Kickpunch "Happy Flower" Crushdick

Level 1 Samurai Gunmegalosaur
RAAAUAUGAHGAHGH
+5
20
Strength
+0
11
Constitution
+3
16
Dexterity
+0
11
Intelligence
+0
11
Wisdom
+1
12
Charisma
+1
12
Luck
HIT POINTS
Total
28
Current
12
Bloodied
14
S. Wind
DEFENSE MODIFIERS
+2 to ongoing damage saves, take 10 on death saves (Cybersaur) , +2 Fortitude (Hybrid Warlord/Ranger), +2 Reflex (Feline)
1
Action Points
+4
Initiative
7
Speed
SKILLS
+1
Education
+2
Esoterica
+6
Fitness
+8
Intimidate
+4
Mechanics
+4
Perception
+12
Skulduggery
+2
Social
+3
Survival
+1
URBX
ATTACKS
1d10 + 6
+8 vs AC
Katana (Melee 1, Accuracy 2)
1d8 + 6
+8 vs AC
Submachine Gun
(Ranged 10, Accuracy 4)
The Anatomist's Friend
Omega
For use in controlled laboratory conditions ONLY. Do not expose to slaads. Use in necromancy strictly prohibited.
EncounterShadow, Transmutation
Standard ActionRanged 5
Target: Two creatures within range. These creatures must also be within 5 squares of each other, and have clear line of sight to one another.
Attack: Intelligence + Luck + level vs Fortitude
Hit: 3d8 - Luck physical damage (use the Luck modifiers of the targets). An internal organs will be swapped between the two targets. Roll 1d20 to identify the affected organ.

1. Heart
2. Stomach
3. Liver
4. Left Kidney
5. Right Kidney
6. Large Intestine
7. Left Lung
8. Right Lung
9. Pancreas
10. Urinary Bladder
11. Skin
12. Small Intestine
13. Left Eye
14. Right Eye
15. Entire Reproductive System
16. Spinal Cord
17. Adrenal Gland
18. Appendix
19. Entire Skeleton
20. Brain

Overcharge: When you use this tech, you can roll a d20.
10+: You may choose to waive the 3d8 damage caused by the procedure (damage due to gross anatomical incompatibility may still occur).
9 or less: It seems as though you've become one of your own test subjects. Uh-oh.

Prototype RobCo Stealth Boy
Omega
If mental instability occurs, immediately discontinue use.
ArmorLight
EncounterMartial, Illusion
Minor ActionPersonal
Effect: You become invisible until the end of your next turn.
Overcharge: When you use this tech, you can roll a d20.
10+: You are invisible (save ends).
9 or less: All other creatures are invisible to you (save ends).
Salvage 6: A 6th-level character can salvage the Stealth Boy. It becomes light armor with the following property: You gain concealment against any creature not adjacent to you.

Secretly A Duck
Alpha
Not even your closest friends know.
EncounterPrimal
Benefit: You are secretly a duck. You are privy to the wisdom and talents shared by all ducks, save for those talents squandered on the oddly dinosaur-like form you currently inhabit. For example, you can't fly, and you're an above-average swimmer at best. Other ducks will recognize you for what you are.
Overcharge: When you start your turn, you can roll a d20.
10+: AT LAST! Until your next short rest, you assume your rightful form. None will say now that you are not a duck.
9 or less: Until your next short rest, you assume your rightful form: a... duck-billed platypus egg. Maybe something was lost in translation.

GEAR
2 Hanzo Steel Cyborg Ninja Assassin® Replica Katanas (w/ certificate of authenticity, 2x 1H Heavy Melee), Tediore Type 72 9mm SMG (1H Light Gun), light team jumpsuit, 3 cartons Malboro Greens, Custom-made XXXXXL Decanter of Endless GROM®, 7 pounds of raw steak, 33 fun-size chocolate milks, life-size rubber human skeleton (missing left hand), red/blue 3D glasses, latex unicorn mask, luminescent flawless rancor gallstone

MONEY
Domars
0
Caps
0
Coin
0
Bills
0
17
Armor Class
18
Fortitude
16
Reflex
12
Will
RACE
Cybersaur
Ability Bonus: +2 to Strength.
Skill Bonus: +2 Intimidate, +2 Survival.
Built Malboro Tough:+2 to save against ongoing damage. When you save vs. death, you can take the better of your roll or 10.
Saurian Fury: When bloodied, add +1 to your attack rolls.
CLASS
Hybrid Warlord/Ranger
Primary Ability: Strength
Martial: +2 to Martial overcharge.
Defense Bonus: +2 Fortitude
MUTATION
Feline
Primary Ability: Dexterity
Primal: +2 to Primal overcharge.
Skill Bonus: +4 to Skulduggery.
Random Skill Bonus: +4 to Skulduggery.
Defense Bonus: +2 to Reflex.
Feline Speed: +1 to speed if wearing light or no armor.
Catfall: Always land on your feet, and take no damage from falls of 50 feet or less.
KICKPUNCH

Two-Blade Fighting Style
Feat
You may wield a one-handed weapon in your
off hand. Gain 5 additional hit points.

SPONSORS
Malboro: For Those Unwanted Guests
Lunar Zenith
Iron Grip

POWERS
Hunter's Quarry
Hunter's Quarry Power
You brought two too many.
At-Will
Minor Action
Effect: Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you can’t deal it again until the start of your next turn. The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time.
Quarry Damage: 1d6

Twin Strike
Ranger Attack 1
If the first attack doesn't kill it, we brought guns.
At-WillMartial, Physical, Weapon
Standard ActionMelee or Ranged weapon
Target: One or two creatures
Attack: Strength + level + accuracy vs. AC (melee) or Dexterity + level + accuracy vs. AC (ranged); two attacks
Requirement: You must be wielding two melee weapons or a ranged weapon.
Hit: 1[W] physical damage per attack.

Furious Smash
Warlord Attack 1
Open the door, get on the floor, pay attention to me I'm a dinosaur.
At WillMartial, Physical, Weapon
Standard ActionMelee weapon
Target: One creature
Attack: Strength + level vs. Fortitude
Hit: Strength modifier physical damage. Choose an ally adjacent to you or the target. The ally gains a bonus equal to your Charisma modifier to their next attack and damage roll that they make against the target before the end of the ally's next turn.

Slashing Claws
Feline Novice
FURSERKER PURRAGE
At WillPrimal, Physical
Standard ActionMelee 1
Target: One creature
Attack: Dexterity + level + vs. Reflex. Attack twice.
Hit: 1d6 + Dexterity + twice level physical damage.
Two Hits: 2d6 + Dexterity + twice level physical damage, and the target is blind until your next turn.

Your Move, Creep
Cybersaur Racial Attack
You have 20 seconds to comply.
EncounterFear
Minor ActionClose Burst 5
Target: Each enemy in burst
Attack: Strength or Charisma +2 vs. Will
Hit: The target takes -2 to attack rolls and grants combat advantage until the end of your next turn.

Inspiring Word
Warlord Feature
When M. bucklandii tells you to get up, you get up.
EncounterHealing, Martial
Minor ActionClose Burst 5
Target: Your or one ally in burst
Effect: The target gains 1d8 hit points.

Battlefront Shift
Warlord Feature
GET OUT THE WAY
EncounterMartial
No ActionClose Burst 3
Target: Your or one ally in burst
Trigger: You roll initiative.
Effect: The target shifts half their speed.

Overwhelming Force Trap
Wld Attack 1
Hitting people: the cornerstone of every elite tactical strategem.
EncounterMartial
Immediate InterruptClose Burst 3
Target: The triggering ally
Trigger: An ally in the burst makes a melee basic attack
Effect: The target uses one of their melee at-will attack powers instead of making a melee basic attack. If the attack hits, the subject of the attack is also dazed until the end of the target's next turn.

Pin The Foe
Warlord Attack 1
Your attack positions an enemy so that no matter where it turns, one of your allies is waiting.
DailyMartial, Physical, Weapon
Standard ActionMelee weapon
Target: One creature
Attack: Strength + level + accuracy vs. AC
Hit: 3[W] + Strength modifier + level physical damage.
Effect: Until the end of the encounter, the target cannot shift if at least two of your allies (or you and one ally) are adjacent to it.

Kickpunch "Happy Flower" Crushdick

Gamma World: URBX Pangalin