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Possible Woodsman Rebuild - VB


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Abilities: 8 + 10 + 8 + 10 + 0 + 4 = 40PP
Strength: 18 (+4)
Dexterity: 20 (+5)
Constitution: 18 (+4)
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 14 (+2)
 
Combat: 16 + 16 = 32PP
Initiative: +5
Attack: +8 Base, +12 Ranged, +14 Unarmed
Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed
Grapple: +12
Knockback: -4/-3/-2 
 
Saving Throws: 3 + 5 + 10 = 18PP
Toughness: +8/+6/+4 (+4 Con, +2 Defensive Roll, +2 Costume)
Fortitude: +7 (+4 Con, +3)
Reflex: +10 (+5 Dex, +5)
Will: +10 (+0 Wis, +10)
 
Skills: 120R = 30PP
Acrobatics 5 (+10) 
Bluff 8 (+10)
Climb 6 (+10)
Craft (Chemical) 5 (+10) 
Craft (Mechanical) 5 (+10) 
Drive 5 (+10) 
Escape Artist 5 (+10)
Intimidate 13 (+15) SM
Investigate 5 (+10) 
Knowledge (Tactics) 5 (+10)
Knowledge (Technology) 5 (+10) 
Medicine 3 (+3) 
Notice 15 (+15) SM
Sense Motive 10 (+10) SM
Stealth 15 (+20) SM 
Survival 10 (+10)  
 
Feats: 35PP
Accurate Attack 
Attack Focus (Ranged) 4 
Attack Specialization (Unarmed) 3
Beginner’s Luck
Challenge (Fast Startle)
Defensive Roll 1 
Dodge Focus 4
Eidetic Memory 
Equipment 3
Environmental Adaptation (Swamp) 
Evasion

Hide in Plain Sight
Improvised Tools
Jack of all Trades
Luck
Master Plan 2
Power Attack
Precise Shot 
Quick Draw (Draw)
Sneak Attack
Skill Mastery (Intimidate, Notice, Sense Motive, Stealth)
Startle
Takedown Attack
Track [Visual] 
Uncanny Dodge (Auditory) 
 
Equipment: 3PP = 15EP
Motorcycle (Feature: Subtle)  [10EP]
 
Costume: Protection 2 (Feats: Subtle) [3EP]
 
Grappling Gun: Super-Movement 1 (Swinging) [2EP]
 
Powers: 1 + 28 = 29PP
Feature 1 (From Another Dimension) [1PP] 
 
Gadgets 4 (Woodsman’s Arsenal; 20PP Variable Power, Any Power, Multiple Powers At Once, Standard Action to Change; Extras: Duration [Continuous]; Flaws: Hard-To-Lose) [28PP]

12 + 4 + 4 = 20
Sample Effects: 

 

Blast 10 (firestarters; Extra: Area [General, Burst, 5-50-ft.-radius]; Flaws: Action [Full], Distracting]; PFs: Progression [Reverse Area] 9, Triggered 2; Drawback: Reduced Range [5 100-ft. increments]) {20/20}
Blast 6 (improved crossbow; PFs: Improved Crit, Improved Range 3, Subtle, Variable Descriptor [bludgeoning/piercing/slashing, any material]) {18/20}
Damage 4 (survival gear; PFs: Extended Reach 2, Improved Critical 2, Improved Disarm, Improved Trip, Mighty, Split Attack, Variable Descriptor [bludgeoning, piercing, or slashing, any material]) {13/20}
Obscure 4 (malodorous smoke pellets w/ chaff; olfactory, radio and visual, 50-ft. radius; Extras: Independent, Total Fade; Drawbacks: Reduced Range [5 40-ft. Increments, 200-ft. Max Range]) {20/20}
Paralyze 6 (plant toxins; Extras: Alternate Save [Fort], Range [Ranged], PFs: Improved Crit, Subtle) {20/20}

 

 


 
Drawbacks: (-0) + (-0) = -0PP
 
 
DC Block:
ATTACK                     RANGE   SAVE              EFFECT
Unarmed                    Touch   DC 19 Toughness   Damage
Unarmed (Sneak Attack)     Touch   DC 21 Toughness   Damage
Crossbow                   Ranged  DC 21 Toughness   Damage 
Crossbow (Sneak Attack)    Ranged  DC 23 Toughness   Damage 
Damage                     Touch   DC 23 Toughness   Damage
Damage (Sneak Attack)      Touch   DC 25 Toughness   Damage
Paralyze                   Ranged  DC 16 Fort Save   Slowed/Paralyzed
Paralyze (Sneak Attack)    Ranged  DC 18 Fort Save   Slowed/Paralyzed
 
Abilities (40) + Combat (32) + Saving Throws (18) + Skills (30) + Feats (34) + Powers (29) - Drawbacks (0) = 184 Power Points
 

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