Ru-Shi

Julian the Hammer's page

41 posts. Alias of Echos Myron.


Race

Teenage Golem

About Julian the Hammer

Back Story
Julian Emmett "The Hammer" Avivi is your typical all-star high school varsity athlete: attractive, witty, and well known. Despite his popularity at school, he keeps relatively to himself, often opting out of going to parties to hang out with his two closest friends, Jacob and Adrian.
Julian is the son of two Academics who spend most of their week working hours outside of Boston, usually returning home for the weekend. Because of their profession, Julian forces himself to be more responsible than other teens, often volunteering his time towards various community efforts.
Recently, he's been garnering more attention from scouting agents who are looking to recruit him to their university.

Description
Julian is an attractive 18 year old boy whose hair is an ashy brown shag of shoulder-length curly locks. His skin is an even, clay-like tawny beige free of blemishes. His thick and dark well kept eyebrows and large hazel dreamy eyes garners constant compliments.
His strong, sculpted jawline, broad shoulders, and his chiseled musculature often leads many people to compare him to a Greek god.

Sheet:

Julian the Hammer

Power Level: 7; Power Points Spent: 140/140

STR: +7 (-/24), DEX: +7 (-/24), CON: +7 (-/24), INT: +0 (-/10), WIS: +0 (-/10), CHA: +0 (-/10)

Tough: +7, Fort: +12, Ref: +10, Will: +7

Skills: Acrobatics 3 (+10), Climb 1 (+8), Escape Artist 1 (+8), Language 2 (+2), Stealth 3 (+10), Swim 3 (+10)

Feats: Acrobatic Feint, All-Out Attack, Chokehold, Defensive Attack, Elusive Target, Eyes in the Back of the Head, Fighting Style: Boxing, Fighting Style: Wrestling, Grappling Block, Improved Block, Improved Grab, Improved Grapple, Improved Initiative 2, Improved Pin, Improved Sunder, Last Stand, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Climb, Stealth, Swim), Steadfast, Stunning Attack, Takedown Attack 2, Weapon Break, Withstand Damage, Wolf's Ears

Powers:
Container, Passive 21
. . Enhanced Charisma 10 (+10 CHA)
. . Enhanced Constitution 24 (+24 CON)
. . Enhanced Dexterity 24 (+24 DEX)
. . Enhanced Intelligence 10 (+10 INT)
. . Enhanced Strength 24 (+24 STR)
. . Enhanced Wisdom 10 (+10 WIS)
. . Leaping 1 (Jumping distance: x2)
. . Super-Strength 1 (+5 STR carry capacity, heavy load: 1.4k lbs; +1 STR to some checks)
Inhuman Immunities (Immunity 2) (disease, poison)
Inhuman Speed (Super-Speed 2) (Adds: Quickness 2, Speed 2, Feats: Improved Initiative 2; One Type (Physical); Rapid Attack (Radius: 10 ft.), Rapid Fire, Running Punch, Wall Run)
. . Quickness 2 (Perform routine tasks at 5x speed)
. . Speed 2 (Speed: 25 mph, 220 ft./rnd)
Magic Resistance (Immunity 20) (very common descriptor: Magic; Limited - Half Effect)
Thick Skin (Impervious Toughness 4)

Attack Bonus: +7 (Ranged: +7, Melee: +7, Grapple: +14/+15)

Attacks: Unarmed Attack, +7 (DC 22)

Defense: 17 (Flat-footed: 14), Knockback: -5

Initiative: +7/+15

Drawbacks: Cursed, uncommon, minor, Sheds Bright Light Near Magic at GM's discretion, Power Loss (All Powers), uncommon, minor, Removal of Parchment

Languages: English, Hebrew, Latin

Totals: Abilities -60 + Skills 4 (13 ranks) + Feats 23 + Powers 132 + Combat 28 + Saves 15 - Drawbacks 2 = 140

Feat Breakdown:

Acrobatic Feint You can use your Acrobatics skill instead of your Bluff skill to feint and trick in combat. Your opponent opposes the attempt with Sense Motive or Acrobatics (whichever is better).

Feint wrote:

You can use Bluff to mislead an opponent in combat so he can’t avoid your attacks as effectively. If your Bluff check succeeds, the next attack you make against the target is considered a surprise attack. You can make a Bluff check to feint as a standard action. By taking a –5 penalty on the check, you can attempt to feint as a move action. The target of a surprise attack loses any dodge bonus to Defense against the attack and suffers an additional –2 Defense penalty.

All-Out Attack Reduce your Defense Bonus when you make an attack by -5 and add that amount to your Attack Bonus.

Chokehold If you pin an opponent, you can apply a chokehold, causing your opponent to begin suffocating for as long as you maintain the pin.

Defensive Attack Reduce the Attack Bonus when you make an attack by -5 and add that amount as a dodge bonus to your Defense Bonus.

Elusive Target While you are fighting an opponent in melee combat, others attempting to target you with ranged attacks are at -8 penalty rather than the usual -4 penalty for shooting into melee combat.

Eyes in the Back of the Head You are impossible to sneak up on from your rear flank, possessing an almost preternatural awareness of your surrounding. This is 1 rank of Super-Senses (radius vision).

Radius (Vision) wrote:
You can make Notice checks with Ranged sense against any point around you. Subjects behind you cannot use Stealth to hide from you without some other concealment.

Fighting Style: Boxing

Fighting Style: Wrestling

Grappling Block WHen you successfully block a melee attack while unarmed you can initiate a grapple against your attacker as a free action without an initial attack roll.

Improved Block +2 on attack rolls to block melee attacks.

Improved Grab When you hit with an unarmed attack, you can immediately start a grapple as a free action if your opponent is no larger than you.

Improved Initiative 2 You have a bonus +4 to your initiative checks per rank in this feat.

Improved Pin Opponents suffer a -4 penalty on grappling checks to escape a grapple or pin.

Improved Sunder You have a +4 bonus to attack rolls to hit an object held by another character.

Last Stand You can be a bloody mess, but you still find that one last ounce of strength needed to prevail. You can use extra effort to ignore all penalties from damage conditions during a single round.

Move-by Action You can split your move both before and after a standard action.

Power Attack Reduce the Attack Bonus of an attack by up to -5 and add that amount to the Save DC of the attack.

Skill Mastery (Acrobatics, Climb, Stealth, Swim) You can take 10 even when distracted or under pressure with your mastered skills.

Steadfast You have a +4 bonus per rank in this feat against all attempts to push, rush, trip, or throw you, and also add your rank to knockback modifier to determine how far you're thrown by an attack (1 point of the Immovable power).

Stunning Attack Instead of damaging your target, they must make a Fortitude save of DC10 + Damage Bonus or be stunned.

Takedown Attack 2 If you knock out or disable an opponent with a melee attack, you get one extra attack on a nearby opponent.

Weapon Break You may immediately, as a free action, make an attack against the attacker's weapon when you successfully block an armed melee attack.

Withstand Damage Dodging is for wimps. You stand your ground in the face of an incoming energy blast the size of a mountain and take it like a real man...or woman... or android... When you are the target of an attack, you can take a penalty of up to -5 on your dodge defense bonus and add the same number (up to +5) to your Toughness save bonus. Your Defense Bonus cannot be reduced below +0, and your Toughness bonus cannot more than double.

Wolf's Ears Exceptionally sharp-eared, your auditory Notice checks have a range increment of 100 feet rather than 10 feet. This is 1 rank of Super-Senses (extended hearing).