Ready To Play Build: Difficulty Rating [Hard]
Kid Ra:
PL: 10
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 2
Intellect 4
Awareness 4
Presence 2
Skills: Athletics 3 (+5), Expertise [Magic] 3 (+7), Expertise [Pop Culture] 3 (+7), Insight 6 (+10), Perception 6 (+10), Stealth 6 (+8)
Advantages: Close Attack 2, Defensive Roll 5, Improved Defense, Inspire 5, Luck 2
Powers: Reincarnated Egyptian Price:
Enhanced Advantages 2 [Beginner’s Luck, Jack of all Trades]
Feature 1 [People cannot clearly see his facial features]
Summon 10 [Elite Mummy Warriors] (Extras: Heroic, Horde); (Feats: Multiple Minions 2 [4 minions], Sacrifice)
Offense: Initiative +2
Melee Attack +4
Ranged Attack +2
Defense: Dodge +10
Parry +10
Toughness +7*/+2 [*Defensive Roll]
Fortitude +8
Will +8
Costs: Abilities 44+ Skills 9+ Advantages 15+ Powers 56+ Defenses 26= 150 pts.
Complications:
Power Loss: When Kid Ra is unable to speak, he cannot summon the Mummies.
Relationships: Kid Ra has friends and family, but he also wants to keep the Mummies happy as well.
Secret Identity: Kid Ra hides the fact that he is xxxx, in order to protect his friends and family from the threats he faces.
Notes & Comments:
So now I’m taking a try at a Summoner.
Abilities: 1D20+0 = [20]+0 = 20, so an actual Summoner and not a Duplicator of some description. As usual I’m going to play around with the states, skills and advantages to better juggle pp spending. Secondly, I’m not wild about the summoned minions offered in that character package so I will be building custom summoned minions.
The biggest challenge with a summoner hero is the player having to split their attention between the Summoner character AND whatever they summon to fight with (in this example there are 4 Elite Mummy Warriors). That can make things a bit difficult for not only the player but the GM as well since whatever the Summoner summons they have to keep track of as well.
That basically means there is a lot of paperwork (because I would highly recommend that any summoned character/NPC have their own sheet) for a newer player, which is one reason I rated the build as a Hard in Difficulty Level. You have to keep track of the summoned creatures – otherwise the rest of the players at the table will get bored while the Summoner player is trying to remember what each summoned character is supposed to be doing. I highly recommend keeping a set of “Combat Notes” (just basic stuff like Condition, who/what they’re fighting against, things of that nature).
It might sound kind of stupid, but it’s a method I’ve used in the past & found it helped me a lot because sometimes it’s a lot to keep track of.
The other big thing to remember is that the Summoner needs to not be directly involved in the fighting, making good & regular use of his Improved Defense Advantage because he’s not really built for combat (that’s what the summons are for). The Summoner is there for the skill monkey end of things, which is why I gave him Beginner’s Luck & Jack of all Trades so he can cover pretty much any skill that might be needed.
Moke:
PL:10
Strength 12
Stamina 8
Agility 1
Dexterity 1
Fighting 4
Intellect 0
Awareness 0
Presence 0
Skills: Athletics 2 (+14), Expertise [Survival] 8 (+8), Insight 3 (+3/+9), Intimidation 9 (+9), Perception 3 (+3/+9), Ranged Combat [Thrown Objects] 7 (+8)
Advantages: All-Out Attack, Benefit [Bruiser (Can use Strength for Intimidation Checks if applicable)], Benefit [Mass Startle (Can attempt Intimidation Checks against groups of people with no penalty)], Close Attack 4, Improved Initiative, Improved Startle, Improvised Weapons, Interpose, Power Attack, Startle
Powers: Ram Armor:
Enhanced Advantages 3 [Ultimate Effort (Strength Checks), Ultimate Effort (Toughness Checks), Withstand Damage]
Immunity 13 [Cold Damage, Heat Damage, Environmental Cold, Environmental Heat, Environmental Pressure]
Protection 4 (Extra: Impervious 12)
Golden Arm:
Super Strength: Enhanced Strength 4 (Flaw: Limited [Lifting Only])
~Groundstrike: Burst Area Affliction 10 (Resisted by Fortitude; Vulnerable, Defenseless), Instant Recovery, Limited Degree, Limited: Both Moke and his targets must be in contact with the same surface
~Shockwave: Kinetic Damage 10 (Extra: Area [Burst]); (Flaw: Limited [Both Moke and his targets must be in contact with the same surface])
~Sonic Slam: Kinetic Damage 10 (Extra: Area [Cone]); (Flaw: Limited [Moke and his targets must be in contact with the same surface]) & Move Object 10 (Extra: Area [Cone]); (Flaws: Close Range, Limited [Moke and his targets must be in contact with the same surface], Limited [Away Only])
Combat Savant: Enhanced Skill
[Insight +6, Perception +6] (Feat: Innate); (Flaw: Limited [Combat related Checks Only])
Offense: Initiative +4
Melee Attack +8
Ranged Attack +0 // Thrown Objects Attack +8
Defense: Dodge +8
Parry +8
Toughness +12* [*Impervious]
Fortitude +10
Will +8
Costs: Abilities 52+ Skills 17+ Advantages 13+ Powers 45+ Defenses 21= 148 pts.
Amun:
PL:10
Strength 5
Stamina 5
Agility 5
Dexterity 5
Fighting 4
Intellect 2
Awareness 3
Presence 2
Skills: Acrobatics 4 (+9), Athletics 2 (+7), Expertise [Tactics] 6 (+8), Insight 6 (+10), Perception 8 (+11), Ranged Combat [Falcon Bow] 4 (+10), Stealth 2 (+7)
Advantages: Accurate Attack, Close Attack 6, Power Attack, Quick Draw, Ranged Attack, Takedown
Powers: Falcon Armor:
Enhanced Skill 2 [Acrobatics +4] (Flaw: Limited [Only When Flying])
Flight 5 (Feat: Move-By Action); (Flaw: Winged)
Protection 5
Falcon Gauntlets: Slashing Damage 8
Falcon Bow: (Easily Removable -16 pts) [24 pp]
Falcon Lock: Feature 1 [Only works for Amun]
Free Falcon: Feature 1 [Easy Storage]
Fire Arrows: Ranged Fire Damage 10 (Extra: Penetrating); (Feats: Homing 2, Improved Critical 2, Ricochet 2)
-Fire Arrow Hail: Ranged Fire Damage 10 (Extra: Multiattack)
-Searing Fire Arrow: Ranged Fire Damage 10 (Extra: Secondary Effect); (Feats: Homing 2, Improved Critical 2, Ricochet 2)
Offense: Initiative +5
Melee Attack +10
Ranged Attack +5 // Flaxon Bow Attacks +10
Defense: Dodge +10
Parry +10
Toughness +10
Fortitude +8
Will +8
Costs: Abilities 62+ Skills 14+ Advantages 11+ Powers 44+ Defenses 19= 150 pts.
Kissa:
PL: 10
Strength 3
Stamina 4
Agility 6
Dexterity 6
Fighting 4
Intellect 0
Awareness 3
Presence 3
Skills: Acrobatics 4 (+10/+14), Athletics 5 (+8), Close Combat [Whip] 4 (+12), Insight 6 (+9), Perception 7 (+10), Stealth 4 (+10)
Advantages: Close Attack 4, Hide In Plain Sight, Improved Initiative, Power Attack, Redirect, Second Chance [Will Resistance Checks], Seize Initiative, Set-Up, Takedown 2, Teamwork
Powers: Cat Armor:
Enhanced Skill 2 [Acrobatics +4]
Enhanced Advantages 3 [Agile Feint, Move-By Action, Ultimate Effort (Acrobatics Checks)]
Enhanced Dodge 4
Enhanced Parry 4
Protection 4
Senses 4 [Olfactory (Acute, Extended, Tracking 2)
Fast:
Quickness 5
Speed 5
-Leaper: Leaping 10
Cat O' Nine Tails: (Easily Removable -8 pts) [14 pp]
Cat Lock: Feature 1 [Only works for Chisisi]
Cat Stash: Feature 1 [Easy Storage]
Cat Lash: Piercing Damage 8 (Feats: Improved Critical 2, Improved Trip, Reach 6 [30 ft], Weapon Bind)
-Cat Line I: Movement 1 [Swinging]
-Cat Line II: Movement 1 [Safe Fall] (Flaw: Limited [Handholds must be available])
Offense: Initiative +10
Melee Attack +8 // Whip Attacks +12
Ranged Attack +6
Defense: Dodge +12
Parry +12
Toughness +8
Fortitude +8
Will +9
Costs: Abilities 58+ Skills 15+ Advantages 14+ Powers 47+ Defenses 16= 150 pts.
Chisisi
PL:10
Strength 3
Stamina 5
Agility 5
Dexterity 4
Fighting 4
Intellect 5
Awareness 4
Presence 0
Skills: Acrobatics 2 (+6), Athletics 2 (+5), Close Combat [Swords] 8 (+12), Expertise [History] 6 (+11), Expertise [Magic] 6 (+11), Insight 8 (+12), Perception 8 (+12), Stealth 4 (+8/+12)
Advantages: Cunning Fighter, Hide In Plain Sight, Improved Defense, Power Attack, Ritualist, Seize Initiative, Set-Up 3, Speed of Thought, Takedown 2, Teamwork 3, Ultimate Effort [Expertise (Magic)], Ultimate Effort [Stealth]
Powers: Snake Armor:
Enhanced Skill 2 [Stealth +4]
Enhanced Advantage 1 [Instant Up]
Extra Limb 1 [tail] (Feats: Benefit [Ambidexterity], Improved Trip)
Protection 5
Snake Sword: (Easily Removable -10 pts) [19 pp]
Snake Lock: Feature 1 [Only works for Chisisi]
Snake Stash: Feature 1 [Easy Storage]
Snake Blade: Slashing Damage 10 (Extra: Penetrating); (Feats: Improved Critical 2, Improved Smash, Weapon Bind, Weapon Break)
-Poisonous Blade: Weaken Stamina 8 (Feat: Slow Fade 7 [1 hour])
-Sneak Attack: Slashing Damage 10 (Extra: Penetrating); (Feat: Improved Critical 2); (Flaws: Limited [must succeed at a Stealth vs. Perception check])
Offense: Initiative +5
Melee Attack +4 // Sword Attacks +12
Ranged Attack +4
Defense: Dodge +10
Parry +10
Toughness +10
Fortitude +8
Will +8
Costs: Abilities 60+ Skills 22+ Advantages 16+ Powers 30+ Defenses 18= 146 pts.