LeopoldKain wrote:Ok... What did I do wrong? Hmmmm
All of that's within the Alternate Form container, right? (Which appears to be Sustained or Permanent, not that that really matters)
Anyway, your point total within the container adds up to 56. The costs within it seem to add up, though. In any case, that means you'll need an extra rank of the alternate form (or reduce something in it by 1 point - maybe reduce an enhanced stat by 1 and up the same base stat by 1.
That means the total would be 55, if you remove a point from within the container.
25 Str, 24 Dex, 20 Con, 14 Int, 12 Wis, 14 Cha - subtracting the enhanced abilities gives
15 Str, 14 Dex, 10 Con - total of 19 points
So that's right on.
All simply paid (in sets of 4), except Escape Artist (11 ranks) - it also has a +4 total bonus? Dex-based skill with 11 ranks should be +18. It's the only one that's off, though.
Total cost should be 23 points (91 ranks) - so you can add a rank. I'm guessing of Escape Artist. That's significantly more than you have listed, so there's one spot.
Appears okay, 21 points with 3 ranks of equipment-
cost is right for them...
And equipment's good - often listed by item, but it seems to add up.
I save these two (combat and saves) for last, as they have things applying from everything else.
Attack, Grapple, Damage, Defense, Initiative
Stats - +7 strength (with powers), +7 Dexterity (with powers)
Feats - +5 attack w/melee only, +1 defense w/dodge only, +8 initiative
Powers - +4 defense, Unarmed+2 damage w/Imp. Crit 2, +1 grapple
Base Attack (which is included nicely) +5 is 10 points. Total combat section cost of 16 implies that you paid 6 for defense, for a total Base Defense of +3.
Based on those (and the above), you would have:
Attack +5, +10 [Melee]
Damage +7 [Unarmed w/o Strike], +9 [Unarmed w/Strike; Critical 19-20]
Defense +8, +4 [flat-footed] or 18, 14 [flat-footed]
Major differences in most of these.
A few things to note in here that may have come up causing the issues - your ability scores don't matter when figuring your attack of defense (ranged or melee; normal or flat-footed). This is where someone better at explaining should probably fill more in...
Grapple, on the other hand, adds your strength bonus (and 1 from Super-strength) to your melee attack (depending on the GM, Attack Specialization [unarmed] may also be added).
Damage, we agree on the damage with the strike, but without the strike it's purely a strength based save - and his strength bonus is +7.
Likewise, we agree on defense, but disagree on flat-footed defense. The only way I can get 11 makes two errors. One, I believe is a misprint in the core book, so fully understandable - half the base defense rounded down. Then if you apply the enhanced defense only as a dodge bonus. However, if you're getting Enhanced Defense, you get the full benefit (at the full price, of course) - it acts like it would if you bought up the base defense. Otherwise, buy it limited to dodge only (or, if you're not allowed for whatever reason, buy Enhanced Feat [Dodge Focus])
And Initiative - which we agree.
In all, though, here I'm assuming the cost is right but values are incorrect.
Hopefully, that's simple enough to understand - or someone else with simplify it...
And down to the last one...
Toughness shouldn't be lower than +5 flat-footed. He's got a 20 Constitution for a +5 modifier - in the permanent container, it's not gone if he gets surprised.
Defensive Roll adds 1 while not flat-footed, and your undercover shirt adds an additional 2, again it's retained while flat-footed.
Fortitude's ability modifier is 5, so I figure you paid 3 here.
Reflex's ability modifier is 7, so you must have paid 3.
and Will was paid 3 into it.
for a total of 9.
So you did avoid buying Toughness directly. But you've got 1 point of toughness I can't find, and only 1 of your toughness that I can find if removed while flat-footed (or if used to improve your reflex against an area effect, but people usually ignore that).
That'll bring your cost to... 143
I'll also note here that your +10 melee attack with +9 damage gives an offensive power level of 9.5, or a weak 10 (depending if you go with full PLs only). +8 defense and +8 toughness mean that you're a PL8 defensively.
Both are perfectly fine, and it is a PL10 build - however, if you take off a single attack focus, he'd be a PL9.
I'd suggest removing a rank of Enhanced Strength from the Wolf form container and adding +1 to his natural strength. This takes care of the power's cost problem and ups you to 144 points.
For defense, you'll need +4 defensive bonuses. Tough's a good feat - basically Protection 1 within a ranked feat (so, +1 Toughness per point). It's in the Mastermind's Manual but simple enough since you can just buy flat protection.
Or spend a bit more to increase his defense. If you do, you'll want to spend in pairs for +2 to the base and +1 to flat-footed.
With 6 points remaining, you can easily gain +2 Defense (with 4) and +2 Toughness (with 2 ranks of the Tough feat, or if needed, Protection 2)
You'ld be lacking a little in the offensive (+1 attack or damage), but it would cover the rest.