Jump to content

Sandman's Stuff

Recommended Posts

Big Paladin


A holy warrior! The ultimate good guy! Before I dive into fluff, lets get to the numbers. His armor is so big it takes time to put on. Some of you fans of the cartoons from the east might fluff it as a mecha. I personally think it's too small to be a mecha, but too big to be power armor. Really though, superhero paladin armor should look and be epic. I see his sword as a two-hander. But the celestial armor makes it a one-hander. Speaking of the sword it's got, let's say, 'issues'. In a silver age game, good and evil can be defined. But us modern age folks? Well, we live in a very grey area! Out of the suit, he's a great negotiator. And a decent (PL6) fighter.


Now, on the fluff side, the suit probably doesn't belong to you. You are the chosen to wear the armor and wield the sword. So you can't go out unless it's approved. But you're most likely in good graces for being allowed to wear the armor. So as long as you don't knock the holy tenets, the answer should almost always be yes. You could make a case for carrying around the sword without the armor, but it probably looks weird, you carrying a big sword around town. 


Want a less religious background? You found the armor and sword. Or maybe they found you. Chose you.What you do with weapons and armor of good is up to you.


Abilities 6 + 6 + 6 + 4 + 4 + 14 = 40PP
Str 16/24 (+3/+7)
Dex 16 (+3)
Con 16/20 (+3/+5)
Int 14 (+2)
Wis 14 (+2)
Cha 24 (+7)


Saving Throws 4 + 2 + 7 = 13PP
Toughness +3/+12 (3/5 con, 7 protection)
Fortitude +7/+9 (3/5 con, 4 save)
Reflex +5 (3 dex, 2 save)
Will +9 (2 wis, 7 save)


Combat 18 + 18 = 36PP
Attack +9/+8
Defense +9/+8 (+5/+4 flat-footed)

Grapple +12/+20
Initiative +3
Knockback -1/-13


Skills 64 ranks = 16PP
Diplomacy 13 (+20)
Gather Information 3 (+10)
Handle Animal 3 (+10)
Intimidate 11 (+18/+20)
Knowledge (theology and philosophy) 8 (+10)
Notice 8 (+10)
Perform (oratory) 3 (+10)
Ride 7 (+10)
Sense Motive 8 (+10)
Stealth 0 (+3/-1)


Feats 12PP
Benefit (security clearance)
Critical Strike
Improved Block 2
Improved Disarm
Power Attack
Quick Draw
Weapon Bind
Weapon Break


Powers 25 + 13 = 38PP


Celestial Armor: Device 6 (hard to lose; Power Feats: Restricted [works as a Protection 5 armor for non good creatures]) [25PP]
. . Enchanted Gold: Protection 7 (Extras: Impervious)
. . Large: Growth 4 (+8 str, +4 con +2 intimidate, +5 carrying capacity, 10ft reach; -1 attack, -1 defense, -4 stealth)
. . Wings: Flight 3 (50MPH; Drawbacks: Forward Only, Power Loss [if restrained])


Holy Sword: Device 4 (easy to lose; Power Feats: Restricted [works as a Mighty Damage 3 sword for non good creatures]) [13PP]
. . Blade: Damage 5 (Extras: Penetrating; Power Feats: Alternate Power 4, Improved Critical 4, Mighty)
. . . . Charge Shot: Blast 12 (Flaws: Limited [must not have bruises or injuries])
. . . . Heal Faithful: Healing 12 (Extras: Total; Flaws: Faith, Limited [others]; Power Feats: Persistent, Regrowth, Stabilize)
. . . . Sight Beyond Sight: ESP 5 (visual, 5 miles; Extras: No Conduit)
. . . . Vanquish Evil: Drain 12 (Toughness; Extras: Affects Objects; Flaws: Limited [evil]; Power Feats: Slow Fade 3 [5 minutes])
. . Glow: Environmental Control 1 (5 ft radius; light [daylight] 1; Flaws: Range [Touch])


Drawbacks -5 = -5PP
Normal Identity (armor takes 5 minutes, with help from others, to get on; very common, major) [-5PP]


Totals: Abilities (40) + Saving Throws (13) + Combat (36) + Skills (16) + Feats (12) + Powers (38) + Drawback (-5) = 150 Power Points

Edited by Sandman XI
Link to comment



"Why do we fight? To protect home, and family... to preserve balance, and bring harmony. For my kind, the true question is: What is worth fighting for?"


I swear I'm not trying to make all fantasy classes. Though this guy probably fits in to the setting more than Big Paladin does. He uses his fists to bring down bullies and madmen. Criminals fear guys who can burn them alive or break their mind. This guy, however, metes out justice by throwing educated hands and feet. 


Mechanically, I've never been on this side of the tradeoff. +5 defense, +5 attack. You're gonna hit and be hard to hit. Lots of fighting feats means you studied lots of fighting styles. Boxing, krav maga, wrestling. Or maybe the eastern styles; karate, taekwondo, judo. I like to think the character would mix it up with strikes and takedowns. Stay away from them darn psychics and their Perception Range attacks. They'll eat you alive (maybe, criminal psychics are weirdos). Still, outside of the rare trade off fight, you're not going to get hit much or miss your target.


Abilities 10 + 8 + 10 + 0 + 6 + 4 = 38PP

Str 20 (+5)

Dex 18 (+4)

Con 20 (+5)

Int 10 (+0)

Wis 16 (+3)

Cha 14 (+2)


Saving Throws 2 + 8 + 2 = 12PP

Toughness +5 (5 con)

Fortitude +7 (5 con, 2 save)

Reflex +12 (4 dex, 8 save)

Will +5 (3 wis, 2 save)


Combat 22 + 26 = 48PP

Attack +11, +15 (melee)

Defense +15 (+7 flat-footed)


Grapple +20

Initiative +12

Knockback -2


Skills 60 ranks = 15PP

Acrobatics 11 (+15)

Climb 5 (+10)

Escape Artist 6 (+10)

Intimidate 8 (+10)

Languages 1

Notice 12 (+15)

Sense Motive 12 (+15)

Swim 5 (+10)


Feats 37PP

Acrobatic Bluff

All-Out Attack



Attack Focus (melee) 4


Challenge (Accelerated Climb)

Challenge (Fast Acrobatic Bluff)


Critical Strike

Defensive Attack

Dodge Focus 2

Elusive Target


Evasion 2


Improved Disarm 2

Improved Grab

Improved Grapple

Improved Initiative 2

Improved Pin

Improved Throw

Improved Trip

Power Attack

Skill Mastery (Acrobatics, Climb, Intimidate, Sense Motive)


Stunning Attack

Takedown Attack


Uncanny Dodge (auditory)


Powers 0 = 0PP


Drawbacks -0 = -0PP


Totals: Abilities (38) + Saving Throws (12) + Combat (48) + Skills (15) + Feats (37) + Powers (0) + Drawbacks (0) = 150 Power Points

Edited by Sandman XI
Link to comment
  • 2 weeks later...

Undead Undead Hunter



Back in the day you just wanted to live on your own piece of land. Nobody but you (and probably your spouse and kids) for miles and days around. It was peaceful, yup. But then the dead came back to life. First you thought it was the animals just being too damn tough unless you put a bullet in their head. But then you saw your first dead man walking. You could tell he was dead because the poor bastard was rotting. You did try to call out a warning, but when he only answered in grunts and groans, and then attacked you, you had to put him down. More and more dead men walking came. So you did your damnedest to protect you and your own. But eventually there was too many. Some of them didn't even have bodies! In the end you prayed for help as the horde of the dead swarmed. Help came in the fact that you were now one of them, but somehow, you weren't mindless like them. Fate, Justice, God, Higher (Lower?) powers... whoever intervened and made you their champion. The army of the dead seemed to not even care that you were walking around unimpeded. You found a pair of pistols in your hand. They were made of light blue stuff. Though you knew what you had to do with them. You blew away every one of the dead intruders. Ever since then you've hunted their kind. It's been a long time and you don't look as alive as you did back then, but you still keep the vigil of taking the dead to their graves.


Specific, huh? Can't say I've not been thinking about making a character like this. But the whole gun use thing is not something we condone for our heroes on this site. C'est la vie.


Mechanically, you're OK against normal stuff, but you only reach caps when you're fighting your favored opponent. Zombies and ghosts aren't your only prey, there are liches and vampires, and if you want to dig into the minutia, ghouls, wights, mohrgs, et cetera. You know about them well, tracking their type for 150ish years. An aside about being undead and aging. While immunity to Fortitude protects you from dying of old age, would it protect you from the ravages of age? I mean look at our good buddy in the picture. He's probably not got immunity to aging, but is alive! Yer a mean sort, a century and a half of dealing with the dead while being dead'll do that to you. Gives you decent intimidation. While mindless undead won't care if you try to scare them, put the fear into those sentient undead. Stationary is not a Snare feat, but a Create feat. I think it fits, but that's a ref/GM call


Complications include not being accepted in normal places due to your freakish look. Animals being spooked around you or out right attacking you. You're probably a loner still? If not, you just want someone to accept you. Darker still, you were raised in a different time, you probably have a different set of values. But, please, don't. Your Guns are not particularly smiled upon in polite conversation. Your Gravestone will most likely have to have you buried a graveyard, so you'll most likely be dealing with the people who run said places.


Abilities 6 + 14 + -10 + 0 + 6 + 6 = 22PP

Str 16 (+3)

Dex 24 (+7)

Con - (+0)

Int 10 (+0)

Wis 16 (+3)

Cha 16 (+3)


Saving Throws 0 + 3 + 3 = 6PP

Toughness +7 (0 con, 7 protection)

Fortitude Immune (0 con, 0 save)

Reflex +10 (7 dex, 3 save)

Will +6 (3 wis, 3 save)


Combat 16 + 18 = 34PP

Attack +8

Defense +13 (+5 flat-footed)


Grapple +11

Initiative +7

Knockback -3


Skills 44 ranks = 11PP

Intimidate 12 (+15)

Knowledge (theology and philosophy) 6 (+6)

Notice 7 (+10)

Sense Motive 12 (+15)

Survival 7 (+10)


Feats 15PP

Accurate Attack


Critical Strike

Dodge Focus 4

Favored Opponent (undead) 2


Precise Shot

Sneak Attack



Uncanny Dodge (hearing)


Powers 7 + 24 + 1 + 30 = 62PP


Dead SkinProtection 7 [7PP]


Ectoplasmic ArsenalArray 10 (Power Feats: Alternate Power 4) [24PP]

. . Gravestone: Healing 11 (Extras: Total; Flaws: Personal; Power Feats: Persistent, Regrowth, Drawbacks: Action 2 [5 minutes], Temporary Disability 2 [prone, stunned]) [20/20]

. . GunsDamage 8 (Extras: Range [Ranged]; Power Feats: Affects Insubstantial 2, Ricochet, Split Attack) [20/20]

. . KnifeDamage 8 (Extras: Penetrating; Power Feats: Affects Insubstantial 2, Precise) [19/20]

. . RopeSnare 8 (Power Feats: Affects Insubstantial 2, Stationary, Tether) [20/20]

. . SteedContainer 4 (passive) [20/20]

. . . . Flight 5 (250MPH) [10CP]

. . . . Insubstantial 2 (gaseous) [10CP]


One of ThemFeatures 1 (mindless undead creatures are not hostile to you unless you attack them) [1PP]


Undead PhysiologyImmunity 30 (Fortitude Saves) [30PP]


Drawbacks -0 = -0PP


Totals: Abilities (22) + Saving Throws (6) + Combat (34) + Skills (11) + Feats (15) + Powers (62) + Drawbacks (0) = 150 Power Points

Edited by Sandman XI
Link to comment
  • Create New...