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Witchbuster

 

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

 

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

 

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

 

Skills: Bluff 12 (+15), Craft (electronic) 7 (+10), Craft (mechanical) 7 (+10), Diplomacy 12 (+15), Gather Information 12 (+15), Knowledge (arcane Lore) 7 (+10), Knowledge (earth sciences) 2 (+5), Knowledge (life sciences) 2 (+5), Knowledge (physical sciences) 7 (+10), Knowledge (technology) 7 (+10), Knowledge (theology & philosophy) 7 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Defensive Roll, Dodge Focus 4, Equipment 1, Improved Initiative, Power Attack, Precise Shot, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Witchbuster Pack & Rifle (Device 6) (Hard to lose)

   Witchbuster Beam Settings (Array 13) (default power: nullify; Affects Insubstantial (half ranks))

      Anti Magic Beam (Nullify 12) (Default; counters: all powers of (type) - magic, DC 22; Improved Range (300 ft. incr), Precise)

      Capture Beam (Snare 12) (Array; DC 22; Improved Range (300 ft. incr), Precise)

      Energy Beam (Blast 12) (Array; DC 27; Improved Range (300 ft. incr), Precise)

      Stun Beam (Stun 8) (Array; DC 18; Range (ranged); Accurate 2 (+4))

Witchbuster Trap (Device 5) (Easy to lose)

   Witch Cage (Dimensional Pocket 12) (Capacity: 500000 lbs., DC 22; Alternate Save (Reflex); Affects Insubstantial (half ranks))

Witchbuster Uniform (Protection 4) (+4 Toughness)

 

Equipment: Witchbuster Uniform [Witchbuster Uniform (Protection 4), +4 Toughness]

 

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

 

Attacks: Anti Magic Beam (Nullify 12), +8 (DC Will 22), Capture Beam (Snare 12), +8 (DC Ref/Staged 22), Energy Beam (Blast 12), +8 (DC 27), Stun Beam (Stun 8), +12 (DC Fort/Staged 18), Unarmed Attack, +8 (DC 17), Witch Cage (Dimensional Pocket 12), +8 (DC Ref 22)

 

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

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 25 (98 ranks) + Feats 12 + Powers 39 + Combat 32 + Saves 16 + Drawbacks 0 = 150

 

http://eryckwebbgraphics.deviantart.com/art/TarynWitchBuster-OctSale-Commission-491248388

 

Remember my Mage Hunting Archer? No? Part 7? Yes, a long time and many builds ago. Well, this is a spin on that same concept, only this time by a bit of a gadgeteer. The goal is to wear the mage down and then toss 'em in the dimensional pocket. As a side note: Yes, this is essentially a Ghostbuster rejiggered to fight mages. I'll do an actual Ghostbuster later on.

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  • EternalPhoenix

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Light Manipulating 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: +1 (12)

 

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

 

Skills: Concentration 10 (+12), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 4 (+5), Gather Information 9 (+10), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Language 1 (+1), Notice 8 (+10), Sense Motive 8 (+10), Survival 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 5, Defensive Roll 2, Dodge Focus 4, Eidetic Memory, Improved Initiative, Improvised Tools, Inventor, Move-by Action, Power Attack, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Uncanny Dodge (Auditory)

 

Powers:

Light Control (Environmental Control 5) (light (bright), Radius: 100 ft.)

   Light Blast (Blast 4) (Alternate; DC 19; Accurate (+2), Precise)

Light Manipulation Suit (Device 10) (Hard to lose, Restricted use (Light Controllers))

   Full Spectrum Sunglasses (Super-Senses 4) (infravision, low-light vision, tracking: Visual 1 (half speed), ultravision)

   Light Manipulation (Array 10) (default power: create object)

      Light in the Eyes (Dazzle 10) (Array; affects: visual senses, DC 20)

      Refraction (Obscure 6) (Array; affects: visual senses, Radius: 250 ft.; Selective Attack; Improved Range (150 ft. incr), Progression, Increase Range (max range x2, 1500 feet))

      Solid Light Objects (Create Object 10) (Default; Max Size: 10x 5' cubes, DC 20; Movable (Radius: 50 ft., Strength: 50, Force: 12.8 tons); Range (touch))

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

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

      Tricks of the Light (Illusion 10) (Array; affects: visual senses, DC 20)

   Solid Light Armor (Force Field 6) (+6 Toughness; Impervious [4 extra ranks])

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

 

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

 

Attacks: Light Blast (Blast 4), +12 (DC 19), Light in the Eyes (Dazzle 10), +10 (DC Fort/Ref 20), Solid Light Smash (Blast 10), +10 (DC 25), Solid Light Snare (Snare 10), +10 (DC Ref/Staged 20), Unarmed Attack, +5 (DC 15)

 

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

 

Initiative: +5

 

Languages: Native Language, User's Choice

 

Totals: Abilities 22 + Skills 22 (88 ranks) + Feats 21 + Powers 52 + Combat 18 + Saves 15 + Drawbacks 0 = 150

 

http://eryckwebbgraphics.deviantart.com/art/Hologram-OC-Commission-535763883

 

What we have here is a PL 7 Light Controller who wanted to fight crime, but didn't feel she was powerful enough. So she used her brain and built a combat suit. It taps into her Light Control powers and amplifies them so that she has the power, durability, and travel speed to play with the big boys. And it comes with a pair of sweet sunglasses that enhanced her vision.

 

If she's ever without the suit (which requires a Light Controller's powers to use, otherwise it's just really sturdy cloth) she's still got the limited power set she started with to get by until she can retrieve it.

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Magical Costumed Detective

 

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

 

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

 

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

 

Skills: Acrobatics 9 (+12), Bluff 8 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Investigate 8 (+10), Knowledge (arcane Lore) 8 (+10), Knowledge (streetwise) 8 (+10), Notice 7 (+10), Search 8 (+10), Sense Motive 7 (+10), Stealth 9 (+12)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 6, Dodge Focus 6, Eagle Eyes, Evasion, Fearless, Improved Initiative, Luck 3, Power Attack, Precise Shot, Skill Mastery (Acrobatics, KN (arcane lore), Stealth), Uncanny Dodge (Auditory)

 

Powers:

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

   Flash Bang Spell (Dazzle 6) (Array; affects: 1 type + visual - auditory, DC 16; Burst Area (30 ft. radius - General))

   Getting Physical (Linked)

      Enhanced Feats (Enhanced Trait 6) (Linked; Feats: Attack Focus (melee) 4, Attack Specialization (Unarmed Attack), Takedown Attack)

      Enhanced Strength 12 (Linked; +12 STR)

      Impervious Toughness 6 (Linked; Duration (continuous); Duration (sustained))

   Manifested Bolos (Snare 6) (Array; DC 16; Regenerating, Transparent)

   Sleep Gas Spell (Fatigue 6) (Array; DC 16; Cloud Area (30 ft. diameter, lingers - General), Range (ranged))

   Smoke Spell (Obscure 6) (Array; affects: visual senses, Radius: 250 ft.; Independent, Selective Attack, Total Fade)

   Spontaneous Swingline (Linked)

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

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

   Summoned Boomerangs (Blast 6) (Default; DC 21; Autofire (interval 2, max +5), Penetrating)

Detective's Armor (Force Field 6) (+6 Toughness)

 

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

 

Attacks: Flash Bang Spell (Dazzle 6) (DC Fort/Ref 16), Manifested Bolos (Snare 6), +14 (DC Ref/Staged 16), Sleep Gas Spell (Fatigue 6) (DC Fort 16), Summoned Boomerangs (Blast 6), +14 (DC 21), Unarmed Attack, +8 (DC 15)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 22 (88 ranks) + Feats 25 + Powers 36 + Combat 28 + Saves 15 + Drawbacks 0 = 150

 

http://eryckwebbgraphics.deviantart.com/art/Artifist-July-MicroSale-Commission-473551414

 

After much debate, I at last decided on what to do with this pic. And here it is. A weak mystic doing her best Costumed Detective Impression. In all fairness, she's actually pretty good at it. She won't be blowing anyone away, and it'll take some earned PP before she's casually doing incredible things, but as it stands she's a capable defender of a neighborhood or a full borough. Even a small city. Most criminals and thug types will go down like ten pins before her spells.

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Cyber Angel

 

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

 

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

 

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

 

Skills: Acrobatics 8 (+10), Craft (electronic) 5 (+5), Craft (mechanical) 5 (+5), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 10 (+12), Knowledge (technology) 10 (+10), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Attack Specialization 2 (Unarmed Attack), Dodge Focus 4, Improved Initiative, Interpose, Move-by Action, Power Attack, Quick Change, Sidekick 21, Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Angel Armor (Device 2) (Hard to lose)

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

   Super-Senses 1 (ultra-hearing)

Cybernetics (Container, Passive 4)

   Enhanced Strength 8 (+8 STR)

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

   Super-Strength 1 (+5 STR carry capacity, heavy load: 1.8k lbs; +1 STR to some checks)

Great Hammer (Device 1) (Easy to lose)

   Hammer Smash (Strike 4) (DC 27; Mighty)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +16/+17)

 

Attacks: Hammer Smash (Strike 4), +8 (DC 27), Unarmed Attack, +12 (DC 23)

 

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

 

Initiative: +6

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 18 (70 ranks) + Feats 41 + Powers 31 + Combat 16 + Saves 16 + Drawbacks 0 = 150

 

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

 

Sword-wielding Sidekick

 

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

 

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

 

Tough: +3/+4, Fort: +5, Ref: +7, Will: +5

 

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

 

Feats: Acrobatic Bluff, Attack Focus (melee) 2, Attack Specialization 2 (Sword (Device 2)), Challenge - Improved Feint, Defensive Attack, Defensive Roll, Dodge Focus 4, Elusive Target, Evasion, Improved Critical (Sword Strike (Strike 3)), Improved Initiative, Improved Trick, Power Attack, Quick Draw, Set-Up, Skill Mastery (Acrobatics, Bluff, Sense Motive, Stealth), Takedown Attack, Track, Uncanny Dodge (Auditory)

 

Powers:

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: +3 (Ranged: +3, Melee: +5, Grapple: +7)

 

Attacks: Sword Strike (Strike 3), +9 (DC 20), Unarmed Attack, +5 (DC 17)

 

Defense: +9  (Flat-footed: +3), Knockback: -2

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 24 (96 ranks) + Feats 23 + Powers 6 + Combat 16 + Saves 8 + Drawbacks 0 = 105

 

http://eryckwebbgraphics.deviantart.com/art/Sjor-and-Scrapper-441792445

 

Don't ask me how I managed it, but I've made a fully functional PL 10 150 pp build with a fully functional PL 7 105 pp sidekick. Our potential PC is superhumanly strong, can fly, and swings a big hammer. Her sidekick is a dangerous swordsgirl. Nothing too fancy here. Main PC brings the power and durability, sidekick brings the raw skill.

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Undead Cowl

 

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

 

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

 

Tough: +3/+6, Fort: Immune, Ref: +10, Will: +10

 

Skills: Acrobatics 7 (+10), Gather Information 7 (+10), Intimidate 9 (+12), Investigate 8 (+10), Knowledge (streetwise) 8 (+10), Notice 7 (+10), Search 6 (+8), Sense Motive 7 (+10), Stealth 9 (+12)

 

Feats: Attack Focus (melee) 6, Attack Specialization (Cowl Knuckles (Strike 2)), Attack Specialization 4 (Boomerang), Defensive Roll, Dodge Focus 7, Equipment 5, Evasion, Move-by Action, Power Attack, Precise Shot, Quick Draw, Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

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

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

Cowl Suit (Device 1) (Hard to lose)

   Cowl Knuckles (Strike 2) (DC 20; Mighty)

   Protection 2 (+2 Toughness)

Immunity 30 (fortitude saves)

Protection 3 (+3 Toughness)

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

 

Equipment: Cowl Arsenal (Boomerang, Flash-Bang, Grapple Gun [Speed 3, Speed: 50 mph, 440 ft./rnd; Super-Movement 3, slow fall, swinging, wall-crawling 1 (half speed)], Multi-Tool, Sleep Gas Grenade, Smoke Grenade, Tear Gas Grenade, Toolkit (Basic))

 

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

 

Attacks: Boomerang, +15 (DC 20), Cowl Knuckles (Strike 2), +15 (DC 20), Flash-Bang, +7 (DC Fort/Ref 14), Sleep Gas Grenade, +7 (DC Fort/Ref 14), Smoke Grenade, +7 (DC 15), Tear Gas Grenade, +7 (DC Fort/Ref 14), Unarmed Attack, +13 (DC 18)

 

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

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 18 + Skills 17 (68 ranks) + Feats 32 + Powers 43 + Combat 26 + Saves 14 + Drawbacks 0 = 150

 

http://eryckwebbgraphics.deviantart.com/art/Blue-Freedom-Normal-Year-End-Commission-425505970

 

Well, being dead just kind of eats up one's skills and feats, doesn't it? That's over 30 PP spent on stuff the living take for granted. Alas...but! She's a full capable Cowl, just a bit on the thin side when it comes to skills and feats. But in return, all those little tricks (like that crazy clown's laughing gas) that attack a normal Cowl's Fort save she'll just shrug off. Makes criminal's lives a bit more difficult, I say. Still dodging gunfire. Still throwing boomerangs and commercially available disabling grenades. Ah, but the things you can do with a few more PP. Good luck!

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Electric Agent

 

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

 

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

 

Tough: +2/+9, Fort: +5/+8, Ref: +7/+10, Will: +7/+10

 

Skills: Acrobatics 7 (+10), Bluff 8 (+10), Diplomacy 6 (+8), Gather Information 8 (+10), Knowledge (civics) 5 (+5), Knowledge (current events) 5 (+5), Knowledge (streetwise) 5 (+5), Knowledge (tactics) 5 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 7 (+10)

 

Feats: Accurate Attack, Attack Focus (ranged) 4, Benefit (AEGIS Agent), Defensive Roll, Dodge Focus 5, Evasion 2, Improved Initiative 3, Power Attack, Skill Mastery (Acrobatics, Bluff, Gather Info, Stealth), Uncanny Dodge (Auditory)

 

Powers:

Charge Suit (Device 11) (Hard to lose, Restricted use (Electric Controllers))

   Armor (Protection 6) (+6 Toughness; Impervious)

   Electricity Absorption (Immunity 10) (common descriptor: Electricity)

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

   Enhanced Saves (Enhanced Trait 9) (Traits: Fortitude +3 (+8), Reflex +3 (+10), Will +3 (+10))

   Internal Transformer (Power Reserve 9) (affects power: blast, affects power: stun, Reserve: 18 PP; Additional Power (Magnetic Control (Move Object 6)), Additional Power (Electric Overload (Nullify 6)), Additional Power (Voltage Burst (Blast 6)))

Living Dynamo (Array 9) (default power: blast)

   Electric Overload (Nullify 6) (Array; counters: all powers of (type) - technological, DC 16; Burst Area (30 ft. radius - Targeted))

   Magnetic Control (Move Object 6) (Array; Strength: 30, Carry: 532 / 1.1k / 1.6k / 3.2k; Duration (continuous), Range (perception); Limited Material (Mental))

   Staccato Lightning (Blast 6) (Default; DC 21; Autofire (interval 2, max +5))

   Taser Blast (Stun 6) (Array; DC 16; Range (ranged))

   Voltage Burst (Blast 6) (Array; DC 21; Burst Area (30 ft. radius - Targeted))

 

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

 

Attacks: Electric Overload (Nullify 6), +8 (DC Will 16), Staccato Lightning (Blast 6), +8 (DC 21), Taser Blast (Stun 6), +8 (DC Fort/Staged 16), Unarmed Attack, +4 (DC 15), Voltage Burst (Blast 6), +8 (DC 21)

 

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

 

Initiative: +7/+15

 

Languages: Native Language

 

Totals: Abilities 18 + Skills 18 (72 ranks) + Feats 17 + Powers 67 + Combat 18 + Saves 12 + Drawbacks 0 = 150

 

http://eryckwebbgraphics.deviantart.com/art/Dynama-July-Sale-Commish-556242078

 

So I think this might be the beginning of a series of AEGIS agents. Had Super Agent, and I think another one maybe. Could be fun, yeah? Anyway, with this one I've whipped out Power Reserve. She's a just fine (and fully functional, if you're in need of one)  PL 7 without her Charge Suit. With it her Toughness is jacked up (with enough Impervious to be casually bulletproof), exotic saves bumped up, Evasion and Init pushed up, and immune electricity effects. The Power Reserve has just enough PP in it to push up one power of her Living Dynamo Arrray to 12 ranks and thus meeting PL 10 offensive caps. It's supposed to represent the Suit's tech boosting her natural abilities by several orders of magnitude. You can, technically, throw it out among all the array's powers, but...why? You can only use one at a time anyway. I think it's a fun idea, at least.

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Energetic Gun Bunny

 

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

 

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

 

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

 

Skills: Acrobatics 8 (+12), Bluff 4 (+8), Diplomacy 4 (+8), Gather Information 8 (+12), Knowledge (current events) 4 (+5), Knowledge (streetwise) 4 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+12)

 

Feats: Acrobatic Bluff, Attack Focus (ranged) 5, Attack Specialization (Dual Blasters (Device 3)), Dodge Focus 5, Evasion, Improved Aim, Improved Ranged Disarm, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Gather Info, Notice, Sense Motive), Uncanny Dodge (Auditory)

 

Powers:

Dual Blasters (Device 3) (Easy to lose)

   Blaster Shots (Blast 5) (DC 20; Autofire (interval 2, max +5))

Energy Absorbing Suit (Device 10) (Hard to lose)

   Immunity 40 (lethal energy damage, nonlethal energy damage; Limited - Half Effect)

   Impervious Toughness 10 (Limited (to Energy))

   Protection 8 (+8 Toughness)

   Regeneration 22 (recovery bonus 6 (+6 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 4 (recover 1 / 5 mins), recovery rate (injured) 5 (recover 1 / action), recovery rate (staggered) 4 (recover 1 / round); Source (Energy))

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

      Quickness 5 (Alternate; Perform routine tasks at 50x speed)

 

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

 

Attacks: Blaster Shots (Blast 5), +15 (DC 20), Unarmed Attack, +8 (DC 15)

 

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

 

Initiative: +4

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 14 (56 ranks) + Feats 19 + Powers 49 + Combat 26 + Saves 16 + Drawbacks 0 = 150

 

http://eryckwebbgraphics.deviantart.com/art/BrandX-Daily-Slot-Commish-412982375

 

Here we have a gun bunny. Blazing blaster fire everywhere. And she's very good at doing just that. However, it's the Energy Absorbing Suit that takes center stage. With it she's virtually immune to energy attacks. In fact, they only fuel her Regeneration. And she's fast enough to run circles around any normal opponents. Oh, and her blasters count as a energy attack, in case Regen needs to be recharged. Cheating a bit? Eh, maybe. But I think she's a solid potential PC.

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Phantom Mystic

 

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

 

STR: -1 (8), DEX: +1 (12), CON: +0 (-), INT: +3 (16), WIS: +5 (20), CHA: +0 (10)

 

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

 

Skills: Concentration 10 (+15), Knowledge (arcane Lore) 12 (+15), Knowledge (theology & philosophy) 12 (+15), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, Attack Focus (ranged) 4, Attack Specialization 2 (Array 8), Dodge Focus 5, Power Attack, Precise Shot, Uncanny Dodge (Auditory)

 

Powers:

Array 8 (default power: blast; Affects Corporeal)

   Blast 5 (Array; DC 20; Burst Area (25 ft. radius - General))

   Blast 8 (Default; DC 23)

   ESP 5 (Array; affects: 2 types, inc. visual - auditory)

   Mind Reading 8 (Array; DC 18; Duration (sustained))

   Move Object 8 (Array; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons)

   Snare 8 (Array; DC 18)

   Teleport 5 (Array; 500 ft. as move action, 5 miles as full action; Accurate; Change Velocity)

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

Force Field 10 (+10 Toughness)

Immunity 30 (fortitude saves)

Insubstantial 4 (Incorporeal; Permanent; Innate)

Protection 2 (+2 Toughness)

 

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

 

Attacks: Blast 5 (DC 20), Blast 8, +12 (DC 23), Mind Reading 8 (DC Will 18), Snare 8, +12 (DC Ref/Staged 18), Unarmed Attack, +4 (DC 14)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 6 + Skills 11 (44 ranks) + Feats 15 + Powers 95 + Combat 14 + Saves 9 + Drawbacks 0 = 150

 

http://eryckwebbgraphics.deviantart.com/art/Fantasma-Commission-410832743

 

So. You're dead. A ghost in the world. But you still have your magic. You still have a desire to be a hero. Well, good news. This is your build. Admittedly, it's stripping the Mystic archetype of the vast majority of it's skills and feats, but the basics are there and you can add onto it with earned PP in no time at all. Yep, that's all there is to this. A ghost of a dead mystic. The end.

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Cybernetic Archaeologist

 

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

 

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

 

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

 

Skills: Acrobatics 7 (+10), Diplomacy 8 (+10), Gather Information 10 (+12), Knowledge (earth sciences) 5 (+10), Knowledge (history) 10 (+15), Knowledge (life sciences) 5 (+10), Notice 8 (+10), Search 5 (+10), Sense Motive 8 (+10), Stealth 9 (+12), Survival 13 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization 2 (Left Energy Cannon (Blast 8)), Defensive Roll 2, Dodge Focus 6, Equipment 1, Jack-of-All-Trades, Power Attack, Skill Mastery (Acrobatics, Gather Ino, KN (history), Survival), Takedown Attack, Uncanny Dodge (Auduitory)

 

Powers:

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

Cybernetics (Container, Passive 6)

   Comm System (Communication 6) (sense type: radio)

   Cyber Senses (Super-Senses 7) (darkvision, infravision, radio, ultra-hearing, ultravision)

   Left Energy Cannon (Blast 8) (DC 23)

      Right Steel Fist (Strike 6) (Alternate; DC 23; Penetrating [4 ranks only]; Mighty)

 

Equipment: Concealed Body Armor [Concealed Body Armor (Protection 2), +2 Toughness; Subtle (subtle)], Toolkit (Basic)

 

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

 

Attacks: Left Energy Cannon (Blast 8), +12 (DC 23), Right Steel Fist (Strike 6), +12 (DC 23), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 22 (88 ranks) + Feats 22 + Powers 30 + Combat 28 + Saves 16 + Drawbacks 0 = 150

 

http://eryckwebbgraphics.deviantart.com/art/Crash-EoSS-Commission-403236076

 

Every now and again I do a build where it technically meets caps, but combat really isn't the point. Like this lady here. She's got the blaster in her left cyberarm and the hard fist on the right, but what she's all about is having adventures. Searching for historical treasures. Oh, yes. She's an old school kind of hero, the ones who go looking for trouble in faraway lands rather than being a local (ish) crime fighter. This does not, however, mean she can't get into trouble closer to home. Ideally she should have some Wealth, a fancy flying vehcile to get around in, and a headquarters. However PP is, as ever, a harsh mistress. So get earning, and get her some cool stuff.

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Rocket Girl

 

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

 

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

 

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

 

Skills: Acrobatics 7 (+10), Concentration 8 (+10), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 8 (+10), Gather Information 10 (+12), Knowledge (history) 5 (+10), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Notice 8 (+10), Pilot 2 (+5), Sense Motive 8 (+10)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 8, Attack Specialization (Heavy Gauntlets (Device 1)), Defensive Roll, Dodge Focus 6, Fearless, Improved Initiative, Improved Trick, Improvised Tools, Inventor, Luck 2, Move-by Action, Power Attack, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Aerialist Suit (Device 1) (Hard to lose)

   Immunity 1 (environmental condition: Cold)

   Protection 4 (+4 Toughness)

Flying Helmet (Device 3) (Hard to lose)

   Communication 4 (sense type: radio; Omni-Directional Area)

   Immunity 2 (suffocation (all))

   Super-Senses 5 (direction sense, distance sense, radio, time sense)

Heavy Gauntlets (Device 1) (Hard to lose)

   Gauntleted Punch (Strike 4) (DC 21; Mighty)

Rocket Boots (Device 3) (Hard to lose)

   Flight 7 (Speed: 1000 mph, 8800 ft./rnd, Feats: Move-by Action)

 

Attack Bonus: +4 (Ranged: +4, Melee: +12, Grapple: +14)

 

Attacks: Gauntleted Punch (Strike 4), +14 (DC 21), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 24 (96 ranks) + Feats 28 + Powers 32 + Combat 20 + Saves 14 + Drawbacks 0 = 150

 

http://eryckwebbgraphics.deviantart.com/art/Rocket-Girl-Commission-386581749

 

Sometimes the simplest concepts are the best. This is just a smart young woman who yearned to fly. So she built the Rocket Boots. However, it's cold up there and bird collisions hurt, so she added the Aerialist Suit. Then she wanted to take longer flights in the upper atmosphere (and she kept getting lost), so she added the Flying Helmet. Lastly, she kind abruptly realized she was practically a superhero, and added the Heavy Gauntlets so she could punch like a superhero.

 

...okay, maybe that's not how you picture it. But that's okay. There's four Devices here, mainly for the interesting thought of none of them being strictly necessary for her butt kicking abilities, but all together making her a genuine superhero. And them all being seperate fits the theme I had going up there. At any rate, she's a fine flier and inventor, with good stiff punches. Dunno what else you want in your Rocket Girls.

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Goddess of Flowers

 

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: +5 (20)

 

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

 

Skills: Diplomacy 15 (+20), Gather Information 5 (+10), Intimidate 10 (+15), Knowledge (arcane Lore) 10 (+10), Knowledge (art) 5 (+5), Knowledge (life sciences) 5 (+5), Knowledge (theology & philosophy) 10 (+10), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Power Attack, Skill Mastery (Diplomacy, Intimidate, KN (arcane lore; theo & philo)), Startle, Uncanny Dodge (Olfactory)

 

Powers:

Divine Nose (Super-Senses 8) (accurate (type): Olfactory, acute (type): Olfactory, tracking: Olfactory 2 (normal speed))

Enhanced Constitution 16 (+16 CON)

Flower Power (Array 15) (default power: obscure)

   Divine Might (Linked)

      Enhanced Strength 20 (Linked; +20 STR, Feats: Attack Focus (melee) 3, Attack Specialization (Unarmed Attack))

      Super-Strength 3 (Linked; +15 STR carry capacity, heavy load: 800 lbs; +3 STR to some checks)

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

   Hypnotic Fragrance (Mind Control 10) (Array; DC 20; Perception Area (General), Conscious, Duration (sustained); Range 2 (touch), Sense-Dependent (Olfactory))

   Narcoleptic Flowers (Fatigue 10) (Array; DC 20; Cloud Area (50 ft. diameter, lingers - General))

   Petal Blizzard (Obscure 10) (Default; affects: visual senses, Radius: 5000 ft.; Independent, Selective Attack, Total Fade; Range (touch))

   Razor Petals (Blast 15) (Array; DC 30)

Immunity 2 (aging, rare descriptor: Own powers)

 

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

 

Attacks: Hypnotic Fragrance (Mind Control 10) (DC Will 20), Narcoleptic Flowers (Fatigue 10) (DC Fort 20), Razor Petals (Blast 15), +5 (DC 30), Unarmed Attack, +5 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 18 (70 ranks) + Feats 6 + Powers 61 + Combat 20 + Saves 9 + Drawbacks 0 = 150

 

http://sangrde.deviantart.com/art/Bride-EMT-642903650

 

After a short break, the Goddess series makes it's return with...flowers? Yes, flowers. Because bridal control both 1. isn't a thing and 2. sounds creepy now that I think about it. It's not too complicated. Punching, Blasting, Teleporting in a burst of flower petals. Spontaneously growing a field of soporific flowers. Or emiiting a mind warping fragrance. For my money, the big thing is the nose. She's got an incredible sense of smell. I mean, she can hit people just by smelling where the are. S'cool.

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Draconic Ice Mage

 

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

 

STR: +2 (14), DEX: +1 (12), CON: +8 (14/26), INT: +3 (16), WIS: +2 (14), CHA: +3 (16)

 

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

 

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

 

Feats: Accurate Attack, Attack Focus (ranged), Dodge Focus 4, Move-by Action, Power Attack, Quick Change, Uncanny Dodge (Auditory)

 

Powers:

Cryo Field (Force Field 4) (+4 Toughness; Impervious [6 extra ranks])

Cryonic Magic (Array 10) (default power: strike; Action (move))

   Draconic Heritage (Linked)

      Enhanced Strength 12 (Linked; +12 STR, Feats: Attack Specialization 2 (Unarmed Attack))

      Super-Strength 3 (Linked; +15 STR carry capacity, heavy load: 1.4k lbs; +3 STR to some checks)

   Frozen Bonds (Snare 10) (Array; DC 20)

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

   Ice Breath (Strike 10) (Default; DC 25; Cone Area (100 ft. cone - General))

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

Dragon's Stamina (Enhanced Constitution 12) (+12 CON)

Foci Wand (Device 3) (Easy to lose)

   Removes Flaw From Array (Features 10)

   Wand Smack (Strike 4) (DC 21; Mighty)

Frozen Blood (Immunity 10) (common descriptor: Cold/Ice)

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

 

Attack Bonus: +8 (Ranged: +9, Melee: +8, Grapple: +10)

 

Attacks: Frozen Bonds (Snare 10), +9 (DC Ref/Staged 20), Ice Blast (Blast 10), +9 (DC 25), Ice Breath (Strike 10) (DC 25), Unarmed Attack, +8 (DC 17), Wand Smack (Strike 4), +8 (DC 21)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 16 (64 ranks) + Feats 10 + Powers 64 + Combat 24 + Saves 10 + Drawbacks 0 = 150

 

http://sangrde.deviantart.com/art/Ice-Dragon-664323011

 

Well, I've done three seperate dragony things, but they were all fire based. So I came across the pic and thought, why not go Ice? And here we are. A blend of Dragon ness and Ice Mage.

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Lunar Shield Mage

 

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

 

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

 

Tough: +0/+15, Fort: +5, Ref: +5, Will: +10

 

Skills: Bluff 10 (+15), Concentration 7 (+12), Craft (artistic) 10 (+15), Diplomacy 5 (+10), Gather Information 10 (+15), Knowledge (arcane Lore) 10 (+15), Knowledge (theology & philosophy) 10 (+15), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Artificer, Interpose, Move-by Action, Power Attack, Quick Change, Ritualist, Skill Mastery (Bluff, Gather Info, KN (arcane lore, theo & philo)), Takedown Attack, Taunt, Ultimate Effort (Toughness saves), Uncanny Dodge (Auditory)

 

Powers:

Lunar Magic (Array 12) (default power: obscure)

   Good Night's Sleep (Fatigue 12) (Array; DC 22)

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

   Lunar Healing (Healing 6) (Array; DC 16; Action (standard), Restoration)

   Lunar Might (Linked)

      Enhanced Strength 20 (Linked; +20 STR, Feats: Attack Specialization (Unarmed Attack))

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

   Moon Lit Night (Obscure 12) (Default; affects: visual senses, Radius: 25000 ft.; Independent, Selective Attack, Total Fade; Partial, Range (touch))

Lunar Shield (Device 4) (Easy to lose; Indestructible)

   Enhanced Trait 2 (Feats: Interpose, Ultimate Effort (Toughness saves))

   Force Field 5 (+5 Toughness; Impervious [5 extra ranks])

   Shield Strike (Strike 2) (DC 17; Mighty)

Magic Armor (Device 2) (Hard to lose)

   Protection 10 (+10 Toughness)

 

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

 

Attacks: Good Night's Sleep (Fatigue 12), +8 (DC Fort 22), Lunar Blast (Blast 12), +8 (DC 27), Shield Strike (Strike 2), +8 (DC 17), Unarmed Attack, +8 (DC 15)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 18 (72 ranks) + Feats 11 + Powers 49 + Combat 26 + Saves 14 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/castaspella-25607908

 

You know, I haven't done someone like this in a while. Various little interlocking bits. Most of the magic array stands alone, but the Lunar Might links up with the Lunar Shield. Boosts the Shield Smash up to caps, and the Force Field on the Shield makes Bracing more effective. Speaking of Force Field, that completes what the Magic Armor started. Thus making Interpose and Ultimate Toughness pretty worth it. I think it's good stuff, myself.

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Precise Hydrokinetic

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 8 (+10), Concentration 8 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (User's Choice) 9 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 7 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 4, Dodge Focus 6, Improved Aim, Improved Initiative, Power Attack, Precise Shot 2, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Ultimate Effort (Aim), Uncanny Dodge (Auditory)

 

Powers:

Hydrokinesis (Array 12) (default power: blast)

   Cryonic Cutter (Drain 8) (Array; drains: single trait - toughness, DC 18; Affects Objects, Range (ranged))

   Hemokinesis (Mind Control 8) (Array; DC 18; Alternate Save (Fortitude), Duration (sustained))

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

   Water Gun (Blast 8) (Default; DC 23; Autofire (interval 2, max +5))

   Water Objects (Create Object 8) (Array; Max Size: 8x 5' cubes, DC 18; Duration (continuous))

Water Armor (Force Field 6) (+6 Toughness; Impervious)

 

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

 

Attacks: Cryonic Cutter (Drain 8), +12 (DC Fort/Staged 18), Hemokinesis (Mind Control 8) (DC Fort 18), Unarmed Attack, +8 (DC 17), Water Gun (Blast 8), +12 (DC 23)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 21 (84 ranks) + Feats 21 + Powers 40 + Combat 28 + Saves 16 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/splash-colored-63269007

 

I almost went Avatar style here, but at the last second I decided to go with a more sniper esque concept. It's still a water controller that does water controller things, it's just a bit broader than most. As you can see, it has a touch of cold controller and blood controller. My other water controllers have focused on raw power or fancy tricks, but this one's about as straightforward as it gets for my builds.

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Burning Swordmaster

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 12 (+15), Diplomacy 2 (+5), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (streetwise) 10 (+10), Knowledge (tactics) 10 (+10), Notice 7 (+10), Sense Motive 12 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization (Flame Shot (Blast 10)), Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Feint, Challenge - Improved Startle, Challenge - Improved Taunt, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Evasion, Improved Initiative, Improved Sunder, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Bluff, Intimidate, Sense Motive), Startle, Takedown Attack, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Pyro Power (Array 10) (default power: corrosion)

   Burning Sword (Corrosion 6) (Default; DC 21; Accurate (+2))

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

   Flame Shot (Blast 10) (Array; DC 25)

   Snuff the Flames (Nullify 10) (Array; counters: all powers of (type) - fire/heat, DC 20; Burst Area (50 ft. radius - General); Range (touch))

 

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

 

Attacks: Burning Sword (Corrosion 6), +14 (DC Fort/Tou ), Flame Burst (Strike 10) (DC 25), Flame Shot (Blast 10), +10 (DC 25), Snuff the Flames (Nullify 10) (DC Will 20), Unarmed Attack, +12 (DC 18)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 21 (84 ranks) + Feats 30 + Powers 23 + Combat 32 + Saves 14 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/firebomb-color-by-bakanekonei-45219384

 

With that last one out of the way, here we have someone who is a weaponmaster that makes their own weapon. I did this once before, in Part 4, but in a different way. You see, this is a fire controller also, but with such precise control she can generate a Burning Sword that can cut through anything. She can just blast fire at range, light everything around her up, or (to reduce collateral damage) snuff the inevitable result of her fights. The special thing here surpisingly isn't her Burning Sword. It's that she can hit an opponent with all (I think) possible move action feints and demoralizes at +15 bonus. This combines with her Burning Sword to make her a very dangerous combatant, and one I think most everyone can appreciate.

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Master Infiltrator

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Bluff 13 (+15), Computers 5 (+10), Diplomacy 13 (+15), Disable Device 10 (+15), Drive 7 (+10), Escape Artist 7 (+10), Gather Information 13 (+15), Intimidate 8 (+10), Notice 12 (+15), Search 5 (+10), Sense Motive 12 (+15), Sleight of Hand 7 (+10), Stealth 12 (+15)

 

Feats: Attack Focus (ranged) 5, Attack Specialization (Blaster Pistol (Device 2)), Attack Specialization 2 (Unarmed Attack), Beginner's Luck, Connected, Contacts, Defensive Roll 3, Dodge Focus 6, Evasion, Improved Initiative, Jack-of-All-Trades, Luck 3, Power Attack, Precise Shot, Quick Draw, Skill Mastery 2 (Acro, Bluff, Diplo, Dis Dev, Gather Info, Notice, Sen Moti, Stealth), Uncanny Dodge (Auditory), Well-Informed

 

Powers:

Blaster Pistol (Device 2) (Easy to lose)

   Blaster Shot (Blast 5) (DC 20)

 

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

 

Attacks: Blaster Shot (Blast 5), +15 (DC 20), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 34 (136 ranks) + Feats 33 + Powers 6 + Combat 28 + Saves 15 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Alexandra-Colored-170193122

 

This and the next will share some similarities with my Spider Themed Spy from earlier. The one is designed to get in, get the information, and get out. She's got combat skills, but they're not the main event. And if everything goes right, her blaster will stay safely in its holster. Heck, she might not even have to carry it. This is the type of person AEGIS might employ not as one of their special operations agents, as she has no powers, but deep withint the ranks. She is very much a consumate spy. Acrobatic, with a silver tongue and the ability to get into darn near anywhere one way or the other. Beginner's Luck, INT 20, and Luck 3 give her the working knowledge a proper spy would need, and Jack of All Trades seals the deal. I wouldn't says she's for everyone, but she is a good build.

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Snake Themed Master of Disguise

 

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: +8, Will: +8

 

Skills: Acrobatics 12 (+15), Bluff 12 (+15), Craft (chemical) 4 (+5), Diplomacy 12 (+15), Disguise 12 (+15/+40), Gather Information 12 (+15), Intimidate 12 (+15), Knowledge (current events) 4 (+5), Knowledge (life sciences) 4 (+5), Knowledge (physical sciences) 4 (+5), Knowledge (streetwise) 4 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 12 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (ranged) 5, Attack Specialization (Poison Dart Gun (Device 4)), Attack Specialization 2 (Unarmed Attack), Defensive Roll 2, Dodge Focus 6, Equipment 1, Evasion, Improved Initiative, Improvised Tools, Move-by Action, Power Attack, Precise Shot, Quick Change 2, Quick Draw, Skill Mastery (Bluff, Disguise, Gather Info, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

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

Disguise Mask (Device 2) (Hard to lose)

   Morph 5 (morph: broad group - humans, +25 Disguise)

Poison Dart Gun (Device 4) (Easy to lose)

   Poison Darts (Array 8) (default power: blast; Custom (Array 7.5))

      Deadly Dart (Drain 5) (Array; drains: single trait - con, DC 15; Range (ranged), Secondary Effect)

      Flash Dart (Dazzle 5) (Array; affects: visual senses, DC 15; Burst Area (25 ft. radius - General))

      Paralysis Dart (Paralyze 5) (Array; DC 15; Alternate Save (Fortitude), Range (ranged))

      Poison Dart (Blast 5) (Default; DC 20; Secondary Effect)

      Sleeping Dart (Fatigue 5) (Array; DC 15; Range (ranged))

      Toxic Dart (Blast 5) (Array; DC 20; Alternate Save (Fortitude))

 

Equipment: Concealed Body Armor [Concealed Body Armor (Protection 2), +2 Toughness; Subtle (subtle)]

 

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

 

Attacks: Deadly Dart (Drain 5), +15 (DC Fort/Staged 15), Flash Dart (Dazzle 5) (DC Fort/Ref 15), Paralysis Dart (Paralyze 5), +15 (DC Fort/Staged 15), Poison Dart (Blast 5), +15 (DC 20), Sleeping Dart (Fatigue 5), +15 (DC Fort 15), Toxic Dart (Blast 5), +15 (DC Fort 20), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 26 + Skills 30 (120 ranks) + Feats 30 + Powers 20 + Combat 28 + Saves 16 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Agni-Colored-185819016

 

As I said, here's a similar one. She's a bit more focused than the last, but she has much of the same skill set. However, she specializes in disguises. Even without her disguise mask she still has a formidable bonus to her Disguise check, Skill Mastery, and Quick Change 2 to pull off the change as a move action. She's also got a little more going on offense than the last one, as well. A full array of Poison Darts to keep her foes on their toes. I think she'll do well out there in the world.

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Psychic Warrior

 

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

 

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

 

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

 

Skills: Acrobatics 6 (+10), Bluff 15 (+15), Intimidate 15 (+15), Knowledge (tactics) 8 (+8), Notice 13 (+15), Sense Motive 13 (+15), Stealth 6 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Challenge - Improved Demoralize, Challenge - Improved Feint, Defensive Attack, Defensive Roll 2, Dodge Focus 6, Evasion, Improved Critical (Warrior's Sword (Strike 4)), Improved Initiative, Move-by Action, Power Attack, Quick Draw, Skill Mastery (Bluff, Intimidate. Notice, Sense Motive), Takedown Attack

 

Powers:

Psychic Gem (Container, Passive 4)

   Mind Shield 4 (Impervious +4 to Will saves vs. Mental effects)

   Super-Senses 16 (accurate (type): Mental, acute (type): Mental, analytical (type): Mental, danger sense: Mental, extended (type): Mental 1 (-1 per 100 ft), radius (type): Mental, ranged: Mental, tracking: Mental 1 (half speed), uncanny dodge: Mental)

Warrior's Weapons (Device 3) (Easy to lose; Custom (Multiple Weapons 1))

   Warrior's Bow (Blast 4) (DC 23; Improved Range (100 ft. incr), Mighty 4 (+4 to damage), Progression, Increase Range (max range x2, 1000 feet))

      Warrior's Sword (Strike 4) (Alternate; DC 23, Feats: Improved Critical (Warrior's Sword (Strike 4)); Penetrating [4 extra ranks]; Mighty)

 

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

 

Attacks: Unarmed Attack, +12 (DC 19), Warrior's Bow (Blast 4), +12 (DC 23), Warrior's Sword (Strike 4), +12 (DC 23)

 

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

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 19 (76 ranks) + Feats 21 + Powers 30 + Combat 36 + Saves 16 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Worthy-of-Heaven-204735103

 

...yeah, I've got nothin'. Did absolutely nothing special here. She'll feint and demoralize people out of their shoes. Separate weapons. Her Psychic Gem gives her a formidable Mental Sense, shoring up a weakness of weapon users. That's it.

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Tattooed Berserker

 

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

 

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

 

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

 

Skills: Concentration 8 (+10), Gather Information 8 (+12), Intimidate 12 (+16), Knowledge (tactics) 8 (+8), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 8, Attack Specialization (Unarmed Attack), Challenge - Improved Startle, Dodge Focus 4, Improved Critical (Big Sword Strike (Strike 4)), Move-by Action, Power Attack, Quick Change, Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Big Sword (Device 2) (Easy to lose)

   Big Sword Strike (Strike 4) (DC 23, Feats: Improved Critical (Big Sword Strike (Strike 4)); Penetrating; Mighty)

Heavy Armor (Device 1) (Hard to lose)

   Protection 4 (+4 Toughness, Feats: Quick Change)

Tattoos of RAGE (Container, Active 7) (Power Loss (When Calm))

   Regeneration 26 (recovery bonus 5 (+5 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 7 (recover 1 / action), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 5 (recover 1 / action); Persistent)

   Super-Strength 4 (+20 STR carry capacity, heavy load: 4.8k lbs; +4 STR to some checks)

 

Attack Bonus: +4 (Ranged: +4, Melee: +12, Grapple: +16/+20)

 

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

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 13 (52 ranks) + Feats 21 + Powers 44 + Combat 24 + Saves 16 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Jess-Colored-179714750

 

Basically just a weaponmaster with full regen. A Startle specialist. Some Super Strength comes with the RAGE. She'll be a bit hard to stop, but nothing all that complicated. All Out+Power Attack for when she's really angry.

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Bird Themed Fighter

 

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

 

STR: +10 (20/30), DEX: +3 (16), CON: +10 (20/30), INT: +0 (10), WIS: +3 (16), CHA: +1 (12)

 

Tough: +10, Fort: +12, Ref: +10, Will: +8

 

Skills: Acrobatics 7 (+10), Concentration 9 (+12), Diplomacy 9 (+10), Gather Information 9 (+10), Intimidate 9 (+10), Notice 7 (+10), Sense Motive 7 (+10), Stealth 7 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 5, Defensive Attack, Dodge Focus 5, Evasion, Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Gather Info, Intimidate, Notice), Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Sunglasses (Device 2) (Hard to lose)

   Super-Senses 10 (darkvision, direction sense, distance sense, extended (type): Visual 2 (-1 per 1k ft), infravision, ultravision)

Wing Harness (Device 9) (Hard to lose)

   Enhanced Constitution 10 (+10 CON)

   Enhanced Strength 10 (+10 STR)

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

   Wings (Flight 6) (Speed: 500 mph, 4400 ft./rnd; Power Loss (Restrainable))

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +20/+27)

 

Attacks: Unarmed Attack, +10 (DC 25)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 34 + Skills 16 (64 ranks) + Feats 22 + Powers 44 + Combat 20 + Saves 14 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Kai-Colored-162084968

 

Here's an under used archetype. A person with wings. Or rather, a harness with wings that makes them stronger and tougher. Without the Harness she's tough, but just human. With it, she's a flying superhero with incredible physical strength. Her Sunglasses are fancy, expanding her vision so that she isn't hampered by a lack of normal light. I think she's good enough to play.

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Trickster Battlesuit

 

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

 

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

 

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

 

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

 

Feats: Attack Specialization 3 (Unarmed Attack), Beginner's Luck, Dodge Focus 6, Eidetic Memory, Improved Trick, Improvised Tools, Inventor, Luck 2, Online Research, Skill Mastery 2 (Bluff, Comps, Craft (elec & mech), Diplo, KN (phys sci & tech), Sense Motive), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Trickster Suit (Device 14) (Hard to lose)

   Protection 10 (+10 Toughness; Impervious [8 ranks only])

   Teleport 1+9 ([Stacking ranks: +9], 1000 ft. as move action, 200000 miles as full action; Accurate; Change Direction, Change Velocity, Turnabout)

   Tricks (Array 15) (default power: illusion)

      Datalink 10 (Array; sense type: radio; Omni-Directional Area; Cyberspace, Machine Control)

      EMP Burst (Nullify 10) (Array; counters: all powers of (type) - technological, DC 20; Burst Area (50 ft. radius - General); Range (touch))

      Illusion 10 (Default; affects: 1 type + visual, DC 20)

      Lockpick Ray (Drain 8) (Array; drains: single trait - toughness, DC 18; Affects Objects, Range (ranged); Accurate 4 (+8), Precise, Split Attack (2 targets))

      Now You Don't (Teleport 9) (Array; 900 ft. as move action, 20000 miles as full action; Accurate, Stacks with (Teleport 1+9); Easy, Progression, Mass 2 (carry 500 lbs))

      Now You See Me (Concealment 10) (Array; all senses; Close Range)

      Trickster's Might (Linked)

         Enhanced Strength 20 (Linked; +20 STR)

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

   True Sight (Super-Senses 10) (awareness: Hidden (visual), counters concealment: Visual, counters illusion: Visual, counters obscure (all): Visual)

 

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

 

Attacks: EMP Burst (Nullify 10) (DC Will 20), Lockpick Ray (Drain 8), +12 (DC Fort/Staged 18), Unarmed Attack, +10 (DC 15)

 

Defense: +10  (Flat-footed: +2), Knockback: -9

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 16 + Skills 26 (104 ranks) + Feats 21 + Powers 56 + Combat 16 + Saves 15 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Meri-Prankster-Colored-206693646

 

Trickster? Yes. Least subtle thief of all time? Also yes. Easy to catch? Haha, no. Scout out the area earlier in the day. Between Bluff, Diplomacy, Online Research, and Beginner's Luck you'll find out just about everything you need to know. Teleport in from literally anywhere on the planet. Disable the surveillance tech. Rip open the vault, use your "Lockpick" Ray, or a combo to gain access. Take everything you want, teleport away. There's an anti-Teleport field? Concealment. Need to be a biiiit more subtle about disabling surviellance? Datalink. Things are going completely pear shaped? Throw up Illusion, and make good your escape. This is a lady would be a nightmare for most heroes to catch. Which could be why she decided to go straight. After all, every comics thief relishes a good challenge. And if the heroes aren't providing enough of one, there's nothing wrong with switching teams.

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Mystic Rope Summoner

 

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

 

STR: +2 (14/15), DEX: +3 (16), CON: +2 (14), INT: +2 (14), WIS: +3 (16), CHA: +2 (14)

 

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

 

Skills: Acrobatics 12 (+15), Bluff 8 (+10), Concentration 9 (+12), Craft (artistic) 8 (+10), Diplomacy 8 (+10), Gather Information 10 (+12), Knowledge (arcane Lore) 13 (+15), Knowledge (theology & philosophy) 8 (+10), Notice 7 (+10), Sense Motive 7 (+10), Stealth 2 (+5)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 8, Dodge Focus 6, Evasion, Improved Disarm, Improved Initiative, Improved Throw, Improved Trip, Move-by Action, Power Attack, Ritualist, Skill Mastery (Acrobatics, Craft (art), KN (arcane lore),), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Mystic Bracelets (Device 4) (Hard to lose)

   Enhanced Strength 1 (+1 STR)

   Force Field 6 (+6 Toughness; Impervious)

   Super-Strength 3 (+15 STR carry capacity, heavy load: 1.6k lbs; +3 STR to some checks)

      Leaping 3 (Alternate; Jumping distance: x10)

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

Mystic Rope Summoning (Array 10) (default power: strike)

   Lasso of JUSTICE (Snare 8) (Array; DC 18; Regenerating; Range (touch); Extended Reach 2 (10 ft.), Homing (1 attempt), Tether (800 ft.))

   Rope Attack (Strike 6) (Default; DC 23, Feats: Improved Disarm, Improved Throw, Improved Trip; Penetrating [2 extra ranks]; Extended Reach 2 (10 ft.), Mighty)

   Rope-a-kinesis (Move Object 8) (Array; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons; Duration (continuous); Range (touch); Extended Reach 2 (10 ft.))

 

Attack Bonus: +4 (Ranged: +4, Melee: +12, Grapple: +14/+17)

 

Attacks: Lasso of JUSTICE (Snare 8), +12 (DC Ref/Staged 18), Rope Attack (Strike 6), +12 (DC 23), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 23 (92 ranks) + Feats 24 + Powers 38 + Combat 20 + Saves 17 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Kasira-Colored-262034445

 

You know what I've always found interesting? Weaponmasters whose "weapon" is a manifestation of their powers. Granted, these are usually swords, bows, or some othe traditional hero weapon. This lady, however, is slinging a rope. The standard strike will allow her to get her Wonder Woman on, tripping and disarming with almost laughable ease. Unless she's hitting people with it. She can also tie people up with her Snare or pull things around with Move Object. Her bracelets add some protection and make her a bit stronger. I think she'll do nicely, if anyone takes a shine to her.

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Spirit Shaman

 

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

 

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

 

Tough: +2/+9, Fort: +7, Ref: +7, Will: +10

 

Skills: Acrobatics 4 (+5), Concentration 7 (+12), Diplomacy 10 (+12), Gather Information 10 (+12), Handle Animal 13 (+15), Knowledge (arcane Lore) 12 (+15), Knowledge (earth sciences) 2 (+5), Knowledge (history) 2 (+5), Knowledge (life sciences) 2 (+5), Notice 5 (+10), Search 9 (+12), Sense Motive 5 (+10), Stealth 9 (+10), Survival 10 (+15)

 

Feats: Accurate Attack, Attack Focus (melee) 4, Defensive Roll, Dodge Focus 5, Improved Critical (Knife Attack (Strike 2)), Power Attack, Quick Change, Ritualist, Skill Mastery (Handle Animal, KN (arcane lore), Survival), Spirit Empathy, Takedown Attack, Track, Trance, Uncanny Dodge (Auditory)

 

Powers:

Comprehend 1 (spirits)

Protective Totem (Device 2) (Hard to lose)

   Immunity 2 (uncommon descriptor: Unholy/Demonic/Infernal; Limited - Half Effect; Subtle (subtle))

   Protection 6 (+6 Toughness; Subtle 2 (unnoticable))

Shaman's Knife (Device 2) (Easy to lose)

   Knife Attack (Strike 2) (DC 19, Feats: Improved Critical (Knife Attack (Strike 2)); Penetrating [2 extra ranks]; Affects Insubstantial 2 (full power), Mighty)

Shamanic Magic (Array 10) (default power: strike)

   Grasp of the Spirits (Snare 10) (Array; DC 20; Burst Area (50 ft. radius - General); Range (touch))

   Spirit Spies (ESP 5) (Array; affects: 2 types, inc. visual - auditory; Simultaneous)

   Spirit Sword (Strike 8) (Default; DC 25; Alternate Save (Will) [2 extra ranks]; Accurate (+2), Mighty)

   Spiritual Might (Linked)

      Enhanced Strength 16 (Linked; +16 STR)

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

   Weather Spirits (Environmental Control 5) (Array; mix-and-match 4, Radius: 100 ft.; Selective Attack; Range (touch))

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

 

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

 

Attacks: Grasp of the Spirits (Snare 10) (DC Ref/Staged 20), Knife Attack (Strike 2), +8 (DC 19), Spirit Sword (Strike 8), +10 (DC Will 25), Unarmed Attack, +8 (DC 17)

 

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

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 25 (100 ranks) + Feats 20 + Powers 41 + Combat 18 + Saves 16 + Drawbacks 0 = 150

 

http://jamiefayx.deviantart.com/art/Spiritwolf-Colored-160130728

 

Here we go. Doesn't control spirits, exactly. More like earned some cooperation. So she uses a combo of that and magic to do a few different things. Side note: Although the pic is of what seems to be a Native American, that's not necessarily where this lady has to draw her powers from. There are many cultures with shamans (if not by that name) and spirits in their mythology. Like Shintoism, from Japan. Or Voodoo, right here in the States and parts of the Caribbean. I'm just saying.

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Speedy Costumed Detective

 

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

 

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

 

Tough: +2/+4, Fort: +7, Ref: +10, Will: +7

 

Skills: Acrobatics 7 (+10), Bluff 8 (+10), Concentration 5 (+8), Diplomacy 8 (+10), Escape Artist 7 (+10), Gather Information 8 (+10), Investigate 8 (+10), Knowledge (streetwise) 8 (+10), Notice 7 (+10), Search 8 (+10), Sense Motive 7 (+10), Stealth 7 (+10)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 2, Attack Specialization (Small Thrown Object (Blast 6)), Defensive Roll 2, Dodge Focus 6, Evasion, Improved Initiative 3, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Gather Info, Investigate, KN (streetwise)), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Speedy (Linked)

   Enhanced Trait 3 (Linked; Feats: Improved Initiative 3)

   Quickness 6 (Linked; Perform routine tasks at 100x speed)

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

Speedy Attacks (Array 7) (default power: strike)

   Air Control 6 (Array; Strength: 30, Carry: 532 / 1.1k / 1.6k / 3.2k)

   Bunches of Punches (Strike 6) (Default; DC 21; Accurate 2 (+4))

   Everyone In The Room (Strike 6) (Array; DC 21; Shapeable Area (6 cubes of 125 cu. ft. (5x5x5) - Targeted); Accurate 2 (+4))

   Small Thrown Object (Blast 6) (Array; DC 21; Accurate 2 (+4))

   Speedier (Linked)

      Enhanced Quickness (Quickness 6) (Linked; Perform routine tasks at 100x speed; Stacks with (Quickness 6))

      Enhanced Speed (Speed 6) (Linked; Speed: 500 mph, 4400 ft./rnd; Stacks with (Speed 6))

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

 

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

 

Attacks: Bunches of Punches (Strike 6), +14 (DC 21), Everyone In The Room (Strike 6), +14 (DC 21), Small Thrown Object (Blast 6), +14 (DC 21), Unarmed Attack, +10 (DC 15)

 

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

 

Initiative: +15

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 22 (88 ranks) + Feats 18 + Powers 38 + Combat 32 + Saves 16 + Drawbacks 0 = 150

 

This one isn't from a pic. This is an idea I had from messing around in Discord. I've made more than a few Costumed Detectives or Cowls. In this very part I made one with magic powers. Before I made an electromagnetic controlling one and a powerhouse. So here's one that's fast. He's slow compared to a true speedster and his skills are a bit low compared to a true costumed detective. However, speedsters don't always have a good Search score and while costumed detectives  do, they have to take a normal amount of time to do perform the search. This guy lacks that problem. In fact, the blending allows him to do a few things that most speedsters and costumed detectives can't. I think he'd be a fine protector of a city or neighborhood.

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Heroic Mime

 

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

 

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

 

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

 

Skills: Acrobatics 12 (+15), Concentration 12 (+15), Gather Information 10 (+10), Knowledge (art) 10 (+10), Notice 9 (+12), Perform (Mime) 15 (+15), Sense Motive 9 (+12), Stealth 7 (+10)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization 2 (Mimed Ranged Weapon (Blast 6)), Challenge - Improved Acrobatic Bluff, Defensive Roll, Dodge Focus 2, Evasion, Improved Critical (Mimed Melee Weapon (Strike 4)), Improved Initiative, Power Attack, Precise Shot, Skill Mastery (Acrobatics, Notice, Perform (mime), Sense Motive), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Easily Understood (Features 1) (Notes: Everyone knows what you'd say without you needing to speak.)

Mime Costume (Device 1) (Hard to lose)

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

Mimed Melee Weapon (Strike 4) (DC 21, Feats: Improved Critical (Mimed Melee Weapon (Strike 4)); Penetrating [2 extra ranks]; Accurate (+2), Mighty, Subtle (subtle), Variable Descriptor 2 (Broad group - Any Physical))

   Mimed Ranged Weapon (Blast 6) (Alternate; DC 21; Accurate (+2), Subtle (subtle), Variable Descriptor 2 (Broad group - Any Physical))

Mimed Objects (Create Object 10) (Max Size: 10x 5' cubes, DC 20; Impervious; Range (touch); Selective, Subtle 2 (unnoticable))

 

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

 

Attacks: Mimed Melee Weapon (Strike 4), +14 (DC 21), Mimed Ranged Weapon (Blast 6), +14 (DC 21), Unarmed Attack, +12 (DC 17)

 

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

 

Initiative: +7

 

Drawbacks: Disability, uncommon, minor, Mute

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 21 (84 ranks) + Feats 18 + Powers 45 + Combat 32 + Saves 15 - Drawbacks 1 = 150

 

http://tvtropes.org/pmwiki/pmwiki.php/Main/HeroicMime

 

So here's a bit of a gag build. As above, this is a mime. Only, you know, heroic. He does mime things. Like make invisible objects by touching them into existence. Actually, that's pretty much all he does. But it's a useful thing! He can make weapons, big walls, and the every popular shrinking box. He's a master acrobat and mime, and has a few other skills to play with. Weirdly, people understand him without him having to speak. Which, technically, he can't. But really, he's just a mime.

 

Well folks, that was Part 13. I’m gonna have to split the table of contents soon. Heh.

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