It's nice to be wanted! :)<br/><br/>Eione!<br/><br/>Don't buy Presence, it's not worth it, this was a major oversight on the designers' part.  If you buy just Persuasion at 10 and Deception at 18 each, that's 14 points.  You paid 12 for the Presence, and then   10 more for the skills, 22 total.  Even if you add in 3 more points for Intimidation 6, you're still gaining a 5 points for buying the skills directly.<br/><br/>Your Parry defense is at 0.  You should buy it up some, though a ranged combatant doesn't need as much as their Dodge.  Otherwise, people can hit you in close combat automatically and likely critical hit, or certainly more power attack damage.  This will come up a lot on land, since you don't have any ground movement.<br/><br/>Aquatic Mobility<br/>(11)   --Swimming 10 (1 mile per round/500 miles per hour, dynamic )<br/>(2)   --Enhanced Strength 5 (dynamic)<br/>--- She can have Swimming 10 and Strength +0, or Swimming 0, and Strength + 5 or anything in between (at a ratio of 2 Swimming for each +1 Strength)<br/><br/>The Enhanced Strength doesn't do anything for you, since you don't have any fighting/close combat skill.  You could take the points for making it Dynamic with the swimming and buy Lifting Strength 6, Only in Water for 3 points, for instance, that'd still let you be strong without spending on damage you won't be able to inflict.  And you could do the same with the "regular" strength,<br/><br/>A power I've used on my aquatic characters is a large amount of Leaping, with the limitation Must Start in Water, representing her ability to jump out of the water like some fish, or to use her water control to hurl her a long distance.  This gives her a thematic option for some movement on/over land.<br/><br/>You can probably dispense with the Water Walking, since you have so much more Swimming than (land) Speed.  Just standing on top of the water is a special effect.<br/><br/>Hydrokinetic (Array, Magical Control Over Water)<br/>(24)   --Water Blast 12 (Ranged Damage (water impact))<br/>(1)   -- Water Gun 8 (Ranged Damage (water impact)), Multi-attack)<br/>(1)   --Water Cannon 10 (Line Area Cumulative Affliction (Resisted by Dodge, Overcome by Fortitude; Dazed, Prone), Limited Degree, 5 feet wide, 500 feet long)<br/>(1)   --Hydrokinesis 10 (20)<br/>(Move Object, Perception Range, Limited to Water)<br/>(technically 4 points left here, for non rank increases)<br/>(1)   --Blinding splash 10<br/>(Ranged Cumulative Affliction, (Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware), Limited to Vision<br/>(technically 4 points left for non rank increases)<br/>(1)   --Water Shaping 10 (Create Shapes out of Water)<br/>(technically 4 points left for non rank increases)<br/><br/>For the Water Gun, you might add Accurate 2 for two points, giving you +12 to hit with it.  This would require adding 2 points to the Water Blast and thus everything else, but it can be worth it.  Improved Critical or Extended Range 2 would work well on the Water Blast, say.<br/><br/>Water Cannon has one issue, the Area Line is based on how many levels of Area  you have, not the power it's attached to, so at just Area +1, it's 5 feet wide and 30 feet long.<br/><br/>Move Object and Create are not limited by Power Level, as they don't do direct damage or effect, so you can bump them up to 12 each with those non-rank points!<br/><br/>For the Blinding Splash, Extended Range, Reversible or Indirect are all useful 1 point additions.<br/>