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

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EternalPhoenix
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Re: Ancient Paragon - PL 10

Post by EternalPhoenix »

Harnos wrote: Mon Oct 10, 2022 11:18 am
EternalPhoenix wrote: Sun Oct 09, 2022 7:17 pm
Harnos wrote: Sun Oct 09, 2022 10:05 am

I have a small criticism. Great Endurance, Defensive Attack and Uncanny Dodge can be traded off for 3 more ranks of impervious toughness, so he would be bulletproof. 8 imp toughness doesn't stop shotguns and assault rifles. I wouldn't want a paragon to be vulnerable against them. Great Endurance doesn't come to play often, Defensive Attack and Uncanny Dodge are more suitable for dodge and parry shifted characters.
What one could do is trade out the Enhanced Stamina from the Ancient Armor for Impervious Protection. The Fort loss could be mostly made up by, as you say, dropping Defensive Attack and Great Endurance and fiddling with ability scores and skills. But more bluntly, I wanted their Impervious Toughness to match their Stamina outside of the Armor, and I give darn near every build Uncanny Dodge.
I missed that part. So impervious can be divided to two parts, one 8 ranks in paragon powers and 3 ranks in armor.

Is there a reason for using Uncanny Dodge commonly?
Losing half your Defenses sucks? Yeah, if you're Defense shifted it sucks more, but even a Paragon shouldn't be happy about dropping 4 points of Dodge and Parry because they blew a Notice check or whatever. Easy way to get Power Attacked and flattened. +12 Toughness is very good but not invincible. Now, if the character only has 6 or less Dodge and Parry to begin with, I'm not gonna bother. It's a point less of Defense lost and 2-3 points more Toughness to tank with. Probably fine.
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Vampire - PL 10

Post by EternalPhoenix »

Vampire - PL 10

Strength 8, Stamina -, Agility 3, Dexterity 2, Fighting 8, Intellect 0, Awareness 4, Presence 5

Advantages
Accurate Attack, All-out Attack, Defensive Attack, Fearless, Hide in Plain Sight, Improved Initiative, Jack-of-all-trades, Move-by Action, Power Attack, Takedown, Uncanny Dodge

Skills
Athletics 1 (+9), Close Combat: Unarmed 4 (+12), Deception 5 (+10), Expertise: Magic 5 (+5), Insight 6 (+10), Perception 6 (+10), Persuasion 5 (+10), Stealth 12 (+15)

Powers
Vampire Powers
. . Blood Drain: Weaken 2 (Affects: Stamina, Resisted by: Fortitude, DC 12; Grab-based)
. . Infernal Wings: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
. . Undead: Immunity 30 (Fortitude Effects)
. . Vampiric Durability: Impervious Toughness 8 (Limited: Not against Holy, Silver, or Magic)
. . Vampiric Immortality: Immortality 1 (Return after 2 weeks; Source: Blood)
. . Vampiric Recovery: Regeneration 1 (Every 10 rounds; Persistent; Source: Blood)
. . Vampiric Resilience: Protection 12 (+12 Toughness)
. . Vampiric Senses: Senses 3 (Acute: Normal Smell, Darkvision)

Vampire Powers
. . Gaseous Form: Insubstantial 2 (Gaseous; Subtle 2: looks normal)
. . Vampiric Hypnosis: Affliction 6 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Increased Range 2: perception; Sense-dependent: Visual)
. . Vampiric Strike
. . . . Healing: Healing 6 (Linked; Affects Objects; Limited: to Self Only & Damage Conditions Inflicted)
. . . . Strength Damage (Linked)

Offense
Initiative +7
Blood Drain: Weaken 2, +8 (DC Fort 12)
Grab, +8 (DC Spec 18)
Throw, +2 (DC 23)
Unarmed, +12 (DC 23)
Vampiric Hypnosis: Affliction 6 (DC Will 16)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude Immune, Toughness 12, Will 7

Power Points
Abilities 50 + Powers 74 + Advantages 11 + Skills 22 (44 ranks) + Defenses 8 = 165

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

The original here was based on the Vampire villainous archetype in the back of 2e's core rulebook. The adaptation has gone over points, and I'm leaving it to you to figure out what to do about that.
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Winged Water Controller - PL 10

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Winged Water Controller - PL 10

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

Advantages
Accurate Attack, Defensive Attack, Defensive Roll 4, Improved Initiative, Move-by Action, Power Attack, Ranged Attack, Ultimate Effort: Water Control checks, Uncanny Dodge

Skills
Acrobatics 6 (+10), Deception 6 (+10), Expertise: User's Choice 3 (+5), Insight 8 (+10), Perception 8 (+10), Persuasion 6 (+10), Ranged Combat: Water Control 7 (+9)

Powers
Environmental Adaptation (Aquatic): Feature 1

Super Not Drowning Powers: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)

Water Control
. . Dehydrate: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged)
. . Hydrocannon
. . . . Knockback: Move Object 10 (Linked; 25 tons; Multiattack; Limited: Trip must succeed, Limited Direction: Away)
. . . . Trip: Affliction 10 (Linked; 1st degree: Hindered, 2nd degree: Prone, DC 20; Alternate Resistance (Dodge), Increased Range: ranged, Multiattack; Limited Degree)
. . Mist: Burst Area Concealment Attack 4 (All Visual Senses, DC 14; Burst Area 3: 120 feet radius sphere, DC 14, Attack: Dodge, Increased Range: ranged, Selective)
. . Water Control: Move Object 10 (25 tons; Increased Range: perception; Limited Material: Water)
. . Water Pressure Blasts: Damage 10 (DC 25; Increased Range: ranged, Multiattack)

Wings: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Subtle: subtle; Wings)
. . Swimming: Swimming 8 (Alternate; Speed: 120 miles/hour, 1800 feet/round)

Offense
Initiative +8
Dehydrate: Damage 10, +10 (DC Fort 25)
Grab, +4 (DC Spec 10)
Knockback: Move Object 10, +10 (DC 20)
Mist: Burst Area Concealment Attack 4 (DC Dog 14)
Throw, +3 (DC 15)
Trip: Affliction 10, +10 (DC Dog/Fort/Will 20)
Unarmed, +4 (DC 15)
Water Control: Move Object 10 (DC 20)
Water Pressure Blasts: Damage 10, +10 (DC 25)

Languages
Native Language

Defense
Dodge 14, Parry 14, Fortitude 5, Toughness 6/2, Will 8

Power Points
Abilities 40 + Powers 47 + Advantages 12 + Skills 22 (44 ranks) + Defenses 29 = 150
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Bird Themed Mystic - PL 10

Post by EternalPhoenix »

Bird Themed Mystic - PL 10

Strength 1, Stamina 2, Agility 3, Dexterity 2, Fighting 7, Intellect 3, Awareness 2, Presence 3

Advantages
Accurate Attack, All-out Attack, Defensive Attack, Evasion, Improved Initiative, Move-by Action, Power Attack, Ritualist, Uncanny Dodge

Skills
Close Combat: Unarmed 2 (+9), Expertise: Magic 12 (+15), Expertise: Streetwise 7 (+10), Insight 8 (+10), Intimidation 7 (+10), Perception 8 (+10), Ranged Combat: Magic Spells 6 (+8)

Powers
Bird Control
. .Bird Control: Burst Area Affliction 6 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Burst Area 3: 120 feet radius sphere, DC 16; Limited: to Birds)
. . Bird Flocking: Burst Area Concealment Attack 4 (All Visual Senses, DC 14; Burst Area 2: 60 feet radius sphere, DC 14, Attack: Dodge, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction, Selective; Partial, Source: Birds)
. . Bird Spies: Remote Sensing 6 (Affects: 2 Types, inc. Visual - Visual & Auditory, Range: 1800 feet; Simultaneous; Medium: Birds)
. . Bird-portation: Teleport 6 (1800 feet in a move action, carrying 50 lbs.; Accurate, Extended: 60 miles in 2 move actions; Medium: Birds)

Bird Riding: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Platform)

Magic Wand (Easily Removable)
. . Magic Spells
. . . . Illusory Birds: Illusion 6 (Affects: All Sense Types, Area: 60 cft., DC 16; Custom 2: Thematic (narrow group - Birds))
. . . . Mystic Bindings: Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 18; Accurate 2: +4, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Mystic Blast: Damage 8 (DC 23; Accurate 2: +4, Increased Range: ranged)

Mystic Force Field: Protection 10 (+10 Toughness; Impervious, Sustained)

Offense
Initiative +7
Bird Control: Burst Area Affliction 6 (DC Will 16)
Bird Flocking: Burst Area Concealment Attack 4 (DC Dog 14)
Grab, +7 (DC Spec 11)
Mystic Bindings: Affliction 8, +12 (DC Dog/Fort/Will 18)
Mystic Blast: Damage 8, +12 (DC 23)
Throw, +2 (DC 16)
Unarmed, +9 (DC 16)

Languages
Native Language

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

Power Points
Abilities 46 + Powers 55 + Advantages 9 + Skills 25 (50 ranks) + Defenses 15 = 150
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Part 3 Now Complete! On Break For Weekend & Maybe Monday!

Post by EternalPhoenix »

^^^^
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Re: The Archetype Blendarama (Ancient Paragon! Vampire! Winged Water Controller! Bird Themed Mystic! Part 3 Complete!)

Post by Davies »

Enjoy your break!
"I'm sorry. I love you. I'm not sorry I love you."
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Thanks for 25K Views!

Post by EternalPhoenix »

Oh right also this.
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Kitsune Cat Swordmaster - PL 10

Post by EternalPhoenix »

Kitsune Cat Swordmaster - PL 10

Strength 2, Stamina 3, Agility 5, Dexterity 2, Fighting 8, Intellect 2, Awareness 2, Presence 5

Advantages
Agile Feint, Defensive Attack, Defensive Roll 2, Equipment 1, Evasion, Hide in Plain Sight, Improved Critical 2: Sword, Improved Defense, Improved Disarm, Improved Initiative, Instant Up, Power Attack, Quick Draw, Skill Mastery: Acrobatics, Skill Mastery: Deception, Skill Mastery: Insight, Skill Mastery: Stealth, Takedown, Uncanny Dodge

Skills
Acrobatics 10 (+15), Close Combat: Sword 7 (+15), Deception 10 (+15), Expertise: Magic 3 (+5), Expertise: Streetwise 8 (+10), Insight 13 (+15), Investigation 3 (+5), Perception 8 (+10), Stealth 10 (+15)

Powers
Concealed Body Armor: Protection 3 (+3 Toughness; Subtle: subtle)

Kitsune Cat Powers
. . Always Lands On Feet: Movement 1 (Safe Fall)
. . Feline Agility: Enhanced Agility 2 (+2 AGL)
. . Kitsune Illusions: Illusion 1 (Affects: All Sense Types, Area: 2 cft., DC 11)
. . Vulpine Senses: Senses 3 (Awareness: Magic (visual), Darkvision)

Kitsune Shapeshifting: Morph 3 (+20 Deception checks to disguise; Broad group)
. . Fox Form: Morph 1 (Alternate; +20 Deception checks to disguise; Single form; Increased Duration: continuous, Metamorph)

Sword (Easily Removable)
. . Sword Strike: Strength-based Damage 3 (DC 20, Advantages: Improved Critical 2; Penetrating 5)

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

Offense
Initiative +9
Grab, +8 (DC Spec 12)
Sword Strike: Strength-based Damage 3, +15 (DC 20)
Throw, +2 (DC 17)
Unarmed, +8 (DC 17)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 7, Toughness 8/3, Will 7

Power Points
Abilities 54 + Powers 36 + Advantages 19 + Skills 36 (72 ranks) + Defenses 20 = 165

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

Yes, it's another one you can figure out how to trim 15 PP off of. I don't know. Welcome to Part 4, Of Swords and Sorcery (mostly)
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Darkness Controlling Powerhouse - PL 10

Post by EternalPhoenix »

Darkness Controlling Powerhouse - PL 10

Strength 15/2, Stamina 10/2, Agility 1, Dexterity 1, Fighting 4, Intellect 0, Awareness 2, Presence 0

Advantages
Accurate Attack, All-out Attack, Power Attack, Startle, Takedown

Skills
Close Combat: Unarmed 1 (+5), Expertise: User's Choice 5 (+5), Insight 8 (+10), Intimidation 10 (+10), Perception 8 (+10)

Powers
Darkness Control
. . Shadow Blast: Damage 15 (DC 30; Accurate 2: +4, Increased Range: ranged)
. . Shadow Field: Burst Area Concealment Attack 4 (All Visual Senses, DC 14; Burst Area 5: 500 feet radius sphere, DC 14, Attack: Dodge, Selective)
. . Shadow-portation: Teleport 8 (1 mile in a move action, carrying 6 tons; Accurate, Extended: 250 miles in 2 move actions, Increased Mass 8; Medium: Darkness/Shadow)

Powerhouse Powers
. . Darkvision: Senses 2 (Darkvision)
. . Enhanced Abilities: Enhanced Trait 42 (Traits: Stamina +8 (+10), Strength +13 (+15))
. . Enhanced Resilience: Protection 5 (+5 Toughness; Impervious [5 extra ranks])
. . Power Lifting: Enhanced Strength 1 (+1 STR; Limited to Lifting)

Offense
Initiative +1
Grab, +4 (DC Spec 25)
Shadow Blast: Damage 15, +5 (DC 30)
Shadow Field: Burst Area Concealment Attack 4 (DC Dog 14)
Throw, +1 (DC 30)
Unarmed, +5 (DC 30)

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 10, Toughness 15, Will 8

Power Points
Abilities 24 + Powers 94 + Advantages 5 + Skills 16 (32 ranks) + Defenses 11 = 150

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

Less unfair than Phantom Swordsman or Psionic? Yes. Fair at all? Haha, no.
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Hawk Totem Mystic - PL 10

Post by EternalPhoenix »

Hawk Totem Mystic - PL 10

Strength 4, Stamina 4, Agility 8, Dexterity 2, Fighting 8, Intellect 3, Awareness 3, Presence 0

Advantages
Accurate Attack, Power Attack, Ranged Attack 6, Ritualist, Takedown, Uncanny Dodge

Skills
Acrobatics 2 (+10), Close Combat: Talons 4 (+12), Expertise: Magic 12 (+15), Insight 7 (+10), Investigation 2 (+5), Perception 7 (+10), Ranged Combat: Stun Blast 4 (+6)

Powers
Costume (Removable)
. . Armoring: Protection 8 (+8 Toughness; Feature: Quick Change, Subtle: subtle)

Hawk Totem Powers
. . Hawk Agility: Enhanced Agility 4 (+4 AGL)
. . Hawk Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
. . Hawk Wings: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
. . Talons: Strength-based Damage 4 (DC 23)

Magic
. . Mystic Bindings: Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 22; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Mystic Blast: Damage 12 (DC 27; Increased Range: ranged)
. . Mystic Telekinesis: Move Object 12 (100 tons)
. . Mystic Telepathy
. . . . Communication: Mental Communication 2
. . . . Mind Reading: Mind Reading 8 (DC 18)
. . Stun Blast: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)

Offense
Initiative +8
Grab, +8 (DC Spec 14)
Mind Reading: Mind Reading 8 (DC Will 18)
Mystic Bindings: Affliction 12, +8 (DC Dog/Fort/Will 22)
Mystic Blast: Damage 12, +8 (DC 27)
Mystic Telekinesis: Move Object 12, +8 (DC 22)
Stun Blast: Cumulative Affliction 8, +12 (DC Fort 18)
Talons: Strength-based Damage 4, +12 (DC 23)
Throw, +8 (DC 19)
Unarmed, +8 (DC 19)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 12, Will 10

Power Points
Abilities 56 + Powers 56 + Advantages 11 + Skills 19 (38 ranks) + Defenses 8 = 150
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Flying Demon Swordmaster - PL 10

Post by EternalPhoenix »

Flying Demon Swordmaster - PL 10

Strength 2, Stamina 4/2, Agility 5, Dexterity 2, Fighting 9, Intellect 0, Awareness 4/2, Presence 2

Advantages
All-out Attack, Defensive Attack, Defensive Roll 4, Improved Critical 2: Swords, Improved Initiative, Power Attack, Quick Draw, Takedown, Uncanny Dodge

Skills
Acrobatics 5 (+10), Close Combat: Swords 6 (+15), Deception 8 (+10), Expertise: Magic 5 (+5), Insight 6 (+10), Investigation 5 (+5), Perception 6 (+10), Sleight of Hand 3 (+5)

Powers
Demon Powers
. . Demon Senses: Senses 2 (Awareness: Magical (visual), Awareness: Divine (visual))
. . Demon Wings: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Wings)
. . Enhanced Abilities: Enhanced Trait 8 (Traits: Awareness +2 (+4), Stamina +2 (+4))

Hellfire Control
. . Emotion Control: Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Controlled, Resisted by: Will, DC 18; Increased Range 2: perception, Variable Descriptor: close group - Emotions)
. . Hellfire Blast: Damage 10 (DC 25; Accurate 4: +8, Increased Range: ranged)
. . Hellfire Constructs: Create 10 (Volume: 1000 cft., DC 20)

Swords (Easily Removable)
. .Sword Strikes: Strength-based Damage 3 (DC 20, Advantages: Improved Critical 2; Multiattack [2 extra ranks], Penetrating 5)

Offense
Initiative +9
Emotion Control: Affliction 8 (DC Will 18)
Grab, +9 (DC Spec 12)
Hellfire Blast: Damage 10, +10 (DC 25)
Sword Strikes: Strength-based Damage 3, +15 (DC 20)
Throw, +2 (DC 17)
Unarmed, +9 (DC 17)

Languages
Native Language

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

Power Points
Abilities 48 + Powers 53 + Advantages 11 + Skills 22 (44 ranks) + Defenses 16 = 150

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

Edit: Found the insp pic. Here: https://www.deviantart.com/wickedalucar ... -518178852
Last edited by EternalPhoenix on Mon Nov 07, 2022 11:14 pm, edited 1 time in total.
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Cute Witch - PL 10

Post by EternalPhoenix »

Cute Witch - PL 10

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

Advantages
Accurate Attack, Artificer, Attractive 2, Eidetic Memory, Move-by Action, Power Attack, Ranged Attack 7, Uncanny Dodge

Skills
Athletics 1 (+0), Deception 8 (+10), Expertise: Magic 10 (+15), Insight 5 (+10), Investigation 5 (+10), Perception 5 (+10), Persuasion 8 (+10), Ranged Combat: Witch's Curse: Broad Weaken 8 4 (+5)

Powers
Broom (Removable)
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Platform)
. . Power Lifting: Enhanced Strength 5 (+5 STR; Limited to Lifting)

Lovely Dress (Removable)
. . Enchanted Defenses: Enhanced Trait 10 (Traits: Dodge +5 (+11), Parry +5 (+11); Subtle: subtle)
. . Enchanted Fabric: Protection 8 (+8 Toughness; Subtle: subtle)

Oversized Hat (Removable)
. . Dimensional Pocket: Feature 10 (Notes: Can store up to 25 tons of material inside of hat. Cannot be used as an attack. Stored materials are unaffected by the passage of time.)

Spellcasting
. . Mystic Bindings: Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 22; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Mystic Blast: Damage 12 (DC 27; Increased Range: ranged)
. . Mystic Telekinesis: Move Object 12 (100 tons)
. . Witch's Curse: Broad Weaken 8 (Affects: Ability Scores, Resisted by: Fortitude, DC 18; Broad: Ability Scores, Increased Range: ranged)

Offense
Initiative +2
Grab, +4 (DC Spec 9)
Mystic Bindings: Affliction 12, +8 (DC Dog/Fort/Will 22)
Mystic Blast: Damage 12, +8 (DC 27)
Mystic Telekinesis: Move Object 12, +8 (DC 22)
Throw, +8 (DC 14)
Unarmed, +4 (DC 14)
Witch's Curse: Broad Weaken 8, +12 (DC Fort 18)

Languages
Native Language

Defense
Dodge 11/6, Parry 11/6, Fortitude 5, Toughness 9, Will 10

Power Points
Abilities 38 + Powers 59 + Advantages 15 + Skills 23 (46 ranks) + Defenses 15 = 150

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

At the time I made this one, it was one of the ones I was most proud of. I've reassessed some of the earlier ones and done better since, in my opinion, but I still like her a lot. Her hat rules. Her Broom isn't as fast, but whatever. It's speed was never the point of it.
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Cyborg Soldier - PL 10

Post by EternalPhoenix »

Cyborg Soldier - PL 10

Strength 3, Stamina 2, Agility 1, Dexterity 1, Fighting 7, Intellect 0, Awareness 2, Presence 2

Advantages
All-out Attack, Defensive Attack, Eidetic Memory, Evasion, Fearless, Improved Aim, Improved Initiative, Improvised Tools, Move-by Action, Power Attack, Ranged Attack 10, Uncanny Dodge

Skills
Close Combat: Unarmed 4 (+11), Expertise: Streetwise 10 (+10), Expertise: Tactics 10 (+10), Insight 8 (+10), Investigation 10 (+10), Perception 8 (+10)

Powers
Cybernetics
. . Cyber Armor: Protection 10 (+10 Toughness)
. . Cyber Implants: Immunity 7 (Aging, Disease, Poison, Sleep, Starvation & Thirst, Suffocation (All))
. . Cyber Senses: Senses 5 (Darkvision, Extended: Vision 1: x10, Extended: Hearing 1: x10, Ultra-hearing)

Cyborg Weaponry
. . Flash Bang: Cumulative Burst Area Affliction 5 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 15; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 15, Cumulative, Increased Range: ranged)
. . Grenade: Burst Area Damage 7 (DC 22; Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged)
. . Machine Gun: Damage 7 (DC 22; Accurate: +2, Increased Range: ranged, Multiattack)
. . Sleep Gas Grenade: Cumulative Cloud Area Affliction 5 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cloud Area: 15 feet radius sphere, DC 15, Cumulative, Increased Range: ranged)
. . Sniper Shot: Damage 7 (DC 22; Accurate: +2, Extended Range 2, Increased Range: ranged, Penetrating 5)

Offense
Initiative +5
Flash Bang: Cumulative Burst Area Affliction 5 (DC Dog/Fort/Will 15)
Grab, +7 (DC Spec 13)
Grenade: Burst Area Damage 7 (DC 22)
Machine Gun: Damage 7, +13 (DC 22)
Sleep Gas Grenade: Cumulative Cloud Area Affliction 5 (DC Fort 15)
Sniper Shot: Damage 7, +13 (DC 22)
Throw, +11 (DC 18)
Unarmed, +11 (DC 18)

Languages
Native Language

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

Power Points
Abilities 36 + Powers 48 + Advantages 21 + Skills 25 (50 ranks) + Defenses 20 = 150
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Panda Totem - PL 10

Post by EternalPhoenix »

Panda Totem - PL 10

Strength 10/2, Stamina 6/2, Agility 4, Dexterity 2, Fighting 10, Intellect 0, Awareness 4, Presence 4

Advantages
Accurate Attack, All-out Attack, Defensive Attack, Hide in Plain Sight, Improved Critical: Unarmed, Improved Initiative, Move-by Action, Power Attack, Takedown, Ultimate Effort: Toughness saves, Uncanny Dodge

Skills
Acrobatics 6 (+10), Athletics 5 (+15), Expertise: Streetwise 10 (+10), Insight 6 (+10), Intimidation 11 (+15), Perception 6 (+10), Persuasion 6 (+10), Stealth 6 (+10)

Powers
Panda Powers
. . Panda Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
. . Panda Senses: Senses 3 (Acute (Type): Smell, Low-light Vision)
. . Panda Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
. . Pandabilities: Enhanced Trait 24 (Traits: Strength +8 (+10), Stamina +4 (+6))
. . Pandarmor: Protection 4 (+4 Toughness; Impervious [3 extra ranks])

Offense
Initiative +8
Grab, +10 (DC Spec 20)
Throw, +2 (DC 25)
Unarmed, +10 (DC 25)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 10, Will 6

Power Points
Abilities 56 + Powers 45 + Advantages 11 + Skills 28 (56 ranks) + Defenses 10 = 150
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EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Necromancer - PL 10

Post by EternalPhoenix »

Necromancer - PL 10

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

Advantages
Accurate Attack, Artificer, Power Attack, Ranged Attack 10, Ritualist, Skill Mastery: Expertise: Magic, Uncanny Dodge

Skills
Deception 10 (+10), Expertise: Magic 10 (+15), Expertise: Theology 10 (+15), Insight 5 (+10), Investigation 5 (+10), Perception 5 (+10)

Powers
Enchanted Amulet (Removable)
. . Enhanced Ability: Enhanced Stamina 10 (+10 STA)
. . Immortality: Immortality 7 (Return after 8 hours)
. . Protection: Protection 2 (+2 Toughness)
. . Regeneration: Regeneration 2 (Every 5 rounds; Persistent)

Necromancy
. . Fatigue: Cumulative Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged, Insidious)
. . Fortitude Test: Damage 8 (DC 23; Alternate Resistance: Fortitude, Increased Range: ranged, Incurable)
. . Life Drain
. . . . Drain Damage: Damage 8 (Linked; DC 23; Increased Range: ranged, Incurable)
. . . . Vampiric Drain: Healing 8 (Linked; Limited: Self Only, Limited: to Damage Conditions inflicted by Drain Damage)
. . Mystic Passage: Teleport 6 (1800 feet in a move action, carrying 50 lbs.; Accurate, Change Velocity, Extended: 60 miles in 2 move actions)
. . Wither: Broad Weaken 8 (Affects: Ability Scores, Resisted by: Fortitude, DC 18; Broad: Ability Scores, Increased Range: ranged, Incurable)

Rapid Rituals: Quickness 6 (Perform routine tasks in -6 time ranks; Limited to One Task: Ritualist)

Summon Zombies: Summon 1 (Horde, Mental Link, Multiple Minions 4: 16 minions)

Offense
Initiative +2
Drain Damage: Damage 8, +12 (DC 23)
Fatigue: Cumulative Affliction 8, +12 (DC Fort 18)
Fortitude Test: Damage 8, +12 (DC Fort 23)
Grab, +4 (DC Spec 10)
Throw, +12 (DC 15)
Unarmed, +4 (DC 15)
Wither: Broad Weaken 8, +12 (DC Fort 18)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 12, Will 10

Power Points
Abilities 36 + Powers 75 + Advantages 16 + Skills 23 (45 ranks) + Defenses 15 = 165

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Zombie (x16) - PL 1

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

Advantages
Close Attack, Fast Grab, Improved Critical 2: Unarmed, Improved Hold

Skills
Athletics 4 (+5)

Powers
Fast Zombie: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
Undead: Immunity 30 (Fortitude Effects)
Zombified Resilience: Protection 2 (+2 Toughness; Impervious)

Offense
Initiative +0
Grab, +1 (DC Spec 11)
Throw, +0 (DC 16)
Unarmed, +1 (DC 16)

Languages
Native Language

Defense
Dodge 0, Parry 0, Fortitude Immune, Toughness 2, Will None

Power Points
Abilities -28 + Powers 36 + Advantages 5 + Skills 2 (4 ranks) + Defenses 0 = 15

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Summon and it's Extras being recockulously expensive strikes again. 15PP over. Bah, whatever. Enjoy your undead minions.
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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