Joker, The PL12

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The Joker: PL 12;

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 +8, Fort +2, Ref +2, Will +0; Str 12, Dex 14, Con 14, Int 16, Wis 10, Cha 20

Skills: (synergies and super bonuses counted.) Bluff 15, Demolitions 7, Escape Artist 6, Intimidate 16, Perform 12, Sense Motive 4, Taunt 25

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

Powers: Amazing Save: Damage +6 [Cost 1pp], Super Charisma +5 [Extras: Intimidating Presence, Innate; Source: Insanity; Cost 4 pp]

Equipment: (all devices, all super science) Joker Gas +7 [Suffocate Power; Extras: Area, Duration; Flaw: Device, Uses; Cost 3pp], Gadgets +5 [Cost: 5pp], Heavy Pistol [Cost: 5pp], Tommy Gun [Cost: 4pp] Weakness: Disturbing