Broseidon Posted July 13, 2011 Posted July 13, 2011 This is the official statblock for a cult leader villain from Iron Age. I'd like to turn her into "Blessed of Aphrodite", and have her be a NPC for my character. This is straith from the book with a little bit of formatting from me. I wrote everything they wrote. Have a look. Abilities: 10 + 10 + 20 + 10 + 14 + 20 = 84PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 30 (+10) Intelligence: 20 (+5) Wisdom: 24 (+7) Charisma: 30 (+10) Combat: 20 + 24 = 44PP Initiative: +5 Attack: +10 Grapple: +15 Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed Knockback: -5 Saving Throws: 0 + 3 + 5 = 8PP Toughness: +10 (+10 Con, +0 [Other]) Fortitude: +10 (+10 Con, +0) Reflex: +8 (+5 Dex, +3) Will: +12 (+7 Wis, +5) Skills: 156R = 39PP Bluff 10 (+20) Concentration 8 (+15) Diplomacy 10 (+20) Gather Information 6 (+16) Intimidate 8 (+18) Knowledge (arcane lore) 12 (+17) Knowledge (behavioral sciences) 10 (+15) Knowledge (business) 8 (+13) Knowledge (civics) 8 (+13) Knowledge (current events) 6 (+11) Knowledge (streetwise) 6 (+11) Knowledge (theology & philosophy) 10 (+15) Notice 8 (+15) Perform (oratory) 12 (+22) Profession (cult leader) 8 (+15) Search 8 (+13) Sense Motive 12 (+19) Stealth 6 (+11) Feats: 64PP Attractive Benefit—Wealth 6 (wealth bonus 34) Connected Contacts Diehard Elusive Target Equipment 20 Evasion 1 Fascinate 2 (diplomacy, perform) Inspire 4 Leadership Master Plan Minions 12 (2,500, fanatic, 30 point followers; use Cultist, M&M, page 226) Minions 9 (50, fanatic, 45 points followers; use Ninja, M&M, page 227) Skill Mastery (bluff, diplomacy, intimidate, perform) Trance Ultimate Skill—Perform Powers: 126PP Emotion Control 8 (Power Feats: Subtle 2; Extras: Conscious, Area—Perception; Flaws: Sense Dependent [auditory]) Flight 3 (50 MPH) Hypnosis 8 (Power Feats: Subtle 2; Extras: Conscious, Area—Perception; Flaws: Sense Dependent [auditory]) Immunity 10 (aging, life support) Magic 12 Fog of Forgetfulness 12 [Power Feats: Dynamic, Subtle 1] Glamour 12 [Power Feats: Dynamic, Subtle 1] Healing 12 [Power Feats: Dynamic] Light of Truth 12 [Power Feats: Dynamic] Mystic Blast 12 [Power Feats: Dynamic] Mystic Passage 12 [Power Feats: Dynamic] Scrying 6 [Power Feats: Dynamic] Super-Senses 3 (magical awareness, darkvision) Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Abilities (84) + Combat (44) + Saving Throws (8) + Skills (39) + Feats (64) + Powers (126) - Drawbacks (0) = 355 Power Points
Ecalsneerg Posted July 13, 2011 Posted July 13, 2011 Abilities: 10 + 10 + 20 + 10 + 14 + 20 = 84PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 30 (+10) Intelligence: 20 (+5) Wisdom: 24 (+7) Charisma: 30 (+10)Drop the ability scores. It's a normal human. If you want high abilities, hey, you've got a god behind you, throw down some Enhanced Scores and go to town on that bad boy. Also, the Strength, Dexterity and Constitution... well, most mages tend not to have that high a score in them. Probably not entirely necessary, looking at what you've got for magic attacks. Hell, IMO mages should very rarely have high Constitution, as opposed to their usual Force Fields and Protection-in-a-Device. Combat: 20 + 24 = 44PP Initiative: +5 Attack: +10 Grapple: +15 Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed Knockback: -5 Ah, the major issue with Kenson builds. Remember, Attack Focus, Attack Specialisation, Accurate, Dodge Focus and Shield are all feats/powers open to use. You don't need full base Attack/Defence. Saving Throws: 0 + 3 + 5 = 8PP Toughness: +10 (+10 Con, +0 [Other]) Fortitude: +10 (+10 Con, +0) Reflex: +8 (+5 Dex, +3) Will: +12 (+7 Wis, +5) Not much to say, but if you're taking my advice on dropping the ability scores, I'd also beef up the saves accordingly. Skills: 156R = 39PP Bluff 10 (+20) Concentration 8 (+15) Diplomacy 10 (+20) Gather Information 6 (+16) Intimidate 8 (+18) Knowledge (arcane lore) 12 (+17) Knowledge (behavioral sciences) 10 (+15) Knowledge (business) 8 (+13) Knowledge (civics) 8 (+13) Knowledge (current events) 6 (+11) Knowledge (streetwise) 6 (+11) Knowledge (theology & philosophy) 10 (+15) Notice 8 (+15) Perform (oratory) 12 (+22) Profession (cult leader) 8 (+15) Search 8 (+13) Sense Motive 12 (+19) Stealth 6 (+11) The Profession skill is redundant, and I'd probably trim off a lot of those Knowledges depending on the backstory of your particular character. Feats: 64PP Attractive Benefit—Wealth 6 (wealth bonus 34) Connected Contacts Diehard Elusive Target Equipment 20 Evasion 1 Fascinate 2 (diplomacy, perform) Inspire 4 Leadership Master Plan Minions 12 (2,500, fanatic, 30 point followers; use Cultist, M&M, page 226) Minions 9 (50, fanatic, 45 points followers; use Ninja, M&M, page 227) Skill Mastery (bluff, diplomacy, intimidate, perform) Trance Ultimate Skill—Perform Don't bother with the Equipment or Minion ranks, they can just be handed out as per Plot anyway. Diehard is a non-issue, really, PCs shouldn't be killing human mages anyway. Revise the Wealth to be in accordance with our House Rules. Powers: 126PP Emotion Control 8 (Power Feats: Subtle 2; Extras: Conscious, Area—Perception; Flaws: Sense Dependent [auditory]) Flight 3 (50 MPH) Hypnosis 8 (Power Feats: Subtle 2; Extras: Conscious, Area—Perception; Flaws: Sense Dependent [auditory]) Immunity 10 (aging, life support) We're never going to allow Subtle 2. Also, why not array the Emotion Control and Hypnosis? Magic 12 Fog of Forgetfulness 12 [Power Feats: Dynamic, Subtle 1] Glamour 12 [Power Feats: Dynamic, Subtle 1] Healing 12 [Power Feats: Dynamic] Light of Truth 12 [Power Feats: Dynamic] Mystic Blast 12 [Power Feats: Dynamic] Mystic Passage 12 [Power Feats: Dynamic] Scrying 6 [Power Feats: Dynamic] Urgh. He does not need a Dynamic array in the slightest. Also, use the actual POWERS, not the descriptors given to them by Book of Magic. Super-Senses 3 (magical awareness, darkvision) Per our house rules, that'd be Super-Senses 5, with Magic Awareness costing 3pp as opposed to 1pp. You also need to specify a sense type for the magic awareness.
Dr Archeville Posted July 13, 2011 Posted July 13, 2011 The leader of a cult should not be 350+ points. That;s more like the pp total for the god said cult would worship.
Avenger Assembled Posted July 13, 2011 Posted July 13, 2011 Switch descriptors to magic instead of psionic and BAM
Broseidon Posted July 13, 2011 Author Posted July 13, 2011 Thanks for your suggestion guys. I've taken them all put them in a box, shook it up added a little bit of my own, shook it up some more. This is what I came up with Abilities: 6 + 6 + 6 + 6 + 6 + 14 = 34PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 16/24 (+3/+7) Charisma: 24/40 (+7/+15) Combat: 12 + 12 = 24PP Initiative: +7 Attack: +6, +8 Bow Grapple: +9 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -6, -5 flat-footed, -2 without clothes, -1 without clothes and flat-footed) Saving Throws: 5 + 5 + 7 = 17PP Toughness: +12 (+3 Con, +7 Protection, +2 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +8 (+3 Dex, +5) Will: +15 (+7 Wis, +7) Skills: 0R = 28PP Bluff 12 (+19/+27) Concentration 8 (+11/+15) Diplomacy 12 (+19/+27) Gather Information 8 (+15/+23) Intimidate 8 (+15/+23) Knowledge (arcane lore) 12 (+15) Knowledge (theology & philosophy) 12 (+15) Language 2 (English [Native], Greek, Ancient Greek) Notice 8 (+11/+15) Perform (acting) 5 (+12/+20) Perform (dance) 5 (+12/+20) Perform (oratory) 12 (+19/+27) Sense Motive 8 (+11/+15) Feats: 28PP Benefit 3 (Status, Wealth 2) Connected Contacts Distract (Bluff) Defensive Roll Dodge Focus 6 Fascinate 2 (Diplomacy, Perform [oratory]) Improved Initiative Inspire 5 Leadership Redirect Ritualist Skill Mastery (Bluff, Perform [oratory], Notice, Sense Motive) Taunt Uncanny Dodge (visual) Well Informed Powers: 21 + 8 + 31 + 16 + 8 + 6 + 3 + 6 = 99PP Device 4 (20PP Container, Flaws: Easy-To-Lose, Feats: Restricted [Chosen only]) [21PP] ("Heartseeker", Bow of Aphrodite)Blast 5 (Feats: Accurate, Improved Critical 2, Improved Range 2, Mighty 3, Precise 2) Device 2 (10PP Container, Flaws: Hard-To-Lose) [8PP] (Snazzy Enhanted Clothes)Protection 7 Enhanced Feats 3 (Quick Change 2) Emotion Control 10 (Extras: Area [Perception (visual)], Duration [Area, Continuous], Flaws: Limited [love], Feats: Subtle) Enhanced Charisma 16 Enhanced Wisdom 8 Flight 3 Immunity 3 (aging, disease, poison) Super-Senses 6 (Divine Awareness [visual], Detect Divine [visual]) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Abilities (34) + Combat (24) + Saving Throws (17) + Skills (28) + Feats (28) + Powers (99) - Drawbacks (0) = 230 Power Points
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