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Feline Totem Battlesuit

 

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

 

STR: +5 (14/20), DEX: +7 (16/24), CON: +2 (14), INT: +3 (16), WIS: +3 (16), CHA: +1 (12)

 

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

 

Skills: Acrobatics 8 (+15), Bluff 7 (+8), Climb 5 (+10), Craft (electronic) 12 (+15), Craft (mechanical) 12 (+15), Diplomacy 9 (+10), Gather Information 9 (+10), Knowledge (physical sciences) 12 (+15), Knowledge (technology) 12 (+15), Notice 7 (+10), Sense Motive 7 (+10), Stealth 8 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization 2 (Cat's Claws (Strike 3)), Dodge Focus 6, Evasion 2, Improved Initiative 2, Inventor, Move-by Action, Power Attack, Skill Mastery 2 (Acrobatics, Craft (elec & mech), Gather Info, KN (phys sci & tech), Notice, Stealth, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Cat Suit (Device 10) (Hard to lose)

   Cat's Claws (Strike 3) (DC 23; Mighty)

   Enhanced Dexterity 8 (+8 DEX, Feats: Evasion 2, Improved Initiative 2)

   Enhanced Strength 6 (+6 STR)

   Masterwork Tools (Features 1)

   Protection 6 (+6 Toughness; Impervious)

   Speed 3 (Speed: 50 mph, 440 ft./rnd, Feats: Move-by Action)

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

   Super-Strength 4 (+20 STR carry capacity, heavy load: 3.2 tons; +4 STR to some checks)

      Parkour (Linked)

         Leaping 4 (Linked; Jumping distance: x25)

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

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +13/+17)

 

Attacks: Cat's Claws (Strike 3), +12 (DC 23), Unarmed Attack, +8 (DC 20)

 

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

 

Initiative: +15

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 27 (108 ranks) + Feats 20 + Powers 40 + Combat 20 + Saves 15 + Drawbacks 0 = 150

 

http://phil-cho.deviantart.com/art/Cyber-Cat-Earth-27-commission-672075127

 

Another Battlesuit so soon? Well, yes. However, this lady isn't even remotely the same. She's built her suit to embody a feline totem's powers, and she's done a fine job of it. She can do a few different things. Stealth. Acrobatics, Inventor. But mostly it's just the claws to whoever's being villianous. I think she's pretty interesting. How about you?

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Gas Slinging Fox Totem

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 12 (+15), Craft (chemical) 12 (+15), Diplomacy 12 (+15), Gather Information 12 (+15), Knowledge (physical sciences) 12 (+15), Knowledge (popular culture) 12 (+15), Notice 8 (+10), Sense Motive 8 (+10), Stealth 12 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization 3 (Fox Claws (Strike 3)), Defensive Attack, Defensive Roll 2, Dodge Focus 5, Evasion, Improved Initiative, Improvised Tools, Inventor, Move-by Action, Power Attack, Skill Mastery 2 (Acrobatics, Bluff, Craft (chem), Diplomacy, Gather Info, KN (phys sci & pop cult), , Takedown Attack, Uncanny Dodge (Olfactory)

 

Powers:

Fox Claws (Strike 3) (DC 20; Mighty)

Gas Bomb Arsenal (Device 5) (Hard to lose)

   Gas Bombs (Array 10) (default power: blast)

      Numbing Gas Bomb (Paralyze 5) (Array; DC 15; Alternate Save (Fortitude), Cloud Area (25 ft. diameter, lingers - General), Range (ranged))

      Pepper Gas Bomb (Dazzle 5) (Array; affects: 1 type + visual - olfactory, DC 15; Cloud Area (25 ft. diameter, lingers - General))

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

      Stink Bomb (Nauseate 5) (Array; DC 15; Cloud Area (25 ft. diameter, lingers - General), Range (ranged))

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

      Toxic Gas Bomb (Blast 5) (Default; DC 20; Alternate Save (Fortitude), Cloud Area (25 ft. diameter, lingers - General))

Immunity 1 (rare descriptor: Own powers)

Super-Senses 4 (accurate: Normal Olfactory, acute: Normal Olfactory, low-light vision)

 

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

 

Attacks: Fox Claws (Strike 3), +15 (DC 20), Numbing Gas Bomb (Paralyze 5) (DC Fort/Staged 15), Pepper Gas Bomb (Dazzle 5) (DC Fort/Ref 15), Sleeping Gas Bomb (Fatigue 5) (DC Fort 15), Stink Bomb (Nauseate 5) (DC Fort/Staged 15), Stun Gas Bomb (Stun 5) (DC Fort/Staged 15), Toxic Gas Bomb (Blast 5) (DC Fort 20), Unarmed Attack, +9 (DC 17)

 

Defense: +10  (Flat-footed: +3), Knockback: -2

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 28 (112 ranks) + Feats 26 + Powers 29 + Combat 20 + Saves 15 + Drawbacks 0 = 150

 

http://phil-cho.deviantart.com/art/Pawz-Zee-commission-657201253

 

From a totem battlesuit to a totem that throws gas bombs. Sure, why not? Should probably have a Device gas mask, but the points weren't there. So, instead I chose to let her (him? I'm not entirely certain) have immunity to his own powers instead. Should cover the bombs, at least, but other chemical gasses will affect the build. And there's always the claws for the Fort Immune things out there.

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Shark Totem

 

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

 

STR: +7 (25), DEX: +2 (14), CON: +7 (25), INT: +0 (10), WIS: +0 (10), CHA: +5 (20)

 

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

 

Skills: Acrobatics 8 (+10), Intimidate 15 (+20), Knowledge (earth sciences) 5 (+5), Knowledge (life sciences) 5 (+5), Medicine 5 (+5), Notice 10 (+10), Sense Motive 10 (+10), Survival 9 (+9), Swim 13 (+20)

 

Feats: Accurate Attack, Attack Focus (melee) 4, Attack Specialization (Claws and Teeth (Strike 3)), Dodge Focus 6, Improved Critical (Claws and Teeth (Strike 3)), Move-by Action, Power Attack, Skill Mastery (Intimidate, Medicine, Notice, Swim), Startle, Takedown Attack, Ultimate Effort (Swim), Uncanny Dodge (Olfactory)

 

Powers:

Claws and Teeth (Strike 3) (DC 25, Feats: Improved Critical (Claws and Teeth (Strike 3)); Penetrating [2 extra ranks]; Mighty)

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

Protection 3 (+3 Toughness)

Super-Senses 8 (accurate: Normal Olfactory, acute: Normal Olfactory, extended: Normal Olfactory 3 (-1 per 2 mi), low-light vision, tracking: Olfactory 1 (half speed))

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

Swimming 5 (Speed: 50 mph, 440 ft./rnd; Environmental Adaptation)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +15/+18)

 

Attacks: Claws and Teeth (Strike 3), +10 (DC 25), Unarmed Attack, +8 (DC 22)

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 44 + Skills 20 (80 ranks) + Feats 19 + Powers 36 + Combat 16 + Saves 15 + Drawbacks 0 = 150

 

http://phil-cho.deviantart.com/art/Barracuda-commission-656803400

 

From a totem who's a real gas to a totem who prefers the water. Not too complicated here. She's just a shark person. Fairly strong, swims fairly fast, has the Required Secondary Powers of anyone who spends a lot of time deep underwater. And, of course, the famed nose of a shark. These fellas can track blood from miles away and then come in for a meal. This lady can do that in spades, though eating your enemies is hardly heroic. Fish, on the other hand...

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Lucky Staff Master

 

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

 

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

 

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

 

Skills: Acrobatics 8 (+12), Bluff 4 (+8), Craft (electronic) 8 (+10), Craft (mechanical) 8 (+10), Diplomacy 4 (+8), Gather Information 8 (+12), Knowledge (streetwise) 8 (+10), Knowledge (tactics) 8 (+10), Knowledge (technology) 8 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+12)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 8, Attack Specialization (Unarmed Attack), Beginner's Luck, Defensive Attack, Defensive Roll 2, Dodge Focus 4, Evasion, Fearless, Improved Initiative, Improved Trick, Luck 5, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Energetic Staff (Device 2) (Easy to lose)

   Staff Strike (Strike 4) (DC 23; Penetrating; Extended Reach (5 ft.), Mighty)

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

 

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

 

Attacks: Staff Strike (Strike 4), +12 (DC 23), Unarmed Attack, +14 (DC 19)

 

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

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 22 (88 ranks) + Feats 27 + Powers 23 + Combat 24 + Saves 14 + Drawbacks 0 = 150

 

http://phil-cho.deviantart.com/art/Chance-commission-415042494

 

Melee weaponmaster with full Luck Control, Beginner's Luck and Luck 5. Let the shenanigans begin.

 

...okay, I'll give you a small rundown. The staff has Penetrating, so Impervious 13 is required to ignore her regular strikes. She built the staff herself, and is well schooled in technology, the criminal underworld, and combat tactics. She can pull some Cowl tricks, but mostly she's just a weaponmaster who's really, really lucky. Honestly, aside from the Luck Control this is about as simple as it gets.

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Gunslinging Cowl

 

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

 

Skills: Acrobatics 12 (+15), Bluff 8 (+10), Computers 8 (+10), Diplomacy 8 (+10), Disable Device 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Investigate 8 (+10), Knowledge (business) 3 (+5), Knowledge (streetwise) 8 (+10), Notice 7 (+10), Search 8 (+10), Sense Motive 7 (+10), Stealth 7 (+10)

 

Feats: Acrobatic Bluff, Attack Focus (ranged) 7, Attack Specialization 2 (Unarmed Attack), Attractive (+4), Benefit 3 (Wealth), Defensive Attack, Defensive Roll 2, Dodge Focus 4, Equipment 11, Evasion, Improved Aim, Improved Initiative, Jack-of-All-Trades, Move-by Action, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Blaster (Device 3) (Easy to lose)

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

Concealed Body Armor (Protection 2) (+2 Toughness; Subtle (subtle))

Cutting Laser (Corrosion 1) (DC 16)

Grapple Gun (Linked)

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

   Super-Movement 3 (Linked; slow fall, swinging, wall-crawling 1 (half speed))

 

Equipment: Concealed Body Armor [Concealed Body Armor (Protection 2), +2 Toughness; Subtle (subtle)], The Saloon, Utility Belt (Binoculars, Cutting Laser [Cutting Laser (Corrosion 1), DC 16], Flash-Bang, Grapple Gun [Grapple Gun (Linked)], Night Vision Goggles, Rebreather, Sleep Gas Grenade, Smoke Grenade, Tear Gas Grenade, Toolkit (Basic)), Vehicle: Motorcycle

 

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

 

Attacks: Blaster Shot (Blast 5), +15 (DC 20), Cutting Laser (Corrosion 1), +8 (DC Fort/Tou ), Flash-Bang, +15 (DC Fort/Ref 14), Sleep Gas Grenade, +15 (DC Fort/Ref 14), Smoke Grenade, +15 (DC 15), Tear Gas Grenade, +15 (DC Fort/Ref 14), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 27 (108 ranks) + Feats 39 + Powers 9 + Combat 32 + Saves 15 + Drawbacks 0 = 150

 

http://phil-cho.deviantart.com/art/Shadowbird-OC-Commission-376338465

 

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Cowlcycle

 

Power Level: 10; Equipment Points Spent: 9

 

STR: +2 (15)

 

Toughness: +8

 

Powers:

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

 

Defense: +0

 

Totals: Abilities 1 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 5 + Combat 0 + Saves 3 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9

 

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The Saloon

 

Power Level: 10; Equipment Points Spent: 16

 

Toughness: +15

 

Features: Communications, Computer, Concealed 1, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Power System, Workshop

 

Size: Large

 

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 12 + Powers 0 + Combat 2 + Saves 2 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 16

 

Closing in on the end, but we're not done yet. Here we have a perfectly acceptable Cowl. The thing is, most Cowls work primarily with their fists or a melee weapon. And while this lady's no slouch in that area (PL 7 unarmed), where she does her business is with a blaster. Because we frown on heroes using guns. She's got the skills, the feats, the vast wealth, the headquarters, and the utility belt. Even a vehicle to get around with. Because the blaster is a Device, even if her extra gear is fried, she can still fight. I think she's a good build. What do you think?

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Goddess of Summer

 

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

 

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

 

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

 

Skills: Concentration 3 (+8), Diplomacy 10 (+10), Intimidate 15 (+15), Knowledge (arcane Lore) 5 (+5), Knowledge (theology & philosophy) 5 (+5), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 3, Attack Specialization (Summer's Blade (Corrosion 10)), Power Attack, Precise Shot, Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 16 (+16 CON)

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

Immunity 12 (aging, common descriptor: Fire/Heat, environmental condition: Heat)

Summer's Fury (Array 15) (default power: environmental control)

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

   Fire Control 15

   Summer's Blade (Corrosion 10) (Array; DC 25)

   Summer's Cruelty (Strike 10) (Array; DC 25; Alternate Save (Fortitude), Burst Area (50 ft. radius - General))

   Summer's Heat (Environmental Control 10) (Default; heat (extreme), Radius: 5000-250000 ft.; Independent, Total Fade; Range (touch); Progression, Increase Area 5 (area x50), Slow Fade 5 (5 hours))

 

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

 

Attacks: Fire Blast (Blast 15), +5 (DC 30), Summer's Blade (Corrosion 10), +10 (DC Fort/Tou ), Summer's Cruelty (Strike 10) (DC Fort 25), Unarmed Attack, +8 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 12 (48 ranks) + Feats 11 + Powers 72 + Combat 20 + Saves 9 + Drawbacks 0 = 150

 

http://loputon.deviantart.com/art/Lina-616209880

 

All right, so this Goddess isn't but so different from the last one, Winter. And that's done on purpose. The two should be an even match for each other, so much that it's almost impossible for a clear victory to ever be achieved. With that said, Summer has the Enviromental Control (which is what Cold Control actually is, just renamed), the big ranged blast, and the Fort save area damage (though the descriptors have changed for both, of course). Where they differ is the melee weapon and the remaining power. Instead of a weapon so cold and sharp its cuts are a two for one deal, it's a sword of such blazing heat that virtually nothing cannot be cut by it. I could have replaced the Ice Walls with Fire Walls, but that seemed...wrong, somehow. So instead, Summer can burn it all down. Fire Control at that level is nothing sort of astonishing.

 

For the record, when I do Spring and Fall, they'd be Life Control and Decay, respectively. Look forward to them.

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Water Sprite

 

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

 

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

 

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

 

Skills: Acrobatics 8 (+12), Bluff 5 (+5), Concentration 8 (+12), Diplomacy 10 (+10), Gather Information 10 (+10), Knowledge (behavioral science) 5 (+5), Knowledge (civics) 5 (+5), Notice 6 (+10), Sense Motive 6 (+10), Stealth 1 (+5)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 2, Attack Specialization 2 (Chains of Freedom (Device 2)), Defensive Roll 2, Dodge Focus 4, Environmental Adaptation (Aquatic), Improved Disarm, Improved Trip, Precise Shot, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Chains of Freedom (Device 2) (Easy to lose)

   Chain Strike (Strike 6) (DC 21, Feats: Improved Disarm, Improved Trip; Extended Reach (5 ft.))

      Freedom's Blow (Nullify 6) (Alternate; counters: all powers of (type) - binding and imprisoning effects, DC 16; Range (touch); Extended Reach (5 ft.))

Immunity 1 (suffocation: Drowning)

Super-Movement 1 (water walking)

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

   Current Control (Linked)

      Enhanced Swimming (Enhanced Trait 3) (Linked; Traits: Swim +12 (+16))

      Swimming 8 (Linked; Speed: 500 mph, 4400 ft./rnd, Feats: Endurance 3 (+12); Affects Others, Shapeable Area (8 cubes of 125 cu. ft. (5x5x5) - General))

   Hydro Giant (Alternate Form 6)

   Mist Summoning (Obscure 7) (Array; affects: visual senses, Radius: 500 ft.; Duration (continuous), Selective Attack; Improved Range (175 ft. incr), Precise)

   Water Blast (Blast 12) (Array; DC 27; Indirect 3 (any point, any direction), Precise, Ricochet 2 (2 bounces))

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

 

Power Settings:

Hydro Giant (Alternate Form) (Powers: (Strength Bonus) Strike 1, Growth 8, Insubstantial 1, Defense Bonus -2 (+10), Feats: Chokehold, Improved Grab, Improved Grapple, Improved Pin)

 

Attack Bonus: +8 (Ranged: +8, Melee: +10, Grapple: +14)

 

Attacks: Chain Strike (Strike 6), +14 (DC 21), Freedom's Blow (Nullify 6), +14 (DC Will 16), Unarmed Attack, +10 (DC 19), Water Blast (Blast 12), +8 (DC 27)

 

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

 

Initiative: +4

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 16 (64 ranks) + Feats 15 + Powers 43 + Combat 32 + Saves 12 + Drawbacks 0 = 150

 

http://cushart.deviantart.com/art/GreenLight-337858881

 

I've done water controllers before. Aqua Maxima. Goddess of the Sea. But there's other ways to do things. This young lady has a lot of power and a nifty Device. However, she's quite new to combat, lacking any of the tradeoff feats and anything but straight damage. However, she can do a couple of interesting things. Current Control buffs her Swim to +16, which is a lot, and buffs both her and anyone near enough she chooses with 500 mph swim speed and Endurance 3, allowing even Bystanders a chance to cover some surf before they crap out. Hydro Giant (which I'd rather have as Linked powers, but HeroLab only allows negative bonuses in Alternate Form) moves her defensive caps around and allows her to hit as hard as she normally blasts. Additionally, she's a grappling machine with Chokehold (reflavored as drowning the opponent) and now pretty strong. Yes, Insub 1 allows the user's Strength to affect things around them. So, giant water fists to the face. I like her. I think it's a good, solid, functional build. But as ever, i don't build for me. I build for all of you out there on FCPbP. This is the end of part 10. Until next time, folks.

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Archer

 

(GM Notes: You’re the world’s finest archer. There’s nothing in the world you can’t hit with your bow and arrows, should you put your mind to it, and you have a few trick arrows to make life easier for you and harder for criminals. Comics have a few examples of these, most prominently Green Arrow and Hawkeye.)

 

Abilities: 4+6+6+4+10+6=36

 

Strength 14 (+2)

Dexterity 16 (+3)

Constitution 16 (+3)

Intelligence 14 (+2)

Wisdom 20 (+5)

Charisma 16 (+3)

 

(GM Notes: You’re reasonably strong, quick, tough, smart, and you’ve got a strong personality. However, you are a bit more perceptive than most, as suits someone with the eyes of the world’s finest bowyer.)

 

Combat:16+16=32

Initiative: +7 (+3 Dex, +4 Improved Initiative)

Attack: +8 (+12 Unarmed, +13 Ranged, + 15 Bows)

Grapple: +10

Defense:  +13 (+8 Base, +5 Dodge Focus, +4 Flat Footed)

Knockback: -3

 

(GM Notes: So grappling isn’t your thing. That’s okay, you’re an archer. You’ll fill those pesky grapplers full of arrows before they touch you. But say the worst happens, and you don’t have your bow in your hands. It’s okay, as you’re not too bad unarmed either. Not good enough to win all your fights with it, but good enough in a pinch. You’re also sitting firmly on the more dodgy side of things, as at the end of the day you are just human. This is an incentive to use the environment and your skills to diminish the possibility of being hit. With that said, it’s not easy to hit someone with 23 Defense.)

 

Saving Throws: 4+7+2=13

Toughness: +7 (+3 Con, + 4 Defensive Roll)

Fortitude:  +7 (+3 Con, +4)

Reflex:  +10 (+3 Dex, +7)

Will: +7 (+5 Wis, +2)

 

(GM Notes: You’re tough for a unpowered human, but a little squishy in a straight fight. Your saves are okay, but your Reflex is exceptional. You can dodge area effects very well. Toxins, diseases, and the odd psychic will give you a little more trouble, but you have the saves to deal with them if you have to.)

 

Skills: 88 SP= 22PP

Acrobatics 12 (+15)

 Bluff 12 (+15)

 Craft (chemical) 3 (+5)

 Diplomacy 7 (+10)

 Gather Information 7 (+10)

 Investigate 3 (+5)

 Knowledge (business) 6 (+8)

 Knowledge (physical sciences) 3 (+5)

 Knowledge (streetwise) 8 (+10)

 Notice 10 (+15)

 Sense Motive 5 (+10)

 Stealth 12 (+15)

 

(GM Notes: Your skills are as important to your crime fighting success as your bow. You’re a masterful acrobat, a smooth bluffer, have seriously keen senses, and are stealthy enough to seem like a ghost. Your remaining skills make you a capable street level investigator and explain how you make your own arrows.)

 

Feats: 38PP

Acrobatic Bluff

 Attack Focus (ranged) 5

 Attack Specialization (Bows)

 Attack Specialization 2 (Unarmed Attack)

 Benefit (Wealth)

 Challenge - Improved Acrobatic Bluff

 Challenge - Improved Feint

 Challenge - Improved Taunt

 Defensive Attack

 Defensive Roll 2

 Dodge Focus 5

 Evasion

 Improved Aim

 Improved Critical 2 (Bows and Arrows)

 Improved Initiative

 Improved Ranged Disarm

 Improved Trick

 Move-by Action

 Power Attack

 Precise Shot 2

 Quick Draw (Draw)

 Ranged Pin

 Skill Mastery (Acrobatics, Bluff, Notice, Stealth)

 Taunt

 Ultimate Effort (Aim)

 Uncanny Dodge (Auditory)

 

(GM Notes: Your skills are valuable, but it’s your feats that make them go. Skill Mastery allows you to take 10 on your rolls in combat with the listed skills. Both Feint and Taunt key off Bluff and the challenge feats allow you to do both as a move action without taking the -5 penalty. This also applies to Acrobatic Bluff, which can be used with Trick. All said, you have several ways of rendering an opponent flat footed and thus easier to hit. But that’s not all! Your expertise with the bow extends further with the ability to take a full round and add +4 to your ranged attacks (Improved Aim) Or use an Hero Point and add 20 (Ultimate Aim). Defensive Attack can push up your already high Defense, but because your Attack is already so high this is okay. Power Attack puts some oomph behind your arrows. Move by Action can keep you out of melee range. Precise Shot 2 means you can hit anyone unless you literally can’t see them. Quick Draw means you only need a free action to draw your bow. And last, Improved Ranged Disarm takes away the penalty for that action and Ranged Pin allows you to pin a foe to the wall. Or the large enough object.)

 

Powers: 9PP

Device 3 (15PP Container, Flaw: Easy to Lose) (Bow and Trick Arrows) [9PP] 15DP Total

Array 5 [15 DP, Power Feats: Alternate Power 5] (Trick Arrows)

Base Power: Blast 5 (Normal Arrow) [10DP] 

Alternate Power: Snare 5 (Net Arrow) [1DP]

Alternate Power: Dazzle 5 (Auditory; Extra: Burst Area [25 ft radius]) (Sonic Scream Arrow) [1DP]

Alternate Power: Obscure 5 (Visual Senses, 100 ft radius; Extra: Independent [+/-0]) (Smoke Arrow) [1DP]

Alternate Power: Strike 5 (Extra: Cone Area [50 ft cone]) (Arrow Barrage) [1DP]

Alternate Power: Speed 3 (Extra: Linked to Super Movement[+/-0]) + Super Movement 3 (Slow Fall, Swinging, Wall Crawling 1 [Half Speed]; Extra: Linked to Speed [+/-0]) (Grappling Arrow) [1DP]


(GM Notes: The arrows are fairly straightforward. Damage, restraint, and deafening foes in a small area. Smoke Arrow is almost as easy, but Independent basically makes it a fire and forget arrow. The effect will fade 1 PP per round, causing the effect to diminish as it loses ranks until it is gone. This does not affect any new Smoke Arrows you might choose to fire; they start at the full 10 PP. The Grappling Arrow might look complicated, but it isn’t. Simply put, you can swing from building to building, catch yourself if you fall, and climb up walls. All at a far superior rate of speed than just your feet, which is handy for getting around the big city. If there’s an arrow that you need and isn’t here, that’s a problem easily solved. Extra Effort or a Hero Point can get you that arrow right away.)

 

DC Block:

 

Unarmed (+12 Hit, DC 17 Toughness)

Standard Arrow (+15 Hit, DC 20 Toughness, 18-20 Crit)

Net Arrow (+15 Hit, DC 15 Reflex, 18-20 Crit)

Sonic Scream Arrow (DC 15 Reflex half, DC 15 Reflex avoid, DC 15 Fort recover)

Arrow Barrage (DC 15 Reflex half, DC 20 Toughness)

 

Abilities 36 + Combat 32 + Saving Throws 13 + Skills 22 + Feats 38 + Powers 9– Drawbacks 0= 150/150

 

(GM Notes: That’s the Archer. You’re known for your bow, but there’s so much more to you than just that. Customization options include changing around his skills to reflect someone less skilled in combat but a more well rounded investigator. Or someone who’s more scary than silver tongued. You could trade out one or two feats for a Vehicle or Headquarters. Or pick up another rank of Device and expand the Trick Arrow arsenal. Comic archers have used a lot of effects over the years, after all.)

 

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Gadgeteer

 

(GM Notes: You’re the smart guy! The battlesuit guy is smart, sure, but he’s not a genius! You’re not a man in a can. You’re the physics breaker. The pioneer of new waves of SCIENCE. Your inventions are nothing short of impossible by modern scientific standards. In short, you’re the smartest guy. Heh.)

 

Abilities: 0+2+4+14+6+2=28

 

Strength 10 (+0)

Dexterity 12 (+1)

Constitution 14 (+2)

Intelligence 24 (+7)

Wisdom 16 (+3)

Charisma 12 (+1)

 

(GM Notes: You’re a neeeerd! Ahem. But yes, your strength is par for most of the human race, your quickness and personality aren’t that far off, either. You’re in good physical shape and are more perceptive than most. But where you shine is your intellect. You are a true genius. Meeting or more likely surpassing the finest minds the world has ever known. Your mind is a once in a generation gift and it’s up to you to use it well.)

 

Combat:8+8=16

Initiative: +1 (+1 Dex)

Attack: +4 (+8  Photon Gun)

Grapple: +4

Defense:  +8 (+4 Base, +4 Dodge Focus, +2 Flat Footed)

Knockback: -11/-1 without Force Field

 

(GM Notes: You are the very definition of a ranged combatant. So blast away, smart guy. You’re awful in melee and just as bad at grappling. That doesn’t mean you’re without options in a fight, just that you’re reliant on your weapon, just as most Gadgeteers are. You’re reasonably easy to hit too, but that’s not a bad thing because you’ve got your Force Field to protect you.)

 

Saving Throws: 3+4+7=14

Toughness: +12 (+2 Con, +10 Impervious Force Field)

Fortitude:  +5 (+2 Con, +3)

Reflex:  +5 (+1 Dex, +4)

Will: +10 (+3 Wis, +7)

 

(GM Notes: Okay, so you’re not so hot physically. It’s just not your field. You’re a brainiac, not a musclehead! You can make the easier saves better than half of the time, anyway. Your mind, however, is tough and hard to take down. You’re basically almost an ordinary person, physically. Mentally, as stated, is another story. But now let’s talk about Impervious Toughness. It allows you to ignore damage less than its rank. So the 10 ranks here? You don’t have to save against damage from less than that, which is quite frankly everything short of anti vehicular weaponry. You can walk around literally on fire and not care. So, you’re pretty sturdy with that Force Field up.)

 

Skills: 116 SP= 29PP

Bluff 4 (+5)

 Computers 8 (+15)

 Concentration 12 (+15)

 Craft (chemical) 3 (+10)

 Craft (electronic) 8 (+15)

 Craft (mechanical) 8 (+15)

 Craft (structural) 3 (+10)

 Diplomacy 4 (+5)

 Disable Device 8 (+15)

 Gather Information 4 (+5)

 Investigate 8 (+15)

 Knowledge (earth sciences) 3 (+10)

 Knowledge (life sciences) 3 (+10)

 Knowledge (physical sciences) 8 (+15)

 Knowledge (technology) 8 (+15)

 Medicine 2 (+5)

 Notice 7 (+10)

 Search 8 (+15),

 Sense Motive 7 (+10)

(GM Notes: Your skills are as important to your crime fighting success as your gadgets, maybe even more so. Here, you have all the skills to make you a masterful crime scene investigator and almost peerless scientist. The lab is your second home, after all. With that said, you can manage basic tasks on the social front and can even play Team Doctor if the situation calls for it. You’re a versatile polymath, after all.)

 

Feats: 21PP

Accurate Attack

Beginner's Luck

Dodge Focus 4

Eidetic Memory

Equipment 2 (Headquarters)

 Improvised Tools

Inventor

 Jack-of-All-Trades

 Luck 3

 Master Plan

 Move-by Action

 Power Attack

 Skill Mastery 2 (Computers, Craft (electronic),Craft (mechanical), Disable Device, Knowledge (physical science), Knowledge (technology), Investigate, Search)

 Uncanny Dodge (Auditory)

(GM Notes: Your skills are valuable, but it’s your feats that make them go. Skill Mastery allows you to take 10 on your rolls in combat with the listed skills. This is particularly important as Inventor allows to make anything with most of those skills and Luck allows you to jury rig it for immediate operation rather than wait. You can, if you have a few minutes to spare, effectively come up with anything you need to help you out on your current adventure within 15 PP of effect. The other core of your feats consists of Beginner’s Luck, Eidetic Memory, and Jack of All Trades. The latter allows you to use any skill at all, even if you have no skill ranks in them. Eidetic Memory does the same for Knowledge skills alone and adds a +4 bonus to resist having your memories changed. Now, this may not seem like a powerful thing as most of  your Ability Bonuses are mediocre at best, however Luck pops up again here. With Beginner’s Luck, you can use those ranks of Luck to add 5 ranks to any one skill you have 4 or fewer ranks in. Suddenly, you’re got reasonable skill in close to anything. You won’t outdo a specialist, but you’ll hold your own. As I said, you’re the smart guy.)

 

Powers: 9PP

 

Device 2 (10PP Container, Flaw: Hard to Lose) (Flight Pack) [8PP] 10DP Total

                Flight 5 (250 mph, 2200 ft/round) [10DP]

 

Device 4 (20PP Container, Flaw: Hard to Lose) (Force Field Belt) [16PP] 20DP Total

                Force Field 10 (Extra: Impervious) [20DP]

 

Device 6 (30PP Container, Flaw: Easy to Lose) (Photon Gun) [18PP] 30DP Total

Array 12 [30 DP, Power Feats: Alternate Power 4, Accurate 2) (Photon Emission Modes)

Base Power: Blast 12 (Photon Blast) [10DP] 

Alternate Power: Snare 12 (Hard Light Snare) [1DP]

Alternate Power: Dazzle 12 (Visual Senses) (Photon Burst) [1DP]

Alternate Power: Environmental Control 8 (Bright Light, 1000 ft radius; Extras: Independent [+/-0], Total Fade) (Light Capsule) [1DP]

Alternate Power: Datalink 8 (Infrared, 2000 mile range) (Infrared Hacking Laser) [1DP]


(GM Notes: The first three are completely straightforward. Damage, restraint, and blinding a foe. Light Capsule, however, has Independent and Total Fade. Independent makes the effect fade at 1 PP per round, causing the effect to diminish as it loses ranks until it is gone. Total Fade makes the diminish part not happen. When the PP is gone the effect ends, but it remains just as strong until then. This does not affect any new Light Capsules you might choose to fire; they start at the full 10 PP. The Infrared Hacking Laser does essentially what says it does. You get to use that +15 Computers bonus (with Skill Mastery, remember) on any one electronic device in range. If there’s another function that you need and isn’t here, that’s a problem easily solved. Extra Effort or a Hero Point can get you that function right away.)

 

Equipment 10 EP=2 PP

 

Headquarters (Toughness 10, Medium sized; Features: Communications, Computer, Concealed 1, Laboratory, Library, Living Space, Power System, Workshop) [10EP]

 

(GM Notes: Really simple stuff here. Keep tabs on what needs heroic attention in the city, put your Computers skill to use, its hard to find, look stuff up (take 20 on Knowledge skills), don’t worry about city power outages, make new gadgets, and even live there if you want to. Just about everything a Gadgeeter could want in an HQ.)

 

DC Block:

 

Unarmed (+4 Hit, DC 15 Toughness)

Photon Blast (+8 Hit, DC 27 Toughness, 20 Crit)

Hard Light Snare (+8 Hit, DC 22 Reflex, 20 Crit)

Photon Burst (+8 Hit, DC 22 Reflex avoid, DC 22 Fort recover)

 

Abilities 28 + Combat 16 + Saving Throws 14 + Skills 29 + Feats 21 + Powers 42– Drawbacks 0= 150/150

 

(GM Notes: That’s the Gadgeteer. You’re known for your gadgets, but by thunder you’re a smart guy first. Customization options include, of course, changing the gadgets. Ain’t no rule that says you have have a Photon Gun. It could be a Sonic Gun, a Cold Gun, a Magnetic Gun, or anything else. It doesn’t even have to be a ray gun. It could be a ring that lets you create constructs and fly in space. Or a staff with the power of the stars. Or just some fancy boomerangs. Some Gadgeteers even favor melee weapons. The Flight Pack can be exchanged for Springheel Boots that let you jump super high and fall safely. The Force Field Belt could just be a regular protective costume. The possibilities are only limited by your imagination and the PP available. And, of course, you could always swap some INT for DEX, adjust the skill ranks, and be an acrobatic gadgeteer. Or pick up some CHA and have the gift of gab. Or pick up some feats and STR, and punch you way to victory with your gadgets as just backup. It’s all up to you. If you really want to do something different, exchange Craft [electronics] for Craft [artistic] and the Knowledges [physical science] and [technology] for [arcane lore] and [theology and philosophy]. Boom, now you’re a Mystic Gadgeteer, with your gadgets powered by magic instead of science. You can jostle the other science ranks around as you see fit.)

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Martial Artist Mystic

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Diplomacy 10 (+12), Gather Information 10 (+12), Knowledge (arcane Lore) 13 (+15), Knowledge (streetwise) 8 (+10), Knowledge (theology & philosophy) 13 (+15), Medicine 3 (+8), Notice 10 (+15), Sense Motive 5 (+10), Stealth 12 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee), Attack Specialization 3 (Martial Arts (Strike 3)), Defensive Attack, Defensive Roll 2, Dodge Focus 5, Evasion, Improved Initiative, Move-by Action, Power Attack, Precise Shot, Skill Mastery (Acrobatics, KN (arcane lore), Notice, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Force Field 6 (+6 Toughness)

Magic (Array 12) (default power: blast)

   Blast 12 (Default; DC 27)

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

   Snare 12 (Array; DC 22)

   Teleport 7 (Array; 700 ft. as move action, 200 miles as full action; Accurate; Change Velocity, Easy, Turnabout)

Martial Arts (Strike 3) (DC 20; Mighty)

 

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

 

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

 

Defense: +8  (Flat-footed: +2), Knockback: -5

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 24 (96 ranks) + Feats 22 + Powers 37 + Combat 22 + Saves 13 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission INAZUMI.

 

I've done something like this before, with swords instead of fists. A little offense. Movement power. Utility. It works. I picture her being a bit like 3E's Dragoneye. Who I converted a while back, by the way. Part 3. I didn't do anything special, but all the same it appeals to me. Welcome, friends and neighbors, to Part 11.

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Android Speedster

 

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

 

STR: +0 (10), DEX: +5 (20), CON: +0 (-), INT: +5 (20), WIS: +2 (14), CHA: -1 (8)

 

Tough: +4/+6, Fort: Immune, Ref: +10, Will: +5

 

Skills: Acrobatics 10 (+15), Craft (mechanical) 5 (+10), Knowledge (technology) 5 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+9)

 

Feats: Acrobatic Bluff, Beginner's Luck, Defensive Roll 2, Dodge Focus 8, Eidetic Memory, Evasion, Improved Initiative 4, Jack-of-All-Trades, Luck 3, Move-by Action, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Immunity 30 (fortitude saves)

Protection 4 (+4 Toughness)

Regeneration 6 (recovery bonus 6 (+6 to recover))

Speed Powers (Array 10) (default power: - linked powers -)

   Crowd Attack (Strike 8) (Array; DC 23; Burst Area (40 ft. radius - Targeted); Accurate 4 (+8))

   Enhanced Speed (Linked)

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

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

   Speed Strikes (Strike 8) (Array; DC 23; Autofire (interval 2, max +5); Accurate 4 (+8))

   Thrown Object (Blast 8) (Array; DC 23; Accurate 4 (+8))

Super Speed (Linked)

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

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

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

 

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

 

Attacks: Crowd Attack (Strike 8), +12 (DC 23), Speed Strikes (Strike 8), +12 (DC 23), Thrown Object (Blast 8), +12 (DC 23), Unarmed Attack, +4 (DC 15)

 

Defense: +12  (Flat-footed: +2), Knockback: -3

 

Initiative: +21

 

Languages: Native Language

 

Totals: Abilities 12 + Skills 10 (40 ranks) + Feats 21 + Powers 83 + Combat 16 + Saves 8 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission Impulse.

 

...I'm not happy. Speedsters require so much PP. Constructs chop a significant portion of that away. And so, Ability Scores, Skills, and/or Feats suffer for it. At any rate, Beginner's Luck, Eidetic Memory, Jack of All Trades, and Luck 3 compensate to a degree. Eh, what can you do? Maybe somebody will appreciate this one.

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Blind Battlesuit Speedster

 

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

 

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

 

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

 

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

 

Feats: Accurate Attack, All-Out Attack, Dodge Focus 8, Evasion 2, Improved Initiative 4, Improvised Tools, Inventor, Move-by Action, Moving Feint, Power Attack, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Uncanny Dodge (Auditory)

 

Powers:

Super Speed Battlesuit (Device 17) (Hard to lose)

   Blindsight (Super-Senses 8) (accurate: Normal Tactile, accurate (type): Auditory, ranged: Tactile, ultra-hearing)

   Enhanced Trait 9 (Traits: Reflex +7 (+12), Feats: Evasion 2)

   Enhanced Trait 9 (Traits: Dodge Focus 8 +4 (+8), Feats: Accurate Attack, All-Out Attack, Move-by Action, Moving Feint, Power Attack)

   Masterwork Tools (Features 1)

   Protection 6 (+6 Toughness; Impervious)

   Speed Array (Array 9) (default power: blast)

      Lots of Punches (Strike 8) (Array; DC 23; Autofire (interval 2, max +5); Accurate 2 (+4))

      More Speed (Linked)

         Concealment 4 (Linked; all visual senses)

         Quickness 5 (Linked; Perform routine tasks at 50x speed; Stacks with (Quickness 8))

         Speed 5 (Linked; Speed: 250 mph, 2200 ft./rnd; Stacks with (Speed 8))

      Punch Everyone (Strike 8) (Array; DC 23; Burst Area (40 ft. radius - Targeted); Accurate 2 (+4))

      Throw Pebble (Blast 8) (Default; DC 23; Accurate 2 (+4))

   Super Speed (Linked)

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

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

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

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

 

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

 

Attacks: Lots of Punches (Strike 8), +12 (DC 23), Punch Everyone (Strike 8), +12 (DC 23), Throw Pebble (Blast 8), +12 (DC 23), Unarmed Attack, +8 (DC 15)

 

Defense: +12  (Flat-footed: +2), Knockback: -7

 

Initiative: +16

 

Drawbacks: Disability, uncommon, minor, Blind

 

Languages: Native Language

 

Totals: Abilities 18 + Skills 19 (76 ranks) + Feats 8 + Powers 68 + Combat 24 + Saves 14 - Drawbacks 1 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission Celerity.

 

Speedsters are always able to see. They never have any real problems with disabled senses, barring a Dazzle attack. And this makes sense. If you're going to move that fast, you should have all of your senses operating at peak. Otherwise Bad Things could happen. However, I thought I'd throw a little Daredevil into my Speedster Battlesuit from Part 2. Despite it making sense, there's no reason anyone with a functioning accurate sense (or two) can't do just fine as a speedster. And here we are. Adjusted the defensive tradeoff the other way, tweaked offense to an accuracy tradeoff, and done.

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Blind Swordmaster

 

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

 

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

 

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

 

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

 

Feats: Acrobatic Bluff, Assessment, Attack Focus (melee) 8, Attack Specialization (Twin Short Swords (Device 3)), Dazzling Attack, Defensive Attack, Defensive Roll 2, Dodge Focus 6, Elusive Target, Evasion, Improved Critical 2 (Twin Sword Strikes (Strike 2)), Improved Disarm, Improved Initiative, Improved Trick, Move-by Action, Power Attack, Quick Draw, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Superior Senses (Super-Senses 12) (accurate: Normal Tactile, accurate (type): Auditory, acute: Normal Olfactory, danger sense: Auditory, danger sense: Tactile, ranged: Tactile, ultra-hearing, uncanny dodge: Tactile)

Twin Short Swords (Device 3) (Easy to lose)

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

 

Attack Bonus: +5 (Ranged: +5, Melee: +13, Grapple: +16)

 

Attacks: Twin Sword Strikes (Strike 2), +15 (DC 20), Unarmed Attack, +13 (DC 18)

 

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

 

Initiative: +9

 

Drawbacks: Disability, uncommon, minor, Blind

 

Languages: Native Language

 

Totals: Abilities 42 + Skills 18 (69 ranks) + Feats 33 + Powers 21 + Combat 24 + Saves 13 - Drawbacks 1 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission AKI.

 

I haven't made a pure weaponmaster in a while. This one is more or less standard as far as melee weaponmasters go. Bluff, trick, slice and dice. The usual. However, what's different is that she had incredible senses, compensating for her blindness. She's incredibly hard to sneak up on, feint, or lie to. I mean, one Uncanny Dodge from her powers and another from her training is kind of a big deal. Like I said, it's been a while. But I haven't lost the knack for them.

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Plant Controlling Powerhouse

 

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

 

STR: +10 (14/30), DEX: +1 (12), CON: +10 (14/30), INT: +0 (10), WIS: +2 (14), CHA: +4 (18)

 

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

 

Skills: Bluff 11 (+15), Diplomacy 11 (+15), Gather Information 11 (+15), Intimidate 11 (+15), Knowledge (life sciences) 5 (+5), Medicine 3 (+5), Notice 10 (+12), Sense Motive 10 (+12)

 

Feats: Accurate Attack, All-Out Attack, Dodge Focus 5, Power Attack, Quick Change, Skill Mastery (Bluff, Diplomacy, Gather Info, Intimidate), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 16 (+16 CON)

Immunity 2 (disease, starvation & thirst)

Impervious Toughness 6

Plant Control (Array 15) (default power: - linked powers -)

   Gut Flora Go Wild (Nauseate 10) (Array; DC 20; Range (ranged))

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

   Plant Power (Linked)

      Enhanced Strength 16 (Linked; +16 STR)

      Super-Strength 7 (Linked; +35 STR carry capacity, heavy load: 102.4 tons; +7 STR to some checks)

   Pollen Blast (Stun 10) (Array; DC 20; Range (ranged))

   Tiring Pheromones (Fatigue 10) (Array; DC 20; Range (ranged))

 

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +20/+27)

 

Attacks: Gut Flora Go Wild (Nauseate 10), +10 (DC Fort/Staged 20), Plant Control 10 (DC Ref 20), Pollen Blast (Stun 10), +10 (DC Fort/Staged 20), Tiring Pheromones (Fatigue 10), +10 (DC Fort 20), Unarmed Attack, +10 (DC 25)

 

Defense: +10  (Flat-footed: +3), Knockback: -8

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 18 (72 ranks) + Feats 12 + Powers 58 + Combat 30 + Saves 10 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission SOPHORA.

 

Swamp Thing! No, not really. Though you could pass in a pinch. This lady's strong and can do mean things to an opponent's Fort save. Fairly sturdy, some knowledge of biology and medical care. And, strikingly, great at all the social skills. It's another solid build. You all enjoy it.

 

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Light Controlling Gadgeteer

 

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

 

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

 

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

 

Skills: Bluff 8 (+10), Concentration 13 (+15), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Gather Information 8 (+10), Knowledge (business) 5 (+10), Knowledge (physical sciences) 10 (+15), Knowledge (tactics) 5 (+10), Knowledge (technology) 10 (+15), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Attack Focus (ranged) 5, Challenge - Improved Taunt, Dodge Focus 4, Eidetic Memory, Improved Initiative, Improvised Tools, Inventor, Luck 3, Power Attack, Seize Initiative, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Taunt, Uncanny Dodge (Visual)

 

Powers:

Photon Bracers (Device 7) (Hard to lose)

   Force Field 10 (+10 Toughness)

   Light Control (Array 10) (default power: environmental control, Feats: Accurate Attack, Power Attack)

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

      Hard Light Snare (Snare 10) (Array; DC 20)

      Light Blast (Blast 10) (Array; DC 25)

      Light Control (Environmental Control 10) (Default; light (bright), Radius: 5000 ft.; Selective Attack; Range (touch))

Photon Suit (Device 6) (Hard to lose)

   Enhanced Trait 2 (Feats: Improved Initiative, Seize Initiative)

   Lightspeed Motion (Teleport 10) (1000 ft. as move action; Short-Range; Change Direction, Change Velocity, Turnabout)

   Photon Sensor Array (Super-Senses 11) (extended (type): Visual 3 (-1 per 2 mi), infravision, low-light vision, radius (type): Visual, ultravision)

   Refraction (Concealment 4) (all visual senses; Limited (to miss chance))

 

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

 

Attacks: Hard Light Snare (Snare 10), +10 (DC Ref/Staged 20), Light Blast (Blast 10), +10 (DC 25), Unarmed Attack, +5 (DC 15)

 

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

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 24 (95 ranks) + Feats 19 + Powers 52 + Combat 18 + Saves 13 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission SPECTRUM.

 

Light Control is a useful power. It has a lot of applications. This lady is using a big chunk of them in her gadgets. The Photon Suit improves her Init, lets her move at lightspeed for a fraction of a second, grants just about every possible buff to vision, and refracts light itself so she's never where she appears to be. The Photon Bracers do the usual energy controller tricks. Array of effecs plus a defensive forcefield. Add that to Inventor and Luck 3, and you've got a solid potential PC.

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Undead Acrobat

 

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

 

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

 

Tough: +5, Fort: Immune, Ref: +10, Will: +7

 

Skills: Acrobatics 15 (+20), Bluff 2 (+5), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (theology & philosophy) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 10 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 10, Challenge - Improved Acrobatic Bluff, Defensive Attack, Dodge Focus 5, Elusive Target, Evasion, Fearless, Improved Initiative, Improved Trick, Luck 3, Move-by Action, Power Attack, Prone Fighting, Redirect, Skill Mastery (Acrobatics, Intimidate, KN (theo & philo), Stealth), Startle, Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Immunity 30 (fortitude saves)

Leaping 1 (Jumping distance: x2)

Protection 5 (+5 Toughness)

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

 

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

 

Attacks: Unarmed Attack, +15 (DC 20)

 

Defense: +15  (Flat-footed: +5), Knockback: -2

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 18 (72 ranks) + Feats 35 + Powers 37 + Combat 30 + Saves 10 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission NAUGHTY NADYA.

 

So, you're dead. Bummer. Doesn't mean you can't keep fighting crime. Or heck, maybe it's a good reason to start. You're an outstanding acrobat. You can bluff and trick your enemies until they are as buffoons. Redirect means someone who's been tricked is now going to hit his ally as you dexterously step out of the way. You will dodge this, that, so many things while punching and kicking up a storm. Even from the ground you are at no disadvantage. And, because you are so skilled an acrobat, lying down and getting up are no different to you. If your leaping, flipping ways get you hit, no worries. You have Luck 3 on your side. You will be fine.

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Invincible Battlesuit

 

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

 

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

 

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

 

Skills: Acrobatics 6 (+7), Diplomacy 10 (+10), Gather Information 10 (+10), Knowledge (tactics) 10 (+10)

 

Feats: All-Out Attack, Attack Focus (melee) 4, Attack Specialization 3 (Unarmed Attack), Dodge Focus 3, Interpose, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Invincible Battlesuit (Device 19) (Hard to lose)

   (Strength Bonus) Strike 5 (Penetrating)

   Enhanced Constitution 20 (+20 CON)

   Enhanced Wisdom 20 (+20 WIS)

   Immunity 80 (lethal energy damage, lethal physical damage, nonlethal energy damage, nonlethal physical damage; Limited - Half Effect)

   Impervious Toughness 10

 

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 32 + Skills 9 (36 ranks) + Feats 15 + Powers 76 + Combat 14 + Saves 4 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission AEGIS 2.

 

...yeah, I just wanted to break the system some. He is impressively hard to hurt in just about any way. Obviously, the suit isn't his. It's on loan from somebody. So he'd better behave. The whole entire point of this build was to make someone who was nigh invincible. Welp, that was a success. Er...don't use this as a PC. Just...don't do that. In fact, I'd only bring him out to irritate higher level PCs as a case of That One Boss. Until they figure out that one strong Snare and he's screwed.

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Archer Paragon

 

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: +7

 

Skills: Acrobatics 4 (+5), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (popular culture) 8 (+8), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Improved Aim, Power Attack, Takedown Attack, Ultimate Effort (Aim), Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 20 (+20 CON)

Enhanced Strength 20 (+20 STR)

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: 5.6 tons; +2 STR to some checks)

Impervious Toughness 8

Paragon Bow (Device 4) (Easy to lose)

   Paragon Bow Shot (Blast 4) (DC 27; Improved Range 2 (200 ft. incr), Mighty 8 (+8 to damage), Progression, Increase Range 2 (max range x5, 2000 feet))

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +20/+22)

 

Attacks: Paragon Bow Shot (Blast 4), +8 (DC 27), Unarmed Attack, +8 (DC 27)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 18 + Skills 11 (44 ranks) + Feats 7 + Powers 73 + Combat 32 + Saves 9 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is $10Commission Allouette.

 

If you're looking at the pic, you'll understand why I went this way with it. She looks just like a paragon, but there's a bow in her left hand. With that in mind, a merging of archetypes was born. The bow basically functions as a ranged attack, which not every paragon has. Throw in a few combat feats, some basic paragon skills and we're done here.

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Holographic AI

 

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

 

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

 

Tough: +4/+6, Fort: Immune, Ref: +5, Will: +8

 

Skills: Computers 15 (+25), Craft (electronic) 10 (+20), Disable Device 5 (+15), Knowledge (technology) 10 (+20), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Attack Focus (ranged), Attack Specialization 3 (Data Blast (Blast 6)), Defensive Roll 2, Dodge Focus 7, Power Attack, Skill Mastery (Computers, Disable Device, Craft (elec), KN (tech)), Ultimate Effort (Computers checks), Uncanny Dodge (Auditory)

 

Powers:

Data Master (Array 10) (default power: move object)

   Data Blast (Blast 6) (Array; DC 21; Affects Corporeal; Accurate (+2))

   Datalink 5 (Array; sense type: radio; Omni-Directional Area; Cyberspace, Machine Control)

   Real World Data Manipulation (Move Object 6) (Default; Strength: 30, Carry: 532 / 1.1k / 1.6k / 3.2k; Range (perception); Precise, Subtle (subtle))

   Transmit Self (Teleport 8) (Array; 800 ft. as move action, 2000 miles as full action; Accurate; Medium (Internet connected devices); Change Direction, Change Velocity, Easy, Turnabout)

Hologram (Insubstantial 3) (Energy; Permanent; Innate)

Immunity 30 (fortitude saves)

Protection 4 (+4 Toughness)

 

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

 

Attacks: Data Blast (Blast 6), +14 (DC 21), Unarmed Attack, +5 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 16 + Skills 14 (56 ranks) + Feats 17 + Powers 73 + Combat 20 + Saves 10 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission ARC Rogue.

 

You remember my Sentient Computer Program? No? Well, this is another take on it. An AI that can manifest in the real world, and affect it in a couple of ways. Can really cover some ground with the teleport. But where it truly shines is in manipulating Computers. Nothing too special. Though, in future this could easily end up being a reality warper. After all, everything in the world is data of some kind, right? Just the medium and programming language vary.

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Gravity Controlling Cyborg

 

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

 

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

 

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

 

Skills: Craft (electronic) 5 (+10), Craft (mechanical) 5 (+10), Diplomacy 9 (+10), Gather Information 9 (+10), Knowledge (civics) 5 (+10), Knowledge (technology) 5 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Attack Focus (melee) 5, Attack Specialization (Gravitic Force Blast (Blast 10)), Attack Specialization (Unarmed Attack), Defensive Roll, Dodge Focus 5, Eidetic Memory, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Cybernetics (Container, Passive 5)

   Enhanced Constitution 6 (+6 CON)

   Enhanced Strength 6 (+6 STR)

   Protection 3 (+3 Toughness)

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

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

Gravity Control (Array 10) (default power: move object)

   Gravitic Force Blast (Blast 10) (Array; DC 25)

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

   Gravity Control (Move Object 10) (Default; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Range (perception); Limited Direction (Up and Down))

 

Attack Bonus: +8 (Ranged: +8, Melee: +13, Grapple: +18/+23)

 

Attacks: Gravitic Force Blast (Blast 10), +10 (DC 25), Gravitic Shockwave (Strike 10) (DC 25), Unarmed Attack, +15 (DC 20)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 14 (54 ranks) + Feats 18 + Powers 53 + Combat 26 + Saves 13 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission BLACK LUMINOUS.

 

Those arms are really cool. Anyway, he's something I haven't done a lot of, and that's gravity controllers. I think there's been just the one. This guy, he punches, he blasts, he pins people to the ground, and he knows something about almost everything. He even has the skills to fix himself should he get damaged. The big question is, what happened that injured him so badly that he needed cybernetic replacements? I'll leave that to you to decide.

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Lightning Dragon Ninja

 

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

 

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

 

Tough: +5/+9, Fort: +8, Ref: +10, Will: +8

 

Skills: Acrobatics 10 (+15), Gather Information 12 (+12), Knowledge (arcane Lore) 5 (+5), Knowledge (tactics) 5 (+5), Medicine 3 (+5), Notice 13 (+15), Sense Motive 13 (+15), Stealth 15 (+20)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee), Attack Specialization 2 (Lightning Bolt (Blast 8)), Attack Specialization 3 (Unarmed Attack), Defensive Roll, Dodge Focus 5, Evasion, Hide in Plain Sight, Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Dragon Powers (Container, Passive 6)

   Enhanced Constitution 6 (+6 CON)

   Enhanced Strength 6 (+6 STR)

   Flight 5 (Speed: 250 mph, 2200 ft./rnd; Subtle 2 (unnoticable); Power Loss (Restrainable))

   Protection 3 (+3 Toughness)

   Super-Strength 2 (+10 STR carry capacity, heavy load: 1.6k lbs; +2 STR to some checks)

Lightning Bolt (Blast 8) (DC 23)

 

Attack Bonus: +8 (Ranged: +8, Melee: +9, Grapple: +14/+16)

 

Attacks: Lightning Bolt (Blast 8), +12 (DC 23), Unarmed Attack, +15 (DC 20)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 19 (76 ranks) + Feats 23 + Powers 46 + Combat 26 + Saves 14 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission Black Thunder Dragon.

 

It's a dragon. And a ninja. Who can throw lightning. If you're not down with this concept I don't think we can't be friends. Special note, Subtle 2 on Flight means you can make Stealth checks while in the air. Which, apparently, you can't normally do. So there's that. Stealth is his signature skill. When he doesn't want to be notice, he simply isn't Even has Hide In Plain Sight, to maximize the effect.

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Spider Themed Spy

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 8 (+11), Computers 9 (+10), Diplomacy 8 (+11), Disable Device 14 (+15), Disguise 12 (+15), Escape Artist 12 (+15), Gather Information 12 (+15), Knowledge (current events) 9 (+10), Knowledge (tactics) 9 (+10), Language 2 (+2), Medicine 3 (+5), Notice 13 (+15), Sense Motive 13 (+15), Sleight of Hand 12 (+15), Stealth 12 (+15)

 

Feats: Attack Focus (ranged) 5, Attack Specialization (Spider Blasters (Device 4)), Attack Specialization 2 (Unarmed Attack), Attractive (+4), Defensive Roll, Dodge Focus 5, Equipment 1, Evasion, Power Attack, Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Escape Artist, Gather Info, Notice, Sense Motive, Ste, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

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

Immunity 1 (poison)

Spider Blasters (Device 4) (Easy to lose)

   Blaster Settings (Array 8) (default power: blast; Custom (Array 7.5))

      Spider Blast (Blast 5) (Default; DC 20; Autofire (interval 2, max +5))

      Spider Slumber (Fatigue 5) (Array; DC 15; Range (ranged))

      Spider Toxin (Blast 5) (Array; DC 20; Alternate Save (Fortitude))

      Web Blast (Snare 5) (Array; DC 15; Transparent)

      Web Lines (Linked)

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

         Super-Movement 4 (Linked; slow fall, swinging, wall-crawling 2 (full speed))

 

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

 

Attack Bonus: +8 (Ranged: +13, Melee: +8, Grapple: +10)

 

Attacks: Spider Blast (Blast 5), +15 (DC 20), Spider Slumber (Fatigue 5), +15 (DC Fort 15), Spider Toxin (Blast 5), +15 (DC Fort 20), Unarmed Attack, +12 (DC 17), Web Blast (Snare 5), +15 (DC Ref/Staged 15)

 

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

 

Initiative: +3

 

Languages: English, Romanian, Russian

 

Totals: Abilities 26 + Skills 40 (160 ranks) + Feats 22 + Powers 13 + Combat 32 + Saves 17 + Drawbacks 0 = 150

 

Spider Themed Spy

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 8 (+11), Computers 9 (+10), Diplomacy 8 (+11), Disable Device 14 (+15), Disguise 12 (+15), Escape Artist 12 (+15), Gather Information 12 (+15), Knowledge (current events) 9 (+10), Knowledge (tactics) 9 (+10), Language 2 (+2), Medicine 3 (+5), Notice 13 (+15), Sense Motive 13 (+15), Sleight of Hand 12 (+15), Stealth 12 (+15)

 

Feats: Attack Focus (ranged) 5, Attack Specialization (Spider Blasters (Device 4)), Attack Specialization 2 (Unarmed Attack), Attractive (+4), Defensive Roll, Dodge Focus 5, Equipment 1, Evasion, Power Attack, Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Escape Artist, Gather Info, Notice, Sense Motive, Ste, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

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

Immunity 1 (poison)

Spider Blasters (Device 4) (Easy to lose)

   Blaster Settings (Array 8) (default power: blast; Custom (Array 7.5))

      Spider Blast (Blast 5) (Default; DC 20; Autofire (interval 2, max +5))

      Spider Slumber (Fatigue 5) (Array; DC 15; Range (ranged))

      Spider Toxin (Blast 5) (Array; DC 20; Alternate Save (Fortitude))

      Web Blast (Snare 5) (Array; DC 15; Transparent)

      Web Lines (Linked)

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

         Super-Movement 4 (Linked; slow fall, swinging, wall-crawling 2 (full speed))

 

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

 

Attack Bonus: +8 (Ranged: +13, Melee: +8, Grapple: +10)

 

Attacks: Spider Blast (Blast 5), +15 (DC 20), Spider Slumber (Fatigue 5), +15 (DC Fort 15), Spider Toxin (Blast 5), +15 (DC Fort 20), Unarmed Attack, +12 (DC 17), Web Blast (Snare 5), +15 (DC Ref/Staged 15)

 

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

 

Initiative: +3

 

Languages: English, Romanian, Russian

 

Totals: Abilities 26 + Skills 40 (160 ranks) + Feats 22 + Powers 13 + Combat 32 + Saves 17 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission DUSK WIDOW.

 

What we have here is someone with a boatload of skills. This lady can casually do incredible things, skill wise. There's no true specialty. She can thrive in social situation, sneak around, break into places, pickpocket people, and flip around with some of the best. Her attack options are a bit more limited, but she's still got an effective array of effects, power attack, and is PL 7 with her fists (and Takedown Attack) if she ever finds herself unarmed. The Languages you can reflavor to suit your spy as needed. After all, only the most famous one is Russian...

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Psychic Ninja

 

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

 

Skills: Acrobatics 10 (+15), Bluff 3 (+5), Diplomacy 3 (+5), Gather Information 3 (+5), Intimidate 3 (+5), Knowledge (current events) 6 (+8), Knowledge (streetwise) 6 (+8), Notice 10 (+15), Sense Motive 10 (+15), Stealth 10 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 8, Attack Specialization (Sword (Device 2)), Defensive Roll 2, Dodge Focus 6, Evasion, Grappling Finesse, Hide in Plain Sight, Improved Critical (Sword Strike (Strike 3)), Improved Critical 2 (Psionic Blade (Strike 5)), Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive, ), Takedown Attack, Uncanny Dodge (Mental)

 

Powers:

Mind Sensing (Super-Senses 6) (accurate: Mental, acute: Mental, awareness: Mental (mental), radius: Mental, ranged: Mental)

Psychic Ninja (Array 8) (default power: telepathy)

   Mind Knife (Mental Blast 5) (Array; DC 20; Action (full))

   Psionic Blade (Strike 5) (Array; DC 20, Feats: Improved Critical 2 (Psionic Blade (Strike 5)); Alternate Save (Will); Accurate (+2), Subtle (subtle))

   Telepathy 8 (Default; DC 18, Adds: Communication 8, Mind Reading 8)

      Communication 8 (sense type: mental)

      Mind Reading 8 (DC 18)

Sword (Device 2) (Easy to lose)

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

 

Attack Bonus: +5 (Ranged: +5, Melee: +13, Grapple: +18)

 

Attacks: Mind Knife (Mental Blast 5) (DC Will 20), Mind Reading 8 (DC Will 18), Psionic Blade (Strike 5), +15 (DC Will 20), Sword Strike (Strike 3), +15 (DC 20), Telepathy 8 (DC Will 18), Unarmed Attack, +13 (DC 17)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 16 (64 ranks) + Feats 27 + Powers 30 + Combat 26 + Saves 15 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission Deadly Elegance 3.

 

So...basically Psylocke, yeah. Undercapped as far as telepathic effects go, but a fully qualified comic book ninja. Even threw in Hide In Plain Sight. I...don't know what else to say. Go fry the bad guys' brains, already.

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Psychic Paragon

 

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

 

STR: +12 (14/34), DEX: +1 (12), CON: +12 (14/34), INT: +2 (14), WIS: +5 (20), CHA: +2 (14)

 

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

 

Skills: Concentration 5 (+10), Diplomacy 10 (+12), Gather Information 10 (+12), Knowledge (current events) 8 (+10), Knowledge (popular culture) 3 (+5), Notice 10 (+15), Sense Motive 10 (+15)

 

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

 

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)

Impervious Toughness 10

Super-Senses 4 (precognition; Uncontrolled)

Super-Senses 4 (awareness: Mental (mental), danger sense: Mental, radius: Mental, ranged: Mental)

 

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

 

Attacks: Unarmed Attack, +8 (DC 27)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 14 (56 ranks) + Feats 14 + Powers 69 + Combat 16 + Saves 9 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission EDEN.

 

I don't have a lot to say about this one, either. Very solid traditional paragon, plus precognition and limited telepathic abilities. If I was GMing, I'd definitely allow her to stunt Telepathy 10 or Mental Blast 5 off her Enhanced Strength. You could even find a pair of PP in the build somewhere and make them part of the regular rotation. As for me, I'm happy with it. She'd pretty much the paragon version of Foreshadow. He's pretty much Psychic Batman is our setting, and his PC successor is (I think) still going strong.

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Fiery Martial Artist

 

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

 

STR: +4 (18), DEX: +4 (18), CON: +4 (18), INT: +1 (12), WIS: +5 (20), CHA: +2 (14)

 

Tough: +4/+6, Fort: +8, Ref: +10, Will: +10

 

Skills: Acrobatics 11 (+15), Concentration 5 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (history) 4 (+5), Knowledge (streetwise) 4 (+5), Knowledge (theology & philosophy) 4 (+5), Notice 10 (+15), Sense Motive 10 (+15), Stealth 4 (+8)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 6, Challenge - Improved Acrobatic Bluff, Defensive Attack, Defensive Roll 2, Dodge Focus 4, Elusive Target, Evasion, Improved Disarm, Improved Initiative, Improved Trick, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Diplomacy, Notice, Sense Motive), Stunning Attack, Takedown Attack, Trance, Uncanny Dodge (Auditory)

 

Powers:

Blazing Phoenix Style (Array 7) (default power: strike)

   Douse The Flames (Nullify 6) (Array; counters: all powers of (type) - heat/fire, DC 16; Effortless; Range (touch))

   Flame Blast (Blast 2) (Array; DC 21; Accurate 3 (+6), Improved Range (50 ft. incr), Mighty 4 (+4 to damage), Precise, Progression, Increase Range (max range x2, 500 feet))

   One With The Flame (Fire Control 6) (Array; Precise)

   Rebirth (Healing 6) (Array; Restoration; Personal; Persistent, Regrowth)

   White Hot Fist (Strike 2) (Default; DC 21; Penetrating [2 extra ranks], Secondary Effect [4 extra ranks]; Incurable, Mighty)

 

Attack Bonus: +8 (Ranged: +8, Melee: +14, Grapple: +18)

 

Attacks: Douse The Flames (Nullify 6), +14 (DC Will 16), Flame Blast (Blast 2), +14 (DC 21), Unarmed Attack, +14 (DC 19), White Hot Fist (Strike 2), +14 (DC 21)

 

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

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 17 (68 ranks) + Feats 28 + Powers 18 + Combat 32 + Saves 15 + Drawbacks 0 = 150

 

johnbecaro has a boatload of art under the mature fadeout, so this is Commission FLASHPOINT.

 

It's been quite a while since I've done a proper martiat artist. Honestly? There's not a lot I can do with them that doesn't start straying into other archetypes. I know, blending archetypes is what I do here. But this is different. The Cowl, the Energy Controller, and the Mystic are very, very close to what most Martial Artists do, and it's entirely too easy to slide one way or the other.

 

With that said, here's a take on Iron Fist, only this guy's chi ignites into flames. He can blast, manipulate fire, put it all out, or even heal himself. But the showstopper is that one concentrated punch. White Hot Fist is right. Such heat that few foes can just shrug it off, the residual heat causes addtional damage before it finally disperses, and the nature of the flames makes them difficult to heal quicker through superpowers. He's not the easiest fight in the world, and that's a fact.

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