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Teke - PL 11 - Gaea


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Stats:

STR 8(-1)

DEX 14 (+2)

CON 8(-1)

INT 23(+6)

WIS 11(-)

CHA 18(+4)

BAB: +6(from powers)

BDB: +6(from powers)

Initiative: +2

Saves:

Toughness -(-1/ +10 Impervious/ +14 Impervious 13)

Fortitude -(-1)

Reflex -(2)

Will 8(+8)

Skills: Bluff 4(+8/+16*),

Concentration 6(+6),

Craft Mechanical 5(+11),

Diplomacy, (+4/+12*)

Knowledge [Art] 3(+9),

Knowledge [Technology] 12(+16),

Knowledge [Physical Sciences] 12(+16),

Language 4[spanish(Castilian, Catalan) German, Japanese],

Notice 3(+3),

Perform [Percussion Instruments] 8(+12),

Perform [Wind Instruments] 8(+12),

Perform [string Instruments] 15(+19),

Perform [singing] 12(+16),

Sense Motive 4(+4),

Feats: : Combat Feats 1: (Move by Action) Fortune Feats 2: (Luck 2) General Feats 6: (Benefit [Wealth] 2, Equipment 2, Lightning Calculator 2) Skill Feats 3: (Attractive 2, Fascinate[Perform])

Powers: Ranged Tactisis- Super-Senses- Ranged Touch + Analytical Touch [Cost 3]

I Can Fly!- Flight 3(Power Feat: Subtle) [Cost 7]

Big-Ole Telekinetic Array- Battle Configuration- Blast 10 (Power Feats: Accurate 2, Subtle) & Force Field 11 (Impervious 10; Power Feat; Subtle) [Cost 45]

AP-1-Psychokinesis- TK 14 (Perception: Power Feats: Precise, Subtle) [Real Cost 44] [Cost 1] (Power Note: I Will Never throw something as a weapon for more than 10 damage…but I don’t feel that that is worthy of getting points back for, the 14 ranks is supposed to represent the strength of what he can lift) [Heavy Load 200 Tons]

AP-2-Internal Decimation- Blast 14 (Alt Save-Fortitude: Power Feat: Subtle) [Real Cost 43] [Cost 1]

AP-3-Area Pinball- TK 10 (Area-Burst, Selective Attack: Power Feats: Subtle, Precise) [Real Cost 42] [Cost 1] [Heavy Load 12 Tons]

AP-4- Shove- Trip 16 (Knockback 10, Perception Range: Power Feat: Subtle) [Real Cost 43] [Cost 1] (Power Note: Trip isn’t strictly limited by PL as it’s a strength check. So I don’t roll an attack roll, I just roll a die and add 16, if they other person fails their opposed roll, they get tripped and knockbacked as if I did 10 dmg)

AP-5- Mental Constructs- Create Object 10 (Impervious 6, Move-Object: Power Feats: Precise, Selective, Progression 5 (10-100 ft cubic blocks), subtle 2) [Real Cost 45] [Cost 1] [Heavy Load 12 Tons]

AP-6 – Turtle Up!- Force Field 15 (Impervious 13, Reflective 13[Ranged Attacks], Power Feat: Subtle + Immunity-Critical Hits) [Real Cost 44] [Cost 1]

AP-7- Gotcha- Snare 14 (Transparent, Power Feats: Subtle, Reversible) [Real Cost 44] [Cost 1]

AP-8- Touch Range Telekinesis- Super Strength 22( Heavy Load= 157,285 Tons] [Real Cost 44] [Cost 1]

[Total Cost -53]

I Feel Things- Enhanced BDB 6 [Cost 12]

I Know How to Hit Them- Enhanced BAB 6 [Cost 12]

Drawbacks: Disability: **Sickness 3pp (When Using Extra Effort also gets a Sickened condition)

Abilities 22 + Skills 24 (96 ranks) +Feats 12+Powers 87 +Combat 0+Saves 8-Drawback 3=150

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Stats:

STR 8(-1)

DEX 14 (+2)

CON 8(-1)

INT 23(+6)

WIS 11(-)

CHA 18(+4)

BAB: +6(from powers)

BDB: +6(from powers)

Initiative: +2

Saves:

Toughness -(-1/ +10 Impervious/ +14 Impervious 13)

Fortitude -(-1)

Reflex -(2)

Will 8(+8)

Skills: Bluff 4(+8/+16*),

Concentration 6(+6),

Craft Mechanical 5(+11),

Diplomacy, (+4/+12*)

Knowledge [Art] 3(+9),

Knowledge [Technology] 12(+16),

Knowledge [Physical Sciences] 12(+16),

Language 4[spanish(Castilian, Catalan) German, Japanese],

Notice 3(+3),

Perform [Percussion Instruments] 8(+12),

Perform [Wind Instruments] 8(+12),

Perform [string Instruments] 15(+19),

Perform [singing] 12(+16),

Sense Motive 4(+4),

Feats: : Combat Feats 1: (Move by Action) Fortune Feats 2: (Luck 2) General Feats 6: (Benefit [Wealth] 2, Equipment 2, Lightning Calculator 2) Skill Feats 3: (Attractive 2, Fascinate[Perform])

Powers: Ranged Tactisis- Super-Senses- Ranged Touch + Analytical Touch [Cost 3]

I Can Fly!- Flight 3(Power Feat: Subtle) [Cost 7]

Big-Ole Telekinetic Array- Battle Configuration- Blast 10 (Power Feats: Accurate 2, Subtle) & Force Field 11 (Impervious 10; Power Feat; Subtle) [Cost 45]

AP-1-Psychokinesis- TK 14 (Perception: Power Feats: Precise, Subtle) [Real Cost 44] [Cost 1] (Power Note: I Will Never throw something as a weapon for more than 10 damage…but I don’t feel that that is worthy of getting points back for, the 14 ranks is supposed to represent the strength of what he can lift) [Heavy Load 200 Tons]

AP-2-Internal Decimation- Blast 14 (Alt Save-Fortitude: Power Feat: Subtle) [Real Cost 43] [Cost 1]

AP-3-Area Pinball- TK 10 (Area-Burst, Selective Attack: Power Feats: Subtle, Precise) [Real Cost 42] [Cost 1] [Heavy Load 12 Tons]

AP-4- Shove- Trip 16 (Knockback 10, Perception Range: Power Feat: Subtle) [Real Cost 43] [Cost 1] (Power Note: Trip isn’t strictly limited by PL as it’s a strength check. So I don’t roll an attack roll, I just roll a die and add 16, if they other person fails their opposed roll, they get tripped and knockbacked as if I did 10 dmg)

AP-5- Mental Constructs- Create Object 10 (Impervious 6, Move-Object: Power Feats: Precise, Selective, Progression 5 (10-100 ft cubic blocks), subtle 2) [Real Cost 45] [Cost 1] [Heavy Load 12 Tons]

AP-6 – Turtle Up!- Force Field 15 (Impervious 13, Reflective 13[Ranged Attacks], Power Feat: Subtle + Immunity-Critical Hits) [Real Cost 44] [Cost 1]

AP-7- Gotcha- Snare 14 (Transparent, Power Feats: Subtle, Reversible) [Real Cost 44] [Cost 1]

AP-8- Touch Range Telekinesis- Super Strength 22( Heavy Load= 157,285 Tons] [Real Cost 44] [Cost 1]

[Total Cost -53]

I Feel Things- Enhanced BDB 6 [Cost 12]

I Know How to Hit Them- Enhanced BAB 6 [Cost 12]

Drawbacks: Disability: **Sickness 3pp (When Using Extra Effort also gets a Sickened condition)

Abilities 22 + Skills 24 (96 ranks) +Feats 12+Powers 87 +Combat 0+Saves 8-Drawback 3=150

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The character has a lot of different Tradeoff's So I'm going to list them all now, as well as other important combat modifiers.

Basic Configuration- Attack +10 [+10 Dmg] Defense 16 [impervious Toughness 10]

AP-1 Attack +6 [+10 Dmg From Thrown Objects] Defense 16 [Toughness -1]

AP-2 Attack +6 [+14 Dmg] Defense 16 [Toughness -1]

AP-3 Attack +6 [+10 Dmg] Defense 16 [Toughness -1]

AP-4 Attack +6 [-1 DMG] Defense 16 [Toughness -1]

AP-5 Attack +6 [-1 DMG] Defense 16 [Toughness 10 Impervious 6* When Behind Objects]

AP-6 Attack +6 [-1 Dmg] Defense 16 [Toughness 14 Impervious 13- Auto Reflects Ranged Damage 13 and below-Immune Critical]

AP-7 Attack +6 [+14 Snare] Defense 16 [Toughness -1]

AP-8 Attack +6 [+27 Grapple] Defense 16 [Toughness -1]

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The character has a lot of different Tradeoff's So I'm going to list them all now, as well as other important combat modifiers.

Basic Configuration- Attack +10 [+10 Dmg] Defense 16 [impervious Toughness 10]

AP-1 Attack +6 [+10 Dmg From Thrown Objects] Defense 16 [Toughness -1]

AP-2 Attack +6 [+14 Dmg] Defense 16 [Toughness -1]

AP-3 Attack +6 [+10 Dmg] Defense 16 [Toughness -1]

AP-4 Attack +6 [-1 DMG] Defense 16 [Toughness -1]

AP-5 Attack +6 [-1 DMG] Defense 16 [Toughness 10 Impervious 6* When Behind Objects]

AP-6 Attack +6 [-1 Dmg] Defense 16 [Toughness 14 Impervious 13- Auto Reflects Ranged Damage 13 and below-Immune Critical]

AP-7 Attack +6 [+14 Snare] Defense 16 [Toughness -1]

AP-8 Attack +6 [+27 Grapple] Defense 16 [Toughness -1]

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The character has a lot of different Tradeoff's So I'm going to list them all now, as well as other important combat modifiers.

Basic Configuration- Attack +10 [+10 Dmg] Defense 16 [impervious Toughness 10]

AP-1 Attack +6 [+10 Dmg From Thrown Objects] Defense 16 [Toughness -1]

AP-2 Attack +6 [+14 Dmg] Defense 16 [Toughness -1]

AP-3 Attack +6 [+10 Dmg] Defense 16 [Toughness -1]

AP-4 Attack +6 [-1 DMG] Defense 16 [Toughness -1]

AP-5 Attack +6 [-1 DMG] Defense 16 [Toughness 10 Impervious 6* When Behind Objects]

AP-6 Attack +6 [-1 Dmg] Defense 16 [Toughness 14 Impervious 13- Auto Reflects Ranged Damage 13 and below-Immune Critical]

AP-7 Attack +6 [+14 Snare] Defense 16 [Toughness -1]

AP-8 Attack +6 [+27 Grapple] Defense 16 [Toughness -1]

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There are a couple of minor things to cover here.

It's easier if you remove skills that you don't have ranks in from your list. It was hard to add up everything.

You need to select an interaction skill for your Fascinate feat.

If you have Perception range on your psychokinesis, you're limited to PL for your ranks, since you have nowhere to tradeoff. That's not just an issue for throwing objects, but also making trips, disarms, and grapples.

I don't know why you took the Selective Attack extra and the Selective power feat in your third AP. The Selective Attack is the appropriate one there, assuming that you'll generally be using that power to throw objects, disarm, trip, or grapple a particular area.

I'm concerned about the fourth AP. You're correct that Trip isn't strictly limited by PL, but it's primarily a function of Strength, which is limited by PL. I'll pass on that AP. If another ref feels that it's ok, then I'll agree.

The last AP seems pretty rough to me, in that all of the power goes to Super-Strength instead of regular Strength, but it's ok. You should have a Grapple modifier of +28, not +27, when using this power.

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There are a couple of minor things to cover here.

It's easier if you remove skills that you don't have ranks in from your list. It was hard to add up everything.

You need to select an interaction skill for your Fascinate feat.

If you have Perception range on your psychokinesis, you're limited to PL for your ranks, since you have nowhere to tradeoff. That's not just an issue for throwing objects, but also making trips, disarms, and grapples.

I don't know why you took the Selective Attack extra and the Selective power feat in your third AP. The Selective Attack is the appropriate one there, assuming that you'll generally be using that power to throw objects, disarm, trip, or grapple a particular area.

I'm concerned about the fourth AP. You're correct that Trip isn't strictly limited by PL, but it's primarily a function of Strength, which is limited by PL. I'll pass on that AP. If another ref feels that it's ok, then I'll agree.

The last AP seems pretty rough to me, in that all of the power goes to Super-Strength instead of regular Strength, but it's ok. You should have a Grapple modifier of +28, not +27, when using this power.

Link to comment

There are a couple of minor things to cover here.

It's easier if you remove skills that you don't have ranks in from your list. It was hard to add up everything.

You need to select an interaction skill for your Fascinate feat.

If you have Perception range on your psychokinesis, you're limited to PL for your ranks, since you have nowhere to tradeoff. That's not just an issue for throwing objects, but also making trips, disarms, and grapples.

I don't know why you took the Selective Attack extra and the Selective power feat in your third AP. The Selective Attack is the appropriate one there, assuming that you'll generally be using that power to throw objects, disarm, trip, or grapple a particular area.

I'm concerned about the fourth AP. You're correct that Trip isn't strictly limited by PL, but it's primarily a function of Strength, which is limited by PL. I'll pass on that AP. If another ref feels that it's ok, then I'll agree.

The last AP seems pretty rough to me, in that all of the power goes to Super-Strength instead of regular Strength, but it's ok. You should have a Grapple modifier of +28, not +27, when using this power.

Link to comment

There are a couple of minor things to cover here.

It's easier if you remove skills that you don't have ranks in from your list. It was hard to add up everything.

You need to select an interaction skill for your Fascinate feat.

If you have Perception range on your psychokinesis, you're limited to PL for your ranks, since you have nowhere to tradeoff. That's not just an issue for throwing objects, but also making trips, disarms, and grapples.

I don't know why you took the Selective Attack extra and the Selective power feat in your third AP. The Selective Attack is the appropriate one there, assuming that you'll generally be using that power to throw objects, disarm, trip, or grapple a particular area.

I'm concerned about the fourth AP. You're correct that Trip isn't strictly limited by PL, but it's primarily a function of Strength, which is limited by PL. I'll pass on that AP. If another ref feels that it's ok, then I'll agree.

The last AP seems pretty rough to me, in that all of the power goes to Super-Strength instead of regular Strength, but it's ok. You should have a Grapple modifier of +28, not +27, when using this power.

1) Consider it done.

2) Fascinate goes with Perform (singing)

3) The only one of the interated problems you have that violates PL is disarm. Grapple and Trip are not limited by PL, as they are opposed Rolls, and Strength Damage is capped by PL, not strength checks. The problem I run into is that, you are right. I want a PL 10 TK in terms of thrown weapons and disarm checks, but i want a PL 14 TK in terms of Lifting Capacity. I think than an Asterick and an understanding by both myself and you referee demi-gods is sufficient limitation. I don't think i should get 4 pt's back for a limited flaw. It's just not limiting enough. But then again, It's in an AP so...if you want me to limit the damage, and just say the extra 4 ranks apply to Carrying Capacity, I'm fine with that. Conversely, If it were to be TK 10(Perception) + Linked Super Strength 4 (Extra: Range: Perception [+2]) That ends up costing me more more than it should. I'd be happy to take the limitation, but if it were a power by itself, instead of in an AP i don't think it's worth less points for a flaw, or more points for the Super Strength thing, It is what it is.

I mean If you break it down...TK is really just Super Strength [Extra], but instead of costing 3pp/rank it costs 2. I dunno, the whole thing is screwy. Also according to Kenson here: http://www.atomicthinktank.com/viewtopic.php?t=11189&highlight=telekinesis+lifting+strength TK isn't limited by PL, Just the damaging extra.

4) It was a typing error, when i was transcribing my notes, consider it gone.

5) I'll re-iterate my previous argument, however, if it gets me approved faster, i'll gladly lower it by 6. [i swear it's legal! :D ]

6) i take a -1 from my 8 in normal strength, so it should still be 27

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There are a couple of minor things to cover here.

It's easier if you remove skills that you don't have ranks in from your list. It was hard to add up everything.

You need to select an interaction skill for your Fascinate feat.

If you have Perception range on your psychokinesis, you're limited to PL for your ranks, since you have nowhere to tradeoff. That's not just an issue for throwing objects, but also making trips, disarms, and grapples.

I don't know why you took the Selective Attack extra and the Selective power feat in your third AP. The Selective Attack is the appropriate one there, assuming that you'll generally be using that power to throw objects, disarm, trip, or grapple a particular area.

I'm concerned about the fourth AP. You're correct that Trip isn't strictly limited by PL, but it's primarily a function of Strength, which is limited by PL. I'll pass on that AP. If another ref feels that it's ok, then I'll agree.

The last AP seems pretty rough to me, in that all of the power goes to Super-Strength instead of regular Strength, but it's ok. You should have a Grapple modifier of +28, not +27, when using this power.

1) Consider it done.

2) Fascinate goes with Perform (singing)

3) The only one of the interated problems you have that violates PL is disarm. Grapple and Trip are not limited by PL, as they are opposed Rolls, and Strength Damage is capped by PL, not strength checks. The problem I run into is that, you are right. I want a PL 10 TK in terms of thrown weapons and disarm checks, but i want a PL 14 TK in terms of Lifting Capacity. I think than an Asterick and an understanding by both myself and you referee demi-gods is sufficient limitation. I don't think i should get 4 pt's back for a limited flaw. It's just not limiting enough. But then again, It's in an AP so...if you want me to limit the damage, and just say the extra 4 ranks apply to Carrying Capacity, I'm fine with that. Conversely, If it were to be TK 10(Perception) + Linked Super Strength 4 (Extra: Range: Perception [+2]) That ends up costing me more more than it should. I'd be happy to take the limitation, but if it were a power by itself, instead of in an AP i don't think it's worth less points for a flaw, or more points for the Super Strength thing, It is what it is.

I mean If you break it down...TK is really just Super Strength [Extra], but instead of costing 3pp/rank it costs 2. I dunno, the whole thing is screwy. Also according to Kenson here: http://www.atomicthinktank.com/viewtopic.php?t=11189&highlight=telekinesis+lifting+strength TK isn't limited by PL, Just the damaging extra.

4) It was a typing error, when i was transcribing my notes, consider it gone.

5) I'll re-iterate my previous argument, however, if it gets me approved faster, i'll gladly lower it by 6. [i swear it's legal! :D ]

6) i take a -1 from my 8 in normal strength, so it should still be 27

Link to comment

There are a couple of minor things to cover here.

It's easier if you remove skills that you don't have ranks in from your list. It was hard to add up everything.

You need to select an interaction skill for your Fascinate feat.

If you have Perception range on your psychokinesis, you're limited to PL for your ranks, since you have nowhere to tradeoff. That's not just an issue for throwing objects, but also making trips, disarms, and grapples.

I don't know why you took the Selective Attack extra and the Selective power feat in your third AP. The Selective Attack is the appropriate one there, assuming that you'll generally be using that power to throw objects, disarm, trip, or grapple a particular area.

I'm concerned about the fourth AP. You're correct that Trip isn't strictly limited by PL, but it's primarily a function of Strength, which is limited by PL. I'll pass on that AP. If another ref feels that it's ok, then I'll agree.

The last AP seems pretty rough to me, in that all of the power goes to Super-Strength instead of regular Strength, but it's ok. You should have a Grapple modifier of +28, not +27, when using this power.

1) Consider it done.

2) Fascinate goes with Perform (singing)

3) The only one of the interated problems you have that violates PL is disarm. Grapple and Trip are not limited by PL, as they are opposed Rolls, and Strength Damage is capped by PL, not strength checks. The problem I run into is that, you are right. I want a PL 10 TK in terms of thrown weapons and disarm checks, but i want a PL 14 TK in terms of Lifting Capacity. I think than an Asterick and an understanding by both myself and you referee demi-gods is sufficient limitation. I don't think i should get 4 pt's back for a limited flaw. It's just not limiting enough. But then again, It's in an AP so...if you want me to limit the damage, and just say the extra 4 ranks apply to Carrying Capacity, I'm fine with that. Conversely, If it were to be TK 10(Perception) + Linked Super Strength 4 (Extra: Range: Perception [+2]) That ends up costing me more more than it should. I'd be happy to take the limitation, but if it were a power by itself, instead of in an AP i don't think it's worth less points for a flaw, or more points for the Super Strength thing, It is what it is.

I mean If you break it down...TK is really just Super Strength [Extra], but instead of costing 3pp/rank it costs 2. I dunno, the whole thing is screwy. Also according to Kenson here: http://www.atomicthinktank.com/viewtopic.php?t=11189&highlight=telekinesis+lifting+strength TK isn't limited by PL, Just the damaging extra.

4) It was a typing error, when i was transcribing my notes, consider it gone.

5) I'll re-iterate my previous argument, however, if it gets me approved faster, i'll gladly lower it by 6. [i swear it's legal! :D ]

6) i take a -1 from my 8 in normal strength, so it should still be 27

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I've been thinking about this,

Instead of AP-8, What about a Boost 10 ( Telekinesis (Perception- Flaw: Limited only to carrying Capacity))

or something similar....

Really, All I'm trying to do is have an AP, where he can lift massive massive weights. Not for damage, not for throwing, just for the purpose of ya know, keeping buildings from collapsing. Etc...

I suppose I could drop it entirely [Putting the extra point into will save] and just do is a boost as an Extra Effort...

Or i could replace it with one that trades some ranks of super-strength, for some ranks of Enhanced Strength.

What do you all want? I'll be happy to.

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I've been thinking about this,

Instead of AP-8, What about a Boost 10 ( Telekinesis (Perception- Flaw: Limited only to carrying Capacity))

or something similar....

Really, All I'm trying to do is have an AP, where he can lift massive massive weights. Not for damage, not for throwing, just for the purpose of ya know, keeping buildings from collapsing. Etc...

I suppose I could drop it entirely [Putting the extra point into will save] and just do is a boost as an Extra Effort...

Or i could replace it with one that trades some ranks of super-strength, for some ranks of Enhanced Strength.

What do you all want? I'll be happy to.

Link to comment

I've been thinking about this,

Instead of AP-8, What about a Boost 10 ( Telekinesis (Perception- Flaw: Limited only to carrying Capacity))

or something similar....

Really, All I'm trying to do is have an AP, where he can lift massive massive weights. Not for damage, not for throwing, just for the purpose of ya know, keeping buildings from collapsing. Etc...

I suppose I could drop it entirely [Putting the extra point into will save] and just do is a boost as an Extra Effort...

Or i could replace it with one that trades some ranks of super-strength, for some ranks of Enhanced Strength.

What do you all want? I'll be happy to.

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The character has a lot of different Tradeoff's So I'm going to list them all now, as well as other important combat modifiers.

Since this has not come up yet, the other Refs would need to discuss it. Personally, I am completely opposed to the idea of letting players pick and choose their trade-offs based on each array slot, but have no problem deferring to a consensus.

Instead of AP-8, What about a Boost 10 ( Telekinesis (Perception- Flaw: Limited only to carrying Capacity))

or something similar....

If this were my game (where I was the GM), I wouldn't allow any of the combat maneuvers (like Trip) to violate PL, but since it's legal (though very poorly designed), I'm okay with it. Same with 22 ranks of Super Strength. Perfectly legal. Every thread in this game exists by mutual consent. If the other players look at your array and think it's cheesy, then they will just avoid you. Refs/GMs can do the same thing. If none of the other players object, all the better. These problems have a way of working themselves out without any intervention in pretty short order.

So, it's all fine by me.

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The character has a lot of different Tradeoff's So I'm going to list them all now, as well as other important combat modifiers.

Since this has not come up yet, the other Refs would need to discuss it. Personally, I am completely opposed to the idea of letting players pick and choose their trade-offs based on each array slot, but have no problem deferring to a consensus.

Instead of AP-8, What about a Boost 10 ( Telekinesis (Perception- Flaw: Limited only to carrying Capacity))

or something similar....

If this were my game (where I was the GM), I wouldn't allow any of the combat maneuvers (like Trip) to violate PL, but since it's legal (though very poorly designed), I'm okay with it. Same with 22 ranks of Super Strength. Perfectly legal. Every thread in this game exists by mutual consent. If the other players look at your array and think it's cheesy, then they will just avoid you. Refs/GMs can do the same thing. If none of the other players object, all the better. These problems have a way of working themselves out without any intervention in pretty short order.

So, it's all fine by me.

Link to comment

The character has a lot of different Tradeoff's So I'm going to list them all now, as well as other important combat modifiers.

Since this has not come up yet, the other Refs would need to discuss it. Personally, I am completely opposed to the idea of letting players pick and choose their trade-offs based on each array slot, but have no problem deferring to a consensus.

Instead of AP-8, What about a Boost 10 ( Telekinesis (Perception- Flaw: Limited only to carrying Capacity))

or something similar....

If this were my game (where I was the GM), I wouldn't allow any of the combat maneuvers (like Trip) to violate PL, but since it's legal (though very poorly designed), I'm okay with it. Same with 22 ranks of Super Strength. Perfectly legal. Every thread in this game exists by mutual consent. If the other players look at your array and think it's cheesy, then they will just avoid you. Refs/GMs can do the same thing. If none of the other players object, all the better. These problems have a way of working themselves out without any intervention in pretty short order.

So, it's all fine by me.

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1) He really only has one different Trade off, And that's his main battle configuration. It's standard 10, 10. All his other attacks are +14/+6....and he has a glass jaw a mile wide.

2) I have to disagree with you. Combat modifiers don't violate PL...They just aren't subject to it. It's not poorly designed, It's a fact of D20 gaming. Some people are really good at tripping, If we go with Combat maneuvers not violating PL, then Every One's grapple check is the same, and super Strong characters get no benefit from taking super strength. There effective strength may as well be limited to 30.

'

It's an opposed Roll. Even my +16 is going to come up short against a Acrobatic's monkey. They can have +15 ranks of acrobatics , which if they have a even a 12 in Dexterity, matches my bonus. Now, most Acrobatics monkeys are going to have a high Dex, lets call it a 20(+5), So they have a +20 to save vs Trip, and then they could take Skill mastery(Acrobatics), and Always have a +30 vs my D20+16 roll. They will beat me 70% of the time. Characters with Super Strength or Super Dex are just as bad.

It's not a matter of PL caps. It's a matter of Opposed Rolls.

So, I've decided to drop AP-8, and for the time being, Drop the two ranks of Accurate from my battle configuration, so that my caps are consistent. I would enjoy discussing Tradeoff's amongst my fellow refs. IF the consensus is more flexible tradeoff's as long as all of them are valid, I'll throw those two points back in.

I just want to get gaming.

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1) He really only has one different Trade off, And that's his main battle configuration. It's standard 10, 10. All his other attacks are +14/+6....and he has a glass jaw a mile wide.

2) I have to disagree with you. Combat modifiers don't violate PL...They just aren't subject to it. It's not poorly designed, It's a fact of D20 gaming. Some people are really good at tripping, If we go with Combat maneuvers not violating PL, then Every One's grapple check is the same, and super Strong characters get no benefit from taking super strength. There effective strength may as well be limited to 30.

'

It's an opposed Roll. Even my +16 is going to come up short against a Acrobatic's monkey. They can have +15 ranks of acrobatics , which if they have a even a 12 in Dexterity, matches my bonus. Now, most Acrobatics monkeys are going to have a high Dex, lets call it a 20(+5), So they have a +20 to save vs Trip, and then they could take Skill mastery(Acrobatics), and Always have a +30 vs my D20+16 roll. They will beat me 70% of the time. Characters with Super Strength or Super Dex are just as bad.

It's not a matter of PL caps. It's a matter of Opposed Rolls.

So, I've decided to drop AP-8, and for the time being, Drop the two ranks of Accurate from my battle configuration, so that my caps are consistent. I would enjoy discussing Tradeoff's amongst my fellow refs. IF the consensus is more flexible tradeoff's as long as all of them are valid, I'll throw those two points back in.

I just want to get gaming.

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1) He really only has one different Trade off, And that's his main battle configuration. It's standard 10, 10. All his other attacks are +14/+6....and he has a glass jaw a mile wide.

2) I have to disagree with you. Combat modifiers don't violate PL...They just aren't subject to it. It's not poorly designed, It's a fact of D20 gaming. Some people are really good at tripping, If we go with Combat maneuvers not violating PL, then Every One's grapple check is the same, and super Strong characters get no benefit from taking super strength. There effective strength may as well be limited to 30.

'

It's an opposed Roll. Even my +16 is going to come up short against a Acrobatic's monkey. They can have +15 ranks of acrobatics , which if they have a even a 12 in Dexterity, matches my bonus. Now, most Acrobatics monkeys are going to have a high Dex, lets call it a 20(+5), So they have a +20 to save vs Trip, and then they could take Skill mastery(Acrobatics), and Always have a +30 vs my D20+16 roll. They will beat me 70% of the time. Characters with Super Strength or Super Dex are just as bad.

It's not a matter of PL caps. It's a matter of Opposed Rolls.

So, I've decided to drop AP-8, and for the time being, Drop the two ranks of Accurate from my battle configuration, so that my caps are consistent. I would enjoy discussing Tradeoff's amongst my fellow refs. IF the consensus is more flexible tradeoff's as long as all of them are valid, I'll throw those two points back in.

I just want to get gaming.

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Stats:

STR 8(-1)

DEX 14 (+2)

CON 8(-1)

INT 23(+6)

WIS 11(-)

CHA 18(+4)

BAB: +6(from powers)

BDB: +6(from powers)

Initiative: +2

Saves:

Toughness -(-1/ +10 Impervious/ +14 Impervious 13)

Fortitude -(-1)

Reflex -(2)

Will 8(+8)

Skills: Bluff 4(+8/+16*),

Concentration 6(+6),

Craft Mechanical 5(+11),

Diplomacy, (+4/+12*)

Knowledge [Art] 3(+9),

Knowledge [Technology] 12(+16),

Knowledge [Physical Sciences] 12(+16),

Language 4[spanish(Castilian, Catalan) German, Japanese],

Notice 3(+3),

Perform [Percussion Instruments] 8(+12),

Perform [Wind Instruments] 8(+12),

Perform [string Instruments] 15(+19),

Perform [singing] 12(+16),

Sense Motive 4(+4),

Feats: : Combat Feats 1: (Move by Action) Fortune Feats 2: (Luck 2) General Feats 6: (Benefit [Wealth] 2, Equipment 2, Lightning Calculator 2) Skill Feats 3: (Attractive 2, Fascinate[Perform])

Powers: Ranged Tactisis- Super-Senses- Ranged Touch + Analytical Touch [Cost 3]

I Can Fly!- Flight 2(Power Feat: Subtle) [Cost 5]

Big-Ole Telekinetic Array- Battle Configuration- Blast 10 (Power Feats: Homing 2, Subtle) & Force Field 11 (Impervious 10; Power Feat; Subtle) [Cost 45]

AP-1-Psychokinesis- TK 14 (Perception: Power Feats: Precise, Subtle) [Real Cost 44] [Cost 1] (Power Note: I Will Never throw something as a weapon for more than 10 damage…but I don’t feel that that is worthy of getting points back for, the 14 ranks is supposed to represent the strength of what he can lift) [Heavy Load 200 Tons]

AP-2-Internal Decimation- Blast 14 (Alt Save-Fortitude: Power Feat: Subtle) [Real Cost 43] [Cost 1]

AP-3-Area Pinball- TK 10 (Area-Burst, Selective Attack: Power Feats: Subtle, Precise) [Real Cost 42] [Cost 1] [Heavy Load 12 Tons]

AP-4- Shove- Trip 16 (Knockback 10, Perception Range: Power Feat: Subtle) [Real Cost 43] [Cost 1] (Power Note: Trip isn’t strictly limited by PL as it’s a strength check. So I don’t roll an attack roll, I just roll a die and add 16, if they other person fails their opposed roll, they get tripped and knockbacked as if I did 10 dmg)

AP-5- Mental Constructs- Create Object 10 (Impervious 6, Move-Object: Power Feats: Precise, Selective, Progression 5 (10-100 ft cubic blocks), subtle 2) [Real Cost 45] [Cost 1] [Heavy Load 12 Tons]

AP-6 – Turtle Up!- Force Field 15 (Impervious 13, Reflective 13[Ranged Attacks], Power Feat: Subtle + Immunity-Critical Hits) [Real Cost 44] [Cost 1]

AP-7- Gotcha- Snare 14 (Transparent, Power Feats: Subtle, Reversible) [Real Cost 44] [Cost 1]

[Total Cost -52]

I Feel Things- Enhanced BDB 6 [Cost 12]

I Know How to Hit Them- Enhanced BAB 6 [Cost 12]

Abilities 22 + Skills 24 (96 ranks) +Feats 12+Powers 84 +Combat 0+Saves 8 =150

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Stats:

STR 8(-1)

DEX 14 (+2)

CON 8(-1)

INT 23(+6)

WIS 11(-)

CHA 18(+4)

BAB: +6(from powers)

BDB: +6(from powers)

Initiative: +2

Saves:

Toughness -(-1/ +10 Impervious/ +14 Impervious 13)

Fortitude -(-1)

Reflex -(2)

Will 8(+8)

Skills: Bluff 4(+8/+16*),

Concentration 6(+6),

Craft Mechanical 5(+11),

Diplomacy, (+4/+12*)

Knowledge [Art] 3(+9),

Knowledge [Technology] 12(+16),

Knowledge [Physical Sciences] 12(+16),

Language 4[spanish(Castilian, Catalan) German, Japanese],

Notice 3(+3),

Perform [Percussion Instruments] 8(+12),

Perform [Wind Instruments] 8(+12),

Perform [string Instruments] 15(+19),

Perform [singing] 12(+16),

Sense Motive 4(+4),

Feats: : Combat Feats 1: (Move by Action) Fortune Feats 2: (Luck 2) General Feats 6: (Benefit [Wealth] 2, Equipment 2, Lightning Calculator 2) Skill Feats 3: (Attractive 2, Fascinate[Perform])

Powers: Ranged Tactisis- Super-Senses- Ranged Touch + Analytical Touch [Cost 3]

I Can Fly!- Flight 2(Power Feat: Subtle) [Cost 5]

Big-Ole Telekinetic Array- Battle Configuration- Blast 10 (Power Feats: Homing 2, Subtle) & Force Field 11 (Impervious 10; Power Feat; Subtle) [Cost 45]

AP-1-Psychokinesis- TK 14 (Perception: Power Feats: Precise, Subtle) [Real Cost 44] [Cost 1] (Power Note: I Will Never throw something as a weapon for more than 10 damage…but I don’t feel that that is worthy of getting points back for, the 14 ranks is supposed to represent the strength of what he can lift) [Heavy Load 200 Tons]

AP-2-Internal Decimation- Blast 14 (Alt Save-Fortitude: Power Feat: Subtle) [Real Cost 43] [Cost 1]

AP-3-Area Pinball- TK 10 (Area-Burst, Selective Attack: Power Feats: Subtle, Precise) [Real Cost 42] [Cost 1] [Heavy Load 12 Tons]

AP-4- Shove- Trip 16 (Knockback 10, Perception Range: Power Feat: Subtle) [Real Cost 43] [Cost 1] (Power Note: Trip isn’t strictly limited by PL as it’s a strength check. So I don’t roll an attack roll, I just roll a die and add 16, if they other person fails their opposed roll, they get tripped and knockbacked as if I did 10 dmg)

AP-5- Mental Constructs- Create Object 10 (Impervious 6, Move-Object: Power Feats: Precise, Selective, Progression 5 (10-100 ft cubic blocks), subtle 2) [Real Cost 45] [Cost 1] [Heavy Load 12 Tons]

AP-6 – Turtle Up!- Force Field 15 (Impervious 13, Reflective 13[Ranged Attacks], Power Feat: Subtle + Immunity-Critical Hits) [Real Cost 44] [Cost 1]

AP-7- Gotcha- Snare 14 (Transparent, Power Feats: Subtle, Reversible) [Real Cost 44] [Cost 1]

[Total Cost -52]

I Feel Things- Enhanced BDB 6 [Cost 12]

I Know How to Hit Them- Enhanced BAB 6 [Cost 12]

Abilities 22 + Skills 24 (96 ranks) +Feats 12+Powers 84 +Combat 0+Saves 8 =150

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Stats:

STR 8(-1)

DEX 14 (+2)

CON 8(-1)

INT 23(+6)

WIS 11(-)

CHA 18(+4)

BAB: +6(from powers)

BDB: +6(from powers)

Initiative: +2

Saves:

Toughness -(-1/ +10 Impervious/ +14 Impervious 13)

Fortitude -(-1)

Reflex -(2)

Will 8(+8)

Skills: Bluff 4(+8/+16*),

Concentration 6(+6),

Craft Mechanical 5(+11),

Diplomacy, (+4/+12*)

Knowledge [Art] 3(+9),

Knowledge [Technology] 12(+16),

Knowledge [Physical Sciences] 12(+16),

Language 4[spanish(Castilian, Catalan) German, Japanese],

Notice 3(+3),

Perform [Percussion Instruments] 8(+12),

Perform [Wind Instruments] 8(+12),

Perform [string Instruments] 15(+19),

Perform [singing] 12(+16),

Sense Motive 4(+4),

Feats: : Combat Feats 1: (Move by Action) Fortune Feats 2: (Luck 2) General Feats 6: (Benefit [Wealth] 2, Equipment 2, Lightning Calculator 2) Skill Feats 3: (Attractive 2, Fascinate[Perform])

Powers: Ranged Tactisis- Super-Senses- Ranged Touch + Analytical Touch [Cost 3]

I Can Fly!- Flight 2(Power Feat: Subtle) [Cost 5]

Big-Ole Telekinetic Array- Battle Configuration- Blast 10 (Power Feats: Homing 2, Subtle) & Force Field 11 (Impervious 10; Power Feat; Subtle) [Cost 45]

AP-1-Psychokinesis- TK 14 (Perception: Power Feats: Precise, Subtle) [Real Cost 44] [Cost 1] (Power Note: I Will Never throw something as a weapon for more than 10 damage…but I don’t feel that that is worthy of getting points back for, the 14 ranks is supposed to represent the strength of what he can lift) [Heavy Load 200 Tons]

AP-2-Internal Decimation- Blast 14 (Alt Save-Fortitude: Power Feat: Subtle) [Real Cost 43] [Cost 1]

AP-3-Area Pinball- TK 10 (Area-Burst, Selective Attack: Power Feats: Subtle, Precise) [Real Cost 42] [Cost 1] [Heavy Load 12 Tons]

AP-4- Shove- Trip 16 (Knockback 10, Perception Range: Power Feat: Subtle) [Real Cost 43] [Cost 1] (Power Note: Trip isn’t strictly limited by PL as it’s a strength check. So I don’t roll an attack roll, I just roll a die and add 16, if they other person fails their opposed roll, they get tripped and knockbacked as if I did 10 dmg)

AP-5- Mental Constructs- Create Object 10 (Impervious 6, Move-Object: Power Feats: Precise, Selective, Progression 5 (10-100 ft cubic blocks), subtle 2) [Real Cost 45] [Cost 1] [Heavy Load 12 Tons]

AP-6 – Turtle Up!- Force Field 15 (Impervious 13, Reflective 13[Ranged Attacks], Power Feat: Subtle + Immunity-Critical Hits) [Real Cost 44] [Cost 1]

AP-7- Gotcha- Snare 14 (Transparent, Power Feats: Subtle, Reversible) [Real Cost 44] [Cost 1]

[Total Cost -52]

I Feel Things- Enhanced BDB 6 [Cost 12]

I Know How to Hit Them- Enhanced BAB 6 [Cost 12]

Abilities 22 + Skills 24 (96 ranks) +Feats 12+Powers 84 +Combat 0+Saves 8 =150

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