Scarecrow PL11

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The Scarecrow: PL 11;

Init +2 (Dex); Defense 18 (16 flat footed); Spd 30 ft; Atk +3 melee (+4L Pitchfork), +4 ranged (+3L Light Pistol); SV Dmg +2, Fort +1, Ref +2, Will +3; Str 10, Dex 14, Con 12, Int 20, Wis 16, Cha 20

Skills: (synergies and super bonuses counted.) Bluff 2, Diplomacy 2, Knowledge (all untrained) 7, Intimidate 14, Hide 6, Medicine 9, Move Silently 6, Profession (Doctor) 10, Science (Psychology) 13, Science (all others untrained) 7, Sense Motive 8, Taunt 11

Feats: All Out Attack, Assessment, Dodge, Evasion, Sidekicks, Skill Focus (Intimidate), Startle, Suprise Strike, Talented (Profession: Doctor, Psychology)

Powers: Criminal Genius +2 [Super Intelligence; Extras: Super Charisma, Intimidating Presence, Innate; Source: Training; Cost 5 pp]

Equipment: (all devices, all super science) Fear Gas +10 [Terror; Extras: Area, Nightmares, Secondary Effect; Flaws: Slow; Cost 3pp], Pitchfork [Cost 4pp], Light Handgun [Cost 3pp] Weakness: Disturbing