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Kid Celtic (PL 8/10) - Alderwitch

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Kid Celtic
Power Level: 8/10 (150/150 PP) 
Unspent Power Points: 0 
Trade-Offs:  0

 

In Brief: Neo-Druid, Looking to live up to the family legacy.

Catchphrase: 

Theme: Queen of Argyll (Tempest)

 

Alternate Identity: Victoria 'Tori' Griffen
Birthplace: London, England

Residence: currently: Freedom City, USA
Base of Operations: Claremont
Occupation: Student
Affiliations: Claremont
Family: Clarence and Nadia Griffen (parents), Thomas Griffen (younger brother), Michael Griffen (younger brother)

 

Description:
Age: 16
Apparent Age: Teenager
Gender: Female (CIS)
Ethnicity: European
Height: 5' 3"
Weight: 122 lbs
Eyes: Green
Hair: Ginger

 

After generations that took after the all american Human Tank, Tori was born with her great grandmother's flaming red hair and brilliant green eyes. As a teen, she has the sort of ginger corkscrews that are clearly entirely natural and also a pain to manage. After a disastrous preteen episode where she tried for 'cute short hair' and ended up looking uncomfortably like little orphan Annie, Tori keeps her hair long enough that it can be clipped back from her face or braided to try and keep her mop of curls under control. Like most redheads, she's pale with a smattering of freckles across her skin. Now that her abilities have awakened, Tori has vivid woad tattoos on her skin that wrap around her biceps and forearms, shoulders, thighs and ankles, and over her face and under her hairline. In addition to abstract symbols, the animals whose spirits she taps into are also depicted in her markings. She has a notched brow over her left eye. When she's not in costume, Tori wears baggy jeans and cropped t-shirts with heavy boots. Her aesthetic tends towards vaporwave. Her wardrobe at bedtime is a revolving collection of shirts from nonprofits focused on the environment that she's collected over the years.

 

In costume, as Kid Celtic, Tori wears tight leggings and knee high leather boots that match her leather corset. She has a wrap skirt that covers her to mid thigh and is split up the side for ease of movement. She wears bracers and a fur trimmed cloak although she's been known to shuck the cloak right before launching herself at an enemy. She wears greens and browns with the bright blue of her woad markings on display. If Tori has time, she'll braid the sides of her hair back to help keep it from her face. 

 

 

History:

 

Tori was born to the British aristocracy. After the death of Human Tank and Lady Celtic, Lady Celtic's estranged parents involved themselves in the lives of their orphaned children. Eventually, their son would rise to a position of prominence in the Ministry of Powers. He married and had children of his own, including Tori's father. Unlike her great grandmother, Tori's black sheep position in the family was more one of fond indulgence. While Tori's parents and younger brothers are content to be in the upper class, enjoying the perks and privileges, Tori has been raging against capitalism and the monarchy since middle school. At fourteen, she eschewed her parents' Anglican faith to embrace Wicca which they took in stride. Until her Awakening, her parents assumed that it was a phase that would mellow with time. 

 

It was not a phase.

 

On her sixteenth birthday, Tori awoke and left her home in a near trance. When her feet touched the manicured green lawn of her parents' grounds, she was sucked into a portal and greeted by the same Druid that had awoken her great-grandmother. When she emerged, Tori was covered in the mystic tattoos of Lady Celtic's legacy, her sleeping clothes tattered and her bare feet covered with fresh earth. 

 

Thankfully, her parents were more phlegmatic about such things than the original Lady Celtic's had been. Her grandfather had been called and his connections at the Ministry of Powers had been tapped. Within a few hours, admission to Claremont had been secured for Tori's sophomore year. 

 

Personality & Motivation:

 

Stubborn and strong willed. Tori has a strong sense of right and wrong and at an early age, she realized that a lot of the adults in her life didn't seem to be taking things like climate change or poverty as sincerely as Tori felt like they should be. Yes, they're complicated problems but her family is not without power or influence. The dichotomy of the deep love for her family and her deep frustrations with them have shaped large parts of Tori's personality. She was relieved, even eager, when she was chosen to bear the Lady Celtic mantle. At least now she could DO something rather than feel powerless and impotent. Tori will always chose to act rather than stand by, even if she doesn't know for certain what the right course of action is. She knows she's intense but Tori hasn't learned to throttle that for other people's comfort yet. Honestly, she struggles with whether or not she should throttle her passion for the people around her. 

 

She feels the injuries done to the world around her keenly, even more so now that she's awakened. Tori didn't have a lot of friends before gaining magic, and she has less now. She's always been the kid that asks for donations to non profits instead of presents. Tori has half a dozen animals that she's adopted that were injured and nursed back to health. She's a person who feels deeply and wears her heart on her sleeve. Tori has little to no poker face. Even if she manages to keep her mouth shut, it's going to be pretty clear if she thinks you're a jerk just by her expression.

 

Powers & Tactics:

 

Tori's abilities come from her connection to nature. In addition to a strong connection to all things green and growing, and a natural affinity for animals, Tori can call plants from the earth to meet her needs. Beyond that, she can open her mind to the spirits of wild creatures that once roamed the British isles. When she does, a ghost of the creature appears behind her like a corona as her powers activate. These aspects allow her to channel different elements, taking on aspects of that creature as well as abilities associated with them. 

 

In a fight, Tori is generally an up close and personal kind of fighter. She fights with the same sort of ferocity that colors much of her actions. There are certainly people who grew up with stories of her great grandmother that are a little horrified by the more animistic intensity of her successor. 

 

Power Descriptions:

 

Tori's woad markings glow when she's accessing her powers, the corona of the animals that she's channeling show when she's shifting from one form to another or when she's tapping into their more obvious magic. Her magic aura is always in the blues of her woad markings. 

 

Complications:
Recognizable: Lady Celtic is a famous legacy and even in her civvies, Tori can't hide her woad markings. (To be fair, she wouldn't if she could. She's stubborn like that.)

 

One With Nature: Tori has strong feelings about disrupting the natural balance or extensive ecological damage. Even if it's the 'right' course of action, she's not going to go along with it.

 

Family Ties: There are expectations on Tori. Her family has been entangled with the British Ministry of Powers for generations and there's every expectation for Tori to return. That's a lot on a sixteen year old's shoulders... and Tori's never been all that good at doing what she's told to start with.

 

Insubordinate: Tori has never liked being told what to do.  She's bound to chafe a bit under the rules of Freedom City's super powered school.

 

ABILITIES 40PP

Strength: 14 (+2), Heavy Load: 175 lbs.

Dexterity: 14 (+2)

Constitution: 22 (+6)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 18 (+4)

 

 

COMBAT 18PP

Initiative: +2 (+2 Dex)

Attack: +4, +8 Magic

Grapple: +6 (+4 Melee Attack, +2 Strength), +16 Plant Control (+8 Attack, +8 Move Object)

Defense: +8/+6 (+5 Base, +1 Dodge Focus, +2 Shield), +3 Flat-Footed

Knockback Resistance: -4/-3

 

 

SAVING THROWS 7PP

Toughness: +8/+6 (+6 Con, +2 Force Field)

Fortitude: +6 (+6 Con, +0PP)

Reflex: +6 (+2 Dex, +4PP)

Will: +6 (+3 Wis, +3PP)

 

 

SKILLS 48R = 12PP

Concentration 5 (+8)

Knowledge (Arcane) 12 (+15)

Knowledge (History) 2 (+5)

Knowledge (Life Sciences) 2 (+5)

Knowledge (Theology/Philosophy) 2 (+5)

Languages 2 (English [Native], Gaelic, Old Irish)

Notice 5 (+8)

Search 5 (+8)

Sense Motive 5 (+8)

Stealth 3 (+5)

Survival 5 (+8)

 

 

FEATS 5PP

Dodge Focus

Luck 2

Ritualist

Track

 

 

POWERS 68PP

 

Comprehend 4 (Animals 2 [Speak To; Understand]; Plants 2 [Speak To, Understand]) [8PP] (Descriptors: Nature Magic)

 

Emotion Control 8 (Extras: Action 3 [Reaction], Area [Type: General; Shape: Visual Perception]; Flaws: Limited [Animals], Limited [Love], Range 2 [Touch], Uncontrolled; Feats: Subtle) [9PP] (Descriptors: Nature Magic Aura)

 

Force Field 2 (Extras: Linked [Shield]; Feats: Selective, Subtle) [4PP] (Descriptors: Force Magic)

Shield 2 (Extras: Linked [Force Field]) [2PP]

 

Magic 16 (32PP Array; Feats: Alternate Power 3; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) [33PP] (Descriptors: Nature Magic)

Base Power: [32PP] (Additional Descriptors: Clinging Vines, Grasping Branches, Plant Control)

Snare 8 (Extras: Area [Type: General; Shape: Burst], Selective; Flaws: Range [Touch]; Feats: Chokehold, Indirect 3, Progression [Area Size] 2 [200ft radius], Reversible, Subtle) [32PP]

 

Alternate Power: [32PP] (Additional Descriptors: Plant Control, Plant Growth)

Create Object 8 (Range: 800ft; Max Volume: 8 cubes; Toughness: 8; Lifting Strength: 40, Heavy Load: 3 tons; Extras: Duration [Continuous]; Feats: Indirect 3, Progression 2 [25ft cubes], Selective, Stationary, Subtle) [32PP]

 

Alternate Power: [32PP] (Additional Descriptors: Plant Control)

Move Object 8 (Range: 10 80ft Increments, 800ft Max; Lifting Strength: 40, Heavy Load: 3 tons; Extras: Damaging; Feats: Accurate 2 [+4 Attack], Improved Pin, Indirect 3, Subtle, Variable Descriptor [Animating/attacking plants directly, or using animated plants to move/attack other things]) [32PP]

 

Alternate Power: [32PP] (Additional Descriptors: Plant Control, Plant Shaping)

Transform 8 (Plants; Extras: Duration [Continuous, Lasting]; Flaws: Action [Full], Range [Touch]; Feats: Accurate 2 [+4 Attack], Extended Reach [10ft], Indirect, Progression [Mass] 3 [2,500 lbs.], Subtle) [32PP]

 

Morph 1 (One Form: Animal Spirit; Feats: Metamorph 4) [5PP] (Descriptors: Animal Spirit Channeling, Nature Magic)

Spirit of The Cunning Fox

Spirit of The Hungry Wolf

Spirit of The Raging Bear

Spirit of The Wise Owl

 

Super-Senses 7 (Magic Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default Extras: None; Extras: Acute, Radius, Ranged, Tracking) [7PP] (Descriptors: Magic)

 

 

Abilities (40) + Combat (18) + Saving Throws (7) + Skills (12) + Feats (5) + Powers (68) = 150/150 Power Points
 

 

ATTACK            RANGE       SAVE                     EFFECT

Unarmed           Touch       DC17 Toughness (Staged)  Damage (Physical)

Create Object     Ranged      DC18 Reflex              Trapped

  Dropped Object              DC18 Reflex  Avoided

                              DC23 Toughness (Staged)  Damage (Physical)

Move Object       Ranged      Grapple vs +16           Pinned/Bound

                              DC23 Toughness (Staged)  Damage (Energy or Physical)*

Snare             Touch/Area  DC18 Reflex              1/2 Effect

                              DC18 Reflex (Staged)     Entangled/Bound

Transform         Touch +5ft  DC18 Fortitude           Transformed**

 

*Variable Descriptor. Energy against Plants, Physical against everything else.

**Plants only.

 

Totals: Abilities (40) + Combat (18) + Saving Throws (7) + Skills (12) + Feats (5) + Powers (68) - Drawbacks (0) = 150/150 Power Points

Edited by alderwitch

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Posted (edited)

Spirit of The Cunning Fox:

 

Power Level: 10 (Built as PL8)

Tradeoffs: At PL8: +2 Attack / -2 Damage, +2 Defense / -2 Toughness

Power Points: 150/150

Unspent Points: 0

 

 

ABILITIES 40PP

Strength: 18/14 (+4/+2), Heavy Load: 300 lbs. / 175 lbs.

Dexterity: 22/14 (+6/+2)

Constitution: 22 (+6)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 18 (+4)

 

 

COMBAT 18PP

Initiative: +18/+2 (+6/+2 Dex, +12 Enhanced Improved Initiative)

Attack: +4, +10/+4 Melee (+4 Base, +6 Enhanced Attack Focus)

Grapple: +14/+6 (+10/+4 Melee Attack, +4/+2 Strength)

Defense: +10/+6 (+5 Base, +1 Dodge Focus, +4 Enhanced Dodge Focus), +3 Flat-FootedUncanny Dodge

Knockback Resistance: -3

 

 

SAVING THROWS 7PP

Toughness: +6 (+6 Con)

Fortitude: +6 (+6 Con, +0PP)

Reflex: +10/+6 (+6/+2 Dex, +4PP)Evasion 2, Ultimate Save

Will: +10/+6 (+3 Wis, +4 Enhanced, +3PP)

 

 

SKILLS 48R = 12PP

Acrobatics 0 (+15/+2)

Concentration 5 (+8)

Escape 0 (+15/+2)Ultimate Skill

Knowledge (Arcane) 12 (+15)

Knowledge (History) 2 (+5)

Knowledge (Life Sciences) 2 (+5)

Knowledge (Theology/Philosophy) 2 (+5)

Languages 2 (English [Native], Gaelic, Old Irish)

Notice 5 (+15/+8)

Search 5 (+8)

Sense Motive 5 (+14/+8)

Stealth 3 (+19/+5)Hide In Plain Sight

Survival 5 (+8)

 

 

FEATS 5PP

Dodge Focus

Luck 2

Ritualist

Track

Enhanced:

Attack Focus (Melee) 6

Dodge Focus 4 (5 total)

Evasion 2

Hide In Plain Sight

Improved Critical (Unarmed) 2

Improved Initiative 3 (+12)

Power Attack

Sneak Attack (+2 Damage)

Ultimate Save (Reflex)

Ultimate Skill (Escape Artist)

Uncanny Dodge 2 (Sense Types: Auditory, Olfactory)

 

 

POWERS 68PP

 

Comprehend 2 (Animals 2 [Speak To; Understand]) [4PP]

 

Enhanced Dexterity 8 [8PP]

 

Enhanced Feats 24 (Attack Focus [Melee] 6, Dodge Focus 4, Evasion 2, Hide In Plain Sight, Improved Critical [Unarmed] 2, Improved Initiative 3, Power Attack, Sneak Attack, Ultimate Save [Reflex], Ultimate Skill [Escape Artist], Uncanny Dodge 2 [Sense Types: Auditory, Olfactory]) [24PP]

 

Enhanced Skills 40 (Acrobatics 9, Escape 9, Notice 7, Sense Motive 6, Stealth 9) [10PP]

 

Enhanced Strength 4 [4PP]

 

Enhanced Will 4 [4PP]

 

Leaping 1 (x2, Running Long Jump: 28ft long x 14ft high) [1PP]

 

Morph 1 (One Form: Animal Spirit; Feats: Metamorph 4) [5PP]

 

Speed 2 (25MPH, 250ft per Move Action) [2PP]

 

Super-Senses 6 (Acute Tracking Smell/Taste (Normal Olfactory); Danger Sense 2 [Sense Types: Auditory, Olfactory]; Low-Light Vision; Ultra-Hearing) [6PP]

 

 

Abilities (40) + Combat (18) + Saving Throws (7) + Skills (12) + Feats (5) + Powers (68) = 150/150 Power Points

 

 

ATTACK          RANGE  SAVE                        EFFECT

Unarmed         Touch  DC19/17 Toughness (Staged)  Damage (Physical)

  Sneak Attack  Touch  DC21 Toughness (Staged)     Damage (Physical)*

 

*Target must be flat-footed.

Edited by alderwitch

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Spirit of The Hungry Wolf:

 

Power Level: 10 (Built as PL8)

Tradeoffs: None

Power Points: 150/150

Unspent Points: 0

 

 

ABILITIES 40PP

Strength: 26/14 (+8/+2), Heavy Load: 920 lbs. / 175 lbs.

Dexterity: 18/14 (+4/+2)

Constitution: 26/22 (+8/+6)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 18 (+4)

 

 

COMBAT 18PP

Initiative: +8/+2 (+4/+2 Dex, +4 Enhanced Improved Initiative)

Attack: +4, +8/+4 Melee (+4 Base, +4 Enhanced Attack Focus)

Grapple: +16/+6 (+8/+4 Melee Attack, +8/+2 Strength)

Defense: +8/+6 (+5 Base, +1 Dodge Focus, +2 Enhanced Dodge Focus), +3 Flat-FootedUncanny Dodge

Knockback Resistance: -4/-3

 

 

SAVING THROWS 7PP

Toughness: +8/+6 (+8/+6 Con)

Fortitude: +8/+6 (+8/+6 Con, +0PP)

Reflex: +8/+6 (+4/+2 Dex, +4PP)Evasion

Will: +8/+6 (+3 Wis, +2 Enhanced, +3PP)

 

 

SKILLS 48R = 12PP

Acrobatics 0 (+10/+2)

Concentration 5 (+8)

Intimidation 0 (+15/+4)Startle

Knowledge (Arcane) 12 (+15)

Knowledge (History) 2 (+5)

Knowledge (Life Sciences) 2 (+5)

Knowledge (Theology/Philosophy) 2 (+5)

Languages 2 (English [Native], Gaelic, Old Irish)

Notice 5 (+15/+8)

Search 5 (+15/+8)

Sense Motive 5 (+10/+8)

Stealth 3 (+14/+5)

Survival 5 (+8)

 

 

FEATS 5PP

Dodge Focus

Luck 2

Ritualist

Track

Enhanced:

Attack Focus (Melee) 4

Critical Strike

Dodge Focus 2 (3 total)

Evasion

Fearless

Improved Critical (Unarmed) 2

Improved Initiative (+4)

Interpose

Startle

Takedown Attack 2

Uncanny Dodge 2 (Sense Types: Auditory, Olfactory)

 

 

POWERS 68PP

 

Comprehend 2 (Animals 2 [Speak To; Understand]) [4PP]

 

Enhanced Constitution 4 [4PP]

 

Enhanced Dexterity 4 [4PP]

 

Enhanced Feats 17 (Attack Focus [Melee] 4, Critical Strike, Dodge Focus 2, Evasion, Fearless, Improved Critical [Unarmed] 2, Improved Initiative, Startle, Takedown Attack 2, Uncanny Dodge 2 [Sense Types: Auditory, Olfactory]) [17PP]

 

Enhanced Skills 36 (Acrobatics 6, Intimidation 11, Notice 7, Search 7, Sense Motive 2, Stealth 3) [9PP]

 

Enhanced Strength 12 [12PP]

 

Enhanced Will 2 [2PP]

 

Leaping 1 (x2, Running Long Jump: 36ft long x 18ft high) [1PP]

 

Morph 1 (One Form: Animal Spirit; Feats: Metamorph 4) [5PP]

 

Penetrating Strength 2 (Effective Damage: 10) [2PP]

 

Speed 2 (25MPH, 250ft per Move Action) [2PP]

 

Super-Senses 6 (Acute Tracking Smell/Taste (normal olfactory); Danger Sense 2 [Sense Types: Auditory, Olfactory]; Low-Light Vision; Ultra-Hearing) [6PP]

 

 

Abilities (40) + Combat (18) + Saving Throws (7) + Skills (12) + Feats (5) + Powers (68) = 150/150 Power Points

 

 

ATTACK   RANGE  SAVE                        EFFECT

Unarmed  Touch  DC23/17 Toughness (Staged)  Damage (Physical)

Edited by alderwitch

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Posted (edited)

Spirit of The Raging Bear:

 

Power Level: 10 (Built as PL8)

Tradeoffs: At PL8: -3 Attack / +3 Damage, -3 Defense / +3 Toughness

Power Points: 150/150

Unspent Points: 0

 

 

ABILITIES 40PP

Strength: 32/14 (+11/+2), 52/14 Lifting (Heavy Load: 33,280 lbs. [16.64 tons] / 175 lbs.)

Dexterity: 14 (+2)

Constitution: 32/22 (+11/+6)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 18 (+4)

 

 

COMBAT 18PP

Initiative: +2 (+2 Dex)

Attack: +5/+4 (+4 Base, +1 Enhanced Attack Focus)

Grapple: +20/+6 (+5/+4 Melee Attack, +11/+2 Strength, +4 Super-Strength)

Defense: +5, +3 Flat-Footed

Knockback Resistance: -9/-3

 

 

SAVING THROWS 5PP

Toughness: +11/+6 (+11/+6 Con, Impervious 8 )

Fortitude: +11/+6 (+11/+6 Con, +0PP)

Reflex: +5 (+2 Dex, +3PP)

Will: +5 (+3 Wis, +2PP)

 

 

SKILLS 48R = 12PP

Concentration 5 (+8)

Intimidation 0 (+17/+4)Startle

Knowledge (Arcane) 12 (+15)

Knowledge (History) 2 (+5)

Knowledge (Life Sciences) 2 (+5)

Knowledge (Theology/Philosophy) 2 (+5)

Languages 2 (English [Native], Gaelic, Old Irish)

Notice 5 (+15/+8)

Search 5 (+10/+8)

Sense Motive 5 (+10/+8)

Stealth 3 (+5)

Survival 5 (+8)

 

 

FEATS 4PP

Luck 2

Ritualist

Track

Enhanced:

Attack Focus (Melee)

Fearless

Fearsome Presence 8

Interpose

Startle

Takedown Attack 2

Ultimate Toughness

 

 

POWERS 71PP

 

Comprehend 2 (Animals 2 [Speak To; Understand]) [4PP]

 

Enhanced Constitution 10 [10PP]

 

Enhanced Feats 7 (Attack Focus [Melee], Fearless, Interpose, Startle, Takedown Attack 2, Ultimate Toughness) [7PP]

 

Enhanced Skills 24 (Intimidation 13, Notice 7, Search 2, Sense Motive 2) [6PP]

 

Magic 9 (18PP Array; Feats: Alternate Power) [19PP]

Base Power: [18PP]

Enhanced Strength 18 [18PP]

 

Alternate Power: [8PP]

Enhanced Feats 8 (Fearsome Presence 8 ) [8PP]

 

Impervious Toughness 8 [8PP]

 

Morph 1 (One Form: Animal Spirit; Feats: Metamorph 4) [5PP]

 

Speed 2 (25MPH, 250ft per Move Action) [2PP]

 

Super-Senses 2 (Acute Smell/Taste (Normal Olfactory); Low-Light Vision) [2PP]

 

Super-Strength 4 (Heavy Load: 33,280 lbs. / 16.64 tons) [8PP]

 

 

Abilities (40) + Combat (18) + Saving Throws (5) + Skills (12) + Feats (4) + Powers (71) = 150/150 Power Points

 

 

ATTACK   RANGE  SAVE                        EFFECT

Unarmed  Touch  DC26/17 Toughness (Staged)  Damage (Physical)

Edited by alderwitch

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Spirit of The Wise Owl:

 

Power Level: 10 (Built as PL8)

Tradeoffs: At PL8: +4 Attack / -4 Damage, +4 Defense / -4 Toughness

Power Points: 150/150

Unspent Points: 0

 

 

ABILITIES 36PP

Strength: 14 (+2), Heavy Load: 175 lbs.

Dexterity: 14 (+2)

Constitution: 18 (+4)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 18 (+4)

 

 

COMBAT 18PP

Initiative: +2 (+2 Dex)

Attack: +4, +12/+4 Melee (+4 Base, +8 Enhanced Attack Focus), +8 Healing (+4 Base, +8 Enhanced Attack Focus, -4 Inaccurate)

Grapple: +14/+6 (+12/+4 Melee Attack, +2 Strength)

Defense: +12/+6 (+5 Base, +1 Dodge Focus, +6 Enhanced Dodge Focus), +3 Flat-FootedUncanny Dodge

Knockback Resistance: 2

 

 

SAVING THROWS 7PP

Toughness: +4 (+4 Con)

Fortitude: +4 (+4 Con, +0PP)

Reflex: +12/+6 (+2 Dex, +6 Enhanced, +4PP)Evasion

Will: +12/+6 (+3 Wis, +6 Enhanced, +3PP)Ultimate Save

 

 

SKILLS 48R = 12PP

Concentration 5 (+8)

Knowledge (Arcane) 12 (+15)

Knowledge (History) 2 (+5)

Knowledge (Life Sciences) 2 (+5)

Knowledge (Theology/Philosophy) 2 (+5)

Languages 2 (English [Native], Gaelic, Old Irish)

Notice 5 (+15/+8)

Search 5 (+15/+8)

Sense Motive 5 (+15/+8)

Stealth 3 (+8/+5)

Survival 5 (+8)

 

 

FEATS 5PP

Dodge Focus

Luck 2

Ritualist

Track

Enhanced:

Attack Focus (Melee) 8

Dodge Focus 6 (7 total)

Evasion

Move-By Action

Uncanny Dodge (Sense Types: Auditory)

 

 

POWERS 72PP

 

Comprehend 2 (Animals 2 [Speak To; Understand]) [4PP]

 

Enhanced Feats 18 (Attack Focus [Melee] 8, Dodge Focus 6, Evasion, Move-By Action, Ultimate Save [Will], Uncanny Dodge [Sense Types: Auditory]) [18PP]

 

Enhanced Reflex 6 [6PP]

 

Enhanced Skills 24 (Notice 7, Search 7, Sense Motive 7, Stealth 3) [6PP]

 

Enhanced Will 6 [6PP]

 

Flight 3 (50MPH, 500ft per Move Action; Feats: Subtle) [7PP]

 

Magic 7 (14PP Array; Feats: Alternate Power) [15PP]

Base Power: [14PP] (Additional Descriptors: Wisdom of The Owl)

Healing 7 (Extras: Action [Standard]; Flaws: Limited [Others]) [14PP]

 

Alternate Power: [9PP] (Additional Descriptors: Talons of The Owl)

Damage 2 (Extras: Penetrating [4 ranks, Effective Damage: 8]; Feats: Improved Critical 2 [18-20], Mighty) [9PP]

 

Morph 1 (One Form: Animal Spirit; Feats: Metamorph 4) [5PP]

 

Super-Senses 5 (Accurate Normal Hearing; Danger Sense [Sense Types: Auditory]; Low-Light Vision; Ultra-Hearing) [5PP]

 

 

Abilities (36) + Combat (18) + Saving Throws (7) + Skills (12) + Feats (5) + Powers (72) = 150/150 Power Points

 

 

ATTACK      RANGE  SAVE                       EFFECT

Unarmed     Touch  DC17 Toughness (Staged)    Damage (Physical)

Owl Talons  Touch  DC19 Toughness (Staged)    Damage (Energy)

Healing     Touch  DC18 Fortitude (Harmless)  Healing

Edited by alderwitch

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Woo, that's a lot of sheets.

 

Kid Celtic

With +8/+6 Toughness, KC would have a -4/-3 Knockback Resistance.

 

Fox

With +6 Toughness, the fox form's Knockback Resistance would be -3.

 

'Escape' is not a skill; is this Escape Artist, in both the Skills and Powers sections?

 

Given the cost, I'm guessing the Acute here is for normal olfactory, and not the entire sense type?

 

Wolf

The Critical Strike feat only works against enemies against whom you have Favored Opponent, but you have no Favored Opponents! Which is probably a good thing - the damage bonus would break the wolf form's combat caps.

Concern withdrawn; forgot we'd house ruled Favored Opponent.

 

The note on Acute super-senses from fox applies here as well.

 

Bear

With a base +6 Toughness from Con, the bear would have a minimum -3 Knockback Resistance, not -2.

 

The note on Acute super-senses from fox applies here as well.

 

Owl

Per Kenson, touch-range healing would not require an attack roll to affect a willing target, and I can't recall the last time (or likely circumstances) in which one would be healing an unwilling target who was none the less healthy enough to dodge away, which makes the Inaccurate drawback here a tough sell. I'm willing to hear the argument if we have examples of attack-healing, though, or if we explicitly plan on forcing attack rolls to heal allies mid-combat (when they can't reasonably stand around and let you heal them).

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I knooooow. I'm sorry! It's the most complicated character I've ever come up with. Thankfully Grumble helped me with the build or it would have taken me weeks. 

 

Kid Celtic: Fixed.

Fox: Fixed!

Wolf: Fixed! (I had the con modifiers wrong too as they were at a +4 when they should have been at a +6 in the brackets)

Bear: Fixed

Owl: I just under-capped it for her instead so it's easier. I don't have a solid argument for it and it's not a feature that I'm married to. 

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Looks like Bear's super-senses still need the note that they're normal-only; otherwise APPROVED! since I trust you to fix it and you can get a head start on the next ref review.

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