In anticipation of Batman v Superman: Dawn of Justice, I give you the final third of DC's trinity done d20 style…
WONDER WOMAN, PRINCESS DIANA OF THEMYSCIRA (Amazonian name), DIANA PRINCE (human name)
Female Amazon Legendary Strong Hero 7/Fast Hero 3/Tough Hero 3/Dedicated Hero 2/Charismatic Hero 2/Field Officer* 5; CR 32; LA +15
Medium Native Outsider [godborn; see below] (height 6', weight 135 lb.); Age early 30s (apparent)
* See Future
Init +7; Senses (core) Listen +10, Search +2, Spot +9; (see below); Senses (house) Listen/Spot +24, Search +2; (see below)
Languages Amazonian, Ancient Greek, English, French, German, Greek, Hindi, Kryptonian, Martian, Russian, Uranian
Defense 29, touch 29, flat-footed 22; Defensive Martial Arts, Dodge (+7 Dex, +16 class, –4 virtual size)
hp 392 (22 HD); Mas 39; DR 20/ballistic or slashing or piercing
Fort +25 (+4 vs. hot/cold environments, suffocation/drowning), Ref +17, Will +14
Action Points 16
Speed 50 ft., fly 500 ft. (perfect)
Melee unarmed strike +33/+28/+23/+18 (3d6+20 lethal/nonlethal,19-20) or
Melee unarmed strike +31/+26/+21/+16 (3d6+20) and
Melee unarmed strike +31 (3d6+11, two-weapon) or
Melee +3 sword of Hephaestus +35/+30/+25/+20 (1d6+23 slashing, 17-20)
Melee by weapon +32/+27/+22/+17
Ranged (touch) +2 lasso +23 (see below) or
Ranged +1 tiara +22 (1d4+19 slashing, 17-20/x3, 60 ft.) or
Ranged by weapon +21/+16/+11/+6
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +18; Grp +50
Atk Options Combat Expertise, Dead Aim, Flyby Attack, Improved Disarm, Power Attack, Spring Attack, Two-Weapon Fighting, Whirlwind Attack
Special Qualities Amazon traits (see below), fire resistance 20, godborn traits (see below), legend traits (9), power resistance 27 (against mind-affecting effects), spell resistance 23
Abilities Str 46 (18), Dex 24 (16), Con 36 (16), Int 15 (11), Wis 19 (14), Cha 19 (14)
'(-)' indicate original ability scores.
Allegiances Themyscira, good, justice, the Justice League, law; Rep +10 (+4 as Diana Prince); San 95
Feats Archaic Weapons Proficiency, Armor Proficiency (light, medium**), Athletic, Brawl, Combat Expertise, Combat Martial Arts, Combat Reflexes, Combat Throw**, Dead Aim**, Defensive Martial Arts, Dodge, Endurance, Exotic Weapon Proficiency (lasso), Far Shot, Flyby Attack**, Improved Combat Martial Arts, Improved Damage Threshold**, Improved Disarm**, Lightning Reflexes, Mobility, Power Attack**, Secret Identity (see Past), Simple Weapons Proficiency, Spring Attack**, Two-Weapon Fighting, Whirlwind Attack**
** Bonus feats acquired from the Legend template.
Skills (core) Balance +14, Climb +26, Concentration +18, Diplomacy +14, Handle Animal +9, Hide +10, Gather Information +13, Intimidate +10, Jump +27, Knowledge (current events) +7, Knowledge (history) +8, Knowledge (tactics) +14, Listen +10, Move Silently +10, Pilot +10, Read/Write Amazonian, Read/Write Ancient Greek, Read/Write English, Read/Write French, Read/Write German, Read/Write Greek, Read/Write Hindi, Read/Write Kryptonian, Read/Write Mandarin, Ride +14, Sense Motive +16, Speak Abyssal, Speak Amazonian, Speak Ancient Greek, Speak English, Speak French, Speak German, Speak Greek, Speak Hindi, Speak Kryptonian, Speak Martian, Speak Russian, Speak Uranian, Spot +9, Survival +10, Swim +26, Tumble +16
Skills (house) Athletics +35, Control +20, Handle Animal +10, Gather Information +14, Knowledge (current events) +8, Knowledge (history) +9, Knowledge (tactics) +15, Perceive +24, Persuade +20, Pilot +10, Read/Write Amazonian, Read/Write Ancient Greek, Read/Write English, Read/Write French, Read/Write German, Read/Write Greek, Read/Write Hindi, Read/Write Kryptonian, Read/Write Mandarin, Ride +15, Speak Abyssal, Speak Amazonian, Speak Ancient Greek, Speak English, Speak French, Speak German, Speak Greek, Speak Hindi, Speak Kryptonian, Speak Martian, Speak Russian, Speak Uranian, Sneak +14, Survival +12, Tumble +16
Talents (Strong Hero) Extreme Effort, Ignore Hardness, Improved Melee Smash, Melee Smash
Talents (Fast Hero) Improved Increased Speed, Increased Speed
Talents (Tough Hero) Robust, Stamina
Talents (Dedicated Hero) Empathy
Talents (Charismatic Hero) Coordinate
Talents (Field Officer) August Leadership, Leadership, Tactical Expertise, Uncanny Survival
Note: As a member of the Justice League, Wonder Woman adds her full Field Officer class level to her defense when using her “Uncanny Defense” class feature. This membership perk is unique to Wonder Woman.
Starting Occupation (core) Adventurer (+1 on Jump, Spot as permanent class skill; Archaic Weapons Proficiency)
Starting Occupation (house) Adventurer (+1 on Athletics, Perceive as permanent class skill; Archaic Weapons Proficiency)
Possessions (carried weight 10.5 lb.) uniform (Wonder Woman outfit w/boots; 3 lb.), bracelets of submission (see below; 2 lb.), +2 lasso of truth (see below; 2 lb.), +3 sword of Hephaestus (see below; 2 lb.), +1 tiara (see below; 1.5 lb.)
Wealth Bonus +15
Amazons are a group of female native outsider humanoids of Themyscira (located on Earth). They possess a number of special adaptations and superhuman qualities that set them apart from normal humans. Some of these abilities are due to their unique heritage, while others are a result of the divine nature of their home, the Paradise Island of Themyscira. All Amazons share the following traits, which are all supernatural in nature unless otherwise noted.
Amazons speak their native tongue of Themysciran, Ancient Greek, and modern Greek.
Ability Modifiers: Amazons receive racial bonuses of +10 to Strength and +5 to Constitution.
Size: Medium. As medium-size creatures, Amazons have no special modifiers due to their size.
Speed: Amazon base speed is 40 feet.
Commune with Earth: Amazons possess the innate ability to physically merge with the earth itself, whereby Mother Earth replenishes the Amazon's body as if the divine spells clean [1st], remove disease [3rd], neutralize poison, and restoration [both 4th] had been cast on the subject (caster level is equal to the Amazon's character level). Furthermore, the Amazon temporarily receives the regeneration ability, healing 3 points of damage per round, until all damage has been removed from the subject. This is considered a sacred act by the Amazons and can only be used once per week. Initiating the communion is a full-round action, though the full effects of the communion naturally require longer periods of time.
Immortal: Amazons who remain on Themyscira cease to age beyond their idealized self. Once off the island, however, Amazons age the same as an average human of their relative age, (though returning to the island will again retard the aging process).
Challenge Rating: +1
Level Adjustment: +2
GODBORN, THEMYSCIRAN (Template)
"Godborn" is a unique inherited template bestowed to a lesser being by a deity of some sort. Godborn individuals are formed in a myriad of ways. Some are thought to be sculpted from clay and given life by the touch and breath of the gods, whereas others are the very offspring of the lords and ladies of Olympus themselves. Themysciran godborn are exceptionally rare and unique. Of them, only Princess Diana of Themyscira, called Wonder Woman by the outside world, is well-known.
All godborn traits are extraordinary in nature unless otherwise noted.
Challenge Rating: +7.
Level Adjustment: +11.
Type: Her type remains unchanged. (Though because Amazons are native outsiders to Earth, banishment will result in Diana returning to Themyscira.)
Special Qualities: Diana retains all of her special qualities and gains the additional special qualities listed below.
Movement/Speed: She gains the ability of flight with perfect maneuverability. Standard tactical speed while flying is 500 feet per round (that's a maximum of 400 squares at character scale/40 squares at chase scale, which is about 227 miles per hour, when moving at 4x speed). This speed can also be achieved while on the ground, though the terrain usually impedes this somewhat.
However, upon spending an action point Diana can move at much greater speeds by calling on the aid of Hermes—50x or even 100x that of the maximum above—though for progressively shortened periods of time (days or even hours). These speeds are useful for traversing great atmospheric distances in very little time, and for exiting Earth's atmosphere in the case of the latter. Moving at these incredible speeds is part of a full-round action. Furthermore, these speeds are usually only reached at high altitudes to reduce the damage that a sonic boom might cause.
Astral Projection (Sp): Once per week, Diana can free her spirit from its body and travel the astral plane. There she can access other planes of existence or even "astrally view" other potentially unreachable locations on her current plane. Diana can also take up to 11 other individuals with her (equal to one-half her character level), who rely solely on her to navigate or return home, each of their bodies left on the home plane in a state of suspended animation. Diana can only maintain the effect for up to 24 hours. Each doubling of the number of people who accompany her cuts this time in half. Therefore, it becomes 12 hours for two people, 6 hours for four or fewer people, 3 hours for eight or fewer, etc.
Stepping onto another plane causes a duplicate body to form (complete with any equipment the original held). The duplicate is connected to the astral plane and the original body via a nigh-impervious silvery cord of astral energy. Should the duplicate body be destroyed, the original will awaken unharmed, though somehow severing the silver cord will result in the death of the original.
Damage Reduction (Su): She benefits from DR 20/ballistic or piercing or slashing. (Note: Diana's DR is of a type that only ballistic, piercing, or slashing attacks will bypass it.)
The Eyes of the Hunter: A boon granted by Artemis, Diana receives low-light vision, and can instead make Spot and Listen checks with a range penalty of –1 per 100 feet. Diana also possesses Animal Empathy, which allows her to use Handle Animal to improve the attitude of an animal or magical beast just as Diplomacy would for a human. Diana must be within 30 feet of the creature to use Animal Empathy.
Fast Healing: She heals 1 hit point per round.
Resistances: She has fire resistance 20.
Spell Resistance: She benefits from SR 23 (12 + one-half her character level).
Super-strength: Diana's incredible strength grants her the virtual size category of Gargantuan. While her space and reach remain unchanged by this, she receives a +12 bonus on grapple checks, can use improvised weapons of Huge/Gargantuan size (one-handed) or Colossal size (two-handed), inflicts 3d6 damage with her unarmed attacks, and can lift 8x her normal carrying capacity, but she incurs a –4 penalty on attack rolls/Defense.
Allegiances: Loyalty to Themyscira must be Diana's utmost allegiance (though she may have others).
Ability Scores: Drawing on a mystical link to the Earth granted by Demeter, Diana receives sacred bonuses of +15 to Strength and Constitution; owing to the skill of Artemis, she receives a +8 sacred bonus to Dexterity; flowing from the insight and grace of Athena, Diana receives +4 to Intelligence, Wisdom and Charisma.
Advancement: By character class.
NEW FX Item Bracelets of Submission
Fashioned from the “Aegis of Athena,” these pair of magical silver armlets endow the wearer with the ability to deflect projectiles, including but not limited to gunfire and energy blasts, with a successful DC 15 Reflex save (Diana cannot fail this save except on a roll of natural 1). One attack per round may be deflected in this way, though greater numbers of attacks may be deflected if the wearer possesses the Combat Reflexes feat, where the number of deflected attacks can equal the number of attacks of opportunity remaining for that round (Diana can deflect up to 8 attacks per round). Deflecting only one attack per round costs no action, but deflecting two or more attacks requires a standard action. Deflecting autofire is also possible, but doing so counts the same as deflecting 4 attacks (Diana can deflect autofire from two different sources in the same round). Deflecting larger area attacks, such as cones, bursts, and emanations, is not possible, and must be defended against by normal means.
Depending on the HD of the wearer, the bracelets of submission grant additional powers. At 9+ HD, the wearer can clang the armlets together 3/day to create a deafening wave of force that deals 4d6 concussion damage (no save) to all those within 40 ft., and any become deafened for 3 rounds if they fail a DC 17 Fort save. Using this effect also initiates an automatic bull rush attempt (with no attack of opportunity), using the wearer’s Str check, against all those within range. At 17+ HD, the wearer can smash the bracelets together 1/day to channel divine lightning through the bracelets directed at a single target up to 100 ft. away. The target takes 1d6 damage per 2 HD of the wearer on a successful ranged attack roll. The lightning damage is treated as half divine and half electricity when determining damage due to resistances. Either effect functions as an attack action.
The bracelets must be worn as a pair for any of their powers to function.
Type: Wondrous item (magic); Caster Level: 13th; Purchase DC: 40; Weight: 1 lb. each
NEW FX Item Diana’s Tiara
This +1 keen Amazonian quoit of returning also features a star ruby that when worn on the brow as a tiara grants the wearer power resistance equal to 5 + the wearer’s HD against mind-affecting effects, and the ability to telepathically communicate with anyone else wearing a similar device so long as they occupy the same plane of existence. The weapon also magically returns to the hand of the last person who wore it each time after it is thrown.
Type: Weapon (magic); Caster Level: 9th; Purchase DC: 28; Weight: 1.5 lb.
NEW Weapon Amazonian quoit
Damage: 1d4; Critical: 19-20/x3; Type: Slashing; Range: 30 ft.; Size: S; Weight: 1.5 lb.; Purchase DC: 9 (on Themyscira; PDC 18 anywhere else); Res: —
This razor-edged throwing circlet ignores damage reduction as if it were magical and made of adamantine. If used in melee, this weapon suffers a –4 penalty on attack rolls.
NEW FX Item Lasso of Truth
Also called the “Lariat of Hestia,” this 50-ft length of enchanted rope is as light and as tough as silk, but still supple when wet. It perpetually sheds golden light in a 20-ft radius. The rope is always prepared to be thrown as a +2 lasso, never needing its noose to be tied or untied, and it is nigh indestructible with a magical hardness of 30, 10 hit points, and a break DC of 42. A target caught by the lasso’s noose is placed under the effects of a zone of truth spell (no save) for as long as the target remains held.
Type: Weapon (magic); Caster Level: 10th; Purchase DC: 22; Weight: 3 lb.
NEW Weapon Lasso
Damage: — (see below); Critical: —; Type: —; Range: 10 ft.; Size: S; Weight: 1.5 lb.; Purchase DC: 3; Res: —
Attacking with a lasso requires a ranged touch attack, but inflicts no damage on a successful hit. Instead, a successful hit grants the wielder an immediate grapple or trip check against the target as a free action, and the target does not get an attack of opportunity. Even after a successful grapple or trip check, the target remains held by the lasso until it is escaped from. Escaping from a lasso requires a successful grapple check against the wielder, though a lasso can be broken with a successful Strength check (DC 22) as a full-round action. Tying or untying an unused lasso’s noose requires a full-round action. A lasso can’t be used against adjacent opponents or ones greater than Large size.
NEW FX Item Sword of Hephaestus
Rumored to be sharp enough to cut the electrons off an atom, this +3 holy keen short sword was forged by the armor- and weaponsmith of the gods himself.
Type: Weapon (magic); Caster Level: 10th; Purchase DC: 32; Weight: 2 lb.