Aquaman PL14

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Aquaman: PL 14;

Init +2 (Dex); Defense 20 (18 flat footed); Spd 35ft swimming; Atk +12 melee (+8L Harpoon), +12 ranged (+4L Harpoon); SV Dmg +3, Fort +3, Ref +2, Will +4; Str 18, Dex 14, Con 16, Int 16, Wis 18, Cha 20

Skills: (synergies counted.) Diplomacy 14, Gather Information 9, Handle Animal 10, Intimidate 12, Ride 4, Sense Motive 9, Swim 9, Taunt 7

Feats: Attractive, Connected, Fame, Headquarters, Improved Critical, Inspire, Leadership, Minions, Sidekicks, Underwater Combat

Powers: Telepathy +14 [Extra: Group Link, Mind Control; Flaw: Aquatic Life only; Cost 3pp], Swimming +7 [Stunt: Amphibious, Super Swimming; Extra: Innate; Cost 3pp]

Equipment: regardless of whether this is the modern or silver age aquaman, he'll have a harpoon. Here's a regular old harpoon... but you can make it the cybernetic one. Raise his PL by one and make it spiffy...