The Punisher
Originally Posted by Bane of the Dicefreaks forums.
Frank Castle, The Punisher | |
Medium Human | |
Wounds | 46 WP Vitality 270 VP (20d8+160) |
Initiative | +8 |
Speed | 30 ft |
AC | 22 (+4 Dexterity, +8 defense) touch 22, flat footed 18 |
Base Attack/Grapple | +20/+27 |
Attack | S&W M29 +32 (2d8+7/20) or M16A2 +32 (2d8+7/20) |
Full Attack | S&W M29 +32/+27/+22/+17 (2d8+7/20) or M16A2 +28/+23/+18/+13 (4d8+7/20) |
Space/Reach | 5ft./5ft. |
Special Attacks | Death Attack (DC 22), Neckbreaker, Stunning Attack (DC 24) 20/day |
Special Qualities | Mettle |
Saves | Fort +22 Ref +13 Will +18 |
Abilities | Strength 24, Dexterity 18, Constitution 26, Intelligence 14, Wisdom 18, Charisma 18 |
Skills | Bluff +14, Climb +12, Craft (electrical) +7, Craft (mechanical) +7, Demolitions +12, Disable Device +9, Diplomacy +13, Disguise+14 (+16 acting), Drive +14, Escape Artist +9, Gather Information+21, Hide +14, Intimidate +26, Jump +12, Knowledge (New York) +7, Knowledge (streetwise) +12, Knowledge (tactics) +17, Listen +16, Move Silently+14, Pilot +9, Profession (police) +9, Profession (solider) +14, Search +7, Sense Motive +19, Spot +21, Survival +19 (+21 Tracking), Swim+12, Treat Injury +14 |
Feats | Aircraft Operation, Burst Fire, Cautious, Combat Reflexes, Dead Aim, Deathblow, Diehard, Double Tap, Endurance, Far shot, Frightful Presence, Great Fortitude, Improved Grapple, Improved Initiative, Improved Toughness, Iron Will, Point Blank Shot, Precise Shot, Quick Draw, Quick Reload, Skill Focus ( Gather Information), Skill Focus (New York), Skill Focus (streetwise), Stealthy, Strafe, Swift and Silent, Track, Weapon Focus (firearms), Weapon Specialization (firearms) |
Climate/Terrain | Mobile |
Organization | Solitary (Unique) |
Challenge Rating | 20 |
Treasure | Equipment |
Alignment | Chaotic Neutral |
Advancement | By character class |
Special Forces Castle was a U.S. Marine and received extensive special forces training on top of that.
- fighter attack bonus
- 8+Intelligence Modifier skill points
- Bonus fighter feats as a fighter of his HD
- Unarmed Attack as a monk of 1/2 his HD
- When unarmed he receives a +4 bonus to strike and damage.
- Moderate Defense
- Track
- Personal Firearms Proficiency
- Advanced Firearms Proficiency
- Weapon Focus All fire arms
- Trapfinding and Trap Sense+2
Skill Mastery
Demolitions, Disable Device, Hide, Move Silently, Search, Spot, Survival
Neckbreaker
If Punisher pins a foe in a grapple, he can make an unarmed coup de grace attack on them with a successful grapple check.
NYPD Training
When he returned to the States, Castle became a successful police detective.
Skill Focus – Gather Information, Knowledge (New York), Knowledge (streetwise)
The Punisher With his war on crime, Castle had taught himself numerous techniques and skills to better eliminate his prey. His refusal to give in to the enemy is legendary and the fear he instills in his enemy is limitless.
- Death Attack as an assassin of ½ his HD
- Stunning Blow as a monk of ½ his HD
- +5 to hit and damage inflicted with firearms
- Mettle
- Alertness Improved Initiative Endurance Diehard Iron Will
- Receives a +5 bonus to all Intimidate checks.
There is no Pain Frank doesn’t go down. When he is reduced to 1/2 of his WP or loses all his VP, he will go into a berseker rage if he fails a Will save (DC 25). In this rage he has the following penalties and benefits.
- -5 penalty to AC
- Receives a +4 morale bonus to attack and damage rolls in hand to hand combat.
- Is not required to make rolls to avoid being stunned when taking further Wound damage.
- Frank will come out of the rage 1d4 rounds after his enemies are defeated.
Possessions
- Kevlar Armor Castle’s armor provides DR 5/-.
- Weighted Gloves Franks gloves are weighted and the knuckles are reinforced. Frank inflicts +3 damage with punches
- Firearms The Punisher uses a variety of high quality firearms. All are considered of masterwork quality and grant a +2 bonus to hit and damage.
- Combat Knife Castle normally carries a heavy duty combat knife which inflicts 1d4+3 slashing damage in hand to hand combat.
- Other Equipment will frequently make use of other equipment, including grenades, rocket launchers, explosives and angry polar bears.