The Archetype Blendarama (Part 9 Complete! On Break!)

Where in all of your character write ups will go.
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EternalPhoenix
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Re: The Archetype Blendarama (Part 4 Complete! On Break!)

Post by EternalPhoenix »

Don't worry, fellas. There will be new posts this month as promised. Just a while longer. The holidays mean I work more, not less, and I'm still drained.
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Rabbit Totem - PL 10

Post by EternalPhoenix »

Rabbit Totem - PL 10

Strength 5/2, Stamina 5/2, Agility 8/5, Dexterity 1, Fighting 10, Intellect 0, Awareness 2, Presence 4

Advantages
Agile Feint, All-out Attack, Close Attack 2, Defensive Attack, Defensive Roll 2, Evasion, Fearless, Improved Critical 2: Rabbit Claws, Move-by Action, Power Attack, Skill Mastery: Acrobatics, Skill Mastery: Deception, Skill Mastery: Persuasion, Skill Mastery: Stealth, Takedown, Taunt, Ultimate Effort: Deception checks, Ultimate Effort: Toughness saves, Uncanny Dodge

Skills
Acrobatics 7 (+15), Close Combat: Unarmed 3 (+13), Deception 6 (+10), Expertise: User's Choice 5 (+5), Insight 8 (+10), Perception 8 (+10), Persuasion 6 (+10), Stealth 7 (+15)

Powers
Rabbit Powers
. . Rabbit Abilities: Enhanced Trait 18 (Traits: Strength +3 (+5), Agility +3 (+8), Stamina +3 (+5))
. . Rabbit Claws: Strength-based Damage 3 (DC 23, Advantages: Improved Critical 2; Penetrating 4)
. . Rabbit Hide: Protection 1 (+1 Toughness)
. . Rabbit Run: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Rabbit Leap: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
. . Rabbit Senses: Senses 6 (Accurate: Smell, Acute: Smell, Low-light Vision, Ranged: Touch, Ultra-hearing)

Offense
Initiative +8
Grab, +12 (DC Spec 15)
Rabbit Claws: Strength-based Damage 3, +12 (DC 23)
Throw, +1 (DC 20)
Unarmed, +15 (DC 20)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 8/6, Will 8

Power Points
Abilities 52 + Powers 38 + Advantages 20 + Skills 25 (50 ranks) + Defenses 15 = 150

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

No, not Mirko from MHA. The original build predates her existence. I was inspired by the lack of non-predatory animal totems out there. And what is more seemingly harmless than a rabbit? Well, if you've read Watership Down, you'll know that "harmless" is buffalo chips. Rabbits have a lot on the ball, especially in their senses, and they've got nice sharp claws to fight for their lives with. And if I modeled this one after a certain prince with a thousand enemies, so much the better. Welcome to Part 5, everybody.
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Re: The Archetype Blendarama (Part 5! Rabbit Totem!)

Post by OwOMotaros »

EternalPhoenix wrote: Tue Jan 10, 2023 7:38 pm Rabbit Totem - PL 10

Strength 5/2, Stamina 5/2, Agility 8/5, Dexterity 1, Fighting 10, Intellect 0, Awareness 2, Presence 4

Advantages
Agile Feint, All-out Attack, Close Attack 2, Defensive Attack, Defensive Roll 2, Evasion, Fearless, Improved Critical 2: Rabbit Claws, Move-by Action, Power Attack, Skill Mastery: Acrobatics, Skill Mastery: Deception, Skill Mastery: Persuasion, Skill Mastery: Stealth, Takedown, Taunt, Ultimate Effort: Deception checks, Ultimate Effort: Toughness saves, Uncanny Dodge

Skills
Acrobatics 7 (+15), Close Combat: Unarmed 3 (+13), Deception 6 (+10), Expertise: User's Choice 5 (+5), Insight 8 (+10), Perception 8 (+10), Persuasion 6 (+10), Stealth 7 (+15)

Powers
Rabbit Powers
. . Rabbit Abilities: Enhanced Trait 18 (Traits: Strength +3 (+5), Agility +3 (+8), Stamina +3 (+5))
. . Rabbit Claws: Strength-based Damage 3 (DC 23, Advantages: Improved Critical 2; Penetrating 4)
. . Rabbit Hide: Protection 1 (+1 Toughness)
. . Rabbit Run: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Rabbit Leap: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
. . Rabbit Senses: Senses 6 (Accurate: Smell, Acute: Smell, Low-light Vision, Ranged: Touch, Ultra-hearing)

Offense
Initiative +8
Grab, +12 (DC Spec 15)
Rabbit Claws: Strength-based Damage 3, +12 (DC 23)
Throw, +1 (DC 20)
Unarmed, +15 (DC 20)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 8/6, Will 8

Power Points
Abilities 52 + Powers 38 + Advantages 20 + Skills 25 (50 ranks) + Defenses 15 = 150

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

No, not Mirko from MHA. The original build predates her existence. I was inspired by the lack of non-predatory animal totems out there. And what is more seemingly harmless than a rabbit? Well, if you've read Watership Down, you'll know that "harmless" is buffalo chips. Rabbits have a lot on the ball, especially in their senses, and they've got nice sharp claws to fight for their lives with. And if I modeled this one after a certain prince with a thousand enemies, so much the better. Welcome to Part 5, everybody.
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Firebreather - PL 10

Post by EternalPhoenix »

Firebreather - PL 10

Strength 2, Stamina 2, Agility 5, Dexterity 2, Fighting 10, Intellect 1, Awareness 2, Presence 3

Advantages
Accurate Attack, Agile Feint, Defensive Attack, Defensive Roll 4, Improved Initiative, Power Attack, Takedown, Uncanny Dodge

Skills
Acrobatics 5 (+10), Close Combat: Martial Arts 5 (+15), Deception 7 (+10), Expertise (PRE): Firebreathing 7 (+10), Expertise: Science 4 (+5), Insight 8 (+10), Investigation 4 (+5), Perception 8 (+10), Persuasion 7 (+10), Ranged Combat: Firebreathing 8 (+10), Stealth 5 (+10)

Powers
Firebreather's Costume (Removable)
. . Armoring: Protection 2 (+2 Toughness; Subtle: subtle)
. . Fireproofing: Immunity 6 (Damage Effect: Fire/Heat, Environmental Condition: Heat)
. . Quick Change: Feature 1

Firebreathing
. . Fire Breath: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20; Limited: Requires Fuel Pouch)
. . Fire Control: Move Object 10 (25 tons; Custom: Total Fade, Increased Duration: continuous; Fades, Limited: to Fire, Limited: Requires Fuel Pouch)
. . Fireball: Burst Area Damage 5 (DC 20; Burst Area: 30 feet radius sphere, DC 15, Increased Range: ranged; Limited: Requires Fuel Pouch)
. . Spat Fire: Damage 10 (DC 25; Increased Range: ranged; Limited: Requires Fuel Pouch)

Fuel Pouch (Removable)
. . Fuel Pouch: Feature 10 (Notes: Removes Flaw on Firebreathing Array Powers)

Martial Arts: Strength-based Damage 3 (DC 20)

Offense
Initiative +9
Fire Breath: Cone Area Damage 10 (DC 25)
Fire Control: Move Object 10, +10 (DC 20)
Fireball: Burst Area Damage 5 (DC 20)
Grab, +10 (DC Spec 12)
Martial Arts: Strength-based Damage 3, +15 (DC 20)
Spat Fire: Damage 10, +10 (DC 25)
Throw, +2 (DC 17)
Unarmed, +10 (DC 17)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 7, Toughness 8/4, Will 7

Power Points
Abilities 54 + Powers 32 + Advantages 11 + Skills 34 (68 ranks) + Defenses 19 = 150

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

Inspo pic: https://www.deviantart.com/adrian-w/art ... -321478047

The pic ought to explain enough.
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Re: Gunslinging Gadgeteer - PL 10

Post by Harnos »

EternalPhoenix wrote: Tue Sep 06, 2022 11:00 pm Gunslinging Gadgeteer - PL 10

Strength 0, Stamina 2, Agility 5, Dexterity 3, Fighting 4, Intellect 5, Awareness 5, Presence 0

Advantages
Agile Feint, Defensive Roll 2, Eidetic Memory, Evasion 2, Improved Initiative, Improvised Tools, Inventor, Move-by Action, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 5, Skill Mastery: Acrobatics, Skill Mastery: Technology, Takedown, Uncanny Dodge

Skills
Acrobatics 10 (+15), Expertise: Science 10 (+15), Insight 5 (+10), Perception 5 (+10), Ranged Combat: Revolvers 4 (+7), Technology 10 (+15)

Powers
Cowgirl Costume (Removable)
. . Fastest Hands In The West: Enhanced Trait 2 (Advantages: Improved Initiative, Quick Draw)
. . Armor: Protection 4 (+4 Toughness)
. . Desert Survival Gear: Immunity 15 (Life Support, Sensory Affliction Effects; Limited - Half Effect)
. . Power Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
. . Rocket Roller Skates: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Shielding: Enhanced Trait 10 (Traits: Dodge +4 (+12), Parry +4 (+12), Advantages: Evasion 2)

Revolvers (Removable)
. . Revolvers
. . . . Armor-Piercing Revolver: Damage 8 (DC 23; Increased Range: ranged, Penetrating 8)
. . . . Automatic Revolver: Damage 8 (DC 23; Increased Range: ranged, Multiattack)
. . . . Explosive Shell Revolver: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . . . Indestructible Net Revolver: Cumulative Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 18; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Long Range Revolver
. . . . . . Long Rang Scope: Senses 3 (Linked; Extended: Vision 1: x10, Infravision, Ultravision)
. . . . . . Long Range Revolver: Damage 8 (Linked; DC 23; Extended Range 2, Increased Range: ranged, Precise)
. . . . Neural Scramble Revolver: Cumulative Affliction 8 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 18; Cumulative, Increased Range: ranged)
. . . . Stun Shock Revolver: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)

Offense
Initiative +9
Armor-Piercing Revolver: Damage 8, +12 (DC 23)
Automatic Revolver: Damage 8, +12 (DC 23)
Explosive Shell Revolver: Burst Area Damage 8 (DC 23)
Grab, +4 (DC Spec 10)
Indestructible Net Revolver: Cumulative Affliction 8, +12 (DC Dog/Fort/Will 18)
Long Range Revolver: Damage 8, +12 (DC 23)
Neural Scramble Revolver: Cumulative Affliction 8, +12 (DC Will 18)
Stun Shock Revolver: Cumulative Affliction 8, +12 (DC Fort 18)
Throw, +8 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

Defense
Dodge 12/8, Parry 12/8, Fortitude 5, Toughness 8/6, Will 8

Power Points
Abilities 48 + Powers 50 + Advantages 17 + Skills 22 (44 ranks) + Defenses 13 = 150

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

No more Mexican superheroes from Mike. Back to your regularly scheduled builds that are 100% my idea. This lady is festooned with seven different revolvers of her own design and a fancy costume.
Nice blending of concepts, liked it. Though I must confess it took me sometime to understand what a cowgirl costume is. :mrgreen:
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Phantom Technopath - PL 10

Post by EternalPhoenix »

Phantom Technopath - PL 10

Strength 0, Stamina -, Agility 0, Dexterity 0, Fighting 0, Intellect 5, Awareness 2, Presence 0

Advantages
Defensive Roll 2, Eidetic Memory, Improvised Tools, Inventor, Uncanny Dodge

Skills
Expertise: Science 10 (+15), Insight 8 (+10), Investigation 10 (+15), Perception 8 (+10), Ranged Combat: Electric Blast 10 (+10), Technology 10 (+15)

Powers
Phantom
. . Floating Phantom: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Permanent)
. . Incorporeal Phantom: Insubstantial 4 (Incorporeal; Permanent)
. . Poltergeist-ish: Feature 1 (Notes: Affects Corporeal on STR 0)
. . Undead Resilience: Protection 8 (+8 Toughness)
. . Undead: Immunity 30 (Fortitude Effects)
Technopath
. . Boost Technology: Variable 4 (Affects Objects Only, Affects Others Only; Limited 2: Giving Technology the Enhanced Trait Power with the Fades Flaw)
. . Electric Blast: Damage 6 (DC 21; Accurate 2: +4, Affects Corporeal 6, Increased Range: ranged)
. . Machine Animation: Summon 3 (Mental Link, Multiple Minions: 2 minions, Type (Broad): Machines)
. . Magnetic Control: Move Object 10 (25 tons; Increased Range: perception; Limited Material: Metal)
. . Technopathy
. . . . Communication: Radio Area Communication 3 (Area)
. . . . Comprehend: Comprehend 2 (Machines / Electronics)
. . Transmit Self: Teleport 6 (1800 feet in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Extended: 60 miles in 2 move actions; Medium: Electrical Wires)

Offense
Initiative +0
Electric Blast: Damage 6, +14 (DC 21)
Grab, +0 (DC Spec 10)
Magnetic Control: Move Object 10 (DC 20)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude Immune, Toughness 10/8, Will 8

Power Points
Abilities 4 + Powers 86 + Advantages 6 + Skills 28 (56 ranks) + Defenses 26 = 150

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

Inspo Pic: https://www.deviantart.com/kilartdev/ar ... -528448094

This one's more awkward than it was in 2e, bleh. But name says it all. Summons are much weaker, had to cut down Blast ranks as Flawing the Action down to Full isn't allowed anymore. And heaven only knows if that Boost power is right. But here you are, regardless.
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Princess of Hell - PL 10

Post by EternalPhoenix »

Princess of Hell - PL 10

Strength 8/4, Stamina 8/4, Agility 4, Dexterity 2, Fighting 8, Intellect 0, Awareness 2, Presence 4

Advantages
Accurate Attack, Agile Feint, All-out Attack, Attractive 2, Defensive Attack, Improved Critical 2: Hellfire Weapons, Power Attack, Ritualist, Takedown, Uncanny Dodge

Skills
Acrobatics 11 (+15), Close Combat: Unarmed 2 (+10), Deception 6 (+10), Expertise: Magic 10 (+10), Expertise: Politics 5 (+5), Expertise: Theology 5 (+5), Insight 8 (+10), Intimidation 6 (+10), Perception 8 (+10), Persuasion 6 (+10), Ranged Combat: Hellfire Blast 6 (+8), Stealth 11 (+15)

Powers
Hellfire Control
. . Hellfire Blast: Damage 12 (DC 27; Increased Range: ranged)
. . Hellfire Bomb: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . Hellfire Weapons: Strength-based Damage 4 (DC 27, Advantages: Improved Critical 2; Multiattack [8 extra ranks], Penetrating 4, Variable Descriptor: close group - Bludgeoning/Piercing/Slashing)

Infernal Princess
. . Hellfire Armor: Protection 4 (+4 Toughness)
. . Infernal Abilities: Enhanced Trait 16 (Traits: Strength +4 (+8), Stamina +4 (+8))
. . Infernal Might: Enhanced Strength 1 (+1 STR; Limited to Lifting)

Offense
Initiative +4
Grab, +8 (DC Spec 18)
Hellfire Blast: Damage 12, +8 (DC 27)
Hellfire Bomb: Burst Area Damage 8 (DC 23)
Hellfire Weapons: Strength-based Damage 4, +8 (DC 27)
Throw, +2 (DC 23)
Unarmed, +10 (DC 23)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 12, Will 8

Power Points
Abilities 56 + Powers 47 + Advantages 10 + Skills 42 (84 ranks) + Defenses 10 = 165

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

As we go, me sliding over the points total like this will likely become more and more common. Because I like skill monkeys, and 3E doesn't. I can't find the inspo pic.
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Chaos Mage - PL 10

Post by EternalPhoenix »

Chaos Mage - PL 10

Strength 12, Stamina 12, Agility 1, Dexterity 1, Fighting 8, Intellect 0, Awareness 2, Presence 5

Advantages
Attractive 2, Ranged Attack 3, Taunt, Uncanny Dodge

Skills
Deception 10 (+15), Expertise: User's Choice 5 (+5), Insight 8 (+10), Investigation 5 (+5), Perception 8 (+10), Ranged Combat: Chaos Magic 4 (+5)

Powers
Chaos Empowerment (Stamina)
. . Enhanced Ability: Enhanced Stamina 10 (Linked; +10 STA)
. . Immunity: Immunity 10 (Linked; Life Support)

Chaos Magic
. . Chaos Empowerment (Speed)
. . . . Chaotic Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round; Subtle 2: undetectable)
. . . . Chaotic Quickness: Quickness 8 (Perform routine tasks in -8 time ranks)
. . Chaos Empowerment (Strength)
. . . . Chaotic Might: Enhanced Strength 6 (Linked; +6 STR; Limited to Lifting)
. . . . Chaotic Strength: Enhanced Strength 10 (Linked; +10 STR)
. . Chaos Magic Blast: Damage 12 (DC 27; Increased Range: ranged, Variable Descriptor 2: broad group - Any Magic)
. . Chaos Magic Bondburst: Burst Area Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 18; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 18, Extra Condition, Increased Range: ranged, Variable Descriptor 2: broad group - Any Magic; Limited Degree)
. . Chaos Magic Bonds: Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 22; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged, Variable Descriptor 2: broad group - Any Magic; Limited Degree)
. . Chaos Magic Burst: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Variable Descriptor 2: broad group - Any Magic)
. . Chaotic Objects: Create 10 (Volume: 1000 cft., DC 20; Variable Descriptor 2: broad group - Any Magic)
. . Chaotic Transmutation: Transform 4 (Affects: Broad > Broad - I'd like to know too, EP of 2016, Transforms: 12 lbs., DC 14; Accurate 4: +8, Increased Range: ranged, Variable Descriptor 2: broad group - Any Magic)

Chaos Magician: Immunity 5 (Entrapment)

Offense
Initiative +1
Chaos Magic Blast: Damage 12, +8 (DC 27)
Chaos Magic Bondburst: Burst Area Affliction 8 (DC Dog/Fort/Will 18)
Chaos Magic Bonds: Affliction 12, +8 (DC Dog/Fort/Will 22)
Chaos Magic Burst: Burst Area Damage 8 (DC 23)
Chaotic Transmutation: Transform 4, +16 (DC Dog 14)
Grab, +8 (DC Spec 22)
Throw, +4 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 8

Power Points
Abilities 42 + Powers 68 + Advantages 7 + Skills 20 (40 ranks) + Defenses 13 = 150

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

Inspo Pic: https://www.deviantart.com/kilartdev/ar ... -479031026

One doesn't need to know magical theory to do magic. Or at least this lady doesn't. There's one thing I'm sad about with this one. Meche & Manga had a feat I used for it. Fake Expert. Basically being so good of a liar that reality itself would bend for a bit if you succeeded on the check, and even if you didn't observers could still be fooled into thinking you weren't a fake. But Fake Expert doesn't exist in 3E, alas.
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Re: The Archetype Blendarama (Part 5! Rabbit Totem! Firebreather! Phantom Technopath! Princess of Hell! Chaos Mage!)

Post by Davies »

You can probably duplicate its "fool observers into thinking you know what you're doing" effects through standard Deception, and a generous DM might let a player Edit Scene to "fool reality into thinking &c".
"I'm sorry. I love you. I'm not sorry I love you."
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Re: Princess of Hell - PL 10

Post by Harnos »

EternalPhoenix wrote: Mon Jan 16, 2023 9:11 pm Princess of Hell - PL 10

Strength 8/4, Stamina 8/4, Agility 4, Dexterity 2, Fighting 8, Intellect 0, Awareness 2, Presence 4

Advantages
Accurate Attack, Agile Feint, All-out Attack, Attractive 2, Defensive Attack, Improved Critical 2: Hellfire Weapons, Power Attack, Ritualist, Takedown, Uncanny Dodge

Skills
Acrobatics 11 (+15), Close Combat: Unarmed 2 (+10), Deception 6 (+10), Expertise: Magic 10 (+10), Expertise: Politics 5 (+5), Expertise: Theology 5 (+5), Insight 8 (+10), Intimidation 6 (+10), Perception 8 (+10), Persuasion 6 (+10), Ranged Combat: Hellfire Blast 6 (+8), Stealth 11 (+15)

Powers
Hellfire Control
. . Hellfire Blast: Damage 12 (DC 27; Increased Range: ranged)
. . Hellfire Bomb: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . Hellfire Weapons: Strength-based Damage 4 (DC 27, Advantages: Improved Critical 2; Multiattack [8 extra ranks], Penetrating 4, Variable Descriptor: close group - Bludgeoning/Piercing/Slashing)

Infernal Princess
. . Hellfire Armor: Protection 4 (+4 Toughness)
. . Infernal Abilities: Enhanced Trait 16 (Traits: Strength +4 (+8), Stamina +4 (+8))
. . Infernal Might: Enhanced Strength 1 (+1 STR; Limited to Lifting)

Offense
Initiative +4
Grab, +8 (DC Spec 18)
Hellfire Blast: Damage 12, +8 (DC 27)
Hellfire Bomb: Burst Area Damage 8 (DC 23)
Hellfire Weapons: Strength-based Damage 4, +8 (DC 27)
Throw, +2 (DC 23)
Unarmed, +10 (DC 23)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 12, Will 8

Power Points
Abilities 56 + Powers 47 + Advantages 10 + Skills 42 (84 ranks) + Defenses 10 = 165

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

As we go, me sliding over the points total like this will likely become more and more common. Because I like skill monkeys, and 3E doesn't. I can't find the inspo pic.
Demon queen is such a classic archetype in fantasy literature. This one fits the bill nicely and can be lowered to 150 pp easily for use as PC.
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Re: The Archetype Blendarama (Part 5! Rabbit Totem! Firebreather! Phantom Technopath! Princess of Hell! Chaos Mage!)

Post by EternalPhoenix »

Harnos wrote: Mon Dec 26, 2022 8:59 pm
EternalPhoenix wrote: Thu Aug 04, 2022 10:52 pm Tiny Paragon - PL 10
It would be more lovely if it had winged flight and butterfly wings. :D Tinkerbell throwing tanks around and punching through steel would be perfect. :D People couldn't see at first what is throwing cars away.
Winged Flaw on Flight and there's 6 more PP to spend if you're into that.
greycrusader wrote: Wed Jan 04, 2023 1:38 am The tiny paragon concept is just...ridiculous, but wonderful in an old-school, Silver-Age comics way. While more than a few shrinking-based heroes technically fall into this category (the Atom can "fly", and deliver punches that simulate super-strength), I keep thinking of the Kryptonians from the Superman's bottle-city of Kandor. Of course, a less-silly version is found in Acroyear, from the Micronauts/Microns.

All my best.
I am glad you enjoyed the build.
Harnos wrote: Sat Jan 14, 2023 11:59 am
EternalPhoenix wrote: Tue Sep 06, 2022 11:00 pm Gunslinging Gadgeteer - PL 10
Nice blending of concepts, liked it. Though I must confess it took me sometime to understand what a cowgirl costume is. :mrgreen:
That's fair enough. I don't think I know anything about the pop culture where you are, either. :mrgreen:
Harnos wrote: Thu Jan 19, 2023 8:50 pm
EternalPhoenix wrote: Mon Jan 16, 2023 9:11 pm Princess of Hell - PL 10
Demon queen is such a classic archetype in fantasy literature. This one fits the bill nicely and can be lowered to 150 pp easily for use as PC.
Yep. Just have to be less in love with skill points than me. :Sweat_smile:
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Re: The Archetype Blendarama (Part 5! Rabbit Totem! Firebreather! Phantom Technopath! Princess of Hell! Chaos Mage!)

Post by Harnos »

EternalPhoenix wrote: Sun Nov 27, 2022 7:07 pm Frost Archer - PL 10

Strength 2, Stamina 2, Agility 4, Dexterity 2, Fighting 8, Intellect 2, Awareness 4, Presence 2

Advantages
Accurate Attack, Agile Feint, All-out Attack, Attractive 2, Defensive Attack, Equipment 2, Improved Aim, Improved Initiative, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Takedown, Ultimate Effort: Aim, Uncanny Dodge

Skills
Acrobatics 6 (+10), Deception 3 (+5), Expertise: Streetwise 8 (+10), Insight 6 (+10), Investigation 8 (+10), Perception 6 (+10), Persuasion 3 (+5), Ranged Combat: Frost Archery 10 (+12), Stealth 6 (+10)

Powers
Bow: Strength-based Damage 3 (DC 20; Increased Range: ranged)

Costume (Removable)
. . Immunity: Immunity 7 (Damage Effect: Ice/Cold, Environmental Condition: Cold, Environmental Condition: Heat)
. . Protection: Protection 6 (+6 Toughness)

Frost Archery
. . Arrow of Winter's Grasp: Cumulative Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 18; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited: Requires Bow, Limited Degree)
. . Chilling Arrow: Cumulative Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Limited: Requires Bow)
. . Cold Control: Environment 8 (Cold (Extreme), Radius: 0.5 miles; Increased Duration: continuous, Selective; Fades, Limited: Requires Bow)
. . Cryo Arrow: Damage 8 (DC 23; Alternate Resistance: Fortitude, Increased Range: ranged; Limited: Requires Bow)
. . Frost Arrow: Damage 8 (DC 23; Increased Range: ranged, Penetrating 8; Limited: Requires Bow)
. . Icy Spikes: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18, Increased Range: ranged; Limited: Requires Bow)

Equipment
Bow [Bow: Strength-based Damage 3, DC 20; Increased Range: ranged], Camo Clothing, Commlink

Offense
Initiative +8
Arrow of Winter's Grasp: Cumulative Affliction 8, +12 (DC Dog/Fort/Will 18)
Bow: Strength-based Damage 3, +2 (DC 20)
Chilling Arrow: Cumulative Affliction 8, +12 (DC Fort 18)
Cryo Arrow: Damage 8, +12 (DC Fort 23)
Frost Arrow: Damage 8, +12 (DC 23)
Grab, +8 (DC Spec 12)
Icy Spikes: Cone Area Damage 8 (DC 23)
Throw, +2 (DC 17)
Unarmed, +8 (DC 17)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 8, Will 8

Power Points
Abilities 52 + Powers 31 + Advantages 17 + Skills 28 (56 ranks) + Defenses 22 = 150
So Frost Archery is archer's own powers that doesn't stem from a spesific bow, nice. An elemental archer with a mystic origin makes better sense than a techno-gimmick one. This one packs a heavier punch with his arrows for a change too.
Harnos
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Re: The Archetype Blendarama (Part 5! Rabbit Totem! Firebreather! Phantom Technopath! Princess of Hell! Chaos Mage!)

Post by Harnos »

EternalPhoenix wrote: Fri Jan 20, 2023 12:59 am
Harnos wrote: Mon Dec 26, 2022 8:59 pm
EternalPhoenix wrote: Thu Aug 04, 2022 10:52 pm Tiny Paragon - PL 10
It would be more lovely if it had winged flight and butterfly wings. :D Tinkerbell throwing tanks around and punching through steel would be perfect. :D People couldn't see at first what is throwing cars away.
Winged Flaw on Flight and there's 6 more PP to spend if you're into that.
greycrusader wrote: Wed Jan 04, 2023 1:38 am The tiny paragon concept is just...ridiculous, but wonderful in an old-school, Silver-Age comics way. While more than a few shrinking-based heroes technically fall into this category (the Atom can "fly", and deliver punches that simulate super-strength), I keep thinking of the Kryptonians from the Superman's bottle-city of Kandor. Of course, a less-silly version is found in Acroyear, from the Micronauts/Microns.

All my best.
I am glad you enjoyed the build.
Harnos wrote: Sat Jan 14, 2023 11:59 am
EternalPhoenix wrote: Tue Sep 06, 2022 11:00 pm Gunslinging Gadgeteer - PL 10
Nice blending of concepts, liked it. Though I must confess it took me sometime to understand what a cowgirl costume is. :mrgreen:
That's fair enough. I don't think I know anything about the pop culture where you are, either. :mrgreen:
It was actually a dirty joke but nevermind. :D
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EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Android Gadgeteer - PL 10

Post by EternalPhoenix »

Android Gadgeteer - PL 10

Strength 0, Stamina -, Agility 1, Dexterity 1, Fighting 4, Intellect 5, Awareness 2, Presence 2

Advantages
Accurate Attack, Attractive 2, Eidetic Memory, Improvised Tools, Inventor, Power Attack, Ranged Attack 9, Skill Mastery: Technology, Uncanny Dodge

Skills
Deception 3 (+5), Expertise: Science 10 (+15), Insight 8 (+10), Perception 8 (+10), Persuasion 3 (+5), Technology 10 (+15)

Powers
Android
. . Machine Body And Mind: Immunity 40 (Custom: Mental Effects 10, Fortitude Effects)
. . Mechanical Resilience: Protection 5 (+5 Toughness)
. . Self-Repair Systems: Regeneration 1 (Every 10 rounds)

Armored Costume (Removable)
. . Armor: Protection 5 (+5 Toughness)
. . Flight Systems: Flight 5 (Speed: 60 miles/hour, 900 feet/round)

Gadgets (Easily Removable)
. . Gadgets
. . . . Adhesive Emitter: Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Energy Blaster: Damage 10 (DC 25; Increased Range: ranged)
. . . . Energy Sword: Damage 10 (DC 25; Accurate 3: +6, Penetrating 7)
. . . . Hard Light Emitter: Create 10 (Volume: 1000 cft., DC 20)
. . . . Mind Scrambler: Cumulative Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged; Limited: to causing erratic behavior)
. . . . Photon Dazzler: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited: to Vision)

Offense
Initiative +1
Adhesive Emitter: Affliction 10, +10 (DC Dog/Fort/Will 20)
Energy Blaster: Damage 10, +10 (DC 25)
Energy Sword: Damage 10, +10 (DC 25)
Grab, +4 (DC Spec 10)
Mind Scrambler: Cumulative Affliction 10, +10 (DC Will 20)
Photon Dazzler: Cumulative Affliction 10, +10 (DC Dog/Fort/Will 20)
Throw, +10 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude Immune, Toughness 10, Will 5

Power Points
Abilities 20 + Powers 73 + Advantages 18 + Skills 21 (42 ranks) + Defenses 18 = 150

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

Don't have an inspo pic for this one.

Mainly because it's fairly straightforward. Gadgeteer, except mechanical construct. Pure gadgeteer types are actually kind of cheaper in 3E. It's weird.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
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EternalPhoenix
Posts: 1858
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Location: The Land of Mary

Telepathic Gadgeteer - PL 10

Post by EternalPhoenix »

Telepathic Gadgeteer - PL 10

Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 4, Intellect 5, Awareness 5, Presence 1

Advantages
Accurate Attack, Attractive 2, Eidetic Memory, Improved Initiative, Improvised Tools, Inventor, Power Attack, Skill Mastery: Technology, Takedown, Uncanny Dodge

Skills
Deception 4 (+5), Expertise: Science 10 (+15), Insight 5 (+10), Perception 5 (+10), Persuasion 4 (+5), Ranged Combat: Boomstick 10 (+10), Technology 10 (+15)

Powers
Boomstick (Easily Removable)
. . Boomstick Settings
. . . . Adhesive Goop Shot: Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Boomstick Shot: Damage 10 (DC 25; Increased Range: ranged)
. . . . Explosive Shot: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . . . Flash Bomb Shot: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited: to Vision)
. . . . Radio/Hacking Mode
. . . . . . Communication: Radio Area Communication 3 (Area)
. . . . . . Comprehend: Comprehend 2 (Machines / Electronics)

Combat Armor (Removable)
. . Armor: Protection 10 (+10 Toughness)
. . Flight Systems: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)

Telepathic: Senses 6 (Accurate: Mental, Acute: Mental, Danger Sense: Mental, Radius: Mental, Ranged: Mental)

Telepathy
. . Basic Telepathy
. . . . Communication: Mental Communication 2
. . . . Mind Reading: Mind Reading 8 (DC 18)
. . Mental Blast: Damage 6 (DC 21; Alternate Resistance: Will, Increased Range 2: perception)
. . Mental Confusion: Cumulative Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception; Limited: to causing erratic behavior)
. . Mental Stun: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 16; Cumulative, Increased Range 2: perception)

Offense
Initiative +4
Adhesive Goop Shot: Affliction 10, +10 (DC Dog/Fort/Will 20)
Boomstick Shot: Damage 10, +10 (DC 25)
Explosive Shot: Burst Area Damage 6 (DC 21)
Flash Bomb Shot: Cumulative Affliction 10, +10 (DC Dog/Fort/Will 20)
Grab, +4 (DC Spec 10)
Mental Blast: Damage 6 (DC Will 21)
Mental Confusion: Cumulative Affliction 8 (DC Will 18)
Mental Stun: Cumulative Affliction 6 (DC Will 16)
Mind Reading: Mind Reading 8 (DC Will 18)
Throw, +0 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 10, Will 10

Power Points
Abilities 30 + Powers 59 + Advantages 11 + Skills 24 (48 ranks) + Defenses 26 = 150

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

No inspo pic this time. Just a fella with a lot of options.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
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