Flash (Jay Garrick)

Jason “Jay” Peter Garrick is a fictional superhero appearing in American comic books published by DC Comics. He is the first superhero known as the Flash. The character was created by writer Gardner Fox and artist Harry Lampert. He first appeared in Flash Comics #1 (1940).
After a bizarre laboratory accident, he acquired the ability to move at superhuman speed and chose to fight crime as a costumed vigilante calling himself “the Flash”. Jay Garrick has made numerous appearances in other media, including his live-action debut as a cameo in Smallville, played by Billy Mitchell, and recurring in the Arrowverse show The Flash, portrayed by John Wesley Shipp.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Jay Garrick, The Flash | |
Medium humanoid | |
Wounds | 21 WP, 283 VP (27d8+135) |
Initiative | +28 |
Speed | 595 ft. |
AC | 34 (+3 Dexterity, +17 speed) |
Base Attack/Grapple | +20/+39 |
Attack | Unarmed strike +40/+35/+30/+25 melee (1d6 + 10) or hat +40 ranged (1d6 + 19) |
Full Attack | Unarmed strike +40/+35/+30/+25 melee (1d6 + 10) |
Space/Reach | 5 ft. /5 ft. |
Special Attacks | Speed tricks |
Special Qualities | Fast healing 5, resistance to fire 20, superspeed level 17 |
Saves | Fort +14, Ref +35, Will +17 |
Abilities | Strength 14, Dexterity 17, Constitution 21, Intelligence 17, Wisdom 19, Charisma 16 |
Skills | Balance +20, Climb +17, Craft (chemical) +18, Diplomacy +33, Jump +230, Knowledge (history) +18, Knowledge (physical science) +18, Listen +19, Research +18, Spot +19, Tumble +18 |
Feats | Bounding Assault, Brawl, Dash, Dodge, Fleet of Foot, Improved Initiative, Mobility, Rapid Blitz, Spring Attack |
Epic Feats | Epic Will, Superior Initiative |
Climate/Terrain | Keystone City |
Organization | Solitary (unique) or with JSA |
Challenge Rating | 45 |
Treasure | Standard |
Alignment | Lawful Good |
Speed Tricks:
- Cyclone: By running in a tight circle as an intense action, Jay can create a tornado force vortex with a 50 foot radius. (Fortitude DC 45)
- He can also use this method to create a windstorm (see below) to catch falling creatures. Creatures caught by his cyclone take no falling damage.
- Gravel blast: By quickly slapping his hand against loose rock, gravel or sand, Jay can create a field of deadly projectiles, dealing 17d4 points of damage in a 170 foot cone.
(Reflex DC 45 half) This is a full attack action. - Run on Water: So long as Flash moves at least 500 feet in a single direction every round, he may run directly on the surface of water. Rough water affects his movement rate in the same way that rough terrain affects normal movement rate. If Jay fails to move 500 feet in a single round, he falls through the water and begins to sink.
- Run up Wall: So long as Jay moves at least 100 feet upwards every round, he may run directly up vertical surfaces such as building walls.
- Velocity Control: The Flash may “steal” others’ kinetic energy. This is a full round action for him. The victim must make a Fort save (DC 35) or lose their movement rate. If the victim has a Superspeed level, this too can be lost, although the victim gets a bonus equal to their Superspeed level to their save.
The Flash may only take a portion of an object/person’s speed instead of draining them completely. It is up to the Flash to decide how much speed to leave the victim with. The Flash may target himself with this power as well, increasing the speed of his allies by siphoning off his own. - Vibration: Flash may move through solid material at will as an extraordinary action. This is effectively a nonmagical ethrealness ability.
- Whirlwind: By circling both of his arms at a rapid rate, Jay produces a hurricane force wind in a 100 foot cone. This is an intense action for him to use. The Fortitude
save DC for the wind is 45. Those who fail their saves against the wind are flung to the edge of the cone, taking 1d6 points of damage per 10 feet flung. - Jay may use this to catch falling creatures. A creature so caught determines falling damage as if it had fallen 100 feet less, and receives damage reduction 90/- against the falling damage.
- Jay may attempt this trick as a standard action with a single arm, but the range and DC are halved.
Superspeed Level 17 (Ex): The following benefits are provided from Superspeed Level 18:
- +17 speed bonus to AC, initiative, and Reflex saves
- +17 speed bonus to attack and thrown damage rolls
- +8 speed bonus to melee damage rolls.
- The Flash may make 17 swift actions in a round.
- The Flash reduces the amount of time to complete an action by 3 steps, allowing him to take full round actions as swift actions and standard actions as immediate actions.
- Characters with less than Superspeed level 8 are considered flat-footed for the purposes of Flash’s attacks.
- Characters with Uncanny Dodge have an effective Superspeed Level equal to their Dexterity modifier for this purpose.
- When using the run action, Flash moves 80 times his movement rate (47,600 feet)
- Jay does not have access to the Push.