Vibranium Armor. Wearing the armor, only the best of weapons can penetrate the armor. The armor is stored in a necklace that the black panther always carries around with him. Armor is bulletproof.
Master Of Arts. Black Panther has +10 on anything thrown that is 25 lb or lighter.
Kinetic Energy. The Black Panther's armor builds kinetic energy from physical attacks. He can release the kinetic energy at anytime. It's split into 3 stages of the release and it's based off of the amount of damage the suit has taken. Once the suit releasing the kinetic energy, the stages reset.
Stage 1: 1d12 Force damage. Can knock back a medium-sized attacker.
Stage 2: 2d12 Force damage. Can knock back medium-sized objects in a full circle.
stage 3: 3d12 Force damage. Can break large objects or smaller.
Multiattack. Black panther can make 4 claw or kick attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 7) Slashing damage.
Kick. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 7) bludgeoning damage.
Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
EMP Beads. Black Panther can throw or place beads that stop all basic machinery. The beads are good for one use. Black Panther usually only holds 5 on him at once.
Kinetic Blast (Fully Charged, 100 physical damage). Black Panther can release the blast as a action or a response the amount of damage varies. Chart on the left.
Kinetic Blast (Fully Charged, 100 physical damage). Black Panther can release the blast as a action or a response the amount of damage varies. Chart on the left.
Counter. Black Panther can attempt to roll higher than a roll to hit against him and do 2d12 worth of damage.
Description
King of Wakanda
Comments