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Aoiroo Tinkerings


Aoiroo

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NPCS Thread

NPC in progress, nuetral NPC mostly.

Character Name: Alphadroid

Power Level: 12 150/150PP

Trade-Offs: -2 Attack / +2 Damage, -4 Defense / +4 Toughness

In Brief: A military prototype robot built to match and fight against Omegadrones by targetting any forms of terminus energy. Not so good at distinguishing heroic forms of it.

Abilities: 22 + 16 - 10 + 0 - 10 - 10 = 8PP

Strength: 40 (+11/+14 Growth)

Dexterity: 26 (+8)

Constitution: -

Intelligence: -

Wisdom: 10 (+0)

Charisma: -

Combat: 22 + 18 = 40PP

Initiative: +8

Attack: +10 (+11 Base -1 Growth)

Grapple: +30

Defense: +8 (+9 Base, -1 Growth), +4 Flat-Footed

Knockback: -0

Saving Throws: 0 + 0 + 2 = 2PP

Toughness: +16 ( +16 Protection, +8 Impervious)

Fortitude: -

Reflex: +10 (+8 Dex, +2)

Will: -

Skills: 8R = 2PP

Notice 4 (+4)

Stealth 4 (+6)

Feats: 2PP

Fearless

Power Attack

Powers: 30 + 24 + 42 +7 + 2 = 105PP

Immunity 30 (All Fortitude Effects) 30pp

Growth 6 (Extras: Innate) 24pp

Protection 16 (Extras: Impervious 8) 24pp

Blast 14 (Rockets) (Extras: Autofire) 42pp

Super-Sense 7 (Terminus Energy Awareness (Mental)) (PFs: Accurate, Extended 4, Tracking) 7pp

Immovable 2 2pp

DC Block:

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC29 Toughness (Staged) Damage (Physical)

Blast Ranged DC29 Toughness (Staged) Damage (Physical) 

Abilities (8) + Combat (40) + Saving Throws (2) + Skills (2) + Feats (2) + Powers (105) - Drawbacks (0) = 157 Power Points

Anyway, any suggestions, math checking and the likes, also I'd appreciate someone to help me figure out the knockback.

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Innate is a power feat, not an extra.

Grapple is attack bonus + str modifier + super-strength modifier + size modifier. Assuming you're grappling medium-sized creatures (like humans), that's (10 + 14 + 0 + 4), or 28, not 30, unless I've forgotten something.

Knockback is attack's damage bonus - all your impervious toughness - half your non-impervious toughness - [immovable * 4] - [# of size categories larger than medium * 4] + [# of size categories smaller than medium]. More or less.

So:

- (impervious: 8) - (non-impervious: 8/2= 4) - (immovable: 2*4= 8) - (sizes bigger than medium: +1 * 4) + (sizes smaller than medium: 0) = -24, again, unless I've forgotten something.

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If you've spent 22 points in Strength, then you've got a Strength score of 32. Plus the 12 ranks of Strength from Growth 6 is 44. That has a bonus of +17. So that'll make them PL 13.5 Offensively (at least when they're punching the guy). And as a side note, Strength of 40 which you have written down is a +15 modifier, not +14.

So your Grapple would be:

+11 Attack bonus + 17 Strength Bonus + 4 Size modifier = +32

In addition, Immovable does not subtract 4 from your Knockback modifier. It subtracts 1 from the modifier. \

You gain a +4 bonus per rank against all attempts to push, rush, trip, or throw you, and reduce the distance you are knocked back by an attack, adding your Immovable rank to your knockback modifier

Fox's calculations are otherwise correct.

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If you've spent 22 points in Strength, then you've got a Strength score of 32. Plus the 12 ranks of Strength from Growth 6 is 44. That has a bonus of +17. So that'll make them PL 13.5 Offensively (at least when they're punching the guy). And as a side note, Strength of 40 which you have written down is a +15 modifier, not +14.

So your Grapple would be:

+11 Attack bonus + 17 Strength Bonus + 4 Size modifier = +32

In addition, Immovable does not subtract 4 from your Knockback modifier. It subtracts 1 from the modifier. \

Fox's calculations are otherwise correct.

Umm, the chart in the book says it takes eight ranks of growth to get strengh +10, so six ranks should only be about seven or eight.

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  • 4 weeks later...

Unseelie Fairy Queen

Grim's Build+AA's Glacia Oddball+5PL levels

PL: 15 (231)

Abilities: 28 pp

STR 10 (0/+10)

DEX 18 (+4)

CON 20 (+5)

INT 10 (+0)

WIS 20 (+5)

CHA 10/30 (+0/+10)

Combat: 24 pp

ATK: +6 (+13 Ranged)

DEF: +14 (+6 Dodge Focus, +4 flat-footed)

Init: +8

Grapple: +19

Saves: 18 pp

TOU +16 (+5 Con, +3 Protection, +8 Defensive Roll, +8 Flat Footed)

FORT +13 (+5 Con, +8)

REF +6 (+4 Dex, +2)

WILL +13 (+5 Wis, +8)

Skills: 15 pp=60 r

Concentration 10 (+15)

Diplomacy 10 (+10/+20)

Intimidate 10 (+10/+20)

Knowledge (Arcane Lore) 10 (+10)

Notice 10 (+15)

Sense Motive 10 (+15)

Feats: 25 pp

All-Out Attack

Attack Focus: Ranged 7

Defensive Roll 4

Dodge Focus 6

Improved Initiative

Improved Throw

Improved Trip

Move-By Action

Power Attack

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

Uncanny Dodge (auditory)

Powers: 129 pp

Comprehend 2 (Languages: Understand all, Languages: Speak any one at a time) [4PP]

Flight 4 (100 MPH) 8pp

Illusion 10 (All Senses) (Flaw: Phantasms Extra: Alternate Power) [31pp]

AP: Concealment 10 (All Senses) (Feats: Close Range)

Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, Suffocation) [7 pp]

Glacia Array [51pp]

Blast 17 (Extra: Autofire) ‘icicle shards’

  • AP: Blast 17 (Extra: Alternate Save [Fortitude]) ‘brain freeze’
    AP: Create Object 10 (Extras: Independent [+0], Selective) ‘ice sculptures’
    AP: Snare 15 (PF: Reversible) ‘icy bonds’
    AP: Trip 15 (Extras: Area [burst], Selective) ‘icy patches’

Glamour 7 (21PP Array, Feats: Alternate Power 2) [24PP]

  • Base Power: Morph 7 (Any Form of Same Mass, +35 Disguise) [21PP]
    AP: Emotion Control 15 (Extras: Area(Burst) Flaws: Sense-Dependent [Vision]) [15PP]
    AP: Enhanced Charisma 20 [20PP]
    AP: Enhanced Strengh 20 [20PP]

Protection 3

Super-Senses 1 (Infravision) [1 pp]

Drawbacks [-8PP]

Vulnerability (Iron, Frequency: Uncommon, Intensity: Major [+50% DC]) [-2PP]

Weakness (Iron, Frequency: Common, Intensity: Moderate, -1 CON / minute [10 rounds]) [-6PP]

DC Block:

ATTACK            RANGE          SAVE              EFFECT

Unarmed           Touch          DC 25 Tough       Damage (Staged)

Blast             Ranged       DC 32 Fortitude   Damage (Staged)

Blast             Ranged      DC 32 Toughness Damage (Staged

Emotion Control   Touch Area     DC 25 Reflex/Will   Emotion Control(Any)

Snare             Touch            DC 25 Reflex/Fortitude  Snare(Damage)

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  • 2 months later...

These are Plus and Minus, or Silhouette's little neice and nephew from her brother's side. Turns out, their metahumans too, and in the future have magnetic powers. Minus can only repel things, Plus can only attract them, and generally they work as a team. They're faternal twins, and while they looked similiar when they were little, they differ greatly now their older.

Character Name: Minus

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

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

Unspent PP: 0

Progress To Bronze Status: 0/30

In Brief: Faternal Twins and Magnetic Heroes

Alternate Identities: Emilia Wendle

Identity: (Secret)

Birthplace: Freedom City

Occupation: Hobby Shop Cashiers

Affiliations: (People and/or groups you work with)

Family: Trent Wendle (Dad), Carly Wendle(Mom), Caroline Wendle (Aunt), Emanuel Wendle (Faternal Twin)

Age: December 6th 2006

Apparent Age: 17

Gender: Female

Ethnicity: Caucasion/Hispanic

Height: 5'7

Weight: 128 lbs

Eyes: Brown

Hair: Brown

Description:

Power Descriptions: (if applicable)

History: (Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.)

Personality & Motivation:

Powers & Tactics:


Complications:

Name: [Description]

Example:

Secret: Identity.

Abilities: 0 + 8 + 8 + 4 + 2 + 4 = 26PP

Strength: 10 (+0)

Dexterity: 18 (+4)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 14 (+2)

Combat: 12 + 20 = 32PP

Initiative: +4

Attack: +6 (+12 Ranged)

Grapple: +6

Defense: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed

Knockback: +4

Saving Throws: 4 + 8 + 9 = 21PP

Toughness: +8 (+4 Con, +4 Defensive Roll) +4 Flat-footed

Fortitude: +8 (+4 Con, +4)

Reflex: +12 (+4 Dex, +8)

Will: +10 (+1 Wis, +9)

Skills: 32R = 8PP

Acrobatics 11 (+15)

Diplomacy 3 (+5)

Knowledge (Physical Sciences) 3 (+5)

Language (Base: English, Spanish) 1

Notice 4 (+5)

Sense Motive 4 (+5)

Stealth 6 (+10)

Feats: 41PP

Acrobatic Bluff

Attack Focus (Range) 6

Defensive Roll 2

Dodge Focus 4

Minion 8 (Heroic)

Power Attack

Set-Up

Teamwork

Uncanny Dodge (Audio)

Powers: 22pp = 22PP

Move Object 9 (Flaw: Limited: Repulsion Extras: Area: Perception, PFs: Selective, Alternate Powers x2) 22pp

  • AP: Flight 6 (Extras: Continuous Power Feats: Subtle) 19/20pp
    AP: Blast 8 (Extras: Knockback 4) 20/20pp

Drawbacks: (-0) + (-0) = -0PP

DC Block:

ATTACK  RANGE  SAVE            EFFECT

Unarmed Touch  DC15 Toughness  Damage(Staged)

Blast   Range  DC23 Toughness  Damage(Staged)
Abilities (26) + Combat (32) + Saving Throws (21) + Skills (8) + Feats (41) + Powers (22) - Drawbacks (0) = (150/150) Power Points Character Name: Plus Power Level: 10 (120/120PP) Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 0 Progress To Bronze Status: 0/30 In Brief: Faternal Twins and Magnetic Heroes Alternate Identities: Emanuel Wendle Identity: (Secret) Birthplace: Freedom City Occupation: Part Timer Mechanic Shop Affiliations: (People and/or groups you work with) Family: Trent Wendle (Dad), Carly Wendle(Mom), Caroline Wendle (Aunt), Emilia Wendle (Faternal Twin) Age: 17, Born December 6th 2006 Apparent Age: 17 Gender: Male Ethnicity: Cauciasion/Hispanic Height: 5'10" Weight: 208 lbs Eyes: Hazel Hair: Dark Brown/Black Description: Power Descriptions: (if applicable) History: (Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.) Personality & Motivation: Powers & Tactics:
Complications: Name: [Description] Example: Secret: Identity. Abilities: 12 + 2 + 10 + 4 + 0 + 2 = 28PP Strength: 22 (+6) Dexterity: 12 (+1) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 12 + 8 = 20PP Initiative: +1 Attack: +6 (+10 Melee) Grapple: +14 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 8 + 6 + 6 = 20PP Toughness: +13 (+5 Con, +8 Defensive Roll) Fortitude: +13 (+5 Con, +8) Reflex: +7 (+1 Dex, +6) Will: +6 (+0 Wis, +6) Skills: 48R = 12PP Craft (Mechanical) 6 (+8) Climb 9 (+15) Disable Device 8 (+10) Language 1 (Base: English, Spanish) Intimidate 4 (+5) Notice 10 (+10) Sense Motive 10 (+10) Feats: 16PP Accurate Attack Attack Focus (Melee) 4 Defensive Roll 4 Dodge Focus 3 Power Attack Skill Mastery (Climb, Disable Device, Notice, Sense Motive) Teamwork Uncanny Dodge (Audial) Powers: 21 + 3 = 24PP Move Object 10 (Flaws: Limited (Attraction) Extras: Area: Perception Power Feats: Alternate Power x1) 21pp
  • AP: Leaping 10 + Immunity 5 (Falling Damage) 15/20pp
Device (Steel Quarterstaff) (Easy-To-Lose) 3pp
Strike 4 (PF: Mighty) 5pp
DC Block:
ATTACK        RANGE  SAVE             EFFECT

Unarmed       Touch  DC21 Toughness   Damage(Staged)

Quarterstaff  Touch  DC25 Toughness   Damage(Staged)

Abilities (28) + Combat (20) + Saving Throws (20) + Skills (12) + Feats (16) + Powers (24) - Drawbacks (0) = 120/120) Power Points

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  • 4 weeks later...

Silhouette PL 13

[floatr]SilhouetteHF.png[/floatr]

Character Name: Silhouette

Power Level: 13 (190/190PP)

Trade-Offs: -1 Attack / +1 Damage ; +1 Defense / -1 Toughness

Unspent PP: 0

Progress To Gold Status: 85/90

Bronze Reward: Equipment 4 for Silhouette, Equipment 3 & Minion 8 for Changeling

Silver Reward: 3rd PC, PL8/120PP (Catalyst)

In Brief: An ambush character and close ranger brawler with the ability to turn flat.

Alternate Identity: Caroline Wendle

Identity: Secret

Birthplace: Athens, GA, USA

Occupation: Freelancer

Affiliations: None

Family: Demarco, Marilyn, Alison, Trent Wendle

Description:

Age: 25 (DoB: April 20th 1986)

Gender: Female

Ethnicity: Caucasion/Hispanic

Height: 5'4"

Weight: 130 lbs.

Eyes: Grey

Hair: Brown

The transition into superheroism has left an effect on Carrie's physique. She is no longer underweight, and far less skinny putting on a few pounds of muscle and training up. She's a lot more lean now, but her stance and figure is a lot more poise, and her posture and habits have improved. She looks a lot more healthy in that she has adjusted her sleep schedule to fit her new night job, and her eating habits have improved to compensate for her needing more energy.

Her costume a form fitting leather one piece biker suit she spray painted back with a baclava sewn into the collar. Over that is a specially made mask(curtiousy of Dragonfly) with a built in radio feed and lenses that helps her see in the dark. The black out assemble is completed with leather gloves and boots which gives her really the look of a modern ninja. She has several pockets which usually contain things like business and phone cards, some zip ties, bandages, and her car key.

History:

Carrie's parents travelled a bit before they had her older brother Trent and her, but settled down into a college town when her sister was born. Her mother was ex military and just got off two six year terms to cover college expenses and put down the payments on a house as well as a lease on a coffee shop that she ran with her father who never managed to finish schooling. Growing up there, Carrie tended to hang out with an older crowd.

When she turned seventeen, her parents sold their coffee shop to a competing franchise named after a character in Moby Dick and used the money to move to the suburbs outside of Freedom City. It was about a year earlier after hitting puberty that Carrie noticed her slight difference to everybody else in the family. Seeing as it was somewhat limited as a whole but not at all dangerous with some prompting from her sister she kept it the ability to herself. She went through life at a relative normal pace, until her sophmore year of college.

While attending a field trip to a museum with her art history class the whole place was seized by some whack job and his minions as a way to call out some big time hero. The guy's mook promptly bound and blindfolded everyone present to chairs to use as hostages when whatever random hero he was trying to called. When said hero did show up, while everyone was distracted Carrie just slipped out of her restraints, hit the singular henchman who was suppose to watch the hostages on the head a chair and untied everyone else. By the time villian had tried to pull the hostage card after the hero had defeated him or whatever obstacle he had set up there were only empty chairs and a knocked out henchman.

After that she didn't immediately jumping into the hero ring, but she thought it might be a possibility. After she graduated she found a similar situation when a regular guy was trying to hold up a convinience store. After turning 2D to avoid gunfire and hit him on the back of a head with a six pack of guinesse she started to look into seriously trying to help people with her abilities and started to experiment.

What started as an experiment became a full on lifestyle, which Carrie adjusted too accordingly. It wasn't hard to change her sleep and work schedule to suit her going out at nights as she worked freelance anyway, and already had a penchant for sleeping in late. What really became hard was the fact that she had to effectly lie to everyone she met about that part of her life, which Fulcrum whom she befriended as a civilian and does custom tailoring for.

Personality & Motivation:

Carrie is a big believer in choice as the major decider of what happens to someone in life. Growing up in a college town she saw teenagers work hard and learn to do their dream jobs until they graduate, but she also saw the results of students who dropped out early because of pregnancy, accidents, arrest records, drug use, or just plain laziness. This makes her quite blunt and generally insensitive to most peoples situations when she sees a lot of self inflicted miseries throughout the city. She hates it when people complain about their situation and neither try to see what they can do to improve it or see how lucky they themselves are. She hates it even more when villians and sometimes even heros force their own plans on to innocent bystanders. This includes but isn't limited too, hostage situations, access property damage, and meaningless slaughter from either party.

Though she tries to pass herself off as standoffish, she's a bit shy and tries very hard to avoid direct attention in any way possible. This being said, it's really just a self defense mechanism because she herself is very insecure about her own lack of power and is almost constantly comparing herself to others. However insecure she is about whether she is in fact a hero or not, it still doesn't stop her from working hard, and maintaining her own set of morals and ideals about how heroes should act, and about how people should act. This makes her especially hard on herself if she doesn't live up to it herself.

Carrie outside of costume is a nerd, plain and simple. She loves works of fiction, any fiction, comics, movies, novels, she has shelves of these just lined up and well bent from rereading them. She also has a taste for the older styles, loving old cars, and older designs and cuts of clothing, as well as steampunk things and clothing (some of which she owns is geniune because of a visit to an actual steampunk alternate universe). If she had the choice she'd be driving some full on classic American muscle cars instead of her mini cooper, or a really nice old chopper, but the car was a gift, and it was better than what she had before, which was nothing.

Powers & Tactics:

Silhouette can turn flat, which sounds like a rather lame power, but she ultilizes it quite well. Her fingers and limbs are incredibly sharp, and she does not have to assume full form to use them making her able to brawl effectively both in and out of costume with little(or really less) suspect to her idenity. Her black costume allows her to masquerade as a shadow as she moves along walls, and her now more refined use of acrobatics makes her able to run circles around opponents easily before sneaking in for a hit. When alone, she usually relies on divide and conquer methods of attack, while in battle she'll both act as a distraction, and use the distraction of others while trying to maintain the safety of civilians or to catch the villians off guard.


Complications:

Bad Cravings: Carrie used to smoke in college, and quit afterwards because she couldn't afford to keep up the habit. As a result she gets very, very irratable near bars or clubs or anywhere else filled with cigerette smoke as it gives her cravings.

Family: She is very much a family person and since they all live within or near the city limits she will almost always try to attend family gatherings and events.

No Weapons: She can't actively carry weapons with her because she can't carry make anything that isn't already naturally flat with her when she goes 2D. This has lead to her to improvise a lot.

Secret: She does try her best to keep her identity secret by avoiding some of the hazards like her mask falling off(by sewing it to the rest of her suit) or distorting her features with her ability if she's ever caught without it.

Struggling: Working freelance her general income is far from stable, coupled with student loans she has had to learned very quickly to live with the very bare minimum. She lives in the Fens near the border of the theatre district and will often take up jobs there painting sets and running theatre tech to help supplement her income.

Weak Stomach: Carrie gets nausea very easy, and as such has to take ginger pills before getting in cars or on boats (unless she's driving). The same goes for teleportation, even by friendly parties.

Abilities: 6 + 14 + 6 + 4 + 4 - 0 = 34PP

Strength: 16 (+3)

Dexterity: 24 (+7)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)

Combat: 8 + 28 = 36PP

Initiative: +11

Attack: +4, +12 Unarmed

Grapple: +13

Defense: +14, +7 Flat-Footed

Knockback: -5, -2 Flat-Footed

Saving Throws: 9 + 10 + 7 = 26PP

Toughness: +12, +6 Flat-Footed (+3 Con, +3 Protection, +6 Defensive Roll)

Fortitude: +12 (+3 Con, +9)

Reflex: +17 (+7 Dex, +10)

Will: +9 (+2 Wis, +7)

Skills: 112R = 28PP

Acrobatics 18 (+25)

Climb 4 (+7)

Computers 8 (+10)

Crafts Artisitic 8 (+10)

Disable Device 8 (+10)

Gather Information 4 (+4)

Knowledge (Art) 8 (+10)

Knowledge (Behavioral Sciences) 4 (+6)

Knowledge (Physical Sciences) 6 (+8)

Knowledge (Popular Culture) 3 (+5)

Knowledge (Technology) 4 (+6)

Language 1 (English [Native], Spanish)

Notice 8 (+10)

Search 6 (+8)

Sleight of Hand 4 (+9)

Stealth 18 (+25)

Feats: 27PP

Accurate Attack

Acrobatic Bluff

Attack Specialization (Unarmed) 4

Defensive Roll 3 (+6 Toughness)

Equipment 2 (+4 Veteran Reward = 6 [30EP])

Grapple Finesse

Improved Critical (Strike)

Improved Initiative

Luck 3

Move-By Action

Power Attack

Redirect

Set Up

Skill Mastery (Acrobatics, Disable Device, Notice, Stealth)

Sneak Attack

Takedown Attack 2

Ultimate Save (Reflex)

Uncanny Dodge (Hearing)

Well-Informed

2008 Mini Cooper

  • Speed 6 (500 mph)
    Stats Size: Large; Strengh: 30; Defense: 9; Toughness: 8; Features: Disguise, Navigation System, Remote Control;
    Powers:
    Concealment 6 (All Audial & Visual) Flaws: Blending 6ep
    Immunity 5 (Falling Damage) 5ep
    Cost: 24 ep

HQ (Underground Under Closed Down Video Store) 6ep

  • Size Medium (1ep)
    Computer
    Defense System (Blast 10)
    Garage
    Living Space
    Power System

Powers: 4 + 18 + 3 + 14 = 39PP

Device 1 (5PP Container, Flaws: Hard-To-Lose) [4PP] (Armor, Mask)

Immunity 2 (Dazzle [Visual]) [2PP]

Super-Senses 3 (Darkvision, Radio) [3PP]

Dimensional Control (2-D Form) 3 (15PP Container [sustained Duration], Extras: Action [Reaction]) [18PP]

Concealment 4 (All Visual Senses, Flaws: Limited [side View]) [4PP]

Enhanced Feats 7 (Defensive Attack, Elusive Target, Evasion 2, Hide In Plain Sight, Improved Defense 2) [7PP]

Insubstantial 1 (Flaws: Limited [Width]) [4PP]

Protection 3 [3PP]

Strike 9 (Extras: Penetrating [2, DMG 14], Feats: Affects Insubstantial 2, Mighty) [14PP] (Mutation, Training, Ultrasharp Fingers & Feet)

Abilities (34) + Combat (36) + Saves (26) + Skills (28) + Feats (27) + Powers (39) - Drawbacks (0) = 190/190 Power Points

DC Block

Unarmed --- 18/20* Toughness --- Bruised (Staged)

Strike --- 27/29* Toughness --- Bruised (Staged); Penetrating 2

*+2 Sneak Attack

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  • 2 weeks later...

Array Alterations for Changeling

  • Base Power: Illusion 10 (All Senses, Extras: Selective, Flaws: Phantasm, Feats: Progression [Area] 4 [100 ft radius], Progression [save DC] 2 [DC22]) [46PP]

    Alternate Power: Concealment 10 (All Senses, Extras: Area: Cylinder, Affects Others, Flaws: Phantasm, Feats: Close Range, Progression [save DC] 2 [DC22], Progression 3 [50 Foot Radius], Selective) [37PP]

    Alternate Power: Dazzle 14 (Auditory + Visual Senses, Extras: Alternate Save [Will/Will], Feats: Reversible, Selective) [44PP]

    Alternate Power: Drain Will 12 + Strike 12 (Extras: Alternate Save [Will], Linked, Feats: Affects Insubstantial 2, Improved Critical [19-20], Incurable, Takedown Attack 2, Variable Descriptor [bludgeoning, Piercing, Slashing]) [43PP] (Illusiory Mental Weapons)

    Alternate Power: Blast 14 (Extras: Alternate Save [Will], Feats:Affects Insubstantial 2, Progression (Range) 2 (50 ft)) [46PP]

    Alternate Power: Nullify 12 (All Mental Effects, Extras: Area [General, Burst], Duration [Concentration], Selective, Flaws: Range [Touch], Feats: Progression [Area] 2 [250ft radius]) [46PP]

    Alternate Power: Paralyze 14 (Extras: Area [Targetted, Cylinder], Feats: Progression [Area] 3 [100ft tall x 50ft radius], Selective) [46PP]

    Alternate Power: Stun 14 (Extras: Alternate Save [Will], Area [Targetted, Cylinder], Sleep, Feats: Progression [Area] 3 [100ft tall x 50ft radius], Selective) [46PP]

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  • 4 weeks later...

Power Level: 14 (320PP)

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

Abilities: 6 + 4 + 20 + 6 + 20 + 20 = 76PP

Strength: 16 (+3)

Dexterity: 14 (+2)

Constitution: 30 (+10)

Intelligence: 16 (+3)

Wisdom: 30 (+10)

Charisma: 30 (+10)

Combat: 8 + 32 = 40PP

Initiative: +2

Attack: +4, +12 Magic

Grapple: +7

Defense: +16, +8 Flat-Footed

Knockback: -6

Saving Throws: 4 + 8 + 8 = 20PP

Toughness: +12 (+10 Con, +2 Defensive Roll)

Fortitude: +14 (+10 Con, +4)

Reflex: +10 (+2 Dex, +8)

Will: +18 (+10 Wis, +8)

Skills: 84R = 21PP

Bluff 10 (+20)

Concentration 10 (+20)

Diplomacy 10 (+20)

Intimidate 10 (+20)

Knowledge (Arcane Lore) 18 (+21)

Languages 6 (English, Latin, Gaelic, Ancient Egyption, Russian, German, French)

Notice 10 (+20)

Sense Motive 10 (+20)

Feats: 10PP

Accurate Attack

Attack Specialization (Magic) 4

Evasion 2

Move-By Action

Power Attack

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

Powers: 80 + 53 + 20 = 153PP

Create Object Magic Array 39 (78pp Array, x2 Alternate Powers) [80PP]

Base Power Create Object 14 (Extras: Duration (Continuous), Impervious Toughness, Movable Feats: Innate, Progression 6, Stationary) [78/78pp]

Alternate Power: Illusion 14 (All Senses) (Extras: Selective, Feats: Progression Area 6 (500 ft), [76/78PP]

Alternate Power: Snare 16 (Extras: Area [Targetted, Burst], Selective Attack, Feats: Progression Area 6 (500 ft) ) [70/78PP]

Fire Magic Array 25.5 (51pp Array, x2 Alternate Powers) 53pp

Base Power: Blast 16 Extras: Alternate Save: Fortitude, Feats: Progression Range (100ft) 3 [51/51PP]

Alternate Power: Blast 16 Extras: Targetted Area (Burst) Feats: Progression Area (100ft) 3 [51/51PP]

Alternate Power: Dazzle 16 (Visual Senses) (Extras: Area (Burst), Feats: Progression 2 Area (50ft), Reversible [51/51PP]

Immunity 20: (Aging, Fire Affects, Life Support) 20pp

DC Block

Attack   Range           Save              Effect

Unarmed  Touch           DC 18 Toughness   Damage

Blast    Range           DC 31 Fortitude   Damage

Blast    Targetted Area  DC 31 Toughness   Damage

Dazzle   Burst Area      DC 26 Fort/Reflex Blind

Illusion Perception Area DC 26 Will        Special

Snare    Targetted Area  DC 26 Reflex      Entangled/Helpless

Totals: Abilities (76) + Combat (40) + Saving Throws (20) + Skills (21) + Feats (10) + Powers (153) - Drawbacks (0) = 320 Power Points

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This character doesn't meet attack caps, but I'm assuming you knew that already.

Knowledge (Arcane Lore) should be +21, not +20, as the int modifier on this character is +3.

Typo in the first array, base power: 'Continnus'. It's also missing a rank (should be 39, I think).

I very much doubt you can apply the Progression feat to Illusion to boost the DC, as the DC is directly dependent on the power rank.

Formatting's kinda weird on the second array. Also, a rank 19 array would get you 38pp to play with, not 36pp, and would cost 40pp once you add in the Alternate Power feats (though your powers would still be over-budget; see below).

The first power in the second array costs 51pp, not 36. Alternate Save on a power that normally has a Toughness save is a +1 Extra. Also, I think what you wanted there was "Feats: Improved Range 3 (100' increments)".

The second power, similarly, costs 51pp, not 36.

The third power, same deal. 51pp as written.

What's the fluff on a targeted area dazzle? That's a very odd concept, and I'm having a hard time visualizing it (though I'm awfully, awfully tired, so....)

Assuming you meant rank 18 instead of rank 19 on that last array, the actual final tally works out, but the second array is way over-budget. You'll have to either put more points into that array or slim it way, way down.

The rest of the math works, though.

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Catalyst's next array update.

Device 7 (35PP Container, Flaws: Easy-To-Lose) [21PP] (Paintball Gun)

Paintballs 14.5 (30PP Array, Feats: Alternate Power 5) [35PP]

  • Base Power: Dazzle 5 (Visual Senses, 500ft Range, Extras: Area [Targeted, Cloud], Autofire Feats: Progression [Area] 4 [250ft radius], Progression (Reverse) 5, Reversible) {30/30}

    Alternate Power: Blast 5 (Extras: Autofire Feats: Improved Range 3 [10 500ft Rage Increments], Progression [Range] 3 [5000ft Max Range], Variable Descriptor 2, Improve Critical (18-19) 2) {25/30}

    Alternate Power: Drain Fortitude 5 (Extras: Area [Targeted, Cloud], Autofire, Range [Ranged, 500ft], Feats: Progression [Area] 3 [125ft radius], Progression (Reverse) 5 Reversible, Slow Fade [1 minute]) {30/30}

    Alternate Power: Obscure 10 (Visual Senses, 5,000ft [1-mile] radius, 1,000ft Range, Extras: Independent; Feats: Slow Fade) {21/30}

    Alternate Power: Snare 5 (Extras: Area [Targeted, Cloud, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack) {30/30}

    Alternate Power: Stun 5 Extras: Area [Targeted, Cloud, 25ft diameter], Range [Ranged, 500ft], Autofire Feats: Progression 2 (100 ft), Progression (Reverse) 3) {30/30}

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I really got call foul on how that Drain Fortitude is set up. If it's supposed to be a single pellet shot into the midst of a group, it should be Area/General, not Area/Targeted. I'd recommend making it Rank 8 and Area/General. Either that or make it single-target and put Secondary Effect on it. Maaaaybe the better route overall, given how powerful Drain Fort can be.

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I've always pictured that her Targeted Area effects are her shooting multiple pellets/balls into the area (like Autofire, but... spread out), rather than one big gas-spewing canister.

Though I am curious as to what the descriptor for the Drain FORT is. Some sort of poison?

Autofire has that function built in though and that version has the targeted area and autofire I think is the concern Raveled is exressing. Course its a fully legal way of building the power it just seems odd given her descriptors.

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Device 7 (35PP Container, Flaws: Easy-To-Lose) [21PP] (Paintball Gun)

Paintballs 14.5 (30PP Array, Feats: Alternate Power 5) [35PP]

  • Base Power: Dazzle 5 (Visual Senses, 500ft Range, Extras: Area [Targeted, Burst], Autofire, Selective Attack Feats: Progression [Area] 4 [250ft radius], Reversible) {30/30}

    Alternate Power: Blast 5 (Extras: Autofire Feats: Improved Range 3 [10 500ft Rage Increments], Progression [Range] 3 [5000ft Max Range], Variable Descriptor 2, Improve Critical (18-19) 2) {25/30}

    Alternate Power: Drain Fortitude 5 (Extras: Area [Targeted, Burst], Autofire, Range [Ranged, 500ft], Selective Attack Feats: Progression [Area] 3 [125ft radius], Slow Fade [1 minute]) {30/30}

    Alternate Power: Obscure 10 (Visual Senses, 5,000ft [1-mile] radius, 1,000ft Range, Extras: Independent; Feats: Slow Fade) {21/30}

    Alternate Power: Snare 5 (Extras: Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack) {30/30}

    Alternate Power: Stun 5 Extras: Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack{30/30}

Okay, alternative set up based on what you guys have suggested.

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  • 1 month later...

The Corrupted Inquisition

PL 9

The Corrupted Inquisition

Basically, these guys aren't nessicarily all evil on their own, they are being driven by outside forces. This has given them increased Con and Dex stats as well as an immunity to Social Interactions (the demons don't want anyone able to talk them out of this). Otherwise, they are still human, if not very well trained humans, so are both defense and Attack Shifted.

+2 Attack, -2 Damage, +2 Defense, -2 Toughness

Abilities: 10 + 6 + 6 + 0 + 0 + 0 = 22PP

Strength: 20 (+5)

Dexterity: 16/20 (+3/+5)

Constitution: 16/20 (+3/+5)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 10 (+0)

Combat: 12 + 16 = 28PP

Initiative: +9

Attack: +6 Ranged +9 Melee +11 Swords

Grapple: +16

Defense: +11 (+8 Base, +3 Dodge Focus), +4 Flat-Footed

Knockback: -3

Saving Throws: 8 + 8 + 5 = 21PP

Toughness: +7 (+5 Con, +2 Armor)

Fortitude: +13 (+5 Con, +8)

Reflex: +13 (+5 Dex, +8)

Will: +5 (+0 Wis, +5)

Skills: 32R = 8PP

Bluff 4 (+4)

Notice 10 (+10)

Search 10 (+10)

Stealth 8 (+11/+13)

Feats: 13PP

Accurate Attack

Attack Focus (Melee) 3

Attack Specialization (Swords) 1

Dodge Focus 3

Equipment 2 (10EP)

Improved Initiative

Power Attack

Uncanny Dodge (Audial)

Armor (Protection +2) 2ep

Broad Sword (Strike 3 Extras: Mighty) 4ep

Gun (Blast 2) 4ep

[10EP]

Powers: 4 + 4 + 5 = 13PP

Enhanced Constitution 4 4pp

Enhance Dexterity 4 4pp

Immunity 5 (Interaction Effects) 5pp

DC Block

Unarmed DC 20 Toughness

Blast DC 17 Toughness

Swords DC 22 Toughness

Totals: Abilities (22) + Combat (24) + Saving Throws (21) + Skills (8) + Feats (13) + Powers (13) - Drawbacks (0) = 104 Power Points

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  • 3 weeks later...

Popes Guard

+2 Attack, -2 Damage, +2 Defense, -2 Toughness

Abilities: 10 + 10 + 10 + 0 + 0 + 0 = 30PP

Strength: 20 (+5)

Dexterity: 20 (+5)

Constitution: 20 (++5)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 10 (+0)

Combat: 12 + 16 = 28PP

Initiative: +9

Attack: +6 Ranged +9 Melee +11 Crossbows

Grapple: +16

Defense: +11 (+8 Base, +3 Dodge Focus), +4 Flat-Footed

Knockback: -3

Saving Throws: 8 + 8 + 5 = 21PP

Toughness: +7 (+5 Con, +2 Armor)

Fortitude: +13 (+5 Con, +8)

Reflex: +13 (+5 Dex, +8)

Will: +5 (+0 Wis, +5)

Skills: 32R = 8PP

Bluff 4 (+4)

Notice 10 (+10)

Search 10 (+10)

Stealth 8 (+13)

Feats: 13PP

Accurate Attack

Attack Focus (Melee) 3

Attack Specialization (Crossbows) 1

Dodge Focus 3

Equipment 2 (10EP)

Improved Initiative

Power Attack

Uncanny Dodge (Audial)

Armor (Protection +2) 2ep

Broad Sword (Strike 3 Extras: Mighty) 4ep

[10EP]

Powers: 6 + 0 + 0 = PP

Device Holy Bow Arrows (Easy To Lose) 6pp

Blast 2 (Descriptor: Holy, Extras: Autofire PF: Mighty, Improved Range 2) 7pp

DC Block

Unarmed DC 20 Toughness

Swords DC 22 Toughness

Blast DC 22 Toughness

Totals: Abilities (30) + Combat (24) + Saving Throws (21) + Skills (8) + Feats (13) + Powers (6) - Drawbacks (0) = 102 Power Points

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  • 2 weeks later...

Character Name: Firefly

Power Level: (12) (175/175PP)

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

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Deaf electromagnetic radition controlling music student.

Alternate Identity: Annot Appel

Identity: Secret

Birthplace:

Occupation: Music Student

Affiliations: (People and/or groups you work with)

Family:

Description:

Age: ??? (DoB: Year [Optionally, Day & Month])

Apparent Age: (if applicable)

Gender: Female

Ethnicity: Caucasion

Height: 5'10"

Weight: 134 lbs

Eyes: Grey

Hair: Platinum Blonde (Previous dark dirty blonde)

Description:

Annot has a very contrasted played out appearance, she's not that fond of it, but has resigned herself to the change. She used to be fair skinned, with regular dishwater blonde hair, she really didn't care about it. As a side effect of her powers however, the aura of electromagnetic radiation has bleached her hair and eyebrows white, and tanned her skin bronzed. She's tall and rather willowy with both long legs and a long torso but very little body fat between the two to give he what could be defined as curves. Her hair though bleached is frizzy and usually sweep back into a pony tail to keep from poofing up and making her look like a sunburned dandelion. Her face as with most her body has almost no body fat making it sharper and more angular then most with high cheekbones, she has a sweet smile though, and it usually softens the rest of her features enough not to make her seem too intimidating. She has a preference to kakhi pants and long jackets as she prefers deep pockets to pocketbooks.

Power Descriptions:

Firefly can convert any electromagnetic energy in the area into another one by changing it's wavelengh. She can also direct wavelengh, and give herself lift. When doing this, she glows off a number of different radiations around her person. This glow is rather inconvinent because it effectively kills any delicate technology she happens to be in contact or close proximity of at the time.

History:

(Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.)

Personality & Motivation:

Annot by nessecity is a very animated and outwardly expressive person. She just never seems to be still. She always has a pencil or something behind her ear for quick communication for anybody who can't use sign language, as well as cell phone which she can use to send texts one handed. Mind you, the grammar on the text isn't very good.

Firefly understands a society which like her family has accomedated itself for her, so she herself wants to accomedate it just as thoroughly by helping the accomedaters because she is now capable of doing so. She really wants to use the advantage of her powers the best way she can to help those who would otherwise be stuck or helpless.

Powers & Tactics:

Firefly will sunburn you something fierce. Burning attacks, and fire are also entirely possible, she can heat up the surrounding area, and melt just about anything through direct contact. She can also create flashes of light, detect any electromagnetic energy, has infared, xray vision, and send messages of light.


Complications:

Flying Techban: Her radiation aura is a natural EMP, which really stinks because she can't use her hearing aid, or any type of current procedure to accomdate her deafness.

Black Out: She can see in the dark, but otherwise, her powers can't work in absolute darkness because she is usually converting light into other radiations.

Abilities: 0 + 2 + 0 + 8 + 6 + 6 = 22PP

Strength: 10 (+0)

Dexterity: 12 (+1)

Constitution: 18 (+4)

Intelligence: 10 (+0)

Wisdom: 16 (+3)

Charisma: 16 (+3)

Combat: 16 + 8 = 24PP

Initiative: +1

Attack: +8 Melee, +12 Ranged

Grapple: +8

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

Knockback: -2

Saving Throws: 6 + 3 + 4 = 13PP

Toughness: +12 (+4 Con, +8 Toughness Roll)

Fortitude: +10 (+4 Con, +6)

Reflex: +4 (+1 Dex, +3)

Will: +7 (+3 Wis, +4)

Skills: 40R = 10PP

Languages (Base: English, ASL) 1

Knowledge (Artistic) 4 (+4)

Perform (Dance) 4 (+7)

Perform (Keyboard) 7 (+10)

Notice 12 (+15)

Sense Motive 12 (+15)

Feats: 18PP

Attack Focus (Range) 4

Accurate Attack

Assessment

Defensive Roll 4

Dodge Focus 4

Eidetic Memory

Luck

Power Attack

Uncanny Dodge (Visual)

Powers: 3 + 24 + 45 + 6 + 5 + 6 + 7 = 96PP

Communication 3 (Visual, Light Messages) 3pp

Drain (Fort) 10 (Extras: Aura, Linked Flaw: Noticable) + Nullify (Technology) 5 (Extras: Aura, Linked, Flaws: Touch Range) 24pp

Electromagnetic Energy Control (42 PP Array, Feats: Alternate Power 3) [45 PP]

Base Power Transform 10 (Electromagnetic Energy to Any Other Electromagnetic Energy) ( Power Feats: Affects Insubstancial 2) [42/42 PP]

Alternate Power Blast 8 (Extras: Alternate Save (Fortitude), Targeted Area (Burst), Power Feats: Affects Insubstancial 2, Improved Range 2 (50ft), Progression 2 (Area) (50 ft) ) [43/43 PP]

Alternate Power Dazzle 8 (Extras: Area (Burst) Power Feats: Progression 3 (100 ft), Reversible) [42/42 PP]

Alternate Power Strike 13 (Extras: Penetrating 2, Power Feats: Affects Insubstancial 2, Extended Reach) [42/42PP]

Flight 3 6pp

Immunity 5 (Visual Dazzles) 5pp

Super-Senses 6 [Mental] (Electromagnetic Waves Awareness, Extras Accute, Analytical, Tracking) 6pp

Super-Senses 7 [Visual] (Infravision, Radio Sense, Penetrates Concealment, Extras: Analytical) 7pp

Drawbacks: (-4) = -4PP

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

DC Block

Attack      Range           Save             Effect

Unarmed     Touch           DC15 Toughness   Damage

Drain/Null  Touch           DC20 Fortitude   Drain(Fort)/Null Tech

Blast       Targetted Area  DC23 Fortitude   Damage

Dazzle      Area(Burst)     DC18 Ref/Fort    Blind

Strike      Touch           DC28 Toughness   Damage 

Totals: Abilities (22) + Combat (24) + Saving Throws (13) + Skills (10) + Feats (18) + Powers (96) - Drawbacks (4) = (175/175) Power Points

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  • 3 weeks later...

Custos

Gargoyle Minion

PL 10 / 135PP

-4 Defense/+4 Toughness

Abilities: 10 + 4 + 20 + 4 - 2 = 36PP

Strength: 30 (+10) (20, +10 Growth)

Dexterity: 14 (+2)

Constitution: 38 (+14) (30, +8 Growth)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 8 (-1)

Combat: 16 + 12 = 28PP

Initiative: +2

Attack: +8 Range, +10 Melee (+12 Melee, -2 Growth)

Grapple: +25

Defense: +6 (+6 Base, +2 Dodge Focus, -2 Growth), +3 Flat-Footed

Knockback: -14

Saving Throws: 0 + 3 + 2 = 5PP

Toughness: +14 (+14 Con)

Fortitude: +14 (+14 Con)

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

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

Skills: 28R = 7PP

Acrobatics 4 (+6)

Intimidate 4 (+5; includes +2 from Growth)

Knowledge (Arcane Lore) 6 (+6)

Notice 6 (+8)

Sense Motive 8 (+10)

Feats: 11PP

Attack Focus (Melee) 4

Dodge Focus 2

Elusive Target

Fearsome Presence

Move By Action

Takedown Attack 2

Powers: 18 + 5 + 25 = 48PP

Spirit Roar 9 (16 points: PFs Alternate Power x2) 18pp

BE Strike 10 (Extras Targetted Area [Cone, 100 ft]; Flaw: Limited [Magical Creatures Only]; PFs: Affects Insubstantial 2, Progression Area 4 [100 ft]) [16/16 PP]

AP Dazzle Auditory 10 (Extras Targetted Area [Cone]; Flaws Range [Touch], PFs: Progression Area 4 [100 ft]) [14/16 PP]

AP Emotion Control 10 (Extras: Targetted Area [burst], Selective Attack; Flaws: Fear Only, Sense Dependent [Auditory], PFs: Progression Area 4 [100 ft]) [14/16PP]

Flight 3 (50 mph / 500 feet per Move action, Drawbacks: Power Loss [Wings]) [5PP]

Growth 8 (Huge; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [25 PP]

DC Block:

ATTACK            RANGE          SAVE              EFFECT

Unarmed           Touch          DC 25 Tough       Damage (Staged)

Strike            Touch Cone     DC 25 Tough       Damage (Staged)

Dazzle            Touch/Area     DC 20/20 Fort     Deafened

Emotion Control   Touch/Area     DC 20 Will  Fear (Staged)

Abilities (36) + Combat (28) + Saving Throws (5) + Skills (7) + Feats (11) + Powers (48) - Drawbacks (0) = 135/135 Power Points

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  • 2 weeks later...

Character Name: Dragon Knight

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

Trade-Offs: +4 Defense / -4 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Dragon Rider with Magic Spear

Abilities: 8 + 10 + 8 + 4 + 4 + 2 = 36PP

Strength: 18 (+4)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+0)

Combat: 8 + 16 = 24PP

Initiative: +9

Attack: +10 Strike, +4 Ranged

Grapple: +8

Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed

Knockback: +1

Saving Throws: 4 + 5 + 4 = 13PP

Toughness: +6 (+4 Con, +2 Armor)

Fortitude: +8 (+4 Con, +4)

Reflex: +10 (+5 Dex, +5)

Will: +6 (+2 Wis, +4)

Skills: 56R = 14PP

Acrobatics 5 (+10)

Climb 5 (+9)

Knowledge (Arcane Lore) 10 (+12)

Knowledge (Tactics) 10 (+12)

Notice 8 (+10)

Ride 10 (+15)

Search 8 (+10)

Feats: 51PP

Accurate Attack

Acrobatic Bluff

Dodge Focus 6

Equipment

Improved Iniative 2

Grappling Finese

Luck 2

Minion 10

Move-By Action

Paralyzing Attack

Power Attack

Stunning Attack

Takedown Attack 2

Uncanny Dodge (Audial)

Armor (Protection 2) [2 EP]

Powers: 1 + 11 = 12PP

Device 3 (Dragon Lance, 15PP Container; Feats: Restricted 2: Dragon Rider; Flaws: Easy-To-Lose) 11PP

Strike 6 (Feats: Accurate 3, Affects Insubstancial 2, Extended Reach 3, Mighty) [15 PP]

Super-sense 1 (Communication Link, Dragon) 1PP

DC Block

Attack       Range       Save             Effect

Unarmed      Touch       DC 19 Toughness  Damage

Strike       Tough       DC 25 Toughness  Damage
Totals: Abilities (36) + Combat (24) + Saving Throws (13) + Skills (14) + Feats (51) + Powers (12) - Drawbacks (0) = 150/150 Power Points
Sidekick: Dragon Mount PL 10, PP 150/150 Trade-Offs: Claws -4 Attack, +4 Damage ; -3 Defense, +3 Toughness In Brief: A dragon Abilities: 10 + 10 + 16 + 0 + 0 + 0 = 36PP Strength: 20/30 (+5/+10) Dexterity: 20 (+5) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 16 + 8 = 24PP Initiative: +5 Attack: +6 Melee, +10 Fire (Base: 10, -2 Growth) Grapple: +24 Defense: +7 (+4 Base, +5 Dodge Focus, -2 Growth), +2 Flat-Footed Knockback: -1 Saving Throws: 0 + 3 + 5 = 8PP Toughness: +13 (+8 Con, +5 Protection) Fortitude: +10 (+10 Con) Reflex: +8 (+5 Dex, +3) Will: +6 (+0 Wis, +5) Skills: 24R = 6PP Acrobatic 5 (+10) Intimidate 6 (+10) Notice 8 (+8) Stealth 5 (+3) Feats: 9PP Accurate Attack Acrobatic Bluff Dodge Focus 5 Fearsome Presense Uncanny Dodge (Audial) Powers: 22 + 3 + 37 + 5 + 1 + 5 = 78PP Blast 10 (Dragon Fire) (Feats: Affects Insubstancial 2) 22PP Flight 3 3pp Growth 8 (Extras: Continius, Feats: Innate, Flaws: Permenant) 37PP Protection 5 (Dragon Scales) 5pp Strike 4 (Claws) (Feats: Mighty) 5PP Super-Sense 1 (Communication Link: Dragon Rider) 1PP Drawbacks: (-4) + (-2) = -6PP Disability (Mute Frequency: [Very Common]; Intensity: [Moderate]) [-4PP] Powerloss ( Flight when Wings Are Bound Frequency: [uncommon]; Intensity: [Minor]) [-2PP] DC Block
Attack     Range     Save             Effect

Unarmed    Touch     DC 20 Toughness  Damage

Claws      Touch     DC 29 Toughness  Damage

Fireball   Range     DC 25 Toughness  Damage

Totals: Abilities (36) + Combat (24) + Saving Throws (8) + Skills (6) + Feats (9) + Powers (73) - Drawbacks (6) = 150/150 Power Points

Tada, Dragon Rider Build, or first time I've made a character with a sidekick level minion. The Dragon Knight himself is more or less a badass abnormal, with the only power he has himself being a mental link to his sidekick. Otherwise, he's Attack shifted, very strong, very fast, on his feat, and his weapon the Dragon Lance has a fairly long reach meaning he can pretty much melee strike without having to leave his mount. The dragon particular, more of a power tank. Very large, can't talk, very strong, winged creature. About 16 ft big, bit small for a dragon, but plenty big enough to carry around his buddy. Fire attack bit more accurate but less powerful then him just thwacking you with his claws. Both characters, able to move with or without eachother, but completely devistating when together.

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