Batman PL16

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The Batman: PL 16;

Init +8 (Dex, Improved Inititive); Defense 24 (20 flat footed); Spd 30 ft; Atk +13 melee [Extra: Heroic] (+3S unarmed), +14 ranged [Extra: Trickshooting] (+2S Batarang); SV Dmg +6, Fort +4, Ref +6, Will +5; Str 16, Dex 18, Con 18, Int 20, Wis 20, Cha 20

Skills: (synergies and super bonuses counted. Disturbing counted) Acrobatics 11, Balance 6, Bluff 5, Computer Use 13, Diplomacy 9, Disable Device 15, Drive 6, Escape Artist 8, Gather Information 9, Handle Animal 10, Hide 10, Intimidate 12, Knowledge (Gotham) 15, Knowledge (Rogues Gallery) 12, Knowleges (All others untrained) 10, Jump 10, Move Silently 10, Open Lock 6, Pilot 6, Repair 13, Ride 6, Sciences (Chemistry, Forensics, Psychology) 13, Science (all others untrained) 10, Sense Motive 15, Sleight of Hand 8, Taunt 7

Feats: Assessment, Attractive, Connected, Dodge, Evasion, Headquarters, Improved Critical, Improved Inititive, Infamy, Lightning Reflexes, Quickdraw, Sidekicks (Alfred, Robin, and the Bat Computer), Super Vehicles (x3), Talented (Escape Artist, Sleight of Hand), Talented (Hide, Move Silently)

Powers: Super Intelligence +5 [Stunts: Eiditic Memory, Mathematical Genius; Extras: Sense Motive Expert, Innate; Source: Training; Cost 4pp]

Equipment: (all devices, all super science) Scientific Genius +6 [Extra: Clever Inventor, Utility Belt; Cost 3pp]

Weakness: Quirk (Driven): Batman's lifelong quest to avenge his parents' deaths leaves him without options for a normal life. If he is helplessly or otherwise idle while innocents are put in jeopardy he becomes brooding and dispondent. He may shake this stupor off with a hero point, although he still has to do everything within his power to protect the innocent. As Batman, he is also considered Disturbing (-5 Bluff, -5 Diplomacy)