Verka Havrdova.Ranger colour:
Animal Robot: Dire Turtoise
Level 4
Nationality: Born from a Czech family in Germany that immigrated (not illegally) into the US (or wherever everyone else is
).
Classes: Fast Hero 2 / Strong Hero 2
Occupation: Athlete (martial artist) - Balance, Jump, Tumble. Brawl
HP: 26/26 (4d8) (rolls: 7)
Action Points: 24/24 (5+6+6+7)
BAB 3
Saves: F;5 R;5 W;3
Defense: 19 (10+2dex+4fast+2strong+1def martial arts)
Weapon+9 Unarmed, brawl +Brass Knuckles; 1d6+4, x2crit
+8 Unarmed, martial arts; 1d4+3, x2crit
Sword + Handgun
Amor (when morphed)
Power Ranger's Colorful Spandex Suit; 50 HP, regens 1 HP/round.
Additionally by sacrificing two/four points of the suit's HP you can gain a +4/+6 Power Bonus to any Str/Dex/Con Checks (including skills & attack rolls) & Saves as well has melee damage.
+Duck-and-Cover: The suit's maximum hit points increase by +10.
+Sway-and-Dodge: The suit's maximum hit points increase by +10.
+I'm getting the hang of this: The suit's maximum hit points increase by +10.
+All Out: By consuming 4HP (total) the granted Power Bonus increases to +6.
+2 I'm getting the hang of this: Your suit's combat augmentation now includes off-bonuses, you're treated as if you have the entire two-weapon line of feats provided you are using either your Ranger sword or handgun, you must still meet BAB requirements.
Sword+ Super-Size me!: The blade can be extended a second time using another Move Action doubling your attack range somehow. Of course, it takes the same amount of Move Actions to full pack it away again.
+ Fast Foreward: The blade can increase or decrease as a Free Action during your turn.
+ The blade that can cut a waterfall: The Critical Multiplier is increased to x4.
Gun+ Practice with a Scope: +2 to attack rolls and your SPD pistol has an attached scope (+50% to range) when you morph.
+So that's what the bead is for: Aiming is only a Move Action.
+ Spring-Action Sheath: A little McGyvering later and now it shoots from your wrist into your hand like you have Quick Draw making your pistol a great backup to w/e you were using. Quick-drawing like this renders your opponent flat-footed against the first attack the pistol makes, dual wielding pistols means you can benefit from this twice! this doesn't change the action to tuck it away through.
+2 It's close enough: It's like Snap Kick but the additional attack must be performed with a pistol. You can wield unarmed strike or subweapons when using this but no cheating in main weapons, for example dropping your weapons and quick drawing a pistol. You can only snap shot once per literation no matter how many pistols you wield and if you want to use this with AoOs something else needs to threaten and make the first strike (sic unarmed or a sword).
Skill Points: Total 45
Balance (Dex) ; 2 +2 dex +1 occ = +5
Climb (Str) ; 1 +2 str = +3
Craft (mechanical) (Int) ; 1 +2 int = +3
Craft (structural) (Int) ; 1 +2 int = +3
Drive (Dex) ; 4 +2 dex = +6
Escape Artist (Dex) ; 4 +2 dex = +6
Handle Animal (Cha) ;
Hide (Dex) ;
Jump (Str) ; 5 +2 str +1 occ = +8
Knowledge (popular culture) (Int) ; 4 +2 int = +6
Knowledge (streetwise) (Int) ; 3 +2 int = +5
Move Silently (Dex) ;
cc Perform (stringed instruments;guitar) ; +1
Pilot (Dex) ; 6 +2 dex = +6
Profession (Wis) ;
Read/Write Language (none) ; 1 (English)
Repair (Int) ; 3 +2 int = +5
Ride (Dex) ;
Sleight of Hand (Dex) ;
Speak Language (none) ; 1 (English)
Swim (Str) ;
Tumble (Dex) ; 7 +2 dex +1 occ = +10
Feats: 5
-Athlete ; Brawl
-1 ; Combat Martial Arts
-1 ; Defensive Martial Arts
-3 ; Street Fighter
-strong ; Weapon Focus (unarmed strike)
-fast ; Personal Firearms Proficiency
Fast Talent: Evasion
Strong Talent: Melee Smash
Str: 14
Dex: 14
Con: 15
Int: 14
Wis: 14
Cha: 10
EquipmentClothing, Casual
Cell Phone (#555-337-1663)
Lighter (full)
Bagpack
Computer, notebook
Instrument, stringed (guitar)
Mechanical tool kit (in her father's garage)
Brass Knuckles
...maybe one used car or a dirt bike?
Future Advancement: Martial Artist x10
DIRE RAT
Gargantuan Animal Construct
Hit Dice: 8+85+60 (153 hp)
Initiative: +0
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 16 (-4 size, +0 Dex, +10 natural), touch 7, flat-footed 16
Base Attack/Grapple: +12/+40
Attack: Bite +24 melee (4d6+24 plus disease) 60-ft range increment
Full Attack: Bite +24 melee (4d6+24 plus disease)
Space/Reach: 20 ft./15 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent, Dr 5/adamantine
Saves: Fort +7, Ref +7, Will +7
Abilities: Str 42, Dex 11, Con --, Int --, Wis 12, Cha 4
Disease (Ex)
Filth fever—bite, Fortitude DC 18, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
* Telsa's Death Beam: One of your Zord's Natural Weapons can be used as an energy weapon, gaining a Range Increment of 60ft.
* Flame decals: The air pneumatic system loads faster, +1 effective size for weapon damage.
* It's shiny!: It gains DR 5/adamantine.
** My Zord can beat up your Zord: +1 Hit Dice.