Now, most people like to argue about the class of Batman. Is he a rogue or a monk, or maybe an urban ranger? Well I'm here to end that argument. He is a rogue - a noble rogue, to be precise. This is the word of the Lord- thanks be to god. He has lots of skills, is very sneaky, and mostly tries to intimidate people. That's Dex, Cha, Int character if I ever saw one. Sure he is strong and tough, and perceptive too. Heck, he is kind of perfect from a stats perspective. Batman's only flaws lie in his personality and his past.
Robin is similarly a rogue. Even more so perhaps- more quick than strong, more smart than wise. That isn't to say he doesn't possess other amazing traits, but he is known for sneaking off and doing covert ops. especially in the show. So a rogue, with an entertainer background that will cover the Flying Graysons. How about all that punching he does? Easy; make a feat called Martial Artist that gives anyone who takes it a bit of that fun Monk ability.
Martial Artist
Trained in a very graceful and specific style of combat, you have learned to strike hard with your body and perform amazing physical feats. You gain the following benefits:
- Increase your Dexterity or Strength score by 1
- You are proficient with unarmed strikes
- Your unarmed strike uses a d4 for damage
- You treat all simple melee weapons that aren't two-handed or heavy as finesse weapons
I like this feat, it will allow him to punch and kick people for okay damage, and most importantly, sneak attack with punches. It might be a little underpowered, but you have to be careful with how things mix. This would be terrible for a monk, for example, but maybe too powerful for that Path of the Brawler archetype I made last week for Superboy.
Dick Grayson
Level 1 Variant Human Rogue
Background: Entertainer
Str 12 (+1), Dex 14 (+2), Con 14 (+2)
Int 14 (+2), Wis 12 (+1), Cha (+1)
HP 10, AC 13, HD 1d8
Saves: Dex +4, Int +4
Speed: 30 feet
Languages: Common, Gnomish, Thieves' Cant
Proficiencies: Disguise kit, pipes, thieves' tools
Skills: Acrobatics +5, Athletics +3, Investigation +4, Perception +3, Performance +3, Sleight of Hand +4, Stealth +6
Unarmed Strike +4, 1d4+2 bludgeoning
Rapier +4, 1d8+2 piercing
Dagger +4, 1d4+2 piercing, light, 20/60 range
Shortbow +4, 1d6+2 piercing, 80/20 range, 20 arrows
Feat: Martial Artist
Sneak Attack 1d6
Gear: Pipes, a token from your family, a costume, rapier, shortbow, 20 arrows, dungeoneer's pack, leather armor, two daggers, and thieves' tools
Leveling up: Grab the Thief archetype for the climbing and quickness and Use Magical Device. Up your Dexterity and intelligence as often as you can. I made the Martial Artist feat specifically to allow a Nightwing later on assuming you can get a nice pair of Electric Clubs that can turn into a quarterstaff. So get out there and save the world by investigating mysteries you sneaky boy wonder.
Level 1 Variant Human Rogue
Background: Entertainer
Str 12 (+1), Dex 14 (+2), Con 14 (+2)
Int 14 (+2), Wis 12 (+1), Cha (+1)
HP 10, AC 13, HD 1d8
Saves: Dex +4, Int +4
Speed: 30 feet
Languages: Common, Gnomish, Thieves' Cant
Proficiencies: Disguise kit, pipes, thieves' tools
Skills: Acrobatics +5, Athletics +3, Investigation +4, Perception +3, Performance +3, Sleight of Hand +4, Stealth +6
Unarmed Strike +4, 1d4+2 bludgeoning
Rapier +4, 1d8+2 piercing
Dagger +4, 1d4+2 piercing, light, 20/60 range
Shortbow +4, 1d6+2 piercing, 80/20 range, 20 arrows
Feat: Martial Artist
Sneak Attack 1d6
Gear: Pipes, a token from your family, a costume, rapier, shortbow, 20 arrows, dungeoneer's pack, leather armor, two daggers, and thieves' tools
Leveling up: Grab the Thief archetype for the climbing and quickness and Use Magical Device. Up your Dexterity and intelligence as often as you can. I made the Martial Artist feat specifically to allow a Nightwing later on assuming you can get a nice pair of Electric Clubs that can turn into a quarterstaff. So get out there and save the world by investigating mysteries you sneaky boy wonder.
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