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First character ever, opinions requested.


Serris

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Posted

Hello, new here. I got into M&M just recently, and so I wish for opinions on this character.

Generally just to test my grasp of the rules. Using this site's format...

"???"'s mean I don't know how to fill that part in.

Power Level: 10

Stats: 22pp

Str: 30/10 (+10)

Dex: 18 (+4)

Con: 8 (-1)

Int: 14 (+2)

Wis: 18 (+4)

Cha: 14 (+2)

Combat: 0pp

Attack: +0 (+8 w/Attack Focus)

Grapple: +10

Defense: +9 (+0 flat-footed)

Knockback: -0 ???

Initiative: +4

Saves:

Toughness: +4 (-1 Con, +5 other)

Fortitude: -1 (-1 Con, +0)

Reflex: +4 (+4 Dex, +0)

Will: +4 (+4 Wis, +0)

Skills: 19 pp

Climb 8 (+0)

Concentration 12 (+4)

Disable Device 4 (+4)

Gather Information 4 (+4)

Knowledge: Current Events 4 (+2)

Knowledge: Streetwise 4 (+2)

Notice 8 (+4)

Sense Motive 8 (+4)

Search 8 (+2)

Stealth 12 (+4)

Sleight of Hand 4 (+4)

Feats: 28 pp

Attack Focus 8 (melee)

Chokehold

Defensive Roll 5

Dodge Focus 9

Grappling Finesse

Improved Grab

Improved Grapple

Improved Pin

Powers: 80pp

Shadow Form 12 (Transform into featureless silhouette, 60 pp)

-Concealment 4 (Hide in shadows, Limited to shadows or dark areas -1, All Visual Senses, 4 pp)

-Fatigue 15 (Limited: Only usable in the dark, Feats: Affects Insubstantial 2, Subtle 2, Reversible, 20 pp)

-Immunity 2 (Suffocation immunity, 4 pp)

-Insubstantial 4 (Affected by electricity, Effects: Affect Corporeal (+1), 24 pp)

-Super Movement 2 (Slithering, Wall Crawling, 4 pp)

Elongation 9 (Feat: Precise, Limited: Only usable in the dark, 5 pp)

Super Sense 2 (Darkvision, 2 pp)

Enhanced Strength 20 (Limited: Only effective in the dark, 10 pp)

Teleport 3 (Flaw: Medium (Shadows) (-1), 3 pp)

Drawbacks: 0pp

DC Block:

Attacks: --- Save DC: ---Damage Type:

Strike 10 --- 25/Toughness --- ???

Costs: Abilities (22) + Combat (00) + Saves (00) + Skills (19) + Feats (28) + Powers (80) - Drawbacks (00) = 150

Thanks in advance?

Posted

A few notes:

Power Level is primarily a measure of combat effectiveness. Speaking in combat terms, a "true" PL10 would have scores in Attack, Damage, Defense, and Toughness that would all average out to 10. Maybe not in every situation, but under at least one ideal set of conditions (fighting a favored enemy in a favored environment with a favored weapon, etc.). As it stands, your character is at best PL7ish in combat, aside from the Fatigue effect (see below). So the PL6 villains will be a credible threat to him, and a "truly" PL10 villain will eat him alive.

Power Level limits are hard ceilings that you build up to. As a PL10 character, your Attack, Defense, Damage (by that, I mean the save modifier of any offensive effect), and Toughness Save are all limited to a maximum of +10. If you want a higher score, you can make a tradeoff, between Attack vs Damage and Defense vs Toughness. So you can have Attack +10 & Damage +10, or Attack +12 & Damage +8, or Attack +8 & Damage +12.

Your Attack of +8 combined with the Fatigue +15 breaks PL caps. 8+15=23, 23>20.

Skills cost 1PP per 4 ranks. I think you're massively overcharging yourself in that area.

Container effects like Alternate Form are either Sustained or Permanent duration by default (same cost). You should really specify which.

Is there any reason why the Fatigue effect is Subtle 2 instead of just Subtle? Why absolutely no exotic super-senses or other powers or devices can possibly notice the effect, no matter what kind of energy they're capable of perceiving?

You won't be able to use any of your attacks while Insubstantial unless you purchase the Affects Corporeal (+1) extra for them. You purchase it for each individual rank of each individual attack power (including, potentially, your Strength bonus), not for the Insubstantial power itself.

Most GMs frown on characters who only purchase Attack Focus/Specialization and Dodge Focus, with no Base Attack or Base Defense. It's not technically a game rule, but it's unlikely they'll approve this configuration.

Those exotic saving throws are really low.

This character seems very..."focused." Aside from some ability scores, there aren't any non-combat traits I can find. What is it that makes this a character and not just a combat build?

Posted

Power Level: 10

Trade-Offs: +2 defense, -2 toughness

Unspent PP: N/A

Stats: 10 pp

Str: 8 (-1)

Dex: 36/16 (+13/+3)

Con: 30/10 (+10/+0)

Int: 12 (+1)

Wis: 16 (+3)

Cha: 10 (+0)

Combat: 8 pp

Attack: +10 with touch attacks (+2 normally) 4 pp

Grapple: -1

Defense: +7 (+2 flat-footed) 4 pp

Knockback: -0

Initiative: +3

Saves: 6 pp

Toughness: +10/+2 (+10 Con/+0 Con) +8/+0 flat-footed

Fortitude: +10/+0 (+10 Con/+0 Con)

Reflex: +6 (+3 Dex, +3)

Will: +6 (+3 Wis, +3)

Skills: 13 pp

Concentration 4 (+7)

Bluff 10 (+10)

Disable Device 4 (+17/+7)

Knowledge: Current Events 4 (+5)

Knowledge: Streetwise 4 (+5)

Notice 10 (+13)

Sense Motive 6 (+9)

Stealth 10 (+23)

Feats: 13 pp

Attack Specialization: Touch Attacks 4

Defensive Roll 2

Dodge Focus 5

Eiditic Memory

Skill Mastery (Bluff, Concentration, Notice, Sense Motive)

Powers: 100 pp

Shadow Form 20 (Sustained, 100 pp)

-Insubstantial 4 (23 pp)

AP: Insubstantial 1

AP: Morph 10 (only humanoid)

AP: Enhanced Dexterity 20 (Flaw: Duration (Sustained))

Linked: Enhanced Constitution 20 (Flaw: Duration (Sustained))

-Drain 10 (Any one trait, Extras: Duration: Sustained, Aura, 53 pp)

AP: Snare 10 (Extras: Engulf)

Linked: Drain 5 (Extras: Duration (Sustained), Aura)

AP: Paralyze 8 (Extras: Affect Corporeal, Duration (Sustained), Aura)

AP: Telekinesis 10 (Extras: Affects Corporeal, Damaging, Flaws: Range (Touch))

-Concealment 4 (Flaw: Limited: Only in darkness and shadows, Blending, 2 pp)

-Immunity 9 (Life Support, 9 pp)

-Flight 3 (Flaw: Limitation: Only along surfaces, 3 pp)

-Teleport 3 (Flaw: Medium: Shadows, 3 pp)

-Super Sense 2 (Darkvision, 2 pp)

-Elongation 3 (Feat: Precise, 4 pp)

Drawbacks: 0pp

DC Block:

Attacks: --- Save DC: ---Effect:

Unarmed Strike --- DC/Toughness --- Damage

Drain 10 --- DC20/Fortitude --- Chosen Trait Drained by 10 pp

Paralyze 10 --- DC20/Will --- Slowed/Paralyzed

Snare (Engulf) 10 --- DC20/Reflex --- Bound and Helpless

Teleport 3 --- DC13/Reflex --- Taken along for a ride

Costs: Abilities (10) + Combat (8) + Saves (06) + Skills (13) + Feats (13) + Powers (100) - Drawbacks (00) = 150

Posted

You have a large number of powers, but I would recommend at least one Strike or blast Power, possibly both. At the moment, you have really no subdual powers unless your relying on team mates to do the wacky wacky blasty blasty shooty shooty stuff.

Also, its pretty much essential to ramp up your protection to max.

Posted

And making the Drain an aura may possibly make the character survivable despite the lack of anything traditionally recognized as a defense.

I'm pretty sure that's more by accident than by design, though.

Posted

Rawr, that thing above was probably halfway edited when you looked at it. Updated set.

Power Level: 10

Trade-Offs: +3 defense, -3 toughness

Unspent PP: N/A

Stats: 12 pp

Str: 8/30 (-1/+10)

Dex: 16 (+3)

Con: 10/30 (+0/+10)

Int: 12 (+1)

Wis: 16 (+3)

Cha: 10 (+0)

Combat: 8 pp

Attack: +10 with unarmed attacks (+2 normally) 4 pp

Grapple: -1/+10

Defense: +8 (+3 flat-footed) 4 pp

Knockback: -0/-10

Initiative: +3

Saves: 3 pp

Toughness: +10/+0 (+10 Con)

Fortitude: +10 (+10 Con)

Reflex: +5 (+3 Dex, +3)

Will: +3 (+3 Wis)

Skills: 13 pp

Concentration 12 (+15)

Bluff 8 (+8)

Disable Device 4 (+7)

Knowledge: Current Events 4 (+5)

Knowledge: Streetwise 4 (+5)

Notice 12 (+15)

Sense Motive 4 (+7)

Stealth 4 (+17)

Feats: 10 pp

Attack Specialization: Unarmed 4

Dodge Focus 3

Eiditic Memory

Skill Mastery (Bluff, Concentration, Notice, Stealth)

Powers: 105 pp

Shadow Form 21 (Continuous, 105 pp)

-Drain 10 (Any one trait, Feats: Slow Fade, Extras: Duration: Sustained, Aura, 53 pp)

AP: Enhanced Strength 22

Linked: Enhanced Constitution 20

AP: Paralyze 10 (Extras: Duration (Sustained), Aura)

-Insubstantial 4 (Feat: Selective, 24 pp)

AP: Morph 10 (only humanoid)

AP: Possession 10 (Flaw: Range (Touch))

AP: Snare 10 (Extra: Engulf)

-Protection 3

-Concealment 4 (Flaw: Limited: Only in darkness and shadows, 4 pp)

-Immunity 9 (Life Support, 9 pp)

-Flight 2 (Flaw: Limited: Only along surfaces, 3 pp)

AP: Flight 2 (Flaw: Gliding)

-Teleport 3 (Flaw: Medium: Shadows, 3 pp)

-Elongation 4 (Feat: Precise, 5 pp)

-Super Sense 2 (Darkvision, 2 pp)

Drawbacks: 0pp

DC Block:

Attacks: --- Save DC: ---Effect:

Unarmed Strike --- DC/Toughness --- Damage

Drain 10* --- DC20/Fortitude --- Chosen Trait Drained by 10 pp

Paralyze 10* --- DC20/Will --- Slowed/Paralyzed

Snare (Engulf) 10 --- DC20/Reflex --- Bound and Helpless

Linked: Drain 5* --- DC 15 Fortitude --- Chosen Trait Drained by 5 pp

Teleport 3 --- DC13/Reflex --- Taken along for a ride

Costs: Abilities (10) + Combat (8) + Saves (06) + Skills (13) + Feats (12) + Powers (105) - Drawbacks (00) = 150

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