Nightshyft Posted March 21, 2008 Author Posted March 21, 2008 Travis Hunter Knight AKA: Nightshyft, Inheritor to the Midnight Legacy Age: 30 Height: 6’ Weight: 185 lb. PL 11/153 PP Unspent PPs: 3 Description: Travis Knight is blessed with a lithe, athletic build…his six foot build is one of coiled, sleek muscles. Combined with wavy black hair and green eyes, the young entrepreneur cuts a dark mysterious look. To offset his appearance somewhat, Travis usually dress very casually, preferring jeans and simple shirts to fashion designer clothes. However, when a public appearance or charity cause arises, Travis does utilize both his looks and money to his advantage. As Nightshyft, Travis wears a long Hooded Overcoat…the long hem of which helps distort his silhouette and his movements. His face is covered with a black, featureless full-face mask and a pair of neon green night vision goggles(these are non functional, his natural abilities already provide for this ability)…his medium length, now white hair flows over the front of his face, adding to it‘s concealment. Underneath the longcoat, Nightshyft is encased within a bodysuit of padded leather. The padding is embossed in swirls of a slightly “lighter†shade than the rest of the suit. His feet are protected by a pair of special Tabi that are also padded and have specialized grips upon the soles. Finally, his hands are encased with heavily padded gloves…the knuckles and tops being heavily padded, while the palms and fingers are barely covered, allowing him a more natural grip when grabbing. Origin: Travis Hunter Knight is the great grandson of Travis Hunter…the man also known as Midnight. Discovering his Great Grandfather’s crime-fighting gear hidden upon his family estate, the young Knight was accidentally exposed to the Midnight Mist when a round from one of Midnight’s guns went off. As the artificial Darkness engulfed the area and the young man, it started a strange genetic reaction within Travis’s body. Travis, overwhelmed by the exposure to the unknown mist, quickly falls unconscious. When he awakes hours later, Travis is still among the hidden equipment. Picking himself up off the floor, he begins to examine his fantastic find. At first, the young man believes this to be an elaborate hoax…staged for someone else’s benefit. It was however, the discovery of Midnight’s Journal that proved that this was anything but a Hoax. Reading the Journal, Travis finds out that his Great Grandfather was the Famous Midnight, Dark Avenger of the Fens, nemesis of Organized Crime in Freedom City and member of the Freedom League. Detailed in the Journal was his adventures as Midnight…his thoughts and wants….and his fears. The Journal told of a secret argument between the Freedom Leaguers…an attempted break from secret governmental control…and the fallout and breakup of the once great team.. It tells of Midnight’s ongoing, hidden battle with organized crime, the men behind the crime in Freedom City, their empires, their legacies…the research into his Midnight Mist, his accidental discovery, it’s possible alchemic and mystic nature that remained hidden for so long…his forced retirement and unfinished goals. Then, days later, Travis discovers that exposure to this Mist has left it’s undeniable mark upon him when he blankets an area in complete Darkness with just a just a thought. His intention had been to pass unseen by an acquaintance that he did not want to talk to at the moment…the results however were greater than he could have ever imagined. Somehow, he had gained the ability to call upon the Midnight Mist without using chemicals nor devices. Secluding himself for several days, Travis begins to discover the extent of his abilities. While doing this, Travis cannot help be remember his Great Grandfather’s lament at unfinished business…the rampant crime that still goes on. Nor can he forget his own personal tragedies, The mugging and murder of his parents and the fact that their killer was never found. It was at this moment that the young Knight decided to carry on a family tradition…to uphold a legacy that had been dormant for too long. Combining his new powers with the relatively new art of Parkour, Travis Hunter Knight has become Nightshyft, the Nocturnal Nemesis. NOTE: Travis Knight is sole owner of Knight Errant, a for hire bodyguard service, providing both temporary and full time personal security. An Ironic note, the business was started by Travis’s father, Jacob…who on that fateful night, could have benefited from the services provided by his own company. As such, Travis does have a full time personal bodyguard, Karen White(PL6/90PP) for his own protection. Attributes:(34 pp) Strength 16(+3), Dexterity 18(+4), Constitution 18(+4), Intelligence 14(+2), Wisdom 16(+3), Charisma 12(+1) Saves:(3 pp) Toughness 4/8 with Defensive Roll, Fortitude 4, Reflexes 4/8 with Enhanced Reflexes, Will 6 Feats:(15 pp) Accelerated Acrobatics, Accelerated Climb, Accelerated Stealth, Acrobatic Bluff, Attractive, Benefit 2: Wealth, Contacts, Fearless, Fighting Climb, Hide in Plain Sight, Secured Climb, Skill Mastery( Acrobatics, Climb, Escape Artist, Stealth),Sneak Attack 2 Combat Feats:(13 pp) ***Trickster Combat Defensive Roll 4 Dodge Focus 3 Elusive Target Evasion 2 Move-By Action Sweeping Strike Unbalancing Strike Skills:(24 pp) Acrobatics 14(18), Climb 14(17), Computer 6(8), Escape Artist 6(10) , Disable Device 6(8), Gather Information 6(7), Investigate 6(8), Knowledge: Security Systems 6(8), Knowledge: Streetwise 6(8 ), Notice 6(9), Search 6(8), Stealth 14(18) Combat:(38 pp) Trade Off: +2 Attack/-2 Damage Attack +12, Unarmed Damage +3/6 with Sneak Attack Defense 17/20 with Dodge Focus, 13 Flat-Footed Powers:(13/10 pp) Darkness Control 3 w/*Tether (13 pp) Alternate Power: Shadowmeld: Concealment: All Visual, Darkness/ Shadow Only, Close Alternate Power: Dancing Shadows: Mirror Images w/Redirect Darkvision **Parkour (10 pp) Enhanced Reflexes 4 Slow Fall, Swinging, Sure-Footed Attributes 34 Saves 3 Feats: 15/Combat 13 Combat 38 Skills 24 Powers 23 *Tether: This is an Extra that allows movement of Darkened area as a Free Action instead of a Standard Action. Most often used to simulate the Darkness moving “with†him….almost an like an Aura. **Parkour: The art of displacement is an activity with the aim of moving from one point to another as efficiently and quickly as possible, using principally the abilities of the human body. It is meant to help one overcome obstacles, which can be anything in the surrounding environment  from branches and rocks to rails and concrete walls  and can be practiced in both rural and urban areas. Parkour practitioners are referred to as traceurs, or traceuses for females. ***Trickster Combat: Tricking (Martial Arts Tricking) is the informal name of a relatively new underground alternative sport movement, combining martial arts, gymnastics, breakdancing and other activities to create an "aesthetic blend of flips, kicks, and twists." Tricking incorporates a variety of moves from different arts such as the backflip from gymnastics, 540 kick from Taekwondo, butterfly twist from Wushu and double leg from Capoeira. Tricking is recognizable by its flashy kicks, complex flips and twists, and its highly stylized movements which separate it from other arts. An individual who practices tricking is typically referred to as a "trickster" or "tricker". This character is a combination of The Shadow and Daredevil...his "Powers" are Shadow Based....I am trying to continue a legacy to Midnight from the Golden Age Heroes. However, instead of Gadget Based powers, Nightshyft will have a genetic mutation passed down through his family after his Great Grandfather's continued Exposure to the Midnight Mist. Thanks Newly Edited!
Nightshyft Posted March 21, 2008 Posted March 21, 2008 Travis Hunter Knight AKA: Nightshyft, Inheritor to the Midnight Legacy Age: 30 Height: 6’ Weight: 185 lb. PL 11/153 PP Unspent PPs: 3 Description: Travis Knight is blessed with a lithe, athletic build…his six foot build is one of coiled, sleek muscles. Combined with wavy black hair and green eyes, the young entrepreneur cuts a dark mysterious look. To offset his appearance somewhat, Travis usually dress very casually, preferring jeans and simple shirts to fashion designer clothes. However, when a public appearance or charity cause arises, Travis does utilize both his looks and money to his advantage. As Nightshyft, Travis wears a long Hooded Overcoat…the long hem of which helps distort his silhouette and his movements. His face is covered with a black, featureless full-face mask and a pair of neon green night vision goggles(these are non functional, his natural abilities already provide for this ability)…his medium length, now white hair flows over the front of his face, adding to it‘s concealment. Underneath the longcoat, Nightshyft is encased within a bodysuit of padded leather. The padding is embossed in swirls of a slightly “lighter†shade than the rest of the suit. His feet are protected by a pair of special Tabi that are also padded and have specialized grips upon the soles. Finally, his hands are encased with heavily padded gloves…the knuckles and tops being heavily padded, while the palms and fingers are barely covered, allowing him a more natural grip when grabbing. Origin: Travis Hunter Knight is the great grandson of Travis Hunter…the man also known as Midnight. Discovering his Great Grandfather’s crime-fighting gear hidden upon his family estate, the young Knight was accidentally exposed to the Midnight Mist when a round from one of Midnight’s guns went off. As the artificial Darkness engulfed the area and the young man, it started a strange genetic reaction within Travis’s body. Travis, overwhelmed by the exposure to the unknown mist, quickly falls unconscious. When he awakes hours later, Travis is still among the hidden equipment. Picking himself up off the floor, he begins to examine his fantastic find. At first, the young man believes this to be an elaborate hoax…staged for someone else’s benefit. It was however, the discovery of Midnight’s Journal that proved that this was anything but a Hoax. Reading the Journal, Travis finds out that his Great Grandfather was the Famous Midnight, Dark Avenger of the Fens, nemesis of Organized Crime in Freedom City and member of the Freedom League. Detailed in the Journal was his adventures as Midnight…his thoughts and wants….and his fears. The Journal told of a secret argument between the Freedom Leaguers…an attempted break from secret governmental control…and the fallout and breakup of the once great team.. It tells of Midnight’s ongoing, hidden battle with organized crime, the men behind the crime in Freedom City, their empires, their legacies…the research into his Midnight Mist, his accidental discovery, it’s possible alchemic and mystic nature that remained hidden for so long…his forced retirement and unfinished goals. Then, days later, Travis discovers that exposure to this Mist has left it’s undeniable mark upon him when he blankets an area in complete Darkness with just a just a thought. His intention had been to pass unseen by an acquaintance that he did not want to talk to at the moment…the results however were greater than he could have ever imagined. Somehow, he had gained the ability to call upon the Midnight Mist without using chemicals nor devices. Secluding himself for several days, Travis begins to discover the extent of his abilities. While doing this, Travis cannot help be remember his Great Grandfather’s lament at unfinished business…the rampant crime that still goes on. Nor can he forget his own personal tragedies, The mugging and murder of his parents and the fact that their killer was never found. It was at this moment that the young Knight decided to carry on a family tradition…to uphold a legacy that had been dormant for too long. Combining his new powers with the relatively new art of Parkour, Travis Hunter Knight has become Nightshyft, the Nocturnal Nemesis. NOTE: Travis Knight is sole owner of Knight Errant, a for hire bodyguard service, providing both temporary and full time personal security. An Ironic note, the business was started by Travis’s father, Jacob…who on that fateful night, could have benefited from the services provided by his own company. As such, Travis does have a full time personal bodyguard, Karen White(PL6/90PP) for his own protection. Attributes:(34 pp) Strength 16(+3), Dexterity 18(+4), Constitution 18(+4), Intelligence 14(+2), Wisdom 16(+3), Charisma 12(+1) Saves:(3 pp) Toughness 4/8 with Defensive Roll, Fortitude 4, Reflexes 4/8 with Enhanced Reflexes, Will 6 Feats:(15 pp) Accelerated Acrobatics, Accelerated Climb, Accelerated Stealth, Acrobatic Bluff, Attractive, Benefit 2: Wealth, Contacts, Fearless, Fighting Climb, Hide in Plain Sight, Secured Climb, Skill Mastery( Acrobatics, Climb, Escape Artist, Stealth),Sneak Attack 2 Combat Feats:(13 pp) ***Trickster Combat Defensive Roll 4 Dodge Focus 3 Elusive Target Evasion 2 Move-By Action Sweeping Strike Unbalancing Strike Skills:(24 pp) Acrobatics 14(18), Climb 14(17), Computer 6(8), Escape Artist 6(10) , Disable Device 6(8), Gather Information 6(7), Investigate 6(8), Knowledge: Security Systems 6(8), Knowledge: Streetwise 6(8 ), Notice 6(9), Search 6(8), Stealth 14(18) Combat:(38 pp) Trade Off: +2 Attack/-2 Damage Attack +12, Unarmed Damage +3/6 with Sneak Attack Defense 17/20 with Dodge Focus, 13 Flat-Footed Powers:(13/10 pp) Darkness Control 3 w/*Tether (13 pp) Alternate Power: Shadowmeld: Concealment: All Visual, Darkness/ Shadow Only, Close Alternate Power: Dancing Shadows: Mirror Images w/Redirect Darkvision **Parkour (10 pp) Enhanced Reflexes 4 Slow Fall, Swinging, Sure-Footed Attributes 34 Saves 3 Feats: 15/Combat 13 Combat 38 Skills 24 Powers 23 *Tether: This is an Extra that allows movement of Darkened area as a Free Action instead of a Standard Action. Most often used to simulate the Darkness moving “with†him….almost an like an Aura. **Parkour: The art of displacement is an activity with the aim of moving from one point to another as efficiently and quickly as possible, using principally the abilities of the human body. It is meant to help one overcome obstacles, which can be anything in the surrounding environment  from branches and rocks to rails and concrete walls  and can be practiced in both rural and urban areas. Parkour practitioners are referred to as traceurs, or traceuses for females. ***Trickster Combat: Tricking (Martial Arts Tricking) is the informal name of a relatively new underground alternative sport movement, combining martial arts, gymnastics, breakdancing and other activities to create an "aesthetic blend of flips, kicks, and twists." Tricking incorporates a variety of moves from different arts such as the backflip from gymnastics, 540 kick from Taekwondo, butterfly twist from Wushu and double leg from Capoeira. Tricking is recognizable by its flashy kicks, complex flips and twists, and its highly stylized movements which separate it from other arts. An individual who practices tricking is typically referred to as a "trickster" or "tricker". This character is a combination of The Shadow and Daredevil...his "Powers" are Shadow Based....I am trying to continue a legacy to Midnight from the Golden Age Heroes. However, instead of Gadget Based powers, Nightshyft will have a genetic mutation passed down through his family after his Great Grandfather's continued Exposure to the Midnight Mist. Thanks Newly Edited!
Barnum Posted March 23, 2008 Posted March 23, 2008 1. Saves:(3 pp) Toughness 4/8 with Defensive Roll, Fortitude 4, Reflexes 4/8 with Enhanced Reflexes, Will 4 I'm not sure what the 3 PPs you spent were for. The only thing I can see is 1 PP to bring you Will Save from +3 to +4. What am I missing? 2. Powers:(19/20 pp) Darkness Control 3 w/*Tether (19 pp) Alternate Power: Shadowmeld: Concealment: All Visual, Darkness/ Shadow Only, Close Alternate Power: Dancing Shadows: Mirror Images w/Redirect Feats: Accelerated Stealth, Enhanced Stealth 2, Hide in Plain Sight, Sneak Attack 2 Darkvision Are the feats and darkvision bought inside the array, outside, or in an array slot? It looks like outside from the price, but I want to be sure. And to make sure I understand the tether, this is just a +1 extra to change the action to reposition an existing darkness effect from Move to Free? 3. **Parkour (20 pp) Enhanced Reflexes 4 Enhanced Acrobatics 2, Acrobatic Bluff, Accelerated Acrobatics Enhanced Climb 2, Accelerated Climb, Fighting Climb, Secured Climb Slow Fall, Swinging, Sure-Footed Feat: Skill Mastery( Acrobatics, Climb, Escape Artist, Stealth) Maybe I'm just too tired from a long day, but I have no idea what Accelerated Acrobatics, Accelerated Climb, Fighting Climb, and Secured Climb are. And couldn't you just take 2 ranks of Wall-Crawling with the right descriptors and get all of that Climb stuff anyway?
Barnum Posted March 23, 2008 Posted March 23, 2008 1. Saves:(3 pp) Toughness 4/8 with Defensive Roll, Fortitude 4, Reflexes 4/8 with Enhanced Reflexes, Will 4 I'm not sure what the 3 PPs you spent were for. The only thing I can see is 1 PP to bring you Will Save from +3 to +4. What am I missing? 2. Powers:(19/20 pp) Darkness Control 3 w/*Tether (19 pp) Alternate Power: Shadowmeld: Concealment: All Visual, Darkness/ Shadow Only, Close Alternate Power: Dancing Shadows: Mirror Images w/Redirect Feats: Accelerated Stealth, Enhanced Stealth 2, Hide in Plain Sight, Sneak Attack 2 Darkvision Are the feats and darkvision bought inside the array, outside, or in an array slot? It looks like outside from the price, but I want to be sure. And to make sure I understand the tether, this is just a +1 extra to change the action to reposition an existing darkness effect from Move to Free? 3. **Parkour (20 pp) Enhanced Reflexes 4 Enhanced Acrobatics 2, Acrobatic Bluff, Accelerated Acrobatics Enhanced Climb 2, Accelerated Climb, Fighting Climb, Secured Climb Slow Fall, Swinging, Sure-Footed Feat: Skill Mastery( Acrobatics, Climb, Escape Artist, Stealth) Maybe I'm just too tired from a long day, but I have no idea what Accelerated Acrobatics, Accelerated Climb, Fighting Climb, and Secured Climb are. And couldn't you just take 2 ranks of Wall-Crawling with the right descriptors and get all of that Climb stuff anyway?
Nightshyft Posted March 23, 2008 Author Posted March 23, 2008 OK...made a mistake with Saves...simply add 2 more to Will, Taking it to 6 and problem solved. Yes, the Feats and Darkvision are separate from the Array OK....These are Challeges in the Masterminds Manual, converted to Challenge Feats: Accelerated Climb: You can Climb at ONE HALF speed intead of ONE QUARTER, or For +5 DC modifier FULL SPEED. Fighting Climb: You retain Dodge while climbing Secure Climb: You do not have to make a climb check when taking damage when climbing. You climb in such a way as to brace yourself for any attacks. The reason for not taking Wall Crawling to gain the same is SEVERAL things. One...does not fit the concept, WC is associated with Spiderman and STICKING to walls....Two...Costs more, the three feats cost ONE point less than Wall Crawling 2, which will give SPEED above and Dodge bonus...the Climb Check though is a tough one, not sure. Three...Parkour is something that is NON-Powered...this is training that allows for this movement. This build is a result of asking for advice on the M&M boards.
Barnum Posted March 23, 2008 Posted March 23, 2008 OK....These are Challeges in the Masterminds Manual, converted to Challenge Feats: Accelerated Climb: You can Climb at ONE HALF speed intead of ONE QUARTER, or For +5 DC modifier FULL SPEED. Fighting Climb: You retain Dodge while climbing Secure Climb: You do not have to make a climb check when taking damage when climbing. You climb in such a way as to brace yourself for any attacks. We do not typically allow non-core, non-UP optional rules, but we have, on occasion, OKed MaMa feats. We'll have to discuss these. The reason for not taking Wall Crawling to gain the same is SEVERAL things. One...does not fit the concept, WC is associated with Spiderman and STICKING to walls.... If you see it that way, that's perfectly fine, but do remember, you can put whatever descriptor you want on your powers. You could buy Wall Crawling with the "World class climber" descriptor if you wanted. Two...Costs more, the three feats cost ONE point less than Wall Crawling 2, which will give SPEED above and Dodge bonus...the Climb Check though is a tough one, not sure. Three...Parkour is something that is NON-Powered...this is training that allows for this movement. This build is a result of asking for advice on the M&M boards. It actually doesn't cost more. You have 3 feats (3 PPs), 6 ranks of Climb bought normally (1.5 PPs) and 8 ranks bought through Enhanced Climb (2 PPs) = 5.5 PPs. Which actually . . . I just noticed . . . Climb 6(11) should be . . . Climb 6 (+17) You're Enhanced Climb 2 gives you 8 ranks not 2. [Edit] One more. You said . . . Three...Parkour is something that is NON-Powered...this is training that allows for this movement. So these feats that are listed and priced under powers are not powers (Enhanced Traits)? You probably move them up under Feats and Skills then for clarity. As they are listed, they are powers and can be nullified, countered, etc.
Nightshyft Posted March 23, 2008 Author Posted March 23, 2008 D'oh...missed the Climb snafu Wow...put my foot in my mouth. Seems I got ahead of myself. I should have stated source instead of power....Parkour is Training, or at least training here. I have also adopted a "container" style of building, grouping feats with powers/abilities they most affect. That does actually cause some confusion...I apologize for said confusion.It makes it easier for me to understand what I have purchased and WHY I have it. I seriously hope that the MaMa feats are allowed...consider this, they are more Flavor in this instance. As you stated, Wall Crawling would give or simulate similar results. Their impact, at least in balance terms, would not seem to be over balancing in any one way or another. The goal behind these feats is to represent a Daredevil-way style of movement, and simulate Parkour. I also understand the need to keep guidelines in tact. Just to make sure that you know of ALL of the MaMa feats I have listed here, besides the ones listed in the question you asked( of Which Accelerated Acrobatics I DID not answer: Allows full speed Acrobatic maneuvers) there is Accelerated Stealth( Full Speed Stealth), Unbalancing Strike(instead of damage, you can choose to throw opponent off balance(Reflex Save DC 10 +Attack Damage Bonus)...failure means he loses his dodge bonus next round). and Sweeping Strike( you can split damage bonus between actual damage and trip attack save). Thanks
Heritage Posted March 23, 2008 Posted March 23, 2008 Hi Shyft, I just noticed you already have a PL11 character; will you be retiring him in favor of this new PL10 one?
Barnum Posted March 23, 2008 Posted March 23, 2008 Seems I got ahead of myself. I should have stated source instead of power....Parkour is Training, or at least training here. I have also adopted a "container" style of building, grouping feats with powers/abilities they most affect. That does actually cause some confusion...I apologize for said confusion.It makes it easier for me to understand what I have purchased and WHY I have it. It's no problem, and it likely won't ever come up (it is unlikely that anyone will try to nullify your Enhanced Climb), but better to sort it out now. I seriously hope that the MaMa feats are allowed...consider this, they are more Flavor in this instance. As you stated, Wall Crawling would give or simulate similar results. Their impact, at least in balance terms, would not seem to be over balancing in any one way or another. The goal behind these feats is to represent a Daredevil-way style of movement, and simulate Parkour. As I said, we have said yes to some and no to some. It is the weekend, so it might take a day or two (or five :oops: ) to get a decision.
Barnum Posted March 23, 2008 Posted March 23, 2008 Hi Shyft, I just noticed you already have a PL11 character; will you be retiring him in favor of this new PL10 one? We do need an answer to that before we proceed any further.
Nightshyft Posted March 24, 2008 Author Posted March 24, 2008 The answer is yes...please retire Shadowjak.
Barnum Posted March 24, 2008 Posted March 24, 2008 The answer is yes...please retire Shadowjak. All done.
Barnum Posted March 25, 2008 Posted March 25, 2008 None of the Ref's had any problem with those feats. So you're good there. I still have a few IC posts to make tonight, so I might not get to finish your approval until tomorrow. We'll try everything we can to get you approved tomorrow. :)
Barnum Posted March 25, 2008 Posted March 25, 2008 I was beginning to re-audit your sheet, but it looks like you haven't made any of the adjustments from the first "go around." Post here when you've updated and are ready to proceed. :)
Nightshyft Posted March 25, 2008 Author Posted March 25, 2008 Made the changes....let me know if it is OK.
Barnum Posted March 25, 2008 Posted March 25, 2008 1. Your Skill bonuses still don't reflect all of your Enhanced Skill ranks. 2. Your "Parkour" abilities are still bought as powers [Enhanced (Trait)] and listed as powers. I'm pretty sure you said that isn't what you intended.
Nightshyft Posted March 26, 2008 Author Posted March 26, 2008 Redid it again...please check, thank you
Barnum Posted March 26, 2008 Posted March 26, 2008 1. Skills:(24 pp) Acrobatics 14(18), Climb 14(17), Computer 6(8), Escape Artist 6(10) , Disable Device 6(8), Gather Information 6(7), Investigate 6(8), Knowledge: Security Systems 6(8), Knowledge: Streetwise 6(8), Notice 6(9), Search 6(8), Stealth 6(18) I only count 22 PPs worth of skills (88 ranks) 2. I must have missed it before, but I'm having trouble getting this array to add up: Darkness Control 3 w/*Tether (16 pp) Alternate Power: Shadowmeld: Concealment: All Visual, Darkness/ Shadow Only, Close Alternate Power: Dancing Shadows: Mirror Images w/Redirect Darkvision As best I can tell that is: -Obscure 3 (All Visual, 2PP/rank) [Extra] (11 PPs) [AP] Concealment 4 (Darkness, All Visual) [Limited] [AP] Mirror Image (4 PPs) [PF] -Super-Senses 2 (Darkvision) (2 PPs) That's only 13 PPs. What did I miss? 3. Attributes 34 Saves 3 Feats: 15/Combat 13 Combat 38 Skills 24 Powers 26 Should be . . . Attributes 34 + Saves 3 + Feats 28 + Combat 38 + Skills 22 + Powers 23 = 148 PPs
Heridfel Posted March 27, 2008 Posted March 27, 2008 I looked over everything, and it added up. Approved.
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