Nightwing

Nightwing is a fictional superhero appearing in American comic books published by DC Comics. The character has appeared in various incarnations, with the Nightwing identity most prominently being adopted by Dick Grayson when he reinvented himself from his role as Batman‘s vigilante partner Robin. Although Nightwing is commonly associated with Batman, the title and concept have origins in classic Superman stories. The original Nightwing in DC Comics was an identity assumed by alien superhero Superman when stranded on the Kryptonian city of Kandor with his friend Jimmy Olsen. Drawing inspiration from Batman and Robin, the two protect Kandor as the superheroes Nightwing and Flamebird. Following the Crisis on Infinite Earths continuity reboot in 1985, Nightwing was re-imagined as a legendary vigilante from Krypton whose story inspires Dick Grayson’s choice of name when he leaves behind his Robin identity.
Other stories set among the Batman family of characters have seen acquaintances and friends of Richard John “Dick” Grayson briefly assume the title, including his fellow Robin alumnus Jason Todd. Meanwhile, Superman stories have seen Superman’s adopted son Chris Kent and Power Girl take up the name for brief turns as Nightwing. Various other characters have taken the name in stories set outside DC’s main continuity as well, and at times the role has been unoccupied, such as when Dick Grayson operated as Batman and after faking his death.
In 2013, Nightwing placed 5th on IGN’s Top 25 Heroes of DC Comics and Grayson as Nightwing was ranked the #1 Sexiest Male Character in Comics by ComicsAlliance in 2013.
Originally Posted byKain Darkwind of the Dicefreaks forums.
| Dick Grayson, Nightwing | |
| Medium humanoid | |
| Wounds | 18 WP, 153 VP (18d8+72) |
| Initiative | +12 |
| Speed | 30 ft. |
| AC | 30 (+12 defense, +8 Dexterity) touch 30, flat footed 22 |
| Base Attack/Grapple | +18/+23 |
| Attack | Eskrima baton +34 melee (2d8+13 /19-20) or wing +29 ranged (1d3 /18-20 and bleeding) |
| Full Attack | Flurry of Blows +34/+34/+34/+29/+24/+19 melee (2d8+13 /19-20) or wing +29/+24/+19/+14 ranged (1d3 /18-20 and bleeding) |
| Space/Reach | 5 ft. /5 ft. |
| Special Attacks | Flash grenade, knockout gas, smoke grenade, stunning fist |
| Special Qualities | Damage reduction 8/adamantine, Dark Knight training, Darkvision 100 ft., defensive roll, detective, evasion, improved uncanny dodge, low light vision, opportunist, resistance to fire 10, uncanny dodge |
| Saves | Fort +19, Ref +23, Will +20 |
| Abilities | Strength 20, Dexterity 27, Constitution 18, Intelligence 20, Wisdom 20, Charisma 23 |
| Skills | Balance +21, Bluff +31, Climb +16, Computer Use +19, Decipher Script +19, Diplomacy +35, Disable Device +19, Disguise +19 (+21 acting), Drive +17, Escape Artist +29, Forgery +19, Gamble +18, Gather Information +33, Handle Animal +19, Hide +29, Intimidate +33, Investigate +35, Jump +30, Knowledge (behavioral sciences) +19, Knowledge (civics) +19, Knowledge (current events) +19, Knowledge (earth and life science) +19, Knowledge (history) +19, Knowledge (physical science) +19, Knowledge (streetwise) +31, Knowledge (tactics) +19, Knowledge (technology) +19, Knowledge (theology) +19, Listen +30, Move Silently +29, Navigate +18, Pilot +17, Repair +19, Research +35, Search +31, Sense Motive +30, Sleight of Hand +17, Spot +30, Survival +17 (+19 Tracking), Swim +14, Treat Injury +14, Tumble +33, Rope Use+17 (+19 bindings) |
| Feats | Acrobatic, Acrobatic Strike, Agile , Bounding Assault, Close Quarters Fighting, Combat Acrobat, Combat Expertise, Combat Reflexes, Cunning Evasion, Dive for Cover, Dodge, Elusive Target, Improved Critical (unarmed), Improved Disarm, Improved Initiative, Improved Trip, Mobility, Roundabout Kick, Spring Attack, Track, Weapon Finesse |
| Climate/Terrain | New York |
| Organization | Solitary (Unique) |
| Challenge Rating | 19 |
| Treasure | Equipment |
| Alignment | Chaotic Good |
Dark Knight Training
Dick was trained by the Batman himself, and is his original protégé. He has the following benefits:
- +4 bonus to all mental based skill checks.
- +4 competence bonus on all saves.
- Knack
- Skill Mastery Balance, Climb, Jump, Tumble, Use Rope
- A +4 inherent bonus has been added to all Nightwing’s ability scores, except Dexterity to which a +5 has been added. Rather than the use of a wish or such, this inherent bonus represents the incredible limits to which Batman pushed his protégé to and beyond on a regular basis.
Detective
Nightwing is a master of sizing up his opposition, like his mentor. He may make a Gather Information, Investigate or Research check against a DC equal to (10 + opponent’s hit die + opponent’s Intelligence modifier + opponent’s Wisdom 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.
- +1 bonus to attack and damage against that opponent for every point by which he exceeds the DC.
- +1 resistance bonus to saves against attacks made by that opponent for every point by which he exceeds the DC.
- +1 competence bonus to initiative rolls against the opponent for every point by which he exceeds the DC.
In addition, for every 5 points by which he exceeds the DC, he may gain one of the following advantages.
- Intimate knowledge of one of the opponent’s special attacks, qualities, or vulnerabilities. For instance, if he made a successful check against the tarrasque, he could know of its vulnerability to wish magic.
- Complete knowledge of opponent’s base AC, attack bonus or max hit points. This allows Nightwing to “metagame”, tailoring his use of Power Attack, Combat Expertise, and the like.
Martial Artist
Dick is one of the finest trained martial artists in the world. He gains bonus fighter feats as a fighter of his hit die and unarmed damage and feats as a monk of his hit die.
- Dick is never considered flanked.
- Missing Dick with a melee attack provokes an attack of opportunity from him.
- Dick gains a +6 bonus to attack and damage rolls when fighting unarmed or with an eskrima baton.
- While using his eskrima sticks, Dick may gain +2 AC for every -1 penalty he takes while using Combat Expertise.
- Dick’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. While wielding his eskrima batons, Dick is limited to bludgeoning or piercing damage.
Possessions
Nightwing has an extraordinary amount of possessions that function similar to magical items. The list here is not comprehensive, but includes some common equipment. Note, the circumstantial skill modifiers are not included in Nightwing’s skill block above.
- Antitoxin – Neutralizes poison and restores 1d3 points of ability damage caused from poison.
- Body Armor – Damage Reduction 8/adamantine and resistance to fire 10. In well-lit areas, the costume darkens, giving Dick a +4 circumstance bonus to Hide checks in such areas.
- Boots – +5 competence bonus to Move Silently. Dick has eight compartments in each boot which store a variety of his items, including flares, a gasmask, the mini-computer, lock picks, a first aid kid, cellphone, antitoxins, signal flares, wireless Listening devices, and a halogen flashlight. Tampering with the boots deals 5d6 nonlethal electricity damage, unless a Disable Device check (DC 30) is made.
- Eskrima Baton – +2 to attack, 1d8+2 damage, 19-20 critical. It also shoots a grapple up to 200 feet long. This grants a +10 to Climb checks when used. Dick may throw this weapon with 10 foot range increment.
Note: the damage is listed for normal use’ Dick uses his improved unarmed damage with the baton.
- Flash grenade – Reflex save DC 18 or dazed for 1d6 rounds. Success results in daze for 1 round only.
- Gas mask – +6 circumstance bonus to saves against inhaled poisons if donned the same round as contact with poison. A Reflex save (DC10 + original poison DC) allows the mask to be donned in time to avoid a Fortitude save entirely.
- Gauntlets – Dick has eight compartments in his gauntlets which store a variety of items. This includes flash and smoke grenades, knockout gas capsules, and tracers, as well as his wingdings. Tampering with the gauntlets deals 5d6 nonlethal electricity damage, unless a Disable Device check (DC 30) is made.
- Halogen Flashlight – This produces bright light in a 100 foot cone, but only detectable by those with Darkvision.
- Knockout gas capsules – Creates a 20 foot radius of poisonous vapors. The DC increases by 1 for every round spent within the vapors.
Knockout Gas; inhaled; Fortitude DC 18, initial damage: 1d6 nonlethal wound point damage, secondary damage: unconsciousness. Unlike typical poisons, the secondary save is made 1 round following the initial, and regardless of the success of the initial save.
- Mask – +3 competence bonus to Disguise checks. The mask also holds night-vision lenses, giving Dick either Low-Light Vision or Darkvision (100 ft. range) as needed. There are visual enhancement devices as well, that can grant a +4 bonus to Search and Spot checks.
- Mini-computer – This device is equipped with a fax, modem, GPS and mini-disk re-writable drive. It grants a +10 circumstance bonus on Knowledge and Research checks.
- Smoke Grenade – Creates 30 foot radius of obscuring smoke. Objects and creatures within the mist have concealment within 5 feet of each other, farther away is total concealment.
- Tracers – Can be tracked as if discern location had been cast.
- Wings – +3 to attack, 1d3 damage, 18-20 critical threat. 30 foot range increment. No Strength bonus is added to damage. On a critical hit, the shuriken makes a bleeding wound, that bleeds for 1 point of wound damage per round. Nightwing may throw three
of these as a single attack action.
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