Origen
12-20-2006, 07:35 PM
Marv
Tough Hero 10, Strong Hero 2
Str 21
Int 12
Wis 9
Dex 14
Con 18
Cha 8
Move 30'
Initiative +6
Occupation - Criminal (Bonus Feat - Brawl, Permanent Class Skills - Hide, Move Silently)
Hit points - 10 + 9d10 + 2d8 + 40 = 109
Tough Hero Talents - Second Wind, Damage Reduction 3/-
Strong Hero Talents - Melee Smash +1
Saves:
Fort +11
Refl +5
Will +2
Melee +16/+11 Damage 1d8+6 (plus Streetfighting once per round +1d4, and Power Attack)
Missile +11/+6
Feats: Alertness, Athletic, Brawl, Cleave, Heroic Surge, Improved Brawl, Improved Damage Threshold, Improved Knockout Punch, Knockout Punch, Personal Firearms Proficiency, Power Attack, Simple Weapon Proficiency, Street Fighting, Stealthy.
Defense 18
Skills:
Climb +12, Drive +5, Escape Artist +5 (CC), Hide +10, Listen +6 (CC), Move Silently +10, Intimidate +7, Knowledge (Streetwise) +4, Spot +9, Swim +8, Treat Injury +1.
Skill Ranks:
Climb +5, Drive +3, Escape Artist +3 (CC), Hide +6, Listen +5 (CC), Move Silently +6, Intimidate +8, Knowledge (Streetwise) +3, Spot +8, Swim +1, Treat Injury +2.
---
Explanations:
Marv seemed a natural fit for the Tough Hero. One of his defining characteristics is, "I can take it." He's constantly getting dinged and scratched up: jumping through windows and falling several stories onto the street, crashing through the windshield of a police car, knocking down a metal door by repeatedly battering himself against it. In game terms, his scratches and bandages represent his DR. He gets hurt, but he's tough enough that the damage is absorbed as mars on his apperance and scars rather than hit point damage.
He is absolutely ferocious in a brawl. The Brawl feats do not count a person as armed, so his physical attacks will provoke AoO's, but with most combatants in bars and backstreets, Marv is far too tough to be overcome by kicks or punches.
That is, until he fights Kevin. I haven't statted Kevin up in d20 Modern terms, yet, but this is how I see the fight going:
Kevin is a martial artist. He will probably have many levels in Fast Hero, and a high Defense value and Dexterity, making him VERY hard to hit. To represent his nails and his ability to blind people, I would probably create two custom feats, one to represent his sharp nails and his ability to use them for slashing damage, and the other for a special attack which blinds his opponent on a failed save.
The first time Marv and Kevin fight, Kevin gets the drop on him. Marv's Brawl feats, although they allow him to inflict tremendous amounts of damage when he can connect, nevertheless will inspire attacks of opportunity from Kevin every round, giving Kevin an extra attack every round. Kevin also blinds Marv, forcing a 50% miss chance on him. I would probably give Kevin the Spring Attack tree, and high ranks in Tumble, meaning that he can hit a blinded Marv and move away quite easily. The final attack with the sledgehammer represents a Knockout Blow (see the Combat document in the d20 Modern SRD).
In their final fight, Marv distracts Kevin and gets the jump on him. He distracts him, and perhaps even does minor hit point damage in game terms by firing several bullets from his pistol as they close, but Marv isn't as good with a gun as he is with his fists.
Marv gets Kevin into a grapple, and then forces the handcuffs onto him, which prevents him from using spring attack or tumble or moving away from the combat even if Marv is blinded. The GM might adjudicate that being handcuffed to someone might deny you a Dex bonus to AC, leaving Kevin vulnerable to Marv's Improved Knockout Punch.
---
Automatic: Strong Hero - Personal Firearms Proficiency, Tough Hero - Simple Weapons Proficiency.
1st level (2) - Alertness, Stealthy.
Criminal - Brawl.
3rd level - Improved Initiative.
6th level - Improved Damage Threshold.
9th level - Heroic Surge.
12th level - Improved Knockout Punch.
Strong Hero - Cleave.
Tough Hero - Athletic, Improved Brawl, Knockout Punch, Street Fighting, Power Attack.
Tough Hero 10, Strong Hero 2
Str 21
Int 12
Wis 9
Dex 14
Con 18
Cha 8
Move 30'
Initiative +6
Occupation - Criminal (Bonus Feat - Brawl, Permanent Class Skills - Hide, Move Silently)
Hit points - 10 + 9d10 + 2d8 + 40 = 109
Tough Hero Talents - Second Wind, Damage Reduction 3/-
Strong Hero Talents - Melee Smash +1
Saves:
Fort +11
Refl +5
Will +2
Melee +16/+11 Damage 1d8+6 (plus Streetfighting once per round +1d4, and Power Attack)
Missile +11/+6
Feats: Alertness, Athletic, Brawl, Cleave, Heroic Surge, Improved Brawl, Improved Damage Threshold, Improved Knockout Punch, Knockout Punch, Personal Firearms Proficiency, Power Attack, Simple Weapon Proficiency, Street Fighting, Stealthy.
Defense 18
Skills:
Climb +12, Drive +5, Escape Artist +5 (CC), Hide +10, Listen +6 (CC), Move Silently +10, Intimidate +7, Knowledge (Streetwise) +4, Spot +9, Swim +8, Treat Injury +1.
Skill Ranks:
Climb +5, Drive +3, Escape Artist +3 (CC), Hide +6, Listen +5 (CC), Move Silently +6, Intimidate +8, Knowledge (Streetwise) +3, Spot +8, Swim +1, Treat Injury +2.
---
Explanations:
Marv seemed a natural fit for the Tough Hero. One of his defining characteristics is, "I can take it." He's constantly getting dinged and scratched up: jumping through windows and falling several stories onto the street, crashing through the windshield of a police car, knocking down a metal door by repeatedly battering himself against it. In game terms, his scratches and bandages represent his DR. He gets hurt, but he's tough enough that the damage is absorbed as mars on his apperance and scars rather than hit point damage.
He is absolutely ferocious in a brawl. The Brawl feats do not count a person as armed, so his physical attacks will provoke AoO's, but with most combatants in bars and backstreets, Marv is far too tough to be overcome by kicks or punches.
That is, until he fights Kevin. I haven't statted Kevin up in d20 Modern terms, yet, but this is how I see the fight going:
Kevin is a martial artist. He will probably have many levels in Fast Hero, and a high Defense value and Dexterity, making him VERY hard to hit. To represent his nails and his ability to blind people, I would probably create two custom feats, one to represent his sharp nails and his ability to use them for slashing damage, and the other for a special attack which blinds his opponent on a failed save.
The first time Marv and Kevin fight, Kevin gets the drop on him. Marv's Brawl feats, although they allow him to inflict tremendous amounts of damage when he can connect, nevertheless will inspire attacks of opportunity from Kevin every round, giving Kevin an extra attack every round. Kevin also blinds Marv, forcing a 50% miss chance on him. I would probably give Kevin the Spring Attack tree, and high ranks in Tumble, meaning that he can hit a blinded Marv and move away quite easily. The final attack with the sledgehammer represents a Knockout Blow (see the Combat document in the d20 Modern SRD).
In their final fight, Marv distracts Kevin and gets the jump on him. He distracts him, and perhaps even does minor hit point damage in game terms by firing several bullets from his pistol as they close, but Marv isn't as good with a gun as he is with his fists.
Marv gets Kevin into a grapple, and then forces the handcuffs onto him, which prevents him from using spring attack or tumble or moving away from the combat even if Marv is blinded. The GM might adjudicate that being handcuffed to someone might deny you a Dex bonus to AC, leaving Kevin vulnerable to Marv's Improved Knockout Punch.
---
Automatic: Strong Hero - Personal Firearms Proficiency, Tough Hero - Simple Weapons Proficiency.
1st level (2) - Alertness, Stealthy.
Criminal - Brawl.
3rd level - Improved Initiative.
6th level - Improved Damage Threshold.
9th level - Heroic Surge.
12th level - Improved Knockout Punch.
Strong Hero - Cleave.
Tough Hero - Athletic, Improved Brawl, Knockout Punch, Street Fighting, Power Attack.