• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Batman Fans: How would you design him in DND 3.5?


log in or register to remove this ad

Wraith Form said:
I'm fond of this entire write-up! While IMHO I think his skills are slightly different (again, mostly the Dex thing) I'm cool with the rest of this description.
Catwoman once mentioned Nightwing having quicker, more fluid movements than Batman (while dodging bullets, mind you!). Even faster... by a hairline.

IMHO, Batman has trained his body hard to be in peak condition. Overall, he's the best around, but there are individuals that can be better than him in something or another. For instance, these individuals are better than Bats in the indicated scores: Str - Bane, Killer Croc; Dex - Nightwing; Con - Killer Croc; Int - The Atom, Oracle; Wis - Martian Manhunter; Cha - Superman.

That's why I placed Batman at high Dex and Int, but increased his Int along the way. This way he can have enough skill points to have mad skillz! :) At, say, 15th level, he'd have: Hide & Move Silently: +18 ranks, +4 Dex, +5 Batsuit, +2 feat = 29 (!!!)

And let's not forget, apart from the occasional Joker, Killer Croc, Bane or Ra's Al Ghul, Bats faces common mooks (warrior, ftr, rog or expert at level 4-7). He doesn't even break a sweat (or gain XP).

Someone asked about the LA of a Kryptonian. I'd say +20. As soon as a kryptonian comes into play, the game's all epic!
 


I am not sure that Batman is actually fighting unarmed - his boots and gloves seem to be quite "strong" and he could be using them as his weapon...
But I am not a Batman expert.
 

Klaus said:
Catwoman once mentioned Nightwing having quicker, more fluid movements than Batman (while dodging bullets, mind you!). Even faster... by a hairline.

IMHO, Batman has trained his body hard to be in peak condition. Overall, he's the best around, but there are individuals that can be better than him in something or another. For instance, these individuals are better than Bats in the indicated scores: Str - Bane, Killer Croc; Dex - Nightwing; Con - Killer Croc; Int - The Atom, Oracle; Wis - Martian Manhunter; Cha - Superman.

That's why I placed Batman at high Dex and Int, but increased his Int along the way. This way he can have enough skill points to have mad skillz! :) At, say, 15th level, he'd have: Hide & Move Silently: +18 ranks, +4 Dex, +5 Batsuit, +2 feat = 29 (!!!)

And let's not forget, apart from the occasional Joker, Killer Croc, Bane or Ra's Al Ghul, Bats faces common mooks (warrior, ftr, rog or expert at level 4-7). He doesn't even break a sweat (or gain XP).
Believe me, no argument here...it's all a matter of perception. I "perceive" Bats as being Dex = 19, so in my game-world Nightwing would be Dex = 20...! In yours it'd be whatever you want!

Mustrum, I'd bet Bats' gloves and boots are "hardened leather"....maybe Masterwork? Or reinforced within using small, flat sheets of steel (or iron in a D&D setting)? It'd take quite some Dex to run & swing fists with all that gear on.....!!
 
Last edited:

Did some data mining....found this

I found this on an old school MSH Classic RPG web site. It may be usefull for a DC comics game set in the AD&D world. http://rivendell.fortunecity.com/battlespire/85/dcadd.htm

Here is the info from the web site if you don't want to use the link.

--------------------------------------------------------------------------------
DC Heroes AD&D Campaign Background

INTRO- From time to time, I've heard, on this list, talk of how to convert the system to accomodate a fantasy style play: one message asked for ideas to convert the rules for D&D play, several campaigns described have had a fantasyish leaning. I will attempt here to create a setting that might accomodate the fantasy tastes of players- knights, kingdoms, quests and legends- while retaining the grounding of a superhero universe.

OVERVIEW- Something happened to the DC Universe, not too long from now. Something that toppled nations, changed the shape of continents, and plunged mankind into a second Dark Age in which much of the learning of the present was lost. But for the valor of Earth's greatest champions, all might have been lost. It was only natural that, in the wake of this crisis, as humanity began to reform their civilizations, they would turn for leadership to the descendants of these legendary heroes. This is the story of...

--------------------------------------------------------------------------------
EARTH AFTER... specificly, a look at the new cultures of North America. This is a brief, rough look only, with plenty of room for the customization necessary for use in your own campaign.
--------------------------------------------------------------------------------

The People
After generations of intermingling of bloodlines, the metagene that enables superpowers has become widespread, although latent in the populace at large. The metagene is recessive, which means it may be passed down from father to son to grandson without ever manifesting itself. The odds of carrying the metagene are 1 in 216 (six cubed), the odds of the gene manifesting are 1 in 6 if both parents carry the gene, 1 in 36 if only one parent does.
Over time, most cultures have developed a semi-feudal society, with a strong current of capitalism. Those in whom powers have manifested strongly tend to be the leaders, those without powers generally perform the day-to-day duties. There is some mobility between classes- the powered beings and their families, and the highly talented, tend to be drafted into the ruling elite, while families unable to produce powered descendants tend to sink into the working class. Armies tend to be small, infrequently assembled, and composed of the powered beings and a small core of professional warriors. Think of Arthurian times, with the heroes as the questing knights.
The players are able to come from any of these ranks- a worker newly recruited for defense of the realm, a noble following a long tradition of service, an orphan determined to make a place for himself, or whatever else you might think of.

--------------------------------------------------------------------------------
The Nations
Because most modern technology is no longer operative, and because of the frightful damage that took place during the crisis, the United States has splintered into a number of nation-states, each with its own unique flavor. Here are some of the more prominent:

The Republic of Metropolis
In the shadows of the skyscrapers along the Atlantic seacoast, a nation thrives. While Superman himself left no known descendants, his legend remains strong enough here that Metropolis considers itself dedicated to the restoration of Truth, Justice, and the American Way. Metropolis' bustling economy is perhaps the stongest on the continent, helped in good part by the mercantile activities of the powerful House of Luthor trade consortium. Civic peace is enforced by the Guardians, while the governing council decides foreign policy. GM Notes- While Metropolis considers itself committed to restoring America, other nations see this as an excuse for expansionism. House of Luthor caravans, while performing an essential service by bringing in food products from the Midwest, are secretly encouraged and rewarded for uncovering artifacts and technology, and HoL sages work within the ruins of Project Cadmus to unlock the secrets of such artifacts.

Gotham Below
There is one place unguarded by Guardians, which yet is spoken of with terror by evildoers. Gotham has suffered several more earthquakes, yet a secret society maintains order in the extensive caverns beneath- the Knights of the Dark are seldom seen, merciless enforcers of the law. Each Knight was once an orphan, with parents dead by violence, who has been adopted by the society, and taught how to avenge the crimes that left them without family. The Knights have accumulated a small arsenal of devices from the Age of Heroes, which it doles out to members as needed- an anti-gravity belt made of the 9th metal, a supply of Miraclo pills, a gas gun, infrared goggles and blackout pellets, to name but a few.

The Forest of the Arrow
A large, mazelike forest now covers most of the Ohio River valley, from former Pennsylvania to the Mississippi. Outcasts and rebels from all nations make their home here, as well as an anarchic society of freemen who call themselves Arrows. Dressed in camoflage green, the Arrows regularly ambush Luthorian caravans with clockwork efficiency, pausing only to leave a trademark green arrowshaft before melting back into the woods. Arrows have on occasion raided other trade missions, precipitating retaliatory raids by the Guardians, the Knights of the Dark, and others.

The Lightning Lands
The Midwest remains the Breadbasket of North America, despite the jagged Burns which crisscross the plains, and occasionally spawn monsters. The extended West family, most members of which still manifest speed-based abilities, are the prime movers here, with younger members dispatched to other nations as couriers and diplomats. Farming is the chief occupation, with few large settlements existing.

The City of Denver

Oddly enough, Denver exists, and has existed, as an independent nation without the benefit of a superpowered army. Hordes marching upon the city have turned away, confused. Evil masterminds bent upon Denver's destruction have vanished mysteriously, their schemes incomplete. There are rumors of a supernatural protector at work, as well as a report that decisions of the city council have been influenced by an immortal, powerful magician.



This theocracy is headquartered in the spectacular Coast City Cathedral in California. Paladins of the Order ride forth in glistening emerald armor, seeking wrongs to right and dragons to slay. Each Paladin is granted limited access to Oa, the God of Energy, and may use that acces to simulate powers on a small scale. House of Luthor scientists speculate that the cathedral itself is built upon an immense power source...

--------------------------------------------------------------------------------
As I mentioned, these are but sketchy, incomplete notes, but, if they come in handy, great. If you've read this far, you get the picture. Classic fantasy themes that might fit into such a setting might be:

*Quest for a lost artifact (and protecting it from those who seek to use it for evil) Protecting a settlement from a monster, or invading horde, or natural disaster...

*A gathering of the nations against an ancient evil, etc.
--------------------------------------------------------------------------------


I hope you all can use this stuff. Any thoughts on what I found?

Aries
 

Into the Woods

Remove ads

Top