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Barnum

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okay that actually makes sense, gotcha... would it still be too late to change my edit, get rid of the subtle part of it and pick another PF to tack on there that i feel is more appropriate?... im willing to live with being unable to change powers on the fly, but can i still request that they be edited in this forum?

Probably not, especially if you plan to do so with any regularity.

It really sounds like you want Adaptation and/or Nemesis for the suit. You could trade in the Absorption Array you've got now (costing 43pp) for:

Adaptation 7 (with 1pp left over)

Nemesis 5 (with 3pp left over)

Adaptation 3 + Nemesis 3 (with 1pp left over)

Or some similar combo. And if you trade in the 'lightsabers' (and have them be a manifestation of Nemesis, or just weaken the sabers and use Nemesis to enhance/add to them), you can get more.

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hmmm i am not even remotely familiar with how those powers work, but my impression of nemesis is that if i were to use it, i would have to have a GM overseeing most of my threads, which is not really what i am looking to do.

Ill just stick with absorption for now. and i will leave flight unedited. move by action would be nice, but its not worth all this mucking about IMO

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hmmm i am not even remotely familiar with how those powers work,

Read a book!

but my impression of nemesis is that if i were to use it, i would have to have a GM overseeing most of my threads, which is not really what i am looking to do.

You do realize a Ref oversees (or at least tries to oversee) every thread here already, right?

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A request for Doc.

I would like to change this:

Enhanced Intelligence 10 (to 30/+10; PF: 1 Alternate Power) [11pp]

AP: Enhanced Charisma 10 (to 20/+5)

to this:

Pseudonaturally Enhanced Mind 5 (Array, 10 point powers; PF: 2 Alternate Powers; Drawbacks: Action 3/Full round to switch between settings) [9pp]

BE: Enhanced Intelligence 10 (to 30/+10)

AP: Enhanced Wisdom 10 (to 30/+10)

AP: Enhanced Charisma 10 (to 20/+5)

Which would call for a change to three skills, to:

Medicine 3 (+8, +14 at HQ or with Electromagnetic Screwdriver; +13/+19 w/ Enhanced Wis)

Notice 5 (+10; +15 w/ Enhanced Wis)

Sense Motive 1 (+6; +11 w/ Enhanced Wis)

And his Will save, to:

Will: +8 / +13* (+5 Wis, +3; *+10 Wis, +3 w/ Enhanced Wis)

This will free up 2pp, which I will save for now.

Done by Sandman XI

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A request for Doc.

I would like to change this:

Enhanced Intelligence 10 (to 30/+10; PF: 1 Alternate Power) [11pp]

AP: Enhanced Charisma 10 (to 20/+5)

to this:

Pseudonaturally Enhanced Mind 5 (Array, 10 point powers; PF: 2 Alternate Powers; Drawbacks: Action 3/Full round to switch between settings) [9pp]

BE: Enhanced Intelligence 10 (to 30/+10)

AP: Enhanced Wisdom 10 (to 30/+10)

AP: Enhanced Charisma 10 (to 20/+5)

Which would call for a change to three skills, to:

Medicine 3 (+8, +14 at HQ or with Electromagnetic Screwdriver; +13/+19 w/ Enhanced Wis)

Notice 5 (+10; +15 w/ Enhanced Wis)

Sense Motive 1 (+6; +11 w/ Enhanced Wis)

And his Will save, to:

Will: +8 / +13* (+5 Wis, +3; *+10 Wis, +3 w/ Enhanced Wis)

This will free up 2pp, which I will save for now.

And you accuse my builds of being "overly complicated?" : P

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And you accuse my builds of being "overly complicated?" : P

Hrmm...

One Array with 2 APs, each of which is one basic power

vs.

One Array with 6 APs, some of which are complex Linked things that practically require being separated into quote boxes in order to easily view them.

:P

(Yes, I know that's not exactly what you're referring to.)

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it occurs to me that with the way you are defining the absorption array for reaver, each of the APs is just one power. that being said the way i set up regeneration will not work. The way i have it set up... each of the regen powers is a separate power. therefore this does not work the way you guys want it to as i understand it.

Changing what the powers are on a case-by-case basis isn't Boost, that's a Variable Power. What you're describing is Adaptation and/or Nemesis, not Absorption.

in pursuit of maintaining this, i would like to edit the array to say the following. my desire is to maintain my original idea of the character as well as the doctor's request that everything be statically defined.

the BASE power in the array should be:

Absorbtion (physical); Healing 9*[36PP Base, alternate powers: 7]

- AP:

- AP:

- etc: AP:Absorbtion (energy); Healing 9*[1PP]

- etc:

that cool?

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A request for Doc.

I would like to change this:

Enhanced Intelligence 10 (to 30/+10; PF: 1 Alternate Power) [11pp]

AP: Enhanced Charisma 10 (to 20/+5)

to this:

Pseudonaturally Enhanced Mind 5 (Array, 10 point powers; PF: 2 Alternate Powers; Drawbacks: Action 3/Full round to switch between settings) [9pp]

BE: Enhanced Intelligence 10 (to 30/+10)

AP: Enhanced Wisdom 10 (to 30/+10)

AP: Enhanced Charisma 10 (to 20/+5)

Which would call for a change to three skills, to:

Medicine 3 (+8, +14 at HQ or with Electromagnetic Screwdriver; +13/+19 w/ Enhanced Wis)

Notice 5 (+10; +15 w/ Enhanced Wis)

Sense Motive 1 (+6; +11 w/ Enhanced Wis)

And his Will save, to:

Will: +8 / +13* (+5 Wis, +3; *+10 Wis, +3 w/ Enhanced Wis)

This will free up 2pp, which I will save for now.

How does this free up two points when you spent one and took away none?

EDIT: I see, Full Round Action. Forgive me.

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okay explicit edit below:

Absorbtion (physical); Healing 9[36PP Base, alternate powers: 7]

- AP:Absorbtion (physical); Boost: Flight 9[1PP]

- AP:Absorbtion (physical); Boost: invisibility 9[1PP]

- AP:Absorbtion (physical); Boost: Super-Strength 9[1PP]

- AP:Absorbtion (energy); Boost: Flight 9[1PP]

- AP:Absorbtion (energy); Healing 9[1PP]

- AP:Absorbtion (energy); Boost: invisibility 9[1PP]

- AP:Absorbtion (energy); Boost: Super-Strength 9[1PP]

also, you can delete the notation below this array about the regen power.

Done by MBCE

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okay explicit edit below:

Absorbtion (physical); Healing 9[36PP Base, alternate powers: 7]

- AP:Absorbtion (physical); Boost: Flight 9[1PP]

- AP:Absorbtion (physical); Boost: invisibility 9[1PP]

- AP:Absorbtion (physical); Boost: Super-Strength 9[1PP]

- AP:Absorbtion (energy); Boost: Flight 9[1PP]

- AP:Absorbtion (energy); Healing 9[1PP]

- AP:Absorbtion (energy); Boost: invisibility 9[1PP]

- AP:Absorbtion (energy); Boost: Super-Strength 9[1PP]

also, you can delete the notation below this array about the regen power.

Okay. This looks like it will erase all the information on Regen as well. Is that what you want?

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A few quick things with Exile for now, I'll get around to drafting a cosmetic (i.e non-statistical) overhaul of him someday but for now just purchasing a few things.

First; Variable Descriptor 2 [Any Magic] to his Sorcerous Mastery array, and thus every power therein.

Second; Well Informed

And since I do have a bonus pp gathering dust since November I'll spend that on the following.

Third; 4 more ranks of Gather Information leading to this Gather Information +14 [12 ranks +2 Cha]

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after doing a little more research i would like to make the following edits to The Reaver

since absorption has NO bearing on any actual protection rank, i believe his knock back modifier should be a static -4. it should not change depending on which type of absorption is active. if this is correct please edit:

Knockback: -4

-----

Please change his toughness modifier, as absorbtion does not factor into it.

Toughness +0

---

Also as you know the reaver suit is what actually gives jack ALL of his powers, other than his "not being an idiot" wisdom score of 16.

therefore i would like to make the following edits to move some points from his base self into the reaver suit as i just found out is possible.

Remove all static bonus to saves, and remove all feats from their respective sections. [+12pp]

Add three more ranks of Device [-12pp]

no net change in pp cost.

please edit the reaver suit to include:

Device 18 (Hard To Lose, "The Reaver" - Alien Power Suit, 75pp [2pp Unspent]; PFs Indestructible, Restricted 2)

Enhanced Feats 5: All-out Attack, Attack Focus (Melee) (2), Power Attack, Takedown Attack (1) [5pp]

Enhanced Fortitude 4 [4pp]

Enhanced Will 3 [3pp]

---

These edits make the character exactly the same as earlier, except it is more fitting to the "suit granting all powers" theme. there are still two points within the device that are left unspent. i am currently pressed for time, i will either edit this post later to try and use them up, or i will make a new post if this one has been taken care of already

thanks all

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Actually, given that Absorption is based loosely on Impervious Protection, it would affect his Knockback modifier significantly. But only against the attacks he can Absorb.

loosely based yes. the only reason i say it does not is the passage from UP that states something along the lines that absorbtion counts as impervious toughness only for the purposes of determining power level caps. to me this means that it does not factor in when determining knockback.

I have a large edit coming, so i will make a new post for it below.

scratch my above post, this next one will include it.

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The following is a step by step list of things i would like to edit for the reaver. I made it step by step to hopefully make it easier to understand. pull up a chair, this may take a while...

Please make the following edits to the current Reaver Suit:

Device 15 (The Reaver Suit) PF: Indestructible, Restricted 2 (75pp available) [63pp]

Corrosion 8 Extras: Auto-fire (plasma blades) [32pp; Alternate Powers 1; total cost 33pp]

- AP: Enhanced Strength 10 AND Super Strength 6 (Strength 20 Effective Strength 50) [1pp]

Absorption (Physical) 9 Healing [36 pp; Alternate powers 3; total cost 39pp]

- AP: Absorption (Physical) 9: Boost Flight [1pp]

- AP: Absorption (Energy) 9: Healing [1pp]

- AP: Absorption (Energy) 9: Boost Flight [1pp]

Leaving [3pp] unspent in the device

Remove all Feats, Remove all Saves [+12pp] from actual character

- feats

- Attack Focus (melee) (2)

- Power Attack

- All out Attack

- Takedown Attack

- Saves

- Fortitude 4

- Will 3

Partial Removal of skills [+4pp]

- Acrobatics 4 [1pp]

- Notice 6 [1.5pp]

- Sense Motive 6 [1.5pp]

Two ranks of sense motive and Notice remain due to Jacks natural wisdom

Device 15 --> Device 19 [-16pp]

no net change in pp cost for the character over all.

Additions to The Reaver Suit [20pp to spend]

- Enhanced Fortitude 4 [4pp]

- Enhanced Will 2 [2pp]

- Enhanced Feats Attack Focus (melee)(2), Power Attack, All out Attack, Move-By-Action [5pp]

- Flight 1 [2pp]

- Enhanced Skills Acrobatics 4 [1pp]

- Enhanced Skills: Notice 2 [.5pp]

- Enhanced Skills: Sense Motive 2 [.5pp]

[4pp unspent]

Currently, The Reaver Suit should look like this:

Device 19 (The Reaver Suit) PF: Indestructible, Restricted 2 (95pp available) [79pp]

Corrosion 8 Extras: Auto-fire (plasma blades) [32pp; Alternate Powers 1; total cost 33pp]

- AP: Enhanced Strength 10 AND Super Strength 6 (Strength 20 Effective Strength 50) (total 32pp) [1pp]

Absorption (Physical) 9 Healing [36 pp; Alternate powers 3; total cost 39pp]

- AP: Absorption (Physical) 9: Boost Flight [1pp]

- AP: Absorption (Energy) 9: Healing [1pp]

- AP: Absorption (Energy) 9: Boost Flight [1pp]

Enhanced Fortitude 4 [4pp]

Enhanced Will 2 [2pp]

Enhanced Feats Attack Focus (melee)(2), All out Attack, Move-By-Action [4pp]

Flight 1 [2pp]

Enhanced Skills Acrobatics 4 [1pp]

Enhanced Skills: Notice 6 [1.5pp]

Enhanced Skills: Sense Motive 6 [1.5pp]

[7pp] still left unspent

Please make these further changes to The Reaver Suit

Absorption (Physical) 9 Healing [36 pp; Alternate powers 3; total cost 39pp]

- AP: Absorption (Physical) 9: Boost Flight [1pp]

- AP: Absorption (Energy) 9: Healing [1pp]

- AP: Absorption (Energy) 9: Boost Flight [1pp]

Remove Both Absorbtion(Energy) PFs

[9pp] left unspent in device.

Purchase Absorbtion(Both Types) instead of Absorbtion Physical

The Absorption power should look as follows:

Absorption (Both Types) 9 Healing [36 pp; Alternate powers 3; total cost 39pp]

- AP: Absorption (Both Types) 9: Boost Flight [1pp]

The Reaver (final draft)

Device 19 (The Reaver Suit) PF: Indestructible, Restricted 2 (95pp available) [79pp]

Corrosion 8 Extras: Auto-fire (plasma blades) [32pp; Alternate Powers 1; total cost 33pp]

- AP: Enhanced Strength 10 AND Super Strength 6 (Strength 20 Effective Strength 50) (total 32pp) [1pp]

Absorption (Both Types) 9 Healing [36 pp; Alternate powers 3; total cost 39pp]

- AP: Absorption (Both Types) 9: Boost Flight [1pp]

Enhanced Fortitude 4 [4pp]

Enhanced Will 2 [2pp]

Enhanced Feats Attack Focus (melee)(2), All out Attack, Move-By-Action [4pp]

Flight 1 [2pp]

Enhanced Skills Acrobatics 4 [1pp]

Enhanced Skills: Notice 6 [1.5pp]

Enhanced Skills: Sense Motive 6 [1.5pp]

Phew that was a long one. if you have any comments, or if i goofed on the math, please let me know.

now then. the more important REASONS for this edit. All of The Reaver's powers come from his suit. when i was making the character i didn't know you could put things like skills and feats into devices. now that i have been enlightened, i would like to do that in order to reflect that his skill in combat (feats) and his keen awareness (skills) as well as athletic ability (more skills) simply comes from the suit, and not from him. he doesn't really know how to fight, it doesn't make sense to have those things as part of his character. It makes more sense to put it in the suit, frankly.

That and it frees up enough points for me to get absorption both types :)

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The Reaver (final draft)

Device total cost 79pps for rank 19. Ok.

spendable pps are 95pps

Corrosion 33pps/ 33pps

Absorption (Both Types) 48pps/ 81pps [both types is +1 extra to raise the price to 5pps/rank]

Enhanced saves 6pps /87pps

Enhanced Feats 4pps / 91pps

Flight 2pp / 93pps

Enhanced skills 4pps / 97pps

You're over by 2pps that I can see.

EDIT: I see what you did, you forgot to edit the cost of your Absorption. 1AP instead of the 3 originally listed. That way, it all adds up.

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The Reaver (final draft) (again)

Device 19 (The Reaver Suit) PF: Indestructible, Restricted 2 (95pp available) [79pp]

Corrosion 8 Extras: Auto-fire (plasma blades) [32pp; Alternate Powers 1; total cost 33pp]

- AP: Enhanced Strength 10 AND Super Strength 6 (Strength 20 Effective Strength 50) (total 32pp) [1pp]

Absorption (Both Types) 9 Healing [36 pp; Alternate powers 1; total cost 37pp]

- AP: Absorption (Both Types) 9: Boost Flight [1pp]

Enhanced Fortitude 4 [4pp]

Enhanced Will 2 [2pp]

Enhanced Feats Attack Focus (melee)(2), All out Attack, Move-By-Action [4pp]

Flight 1 [2pp]

Enhanced Skills Acrobatics 4 [1pp]

Enhanced Skills: Notice 6 [1.5pp]

Enhanced Skills: Sense Motive 6 [1.5pp]

Done by MBCE

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looking over the captain i think i may have found an error in the sheet:

grapple is listed as +15.

Grapple Check Modifier = attack bonus(12) + Strength modifier(7) + Super-Strength modifier(0) + size modifier(0) = 19

so i should have a grapple that is four points higher? is that correct? if so can you guys fix that for me?

Grapple: +19

Done by Sandman XI

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Realistically -- if Hellbound's blood is a part of his peoples' natural evolution, then his immunity to it should be made Innate as well, just to keep things consistent. Although his immediate defenses already make it impossible for him to be hurt by the blood, it wouldn't make much sense for his ancestors to have evolved a defense mechanism that they weren't naturally immune to.

Done by Sandman XI

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