Flare (1st Level)
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Medium humanoid (supreme empowered) 1st level blaster, chaotic good


Armor Class 16 (padded costume)
Hit Points 11 (1d8 + 3)
Speed 30 feet


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 10 (+0) 10 (+0) 15 (+2)

Saving Throws Str +4, Dex +7
Skills Acrobatics +7, Athletics +4, Insight +2, Intimidation +4, Perception +2, Sleight of Hand +7
Tools Card Games +2, Cooks' Tools +2, Helicopters +2, Motorcycles +2
Feats Armor Proficiencies (light armor), Weapon Proficiencies (simple weapons)
Senses passive Perception 12, passive Insight 12
Languages English, Spanish
Allegiances New York, Roman Catholic
Challenge


Heroic Contacts. You know the heroes in your city, including their tactics and MOs. If you don't know how to contact a hero, then you know people who can. You also have at least one contact in law enforcement who will help you with information but won't risk their life for you. You're also familiar with dealers who can get you gear that's helpful in fighting crime. From time to time, you may be called on by the city's heroes or other contacts for aid.

Fiery Inferno (Thematic Powers). You have super-powers which grant you the ability to generate and control fire. When using an attack power you can add either your power ability or your Strength or Dexterity to the attack roll.

Constitution is your power ability (power save DC 13, +5 to hit with power attack). You regain all expended power slots when you complete a long or short rest.

Irresistible Power. Once per long rest, you can spend a Hero Points to double your proficiency bonus in regard to your power save or power check with a super-power.

Blood of the Ancients. When using powers, you often need to make power checks. You can reroll 1s on these power checks.

Fighting Style Hotshot. You gain a +2 bonus to attack rolls you make with ranged power attacks.

Improved Cover. You are especially good at utilizing cover. You can use your reaction to treat half cover as three-quarters cover and three-quarters cover as total cover.

Actions


Ember Blast. Ranged Power Attack: +9 to hit, range 40/120 ft., one target. Hit: 9 (1d8 + 5) fire damage.

Hot-Foot. Ranged Power Attack: +9 to hit, range 20/60 ft., one target. Hit: 8 (1d6 + 5) fire damage and target's speed is reduced by 10 feet until the start of your next turn.

Unarmed strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1 + 2) bludgeoning damage.

Equipment


Lifestyle. Modest
Cash. $700
Gear. padded costume, mask, smartphone, ear-clip

  • Utility belt: swing-line, zip-tie handcuffs (500), charger, glass cutter, lock release gun, multipurpose tool, flare canister, penlight, flare rod x5, standard binoculars
  • Duffle bag: nylon rope (150 ft.), mini-grappling hook, walkie-talkie x2

Vehicles. Motorcycle
Home. Mid-range apartment: casual wardrobe (with lots of dark clothes and maybe some superhero log t-shirts), large city map, laptop, footlocker, locket with a photo of your deceased mother (a reminder of why you fight crime).

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