Hey, there! This week I return to the world of Overwatch to stat up what I consider to be my favorite character in the game. Based on my in-game stats, Reinhardt is my most played hero so it’s only right that I honor him by bringing him over to Starfinder. So, after some precision German engineering, we can look at Reinhardt!
Reinhardt CR 8
NG Medium humanoid (human)
Init +1; Perception +16
EAC 20; KAC 22
Fort +12, Ref +7, Will +10
Defensive Abilities barrier shield, steadfast; DR 5/—
Speed 25 ft.
Melee rocket hammer +19 (3d4+14 B)
Ranged fire strike +19 (2d8+8 F)
Offensive Abilities charge, earthshatter
Str +6, Dex +1, Con +4, Int +2, Wis +3, Cha +2
Skills Athletics +22, Diplomacy +16, Survival +16
Barrier Shield (Ex) Reinhardt can raise a large shield as a standard action. The shield blocks damage for him and all adjacent allies. If an attack targets Reinhardt’s EAC or the EAC of one his adjacent allies while he has the shield raised, the attack automatically hits the shield instead. The shield takes the normal damage of the attack and prevents the original target from being hit by the attack, avoiding all damage and effects. The shield has a total of 150 Hit Points and recovers 20 Hit Points every round. If the shield is reduced to 0 Hit Points or fewer, the shield shatters and becomes unusable for 4 rounds. After this time, the shield is restored with 50 Hit Points at the start of Reinhardt’s turn and begins to recover as normal. Reinhardt can move while raising the shield, but cannot attack at all until he lowers the shield as a swift action.
Charge (Ex) Reinhardt can charge at a foe as a full action. Reinhardt travels 60 feet in a straight line toward a single foe. If Reinhardt reaches the foe, he grabs the creature, dealing 4d6+10 bludgeoning damage, and continues to travel the remainder of the distance. A successful DC 16 Reflex save halves the damage and avoids Reinhardt’s grab. If Reinhardt collides with a solid object such as a wall or other sizable object or another creature, the grabbed creature takes another 2d6 bludgeoning damage. Reinhardt immediately releases the creature after finishing his movement. Reinhardt must wait 1d4 rounds before using this ability again.
Earthshatter (Ex) Once per day as a full action, Reinhardt can smash his hammer on the ground, creating a shock wave. All creatures in a 30-foot cone take 2d10 bludgeoning damage and are knocked prone. A successful DC 16 Reflex save halves the damage and avoids falling prone.
Fire Strike (Ex)Reinhardt can fire a burst of flame with a range of 60 feet that targets EAC.
Rocket Hammer (Ex) Reinhardt’s hammer arcs in a wide swing, allowing him to attack several creatures with a single attack. Reinhardt makes a single attack roll and compares the result against the KAC of up to 3 different creatures adjacent to him. Reinhardt’s result takes a –4 penalty when compared against the second target of his attack and a –8 penalty when compared to the third target. If Reinhardt’s attack is a critical hit, he only deals the damage and effects of a critical hit against the first target of his attack.
Steadfast (Ex) Reinhardt gains a +4 bonus to saves to resist any abilities that would move him or knock him prone.
Clad in powered armor and swinging his hammer, Reinhardt Wilhelm leads a rocket-propelled charge across the battleground and defends his squadmates with a massive energy barrier. He dons powerful and resilient Crusader Armor that allows him to deal with the hardships of combat and move through the battlefield with the aid of its rocket propulsion. Reinhardt styles himself as a champion of a bygone age, who lives by the knightly codes of valor, justice, and courage. Possessing an “active imagination,” he enjoys eating currywurst, and is a fan of David Hasselhoff’s music.
That’s it for this week! If you end up introducing Reinhardt into your game or you have any request for a future Monstrous Physique, please drop me a line at KnowDirection@hotmail.com.