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

JD's 2E fantasy: LOTR stuff

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

Re: JD's Fantasy (Tom Bombadil, Barliman Butterbur)

Postby JoshuaDunlow » Fri Apr 02, 2010 11:04 am

I didn't say you didn't say. :lol:
Anyways... trying to think of what to do next now. 8)
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's Fantasy (Tom Bombadil, Barliman Butterbur)

Postby Woodclaw » Fri Apr 02, 2010 11:08 am

JoshuaDunlow wrote:Anyways... trying to think of what to do next now. 8)


Welcome to my nightmare... :mrgreen:
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2604
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: JD's Fantasy (Tom Bombadil, Barliman Butterbur)

Postby JoshuaDunlow » Thu Apr 08, 2010 12:01 pm

Image
"But no living man am I! You look upon a woman. Éowyn I am, Éomund’s daughter. You stand between me and my lord and king. Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him."

Eowyn
Power Level: 6; Power Points Spent: 90/90

STR: +1 (13), DEX: +3 (16), CON: +1 (13), INT: +2 (15), WIS: +2 (14), CHA: +2 (14)

Tough: +1/+5, Fort: +4, Ref: +6, Will: +7

Skills: Acrobatics 4 (+7), Bluff 4 (+6), Concentration 4 (+6), Diplomacy 4 (+6), Handle Animal 3 (+5), Intimidate 3 (+5), Notice 5 (+7), Perform (singing) 2 (+4), Ride 6 (+9), Search 3 (+5), Sense Motive 5 (+7), Stealth 3 (+6), Survival 3 (+5)

Feats: Accurate Attack, Animal Empathy, Attack Focus (melee) 2, Attractive, Benefit (status) 3, Defensive Attack, Defensive Roll, Dodge Focus, Equipment 1, Improved Block, Improved Critical (Custom Sword) 2, Improved Disarm, Improved Initiative, Minions 2 ( Rohan Horse; Fanatical), Power Attack, Taunt

Equipment: Chain Mail [No Cost] [No Cost] [Protection 3, +3 Toughness], Custom Sword (Sword), Wooden Shield [No Cost] [No Cost] [Deflect 2, deflects: slow projectiles; Shield 2, +2 dodge bonus]

Attack Bonus: +5 (Ranged: +5, Melee: +7, Grapple: +8)

Attacks: Custom Sword, +7 (DC 19), Unarmed Attack, +7 (DC 16)

Defense: +7 (Flat-footed: +2), Knockback: -2

Initiative: +7

Languages: Native Language

Totals: Abilities 25 + Skills 13 (49 ranks) + Feats 23 + Powers 0 + Combat 18 + Saves 11 + Drawbacks 0 = 90


Builder's Notes:
And here is Eowyn, shield maiden and princess of Rohan though not necessarily Theoden's daughter she was raised as his own after the death of her parents.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

World of Karmyth

Postby JoshuaDunlow » Sat Apr 10, 2010 12:42 pm

Adult Steel Dragon (Karmyth; pl 9/150 pp)
In my own world of Karmyth, the steel dragons (aka storm dragons) are a race of dragons that have bonded with particular men and women to create what are known as the Storm Lords. Knights and Defenders who protect the world against the forces of Chaos and Destruction. (ie. Undead and Demons) The statistics listed here are the Average Adult Steel Dragon.

STR: +8 (26), DEX: +3 (16), CON: +4 (18), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)

Tough: +8, Fort: +8, Ref: +8, Will: +8

Skills: Acrobatics 8 (+11), Diplomacy 4 (+6), Knowledge (arcane Lore) 5 (+7), Knowledge (civics) 4 (+6), Knowledge (history) 4 (+6), Language 2 (+2), Notice 8 (+10), Search 8 (+10), Survival 8 (+10), Swim 4 (+4)

Feats: Eagle Eyes, Fearsome Presence 3, Lionheart, Low-Light Vision, Wolf's Ears

Powers:
Bond [Super-Senses 1 (communication link: With bonded Storm Lord)]
Draconic Size [Growth 8 (+16 STR, +8 CON, +2 size categories; Permanent; Innate)]
Lightning Resistance [Immunity 5 (Electrical damage (1/2 save))]
Lightning Bolt [Blast 8]
-- Alt: Lightning Breath [Blast 5) (Cone Area (50 ft. cone - General))]
Longevity [Features 1]
Protection 4 [Impervious (3 ranks only)]
Taloned Claws [Strike 1 (DC 24; Mighty)]

Equipment: Riding Saddle

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +26)

Attacks: Lightning Bolt (Blast 8), +8 (DC 23), Lightning Breath (Blast 5), +8 (DC 20), Taloned Claws (Strike 1), +8 (DC 24), Unarmed Attack, +8 (DC 23)

Defense: +8 (Flat-footed: +4), Size: Huge, Knockback: -13

Initiative: +3

Languages: Draconic, Two Other Languages

Totals: Abilities 18 + Skills 14 (55 ranks) + Feats 7 + Powers 56 + Combat 40 + Saves 15 + Drawbacks 0 = 150
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's Fantasy (Steel Dragons)

Postby JoshuaDunlow » Sun Apr 11, 2010 9:45 am

Image

Medieval Iron Man (PL 12/180pp)
Name: Anthony LeStark, Race: Human, Profession: Adventurer, and Smith Mage

STR: +5 (10/20), DEX: +2 (10/15), CON: +2 (10/15), INT: +7 (24), WIS: +2 (14), CHA: +3 (17)

Tough: +2/+12, Fort: +4, Ref: +4, Will: +9

Skills: Bluff 8 (+11), Craft (artistic) 4 (+11), Craft (mechanical) 9 (+16), Diplomacy 4 (+7), Gamble 7 (+9), Intimidate 4 (+7), Knowledge (arcane Lore) 9 (+16), Notice 8 (+10), Search 8 (+15)

Feats: Artificer, Attack Focus (melee), Attack Specialization (Enchanted Sword (Damage 7)), Attack Specialization (Magial Uni-Beam (Blast 12) [Dyn: 2/r, +11max 0PP]), Attractive, Benefit (status) 2, Improved Block, Improved Critical (Enchanted Shield (Linked)), Power Attack, Ritualist

Powers:
Iron Man Armor (Device 23) (Hard to lose; Action (Power Use) 2)
. . Armor (Protection 10) (+10 Toughness; Impervious [6 ranks only])
. . Enchanted Abilities (Enhanced Trait 20) (Traits: Strength +10 (20, +5), Constitution +5 (15, +2), Dexterity +5 (15, +2))
. . Enchanted Shield (Linked)
. . . . Deflect 5 (Linked; deflects: all ranged attacks)
. . . . Shield 5 (Linked; +5 dodge bonus)
. . Enchanted Sword (Damage 7) (DC 27, Feats: Improved Critical (Enchanted Shield (Linked)); Penetrating [4 ranks only]; Mighty (+5 to hit))
. . Immunity 9 (life support)
. . Magial Uni-Beam (Blast 12) [Dyn: 2/r, +11max 0PP] (DC 27; Penetrating; Distracting)
. . . . Environmental Control 8 [Dyn: 3/r, max 24PP] (Alternate; light (bright), Radius: 1000 ft.; Selective Attack)
. . . . Flight 12 [Dyn: 2/r, max 24PP] (Alternate; Speed: 50000 mph, 440000 ft./rnd)
. . . . Magic Eye (ESP 8) [Dyn: 3/r, max 24PP] (Alternate; affects: 2 types, inc. visual - hearing)
. . . . Magical Fist (repulsor) (Move Object 12) [Dyn: 1/r, max 24PP] (Alternate; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Limited Direction (Push away))
. . . . Super-Strength 12 [Dyn: 2/r, max 24PP] (Alternate; +60 STR carry capacity, heavy load: 819.2 tons; +12 STR to some checks)
. . Magical Helmet (Super-Senses 1) (awareness: Magical)

Attack Bonus: +9 (Ranged: +9, Melee: +10, Grapple: +15/+27)

Attacks: Enchanted Sword (Damage 7), +12 (DC Staged/Tou {ref multisave}{macro star}{ref}), Magial Uni-Beam (Blast 12) [Dyn: 2/r, +11max 0PP], +11 (DC 27), Unarmed Attack, +10 (DC 20)

Defense: +12 (Flat-footed: +4), Knockback: -9

Initiative: +2

Drawbacks: Weakness, uncommon, major, Weak Heart +1

Languages: Native Language

Totals: Abilities 25 + Skills 16 (61 ranks) + Feats 10 + Powers 90 + Combat 32 + Saves 11 - Drawbacks 4 = 180

Builder's Notes:
I saw this picture, and my mind had been mulling over what to do next. So i turned it into a Fantasy Version of Iron Man for Wizards and Warlocks. He gets a few changes to the character, mainly he becomes a melee fighter and is most effective with his sword and shield. However his Magical Uni-Beam, is the source for most of his magical powers. Which i thought had a nice play on his usual abilities. Anthony LeStark, like his father before him a humble blacksmith till he found out he had a talent for Smith Magic. Anything he creates can be imbued with magical powers of his devising. Taking it upon himself to leave the hum drum existance of his work, he created for himself a magical armor which he could go adventuring in. To slay the dragon, to save the damsel in distress.

Created With Hero Lab® - try it for free at http://www.wolflair.com!
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's Fantasy (Steel Dragons, Medieval Iron Man)

Postby MorningKnight » Sun Apr 11, 2010 10:02 am

That is beautiful, just beautiful.

I'd like to take him on a test run against a Black Knight from W&W.
User avatar
MorningKnight
Mastermind
Mastermind
 
Posts: 2354
Joined: Tue May 27, 2008 9:50 pm
Location: Chicagoland

Re: JD's Fantasy (Steel Dragons, Medieval Iron Man)

Postby JoshuaDunlow » Sun Apr 11, 2010 10:51 am

MorningKnight wrote:That is beautiful, just beautiful.

I'd like to take him on a test run against a Black Knight from W&W.

Sounds like fun to me 8)
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's Fantasy (Steel Dragons, Medieval Iron Man)

Postby Woodclaw » Sun Apr 11, 2010 1:15 pm

The steel dragon is not something I like too much, the whole dragonrider concept never stitched with me. But the rest of your recent builds are very good.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2604
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: JD's Fantasy (Steel Dragons, Medieval Iron Man)

Postby MorningKnight » Sun Apr 11, 2010 3:21 pm

Technically it's a Mercury Dragon, but he's so nice and shiny, he should be steel.

Image

Found at www.dragnix.net/Role_Playing/
User avatar
MorningKnight
Mastermind
Mastermind
 
Posts: 2354
Joined: Tue May 27, 2008 9:50 pm
Location: Chicagoland

Re: JD's Fantasy (Steel Dragons, Medieval Iron Man)

Postby JoshuaDunlow » Sun Apr 11, 2010 3:38 pm

Woodclaw wrote:The steel dragon is not something I like too much, the whole dragonrider concept never stitched with me. But the rest of your recent builds are very good.


Each to their own , is all i got to say. :)

MorningKnight wrote:Technically it's a Mercury Dragon, but he's so nice and shiny, he should be steel.


I could never quite find the right picture that fit what i considered what a steel dragon looked like, in my mind. Back then i was pretty big on the concept for Dragon Riders. Especially in this fantasy world of mine.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's Fantasy (Steel Dragons, Medieval Iron Man)

Postby JoshuaDunlow » Sun Apr 11, 2010 10:58 pm

Image
"Late is the hour with which this conjurer chooses to appear. "

Grima Wormtongue (PL5/55pp)
Race: Man of Rohan, Profession: Advisor to Theoden

STR: +0 (10), DEX: +0 (11), CON: +0 (10), INT: +3 (16), WIS: +2 (14), CHA: +4 (18)

Tough: +0, Fort: +0, Ref: +2, Will: +6

Skills: Bluff 10 (+14), Diplomacy 6 (+10), Gather Information 8 (+12), Notice 4 (+6), Ride 4 (+4), Search 4 (+7), Sense Motive 4 (+6)

Feats: Attack Focus (melee), Benefit (status) 2, Challenge - Discrete Inquiry, Challenge - Durable Lie, Challenge - Lip Reading, Dodge Focus, Sneak Attack

Equipment: Custom Dagger [No Cost] (Dagger), Custom Sword [No Cost] (Sword)

Attack Bonus: +3 (Ranged: +3, Melee: +4, Grapple: +4)

Attacks: Custom Dagger [No Cost], +4 (DC 16), Custom Sword [No Cost], +4 (DC 18), Unarmed Attack, +4 (DC 15)

Defense: +4 (Flat-footed: +2), Knockback: +0

Initiative: +0

Languages: Native Language (rohan)

Totals: Abilities 19 + Skills 10 (40 ranks) + Feats 8 + Powers 0 + Combat 12 + Saves 6 + Drawbacks 0 = 55


Created With Hero Lab® - try it for free at http://www.wolflair.com!

Builder's Notes:
I have to admit i love the actor who they got to play Wormtongue, and he did such a fantastic job of it too. I have seen this guy play in a number of sci-fi shows from B5 to StarTrek: Voyager. In every case he always played a distrubed character, and worm tongue is no exception.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's Fantasy ( Medieval Iron Man, Grima Wormtongue)

Postby JoshuaDunlow » Thu Apr 15, 2010 4:01 pm

Image
..."Death is life’s one great certainty"

Raistlin Majere (PL 6/90pp)
Race: Human, Profession: Red Robed Wizard, Home land: Solace, Family: Gilon Majere (Father, deceased), Rosamun Majere (Mother, deceased), Caramon (Brother), Kitiara Utah matter (Half Sister), Age: 25, Hair: White, Eyes: Hourglass, Skin: Gold

Abilities [18pp]: Strength 8 (-1), Dexterity 16 (+3), Constitution 8 (-1), Intelligence 18 (+4), Wisdom 14 (+2), Charisma 14 (+2)

Saves [13pp]: Toughness +0 (+5 with magic shield), Fortitude 5 (+4), Reflexes 2 (+5), Willpower 6 (+8)

Combat [8pp]: Base Attack +2 (+6 Magic), Base Defense +2 (+6 with magic shield; +1 flatfooted), Initiative +7, Grapple +2, Knock Back 0/-1, Hero Points 2

Attacks (dc): Unarmed +2 (dc 14), Staff of Magius +4 (dc 18), Flame Gout +4 (and dc 14 corrosion), Magic Missile +6 (dc 18), Sleep Spell +6 (dc 12), Charm person (dc 14), Ray of Enfeeblement +6 (dc 13 drain), Illusions (dc 15)

Skills [16pp]: Bluff 6 (+10), Concentration 8 (+8), Diplomacy 3 (+7), Intimidate 4 (+8), Knowledge (Arcane) 10 (+14), Languages 3 [Native; Common, Arcane, Elf], Medicine 4 (+8), Notice 4 (+5), Profession: Herbalist 6 (+10), Ride (Horse) 3 (+6), Search 6 (+10), Sleight of Hand 7 (+10)

Feats [14pp]: Attack Specialist (Magic) 2, Attack Specialist (Staff) 1, Cruel Mind 2, Fearsome Presence 2, Improved Initiative, Luck, Luck Option: Improvisation, Luck Option: Second Wind, Ritualist, Seize Initiative, Trance

Powers [16pp]:
Gold Skin (1pp)
- Feature: +4 save vs. Magic

Hour Glass Eyes (1pp)
- Feature: Can see the effects of the passage of time

Wizard Training (4pp)
- Super Senses 4 [Detect Magic (Visual sense), Acute, Accurate]

Wizardry 6 [PF: Affects Insubstantial, 6 Alternate Powers; Flaws: Arcane Check Required, Distracting]
Base: “Magic Missile” Blast 3 [PF: Split Attack, Improved Critical, Indirect; Extra: Penetrating]
-Alt: “Magic Shield” Shield 4 + Force Field 4 [Extra: Impervious]
-Alt: “Sleep Spell” Stun 2 [PF: Selective; Extra: Sleep, Area (Burst, targeted)]
-Alt: “Charm Person” Mind Control 4 [Extra: Continuous]
-Alt: “Ray of Enfeeblement” Drain 3 [Strength; PF: Slow Fade 4, Extra: Ranged]
-Alt: “Magic Door” Lock/Unlock 3 [PF: Reinforce Lock; Extra: Reinforce Door]
-Alt: “Phantasms” Illusion 5 [Auditory Only, Extra: Continuous (+2), Flaws: Phantasm]

Devices [12dp]:
Staff of Magius 4 [Easy to Remove; PF: Restricted to Wizards, Immunity to fire]
Base: Corrosion 4 [Fire descriptor “Fire Gout“] = 15-dp
- Alt: Staff Strike 3 [Improved Critical, Penetrating]
- Alt: Super Movement 1 *[Slow fall 1; Extra: Immunity 5 (Falling Damage)] = 7pp
- Alt: Super Movement 1 *[Water Walking (parting water to walk across)] = 2dp
Environmental Control 4 [Light (nullifies darkness)] = 4 dp

Equipment [0 ep]: Wizard Robes (+1 toughness), Spell Book (2), Material Components, Knife (+1 mighty strike), Miscellaneous Magical Paraphernalia (2)

Drawbacks [-6dp]: Power Loss [Cannot cast spells if bound or gagged, includes all powers with a *], Weakness (Coughing Fits, 3pp): [The player suffers the following effects every 5 hours: 1. Fits of coughing (-2 to attack, defense, and skill checks; this also makes spell casting impossible)].

Complications: Coughing Fits, Notoriety (Red Wizard),
Personality: Superiority Complex, Lack of Respect for anyone, Soft heart for those weaker than Others, Obsessed with Becoming a God, Cold Hearted and Unemotional

Builder's Notes:
Here is my build of raistlin updated for W&W. He went through a slight change, and i modified the use of his gold skin and hour glass eyes. And simply turned them into features. Sometimes the simplest answer is the best way of solving a problem you don't know how to handle. I think this makes the third rebuild of the character, lol.

Cruel Mind [Ranked Feat]: Each rank can either grant changing the skill modifier to the players Intelligence modifier, for the use of either Bluff or Intimidation Checks.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's Fantasy (Raistlin Majere)

Postby JoshuaDunlow » Thu Apr 15, 2010 4:32 pm

Image

Caramon Majere (PL 6/81pp)

Abilities [29pp]: Strength 18 (+4), Dexterity 11 (+0), Constitution 17 (+3), Intelligence 13 (+1), Wisdom 14 (+2), Charisma 14 (+2)

Saves [10pp]: Toughness +3/+6, Fortitude 5 (+8), Reflexes 3 (+3), Willpower 2 (+4)

Combat [12pp]: Base Attack +3 (+5 Melee,+9 block with shield), Base Defense +3 (+6 with shield/+1 flat), Initiative +4, Grapple +7, Knock Back -3, Hero Points 2

Attack (dc): Unarmed +5 (dc 19), Sword +5 (dc 22), Dagger +5 (dc 20), Spear +5 (dc 22)

Skills [10pp]: Athletics 5 (+9), Climb 4 (+8), Diplomacy 2 (+4), Gather Information 2 (+4), Handle Animal 3 (+5), Intimidate 6 (+8), Languages 2 (Native, Common, Plainsman), Medicine 2 (+4), Notice 3 (+5), Ride 4 (+4), Survival 4 (+6), Swim 2 (+6)

Feats [21pp]: All out Attack, Attack Focus (Melee) 2, Crippling Blow, Finding the weak spot, First Strike, Follow up Strike, Improved Critical 1 (Sword), Improved Grab, Improved Initiative, Lion Heart, Luck, Power Attack, Power house, Power Slam, Quick Draw, Split Attack (Sword), Take down Attack, Team Work (with Raistlin), Track, Weapon Break

Equipment [ep]: Ring Mail (+3 toughness), Large Metal Shield (+3 dodge/ +4block), Bastard Sword (+3, mighty, improved critical, hand and a half), Dagger (+1, mighty, improved critical), Spear (+3, mighty, improved critical, thrown), Back Pack, 2 outfits, Bedroll, Trail Rations, Water Skin

Complications: Responsibility (Raistlin),

Drawbacks:
Illiterate (1pp)

Builder’s Notes:
Well here is my build of Caramon.. For the life of me, i couldn't fill out his starting points to their fullest. Perhaps someone else can give me suggestions.

Power Slam: The hero can choose to trip a foe instead of do damage, with a rank equal to the damage bonus of the attack.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's Fantasy (Raistlin & Caramon Majere)

Postby JoshuaDunlow » Fri Apr 16, 2010 9:35 am

Image
“You can’t go back, you can only move forward. “

Richard Cypher, the True Seeker (PL 8/111pp)
Race: Human, Profession: Guide, Residence: Hartland, Social Class: Tradesman, Standing: Insignificant, Age: Middle Twenties (23-25), Height: 6’2”, Hair: Thick brown hair, Eyes: Piercing Grey, Family: George Cypher (Father, deceased), Michael Cypher (Brother), Mother (named unknown at this time), Zed (Grand father)

Abilities [33pp]: Strength 16/18 (+3/+4), Dexterity 14 (+2), Constitution 15 (+2), Intelligence 14 (+2), Wisdom 16 (+3), Charisma 18 (+4)
Saves [10pp]: Toughness +4/+3 flat, Fortitude +3 (+5), Reflexes 3 (+5), Willpower 4 (+7)
Combat [12pp]: Base Attack +3 (+4 with ranged, +5 with Sword of Truth), Base Defense +5 (+1 flatfooted), Initiative +2, Grapple +6, Knock Back -1, Hero Points 3
Attack (dc): Unarmed +3, Dagger +4, Bow (+5 ranged), Sword of Truth +8 (6 penetrating, 19-20 critical)
Skills [10pp]: Athletics 4 (+7), Bluff 2 (+6), Craft/Trade: Cook 2 (+4), Craft/Trade: Herbalist 5 (+8), Craft/Trade: Guide (woods) 5 (+8), Craft/Trade: Pottery 3 (+5), Diplomacy 6 (+10/+14 when attractive), Knowledge: Plant Lore 5 (+7), Notice 5 (+8), Ride: Horse 5 (+7), Stealth 3 (+5), Survival 5 (+8),
Feats [17pp]: Attack Focus (Ranged) 1, Attractive 1, Benefit (Memorized; The Book of Counted Shadows) 1, Defensive Roll 1, Dodge Focus 2, Equipment 3, Luck 2, Martial Proficiency, Minion (horse) 2, Point Blank Shot, Quick Shot, Track
Powers [15pp]:
The Seeker of Truth (8pp)
- Mind Control 4 [Power Feats: Subtle 2, Extra: Conscious, Sustained, Flaws: Sensory Dependant (Hearing), Flaws: Speak the Truth, Uncontrolled]
- Immunity 2 [Confessor's Touch]
War Magic 1 (7pp)
- Variable Power [Multiple powers and traits; Flaws: Uncontrolled (ruled by emotions and need)]
“As far as I can tell this power is the source of many of Richards skills, feats, and combat experience. He can boost any skill/feat that deals with knowledge, feats that deal with his skill in swords, or later on in the series actual magical abilities. This power is uncontrolled and is out of his hands usually, and only shows up when he is clear of mind with true need or by the ruling of his emotions.”
Devices [14pp]:
Sword of Truth [Easy to Remove] 24x.6=14
- Strike +3 [Pf: Accurate, All out Attack, Enchanted, Power Attack, Mighty, Improved Critical; Extra: Penetrating, Penetrating Strength 3, Linked to Death Touch (+1); Flaw: Limited (cannot harm the innocent); Drawback: Hand and a half (0)]
- Death Touch 8 [Extra: Linked (+0); Drawbacks: Power loss (Only if he channels love through the blade) "Richard can only use this power when he learns to channel love through the sword"]
- Enhanced Strength 2
Equipment [11ep; Wealth Bonus +7]: Dagger (+1 mighty strike, improved critical), Bow (+2 blast with mighty 3), Leather Armor (+1 toughness)
Complication: Responsibility (Seeker), Responsible (Kahlan), Enemy (Darken Rahl)

Notes:
I have to admit i rather like how he turned out, now many of you might be asking why i didn't max out his combat bonus or defense bonus. Well i am leaving this to his War Magic to make up for. Giving bonuses to those necessary feats to max him out.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's Fantasy (Raistlin & Caramon Majere)

Postby JoshuaDunlow » Fri Apr 16, 2010 9:35 am

Image

Kahlan Amnell, The Confessor (PL 7/166pp)
Race: Human (Midlander), Profession: Mother Confessor, Social Class (4): Ruling Class, Standing (4): Very Influential , Age: Middle Twenties, Height: 5’11 - 6’0”, Eyes: Green, Hair: Long Brown; Trade Off: -1 Attack, +1 DC

Abilities [34pp]: Strength 11 (+0), Dexterity 16 (+3), Constitution 13 (+1), Intelligence 16 (+3), Wisdom 18 (+4), Charisma 20 (+5)
Saves [10pp]: Toughness +3, Fortitude 2 (+3), Reflexes 2 (+5), Willpower 6 (+10)
Combat [16pp]: Base Attack +4 (+6 in Melee), Base Defense +4 (+7 with dodge, +2 flat), Initiative +3, Grapple +4, Knock Back -1, Hero Points 1
Attack (dc): Unarmed +0, Confessor’s Touch (dc 18), Con Dar (dc 14), Sword +3 (18-20 critical)
Skills [14pp]: Climbing 6 (+6), Craft/Trade: Confessor 12 (+16), Diplomacy 7 (+12), Gather Information 7 (+12), Knowledge: Arcane 5 (+8), Knowledge: Midlands 5 (+8), Knowledge: Psychology 4 (+9), Knowledge: Tactics 5 (+8), Languages 7 (Native, plus 7 midland languages), Sense Motive 12 (+18)
Feats [27pp]: Attack Focus (Melee) 2, Attractive, Benefit 2 (Fame: Confessor, Rank: Mother Confessor), Defensive Attack, Defensive Roll 2, Dodge Focus 3, Equipment 1, Improved Critical 1 (swords), Martial Proficiency, Minion 2 (horse), Power Attack, Social Class 4, Standing 4, Skill Focus: Knowledge (Psychology), Skill Focus (Sense Motive)
Powers [65pp]:
Power of the Confessor (41pp)
“Through the power of love, she is able to touch anyone turning them into a fanatically loyal follower. This transformation also changed the person completely, a way of absolving them of their sins.”
- “The touch of the Confessor” Mental Transform 8 [Completely Alters Mind; Extra: Continuous (+1), No Save (+2); Flaws: Touch (-1), Tiring (-½ after a successful hit), Unreliable ( Requires 2 hrs to Recharge after a successful hit, -½)]
Alternate Form: The Con Dar 6 [Container; Flaws: Uncontrolled]
“Khalan could not enter this state consciously, only through instinct and need. “- Mental Transform 4 [Completely Alters Mind; PF: Lightning; Extra: Continuous (+1), No Save (+2), ;Flaws: Uncontrolled]
- Ap: Blast 8 [Blue Lightning]
Equipment [5ep]: Sword [+3 mighty strike, improved critical]
Complications: Fear of Snakes

Notes:
The current mechanics for Fatigue in M&M work great for showing the debilitating effects of her magic, and how quickly she can recover from the power. Where it would take most confessor’s 24 hrs of rest to recover, it takes her only about 2 hrs.

She’s supposed to be a Master Linquist. The Noteable Midland regions are : Ayndindril, Tamarang, Galea, Kelton, Mardovia, Nicobarese, and Jara. So I gave her a language rank for each of these regions.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Blitz and 14 guests