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Postby The Ilethryl Knight » Wed Jun 17, 2009 10:16 am

…the children of Men dwell only a short space in the world alive, and are not bound to it, and depart soon wither the elves know not. Whereas the Elves remain until the end of days, and their love of the Earth and all the world is more single and more poignant therefore, and as the years lengthen ever more sorrowful. For the Elves die not till the world dies, unless they are slain or waste in grief (and to both these seeming deaths they are subject); neither does age subdue their strength , unless one grow weary of ten thousand centuries; and dying they are gathered to the halls of Mandos in Valinor, whence they may in time return.


Quoted from the Silmarillion. Hope this helps.
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Postby JoshuaDunlow » Wed Jun 17, 2009 8:17 pm

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"taller than some and fairer than most, [with] a cleft in his chin: perky chap with a bright eye."


Frodo Baggins (PL 6/91pp)
Race: Hobbit, Concept: Dilettante, Marital Status: Single, Place of Residence: Hobbiton, Family: Bilbo Baggins (uncle, cousin once removed), Drogo Baggins (father, deceased), Primula Brandybuck (mother, deceased)

Abilities [19pp]: Strength 10, Dexterity 14/18 (+2/+4), Constitution 11 (+0), Intelligence 14 (+2), Wisdom 14 (+2), Charisma 16 (+3)
Saves [10pp]: Toughness +6 (+5 flat), Fortitude 2 (+2), Reflexes 3 (+5/+7), Willpower 5 (+7)
Combat [16pp]: Base Attack +4 (+5 ranged, +6 with sting), Base Defense +6 (+2 flatfooted), Initiative +2/+4, Grapple +2, Knock back -3/-2 flat, Hero Points 3
Attack (dc): Unarmed +0, Sting (dc 17/dc18 vs. orcs; 18-20 critical)
Skills [11pp]: Acrobatics 2 (+4/+6), Bluff 3 (+6), Craft: Cooking 2 (+5), Intimidate +1, Knowledge: History 4 (+5), Knowledge: Riddles 3 (+5), Knowledge: Current Events 3 (+5), Language 1 (common, elf), Notice 5 (+7), Search 5 (+7), Sense Motive 5 (+7), Sleight of Hand 3 (+5/+7), Stealth 6 (+9/+11), Swim 3 (+2)
Feats [16pp]: Attack Focus (ranged) 1, Attractive, Benefit 1 (Elf Friend), Defensive Roll 1, Dodge Focus 2, Equipment 5, Luck 2, Shadow Resistance, Sneak Attack 1, Second Chance (Shadow Resistance)
Powers [5pp]:
- Shrinking 2 [PF: Innate; Extra: Continuous]
Devices [14pp]:
Sting 2 [Easy to remove device; ] = 6pp
- Strike 2 [PF: Accurate, Improved Critical 2, Mighty, Favored Opponent (orc); Extra: Penetrating; Flaws: Limited (penetrating against the servants of the shadow)]
- Super Senses 1 [Detect Orcs (Extended, Radius), Drawbacks: Noticeable]
Mithril Shirt 2 [Hard to Remove] =8 pp
- Protection 5 [Power Feats: Subtle, Extra: Impervious 3]
Drawbacks []: ?
Equipment [21ep]: Pipe, Weed, Walking Stick, Pack, Knife (+1, Mighty, improved critical), The One Ring (see below), Elven Cloak [Concealment 2(Normal Sight; PF: Close Range, Subtle; Flaws: Blending)], Vial of Earendil 4 [ Environmental Control 2 [Sunlight; Flaws: Limited (Only in total darkness)]; Emotion Control 6 [Extras: Linked to Dazzle, Area (burst); Flaws: Limited (Fear only), Limited (only against servants of the shadow), Sense Dependant (sight)] (3)+ Dazzle 6 [Sight; Extra: Linked to Emotion Control, area (Burst); Flaws: Limited (Only servants of the Shadow)] = 12


The One Ring (Plot device)
In the hands of Frodo the ring provides the following:
-Immunity 1 [Aging]
-Enhanced Dexterity +4
-Invisibility [Flaws: Limited (can be seen by the ring wraths); Drawbacks: Every use of the Ring, brings the attention of the closest servant of the shadow]


Notes:
When defining servants of the shadow, we do not mean evil mean or goblins or orcs. We are speaking of those beings who have been empowered or are themselves servants of Sauron. Such as the Ring Wraiths, Demons, etc.. Otherwise here we go, here is the first in my rebuilds of the LOTR main characters. These will replace my Novelized characterizations.
Last edited by JoshuaDunlow on Thu Jun 18, 2009 10:42 am, edited 1 time in total.
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Postby Ecalsneerg » Thu Jun 18, 2009 1:31 am

I haven't read the books in a while, where is the Ring demonstrated to give him Enhanced Dexterity?
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Postby Libra » Thu Jun 18, 2009 9:55 am

Keep up the good work Joshua Dunlow. :D
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Postby JoshuaDunlow » Thu Jun 18, 2009 10:32 am

To answer your question, here’s an update of the One Ring. Perhaps it will help, all information is taken from Wikipedia of course. Though the quick answer to it is this.

The Ring's primary power was control of the other Rings of Power, including "mastery over [their] powers" and domination of the wills of their users.[3] By extension, the Ring also conferred the power to dominate the wills of other beings whether they were wearing Rings or not. However, this is its least accessible power since it granted this ability in proportion to the user's natural capacity. In the same way, it amplified any inherent power its owner possessed.[3]



Image

The One Ring (X-Trait Device)
A long time ago Sauron the Deceiver, gave to the races of man, elf, and dwarf. Rings of magic and might, to help rule their kingdoms. With man this became the ability to Rule their people. With dwarves this became the ability to become more wealthy. And with the elves? I do not recall what the gift to them was for their rings. Why didn't the elves fall into ruin? Because the elves had a measure of the gods themselves in them, and could hide them from the eye of Sauron. But Sauron being the deceiver as he was made the master ring, to rule over all rings so he could take over the world. He jealously coveted the earth and wanted it for himself, since he was cast down from the stars of heaven.
Now in general the more powerful an individual is, the more he can do with the ring. So its mostly up to the game master to decide how to handle that. But I suggest the following: (however a hobbit, can only access the long life, the ability enhancement and the Invisibility power). The rings powers are not limited to the power rank limits.

THE GOOD
Long Life: All those who wear the ring have their life extended gaining the Immunity (Aging) power, with the limited effect.
Ability Enhancement: The one ring grants Enhanced Ability 4, which will bestow a +4 bonus to any one ability score, usually the best one the character has.
Invisibility: The ring bestows the power of Invisibility (concealment from all visual sense), by entering a shadowy world that makes one more visible to the servants of power. This invisibility does not work on incorporeal creatures such as the ring wraiths. While invisible the players sight is dimmed, reducing any vision related tasks by increasing the DC by +2. Or reducing the range of visual based attacks by 1 rank.
Command: The ring bestows the power of Mind Control 10 [Extras: Sensory Link, Flaw: limited to your own race].
Great Power: The ring provides the power of Boost 4 (All Mystical powers; No Fade). If the bearer does not have any mystical powers, he gains Sorcery at half his power level in rank. This boost can raise the rank of a bearer's mystical powers above his power level limit.
Superior Senses: Super Senses [Extended Hearing]
Telepathy: It’s quite possible the bearer of the ring can utilize the ability to Read Minds, and to Comprehend ancient and unknown languages. Telepathy 6 + Comprehend [Languages]
Menacing Countenance: The ring can protect the wearer through the use of its terrible power, creating the most fearsome presence to those that behold the bearer. Emotion Control 10 [Extras: Area (Burst), Selective Attack; Flaws: Fear Only, Sense Dependant (Vision)]
The Master Ring: The one has command and control over all other rings ,and in turn those who wear them. Those who know of these abilities can perform a Mind Control 10 [Extra: No save], Nullify 10 [Powers of Any Ring], Power Control [Flaw: Limited to those wearing a ring]


THE BAD
Detection: Each time the bearer uses one of the powers of the ring, the agents of darkness can detect its use. And are drawn towards the bearer. There is nothing that the bearer can do about this either, though he can spend a hero point to prolong the use of the ring before being detected. Proximity may play importance here.
Corruption/Sentient Intelligence: The more the ring is used, the greater the chance the ring will attempt to control the bearer. The character must make a willpower save against a DC of 15 to resist temptation. Each time a bearer fails, he gets 1 corruption point. And is prone to taking an action he does not want to do. Spending a hero point can negate this affect. Should this total exceed the characters wisdom score, he turns to evil. The game master should dictate when these rolls should be made, usually during circumstances when an agent of darkness is around.
Proximity: The closer the ring gets to Mordor, the more powerful it becomes. And the greater the will it can exert over its bearer, it can also grant its abilities without actually having to put it on. Increase the DC to resist the Corrupting effects by +5 within proximity of Mordor.

Complications
Now the ring is always trying to get back to Sauron, so when someone more powerful or easier to control comes around (someone with a lower will save and a higher power level than the bearer). The game master can use Game Masters Fiat to make things worse for the bearer. Making it easier for the ring to be taken away from the bearer. A hero does not get a hero point for this, because of the nature of the ring.
Last edited by JoshuaDunlow on Fri Jun 19, 2009 5:34 pm, edited 2 times in total.
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Postby Libra » Fri Jun 19, 2009 8:31 am

I sometimes suspect that the Ring is more famous than it's Dark Lord, which is mildly amusing - and a pretty accurate description of it's threat level into the bargain.

People know just how evil the Dark Lord is an fight him, but the Ring is equally evil and most refuse to recognise that, which makes it that much more dangerous. . .
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Postby JoshuaDunlow » Fri Jun 19, 2009 5:22 pm

Libra wrote:I sometimes suspect that the Ring is more famous than it's Dark Lord, which is mildly amusing - and a pretty accurate description of it's threat level into the bargain.

People know just how evil the Dark Lord is an fight him, but the Ring is equally evil and most refuse to recognise that, which makes it that much more dangerous. . .


Yeah, and im still missing some of the powers of the Ring. Which includes its ability to control other rings, nullifying their powers. Or a no save version of mind control against those of wear said rings.
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Postby JoshuaDunlow » Fri Jun 19, 2009 6:05 pm

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“In a hole in the ground there lived a Hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbit-hole and that means comfort."

Bilbo Baggins (PL 4/52pp )
Concept: Dilettante, Marital Status: Single, Place of Residence: Hobbiton, Family: Bungo Baggins (father), Belladona Took (Mother), Frodo Baggins (nephew; cousin once removed)

Abilities [13pp]: Strength 8 (-1), Dexterity 15 (+2), Constitution 10 (+0), Intelligence 12 (+1), Wisdom 13 (+1), Charisma 15 (+2)
Saves [11pp]: Toughness +2, Fortitude 2 (+2), Reflexes 4 (+6), Willpower 5 (+6)
Combat [10pp]: Base Attack +2 (+3 ranged), Base Defense +5 (+2 flatfooted), Initiative +2, Grapple -1, Knockback -2, Hero Points 2
Attack (dc): Unarmed -1
Skills [13pp]: Acrobatics 2 (+4), Bluff 4 (+6), Craft: Cooking 4 (+5), Craft: Artistic 5 (+6), Intimidate 0 (+0), Knowledge: History 4 (+5), Knowledge: Riddles 3 (+4), Knowledge: Current Events 6 (+7), Languages 1 (Common, Elf), Notice 4 (+6), Perform: StoryTelling 4 (+6), Search 4 (+5), Sense Motive 2 (+4), Sleight of Hand 2 (+4), Stealth 4 (+8), Swim 3 (+2)
Feats [10pp]: Attack Focus (Ranged) 1, Benefit 1 (Elf Friend), Contacts, Defensive Roll, Dodge Focus 2, Luck 1, Second Chance (resist the taint of darkness), Shadow Resistance, Sneak Attack 1
Powers [5pp]:
Shrinking 2 [PF: Innate; Extras: Continuous (-2 strength, +2 stealth, -2 grapple, -1 intimidation)]
Equipment [0]: Pipe, Pipe weed, Walking Stick, Pack
Complications: Queer Folk or Cracked (an adventurous streak)

Notes:
Here’s Bilbo as of the Lord of The Rings. He has been built without sting or his Mithril shirt, since Frodo get sthem.
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Postby JoshuaDunlow » Tue Jun 23, 2009 6:30 pm

Another update to Warriors & Warlocks

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"When you think of dwarves, you probably think about great halls and mines. Moreover, a good mug of beer. You think that means you know everything about us dwarves. Hah, you want to see our true strength, it comes in the magic we bring to our fingertips. With the things, we create, bringing to life the intrinsic qualities of everything that we touch. You have seen nothing, until you have held a dwarf weapon in your hands. You will never find the like again."… Garen speaking to a human weapon smith in the city of Ilend.

Garen Iron forge (PL 6/90pp)
Race: Modoren Dwarf, Concept: Artificer, Family: Iron Forge Clan, Garek (father), Matri (Mother), Yulek (brother), Janus (brother), Evrik (brother), Marital Status: Single, Age: 48, Height: 4'6", Weight: 145 lbs, Eyes: Blue, Hair: Dark Gray; Allegiances: Artificer Guild, Dwarven People, Motivations: Recognition, Goals: To find some of the lost Modoren Artifacts of old.

Abilities [13 pp]: Strength 12 (+1), Dexterity 11 (+0), Constitution 14 (+2), Intelligence 16 (+3), Wisdom 14 (+2), Charisma 8 (-1)
Saves [8 pp]: Toughness +2 (+3 with armor/+5 with defensive stance), Fortitude 3 (+6), Reflexes 1 (+2), Willpower 4 (+7)
Combat [10 pp]: Base Attack +2 (+3 Melee, +3 to block), Base Defense +5 (+6 with shield, +2 flatfooted), Initiative +4, Grapple +2, Knock back -5 , Hero Points 2
Attack (dc): Unarmed +1, Dwarven Spiked Mace (+4, 19-20 critical), Wand of Force (+5 homing force, +6 heat or cold attacks), Artificer Magic Shatter (dc 16 drain toughness)
Skills [13 pp]: Bluff 3 (+2), Concentration 6 (+8), Craft: Artistic 5 (+8), Craft: Mechanical 7 (+10), Craft: Structural 7 (+10), Gather Information 3 (+2), Knowledge: Arcane 6 (+9), Knowledge: Earth Sciences 2 (+5), Knowledge: Popular Culture 2 (+5), Languages 3 [Native, Common, Goblin, Dragon], Search 5 (+8), Sleight of Hand 3 (+3)
Feats [13 pp]: Attack Focus 1 (Melee), Artificer, Equipment 3, Benefit 1 [Status: Artificer], Goblin Grudge 1 [favored opponents (goblins)], Hardy, Improved Initiative, Luck 1, Skill Mastery [Craft: Artistic, Craft: Mechanical, Craft: structural, Knowledge: Arcane], Steadfast, Well Informed
Powers [24 pp]:
Dwarven Racial Template (11pp)
-Sturdy [Shrinking 1 (Compression, Normal Strength, Normal Toughness, Continuous, Innate)]
-Feature [Longevity] 1
-Super Senses 2 [Darkvision]
"Garen is a Modoren Dwarf, and has a sturdy frame and the ability to see in total darkness when necessary. They can also live anywhere from 140 to 200 years of age or more."
Artificer Training (13pp)
- Magic Detection [Super Senses 3 (Detect Magic, Radius, Acute)]
- Analyze Artifact [Super Senses [Detect Magical Items, Analytical]
- Artificer Magic 10 [Power Feats: 2 Alternate Powers; Flaws: Requires Distracting, Skill Roll Required]
-- Base: "Mending" Transform 6 [Broken to Fixed; Extras: Continuous; Flaws: Touch]
-- Alt: "Shatter" Drain Toughness 6 [Ranged, Affects Objects, Limited to Objects]
-- Alt: "Enchant" Variable Power 2 [Any Combination of Traits; Extras: Affects Others Only; Flaws: Limited (to Objects)]
"Garen's magical training is rather specific, he can detect magic in a radius and determine specific details about the magical (which is helpful in identifying magical items and their powers). He can also wield artifice magic, which allows him to mend broken objects that weigh up to 50 lbs. Break items weighing 20 lbs, and Enchant items with any number of traits magical them magical as long as he sustains that effect. "
Devices [12pp]:
Wand of Force 4 [Easy To Remove]
-Array 6 [Power Feats: 5 Alternate Powers]
-- Base: "Magic Missile" Blast 5 [Force; Power Feats: Homing, Affects Insubstantial]
-- AP: "Clenching Hand" Telekinesis 3 [Effective Strength 15; Power Feats: Precise; Extra: Perception]
-- AP: "Heat Beam" Blast 6 [Heat]
-- AP: "Chilling Beam" Blast 6 [Cold]
-- AP: "Feather Falling" Immune 5 [Falling damage (sustained)] + Super Movement (Slow Fall)
-- AP: "Shield vs. Projectiles" [Immune 10 (Slow Projectile; Flaws: Sustained, Limited [Half Save])]
"Garen created this wand of force, which allows him to firing homing magic missiles. A clenching hand with which to pick up items with, a heat beam, a cold beam, the ability to survive any fall by making his weight next to nothing. And a personal shield, to reduce the damage of arrows and other slow projectiles used against him."
Equipment: Reinforced Leather Armor (+2 toughness), Masterwork Artifice Tools (2), Dwarven Spiked Mace [+3 damage (Power Feats: Mighty, Improved Critical)], Small Shield (+1 dodge, +1 block), Book of Artifice (water resistant, 2),
Magical Equipment [13ep]:
Spectacles 1 (5ep)
- Super Senses 1 [Extended Vision]
- Super Senses 4 [X Ray Vision]
"Garen has developed this magical spectacles, that not only extend his normal sight. However, allows him to see through walls, barring lead of course.
Ring of Warding (8ep)
- Enhanced Base Defense 2
- Super Senses 1 [Danger Senses (Visual)]
- Enhanced Save 3 [+1 fort, +1 Ref, +1 will]
“Garen created a pair of rings which enhances his natural defensive abilities, and as long as he can see his foes he always retains his full defense. This comes in rather helpful, when he needs his full concentration."


Drawbacks [3pp]: Power Loss [Cannot cast Artificer magic if bound or gagged]
Complications: Hatred (Goblinoids), Enemy (Rival Artificer),
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Postby JoshuaDunlow » Wed Jun 24, 2009 8:20 pm

Okay i need some help, i really want to get somewhere with the fantasy material i have come up with. I have so many world ideas that i have come up with before, how can i take the informations of the ocassionaly game stat and what i got up in my head and put it down onto paper ? This is where i am stuck creatively, that and i am not very good with coming up with all the background detail. Just the ocassional idea that pops in my head?
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Postby The Ilethryl Knight » Thu Jun 25, 2009 12:18 pm

One thing you can do is try to imagine how one idea might fit and/or interact with another idea in the same world setting. For example, let's say you've created two characters for your Karmyth world. Ask yourself, do they know one another? If so, how did they meet? What is their relationship? Common enemy or goals? If they don't know one another, imagine a scenario that would allow them to interact, and what sort of friendship or enmity might ensue if they did meet.

Always think cause and effect. Is your character evil? ask yourself how did he get that way? Does he have a magic sword? Where did he get it? Is it an artifact? What are its origins? Does he have friends or enemies? Who are they, and what can they add to the story?

Look at your character Garen Iron Forge. His motivation is to find lost Artifacts. Why does he wish to find them? Does he just like to collect such things? Or perhaps the Dwarves are under threat by an ancient evil, and such artifacts could come in handy for battling this ancient evil. And just what are these artifacts? are there many of them, or maybe only a few.

Garen is an artificer. Most dwarves are warriors or craftsman. How and or why did he choose to become an artificer? What was his family/upbringing like? Does he have any enemies? If so, how did they become enemies?

For world building, it's often helpful to draw a map. determine what nations lie next to one another, and what their political relations are like. If they are allies, or at war, ask yourself why? How did they come to be friends or enemies? How do they interact. Try to build some political and racial histories. Also, try to build some threat (singular or plural) that threatens the future of this world.

Pantheons of powerful beings (gods, powerful wizards, dragons, or what have you) that lord it over the common folk often make for good campaign settings. Try to imagine what the dynamics/relationships are between these powerful beings, and how those dynamics affect the rest of the world.

Always think cause and effect. If something is such and such, ask why it is so, how did it become that way. If you have multiple ideas, find logical connections between them and look for ways to make these ideas interact.

If you have an idea, but don’t know what to do with it, write it down anyway. You might find a use for it someday. Keep a list of such ideas. Look through them now and then and see if you can make any connections between any of them. I tend to think of ideas like peices to a jigsaw puzzle. By themselves, they usually don't amount to much, but if you can find ways to connect them to other pieces/ideas, you'll find yourself building the foundations of a story.
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Postby JoshuaDunlow » Sun Jun 28, 2009 12:57 pm

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Selina D`Anteri (PL 7/133pp)
Race: Ancient Nymrean, Profession: High Mage/Warrior, Place of Birth: D`Anteri Isle (off the coast of Nymrea), Residence: Islaen, Family: Serina (mother, deceased), Alexos (father), Maia (Step Mother), Marek (brother), Alyssa (Step Sister), Marital Status: Single, Age: Appears to be in her Middle 20’s, Height: 5’11”, Weight: 150 lbs , Eyes: Blue, Hair: Dark Brown

Abilities [37pp]: Strength 12 (+1), Dexterity 15 (+2), Constitution 15/17 (+3), Intelligence 21/23 (+7), Wisdom 18 (+4), Charisma 16 (+3)

Saves [12pp]: Toughness +6/+10 with forcefield, Fortitude 3 (+6), Reflexes 4 (+7), Willpower 5 (+9/+12)

Skills [25pp (100 ranks)]: Acrobatics 2 (+4), Concentration 11 (+15), Diplomacy 6 (+9), Gather Information 4 (+7), Language 3 (+3), Medicine 3 (+7), Notice 8 (+12), Ride 5 (+7), Search 8 (+15), Swim 2 (+2), Knowledge (arcane Lore) 10 (+17), Craft (artistic) 8 (+15), Knowledge (art) 5 (+12), Perform (dance) 2 (+5), Knowledge (history) 5 (+12), Knowledge (popular culture) 5 (+12), Knowledge (Civics) 4 (+11), Profession (High Mage) 9 (+13)

Feats [24pp]: Equipment 8, Improved Critical (Strike) 2, Attack Focus (Melee), Attractive 2, Artificer, Ritualist, Well-Informed, Benefit (Status: Landed Aristocracy) 2, Improved Initiative , Connected, Contacts, Benefit (Wealth + 16) 2, Quick Change

Powers [21pp]:
Magic (Array 8) [Dyn: 1/r+3, max 8PP] (default power: blast; Check Required (Arcane); Distracting, Power Loss 2 (Cannot cast spells if bound or gagged))
- Arcane Force (Blast 8) [Dyn] (Alternate; DC 23; Penetrating [5 ranks only]; Distracting, Check Required (Arcane); Affects Insubstantial (half ranks))
- Force Field 4 [Dyn] (Alternate; +4 Toughness; Impervious, Affects Others, Range (ranged); Check Required (Arcane), Distracting)
- Summon Golem (Summon 7) [Dyn] (Alternate; Fanatical; Distracting, Check Required (Arcane))
- Portal (Teleport 7) (Alternate; 700 ft. as move action, 200 miles as full action, DC 17; Portal; Check Required (Arcane), Distracting, Long-Range; Easy)
- Mage Hand (Move Object) 8 [Dyn] (Effective Strength 40)
Super-Senses 3 (awareness: Magic, radius: Magic Awareness, acute: Magic Awareness)
Nymrean Physiology 1 [Passive Container; Innate]
- Immunity 1 [Aging]
- Immunity 2 [Disease & Poison (Half effect)]
- Impervious Will 3

Equipment [25 ep]:
Wizard's Robes [Protection 2; Enhanced Trait 4 ( Traits: Intelligence +2 , Will +2); Deep Pockets (Features 1)] = 7 ep
Wizard's Staff [Strike 3, DC 18, Feats: Improved Critical (Strike) 2, Attack Focus (Melee); Affects Insubstantial (half ranks), Mighty; Glowing (Features 1)] = 9 ep
Ring of Protection [Force Field 1; Enhanced Trait 5 (Traits: Defense Bonus +1, Fortitude +1 , Reflex +1 , Will +1)] = 6 ep
Knife and Sword = 0 ep
Amulet of Eldritch Force [Enhanced Trait 3 (Traits: Attack Bonus +1 (Limited to Magical Attacks); Enhanced Constitution 2] = 3 ep

Attack Bonus [8pp]: +4/+5 (Ranged: +4/+5, Melee: +5/+6, Grapple: +5/+6)

Attacks: Unarmed Attack, +6 (DC 16), Wizards Staff, +6 (DC 19), Arcane Force (Blast 8) [Dyn: 1/r+1, max 8PP], +5 (DC 23), Knife, +6 (DC 16), Sword +6 (dc 19)

Defense [6pp]: +3/+4 (Flat-footed: +2), Knockback: -5

Initiative: +6

Languages: Common, Elven, Arcane, Dragon

Isle D`Anteri (14ep)
Toughness: 15
Size: Huge (Villa/Tower)
Features: Living Space, Isolated, Laboratory, Library, Pool, Security System 2 (DC 25), Workshop, Dimensional Portal, Personnel, Power System

This is the home of the Sorceress known as Lady D`Anteri, who keeps a particular mystery to herself. The island is just off the coast of the City of Islaen, some 15 miles south by south west. The island itself is quite romantic and beautiful in its scenery. The beach against the eastern portion of the island, run's into a broken copse of tree's which lie against a rocky cliff face. But the island itself seems forested quite heavily, save for the very top portion of it. Which houses the D`Anteri estate, a walled villa surrounds the tall ivory tower which rises into the sky like a spire. And at the very tip a single banner waves of House D`Anteri. The tower and the villa itself sits upon the old ruins of her ancestors, where the Demi-God Nymir command his servants. Deep underneath the mountain maybe caves, and an ancient temple mixed with the rubble.


Summoned Golems (PL 7/105pp)
Abilities [-1]: Strength 25 (+7), Dexterity 10, Constitution 0, Intelligence 0, Wisdom 10, Charisma 0
Saves [4pp]: Toughness +10, Fortitude, Reflexes 4 (+4), Willpower 0 (+0)
Skills [0pp]: Intimidate 0 (+2), Stealth 0 (-4)
Feats [10pp]: All out Attack, Attack Focus (Melee) 2, Power Attack, Dodge Focus 4, Intimidating Presence 2
Powers [78pp]:
Immunity 45 [Fortitude, Mental Effects, Social]
Growth 4 [Permanent; Innate] =
Density 4 [Permanent; Innate (Immovable 1, Super Strength 1, Toughness +2)]
Protection 8
Super Strength 3
- Alt: Power Bolt [Blast 3 (Force)]
Attack [12pp]: +5 (+7 Melee, Grapple +18)
Attacks: Unarmed Attacks +7 (dc 22), Power Bolt +5 (dc 18)
Defense [2pp]: +4 (+0 flat)


Background:
Selina's birth is one shrouded in mystery, for the House of D`Anteri rose from her. Or so that is what many believe. So let's go back a few generations to the rise of the Nymrean Kingdom, it was the first generation of the world. A time when magic was at it's strongest, and the gods walked the earth. Selina was the product of one of the many demi-gods who ruled as God Kings upon the land, God King Nymir was a powerful man who fell in love with a mortal woman. Their union not only produced Selina, it set the foundations for the the Nymrean land that you now know today. Of course this story is lost in time, and no one remembers it now in this third age of man. Nymir's influence is all but forgotten and wiped out in the current day and age, and Selina doesn't mind. Her father is remembered as the cities patron deity now, deified as its protector and guardian. Selina wouldn't want to be the ruler of a grand kingdom anyways. But for a time she had been, in that first glorious age.

As a child, Nymir demanded that she learn many things. One the ability to defend herself, two, learn the arts of magic, and three, pick up the skills necessary to run the kingdom after him (should he fall).

More to Come
Last edited by JoshuaDunlow on Tue Sep 22, 2009 12:38 am, edited 3 times in total.
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Re: Post

Postby Aurelius » Sun Jun 28, 2009 2:11 pm

Nice build, and very nice character formatting

JoshuaDunlow wrote:Wizard's Robes [Protection 2, +2 Toughness; Enhanced Trait 4, Traits: Intelligence +2 (21, +5), Will +2 (+9); Deep Pockets (Features 1)]


That the lightest robes i've ever seen :wink:
And such a grace shall be given them...
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Postby MorningKnight » Sun Jun 28, 2009 2:58 pm

Combining hubba hubba with NEAT character sheet.

You're a gaming geek god, Snowman.
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Postby JoshuaDunlow » Sun Jun 28, 2009 4:24 pm

Snowman?! :shock:
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