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Minion Help


Aoiroo

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Right, so, my character after meeting level twelve caps will most likely have her remaining points set to well, a variety of minions. Mostly they would be several minor spirits and magical creatures that she befriends over her history as a hero. The first of which, would be a level five gargoyle, Crustos, anyway, I am not the best at building characters, So, can I get some critiques on this build?

Custos the Gargoyle

Abilities: 8 + 6 + 16 - 2 + 4 - 2 = 30PP

Strength: 18 (+4)

Dexterity: 16 (+3)

Constitution: 26 (+8)

Intelligence: 8 (-1)

Wisdom: 14 (+2)

Charisma: 8 (-1)

Combat: 10 + 4 = 14PP

Initiative: +0

Attack: +5

Grapple: +0

Defense: +2 (+1 Flat-Footed)

Knockback: 1

Saving Throws: 0 + 2 + 2 = 4PP

Toughness: +8 ( Con +8)

Fortitude: +8 (Con +8)

Reflex: +5 (+3 Dex, +2)

Will: +4 (+2 Wis, +2)

Skills: 24R = 6PP

Intimidate 4 (+3)

Acrobatics 4 (+7)

Knowledge (Arcane Lore) 6 (+5)

Notice 6 (+8)

Stealth 4 (+7)

Feats: 7PP

Elusive Target

Fearsome Presense

Favored Opponent (Evil Spirits)

Move By Action

Takedown Attack 2

Powers: 12 + 3 = 15PP

Strike 5 (Spirit Roar Extras Area: Cone [40 ft radius], Selective PF: Affects Insubstantial 2) 12

Flight 3

Drawbacks

Power Loss (Flight, if wings are immobilized, –1 point)

DC Block:

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC19 Toughness (Staged)

Blast Ranged DC 20 Toughness

Abilities (30) + Combat (14) + Saving Throws (4) + Skills (6) + Feats (7) + Powers (15) - Drawbacks (1) = 75 Power Points

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Few points:

(By the way, looks good fluff wise, and ties in nicely with story!)

It looks on first glance to be PL 5, but Favoured opponent: Evil Spirits will break that, by adding +1 to damage against evil spirits.

Thats not particularly a problem in this case: you can raise Crustus up to your own PL in fact. In my opinion it works out quite nicely, as most of the time you can say he is just PL 5, whilst noting Favoured Opponent feat.

On that subject, you can buy up to 5 ranks of Favoured Opponent feat!

Similarly, you may wish to consider the feat: Favoured Environment: Hallowed Ground, giving +1 to attack or defence. Again, it will put PL above 5 in that situation but I don't think that's a huge issue.

Other points you may wish to consider:

Spirit Roar: I dont know what effect you were thinking of here - it may be fine how it stands as a kind of sonic blast. If its a true Soul effect, it may need an alternative save (will). You could possibly build some AP's off it such as:

Strike 5: Extras: Will Save, Cone, PF: Affects Insubstantial 2, Limited: Magical Creatures Only [12 Points] as a true "warding shout" striking the souls of magical creatures.

Dazzle 5 [Auditory] Extra: Cone, Selective, Flaws: Range (Touch) as a Large Warding Shout.

Emotion Control 5: Extras: Burst Range, Selective, Flaws: Fear Only, Sense Dependent (Auditory) as a "Shout of Warning", scaring of possible intruders.

Also, you may wish your minion (and yourself) to get a mystical communication link (1 PP Supersense), always handy.

I know I have added a few extra PPs here and there. I don't know if you wanted this to be a minion 2 feat (for 30 PP), or a sidekick 6 feat - the latter would of course make the minion more expensive!

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  • 2 weeks later...

Right, let's see, new build with SC's suggestions.

Custos the Gargoyle

Abilities: 8 + 4 + 16 - 2 + 4 - 2 = 28PP

Strength: 18 (+4)

Dexterity: 14 (+2)

Constitution: 26 (+8)

Intelligence: 8 (-1)

Wisdom: 14 (+2)

Charisma: 8 (-1)

Combat: 10 + 4 = 14PP

Initiative: +0

Attack: +5

Grapple: +0

Defense: +2 (+1 Flat-Footed)

Knockback: 1

Saving Throws: 0 + 2 + 2 = 4PP

Toughness: +8 ( Con +8)

Fortitude: +8 (Con +8)

Reflex: +5 (+3 Dex, +2)

Will: +4 (+2 Wis, +2)

Skills: 24R = 6PP

Intimidate 4 (+3)

Acrobatics 4 (+6)

Knowledge (Arcane Lore) 6 (+5)

Notice 6 (+8)

Stealth 4 (+6)

Feats: 5PP

Elusive Target

Fearsome Presense

Move By Action

Takedown Attack 2

Powers: 14 + 3 = 17PP

Spirit Roar (12 points: PFs Alternate Power x2) 14pp

BE Strike 5 ( Extras Alternate Save: Will, Area: Cone [40 ft radius], Selective PF: Affects Insubstantial 2 Flaws Magical Creatures Only ) [12/12pp]

AP Dazzle 5 (Extras Area: Cone, Selective Flaws Range: Touch)

AP Emotion Control 5: (Extras: Burst Range, Selective, Flaws: Fear Only, Sense Dependent (Auditory) )

Flight 3

Drawbacks

Power Loss (Flight, if wings are immobilized, –1 point)

DC Block:

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC19 Toughness (Staged)

Blast Ranged DC 20 Toughness

Dazzle DC 15 Fort Deafened

Abilities (28) + Combat (14) + Saving Throws (4) + Skills (6) + Feats (7) + Powers (15=7) - Drawbacks (1) = 75 Power Points

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  • 2 months later...

Glitch the Gremlin (PL 10 135/135pp)

Description: About sixteen inches tall, imposing he is not. For those who can see him, he looks like a doll in a pair of slightly oversized grease stained coveralls. Though mostly humanoid, his skin is pale blue, his teeth and ears are pointed, and his eyes have neither a pupil nor iris and are instead solid black. He is never seen without his magic tool which is about as he is and he carries over his shoulder usually in the form of a hammer.

History/Personality: Gremlins are relatives of Lepruacauns, and like Lepruacauns deal with luck, mostly they are creatures of mechanical luck choosing the most upturn moments to have something mechanical break. They are true neutrals, meaning, they'll break stuff on both sides equally. They also love finding and exploiting weaknesses in anything that was done last minute, or put off. Mostly, they love finding slight problems, and making them a hundred times worse. They have been around since about as long as industrial society has, though most mess ups are hardly Gremlins fault, they weren't always hidden from sight as they are now. Around the first World War was actually the first time any of them were actually spotted, which greatly embarressed the Gremlin in question as they had been hidden for centuries before that. After the first spotting, the rumor of Gremlins grew like wild fire(though the actual 'handy work' that resulted from what was caused by it was not the case for most of what they were pinned the blame on). But the Gremlin who caused the uproar sought to remedy it by seeking the aid of a passing high fae. Said fae granted him, and all Gremlins full concealment from humans, but in his hasty wish, the Gremlin failed to see what this meant. The spell was so thorough that it rendered him and all his companions effectively mute, and unable to find each other.

Trade-Offs: +5 Attack / -5 Damage, +2 Defense / -2 Toughness

Abilities: 0 + 0 + 14 + 8 + 0 - 4 = 18PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 14 (+2)

Intelligence: 24 (+7)

Wisdom: 10 (+0)

Charisma: 6 (-2)

Combat: 4 + 4 = 8PP

Initiative: +0

Attack: +2 Base, +12 Melee, +15 Magic Tool

Grapple: -8

Defense: +12 (+2 Base, +6 Dodge Focus, +2 Shrinking), +2 Flat-Footed

Knockback: -0

Saving Throws: 4 + 6 + 8 = 18PP

Toughness: +8 (+2 Con, +6 Defensive Roll, +2 Flat-Footed)

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

Reflex: +6 (+0 Dex, +6)

Will: +8 (+0 Wis, +8)

Skills: 44R = 11PP

Craft (Electronics) 3 (+10/+20 (Magic Tool))

Craft (Mechanical) 3 (+10/+20 (Magic Tool))

Disable Device 13 (+20/+25 (Magic Tool))

Knowledge (Computers) 3 (+10)

Knowledge (Technology) 13 (+20)

Notice 10 (+10)

Sense Motive 10 (+10)

Feats: 24PP

Attack Focus (Melee) 10

Assessment *

Dodge Focus 8

Defensive Roll 3

Eagle Eyes *

Improvised Tools *

Inventor *

Move-by Action

Skill Mastery 2 (Disable Device, Craft (Mechanical), Craft(Electrical), Knowledge(Computers),

Knowledge (Technology), Notice, Sense Motive)

Powers: 21 + 13 + 7 + 19= 60PP

Concealment 10: (All Senses) Extra: Permanent 1 Feats: Innate) 21pp

Device 3 (Magic Tool) (Hard-To-Lose) (Feat: Restricted (Gremlins)) 13pp

Stun 5 (Alternate Power x4, Accurate) 15dp

AP Strike 5 (Feats: Percise, Mighty, Variable Descriptor(Piercing,

Bludegeoning, Slashing, Accurate 3, Takedown Attack)) 13/13dp

AP Enhanced Skills: (Disable Device 5, Craft (Electrical) 10, (Craft

Mechanical) 10) 6/12 dp

AP: Enhanced Feats: Improvised Tools, Assessment, Inventor, Eagle Eyes 6/12dp

AP: Quickness 10 (Flaws: Restricted (Disable Device, Craft (Electrical), (Craft (Mechanical))) 10/12dp

Teleportation 3: (PF: Easy) 7pp

Shrinking 8 (Extra: Permanent Feats:Normal Strengh, Normal Toughness,

Normal Speed, Innate) 19pp

Drawbacks: (-4) = -4PP

(Mute , Frequency: [Very Common], Intensity: [Moderate]) [-4PP]

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

    Unarmed      Touch     DC15 Toughness (Staged) 

    Strike          Touch     DC 20 Toughness (Staged)

    Stun            Touch     DC 15  Fortitued (Staged)  

Abilities (18) + Combat (8) + Saving Throws (18) + Skills (11) + Feats (24) + Powers (60) - Drawbacks (4) = 135 Power Points

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