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Mutants and masterminds 3e builds superman pl 10
Mutants and masterminds 3e builds superman pl 10











mutants and masterminds 3e builds superman pl 10

Regeneration 20 is only achieved by Evil eye, which is extremely hard to do, he needs to be up close in someones face looking them in the eye to even achieve that effect, and thats when he gains regen. I need to drop parry and dodge down by one.

mutants and masterminds 3e builds superman pl 10

You counted 12, Blah I will edit it real quick. I also don't beleive it, or impervious toughness could never go over 10 for people who wnat to play powerhouses, which kind of steal their thunder. I forgot to modify his attack bonus after dropping his DEX.įor regeneration and Evil Eye, I didn't realize it was a rule that you couldn't exceed the serie power level with power. I did do some editing to bring this character down form an old campaign. Trup - the only thing I see an issue is that I'd like to keep max a +2/-2 trade off and your toughness with the Hex Shield is 1 over as is The Hex Blast which would really top out at +12 and 8 damage. :) I think I need to keep the concepts a bit more focused this go round :) Is 3E new to anyone so far or need help flashing out a concept or a rolled character? I don't want to put anyone at a disadvantage because of that. :) I'm thinking 5 players max, and there was that in interest in a matter of minutes. I have a bad feeling that I'm going to have to struggle to choose the group. I really didn't expect this level of response. And even if have stats, I do want to know who the person is behind the stats, so the background bit applies too, agreed? :) I won't require a fully fleshed out character, but at least a short background and description of powers if don't have stats. I think people are anxious to play, but I want to give everyone an opportunity to submit a concept who would like to. Ok, I'll go ahead and use this as a recruitment thread too. Senses should be 9 points (Darkvision costs 2pp). It also exceeds the power level (Again, it's limited to rank 10 by the power level). * Regeneration 20 is insane, and probably significant overkill. Also, remember that unless you add the Ranged or Perception modifiers, you have to touch your target to activate the power. * What level is Evil Eye? You're limited to Power Level in ranks of abilities that cannot benefit from tradeoffs.

mutants and masterminds 3e builds superman pl 10

* Where did you get a +13 on your Hex Blast, I only see +10 from the Ranged Combat? As long as that is your only ranged bonus, then your Hex Blast is +10 (10), and falls within power level limits * Your active defenses and your Toughness (with your Hex Shield active) add up to 21, which is 1 point too high. ** spoiler omitted **.Īrknight can give his take, but at first glance, it looks like you may need to pay closer attention to your power level limits. What do you think of this character? I want to know what to tweak with before I post his backstory. (8)ĭevour: Regeneration, Source: Must be successfully using The Evil Eye on a target for Regeneration to work.

MUTANTS AND MASTERMINDS 3E BUILDS SUPERMAN PL 10 FULL

Hex Senses: Dark vision, Counters Concealment All (5), Tracking: Full speed (2). Hex Scream: Affliction, Are Burst 10 (Vulnerable, Defenseless, Paralyzed)(1) Must have target looking him in the eyes to initiate. Limited, must keep using the Evil Eye every round on the same person or the affect is immediately overcome unless target is on third tier. The Evil Eye: Affliction, Resisted by Will. Hex Shield: Impervious Protection, sustained – 10 (20) Acrobatics – 5, Athletics – 6, Deception – 8, Insight – 6, Investigation – 6, Perception – 7, Ranged Combat (Hex magic) – 10Īll-Out Attack, Eidetic Memory, Fearless, Improved Aim, Precise Attack: Ranged, cover and concealment (2), Taunt,













Mutants and masterminds 3e builds superman pl 10