RocketLord Posted May 26, 2020 Share Posted May 26, 2020 (edited) Any character I feel like building, but might or might not use. Use them for characters, use them for NPC sheets. Have fun! Photokinetic: PL10/150PP Rabbit Totem: PL10/150PP Edited May 26, 2020 by RocketLord Link to comment
RocketLord Posted May 26, 2020 Author Share Posted May 26, 2020 (edited) Rabbit Totem: PL10/150PP So, here's a guy with rabbit powers. Maybe he's got a magic ring that let's him transform into a magic hero, maybe he's chosen by a rabbit god, or who knows, he got bitten by a radioactive bunny? At any rate, he's pretty quick, he can leap around and can burrow through the ground for sneak attacks. He's all about moving around and making quick attacks, focusing on different kinds of kicks to take down foes. Stay mobile, use your Move-By Action, Acrobatic Bluff and your luck. She might not be the brightest bulb, but the rabbit totem's a social hero with high wisdom and charisma, and with the feats and skills to put that to use. As alternatives, go for some different attacks effects (or spend the rest of the PP in those array slots), or maybe move around the stats or skills a bit. Power Level: 10 Effective Power Level: 10 Power Points: 150/150PPUnspent Power Points: 0Trade-Offs: (Hard Kick) -2 Attack / +2DC, +2 Defense / -2 Toughness ABILITIES 4 + 6 + 4 + 0 + 10 + 10 = 34PP Strength: 20 (+5) / 14 (+2) Dexterity: 24 (+7) / 16 (+3) Constitution: 22 (+6) / 14 (+2) Intelligence: 10 (+0) Wisdom: 20 (+5) Charisma: 20 (+5) COMBAT 8 + 8 = 16PP Initiative: +11 (+7 Enh. Dex, +4 Improved Initiative) / +3 (+3 Dex) Attack: +4 Base, +8 Melee, +4 Ranged, see Power attack bonuses in DC Block Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Grapple: +13 (+4 Base Attack, +4 Attack Focus [Melee], +5 Strength) Knockback: -4 (TOU/2) SAVING THROWS 2 + 3 + 3 = 8PP Toughness: +8 (+6 Enh. Con, +2 Defensive Roll) / +4 (+2 Con, +2 Defensive Roll) Fortitude: +8 (+6 Enh. Con, +2) Reflex: +10 (+7 Enh. Dex, +3) / +6 (+3 Dex, +3) Will: +8 (+5 Wis, +3) SKILLS 48R = 12PP Acrobatics 8 (+11) / (+15)Enh. Dex Diplomacy 5 (+10) Escape Artist 3 (+6) / (+10)Enh. Dex Gather Information 5 (+10) Notice 10 (+15) Search 4 (+4) Sense Motive 5 (+10) Stealth 8 (+11) / (+15)Enh. Dex FEATS 16PP Acrobatic Bluff Attack Focus [Melee] 4 Challenge - Fast Acrobatic Feint Connected Contacts Defensive Roll 1 Jack of All Trades Luck 3 Move-By Action Takedown Attack 2 Enhanced Feats Evasion 2 Hide in Plain Sight Improved Initiative 1 Uncanny Dodge 2 [Auditory, Olfactory] POWERS 8 + 8 + 4 + 6 + 5 + 14 + 12 + 7 = 64 Enhanced Constitution 8 [8PP] Enhanced Dexterity 8 [8PP] Enhanced Feats 4 (Evasion 2, Hide in Plain Sight, Improved Initiative 1) [4PP] Enhanced Strength 6 [6PP] Luck Control 1 (Force reroll; Feats: Luck 2) [5PP] (Descriptors: Lucky Rabbit) Rabbit Kicks 6 (12PP Array; Feats: Alternate Power 2) [14PP] (Descriptors: ) BP: Damage 5 (Extras: Autofire 1; Feats: Accurate, Mighty) {12/12} (Descriptors: Quick Kicks) AP: Damage 7 {8/12} (Descriptors: Hard Kick) AP: Stun 10 (Flaws: Action [Full Round]; Feats: Accurate) {11/12} (Descriptors: Stun Kick) Rabbit Movement 5 (10PP Array; Feats: Alternate Power 2) [12PP] BP: {2 + 6 + 2 = 10/1PP} Quickness 4 (Flaws: Limited [Physical Only]) (Able to perform physical tasks at x25 normal speed) [2PP] Speed 6 (500 MPH, 5000 ft./rnd.) [6PP] Super-Movement 2 (Wall-Crawling 2; Flaws: Limited [Only While Moving]) [2PP] AP: {8 + 2 = 10/10PP} Leaping 8 (Leaping x500, running jump 6000/7500 ft.) [8PP] Super-Movement 2 (Wall-Crawling 2; Flaws: Limited [Only While Moving]) [2PP] AP: Burrowing 8 (Extras: Penetrating 2; Flaws: X; Feats: X; Drawbacks: X) (250 MPH, 2500 ft./rnd.) {10/10} Super-Senses 7 (Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate, Uncanny Dodge]; Olfactory [Sense Type: Normal Olfactory; Default Extras: Radius, Ranged; Extras: Accurate, Tracking, Uncanny Dodge]) [7PP] DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC20 Tou (staged) Damage +8 Quick Kicks Touch DC25 Tou (staged) Damage +10, Autofire 1 Hard Kick Touch DC27 Tou (staged) Damage +8 Stun Kick Touch DC25 Fort (staged) Fail: Dazed >5: Stunned >10: Unconscious +10 Totals: Abilities (34) + Combat (16) + Saving Throws (8) + Skills (12) + Feats (16) + Powers (64) - Drawbacks (0) = 150/150 Power Points Edited May 26, 2020 by RocketLord Link to comment
RocketLord Posted May 26, 2020 Author Share Posted May 26, 2020 (edited) Photokinetic: PL10/150PP The photokinetic is fast. You're not just playing around with light and lasers, with Insubstantial 3 you are light and lasers. With While the normal Flight at rank 1 might seem a bit low for a semi-speedster, it can be boosted up to Flight 11 by how you configure the Light Morphing array and Light Speed Dynamic Array, letting you zip around the battlefield at full speed, elping wherever you go. Aside from the Flight speed boost, the Light Morphing array is your utility and defenses. You can change your appearance with Morph, go invisible with Concealment or help everyone around you by glowing bright enough to blind everyone you want with your Obscure. Your defense are completely dynamic, being able to change your defensive trade-offs completely (within PL) every turn if you want, by using the Light Speed Defenses array. Offensively, you use the Light Attack array for blasting and punching. Single target laser, cone area laser, Autofire punches (which you can use while Insubstantial because of the Selective feat on that power), or maybe you just want to Paralyze everyone in a cone area by blasting light to scramble their brains? The Photokinetic isn't really strong and their stats don't go far, but their powers are where its at. Skillwise, the Photokinetic isn't really great yet. I imagined the character as someone very much in the vein of DC Comics' Impulse. Power Level: 10 Effective Power Level: 10 Power Points: 150/150PPUnspent Power Points: 0Trade-Offs: Defense Trade-offs scale between -5DEF/+5TOU to +5DEF/-5TOU, see Light Speed Dynamic Defenses array Abilities: (-2) + 4 + 2 + 4 + 2 + 4 = 14PP Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2)Combat: 8 + 10 = 18PP Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: +4 Base, +4 Melee, +4 Ranged, +10 Laser (+4 Base, +6 Accurate), +10 Light Speed Punches (+4 Base, +6 Accurate) Defense: +5 to +15 (+5 Base, +0 to +10 from Light Speed Defenses Dynamic Array), +2 Flat-Footed Grapple: +3 (+4 Base, -1 Strength) Knockback: -2 to -7 (+1 Con, +4 Defensive Roll, +0 to +10 from Light Speed Defenses Dynamic Array)Saving Throws: 0 + 0 + 5 = 5PP Toughness: +5 to + 15 (+1 Con, +4 Defensive Roll, +0 to +10 from Light Speed Defenses Dynamic Array) Fortitude: +7 (+1 Con, +0, +6 Enhanced Save) Reflex: +10 (+2 Dex, +0, +8 Enhanced Save) Will: +6 (+1 Wis, +5)Skills: 20R = 5PPDiplomacy 3 (+5) Disguise 0 (+2) / (+17 w. Morph) Knowledge [Popular Culture] 4 (+6) Notice 9 (+10) Sense Motive 4 (+5) Feats: 3PP Defensive Roll 2 Luck 1 Enhanced Feats Dodge Focus 0-10 Evasion 2 Improved Initiative 1 Move-by Action Uncanny Dodge [Visual]Powers: 5 + 6 + 8 + 3 + 16 + 28 + 13 + 13 + 13 = 105PP Enhanced Feats 5 (Evasion 2, Improved Initiative 1, Move-by Action, Uncanny Dodge [Visual]) [5PP] Enhanced Fortitude Save 6 [6PP] Enhanced Reflex Save 8 [8PP] Flight 1 (Feats: Moving Feint; Stacks with other Flight powers) [3PP] Stacks with other Flight Powers. Total rank: Flight 1 to 11 (10 MPH / 100 ft./rnd to 25,000 MPH / 2,500,000 ft./rnd) Insubstantial 3 (Feats: Selective) [16PP] Light Attack Array 13.5 (25PP Array; Alternate Power 3) [28PP] BP: Blast 10 (Feats: Accurate 3, Precise 2) {25/25} (Descriptors: Laser Blast) AP: Blast 10 (Extras: Area [General Cone], Penetrating 5; Flaws: Range [Touch]) {25/25} (Descriptors: Laser Bombardment) AP: Damage 10 (Extras: Autofire 1; Feats: Accurate 3, Improved Critical 2) {25/25} (Descriptors: Light Speed Punches) AP: Paralyze 10 (Extras: Area [General Cone]; Flaws: Sense-Dependent [Visual]; Feats: Incurable, Reversible) {22/25} (Descriptors: Visual Stimulation Overload) Light Morphing Array 5 (10PP Array; Alternate Power 3) [13PP] BP: Morph 3 (Any form of same mass) {9/10} AP: Concealment 4 (All Visual Senses; Feats: Close-Range, Selective) {10/10} AP: Obscure 5 (Visual Senses; Extras: Selective; Flaws: Range [Touch]) (125 ft. radius) {10/10} AP: Flight 5 (Stacks with other Flight powers) {10/10} Light Speed Defenses Dynamic Array 5 (10PP Array; Feats: Alternate Power 1, Dynamic Alternate Power 2) [13PP] DBP: Force Field 0-10 (Total Toughness +5 to +15) {0-10/10} DAP: Enhanced Feats 0-10 (Dodge Focus 0-10; Total Defense +5 to +15) {0-10/10} Light Speed Dynamic Array 5 (10PP Array; Feats: Alternate Power 1, Dynamic Alternate Power 2) [13PP] DBP: Flight 0-5 (Stacks with other Flight powers) {0-10/10} DAP: Quickness 0-10 (x5 to x2500 routine task performance) {0-10/10} Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC14 TOU (staged) Damage +4 Laser 100 ft. DC25 TOU (staged) Damage +10, Precise 2 Laser Bombardment 100 ft. Cone DC20 REF Reduce Damage effect to DC20 Cone Area DC25 TOU (staged) Damage Area, Penetrating 5 Light Speed Punches Touch DC25 Tou (staged) Damage +10, Autofire 1, Crit 18-20 Visual Stimulation Overload 100 ft. Cone DC20 REF Reduce Paralyze effecto DC20 Cone Area, targets must be able to see Starlight DC20 WILL (staged) Fail: Slowed >5: Paralyzed Incurable, Reversible Totals: Abilities (14) + Combat (18) + Saving Throws (5) + Skills (5) + Feats (3) + Powers (105) - Drawbacks (0) = 150/150 Power Points Edited June 20, 2020 by RocketLord Link to comment
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