Cuddlesaurus and the Jellybean of Destiny Mao: Difference between revisions
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39. H11 Blaster Rifle (O; C; Xi) This large rifle will put a 2-inch smoking hole in your target. Weapon: 2-hand ranged; Power: Encounter Fire, Force, Laser; Standard Action, Ranged 20; Target: One Creature; Attack: Level + 6 vs. Reflex; Hit: 3d6 + Dexterity modifier + twice your level laser and force damage, and ongoing 5 fire damage (save ends); Salvage 6: 6th-level character can salvage the H11 blaster rifle. It becomes a light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; 3d6 laser and force damage. | 39. H11 Blaster Rifle (O; C; Xi) This large rifle will put a 2-inch smoking hole in your target. Weapon: 2-hand ranged; Power: Encounter Fire, Force, Laser; Standard Action, Ranged 20; Target: One Creature; Attack: Level + 6 vs. Reflex; Hit: 3d6 + Dexterity modifier + twice your level laser and force damage, and ongoing 5 fire damage (save ends); Salvage 6: 6th-level character can salvage the H11 blaster rifle. It becomes a light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; 3d6 laser and force damage. | ||
38. Laser Whip (O; C; Xi) This long, flexible whip is formed from a beam of ruby light. Weapon: 1-handed melee; Power: Encounter * Laser; Standard Action Melee 5; Target: One creature; Attack: Level + 6 vs Reflex; Hit: 3d10 + Dexterity modifier + twice your level laser damage. In addition, you knock the target prone and pull it 2 squares.; Salvage 4: A 4th-level character can salvage the laser whip. It becomes a light 1-hand melee 2 weapon: Dex/Int; +3 accuracy; 2d6 laser damage. |
Revision as of 01:00, 18 January 2011
Back to Cuddlesaurus and the Jellybean of Destiny!
Mao Whiskerton
Felinoid Rat Swarm
TRAITS:
Felinoid:
Dexterity; Bio; +2 to bio overcharge; +4 bonus to Stealth checks; +2 bonus to Reflex; +1 bonus to speed while wearing light armor or no armor. You take no damage from falls of 50 feet or less, and you always land on your feet when you fall.
Rat Swarm:
Dexterity; Bio; +2 to bio overcharge; +4 bonus to Stealth checks; Resist 5 to all damage against melee and ranged attacks, and vulnerable 5 to damage from area and close at tacks. You can't be knocked prone.
CRITICAL (LEVEL 2): Felinoid Critical *
CRITICAL (LEVEL 6): Rat Swarm Critical
POWERS:
Novice Primary: Slashing Claws
Novice Secondary: Swarm!
Utility (Level 3): Pounce * Expert (Level 5): Killing Bite * Utility (Level 7): Cover More Ground Expert (Level 9): Death By A Thousand Bites
ABILITY SCORES:
STR: 12 (+1) DEX: 20 (+5) WIS: 16 (+3) CON: 12 (+1) INT: 9 (-1) CHA: 10 (+0)
SKILLS:
Acrobatics +6 Athletics +2 Conspiracy +0 Insight +4 Interaction +1 Mechanics +0 Nature +4 Perception +4 Science +4 Stealth +14
Perception Passive: 14 Insight Passive: 14
GEAR:
Armor: Light Armor * AWESOME ZORRO OUTFIT Melee: Light One-handed Melee * RAPIER FROM A MUSEUM Ranged: Light One-handed Ranged * ARMORED KITTEN PROJECTILE Other: Explorer's kit *, Bolt cutter, Radio cell phone, Generator (8 hours of fuel), 20-lb dumbell, Electric blanket
HIT POINTS 24/12 SPEED AC 19 (10+L1+Armor3+Dex5) FORT 14 (10+L1+Radioactive2+Con1) REFLEX 18(10+L1+Felinoid2+Dex5) WILL 14(10+L1+Wis3) INITIATIVE +6
AttBon. Attack Dam.Dice Dam.Bonus +9 Unarmed Quick Attack 1d4 +6 +4 Unarmed Powerful 1d8 +2 +9 Light 1h Melee 1d8 +6 +9 Light 1h Ranged (5) 1d8 +6
Alpha:
10. Confusion (Psi) Huh? What? Standard Action, Ranged 5; Target: One creature; Attack: Level + 3 vs Will; Hit: The target is confused (save ends). While the target is under this effect, roll a d6 a the start of its turn to see what it does:; 1-2: It doesn't take any actions; 3-4: It attacks the nearest creature; 5: It moves away from you at full speed; 6: It acts normally; Overcharge: When you hit with this power you can roll a d20; 10+: You choose the d6 result during each turn the target is confused; 9 or less: You're also confused until the end of your next turn.
Omega:
39. H11 Blaster Rifle (O; C; Xi) This large rifle will put a 2-inch smoking hole in your target. Weapon: 2-hand ranged; Power: Encounter Fire, Force, Laser; Standard Action, Ranged 20; Target: One Creature; Attack: Level + 6 vs. Reflex; Hit: 3d6 + Dexterity modifier + twice your level laser and force damage, and ongoing 5 fire damage (save ends); Salvage 6: 6th-level character can salvage the H11 blaster rifle. It becomes a light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; 3d6 laser and force damage.
38. Laser Whip (O; C; Xi) This long, flexible whip is formed from a beam of ruby light. Weapon: 1-handed melee; Power: Encounter * Laser; Standard Action Melee 5; Target: One creature; Attack: Level + 6 vs Reflex; Hit: 3d10 + Dexterity modifier + twice your level laser damage. In addition, you knock the target prone and pull it 2 squares.; Salvage 4: A 4th-level character can salvage the laser whip. It becomes a light 1-hand melee 2 weapon: Dex/Int; +3 accuracy; 2d6 laser damage.