Aquaman is a fictional character, a superhero in DC Comics. Created by Paul Norris and Mort Weisinger, the character debuted in More Fun Comics # 73 (November 1941). Aquaman, also known as Arthur Curry, is an undersea hero from Atlantis. Born to a Atlantean wizard and an Atlantean Queen, he was raised by a human lighthouse keeper. In the most well-known version of his origin, Arthur Curry grows up slowly learning about his powers and origins and vows to defend the oceans and their inhabitants as Aquaman, becoming the ruler of Atlantis and the undersea world. Aquaman possesses the abilities to breathe underwater, telepathically communicate with and control all forms of sea life, and Swim at fast speeds. He also possesses superhuman levels of strength, speed, endurance and durability, all by-products of his body being adapted to survive unprotected in the tremendous pressures of the ocean depths.
During the Golden and Silver Ages of comic books Aquaman was a minor but durable hero, appearing in back-up stories of comic book series which headlined other characters. As one of the few superheroes extant in the late 1950s in DC Comics publications, he was made a founding member of the Justice League of America, which granted the character further longevity. The modern Aquaman has become a darker and more powerful character, often portrayed as angry and righteous. Aquaman’s first animated appearance was alongside his sidekick Aqualad in Filmation’s 1967 animated series. The Superman/Aquaman Hour of Adventure. In the 1970s, he was included in the lineup of the animated Super Friends, helping him become somewhat of a household name. However, perhaps because of his place among such giants as Superman, Batman, and Wonder Woman, Aquaman has often been the subject of mockery for having limited and seemingly useless powers.
Originally Posted by
Kain Darkwind of the Dicefreaks forums.
|Arthur Curry, Aquaman|
|Medium humanoid (Aquatic)|
|Wounds||67 WP, 491 VP (25d10+325)|
|Speed||40 ft.,Swim 250 ft.|
|AC||25 (+6 defense, +3 Dexterity, +6 natural) touch 19, flat footed 16|
|Base Attack/Grapple||+25/+47 (+65 in water)|
|Attack||Unarmed strike +44 melee (2d6 + 27)|
|Full Attack||Unarmed strike +44/+39/+34/+29 melee (2d6 + 27)|
|Space/Reach||5 ft./5 ft.|
|Special Qualities||Amphibious,Blindsight 60 ft., damage reduction 35/piercing or slashing, damage reduction10/-, Low-Light Vision, pressure resistant, superstrength, water mastery|
|Saves||Fort+35, Ref +11, Will +18|
|Abilities||Strength 45,Dexterity 17, Constitution 37, Intelligence 15, Wisdom 19, Charisma 22|
|Skills||Climb +19, Diplomacy +20, Handle Animal +28, Intimidate +34, Knowledge (nature) +22, Listen+26, Sense Motive +29, Spellcraft+7, Spot +26, Survival+18, Swim +68|
|Feats||Athletic, Brawl, Endurance, Improved Brawl, Improved Bull Rush, Power Attack, Skill
|Epic Feats||Epic Fortitude, Epic Skill Focus (Swim), Epic Toughness|
|Organization||Solitary (unique) or with JLA|
Psionics At will, Aquaman can use the following psi-like abilities. brain lock, cloud mind, empathy, id insinuation, mass missive, speak with animals. Manifester level 25th; DC28 (DC 18 for creatures not of the animal or magical beast type.). All powers are augmented to the fullest level of ability.
Amphibious Arthur breathes water. He can survive out of water for 24 hours before becoming fatigued. After 24 more hours, he becomes exhausted. Every day after that, he begins taking 1d4 points of wound damage that cannot be healed until he returns to the water. This damage cannot reduce Arthur to below 1 wound point, but he falls unconscious if he would be reduced to 0 wound points from this damage.
Pressure Resistant Aquaman’s damage reduction is greatly increased against bludgeoning attacks. In addition, in areas of low pressure (such as shallow waters, or on land), he gains a +2 damage bonus for every -1 penalty he takes with Power Attack. Arthur also deals damage as if he were one size category larger.
Superstrength Level 5
- +10 melee damage bonus
- +5 bonus on grapple and bull rush checks.
- Lift capacity x32
Water Mastery Arthur receives a +10 competence bonus on attacks, armor class, and saves while in the water. He is treated as being two size categories larger for the purposes of grapple checks, bull rush attempts, and any other situations where a larger size is an advantage.
If using Aquaman with the Water Hand, add a +3 enhancement to unarmed damage attacks, and the ability to Penetrate Damage Reduction as a magical weapon.
If using Aquaman with the Hook, Aquaman’s unarmed strikes with that hand deal piercing or slashing damage and have a threat range of 18-20. Aquaman can also make a single ranged attack as a standard action with the hook at a range of 60 feet. This deals damage and possesses the same special abilities as a harpoon.