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angrydurf

Centurion, The (PL16 NPC, Tier 3)

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Ok by AA's request a less Kenson build of The Centurion. Not as tight a build as one I would make were I making all the calls but I wanted to stick relatively close to the source material, also kept to the PL and PP totals from the book so while the ultimate builds of our PC's are 2PLs behind they actually have 9pp on him.

Players Name: Angrydurf

Power Level: 16 241/241pp

Trade-Offs: -4 Attack/+4 Save DC; -4 Defense/+4 Toughness

Unspent PP: 0

Characters Name: The Centurion

Alternate Identity: Mark Leeds

History Etc as FC pp. 22; This is a rebuild of the Centurions stats to bring them more in line with our PC base.

Stats: 92pp

Str: 50 (+20)

Dex: 12 (+1)

Con: 50 (+20)

Int: 12 (+1)

Wis: 14 (+2)

Cha: 14 (+2)

Combat: 12+12=24pp

Attack: +6 (+12 melee)

Grapple: +33 (Scales up to 46 with SS DAP)

Defense: +12 (+3 flat-footed)

Knockback: -17 (-30 with full immovability)

Initiative: +5

Saves: 13pp

Toughness: +20; +14 Impervious (+20 Con)

Fortitude: +20 (+20 Con)

Reflex: +6 (+1 Dex, +5)

Will: +10 (+2 Wis, +8)

Skills: 76r = 19pp

Diplomacy 6 (+8)

Intimidate 8 (+10)

Knowledge (Art) 2 (+3)

Knowledge (Civics) 4 (+5)

Knowledge (History) 9 (+10)

Knowledge (Technology) 9 (+10)

Knowledge (Theology and Philosophy) 4 (+5)

Language 1 (English: Native, Latin)

Notice 12 (+14)

Profession (Teacher) 6 (+8)

Sense Motive 12 (+14)

Feats: 22pp

Accurate Attack

All-Out Attack

Attack Focus (melee) 6

Dodge Focus 6

Improved Initiative

Inspire

Power Attack

Second Chance (Will vs. Mind control)

Takedown Attack 2

Ultimate Effort (Strength Checks, Toughness) 2

Powers: 71pp

Flight 1 (Power Feats: Moving Feint) [3]

Immunity 11 (Life support 9, Aging, Starvation/Thirst) [11]

Impervious Toughness 14 [14]

Paragon Array 13 (PFs: Alternate Power 3, Dynamic 4) [33]

BE: Flight 13

AP: Speed 13 (Extras: Linked: Quickness 13)

AP: Super-Strength 13 (400,000 Tons max load)

AP: Immovable 13 (Extras: Unstoppable)

Super Senses 6 (Extended Vision 2(1000' Increment), Extended Hearing 2 (1000' Increment), Ultra-Hearing, Low Light Vision) [6]

Super Strength 1 (48 Tons; PFs: Shockwave, Super Breath) [4]

Drawbacks: 0pp

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Unarmed ------ 35/Toughness ------ Bruise/Staged

Costs: Abilities (92) + Combat (24) + Saves (13) + Skills (19) + Feats (22) + Powers (71) - Drawbacks (00) = 241

I tried to keep the changes minimal;

:arrow: Attributes, I dropped the odd numbers down to evens to save a few points. He could afford to lose some Int and dex, probably wis as well l but he's close to breaking even on that;

:arrow: Combat, Went with a 50/50 of dodge/melee focus vs Base Attack/Defense;

:arrow: Saves I pretty much left these as is, More Will would make sense but he does have a second chance for Mind control. If I was keeping less true to the source this is where i would put a chunk of points from Skills and Attributes that really aren't doing much for him;

:arrow: Skills, Dropped concentration since it has no use for him and really didn't make much sense. Shifted some points around to give him a better notice check. He has alot of points sunk into knowledge to represent both his lifespan and Mark Leeds career, I would probably cut these back if I was building from scratch;

:arrow: Feats added in Accurate attack, Take-down attack 2, and Ultimate toughness, Also he's more reliant on melee and dodge focus than the book version;

:arrow: Powers, Folded several into a Paragon Array like I use for Phalanx as well as upping his immunities to life support and his impervious to 14 He could in theory go to 16 with our house rules but honestly even 14 is probably more than is needed.

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It was mentioned in chat that this build isn't stacked very high in SS Power Feats. This is intentional. He is certainly capable of some of the other odd feats of strength but they are not used that consistently and thus left to power stunts (Remember Power Stunts are not just APs a power stunt can give you any PF on a given power). If this was a PC I would probably stack some Luck and the Centurion definitely had some complications going on, Like Responsibility: The World ;). Since its an NPC (who honestly is unlikely to see play outside of time travel plots) that is left as setbacks for any poor PC unfortunate to have to face him.

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Stats: 92pp

Str: 50 (+20)

Dex: 12 (+1)

Con: 50 (+20)

Int: 12 (+1)

Wis: 14 (+2)

Cha: 14 (+2)

Adds up.

Combat: 12+12=24pp

Attack: +6 (+12 melee)

Grapple: +33 (Scales up to 46 with SS DAP)

Defense: +12 (+3 flat-footed)

Knockback: -17

Initiative: +1

Adds up.

Saves: 13pp

Toughness: +20; +14 Impervious (+20 Con)

Fortitude: +20 (+20 Con)

Reflex: +6 (+1 Dex, +5)

Will: +10 (+2 Wis, +8)

Adds up.

Skills: 76r = 19pp

Diplomacy 6 (+8)

Intimidate 8 (+10)

Knowledge (Art) 2 (+3)

Knowledge (Civics) 4 (+5)

Knowledge (History) 9 (+10)

Knowledge (Technology) 9 (+10)

Knowledge (Theology and Philosophy) 4 (+5)

Language 1 (English: Native, Latin)

Notice 12 (+14)

Profession (Teacher) 6 (+8)

Sense Motive 12 (+14)

Adds up.

Feats: 22pp

Accurate Attack

All-Out Attack

Attack Focus (melee) 6

Dodge Focus 6

Improved Initiative

Inspire

Power Attack

Second Chance (Will vs. Mind control)

Takedown Attack 2

Ultimate Effort (Strength Checks, Toughness) 2

Adds up, although Inspire seems a little low. There really isn't much benefit to low ranks of it. Reckon it'll matter?

Powers: 71pp

Flight 1 (Power Feats: Moving Feint) [3]

Immunity 11 (Life support 9, Aging, Starvation/Thirst) [11]

Impervious Toughness 14 [14]

Paragon Array 13 (PFs: Alternate Power 3, Dynamic 4) [33]

BE: Flight 13

AP: Speed 13 (Extras: Linked: Quickness 13)

AP: Super-Strength 13 (400,000 Tons max load)

AP: Immovable 13 (Extras: Unstoppable)

Super Senses 6 (Extended Vision 2(1000' Increment), Extended Hearing 2 (1000' Increment), Ultra-Hearing, Low Light Vision) [6]

Super Strength 1 (48 Tons; PFs: Shockwave, Super Breath) [4]

Adds up, although do us a favour and slap the immovable into the Knockback section too.

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Ahem.

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Fixed.

Yea the Inspire is a little low or maybe high. But with a +2 charisma bonus he's not inspiring legions anyway. I mainly included it in the first place because they had it in the book version. I see it more as a characterization thing than something he actually uses to turn the tides. In pretty much any situation he'd be better off spending a full round in the fight rather than inspiring.

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