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The Infamous [M&M] [CLOSED]


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Voda Vosa,

I went in and edited the character sheet to make it easier to understand. I checked my copy in Hero Lab and the feat Fighting Style-Sword Fighting is comprised of 7 different feats. I clarified that in the edited sheet. I also added in PP costs for individual saves, powers, and combat stats to make it easier for you to see where there were spent. Let me know if you have any more questions. Thanks.

Good, I approve!


I forgot to mention the above in the background section. For being evil, it is because of hatred against anyone, partly because of hurt feeling (tried to be 'aborted', and partly because of vestigial racial memories of his white martian part and their code of conduct. There is a particular hate between him and Miss Martian, because she is a pure strain white martian. He act out of jealousy and she because he is worsening the already bad martian reputation.

I will add PP cost to my above sheet.
http://www.enworld.org/forum/5274727-post18.html

Thumbs up.

Will review Einar Grimbolson the Slow later when I have more time. Also, Herobizkit, are you submitting a character?
 


Review of Einar Grimbolson the Slow

[sblock= Human Form]
Einar Grimbolson the Slow
POWER LEVEL 9

STR 10 DEX 10 CON 10 INT 6 WIS 20 CHA 15 Good

TOUGHNESS +6/+0 flat-footed Good
FORTITUDE +9
REFLEX +9
WILL +9

Skills (All at 9 ranks, -36 PP): Climb, Intimidate, Notice, Search, Sense Motive, Animal Ken, Profession: Sailor, Bluff, Knowledge Mythology, Arcane, Warfare, Psychology), Survival, Streetwise, LanguagesEnglish, Mandarin, Vulgar Japanese, German, Russian, Spanish, Zulu, Egyptian Arabic, Norway) Native language is an archaic dialect of Norway (some linguists could understand it, probably); For the points you stated, you can have another skill at 9 ranks.

Feats(13 PP): Animal Empathy, Defensive Roll 6, Endurance, Evasion, Fearless, Improved Initiative, Startle, Uncanny Dodge, Jack of All Trades, Ritualist; You have 15 pp in feats, not 13.

Powers (-5 PP): Super-Senses 5(-1 PP/rank) [danger sense, acute scent, ultra-hearing] source: Training;
Morph 2(-1 PP/3 ranks)[Metamorph: Big Bad Wolfman(-1 PP), Full Round Action(+3 PP/rank), Distracting(+1 PP),Tiring(+1 PP)] source: Dark Magic; There's 2 pp more you should account in the power totals ( 5 from super senses, and 2 from morph (6+1-5(3+1+1)=2) for a total of 7 pp)

Combat(PP -63, 18 Defense, 18 Attack, 27 Saves): Good
Attack +9 All, Damage +0
Defense +9 All, Initiative +5

Drawback: Involuntary transformation back to human when wounded (common, no resistance, +5 PP)
Holding Back (uncommon, moderate, Berserker, +2 PP)
Addiction: Human Flesh (Mild +1 PP)
Weakness: Runes-loses all bonuses on saves against them, just d20+0 (Absolute +5 PP)
Good
Complications: Holds grudge, Don't kill women and children, barbarian;
Good
Power Point Expediture:
Abilities (-11 PP) Skills (-36 PP) Feats (-15 PP) Powers (-5 PP) Combat (-36 PP) Saves (-27 PP) Drawbacks (+13 PP)
Total: 116/135 PP
View individual section comments
[/sblock]

[sblock= Big Bad Wolf Form]


Einar Grimbolson the Slow
POWER LEVEL 9

STR 20 DEX 10 CON 20 INT 4 WIS 20 CHA 15 (-19 PP) Good

TOUGHNESS +10/+5 flat-footed View final comments
FORTITUDE +14
REFLEX +9
WILL +14

Skills (All at 9 ranks, -9 PP): Intimidate, Notice, Animal Ken, Survival, Native language is an archaic dialect of Norway (some linguists could understand it, probably); Good

Feats(-15 PP): Animal Empathy, Defensive Roll 5, Evasion, Fearless, Improved Initiative 2, Startle, Uncanny Dodge, Power Attack, All Out Attack, Improved Grab; Good

Powers (-42 PP): Super-Senses 5(-1 PP/rank) [danger sense, acute scent, ultra-hearing] source: Training;
Strike 9(-2 PP/rank) [Vampiric(-1 PP/rank), Mighty (-1 PP)] source: Dark Magic;
Protection 9(-2 PP/rank) [Inpenetrable(-1 PP/rank)] source: Dark Magic; I count 60 pp in powers: 5 from super senses, Strike: 9x2(base)+1(vamp)= 27+1(mighty)=28, Protection: 9x2(base)+1(Imp)=27 So, 5+27+28=60

Combat(-63 PP, -18 PP Defense, -18 PP Attack, -27 PP Saves):
Attack +9 All, Damage +14
Defense +9 All, Initiative +8 Good

Remember you cannot boost your Toughness bonus more than 9 without a trade off from defense
[/sblock]
 

Revised the stuff and wrote my concerns down. I need Your reply/ruling to wich I'll submit inmediately.

[sblock= Human Form]
Einar Grimbolson the Slow
POWER LEVEL 9

STR 10 DEX 10 CON 10 INT 6 WIS 20 CHA 15

TOUGHNESS +6/+0 flat-footed
FORTITUDE +9
REFLEX +9
WILL +9

Skills (All at 9 ranks, -36 PP): Climb, Disable Device, Intimidate, Notice, Search, Sense Motive, Animal Ken, Profession: Sailor, Bluff, Knowledge: (Mythology, Arcane, Warfare, Psychology), Survival, Streetwise, Languages: (English, Mandarin, Vulgar Japanese, German, Russian, Spanish, Zulu, Egyptian Arabic, Norway) Native language is an archaic dialect of Norway (some linguists could understand it, probably);

Feats(15 PP): Animal Empathy, Defensive Roll 6, Endurance, Evasion, Fearless, Improved Initiative, Startle, Uncanny Dodge, Jack of All Trades, Ritualist;

Powers (-7 PP): Super-Senses 5(-1 PP/rank) [danger sense, acute scent, ultra-hearing] source: Training;
Morph 2(-1 PP/3 ranks)[Metamorph: Big Bad Wolfman(-1 PP), Full Round Action(+3 PP/rank), Distracting(+1 PP),Tiring(+1 PP)] source: Dark Magic;

Combat(PP -63, 18 Defense, 18 Attack, 27 Saves):
Attack +9 All, Damage +0
Defense +9 All, Initiative +5

Drawback: Involuntary transformation back to human when wounded (common, no resistance, +5 PP)
Holding Back (uncommon, moderate, Berserker, +2 PP)
Addiction: Human Flesh (Mild +1 PP)
Weakness: Runes-loses all bonuses on saves against them, just d20+0 (Absolute +5 PP)
Complications: Holds grudge, Don't kill women and children, barbarian;

Power Point Expediture:
Abilities (-11 PP) Skills (-36 PP) Feats (-15 PP) Powers (-5 PP) Combat (-36 PP) Saves (-27 PP) Drawbacks (+13 PP)
Total: 116/135 PP
[/sblock]

[sblock= Big Bad Wolf Form]
Einar Grimbolson the Slow
POWER LEVEL 9

STR 20 DEX 10 CON 18 INT 4 WIS 20 CHA 15 (-17 PP)

TOUGHNESS +9/+4 flat-footed
FORTITUDE +14
REFLEX +9
WILL +14

Skills (All at 9 ranks, -9 PP): Intimidate, Notice, Animal Ken, Survival, Native language is an archaic dialect of Norway (some linguists could understand it, probably);

Feats(-15 PP): Animal Empathy, Defensive Roll 5, Evasion, Fearless, Improved Initiative 2, Startle, Uncanny Dodge, Power Attack, All Out Attack, Improved Grab;

Powers (-42 PP): Super-Senses 5(-1 PP/rank) [danger sense, acute scent, ultra-hearing] source: Training;
Strike 9(-2 PP/rank) [Vampiric(-1 PP/rank), Mighty (-1 PP)] source: Dark Magic;
Protection 9(-2 PP/rank) [Inpenetrable(-1 PP/rank)] source: Dark Magic;

I count 60 pp in powers: 5 from super senses, Strike: 9x2(base)+1(vamp)= 27+1(mighty)=28, Protection: 9x2(base)+1(Imp)=27 So, 5+27+28=60
Here I don't understand, because under the entry of Power Feats I read that they cost as much as ordinary feats. Not like Extras.:confused:
Also the cost per rank, for the powers, I counted after including all Extras and Power Feats. Base cost for unmodified Protection and Strike is 1 PP/rank. Or I am mistaken somewhere, again ?


Combat(-63 PP, -18 PP Defense, -18 PP Attack, -27 PP Saves):
Attack +9 All, Damage +14
Defense +9 All, Initiative +8 [/sblock]
 

Fist of Khonsu:
Background: Already read it and commented before.
Abilities: Fine
Saves, Combat and powers: Note the comment below.
Skills: You mention you have spent 17 pp while I count 16
Feats: You accounted 30 PP but I count only 25, Am I not seeing something

I'm not sure what happened, honestly. I used Hero Lab to build him, and thought I copied everything out correctly, but clearly something was odd, because when I went to rebuild him the totals weren't the same. Sorry about that. Let's try again:

[sblock=Stats]

STR 12 (+1); DEX 16 (+3); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 16 (+3)

TOU +8/+2*; FORT +8 (6PP); REF +9** (6PP); WILL +7 (6PP); INIT +11; KNOCKBACK -4

* Without leather jacket and tactical vest
** Evasion 2: 1/2 dmg on fail, none on success

MELEE +4 (8PP); RANGE +4; GRAPPLE +7; DAMAGE* +1 Unarmed, +2 Hold-out pistol, +5 Bolos, +9 Strike; DEFENSE 16 (8PP +2 Dodge Focus)

* Sneak Attack (+5)

Skills: Acrobatics 5 (+8), Bluff 5 (+8), Climb 4 (+5), Disable Device 8 (+9), Disguise 5 (+8**), Escape Artist 5 (+8), Intimidate 5 (+8); Know: Streetwise 3 (+4), Know: all others 0 (+1, Eidetic Memory), Language 1 (Egyptian Heiroglyphs), Notice 4 (+5), Sense Motive 5 (+6), Sleight of Hand 5 (+8), Stealth 5 (+8),

** Quick Change 2: Disguise as move action

Feats: Accurate Attack, Defensive Attack, Defensive Roll 2, Diehard, Distract (Bluff), Dodge Focus 2, Eidetic Memory, Evasion 2, Grappling Finesse, Hide in Plain Sight, Improved Initiative 2, Improvised Tools, Instant Up, Quick Change 2, Redirect, Set-Up, Sneak Attack 4, Uncanny Dodge (Auditory) 1, Equipment 5 (20 ep)

Powers/Devices:

Khonsu's Blessing / Khonsu's Wrath: Shane can channel the power of the Mark of Khonsu to his temporary benefit. Alternately, he can channel that same power into a powerful blow against his enemies.
* Boost 6 (any ability, one at a time, 3/r) (Flaw: Personal Only[-1/0], Extra:Total Fade [+1])(Alternate Power: Linked: Strike 9/Stun 4 (1pp)) (19 PP total)
Night's Path: The supernatural powers of the Mark allow him to instantly transport himself across short distances at will, creating an area of darkness as he does so.
* Night's Path: Linked: Teleport 4 (2/r) (Feats: Change Velocity (1pp), Progression Mass (250 lbs)(1pp)) / Darkness Control 2 (2/r) (Flaw: Range touch[-1/r]) (12 PP total)

Eyes of the Moon God: The mark has given Shane the ability to see through darkness.
* Eyes of the Moon God: Super-senses 2 (Darkvision) (2 PP total)

Equipment: Binoculars, Caltrops, Camo Clothing (Urban), Gas Mask, Bolos, Hold-out pistol, Leather jacket, Tactical Vest

Abilities 22 + Skills 15 + Feats 31 + Powers 33 + Combat 16 + Saves 18 = 135[/sblock]
 

Revised the stuff and wrote my concerns down. I need Your reply/ruling to wich I'll submit inmediately.

[sblock= Human Form]
Einar Grimbolson the Slow
POWER LEVEL 9

STR 10 DEX 10 CON 10 INT 6 WIS 20 CHA 15

TOUGHNESS +6/+0 flat-footed
FORTITUDE +9
REFLEX +9
WILL +9

Skills (All at 9 ranks, -36 PP): Climb, Disable Device, Intimidate, Notice, Search, Sense Motive, Animal Ken, Profession: Sailor, Bluff, Knowledge: (Mythology, Arcane, Warfare, Psychology), Survival, Streetwise, Languages: (English, Mandarin, Vulgar Japanese, German, Russian, Spanish, Zulu, Egyptian Arabic, Norway) Native language is an archaic dialect of Norway (some linguists could understand it, probably);

Feats(15 PP): Animal Empathy, Defensive Roll 6, Endurance, Evasion, Fearless, Improved Initiative, Startle, Uncanny Dodge, Jack of All Trades, Ritualist;

Powers (-7 PP): Super-Senses 5(-1 PP/rank) [danger sense, acute scent, ultra-hearing] source: Training;
Morph 2(-1 PP/3 ranks)[Metamorph: Big Bad Wolfman(-1 PP), Full Round Action(+3 PP/rank), Distracting(+1 PP),Tiring(+1 PP)] source: Dark Magic;

Combat(PP -63, 18 Defense, 18 Attack, 27 Saves):
Attack +9 All, Damage +0
Defense +9 All, Initiative +5

Drawback: Involuntary transformation back to human when wounded (common, no resistance, +5 PP)
Holding Back (uncommon, moderate, Berserker, +2 PP)
Addiction: Human Flesh (Mild +1 PP)
Weakness: Runes-loses all bonuses on saves against them, just d20+0 (Absolute +5 PP)
Complications: Holds grudge, Don't kill women and children, barbarian;

Power Point Expediture:
Abilities (-11 PP) Skills (-36 PP) Feats (-15 PP) Powers (-5 PP) Combat (-36 PP) Saves (-27 PP) Drawbacks (+13 PP)
Total: 116/135 PP
[/sblock]

[sblock= Big Bad Wolf Form]
Einar Grimbolson the Slow
POWER LEVEL 9

STR 20 DEX 10 CON 18 INT 4 WIS 20 CHA 15 (-17 PP)

TOUGHNESS +9/+4 flat-footed
FORTITUDE +14
REFLEX +9
WILL +14

Skills (All at 9 ranks, -9 PP): Intimidate, Notice, Animal Ken, Survival, Native language is an archaic dialect of Norway (some linguists could understand it, probably);

Feats(-15 PP): Animal Empathy, Defensive Roll 5, Evasion, Fearless, Improved Initiative 2, Startle, Uncanny Dodge, Power Attack, All Out Attack, Improved Grab;

Powers (-42 PP): Super-Senses 5(-1 PP/rank) [danger sense, acute scent, ultra-hearing] source: Training;
Strike 9(-2 PP/rank) [Vampiric(-1 PP/rank), Mighty (-1 PP)] source: Dark Magic;
Protection 9(-2 PP/rank) [Inpenetrable(-1 PP/rank)] source: Dark Magic;

I count 60 pp in powers: 5 from super senses, Strike: 9x2(base)+1(vamp)= 27+1(mighty)=28, Protection: 9x2(base)+1(Imp)=27 So, 5+27+28=60
Here I don't understand, because under the entry of Power Feats I read that they cost as much as ordinary feats. Not like Extras.:confused:
Also the cost per rank, for the powers, I counted after including all Extras and Power Feats. Base cost for unmodified Protection and Strike is 1 PP/rank. Or I am mistaken somewhere, again ?


Combat(-63 PP, -18 PP Defense, -18 PP Attack, -27 PP Saves):
Attack +9 All, Damage +14
Defense +9 All, Initiative +8 [/sblock]

I counted after including all Extras and Power Feats.
Now all makes sense. Approved!

I'm not sure what happened, honestly. I used Hero Lab to build him, and thought I copied everything out correctly, but clearly something was odd, because when I went to rebuild him the totals weren't the same. Sorry about that. Let's try again:

[sblock=Stats]

STR 12 (+1); DEX 16 (+3); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 16 (+3)

TOU +8/+2*; FORT +8 (6PP); REF +9** (6PP); WILL +7 (6PP); INIT +11; KNOCKBACK -4

* Without leather jacket and tactical vest
** Evasion 2: 1/2 dmg on fail, none on success

MELEE +4 (8PP); RANGE +4; GRAPPLE +7; DAMAGE* +1 Unarmed, +2 Hold-out pistol, +5 Bolos, +9 Strike; DEFENSE 16 (8PP +2 Dodge Focus)

* Sneak Attack (+5)

Skills: Acrobatics 5 (+8), Bluff 5 (+8), Climb 4 (+5), Disable Device 8 (+9), Disguise 5 (+8**), Escape Artist 5 (+8), Intimidate 5 (+8); Know: Streetwise 3 (+4), Know: all others 0 (+1, Eidetic Memory), Language 1 (Egyptian Heiroglyphs), Notice 4 (+5), Sense Motive 5 (+6), Sleight of Hand 5 (+8), Stealth 5 (+8),

** Quick Change 2: Disguise as move action

Feats: Accurate Attack, Defensive Attack, Defensive Roll 2, Diehard, Distract (Bluff), Dodge Focus 2, Eidetic Memory, Evasion 2, Grappling Finesse, Hide in Plain Sight, Improved Initiative 2, Improvised Tools, Instant Up, Quick Change 2, Redirect, Set-Up, Sneak Attack 4, Uncanny Dodge (Auditory) 1, Equipment 5 (20 ep)

Powers/Devices:

Khonsu's Blessing / Khonsu's Wrath: Shane can channel the power of the Mark of Khonsu to his temporary benefit. Alternately, he can channel that same power into a powerful blow against his enemies.
* Boost 6 (any ability, one at a time, 3/r) (Flaw: Personal Only[-1/0], Extra:Total Fade [+1])(Alternate Power: Linked: Strike 9/Stun 4 (1pp)) (19 PP total)
Night's Path: The supernatural powers of the Mark allow him to instantly transport himself across short distances at will, creating an area of darkness as he does so.
* Night's Path: Linked: Teleport 4 (2/r) (Feats: Change Velocity (1pp), Progression Mass (250 lbs)(1pp)) / Darkness Control 2 (2/r) (Flaw: Range touch[-1/r]) (12 PP total)

Eyes of the Moon God: The mark has given Shane the ability to see through darkness.
* Eyes of the Moon God: Super-senses 2 (Darkvision) (2 PP total)

Equipment: Binoculars, Caltrops, Camo Clothing (Urban), Gas Mask, Bolos, Hold-out pistol, Leather jacket, Tactical Vest

Abilities 22 + Skills 15 + Feats 31 + Powers 33 + Combat 16 + Saves 18 = 135[/sblock]

Now I see everything alright!




ALL


Please post your approved characters in the gallery of infamous villains!

I think I've approved every character, if not let me know. B-)
 




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