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

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EternalPhoenix
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Demon Fighter - PL 10

Post by EternalPhoenix »

Demon Fighter - PL 10

Strength 2, Stamina 2, Agility 3, Dexterity 1, Fighting 8, Intellect 2, Awareness 3, Presence 2

Advantages
Accurate Attack, Artificer, Defensive Attack, Improved Critical 2: Magic Sword, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 4, Takedown, Uncanny Dodge

Skills
Acrobatics 2 (+5), Close Combat: Magic Sword 7 (+15), Expertise: Art 3 (+5), Expertise: Magic 8 (+10), Expertise: Theology 8 (+10), Insight 7 (+10), Intimidation 3 (+5), Investigation 3 (+5), Perception 7 (+10), Persuasion 8 (+10), Ranged Combat: Magic 3 (+4), Treatment 3 (+5)

Powers
Magic
. . Counterspell: Nullify 12 (Counters: Magic, DC 22; Broad)
. . Mystic Blast: Damage 12 (DC 27; Increased Range: ranged)
. . Paralyze Spell: Affliction 12 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 22; Increased Range: ranged)
. . Substitution: Teleport 4 (500 feet in a move action, carrying 50 lbs.; Reaction 3: (to being attacked), Subtle 2: undetectable)
. . Veiling Spell: Concealment 8 (All Aural Senses, All Olfactory Senses, All Visual Senses; Affects Others)
. . Ward: Burst Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Increased Duration 2: sustained; Limited: to Magical Creatures, Limited: to Not Enterying Area)

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

Talisman Belt (Removable)
. . Protective Talismans: Protection 8 (+8 Toughness; Subtle: subtle)

Offense
Initiative +7
Counterspell: Nullify 12, +8 (DC Will 22)
Grab, +8 (DC Spec 12)
Magic Sword Strike: Strength-based Damage 3, +15 (DC 20)
Mystic Blast: Damage 12, +8 (DC 27)
Paralyze Spell: Affliction 12, +8 (DC Will 22)
Throw, +5 (DC 17)
Unarmed, +8 (DC 17)
Ward: Burst Area Affliction 10 (DC Will 20)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 10, Will 8

Power Points
Abilities 46 + Powers 42 + Advantages 12 + Skills 31 (62 ranks) + Defenses 19 = 150

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

Originally, the Magic array had a Power Loss Drawback on it which was countered by a Feature in the Talisman Belt. But that's not a thing in 3E, so I dunno, really. Putting the array in the Belt is...not the idea, you know? Because they could get paper talismans from somewhere else if they needed to. So I guess it's just a Complication now. Big shrug.
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Lady of War - PL 10

Post by EternalPhoenix »

Lady of War - PL 10

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

Advantages
All-out Attack, Benefit, Status: Aristocrat, Benefit, Wealth 2 (independently wealthy), Defensive Attack, Eidetic Memory, Improved Critical 2: Wooden Sword, Improved Defense, Improved Disarm, Improved Initiative, Power Attack, Quick Draw, Skill Mastery: Deception, Skill Mastery: Intimidation, Skill Mastery: Investigation, Skill Mastery: Persuasion, Startle, Takedown, Taunt, Uncanny Dodge, Weapon Bind

Skills
Close Combat: Wooden Sword 7 (+15), Deception 5 (+10), Expertise: Politics 5 (+10), Insight 8 (+10), Intimidation 5 (+10), Investigation 5 (+10), Perception 8 (+10), Persuasion 5 (+10)

Powers
Lady's Dress (Removable)
, , Protection: Protection 8 (+8 Toughness; Feature: Quick Change, Subtle: subtle)

Lady's Fan (Easily Removable)
, , Fan Magic
, , , , Confuse: Cumulative Cone Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative; Limited: to causing erratic behavior)
, , , , Dazzle: Cumulative Cone Area Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 18; Alternate Resistance (Dodge), Cone Area: 60 feet cone, DC 18, Cumulative)
, , , , Healing: Cone Area Healing 8 (Cone Area: 60 feet cone, DC 18)
, , , , Move Object: Cone Area Move Object 8 (6 tons, DC 23; Cone Area: 60 feet cone, DC 18, Damaging; Reduced Range: close)
, , , , Snare: Cumulative Cloud Area Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 18; Alternate Resistance (Dodge), Cloud Area: 15 feet radius sphere, DC 18, Cumulative, Extra Condition; Limited Degree)
, , , , Stun: Cumulative Cone Area Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cone Area: 60 feet cone, DC 18, Cumulative)

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

Offense
Initiative +5
Confuse: Cumulative Cone Area Affliction 10 (DC Will 20)
Dazzle: Cumulative Cone Area Affliction 8 (DC Dog/Fort/Will 18)
Grab, +8 (DC Spec 12)
Move Object: Cone Area Move Object 8 (DC 23)
Snare: Cumulative Cloud Area Affliction 8 (DC Dog/Fort/Will 18)
Stun: Cumulative Cone Area Affliction 8 (DC Fort 18)
Throw, +1 (DC 17)
Unarmed, +8 (DC 17)
Wooden Sword Strike: Strength-based Damage 3, +15 (DC 20)

Languages
Native Language

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

Power Points
Abilities 52 + Powers 31 + Advantages 20 + Skills 24 (48 ranks) + Defenses 23 = 150

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

Fan Magic. What a concept. Literally! Anyway, inspo pic: https://www.deviantart.com/wickedalucar ... -529048163
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Shield Knight - PL 10

Post by EternalPhoenix »

Shield Knight - PL 10

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

Advantages
Accurate Attack, All-out Attack, Close Attack 5, Defensive Attack, Evasion, Improved Critical 2: Shield, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative, Interpose, Power Attack, Quick Draw, Takedown, Ultimate Effort: Toughness saves, Uncanny Dodge

Skills
Acrobatics 2 (+5), Athletics 3 (+5), Expertise: Current Events 8 (+10), Expertise: Politics 3 (+5), Expertise: Streetwise 8 (+10), Expertise: Tactics 13 (+15), Expertise: Theology 8 (+10), Insight 7 (+10), Intimidation 10 (+15), Investigation 3 (+5), Perception 7 (+10), Persuasion 10 (+15), Ranged Combat: Shield Throw 6 (+7)

Powers
Heavy Knight Armor (Removable)
, , Gripping Gauntlets: Enhanced Trait 5 (Traits: Close Combat +6 (+11), Advantages: Improved Grab, Improved Hold)
, , Metal Plating: Protection 10 (+10 Toughness)

Shield (Easily Removable)
, , Shield Attack Techniques
, , , , Dazzling Strike: Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge))
, , , , Paralyzing Strike: Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 20)
, , , , Shield Strike: Strength-based Damage 8 (DC 25, Advantages: Improved Critical 2)
, , , , Shield Throw: Strength-based Damage 3 (DC 20; Accurate 4: +8, Increased Range: ranged)
, , , , Stunning Strike: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20)
, , Shield Blocking: Impervious Toughness 10 (Sustained)

Offense
Initiative +7
Dazzling Strike: Affliction 10, +10 (DC Dog/Fort/Will 20)
Grab, +16 (DC Spec 12)
Paralyzing Strike: Affliction 10, +10 (DC Will 20)
Shield Strike: Strength-based Damage 8, +10 (DC 25)
Shield Throw: Strength-based Damage 3, +15 (DC 20)
Stunning Strike: Affliction 10, +10 (DC Fort 20)
Throw, +1 (DC 17)
Unarmed, +10 (DC 17)

Languages
Native Language

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

Power Points
Abilities 52 + Powers 26 + Advantages 18 + Skills 44 (88 ranks) + Defenses 10 = 150

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

http://wickedalucard.deviantart.com/art ... -528465321
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Punchy Mage - PL 10

Post by EternalPhoenix »

Punchy Mage - PL 10

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

Advantages
Accurate Attack, All-out Attack, Artificer, Defensive Attack, Improved Initiative, Interpose, Move-by Action, Power Attack, Quick Change, Ritualist, Takedown, Ultimate Effort: Toughness saves, Uncanny Dodge

Skills
Deception 8 (+10), Expertise: Magic 8 (+10), Insight 8 (+10), Investigation 8 (+10), Perception 8 (+10), Persuasion 8 (+10)

Powers
Melee Is Magic
. . Dazzle Spell: Affliction 12 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 22; Alternate Resistance (Dodge))
. . Paralyze Spell: Affliction 12 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 22)
. . Strength Spell: Enhanced Strength 12 (+12 STR)
. . Stun Spell: Affliction 12 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22)

Mystic Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)

Mystic Force Field: Protection 12 (+12 Toughness; Impervious [10 ranks only], Sustained)

Offense
Initiative +5
Dazzle Spell: Affliction 12, +8 (DC Dog/Fort/Will 22)
Grab, +8 (DC Spec 22)
Paralyze Spell: Affliction 12, +8 (DC Will 22)
Stun Spell: Affliction 12, +8 (DC Fort 22)
Throw, +1 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

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

Power Points
Abilities 32 + Powers 61 + Advantages 13 + Skills 24 (48 ranks) + Defenses 20 = 150
Last edited by EternalPhoenix on Wed Nov 23, 2022 5:31 pm, edited 1 time in total.
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Re: Telekinetic Artificier Infiltrator - PL 10

Post by Harnos »

EternalPhoenix wrote: Tue Nov 15, 2022 4:38 pm Telekinetic Artificier Infiltrator - PL 10

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

Advantages
Accurate Attack, All-out Attack, Defensive Attack, Eidetic Memory, Move-by Action, Power Attack, Quick Draw, Ranged Attack 7, Uncanny Dodge

Skills
Deception 8 (+10), Expertise: Magic 13 (+15), Insight 5 (+10), Investigation 8 (+10), Perception 5 (+10), Persuasion 8 (+10), Ranged Combat: Telekinesis 1 (+2)

Powers
Enchanted Clothing (Removable)
. . Protection: Protection 10 (+10 Toughness; Impervious)
Magic Doll (Easily Removable)
. . Limited Autonomy: Feature 1 (Notes: When disarmed, Device becomes Uncontrolled at player's discretion.)
. . Magic
. . . . Disguise Spell: Morph 3 (+20 Deception checks to disguise; Broad group)
. . . . Mystic Bindings: Affliction 12 (1st degree: Impaired, 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)
. . . . Shape Matter: Transform 6 (Affects: Broad > Broad - Shape Matter, Transforms: 50 lbs., DC 16)
. . . . Silent Invisibility Spell: Concealment 6 (All Aural Senses, All Visual Senses; Increased Duration: continuous)
. . . . Stun Burst: Cumulative Burst Area Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Burst Area: 30 feet radius sphere, DC 18, Cumulative)
. . Mobility: Feature 1 (Notes: Device can move under it's own power, but only when commanded or under Limited Autonomy.)
Telekinetic Flight: Flight 10 ([0 active, 0/20 PP, 2/r], Speed: 2000 miles/hour, 4 miles/round)
. . Telekinesis: Move Object 10 (Alternate; [0 active, 0/20 PP, 2/r], 25 tons)

Offense
Initiative +1
Grab, +4 (DC Spec 10)
Mystic Bindings: Affliction 12, +8 (DC Dog/Fort/Will 22)
Mystic Blast: Damage 12, +8 (DC 27)
Shape Matter: Transform 6, +4 (DC Dog 16)
Stun Burst: Cumulative Burst Area Affliction 8 (DC Will 18)
Telekinesis: Move Object 10, +9 (DC 20)
Throw, +8 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

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

Power Points
Abilities 34 + Powers 58 + Advantages 15 + Skills 24 (48 ranks) + Defenses 19 = 150

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

No, I don't know if Limited Autonomy and Mobility are rules legal. And no, I can't think of any better way to do them. Summon isn't right. Sidekick and Minion aren't right. How do you make a Device that can become a second character if disarmed or merely dropped but that's never Plan A, B, or even C? I don't know.
I would go with using Summon effect or Enhanced Advantage: Minion as alternate effects of power array. I assume doll cannot command those powers by itself.

Making telekinesis and flight power array independent of an easily removable object is a wise choice from a PC view.
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Re: Panda Totem - PL 10

Post by Harnos »

EternalPhoenix wrote: Sun Oct 30, 2022 5:36 pm 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
Hahahaha that was unexpected. :D :D I imagine there must be some players out there who wanted to do that. :lol:
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Re: Darkness Controlling Powerhouse - PL 10

Post by Harnos »

EternalPhoenix wrote: Thu Oct 20, 2022 4:34 pm 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.
That is a character I would like to play. It has a Vampire the Masquerade Lasombra vibe by the way.
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Re: Telekinetic Artificier Infiltrator - PL 10

Post by EternalPhoenix »

Harnos wrote: Wed Nov 23, 2022 5:18 pm
EternalPhoenix wrote: Tue Nov 15, 2022 4:38 pm Telekinetic Artificier Infiltrator - PL 10
I would go with using Summon effect or Enhanced Advantage: Minion as alternate effects of power array. I assume doll cannot command those powers by itself.

Making telekinesis and flight power array independent of an easily removable object is a wise choice from a PC view.
Summon with Trigger in the Array might be interesting, I dunno.
Harnos wrote: Wed Nov 23, 2022 5:20 pm
EternalPhoenix wrote: Sun Oct 30, 2022 5:36 pm Panda Totem - PL 10
Hahahaha that was unexpected. :D :D I imagine there must be some players out there who wanted to do that. :lol:
It's a bear totem with a different name. Shrug.
Harnos wrote: Wed Nov 23, 2022 6:21 pm
EternalPhoenix wrote: Thu Oct 20, 2022 4:34 pm Darkness Controlling Powerhouse - PL 10
That is a character I would like to play. It has a Vampire the Masquerade Lasombra vibe by the way.
Feel free, that's what these are for. I'm not familiar with Vampire or any of the White Wolf games.
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Undead Ectomancer - PL 10

Post by EternalPhoenix »

Undead Ectomancer - PL 10

Strength 0, Stamina -, Agility 1, Dexterity 0, Fighting 4, Intellect 3, Awareness 5, Presence 0

Advantages
Accurate Attack, All-out Attack, Defensive Attack, Fearless, Power Attack, Ritualist, Skill Mastery: Expertise: Magic, Skill Mastery: Insight, Skill Mastery: Intimidation, Skill Mastery: Perception, Startle, Uncanny Dodge

Skills
Expertise: Magic 12 (+15), Expertise: Theology 7 (+10), Insight 10 (+15), Intimidation 15 (+15), Perception 10 (+15), Ranged Combat: Ectomancy 8 (+8)

Powers
Ectomancy
. . Ectomantic Blast: Damage 12 (DC 27; Affects Insubstantial 2: full rank, Increased Range: ranged, Indirect 4: any point, any direction, Variable Descriptor 2: broad group - Any Magic)
. . Ectomantic Telekinesis: Move Object 12 (100 tons; Affects Insubstantial 2: full rank, Indirect 4: any point, any direction, Variable Descriptor 2: broad group - Any Magic)
. . Induce Fear: Burst Area Affliction 10 (1st degree: Impaired, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
. . Mystic Passage: Teleport 6 (1800 feet in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Easy, Extended: 60 miles in 2 move actions)
. . Spectral State
. . . . Incorporeal: Insubstantial 4 (Linked; Incorporeal)
. . . . Silent Invisibility: Concealment 6 (Linked; All Aural Senses, All Visual Senses)
. . Telepathy
. . . . Communication: Mental Communication 3
. . . . Mind Reading: Mind Reading 10 (DC 20)
Mystic Force Field: Protection 12 (+12 Toughness; Sustained)
See Spirits: Senses 1 (Awareness: Spirit (visual))
Spirit Talker: Comprehend 1 (Spirits - Communicate)
Undead: Immunity 30 (Fortitude Effects)

Offense
Initiative +1
Ectomantic Blast: Damage 12, +8 (DC 27)
Ectomantic Telekinesis: Move Object 12, +8 (DC 22)
Grab, +4 (DC Spec 10)
Induce Fear: Burst Area Affliction 10 (DC Will 20)
Mind Reading: Mind Reading 10 (DC Will 20)
Throw, +0 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

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

Power Points
Abilities 16 + Powers 82 + Advantages 12 + Skills 31 (62 ranks) + Defenses 16 = 157

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

Yet another one where you get to figure out how to drop it to 150 PP without cutting any of the cool shit. I don't friggin' know. Building goes this way sometimes. You finish up, and you're just a few points over, but what do you cut? You've already cut to the bone? What the hell is left? Bleh.
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Re: The Archetype Blendarama (Demon Fighter! Lady of War! Shield Knight! Punchy Mage! Undead Ectomancer!)

Post by Davies »

Reduce Insight, Intimidation and Perception by 2 ranks each (-3), drop Skill Mastery for these skills (-3), drop Will to 9 or drop Parry to 7 (still a better HTH defense than their attack) [-1].
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Frost Archer - PL 10

Post by EternalPhoenix »

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
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Re: The Archetype Blendarama (Demon Fighter! Lady of War! Shield Knight! Punchy Mage! Undead Ectomancer! Frost Archer!)

Post by catsi563 »

Just my own two coppers but I dont think you need the environment cold if you have immunity 5

for me as GM immunity 5 automatically includes environmental conditions and immunity 10 basically takes it to the full ends by including everything else
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kenseido
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Re: The Archetype Blendarama (Demon Fighter! Lady of War! Shield Knight! Punchy Mage! Undead Ectomancer! Frost Archer!)

Post by kenseido »

catsi563 wrote: Sun Nov 27, 2022 8:51 pmJust my own two coppers but I dont think you need the environment cold if you have immunity 5

for me as GM immunity 5 automatically includes environmental conditions and immunity 10 basically takes it to the full ends by including everything else
I agree, but I believe it 2e, it was established the Damage effects didn't cover environment and immunity effects was needed for that. I believe the argument is damage are quick effects and environments are "effect over time." I don't know and there is no way to really look it up on the old ATT anymore.
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EternalPhoenix
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Paragon with Sonic Device - PL 10

Post by EternalPhoenix »

Paragon with Sonic Device - PL 10

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

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

Skills
Deception 3 (+5), Expertise: Science 3 (+5), Insight 8 (+10), Investigation 3 (+5), Perception 8 (+10), Persuasion 8 (+10), Ranged Combat: Sonic Blast: Damage 12 4 (+4), Technology 3 (+5)

Powers
Paragon Abilities: Enhanced Trait 40 (Traits: Strength +10 (+12), Stamina +10 (+12))

Paragon's Flight: Flight 6 ([0 active, 0/12 PP, 2/r], Speed: 120 miles/hour, 1800 feet/round)
. . Power Lifting: Enhanced Strength 6 (Alternate; [0 active, 0/12 PP, 1/r], +6 STR; Limited to Lifting)

Super Megaphone (Easily Removable)
. . Sonic Control
. . . . LOUD: 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)
. . . . Sonic Blast: Damage 12 (DC 27; Accurate 2: +4, Increased Range: ranged)
. . Super-Ventriloquism: Feature 3 (Notes: You can “throw” your voice over a distance (perhaps a tremendous distance), making it seem to originate from somewhere else. Base range for Super-Ventriloquism is 30 feet at rank 1. (3 ranks is 120 feet, for the record.) Each additional rank increases range as shown on the Measurements Table.
Those in the area of where you throw your voice hear you normally, as if you were actually there. Using and maintaining your Super-Ventriloquism power is a free action. Communicating, however, occurs at the rate of normal speech. Super-Ventriloquism does not give you the ability to hear any replies (or anything else originating from where you’ve thrown your voice), for that, you need Extended Hearing (see Super-Senses) or auditory ESP (see ESP).
If you have a Hearing-Dependent Area Effect involving your voice, you can “transmit” it via your Super-Ventriloquism if the GM allows. The exact effects depend on your power’s descriptors and the Gamemaster’s judgment. Note that the inability to perceive the area where you are throwing your voice (and therefore power) may limit the effect in some ways.)

Offense
Initiative +0
Grab, +8 (DC Spec 22)
LOUD: Cumulative Burst Area Affliction 10 (DC Dog/Fort/Will 20)
Sonic Blast: Damage 12, +8 (DC 27)
Throw, +0 (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 73 + Advantages 7 + Skills 20 (40 ranks) + Defenses 14 = 150

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

Super-Ventriloquism's text is straight out of Ulimate Power, so copyright Green Ronin and not me. The only thing I changed was the name of the table, as 3E's goes by another name. This is my best guess of how it would work. If you disagree, change it for your game. It's no skin off my nose.

Inspo pic: https://www.deviantart.com/ippus/art/An ... -478289826
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
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EternalPhoenix
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Wilderness Warrior - PL 10

Post by EternalPhoenix »

Wilderness Warrior - PL 10

Strength 2, Stamina 5, Agility 5, Dexterity 3, Fighting 13, Intellect 0, Awareness 5, Presence 5

Advantages
Agile Feint, All-out Attack, Close Attack 2, Defensive Attack, Defensive Roll 2, Evasion, Fearless, Great Endurance, Improved Critical 2: Spear Strike, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Ranged Attack 2, Skill Mastery: Acrobatics, Skill Mastery: Expertise (AWE): Survival, Skill Mastery: Perception, Skill Mastery: Stealth, Takedown, Uncanny Dodge

Skills
Acrobatics 10 (+15), Expertise (AWE): Survival 10 (+15), Insight 10 (+15), Intimidation 10 (+15), Perception 10 (+15), Stealth 10 (+15)

Powers
Morph Into Leopard Or Panther: Morph 2 (+20 Deception checks to disguise; Narrow group; Increased Duration: continuous)

Spear (Easily Removable)
. . Spear Fighting Techniques
. . . . Spear Strike: Strength-based Damage 3 (DC 20, Advantages: Improved Critical 2; Penetrating 3, Reach (melee) 2: 10 ft.)
. . . . Spear Throw: Strength-based Damage 3 (DC 20; Accurate 5: +10, Increased Range: ranged; Diminished Range)
. . . . Stun Strike: Cumulative Affliction 5 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative)

Wilderness Senses: Senses 4 (Acute: Smell, Low-light Vision, Tracking: Visual 2: full speed)

Offense
Initiative +9
Grab, +15 (DC Spec 12)
Spear Strike: Strength-based Damage 3, +15 (DC 20)
Spear Throw: Strength-based Damage 3, +15 (DC 20)
Stun Strike: Cumulative Affliction 5, +15 (DC Fort 15)
Throw, +5 (DC 17)
Unarmed, +15 (DC 17)

Languages
Native Language

Defense
Dodge 13, Parry 13, Fortitude 10, Toughness 7/5, Will 5

Power Points
Abilities 76 + Powers 24 + Advantages 22 + Skills 30 (60 ranks) + Defenses 13 = 165

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

Another one where you can figure out how to get it down to 150 PP.
Last edited by EternalPhoenix on Sat Dec 03, 2022 4:54 pm, edited 1 time in total.
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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