There is something out there in the darkness, something terrifying, something that will not stop until it gets revenge... Me
Power Level: 11
STR: 18 (+4)
DEX: 18 (+4)
CON: 16 (+3)
INT: 20 (+5)
WIS: 20 (+5)
CHA: 18 (+4)
Damage: +5 (batarangs), +4 (unarmed), +1 (shuriken)
Defence: +14, +6 (flat-footed)
Toughness Save: +8, +5 (flat-footed), +6 (without costume), +3 (flat-footed and without costume)
Fortitude Save: + 7
Reflex Save: +10
Willpower Save: +10
Acrobatics 12 (+16)
Bluff 12 (+16)
Climb 9 (+12 )
Computers 5 (+10)
Craft (Chemical) 10 (+15)
Craft (Electrical) 10 (+15)
Craft (Mechanical) 10 (+15)
Diplomacy 10 (+14)
Disable Device 10 (+15)
Disguise 10 (+14)
Drive 6 (+10)
Escape Artist 8 (+12)
Gather Information 14 (+18 )
Intimidate 16 (+20)
Investigate 16 (+21)
Knowledge (Behavioural Sciences) 10 (+15)
Knowledge (Business) 9 (+14)
Knowledge (Civics) 10 (+15)
Knowledge (Current Events) 10 (+15)
Knowledge (Life Sciences) 10 (+15)
Knowledge (Physical Sciences) 10 (+15)
Knowledge (Streetwise) 10 (+15)
Knowledge (Tactics) 10 (+15)
Knowledge (Technology) 9 (+14)
Medicine 7 (+12)
Notice 16 (+21)
Pilot 5 (+8 )
Search 12 (+17)
Sense Motive 12 (+17)
Sleight of Hand 6 (+10)
Stealth 16 (+20)
Survival 10 (+15)
Swim 9 (+12 )
Acrobatic Bluff, Accurate Attack, All-Out Attack, Assessment, Beginner's Luck, Contacts, Dedicated, Defensive Attack, Defensive Roll 3, Distract (Intimidate), Dodge Focus 2, Eidetic Memory, Equipment 13, Favored Opponent 2 (Criminals), Fearsome Presence 2, Hide in Plain Sight, Improved Critical (unarmed strikes), Improved Defence 2, Improved Disarm, Improved Throw, Improved Trip, Improved Initiative, Inspire 3, Jack of All Trades, Leadership, Master Plan, Power Attack, Quick Draw, Ranged Pin, Second Chance 4 (Investigate, Intimidate, Notice, Stealth), Seize Initiative, Sneak Attack, Startle, Takedown Attack 2, Taunt, Track, Well-Informed
binoculars, camera, commlink, Costume (Protection 2, Fearsome Presence 5), flashlight, forensics kit, gas mask, grappling line (Super-Movement 1 - Swinging), handcuffs, breaking & entering kit, medical kit, rebreather, Utility Belt (Array - Flash-Bangs (Dazzle Burst 6, visual, auditory) Alternate Powers: knives (batarangs), shuriken (bat-shaped, Autofire), smoke pellets, tear-gas pellets (Nauseate Cloud 6) cutting torch (Blast 1, Drain Toughness 1)
Batmobile: Strength 35, Speed 5, Defence 8, Toughness 9, Size Large, Alarm, Remote Control, Armour 3, Caltrops, Navigation System
Batman pays for one half of the Bat-Cave:
Bat-Cave: Size Large, Toughness 10, Communications, Computer, Concealed, Defence System, Dock, Garage, Gym, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System 2, Workshop
I've really been looking forward to this build! The great thing about Batman is how many different ways you can interpret him.
In this build, I focused on Batman's innate skill as a warrior and a detective. He has capped attack and defence, as well as Feats that allow him to easily push himself beyond those limits. Changing his fighting style to suit his opponent, he should be more than a match for almost any non-powered opponent, and more than a few super-powered ones.
Skills were the toughest challenge for this build. There's nearly nothing Batman hasn't experienced first-hand or through research. To reflect this, I gave him Beginner's Luck and Jack of All Trades to not only allow him to speak any language he needs and have Knowledge skills on any topic, but also to have a very competent skill bonus to them when he really needs to. Not many people can muster up a +7 bonus to a skill they have no ranks in.
That said, I wanted to give Batman very high ranks in two Knowledge Skills, Physical Sciences (for the forensics side of things) and Streetwise. Nothing goes on in Gotham without the Bat knowing!
To back up his vast array of Knowledge skills, I maxed his Investigate and gave him a generous Gather Information and Search to truly make him the world's greatest detective.
Another important skill was Stealth. I didn't max it out, because there are, amazingly, one or two people who are better than he is, but with his Notice, odds are they're not quite good enough to get past him unless they've had extensive training. I considered making things like Computer and Sense Motive higher, but Baman's nowhere near the hacker that Barbara is, and there are definitely times when he misses something about a person's behaviour.
Equipment-wise, I made a conscious decision not to give him Gadgets. I wanted to focus on the more modern Batman, who uses mostly mundane equipment in extraordinary ways. A Hero Point to grab an extra rank of Equipment can get him out of a fix, and his Inventor Feat is just the ticket for when he has to come up with a counter-agent for Joker venom or a suit to resist Mr. Freeze's ice gun. I would definitely allow him to trade in the Batmobile for a Batcycle, Batjet or Batboat should the situation call for it. Another decision I made was to have Batman and Robin split the cost of the Batcave, since they use it most often.
I'm quite happy with this build. It can probably use some tweaking, but I hope it'll stand up to a few fights.
Updated again. This one's pretty major. Batman is now PL 11 and has Sneak Attack and Favored Opponent. This means his damage cap is now up by 2. Against criminals and when he Sneak Attacks, Batman hits these caps easily, becoming a true terror on the streets of Gotham. The main reason I did this is to give Batman some more "oomph" for some more high-powered fights.