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

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EternalPhoenix
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Phantom Psionic - PL 10

Post by EternalPhoenix »

Phantom Psionic - PL 10

Strength 0, Stamina -, Agility 1, Dexterity 1, Fighting 3, Intellect 0, Awareness 5, Presence 1

Advantages
Uncanny Dodge

Skills
Expertise: Theology 5 (+5), Insight 10 (+15), Perception 5 (+10), Persuasion 4 (+5), Ranged Combat: Psionics 9 (+10)

Powers
Force Field: Protection 10 (+10 Toughness; Sustained)

Phantom
. . Flight: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Permanent)
. . Immunity: Immunity 30 (Fortitude Effects)
. . Insubstantial: Insubstantial 4 (Incorporeal; Innate; Permanent)
. . Protection: Protection 2 (+2 Toughness)

Psionics
. . Mental Blast: Damage 7 (DC 22; Alternate Resistance: Will, Increased Range 2: perception)
. . Telekinesis: Move Object 10 (25 tons; Affects Corporeal 10)
. . Telekinetic Blast: Damage 10 (DC 25; Affects Corporeal 10, Increased Range: ranged)
. . Telepathy
. . . . Communication: Mental Communication 2
. . . . Mind Reading: Mind Reading 10 (DC 20)

Telepathic: Senses 5 (Accurate: Mental, Acute: Mental, Radius: Mental, Ranged: Mental, Advantages: Uncanny Dodge)

Offense
Initiative +1
Grab, +3 (DC Spec 10)
Mental Blast: Damage 7 (DC Will 22)
Mind Reading: Mind Reading 10 (DC Will 20)
Telekinesis: Move Object 10, +10 (DC 20)
Telekinetic Blast: Damage 10, +10 (DC 25)
Throw, +1 (DC 15)
Unarmed, +3 (DC 15)

Languages
Native Language

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

Power Points
Abilities 12 + Powers 104 + Advantages 0 + Skills 17 (33 ranks) + Defenses 17 = 150

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

If you thought my Phantom Swordsman wasn't unfair enough, here's Phantom Psionic. Dassit.
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Songstress - PL 10

Post by EternalPhoenix »

Songstress - PL 10

Strength 3, Stamina 3, Agility 3, Dexterity 3, Fighting 9, Intellect 2, Awareness 2, Presence 5

Advantages
All-out Attack, Attractive, Defensive Attack, Defensive Roll 4, Equipment 1, Evasion, Improved Defense, Improved Initiative, Power Attack, Skill Mastery: Expertise (PRE): Dance, Skill Mastery: Expertise (PRE): Singing, Skill Mastery: Expertise: Music, Uncanny Dodge

Skills
Acrobatics 5 (+8), Close Combat: Collapsible Quarterstaff: Strength-based Damage 2 2 (+11), Deception 3 (+8), Expertise (PRE): Dance 10 (+15), Expertise (PRE): Singing 10 (+15), Expertise: Current Events 3 (+5), Expertise: Music 3 (+5), Expertise: Pop Culture 3 (+5), Insight 8 (+10), Perception 8 (+10), Persuasion 3 (+8)

Powers
Collapsible Quarterstaff: Strength-based Damage 2 (DC 20; Reach (melee): 5 ft., Subtle: subtle)
Immunity: Immunity 1 (Rare Descriptor: Own Powers)
Song & Dance
. . Dark Dance: Perception Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Perception Area: DC 20 - Visual, Secondary Effect, Selective; Limited: to inducing Fear or Despair)
. . Dazzling Moves: Cumulative Perception Area Affliction 10 (1st degree: Impaired, Impaired, 2nd degree: Disabled, Disabled, 3rd degree: Unaware, Unaware, Resisted by: Fortitude, DC 20; Perception Area: DC 20 - Visual, Cumulative, Extra Condition; Limited: Visual & Auditory Dazzle)
. . Healing Song: Perception Area Healing 10 (Perception Area: DC 20 - Auditory, Selective; Limited: to Others)
. . Paralysis Dance: Cumulative Perception Area Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Perception Area: DC 20 - Visual, Cumulative)
. . Sickening Dance: Cumulative Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Perception Area: DC 20 - Visual, Cumulative)
. . Song of Light: Perception Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Perception Area: DC 20 - Auditory, Secondary Effect, Selective; Limited: to inducing Calm or Hope)
. . Sonic Song: Perception Area Damage 10 (DC 25; Perception Area: DC 20 - Auditory, Secondary Effect)

Equipment
Collapsible Quarterstaff [Collapsible Quarterstaff: Strength-based Damage 2, DC 20; Reach (melee): 5 ft., Subtle: subtle]

Offense
Initiative +7
Collapsible Quarterstaff: Strength-based Damage 2, +11 (DC 20)
Dark Dance: Perception Area Affliction 10 (DC Will 20)
Dazzling Moves: Cumulative Perception Area Affliction 10 (DC Fort 20)
Grab, +9 (DC Spec 13)
Paralysis Dance: Cumulative Perception Area Affliction 10 (DC Will 20)
Sickening Dance: Cumulative Perception Area Affliction 10 (DC Fort 20)
Song of Light: Perception Area Affliction 10 (DC Will 20)
Sonic Song: Perception Area Damage 10 (DC 25)
Throw, +3 (DC 18)
Unarmed, +9 (DC 18)

Languages
Native Language

Defense
Dodge 13, Parry 13, Fortitude 7, Toughness 7/3, Will 7

Power Points
Abilities 60 + Powers 37 + Advantages 16 + Skills 29 (58 ranks) + Defenses 23 = 165
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Icy Wyrm - PL 10

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Icy Wyrm - PL 10

Strength 12, Stamina 12, Agility 1, Dexterity 2, Fighting 4, Intellect 0, Awareness 2, Presence 2

Advantages
Accurate Attack, Close Attack 4, Improved Critical 2: Freeze The Body: Damage 4, Power Attack, Ranged Attack 6, Takedown, Uncanny Dodge

Skills
Expertise: Civics 5 (+5), Expertise: Tactics 5 (+5), Insight 8 (+10), Intimidation 10 (+16), Investigation 5 (+5), Perception 8 (+10), Persuasion 3 (+5)

Powers
Cold Control
. . Cold Control: Environment 8 (Cold (Extreme), Radius: 0.5 miles; Increased Duration: continuous; Fades)
. . Freeze The Body: Damage 4 (DC 19, Advantages: Improved Critical 2; Accurate 2: +4, Alternate Resistance: Fortitude, Increased Range: ranged)
. . Ice Blast: Damage 8 (DC 23; Increased Range: ranged)
. . Ice Shapes: Create 8 (Volume: 250 cft., DC 18; Increased Duration: continuous; Fades)
. . ice Shards: Cone Area Damage 7 (DC 22; Cone Area: 60 feet cone, DC 17)
. . Icy Snare: Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 18; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)

Coldproof: Immunity 7 (Damage Effect: Cold/Ice, Environmental Condition: Cold, Environmental Condition: Heat)

Wake The Dragon (Activation: Free Action)
. . Dragon Wings: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)
. . Dragons Are Big: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee)
. . Enhanced Attacks: Enhanced Trait 8 (Traits: Ranged Attack 6 +2 (+6), Ranged Combat +4 (+6), Advantages: Close Attack 4)
. . Enhanced Defenses: Enhanced Trait 4 (Traits: Dodge +2 (+8), Parry +2 (+8))

Offense
Initiative +1
Freeze The Body: Damage 4, +16 (DC Fort 19)
Grab, +8 (DC Spec 22)
Ice Blast: Damage 8, +12 (DC 23)
ice Shards: Cone Area Damage 7 (DC 22)
Icy Snare: Affliction 8, +12 (DC Dog/Fort/Will 18)
Throw, +8 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

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

Power Points
Abilities 38 + Powers 61 + Advantages 8 + Skills 22 (44 ranks) + Defenses 21 = 150

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

Meets PL 7 caps before getting big and scaly to whoop ass as a PL 10. I actually just had to fix this one, as I forgot about the goddamn Throw DC going overcap due to extra STR and Ranged Attack. Bleh. It's still good to go, though. Be a better grappler, whatever.
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Nigh-Invincible Man - PL 10

Post by EternalPhoenix »

Nigh-Invincible Man - PL 10

Strength 5, Stamina 15, Agility 1, Dexterity 1, Fighting 5, Intellect 0, Awareness 2, Presence 2

Advantages
All-out Attack, Close Attack 10, Fast Grab, Improved Grab, Improved Hold, Interpose, Power Attack, Skill Mastery: Athletics, Takedown 2, Ultimate Effort: Toughness saves

Skills
Deception 3 (+5), Expertise: User's Choice 5 (+5), Insight 8 (+10), Investigation 5 (+5), Perception 8 (+10), Persuasion 3 (+5)

Powers
Nigh-Invincible
. . Enhanced Ability: Enhanced Stamina 10 (+10 STA)
. . Immunity: Immunity 10 (Life Support)
. . Impervious Defense: Impervious Toughness 15
. . Regeneration: Regeneration 10 (Every 1 round; Persistent)

Offense
Initiative +1
Grab, +15 (DC Spec 15)
Throw, +1 (DC 20)
Unarmed, +15 (DC 20)

Languages
Native Language

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

Power Points
Abilities 42 + Powers 65 + Advantages 20 + Skills 16 (32 ranks) + Defenses 7 = 150

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

Tanky McTankerson. 'Nuff said.
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Punchy Gadgeteer - PL 10

Post by EternalPhoenix »

Punchy Gadgeteer - PL 10

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

Advantages
Accurate Attack, All-out Attack, Improved Initiative, Improvised Tools, Interpose, Inventor, Power Attack, Ranged Attack, Skill Mastery: Technology, Uncanny Dodge

Skills
Acrobatics 2 (+5), Deception 3 (+5), Expertise: Science 12 (+15), Insight 8 (+10), Perception 8 (+10), Stealth 7 (+10), Technology 12 (+15)

Powers
Combat Armor (Removable)
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . Immunity: Immunity 5 (Sensory Affliction Effects)
. . Power Lifting: Enhanced Strength 1 (+1 STR; Limited to Lifting)
. . Protection: Protection 10 (+10 Toughness; Impervious)

Mega Fists (Removable)
. . Mega Fist Punches
. . . . "Shotgun" Blast: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20)
. . . . Mega Punch: Strength-based Damage 10 (DC 27; Penetrating 10)
. . . . Shock Punch: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Accurate: +2, Cumulative)
. . . . Sticky Net: Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 18; Accurate 4: +8, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)

Offense
Initiative +7
"Shotgun" Blast: Cone Area Damage 10 (DC 25)
Grab, +8 (DC Spec 12)
Mega Punch: Strength-based Damage 10, +8 (DC 27)
Shock Punch: Cumulative Affliction 10, +10 (DC Fort 20)
Sticky Net: Affliction 8, +12 (DC Dog/Fort/Will 18)
Throw, +4 (DC 17)
Unarmed, +8 (DC 17)

Languages
Native Language

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

Power Points
Abilities 50 + Powers 48 + Advantages 10 + Skills 26 (52 ranks) + Defenses 16 = 150

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

Want to know something fun? This build was based on a fanart of Vi, from League of Legends. This was long before I had any idea who she was, much less seen her in Arcane. The big metal fists looked fun, so I built that.

9/26/2022 Edit: Managed to find the inspo pic. Here you go: https://www.deviantart.com/zeronis/art/ ... -366415316
Last edited by EternalPhoenix on Mon Sep 26, 2022 10:35 pm, edited 1 time in total.
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Mistress of Dark Lightning - PL 10

Post by EternalPhoenix »

Mistress of Dark Lightning - PL 10

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

Advantages
Accurate Attack, Improved Initiative, Move-by Action, Power Attack, Precise Attack (Ranged, Concealment), Ranged Attack 7, Ritualist, Startle, Uncanny Dodge

Skills
Expertise: Magic 6 (+10), Insight 6 (+10), Intimidation 8 (+10), Investigation 6 (+10), Perception 6 (+10), Ranged Combat: Thunder & Lightning: Cumulative Affliction 8 4 (+5)

Powers
Combat Armor (Removable)
. . Protection: Protection 10 (+10 Toughness)

Dark Lightning
. . Electric Blast: Damage 12 (DC 27; Increased Range: ranged)
. . Electric Burst: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . Embrace of Shadows: Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 22; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Shadow Field: Burst Area Concealment Attack 4 (All Visual Senses, DC 14; Burst Area 3: 120 feet radius sphere, DC 14, Attack: Dodge, Selective)
. . Shadow Hands: Move Object 12 (100 tons)
. . Thunder & Lightning: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 18; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged)

Electric Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Shadow-portation: Teleport 5 (Alternate; 900 feet in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity; Medium: Darkness/Shadows)

See Magic: Senses 1 (Awareness: Magic (visual))

Shock & Shadowproof: Immunity 7 (Damage Effect: Electricity, Uncommon Descriptor: Darkness/Shadow)

Offense
Initiative +5
Electric Blast: Damage 12, +8 (DC 27)
Electric Burst: Burst Area Damage 8 (DC 23)
Embrace of Shadows: Affliction 12, +8 (DC Dog/Fort/Will 22)
Grab, +4 (DC Spec 10)
Shadow Field: Burst Area Concealment Attack 4 (DC Dog 14)
Shadow Hands: Move Object 12, +8 (DC 22)
Throw, +8 (DC 15)
Thunder & Lightning: Cumulative Affliction 8, +12 (DC Dog/Fort/Will 18)
Unarmed, +4 (DC 15)

Languages
Native Language

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

Power Points
Abilities 36 + Powers 58 + Advantages 15 + Skills 18 (36 ranks) + Defenses 23 = 150
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Stealth Android - PL 10

Post by EternalPhoenix »

Stealth Android - PL 10

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

Advantages
Attractive 2, Defensive Attack, Defensive Roll 4, Eidetic Memory, Hide in Plain Sight, Power Attack, Skill Mastery: Acrobatics, Skill Mastery: Perception, Skill Mastery: Stealth, Takedown, Uncanny Dodge

Skills
Acrobatics 10 (+15), Close Combat: Unarmed 6 (+15), Perception 10 (+15), Stealth 10 (+15)

Powers
Artificial Being
. . Immunity: Immunity 40 (Custom: Mental Effects 10, Fortitude Effects)
. . Protection: Protection 4 (+4 Toughness)

Stealth Device (Removable)
. . Concealment: Concealment 10 (All Senses; Blending)

Offense
Initiative +5
Grab, +9 (DC Spec 15)
Throw, +2 (DC 20)
Unarmed, +15 (DC 20)

Languages
Native Language

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

Power Points
Abilities 52 + Powers 52 + Advantages 15 + Skills 18 (36 ranks) + Defenses 13 = 150
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Survivalist Gadgeteer - PL 10

Post by EternalPhoenix »

Survivalist Gadgeteer - PL 10

Strength 2, Stamina 2, Agility 3, Dexterity 2, Fighting 12, Intellect 5, Awareness 5, Presence 0

Advantages
Accurate Attack, Defensive Attack, Defensive Roll 4, Eidetic Memory, Evasion, Great Endurance, Improved Critical 2: Sledgehammer, Improved Defense, Improved Initiative, Improvised Tools, Inventor, Move-by Action, Power Attack, Quick Draw, Skill Mastery: Expertise (AWE): Survival, Skill Mastery: Technology, Takedown, Tracking, Uncanny Dodge

Skills
Acrobatics 2 (+5), Athletics 3 (+5), Expertise (AWE): Survival 10 (+15), Expertise: History 5 (+10), Expertise: Science 10 (+15), Insight 5 (+10), Perception 5 (+10), Stealth 2 (+5), Technology 10 (+15)

Powers
Gadget Arsenal (Removable)
. . Gadget Arsenal
. . . . Bomb: Burst Area Damage 5 (DC 20; Burst Area: 30 feet radius sphere, DC 15, Increased Range: ranged)
. . . . Laser Cutter
. . . . . . Burning Laser: Weaken 4 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 14; Accurate: +2, Affects Objects)
. . . . . . Cutting Laser: Damage 4 (Linked; DC 19; Accurate: +2)
. . . . Particle Cannon: Line Area Damage 10 (DC 25; Line Area: 5 feet wide by 30 feet long, DC 20; Unreliable (5 uses))
. . . . Radio w/ Tech Control
. . . . . . Communication: Radio Communication 2 (Subtle: encrypted)
. . . . . . Comprehend: Comprehend 2 (Machines / Electronics)
. . . . Sledgehammer: Strength-based Damage 4 (DC 21, Advantages: Improved Critical 2; Accurate: +2, Reach (melee): 5 ft.)

Hoverbike (Removable)
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Platform, Quirk 2: Low Flight Ceiling)
. . Power Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)

Offense
Initiative +7
Bomb: Burst Area Damage 5 (DC 20)
Burning Laser: Weaken 4, +14 (DC Fort 14)
Cutting Laser: Damage 4, +14 (DC 19)
Grab, +12 (DC Spec 12)
Particle Cannon: Line Area Damage 10 (DC 25)
Sledgehammer: Strength-based Damage 4, +14 (DC 21)
Throw, +2 (DC 17)
Unarmed, +12 (DC 17)

Languages
Native Language

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

Power Points
Abilities 62 + Powers 19 + Advantages 21 + Skills 26 (52 ranks) + Defenses 22 = 150

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

We are just starting to get into the builds that I had taken visual inspiration to make. So have the link below.

http://zeronis.deviantart.com/art/Ayla- ... -274337662

Her Particle Cannon was originally her "ranged" option, as 2e's Progression feats let you really stretch out the Areas. But 3E works differently, and now she can't afford it to have that long of a range on it. Or any range beyond the basic, really. It is a shame.
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Sonic Controlling Speedster - PL 10

Post by EternalPhoenix »

Sonic Controlling Speedster - PL 10

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

Advantages
Accurate Attack, Defensive Attack, Evasion 2, Improved Initiative 5, Move-by Action, Power Attack, Ranged Attack 2, Takedown, Uncanny Dodge

Skills
Acrobatics 6 (+10), Deception 8 (+10), Expertise: Science 5 (+5), Insight 8 (+10), Investigation 5 (+5), Perception 8 (+10), Stealth 6 (+10)

Powers
Sonic Armor: Protection 8 (+8 Toughness; Sustained)

Sonic Control
. . Deafening Burst: Cumulative Burst Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 20, Cumulative; Limited: to Hearing)
. . Hit Everyone: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20)
. . Rapid Punches: Damage 10 (DC 25; Accurate 3: +6, Multiattack)
. . Sonic Blast: Damage 10 (DC 25; Accurate 3: +6, Increased Range: ranged)

Super Speed
. . Enhanced Advantages: Enhanced Trait 7 (Advantages: Evasion 2, Improved Initiative 5)
. . Enhanced Defenses: Enhanced Trait 10 (Traits: Dodge +5 (+10), Parry +5 (+10))
. . Movement: Movement 5 (Sure-footed 2, Wall-crawling 2: full speed, Water Walking 1: you sink if you are prone; Limited: to while moving)
. . Quickness: Quickness 10 (Perform routine tasks in -10 time ranks)
. . Speed: Speed 10 (Speed: 2000 miles/hour, 4 miles/round)

Offense
Initiative +24
Deafening Burst: Cumulative Burst Area Affliction 10 (DC Dog/Fort/Will 20)
Grab, +4 (DC Spec 10)
Hit Everyone: Burst Area Damage 10 (DC 25)
Rapid Punches: Damage 10, +10 (DC 25)
Sonic Blast: Damage 10, +10 (DC 25)
Throw, +4 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

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

Power Points
Abilities 32 + Powers 76 + Advantages 8 + Skills 23 (46 ranks) + Defenses 11 = 150
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Lucky Sniper - PL 10

Post by EternalPhoenix »

Lucky Sniper - PL 10

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

Advantages
Accurate Attack, Agile Feint, Defensive Attack, Defensive Roll 4, Improved Aim, Improved Initiative, Luck 5, Move-by Action, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 8, Ultimate Effort: Aim, Ultimate Effort: Toughness saves, Uncanny Dodge

Skills
Acrobatics 5 (+10), Expertise: Streetwise 10 (+10), Insight 5 (+10), Perception 5 (+10), Persuasion 3 (+5), Ranged Combat: Rifle Ammo 1 (+4), Stealth 5 (+10), Technology 10 (+10)

Powers
Luck Control: Luck Control 4 (Bestow Luck, Force a Re-roll, Negate Luck, Spend on Other, Advantages: Luck 5)

Rifle (Easily Removable)
. . Rifle Ammo
. . . . Energy Net: Cumulative Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 18; Alternate Resistance (Dodge), Cumulative, Extended Range, Extra Condition, Increased Range: ranged, Subtle: subtle; Limited Degree)
. . . . Sniper Shot: Damage 8 (DC 23; Extended Range, Increased Range: ranged, Penetrating 8, Subtle: subtle)
. . . . Stun Shot: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Extended Range, Increased Range: ranged, Subtle: subtle)
. . Scope: Senses 2 (Extended: Vision 1: x10, Infravision)

Senses: Senses 1 (Danger Sense: Mental)

Offense
Initiative +9
Energy Net: Cumulative Affliction 8, +12 (DC Dog/Fort/Will 18)
Grab, +4 (DC Spec 10)
Sniper Shot: Damage 8, +12 (DC 23)
Stun Shot: Cumulative Affliction 8, +12 (DC Fort 18)
Throw, +11 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

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

Power Points
Abilities 42 + Powers 36 + Advantages 25 + Skills 22 (44 ranks) + Defenses 25 = 150

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

She's lucky. She snipes. 'Nuff said. Have a pic:

http://zeronis.deviantart.com/art/Arcad ... -475705078

'Kay bye.
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Full Contact Sorcerer - PL 10

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Full Contact Sorcerer - PL 10

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

Advantages
Accurate Attack, Defensive Attack, Defensive Roll 2, Evasion, Improved Critical 2: Sword Strike, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Ranged Attack 2, Ritualist, Takedown, Uncanny Dodge

Skills
Acrobatics 5 (+10), Close Combat: Sword 7 (+15), Deception 3 (+5), Expertise: Magic 8 (+10), Expertise: User's Choice 8 (+10), Insight 5 (+10), Perception 5 (+10), Persuasion 3 (+5), Ranged Combat: Magic Spells 4 (+6)

Powers
Armored Costume (Removable)
. . Protection: Protection 4 (+4 Toughness; Subtle: subtle)

Magic Spells
. . Illusion: Illusion 6 (Affects: Four Sense Types, Area: 60 cft., DC 16)
. . Mind Reading: Mind Reading 10 (DC 20; Subtle: subtle)
. . Mystic Bindings: 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)
. . Mystic Blast: Damage 12 (DC 27; Increased Range: ranged, Variable Descriptor 2: broad group - Any Magic)
. . Mystic 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)
. . Mystic Passage: Teleport 6 (1800 feet in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Extended: 60 miles in 2 move actions)
. . Mystic Telekinesis: Move Object 12 (100 tons; Precise, Subtle: subtle)

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

Offense
Initiative +9
Grab, +8 (DC Spec 12)
Mind Reading: Mind Reading 10 (DC Will 20)
Mystic Bindings: Affliction 12, +8 (DC Dog/Fort/Will 22)
Mystic Blast: Damage 12, +8 (DC 27)
Mystic Burst: Burst Area Damage 8 (DC 23)
Mystic Telekinesis: Move Object 12, +8 (DC 22)
Sword Strike: Strength-based Damage 3, +15 (DC 20)
Throw, +4 (DC 17)
Unarmed, +8 (DC 17)

Languages
Native Language

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

Power Points
Abilities 56 + Powers 39 + Advantages 14 + Skills 24 (48 ranks) + Defenses 17 = 150

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

Basic Blendarama stuff. Swordmaster+Mystic. A rude surprise to anyone fooled into believe they're one or the other.
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EternalPhoenix
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Death Knight - PL 10

Post by EternalPhoenix »

Death Knight - PL 10

Strength 4, Stamina -, Agility 1, Dexterity 1, Fighting 8, Intellect 1, Awareness 2, Presence 2

Advantages
Accurate Attack, All-out Attack, Close Attack 4, Defensive Attack, Improved Initiative, Power Attack, Ranged Attack 3, Skill Mastery: Athletics, Skill Mastery: Intimidation, Startle, Takedown, Ultimate Effort: Toughness saves, Uncanny Dodge

Skills
Acrobatics 4 (+5), Athletics 1 (+5), Expertise: Magic 4 (+5), Expertise: Tactics 4 (+5), Insight 8 (+10), Intimidation 13 (+15), Investigation 4 (+5), Perception 8 (+10)

Powers
Death Knight Physiology
. . Immunity: Immunity 30 (Fortitude Effects)
. . Protection: Protection 4 (+4 Toughness)
. . Regeneration: Regeneration 10 (Every 1 round)
Heavy Armor (Removable)
. . Protection: Protection 8 (+8 Toughness; Impervious [7 ranks only])
Runeblade (Easily Removable)
. . Cold Control: Environment 2 (Cold (Extreme), Radius: 60 feet)
. . Runeblade Strikes
. . . . Drain All Ability Scores: Broad Weaken 6 (Affects: Ability Scores, Resisted by: Fortitude, DC 16; Accurate: +2, Broad: All Ability Scores)
. . . . Life Draining Strike
. . . . . . Blade Strike: Strength-based Damage 4 (Linked; DC 23)
. . . . . . Life Drain: Healing 4 (Linked; Limited 2: to Self, Damage Conditions inflicted by Blade Strike)
. . . . Runeblade Strike: Strength-based Damage 4 (DC 23; Penetrating 8)
. . . . Sword Beam: Strength-based Damage 4 (DC 23; Accurate 4: +8, Increased Range: ranged)

Offense
Initiative +5
Blade Strike: Strength-based Damage 4, +12 (DC 23)
Drain All Ability Scores: Broad Weaken 6, +14 (DC Fort 16)
Grab, +12 (DC Spec 14)
Runeblade Strike: Strength-based Damage 4, +12 (DC 23)
Sword Beam: Strength-based Damage 4, +12 (DC 23)
Throw, +4 (DC 19)
Unarmed, +12 (DC 19)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 68 + Advantages 18 + Skills 23 (46 ranks) + Defenses 13 = 150
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Gepetto The Puppeteer - PL 10

Post by EternalPhoenix »

Gepetto The Puppeteer - PL 10

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

Advantages
Accurate Attack, Defensive Attack, Evasion 2, Fascinate (Expertise: Puppet Show Performance), Inventor, Power Attack, Ranged Attack 9, Ritualist, Takedown, Uncanny Dodge

Skills
Close Combat: Puppet Punch 2 (+10), Deception 8 (+10), Expertise (PRE): Puppet Show Performance 13 (+15), Expertise: Magic 6 (+10), Insight 6 (+10), Investigation 6 (+10), Perception 6 (+10), Sleight of Hand 4 (+5), Technology 11 (+15)

Powers
Cornelia The Puppet (Removable)
. . Adaptation: Variable 1 (Action 3: reaction; Limited: to Elemental Damage Immunity, Notes: Reaction to being hit with Elemental Damage)
. . Cornelia Protects: Enhanced Trait 10 (Traits: Dodge +5 (+14), Parry +5 (+14))
. . Puppet's Powers
. . . . Elemental Blast: Damage 10 (DC 25; Increased Range: ranged, Variable Descriptor 2: broad group - Any Elemental)
. . . . Puppet Punch: Damage 10 (DC 25; Penetrating 10)
. . . . Puppet's Hands: Move Object 10 (25 tons; Indirect: fixed point, directed away, Precise)

Puppeteer's Coat (Removable)
. . Enhanced Trait: Enhanced Trait 4 (Traits: Fortitude +2 (+7), Advantages: Evasion 2)
. . Protection: Protection 4 (+4 Toughness; Feature: Quick Change, Subtle: subtle)

Offense
Initiative +1
Elemental Blast: Damage 10, +10 (DC 25)
Grab, +8 (DC Spec 10)
Puppet Punch: Damage 10, +10 (DC 25)
Puppet's Hands: Move Object 10, +10 (DC 20)
Throw, +10 (DC 15)
Unarmed, +8 (DC 15)

Languages
Native Language

Defense
Dodge 14/9, Parry 14/9, Fortitude 7/5, Toughness 6, Will 8

Power Points
Abilities 44 + Powers 42 + Advantages 17 + Skills 31 (62 ranks) + Defenses 16 = 150

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

https://shadowhearts.fandom.com/wiki/Gepetto

This one's a little weird. Maybe a little creepy. Old man and the puppet he made after his daughter died and also named after her. That he uses to fight all sorts of monsters in support of Yuri and the rest during the course of the game. We have so many questions, Gepetto. Most of which are answered by understanding that he's a somewhat subtle pervert. The rest, well. Japan gonna Japan. Le shrug.
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Phoenix Corps Member - PL 10

Post by EternalPhoenix »

Phoenix Corps Member - PL 10

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

Advantages
Accurate Attack, All-out Attack, Move-by Action, Power Attack, Ranged Attack 7, Takedown, Uncanny Dodge

Skills
Deception 8 (+10), Expertise: User's Choice 5 (+5), Insight 8 (+10), Investigation 5 (+5), Perception 8 (+10), Persuasion 8 (+10)

Powers
Phoenix Crystal (Removable)
. . Enhanced Ability: Enhanced Stamina 10 (+10 STA)
. . Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
. . Immunity: Immunity 10 (Life Support)
. . Phoenix Power
. . . . Destruction and Rebirth: Transform 4 (Affects: Anything, Transforms: 12 lbs., DC 14; Increased Duration: continuous)
. . . . Flames of Destruction: Damage 12 (DC 27; Increased Range: ranged)
. . . . Flames of Rebirth: Healing 7 (Affects Objects, Custom: Regrowth, Persistent, Restorative, Resurrection; Empathic, Limited: to Others)
. . . . Intergalactic Space Travel: Movement 3 (Space Travel 3: other galaxies)
. . . . Strength Shift
. . . . . . Enhanced Ability: Enhanced Strength 10 (Linked; +10 STR)
. . . . . . Power Lifting: Enhanced Strength 4 (Linked; +4 STR; Limited to Lifting)
. . Regeneration: Regeneration 10 (Every 1 round)

Offense
Initiative +1
Destruction and Rebirth: Transform 4, +8 (DC Dog 14)
Flames of Destruction: Damage 12, +8 (DC 27)
Grab, +8 (DC Spec 22)
Throw, +8 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

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

Power Points
Abilities 36 + Powers 67 + Advantages 13 + Skills 21 (42 ranks) + Defenses 13 = 150

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

This is technically a Phoenixverse canon build. Technically. No, it's not Nick. It's one of his mistakes, thinking he could make a Green Lantern Corps out of his powers. This is what an entry level member looked like. Nick, but a version that fits in your pocket. :mrgreen: More experienced members were more powerful, naturally. But they don't exist anymore, because he took their powers back (killing any who would resist to the death) after the power ended up corrupting them. He missed only one, because she was still uncorrupted. This isn't her, either.

But you can throw all that out and use it for whatever because I like it a lot as a pure build. Blasting Regenerating Paragon. ...crap Regen should have Regrowth and Persistent, too. Bleh.
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Davies
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Re: Phoenix Corps Member - PL 10

Post by Davies »

EternalPhoenix wrote: Tue Oct 04, 2022 4:42 pm But you can throw all that out and use it for whatever because I like it a lot as a pure build. Blasting Regenerating Paragon. ...crap Regen should have Regrowth and Persistent, too. Bleh.
I'd suggest dropping 4 ranks of Ranged Attack for the same number of Ranged Combat: Phoenix Power ranks and using the remaining 2 points to buy them.
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