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JD's 2E Archives

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.

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Postby SCKnight » Tue Jan 15, 2008 11:18 am

Yep. You did an excellent job.
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Postby luketheduke86 » Tue Jan 15, 2008 11:20 am

oooh Diablo2 characters and some very nice caracters at that!! very nice job! can i then request the Assassin build after the others are done?
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Postby JoshuaDunlow » Tue Jan 15, 2008 11:31 am

I'll be getting to all of them, there's not that much left to do.
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Postby Elric » Tue Jan 15, 2008 11:57 am

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:
(edit- oops, link broken)

But this might take some follow up work to confirm. Any volunteers? :)
Last edited by Elric on Wed Jan 16, 2008 2:58 pm, edited 1 time in total.
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Postby JoshuaDunlow » Tue Jan 15, 2008 11:59 am

Sure looks like her, and btw. The Assassin build is almost ready for posting 8)
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Postby Libra » Tue Jan 15, 2008 12:23 pm

Keep up the good work Joshua. :D
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Postby JoshuaDunlow » Tue Jan 15, 2008 12:29 pm

Image

Diablo Assassin [PL6/90pp]
The Assassins are an ancient order originally founded by the Vizjerei to hunt down and eliminate rogue mages within their own ranks. Employing secret disciplines to combat and resist the magical abilities of their elusive quarry, the Assassin's bag of tricks includes traps and other infernal devices, martial arts, and powerful mental abilities. Common people know nothing of the Assassins, but they are widely feared and respected by all who employ the magic arts.

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


Abilities [14pp]: Strength 12 (+1), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 10 (+0), Wisdom 14 (+2), Charisma 10 (+0)
Saves [11pp]: Toughness +1/+4, Fortitude 2 (+3), Reflexes 4 (+7), Willpower 5 (+7)
Combat [14pp]: Base Attack +3 (+4 Melee, +6 with Assassins Claw), Base Defense +6 (+2 flatfooted), Initiative +6, Grapple +4, Knockback 0/-2
Attack (dc): Unarmed +1, Martial Arts Techniques (See below), Sword +4, Dagger +2, Assassin Claws +2 (split attack)
Skills [10pp]: Acrobatics 4 (+6), Bluff 6 (+6), Climb 4 (+5), Knowledge: Streetwise 6 (+6), Notice 8 (+10), Sleight of Hand 4 (+6), Stealth 8 (+10)
Feats [11pp]: Attack Focus (melee) 1, Attack Specialist (Assassin's Claw) 1, Defensive Roll 1, Dodge Focus 2, Equipment 2, Improved Block 1, Improved Initiative, Surprise Strike 2
Powers [24pp]:
Martial Arts Techniques 3 [Array; Power Feats: 4 Alternate Powers]
Base: Tiger Strike [Strike +1 (Power Feats: Mighty, Improved Critical 2, Extra: Penetrating 2)]
-AP: Dragon Talon [Strike +2 (Power Feats: Mighty, Improved Critical; Extra: Penetrating 2)]
-AP: Dragon Claw [Strike +3 (Power Feats: Mighty, Split Attack, Improved Critical)]
-AP: Fists of Fire [Strike +5 (Fire damage; Power Feats: Mighty)]
-AP: Cobra Strike [Strike +2 (Power Feats: Mighty, Improved Critical; Extra: Alternate Save [willpower])]
Intrinsic to the Assassin's arsenal of abilities is her incredible prowess in the mysterious Martial Arts style of the Viz-Jaq'taar.
Shadow Discipline Techniques 6 [Array; Power Feats: 2Alternate Powers]
Base: Psychic Hammer [Mental Blast 3 (Flaws: Mental Weapon)]
-AP: Burst of Speed [Super Speed 1, PF: Strike ]
-AP: Cloak of Shadows [Dazzle 3 (visual; Extra: Area (Cloud))]
To remain protected from exposure to the potential corruption of magic, Assassins must defeat their sorcerous opponents without actually using spells themselves. To this end, they have mastered the clandestine talents, as well as the arts of obfuscation, and honed their latent psychic abilities to develop the Shadow Disciplines. These skills represent the end result of generations of strict mental conditioning and intensive stealth training.
Devices [6pp]:
Assassin Traps 2 [Easy to Remove]
Assassin Traps 3 [Array; Power Feats: 3 Alternate Powers]
-Base: Fire Blast [Damage +4 (Incendiary; Power Feats: Thrown; Extra: Explosion 1)]
-AP: Shock Web [Damage +3 (Electricity; Extra: Area (shapeable)]
-AP: Blade Sentinel [Blast 2 (PF: Mighty1 , Improved Critical; Extra: Area (Line))]
-AP: Charged Bolt Sentry [Blast 3 (Extra: Area [shapeable])]
Sometimes, the incredible martial prowess and awesome psychic capacity of the Assassins are not enough to battle all forms of magic-wielding menaces. To supplement her array of tools and abilities, the Assassin has access to an ingenious group of devices. These mechanisms, engineered by Viz-Jaq'taari sages, have been perfected over many years of use. They range from simple thrown missiles and bombs to more complex proximity-triggered sentries.
Equipment [9ep]: Sword [+3 damage (Mighty,critical), AP: Dagger (+1 damage[pf: mighty, improved critical]), AP: Assassin Claws [+2 damage (PF: Mighty, Split Attack, Improved Critical)]], Studded Leather Armor [+2 toughness]
Last edited by JoshuaDunlow on Tue Jan 15, 2008 2:14 pm, edited 3 times in total.
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Postby JoshuaDunlow » Tue Jan 15, 2008 12:39 pm

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:
Image

But this might take some follow up work to confirm. Any volunteers? :)


I did a google search, and i have verified yes it is Famke.
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Postby Libra » Tue Jan 15, 2008 12:48 pm

Always a good thing, nay? 8)
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Postby JoshuaDunlow » Tue Jan 15, 2008 5:37 pm

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.


Image

Diablo: Paladin [PL 6/80pp]
The Knights of Westmarch who felled the armies of mighty Leoric are pure at heart and closely follow the teachings of Zakarum, the Religion of the Light. A battle-ready warrior for whom faith is a shield, the Paladin fights for what he believes to be right. His steadfastness gives him powers to bestow blessings to his friends and wreak cruel justice on foes. There are those who call the Paladin an overwrought zealot, but others recognize in him the strength and goodness of the Light.

Abilities [16pp]: Strength 14 (+2), Dexterity 12 (+1), Constitution 14 (+2), Intelligence 10 (+0), Wisdom 14 (+2), Charisma 12 (+1)
Saves [9pp]: Toughness +5, Fortitude 3 (+6), Reflexes 2 (+3), Willpower 4 (+6)
Combat [16pp]: Attack Bonus +4 (+6 in Melee), Defense Bonus +5 (+2 flatfooted), Initiative +1, Grapple +6/+8 with sacrifice, Knocback
Attack (dc): Unarmed +2, Sword +5, Divine Magic (see below)
Skills [7pp]: Diplomacy 4 (+5), Intimidate 4 (+5), Knowledge: Theology 6 (+6), Notice 4 (+6), Ride 2 (+3), Sense Motive 4 (+6),
Feats [8pp]: Attack Focus (Melee) 2, Benefit 1 (status: Paladin), Favored Opponent 1 (Undead), Equipment 2, Move by Action, Power Attack
Powers [24pp]:
Paladin Combat Techniques [6pp]
- Sacrifice [Enhanced Strength 2 (Extra: Linked to Super Strength; Flaw: Feedback) + Super Strength 1 (Extra: linked to Enhanced Strength; Flaw: Feedback)]
- Zeal [Enhanced Strike 0 (Power Feats: Split Attack, Knockback 2) + Speed 1]
Divine Magic 6 [Array; Power Feats: 6 Alternate Powers]
- Holy Bolt [Blast 6 (Extra: Penetrating; Flaws: Limited [Only on Undead])]
- AP: Prayer [Healing 3 (Extras: Affects Others, Area [Burst])]
- AP: Resist Fire [Protection 6 (Extras: Impervious; Affects Others, Area [burst]; Flaws: Fire Damage)]
- AP: Resist Cold [Protection 6 (Extras: Impervious; Affects Others, Area [burst]; Flaws: Cold Damage)]
- AP: Resist Lightning [Protection 6 (Extras: Impervious; Affects Others, Area [burst]; Flaws: Electrical Damage)]
- AP: Defiance [Shield 4 (Extra: Affects Others, Area Burst)]
- AP: Cleansing [Nullify 6(Poison; Extra: Linked to Nullify Drain, Nullifying Field) + Nullify 6(Drain; Extra: Linked to Nullify Poison, Nullifying Field)]
Equipment [10 ep]: Sword (+3 damage, mighty, improved critical), Chainmail armor (+3 toughnes), Shield (+1 block, +1 defense, strike 1 [pf: mighty)])
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Postby dwellerofthedeep » Tue Jan 15, 2008 6:02 pm

Great job on the Paladin JD. I don't remember the last time I played Diablo 2 but boy did I love that game back in the day.

EDIT

JoshuaDunlow wrote:Diablo Necromancery PL 6/75pp

Snip


Oh yeah, and my favorite class; good times. :)
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Postby JoshuaDunlow » Tue Jan 15, 2008 6:24 pm

Your welcome.. and now i'm probably going to think of some ideas for something. Not sure what, but it will be some original stuff for sure.
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Postby Libra » Wed Jan 16, 2008 1:55 pm

Oh yeah, and my favorite class; good times. :)


I'm a paladin man myself, but I know what you mean. :wink:


Original builds eh? Excellent. . . :twisted:
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Postby SCKnight » Wed Jan 16, 2008 2:01 pm

Joshua, I have two final requests for you:

Sly Cooper and Carmelita Montoya Fox from the Sly Cooper games.

Here are some sources:
http://en.wikipedia.org/wiki/Cooper_Clan (lists several different abilities that Sly has learned from his ancestors)
http://en.wikipedia.org/wiki/Sly_Cooper
http://en.wikipedia.org/wiki/Carmelita_Fox (Sly's romantic lover ;) )
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Postby JoshuaDunlow » Wed Jan 16, 2008 8:33 pm

Someone was nice enough to point out a tactical flaw with my druid build, so here is a remake. Using the Variable power.

Image

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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