Kreuz Control - DOOM!, Hydra, Azazel, Angel, Juggernaut

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Kreuzritter
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Posts: 21027
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Location: Rumble City

537

Post by Kreuzritter » Wed Oct 11, 2006 9:31 pm

Image

I may have failed you as a hero, but I will triumph as your conqueror!

Krall

PL: 10 (150)

abilities: (28)
STR 32 DEX 14 CON 32 INT 12 WIS 14 CHA 12

Combat: (32)
+6 init, +9/8 ATK, +9 DEF (+1 dodge, +4 flat-footed)
+11 DMG (unarmed)

saves: (6)
TOU +11 FORT +11 REF +5 WILL +5

Skills (12/48)
climb +6
handle animal +4
intimidate +6
knowledge: occult +4
knowledge: tactics +4
notice +6
ride +5
sense motive +4
survival +5
swim +4

feats (10)
assessment, attack focus: melee, all-out attack, dodge focus, power attack, improved grab, improved grapple, improved pin, improved initiative, startle

Powers (62)
enhanced STR +14 (14)
enhanced CON +14 (14)
immunity +3 (age, disease, poison) (3)
impervious tou +5 (5)
summon roach-demons +3 (feats: progression 5, mental link, sacrifice, extras: fanatical +1, horde +1) (22)
supersenses +4 (darkvision, scent, tracking) (4)

costs
abilities 28 + combat 32 + saves 6 + skills 12/48 + feats 10 + powers 62 = 150 pts

:arrow: one shot foe in the episode "cyborg the barbarian", krall gets a writeup due to his look, and the concept of disgraced barbarian turned into roach-monster by his own hubris

:arrow: kralls minions are the giant insect from the core rules
Last edited by Kreuzritter on Sun May 20, 2007 7:45 pm, edited 1 time in total.
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
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538

Post by Kreuzritter » Thu Oct 12, 2006 5:22 pm

Image

* Contact *

Jericho

PL: 8 (120)

abilities: (26)
STR 10 DEX 14 CON 14 INT 14 WIS 16 CHA 18

Combat: (24)
+6 init, +8/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+0/8/? DMG (unarmed/possession/possessed body)

saves: (11)
TOU +6/2 FORT +4 REF +6 WILL +8

Skills (11/44)
bluff +4
craft: artistic +6
diplomacy +5
language: sign +1
perform: keyboards +7
perform: stringed +7
notice +6
sense motive +8

feats (25)
attack focus: melee 2, dodge focus 4, defensive roll 4, fighting style 13 (accurate attack, chokehold, defensive attack, improved block, improved defense, improved disarm, improved grapple, improved initiative, improved throw, improved trip, power attack, stunning attack, uncanny dodge), luck, seize initiative

Powers (27)
possession +8 (extra: linked-mind reading +3, flaw: sense dependant-sight -1) (27)

drawback
disability: mute (very common, moderate, -4)

tradeoff
+2 DEF/-2 TOU

complications
prejudice (mute)
enemy (Slade)
secret/reputation (son of slade)

costs
abilities 26 + combat 24 + saves 11 + skills 11/44 + feats 25 + powers 27 - drawback 4 = 120 pts

:arrow: the second non-charter member of the new teen titans and a staple in their lore, Jericho made his appearance in the 5th season of the show, playing a key role in the team's fight with the Brotherhood of Evil.

:arrow: in keeping with his history, I've decided to make jericho's connection to deathstroke/slade a double complication, depending on how you want to use him, with either everybody knowing he's slade's son, or that it's big secret the kid's keeping under his hat

:arrow: if you want jericho's posession to work like it did during the judas contract, add the conscious flaw so folks he's possessed can exclaim and react to losing control of their body
Last edited by Kreuzritter on Sun May 20, 2007 7:27 pm, edited 1 time in total.
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Kreuzritter
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Posts: 21027
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539

Post by Kreuzritter » Thu Oct 12, 2006 6:18 pm

Image

Game over

Madam Rouge

PL: 12 (188)

abilities: (38)
STR 16 DEX 20 CON 16 INT 14 WIS 16 CHA 16

Combat: (40)
+9 init, +12/10 ATK, +12 DEF (+2 dodge, +5 flat-footed)
+3/? DMG (unarmed/shapeshift)

saves: (10)
TOU +6/3 FORT +6 REF +8 WILL +7

Skills (25/100)
acrobatics +9
bluff +9
computers +6
diplomacy +8
disable device +6
escape artist +8
gather info +8
investigate +8
intimidate +6
notice +8
search +8
sense motive +8
stealth +8

feats (21)
attack focus: melee 2, assessment, defensive roll 3, fighting style 14 (acrobatic bluff, dodge focus 2, defensive attack, grappling finesse, improved trip, improved throw, instant up, power attack, prone fighting, taunt, startle), improved initiative, uncanny dodge

Powers (64)
shapeshifting +8 (64)

drawbacks (-10)
vulnerable: fire/heat (very common, moderate) (-4)
weakness: extreme heat (uncommon, by round, moderate) (-6)

costs
abilities 38 + combat 40 + saves 10 + skills 25/100 + feats 21 + powers 64 - drawback 10 = 188 pts

:arrow: concluding the upper echelon of the brotherhood f evil, Madam rouge isn't my favorite build, mostly because

A) she's basicly a jumped up version of my much earlier mystique build

b) I am REALLY starting to dislike the vagueness and expense of dedicated shapechangers
Last edited by Kreuzritter on Sun May 20, 2007 7:26 pm, edited 1 time in total.
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Kreuzritter
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540

Post by Kreuzritter » Fri Oct 13, 2006 1:02 pm

Image

I shall stand. Sitting is for the weak and feeble!

Torrid

PL: 9 (135)

abilities: (20)
STR 10 DEX 14 CON 14 INT 12 WIS 14 CHA 16

Combat: (28)
+6 init, +9/7/6 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+0/9/9 DMG (unarmed/torrid flame/teleport)

saves: (12)
TOU +4/2 FORT +6 REF +6 WILL +6

Skills (8/32)
bluff +4
intimidate +6
knowledge: arcane lore +6
knowledge: streetwise +6
notice +4
sense motive +6

feats (18)
all-out attack, attack focus: range, attack spec: torrid flame, defensive attack, defensive roll 4, dodge 4, improved defense, improved initiative, move-by action, power attack, ritualist, startle

Powers (49)
hellfire control "torrid flames" +9 (18)
teleport +9 (change direction, change velocity, easy extra: accurate +1) (31)
ap: teleport +9 (change velocity, easy, extra: attack +1, accurate +1, flaw: limited-only to the Torrid Zone -1) [29]

costs
abilities 20 + combat 28 + saves 12 + skills 8/32 + feats 18 + powers 49 = 135 pts

:arrow: hailing from The Venture Brothers, Torrid is the offcial enemy of The Order of The Triad (Dr. Orpheus, Jefferson Twilight, The Alchemist), as appointed by The Guild of Calamitous Intent
Last edited by Kreuzritter on Sun May 20, 2007 7:23 pm, edited 1 time in total.
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Kreuzritter
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541

Post by Kreuzritter » Fri Oct 13, 2006 2:50 pm

Image

Ow!

Moonwalker

PL: 9 (135)

abilities: (24)
STR 10 DEX 16 CON 14 INT 12 WIS 14 CHA 18

Combat: (32)
+7 init, +10/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+0/8/8/8 DMG (unarmed/strike/blast/dance number)

saves: (11)
TOU +6/2 FORT +4 REF +8 WILL +6

Skills (14/56)
bluff +4
concentration +6
craft: songwriter +6
diplomacy +6
knowledge: streetwise +6
perform: sing +8
perform: dance +8
notice +6
sense motive +6

feats (18)
accurate attack, attack spec: blast, dodge focus 4, defensive attack, defensive roll 4, connected, elusive target, fearless, improved initiative, inspire, move by action, contacts

Powers (36)
magic +8 (36)
- illusion +8 (all senses, feats: progression 5, extra: action +1, flaw: limited- children only -1) [32]
- mind control "dance number" +8 (extra: area-cloud +1, selective attack +1, linked: fatigue +7 [extra: area-cloud +1, range +1], flaw: one command-Dance -1, sense dependent -1, range -1, uses -1) [32] *
- morph "mecha-moonwalker" +1 (feat: metamorph +1) [2]
- blast +8 [16]
- strike +8 [8]

tradeoffs
+1 ATK/-1 dmg
+3 DEF/-3 TOU

complications
enemy (Mr. Big)
responsibility (protect children)

costs
abilities 24 + combat 32 + saves 11 + skills 14/56 + feats 18 + powers 36 = 135 pts

:arrow: honestly, I'm as weirded out as you that I found myself writing up the video game interpretation of the character Micheal Jackson played in "moonwalker" (owing more to the arcade than the console), but yeah, here he is
Last edited by Kreuzritter on Sun May 20, 2007 7:22 pm, edited 1 time in total.
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Kreuzritter
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Location: Rumble City

Post by Kreuzritter » Fri Oct 13, 2006 3:09 pm

with halloween rapidly approaching, i feel it's time for this thread to get into the season

so, with that in mind, here's what to expect

a vampire
a werewolf
a ghost
a goblin
a witch
a mummy
a frankenstein's monster
a devil
a spider
a sanity destroying horror
and a special celebrity guest, to be unveiled october 31st (if cannot make the 31st deadline due to complexity, this build will be #666, whenever that is)

i'm also gonna try to book some sort of zombie, but i'm not making promises
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Post by Dreaming Psion » Fri Oct 13, 2006 4:05 pm

Lots of great new stuff. I like the eggplant wizard build the most, the life draining power from the Adventure Island game was a pretty neat addition. In the show I think I've seen him use Snare and Transform inanimate objects to vegatables, but that just might be use of extra effort.

I got to use Kikyou recently in a game as a friendly NPC who briefly joined the group. She had a glassjaw and was badly injured by lower PL mooks, but her offensive capabilities really hurt the mad bad guy who was a construect. Her Nullify magic ability also came in useful in dealing with some longlasting hellfire blasts. The characters had to go out of their ways to make sure she didn't get hit by enemy fire, like a mage in D&D.

I'm looking forward to your Halloween builds. Will probably use Krall if I ever do a Golden Age/supernatural/time travel game.

Kreuzritter
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Post by Kreuzritter » Fri Oct 13, 2006 4:51 pm

good to hear regarding kikyou, that's generally what happens in the series when she gets caught in a melee fight

as for EW (and some other builds on the list), i was having to work entirely from memory, so milage varies
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Kreuzritter
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Posts: 21027
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542

Post by Kreuzritter » Fri Oct 13, 2006 5:32 pm

Image

everybody sins, so everyone must be punished!

Demogoblin

PL: 10 (150)

abilities: (44)
STR 24 DEX 16 CON 24 INT 12 WIS 16 CHA 12

Combat: (32)
+7 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+7/8/8/8 DMG (unarmed/hellfire/pumpkin bomb/black pumpkin)

saves: (9)
TOU +8/7 FORT +7 REF +9 WILL +7

Skills (18/72)
bluff +6
concentration +6
intimidate +8
investigate +4
knowledge: physical sciences +6
knowledge: arcane lore +6
knowledge: tactics +6
knowledge: religion +4
notice +6
pilot +6
stealth +6
search +6
sense motive +6

feats (19)
assessment, attack focus: range 2, defensive roll, dodge focus 2, fearless, fighting style 7 (all-out attack, defensive attack, improved block, improved intiative, improved pin, improved trip, power attack), master plan, move-by action, ritualist, startle, uncanny dodge

Powers (38)
flight "hellglider" +5 (flaw: platform -1) (5)
hellfire control +8 (18)
ap: blast "pumpkin bomb" +5 (extra: explosion +1) [15]
ap: emotion control "black pumpkin" +5 (extra: area-cloud +1) [15]
impervious tou +5 (5)
superstrength +5 (10)

costs
abilities 44 + combat 32 + saves 9 + skills 18/72 + feats 19 + powers 38 = 150 pts

:arrow: to herald the halloween cavalcade, comes the Demogoblin, who lasted from the inferno event through to around the clone saga (i'm hazy on my spider-history, so i'm probably wrong)

:arrow: and of course, if there's a goblin, then that means we have to have a spider...
Last edited by Kreuzritter on Sun May 20, 2007 7:21 pm, edited 3 times in total.
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Kreuzritter
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543

Post by Kreuzritter » Fri Oct 13, 2006 5:37 pm

Image

* snarling noises *

Doppleganger

PL: 9 (148)

abilities: (54)
STR 30 DEX 30 CON 30 INT 6 WIS 10 CHA 8

Combat: (32)
+10 init, +8 ATK, +8 DEF (+ dodge, + flat-footed)
+ DMG ()

saves: (1)
TOU +10 FORT +10 REF +10 WILL +1

Skills (6/24)
climb +6
intimidate +8
notice +6
search +4

feats (13)
all-out attack, extra limbs 4, elusive target, fearless, improved over-run, improved grab, improved grapple, power attack, startle, uncanny dodge

Powers (42)
leaping +2 (2)
snare "webbing" +7 (feat: tether, extra: backlash +1) (23)
ap: blast +7 [14]
supermovement +4 (slow fall, swinging, wall-crawling 2) (8)
supersenses +1 (danger sense) (1)
superstrength +4 (8)

drawback
mute (-4)

costs
abilities 54 + combat 32 + saves 1 + skills 6/24 + feats 15 + powers 42 = 148 pts

:arrow: Spidey's monstrous evil twin from the infinity war, it was for a time demogoblin's sidekick

:arrow: Doppleganger's pretty stupid, so use it as you would any other mindlessy violent spider-monster
Last edited by Kreuzritter on Sun May 20, 2007 7:20 pm, edited 1 time in total.
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Post by Kreuzritter » Fri Oct 13, 2006 6:37 pm

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Death couldn't stop me, do you think you'll fare better?

Liu Kang

PL: 10 (141)

abilities: (18)
STR 20 DEX 20 CON n/a INT 12 WIS 16 CHA 10

Combat: (32)
+9 init, +12/8 ATK, +12 DEF (+2 dodge, +4 flat-footed)
+5/6/8 DMG (unarmed/blast/chains)

saves: (8)
TOU +8/5 FORT n/a REF +8 WILL +8

Skills (18/72)
acrobatics +10
bluff +8
climb +8
concentration +8
intimidate +8
knowledge: arcane lore +4
knowledge: theology/philosophy +6
notice +8
sense motive +8
stealth +4

feats (23)
assessment, attack focus 4, defensive roll 3, dodge focus 4, equipment 2, fearless, fighting style: jun fan 16 (accurate attack, all-out attack, defensive attack, elusive target, improved block, improved critical, improved disarm, improved initiative, improved sunder, improved trip, instant up, power attack, startle, stunning attack, takedown attack 2), move by action, uncanny dodge

Powers (50)
blast +6 (12)
immunity +30 (fort) (30)
leaping +2 (2)
protection +3 (extra: impervious +1) (6)

equipment
hooked chains +3 (extend reach 2, mighty, improved trip, improved disarm, split attack) [8]

tradeoffs
+2 ATK/-2 DMG
+2 DEF/-2 TOU

complications
enemy (shang tsung, quan chi, shao kahn, onaga)
prejudice (ZOMBIE!)
reputation (ZOMBIE!)
responsibility (defender of Earthrealm)

costs
abilities 18 + combat 32 + saves 8 + skills 18/72 + feats 23 + powers 50 = 150 pts

:arrow: the hero of mortal kombats 1 through 4, KLiu Kang was brutally murdered in the opening of MK: deadly alliance, before returning as a hidden character in MK: deception. and now, with MK: Armageddon, Liu rises from his grave once more to defend his title as series hero and save the world one last time
Last edited by Kreuzritter on Sun May 20, 2007 7:19 pm, edited 1 time in total.
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Kreuzritter
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Post by Kreuzritter » Fri Oct 13, 2006 8:41 pm

Image

I never dreamt I'd see the sun. Why haven't I turned to stone?

Coldstone

PL: 10 (150)

abilities: (50)
STR 24 DEX 20 CON 30 INT 10 WIS 14 CHA 12

Combat: (32)
+9 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+7/5/10 DMG (unarmed/blaster/claw)

saves: (3)
TOU +10 FORT +10 REF +7 WILL +5

Skills (16/64)
acrobatics +6
bluff +6
climb +10
intimidate +6
knowledge: tactics +6
notice +10
sense motive +8
stealth +6
survival +6

feats (15)
assessment, attack focus: melee 2, all-out attack, diehard, dodge focus 2, fearless, improved grapple, improved initiative, improved pin, move-by action, startle, takedown attack, uncanny dodge

Powers (43)
additional limb +1 (1)
flight +3 (6)
immovable +1 (1)
impervious tou +5 (5)
immunity +4 (extreme heat, extreme cold, drowning) (3)
leaping +2 (4)
blast "arm gun" +5 (11)
- strike +3 (feat: mighty, extra: penetrating +1) [7]
supermovement +2 (slow fall, wall crawling) (4)
supersenses +4 (darkvision, scent, track) (4)
superstrength +2 (4)

drawbacks (-9)
vulnerable: magnetics (uncommon, major) (-3)
vulnerable: electricity (uncommon, moderate) (-2)
involuntary transformation: Desdemona (uncommon, moderate) (-2)
involuntary transformation: Iago (uncommon, moderate) (-2)

costs
abilities 50 + combat 32 + saves 3 + skills 16/64 + feats 15 + powers 43 - drawback 9 = 150 pts

:arrow: here's the frankenstein's monster I promised, ready to go crazy and break stuff

:arrow: this of course is coldstone prior to the episode metamorphosis, where there's a decent chance that you'll get either desdemona (treat interaction as helpful, and orient towards defense) or Iago (backstabbing manipulative weasel)
Last edited by Kreuzritter on Sun May 20, 2007 7:18 pm, edited 1 time in total.
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Kreuzritter
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Post by Kreuzritter » Sat Oct 14, 2006 8:15 am

Image

Relax, mon. I don' bite.

Dreadmon

PL: 10 (150)

abilities: (18)
STR 20 DEX 24 CON 20 INT 12 WIS 14 CHA 14

Combat: (28)
+23 init, +10/6 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+5/7 +2 DMG (unarmed/claw + sneak attack)

saves: (9)
TOU +8/5 FORT +7 REF +10 WILL +6

Skills (15/60)
bluff +8
climb +6
intimidate +6
knowledge: pop culture +2
notice +8
search +8
sense motive +6
stealth +6
survival +8
swim +2

feats (21)
all-out attack, atack focus: melee 4, defensive attack, defensive roll 3, dodge focus 4, evasion, fast overrun, move-by action, power attack, sneak attak, startle, taunt, uncanny dodge

Powers (59)
enhanced STR +8 (8)
enhanced DEX +10 (10)
enhanced CON +8 (8)
leaping +2 (2)
strike +2 (feat: mighty) (3)
supermovement +1 (sure footed) (2)
supersenses +5 (darkvision, scent, track, ultra-hearing) (5)
superspeed +4 (feats: rapid attack, water run) (21)

tradeoffs
+2 DEF/-2 TOU

costs
abilities 18 + combat 28 + saves 9 + skills 15/60 + feats 21 + powers 59 = 150 pts

:arrow: another character from the Ninja turtles comic book, Dreadmon got his powers when as a troubled jamaican youth, he stole a cursed voodoo talisman, which first gave him the powers of a wolf, before turning him into a wolf. it was after a meeting with the turtles that he saw his curse as a gift, and went on to become a superhero
Last edited by Kreuzritter on Sun May 20, 2007 7:17 pm, edited 1 time in total.
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Kreuzritter
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Post by Kreuzritter » Sat Oct 14, 2006 4:13 pm

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Death is only the beginning

Imhotep

PL: 10 (195)

abilities: (24)
STR 24 DEX 14 CON n/a INT 22 WIS 20 CHA 14

Combat: (32)
+6 init, +8 ATK, +8 DEF (+ dodge, + flat-footed)
+7/10/12 DMG (unarmed/magic/curse)

saves: (9)
TOU +8 FORT n/a REF +7 WILL +9

Skills (25/100)
bluff +6
concentration +8
diplomacy +8
gather info +5
intimidate +8
investigate +8
language: hebrew (native: ancient egyptian) +1
knowledge: arcane lore +12
knowledge: ancient history +6
knowledge: religion/philosophy +12
notice +6
ride +4
search +8
sense motive +8

feats (13)
eidetic memory, fearless, fearsome prescence 4, improved pin, improved initiative, master plan, power attack, ritualist, seize initiative, startle

Powers (93)
enhanced STR +10 (10)
immunity +30 (fort) (30)
protection +8 (feat: impervious 5) (13)
Magic +10 (36)
- Drain con "the mummy's curse" +12 (feat: incurable, extra: vampiric +1) [25]
- metamorph: sandstorm +1 [2]
- telekinesis +10 (extra: perception +1) [30] *
- summon +5 (feat: progression 5, extras: fanatical +1, horde +1, type: undead +1) [30]
- earth control +10 [20]
- water control +10 [20]
- air control +10 [20]
superstrength +2 (4)

costs
abilities 24 + combat 32 + saves 9 + skills 25/100 + feats 13 + powers 93 = 195 pts

:arrow: the titular monster from "the mummy" and "the mummy returns", Imhotep ultimately wishes to be reunited with his love, Anack-suna-mun, but is equally compelled by his undead origins to become a living plague upon mankind, bringing death, destruction and the living dead in his wake.
Last edited by Kreuzritter on Sun May 20, 2007 7:17 pm, edited 1 time in total.
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Kreuzritter
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Post by Kreuzritter » Sat Oct 14, 2006 4:35 pm

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Anubis warrior

PL: 7 (103)

abilities: (3)
STR 20 DEX 20 CON n/a INT 10 WIS 10 CHA 5

Combat: (24)
+5 init, +6 ATK, +6 DEF (+3 flat-footed)
+5/8 DMG (unarmed/halberd)

saves: (4)
TOU +8 FORT n/a REF +6 WILL +3

Skills (4/16)
intimidate +8
notice +4
search +4

feats (3)
all-out attack, power attack, startle

Powers (65)
growth +4 (feat: innate, extra: permanent -1) (9)
immunity +30 (30)
protection +3 (extra: impervious +1) (6)
regeneration +16 (rec bonus +9, resurrection +7 [unless beheaded]) (16)
strike "anubis halberd" +3 (feat: mighty, extend reach 2) (4)

costs
abilities 3 + combat 24 + saves 4 + skills 4/16 + feats 3 + powers 70 = 103 pts

:arrow: hailing from "the mummy returns", the army of anubis is represented here for the simple fact that they're basicly zombie werewolves
Last edited by Kreuzritter on Sun May 20, 2007 7:16 pm, edited 1 time in total.
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