Fantasy character, NPC
Power Level 16 (650 ppt)
ABILITIES [126 ppt]
• Strength 7 (+7) • Stamina 7 (+7) • Agility 7 (+7) • Dexterity 7 (+7) •
• Fighting 14 (+14) • Intellect 7 (+7) • Awareness 7 (+7) • Presence 7 (+7) •
Load limit 3 tons, but see Bag of Holding
POWERS [353 ppt]
Elf: • 9 ppt
Demihuman Power
Senses 5 (Detect 1 [mental]: secret doors, Extended 1 hearing, Extended 1 sight, Infravision, Low-Light Vision) • 5 ppt
Immunity 2 (ghoul paralysis, sleep) • 2 ppt
Enhanced Stealth 2 • 1 ppt
Enhanced Advantage 1 [Second Chance (mind control)] • 1 ppt
Ranger: • 10 ppt
Primal/Training Power
Extra: Split 1 • 3 ppt
Extra: Variable Descriptor 2 (any weapon attack)
Hide in Shadows/Move Silently: Enhanced Stealth 8 • 2 ppt
Flaws: Limited to natural terrain, Limited to not wearing heavy armor
Animal Friendship: Enhanced Persuasion 9 • 3 ppt + 2 ppt for Alternate Effects
Flaw: Limited to interaction with animals
- ALT - Extreme Tracker: • 3 ppt
- Enhanced Perception 6 • 2 ppt
Flaw: Limited to tracking- Quickness 3 • 1 ppt
Flaw: Limited to One Task (tracking)- ALT - Goodberry: • 3 ppt
- Nourishment: Immunity 1 (starvation & thirst) • 1 ppt
Extra: Affects Others, Flaw: Unreliable (5 Uses)- Healing 1 • 2 ppt
Watchful Eye: • 102 ppt
Artifact Magical Power
Immunity 140 (Fortitude effects, Toughness effects, Will effects) • 100 ppt + 2 ppt for Alternate Effects
Extra: Reflect, Flaws: Unreliable, Quirk 35 (only uses Reflect half the time), Quirk 5 (randomly chooses between Alternate Effects)
- ALT - Retributive Petrification: Affliction 16 (Fortitude; Dazed & Vulnerable / Defenseless & Stunned / Transformed & Unaware) • 91 ppt
Extras: Extra Condition, Increased Range 2 (perception), Reaction 3 (being attacked), Flaws: Unreliable, Quirk 5 (randomly chooses between Alternate Effects)- ALT - Retributive Vaporization: Affliction 16 (Will; Transformed) • 91 ppt
Extras: Cumulative, Increased Range 2 (perception), Reaction 3 (being attacked), Penetrating 16, Flaws: Unreliable, Quirk 5 (randomly chooses between Alternate Effects), Limited Degree (third only)
Astral Dragonhide Armor: • 74 ppt
Magic Power
Protection 9 • 9 ppt
Claws: Damage 2 (Strength-based) • 6 ppt
Extras: Accurate 1, Split 1, Dangerous 2
Astral Blink: Teleport 12 • 57 ppt + 1 ppt for Alternate Effect
Extras: Accurate, Change Direction, Change Velocity, Extended, Increased Mass 7
16 mi, 1 move action; or 4000 mi, 2 move actions, Dazed & Vulnerable for 1 round after teleporting; bring 3 tons alongFeature 1 (Loanable) • 1 ppt
- ALT - Astral Caravan: Movement 3 (Dimensional 3) • 13 ppt
Extra: Increased Mass 7
Any dimension; bring 3 tons along
Prismatic Halberd, Device (Easily Removable, Indestructible) • 63 / 102 ppt
Magic Power
Impressive: Feature 1 (+2 to interaction skill checks using this weapon, mainly Intimidation) • 1 ppt
Magnify: Growth 16 • 64 ppt + 12 ppt for Alternate Effects
Extras: Affects Others, Increased Duration (continuous), Increased Range 1 (ranged), Flaw: DistractingFeature 25 (unstealable) • 25 ppt
- ALT - Halberd: Damage 5 (Strength-based) • 25 ppt
Extras: Accurate 1, Affects Insubstantial 1, Bane (+2 Damage vs. Dragons), Reach 1, Penetrating 12, Variable Descriptor 2 (any physical, acid/cold/electricity/fire/sonic), Tripping- ALT - Antimagic Beam: Nullify 16 (magic) • 64 ppt
Extras: Broad, Simultaneous, Effortless, Area (Cone 2), Flaws: Distracting, Reduced Range (close)- ALT - Antimagic Ray: Nullify 16 (magic) • 64 ppt
Extras: Broad, Simultaneous, Effortless, Precise, Flaw: Expertise: Magic Check Required 1
Expertise: Magic DC 11 (1 rank of Nullify for Expertise: Magic result in excess of 10)- ALT - Antimagic Strike: Damage 5 (Strength-based) • 54 ppt
Extras: Accurate 1, Affects Insubstantial 2, Bane (+2 Damage vs. Dragons), Reach 1, Penetrating 6
Linked: Nullify 12 (magic)
Extras: Broad, Simultaneous, Effortless, Precise, Reach 1, Flaw: Reduced Range (close)- ALT - Minify: Shrinking 16 • 64 ppt
Extras: Affects Others, Increased Duration (continuous), Increased Range 1 (ranged), Flaw: Distracting- ALT - Baleful Minify: Shrinking 16 • 64 ppt
Extras: Attack (Fortitude), Increased Duration (continuous), Increased Range 1 (ranged), Increased Mass 16, Flaw: Distracting
Can shrink up to 1600 tons of inanimate objects- ALT - Energy Cone: Damage 15 • 62 ppt
Extras: Area (Cone 2), Selective, Variable Descriptor 2 (acid/cold/electricity/fire/sonic)- ALT - Energy Explosion: Damage 15 • 62 ppt
Extras: Area (Burst 2), Increased Range 1 (ranged), Varaible Descriptor 2 (acid/cold/electricity/fire/sonic)- ALT - Entangling Vine Ray: Snare 16 • 64 ppt
Extra: Secondary Effect- ALT - Laser: Damage 16 • 51 ppt
Extras: Increased Range 1 (ranged), Multiattack, Extended Range 2, Precise- ALT - Petrification Ray: Affliction 16 (Fortitude; Dazed & Vulnerable / Defenseless & Stunned / Transformed & Unaware) • 64 ppt
Extras: Cumulative, Extra Condition, Increased Range 1 (ranged)- ALT - Vine Grab: • 10 ppt
- Movement 1 (Swinging) • 2 ppt
- Move Object 7 • 8 ppt
Extra: Extended Range 1, Flaw: Limited Direction (toward wielder)
Helm of Mental Prowess: • 61 ppt
Magic Power
Telepathy: Communication 5 (mental) • 23 ppt
Extra: Dimensional 3
Immunity 15 (mental effects, gaze attacks) • 15 ppt
Tower of Iron Will: Immunity 30 (Will effects) • 15 ppt
Flaw: Limited to Half Effect
Third Eye - Onyx: Senses 7 (Counters All Concealment visual senses, Counters Illusion visual senses) • 7 ppt
Feature 1 (Loanable) • 1 ppt
Boots of Theme Music: • 7 ppt
Magic Power
Feature 1 (theme-song playing) • 1 ppt
Warning Music: Senses 1 (Danger Sense: auditory) • 1 ppt
Dragonspnes: Damage 2 (Strength-based) • 4 ppt
Extras: Accurate 1, Dangerous 1
Feature 1 (loanable) • 1 ppt
Ring of Regeneration: • 6 ppt
Magic Power
Regeneration 4 • 4 ppt
Enhanced Advantage 1 [Diehard] • 1 ppt
Flaw: Permanent
Feature 1 (loanable) • 1 ppt
Cloak of Sustenance: • 11 ppt
Magic Power
Immunity 10 (life support) • 10 ppt
Feature 1 (loanable) • 1 ppt
Bag of Holding: • 5 ppt
Magic Power
Power-Lifting 8 • 4 ppt
Flaw: Limited to objects that can fit into bag
Modified load limit 800 tons
Feature 1 (loanable) • 1 ppt
ADVANTAGES [113 ppt]Potter's Wheel of Artifice, Device (Easily Removable, Indestructible) • 5 / 6 ppt
Magic Power
Enhanced Advantage 1 [Artificer] • 1 ppt
Quickness 12 • 4 ppt
Flaw: Limited to One Task (constructing magical inventions)
Feature 1 (unstealable) • 1 ppt
• Animal Empathy • Artificer • Benefit 12 (Ambidexterity, Status 4: emperor of known world, Status 4: favored of the God of Freedom, Wealth 3: millionaire) • Close Attack 4 • Connected • Defensive Roll 2 • Diehard • Equipment 15 • Favored Foe (giants) • Improved Critical (Halberd) 1 • Improved Initiative 3 • Interpose • Jack-of-All-Trades • Languages 3 • Luck (Improve Roll) 1 • Move-By Action • Power Attack • Ranged Attack 7 • Second Chance (mind control) • Sidekick 53 • Skill Mastery (Expertise: Riding) • Takedown 2 • Tracking • Ultimate Effort (Athletics) •
EQUIPMENT [75 ep]
►Melafalin's Castle: • 75 ep
Headquarters: PL16, Size H (castle), Toughness +32 [Impervious 29].
Immunity 10 (teleportation and dimensional movement).
Features: Chapel • Combat Simulator 2 • Deathtraps • Dual Size (Miniscule) • Grounds • Holding Cells 2 (Toughness +48, Nullify Powers 16) • Infirmary • Library • Living Space • Movable • Personnel • Power System • Security System (magical) 1 (DC 20) • Self-Repairing 2 • Trophy Room • Workshop (magical) •
SKILLS [33 ppt]LANGUAGES
• native: Elvish • Common • Sylvan • Giant • Celestial •
• Athletics 12 (+19) • Close Combat: Misc. 0 (+18) • Expertise: Engineering 2 (+9) • Expertise (PRE): Leadership 6 (+13) • Expertise: Magic 14 (+21) • Expertise: Nature 2 (+9) • Expertise (AGL): Riding 8 (+15) • Expertise: Theology 2 (+9) • Expertise (AWE): Wilderness Survival 4 (+11) • Insight 2 (+9) • Intimidation 4 (+11, or +13 if threatening with Prismatic Halberd) • Perception 6 (+13) • Persuasion 2 (+9, or +18 with animals) • Ranged Combat: Halberd Rays 2 (+16) • Ranged Combat: Misc. 0 (+14) • Stealth 0 (+9, or +17 in natural surroundings without heavy armor) •
DEFENSES [25 ppt]
• Dodge 7 (+14) • Parry 0 (+14) •
• Fortitude 11 (+18) • Toughness (+18/+16*) • Will 7 (+14) •
*without Defensive Roll
OFFENSE
Initiative +19
COMPLICATIONS
- Unarmed: +18 • Close Damage DC 22 (Strength-based), bludgeoning • Split 1.
- Halberd: +20 • Close (10 ft) Damage DC 27, any physical or acid/cold/electricity/fire/sonic, crit 19-20 • Split 1, DC 29 vs. Dragons, Affects Insubstantial DC 21, Penetrating DC 27.
- Retributive Petrification: Perception-Ranged Affliction DC 26 (Fortitude; Dazed & Vulnerable / Defenseless & Stunned / Transformed & Unaware), petrification • Reaction (to being attacked, randomly selected), Unreliable.
- Retributive Vaporization: Perception-Ranged Affliction DC 26 (Will; unharmed/unharmed/Transformed), vaporization • Reaction (to being attacked, randomly selected), Unreliable, Cumulative, Penetrating DC 26.
- Claws: +20 • Close Damage DC 24, slashing, crit 18-20 • Split 2.
- Dragonspines: +20 • Close Damage DC 24, piercing, crit 19-20 • Split 1.
- Laser: +16 • Ranged (1600/3200/6400 ft) Damage DC 31, energy • Multiattack, Precise.
- Antimagic Beam: Dodge DC 26 • Close Area (120-ft Cone) Nullify Magic +16, antimagic • Simultaneous, Effortless, Distracting.
- Antimagic Ray: +16 • Ranged (400/800/1600 ft) Nullify Magic +16, antimagic • Simultaneous, Precise, Effortless, Distracting, DC 11 Expertise: Magic Check Required.
- Antimagic Strike: +20 • Close (10 ft) Damage DC 27, slashing or piercing, crit 19-20 • Split 1, DC 29 vs. Dragons, Affects Insubstantial DC 27, Penetrating DC 21 • Linked to Close (10 ft) Nullify Magic +12, antimagic • Simultaneous, Precise, Effortless.
- Baleful Minify: +16 • Ranged (400/800/1600 ft) Shrinking Attack 16 (Fortitude), magic • Distracting, Continuous.
- Energy Cone: Dodge DC 25 • Close (120-ft Cone) Damage DC 30, acid/cold/electricity/fire/sonic • Selective.
- Energy Explosion: Dodge DC 25 • Ranged (375/750/1500 ft) Area (60-ft Burst) Damage DC 30, acid/cold/electricity/fire/sonic.
- Entangling Vine Ray: +16 • Ranged (400/800/1600 ft) Affliction DC 26 (Dodge/Damage or Sleight of Hand; Hindered & Vulnerable / Defenseless & Immobilized), plants • Cumulative, Secondary Effect.
- Petrification Ray: +16 • Ranged (400/800/1600 ft) Affliction DC 26 (Fortitude; Dazed & Vulnerable / Defenseless & Stunned / Transformed & Unaware), petrification • Cumulative.
ABILITIES [ 126 ] + SKILLS [ 33 ] + ADVANTAGES [ 113 ] + POWERS [ 353 ] + DEFENSES [ 25 ]Orphan: Melafalin (or "Melf") was an only child. A white dragon raided his home and ate his parents.
Relationships: Melafalin has numerous important and personally-close subjects, including acting-emperor Herky (a Half-Elven Fighter/Mage/Thief). More importantly, he has a wife (half-fey) and quadruplet children to take care of.
Responsibility: Commensurate with his Status advantages.
Fame: He's pretty famous on his planet.
Power Loss: Much of Melafalin's power comes from his magical items. While they cannot be stolen or destroyed, he is much weaker if he can be caught having voluntarily removed them for some reason.
650 PPT TOTAL
BIO
TBA ... maybe. His character wasn't that deep.
NOTES
Posting here, even though it's a build I'm not particularly proud of, because roninarmy is down for me, and I don't want to lose all the work I did typing this up.
Taking inspiration from Thorpocalypse's posting of an old, uber-powered D&D character, set at PL 16 and with mostly 7's in Abilities, I decided to do the same. This is the character I played throughout middle school, under three very lax DMs. And I was a power-gamer at the time. (Maybe I still am, but at least I put reasonable constraints on myself now and don't really care if my characters become all-powerful. Been there, done that.)
Just like Thorpocalypse's character, Melafalin gained access to an extra-powerful Wish, and wished for 25s in all stats, the maximum that could be attained in 2e AD&D. So that translates to all 7's here. Except Fighting, which is even higher, as it wasn't an ability score in D&D.
But Melafalin also got a second extra-powerful Wish ... and wished that none of his equipment would ever be stolen or destroyed. That's why most of it doesn't really qualify for the Removable flaw, and in fact pays 1 extra point for the fact that he can separate himself from it if he wishes to. He can still be Disarmed, so two of his powers have the Easily Removable flaw, but they have Unstealable Features making them just as expensive as if they were only normal Removable.
Every time Melafalin is attacked, the Watchful Eye will attempt to retaliate; a d12 can be rolled to simplify down the numerous rolls that can result in determining the Eye's effects:
1-6: no effect
7: Melafalin is fully Immune to the attack
8: Melafalin is fully Immune to the attack, which is reflected back at the attacker
9-10: attacker must make a resistance check vs. petrification
11-12: attacker must make a resistance check vs. vaporization
Trust me, the original Watchful Eye was a lot MORE powerful. Thanks to the inherent balance in M&M (at least compared to tweens who don't even follow the AD&D rules very closely), it's been toned down a lot in this incarnation.