Thomas Wayne, the
Owlman
XP: 9,830,400 CR 30
Male human fighter 30
LE Medium humanoid (human)
Init +10; Senses Perception +27
AC 33, touch 33, flat-footed 26 (+16 deflection, +6 Dex)
HP 375 (30d10+210)
Fort +29, Ref +29, Will +30
Defensive Abilities defensive roll, enhanced neural cortex, evasion, hide in plain sight, light fortification, martial artist; DR 10/adamantine
Speed 40 ft.
Melee unarmed strike +48/+43/+38/+33/+28/+23 (2d10 + 18 /19-20) ; or Flurry of blows +48/+48/+48/+43/+38/+33 melee (2d10 + 18 /19-20)
Ranged razorang +36 ranged (1d6 + 5 /18-20)
Special Attacks Cold calculation, frightful presence (DC 33), stun (30/day DC 32)
Str 24, Dex 23, Con 23, Int 25, Wis 24, Cha 26
Base Atk +30; CMB +37; CMD 69
Feats Acrobatic Strike, Bounding Assault, Close-Quarters Thrower, Combat Expertise, Combat Reflexes, Cunning Evasion, Dirty Fighting, Dodge, Endurance, Far Shot, Frightful Presence, Improved Critical (Unarmed Strike), Improved Death Attack, Improved Disarm, Improved Feint, Improved Initiative, Improved Toughness, Legendary Tracker, Lunging Strike, Mobility, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Rapid Strike, Roundabout Kick, Spring Attack, Stunning Fist, Toughness, Whirlwind Attack
Skills Acrobatics +48, Bluff +46, Climb +40, Craft (alchemy) +27, Craft (engineering) +27, Diplomacy +36, Disable Device +27, Handle Animal +28, Heal +27, Intimidate +50, Knowledge (arcana) +27, Knowledge (behavioral science) +27, Knowledge (gather information) +50, Knowledge (history) +27, Knowledge (local) +27, Knowledge (religion) +27, Knowledge (science) +27, Linguistics +27, Perception +27, Profession (administration) +27, Profession (investigator) +45, Profession (merchant) +27, Profession (researcher) +27, Sense Motive +45, Sleight of Hand +25, Stealth +39, Survival +27, Swim +22
SQ defensive roll, enhanced neural cortex, evasion, hide in plain sight, light fortification, martial artist
Gear Owlman has an extraordinary amount of possessions, many of which he has designed and built himself, that function similar to magical items. The list here is not comprehensive, but includes some common equipment. Note: The skill modifiers are not included in Owlman’s skill block, above. Body armor: Damage reduction 10/adamantine. Boots: +5 circumstance bonus to Balance checks. Cape: +4 deflection bonus to AC if Owlman moves more than 5 feet in a round. This also allows him to glide for short distances. He can glide 20 feet for every 5 feet of downward movement. Cowl: +10 circumstance bonus to Disguise checks, light fortification. Owlman has various sight programs capable of being loaded into his eyepieces, granting him the effects of see in darkness and true sight. Neural disruptor: This device deals 8d6 sonic and electricity damage in a 5 foot radius around Owlman. Anyone taking damage from this must also make a Fortitude save (DC 32) or be stunned for 1d6 rounds. Razorang: 1d6+5 damage, 18-20 critical threat. These ultra sharp blades are fired from a wrist launcher on Owlman's arm. They have a 50 foot range. Whenever they deal wound point damage, they deal 1 point of Constitution damage as well. Rope and grapple: Similar to rope of climbing, this shoots a grapple up to 200 feet long. This grants a +10 circumstance bonus to Climb checks when used. Talons: Increase unarmed attack and damage by +3. Utility belt: As Heward’s handy haversack. Owlman carries a huge variety of weaponry in his belt, including spare razordiscs and grapple
Environment Egorian
Organization Solitary or with the Crime Syndicate
Treasure Equipment
Cold Calculation (Ex) Owlman is a master of sizing up his opposition and preparing counter measures. He may make a Gather Information, Investigate or Research check against a DC equal to (10 + opponent's hit die + opponent's Int modifier + opponent's Wis modifier). If he is successful, he gains the following benefits. +1 insight bonus to AC against attacks made by that opponent for every point by which he exceeds the DC.
Enhanced Neural Cortex (Ex) In his never ending quest for revenge against his father, Owlman has implanted enhancers in his body and brain to boost his skills to an edge that no human can match. He has the following benefits: Knack +6 bonus on all saves
Martial Artist (Ex) Owlman is one of the finest martial artists in his world due to the neural surgery that has enhanced both his body and mind. He gains bonus fighter feats as a fighter of his hit die and unarmed damage and feats as a monk of his hit die. Owlman is never considered flanked. Missing Owlman with a melee attack provokes an attack of opportunity from him. Owlman gains a +8 bonus to attack and damage rolls when fighting unarmed. Owlman gains a +3 bonus to damage for every -1 penalty he takes to attack while using Power Attack. Owlman's unarmed strikes deal bludgeoning, slashing, or piercing damage, as he sees fit. It is a free action to change the type of damage he deals.
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