Marshal Law doesn't seem to be posting much at the moment, so I'm reposting his martial artist creation example from the thread he initially posted it in. He is just making the PL 10, 150 pp Martial Artist archetype from the core book. I’ve made some minor changes to Marshal Law's post.
Bob decides to create a martial artist character.
One that has no superpowers whatsoever, not even ones that could be justified by the concept such as "Strike" to represent martial arts punches. He will instead use feats to do that.
The first thing he looks at are his Trade Offs (page 24).
This is a PL10 campaign, so by default, the maximum attack and damage he can choose are 10 each. The maximum defense bonus and toughness save he can choose are also 10 each.
"Well," he says to his GM, "I'm no Wolverine with slashing claws, or Superman with a devastating punch, so my damage shouldn't be that high. But I am a highly trained martial artist, so I ought to be able to hit harder than the average guy. A damage of about 4 should be fine - I can do that just using strength bonus."
"OK," responds his GM. "By reducing your maximum damage by six - from 10 to four - you can increase your maximum attack bonus by the same amount, from 10 to sixteen."
"+16 to attack suits a martial artist pretty well."
"Yes - but remember, we have just altered your maximum, not your actual bonus. You'll need to buy levels of attack, or perhaps feats, to actually get that attack bonus."
Bob nods, and they look at defense.
"Well, it’s the same thing... I'm no Man of Steel, or Colossus. I should rely on not getting hit, so I should take a high defense and a low toughness save"
"True" replies the GM. "Although I should point out two things. First, half of your defense score is a dodge bonus, which you won't always get. Second, no matter how good you are at defense, sometimes you *will* get hit, so don't get carried away with defense and leave yourself too vulnerable to damage."
"Watch out for area attacks too - they use a reflex save rather than an attack roll, and if you get hit with one of those and have a poor toughness..."
"Well... I can be really acrobatic to avoid area attacks, maybe." says Bob. "It just doesn't suit the character to have armor or super-tough skin..."
"No, but you might want to look at the Defensive Roll feat - it assumes that you have the skill to roll with punches, reducing how much damage they do even if you do get hit. But it still counts towards your maximum Toughness save value."
With that in mind, Bob trades off his maximum toughness save with his defense bonus, but not as much as he did with his offensive powers. He chooses Defense Bonus 13 (his Defense score will be 23, 10 plus his 13 Defense Bonus), and decides to that he will use a combination of physical fitness (constitution) and the Defensive Roll Feat to avoid damage, for a maximum damage save of seven. Bob goes ahead and buys his Attack Bonus to +16 for 32 pp (2 pp per point of Attack Bonus) and buys his Defense Bonus to +13 (giving him a Defense Score, which is 10+Defense Bonus, of 23), for 26 pp.
Bob thinks for a while about the ability scores he is going to need - taking into account his previous decisions about trade-offs.
Physically, he needs to be very strong, even more dexterous, and quite fit. Mentally, he decides he isn't the type for book learning or clever wit, and keeps his INT and CHA strictly average. Martial Arts takes dedication, though, so he decides a reasonable WIS score would be a good idea.
So far then, Bob has only set his trade-offs, and bought his ability scores and attack and defense bonuses. He’s spent 58 points on Combat (Attack/Defense), and 30 points on ability scores, for 88 points total.
Bob isn't buying any powers, so he decides to look at feats next. They will play a large part in his character build. In fact, some might even say that the real thing that represents combat training such as that of a martial artist isn't Attack Bonus, but the number of combat feats you have.
Remembering his need to roll with attacks, Bob starts by taking 4 ranks of Defensive Roll (thus maxing out his toughness save). He also takes Uncanny Dodge so that it will be hard for ordinary thugs to take him by surprise - so that he will get his full defense bonus and defensive roll bonus more often. He decides that Uncanny Dodge is based on his hearing (Uncanny Dodge can be somewhat confusing; see
Steve's answer where he explains exactly what Uncanny Dodge protects against).
Bob then thinks about his favorite martial arts movies, and what the heroes in them do.
He wants to be able to handle large numbers of foes at once, and use their numbers against them, and so he takes Takedown Attack and Redirect (and his DM suggests that since Redirect requires you to “trick” the opponent, he takes Acrobatic Bluff, too, so he can trick with his high Acrobatics skill rather than his low Bluff skill). He wants to be very hard to hit - especially by gunmen, so he takes Defensive Attack, and Elusive Target. Kicking weapons out of peoples’ hands, tossing mooks around like confetti, even fighting in the dark, he goes on until his list of close combat feats is very impressive, spending another 28 points.
His sheet now looks like this:
Maximum Attack bonus: 16
Maximum Damage: 4
Maximum Defense Bonus: 13
Maximum Toughness: 7
STR 18 (+4) (8 points)
DEX 20 (+5) (10 points)
CON 16 (+3) (6 points)
INT 10 (+0) (0 points)
WIS 15 (+2) (5 points)
CHA 11 (+0) (1 point)
Attack Bonus +16 (32 points) (maxed out)
Damage +4 (from strength bonus) (maxed out)
Defense 23 (10 base + 13 Defense Bonus) (26 Points) (maxed out)
Toughness Save +7 (from Con Bonus and Defensive Roll 4) (maxed out)
(Note that if he is caught flat-footed, he only gets his CON bonus)
Initiative +9 (From Dex and Improved Initiative)
Fortitude Save +3 (from Con Bonus)
Reflex Save +5 (from Dex Bonus)
Will Save +2 (from Wis Bonus)
Feats: Accurate Attack, Acrobatic Bluff, Assessment, Blind-Fight, Chokehold, Critical Strike, Defensive Attack, Defensive Roll 4, Elusive Target, Grappling Finesse, Improved Defense, Improved Disarm, Improved Grapple, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Luck 2, Move-by Action, Power Attack, Redirect, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)
Points spent so far: 116
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"Don't forget your saves" says Bob's GM. "You don't have any special immunities to poisons or anything, nor any kind of gas mask, so you are going to need a good Fortitude save."
"If somebody throws a poison dart at me, I'll just dodge" says Bob.
"I wouldn't count on it. Remember area attacks? Even if you make your reflex save, you still take half damage. If somebody throw tear-gas grenade at you, you have to make a fortitude save versus a minimum of 12, even if you make the reflex save..."
Realizing that even a simple off the shelf tear-gas grenade is a significant threat, Bob decides to up his saves. He puts an extra 8 points into his reflex save. He puts another 5 into his fortitude save, and then - since he has a martial artist's dedication, he also puts 4 points into his will save.
"Very wise" adds his GM, grinning evilly. "Even the most physically adept character can suffer from mind control and other mental effects, happens in the comics all the time."
After that crack, Bob wonders if he has made his saves high enough... but he still has skills to buy, and wants quite a lot of them, so he decides to leave it for now. Note that his Fort/Ref/Will saves are actually quite high—the Martial Artist has the highest total F/R/W saves of any core book archetype at +27.
His sheet now looks like this:
Maximum Attack bonus: 16
Maximum Damage: 4
Maximum Defense Bonus: 13
Maximum Toughness: 7
STR 18 (+4) (8 points)
DEX 20 (+5) (10 points)
CON 16 (+3) (6 points)
INT 10 (+0) (0 points)
WIS 15 (+2) (5 points)
CHA 11 (+0) (1 point)
Attack Bonus +16 (32 points) (maxed out)
Damage +4 (from strength bonus) (maxed out)
Defense 23 (10 base + 13 Defense Bonus) (26 Points) (maxed out)
Toughness Save +7 (from Con Bonus and Defensive Roll 4) (maxed out)
(Note that if he is caught flat-footed, he only gets his CON bonus)
Initiative +9 (From Dex and Improved Initiative)
Fortitude Save +8 (from Con Bonus and direct purchase)
Reflex Save +13 (from Dex Bonus and direct purchase)
Will Save +6 (from Wis Bonus and direct purchase)
Feats: Accurate Attack, Acrobatic Bluff, Assessment, Blind-Fight, Chokehold, Critical Strike, Defensive Attack, Defensive Roll 4, Elusive Target, Grappling Finesse, Improved Defense, Improved Disarm, Improved Grapple, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Luck 2, Move-by Action, Power Attack, Redirect, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)
Points spent so far: 133
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Finally, Bob turns to skills. Once again, Bob draws inspiration from his favorite movies, but first he checks to see if any of his chosen feats rely on skills. His "Acrobatic Bluff" will require lots of Acrobatics, but he was planning on taking that anyway. Being rather cunning, Bob also checks to see if what skills, if any, would help him resist people using combat maneuvers on him.
"You get 4 Skill Ranks for each power point" says his GM.
"So all my skill ranks have to be in multiples of four?" asks Bob, frowning.
"No, no. You can split the ranks up, so if you spent one point on skills, you could buy 2 ranks in two different skills, or 3 in one and 1 in another."
"Right, got it."
"Don't forget to check the Ability that the skill relies on. You've got a high dexterity score, for example, so you may not need to take as many ranks in Dex based skills."
"I see how that works, I think." replies Bob. "In fact, if I had loads of skills using the same ability, it might be cheaper to simply raise the ability score."
"It’s possible" says his GM "But don't forget, some skills you cannot use untrained - you have to have bought at least one rank in them."
Bearing all this in mind, Bob purchases the following skill ranks:
Dex based skills: Acrobatics 11, Escape Artist 10, Stealth 11
Wis based skills: Concentration 10, Notice 8, Sense Motive 8,
Cha based skills: Intimidate 10
(Total ranks - 68. Power point cost 17)
Note that skill ranks are limited to PL+5 (15 for this character), but a skill's total bonus can be higher than PL+5 because the total bonus includes skill ranks and ability score modifiers. So Bob's 11 ranks in Acrobatics and 11 ranks in Stealth result in total bonuses for Acrobatics and Stealth of +16 counting his +5 Dexterity modifier, and that's fine.
If Bob is stunned, he can roll a Concentration check (DC 10+ ranks in Defensive Roll, so 14 here) to keep use of his Defensive Roll feat even though he’s stunned. And look at that- with his 15 Wisdom, Bob has a +12 Concentration check so he only misses the DC 14 roll on a 1! Since he does not have a large number of skills in any given Ability score, he decides to leave his Ability scores alone. Lucky really, since he has just spent all of his points.
"Why Sense Motive?" asks the GM. "I've always associated that with more investigative characters."
"Ah" says Bob. "I checked the rules, and it's what you use to resist combat feints. I'm supposed to be the martial arts master; I don't want to get faked out by some cheap punk."
The GM Nods. "Sure you don't want to take any drawbacks? It could get you some extra points."
"Not likely" grins Bob "My character is striving for physical and spiritual perfection, I don't want anything that damages that concept. I might take some complications, though, but they don't give extra points, do they?"
The GM confirms that they do not, and since he and Bob are happy with the character, Bob decides that the character is finished (at least mechanically).
The Martial Artist now looks like this:
Ability Scores:STR 18 (+4) (8 points)
DEX 20 (+5) (10 points)
CON 16 (+3) (6 points)
INT 10 (+0) (0 points)
WIS 15 (+2) (5 points)
CHA 11 (+0) (1 point)
Combat: Attack Bonus +16 (32 points), Damage +4 (unarmed, from strength bonus)
Defense 23 (10 +13 Defense bonus) (26 Points)
Initiative +9 (From Dex and Improved Initiative)
Grapple +21 (+16 Attack Bonus + 5 Dex from Grappling Finesse feat)
Saves:Toughness Save +7 (from Con Bonus and Defensive Roll 4) (+3 Flat-Footed)
Fortitude Save +8 (from Con Bonus and 5 points direct purchase)
Reflex Save +13 (from Dex Bonus and 8 points direct purchase)
Will Save +6 (from Wis Bonus and 4 points direct purchase)
Feats: Accurate Attack, Acrobatic Bluff, Assessment, Blind-Fight, Chokehold, Critical Strike, Defensive Attack, Defensive Roll 4, Elusive Target, Grappling Finesse, Improved Defense, Improved Disarm, Improved Grapple, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Luck 2, Move-by Action, Power Attack, Redirect, Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)
Skills: Acrobatics 11 (+16), Concentration 10 (+12), Escape Artist 10 (+15), Intimidate 10 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 11 (+16)
Total Points spent: 150 (Ability scores 30 + Skills 17 (68 ranks) + Feats 28 + Combat 58 + Saves 17 = 150 pp)
Trade-offs:Maximum Attack bonus: 16
Maximum Damage/ Save DC modifier: 4
Maximum Defense Bonus: 13
Maximum Toughness: 7
Notes: Based on his tradeoffs, he is maxed out for attack/save DC (damage), and Defense/Toughness. I’ve listed his Defense score, which is 10+his defense bonus (see page 150).
This character is crying out for the Evasion feat. If you want to play this character, you should lower one of his odd-numbered ability scores by 1 and use the 1 pp to pick up Evasion. A second worthwhile change is to drop his Attack Bonus to +15 and use the 2 pp saved to increase his Strength to 20 so he does a little more damage (this would mean you trade -5 maximum damage for +5 maximum attack instead of -6 maximum damage for +6 maximum attack).
He can choose to use ranks of Defensive Roll to add to his Reflex save for half effect against any Area Attack, but if he does he cannot use it on his Toughness save against that attack, if that attack forces a Toughness save. If you are hit by an Area Attack that forces a Toughness save chances are you won't want to use Defensive Roll, because even if you make the initial Reflex save you'll still have to roll a Toughness save against half damage. If you had Evasion, this would be a different story- then you'd probably want to use Defensive Roll against Area Attacks that force Toughness saves (since making the initial Reflex save means you don't even have to roll the Toughness save).