STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 16 (+3) WIS: 18 (+4) CHA: 18 (+4)
Acrobatics 8 (+12), Bluff 12 (+16/+20), Climb 4 (+7), Computers 7 (+10), Diplomacy 8 (+12/+16), Disable Device 9 (+12), Drive 4 (+8), Escape Artist 10 (+14), Gather Information 8 (+12), Intimidate 12 (+16)*, Investigate 12 (+16)*, Knowledge [Behavioral Sciences] 10 (+13), Knowledge [Streetwise] 10 (+13), Knowledge [Tactics] 10 (+13), Notice 8 (+12), Pilot 8 (+12), Search 12 (+15), Sense Motive 12 (+16)*, Sleight of Hand 8 (+12), Stealth 12 (+16)*, Languages (Arabic, Chinese, French, Japanese, Latin, Nama, Nepali, Spanish; Base: English)
All Out Attack, Assessment, Attractive, Benefit [Wealth x3] (3), Challenge [Lip Reading], Connected, Contacts, Defensive Attack, Defensive Roll (2), Dodge Focus (12), Equipment (13), Evasion (2), Fearsome Presence (6), Hide in Plain Sight, Improved Disarm, Improved Initiative (2), Improved Trick, Luck, Master Plan, Minion [Alfred
] (4), Power Attack, Ranged Disarm, Ranged Pin, Redirect, Skill Mastery [Investigate, Stealth, Sense Motive, Intimidate], Sneak Attack (2), Uncanny Dodge [Sight], Well-Informed
Strike 3 (Power Feat: Mighty; 4pp)
Attack +15 [Unarmed +6; Batarang +5] Defense 25 (12 flat-footed) Init +12
Toughness +9 (7 flat-footed) Fortitude +8 Reflex +8 Will +10
Utility Belt -
[Variable Power 3 [One Power of the Science Descriptor]; 12ep]
[+4 Toughness; Super Movement –Slow Fall; 6ep]
Headquarters [Wayne Manor / Bat Cave]-
[Size: Huge; Toughness: 10; Features: Communications, Computer, Concealed, Defense System, Dock, Garage, Gym, Hanger, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Workshop. Cost 20ep]
- [Strength 35; Speed 5, Defense 8, Toughness 9, Size: Huge; Features: Alarm [5; DC 40], Caltrops, Hidden Compartments Navigation System , Oil Slick, Remote Control, Smoke Screen; Powers: Impervious ; Alternate Powers:
[The Bat Jet]
– Strength: 40; Speed: 9; Defense: 6; Toughness: 12; Features: Alarm, Remote Control, Smoke Screen;
[The Bat Boat]
– Strength: 40; Speed: 6; Defense: 8; Toughness: 12; Features: Alarm , Remote Control; Powers: Immunity (life Support); 27ep]
Abilities 42 + Skills 48 (192 Ranks) + Feats 65 + Powers 4 + Combat 36 + Saves 15 – Drawbacks 0 = 210pp
Batman is tough all around, however to get the most out of his attacks he should use his master plan ability and try to catch his foes in surprise attacks. His Fearsome Presence has a DC of 16 and effects 30 feet around him. Batman, when truly prepared, will be unstoppable the first few rounds of combat, with a little luck his foes will be flat-footed, and he’ll have a bonus to hit from his master plan. Between that and his utility belt a foe will likely be beat up before he can fight Batman on equal footing.
Batman has gotten a face lift. I've spent all his equipment points, trimmed the fat, and tweaked his utility belt with an eye toward being able to provoke many different saves.
Updated. He's up to 210 now. Big thanks to BARON for furnishing me a list of languages. The extra points have been spent almost exclusively on skills.
Batman got tweaked again, had him take ranks in dodge focus to defray the cost of his defense bonus. I used the extra points to shore up a few short comings. Gave him better Initiative, Diplomacy, and a luck feat for good measure.
Batman gets a gentle point reshuffle so he can get Challenge : Lip Reading, and Improved Trick.
FINALLY the Bat gets an update. Ever since The Mastermind’s Manual
came out I’ve been trying to think of a way to switch Batman’s Utility belt over to variable power or gadgets. Well Reading Baron’s Batman build helped me make that leap. With the left over points I was able to give Batman Alfred as a Minion and add his two other vehicles as alternate powers to the Batmobile.