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Rabbit Totem: PL10/150PP

So, here's a guy with rabbit powers. Maybe he's got a magic ring that let's him transform into a magic hero, maybe he's chosen by a rabbit god, or who knows, he got bitten by a radioactive bunny? At any rate, he's pretty quick, he can leap around and can burrow through the ground for sneak attacks. He's all about moving around and making quick attacks, focusing on different kinds of kicks to take down foes. Stay mobile, use your Move-By Action, Acrobatic Bluff and your luck.

 

She might not be the brightest bulb, but the rabbit totem's a social hero with high wisdom and charisma, and with the feats and skills to put that to use.

 

As alternatives, go for some different attacks effects (or spend the rest of the PP in those array slots), or maybe move around the stats or skills a bit.

 

Power Level: 10

Effective Power Level: 10

Power Points: 150/150PP
Unspent Power Points: 0
Trade-Offs: (Hard Kick) -2 Attack / +2DC, +2 Defense / -2 Toughness

 

ABILITIES

4 + 6 + 4 + 0 + 10 + 10 = 34PP

 

Strength: 20 (+5) / 14 (+2) 
Dexterity: 24 (+7) / 16 (+3) 
Constitution: 22 (+6) / 14 (+2) 
Intelligence: 10 (+0) 
Wisdom: 20 (+5) 
Charisma: 20 (+5) 

 

 

COMBAT

8 + 8  = 16PP


Initiative: +11 (+7 Enh. Dex, +4 Improved Initiative) / +3 (+3 Dex)
Attack: +4 Base, +8 Melee, +4 Ranged, see Power attack bonuses in DC Block
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed
Grapple: +13  (+4 Base Attack, +4 Attack Focus [Melee], +5 Strength)
Knockback: -4 (TOU/2)

 

 

SAVING THROWS

2 + 3 + 3 = 8PP

 

Toughness: +8 (+6 Enh. Con, +2 Defensive Roll) / +4 (+2 Con, +2 Defensive Roll)

Fortitude: +8 (+6 Enh. Con, +2) 

Reflex: +10 (+7 Enh. Dex, +3) / +6 (+3 Dex, +3)

Will: +8 (+5 Wis, +3)

 

 

SKILLS

48R = 12PP

 

Acrobatics 8 (+11) / (+15)Enh. Dex

Diplomacy 5 (+10)

Escape Artist 3 (+6) / (+10)Enh. Dex

Gather Information 5 (+10)

Notice 10 (+15)

Search 4 (+4)

Sense Motive 5 (+10)

Stealth 8 (+11) / (+15)Enh. Dex

 

 

FEATS

16PP

 

Acrobatic Bluff

Attack Focus [Melee] 4

Challenge - Fast Acrobatic Feint

Connected

Contacts

Defensive Roll 1

Jack of All Trades

Luck 3

Move-By Action

Takedown Attack 2

 

Enhanced Feats

Evasion 2

Hide in Plain Sight

Improved Initiative 1

Uncanny Dodge 2 [Auditory, Olfactory]

 

POWERS

8 + 8 + 4 + 6 + 5 + 14 + 12 + 7 = 64

 

Enhanced Constitution 8 [8PP]

 

Enhanced Dexterity 8 [8PP]

 

Enhanced Feats 4 (Evasion 2, Hide in Plain Sight, Improved Initiative 1) [4PP]

 

Enhanced Strength 6 [6PP] 

 

Luck Control 1 (Force reroll; Feats: Luck 2) [5PP] (Descriptors: Lucky Rabbit)

 

Rabbit Kicks 6 (12PP Array; Feats: Alternate Power 2) [14PP] (Descriptors: )

BPDamage 5 (Extras: Autofire 1; Feats: Accurate, Mighty) {12/12} (Descriptors: Quick Kicks)

APDamage 7 {8/12} (Descriptors: Hard Kick)

APStun 10 (Flaws: Action [Full Round]; Feats: Accurate) {11/12} (Descriptors: Stun Kick)

 

Rabbit Movement 5 (10PP Array; Feats: Alternate Power 2) [12PP] 

BP{2 + 6 + 2 = 10/1PP}

Quickness 4 (Flaws: Limited [Physical Only]) (Able to perform physical tasks at x25 normal speed) [2PP] 

Speed 6 (500 MPH, 5000 ft./rnd.) [6PP] 

Super-Movement 2 (Wall-Crawling 2; Flaws: Limited [Only While Moving]) [2PP]

AP{8 + 2 = 10/10PP}

Leaping 8 (Leaping x500, running jump 6000/7500 ft.) [8PP] 

Super-Movement 2 (Wall-Crawling 2; Flaws: Limited [Only While Moving]) [2PP]

APBurrowing 8 (Extras: Penetrating 2; Flaws: X; Feats: X; Drawbacks: X) (250 MPH, 2500 ft./rnd.) {10/10} 

 

Super-Senses 7 (Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate, Uncanny Dodge]; Olfactory [Sense Type: Normal Olfactory; Default Extras: Radius, Ranged; Extras: Accurate, Tracking, Uncanny Dodge][7PP]

 

 

DRAWBACKS 
-0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC20 Tou (staged)

Damage

+8

Quick Kicks

Touch

DC25 Tou (staged)

Damage

+10, Autofire 1

Hard Kick

Touch

DC27 Tou (staged)

Damage

+8

Stun Kick

Touch

DC25 Fort (staged)

Fail: Dazed
>5: Stunned
>10: Unconscious

+10

 

Totals: Abilities (34) + Combat (16) + Saving Throws (8) + Skills (12) + Feats (16) + Powers (64) - Drawbacks (0) = 150/150 Power Points

Edited by RocketLord
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Posted (edited)

Photokinetic: PL10/150PP

The photokinetic is fast. You're not just playing around with light and lasers, with Insubstantial 3 you are light and lasers. With

 

While the normal Flight at rank 1 might seem a bit low for a semi-speedster, it can be boosted up to Flight 11 by how you configure the Light Morphing array and Light Speed Dynamic Array, letting you zip around the battlefield at full speed, elping wherever you go. 

 

Aside from the Flight speed boost, the Light Morphing array is your utility and defenses. You can change your appearance with Morph, go invisible with Concealment or help everyone around you by glowing bright enough to blind everyone you want with your Obscure.

 

Your defense are completely dynamic, being able to change your defensive trade-offs completely (within PL) every turn if you want, by using the Light Speed Defenses array. 

 

Offensively, you use the Light Attack array for blasting and punching. Single target laser, cone area laser, Autofire punches (which you can use while Insubstantial because of the Selective feat on that power), or maybe you just want to Paralyze everyone in a cone area by blasting light to scramble their brains?

 

The Photokinetic isn't really strong and their stats don't go far, but their powers are where its at. Skillwise, the Photokinetic isn't really great yet. I imagined the character as someone very much in the vein of DC Comics' Impulse. 

 

 

Power Level: 10

Effective Power Level: 10

Power Points: 150/150PP
Unspent Power Points: 0
Trade-Offs: Defense Trade-offs scale between -5DEF/+5TOU to +5DEF/-5TOU, see Light Speed Dynamic Defenses array

 

 

Abilities: (-2) + 4 + 2 + 4 + 2 + 4 = 14PP
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 14 (+2)



Combat: 8 + 10 = 18PP
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Attack: +4 Base, +4 Melee, +4 Ranged, +10 Laser (+4 Base, +6 Accurate), +10 Light Speed Punches (+4 Base, +6 Accurate)
Defense: +5 to +15 (+5 Base, +0 to +10 from Light Speed Defenses Dynamic Array), +2 Flat-Footed

Grapple: +3 (+4 Base, -1 Strength)
Knockback: -2 to -7 (+1 Con, +4 Defensive Roll, +0 to +10 from Light Speed Defenses Dynamic Array)



Saving Throws: 0 + 0 + 5 = 5PP
Toughness: +5 to + 15 (+1 Con, +4 Defensive Roll, +0 to +10 from Light Speed Defenses Dynamic Array)
Fortitude: +7 (+1 Con, +0, +6 Enhanced Save)
Reflex: +10 (+2 Dex, +0, +8 Enhanced Save)
Will: +6 (+1 Wis, +5)



Skills: 20R = 5PP
Diplomacy 3 (+5)

Disguise 0 (+2) / (+17 w. Morph)

Knowledge [Popular Culture] 4 (+6)

Notice 9 (+10)

Sense Motive 4 (+5)
 


Feats: 3PP

Defensive Roll 2

Luck 1


Enhanced Feats

Dodge Focus 0-10

Evasion 2

Improved Initiative 1

Move-by Action

Uncanny Dodge [Visual]

Powers:

5 + 6 + 8 + 3 + 16 + 28 + 13 + 13 + 13 = 105PP

 

Enhanced Feats 5 (Evasion 2, Improved Initiative 1, Move-by Action, Uncanny Dodge [Visual]) [5PP]

 

Enhanced Fortitude Save 6 [6PP]

 

Enhanced Reflex Save 8 [8PP]

 

Flight 1 (Feats: Moving Feint; Stacks with other Flight powers) [3PP]

Stacks with other Flight Powers. Total rank: Flight 1 to 11 (10 MPH / 100 ft./rnd to 25,000 MPH / 2,500,000 ft./rnd)

 

Insubstantial 3 (Feats: Selective) [16PP]

 

Light Attack Array 13.5 (25PP Array; Alternate Power 3[28PP] 

BPBlast 10 (Feats: Accurate 3, Precise 2) {25/25} (Descriptors: Laser Blast)

APBlast 10 (Extras: Area [General Cone], Penetrating 5; Flaws: Range [Touch]) {25/25} (Descriptors: Laser Bombardment)

APDamage 10 (Extras: Autofire 1; Feats: Accurate 3, Improved Critical 2) {25/25} (Descriptors: Light Speed Punches)

APParalyze 10 (Extras: Area [General Cone]; Flaws: Sense-Dependent [Visual]; Feats: Incurable, Reversible) {22/25} (Descriptors: Visual Stimulation Overload)

 

Light Morphing Array 5 (10PP Array; Alternate Power 3) [13PP] 

BPMorph 3 (Any form of same mass) {9/10}

APConcealment 4 (All Visual Senses; Feats: Close-Range, Selective) {10/10}

APObscure 5 (Visual Senses; Extras: Selective; Flaws: Range [Touch]) (125 ft. radius) {10/10}

APFlight 5 (Stacks with other Flight powers{10/10}

 

Light Speed Defenses Dynamic Array 5 (10PP Array; Feats: Alternate Power 1, Dynamic Alternate Power 2[13PP] 

DBPForce Field 0-10 (Total Toughness +5 to +15) {0-10/10}

DAPEnhanced Feats 0-10 (Dodge Focus 0-10; Total Defense +5 to +15{0-10/10}

 

Light Speed Dynamic Array 5 (10PP Array; Feats: Alternate Power 1, Dynamic Alternate Power 2[13PP]

DBPFlight 0-5 (Stacks with other Flight powers) {0-10/10}

DAPQuickness 0-10 (x5 to x2500 routine task performance) {0-10/10}



Drawbacks: (-0) + (-0) = -0PP



DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC14 TOU (staged)

Damage

+4

Laser

100 ft.

DC25 TOU (staged)

Damage

+10, Precise 2

Laser Bombardment

100 ft. Cone

DC20 REF

Reduce Damage effect to DC20

Cone Area

 

 

DC25 TOU (staged)

Damage

Area, Penetrating 5

Light Speed Punches

Touch

DC25 Tou (staged)

Damage

+10, Autofire 1, Crit 18-20

Visual Stimulation Overload

100 ft. Cone

DC20 REF

Reduce Paralyze effecto DC20

Cone Area, targets must be able to see Starlight

   

DC20 WILL (staged)

Fail: Slowed
>5: Paralyzed

Incurable, Reversible

 

Totals: Abilities (14) + Combat (18) + Saving Throws (5) + Skills (5) + Feats (3) + Powers (105) - Drawbacks (0) = 150/150 Power Points

Edited by RocketLord
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