Kek

Speedster - Gravity Controller

Description:

Stats

STR: 14 (+2)

DEX: 18 (+4)

WIS: 9 (-1)

CON: 16 (+3)

INT: 14 (+2)

CHA: 10 (+0)

19 AC
AC: 10 / Level: 2 / Armor: 3 / Dex (+4)

15 FORTITUDE
Fort: 10 / Level: 2 / Con (+3)

20 REFLEX
Ref: 10 / Level: 20 / Gravity Controller: +2 / Speedster: +2 / Dex (+4)

12 WILL
Will: 10 / Level: 2 / Cha (+0)

Hit Points – 33
Bloodied – 16

SPEED: 8
INITIATIVE: +6

Gear

Armor: Light Armor *
Melee: Light Two-handed Melee *
Ranged: Light One-handed Gun *
Other: Fuel, 5 gallons, Canoe, Keelboat, Skateboard, Skateboard

Powers

Quick Attack (Use normal attack rules + shift 2 sq after)
You move and strike and move before your foe even knows it’s being attacked.
Standard Action – Melee or Ranged weapon
Target: One creature
Eect: You can shift 2 squares before the attack.
Attack: Dexterity + your level + weapon accuracy vs. AC
Hit: 1[W] + Dexterity modier + your level physical damage, and you shift 2 squares.

Gravitational Pulse ( +5 vs Fort) — (1d10 + 3 + 4 and target slowed til my next turn)
You unleash a ood of gravitons that swarm your foe, dragging down its every step.
Standard Action – Ranged 10
Target: One creature
Attack: Constitution + your level vs. Fortitude
Hit: 1d10 + Constitution modier + twice your level physical damage, and the target is slowed until the end of your next turn.

ATTACKS

+9 Unarmed Quick Attack 1d4+5
+7 Unarmed Powerful 1d8+4
+9 Light Two-handed Melee 1d12+5
+10 Light One-handed Gun (10) 1d8+5

SKILLS

Acrobatics – Dexterity
+4 +4 = +10
Athletics – Strength
+2 +8 = +12
Conspiracy – Intelligence
+2 +0 = +4
Insight – Wisdom
-1 +0 = +1
Interaction – Charisma
+0 +0 = +2
Mechanics – Intelligence
+2 +0 = +4
Nature – Wisdom
-1 +0 = -1
Perception – Wisdom
-1 +0 = +1
Science – Intelligence
+2 +0 = +4
Stealth – Dexterity
+4 +0 = +6

Perception Passive: 11
Insight Passive: 11

Speedster Critical (Level 2 or 6):
When you score a critical hit, you can
make a basic attack as a free action.

Gravity Controller Critical (Level 2
or 6): When you score a critical hit,
the attack deals 1d10 extra damage,
and one creature within 2 squares of
the target is immobilized until the
end of your next turn.

Bio:

Kek has no clue what he is doing. This doesnt mean he isnt intelligent, by all means he appears to be well spoken, he just doesnt think things through. Impulsive is too nice a word, foolhardy is a better explanation. When everyone else is discussing the merits of a sneak attack he is the one who has already attacked. He understands the idea and benefits of being part of a group, but they always take too long to decide. This is the guy who stands in a circle with you nodding at what everyone says while shooting at the enemy. “what? Yeah of course, that sounds like a great idea BLAM BLAM BLAM

Gear Log

Alpha Mutation

Devolution (Dark, Psychic) A mind is a terrible thing to waste. Standard Action, Ranged 10; Target: One creature; Attack: Level + 3 vs Fortitude; Hit: 3d10 + Intelligence modifier + twice your level psychic damage, and the target is dazed and can make only basic attacks (save ends both); Overcharge: When you hit with this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this power; 9 or less: You also hit yourself with this power.

Omega Tech
44. Leaky Fusion Rifle (Xi) This energy weapon emits a stream of sun-hot plasma. Weapon: 2-hand ranged; Power: Encounter, Fire, Radiation; Standard Action, Ranged 20; Target: One creature; Attack: Level + 6 vs Reflex; Hit: 7d8 + Intelligence modifier + twice your level fire damage. You take 2d8 + your level radiation damage.

49. Unreliable Jetpack (Area 52) Up, up, and … whoah! Waist; Power: Consumable; Minor Action; Effect: You gain a fly speed equal to your speed until the end of your next turn. Each time you take damage before the end of your next turn, the “auto-jet” engages and pushes you away from the triggering attacker a number of squares euqal to your speed after the damage is dealt.

2 ancient junk items
600 XP
— Saved a Cockroach

Kek

Robots Don't Cry larryhl Nienu