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Character Edits 2021


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When you submit an edit request, please do not just submit a new code-blocked sheet for us to copy & paste. You must tell us specifically what you're adding/editing. For only the odd one or two minor edits a sheet isn't required, otherwise you should include one to make our job easier. So not to clutter things up too much if you do include the sheet please stick it within spoiler tags.

 

When submitting edits for multiple characters, please make one post per character - it helps with the bookkeeping and make sure that an issue with one character edit doesn't affect anothers, also please try to limit the number of characters you post.

 

Whilst we endeavor to do these as quickly as possible we're only human, so don't be afraid to contact us if we've not gotten to your edit's in a while.

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Doktor'd!

 

Nevermore II

 

I'll buy 4 ranks of skills with 1PP, buying Languages 4:

 

Language 4 (Native: English; Learned: American Sign Language, Chinese [Mandarin], Japanese, Russian)

 

I'll spend 6PP on buying this power:

 

Luck Control 1 (Force Rerolls; Feats: Innate, Luck 2) [6PP] (Descriptors: Master Tactician, Training)

 

And 4PP on increasing the rank of his Utility Belt device to rank 5, with an updated version below. I'm replacing the Stunning Attack feat on the Collapsible Staff with Subtle, replacing the Nauseate effect with a Stun effect, adding a Dazzle effect and updating the other powers a bit

 

Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Utility Belt, Belt, Technology)

Gadgets Array 8.5 (17DP Array; Feats: Alternate Power 8 ) [25DP] (Descriptors: Gadgets)

BPDamage 4 (Extras: Ranged; Feats: Improved Range, Mighty 4) {13/17DP(Descriptors: Ravenrang, Piercing Damage Type, Thrown Weapon)

APDamage 4 (Feats: Accurate, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Subtle, Takedown Attack 2) {12/17DP(Descriptors: Collapsible Staff, Bludgeoning Damage Type)

APDazzle 8 (Visual Dazzle; Flaws: Action [Full]; Feats: Improved Critical 2, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological]) {15/17DP} (Descriptors: Visual Distortion, Flash, Darkness, Optic Disruption, Etc.) 

APESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) (Range: 5 miles) {17/17DP(Descriptors: Remote Viewing Drone, Remote Control, Spy Device)

APIllusion 8 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (50 ft. radius area) {13/17DP(Descriptors: Noisemaker, Playback Device, Sound, Remote Activated)

APObscure 6 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2, Variable Descriptor 2 [Any Technological]) (Range: 60 ft., Area: 250-500 ft. radius) {17/17DP(Descriptors: Cover Grenade, Grenade, Darkness/Flashbang/Other)

APSnare 8 (Flaws: Action [Full]; Feats: Improved Critical 1, Improved Range 1, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]) {16/17DP(DescriptorsHigh Tech Snares, Nets, Cuffs, Rapidly Expanding Foam, Shock Field, etc.)

APStun 8 (Flaws: Action [Full]; Feats: Accurate, Extended Reach 1 [5 ft.], Improved Critical 2) {12/17DP} (Descriptors: Stun Staff, Electricity) 

APTrip 8 (Feats: Improved Critical 1, Improved Range 1, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological]) {16/17DP(Descriptors: Trip Tricks, Various Tripwires, Bolas, Snarelines, etc.)

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC19 Tou (staged)

Damage

+6

Ravenrang

100 feet

DC23 Tou (staged)

Damage

+8

Collapsible Staff

Touch: 5 ft.

DC23 Tou (staged)

Damage

+8, Crit 18-20, Takedown Attack 2

High Tech Snares

200 ft.

DC18 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

+8, Subtle, Triggered 2

Noisemaker

80 ft., 50 ft. area

DC18 Will 

Fail: Believe audio illusion 

Independent, Triggered 2

Stun Staff

Touch: 5 ft.

DC18 Fort (staged

Fail: Dazed
>5: Stunned

>10: Unconscious

+8, Crit 18-20

Trip Tricks

200 ft.

DC18 Trip Resist (Worse bonus)

Tripped

+8, Crit 19-20, Subtle, Triggered 2

Visual Distortion

200 ft.

DC18 Ref
DC18 Fort to recover

Blinded

+8, Crit 18-20, Subtle, Triggered 2

 

Please remove the Eidetic Memory feat and put in the Jack-of-All-Trades feat instead.

 

Please add the following Enhanced Feats below the normal feats:

 

Enhanced Feats

Luck 2 -> Luck 4

Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades]
Takedown Attack 2

 

Thank you!

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Doktor'd!

 

Chitin

 

Big one, spending 18PP! Here's an itemized list of the changes, then the actual formatted sheet under the spoiler tags.

 

+4 Skills [1PP]

Sense Motive 4 (+5)

 

+3 Feats [3PP]

Challenge (Combat Diplomacy)

Challenge (Fast Acrobatic Bluff)

Set-Up

 

CMYK Driver Belt: Device 11 [55DP] to Device 13 [65DP] [8PP]

Immunity 1 (Environmental Cold) [1PP]

Bush Cricket

  • Concealment 4 (All Visual; Flaws: Displacement) [4PP]
  • Quickness 3 (x25; 1 Minute to Standard Action[3PP]
  • Super-Senses 2 (Auditory [Extended 1, Ultra-Hearing]) [2PP]

Orchid Mantis

  • Affects Insubstantial 2 on Damage 5 [2PP]
  • Drain Toughness 5 (Extras: Affects Objects, Linked [+0]; Flaws: Limited [Objects Only][5PP] 
    • to 
  • Drain Toughness 10 (Extras: Affects Objects, Linked [+0]; Flaws: Limited [Objects Only]) [10PP]
  • Super-Senses 2 (Visual [Counters Concealment) [2PP]

Yellowjacket

  • Damage 8 (Extras: Area [General, 80’ Cone]) [16PP]
    • to
  • Damage 8 (Extras: Area [Targeted, 80’ Cone], Selective; Feats: Homing) [25PP]

Kabuto Beetle

  • Countering Punch on Super-Strength 4 [1PP]
  • Enhanced Feats 2 (Improved Throw, Improved Trip) [2PP]
  • Immovable 3 (Extras: Unstoppable) [6PP]

 

Robugs: Device 3 [15DP] to Device 5 [25DP] [6PP]

Communication 4 (Auditory, 1 mile range; Feats: Subtle) [5PP]

ESP 4 (Auditory, Visual, 1 mile range; Extras: Simultaneous; Flaws: Limited [Reachable by Robugs]; Feats: Rapid 1 [10x search speed]) [13PP]

Move Object 2 (Strength 10; Extras: Range [Perception]; Feats: Precise) [7PP]

 

1 + 3 + 8 + 6 = 18PP spent!

 

Spoiler

 

Power Level: 8 (176/176PP)
Unspent Power Points: 0PP
Trade-Offs:

  • Bush Cricket: +3 Attack / -3 Damage; +3 Defense, -3 Toughness
  • Orchid Mantis: -2 Attack / +2 Damage; +3 Defense, -3 Toughness
  • Yellowjacket: None Offensively; +3 Defense, -3 Toughness
  • Kabuto Beetle: -2 Attack / +2 Damage; -2 Defense, +2 Toughness

 

Abilities: 2 + 4 + 6 + 12 + 2 + 6 = 32PP
Strength: 12/20
CMY/30K (+1/+5/+10)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 22 (+6)
Wisdom: 12 (+1)
Charisma: 16 (+3)



Combat: 8 + 6 = 14PP
Initiative: +10

Attack: +4 Base, +6 MeleeMK, +11 MeleeC, +8 RangedY

Defense: +11CMY/+6K (+3 Base, +3 Enhanced Defence, +5 Dodge FocusCMY), +3 Flat-Footed

Grapple: +7/+11MY/+16C/+20K
Knockback: -2CMY/-8K


Saving Throws: 2 + 4 + 6 = 12PP
Toughness: +5
CMY/+10K (+3 Con, +2 Protection, +5 ProtectionK)

Fortitude: +5 (+3 Con, +2)
Reflex: +6 (+2 Dex, +4)
Will: +7 (+1 Wis, +6)



Skills: 88R = 22PP

Acrobatics 8 (+10)

Computers 9 (+15)

Craft [Electronic] 9 (+15)

Craft [Mechanical] 9 (+15)

Diplomacy 12 (+15)

Disable Device 4 (+10)

Drive 8 (+10)

Handle Animal 2 (+5)

Knowledge [Life Sciences] 2 (+8)

Knowledge [Physical Sciences] 4 (+10)

Knowledge [Technology] 10 (+16)

Languages 1 (English [Native], Japanese)

Notice 4 (+5)

Perform [Oratory] 2 (+5)

Sense Motvie 4 (+5)

 

 

Feats: 24PP

Acrobatic Bluff

All-Out Attack

Attack Focus (Melee) 2

Beginner’s Luck

Challenge (Combat Diplomacy)

Challenge (Fast Acrobatic Bluff)

Eidetic Memory

Equipment 1

Evasion 2

Improved Initiative 2

Improvised Tools

Interpose

Inventor

Luck 2

Move-By Action

Power Attack

Second Chance (Emotion Control)

Set-Up

Takedown Attack 2

 

Equipment: 1PP = 5EP 
Electric Scooter (Vehicle)

Size: Medium [0EP]; Strength: 10 [0EP]; Defence: 10 [0EP]; Toughness: +6 [1EP]

Features: Alarm [1EP]

Powers: Speed 3 (50MPH) [3EP]

 

 

Powers: 55 + 20 = 75PP

 

Device 13 (CMYK Driver Belt; 65PP Container; Flaws: Hard-to-Lose; Feats: Restricted 2 [Authorized Users], Subtle) [55PP] (technology, powersuit, spatial)

When activated the driver uses spatial exchange technology to summon the Chitin power-suit armour. Each mode is accessed via the corresponding Robug.

 

Communication 4 (Radio, 1 mile; Flaws: One-Way; Feats: Subtle) [3PP]

Enhanced Defense 3 [6PP]

Enhanced Strength 8 (to 20 [+5]) [8PP]

Immunity 2 (Suffocation) [2PP]

Protection 2 [2PP]

Super-Senses 7 (Radio [Accurate (+2), Danger Sense] [4PP], Visual [Infravision, Tracking, Ultravision] [3PP]) [7PP]

 

Chitin Armour Modal Array 17 (34PP Array; Feats: Alternate Power 3; Drawback: Action [Move Action to Switch]) [36PP]

Base: Bush Cricket Instar - “Hop to it!”

  • Concealment 4 (All Visual; Flaws: Displacement) [4PP]

  • Damage 0 (Extras: Autofire [5], Feats: Mighty) [6PP]  (CMYKick)

  • Enhanced Feats 10 (Attack Focus [Melee] 5, Dodge Focus 5) [10PP]

  • Leaping 5 (x50, 750’ Running Long Jump, 187’ High Jump) [5PP]

  • Quickness 3 (x25; 1 Minute to Standard Action[3PP]

  • Speed 3 (500’ Move Action, 50MPH) [3PP]

  • Super-Movement 1 (Water Walking; Flaws: Limited [While Moving]) [1PP]

  • Super-Senses 2 (Auditory [Extended 1, Ultra-Hearing]) [2PP]

AP: Orchid Mantis Instar - “Say your prayers!”

  • Concealment 4 (All Visual; Flaws: Blending) [4PP]

  • Damage 5 (Extras: Linked [+0], Feats: Affects Insubstantial 2, Improved Critical, Mighty) [9PP] + Drain Toughness 10 (Extras: Affects Objects, Linked [+0]; Flaws: Limited [Objects Only]) [10PP] (CMYKutters; dimensional, electromagnetic)

  • Enhanced Feats 5 (Dodge Focus 5) [5PP]

  • Super-Movement 2 (Wall-Crawling 2) [4PP]

  • Super-Senses 2 (Visual [Counters Concealment) [2PP]

AP: Yellowjacket Instar - “Kick the nest!”

  • Damage 8 (Extras: Area [Targeted, 80’ Cone], Selective; Feats: Homing) [25PP] (CMYKuarrels)

  • Enhanced Feats 5 (Attack Focus [Ranged] 4, Dodge Focus 5) [9PP]

AP: Kabuto Beetle Instar - “Can’t beat this!”

  • Enhanced Feats 4 (Improved Grab, Improved Grapple, Improved Throw, Improved Trip) [4PP]

  • Enhanced Strength 10 (to 30 [+10] Total) [10PP]

  • Immovable 3 (Extras: Unstoppable) [6PP]

  • Protection 5 (to 7 Total) [5PP]

  • Super-Strength 4 (Effective Str 50, 12.8 ton Heavy Load, Feats: Countering Punch) [9PP] (CMYKudgels; gravity)

 

Device 5 (Robugs; 25PP Container; Flaws: Easy-to-Lose; Feats: Multiple Devices 3, Restricted 2 [Authorized Users]) [20PP] (technology, robotics)

The Robugs are a quartet of semi-autonomous, palm-sized drones resembling a bush cricket, orchid mantis, yellowjacket and kabuto beetle respectively.

 

Communication 4 (Auditory, 1 mile range; Feats: Subtle) [5PP]

ESP 4 (Auditory, Visual, 1 mile range; Extras: Simultaneous; Flaws: Limited [Reachable by Robugs]; Feats: Rapid 1 [10x search speed]) [13PP]

Move Object 2 (Strength 10; Extras: Range [Perception]; Feats: Precise) [7PP]

 

 

Drawbacks: -3PP

 

Normal Identity (Major, Uncommon; Standard Action to activate CMYK Driver, Unable to access Chitin armour without belt) [-3PP]

 

 

DC Block

ATTACK             RANGE   SAVE              EFFECT

Unarmed            Touch   DC 16 Toughness   Damage

Unarmed (C)        Touch   DC 20 Toughness   Damage

Unarmed (K)        Touch   DC 25 Toughness   Damage

CMYKutters (M)     Touch   DC 20 Reflex      Drain Toughness [Objects Only]

                   Touch   DC 25 Toughness   Damage

CMYKuarrels (Y)    Area    DC 22 Toughness   Damage [General Area]

 

 

Totals:

Abilities (32) + Combat (14) + Saving Throws (12) + Skills (22) + Feats (24) + Powers (75) - Drawbacks (-3) = 176/176 Power Points

 

 

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Doktor'd!

 

I'm gonna take it from the top of Terrifica's sheet to make things easier on you, Dok. Or whoever. 11 PP to spend, with me documenting how much is left at each stage.

 

Abilities

First, a notation change. Wisdom is now Enhanced Statistic like INT, instead Base for Skills.

Second, +2 to Charisma. 16 (+3) now.

PP available: 9

 

Combat

No changes

 

Saves

With Wisdom having an effect here now, I'm subtracting 7 from Will save. It will remain a +10 bonus, but yeah.

PP available: 16

 

Skills

+5 SP to Acrobatics, +4 SP to Bluff, +1 SP to Investigate -1 SP from Concentration, -1 SP from Diplomacy. Looks like:

Acrobatics 11 (+15)

Bluff 12 (+15)

Diplomacy 7 (+10)

Investigate 1 (+16)

PP available: 14

 

Feats

4 new feats:

Challenge - Improved Feint

Challenge - Improved Taunt

Improved Trick

Redirect

Changing Skill Mastery skills (subtracting both Crafts, both Knowledges, and Medicine; adding Acrobatics, Bluff, Computers, Disable Device, and Investigate)

Formatting error: Enhanced Feats from Superhuman Brain aren't between here and Equipment.

PP available: 10

 

Powers

Superhuman Brain container boosted to Rank 8. Remove Limited Flaw on Enhanced Wisdom. 3 PP left in container.

Add power: Super Senses 3 (Analytical Vision, Analytical Normal Auditory) [3PP] 

PP remaining after all changes: 0

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Doktor'd!

 

Just some quick edits on Masque, reflecting some of what she's been up to; hopefully when I get a proper computer again I can recover my books and make some proper revisions.

 

Replace the Age line in her description with:

Born: April 2002

 

2pp to Skills, divided up like so:

add: Driving 7 (+10)

improve: Diplomacy to 'Diplomacy 5 (+8, +12 Attractive)'

 

1pp to Feats:

improve: Luck to 'Luck 2 [to 5, from powers]'

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Doktor'd!

 

Small edit for Veronica Danger.


I temporarily want to drop a rank of Ranged Focus from feats (she can make it up with one of her variable pools when needed until I get an XP to repurchase).


I want to take that PP and buy 4 more ranks of the Drive skill.


Thanks!

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Doktor'd!

 

Fairly minor edit for Thunderbird.

 

Spending 4PP:

-2 more skill points to Craft: Mechanical, for 10 ranks (+11 total)

-6 more skill points to Craft: Electronic, for 10 ranks (+11 total)

-8 skill points into Knowledge: Technology, for 8 ranks (+9 total)

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Doktor'd!

 

Little addition to Chelone's sheet, spending the last spare point in her Create Object AP 

 

Create Object 10 (testudo 2.0, Extra: Movable, Flaw: Range [Touch], PFs: Precise, Selective, Subtle, Progression 1) {24/24}

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Doktor'd!... though you're one skill point off -- you've got 147 ranks, not 148!

Second opinion'd -- added +1 rank to  Investigate.

 

Archer II

 

Time to get Archer an edit!

 

17PP to spend. 

 

Skills

Increasing the following skills

Acrobatics +5 to +15 (+20)

Knowledge [Streetwise] +7 to 14 (+15)

Search +5 to 14 (+15)

Sense Motive +6 to 13 (+15)

 

And adding these Skills

Drive 5 (+10)

Gather Information 8 (+10)

Intimidate 13 (+15)

Medicine 2 (+5)

Investigate 5 (+6)

Pilot 5 (+10)

 

That should be a total of 60 skill ranks, costing 15PP.

 

Feats

Spending the last 2PP on buying two ranks of Equipment, for total Equipment 3.

Please add this to his Equipment, worth the 10EP Archer just gained:

 

Sky-Bike (Vehicle; Flying Bike) [10EP]

Spoiler

Size: Medium [0EP]
Strength: 20 [2EP]
Defense: 10 [0EP]
Toughness: 5 [0EP]
Features: [0EP]

- None

Powers: [6EP]
- Flight 4 (100 mph / 1000 ft/rnd) [8EP]

 

Thanks!

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Doktor'd... except you're 3 ranks/1 PP over on Skills, so you've got to trim something!

Second Opinion'd -- removed 3 ranks of Knowledge [Technology].

 

GHOST

 

Time to get Ghost some skills, feats and a new power with his 11PP!

 

Skills

Spending 8PP to buy 40 ranks of Skills:

Bluff +5 to 12 (+15)

Disable Device +5 to 5 (+10)

Gather Information +10 to 12 (+15)

Investigate +5 to 5 (+10)

Knowledge [Current Events] +5 to 5 (+10)

Knowledge [Streetwise] +5 to 5 (+10)

Knowledge [Technology] +2 to 2 (+7)

 

Feats

Please add Contacts and Well-Informed

 

Powers

I'm spending the last PP to add another AP to the Ghost With the Most Array. Please add this power:

APInsubstantial 4 (Incorporeal; Affected by Cold; Extras: Affects Corporeal, Affects Others, Linked [Immunity] (+0); Flaws: Action 2 [Standard]; Feats: Selective, Subtle 2) [23P] + Immunity 1 (Suffocation while incorporeal; Extras: Affects Others, Linked [Insubstantial] (+0)) [2PP] {25/31PP}

 

Thanks!

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Doktor'd!

 

For Outrider: 


Feats: 4 points

Challenge [Fast Startle]

Improved Grab 

Improved Grapple

Improved Pin 

 

Powers: 2 points

 

Super-Strength 1. 

 

Her new grapple bonus will be this: Grapple: +12 (+6 Strength, +2 Base Attack, +3 Attack Focus [Melee], +1 Super-Strength)

 

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Doktor'd!

 

Little Mermaid II

 

Please update the description on the sheet to this:

 

Mette is a woman of obvious Scandinavian descent. She has dark brown hair, usually cut into a pixie cut, and dark green eyes. She is toned and in shape from countless hours spent swimming, both with and without the use of her powers. She is good-looking, but not supernaturally so, though she has plenty of charm to make up for that. Mette's style tend to be a clash of frilly dresses in light colors and leather or denim jackets, often with heavy boots.

 

When Mette transforms into her costume, her hair grows to reach her waist, flowing freely. The parts of her costume that covers her upper body are mainly in green scales, with a red pointed mark just below her neck, and red bands aroudn her wrists. She wears a green mask in the same scale material on her head, leaving the top of her head, her mouth and her chin free. The costume's pants are white, with a red line seperating the the green upper body and white lower body. The soles of her feet are red, with three thick red lines on the outside of her lower legs. When Mette enters water, her legs fuse into a white mermaid's tail

 

And update the images to these:

spacer.pngspacer.png

---

 

Then, time to spend some PP!

 

Skills

Buying 16 ranks of skills, worth 4PP

 

Diplomacy +5 to 15 (+20)

Intimidate +5 to 15 (+20)

Knowledge [Arcane Lore] +3 to 3 (+5)

Knowledge [Earth Sciences] +3 to 3 (+5)

 

Feats

Buying 5 feats.

Add Accurate Attack, Challenge [Fast Startle], Power Attack and Startle.

Increase Skill Mastery by 1 rank to  Skill Mastery 2 [Diplomacy, Gather Information, Intimidate, Knowledge [Earth Sciences], Notice, Perform [Singing], Sense Motive, Swimming]

 

That should be 9PP spent and 2PP remaining that I'll leave for now.

 

Thanks!

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PL 9'd by EP.

 

It’s (3/4s of the way into) Artificer’s Junior year, so let’s bump him up to PL 9.  And I’ve got 16pp to spend!

 

Title

Please change “Artificer (PL 7) -- Dr Archeville” to “Artificer (PL 9) -- Dr Archeville”

 

Abilities  [2]

+2 to  INT, bringing that to 18/+4. [2pp]

 

Combat  [0]

No change [+4 M, +7 R, +11 blast; +8 Def]

-2 Att/+2 Effect w/ Ranged; -1 Def/+1 Tough

 

Saves  [0]

No cost change here, but see Enhanced Saves

 

Skills  [0]

No change, but see increased Intelligence.

 

Feats  [1]

Luck 1  [1pp]

 

Powers  [8+0+4+1 = 13]

 

Atlantean Legs 1 (2 points; PF: Alternate Power) [3PP]

BE: Swimming 2 (5 MPH)  {2/2}

AP: Leaping 1 (x2 [running long jump 24 ft., standing long jump 12 ft., high/vertical jump 6 ft.]) {1} and Speed 1 (10mph) {1}  {1+1=2/2}

 

Device 2 (“Warding Bracers,” 10 points; Flaw: Hard to Lose) [+8pp]

Enhanced Fortitude Save 2 [2]

Enhanced Reflex Save 2 [2]

Enhanced Will Save 2 [2]

Immunity 2 (environmental heat, environmental radiation) [2]

Protection 2 [2]

 

Device 1 (“Mechano-Mystical Components,” 5 points; Flaw: Hard to Lose) [0PP]

Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Magic [22 points]) {5}

AP: Blast 7 (“bolt of arcane energy”; PFs: Accurate 2 [+11], Affects Insubstantial 2, Precise, Subtle, Variable Descriptor 2 [any magical]) {22/22}

AP: Create Object 9 (”Alchemy/Transmuted Objects”; up to 9 5-ft. Cubes, Lifting STR 45; Extra: Duration [Continuous]; Flaw: Range [Touch]; PFs: Innate, Subtle, Variable Descriptor 2 [any matter])  {22/22}

AP: Environmental Control 2 (Light 1, 10-ft. Radius) {2} and Illusion 9 (“holograms;” visual; PF: Progression [10-ft. radius]) {19}  {2+19=21/22}

AP: Move Object 5 (“mage hand”; Str 25; Extra: Damaging; PFs: Accurate 3 [+13 Attack], Precise, Variable Descriptor [arcane force or shaped matter]) {20/22}

AP: Transform 4 (“Alchemy/Transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; Flaw: Range [Touch]; PFs: Progression [Mass] 2 [50 lbs.]) {22/22} 


 

Magic: +4pp

Magic 11 (22 points) [22PP] 

BE: Damage 9 (“burst of magical power”; Extra: Area [General, Burst, 45-ft. radius]; PFs: Affects Insubstantial 2, Progression [Area] 1 [90-ft. radius], Variable Descriptor [any elemental]) {22/22}

 

 

That’s the summary, here’s what he should look like with the changes:


 

Spoiler

 

ABILITIES: [4 + 2 + 4 + 8 + 6 + 2 = 26PP]

Strength: 14 (+2); effective Lifting STR 24

Dexterity: 12 (+1)

Constitution: 14 (+2)

Intelligence: 18 (+4)

Wisdom: 16 (+3)

Charisma: 12 (+1)


 

COMBAT: [8 + 8 = 16PP]

Initiative: +1

Attack: +4 Melee, +7 Ranged, +11 w/ Blast, +13 w/ MO

Grapple: +7, +18 w/ Move Object

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

Knockback: -5, -2 w/out Force Field

 

 DC Block:       

               

ATTACK                

           

               

RANGE                

           

               

                    SAVE                

           

               

                    EFFECT                

           

               

Unarmed                

           

               

Touch                

           

               

DC 17 Toughness (Staged)                

           

               

Damage (Physical)                

           

               

Bolts of Magic                

           

               

Ranged (700 ft. max)                

           

               

DC 22 Toughness (Staged)                

           

               

Damage (Any Magic)                

           

               

Burst of Magic                

           

               

45-90 ft.                

           

               

DC 19 Reflex                

           

               

Area (Burst) Effect                

           

               

                                     

           

               

                                     

           

               

DC 24 or 19 Toughness (Staged)                

           

               

Damage (Any Magic)                

           

               

Holograms                

           

               

Perception                

           

               

DC 19 Will                

           

               

Disbelieve                

           

               

Mage Hand                

           

               

Ranged (600 ft. max)                

           

               

Grapple vs. +17 (Staged)                

           

               

Pinned/Bound                

           

               

                                     

           

               

                                     

           

               

DC 21 Toughness (Staged)                

           

               

Damage (Physical)                

           

               

Transmuted Object (Dropped)                

           

               

Touch                

           

               

DC 19 Reflex                

           

               

Avoided                

           

               

                                     

           

               

Touch                

           

               

DC 24 Damage (Staged)                

           

               

Damage (Physical)                

           

               

Transmuted Object (Trap)                

           

               

Touch                

           

               

DC 19 Reflex                

           

               

Trapped inside object                

           


 

SAVING THROWS: [2 + 2 + 3 = 7PP]

Toughness: +10 (+2 Con, +6 Force Field, +3 Protection), +4 w/out Force Field

Fortitude: +6/+4 (+2 Con, +4/+2)

Reflex: +5/+3 (+1 Dex, +4/+2)

Will: +8/+6 (+3 Wis, +5/+3)


 

SKILLS: [64R = 16PP]

Concentration 5 (+8)

Craft (Artistic) 7 (+11)

Craft (Chemical) 2 (+6)

Craft (Mechanical) 7 (+11)

Craft (Structural) 7 (+11)

Disable Device 7 (+11)

Investigate 2 (+6)

Knowledge (Arcane Lore) 7 (+11)

Knowledge (Technology) 7 (+11)

Language 2 (Atlantean [native], English, Greek)

Medicine 2 (+5)

Notice 2 (+5)

Search 7 (+11)


 

FEATS: [12PP]

Artificer

Attack Focus (Ranged) 3

Dodge Focus 4

Eidetic Memory

Environmental Adaptation (Aquatic)

Luck 1

Ritualist


 

POWERS: [3 + 5 + 4 + 8 + 6 + 3 + 22 + 2 + 4 + 4 = 61PP]

 

Atlantean Legs 1 (2 points; PF: Alternate Power) [3PP]

BE: Swimming 2 (5 MPH)  {2/2}

AP: Leaping 1 (x2 [running long jump 24 ft., standing long jump 12 ft., high/vertical jump 6 ft.]) {1} and Speed 1 (10mph) {1}  {1+1=2/2}

 

Device 1 (“Arcane Goggles”; 5 points; Flaw: Hard to Lose; PF: Restricted [must be able to read & understand Atlantean]) [5PP]

Super-Senses 5 (adds Analytical to all Visual senses, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate]) {5/5}

 

Device 1 (“Mechano-Mystical Components,” 5 points; Flaw: Hard to Lose) [4PP]

Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Magic [22 points]) {5}

AP: Blast 7 (“bolt of arcane energy”; PFs: Accurate 2 [+11], Affects Insubstantial 2, Precise, Subtle, Variable Descriptor 2 [any magical]) {22/22}

AP: Create Object 9 (”Alchemy/Transmuted Objects”; up to 9 5-ft. Cubes, Lifting STR 45; Extra: Duration [Continuous]; Flaw: Range [Touch]; PFs: Innate, Subtle, Variable Descriptor 2 [any matter])  {22/22}

AP: Environmental Control 2 (Light 1, 10-ft. Radius) {2} and Illusion 9 (“holograms;” visual; PF: Progression [10-ft. radius]) {19}  {2+19=21/22}

AP: Move Object 5 (“mage hand”; Str 25; Extra: Damaging; PFs: Accurate 3 [+13 Attack], Precise, Variable Descriptor [arcane force or shaped matter]) {20/22}

AP: Transform 4 (“Alchemy/Transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; Flaw: Range [Touch]; PFs: Progression [Mass] 2 [50 lbs.]) {22/22} 

 

Device 2 (“Warding Bracers,” 10 points; Flaw: Hard to Lose) [8PP]

Enhanced Fortitude Save 2 [2]

Enhanced Reflex Save 2 [2]

Enhanced Will Save 2 [2]

Immunity 2 (environmental heat, environmental radiation) [2]

Protection 2 [2]

 

Force Field 6 (“arcane shields”) [6PP]

 

Immunity 3 (cold, drowning, pressure) [3pp]

 

Magic 11 (22 points) [22PP] 

BE: Damage 9 (“burst of magical power”; Extra: Area [General, Burst, 45-ft. radius]; PFs: Affects Insubstantial 2, Progression [Area] 1 [90-ft. radius], Variable Descriptor [any elemental]) {22/22}

 

Quickness 4 (“multitasker,” x25; Flaw: Limited [Mental Tasks Only]) [2PP]

 

Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) [4PP] 

 

Super-Strength 2 (effective STR 24; lt. load 233 lbs., med. load 466 lbs., hvy. load 700 lbs.) [4PP]


 

DRAWBACKS: 

None


 

TOTALS:

Abilities (26) + Combat (16) + Saving Throws (7) + Skills (16) + Feats (12) + Powers (61) - Drawbacks (0) = 138/138 Power Points

 

 

 

Thanks!

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  • 2 weeks later...

Doktor'd!

 

Paper

Okay, really should have included these skill at creation but I wasn’t thinking. So I’d like to use a few points to add skills.

5PP to add 20 skill ranks

Adding

Gather Information 7 (+10)

Knowledge, Pop Culture 6 (+9)
Knowledge, Streetwise 7 (+10)

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