Deathstroke (Slade Wilson)

Deathstroke the Terminator (Slade Wilson), also called simply Slade (to the people who know him), Deathstroke (and originally simply the Terminator) is a fictional character, a supervillain and sometime anti-hero in the DC Comics Universe. He is a mercenary and assassin who first appeared in The New Teen Titans (vol. 1) #2 (1980). Wizard Magazine rated him the 84th greatest villain of all time.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Slade Wilson, Deathstroke | |
Medium humanoid | |
Wounds | 24 WP, 279 VP (24d8+168) |
Initiative | +19 |
Speed | 60 ft. |
Armor Class | 36 (+14 defense, +9 Dexterity, +1 Dodge, +2 speed) touch 36, flat footed 36 |
Base Attack/Grapple | +24/+36 |
Attack | Unarmed strike +36 melee (2d8+12) or M-4 +43 ranged (2d8+2 /19-20) or katana +39 melee (1d10+15 /17-20) |
Full Attack | Unarmed strike +36/+31/+26/+21 melee (2d8+12) or M-4 +43 ranged (2d8+2 /19-20) or staff +35/+35/+30/+30/+25/+20 (1d6+10 plus 1d6 electricity) |
Space/Reach | 5 ft. /5 ft. |
Special Attacks | Crippling strike, opportunist, sneak attack +9d6 |
Special Qualities | Battle instincts, damage reduction 15/bludgeoning, enhanced mental capacity, fast healing 10, improved evasion, improved uncanny dodge, regeneration, super-speed level 2, uncanny dodge |
Saves | Fort +21, Ref +25, Will +26 |
Abilities | Strength 31, Dexterity 29, Constitution 24, Intelligence 22, Wisdom 25, Charisma 21 |
Skills | Balance +18, Bluff +37, Climb +15, Demolitions +21, Diplomacy +13, Disable Device +21, Disguise +25 (+29 acting), Drive +16, Escape Artist +24, Gather Information +39, Hide +36, Intimidate +36, Jump +26, Knowledge (current events) +16, Knowledge (streetwise) +21, Knowledge (tactics) +26, Knowledge (technology) +16, Listen +30, Move Silently +36, Navigate +19, Open Lock +24, Pilot +21, Search +21, Sense Motive +39, Spot +30, Survival +24 (+26 Tracking), Swim +15, Treat Injury +17, Tumble +34, Rope Use+9 (+11 bindings) |
Feats | Arterial Strike, Blind Fight, Burst Fire, Combat Throw, Defensive Martial Arts, Deft Opportunist, Dodge, Far shot, Improved Combat Throw, Improved Disarm, Improved Initiative, Improved Trip, Improved Two Weapon fighting, Mobility, Quick Draw, Rapid Reload, Spring Attack, Strafe, Staggering Strike, Stunning Fist, Track, Two weapon fighting, UnBalance Opponent, Whirlwind Attack |
Epic Feats | Lingering Damage, Superior Initiative |
Climate/Terrain | Any |
Organization | Solitary (Unique) |
Challenge Rating | 30 |
Treasure | Weapons |
Alignment | Lawful Evil |
Battle Instincts
Deathstroke can reduce his base attack bonus in exchange for a bonus to damage, armor class, or saves, similar to the Power Attack feat. He may reduce his defense bonus in exchange for a bonus to attacks.
Deathstroke may make any number of attacks of opportunity per round, but only one attack per provoked attack of opportunity.
Deathstroke may ready ten different actions. It is a move action for him to do so, or to change any of his current readied actions. Acting on a readied action is considered an attack of opportunity for Deathstroke, and does not interfere with his standard actions for the round.
Enhanced Mental Capacity
Deathstroke uses 90% of his brain capacity. As such, he gains a +5 bonus to Will saves, checks and skill checks using Intelligence, Wisdom or Charisma.
Deathstroke is proficient with all firearms and vehicles. He is proficient with all martial and simple weapons, and all exotic weapons found on Earth. Given a minute to study an alien exotic weapon or vehicle, Deathstroke may reduce the nonproficiency penalty for use in half. After 10 rounds of use in combat, Deathstroke gains proficiency in the weapon.
Regeneration
Disintegration damage deals normal damage to Deathstroke.
Superspeed level 2
- +2 speed bonus to Armor Class, initiative, and Reflex saves
- +2 speed bonus to melee and thrown attack and damage rolls
- Deathstroke may make 2 additional swift actions in a round.
- Deathstroke reduces the amount of time to complete an action by 1 step, allowing him to take full round actions as standard actions and so on.
- When using the run action, Deathstroke moves 5x his movement rate (300 feet)
Possessions
Deathstroke carries a variety of weaponry, too vast to list here. Some of the more common weapons he has used are listed below.
Katana: +3 enhancement to attacks and damage, 17-20 threat range.
Energy Staff: +1 enhancement to attacks, +1d6 electricity damage.
M-4 Carbine, modified: Laser scope provides +10 competence bonus to attacks within 500 feet. Armor piercing rounds provide +2 bonus to damage. Full auto, three round burst and semi automatic settings.
Grenades: Fragmentation, smoke, enhanced tear gas (DC 23), and thermite.
Deathstroke also wears a high tech armored suit that provides damage reduction 15/bludgeoning. He has utilized devices that render him invisible, grant him infrared vision, muffle his movement noise and even that interfere with psi or mystic assaults. Deathstroke is extremely capable of entering any fight he chooses on his own terms.