 2 (area x5))

   ESP 6 (Default; affects: 2 types, inc. visual; Simultaneous; Medium, Notes: Medium of birds)

   Obscure 6 (Array; affects: all sense types, Radius: 250 ft.; Selective Attack; Custom (Medium (birds)), Partial)

   Teleport 6 (Array; 600 ft. as move action, 20 miles as full action, DC 16; Accurate, Affects Others; Medium (Birds))

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

Force Field 10 (+10 Toughness; Impervious)

Magic Wand (Device 4) (Easy to lose)

   Array 8 (default power: blast; Accurate 2 (+4))

      Blast 8 (Default; DC 23)

      Illusion 6 (Array; affects: all sense types, DC 16; Thematic 2 (narrow type - Birds); Progression, Area 4 (100 ft. radius))

      Snare 8 (Array; DC 18)

 

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

 

Attacks: Animal Control 8 (DC Will 18), Blast 8, +12 (DC 23), Snare 8, +12 (DC Ref/Staged 18), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 13 (52 ranks) + Feats 14 + Powers 55 + Combat 24 + Saves 14 + Drawbacks 0 = 150

 

 

So then. Mystic with a bird theme and a magic wand. Her esoteric powers require birds to be around, but luckily, she can summon them. That's...pretty much it.

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  • 2 weeks later...

Kitsune Cat Swordmaster

 

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

 

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

 

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

 

Skills: Acrobatics 10 (+15), Bluff 10 (+15), Gather Information 5 (+10), Knowledge (arcane Lore) 3 (+5), Knowledge (streetwise) 8 (+10), Knowledge (theology & philosophy) 3 (+5), Notice 9 (+10), Sense Motive 14 (+15), Stealth 10 (+15)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Attack Specialization 3 (Sword (Strike 3)), Blind-Fight, Challenge - Improved Feint, Defensive Attack, Defensive Roll, Dodge Focus 6, Elusive Target, Equipment 1, Evasion, Fearless, Hide in Plain Sight, Improved Critical (Sword (Strike 3)), Improved Defense, Improved Disarm, Improved Initiative, Improved Throw, Improved Trick, Improved Trip, Instant Up, Move-by Action, Ninja Run, Power Attack, Quick Draw, Skill Mastery (Acrobatics, Bluff, Sense Motive, Stealth), Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Concealed Body Armor (Protection 4) (+4 Toughness; Subtle (subtle))

Enhanced Dexterity 4 (+4 DEX)

Illusion 1 (affects: all sense types, DC 11; Phantasms)

Morph 2 (morph: broad group - humanoids, +10 Disguise)

   Morph 3 (Alternate; morph: single appearance - normal fox, +15 Disguise; Metamorph)

Super-Movement 1 (slow fall)

Super-Senses 3 (awareness: Magical, darkvision)

Sword (Device 2) (Hard to lose)

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

 

Equipment: Concealed Body Armor [Concealed Body Armor (Protection 4), +4 Toughness; Subtle (subtle)]

 

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

 

Attacks: Sword (Strike 3), +15 (DC 20), Unarmed Attack, +9 (DC 17)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 18 (72 ranks) + Feats 39 + Powers 25 + Combat 22 + Saves 16 + Drawbacks 0 = 150

 

 

Remember my Kitsune Paragon? No? Well that's all right. The only that and this having in common is the Kitsune part. There's a little Feline Totem stuff, a cool sword, and the ability to bluff and trick like a boss. Unlike most of the melee weaponmasters I've built, she has a few maneuvers in her arsenal besides "hit enemy". Which is always nice, I suppose.

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Darkness Controlling Powerhouse

 

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

 

STR: +15 (14/40), DEX: +1 (12), CON: +10 (14/30), INT: +0 (10), WIS: +2 (14), CHA: +0 (10)

 

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

 

Skills: Intimidate 8 (+8), Knowledge (User's Choice) 8 (+8), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 2, Attack Specialization (Blast 15), Dodge Focus 3, Power Attack, Stunning Attack, Takedown Attack

 

Powers:

Darkness Control (Array 15) (default power: darkness control)

   Blast 15 (Array; DC 30)

   Darkness Control 10 (Default; Radius: 5000 ft.; Independent, Selective Attack)

   Teleport 10 (Array; 1000 ft. as move action, 200000 miles as full action; Accurate)

Enhanced Constitution 16 (+16 CON)

Enhanced Strength 26 (+26 STR)

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

Super-Senses 2 (darkvision)

Super-Strength 2 (+10 STR carry capacity, heavy load: 12.8 tons; +2 STR to some checks; Groundstrike (Radius: 100 ft., DC 20), Shockwave (+10, Cone: 100 ft., DC 20))

 

Attack Bonus: +3 (Ranged: +3, Melee: +5, Grapple: +20/+22)

 

Attacks: Blast 15, +5 (DC 30), Unarmed Attack, +5 (DC 30)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 14 + Skills 8 (32 ranks) + Feats 11 + Powers 97 + Combat 10 + Saves 10 + Drawbacks 0 = 150

 

 

I've built very few fully Damage or Toughness shifted people, let alone both. Life's more interesting for those shifted the other way, I think. With that said, I had an idea here, and I think I exploited it quite well. Trigger that Obscure, and pound some blinded face. Boom. Done.

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