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Nightscale PL (8/10) - Nerdzul

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Luke Landers Aka NightScale

 

Power Level: 8/10 (150/150PP)

Unspent Power Points: 0 

Trade-Offs:

Human form: None

 

In Brief: Friendly neighborhood fire breathing monster. Bad powers, good people.

Catchphrase: I’m fire, I’m death… God now that I say it out loud it sounds lame”

Theme: None for now

 

Alternate Identity:  Luke Landers, Nightscale

Birthplace:  Unknown

Residence: A trailer park in Southside, Freedom City

Base of Operations: Claremont Academy

Occupation: Student (but much likely to take whatever odd job he finds)

Affiliations: None for now

Family: George Landers (Adoptive Father, 39 years old Dockworker), Johanna Bowers (Adoptive mother, 37 years old, Waitress), Gabriel Landers (younger brother, 11 years old)

 

Description:

Age: 16 (2004.15.08)

Gender:  Male

Ethnicity: Caucasian (German).

Height: 5'11'' 

Weight: 165 lbs 

Eyes:  Green

Hair:  Blond (dyed black)

 

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Luke is a young man, in his late teen he has a lean athletic build, he is green eyed and has a playful smile almost permanently stuck to his lips. He tries to stay clean shaved (he consider the first few sprout of beard to be pretty ugly looking), but doesn't always find time for it. He dyes his naturally blond hair black, although he had sparks of his natural color show up here and there. Naturally pale, his skin has a tanned hue due to the time spent outside. He has a few tattoos, a black band on one arm, a tiger on his right shoulder and an abstract tribal that goes up from his right leg toward his back.

 

He dresses casually and on the cheap side, clearly assembling his outfit thanks to bargain bins or the salvation army shops. Well worn sweatpants or jeans, sneakers that had seen better days, sleeveless t-shirts, tank tops or flannel shirts, faded old hoodies, with the logos of rock bands from ages ago.  He wears no jewelry, with the exception of a simple leather strap around his neck and a fang necklace, he doesn't own a watch, he worn a stolen one for a while, but he had ditched it when he had his change of heart.

 

When change shape Luke becomes a massive scaled monster, taking the semblance of a western dragon, like the ones you see in fantasy books, or old depictions of monster slaying saints and demigods. He has polished black scales, with golden hues, sharp claws and a collection of fearsome fangs and long series of golden crests that go from the back of his neck to his tail. His eyes lose their natural coloration and shift to a solid yellow-gold. He flies on bat-like wings, with all the grace that a beast of his size could muster (so none of it). 

 

He hasn't figured out his super-hero costume yet (but he definitely wants one), during his first few attempts he just did his best to hide his face and dress in black, matching the coloring of his scales. A bit of a show off, he is definitely gonna find a way to wear his Claremont uniform without the sleeves once he enrolls properly. 

 

History:

Luke doesn't exactly know where he comes from. What he had managed to pierce together, after a few extremely awkward confrontation with his adoptive parents, Johanna and George, is that he was born from a dragon egg, stolen by a warlock, kept human by a spell that his mother helped maintain. For what purpose? He isn't sure, but by the way mom and dad evade the subject it must have been something nasty.

 

They were his caretakers while he grew up. The couple however, young and still without children of their own, became fond of him and before their master could enact his plans they snatched Luke and ran away. 
 
 "Assistants to an evil wizard" as previous work experience didn't exactly help them finding remunerating professions. Being in hiding didn't help either. To make end meets they both had to take a series of odd jobs, staying long hours away from their trailer. Still, they always did everything they could to find time to raise their son.
A few years after their escape, the couple had a child of their own, Gabriel. Now Luke loved his little bro, but things got even more hectic in the small family and the boy found himself frequently alone as his parents had to get extra shifts with another mouth to feed.

 

Crime was rampant in his neighborhood and every day the boy could see the local ‘families’ and gangs getting fat out of their misdeeds, walking around like they owned the place, while himself and his hardworking parents had to keep their heads down, struggling every month. It was unfair.  And himself? Well, he was sure that no one would mind if he learned from their example.  Besides, he wanted to help his family and there was nothing wrong if he relied on the five fingers discount from time to time to get something for his little 'bro right? He was fourteen, when after a string of pickpocketing, shoplifting and small burglaries, he was caught in the act and sentenced to serve time in the, perhaps ironically named, Freedom Juvenile Hall.

 

On his first day he got into a scuffle to protect his new bunkmate, Matt Warner, an orphan and petty thief, with a playful spirit and a motor mouth, that was one head shorter than Luke and had caught the attention of a teenage gang. One that of course soon set its ire on the boy himself. Eventually Luke ended up earning an extra month inside for bad behavior and frequent fights. Few of those ended well for him, despite his determination to make himself tougher every time he found himself in the dust.

 

After a while, two or three months perhaps, weird dreams and nightmares, began to plague him, alien, unfamiliar, scary at time, yet strangely fascinating. The spell trapped his monstrous soul was faltering. As the weeks kept going, Luke realized that he was growing stronger and sure, something had to do with the training he was getting at the school of hard knocks, but it could not just be that. Soon, he could easily bend metal with his bare hands and did not even feel the punches that just a week before had left him with bad bruises or broken ribs.

 

When he got out, Luke confronted his parents and they eventually confessed. It was so absurd. More importantly for a teenage boy though, they had lied to him all his life. He wasn’t their son. He wasn’t even human. Strong words were traded and Luke stormed out swearing that he didn’t want to see them again. There were not going to be tears going down his cheeks. Not at all. (yeah…well) Whatever. He didn’t need them anyway.

 

With his powers still growing, he felt like he could do or take whatever he desired. Who could stop him right? He could breathe freaking fire now. He and his friends got the money they wanted and no longer had to keep their head down while walking the streets. It felt great. Life in the neighborhood though, well it did not get better, not with both the 'families' and a teenage monster with an oversized ego running around. It was Matt the first that tried to show him, but the sixteen years old just ignored his friend.

 

He changed his mind though, not long after in an ER waiting room. Matt had been shot in back alley to send Luke a message. He survived, barely and no thanks to him. The next day, as the boy walked down the streets to go and tell his parents that he was sorry (they forgave him, as parents do), he swore that he was going to become a better man. Clean up his act. Use his powers for good.
 
His first few attempts though, well, they hadn’t been without some collateral damage and he isn’t exactly loved in the neighborhood. Only when his last ‘heroic act’ ended in a literal dumpster fire (more of a landfill, but well…) he decided that good intentions weren’t going to be enough and started looking into some place that could help him become the person he wanted to be. And that was just when news of his exploits had reached a certain school for gifted youngsters.

 

Personality & Motivation:

 

Luke has a playful, friendly attitude. He is boastful, cocky, sometimes arrogant and definitely a show off, but he can manage to not take himself too seriously (not as much as he would want to, though, but he tries). Despite being quite extroverted, he doesn’t always make friends easily and believes that trust should be earned, although he knows that he had to do so himself. 


He cares deeply for the ones that are close to him however and is ready to put his life on the line for them. He has a bit of a big brother complex and feels responsible for his family and friends (excessively so at times). He loves his adoptive families and despite the frequent clashes, the boy wants to make them proud. He has a soft spot for his neighbourhood and while sure, he can see the big picture and knows that his powers can be put to a good use, but he would much rather see the friends he had grown up with prosper.

 

The young man is pretty impulsive and will frequently throw himself into a new shenanigan without much thought about the consequences.

 

He is very hungry for life and passionate about fulfilling his desires, respect, wealth, power, friends, lovers, Luke wants it all. He is also quite possessive and more than a little jealous. Perhaps this is due to his draconic nature, although, he himself recognizes that it would be an easy excuse to justify his more selfish tendencies with what he is, rather than who he is. He had let this side of him rule his choice in the past, but today he tries his best to channel his ambition for a good cause. He is working on a personal code of honor, but at the moment it’s more of a vague idea rather than a strict set of rules.

 

When he change to his natural shape, Luke’s finds some traits of his personality deeply magnified, he is more prone to just follow his whims and emotions, more possessive, more greedy, more arrogant. He doesn’t know if that’s a side effect of his power, or just another side of him that he hadn’t fully explored.

 

Powers & Tactics:

 

In his natural draconic form, Luke fight with raw strength, trying to overwhelm his opponent and push them to submit. He likes so snatch his targets from the ground and bring them to the sky where he feels like he could more easily intimidate them. He tries to resort to dragonfire only when he feels like he is not going to cause much collateral damage (after learning from experience). As so far he hadn’t fought anything that could really pierce his natural armor and nor has learned of its weak spot, he fight with abandon caring little for defense and just trying to shrug off the hits.

 
As he has spent most of his life as a human however, he is finds himself much more comfortable in that shape. While still imbued with a sense of invincibility he had been on the receiving end of more than a few beatings and he fights more pragmatically. He relies on his enhanced strength and speed, but also banking upon his powers and the abilities he had picked up on the streets to sneak close to his targets and trying to neutralize them. When he unleashes his supernatural side spectral manifestation of dragon form follow and enhance his movements, giving him an extra edge and claws that could even cut immaterial targets. 

 

The rest  of his powers are mostly a recent discovery, used to confuse his enemies, peer into their motivations, keep an eye on his friends and at times even track stolen properties.

 

Power Descriptions:

 

With some effort, Luke can switch between his human form and his natural dragon shape, even when he is changed however; he retains a portion of the strength and resilience of his bestial soul. His skin maintain the properties of the powerful natural armor of his monstrous side, but only appear as such while otherwise being seemingly normal.


As a human, he can conjure echoes of his dragon form, spectral wings to help him jump, generate blast of wind, or even run faster, claws, fangs and horns to enhance his fighting abilities as well as a powerful dragon breath. A cone of flames resembling a weave of molten gold, the fire burns deep and clings to its target for a while even after the weave has passed. 


His dragon soul gives him a natural resistance to the supernatural and a connection with the sin of greed enough to perform feats of magic. It is largely an instinctive process, not relying on gestures or formulas, but still requiring concentration. He can create illusions to confuse his foes, manipulate the emotions, by looking into someone’s eyes (although, the most frequent one is a feeling of yearning and desire), he can force his target to reveal what they desire the most and sense the presence of riches by scent alone. He has a strong supernatural bond with anything that is part of his ‘hoard’, all of his material possessions, but also the people he has a strong emotional attachment with and can try to locate them even at great distances. 


Finally he has access to a sort of ancestral memory of his race, however, so far, Luke lacks the ability to delve deeply into it and could only catch glimpses of information with great effort, or access to skills that are more tied to instinct rather than knowledge. This tie  however, grants him knowledge of a long dead language, whose true nature he is currently unaware. 

 

When he transform, what he loses in agility, he gains in massive size and enhanced strength. He can fly, but he is as agile as a monster of his size could be. He has powerful fangs and claws that cut deep and lacerate both flesh and armor. Even his magic loses some of its subtlety and he can no longer affect any emotion, but fear with a  powerful roar.

 

Complications:

 

Broke: He comes from an impoverished family, doesn’t have much to his name, no personal vehicle, lives in a trailer park. His clothes are usually well worn. Much likely he has to take mundane odd jobs to help himself and that might interfere with his super heroics. His moral code prevents him from using his powers to fix this (for now at least).

 

Former Criminal: He used to be a petty criminal, but he had decided to stay on the straight and narrow since his powers fully manifested, although he doesn’t mind using the skills he had picked up before his epiphany if needed for the cause. He had a short stint in juvie and is criminal record is not clean.

 

My friends. My Responsibility: some of Luke's friends are petty criminals and do remember that Luke was too before his change of heart and they would much rather have him back that way. On his side, they still are his friends and the young man wants to keep them safe.

 

Possessive: he is very possessive of the things he has, at school, he is the kind of guy that will think up an excuse about why he can lend you a pencil, he hates parting of any of his things with passion. He never forget a debt (although on the other side of the coin, he doesn’t forget his either) That also applies to relationship, making him a bit of a jealous partner\friend

 

Stolen “property”: the people that brought him into this world have done so planning to use him for some kind of ritual and consider him like a missing property. They have lost tracks of him when his family went in hiding, however, the more openly he gets into superheroics the more likely it is for him to be found out.

 

Arcane component: his blood, his heart and his scale are probably very sought after arcane components, unscrupulous hunters might be after that.

 

Power Level: 10 (Built as PL8)

Tradeoffs: none

Power Points: 150/150

 

ABILITIES 22PP

Strength: 26/16 (+8/+3) (Heavy Load: 920 lbs. / 230 lbs.)

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

Constitution: 26/18 (+8/+4)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 12 (+1)

 

COMBAT 14PP

Initiative: +4/+2 (+4/+2 Dex)

Attack: +4, +6 Melee (+4 Base, +2 Attack Focus), + 8 Draconic Might (+4 Base, +2 Attack Focus, +2 Accurate)

Grapple: +16/+11 (+8 Melee Attack, +8/+3 Strength)

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

Knockback Resistance: 8/2

 

SAVING THROWS 11PP

Toughness: +8/+4 (+8/+4 Con, Impervious 8 )

Fortitude: +8/+4 (+8/+4 Con, +0PP)

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

Will: +8 (+1 Wis, +7PP)

 

SKILLS 20PP (80R)

Bluff 9 (+10)Skill Mastery

Climb 2 (+10/+5)

Diplomacy 4 (+5)

Gather Information 4 (+5)

Intimidate 9 (+10)Skill Mastery

Knowledge (Streetwise) 5 (+5)

Languages 1 (Atlantean, English [Native])

Notice 9 (+10)Skill Mastery

Search 10 (+10)

Sense Motive 9 (+10)Skill Mastery

Sleight of Hand 6 (+10/+8)

Stealth 6 (+10/+8)

Survival 4 (+5)

Swim 2 (+10/+5)Swimming

 

 

FEATS 15PP

Attack Focus (Melee) 2

Beginners Luck

Dodge Focus 5

Fearless

Interpose

Luck 2

Move-by action

Skill Mastery (Bluff, Intimidate, Notice, Sense Motive)

Takedown Attack

 

 

POWERS 68PP

 

Draconic Power 8 (16PP Array; Feats: Alternate Power 5) [21PP] (Descriptors: Dragon, Magic)

 

  • Base Power: [16PP] (Additional Descriptors: Draconic Might)

Enhanced Strength 10 (Feats: Accurate 1, Affects Insubstantial 2, Improved Critical 2 [18-20], Variable Descriptor [Spectral Energy Manifestations of Claws, Fangs, Tail, Wings]) [16PP]

 

  • Alternate Power: [16PP] (Additional Descriptors: Fire, Molten Breath)

Damage 8 (Extras: Area [Type: General; Shape: Cone; Size: 80ft], Secondary Effect; Flaws: Action [Full]) [16PP]

 

  • Alternate Power: [10PP] (Additional Descriptors: Psionic)

Emotion Control 8 (Flaws: Sense-Dependent [Visual]; Feats: Mind Blank, Subtle) [10PP]

 

  • Alternate Power: [16PP] (Additional Descriptors: Fool's Gold, Greed Magic, Psionic)

Illusion 8 (Sense Types: Auditory + Visual; Flaws: Action [Full], Phantasm; Feats: Progression 8 [2,500ft / 1/2-mile radius]) [16PP]

 

  • Alternate Power: [16PP] (Additional Descriptors: Wind, Wings)

Stun 8 (Extras: Area [Type: General; Shape: Cone; Size: 80ft]; Flaws: Action [Full]) [16PP]

 

  • Alternate Power: [5 + 5 + 5 = 15PP] (Additional Descriptors: Greed Magic, Psionic)

Mind Control 8 (Flaws: Limited [One Command: "Tell me what your heart desires"], Sense-Dependent [Auditory]; Feats: Subtle) [5PP]

Super-Senses 5 (Valuable Object Awareness; Descriptor Frequency: Very Common; Sense Type: Olfactory, Default: Radius, Ranged; Extras: Acute, Tracking) [5PP]

Telelocation 8 (Range: 2,000 miles / Continental; Extras: Duration [Sustained, Lasting]; Flaws: Limited [Can only sense relative direction, not exact location]; Limited [Personal possessions and close acquaintances]; Feats: Subtle) [5PP]

 

Enhanced Constitution 8 [8PP]

 

Enhanced Dexterity 4 [4PP]

 

Immunity 1 (Aging) [1PP]

 

Immunity 20 (Magic; Feat: Selective, Flaws: Limited [Half Effect], ) [11PP]

 

Impervious Toughness 8 (Drawback: Weak Spot)  [7PP]

 

Morph 1 (Dragon Form, Extra: Duration [Continuous], Flaw: Action 2 [Standard Action], Feat: Metamorph )  [1PP]

 

Leaping 3 (x10, Running Long Jump: 180ft long x 90ft high) [3PP]

 

Speed 3 (50MPH, 500ft per Move Action) [3PP]

 

Super-Movement 1 (Slow Fall) [2PP] (Descriptors: Dragon Magic, Spectral Wings)

 

Super-Senses 6 (Acute Tracking Normal Olfactory Sense; Danger Sense [Sense Type: Olfactory]; Darkvision; Uncanny Dodge [Sense Type: Olfactory]) [6PP]

 

Swimming 1 (2.5MPH, 25ft per Move Action; Can take 10 on Swim checks) [1PP]

 

Abilities (22) + Combat (14) + Saving Throws (11) + Skills (20) + Feats (15) + Powers (68) = 150/150 Power Points

 

Old Build

Spoiler

Abilities: 6 + 4 + 6 + 0 + 2 + 2 = 20PP

Strength: 24 (+7) / 16 (+3) / 32 (+11) (Dragon Form)

Dexterity: 18 (+4) /14 (+2) /

Constitution: 22 (+6) /16 (+3) / 26 (+8) (Dragon Form)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 12 (+1)


 

Combat: 8 + 8 = 16PP

Initiative: +4 (+2 Dragon Form)

Attack: +6 Melee, +8 Strike (spectral claws), , +4 ranged,

  +4 strike (dragon fangs)

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed,

     +6 Dragon form (+4 base -2 size, +4 dodge focus)

Grapple: +13 / + 25 Dragon Form

Knockback: -7 (with Defensive Roll) / - 6 

     Dragon Form -9 (with Defensive Roll) / - 8


 

Saving Throws: 2 + 4  + 6  = 12PP

Toughness: +8 (+6 Con, +2 Defensive Roll) Impervious 6 (weak spot)

Dragon Form: +10 (+8 Con, +2 Defensive Roll) Impervious 8 (weak spot)

Fortitude: +8 (+6 Con, +2)

       Dragon Form: +10 (+8 Con, +2)

Reflex: +8 (+4 Dex, +4)

 Dragon Form +6 (+2 Dex + 4)

Will: +7 (+1 Wis, +6)


 

Skills: 52R = 13PP

Bluffs 4 (+5)

Climb 2 (+9/+13 Dragon Form)

Diplomacy 4 (5)

Gather Information 4 (+5) 

Intimidate 5 (+6/+10Enh. Skill )Skill Mastery

Knowledge (Streetwise) 5 (+5)

Language 1 (Atlantean, Native: English)

Notice 5  (+6/+10Enh. Skill )Skill Mastery

Sense Motive 5 (10) (+6/+10Enh. Skill )Skill Mastery

Sleight of Hands 6 (+10/+8 Dragon Form)

Stealth 6 (+10/ +0 Dragon form [-8 size, -2 Dex])

Survival 4 (+5)Skill Mastery

Swim 1 (+8/+12 Dragon Form)


 

Feats: 15PP

All-Out Attack

Attack Focus [Melee] 2

Defensive Roll 1

Dodge Focus 4

Fearless

Improved Grab

Interpose

Luck 2

Move-By-Action

Takedown Attack

Enhanced Feats:

Jack of all Trades

Skill Mastery (bluff, intimidate, notice, sense motives)

 

Powers: 21 + 23 + 6 + 8 + 2 +1 +1 +1 +1 +6 +1 +4 +1 = 74PP

 

Draconic Echoes 8 (16 PP Array; Feats: Alternate Power 5) [21PP] 

  • Base Power: Damage 8 (Molten Breath. Extra: Area [80-ft Cone, General], Secondary Effect; Flaws: Action [Full action]) {16/16PP} (Magic, Fire)

Stacked Power: Damage 8 (Molten Breath. Extra: Area [160-ft Cone, General], Secondary Effect; Feats Progression [Area 1] Flaws: Action [from Standard to Full action]) (Magic, Fire)

  • Alternate Power: Strike (Dragon's Fury, Feats: Improved Critical 2, Mighty, Split Attack 2 [3 attacks], Variable Descriptor [magic\claws\fangs\tail] ) {8/16 PP} (bludgeoning/piercing/slashing) (stacks with Spectral Claws)

Stacked Power: Strike 1 (Dragon's Fury, Feats: Accurate (+2), Affect Incorporeal (1), Improved Critical 1, Mighty, Split Attack (3 attacks), Variable Descriptor [magic\claws\fangs\tail] ) (Descriptors: Spectral manifestations of Claws. Fangs and Tail) 

  • Alternate Power: Emotion Control 8 (Feats: Subtle 2, Mind Blank, Flaw: Sense dependent [Sight - eye contact]) {11/16PP} (Greed Magic, Psionic)

  • Alternate Power: Illusion 8 (Fool’s Gold. 3 Senses (Visual, Sound), Flaw: Phantasm) {16/16PP} (Greed Magic, Psionic)

  • Alternate Power: {5 + 5 +5 PP} (Greed Magic, Psionic)

    • Mind Control 8 (Flaws: Limited [One Command: "Tell me what are your heart desires"], Sense-Dependent [Auditory]; Feats: Subtle) {5/16PP}

    • Super-Senses 5 (Valuable Object Awareness; Descriptor Frequency: Very Common; Sense Type: Olfactory, Default: Radius, Ranged; Extras: Acute, Tracking) {5/16PP}

    • Telelocation 8 (Range: 2,000 miles / Continental; Extras: Duration [Sustained, Lasting]; Flaws: Limited [Can only sense relative direction, not exact location]; Limited [Personal possessions and close acquaintances]; Feats: Subtle) {5/16PP}

  • Alternate Power: Stun 8 (Wing Buffet, Extra: [80-ft Cone, General], Flaws: Daze) {16/16PP} (Magic, Air)

 

Dragon Soul 11 (22 PP Array; Feats: Alternate Power 1) [23PP] (Magic)

  • Base Power:
    • Enhanced Dexterity 4 {power 4/22} 
    • Immunity 20 (Magic) (Arcane Resonance. Feats: Selective. Flaws: Limited: Half Effect) {11/22PP} 
    • Leaping 3 (Running 170 ft, Standing 85 ft, Vertical 42 ft ) {3/22PP} (Magic)
    • Speed 2 (Base speed 25 MPH or 250 ft./turn) {2/22PP} (Magic)
    • Strike 0 (Spectral Claws, Feats: Accurate (+2), Affect Incorporeal) {2/22PP} (stacks with Dragon's Fury) 

Stacked Power (Strike 1 (Dragon's Fury, Feats: Accurate (+2), Affect Incorporeal (1), Improved Critical 1, Mighty, Split Attack (3 attacks), Variable Descriptor [magic\claws\fangs\tail])

  • Alternate Power: Alternate Form (Alternate Form 4,8 Dragon Form, Drawbacks: Action 2 [Standard Action] ) {22/22PP} 
    • Additional Limbs 1 (Tail) {1/24PP}
    • Enhanced Feats 1 (Feats: Improved Overrun ) {power 1/24}
    • Flight 3 (Wings, Drawbacks:  Forward Only, Power Loss [wings])  {power 4/24}
    • Growth 8 (Big Scaly Monster, [+8 Str, +4 Con, +2 size categories] Extras: Constant, Flaws: Permanent, Disperse [4 ranks]) {power 16/24}
    • Impervious Toughness 2 (Drawback: Noticeable, Stacks with skin of gold for Impervious Toughness 8  ){power 1/24} 
    • Damage 0 (Dragon Fire, Enhanced Molten Breath, Feats: Progression [Area 1] (stacks with Molten Breath) {power 1/24}

Stacked Power: Damage 8 (Molten Breath. Extra: Area [160-ft Cone, General], Secondary Effect; Feats Progression [Area 1] Flaws: Action [from Standard to Full action]) (Magic, Fire)

 

Shapeshifted Stats

Spoiler

Strength: 32 (+11) Dexterity: 14 (+2) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 12 (+1)

Initiative: +2

Combat

Attack: +4 Melee (+4 Attack, -2 Size, +2 Attack Focus Melee) /  +2 Ranged

Defense: +6 Dragon form (+4 base -2 size, +4 dodge focus)

Grapple: + 25 Dragon Form

Knockback: -9 (with Defensive Roll) / - 8

Saving Throws

Toughness: +10 (+8 Con, +2 Defensive Roll) Impervious 8 (weak spot)

Fortitude: +9 (+7 Con, +2)

Reflex: +6 (+2 Dex, +4)

Will: +7 (+1 Wis, +6)

 

 

Enhanced Constitution 6 [6PP] (Draconic Physiology)

 

Enhanced Feats 2 (Feats: Jack of all Trades, Skill Mastery [intimidate, notice, sense motives, survival]) [2PP] (Ancestral Memory)

 

Enhanced Strength 8  [8PP] (Draconic Physiology)

 

Enhanced Trait 1 (Intimidate +4) [1PP] (Ancestral Memory)

 

Enhanced Trait 1 (Notice +4) [1PP] (Ancestral Memory)

 

Enhanced Trait 1 (Sense Motive +4) [1PP] (Ancestral Memory)

 

Immunity 1 (Aging) [1PP] (Draconic Physiology)

 

Impervious Toughness 6 (Skin of Gold, Flaw: Weak Spot [behind his neck]), [5PP] (Draconic Physiology)

 

Super Senses 4 (Darkvision [Visual, Counter Obscure (darkness)], Enhanced Scent [Olfactory, Acute, Tracking] ) (Draconic Physiology) [4PP]

 

Super Senses 1 (Danger sense, Olfactory) (Magic) [1PP]

 

DC Block

Unharmed – Touch – DC 22 – Damage

Unarmed (no powers) – Touch – DC 18 Toughness

Dragon's Fury  – Touch – DC 23 – Damage

Dragon's Fury (shapechange) – Touch – DC 27 – Damage

Molten Breath – Touch (area 80 or 160 ft cone), DC 18 Ref\23 Toughness, Damage (burning)

Wing Buffet – Touch (area 80 ft cone) DC 18 Ref\DC 18 Stamina, Daze 

 

Totals: Abilities (20) + Combat (16) + Saving Throws (12) + Skills (13) + Feats (15) + Powers (75) - Drawbacks (0) = 150/150 Power Points

 

 

 

Edited by Nerdzul

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Posted (edited)

Alright, going a bit deeper into things than I did before!

 

Nothing more cheesy about a dragon character than a lot of other concepts around. 

 

Fluff

You'll of course need to actually write it out instead of bullet points, but bullet points are a good start until you decide on exactly what you want 👍

 

For your appearance and costume, there's always the standard Claremont costume until he decides on his own.

 

History: You probably don't want to use "eloped" for the caretakers taking him, since that implies they wanted to marry him. Backstory outlines are good, maybe put something in about him being approached to join Claremont after he was discovered using his powers, if you want him to start there? You might wanna have him be from Southside for the historically bad place to live, though Kingston with the doom forge has gotten bad too since 2018.

 

I like your Complications, nice job. Very thematically fitting.

 

Crunch

 

Abilities

For your Enhanced Abilities, this is an easier to read notation, with the enhanced score going first.

Strength: 24 (+7) / 16 (+3)

 

Combat

Don't worry about the stats seeming high for a kid. He is a PL8 character, and if you don't meet PL8 caps with his sheet, then you're gonna have a bad time when he gets into PL8 fights. All the cool kids at Claremont meets their combat caps too!

Your grapple is too low. It would be your Base Attack + Attack Focus [Melee] + Strength, so it should be 4 + 2 + 7 = +13

Your Knockback would be -7 (-6 from your full Impervious, then -1 from halving the leftover +2 TOU). Since the Defensive Roll doesn't always apply, you should write it out as Knockback: -7 (with Defensive Roll) / -6

 

Saving Throws

Before you start moving points around to fit the Protection, here's a suggestion speaking from pure optimization: Buying a rank of Protection and Fortitude Save costs 1PP each, but if you buy 2 ranks of Constitution instead (enhanced or not), you get both the Toughness and the Fortitude Bonus at the same cost, and you get a higher bonus to your recovery rolls. It is purely up to you, of course, but personally I would replace the 2 ranks of Protection and 2 of your Fortitude bonus ranks with a total Constitution at 22 for a +6 bonus from it. It costs the same, and you get more out of it.

 

Skills

As a general rule of thumb, most skill check DCs come in increments of 5, unless its an opposed roll. So in general, its to your advantage to try to get your skill bonuses to +5 for things you expect to roll a lot. Its not something you have to do, just a suggestion.

In general, your notation here should be something along these lines

 

Intimidate 5 (+6/+10Enh. Skill) Skill Mastery

 

It just makes it easier to read like that. 

As for the esoteric languages, that depends entirely on where his ancestry is from.

 

Feats

Remember to put PP after 15.

All looks good, but remember to do the changes based on the house rules for Defensive Roll that I linked.

Since you have a number of Grappling feats, be sure to read the House Rules on Grappling if you haven't already: https://www.freedomplaybypost.com/start/house-rules/combat-r12/

 

Powers

 

You should list them all in alphabetical order. Just makes it easier to read.

Another formating thing to do that could make it a bit easier to read would be to use italics, like you have used on some powers for all of them. 

In general, if you have multiple descriptors on a power (which is totally allowed), just list it as (Magic, Fire) instead of (Magic/Fire), since its both.

 

The Biological descriptor is usually applied to attacks that use, well, Biology in some way, not physical enhancements that you're born with. Instead, I'd use the "Draconic Physiology" descriptor. You might want to ad that to a few other powers too.

 

For your Super-Senses, I'm guessing from your notes that you haven't been through updating them yet, and that's fine, but as a general rule, you need tie them each to a sense for how they work. And if they got different descriptors, they should be individual powers. For the one in the array, it seems like a few different powers instead of just one. You can just put multiple powers in the same array slot, as long as their total cost doesn't is at the array limit.

 

For your Spectral Claws Strike, there's no feat called Piercing. You want the Penetrating Extra, which is one of the few Extras where you can buy individual ranks for (I know, it is a bit confusing). You should put it like this: 

Strike 1 (Spectral Claws; Extras: Penetrating 3; Feats: Mighty, Affect Incorporeal) [6PP]  (Magic, Slashing Damage Type)

 

Moving to your Draconic Echoes array, you should just put it as being a 16PP array instead of 2*Rank PP array.

- Molten Breath: You don't need to note that the Secondary effect is burning under the extras.

- Illusion: Instead of Mind, it would be the Psionic descriptor, if its a mental effect.

- Emotion Control: Same as above. As for decreasing the size of an area, you can do that, but not by reducing the rank of the Area extra. Instead, you take Progression [Area Size] as a Drawback, with each rank of the drawback reducing the size. Still, probably good to keep it as you have right now.

- Super-Senses: See the above notes. I'd split it up into two different powers in the same Array slot instead of just one.

- Stun: How do he do it? Do he have wings that he can flap to create the wind to stun? If that's the case, don't you want some Flight?

 

Finally, the Morph power: Honestly, I would stay away from the Metamorph feat for your first character, especially if he is a Claremonter. You will have to build an entirely separate sheet, and the approval process will be that longer and more complicated because of that. If you want to just look like a dragon, so he morphs into a dragon along the lines of the Hulk, then you just need the Morph power with the 1-form only limit. I really think it would be better to have it like that. If you want an entirely separate dragon form with other powers later on, its easy enough to add the Metamorph feat to your morph power.

If you want to simulate him losing control like the Hulk or something like that, then give him a Complication where something triggers the loss of control, and if that happens, you get a Hero Point out of it. And Hero Points are always good.

 

I haven't checked the math, I'll be doing that once things are fixed, but in general, its a good sheet, aside from a few things its mainly just notation issues and fluff needing to be finished. 

Edited by RocketLord

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Thank you Rocket Lord for the deeper review. I have begun doing some edits, I will finish them after work I think. 

 

Meanwhile I think I have found an array that I like for the alternate shape. Still ironing out the details, but here is a rough draft. With Metamorph I was planning to rearrange more traits, both powers, but also skills and abilities, however this looks a lot easier.

 

Shapechange 13 (26 PP Array; Feats: Alternate Power 1 Drawbacks: Full Action (Might change depending on how I can fit the PP, likely though, changing into a giant monster doesn't happen at the speed of though)) [24 PP]

 

Base Power:  Dragon Soul (Alternate form 5,  25 PP) {power 25/26}, PP (Might even be just a collection of powers, this are the stuff he gets when he is not shapechanged)

Leaping 3 (Running 170 ft, Standing 85 ft, Vertical 42 ft ) {3/25} (Magic)

Immunity 20 (Magic) (Arcane Resonance. Feats: Selective. Flaws: "Limited (Half Effect)) {11/25}

Strike 1 (Spectral Claws, Feats: Accurate, Affect Incorporeal, Mighty, Penetrating 3) [7PP]  (Magic, Slashing Damage Type)

4 extra PP to get to 25,

1 extra pp of something to get to 26

            Alternate Power: Dragon Form (Alternate Form 5, 25 PP) {power 25/26}, PP

(if needed, I'd much rather do without this extra step and just put the powers directly in the array, so that I won't need to go in multiple of 5, but I mean I imagine that it's more thematic to use Alternate Form even if mechanically would be similar?)

                        Growth 8, (Flaws: Disperse (only 4 ranks), Drawbacks: Full Power) {15/25}, 15 PP 

                        Flight 4, (Drawbacks: Power Loss (wings), Wide Turns, Forward Only, Minimum Speed) {4/25},

                        Additional Limbs 1 (Tail) {1/25},

Protection 1 {1/25}

Strike 1 (Claws, Feat: Mighty) {2/25},

2 extra PP to get to 25,

1 extra pp of something to get to 26

 

Remove the Weapon Specialization Feat, but give the Claws Accurate, so that the math still works with both forms)

 

Caps and Trade Offs:

Dragon Form will get +2 Constitution and +8 Strength due to size (should have been +4/+16, without disperse), but also give -2 to Defense and to Hit. 

So Unarmed Attack will be: +4 Melee (+4 Attack, +2 Melee Focus - 2 Size) Save DC 27 (+12) +4/-4 Trade-off , won't likely be able to hit a barn on a good day, but I imagine that I can try and get some all out attacks out (will need to buy the feat), or just go fight other giant monsters. 

Defense: +6 (+4 Base, +4 Dodge Focus -2 Size), +2 Flat-Footed, Toughness: +10 (+6 Con, +2 Protection, +2 Defensive Roll) Impervious 6

 

Human form will stay roughly the same.

 

What I imagine 4 ranks of disperse is that simply he increase in weight and strength less than proportionally to his size, rather than just dispersing his full mass. In my mind (it's perhaps a bit of a stretch I know), he needs that to be able to fly despite being a massive lizard. Mechanically it is in order not to gain a massive strength increase that will screw up his caps.  I have given his flight a lot of drawbacks, but again, it's to reflect the fact that a beast of that size probably needs a lot of space to maneuver and can't stall\backtrack).

 

A thing I'd like to do, but I'm not sure if it is possible, is giving the Dragon Breath and Wing Buffet an increase in area of effect (through the Progression Feat), while he is transformed.

 

What do you ppl think?

Edited by Nerdzul

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Alternate form arrays are generally not encouraged, but I don't see any issues with what you got there. Refs might look at it differently, though. The cost would be 26PP, though. 26 for Array at rank 13, +1 for Alternate Power 1, -1 for the Drawback.

 

Getting Accurate instead of Weapon Specialization is a good choice in general, I think.

 

For Dragon Soul, I guess that would be the human form? Since that's power he normally have and that you don't need to transform into it to activate it, I would just make it a regular container (or just multiple powers in the same array slot) instead of an Alternate Form, so something like this, like you mention. Also, as you can see in my construction, you don't need to do whole numbers. You can do decimals. So, if you got 26PP for an alternate form, you can make it Alternate Form 5.2.

 

I would add the Extra Duration [Continuous] and the Flaw Permanent to your Growth power, so he's permanently grown when in the dragon form. That might nix the Full Power drawback, but we'll see what the refs say about that.

 

Shapechange 13 (26PP Array; Feats: Alternate Power 1 Drawbacks: Full Action (Might change depending on how I can fit the PP, likely though, changing into a giant monster doesn't happen at the speed of though)) [26 PP]

Base Power:  Dragon Soul 5.2 (25PP Container [Passive, Permanent]) {26/26PP} (Might even be just a collection of powers, this are the stuff he gets when he is not shapechanged)

Leaping 3 (Running 170 ft, Standing 85 ft, Vertical 42 ft ) [3PP]} (Magic)

Immunity 20 (Magic) (Arcane Resonance. Feats: Selective. Flaws: Limited (Half Effect)) [11PP]

Strike 1 (Spectral Claws, Feats: Accurate, Affect Incorporeal, Mighty, Penetrating 3) [7PP]  (Magic, Slashing Damage Type)

4 extra PP to get to 25,

1 extra pp of something to get to 26

Alternate Power: Alternate Form 5.2 (Dragon Form; 26 PP) {26/26PP}

(if needed, I'd much rather do without this extra step and just put the powers directly in the array, so that I won't need to go in multiple of 5, but I mean I imagine that it's more thematic to use Alternate Form even if mechanically would be similar?)

Growth 8 (Extras: Duration [Continuous]; Flaws: Disperse [only 4 ranks], Permanent; Drawbacks: Full Power) [15PP]

Flight 4 (Drawbacks: Power Loss (wings), Wide Turns, Forward Only, Minimum Speed) [4PP]

Additional Limbs 1 (Tail) [1PP]

Protection 1 [1PP]

Strike 1 (Claws, Feats: Mighty) [2PP]

2 extra PP to get to 25,

1 extra pp of something to get to 26

 

As for your last question, yes, you can do something like that. You could do it as something along the lines of

 

(Name you want here) 2 Adds (Feats: Progression [Area] 2) to Draconic Echoes Array [2PP]

 

That might not be approved because it wouldn't work with the non-area powers in the array, so alternatively you could do

 

Array 1 (2PP Array; Alternate Power 1) 

  • Base Power: Damage 0 (Enhanced Molten Breath; Feats: Progression [Area] 2) (Stacks with Molten Breath) {2/2PP}
    • Stacked Power: Damage 8 (Molten Breath. Extra: Area [80-ft Cone, General], Secondary Effect; Flaws: Action (Full action); Feats: Progression [Area] 2) you need to calculate the new area, of course
  • Alternate Power: Stun 0 (Enhanced Wing Buffet; Feats: Progression [Area] 2) (Stacks with Wing Buffet) {2/2PP}
    • Stacked Power: Stun 8 (Wing Buffet, Extra: [80-ft Cone, General], Flaw: Daze; Feats: Progression [Area] 2) {power 16/16} (Magic, Air) you need to calculate the new area, of course

Check with a ref for the stacking power to be sure how they would prefer you do that.

 

But lets see the full changes on the sheet.

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Going through it all from the top, to make sure I don't miss any changes!

 

Fluff:
As I said on discord, you should go through everything and write it out so its not just bullet points.

 

Abilities:
You should put a / between the two Constitution score, but minor thing.
You should also note your Dragon Form stats here

 

Combat:
I'd put Initiative as "+4 / +2 (Dragon Form)"
Your Knockback are different in your dragon form, so you should note that. It should be "-9 with Defensive Roll / -8"

 

Skills
Strength and Swim would increase with your Strength increase in Dragon Form.

 

Feats

Looking good

 

Powers
No need to put cost as {power X/X}, just put it as {X/XPP}


For ease of reading, I would put things like the Action flaw as "Action [Full Power]", so you don't hit the other parenteses. For instance, see your Molten Breath power.


You need to fix the order of some of the enhanced powers. Enhanced Con, Enhanced Feats, Enhanced Strength, then the traits powers. And even powers that's grouped together, liek your Enhanced powers and Super-Senses, should have an empty line between them, to make it easier to read.

 

Dragonic Echoes: 
- Molten Breath: I would place the stacked power this, so it appears under both of the original powers
- Dragon's Fury: All that you have listed are Feats, not Extras. What's the description for the Variable Descriptor? Why can he do different damage types with punches?
- For your Super-Senses, I would put it like this for ease of reading: Super-Senses 2 (Valuable Object Awareness, Descriptor Frequency: Common, Sense Type: Olfactory) {2/16PP}

 

Dragon Soul:
- Leaping: You just need to list your running jump
- Speed: You should also list your speed per turn (would be 250 ft./turn) here
- You should list the power as Alternate Form 4.8 (Dragon Form, Drawbacks: Action 2 [Standard Action]) {22/22PP}
- Since you go from a Free action to a Standard Action on the Alternate Form, that would be 2 steps, but the math checks out from you having applied to ranks of the drawback.
- You should list the rank of Additional Limbs
- Dragon Fire: The Progression feat should be listed as "Progression [Area] 1", and I would place the Stacked power on the next line to make it easier to see.
- I would note that the Impervious Toughness stacks with your regular Impervious Toughness for the full rank.

 

Checking math when I got the time.

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Math:

In total, I get your PP spent to 151, as you've spent 1PP more on Saves than you've listed.

 

Abilities:
Your cost list on abilities list your Con cost as 4, that should be 6, and hte bonus should be +3. 

 

Combat:
As I noted above, you should add to the Knockback

 

Saves
Your Fortitude should be listed as +9 (+6 Con, +3) / +11 (+8 Con, +3)
Your total is off, it should be 13PP, not 12.

 

Skills:
As I noted above, you should link the values for Climb and Swim in the Dragon Form
Your Bonus for Stealth should be +8 in the Dragon Form, not +0

 

Feats
Looks good

 

Powers
Something I missed before: If you base your Danger Sense Super-Senses power on a Mental Sense, you will also need to buy other extras, since mental senses come with no extra, as per the house rules here: https://www.freedomplaybypost.com/start/house-rules/powers-r8/
I'd suggest just moving the Danger Sense to Olfactory or Audio senses. Alternatively, get rid of it to get your total PP spent down to 150.

 

Draconic Echoes
- Dragon's Fury: If you have this as Mighty, then it breaks caps. Rank 8 damage + 7 for human or + 11 for dragon form is too much. Ranked Feats should be listed the same way you did Improved Critical 2, including Split Attack and Accurate
Another way to do something like this where you can hit multiple targets or do a lot of quick hits would be to add the Autofire Extra (it is a ranked Extra in the books, but house rules only allow Autofire 1, since it otherwise gets ridiculously broken). You could do something like this:

 

Strike 6 (Dragon's Fury; Extras: Autofire; Feats: Accurate 2, Improved Critical 2) {16/16PP} (Bludgeoning Damage Type)

 

That makes it a DC21 attack with +10 to hit, for a +2/-2 trade-off, and you free up the +2 Accurate from the Strike 0 in the human form of Dragon Soul.
- ESP: You don't have any Mental Senses, so you would need to buy super-senses for to be able to do this. I'd ask about how to do what you want from some of the refs.

And see my notes in the previous post too, of course

Edited by RocketLord

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Done lots of edits. Going to sleep now, but I'll finish writing down the background tomorrow (and fixing the track possession powers) 

 

4 hours ago, RocketLord said:

In total, I get your PP spent to 151, as you've spent 1PP more on Saves than you've listed.

 

Abilities:
Your cost list on abilities list your Con cost as 4, that should be 6, and hte bonus should be +3. 

 

Thanks for catching it. That's the problem of doing multiple editing, I had updated the CON, but I didn't update it everywhere\reduce the associated save. Should be fixed now. 

 

4 hours ago, RocketLord said:

Draconic Echoes
- Dragon's Fury: If you have this as Mighty, then it breaks caps. Rank 8 damage + 7 for human or + 11 for dragon form is too much. Ranked Feats should be listed the same way you did Improved Critical 2, including Split Attack and Accurate
Another way to do something like this where you can hit multiple targets or do a lot of quick hits would be to add the Autofire Extra (it is a ranked Extra in the books, but house rules only allow Autofire 1, since it otherwise gets ridiculously broken). You could do something like this:

 

Strike 6 (Dragon's Fury; Extras: Autofire; Feats: Accurate 2, Improved Critical 2) {16/16PP} (Bludgeoning Damage Type)

 

That makes it a DC21 attack with +10 to hit, for a +2/-2 trade-off, and you free up the +2 Accurate from the Strike 0 in the human form of Dragon Soul.

 

Yeah, it was, I kinda thought before some clarifications in chat that I could use the extra PP that went past the cap just for the sake of adding them to the split attacks, but I sort of understand how it works now (I hope :p)  I'll just drop the extra points for now to bring it back in line with the caps. The variable descriptor is more in the line of various natural weapons (claws, fangs, horns, tail), when he is a monster, while he is a human they just appear as spectral images when he fights.

 

4 hours ago, RocketLord said:

- ESP: You don't have any Mental Senses, so you would need to buy super-senses for to be able to do this. I'd ask about how to do what you want from some of the refs.

And see my notes in the previous post too, of course

 

Had a conversation about how to fix it in chat, I'll rework it tomorrow though, way too sleepy now not to make any math mistakes in moving points around.

 

 

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Here's a version that only uses the human form with draconic powers, abandoning the transformation into an actual dragon.

You might find it a cleaner, less complicated alternative.

 

 

Power Level: 10 (Built as PL8)

Tradeoffs: None

Power Points: 150/150

 

 

ABILITIES 22PP

Strength: 26/16 (+8/+3) (Heavy Load: 920 lbs. / 230 lbs.)

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

Constitution: 26/18 (+8/+4)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 12 (+1)

 

 

COMBAT 14PP

Initiative: +4/+2 (+4/+2 Dex)

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

Grapple: +16/+11 (+8 Melee Attack, +8/+3 Strength)

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

Knockback Resistance: 8/2

 

 

SAVING THROWS 11PP

Toughness: +8/+4 (+8/+4 Con, Impervious 8 )

Fortitude: +8/+4 (+8/+4 Con, +0PP)

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

Will: +8 (+1 Wis, +7PP)

 

 

SKILLS 20PP (80R)

Bluff 9 (+10)Skill Mastery

Climb 2 (+10/+5)

Diplomacy 4 (+5)

Gather Information 4 (+5)

Intimidate 9 (+10)Skill Mastery

Knowledge (Streetwise) 5 (+5)

Languages 1 (Atlantean, English [Native])

Notice 9 (+10)Skill Mastery

Search 10 (+10)

Sense Motive 9 (+10)Skill Mastery

Sleight of Hand 6 (+10/+8)

Stealth 6 (+10/+8)

Survival 4 (+5)

Swim 2 (+10/+5)Swimming

 

 

FEATS 16PP

Attack Focus (Melee) 4

Beginners Luck

Dodge Focus 5

Fearless

Interpose

Luck 2

Skill Mastery (Bluff, Intimidate, Notice, Sense Motive)

Takedown Attack

 

 

POWERS 67PP

 

Draconic Power 8 (16PP Array; Feats: Alternate Power 5) [21PP] (Descriptors: Dragon, Magic)

 

Base Power: [16PP] (Additional Descriptors: Draconic Might)

Enhanced Strength 10 (Feats: Affects Insubstantial 2, Improved Critical 2 [18-20], Incurable, Variable Descriptor [Spectral Energy Manifestations of Claws, Fangs, Tail, Wings]) [16PP]

 

Alternate Power: [16PP] (Additional Descriptors: Fire, Molten Breath)

Damage 8 (Extras: Area [Type: General; Shape: Cone; Size: 80ft], Secondary Effect; Flaws: Action [Full]) [16PP]

 

Alternate Power: [10PP] (Additional Descriptors: Psionic)

Emotion Control 8 (Flaws: Sense-Dependent [Visual]; Feats: Mind Blank, Subtle) [10PP]

 

Alternate Power: [16PP] (Additional Descriptors: Fool's Gold, Greed Magic, Psionic)

Illusion 8 (Sense Types: Auditory + Visual; Flaws: Action [Full], Phantasm; Feats: Progression 8 [2,500ft / 1/2-mile radius]) [16PP]

 

Alternate Power: [16PP] (Additional Descriptors: Wind, Wings)

Stun 8 (Extras: Area [Type: General; Shape: Cone; Size: 80ft]; Flaws: Action [Full]) [16PP]

 

Alternate Power: [5 + 5 + 5 = 15PP] (Additional Descriptors: Greed Magic, Psionic)

Mind Control 8 (Flaws: Limited [One Command: "Tell me what your heart desires"], Sense-Dependent [Auditory]; Feats: Subtle) [5PP]

Super-Senses 5 (Valuable Object Awareness; Descriptor Frequency: Very Common; Sense Type: Olfactory, Default: Radius, Ranged; Extras: Acute, Tracking) [5PP]

Telelocation 8 (Range: 2,000 miles / Continental; Extras: Duration [Sustained, Lasting]; Flaws: Limited [Can only sense relative direction, not exact location]; Limited [Personal possessions and close acquaintances]; Feats: Subtle) [5PP]

 

Enhanced Constitution 8 [8PP]

 

Enhanced Dexterity 4 [4PP]

 

Immunity 1 (Aging) [1PP]

 

Immunity 20 (Magic; Flaws: Limited [1/2 Effect]) [10PP]

 

Impervious Toughness 8 [8PP]

 

Leaping 3 (x10, Running Long Jump: 180ft long x 90ft high) [3PP]

 

Speed 3 (50MPH, 500ft per Move Action) [3PP]

 

Super-Movement 1 (Slow Fall) [2PP] (Descriptors: Dragon Magic, Spectral Wings)

 

Super-Senses 6 (Acute Tracking Normal Olfactory Sense; Danger Sense [Sense Type: Olfactory]; Darkvision; Uncanny Dodge [Sense Type: Olfactory]) [6PP]

 

Swimming 1 (2.5MPH, 25ft per Move Action; Can take 10 on Swim checks) [1PP]

 

 

Abilities (22) + Combat (14) + Saving Throws (11) + Skills (20) + Feats (16) + Powers (67) = 150/150 Power Points

Edited by AmeliaHealYa

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I have done some more edits, mostly implementing @AmeliaHealYa suggestions for the human form and statted the alternate form. I must admit and I need to trim 1 point, the easiest solution would probably be to lower the array back to 16 (but I like the idea that the dragon breath has a wider area in his monstrous shape), but there it is, I want to work a bit on the fluff tonight, but I'm definitely open to suggestions.

 

I know that weak spot probably sucks as drawback, but I really like the fluff behind it.

For the sake of readability I merged the enhanced skills and feats in their normal section instead of power, but I still like the idea that they represent access to some ancestral memory and I'd have no problem in shifting them back (so that they could be nullified)

 

Btw I'm definitely going to give him another name when I apply for him :)

 

Main Changes from the Human form: 

He grows to huge size with all that it entail (but loses on the enhanced str and con of his human form)

He is stronger (but not immensely so, however his size do increase his carrying capacity) 

He is a bit slower (both in movement speed and in a loss of reflexes)
He is easier to hit, but have a tougher armor

He loses his resistance to magic 

He has a wider breath of fire and a stronger physical attack representing him striking furiously with razor sharp claws and fangs, but he can't hit incorporeal targets anymore (as the claws are no longer immaterial, but very physical) and he is less accurate.

He has a tail

He doesn't have the subtelty anymore to affect all the spectrum of emotions, but he can use a terrifying roar 

His can fly on bat wings, without much of a manouverability.

Mental Abilities and Skills stay the same as the mutation is just physical (although, he is probably way more cocky and arrogant in this shape). 

 

 

Dragon Shape 

Power Level: 10 (Built as PL8)

Tradeoffs: 

Defense -2 / Toughness +2 

Attack -3 / Save DC +3

Power Points: 150/150

 

ABILITIES 22PP

Strength: 32/16 (+11/+3) (Heavy Load: 4,2 tons lbs. [+10 effective str due to size] / 230 lbs.)

Dexterity: 14 (+4/+2)

Constitution: 26/18 (+8/+4)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 12 (+1)

 

COMBAT 14PP

Initiative: +2 (+2 Dex)

Attack: +4, + 5 Melee (+4 Base, +3 Attack Focus - 2 Size)

Grapple: +22/+8 (+5 Melee Attack, +11/+3 Strength, + 8 size)

Defense: +6 (+3 Base, +5 Dodge Focus, -2 size), +0 Flat-Footed

Knockback Resistance: 8/2

 

SAVING THROWS 11PP

Toughness: +8/+4 (+8/+4 Con, Impervious 8 )

Fortitude: +8/+4 (+8/+4 Con, +0PP)

Reflex: +6 (+2 Dex, +4PP)

Will: +8 (+1 Wis, +7PP)

 

SKILLS 20PP (80R)

Bluff 9 (+10)Skill Mastery

Climb 2 (+13/+5)

Diplomacy 4 (+5)

Gather Information 4 (+5)

Intimidate 9 (+14 [+4 size])Skill Mastery

Knowledge (Streetwise) 5 (+5)

Languages 1 (Atlantean, English [Native])

Notice 9 (+10)Skill Mastery

Search 10 (+10)

Sense Motive 9 (+10)Skill Mastery

Sleight of Hand 6 (+8)

Stealth 6 (+0 [+2 dex -8 size])

Survival 4 (+5)

Swim 2 (+13/+5)Swimming

 

 

FEATS 16PP

Attack Focus (Melee) 3

Beginners Luck

Dodge Focus 5

Fearless

Interpose

Luck 2

Move-by action

Skill Mastery (Bluff, Intimidate, Notice, Sense Motive)

Takedown Attack

 

 

POWERS 68PP

 

Additional Limbs 1 (Tail) [1 PP]

 

Draconic Power 8,5 (17 PP Array; Feats: Alternate Power 5) [22 PP] (Descriptors: Dragon, Magic)

  • Alternate Power: [17PP] (Additional Descriptors: Fire, Molten Breath)

Damage 8 (Feats: Progression: [Area 1] Extras: Area [Type: General; Shape: Cone; Size: 160ft with area 1], Secondary Effect; Flaws: Action [Full]) [17PP]

 

  • Base Power: [17PP] (Additional Descriptors: Draconic Fury) [17PP]

 

Strength Attack (Feats: Improved Grab [fangs], Improved Critical 2 [18-20],  Incurable, Linked (Rending Claws) Variable Descriptor [Flurry of Fangs, Horns, Tail Sweeps, Wings] ) [5PP]

Drain 6 (Rending Claws, Drain Toughness, FeatsLinked (Rending Claws)Extra: Affect Objects) (Descriptors: Dragon, Slashing)[12PP] 

 

  • Alternate Power: [16PP] (Additional Descriptors: Dragon's Roar, Emotions, Fear)

Emotion Control 8 (Extra: Area [Perception Area], Flaws: Limited Emotion [Fear] Sense-Dependent [Auditory]) [16PP]

 

  • Alternate Power: [16PP] (Additional Descriptors: Fool's Gold, Greed Magic, Psionic)

Illusion 8 (Sense Types: Auditory + Visual; Flaws: Action [Full], Phantasm; Feats: Progression 8 [2,500ft / 1/2-mile radius]) [16PP]

 

  • Alternate Power: [16PP] (Additional Descriptors: Wind, Wings)

Stun 8 (Extras: Area [Type: General; Shape: Cone; Size: 80ft]; Flaws: Action [Full]) [16PP]

 

  • Alternate Power: [5 + 7 + 5 = 17PP] (Additional Descriptors: Greed Magic, Psionic)

Mind Control 8 (Flaws: Limited [One Command: "Tell me what your heart desires"], Sense-Dependent [Auditory]; Feats: Subtle 1) [5PP]

Super-Senses 5 (Valuable Object Awareness; Descriptor Frequency: Very Common; Sense Type: Olfactory, Default: Radius, Ranged; Extras: Accurate, Acute, Tracking) [7PP]

Telelocation 8 (Range: 2,000 miles / Continental; Extras: Duration [Sustained, Lasting]; Flaws: Limited [Can only sense relative direction, not exact location]; Limited [Personal possessions and close acquaintances]; Feats: Subtle) [5PP]

 

Flight 3  (Wings, Drawbacks:  Forward Only, Power Loss [wings]) [4PP]

 

Growth 8 (Huge size [-2 combat, +8 grapple, -8 stealth, +4 intimidation, height 16ft, weight 12k lbs, Space 15ft., reach 10ft. carrying capacity +10 str], Extra: Continuous, Flaw: Permanent ) [24PP]

 

Immunity 1 (Aging) [1PP]

 

Impervious Toughness 8 (Drawback: Weak Spot, Noticeable)  [6PP]

 

Morph 1 (Dragon Form, Extra: Duration [Continuous], Flaw: Action 2 [Standard Action] Feat: Metamorph [1PP]

 

Protection: 2  [2PP]

 

Super-Senses 6 (Acute Tracking Normal Olfactory Sense; Danger Sense [Sense Type: Olfactory]; Darkvision; Uncanny Dodge [Sense Type: Olfactory]) [6PP]

 

Abilities (22) + Combat (14) + Saving Throws (11) + Skills (20) + Feats (16) + Powers (67) = 151/150 Power Points

Edited by Nerdzul

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