Costumed Adventurer (PL10, 150 MP)

=Costumed Adventurer=

Power Level 10 (150 MP)


- *flat-footed °without costume

Skills: Acrobatics 8 (+12), Bluff 8 (+12), Climb 7 (+10), Computers 5 (+8), Disable Device 8 (+11), Drive 6 (+10), Escape Artist 6 (+10), Gather Information 6 (+10), Intimidate 8 (+12), Investigate 8 (+11), Knowledge (streetwise) 7 (+10), Notice 8 (+12), Search 9 (+12), Sense Motive 8 (+12), Sleight of Hand 8 (+12), Stealth 10 (+14)

Feats:Defensive Roll 3, Equipment 4, Evasion 2, Jack-of-All-Trades, Power Attack, Skill Mastery (Acrobatics, Disable Device, Escape Artist, Stealth), Startle, Surprise Attack, Uncanny Dodge

Power: Commlink (1 point), Costume (Protection 2), Grapple Gun (Super-Movement—Swinging 1), Utility Belt (array): Flash-bangs (Dazzle 3, Visual and Auditory, 15-ft. Burst), Alternate Powers: Boomerangs, Smoke Bombs (Obscure 4, Visual, 20-ft. Burst), Stun grenades (Stun 3, Ranged, 15-ft. Burst)

Combat: Attack +12, Damage +3 (unarmed), +5 (boomerang), Defense +12, Initiative +4 Total: Abilities 42 + Skills 30 (120 ranks) + Feats 15 + Combat 48 + Saves 15 = 150

Total: Abilities 42 + Skills 30 (120 ranks) + Feats 15 + Combat 48 + Saves 15 = 150

The costumed adventurer relies on a combination of superhuman training and an array of devices to fight crime and injustice. Although lacking some of the more spectacular powers of other heroes, the adventurer can handle a wide range of challenges.

Examples: Batman, Nite Owl

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