Jack of Tales Posted February 8, 2008 Author Posted February 8, 2008 Okay, I modified Deflect to only affect fast and energy projectiles. I also removed one base of Reflex and put it into Protection R: 1. How's it look now?
Barnum Posted February 8, 2008 Posted February 8, 2008 Attack: +6 / + 10 (blast)/ +8 (strike); Damage: Blast +11, Strike +11, Drain (Fort DC 17) You still can't have a blast that is +10 to hit and +11 on damage. You can trade off your Attack/Save DC so that the Blast is +9 to hit and +11 on damage, or +10 to hit and +10 on damage, or +11 to hit and +9 on damage, etc.
Barnum Posted February 8, 2008 Posted February 8, 2008 Attack: +6 / + 10 (blast)/ +8 (strike); Damage: Blast +11, Strike +11, Drain (Fort DC 17) You still can't have a blast that is +10 to hit and +11 on damage. You can trade off your Attack/Save DC so that the Blast is +9 to hit and +11 on damage, or +10 to hit and +10 on damage, or +11 to hit and +9 on damage, etc.
Barnum Posted February 8, 2008 Posted February 8, 2008 Attack: +6 / + 10 (blast)/ +8 (strike); Damage: Blast +11, Strike +11, Drain (Fort DC 17) You still can't have a blast that is +10 to hit and +11 on damage. You can trade off your Attack/Save DC so that the Blast is +9 to hit and +11 on damage, or +10 to hit and +10 on damage, or +11 to hit and +9 on damage, etc.
Barnum Posted February 9, 2008 Posted February 9, 2008 Also, with regard to . . . Teleport R:11 [Attack, Other](2 PP/Rank + 1 PP = 23 PP, 1 PP Net) PF: Easy EX: Accurate,Attack (+1) FL: Medium:Shadow (-1) Some of the Refs were (rightly) concerned that this could be a very potent power. We will not be allowing the optional full-round long-range teleport attacks ever. And keep in mind that the victim will have to be in an area of significant shadow for this attack to work, and they have to come out in an area of significant shadow for this to qualify as a -1 limitation.
Barnum Posted February 9, 2008 Posted February 9, 2008 Also, with regard to . . . Teleport R:11 [Attack, Other](2 PP/Rank + 1 PP = 23 PP, 1 PP Net) PF: Easy EX: Accurate,Attack (+1) FL: Medium:Shadow (-1) Some of the Refs were (rightly) concerned that this could be a very potent power. We will not be allowing the optional full-round long-range teleport attacks ever. And keep in mind that the victim will have to be in an area of significant shadow for this attack to work, and they have to come out in an area of significant shadow for this to qualify as a -1 limitation.
Barnum Posted February 9, 2008 Posted February 9, 2008 Also, with regard to . . . Teleport R:11 [Attack, Other](2 PP/Rank + 1 PP = 23 PP, 1 PP Net) PF: Easy EX: Accurate,Attack (+1) FL: Medium:Shadow (-1) Some of the Refs were (rightly) concerned that this could be a very potent power. We will not be allowing the optional full-round long-range teleport attacks ever. And keep in mind that the victim will have to be in an area of significant shadow for this attack to work, and they have to come out in an area of significant shadow for this to qualify as a -1 limitation.
Jack of Tales Posted February 10, 2008 Author Posted February 10, 2008 That works for me. I figured medium:shadows pretty much means it only works at night, dusk and perhaps very early in dawn. Maybe also inside with no lights on and few to no windows.
Jack of Tales Posted February 10, 2008 Author Posted February 10, 2008 That works for me. I figured medium:shadows pretty much means it only works at night, dusk and perhaps very early in dawn. Maybe also inside with no lights on and few to no windows.
Jack of Tales Posted February 10, 2008 Author Posted February 10, 2008 That works for me. I figured medium:shadows pretty much means it only works at night, dusk and perhaps very early in dawn. Maybe also inside with no lights on and few to no windows.
Barnum Posted February 10, 2008 Posted February 10, 2008 Attack and Defense: (24 pp) BAB: +6 (12 pp) BDB: +6 (12 pp) Defense: 21 (10 Base, +6 BDB, +5 Dodge Focus) Initiative: +5 (+5 Dex) Attack: +6 / + 10 (blast)/ +8 (strike); Damage: Blast +10, Strike +11, Drain (Fort DC 17) Saves: (16 pp) Toughness: +10 (+5 Con, +4 Defensive Roll, +1 Protection) Fortitude: +8 (+3 Base, +5 Con) Reflex: +9 (+4 Base, +5 Dex) Will: +8 (+8 Base) Now you are over the caps for Defense/Toughness. If your defense is 21 (+11), then your Toughness can only be +9. I suggest dropping 1 rank of Dodge Focus and buying another feat to replace it.
Barnum Posted February 10, 2008 Posted February 10, 2008 Attack and Defense: (24 pp) BAB: +6 (12 pp) BDB: +6 (12 pp) Defense: 21 (10 Base, +6 BDB, +5 Dodge Focus) Initiative: +5 (+5 Dex) Attack: +6 / + 10 (blast)/ +8 (strike); Damage: Blast +10, Strike +11, Drain (Fort DC 17) Saves: (16 pp) Toughness: +10 (+5 Con, +4 Defensive Roll, +1 Protection) Fortitude: +8 (+3 Base, +5 Con) Reflex: +9 (+4 Base, +5 Dex) Will: +8 (+8 Base) Now you are over the caps for Defense/Toughness. If your defense is 21 (+11), then your Toughness can only be +9. I suggest dropping 1 rank of Dodge Focus and buying another feat to replace it.
Barnum Posted February 10, 2008 Posted February 10, 2008 Attack and Defense: (24 pp) BAB: +6 (12 pp) BDB: +6 (12 pp) Defense: 21 (10 Base, +6 BDB, +5 Dodge Focus) Initiative: +5 (+5 Dex) Attack: +6 / + 10 (blast)/ +8 (strike); Damage: Blast +10, Strike +11, Drain (Fort DC 17) Saves: (16 pp) Toughness: +10 (+5 Con, +4 Defensive Roll, +1 Protection) Fortitude: +8 (+3 Base, +5 Con) Reflex: +9 (+4 Base, +5 Dex) Will: +8 (+8 Base) Now you are over the caps for Defense/Toughness. If your defense is 21 (+11), then your Toughness can only be +9. I suggest dropping 1 rank of Dodge Focus and buying another feat to replace it.
Barnum Posted February 12, 2008 Posted February 12, 2008 It looked like you were counting the +1 Protection with your saves and not counting it with your Powers, so I just went ahead and switched them on your sheet. Approved As soon as another ref gives it the once-over, you can start playing. Sorry this took so long.
Barnum Posted February 12, 2008 Posted February 12, 2008 It looked like you were counting the +1 Protection with your saves and not counting it with your Powers, so I just went ahead and switched them on your sheet. Approved As soon as another ref gives it the once-over, you can start playing. Sorry this took so long.
Barnum Posted February 12, 2008 Posted February 12, 2008 It looked like you were counting the +1 Protection with your saves and not counting it with your Powers, so I just went ahead and switched them on your sheet. Approved As soon as another ref gives it the once-over, you can start playing. Sorry this took so long.
Veiled Malice Posted February 12, 2008 Posted February 12, 2008 Approved here as well. You're all set to go.
Veiled Malice Posted February 12, 2008 Posted February 12, 2008 Approved here as well. You're all set to go.
Veiled Malice Posted February 12, 2008 Posted February 12, 2008 Approved here as well. You're all set to go.
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