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Postby JoshuaDunlow » Wed Jun 25, 2008 10:24 am

Unfortunately i must have missed seeing that episode myself. :?
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Postby Fobok » Wed Jun 25, 2008 11:08 am

It was the last episode of the first season of the new series, when she opened the heart of the Tardis and absorbed the Time Vortex. She could see the entirety of history from the beginning to the end of the universe. She sent the words 'Bad Wolf' back through time, so she could figure out what she had to do to save the Doctor. (And, apparently, to other times to warn the Doctor of danger, based on the recent episode.) She brought Jack back to life, making him immortal. She vapourized the Dalek 'god' and his entire fleet. Then almost died from the power inside her, until the Doctor took it on himself and released it back into the Tardis, (thus causing his regeneration into his tenth form).

(Put in white just in case you plan to see it.)
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Postby baixiwei » Wed Jun 25, 2008 4:54 pm

JoshuaDunlow wrote:This character was a request i did, turned out so well in my opinion i added it to my thread. Besides, i don't do many Villains. So here's a nice addition.


Jettatore (PL 10/ 150 pp)
Real Name: Emeric Firoiu, Identity: Secret, Citizenship: Romanian, naturalized American, Profession: Criminal, Marital Status: Single, Family: Stefan Firoiu (Father), Alina Firoiu (Mother), Reka Firoiu (Sister), Bianca Firoiu (Sister), Lelia Firoiu (Sister), Age: 30, Height: 5'10", Weight: 176 lbs, Eyes: Green, Hair: Black

Abilities [34pp]: Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1), Intelligence 17 (+3), Wisdom 26 (+8), Charisma 16 (+3)
Saves [15pp]: Toughness +4, Fortitude 5 (+5), Reflexes 5 (+6), Willpower 5 (+13)
Combat [24pp]: Base Attack +6 (+10 with sash), Base Defense +7 (+3 flatfooted), Initiative +5, Grapple +6, Knock Back -2
Attack (dc): Unarmed (dc 15), The Evil Eye (dc 15), Gypsy Magic (see below)
Skills [13pp]: Bluff 8 (+11/+15 when attractive), Concentration 5 (+13), Diplomacy 4 (+7/+11 when attractive), Gather Information 4 (+7), Knowledge: Arcane 5 (+8), Notice 5 (+13), Perform: Violin 3 (+6), Ride 2 (+3), Search 4 (+7), Sense Motive 8 (+16), Survival 4 (+12)
Feats [22pp]: Attack Specialist (Sash) 2, Attractive, Defensive Attack, Defensive Roll 3, Dodge Focus 1, Elusive Target, Equipment 1, Evade, Improved Initiative, Leadership, Minions [10, PL 4 Followers], Ritualist, Taunt
Powers [25pp]:
Gypsy Magic 10 [Array; Power Feats: Alternate Powers 3]
Emiric was born with the Evil eye, what this means he can transform people with this power. Giving them afflictions, such as blindness, loosing their voices, drains on their ability scores. Etc.. he can also influence people’s emotions just by meeting their gaze. He can also manipulate memories, and effect the outcomes of probability.
- Base: “The Evil Eye” Transform 5 [(People to Cursed Afflictions, 4pts/rank); Extra: Perception, Flaws: Sense Dependant (sight)] = 20pp
- Ap: Emotion Control 10 [Extra: Continuous, Flaw: Sense Dependant (sight)]
- Ap: Mental Transformation 10 [Memories, Extra: Continuous, Flaw: Sense Dependant (sight)]
- Ap: Luck Control 5 [Power Feats: Luck 5]
Precognition [Super Senses 4 (Flaws: Medium [cards or crystal ball])] = 2pp
Devices [21pp]:
Amulet 3 [Easy to Remove] = 9pp
Like any good Gypsy, you need an amulet to protect you against evil beings. However this amulet also makes it impossible to detect him via Telelocation as long as he wears it.
- Immunity 5 [Telelocation]
- Ward 9 [Evil Supernatural Creatures; Power Feats: Affects Insubstantial]
Sash 3 [Hard to Remove] = 12pp
Emeric’s magical sash can elongate in size up to 100’, and is practically a limb in his hands. He can grab things with it, allowing him to perform a suffocate maneuver. Its magical nature also allows him to swing and climb walls rather easily.
- Suffocate 5
- Elongation 4 [Power Feats: 1 Alternate Power]
--Ap: Super Movement 2 [Swinging + Wall Crawling]
Equipment [3ep]: Flashy Gypsy Clothing, Mask, Tarot Cards, Crystal Ball, Large Backpack, 2 more Ep’s worth of equipment.
Drawbacks [4pp]: Power loss [If he see‘s his own reflection when using the Evil Eye (Uncommon, Moderate)], Power Loss [Cannot use magic, if bound or gagged]]
Complications: Predjudice (Gypsy, may or may not affect the campaign, depending on GM)

Note:
Emeric’s code name is Italian, it means the willful intent to cast the evil eye on others. Granted this character goes well above the power level I would have put him at, but I will see what I can do with him. He’s bright, charming, and has super human intuition almost. A gypsy with a curse, which many call the Jettatore. Some times he just can’t help himself, and he uses the gypsy eye at a whim. Since he had no trust from his own family, he moved to America to start his life of crime. And has done so rather well, with a small grouping of followers who have been charmed by his free willed ways. Any other magic he possess's is ritualistic in nature, taking hours of time to perform.

Minions: These are up to you he’s got 10 minions at PL 4, which is quite a lot really. With a varying amount of skill, between all of them they can take care of each other financially. Since it’s a tight knit organization.

Headquarters and Vehicles: These have not been accounted for in his build, since he is a villain. With his minions helping, this is pretty much a freebee for this guy. Any Headquarters this guy has is going to be mobile, up to you to decide on. And vehicles are usually going to be large vans, or maybe a buss so everyone can travel with him.


Very cool build. Some of the spells are quite in line with my idea of gypsy magic as reflected in my own gypsy mystic build. I just added Italian language competence to the latter as a tribute.

I'm curious about telelocation because, in my own build, I wanted to give her a spell that could locate anything or anyone anywhere, but didn't know how to build that. Any suggestions?
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Postby JoshuaDunlow » Wed Jun 25, 2008 5:03 pm

baixiwei wrote:I'm curious about telelocation because, in my own build, I wanted to give her a spell that could locate anything or anyone anywhere, but didn't know how to build that. Any suggestions?


Well there are two powers, that could cover that. ESP and Telelocation. Telelocation is in the Ultimate Powers book. The power to mentally search an area of an intelligent creature. Your Max radius is based on your rank on the Extended Range Table. Subjects not wanting to be found, can make a Will save to resist (vs. 10 + Telelocation rank). If your search check succeeds (See search in the book), you know the subjects location but cannot communicate or interact with them. You can use this power to essential Track somone. Though they get a will save to throw it off, at each duration interval.
Effect = ESP
Action = Telelocation is a Full Round action.
Range = Extended
Duration = Concentration (lasting)
Save = Will
Cost =And it costs 1 pt/Rank. Duration

I'd think it you wanted to locate items, that would be a +1 extra.
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Postby JoshuaDunlow » Thu Jun 26, 2008 12:05 pm

Murlynd gets an update with my Medieval and God options!

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Murlynd 2.0 (PL 16 / 343pp)
Race: Quasi-Deity (Human), Profession: Magic User/Paladin

Abilities [57pp]: Strength 18 (+4), Dexterity 16 (+3), Constitution 26 (+8), Intelligence 22 (+6), Wisdom 21 (+5), Charisma 14 (+2)
Saves [30pp]: Toughness +8, Fortitude 6 (+14), Reflexes 8 (+11), Willpower 16 (+21)
Combat [48pp]: Base Attack +12 (+16 with magic, six shooters, dagger) , Base Defense +12/+16 with Dancing Sword (+6 flatfooted), Initiative +10, Grapple +16, Knock back -4, Hero Points ?
Attacks (Dc): Unarmed +4, Aura of Might (dc 17 visual area despair), Dagger +8 (19-20), Six Shooters +6 (Penetrating, 20 critical), Holy Dancing Sword +8/+12 against undead (18-20 critical, 4/8 pts penetrating)
Skills [31pp]: Concentration 15 (+20), Craft (Mechanics) 12 (+18), Craft (Artistic) 16 (+22), Knowledge (Arcane) 16 (+22), Knowledge (The Old West) 9 (+15), Knowledge (Technology) 9 (+15), Disable Device 11 (+17), Intimidate 12 (+14), Ride 9 (+12), Notice 15 (+20)
Feats [18pp]: Ascension 1, Artificer, Attack Focus (Magic) 4, Fearless, Improved Initiative, Jack of All Trades, Martial Proficiency, Minion 3 (Horse), Precise Shot, Quick Change, Speed of Thought (use INT for initiative), Ultimate Effort (Aim),
Powers [137pp]:
Quasi God Template: :
- Aura of Might [Emotion Control 7 (Extra: Area [perception]; Flaws: Despair Only, Sense Dependant [Vision])]
- Immortality [Immunity 30 (Aging 1, Life Support 9, Disease 10, Poison 10)]
- Regeneration 17 [Power Feats: Die Hard, Persistent, Regrowth; Bruised 2, Unconscious 2, Injured 2, Staggered 2, Disabled 3, Ability 4;Flaws: Limited (cannot regenerate from Artifact weapons)]
- True Sight [Super Senses 10 (True Sight); Flaws: Limited (half dc)]
- Magic Impervious [Power Resistance 10 (magic descriptor)]
Magic Mastery 16 [Variable Power, Multiple powers of the Magic Descriptor; Power Feats: Salient]
Devices [30pp]:
Magic Dagger [Easy] = 8 dp
- Strike 4 [PF: Mighty, Accurate 2, Improved Critical ]
Six Shooters [Easy] = 21pp
- Blast 6 [Projectile; PF: Split Attack 2, Ricochet, Extra: Penetrating 6]
Holy Dancing Sword [Easy] = 19dp
- Strike 8 [PF: Mighty, Improved Critical 2; Extras: Penetrating 8; Flaws: Limited (Only +4 damage against non-undead targets)]
- Shield 4
Murlynd’s Spoon [Easy] = 3pp
- Create Object 1 [PF: Innate; Extras: Permanent Duration; Flaws: Limited (Gruel), Reduced Progression 2 (1 ft cubic )]
Equipment: Anachronistic Clothing depicting the old west, with a long black duster, wide brimmed hate, and has a tin six-point star pinned on his chest.
Drawbacks [4pp]: Vulnerable [Minor (epic weapons or greater); Uncommon], Power Loss (Cannot cast magic while bound or gagged. ), Noticeable (all magic; summoning technological devices to create magic)

Background & History
Murlynd is a true character. His face is bold and handsome, his eyes deep and penetrating. His nature is seemingly rugged, independent, taciturn. His broad, muscular frame is typically clad in garments of another time and world, that of the "Old West." His waist is girded by a leather belt containing weapons of technology as well as a magical dagger. Although appearing aloof and aggressive, Murlynd is actually quite gregarious, loquacious, and gentle... unless provoked.
As noted, Murlynd is prone to carry technological weapons (variously referred to as "45s," "six-shooters," and "hog legs") which he is able to employ in both left and right hands. Murlynd and Murlynd alone knows the secret of these devices and how to make them function. Each weapon sends forth three missiles per round, if he so desires. These projectiles will strike even the most magical of creatures. The range of these weapons appears to be similar to that of a light crossbow. Murlynd carries also a magical Dancing Holy Sword which he keeps either on his warhorse or strapped to his back. He can use the weapon in either hand, so in combat Murlynd might use his arcane projectile weapons one round, then draw his sword and dagger, and eventually cast a spell or use some other device while his broad sword "dances."
When casting spells, Murlynd is prone to intermix technological terminology with his incantations, sometimes with surprising results. Thus, in casting a Stinking Cloud or Wall of Fog spell he might conjure into being a strange engine which gushes forth the desired result, but for far longer and over a greater area than desired. He is known to have cast a Burning Hands which brought forth a device that spewed liquid fire, but at another time conjured a fireball of paper which burst with totally harmless effect. As he is insensitive to color differences, Murlynd's color based/employing spells are quite often bizarre in effect, and are known to be linked with technological devices which send forth the hues. Because of this technological admixture it is sometimes possible for Murlynd to cast more than one spell in a round, as the initial dweomer is provided, in part, by the art of science!
Being rather unusual, and dabbling in questionable areas, Murlynd is rather unpopular with those of his sort. He is, in fact, shunned by most. His abode is divided between several special dwellings on various planes or extra-dimensional areas. He moves about from place to place on a whim, staying for days or years as suits his mood.
Murlynd is a human magic-user of remarkable skill. He travels far and often and many a strange machine or spell can be found in his extra-dimensional house, which is located in the deserted castle Greyhawk. He has the strange habit to introduce himself with the sentence: "Greetings, traveler. I am Murlynd. That's m-u-r-l-y-n-d and not Merlin!" Thieves and would-be-assassins have often tried to kill or rob him, but most of them are never to be seen again.
Murlynd has many powerful friends and foes alike, with beings like the arch mage Mordenkainen, the quasi-deity Keoghtom and the demigod Zagyg among the former and complete nations among the later.
(A Sidebar: Murlynd does, after all, have a VCR, as per the EX2 module. One wonders what he likes to pick up each weekend at Blockbuster. Imagine him hiring a group of heroes to recover a lost and mysterious "black box with arcane lettering on the outside," which is actually a plastic-cased copy of "Blazing Saddles," now overdue after being stolen by powerful City of Greyhawk thieves who think it might be a treasure beyond reckoning. Oh, wouldn't the players have a fit if they knew. A DM would have to be a real sadist to run this in a Greyhawk campaign group....ahem.)

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Postby JoshuaDunlow » Fri Jun 27, 2008 8:12 pm

Just another boring friday night... Soo... got a character anyone want stated up. Got an idea for a cool character to include in my Millennium City campaign? And idea for a character you just don't know how to flesh out, let me do it for you. Just let me know what you want built, and i'll do it. Include PL, PP limit, Character Concept, Background, and powers you want to simulate. Or... lets chat someplace.. Messenger, Myspace, IRC..
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Postby Fobok » Fri Jun 27, 2008 8:46 pm

Well, I'd really like to see what you make of Atom/Astro Boy.

I've seen a couple of other tries, but they never seemed right.

I don't know much about the 60s version, but I do know the 80s and the 2003 version.

Either way, the general concept is the same. A scientist makes a robot child to replace his dead son, and makes this robot the most powerful on Earth. In the 80s, he's stolen by a circus master after his father blew up at him and he wandered off on a ship, but was eventually freed and found a new home with another scientist. He'd fight to protect those around him. In the 2003 version, he couldn't remember his 'father' on being activated, and starts with that other scientist. (In the 80s, in the English version, his father was Dr. Boyton and the other scientist was Dr. Elefun. Different series and translations gave them different names.)

The 80s version powers:

Eyes: Powerful searchlights, giving him the ability to see anywhere, and blind enemies.

Ears: Magnified hearing 1000x.

Fingers: Lasers, able to cut through almost anything.

Arms and Legs: Super-strength and rockets for flight. (No number is given for his strength except 100,000 horsepower.)

Hips: Extendable rear-firing machine guns, which seem to supply their own ammo.

Intelligence: Super-computer mathematical skills, though this isn't shown too often.

Weakness: Power. Astro was limited by the charge in his battery. Electromagnetic attacks as well.

--

2003 version

Powers: Same as 1980s except:

No machine gun

Additional magnification ability with his eyes, can't find a number stating how much. I seem to remember an x-ray or infrared vision too, but can't remember and can't find any reference pages.

Arm cannon: Much more powerful than the lasers, but takes time to aim.

No battery problem, but he needs to recharge when 'tired', simulating sleep.
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Postby JoshuaDunlow » Fri Jun 27, 2008 9:08 pm

Which version would you like to see?
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Postby Fobok » Fri Jun 27, 2008 9:12 pm

JoshuaDunlow wrote:Which version would you like to see?


Whichever you'd have the most fun making. :)
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Postby JoshuaDunlow » Fri Jun 27, 2008 10:19 pm

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ASTRO BOY (PL 10 / 203 pp )
Abilities [30pp]: Strength 20 (+5), Dexterity 20 (+5), Constitution ~, Intelligence 15 (+2), Wisdom 15 (+2), Charisma 10 (+0)
Saves [8pp]: Toughness +10, Fortitude ~, Reflexes 5 (+10), Willpower 3 (+5)
Combat [32pp]: Base Attack +8 (+10 Ranged), Base Defense +8 (+4 flatfoot), Initiative +5, Grapple +18, Knock Back -5, Hero Points 1
Attack (dc): Unarmed +5, Eye beams (Dc 15 Dazzle), Finger Lasers +10 (Split attack, 8 penetrating), Arm Cannon +6 (line, penetrating)
Skills [8pp]: Acrobatics 5 (+10), Notice 8 (+10), Profession: Circus Performer 8 (+10), Search 11 (+13)
Feats [6pp]: Attack Focus (Ranged) 2, Beginners Luck, Blind Fighting, Jack of all Trades, Precise Shot
Powers [124pp]:
Android Construction
- Flight 12 [“Rocket Boots“; AP: Super Speed 4]
- Immunity 30 [Fortitude Saves]
- Protection 10 [Extras: Impervious 3]
- Super Senses 9 [Hearing (Extended 3), Infravision, X-Ray Vision, Radio, Microscopic Vision, Vision (Extended 2)]
- Super Strength 5 [Effective Strength 45 (Heavy Load 12 tons)]
- Eye Beams 5 [Environmental Control (Sunlight); Extras: Area (line; +0)]
-- AP: Dazzle 5 [Visual; Extras: Area (line)]
- Quickness 10 [“Super Computer Mind”; Flaws: Mental Only]
Weapon Systems 10 [Array]
BP: Blast 10 [“Finger lasers“; Power Feats: Precise, Split Attack; Extra: Penetrating 8]
AP: Blast 6 [“Arm Cannon“; Extra: Penetrating, Area (Line); Flaws: Action (Full Round)]
Drawbacks [5pp]: Weakness [Requires 12 hours Sleep to Recharge; Fatigue every 20 minutes, beyond being 12 hrs of activity (Major/Very Common]


Notes:
- Flight 12 [I looked up horsepower, calculated with a little math what I thought was the weight of Astro boy, and converted it into Miles Per hour. I came up with 6319 mph. So I rounded down to a Flight of 12]
- Movie: Found out there’s a CG movie of astro boy movie next year.
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Postby Fobok » Fri Jun 27, 2008 11:01 pm

Love the build. Thanks. :)

And yeah, it was figuring the horsepower that was stumping me.

Edit: As for the movie, yeah, I just heard about that myself. Should be cool. :) Really looking forward to it. It's by the same people, apparently, as the recent TMNT movie.
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Postby JoshuaDunlow » Fri Jun 27, 2008 11:22 pm

Excellent, I hope you enjoy . I've never been a fan of Astro Boy, but thankfully with the information you gave me. He wasn't that hard to build. Of course i had looked him up on Wikipedia. But your information, was the most helpful over all.
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Postby JoshuaDunlow » Sat Jun 28, 2008 2:21 pm

Expect to see some Greyhawk builds coming up, starting with the famous "Gord" character.
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Postby JoshuaDunlow » Sat Jun 28, 2008 8:35 pm

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GORD “Blackcat” the Rogue
Race: Human, Profession: Rogue, Acrobat, Power Level: 7 (123pp), Residence: Greyhawk City, Reference: Saga of Old City, Age: 12, Height: 5’6”, Weight: 176 lbs, Eyes: Grey, Hair: Black, Trade Off: -1 Attack, +1 Damage.

Abilities [36pp]: Strength 17 (+3), Dexterity 18 (+4), Constitution 16 (+3), Intelligence 16 (+3), Wisdom 14 (+2), Charisma 15 (+2)
Saves [12pp]: Toughness +7, Fortitude 3 (+6), Reflexes 5 (+9), Willpower 4 (+6)
Combat [26pp]: Base Attack +6, Base Defense +7 (+3 flatfooted), Initiative +4, Grapple +9, Knock Back -3, Hero Points 1
Attack (dc): Unarmed (+3), Broad Dagger +5 (penetrating 5, 19-20), Sword +6 (19-20), Sneak Attack adds +2 damage.
Skills [19pp]: Acrobatics 7 (+11), Bluff 5 (+7), Climb 6 (+9), Craft: Woodcraft 3 (+6), Diplomacy 2 (+4), Disable Device 6 (+9), Disguise 6 (+8), Drive: Boat 2 (+6), Escape Artist 4 (+8), Gambling 5 (+7), Languages 2 [Native; Thieves Cant, Beggars Cant], Notice 6 (+8), Ride: Horse 3 (+7), Search 6 (+9), Sleight of Hand 6 (+10), Stealth 8 (+12)
Feats [14pp]: Ambidextrous, Attractive, Defensive Roll 2, Equipment 3, Improved Grab, Martial Proficiency, Sneak Attack (2), Track
Powers [6pp]:
Cat Affinity
- Animal Empathy [Flaw: Limited (with cats/felines only)]
- Enhanced Skill: Animal Handling 4
- Enhanced Charisma 8 [Flaw: Limited (with cats/felines only)]
Devices [10pp]:
Broad Dagger [Easy] 5 dp x .6 = 3
- Strike 2 [PF: Enchanted, Mighty, Improved Critical; Extra: Penetrating 5; Flaws: Limited (No penetration against enchanted armor)]
Sword [Easy] 12 x . 6 = 7
- Strike +3 [PF: Enchanted, Mighty, Improved Critical]
- Super Senses 11 [True Sight; Flaws: Limited (½ save), Night Vision]
Equipment [15ep]: , Masterwork Thieves Tools (2ep), Studded Leather Armor (+2 toughness), Garrote (Suffocate 4) [AP: Pair of Knives [Strike +1 (Mighty, improved critical, Split Attack, Thrown)], AP: Crossbow [Blast +3, 19-20 critical ] ], 50’ Rope, Grappling Hook, Backpack

NOTES:
Here’s my version of Gord, I stayed as true as I could to the character. Limited by my knowledge of just the first book. It’s a good starting point, and I found a great site of information for Greyhawk online. Which includes official game statistics for the characters, using 1st edition rules. Look it up J, it’s a great source of information.

http://home.comcast.net/~chris.s/gordmain.html .

I didn’t know if he had the ring of resurrection or not, or the elven chain mail armor. So I left them out of this build. If anyone knows better, or can offer more information about the first book to me. Please by all means let me know. Now, I was reading about the “Cat Affinity” he has with the Cat Lord. And I thought, this could work into a power of sorts. So I did my own take on it. So basically he gets a +10 bonus to social interaction with any Feline creature, intelligent or not.
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Postby JoshuaDunlow » Wed Jul 02, 2008 12:05 pm

Rustic Adept (PL 1 Template/15pp )
Now here’s a challenge, a PL 1 magic character ! The magician or adept, is someone who has a natural knack for magic. Who has had no training what so ever, so their magic is unpredictable and feared among the more simplistic and rustic folk. Many from this template, are rural in nature. This template trade’s off attack, for a +1 to damage bonus,

Abilities [1pp]: Strength 8 (-1), Dexterity 11 (+0), Constitution 10 (+0), Intelligence 12 (+1), Wisdom 12 (+1), Charisma 8 (-1)
Saves [2pp]: Toughness +0, Fortitude 0, Reflexes +0, Willpower 2 (+3)
Combat [0pp]: Base Attack +0, Base Defense +1 (+0 flat), Initiative +0, Grapple -1, Knock Back 0
Attack (dc): Unarmed -1, Dagger (+0 lethal)
Skills [3pp]: Bluff 4 (+3), Craft/Trade: Choose 3 (+4), Knowledge: Arcane 1 (+2), Stealth 2 (+2), Survival 2 (+3)
Feats [3pp]:
Dodge Focus 1, Luck, Second Wind (BoM)
Powers [8pp]:
Magic 3 [Array; Power feats: Affects Insubstantial]
- BP: Tangle Thorn Bush [Snare 2 (Extra: Area [Burst], Constricting; Flaws: Entangle Only)]
- AP: Curse [Probability Control 1 (Extra: Range, Jinx, Duration (Concentration); Flaws: Limited to Jinx)]
Equipment [free]: Sturdy Clothes, Dagger (+1 strike, mighty, improved critical)
Drawbacks [+2pp]: Power loss (cannot cast spells, when bound or gagged)
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