Even with it's errors, your character's build amazed me.combat summary
init +4
hero points: 3/3
run: 30/60/120 [100 mph with camel]
clinging: 15/30/60 with a blade in hand, flat-footed
jump: 13' running/6' standing/3 high jump [325/150/75 with leaping power]
attack bonus: 6 melee, 0 ranged
health: Healthy
defense bonus: 16 [10 + 3base + 3dodge focus] ---> flatfooted 12
tough 6 [0base + 2con + 4armor power]
fort 5 [3base + 2con] (immunity low temp, thirst, +6 vs transform)
ref 10 [6base + 4dex]
will 5 [4base + 1wis]
- dervish strike: Standard, instant, 15' radius selective, +6 attack, 16 reflex save [steam, steel, slashing]
- impale: Standard, instant, 40' range, 17-20 crit, +6 attack, 21 tough save [steam, steel, piercing]
- deflect: Standard, instant, 50' range, +5 attack [steam, steel]
- push: Standard, instant, 40' range, +9 opposed str check, move target back time and value table or move 5' back [steam, kinetic]
- desert ambush: Full round, sustained, up to 5 others, max 30' move in round, reappear if attack
- revolver: Standard, instant, 30' range incr, +0 attack, 18 tough save [bullet]
Abilities (20 pp):
Str: 16(+3) dex: 18(+4) con: 14(+2) int: 10(+0) wis: 12(+1) cha: 10(+0) <---Correction
skills (10 pp):
Acrobatics 10 (6+4dex)
knowledge desert 11 (11+0int)
notice 10 (9+1wis)
ride 8 (4+4dex)
survival 11 (10+1wis)
feats (23 pp):
Accurate attack (up to -5 save dc to gain +5 attack bonus)
attack focus, melee 6
dodge focus 3
elusive target (-8 to target with ranged when in melee)
evasion (half damage on area attacks)
jack of all trades (can use all skill untrained)
luck 2 (+2 hero point)
ranged pin (with swords of qssim)
skill mastery (take 10 on acrobatics, ride, survival, 1 other)
takedown attack 1 (cleave)
teamwork 3 (aid another +5)
track (can use survival skill to track)
uncanny dodge (retain dodge bonus when surprised or flat-footed)
powers (35 pp): Unless i missed something, only 34pp is accounted for.
Telescopic swords of qssim array (4 alternate powers in an easy to lose device) 3 ranks, 13pp total [steam, aether]
- dervish strike: Strike (burst area +1, selective +1, pf mighty) 3 ranks, 10pp [steel, slashing]
- impale: Strike (pf mighty, pf extended reach 8, pf improved critical 3) 3 ranks, 15pp [steel, piercing]
- pole vaulting: Leaping (x25) 4 ranks, 4pp
- deflect (all ranged +1, ranged +1) 5 ranks, 15 pp
- push: Super-strength (pf extended reach 8, only to rush -1) 6 ranks, 14pp
Who need's ranged weapons when you have a 40' sword.
sword in stone: Wall crawling (pd must be wielding blade) 1 rank, 1pp
armor: Hard to lose device (protection 4), 1 rank, 4pp
man of the desert: Immunity (low temp and thirst), 2pp
survivor of tragedy: Protection (transform power only -1) 6 ranks, 3pp [mutant]<---- This protection seems redundant since Seif already has +2 Toughness from con, and +4 from armor. However since Seif doesn't know he's a mutant.. it works.. but You'll need to adjust the number of ranks though.
toungue of the trader: Comprehend languages (pf subtle) 1 rank, 3pp [super skill]
desert ambush: Concealment (normal sight, blending -1, passive -1, affect others +3 (5 extra people), pd full round) 2 ranks, 5pp
camel cyborg: Speed (100 mph, pd full action to activate) 4 ranks, 3pp
I see what you did there. I sort of imagine Seif calling his camel is like summoning your horse in Red Dead Redemption, but without it dying.
combat (6 pp):
Defense +3 base, 6 pp
saves (13 pp):
Tough +0 base
fort +3 base, 3 pp
ref +6 base, 6 pp
will +4 base, 4 pp
equipment (3 pp):
Cammo clothings (+5 stealth desert robes; worn), 1ep
weather-proofed matches (in robes), 1ep
six-shot light pistol (+3dam, 30' range incr; tucked in belt), 6ep
diesel lantern (30' radius illumination; on camel), 1ep
water (3 days water in camel), 1ep
camping equipment (including tharp, poles and diesel stove; in camel), 2 ep
cost summary:
Abilities 20pp + skills 10pp + feats 23pp + powers 34pp + combat 6pp + saves 13pp + equipment 3pp = 109 pp
You might want to check your numbers to make sure I didn't miss something.
According to my calculator, you are 8 points over. You might want to check over your numbers to make sure I didn't make a mistake somewhere.First draft of my sorcerer
James Fauntleroy Featherston-Smythe
Appereance: About 175 cm, 68 kgs. Black hairs, green eyes,good-looking and smartly dressed at all times.
STR 10 DEX 14 CON 14 INT 18 WIS 12 CHA 12 20pps
FORT +5(+7) REF+5(+7) WIL+5(6) 15pps Toughness +2
Attack+3 Defence +5 16pps
Feats: Ritualist, Skill Mastery (Knowledge:Arcane lore; Notice; Diplomacy; Investigate), Evasion 2, Benefit: Status 2, Benefit: Wealth 3, Attack Focus: Ranged 3, Attractive 13pps
Skills: Notice 8 (+10), Knowledge: Arcane lore 8 (+12), Diplomacy 8 (+9), Languages 4 (Native language plus 4 others), Sense Motive 4 (+5)
8pp
Powers: 46pp
Magic 6 (Skill check required (Arcane lore), Penetrating, Rangeerception, Move Action) 30pp <-- I won't allow attacks as move action .
Alt Power: Blast 6 (Skill check required (Arcane lore), Penetrating, Area, Move Action) <-- I won't allow attacks as move action .
Alt Power: Skill check required (Arcane lore), Penetrating, Autofire 2) <-- Power? Ranks?
Alt Power: Healing 8 (Resurrection)
Alt Power: Illusion 6 (All senses)
Alt Power: Mind Control 6 (Conscious, Independent, Slow Fade 5)<-- May overlap with Puppet master's "blood controll"
Alt Power: Protection 6 (Impervious, Independent, Slow Fade 4, Affect others w/ Progression 2)
Toughness 2 + Protection 6 = Toughness 8 / Defense 5. For the trade off to work, your defense would be 4 while this spell is casted.
Immunity 14 (life support, aging, starvation&thirst, sleep, critical hits) 14pp
Super-Senses (Darkvision) 2pp
20pps+15pps+16pps+13pps+8pp+46pp=118pp
Shayuri, could you please give me a point brake down for the Metal Beast's Base systems and the complementary systems? I keep getting different point totals each time when I go over the numbers.Name: Deezy Klatta
Power Level: 6 (110pts)
Stats 20pp
Strength (STR) 10 Dexterity (DEX) 16 Constitution (CON) 14 Intelligence (INT) 20 Wisdom (WIS) 10 Charisma (CHA) 10
Init: +3
Base Attack Bonus: +2
Melee Attack: +2 Ranged Attack: +4
Base Defense: 14 (+3 base, + 1 feat) 10pp
Defense Without Dodge: 11
Tough: +6 (+2 Con, +4 equip)
Fort: +5 (+2 Con, + 3 base)
Reflex: +5 (+3 Dex, + 2 base)
Will: +3 (+3 base) 8pp
Move: 30'
Abilities
Gadgets +2 (10pts, One minute change, Needs access to Gadget Stash), 9pp
Skills: 40, 10pp
Feats 9pp
Attack Focus: Ranged 2
Attractive 1
Dodge Focus 1
Equipment 2 (10pts)
Improvised Tools
Inventor 1
Improved Outmanuever 1
Languages -
Money -
Commlink, 1pt
Lock Release Gun, 1pt
Holdout Pistol, 4pts
Tactical Vest, 4pts
[sblock=Gadgets]
DRUID - Dynamic Reconfigurable Universal Interface Device - Datalink +1, Comprehend (Machines) +2, 5pts
Deezy's Amazing Auto-Water-Reclamator Hotsuit - Immunity (Env cold, Thirst), 2pts
Klatta-Tech 1000 Rocket Boots MkI - Leaping +3 (10x normal leap), Slow Fall, 5pts[/sblock]12pts worth of gadgets.. Is this an error or am I missing something?
[sblock=Great Metal Beast]
Great Metal Beast
Large Mecha (13pts)
Strength 24, 6pts
Dexterity 12, 2pts
Toughness 9, 2pts (5 imp, immune to crits)
Base Speed: 45, Leaping 2
Crew: 1 or 2
Communication: 200 mile radio comm
Sensors: Visual (IR/Low light), Audio, Compass, Rangefinder, Radio scanner, Radar (100' increment)
Cargo Space: 350lbs, Medium size
Weapon Mounts:
- Right arm - Gyrocannon, +4 to hit, Dmg DC 21, Autofire
- Left arm - Burst Laser, +4 to hit, Dmg DC 21, Penetrating
- Torso - "Pepperbox" anti-infantry array, +6 to hit, Dmg DC 19, Cluster (10'x40')
- Right Shoulder - Universal Mount (Empty)
Cost: Base:36 Comp: 5
Cockpit/Control Features 3
- Environmental Seal 1 (5hrs)
- Extra Seat 1
- Improved Limb Control 1 (Ambidexterity)
Movement Features 4
- All-Terrain: Desert 1
- Improved Leg Actuators 1
- Jump Jets 2
Sensor/Communication Features 17
- Communication +7 (Radio) 7
- Super Senses +10
-- Direction Sense, Distance Sense, Infravision, Radio, Low Light
-- Radar (Accurate, Radius, Ranged, Extended 1, Radio Sense)
Defense Features 12
- Impervious Armor +5, 10
- Improved Plating (Critical Hits) 2
Targeting Features 0
- ?
Miscellaneous Features 4
- Cargo Space 1
- Universal Mounting 3
Weapon Systems 20
- Gyrocannon (Blast +6, Autofire) 18pts
- Pepperbox Anti-infantry (Blast +4, Cluster, PF Accuracy 1) 1pt
- Burst Laser (Blast +6, Penetrating) 1pt
Drawbacks
- Activation (Computers DC 15) to start mecha, -3pts
- Archaic Feature (Jump Jet), -1pt
- Unstable Power Supply, -4pts
Total Cost: 55
[/sblock](Cost as Device: 44)
Assuming I'm totally inept at making a mecha..
20pp+10pp+8pp+9pp+10pp+9pp+44pp=110pp
There are some tricky issues with your character.Here's The Puppeteer. I must come up with a good new name.
Abilities ( 10 pp)
Strength: 10 ( 0 )
Dexterity: 12 ( 1 )
Constitution: 14 ( 2 )
Intelligence: 12 ( 1 )
Wisdom: 12 ( 1 )
Charisma: 10 ( 0 )
Combat ( 14 pp)
Attack Melee: 7 Attack Ranged: 7 Grapple: 7
Damage melee: 7 Damage Ranged: 7
Adjust the Base attack to +6 to get it within the PL. There actually is no reason to use trade offs for attack/damage since you already have Accurate Attack.
Defense: 0 See End Note
Initiative: 5
Saves ( 12 pp)
Toughness: 7 See End Note
Fortitude: 6
Reflex: 5
Will: 5
Skills ( 11 pp)
5 ( 4 ) Acrobatics
4 ( 4 ) Climb
5 ( 4 ) Concentration
5 ( 4 ) Escape Artist
9 ( 8 ) Notice
5 ( 4 ) Ride
9 ( 8 ) Stealth
5 ( 4 ) Survival
4 ( 4 ) Swim
Feats ( 9 pp)
Power attack 1
All out attack 1
Evasion 2
Accurate attack 1 <--Very good choice.
Master Plan 1
Move by action 1
Improved initiative 1
Hide in plain sight 1
Powers Rank ( 61? pp) I counted 61pp not 63, though I might be off.
Water Control 12 31pp
AP: Dehydrate (7) 1 [The Puppeteer drains the water from the target, dehydrating it] <-- Adjust this to 6 ranks. There's no reason to put any trade offs sicne you have accurate attack.
AP: Blast (Cone area, 7) 1 [The Puppeteer condenses water from the air and unleashes a powerful shock of pressurized water] <-- Adjust this to 6 ranks. There's no reason to put any trade offs since you already have accurate attack
AP: Obscure (12) 1 [The Puppeteer produces a thick mist with the condensed water from the air]
AP: Suffocate (6) 1 [The Puppeteer makes the water from the blood to fill the lungs of the targets]
AP: Snare (7) 1 [The Puppeteer creates bonds of ice around the targets' feet]
AP: Create object (10) 1 [The Puppeteer creates a pillar of ice from the water he drains]
PFrogresion 1
PF: Selective 1
AP: Blood Control 1 [The Puppeteer controls the water inside the target's body, controlling it's movements and actions]
Device: Scimitar of the Moon 6 [The scimitar contains a tank of water on the hilt and a vapour valve. Making the water boil sends a yet of vapour out in the precise moment to enhance a slash, making it demolishing ad blindingly quick.] 18pp
-Strike (penetrating) Link 7 <-- Adjust this to 6 ranks. There's no reason to put any trade offs since you have accurate attack.
->PF: Split attack 1
-Drain (any save) Link 7
->PF: Slow fade 1
Shield 7 [The Puppeteer creates a torrent of water that deflects incoming blows] 7pp
Defense 7 vs Toughness 1/7. See below.
Force Field 5 [The Puppeteer surrounds himself in alive water that absorbs the impact of blows] 5pp
Toughness 2 + Force Field 5 = Toughness 7 / Defense -1/7. See below.
Equipment Cost Bonus
Drawback ( -9 pp) Extra points
Power loss (restrained:WC) 3
Power loss (restrained:Forc Field) 3
Power loss (restrained:Shield) 3
The Puppeteer must be able to move freely to bend water.
After you make your corrections, please check your point totals to make sure I didn't miss something.
10 + 14 + 11 + 9 + 12 + 61? - 9 = 108
Yeah, with the move action it was 24 since:Second draft of my sorcerer
Magic 6 (Skill check required (Arcane lore), Penetrating, Rangeerception) 30pp [I end up with 18 points for that (24 before removing Action)? 6x (2-1+1+1)]
20pps+15pps+16pps+13pps+8pp+46pp=118pp
[18pps+15pps+16pps+13pps+8pp+40pp=110pp]
[/sblock]
Yeah, with the move action it was 24 since:
Magic ((2pt/r + 1 [Standard Action --> Move action] +1 Range [Ranged -> Perception] + 1 Penetrating) - 1 [Skill check]) x6 => (5-1)x6 = 24
But, ANYWAYS, it looks like James Fauntleroy Featherston-Smythe looks complete.![]()