Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Character du jour: Jarod

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Postby JoshuaDunlow » Mon Apr 30, 2007 10:46 pm

Beleriphon wrote:Image

"I just wanted a hug."



Woah Very nice, and very scary. But i think the apex for the predator's in DnD is the Tarrasque actually >.> And there's a reason why it is only active for one day, every 50 years.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7024
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby Beleriphon » Mon Apr 30, 2007 11:13 pm

Image

"Pike off, berk!"

ANNAH

Power Level: 10 (150 power points)
ABILITIES: STR: 14 (+2) DEX: 22 (+6/+4) CON: 14 (+2) INT: 16 (+3) WIS: 12 (+1) CHA: 18 (+4)
COMBAT: Attack +4 (Melee +12), Defense +13 (+4 flat-footed), Initiative +6
SAVES: Toughness +7 (+4 flat-footed), Fortitude +5, Reflex +15, Will +9
SKILLS: Acrobatics 7 (+11), Bluff 5 (+9), Disable Device 9 (+12/+17), Intimidate 4 (+8), Knowledge [Streetwise] 6 (+9), Notice 10 (+11), Search 8 (+13), Sense Motive 6 (+7), Sleight of Hand 8 (+12/+16), Stealth 9 (+13/+18)
FEATS: Acrobatic Bluff, Ambidexterity, Assessment, Attack Focus [Melee] 8, Attractive 1, Defensive Roll 3, Dodge Focus 5, Evasion 2 Instant Up, Sneak Attack 3

POWERS
Additional Limbs 1 [Prehensile tail] (PF: Innate)
Super-senses 2 [Darkvision]

-- Jerkin of the Flitting Shadow [hard to lose] 2 --
Protection 2
Enhanced Skills 3 [Disable Dev. +6, Stealth +6]
Concealment 1 [All Vision] (F: Passive)

-- Mark of the Savant [easy to lose] 6 --
Strike 2 (E: Autofire, Linked to Stun; PF: Mighty, Improved Critical 3, Split Attack; DB: Powerloss [Autofire] without both daggers -1)
Stun 7 (E: Linked to Strike)
Enhanced Feats [Improvised Tools]
Enhanced Dexterity 4
Enhanced Skills 1 [Sleight of Hand +4]

SUMMARY:
Abilities 32 + Skills 18 (72 ranks) + Feats 26 + Powers 30 + Combat 24 + Saves 20 – Drawbacks 0 = 150

:arrow: One of my favourite characters from Torment Annah plays the part of the street smart thief. She really is as hard and callous as she fir appears. If you haven't played the game Annah's spoken dialogue is presented with a cockney accent and a heavy dose of Planescape's cant.
Last edited by Beleriphon on Wed May 02, 2007 9:43 pm, edited 3 times in total.
User avatar
Beleriphon
Luminary
Luminary
 
Posts: 2933
Joined: Tue Jun 20, 2006 5:31 pm
Location: Peterborough, ON... of Evil!

Postby Servitor_2152 » Mon Apr 30, 2007 11:14 pm

JoshuaDunlow wrote:Woah Very nice, and very scary. But i think the apex for the predator's in DnD is the Tarrasque actually >.> And there's a reason why it is only active for one day, every 50 years.


Great Red Wyrms have a higher CR, though. :wink:

Beleriphon wrote:As for more characters, other than Arabian Nights, and Boondock Saints, were there any other requests? I have a few more Norse gods to do and then I'm going to see about starting some other odds and ends.


If I can get you back on a Star Wars kick for a moment, how about Asajj Ventress, the pale, bald dark Jedi from the Clone Wars cartoons?
User avatar
Servitor_2152
Zealot
Zealot
 
Posts: 1004
Joined: Wed Dec 27, 2006 12:05 pm

Postby Beleriphon » Tue May 01, 2007 12:41 am

Image

"Endure. In enduring, grow strong."

DAK'KON

Power Level: 10 (150 power points)
ABILITIES: STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 18 (+4) WIS: 12 (+1) CHA: 12 (+1)
COMBAT: Attack +3 (Melee +12), Defense +10 (+4 flat-footed), Initiative +3
SAVES: Toughness +10 (+8 flat-footed), Fortitude +9, Reflex +7, Will +12
SKILLS: Diplomacy 4 (+5), Knowledge [Theology/Philosophy] 8 (+12), Knowledge [Arcane Lore] 6 (+10), Notice 6 (+7), Sense Motive 8 (+9)
FEATS: Attack Focus [Melee] 9, Critical Strike, Dodge Focus 2, Elusive Target, Environmental Adaptation [The Chaos of Limbo], Defensive Roll 2, Move-by Action, Power Attack, Ritualist, Second Chance [Will saves vs the Chaos of Limbo], Trance

POWERS
-- Dak'kon's Zerth Armour [hard to lose] 1 --
Protection 5

-- Dak'kon's Karach Blade [easy to lose] 4 --
Strike 3 (PF: Mighty, Improved Critical)
Wizardry Array – Array 6

Wizardry Array – Array 10
[ap] Reign of Anger – Blast 6 (E: Perception; PF: Affect Insubstantial)
[ap] Scripture of Steel – Boost [Saving Throws] 2 (E: Burst, Selective Attack; PF: Progression 3 [50 foot radius])
[ap] Valquar's Eye – Dazzle [Visual] 6 (E: Perception)
[ap] Power of One – Boost [Strength] 4 (F: Others only)
[ap] Balance in All Things – Strike 5 (E: Sustained, Burst, Selective Attack; PF: Triggered)
[ap] Zerithimon's Focus – Enhanced Feats 2 [Improved Critical 2] (PF: Variable Descriptor)

-- Dak'kon's Githzerai Abilities --
Planeshift – Super-movement [Dimensional Movement 3] (DB: Action [1 minute])

COMPLICATIONS: Honour [No man's slave], Honour [Owes life to the Nameless One]

SUMMARY:
Abilities 32 + Skills 8 (32 ranks) + Feats 21 + Powers 46 + Combat 22 + Saves 21 – Drawbacks 0 = 150

:arrow: Dak'kon is a Zerth, one of the Githzerai's warrior monks. He commands tremendous will power, and needs it on the ever shifting plane of Limbo. The Githzerai as individuals respect individual freedom above all else, but require strict adherence to codes of conduct as a people to survive living in Limbo. In effect they live among each other, each reinforcing their living arrangements through collective will power, but will ever be beholden to another living creature. Too bad Dak'kon owes the Nameless One his life.
:arrow: Dak'kon is an accomplished swordsman as well as an extremely skilled mage. The spells that I have listed are just the unique ones you get in the game from unlocking Dak'kon's dialogue options. They tend to mirror other spells, but have way cooler names. Balance in All Things for example is triggered by taking damage, so Dak'kon takes a hit in melee and his opponent takes one back and so do his buddies.
User avatar
Beleriphon
Luminary
Luminary
 
Posts: 2933
Joined: Tue Jun 20, 2006 5:31 pm
Location: Peterborough, ON... of Evil!

Postby Beleriphon » Tue May 01, 2007 1:33 am

Image

"Women are the reason I became a monk... and the reason I switched back.."

MORTE

ABILITIES: STR: 17 (+3) DEX: 16 (+3) CON: N/A INT: 16 (+3) WIS: 10 (+0) CHA: 16 (+3)
COMBAT: Attack +2 (Melee +10), Defense +10 (+2 flat-footed), Initiative +3
SAVES: Toughness +10 (+10 flat-footed), Fortitude N/A, Reflex +7, Will +8
SKILLS: Bluff 8 (+11), Gather Info 8 (+11), Knowledge [Current Events] 4 (+7), Knowledge [Popular Culture] 4 (+7)
FEATS: Attack Focus [Melee] 8, All-out Attack, Defensive Attack, Diehard, Dodge Focus 8, Elusive Target, Power Attack, Skill Mastery [Bluff 8 (+11), Gather Info 8 (+11), Knowledge [Current Events] 4 (+7), Knowledge [Popular Culture] 4 (+7)], Taunt

POWERS
Shrinking 8 (E: Normal Strength, Continuous; F: Permanent; PF: innate)
Litany of Curses – Mind Control 10 (E: Conscious; F: One Command [“Attack Me in Melee combat. PIKER!”], Sense dependent [auditory])
Immunity 40 [Fortitude saves, Slashing damage, piercing damage] (F: Limited [Slashing & Piercing damage]
Dimensional Pocket 3 (F: Limited [cannot use as an attack]
Super-movement 2 [Air walking 2] (DB: Low ceiling [5 feet] -3)

-- Teeth of the Fire Drake [hard to lose] 4 --
Strike 7 (E: Penetrating; PF: Mighty)
Immunity 5 [Fire damage]

DRAWBACKS:
Weakness: 50% extra Bludgeoning Damage [C: DC 10] [Mod: DC 10]
Disability: No limbs [VC: DC 5] [Mod: DC 10]

SUMMARY:
Abilities 15 + Skills 6 (24 ranks) + Feats 23 + Powers 91 + Combat 0 + Saves 22 – Drawbacks -7 = 150

:arrow: Ah, Morte what would the gaming world be without a disembodied skull with a smart mouth? A much sadder place, thats what. At any rate Morte is best served by using his Litany of Curses ability on a ranged combatant or some kind of spell caster that relies largely on not having a very good melee attack bonus, and then biting them to death.
:arrow: In theory Morte is a construct, and portray's himself as a free willed mimir (magical thinking talking Wikipedia), although he's something entirely different, and despite being a floating skull isn't undead.
:arrow: Its best you don't ask questions about how he can talk without lungs, or a tongue, or vocal chords. Okay, its best you just don't ask too many questions about Morte. It will only make your brain hurt, or possibly leak out of your nose.
Last edited by Beleriphon on Tue May 01, 2007 12:07 pm, edited 1 time in total.
User avatar
Beleriphon
Luminary
Luminary
 
Posts: 2933
Joined: Tue Jun 20, 2006 5:31 pm
Location: Peterborough, ON... of Evil!

Postby Beleriphon » Tue May 01, 2007 1:52 am

JoshuaDunlow wrote:Woah Very nice, and very scary. But i think the apex for the predator's in DnD is the Tarrasque actually >.> And there's a reason why it is only active for one day, every 50 years.


I try. Keep in mind though that a CR25 Great Red Wyrm can actually kill the Tarrasque without a great deal of trouble. Its breath weapon alone allows it to just kick the crap out of the Tarrasque, and provided that it selected Wish as one of its 9th level sorcerer spells then it can even keep it dead. Nineteenth level sorcerers for the win!
User avatar
Beleriphon
Luminary
Luminary
 
Posts: 2933
Joined: Tue Jun 20, 2006 5:31 pm
Location: Peterborough, ON... of Evil!

Postby Libra » Tue May 01, 2007 12:06 pm

Not to mention massive collateral damage. . .
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.
User avatar
Libra
Cosmic Entity
Cosmic Entity
 
Posts: 19420
Joined: Tue Mar 22, 2005 1:46 pm
Location: The Green and Pleasent Isle

Postby Beleriphon » Tue May 01, 2007 6:01 pm

Libra wrote:Not to mention massive collateral damage. . .


You ain't seen nothing yet for collateral damage. I've got another PS:T character coming that barking mad and likes fire a little bit too much.
User avatar
Beleriphon
Luminary
Luminary
 
Posts: 2933
Joined: Tue Jun 20, 2006 5:31 pm
Location: Peterborough, ON... of Evil!

Postby Beleriphon » Tue May 01, 2007 10:58 pm

Image

IGNUS

Power Level: 10 (150 power points)
ABILITIES: STR: 8 (-1), DEX: 10 (+0), CON: 18 (+4), INT: 20 (+5), WIS: 8 (-1), CHA: 2 (-4)
COMBAT: Attack 3 (Ranged +8), Defense +8 (+0 flat-footed), Initiative +0
SAVES: Toughness +11 (+4 w/o Protection), Fortitude +9, Reflex +5, Will +12
SKILLS: Craft [Structural] 4 (+9), Knowledge [Arcane Lore] 12 (+17)
LANGUAGES: Base: Planar Cant
FEATS: Artificer, Attack Focus, Ranged 5, Dodge Focus 8, Eidetic Memory, Ritualist

POWERS
Immunity [Aging, Fire, Life support]
Energy Aura [fire] 8 (E: Continuous; F: Permanent)
Flight 2 (DB: Low ceiling [5 feet] -3)
Wizardry Array 17 [34pp]
- [dap] [21pp] Seeking Flames – Drain [attack bonus] 7 (E: Burst, Selective Attack)
- [dap] [20pp] Tongues of Flame – Blast 6 (E: Perception; PF: Affects Insubstantial 2)
- [dap] [21pp] Ignus' Terror – Emotion Control 7 (E: Burst, Selective Attack: F: Limited to Fear)
- [dap] [30pp] Fiery Rain – Blast 10 (E: Cylinder [10' radius, 40' tall])
- [dap] [30] Cloud Kill – Drain [Constitution] 10 (E: Cloud)
- [dap] [31] Ignus' Fury – (E: Explosion; PF: Affects Insubstantial 1, Progression 2 [500-foot diameter])
- [dap] [7pp] Ignus' Burning Rage – Force Field 7
- [dap] [24pp] Ignus' Fireball – Blast 12
- [ap] Telekinesis 3 (E: Perception; PF: Precise)

DRAWBACKS:
Weakness: 50% extra damage from cold [Common, Moderate] -3

SUMMARY:
Abilities 6 + Skills 4 (16 ranks) + Feats 16 + Powers 98 + Combat 6 + Saves 23 – Drawbacks -3 = 150

:arrow: One of the stranger characters from Planescape: Torment Ignus is a living conduit to the Elemental Plane of Fire. A conduit that he willingly opened. His flame aura is burning him, but at the same time the power of elemental fire keeps him alive. With a manic obsession of fire Ignus is as dangerous as he is useful. He was also a child prodigy found by the Nameless One and tortured, with guess what, as he learned the skills of a mage as the immortal's apprentice.
:arrow: Ignus has the charisma of a house plant. If you were to play him he should be constantly muttering about fire, setting fires, or otherwise talking about fire. He should have spontaneous outbursts of energy, with a subsequent flash of his aura, and just start screaming like he was a man on fire, which he is. Initiating conversation is risky at best as Ignus is short tempered and prone to blasting anything that displeases him. Which is just about everything.
User avatar
Beleriphon
Luminary
Luminary
 
Posts: 2933
Joined: Tue Jun 20, 2006 5:31 pm
Location: Peterborough, ON... of Evil!

Postby Dirigible » Tue May 01, 2007 11:40 pm

One of the stranger characters from Planescape: Torment


And THAT is saying something :)

Maybe you could give Ignus Enhanced Skill (Profession: Teacher) linked to Strike :D

I'm enjoying these PST builds. Great work.
User avatar
Dirigible
Overlord
Overlord
 
Posts: 4340
Joined: Fri Oct 24, 2003 3:24 am
Location: Auckland, NZ

Postby Beleriphon » Wed May 02, 2007 1:27 am

Image

"I think, therefore I am... I think.

NORDOM

ABILITIES: STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 16 (+3) WIS: 8 (-1) CHA: 8 (-1)
COMBAT: Attack 3 (Ranged 13), Defense +7 (0 flat-footed), Initiative +3
SAVES: Toughness +11, Fortitude +11, Reflex +7, Will +9
SKILLS: Bluff 4 (+3), Craft [Mechanical] 12 (+15), Gather Info 4 (+3), Knowledge [Arcane Lore] 8 (+11), Knowledge [Business] 8 (+11), Knowledge [Civics] 8 (+11), Knowledge [Earth Sciences] 8 (+11), Knowledge [History] 8 (+11), Knowledge [Physical Sciences] 8 (+11), Knowledge [Technology] 8 (+11), Notice 8 (+7)
LANGUAGES: Modron, Abyssal, Infernal, Gear Sprite; Base: Planar Trade
FEATS: Accurate Attack, Ambidexterity, Attack Focus [Ranged] 10, Diehard, Dodge Focus 7, Environmental Adaptation, Improved Aim, Power Attack,Precise Shot 2, Quick Draw 1, Ranged Pin, Ultimate Effort [Aim]

POWERS
Immunity 14 [Aging, Critical Hits, Life Support, Need for Sleep, Starvation and Thirst]
Additional Limbs 2 [two extra arms]
Impervious Protection 8
Super-senses 2 [Darkvision]

-- Nodrom's Crossbows [easy to lose] 7 (PF: Restricted 2) --
Acid Sponge Bolts – Disintegration 7 (E: Secondary Effect; F: Full round; PF: Alternate Power 6)
[ap] Bolts of Kessek the Devourer – Blast 7 (E: Alternate Save [Fortitude], Poison, Secondary Effect; F: Full round)
[ap] Nordom's Crossbow Bolts – Blast 7 (E: Autofire 2 [interval]; PF: Improved Critical)
[ap] Bolts of Acheron – Stun 7 (E: Autofire)
[ap] Bolts of Whistling Doom – Blast 7 (E: Alternate Save [Will]; F: Sense Dependent [Hearing]) + Dazzle [Hearing] 7
[ap] Rule-of-Three Crossbow Bolts – Blast 7 (E: Penetrating; PF: Split Attack 2)
[ap] Jagged Bolts – Blast 7 (E: Poison; F: Full round; PF: Improved Critical 3)
[ap] Zephyr Bolts – Blast 7 (PF: Progression 2 [range increment 3500 feet])

-- “Optix” [hard to lose] 1 (PF: Restricted [Modrons]--
Transform [Locked objects to Unlocked objects]
Enhanced Feats 2 (Improved Critical 2 [Nordom's Crossbow Bolts])

DRAWBACKS:
Rigid Thinking – Vulnerable to Feinting [Common, Moderate] -3

SUMMARY:
Abilities 20 + Skills 22 (88 ranks) + Feats 28 + Powers 62 + Combat 6 + Saves 15 – Drawbacks -3 = 150

:arrow: Nordom is a rogue Modron and my personal favourite in Planescape: Torment. He has some of the best dialogue in the game, and his interaction with other characters is just hilarious. His attempts at casual conversation usually revolve around asking if people realize that he in point of fact a perfect cube.
:arrow: For fun Nordom can affect all saves, which is just super. The Bolst of Whistling Doom for example summon the winds of Pandemonium and unless you save against their maddening effects they cause damage. My personal favourite are the Bolts of Kessek the Devourer. It causes damage three times, and uses Fortitude instead of normal damage.
:arrow: Nordom's crossbows aren't actually crossbows, they're gear sprites. That is to say they are the self aware personification of crossbows. From a game play perspective it doesn't mean anything, but Nordom will occasional talk to his crossbows. Optix is another gear sprite, this time of optics and he'll sometimes have buzzing, whirling, and popping argument with the younger crossbows. Nordom's thinking is so rigid that he can't fire the crossbows except as a pair, thus disarming him of one effectively makes it impossible for him to fire at all. Those crazy Modrons.
User avatar
Beleriphon
Luminary
Luminary
 
Posts: 2933
Joined: Tue Jun 20, 2006 5:31 pm
Location: Peterborough, ON... of Evil!

Postby Beleriphon » Wed May 02, 2007 2:55 am

Image

"Mercy is a shield used by the weak!"

VHAILOR

Power Level: 10 (150 power points)
ABILITIES: STR: 20 (+5) DEX: 14 (+2) CON: N/A INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0)
COMBAT: Attack +4 (Final Judgment +8), Defense +6 (+3 flat-footed), Initiative 62
SAVES: Toughness +14, Fortitude N/A, Reflex +10, Will +10
SKILLS: Gather Info 8 (+8), Intimidate 10 (+10), Knowledge [Civics] 4 (+4), Knowledge [Streetwise] 4 (+4), Notice 10 (+10), Search 6 (+6), Survival 10 (+10)
LANGUAGES: Base: Planar Trade
FEATS: All-out Attack, Assessment, Attack Specialization [Final Judgment] 2, Fearless, Interpose, Track

POWERS
Immunity 35 [Fortitude Saves, Interaction Skills]
Impervious Toughness 8
Super-senses 10 [Truesight]

-- Final Judgment [easy to lose] (PF: Restricted 2) --
Strike 8 (E: Vampiric, Penetrating; PF: Mighty, Improved Critical 2)
Immunity 5 [Fire damage, Cold damage] (F: Limited)

SUMMARY
Abilities 4 + Skills 14 (56 ranks) + Feats 7 + Powers 73 + Combat 20 + Saves 32 – Drawbacks 0 = 150

:arrow: Its everybody's favourite suit of armour animated by the soul of a merciless bounty hunter and bringer of justice. Mercykillers for life yo! With that out of my system its Vhailor. He's pretty straight forward in terms of combat: he wades in swinging and doesn't stop until his target is dead.
:arrow: Now that Vhailor is dead his eyes are clear and nothing can hide the truth from his gaze, which happens to include people trying to trick him with interaction skills.
User avatar
Beleriphon
Luminary
Luminary
 
Posts: 2933
Joined: Tue Jun 20, 2006 5:31 pm
Location: Peterborough, ON... of Evil!

Postby Libra » Wed May 02, 2007 5:05 am

Holy Moley, the group of minds that came up with this little lot must have been Loonier than a Canadian Dollar. . . :shock:
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.
User avatar
Libra
Cosmic Entity
Cosmic Entity
 
Posts: 19420
Joined: Tue Mar 22, 2005 1:46 pm
Location: The Green and Pleasent Isle

Postby Beleriphon » Wed May 02, 2007 11:34 am

Libra wrote:Holy Moley, the group of minds that came up with this little lot must have been Loonier than a Canadian Dollar. . . :shock:


And to think all they were doing were using the established setting of Planescape and adding their own unique characters.
User avatar
Beleriphon
Luminary
Luminary
 
Posts: 2933
Joined: Tue Jun 20, 2006 5:31 pm
Location: Peterborough, ON... of Evil!

Postby Dreaming Psion » Wed May 02, 2007 12:15 pm

Those are some pretty neat Planescape: Torment write-ups. I never thought I would see someone else stat up the characters for that game. Makes me want to revisit my builds (and stat up the Nameless One) in the video game thread. I see you saw Morte's taunt power as a limited Mind Control power; I like that. When I wrote up Morte, I just figured it was a use of the bluff skill via the trick maneuver. Truesight is a nice touch for Vhailor's aura-reading abilities. I think Morte could stand to use a little bit more knowledge skills. I like the detail you've put in these builds, especially with the various magic items that is found in the game.
Check out the anime/manga 3e thread
My new Oddballs reborn thread
User avatar
Dreaming Psion
Superhero
Superhero
 
Posts: 1974
Joined: Wed Mar 01, 2006 1:05 am

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: kenmadragon, NYpurdy and 6 guests