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Robin / Tim Drake

Timothy “Tim” Drake is a DC Comics fictional superhero who, as Robin, is Batman’s sidekick but also a young hero in his own right. Tim is the third and current Robin.

Robin / Tim Drake
By [1], Fair use, https://en.wikipedia.org/w/index.php?curid=63025369

Originally Posted by Kain Darkwind of the Dicefreaks forums.

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Tim Drake, Robin
Medium humanoid
Wounds16 WP, 102 VP (12d8+36)
Initiative+8
Speed30 ft.
AC26 (+10 defense, +4 Dexterity)
Base Attack/Grapple+12/+14
AttackStaff +22 melee (2d6 + 9 /19-20) or unarmed strike +20 melee (2d6 + 6) or Batarang +20 ranged (1d4 + 2 /19-20)
Full AttackFlurry of blows +22/+22/+22/+17/+12 melee (2d6 + 9 /19-20)
Space/Reach5 ft. /5 ft.
Special AttacksGear, stun (12/day, DC 22)
Special QualitiesDamage reduction 8/adamantine, Dark Knight training, detective, martial artist
SavesFort +14, Ref +15, Will +17
AbilitiesStrength 15, Dexterity 18, Constitution 16, Intelligence 22, Wisdom 22, Charisma 17
SkillsBalance +15, Bluff +18, Climb +11, Computer Use +27, Concentration +12, Craft (chemical) +21, Craft (pharmaceutical) +21, Decipher Script +21, Diplomacy +18, Disable Device +21, Disguise +18, Drive +13, Escape Artist +13, Forgery +21, Gather Information +20, Handle Animal +18, Hide +19, Intimidate +18, Investigate +34, Jump +19, Knowledge (Arcana) +21, Knowledge (behavioral sciences) +27, Knowledge (business) +21, Knowledge (civics) +27, Knowledge (current events) +21, Knowledge (earth and life science) +27, Knowledge (history) +27, Knowledge (physical science) +27, Knowledge (pop culture) +21, Knowledge (streetwise) +27, Knowledge (tactics) +21, Knowledge (technology) +21, Knowledge (theology) +21, Listen +27, Move Silently +19, Navigate +21, Pilot +13, Repair +21, Research +31, Search +21, Sense Motive +21, Sleight of Hand +13, Spot +27, Survival +21, Swim +11, Treat Injury +21, Tumble +21, Rope Use+13
FeatsBlind-Fight, Combat Expertise, Combat Reflexes, Dodge, Improved Critical (staff), Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Lunging Strike, Mobility, Power Attack, Skill Focus (Investigate), Spring Attack, Track, Weapon Finesse
Climate/TerrainBludhaven
OrganizationSolitary (Unique) or with Batman or with Young Justice
Challenge
Rating
12
TreasureEquipment
AlignmentNeutral Good

Dark Knight Training Tim was trained by the Batman himself, and is his protégé. He has the following benefits:

  • +6 bonus to all mental based skill checks.
  • +3 competence bonus on all saves.
  • Knack (improved)
  • Skill Mastery: Balance, Climb, Jump, Tumble, Use Rope
  • Detective Tim is contending with his mentor for the title of World’s Greatest Detective. He may make a Gather Information, Investigate or Research check against a DC equal to (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 Tim to “metagame”, tailoring his use of Power Attack, Combat
Expertise
, and the like.

Martial Artist Tim has been trained by some of the finest 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.

Tim has a +4 bonus to attacks and damage made unarmed or with a staff.

Missing Tim with a melee attack has a 50% chance to provoke an attack of opportunity from him.

Tim’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. If striking with his staff, Tim can deal only bludgeoning or piercing damage.

Robin’s Possessions

Robin 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 Robin’s skill block above.

  • Antitoxin Neutralizes poison and restores 1d3 points of ability damage caused from poison.
  • Batarangs +4 to attack, 1d4 damage, 19-20 critical threat. 50 foot range increment.
  • Body Armor Damage Reduction 8/adamantine
  • Boots +5 competence bonus to Move Silently.
  • Cape Allows Tim to glide 10 ft. for every 10 ft. of vertical movement. Grants resistance to fire 10.
  • 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 (DC 10 + original poison DC) allows the mask to be donned in time to avoid a Fortitude save entirely.
  • Gauntlets Tim has a variety of compartments in his gauntlets which store a variety of items. This includes flash and smoke grenades, knockout gas capsules, and tracers, as well as batarangs.
  • 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 +2 competence bonus to Disguise checks. The mask also holds night-vision lenses, giving Tim 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 minidisk rewritable drive. It grants a +10 circumstance bonus on Knowledge and Research checks.
  • Rope and grapple This shoots a grapple up to 200 feet long, which grants a +10 to Climb checks when used.
  • 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.
  • Staff This collapsible staff is weighted to aid in both defense and offense. It gives Robin a +2 bonus to attack and damage rolls, and adds a +3 Dodge bonus when used with Combat Expertise, to fight defensively or the full defense action. It is a free action for Robin to alter its size, which can allow it to function as a club, or to be stored easily in his cape.
  • Tracers Can be tracked as if discern location had been cast.
  • Utility Belt Robin’s utility belt carries a gasmask, a mini-computer, lock picks, a first aid kid, cellphone, antitoxins, signal flares, wireless Listening
    devices, and a halogen flashlight. Tampering with the belt deals 5d6 nonlethal electricity damage, unless a Disable Device check (DC 30) is made.
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