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<blockquote data-quote="zerzix" data-source="post: 4450441" data-attributes="member: 49936"><p>1) Wow, the vision looks cool! </p><p> </p><p>2) Now, on the Green Lantern - would you do a purely Unique Weapon based thing or give him the direct feats with a disadvantge of lose of powers if he drops it?</p><p> </p><p>3) Just a side question - if you multi-class from (lets say powerhouse to braniac) do you get the brain's 1st lvl 4 feats or do you just get one additional feat for leveling up in general?</p><p> </p><p>4) Chuck - any chance you throwing up Wolverine? Just curious your take on his lvl Not sure if I am under powering my supers</p><p> </p><p>5) Also, I have been messing around with the modern/supers20 stuff (loving it) I was wanting some feed back on these builds I've been doing. </p><p> </p><p>If its ok I was going to post a few?</p><p> </p><p>First is Batman...I miss anything? Or would you guys go higher lvl or different classes?</p><p> </p><p><strong>Batman (Powerhouse 18, Speed Freak 2, Brainiac 2):</strong> HD 18d10+72, 4d8+16; HP 280; Init +4; Spd 30 ft. (25 ft. in armor); Defense 37, touch , flatfooted (+4 Dex,+7 Int +16 Class); BAB +20; Atk +26 melee (2d12+8, Unarmed), or +26 ranged (1d6+14, Batarang); SQ Melee Master; AL Moral Philosophy, Justice League; SV Fort +13, Ref +11, Will +9, Rec +8; Rep +11; </p><p>Str 18 (+4), Dex 18 (+4), Con 18 (+4), Int 24 (+7), Wis 18 (+4), Cha 18 (+4). 6'2" 210lb </p><p><strong>Background:</strong> Dilettante</p><p><strong>Occupation:</strong> Philanthropist-Vigilante: Perks (Weapons- Precision Strike)</p><p><strong>Hobby:</strong> Martial Arts 4</p><p><strong>Skills:</strong> Academics (life sciences) 20 (+27), Acrobatics 20 (+24), Athletics 20 (+24), Chemistry 15 (+22), Computers 13 (+20), Crime 10 (+17), Engineering 9 (+16), Influence 10 (+14), Legal 14 (+21), Outdoorsman 20 (+ 24), Perception 20 (+24), Power Control 20 (+24), Read/Write: Chinese, French, English, German, Japanese, Russian, Stealth 23 (+27), Streetwise 20 (+24), Unarmed 30 (+34), Vehicles 17 (+24), Weapons 25 (+32)</p><p><strong>Feats:</strong> Awareness, Accurate Attack, Advanced Strength Training, Armed Defense (46 Defense against melee when not flat-footed), Attack Focus (Batarang), Attack Focus (Grappling Gun), Attack Focus (Unarmed), Attack Specialization (Batarang), Attack Specialization (Unarmed), Cleave, Combat Martial Arts, Defensive Martial Arts, Defensive Roll, Endurance Training, Evasion, Evasive Maneuvers, Exploit Weakness, Improved Disarm, Improved Agility Training, Improved Uncanny Dodge, Improved Initiative, Improved Strength Training, Greater Attack Focus (Unarmed), Greater Attack Specialization (Batarang), Precise shot, Point Blank Shot, Power Level x5, Prone Fighting, Smart Defense, Superhuman Dexterity (Gliding, Swinging), Uncanny Dodge, Unique Vehicle</p><p><strong>Wealth Access/Contacts/Followers:</strong> Confidential Access, Robin, Alfred</p><p><strong>Wealth:</strong> 46</p><p><strong>Character Disadvantages:</strong> Code - Will not kill (DSR 4), Enemies - Joker, Penguin, Two-Face, Bane, Mr. Freeze, Ras Al Ghul, Riddler (DSR 5)</p><p><strong>Possessions:</strong> <em>Bat Suit</em> - Modified Nomex Survival Suit DR 5,</p><p><em>Cape and Cowl</em>: Extra Long Cape (Cat's Landing Feat)</p><p><em>Utility Belt</em>: Batarangs, Bat Bolos (Snare), Grappling Gun [Swinging], Exploding Batarangs (Blast Extra: 4d6), Commlink, Night Vision (Night Vision Feat), Gas Mask/Rebreather, Camera, Flashlight, Forensics kit, Handcuffs, Lockpicks, Medical kit, Flash-Bangs, Smoke pellets (pg 70), Tear-gas pellets, Cutting torch, Sleep gas pellets, Thermite Det Cord 2d6, Binoculars, Digital Audio Recorder, Handcuffs, Micro-camera, Mini-Tracer</p><p><em><strong>Headquarters</strong></em>: Batcave: Communications, Computers, Concealed, Defense System, Dock, Gym, Hanger, Infirmary, Laboratory, Library, Living Space, Power System, Workshop </p><p><em><strong>Vehicles</strong>:</em> </p><p><em>Batmobile</em> (Modified Tumbler, Crew 1, Pass 2, Top Speed 220mph (22), Armor, Alarm, Missle system, Caltrops, Hidden Compartments, Navigation System, Oil Slick, Remote Control, Smoke Screen</p><p><em>Batwing</em> (Modified F-22: Crew 1, Pass 2, Cargo lb. Top Speed 1140mph (110) without afterburn - 1700mph (170) with AB, Machine Guns, Rockets, Remote Control, Cloaking (Radar)</p></blockquote><p></p>
[QUOTE="zerzix, post: 4450441, member: 49936"] 1) Wow, the vision looks cool! 2) Now, on the Green Lantern - would you do a purely Unique Weapon based thing or give him the direct feats with a disadvantge of lose of powers if he drops it? 3) Just a side question - if you multi-class from (lets say powerhouse to braniac) do you get the brain's 1st lvl 4 feats or do you just get one additional feat for leveling up in general? 4) Chuck - any chance you throwing up Wolverine? Just curious your take on his lvl Not sure if I am under powering my supers 5) Also, I have been messing around with the modern/supers20 stuff (loving it) I was wanting some feed back on these builds I've been doing. If its ok I was going to post a few? First is Batman...I miss anything? Or would you guys go higher lvl or different classes? [B]Batman (Powerhouse 18, Speed Freak 2, Brainiac 2):[/B] HD 18d10+72, 4d8+16; HP 280; Init +4; Spd 30 ft. (25 ft. in armor); Defense 37, touch , flatfooted (+4 Dex,+7 Int +16 Class); BAB +20; Atk +26 melee (2d12+8, Unarmed), or +26 ranged (1d6+14, Batarang); SQ Melee Master; AL Moral Philosophy, Justice League; SV Fort +13, Ref +11, Will +9, Rec +8; Rep +11; Str 18 (+4), Dex 18 (+4), Con 18 (+4), Int 24 (+7), Wis 18 (+4), Cha 18 (+4). 6'2" 210lb [B]Background:[/B] Dilettante [B]Occupation:[/B] Philanthropist-Vigilante: Perks (Weapons- Precision Strike) [B]Hobby:[/B] Martial Arts 4 [B]Skills:[/B] Academics (life sciences) 20 (+27), Acrobatics 20 (+24), Athletics 20 (+24), Chemistry 15 (+22), Computers 13 (+20), Crime 10 (+17), Engineering 9 (+16), Influence 10 (+14), Legal 14 (+21), Outdoorsman 20 (+ 24), Perception 20 (+24), Power Control 20 (+24), Read/Write: Chinese, French, English, German, Japanese, Russian, Stealth 23 (+27), Streetwise 20 (+24), Unarmed 30 (+34), Vehicles 17 (+24), Weapons 25 (+32) [B]Feats:[/B] Awareness, Accurate Attack, Advanced Strength Training, Armed Defense (46 Defense against melee when not flat-footed), Attack Focus (Batarang), Attack Focus (Grappling Gun), Attack Focus (Unarmed), Attack Specialization (Batarang), Attack Specialization (Unarmed), Cleave, Combat Martial Arts, Defensive Martial Arts, Defensive Roll, Endurance Training, Evasion, Evasive Maneuvers, Exploit Weakness, Improved Disarm, Improved Agility Training, Improved Uncanny Dodge, Improved Initiative, Improved Strength Training, Greater Attack Focus (Unarmed), Greater Attack Specialization (Batarang), Precise shot, Point Blank Shot, Power Level x5, Prone Fighting, Smart Defense, Superhuman Dexterity (Gliding, Swinging), Uncanny Dodge, Unique Vehicle [B]Wealth Access/Contacts/Followers:[/B] Confidential Access, Robin, Alfred [B]Wealth:[/B] 46 [B]Character Disadvantages:[/B] Code - Will not kill (DSR 4), Enemies - Joker, Penguin, Two-Face, Bane, Mr. Freeze, Ras Al Ghul, Riddler (DSR 5) [B]Possessions:[/B] [I]Bat Suit[/I] - Modified Nomex Survival Suit DR 5, [I]Cape and Cowl[/I]: Extra Long Cape (Cat's Landing Feat) [I]Utility Belt[/I]: Batarangs, Bat Bolos (Snare), Grappling Gun [Swinging], Exploding Batarangs (Blast Extra: 4d6), Commlink, Night Vision (Night Vision Feat), Gas Mask/Rebreather, Camera, Flashlight, Forensics kit, Handcuffs, Lockpicks, Medical kit, Flash-Bangs, Smoke pellets (pg 70), Tear-gas pellets, Cutting torch, Sleep gas pellets, Thermite Det Cord 2d6, Binoculars, Digital Audio Recorder, Handcuffs, Micro-camera, Mini-Tracer [I][B]Headquarters[/B][/I]: Batcave: Communications, Computers, Concealed, Defense System, Dock, Gym, Hanger, Infirmary, Laboratory, Library, Living Space, Power System, Workshop [I][B]Vehicles[/B]:[/I] [I]Batmobile[/I] (Modified Tumbler, Crew 1, Pass 2, Top Speed 220mph (22), Armor, Alarm, Missle system, Caltrops, Hidden Compartments, Navigation System, Oil Slick, Remote Control, Smoke Screen [I]Batwing[/I] (Modified F-22: Crew 1, Pass 2, Cargo lb. Top Speed 1140mph (110) without afterburn - 1700mph (170) with AB, Machine Guns, Rockets, Remote Control, Cloaking (Radar) [/QUOTE]
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