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<blockquote data-quote="Scott Lynch" data-source="post: 305522" data-attributes="member: 4450"><p><strong>The Joker: A 17th level DNW Villain</strong></p><p></p><p>Let's see some big smiles, everyone!</p><p></p><p>The Joker is, of course, Copyright 2002 DC Comics, a division of Warner Bros., an AOL/Time-Warner Entertainment Company. </p><p></p><p>The Joker (Identity Unknown) Male Human, 6'1", 160 Lb.</p><p>Miscreant-4, Rogue-10, Tech-3; TR 17; Medium-size humanoid;</p><p>Init +8 (+4 Dex, +4 Feat); AC 22 (+4 Dex, +8 Class,);</p><p>Fort Save +10; Ref Save +17; Will Save +11;</p><p>Speed: 35</p><p>Hit Dice: 10d6 + 3d4 + 4d8 + 34 + 3 (99 HP)</p><p>Power Dice: 10d6 + 3d4 + 4d8 + 85 (150 PP) </p><p>Villain Points: 20</p><p>Fame: 90; Reputation: -120; Resources: 20-40 (Depending on circumstances)</p><p>Base Attack Bonus +10/+5; Melee +11/+6; Ranged +14/+9;</p><p>Preferred Attacks: Joker Venom Darts (+14/+9, Critical Range 20 x2, Range Increment 5 feet, Damage 1d2 + Poison)</p><p>.38 Revolver (+14/+9, Critical Range 20 x3, Range Increment 30 feet, Damage 1d8)</p><p>Fists (+11/+6, Damage 1d3+1 Subdual)</p><p>Alignment: NE, verging on CE</p><p>Str 12 (+1)</p><p>Dex 18 (+4)</p><p>Con 14 (+2) </p><p>Int 20 (+5)</p><p>Wis 13 (+1)</p><p>Cha 16 (+3)</p><p>Feats: Great Fortitude, Toughness, Hard to Kill, Cheat Death, One-Liner, Plot Devices, Lightning Reflexes, Daring Escape, Chemical Genius, Improved Unarmed Strike, Dodge, Dirty Fighting, Home Turf Advantage (Gotham City), Point-Blank Shot, Improved Dodge, Beat the Odds, Iron Will, Improved Initiative, Mechanical Genius; </p><p>Languages: English (S/R)</p><p>Skills: Appraise +10, Bluff +18, Climb +6, Command +10, Computers +12, Craft/Repair: Electronics +12, Craft/Repair: Gunsmithing +10, Craft/Repair: Mechanics +12, Defeat Security +19, Demolitions +13, Disguise +18, Drive Auto +9, Escape Artist +14, Forgery +15, Gather Information +11, Hide +19, Interrogation +10, Intimidate +18, Jump +8, Knowledge: Chemistry +20, Knowledge: Psychology +10, Knowledge: Toxicology +14, Listen +10, Move Silently +10, Perform +11, Pilot Helicopter +10, Search +10, Sense Motive +10, Shadowing +9, Spot +10, Streetwise +10, Swim +6, Tumble +10</p><p>Class Abilities: Bonus Feats (3), Sneak Attack +5d6, Traps Specialty, Evasion, Uncanny Dodge (II), Nimbleness, Field Experience, Jack-of-All-Trades, Infernal Luck 1/Session, Miscreant's Shrewdness, Lucky Shtick (Stand-Up Comedy), Kit-Bashing, Fix Anything, Extraordinary Genius </p><p>Complications: Nemesis (Batman), Villain's Code: Overcomplexity, Mental Imbalance (2), Deformity, Villain's Code: Disposable Henchmen, Villain's Code: Preferred Target (Batman) </p><p></p><p>Joker Venom: Neurotoxin, Fort Save DC 18, damage 1d8+1 Dex/1d8+1 Dex, Bizarre Permanent Cosmetic Side Effect (Victim's mouth curls into a rictus grin, lips turn bright red, victim laughs horribly until death) Creation DC 32, Cost per dose $460, generally delivered via injection or inhalation. </p><p></p><p>Gag Joker Venom: Paralysant rather than Neurotoxin, Temporary Cosmetic Side Effect rather than Permanent, Creation DC 29, Cost per dose $630</p><p></p><p>Gear: Miniature smoke grenades, Joker Venom darts, Joker Venom-coated faux playing card, Joker Venom miniature gas grenade, Acid-squirting lapel flower (Range: 5 feet, Ranged attack at -2, 1d6 acid damage first round/1d3 acid damage next round), .38 revolver, various knives, deck of playing cards, sword cane, miniature walkie-talkie, handheld electric joy-buzzer ( 1d6 electricity damage, requires touch attack), lockpick set, juggling balls, handcuffs, handkerchiefs, custom-tailored purple-and-green outfit. </p><p></p><p>Notes: My version of Batman is 17th level, so I created a Joker worthy of opposing him. This is an amalgamation of Alan Moore's *Killing Joke* Joker, Frank Miller's *Dark Knight Returns* Joker, and the *Mask of the Phantasm* animated Joker. Though he falls far short of Batman's physical strength and hitting power, he's dangerously fast and thoroughly equipped with lethal toys. </p><p></p><p>The Miscreant class is a villain NPC class I've been working on-- it's almost totally analogous to the Adventurer. The "Villain's Code" complications are also NPC-only complications I'm working on for a future DNW sourcebook. No harm in letting a few out of the bag now. </p><p></p><p>Cheers,</p><p></p><p>SL</p></blockquote><p></p>
[QUOTE="Scott Lynch, post: 305522, member: 4450"] [b]The Joker: A 17th level DNW Villain[/b] Let's see some big smiles, everyone! The Joker is, of course, Copyright 2002 DC Comics, a division of Warner Bros., an AOL/Time-Warner Entertainment Company. The Joker (Identity Unknown) Male Human, 6'1", 160 Lb. Miscreant-4, Rogue-10, Tech-3; TR 17; Medium-size humanoid; Init +8 (+4 Dex, +4 Feat); AC 22 (+4 Dex, +8 Class,); Fort Save +10; Ref Save +17; Will Save +11; Speed: 35 Hit Dice: 10d6 + 3d4 + 4d8 + 34 + 3 (99 HP) Power Dice: 10d6 + 3d4 + 4d8 + 85 (150 PP) Villain Points: 20 Fame: 90; Reputation: -120; Resources: 20-40 (Depending on circumstances) Base Attack Bonus +10/+5; Melee +11/+6; Ranged +14/+9; Preferred Attacks: Joker Venom Darts (+14/+9, Critical Range 20 x2, Range Increment 5 feet, Damage 1d2 + Poison) .38 Revolver (+14/+9, Critical Range 20 x3, Range Increment 30 feet, Damage 1d8) Fists (+11/+6, Damage 1d3+1 Subdual) Alignment: NE, verging on CE Str 12 (+1) Dex 18 (+4) Con 14 (+2) Int 20 (+5) Wis 13 (+1) Cha 16 (+3) Feats: Great Fortitude, Toughness, Hard to Kill, Cheat Death, One-Liner, Plot Devices, Lightning Reflexes, Daring Escape, Chemical Genius, Improved Unarmed Strike, Dodge, Dirty Fighting, Home Turf Advantage (Gotham City), Point-Blank Shot, Improved Dodge, Beat the Odds, Iron Will, Improved Initiative, Mechanical Genius; Languages: English (S/R) Skills: Appraise +10, Bluff +18, Climb +6, Command +10, Computers +12, Craft/Repair: Electronics +12, Craft/Repair: Gunsmithing +10, Craft/Repair: Mechanics +12, Defeat Security +19, Demolitions +13, Disguise +18, Drive Auto +9, Escape Artist +14, Forgery +15, Gather Information +11, Hide +19, Interrogation +10, Intimidate +18, Jump +8, Knowledge: Chemistry +20, Knowledge: Psychology +10, Knowledge: Toxicology +14, Listen +10, Move Silently +10, Perform +11, Pilot Helicopter +10, Search +10, Sense Motive +10, Shadowing +9, Spot +10, Streetwise +10, Swim +6, Tumble +10 Class Abilities: Bonus Feats (3), Sneak Attack +5d6, Traps Specialty, Evasion, Uncanny Dodge (II), Nimbleness, Field Experience, Jack-of-All-Trades, Infernal Luck 1/Session, Miscreant's Shrewdness, Lucky Shtick (Stand-Up Comedy), Kit-Bashing, Fix Anything, Extraordinary Genius Complications: Nemesis (Batman), Villain's Code: Overcomplexity, Mental Imbalance (2), Deformity, Villain's Code: Disposable Henchmen, Villain's Code: Preferred Target (Batman) Joker Venom: Neurotoxin, Fort Save DC 18, damage 1d8+1 Dex/1d8+1 Dex, Bizarre Permanent Cosmetic Side Effect (Victim's mouth curls into a rictus grin, lips turn bright red, victim laughs horribly until death) Creation DC 32, Cost per dose $460, generally delivered via injection or inhalation. Gag Joker Venom: Paralysant rather than Neurotoxin, Temporary Cosmetic Side Effect rather than Permanent, Creation DC 29, Cost per dose $630 Gear: Miniature smoke grenades, Joker Venom darts, Joker Venom-coated faux playing card, Joker Venom miniature gas grenade, Acid-squirting lapel flower (Range: 5 feet, Ranged attack at -2, 1d6 acid damage first round/1d3 acid damage next round), .38 revolver, various knives, deck of playing cards, sword cane, miniature walkie-talkie, handheld electric joy-buzzer ( 1d6 electricity damage, requires touch attack), lockpick set, juggling balls, handcuffs, handkerchiefs, custom-tailored purple-and-green outfit. Notes: My version of Batman is 17th level, so I created a Joker worthy of opposing him. This is an amalgamation of Alan Moore's *Killing Joke* Joker, Frank Miller's *Dark Knight Returns* Joker, and the *Mask of the Phantasm* animated Joker. Though he falls far short of Batman's physical strength and hitting power, he's dangerously fast and thoroughly equipped with lethal toys. The Miscreant class is a villain NPC class I've been working on-- it's almost totally analogous to the Adventurer. The "Villain's Code" complications are also NPC-only complications I'm working on for a future DNW sourcebook. No harm in letting a few out of the bag now. Cheers, SL [/QUOTE]
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