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Hawkman (Carter Hall)

Hawkman, Carter Hall
Artwork for the cover of JSA #23 (Jun, 2001). Art by Andrew Robinson.

Hawkman (Carter Hall) is a fictional superhero appearing in American comic books published by DC Comics. Created by Gardner Fox and Dennis Neville, the character first appeared in Flash Comics #1 (January 1940). There are two separate origins for Carter Hall: the Golden Age origin and the Post-Hawkworld (or current) origin.

Originally Posted by Kain Darkwind of the Dicefreaks forums.

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Carter Hall, Hawkman
Medium-Sized humanoid (Human)
Wounds55 WP, 362 VP (25d8+250)
Initiative+12
Speed30 ft., fly 120 ft. (good)
Armor class30 (+4 Dexterity, +13 defense, +3 shield), touch 27, flat-footed 26
Base attack / Grapple+25/+35
AttackMorningstar +40 melee (1d8 + 15 /19-20)
Full attackMorningstar +40/+35/+30/+25 melee (1d8 + 15 /19-20)
Face/Reach5 ft./5 ft.
Special qualitiesFalcon eyes, fast healing 5, resistance to cold 10, resistance to fire 10, past memories, warrior of the ages
SavesFort +25, Ref +16, Will +26
AbilitiesStrength 31, Dexterity 18, Constitution 30, Intelligence 15, Wisdom 18, Charisma 20
SkillsBluff +10, Decipher Script +17, Disguise +5 (+7 acting), Diplomacy +21, Gather Information +21, Hide +19, Intimidate +31, Knowledge (civics) +17, Knowledge (history) +40, Knowledge (nature) +12, Listen +19, Move Silently +19, Research +17, Search +12, Sense Motive +17, Spot +64, Survival +16

Feats: Brutal Attack, Cleave, Combat Expertise, Crushing Strike, Dodge, Endurance, Fly-by Attack, Improved Bull Rush, Improved Fly-by Attack, Improved Initiative, Improved Toughness, Intimidating Strike, Indomitable Soul, Iron Will, Karmic Strike, Mobility, Power Attack, Steadfast Determination

Epic FeatsEpic Fortitude, Epic Skill Focus (Spot), Perfect Health, Superior Initiative
Climate/terrainSt. Roch, Louisiana
OrganizationSolitary (unique), with Hawkgirl, with the JSA or with the JLA
Challenge rating23
TreasureDouble standard
AlignmentLawful Good

Falcon Eyes (Ex): Carter has incredibly sharp eyesight, being able to count the flapping of a hummingbird’s wings. He gains a +20 bonus to Spot checks and he takes a -1 penalty per every 100 ft. instead of 10 ft. on checks.

Past Memories (Su): Carter can seek within the memories of his previous lives to find out if he once knew information regarding a particular matter. This works like a bardic knowledge check, restricted to past events, the history and customs of Thanagar and natural life information only, with a +27 bonus to the roll. Recalling knowledge in this way is a swift action for Hawkman.

He also recieves a +10 racial bonus to all Knowledge (history) checks.

Warrior of the Ages (Ex): Hawkman has lived several lifetimes and he has been an outstanding warrior in all of them. He is also one of the greatest experts in archaic weaponry currently alive. This provides him with several benefits.

  • fighter BAB and bonus feats
  • Hawkman gains a +2 bonus to damage rolls for every -1 penalty he takes to Attack rolls when using the Power Attack feat.
  • Full defense bonus
  • Good Fortitude and Will saves
  • Medium Reflex saves
  • +5 bonus to attack and damage rolls when wielding archaic weapons. Carter also doubles the threat range of any archaic weapon he wields.
  • 6+Intelligence modifier skill points per level

Possessions

Carter uses a belt and boots inlaid with Nth metal. This, coupled with his wing harness, allows him to fly at 120 ft (good). The Nth metal also provides him a +10 enhancement bonus to his Strength and Constitution scores, the effects of a endure elements spell and cold and fire resistance 10. While wearing his belt, Carter recovers 5 vitality points per round. He also recovers 1 wound point per hour.

He also carries several pieces of archaic weaponry. This often includes (but it is not limited) to a Morningstar, a heavy shield, a longspear and a net. All items are of masterwork quality.

Hawkman also has access to the Claw of Horus, a powerful artifact reserved for dire emergency only.

The Claw of Horus: This powerful item allows its wielder to punch a foe with all the gravitional power of earth. It is treated as a +5 adamantine spiked gauntlet, and deals 4d6 points of base damage.

As a full round action, its wielder can make a single attack with it that deals 20d6+25 plus five times the wielder Strength modifier points of damage. Creatures struck by this attack must succeed on a DC 50 Fortitude save or become stunned for 1d4 minutes. The save DC is Strength based and it includes a +10 bonus.

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