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Priss

Age: 28 Eyes: Blue


Class: Rogue/Fighter Gestalt Hair: Blonde
Level: 10 Height: 5’7
Prestige Class: Weight: 108lbs
Template (if any): Kryptonian Movement: Ground 100ft, Fly 200 (perfect)
Languages Spoken:

STR: 70 +30
DEX: 30 +10
CON: 71 +30
INT: 22 +6
WIS: 22 +6
CHA: 21 +5
Hit Points 20d10+ Con + 10d12+ DR 50/magic or Regeneration In full yellow sun Fast Heal 40, Energy
Con +80hp kryptonite] Attacks only do subdual damage. All other
DR 30/- at all times Fast Heal 30
times
AC +10 natural Armor, SR
+10 Dex,

Initiative +10 Dex Light load: Up to


Medium
Fortitude +49
load
Heavy
Reflex +29
load:
Lift over
Will +21
head:
Attack Lift off
+60/+58
(handheld) ground:
Attack Push or
+40/+38
(missile) drag:
Grapple +60

Skills 169

FEATS- * denotes bonus feats


Tough Gal 1 HD: Your hit die increase by 1 step (1d4 to 1d6, 1d6 to 1d8, etc). You also gain +1 hp per level. If you already have a
[Archetype] d12 hit die, you gain +2hp per level instead.
3 HD: You can enchant your body as though it were armor. You also gain a natural armor bonus equal to one third of
your HD (rounded up), as long as you're not wearing any armour.
8 HD: You gain DR/- equal to your constitution modifier whenever you are not wearing armour.
15 HD: You gain fast HYPERLINK "http://www.dandwiki.com/wiki/Fast_healing" HYPERLINK
"http://www.dandwiki.com/wiki/Fast_healing"healing equal to your constitution modifier.
Blitz [TOP] May lose Dex to AC to inflict +1d6 damage. May add your BAB to damage, but provokes AoO.-2 to attacks rather than -
5. Free intimidate check if you inflict damage. Full attack as a standard action.
Danger Sense You get a +3 bonus on Initiative checks. You are always considered to be "actively searching" for Perception checks and
[TOP] can take 10 on them. You also get Uncanny Dodge. Make a Sense Motive check (opposed by opponent's Bluff check)
immediately whenever any creature approaches within 60' of you with harmful intent. If you succeed, you know the
location of the creature even if you cannot see it. You are never surprised and always act on the first round of any combat.
Debris Wielder You are proficient with improvised weapons: their damage dice increased by one size and are considered to have an
[TOP] magical enhancement bonus equal to one-quarter your level, rounded down. Improvised thrown weapons have a range
increment of 20 feet for you. Double the critical threat range for improvised weapons. You can deal an additional 1d6
damage of bludgeoning, slashing, fire, cold, acid, sonic, or electrical.
Whirlwind +3 to Balance. Until your next round after making a whirlwind attack, you may take an attack of opportunity against any
Attack {TOP] opponent that enters your threatened area. Full round action, may charge overrunning any creature in your path, and may
make a single attack against each opponent you can reach at any point during your movement. Roll once and compare to
each AC.
Insightful Strike Use Wis in place of Str, Doubles threat range, doubles crit mod, Melee weapons considered to have enhancement bonus
[TOP] equals to your Wis mod
Polyglot Speak/read/write all languages.
Deflect Arrows Once per round per point of Dexterity mod, use a free hand or any weapon to deflect a ranged attack (aware of the attack
[TOP] and not flat-footed). You may use this ability to deflect an arrow aimed at an ally within your reach and may deflect
magical rays and exceptional weapons like alchemist's fire with this ability.
Natural You gain a +4 bonus on all strength-based checks. +1: You gain a slam attack dealing damage based on your size (1d8 for
Heavyweight Medium). You count as one size bigger for the purpose of everything beneficial to you (you do not gain ability score
[TOP] changes). It stacks with similar effects. You gain the Rock Throwing ability of any standard Giant with a Strength score
equal to or less than your own. You double your strength modifier for the purpose of dealing damage with melee
weapons; your carrying capacity is now multiplied by 10.
Epic Toughness x +80hp
4

Combat
Weapon Attack Ammo Rng Inc Notes
Unarmed, 2 per 30d6+ Str, 19- - - considered adamantine, ignores up to 50 pts of hardness.
round 20 x3
Heat Vision 30d8 Fire - 100ft Ranged touch attack, standard action.
Icy Breath 30d6 cold 100ft Ref save (DC 55)
cone
Tempest Breath - - 1000ft Hurricane force winds.
cone
Kryptonian Template
* +55 Strength, +8 Dexterity, +50 Constitution, +4 Intelligence, +8 Wisdom, +2 Charisma
* Kryptonian base land speed is 100 feet. Kryptonian fly speed is 200 ft. (perfect)
* Blindsight 1,000 ft.
* Naturally Psionic: Kryptonians gain 1 bonus power point.
* Breathless: A Kryptonian does not need to breathe for 1 day per point of Constitution bonus and is thus immune to drowning, asphyxiation,
airless environs and similar conditions for that period.
* Fast Healing: While in direct sunlight of a yellow sun a kryptonian gains fast healing 40.
* Damage reduction 50/magic or kryptonite.
* Resistance to Energy: Energy attacks deal only subdual damage to a kryptonian.
* Vulnerability to Kryptonite: If within 20 feet of kryptonite, a kryptonian's physical scores all decrease to 5 and they lose all special abilities,
attacks, and qualities. They are rendered Helpless and their racial HD decrease to 1d8. These penalties last for as long as the kryptonian is within
20 feet of this kryptonite and for 2d4 rounds thereafter.
* Natural Attack: A kryptonian can make two melee attacks to deal 1d6 points of damage per HD plus Strength modifier and are considered
adamantine for the purpose of overcoming damage reduction and ignore hardness of 50 or less.
* Heat Vision (Ex): As a standard action a kryptonian can release a line of focused light from their eyes as a ranged touch attack. This attack
deals 1d8 points of damage per HD of the Kryptonian.
* Icy Breath (Ex): A kryptonian has a breath weapon, a 100-foot cone of cold that deals 1d6 points of cold damage per HD. A successful Reflex
save (DC 10 + half HD + Constitution modifier) halves.
* Tempest Breath (Ex): As a full round action a Kryptonian can release a great cone of hurricane-force winds 1,000-feet long.
* Telekinetic Force (Su): A kryptonian can use telekinetic force as a standard action that does not provoke attacks of opportunity. Manifester
level equal to half HD. The save DC is Charisma-based.
* Atmospheric Containment: A Kryptonian is capable of retaining any environment they have been exposed to for a number of rounds equal to
their constitution modifier.
* Racial Hit Dice: A Kryptonian begins with twenty levels of humanoid, which provide 20d8 Hit Dice, a base attack bonus of +20, and base
saving throw bonuses of Fort +12, Ref +12, and Will +12.
Rogue/Fighter
Proficient in all simple and martial weapons, all armor and shields
Evasion, Uncanny dodge (Dex), Uncanny dodge (Flanking)
Sneak Attack +5d6, Special Ability
15 character points
Adaptation-Acidic/Basic Liquids, Extreme Pressure, Intense Cold, Intense Heat, Radiation, Vacuum, Underwater, Noxious Gases,
Extradimensional
Heightened Senses- Microscopic Vision, X-Ray Vision, Ultrasonic Hearing, Radio Reception, Darkvision, Infrared Vision

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