Batman

BatsmallBatman
Male Human Monk 8 Ninja 4 Ranger (Urban Ranger) 3
LG Medium Humanoid (human)
Init + 7, Senses Darkvision, Perception + 20
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Defense
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AC 33, touch 27, flat-footed 25 (+ 6 armor, + 7 Dex, + 4 deflection, + 1 dodge)
hp 131 (3d10+ 12d8+ 60)
Fort + 14, Ref + 20, Will + 13
Defensive Abilities Evasion, Uncanny Dodge; Immune disease
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Offense
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Speed 50 ft.
Melee + 3 Silver Temple Sword + 19/+ 14/+ 9 (1d8+ 6/19- 20/x2) Flurry + 19/+ 19/+
19/+ 14/+ 14
Unarmed Strike + 20/+ 15/+ 10 (2d6+ 7/x2) Flurry + 20/+ 20/+
20/+ 15/+ 15
Ranged + 1 Adamantine Shuriken + 21/+ 16/+ 11 (1d2+ 5/x2) Flurry + 19/+ 19/+
19/+ 14/+ 14
Special Attacks Deadly Range, Ki Attack Speed, Ki Strike, Magic, Sneak Attack + 2d6
Ranger (Urban Ranger) Spells Prepared (CL 0, 16 melee touch, 19 ranged touch)

Batman
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Statistics
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Str 18, Dex 24, Con 18, Int 20, Wis 16, Cha 18
Base Atk + 12, CMB + 18, CMD 43
Feats Combat Reflexes (8 AoO/round), Dodge, Improved Unarmed Strike, Iron Will, Mobility, Monk Weapon Proficiencies, Point Blank Shot, Power Attack – 4/+ 8, Precise Shot, Quick Draw, Rapid Shot, Shadow Strike, Stunning Fist (10/day) (DC 20), Surprise Attack, Weapon Focus (Shuriken), Weapon Focus (Unarmed Strike)
Skills Acrobatics + 15, Appraise + 9, Bluff + 8, Climb + 11, Craft (alchemy) + 9, Craft (armor) + 9, Craft (weapons) + 11, Diplomacy + 14, Disable Device + 23, Disguise + 13, Escape Artist + 15, Fly + 13, Handle Animal + 5, Heal + 12, Intimidate + 16, Knowledge (dungeoneering) + 19, Knowledge (engineering) + 17, Knowledge (geography) + 14, Knowledge (local) + 14, Knowledge (nobility) + 10, Knowledge (religion) + 14, Linguistics + 10, Perception + 20, Ride + 12, Sense Motive + 15, Sleight of Hand + 20, Spellcraft + 9, Stealth
+ 30, Survival + 15, Swim + 8, Use Magic Device + 9 Modifiers Ki Jump (Running Start), No Trace + 1
Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal, Orc, Tien
SQ AC Bonus + 5, Cloak of the Bat, Dust of Sneezing and Choking, Fast Movement (+ 20’), Fast Stealth, High Jump (+ 8/+ 28 with Ki point), Ki Defense, Ki Movement, Ki Pool, Ki Stealth, Manacles of Cooperation, Maneuver Training, Poison Use, Purity of Body, Ring of X-Ray Vision, Slow Fall 40’, Still Mind, Stunning Fist (Stun, Fatigue, Sicken), Track + 1, Trapfinding + 1, Unarmed Strike (2d6), Wholeness of Body (8 HP/use), Wild Empathy + 7
Combat Gear: + 1 Adamantine Shuriken (50), + 3 Silver Temple Sword
Other Gear: Amulet of Mighty Fists + 3, Belt of Holding III, Boots of Striding and Springing, Bracers of Armor + 6, Helm of Shielding (as brooch), Chime of Opening (10 uses), Cloak of the Bat, Dust of Appearance, Dust of Dryness, Dust of Sneezing and Choking, Elemental Gem, Earth, Elixir of Truth, Figurine of Obsidian Carriage and Steeds (Batmoblie), Goggles of Night, Manacles of Cooperation, Periapt of Proof against Poison, Ring of Protection + 4, Ring of X-Ray Vision, Robe Monk’s, Rope of Climbing, Bat Symbol (as Scarab) Golembane, Wand of Dispel Magic
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Special Abilities
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AC Bonus + 5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (8 AoO/round) You may make up to 8 attacks of opportunity per round, and may make
Deadly Range + 10’ (Ex) A ninja with this ninja trick increases the range at which she can deal sneak attack damage by 10 feet. A ninja can take this trick more than once. Its effects stack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+ 20’) The Monk adds 10 or more feet to his base speed.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
High Jump (+ 8/+ 28 with Ki point) (Ex) + 8 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don’t cause attacks of opportunity, and can be lethal.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her
highest attack bonus, but she can do so only when making a full attack.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a + 4 dodge bonus to AC for 1 round.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a + 4 insight bonus on Stealth skill checks for 1 round.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility + 4 to AC against some attacks of opportunity.
No Trace + 1 (Ex) Survival DCs to track you are at + 1, gain + 1 to Disguise and Stealth when you are stationary and not acting.
Point Blank Shot + 1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You don’t accidentally poison yourself with blades.
Power Attack – 4/+ 8 You can subtract from your attack roll to add to your damage.
Precise Shot You don’t get -4 to hit when shooting or throwing into combat.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at – 2.
Shadow Strike You can deal precision damage against targets with some concealment.
Slow Fall 40’ (Ex) Treat a fall as shorter than normal if within arm’s reach of a wall.
Sneak Attack + 2d6 damage if you flank your target or your target is flat-footed.
Still Mind (Ex) + 2 to saves against enchantment spells and effects.
Stunning Fist (10/day) (DC 20) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist.
Surprise Attack You can burst out at a foe and strike before it realizes what you are doing.
Track + 1 to survival checks to track.
Trapfinding + 1 to find or disable traps.
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wholeness of Body (8 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
Wild Empathy + 7 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background

Batman

Deepest Darkness Lord_AO