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Watchdog/Daystar 3.0 

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Trade-Offs: -5 Attack/+5 Damage (Ranged) or +5 Attack/-5 Damage (Melee), +5 Defense/-5 Toughness

 

Abilities: 4 + 6 + 6 + 0 + 6 + 4 = 26PP
Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 14 (+2)

 

Combat: 10 + 12 = 22PP
Initiative: +7
Attack: +5 Base, +9 Melee, +15 Mimic/Zui Quan
Grapple: +11
Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed
Knockback: -2

 

Saving Throws: 5 + 5 + 5 = 15PP
Toughness: +5/+3 (+3 Con, +2 Defensive Roll)
Fortitude: +8 (+3 Con, +5)
Reflex: +8 (+3 Dex, +5)
Will: +8 (+3 Wis, +5)

 

Skills: 96R = 24PP
Acrobatics 2 (+5) 
Bluff 13 (+15, SM) 
Climb 3 (+5) 
Craft (Mechanical) 4 (+4) 
Drive 2 (+5) 
Escape Artist 12 (+15) 
Gather Info 3 (+5) 
Intimidate 13 (+15, SM)  
Investigate 4 (+4) 
Knowledge (Civics) 4 (+4) 
Languages 2 (French, Vietnamese, Base: English) 
Medicine 2 (+5) 
Notice 12 (+15, SM) 
Search 4 (+4) 
Sense Motive 12 (+15, SM) 
Stealth 7 (+10) 

Swim 2 (+4) 

 

Feats: 53PP
Attack Focus (Melee) 4
Challenge (Fast Startle) 
Defensive Roll 1 
Dodge Focus 9
Evasion
Improved Initiative
Interpose

Luck
Power Attack 
Quick Draw [draw] 
Second Chance (Escape Artist checks) 
Skill Mastery (Bluff, Intimidate, Notice, Sense Motive) 
Sidekick 27 [Daystar] 
Startle 
Takedown Attack
Well-Informed 

 

Powers: 8 + 10 + 37 + 2 = 57PP

 

Damage 3 (Power Feats: Accurate 3, Innate, Mighty) [8PP] (zui quan style)

 

Device 3 (15PP, Watchdog's Gun, Flaw: Easy to Lose, PF: Restricted 1 [DNA Scan]) [10PP] 
Damage 15 (laser, Extra: Range [Ranged], Flaw: Unreliable [5 Uses Per Day]) {15/15}

 

Power Thief Container 5 (30PP, PFs: Accurate 5, Sedation, Subtle) [37PP]
Fatigue 5 {10} + Mimic 5 (all powers, 25PP) (Flaw: Tainted) {15} {10+20=30/30}

 

Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) [2PP]


DC Block

ATTACK               RANGE                      SAVE                 EFFECT


*Homing 1
**Electronics Only

Totals: Abilities (26) + Combat (22) + Saving Throws (15) + Skills (24) + Feats (53) + Powers (57) = 197/197 Power Points
 

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You have 101 skill ranks, not 96.

 

The Power Thief power is currently busting through PL caps. You have a melee attack bonus of +9 (+5 base, +4 Attack Focus), and it's a touch-range attack with Accurate 5 for another +10. That's a +19 attack bonus on a rank 5 effect, a PL12 attack on a PL10.

 

"All powers at once" is the 4PP/rank tier of Mimic. With -Tainted, that should be 3PP/rank, and at 5 ranks, that should be 15PP.

Fatigue 5 at 2PP/rank is 10PP.

7PP worth of feats: Accurate 5, Sedation, Subtle.

15 + 10 + 7 = 32PP, not 37PP.

 

If you drop one rank of base Defense and trade it out for another Dodge Focus rank, then her flat-footed defense will still be +3, and you'll save 1PP.

 

You could spend that 1PP to get Grapple Finesse and get her a higher grapple bonus.

 

You're investing in enough Dex-based skills that one more point of Dex bonus would be cost-effective for you, and would also increase your Initiative (which clearly matters, since you invested in Improved Initiative), and (if you buy the feat) your grapple bonus.

 

Dex bonus costs 2PP per +1.

Reflex save costs 1PP per +1.

Skills cost 0.25PP per +1.

Initiative costs 0.25PP per +1.

So as long as you're investing ranks in Reflex and in at least 4 Dex-based skills (or 3 Dex-based skills and Initiative), then Dex pays for itself.

Once you're no longer doing that, Dex starts losing money.

 

That martial arts attack is crying out for two ranks of Improved Critical.

 

Quote

Toughness: +5/+3 (+3 Con, +2 Defensive Roll)

 

Formatting it like that makes it look like it's an Enhanced value and then a normal value.

I'd write it as "Toughness: +5 (+3 Con, +2 Defensive Roll), +3 Flat-Footed".

 

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