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You might want to start with. You build a hero using a “budget” of Character Points. There are also certain limits and guidelines imposed by the game’s power level, chosen by the, but within those limits you can build a wide range of characters. The quickest and easiest way to create your own hero is to look through the various, choose one that fits the type of hero you want to play, and customize it to match your ideas.
With just a few quick choices, you have a new hero, complete and ready for the game! Each offers a complete, ready-to-play power level 10 hero, the recommended starting power level. Some archetypes offer a few simple choices in terms of skills, advantages, or sets of powers to fit different themes.
For example, many archetypes offer a choice of an skill to round out the character’s background and interests outside of superheroism. Some also offer an Options section, where you can change some of the preexisting trait choices to create a different kind of hero. For example, the archetype has options for a hero with less equipment, but super-human senses, or a special vehicle of some type. Other archetypes offer similar options.
Even if the does not have an Options section that does not mean you cannot customize the archetype to suit the type of hero you want to play! The archetypes are just starting points: if you are more familiar with character design feel free to change any or all of your chosen archetype’s traits. So long as you stay within the bounds of available Character points, series power level, and your approval, you’re fine. Please note, the sample characters using include some in italicized print. Those advantages are from an Enhanced Advantage effect listed in their powers.
HERO DESIGN Designing a hero from scratch follows a series of simple steps. You’ll need a copy of the character sheet found in the back of the book (and also available online) and some scratch paper to design your character. CONCEPT Before you get started, consider what sort of hero you want to create.
What are the hero’s basic abilities? What are the hero’s powers? What’s the hero’s origin?
You may want to take a look at some for ideas of the different types of heroes you can create. You also can draw inspiration from your favorite characters from comic books, television, or movies. Take a look through and see if any of the powers there inspire a character idea. You may want to jot down a few notes about the sort of hero you’d prefer to play, which will help guide you through the rest of the character design process.
GAMEMASTER GUIDELINES Your may have particular guidelines for characters in the game, such as not allowing certain powers or concepts or requiring particular descriptors. If there are no aliens in the setting, for example, then you obviously can’t play an alien hero. Likewise, if your bans mental powers from the series, then a psychic isn’t appropriate. Run your hero concept by your before you start working on it! You might also want to consult with your fellow players so you can design your characters together and ensure they’ll make a good team. POWER LEVEL Your sets the starting power level for the series. Generally, this is level 10, but it may range anywhere from level 5 to level 20 or more.
The power level determines the player characters’ starting Character points and exactly where you can spend them. See for details.
ABILITIES Choose the ability ranks you want your character to have and pay 2 Character points for each rank. Choose defense bonuses for your character, paying 1 Character point per +1 defense over the base rank provided by your hero’s abilities. To improve your hero’s, see. See for details. SKILLS Choose the skill ranks you want your character to have and pay 1 Character point per 2 total skill ranks.
See for details. ADVANTAGES Choose the advantages you want your character to have and pay 1 Character point per advantage or rank in a advantage.
See for details. POWERS Create your hero’s powers by choosing their desired effects and paying the effects’ base cost, adjusted for any modifiers, and multiplied by the number of ranks. See for details. COMPLICATIONS Choose at least two complications for your hero. You can have more, if you want, and the more complications your hero faces, the greater your chances for earning victory points during the game. See for details.
DETAILS Go through the limits listed under and make sure your hero’s traits all fit within them. If not, adjust the traits accordingly until they do.
Go back through and add up the costs of your hero’s abilities, defenses, skills, advantages, and powers. You should end up with a figure equal to the starting Character points shown on Table: Starting Character Points. If not, double-check your math and either remove or add traits to your character to reach the starting Character point total. Figure out things like your hero’s name, appearance, origin, background, and motivation. If you can, consider creating a sketch or detailed description of your hero’s costume. GAMEMASTER APPROVAL Show your new hero to the for approval.
The should check again to make sure your Character points are spent and added up correctly, your hero follows the power level guidelines and any other guidelines set for the series, and that the character is generally complete and suited to the overall game. Once your has approved, your new hero is ready for play! CHARACTER POINTS You design a hero by spending Character Points on various traits. Each ability, skill, advantage, power, and other trait has an associated Character point cost.
STARTING CHARACTER POINTS The game’s power level provides a guideline for how many Character points you get initially to design your character, as shown on the Starting Character points table. The can vary the starting Character points as desired to suit the series. SPENDING CHARACTER POINTS Each trait costs a certain number of Character points. You “spend” or allocate your points to give your character different traits. Once spent, Character points cannot be reallocated without the use of a particular power or the permission.
The basic costs of traits are given on the Basic Trait Costs table, with specific costs for powers given in. POWER LEVEL Heroes cover a diverse range of power levels, from the first costumed adventurers of the Golden Age, who relied solely on their skills and a few gimmicks (and modern vigilantes of the mean streets, who do much the same), to the greatest protectors of the world, who take on cosmic threats on a regular basis.
The following are some common power levels and starting Character point values suitable for different games: POWER LEVEL 8 – MASKED ADVENTURERS This power level fits the “Mystery Men” era of the Golden Age of comic books, as well as for teams of mostly non-powered adventurers: heroes who rely more on their skills and wits (and maybe a few gadgets) rather than amazing powers. The suggested starting value of 120 Character points creates well-rounded heroes at this level, particularly if the emphasis is on skills and advantages—and maybe a power or two—rather than a lot of powers. A higher starting Character point total allows for more diverse capabilities within the same limits. Heroes at this level often focus more on skill than sheer damage output, often having fighting skills in the 10–12 range, but commensurately lower damage and effect ranks (using just their fists or small arms). POWER LEVEL 10 – SUPER HEROES The suggested starting power level suits mature and experienced “adventurers” of the previous level along with a wide range of younger or focused superhumans. Power level 10 heroes may have a balance of attack and effect, defense and resistance, or may go for being stronger on one side than the other, having great combat skill, but comparatively limited damage, for example, or great, but lowered defenses.
POWER LEVEL 12 – BIG LEAGUES Power level 12 is where you find many of the more experienced and powerful heroes. They are “senior” heroes, usually with considerable capabilities (and, often, experience). Those lacking superhuman powers have amazing levels of skill and resources to draw upon while the superhuman types are often among the most capable in their particular area, often worthy of titles like “King” and “World’s Greatest”.
In areas where power level 12 heroes tip the balance of their combat capabilities, they can have amazing ranks in attack or defense. POWER LEVEL 14 – WORLD-PROTECTORS Heroes at this level are among the most powerful beings of the universe. They are largely capable of ignoring lesser concerns and tend to focus on “big picture” problems like alien invasions and world-conquerors along with natural disasters (although they may still handle some of the “small stuff” as well). Power level is an overall measure of effectiveness and power, primarily combat ability, but also generally what sort of tasks a character can be expected to accomplish on a routine basis (see in ). TABLE: STARTING CHARACTER POINTS CP 1 15 2 30 3 45 4 60 5 75 6 90 7 105 8 120 9 135 10 150 11 165 12 180 13 195 14 210 15 225 16 240 17 255 18 270 19 285 20 300 TABLE: BASIC TRAIT COSTS TRAIT COST IN CHARACTER POINTS Ability 2 per ability rank Defense 1 per defense rank Skill 1 per 2 skill ranks 1 per advantage or advantage rank ((base effect cost + extras – flaws) x rank) + flat modifiers Power level is a value set by the for the series as a whole. It places certain limits on where and how players can spend Character points when creating or improving their heroes. Power level imposes the following limits: Skill Modifier: Your hero’s total modifier with any skill (ability rank + skill rank + advantage modifiers) cannot exceed the series power level +10.
This includes untrained skill modifiers using only ability rank, and so sets an effective limit on all abilities associated with skills. Attack & Effect: The total of your hero’s attack bonus and effect rank with that attack cannot exceed twice the series power level. If an effect allows a resistance check, but does not require an attack check, its effect rank cannot exceed the series power level. &: The total of your hero’s and defenses cannot exceed twice the series power level.
&: The total of your hero’s and defenses cannot exceed twice the series power level. &: The total of your hero’s and defenses cannot exceed twice the series power level. TRADE-OFFS Note that the averaging effect of power level—the fact that all the traits it limits are paired with other traits—allows for a measure of “trade-off.” For example, attack bonus and effect rank added together cannot exceed twice the series power level, but this does not mean the two traits must themselves be equal, or that neither can be greater than the series. It’s entirely possible to create a hero with more fighting skill than damage capability (like the or sample ), a hero with more sheer power than skill (like the Powerhouse), or a hero who is a roughly equal mix of both (like the ) who are all within the series limit, PL10. The same is true of the various other traits, such as placing a greater reliance of and over, or vice versa. The may want to keep an eye on combinations that swing wildly towards one side or another: the hero with no / bonus to speak of but a massive bonus, or the one with no real attack bonus but capable of dishing out a tremendous amount of damage.
For the most part, these designs are self-limiting, but they can pose problems in comparison to better-balanced heroes. A disparity of more than 50% between a pair of power level limited traits is something to look at closely before approving. POWER LEVEL & NON-PLAYER CHARACTERS While the should keep the power level guidelines and suggested starting Character points of the series in mind while creating villains and members of the supporting cast, non-player characters are not restricted by the series power level and are built on as many Character points as the wants to give them. In other words, there is no need to add up the “cost” of a non-player character. Just assign the appropriate traits at the desired ranks.
Determine an NPC’s effective power level based on the character’s highest appropriate offensive and defensive trait(s). This power level is simply an approximation to show what level of challenge that NPC offers, and is not necessarily related to the NPC’s Character point total, which may be greater than or less than the recommended starting Character points for that power level. Example: The is creating a villain for a power level 10 series.
The bad guy has a +8 total attack bonus with a primary attack doing 16 damage. Adding these together and dividing by 2 gives the a power level of 12 (16 + 8)/2. So long as none of the villain’s other traits exceed this, the notes the villain’s power level as 12, a reasonable challenge for a group of PL10 heroes. REALLOCATING CHARACTER POINTS Normally a hero’s traits are fixed. Once Character points are spent on them, they remain there.
In some cases, however, the may allow players to reallocate their characters’ points, changing their traits within the limits of the series power level, perhaps even losing some traits and gaining entirely new ones. This is typically a result of the transformed condition, either due to a power or encountering a transformational effect (intense radiation, mutagenic chemicals, cosmic power sources, and so forth). It’s up to the when these character-altering events occur, but they should be fairly rare unless their effects are intended to be temporary complications. COMPLICATIONS Under the Hood: Complications and Up-Front Rewards Some roleplaying game systems include complications, disadvantages, or similar problematic character traits which offer “bonus points” for creating the character; essentially, you get more points for your character’s good traits when you take on some bad ones.
The problem with such “up-front” rewards for giving a character flaws is that the player gets all of the reward (the bonus design points) immediately, but the disadvantage only occasionally limits or affects the character, sometimes even randomly. Since there is only so much “screen time” in a game session, there is virtually no way for the to spotlight every one of every character’s disadvantages, so some end up being worth “more” in the sense of reward in exchange for drawbacks. Plus, after they have “paid out” their initial benefit, front-loaded negative traits are nothing but a burden to the character from that point forward, leading players to try and avoid or mitigate them as much as possible.
Complications address this issue by having a “pay-as-you-go” approach: if the uses a complication in the game, and the player responds by going along with it, the player gets a reward in the form of a victory point. This means that although the hero has to deal with some “bad stuff” from time to time, there is an upside, and a reason for players to want their characters’ complications to come into play! Why do powerful heroes lead such complicated lived? They need the points! Comic books are full of storylines involving personal complications, and players are encouraged to come up with some for their heroes. Have a specific use in the game as well: they give the a “handle” on your hero, different challenges to introduce or include in adventures. When the does so, you earn victory points you can use to enhance your character’s chances of success, amongst other things.
(See in and for more information.) CHOOSING COMPLICATIONS Choose at least two complications for your hero: a and at least one other. You can take as many complications as you wish, although the may set limits for the sake of being able to keep track of them all. Complications are also self-limiting, in that you only earn victory points for those complications that actually come into play. So even if you have more than a dozen, if the can only include a couple in a game session, then those are the ones that earn you victory points for that game. You can—and generally should—look for opportunities to include your hero’s complications and offer suggestions to the, who makes the final decision on which complications come into play at any given time. The also decides what complications are appropriate for the game and can overrule any particular complication, based on the style and needs of the story and the series.
Keep in mind the adventure needs to have room for all of the heroes’ complications, so individual ones can only come up so often. MOTIVATION Every hero has something that drove him or her to become a hero in the first place—a motivation that keeps them going when things get tough. Sometimes motivation is the only difference between a hero and a villain. What made your hero decide to fight for justice rather than turning toward more selfish goals? How does it affect the hero’s methods of fighting crime?
Is there anything that might change or affect the hero’s motivation? Is a complication because it often determines what a hero will do in a particular situation. The can use your hero’s motivation to encourage certain actions, and enemies may do the same. When you properly play out your hero’s motivation, even if it isn’t necessarily the “smartest” thing to do, the awards you a victory point. Common heroic motivations include the following: Acceptance: The hero feels different or isolated (perhaps for being a non-human in human society) and does good to gain the trust and acceptance of others and perhaps discover what it means to be human. Some such heroes see their powers as more of a curse than a blessing, but try to do some good with them while hoping and looking for a way to have a normal life. Doing Good: Some heroes fight the good fight simply because it’s the right thing to do and they believe in doing the right thing no matter what.
Their strong moral center may come from a good upbringing (or a bad one that showed them what not to do) or the guidance or inspiration of a mentor or idol. Greed: There are those motivated by nothing more than the opportunity to make a profit off their heroic careers. They may be mercenaries for hire or marketing machines who do good deeds but also rake in the proceeds from licensing fees and public appearances. More altruistic heroes tend to look down upon their profit-mongering peers. Justice: An overwhelming thirst for justice drives some heroes, a need to see the innocent protected and the guilty punished, even if they are beyond the reach of the law. These heroes walk a thin line. For some justice becomes a thirst for vengeance for injury done to the hero in the past, like the death of a loved one.
Patriotism: Heroes are often devoted to the ideals of their home (or adopted) nation, and seek to serve that nation and its people with their abilities. Patriotic heroes are often honored as champions of their homelands, but it is the service, and not necessarily the recognition, that matters.
Recognition: Some heroes just want recognition or attention, and dressing up in a bright costume and fighting crime is one surefire way to get people to notice you. The hero may be a shy nobody out of costume or a glory-hog who loves the spotlight. Responsibility: The responsibility of having great power can be a heavy burden but some heroes feel it is their duty to use the powers they’ve been given for the greater good. Oftentimes these heroes are trying to live up to an ideal like a mentor or a predecessor who inspired them.
Thrills: For some the life of a superhero is all about excitement, thrills, danger, and challenge. These heroes are in it for the action more than anything else. MOTIVATION AND INFLUENCE A shared motivation can create an empathic bond with others. With the permission, you might get a circumstance bonus on interaction skill checks when dealing with someone with the same motivation as yours. Similarly, you may suffer a circumstance penalty to interaction when dealing with characters of a strongly differing motivation.
MOTIVATIONS AS DESCRIPTORS At the option motivation can function as a descriptor for powers (see Descriptors), allowing character to have a power affecting only subjects with a particular motivation, for example, or the ability to detect characters with a particular motivation (see ). Gamemasters should be very careful when applying power modifiers based on subjective qualities like motivation. An attack power affecting only “evil” targets, for example, is useless against inanimate objects, constructs, and animals (which cannot have such a quality) as well as “good” targets. It might also not affect characters without a specific evil motivation (such as selfish mercenaries, violent vigilantes, or despots devoted solely to order, but not “evil” per se).
MOTIVATIONS AS ORIGINS Some characters may derive their powers from their motivation in some way, such as heroes who draw strength from their convictions, faith, or morality. This provides a descriptor for those powers, but the hero may also suffer Power Loss (see ) from a change or wavering in motivation. MOTIVATIONS IN CONFLICT A character with different motivations may find them in conflict from time to time. Such conflicts provide roleplaying opportunities and complications for players and story hooks for the. For example, a hero motivated by Patriotism may discover a secret government agency acting against the interests of justice in the world. What is stronger, the hero’s patriotism or the desire to see the truth known and justice done?
Some conflicts may even result in heroes changing motivations. See, in the following section, for more on this. OTHER COMPLICATIONS Other possible complications, and their uses in adventures, include:: You cause or suffer some sort of accident. Perhaps a stray blast damages a building or hurts an innocent bystander, your fire powers set off sprinkler systems, or you cause volatile chemicals to explode. A hero with this as a regular complication may be especially accident-prone, inexperienced with their powers, or even jinxed! The decides the effects of an accident, but they should be troublesome.
Accidents can lead to further complications; perhaps the hero develops a guilt-complex, obsession, or phobia involving the accident. Addiction: You need something, whether for physical or psychological reasons. You’ll go out of your way to satisfy your addiction, and being unable to satisfy it may lead to other complications, either involving your own faculties or your relationships with people. Several comic book heroes have struggled with various addictions and the effects on their lives. Disability: You are limited by a particular disability, such as being blind, deaf, or paraplegic. When your disability places serious challenges in your path, your complication comes into play. Many “disabled” heroes have powers or other compensations for their disabilities, such as a blind hero with other enhanced senses or a paraplegic who is a powerful psychic with matchless mobility of mind over body.
Even though their powers sometime make up for their disability, this complication is still appropriate because they may have to deal with it from time to time. Enemy: You have an enemy, or enemies, trying to do you harm. The can have your enemy show up to cause you trouble, and adventures involving your enemy tend to be more complicated for you; even personal grudge-matches, if the enmity goes both ways. When having an enemy causes a particular problem for you (such as your enemy abducting a loved one or laying a trap for you), you get a victory point. Fame: You’re a public figure, known almost everywhere you go, hounded by the media, swamped by fans and well-wishers, and similar problems, which create various complications.
Hatred: You have an irrational hatred of something, leading you to actively oppose the object of your dislike in some way, no matter the consequences. Involving your hatred tend to overwhelm your better judgment. Honor: You have a strong personal code of honor. Generally this means you won’t take unfair advantage of opponents or use trickery, but you can define the exact terms of your code with the. Your honor becomes a complication when it puts you in a bind or on the horns of a moral dilemma. Identity: Heroes often maintain secret identities, creating various complications as they try to keep them secret from friends and enemies alike.
The dual-identity can even go beyond mere disguise for heroes who actually transform into a different persona, creating complications around controlling that transformation, or a lack of powers or abilities in one persona. Obsession: You’re obsessed with a particular subject and pursue it to the exclusion of all else, which can create quite a few complications. Phobia: You’re irrationally afraid of something.
When confronted with it you have to fight to control your fear, causing you to hesitate, flee, or act irrationally. Power Loss: Certain circumstances cause some or all of your powers to fail or stop working, or rob you of them altogether. You might depend on particular objects others can steal or take from you, or lose your powers during the dark of the moon, or when exposed to exotic radiation. You may even simply lose faith in yourself, resulting in temporary weakness.
When this happens, and poses a challenge for you, your complication comes into play. Prejudice: You are part of a minority group subject to the prejudices of others, which create problems. Similarly, characters with unusual origins or appearance might face prejudice, such as a demonic-looking hero who is considered suspect. Some Gamemasters and gaming groups may prefer not to deal with issues of prejudice in their games, in which case the is free to ban this complication.
Quirk: can often come from various personality quirks: likes, dislikes, hobbies, neuroses, and so forth. For example, a hero might have the quirk of always leaving some sort of “calling card” for the authorities along with a captured criminal. That could become a complication if somebody else starts imitating it, or uses it to cause trouble for the hero.
Relationship: The important people in a hero’s life are a source of strength, but they can also complicate matters considerably. If they are not in on the hero’s costumed identity, then there is juggling two lives and keeping loved ones safely in the dark. On the other hand, if the people in a hero’s life do know the truth, they are in danger from the hero’s foes and others seeking to find out. Reputation: You have a bad reputation, affecting what others think of you (whether you deserve it or not). Having someone adopt a bad attitude toward you because of your reputation is a complication. You might struggle to overcome your reputation, taking chances or facing difficulties others do not as a result. Responsibility: You have various demands on your time and attention.
Responsibilities include family obligations, professional duties, and similar things. Failing to live up to your responsibilities can mean loss of relationships, employment, and other problems. Rivalry: You feel a strong sense of competition with a person or group and have to do your best to outdo your rival at every opportunity. Secret: You have something potentially damaging or embarrassing you’re hiding from the world. The most common secret for heroes is their true identity, but it could be a secret weakness (another complication) or some dark secret from your past. Occasionally, something (or someone) may threaten to reveal your secret.
Temper: Certain things just set you off. When you lose your temper you lash out at whatever provoked you. Weakness: Some things can hurt you, badly.
You might have a weakness that overcomes your normally strong defenses, like a werewolf is vulnerable to silver, or you may suffer harm from things that are harmless to others, from water to cold iron or exotic energies or materials. A weakness may add degrees of effect or impose an entirely different effect. (see ) is the typical effect, but some weaknesses inflict outright, the target, or have some other effect. You and the can discuss common effects beforehand and it is up to the to decide what happens when the particular weakness comes into play. When the uses your weakness against you, it’s a complication. CHANGING COMPLICATIONS and Injuries Various challenges heroes face over the course of a story make suitable complications. For example, while the game rules don’t have specific details for how to handle a hero with a concussion, it can make for an interesting story.
The easiest way to handle it is as a complication: whenever the injury causes the hero trouble (a lost action due to dizziness, a villain getting away, etc.), the awards a victory point. You can do the same with anything from a malfunctioning device to a persistent distraction. Can (and generally should) change over the course of a series: old enemies die or are put away for good, rivalries and psychological issues are resolved, new romances and relationships begin as others end, and so forth. Work with the to come up with new complications for your hero as old ones are resolved. As mentioned previously, the may set limits as to how many ongoing complications your hero can have in play at any given time.
BACKGROUND A lot of background details go into making your hero more than just a collection of numbers. Take a moment (if you haven’t already) to consider some of the following things about your character: NAME What is your character’s name?
That is to say, what is the name the hero uses in public, that appears in one-inch type in the newspaper headlines? Most heroes adopt unique and distinctive “code names,” so consider a suitable name for yours. Code names are often based on powers, theme, or style. Here are some options to consider: ORIGIN A name may be based on the hero’s origin, power source, nation (or even world) of birth, and such. POWERS Choose a name based on the hero’s powers: Firestarter or Blaze for a flame-controlling character, Thunder or Spark for an electrical character, and so forth.
THEME Maybe the character has a theme or style suggesting a name: Paladin might be a medieval knight displaced into the present day, with a magical sword and armor. Madame Macabre may be all about magic and the occult. TITLES Names may include various titles like Mister, Miss, Ms., Doctor, Sir, Lord, Lady, and Madam or even royal titles like King, Queen, Prince, Princess, Duke, Baron, Emperor and so forth. Military ranks are also popular parts of hero names, especially General, Major, and Captain. GENDER Names often include gender designations like Man/Woman, Boy/Girl, Lad/Lass, and so forth. SOUND Some code-names don’t really have anything to do with a character’s powers or background—they just sound cool: Kismet, Scion, Animus, Damask, and so forth. They may hint at the hero’s powers or origin, or have nothing to do with them.
REAL NAME Some heroes go by their given name, not using a code-name at all. Oftentimes these names still sound like codenames, however. They may also be nicknames, such as “Dash” for someone with the name Dashell, or “Buzz” for someone with the name Buzcinski, or whatever other nickname a character may have, such as “Stretch” or “Tiny”. ORIGIN What’s the origin of your hero’s powers? It can be anything from a character born with the potential for powers to someone granted them by an accident—exposure to a strange meteor, radiation, genetic engineering, or any of countless similar encounters. Here are some of the more common superhero origins: ACCIDENT Perhaps the most common origin. The hero gains powers accidentally from exposure to some force like radiation, chemicals, unleashed mystic energies, being struck by lightning, and so forth.
Accidents are often one-time events, although sometimes there is an effort to recreate an accident to deliberately make super-beings. The current science of the setting tends to influence accidental origins. Golden heroes in the 1940s often gained their powers from chemical accidents while Silver heroes in the Atomic of the ‘60s got their powers from radiation and modern heroes acquire powers from accidents involving genetic engineering, nanotech, and similar cutting-edge technologies. ALIEN A hero may be a member of an alien race with unusual powers compared to humans. Either all members of the race have similar powers or particular conditions (lighter gravity, solar radiation, etc.) grant them powers while on Earth.
Some “alien” races in the comics are actually super-human offshoots of humanity living isolated from the rest of the world. “Aliens” also include mystical beings from other dimensions, from angels and demons to elementals and actual gods, as well as mortal half-breeds descended from them. An alien hero’s powers might even have another origin; being an alien only explains part of the character’s powers or is merely a background element. ENDOWMENT Some outside force grants the hero powers. This might be an experimental procedure, a godlike higher power, a secret organization that hands out powerful devices, a mysterious wizard, or something similar. The patron might expect something in return from the hero for this boon, or the gift could be unconditional.
EXPERIMENT Some heroes gain powers from a deliberate effort, such as a scientific or mystical technique for transforming someone into a super-being. Like accidents, experiments are often impossible to duplicate. The hero may be a willing volunteer or a victim chosen to test out the technique. Some heroes create their own powers, either developing the power-granting procedure or building their own devices. MUTANT A hero may simply be born “different,” with the genetic potential for super-powers. These latent powers typically emerge in a time of stress, especially the changes brought on by puberty, although they might also appear as a result of an accident (combining the accident and mutant origins).
TRAINING Finally, some heroes acquire powers through hard work and training, whether physical discipline, studying esoteric martial arts techniques, meditation and introspection to unlock hidden mental powers, or mastering the arts of magic. Such training is typically arduous and not everyone has what it takes to accomplish it. Heroes who gained their powers through training may have rivals or foes who trained with them (see Enemy and Rivalry complications).
ORIGINS AS DESCRIPTORS Origins can serve as descriptors for a character’s powers (see Descriptors in ). For example, a super-powered mutant has the “mutant” descriptor, meaning the character may be detected by mutant-detection powers, affected by mutant-specific devices, and so forth. The same is true for a mystic, an alien, or any other origin. ORIGIN GUIDELINES Your may decide to limit the origins for the series you’re playing for story reasons. The may set specific guidelines, ranging from restricting certain types of origins (no aliens or no mystics, for example) to requiring all heroes share a common type of origin, such as everyone is a mutant or the result of a unique accident. Consult with your before you choose a particular origin for your hero. AGE How old is the character?
Superheroes tend to hover in that indeterminate age between 20 and 40, but some heroes are younger, often teenagers, and some are older, possibly much older, depending on a hero’s background. For example, the hero might have fought in World War II but ended up in the present day due to time travel or suspended animation. Heroes with to Aging are effectively immortal—they might be thousands of years old. Consider the effects of age on your hero. Someone who fought in the Second World War is likely to have a different worldview than a modern teenager who just acquired super-powers, to say nothing of an immortal who has seen civilizations rise and fall or a godlike being from the dawn of time. A character’s age may influence the choice of certain traits.
Aged characters are likely to have lower physical ability ranks, for example, while younger ones may have fewer skill ranks (having had less time to train in various skills). APPEARANCE What does your hero look like? Consider things like the character’s race, sex, ethnicity, and other factors in appearance. Is the hero even human? Superheroes can be aliens, robots, androids, spirits, and beings of pure energy. Is the character short or tall? What about hair and eye color?
Does the hero have any distinguishing marks or unique features; is his appearance unusual in any way (apart from running around in a costume, that is)? Does the hero qualify for the advantage? (See for details.) What about complications stemming from the hero’s looks? COSTUME A costume is a big part of a superhero’s appearance.
Like code names, most heroes have a distinctive costume, usually something skin-tight and colorful, often emblazoned with a symbol or logo. Other heroes wear more military-style outfits, fatigues or body armor with numerous bandoleers and belts. A suit of armor may serve as the hero’s costume: anything from ancient mail to a high-tech battlesuit.
A few heroes don’t wear a special costume, just ordinary street clothes (which in itself can be pretty distinctive among a group of spandex-clad heroes). In the comics, costumes are generally immune to the kind of routine wear-and-tear a hero’s powers should inflict on them. For example, heroes who can burst into flames don’t usually incinerate their clothing. The same is true for heroes who change their size or shape. Although a hero’s costume can be damaged or torn by attacks and other circumstances, it’s usually immune to the hero’s powers.
This doesn’t cost any points; it’s just the way costumes work. For more on costumes as equipment, see. ALTERNATE IDENTITY Although heroes spend a lot of time fighting crime and using their powers to help others, most also try to find time to have lives of their own. Consider the hero’s “normal” life, both before acquiring super-powers and since. Does the hero maintain a secret identity, hiding behind a mask or other guise in order to have a semblance of a normal life while “off duty”? Describe the hero’s other identity and what the hero does while not out fighting the forces of evil.
Other heroes abandon all pretense of a “civilian” identity, revealing their true names to the world and living in the public eye. This means no juggling two separate lives, but also no refuge from the media, adoring fans, or the hero’s enemies, who can all keep track of the hero more easily. Both approaches have their good and bad points.
Consider which is best for your hero. PERSONALITY How would you describe your hero’s personality? While heroes tend to share a desire to use their powers for good and uphold the law, they also show a diverse range of attitudes. One hero may be dedicated to the ideals of truth, justice, and equality while another is a vigilante willing to break the law in order to ensure justice is done. Some heroes are forthright and cheerful while others are grim and unrelenting.
Consider your hero’s attitudes and personality traits. Don’t overlook the effect of on your hero’s personality and vice versa (see, previously). GOALS Finally, what are your hero’s goals? All heroes want things like peace and justice to one degree or another, but what other things does your hero want? One hero may want to find his long-lost family while another may want to avenge a terrible wrong done to her in the past. A monstrous or alien hero may seek acceptance and a new home on Earth, while a teen hero may want to live up to the legacy of a mentor or predecessor.
Giving your hero a goal beyond simply “doing good” can help give the character more depth and provide opportunities for roleplaying and complications during the game. Don’t overlook it. MAKING THE MOST OF ADVANTAGES The and archetypes rely a great deal on their advantages (as do other archetypes like the and Weapon-Master).
You’ll want to read the descriptions of all of the character’s advantages from so you know the benefits they provide. Remember to make use of them during play to give your character every appropriate, well, advantage.
In particular, note how some advantages and even powers work together. The can use Quick-Thinking to speed up the process of inventing (see ) and to make some inventing checks as routine. Similarly, note the advantage, good for doing extra damage to slow, tough, opponents, and the advantage for pulling off formidable ( 25) checks as routine! KNOW YOUR OPTIONS The and archetypes are both very flexible, although in different ways, and it pays to know what your character is capable of doing before you are immersed in the midst of a game. In the case of the, the may wish to put together note cards or some other quick reference to the powers of other characters whom the might wish to duplicate. That way, you can see at a glance what traits the character can copy, and simply hand the card to the player for reference.
Experienced Mimics may even build up a “hand” of such cards they reference often. For the, in addition to choosing your character’s five set Alternate Effects (see Alternate Effect), read the sample power and give some thought to power stunts your character can do; spur of the moment spells whipped up to fit a particular need. Mystics are very effective at power stunts and you might want to reserve a victory point (or two) for that purpose. FUN WITH STRENGTH The and Powerhouse archetypes are among the strongest archetypes, able to lift and carry a lot of weight.
Just to give you an idea, the can lift a loaded 747 aircraft, whereas the Powerhouse can lift four times that amount. Both can easily smash through stone or bend steel. Both archetypes are pretty tough, too. With their 12 ranks of Impervious, both can shrug off the damage of most conventional weapons, including guns, grenade launchers, and flamethrowers, without even having to make a resistance check! It would take the equivalent of an exploding shell to penetrate their skin. FAST FACTS In addition to formidable ground speed, and the ability to run across water or up sheer surfaces, the rank allows opportunities to do a lot in a short span of time.
A subtracts 10 from the time rank required to accomplish any routine task, doing in six seconds what it takes most people two hours to accomplish! That can include reading, fixing things, or searching an area, just to name a few. HIGHER AND LOWER POWER LEVEL ARCHETYPES The archetypes presented here can serve as models for higher and lower power level versions suitable for different series, ranging from as low as PL8 (PL6 for some archetypes) to as high as PL15 or more. Reworking an archetype for a different power level requires rebuilding the character to ensure everything matches the power level limits, but here are some quick guidelines for modifying an archetype on the fly. They are particularly useful if the wants a character of a different power level for a game, but doesn’t want to go through the trouble of creating the character from scratch: For every +1 power level, increase the archetype’s attack bonuses, defenses, and skill ranks by 1.
Also increase the archetype’s powers offering a resistance check by 1 rank. If desired, shift an increase to a trait you don’t want to go any higher to the corresponding trait in a pair, such as applying an attack increase to power rank, or a increase to either. For every –1 power level, decrease the archetype’s attack bonuses, defenses, and skill ranks by 1.
Also decrease the archetype’s powers offering resistance checks by 1 rank each. You can likewise shift a decrease from a trait you want to keep at its present rank to the corresponding trait in a pair, like applying an attack decrease to power rank, or a decrease to.
To see that none of the character’s traits exceed the new power level limits and add up the character’s new Character point cost. If you are creating a starting character for that power level (rather than a non-player character), adjust the total Character point cost to match the recommended starting total, adding or removing traits as needed.
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For your general tabletop gaming shenanigans. For character creation, advice and sharing (system agnostic) Thanks to for the logo! I’m considering doing a mindblade magus that predominantly uses the scorpion whip as his weapon (for the higher damage than whip, and reach/disarm/trip with the added magus weapon properties), but switches to a higher damage melee weapon when enemies get too close. I chose the mindblade so I’m never technically weaponless. Would this be effective? I don’t really want the spell casting, but the mindblade seemed closest to what I wanted (a stealthy whip character that can summon their own weapon).
So ive fallen into a rabbit hole of curiosity and have taken it as a challenge to see if you can make a viable character that focuses only on plants. Im thinking the character is very much a 'reruen this city to nature, or else' type of being.
My concern is that plants are too slow to make such things a legitimate threat, is there a way to expedite the growth of plant life or create plant life where there is none. As for race, thats kinda in the air, wont really matter what itis (unless yall have a race locked class/prestige in mind) Gastalt build, 3.5 and such are allowed just need permission for said things. So far ive decided to go durid (leshy warden and world walker archtupes). Things ive thought about gastslting with it are summoner for free summon feats, sorcerer with verdant bloodline, a horticulturist alchemist for the seeds and oracle with wood or nature mystery. Feats ive looked into are Grow plant creature, Cultivate magic plant, greenblood summons and the like. Ignoreing prerequisite feats just to streamline thoughts here but brew potion and train plant for above feats. Also things like leadership for the thought of a mobile forest.
Prestige classes ive looked into are Verdant lord and forest master. Are there any other decent druid or plant focused ones?
Any and all advice is welcome. I'm not familiar with either of those references but I can give you a few ideas for heavy armored laser weilders. A paladin with the. The most durable class that can occasionally shoot jets of intense flame. Magus can use heavy armor at 13, the gains it at 7 and the gains it at 9.
An occultist will also work. Burn a feat for heavy armor, follow it with trappings of the warrior, then take the evocation implement. Full bab, 6th level casting, and a bunch of Ray powers and spells.
A with an actual. is good, but you don't get scorching ray until level 7. What are you trying to get out of rouge? Would you be fine with a rouge like character with full or near full sneak attack? I have a build that is more ninja like that focuses in criting, tripping, and applying sneak attack damage. If you get rid of the tripping and support feats, then you can take the extra Accomplished Sneak Attacker feats required to raise your attack to the maximum sneak dice (10d8) and leave the tripping to your animated weapons. Overview This build gets 9 attacks per round (8 if you don't spend a ki point) allowing 2 AoO attacks per successful trip attack (18 attacks of opportunity per round vs multiple opponents tripped).
To use all of these attacks you require a 18 dex modifier, but that is rare on its own unless you are tripping the entire battlefield. Assuming you get 8 attacks per turn, and your 15-20 crit range,you will on average crit 1/4th of the time, or 2 per round. Basically boost dex as high as you possible can, followed by wisdom.
Via magical or otherwise. Also get a Tactically adapted trip kukri if you don't. I would have told you Zen archer a few weeks ago, since they’re one of the top tier archer classes, and have light armor, and various monk stuff (like light step etc. To mimic the overpowered-ness of Tolkien elves, but then I found the Sohei. Is a monk archetype which tilts most towards fighter. They gain light armour (which blocks their AC bonus, and that’s about it) which is really useful at low levels, or incase you find a really good set. They gain a scaling bonus to initiative and can act in every surprise round, for superb elven reflexes.
They are connected with nature, having handle animal as a class skill, make excellent mounted archers if you want to go that route (although you don’t have to). But most importantly they gain weapon training with several kinds of weapons, including bows, allowing them to flurry with them! Also, unlike the zen archer you can add rapid shot and many-shot to your flurry for a truly insane number of attacks (although rather inaccurately). Since your weapon training increases as you level, you can also flurry with another class of weapons at 12th level, unfortunately the options do not include light or heavy blades, however it does have monk weapons which include butterfly swords, etc, allowing you to flurry with those too! You don’t have to invest too much into wisdom, since you’re less dependent on ki than most monks, although you absolutely have the space for feather step, and all sorts of other quigong goodness like true strike and barkskin! You should instead mainly invest in strength and dexterity, similar to an arched fighter. Too much wisdom will make you a bit mad, but since you don’t need DCs, 14 points and an extra ki feat should do for you.
My personal favourite Necro build right now is a Oracle with the Mystery, that transitions into the Prestige Class. This gives you the spellcasting of the Oracle, with INT# sorc/wiz spells which you can change every day from the Arcane Enlightenment Lore Hex, then the Command Undead ability, 6HD/level animating ability, and the awesomeness that is Natural Divination from Juju. Agent of the grave gives you extra abilities, extra animating HD, extra spells, and extra bonuses to your rolls on becoming a Lich. I should note that it made a lot more sense to me to make a ton of clones (via the clone spell) with amulets or shirts of Gentle Repose, and then bury them in every town's consecrated graveyard that we passed, in addition to the Demiplane I made and maintained, and then become a vampire than go for Lich. Negates the sunlight bit (you just lose your energy drain on slam attacks), and having the silent spell feat along with means that your coffin doesnt have to be within the 2h travel time for your gaseous form, merely in a space you can teleport to.
Make your coffin invisible, protected from scrying and divination, and levitating 11ft off the ground, and you should be fine. Worst case, you die, your coffin goes boom, and one of your bajillion clones wakes up. Secondary note; If you can get your GM to allow the 3.5 then the are suddenly useful for driving up your spell DC's. Maleficium increases the DC's and CL and can reduce the level of metamagic on an Evil spell by 1. Corrupt spell adds +1, and adds the Evil Descriptor.
The other feats you need arent half bad either. Are useful for making a specific undead out of your dead minions. Skeletal Nightmares retain their flying, and are much more sturdy mounts than regular skeletal Horses. If you can find some way to make ice on a regular basis; is an excellent template to apply with Animate Dead, as the monsters keep more of their abilities. To become a youll need three things. First is gm approval.
The lich template is badass and you will want to work with your gm. It can be an issue in many groups both with power balance and moral composition of the party. Most things can be negotiated Second is a phylactry.
This will require 120,000gp, craft wonderous item, and a caster level of atleast 11. Third is knowledge of a ritual both in character and as a player. There is an called 'eternal apotheosis' that outlines how to become a lich. So your character will need to gather the needed materials and know the right knowledges while you yourself will need to read and understand the ritual rules. You have options for class. Any full caster works wizard, witch, and cleric being the obvious options but the choice will depend on what you want out of your charater.
Soo then what do you want your caster to be like? Invade enemy minds? Command armies of undeath?
Curse and rot foes? Right so first is the minionmancer disclaimer.
No gm or party member wants you to bring a dozen skeletons I to a fight. It's just fine to keep a body guard in combat and to use your hordes during narrative. For a mind invading minion mancer id go one of two ways. The juju oracle is the uncontested king of minions, it can control more and its zombies are extra strong. It also gains a bunch of save or such enchantments like charm, dominate, and magic jar. Another option is a.
Grave walker has a sting undead theme with the ability to buff and even possess thwir undead minions. The witch spell list is also full of nastiness with curses and many strong enchantments. As a cherry you also gain those lovely hexes.