Batman as a D&D character

I'm actually making a campaign right now that's going to be a thinly-veiled analogy to the Bat-mythos.

Batman (AKA the wealthy noble Jal Dorrik) is gonna be a monk3/(urban)ranger7/Shadowy Avenger10 in his 20-level plan. The plan keeps his BAB high and gives him great skills, Ascetic Stalker will give him solid unarmed progression, and Shadowy Avenger (MGP's Quintessential Rogue) could not be more hand-tailored to Batman, complete with alchemy skills, interrogator abilities, and stuff like "Angel of Justice".

Joker (AKA The Mortician) will be a scarred elf sorcerer who mass-murders for the lulz, using grafting to make frankenmooks and scavenging from his victims. He'll even specialize in crowd control and insta-death spells to really enrage the party (especially when he escapes every time).

Commissioner Gordon I'm going to blend with Dragon Age's Zhevran for the lulz, I'll call him Zar'tan and make him a fighter/swashbuckler (Captain of the Guard).

It's gonna be SWEET.

You might want to consider giving Batman some casting, or Joker's going to mop the floor with him...
 

log in or register to remove this ad

Remember, D&D has magic, the real world has tech. Most of the stuff Batman uses tech for can be turned into spells or magic items. A ninja/warlock with a few levels of fighter for extra feats and items like a rod of rope and cloak of elvenkind could do most of what batman does. What level you make him depends on what stage of his career you want to emulate. In the first Nolan movie, he's probably only got a couple of levels of ninja, so you'd add some warlock to that for his gadgets and you're done. If you want to imitate the comic book version in Dark Knight Returns, it is going to be a lot more complicated...
 

You might want to consider giving Batman some casting, or Joker's going to mop the floor with him...
Ahhh, he'll be fine. Batman (haven't decided on his in-game name yet) will actually play a small part in the campaign while the PC's handle The Mortician and his mooks. He'll show up if things get too hard and use his detective skillz and gadgets and whatnot!
 


The Stirge?

The Cloaker?

Oh, that's a great idea actually... maybe The Cloaker.

He'll probably end up looking something like this, maybe with goggles:

2006-01-30%20The%20cloaked%20avenger-medium.jpeg
 


This is why I'm lobbying to merge the thief/rogue and fighter classes. Is Batman more a rogue or a fighter? Is he more agile or strong? Against weaker opponents he's a tank; against stronger opponents he's a blur. And a lot of the monk's barehand abilities need to become skills/feats. Think about all the guys in comics that blur the lines between the classes: Bats, Daredevil, even Captain America.
 

Bwahaha! Finished scribing him up. By day, he's Jal Dorrik, charming bachelor and wealthy noble.

But by night, he's The Cloaker, a Monk5/(Urban) Ranger3/Rogue2/Shadowy Avenger5!

This endeavor has proven to me one very important thing. Without house rules that allow exceptionally high stats and a feat every level, he can not be made. Even so he does not quite encompass every aspect of Batman. Mostly he covers the stealthy/fighter/detective/acrobatic aspects, while, unfortunately, being forced to discard the important aspects of mechanic (no Open Lock or Disable Device) or inventor (only one Craft, and it's Alchemy).

The Mortician (Joker) is an eighth level elven Sorcerer, but will increase in level with time.

Zar'tan (Jim Gordon) is an elven Swashbuckler3/Fighter4.

And Norwood Bullokheim (Harvey Bullock) is a dwarven Samurai3.

I think this will be a good campaign. ^_^
 

Mostly he covers the stealthy/fighter/detective/acrobatic aspects, while, unfortunately, being forced to discard the important aspects of mechanic (no Open Lock or Disable Device) or inventor (only one Craft, and it's Alchemy).

So give him an assistant/techie with levels of Alchemist and Artificer to make his fancy toys...
 

Invocations fit for a superhero:
Grappling Blast (lesser eldritch essence invocation)Equivalent Level: 4th
Description: You can turn your eldritch blast into a tough, sticky strand. Upon hitting a target the blast wraps around it, entangling it instead of dealing damage. An entangled creature suffers a -2 penalty to attack rolls, suffers a -4 penalty to effective Dexterity and must make a concentration check (DC 15) to cast a spell. Failure means the spell is lost. The target can only move at half speed and cannot charge or run. If you control the strand by succeeding at an opposed Strength check while holding it, the entangled creature can only move within the limits that the cord allows.

The entangled creature can escape with an Escape Artist check (DC 25) that is a full round action. The cord has 3 hp per warlock level and can be burst with a Strength check (DC 30).

Grappling blast can be used to grab to pull them toward you or used as a rope to climb or swing over obstacles just as a normal rope would be. If you hold onto the blast it lasts until dismissed. If you let go of the blast it dissolves in 1 round/warlock level if it is not dismissed.

Faerie Steps (lesser invocation)
Equivalent Level: 4th
Description: For 24 hours you may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you. You leave no trail in natural surroundings and cannot be tracked unless you allow it. You gain a +5 bonus on Hide and Move Silenty checks in forest, swamp, and jungle environments.

Phantom Passage (lesser invocaion)
Equivalent Level: 4th
Description: For 24 hours you can move through any non-living barrier by making a portion of it incorporeal just long enough for you to slip through it. You can also ignore opponent's shields and armour as you bypass them when you attack with a melee, reach, or unarmed attack. If you move your whole body through a barrier, instead of just a hand or weapon, you leave the barrier a little worse for wear, so it loses 1d6 points of hardness. You cannot reduce an object to a hardness of less than 1.
 

Remove ads

Top