This is for my home game tonight. Let's time it and see how long we take. First, here's the generic psychic:
Elite Psychic (Empath 12): HD 12d8+36; HP 108; Init +1; Spd 30 ft; Defense 26, flatfooted 19 (+1 Dex, +6 Wis, +9 Class); BAB +9; Atk +8 melee (1d4-1, unarmed), or +15 ranged (8d4+0, psychic blast); SQ Resolute; AL none; SV Fort +14, Ref +9, Will +14, Rec +12; Rep +6; Str 8, Dex 12, Con 16, Int 10, Wis 23, Cha 14.
Background: Criminal
Occupation: Soldier: Perks 2+2 power stunt (Precision Strike, 1 perk unspent, 2 power stunt unspent)
Hobby: Unarmed
Skills: Crime 4 (+4), Legal 15 (+15), Outdoorsman 15 (+21), Perception 15 (+21), Power Control 15 (+18), Stealth 4 (+5), Streetwise 15 (+21), Unarmed 4 (+3), Vehicles 4 (+5), 15 unspent
Feats: Blast (psychic), Mind Over Body, Poise, Psychic Strike, Superhuman Wisdom, Power Level x8, 2 unspent
Access/Contacts/Followers: Varies (6 points)
Wealth: 11
Possessions: None
Character Disadvantages: Varies
Now, let's do two variations to throw at the PCs.
Character concept #1: Psychic Assassin
Night Terror (Empath 12): HD 12d8+36; HP 108; Init +1; Spd 30 ft (Teleport 80 ft); Defense 26, flatfooted 19 (+1 Dex, +6 Wis, +9 Class); BAB +9; Atk +8 melee (1d4-1, unarmed), or +15 ranged (8d4+0, psychic blast); SQ Resolute; AL none; SV Fort +14, Ref +9, Will +14, Rec +12; Rep +6; Str 8, Dex 12, Con 16, Int 10, Wis 23, Cha 14.
Background: Criminal
Occupation: Soldier: Perks 2+2 power stunt (Precision Strike, Transporter, Blinking, Security Systems)
Hobby: Unarmed
Skills: Crime 4 (+4), Legal 15 (+15), Outdoorsman 15 (+21), Perception 15 (+21), Power Control 15 (+18), Stealth 4 (+5), Streetwise 15 (+21), Unarmed 4 (+3), Vehicles 4 (+5), Stealth 15 (+16)
Feats: Blast (psychic), Mind Over Body, Poise, Psychic Strike, Superhuman Wisdom, Power Level x8, Cross Training (stealth), Teleport
Access/Contacts/Followers: Varies (6 points)
Wealth: 11
Possessions: None
Character Disadvantages: Varies
Cross training and spending the unspent skill points turns her into a stealthy character, while teleportation means almost no building can keep her out.
Spent her unspent perk on Security Systems for defusing alarms and sabotaging cameras.
Power stunts spent on Transporter (increased carrying capacity while teleporting to take equipment along) and Blinking (defense bonus).
Total time: 11 minutes
Character Concept #2: Sorcerer Apprentice
Desert Dervish (Empath 12): HD 12d8+36; HP 108; Init +1; Spd 30 ft (Fly 200 feet); Defense 26, flatfooted 19 (+1 Dex, +6 Wis, +9 Class); BAB +9; Atk +8 melee (1d4-1, unarmed), or +15 ranged (10d4+0, psychic blast); SQ Resolute; AL none; SV Fort +14, Ref +9, Will +14, Rec +12; Rep +6; Str 8, Dex 12, Con 16, Int 10, Wis 23, Cha 14.
Background: Criminal
Occupation: Soldier: Perks 2+2 power stunt (Precision Strike, Stealth- Desert, Cone Blast, Line Blast)
Hobby: Unarmed
Skills: Crime 4 (+4), Legal 15 (+15), Outdoorsman 15 (+21), Perception 15 (+21), Power Control 15 (+18), Stealth 4 (+5), Streetwise 15 (+21), Unarmed 4 (+3), Vehicles 4 (+5), Magic 15 (+17)
Feats: Blast (psychic) (Worn Device +2- Amulet of the Dervish), Mind Over Body, Poise, Psychic Strike, Superhuman Wisdom, Power Level x8, Flight (Worn Device +2- Amulet of the Dervish), Magic (Worn Device +2- Amulet of the Dervish)
Access/Contacts/Followers: Varies (6 points)
Wealth: 11
Possessions: None
Character Disadvantages: Varies
Spent his unspent perk on Stealth- Desert from Outdoorsman, since we have an arabian motif going on here.
Spent power stunts on two different types of area effect for the psychic blast, Cone and Line, meaning he'll have options to snag multiple PCs from round to round.
Spent the unspent powers on Flight and Magic for mobility and versatility, then got a little fancy and put the blast through the same device, upping its power level and damage by 2 dice.
If the PCs encounter these two in the desert, they might be on them before they even know they're there.
Total Time: 11 minutes, well it seems I'm consistent.
Not bad. Two very different mid-level NPCs in less than 30 minutes.
1 comment:
That first build reminds me of a playve I've got with a teleport super who likes to grapple - teleport straight up and drop the enemy for falling damage. Max falling damage is pretty severe in MM - I had to start putting in more enemies with flight and hover to defeat that tactic.
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