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<blockquote data-quote="Lobo Lurker" data-source="post: 3761835" data-attributes="member: 25172"><p><strong><span style="color: darkorange">Drerek</span>:</strong> </p><p><strong>1.</strong> You have 3 ranks in Regeneration providing...<strong> a)</strong> Recovery check +1, +4 total (<em>+9 is automatic, no roll required</em>), <strong>b)</strong> Recovery Rate... recovery rate of what (bruised, stunned, injured, staggered, disabled or dead)? <strong>c)</strong> ability damage (<em>you make a recovery check to recover lost ability points once every 5 hours</em>). <span style="color: yellow">Is this what you had in mind for this power?</span></p><p><strong>2.</strong> Your Power Wrench device is odd... its not particularly good at penetrating hardened targets, though it is quite damaging. As your Strength is 16 you only need to give it a +6 (as its also mighty) to reach the damage cap for the power level... unless you're using a <strong><em>+3 DC/-3 Attack Roll </em></strong>trade off, in which case you need to denote this.</p><p><strong>3.</strong> Skills, please note that your high intelligence, coupled with your high skill ranks exceed the power level limit... you can have a maximum of 14 ranks, after adjustments. Note: A cheaper way to get high knowledge skills is to simply bump up your intelligence and buy the <strong>Jack-of-all-Trades</strong> feat. Or maybe purchase the power Enhanced Intelligence +X (FLAW: Limited--Skill checks only). That, with the aforementioned feat, would give you 2 ranks in all intelligence skills for every point you invest in it; 4 Power Points would max you out (on Int-based skills) and save you the cost of buying all those skills individually.</p><p><strong>4.</strong> You've spent <strong>45pp</strong> on <strong>Combat</strong>, unless those numbers are factoring in the bonuses from your attributes as well (<em>for the saving throws</em>). </p><p>5. Construct characters, and minions, have Con: n/a, not Con: 0. They also get +10 points from having an effective Con of zero but cannot use extra effort or heal naturally. If they're simple automatons operating on instinct or programmed instructions then they have Int and Cha n/a, granting another 10 points each.</p><p>- Constructs still have Fortitude saving throws, they just don't have to use them very often. They do have Immunity-Fortitude Saves (FLAW: Limited-only vs. effects that do not affect inanimate objects). Constructs without Int/Cha scores also have Immunity-Mental Effects and Immunity-Social Interaction Skills.</p><p><strong>===> For Gun Servitors I would suggest a construct w/out Constitution and Charisma scores. </strong>Its intelligent, but not self-aware. You can give it orders and it can elaborate on those orders but it isn't a person.</p><p>- Might I suggest that you use the Attack Specialization feat for your gun servitors? That would give them a +2 to hit with their implanted weapon for 1pp vs. spending 2pp on a +1 attack bonus.</p><p>- As shayuri mentioned, you need to list the <strong>Toughness </strong>bonus for you and your minions as well.</p><p></p><p>I hope that helps!</p></blockquote><p></p>
[QUOTE="Lobo Lurker, post: 3761835, member: 25172"] [B][color=darkorange]Drerek[/color]:[/B] [B]1.[/B] You have 3 ranks in Regeneration providing...[B] a)[/B] Recovery check +1, +4 total ([I]+9 is automatic, no roll required[/I]), [B]b)[/B] Recovery Rate... recovery rate of what (bruised, stunned, injured, staggered, disabled or dead)? [B]c)[/B] ability damage ([I]you make a recovery check to recover lost ability points once every 5 hours[/I]). [color=yellow]Is this what you had in mind for this power?[/color] [B]2.[/B] Your Power Wrench device is odd... its not particularly good at penetrating hardened targets, though it is quite damaging. As your Strength is 16 you only need to give it a +6 (as its also mighty) to reach the damage cap for the power level... unless you're using a [B][I]+3 DC/-3 Attack Roll [/I][/B]trade off, in which case you need to denote this. [B]3.[/B] Skills, please note that your high intelligence, coupled with your high skill ranks exceed the power level limit... you can have a maximum of 14 ranks, after adjustments. Note: A cheaper way to get high knowledge skills is to simply bump up your intelligence and buy the [B]Jack-of-all-Trades[/B] feat. Or maybe purchase the power Enhanced Intelligence +X (FLAW: Limited--Skill checks only). That, with the aforementioned feat, would give you 2 ranks in all intelligence skills for every point you invest in it; 4 Power Points would max you out (on Int-based skills) and save you the cost of buying all those skills individually. [B]4.[/B] You've spent [B]45pp[/B] on [B]Combat[/B], unless those numbers are factoring in the bonuses from your attributes as well ([I]for the saving throws[/I]). 5. Construct characters, and minions, have Con: n/a, not Con: 0. They also get +10 points from having an effective Con of zero but cannot use extra effort or heal naturally. If they're simple automatons operating on instinct or programmed instructions then they have Int and Cha n/a, granting another 10 points each. - Constructs still have Fortitude saving throws, they just don't have to use them very often. They do have Immunity-Fortitude Saves (FLAW: Limited-only vs. effects that do not affect inanimate objects). Constructs without Int/Cha scores also have Immunity-Mental Effects and Immunity-Social Interaction Skills. [B]===> For Gun Servitors I would suggest a construct w/out Constitution and Charisma scores. [/B]Its intelligent, but not self-aware. You can give it orders and it can elaborate on those orders but it isn't a person. - Might I suggest that you use the Attack Specialization feat for your gun servitors? That would give them a +2 to hit with their implanted weapon for 1pp vs. spending 2pp on a +1 attack bonus. - As shayuri mentioned, you need to list the [B]Toughness [/B]bonus for you and your minions as well. I hope that helps! [/QUOTE]
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