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![]() "I might be able to talk to a few people I know and they might have some information about what floors we need to take out to make sure our raid is effective." Streetwise: 1d20 + 8 ⇒ (4) + 8 = 12
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As the old man comes at me I will attempt to block his punch and go on the defense for a little while. Nightstryker Block: 1d20 + 12 ⇒ (14) + 12 = 26 Going full defense gives me a Defense of 26 I want to drag out this fight giving the others time to snoop around ![]()
![]() Ill go with the guys to the docks I say we go with the frontal approach let's walk up and talk to some of the workers. See if any of them are interested in coming down to the gym and going a few rounds to let off some steam. ![]()
![]() As Ray continued to watch the news from the trial, lost in thought of what happened with his time in court.
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![]() Come on Padre it’s not that early. with a chuckled as he passed on the coffee like always.
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![]() Echo I was thinking of adding the drawback vulnerable to Alteration effects so things that mess with my mutant system that works at a more effective level. How common do you think those attacks would be? Uncommon or common? ![]()
![]() Here is the art I'm currently using
So since it's not the minus one per rank distracts its on hero labs as a 2 point deduction that says its is only when I choose my powers, when I get knocked out do I have to restart my Nemeisis power? ![]()
![]() Nightstryker Power Level: 8; Power Points Spent: 120/120 STR: +4 (18), DEX: +2 (14), CON: +4 (18), INT: +0 (10), WIS: +1 (12), CHA: +0 (10) Tough: +4/+5, Fort: +5, Ref: +5, Will: +5 Skills: Acrobatics 2 (+4), Bluff 4 (+4), Climb 1 (+5), Concentration 4 (+5), Gather Information 8 (+8), Intimidate 12 (+12), Knowledge (streetwise) 8 (+8), Notice 6 (+7), Profession (Boxer) 4 (+5), Search 7 (+7), Sense Motive 7 (+8), Stealth 5 (+7) Feats: Accurate Attack, All-Out Attack, Assessment, Attack Focus (melee) 3, Defensive Attack, Defensive Roll, Diehard, Dodge Focus 3, Elusive Target, Fighting Style: Boxing, Improved Block, Improved Critical (Hand to Hand Expert (Damage 2)), Improved Initiative, Power Attack, Startle, Stunning Attack, Takedown Attack Powers:
Attack Bonus: +3 (Ranged: +3, Melee: +6, Grapple: +10) Attacks: Hand to Hand Expert (Damage 2), +8 (DC Staged/Tou ), Unarmed Attack, +6 (DC 19) Defense: 18 (Flat-footed: 13), Knockback: -2 Initiative: +6 Languages: Native Language Totals: Abilities 22 + Skills 17 (68 ranks) + Feats 20 + Powers 37 + Combat 16 + Saves 8 + Drawbacks 0 = 120 Hows this? |