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

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EternalPhoenix
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Death God Scion - PL 10

Post by EternalPhoenix »

Death God Scion - PL 10

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

Advantages
All-out Attack, Improved Critical: Deathclaw, Power Attack, Ranged Attack 6, Skill Mastery: Insight, Skill Mastery: Intimidation, Skill Mastery: Perception, Startle

Skills
Close Combat: Deathclaw 6 (+10), Expertise: Magic 5 (+5), Expertise: Theology 10 (+10), Insight 5 (+10), Intimidation 15 (+20), Perception 5 (+10), Ranged Combat: Death's Power 4 (+4)

Powers
Death God Scion Physiology
. . Divine Resilience: Protection 5 (+5 Toughness)
. . Divine Stamina: Enhanced Stamina 5 (+5 STA)
. . On Wings Of Death: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)
. . Visions Of Death: Senses 2 (Postcognition (Limited): to those about to die; Uncontrolled)

Death's Power
. . Blood Boil: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged)
. . Deathclaw: Strength-based Damage 5 (DC 25, Advantages: Improved Critical; Affects Insubstantial 2: full rank, Incurable, Multiattack [5 extra ranks], Penetrating 10, Reach (melee): 5 ft.)
. . Drain Energy
. . . . Drain Attack: Damage 10 (Linked; DC 25; Increased Range: ranged)
. . . . Drain Recovery: Healing 10 (Linked; Limited: to Self, Limited: to Damage Conditions Inflicted by Drain Attack)
. . Life Flees The Doomed: Broad Weaken 10 (Affects: Abilities, Resisted by: Fortitude, DC 20; Broad: Abilities, Increased Range: ranged)

Offense
Initiative +0
Blood Boil: Damage 10, +10 (DC Fort 25)
Deathclaw: Strength-based Damage 5, +10 (DC 25)
Drain Attack: Damage 10, +10 (DC 25)
Grab, +4 (DC Spec 15)
Life Flees The Doomed: Broad Weaken 10, +10 (DC Fort 20)
Throw, +6 (DC 20)
Unarmed, +4 (DC 20)

Languages
Native Language

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

Power Points
Abilities 48 + Powers 54 + Advantages 12 + Skills 25 (50 ranks) + Defenses 11 = 150

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

Inspo Art: http://sangrde.deviantart.com/art/The-q ... -479307810

Death gods get a bad rap. Always the evil ones in the pantheon in superhero comics. Sometimes it's more or less justified, like in the case of Norse mythology's Hela. Not a nice deity, no sir. But mostly it isn't, like with virtually every depiction of the Greek Hades. Anybody who's studied the mythology and thinks harder than "Death bad, god of it must be evil" knows that most death gods are actually...pretty neutral, on the whole good/evil split? I mean, they're gods. They have eternity to wait. And every mortal dies eventually. So what's the rush? To that end, there's no reason why one of their demigod kids can't be a hero, either. And here we are.

As a side note, next time the double postings start. And it's a double whammy, too. Spear of the North and Aqua Maxima, oh my. Look forward to it.
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Spear of the North - PL 10

Post by EternalPhoenix »

Spear of the North - PL 10

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

Advantages
Agile Feint, Animal Empathy, Defensive Attack, Defensive Roll 2, Equipment 1, Improved Critical 2: Spear Strike, Improved Initiative, Move-by Action, Power Attack, Skill Mastery: Acrobatics, Skill Mastery: Expertise (AWE): Survival, Skill Mastery: Expertise: Animal Handling, Skill Mastery: Stealth, Takedown, Uncanny Dodge

Skills
Acrobatics 10 (+15), Athletics 3 (+5), Close Combat: Spear Strike 3 (+15), Deception 2 (+5), Expertise (AWE): Survival 10 (+15), Expertise: Animal Handling 8 (+10), Insight 5 (+10), Intimidation 7 (+10), Perception 5 (+10), Persuasion 2 (+5), Ranged Combat: Spear Throw 7 (+9), Stealth 5 (+10)

Powers
Northern Warrior
. . Cold Resistance: Immunity 5 (Damage Effect: Cold/Ice; Limited - Half Effect)
. . Fast: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . High Jump: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . Winter Movement: Movement 4 (Sure-footed 2, Swinging, Trackless: Vision 1; Limited: to wintry climates)
. . Winterborn: Immunity 1 (Environmental Condition: Cold)

Spear (Easily Removable)
. . Spear Strike: Strength-based Damage 3 (DC 20, Advantages: Improved Critical 2; Affects Insubstantial 2: full rank, Penetrating 5, Precise, Reach (melee): 5 ft.)
. . . . Spear Throw: Strength-based Damage 3 (Alternate; DC 20; Accurate 3: +6, Increased Range: ranged, Penetrating 5)

Winter Camo Clothing: Feature 1
Winter Survival Kit: Feature 1
Winter's Armor: Protection 3 (+3 Toughness)

Equipment
Winter's Armor [Winter Camo Clothing: Feature 1; Winter Survival Kit: Feature 1; Winter's Armor: Protection 3, +3 Toughness]

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

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 8/3, Will 10

Power Points
Abilities 68 + Powers 21 + Advantages 15 + Skills 34 (67 ranks) + Defenses 17 = 155

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

Inspo Art: http://sangrde.deviantart.com/art/Guard ... -588885273

Weapon Master. Suvivalist. Hell on wheels in wintry climates. 'Nuff said.
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Aqua Maxima - PL 10

Post by EternalPhoenix »

Aqua Maxima - PL 10

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

Advantages
Accurate Attack, Defensive Attack, Equipment 1, Luck 2, Power Attack, Ultimate Effort: Water Control checks, Uncanny Dodge

Skills
Athletics 15 (+15), Deception 3 (+5), Expertise: Pop Culture 10 (+10), Insight 8 (+10), Investigation 5 (+5), Perception 8 (+10), Persuasion 3 (+5), Ranged Combat: Hydro POWER 4 (+5)

Powers
Discreetly Armored Costume: Protection 3 (+3 Toughness; Subtle: subtle)
Hydro POWER
. . Aqua Bomb: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
. . Cleanse Water: Nullify 15 (Counters: Pollution, DC 25)
. . Hosed Down The Block
. . . . Hosed Away: Move Object 15 (Linked; 800 tons; Limited Direction: Away)
. . . . Hosed Down: Affliction 15 (Linked; 1st degree: Hindered, 2nd degree: Prone, DC 25; Alternate Resistance (Dodge), Increased Range: ranged; Limited Degree)
. . Hydro Cannon: Damage 15 (DC 30; Increased Range: ranged)
. . Water Control: Move Object 10 (25 ktons; Increased Mass 10, Increased Range: perception; Limited Material: Water, Notes: 25k tons of water is approximately 6 millon gallons. This is approximately 80 thousand cubic feet of water. If it was put in a perfect cube shape, it would be somewhere between 90 and 95 feet on each side. Probably. This is a shitload of water. More than any pool and more than the average water tower.)

Secondary Hydro Powers
. . Aquatic Moves: Movement 2 (Environmental Adaptation: Aquatic, Water Walking 1: you sink if you are prone)
. . Hydro Shield: Enhanced Trait 20 (Traits: Dodge +10 (+15), Parry +10 (+15))
. . Sense Water: Senses 2 (Awareness: Water (touch), Ranged: Touch)
. . Thirst Resistance: Immunity 1 (Starvation & Thirst; Limited - Half Effect)
. . Water Platform: Flight 8 (Speed: 500 miles/hour, 1 mile/round; Platform)
. . . . Hydro Jets: Swimming 8 (Alternate; Speed: 120 miles/hour, 1800 feet/round)
. . Waterproof: Immunity 11 (Common Descriptor: Water, Suffocation: Drowning)

Equipment
Discreetly Armored Costume [Discreetly Armored Costume: Protection 3, +3 Toughness; Subtle: subtle]

Offense
Initiative +2
Aqua Bomb: Burst Area Damage 10 (DC 25)
Cleanse Water: Nullify 15, +5 (DC Will 25)
Grab, +2 (DC Spec 10)
Hosed Away: Move Object 15, +5 (DC 25)
Hosed Down: Affliction 15, +5 (DC Dog/Fort/Will 25)
Hydro Cannon: Damage 15, +5 (DC 30)
Throw, +1 (DC 15)
Unarmed, +2 (DC 15)
Water Control: Move Object 10 (DC 20)

Languages
Native Language

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

Power Points
Abilities 22 + Powers 81 + Advantages 8 + Skills 28 (56 ranks) + Defenses 20 = 159

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

Inspo Art: http://sangrde.deviantart.com/art/Soaked-543171790

Extremely powerful water controller. Like, dang. Read that Water Control blurb. Fragile as glass. Like, dang. +5 is virtually nothing, and she's using Equipment to get there. 'Nuff said? 'Nuff said.
Last edited by EternalPhoenix on Wed Mar 29, 2023 12:48 am, edited 1 time in total.
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Vampire Weather Controller - PL 10

Post by EternalPhoenix »

Vampire Weather Controller - PL 10

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

Advantages
Accurate Attack, Defensive Roll 4, Eidetic Memory, Fearless, Power Attack, Uncanny Dodge

Skills
Deception 8 (+10), Expertise: Science 10 (+15), Insight 8 (+10), Intimidation 8 (+10), Investigation 5 (+10), Perception 8 (+10), Persuasion 8 (+10), Treatment 5 (+10)

Powers
Vampire
. . Blood Drain: Weaken 2 (Resisted by: Fortitude, DC 12; Grab-based)
. . Undead: Immunity 30 (Fortitude Effects)
. . Vampiric Resilience: Protection 4 (+4 Toughness)

Weather Control
. . Control Weather: Environment 8 (Other: Mix-n-Match 4, Radius: 0.5 miles)
. . Lightning: Shapeable Area Damage 8 (DC 23; Shapeable Area: 30 cft., DC 18, Increased Range: ranged, Selective)
. . Thick Fog: Cloud Area Concealment Attack 4 (All Visual Senses, DC 14; Cloud Area 4: 120 feet radius sphere, DC 14, Attack: Dodge, Increased Range: ranged, Selective)
. . Thunder: Shapeable Area Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 18; Alternate Resistance (Dodge), Shapeable Area: 30 cft., DC 18, Increased Range: ranged, Selective)
. . Wind Working: Shapeable Area Move Object 8 (6 tons; Shapeable Area: 30 cft., DC 18, Selective)

Windrider: Flight 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +1
Blood Drain: Weaken 2, +8 (DC Fort 12)
Grab, +8 (DC Spec 10)
Lightning: Shapeable Area Damage 8 (DC 23)
Thick Fog: Cloud Area Concealment Attack 4 (DC Dog 14)
Throw, +1 (DC 15)
Thunder: Shapeable Area Affliction 8 (DC Dog/Fort/Will 18)
Unarmed, +8 (DC 15)
Wind Working: Shapeable Area Move Object 8 (DC 18)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 81 + Advantages 9 + Skills 30 (60 ranks) + Defenses 21 = 169

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

Inspo Art: http://sangrde.deviantart.com/art/Vampi ... -483433899

No, not that alternate 'verse Storm. Just a general version of that concept. I do not know how she's nineteen points over when she fit into a neat 150 in 2e. Part of it is skills, certainly. Always is. Maybe a little bump from Dodge being higher than Reflex as it does more that the latter ever did? But I saved points on not giving any ranged ability because Targeted Areas don't exist in 3E. Bah. You figure it out.
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Cosmic Powered Space Warper - PL 10

Post by EternalPhoenix »

Cosmic Powered Space Warper - PL 10

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

Advantages
Accurate Attack, Power Attack, Ranged Attack 7, Takedown, Uncanny Dodge

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

Powers
Cosmic Energy Control
. . Cosmic Energy Bindings: Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 22; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Cosmic Energy Blast: Damage 12 (DC 27; Increased Range: ranged)
. . Cosmic Energy Flash: Cumulative Affliction 12 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 22; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited: to Vision)

Cosmic Energy Field: Protection 10 (+10 Toughness; Impervious, Sustained)

Cosmic Energy Fueled: Immunity 10 (Life Support)

Warping Space
. . Folded Space: Concealment 10 (All Senses)
. . Long Warp: Teleport 6 (Carry 50 lbs.; Accurate, Extended: 60 miles in 2 move actions; Limited to Extended)
. . Short Warp: Teleport 6 (1800 feet in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity)

Offense
Initiative +1
Cosmic Energy Bindings: Affliction 12, +8 (DC Dog/Fort/Will 22)
Cosmic Energy Blast: Damage 12, +8 (DC 27)
Cosmic Energy Flash: Cumulative Affliction 12, +8 (DC Dog/Fort/Will 22)
Grab, +4 (DC Spec 10)
Throw, +8 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 78 + Advantages 11 + Skills 16 (32 ranks) + Defenses 21 = 150

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

Inspo Art: http://sangrde.deviantart.com/art/TG-Ki ... -519953726

Honestly, name says it all. They're not all complicated. Cosmic Energy Control and Warping Space are both Arrays, if that wasn't clear enough.
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Re: Vampire Weather Controller - PL 10

Post by JDRook »

EternalPhoenix wrote: Fri Mar 24, 2023 3:47 pm Vampire Weather Controller - PL 10

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

Advantages
Accurate Attack, Defensive Roll 4, Eidetic Memory, Fearless, Power Attack, Uncanny Dodge
...
Powers
Vampire
. . Blood Drain: Weaken 2 (Resisted by: Fortitude, DC 12; Grab-based)
. . Undead: Immunity 30 (Fortitude Effects)
. . Vampiric Resilience: Protection 4 (+4 Toughness)

Weather Control
. . Control Weather: Environment 8 (Other: Mix-n-Match 4, Radius: 0.5 miles)
. . Lightning: Shapeable Area Damage 8 (DC 23; Shapeable Area: 30 cft., DC 18, Increased Range: ranged, Selective)
. . Thick Fog: Cloud Area Concealment Attack 4 (All Visual Senses, DC 14; Cloud Area 4: 120 feet radius sphere, DC 14, Attack: Dodge, Increased Range: ranged, Selective)
. . Thunder: Shapeable Area Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 18; Alternate Resistance (Dodge), Shapeable Area: 30 cft., DC 18, Increased Range: ranged, Selective)
. . Wind Working: Shapeable Area Move Object 8 (6 tons; Shapeable Area: 30 cft., DC 18, Selective)
...
Offense
Initiative +1
Blood Drain: Weaken 2, +8 (DC Fort 12)
Grab, +8 (DC Spec 10)
Lightning: Shapeable Area Damage 8 (DC 23)
Thick Fog: Cloud Area Concealment Attack 4 (DC Dog 14)
Throw, +1 (DC 15)
Thunder: Shapeable Area Affliction 8 (DC Dog/Fort/Will 18)
Unarmed, +8 (DC 15)
Wind Working: Shapeable Area Move Object 8 (DC 18)
****************************************************************************************************
I do not know how she's nineteen points over when she fit into a neat 150 in 2e. Part of it is skills, certainly. Always is. Maybe a little bump from Dodge being higher than Reflex as it does more that the latter ever did? But I saved points on not giving any ranged ability because Targeted Areas don't exist in 3E. Bah. You figure it out.
Since all of her attack powers are Areas and she's unusually weak for a vampire, she actually gets no functionality from her Power Attack and very little from AccAtt. I'd suggest downplaying her Close Combat traits (lower FGT, no Def Roll) but compensating with more Vampire-based Toughness and maybe Close Combat skill on just the Bite, which could also be used as a Healing or Regen source.
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Piratical Swashbuckler - PL 10

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Piratical Swashbuckler - PL 10

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

Advantages
All-out Attack, Defensive Roll 4, Improved Critical 2: Eversharp Rapier, Power Attack, Takedown, Uncanny Dodge

Skills
Acrobatics 5 (+10), Athletics 8 (+10), Close Combat: Eversharp Rapier 3 (+15), Deception 10 (+15), Expertise: Science 3 (+5), Expertise: Streetwise 13 (+15), Expertise: Tactics 3 (+5), Insight 8 (+10), Perception 8 (+10), Persuasion 10 (+15), Ranged Combat: Naildriver Revolver 13 (+15), Technology 3 (+5), Treatment 3 (+5)

Powers
Piratical Arsenal (Easily Removable)
. . Arsenal
. . . . Caltrops: Shapeable Area Affliction 7 (1st degree: Hindered, 2nd degree: Prone, DC 17; Alternate Resistance (Dodge), Shapeable Area: 30 cft., DC 17, Increased Range: ranged, Triggered: 1 use - Stepping on Area; Limited Degree)
. . . . Eversharp Rapier: Strength-based Damage 3 (DC 20, Advantages: Improved Critical 2; Penetrating 5, Precise, Secondary Effect [2 extra ranks])
. . . . Grappling Hook
. . . . . . Movement: Movement 2 (Safe Fall, Swinging)
. . . . . . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Just A Bomb: Burst Area Damage 5 (DC 20; Burst Area: 30 feet radius sphere, DC 15, Increased Range: ranged)
. . . . Naildriver Revolver: Damage 5 (DC 20; Increased Range: ranged, Penetrating 5, Precise)

Offense
Initiative +5
Caltrops: Shapeable Area Affliction 7 (DC Dog/Fort/Will 17)
Eversharp Rapier: Strength-based Damage 3, +12 (DC 20)
Grab, +12 (DC Spec 12)
Just A Bomb: Burst Area Damage 5 (DC 20)
Naildriver Revolver: Damage 5, +15 (DC 20)
Throw, +2 (DC 17)
Unarmed, +12 (DC 17)

Languages
Native Language

Defense
Dodge 14, Parry 14, Fortitude 7, Toughness 6/2, Will 7

Power Points
Abilities 64 + Powers 12 + Advantages 8 + Skills 45 (90 ranks) + Defenses 21 = 150

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

Inspo Art: http://liang-xing.deviantart.com/art/Dr ... -414527276

Yo ho ho and a bottle of rum. Yo ho, yo ho, the pirate's lifefor her. Nibble out a point or three to get her a proper ship, if you like.
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Armored Paragon - PL 10

Post by EternalPhoenix »

Armored Paragon - PL 10

Strength 12, Stamina 2, Agility 1, Dexterity 1, Fighting 8, Intellect 2, Awareness 2, Presence 4

Advantages
Accurate Attack, All-out Attack, Attractive 2, Improved Initiative, Power Attack, Takedown, Uncanny Dodge

Skills
Deception 1 (+5), Expertise: Law 8 (+10), Expertise: Tactics 8 (+10), Insight 8 (+10), Intimidation 6 (+10), Investigation 3 (+5), Perception 8 (+10), Persuasion 6 (+10)

Powers
Paragon Armor (Removable)
. . Armor: Protection 10 (+10 Toughness; Impervious)

Paragon Flight: Flight 8 ([0 active, 0/16 PP, 2/r], Speed: 500 miles/hour, 1 mile/round)
. . Paragon Might: Enhanced Strength 8 (Alternate; [0 active, 0/16 PP, 1/r], +8 STR; Limited to Lifting)

Paragon Strength: Enhanced Strength 10 (+10 STR)

Offense
Initiative +5
Grab, +8 (DC Spec 22)
Throw, +1 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

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

Power Points
Abilities 44 + Powers 55 + Advantages 8 + Skills 24 (48 ranks) + Defenses 19 = 150

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

Inspo Art: http://liang-xing.deviantart.com/art/Fe ... -393184339

Since this one is about as self explanatory as it gets here in the Blendarama, I'll tell you to look forward to next time. It has two of my favorites. The goddess series gets its second entry in Goddess of the Sun, and we do something kind of cool with Growth in Giant Archer.
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Goddess of the Sun - PL 10

Post by EternalPhoenix »

Goddess of the Sun - PL 10

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

Advantages
Accurate Attack, All-out Attack, Power Attack, Ranged Attack 4, Startle

Skills
Expertise: Magic 5 (+5), Expertise: Theology 5 (+5), Insight 5 (+10), Intimidation 15 (+20), Investigation 5 (+5), Perception 5 (+10), Persuasion 10 (+15)

Powers
Divine Physiology

. . Divine Resilience: Protection 5 (+5 Toughness)
. . Divine Sight: Senses 6 (Darkvision, Infravision, Radius (Type): Vision, Ultravision)
. . Divine Stamina: Enhanced Stamina 5 (+5 STA)
. . Sun Goddess: Immunity 12 (Common Descriptor: Fire/Heat, Environmental Condition: Cold, Environmental Condition: Radiation)
. . Unblindable: Immunity 5 (Sensory Affliction Effects; Limited: Visual)

Solar Power
. . Gravity Control: Shapeable Area Move Object 10 (25 tons, DC 25; Shapeable Area: 30 cft., DC 20, Damaging, Selective; Limited Direction: Up and Down, Reduced Range: close)
. . Solar Beam: Damage 15 (DC 30; Increased Range: ranged)
. . Solar Blindness: Cumulative Affliction 15 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 25; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited: to Vision)
. . Solar Flare: Nullify 15 (Counters: Electronics, DC 25)
. . Sunburst: Shapeable Area Damage 10 (DC 25; Shapeable Area: 30 cft., DC 20, Selective)
. . Sunflash: Cumulative Shapeable Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Shapeable Area: 30 cft., DC 20, Cumulative, Selective; Limited: to Vision)
. . Sunshine: Environment 7 (Heat (Extreme), Light (Bright), Radius: 1800 feet)

Offense
Initiative +1
Grab, +2 (DC Spec 10)
Gravity Control: Shapeable Area Move Object 10 (DC 25)
Solar Beam: Damage 15, +5 (DC 30)
Solar Blindness: Cumulative Affliction 15, +5 (DC Dog/Fort/Will 25)
Solar Flare: Nullify 15, +5 (DC Will 25)
Sunburst: Shapeable Area Damage 10 (DC 25)
Sunflash: Cumulative Shapeable Area Affliction 10 (DC Dog/Fort/Will 20)
Throw, +5 (DC 15)
Unarmed, +2 (DC 15)

Languages
Native Language

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

Power Points
Abilities 38 + Powers 72 + Advantages 8 + Skills 25 (50 ranks) + Defenses 12 = 155

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

Inspo Art: http://liang-xing.deviantart.com/art/Su ... -393183974

The second entry in the Goddess series (in which it became a series in the first place) presents a solar deity. Fire, light, gravity, and radiation. Plus enough Intimidate to Startle almost anyone out of their shoes so she can hit easier. I do like her quite a bit, and knocking off that extra 5 PP is as easy as knocking 5 ranks off two of the skills. Intimidate and Persuasion are the likely targets, however Insight, Investigation, and Perception are also possible choices.
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Giant Archer - PL 10

Post by EternalPhoenix »

Giant Archer - PL 10

Strength 12, Stamina 10, Agility 2, Dexterity 2, Fighting 8, Intellect 0, Awareness 2, Presence 2

Advantages
Accurate Attack, All-out Attack, Improved Aim, Improved Critical 2: Giant Bow Shot, Improved Initiative, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack 3, Ultimate Effort: Aim, Uncanny Dodge

Skills
Acrobatics 8 (+10), Expertise: Tactics 4 (+4), Insight 8 (+10), Perception 8 (+10), Persuasion 8 (+10)

Powers
Giant Bow (Easily Removable)
. . Collapsible: Feature 1 (Notes: Can be carried at normal size no problem.)
. . Giant Bow Shot: Strength-based Damage 3 (DC 30, Advantages: Improved Critical 2; Extended Range 2, Increased Range: ranged)

Giant Size
. . Giant Resilience: Impervious Toughness 10
. . Giant Size 1: Growth 6 (Linked; +6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks)
. . Giant Size 2: Growth 6 (Linked; +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank; Limited to Increasing Size Only)
. . Giant Strength: Enhanced Strength 6 (Linked; +6 STR)

Martial Arts: Damage 4 (DC 19; Accurate 4: +8)

Offense
Initiative +6
Giant Bow Shot: Strength-based Damage 3, +5 (DC 30)
Grab, +8 (DC Spec 22)
Martial Arts: Damage 4, +16 (DC 19)
Throw, +5 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

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

Power Points
Abilities 40 + Powers 52 + Advantages 12 + Skills 18 (36 ranks) + Defenses 28 = 150

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

Inspo Art: http://liang-xing.deviantart.com/art/Akagi-565065949

This, however, is the type of content you come to the Blendarama for. She's been one of my favorites for a long time now, and oddly has actually gotten better in 3E. The previous version only reached PL 9 without Growth active, but now she's reached PL 10. And there was zero Impervious Toughness before. Giant Size is a linked power, if that isn't clear. So she can function as an extremely defense and accuracy shifted martial artist at normal size, and then get LARGE and start flinging massive electric pole like arrows around. Yes, she can punch while large too. That's not the point. We're just going to quietly ignore how Martial Arts is technically still available while Giant Size is active. That's what Complications are for. Same with the Giant Bow technically being useable at normal size, except...why would you? The accuracy is the same but all the power is not there.
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Reaver of Souls - PL 10

Post by EternalPhoenix »

Reaver of Souls - PL 10

Strength 3, Stamina 3, Agility 3, Dexterity 1, Fighting 12, Intellect 2, Awareness 2, Presence 3

Advantages
Accurate Attack, All-out Attack, Defensive Attack, Fearless, Improved Critical 2: Hand Claws, Improved Critical 2: Scythe Strike, Power Attack, Startle, Takedown, Uncanny Dodge

Skills
Acrobatics 7 (+10), Close Combat: Hand Claws 2 (+14), Deception 2 (+5), Expertise: Law 3 (+5), Expertise: Magic 3 (+5), Expertise: Theology 8 (+10), Insight 8 (+10), Intimidation 12 (+15), Investigation 8 (+10), Perception 8 (+10), Persuasion 12 (+15), Stealth 7 (+10), Technology 8 (+10)

Powers
Reaver Costume (Removable)
. . Armoring: Protection 5 (+5 Toughness)
. . Hand Claws: Strength-based Damage 3 (DC 21, Advantages: Improved Critical 2)

Reaver Powers
. . See Spirits: Senses 1 (Awareness: Spirit (vision))
. . Spirit Talker: Comprehend 1 (Spirits - Communicate)
. . The Sending: Movement 2 (Dimensional: Afterlife Dimensions 2: group, 50 lbs.; Affects Insubstantial 2: full rank, Affects Others)

Scythe (Easily Removable)
. . Scythe Strike: Strength-based Damage 5 (DC 23, Advantages: Improved Critical 2; Penetrating 6, Reach (melee) 2: 10 ft.)

Offense
Initiative +3
Grab, +12 (DC Spec 13)
Hand Claws: Strength-based Damage 3, +14 (DC 21)
Scythe Strike: Strength-based Damage 5, +12 (DC 23)
Throw, +1 (DC 18)
Unarmed, +12 (DC 18)

Languages
Native Language

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

Power Points
Abilities 58 + Powers 28 + Advantages 8 + Skills 44 (88 ranks) + Defenses 20 = 158

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

Inspo Art: http://liang-xing.deviantart.com/art/DE ... -553353993

Basically she's the servant of a death god, tasked with bringing the wayward dead home. She's not too bad at it, either. Very capable fighter with enough Diplomacy and Intimidate to convince any wayward spirit to move on. It's a pretty heroic mission, I think. And there's nothing to stop a little freelancing to save the world. Everyone dies in the end, so there's no harm in saving people for a few more paltry years or decades. And even if you don't quite succeed in saving innocent lives, she can always make sure their souls make it to the afterlife.
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Pixie Mage - PL 10

Post by EternalPhoenix »

Pixie Mage - PL 10

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

Advantages
Accurate Attack, Defensive Attack, Evasion 2, Hide in Plain Sight, Improved Defense, Luck 2, Move-by Action, Power Attack, Ranged Attack 5, Takedown, Uncanny Dodge

Skills
Acrobatics 6 (+10), Deception 8 (+10), Insight 6 (+10), Investigation 5 (+5), Perception 6 (+10), Ranged Combat: Pixie Magic 5 (+7), Stealth 8 (+20)

Powers
Force Field: Protection 6 (+6 Toughness; Sustained)

Pixie Magic
. . Mystic Bindings: Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 18; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Mystic Blast: Damage 8 (DC 23; Increased Range: ranged)
. . Mystic Telekinesis: Move Object 8 (6 tons)
. . Pixie's Illusions: Illusion 8 (Affects: Two Sense Types - Vision, Area: 250 cft., DC 18)

Pixie Sized: Shrinking 8 (+8 Stealth, +4 active defenses, -2 size ranks; Custom: Shrinking is default state, deactivating it is Sustained, Normal Strength)

Pixie Wings: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)

Offense
Initiative +4
Grab, +8 (DC Spec 10)
Mystic Bindings: Affliction 8, +12 (DC Dog/Fort/Will 18)
Mystic Blast: Damage 8, +12 (DC 23)
Mystic Telekinesis: Move Object 8, +12 (DC 18)
Throw, +7 (DC 15)
Unarmed, +8 (DC 15)

Languages
Native Language

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

Power Points
Abilities 44 + Powers 54 + Advantages 17 + Skills 22 (44 ranks) + Defenses 13 = 150

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

Inspo Art: http://liang-xing.deviantart.com/art/Ma ... -414527510

And here's Giant Archer's usual crime fighting partner. Naturally quite small, but can flick that off as a Sustained effect. Otherwise a pretty standard Mystic, I think. If I ever do an Asian hero group (that isn't the Seawings, naturally, they're more Oceania based) over in he Phoenixverse, look for these two to have starring roles.
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Jewel Mage - PL 10

Post by EternalPhoenix »

Jewel Mage - PL 10

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

Advantages
Artificer, Power Attack, Ranged Attack 8, Takedown, Uncanny Dodge

Skills
Acrobatics 3 (+5), Deception 3 (+5), Expertise: Magic 10 (+15), Insight 5 (+10), Investigation 5 (+10), Perception 5 (+10), Persuasion 3 (+5), Stealth 3 (+5)

Powers
Jewel of Protection (Removable)
. . Protection: Protection 10 (+10 Toughness)

Jewels of Offense (Removable)
. . Offensive Jewels
. . . . Elemental Bindings: Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged, Variable Descriptor: close group - Any Elemental; Limited Degree)
. . . . Elemental Blast: Damage 10 (DC 25; Increased Range: ranged, Variable Descriptor: close group - Any Elemental)
. . . . Elemental Bolts: Damage 6 (DC 21; Accurate 2: +4, Increased Range: ranged, Multiattack, Variable Descriptor: close group - Any Elemental)
. . . . Elemental Burst: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged, Variable Descriptor: close group - Any Elemental)
. . . . Elemental-Kinesis: Move Object 10 (25 tons; Variable Descriptor: close group - Any Elemental)

Jewels of Transference (Removable)
. . Transference Jewels
. . . . Antimagic Jewel: Nullify 10 (Counters: Magic, DC 20; Broad, Simultaneous)
. . . . Auto-Reflect Jewel: Impervious Toughness 10 (Custom 2: Reflective 2 (all attacks))
. . . . Communication Jewel: Other Area Communication 5 (Sense Type: Magic; Area, Rapid 3, Subtle 2: undetectable)
. . . . Healing Jewel: Healing 10 (Increased Range: ranged)
. . . . Scrying Jewel: Remote Sensing 10 (Affects: 2 Types, inc. Visual, Range: 4 miles)
. . . . Telepathy Jewel: Effortless Mind Reading 10 (DC 20; Effortless)

Offense
Initiative +2
Antimagic Jewel: Nullify 10, +10 (DC Will 20)
Elemental Bindings: Affliction 10, +10 (DC Dog/Fort/Will 20)
Elemental Blast: Damage 10, +10 (DC 25)
Elemental Bolts: Damage 6, +14 (DC 21)
Elemental Burst: Burst Area Damage 6 (DC 21)
Elemental-Kinesis: Move Object 10, +10 (DC 20)
Grab, +5 (DC Spec 10)
Telepathy Jewel: Effortless Mind Reading 10 (DC Will 20)
Throw, +10 (DC 15)
Unarmed, +5 (DC 15)

Languages
Native Language

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

Power Points
Abilities 46 + Powers 56 + Advantages 12 + Skills 19 (37 ranks) + Defenses 17 = 150

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

Inspo Art: http://misspinku.deviantart.com/art/Gem ... -582992318

At the time I made this, I didn't know what "Gemsona" meant. So I made basically an artificer that uses magic jewels to do various types of magic. 'Nuff said.
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Rain Controller - PL 10

Post by EternalPhoenix »

Rain Controller - PL 10

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

Advantages
Luck 2, Power Attack, Ranged Attack 6, Takedown, Uncanny Dodge

Skills
Deception 7 (+10), Expertise: Medicine 5 (+5), Expertise: Science 5 (+5), Insight 5 (+10), Perception 5 (+10), Persuasion 7 (+10), Ranged Combat: Rain Control 4 (+6), Treatment 10 (+10)

Powers
Armor of Rain: Protection 8 (+8 Toughness; Sustained)

Chillproof: Immunity 1 (Environmental Condition: Cold)

Flight For Some Reason, Probably Wind: Flight 5 (Speed: 60 miles/hour, 900 feet/round)

Rain Control
. . Freezing Rain: Cumulative Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 18; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited: Rainstorm MUST be active, Limited Degree)
. . Hard Rain: Create 8 (Volume: 250 cft., DC 18; Movable; Limited: Rainstorm MUST be active)
. . Mist Form
. . . . Concealment: Burst Area Concealment Attack 4 (Linked; All Visual Senses, DC 14; Burst Area: 30 feet radius sphere, DC 14, Attack: Dodge; Limited: Rainstorm MUST be active)
. . . . Growth: Growth 8 (Linked; +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +1 speed ranks; Limited: Rainstorm MUST be active, Limited to Increasing Size Only)
. . . . Insubstantial: Insubstantial 2 (Linked; Gaseous; Limited: Rainstorm MUST be active)
. . Rain Bullets: Damage 8 (DC 23; Increased Range: ranged, Multiattack; Limited: Rainstorm MUST be active)
. . Transmute Into Water: Transform 6 (Affects: Broad > 1 Thing - Anything Into Water, Transforms: 50 lbs., DC 16; Accurate: +2, Increased Range: ranged; Limited: Rainstorm MUST be active)

Rainstorm: Environment 6 (Impede Movement (1 rank), Visibility (-5), Radius: 900 feet)

Offense
Initiative +2
Concealment: Burst Area Concealment Attack 4 (DC Dog 14)
Freezing Rain: Cumulative Affliction 8, +12 (DC Dog/Fort/Will 18)
Grab, +8 (DC Spec 12)
Rain Bullets: Damage 8, +12 (DC 23)
Throw, +8 (DC 17)
Transmute Into Water: Transform 6, +14 (DC Dog 16)
Unarmed, +8 (DC 17)

Languages
Native Language

Defense
Dodge 10/6 (in Mist Form), Parry 10/6 (in Mist Form), Fortitude 7, Toughness 10, Will 7

Power Points
Abilities 48 + Powers 60 + Advantages 11 + Skills 24 (48 ranks) + Defenses 17 = 160

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

Inspo Art: http://misspinku.deviantart.com/art/8-Rain-580631769

A rather unique idea. A limited version of a water and/or weather controller. I think it works, even if it's over points as seems to keep happening. :|
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Spatial Displacer - PL 10

Post by EternalPhoenix »

Spatial Displacer - PL 10

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

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

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

Powers
Body Portal: Enhanced Trait 10 (Traits: Dodge +10 (+15))

Fold Space: Elongation 5 (Elongation: 250 feet, +5 to grab)

Temporary Wormhole: Teleport 5 (900 feet in a move action, carrying 400 lbs.; Accurate, Change Direction, Change Velocity, Increased Mass 3)

Offense
Initiative +9
Grab, +10 (DC Spec 20)
Throw, +2 (DC 20)
Unarmed, +15 (DC 20)

Languages
Native Language

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

Power Points
Abilities 56 + Powers 35 + Advantages 6 + Skills 41 (81 ranks) + Defenses 19 = 157

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

Inspo Art: http://misspinku.deviantart.com/art/Space-556675736

Martial Artist with a gimmick. A cool gimmick, but a gimmick.
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