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J-Mart I 2E: Green Scar Hulk, Mandrill, Nekra

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Postby Thorpacolypse » Mon Feb 11, 2008 5:39 pm

Godfallen wrote:*slaps spawn around* I HATE YOU..STOLEN IDEA CHARACTER!!!!

*stares at Jenna*...Thorp...go check your pm box...cuz I got a comment for that I can't air...but it's funny...I swear....


Oh, THAT was funny! But you were smart not to post it here.

And thanks for the props on the Jenna build. We are J-Mart are always trying to push the envelope...

To seek out new builds...

To create new ill-thought out and tasteless jokes...

TO BOLDLY GO WHERE NO THREAD HAS GONE BEFORE!!!!!
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Postby Thorpacolypse » Mon Feb 11, 2008 10:42 pm

Hitting the aisle 2 shelves is a J-Mart Favorite. The type of man we made this thread for. The type of man for whom excessive violence is not just a job, but a way of life.

Image
Now, see what's gonna happen is am I gonna pull two guns from the holsters you can't see on my back and I am going to shoot all of you in about 10 seconds. I don't really want to and I'm not going to kill you because you're just cops doing your job, but you're gonna get shot. Sorry, but that's just the way it is...

THE PUNISHER PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 14 (+2) WIS: 16 (+3) CHA: 12 (+1)

SKILLS: Acrobatics 4 (+7), Bluff 7 (+8), Climb (+4), Concentration (+3), Craft [Mechanical] 5 (+7), Diplomacy (+1), Disable Device 7 (+9), Disguise (+1), Drive 3 (+6), Escape Artist 7 (+10), Gather Info 10 (+11) [Contacts, Well-Informed], Handle Animal (+1), Intimidate 11 (+12) [Forceful Intimidation, Startle], Knowledge [Streetwise] 6 (+8), Knowledge [Tactics] 8 (+10), Notice 9 (+12), Search (+2), Sense Motive 9 (+12) [Assessment, Combat Clarity], Stealth 10 (+13), Survival 8 (+11), Swim (+4)

FEATS: Assessment, Attack Specialization (1) [Firearms], Challenges (2) [Forceful Intimidation, Combat Clarity], Contacts, Dodge Focus (6), Equipment (10), Evasion (1), Fearsome Presence (3), Improved Aim, Improved Critical (5) [Knife, Sniper Rifle, Assault Rifle, Heavy Pistol, Unarmed], Improved Initiative (1), Luck (1), Master Plan, Power Attack, Precise Shot (1), Prone Fighting, Quick Draw (2), Takedown Attack (1), Startle, Tough (1), Track, Uncanny Dodge (Auditory), Well-Informed

POWERS:
None


EQUIPMENT:
(50ep)

Costume/Body Armor (Protection, Subtle [4ep]) [3]
Cell Phone, Handcuffs, Mini-Tracer, Multi-Tool (4ep)
Punisher Arsenal (33ep):
RPG (27ep) [9] - DC:19:ref
MG6 Assault Rifle (Extra: Auto-Fire [1ep]) [7] - DC:22:tough
Sniper Rifle (PF: Improved Critical [1ep]) [7] - DC:22:tough
Plastic Explosives (Extra: Area Explosion [1ep]) [9] - DC:19:ref
Military Grade Frag Grenades (Extra: Extra Explosion [5]; 1ep) [7] - DC:17:ref
Knife (Extra: Improved Critical [1ep]) [1] - DC:20:tough
Twin Heavy Pistols (PF: Split Attack [1ep]) [5] - DC:20:tough
Vehicle (9ep):
Van (Standard Archetype Plus: Alarm),

COMBAT: Base Attack +11, Melee +11, Ranged +11, Firearms +13, Grapple +15 [Unarmed +4, 19-20 Critical (Bruise); Sniper Rifle +7, 18-20 Critical (Lethal); MG6 Assault Rifle +7, 18-20 Critical, Auto-Fire (Lethal/Bruise); Heavy Pistols +5, 19-20 Critical (Lethal/Bruise); RPG +9 (Lethal); Plastic Explosives +9 (Lethal); Frag Grenades +7 (Lethal); Knife +5, 18-20 Critical (Lethal/Bruise)]; Defense 22 (13 flat-footed); Init +7; Knockback -4

SAVES: Toughness +8 (+8 flat-footed), Fortitude +7, Reflex +7 (Evasion), Will +7

DRAWBACKS:

Abilities 34 + Skills 26 (104 ranks) + Feats 45 + Powers 0 + Combat 34 + Saves 11 – Drawbacks 0 = 150 / 150

Comments: The Punisher tweaked down to playable level. He’s still a monster and half in a street level game. Not much else to say except that if you ain't Impervious +10, get out of his way. I just love that man!

Clean Up 11/14/08: Since I made Jigsaw, I thought I had better take a look at Frank. No big changes, just added tweaked a couple of things to add Combat Clarity Challenge and some skill ranks in Demolitions.

Clean Up 5/21/09: A couple more tweaks to my man after reading Punisher: Civil War. Classic stuff and made me want to change a few things around on Frank where he can cause even more damage.
Last edited by Thorpacolypse on Thu May 21, 2009 8:24 pm, edited 2 times in total.
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Postby JoshuaDunlow » Tue Feb 12, 2008 2:04 am

On Aisle 4, we have Bilbo Baggins and the One Ring.

I was watching the lord of the rings movie last night, and got inspired to do a rebuild of some of my lord of the rings stuff. And i thought i would start off with bilbo. I looked back on my old build, and realized this could be re-written alot better. Skills are using the specialized variation in the masterminds manual, at a cost of 1:5 skill points. Bilbo here is written as of the first telling of the fellowship, before loosing passing the ring onto frodo. One thing that has always frustrated me, is when designed "devices" i can never use all the points for it. I gave string Accurate, even though i don't think it would have it. And i still fall short. Im not sure exactly how to fix that problem.

Image
"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, Race: Hobbit, Power Level: 4 (66pp), Concept: Dilettante, Marital Status: Single, Place of Residence: Hobbiton, Family: Bungo Baggins (father), Belladona Took (Mother), Frodo Baggins (nephew; cousin once removed)

Abilities [14pp]: Strength 8 (-1), Dexterity 14/18 (+2/+4), Constitution 10 (+0), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 14 (+2)
Saves [4pp]: Toughness +4, Fortitude 1 (+1), Reflexes 2 (+4/+6), Willpower 1 (+3)
Combat [8pp]: Base Attack +2 (+3 ranged/+4 with Sting) , Base Defense +3 (+1 flatfooted), Initiative +2/+4, Grapple -1, Knockback -2, Hero Points 2
Attack (dc): Unarmed -1, Sting +1 (+2 with orcs; 18-20 critical)
Skills [9pp]: Acrobatics 1 (+3/+5), Bluff 4 (+6), Craft: Cartography 2 (+3), Craft: Cooking 4 (+5), Craft: Writing 5 (+6), Intimidate 0 (+0), Knowledge: Geneaology 4 (+5), Knowledge: Riddles 3 (+4), Knowledge: Shire 4 (+5), Languages 1 (Common, Elf), Notice 4 (+6), Perform: StoryTelling 2 (+4), Search 4 (+5), Sense Motive 2 (+4), Sleight of Hand 2 (+4), Stealth 4 (+8/+10), Swim 3 (+2)
Feats [9pp]: Attack Focus (Ranged) 1, Benefit 3 (Elf Friend, Wealth 2), Contacts, Defensive Roll, Dodge Focus 1, Luck 1, Second Chance (resist the taint of darkness), Sneak Attack 1
Powers [10pp]:
Hobbit Physiology Power Suite
- "Small Size" Shrinking 2 [PF: Innate; Flaws: Permanent; (-2 strength, +2 stealth, -2 grapple, -1 intimidation)]
- "Shadow Resistance" Feature 2 [PF: Innate; +4 save against the powers of the shadow]
- "Agile" Enhanced Dexterity +2 [PF: Innate]
Devices [14pp]:
Sting 2 [Easy to Remove Device]
-Strike 2 [Power Feats: Accurate, Favored Opponent (Orc), Mighty, Improved Critical 2; Extras: Penetrating 2; Flaws: Limited (Penetrating against the servants of the shadow)]
-Super Senses 1 [Detect Orcs (Extended, Radius); Drawbacks: Noticeable]
Mithril Shirt 2 [Hard to remove device]
-Protection 3 [Power Feats: Subtle, Extra: Impervious 3]
Drawbacks []: ?
Equipment [Wealth Bonus +16]: Pipe, Pipe weed, Walking Stick, Pack
Complications: Queer Folk or Cracked (an adventurous streak)


The One Ring (Plot device)
In the hands of Bilbo the ring provides the following:
-Immunity 1 [Aging]
-Enhanced Dexterity +4
-Invisibility [Flaws: Limited (can be seen by the ring wraths)]

The One Ring
Device (One Ring) 6- [35 points to spend;[Hard to loose] Total Cost: 24 pp
A long time ago Sauron the Deciever, 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 deciever 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.


Long Life: All those who wear the ring have their life extended gaining the Immunity (Aging) power, with the limited effect. (1pp)
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. (4pp)
Invisibility: The ring bestows the power of Invisibility (concealment from all visual sense). This invisibility does not work on incorporeal creatures such as the ring wraiths.(8pps)
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 3 (All Mystical powers). 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. (9pp)

The Ugly:
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. The bearer must make a will save against a DC of 20 to not be noticed by an agent of darkness. [Very common, Major; +5 pp]
Corruption: 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. [Common, Major; +4 pp]

Complications
Now the ring is always trying to get back to suaron, 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 Tue Feb 12, 2008 10:25 pm, edited 2 times in total.
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Postby Thunderstrike » Tue Feb 12, 2008 5:10 am

The Hobbit and the Lord of the Rings are some of my favorite stories!

Nice take on the powers of the Ring. I hate when you can't fill the Device Container right too! I always have too many or not enough points!
"HA! A natural 20! That means I win. You can fall down now. What? Are you 4th edition?" - Richard the Warlock from Looking for Group Webcomic
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Postby Godfallen » Tue Feb 12, 2008 7:29 am

Thorpacolypse wrote:Image


why is Black Adam dressed like the Punisher??
Image
whatever doesn't kill you....makes you stranger
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Postby Thunderstrike » Tue Feb 12, 2008 7:30 am

Godfallen wrote:
Thorpacolypse wrote:Image


why is Black Adam dressed like the Punisher??


LMAO! :lol: :lol: :lol:
"HA! A natural 20! That means I win. You can fall down now. What? Are you 4th edition?" - Richard the Warlock from Looking for Group Webcomic
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Postby JoshuaDunlow » Tue Feb 12, 2008 10:01 am

Thunderstrike wrote:The Hobbit and the Lord of the Rings are some of my favorite stories!

Nice take on the powers of the Ring. I hate when you can't fill the Device Container right too! I always have too many or not enough points!


The powers are taken almost directly from the "Lord of the Rings" Roleplaying game by Decipher. Granted my take on the Taint, was before the any official rules came out in the Masterminds manual.
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Postby Godfallen » Tue Feb 12, 2008 11:06 am

your Bilbo IS really good, Josh...amazing actually...simple...easy to play.
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Postby Libra » Tue Feb 12, 2008 1:34 pm

We are J-Mart are always trying to push the envelope...

To seek out new builds...

To create new ill-thought out and tasteless jokes...

TO BOLDLY GO WHERE NO THREAD HAS GONE BEFORE!!!!!


Don't forget the Bodacious Women! :wink: :mrgreen:
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
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Postby JoshuaDunlow » Tue Feb 12, 2008 1:39 pm

Godfallen wrote:your Bilbo IS really good, Josh...amazing actually...simple...easy to play.


Thanks Godfallen, and simple is my motto.
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Postby JoshuaDunlow » Tue Feb 12, 2008 1:43 pm

On Aisle 4, I continue our LOTR line up with Frodo.

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

Frodo Baggins, Race: Hobbit, Power Level: 6 (94pp), 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 [21pp]: Strength 10, Dexterity 14/18 (+2/+4), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 14 (+2), Charisma 16 (+3)
Saves [10pp]: Toughness +5, Fortitude 2 (+3), Reflexes 3 (+5/+7), Willpower 3 (+5)
Combat [14pp]: Base Attack +3 (+4 ranged, +5 with sting), Base Defense +5 (+2 flatfooted), Initiative +2/+4, Grapple +1, Knockback, Hero Points 3
Attack (dc): Unarmed +0, Sting +2/+3 vs Orcs (18-20 critical)
Skills [12pp]: Acrobatics 2 (+4/+6), Bluff 3 (+6), Craft: Cooking 2 (+3), Intimidate +1, Knowledge: Geneaology 3 (+4), Knowledge: Riddles 3 (+4), Knowledge: Shire 3 (+4), Language 1 (common, elf), Notice 5 (+7), Search 5 (+6), Sense Motive 2 (+4), Sleight of Hand 3 (+5/+7), Stealth 5 (+8/+10), Swim 3 (+2)
Feats [10pp]: Attack Focus (ranged) 1, Attractive, Benefit 3 (Elf Friend, Wealth 2), Defensive Roll 1, Dodge Focus 1, Luck 2, Second Chance (resist the taint of darkness), Sneak Attack 1
Powers [10pp]:
Hobbit Physiology Power Suite
- "Small Size" Shrinking 2 [PF: Innate; Flaws: Permanent; (-2 str, +2 stealth, -2 grapple, -1 intimidate)]
- "Shadow Resistance" Feature 3 [PF: Innate+6 save against the powers of the shadow]
- "Agile" Enhanced Dexterity +2 [PF: Innate]
Devices [17pp]:
Easy To Remove Devices 3
-Sting 2 (8pp)
--Strike 2 [Power Feats: Accurate, Favored Opponent (Orc), Mighty, Improved Critical 2; Extras: Penetrating 2; Flaws: Limited (Penetrating against the servants of the shadow)]
--Super Senses 1 [Detect Orcs (Extended, Radius); Drawbacks: Noticeable]
-Vial of Earendil (7 dp)
--Environmental Control 2 [Sunlight; Flaws: Limited (Only in total darkness)]
--Emotion Control 6 [Extras: Linked to Dazzle; Flaws: Limited (Fear only), Limited (only against servants of the shadow), Sense Dependant (sight)]
-- Dazzle 6 [Sight; Extra: Linked to Emotion Control; Flaws: Limited (Only servants of the Shadow)]
Hard to Remove Devices 2
-Mithril Shirt (6 dp)
--Protection 3 [Power Feats: Subtle, Extra: Impervious 3]
-Elven Cloak (4 dp)
--Concealment 2 [Normal sight; Power Feats: Close Range, Subtle; Flaws: Blending]
Drawbacks []: ?
Equipment [Wealth Bonus +16]: Pipe, Weed, Walking Stick, Pack, Knife
Complications: Cracked/Queer (adventurous)


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)]

See my Bilbo build, for more information on the One ring.
Last edited by JoshuaDunlow on Tue Feb 12, 2008 10:24 pm, edited 1 time in total.
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Postby JackGiantkiller » Tue Feb 12, 2008 3:34 pm

JoshuaDunlow wrote:
Godfallen wrote:your Bilbo IS really good, Josh...amazing actually...simple...easy to play.


Thanks Godfallen, and simple is my motto.


It is, indeed, a good Bilbo. Nay, a great one. As to Sting...take off the limit on the Pen, as Sting is preternaturally sharp no matter who you cut with it, and then add another mighty feat so someone with an actual strength bonus could take advantage of the Penetration (like Sam...), and you are good to go. Remember that Sting was made by Elves, for elves, and most of them (unlike other worlds) would indeed have a Str bonus.
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Stratospheric

Postby JackGiantkiller » Tue Feb 12, 2008 3:38 pm

Another Storn/ Death Tribble production for the Original PC's Aisle...is there an aisle for that?

If it was up your...

Randall! PG 13!


Image

Stratospheric

Power Level: 10 (150 power points)

Abilities: STR 14(+2) DEX 16(+3) CON 14(+2) INT 14(+2) WIS 14(+2) CHA 14(+2)

Skills: Acrobatics 4 (+7), Computers 4 (+6), Craft (Electronic) 4 (+6), Craft (Mechanical) 4 (+6), Diplomacy 2 (+4), Intimidate 5 (+7), Knowledge (Tactics) 10 (+12), Knowledge (Technology) 4 (+6), Notice 5 (+7), Pilot 10 (+13), Profession (Officer) 4 (+6), Sense Motive 4 (+6), Survival 4 (+6)

Feats: Attack Specialization (Battlesuit Guns), Dodge Focus 2, Improved Aim, Improved Critical (Battlesuit Guns), Move-by Action, Precise Shot

Powers: Device (hard to lose) 17

Combat: Attack +6 Battlesuit Guns +8
Damage Battlesuit Guns + 12 (dc 27) Unarmed +2 (dc 17)
Defense 18 (Flat-footed: 13) Initiative +3
Grapple: +8 (Attack - +6,Strength - +2,Size - +0)

Saves: Toughness +12(+2) Fortitude +4 Reflex +6 Willpower +6

Lifting: 175 lb.
Devices:
Stratospheric Battlesuit (Hard to Lose):
Protection 10 (E:Impervious)
Immunity 9 (Life Support)
Flight 6
Blast 12 (E:Autofire; PF:Variable Descriptor (Any Tech)),
Super-Senses 6 (Communication Link,Extended (Normal sight),Low-Light Vision,Radio)

Cost Summary:
Ability 26 + Skills 16 (64 Ranks) + Feats 7 + Powers 68 + Combat 24 + Saves 9 = 150 / 150

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



Note that unlike a whole lot of battlesuits, this one has no Strength enhancement whatsoever. It is intended for high speed ranged air to air and air to surface combat, not brawling. The multiple weapons systems on the suit fire bullets, lasers, kinetic blasters, and more. Not matter how tight the quarters, at least one of the weapons can be brought to bear on a foe, even a grappling one. The back mounted guns, for instance, are fully articulated, and there are blasters in the vambraces, as well. (Remember that nothing keeps you from using Blast in melee.)

Colonel William North, USAF, pilots this fine example of modern military technology, the Stratospheric Personal Air Superiority Armor. He's trained to maintain it, but he doesn't really know how it works well enough to build it or make serious repairs.
He is, however, a fine pilot and officer.
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Postby JoshuaDunlow » Tue Feb 12, 2008 3:56 pm

JackGiantkiller wrote:
JoshuaDunlow wrote:
Godfallen wrote:your Bilbo IS really good, Josh...amazing actually...simple...easy to play.


Thanks Godfallen, and simple is my motto.


It is, indeed, a good Bilbo. Nay, a great one. As to Sting...take off the limit on the Pen, as Sting is preternaturally sharp no matter who you cut with it, and then add another mighty feat so someone with an actual strength bonus could take advantage of the Penetration (like Sam...), and you are good to go. Remember that Sting was made by Elves, for elves, and most of them (unlike other worlds) would indeed have a Str bonus.


In my builds, i reverse it. I buy one level of mighty to simulate the bonus. And apply any strength modifiers to the extra's themselves. Makes it easier for me.
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Postby JackGiantkiller » Tue Feb 12, 2008 4:00 pm

Okay, whichever.:) Just trying to help.
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