New Archetypes!

This character Archetype revolves around the crafting and use of Extraordinary items instead of traditional attacks and banes and Boons.

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This is awesome, and one of the best examples I’ve seen of using creation for something’s other than a cleric or other divine character. Good job!

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Very cool build, however, I did want to point something out to you, and those thinking of using this build.

Craft Extraordinary Items II is something this character will not benefit from, at all. That WL 4 item, he can not build, b/c he does not have WL 4.

Mundane crafting allows you to build something even if you don’t have the WL for it. However, Extraordinary crafting requires you to have the WL to build the item.

This means you can only carft WL 2 items starting out.

Now if you do Craft Extraodinary I + Wealth, then you can craft WL 3 items.

Just wanted to give you and others the heads up on that.

Here is the feat info out of the core rules I am referring to:

Crafting an item still counts as an expenditure of wealth, so you must have a sufficient wealth score to purchase the item

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I am aware of how that works. I am just referring to what his skill level allows him to craft. I guess that I should have made that more clear.

#Hydromancer - Level 1
β€œWater, the vital element. No matter where you are in the world, no matter in what world you are, you can never stray away too far from water. Some take it to themselves to master the ways of the vital liquid and those who unlock its secrets are sometimes rewarded with the ability to control the flow of life itself.” Any Setting.

##Attributes

  • Energy - 4
  • Creation - 4
  • Fortitude - 3
  • Will -3
  • Might - 2
  • Presence - 2
  • Agility - 1
  • Perception - 1

##Feats

  • Boon Focus I (Regeneration)
  • Hospitaler
  • Swimming

##Defenses

  • Guard - 15
  • Toughness - 16
  • Resolve - 15
  • Speed - 30’
  • Hit Points - 26
  • Wealth - 2

##Favored Actions

  1. Vapour Cannon [Damaging Attack (Projectile/Non-Physical)]

    • Energy vs Toughness
    • Range - 50’
  2. Glacial Shard [Damaging Attack (Projectile)]

    • Energy vs Guard
    • Range - 50’
  3. Flash Freeze [Bane Attack (Stunned PL4)]

    • Energy vs Toughness
    • Range - 50’
  4. Hypothermia [Bane Attack (P. Damage PL4)]

    • Energy vs Toughness
    • Range - 50’
  5. Frost [Bane Attack (Slowed PL 1)]

    • Energy vs Guard
    • Range - 50’
  6. Vascular Arrest [Bane Attack (Disarmed PL3)]

    • Energy vs Guard
    • Range - 50’
  7. Regulate [Boon Invocation (Regeneration PL1-3)]

    • Creation vs Challenge Rating 12/16
    • Range - 50’
    • Special - Automatic success on single target cast (Boon Focus I)
  8. Revitalize [Boon Invocation (Heal PL1-4)]

    • Creation vs Challenge Rating 12/14/16/18
    • Range - 50’
  9. Condense Moisture [Boon Invocation (Genesis PL1-3)]

    • Creation vs Challenge Rating 12/16
    • Range - 50’
  10. Icy Shell [Boon Invocation (Resistance PL3)]

    • Energy vs Challenge Rating 16
    • Range - 50’
  11. Stabilize [Special Action (Hospitaler feat)]

  • Major Action
  • Range - 50’
  • Effect: Give an ally an immediate resist roll (a free action for the ally) with advantage 1.

Sonny Character Sheet: Open Legend RPG | HeroMuster

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The term Witch usually comes with negative connotations, but this witch resents this. She hates black magic and all witches associated with it. I present the White WItch.

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I like that Hex of Two Left Feet :joy:

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Yeah, I was looking for some way to explain immobile from alteration with a witch. That sprung to mind.

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Because I can, I decided I’d try and make a Magical Girl. It practically built itself! Here was the results…

##Maho-Shojo - Level 1

A young girl with a pure heart, the Maho-Shojo, or Magical Girl, has been gifted with magical abilities to fight against the forces of darkness. Her powers may have been granted by a holy deity, benevolent alien, magical animal or any number of things, but regardless of their origins she must hide them from a world that would not understand them. As a result she leads a dual-life, maintaining her identity as a normal schoolgirl while using her magical starlight wand to transform into her spell-slinging alter-ego when evil forces threaten her friends.

Genres: Anime/Manga, Superheros

##Attributes (Schoolgirl Form)

  • Agility - 2
  • Learning - 1
  • Logic - 1
  • Perception - 2
  • Persuasion 3
  • Presence - 4
  • Influence - 5
  • Prescience - 1

##Feats (Schoolgirl Form)

  • Alternate Form II (Magical Girl Form)

##Defenses (Schoolgirl Form)

  • Guard - 12
  • Toughness - 10
  • Resolve - 12
    Speed - 30’
    Hit Points - 18
    Wealth - 2

##Favored Actions (Schoolgirl Form)

  1. Kawaii Charm [Bane Attack (Charmed PL5)]
    • Influence vs Resolve
    • Range - 50’

  2. Desperate Plea [Bane Attack (immobile PL1)]
    • Influence vs Resolve
    • Range - 50’

  3. Scold [Bane Attack (Demoralize PL3)]
    • Presence vs Resolve
    • Range - 50’

  4. Request Openness [Bane Attack (Truthfulness PL5)]
    • Influence vs. Resolve
    • Range - 50’

  5. Plea for Protection [Bane Attack (Dominate PL5)]
    • Influence v. Resolve
    • Range - 50’

  6. Encouraging Words [Boon Invocation (Bolster PL3)]
    • Presence vs Challenge Rating 16
    • Range - 50’

  7. Friendship Bond [Boon Invocation (Aura PL4)]
    • Presence vs Challenge Rating 18
    • Range -50’
    • Area - 5’ spread centered on target

  8. Sense the Supernatural [Boon Invocation (Detection PL1)]
    • Prescience vs Challenge Rating 12
    • Range - 50’

##Attributes (Magical Girl Form)

  • Agility - 3
  • Will - 2
  • Presence - 3
  • Creation - 5
  • Energy - 4

##Feats (Magical Girl Form)

  • Boon Focus I (Heal)

##Defenses (Magical Girl Form)

  • Guard - 14
  • Toughness - 12
  • Resolve - 15
    Speed - 30’
    Hit Points - 20
    Wealth - 2

##Favored Actions (Magical Girl Form)
2. Starlight Buster [Damaging Attack (Non-Physical)]
* Energy vs Guard
* Range - 50’


2. Binding Circle [Bane Attack (Immobile PL1)]
* Creation vs. Guard
* Range -50’


3. Stun Setting Starlight Buster [Bane Attack (Stunned PL4)]
* Energy vs Toughness
* Range - 50’


4. Radiant Flare [Bane Attack (Blinded PL5)]
* Creation vs Guard
* Range - 50’


5. Rebuke the Darkness [Bane Attack (Fear PL5)]
* Creation vs Resolve
* Range - 50’


6. Medica [Boon Invocation (Heal PL1-5)]
* Creation vs. Challenge Rating 12/14/16/18/20
* Range - 50’
* Special (The Maho-Shojo automatically succedes on invocations rolls for this boon while single targeting, and gain advantage 2 when multi-targeting.)


7. Restoria [Boon Invocation (Restoration PL1-5)]
* Creation vs. Challenge Rating 12/14/16/18/20
* Range 50’


8. Summon Familiar [Boon Invocation (Summon Creature PL5)]
* Creation vs. Challenge Rating 20
* Range 50’
* Familiar Statistics - Energy 3, Agility 2, Perception 2


9. Healing Circle [Boon Invocation (Aura PL4)]
* Creation vs Challenge Rating 18
* Range - 50’


10. Light’s Blessing [Boon Invocation (Bolster PL3)]
* Creation vs Challenge Rating 16
* Range - 50’

##Weapons, Armor, & Equipment
Starlight Wand (Custom item (see below), treat as a weapon only while in magical girl form), Magical Girl Outfit (Only treat as being worn while in Magical Girl form, acts as Leather armor), Smartphone, School Uniform, Backpack, School Supplies, Casual Outfit

Starlight Wand
Type: Short Ranged
Properties: Extraordinary Focus (Energy)
Banes: Forced Move, Stunned
Wealth Level: 2

(See this thread for details on the Extraordinary Focus weapon property.)

Link

[Sheet to be added later]

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I’m adding to this old thread with a couple of new archetypes, namely elemental benders directly inspired by the Avatar: the last airbender series. I’m starting with a generic water bender and I’ll add fire, earth and air in the next few days.

Water bender - Level 1

Water benders are usually peaceful and won't attack unless provoked. They have a strong sense of family and will defend their close ones without hesitation. Water tribes inhabit the poles, and their members are adept swimmers.

Attributes

  • Agility - 2
  • Fortitude - 2
  • Will - 2
  • Presence - 3
  • Creation - 4
  • Energy - 5

Feats

  • Defensive mastery
  • Battlefield retribution
  • Swimming

Defenses

  • Guard - 14
  • Toughness - 14
  • Resolve - 15
  • Speed - 30’
  • Hit Points - 24
  • Wealth - 2

Favored Actions

  1. Water defense [Defend action (Physical or non-physical)]

    • Special : Advantage 2 from shield and Defensive mastery
    • Note : Waterbenders tend to defend first and foremost.
  2. Water whip [Damaging Attack (Non-Physical)

    • Energy vs Guard
    • Range - 50’
  3. Ice boots [Bane Attack (Immobile Power PL1)]

    • Energy vs Toughness
    • Range - 50’
  4. Are you scared of a little water? [Bane Attack (Provoked PL5)]

    • Energy vs Resolve
    • Range - 50’
  5. Strong current [Bane Attack (Forced move PL2)]

    • Energy vs Guard
    • Range - 50’
  6. Ice armor [Boon invocation (Resistance PL3-5)]

    • Energy vs Challenge Rating 16/20
    • Range - 50’
  7. Healing hands [Boon Invocation (Heal PL1-4)]

    • Creation vs Challenge Rating 12/14/16/18
    • Range - Touch
  8. Ice barrier [Boon Invocation (Barrier PL 3-5)]

    • Energy vs Challenge Rating 16/20
    • Range - 50’
    • Area (Cube, Line, or Cone) - Heavily depends on the situation

Weapons, Armor, & Equipment

Small shield, short spear, fur and leather coat, food and water rations, water bottle to use when there is no other water source

Link

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Continuing on with elemental benders, here is the earth bender!

Earth bender - Level 1

Earth benders are hardy. They value duty and resolve. Their will is strong and they rarely bend the knee. Most of their abilities revolve around moving earth and rock to suit their needs.

Attributes

  • Might - 3
  • Fortitude - 3
  • Will - 4
  • Presence - 2
  • Energy - 5

Feats

  • Bane focus (Knockdown)
  • Multi-target attack specialist I (Area)
  • Indomitable resolve I

Defenses

  • Guard - 16
  • Toughness - 17
  • Resolve - 17
  • Speed - 30’
  • Hit Points - 28
  • Wealth - 2

Favored actions

  1. Hammer strike [Damaging Attack (Physical)]

    • Might vs Guard
    • Melee
  2. Earth hit [Damaging Attack (Non-Physical)]

    • Energy vs Guard
    • Range - 50’
  3. Earthquake [Bane Attack (Knockdown PL1)]

    • Energy vs Guard
    • Range - 50’
    • Single target or Area (Cube, Line, or Cone) - Depends on situation
    • Special - Advantage 2, reduce disadvantage by 1 when targeting an area
  4. Shifting ground [Bane Attack (Forced move PL4)]

    • Energy vs Guard
    • Range - 50’
    • Single target or Area (Cube or line)
    • Special - Reduce disadvantage by 1 when targeting an area
  5. Stunning pebble [Bane Attack (Stunned PL4)]

    • Energy vs Toughness
    • Range - 50’
  6. Rock armor [Boon Invocation (Resistance PL 3-5)]

    • Energy vs Challenge rating 16/20
    • Range - self
  7. Rock wall [Boon Invocation (Barrier PL3-5 )]

    • Energy vs Challenge Rating 16/20
    • Range - 50’
    • Area (Line)
    • Special - Reduce disadvantage by 1, choose properties obscuring, hindering, impassable and mobile

Weapons, Armor, & Equipment

Earth kingdom infantry shield, hammer and medium armor. Food, water and other adventuring supplies.

Note: Spending a couple of points in alteration, I believe, would fit this archetype nicely. Feel free to adjust.

Link

Unending Hunger - Level 1
You are a being cursed with a hunger that no amount of food can quench. Your starvation has advantages though, as your body has adapted to allow you to more easily eat and kill anything that crosses your path which you deem acceptable as food. As you grow you can become an even more focused predator, allowing you to trap your prey and hunt them at your leisure. Fantasy, Sci-fi, post apocalyptic, whatever you want as long as weird biological mutations or creatures are available to you.
Attributes

  • Fortitude - 3
  • Might - 5
  • Will - 1
  • Presence - 2
  • Entropy - 5

Feats

  • Battle Trance
  • Brutal Intimidation
  • Natural Defense

Defenses

  • Guard - 16, 19 with Battle Trance
  • Toughness - 15, 18 With Battle Trance
  • Resolve - 13, 16 With Battle Trance
    Speed - 30’
    Hit Points - 22
    Wealth - 2

Favored Actions
Claw [Damaging Attack (Physical)]

  • Might vs Guard
  • Range - 5’ or 10’ if you are large enough for reach
  • Special - Advantage while battle trance is active

Venomous Breath [Bane Attack (Persistent Damage, PL4)]

  • Entropy vs Toughness
  • Range - 50’

Glue Spit [Bane Attack (Immobile, PL1)]

  • Entropy vs Toughness
  • Range - 50’

Mouth Glue [Bane Attack (Silenced, PL2)]

  • Entropy vs Toughness
  • Range - 50’

Salivate [Boon Invocation (Life Drain, PL5)]

  • Entropy vs CR 20
  • Range - Self

Feral Hunt [Boon Invocation (Blindsight, PL5)]

  • Entropy vs CR 20
  • Range - Self

Weapons, Armor, & Equipment
Pick what you like, but with your whole life drain schtick feel free to add the fatigue bane and pick up a soul siphon if your DM allows it for a nice time knocking out and then killing off problem enemies.

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So I’ve had this character for a while from old RP that I used to do and figured I would translate it into OL, Its core concept is that of a Fire and a Wind Elemental who have been forcefully bound together into a single suit of Heavy Plate armor, I expect it to play very tanky.

Tell me what you think, though the favored actions section was a bit too small for a few of the extras he’s capable of, though I’m sure this gives the jist of the idea! Also apologies if that was worded incorrectly.

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Oh, that’s a neat concept!