
Xenocrat |

I'd like to solicit some ideas for a Batman operative build. I'm mostly after the "always prepared, tool for any occasion" stuff (I'm not planning on gun free or nonlethal only, for example), but options that directly support specific Batman comics stuff are ok.
Note that you should probably pool party funds in your utility belt, as you'll be able to pull out consumables to support your allies out of combat.
Operative Specialization: Gadgeteer is the obvious choice.
Associated Skills: Engineering and Sleight of Hand. You can attempt an Engineering check with a +4 bonus to make a trick attack by using a customized device to momentarily distract your enemy.
Specialization Exploit: Utility Belt.
Quick Deployment (Ex): At 11th level, once per round you can retrieve or put away a stored item (including from your utility belt) or pick up an item as part of another move action, standard action, or full action.
Keep a fairly high Int, use Utility Belt to always have on demand your choice of serums, spell ampoules, grenades (mostly smoke, but the occasional Summon or other hybrid), L bulk tech/hybrid/magic items, or even a cheap armor mod or weapon accessory if you have the time for some special customization. Most of all: spell gems for your own spellthrowing weapon or an allied spellcaster to solve any utility problems that come up out of combat.
At 11th level Quick Deployment lets you pull off some interesting tricks when you can not worry about the action cost of drawing Schrodinger's Item (or an expensive use activated magic/hybrid item) from your utility belt in combat.
Quick Deployment also lets you swap weapons efficiently if you need a different damage type; see Traction Holster below. In fact, you never need to spend a separate action to draw a weapon again.
Operative Exploits
Armor Optimizer - extra armor slot for versatility
Pistol Whip - save a hand/money for races without natural weapons
Utility Belt - your core "always prepared" ability, free at 5th level
Everything else is to taste, whether you're a sniper, stealth guy, infiltrator, etc.
Magic Items
Stuff you might want to draw out of your utility belt once you're item level +2 and have enough money. The kind of items that when you need them they're useful, but you won't necessarily want to invest money in them ahead of time and always carry around.
Brooch of Shielding - suddenly facing an enemy who does a lot of force damage? No sell 55 points of it.
Cover Seed - instant cover for 200 credits
Brigh's Bolt - remove the broken condition from anything, including a vehicle, as a full round action
Elemental Gem - automatic trap activator or quick scout for 250 credits
Tangleburst Seed - combines a low level stickybomb and web grenade without requiring proficiency
Teleportation Puck - After 11th level, a full round action 120' dimension door for you and two allies that can't be interrupted. Worth 1500 credits in an emergency.
There's also higher level stuff use activated stuff that you might want to invest in to always have (like a Tiara of Translocation) that after 11th level become an on demand standard action to activate in combat as long as you have a free hand.
Spell Ampoules
From 5-10th levels as a move + standard you can pull from your Utility Belt and use any spell that qualifies for an in combat escape or buff. At 11th level it just takes a standard action. You can also pull out multiples for the whole party out of combat to help fly over or sneak past a problem.
Useful options: Mystic Cure (more cost effective than healing serums), Might of the Ellicoth, Polymorph, Seeking Shot, Remove Condition, Restoration, Spider Climb, Flight, Nondetection, Invisibility, Lesser Resistant Armor.
Spell gems open up the whole spell lists for utility (e.g. Tongues) on demand, but aren't practical in combat because they still require 1 minute to load, something Quick Deployment can't help with.
Hybrid Items
Metal Nitro - unexpectedly in a race? Cool.
Creator Capsule - need an item of bulk 1-3 that you can't ordinarily pull out of your Utility Belt? Pull out a L bulk Creator Capsule and have it print your end item. Expensive, but you'll have it.
Null Space Chamber mk 1 - available to you on demand at level 7 should you suddenly need to hall off a lot of extra bulk beyond your usual means.
Universal Solvent - debuff a golem or weaken a door you need to shoot through
Motospheres - maybe you don't think you need to always be carrying around some miniaturized enercycles; when you find out you're wrong, you'll be fine
Retrieval Charms - I can think of a few problems these can solve, and when the problem is worth 6500 credits and nothing else will do, you've got it at hand
Void Dust - I wouldn't invest 2550 credits in case I need to take down a force field or wall, but when I need to take one down I would gladly pay 2550 credits to do it
Vital Seed, Regrower - it won't come up, but if you're 19th level and willing to spend 40,000 credits to regenerate a dudes limbs you can
Weapons
Ammunition - you can pull everything but petrol tanks and missiles out of your belt at will
Grenades - it's not cost effective for anything but smoke, but if your party needs a particular grenade, including a hybrid, you happened to buy one and pack it away
Basic Melee, Advanced Melee, and Small Arms - Most/lots of weapons in these categories are L bulk and therefore qualify, but they're too expensive. However, this technically means you can never be disarmed unless your GM takes away your utility belt. No matter how carefully you were searched, Schrodinger's Weapon remains in your belt. (Your GM may very well disagree.)
Fusions - crafting a fusion you suddenly realize you need takes 4 hours, installing one you just pulled out of your belt only takes 10 minutes. Niche, but not impossible.
Technological Items
Traction Holster - Get one at 11th level when Quick Deployment lets you draw a weapon as part of the same action to fire it. Drop current weapon (holster catches it) and full attack/trick attack with your stored weapon of a better type.
Medpatch/Sprayflesh - if you don't want a serum/ampoule instead
Signal Jammer
Fire Extinguisher
Scanners
Toolkits and tools of all types
Holoskins for the whole party
Nanite Hypopens - if you prefer them to ampoules or spell gems
Spy Drone - sure, why not
Envoy's Mouthpiece - well of course I expected to need a translator for this specific language
Flushbuster - never enter another's home without one
Various spy and counter-surveillance gear
What else?

Xenocrat |

I didn't see a single vehicle on your list, are you not going to Bat-Copter it up?
How about an expansion bay on your spaceship to make kind of a Bat-Cave, so you have a place to keep all your sweet gadgets and your Bat-PC for all your researching?
I guess I need a Smuggler Compartment on the ship for my Bat Cave.
I guess any kind of Enercopter would work for a planetary vehicle.

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@Batelf should know more about this.
♫ Na nana na nana Bat Elf! ♫
It's very interesting seeing another take on a Bat Man style character. I considered Gadgeteer, but decided on Detective as my specialty. I'm also intrigued by some of your equipment choices. Tool kits are a must!
Instead of a Valet Drone, I have a starfinder society Ally who is my butler, camera man and therapist.
(Bat Elf is a released mental patient who had suffered a complete nervous breakdown to losing her childhood in the gap. Serving as an iconic crime fighter is her therapy!)

The Artificer |

BAT SIGNAL ACTIVATED
Hello all!
The reason why I'm posting in this thread is because it's the closest one I could find...
Does anybody have an up-to-date quick sheet of the best items a gadgeteer can produce? Like support items and other wacky fun things..
I would gladly appreciate the help I have a new player that's a little overwhelmed by options and I was hoping to be able to give them a concise list of useful items, I ask beacuse we are both new to this unprecedented modularity in an already abundantly useful class.
Thank you to any brave soul who responds to this.
THREAD-NECROLYSIS COMPLETE