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Phasing Swordmaster

 

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

 

Skills: Acrobatics 12 (+15), Bluff 8 (+10), Concentration 7 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (streetwise) 3 (+5), Notice 12 (+15), Sense Motive 12 (+15), Stealth 12 (+15), Survival 2 (+5)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 6, Attack Specialization 2 (Sword Strike (Strike 3)), Defensive Attack, Defensive Roll 3, Dodge Focus 6, Elusive Target, Evasion, Improved Critical 2 (Phased Blade (Strike 3)), Improved Critical 2 (Sword Strike (Strike 3)), Improved Defense, Improved Disarm, Improved Initiative 2, Improved Sunder, Improved Trick, Move-by Action, Power Attack, Quick Draw, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Insubstantial 4 (Incorporeal)

Phasing Sword (Device 4) (Easy to lose)

   Enhanced Feats (Enhanced Trait 3) (Traits: Improved Initiative 2 +1 (+2), Feats: Improved Disarm, Improved Sunder)

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

      Phased Blade (Strike 3) (Alternate; DC 20, Feats: Improved Critical 2 (Phased Blade (Strike 3)); Affects Corporeal [2 extra ranks], Alternate Save (Fortitude) [2 extra ranks]; Mighty)

 

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

 

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

 

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

 

Initiative: +7/+11

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 21 (84 ranks) + Feats 31 + Powers 32 + Combat 22 + Saves 16 + Drawbacks 0 = 150

 

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

 

That last one? This is the pic that used to serve as inspiration for it. I abruptly realized what I really wanted to make for it. That's this one. Pretty basic swordmaster, only she can go Incorporeal and still slice a person up.  Her sword also makes her reflexes a bit better and is designed to make disarming and sundering a bit easier, should she need to do either one.

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Psionic Energy Controller

 

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 6 (+8), Concentration 11 (+16), Diplomacy 10 (+12), Gather Information 6 (+8), Knowledge (life sciences) 8 (+10), Medicine 5 (+10), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 4, Attractive (+4), Beginner's Luck, Dodge Focus 4, Eidetic Memory, Fearless, Move-by Action, Power Attack, Quick Change, Second Chance (Concentration checks to maintain powers), Uncanny Dodge (Auditory)

 

Powers:

Psionic Energy Control (Array 12) (default power: blast)

   Psionic Assault (Blast 8) (Array; DC 23; Alternate Save (Will))

   Psionic Blast (Blast 12) (Default; DC 27)

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

   Psionic Constructs (Create Object 12) (Array; Max Size: 12x 5' cubes, DC 22)

   Psionic Energy Control (Move Object 12) (Array; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Stacks with (Psionic Energy Lifting (Move Object 6)))

   Psionic Energy Reading (Mind Reading 12) (Array; DC 22; Duration (sustained), Sensory Link; Range (ranged))

Psionic Energy Shield (Force Field 10) (+10 Toughness; Impervious)

Psionic Flight (Flight 6) ([0 active, 0/12 PP, 2/r], Speed: 500 mph, 4400 ft./rnd)

   Psionic Energy Lifting (Move Object 6) (Alternate; [0 active, 0/12 PP, 2/r], Strength: 30, Carry: 532 / 1.1k / 1.6k / 3.2k)

Super-Senses 1 (awareness: Psionic Energy (visual))

 

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

 

Attacks: Psionic Assault (Blast 8), +8 (DC Will 23), Psionic Blast (Blast 12), +8 (DC 27), Psionic Burst (Blast 8) (DC 23), Psionic Energy Reading (Mind Reading 12), +8 (DC Will 22), Unarmed Attack, +4 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 14 (56 ranks) + Feats 19 + Powers 65 + Combat 16 + Saves 12 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Psi-Path-Sentinels-510031393

 

It's true. This is a lot like a Psychic. Though, the method is different. Psionics (telepathy, telekinesis, various other mental effects) are generally regarded as using energy to do what they do. What if someone could control that energy without having any actual mental powers? You'd get something like this, I think. So a Psychic, but as a Energy Controller. I think it's a heck of an idea.

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Skull Knight

 

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

 

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

 

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

 

Skills: Acrobatics 4 (+5), Diplomacy 5 (+10), Gather Information 10 (+15), Intimidate 15 (+20), Knowledge (streetwise) 5 (+5), Knowledge (tactics) 5 (+5), Medicine 2 (+5), Notice 7 (+10), Sense Motive 12 (+15), Stealth 4 (+5), Survival 7 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 5, Challenge - Improved Demoralize, Challenge - Improved Startle, Dodge Focus 5, Fearless, Power Attack, Skill Mastery (Gather Info, Intimidate, Sense Motive, Survival), Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Greataxe of Terror (Device 3) (Easy to lose, Restricted use (Fearless))

   Greataxe Strike (Strike 5) (DC 25; Penetrating [3 extra ranks]; Mighty)

      Terror Blow (Paralyze 6) (Alternate; DC 16; Accurate 2 (+4))

Skull Armor (Device 7) (Hard to lose, Restricted use (Fearless))

   Fear Effect (Emotion Control 10) (DC 20; Perception Area (General), Duration (continuous); Limited to Emotion (Fear), Range 2 (touch))

   Immunity 30 (fortitude saves; Limited - Half Effect)

   Protection 5 (+5 Toughness; Impervious)

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +15)

 

Attacks: Fear Effect (Emotion Control 10) (DC Staged/Will 20), Greataxe Strike (Strike 5), +10 (DC 25), Terror Blow (Paralyze 6), +14 (DC Staged/Will 16), Unarmed Attack, +10 (DC 20)

 

Defense: +10  (Flat-footed: +3), Knockback: -7

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 38 + Skills 19 (76 ranks) + Feats 20 + Powers 39 + Combat 20 + Saves 14 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Thayania-Colored-165873730

 

What we have here is a fear based build. She's here to terrify and chop people down like she's a gender swapped Jason Vorhees. Only the Fearless can use her gear. Other than that, she's pretty much a weaponmaster. I felt like doing a throwback to Part 4 with this pic, and here we are.

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Cyber Ninja

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 14 (+15), Craft (electronic) 5 (+5), Craft (mechanical) 5 (+5), Disguise 4 (+5), Gather Information 14 (+15), Intimidate 14 (+15), Knowledge (art) 5 (+5), Knowledge (popular culture) 5 (+5), Notice 8 (+10), Perform (DJ) 10 (+11), Sense Motive 8 (+10), Stealth 12 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization 2 (Cyber Swords (Device 3)), Dodge Focus 5, Improved Critical (Cyber Sword Strikes (Strike 3)), Improved Initiative, Power Attack, Quick Draw, Skill Mastery 2 (Acrobatics, Bluff, Gather Info, Intimidate, KN (art), Notice, Sense Motive, Stealth, Startle, Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Cyber Swords (Device 3) (Hard to lose, Restricted use (Have Appropriate Cyber Ports))

   Cyber Sword Strikes (Strike 3) (DC 23, Feats: Improved Critical (Cyber Sword Strikes (Strike 3)); Autofire (interval 2, max +5) [2 extra ranks], Penetrating [2 extra ranks]; Mighty)

Cybernetics (Container, Passive 6)

   Enhanced Constitution 4 (+4 CON)

   Enhanced Strength 6 (+6 STR)

   Immunity 10 (life support, starvation & thirst; Limited - Half Effect)

   Protection 5 (+5 Toughness)

   Super-Senses 2 (infravision, ultra-hearing)

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

Holographic Camo (Concealment 4) (all visual senses; Blending; Precise)

   Holographic Disguise (Morph 2) (Alternate; morph: broad group - female humans, +10 Disguise; Precise)

 

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

 

Attacks: Cyber Sword Strikes (Strike 3), +12 (DC 23), Unarmed Attack, +8 (DC 20)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 29 (116 ranks) + Feats 21 + Powers 49 + Combat 18 + Saves 11 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/DJ-Goh-Goh-Cyber-Ninja-151230305

 

Heh. Cybernetic ninja. Is there anything more comics than that? Eh. Probably. Anyway, this one's actually straightforward. Hits all possible ways to feint and demoralize. High stealth. Concealment renders Hide In Plain Sight unnecessary. Morph keeps things interesting. Pretty strong for what's essentially a weaponmaster. Infravison and Ultrahearing. Versatile, highly competent, and a DJ to boot. What's not to like?

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Unicorn Totem

 

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

 

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

 

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

 

Skills: Acrobatics 8 (+15), Bluff 5 (+8), Diplomacy 9 (+12), Gather Information 9 (+12), Knowledge (arcane Lore) 4 (+5), Knowledge (popular culture) 4 (+5), Knowledge (theology & philosophy) 4 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 5, Dodge Focus 5, Evasion, Improved Initiative, Move-by Action, Power Attack, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 6 (+6 CON)

Enhanced Dexterity 8 (+8 DEX)

Enhanced Strength 6 (+6 STR)

Equine Leaping (Leaping 2) (Jumping distance: x5)

Equine Senses (Super-Senses 3) (accurate: Normal Auditory, scent)

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

Protection 5 (+5 Toughness)

Super-Strength 1 (+5 STR carry capacity, heavy load: 800 lbs; +1 STR to some checks)

Unicorn Form (Morph 1) (morph: single appearance - unicorn, +5 Disguise)

Unicorn Horn (Array 10) (default power: healing)

   Horn Attack (Strike 5) (Array; DC 25; Penetrating [5 extra ranks]; Mighty)

   Magical Healing (Healing 10) (Default; DC 20; Restoration; Limited to Others)

   Purification (Nullify 10) (Array; counters: all powers of (type) - poisons/toxins, DC 20; Effortless; Range (touch))

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +15/+16)

 

Attacks: Horn Attack (Strike 5), +10 (DC 25), Purification (Nullify 10), +10 (DC Will 20), Unarmed Attack, +10 (DC 20)

 

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

 

Initiative: +11

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 15 (59 ranks) + Feats 19 + Powers 58 + Combat 20 + Saves 12 + Drawbacks 0 = 150

 

This one is a request from Moira again.

 

I did an Automotive Totem eariler, and I do like to show off that not all totems need to be predatory animals. So...here you go. Basically a horse person with a magic stabbing horn. Though the horse part, like most totems, doesn't show on the outside, the horn does. It heals, it purifies toxins, and it can stab. Stab so hard. And with the morph, can look like a real unicorn. That's it.

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Jedi Battlesuit

 

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

 

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

 

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

 

Skills: Acrobatics 4 (+5), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Specialization 2 (Twin Integral Lightsabers (Corrosion 8)), Beginner's Luck, Dodge Focus 4, Improvised Tools, Inventor, Luck 3, Move-by Action, Power Attack, Precise Shot, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Jedi Battlesuit (Device 14) (Hard to lose, Only you can use)

   Heavy Armor Plating (Protection 10) (+10 Toughness; Impervious)

   Immunity 9 (life support)

   Jedi Devices (Array 12) (default power: corrosion)

      Lightning Blast (Blast 12) (Array; DC 27)

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

      Twin Integral Lightsabers (Corrosion 8) (Default; DC 23)

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

   Sensing (Super-Senses 5) (accurate: Mental, acute: Mental, radius: Mental, ranged: Mental)

 

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

 

Attacks: Lightning Blast (Blast 12), +8 (DC 27), Twin Integral Lightsabers (Corrosion 8), +12 (DC Fort/Tou ), Unarmed Attack, +8 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 15 (60 ranks) + Feats 20 + Powers 58 + Combat 24 + Saves 13 + Drawbacks 0 = 150

 

http://phil-cho.deviantart.com/art/Project-Jade-commission-627810192

 

Yes, it's the return of phil cho. This guy (the build, not phil) seems to have been quite the Star Wars fan. And a technical genius. So he applied on to the other and BOOM, now he's a Jedi via a battlesuit. It doesn't encompass every Force power ever, no, but it does cover the most fun and useful ones. He's got dual lightsabers, simulated telekinesis, and the easiest to simulate, force lightning. Getting the mental senses operational was probably the hardest part, but now he's harder to sneak up on. And, in a concession to a superheroic universe, he can fly and is heavily armor plated. After all, few Jedi ever wore armor, and it came back to bite them sometimes. Also, he's a nerd, not an acrobatic wunderkind. Of course, he's missed the point of the Jedi. Diplomacy, backed up by super cool powers and tech. Oh, well. He'll learn, maybe.

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Cosmic Puncher

 

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

 

Skills: Acrobatics 12 (+15), Bluff 8 (+11), Diplomacy 8 (+11), Gather Information 12 (+15), Knowledge (arcane Lore) 7 (+8), Knowledge (physical sciences) 7 (+8), Notice 8 (+10), Search 6 (+7), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Specialization 2 (Unarmed Attack), Attractive (+4), Dodge Focus 4, Elusive Target, Evasion, Improved Critical (Cosmic Punch (Strike 10)), Improved Initiative, Improved Trick, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Bluff, Diplomacy, Gather Info), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Cosmic Fist (Array 10) (default power: strike; Custom (Array 9.5))

   Cosmic Blast (Strike 8) (Array; DC 25; Cone Area (100 ft. cone - General) [2 extra ranks]; Mighty)

   Cosmic Might (Linked)

      Enhanced Strength 1 (Linked; +1 STR)

      Super-Strength 9 (Linked; +45 STR carry capacity, heavy load: 44.8 tons; +9 STR to some checks)

   Cosmic Punch (Strike 10) (Default; DC 27, Feats: Improved Critical (Cosmic Punch (Strike 10)); Penetrating [5 ranks only]; Affects Insubstantial 2 (full power), Mighty)

Leaping 1 (Jumping distance: x2)

Protection 6 (+6 Toughness; Impervious)

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

 

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

 

Attacks: Cosmic Blast (Strike 8) (DC 25), Cosmic Punch (Strike 10), +8 (DC 27), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 19 (76 ranks) + Feats 19 + Powers 35 + Combat 32 + Saves 19 + Drawbacks 0 = 150

 

http://phil-cho.deviantart.com/art/Attack-Lass-commission-667692978

 

This lady's got cosmic power in her fists. I know, subtle title. She punches really, really hard, but isn't actually that strong. She's got the big punch itself, releasing the energy in a relatively small area, and redirecting it into her muscle to lift really heavy things. The residual effects of whatever gave her fists cosmic power also made her tougher than normal people. As a fun side note, she's great at parkour and is acutally more accurate without her big punch than with it.

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Assassin

 

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

 

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

 

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

 

Skills: Acrobatics 10 (+15), Bluff 4 (+5), Climb 7 (+10), Diplomacy 4 (+5), Disable Device 14 (+15), Escape Artist 10 (+15), Gather Information 14 (+15), Intimidate 4 (+5), Knowledge (civics) 4 (+5), Knowledge (current events) 4 (+5), Knowledge (streetwise) 4 (+5), Knowledge (tactics) 4 (+5), Language 2 (+2), Notice 7 (+10), Sense Motive 7 (+10), Stealth 15 (+20)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 6, Attack Specialization (Hidden Blade (Device 2)), Attack Specialization 3 (Throwing Knives (Blast 2)), Benefit (Member of Assassin Order), Defensive Roll, Dodge Focus 5, Equipment 3, Hide in Plain Sight, Improved Critical (Hidden Stab (Strike 2)), Improved Disarm, Improved Initiative, Move-by Action, Power Attack, Quick Change, Quick Draw, Skill Mastery (Acrobatics, Disable Device, Gather Info, Stealth), Takedown Attack, Ultimate Effort (Stealth Checks), Uncanny Dodge (Auditory)

 

Powers:

Throwing Knives (Blast 2) (DC 20; Accurate (+2), Mighty 3 (+3 to damage))

Enhanced Trait 2 (Feats: Hide in Plain Sight, Ultimate Effort (Stealth Checks))

Protection 3 (+3 Toughness)

Escape Mastery (Quickness 3) (Perform routine tasks at 10x speed; One Task (Escape Artist checks))

Hidden Blade (Device 2) (Hard to lose, Restricted use (Assassins); Subtle (subtle))

   Hidden Stab (Strike 2) (DC 20, Feats: Improved Critical (Hidden Stab (Strike 2)); Penetrating [3 extra ranks]; Mighty, Subtle (subtle))

Leaping 1 (Jumping distance: x2)

Obscure 2 (affects: visual senses, Radius: 10 ft.; Range (touch))

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

 

Equipment: Archaic Arsenal (Masterwork Sword, Masterwork Warhammer, Throwing Knives [Throwing Knives (Blast 2), DC 20; Accurate (+2), Mighty 3 (+3 to damage)]), Assassin's Uniform [Enhanced Trait 2, Feats: Hide in Plain Sight, Ultimate Effort (Stealth Checks); Protection 3, +3 Toughness]

 

Attack Bonus: +7 (Ranged: +7, Melee: +13, Grapple: +16)

 

Attacks: Hidden Stab (Strike 2), +15 (DC 20), Masterwork Sword, +14 (DC 21), Masterwork Warhammer, +14 (DC 21), Throwing Knives (Blast 2), +15 (DC 20), Unarmed Attack, +13 (DC 18)

 

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

 

Initiative: +9

 

Languages: Arabic, English, Italian

 

Totals: Abilities 32 + Skills 29 (114 ranks) + Feats 31 + Powers 15 + Combat 28 + Saves 15 + Drawbacks 0 = 150

 

http://phil-cho.deviantart.com/art/The-Shayatin-commission-656703412

 

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

 

Did you enjoy your short history lesson? Cool. Here's a modern variant. I suppose this wouldn't necessarily make a good PC, but...if comic style ninjas can switch teams, so can Assassins. Or you could play it actual Assassin's Creed style, with the order being a bit...misnamed. They have the secrecy and the sneakiness, but haven't actually killed anyone in centuries. Etymology can be weird that way, sometimes, and reputations earned a long time past can...linger.

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Modern Day Viking

 

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

 

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

 

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

 

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

 

Feats: All-Out Attack, Attack Focus (melee) 5, Attack Specialization 2 (Unarmed Attack), Challenge - Improved Demoralize, Challenge - Improved Feint, Fearless, Improved Critical 2 (Bite of Flame (Drain 5)), Improved Critical 2 (Bite of Steel (Strike 5)), Improved Initiative, Luck 3, Move-by Action, Power Attack, Quick Draw, Skill Mastery (Bluff, Intimidate, Notice, Sense Motive), Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Axe of Cleaving (Device 5) (Easy to lose)

   Axe's Bite (Linked)

      Bite of Flame (Drain 5) (Linked; drains: single trait - toughness, DC 15, Feats: Improved Critical 2 (Bite of Flame (Drain 5)); Affects Objects)

      Bite of Steel (Strike 5) (Linked; DC 25, Feats: Improved Critical 2 (Bite of Steel (Strike 5)); Penetrating; Mighty)

Heavy Armor Suit (Device 7) (Hard to lose)

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

   Immunity 1 (environmental condition: Cold)

   Protection 10 (+10 Toughness; Impervious)

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

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +15/+17)

 

Attacks: Bite of Flame (Drain 5), +10 (DC Fort/Staged 15), Bite of Steel (Strike 5), +10 (DC 25), Unarmed Attack, +14 (DC 20)

 

Defense: +5  (Flat-footed: +3), Knockback: -12/-17

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 18 (72 ranks) + Feats 22 + Powers 43 + Combat 20 + Saves 15 + Drawbacks 0 = 150

 

http://phil-cho.deviantart.com/art/Viking-commission-665088241

 

I...don't have much in the way of commentary here. He's just a competent fighter with an axe that'll cut through darn near anything. He's a tank in his armor. An immovable agent of choppin'. That's pretty much it. I wanted to make the guy in the pic, and I did. If you like him, steal away.

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Graffiti Girl

 

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

 

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

 

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

 

Skills: Acrobatics 2 (+5), Bluff 13 (+15), Concentration 8 (+10), Craft (artistic) 15 (+15), Gather Information 3 (+5), Knowledge (arcane Lore) 5 (+5), Knowledge (art) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 12 (+15)

 

Feats: Attack Focus (ranged) 4, Defensive Roll 2, Dodge Focus 7, Evasion, Improved Initiative, Move-by Action, Skill Mastery (Bluff, Craft (art), KN (art), Stealth), Taunt, Uncanny Dodge (Auditory)

 

Powers:

Leaping 1 (Jumping distance: x2)

Painted Out (Concealment 4) (all visual senses; Blending)

Spray Paint Magic (Array 16) (default power: animate object)

   Animate Object 10 (Default; Additional Type (one type - Images); Limited (Graffiti); Progression, # Objects 2 (5 objects))

   Disintegration 6 (Array; DC 21; Accurate (+2))

   Shape Matter 8 (Array; Transforms: 250 lbs.)

 

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

 

Attacks: Disintegration 6, +14 (DC Fort/Tou ), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 22 + Skills 21 (84 ranks) + Feats 19 + Powers 39 + Combat 30 + Saves 19 + Drawbacks 0 = 150

 

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

 

Graffiti Robot

 

Power Level: 10; Power Points Spent: 135/150

 

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

 

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

 

Skills: Notice 4 (+5), Sense Motive 4 (+5)

 

Feats: All-Out Attack, Improved Initiative, Power Attack, Takedown Attack

 

Powers:

Immunity 40 (fortitude saves, mental effects)

Protection 10 (+10 Toughness; Impervious)

Super-Strength 10 (+50 STR carry capacity, heavy load: 819.2 tons; +10 STR to some checks; Bracing, Countering Punch, Groundstrike (Radius: 100 ft., DC 20), Shockwave (+10, Cone: 100 ft., DC 20), Super-Breath (+10, Cone: 100 ft., DC 20), Thunderclap (Area: 50 ft., DC 20))

 

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +20/+30)

 

Attacks: Unarmed Attack, +10 (DC 25)

 

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

 

Initiative: +6

 

Languages: Native Language

 

Totals: Abilities -4 + Skills 2 (8 ranks) + Feats 4 + Powers 86 + Combat 40 + Saves 7 + Drawbacks 0 = 135

 

http://img11.deviantart.net/fcd2/i/2012/329/7/7/creep_by_twilitesmuse-d5m6vjd.jpg

 

The Crooks! supplement has this team of graffiti artists given magic powers by some supervillain. The Tag Team. I know. Groan. No one ever said team names in comics were good or particularly original. Especially the villains. With them introduced, Moira saw that pic up there and thought, why not have EP combine the three into a PC?

 

So, what we have here is a young woman following in their footsteps, at least as far as powers go. The array has the highlight power of each of the three, and she's go the painting and stealth abilities each brings (in varying amounts) to the table. I've modeled a big punchy construct (with 15 PP left over), but you could just as easily make a different kind. There are four other ones, after all.

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Fiery Ringmaster

 

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

 

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

 

Tough: +2/+6, Fort: +7, Ref: +8, Will: +8

 

Skills: Acrobatics 7 (+10), Bluff 12 (+15), Craft (chemical) 8 (+10), Diplomacy 12 (+15), Gather Information 12 (+15), Knowledge (business) 8 (+10), Knowledge (civics) 3 (+5), Knowledge (current events) 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 7 (+10)

 

Feats: Accurate Attack, Attack Focus (melee) 4, Attack Specialization 2 (Flaming Batons (Device 4)), Challenge - Improved Feint, Challenge - Improved Taunt, Defensive Roll, Dodge Focus 6, Equipment 1, Improved Critical 2 (Flaming Baton Throw (Blast 8)), Improved Trick, Power Attack, Sidekick 13, Skill Mastery (Bluff, Diplomacy, Gather Info, Sense Motive), Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

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

Flaming Batons (Device 4) (Easy to lose)

   Flaming Baton Throw (Blast 8) (DC 23, Feats: Improved Critical 2 (Flaming Baton Throw (Blast 8)); Homing (1 attempt), Precise)

Ringmaster's Torch (Device 2) (Easy to lose)

   Torch Mode (Linked)

      Strike With Flame End (Strike 8) (Alternate; DC 23)

      Torch's Heat (Environmental Control 4) (Linked; heat, Radius: 50 ft.; Selective Attack; Range (touch))

      Torch's Light (Environmental Control 5) (Linked; light, Radius: 100 ft.; Selective Attack; Range (touch))

 

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

 

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

 

Attacks: Flaming Baton Throw (Blast 8), +12 (DC 23), Strike With Flame End (Strike 8), +12 (DC 23), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +3

 

Languages: English

 

Totals: Abilities 28 + Skills 22 (88 ranks) + Feats 36 + Powers 18 + Combat 30 + Saves 16 + Drawbacks 0 = 150

 

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

 

Loyal Dog

 

Power Level: 10; Power Points Spent: 65/65

 

STR: +7 (25), DEX: +2 (14), CON: +5 (20), INT: -4 (2), WIS: +1 (12), CHA: -2 (6)

 

Tough: +5/+6, Fort: +8, Ref: +5, Will: +3

 

Skills: Acrobatics 6 (+8), Intimidate 10 (+10), Notice 9 (+10), Sense Motive 4 (+5), Survival 9 (+10), Swim 2 (+5)

 

Feats: Attack Focus (melee) 4, Defensive Roll, Dodge Focus 4, Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

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

Leaping 1 (Jumping distance: x2)

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

Super-Senses 3 (scent, tracking: Olfactory 1 (half speed), ultra-hearing)

Super-Strength 1 (+5 STR carry capacity, heavy load: 3.2k lbs; +1 STR to some checks)

 

Attack Bonus: +3 (Ranged: +3, Melee: +7, Grapple: +19/+20)

 

Attacks: Unarmed Attack, +7 (DC 22)

 

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

 

Initiative: +2

 

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

 

Languages: Native Language

 

Totals: Abilities 7 + Skills 10 (40 ranks) + Feats 12 + Powers 20 + Combat 16 + Saves 8 - Drawbacks 8 = 65

 

http://phil-cho.deviantart.com/art/George-and-Kiaynan-commission-681488555

 

So...here's a good social guy and his faithful PL 7 dog. He's got some skills in other areas, it's true, but where he shines is feinting, tricking, and taunting. He's got a couple of Devices to bring the fire, but as I said, his real strength is his silver tongue.

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Tattooed Amazon

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 6 (+8), Diplomacy 6 (+8), Gather Information 3 (+5), Intimidate 6 (+8), Knowledge (arcane Lore) 5 (+10), Notice 5 (+10), Sense Motive 5 (+10), Stealth 12 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization 3 (Amazon Spear (Device 2)), Attractive (+4), Benefit (Inuitive Magic (use WIS instead of INT for KN (arcane lore)), Dodge Focus 6, Endurance (+4), Improved Initiative, Move-by Action, Power Attack, Ritualist, Skill Mastery (Acrobatics, Climb, KN (arcane lore), Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Amazon Spear (Device 2) (Easy to lose)

   Spear Strike (Strike 3) (DC 20; Extended Reach (5 ft.), Mighty)

Amazon Training (Container, Passive 1)

   Immunity 1 (environmental condition: Heat)

   Leaping 1 (Jumping distance: x2)

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

   Super-Movement 1 (swinging)

Magic Tattoos (Array 12) (default power: blast)

   All Seeing Eye (ESP 8) (Array; affects: visual senses; Simultaneous)

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

   Mystic Vine Snare (Snare 8) (Array; DC 18; Burst Area (40 ft. radius - General), Suffocating; Range (touch))

   Water Control (Move Object 12) (Array; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Range (perception); Limited Material)

Protective Tattoos (Protection 6) (+6 Toughness)

 

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

 

Attacks: Firebomb (Blast 8) (DC 23), Mystic Vine Snare (Snare 8) (DC Ref/Staged 18), Spear Strike (Strike 3), +15 (DC 20), Unarmed Attack, +9 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 15 (60 ranks) + Feats 24 + Powers 44 + Combat 22 + Saves 17 + Drawbacks 0 = 150

 

Moira showed me a pic, and from there came this. The pic was NSFW, so you don't get to see it. Not even gonna tell you what it was, nope. Ask her if you really want to know.

 

With that said, this is pretty simple. A small array of activate-able tattoos hands out magic spells. Has the spear for kicking single butts. Amazon training to get around faster. Acrobatic and sneaky. I...borrowed...a feat Supercape used on his PC Flintlock. Inuitive Magic. It seemed appropriate from someone coming from a jungle society. But maybe that's racist. Dunno, really.

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Living Water

 

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

 

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

 

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

 

Skills: Acrobatics 6 (+8), Bluff 4 (+8), Diplomacy 8 (+12), Escape Artist 8 (+10/+15), Gather Information 8 (+12), Intimidate 8 (+12), Knowledge (arcane Lore) 5 (+5), Knowledge (theology & philosophy) 5 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Attack Focus (melee) 5, Attractive (+4), Dodge Focus 5, Environmental Adaptation (Underwater), Evasion, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Elongation 5 (Elongation: 100 ft., range incr 50 ft., +5 Escape & Grapple)

Flowing Like A River (Speed 2) (Speed: 25 mph, 220 ft./rnd)

Hydro Power (Array 15) (default power: - linked powers -)

   Hydro Bubble (Snare 10) (Array; DC 20; Engulf, Suffocating)

   Living Tsunami (Move Object 10) (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons, DC 25; Perception Area (General), Damaging; Range (touch))

   Watery Might (Linked)

      Enhanced Strength 20 (Linked; +20 STR)

      Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 25.6 tons; +5 STR to some checks)

Immunity 3 (environmental condition: Pressure, suffocation (all))

Living Water (Insubstantial 1) (Fluid; Permanent; Innate)

Super-Movement 1 (slithering)

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +20/+30)

 

Attacks: Hydro Bubble (Snare 10), +10 (DC Ref/Staged 20), Living Tsunami (Move Object 10) (DC 25), Unarmed Attack, +10 (DC 25)

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 17 (68 ranks) + Feats 17 + Powers 50 + Combat 20 + Saves 10 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Cascade-Sentinels-510031967

 

Built a few water controllers, I have. But never an actual being made of water. So here's one of those. With some physical might, because being made of water doesn't preclude the use of your physical strength. The snare is where I'm just mean to people who need to breathe. Physical attacks to break free won't work, because she's made of water. Gonna need some energy. :D The Living Tsunami power is meant to simulate a wall of her water smashing into things. I think she works well overall.

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Snake Totem Battlesuit

 

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

 

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

 

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

 

Skills: Acrobatics 6 (+10), Craft (chemical) 11 (+15), Craft (electronic) 11 (+15), Craft (mechanical) 11 (+15), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (life sciences) 6 (+10), Knowledge (physical sciences) 11 (+15), Knowledge (streetwise) 6 (+10), Knowledge (technology) 11 (+15), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization 2 (Snakebite (Array 8)), Dodge Focus 6, Improved Critical (Poison Fang (Strike 6)), Improved Critical (Snake's Fangs (Strike 6)), Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Craft (elec & mech), Know (phys sci & tech)), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Snake Totem Armor (Device 9) (Hard to lose)

   Enhanced Trait 3 (Traits: Escape Artist +12 (+16))

   Escape Mastery (Quickness 3) (Perform routine tasks at 10x speed; One Task (Escape Artist checks))

   Protection 6 (+6 Toughness; Impervious)

   Snakebite (Array 8) (default power: strike)

      Adder's Bite (Fatigue 8) (Array; DC 18)

      Cobra Venom (Paralyze 8) (Array; DC 18; Alternate Save (Fortitude))

      Poison Fang (Strike 6) (Array; DC 23, Feats: Improved Critical (Poison Fang (Strike 6)); Alternate Save (Fortitude) [2 extra ranks]; Mighty)

      Rattlesnake Poison (Dazzle 8) (Array; affects: 1 type + visual - tactile, DC 18; Alternate Save (Fortitude); Range (touch))

      Snake's Fangs (Strike 6) (Default; DC 23, Feats: Improved Critical (Snake's Fangs (Strike 6)); Penetrating [2 extra ranks]; Mighty)

      Stun 8 (Array; DC 18)

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

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

   Super-Movement 2 (slithering, wall-crawling 1 (half speed))

 

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

 

Attacks: Adder's Bite (Fatigue 8), +12 (DC Fort 18), Cobra Venom (Paralyze 8), +12 (DC Fort/Staged 18), Poison Fang (Strike 6), +12 (DC Fort 23), Rattlesnake Poison (Dazzle 8), +12 (DC Fort 18), Snake's Fangs (Strike 6), +12 (DC 23), Stun 8, +12 (DC Fort/Staged 18), Unarmed Attack, +8 (DC 17), Viper Toxin (Drain 8), +12 (DC Fort/Staged 18)

 

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

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 27 (108 ranks) + Feats 20 + Powers 36 + Combat 20 + Saves 15 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Viper-Sentinels-510033667

 

This...took some work. But it's done.  She's another non typical Battlesuit. I did a Feline Totem one not that long ago, and the pic provided an opportunity to do another. She's got the tech skills, if not Inventor (earned PP opportunity for you). However, she does have a big poison attack array, and regular slicing fangs for the Fort immune. She can do a thing I did with the last guy. See, taking 20 on Escape Artist (can't do that grappling) takes a full minute. However, Quickness 3 can knock that down to a turn. And with the bonus granted from the suit, she can make like a snake and slip out of most any bonds or Snares just like that. Well, I think it's a cool idea.

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Psychic Knight

 

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

 

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

 

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

 

Skills: Acrobatics 7 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (tactics) 8 (+10), Notice 5 (+10), Sense Motive 5 (+10), Survival 3 (+8)

 

Feats: Accurate Attack, All-Out Attack, Attack Specialization 2 (Psychic Powers (Array 8)), Elusive Target, Improved Initiative, Luck 2, Power Attack, Startle, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Psychic Armor (Device 4) (Hard to lose, Only you can use)

   Protection 5 (+5 Toughness; Impervious [3 extra ranks])

   Super-Senses 7 (accurate: Mental Awareness, acute: Mental Awareness, awareness: Mental (Mental), radius: Mental Awareness, ranged: Mental Awareness, uncanny dodge: Mental Awareness)

Psychic Powers (Array 8) (default power: strike)

   Psychic Blade (Strike 8) (Default; DC 23; Alternate Save (Will))

   Telekinetic Blade (Strike 8) (Array; DC 23; Penetrating)

   Touch Telekinesis (Move Object 8) (Array; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons; Duration (continuous); Range (touch))

   Touch Telepathy (Mind Reading 8) (Array; DC 18; Duration 2 (continuous); Range 2 (touch))

Psychic Shield (Shield 4) (+4 dodge bonus)

 

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

 

Attacks: Psychic Blade (Strike 8), +12 (DC Will 23), Telekinetic Blade (Strike 8), +12 (DC 23), Touch Telepathy (Mind Reading 8), +12 (DC Will 18), Unarmed Attack, +8 (DC 18)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 13 (52 ranks) + Feats 13 + Powers 41 + Combat 32 + Saves 15 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/SoulKnight-Sentinels-510034863

 

Most Psychics are perception range combatants, meaning it's not easy for them to do extra damge with their powers.  Most weaponmasters can only reliably damage enemies' Tou save. This guy, however, has both things covered. His armor boosts his senses a bit, but he's no ninja, he's a man of honor. Taking his touch range psychic powers into the fray and doing battle for all that's good and just. I think he's good enough.

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Black Swordsmage

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Concentration 7 (+10), Gather Information 11 (+12), Knowledge (arcane Lore) 12 (+15), Knowledge (streetwise) 7 (+10), Knowledge (theology & philosophy) 7 (+10), Language 2 (+2), Notice 7 (+10), Sense Motive 7 (+10), Stealth 12 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 4, Dodge Focus 5, Elusive Target, Hide in Plain Sight, Improved Critical (Sword's Blade (Strike 6)), Improved Initiative, Luck, Move-by Action, Power Attack, Precise Shot, Ritualist, Skill Mastery (Acrobatics, KN (arcane lore, theo & philo), Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Black Phoenix Sword (Device 7) (Hard to lose, Only you can use (The Worthy can lift); Indestructible)

   Black Phoenix Armor (Force Field 5) (+5 Toughness)

   Black Phoenix Magic (Array 12) (default power: strike; Variable Descriptor 2 (Broad group - Any Magic))

      Dark Bonds (Snare 12) (Array; DC 22)

      Death Edge (Drain 8) (Array; drains: single trait - con, DC 18; Autofire (interval 2, max +5), Secondary Effect)

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

      Sword's Blade (Strike 6) (Default; DC 23, Feats: Improved Critical (Sword's Blade (Strike 6)); Penetrating [2 extra ranks], Vampiric [2 extra ranks]; Mighty)

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

 

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

 

Attacks: Dark Bonds (Snare 12), +8 (DC Ref/Staged 22), Death Edge (Drain 8), +12 (DC Fort/Staged 18), Sword's Blade (Strike 6), +12 (DC 23), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +7

 

Languages: Chinese (Cantonese), Chinese (Mandarin), English

 

Totals: Abilities 28 + Skills 21 (84 ranks) + Feats 22 + Powers 32 + Combat 32 + Saves 15 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Black-Phoenix-Colored-162153165

 

This is something like the idea I have in my head of Crimson Katana. Only, kind of not. See, ancient magical sword that chooses a worthy wielder. Only the sword is evil, with its own mind and goals. It takes a warrior of mighty skill and strong will to make it his or her own. Enter this lady. Chosen as Worthy by the sword, she sets out to prove she's neither as evil as others might think nor a mere puppet. Well, I think it's cool. Doesn't have to be Chinese, either. There's plenty of magic swords in European folklore, after all.

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Cat Themed Fighter

 

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

 

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

 

Tough: +3/+4, Fort: +7, Ref: +10, Will: +7

 

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

 

Feats: Acrobatic Bluff, Attack Focus (melee) 10, Challenge - Improved Acrobatic Bluff, Challenge - Improved Taunt, Defensive Attack, Defensive Roll, Dodge Focus 10, Elusive Target, Evasion, Grappling Finesse, Improved Critical (Cat Claw Attack (Strike 3)), Improved Initiative, Improved Trick, Move-by Action, Power Attack, Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Gather Info, Notice, Sense Motive, Stealth, Survival), Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Cat Claws (Device 2) (Hard to lose)

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

Cat Eared Mask (Device 2) (Hard to lose)

   Super-Senses 10 (accurate (type): Auditory, low-light vision, radio, scent, tracking: Olfactory 1 (half speed), ultra-hearing)

Leaping 1 (Jumping distance: x2)

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

 

Attack Bonus: +5 (Ranged: +5, Melee: +15, Grapple: +18)

 

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

 

Defense: +15  (Flat-footed: +3), Knockback: -2

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 28 (112 ranks) + Feats 37 + Powers 18 + Combat 20 + Saves 15 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Feral-Kitty-Colored-170895259

 

What we have here is very much a street level crime fighter. A neighborhood hero. Local prosecutor turned crime buster. Her mask keeps her in touch with crime as it happens. She'll parkour to the scene and save the day with nonlethal slashing action. She's got a mastery of acrobatics, social skills, stealth, and wilderness survival. i think she'd be very effective in her city, and with an earned PP for Set Up, great on any team.

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Fusion Incarnate

 

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

 

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

 

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

 

Skills: Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (physical sciences) 8 (+8), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Dodge Focus 5, Improved Initiative, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Array 20 (default power: transform)

   Energy Shield (Immunity 40) (Array; lethal energy damage, nonlethal energy damage; Duration (continuous); Duration (sustained))

   Fusion Blast (Blast 15) (Array; DC 30; Affects Insubstantial 2 (full power), Improved Range 3 (1500 ft. incr), Precise)

   Fusion Burst (Strike 10) (Array; DC 25; Burst Area (50 ft. radius - General), Penetrating, Selective Attack)

   Fusion Heat Flash (Fatigue 10) (Array; DC 20; Burst Area (50 ft. radius - General), Selective Attack)

   Fusion Rocket (Linked)

      Flight 12 (Linked; Speed: 50000 mph, 440000 ft./rnd; Stacks with (Flight 3))

      Immunity 5 (Linked; damage type: Self Inflicted Slam)

   Strength Channel (Linked)

      Enhanced Strength 30 (Linked; +30 STR)

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

   Transmutation (Transform 8) (Default; affects: broad > broad - inorganic to inorganic, Transforms: 250 lbs., DC 18; Duration (continuous); Check Required (KN (physical sciences))

Enhanced Constitution 16 (+16 CON)

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

Immunity 17 (aging, fatigue effects, life support, sleep, starvation & thirst)

 

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

 

Attacks: Fusion Blast (Blast 15), +5 (DC 30), Fusion Burst (Strike 10) (DC 25), Fusion Heat Flash (Fatigue 10) (DC Fort 20), Transmutation (Transform 8), +5 (DC Fort 18), Unarmed Attack, +5 (DC 15)

 

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

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 14 + Skills 10 (40 ranks) + Feats 10 + Powers 86 + Combat 20 + Saves 10 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Fusion-Reacta-Colored-171350632

 

I don't these too often. Builds that are all about the powers. But here's one now. She's a living fusion reaction, possessing more energy than she could ever possibly use. She's got a few attacks with it, can boost her strength, transmute inorganic matter (without guaranteed success, as she's a good but not great scientist), jack up her flight speed for a heck of an opening punch, and the big one. Put out enough radiant energy that other energy just can't get through and damage her.

 

She's got so much energy inside her she has no need to eat, sleep, breathe, or do really anything mortals have to do. She doesn't even age or get tired. Aside from pushing her powers to do more, that is. It's nice to make something full of powers for once.

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Diamond Armored Hero

 

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

 

STR: +2 (14/15), DEX: +1 (12), CON: +2 (14), INT: +1 (12), WIS: +2 (14), CHA: +4 (18)

 

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

 

Skills: Bluff 11 (+15), Concentration 13 (+15), Craft (artistic) 9 (+10), Craft (structural) 9 (+10), Diplomacy 11 (+15), Gather Information 11 (+15), Intimidate 11 (+15), Knowledge (business) 4 (+5), Knowledge (current events) 4 (+5), Knowledge (earth sciences) 4 (+5), Knowledge (popular culture) 4 (+5), Notice 8 (+10), Sense Motive 13 (+15)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Dodge Focus 4, Improved Critical 2 (Diamond Weapons (Strike 10)), Power Attack, Second Chance (Concentration checks to maintain powers), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Diamond Armor (Container, Active 11)

   Diamond Weapons (Strike 10) (DC 27, Feats: Improved Critical 2 (Diamond Weapons (Strike 10)); Extended Reach (5 ft.), Mighty, Variable Descriptor 2 (Broad group - Any Physical))

   Enhanced Strength 1 (+1 STR)

   Impervious Toughness 10 (Power Loss (Against Critial Hits))

   Leaping 3 (Jumping distance: x10)

   Protection 10 (+10 Toughness)

   Super-Movement 1 (slow fall)

   Super-Strength 7 (+35 STR carry capacity, heavy load: 12.8 tons; +7 STR to some checks)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +10/+17)

 

Attacks: Diamond Weapons (Strike 10), +8 (DC 27), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 28 (112 ranks) + Feats 14 + Powers 55 + Combat 16 + Saves 13 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Blue-Diamond-Colored-170977277

 

Someone who controls diamonds to make herself an armored suit and weapons. She's a jeweler. She can leap around. Inside the suit she's pretty strong. That's pretty much it.

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Powerhouse Martial Artist

 

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

 

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

 

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

 

Skills: Acrobatics 11 (+15), Bluff 13 (+15), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 13 (+15), Knowledge (streetwise) 10 (+10), Notice 8 (+10), Sense Motive 13 (+15), Stealth 8 (+12)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 5, Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Feint, Defensive Attack, Dodge Focus 5, Elusive Target, Evasion, Grappling Finesse, Improved Critical 2 (Unarmed Attack), Improved Disarm, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Improved Sunder, Improved Throw, Improved Trick, Improved Trip, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Bluff, Intimidate, Sense Motive), Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Enhanced Constitution 12 (+12 CON)

Enhanced Strength 12 (+12 STR)

Leaping 1 (Jumping distance: x2)

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

 

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

 

Attacks: Unarmed Attack, +10 (DC 25)

 

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

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 23 (92 ranks) + Feats 37 + Powers 26 + Combat 20 + Saves 12 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Honor-Colored-152555632

 

Ah, I knew I'd like this one. What we have here is a powerhouse who, instead being really strong or bulletproof, is a darn near peerless fighter. She's got feats for days. She's the type who might get underestimated a bit, before punching out the enemy's lights. She can grapple, strike, move her caps around, disarm, sunder, trip, and throw. She's got it all, from a melee standpoint, and she can even parkour her way around the city. All in all, a great way to round out Part 12. See you in the next one, folks.

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  • 2 weeks later...

Gravity Controlling Paragon

 

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

 

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

 

Tough: +5/+13, Fort: +8, Ref: +5, Will: +8

 

Skills: Bluff 10 (+12), Concentration 8 (+10), Diplomacy 10 (+12), Knowledge (business) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Attack Focus (melee) 4, Benefit (Status (CEO of Company)), Benefit 2 (Wealth), Dodge Focus 4, Environmental Adaptation (High Gravity), Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Flight Boost (Flight 9) ([0 active, 0/18 PP, 2/r], Speed: 5000 mph, 44000 ft./rnd; Stacks with (Gravitic Flight (Flight 1)))

   Manipulation Boost (Move Object 9) (Alternate; [0 active, 0/18 PP, 2/r], Strength: 45, Carry: 4.3k / 4.3 tons / 6.4 tons / 12.8 tons; Stacks with (Gravity Manipulation (Move Object 1)))

Gravitic Armor (Force Field 6) (+6 Toughness)

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

Gravity Control (Array 11) (default power: strike)

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

   Gravitic Punch (Strike 8) (Default; DC 28; Secondary Effect [5 extra ranks]; Mighty)

   Gravity Control (Move Object 20) (Array; Strength: 100, Carry: 4.4k tons / 8.7k tons / 13.1k tons / 26.2k tons; Shapeable Area (20 cubes of 125 cu. ft. (5x5x5) - General); Limited Direction (Up and Down), Range (touch); Precise, Selective)

Gravity Manipulation (Move Object 1) (Strength: 5, Carry: 16 / 33 / 50 / 100)

Heavy Gravity Training (Container, Passive 2)

   Enhanced Trait 1 (Feats: Environmental Adaptation (High Gravity))

   Hard Punch (Strike 2) (DC 22; Mighty)

   Leaping 2 (Jumping distance: x5)

   Protection 2 (+2 Toughness)

   Super-Strength 1 (+5 STR carry capacity, heavy load: 800 lbs; +1 STR to some checks)

 

Attack Bonus: +3 (Ranged: +3, Melee: +7, Grapple: +12/+13)

 

Attacks: Gravitic Burst (Strike 10) (DC 25), Gravitic Punch (Strike 8), +7 (DC 28), Hard Punch (Strike 2), +7 (DC 22), Unarmed Attack, +7 (DC 20)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 14 (54 ranks) + Feats 16 + Powers 65 + Combat 12 + Saves 13 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Graviton-Girl-Colored-147313953

 

Welcome to Part 13. Yes, I'm still building, 360 builds in. There's a reason for the tags on this thread, mang. What we have here is a Gravity Controller who has gained enough skill with her powers to simulate being a Paragon. She's good at it, too. As a bonus, she's trained hard in heavy (self made) gravity, so if her powers are ever nulled, she's still a PL 7 hand to hand butt kicker. So that's pretty nice.

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Neutronic Paragon

 

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

 

STR: +12 (10/34), DEX: +1 (12), CON: +5 (10/20), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

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

 

Skills: Bluff 6 (+8), Concentration 6 (+8), Diplomacy 6 (+8), Knowledge (current events) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Attack Specialization 2 (Neutronic Blast (Blast 10)), Attractive (+4), Dodge Focus 4, Endurance (+4), Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Neutronic Body (Container, Passive 11)

   Density 12 (+24 STR, +6 Toughness, Weight Multiplier: x25, Adds: Immovable 4, Super-Strength 4)

      Immovable 4 (Resist Movement: +16, Resist Knockback: -4)

      Super-Strength 4 (+20 STR carry capacity, heavy load: 44.8 tons; +4 STR to some checks)

   Enhanced Constitution 10 (+10 CON)

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

   Impervious Toughness 4

   Protection 1 (+1 Toughness)

   Super-Strength 1 (+5 STR carry capacity, heavy load: 44.8 tons; +1 STR to some checks)

Neutronic Energy Control (Array 11) (default power: blast)

   Neutronic Blast (Blast 10) (Default; [0 active, 0/22 PP, 2/r+2], DC 25; Accurate (+2), Precise)

   Neutronic Flight (Flight 11) (Array; [0 active, 0/22 PP, 2/r], Speed: 25000 mph, 220000 ft./rnd; Stacks with (Flight 1))

   Super-Strength 11 (Array; [0 active, 0/22 PP, 2/r], +55 STR carry capacity, heavy load: 91.8k tons; +11 STR to some checks)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20/+25)

 

Attacks: Neutronic Blast (Blast 10), +10 (DC 25), Unarmed Attack, +8 (DC 27)

 

Defense: +8  (Flat-footed: +2), Knockback: -11/-15

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 10 + Skills 11 (44 ranks) + Feats 18 + Powers 82 + Combat 16 + Saves 13 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/SophieX-Commission-Colored-145185886

 

I am super pleased with this one. Just super pleased. She's strong (114 max Lifting STR), fast (max Flight 12), and tough (Impervious 10 on Toughness 12). The concept here is that she's practically a neutron star (densest of all stars), and has a certain measure of control over her energy output and gravitational pull. It's ridiculous comic book nonsense, but if we were opposed to that we wouldn't here. Now would we? At any rate, she's a high quality paragon. I like her so much that if I had the slot I'd play her right now. But I don't, and so here you are. Enjoy it.

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Metal Mimic

 

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

 

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

 

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

 

Skills: Acrobatics 6 (+10), Craft (artistic) 13 (+15), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 13 (+15), Knowledge (art) 13 (+15), Knowledge (popular culture) 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+8)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 5, Endurance (+4), Improved Initiative, Improved Trick, Move-by Action, Power Attack, Skill Mastery (Craft (art), Gather Info, Intimidate, KN (art)), Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Metal Forms (Array 18) (default power: container, active; Custom (Array 17.5))

   Mercury (Container, Active 7)

      Elongation 5 (Elongation: 100 ft., range incr 50 ft., +5 Escape & Grapple, Feats: Chokehold, Improved Grab, Improved Grapple, Improved Pin)

      Enhanced Strength 8 (+8 STR, Feats: Attack Specialization (Unarmed Attack))

      Insubstantial 1 (Fluid; Precise, Selective)

      Protection 4 (+4 Toughness, Feats: Dodge Focus 4)

      Super-Movement 1 (slithering)

   Phosphorus (Container, Active 7)

      Energy Aura 6 (energy type: fire (ish), DC 21; Selective)

      Enhanced Trait 4 (Traits: Defense Bonus +2 (+10))

      Protection 6 (+6 Toughness)

   Steel (Container, Active 7)

      Density 6 (+12 STR, +3 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 5; Buoyant)

         Immovable 2 (Resist Movement: +8, Resist Knockback: -2)

         Super-Strength 5 (+25 STR carry capacity, heavy load: 25.6 tons; +5 STR to some checks)

      Protection 5 (+5 Toughness; Impervious)

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +20/+25)

 

Attacks: Energy Aura 6, +10 (DC 21), Unarmed Attack, +10 (DC 25)

 

Defense: +8  (Flat-footed: +4), Knockback: -10/-12

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 21 (84 ranks) + Feats 16 + Powers 37 + Combat 26 + Saves 14 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Kitra-Commission-Colored-143570225

 

I don't believe I've done an Object Mimic before, so here we are. Limited to metal, though I don't really know how much of a limitation that is. For the forms I drew some slight inspiration from DC's Metal Men. Steel is dense, durable, and strong. Mercury is liquid at room temperature, can elongate, and is a grappling monster. Phosphorus might be stretching the theme a bit, but she's literally on fire so who cares? She's a masterful artist by trade. Scary, and pretty good everywhere else. Give her a try, I'm sure you'll like her.

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Pirate Mermaid

 

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

 

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

 

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

 

Skills: Bluff 9 (+12), Concentration 8 (+10), Diplomacy 9 (+12), Gather Information 2 (+5), Knowledge (earth sciences) 5 (+5), Knowledge (theology & philosophy) 5 (+5), Notice 8 (+10), Perform (singing) 7 (+10), Sense Motive 8 (+10), Swim 7 (+12)

 

Feats: Attack Focus (melee) 4, Attack Specialization 2 (Salvaged Cutlass (Device 2)), Attractive (+4), Dodge Focus 6, Environmental Adaptation (Underwater), Improved Critical 2 (Cutlass Strike (Strike 3)), Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Aquatic Nature (Immunity 3) (environmental condition: Cold, environmental condition: Pressure, suffocation: Drowning, Feats: Environmental Adaptation (Underwater))

Mermaid Song (Array 12) (default power: mind control)

   Siren's Rage (Strike 8) (Array; DC 23; Alternate Save (Will), Perception Area (General); Sense-Dependent (Auditory))

   Siren's Song (Mind Control 8) (Default; DC 18; Perception Area (General), Duration (sustained), Effortless; Range 2 (touch), Sense-Dependent (Auditory))

   Sleep Song (Fatigue 8) (Array; DC 18; Alternate Save (Will), Perception Area (General); Sense-Dependent (Auditory))

Mermaid Tail (Swimming 8) (Speed: 500 mph, 4400 ft./rnd; Temp. Disability 2 (No Legs))

Salvaged Cutlass (Device 2) (Easy to lose)

   Cutlass Strike (Strike 3) (DC 23, Feats: Improved Critical 2 (Cutlass Strike (Strike 3)); Penetrating [1 extra rank]; Mighty)

Subdermal Scales (Protection 3) (+3 Toughness)

 

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

 

Attacks: Cutlass Strike (Strike 3), +12 (DC 23), Siren's Rage (Strike 8) (DC Will 23), Siren's Song (Mind Control 8) (DC Will 18), Sleep Song (Fatigue 8) (DC Will 18), Unarmed Attack, +8 (DC 20)

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 17 (68 ranks) + Feats 17 + Powers 45 + Combat 20 + Saves 17 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/PirateMermaid-Commission-Color-143819598

 

Part pirate, part mermaid, and part mythological siren. She's got a sword, her songs can do mean things to whoever can hear them, and she's a fast swimmer. Some necessary immunities for an undersea creature, and that's pretty much it. Special note: When she swims her legs turn into a mermaid tail, hence the temporary disability drawback.

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Demonic Acrobat

 

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

 

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

 

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

 

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

 

Feats: Acrobatic Bluff, Attack Focus (melee) 10, Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Feint, Challenge - Improved Startle, Challenge - Improved Taunt, Defensive Attack, Dodge Focus 5, Elusive Target, Evasion 2, Improved Defense, Improved Grapple, Improved Initiative, Improved Trick, Luck, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Bluff, Intimidate, Stealth), Startle, Takedown Attack, Taunt, Uncanny Dodge (Autiory)

 

Powers:

Leaping 2 (Jumping distance: x5)

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

Super-Strength 1 (+5 STR carry capacity, heavy load: 800 lbs; +1 STR to some checks)

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

 

Attack Bonus: +5 (Ranged: +5, Melee: +15, Grapple: +20/+21)

 

Attacks: Unarmed Attack, +15 (DC 20)

 

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

 

Initiative: +9

 

Languages: Demon-ese, English, Latin

 

Totals: Abilities 46 + Skills 19 (76 ranks) + Feats 36 + Powers 6 + Combat 30 + Saves 13 + Drawbacks 0 = 150

 

http://eryckwebbgraphics.deviantart.com/art/Imp-Slot-Commission-1-of-2-588140041

 

It's another acrobatic feinting, demoralizing, and tricking specialist. She's got more lifing STR and can leap further than most of her peers. She also has a tail, for whatever that's worth. Just try not to get hit.

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