MarkK Posted September 24, 2008 Posted September 24, 2008 Blast (electrical eyeblasts) 9 (extra: range - perception) I'm not really seeing a perception range eyeblast attack. I can't really picture it. Would you consider getting something else? Maybe just a straightforward blast?
MarkK Posted September 24, 2008 Posted September 24, 2008 Dropping my protection down to 13 gives me two points which I'll stick into my Will save. Done
MarkK Posted September 24, 2008 Posted September 24, 2008 No, what I'm asking is for him to take an Alternate Power feat for the array in his Device as part of his own abilities rather than part of his Device. Although if there was a way to get Autofire and Full-round Action onto all attacks he made with a bow that wasn't convoluted to pull off, colour me interested. This is a bit convoluted sounding. What exactly would this look like?
Ecalsneerg Posted September 24, 2008 Posted September 24, 2008 This is a bit convoluted sounding. What exactly would this look like? Well, the 'Autofire on everything' wasn't my suggestion, so I don't know. My original request was to have an alternate power feat for the array within his bow device as part of the character's abilities rather than in the Device container. So his Device would look as follows: Device 3 (Easy to Lose; Bow and trick arrows): 9 pp Alternate power 1 for Bow array: 1 pp Devices: Bow & Arrows Blast 3 (Feats: Improved Critical, Mighty 3, Variable Descriptor [bludgeoning/piercing/slashing]) Normal, blunt and bladed arrows AP: Fatigue 4 (Extras: Ranged) Tranquiliser arrows AP: Nullify 5 (technology descriptor) EMP arrows AP: Obscure 5 (visual; 100’ radius, Extras: Independent) Smokebomb arrows AP: Stun 4 (Extras: Ranged) Taser arrows AP (outwith Device): Blast 3 (Extras: Autofire, Flaws: Full-round action, feats: Mighty 2, Variable Descriptor [bludgeoning/piercing/slashing]) Rapid Shot Therefore, anyone who gets his bow and quiver wouldn't gain access to rapid shooting, but Arrowhawk is able to do it but can't without his bow, hence the feat costing slightly more than it would as part of an Easy to Lose device.
Geez3r Posted September 24, 2008 Posted September 24, 2008 Okay, lets see if I can pull this off. Malice's new trade off are: -2 Def/ +2 Tough, Melee Attacks -2 Atk/ +2 DC, Ranged attacks have no trade off The New Mantle of Freedom: Summation of Changes: Protection 9 -> Protection 6 (3 points) Weapons Array 18 (3 PF's) -> Weapons Array 15 (2 PF's) (7 points) So lost 2 points in device, giving me 8 more points to mess with over all. Then get rid of Dodge Focus (2), and Increase Defense Bonus to 8 (increasing from 5 to 8) [so +2 points, -6 points] 4 points left over, so I'll buy 16 ranks in skills divided as such: Craft (mechanical) 8 (+13) - 8 ranks Diplomacy 5 (+7) - 1 rank Disable Device 5 (+10) - 1 rank Knowledge (technology) 8 (+13) - 1 rank Knowledge (civics) 5 (+10) - 1 rank Knowledge (business) 5 (+10) - 1 rank Medicine 3 (+4) - 3 ranks These ranks just represent a greater understanding of technology and the board room, and rudimentary knowledge of how to patch one's own wounds. So if my math is right, Malice still has outstanding point which he had before the rule changes. For completeness: Costs: Abilities (18) + Combat (32) + Saves (14) + Skills (18) + Feats (10) + Powers (68) - Drawbacks (04) = 156/157 I think you skipped me. Is it good, bad, needs work, etc.?
Dr Archeville Posted September 26, 2008 Author Posted September 26, 2008 Wesley Remix, take two Drop the array down to 13 (-6) Drop the Protection down to 5 (-4) Drop the Base Will to 8 (-2) Drop the Base Reflex to 8 (-2) Add Enhanced Constitution 6 (+6) Add Super-Senses 6 (Sense Life (mental; Detect, Free Action, Ranged, Accute, Accurate)) (+6) Add Medicine 5 (+1.25) Add Know (life sciences) 3 (+0.75) Super-Senses already effectively require a Free Action, so that's only Super-Senses 5. Also, any word on Quark? Still workin'.
Dr Archeville Posted September 26, 2008 Author Posted September 26, 2008 Quark wasn't that hard at all Powers: 53pp Device 6 (The Quark Suit, 30 points, hard to lose) 24pp Device 5 (Protection Undersuit, 25 points, hard to lose) 20pp Device 1 (Teleport Watch, 5 points, hard to lose) 4pp Device 1 (Babel Fish PDA, 5 points, easy to lose) 3pp Immunity 1 (sleep; PF: Innate) 2pp Devices: Quark Suit: 30 points Flight 4 (100 mph) Mimic 6 (all powers at once, Extras: Alternate Save/Toughness, Range/Ranged; Flaws: Resisted, Tainted, Unreliable [5 charges]; PFs: Accurate 3, 1 Alternate Power) AP: Blast 6 (Extras: Autofire 2; Flaw: Action/Full; PF: Accurate 3) Teleport Watch: 5 points Super-Movement 2 (Dimensional 1), Super Senses 3 (Direction Sense, Radio, Time Sense) Protection Undersuit: 25 points Protection 7 (Extra: Impervious 6) Enhanced Defense 6 Babel Fish PDA: 5 points Comprehend 2 (speak to and understand machines) AP: Datalink 4 Updated by Doc.
Dr Archeville Posted September 26, 2008 Author Posted September 26, 2008 Okay, lets see if I can pull this off. Malice's new trade off are: -2 Def/ +2 Tough, Melee Attacks -2 Atk/ +2 DC, Ranged attacks have no trade off The New Mantle of Freedom: Summation of Changes: Protection 9 -> Protection 6 (3 points) Weapons Array 18 (3 PF's) -> Weapons Array 15 (2 PF's) (7 points) So lost 2 points in device, giving me 8 more points to mess with over all. Then get rid of Dodge Focus (2), and Increase Defense Bonus to 8 (increasing from 5 to 8) [so +2 points, -6 points] 4 points left over, so I'll buy 16 ranks in skills divided as such: Craft (mechanical) 8 (+13) - 8 ranks Diplomacy 5 (+7) - 1 rank Disable Device 5 (+10) - 1 rank Knowledge (technology) 8 (+13) - 1 rank Knowledge (civics) 5 (+10) - 1 rank Knowledge (business) 5 (+10) - 1 rank Medicine 3 (+4) - 3 ranks These ranks just represent a greater understanding of technology and the board room, and rudimentary knowledge of how to patch one's own wounds. So if my math is right, Malice still has outstanding point which he had before the rule changes. For completeness: Costs: Abilities (18) + Combat (32) + Saves (14) + Skills (18) + Feats (10) + Powers (68) - Drawbacks (04) = 156/157 I've put in all the changes, but I'm getting 152/157.
Dr Archeville Posted September 26, 2008 Author Posted September 26, 2008 The math doesn't quite work on that. It does if he either * Loses one rank of his Impervious Protection (-2pp) to gain one more rank of Base Defense bonus (+2pp), or * Loses one rank of Protection (but keeps the same amount of Impervious) and gains 1 rank of Dodge Focus.
Sandman XI Posted September 26, 2008 Posted September 26, 2008 Super-Senses already effectively require a Free Action, so that's only Super-Senses 5.I dunno if it changed in UP, but Detect in the corebook says, "+1 rank allows you to use Detect as a free action (making it a Sense)"
Angelica Posted September 26, 2008 Posted September 26, 2008 I'm not really seeing a perception range eyeblast attack. I can't really picture it. Would you consider getting something else? Maybe just a straightforward blast? I just thought that since perception is about being able to sense it and the eyes are used for visual sensing it would make sense. So remove the alternate power and instead add 1 to Will save please.
Dr Archeville Posted September 26, 2008 Author Posted September 26, 2008 I dunno if it changed in UP, but Detect in the corebook says, "+1 rank allows you to use Detect as a free action (making it a Sense)" Not really a change, since even in core the Action is listed (in the lil' stat block) as Free. Thus, it doesn't need anything more to be a Free action.
Sandman XI Posted September 26, 2008 Posted September 26, 2008 So if I don't buy free action rank, it'll still be a free action?
Dr Archeville Posted September 26, 2008 Author Posted September 26, 2008 So if I don't buy free action rank, it'll still be a free action? Yes, because all Super-Senses are already a Free action by default. Which is what "doesn't need anything more to be a Free action" means ;)
Nyrath Posted September 27, 2008 Posted September 27, 2008 Contrary to what Doc says Mongrel Angel now actually exceeds her PL ((Attack Focus: Melee pushes her just above it)), so I wonder if I can't get that feat changed to Attractive instead.
Dr Archeville Posted September 27, 2008 Author Posted September 27, 2008 Contrary to what Doc says Mongrel Angel now actually exceeds her PL ((Attack Focus: Melee pushes her just above it)), so I wonder if I can't get that feat changed to Attractive instead. D'oh! Updated by Doc.
Heridfel Posted September 27, 2008 Posted September 27, 2008 Not really a change, since even in core the Action is listed (in the lil' stat block) as Free. Thus, it doesn't need anything more to be a Free action. Well, the short answer is that it was changed in UP. The long answer is that Detect used to require a move action, even though Super-Senses by default in the core are Free Action/Permanent Duration. This meant that you had to use it with Notice checks that were intentional (taking the time to try and notice something, as per page 52 of the core book), and that you couldn't use them as a reaction. This restriction was removed in UP when the default became Action (none)/Continuous Duration. The ability to sense things more quickly became Rapid, but it isn't needed to be able to use Detect as a normal sense. Overall, the new timing of Super-Senses makes more sense (no pun intended). The action before was never the action to use the power, since it only gave you the ability to make better or non-standard Notice checks, and there's no Super-sensing things when unable to take actions due to unconsciousness.
MarkK Posted September 27, 2008 Posted September 27, 2008 I just thought that since perception is about being able to sense it and the eyes are used for visual sensing it would make sense. So remove the alternate power and instead add 1 to Will save please. All changes Done
MarkK Posted September 28, 2008 Posted September 28, 2008 It does if he either * Loses one rank of his Impervious Protection (-2pp) to gain one more rank of Base Defense bonus (+2pp), or * Loses one rank of Protection (but keeps the same amount of Impervious) and gains 1 rank of Dodge Focus. Well, the lack of reply from him means I'm going to go with his getting that first one, so.. Done
MarkK Posted September 28, 2008 Posted September 28, 2008 Well, the 'Autofire on everything' wasn't my suggestion, so I don't know. My original request was to have an alternate power feat for the array within his bow device as part of the character's abilities rather than in the Device container. So his Device would look as follows: Device 3 (Easy to Lose; Bow and trick arrows): 9 pp Alternate power 1 for Bow array: 1 pp Devices: Bow & Arrows Blast 3 (Feats: Improved Critical, Mighty 3, Variable Descriptor [bludgeoning/piercing/slashing]) Normal, blunt and bladed arrows AP: Fatigue 4 (Extras: Ranged) Tranquiliser arrows AP: Nullify 5 (technology descriptor) EMP arrows AP: Obscure 5 (visual; 100’ radius, Extras: Independent) Smokebomb arrows AP: Stun 4 (Extras: Ranged) Taser arrows AP (outwith Device): Blast 3 (Extras: Autofire, Flaws: Full-round action, feats: Mighty 2, Variable Descriptor [bludgeoning/piercing/slashing]) Rapid Shot Therefore, anyone who gets his bow and quiver wouldn't gain access to rapid shooting, but Arrowhawk is able to do it but can't without his bow, hence the feat costing slightly more than it would as part of an Easy to Lose device. Okay... I can include it as an ap within his device array, but it would have to be done from the points from device, in that the array, is from device. The other problem would be is that autofire has to apply to every part of your base damage code to be usable so you basically need to buy autofire 6. I'd really suggest spending the point some other way.
Ecalsneerg Posted September 28, 2008 Posted September 28, 2008 Yeah, but putting it in the array makes no sense whatsoever. Yeah, picking up his bow and arrows would let you start firing out smokebombs and EMPs, that's a property of the arrows themselves, but what about the device itself would let you fire multiple arrows in a short space of time? The breakdown of the AP was also: Blast 3 (Extras: Autofire, Flaws: Full-round action, feats: Mighty 2, Variable Descriptor [bludgeoning/piercing/slashing]) - Blast 3 = 6 pp (+1 Autofire, -1 Action) - Mighty 2 = 4 pp (Mighty 2 is 2 pp, buying the Autofire extra is 2 pp more) - Variable Descriptor = 1 pp Which fits in the array as it only costs 11 pp. How about putting it in the Device, but having the Restricted feat limiting certain slots in the array to those with a certain attack bonus with bows. It'd work out the same cost as restricting the whole array to those with say, a +12 attack bonus, but the fact it only affects a few APs is player choice.
MarkK Posted September 28, 2008 Posted September 28, 2008 The problem is again, that you need to have autofire at 6. Buying autofire on just your mighty blast, will not allow for the use of it, it has to also be bought on the strength component as well.
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