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The assassin is a very powerful class, and earns an 90 pp expenditure towards the character.

Elric wrote:JD, nice builds. And I think I saw you mention that you didn't know who the woman was on your signature. I think it's Famke Janssen. A pictorial comparison, from goldeneye:
But this might take some follow up work to confirm. Any volunteers?



And last but not least, the Paladin rounds up the Diablo builds. Which is also a costly character, but still well under the maximum pp for his power level.

JoshuaDunlow wrote:Diablo Necromancery PL 6/75pp
Snip


Oh yeah, and my favorite class; good times.![]()



Druid [PL 6/88pp]
The Druids are a race of nomadic warrior-poet-kings. Driven from their homelands long ago by their Barbarian brothers, the Druid tribes live primarily in the northern forests. Using mystic secrets passed down through the generations, they summon the elements of fire and wind to do their bidding, and command the creatures of the forest to aid them in battle. Shifting from their human forms into that of wild beasts, gives them abilities far beyond those of other mortals.
Abilities [14pp]: Strength 10 (+0), Dexterity 12 (+1), Constitution 14 (+2), Intelligence 10 (+0), Wisdom 16 (+3), Charisma 12 (+1)
Saves [8pp]: Toughness +3, Fortitude 3 (+5), Reflexes 3 (+4), Willpower 2 (+4)
Combat [14pp]: Attack Bonus +4 (+6 with druid magic), Defense Bonus +4 (+1 flatfooted), Initiative +5, Grapple +4, Knockback -1
Attack (dc): Unarmed +0, Druidic Magic (see below), Club +2
Skills [8pp]: Concentration 4 (+7)Handle Animal 6 (+7), Knowledge: Earth Sciences 4 (+4), Notice 4 (+7), Perform: Oratory 4 (+5), Survival 6 (+9), Swim 4 (+4)
Feats [10pp]: Animal Empathy, Attack Specialist (Druid Magic) 1, Direction Sense, Dodge Focus 1, Equipment 1, Favored Enviroment 2, Fascinate (Perform: Oratory), Improved Initiative, Track
Powers [37pp]:
Druidic Training (2pp)
-Immune 1 [Cold Environment]
-Super Senses 1 [Detect (Magic)]
Druidic Magic 5 [Variable Power (Multiple powers)] (35pp)
- FireStorm 4 [Blast "Molten Earth" (Extra: Area [Shapeable])]
- Molten Bolder 4[Blast (Extra: Area [Targeted-Line])]
- Arctic Blast 4 [Blast (Extra: Area [Cone])]
- Fissure 3 [Blast (Power Feat: Area Progression, Ground Strike; Extra: Area [Burst])]
- Cyclone Armor [Immunity 15 (Fire, Cold, Electricity; Flaws: Half Save)]
- Werebear Form 2 [Container: Growth 2 + Strike 1 (PF: Mighty) + Protection 2]
- Summon 3 [Raven (use hawk stats; Power Feats: Progression 4, Extra: Horde)]
- Poison Creeper [Strike 1 (PF: Subtle, Extra: Linked, Perception) + Drain 4 (con; Extra: Poison) ]
- Oak Sage [Healing 3 (Extras: Area (burst), Affects Others +1)]
- Summon Wolf [Summon 3 (Power Feats:Progression 2; Extra: Horde)]
- Carrion Vine [Healing 4 (Extras: Area [burst], Affects Others +1; Flaws: Requires Corpses)]
Years of study and a life lived in harmony with nature have provided the Druids a unique empathy with the world around them. These skills represent the Druids' ability to influence the forces of nature. Expertise in these skills allows them to strike at enemies from a distance, assault whole groups of enemies at once, and even protect themselves from the elemental attacks of others. Shape Shifting allows the Druids to manipulate their own flesh and form, taking on characteristics and capabilities of the beasts they have sworn to protect. Druidic warriors follow two paths: the path of the bear, and the path of the wolf. Some Shape-shifting skills are available only to a single animal form, while others are common to both wolf and bear forms. Long ago, the Druids confided in prayer their sacred charge to the supreme spirits of Nature. The spirits were moved by their plight and answered the Druids' call for help. Over the many years since then, the spirits have contributed in many ways to the Druids' cause, even offering up soldiers to serve in their campaign. A Druid educated in the language of the Natural spirits can appeal to them, and they will provide him with valuable companions. These companions fall into three groups: spirit animals, sentient vines, and minor spirits of Nature.
Drawbacks [-3]: Powerloss [Cannot cast spells if bound or gagged]
Equipment [4ep]: Wolf Head Druid Pelt [+1 toughness], Club [+2 damage, mighty]

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