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Eternal Phoenix's Character Factory and Archetype Blendarama


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Hawk Totem Mystic

 

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

 

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

 

Tough: +4/+12, Fort: +5, Ref: +10, Will: +10

 

Skills: Disable Device 2 (+5), Gather Information 10 (+10), Knowledge (arcane Lore) 12 (+15), Notice 7 (+10), Sense Motive 7 (+10)

 

Feats: Accurate Attack, Attack Specialization 2 (Talons (Strike 4)), Dodge Focus 4, Power Attack, Quick Change, Ritualist, Uncanny Dodge (Auditory)

 

Powers:

Costume (Device 2) (Hard to lose)

   Protection 8 (+8 Toughness, Feats: Quick Change; Subtle (subtle))

Enhanced Dexterity 8 (+8 DEX)

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

Magic (Array 12) (default power: blast)

   Blast 12 (Default; DC 27)

   Snare 12 (Array; DC 22)

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

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

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

      Communication 10 (sense type: mental)

      Mind Reading 10 (DC 20)

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

Talons (Strike 4) (DC 23; Mighty)

 

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

 

Attacks: Blast 12, +8 (DC 27), Mind Reading 10 (DC Will 20), Snare 12, +8 (DC Ref/Staged 22), Stun 8, +8 (DC Fort/Staged 18), Talons (Strike 4), +12 (DC 23), Telepathy 10 (DC Will 20), Unarmed Attack, +8 (DC 19)

 

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

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 10 (38 ranks) + Feats 10 + Powers 60 + Combat 24 + Saves 10 + Drawbacks 0 = 150

 

 

Here's a Mystic who's also a perfectly functional Hawk Totem. Nothing too fancy here. As ever, feel free to change what you don't like to what you do. For example, some social skills would be lovely.

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  • EternalPhoenix

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Flying Demon Swordmaster

 

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

 

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

 

Tough: +4/+6, Fort: +7, Ref: +10, Will: +7

 

Skills: Acrobatics 5 (+10), Bluff 8 (+10), Concentration 1 (+5), Escape Artist 5 (+10), Gather Information 6 (+8), Knowledge (arcane Lore) 5 (+5), Knowledge (theology & philosophy) 5 (+5), Notice 6 (+10), Sense Motive 6 (+10), Stealth 5 (+10)

 

Feats: All-Out Attack, Attack Focus (melee) 3, Attack Specialization 2 (Hellfire Control 10), Attack Specialization 3 (Swords (Device 3)), Defensive Attack, Defensive Roll 2, Dodge Focus 4, Elusive Target, Evasion, Improved Critical (Swords (Strike 3)), Improved Initiative, Quick Draw, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Array 10 (default power: hellfire control)

   Create Object 10 (Array; Max Size: 10x 5' cubes, DC 20)

   Emotion Control 10 (Array; DC 20)

   Hellfire Control 10 (Default; DC 25)

Enhanced Constitution 4 (+4 CON)

Enhanced Wisdom 4 (+4 WIS)

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

Super-Senses 2 (awareness: Magical, awareness: Supernatural)

Swords (Device 3) (Easy to lose)

   Swords (Strike 3) (DC 20, Feats: Improved Critical (Swords (Strike 3)); Autofire (interval 2, max +5) [2 extra ranks], Penetrating [2 extra ranks]; Limited (Autofire requires both swords); Mighty, Thrown 2 (Range: 100 ft., incr 20 ft.))

      Second Sword (Features 1)

 

Attack Bonus: +6 (Ranged: +6, Melee: +9, Grapple: +11)

 

Attacks: Emotion Control 10 (DC Staged/Will 20), Hellfire Control 10, +10 (DC 25), Swords (Strike 3), +15 (DC 20), Unarmed Attack, +9 (DC 17)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 13 (52 ranks) + Feats 22 + Powers 50 + Combat 28 + Saves 11 + Drawbacks 0 = 150

 

 

Didn't I just do something like this? The answer is yes. Yes I did. I can riff on a theme if I want to. Anyway. Wings. Really cool swords. Hellfire. Nifty super senses. Could be fun.

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Cute Witch

 

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

 

STR: -1 (8), DEX: +2 (14), CON: +1 (12), INT: +5 (20), WIS: +5 (20), CHA: +3 (16)

 

Tough: +1/+9, Fort: +5, Ref: +7, Will: +10

 

Skills: Bluff 8 (+11), Diplomacy 8 (+11), Gather Information 12 (+15), Knowledge (arcane Lore) 10 (+15), Knowledge (theology & philosophy) 5 (+10), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, Artificer, Attack Focus (ranged) 4, Attack Specialization 2 (Drain 8), Attractive (+4), Eidetic Memory, Move-by Action, Power Attack, Precise Shot, Uncanny Dodge (Auditory)

 

Powers:

Broom (Device 2) (Hard to lose; Subtle 2 (unnoticable))

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

   Super-Strength 5 (+25 STR carry capacity, heavy load: 2.4k lbs; +5 STR to some checks; Limited (to carrying capacity))

Lovely Dress (Device 3) (Hard to lose; Subtle (subtle))

   Protection 8 (+8 Toughness; Subtle (subtle))

   Shield 5 (+5 dodge bonus; Subtle (subtle))

Oversized Hat with Cute Bow (Device 2) (Hard to lose)

   Dimensional Pocket 6 (Capacity: 5000 lbs., DC 16; Storage Only; Time Passage (slower) 4 (no time passes))

Spellcasting (Array 12) (default power: blast)

   Blast 12 (Default; DC 27)

   Drain 8 (Array; drains: any trait, DC 18; Range (ranged))

   Snare 12 (Array; DC 22)

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

 

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +3/+8)

 

Attacks: Blast 12, +8 (DC 27), Dimensional Pocket 6, +4 (DC Ref/Will 16), Drain 8, +12 (DC Fort/Staged 18), Snare 12, +8 (DC Ref/Staged 22), Unarmed Attack, +4 (DC 14)

 

Defense: +11  (Flat-footed: +3), Knockback: -4

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 14 (53 ranks) + Feats 14 + Powers 58 + Combat 20 + Saves 14 + Drawbacks 0 = 150

 

 

I've mentioned before I'm an anime fan. This isn't anyone in particular, but if there ever was an anime archetype, it was the cute little girl that isn't what she seems. Case in point. She's got some cool gear, and can hex you into oblivion if you make her mad. I'm disturbingly proud of her hat. The platform flaw on Flight represents her getting pulled off the broom, and of course it can carry hundreds of pounds with no problem. Magic is great, you guys.

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Cyborg Soldier

 

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

 

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

 

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

 

Skills: Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (streetwise) 10 (+10), Knowledge (tactics) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 3, Defensive Attack, Eidetic Memory, Evasion, Fearless, Improved Aim, Improved Initiative, Improvised Tools, Move-by Action, Power Attack, Precise Shot, Uncanny Dodge (Auditory)

 

Powers:

Cyborg Weaponry (Array 11) (default power: blast; Accurate (+2); Custom (Array 10.5))

   Flash Bang (Dazzle 5) (Array; affects: 1 type + visual, DC 15; Burst Area (25 ft. radius - General))

   Grenade (Blast 7) (Array; DC 22; Explosion Area (70 ft. explosion - General))

   Machine Gun (Blast 7) (Default; DC 22; Autofire (interval 2, max +5))

   Sleep Gas Grenade (Fatigue 5) (Array; DC 15; Cloud Area (25 ft. diameter, lingers - General), Range (ranged), Sleep)

   Sniper Shot (Blast 7) (Array; DC 22; Penetrating [3 ranks only]; Improved Range 2 (350 ft. incr), Progression, Increase Range 2 (max range x5, 3500 feet))

Immunity 7 (aging, disease, poison, sleep, starvation & thirst, suffocation (all))

Protection 10 (+10 Toughness)

Super-Senses 7 (darkvision, extended (type): Visual 1 (-1 per 100 ft), extended (type): Auditory 1 (-1 per 100 ft), ultra-hearing)

 

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

 

Attacks: Flash Bang (Dazzle 5) (DC Fort/Ref 15), Grenade (Blast 7) (DC 22), Machine Gun (Blast 7), +13 (DC 22), Sleep Gas Grenade (Fatigue 5) (DC Fort 15), Sniper Shot (Blast 7), +13 (DC 22), Unarmed Attack, +8 (DC 18)

 

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

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 13 (52 ranks) + Feats 16 + Powers 50 + Combat 32 + Saves 19 + Drawbacks 0 = 150

 

 

More of a modern anime archetype, thanks to Ghost in the Shell. I chose to make an expert Soldier with a few...modifications. Weapons are stronger and integrated into the bodily structure, as is the armor. And of course, some immunities and enhanced senses. The wars of the future just picked up the only weapon they'll ever need. Heh.

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Panda Totem

 

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

 

STR: +10 (14/30), DEX: +4 (18), CON: +6 (14/22), INT: +0 (10), WIS: +4 (18), CHA: +4 (18)

 

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

 

Skills: Acrobatics 6 (+10), Climb 8 (+18), Diplomacy 6 (+10), Intimidate 8 (+12), Knowledge (streetwise) 10 (+10), Notice 10 (+14), Sense Motive 6 (+10), Stealth 6 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 5, Defensive Attack, Dodge Focus 2, Hide in Plain Sight, Improved Critical 2 (Unarmed Attack), Improved Initiative, Move-by Action, Power Attack, Stunning Attack, Takedown Attack, Ultimate Effort (Toughness Saves), Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 8 (+8 CON)

Enhanced Strength 16 (+16 STR)

Protection 4 (+4 Toughness; Impervious [2 extra ranks])

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

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

Super-Strength 4 (+20 STR carry capacity, heavy load: 12.8 tons; +4 STR to some checks)

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +20/+24)

 

Attacks: Unarmed Attack, +10 (DC 25)

 

Defense: +10  (Flat-footed: +4), Knockback: -8

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 15 (60 ranks) + Feats 20 + Powers 47 + Combat 26 + Saves 10 + Drawbacks 0 = 150

 

 

Why, yes. It is a Bear Totem by another name. Because pandas may be cute, but they are still bears. And bears are bad news. In this case, for the bad guys. Weirdly, this one had a small surplus of PP when I was done, but I found a home for it.

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Necromancer

 

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

 

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

 

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

 

Skills: Bluff 10 (+10), Concentration 10 (+15), Gather Information 10 (+10), Intimidate 10 (+10), Knowledge (arcane Lore) 15 (+20), Knowledge (theology & philosophy) 5 (+10), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, Artificer, Attack Focus (ranged) 8, Dodge Focus 4, Power Attack, Ritualist, Uncanny Dodge (Auditory)

 

Powers:

Enchanted Amulet (Device 6) (Hard to lose, Restricted use (Necromancers))

   Enhanced Constitution 24 (+24 CON)

   Regeneration 4 (resurrection 4 (1 hour); Persistent, Regrowth)

Necromancy (Array 13) (default power: blast; Custom (Array 12.5))

   Drain 8 (Array; drains: any trait, DC 18; Range (ranged); Incurable)

   Fatigue 8 (Array; DC 18; Range (ranged); Custom (Insidious))

   Fortitude Test (Blast 8) (Array; DC 23; Alternate Save (Fortitude); Incurable)

   Life Drain (Blast 8) (Default; DC 23; Vampiric; Incurable)

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

Quickness 12 (Perform routine tasks at 10000x speed; One Task (Ritualist))

Summon Zombies (Summon 1) (Fanatical, Horde; Mental Link, Progression, # Minions 4 (25 minions))

 

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

 

Attacks: Drain 8, +12 (DC Fort/Staged 18), Fatigue 8, +12 (DC Fort 18), Fortitude Test (Blast 8), +12 (DC Fort 23), Life Drain (Blast 8), +12 (DC 23), Unarmed Attack, +4 (DC 15)

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 18 (70 ranks) + Feats 17 + Powers 67 + Combat 16 + Saves 8 + Drawbacks 0 = 150

 

 

Let's be honest. This isn't usually a heroic archetype. He's a bad, bad man. Summoning the dead. Shameful. Basically he's a Mystic with a gimmick. A horde of zombies. There's a few other things, but yeah.

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One-Eyed Warrior

 

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

 

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

 

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

 

Skills: Acrobatics 5 (+8), Bluff 7 (+10), Diplomacy 7 (+10), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (arcane Lore) 5 (+5), Knowledge (civics) 5 (+5), Knowledge (tactics) 15 (+15), Medicine 2 (+5), Notice 7 (+10), Sense Motive 7 (+10), Survival 5 (+8)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 5, Attack Specialization 3 (Bow), Defensive Attack, Dodge Focus 4, Endurance (+4), Equipment 2, Evasion, Fearless, Improved Aim, Improved Critical 2 (Greatsword (Strike 4)), Improved Defense, Improved Disarm, Improved Initiative, Improved Sunder, Improved Throw, Improved Trick, Improved Trip, Power Attack, Precise Shot 2, Quick Draw, Startle, Stunning Attack, Takedown Attack, Ultimate Effort (Toughness saves), Uncanny Dodge (Auditory), Weapon Bind, Weapon Break

 

Powers:

Greatsword (Device 3) (Easy to lose)

   Greatsword (Strike 4) (DC 22, Feats: Improved Critical 2 (Greatsword (Strike 4)); Secondary Effect [3 extra ranks]; Mighty)

Plate Armor (Device 1) (Hard to lose)

   Protection 5 (+5 Toughness)

Super-Strength 1 (+5 STR carry capacity, heavy load: 460 lbs; +1 STR to some checks)

 

Equipment: Bow

 

Attack Bonus: +8 (Ranged: +8, Melee: +13, Grapple: +16/+17)

 

Attacks: Bow, +14 (DC 21), Greatsword (Strike 4), +13 (DC 22), Unarmed Attack, +13 (DC 18)

 

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

 

Initiative: +7

 

Drawbacks: Disability, very common, moderate, One Eye (-4 to ranged attacks)

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 21 (84 ranks) + Feats 39 + Powers 15 + Combat 32 + Saves 17 - Drawbacks 4 = 150

 

 

You can do a lot with a little, you know. This lady is just badass. Big sword to the face. That drawback requires her to use Improved Aim to be PL 10 with her bow, which is why it is equipment. She's got boatloads of feats, so use them. Man, I can't wait to use this one in a thread.

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Aristocratic Swordmaster

 

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

 

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

 

Tough: +2/+12, Fort: +8, Ref: +5, Will: +10

 

Skills: Bluff 15 (+20), Diplomacy 15 (+20), Gather Information 15 (+20), Knowledge (civics) 10 (+12), Knowledge (streetwise) 8 (+10), Knowledge (tactics) 8 (+10), Notice 10 (+15), Sense Motive 15 (+20)

 

Feats: All-Out Attack, Attack Focus (melee) 6, Benefit (Status), Benefit 3 (Wealth), Challenge - Improved Feint, Challenge - Improved Taunt, Connected, Contacts, Defensive Attack, Dodge Focus 4, Fearless, Improved Critical (Enchanted Sword (Strike 3)), Improved Initiative, Power Attack, Quick Draw, Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive), Takedown Attack, Taunt, Uncanny Dodge (Auditory), Well-Informed

 

Powers:

Enchanted Armor (Device 4) (Hard to lose)

   Protection 10 (+10 Toughness; Impervious)

Enchanted Sword (Device 2) (Easy to lose)

   Enchanted Sword (Strike 3) (DC 20, Feats: Improved Critical (Enchanted Sword (Strike 3)); Penetrating; Accurate 2 (+4), Mighty)

Winged Flight Harness (Device 2) (Hard to lose)

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

   Super-Strength 1 (+5 STR carry capacity, heavy load: 350 lbs; +1 STR to some checks; Limited (to Carrying Capacity))

 

Attack Bonus: +5 (Ranged: +5, Melee: +11, Grapple: +13/+14)

 

Attacks: Enchanted Sword (Strike 3), +15 (DC 20), Unarmed Attack, +11 (DC 17)

 

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

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 24 (96 ranks) + Feats 29 + Powers 30 + Combat 18 + Saves 15 + Drawbacks 0 = 150

 

 

Here we are. Swordsmaster, tanky, and social demon. I think she's a bit full of herself. Might even be a princess from some far off land. Who knows? At any rate, she's good at what she does. More than that, she's among the best in the world. And she can fly, because reasons.

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Plasma Warrior

 

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

 

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

 

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

 

Skills: Acrobatics 15 (+20), Bluff 5 (+10), Diplomacy 5 (+10), Escape Artist 5 (+10), Gather Information 5 (+10), Knowledge (User's Choice) 8 (+8), Notice 8 (+10), Sense Motive 8 (+10), Sleight of Hand 5 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Defensive Attack, Dodge Focus 4, Elusive Target, Evasion, Improved Critical (Plasma Saber (Strike 8)), Improved Defense, Improved Sunder, Improved Trick, Move-by Action, Ninja Run, Power Attack, Quick Change, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory), Weapon Break

 

Powers:

Force Field 6 (+6 Toughness; Impervious)

Plasma Saber (Strike 8) (DC 23, Feats: Improved Critical (Plasma Saber (Strike 8)); Penetrating [4 ranks only], Secondary Effect)

   Dazzle 7 (Alternate; affects: visual senses, DC 17; Burst Area (35 ft. radius - General))

Super-Senses 1 (infravision)

 

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

 

Attacks: Dazzle 7 (DC Fort/Ref 17), Plasma Saber (Strike 8), +12 (DC 23), Unarmed Attack, +12 (DC 15)

 

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

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 16 (64 ranks) + Feats 25 + Powers 35 + Combat 32 + Saves 14 + Drawbacks 0 = 150

 

 

Some basic idea I've been running with for a while in this part. Swordsmanship, applied directly to criminals. The difference with this one is that her sword is made of shaped plasma. She's got a couple of non-swordmaster tricks, but really she's just another Badass Abnormal. She'd likely get along well with Jack of All Blades. Their power sources are different, obviously, but the manifestations are similar.

 

http://wickedalucard.deviantart.com/art/RoD-b15-03-508768870

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Cold Controlling Swordmaster

 

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

 

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

 

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

 

Skills: Acrobatics 6 (+10), Bluff 6 (+8), Concentration 8 (+10), Diplomacy 6 (+8), Gather Information 6 (+8), Knowledge (life sciences) 8 (+8), Medicine 6 (+8), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee), Attack Specialization 3 (Sword (Device 2)), Defensive Attack, Dodge Focus 5, Elusive Target, Evasion, Improved Critical (Sword (Strike 3)), Improved Initiative, Power Attack, Quick Draw, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Cold Control (Array 12) (default power: cold control)

   Blast 12 (Array; DC 27)

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

   Create Object 8 (Array; Max Size: 8x 5' cubes, DC 18; Independent, Movable (Radius: 40 ft., Strength: 40, Force: 3.2 tons))

   Snare 12 (Array; DC 22)

Force Field 8 (+8 Toughness)

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

Sword (Device 2) (Easy to lose)

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

 

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

 

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

 

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

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 17 (68 ranks) + Feats 20 + Powers 48 + Combat 26 + Saves 15 + Drawbacks 0 = 150

 

 

Yeah, I'm doing it again. Cold Controllers aren't known for their melee skills...usually, anway. When they are, they're just punchers with no finesse. This one has a sword. That's...about it. Basic cold controller plus swordsmanship.

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Winged Telekinetic Swordmaster

 

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

 

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

 

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

 

Skills: Bluff 5 (+5), Diplomacy 5 (+5), Gather Information 10 (+10), Investigate 8 (+10), Knowledge (earth sciences) 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (streetwise) 8 (+10), Notice 7 (+10), Search 8 (+10), Sense Motive 7 (+10)

 

Feats: All-Out Attack, Attack Specialization 3 (Swords (Device 2)), Defensive Attack, Dodge Focus 2, Improved Critical (Swords (Strike 3)), Improved Initiative, Move-by Action, Power Attack, Quick Change, Quick Draw, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Array 10 (default power: telekinesis)

   Adds Area (Burst) to Swords ((Strength Bonus) Strike 5) (Array; [0 active, 0/20 PP, 1/r]; Burst Area (25 ft. radius - General))

   Adds Penetrating to Swords ((Strength Bonus) Strike 5) (Array; [0 active, 0/20 PP, 1/r]; Penetrating)

   Adds Ranged to Swords ((Strength Bonus) Strike 5) (Array; [0 active, 0/20 PP, 1/r]; Range (ranged))

   Telekinesis 10 (Default; [0 active, 0/20 PP, 2/r], Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons)

Costume (Device 2) (Hard to lose)

   Protection 8 (+8 Toughness, Feats: Quick Change; Subtle (subtle))

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

Swords (Device 2) (Easy to lose)

   Swords (Strike 3) (DC 20, Feats: Improved Critical (Swords (Strike 3)); Autofire (interval 2, max +5) [2 extra ranks]; Mighty)

 

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

 

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

 

Defense: +10  (Flat-footed: +4), Knockback: -5

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 16 (64 ranks) + Feats 13 + Powers 50 + Combat 34 + Saves 17 + Drawbacks 0 = 150

 

 

A bit fancy, I admit. But basically it's telekinesis applied to swordsmanship. Also she has wings for some reason. I just keep going on and on.

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Meteor Warrior

 

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

 

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

 

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

 

Skills: Acrobatics 10 (+15), Bluff 8 (+10), Climb 1 (+4), Diplomacy 8 (+10), Escape Artist 10 (+15), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (streetwise) 8 (+10), Knowledge (User's Choice) 8 (+10), Notice 7 (+10), Sense Motive 7 (+10), Sleight of Hand 10 (+15), Stealth 10 (+15), Swim 1 (+4)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 6, Attack Specialization 2 (Grapple), Defensive Attack, Defensive Roll 2, Dodge Focus 5, Elusive Target, Endurance (+4), Equipment 2, Evasion, Improved Defense, Improved Disarm 2, Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Improved Trick, Improved Trip, Power Attack, Quick Draw, Skill Mastery (Acrobatics, Escape Artist, Sleight of Hand, Stealth), Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Meteor Hammer (Device 3) (Easy to lose; Subtle (subtle))

   Strike 3 (DC 21, Feats: Improved Disarm 2, Improved Grab, Improved Pin, Improved Throw, Improved Trip, Quick Draw; Extended Reach 4 (20 ft.), Mighty)

 

Equipment: Mini-Tracer, Vehicle: Motorcycle

 

Attack Bonus: +8 (Ranged: +8, Melee: +14, Grapple: +21)

 

Attacks: Strike 3, +14 (DC 21), Unarmed Attack, +14 (DC 18)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 26 (104 ranks) + Feats 31 + Powers 10 + Combat 32 + Saves 15 + Drawbacks 0 = 150

 

 

You know what's interesting? Exotic weapons. And of them, one of the most interesting is the meteor hammer. A couple of weights on either end of a rope or a chain. It can do quite a bit in skilled hands, and I think I've represented that quite well. She's your average mook's worst nightmare, and a legitimate threat to anyone without Impervious Toughness. Regardless of actual Toughness score. She has a motorcycle to get around with.

 

http://wickedalucard.deviantart.com/art/RoD-b15-05-510122458

 

https://en.wikipedia.org/wiki/Meteor_hammer

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Magic Painter

 

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

 

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

 

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

 

Skills: Concentration 5 (+10), Craft (artistic) 10 (+15), Craft (chemical) 10 (+15), Diplomacy 13 (+15), Disguise 8 (+10), Gather Information 8 (+10), Knowledge (arcane Lore) 10 (+15), Knowledge (art) 10 (+15), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Artificer, Attack Focus (melee) 4, Defensive Attack, Dodge Focus 4, Eidetic Memory, Fearless, Improvised Tools, Inventor, Move-by Action, Power Attack, Quick Change, Quick Draw, Ritualist, Skill Mastery (Craft (art & chem), KN (arcane & art)), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Paintbrush (Device 8) (Easy to lose)

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

   Paint The World (Array 12) (default power: create object)

      Bodily Repaint (Strike 12) (Array; DC 27; Alternate Save (Fortitude))

      Color Control 12 (Array; 60-ft. cube, DC 22; Independent, Total Fade; Range (touch))

      Create Object 8 (Default; Max Size: 8x 250' cubes, DC 18; Independent, Total Fade; Range (touch); Progression, Object Size 5, Slow Fade 2 (5 minutes), Stationary)

      Dazzle 12 (Array; affects: visual senses, DC 22; Autofire (interval 2, max +5); Range (touch))

      Harmful Paint (Strike 12) (Array; DC 27; Autofire (interval 2, max +5))

      Illusion 8 (Array; affects: visual senses, DC 18; Progression, Area 8 (2500 ft. radius))

      Snare 12 (Array; DC 22; Transparent; Range (touch))

   Super-Strength 5 (+25 STR carry capacity, heavy load: 3.2k lbs; +5 STR to some checks; Limited (to Carrying Capacity))

Paintproof Dress (Device 4) (Hard to lose; Subtle 2 (unnoticable))

   Protection 8 (+8 Toughness; Subtle 2 (unnoticable))

   Sensory Shield 5 (sense: all senses, +10 to saves vs. Dazzle attacks)

 

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

 

Attacks: Bodily Repaint (Strike 12), +8 (DC Fort 27), Color Control 12, +8 (DC Ref 22), Dazzle 12, +8 (DC Fort/Ref 22), Harmful Paint (Strike 12), +8 (DC 27), Snare 12, +8 (DC Ref/Staged 22), Unarmed Attack, +8 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 21 (84 ranks) + Feats 24 + Powers 42 + Combat 20 + Saves 13 + Drawbacks 0 = 150

 

 

Yes, I'm on a weapons and sorcery kick. If you haven't noticed by now I'm concerned for the health of your brain. This one, however, is a bit different. She's not just slinging magic with her brush. There's chemistry involved, too. Enchanted paint. In the hands of someone creative, this could be a hell of a build.

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Telekinetic Artificier Infiltrator

 

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

 

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

 

Tough: +2/+12, Fort: +5, Ref: +5, Will: +10

 

Skills: Bluff 8 (+10), Concentration 5 (+10), Diplomacy 8 (+10), Disable Device 8 (+10), Gather Information 8 (+10), Knowledge (arcane Lore) 13 (+15), Knowledge (User's Choice) 8 (+10), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Artificer, Attack Focus (ranged) 4, Defensive Attack, Dodge Focus 4, Eidetic Memory, Move-by Action, Power Attack, Quick Change, Quick Draw, Uncanny Dodge (Auditory)

 

Powers:

Enchanted Clothing (Device 4) (Hard to lose; Subtle 2 (unnoticable))

   Protection 10 (+10 Toughness; Impervious)

Flight 10 ([0 active, 0/20 PP, 2/r], Speed: 10000 mph, 88000 ft./rnd)

   Telekinesis 10 (Alternate; [0 active, 0/20 PP, 2/r], Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons)

Magic Doll (Device 6) (Easy to lose, Only you can use; Subtle 2 (unnoticable))

   Limited Autonomy (Features 1) (Notes: When disarmed, Device becomes Uncontrolled at player's discretion.)

   Magic (Array 12) (default power: blast; Power Loss (Must be able to speak))

      Blast 12 (Default; DC 27)

      Concealment 6 (Array; all aural senses, all visual senses; Duration (continuous); Close Range)

      Morph 8 (Array; morph: broad group, +40 Disguise; Duration (continuous))

      Shape Matter 6 (Array; Transforms: 50 lbs.)

      Snare 12 (Array; DC 22)

      Stun 8 (Array; DC 18; Alternate Save (Will), Burst Area (40 ft. radius - General))

   Mobility (Features 1) (Notes: Device can move under it's own power, but only when commanded or under Limited Autonomy)

 

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

 

Attacks: Blast 12, +8 (DC 27), Snare 12, +8 (DC Ref/Staged 22), Stun 8 (DC Staged/Will 18), Unarmed Attack, +4 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 17 (68 ranks) + Feats 18 + Powers 63 + Combat 16 + Saves 12 + Drawbacks 0 = 150

 

 

Man, this one. I started with a magic doll and telekinesis. Things got a little out of hand, but...it does allow to represent a sub-archetype I haven't done a lot with so far. The infiltrator. Can get into just about anywhere with judicious use of Concealment and Morph. I don't know how rules legal the Limited Autonomy and Mobility features are, though. The idea is that the doll can move and use its array without input from the owner if said owner gives permission. The problem is that it's, you know, a doll. It will utterly fail virtually all checks (barring Toughness and Attack, albeit the latter without a bonus of any kind) the GM would care to throw at it. It doesn't get the benefit of the owner's Defense to avoid attacks, either. Because it's just a Device, not a Minion or Sidekick. Meh. Just check with the ref staff first, all right? You could also put something else in there, too.

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Demon Fighter

 

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

 

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

 

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

 

Skills: Acrobatics 5 (+8), Craft (artistic) 3 (+5), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (arcane Lore) 8 (+10), Knowledge (art) 3 (+5), Knowledge (theology & philosophy) 8 (+10), Medicine 5 (+8), Notice 7 (+10), Sense Motive 7 (+10)

 

Feats: Accurate Attack, All-Out Attack, Artificer, Attack Focus (melee), Attack Specialization 3 (Magic Sword (Device 2)), Defensive Attack, Dodge Focus 3, Improved Critical (Magic Sword (Strike 3)), Improved Initiative, Improved Trick, Power Attack, Quick Draw, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Magic (Array 12) (default power: nullify; Power Loss (Without Blank Talismans))

   Blast 12 (Array; DC 27)

   Concealment 8 (Array; all aural senses, all olfactory senses, all visual senses; Affects Others)

   Nullify 12 (Default; counters: all powers of (type) - magic, DC 22)

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

   Substitution 10

   Ward 10 (Array; limited to: magical creatures, Radius: 50 ft., DC 20; Effortless)

Magic Sword (Device 2) (Easy to lose)

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

Talisman Belt (Device 2) (Hard to lose)

   Blank Talismans (Features 1) (Notes: Removes Power Loss from Magic Array)

   Protective Talismans (Protection 8) (+8 Toughness; Subtle (subtle))

 

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

 

Attacks: Blast 12, +8 (DC 27), Magic Sword (Strike 3), +15 (DC 20), Nullify 12, +8 (DC Will 22), Paralyze 12, +8 (DC Staged/Will 22), Unarmed Attack, +9 (DC 17)

 

Defense: +10  (Flat-footed: +4), Knockback: -5

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 18 (70 ranks) + Feats 17 + Powers 42 + Combat 30 + Saves 15 + Drawbacks 0 = 150

 

 

Yet another person with ranged might and a sword. Variation on a theme. In some anime, there are priests that use paper talismans to cast spells. That's what this is. However, they often have their talismans burned or taken away. This build won't exactly have that problem, as there's also a sword to fight with. What I'd like to do is have the Blanks as Equipment, but I don't know how that would be received. You can try it, though.

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Lady of War

 

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

 

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

 

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

 

Skills: Bluff 10 (+15), Diplomacy 10 (+15), Gather Information 10 (+15), Intimidate 10 (+15), Knowledge (civics) 10 (+15), Knowledge (current events) 5 (+10), Knowledge (history) 5 (+10), Knowledge (tactics) 5 (+10), Knowledge (theology & philosophy) 5 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: All-Out Attack, Attack Focus (melee) 4, Attack Specialization 3 (Wooden Sword (Device 2)), Benefit (Status), Benefit 2 (Wealth), Defensive Attack, Dodge Focus 6, Eidetic Memory, Improved Critical (Wooden Sword (Strike 3)), Improved Defense, Improved Disarm, Improved Initiative, Power Attack, Quick Change, Quick Draw, Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Lady's Dress (Device 2) (Hard to lose; Subtle (subtle))

   Protection 8 (+8 Toughness, Feats: Quick Change; Subtle (subtle))

Lady's Fan (Device 6) (Easy to lose)

   Fan Magic (Array 12) (default power: move object)

      Confuse 10 (Array; DC 20; Cone Area (100 ft. cone - General))

      Dazzle 8 (Array; affects: visual senses, DC 18; Cone Area (80 ft. cone - General))

      Healing 8 (Array; DC 18; Cone Area (80 ft. cone - General))

      Move Object 8 (Default; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons; Cone Area (80 ft. cone - General))

      Snare 8 (Array; DC 18; Cone Area (80 ft. cone - General))

      Stun 8 (Array; DC 18; Cone Area (80 ft. cone - General))

      Trip 10 (Array; Cone Area (100 ft. cone - General), Knockback; Range (touch); Affects Insubstantial 2 (full power), Improved Throw)

Wooden Sword (Device 2) (Easy to lose)

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

 

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

 

Attacks: Confuse 10 (DC Will 20), Dazzle 8 (DC Fort/Ref 18), Snare 8 (DC Ref/Staged 18), Stun 8 (DC Fort/Staged 18), Trip 10 (DC 20), Unarmed Attack, +9 (DC 17), Wooden Sword (Strike 3), +15 (DC 20)

 

Defense: +10  (Flat-footed: +2), Knockback: -5

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 22 (86 ranks) + Feats 27 + Powers 33 + Combat 18 + Saves 16 + Drawbacks 0 = 150

 

 

If this looks familar, there's two reasons for that. One, I've been on this swordmaster kick for pretty much all of this Part. Two, I did a lot of these same things for my Aristocratic Swordmaster upthread. This difference is in the Lady's Fan. It throws out a bunch of useful Cone Area effects. I think she's pretty interesting, anyway.

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Shield Knight

 

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

 

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

 

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

 

Skills: Acrobatics 5 (+8), Diplomacy 10 (+15), Gather Information 5 (+10), Intimidate 10 (+15), Knowledge (civics) 3 (+5), Knowledge (current events) 8 (+10), Knowledge (streetwise) 8 (+10), Knowledge (tactics) 13 (+15), Knowledge (theology & philosophy) 8 (+10), Notice 7 (+10), Sense Motive 7 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Specialization 3 (Grapple), Dazzling Attack (Visual), Defensive Attack, Elusive Target, Evasion, Fast Overrun, Fearless, Improved Defense 2, Improved Disarm, Improved Initiative, Improved Overrun, Interpose, Ninja Run, Paralyzing Attack, Power Attack, Quick Draw, Stunning Attack, Takedown Attack, Ultimate Effort (Toughness), Uncanny Dodge (Auditory)

 

Powers:

Heavy Knight Armor (Device 3) (Hard to lose)

   Enhanced Trait 3 (Feats: Attack Specialization 3 (Grapple))

   Protection 10 (+10 Toughness)

   Sensory Shield 2 (sense: one sense, +4 to saves vs. Dazzle attacks)

Shield (Device 5) (Easy to lose)

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

   Shield (Array 7) (default power: strike)

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

      Shield Attack (Strike 8) (Default; DC 25, Feats: Dazzling Attack (Visual), Paralyzing Attack, Stunning Attack; Mighty, Thrown 2 (Range: 100 ft., incr 20 ft.))

 

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +18)

 

Attacks: Shield Attack (Strike 8), +10 (DC 25), Unarmed Attack, +10 (DC 17)

 

Defense: +5  (Flat-footed: +3), Knockback: -7/-12

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 21 (84 ranks) + Feats 19 + Powers 27 + Combat 30 + Saves 13 + Drawbacks 0 = 150

 

 

Here's something I don't do too often. She's a tank, built to absorb tremendous blows and respond in kind. She's got a lot of combat tricks up her armored sleeves, too. But at the same time, she's a skilled and savvy diplomat and quite well educated. Honestly, I had a lot of fun with this one. Pair with One Eyed Warrior for maximum badassery.

 

http://wickedalucard.deviantart.com/art/RoD-b16-02-528465321

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Punchy Mage

 

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

 

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

 

Tough: +0/+12, Fort: +5, Ref: +8, Will: +10

 

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

 

Feats: Accurate Attack, All-Out Attack, Artificer, Attack Focus (melee) 4, Defensive Attack, Dodge Focus 4, Elusive Target, Improved Initiative, Interpose, Move-by Action, Power Attack, Quick Change, Ritualist, Takedown Attack, Ultimate Effort (Toughness saves), Uncanny Dodge (Auditory)

 

Powers:

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

Force Field 12 (+12 Toughness; Impervious [10 ranks only])

Melee is Magic (Array 12) (default power: move object)

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

   Move Object 12 (Default; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons, DC 27; Damaging; Range (touch))

   Paralyze 12 (Array; DC 22)

   Stun 12 (Array; DC 22)

 

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

 

Attacks: Dazzle 12, +8 (DC Fort/Ref 22), Move Object 12, +8 (DC 27), Paralyze 12, +8 (DC Staged/Will 22), Stun 12, +8 (DC Fort/Staged 22), Unarmed Attack, +8 (DC 15)

 

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

 

Initiative: +6

 

Languages: Native Language

 

Totals: Abilities 16 + Skills 16 (64 ranks) + Feats 22 + Powers 61 + Combat 16 + Saves 19 + Drawbacks 0 = 150

 

 

There is the standard mage. There is the paragon. And never shall the two meet. Until now. Basically, this is a mage who made herself a paragon with magic spells. There's more traditional ways to do it, sure, but I didn't want to just rely on descriptors. I wanted it to look like it, mechanically. So there we go. I'm particularly pround of touch ranged Move Object subbing for Enhanced STR and Super Strength at the same time and not quite getting either right.

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Undead Ectomancer

 

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

 

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

 

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

 

Skills: Concentration 10 (+15), Intimidate 15 (+15), Knowledge (arcane Lore) 12 (+15), Knowledge (theology & philosophy) 7 (+10), Notice 10 (+15), Sense Motive 10 (+15)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 4, Defensive Attack, Dodge Focus 4, Fearless, Power Attack, Quick Change, Ritualist, Skill Mastery (Intimidate, KN (arcane lore), Notice, Sense Motive), Startle, Uncanny Dodge (Auditory)

 

Powers:

Comprehend 1 (spirits)

Force Field 12 (+12 Toughness)

Immunity 30 (fortitude saves)

Spirit Control (Array 16) (default power: spirit control)

   Emotion Control 10 (Array; DC 20; Burst Area (50 ft. radius - General), Selective Attack; Limited to Emotion (Fear), Range 2 (touch))

   Magic Blast (Blast 12) (Array; DC 27; Affects Insubstantial 2 (full power), Indirect 3 (any point, any direction), Variable Descriptor 2 (Broad group - Any Magic))

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

   Spectral State (Linked)

      Concealment 6 (Linked; all aural senses, all visual senses)

      Insubstantial 4 (Linked; Incorporeal)

   Spirit Control 10 (Default; DC 20; Conscious; Mental Link, Subtle (subtle))

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

      Communication 10 (sense type: mental)

      Mind Reading 10 (DC 20)

   Teleport 9 (Array; 900 ft. as move action, 20000 miles as full action; Accurate; Change Direction, Change Velocity, Easy, Turnabout)

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

 

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

 

Attacks: Emotion Control 10 (DC Staged/Will 20), Magic Blast (Blast 12), +8 (DC 27), Mind Reading 10 (DC Will 20), Spirit Control 10 (DC Will 20), Telepathy 10 (DC Will 20), Unarmed Attack, +4 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 8 + Skills 16 (64 ranks) + Feats 18 + Powers 83 + Combat 16 + Saves 9 + Drawbacks 0 = 150

 

 

Yeah, this one's a little esoteric, I admit it. But hey, it works as advertised. She's hell on wheels against spirits and great against everyone else. She's a mystic with a gimmick, sure, but what a gimmick.

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Frost Archer

 

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

 

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

 

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

 

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

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 4, Attractive (+4), Defensive Attack, Dodge Focus 6, Equipment 2, Evasion, Fearless, Improved Aim, Improved Initiative, Improved Ranged Disarm, Power Attack, Precise Shot, Quick Change, Quick Draw, Ultimate Effort (Aim), Uncanny Dodge (Auditory)

 

Powers:

Costume (Device 3) (Hard to lose)

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

   Protection 6 (+6 Toughness, Feats: Quick Change; Subtle (subtle))

Frost Archery (Array 12) (default power: cold control; Limited (Requires Bow))

   Arrow of Winter's Grasp (Snare 8) (Array; DC 18; Constricting)

   Chilling Arrow (Fatigue 8) (Array; DC 18; Range (ranged))

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

   Cryo Arrow (Blast 8) (Array; DC 23; Alternate Save (Fortitude))

   Frost Arrow (Blast 8) (Array; DC 23; Penetrating)

   Icy Spikes (Blast 8) (Array; DC 23; Cone Area (80 ft. cone - General))

 

Equipment: Bow, Camo Clothing, Commlink

 

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

 

Attacks: Arrow of Winter's Grasp (Snare 8), +12 (DC Ref/Staged 18), Bow, +12 (DC 20), Chilling Arrow (Fatigue 8), +12 (DC Fort 18), Cryo Arrow (Blast 8), +12 (DC Fort 23), Frost Arrow (Blast 8), +12 (DC 23), Icy Spikes (Blast 8) (DC 23), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 18 (72 ranks) + Feats 27 + Powers 29 + Combat 28 + Saves 16 + Drawbacks 0 = 150

 

 

You know, some builds come together slowly, and some with lightning speed. This is one of those. She is the melding of a cold controller and archer. Her arrows are the expression of her cold powers, but she does need a bow to fire them off. And if her powers are nulled, there's always regular arrows...

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Paragon with Sonic Device

 

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

 

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

 

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

 

Skills: Bluff 8 (+10), Craft (electronic) 6 (+8), Craft (mechanical) 6 (+8), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (physical sciences) 8 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Defensive Attack, Dodge Focus 4, Move-by Action, Power Attack, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 20 (+20 CON)

Enhanced Strength 20 (+20 STR)

Flight 5 ([0 active, 0/10 PP, 2/r], Speed: 250 mph, 2200 ft./rnd)

   Super-Strength 5 (Alternate; [0 active, 0/10 PP, 2/r], +25 STR carry capacity, heavy load: 44.8 tons; +5 STR to some checks)

Super Megaphone (Device 6) (Easy to lose)

   Sonic Control (Array 13) (default power: blast)

      Blast 12 (Default; DC 27; Accurate 2 (+4))

      Sonic Control 10 (Array; Radius: 50 ft., DC 20)

   Super-Ventriloquism 3

 

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

 

Attacks: Blast 12, +8 (DC 27), Sonic Control 10 (DC Fort/Ref 20), Unarmed Attack, +8 (DC 27)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 15 (60 ranks) + Feats 16 + Powers 71 + Combat 16 + Saves 10 + Drawbacks 0 = 150

 

 

This one's a straight paragon, with a touch of sonic controller and gadgeteer. It's the first time I've ever used Super Ventriloquism, but i think it fits a megaphone Device. Otherwise, she's pretty much a by the numbers paragon. Nothing too fancy. Down the line I'd recommend Immunity to Auditory Dazzles and Impervious Toughness, for now she's good.

 

http://ippus.deviantart.com/art/Anime-Revolution-Senkaku-Mei-Cover-478289826

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Wilderness Warrior

 

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

 

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

 

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

 

Skills: Acrobatics 10 (+15), Intimidate 10 (+15), Notice 10 (+15), Sense Motive 10 (+15), Stealth 10 (+15), Survival 10 (+15)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 10, Challenge (Fast Acrobatic Bluff), Defensive Attack, Defensive Roll, Dodge Focus 6, Elusive Target, Endurance 3 (+12), Evasion, Fearless, Improved Critical 2 (Spear (Strike 3)), Improved Initiative, Move-by Action, Power Attack, Quick Draw, Skill Mastery (Acrobatics, Notice, Stealth, Survival), Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Morph 3 (morph: broad group - leopards and panthers, +15 Disguise; Duration (continuous))

Spear (Device 3) (Easy to lose)

   Spear (Strike 3) (DC 20, Feats: Improved Critical 2 (Spear (Strike 3)); Penetrating [2 extra ranks]; Extended Reach 2 (10 ft.), Mighty, Thrown 2 (Range: 100 ft., incr 20 ft.))

Super-Senses 4 (low-light vision, scent, tracking: Visual 2 (normal speed))

 

Attack Bonus: +5 (Ranged: +5, Melee: +15, Grapple: +17)

 

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

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 44 + Skills 15 (60 ranks) + Feats 35 + Powers 22 + Combat 24 + Saves 10 + Drawbacks 0 = 150

 

 

I...don't have a lot to say about this one. Another in the "powers plus a weapon" cadre. She's got a spear, can turn into a leopard or a panther, and can survive the wilderness longer than anyone has a right to. A woman of two worlds, but one family. Can you dig?

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Armored Wizard

 

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

 

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

 

Tough: +2/+12, Fort: +5, Ref: +5, Will: +10

 

Skills: Craft (mechanical) 7 (+10), Craft (structural) 7 (+10), Gather Information 8 (+10), Knowledge (arcane Lore) 12 (+15), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Artificer, Attack Focus (ranged), Attack Specialization 3 (Staff (Device 3)), Defensive Attack, Dodge Focus 4, Improvised Tools, Power Attack, Ritualist, Uncanny Dodge (Auditory)

 

Powers:

Armor (Device 4) (Hard to lose, Restricted use (Arcane Lore +12 and up))

   Enhanced Strength 10 (+10 STR)

   Protection 10 (+10 Toughness)

Magic (Array 12) (default power: blast; Action (move))

   Blast 12 (Default; DC 27)

   Illusion 8 (Array; affects: 1 type + visual, DC 18)

   Snare 12 (Array; DC 22)

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

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

      Communication 10 (sense type: mental)

      Mind Reading 10 (DC 20)

Ocular Hat (Device 5) (Hard to lose, Restricted use (Arcane Lore +12 and up))

   ESP 6 (affects: visual senses; No Conduit, Simultaneous)

      Teleport 6 (Alternate; 600 ft. as move action, 20 miles as full action; Accurate; Change Direction, Change Velocity, Easy, Progression, Mass 2 (carry 500 lbs), Turnabout)

Staff (Device 3) (Easy to lose)

   Removes Action Flaw From Magic Array (Features 12)

   Staff (Strike 2) (DC 22; Mighty)

 

Attack Bonus: +7 (Ranged: +8, Melee: +7, Grapple: +12)

 

Attacks: Blast 12, +8 (DC 27), Mind Reading 10 (DC Will 20), Snare 12, +8 (DC Ref/Staged 22), Staff (Strike 2), +13 (DC 22), Telepathy 10 (DC Will 20), Unarmed Attack, +7 (DC 20)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 11 (44 ranks) + Feats 16 + Powers 63 + Combat 22 + Saves 12 + Drawbacks 0 = 150

 

 

Yes, it is another generic mystic. Hooray. New twist, though. Neat gear. She can still cast spells without the staff, it just takes a Full Action instead of the usual Standard. As a sweet bonus, she meets caps with the whacking part of the staff in case her magic is ever nulled.

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Firecracker

 

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

 

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

 

Tough: +3/+8, Fort: +5, Ref: +7, Will: +7

 

Skills: Bluff 4 (+5), Computers 5 (+10), Craft (chemical) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 4 (+5), Disable Device 5 (+10), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Notice 10 (+10), Sense Motive 10 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 5, Attractive (+4), Defensive Roll 2, Dodge Focus 5, Eidetic Memory, Equipment 1, Fearless, Improvised Tools, Inventor, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Commlink (Features 1)

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

Firecracker Cannons (Device 13) (Hard to lose)

   Array 30 (default power: - linked powers -)

      Automatic Electrocution (Linked)

         Blast 10 (Linked; DC 25; Autofire (interval 2, max +5))

         Stun 10 (Linked; DC 20; Range (ranged))

      Bang For Your Buck (Linked)

         Blast 10 (Linked; DC 25; Explosion Area (100 ft. explosion - General))

         Trip 10 (Linked; Explosion Area (100 ft. explosion - General), Knockback)

      Burn Baby Burn (Linked)

         Blast 10 (Linked; DC 25; Secondary Effect)

         Drain 10 (Linked; drains: single trait - toughness, DC 20; Range (ranged), Secondary Effect)

      Fire  All The Lasers (Linked)

         Blast 10 (Linked; DC 25; Penetrating)

         Dazzle 10 (Linked; affects: visual senses, DC 20; Autofire (interval 2, max +5))

      Like Literally, Just Stop (Linked)

         Paralyze 10 (Linked; DC 20; Range (ranged))

         Snare 10 (Linked; DC 20; Backlash)

      The Worst Trip (Linked)

         Confuse 10 (Linked; DC 20; Autofire (interval 2, max +5), Secondary Effect)

         Nauseate 10 (Linked; DC 20; Range (ranged))

 

Equipment: Costume [Commlink (Features 1); Costume (Protection 3), +3 Toughness; Subtle (subtle)]

 

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

 

Attacks: Blast 10 (DC 25), Blast 10, +10 (DC 25), Blast 10, +10 (DC 25), Blast 10, +10 (DC 25), Confuse 10, +10 (DC Will 20), Dazzle 10, +10 (DC Fort/Ref 20), Drain 10, +10 (DC Fort/Staged 20), Nauseate 10, +10 (DC Fort/Staged 20), Paralyze 10, +10 (DC Staged/Will 20), Snare 10, +10 (DC Ref/Staged 20), Stun 10, +10 (DC Fort/Staged 20), Trip 10 (DC 20), Unarmed Attack, +5 (DC 15)

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 20 (78 ranks) + Feats 22 + Powers 52 + Combat 20 + Saves 14 + Drawbacks 0 = 150

 

 

Also known as how to piss off your GM. Heh. Using our Multiple Weapons rules here. Each absurdly large weapon provokes two saves and can be individually disarmed. And yes, she made them all her own self. I picture her as a bit of a lunatic, all out attacking or blowing stuff up while laughing manically at the destruction. A real mad scientist type. But you know...you could go another way with it. Thanks, Gizmo, for Pinkie Pie.

 

http://monorirogue.deviantart.com/art/Firecracker-Jinx-508566505

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Cyborg Warrior

 

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

 

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

 

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

 

Skills: Acrobatics 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (streetwise) 10 (+10), Knowledge (tactics) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Defensive Attack, Eidetic Memory, Evasion, Fearless, Improved Critical (Absurdly Large Sword (Strike 5)), Improved Initiative, Improvised Tools, Move-by Action, Power Attack, Quick Draw, Startle, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Absurdly Large Sword (Device 3) (Easy to lose, Restricted use (Lifting STR 25 or higher))

   Absurdly Large Sword (Strike 5) (DC 23, Feats: Improved Critical (Absurdly Large Sword (Strike 5)); Penetrating [3 extra ranks]; Mighty)

Cyber Motorcycle (Device 1) (Hard to lose)

   Speed 6 (Speed: 500 mph, 4400 ft./rnd; Custom (Platform))

   Super-Strength 2 (+10 STR carry capacity, heavy load: 3.7k lbs; +2 STR to some checks; Limited (Does not affect Grapple))

Immunity 7 (aging, disease, poison, sleep, starvation & thirst, suffocation (all))

Protection 10 (+10 Toughness)

Super-Senses 7 (darkvision, extended (type): Visual 1 (-1 per 100 ft), extended (type): Auditory 1 (-1 per 100 ft), ultra-hearing)

Super-Strength 2 (+10 STR carry capacity, heavy load: 3.7k lbs; +2 STR to some checks)

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +15/+19)

 

Attacks: Absurdly Large Sword (Strike 5), +12 (DC 23), Unarmed Attack, +12 (DC 18)

 

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

 

Initiative: +6

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 17 (68 ranks) + Feats 19 + Powers 42 + Combat 32 + Saves 18 + Drawbacks 0 = 150

 

 

If the one looks familiar, it's because it should. I modified my Cyborg Soldier, stripping out the weapons and giving it an absurdly large sword and a Device motorcycle. Dunno how valid the Platform flaw is for Speed, but you can ask the Refs about that. In the meantime, this warrior will be zipping around the future slicing away.

 

http://monorirogue.deviantart.com/art/PROJECT-RIVEN-489168173

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