Friday, July 20, 2012

The Man Who Broke The Bat

And finally, the primary villain from the Knightfall saga and The Dark Knight Rises.

Male Human Legendary Strong 8/Fast 2/Tough 4/Smart 3; CR 17; LA +1
Medium-size Humanoid (height 6’ 8”, weight 350 lb.); Age unknown

Init +7; Senses (core) Listen +10, Search +3, Spot +8; Senses (house) Listen/Spot +20, Search +12
Languages Arabic (read/write only), English, Farsi (speak only), German (read/write only), Latin (read/write only), Mandarin (read/write only), Russian (speak only), Spanish

Defense (core) 25, touch 25, flat-footed 22; Defense (house) 25, touch 19, flat-footed 22; (+3 Dex, +12 class)
hp 162 (17 HD); Mas 21; DR 2/—
Fort +11, Ref +9, Will +9
Action Points 12

Speed 30 ft.
Melee unarmed strike +20/+15/+10 (1d8+9 lethal/nonlethal, 20) or
Melee by weapon +18/+13/+8 or
Ranged GE minigun +16/+11/+6 (2d10 ballistic, 20, A only, 100 ft., 200 box) or
Ranged by weapon +16/+11/+6
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +13; Grp +22
Atk Options Blind-Fight, Combat Expertise, Improved Bull Rush, Power Attack, Streetfighting
Special Qualities legend traits (2), mask traits

Abilities Str 21 (18), Dex 16, Con 18, Int 16, Wis 14 (15), Cha 12 (14)
'(-)' indicate original ability scores.
          Note: Bane has since kicked the Venom habit and conquered the subsequent addiction, though the ordeal left him with 2 points of Wisdom and Charisma drain, already included above.
Allegiances himself, evil, the Batman; Rep +8 (+1 as [unknown]); San 59
Feats Advanced Firearms Proficiency, Blind-Fight, Combat Expertise, Combat Martial Arts, Combat Throw, Brawl, Exotic Firearms Proficiency (heavy machine guns), Improved Brawl, Improved Bull Rush, Improved Damage Threshold, Improved Initiative, Iron Will*, Personal Weapons Proficiency, Power Attack, Renown, Secret Identity (see Past), Simple Weapons Proficiency, Streetfighting, Tough Plus* (see Future), Track
* Bonus feats selected from the Legend template.
Skills (core) Bluff +7, Climb +11, Computer Use +6, Concentration +10, Craft (structural) +7, Demolitions +15, Drive +6, Hide +10, Intimidate +11, Investigate +7, Jump +13, Knowledge (behavioral sciences) +5, Knowledge (current events) +8, Knowledge (streetwise) +9, Knowledge (tactics) +14, Listen +10, Move Silently +10, Read/Write Arabic, Read/Write English, Read/Write German, Read/Write Latin, Read/Write Mandarin, Read/Write Spanish, Research +8, Repair +7, Sense Motive +11, Speak English, Speak Farsi, Speak Russian, Speak Spanish, Spot +8, Survival +6, Swim +9, Treat Injury +5, Tumble +8
Skills (house) Athletics +23, Computer Use +6, Control +10, Craft (structural) +7, Deduce +12, Demolitions +15, Drive +6, Knowledge (behavioral sciences) +5, Knowledge (current events) +8, Knowledge (streetwise) +9, Knowledge (tactics) +15, Perceive +20, Persuade +17, Read/Write Arabic, Read/Write English, Read/Write German, Read/Write Latin, Read/Write Mandarin, Read/Write Spanish, Research +8, Repair +7, Sneak +17, Speak English, Speak Farsi, Speak Russian, Speak Spanish, Survival +6, Treat Injury +5, Tumble +8
Talents (Strong) Advanced Melee Smash, Extreme Effort, Improved Melee Smash, Melee Smash
Talents (Fast) Evasion
Talents (Tough) Damage Reduction 2/—, Remain Conscious, Robust
Talents (Smart) Plan, Savant (Demolitions)
Starting Occupation (core) Adventurer (Bluff, Intimidate as permanent class skills; Brawl)
Starting Occupation (house) Adventurer (+1 on Knowledge [tactics], Persuade as permanent class skill; Brawl)
Possessions (carried weight 46 lb.) jumpsuit (2 lb.), weighted gloves (as brass knuckles; 1 lb.), General Electric M134 Minigun (34 lb.), 3 drum magazines (200 rounds each; 6 lb.), stabilizer harness (custom built and modified, this torso harness allows a user to wield a Huge-size firearm as a two-handed weapon without penalty; other physical actions, including attack rolls, are at a –2 penalty while wearing this device; donning or removing the harness takes a full-round action; 3 lb.), various personal items
Wealth Bonus +13

NEW Drug Venom
Potency: 8; Effect(s): Ability Enhancement: Strength (4), Constitution (4); Duration: 30 minutes; Drawback(s): n/a; Side-Effect(s): Physiologically Addictive (Fort DC 18), Psychologically Addictive (Will DC 18); Method of Use: Intravenous (3-round onset); Shelf Life: 2 months (H, R); Craft DC: 40; Purchase DC: 34 (Illegal); Time: 6 hours (1d4 doses)

Venom is an illegal, addictive psycho-anabolic steroid first synthesized from Hourman’s Miraclo formula. The drug, albeit demonstrating adaptogenic characteristics in certain subjects, is most commonly known for quickly imbuing the user with immense physical power. However, as the drug wears off, the user’s body rapidly returns to its original state, or sometimes even weaker, at which point the user suffers from massive, debilitating withdrawal, usually accompanied by terrifying hallucinations.

An addicted user who has recovered from withdrawal effects of either the physical or psychological variety, and is subjected to Venom again within 1 month of recovery, may reap added benefits from taking the drug. Refer to the table below to determine which adaptogenic effects apply to the user.

# of Consecutive Drug Uses w/o Failing an Addiction Save 
Added Benefit
The user gains an added bonus to the Strength effect as if multiple doses had been taken (+50%), without added risk
The user gains Damage Reduction 2/— (stackable with other sources of DR)
The user gains a +2 bonus on Reflex saves, and +10 (feet) to Speed

Once any of the added benefits have been achieved, it remains a part of the user’s experience with the drug each time thereafter or until he suffers withdrawal symptoms again. Furthermore, should the user voluntarily resist the temptation to use the drug (Will DC 15) three times consecutively, the user will have developed such a mastery over the drug’s grip on him that only after the sum of the threshold time periods given for each withdrawal type will he suffer negative effects (e.g. [Con mod + 12 in hours] + [Wis mod + 3 in days]).

Though perhaps the most drastic adaptogenic effect occurs when the user arranges to have injections continually fed directly into his central nervous system (i.e. the brain at the spinal column). An external device or catheter is required to constantly deliver the drug like an IV drip, which also permits the user to break up the drug’s half-hour duration into individual segments (though no more than 300 rounds; the 3 round onset period applies as a part of each use). When these conditions are met, the user experiences widespread vascular and skeletal enlargement (though the actual size difference may be marginal) which grants him the virtual size category of Large. This virtual size doesn’t affect the user’s space or reach, but does provide the following: use of improvised weapons of Large-size (one-handed) or Huge-size (two-handed); capability to inflict 2d6 base damage on unarmed attacks; a +4 bonus on grapple checks; ability to lift 2x his full carrying capacity; but also incurs a –1 penalty on attack rolls/Defense, and –4 on Hide checks. Add +1 to the challenge rating of any user who applies the drug in this way.