WD's Character Sandbox - Page 3





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  1. #21
    Elf Seeker

    str 12
    con 14
    dex 16
    int 11
    wis 18
    cha 8

    Feats:
    Weapon Proficiency (Greatbow)
    Shadow Initiate

    Skills:
    Acrobatics
    Nature
    Stealth
    Perception
    Intimidate


    Powers

    at will
    Grappling Spirits
    Elemental Spirits

    E
    1 Possessing Spirits
    3 Escaping Shot

    D
    1 Rime Strike

    U
    2 (Skill) Agile Recovery


    Revenant assassin

    str 10
    con 16
    dex 18
    int 10
    wis 11
    cha 14


    Feats:
    1 Dwarven Weapon Training
    2 Assassin's Escape


    At will:
    Executioner's Noose
    Shadow Storm

    Skills:
    Stealth
    Perception
    Acrobatics
    Bluff

    e
    1 smoothering shadow
    3 cloaking mist

    d
    1 grave spike

    u
    2 (skill) False Bravado

    Last edited by Walking Dad; Thursday, 27th May, 2010 at 02:08 PM.
    Signature

    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

    PbPs

    Invisible Castle

    http://www.d20srd.org/
    Pathfinder SRD (Pathfinder_OGC)


    My Houserules

    I am SpiderClan

 

  • #22
    John Greyson, Human Fighter 1

    Str 13; Int 14 (+1); Wis 14 (+1); Dex 16 (+2); Con 15 (+1); Cha 13
    Saves: Fort +2; Pcn +4; Prow +2; Reas +1; Refl +5; Will +1
    Hp 6; Shake it Off 16. Base Init +2.
    Speed: 30 ft.
    AC 17; ACP -1.
    Rapier (Spd F, Dam 1d6, Crit 18-20, Type P; Can Disarm instead of damage on a Critical Hit)
    Main Gauche (Spd VF, Dam 1d4, Crit 19-20, Type P, Can Disarm instead of damage on a Critical Hit)
    Daggers (3) (Spd VF, Dam 1d4, Crit 20, Type S, Ranges 10/20/40/50)
    Bola (Spd N, Dam 1d4, Crit 19-20, Ranges 15/30/60/75; Can Entangle instead of extra damage on a Critical Hit; DC 25 escape, Refl DC 10 or fall)
    Shortbow (20 Arrows) (Spd F, Dam 1d6, Crit 19-20, Type P, Ranges 60/200/400/600)
    Skills: Acrobatics 2 (+4), Bluff 2 (+3), Climb 1 (+3), Diplomacy 1 (+2), Escape Artist 1 (+3), Heal 1 (+2), Intimidate 2 (+2), Linguistics 1 (+2), Ride 1 (+3), Stealth 2 (+4), Swim 1 (+1).
    Weapon Skills: Archery 2, Exotic Weapon (Bola) 2, Fencing 2, Knife Fighting 2, Disarm 2, Parry 2.
    Special:
    • Cut Through the Rabble: Against 1 HD or less, 1 extra attack at end of round.
    • Skilled at Arms I: Always considered Trained with any non-exotic weapon held in the primary hand.
    • +10% to earned XP.


    Equipment:
    Studded Leather, Helmet.
    Rapier, Main Gauche, Daggers (3), Bola, Shortbow, Quiver of 20 Arrows.
    Grappling Hook, 50 ft. Silk Rope, Waterskin, Large Belt Pouch, Medium Backpack, 5 Days Standard Rations.
    15 gp, 8 sp
    Last edited by Walking Dad; Wednesday, 29th June, 2011 at 11:24 AM.
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    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

    PbPs

    Invisible Castle

    http://www.d20srd.org/
    Pathfinder SRD (Pathfinder_OGC)


    My Houserules

    I am SpiderClan

  • #23
    HoS Character Part 2

    Revenant Vampire

    level 1
    Revenant (Dwarf), Vampire

    Features

    Child of the Night
    Benefit: You gain the following benefits and weaknesses.
    • You arc an undead creature. You arc unaffected by anything that affects only living creatures. You don't need to breathe, which means you arc immune to suffocation. You also don't age. Unlike most undead, you do need to sleep.
    • You have darkvision.
    • You have resist 5 necrotic.
    • You have vulnerable 5 radiant.
    • If you end your turn in direct sunlight and lack a protective covering such as a cloak or other heavy clothing, you take 5 radiant damage (plus additional damage from your radiant vulnerability) from the sunlight, and you are weakened (save ends). If you drop below 1 hit point from this damage, you are instantly destroyed.

    Blood Is Life
    Benefit: Once during a short rest, an ally adjacent to you can willingly lose one healing surge to allow you to regain hit points equal to your bloodied value. You regain hit points equal to your bloodied value.
    If you end a short rest with more healing surges than your usual number of healing surges for the day, you lose any healing surges beyond that number but regain all your hit points.

    Enduring Soul
    Benefit: While you are bloodied, you gain regeneration 4. If you take radiant damage, your regeneration does not function until the end of your next turn.

    Unnatural Vitality
    When you drop to 0 hit points or fewer and are subjected to the dying condition, you can choose to be dazed, instead of falling unconscious. You make death saving throws as normal, and if you fail one, you fall unconscious instead of being dazed.

    Other Features are already included


    FINAL ABILITY SCORES
    Str 11, Con 13, Dex 18, Int 8, Wis 10, Cha 18.

    STARTING ABILITY SCORES
    Str 11, Con 13, Dex 16, Int 8, Wis 10, Cha 16.


    AC: 18 Fort: 12 Reflex: 15 Will: 15
    HP: 25 Surges: 2 Surge Value: 6

    TRAINED SKILLS
    Acrobatics +9, Intimidate +11, Perception +5, Stealth+9

    UNTRAINED SKILLS
    Athletics +5, Arcana -1, Bluff +4, Diplomacy +4, Dungeoneering +0, Endurance +3, History -1, Insight +0, Nature +0, Religion -1, Streetwise +4, Thievery +4

    FEATS
    Level 1: Unarmored agility

    POWERS
    Vampire at-will 1: Dark Beckoning
    Vampire at-will 1: Taste of Life
    Vampire at-will 1: Vampire Slam
    Revenant Racial: Dark Reaping
    Ranger encounter 1: Blood Drinker
    Ranger daily 1: Swarm of Shadows

    Power Details

    Dark Beckoning
    At-Will • Charm, Implement, Psychic, Shadow
    Standard Action Ranged 5
    Target : One creature
    Attack: +6 vs. Will
    Hit: 1d6+8 psychic damage, and you pull the target up to 3 squares.

    Taste of Life
    At-Will • Implement, Necrotic, Shadow
    Standard Action Melee 1
    Target: One creature
    Attack: +4 vs. Fortitude
    Hit: 1d8+8 necrotic damage, and you gain 6 temporary hit points.

    Vampire Slam
    At-Will • Implement, Shadow
    Standard Action Melee 1
    Target: One creature
    Attack: +4 vs. Reflex
    Hit: 1d10+8 modifier damage, and you can push the target 1 square.

    Dark Reaping
    Encounter • Necrotic
    Free Action
    Trigger: A creature within 5 squares of you drops to 0 hit points.
    Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra 1d8+1 necrotic damage.

    Blood Drinker
    Encounter • Shadow
    No Action Personal
    Trigger: You hit an enemy with a vampire melee at-will attack power.
    Target: The triggering enemy
    Effect: The target takes 1d10 extra damage from the triggering attack, and you gain a healing surge.

    Swarm of Shadows
    Daily • Implement, Shadow, Teleportation
    Standard Action Close blast 3
    Target: Each enemy in the blast
    Attack: +4 vs. Fortitude
    Hit: 3d6+8, and ongoing 5 damage (save ends).
    Miss: Half damage.
    Effect: You teleport to a square in the blast and are invisible until the end of your next turn.


    ITEMS
    Adventurer's Kit, Ki-Focus, camouflage clothes, ? gp


    Perception: 15 Insight: 10 Dark Vision
    AC 18 Fortitude 12 Reflex 15 Will 15
    Initiative: +4
    Hit Points: 25 / 25 Bloodied: 12
    Temporary Hit Points: 0
    Resist: necrotic 5
    Saving Throw: -
    Action Points: 1 Second Wind: 1
    Milestones: 0.0
    Healing Surge: 6 Surges per day: 2 / 2
    At-Will Powers: Penance Stare, Soul Drain, Anvil Touch
    Encounter Powers: Drak Reaping, Soul Eater
    Daily Powers: Dark Cloud

    Condition:
    Last edited by Walking Dad; Thursday, 16th June, 2011 at 12:01 PM.
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    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

    PbPs

    Invisible Castle

    http://www.d20srd.org/
    Pathfinder SRD (Pathfinder_OGC)


    My Houserules

    I am SpiderClan

  • #24
    M&M 3e Characters

    Pulse



    STRENGTH 1
    AGILITY 4
    FIGHTING 4
    AWARENESS 2
    STAMINA 2
    DEXTERITY 3
    INTELLECT 0
    PRESENCE 2


    POWERS
    Energy Control: Ranged Damage 12 • 24 points.
    • Create (Movable, Feedback) 12 • 1 point.
    • Move Object 12 • 1 point.
    • Transform (Broken Objects into repaired ones) 12 • 1 point.
    • Affliction (Energy Bonds) (hindered, immobile) (Ranged, Instant recovery, Sustained, Limited Degree) • 1 point.

    Flight: Flight 7 (250 MPH) • 14 points.

    • Space Travel 3 • 1 point.

    Force Field: Protection 10, Impervious, Sustained • 20 points.


    Life Support: Immunity 10 (Life Support) • 10 points.


    Quick Change: Feature 1 (transform into costume as a free action) • 1 point.


    ADVANTAGES
    Accurate Attack, All-out Attack, Move-by-Attack, Interpose, Power Attack, Precise Attack (Ranged; Cover), Taunt

    SKILLS
    Acrobatics 6 (+10), Deception 7 (+9), Insight 4 (+6), Perception 6 (+8), Persuasion 4 (+6), Ranged Combat: Energy Control 5 (+8)

    OFFENSE
    INITIATIVE +4
    Energy Control +8 Ranged, Damage 12 plus others
    Unarmed +4 Close, Damage 1

    DEFENSE
    DODGE 8 FORTITUDE 6
    PARRY 8 TOUGHNESS 12
    WILL 9



    Clay




    STRENGTH 3
    AGILITY 2
    FIGHTING 4
    AWARENESS 3
    STAMINA 1
    DEXTERITY 2
    INTELLECT 0
    PRESENCE 0


    POWERS
    Body of Clay
    Hard as marble: Protection 11, Impervious (12), Enhanced Str (limited to lifting) 5 • 28 points.
    Fluid as mud: Insubstantial 1, Elongation 5, Enhanced Dodge 6, Enhanced Parry 4, Movement (safe fall, slithering, swinging wall-crawling), Speed 2 • 25 points.

    Clay Shaping
    Clay Spear: Damage 9 (strength based, penetrating 12) • 21 point.
    • Clay Blades: Damage 9 (strength based, penetrating 8, Improved Critical 4) • 1 point.
    • Clay Sweeping Hammer: Damage 9 (strength based, multi-attack 12) • 1 point.
    • Clay Imitation: Morph 4 (same mass) (Precise) • 1 point.
    • Clay Projectile: Ranged Damage 10 (Accurate) • 1 point.
    • Engulf: (Cumulative Affliction 7 (Resisted by Fortitude; Dazed, Stunned, Incapacitated), Concentration); • 1 point.


    ADVANTAGES
    All-Out-Attack, Power Attack, Taunt

    SKILLS
    Close Combat: Clay Weapons 4 (+8), Deception 10 (+10), Insight 5 (+8), Perception 5 (+8), Profession: Grifter 4 (+7), Ranged Combat: Clay Projectile 4 (+8)

    OFFENSE
    INITIATIVE +2
    Clay Projectile +8 Ranged, Damage 10
    Clay Weapons +8 Close, Damage 12


    DEFENSE
    DODGE 8 FORTITUDE 8
    PARRY 8 TOUGHNESS 12
    WILL 8



    COMPLICATIONS
    Identity
    Motivation: Thrill
    Secret: Former Con-Artist



    Power Point Summary: Abilities 30 PP + Defense 12 PP + Skills 16 PP + Advantages 3 PP + Powers 79 PP = 150 PP


    Greyhound



    STRENGTH 2
    AGILITY 4
    FIGHTING (6) 10
    AWARENESS 1
    STAMINA 2
    DEXTERITY 3
    INTELLECT 0
    PRESENCE 0


    POWERS
    Fast Attack: Damage 1, Strength-based, Multiattack and Penetrating on 5 Damage • 11 points
    • Damage 1, Strength-based, Burst Area and Selective on 5 Damage • 1 point

    Fast Martial Arts: Enhanced Dodge 11, Enhanced Parry 5, Enhanced Fighting 4 • 24 points

    Super-Speed: Enhanced Initiative 3, Quickness 10, Speed 15 (64,000 MPH)• 28 points
    • Super Recovery: Regeneration 10 (persistent) • 1 point

    Run On Water: Movement 1 (Water Walking), Limited to While Moving • 1 point

    Run Through Walls: Movement 1 (Permeate 1), Limited to While Moving • 1 points

    Run Up Walls: Movement 2 (Wall-crawling 2), Limited to While Moving • 2 points

    ADVANTAGES
    Agile Feint, Defensive Roll 2, Equipment 1, Improved Initiative 3, Instant Up, Luck 1, Move-by Action, Power Attack, Uncanny Dodge

    EQUIPMENT (5 total)
    Club (x2) 4
    Body Armor (as leather 1)

    SKILLS
    Acrobatics 4 (+8), Athletics 7 (+9), Close Combat: Batons 5 (+15) Intimidate 8 (+8), Expertise: (Martial Arts) 6 (+6), Perception 8 (+9)

    OFFENSE
    INITIATIVE +16
    Throw +3 Ranged, Damage 2
    Fast Attack +15 Close, Damage 5, Multiattack 5, Penetrating 5

    DEFENSE
    DODGE 15 FORTITUDE 10
    PARRY 15 TOUGHNESS 5/3*
    WILL 10 *Without Defensive Roll


    COMPLICATIONS
    Identity:
    Motivation: Justice
    Reputation: Using to much violence against 'normal' criminals


    Power Point Summary: Abilities 36 PP + Defense 17 PP + Skills 19 PP + Advantages 9 PP + Powers 69 PP = 150 PP



    ---

    The Visitor

    Picture



    Background

    Secret Identity: The Visitor (II)
    Real Name: D'lyn D'rk - Dylan Dark
    Occupation: Teacher
    Identity: Secret
    Legal Status: Citizen of the United States / Breed Alpha Member
    Other Aliases: -
    Place of Birth: L'magna System
    Marital Status: Single
    Known Relatives: M'rge D'rk (mother), H'mar D'rk (father Visitor I)
    Group Affiliation: Forever Freedom
    Base of Operations: ?
    First Appearance: Forever Freedom #0 (Secret Origin Issue)

    History: H'mer D'rak, the first Visitor was a kind of super-soldier experiment of the Regime that controlled his planet and it's solar system. But he developed strong enough mental powers to overcome their telepathic control. Joining his planet's freedom fighters, he later secretly traveled to another solar system the Regime wanted to conquer.
    Arriving on earth during WW 2, he quickly joined the heroes of this planet that fought against the Regime's human allies. Called 'the Visitor', the name stuck.
    He was later able to return to his home planet, as the evil Regime was finally beaten. Being now the elected leader of his people, he sent his son on a diplomatic and help mission to the planet of his former allies.
    D'lyn gladly took the opportunity to proof himself. From his secret identity as a high school science teacher he studies the humans and their social interaction unless Forever Freedom needs his help to fight evil.

    Relations to other Heroes and Villains:
    Besides his own teammates and the groups regular enemies, D'lyn has a close contact to Avatu often sharing their experience of humanity with each other.
    He trained sometimes with Prodigy of the Crusaders, trying to unlock the full potential of his psionic powers. So far only with mixed results. But he helped in return battling Dr. Hand, the psionic villain and member of Turmoil.

    Personality: D'lyn is motivated by his curiosity and strong sense for justice. This justice is not always the same as the local law, but he had grown accustomed to it over the years.
    He seems sometimes uncaring and aloft, but it is a facade, hiding his true feelings to the people surrounding him. Knowing he is tougher than many others around him, he is willing to take a hit for them, even if it endangers his own health.


    Height: 5 ft. 8 in.
    Weight: varies
    Eyes: Green
    Hair: Dark-Blond (Dylan), None (D'lyn)
    Unusual Features: Grey-white hairless alien with rubber-like skin.

    Strength Level: D'yn is superhuman strong and his durability exceeds even the one of most other heroes.

    Known Superhuman Powers:Like his father, D'lyn has an increased strength and durability in regards of other members of his species and displays a finer control over his bodily structure. He has still to develop a finer control over the energies he can emit from his eyes to copy his fathers penetrating vision and similar powers. His psychic abilities are a bit underdeveloped as he has neither yet mastered his telekinesis to more than to propel himself, nor any of his fathers famous telepathic powers.
    Equipment: D'lyn is not known to use any specific kind of special equipment, but he sometimes improvises it with his vast knowledge of 'Grey' technology.



    Sheet

    Trade-offs: -0 Att, +0 Damage ; -4 Parry/Dodge, +4 Toughness


    ABILITIES
    STR 10
    STA 10
    AGL 2
    DEX 2
    FGT 6
    INT 2
    AWE 2
    PRE 2


    POWERS (Source: Alien/Mutant)
    Psionic Flight: Flight 7 (250 MPH) • 14 points(psionic)
    Xenobiology: Array (20 points) (biological)
    • Eye Beams: (Laser/Heat) Ranged Damage 9, Accurate 2 • 20 points
    • Intangibility: Insubstantial 4 • 1 point
    • Shapeshifting: Shapeshift 2 (Variable Power), Continuous, Free Action • 1 point
    Xenoform: Protection 4, Immunity 10 (Life Support) • 14 points (biological)


    SKILLS
    Close Combat: Unarmed 4 (+10), Expertise: Science 4 (+6), Intimidation 4 (+6), Perception 6 (+8), Ranged Combat: Eyebeams 2 (+4), Technology 8 (+10)


    ADVANTAGES
    Interpose, Inventor, Languages 1 (English), Move-by Action


    OFFENSE
    INITIATIVE +2
    Eye Beam +10 Ranged, Damage 9
    Unarmed +10 Close, Damage 10


    DEFENSE
    DODGE 6 FORTITUDE 10
    PARRY 6 TOUGHNESS 14
    WILL 8

    COMPLICATIONS
    Secret: The Regime in the past and now it's remaining loyalists adduct, operate and vivisect other species, including humans. They are known as 'Greys'.
    Enemy: Sometimes Regime loyalists try to attack and plan against him.
    Prejudice: His natural form may scare people and let react them xenophobic and distrusting.
    Identity: D'lyn cares more about his students and Dylan's friends that he admits. He wants to keep them save from his enemies.


    POWER POINTS
    ABILITIES 72
    SKILLS 14
    POWERS 50
    DEFENSES 10
    ADVANTAGES 4
    TOTAL 150
    Last edited by Walking Dad; Wednesday, 26th October, 2011 at 01:12 PM.
    Signature

    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

    PbPs

    Invisible Castle

    http://www.d20srd.org/
    Pathfinder SRD (Pathfinder_OGC)


    My Houserules

    I am SpiderClan

  • #25
    More M&M3

    High Level Visitor

    The Visitor

    ABILITIES
    STR 13
    STA 13
    AGL 2
    DEX 2
    FGT 8
    INT 2
    AWE 2
    PRE 2


    POWERS (Source: Alien/Mutant)
    Psionic Flight: Flight 7 (250 MPH) • 14 points(psionic)
    Xenobiology: Array (22 points) (biological)
    • Eye Beams: (Laser/Heat) Ranged Damage 9, Accurate 4 • 22 points
    • Intangibility: Insubstantial 4 (subtle, precise) • 1 point
    • Invulnerability: Impervious 16, Immunity 6 (alteration, sleep)
    • Shapeshifting: Shapeshift 2 (Variable Power), Continuous, Free Action, (Precise, Subtle) • 1 point
    Xenoform: Protection 4, Immunity 13 (Life Support, aging, critical hits) • 17 points (biological)


    SKILLS
    Close Combat: Unarmed 5 (+13), Expertise: Science 4 (+6), Intimidation 6 (+8), Perception 10 (+12), Ranged Combat: Eyebeams 4 (+6), Technology 9 (+11)


    ADVANTAGES
    Fearless, Improved Initiative, Interpose, Inventor, Languages 1 (English), Move-by Action, Power Attack


    OFFENSE
    INITIATIVE +6
    Eye Beam +15 Ranged, Damage 9
    Unarmed +13 Close, Damage 12


    DEFENSE
    DODGE 9 FORTITUDE 13
    PARRY 9 TOUGHNESS 17
    WILL 13

    COMPLICATIONS
    Secret: The Regime in the past and now it's remaining loyalists adduct, operate and vivisect other species, including humans. They are known as 'Greys'.
    Enemy: Sometimes Regime loyalists try to attack and plan against him.
    Prejudice: His natural form may scare people and let react them xenophobic and distrusting.


    POWER POINTS
    ABILITIES 88
    SKILLS 19
    POWERS 56
    DEFENSES 20
    ADVANTAGES 7
    TOTAL 190


    Blue Shark

    Blue Shark



    Blue Shark

    ABILITIES
    STR 9
    STA 10
    AGL 6
    DEX 4
    FGT 8
    INT 1
    AWE 2
    PRE 1

    ADVANTAGES
    Agile Feint, All-out Attack, Favored Environment (aquatic), Fearless, Improved Critical (Trident), Power Attack, Skill Mastery (Perception), Takedown, Tracking

    SKILLS
    Acrobatics 6, Athletics 6, Insight 4, Intimidation 8, Perception 8, Stealth 6

    POWERS
    Aquatic: Immunity 3 (cold, drowning, pressure); Movement 1 (Environmental Adaptation—Aquatic); Senses 1 (Low-Light Vision); Swimming 6 (30 MPH) • 16 points
    Trident: Unique Weapon (Damage 3, Penetrating 5, Strength-based, Easily Removable). • 6 points.
    Atlantean Scale Armor: Impervious Toughness 10, Removable (-2 point) • 8 points

    DEFENSES
    DODGE +10
    PARRY +10
    FORTITUDE +12
    TOUGHNESS +10
    WILL +8

    POWER POINTS
    Abilities 82 Skills 19
    Powers 26 Defenses 14
    Advantages 9 Total 150

    Complications:
    Predjudice: Blue Atlantean
    Weakness: Blue Shark dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before his condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.

    Background:
    Anud Melado was born with blue skin and the ability to breath air, rare traits among the Atlanteans. After becoming an accomplished hunter and warrior, earning the nickname "Blue Shark", his mentors told him to learn from other aquatic heroes who were able to exist on land. This way he met Neptune Perkins, his wife Tsunami and, more important, their blue skinned daughter Deep Blue. They became lovers, but as differences grew, they decided to separate but stay friends in favor to waiting until they start to despite each other.
    He joint an elite Atlantean fighting force, called the tridents and was soon named their finest warrior.
    But his blue skin and the rumors of his possible Lemurian blood tainted the connection to his people. As Aquaman and Aqualad became more active in the surface world, he quickly followed, taking his favored weapon and armor with him.
    On the surface he is still a blue Atlantean, but humans have grown more accustomed to strange looking heroes than the ocean dwellers.



    J'edd J'arkus





    PL 12 / PP 210

    STR 10
    STA 10
    AGL 2
    DEX 2
    FGT 6
    INT 2
    AWE 2
    PRE 0

    POWERS
    Flight: Flight 7 (250 MPH) • 14 points
    Martian Biology: Dynamic Array (20 points)
    • Eye Beams: Ranged Damage 12, Accurate 5 • 26 points
    • Density: Protection 2, Impervious Toughness 12, Sustained, Dynamic • 2 points
    • Intangibility: Insubstantial 4 • 2 point
    • Intangibility: Invisibility 2 • 2 point
    Xenoform: Protection 4, Immunity 10 (Life Support) • 14 points
    Biopolymer Reconstruction: Variable Power (shapeshift) 3, Move action, Subtle • 27 points
    Telepathy: Dynamic Array (20 points)
    • Mental Communication 5 • 21 points
    • Mind Reading 10 • 2 points

    SKILLS
    Close Combat: Unarmed 4 (+10), Expertise: Biology 4 (+6), Intimidation 10 (+10), Perception 8 (+10), Technology 4 (+6)

    ADVANTAGES
    Extraordinary Effort, Languages 1 (Martian), Move-by Action, Power Attack, Takedown

    OFFENSE
    INITIATIVE +2
    Eye Beam +12 Ranged, Damage 12
    Unarmed +10 Close, Damage 10

    DEFENSE
    DODGE 6 FORTITUDE 10
    PARRY 6 TOUGHNESS 14
    WILL 10

    POWER POINTS
    ABILITIES 68 SKILLS 15
    POWERS 110 DEFENSES 12
    ADVANTAGES 5 TOTAL 210

    Background:
    (This is the same character seen in Justice League: Crisis on Two Earths, just with a slightly enhanced background)
    The Jesters last prank had been nearly the end for J'edd J'arkus as it had been for Angelique. Only by quickly phasing through the ground he had a hope for escaping the blast. Sadly it knocked him still unconscious, floating helpless in the ground. It was much later than his regenerative abilities allowed him to surface. His world was changed. His power base destroyed, Ultraman, Johnny Quick and Owlman dead and President Wilson more confident than ever. Laying low he watched Ultraman and the others escape, but a quick mindread revealed that Ultraman would more likely kill him for "fleeing" the battle than try to join forces again.
    Using his mental powers to ensure Erdel's (the man who originally teleported him to earth) help and some stolen secrets from Lex Luthors mind, he managed to escape to the world Luthor had gained help from. After all, now, when the good triumphed in his dimension, it was probably the time for the villains to do here...



    Gloom

    GLOOM



    GM kit

    Abilities: Charismatic
    Advantages: Intimidating & Precise
    Skills: Intimidation, Observant
    Energy Descriptors: Darkness

    Offensive Powers:
    Phantom Blast
    - Energy Constructs
    - Obscure
    - Telekinesis

    Defensive Powers:
    Energy Immunity
    Energy Shield

    Utility Powers:
    Energy Sense
    Energy Form
    Transmit

    ---

    STR 0
    STA 3
    AGL 3
    DEX 3
    FGT 3
    INT 0
    AWE 2
    PRE 3

    ADVANTAGES — INTIMIDATING/PRECISE
    Accurate Attack, Daze (Intimidation), Startle, Precise Attack (Ranged, Cover)

    SKILLS
    Ranged Combat: Energy Control 5, Intimidation 7, Investigation 4, Perception 4

    POWERS
    Phantom Blast: Ranged Damage 12, Affects Insubstantial • 25 points
    • Shadow Constructs: Create 12 • 1 point
    • Obscure: Ranged Visual Concealment Attack, Cloud Area • 1 point
    • Shadow Grip: Move Object 12 • 1 point
    Shadow Affinity: Immunity 5 (Darkness) • 5 points
    Shielding Shadows: Enhanced Defenses 10 (Dodge 5, Parry 5); Impervious Protection 5, Sustained • 20 points
    Shadow Sense: Senses 1 (Darkness Awareness) • 1 point
    Shadow Form: Insubstantial 3 (darkness), Activation (Move Action, -1 point) • 14 points
    Transmit: Teleport 14 (60 miles), Medium (presence of shadows) • 14 points

    DEFENSES
    DODGE +12
    PARRY +9
    FORTITUDE +7
    TOUGHNESS +3/+8
    WILL +8

    POWER POINTS
    Abilities 34 Skills 14
    Powers 82 Defenses 16
    Advantages 4 Total 150

    Power Loss: Shadow less area (Brightly lit from all directions)
    Last edited by Walking Dad; Tuesday, 31st January, 2012 at 04:47 PM.
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    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

    PbPs

    Invisible Castle

    http://www.d20srd.org/
    Pathfinder SRD (Pathfinder_OGC)


    My Houserules

    I am SpiderClan

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