The Balladeer
View attachment The Balladeer 256.bmp
Background
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Benjamin Stone was born to an upper middle class family in Oklahoma City. His first love was musical theatre. He won acclaim in the many local productions he played in for his ability to connect with the audience and stir the emotions of his characters inside them, particularly when singing.
One evening he was set upon by thugs. Failing to endure their savage beating he let out a powerful scream, deafening the thugs and summoning assistance. This incident led him to realize two things: 1, he had to learn to defend himself and 2, he needed to learn the extent of his vocal abilities. Through training he became an accomplished martial artist, but his vocal talents gave him a shock. He had the ability to control others emotions through song.
Ben decided he needed to gain better control over his powers, so that when he returned to the professional stage he would know the audience was in tears from his performance and not a cheap trick. He decided to take on the mantle of The Balladeer, stopping crime through song and swift kicks. [/sblock]
Stats
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The Balladeer
Benjamin Stone
PL 10/150 PP
Abilities: Str 12; Dex 14; Con 10; Wis 8; Int 10; Cha 16
Skills: Bluff 10/14 attr; Craft (structural) 4; Disguise 6; Perform (Musical Theatre) 12
Feats: All-out Attack; 3 Attack Specialization (unarmed); Attractive; Defensive Attack; 5 Defensive Roll; Distract (Bluff); 7 Dodge Focus; Fascinate; 5 Inspire; Power Attack; Quick Change; Set Up; 4 Sneak Attack; Taunt; Uncanny Dodge (Auditory)
Powers:
Song Array 12 + 3
MP: Fatigue 6 (Alternate Save: Will, Sleep, Ranged, Hearing Dependent)
AP: Confuse 10 (Perception Range, Hearing Dependent) Reversible
AP: Paralyse 12 (Hearing Dependent)
AP: Emotion Control 10 (Hearing Dependent)
Vocalism Array 12 +5
MP: Damage 12 (Ranged, Hearing Dependent)
AP: Dazzle 10 (Touch Range, Burst, Auditory)
AP: Communication: Ventriloquism 12
AP: Illusion 10 (Auditory) +2 Progression
AP: Nauseate 6 (Burst, Hearing Dependent)
AP: Obscure 12 (Auditory)
Immunity: Sound and hearing based effects 10
Accurate, Analytical, Super-sonic Hearing that counters Concealment 6
Feature: Mimicry
Feature: Orchestration (provide own scoring for songs; +2 Circumstance bonus to perform checks)
Saves: Toughness 5; Fort 4; Will 4; Reflex 9
Combat:
Attack Bonus 14 unarmed Damage bonus 6, 8 Powers Damage bonus 12
Defense Bonus 15 (8 flat-footed)
Abilities 10 + Combat/Saves 48 + Skills 8 + Feats 34 + Powers 50 =150
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