supertardiness: (6)
[from here]

[Barry isn't the strongest dude in the world, but with a little bit of help from his speed he's able to haul Crane up until most of his body weight is resting in the tunnel (strength 19).]

Full disclosure, I don't know where these vents go, but hopefully we can get out at the next vent and try to find a way out of here from there.

[A+ plan right?]
supertardiness: (17)
BARRY ALLEN
Knight of the Dragon's Hoard
Level 10

Smart Hero 1
Dedicated Hero 5
Speed Demon 4

Hit Points: 61 ( --- )

Action Points: 76

Strength 10 (0)
Dexterity 28 (+9)
Constitution 13 (+1)
Intelligence 16 (+3)
Wisdom 17 (+3)
Charisma 10 (0)
Metahuman Male
25
6'2"
175 lbs.
Green Eyes
Brown Hair



STATS
SAVING THROWS

ModBaseAbility ScoreMisc. Mods
Defense24=10+9 (dexterity)++3 (dedicated hero)
+2 (speed demon)
Initiative15=00+9 (dexterity)++4 (improved initiative)
+2 (super running)
Fortitude Save07=3 (dedicated hero)
1 (speed demon
+1 (constitution)++1 (conviction)
+2 (great fortitude)
Reflex Save16=1 (dedicated hero)
4 (speed demon)
+9 (dexterity)++1 (conviction)
+2 (superhuman dexterity)
Will Save10=1 (smart hero)
3 (dedicated hero)
1 (speed demon)
+3 (wisdom)++2 (iron will)
+1 (conviction)

Attack (Unarmed)17/12=3 (dedicated hero)
3 (speed demon)
+9 (dexterity)
(weapon finesse)
++1 (brawl)
+1 (conviction)
+1 (weapon focus)
Attack (Melee)06/01=3 (dedicated hero)
3 (speed demon)
+0 (strength)++1 (conviction)
Attack (Ranged)15/10=3 (dedicated hero)
3 (speed demon)
+9 (dexterity)++1 (conviction)
Attack (Excalibur)16/11=3 (dedicated hero)
3 (speed demon)
+9 (dexterity)++1 (magic weapon)
+1 (conviction)

Damage RollCriticalAttack Range
Unarmed Attack1d6+DEX
1d6 (brawl)
+ DEX (improved weapon finesse)
n/a0ft
Excalibur2d6+1
2d6 (weapon die)
+1 (magic weapon)
20/x240ft

TALENTS & FEATS

Simple Weapons Proficiency
The character makes attack rolls with simple weapons normally.
Attentive
You get a +2 bonus on all Investigate and Sense Motive checks.
Heroic Surge (3 per day)
The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level, but never more than once per round.
Brawl
When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Savant (physical sciences)
The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill.
Skill Emphasis (physical sciences)
The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.
Iron Will
You get a +2 bonus on all Will saving throws.
Improved Initiative
You get a +4 bonus on initiative checks.
Aware
The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.
Alertness
You get a +2 bonus on all Listen checks and Spot checks.
Cool Under Pressure (Spot, Listen, Sense Motive, Physical Sciences, Investigate, Search)
The Dedicated hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress.
Combat Reflexes
You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Outside the Envelope (40 feet)
This ability requires you to spend an action point. Add 10' per speed demon class level to whatever movement power you used to gain access to this class.
Conviction (Protect Innocents)
You have a cause that you feel strongly about and would sacrifice greatly to see that cause protected. When you are working to support your Allegiance, you gain +1 to attack rolls and +1 to all saving throws.
Superhuman Dexterity (13 power points)
You are exceptionally fast and agile. Each power point you invest in this power gives you a permanent +1 to Dexterity. You also get +2 to reflex saving throws and +1 to Dexterity based skills.
Super Running (520 feet - 26 power points)
You are extremely fleet of foot. Your ground movement is increased by 20' per power point. You also receive +2 to initiative checks.
Exertion (Super Running - DC 17)
Use of your power is exhausting. Each time you use a power with this limitation you must make a Fortitude saving throw (DC 10 + DSR) or become fatigued. If you fail a saving throw while fatigued, you become exhausted.
Weapon Finesse (Unarmed)
With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.
Weapon Focus (Unarmed)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Weapon Finesse (Unarmed)
Select one finessed melee weapon with which you have Weapon Focus. When you wield that weapon, you may apply your Dexterity modifier instead of your Strength modifier to damage rolls made with it. You cannot apply your Dexterity bonus to damage rolls against creatures that are immune to critical hits.
Light Armor Proficiency
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Great Fortitude
You get a +2 bonus on all Fortitude saving throws.
Poetry in Motion
When making a half move, you gain a +2 to your defense. When making a full move, you gain a +3.
Hypervelocity
You can move across any liquid surface as though it were solid and may move up walls as though they were flat surfaces so long as you move 100 feet or more in the round in which you're using this feet. Losing velocity causes you to react as you normally would.
Dodge
During the character's action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action.
Key:
Purchased Feat (4/20)
Birthday Feat
Specials
SKILLS
CLASS SKILLS

ModAbility ScoreRanksMisc. Mods
Computer Use03=3 (intelligence)+0+0
Craft (all)03=3 (intelligence)+0+0
Decipher Script03=3 (intelligence)+0+0
Demolitions03=3 (intelligence)+0+0
Disable Device03=3 (intelligence)+0+0
Forgery03=3 (intelligence)+0+0
Gather Information04=0 (charisma)++4 (smart hero)+0
Investigate18=3 (intelligence)++4 (smart hero)
+9 (dedicated hero)
++2 (attentive)
Knowledge (all)03=3 (intelligence)+0+0
Knowledge (behavioral)07=3 (intelligence)++4 (smart hero)+0
Knowledge (physical sciences)17=3 (smart hero)++4 (smart hero)
+6 (dedicated hero)
++1 (savant)
+3 (skill emphasis)
Navigate09=3 (intelligence)++6 (speed demon)+0
Profession03=3 (wisdom)+0+0
Repair03=3 (intelligence)+0+0
Research07=3 (intelligence)++4 (smart hero)+0
Search08=3 (intelligence)++4 (smart hero)++1 (investigator)

Gamble03=3 (wisdom)+0+0
Listen18=3 (wisdom)++2 (smart hero)
+7 (dedicated hero)
++4 (aware)
+2 (alertness)
Sense Motive16=3 (wisdom)++2 (smart hero)
+9 (dedicated hero)
++2 (attentive)
Spot17=3 (wisdom)++2 (smart hero)
+9 (dedicated hero)
++4 (aware)
+2 (alertness)
Survival03=3 (wisdom)+0+0
Treat Injury03=3 (wisdom)+0+0

Drive10=9 (dexterity)+0++1 (superhuman dexterity)
Escape Artist22=9 (dexterity)++12 (speed demon)++1 (superhuman dexterity)
Jump00=0 (strength)+0+0
Ride10=9 (dexterity)+0++1 (superhuman dexterity)
Tumble16=9 (dexterity)++6 (speed demon)++1 (superhuman dexterity)

CROSS-CLASS SKILLS

ModAbility ScoreRanksMisc. Mods
Balance10=9 (dexterity)+0++1 (superhuman dexterity)
Bluff00=0 (charisma)+0+0
Climb00=0 (strength)+0+0
Concentration01=1 (constitution)+0+0
Diplomacy02=0 (charisma)++2 (smart hero)+0
Disguise00=0 (charisma)+0+0
Hide10=9 (dexterity)+0++1 (superhuman dexterity)
Intimidate00=0 (charisma)+0+0
Move Silently12=9 (dexterity)++2 (smart hero)++1 (superhuman dexterity)
Perform (all)00=0 (charisma)+0+0
Perform (sing)02=0 (charisma)++2 (smart hero)+0
Swim00=0 (strength)+0+0



[Code originally created by [community profile] tookthestars and modified by me.]
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