Healing Factor: The unusual ability of rapid healing and recovery. You regain 2 HP (WP then VP) plus
Your level every round. You are also highly resistant to pain, +2 to Will saves for pain. You are also highly resistant to
all poisons, diseases, and toxins, you gains a +4 to those saves that apply, and after a given amount of time your system
is purged (10 min per point missed by) . You are immune to were-creature bites or scratches, as
well as vampire bites. Youre age is also undeterminable since your healing factor retards Your aging process. You are immune
to spells that rapidly age a person. Your healing factor is considered a supernatural ability.
Adamantium Laced Skeleton:
Your skeleton is virtually indestructible since it was magically laced with a metal a thousand times stronger than enchanted
Mithral. Your bones can never be broken, and your limbs can not be easily removed. All called shots for dismemberment or any
attacks that can dismember are not only at a -6 to hit, but they have only a 20% of succeeding. Because the adamantium is
inside of him he does not get a very big AC bonus to your standard AC rating, +4. (A centimeter of adamantium will on a geussetimated
average have a hardness rating of 30/30 hp, an inch is 480 with 480 hp. Basically nothing can get by it, but it is also virtually
impossible to work with and would need some hefty magical influence to be able to be used in anyway.) Adamantium is unaffected
by rust, and acids. Magic spells of these natures in any form have no affect on the metal. Your punches and kicks are weighted,
and get a +2 to damage. You have 2 centimeters of Adamantium coating your skeleton.
Adamantium Claws: You have 3,
9-inch long claws that retract into your forearms. He has 3 to each arm. You have full control over the claws extending and
retracting into your forearms from in between your knuckles, the wounds caused by you bleed for half a second and are healed
practically instantly. The claws are also laced with adamantium, and are so sharp that they can cut through virtually anything.
The claws encounter no resistance when cutting through any normal substance or material like wood, steel, bone, iron, and
even dragon scales to some extent. Adamantium is also dense enough that eithral entity, or phased individuals are affected
by it. (Weapons forged of adamantium are not only indestructible and incredibly rare to find but they can affect non-corporeal
beings like ghosts, and other such beings that can take up a non-physical form. These beings take only half damage form such
attacks. Adamantium weapons ignore Hardness ratings of any substances except other Adamantium objects, Mithral and Adamantine
objects however still keep their ratings only at 1/2 their max.) You claws are anchored to your skeleton and can not be forcefully
removed. Damage: 3d4+9, a single claw does 1d4+3. Critical: 17-20/x2 Type: Piercing, and slashing. NOTE: You are
naturally adept at using your claws and are at a +3 to hit when using them. Attacks that you make with your claws are considered
unarmed attacks. Your claws also have 2 centimeters of Adamantium coating them. The claw are treated as +1 for damage reduction.
Without the adamantium your claws do only 1d4 damage per single claw.
Enhanced Senses: Your senses are slightly greater
than normal humans are. You can see at double the range of a normal human, has a much finer sense of hearing, and a incredible
sense of smell. You can remember a person simply by their scent. If the wind is right you can discern a scent from up to a
mile away. At another time he can discern a scent from up to 70ft away. You are at a +3 in any roles regarding your senses.
You are also at a +1 to any saves regarding your senses. Your enhanced senses are considered supernatural abilities.
Enhanced
Strength: You are just a little stronger than the average person is. Your Strength is at a +1. Your enhanced strength is considered
a supernatural ability.
|