Batgirl PL7: Difference between revisions
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PL 7 (105) | PL 7 (105) | ||
'''Abilities''': Str 12 (+1), Dex | '''Abilities''': Str 12 (+1), Dex 17 (+3), Con 12 (+1), Int 18 (+14), Wis 8 (-1), Cha 17 (+3) | ||
'''Skills''': Acrobatics + | '''Skills''': Acrobatics +9, Climb +9, Computers +8, Diplomacy +5, Drive +8, Escape Artist +8, Investigate +8, Knowledge (Law Enforcement) +8, Notice +8, Search +6, Sense Motive +6, Stealth +9; | ||
'''Feats''': Attack Focus (Ranged):3, Attractive, Defensive Roll, Dodge Focus: | '''Feats''': Attack Focus (Ranged):3, Attractive, Defensive Roll, Dodge Focus:9, Evasion, Sneak Attack:2, Improved Initiative, Equipment:8, Acrobatic Bluff, Eidetic Memory, Assessment, Improved Disarm, Skill Mastery (Climb), Skill Mastery (Acrobatics), Quick Change, Instant Up, Accurate Attack; | ||
'''Equipment''': | '''Equipment''': | ||
*'''Utility Belt: | *'''Utility Belt:25''' ep((Flash-Bang Pellet, Bolos, Batarang [+2 ranged], Smoke Pellets, Swing-line, flashlight, commlink, Re-breather, Sleep Pellets, Handcuffs), Batcycle: 12 ep (Extras: Smokescreen, Remote Control, Navigation System), Costume +3 | ||
'''Combat''': Base Attack + | '''Combat''': Base Attack +6, Melee +6, Ranged +9 , Defense +19 (10 flatfooted), Init +7 | ||
'''Trade-Offs''': Tough -2, Defense +2 | '''Trade-Offs''': Tough -2, Defense +2, -2 Damage SV DC, +2 Attack Bonus | ||
'''Saves''': Toughness +5/2 (+4/1 flatfooted), Fort + | '''Saves''': Toughness +5/2 (+4/1 flatfooted), Fort +5, Reflex +5, Will +4 | ||
Costs: Abilities | Costs: Abilities 24 + Saves 11 + Skills 23 + Combat 12 + Feats 35 = 105 | ||
Latest revision as of 16:25, 5 November 2005
Batgirl
PL 7 (105)
Abilities: Str 12 (+1), Dex 17 (+3), Con 12 (+1), Int 18 (+14), Wis 8 (-1), Cha 17 (+3)
Skills: Acrobatics +9, Climb +9, Computers +8, Diplomacy +5, Drive +8, Escape Artist +8, Investigate +8, Knowledge (Law Enforcement) +8, Notice +8, Search +6, Sense Motive +6, Stealth +9;
Feats: Attack Focus (Ranged):3, Attractive, Defensive Roll, Dodge Focus:9, Evasion, Sneak Attack:2, Improved Initiative, Equipment:8, Acrobatic Bluff, Eidetic Memory, Assessment, Improved Disarm, Skill Mastery (Climb), Skill Mastery (Acrobatics), Quick Change, Instant Up, Accurate Attack;
Equipment:
- Utility Belt:25 ep((Flash-Bang Pellet, Bolos, Batarang [+2 ranged], Smoke Pellets, Swing-line, flashlight, commlink, Re-breather, Sleep Pellets, Handcuffs), Batcycle: 12 ep (Extras: Smokescreen, Remote Control, Navigation System), Costume +3
Combat: Base Attack +6, Melee +6, Ranged +9 , Defense +19 (10 flatfooted), Init +7
Trade-Offs: Tough -2, Defense +2, -2 Damage SV DC, +2 Attack Bonus
Saves: Toughness +5/2 (+4/1 flatfooted), Fort +5, Reflex +5, Will +4
Costs: Abilities 24 + Saves 11 + Skills 23 + Combat 12 + Feats 35 = 105