Sunday, August 23, 2015

Red Hood

RED HOOD, JASON PETER TODD
Male Human Strong Hero 5/Fast Hero 3/Street Warrior 3/Gunslinger 5; CR 16
Medium-size Humanoid (height 6’, weight 200 lb.); Age mid 20s

Init +7; Senses (core) Listen +3, Search +2, Spot +4; Senses (house) Listen/Spot +10, Search +5
Languages English, French, German (speak only), Italian (speak only), Russian (speak only)

Defense 26, touch 25, flat-footed 26 (+3 Dex, +12 class, +1 equip); Defensive Martial Arts
hp 131 (16 HD); Mas 16
Fort +11, Ref +10, Will +7
Action Points 12

Speed 30 ft.
Melee unarmed strike +17/+12/+7 (1d6+5 lethal/nonlethal, 20) or
Melee kris dagger +18/+13/+8 (1d6+5 piercing, 20/x3) or
Melee kris dagger +16/+11/+6 (1d6+5 piercing) and
Melee unarmed strike +15 (1d6+5 lethal/nonlethal, two-weapon) or
Melee by weapon +16/+11/+6
Ranged MAG 98 +18/+13/+8 (2d6 ballistic, 20, 30 ft., S, 20 box) or
Ranged MAG 98 +16/+16/+11/+6 (2d6, lightning shot) or
Ranged MAG 98 +16/+11/+6 (2d6) and
Ranged MAG 98 +16 (2d6, two-weapon) or
Ranged MAG 98 +14/+14/+9/+4 (2d6, lightning shot) and
Ranged MAG 98 +14 (2d6, two-weapon) or
Ranged by weapon +16/+11/+6
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +13; Grp +17
Atk Options Close Combat Shot, Combat Expertise, Improved Feint, Lightning Shot, Streetfighting
Special Qualities mask traits

Abilities Str 16 (14), Dex 16 (15), Con 16, Int 14 (13), Wis 12, Cha 10
'(-)' indicate original ability scores.
Allegiances himself, justice, “the night,” Gotham City, chaos, the Bat Family; Rep +6 (+0 as Todd); San 25
Feats Advanced Firearms Proficiency, Brawl, Combat Expertise, Combat Martial Arts, Defensive Martial Arts, Exotic Melee Weapon Proficiency (kris dagger), Improved Feint, Improved Initiative, Personal Firearms Proficiency, Secret Identity (see Past), Simple Weapons Proficiency, Streetfighting, Two-Weapon Fighting, Weapon Focus (dagger)
Skills (core) Balance +8, Bluff +6 (+2 to feint), Climb +9, Computer Use +4, Demolitions +7, Disable Device +6, Disguise +5 (+10 to avoid ID), Drive +6, Hide +9, Intimidate +5, Investigate +5, Jump +7, Knowledge (current events) +4, Knowledge (streetwise) +8, Listen +3, Move Silently +8, Read/Write English, Read/Write French, Repair +5, Sense Motive +5, Sleight of Hand +9, Speak English, Speak French, Speak German, Speak Italian, Speak Russian, Spot +4, Survival +4 (+4 in urban areas), Swim +7, Tumble +9
Skills (house) Athletics +15, Computer Use +4, Control +8, Deduce +5, Demolitions +8, Disable Device +6, Disguise +5 (+10 to avoid ID), Drive +6, Knowledge (current events) +5, Knowledge (streetwise) +10, Perceive +10, Persuade +11 (+2 on Bluff to feint), Read/Write English, Read/Write French, Repair +5, Sneak +17, Speak English, Speak French, Speak German, Speak Italian, Speak Russian, Survival +5 (+4 in urban areas), Tumble +9
Talents (Strong) Improved Melee Smash, Melee Smash
Talents (Fast) Evasion, Uncanny Dodge 1
Talents (Street Warrior) Improvised Weapons, Urban Survival
Talents (Gunslinger) Close Combat Shot, Defensive Position, Lightning Shot, Weapon Focus (ZML MAG)
Starting Occupation Drifter (Bluff, Disable Device, Disguise as permanent class skills; see Future)
Possessions (carried weight 11.5 lb.) casual outfit (street; 2 lb.), leather jacket (4 lb.), 2 ZML MAG 98s (9mm; see Weapons Locker; 2 lb. each), kris dagger (mastercraft [+1]; 1.5 lb.), various personal items
Wealth Bonus +10 (though sponsored by Talia al-Ghûl)

NEW Weapon Kris Dagger
This asymmetrical long dagger features a distinctive S-shape blade pattern of iron and nickelous iron, and is strongly associated with the Indonesian and Malaysian cultures among whom it was first made and used. The kris deals 1d6 base damage, threatens critical hits on a natural 20 and inflicts x3 damage, but cannot be thrown. It weighs 1.5 lb. and has a purchase DC of 9.