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Arsenal/Roy Harper 

Arsenal/Roy Harper 
By DC Comics – Justice League of America #11, Fair use, https://en.wikipedia.org/w/index.php?curid=62499441

Roy Harper is a fictional superhero appearing in American comic books published by DC Comics. Roy is one of DC’s most longstanding characters, originating in 1940s comics as Speedy, the teen sidekick of the superhero Green Arrow. Like his mentor Green Arrow, Roy is a world-class archer and athlete who uses his exceptional marksmanship to fight crime.

Along with other prominent DC Comics superhero sidekicks, he goes on to become a core member of the superhero group the Teen Titans. As an adult, Roy casts off his Speedy identity to establish himself as the superhero Arsenal, and later takes on the name Red Arrow to symbolise his coming-of-age and having become an equal of Green Arrow as he joins Justice League. In addition to continuing to serve on occasion as one of the Titans, Roy has had leading roles in the superhero groups the Seven Soldiers of Victory, the OutsidersCheckmate, the Justice League, and the Outlaws.

He was the subject of the award-winning 1971 comic book story “Snowbirds Don’t Fly“, which was celebrated for its gritty depiction of Roy’s battle with drug addiction; the story is considered a key moment in comic book history as it represented the emergence of mature themes in comics. In 2013, Comics Alliance ranked Harper as #50 on their list of the “50 Sexiest Male Characters in Comics”. The character has been adapted for video games and animation several times, and was portrayed in live action by actor Colton Haynes on the Arrowverse television series Arrow.

Originally Posted by Kain Darkwind of the Dicefreaks forums.

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Roy Harper, Arsenal
Medium humanoid
Wounds16 WP, 153 VP (18d8+54)
Initiative+8
Speed30 ft.
AC18 (+3 defense, +5 Dexterity), touch 18, flat footed 15
Base Attack/Grapple+14/+18
AttackBow +30 ranged (1d8 + 8 /19-20) or unarmed +21 melee (1d10 + 7)
Full AttackBow +28/+28/+23/+18/+13 ranged (1d8 + 8 /19-20) or unarmed +21/+16/+11 melee (1d10 + 7)
Space/Reach5 ft./5 ft.
Special QualitiesRanged master
SavesFort +14, Ref +16, Will +9
AbilitiesStrength 18, Dexterity 20, Constitution 16, Intelligence 16, Wisdom 14, Charisma 18
SkillsBalance +17, Bluff +14, Climb +19, Diplomacy +23, Gather Information +14, Handle Animal +9, Hide +20, Investigate +8, Intimidate +27, Jump +26, Listen +17, Move Silently +20, Knowledge (streetwise) +24, Sense Motive +7, Spot +23, Survival +12, Swim +9, Tumble +26
FeatsBrawl, Burst Fire, Combat ReflexesDead Aim, Dodge, Double Tap, Far shot, Improved Initiative, Improved Precise Shot, MobilityPoint Blank Shot, Precise Shot, Quick Draw, Quick Reload, Ranged Disarm, Ranged Pin, Rapid Shot, Shot on the Run
Climate/TerrainSeattle or Star City
OrganizationSolitary (Unique)
Challenge Rating12
TreasureEquipment
AlignmentChaotic Good

Martial Artist: Roy is a highly trained martial artist. He gains bonus fighter feats as a fighter of his hit die and unarmed damage as a monk one half of his hit die, in addition to the following benefits.

Roy gains a +3 bonus to attack and damage rolls when fighting unarmed.

Roy’s unarmed strikes deal bludgeoning, slashing, or piercing damage, as he sees fit. It is a free action to change the type of damage he deals.

Ranged Master: Roy is nearly as good of an archer as his old mentor, and has expanded his training to include ranged weaponry of all kinds.

He gains a +10 bonus to attacks when wielding any type of ranged weapon, and a +4 bonus to damage with a bow or thrown ranged weapon.

He never suffers attacks of opportunity for using a ranged weapon while threatened, and is considered to be threatening an area equal to 30 feet when armed with a ranged weapon.

Roy can throw any object weighing less than 20 pounds as an improvised ranged weapon.

WeightBase DamageRange Increment
<1 lb150 ft.
1- 5 lbs1d430 ft.
6-10 lbs1d610 ft.
11-20 lbs2d65 ft.

Possessions: Roy uses a masterwork compound bow with a Strength draw of +4. He also carries several personal firearms of masterwork quality.

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