Belial_the_Leveler
2009-07-05, 08:16 AM
Here are stats for a very early version of supergirl. What CR would you assign to her?
Kara In-Ze, young Supergirl
Size/Type: medium humanoid (extraplanar; from alternate reality)
Class: Barbarian 8 / Fighter 2 / Monk 2
Hit Dice: 8d12+2d10+2d8+216 (277 HP)
Initiative: +4
Speed: 260 ft, fly 520 ft.
Armor Class: 37 (1 dodge, 4 dex, 3 monk, 13 armor, 6 shield, +10 vs touch)
Base Attack/Grapple: +11/+38
Attack: Fist +27 melee (1d6+24)
Full Attack: Fist +27/+22/+17 melee
Space/Reach: 5ft/5ft
Class abilities: Fast Movement, Improved Uncanny Dodge, Trap Sense +3, Rage 3/day, DR 1/-, Flurry of Blows, Improved Unarmed Strike, Evasion, AC bonus
Superpowers: Superstrength 12 (+24 str, counts as huge if beneficial), Nigh Invulnerability 12 (+24 con, DR 18/Kryptonite), Resilience 10 (Resist all 40, +10 bonus to touch AC/will save), Superspeed 11 (+220 speed, Fly double speed, Extra Standard Action, Pounce), Supersenses 10 (10x sight/hearing range, X-ray, Broad Spectrum), Energy Attack: Heat Vision 11 (22d6 fire ray), Energy Attack: Arctic Breath 8 (16d6 cold cone), Healing Factor 10
Power Cosmic: +4 enhancement to strength/dexterity/constitution, +4 enhancement to saves, bonuses as per +2 mountain plate, bonuses as per +2 tower shield, bonuses as per +1 amulet of mighty fists (but weapons are not considered magic for the purposes of overcoming DR/resistances)
Weaknesses: Arcane Spells and weapons enhanced by arcane spells ignore Super and Cosmic bonuses (Major). Red Sun radiation reduces Super and Cosmic powers by 1d3 points total per round of exposure at normal strength exposure. Increased or decreased doses increase or decrease penalties accordingly (minor). Kryptonite negates super and cosmic powers and deals 1d6 points of lethal damage and strength damage/round for 1 pound of Kryptonite at 10 ft range. Increased or decreased proximity accordingly decreases/increases the amount of Kryptonite needed to negate powers. Higher amounts than normal proportionately increase lethal/strength damage. Lower amounts than normal proportionately decrease power diminishing (minor)
Saves: Fort +30, Ref +14, Will +20
Abilities: Str 41, Dex 18, Con 46, Int 16, Wis 8, Cha 15
Skills: 82 skill points
Feats: Imp. Bull Rush, Shock Trooper, Leap Attack, Dodge, Kung-Fu genius
Bonus Feats: IUS, Imp. Grapple, Deflect Bullets, Power Attack, Combat Expertise, Mobility, Elusive Target
Flaws: Inattentive, Bloodlust
Environment: Metropolis
Organization: Justice League (tenuous)
Challenge Rating:
Treasure: Power Cosmic
Alignment: Chaotic Good
Advancement: By class and powers
Kara In-Ze, young Supergirl
Size/Type: medium humanoid (extraplanar; from alternate reality)
Class: Barbarian 8 / Fighter 2 / Monk 2
Hit Dice: 8d12+2d10+2d8+216 (277 HP)
Initiative: +4
Speed: 260 ft, fly 520 ft.
Armor Class: 37 (1 dodge, 4 dex, 3 monk, 13 armor, 6 shield, +10 vs touch)
Base Attack/Grapple: +11/+38
Attack: Fist +27 melee (1d6+24)
Full Attack: Fist +27/+22/+17 melee
Space/Reach: 5ft/5ft
Class abilities: Fast Movement, Improved Uncanny Dodge, Trap Sense +3, Rage 3/day, DR 1/-, Flurry of Blows, Improved Unarmed Strike, Evasion, AC bonus
Superpowers: Superstrength 12 (+24 str, counts as huge if beneficial), Nigh Invulnerability 12 (+24 con, DR 18/Kryptonite), Resilience 10 (Resist all 40, +10 bonus to touch AC/will save), Superspeed 11 (+220 speed, Fly double speed, Extra Standard Action, Pounce), Supersenses 10 (10x sight/hearing range, X-ray, Broad Spectrum), Energy Attack: Heat Vision 11 (22d6 fire ray), Energy Attack: Arctic Breath 8 (16d6 cold cone), Healing Factor 10
Power Cosmic: +4 enhancement to strength/dexterity/constitution, +4 enhancement to saves, bonuses as per +2 mountain plate, bonuses as per +2 tower shield, bonuses as per +1 amulet of mighty fists (but weapons are not considered magic for the purposes of overcoming DR/resistances)
Weaknesses: Arcane Spells and weapons enhanced by arcane spells ignore Super and Cosmic bonuses (Major). Red Sun radiation reduces Super and Cosmic powers by 1d3 points total per round of exposure at normal strength exposure. Increased or decreased doses increase or decrease penalties accordingly (minor). Kryptonite negates super and cosmic powers and deals 1d6 points of lethal damage and strength damage/round for 1 pound of Kryptonite at 10 ft range. Increased or decreased proximity accordingly decreases/increases the amount of Kryptonite needed to negate powers. Higher amounts than normal proportionately increase lethal/strength damage. Lower amounts than normal proportionately decrease power diminishing (minor)
Saves: Fort +30, Ref +14, Will +20
Abilities: Str 41, Dex 18, Con 46, Int 16, Wis 8, Cha 15
Skills: 82 skill points
Feats: Imp. Bull Rush, Shock Trooper, Leap Attack, Dodge, Kung-Fu genius
Bonus Feats: IUS, Imp. Grapple, Deflect Bullets, Power Attack, Combat Expertise, Mobility, Elusive Target
Flaws: Inattentive, Bloodlust
Environment: Metropolis
Organization: Justice League (tenuous)
Challenge Rating:
Treasure: Power Cosmic
Alignment: Chaotic Good
Advancement: By class and powers