Green Lantern (John Stewart)
John Stewart, one of the characters known as Green Lantern, is a fictional superhero appearing in American comic books published by DC Comics and was the first African-American superhero to appear in DC Comics. The character was created by Dennis O’Neil and Neal Adams, and first appeared in Green Lantern #87 (December 1971/January 1972). Stewart’s original design was based on actor Sidney Poitier.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Stewart, Green Lantern
|Wounds||120 WP, 153 VP (18d8+54)|
|Speed||30 ft., fly 300 ft. (perfect)|
|AC||32 (+2 Dexterity, +20 deflection) touch 32, flat footed 30|
|Attack||Unarmed strike +27 melee (1d8 + 9 plus 3d6 force) or ring blast +26 ranged touch|
|Full Attack||Unarmed strike +27 melee (1d8 + 9 plus 3d6 force) or ring blast +26/+21/+16/+11 ranged touch|
|Space/Reach||5 ft. /5 ft.|
training, fearless, ring talents
|Saves||Fort +36, Ref +33, Will +38|
|Abilities||Strength 16, Dexterity 14, Constitution 17, Intelligence 19, Wisdom 15, Charisma 22|
|Skills||Climb +8, Concentration +29 (+34 ring), Craft (mechanical) +11, Craft (structural) +27, Hide +10, Intimidate+21, Jump +8, Knowledge (physical sciences) +25, Knowledge (popular culture) +9, Knowledge (tactics) +21, Listen +7, Move Silently +12, Navigate +18, Perform (dance) +8, Repair +6, Sense Motive +4, Spot +7, Survival +12, Treat Injury +4|
|Feats||Brawl, Builder, Combat Martial Arts, Combat Reflexes, Endurance, Fly-by Attack, Force of Personality, Focused, Great Fortitude, Improved Brawl, Iron Will, Skill Focus (Concentration), Toughness|
|Organization||Solitary (unique) or with Green Lantern Corps|
|Treasure||Green Lantern ring|
Green Lantern Ring
One of the most powerful weapons in the known universe, the Green Lantern ring is limited only by its user’s force of will. Below are listed some of the more common uses of the ring, however this does not begin to cover all the possibilities.
The ring is powered by a Concentration check using the wielder’s Charisma modifier rather than Constitution. Any feats that modify the wielder’s Will save also add their bonus to this Concentration check. John may take 10 on a Concentration check to wield the ring, even under stressful situations.
The following effects are always active as long as the ring is worn around the finger:
- +20 deflection bonus to armor class
- +20 bonus to saves
- +100 wound points
- fly speed 300 ft. (perfect)
- 95% fortification
- Disguise Self at will
- find the path (in regards to other rings, ring bearers and energy signatures) at will
- tongues at will
- The wielder adds his Charisma modifier to all attack and damage rolls.
- Unarmed strikes can deal lethal or nonlethal damage, and deal +3d6 force damage.
The ring possesses vast knowledge of the cosmos, which can be accessed by its bearer. The ring makes all Knowledge checks with a +45
modifier. It also can provide a +20 competence bonus to all non-Knowledge mental skill checks as a swift action. (Except Concentration
checks to use the ring)
The ring’s artificial intelligence automatically acts to preserve the life of its wielder. Should the bearer suffer damage bringing him to 0 WP, the ring immediately converts the damage into nonlethal and envelops the bearer in a shield. (See below, 250 hit point damage limit) It will send a distress signal to any nearby potential ally, although nearby may be very relative…the ring can reach anywhere within a galaxy with ease.
The ring forms a energy construct based around the wielder’s choosing. This construct may be in the form of any creature. (See ‘Creating a Green Lantern Ring construct‘) One must partially concentrate on these constructs to keep them active. The wielder suffers a -2 penalty to his Concentration checks while he has a construct active. One can create numerous constructs, although successive creations will obviously be weaker than the first. Alternatively, the bearer may attempt to create more than one construct at a time, but he suffers a -1 cumulative penalty to his Concentration checks for each construct beyond the first created at one time. Creating a construct is a standard action.
The ring possesses a limited ability to heal. As a full round action, the ring can restore one tenth of a Concentration check’s worth of vitality points. If focused for a minute, it can restore the same amount of wound points, ability point damage, or negative levels. Healing is quite taxing, and Concentration checks suffer a -5 penalty for an hour after attempting it. Both the penalty and the duration are cumulative, so a Green Lantern that attempted to heal twice in an hour would suffer a -10 penalty for two hours.
The ring bearer may draw upon the ring to further increase his powers beyond that which it already grants him. He may gain one half his Concentration check as a bonus to an ability score, attack rolls, damage, or saves. This ability is mildly taxing to maintain, so he suffers a -2 penalty to Concentration checks while it is active. Increasing an ability is a swift action.
The ring fires a powerful blast of energy. This blast is a ray with a range equal to the Concentration check x10 feet. The blast deals one half the Concentration check d6 damage. This damage may be of any type the bearer chooses, although force is the default. By taking a -20 penalty to the Concentration check, the ring may deal cosmic damage with this blast.
The ring bearer may also attempt to affect an area with this blast, in which case it is a cone with a size equal to the Concentration check x 5 feet. It allows a Reflex save (DC 15+ ½ Concentration check) for half damage. Either function is an attack action.
The ring puts up a personal barrier that absorbs all attacks, energy and spells. The shield can withstand damage equal to the Concentration
check x10. The ring wielder must concentrate on the shield in order for it to stay active. He suffers a -10 penalty to all other Concentration
checks with the ring while the shield is active. He can also create an area shield. The shield has a square area of 10 feet x Concentration
check, although this total area can be shaped as he sees fit. Additionally, the bearer may double the area, at the cost of halving the total damage absorbed by the shield. Creating a shield is a standard action.
The ring can be used to increase speed. The Green Lantern may gain a temporary Super Speed level equal to one fifth of his Concentration check. Super speed is hard to maintain, so the wielder suffers a -10 penalty to all other Concentration checks while he is under the effects of super speed. Activating Speed is a swift action.
A less taxing but similar usage of the ring merely increases the bearer’s movement rate. The Green Lantern multiplies his movement rate by the result of his Concentration check. This is easier to maintain, so the wielder only suffers a -2 penalty to other Concentration checks while making use of this power.
A Green Lantern does not need to be in contact with his ring to activate it, as he possesses a limited Telepathic
Bond with it. The wielder takes a -20 penalty to Concentration checks when his ring is not in contract with him, but he may attempt to control
it anyways as a full round action. A usual tactic in this situation is to command the ring to reform around his finger. (DC 15)
John Stewart was a former member of the U.S. Marine Corps. He receives the bonus feats of a fighter ½ his hit die.
He may provide tactical aid to team members with a Knowledge (tactics) check against the CR of the opponent. This check takes 1 minute. If successful, John’s allies (as well as John himself) gain a +4 morale bonus to attack and damage or armor class and saves against the opponent. If unsuccessful, the bonus is only +1.
John Stewart is immune to fear.
- John Stewart is especially skilled with creating ring blasts and constructs with his ring. He gains a +5 bonus to Concentration checks to do so.
- John takes a -10 penalty to Concentration checks to use super speed or healing with the ring.