Thousand Battles and Already died are fine.
I'm gonna say no the master plan, it does make sense but I agreed with them taking it out. Tell you what, I'll let you take ranks in Inspire, and I'll let it last longer than one round (Circumstantially based on how well you guys planned - which is usually extensively - and whether anything very unforseen happens.)
As far as the arcahic weapons master, I had something similar in mind. I'll let you rework your character a bit if you'd like, and take a general 'damage' ability
"Weapons Master" - Uomo's mastered pretty much every weapon ever made, and can use them all with deadly skill.
You already have 'improvised weapon', I'll give you a "Weapon Master' feature allowing it to apply to ANY weapon you wield(Guns, knives, swords) that Uomo is likely to have practice with (so If you come across, say, a laser or Bat'leth, chances are you won't be able to use it, but anything else.. sure). Then you can do a bit of redesigning to respend those points.
I'd suggest keeping the 4 points you have in 'unarmed' right now, and then dropping Improvised weapons to rank 7. Then your attacks with anything will be +9 hit and dmg rank 6+weapon (Most of the weapons have dmg rank 3+, which will allow you to stay at your PL cap) Then you can use power attack/accurate attack and regardless of what weapon you're wielding you can be attacking anywhere from "+4 attack, Damage rank 14" to "+14 attack, Damage rank 4"
For the Expertise, How about I give you a new expertise you can put points into : Expertise(Experienced). It's a general mashup of expertises, I'll let you use it for anything you can justify Uomo knowing. (The older, the easier).
I'll also allow, if you wish, an "Improved Assessment" advantage, based on Uomo having been in so many battles that he knows how people fight: Pick one of the following: Either you can take 10 on Assessment checks, or you gain one extra sucess when you succed, or you can apply it to multiple opponents. Each is a different rank, you can take it three times to get an Assessment check of 10+insight vs ALL targets deception checks, with an extra degree of success on any you beat.
you don't mean a power don't you?take a general 'damage' ability
From this I get that I apply my improvised bonus to any weapon, right?You already have 'improvised weapon', I'll give you a "Weapon Master' feature allowing it to apply to ANY weapon you wield
so I can use melee weapons? So I should drop my excesive sword combat I guessI'd suggest keeping the 4 points you have in 'unarmed' right now
No, I meant the weapon master feature I spoke of directly after that quote.you don't mean a power don't you?
Any weapon Uomo would be arguably skilled in.From this I get that I apply my improvised bonus to any weapon, right?
Yes, as I suggested.so I can use melee weapons? So I should drop my excesive sword combat I guess
No, I meant the weapon master feature I spoke of directly after that quote.
Any weapon Uomo would be arguably skilled in.
Yes, as I suggested.
SO, you're up to PL 9 + 'potential' now, yes (For effective PL 10?)
As far as the breaking PL, lowering the sword damage isn't AD HOC, it's straight from the rules. PL 10 means your combined damage/attack bonus can't exceed 20, so if you have a +12 attack with it, the damage would max out at 8. Personally, since you have power attack/accurate attack, i would suggest lowering your attack bonus to +10 and then just using those manuevers situationally when you need more accuracy or damage, your attack/damage could then range anywhere from 5 to 15.
You also may wish to put one more into either dodge/parry, as your defence for dodge/parry + toughness is currently sitting at 19 out of 20.
From my math you have spent 26 pts on saves, not 19, as I see no powers/advantages that give bonuses to anything other than the equipment to toughness
I was said that reg 10 was no use with stamina 5. I got the same regen rate with reg 5 stamina 5 that I got from reg 10 stamina 5.You used to have regeneration 10, why change that?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.