RobRX Posted August 2, 2014 Posted August 2, 2014 So yeah, Cho has a name now. Took a while but there it is! Anyway, currently I'm saving up points with her as I feel she's perfectly functional as a PL7-8 character, so I don't really need to add much. However, down the line I am planning a major overhaul to her build, probably for PL9-10. Anyway, I'm not too good at maths or character building so that's why I made this thread. Essential to this eventual upgrade is the overhaul of her current power array. Currently, it's Super Strength with an alternate power that's a Drain Toughness+Damage. I plan to upgrade this to a dynamic array, as fitting her power set. This array will also include, eventuall, the Flight power. Currently planned in the dynamic array: Damage+Drain: This one is one of her original powers, so it's naturally staying. Probably going to get an upgrade in ranks down the line, however. Flight: Self-explanatory. Snare: Matter-shaping, only in a very crude form, designed to snare villains. Likely with a drawback where it can't be used in, say, the air or in space with nothing to 'engulf' the target. Shape Matter: Goes alongside Transform. Transform: A costly power, but self-explanatory. Any inorganic matter to another inorganic matter. Now, added to that I was considering two different options; a regular Damage effect but with variable descriptor, The question is 'what descriptors'. If one can control and shape matter/molecules or even atoms, well, it really depend how far one can stretch just what exactly they can do with that. The other option is to add Super-Speed to the array.
Raveled Posted August 3, 2014 Posted August 3, 2014 Why a dynamic array? What situation is going to be served by having 2 ranks in Blast and 4 in Transform?
RobRX Posted August 3, 2014 Author Posted August 3, 2014 (edited) Why a dynamic array? What situation is going to be served by having 2 ranks in Blast and 4 in Transform? Because Blast and Flight are in it and, you know, THAT might be useful. So is super-strength. Edited August 3, 2014 by RobRX
Raveled Posted August 3, 2014 Posted August 3, 2014 You can put Flight and Super-Strength in their own array. Keep a rank of both outside the Array, that's a fairly common method of writing paragon-types.
N/A Posted August 3, 2014 Posted August 3, 2014 Here's my suggested rebuild:Power Level: 8 (124/124PP)Trade-Offs: -2 Attack / +2 Damage (Melee), +4 Attack / -4 Damage (Ranged), -2 Defense / +2 ToughnessAbilities: 4 + 4 + 4 + 4 + 2 + 0 = 18PPStrength: 30/14 (+10/+2), 70/30/14 Lifting (Heavy Load: 200 tons / 1,600 lbs. / 175 lbs.)Dexterity 14 (+2)Constitution 30/14 (+10/+2)Intelligence 14 (+2)Wisdom 12 (+1)Charisma 10 (+0)Combat: 12 + 4 = 16PPInitiative: +2Attack: +6, +12 DisintegrateGrapple: +16/+8, +24 Super-StrengthDefense: +6 (+2 Base, +4 Dodge Focus), +1 Flat-FootedKnockback Resist: 9/1Saving Throws: 0 + 0 + 4 + 5 = 9PPToughness: +10/+2 (+10/+2 CON) (Impervious 8/0)Fortitude: +10/+2 (+10/+2 CON, +0PP)Reflex: +6 (+2 DEX, +4PP)Will: +6 (+1 WIS, +5PP)Skills: 12R = 3PPAcrobatics 4 (+6)Notice 4 (+5)Sense Motive 4 (+5)Feats: 14PPAccurate AttackDodge Focus 4Grapple FinesseImproved GrappleInterposeLuck 2Power AttackQuick ChangeTakedown AttackUltimate Save (Toughness)Powers: 16 + 16 + 17 + 7 + 9 + 7 = 72PPEnhanced Constitution 16 [16PP]Enhanced Strength 16 [16PP]Entropic Energy Control 8 (16PP Array, Feats: Alternate Power) [17PP]Base Power:Super-Strength 8 (Lifting STR 70 [Heavy Load: 200 tons]) [16PP]Alternate Power:Disintegrate 4 (400ft Max Range, Flaws: Action [Full], Feats: Accurate 3 [+6 Attack], Improved Range 3 [1 400ft Range Increment], Drawbacks: Full Power, Lethal) [16PP][8 + 8 = 16PP]Damage 4 (Extras: Linked [Drain], Range [Ranged, 400ft Max Range], Flaws: Action [Full], Feats: Accurate 3 [+6 Attack], Improved Range 3 [1 400ft Range Increment], Drawbacks: Full Power, Lethal) [8PP]Drain Toughness 4 (Extras: Affects Objects, Linked [Damage], Range [Ranged, 400ft Max Range], Flaws: Action [Full]) [8PP]Entropic Energy Boost 3 (6PP Array, Feats: Alternate Power) [7PP]Base Power:Leaping 6 (x100 [Running Long Jump: 2,000ft]) [6PP]Alternate Power:Speed 6 (500MPH / 5,000ft [1 mile] per Move Action) [6PP]Immunity 9 (Life Support) [9PP]Impervious Toughness 8 (Drawbacks: Power Loss [Daka Crystal]) [7PP]Drawbacks: (-1) + (-7) = -8PPVulnerability (Daka Crystal, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP]Weakness (Daka Crystal, Frequency: Uncommon, Intensity: Major [Cumulative -1 to all Abilities, 1/round) [-7PP]Abilities (18) + Combat (16) + Saving Throws (9) + Skills (3) + Feats (14) + Powers (72) - Drawbacks (8) = 124/124 Power PointsDC Block:ATTACK RANGE SAVE EFFECT Unarmed Touch DC25/17 Toughness (Staged) Damage (Physical) Disintegrate Ranged DC14 Fortitude (Staged) Drain Toughness DC19 Toughness (Staged) Damage (Energy)Remember that, with Accurate Attack and Power Attack feats, you can shift your attack and damage bonuses on any attack by up to 5 points in either direction. Her unarmed attacks default to ATK +6 / DMG +10, but they can shift anywhere from ATK +1 / DMG +15 to ATK +11 / DMG +5. Similarly, the Disintegrate 4 with the +12 attack bonus can shift anywhere from ATK +16 / DMG +0 to ATK +7 / DMG +9 (you can't drag either bonus below zero).
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