Joker, The PL13

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The Joker: PL 13;

Init +6 (Dex, Improved Inititive); Defense 22 (20 flat footed); Spd 30 ft; Atk +9 melee (+1S unarmed), +10 ranged (+4L Tommy Gun); SV Dmg +6, Fort +2, Ref +2, Will +0; Str 12, Dex 14, Con 14, Int 18, Wis 10, Cha 20

Skills: (synergies and super bonuses counted.) Bluff 10, Demolitions 14, Diplomacy 9, Escape Artist 12, Gather Information 10, Intimidate 12, Knowledge (Trivia) 8, Open Lock 12, Perform (Buffoonery) 14, Sense Motive 5, Swim 5, Taunt 25

Feats: All Out Attack, Improved Critical, Immunity: Poison, Improved Inititive, Infamy, Multishot, Point Blank Shot, Quickdraw, Rapid Shot, Sidekicks (Harley and the gang), Suprise Strike

Powers: Amazing Save: Damage +4 [Cost 1pp], Super Charisma +5 [Extras: Intimidating Presence, Innate; Source: Insanity; Cost 4 pp]

Equipment: (all devices, all super science) Gadgets +5 [Cost: 5pp], Heavy Pistol [Cost: 5pp], Tommy Gun [Cost: 4pp]

Weakness: Disturbing, Quirk (Killing Joke)


Bag of Tricks Playing Cards (Shurikens), Acid squirting Lapel (Disintegration; Extras: Continuous, Disruption; flaw: slow, uses), Melee Weapon, Dazzle Sight, Slick, Joybuzzer (Energy Control: Electricity; Extras: Duration becomes concentration; Flaw: Range becomes touch), Joker Venom (Drain: Extras: Area, Duration becomes Continuous, Secondary Effect; Flaw: 1 use, affects Wisdom only)