Skill plus Agility with supers

At the moment, my Spiderman, using my rules is 10th level (subject to change... but some kind of fighter/rogue combination)

Then he has a Hero template with an ECL of 14. So his total ECL is 24, making him CR 22 according to UK's modified rules.

It works out great too... he takes out a 20th level martial artist without too much problem at all.
 

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If you do want to use FCTF, basically the only changing you'd really need to make is maybe alter the costs of certain powers. If your house rules have fewer hit points, you might increase the cost of the powers that increase hit points. If Strength is more valuable, you might want to increase the cost of Strength increasing powers.

And you could just use the Invulnerabilty power (which grants damage reduction) to represent armor-based damage reduction, instead of being some sort of strange energy field.

The costs of the powers is a balancing factor, and the default balance is set up for a modern day supers game akin to Marvel's stuff, but using only core D20 rules. If you have a slightly different genre that emphasizes different stuff, or uses different rules, you'll want to change the power costs.
 

For your viewing Enjoyment

Here's another sneek peak at the upcoming MEG game Vigilance: Absolute Power- the AMAZING, the SPECTACULAR Spider-Man!


Spider Man 20th Level, Scientific Experiment (Acrobat 20): CR 20; Medium Superhuman; HD 20d6 +140; HP 230; Init +19; Spd 30 ft; Defense 66 (+13 Fort, +29 Ref, +4 Banter, +10 Danger Sense), flat-footed 23; Atk (damage); Face/Reach 5 ft by 5 ft/10 ft; SA None; SQ Improved Evasion, Uncanny Dodge (no flat-footed or flank), Improved Melee Evasion; AL CG; Resources +0; SV Fort +13 Ref +29 Will +8; Str 30, Dex 40, Con 24, Int 16, Wis 14, Cha 18.

Martial Arts Skills: Accurate Punch +20, Body Shot +12, Called Shot- WebShooter +25, Disarm +20, Hard Punch +12, RoundHouse +20

Mundane Skills: Profession: Photographer +10, Balance +40 (includes SuperAgility), Bluff +20, Climb +44 (includes Brawn), Escape Artist +55 (includes SuperAgility), Hide +40 (includes SuperAgility), Jump +52 (Includes Brawn), Move Silently +40 (includes SuperAgility), Tumbling +55 (includes SuperAgility), Use Rope (for complex web-spinning)+40 (includes SuperAgility), Knowledge: Chemistry +6

Feats: Banter, Brawling, Crawler, Weapon Master- Webshooter, Loner, Streetfighting, Dodge, Mobility, Spring Attack, Lightning Reflexes, Improved Initiative, Wit

Powers
Superhuman Strength x2: Brawn +65 (+6,500 lbs to carry/lift)
Superhuman Dexterity x5: Swinging 180 ft/round, SuperAgility +40
Superhuman Durability x2:
Ensnaring Attack: Escape Artist/Str DC 23 to escape or break ensarement
Danger Sense: +11 to Will Save for avoiding surprise, Sixth Sense +60 (+10 Defense when not flat-footed)

Disadvantages: Predjudice- smear campaign by JJ Jameson (DSR 5), Code: With great power comes great responsibility (DSR 2), Dependant- Aunt May (DSR 2), Dependant- Mary Jane Watson (DSR 1), Jinxed (DSR 1), Secret ID (DSR 1)
 

For Comparison Purposes: Captain America

OK... to compare the two characters mentioned at the start of this thread, I also thought I'd let you have a look at Cap. Still not easy to hit by any stretch of the imagination, but a little easier to hit than Spidey lol. Enjoy!


Captain America 20th Level, Advanced Training (Brick 4, Acrobat 6, Paragon 10): CR 20; Medium Superhuman; HD 4d10 +24, 6d6 +36, 10d10 +60; HP 276; Init +6; Spd 30 ft; Defense 46, flat-footed 29 (+19 Fortitude, +17 Reflexes); Atk +39/+34/+29/+24 melee (5d4 +19 Shield Punch) or +29/+24/+19/+14 ranged (10d6 +5 Blast- Shield Throw); Face/Reach 5 ft by 5 ft/10 ft; SA righteous wrath SQ evasion, uncanny dodge, conviction, defender of the meek; AL LG; SV Fort +19, Ref +17, Will +14; Str 22, Dex 22, Con 22, Int, 16, Wis 18, Cha 26.
Martial Arts Skills: Accurate Shield Punch +20, Block +24, Called Shot-Shield Throw +24, Disarm +24, Hard Shield Punch +16, Leg Sweep +24, Throw +24
Teamwork Skills: Cooperative Attack +24, Coordinated Attack +24
Mundane Skills: Driving +19, Piloting +19, Climb +11, Intimidate +27, Diplomacy +28
Feats: Toughness (from Brick), Lightning Reflexes (from Acrobat), Teamwork- U.S. Army, Teamwork- Avengers, Martial Arts, Advanced Martial Arts, CounterPunch, Enhanced Strength, Enhanced Dexterity, Enhanced Constitution, Tactician, Weapon Master- Shield, Enhanced Charisma, Combination Attack
Powers:
Unique Item- Shield: Indestructible, Equipment- Shield, may only be disarmed when unconscious (DSR 1); Base damage: as Punch +2; Enhancement Bonus +5 to hit and damage
Deflection: Equipment- Shield, may only be disarmed when unconscious, 2nd Power through same device (DSR 2); +13 Opposed attack rolls to deflect Physical attacks, +13 Opposed attack rolls to deflect Energy attacks.
Blast: Equipment- Shield, may only be disarmed when unconscious, 3rd Power through same device (DSR 3); 10d6 Physical Damage (Cross Class Power)
Armor: Equipment- Shield, may only be disarmed when unconscious, 4th Power through same device (DSR 4); Physical Damage Resistance 27, Energy Damage Resistance 18
Superhuman Presence: Magnetism +18
Superhuman Dexterity: SuperAgility +16
Superhuman Durability: Resistance to Poison and Stunning attacks +16
 

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