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@ShiroKiyoshi Warning: incoming wall of text.
So, first off that -1 Will save will be very troublesome. There are various effects that can hit it, notably mind control and other nasty stuff, so you'll probably suffer a fair bit as a result. I'd consider dropping other things specifically to raise it.
Black Bomb caused a fair bit of confusion among my group of co-GMs, so I'll be giving a fair bit of talking about it. First off, the area damage is only the 2 ranks, so it's not actually doing the full DC25 to anyone not immediately hit, I'm pretty sure. Alternatively, you might consider buying up the extra ranks so they apply to the ranks from strength as well, which is generally required for it to be true. Area also interacts oddly with Perception range. You can not only place the effect anywhere you can perceive, but it is then either blocked by concealment or cover. So either it doesn't affect what you don't know is there, or it doesn't go through walls. The SRD has a good explanation here. See the Range section under the Area modifier.
So, Black Bomb is kind of a weird power that may not be working nearly as intended. I'd also point out that area uses radius. A 60 foot radius is big. It's 120 feet across. A normal sphere is already 60 feet across (30 foot radius). So, that's pretty huge. And if it catches allies, they've got to tank it, too.
The other powers all seem ok. Though, on your triggered "counter"-like effect, since it's in an array, if you set it up, you can't use any other attacks. And once you do, it's no longer available to trigger. So you could, at best, be attacking every other round, and otherwise trying to get people to hit you so you can hit back.
There is some confusion on my end on why you have both gauntlets (which don't provide any real discount) and something which does a slightly different thing but is on its own, beyond the different extras, so it's fair to set them up as separate options. We also wondered a bit if your attack array is meant to also be inside the gauntlets, or not.
Grab Finesse when you have more strength than dexterity is kind of silly. You're better off before using the option it provides, most of the time. Speaking of grabbing, it's possible I wouldn't count any of the melee damage powers as "unarmed strikes" for the purposes of using Fast Grab.
Some small things:
Acrobatics based on agility doesn't really get you much. You could get the exact same thing by just putting the same point into the skill itself. The low perception and insight scores might hurt at times. Be aware that after intimidating someone, they will like you less. You might also consider the advantages that let you do various other things with Intimidate. All that close combat skill needs to be applied to a specific attack or set of attacks, but...you should probably save your points. Attack bonus and overall effect ranks are capped to sum twice the PL total, so you're probably better off just using the close attack advantage and taking all your points in the skill and putting them somewhere else. Possibly will defense.
Most of my group tends to lean toward lower overall Ability numbers and spending our points elsewhere for the same overall effect, but you do you. (For example, all your damage could be from strike/damage powers and you could lover your Strength to 0...)
So, first off that -1 Will save will be very troublesome. There are various effects that can hit it, notably mind control and other nasty stuff, so you'll probably suffer a fair bit as a result. I'd consider dropping other things specifically to raise it.
Black Bomb caused a fair bit of confusion among my group of co-GMs, so I'll be giving a fair bit of talking about it. First off, the area damage is only the 2 ranks, so it's not actually doing the full DC25 to anyone not immediately hit, I'm pretty sure. Alternatively, you might consider buying up the extra ranks so they apply to the ranks from strength as well, which is generally required for it to be true. Area also interacts oddly with Perception range. You can not only place the effect anywhere you can perceive, but it is then either blocked by concealment or cover. So either it doesn't affect what you don't know is there, or it doesn't go through walls. The SRD has a good explanation here. See the Range section under the Area modifier.
So, Black Bomb is kind of a weird power that may not be working nearly as intended. I'd also point out that area uses radius. A 60 foot radius is big. It's 120 feet across. A normal sphere is already 60 feet across (30 foot radius). So, that's pretty huge. And if it catches allies, they've got to tank it, too.
The other powers all seem ok. Though, on your triggered "counter"-like effect, since it's in an array, if you set it up, you can't use any other attacks. And once you do, it's no longer available to trigger. So you could, at best, be attacking every other round, and otherwise trying to get people to hit you so you can hit back.
There is some confusion on my end on why you have both gauntlets (which don't provide any real discount) and something which does a slightly different thing but is on its own, beyond the different extras, so it's fair to set them up as separate options. We also wondered a bit if your attack array is meant to also be inside the gauntlets, or not.
Grab Finesse when you have more strength than dexterity is kind of silly. You're better off before using the option it provides, most of the time. Speaking of grabbing, it's possible I wouldn't count any of the melee damage powers as "unarmed strikes" for the purposes of using Fast Grab.
Some small things:
Acrobatics based on agility doesn't really get you much. You could get the exact same thing by just putting the same point into the skill itself. The low perception and insight scores might hurt at times. Be aware that after intimidating someone, they will like you less. You might also consider the advantages that let you do various other things with Intimidate. All that close combat skill needs to be applied to a specific attack or set of attacks, but...you should probably save your points. Attack bonus and overall effect ranks are capped to sum twice the PL total, so you're probably better off just using the close attack advantage and taking all your points in the skill and putting them somewhere else. Possibly will defense.
Most of my group tends to lean toward lower overall Ability numbers and spending our points elsewhere for the same overall effect, but you do you. (For example, all your damage could be from strike/damage powers and you could lover your Strength to 0...)