Spiderman DNW style
I am submitting this to a web site that deals with fan based conversions. This version is one part movie version one part literature version. Anyhow check it out and let me know whatcha all think.
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Spiderman
Human/Accident 3rd Adventurer/3rd Champion
Str 32 (+11/+26*) Dex 40 (+15) Con 18 (+4) Int 18 (+4) Wis 18 (+4) Cha 12 (+1)
Alignment: Lawful Good
Languages: English (S/R)
Hit Dice: 3d8+12+3d12+12 (58 HP)
Power Dice: 3d8+12+3d8+12 (60 PP)
Hero Points: 10
Initiative: +12 (Dex)
Speed: 30 ft./ Climb 30 ft./ Swing 60 ft.
Armor Class: 30 (+12 Dex, +4 class, +4 powers, +1 bombastic aura, +3 dodge)
DR/BDR: 6/6
Base Attack: +8/+4
[*]Melee Attack Bonus: +19/+14
[*]Ranged Attack Bonus: +23/+16
Fortitude Save: +9
Reflex Save: +22
Willpower Save: +12
Advantages: Connection (ESU Science Lab) (2 EP), Connection (Daily Bugle) (2 EP)
Complications: Blue-Collar Hero (2 EP), Dependent (Aunt May and Mary Jane Watson) (2 EP), Foresworn from Firearms (2 EP), Hero's Code: Law and Order (2 EP), Hero's Code: Mercy (2 EP), Lone Wolf (2 EP), Nemesis: Media (J.J. Jameson of the Daily Bugle) (4 EP), Nemesis: Villain (Doctor Octopus) (4 EP), Nemesis: Villain (Green Goblin II/Harry Osborne) (6 EP), Ostracism (Perceived as a mutant by the media) (2 EP), Unreliable Power (webbing works 75% of the time) (1 EP)
Feats: Awesome Will, Dodge, Improved Unarmed Damage, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mechanical Genius, Mobility, Stunning Fist
Armor & Weapon Proficiencies: Edged Weapons, Impaling Weapons, Trauma Weapons, Thrown Weapons, Improvised Weapons
As Peter Parker/ Spiderman
Fame: 0/9
Reputation: 0/-9
Resources: 3
Skills: Balance +15, Bluff +8, Climb +11, Command + 3, Craft (Mechanics) +9, Diplomacy +3, Gather Information +6, Hide +14, Intimidate +5, Jump +28, Knowledge (Chemistry) + 9, Knowledge (Physics) +5, Listen +12, Move Silently +16, Pilot +4, Profession (Photographer) +12, Repair +8, Ride + 13, Search +6, Sense Motive +7, Spot +11, Swim +8, Treat Injury +5, Tumble +13
Class Abilities: Trade In Proficiencies (5), Class Ability Trade In (1), Fabled Luck (1/session), Adventurer’s Instincts (+1 Fortitude), Field Experience, Jack-of-All-Trades, Uncanny Dodge, Bonus Feat (1), Bombastic Aura, Iconic Attack +1 (Spider Strike), Iconic Presence
Special Abilities: Retain his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. May once per game session if declared before rolling a d20 may then roll two twenty-sided dice, selecting the more favorable of the two rolled outcomes. May attempt Ability Checks using skills that are ordinarily “Trained Only.” However, in the event that a natural 1 is rolled during such an Ability Check, the action will result in a spectacular, picturesque, and far more entertainingly complicated failure than would have been possible under ordinary circumstances. May add his Charisma modifier to his AC rating. This bonus is not a dodge bonus, and thus is not lost when Spiderman is caught flat-footed. When striking with his “Spider Strike” (a uppercut punch attack) as the media has dubbed it, Spiderman receives a +1 attack bonus cumulative with all other feats and powers. Regardless of the number of attacks available to Spiderman, only one iconic attack may be made per round. Anyone fighting beside Spiderman (other player-character heroes) gains a +1 morale bonus to Will Saves, so long as they can see or hear Spiderman. Has a +4 dodge bonus to AC against attacks of opportunity caused when he moves out of or within a threatened area if he has his Dexterity bonus. May once per day for every 4 levels attained, once per round may make an attack roll (thus, a missed attack roll ruins the attempt) and forces a foe damaged by the character's unarmed attack to make a Fortitude saving throw (DC 10 + one-half the character's level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just after he loses his next action, be that in the current round or the very next). A stunned character can’t act and loses any Dexterity bonus to AC. Attackers get a +2 bonus on attack rolls against a stunned opponent.
Armor: None
Gear: Spiderman Costume (red and blue), MW camera with timer, flash and zoom lens.
Preferred Attacks: Spiderman prefers to attack at a distance with his webbing to entangle, incapacitate and distract his enemy. If the enemy grapples him or closes in for melee combat, he is competent in fist fighting to give most enemies a run for their money using his super strength fists if against a super-powered foe (+8/+4, 1d3+26) or he’ll pull his punch to do subdual damage (1d3+11 subdual). Once per day he may use his stunning fist feat and usually combines it with a powerful uppercut that the media has dubbed the “spider strike” (iconic attack that is +9 and does 1d3+26 or 1d3+11 subdual and stunning fist effect). Spiderman is not formally trained in combat but depends on his natural abilities to get by as well as creative uses of his webbing (such as using lines to slingshot himself at a foe).
Lt Load: 4,150 lbs.
Med Load: 8,300 lbs.
Hvy Load: 12,450 lbs.
Max Lift: 24,900 lbs.
Super-Powers: Amazing Leap: +20 to Jump skill checks. (4 EP)
Amazing Physical Skill (Tumble): +2 to Tumble checks. (1 EP)
Catfalling: May fall up to 650 feet without injury. (3 EP)
Danger Sense: Add Wisdom modifier to his Reflex Save score and his AC score. Any time Spiderman is flanked or sneak attacked, he may attempt a Reflex Save (DC equal to the attacker’s attack roll) to negate any extra damage that would result from a successful hit. This Reflex Save is a free action. Spiderman detects the looming presence of unknown “danger” within a thirty-foot radius of his position. Anything immediately dangerous or threatening to him (i.e., preparing to cause harm within a round or two) raises a tingly sensation on the back of his neck. The character is unable to define the nature of the danger or the direction from which it will come, but he knows it’s there. (3 EP)
Enhanced Ability: +2 Constitution, +18 Dexterity, +15 Strength, +7 Wisdom.
Instinctive Dodge: Subconsciously knows when to get out of the way gaining a +2 AC dodge bonus (4 EP).
Instinctive Fighting: Subconsciously knows how to fight gaining a +3 BAB. (12 EP) Natural
Damage Reduction (Subtle): His body is naturally resilient to damage giving a DR of 6. (6 EP)
Surface Adhesion: Can mentally control electrostatic force between molecular boundary layers allowing the ability to move up walls at normal movement and double movement. (6 EP)
Webbing: Can shoot a web that has a 24 Strength out to a 60 ft. range. Targets have a –8 Dexterity to escaping the webbing, as a full round action can sculpt items (4 Hardness) and may spend an additional 1 PP to evoke a net-like gout of webbing capable of entangling multiple opponents at once. Spiderman must pick a target point within the usual range of his webbing power. Anyone at that point or within 5 feet of it must make a Ref Save, DC Spiderman’s ranged attack roll total, or become entangled in the net. (17 EP)
[*]Total Value of Enhancement Package: 130
[*]Compensated Enhancement Points: 36
[*]Threat Rating: 17
[*]Current XP: 15,000
[*]Current Tithe: 142,500