Batman PL10 (210PP)

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Batman

PL 10; Inititive +8 (Dex, Improved Inititive); Defense 23 (16 flatfooted*); Spd 30ft; Atk +14 (+4 knux, +5 boomerang); SV Tou +4*/+7 in suit, Fort +4, Ref +6, Will +6; Str 16, Dex 18, Con 18, Int 22, Wis 20, Cha 16

Skills: Acrobatics +12, Bluff +11, Climb +11, Computers +10, Craft (Chemistry) +10, Craft (Electronics) +10, Craft (Mechanical) +10, Disable Device +10, Disguise +7, Drive +8, Escape Artist +12, Gather Information +11, Intimidate +11, Investigate +14, Knowledge (streetwise) +10, Knowledge (tactics) +6, Languages (Arabic, Chinese, Japanese, Latin, Nama, Nepali, Spanish), Medicine +9, Notice +13, Pilot +8, Search +10, Sense Motive +13, Sleight of Hand +8, Stealth +12, Survival +9, Swim +7

Feats: Assessment, Benefits (Alternate Identity, Wealth +6), Connected, Contacts, Eidetic Memory, Equipment +14, Fearsome Presence +4, Fighting Style (All, see notes), Hide in Plain Sight, Inventor, Master Plan, Quickdraw, Sidekick +3, Skill Mastery* (Escape Artist, Intimidate, Sense Motive, Stealth), Sneak Attack +1, Track, Well Informed

Equipment:

  • Stately Manor/Underground Lair [replace holding cells with a workshop] (25 ep),
  • Armored Jumpsuit (3ep),
  • Utility Belt [boomerang, binoculars, brass knux, commlink, handcuffs, multi-tool, nightvision, rebreather, sleeping gas, smoke pellets, swinging] (22ep),
  • Armored Car [alarm +4, caltrops, navigation system, oil slick, remote control, smoke screen] (20ep)

tradeoffs: +4Atk/-4DC, +3Def/-3Tou complications: enemy, reputation, responsibility, secret